All's Well that Ends in a Well, V.2
(Inactive)
Game Master
Choon
Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8
Ah, missed the part about the door being open already.
Grelthe is ready to try spark, but sees Catarya closely inspecting the objects stuck in it. She experimentally tries tugging on a boot to see what happens.
If nothing happens and the boot stays stuck then...
Grelthe calls for everyone to stay back, and casts spark on the glue.
If the boot loosens, then she will try to retrieve the pair before making fire.
The Man. The Myth. The Mask!
The boots and gauntlet are unstuck and appear to be unaffected by the glue.
Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8
"These boots don't appear to be affected by the glue. At least, not anymore. We might be able to wear them over the glue patch. In any case, I figure our trap seekers should go first, if you're willing."
She holds the boots out to Kayla and Zadira.
Did spark do anything?
The Man. The Myth. The Mask!
Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5
Hmm. Okay... I'll give it a shot, but what if I start dying, Grelthe? Don't get yourself stuck. Go get those ugly tapestries and put them over the top, THEN come save me.
She checks the boots and the gauntlet, trying to identify them:
(has Detect Magic up)
Spellcraft: 1d20 + 7 ⇒ (7) + 7 = 14 - boots
Spellcraft: 1d20 + 7 ⇒ (4) + 7 = 11 - gauntlet
Then, unless they are cursed, she puts them on, and walks over to the chest (slowly, making sure she is observant).
She specifically checks an extra time for traps on the chest:
Perception: 1d20 + 12 ⇒ (7) + 12 = 19 - trap on chest?
Then she casts open on it if it doesn't look trapped.
The Man. The Myth. The Mask!
The boots and gauntlet are completely non-magical. It's a tense moment when Zadira steps out onto the glued surface, but the boots are just as immune as they seemed and she runs into no trouble on the way. The chest is safe and contains 500 gp and 1 silver piece.
Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8
I assume Zadira doles us out 100g each and holds on to the silver, putting her personal boots back on when she returns?
And then if no one objects, the group continues to explore down the hall to the right.
Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5
Hey, what if I wanted to steal all the gold and say there was nothing there? ... Just kidding.
You know me well.
Zadira gets back, drops the gauntlet, doles out 100 gold to each person, takes off the weird glue-immune shoes, finishes lacing up her fire-resistant boots, and then says Onward.
The Man. The Myth. The Mask!
The hall leads around to just north of the Mouth door of your original chamber. A secret door is promptly spotted and opened.
This room is decorated with mouldy tapestries and other rotting decorations. It was never opulent, but it was nice, once upon a time. In the center sits a stone sarcophagus and four rotting corpses stand around the room. Then they turn to face you...
Party up!

male hobgoblin fighter (mutation warrior) 5 // warpriest of Apollyon 1 / barbarian (urban) 1 | HP 27/49, rage 3/8, mutagen 0/1, +4 Str/-4 Int, -2 Str, -2 Con | AC 21 (23), T 12, FF 19 (21) | F +8, R +3, W +3 (+4 vs fear) | CMB +9, CMD 21 | Spd 20' | Perc +10 | Init +6
"Snakes creep me out!" chuckles Melkar as he obliterates another one. "Better them than me."
He inspects the glue.
craft (alchemy): 1d20 + 8 ⇒ (17) + 8 = 25
"I've actually seen this stuff before. After an hour or so, it loses its grip permanently. So the boots are immune since they've been here longer."
When the undead appear, Melkar complains, "Why can't they all just be snakes?"
knowledge (religion): 1d20 + 5 ⇒ (15) + 5 = 20
Assuming he doesn't remember anything that would change his mind, he uses his trusty earthbreaker on the nearest undead.
attack+rage+mutagen: 1d20 + 8 + 2 + 2 ⇒ (17) + 8 + 2 + 2 = 29 +2 charge if applicable
damage+rage+mutagen: 2d6 + 12 + 2 + 2 ⇒ (6, 6) + 12 + 2 + 2 = 28
I don't see the enemies set up on the map. Also, how long do I have on my mutagen? It lasts 40 minutes.
The Man. The Myth. The Mask!
I haven't gotten to my comp to edit the map yet. You have probably 30 mins left on your juice.
Melkar promptly obliterates one of the zombies.
Kayla: you gain 3 doses of Black Adder Venom: injury; save Fort DC 11; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.
Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7
The Man. The Myth. The Mask!
Kayla - Black scorpion wrote: ** spoiler omitted ** You're welcome.
Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5
Zadira shoots Zombie Bob.
Attack Bob: 1d20 + 7 ⇒ (18) + 7 = 25
Damage to Bob: 1d8 + 4 ⇒ (7) + 4 = 11
Edit: Oh wait... FAVORED ENEMY! That should be 27 and 13.
