Desmond Aesculus |
Desmond lets out a triumphant laugh as he ends the orc's life. "Only good orc's a dead one!"
He then turns his attention to the standing orc, taking a couple swipes with his falchion.
Power Attack: 1d20 + 15 - 3 ⇒ (4) + 15 - 3 = 16
Damage: 2d4 + 7 + 9 ⇒ (3, 2) + 7 + 9 = 21
Power Attack: 1d20 + 10 - 3 ⇒ (4) + 10 - 3 = 11
Damage: 2d4 + 7 + 9 ⇒ (3, 3) + 7 + 9 = 22
Boy, those dice are a little rough today.
Meanwhile, Sahrek continues his Attack, now flanking with Terrill.
Bite: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16 D'oh!
Bite: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
Sigh...
Atum Nakhti |
"Agreed," says Atum as he brings his bec de corbin back down on the orc's falcion!
+3 impact adamantine bec de corbin, power attack sunder: 1d20 + 19 ⇒ (9) + 19 = 28
damage: 2d8 + 20 ⇒ (6, 7) + 20 = 33
+3 impact adamantine bec de corbin, power attack sunder: 1d20 + 14 ⇒ (17) + 14 = 31
damage: 2d8 + 20 ⇒ (7, 6) + 20 = 33
GM Bold Strider |
Terrill slashes the orc as he moves into a flanking position, however Desmond and Sahrek is kept at bay by the orc's furious movements.
Atum tries to strike down the orc's blade with his adamantine weapon, but the first glances off the creature's Falchion. Atum winds up for a second, massive blow, however the barbarian's muscles flex and he meets the Bec De Corbin with his own blade, deflecting Atum's strike.
Initiative:
1st: Atum @ 40/104 HP; Halbarad @ 49/72 HP; Terrill @ 69/69 HP
2nd: Orcs (#1-Red @ 65 damage)
3rd: Desmond; Dragorin; Flinders
Halbarad of Arbor |
Decidedly annoyed at this orc for following him around and dodging his arrows, Hal orders his mount to bite and then move out of range. Traveling again. Please move me 35 feet north. I or my mount will absorb the AoO.
Bite w flank: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21 Dmg: 1d8 + 7 ⇒ (6) + 7 = 13
Hal fires a full volley while in transit.
Manyshot: 1d20 + 11 ⇒ (15) + 11 = 26Damage, Arrow 1: 2d6 + 10 ⇒ (3, 1) + 10 = 14 plus Damage, Arrow 2: 2d6 + 10 ⇒ (6, 6) + 10 = 22
Rapid Shot: 1d20 + 11 ⇒ (14) + 11 = 25Damage: 2d6 + 10 ⇒ (2, 6) + 10 = 18
Iterative: 1d20 + 6 ⇒ (11) + 6 = 17Damage: 2d6 + 10 ⇒ (2, 5) + 10 = 17
GM Bold Strider |
Flinders tries to trip the orc, however the raging barbarian has other plans. The lash wraps around his ankle, but the orc breaks the bond through sheer force of strength.
Halbarad retreats on Th'reiwa-don, avoiding a blow from the orc. He pierces the orc's thick skin with three arrows as his mount lands a savage bite.
Falchion @ Halbarad-30 AC: 1d20 + 18 ⇒ (4) + 18 = 22
As the last arrow hits the orc, he falls to the ground: dead.
Status:
1st: Atum @ 40/104 HP; Halbarad @ 49/72 HP; Terrill @ 69/69 HP; Desmond @ 92/92 HP; Dragorin; Flinders @ 73/73 HP
Atum Nakhti |
"Fine." Atum kicks the orcs in the face and then walks over on top of their bodies to get into the building. "What were they guarding?"
Flinders can use Atum's wand:
clw: 12d8 + 12 ⇒ (3, 6, 3, 3, 5, 4, 5, 2, 6, 5, 3, 7) + 12 = 64
Nice. Exactly at full.
