Gaz Gortag |
I had rolled for it earlier a few posts above, is he up again?
GM Silbeg |
I had rolled for it earlier a few posts above, is he up again?
Misunderstood the roll ;)
Gaz attacks, but misses.With Gaz in the way, he withdraws...
will update this over lunch... need to get some work done.
Praesid of Nex |
Praesid rolls his eyes, to no one's benefit but his own, and jogs after his ... "team".
GM Silbeg |
A perpetual thick gray fog covers the floor of this ancient stone room to a height of six inches. Four alcoves extend from a small circular center. The north and south alcoves are lined with ceremonial slabs on which rest skeletal bodies garbed in old finery, the west alcove contains a spiral staircase that winds down from the room, and the east alcove contains only a simply wooden door in the east wall.
You chase Janks up the stairs, and you come out into a the room described above.
Constantine perception: 1d20 + 7 ⇒ (6) + 7 = 13
Gaz perception: 1d20 + 7 ⇒ (9) + 7 = 16
Kern perception: 1d20 + 3 ⇒ (14) + 3 = 17
Praesid perception: 1d20 + 1 ⇒ (1) + 1 = 2
Janks perception: 1d20 + 7 ⇒ (20) + 7 = 27
Constantine init: 1d20 + 1 ⇒ (18) + 1 = 19 3
Gaz init: 1d20 + 4 ⇒ (3) + 4 = 7 7
Kern init: 1d20 + 3 ⇒ (14) + 3 = 17 4
Praesid init: 1d20 + 3 ⇒ (20) + 3 = 23 1
skellies: 1d20 + 6 ⇒ (8) + 6 = 14 5
guards: 1d20 + 5 ⇒ (8) + 5 = 13 6
Janks: 1d20 + 8 ⇒ (12) + 8 = 20 2
Only Kern notices that several of the skeletons in the cripts are moving... towards the team!
The guard in red calls out, "Hey, Janks! What are you doing here! And how are they?!"
"Murderers! Assassins! They are trying to kill me!" Janks withdraws to between the two guards.
Kern is/are up!
Universal Adjustments:
Universal Conditions:
Knowledge:
- S Praesid
- x Janks
- S Constantine [-2DEX]
- => Kern [-1 DEX]
- Skeletons
- S Guards
- S Gaz
U = Unconscious
S = Surprised
D = Delay
=> Active
Conditions:
Constantine: 25/25 [-2DEX]
Gaz: 11/21 [0 temp]
Kern: 23/23 [-1 DEX]
Praesid: 23/24
Enemies (or Allies?)
Janks: -32
Red Guard:
Green Guard:
Green Skellie:
Red Skellie:
Pink Skellie:
Orange Skellie:
Purple Skellie:
Blue Skellie:
GM Silbeg |
Kern KN:Religion: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
These are burning skeletons. They are medium undead. You probably want to use bludgeoning weapon against them. They are immune to fire, but vulnerable to cold.
The skeletons all stand up and ignite!
Praesid is/are up!
Universal Adjustments:
Universal Conditions:
- => Praesid
- Janks
- Constantine [-2DEX]
- Kern [-1 DEX]
- Skeletons
- Guards
- Gaz
U = Unconscious
S = Surprised
D = Delay
=> Active
Conditions:
Constantine: 25/25 [-2DEX]
Gaz: 11/21 [0 temp]
Kern: 23/23 [-1 DEX]
Praesid: 23/24
Enemies (or Allies?)
Janks: -32
Red Guard:
Green Guard:
Green Skellie:
Red Skellie:
Pink Skellie:
Orange Skellie:
Purple Skellie:
Blue Skellie:
Praesid of Nex |
"Oh, for Pharasma's sake!"
Did this party just get lit?!
Praesid drops his bow, draws his cold iron Morningstar while moving towards the nearest Skelton. Imbues his weapon with magical energy, and takes a hefty two-handed swing at the skeleton!
Attack: 1d20 + 5 ⇒ (9) + 5 = 14
CI Morningstar damage, Arcane Strike: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7
GM Silbeg |
Praesid moves up to blue, but fails to land a blow.
