[PFS] Season 0 run, mixed with Dragon's Demand

Game Master Irish202


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Grand Lodge

M Human Ranger (HP 52/52 | AC:21 | T:14 | FF:16 | CMB:10 | CMD:23 | Fort: +6 | Ref: +8 | Will:+4 | Init: +3 | Perc:+10 | Speed 20)
Ulfa:
(HP 39/39 | AC:23 | T:13 | FF:20 | CMB:+7 | CMD:20 | Fort: +7 | Ref: +7 | Will:+3 | Init: +3 | Perc:+6 | Speed 30)

Urbar follows Tereze by her footsteps and soon after by the fighter just up ahead.

Double move


@Vicard: Everyone but Gwen does. The mist may just let you miss the squirming fellow's head, or whatever body part you aim at.

Vicard stabs the grappled undead, but his piercing weapon doesn't have much of an effect on it.

Urbar double moves after after Tereze, but bumps into an undead west of the altar.

Rusted Sickle: 1d20 - 1 ⇒ (4) - 1 = 3 Damage: 1d6 - 1 ⇒ (2) - 1 = 1

The Black Echelon operative east of Tereze swings its sickle at her, but misses.

Rusted Sickle: 1d20 - 1 ⇒ (15) - 1 = 14 Damage: 1d6 - 1 ⇒ (2) - 1 = 1

The undead Gwendallyn's grappling tries to hit her with its own sickle, but doesn't manage to hit her.

Round 3:
B.E.O Black (Grappled)
Fiona
B.E.O Orange -3 HP
B.E.O Purple
Tereze
Maylitha 1NL
B.E.O Red
Eryzule
Gwendallyn (Grappling)
B.E.O Blue
B.E.O Yellow
B.E.O White
Vicard
Urbar
B.E.O Green
B.E.O Pink

Welcome in round 3. Fiona's up :)

I've made the tokens of the undead of which you only know the last position darker. Hopefully that'll make it clearer which you've located and which are somewhere. (Though your characters would probably not know the difference between one or the other.)

Extra info on the Metro-Cathedral:
• The Metro-Cathedral’s massive organ is played by dancing upon the gigantic white keys. Traveling from white key to white key requires a DC 5 Acrobatics or Perform (dance) check. The DC increases by 2 for each additional key someone attempts to cross in a given round.

• To play the more slender black keys, one either needs to stand on an adjoining white key and reach up and yank the key down with a DC 5 Strength check, or climb directly on top of the black key (Climb DC 10). Leaping from black key to black key requires a DC 10 or 20 Acrobatics check, depending on the distance between the keys as indicated on the map.

• Anyone who successfully depresses multiple keys in a round may also make a Perform (keyboard) check as a free action. A success of 10 or more contributes to the hymn and keeps the music alive. The higher the result, the more melodious and impressive the contribution. You'll get a +2 circumstance bonus to your check for each key you manage to depress in a single round. If the same person can further succeed on a DC 5 Knowledge (Religion) check, that person can actually play the correct popular morning hymns.

• The organ keys are elevated 15 feet off of the ground. Anyone bull rushed off the keys falls to the stone church floor below, taking 1d6 damage.

• The organ keys connect to the 30-foot pipes above. Climbing the giant twisting maze of brass pipes requires a DC 10 Climb check each round.

• As long as the organ continues to play, anyone of lawful alignment in the cathedral benefits from the effect of a bless spell. The bless effect kicks in as long as any key is depressed, whether it is truly musical or just a random key which is pushed down during the course of combat.

Grand Lodge

F Human Witch/6 (HP 38/38| AC:11 | T:11 | FF:10 | CMB:0 | CMD:11 | Fort:+3 | Ref:+3 | Will:+5 | Init:+1 | Perc:+6 | Speed 30) PFS#: 12713-4

The undead monster closed in on her and as it attacked, Fiona could smell the sickening odor of long-rotten flesh and bone, animated by some dark magic. Like a cornered animal, her instincts took over and she seemed not to be aware of what was going on. She darted backwards and fired a blot from her loaded crossbow at the general direction of her enemy. Unfortunately however, her aim was completely off and the bolt flew about two feet above the Black Echelon operative. Glancing behind her with wide eyes, she pulled out her dagger, keeping it in front of her for defence.

5 ft step backwards first, then:
Attack, Crossbow: 1d20 + 1 ⇒ (2) + 1 = 3
Damage: 1d8 ⇒ 2


Fiona steps back and shoots a bolt at the Black Echelon operative, but her aim's completely off. She draws her dagger and keeps it in front of her.

Rusted Sickle: 1d20 - 1 ⇒ (13) - 1 = 12 Damage: 1d6 - 1 ⇒ (1) - 1 = 0

The undead steps out of the mist, up the Fiona, and swings its sickle at her. It is a weak swing though, and Fiona gets away with a bruise.

Rusted Sickle: 1d20 - 1 ⇒ (6) - 1 = 5 Damage: 1d6 - 1 ⇒ (1) - 1 = 0

The Black echelon operative next to Tereze also swings its sickle, but it doesn't manage to hit Tereze.

Round 3:
B.E.O Black (Grappled)
Fiona 1NL
B.E.O Orange -3 HP
B.E.O Purple
Tereze
Maylitha 1NL
B.E.O Red
Eryzule
Gwendallyn (Grappling)
B.E.O Blue
B.E.O Yellow
B.E.O White
Vicard
Urbar
B.E.O Green
B.E.O Pink

Dark Archive

Male Elven| Sorc 6/Ora 1|
Resources:
Spells: (Sorc1 5/7| Sorc2 5/5|Sorc3 3/3 | Oracle 5/5)| Tangle Vine 6/6| Wooden Weapon 6/6 |Wands: Charm (49)| End. Elem (30)
Stats:
HP:32 (-14 from con loss) | AC:15(19) (13/12(16)) | Saves:+2/+5/+8 |Initiative:+3|Perc:+3|Diplomacy/Bluff:+19/+16| Sense Motive: +12|+1 Longbow +7 Atk 1d8+1 dmg 20/20

"I love this mist..."

Ery says in with dull and tired sarcasm. his eyes seemed to droop as a frown formed over his face.

"Tereze, Can you not ask Serenrae to turn all of these things to ash?"

He shouts into the mist.

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

Tereze carefully swings her club at the corpse before her however she telegraphs her swing so the operative is able to easily avoid blow.
Club (Fighting defensively): 1d20 + 1 - 4 ⇒ (6) + 1 - 4 = 3
Miss < 21: 1d100 ⇒ 67
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Calling out into the mist she says Urbar, if you care to join me, I am having a party on ze keyboard. One guest is here already and I am looking for more.

