Halorn Zakok
|
Save (Reflex): 1d20 + 2 ⇒ (13) + 2 = 15
Halorn steps up. There actually appears to be some look of worry on his face. 5' step, move action to shorten reach weapon, attack Tripe.
Attack: 1d20 + 5 + 4 ⇒ (13) + 5 + 4 = 22
Damage (Bludgeoning): 1d10 + 6 ⇒ (8) + 6 = 14
| GM V |
What weapon are you using? Because your Dwarven Dorn-Dergar is a reach weapon and your 5ft away... Also Zui make me an acro check to see if you fall down the hole.
Esme screams as her beloved is struck down! "Kill him!" She screams. Then she moves and fire bursts from her hands and envelops the pathfinders!
Burning Hands: 1d4 ⇒ 2 Need reflex saves from Madge Halorn and Koriar
The skeleton then shifts fowards and its claws lash out at Halorn!
Claw: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Claw: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Round 2
Tripe dead
Talon [-19] Dying need stabilize check.
Halorn [-6] refelx save needed
Esme
Skeletons
Zui [-2] Running
Koriar [-11] 2 refelx saves needed
Madge [-6] 1 refelx saves needed
Aaziroth [-11] Out cold
Halorn Zakok
|
You can use a move action to shorten the Dorn-Dergar to 5' reach. Cut-and-paste from "Dwarves of Golarion":
Dwarven Dorn-Dergar: This exotic weapon is a 10-foot-long, heavy metal chain weighted at the end by a round ball of solid iron about
the size of a large fist. By adjusting the slack of the chain, the weapon can be used either with or without reach. Changing between using
it as a normal weapon and a reach weapon is a move action. Though fallen into disuse over the spanning centuries, the dorn-dergar is
still sometimes employed by dwarves who cling to the old ways.
Dwarves treat dorn-dergars as martial weapons.
Save (Reflex): 1d20 + 2 + 5 ⇒ (14) + 2 + 5 = 21
| GM V |
Weird. Thats a neat weapon. Also what ability gives you the bonus on reflex saves? Just curious.
Round 2
Tripe dead
Talon [-19] Dying need stabilize check.
Halorn [-7]
Esme
Skeletons
Zui [-2] Running
Koriar [-11] 2 refelx saves needed
Madge [-6] 1 refelx saves needed
Aaziroth [-11] Out cold
Madge Zolversson PFS
|
@GM The first +2 vs spells and SLAs is just from being a dwarf, the second +2 is from the feat Steel Soul, and the last +1 is from a trait. A friend of mine has a dwarf inquisitor that did the same trick
Reflex Save: 1d20 + 7 ⇒ (3) + 7 = 10
Madge steps up to the undead woman, withholding a strike, but still readying in-case the woman makes a hostile move.
"You'd best surrender now, missy! Best if we just stop this now, ya?"
Attack with Gladius: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d4 - 1 ⇒ (3) - 1 = 2
| GM V |
Koriar give me a stabilize roll. Also Madge im going to change your activation to something hostile versus casting a spell. Because no spell caster, besides maybe a magus, casts spells while they are in melee. They usually step back first!
Round 3
Tripe dead
Talon [-19] Dying need stabilize check.
Halorn [-7]
Esme
Skeletons
Zui [-2] Running
Koriar [-16] dying need stabilize check
Madge [-8]
Aaziroth [-11] Out cold
| GM V |
Halorn gives a mighty swing but the skeleton is able to dance out of the way!
Esme then moves to back up and Madge cuts her for her troubles. She hisses then casts a spell. Need a will save DC 12 Madge
The skeleton attacks Halorn!
Claw: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Claw: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Round 3
Tripe dead
Talon [-19] Dying need stabilize check.
Halorn [-15] Dying need stabilize check...
Esme
Skeletons
Zui [-2] Running
Koriar [-16] dying need stabilize check
Madge [-8]
Aaziroth [-11] Out cold
Oh goodness....
Koriar, the Unshackled
|
Do you prefer for us to start making stabilize checks round by round or post a bunch of checks and see in which round we'll make it?
Koriar, the Unshackled
|
Constitution (DC 10): 1d20 + 2 - 4 ⇒ (1) + 2 - 4 = -1 Round 3
Constitution (DC 10): 1d20 + 2 - 5 ⇒ (8) + 2 - 5 = 5 Round 4
Constitution (DC 10): 1d20 + 2 - 6 ⇒ (7) + 2 - 6 = 3 Round 5
Constitution (DC 10): 1d20 + 2 - 7 ⇒ (7) + 2 - 7 = 2 Round 6
Constitution (DC 10): 1d20 + 2 - 8 ⇒ (11) + 2 - 8 = 5 Round 7
Constitution (DC 10): 1d20 + 2 - 9 ⇒ (17) + 2 - 9 = 10 Round 8
| GM V |
Madge's eyes roll back in her head and she stands limp.
Esme them moves up to her and slashes with a dagger!
Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Crit Conferm: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Madge goes down with a daggers swipe!
Round 5
Tripe dead
Talon [-19] Dying need stabilize check.
Halorn [--15]
Esme
Skeleton
Zui [-2] Running
Koriar [-16] dying need stabilize check
Madge [-12] dying need stabilize check
Aaziroth [-11] Out cold
Esme rushes over to Tripe, seeing his crumbled form she screams in rage and her dagger falls into Halorn. "You killed him!" She screams.