Then, Janks, the guard that you were following, pulls out a potion, and drinks it. His wounds magically heal themselves!
potion: 2d8 + 3 ⇒ (5, 2) + 3 = 10
Constantine and Kern is/are up!
Universal Adjustments:
Universal Conditions:
- x Praesid
- x Janks
- => Constantine [-2DEX]
- => Kern [-1 DEX, Bull Strength]
- Skeletons
- Guards
- Gaz
U = Unconscious
S = Surprised
D = Delay
=> Active
Conditions:
Constantine: 25/25 [-2DEX]
Gaz: 11/21 [0 temp]
Kern: 23/23 [-1 DEX, Bull Strength]
Praesid: 23/24
Enemies (or Allies?)
Janks: -22
Red Guard:
Green Guard:
Green Skellie:
Red Skellie:
Pink Skellie:
Orange Skellie:
Purple Skellie:
Blue Skellie:
Constantine Seyton |
Constantine moves forward, a low scream escaping from his mouth. The scream intensifies as he moves across the room. As Constantine stops he screams at the three humans gathered before him. Sound takes physical shape as the air fills with tiny razor sharp objects hurling towards the victims.
Cast chord of shards
15' cone, DC 15 reflex save for half damage
Damage!: 2d6 ⇒ (1, 1) = 2
you gotta be f@~%ing kidding me...
GM Silbeg |
Janks reflex: 1d20 + 8 ⇒ (6) + 8 = 14
red reflex: 1d20 + 2 ⇒ (16) + 2 = 18 Save!
Green reflex: 1d20 + 2 ⇒ (10) + 2 = 12
The burning skeletons move up, and start attacking. Each pulls a scimitar that burst into flame.
scimitar green vs Gaz AC14: 1d20 + 0 ⇒ (3) + 0 = 3
scimitar red vs Gaz AC14: 1d20 + 0 ⇒ (1) + 0 = 1
scimitar pink vs Constantine AC20: 1d20 + 0 ⇒ (15) + 0 = 15
scimitar vs Praesid AC21: 1d20 + 0 ⇒ (3) + 0 = 3
scimitar vs Praesid AC21: 1d20 + 0 ⇒ (3) + 0 = 3
scimitar vs Praesid AC21: 1d20 + 0 ⇒ (20) + 0 = 20
confirm vs Praesid AC21: 1d20 + 0 ⇒ (10) + 0 = 10
Fire+slashing: 1d6 + 1d6 ⇒ (6) + (1) = 7
claw vs Praesid AC21: 1d20 - 3 ⇒ (18) - 3 = 15
claw vs Praesid AC21: 1d20 - 3 ⇒ (8) - 3 = 5
claw vs Praesid AC21: 1d20 - 3 ⇒ (16) - 3 = 13
The skeletons all attack, and the Pathfinders (mostly) weather the storm.
The guards move up to attack Constantine!
Longsword! vs AC20: 1d20 + 7 - 1 ⇒ (10) + 7 - 1 = 16
Longsword! vs AC20: 1d20 + 7 - 1 ⇒ (4) + 7 - 1 = 10
Both Gaz and Praesid experience the heat of the fire coming off of the skeletons.
Gaz w/2 skellies: 2d6 ⇒ (3, 1) = 4
Praesid w/3 skellies: 3d6 ⇒ (6, 4, 5) = 15
While Gaz looks singed, Praesid really looks the worse for wear.
Gaz and Praised is/are up!
Universal Adjustments:
Universal Conditions:
- => Praesid
- x Janks
- x Constantine [-2DEX]
- x Kern [-1 DEX, Bull Strength]
- x Skeletons
- x Guards
- => Gaz
U = Unconscious
S = Surprised
D = Delay
=> Active
Conditions:
Constantine: 25/25 [-2DEX]
Gaz: 7/21 [0 temp]
Kern: 23/23 [-1 DEX, Bull Strength]
Praesid: 1/24
Enemies (or Allies?)