She then dances away from the Black Echelon operative carefully trying to avoid its sickle and floating from key to key as she restarts the song and ends up back where she started.

Ok this is somewhat complex.
Move W - provokes AoO (AC 19 for this round) Perform:Dance to trigger key 1: 1d20 + 5 ⇒ (16) + 5 = 21
Move W - Perform:Dance to trigger key 2: 1d20 + 5 ⇒ (10) + 5 = 15
Move E - Already triggered the key so I don't have to dance right? But if needed Perform:Dance: 1d20 + 5 ⇒ (20) + 5 = 25
Move E - Perform:Dance to trigger key 3: 1d20 + 5 ⇒ (17) + 5 = 22
Perform:Keyboard to start the song: 1d20 + 4 + 6 ⇒ (15) + 4 + 6 = 25 (+6 from triggering three keys)
Knowledge (Religion) to play the right song: 1d20 + 4 ⇒ (15) + 4 = 19
She will ignore the AoO if she provokes some from any other Undead while moving, but will note their location. AC remains a 19 until the start of her next turn.

As she returns to her starting spot she yells: I do not know where zey are Ery. Any help you can give zere would be appreciated!


Tereze swings her club at the undead next to her, but misses it. She calls out to Urbar, not knowing Urbar's now facing another Black Echelon operative.

Rusted Sickle: 1d20 - 1 ⇒ (2) - 1 = 1 Damage: 1d6 - 1 ⇒ (1) - 1 = 0
Miss chance <21: 1d100 ⇒ 88

Avoiding a sudden attack from the undead she tried to hit earlier, Tereze dances from key to key. Even though she successfully presses it, she notices the westernmost key she steps on doesn't cause any sound from the organ. Despite this Tereze is able to figure out how to play part of the rhythm she heard while heading toward the cathedral, before the music stopped.

Eryzule meanwhile shouts in the mist, asking Tereze to turn all the undead to ash. However, Tereze has no idea where all of the undead are.

The woman besides Yargos stays where she is, and nothing else is heard or seen from the undead.

Round 3:
B.E.O Black (Grappled)
Fiona 1NL
B.E.O Orange -3 HP
B.E.O Purple
Tereze
Maylitha 1NL
B.E.O Red
Eryzule
Gwendallyn (Grappling)

B.E.O Blue
B.E.O Yellow
B.E.O White
Vicard
Urbar
B.E.O Green
B.E.O Pink

Those of lawful alignment benefit from the effects of a bless spell.

Extra info on the Metro-Cathedral:
• The Metro-Cathedral’s massive organ is played by dancing upon the gigantic white keys. Traveling from white key to white key requires a DC 5 Acrobatics or Perform (dance) check. The DC increases by 2 for each additional key someone attempts to cross in a given round.

• To play the more slender black keys, one either needs to stand on an adjoining white key and reach up and yank the key down with a DC 5 Strength check, or climb directly on top of the black key (Climb DC 10). Leaping from black key to black key requires a DC 10 or 20 Acrobatics check, depending on the distance between the keys as indicated on the map.

• Anyone who successfully depresses multiple keys in a round may also make a Perform (keyboard) check as a free action. A success of 10 or more contributes to the hymn and keeps the music alive. The higher the result, the more melodious and impressive the contribution. You'll get a +2 circumstance bonus to your check for each key you manage to depress in a single round. If the same person can further succeed on a DC 5 Knowledge (Religion) check, that person can actually play the correct popular morning hymns.

• The organ keys are elevated 15 feet off of the ground. Anyone bull rushed off the keys falls to the stone church floor below, taking 1d6 damage.

• The organ keys connect to the 30-foot pipes above. Climbing the giant twisting maze of brass pipes requires a DC 10 Climb check each round.

• As long as the organ continues to play, anyone of lawful alignment in the cathedral benefits from the effect of a bless spell. The bless effect kicks in as long as any key is depressed, whether it is truly musical or just a random key which is pushed down during the course of combat.

Dark Archive

Male Elven| Sorc 6/Ora 1|
Resources:
Spells: (Sorc1 5/7| Sorc2 5/5|Sorc3 3/3 | Oracle 5/5)| Tangle Vine 6/6| Wooden Weapon 6/6 |Wands: Charm (49)| End. Elem (30)
Stats:
HP:32 (-14 from con loss) | AC:15(19) (13/12(16)) | Saves:+2/+5/+8 |Initiative:+3|Perc:+3|Diplomacy/Bluff:+19/+16| Sense Motive: +12|+1 Longbow +7 Atk 1d8+1 dmg 20/20

"Fiona and I are dealing with one now, Tereze!"

Ery shouts back into the mists toward what he believes is Tereze's voice.
He begins reloading his heavy crossbow as the undead before Fiona pushes her back.

"Fiona, beat with some kind of bludgeon!

reload. Full round

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

Tereze yells Gods above help us, I zink zey are breaking ze organ. We need to end zis quick


Could anyone else post for Gwen?

Dark Archive

Male Elven| Sorc 6/Ora 1|
Resources:
Spells: (Sorc1 5/7| Sorc2 5/5|Sorc3 3/3 | Oracle 5/5)| Tangle Vine 6/6| Wooden Weapon 6/6 |Wands: Charm (49)| End. Elem (30)
Stats:
HP:32 (-14 from con loss) | AC:15(19) (13/12(16)) | Saves:+2/+5/+8 |Initiative:+3|Perc:+3|Diplomacy/Bluff:+19/+16| Sense Motive: +12|+1 Longbow +7 Atk 1d8+1 dmg 20/20

Gwen applies the squeezy squeezy to the undead she has grabbpled. Oh yeah!

dmg for the squeezy: 1d6 + 3 ⇒ (3) + 3 = 6

Dark Archive

Male Elven| Sorc 6/Ora 1|
Resources:
Spells: (Sorc1 5/7| Sorc2 5/5|Sorc3 3/3 | Oracle 5/5)| Tangle Vine 6/6| Wooden Weapon 6/6 |Wands: Charm (49)| End. Elem (30)
Stats:
HP:32 (-14 from con loss) | AC:15(19) (13/12(16)) | Saves:+2/+5/+8 |Initiative:+3|Perc:+3|Diplomacy/Bluff:+19/+16| Sense Motive: +12|+1 Longbow +7 Atk 1d8+1 dmg 20/20

*cough* I forgot something

Maintain Grapple!: 1d20 + 13 ⇒ (4) + 13 = 17


Eryzule reloads his crossbow while he talks to both Tereze and Fiona, giving the latter some advice on the type of weapon that may be useful.