Halbarad of Arbor |
Finally. Hal stows his bow and affectionately ruffles the feathers of his long-necked friend before retrieving a fresh batch of arrows from Th'reiwa-don's saddlebags and stuffing them into his magic quiver. Riding back over to the dead orcs, the elf gracefully dismounts and searches the bodies for any valuables.
Dragorin |
Yes, let us see what these toothy brutes found so important. Dragorin moves slowly into the tavern behind Atum.
Basalte |
Basalte lumbers quietly behind, surprised to see such efficiency in his companions. He nods at Atum and draws his own falchion, ready to strike any enemy that would come.
GM Bold Strider |
Searching the inn, the Pathfinders find nothing of value, however there is plenty of sickening stuff inside. It appears that the two orcs had barricaded themselves in the inn and were consuming the flesh of their brethren. The body of a long dead orc was spitted and as currently roasting over the fire in the kitchen. All of the stores in the basement were raided and several orc corpses littered the places.
On the orcs, you find four potions of cure serious wounds, two +2 chain shirts, two cloaks of resistance +1, one +1 falchion, five javelins, and 440 pp.
Halbarad of Arbor |
"Bloody orcs. I wonder what they meant by 'you did this.' They didn't answer when I asked." Fishing a cure serious off the body of Red, Hal downs it. CSW: 3d8 + 5 ⇒ (2, 7, 2) + 5 = 16 "Anyone want one of these?" he asks, proffering the other three potions. He stuffs the rest of the gear and coin into Th'reiwa-don's saddlebags. I'll take them for safekeeping otherwise.
Still feeling the sting of his wound, the elf pops out another wand and taps himself twice. CLW: 2d8 + 2 ⇒ (2, 5) + 2 = 9
Full health, AC returns to normal.
CLW wand: 33 charges
Arrows: 13 normal, 258 cold iron, 20 silver, 30 adamantine
Desmond Aesculus |
"It's a fool that looks for reason in what an orc does. Especially ones that easy their own." Desmond looks early around at the disturbing scene.
"So, where should we head to next? More of these out buildings?"
-Posted with Wayfinder
Halbarad of Arbor |
"I want to take a look at those craters at some point before we hit the tower, but let's keep going building by building," suggests Hal.
Basalte |
"Rrrmblll... Agreed. These craters are definitely of interest to us."
GM Bold Strider |
One Living Monolith on GMPC. The other is now player-controlled! Like nothing ever changed!
Basalte: 1d20 + 2 ⇒ (11) + 2 = 13
Desmond: 1d20 + 6 ⇒ (18) + 6 = 24 (+4 Urban, +2 Underground)
Halbarad: 1d20 + 5 ⇒ (16) + 5 = 21
Atum: 1d20 + 3 ⇒ (6) + 3 = 9v
Terrill: 1d20 + 7 ⇒ (16) + 7 = 23
Dragorin: 1d20 + 0 ⇒ (15) + 0 = 15
Flinders: 1d20 + 4 ⇒ (1) + 4 = 5
?: 1d20 + 8 ⇒ (15) + 8 = 23
Perception:
Basalte: 1d20 + 9 ⇒ (18) + 9 = 27
Desmond: 1d20 + 16 ⇒ (9) + 16 = 25 (+4 Urban, +2 Underground)
Halbarad: 1d20 + 19 ⇒ (1) + 19 = 20
Atum: 1d20 + 6 ⇒ (8) + 6 = 14v
Terrill: 1d20 + 17 ⇒ (11) + 17 = 28
Dragorin: 1d20 + 4 ⇒ (16) + 4 = 20
Flinders: 1d20 + 19 ⇒ (5) + 19 = 24 (Trapspotter)
?: 1d20 + 4 ⇒ (11) + 4 = 15
Atum, frustrated that he couldn't sever the second Falchion, hefts the tribal orc battering ram from inside the inn and moves to the building directly behind it, bashing in the door. This building appears to be a storeroom for foodstuffs, however all of the stored goods have gone bad and the stench in the room is overpowering. Plant vines have crept up through the floor and now encase half of the boxes, busting through the wooden planks to get at the rotten food.
