[PFS/DMK/YSK] MFF - Master of the Fallen Fortress (Inactive)

Game Master Kludde

Maps and Handout


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Dark Archive

Human Sorceror 1 | AC 12 T 12 FF 10 | HP 3/6 | F +2 R +4 W +2 | Init +2 | Perc +0

"Ugghhh...what could eat this foul-smelling creature?" he asks G'Boar. He then joins his companions in searching the room and the bodies.
Perception: 1d20 + 7 ⇒ (14) + 7 = 21 (+1 vs. traps)

Grand Lodge

Male Elf arcanist 3 HP 21 | AC 12(16*), T 12, FF 10(16*) *w/Mage armor | F: +4, R: +4, W: +3 | CMD 13 | Perc. +6 | Init. +4

Cyjke retrieves his dagger as he too looks around the room.

perception: 1d20 + 6 ⇒ (18) + 6 = 24


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While most of the weapons here have rusted to uselessness, Cyjke does find several items of interest: a masterwork silver dagger, a masterwork light steel shield emblazoned with a leaping dolphin, and a banner depicting a bird made of living flame.

DC 20 K(local):

The banner belongs to the Band of the Phoenix, one of Absalom’s most famous hunting lodges during the Age of Blades. The grand lodge should be very interested in this

Camaenor searches the room for traps, and finds that the southern door has been rigged with a javelin trap. In fact, it's something of a miracle that the fighting in front of the door hasn't triggered it.

DC 20 to disable

The Exchange

Scouting SOP:
Dist: 30-60' ahead of party /Move spd:20'. Stealth Scar Take10=34. Pop Take10=35. Perception Scar Take10=29 (33 v Traps)+Trap spotter Pop Take10=26+Detect Magic & Evil
UBar1/URog9, HP96/96 - AC 23, T 17, FF 23/ F+9, R+14, W+8/ CMD 24, CMB +7/ Per +19(Dk Vis), Init +9, Mv 40
Poppy:
F/Lyrakien, HP48/48- AC22,T16,FF18/DR 5(evil)Immune elec, petrify;Res cold & fire 10/ F6,R10,W6/CMD 16,CMB 9/DV 60 ft., LL vis vision; Perc +16 , Init +8, Move 30/60ft
Constant det evil & magic

Scarlet gets her tools out and goes to work.

Disable Device 1d20 + 10 ⇒ (19) + 10 = 29

Grand Lodge

Male Human Ranger-1 | AC-16 T-13 FF-13 | HP 16/16 | F+4, R+5, W+2 | CMB=3 CMD=16 | Init +5 | Perc +6

Knowledge (Local): 1d20 ⇒ 7
G'Boar retrieves his bow, checks and readies his equipment, and watches intently as the feline warrior works her magic on the trap, completely oblivious as to the origins of the equipment they just discovered.

-Posted with Wayfinder


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Scarlet disables the trap. Behind the trapped door is an octagonal room, covered in a fine layer of dust. It’s clearly been abandoned for a long time.

DC 15 survival:

Though there are some faint reptilian footprints in the northwest corner of the room.

The Exchange

Scouting SOP:
Dist: 30-60' ahead of party /Move spd:20'. Stealth Scar Take10=34. Pop Take10=35. Perception Scar Take10=29 (33 v Traps)+Trap spotter Pop Take10=26+Detect Magic & Evil
UBar1/URog9, HP96/96 - AC 23, T 17, FF 23/ F+9, R+14, W+8/ CMD 24, CMB +7/ Per +19(Dk Vis), Init +9, Mv 40
Poppy:
F/Lyrakien, HP48/48- AC22,T16,FF18/DR 5(evil)Immune elec, petrify;Res cold & fire 10/ F6,R10,W6/CMD 16,CMB 9/DV 60 ft., LL vis vision; Perc +16 , Init +8, Move 30/60ft
Constant det evil & magic

Survival 1d20 ⇒ 16

"Some tracks here, more lizard men?"

Scarlet checks the room out...
Perception 1d20 + 4 ⇒ (9) + 4 = 13


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The southern room of the level is otherwise empty.

