
Dylan Arroway |

Round 3
Dylan will Channel Energy again targeting the Skeletons.
Channel Energy: 2d6 ⇒ (4, 5) = 9
After he is done Channeling energy Dylan takes his move action to manuver behind Amendithas, next to Zeke and then back down to where Ralof was just at. Grabbing his Morningstar from his shield hand in the process.

GM Grecko |

Round 2 Summary
Dylan had channeled energy healing both Ammy and Ralof
Creature 2 and 3 attacked Ralof and missed.
Zeke's knowledge check did not reveal anything about the creatures. He also missed his attack.
Ammy is still Dazed (4rds left)
Ralof takes a 5 foot step back and launches an arrow at #3 knocking off several pieces of rib bone.
Round 3 Begins

GM Grecko |

Dylan channeled energy against the creatures. They seem unaffected by the positive energy wave targeted to harm undead.
He then moves to the open square, crossing two threatened zones to do so
C2 AoO: 1d20 + 5 ⇒ (18) + 5 = 23 Hit
C2 Dmg: 1d6 + 1 ⇒ (5) + 1 = 6
Dylan Fort1: 1d20 + 5 ⇒ (19) + 5 = 24
C3 AoO: 1d20 + 5 ⇒ (5) + 5 = 10 miss
Dylan takes a hit, but shakes off the paralysis effect of the bite.
-----
*I misread their tactics, they attack the closest enemy regardless of if they are dazed or not, so ammy will be attacked by #2
C2 Att: 1d20 + 5 ⇒ (9) + 5 = 14 miss Ammy
C3 Att: 1d20 + 5 ⇒ (5) + 5 = 10 miss Dylan

Archibald "Zeke" von Hoftenkraf |

Zeke picks up and fires at #2, who is provided soft cover from Ammy, the last of the 3 blunt arrows he snaked from Ralof:
Bow: 1d20 + 1 + 6 ⇒ (7) + 1 + 6 = 14 (PBS)
Damage: 1d6 + 0 - 2 ⇒ (4) + 0 - 2 = 2 (PBS, Str penalty)

GM Grecko |

Archibald "Zeke" von Hoftenkraf |

Zeke drinks his True-Strike extract and grabs some more blunt arrows from Ralof's quiver.
Arrows grabbed: 1d4 ⇒ 1

Dylan Arroway |

Dylan targets the skeleton taking cheap shots at Amendithas and swings.
Morningstar: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

GM Grecko |

GM Grecko |

Archibald "Zeke" von Hoftenkraf |

Zeke is growing weary of this encounter... with his True Strike extract active, Zeke lobs one of his last two remaining bombs at #2, who Zeke still sees as the primary threat since it hasn't done its little dance yet...
Bomb: 1d20 + 5 + 1 + 20 ⇒ (8) + 5 + 1 + 20 = 34 (PBS, True Strike)
Damage: 2d6 + 2 + 1 ⇒ (3, 1) + 2 + 1 = 7 (PBS)
Precise shot to prevent splash damage to Dylan & Ammy's squares.
Splash damage = 4 (DC13 Reflex save for 1/2 damage)
I checked up on PBS, and though the Bomb description says that a bomb's splash damage is always equal to its minimum damage on a direct hit, the PBS entry specifically says that the bonus damage applies to direct hits only, not to splash damage, and mentions Alchemist bombs specifically.

GM Grecko |

Round 5 Summary
Dylan takes a few chunks out of #2
The creatures miss Ammy and Dylan respectively
Zeke nails #2 with a bomb
Relex: 1d20 + 6 ⇒ (19) + 6 = 25
#3 takes half damage from the splash
Ammy has 1 more round of daze
Ralof fails to knock his arrow correctly as it drops to the ground on his shot.
Round 6 Begins

GM Grecko |

Archibald "Zeke" von Hoftenkraf |

Zeke fires the blunt arrow he snatched from Ralof in round 4 at #2.
Bow: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9 (PBS)
Damage: 1d6 + 0 + 1 - 2 ⇒ (5) + 0 + 1 - 2 = 4 (PBS, str penalty)