Moving to the north, Atum slams his new, favorite battering ram into the door, breaking it into pieces. This appears to be some sort of food production area. Giant stone stoves, cleavers and knives litter the room. A lot of the sharper objects look to have been looted or stolen and the vines have penetrated this building as well. One of the volcanic stone ovens has been broken into pieces by them.
The group threads through the side yard and moves to the building next to the inn. Two large cornfields lie off to the west of the bailey’s main road. The corn stalks appear ready to harvest and are large, green, and choked with corn. From peering through the windows, this appears to be an office type area. Atum slams his battering ram into the door as deathly roar erupts from the cornfield behind the group.
Desmond thinks he sees three figures moving through the dense corn.
Any movement through the corn is difficult terrain and the corn provides cover from ranged attacks.
Initiative:
1st: Desmond @ 92/92 HP; Sahrek
2nd: Hulking Creatures in the Corn (#1-Red; #2-Green; #3-Blue)
3rd: Basalte @ 70/70 HP; Halbarad @ 72/72 HP; Terrill @ 69/69 HP; Dragorin; Flinders @ 73/73 HP
(Atum @ 104/104 HP)
Desmond Aesculus |
Desmond is rattled by the deathly roar from the cornfield. He is barely able to make out some figures, but mutters, "That don't sound good," to his companions.
Better to be swift than sorry, he thinks to himself as quick draws his bow (free action) and shoots three arrows in rapid succession at the mass straight ahead of him. (red)
Desmond has Improved Precise Shot, so he ignores all cover but total cover.
Rapid Shot, Deadly Aim: 1d20 + 16 - 2 - 3 ⇒ (6) + 16 - 2 - 3 = 17
Damage: 1d8 + 6 + 6 ⇒ (3) + 6 + 6 = 15
Rapid Shot, Deadly Aim: 1d20 + 16 - 2 - 3 ⇒ (1) + 16 - 2 - 3 = 12
Damage: 1d8 + 6 + 6 ⇒ (7) + 6 + 6 = 19
Rapid Shot, Deadly Aim: 1d20 + 11 - 2 - 3 ⇒ (18) + 11 - 2 - 3 = 24
Damage: 1d8 + 6 + 6 ⇒ (2) + 6 + 6 = 14
He then quickly orders Sahrek, "Get in there and attack, boy!"
Sahrek moves straight ahead towards the creature that Desmond shot at and bites at the creature.
Bite: 1d20 + 13 ⇒ (20) + 13 = 33
Damage: 2d6 + 10 ⇒ (3, 3) + 10 = 16
Trip: 1d20 + 15 ⇒ (11) + 15 = 26
Crit Confirm?: 1d20 + 13 ⇒ (1) + 13 = 14
Damage: 2d6 + 10 ⇒ (5, 4) + 10 = 19
GM Bold Strider |
One of Desmond's arrows pierces a cob of corn while another thuds into the ground at the beast's feet. A third hit the creature, however it doesn't seem to do nearly as much as he thought it would.
Sahrek lets out a savage bite at the creature, mangling the beast's legs.
The creatures rises up fully out of the corn and you see hulking skeletons, draped in orc armor. Two of the skeletons rush up to the wolf and brutally maul it with their claws, however Sahrek easily fends off their attacks. The same goes for Dragorin as he is surprised by the sudden appearance of the undead.