Investigating the room in the middle:

The door to the middle room is completely jammed. After some effort, it gives way to a collapsed spiral staircase, filled with rubble. Looks like the route to the next level is around the outside. Climbing.

Grand Lodge

Male Elf arcanist 3 HP 21 | AC 12(16*), T 12, FF 10(16*) *w/Mage armor | F: +4, R: +4, W: +3 | CMD 13 | Perc. +6 | Init. +4

K(local): 1d20 + 10 ⇒ (17) + 10 = 27

Cyjke comments on the banners "The banner belongs to the Band of the Phoenix, one of Absalom’s most famous hunting lodges during the Age of Blades. The grand lodge should be very interested in this "

-Posted with Wayfinder

Dark Archive

Male Nagaji Bloodrager (Aberrant Bloodline) 2 [ HP 22/22 | AC 19/T12 (No FF - Uncanny Dodge) | Fort +5 (+2 vs. poisons), Ref +2, Will +0 (+2 vs. mind-affecting effects) | Init +3 | Perception +7 ]

Iskim searches the southern room as well, unsure about the apparent emptiness.

Survival: 1d20 + 4 ⇒ (15) + 4 = 19

He indicates the northwest corner of the southern room. "There are footprints here. Reptilian."

Perception: 1d20 + 6 ⇒ (13) + 6 = 19

After investigating the central room, he retrieves his rope and grapple out of his pack once more and, making his way back to a good location, throws it up to the next floor.

Attack (Ranged, Grappling Hook vs. AC 5): 1d20 + 3 ⇒ (2) + 3 = 5

Grand Lodge

Male Elf arcanist 3 HP 21 | AC 12(16*), T 12, FF 10(16*) *w/Mage armor | F: +4, R: +4, W: +3 | CMD 13 | Perc. +6 | Init. +4

Cyjke gets to work opening the door to the middle room, taking some effort due to it's being stuck.

Dark Archive

Human Sorceror 1 | AC 12 T 12 FF 10 | HP 3/6 | F +2 R +4 W +2 | Init +2 | Perc +0

Camaenor will climb up to the next level once the rope is secured.
Climb: 1d20 ⇒ 12


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The pathfinders quickly clear out the rest of the level, and with Camaenor's rope attached - after several tries - the elf investigator is the first to make it to the third level.

On the next level, a living, moving fabric seems to cover the ceiling of a half-collapsed chamber, which stretches northwest into darkness. The pungent smell of ammonia rises from the droppings that litter the floor.

Dark Archive

Human Sorceror 1 | AC 12 T 12 FF 10 | HP 3/6 | F +2 R +4 W +2 | Init +2 | Perc +0

Kn(Nature): 1d20 + 8 ⇒ (19) + 8 = 27
"Shhh. I think we have discovered a colony of bats, based on the smell...make no loud noises or we may disturb it. And stay away from the edge in case they do get disturbed!" he whispers down to the rest of the group.

Grand Lodge

Male Human Ranger-1 | AC-16 T-13 FF-13 | HP 16/16 | F+4, R+5, W+2 | CMB=3 CMD=16 | Init +5 | Perc +6

Climb: 1d20 + 2 ⇒ (12) + 2 = 14 As G'Boar gets to the next level his nose is met with the familiar sting of what he knows as bat guano, and he offers, "If we remain out here on the ledge and our alchimest introduces some sort of irritant, they may evacuate harmlessly?"" Knowledge (Nature): 1d20 + 4 ⇒ (19) + 4 = 23

-Posted with Wayfinder

Grand Lodge

Male Elf arcanist 3 HP 21 | AC 12(16*), T 12, FF 10(16*) *w/Mage armor | F: +4, R: +4, W: +3 | CMD 13 | Perc. +6 | Init. +4

Cyjke climbs the rope as quietly as he can.

climb: 1d20 + 0 ⇒ (12) + 0 = 12
stealth: 1d20 + 1 ⇒ (6) + 1 = 7

Dark Archive

Male Nagaji Bloodrager (Aberrant Bloodline) 2 [ HP 22/22 | AC 19/T12 (No FF - Uncanny Dodge) | Fort +5 (+2 vs. poisons), Ref +2, Will +0 (+2 vs. mind-affecting effects) | Init +3 | Perception +7 ]

Iskim, too, makes his way up the rope to the third level.

