Dungeon Master S |
Hun sneaks forward, just a few precious yards ahead of the party when he lets fly a dagger that slams into a target. The dreature looks up, a dagger in it's eye socket and soon all of them look up, staring at the intruder. Hun's dagger nearly undid the forces holding the thing together. (Now that you guys can see them, it's Knowledge (Religion) check to identify their specifics.)
Piper: 1d20 + 4 ⇒ (11) + 4 = 15
Hunwald: 1d20 + 7 ⇒ (14) + 7 = 21
August: 1d20 + 2 ⇒ (1) + 2 = 3
Meredith: 1d20 + 1 ⇒ (19) + 1 = 20
BADDIES: 1d20 + 1 ⇒ (6) + 1 = 7
Black: 0
Red: 0
Blue: 0
Green: 4
Yellow: 0
Dungeon Master S |
Initiative Repost:
Hunwald: Current
Meredith: On Deck
Piper: TBD
BADDIES: TBD
August: TBD
Dungeon Master S |
These are the Black Echelon, a unique form of skeletal undead, you get one question about them for me to answer...
August Dupine |
Do they have any special attacks to be worried about (such as disease or draining)?
Chris Marsh |
No special attacks.
-Posted with Wayfinder
Hunwald Stormheart |
Hun lets fly with his second dagger, targeting the same creature, but his surprise at their appearance interfere with his concentration. He then draws his rapier, takes up a defensive stance and calls, "Time for the Cavalry!"
Ranged Dagger atk vs green: 1d20 + 3 ⇒ (5) + 3 = 8 Damage ?: 1d4 + 3 ⇒ (3) + 3 = 6
-Posted with Wayfinder
Meredith Une |
Meredith moves up and throws her shortspear at whichever one Hunwald hit.
Shortspear+Guidance: 1d20 + 1 + 1 ⇒ (1) + 1 + 1 = 3 pffft
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Meredith's almost drops the spear at her feet before it rolls away from her, towards the undead.
"Uh, tada." She shrugs, then assumes a fighting stance.
Dungeon Master S |
First off, anyone stepping into a square with the grain in it finds the going rough, and treats it as difficult terrain (enemies included.)
Hun and Meredith both miss.
Round 1
Hunwald: Miss
Meredith: Miss
Piper: Current
BADDIES: TBD
August: TBD
Black: 0
Red: 0
Blue: 0
Green: 4
Yellow: 0
Dungeon Master S |
Piper moves up (I moved you.)
Black: Moves around to flank.
Red: Steps forward and looks to the sky. The fog around his robes begins to swirl and expand. Attacks from >5' have a 20% miss chance.
Blue: Attacks Meredith with a sickle ATK: 1d20 - 1 ⇒ (12) - 1 = 11
Green: Attacks Hun with a sickle ATK: 1d20 - 1 ⇒ (7) - 1 = 6
Yellow: Moves up the stairs.
August to finish the round
Round 1
Hunwald: Miss
Meredith: Miss
Piper: Current
BADDIES: Go!
August: TBD
Black: 0
Red: 0
Blue: 0
Green: 4
Yellow: 0
Meredith Une |
Meredith parries the sickle against her shield. "Why is that one going upstairs?" She wonders. "Is it trying to signal something?"
Hunwald Stormheart |
"Unless it (yellow) has some sort of ranged attack or zombie magic, no good, undead suminab!t(h!"
Meredith Une |
Well, time to start the grapple train
Meredith tries to grab Blue.
Grapple vs CMD: 1d20 + 4 ⇒ (3) + 4 = 7 All hail my incredible grapple build!
She fails to get a good hold on it.
Dungeon Master S |
August moves forward (remember everyone, ranged attacks have a 20% miss chance right now.) Meredith closes, but can't get a grip.
Hun is up
Round 2
Hunwald: Current
Meredith: Miss
Piper: TBD
BADDIES: TBD
August: TBD
Black: 0
Red: 0
Blue: 0
Green: 4
Yellow: 0
Piper Azine |
Piper takes a wild shot (acid splash) at the injured undead creature.
Attack: 1d20 + 3 - 4 ⇒ (1) + 3 - 4 = 0 vs. Touch AC w/cover
Damage: 1d3 ⇒ 3
Hunwald Stormheart |
Hun deftly sidestepped the undead's sickle swipe and reverses his momentum to counterattack.
Rapier atk vs Green: 1d20 + 3 ⇒ (11) + 3 = 14
Damage ?: 1d6 + 3 ⇒ (6) + 3 = 9
-Posted with Wayfinder
Dungeon Master S |
Hun's counter is exactly what he needed. Though the blacde isn't the best choice against skeletons, the dagger in the eye socket and this hit add up. The undead drops to the ground without a word.
