| Derek Keegan |
I got to get away from the pit!
Derek begins to move away from the stalker, trying his best to use his most deceptive and acrobatic of tumbles.
Fear adds a new level of tension to Derek’s performance, and he can feel his muscles clench tightly with anxiety.
Acrobatic: 1d20 + 13 ⇒ (12) + 13 = 25
As soon as he finds himself behind the beasts broad back he briefly gets down on one knee, coughing from the exertion.
Here is good, here is...good.
There, that should spur him on and end this fast.
| "The Beast of War" |
Heading out for a long business lunch. Going to post next turn now.
Indeed spurred on by Derek's warning, Shu-Ak’eh-Di takes advantage of his cornered foe and brings his wrath down upon it.
Half damage for everything.
Primary: 1d20 + 15 ⇒ (16) + 15 = 31
Primary Dmg: 1d6 + 19 ⇒ (2) + 19 = 21
Iterative: 1d20 + 10 ⇒ (15) + 10 = 25
Iterative Dmg: 1d6 + 19 ⇒ (1) + 19 = 20
Hoof I: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
Hoof I Dmg: 1d4 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Hoof II: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11
Hoof II Dmg: 1d4 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Horns: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12
Horns Dmg: 1d6 + 6 + 1 ⇒ (6) + 6 + 1 = 13
| DM Are |
Derek isn't quite nimble enough to escape the stalker's blade as he tumbles between The Beast's legs.
Short sword AoO: 1d20 + 16 ⇒ (16) + 16 = 32
AoO damage: 1d6 + 3 ⇒ (1) + 3 = 4
Fortitude vs poison: 1d20 + 2 ⇒ (5) + 2 = 7
Strength damage: 1d2 ⇒ 2
The stalker hits the tumbling bard, dealing 4 damage. Derek's body finds itself powerless to prevent poison from once again coursing through it, as the black smear coating the stalker's blade infects the wound, weakening him further.
***
The creeper, completely hidden from Xerath's view, uses stealth to its advantage as it creeps up on his back and attempts to push him over the edge and into the pit.
Stealth: 1d20 + 24 ⇒ (12) + 24 = 36
CMB to bull rush: 1d20 + 4 ⇒ (17) + 4 = 21 (Xerath loses Dex to CMD)
The mage, caught unaware by the sneaky creeper, is pushed forward into the pit.
Reflex to catch hold of the edge: 1d20 + 5 ⇒ (9) + 5 = 14
Failing to catch himself on the edge, Xerath falls into the dark pit.
Falling damage: 3d6 ⇒ (1, 4, 1) = 6
Number of spikes: 1d4 ⇒ 3
Spike attack #1: 1d20 + 10 ⇒ (5) + 10 = 15
Spike attack #2: 1d20 + 10 ⇒ (16) + 10 = 26
Spike attack #3: 1d20 + 10 ⇒ (11) + 10 = 21
Spike damage #1: 1d4 + 2 ⇒ (1) + 2 = 3
Spike damage #2: 1d4 + 2 ⇒ (2) + 2 = 4
Spike damage #3: 1d4 + 2 ⇒ (2) + 2 = 4
Fortitude vs poison #1: 1d20 + 10 + 4 ⇒ (7) + 10 + 4 = 21
Fortitude vs poison #2: 1d20 + 10 + 4 ⇒ (5) + 10 + 4 = 19
Xerath thumps down onto several spikes, taking 6 damage from the fall and 8 damage from the spikes (5 damage total once false life is taken into account). He easily fights off the infection threatening in the wounds.
***
The stalker's turn is coming up.
| Derek Keegan |
"Gah! That hurts..."
Poison...I only said that to egg the beast on, but look at that, I was right.
Cursing himself, knowing that he let his fear rule him and thus make him stumble, Derek feels just a little bit of real hopelessness set into his limbs.
I feel so weak...my blade, it's so heavy...
My body feels like it is made of lead...and is hollow at the same time.
| DM Are |
The stalker attempts to perform a standing jump over the pit Xerath just fell into, while at the same time twisting in the air in an attempt at keeping its defenses up against The Beast.