Janks: -24
Red Guard: -1
Green Guard: -2
Green Skellie:
Red Skellie:
Pink Skellie:
Orange Skellie:
Purple Skellie:
Blue Skellie:
Praesid of Nex |
Praesid's armor begins to shimmer and glow with Arcane energy, as if the light itself will deter attacks. Spent a point from his Arcane pool to give armor a +1 enhancement bonus
He then he takes another two-handed swing, with his weary arms, and the blue skeleton, before moving away from combat to attempt to recover.
Attack: 1d20 + 5 ⇒ (8) + 5 = 13
CI Morningstar Damage: 1d8 + 4 ⇒ (3) + 4 = 7
And yes, his movement will provoke AoOs from the three skeletons
Current AC: 22 (14 Tch, 19 FF)
GM Silbeg |
AOO 1 vs AC22: 1d20 + 0 ⇒ (11) + 0 = 11
AOO 2 vs AC22: 1d20 + 0 ⇒ (3) + 0 = 3
AOO 3 vs AC22: 1d20 + 0 ⇒ (1) + 0 = 1
All three skeletons miss Praesid after he misses blue.
Gaz is still up.
Gaz Gortag |
Gaz swings away, then tries to step out of the heat.
Greatsword, Power Attack: 1d20 + 9 ⇒ (10) + 9 = 19 On Green? Orange? Skelie to the left
Damage: 2d6 + 6 + 3 ⇒ (2, 1) + 6 + 3 = 12
Then 5ft step.
GM Silbeg |
Gaz strikes the burning skeleton hard with his greatsword, but realizes quickly that the blade doesn't do the best job against a fleshless target.
However, it does do enough, as the skeleton explodes into a ball of fire! Gaz tries to step out of the way of the burst, but only succeeds in taking all of the damage.
FIRE: 1d6 ⇒ 2
Gaz Reflex: 1d20 + 2 ⇒ (8) + 2 = 10
Janks pulls out another potion, and drinks it. More of his wounds heal.
potion: 2d8 + 3 ⇒ (7, 5) + 3 = 15
Constantine and Ken is/are up!
Universal Adjustments:
Universal Conditions:
- x Praesid
- x Janks
- => Constantine [-2DEX]
- => Kern [-1 DEX, Bull Strength]
- Skeletons
- Guards
- x Gaz
U = Unconscious
S = Surprised
D = Delay
=> Active
Conditions:
Constantine: 25/25 [-2DEX]
Gaz: 5/21 [0 temp]
Kern: 23/23 [-1 DEX, Bull Strength]
Praesid: 1/24
Enemies (or Allies?)
Janks: -9
Red Guard: -1
Green Guard: -2
Green Skellie:
Red Skellie:
Pink Skellie:
Orange Skellie:
Purple Skellie:
Blue Skellie:
Kern, Apprentice of Karzoug |
A newly enlarged wizard growls angrily at the skeleton in front of him. A large snout grows from his evil goatee into a smile of wolfish teeth before an aggressive bite chomps down.
bite, ep, bs, pa: 1d20 + 6 + 2 - 1 ⇒ (10) + 6 + 2 - 1 = 17
damage, ep, bs, pa: 1d8 + 4 + 1 + 3 + 3 ⇒ (4) + 4 + 1 + 3 + 3 = 15
bite, ep, bs, pa: 1d20 + 6 + 2 - 1 ⇒ (19) + 6 + 2 - 1 = 26
damage, ep, bs, pa: 1d8 + 4 + 1 + 3 + 3 ⇒ (7) + 4 + 1 + 3 + 3 = 18
GM Silbeg |
Kern bites the skeleton, without thinking about how... ZESTY!... it will be. The undead creature explodes as he kills it, but the fiery burst does not reach him.
fire damage: 1d6 ⇒ 5
Constantine is/are up!
Universal Adjustments:
Universal Conditions:
- x Praesid
- x Janks
- => Constantine [-2DEX]
- x Kern [-1 DEX, Bull Strength]
- Skeletons
- Guards
- x Gaz
U = Unconscious
S = Surprised
D = Delay
=> Active
Conditions:
Constantine: 25/25 [-2DEX]
Gaz: 5/21 [0 temp]
Kern: 18/23 [-1 DEX, Bull Strength]
Praesid: 1/24
Enemies (or Allies?)