GM Grecko |

GM Grecko |

Same pattern as before
C2 Att: 1d20 + 5 ⇒ (6) + 5 = 11 Miss Ammy
C3 Att: 1d20 + 5 ⇒ (11) + 5 = 16 Miss Dylan
---
I'll pre-roll the AoO's for Ralofs Overrun attempt. Obviously both Zeke and Amendithas go before Ralof, so that could change some things, but here it goes.
C2 AoO: 1d20 + 5 ⇒ (10) + 5 = 15 Miss
C3 AoO: 1d20 + 5 ⇒ (16) + 5 = 21 Even with Saving Shield it hits
C3 Dmg: 1d6 + 1 ⇒ (2) + 1 = 3
Ralof Fort: 1d20 + 5 ⇒ (17) + 5 = 22 He shrugs off the paralysis

Amendithas |

Amendithas, shaking off his daze, attacks creature #2. He'll pick up his sword if it was dropped in his stupor.
Large Bastard Sword: 1d20 + 8 ⇒ (16) + 8 = 24 (Rage/Power Attack)
Damage: 2d8 + 12 ⇒ (4, 3) + 12 = 19

Archibald "Zeke" von Hoftenkraf |

Zeke, going before Amendithas, picks up the blunt arrow that Ralof dropped, and fires it at #2 (cover):
Bow: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23 (PBS)
Damage: 1d6 + 0 + 1 - 2 ⇒ (5) + 0 + 1 - 2 = 4 (PBS, Str penalty)

GM Grecko |

Zeke feels as if he finally has the hang of firing past the lumbering oaf in front of him. He licks a feather and knocks an arrow. One carefully aimed draw releases, taking out the final structural pieces of the construct.
Amendithas, who was preparing to swing at the creature before him, changes his target to the snake-like beast whom dazed him for so long. With one clean swipe, he slices the top of the skull off the creature... It falls to the ground in a heap.
---
We will be off of initiative for now.

Dylan Arroway |

Dylan will suggest to everyone that they should peek in on that third tunnel and see what is in there or go check out the room with the Derro in it.

Dylan Arroway |

Here is the order I put us in for checking out the last tunnel
The group gathers up everything they drop on the ground taking a quick look to see if the constructs had anything of any value on them before heading into the last tunnel to explore.
perception: 1d20 + 3 ⇒ (11) + 3 = 14

Archibald "Zeke" von Hoftenkraf |

Zeke agrees to checking in the last of the three hidden passages.
Zeke approaches the door out ahead of the group and carefully peeks inside:
Stealth: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
Perception: 1d20 + 9 ⇒ (1) + 9 = 10
He reports back to the group.

GM Grecko |

Three wooden tables stand in the middle of this room, their surfaces stained red with old bloodshed. To the east stands a ten-foot-wide hutch with wicker doors opening into a strawlined cage.
The body of a man lay upon one of the tables. You can just barely make out four creatures that appear attached to man. It's a bit too dim to make them out completely.
Inside the hutch, two more of these creatures rest among the straw.
If you shed some additional light to see them better, you can then make a Kn:Nature check to identify these creatures.

Dylan Arroway |

Dylan upon hearing of the man on the table, possibly being harmed by these creatures, suggests be try to save him if possible. He will cast spells before we act.

GM Grecko |

You are able to see that the man on the table is clearly dead. The creatures resemble giant mosquitoes, about a foot in length with 4 bat-like wings and several tangle thin legs each. Each of them is feasting on the blood of it's victim from its long razor thin proboscis.
You didn't bother to roll a stealth (be sure to remember if you plan on being sneaky) however, the creatures seem to not react to your presence. The two inside the hutch do become agitated when they notice you peering in through the secret door, but are unable to leave the hutch.

Archibald "Zeke" von Hoftenkraf |

Zeke, noticing that Ammy wasn't stealthy, and the creatures didn't seem to care, says, "Maybe they won't care that we're here..."
Zeke looks to the others for objection and that everyone is ready, then steps into the room.