Climb: 1d20 + 3 ⇒ (15) + 3 = 18

"I know not, G'Boar...they may just as easily swarm over us."


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Making certain not to disturb the bats in the northern room, the group gathers on the southern ledge...

Anyone with 10+ on the climb makes it up

The Exchange

Scouting SOP:
Dist: 30-60' ahead of party /Move spd:20'. Stealth Scar Take10=34. Pop Take10=35. Perception Scar Take10=29 (33 v Traps)+Trap spotter Pop Take10=26+Detect Magic & Evil
UBar1/URog9, HP96/96 - AC 23, T 17, FF 23/ F+9, R+14, W+8/ CMD 24, CMB +7/ Per +19(Dk Vis), Init +9, Mv 40
Poppy:
F/Lyrakien, HP48/48- AC22,T16,FF18/DR 5(evil)Immune elec, petrify;Res cold & fire 10/ F6,R10,W6/CMD 16,CMB 9/DV 60 ft., LL vis vision; Perc +16 , Init +8, Move 30/60ft
Constant det evil & magic

Climb 1d20 + 4 ⇒ (8) + 4 = 12

Scarlet gets up too.


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There is very little remaining of the southern part of the room, while the northern part is home to a colony of bats. From here, it is possible to climb to the next level as well. Above that, the highest level still seems to be intact, precariously overhanging and offering shelter from the drizzling rain.

Dark Archive

Human Sorceror 1 | AC 12 T 12 FF 10 | HP 3/6 | F +2 R +4 W +2 | Init +2 | Perc +0

Camaenor wonders how there can not be a door into the other sections of the tower here...the builders must have hidden one! His inquisitive spark sets him to investigate the walls and floor for another way in...
Perception: 1d20 + 7 ⇒ (11) + 7 = 18

Grand Lodge

Male Elf arcanist 3 HP 21 | AC 12(16*), T 12, FF 10(16*) *w/Mage armor | F: +4, R: +4, W: +3 | CMD 13 | Perc. +6 | Init. +4

Making the the to the bat floor, Cyjke looks around for a way forward.

perception: 1d20 + 6 ⇒ (1) + 6 = 7

The Exchange

Scouting SOP:
Dist: 30-60' ahead of party /Move spd:20'. Stealth Scar Take10=34. Pop Take10=35. Perception Scar Take10=29 (33 v Traps)+Trap spotter Pop Take10=26+Detect Magic & Evil
UBar1/URog9, HP96/96 - AC 23, T 17, FF 23/ F+9, R+14, W+8/ CMD 24, CMB +7/ Per +19(Dk Vis), Init +9, Mv 40
Poppy:
F/Lyrakien, HP48/48- AC22,T16,FF18/DR 5(evil)Immune elec, petrify;Res cold & fire 10/ F6,R10,W6/CMD 16,CMB 9/DV 60 ft., LL vis vision; Perc +16 , Init +8, Move 30/60ft
Constant det evil & magic

Scarlet likewise helps out with the search

Perception 1d20 + 4 ⇒ (19) + 4 = 23


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I take it that you limit your search to the southern part?

There's a hidden door indeed! In the southern part of the room, a carefully constructed passage is concealed in the stonework.

Two stone altars, one black and one white, sit at either end of this large chamber, which takes up two wings of the tower on this level. The crumbling remains of wooden benches sag in front of each altar beneath rotting ceiling tapestries. Carved symbols and writings snake along the walls. The burnt corpses of two troglodytes lie on the floor in the center of the room.

At each end of the room, near the altars, stand a glowing, burning skeletal form, unmoving.

Grand Lodge

Male Elf arcanist 3 HP 21 | AC 12(16*), T 12, FF 10(16*) *w/Mage armor | F: +4, R: +4, W: +3 | CMD 13 | Perc. +6 | Init. +4

seeing the black and white alters and burning skeletons, Cyjke tries to recall if he has heard of any such religion during his long elvish life.

