Kalaron Boulderstep |
.
Revvy Bitterleaf |
Thornkeep lies about 10 miles from the broad, sluggish West Sellen River and the ruins of the once-prosperous town of Mosswater. The settlement is a disorderly, ramshackle affair that huddles on a low hill beneath the bramble- covered walls of its namesake castle.
The Pathfinder Society recently learned about a previously unexplored dungeon complex underneath a set of ruins near Thornkeep..and given your previous experience you are selected to go explore it..and to report your findings.
Kalaron Boulderstep |
OMG!!! My char has being reset!!! lol
Kalaron Boulderstep |
Updating my char when the site was down. ergo. Everything I typed is gone....
Buri Sunwalker |
A very sun tanned dwarf using a summer outfit and hide armor joins the group following orders from the Grand Lodge. He is happy to find a party mostly his own kind and even some familiar faces.
Glorin Too-Tall!
Its being a while. By Torag lad, have you grew taller?! Buri asks looking up and smiling.
Revvy Bitterleaf |
After getting (re-)introduced with your fellow dwarves you make some plans on how to operate and proceed to enter the ruins of Thornkeep! On towards glory!
The walls are made of dressed sandstone blocks, once magically fitted but now weathered and crumbling at the edges.
The floors are made of hard slate slabs. A thin layer of sand weathered from the walls lies underfoot in many chambers, making newly formed tracks easy to spot (treat as soft ground for the purpose of Survival DCs to follow tracks).
You walk down the stairs in a single file (please check if I did the marching order right - the blue square is Heinrich for now)and enter a small room.
This large hall is held up by a number of carved columns. Directly
ahead, a doorway is sealed with stone blocks. In the center of the floor, the flagstones have been pulled up, revealing a staircase leading downward. The stench of rotting meat hangs in the air.
Revvy Bitterleaf |
After exploring the little empty room and confirming that it is indeed empty you move down the staircase
This small antechamber sports a hallway to the south and a staircase to the north. Iron stakes driven into the flagstones pin the half-eaten carcass of a pig to the floor in the middle of the room.
Surrounding the carcass are 4 giant centipedes
Init Buri: 1d20 + 4 ⇒ (2) + 4 = 6
Init Glorin: 1d20 + 2 ⇒ (3) + 2 = 5
Init Kalaron: 1d20 + 0 ⇒ (9) + 0 = 9
Init Heinrich: 1d20 + 1 ⇒ (20) + 1 = 21
Init Clandelve: 1d20 + 3 ⇒ (10) + 3 = 13
Init Cogstadt: 1d20 + 3 ⇒ (19) + 3 = 22
Init Centipedes: 1d20 + 4 ⇒ (6) + 4 = 10
init
Heinrich, Clandelve, Cogstadt
Centipedes
Buri, Glorin, Kalaron (+the rest again)
Revvy Bitterleaf |
Not from your current location if you want to hit one of the centipedes..You are shooting down a staircase around a corner. But they are still flatfooted so if you wanted you could move between them and shoot from there without provoking. And then hope your attack combined with Heinrich and Clandelve get rid of enough of them to live through this ;)
Clandelve Hammerhand |
Clandelve rushes forward before the centipedes can react, leaping into the midst of the centipedes. He's worked in tight quarters before, and knows his companions will need room to work.
"By Torag's thunderous hammer, these creature's nae be undead! Well, th' swine could still be proven otherwise, but 'tis nice to fight th' livin' fer once!" Clandelve says as he wades into combat, referring to the many undead the group has fought.
MW Dwarven Waraxe attack: 1d20 + 6 ⇒ (9) + 6 = 15 for MW Dwarven Waraxe damage: 1d10 + 3 ⇒ (4) + 3 = 7
Shoot, one more thing I was going to buy before we started was a wand of CLW with 2 PP. I didn't get a chance to update before I left, but if that's okay I was planning to buy before.
Revvy Bitterleaf |
@Clandelve, you already mentioned getting the wand so I assumed you already bought it. It's fine by me if you update it to your inventory now
Clandelve moves past the centipedes into the next corridor and takes a swing at one of them around the corner. Unable to swing his waraxe as he'd like due to the wall being in the way he misses his target The corner provides cover.
