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"Careful. The tunnels are slick and someone is preparing for us. I'm going forward." Axe ready, Tim moves forward into the tunnels.
20 feet normal move to the entrance to the tunnels. 5 feet at half speed to enter tunnels (Acrobatics below). 15 feet into the tunnels at half speed (Acrobatics below). If I can't occupy the square I'm in, move me back five feet.
Perception: 1d20 ⇒ 14
Acrobatics: 1d20 + 6 ⇒ (20) + 6 = 26
Acrobatics: 1d20 + 6 ⇒ (4) + 6 = 10

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You're fine there. In the interest of helping those with dumped dexterity, I'll say that you can hold onto the wall with one hand to get a +4 to the check, at the cost of not being able to wield a weapon or shield in that hand.

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You hear a voice that sounds like a male human yell, "Move forward, yes, right there. Now stop! Attack anything that comes within your reach."
Initiative order:
Tim
???
Fatham
Thergrom
Kastarr
BABS
???

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Fatham and Splittooth both make their way toward the sound of the voices, following Tim into the tunnel.
Both of them sniff at the air, awaiting an ambush.
acrobatics: 1d20 + 4 - 3 ⇒ (17) + 4 - 3 = 18
acrobatics: 1d20 + 2 ⇒ (10) + 2 = 12

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Fatham can get 10 more feet into the tunnel than what you've moved on the map, because you only start having to do half speed once you're in the tunnel, and your dinosaur can get 30 feet into the tunnel due to faster move speed. Do you want to go further in?

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Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Kastarr notices that the floor is wet and looks slippery. Hia buckler can be a little awkward sometimes so he stows it away before venturing into the tunnel.
Gives him a +1 acrobatics, but drops his AC to 16.
1st round:30' to move to the tunnel entrance, move action to put buckler away. 2nd round:Double move.
Acrobatics: 1d20 + 1 ⇒ (9) + 1 = 10
Acrobatics: 1d20 + 1 ⇒ (5) + 1 = 6

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Perception: 1d20 + 6 ⇒ (8) + 6 = 14
B&B both enter the tunnel slowly, ready to get into it.

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You hear further muttered talking coming from beyond the tunnels, but nothing more.
Are you using the hand without the buckler to hold onto the wall, Kastarr? If not, make a reflex save for that failed check on your turn.
Tim is up.

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Reflex save: 1d20 + 4 ⇒ (15) + 4 = 19
Kastarr underestimated the slickness of the floor, or perhaps overestimated his own sense of balance. The ranger's feet slip and he almost falls. He reaches out to steady himself against the wall, before proceeding.

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Tim sees a human in armor holding a heavy pick, just around the bend in the tunnel.

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"Can see an armored human with a heavy pick from here! Who are you?" Tim keeps moving forward.
Acrobatics: 1d20 + 6 ⇒ (8) + 6 = 14
He'll make another half move ahead. If that edge of the tunnel is a hard corner, he'll move straight ahead. If it's not, he'll move two squares east and one square north.

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Fatham and Splittooth opt to circle around the north passage.
While Fatham easily maintains his feet, the dinosaur struggles to keep its feet under it.
acrobatics: 1d20 + 4 - 3 ⇒ (20) + 4 - 3 = 21
acrobatics: 1d20 + 2 ⇒ (1) + 2 = 3

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Tim now sees (and Fatham will see on his turn shortly), in addition to the first human, a human zombie standing next to him, and another human standing behind them. This one is wearing a helmet decorated like a skull and is also holding a heavy pick.
"Who are we? Your doom, orc!" the one in the skull helmet cackles. He lifts a vial of liquid to his mouth and drinks, then throws it away melodramatically, smashing the glass to bits on the floor.
Fatham needs to make a reflex save for his dinosaur to keep it from falling.
Initiative order:
Fatham: Moved forward
Thergrom
Kastarr
BABS
???
Tim
???