K(religion): 1d20 + 6 ⇒ (16) + 6 = 22

Grand Lodge

Male Human Ranger-1 | AC-16 T-13 FF-13 | HP 16/16 | F+4, R+5, W+2 | CMB=3 CMD=16 | Init +5 | Perc +6

G'Boar attempts to keep in the shadows, just inside the secret passageway, south towards the white alter. With his bow in hand, he narrows his eyes and peers around the space trying to see if there is anything else that might lend itself to unraveling the mystery of this room.

Stealth: 1d20 + 7 ⇒ (14) + 7 = 21
Perception: 1d20 + 5 ⇒ (4) + 5 = 9


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Cyjke:

The skeletons are burning skeletons (You may ask three questions), while the altars seem to be devoted to Nethys, the two-faced god of magic, in its aspects of creation and destruction

G'Boar manages to sneak in, hiding in the flickering shadow cast by the burning skeletons.

Grand Lodge

Male Elf arcanist 3 HP 21 | AC 12(16*), T 12, FF 10(16*) *w/Mage armor | F: +4, R: +4, W: +3 | CMD 13 | Perc. +6 | Init. +4

DMK questions three:

what is their special attack if any?
What is their immunity if any?
What is their favorite color, no wait their vulnerability if any?

Cyjke comments in a whisper to the others "The altars appear to be devoted to Nethys, the two-face god of magic, in its aspects of creation and destruction. We may have to offer it some destruction today."

The Exchange

Scouting SOP:
Dist: 30-60' ahead of party /Move spd:20'. Stealth Scar Take10=34. Pop Take10=35. Perception Scar Take10=29 (33 v Traps)+Trap spotter Pop Take10=26+Detect Magic & Evil
UBar1/URog9, HP96/96 - AC 23, T 17, FF 23/ F+9, R+14, W+8/ CMD 24, CMB +7/ Per +19(Dk Vis), Init +9, Mv 40
Poppy:
F/Lyrakien, HP48/48- AC22,T16,FF18/DR 5(evil)Immune elec, petrify;Res cold & fire 10/ F6,R10,W6/CMD 16,CMB 9/DV 60 ft., LL vis vision; Perc +16 , Init +8, Move 30/60ft
Constant det evil & magic

Scarlet waits, pulling out vial of Holy Water as she does so.

Dark Archive

Human Sorceror 1 | AC 12 T 12 FF 10 | HP 3/6 | F +2 R +4 W +2 | Init +2 | Perc +0

Camaenor enters the room behind G'Boar, his bow out and ready with an arrow. He also attempts to move quietly, although his studies indicated that magical constructs rarely relied on noise to activate...
Stealth: 1d20 + 3 ⇒ (18) + 3 = 21


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Cyjke:

Creatures adjacent to a burning skeleton take 1d6 points of fire damage at the start of their turn. Anyone striking a burning skeleton with an unarmed strike or natural attack takes 1d6 points of fire damage. A burning skeleton explodes into a burst of flame when it dies. Anyone adjacent to the skeleton when it is destroyed takes 1d6 points of fire damage. A Reflex save (DC 11) halves this damage.

They're immune to fire (figures), and vulnerable to cold. Their favourite color is blaaaack.

With G'Boar and Camaenor sneaking in, the skeletons still offer no reaction...

Grand Lodge

Male Elf arcanist 3 HP 21 | AC 12(16*), T 12, FF 10(16*) *w/Mage armor | F: +4, R: +4, W: +3 | CMD 13 | Perc. +6 | Init. +4

Cyjke whispers to the others, "Anyone attacking without a weapon or standing next to one of the burning skeletons will be burned by it's heat, same when they die. They are immune to fire and vulnerable to cold!"

Grand Lodge

Male Human Ranger-1 | AC-16 T-13 FF-13 | HP 16/16 | F+4, R+5, W+2 | CMB=3 CMD=16 | Init +5 | Perc +6

G'Boar nods his head in understanding to Cyjke's warning. Hr then looks over towards Camaenor, and using basic hand-and-arm signals suggests a coordinated ranged attack against the skeleton by the white alter... hoping that they can dispatch the unnatural fiend before it closes on their position.
The Ranger thinks to himself, "If only the feline warrior was here with her crossbow to aid in this attack... we might need her if we miss or if the black alter beastie comes this way..."