Heinrich boldly walks into the room after him, slicing through one of the centipedes
Cogstadt moves forward and unloads his crossbow at one of the centipedes (I don't see you having precise shot as a feat, or a way to ignore cover) but due to Heinrich standing in front of him isn't able to get a clear enough shot and his bolt flies over his intended target
In return the centipedes attack back
One goes for Heinrch To hit Heinrich's AC: 1d20 + 2 ⇒ (18) + 2 = 20 damage if hit: 1d6 - 1 ⇒ (3) - 1 = 2 (and a fort save vs poison DC 13) Also if you could update your display so that it includes some common information as your defenses/perception/initative, etc. that would be helpful
The next one goes for 1H2C: 1d2 ⇒ 2 Clandelve moving in front of him
To hit Clandelve's AC: 1d20 + 2 ⇒ (16) + 2 = 18but the attack doesn't get through his armor.
And the last goes for 1H2C: 1d2 ⇒ 2 Clandelve as well, trying to get to the though dwarfs flesh around the corner To hit Clandelve's AC: 1d20 + 2 - 4 ⇒ (18) + 2 - 4 = 16 and this attack also bounces off his armor due to the centipede not being able to get around the corner completely.
init
You guys
Centipedes
Heinrich Morgenstein |
Fort: 1d20 + 5 ⇒ (9) + 5 = 14.
His Dwarven fortitude protecting him, Heinrich barely notices the poison.
He then attempts to slice the bug attacking him to ribbons...
Nodachi: 1d20 + 5 ⇒ (3) + 5 = 8, for 1d10 + 6 ⇒ (1) + 6 = 7 Slashing damage.
...before stepping aside to allow others into the room.
Cogstadt Locksmith |
Costadt will take a 5ft step back and reload his crossbow, let the melee guys move in.
No precise shot, but the crossbow was in my hands and loaded, I did factor in -4 for melee though.
Revvy Bitterleaf |
@Cogstadt Ah, you're right..I'll admit I had missed that -4 ..but shooting into melee and shooting through cover should be -8 total, so just checking to see if I missed a feat somewhere.
Heinrich tries to slice through another centipede before stepping to the side but fails to hit his target
Cogstadt then backs up on the staircase (Since you are moving up the staircase you can't 5ft step (unless you have some way that allows you to do so) since it counts as difficult terrain moving up) but due to the corner you don't provoke from moving away from the centipede either..so unless you need a full round to reload the crossbow? you can just move...and otherwise you can stand there and reload
Cogstadt Locksmith |
Fair enough, I've always capped it at -4 and was running with that. It's a full round action to reload a heavy crossbow, but he'd rather just move out of the way and let someone with some melee skills step in. So he will instead retreat to the top of the stairs.
Clandelve Hammerhand |
Now flanking with Buri, Clandelve assaults the centipedes with vigor.
MW Dwarven Waraxe attack: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13 for MW Dwarven Waraxe damage: 1d10 + 3 ⇒ (4) + 3 = 7 and Spiked Light Shield attack: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15 for Spiked Light Shield Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Heinrich, choose an avatar for your character so we can put it on the maps!
Glorin Too-Tall |
Glorin sprints down the stairs and casually wades through the centipedes, getting into position to strike at them at the next available opportunity.
Double move down the stairs, yes, provoking AoO.
Revvy Bitterleaf |
Glorin double times it into the room getting bitten at by all 3 remaining centipedes
AOO1 vs Glorin: 1d20 + 2 ⇒ (11) + 2 = 13
AOO2 vs Glorin: 1d20 + 2 ⇒ (20) + 2 = 22
AOO3 vs Glorin: 1d20 + 2 ⇒ (9) + 2 = 11
Confirm: 1d20 + 2 ⇒ (12) + 2 = 14
his actions get him bitten once Damage for Glorin: 1d6 - 1 ⇒ (5) - 1 = 4 (and a fort save DC 13 vs poison or loose Dex damage: 1d3 ⇒ 1)
Going to put Kalaron in a readied action in case one of the centipedes comes close enough to him for him to take a swing at it so we can keep the flow going
1g2b: 1d2 ⇒ 2
1b2c3h: 1d3 ⇒ 2
1b2c3h: 1d3 ⇒ 3
Two of the centipedes decide to try to take a bite out of Buri while the last one goes for Heinrich
1 vs Buri's AC: 1d20 + 2 ⇒ (12) + 2 = 14
2 vs Buri's AC: 1d20 + 2 ⇒ (2) + 2 = 4
3 vs Heinrich's AC: 1d20 + 2 ⇒ (10) + 2 = 12
But all of their bite attempts fail to get through your though dwarf forged armor.
init
You guys
Centipedes
Damage Centipede 1: 4
Damage Centipede 2: 2
Heinrich Morgenstein |
Glad to see that some of his fellow Dwarves and getting in on the action, Heinrich takes a swing at the centipede in front of him!
Nodachi: 1d20 + 5 ⇒ (2) + 5 = 7, for 1d10 + 6 ⇒ (7) + 6 = 13 Slashing damage.
