Kaakoo |
Round 1, Init 14 8/8MAX (nonlethal: 8), HD 1; AC 15, Touch 13, FF 12, CMD 14; Fort +0, Ref +4, Will +5; Conditions or Effects: empty;
Kraakoo moves further into the room so that he can see into the chamber mumbles a few words, holds his hands out, and four globes a light move forward into the chamber with the strange horrible smelling humanoids.
DM Tiaburn |
Round 2, Init 25, Boting Ronald
Move, full defense
Severely damaged and beaten, man moved away from line of fire and away from nasty stinking troglodytes. He concentrated his look on only troglodyte he could see, to protect from possible treat and was breathing clean air heavily.
Round 2, Init 24
Trog1: 5ft step, full-attack vs Rodney
Trog2: open door, 5ft step, throw javelin Evenstar
In total darkness, Rodney made his attacks, but reached nothing, meanwhile sneaky troglodyte took position nearby and rushed with several lame attacks. Even this position could not give him enough advantage to damage an armored man, and he only sliced his flesh once.
Another troglodyte opened door, where he was standing and screamed something alike "Kazkaz", then stepped away and threw his javelin at Evenstar. Small spear found a narrow hole in her armor and also let her blood rush out.
Missed rolls:
Evenstar 2nd Fort vs DC11: 1d20 + 4 ⇒ (6) + 4 = 10
Rodney Perception vs Trog1 Stealth DC13: 1d20 + 4 ⇒ (4) + 4 = 8
DM rolls:
Trog1 1st claw vs Rodney: 1d20 + 1 ⇒ (11) + 1 = 12,DMG: 1d4 - 1 ⇒ (1) - 1 = 0
Trog1 2nd claw vs Rodney: 1d20 + 1 ⇒ (18) + 1 = 19,DMG: 1d4 - 1 ⇒ (2) - 1 = 1
Trog1 bite vs Rodney: 1d20 - 4 ⇒ (8) - 4 = 4,DMG: 1d3 - 1 ⇒ (3) - 1 = 2
Trog2 javelin vs Evenstar: 1d20 + 2 ⇒ (16) + 2 = 18,DMG: 1d4 - 1 ⇒ (2) - 1 = 1
2 round init:
Init 25: Ronald, -6hp, 1 nonlethal, sickened 1/10
Init 24: Trog1, hp 9/9, HD 1; AC 15, touch 12, FF14, CMD11; Fort +5, Ref +1, Will +0;
Init 24: Trog2, hp 6/9, HD 1; AC 15, touch 12, FF14, CMD11; Fort +5, Ref +1, Will +0;
Init 20: Rodney, -1hp, sickened 1/10
Init 12: Odmar, sickened 1/10
Init 10: Kaakoo
Init 3: Evenstar, -1hp, sickened 1/10
Any living creature within 30 ft, Fort DC11 all be sickened for 10 rounds. (Success renders immune for stench of that troglodyte for 24 hours).
Only Trog2 is visible. Trog1 is somewhere in darkness. Rodney knows location of Trog1 and can attack with 1..50 miss chance.
Everyone can act.
Kaakoo |
Round 2, Init 14 8/8MAX (nonlethal: 8), HD 1; AC 15, Touch 13, FF 12, CMD 14; Fort +0, Ref +4, Will +5; Conditions or Effects: empty;
Fort Save: 1d20 + 4 ⇒ (14) + 4 = 18
Kaakoo moves to the doorway to get a clear view of the creatures in the room. The odor hits him, but his life in the puddles has prepared him for such things. He aims his crossbow at Trog 2 and fires.
To hit: 1d20 + 3 ⇒ (4) + 3 = 7
The bolt goes wide striking the wall behind the creature.
Evenstar |
Round 2, Initiative 3. Conditions: For some reason you are showing me as sickened, though from what I can see I made my rolls. I'm going to assume that's an error, but if not, go ahead and adjust my rolls for sickened condition.
Shrugging off the javelin that nicked her side, Evenstar steps forward to engage the visible reptilian. She swings her greatsword in a mighty arc.