If Camaenor waves off the coordinated attack, then please disregard the remainder of this post!

Once his message is received and understood by the Elf Investigator, G'Boar steadies himself, draws and releases on cue, freeing his arrow to hammer home.

Ranged Atk vs. 'White' Skeleton: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
Damage?: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6

The Exchange

Scouting SOP:
Dist: 30-60' ahead of party /Move spd:20'. Stealth Scar Take10=34. Pop Take10=35. Perception Scar Take10=29 (33 v Traps)+Trap spotter Pop Take10=26+Detect Magic & Evil
UBar1/URog9, HP96/96 - AC 23, T 17, FF 23/ F+9, R+14, W+8/ CMD 24, CMB +7/ Per +19(Dk Vis), Init +9, Mv 40
Poppy:
F/Lyrakien, HP48/48- AC22,T16,FF18/DR 5(evil)Immune elec, petrify;Res cold & fire 10/ F6,R10,W6/CMD 16,CMB 9/DV 60 ft., LL vis vision; Perc +16 , Init +8, Move 30/60ft
Constant det evil & magic

"Well then, my friends will need me, I work with fire all the time and almost never get burnt"

Scarlet sneaks in

Sneak 1d20 + 8 ⇒ (18) + 8 = 26

Assume G'Boars shot will trigger initiative?

Dark Archive

Human Sorceror 1 | AC 12 T 12 FF 10 | HP 3/6 | F +2 R +4 W +2 | Init +2 | Perc +0

The investigator nods his understanding and fires a split second after G'Boar at the same skeleton...missing it entirely!
Ranged attack: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d6 ⇒ 3


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G'boar shoots at the burning skeleton, and though he hits, the effect is minimal. Camaenor shoots as well, but misses, while Scarlet sneaks in quickly.

Init:

init, Scarlet: 1d20 + 6 ⇒ (10) + 6 = 16
init, Iskim: 1d20 + 3 ⇒ (6) + 3 = 9
init, G’Boar: 1d20 + 3 ⇒ (4) + 3 = 7
init, Camaenor: 1d20 + 3 ⇒ (12) + 3 = 15
init, Cyjke: 1d20 + 4 ⇒ (1) + 4 = 5
init, Skeleons: 1d20 + 6 ⇒ (10) + 6 = 16

---Surprise round (standard or move only) ---
Scarlet
Camaenor
Iskim
G'Boar
Cyjke
--- Regular ---
Scarlet
---
Skeleton (1)
Skeleton
---
Scarlet
Camaenor
Iskim
G'Boar
Cyjke

The Exchange

Scouting SOP:
Dist: 30-60' ahead of party /Move spd:20'. Stealth Scar Take10=34. Pop Take10=35. Perception Scar Take10=29 (33 v Traps)+Trap spotter Pop Take10=26+Detect Magic & Evil
UBar1/URog9, HP96/96 - AC 23, T 17, FF 23/ F+9, R+14, W+8/ CMD 24, CMB +7/ Per +19(Dk Vis), Init +9, Mv 40
Poppy:
F/Lyrakien, HP48/48- AC22,T16,FF18/DR 5(evil)Immune elec, petrify;Res cold & fire 10/ F6,R10,W6/CMD 16,CMB 9/DV 60 ft., LL vis vision; Perc +16 , Init +8, Move 30/60ft
Constant det evil & magic

Scarlet is waiting her turn to shoot - not sure if you guys are going to close melee at all, if there's to be melee she will get right in there... or she can get in and keep them busy whilst you guys pepper from range

Dark Archive

Male Nagaji Bloodrager (Aberrant Bloodline) 2 [ HP 22/22 | AC 19/T12 (No FF - Uncanny Dodge) | Fort +5 (+2 vs. poisons), Ref +2, Will +0 (+2 vs. mind-affecting effects) | Init +3 | Perception +7 ]

Iskim moves forward, placing himself squarely in the path of the skeleton, protecting his comrades from the flaming horror.

