All's Well that Ends in a Well, V.2
(Inactive)
Game Master
Choon
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The Man. The Myth. The Mask!
The Sarcophagus is opened. The first thing you see is a beautiful necklace. The first thing you smell is an ungodly stench that leaves you involuntarily gaging. A monster lies in the coffin and you all react immediately, beating it back into death.
I have full faith in your ability to do 14 damage on a prone, flat-footed target in one round.
The necklace is easily retrieved and should be worth 1000gp in a market large enough to afford 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
Huzzah! The undead are at rest once more, and we have found fancy treasure to boot! Looking at Zadira's map, it seems the only place we haven't explored yet on this floor is past the trap with the twin doors - shall we investigate?
If Zadira wants to keep the necklace with the extra group money, that is fine, otherwise Grelthe will stick it in her pack with the other goods.
The Man. The Myth. The Mask!
The room on the right was a secondary hideout for the bandits you vanquished earlier. There is no treasure here, but you do find a flier saying that there is a 25 gp reward for them, dead or alive, that can be collected in Zelkor’s Ferry if sufficient evidence of the bandit’s demise can be provided.
In the he room on the left there is a pile of 8 skulls in the northeast corner, which is otherwise completely empty and filled with dust and normal cobwebs. The skulls are normal, but each one has a small hole bored into the top.
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
I'll wear the necklace until we can sell it.
Is there something inside the skulls? Maybe they are candleholders. :)
Disable Device: 1d20 + 11 ⇒ (13) + 11 = 24 Trap by skull door
Disable Device: 1d20 + 11 ⇒ (5) + 11 = 16 Trap by twin doors
Disable Device: 1d20 + 11 ⇒ (13) + 11 = 24 Trap by "past the well room"
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
^^^oops, sorry. Edited while you were writing to add trap rolls.
Also, keeping the bandit flyer as a souvenir.
Moved Party
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
Catarya, do you want these skulls for anything? I know you are into bones.
Also, I think Kayla wanted to say something when we had a moment, didn't you Kayla?
I moved us to the next door, but we can take time for conversation now since we aren't in battle if you want. :)
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 suggests going back to where the bandit leader's corpse was left, to check him for any sort of identification. Are they wearing a badge or tartan or anything that identifies they were a group?
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 had been following along, keeping to herself for much of the boring parts. but definitely showed concern when it came to Zadira disarming traps.
of course she looks to Zadira when the question or rather comment came up. huh? did I say I wanted to say something? maybe later when we make camp for the night. I don't want to start any problems right now.
Hey we gonna claim that reward for the bandits? she says trying to change the subject.
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
Oh, okay she says to Kayla. We'll do it later.
Yeah, good idea.
Before they move to the present location, they go back and see if there is anything they can salvage that proves they took out the bandits.
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
gonna take some coaxing for Kayla to open up. wanted to wait till we finally make camp, unless the coaxing works sooner.
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 wants to know, but she is worried that you have a Melkar-like secret, and she wants to wait until you guys are sitting down and Grelthe is preferably not near any weapons before she talks you into telling us what is up. :)
The Man. The Myth. The Mask!
The leader is carrying something. A tattoo across the shoulders identifying him as "Tall Jack".
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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
Grelthe gets out the dagger she took from the bandits and grimly goes to work slicing off his tattoo. Then she slices off a bit of his clothing to wrap it in.
Well, shall we head down to the next level or back to camp?
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.
Zadira wrote: Catarya, do you want these skulls for anything? I know you are into bones. "I usually take te small bones. A whole skull is kinda beeg... mebbe just a jawbone..." Catarya checks for magic (with dispel magic), and then removes a jawbone from one of the skulls (assuming there is no magic). She ties it to her armor by one of the many small thongs of leather hanging from it.
-------Later-------
Grelthe wrote: Well, shall we head down to the next level or back to camp? "By my map tere is still an area to te souteast to explore on tis level. Let's look tere first."
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
Oops, Grelthe is bad at reading maps, lol
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
Okay, I think things are wrapped up with what we found, but if anyone wants to retcon something else in, feel free
Zadira casts Open on the door in front of them. Current map position
The Man. The Myth. The Mask!
2d20 ⇒ (8, 18) = 26
As Zadira steps up to the door the stone directly in front moves! There is a click and a sudden gust of air rushes from the room, nearly blowing out any torches near by! This used to be a trap, clearly, but whatever the effect was has degraded or was broken.
More worrying, Zadira didn't detect this one with her normal ease. Perhaps traps are getting harder to detect in this area?
The room is otherwise empty.
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
Whoops. Um. Close call. She tries to disarm it so that no one else gets such a scare:
Disable Device: 1d20 + 11 ⇒ (5) + 11 = 16
The Man. The Myth. The Mask!
It is already disarmed and the mechanism that produced the gust now sits idle. It probably won't fire again unless someone resets it manually.
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
Oh, okay. On to the next room then.
Zadira is more careful this time though. She doesn't trust only her natural trap sense, but also specifically, actively checks for danger.
Perception: 1d20 + 12 ⇒ (18) + 12 = 30
If no danger sensed, then cast Open.
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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 is quietly pleased when Kayla declines the offer of further personal conversation. He figures the less of that, the better for him.
When Grelthe nonchalantly collects the tattoo, he can't help smiling in approval. She is a foolish paladin who still believes her god won't steer her wrong, but maybe she can still be savaged. If only she didn't have that orc blood in her.