The black one continues to move to flank. Blue maintains it's position long enough to slash at Meredith Sickle: 1d20 - 1 ⇒ (1) - 1 = 0 but the miss is horrendous. Red moves forward and tries the same as Blue falls back. Sickle: 1d20 - 1 ⇒ (8) - 1 = 7 and has little better luck.
August finish the Round!
Round 2
Hunwald: Current
Meredith: Miss
Piper: TBD
BADDIES: Various
August: TBD
Black: 0
Red: 0
Blue: 0
Yellow: 0
August Dupine |
August steps up and attacks red with a flurry of punches.
Attack: 1d20 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Attack: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Chris Marsh |
August has the exact tool for the job and shatters the spine of the close creature!
The other 3 Pathfinders are up!
-Posted with Wayfinder
Hunwald Stormheart |
Hun attempts to capatilize off of August's attack and stabs at red... But comes up short this time.
Rapier atk vs Red: 1d20 + 3 ⇒ (2) + 3 = 5 Damage ?: 1d6 + 3 ⇒ (3) + 3 = 6
-Posted with Wayfinder
Chris Marsh |
Unfortunately, Hun can't connect. Meredith and Piper are up!
-Posted with Wayfinder
Piper Azine |
Piper steps forward, and tries another glob of acid (on red).
Attack: 1d20 + 3 - 4 ⇒ (7) + 3 - 4 = 6 vs. touch + cover
Damage: 1d3 ⇒ 1
Meredith Une |
Meredith tries again to grab Red.
Grapple vs CMD: 1d20 + 4 ⇒ (12) + 4 = 16 Much better
She (probably) succeeds and holds onto him. "I got this one...take care of the other two!" She's suspicious about Yellow...
If she's grappling she dropped her shield and is taking the -4 Dex penalty. Her AC is 11 now.
Dungeon Master S |
Piper tries to hit one with acid, but misses again. Meanwhile Meredith second attempt works as planned and she grabs the bag of bones in her grip. The creature stinks of salt water and death, but the druid pays it no mind.
Blue backs up into the grain, and looks like it's going to simply go back to work dumping poison. Red tries to break free GRP: 1d20 + 0 ⇒ (14) + 0 = 14 and manages to extricate himself from her grip! Yellow continues to wait while Black finishes his retreat close enough to threaten Piper Sickle: 1d20 - 1 ⇒ (7) - 1 = 6
August to finish the round!
Round 3
Hunwald: Miss
Meredith: Grab!
Piper: Miss
BADDIES: Various
August: TBD
Black: 0
Red: 0
Blue: 0
Yellow: 0
August Dupine |
Since red escaped Meredith's clutches, Dupine tries to pummel it into dust as well.
Flurry Attack 1: 1d20 + 2 + 1 ⇒ (9) + 2 + 1 = 12
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Flurry Attack 2: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Well, that was rather lackluster...
Dungeon Master S |
Lackluster, but still effectual... August smashes the Red operative, snapping it's head from it's spine.
Hun, Meredith, and Piper kick off Round 4.
Black: 0
Blue: 0
Yellow: 0
Meredith Une |
Meredith moves through the grain to reach Black. "I'll hold this one off. Stop them from poisoning the grain!"
Grapple vs CMD: 1d20 + 4 ⇒ (17) + 4 = 21
She grabs the creature to prevent it from harassing Piper.
My AC is 11 again. Black takes a -2 penalty to do anything besides break or reverse the grapple. My CMD is 15
Piper Azine |
Piper approaches the zombies and fires another glob of acid.
Attack: 1d20 + 3 ⇒ (12) + 3 = 15 vs. touch on Blue
Miss chance: 1d100 ⇒ 57 Low=miss
Damage: 1d3 ⇒ 1
Hunwald Stormheart |
Hun will step past August into the northeast chamber and launch a sneak attack dagger at blue. (3 of 5 daggers used)
Ranged Dagger atk vs Blue: 1d20 + 3 ⇒ (10) + 3 = 13
Sneak Damage ?: 1d4 + 3 + 1d6 ⇒ (4) + 3 + (2) = 9
Dungeon Master S |
Hun tosses a dagger HIGH GOOD: 1d100 ⇒ 47 and it drives itself home into the nasty. Still, however, it fights on. Piper adds another touch of acid to the damage, and the creature is barely holding together! Meanwhile Meredith grabs hold of black and holds it fast in her arms.
The creature immediately tries to break free CMB: 1d20 - 1 ⇒ (6) - 1 = 5, but this time the druid isn't letting that happen. Blue backs up a bit and waits, as does yellow.
