Helveticka |
Helveticka pulls out a bomb and tosses it past Drugur at the skeleton 3 squares ahead of herself.
Bomb vs. Touch AC: 1d20 + 4 ⇒ (17) + 4 = 21
If hit Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Splash damage is 5 Reflex DC for splash damage 14
If bomb scatters Scatter: 1d8 ⇒ 6
My apologizes everyone for my tardiness in posting
GM PDK |
Helveticka's bomb detonates in the cavern, obliterating the North Skeleton, but also engulfing friend and foe in an inferno!
Garak Reflex; +2 for cover: 1d20 + 7 ⇒ (12) + 7 = 19 [2 fire damage on Garak]
South Skeleton Reflex; +2 for cover: 1d20 + 4 ⇒ (17) + 4 = 21 [2 fire damage on South Skeleton]
GM PDK |
The zombies both move in front of Drogur. Roll your readied attack on north or south zombie (ps: next time just roll your attack pre-emptively and I will assign it to the first critter that comes in your kill zone)
--> Rogar, Garak: you're up
GM PDK |
Skeletonson 5-foot steps to Drogur:
Skeleton claw 1: 1d20 + 2 ⇒ (13) + 2 = 15 for 1d4 + 2 ⇒ (1) + 2 = 3 damage.[MISS]
Skeleton claw 2: 1d20 + 2 ⇒ (10) + 2 = 12 for 1d4 + 2 ⇒ (4) + 2 = 6 damage.[MISS]
GM PDK |
Garak cartwheels out of his hidey hole and tears the skeleton's head off. This one seems to be affected by that, and crumbles to the ground.
GM PDK |
Skeletons
Drogur
Garak
Zombies
Rogar
-->Helveticka: Delaying...
(map updated)
The zombie 5-foot steps between the two warriors (1: Drogur; 2: Garak)
1d2 ⇒ 2
The zombie attempts to club Garak to death:
Slam: 1d20 + 4 ⇒ (6) + 4 = 10 for 1d6 + 4 ⇒ (2) + 4 = 6 damage.
-->Rogar, Helveticka, Drogur and Garak: you're up
GM PDK |
The zombie falls (assuming he got at least 12 pts of slashing dmg so far)
What do you all do?
Drogur |
I've not seen stalactites and stalagmites anywhere else in these caves. There must be a water elsewhere. Beware, some of the ground could be weak.
I'll search the room, taking special care to look for traps or weak stone. Once I'm sure the room is safe and secure, then I will aid my kin searching the Dhampir
perception: 1d20 + 8 ⇒ (1) + 8 = 9, additional +2 if stonework related
GM PDK |
Rogar, Helveticka: perception check please (with a +6 bonus: aid another x2 + stonework)
Rogar Taarnak |
Rogar scratches his beard thoughtfully. "Something is amis here. I can feel it. Why would these abominations be here?"
Rogar searches the room very carefully, taking his time if needed.
Perception: Take 20, +4 perception, +2 stonecunning
GM PDK |
You find a secret door. Moving along, the passage splits in several different directions. Perception check everyone.
GM PDK |
Among the fallen bodies, you found a note written by the dhampir that details plans to start an army of undead made from the “fish people” who have been frequenting this cave. Also, you found bracers of armor +1 and a ring of protection +1 on his body.
You are all now in the next room, following the opening of a secret door. You all hear squishy sounds ahead... Perception checks please; map updated.
Garak Wyrmsblood |
Garak will document the findings on the Dhampir and undead as well make notes on the cavern.
Upon hearing the squishy sound, Garak readies a flask of alchemist fire in case there are more undead as well as his whip. He will wait for everyone to report what they see/hear before he attempts to move stealthily down the hall to see if he can scout things out.
Perception: 1d20 + 5 ⇒ (9) + 5 = 14
Stealth: 1d20 + 7 ⇒ (18) + 7 = 25
GM PDK |
I need Rogar's perception for the new room you just came in... the one with the squishy sounds!! :)
Then I'll need everyone's order of march (if you don't like the current map placement) and initiative.
Rogar Taarnak |
Rogar somewhat slowly brings his attention to bear on the sounds, lagging behind a little while still musing on the layout of this place.
perception: 1d20 + 4 ⇒ (5) + 4 = 9
GM PDK |
The squishy sounds draw near!! Further down the corridor you hear sounds of battle... some growling and... Janira!!
Initiative! (This encounter is time sensitive)
Garak: 1d20 + 9 ⇒ (10) + 9 = 19
Drogur: 1d20 + 1 ⇒ (16) + 1 = 17
Helveticka: 1d20 + 0 ⇒ (14) + 0 = 14
Rogar: 1d20 + 0 ⇒ (17) + 0 = 17
squishy sounds: 1d20 - 5 ⇒ (16) - 5 = 11
Garak
Drogur
Rogar
Helveticka
Squishies
GM PDK |
Garak you already rolled Perception; if you want to perceive again that will be a move action which will take up your ready action. Proceed with Perception or Ready an Attack?
GM PDK |
(The angry shouts of Janira turn to agonizing cries of pain; these wonderful sounds are coming from the surface, which lies perhaps 60 feet past your squishy foes)
Drogur and Helveticka you're up!
GM PDK |
Drogur has no idea what this is, but nearly splits it in half anyway... it's still moving though!!
Helveticka you're up
GM PDK |
Helveticka moves forward, drawing her hammer, and sees Drogur battle a jelly creature. At the same time the jellies move forward and attack, their squishy sounds creating ambient noise that reverberates within the cave sickeningly, but not loud enough to mask the cries of pain of Janira outside...
The gelatinous cube wobbles forward with suction sounds as it seals the entire path perfectly, then an oozy appendage attempts to reach for Garak!
Young Gelatinous Cube slam on Garak: 1d20 ⇒ 12 for 1d4 ⇒ 2 bludgeoning and 1d6 ⇒ 6 acid damage. [MISS]
Visible through the cube, you see two other squishies lined up, bumping against the cube and unable to move through its gelatinous membrane.
The giant amoeba next to Drogur attempts to make him his next meal, however, eager to replenish the life that is now oozing out of it due to Drogur's axe... unable to grab and constrict Drogur due to its small size, it settles for a wet blow to the dwarf's midsection...
Giant Amoeba slam on Drogur: 1d20 + 3 ⇒ (17) + 3 = 20 for 1d3 + 1 ⇒ (2) + 1 = 3 bludgeoning and 1d3 ⇒ 3 acid damage. [HIT!!!!]
Bold can go:
Round 2
Garak
Drogur
Rogar
Helveticka
Squishies
Rogar Taarnak |
Rogar moves down the passageway towards Drogur. "Step back towards me if you can, and I will heal you!"
Rogar is not quite in range for a heal, so moves toward Drogur and readies a cure-light wounds spell if he gets into range. The spell,
if it goes off, will replace sanctuary.
cure light wounds: 1d8 + 1 ⇒ (8) + 1 = 9
GM PDK |
In the interest of time we will finish this scenario face to face at a later time. Email to follow. Thanks for playing!