Acrobatics for standing jump: 1d20 + 20 ⇒ (11) + 20 = 31 (DCs doubled)
Acrobatics to avoid AoO: 1d20 + 20 ⇒ (7) + 20 = 27 (DC +10 for moving at full speed)
The stalker easily jumps over the pit, nearly knocking the creeper over as it flies further than intended. It continues in stride, moving around Yahirma and then attempting to push her into the larger pit.
CMB to bull rush: 1d20 + 10 ⇒ (5) + 10 = 15
The oracle, however, evades the effort.
***
I'll use The Beast's first posted attack as its AoO:
The Beast's hammer strikes the stalker in mid-air as it jumps over the pit, but the stalker still seems far from fatally wounded.
***
There's dim light (20% miss chance unless low-light vision or better, or scent within 5 ft) everywhere.
There's a 10-ft drop down from the O-line to the P-line. Xerath is 30 ft down in a pit.
The "i"'s represent large chairs; each of those squares are difficult terrain. The red square and rectangle represent known trap locations.
No AoOs from Xerath (as the creeper successfully used stealth to move, and was then too close for his spear), or from Yahirma (as she put away her quarterstaff before swinging over).
Up next: The PCs.
| Xerath |
And my arch nemesis the dreaded climb check rears his ugly head again!
Xerath looks up and sighs as he realizes how another mundane obstacle stands in his way. Rather than waste his energy and risk falling again, he will stay in the pit.
Delay me. I'll only end up hurting myself if I try to climb up.
| DM Are |
Rolling a new primary attack + damage for you, since I used the earlier one as The Beast's AoO against the stalker:
Primary attack: 1d20 + 15 ⇒ (11) + 15 = 26
Primary damage: 1d6 + 19 ⇒ (6) + 19 = 25
The Beast hits the creeper with multiple strikes, but, perhaps thankfully considering the number of allies within range of an explosive burst, the creeper stays on its feet.
***
There's dim light (20% miss chance unless low-light vision or better, or scent within 5 ft) everywhere.
There's a 10-ft drop down from the O-line to the P-line. Xerath is 30 ft down in a pit.
The "i"'s represent large chairs; each of those squares are difficult terrain. The red square and rectangle represent known trap locations.
Up next: Appario, Derek, Yahirma. Derek must succeed on a DC 15 Fortitude save at the beginning of his turn to cure the poison and avoid taking another 1d2 Strength damage.
| DM Are |
Appario nimbly jumps over the larger pit, although he overshoots slightly, landing directly next to the pit Xerath currently finds himself in.
***
Map and information as above, except Appario is at S2.
Up next: Derek and Yahirma. Derek must succeed on a DC 15 Fortitude save at the beginning of his turn to cure the poison and avoid taking another 1d2 Strength damage.
| Derek Keegan |
Fort save: 1d20 + 2 ⇒ (19) + 2 = 21
I got more poison in me than an alchemist’s laboratory...and I'm so weak I could hardly tickle the enemies.
We have GOT to end this fast.
Derek, eschewing all fancy footwork and swashbuckling manoeuvres simply strike out at the Creeper, doing his best to compensate for the sudden increase in weight of his weapon (or so it feels).
At the same time, he almost timidly holds his buckler up high, trying to remain on the defense as much as he can.
Primary Attack with combat expertise: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d6 ⇒ 4
Secondary Attack with combat expertise: 1d20 + 1 ⇒ (7) + 1 = 8
Damage: 1d6 ⇒ 5
| DM Are |
Derek misses with both his attacks. The creeper withdraws into the eastern hallway again, perhaps planning another stealthy approach for later, while the stalker sees the path open for another attempt at pushing the cursed light-wielder back into the pit.
CMB to bull rush: 1d20 + 14 ⇒ (15) + 14 = 29
Misfortune reroll: 1d20 + 14 ⇒ (19) + 14 = 33
Reflex to hang onto the edge: 1d20 + 10 ⇒ (7) + 10 = 17
The attempt succeeds, as the charging stalker barrels into Derek and sends him onto the treacherous pit, where the bard is once again unfortunately unable to hold on to the pit's edge and falls down to join Xerath.