GM Grecko |

Proceeding with the assumption that the lights are on.
You all head on in. It is as described.. Tables stained with old blood. The body of an elderly man white as a ghost. The creatures bellies pulse a deep blood red with every sip. The two in the cupboard have a muted yellow underbelly.
You could make the assumption that the creatures were placed upon the body deliberately to drain him of blood. Who placed them there is unknown.
Amendithas - Perception: 1d20 + 4 ⇒ (17) + 4 = 21
Dylan - Perception: 1d20 + 3 ⇒ (12) + 3 = 15
Ralof - Perception: 1d20 + 10 ⇒ (20) + 10 = 30
Zeke - Perception: 1d20 + 9 ⇒ (20) + 9 = 29
Everyone except for Dylan hears a splashing sound coming from the passageway to the south.

Archibald "Zeke" von Hoftenkraf |

Kn Arcana: 1d20 + 6 ⇒ (20) + 6 = 26
With bow drawn and arrow knocked, Zeke crosses the room, slowly, giving the bugs a wide berth, and listens/peeks down the far passage:
Stealth: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22 (Mutagen)
Perception: 1d20 + 9 ⇒ (12) + 9 = 21

GM Grecko |

You've heard that necromancers tend to drain the blood from a body prior to the assembly of flesh golems. These creatures seem like a particularly efficient way to get the job done.
GM Rolls: 2d20 ⇒ (14, 3) = 17
You look from the edge of the passageway. With the help of Dylans light, you can make out a filthy room, with a pile of dismembered arms and legs in the center island surrounded by generously wet mud and muck.

Archibald "Zeke" von Hoftenkraf |

Zeke shares his knowledge with the group, quietly, also indicating that he had heard something, in case the others hadn't...
Zeke moves to a position behind the table, draws an arrow, and readies a shot to be fired at any assailant that appears from the passageway... and waits.

Ralof's Surrogate |

Amendithas |

Dylan Arroway |

Dylan Arroway |

If after a few seconds nothing is coming down the passage Dylan will travel down the passage quietly as he can.
perception: 1d20 + 3 ⇒ (18) + 3 = 21
stealth: 1d20 + 2 - 5 ⇒ (4) + 2 - 5 = 1
He travel till he comes to the opening, if he sees any creatures and they notice him, he retreats back to the group.
initiative: 1d20 + 3 ⇒ (14) + 3 = 17

GM Grecko |

You travel down the passageway til you can see the cavern fully. With the light from your sword illuminating the entire cavern, you can clearly make out the pile of severed limbs.
Dylan Heal: 1d20 + 7 ⇒ (15) + 7 = 22
The limbs have been separated with an almost surgical precision. However one of the limbs has been stripped down to nearly the bone, as if something had been chewing on it just moments ago.
If the others heard splashing, you do not see what would have caused the noise.

Archibald "Zeke" von Hoftenkraf |

Zeke follows...
Stealth: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Perception: 1d20 + 9 ⇒ (4) + 9 = 13

Dylan Arroway |

GM Grecko |

Dylan gets his wish. Upon tapping around the muddy waters, his sword hits a small patch to his left. Soon as he does, a pair of eyes open up and a tentacle emerges from the muck, sending mud flying throughout the cavern.
The tentacle lashes out at Dylan. (surprise round)
T1: 1d20 + 3 ⇒ (5) + 3 = 8
The tentacle glances off Dylans armor. You have seen this before (except Zeke) This is the tell-tale tentacle of an Otyugh.
---
Amendithas - Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Dylan - Initiative = 17 (previously rolled)
Ralof - Initiative: 1d20 + 3 ⇒ (9) + 3 = 12
Zeke - Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Otyugh - Initiative: 1d20 + 0 ⇒ (18) + 0 = 18
Order.
Amendithas
Zeke
Otyugh
Dylan
Ralof
---
Something to note, with most of it's body in the muddy water currently, its AC is benefiting from cover.

Archibald "Zeke" von Hoftenkraf |

Kn Dungeoneering: 1d20 + 7 ⇒ (17) + 7 = 24
Zeke steps back down the passage a ways, "Come on Dylan, let's leave him be."
Full round action to withdraw.