DM Khel |
After considering their options, the Pathfinders opt to follow Oldmar’s wise counsel, and explore the eastern cavern first.
The cave’s damp air becomes increasingly stale as the party continues down the tunnel. The passage turns, and the stench of decay assails the senses, growing stronger as the tunnel opens into a small cavern littered with bits of broken glass, rotting pieces of paper, and other unusable detritus. A man’s body lies facedown toward the back of the cavern.
A number of figures shuffle around the room. Near the man’s body are two skeletal figures in human shape, their long bony fingers reaching out menacingly. Across the room, two walking corpses, clad in only a few soiled rags, turn toward the intruders. They stumble toward the party, leaving a trail of bits of rotting flesh on the stone floor behind them.
Knowledge (religion) if you're so inclined.
Initiative, Huck: 1d20 + 10 ⇒ (18) + 10 = 28
Initiative, Oldmar: 1d20 + 5 ⇒ (11) + 5 = 16
Initiative, Rokdor: 1d20 + 1 ⇒ (10) + 1 = 11
Initiative, Sobestian: 1d20 + 2 ⇒ (12) + 2 = 14
Initiative, Tog: 1d20 + 2 ⇒ (12) + 2 = 14
Initiative, Skeletons: 1d20 + 6 ⇒ (20) + 6 = 26
Initiative, Zombies: 1d20 ⇒ 16
Initiative:
Huck
Skeletons
Oldmar
Zombies
Sobestian
Tog
Rokdor
Huck is up!
Friar Huck Flaxseed |
Friar Huck suggests to his companions, "Don't rush ahead; we'll just get choked in the narrow part there. Let them come to us in this room."
He then steps back to make room and takes a defensive stance. Total Defense.
DM Khel |
The skeletons advance, their bony feet clattering on the cavern floor. They get a bit jammed up in the narrow hallway, only one of them able to get close to Tog. It raises a fleshless hand high and scrapes it roughly against the cavern wall, causing its attack to miss badly!
Claw attack: 1d20 + 2 ⇒ (2) + 2 = 4
Claw damage: 1d4 + 2 ⇒ (2) + 2 = 4
Initiative:
Huck
Skeletons
Oldmar
Zombies
Sobestian
Tog
Rokdor
Oldmar is up!
Oldmar Lucridious |
"Pests," Oldmar says again. He draws his waraxe and stands ready to attack any undead that come near. "Tog, stand here by me. We'll hold the line."
DM Khel |
The rotting figures lumber forward, but soon come to a stop behind the skeletons, as they all queue up in the narrow passage to be destroyed by the clever strategy of the Pathfinders.
Initiative:
Huck
Skeletons
Oldmar
Zombies
Sobestian
Tog
Rokdor
Everyone but Oldmar is up!
Rokdor Goblinbreaker |
Rokdor grunts at the confined space, then tries to punch the air in such a way that it hits the front skeleton without injuring her allies. TK 2/6.
Ranged Touch (cover, in melee): 1d20 + 1 - 4 - 4 ⇒ (16) + 1 - 4 - 4 = 9
Damage: 1d4 ⇒ 2
Come to think of it, I should've aimed at the second one so as to not take the -4 for it being in melee.
Tog Snaglakrugdumpgh |
Tog swings his axe at the skeletons in front of him.
Axe: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Axe: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
If the first attack drops the skeleton Tog will step forward and attack the second. If the first attack does not, he will attack the skeleton again and then 5ft step north.
DM Khel |
The skeletons continue to shuffle mindlessly forward, with Tog’s axe narrowly missing twice. The lead skeleton in the queue strikes twice with his claws! One clatters off the hulking half-orc's armor, and the other swing misses badly.
Claw attack: 1d20 + 2 ⇒ (14) + 2 = 16
Claw damage: 1d4 + 2 ⇒ (2) + 2 = 4
Claw attack: 1d20 + 2 ⇒ (5) + 2 = 7
Claw damage: 1d4 + 2 ⇒ (3) + 2 = 5
Initiative:
Huck
Skeletons
Zombies
Oldmar
Sobestian
Tog
Rokdor
I shifted the zombies up in initiative, since they’re all just waiting in line anyway. The party is up!
Tog Snaglakrugdumpgh |
Tog comments as he swings away "Tog have room for ally to help, armor won't hold forever."
Swing: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Swing2: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
Tog scratches head. "Tog not sure he hurting the bony ones."
Friar Huck Flaxseed |
Friar Huck takes position on the side and tries to grab the skeletons as they come to make them easier to hit.
grapple: 1d20 + 4 ⇒ (19) + 4 = 23
Rokdor Goblinbreaker |
Rokdor punches the air in frustration. "Smash them, Tog! Smash!" TK 3/6, this time at the second one in line.
Ranged Touch (cover): 1d20 + 1 - 4 ⇒ (15) + 1 - 4 = 12
Damage?: 1d4 ⇒ 3
DM Khel |
The party finally manages to implement Huck’s clever strategy of drawing the undead horrors close to fight them more effectively! Huck succeeds in grappling the first skeleton, holding it still while Oldmar’s axe clangs off its bony arm, which leaves it vulnerable to Tog’s mighty orcish axe. It shatters under Tog’s mighty blow, scattering fragments of bone across the floor! In the gap created by the destruction of the first skeleton, Rokdor sends an invisible fist of force, which crushes the ribs of the remaining skeleton. It is battered, but still standing.