Halorn Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Round 6
Tripe dead
Talon [-19] Dying need stabilize check.
Halorn [-21] Dying need stabilize check.
Esme
Skeletons
Zui [-2] Running
Koriar [-16] dying need stabilize check
Madge [-12] dying need stabilize check
[/b]Aaziroth [-11] Blinded and stunded but AWAKE![/b]
| GM V |
You hear a sickening wet slice as a dagger gets pulled out of someone and a woman weeping.
Round 6
Tripe dead
Talon [-19] Dying need stabilize check.
Halorn [-21] Dying need stabilize check.
Esme
Skeletons
Zui [-2] Running
Koriar [-16] dying need stabilize check
Madge [-12] dying need stabilize check
Aaziroth [-11] Blinded and stunned but AWAKE!
Your turn you can move and things but are blind and stunned for another 2 rounds
Aaziroth
|
Yeah, we handled this wrong. We should have fully healed and then scouted instead of rushing in. And the dice roller has only compounded our mistake.
"That didn't sound good and I don't hear any sounds of fighting or the voices of the others, except Ziu, who sounds like he's running around. Oh, my head is spinning. I better just lay here and hope they forget about me until I can think clearly."
I don't think I'll be much help standing up while still blind and stunned. Going to play dead for now and hope for the best.
Ziusudra
|
Yeah, we handled this wrong. We should have fully healed and then scouted instead of rushing in. And the dice roller has only compounded our mistake.
Once I'm no longer under a fear affect, I plan to summon some celestial aid and send it your way at a speed of 80' per round (160' if double-moving). I hope I'm in time. At the very least, with additional combatants in the area, we can start to pull our wounded out of danger.
Koriar, the Unshackled
|
I think the worst was indeed the dice bot... in the last 10 attacks, 7 were >15 (with 2 crits) and the ones that missed, 2 where bombs, so hit anyway...
| GM V |
I just want to say I am really sorry and feel bad about this. I have talked to a couple different GM's about this situation and they agreed that this is the way it would go. This module is hard and the dice not liking you guys hasn't helped.
As he lays there, doing his best to look dead, Aaziroth hears a woman weeping and with a cry of anguish the sound of a dagger sliding across flesh.
Meanwhile, far away, Zui finally shakes off the effects of the fear. As he looks around to figure out where he is, he realizes he's almost back to the stairs leading up to the temple and that he has the chime. Now he must decide to run back to his group, probably dead by now, or save his own life and return later to exact revenge.
Round 7
Tripe dead
Talon [-19] Stable.
Halorn DEAD
Esme
Skeletons
Zui [-2]
Koriar [-17] dying need stabilize check
Madge [-12] Stable
Aaziroth [-11] Blinded and stunned but AWAKE!
| GM V |
It will take you at least 5 turns to get back Zui. Unless you climb up the hole then it may be 4 turns.
Aaziroth hears more weeping and the shuffling of feet.
Round 8
Tripe dead
Talon [-19] Stable.
Halorn DEAD
Esme
Skeletons
Zui [-2] Running back
Koriar [-17] dying need stabilize check
Madge [-12] Stable
Aaziroth [-11] stunned
| GM V |
Even is Koriar, odd is Talon Who: 1d6 ⇒ 5
Esme steps up to Talon and jams her Dagger into his chest. "Why couldn't you just let us leave!" She screams as the dagger falls.
Cue-de-Grace: 2d4 + 4 ⇒ (4, 2) + 4 = 10 Need a fort save DC 20 or die.[/dice]
Round 8
Tripe dead
Talon [-29] Stable.
Halorn DEAD
Esme
Skeletons
Zui [-2] Running back
Koriar [-17] dying need stabilize check
Madge [-12] Stable
Aaziroth [-11]
[ooc]Zui its another 4 rounds till you get back
Aaziroth
|
Aaziroth cringes when he hears the woman scream and the sound of cutting flesh. Finally feeling his mind clear, he opens his eyes to make sure no one is around him. Seeing that no one is near, he places a hand on his chest to heal his wounds.
Lay on hands: 1d6 + 1 + 2 ⇒ (6) + 1 + 2 = 9
He then picks up his sword and stands up, readying his shield and taking a step closer to the zombie. I'm assuming I dropped my sword and let go of my shield, although it would still be strapped to my arm.
"Enough! Killing them won't bring him back. I don't know why the priests didn't save you but the dead should remain so. Come here and I'll reunite you with your beloved."
Ugh, picking Talon moved her too far away. Sorry I'm not going to be able to save everyone. I was hoping she would stop after killing Halorn.
| GM V |
Nice Roll! Yep you would have dropped them. When you look at it from her point of view, they tried to bargain with you to leave and you said no. So she blames everyone for his death.
Seeing one of her foes stands she screams in rage, then casts a spell, taking a step forward. Need a will save vs daze. And need that fort Talon as she finishes the full round from last round.
"Kill him!" She shouts to the skeleton.
The skeleton moves up and attacks Aaziroth!
Attack: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d4 + 2 ⇒ (4) + 2 = 6 Wow max heal then max damage
Round 9
Tripe dead
Talon [-29] Need Fort save and maybe a stabilize check
Halorn DEAD
Esme
Skeletons
Zui [-2] Running back
Koriar [-17] dying need stabilize check
Madge [-12] Stable
Aaziroth [-8]
Zui its another 3 rounds till you get back