Claw @ Sahrek-26 AC: 1d20 + 11 ⇒ (2) + 11 = 13
Claw @ Sahrek-26 AC: 1d20 + 11 ⇒ (11) + 11 = 22
Claw @ Sahrek-26 AC: 1d20 + 11 ⇒ (13) + 11 = 24
Claw @ Dragorin-28 AC: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26
Claw @ Dragorin-28 AC: 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25
Initiative:
1st: Desmond @ 92/92 HP; Sahrek
2nd: Orc Skeletons (#1-Red @ 25 damage; #2-Green; #3-Blue; #4-Yellow)
3rd: Basalte @ 70/70 HP; Halbarad @ 72/72 HP; Terrill @ 69/69 HP; Dragorin; Flinders @ 73/73 HP
(Atum @ 104/104 HP)
Halbarad of Arbor |
Blunt arrows! I knew I forgot something. Oh well. Damned skeletons.
Hal quickly nudges Th'reiwa-don into position and looses a quartet of cold iron arrows into the closest skeleton (Yellow). The axe beak happily chomps down on the same.
Favored Enemy (+2/+2), Manyshot, Rapid Shot (-2/+0), Deadly Aim (-3/+6), Point Blank Shot (+1/+1). I'm also pretty much out of normal arrows, so everything will be Cold Iron unless otherwise specified.
Manyshot: 1d20 + 13 ⇒ (12) + 13 = 25 Damage, Arrow 1 (Cold Iron): 1d8 + 12 ⇒ (7) + 12 = 19 plus Damage, Arrow 2 (Cold Iron): 1d8 + 12 ⇒ (8) + 12 = 20
Rapid Shot: 1d20 + 13 ⇒ (20) + 13 = 33 CRIT THREAT Confirm: 1d20 + 13 ⇒ (2) + 13 = 15 guessing not? Damage (Cold Iron): 1d8 + 12 ⇒ (3) + 12 = 15
Iterative: 1d20 + 8 ⇒ (2) + 8 = 10 Damage (Cold Iron): 1d8 + 12 ⇒ (4) + 12 = 16
Bite: 1d20 + 9 ⇒ (10) + 9 = 19 Damage: 1d8 + 7 ⇒ (2) + 7 = 9
Terrill Mayern |
Terrill takes a quick step to one side, calling on Desna to guide his blade against the horrid undead they face. He swings his blade in long, sweeping arcs, but finds it hard to connect with the bony creatures.
5-foot step, swift action to activate bane vs undead, full attack.
+1 Curve Blade, Power Attack, Bane: 1d20 + 13 - 2 + 2 ⇒ (11) + 13 - 2 + 2 = 24
Curve blade damage, Power Attack, Bane: 1d10 + 8 + 6 + 2d6 ⇒ (6) + 8 + 6 + (6, 3) = 29
+1 Curve Blade, iterative, Power Attack, Bane: 1d20 + 8 - 2 + 2 ⇒ (4) + 8 - 2 + 2 = 12
Curve blade damage, Power Attack, Bane: 1d10 + 8 + 6 + 2d6 ⇒ (1) + 8 + 6 + (6, 2) = 23
Dragorin - if you move one square to the left, you'll get out of being flanked and we'll be flanking a baddie, which makes Terrill more effective in combat. If you want to get further away, I'd understand that too.
Dragorin |
Lacking any offensive spells effective against undead retrieves his mace and takes a swing.
attack: 1d20 + 9 ⇒ (10) + 9 = 19
damage: 1d8 + 1 ⇒ (3) + 1 = 4
Halbarad of Arbor |
And don't forget Flinders' haste!
GM Bold Strider |
Oh, good point about the knowledge roll.
Terrill lands a massive blow against the skeleton he moves toward, but his second blows clatters off the creature's armor. Halbarad and Th'reiwa-don have similar luck with only three arrows striking the creature successfully.
Flinders analyzes the creature and figures out that these skeletons are pretty basic, however they likely carry the spirit of the raging barbarian from which the corpses were made, thus their anger gives them greater strength. Aka: Barbarian Skeletons. Faster, stronger, more lethal. He casts Haste to power up his party to overcome the foul beasts.
