
Dungeon Master S |

Remember opening a door is a move action.

Ferox Kerr |

Surprise Round
Ferox would have positioned himself to take advantage of the muscle bashing in the door and to cover Morkeleb, before things went down.
Ferox fires two arrows into the nearest priest.
The Lookout teamwork feat allows Ferox to take a full round action
Arrow,blunt: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 1d8 + 1 ⇒ (8) + 1 = 9
Arrow,blunt: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

Dungeon Master S |

Door is open. My bad. I'll update shortly. Rich, place Xerox accordingly.

Dungeon Master S |

Ferox starts the battel with a salvo. The first arrow fails to dent the armor, but the second hits in a soft area, hurting the priest.
Map is now accurate (showing Odric post move) Odric you can charge in a surprise round if you move no more than your speed.
Priest 1: 0
Priest 2: 7
Priest 3: 0
Priest 4: 0
Priest 5: 0
Priest 6: 0

Odric the Stout |

surprise round edit: I was informed Odric can charge and attack so he does.
Power Attack (Furious Focus) with MW Falchion: 1d20+9 for 2d4+6+2 damage.
Surprise round edit #2:
+2 for charging (and -2 AC) means to hit was 24.Cleave: Power Attack (Furious Focus) with MW Falchion: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22 for 2d4 + 6 + 2 ⇒ (1, 2) + 6 + 2 = 11 damage.

Dungeon Master S |

Sorry S, edit #3, Cleave is a standard action, as is a partial charge. You can't do both. Still the first swing is a hit.
Surprise Round Summary thus far:
Ferox = An arrow to the face
Gaius = Yet to post
Grym = Waiting on Gaius
Bucho = Waiting on Grym
Odric = CHARGE! and a mighty blow at the end.
Morkeleb = Magic Missile
Sandor = Moved
Priest 1: 0
Priest 2: 11
Priest 3: 12
Priest 4: 0
Priest 5: 0
Priest 6: 0

Dungeon Master S |

So it's now team Grym and Bucho

Thorgrym the Tracker |

Grym rushes into the room and ends his movement just south of the priest that Odric is fighting. (he accepts any AoO, mobility feat and cats grace). The ranger cuts once with his svord. 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28
svord 1d6 + 2 + 2 ⇒ (2) + 2 + 2 = 6
The brindle pittbull follows in and ends in the space between Odric and Grym. The dog bites at the priest as well. 1d20 + 3 ⇒ (14) + 3 = 17
bite 1d4 + 1 ⇒ (4) + 1 = 5

Dungeon Master S |

Grym, in order to attack and move in a standard action (AKA a partial charge) the movement must be in a straight line. So technically you can't attack, but I don't want you to lose that sweet attack roll, so I'll give you the fleche on the one to the North of Odric.
Grym flies in just behind Ferox's arrow and drives the tip of his blade into the priest's neck, exposed as it is from the whiplash of the blunt arrow. The priest dies right then and there.
Bucho can't pierce the metal.
On to ROUND 1:
Priest 1: 0
Priest 2: DEAD
Priest 3: 12
Priest 4: 0
Priest 5: 0
Priest 6: 0

Dungeon Master S |

Morkeleb's MM was registered. Sorry I didn't give it fluff. What I'm really waiting on is HARNAC

Thorgrym the Tracker |

Grym, in order to attack and move in a standard action (AKA a partial charge) the movement must be in a straight line.
[ooc] Grym wasnt charging, he was just moving then attacking. The "+2" I added was bc the guy was human and thus the rangers special enemy.

Dungeon Master S |

The only way to move and attack in the surprise round is via the charge. Were we at a table we'd have worked it out in a quick second. You did kill the dude, but it's up to you. Let me know if you'd rather keep your AC, and just move up to the guy.

Dungeon Master S |

Removed a post. Please revisit the messageboard rules.
My sincere apologies for whatever post it was.