Janks: -9
Red Guard: -1
Green Guard: -2
Green Skellie:
Red Skellie:
Pink Skellie:
Orange Skellie:
Purple Skellie:
Blue Skellie:
NOTE: I just realized that Praesid did not move himself when he took his turn. This has been corrected.
Constantine Seyton |
Constantine smacks the skeleton
Attack!: 1d20 + 4 + 2 - 1 ⇒ (1) + 4 + 2 - 1 = 6 Damage!: 1d6 ⇒ 5
Attack!: 1d20 + 4 + 2 - 1 ⇒ (18) + 4 + 2 - 1 = 23 Damage!: 1d6 ⇒ 4
five 5' step
GM Silbeg |
Constantine misses wildly with his first fist, but nails the skeleton with his second. He then realizes that these skeletons burn, as his fist is on fire! The skeleton then blows up! Constantine is a little worse for wear but still lives.
fist burn: 1d6 ⇒ 5
Constantine Reflex: 1d20 + 7 ⇒ (8) + 7 = 15 Saved, for 1/2
explosion: 1d6 ⇒ 4
1-2: Gaz, 3: Kern, 4: Constantine, 5-6: Green, 7:Red: 1d7 ⇒ 5
1-2: Gaz, 3: Kern, 4: Constantine, 5-6: Green, 7:Red: 1d7 ⇒ 6
1-2: Gaz, 3: Kern, 4: Constantine, 5-6: Green, 7:Red: 1d7 ⇒ 2
The purple skeleton moves up, and attacks the red guard! It misses badly with its broken scimitar!
skeleton scimitard: 1d20 + 0 ⇒ (1) + 0 = 1
The orange skeleton moves up and attacks the green guard! It also misses.
skeleton scimitard: 1d20 + 0 ⇒ (6) + 0 = 6
The blue skeleton moves up to attack Gaz. This one comes closer, but still misses.
skeleton scimitard vs AC17: 1d20 + 0 ⇒ (14) + 0 = 14
Green guard fire: 1d6 ⇒ 6
Red guard fire: 1d6 ⇒ 6
"Son of a b+**%!" screams out the red guard, as the skeleton burns him. He chooses to bash with his shield against the skeleton. It hits, thoroughly shattering the burning bones, which explodes on Constantine and himself.
shield bash, PA: 1d20 + 5 - 1 ⇒ (19) + 5 - 1 = 23shield bash PA : 1d4 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Constantine Reflex: 1d20 + 7 ⇒ (2) + 7 = 9
red guard reflex: 1d20 + 2 ⇒ (19) + 2 = 21
green guard reflex: 1d20 + 2 ⇒ (2) + 2 = 4
fire 'splosion: 1d6 ⇒ 2
The green guard, seeing the success of Red, bashes into her skeleton. She also hits her target, causing it to explode.
shield bash, PA: 1d20 + 5 - 1 ⇒ (15) + 5 - 1 = 19shield bash PA : 1d4 + 2 + 2 ⇒ (4) + 2 + 2 = 8
green guard reflex: 1d20 + 2 ⇒ (18) + 2 = 20
fire 'splosion: 1d6 ⇒ 5
Gaz is burned by the skeleton next to him, as he prepares to do something.
Gaz burns: 1d6 ⇒ 2
Gaz and Praesid is/are up!
Universal Adjustments:
Universal Conditions:
- => Praesid
- x Janks
- x Constantine [-2DEX]
- x Kern [-1 DEX, Bull Strength]
- x Skeletons
- x Guards
- => Gaz
U = Unconscious
S = Surprised
D = Delay
=> Active
Conditions:
Constantine: 16/25 [-2DEX]
Gaz: 3/21 [0 temp]
Kern: 18/23 [-1 DEX, Bull Strength]
Praesid: 1/24
Enemies (or Allies?)
Janks: -9
Red Guard: -2
Green Guard: -6
Blue Skellie:
Gaz Gortag |
Gaz steps back from the flames, patting out embers in his beard and sputtering. It feels like stumbling around is all he has been doing lately. "ENOUGH! Give that thing The Death Grip of Nex!"