Dragorin tries to wallop one of the creatures with his mace, but his swing was clumsy and misses.
Initiative:
1st: Desmond @ 92/92 HP; Sahrek
2nd: Orc Skeletons (#1-Red @ 25 damage; #2-Green; #3-Blue; #4-Yellow @ 55 damage)
3rd: Basalte @ 70/70 HP; Halbarad @ 72/72 HP; Terrill @ 69/69 HP; Dragorin; Flinders @ 73/73 HP
(Atum @ 104/104 HP)
For future reference, please state which minion you are attacking. Makes it easier for me to rapidly update.
Dragorin |
Sorry didn't look at the map. I will 5ft step into the flank on yellow before swinging so that totals 21 to hit. I did factor in haste but I had to draw my mace so no full attack
Desmond Aesculus |
Desmond drops his longbow as he mutters to himself, "Skellingtons..." He then takes a 5-foot step to the south, quick draws his silver morningstar and swings heartily at his undead foe, using both hands.
Attacking the green skeleton.
Power Attack, Fav. Enemy, Haste: 1d20 + 15 - 3 + 2 + 1 ⇒ (11) + 15 - 3 + 2 + 1 = 26
Blunt Damage, Fav. Enemy: 1d8 + 6 + 9 + 2 ⇒ (1) + 6 + 9 + 2 = 18
Power Attack, Fav. Enemy, Haste: 1d20 + 10 - 3 + 2 + 1 ⇒ (5) + 10 - 3 + 2 + 1 = 15
Blunt Damage, Fav. Enemy: 1d8 + 6 + 9 + 2 ⇒ (4) + 6 + 9 + 2 = 21
Hasted Power Attack, Fav. Enemy, Haste: 1d20 + 15 - 3 + 2 + 1 ⇒ (7) + 15 - 3 + 2 + 1 = 22
Blunt Damage, Fav. Enemy: 1d8 + 6 + 9 + 2 ⇒ (3) + 6 + 9 + 2 = 20
Meanwhile, Sahrek keeps pushing the attack against the skeleton with red on it.
Bite, Fav Enemy., Haste: 1d20 + 13 + 2 + 1 ⇒ (7) + 13 + 2 + 1 = 23
Damage, Fav. Enemy: 2d6 + 10 ⇒ (1, 3) + 10 = 14
Trip, Fav. Enemy: 1d20 + 15 + 2 ⇒ (12) + 15 + 2 = 29
Bite, Fav Enemy., Haste: 1d20 + 8 + 2 + 1 ⇒ (10) + 8 + 2 + 1 = 21
Damage, Fav. Enemy: 2d6 + 10 ⇒ (4, 2) + 10 = 16
Trip, Fav. Enemy: 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 19
Hasted Bite, Fav Enemy., Haste: 1d20 + 13 + 2 + 1 ⇒ (18) + 13 + 2 + 1 = 34
Damage, Fav. Enemy: 2d6 + 10 ⇒ (3, 1) + 10 = 14
Trip, Fav. Enemy: 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35
Basalte |
Basalte moves to one of the skeletons while growing more reckless, enraged by the unholy presence in these lands.
Rage (1st round), attacking yellow skeleton
+1 Keen Adamantine Falchion, Power Attack, Rage, haste: 1d20 + 12 + 1 ⇒ (3) + 12 + 1 = 162d4 + 18 ⇒ (2, 4) + 18 = 24
Raging: AC 23, Hp 82, Will +10
Atum Nakhti |
Finally got some wifi today and tomorrow while in Rotorua!
Atum throws down the battering ram balanced on his massive shoulder (free action to drop) and tears the bec de corbin from his back (move) as he calls upon the power of Ancient Osirion to grow in size (swift). He brings down the hammer of his polearm on the green skeleton!
