Bozmir the Rather-Pretty |
Bozmir tries to figure out what is happening before acting.
Untrained K Religion: 1d20 + 1 ⇒ (8) + 1 = 9
The check may be immediate, but Jeza can't share the info straight away. I think Bozmir will delay until after the skeletons, not knowing if they will attack. Once they do though:
Commence Raging Song, chanting a ballad in Skald in a deep tone. Then take a couple of steps back into the alcove to the south (already moved)
Same bonuses for everyone as last time!
Dulomak |
The half orc will move up in order to get reach with his glaive while the Kontha moves up to take his place. He will attack skelenton #4
1d20 + 3 ⇒ (20) + 3 = 23
confirm 1d20 + 3 ⇒ (15) + 3 = 18
Damage if confirmed 3d10 + 3 ⇒ (7, 5, 10) + 3 = 25
If not confirmed
1d10 + 3 ⇒ (8) + 3 = 11
slin2678 |
Knowledge checks are free actions, which can only be taken on your turn. Thus, Jeza's knowledge checks do not occur until his turn in the initiative order.
By RAW (which is how I need to run PFS modules; home games can be different), the only action you can take out of turn are immediates and attacks of opportunity.
Barid - delayed
Bozmir - delayed
Dulomak walks up and crushes the skeleton next to the prone body, despite the fact that glaive does not seem like the most effective weapon.
Bad Guys
Bad Guy #1 5' steps to the NW and claws at Dulomak.
claw 1: 1d20 + 2 ⇒ (4) + 2 = 6 miss
claw 2: 1d20 + 2 ⇒ (17) + 2 = 19 hit
damage: 1d6 + 2 ⇒ (4) + 2 = 6
Bad Guy #2 5' step N and tries to claw at Dissa.
claw 1: 1d20 + 2 ⇒ (13) + 2 = 15 hit
claw 2: 1d20 + 2 ⇒ (2) + 2 = 4 miss
damage: 1d6 + 2 ⇒ (5) + 2 = 7
Bad Guy #3 5' step S and claws at Dulomak.
claw 1: 1d20 + 2 ⇒ (18) + 2 = 20 hit
claw 2: 1d20 + 2 ⇒ (5) + 2 = 7 miss
damage: 1d6 + 2 ⇒ (4) + 2 = 6
Bad Guy #4 is dust.
Total: Dulomak 12 damage, Dissa 7 damage
Bozmir comes out of delay and begins singing. You have no idea what those things are.
Dissa swings at #1 but wiffs!
Jeza, Barid, and Dulomak can act before the bad guys are up again.
Jezakay |
"They're skeletonus. DR 5/bludgeoning, undead traits, and immune to cold." Jeza blurts out as he uses his spell like ability.
He touches Barid Nitha Venka and uses Bit of Luck. He says, "Best of luck to you Barid, Go!"
Barid Nitha Venka |
Barid drops his sword and pulls the club hanging from his belt with Jeza's words. He rushes forward trying to tumble into a more favorable position Acrobatics to avoid AoOs from 1 and 2. DC is CMD+2
Dodge!: 1d20 + 7 ⇒ (14) + 7 = 21
Bit of Luck: Dodge!: 1d20 + 7 ⇒ (14) + 7 = 21
Well that was special...
Free: Drop rapier
Move: Draw Club
Move: Move to position between 2 and 3
Dulomak |
The half orc will jab at #2
1d20 + 3 ⇒ (1) + 3 = 4
Missing,
while Kontha moves up and attacks the same one
1d20 + 4 ⇒ (6) + 4 = 10
I don't think any of this hits
He will yell at the cleric
You better get up here and heal!
slin2678 |
Barid, missed the part about you acrobaticking to avoid AoOs. Doesn't matter since they missed anyway but wanted to acknowledge that.
Skeleton #1 (1-2: Kontha, 3-4: Dulomak, 5-6: Barid)
1d6 ⇒ 5
claw 1: 1d20 + 2 ⇒ (2) + 2 = 4miss
claw 2: 1d20 + 2 ⇒ (9) + 2 = 11miss
Skeleton #2 attacks Kontha
claw 1: 1d20 + 2 ⇒ (11) + 2 = 13miss
claw 2: 1d20 + 2 ⇒ (6) + 2 = 8miss
Skeleton #3 (1-3: Kontha, 3-6: Barid)
1d6 ⇒ 2
claw 1: 1d20 + 2 ⇒ (1) + 2 = 3miss
claw 2: 1d20 + 2 ⇒ (10) + 2 = 12miss
Great rolls.
Dissa misses. Everyone else is up.
Jezakay |
Jeza runs up, drops Comp. Lang to cast Cure Light on Dulomak.
Cannot 'walk' the 35 ft in a single move so no avoiding AOOs for me, cannot move on the map so place me north of Dulomak please. the rest is for if I make it that far. Not casting defensively, he already got the AOO on me.
Healed: 1d8 + 1 ⇒ (2) + 1 = 3
Barid Nitha Venka |
Barid dodges around the skeleton so it has to split its attention between Dissa, Kontha and himself. He then swings with his club, attempting to shatter its bones. In his haste to get into position the swing goes wild.