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acro 1: 1d20 - 2 + 4 ⇒ (13) - 2 + 4 = 15
acro 2: 1d20 - 2 + 4 ⇒ (20) - 2 + 4 = 22
Thergrom sheathes his axe and carefully moves forward into the tunnel.
I'm going to assume 4 rounds of my shield have expired

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"Yes, come to me, Pathfinders -- you shall suffer the same fate as your foolish colleague. He thought me a humble priest of Irori, but it was I -- Fel Bustrani, High Priest of the Grim Harvestman -- who led him to his doom, and that of all Taldor!"
Kastarr and BABS still are up. Updated initiative:
Fatham: Moved forward
Thergrom: Sheathed his axe and moved forward
Kastarr
BABS
Cultist
Tim
Zombie
Fel Bustrani

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Bertha hears the challenge, and casts Magic Fang on Betsy, then moves forward drawing her falchion.
Betsy takes off, feeling the magic coursing through her tusks, and moves down the tunnel, waiting for something to come in reach.
Due to the tunnel twisting, can't charge, so Betsy moves and then delays, attacking the first foe to come in reach.
Gore Attack: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
Pierce Damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5

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Acrobatics: 1d20 + 5 ⇒ (4) + 5 = 9
Reflex: 1d20 + 4 ⇒ (11) + 4 = 15
Acrobatics: 1d20 + 5 ⇒ (18) + 5 = 23
Kastarr tries to move forward, but his feet are all over the place on the slippery rock. The ranger manages to keep his balance and struggles to shuffle forward, toward the sounds of the enemy.

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Sorry - I totally forgot about the acro checks and speed limitations. Given that...
Acro for Betsy: 1d20 + 5 ⇒ (20) + 5 = 25
Acro for Bertha: 1d20 + 7 ⇒ (20) + 7 = 27
Well, I wish those were attacks, but at least there is sure footing! In any case, moving icons back for half moves

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Grinning cruelly at Tim, the cultist grips his heavy pick in two hands and readies himself for the fight.
Tim
Zombie
Fel Bustrani
Fatham
Thergrom
Kastarr
BABS
Cultist

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Tim moves further up on the slippery floor of the tunnel. Seeing he has gotten pretty far ahead of the rest of the Pathfinder team, he pauses and waves up the cultist with the heavy pick and his undead minion. He readies an attack in case they are foolish enough to do so.
Acrobatics: 1d20 + 6 ⇒ (15) + 6 = 21
Attack: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d8 + 6 ⇒ (3) + 6 = 9
I'm on a phone so can't move Tim, but I want to make a half speed single move to the square immediately to his northeast. I should end up with a five foot gap between Tim and the cultist.

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Sorry about disappearing, I thought I'd made a post saying it'd be a few days due to workload at my job, but the forums seem to have eaten it.
As Tim steps forward, the cultist swings his readied pick, catching the half-orc with a glancing blow. 3 damage to Tim.
Fel Bustrani steps forward and casts a spell, chanting a dark prayer, and points at the dinosaur. "Flee, strange reptile! Fear the power of Zyphus!"
Splittooth must make a DC 14 Will save or be Frightened.
Fatham
Thergrom
Kastarr
BABS
Cultist
Tim
Zombie
Fel Bustrani
damage: 1d6 ⇒ 3

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Thergrom plods forward in the muck, deftly latching onto the torch-sconce to save himself from embarrassment.
spellcraft: 1d20 + 6 ⇒ (3) + 6 = 9
acro 1: 1d20 - 2 + 4 ⇒ (3) - 2 + 4 = 5
acro 2: 1d20 - 2 + 4 ⇒ (20) - 2 + 4 = 22
reflex: 1d20 + 1 ⇒ (15) + 1 = 16
shield - 5 rounds left

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Bertha and Betsy both move forward, continuing to double move at half-speed.