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
Melkar- Are you insinuating my human side is more easily corruptible?
So excited to see what's behind door #1! I see you shiver with antici......
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
Heh, no. More attractive. The thought of being with an orc, though....
LOL and I just realized I misspelled "salvage." Even hobgoblins have Freudian slips I guess.
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.
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
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.
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
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
Oh, alright. "Anticipassion" was still funny. :)
The Man. The Myth. The Mask!
The door swings open on a room piled high with scraps of cloth. It smells of rat and twenty beady red eyes stare back at you!
Zadira and Grethle are up, then the rats. Working on map now
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
I get to go first. Hmm... I guess I will hang back and stay safe. :(
Zadira steps to the side to open the path into the room, and shoots at yellow through the doorway.
Attack Yellow: 1d20 + 7 ⇒ (5) + 7 = 12
Damage Yellow: 1d8 + 4 ⇒ (4) + 4 = 8
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 steps forward with her flail & shield and says "fýri" (Cast spark using verbal component). Instantly, the pile of rags (grey) rat is sitting on bursts into flame. (Assuming the rags are flammable, of course)
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
Too bad we don't have a nice Fireball spell right about now.
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.
I have an AoE spell but it only damages evil creatures.
The Man. The Myth. The Mask!
Grethle steps into the room, and trips a wire just within!
1d4 + 4d20 + 1d4 + 4d20 ⇒ (4) + (12, 15, 2, 8) + (3) + (8, 12, 13, 5) = 82
Four arrows fly from the far wall! Grethle catches one on her shield, two miss, and one barely knicks her (for 3 damage).
Then the rats close in, but her defence stands strong and she establishes the front!
Grethle is now flanked to the north, west, and south by rats. The far rats are closing in. Will update map when I can. 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
Going to step into the room and burn several rats to death if I can, but my targeting has to wait till I know where they moved, so I can get as many as possible.
Burning Hands: 4d4 ⇒ (1, 2, 2, 3) = 8 DC 15 reflex save for half
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
the good thing about me being surrounded is it'll be super easy for anyone to flank the rats lololol.
Also did I successfully catch the grey rat on fire?
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.
Planning to run in and flank while fighting defensively, but there's no map yet.

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
So, follow up to describe in text as requested: Zadira is counting on the rats bunching up because they are all going after tasty, tasty Grelthe. So, if she can get 4 or 5 within her 30 foot cone, she walks to the most advantageous position within her movement and blasts them (hopefully without also getting Grelthe). If for some reason they do not bunch up (if she can only get 2 or 3), then she will just fire another arrow. I'll roll that possibility below.
If Yellow isn't dead from her previous attack (not sure if it was even high enough to hit), she attacks Yellow. If Yellow IS dead, she attacks Orange.
Attack Yellow: 1d20 + 7 ⇒ (5) + 7 = 12
Damage Yellow: 1d8 + 4 ⇒ (7) + 4 = 11
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 will wait to see if her teammates flank the rats around her, staying where she is to give them flanking bonuses. If no one takes down any of the rats surrounding her, then she will target the south one (so she is not flanked). I'd someone takes out the north or south one she will target west instead.
flail attack not flanking: 1d20 + 9 ⇒ (20) + 9 = 29 if flanking, +4
flail damage: 1d8 + 4 ⇒ (3) + 4 = 7
crit confirm: 1d20 + 9 ⇒ (18) + 9 = 27
crit damage: 1d8 + 4 ⇒ (3) + 4 = 7
The Man. The Myth. The Mask!
Map updated.
Catarya moves in and sets fanking for Grethle who immediately smashes in the skull of the northern rat. Zadira's arrow misses.
Kayla and Melkar are up.
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
South rat, not north rat. I want to give other people opportunity to flank, not take it for myself.
The Man. The Myth. The Mask!
corrected
edit: or someone corrected it. :)
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 stealthily slips into the room quietly drawing her blades.
as she approaches the first rat she slices into it.
sneak into room: 1d20 + 18 ⇒ (18) + 18 = 36
attack yellow: 1d20 + 10 ⇒ (12) + 10 = 22
damage yellow: 1d4 + 1 ⇒ (1) + 1 = 2
sneak damage yellow: 2d6 ⇒ (6, 6) = 12
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
Nice rolling on the damage, Kayla. :)
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 rushes in and starts sweeping away rats with his scythe.
attack+mutagen+crowd control: 1d20 + 10 + 2 + 1 ⇒ (14) + 10 + 2 + 1 = 27
damage+mutagen: 2d4 + 14 + 2 ⇒ (3, 2) + 14 + 2 = 21
"Snakes and rats. If I survive this place somehow, perhaps I have a future in pest control."
I will move where the X'ed out green rat is and attack grey.
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.
GM Choon wrote: Map updated.
Catarya moves in and sets fanking for Grethle who immediately smashes in the skull of the northern rat. Zadira's arrow misses.
If Catarya just did a single move I'd like her to also do full defense. This will be her standard strategy if she is trying to position for a flank without making an attack.
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
Catarya, you can still attack if you want to. Grethe attacked the south rat, not north (we corrected it after what you quoted), so north is for you if you want.
Also, moved dead rat off board to the south and Melkar into his spot, just for organizational purposes. If the rat is going to come back as undead, feel free to have him nibble on Melkar's boots anyway. Technically, Melkar is still standing on or over the dead rat.
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