MW Greatsword Power Attack: 1d20 + 5 ⇒ (11) + 5 = 16 for Greatsword damage: 2d6 + 9 ⇒ (2, 5) + 9 = 16
Rodney Pierre-Antoine |
Still feeling the effects of the stench, and waving his sword in limited visibility, Rodney takes another swipe at the nearby troglodyte.
Round 2, Init 20
11/12, HD 1; AC 17, Touch 13, FF 14, CMD 15; Fort +1, Ref +5, Will +0; Conditions: Sickened
Wouldn't Kaakoo's dancing lights spell allow Rodney to see Trog 1 just fine? I'll roll to confirm the crit just in case, otherwise, it's a miss.
Standard Action: Attack trog 1
Attack: 1d20 + 5 - 2 ⇒ (20) + 5 - 2 = 23
Damage: 1d6 + 3 - 2 ⇒ (5) + 3 - 2 = 6
Miss Chance (fail 1-50): 1d100 ⇒ 26
Crit confirm: 1d20 + 5 - 2 ⇒ (1) + 5 - 2 = 4
Damage: 1d6 + 3 - 2 ⇒ (6) + 3 - 2 = 7
DM Tiaburn |
Rodney, thanks for point. It's correct, no concealment for anyone now. No need to roll %.
Evenstar, execuse me. I posted in hurry and forget I already rolled your Fort. Ignore sickened condition and you killed trog2
DM Tiaburn |
Evenstar hit decapitated small troglodyte, sending his reptilian soul back to ancestor spirits. Rodney wasn't as lucky as more experienced girl, his attack left deep wound on troglodytes chest, but that was not enough to disable him.
Missed roll:
You entered room while both trogs were alive, you need to roll twice Kaakoo 2nd Fort save: 1d20 + 4 ⇒ (18) + 4 = 22, saved
Kazkaz:
Perception: 1d20 + 8 ⇒ (2) + 8 = 10, not surprise, will act fully on his init
Init: 1d20 + 6 ⇒ (13) + 6 = 19
Stealth: 1 + 17 = 18
Fort1 DC11: 1d20 + 4 ⇒ (10) + 4 = 14 Fort2 DC11: 1d20 + 4 ⇒ (15) + 4 = 19, not affected by stench
Through the opened door, friend could decern that previously it might once have been a storeroom, though it contents have long since sucumbed to the passage of time. A crack in the northern wall and ceiling has let in some rainwater, which has collected in a large puddle on the floor. Due to lack of light, part of room is still in dim light, leaving area for imagination.
Updated map. Gray area is dim lightened one.
Still round 2. Waiting for Odmar in 2nd round and Ronald in 3rd round.
Init 25: Ronald, -6hp, 1 nonlethal, sickened 1/10
Init 24: Trog1, hp 3/9, HD 1; AC 15, touch 12, FF14, CMD11; Fort +5, Ref +1, Will +0;
Init 24: Trog2, Condition: dead
Init 20: Rodney, -1hp, sickened 1/10
Init 19: Kazkaz, hp 19/19, HD 3; AC 16, touch 13, FF14, CMD14 (18 vs trip); Fort +4, Ref +5, Will +2; Condition: Hidden in other room Perception DC18 to see.
Init 12: Odmar, sickened 1/10
Init 10: Kaakoo
Init 3: Evenstar, -1hp
Odmar Krufft |
Round 2, Init 12
8/8, HD 1d8; AC 17, Touch 15, FF 12, CMD 16; Fort +0, Ref +6, Will -1; Conditions or Effects: Sickened;
Odmar, pale as snow from the sickening smell, raised his bow yet again and fired at the last standing troglodyte in the room
Attack trog1: 1d20 + 4 - 4 - 2 ⇒ (6) + 4 - 4 - 2 = 4
Damage: 1d6 - 2 ⇒ (1) - 2 = -1
His arrow scratched the wall behind the creature and fell on the ground.
"Oh just die already, you stinker!!!"
DM Tiaburn |
Round 3, Init 24
Kazkaz vs Evenstar: 1d8 ⇒ 3 nonleathal electricity damage
Evenstar Reflex DC12: 1d20 + 2 ⇒ (5) + 2 = 7
Trog1 Stabilize DC10: 1d20 + 0 - 3 ⇒ (20) + 0 - 3 = 17
Last troglodyte fallen dead, after being hit by Ronald's arrow. Quiet sigh of relax went out of Evenstar mouth, transforming into annoyed scream. A crack of electricity sounded behind her back and everyone looking there could see a small lizard with yellow underside and bright green scales. It had some sort of horn in its forehead, which was glowing electric blue.