Gwendallyn maintains her grapple on the undead and punches it in its neck. The neck breaks and the Black Echelon operative falls apart.

Rusted Sickle: 1d20 - 1 ⇒ (5) - 1 = 4 Damage: 1d6 - 1 ⇒ (3) - 1 = 2
Miss chance <21: 1d100 ⇒ 91

The Black Echelon operative in front of Urbar swings its sickle wildly at the ranger. It hits the altar instead of Urbar.

Round 3:
Fiona 1NL
B.E.O Orange -3 HP
B.E.O Purple
Tereze
Maylitha 1NL
B.E.O Red
Eryzule
Gwendallyn
B.E.O Blue
B.E.O Yellow
B.E.O White
Vicard
Urbar

B.E.O Green
B.E.O Pink

The Exchange

M M Human Investigator 1 (HP -2/8 | AC:14 | T:11 | FF:13 | CMB:3 | CMD:14 | Fort:+2 | Ref:+3 | Will:+2 | Init:+1| Perc:+4 | Speed 30) PFS#173415-1

Vicarc curses as his sharp sword-cane glides pointlessly off the rough, age-harnded bones of the undead. He was no use here, and Gwen seemed quite capable. The investigator turns, his cloak flapping in the eerie mist. he turns towards the organ (or at least where the organ was) and runs toward it, hoping to climb up the keys with Tereze.

Run towards organ. Will accept AoO from the yellow one if he is still there. I went the wide way around the one fighting urbar. I run past, through, around any Aoo before the organ. Acrobatic check below!

Acrobatics to avoid Attacks while running through mist to Organ: 1d20 + 6 ⇒ (20) + 6 = 26

Grand Lodge

M Human Ranger (HP 52/52 | AC:21 | T:14 | FF:16 | CMB:10 | CMD:23 | Fort: +6 | Ref: +8 | Will:+4 | Init: +3 | Perc:+10 | Speed 20)
Ulfa:
(HP 39/39 | AC:23 | T:13 | FF:20 | CMB:+7 | CMD:20 | Fort: +7 | Ref: +7 | Will:+3 | Init: +3 | Perc:+6 | Speed 30)

"Joining you as soon as possible! Encountered another one of em one the way."
He calls into the mist as he swings his swords at the undead.

Atk roll: 1d20 + 3 ⇒ (11) + 3 = 14
Dmg roll: 1d8 + 4 ⇒ (5) + 4 = 9
Atk roll: 1d100 ⇒ 91 <21 miss
Atk roll: 1d20 + 3 ⇒ (9) + 3 = 12
Dmg roll: 1d8 + 4 ⇒ (1) + 4 = 5
Atk roll: 1d100 ⇒ 11 <21 miss

edit, forgot miss chance


Vicard curses and turns toward the mist covered organ. He runs toward it, hoping to climb up the keys with Tereze.

Urbar announces that he'll soon joins the others at the organ, and swings both of his swords at the undead in front of him. He cuts clean through the undead, and cuts it once more to make sure it stays down.

Rusted Sickle: 1d20 - 1 ⇒ (6) - 1 = 5 Damage: 1d6 - 1 ⇒ (2) - 1 = 1
Miss chance <21: 1d100 ⇒ 68

The Black Echelon operative east of Tereze attacks her once. Or at least it looks like it attempted to do such a thing. Though it may as well have been an attempt to slash the air above its head.

Round 4:
Fiona 1NL
B.E.O Orange -3 HP
B.E.O Purple
Tereze
Maylitha 1NL
B.E.O Red
Eryzule
Gwendallyn
B.E.O Blue
B.E.O Yellow
B.E.O White
Vicard
Urbar
B.E.O Green
B.E.O Pink

Fiona's up :)

Grand Lodge

F Human Witch/6 (HP 38/38| AC:11 | T:11 | FF:10 | CMB:0 | CMD:11 | Fort:+3 | Ref:+3 | Will:+5 | Init:+1 | Perc:+6 | Speed 30) PFS#: 12713-4

Fiona faces the undead, dagger in hand, back to the wall. Her eyes widen as the monster slashes at her with its sickle, but she dodges and takes little damage. Counterattacking, she darts forward, piercing at her enemy but her pierce fails to connect. She glances over at Eryzule, who is busy reloading his large crossbow, and braces to receive the next blow. "Move to its other side and flank it!" she calls out to the elf, her voice considerably more lively than usual.

Attack, 5 ft step back.
Attack: 1d20 ⇒ 7


Fiona counterattacks, but her dagger misses the undead in front of her. She calls out to Eryzule, her voice considerably more lively than usual, and tells the elf to move to the undead's other side in order to flank it.

Rusted Sickle: 1d20 - 1 ⇒ (11) - 1 = 10 Damage: 1d6 - 1 ⇒ (3) - 1 = 2

The undead moves closer to Fiona and swings its sickle at her. This time it misses her, though barely.

Round 4:
Fiona 1NL
B.E.O Orange -3 HP
B.E.O Purple
Tereze
B.E.O Red
Eryzule
Gwendallyn

B.E.O Blue
B.E.O Yellow
Vicard
Urbar
B.E.O Green
B.E.O Pink

All in bold may act. As things are now, red's not going to get involved with you after Tereze's turn.

The woman has been removed from initiative, because she's just standing outside with Yargos.

Dark Archive

Male Elven| Sorc 6/Ora 1|
Resources:
Spells: (Sorc1 5/7| Sorc2 5/5|Sorc3 3/3 | Oracle 5/5)| Tangle Vine 6/6| Wooden Weapon 6/6 |Wands: Charm (49)| End. Elem (30)
Stats:
HP:32 (-14 from con loss) | AC:15(19) (13/12(16)) | Saves:+2/+5/+8 |Initiative:+3|Perc:+3|Diplomacy/Bluff:+19/+16| Sense Motive: +12|+1 Longbow +7 Atk 1d8+1 dmg 20/20

Gwen moves deeper into the fog, making her way to the massive organ.A double move

Ery hops over the pew before him and tries to better position himself with Fiona as her flanking companion. "I'll take this as a kind of foreplay. A lot of stabbing, screaming and laughter....Gods I miss home." The elf smirked to himself as he thought.
Ery maneuvered in a such a way to avoid the AoO

"Behold! I have arrived."

The elf let's a fist fly, his crossbow still in his other hand.

Fisty cuffs: 1d20 - 2 ⇒ (3) - 2 = 1
His fist simple taps the undeaded as if trying to get it's attention.

"Fiona, I hope you have a better plan."

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

Tereze continues her dance, quickly moving around the operative next to her and continuing down the keyboard.