Move action: As indicated on map, greatsword drawn

Grand Lodge

Male Elf arcanist 3 HP 21 | AC 12(16*), T 12, FF 10(16*) *w/Mage armor | F: +4, R: +4, W: +3 | CMD 13 | Perc. +6 | Init. +4

Knowing his bombs won't do anything to these skeletons, Cyjke picks up a club like piece of building debris and throws it having been trained as an alchemist to throw anything. improvised club thrown -6 range: 1d20 + 2 - 6 ⇒ (11) + 2 - 6 = 7 damage?: 1d6 + 1 ⇒ (5) + 1 = 6

-Posted with Wayfinder

The Exchange

Scouting SOP:
Dist: 30-60' ahead of party /Move spd:20'. Stealth Scar Take10=34. Pop Take10=35. Perception Scar Take10=29 (33 v Traps)+Trap spotter Pop Take10=26+Detect Magic & Evil
UBar1/URog9, HP96/96 - AC 23, T 17, FF 23/ F+9, R+14, W+8/ CMD 24, CMB +7/ Per +19(Dk Vis), Init +9, Mv 40
Poppy:
F/Lyrakien, HP48/48- AC22,T16,FF18/DR 5(evil)Immune elec, petrify;Res cold & fire 10/ F6,R10,W6/CMD 16,CMB 9/DV 60 ft., LL vis vision; Perc +16 , Init +8, Move 30/60ft
Constant det evil & magic

Good moves, no one is blocking anything :)

Scarlet steps in from the shadows, hoping to nail the skeleton before it can react...
her crossbow clacks once again.

/sneak attack - stealth+flat footed and under 30'
Attack 1d20 + 4 ⇒ (16) + 4 = 20
Damage 1d10 + 1d6 ⇒ (10) + (4) = 14


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Iskim makes himself the prime target in the story, while Cyjke throws a rock at the nearest skeleton, but only hits the wall. Scarlet takes out a skeleton with a well-aimed shot from her crossbow.

1, Black; 2, White: 1d2 ⇒ 1

The other skeleton rushes forward, swinging his flaming scimitar, scorching scarlet in his aura of flame.

Scimitar, Scarlet; Damage; Fire: 1d20 + 0 ⇒ (10) + 0 = 10

Damage on her turn, to Scarlet: 1d6 ⇒ 1

--- Regular ---
Camaenor
Iskim
G'Boar
Cyjke
Scarlet

---
Skeleton
---

Dark Archive

Human Sorceror 1 | AC 12 T 12 FF 10 | HP 3/6 | F +2 R +4 W +2 | Init +2 | Perc +0

Camaenor moves to the west to get a clear shot at the flaming skeleton, but misses wide rather than potentially hit his partner.
Ranged attack: 1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 1
Damage?: 1d6 ⇒ 6


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Camaenor's arrow whizzes by Scarlet with a fair margin, hitting the stonework on the far side of rte room.

--- Regular ---
Camaenor
Iskim
G'Boar
Cyjke
Scarlet

---
Skeleton
---

Dark Archive

Male Nagaji Bloodrager (Aberrant Bloodline) 2 [ HP 22/22 | AC 19/T12 (No FF - Uncanny Dodge) | Fort +5 (+2 vs. poisons), Ref +2, Will +0 (+2 vs. mind-affecting effects) | Init +3 | Perception +7 ]

Iskim rushes into the fray, swinging his greatsword. Unfortunately, however, he has to adjust his swing because of Scarlet's presence, and misses.