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I rolled acrobatics for you, Fatham, and you did fine. The dinosaur fails the second acrobatics check to double move, but made the reflex save so doesn't fall down.
Splittooth flees from the supernatural terror.
The cultist attacks Tim again, and Bustrani orders the zombie to swing as well. Neither lands a solid blow against the stalwart half-orc.
I forgot to have the zombie move, so I delayed its action to the same as the cultist's.
Tim
Fel Bustrani
Fatham
Thergrom
Kastarr
BABS
Cultist
Zombie
acrobatics for dinosaur, reflex save: 1d20 + 2 ⇒ (13) + 2 = 151d20 + 2 ⇒ (5) + 2 = 71d20 + 3 ⇒ (11) + 3 = 14
cultist pick: 1d20 + 2 ⇒ (5) + 2 = 7
zombie slam with guidance: 1d20 + 2 + 1 ⇒ (8) + 2 + 1 = 11

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Tim lands a solid blow with his axe, and the cultist staggers as his blood sprays across the room.
"Step back, Martos, I will heal you in a moment!" Bustrani exclaims to the man, then casts the same spell he cast before, on Tim this time. Once again, Tim feels a wave of supernatural terror overwhelm him.
Sorry, Tim, but you're the most immediate threat here. DC 14 Will save or be Frightened.
Fatham
Thergrom
Kastarr
BABS
Cultist
Zombie
Tim
Fel Bustrani

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Fatham growls and steps forward. "You'll be dead in a moment!" the druid calls to the front-line fighter as he strikes him with his scimitar.
MW Scimitar (cold iron): 1d20 + 5 ⇒ (11) + 5 = 161d6 + 4 ⇒ (4) + 4 = 8
acrobatics: 1d20 + 1 ⇒ (19) + 1 = 20 Do we still need acrobatics checks here? If so, here's a roll.

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Kastarr realizes that Bertha will probably get to the battle line before he can. Instead of rushing forward Kastarr hangs his axe and draws his bow, loosing an arrow past Bertha and into the melee, targeting the cultist in front. (red)
Darkwood bow: 1d20 + 4 ⇒ (2) + 4 = 6 Soft cover, firing into melee.
Kastarr curses as his arrow ricochets off the stone ceiling, about as wild as an arrow could fly.

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Bertha does carefully make her way forward to finally slice her falchion at the foe (red).
Attack, flank: 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 26
Damage: 2d4 + 6 ⇒ (2, 4) + 6 = 12
Crit Confirm?: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20
Additional Damage: 2d4 + 6 ⇒ (3, 2) + 6 = 11
Meanwhile, Betsy also makes it into the fray, and attacks the undead (yellow).
1d20 + 4 ⇒ (7) + 4 = 11

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Acrobatics checks are needed to get to the edge of the room. If you step out of the tunnel and into the room, the 'grease' effect doesn't reach any further.
Fatham cautiously moves forward and strikes down the cultist, leaving him in a pool of blood on the floor.
Bertha isn't quite able to move forward fast enough to get a strike in at the zombie. Bertha, do you want to move forward out of the tunnel into the room?
Betsy gores the zombie, but it doesn't seem to notice.
"How dare you! Zyphus take your soul, you filthy hobo!" Bustrani screams at Fatham, and steps forward, reaching out towards the druid. Inky darkness coalesces around his hand, and with a sudden thrust forward, he manages to press it to Fatham's chest just over his heart.
Fatham feels his heart flutter, nearly stopping. He is suddenly unable to breathe, and his muscles stiffen like the limbs of a corpse. Darkness begins to cover his vision, and he tastes coppery blood in his mouth. Is this it? Is this death? he asks himself, trying to force his soul to cling to his body through an act of pure will.
At the last moment, Fatham manages to coax his betraying muscles to pull away from Fel Bustrani's hand, and he staggers back, blood dribbling from his lips. The wild-haired man blinks as the darkness fades from his vision. 10 points of damage to Fatham.
The dark cleric curses as Fatham manages to survive his death touch. "Kill him!" he orders the zombie, pointing at the druid, but the clumsy corpse's swing impacts Fatham's shield.
Gore damage: 1d6 + 1 ⇒ (2) + 1 = 3
death touch: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11
damage: 2d6 ⇒ (4, 6) = 10
zombie vs. Fatham: 1d20 + 2 ⇒ (13) + 2 = 15