Another Edit: Oooohhhh... that makes a lot more sense about the boots, Melkar. I was wondering how they were glue-proof and not magic. :)
Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7
Kayla tries to maneuver to get alongside the undead. also clearing any path for the more sturdy warriors to get access to them. drawing both of her blades as she advances.
no zombies are placed yet so not sure the best path to take. or if I cn get an attack in.
The Man. The Myth. The Mask!
Zombies placed. I moved Melkar and Kayla.
The Man. The Myth. The Mask!
Zombie Bob, the middle one, takes a good shot, but doesn't fall.
Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8
Grelthe charges Zombie Bob!
Flail charge: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31
Flail 1-handed damage: 1d8 + 4 ⇒ (4) + 4 = 8
confirm critical: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17
extra damage if confirmed: 1d8 + 4 ⇒ (4) + 4 = 8
The Man. The Myth. The Mask!
Zombie Bob has a headache. He is also dead. Again...
Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5
GM Choon wrote: Zombie Bob has a headache. He is also dead. Again... You crack me up. :)
I colored the other Zombies (Blue=Steve, Yellow=Karen). Bob is black, because he is dead.
Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30' Conditions: none. Current buffs: defending bone (30), divine favor.
"More dead to be put back in tere place! We gots som work to do."
Catarya rushes forwards, and strikes at the zombie to the north.
Single move then attack Yellow, fighting defensively.
dagger -4 defensive: 1d20 + 12 - 4 ⇒ (16) + 12 - 4 = 24
dagger damage +1d8 sneak: 1d6 + 1d8 ⇒ (3) + (4) = 7 ... I assume the Zombies are flat-footed and can be sneak attacked?
"Kayla! Can you circle 'round?"
Don't think you can flank this turn but if it is still flat-footed you can flank next turn with a 5' step (from either of us).
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Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8
Is Kayla going to do a thing? Or it is the monsters turn?
Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7
I lready moved, so i can move again though, but the way that usually goes I move to flank then the enemy is dropped so I really don't do much at all.
Kayla continues to move around the zombies.
The Man. The Myth. The Mask!
4d20 ⇒ (8, 20, 2, 1) = 31
1d6 + 4 ⇒ (4) + 4 = 8
Melkar charges south and tries to level the zombie there, but his mighty weapon misses!
The zombie attacks him, but he is able to pull back in time.
Catarya is less lucky and she takes a strong hit even through her protective bone. You take 8 bludgeoning before your spell
Party up!
Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5
Zadira moves into the room and lines up a shot on Yellow, but delays taking the shot because it looks like Kayla has something up her sleeve.
Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8
Grelthe sees Melkar miss and moves in to assist, risking an attack of opportunity to get in flanking position, and swings at the zombies back.
flail /w flanking: 1d20 + 9 + 4 ⇒ (14) + 9 + 4 = 27
damage: 1d8 + 4 ⇒ (6) + 4 = 10
The Man. The Myth. The Mask!
The flail connects, but the unfeeling monster stays up.
Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5
In a surprise move, Zadira swivels her upper body around and shoots at Blue instead.
Attack Bertrand the Zombie: 1d20 + 9 ⇒ (20) + 9 = 29 (includes favored enemy)
Damage Bertrand the Zombie: 1d8 + 6 ⇒ (4) + 6 = 10 (includes favored enemy)
Erm, wow. Critical threat. Not sure we need it, but here goes the extra death...
Confirm Crit: 1d20 + 9 ⇒ (1) + 9 = 10 (includes favored enemy)
Wow, a 20 and a 1. Nice.
The Man. The Myth. The Mask!
Bert takes another hit, and still stands! Zadira almost hit her mark perfectly, but a last second stumble kept her from putting him down.
Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30' Conditions: none. Current buffs: defending bone (30), divine favor.
Catarya reels as the zombie's blow nearly knocks her off her feet.
"Dem! Te undead have a strengt tey nefer had in life! Kayla! When you ready!"
Catarya shuffles to one side, ready for Kayla to step in.
5' step, then Ready an action: to full attack (fighting defensively) when either 1. Kayla steps in to flank, or 2. The zombie is about to make its next attack (I think Kayla may not be able to flank until next round).
Since the defending bone grants DR 5/bludgeoning, I don't think the spell protects me at all against the zombie's attack... unless it is the animated corpse of Edward Scissorhands... :)
The Man. The Myth. The Mask!
Slam attacks are bludgeoning so you're not protected, no. I forgot the /bludgeoning. :)
Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7
I think Zombies can be sneak attacked?
Cat, you can only ready a single attack not a full attack
is it kayla's turn yet? I think it is...
Stepping from the shadows, Kayla steps up flanking with Cat. a sudden double slice from her blades
5' step and attack yellow
attack 1 TWF: 1d20 + 8 + 2 ⇒ (6) + 8 + 2 = 16
attack 2 TWF: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13
damage 1: 1d4 + 1 + 2d6 ⇒ (2) + 1 + (6, 5) = 14
damage 2: 1d4 + 2d6 ⇒ (2) + (5, 2) = 9
The Man. The Myth. The Mask!