+3 impact adamantine bec de corbin, power attack: 1d20 + 18 ⇒ (10) + 18 = 28
damage (improved vital): 9d8 + 23 ⇒ (8, 3, 7, 5, 1, 1, 6, 7, 8) + 23 = 69
Note that while enlarged Atum has DR 3/adamantine and 30% immunity to crits
GM Bold Strider |
Again, sorry for the delay. Non-stop travel and flight delays makes for a tough time to update.
Desmond and Sahrek unleash devastating assaults on the skeletons, damaging them severely.
Basalte's falchion is easily deflected by the raging skeleton, but Atum is able to smash Desmond's target with ease.
The skeletons lash out at the nearby humanoids.
Claw @ Sahrek-26 AC: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14
Claw @ Sahrek-26 AC: 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19
Claw @ Sahrek-26 AC: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18
Claw @ Sahrek-26 AC: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14
Claw @ Dragorin-29 AC: 1d20 + 11 ⇒ (16) + 11 = 27
Claw @ Dragorin-29 AC: 1d20 + 11 ⇒ (13) + 11 = 24
However, their attacks are weak and ineffective against this party.
Initiative:
1st: Desmond @ 92/92 HP; Sahrek
2nd: Orc Skeletons (#1-Red @ 64 damage; #3-Blue; #4-Yellow @ 50 damage)
3rd: Basalte @ 70/70 HP; Halbarad @ 72/72 HP; Terrill @ 69/69 HP; Dragorin; Flinders @ 73/73 HP; Atum @ 104/104 HP
Dragorin |
Dragorin swings at the skeleton with yellowish bones.
Attack 1: 1d20 + 8 + 1 + 2 ⇒ (1) + 8 + 1 + 2 = 12
Damage 1: 1d8 + 1 ⇒ (2) + 1 = 3
Attack Haste: 1d20 + 8 + 1 + 2 ⇒ (16) + 8 + 1 + 2 = 27
Damage Haste: 1d8 + 1 ⇒ (8) + 1 = 9
Attack 2: 1d20 + 3 + 1 + 2 ⇒ (17) + 3 + 1 + 2 = 23
Damage 2: 1d8 + 1 ⇒ (7) + 1 = 8
Slowly chipping away at monster.
AC is at 30 with Haste.
Basalte |
Basalte swings twice at the yellow-boned skeleton.
2nd round of rage
+1 Keen Adamantine Falchion, Power Attack, Rage, Haste: 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 262d4 + 18 ⇒ (4, 1) + 18 = 23
Iterative attack: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 172d4 + 18 ⇒ (3, 1) + 18 = 22
Haste attack: 1d20 + 12 + 1 ⇒ (7) + 12 + 1 = 202d4 + 18 ⇒ (2, 1) + 18 = 21
Halbarad of Arbor |
Hal nudges his mount closer to Sahrek, allowing himself a clear view of all the remaining targets. Seeing that the yellow is surrounded, he goes after the red with both beast and bow. Aiming for Red til/if it goes down, then Blue.
Bite (Haste): 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28 Damage: 1d8 + 7 ⇒ (4) + 7 = 11
Manyshot (Favored, PBS, Haste): 1d20 + 14 ⇒ (16) + 14 = 30 Damage, Arrow 1: 1d8 + 12 ⇒ (1) + 12 = 13 plus Damage, Arrow 2: 1d8 + 12 ⇒ (7) + 12 = 19
Hasted Shot (Favored, PBS, Haste): 1d20 + 14 ⇒ (11) + 14 = 25 Damage: 1d8 + 12 ⇒ (5) + 12 = 17
Rapid Shot (Favored, PBS, Haste): 1d20 + 14 ⇒ (6) + 14 = 20 Damage: 1d8 + 12 ⇒ (7) + 12 = 19
Iterative (Favored, PBS, Haste: 1d20 + 9 ⇒ (17) + 9 = 26 Damage: 1d8 + 12 ⇒ (7) + 12 = 19
Terrill Mayern |
His blade a deadly whirl of steel, moving so fast as to be invisible, Terrill strikes at the skeleton before him.