Gaz raises his Greatsword in both hands towards the ceiling. "In the name of Gorum I dedicate this victory, We have the POWWWERRR!!" A slight and underwhelming healing energy radiates out from Gaz and over Praesid and Kern.
Channel: 1d6 ⇒ 1 Man that sucks!
GM Silbeg |
Botting Praesid.
Given his very wounded state, Praesid pops his wand of infernal healing out of his wrist sheath, and begins activating it.
Janks loads his crossbow, takes aim, and fires at Gaz, who he has a clear shot on. The bolt his Gaz square in the chest, just missing his heart, and the devotee of Gorum collapses, and is bleeding.
Crossbow vs AC17: 1d20 + 9 ⇒ (18) + 9 = 27 piercing damage: 1d10 + 1 ⇒ (8) + 1 = 9
Constatine and Kern is/are up!
Universal Adjustments:
Universal Conditions:
- x Praesid [activating wand]
- x Janks
- => Constantine [-2DEX]
- => Kern [-1 DEX, Bull Strength]
- Skeleton
- Guards
- Gaz [BLEEDING]
U = Unconscious
S = Surprised
D = Delay
=> Active
Conditions:
Constantine: 16/25 [-2DEX]
Gaz: -5/21 [0 temp]
Kern: 19/23 [-1 DEX, Bull Strength]
Praesid: 2/24
Enemies (or Allies?)
Janks: -9
Red Guard: -2
Green Guard: -6
Blue Skellie:
Kern, Apprentice of Karzoug |
Kern growls angrily at the humans before moving at the skeleton.
bite, ep, bs, pa: 1d20 + 6 + 2 - 1 ⇒ (2) + 6 + 2 - 1 = 9
damage, ep, bs, pa: 1d8 + 4 + 1 + 3 + 3 ⇒ (7) + 4 + 1 + 3 + 3 = 18
bite reroll, ep, bs, pa: 1d20 + 6 + 2 - 1 + 4 ⇒ (7) + 6 + 2 - 1 + 4 = 18
GM Silbeg |
Kern bites into the last skeleton, and is once again rewarded for his efforts with a mouth full of fire!
fire!: 1d6 ⇒ 2
Constantine?
Constantine Seyton |
Constantine centers himself, gathering his ki before unleashing a flurry of blows on the guard in front of him.
Attack!: 1d20 + 4 - 1 ⇒ (7) + 4 - 1 = 10 Attack!: 1d20 + 4 - 1 ⇒ (1) + 4 - 1 = 4
Damage!: 1d6 ⇒ 5 Damage!: 1d6 ⇒ 4
GM Silbeg |
Constantine learns what a "flurry of misses" means, when he tries to attack the very, very agile guard. At least that is his story, and he's sticking to it.
The two mercenaries attack Constantine with their longswords, comforted by the fact that they can now use their shields for defense again. Neither are able to lay a blade on Constantine.
red attack! vs AC 20!: 1d20 + 7 - 1 ⇒ (6) + 7 - 1 = 12
green attack! vs AC 20!: 1d20 + 7 - 1 ⇒ (12) + 7 - 1 = 18
Gaz stabilize DC15: 1d20 + 2 ⇒ (12) + 2 = 14
A little more of Gaz's lifeblood drains out onto the floor.
Praesid's wand activates, starting his fast healing.
Praesid is/are up!
Universal Adjustments:
Universal Conditions:
- => Praesid [activating wand]
- Janks
- Constantine [-2DEX]
- Kern [-1 DEX, Bull Strength]
- Guards
- Gaz [BLEEDING]
U = Unconscious
S = Surprised
D = Delay
=> Active
Conditions:
Constantine: 16/25 [-2DEX]
Gaz: -5/21 [0 temp]
Kern: 17/23 [-1 DEX, Bull Strength]
Praesid: 3/24
Enemies (or Allies?)
Janks: -9
Red Guard: -2
Green Guard: -6
Blue Skellie:
Praesid of Nex |
Praesid 5-foot steps towards Gaz, and begins to activate his wand again.