Glorin Too-Tall |
Fort save: 1d20 + 4 ⇒ (19) + 4 = 23
HP 15/20
Shrugging off the centipede's bite, despite getting close to a vein, Glorin flurries with his urgrosh against his targets.
Spear Attack w/PA: 1d20 + 6 - 1 ⇒ (16) + 6 - 1 = 21 Damage: 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7
Axe Attack w/PA: 1d20 + 6 - 1 ⇒ (8) + 6 - 1 = 13 Damage: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9
5' step if necessary to reach a second target.
Revvy Bitterleaf |
Heinrcih takes a swing at one of the centipedes but only manages to hit the air above the overgrown vermin.
Glorin sticks his spear into his target and when the pointy end comes out the other side it's clear that the centipede won't be a problem any longer.
Stepping up and swinging his axe end at the next one Glorin just barely has his axeblade slide of the carapace of the creature, resulting in only a glancing blow (doesn't get through it's AC).
Clandelve Hammerhand |
Likewise, Clandelve renews his assault with waraxe and shield.
"Watch yer step there, Glorin! Ye may step on these wee bugs!"
MW Dwarven Waraxe attack: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19 for MW Dwarven Waraxe damage: 1d10 + 3 ⇒ (5) + 3 = 8 and Spiked Light Shield attack: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17 for Spiked Light Shield Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Revvy Bitterleaf |
Clandelve slices through his first target without any trouble (and assuming he steps up and not stay within the cover of the tunnel walls) manages to pierce the last centipedes though outer shell..leaving it to bleed out on the floor.
Out of combat
After a thorough inspection you find out that there is indeed nothing else in this small room besides a pig carcass (and now some centipede mush).
The tunnel to the south seems to lead into a larger room filled with some statues
Going to give you guys some time to heal instead of moving you into the next room, if you don't want that feel free to just walk into the next room by yourself. Let me know when you are ready to continue (and if you have any plans other then walk into the room in your standard formation)
Clandelve Hammerhand |
Clandelve wipes centipede guts off his axe. He hasn't suffered any wounds, but sees Glorin was hit.
"Ye okay to keep goin'? Or would ye be needin' healin' first?"
Clandelve prepares to continue down the corridor once his companions are ready.
perception: 1d20 + 7 ⇒ (19) + 7 = 26
Glorin Too-Tall |
Glorin looks at his wound. "Sure, no reason to walk around with an extra gash. Kalaron, I've got a healing wand, if you'll do the honors of using it."
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Looking himself over, he adds, "Should be fine, now. Let's continue."
Clandelve Hammerhand |
Clandelve holds up his armored fist for everyone to stop.
"Keep yer eyes open!" he whispers. "We've company a'ead, an' it be sleazy vile baloon 'eaded goblins if'n I've ever seen one. Prepare yer axes, brothers!"
Clandelve continues forward, prepared for battle. His eyes sparkle with excitement over the prospect of killing goblins.
Revvy Bitterleaf |
Since 3 people are ready to move on, moving on (I think Heinrich still has some damage..he and anyone else who wants to can heal before moving into the next room)
Eight statues of demonic creatures anchored to great square columns guard an octagonal open space in the center of this large hall. Various bits of scaffolding and debris are piled up next to the columns, which support a large gallery fifteen feet above the room's floor. Open stone archways lead to the southeast and the north from the lower floor, and a large stone door stands at the south corner of the chamber.
None of you are surprised when goblins start to appear from behind some statues and above you on the balcony wielding short bows (and having short sword on their hips and wearing leather armor)(A4 is above A3)
The balcony has a railing which provides cover.
Init Buri: 1d20 + 4 ⇒ (14) + 4 = 18
Init Glorin: 1d20 + 2 ⇒ (14) + 2 = 16
Init Kalaron: 1d20 + 0 ⇒ (6) + 0 = 6
Init Heinrich: 1d20 + 1 ⇒ (7) + 1 = 8
Init Clandelve: 1d20 + 3 ⇒ (11) + 3 = 14
Init Cogstadt: 1d20 + 3 ⇒ (17) + 3 = 20
Init Goblins: 1d20 + 6 ⇒ (3) + 6 = 9
init
Cogstadt,Buri, Glorin, Clandelve
Goblins
Kalaron,Heinrich (+the rest of you again)
Clandelve Hammerhand |
Clandelve enters the room and immediately rushes a goblin on the west side of the room.
"Now this be more like it! Nae undead, but some o' th' most vile creatures in existence! There don' be things much more enjoyable fer a dwarf than releasin' a goblin's 'ead from its neck!" Clandelve roars thunderously as he wades into combat.
