| Hu5tru |
The squeeze into the next cavern is quite... intimate, and the particularly large gravel beneath your feet does not agree with the plate mail of your resident Goblinbane. As you move, you are starting to realize that moving away from the water was a wise choice, as simply walking upright requires a bit of an effort here with the moisture and the loose flooring.
While not difficult terrain, if you want to do anything fancy that requires an acrobatics check, the DC increases by +2
Immediately upon entering the cavern, you recognize that things are not particularly well. A faint stench of decay easily recognizable from the stagnant waters without assaults your nostrils, and as you turn the corner, you recognize that you have discovered the lair of a rather large spider.
At its feet lies a prone animal, something vaguely reptilian in nature, but you cannot be certain unless you get closer with your torches Am assuming that you don't bully straight into the scene, however, if you would like to start combat, feel free to place yourselves and roll initiative.
The spider is a giant wolf spider. It has darkvision, tremor sense, can climb fairly well and shoot web. Also, you do not want to get bit by one because it is poisonous.
Also, the creature it is currently eating is a gecko of some sorts.
| Broderus |
Knowledge (Nature) - 1d20 + 4 ⇒ (1) + 4 = 5
Broderus, unfamiliar with these surroundings, slowly shuffles into the chamber, his hands gripping his weapons tightly. He tries to stay in the field of light created by Treygan and Seiji,watching his footing carefully. He eyes the spider but doesn't make any overtly aggressive actions towards it.
I take up position at H-5 and just in case,
Initiative - 1d20 + 2 ⇒ (8) + 2 = 10
| Yamamoto Seiji |
"If it has just fed, unlikely." Seiji replies, his voice low. "By its markings and proportions, I can tell that it is a wolf spider, though I have not seen one of so great a size before. It should act in a similar manner to its smaller kin. If it perceives a threat to its lair, or to its meal, it will certainly attack us. If we leave it be, it should ignore us. Be sure that it already knows we are here. It can feel us."
| Hu5tru |
Brinestump Caverns 02
Note that I'm using the maptools grid for coordinates, and if you have good enough eyes, that it doesn't match the Paizo grid, but... close enough, no? One of these days, I'll learn how to free hand these things, but, nope, not good enough to rough it. Sorry.
Stepping back from the spider's lair, you find yourself in the main cavern again, and with Treygan and his torch leading, at the edge of the water. Being intelligent and wise adventurer's, you pause near the edge to pick up a loose rock and sink it into the waters. It lands with a meaty thunk and you each pause on the ball of your feet in the pregnant moments that follow, as though expecting something to rise from the sediment and attack you-
But the only thing you hear is the continued dripping from the walls, and the occasional rustling of the nettles with the breeze and snap of the flames on Treygan's torch.
Assuming Broderus leads as the guide
As Broderus enters the water, it quickly becomes apparent that this is no typical surface pool. Two steps in it is close to his knees, and he has a fair distance to go. The loose rocks that make up the floor are covered in stagnant water sludge and extremely slippery. It is safe to assume the shorter folk in the party will have difficulty making this crossing.
Go ahead and state which order you would like to go in to get to the other side, and give me your desired ending coordinate + direction you would like to go in your next posts, as well as an Acrobatics Check DC 14 to stay vertical, or slip and fall into the water and become prone.
| Valcrim Flinthammer |
Valcrim takes a deep breath and speaks a short prayer to Torag to shield his pride (casting Guidance) and stows away his shield so his balance is improved, before trying his best to cross.
Acrobatics 1d20 - 3 ⇒ (17) - 3 = 14
Anything but graceful, the dwarf manages to stay standing, giving credence to the famed dwarven stability, drawing his shield when he is safely across, ready to take on any danger, and block it from approaching his prone companions.
| Treygan Gorski |
I'll go last, waiting for Joya, but here's my roll.
"Looks like my turn." Despite the heavy armor, Treygan shows off skills unexpected by such a divine warrior, staying afoot with ease. "Looks like all that time imitating Shalelu paid off when I was younger."