GM Silbeg |
Janks steps to the side to get a clear shot at Praesid, loads his heavy crossbow, and fires! The annoying guard manages to hit Praesid. The armored mage falls to the ground, bleeding.
Crossbow vs AC22: 1d20 + 9 ⇒ (16) + 9 = 25 bolt!: 1d10 + 1 ⇒ (6) + 1 = 7
Constantine and Kern is/are up!
Universal Adjustments:
Universal Conditions:
- x Praesid [activating wand]
- x Janks
- => Constantine [-2DEX]
- => Kern [-1 DEX, Bull Strength]
- Guards
- Gaz [BLEEDING]
U = Unconscious
S = Surprised
D = Delay
=> Active
Conditions:
Constantine: 16/25 [-2DEX]
Gaz: -5/21 [0 temp]
Kern: 17/23 [-1 DEX, Bull Strength]
Praesid: -4/24 {FAST HEALING 9rds]
Enemies (or Allies?)
Janks: -9
Red Guard: -2
Green Guard: -6
Blue Skellie:
Constantine Seyton |
Constantine hops back before shouting at the two guards in front of him.
cast chord of shards; DC 15 reflex save for half
Piercing Damage!: 2d6 ⇒ (2, 2) = 4
moving up in the world of damage!
GM Silbeg |
red reflex DC15: 1d20 + 2 ⇒ (13) + 2 = 15green reflex DC15: 1d20 + 2 ⇒ (2) + 2 = 4
Kern is up
Kern, Apprentice of Karzoug |
Kern will step back 5 feet, and cast Glitterdust on the three enemy combatants.
DC16
He then... stands there thinking... no backup weapon... such an idiot...
and picks up Gaz's Greatsword
GM Silbeg |
Red will DC16: 1d20 + 2 ⇒ (2) + 2 = 4
Green will DC16: 1d20 + 2 ⇒ (5) + 2 = 7
Janks will DC16: 1d20 + 1 ⇒ (1) + 1 = 2
All three mercenaries are blinded by the sparklies!
The red and green mercenaries move up to attack Constantine, as they just saw him move back!
Red sword vs AC20: 1d20 + 7 - 1 ⇒ (8) + 7 - 1 = 14
Green sword vs AC20: 1d20 + 7 - 1 ⇒ (16) + 7 - 1 = 22 51+ hits: 1d100 ⇒ 93sword: 1d8 + 2 + 2 ⇒ (6) + 2 + 2 = 10
The woman manages to lay her blade into Constantine's side! Then, the woman shakes her head, and can apparently see again!
Red will DC16: 1d20 + 2 ⇒ (11) + 2 = 13
Green will DC16: 1d20 + 2 ⇒ (14) + 2 = 16 Save!
Gaz stabilize DC16: 1d20 + 2 ⇒ (14) + 2 = 16 Woot!!
Janks loads his crossbow, and shoots at where he remembered Kern. The only problem is, he must have gotten slightly turned around, and missed the big wizard. He shakes his head, an exclaims, "Ah! There you are!"
xbow vs AC13: 1d20 + 9 ⇒ (11) + 9 = 20 51+ hits: 1d100 ⇒ 42
Janks will DC16: 1d20 + 1 ⇒ (20) + 1 = 21
Constantine and Kern is/are up!
Universal Adjustments:
Universal Conditions:
- x Praesid [STABLE, Healing]
- x Janks
- => Constantine [-2DEX]
- => Kern [-1 DEX, Bull Strength]
- Guards
- Gaz [STABLE]
U = Unconscious
S = Surprised
D = Delay
=> Active
Conditions:
Constantine: 6/25 [-2DEX]
Gaz: -5/21 [0 temp]
Kern: 17/23 [-1 DEX, Bull Strength]
Praesid: -3/24 {FAST HEALING 8rds]
Enemies (or Allies?)