Thorgrym the Tracker |

The only way to move and attack in the surprise round is via the charge. Were we at a table we'd have worked it out in a quick second. You did kill the dude, but it's up to you. Let me know if you'd rather keep your AC, and just move up to the guy.
I stand corrected. Grym will happily charge like in your first post.

Dungeon Master S |

Autopilot Gaius: Gaius, flush with confidence from his last foe, and eager to capitalize on Odric and Bucho's positioning, makes for the ankles of the priest: Trip: 1d20 + 2 - 4 ⇒ (18) + 2 - 4 = 16. Even around the soft cover of the wardog, Gaius scores again, the priest drops.
Grym!

Gaius Lirsiiv |

Autopilot Gaius: Gaius, flush with confidence from his last foe, and eager to capitalize on Odric and Bucho's positioning, makes for the ankles of the priest: [dice=Trip]d20+2-4. Even around the soft cover of the wardog, Gaius scores again, the priest drops.
Grym!
Good move. I'm here. Provided we get it in before Saturday, I'll be able to make my play for next round.

Thorgrym the Tracker |

Round 1
Grym, with fresh blood adorning his blade from the fallen priest, takes a quick moment to look around. Gaius Odric and Bucho have their priest on the ropes. Sandor is battling one on the north stairs. Trusting the heavily armored dwarf to handle it Grym moves to the southern stairs and stops at the top. Blades ready to dispatch the priest there on the next round.
I dont think I could make a move (more then 30 feet) and still attack right? If Im wrong please roll for me as the ranger would attack if he could.

Dungeon Master S |

Nope, I moved you 50' as a double move.
Bucho makes a solid bite on the cleric's thigh, The wound starts spurting blood. The spray is far to thick to be anything but mortal. The priest drops to the ground bleeding out.
Initiative Repost:
Ferox = 23
Gaius = 20
Grym = 18
Bucho = 10
Odric = Odric's Turn!
Morkeleb = 8
Sandor = 6
Priests = 3
Priest 1: 0
Priest 2: DEAD
Priest 3: DEAD
Priest 4: 0
Priest 5: 0
Priest 6: 0

Dungeon Master S |

The catwalk railing provides cover, and gives the defender a +2 on attempts to bull rush them over the side. It's made of metal. Anything in particular you're looking for?

Morkeleb the Mighty |

Odric is first, but I doubt our actions will coincide...
ROUND 1
Morkeleb strides into the newly cleared room's center, wand and staff in hand, and takes stock. He glances all around, and sees the lone cleric on the catwalk (right? Just one?) Knowing the group needs to keep any in this room from alerting any others, and seeing that as the greatest threat to that end, he points his staff and unleashes one of his minor magicks to buy some time. A flash of eldritch green fires from the staff and centers at the cleric's face...
Daze on the cleric on the catwalk. DC 17 Will to negate.

Gaius Lirsiiv |

The catwalk railing provides cover, and gives the defender a +2 on attempts to bull rush them over the side. It's made of metal. Anything in particular you're looking for?
Could someone climb up onto the catwalk from below, up onto the side? That might be the best way to ask.

Ferox Kerr |

Round 1
Before Gaius, Grym, or Morkeleb race to action, Ferox moves into the room, next to the southern stairwell to get a clear shot at the cleric hiding behind the northern vat.
Arrow, blunt: 1d20 + 10 ⇒ (2) + 10 = 12
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

Sandor Stouthammer |

Dungeon Master S wrote:The catwalk railing provides cover, and gives the defender a +2 on attempts to bull rush them over the side. It's made of metal. Anything in particular you're looking for?Could someone climb up onto the catwalk from below, up onto the side? That might be the best way to ask.
ohhh that's cool, something like a parkour run jump and vault... sweet

Morkeleb the Mighty |

Gaius Lirsiiv wrote:ohhh that's cool, something like a parkour run jump and vault... sweetDungeon Master S wrote:The catwalk railing provides cover, and gives the defender a +2 on attempts to bull rush them over the side. It's made of metal. Anything in particular you're looking for?Could someone climb up onto the catwalk from below, up onto the side? That might be the best way to ask.
Or doing an Indiana Jones and climbing with his whip