August is up!
Black: 0 Grappled
Blue: 5
Yellow: 0
August Dupine |
August heads for and up the stairs, in pursuit of the yellow one. He stops short, to maintain his balance. (double move)
Dungeon Master S |
August moves up the stairs, spoiling whatever plan Yellow had.
Round 4, everyone other than August go!
Black: 0 Grappled
Blue: 5
Yellow: 0
Meredith Une |
Meredith decides to pin the fool.
Grapple, already in control: 1d20 + 4 + 5 ⇒ (1) + 4 + 5 = 10
Well, she decides to try to pin it. At least Piper isn't bothered anymore.
Piper Azine |
Piper follows Blue and takes another shot.
Acid Splash: 1d20 + 3 ⇒ (4) + 3 = 7 vs. touch
Miss chance: 1d100 ⇒ 50 low=miss
Damage: 1d3 ⇒ 2
Dungeon Master S |
Meredith and Piper have little luck, Hun!
Hunwald Stormheart |
The fleet footed Rogue, not wanting to get bogged down in the possibly poisoned grain, keeps a lo g the eastern wall to the base of the stairs (behind Agust) and will launch his fourth dagger at blue.
Ranged Dagger atk vs Blue: 1d20 + 3 ⇒ (13) + 3 = 16
Damage ?: 1d4 + 3 + 1d6 ⇒ (1) + 3 + (2) = 6
-Posted with Wayfinder
Chris Marsh |
Hun drops another! will post baddies when I get home.
-Posted with Wayfinder
Dungeon Master S |
August and everyone else is a go! Miss: 1d100 ⇒ 34
Black: 0
Yellow: 0
Meredith Une |
Time is precious. Meredith will try to simply crush the fiend. Noting sharp weapons don't work as well, she'll just stick to unarmed damage.
Grapple, in control: 1d20 + 4 + 5 ⇒ (17) + 4 + 5 = 26
Damage: 1d3 + 2 ⇒ (3) + 2 = 5
Max Damage! Woo!
Chris Marsh |
Meredith literally crushes the undead to pieces. Only one remains!
-Posted with Wayfinder
August Dupine |
Dupine steps forward and unleashes a flurry of blows on the remaining undead.
Attack: 1d20 + 2 + 1 ⇒ (18) + 2 + 1 = 21
Damage: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Attack: 1d20 + 2 + 1 ⇒ (20) + 2 + 1 = 23
Crit Confirm: 1d20 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Damage: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Hunwald Stormheart |
Nicely done, August and Meredith or should I say Meredeath!
-Posted with Wayfinder
Meredith Une |
Go August! The flurry taketh but sometimes the flurry GIVETH!
I think that was my first time seriously trying to grapple something in Pathfinder as a PC. Back in 3rd ed, my brain always melted when I tried to read the grappling rules.
Chris Marsh |
do you have the handy flowchart from the pathfinder srd?
And with that you hear a meek voice from outside, "is it safe? I called the guard to check it out. We need to move!"
-Posted with Wayfinder
Dungeon Master S |
Yargos, now evermore desperate takes you into the sewer maze of the Puddle District, a waterlogged labyrinth of dangerously flooded tunnels known as the Siphons. Shockingly, there you find the receiving room of Grandmaster Torch, one of Absalom’s most notorious information brokers. Before entering, Yargos warns, "Grandmaster Torch has powerful friends and bodyguards. You would be wise to keep your weapons sheathed."
After requesting an audience, the you are brought before the Grandmaster, a charming, soft-spoken man, but one whose entire body is covered in horrible burn scars. Grandmaster Torch lounges in a shallow pool nursing his scars while two servants gently recycle the water over his charred form. His two heavily armored, half-orc bodyguards remain close at hand. After a brief introduction, Grandmaster Torch concedes to Yargos he does in fact know where the upstart Nessian has carved out his new base of operations. That's when things become, problematic. Torch speaks, "I am reluctant to sell the information, and the price to rat out a potential future underworld leader of Absalom is steep indeed: 6,000 gp."
All eyes turn to the Pathfinders
Piper Azine |
Piper nudges August.
"Psst. This is where you do some fast talking."
Piper decides to get the negotiation started as she waits for the real diplomat to pitch in.
"Mr. Torch, surely a 'future underworld leader' who starts by raising undead and poisoning the food supply just as a distraction isn't someone you're keen to have as an ally. Perhaps it would be in your interest to leave room for other, more subtle, leaders to rise in his place."
Aid Another on Diplomacy: 1d20 - 1 ⇒ (20) - 1 = 19