GM IronDesk |
While the rest of the party shelters in the alter-room, Kee-rik heads off after the master. The passage leads back to one of the rail lines that dips steeply into the deep shafts. He finds no sign of the master, but manages to duck back into hiding in time to avoid detection by a troop of half a dozen skeletons marching down the into the shaft, presumably in search of the same quarry as he.
Kee-rik returns to the others and informs them that it seems the mines have been invaded by undead.
GM IronDesk |
The party retraces their steps towards the mine exit, but doesn't get very far before they run headlong into another group of roving undead.
A gaunt figure with long, sharp teeth and pallid flesh pulled tightly over its body lopes into sight, eyes gleaming with malice as its head swivels first left then right, searching. A trio of zombies , their flesh nearly rotted to nothing, stagger along jerkily behind it.
Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
The gaunt figure is preoccupied with its search. Anyone who can beat its initiative roll above may take a single std action in the surprise round.
Rodolpho Santiwale |
Init 1d20 + 2 ⇒ (16) + 2 = 18
Dolph tries to fire a destructive blast at the leader, hoping to catch him Flatfooted!
Ranged 1d20 + 2 ⇒ (18) + 2 = 20
Damage 1d6 + 1 ⇒ (2) + 1 = 3
Kee-rik |
Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Low initiative means some of this might change.
If Kee-rik can do a partial charge (there seems to be some rock in the way), he'll charge at whatever's closest, and bite. If not, he'll head into the room, preferably down and to the left on the map, making room for the others. He'll keep his back to the wall so he won't get surrounded by zombies.
GM IronDesk |
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Kee-rik can indeed take a partial charge on the gaunt undead. I've moved your map icon; go ahead and roll your bite attack with charge bonus
...and I feel we should be celebrating - Dolph hit something with his destructive blast!!!
Morgtii |
Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Morgtii quickly fires an arrow at the undead figure.
Longbow: 1d20 + 5 ⇒ (15) + 5 = 201d6 + 1 ⇒ (5) + 1 = 6
I assume my higher initiative means I don't take a penalty on this shot because Keerik hasn't actually moved yet.
Raidh Angharad |
[After Morgtii shoots...]
Raidh hesitates, but her rash nature gets the better of her, and she rushes to the affray, keen to stab at an undead creature...
[Can't access the map currently]
Kerr!!!: 1d20 + 2 ⇒ (19) + 2 = 21 [with reach]
Runch!!!: 1d8 + 2 ⇒ (4) + 2 = 6
GM IronDesk |
Zombies in the Bedroom! - Surprise Round
The party reacts quickly to the new threat. Morgtii nocks and looses an arrow that strikes the gaunt searching undead though its shoulder and a bolt from Dolph pummels it in the gut before it realizes it isn't alone. It turns to face the group just in time To see raidh charging forward. She puts an end to the creature with a violent thrust of her spear. Kee-rik runs past the collapsed undead to bite at the first zombie, badly wounding it.
Wolf runs forward from the back of the group to support Kee-rik (Since he didn't have LOS he could only move, not charge), His faithful hound Dewall is still too spooked by the foul undead to do much more than whine and whimper in the back.
Zombies in the Bedroom! - Round 1
Initiative, Status and Effects
Morgtii (12/12 HP)
Rudolpho (9/9 HP)
Raidh (11/11 HP)
Kee-rik (10/10 HP)
Wolf-eyes (15/15 HP)
()Dewall (17/17 HP)
Undead - ghoul: dead, 1 mouldered zombie badly wounded, 2 mouldered zombies
All party members are up!
Rodolpho Santiwale |
Dolph moves to Raidh and uses his Alter Time power to allow her to take another attack this round, assuming she course get a full attack.
Using my little haste power, but no bonuses other than the extra attack that I can see.
Raidh Angharad |
Looking at the map, I'm not sure I can reach anything from where I am...if I can't move and use the power I'll use a 5' step...
Inspired by 'Dolpho's mysterious power, Raidh moves and stabs again...
Move Action: Moving one to the south and two to the east, to stab the northernmost zombie that isn't adjacent to Wolf-eyes...
OR
5-foot step: Move to just north of Kee-rik and stab the surrounded zombie.
Swis!!!: 1d20 + 2 ⇒ (11) + 2 = 13 [with reach]
Titch!!!: 1d8 + 2 ⇒ (1) + 2 = 3
If second attack possible
Sple!!!: 1d20 + 2 ⇒ (4) + 2 = 6 [with reach]
Kench!!!: 1d8 + 2 ⇒ (7) + 2 = 9
Morgtii |
Morgtii spends a move action to activate its Steel Rain Drill and takes a 5 foot step forward before firing at the undead in front of Kee-rik.
Just realized I've forgotten the +1 to hit from PBS even though I've been including the bonus to damage. Don't think it's made a difference at any point though.
Longbow: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 151d6 + 3 ⇒ (2) + 3 = 5
Raidh Angharad |
Just a small question about ranged fire and firing into melee - I've seen some suggestion that you take a penalty for firing into melee AND a penalty if one of the opponents (usually your ally) provides cover for the target. Anyone else got clarity on this? Seems unduly punitive, and would make ranged combat less than useful...
GM IronDesk |
The party pushes forward. Raidh steps to the side and stabs a the damaged zombie but cannot get around Kee-rik enough to score a hit. Morgtii fires an arrow over Kee-rik's head which sinks into the zombie's chest, but the undead takes no notice.