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Eyes widening at the nearly lethal attack on Fatham, Tim shifts his attention to Bustrani. With the firmer footing of the room available, he steps up and swings his axe twice at the evil priest.
Attack 1: 1d20 + 5 ⇒ (11) + 5 = 16
Damage 1: 1d8 + 4 ⇒ (2) + 4 = 6
Attack 2: 1d20 + 5 ⇒ (1) + 5 = 6
Damage 2: 1d8 + 4 ⇒ (3) + 4 = 7

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Both of Tim's attacks are deflected by Fel's full plate armor.
I think I messed up init order slightly, so I'll just group the Zombie and Bustrani together. All PCs are up.
Fatham
Thergrom
Kastarr
BABS
Tim
Zombie
Bustrani

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I might have already acted in that round, but if not...
Tim takes another step up hoping that someone will arrive to help distract Bustrani. He swings twice more with his axe.
Attack 1: 1d20 + 5 ⇒ (4) + 5 = 9
Damage 1: 1d8 + 4 ⇒ (2) + 4 = 6
Attack 2: 1d20 + 5 ⇒ (10) + 5 = 15
Damage 2: 1d8 + 4 ⇒ (7) + 4 = 11
Dice have gone cold!

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Fatham's eyes bulge as he just narrowly escapes the grasp of death. Not even a saving throw! Ouch!
The druid steps back a pace, breathing heavily, and draws a wand, which he activates to heal some of his grievous wounds.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3

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Thergrom steadies himself against the wall and anticipates the leader's action to interrupt any spell he may cast.
3 rounds of shield left
readied action to cast magic missile at Bustrani should he begin casting a spell
readied magic missile damage: 1d4 + 1 ⇒ (3) + 1 = 4

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Fatham's eyes bulge as he just narrowly escapes the grasp of death. Not even a saving throw! Ouch! The druid steps back a pace, breathing heavily, and draws a wand, which he activates to heal some of his grievous wounds. CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Because the tunnel floor is difficult terrain, you can't do a 5ft step. Moving will provoke an AoO. Do you still want to do so? I wouldn't object to you having the wand in a convenient place, like tucked into a belt or a sheath, to allow you to draw it as a weapon - like object, and therefore not provoking.
-Posted with Wayfinder

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I am confused - Bertha took 3 rounds to slowly work through the tunnel at 1/2 speed, and was able to get up to the red outlined (zombie?) before the attack (which was a pretty massive hit). You are saying this was no good? I don't see red on the map anymore, so maybe it doesn't matter - or perhaps I am just way confused! It has been a long week...I just realized Fel is Bustrani, but I don't see him on the map, either. In any case:
Betsy moves into the room, trying to avoid the zombie's attacks.
Acrobatics: 1d20 + 5 ⇒ (12) + 5 = 17
Gore Attack: 1d20 + 5 ⇒ (2) + 5 = 7 Not going to cut it I think...
Bertha moves out of the tunnel and is happy to be on more sturdy footing. She swings at the zombie.
Falchion Attack: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19
Damage: 2d4 + 6 ⇒ (2, 4) + 6 = 12

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Sorry for the confusion, BABS. The red NPC was a human, and was killed by Fatham before your turn. You didn't have enough movement to continue your movement to the zombie and attack it that turn, and you didn't say you wanted to continue your movement anyway, so I left you where you were. Fel Bustrani is the person in the dark helmet on the map, next to the zombie.
Bertha strikes a powerful blow against the zombie, nearly severing its spine. Betsy tries to finish it off, but its rotting flesh is surprisingly resilient.
Just waiting on Kastarr.

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Ah! Got it, thanks! All makes sense now. Would it be possible to highlight all the badguys in a color? With so many icons being reused for characters and bad guys, it is sometimes hard to tell by sight who is on which side. :)