Acrobatics - 1d20 + 5 - 3 ⇒ (19) + 5 - 3 = 21
| Joyabraund Northropple |
Ya know you guys need to limber up. Do some stretching?
Joya crosses with the skill of a person simply built for such activity. Take 10 for 18
Upon seeing Treygan cross Joya will clap silently, VERY impressive sir paladin. You have a future in the arts if the adventuring ever grows tiresome!
Pshaaw to the anti short people sentiment! As a percentage team Dwarfling (or Halrf if you like) had a hundred percent completion rate to team human's measly thirty-three percent! :p
| Treygan Gorski |
Or like this. Broderus went first (7), splash, then Seiji (11), splash, then Valcrim (14) saw where not to step, then Joya found a better path (18), and finally Treygan (21), who just looked where everyone else started to slip.
| Valcrim Flinthammer |
Torag: The god of safe footing in treacherous caves. The Guidance spell was the sole reason he managed to find footing.
Valcrim gives a sigh of relief that he made it over without the involuntarily soak, and clutches his iron holy symbol, offering a prayer for the safety of his companions. (Casting guidance on the other two so they get a +1 on their checks to find footing and cross)
"Don't be worryin'" he calls to Broderus "Yer armor should be fine if ye let me clear out tha joints later tonight." he assures him.
| Hu5tru |
Giggles. Yeah, I probably should have put 10 in there if you could make it on 10, since it's not really opposed, but I wasn't thinking clearly.
After some difficulty for Broderus and Yamamoto Seiji, and aide from the unflappable Father Goblinbane, the group finds themselves on the other side of the water, and back on loose rocky ground.
You find yourselves at yet another junction. There is another small fissure in the cave walls to your left, that when investigated, yields a very slight stirring of air. Ahead of you, the path is wide enough for several of you to stand abreast if you intend to power through.
Whelp, intended to get this up sooner, but afforementioned online group melted in chat, forcing me to eject another player from my Kingmaker game. Apologies.
| Yamamoto Seiji |
I think it's pretty funny that Broderus and Seiji took a spill. The two most trusted to scout a safe route...
"The wider path would be best." As he speaks, Seiji fingers through his satchel, ensuring that all his alchemical components remain sealed. "We can investigate the smaller sections on our way out."
| Broderus |
Broderus runs his hands through his wet hair, "Someone remind me to find a nice strong fire tonight."
A sheepish grin appears on his face as he realizes the party's two trackers took the worst tumbles in the water, even as their heavily armored dwarf stood firm!
"Yes, the wider path should be the better choice," he says as he steps forward.
Perception - 1d20 + 4 ⇒ (5) + 4 = 9
| Valcrim Flinthammer |
"Me eyes see well in tha dark. Keep yerselves behind me, lads, an' I'll lead fer now. Underground be tha domain o' dwarves." Valcrim gruffly announces, turning ahead and using his darkvision to see what the cavern holds beyond the lightsources carried, then, if no threat is apparent, starts forward.
Perception:1d20 + 7 ⇒ (6) + 7 = 13
| Hu5tru |
My turn, oh my. Sorry guys, I had the intent... brain must have... skipped.
You enter the cavern, and see laying on the floor four human skeletons, scattered about this large area. They do not seem mobile, which jars from the information you collected outside...
For those of you who have not made your checks yet
There are two skeletons hiding in the water at R15 and T11
When you post your next actions, give me coordinates so I can place you for combat, and if you would like to, you can roll initiative at that time, too.
The skeletons battered armor seems to be Tian make.
| Broderus |
Grasping his weapons tightly now, Broderus walks into the large cavern just behind Valcrim.
"These skeletons appear truly dead, but let me investigate a little closer."
Using the light flowing from Treygan and Seiji, he walks over to the nearest pile of bones and prods the skeleton with his longsword.
Move to P-9.
Knowledge (Geography) - 1d20 + 4 ⇒ (20) + 4 = 24
Initiative -1d20 + 2 ⇒ (3) + 2 = 5
| Treygan Gorski |
Treygan follows Broderus to provide him with light. "Must say, I'm a bit disappointed. I thought we would have found some evil lair or something. Probably for the best though."