Attack yellow, 5-foot step to blue if yellow goes down.
+1 Curve Blade, Power Attack, Outflank: 1d20 + 13 - 2 + 4 ⇒ (16) + 13 - 2 + 4 = 31
Curve blade damage, Power Attack, Precise Strike: 1d10 + 8 + 6 + 1d6 ⇒ (6) + 8 + 6 + (2) = 22
+1 Curve Blade, iterative, Power Attack, Outflank: 1d20 + 8 - 2 + 4 ⇒ (15) + 8 - 2 + 4 = 25
Curve blade damage, Power Attack, Precise Strike: 1d10 + 8 + 6 + 1d6 ⇒ (8) + 8 + 6 + (5) = 27
+1 Curve Blade, Power Attack, Outflank: 1d20 + 13 - 2 + 4 ⇒ (15) + 13 - 2 + 4 = 30 Haste attack
Curve blade damage, Power Attack, Precise Strike: 1d10 + 8 + 6 + 1d6 ⇒ (8) + 8 + 6 + (4) = 26
+1 Curve Blade, Power Attack, Outflank: 1d20 + 13 - 2 + 4 ⇒ (15) + 13 - 2 + 4 = 30
Curve blade damage, Power Attack, Precise Strike: 1d10 + 8 + 6 + 1d6 ⇒ (4) + 8 + 6 + (5) = 23
+1 Curve Blade, iterative, Power Attack, Outflank: 1d20 + 8 - 2 + 4 ⇒ (16) + 8 - 2 + 4 = 26
Curve blade damage, Power Attack, Precise Strike: 1d10 + 8 + 6 + 1d6 ⇒ (4) + 8 + 6 + (2) = 20
+1 Curve Blade, Power Attack, Outflank: 1d20 + 13 - 2 + 4 ⇒ (9) + 13 - 2 + 4 = 24 Haste attack
Curve blade damage, Power Attack, Precise Strike: 1d10 + 8 + 6 + 1d6 ⇒ (10) + 8 + 6 + (2) = 26
134 points of damage...forgot to add haste attack bonus, add +1 if needed!
Desmond Aesculus |
Currently, I cannot edit the map on my mobile device.
Desmond guffaws at Atum's devastating strike. I'm glad he's on our side! his mouth is then set agape by the whirling blade of death that Terrill weilds. [occ]6 attacks? Way cool.[/ooc]
With his first enemy down, Desmond turns his attention to the closest skeleton, taking a 5 foot step over to deal with the yellow skeleton.
Power Attack, Haste, Fav. Enemy: 1d20 + 15 - 3 + 1 + 2 ⇒ (10) + 15 - 3 + 1 + 2 = 25
Damage: 1d8 + 6 + 9 + 2 ⇒ (4) + 6 + 9 + 2 = 21
Power Attack, Haste, Fav. Enemy: 1d20 + 10 - 3 + 1 + 2 ⇒ (11) + 10 - 3 + 1 + 2 = 21
Damage: 1d8 + 6 + 9 + 2 ⇒ (6) + 6 + 9 + 2 = 23
Hasted Power Attack, Haste, Fav. Enemy: 1d20 + 15 - 3 + 1 + 2 ⇒ (10) + 15 - 3 + 1 + 2 = 25
Damage: 1d8 + 6 + 9 + 2 ⇒ (4) + 6 + 9 + 2 = 21
Sahrek keeps attacking his foe. Was the skeleton tripped?