Everyone can act. Minor fix - troglodytes were speaking Draconic, not Aquan.
Init 25: Ronald, -6hp, 1 nonlethal, sickened 2/10
Init 24: Trog1, hp -3/9, HD 1; AC 15, touch 12, FF14, CMD11; Fort +5, Ref +1, Will +0; Condition: stabile;
Init 24: Trog2, Condition: dead
Init 20: Rodney, -1hp, sickened 2/10
Init 19: Kazkaz, hp 19/19, HD 3; AC 16, touch 13, FF14, CMD14 (18 vs trip); Fort +4, Ref +5, Will +2; Condition: none.
Init 12: Odmar, sickened 2/10
Init 10: Kaakoo
Init 3: Evenstar, -1hp, 3 nonlethal
Sickened condition from troglodytes do not stack. So if you failed 2 saving throws, your penalty is still -2.
Evenstar |
"Gah!" Evenstar yells as the last spark arcs between her teeth.
"Where did that come from?!"
Turning around to face the beast, she unleashes her fury on it.
MW Greatsword Power Attack: 1d20 + 5 ⇒ (10) + 5 = 15 for Greatsword damage: 2d6 + 9 ⇒ (3, 3) + 9 = 15
DM Tiaburn |
Round 3, Init 10
Boting Kaakoo, shot Kazkaz
Attack vs AC16: 1d20 + 3 - 4 ⇒ (19) + 3 - 4 = 18DMG: 1d8 ⇒ 5
Confirm AC16: 1d20 + 3 - 4 ⇒ (11) + 3 - 4 = 10DMG: 1d8 ⇒ 8
Boting Rodney, do nothing
Kazkaz Stabilize DC10: 1d20 + 1 - 1 ⇒ (13) + 1 - 1 = 13
Everything was solved in matter of seconds. First Kaakoo shot from behind Evenstar's back in small lizard and barely missed its heart, than lady stroke with her sword and magical beast lost its consciousness. Standing over its dying body, Pathfinders looked around and found no other treats.
Fight is over.
Incorporate changes in your alias profile.
Init 25: Ronald, -6hp, 1 nonlethal, sickened 3/10
Init 24: Trog1, hp -3/9, HD 1; AC 15, touch 12, FF14, CMD11; Fort +5, Ref +1, Will +0; Condition: stabile;
Init 24: Trog2, Condition: dead
Init 20: Rodney, -1hp, sickened 3/10
Init 19: Kazkaz, hp -1/19, HD 3; AC 16, touch 13, FF14, CMD14 (18 vs trip); Fort +4, Ref +5, Will +2; Condition: stabile.
Init 12: Odmar, sickened 3/10
Init 10: Kaakoo
Init 3: Evenstar, -1hp, 3 nonlethal
After 1 minute, sickened condition removed. To recover nonlethal damage, you need 1 hour per point or magical healing. Magical healing heals both damages simultaneously.
Odmar Krufft |
"Nice hit, Evenstar! With such a muscle you can be a powerful ally during tavern fights! Would you like a drink sometime after we finish here? My treat!" Odmar tapped Evenstar on the shoulder with a smile and went to look around the room, checking out what weapons and other stuff is gathered here.
Perception: 1d20 + 3 - 2 ⇒ (12) + 3 - 2 = 13 looking for stashes/hidden doors
Arrows search
Arrow1 0-49% fail: 1d100 ⇒ 97
Arrow2 0-49% fail: 1d100 ⇒ 90
DM Tiaburn |
It took some time for Odmar to investigate contents of the room. Most of few remaining arms in the room have rusted away, making them useless in combat. However, he found a human-sized dagger.
Mastercraft silvered dagger
Another thing in his hands was light steel shield, with emblem of leaping dolphin.
Mastercraft light shield
As well he brought out of trash a banner, depicting bird made of living flame.
Band of the Phoenix - one of Absalom's most famous hunting lodges during the Age of Blades. Worth at least 100 gp, might be more if sold to historian of collector.