P10 for my location, providing Broderus with light.
Perception - 1d20 ⇒ 12
Inish - 1d20 ⇒ 1
| Joyabraund Northropple |
You guys don't listen to bard's much huh? The skeletons will look dead until we move to leav or find their treasure or something. How dull would it be if they just popped up for no good reason?
Take 10 on Perception for 17
Wherever the dwarf puts himself I am right behind him. Still al little weirded out about giant spiders.
| Yamamoto Seiji |
Move to R11.
Perception - 1d20 + 5 ⇒ (2) + 5 = 7
Knowledge (Geography) - 1d20 + 8 ⇒ (18) + 8 = 26
The surprise on Seiji's face is evident as he leans over the crumpled skeleton. These adornments are of Tian make! Father showed me pictures of armor near identical to that which these fallen warriors wear. Astounding...
| Hu5tru |
Initiative
The Heroes
Yamamoto Seiji - 12
Valcrim Flinthammer - 7
Broderus - 5
Treygan Gorski - 1
Joyabraund Northropple 1d20 + 2 ⇒ (10) + 2 = 12
The Monsters
Skeletons 1d20 + 6 ⇒ (10) + 6 = 16
Broderus's prodding causes the skeleton beneath him to stir, provoking an attack of opportunity if he has combat reflexes.
We'll go to initative order after that, and call this the first round of combat. The other skeletons will not rise to the beginning of round 2... whenever that will be.
Also, Broderus, this once since I am kind, are you really sure you poked the skeleton, which you learned is vulnerable to bludgeoning damage, with your longsword? I'll allow the substitution.
| Yamamoto Seiji |
Taking a step backwards, Seiji pulls loose a small vial from his satchel. He flings it at the skeleton that has risen before him.
Seiji takes a 5-Foot Step to Q12, and throws a bomb at the skeleton in R10.
Attack (Bomb) - 1d20 + 3 ⇒ (7) + 3 = 10 vs. Touch AC
If it hits, it deals 1d6 + 4 ⇒ (1) + 4 = 5 points of fire damage.
| Broderus |
His eyes growing wide as saucers, Broderus steps back a foot as the prone skeleton stirs. Long have I head tales of the restless dead, but to actually see one...
Both of his hands tighten around his mace, and a cold sweat runs down his back.
Broderus
HP 9/12
Broderus attacks the skeleton at P-8.
Attack (Light Mace)= 1d20 + 4 ⇒ (14) + 4 = 18
If successful, Damage=1d6 + 3 ⇒ (6) + 3 = 9
| Treygan Gorski |
Round 1
Seeing the skeletons arise from behind, Treygan moves to help intercept them.
Movement P11-Q12-R12-S12, standard to attack the skeleton at T11 with PA. Also need to buy a Bludgeoning weapon. Also no shield in hand, so AC is -2.
Attack - 1d20 + 3 ⇒ (6) + 3 = 9
Damage - 1d6 + 5 ⇒ (3) + 5 = 8
| Treygan Gorski |
Yea, my 9 becomes a 10. If prone and flat-footed, maybe? Would be 9 damage, before DR.
| Valcrim Flinthammer |
Valcrim smacks the skeleton rising in front of him with his hammer, demonstrating for the world how dwarven clerics smite the undead.
Attack: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
If the skeleton is dead, he takes a move action to engage the one next to Joyabraund, interposing himself between the skeleton and the halfling.
| Hu5tru |
As I recall, ya'll were smart enough to gather blunt objects like branches and stuff before you came into the caves, after discussing that slashing weapons did nothing against skeletons, so unless you want to take those actions back, that's what I'm assuming you are using.
Skelly R10 reflex vs. bomb 1d20 + 2 ⇒ (13) + 2 = 15
Round One
Seeing the skeleton rise, Joyabraund leaps into form, and his performance lends to the natural abilities of his comrades. Unfortunately for Yamamoto Seiji, his bomb misses his target, and it shifts as it rises, avoiding most of the splash damage. Valcrim's mighty blow utterly crushes the skull of the skeleton in front of him, and he moves to protect his comrade, Joyabraund from the next attack. Broderus, with his improvised club, scores a rather heard hit, bringing the skeleton threatening him down. Treygan Gorski moves around and brings down the skeleton that Yamamoto Seiji failed to with his improvised club, as it has yet to rise.