Moves SE - Provoking AoO
Move NE Dancing back on the keys - Perform: Dance: 1d20 + 5 ⇒ (18) + 5 = 23
Dances to the key E of her - Perform: Dance: 1d20 + 5 ⇒ (9) + 5 = 14
Perform: Keyboard to keep song going 2 keys: 1d20 + 4 + 4 ⇒ (15) + 4 + 4 = 23
Knowledge: Religion to continue song: 1d20 + 4 ⇒ (20) + 4 = 24

As she moves she chants:
Foul creatures from beyond the grave
Who to unholy oaths are now a slave,
Free thee now from the bonds that tie
And by the gods will, finally die!

As she finishes light explodes from her.
Channel Positive Energy - 30' Burst (DC 14) - Damage: 1d6 ⇒ 5

Someone move me 3 squares East please


Tereze, you'll fall 15 feet if you step SE :S The organ keys are elevated 15 feet above the ground.

Extra info on the Metro-Cathedral:
• The Metro-Cathedral’s massive organ is played by dancing upon the gigantic white keys. Traveling from white key to white key requires a DC 5 Acrobatics or Perform (dance) check. The DC increases by 2 for each additional key someone attempts to cross in a given round.

• To play the more slender black keys, one either needs to stand on an adjoining white key and reach up and yank the key down with a DC 5 Strength check, or climb directly on top of the black key (Climb DC 10). Leaping from black key to black key requires a DC 10 or 20 Acrobatics check, depending on the distance between the keys as indicated on the map.

• Anyone who successfully depresses multiple keys in a round may also make a Perform (keyboard) check as a free action. A success of 10 or more contributes to the hymn and keeps the music alive. The higher the result, the more melodious and impressive the contribution. You'll get a +2 circumstance bonus to your check for each key you manage to depress in a single round. If the same person can further succeed on a DC 5 Knowledge (Religion) check, that person can actually play the correct popular morning hymns.

• The organ keys are elevated 15 feet off of the ground. Anyone bull rushed off the keys falls to the stone church floor below, taking 1d6 damage.

• The organ keys connect to the 30-foot pipes above. Climbing the giant twisting maze of brass pipes requires a DC 10 Climb check each round.

• As long as the organ continues to play, anyone of lawful alignment in the cathedral benefits from the effect of a bless spell. The bless effect kicks in as long as any key is depressed, whether it is truly musical or just a random key which is pushed down during the course of combat.

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

I thought you said there were stairs in front of the keys. I interior eyed that to mean there were broad stairs in front and you only fall off the edge. If that's the case then:

Attack Club: 1d20 + 1 ⇒ (20) + 1 = 21
Miss < 21: 1d100 ⇒ 49
Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Tereze swings at the operative next to her then continues her dance, quickly moving away from the operative next to her and back again.

Moves W - Provoking AoO - Perform: Dance: 1d20 + 5 ⇒ (17) + 5 = 22
Dances W To the next key - Perform: Dance: 1d20 + 5 ⇒ (12) + 5 = 17
Dances E To the next key - Perform: Dance: 1d20 + 5 ⇒ (2) + 5 = 7
Dances E To the next key - Perform: Dance: 1d20 + 5 ⇒ (3) + 5 = 8
Perform: Keyboard to keep song going 2 keys: 1d20 + 4 + 4 ⇒ (3) + 4 + 4 = 11
Knowledge: Religion to continue song: 1d20 + 4 ⇒ (10) + 4 = 14

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

confirm Crit: 1d20 + 1 ⇒ (4) + 1 = 5
damage: 1d6 + 1 ⇒ (5) + 1 = 6


There's a ladder, but it's placed vertical.

Tereze smacks the head of Black Echelon operative next to her hard, causing it to turn 90 degrees with a loud crack and remain fixed in that position.

Rusted Sickle: 1d20 - 1 ⇒ (18) - 1 = 17 Damage: 1d6 - 1 ⇒ (4) - 1 = 3
Miss <21: 1d100 ⇒ 2

It tries to hit Tereze with its sickle, but its perspective on the world around it causes it to miss. The only thing it can effectively do as Tereze moves away is glaring. After making sure she's kept the music alive Tereze returns in front of the undead.

Gwendallyn double moves into the mist, making her way toward the massive organ.

Eryzule hops over the pew so he's flanking the undead with Fiona. Due to a lack of better options Eryzule tries to punch his opponent, but the result is a tap on the undead's shoulder.

Round 4:
~
Vicard
Urbar

B.E.O Green
B.E.O Pink -5HP

Round 5:
Fiona 1NL
B.E.O Orange -3 HP
B.E.O Purple
Tereze
B.E.O Red
Eryzule
Gwendallyn
B.E.O Blue
B.E.O Yellow
Vicard
Urbar
B.E.O Green
B.E.O Pink -5HP

Given that combat's pretty much split up, Fiona may take her round 5 actions while Vicard and Urbar take their round 4 actions.

The Exchange

M M Human Investigator 1 (HP -2/8 | AC:14 | T:11 | FF:13 | CMB:3 | CMD:14 | Fort:+2 | Ref:+3 | Will:+2 | Init:+1| Perc:+4 | Speed 30) PFS#173415-1

The music of the organs blasts Vicard's ears. It was meant to be heard halfway across the city, not standing three feet away. Still, the roaring sound made him happy. It meant Tereze was still alive and fighting. Moving to join her, Vicard climbs up the massive instrument, hoping not to attract too many attacks.

On reaching the playing surface, he attempts to push on two keys. Sadly he isn't able to keep the music but at least he is keeping the organ playing loudly. The investigators carven face doesn't betray anything, but he wonders what would happen if they failed?

He sees Tereze through the mist, going through a elegant but difficult dance on the keys. "I am here to help you, Tereze, I have your back!" he shouts into the still filmy mist, hopign she can hear him over the blasting organ.

Vicard climbs up the organ right away of him (one square in front of mist undead. If I provoke an AoO, I accept it. Then I move to the square next to Tereze, trying to play a white key with an Acrobatics check.

Acrobatics: 1d20 + 6 ⇒ (9) + 6 = 15

Grand Lodge

M Human Ranger (HP 52/52 | AC:21 | T:14 | FF:16 | CMB:10 | CMD:23 | Fort: +6 | Ref: +8 | Will:+4 | Init: +3 | Perc:+10 | Speed 20)
Ulfa:
(HP 39/39 | AC:23 | T:13 | FF:20 | CMB:+7 | CMD:20 | Fort: +7 | Ref: +7 | Will:+3 | Init: +3 | Perc:+6 | Speed 30)

Urbar moves forward and encounters one of the undead. After having chopped the other in half he tries another chop.
"Gwen? Where are you? Follow my voice so we can group up again!"
He says half gagging on the rancid smell of the undead being cut in pieces.