Falling damage: 3d6 ⇒ (5, 5, 2) = 12
Number of spikes: 1d4 ⇒ 2
Spike attack #1: 1d20 + 10 ⇒ (16) + 10 = 26
Spike attack #2: 1d20 + 10 ⇒ (6) + 10 = 16
Spike damage #1: 1d4 + 2 ⇒ (4) + 2 = 6
Spike damage #2: 1d4 + 2 ⇒ (1) + 2 = 3
Fortitude vs poison: 1d20 + 2 ⇒ (18) + 2 = 20
Derek takes 12 damage from the fall and 6 damage from the spike he falls on top of, but thankfully his body, by now accustomed to this form of poison, manages to fight away the new infection.
Now that the Morrowfall once again finds itself on the bottom of the pit, the supernatural darkness again assumes command of the chamber. Only the area surrounding the pit remains dimly lit.
***
None of the enemies can currently be seen, but since they couldn't have moved, the stalker's position is known to all and Yahirma knows the creeper's position.
There's supernatural darkness (50% miss chance unless "see in darkness" everywhere except immediately surrounding the pit, where there's dim light (20% miss chance unless low-light vision or better, or scent within 5 ft), and at the bottom 20 ft of the pit, where there's bright light.
There's a 10-ft drop down from the O-line to the P-line. Xerath and Derek are 30 ft down in the pit.
The "i"'s represent large chairs; each of those squares are difficult terrain. The red square and rectangle represent known trap locations.
Up next: The PCs. Derek gets an AoO against the bull-rushing stalker.
| Derek Keegan |
Damnit, I can't keep this up much longer.
I am almost out of magic too...I better heal up a little before climbing again.
Cure moderate wounds: 2d8 + 8 ⇒ (6, 2) + 8 = 16
"This is not going well Xerath, it was hard enough climbing before I got poisoned."
| "The Beast of War" |
Further enraged by the stalker's unwillingness to fight him, Shu-Ak’eh-Di roars a challenge before stepping forward and unleashing its fury on the taller darkfolk.
Half damage!
Primary: 1d20 + 15 ⇒ (16) + 15 = 31
Primary Dmg: 1d6 + 19 ⇒ (2) + 19 = 21
Iterative: 1d20 + 10 ⇒ (4) + 10 = 14
Iterative Dmg: 1d6 + 19 ⇒ (3) + 19 = 22
Hoof I: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Hoof I Dmg: 1d4 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Hoof II: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
Hoof II Dmg: 1d4 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Horns: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
Horns Dmg: 1d6 + 6 + 1 ⇒ (5) + 6 + 1 = 12
| DM Are |
| Appario Lind |
Appario looks as Derek falls into the pit with Xerath.
"Derek, are you joining the pit-y party down there with Xerath? C'mon, we need you up here. You really brighten things up when you're around."
Appario will stow his bow and ready to rope up Derek when Yahirma comes.
| DM Are |
Under the assumption that Xerath will continue to wait for a rope before climbing:
***
The stalker withdraws from The Beast's immediate vicinity, while the creeper moves up to Yahirma and attempts to stab her with its dagger.
Will vs sanctuary: 1d20 + 2 ⇒ (5) + 2 = 7
As it finds itself unable to complete the stabbing motion, an involuntary cry of frustration escapes its lips.
***
None of the enemies can currently be seen, but Yahirma knows the creeper's position from its frustrated cry.
There's supernatural darkness (50% miss chance unless "see in darkness" everywhere except immediately surrounding the pit, where there's dim light (20% miss chance unless low-light vision or better, or scent within 5 ft), and at the bottom 20 ft of the pit, where there's bright light.
There's a 10-ft drop down from the O-line to the P-line. Xerath and Derek are 30 ft down in the pit.
The "i"'s represent large chairs; each of those squares are difficult terrain. The red square and rectangle represent known trap locations.
Up next: The PCs.
| Yahirma |
Trusting that her ward is still good, Yahirma moves away from the armed threat until she enters the illuminated area around the pit. She performs a quick mental calculation, determines that two people lifting two people from a pit is a bad idea, and quickly enchants the rope before grasping one end and dropping the rest down the pit.
Levitate on the rope, which will now hover in its vertical position and support 800 pounds. Yahirma will begin to lift it next round. Climbing plus levitation should get everyone out in one round.
| "The Beast of War" |
The Beast issues a growl like grinding stone as his prey sneaks off into the shadows again.
Catching the scent of a nearby creeper, the bestial spirit steps over to exact his blood-price from it instead.