Treygan, I changed your action retroactively as you could not see the enemies in the water, on account of them not having risen yet.
Round Two
The remaining skeletons shamble to their feet, and those hiding in the water become visible as they stand, and the skeletons at Q5 and T11 provoke attacks of opportunity from Father Flinthammer and Treygan Gorski. The skeleton at R15 rises and advances into melee, but has wasted his actions doing so, and cannot attack.
| Valcrim Flinthammer |
AoO: 1d20 + 3 ⇒ (13) + 3 = 16
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
On his turn, Valcrim turns to look for any remaining targets, and charges ahead, shield leading, hammer crashing down overhead.
Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Despite his gusto, the attack swings at empty air.
Perception:1d20 + 7 ⇒ (15) + 7 = 22
| Broderus |
Seeing the battle is pretty well in hand, Broderus scans furiously for an opponent to target. He decides to lend support to his comrades covering the skeletons emerging from the water.
Broderus
HP 9/12
Inspire Courage: +1 to attack and damage rolls
Move action to Q-12 and then attack the skeleton at R-12.
Attack (Light Mace)=1d20 + 5 ⇒ (9) + 5 = 14
If successful, Damage=1d6 + 4 ⇒ (6) + 4 = 10
Hu5tru, not important to today's gameplay, but Broderus is actually using his own light mace rather than any improvised weapons. :)
| Treygan Gorski |
Thanks Hu5tru for the reminder.
Treygan makes another attack against the skeleton menace. Attack T11 if not dead, if it is then attack R12. If both dead, can I charge Q5?
Opportunity Strike! (or an AoO) - 1d20 + 4 - 1 + 1 ⇒ (17) + 4 - 1 + 1 = 21
Opportunity Strike! (or AoO) Damage - 1d6 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Attack - 1d20 + 4 - 1 + 1 ⇒ (10) + 4 - 1 + 1 = 14
Damage - 1d6 + 5 + 1 ⇒ (2) + 5 + 1 = 8
| Hu5tru |
Sorry for the delay gents. Good news is, no more jet lag!
Round Two, Continued
As the skeletons rise near your divine champions, Father Flinthammer and Treygan Gorski, their reactions flawlessly dispatch the abominations, and they clatter to the rocky ground in heaps of decimated bone. Yamamoto Seiji steps away from danger and drinks deeply from a vial, which Joyabraund observes with his typical halfling fervor and inquires after the name of the brewer, expounding upon a happier time with his lads that is slightly less inspiring than he was before ending his performance, but with lingering the effects will last for two rounds longer. Valcrim, feeling Torag's LAW flow through his hammer, charges ahead but misses his intended target. In quick succession, Broderus and Treygan Gorski too step in to assist, but not a one manage to land a hit on this remaining skeleton!
Round Three
The remaining skeleton, finding that his opponents have done him the favor of standing still to receive his blows shoves at from the top 1d3 ⇒ 1 Father Flinthammer with his bony claws. The second hits, and draws blood from the cleric's steely maw.
Skeleton Claw 01 vs. Valcrim Flinthammer AC 20 *charge penalty 1d20 + 2 ⇒ (5) + 2 = 7 if he hits he will deal 1d4 + 2 ⇒ (2) + 2 = 4 damage.
Skeleton Claw 02 vs. Valcrim Flinthammer AC 20 *charge penalty 1d20 + 2 ⇒ (19) + 2 = 21 if he hits he will deal 1d4 + 2 ⇒ (1) + 2 = 3 damage.
Yamamoto Seiji, feel free to flank :P
| Yamamoto Seiji |
I really should have picked up a sling at character creation...
Seiji hooks his crossbow onto his belt, and draws a sickle from behind his back, edging closer to the final skeleton.
Move action to stow crossbow, and another move action to draw sickle. Seiji will then 5-Foot Step to Q12.