Atk roll: 1d20 + 5 ⇒ (16) + 5 = 21
Dmg roll: 1d8 + 4 ⇒ (8) + 4 = 12


@Urbar: That undead's 15 feet above the ground, on the keys. You're still standing on the ground.

There's a ladder and you could climb it to end up on the keys, but that'll be your 2nd move action. If you wish to do this or something else, go ahead and retcon your post.

Extra info on the Metro-Cathedral:
• The Metro-Cathedral’s massive organ is played by dancing upon the gigantic white keys. Traveling from white key to white key requires a DC 5 Acrobatics or Perform (dance) check. The DC increases by 2 for each additional key someone attempts to cross in a given round.

• To play the more slender black keys, one either needs to stand on an adjoining white key and reach up and yank the key down with a DC 5 Strength check, or climb directly on top of the black key (Climb DC 10). Leaping from black key to black key requires a DC 10 or 20 Acrobatics check, depending on the distance between the keys as indicated on the map.

• Anyone who successfully depresses multiple keys in a round may also make a Perform (keyboard) check as a free action. A success of 10 or more contributes to the hymn and keeps the music alive. The higher the result, the more melodious and impressive the contribution. You'll get a +2 circumstance bonus to your check for each key you manage to depress in a single round. If the same person can further succeed on a DC 5 Knowledge (Religion) check, that person can actually play the correct popular morning hymns.

• The organ keys are elevated 15 feet off of the ground. Anyone bull rushed off the keys falls to the stone church floor below, taking 1d6 damage.

• The organ keys connect to the 30-foot pipes above. Climbing the giant twisting maze of brass pipes requires a DC 10 Climb check each round.

• As long as the organ continues to play, anyone of lawful alignment in the cathedral benefits from the effect of a bless spell. The bless effect kicks in as long as any key is depressed, whether it is truly musical or just a random key which is pushed down during the course of combat.

Grand Lodge

F Human Witch/6 (HP 38/38| AC:11 | T:11 | FF:10 | CMB:0 | CMD:11 | Fort:+3 | Ref:+3 | Will:+5 | Init:+1 | Perc:+6 | Speed 30) PFS#: 12713-4

Fiona grins wolfishly as Eryzule moves to the other side of the undead and manages to pierce at it with her dagger at a moment in which it was slightly distracted. Unfortunately, her attack only grazes the monster lightly. Encouraged however, Fiona remains in place, feeling more lively than she'd felt for a while.

Dagger attack: 1d20 + 2 ⇒ (14) + 2 = 16
Damage: 1d4 ⇒ 1


I'll assume an alternative action for Urbar, to keep things going.

Vicard climbs up the organ and ends up next to Tereze. There's not a single undead near him where he stands, the nearest being the undead east of Tereze. As he climbs on the key he manages to get a single note out of it.

Urbar moves up to the organ and stares up at the mist, which covers the keys 15 feet above his head. He climbs up the organ and ends up flanking an undead with Tereze, though he can't actually see Tereze on the undead's other side.

Rusted Sickle: 1d20 - 1 ⇒ (4) - 1 = 3 Damage: 1d6 - 1 ⇒ (4) - 1 = 3
Miss <21: 1d100 ⇒ 8

The Black Echelon operative in between Tereze and Urbar turns around and tries its luck on Urbar. Its sickle hits the organ with a soft tump.

Fiona grins wolfishly and slashes some of the rotting flesh off of the arm of the undead she's flanking with Eryzule. Encouraged be the successful hit she stays in place.

Rusted Sickle: 1d20 - 1 ⇒ (7) - 1 = 6 Damage: 1d6 - 1 ⇒ (5) - 1 = 4

The undead facing Fiona counterattacks, but stumbles and misses.

Rusted Sickle, Flanking: 1d20 - 1 + 2 ⇒ (4) - 1 + 2 = 5 Damage: 1d6 - 1 ⇒ (3) - 1 = 2
Miss <21: 1d100 ⇒ 53

One of the other undead one the keyboard moves over to Urbar and does a miserable job at attacking him. Urbar doesn't even have to step aside.

When the last undead moves, one of the mist fields does as well. Gwendallyn suddenly finds herself outside the mist. She, Eryzule, and Fiona can each spot another undead hiding behind one of the organ's pipes. It's almost exactly where it was when the party entered the cathedral, except it's now using the pipe for cover.

Round 5:
Fiona 1NL
B.E.O Orange -4 HP
B.E.O Purple
Tereze
B.E.O Red
Eryzule
Gwendallyn

B.E.O Blue
B.E.O Yellow
Vicard
Urbar

B.E.O Green
B.E.O Pink -5HP

I figure everyone currently in bold can just go. Someone else will have to post for both Tereze and Gwen.

Dark Archive

Male Elven| Sorc 6/Ora 1|
Resources:
Spells: (Sorc1 5/7| Sorc2 5/5|Sorc3 3/3 | Oracle 5/5)| Tangle Vine 6/6| Wooden Weapon 6/6 |Wands: Charm (49)| End. Elem (30)
Stats:
HP:32 (-14 from con loss) | AC:15(19) (13/12(16)) | Saves:+2/+5/+8 |Initiative:+3|Perc:+3|Diplomacy/Bluff:+19/+16| Sense Motive: +12|+1 Longbow +7 Atk 1d8+1 dmg 20/20

With a heavy Sigh, the Elf brought his crossbow to bare at point blank. He knew we wasnt skilled enough to avoid being attacked as he readied his weapon, but he fealt like he had to try.

"This might hurt..."

Ery said as he pulled the trigger, letting the bolt fly.
Crossbow: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17
Damage: 1d10 ⇒ 7

Meanwhile, Gwen hoists herself up onto the Piano, sliding up to the others the best she can. Double Move.

The Exchange

M M Human Investigator 1 (HP -2/8 | AC:14 | T:11 | FF:13 | CMB:3 | CMD:14 | Fort:+2 | Ref:+3 | Will:+2 | Init:+1| Perc:+4 | Speed 30) PFS#173415-1

Vicard stomps hard on the key and is rewarded by a loud sound. Excellent ,we are making progress. But then he is faced with undead, all around Tereze and...Urbar maybe? He thought he heard someone else climb on the organ. His swordcane is lies uselessly in his grip, the razor-sharp edge no good against the undead revealed bones. Gritting his teeth he thinks of another option...