Odric the Stout |

Odric runs forward and shouts menacingly. He uses his agility to maneuver around his opponent deftly, trying to set himself up for a leap to the catwalk after dispatching this foe. Acrobatics: 1d20 + 4 ⇒ (4) + 4 = 8
Odric slashes at the last remaining priest on ground level with his blade. He uses the momentum from his spin to coil his legs beneath him in preparation to ascend onto the catwalk above.
Power Attack (Furious Focus) with MW Falchion: 1d20 + 9 ⇒ (10) + 9 = 19 for 2d4 + 6 + 2 ⇒ (1, 2) + 6 + 2 = 11 damage.

Sandor Stouthammer |

Round 1
Keeping his feet moving Sandor slams into the priest making him brace against the stairs to push back. Sandor then hops down a stair removing the barrier causing the Priest to loose balance. So when the neck presents itself Sandor takes a mighty chop at it.
MW Axe+Human: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
Damage: 1d10 + 2 + 2 ⇒ (5) + 2 + 2 = 9
The blow lands but not at the neck, it does leave a nice cut from shoulder to chest.
DM
then top of the order

Dungeon Master S |

Ferox's arrow goes wide. Gaius, yes you can make the climb with an Acrobatic's DC 20 for a cost of 20 move, or you can jump DC 10, Climb DC 10 for a cost of 30' of movement. Odric's attempt at maneuvering is weak, and the priest takes a swing, AoO: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19, but his armor saves him. He gashes the priest deeply. The priest on the catwalk is hit by the enchanter, WILL: 1d20 + 5 ⇒ (5) + 5 = 10, and the priest becomes distracted. Sandor too nails his foe for a solid blow. I'll let Gaius finish his Round 1 before the bad guys go.
still technically Gaius's turn.
Priest 1: 0
Priest 2: DEAD
Priest 3: DEAD
Priest 4: 9
Priest 5: 11
Priest 6: 0

Gaius Lirsiiv |

Sadly, what I want to do is pull the dude up there down and into the vat, but the Grapple rules make that too tricky and unlikely to succeed. Plan B it is.
Move NE2. Jump to grab the catwalk.
Acrobatics:1d20 + 8 ⇒ (2) + 8 = 10 vs DC 10... Success. That was close.
Climb:1d20 ⇒ 14 vs DC 10... Success.
Move South 3 to provide Grym a flank, drawing my Mithril Rapier +1 on the move.
Net Result is a Double Move.

Gaius Lirsiiv |

Wait... What happened with the order? OH! Is this still round 1? Movement after the whip crack that tripped the gent? I'll have to revise. Dammit. I thought this was the next round.

Dungeon Master S |

We're at the end of Round 1. Priests to go as well as rolling initiative for the zombies who join round 2. I'm hoping to be at a keyboard by 1900.

Thorgrym the Tracker |

We're at the end of Round 1. Priests to go as well as rolling initiative for the zombies who join round 2. I'm hoping to be at a keyboard by 1900.
Ok, thanks

Dungeon Master S |

The clerics facing off with Sandor and Grym each take a swing with their scythes. The Southern one also shouts a command to Attack the intrudors! which is promptly followed by zombies bursting forth from the room nearby.
Attacking Sandor: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Attacking Grym: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
but neither cleric can connect. Meanwhile the cleric facing Odric takes a quick second to splash his scythe through the vat of goo before swinging it at Odric: 1d20 + 4 ⇒ (19) + 4 = 23 and nails the big man. DMG: 24 + 2 = 26. The wound instantly turns an angry red. FORT: 1d20 + 7 ⇒ (11) + 7 = 18, but so far the warrior seems to not suffer anything untoward.
The final cleric casts another spell. But immediately after he runs to the North door and pounds on it. No response comes, but he doesn't wait for one either.
Begin Round 2 Ferox.