The room where Kazkaz lived, once been a store room, but most of its contents succumbed to the passage of time. A crack in the northern wall has let in rainwater and big puddles are collected on the floor. Another crack in ceiling opens way somewhere upstairs.Climb DC15, 15 ft.
3d4 + 5 ⇒ (2, 1, 1) + 5 = 9
While Odmar was looking around, glowing lights in the middle of room disappeared and only glowing bolt, hidden by dead troglodyte was giving light. The door in east wall, was leading to staircase, which lowest part been broken, but you still can go up stairs.
Who is carring the glowing bolt? Feel free to speak and decide, where would you like to go - upstairs or up the walls. Search and such discussion going to take 9 minutes. No one is sickened anymore.
Rodney Pierre-Antoine |
"These stairs don't look particularly safe to me," Rodney says, scanning them.
Perception to check if the stairs are going to collapse or are trapped.
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
DM Tiaburn |
Third room, one where lizard dwelled, contained nothing of particular interest. Mostly it was wet wood, dirty linen and other molded or soaked wet stuff. Some rusted nails probably could be found in puddles.
The stairs looked pretty much OK, since they still hold when the lower part collapsed. On the other hand, the staircase well is very dark and nothing could be seen, comparing to hole into third floor that could be seen from lizards room.
I'll bring up map of third floor soon
Odmar Krufft |
Odmar took the dagger, looked at it and didn't see anything interesting in it, placed it on his belt
Apprise dagger: 1d20 + 1 ⇒ (13) + 1 = 14
He then checked the banner.
knowledge local on banner: 1d20 + 5 ⇒ (20) + 5 = 25
"Heh! Looks like this thing can be of value for the Society." He then carefully folded it and placed it in his backpack.
Apprise shield: 1d20 + 1 ⇒ (2) + 1 = 3
"Does anyone need a shield?"
Rodney Pierre-Antoine |
After studying the stairs, Rodney seems to have come to a conclusion.
"I suppose they'd be safe to walk on, but it's quite dark up there. Perhaps it would be safer to climb?"
Evenstar |
"I'm always good in a fight, Odmar," Evenstar says in response to the man's comments, ""in a bar or not."
She looks up the dark stairwell.
"Let's keep going," she says as she moves forward.
perception: 1d20 + 6 ⇒ (16) + 6 = 22
DM Tiaburn |
One by one, party was ascending the stairs. It took them a while, while they reached for third floor, where Pathfinders were stopped by door. The stairs go up, so it is possible to continue ascend. As you quiet down to listen heard a sudden noise in a distance, but realized that it is an echo of your own movements.
There is a door on third floor, which is locked if you try to open it.
If you would like to go up, nothing stop you on stairwell, I'm in progress of drawing fourth level map.
Rodney Pierre-Antoine |
Looking and listening at the locked door, Rodney whispers to his companions.
"I don't like the idea of leaving something at our back—should we go in?"
Perception at the door: 1d20 + 4 ⇒ (1) + 4 = 5
DM Tiaburn |
After several minutes of working, northener was able to understand the details of mechanism and almost instantly opened lock. He pulled door aside and it started to open, letting light in.
Door stuck 1..20: 1d100 ⇒ 34
First, they saw two burned corpses of small troglodytes, that lie on the floor in a center of the room. Than, adventurers were able to see a dark stone altar in far corner of western wing. A piece of parchment lay on top of it. It's not enough light to identify it correctly, but looks like walls are carved with some sort of cryptic symbols.
Looks like the place is shrine of Nethys, god of magic. The black altar here is dedicated to its destruction aspect.
Dead bodies are marked on map. Don't forget to move your avatar inside room, if you are investigating it contents.Part of room is still dark since it's not enought light to detect, what's there.
Rodney Pierre-Antoine |
Knowledge (religion) untrained: 1d20 ⇒ 10
"How odd," Rodney says, looking around. "This place seems to be devoted to Nethys, but particularly the destruction aspect of the god. This seems like a strange place for a temple to Nethys."
Odmar Krufft |
"I think we should check it out, may be there are some treasures here. Just be careful! "
Odmar stepped into the room, leaned to the wall and looked carefully behind the corner.