In a brutal one-two Kayla and Catarya take out their target.
Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8
Psst... remember for the future flanking bonus is +4 because of my teamwork feat. Melkar's turn!
Female TN Dread Gnome Ninja 8 / Slayer 4 (modified butterfly blade) (gestalt 1.5) | HP: 50/50 | AC: 19 (T: 15, F: 15) | CMB: +6, CMD: 20| F: +4, R: +10, W: +3 | Init: +4 | Perc: +16, Stealth +22 | Speed 20ft | Climb 20ft Active conditions: none. | Ki points used 0/7
I thought that was just if we were flanking with Grelthe
Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8
My battlefield presence ability gives the teamwork feat to each ally within 30 feet.
male hobgoblin fighter (mutation warrior) 5 // warpriest of Apollyon 1 / barbarian (urban) 1 | HP 27/49, rage 3/8, mutagen 0/1, +4 Str/-4 Int, -2 Str, -2 Con | AC 21 (23), T 12, FF 19 (21) | F +8, R +3, W +3 (+4 vs fear) | CMB +9, CMD 21 | Spd 20' | Perc +10 | Init +6
Melkar pounds on the light blue monster, enjoying the benefits of Grelthe's leadership.
attack+rage+mutagen+superflank: 1d20 + 8 + 2 + 2 + 4 ⇒ (1) + 8 + 2 + 2 + 4 = 17
damage+rage+mutagen: 2d6 + 12 + 2 + 2 ⇒ (2, 1) + 12 + 2 + 2 = 19
The Man. The Myth. The Mask!
Apparently Melkar is only good for snakes. Or maybe the zombie resembles a relative. Regardless, his blow only damages the floor as the zombie lashes out again...
1d20 ⇒ 12
It misses, but not by much.
Kill it!
Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5
Choon wrote: Apparently Melkar is only good for snakes. Ha ha. I love this game. :)
Attack!: 1d20 + 9 ⇒ (7) + 9 = 16 (includes favored enemy)
Damage: 1d8 + 6 ⇒ (7) + 6 = 13 (includes favored enemy)
The Man. The Myth. The Mask!
Zadira takes it down with a well aimed shot to the right temple.
Warpriest 6 / Rogue 3 | HP 45/45 | AC 22 : TAC 17 : FAC 15 : CMD 18 AC 26 : TAC 21 : FAC 15 : CMD 22 | Fort +7 : Reflex +7 Will +9 | Perc. +13 : S.M. +8 : D.D. +14 | Initiative +5 | Move 30' : Swim 30' Conditions: none. Current buffs: defending bone (30), divine favor.
Catarya nods, surveying the battlefield.
"Good... good. Got to put tese tings down whenefer we can."
Catarya begins looking through the room.
perception: 1d20 + 11 ⇒ (5) + 11 = 16
Will take 20 if we have time.
The Man. The Myth. The Mask!
It's empty save for the sarcophagus. Does she open it?
Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8
Grelthe looks the sarcophagus over suspiciously. Hey Zadira, did you want to come over and detect magic on this thing?
Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5
Zadira pulls Detect Magic back up, and specifically checks the sarcophagus for traps.
Perception: 1d20 + 12 ⇒ (11) + 12 = 23
The Man. The Myth. The Mask!
Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5
Zadira puts her hands on the sarcophagus to open it, and then stops...
Um, Grelthe, you want me to open this, or do you want me to hide behind you while YOU do?
Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8
You should probably get at range, let's assume something will pop out to kill us. Also she casts detect evil on the sarcophagus area. She waits for strobe to get in a combat ready position before she opens it.
Map CG Female Aasimar Dungeon Rover / Infiltrator Ranger 2 | HP 18/18 | AC 14 T 12 FF 12 | Fort +4 Ref +5 Will +3 (+2 vs illusion) | CMB +4 / CMD +16 | Initiave +3 | Perception +12/+14 to auto-notice underground hazards within 10 feet | Major Image 0/1 | Darkvision 60 feet | Resistances acid 5, cold 5, electricity 5
Zadira walks back to the wall opposite, and waits for Grelthe to open it.
Female Half-Orc Paladin (Holy Tactician) 8 // Skald (Battle Scion) 4 -- Current Teamwork Feat: Outflank | HP*:21/51 | DR 5/evil | AC*:27/13/- CMD*:23/- | Saves: F12*/R8/W10*+2 against 1st fear save (War Prayers) | Init:7 | Senses: Darkvision, Perception:6 | Sense Motive:13 | Raging Songs:14/19 | Lay on Hands: 8/8
haha, oops "strobe" don't know how I missed that - meant to be "everyone"
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