Full-round action: Charge skeleton
Attack (Masterwork Greatsword (2H), Power Attack, Charge): 1d20 + 5 - 1 + 2 ⇒ (4) + 5 - 1 + 2 = 10
Damage (Masterwork Greatsword (2H), Power Attack): 2d6 + 4 + 3 ⇒ (4, 3) + 4 + 3 = 14

The Exchange

Scouting SOP:
Dist: 30-60' ahead of party /Move spd:20'. Stealth Scar Take10=34. Pop Take10=35. Perception Scar Take10=29 (33 v Traps)+Trap spotter Pop Take10=26+Detect Magic & Evil
UBar1/URog9, HP96/96 - AC 23, T 17, FF 23/ F+9, R+14, W+8/ CMD 24, CMB +7/ Per +19(Dk Vis), Init +9, Mv 40
Poppy:
F/Lyrakien, HP48/48- AC22,T16,FF18/DR 5(evil)Immune elec, petrify;Res cold & fire 10/ F6,R10,W6/CMD 16,CMB 9/DV 60 ft., LL vis vision; Perc +16 , Init +8, Move 30/60ft
Constant det evil & magic

Start of round fire damage 1d6 - 5 ⇒ (4) - 5 = -1

Scarlet tries to move past the creature and prevent it getting a swing at her...

Acrobatics 1d20 + 8 ⇒ (3) + 8 = 11 (Hmmm, AOO likely!)

Now flanking across from Iskim, she slashes at it.

Attack 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Damage 1d4 + 1d6 ⇒ (4) + (6) = 10

Damage for striking with a claw 1d6 - 5 ⇒ (6) - 5 = 1

Scarlet gets slightly singed.

Grand Lodge

Male Human Ranger-1 | AC-16 T-13 FF-13 | HP 16/16 | F+4, R+5, W+2 | CMB=3 CMD=16 | Init +5 | Perc +6

G'Boar closes the distance and takes aim at the flaming figurine, ensuring to control his breath so he will not risk hitting his comrades.
I adjusted his location on the map

Ranged Atk vs Skeleton: 1d20 + 1 + 3 + 1 - 4 ⇒ (13) + 1 + 3 + 1 - 4 = 14
Damage?: 1d8 + 2 + 1 ⇒ (7) + 2 + 1 = 10

Grand Lodge

Male Elf arcanist 3 HP 21 | AC 12(16*), T 12, FF 10(16*) *w/Mage armor | F: +4, R: +4, W: +3 | CMD 13 | Perc. +6 | Init. +4

Cyjke makes a mental note to buy holy water next time as he steps into the room closing the secrete door behind him to keep the bats out.


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Iskim swings at the skeleton, but his brutish stab only hits the air between the ribs of the flaming abomination. Scarlet tries to move past the skeleton, but takes a bad swipe to the leg, which is enough for her to retaliate with a claw - very effectively!

AoO, Scimitar: 1d20 + 0 ⇒ (20) + 0 = 201d6 + 1d6 ⇒ (4) + (5) = 9 Five is fire
AoO, Confirm: 1d20 + 0 ⇒ (17) + 0 = 171d6 ⇒ 2

G'Boar fires again at the skeleton, but has a hard time not hitting the gaps. Cyjke has learned to close the doors behind him..

The skeleton strikes again at Scarlet, and also has time to bring in a claw. Fortunately, both the attack are easily avoided.

Scimitar, Scarlet: 1d20 + 0 ⇒ (7) + 0 = 7
Claw, Scarlet: 1d20 - 3 ⇒ (8) - 3 = 5

Scarket and Iskim take 1d6 fire damage on their round

--- Regular ---
Camaenor
Iskim
G'Boar
Cyjke
Scarlet

---
Skeleton (5)
---

Dark Archive

Human Sorceror 1 | AC 12 T 12 FF 10 | HP 3/6 | F +2 R +4 W +2 | Init +2 | Perc +0

The elf takes aim for the flaming skull, hoping to end its existence!
Ranged attack: 1d20 + 3 - 4 ⇒ (19) + 3 - 4 = 18
Damage?: 1d6 ⇒ 1


| AbadarCorp Entertainment Official GM | How is my flying? | DICEBOT LOVES YOU |Starship combat cheat sheet | STEAL THIS TEMPLATE | Traveling until Jan 3, reduced posting frequency expected

Camaenor hits the skeleton, but the arrow just gets stuck harmlessly between a joint, burning up quickly.

--- Regular ---
Camaenor
Iskim
G'Boar
Cyjke
Scarlet

---
Skeleton (5)
---

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