He side-steps Tereze and tries to get around her, behind her.

Climb: 1d20 ⇒ 10

Having done it, without much issue, he turns and attempts to push the Undead off the keys by brute force!

BullRush Pink undead: 1d20 ⇒ 10

Grand Lodge

M Human Ranger (HP 52/52 | AC:21 | T:14 | FF:16 | CMB:10 | CMD:23 | Fort: +6 | Ref: +8 | Will:+4 | Init: +3 | Perc:+10 | Speed 20)
Ulfa:
(HP 39/39 | AC:23 | T:13 | FF:20 | CMB:+7 | CMD:20 | Fort: +7 | Ref: +7 | Will:+3 | Init: +3 | Perc:+6 | Speed 30)

Thanks for assuming my actions! I would actually have done that. Had a really busy day yesterday.

Urbar climbs on top of one of the keys and gets surrounded by two undead. He turns to the purple zombie and tries to rend it to pieces.
"Where is everyone?"

Atk roll: 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 15
Dmg roll: 1d8 + 4 ⇒ (1) + 4 = 5
Miss <21: 1d100 ⇒ 38

Atk roll: 1d20 + 5 - 2 ⇒ (16) + 5 - 2 = 19
Dmg roll: 1d8 + 4 ⇒ (7) + 4 = 11
Miss <21: 1d100 ⇒ 95

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

Club + Flanking: 1d20 + 1 + 2 ⇒ (4) + 1 + 2 = 7
Miss <21: 1d100 ⇒ 31
Club Damage: 1d6 + 1 ⇒ (4) + 1 = 5
As Vicard starts to move past her, Tereze yells over the sound of the music: Be careful Vicard, zere is one of ze undead just beyond me. She backs up her words with a swing of her club that manages to hit only a loose flap of rotting flesh but does not seem to affect it at all.

She then dances away to keep the song going, Returning back to her key just in time to see Vicard attempt to push the thing off the organ.

Perform:Dance E Provoking AoO: 1d20 + 5 ⇒ (16) + 5 = 21
Perform:Dance E: 1d20 + 5 ⇒ (1) + 5 = 6
Perform:Dance W: 1d20 + 5 ⇒ (19) + 5 = 24
Perform:Dance W: 1d20 + 5 ⇒ (9) + 5 = 14
Perform:Keyboard + 3 Keys: 1d20 + 4 + 6 ⇒ (8) + 4 + 6 = 18
Knowledge:Religion to continue song: 1d20 + 4 ⇒ (14) + 4 = 18


In the order of the initiative blocks first, and order of posts second:

Rusted Sickle: 1d20 - 1 ⇒ (18) - 1 = 17 Damage: 1d6 - 1 ⇒ (1) - 1 = 0
Miss <21: 1d100 ⇒ 95

As she gives Vicard a warning, Tereze clumsily swings her club at the undead in between her and Urbar. She then dances away to keep the song going, which provokes an attack from the undead. The attack gives Tereze but a bruise. Tereze eventually moves back to her original position, the sound made from stepping off the key behind her still in the air.

Rusted Sickle: 1d20 - 1 ⇒ (2) - 1 = 1 Damage: 1d6 - 1 ⇒ (4) - 1 = 3

When he raises his heavy crossbow Eryzule also provokes an attack from the undead next to him. Eryzule steps aside to dodge the undead's rusted sickle. He then releases a bolt from point black range, sending it straight through the undead's skull. The Black Echelon operative falls to the ground and does no longer move.

Gwendallyn hoists herself up onto the Piano, sliding up to the others the best she can.

Vicard's bull rush: Miss <21: 1d100 ⇒ 12

Vicard climbs partially up the organ, then tries to bullrush the undead east of Tereze off of the organ. The mist causes him to misjudge the undead's position.

Urbar turns toward the purple undead and slashes at it with both his swords. There are now three pieces of the undead, and the mist that surrounds this particular undead disappears. To those outside the mist it's revealed more of the undead atop the pipes are still there, except they now use the top of the pipes as cover.

Rusted Sickle: 1d20 - 1 ⇒ (8) - 1 = 7 Damage: 1d6 - 1 ⇒ (6) - 1 = 5
Miss <21: 1d100 ⇒ 76

The undead in between Tereze and Urbar tries to hit Tereze again, but fails again.

Round 6:
Fiona 1NL
Tereze 1NL

B.E.O Red
Eryzule
Gwendallyn

B.E.O Blue
B.E.O Yellow
Vicard
Urbar

B.E.O Green
B.E.O Pink -5HP

Everyone's up! :)

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

Club + Flanking: 1d20 + 1 + 2 ⇒ (10) + 1 + 2 = 13
<21 Miss: 1d100 ⇒ 75
Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Tereze swings hard at the horror next to her. (I assume that drops it, if not she moves like she has before)

She then dances down the organ.

Perform:Dance E over corpse: 1d20 + 5 ⇒ (13) + 5 = 18
Perform:Dance E past Urbar: 1d20 + 5 ⇒ (9) + 5 = 14
Perform:Dance E: 1d20 + 5 ⇒ (8) + 5 = 13
Perform:Dance E: 1d20 + 5 ⇒ (11) + 5 = 16
Perform:Keyboard 4 Keys: 1d20 + 4 + 8 ⇒ (5) + 4 + 8 = 17
Knowledge:Religion: 1d20 + 4 ⇒ (3) + 4 = 7

Someone please move me 4 squares East out of the fog

Grand Lodge

F Human Witch/6 (HP 38/38| AC:11 | T:11 | FF:10 | CMB:0 | CMD:11 | Fort:+3 | Ref:+3 | Will:+5 | Init:+1 | Perc:+6 | Speed 30) PFS#: 12713-4

As Eryzule releases his bolt and downs the undead between them, Fiona unexpectedly bursts into laughter, appearing more lively than ever although perhaps not entirely sane. Her laughter rings in the cathedral's large interior, mingling with the organ's music into a bizzare musical composition.

Still laughing, she loads a bolt and fires it towards one of the remaining undead. As it sinks into its head, her laughter turns even more hysterical and uncomfortably out of place in a battle or a holy place.

Attack, red BEO: 1d20 + 1 ⇒ (20) + 1 = 21
Damage: 1d8 ⇒ 8
Crit confirm: 1d20 + 1 ⇒ (5) + 1 = 6

Tereze, I moved you as you've asked.

The Exchange

M M Human Investigator 1 (HP -2/8 | AC:14 | T:11 | FF:13 | CMB:3 | CMD:14 | Fort:+2 | Ref:+3 | Will:+2 | Init:+1| Perc:+4 | Speed 30) PFS#173415-1

Vicard jumps down from the shiny metal tubing of the pipes, hoping to play the keys some more. It might not sound as musical as Tereze's skillful playing, but it would help keep the danger at bay.