Janks: -9
Red Guard: -4
Green Guard: -10
Kern, Apprentice of Karzoug |
Kern moves down and around, out of reach, growling his frustration, and moves close to the annoying crossbowman before growing a claw and slashing the seeing swordsman
claw vs green, ep, bs, pa, flank: 1d20 + 6 + 2 - 1 + 2 ⇒ (14) + 6 + 2 - 1 + 2 = 23
damage,ep, bs, pa: 1d8 + 4 + 1 + 3 + 3 ⇒ (5) + 4 + 1 + 3 + 3 = 16
claw, ep, bs, pa: 1d20 + 6 + 2 - 1 ⇒ (20) + 6 + 2 - 1 = 27
damage,ep, bs, pa: 1d8 + 4 + 1 + 3 + 3 ⇒ (7) + 4 + 1 + 3 + 3 = 18
claw confirm, ep, bs, pa: 1d20 + 6 + 2 - 1 ⇒ (18) + 6 + 2 - 1 = 25
damage,ep, bs, pa: 1d8 + 4 + 1 + 3 + 3 ⇒ (7) + 4 + 1 + 3 + 3 = 18
Gaz Gortag |
Whew
Gaz begins to bleed more comfortably.
GM Silbeg |
Kern strikes the swordswoman hard, but she does not go down. She is severely wounded, but continues to fight on.
Constantine is up!
Constantine Seyton |
Constantine attempts to try this flurry of misses thing again on the green guard.
Attack!: 1d20 + 4 + 2 - 1 ⇒ (13) + 4 + 2 - 1 = 18 Attack!: 1d20 + 4 + 2 - 1 ⇒ (11) + 4 + 2 - 1 = 16
Damage!: 1d6 ⇒ 6 Damage!: 1d6 ⇒ 4
GM Silbeg |
Constantine's fists bounce off of first the shield of the woman, and then the armor of the woman.
The woman steps out of flank and then swings her sword back at Constantine. Her blade barely misses Constantine's jugular as she strikes him hard!
Longsword! vs AC20: 1d20 + 7 - 1 ⇒ (20) + 7 - 1 = 26
Confirm! vs AC20: 1d20 + 7 - 1 ⇒ (7) + 7 - 1 = 13
Slashing!: 1d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Red then blindly attacks Kern.
Longsword! vs AC13: 1d20 + 7 - 1 ⇒ (10) + 7 - 1 = 16
miss chance >51 hits: 1d100 ⇒ 82
Slashing!: 1d8 + 2 + 2 ⇒ (8) + 2 + 2 = 12
Janks is forced to drop his crossbow, and pull out his short sword. He steps up and attacks Kern.
shortsword vs AC13: 1d20 + 5 ⇒ (9) + 5 = 14 stabby: 1d6 + 1 ⇒ (6) + 1 = 7
Kern falls to the ground.
Kern stabilize DC12: 1d20 + 2 ⇒ (20) + 2 = 22
Janks looks to Constantine, and asks, "Do you surrender?"
Red will save vs DC16: 1d20 + 2 ⇒ (8) + 2 = 10
Constantine is/are up!
Universal Adjustments:
Universal Conditions:
- x Praesid [STABLE, Healing]
- x Janks
- => Constantine [-2DEX]
- Kern [-1 DEX, Bull Strength, STABLE]
- Guards
- Gaz [STABLE]
U = Unconscious
S = Surprised
D = Delay
=> Active
Conditions:
Constantine: 1/25 [-2DEX]
Gaz: -5/21 [0 temp]
Kern: -2/23 [-1 DEX, Bull Strength]
Praesid: -3/24 {FAST HEALING 8rds]
Enemies (or Allies?)
Janks: -9
Red Guard: -4
Green Guard: -33
GM Silbeg |
After Constantine surrenders, the guards bundle up the unconscious Pathfinders and haul them outside. The Devil's Claw mercenaries bring them in to the police, where they are incarcerated for breaking into the Decland town-home.
End of scenario. You may spend 5PP for a body recovery to get yourself out of jail.
Gaz Gortag |
As Gaz wakes in jail, he holds his pounding head and tries to remember what happened. "Stupid Pathfinders, I don't know why I bother. If those new grants would only get through I could return to my research... I guess I should try to get out of here.."