Bite, Haste: 1d20 + 13 + 1 + 2 ⇒ (14) + 13 + 1 + 2 = 30
Damage: 2d6 + 2 + 10 ⇒ (3, 4) + 2 + 10 = 19
Trip: 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35
Bite, Haste: 1d20 + 8 + 1 + 2 ⇒ (11) + 8 + 1 + 2 = 22
Damage: 2d6 + 2 + 10 ⇒ (1, 5) + 2 + 10 = 18
Trip: 1d20 + 15 + 2 ⇒ (17) + 15 + 2 = 34
Bite, Haste: 1d20 + 13 + 1 + 2 ⇒ (2) + 13 + 1 + 2 = 18
Damage: 2d6 + 2 + 10 ⇒ (3, 2) + 2 + 10 = 17
Trip: 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35
GM Bold Strider |
@Terrill: You don't add Precise Strike again on crits, fyi.
In a whirl of steel and wood, the Pathfinders fell the unholy abominations.
After regaining any lost health and composing themselves, the Pathfinders explore the field for more surprises, however they only find the corpses of most of the Chelish citizens who lived here when the orcs attacked. Another dozen or so orc bodies can be found at various spots around the corn field as well. None of the corpses possess anything of value and all appear to have died by sword strikes.
Where to next?
Terrill Mayern |
@Terrill: You don't add Precise Strike again on crits, fyi.
Yeah, I know. That was a product of forgetting to edit my dice roll text, was posting in a bit of a hurry.
Terrill moves to the next building to the north, gives the door a listen, and opens it.
Perception: 1d20 + 17 ⇒ (12) + 17 = 29
GM Bold Strider |
Terrill leads the group to the next building. It appears to be a barn or what is left of it anyway. Three burned human corpses hang from the crossbeam for the hay elevator. Large metal hooks are punctured through the chest cavities. Inside, many humans and orc bodies lay slain. There doesn't seem to be anything of value to Pathfinders in the barn.
Terrill Mayern |
Terrill studies the ground around the barn a bit, trying to discern what kind of creatures might have been here to cause such damage, and how recently.
Survival to track: 1d20 + 12 ⇒ (14) + 12 = 26
He then walks to the large building behind the barn, gives a listen at the door, and opens it.
Perception: 1d20 + 17 ⇒ (1) + 17 = 18
GM Bold Strider |
It is clear that the deaths of the humans and orcs in the barn were from a short-fought melee between some of the last protectors of the fort and the invaders. There are no definitive tracks to follow.
An investigation of the building behind the barn reveals stables. Most of the livestock has fled and those that have not were slain. There are no monsters or orcs or humans left behind.
Dragorin |
Charming. Dragorin says dryly
Terrill Mayern |
"Well, looks like there's not much left to check except that building across the moat," offers Terrill. "First, though, it looks like there's a mostly demolished building to the east, that we should take a look at, try to figure out what we can about those who attacked this place."
He leads the party to the remains of said building, keeping an eye open for surprises and tracks.
Perception: 1d20 + 17 ⇒ (8) + 17 = 25
Survival to track: 1d20 + 12 ⇒ (3) + 12 = 15
Halbarad of Arbor |
"Looks like the 'secret' got out."
Hal does a cursory pass around the barn and stables, looking for further signs of what happened here. Perception: 1d20 + 19 ⇒ (17) + 19 = 36
"I'd also like to have a look at those craters. Perhaps the orcs brought siege engines? Though I shudder to think what weapon could so demolish the very earth."
Basalte |
"Grmbll. As good an idea as any. Let's check it out." grumbles Basalte as he calms down after his rage.
Desmond Aesculus |
Desmond takes a look around, gently poking the corpses with the toe of his boot. "Hmpf, at least they put up a good fight," he says flatly. He the squints and stares over at the destroyed building. "Yeah - I agree we oughta check out those ruins 'n' craters over there. C'mon, boy." Dsmond pats the side of his leg and Sahrek follows close behind.
Desmond draws his bow as he approaches the shelled-out buildings - heading towards the northernmost one first, checking the area carefully.
Perception: 1d20 + 16 ⇒ (10) + 16 = 26
Unable to edit the map, but please place Desmond and Sahrek near the cratered buildings and the moat.