After jumping down, he runs along some keys, adding to the chaos in the embattled church. Unfortunately, he does more tripping and stumbling instead of playing. He is lucky he doesn't fall off and break his neck....

Acrobatics to press keys: 1d20 + 6 ⇒ (1) + 6 = 7

Dark Archive

Male Elven| Sorc 6/Ora 1|
Resources:
Spells: (Sorc1 5/7| Sorc2 5/5|Sorc3 3/3 | Oracle 5/5)| Tangle Vine 6/6| Wooden Weapon 6/6 |Wands: Charm (49)| End. Elem (30)
Stats:
HP:32 (-14 from con loss) | AC:15(19) (13/12(16)) | Saves:+2/+5/+8 |Initiative:+3|Perc:+3|Diplomacy/Bluff:+19/+16| Sense Motive: +12|+1 Longbow +7 Atk 1d8+1 dmg 20/20

Ery simply watched Fiona in her hymn filled lunacy as he reloaded his crossbow. Full Round

Gwen Readies to grapple anything if it comes in range

Grand Lodge

M Human Ranger (HP 52/52 | AC:21 | T:14 | FF:16 | CMB:10 | CMD:23 | Fort: +6 | Ref: +8 | Will:+4 | Init: +3 | Perc:+10 | Speed 20)
Ulfa:
(HP 39/39 | AC:23 | T:13 | FF:20 | CMB:+7 | CMD:20 | Fort: +7 | Ref: +7 | Will:+3 | Init: +3 | Perc:+6 | Speed 30)

Will wait for the results of the round before I act


Tereze swings hard at the horror next to her, smashing the undead's head off of its body. With one more enemy gone Tereze dances to the east, out of the mist. When she successfully presses the last key, not a single sound comes out of the pipe with the undead atop of it.

Fiona unexpectedly bursts out in laughter, the less than sane sound echoing several times in the huge space. She then loads a bolt in her crossbow and shoots it at the nearest undead (red), which is hiding among the top of the organ's pipes. The bolt hits the undead straight in one of its eye sockets, but strangely doesn't do as much damage as one might expect it should.

The undead with the bolt in its eye socket does nothing except hold itself tightly against the organ's pipe.

Eryzule reloads his crossbow while watching Fiona act like a lunatic.

Gwendallyn readies to grapple anything if it comes in range.

It stays quiet in the mist, and the other undead atop the organ's pipes don't seem to be eager to come down any time soon.

Vicard jumps down and tries to help Tereze to keep the rhythm alive. While Tereze does an excellent job, there are now a few offbeat tones mixed into the rhythm.

Round 6:
Fiona 1NL
Tereze 1NL
B.E.O Red -3HP
Eryzule
Gwendallyn
B.E.O Blue
B.E.O Yellow
Vicard
Urbar
B.E.O Green

Go Urbar! :)

Grand Lodge

M Human Ranger (HP 52/52 | AC:21 | T:14 | FF:16 | CMB:10 | CMD:23 | Fort: +6 | Ref: +8 | Will:+4 | Init: +3 | Perc:+10 | Speed 20)
Ulfa:
(HP 39/39 | AC:23 | T:13 | FF:20 | CMB:+7 | CMD:20 | Fort: +7 | Ref: +7 | Will:+3 | Init: +3 | Perc:+6 | Speed 30)

Urbar tries to climb up on the pipes and mobes East to try and reach the green enemy.

unsure of the need of climbing. If it is done in a single move action he will also attack it.
Atk roll: 1d20 + 5 ⇒ (7) + 5 = 12
Dmg roll: 1d8 + 4 ⇒ (8) + 4 = 12

-Posted with Wayfinder


@Urbar: Check number 5 in the extra info. You'll climb as a part of a move action, and at a quarter your speed. You can climb faster, but it's slightly harder. (See Climb.)

Extra info on the Metro-Cathedral:
• The Metro-Cathedral’s massive organ is played by dancing upon the gigantic white keys. Traveling from white key to white key requires a DC 5 Acrobatics or Perform (dance) check. The DC increases by 2 for each additional key someone attempts to cross in a given round.

• To play the more slender black keys, one either needs to stand on an adjoining white key and reach up and yank the key down with a DC 5 Strength check, or climb directly on top of the black key (Climb DC 10). Leaping from black key to black key requires a DC 10 or 20 Acrobatics check, depending on the distance between the keys as indicated on the map.

• Anyone who successfully depresses multiple keys in a round may also make a Perform (keyboard) check as a free action. A success of 10 or more contributes to the hymn and keeps the music alive. The higher the result, the more melodious and impressive the contribution. You'll get a +2 circumstance bonus to your check for each key you manage to depress in a single round. If the same person can further succeed on a DC 5 Knowledge (Religion) check, that person can actually play the correct popular morning hymns.

• The organ keys are elevated 15 feet off of the ground. Anyone bull rushed off the keys falls to the stone church floor below, taking 1d6 damage.

• The organ keys connect to the 30-foot pipes above. Climbing the giant twisting maze of brass pipes requires a DC 10 Climb check each round.

• As long as the organ continues to play, anyone of lawful alignment in the cathedral benefits from the effect of a bless spell. The bless effect kicks in as long as any key is depressed, whether it is truly musical or just a random key which is pushed down during the course of combat.


Urbar's intend seems rather clear, so I'll let him do the following:

Realizing he'll need both hands free to climb up Urbar sheaths both his swords. (2 move actions)

The undead do nothing but hang from the top of the pipes. The mist around one of them then starts to spread out, concealing it and one of the other undead from your eyes.

Round 6:
Fiona 1NL
Tereze 1NL

B.E.O Red -3HP
Eryzule
Gwendallyn

B.E.O Blue
B.E.O Yellow
Vicard
Urbar

B.E.O Green

During its turn red will also create mist. Only Fiona and Tereze, if the latter steps out of the mist that's already there, will be able to see red this round.

Extra info on the Metro-Cathedral:
• The Metro-Cathedral’s massive organ is played by dancing upon the gigantic white keys. Traveling from white key to white key requires a DC 5 Acrobatics or Perform (dance) check. The DC increases by 2 for each additional key someone attempts to cross in a given round.

• To play the more slender black keys, one either needs to stand on an adjoining white key and reach up and yank the key down with a DC 5 Strength check, or climb directly on top of the black key (Climb DC 10). Leaping from black key to black key requires a DC 10 or 20 Acrobatics check, depending on the distance between the keys as indicated on the map.