Clubbing: 1d20 + 2 ⇒ (9) + 2 = 11
Bozmir the Rather-Pretty |
"Make some space!" Bozmir shouts as he steps behind Dissa.
He emits a shout only heard by the skeleton 1.
Ear-piercing Scream DC 14 Fort: 1d6 ⇒ 6
slin2678 |
All three skeletons swipe at Jeza as he walks by.
Skeleton 1: 1d20 + 2 ⇒ (9) + 2 = 11 miss
Skeleton 2: 1d20 + 2 ⇒ (15) + 2 = 17 hit
Skeleton 3: 1d20 + 2 ⇒ (2) + 2 = 4 miss
damage: 1d6 + 2 ⇒ (6) + 2 = 8
Barid's swing misses.
1d20 + 0 ⇒ (3) + 0 = 3 Skeleton 1 dazed and crumbles to dust after taking 6 points of sonic damage.
Skeleton 2 mindlessly attacks Kontha.
claw 1: 1d20 + 2 ⇒ (19) + 2 = 21 hit
claw 2: 1d20 + 2 ⇒ (2) + 2 = 4 miss
damage: 1d6 + 2 ⇒ (2) + 2 = 4
Skeleton 3 (1-2: Jeza, 3-4: Dulomak, 5-6: Barid)
1d6 ⇒ 4
claw 1: 1d20 + 2 ⇒ (14) + 2 = 16 hit
claw 2: 1d20 + 2 ⇒ (4) + 2 = 6 miss
damage: 1d6 + 2 ⇒ (5) + 2 = 7
With a fierce claw, the skeleton drops Dulomak.
Everyone is up. Dulomak, roll to stabilize.
Map
Jezakay |
Jeza Channels positive energy to heal the living, then he retrieves the wand of cure lt wounds from Janira's pack.
30' healing: 1d6 ⇒ 5
Heal does not provoke, retrieve does.
Bozmir the Rather-Pretty |
Bozmir pushes past the others, trying to avoid the skeleton's attacks.
Acrobatics: 1d20 ⇒ 6
Moving 15 feet, he uses his momentum on a backhand swing, spinning to attack skeleton 2.
Nodachi: 1d20 + 3 ⇒ (1) + 3 = 4
He looks back in hindsight; his ideas had sounded better in his head.
Guys don't forget Raging Song is running, granting extra damage and health!
Dulomak |
Kontha will take a 5 foot step and bite at #2
1d20 + 4 ⇒ (4) + 4 = 8
Missing so the half orc will strike at #2
1d20 + 3 ⇒ (4) + 3 = 7
and the dice gods keep hating us
General Dissa Ray |
Dissa maneuvers slightly to attack an undamaged skeleton, trusting Tsukiyo will grant him the power to remove an attacker.
Fauchard Power Attack: 1d20 + 5 ⇒ (19) + 5 = 24 Raging song grants +1
Fauchard to Confirm Threat: 1d20 + 5 ⇒ (1) + 5 = 6
Nope!
Fauchard Damage: 1d10 + 10 ⇒ (8) + 10 = 18
Hopefully Dissa squashes a currently undamaged Skeleton.
Jezakay |
Jeza moves around and behind Bozmir, he then uses the wand.
Healing: 1d8 + 3 ⇒ (2) + 3 = 5
Bozmir the Rather-Pretty |
Bozmir grits his teeth in pain, then relaxes after the healing washes over him.
Nodachi: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d10 + 4 ⇒ (9) + 4 = 13
He slashes down hard at the skeleton.
Barid Nitha Venka |
slin2678 |
Kontha and Bozmir tag team the last skeleton, turning it into dust.
Barid checks upon the prone figure and determine that he's been dead for at least 12 hours. Though he looks human, his features and complexion look just off (Knowledge(Local) to identify).
1d20 ⇒ 10
You find a note upon the man detailing plans to start an undead army made of "fish people." Additionally, you find an amulet and a ring on him.
Bozmir the Rather-Pretty |
Bozmir tries to identify the body and how it died
K Local: 1d20 + 2 ⇒ (2) + 2 = 4
Heal (assist): 1d20 ⇒ 10
slin2678 |
Dulomak, it looks like the man died from claw marks. He most likely succumbed to the skeletons.
Barid, you identify the man as a dhampir.
Upon a more detailed search of the body, you find an amulet and ring.
Both detect as magic so give me a spellcraft check to identify.
Also, if you are searching the room, give me a perception check.
General Dissa Ray |
Dissa continues to search, then levels his Fauchard toward the next corridor.
Perception: 1d20 - 1 ⇒ (17) - 1 = 16
"Can anyone spare some healing? We look pretty bedraggled after battling a measly 4 skeletons." Dissa waits patiently, looking at the cleric while guarding the entrance to the current room.
Bozmir the Rather-Pretty |
"Thank you," replies Bozmir. "I am fine now, except for a mote of anger..."
He turns to Dulomak and continues "...for you and your actions. Did you not see us stop and hesitate for a second? Why would you charge forward and waste a prefect bottleneck as well as the advantage of Dissa's polearm? I thought the society founded our team to study how well agents can work together!"