MW Dwarven Waraxe attack: 1d20 + 6 ⇒ (20) + 6 = 26 for MW Dwarven Waraxe damage: 1d10 + 3 ⇒ (10) + 3 = 13
confirm crit: 1d20 + 6 ⇒ (20) + 6 = 26
There's my crit! (first one in 3 scenarios?). 39 dmg, if so.
Revvy Bitterleaf |
....yeah goblins don't take 39 damage and live through it, but when you crit you have to roll for additional damage..not add your to hit roll for the confirm to your damage ;) or triple your initial damage *3 means you get to roll your weapon damage dice 3 times and add your static bonus to that 3 times as well, stuff like shocking/flaming/frost ect. doesn't get multiplied. So since you already rolled 1d10+3, you should add roll 2d10+6 to add to that...... gratz on your first crit btw.
Clandelve walks towards one of the goblins and cuts his head off in one fell swoop..it's head flies into the air and lands one one of the goblins on the balcony freaking him out as a spray of blood paints the underside of the balcony red while the goblins corpse falls to the floor.
Clandelve Hammerhand |
Ah, thanks for the clarification. That makes sense. I'll roll it here then.
extra crit dmg: 2d10 + 6 ⇒ (9, 4) + 6 = 19
Okay, only 32 dmg...still!
Cogstadt Locksmith |
Cogstadt moves up to take cover behind the pillars, and fires a shot at the goblin on the balcony (#5)
Attack: 1d20 + 3 ⇒ (13) + 3 = 16 Damage?: 1d10 ⇒ 9 +Sneak Attack if they're Flat Footed?: 1d6 ⇒ 1
Not sure if they've got cover up there?
Revvy Bitterleaf |
As I mentioned in the opening post, there's a railing on the balcony that provides cover. But I'm going to assume that in order for them to be able to shoot at you more then half of them will be visible..so partial cover for only a +2 AC bonus (also they are still flatfooted)
Cogstadt moves up and fires a crossbow bolt at one of the goblins and his bolt is deflected slightly by the railing and it flies into his target...making it topple 1back2forward: 1d2 ⇒ 1 backwards onto the balcony floor
Glorin follows suit and rushes into the room
init
Buri
Goblins
You guys again
Revvy Bitterleaf |
I know that Buri still has a few hours to respond..but in order to keep things going I'll put him in delay for now
The goblins a bit intimidated by the sudden assault of an army of dwarves respond by attacking back
Goblin 2 tries to shoot at Cogstadt to hit Cogstadts AC: 1d20 + 4 ⇒ (15) + 4 = 19 Damage if hit: 1d4 ⇒ 1
Goblin 3 takes a step away from the big human and shoots an arrow at Glorin to hit Glorin's AC: 1d20 + 4 ⇒ (7) + 4 = 11 but the arrow bounces of Glorin's metal wrapped chest.
Goblin 4 tries to take a shot at Glorin as well to hit Glorin's AC: 1d20 + 4 ⇒ (18) + 4 = 22Damage if hit: 1d4 ⇒ 1 before taking a step away from the edge of the balcony
while Goblin 6 takes aim at Clandelve to hit Clandelve's AC: 1d20 + 4 ⇒ (18) + 4 = 22Damage if hit: 1d4 ⇒ 1 before moving away from the danger zone as well.
"Leaves us alone! This be our place!"
init
you guys
Goblins
Buri Sunwalker |
Buri moves into the room and attacks one of his people's hatred enemies flanking it with Glorin.
Double move on round one and move and attack goblin 3 on round two
Attk: 1d20 + 2 + 2 + 1 ⇒ (6) + 2 + 2 + 1 = 11
Dmg: 1d8 + 2 ⇒ (1) + 2 = 3
Clandelve Hammerhand |
Clandelve moves toward the next goblin, a grim smile on his face.
"There be no place fer goblins, neither 'ere nor elsewhere. An' so long as I draw breath, I'll nae leave ye alone, ye vile an' evil goblins! Yer the worst kind o' vermin!"
In the tight quarters, his axe strikes a pillar, missing the goblin.
MW Dwarven Waraxe attack: 1d20 + 6 ⇒ (1) + 6 = 7 for MW Dwarven Waraxe damage: 1d10 + 3 ⇒ (8) + 3 = 11 I have the Step Up feat I'd like to start using whenever I'm adjacent to an enemy that wants to 5' step away from me. Here's what it does... Step up: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
Kalaron Boulderstep |
Router Fixed. Am back.
Peering from behind his newly crafted shield, dwarven work no less! Kalaron looks to see his companions doing well in hand, as the old dwarf waits with his dagger and shield ready.