Half Damage.
Primary: 1d20 + 15 ⇒ (16) + 15 = 31
Primary Dmg: 1d6 + 19 ⇒ (3) + 19 = 22
Iterative: 1d20 + 10 ⇒ (10) + 10 = 20
Iterative Dmg: 1d6 + 19 ⇒ (4) + 19 = 23
Hoof I: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
Hoof I Dmg: 1d4 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Hoof II: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
Hoof II Dmg: 1d4 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Horns: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12
Horns Dmg: 1d6 + 6 + 1 ⇒ (5) + 6 + 1 = 12
| DM Are |
The Beast destroys the creeper and stomps all over its remains, until such time as those remains combust in too-bright light.
Fortitude vs blindness: 1d20 + 13 ⇒ (9) + 13 = 22
Blindness duration: 1d6 ⇒ 1 rounds.
The Beast easily withstands the burst of light.
***
Information as above.
I don't remember if Yahirma's rope is knotted or not. If it is, then it's a DC 0 Climb check to move 30 ft up the rope with two move actions. If it's not, then it's a DC 10 Climb check to move 30 ft up, or a DC 5 Climb check to move 15 ft up (both would be with two move actions; the DC 10 check is for accelerated climbing).
Up next: Appario, Derek, Xerath.
| Xerath |
Come out of delay.
"If I heal you, will you get off me?"
Derek notices a glowing light enveloping Xerath different that that of the Morrowfall that then flows towards him. He can feel some of his wounds fading away. Xerath seems oblivious to the glowing light.
Derek is healed for
1d4 + 6 ⇒ (2) + 6 = 8
Can Derek give me a spellcraft please?
The ability is known as a heavenly ray which heals good aligned creatures and harms evil aligned creatures. It is only available to those with celestial blood.
He will wait for Derek to climb out of the pit first.
| Appario Lind |
Appario looks at Xerath and laughs.
"Ah, Xerath! I hope some day that your wisdom matches your bravado. How did your bravery treat you there in the bottom of the pit?" Appario claps Xerath on the back.
"Derek, this one is as daring as you without the sense of humor, personality, or talent. In a strange way, it's delightful to watch."
| Xerath |
"At least I was in the fight, not standing in the back like sniveling coward. Even Yahirma sought fit to join the fray. You however are a delusional buffoon who does nothing to help his so called comrades. And don't ever touch me again. Completely worthless dreck."
| DM Are |
I'll just assume the rope is knotted for the continuation of this encounter.
***
Derek easily climbs all the way up the rope, and Appario's aid allows him an easy step down onto steady ground.
The Morrowfall's light yet again lends its support to combatting darkness, bathing the chamber in dim light.
Out of the shadows, and with the aid of former stealth, the stalker attempts to throw a dagger towards Yahirma.
Will vs sanctuary: 1d20 + 2 ⇒ (7) + 2 = 9
However, like the creeper before, it too is unable to complete the throwing motion. Surprised and frustrated, the stalker runs south past The Beast while attempting to avoid its hammer.
Acrobatics to avoid AoO: 1d20 + 20 ⇒ (4) + 20 = 24 (DC +10)
The stalker is far from nimble enough to run past The Beast safely, however.
***
The stalker can't currently be seen, but based on its direction and speed The Beast would assume it's near the shown location.
There's supernatural darkness (50% miss chance unless "see in darkness" or scent within 5 ft) in the U-line and V-line, dim light (20% miss chance unless low-light vision or better, or scent within 5 ft) in the 6-column and 7-column, while there's bright light elsewhere.
There's a 10-ft drop down from the O-line to the P-line. Xerath is 30 ft down in the pit.
The "i"'s represent large chairs; each of those squares are difficult terrain. The red square and rectangle represent known trap locations.
Up next: The PCs, plus The Beast's AoO.
| Derek Keegan |
Derek, forgeting the caution he was developing walks towards the area where the stalker dissapeared, hoping to illuminate it and show the last known foe.
Move to R7.
Assuming he sees the stalker and nobody else has entered the area (slim chance with the beast in hot persuit) He will use the last searing light of the Morrowfall. (I wanted to use Sunburst...but 80' radius...iffy).
Searing light: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 5d8 ⇒ (6, 1, 8, 8, 8) = 31