Stealth: 1d20 + 11 ⇒ (14) + 11 = 25 hiding from whatever could be behind the corner
perception: 1d20 + 3 ⇒ (15) + 3 = 18
Evenstar |
Evenstar advances cautiously into the room with her greatsword at the ready.
"This does seem strange. It all gives me the creeps," she adds.
perception: 1d20 + 6 ⇒ (20) + 6 = 26
DM Tiaburn |
As friends started to walk over room, they suddenly discovered a movement behind altar. As they looked closer, they saw as piles of bones, suddenly stir, raising up to take a human shape and fiery red flame is bursting inside its chest. The unexpected light comes from other end of room, as another bone figure is burning behind second, alabaster white altar of protection.
Ronald: 1d20 + 9 ⇒ (18) + 9 = 27
Rodney: 1d20 + 5 ⇒ (3) + 5 = 8
Odmar: 1d20 + 4 ⇒ (13) + 4 = 17
Kaakoo: 1d20 + 3 ⇒ (12) + 3 = 15
Evenstar: 1d20 + 2 ⇒ (8) + 2 = 10
Skeleton1: 1d20 + 6 ⇒ (15) + 6 = 21
Skeleton2: 1d20 + 6 ⇒ (7) + 6 = 13
Those are skeletons. Creatures of undead nature and magic.
They are immune to bleed, damage to its physical ability scores, death effects, disease, exhaustion and fatigue effects, all mind-affecting effects, paralysis, poison, sleep effects, stunning, and any effect that requires a Fort save (unless it also works on objects or is harmless); not subject to nonlethal dmg, ability drain, or energy drain; positive energy harms and negative energy heals; immediately destroyed at 0 hps; does not breathe, eat, or sleep.
Because of bone structure, they are slightly resistant to non-blundgeoning attacks.
This particular species are flaming skeletons, so they do fire damage with their claw attacks and burst into burning flame when destroyed.
No surprise round.
Init 27, Ronald
Init 21, Skeleton1; hp 5/5, HD1; AC 16, touch 12, FF14, CMD14; Fort +0, Ref +2, Will +2;
Init 17, Odmar
Init 15, Kaakoo
Init 13, Skeleton2; hp 5/5, HD1; AC 16, touch 12, FF14, CMD14; Fort +0, Ref +2, Will +2;
Init 10, Evenstar
Init 8, Rodney
DM Tiaburn |
Round 1, Init 21
Skeleton1 - 5ft step east, full-attack Evenstar
Ronald moved to the door and then shoot a skeleton. Too bad, Evenstar mighty figure was blocking his view and he wasn't able to aim well. An arrow flew higher, missing both flaming skull and girls head.
-4 penalty for shooting in melee without Precise Shot feat
Disturbed skeleton took a short step to position, where he could do more and rushed a rain of blows onto Evenstar. Barbarian felt a infernal fire near herself and understood that fiery aura of undead will burn her skin soon.
Fiery Aura: 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.
Attack1 Evenstar AC17: 1d20 + 2 ⇒ (18) + 2 = 20, DMG: 1d4 + 2 + 1d6 ⇒ (4) + 2 + (6) = 12
Attack2 Evenstar AC17: 1d20 + 2 ⇒ (20) + 2 = 22, DMG: 1d4 + 2 + 1d6 ⇒ (3) + 2 + (5) = 10
Sorry :(
Attack2 Confirmation AC17: 1d20 + 2 ⇒ (11) + 2 = 13, DMG: 1d4 + 2 + 1d6 ⇒ (3) + 2 + (2) = 7, not confirmed
Stabilize (Constitution DC10 with penalty equals hp below 0): 1d20 + 2 - 9 ⇒ (6) + 2 - 9 = -1, bleeding, roll again your init or -1hp
Skeleton right claw took a great part of flesh from her left shoulder, while left grasped her back and burned through metal, making her scream in pain.
Woman's body slowly felt on floor, near the skeleton legs. Undead eyes were burning with fearsome glow as consciousness left Evenstar.
Odmar & Kaakoo act.