.
.
Initiative:
Huck
Skeleton (-3 hp)
Zombies
Oldmar
Sobestian
Tog
Rokdor
Sobestian is up, will see if he posts soonish. If not, someone can post for him and we’ll go from there.
DM Khel |
The damaged skeleton steps forward, the zombies lurching along behind it, now moaning in frustration at being unable to reach the delicious flesh of the living, as close as it is. The skeleton lashes out with bony-fingered hands, but its best strike only clatters off Oldmar’s armor.
Claw attack: 1d20 + 2 ⇒ (1) + 2 = 3
Claw damage: 1d4 + 2 ⇒ (1) + 2 = 3
Claw attack: 1d20 + 2 ⇒ (15) + 2 = 17
Claw damage: 1d4 + 2 ⇒ (3) + 2 = 5
Initiative:
Huck
Skeleton (-3 hp)
Zombies
Oldmar
Sobestian
Tog
Rokdor
Pathfinders are go!
DM Khel |
The skeleton easily slips free of Huck’s attempt to grab it by its skinny neck, and Tog’s blows both miss!
Initiative:
Huck
Skeleton (-3 hp)
Zombies
Oldmar
Sobestian
Tog
Rokdor
Oldmar Lucridious |
"Hmph," grunts the dwarf, satisfied that his armor is doing its job. He swings again with the axe.
Waraxe @ Skeleton: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d10 + 2 ⇒ (3) + 2 = 5
After missing, he gives a more dissatisfied grunt and steps back to leave room for Rokdor. On mobile, can someone move me?
Rokdor Goblinbreaker |
Rokdor steps forward and boops the skeleton. "Foul skeletal human..." she mutters, swinging, "you and your zombie human friends will be crushed!"
Attack: 1d20 + 4 ⇒ (6) + 4 = 10
DM Khel |
The skeleton stands stock-still as the Pathfinders demonstrate their prowess with their weapons, and strategically reposition their tactical assets to achieve maximum effectiveness! Unfortunately, no one succeeds in hitting the skeleton. When the buoyant dwarf steps into the fray, the bony creature responds with a vicious swipe at her frilly dress, cutting her badly and staining her crinoline.
At the smell of Rokdor’s blood, the zombies’ moaning increases in intensity, but they are unable to squeeze past the skeleton to get at her!
Claw attack: 1d20 + 2 ⇒ (17) + 2 = 19
Claw damage: 1d4 + 2 ⇒ (3) + 2 = 5
Claw attack: 1d20 + 2 ⇒ (2) + 2 = 4
Claw damage: 1d4 + 2 ⇒ (2) + 2 = 4
Initiative:
Huck
Skeleton (-3 hp)
Zombies
Oldmar
Sobestian
Tog
Rokdor
Friar Huck Flaxseed |
Huck tries to grab the undead! Again!
grapple: 1d20 + 4 ⇒ (4) + 4 = 8
What's the definition of insanity again? Something about expecting different results....
DM Khel |
Probably don't need to tell you that everyone missed. This last skelly has 1 hp left. Oldmar?
Oldmar Lucridious |
Oldmar steps up again. "Forward, back, forward back..."
Waraxe: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6 NOOOOPE
Damage: 1d10 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Lol, this reminds me of my Tide of Morning run. We almost lost out of sheer dice failure.
DM Khel |
When Oldmar and Rokdor complete their dos-i-doh, the skeleton lashes out at Oldmar with his claws! His first strike misses, but the second cuts a gash in the side of the dwarf’s neck!
Claw attack: 1d20 + 2 ⇒ (12) + 2 = 14
Claw damage: 1d4 + 2 ⇒ (4) + 2 = 6
Claw attack: 1d20 + 2 ⇒ (17) + 2 = 19
Claw damage: 1d4 + 2 ⇒ (3) + 2 = 5 Looks like that hits for 5 damage.
Party is up! I hope someone has made some sacrifices to the dice gods… And remember Sobe's Inspire Courage.
DM Khel |
Not exactly. The numbers are lower this time. Are you guys sure you're not rolling d8's on your attack rolls?
Rokdor Goblinbreaker |
Rokdor grumbles about skeletal humans as she scrounges around in her pack for the thin oak wand. "Might as well give it a try..."
Pointing the wand at the zombie, she shakes it a bit and yells something in Dwarven...
Ranged Touch vs zombie #1 (cover): 1d20 + 1 - 4 ⇒ (10) + 1 - 4 = 7
Oops, was thinking scorching ray. Uhh... hey Oldmar, wanna step back again? :)
DM Khel |
Oldmar's strike shatters the skeleton into a spray of bone chips and fragments, which go clattering and skittering across the stone floor. Rather than expressing alarm at the destruction of their ally, the zombies seem to moan in anticipation, now that nothing stands between them and delicious, living flesh. Nothing except a blast of searing flames, that is.
The smell of burning zombie is atrocious beyond words, but the Pathfinders are able to bear it somehow. The scorched undead horrors are badly damaged by the flames, but continue to shuffle forward, arms outstretched! The front one attempts to swing a rotten, burned fist at Rokdor but the hand comes loose from its arm and sails over the dwarf's head!
Slam: 1d20 + 4 ⇒ (1) + 4 = 5
Slam dam: 1d6 + 4 ⇒ (6) + 4 = 10
Zombies each down 9 hp, party is up!