• Anyone who successfully depresses multiple keys in a round may also make a Perform (keyboard) check as a free action. A success of 10 or more contributes to the hymn and keeps the music alive. The higher the result, the more melodious and impressive the contribution. You'll get a +2 circumstance bonus to your check for each key you manage to depress in a single round. If the same person can further succeed on a DC 5 Knowledge (Religion) check, that person can actually play the correct popular morning hymns.

• The organ keys are elevated 15 feet off of the ground. Anyone bull rushed off the keys falls to the stone church floor below, taking 1d6 damage.

• The organ keys connect to the 30-foot pipes above. Climbing the giant twisting maze of brass pipes requires a DC 10 Climb check each round.

• As long as the organ continues to play, anyone of lawful alignment in the cathedral benefits from the effect of a bless spell. The bless effect kicks in as long as any key is depressed, whether it is truly musical or just a random key which is pushed down during the course of combat.

Grand Lodge

M Human Ranger (HP 52/52 | AC:21 | T:14 | FF:16 | CMB:10 | CMD:23 | Fort: +6 | Ref: +8 | Will:+4 | Init: +3 | Perc:+10 | Speed 20)
Ulfa:
(HP 39/39 | AC:23 | T:13 | FF:20 | CMB:+7 | CMD:20 | Fort: +7 | Ref: +7 | Will:+3 | Init: +3 | Perc:+6 | Speed 30)

Urbar will slowly climb the pipe then :)

Dark Archive

Male Elven| Sorc 6/Ora 1|
Resources:
Spells: (Sorc1 5/7| Sorc2 5/5|Sorc3 3/3 | Oracle 5/5)| Tangle Vine 6/6| Wooden Weapon 6/6 |Wands: Charm (49)| End. Elem (30)
Stats:
HP:32 (-14 from con loss) | AC:15(19) (13/12(16)) | Saves:+2/+5/+8 |Initiative:+3|Perc:+3|Diplomacy/Bluff:+19/+16| Sense Motive: +12|+1 Longbow +7 Atk 1d8+1 dmg 20/20

hoisting his crossbow over his shoulder, he whisltes happily as he wanders over to a door to the east side of the building. He signals Fiona over, motioning toward the door.

"I suppose it's up to use to look in these rooms...Seeing as the others are playing music."

He offered a shrug as he looked at the door with a raised brow.

Perception: 1d20 + 4 ⇒ (12) + 4 = 16

Though he attempted to focus, occasionally he'd give a quick glance to the seemingly crazed Fiona. Huh. She is attractive when not wallowing about. Focus Ery! Focus... Door seems... But her laugh...It's contagious. Damn it man! She's snapped! Focus! His thoughts kept him distracted though he tried his best to listen in behind the door.

The Exchange

Female Human 6th Level Brawler | HP 28/55 | AC 19 | T 14 | FF 16 | CMD 28 (G 35/T 32) | Fort +8 | Ref +8 | Will +6 | Init +2 | Perc +11 | MF - 2/6 | KO - 1/1 | PFS #: 13693-7

Climb check: 1d20 + 5 ⇒ (9) + 5 = 14

Gwen leaves Tereze to her skills at continuing the music and immediately takes a step towards the pipe and begins to scale it as she moves towards one of the nearby undead, her deadly intent clear in her eyes.

Taking one step towards blue and then begin climbing. I'm not sure how exactly the movement rules would work in this situation. In theory I am using 5' of my 30' movement speed to take a step towards the pipe. So... would I then be able to move 1/4 speed of the remaining 25' up the pipe? Or... would these be considered two separate movement actions? (5' step towards the pipe and then a second movement to begin to climb?)

The Exchange

M M Human Investigator 1 (HP -2/8 | AC:14 | T:11 | FF:13 | CMB:3 | CMD:14 | Fort:+2 | Ref:+3 | Will:+2 | Init:+1| Perc:+4 | Speed 30) PFS#173415-1

Vicard grunts with approval as Urbar and Gwen ascend into the maze of pipes and tubes. It was a Gods awful mess up there, and while he was sure he could climb it, he could do little good. Better to stay down here and keep the music going.

Acrobatics on keys: 1d20 + 6 ⇒ (12) + 6 = 18

He does much better this time, running along the keys with ease.

I run across three keys, keeping the music alive!

Grand Lodge

M Human Ranger (HP 52/52 | AC:21 | T:14 | FF:16 | CMB:10 | CMD:23 | Fort: +6 | Ref: +8 | Will:+4 | Init: +3 | Perc:+10 | Speed 20)
Ulfa:
(HP 39/39 | AC:23 | T:13 | FF:20 | CMB:+7 | CMD:20 | Fort: +7 | Ref: +7 | Will:+3 | Init: +3 | Perc:+6 | Speed 30)

"These pipes are impossible to climb!"
Urbar curses as he continues to climb up.
"Bloody humans can't even stop being hellish annoying when they're dead."

Should end up just below the zombie if I'm right?

Dark Archive

Female Human Oracle Lvl 9 (HP 83/83 | AC:20 | T:11 | FF:19 | CMB:7 | CMD:18 | Fort:+6 | Ref:+5 | Will:+8 | Init:+5 | Perc:0 | Speed 30) PFS#: 172834-1
Spells:
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3

Tereze continues her dance, quickly continuing down the keyboard.

Move E 4 squares Dancing on the keys -
Perform: Dance: 1d20 + 5 ⇒ (13) + 5 = 18
Perform: Dance: 1d20 + 5 ⇒ (12) + 5 = 17
Perform: Dance: 1d20 + 5 ⇒ (2) + 5 = 7
Perform: Dance: 1d20 + 5 ⇒ (4) + 5 = 9
Perform: Keyboard to keep song going 2 keys + 1 key from Vicard : 1d20 + 4 + 4 + 2 ⇒ (1) + 4 + 4 + 2 = 11
Knowledge: Religion to continue song: 1d20 + 4 ⇒ (10) + 4 = 14

As she moves she puts away her club. The distraction of this action causes her to stumble and she barely keeps the song going.


@Gwen: 5' of a normal move action toward the pipe, then 1/4 of 25' up. Your 2nd move action will bring you 1/4 of 30' up. Thus you climb 13.75 feet... and I'll just make that 15'.

@Vicard: A separate check is needed for each key.

@Urbar: You're forgetting your climb roll. And with a speed of 20 you'll just be able to ascend 10 feet with a double move. The undead are each hanging at 25'.

@Tereze: You can draw a weapon as part of another move action, but you can't put it away as part of another move action. Putting your weapon away is a separate move action.

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