Init 27, Ronald
Init 21, Skeleton1; hp 5/5, HD1; AC 16, touch 12, FF14, CMD14; Fort +0, Ref +2, Will +2;
Init 17, Odmar
Init 15, Kaakoo
Init 13, Skeleton2; hp 5/5, HD1; AC 16, touch 12, FF14, CMD14; Fort +0, Ref +2, Will +2;
Init 10, Evenstar, -22hp
Init 8, Rodney
Odmar Krufft |
"Evenstar, no!!!" Odmar moved to Evenstar, grabbed her and started dragging her body away from the fiery monster.
as Evenstar doesn't have her weight in a char sheet, I'll use random number
Evenstars weight: 2d10 ⇒ (4, 8) = 12*5+85+30=175+equipment. My drag/push is 600 so I should be able to drag Evenstar+gear.
"Kill that bloody fiend, mates! I'll help her!"
Kaakoo |
Round 1, Init 14 8/8MAX (nonlethal: 8), HD 1; AC 15, Touch 13, FF 12, CMD 14; Fort +0, Ref +4, Will +5; Conditions or Effects: empty;
Kaakoo looks at his fallen comrade and is filled with rage. Electricity begins coursing through his arms, and he reaches out and touches the skeleton next to him.
Dmg from skeleton aura: 1d6 ⇒ 5
Touch attack: 1d20 + 1 ⇒ (9) + 1 = 10
And fails to make contact with the skeleton.
DM Tiaburn |
Round 1, Init 13
Skeleton2 - unable to charge, because of alter. Double move.
Tengu moved forward to confront skeleton, blocking access to fallen comrade body. Meanwhile, making terrible bone sound, second skeleton moved toward source of life. He was fast, but still not enough to make any attack.
Rodney & Ronald act.
Evenstar roll stabilization check or lose hp.
Init 27, Ronald
Init 21, Skeleton1; hp 5/5, HD1; AC 16, touch 12, FF14, CMD14; Fort +0, Ref +2, Will +2;
Init 17, Odmar
Init 15, Kaakoo
Init 13, Skeleton2; hp 5/5, HD1; AC 16, touch 12, FF14, CMD14; Fort +0, Ref +2, Will +2;
Init 10, Evenstar, -22hp
Init 8, Rodney
Rodney Pierre-Antoine |
Rodney rushes into the room, ready to strike even with his less useful weapon. Amid his anger, he swings wildly and misses, but keeps his feel ready to spring back in case of an attack.
Round 1, Init 8
11/12, HD 1; AC 17, Touch 13, FF 14, CMD 15; Fort +1, Ref +5, Will +0
Move Action: Move into room
Standard Action: Attack skeleton 2
I'm also going to prepare to use the dodging panache deed if attacked, which would allow me as an immediate action to move 5 feet and gain a +2 to AC against the attack by spending 1 panache point. I would move one square north in that instance.
Attack with scimitar: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
DM Tiaburn |
Round 2, Init 21
Skeleton1 - full-round - attack Kaakoo
Skeleton was trying to get Kaakoo, but burned man was very agile and didn't let flaming hands to get him.
Claw1 vs AC15: 1d20 + 2 ⇒ (9) + 2 = 11, DMG: 1d4 + 2 + 1d6 ⇒ (2) + 2 + (3) = 7
Claw2 vs AC15: 1d20 + 2 ⇒ (8) + 2 = 10, DMG: 1d4 + 2 + 1d6 ⇒ (2) + 2 + (4) = 8
Odmar & Kakoo act.
Evenstar roll stabilization check for round 1 or lose 1 hp.
Init 27, Ronald
Init 21, Skeleton1; hp 5/5, HD1; AC 16, touch 12, FF14, CMD14; Fort +0, Ref +2, Will +2;
Init 17, Odmar
Init 15, Kaakoo, -5hp
Init 13, Skeleton2; hp 5/5, HD1; AC 16, touch 12, FF14, CMD14; Fort +0, Ref +2, Will +2;
Init 10, Evenstar, -22hp
Init 8, Rodney
Evenstar |
stabilize DC10: 1d20 + 4 ⇒ (20) + 4 = 24
Good grief! Ouch! Last thing I know, I rolled a 26 perception but ended up 5' from a full-attacking skeleton who hits me for 22 damage! Ouch! Currently at -9 hp. Just glad that crit didn't confirm or I'd be dead. Also, please note the wand of CLW in my belt!
Evenstar groans after being taken down by the fiery skeleton in two powerful blows.