Remembering the poor results he got from trying to punch zombies back at the Norion farm, Wolf-Eyes draws his machete and hacks away...
Move action to activate Martial Flexibility and take cleave.
Machete chop: 1d20 + 4 ⇒ (6) + 4 = 10
...but his swings are wild and inaccurate.
Kee-rik to finish the round
Kee-rik |
If I recall correctly, a character can take a 5-foot step in the middle of a full attack, yes?
Kee-rik will tear at the zombie in front of him, stepping over to the one near Wolf-Eyes if the first one drops.
Bite attack!: 1d20 + 4 ⇒ (18) + 4 = 22Bite damage!: 1d6 + 1 ⇒ (2) + 1 = 3
Claw attack!: 1d20 + 4 ⇒ (5) + 4 = 9Claw damage!: 1d3 + 1 ⇒ (1) + 1 = 2
Claw attack!: 1d20 + 4 ⇒ (19) + 4 = 23Claw damage!: 1d3 + 1 ⇒ (1) + 1 = 2
GM IronDesk |
Kee-rik finishes off the wounded zombie with another ferocious bite then steps forward and claws at a another.
The two remaining zombies grasp and batter the little gripli...
Zombie 1 Slam: 1d20 + 2 ⇒ (3) + 2 = 5
Zombie 2 Slam: 1d20 + 2 ⇒ (17) + 2 = 19; Dmg: 1d6 + 2 ⇒ (4) + 2 = 6
...While he manages to avoid the first zombie, the second catches him with a brutal slam.
Zombies in the Bedroom! - Round 2
Initiative, Status and Effects
Morgtii (12/12 HP)
Rudolpho (9/9 HP)
Raidh (11/11 HP)
Kee-rik (4/10 HP)
Wolf-eyes (15/15 HP)
()Dewall (17/17 HP)
Undead - 1 zombie wounded, 1 mouldered zombies
Party is up
Raidh Angharad |
Raidh moves and stabs again...
5-foot step: Move to same row as Wolf-eyes and stab the southernmost zombie - her aim is abominable...
Shii!!!: 1d20 + 2 - 2 ⇒ (3) + 2 - 2 = 3 [with reach] [+2 Str, -2 Kee-rik Cover]
Kep!!!: 1d8 + 2 ⇒ (4) + 2 = 6
If second attack possible
Skri!!!: 1d20 + 2 - 2 ⇒ (2) + 2 - 2 = 2 [with reach] [+2 Str, -2 Kee-rik Cover]
Tikk!!!: 1d8 + 2 ⇒ (7) + 2 = 9
GM IronDesk |
...and the short lived good luck streak is officially over...
Raidh pushes forward with a staccato-flurry of magically fueled stabs that while impressive to watch don't actually connect with any of the zombies.
Kee-rik |
"Ow."
If it helps more people get into the fray (or have clear shots with ranged attacks), Kee-rik will shift a square down on the map. (He's tempted to withdraw, but at this rate, we need all the attack rolls we can get.)
Bite attack!: 1d20 + 4 ⇒ (13) + 4 = 17; Bite damage!: 1d6 + 1 ⇒ (4) + 1 = 5
Claw attack!: 1d20 + 4 ⇒ (9) + 4 = 13; Bite damage!: 1d3 + 1 ⇒ (3) + 1 = 4
Claw attack!: 1d20 + 4 ⇒ (17) + 4 = 21; Bite damage!: 1d3 + 1 ⇒ (1) + 1 = 2
GM IronDesk |
Kee-rik's claws and teeth prove to be far more effective than arrows or spears at tearing down the zombies and in a little green whirlwind of gore, the little amphibian shreds the last two undead in the chamber.
Combat over!
Morgtii (12/12 HP)
Rudolpho (9/9 HP)
Raidh (11/11 HP)
Kee-rik (4/10 HP)
Wolf-eyes (15/15 HP)
()Dewall (17/17 HP)
Raidh Angharad |
Raidh leans characteristically on her longspear, and wipes sweat and an errant lock of hair out of her eyes.
"Nice work folks! Which way now Kee?"
Noticing Kee is wounded, a note of concern fills Raidh's voice.
"Kee? You ok?"
GM IronDesk |
so...barging forward to the exit then?
GM IronDesk |
I need to know if the party is squeezing through the short narrow passage (C), which is the most direct route but requires you travel single file for a short time, or the wide winding passage (D), which also leads back to the main exit chamber but takes you nearer where you found the trapped quasit.
GM IronDesk |
The group squeezes through a tiny side tunnel to get quickly back to the main chamber and the exit, but find their way barred by a line of six still and silent skeletons standing sentry, clearly placed there to catch anyone fleeing the mines and the undead searching within. They appear to be the same brittle and poorly armed variety that you fought earlier, and they have not yet noticed you, but there is no sneaking around them to freedom.
The skeletons have not seen you yet sheltered in the side tunnel, but if you move beyond that they will. This essentially gives you a full round of actions from your present position before initiative is rolled. But, Morgtii, Dolph and Raidh start as squeezing as long as they are in the tunnel ( Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space, you take a –4 penalty on attack rolls and a –4 penalty to AC.)
Kee-rik |
Kee-rik will move forward as far as he can without being seen, go give more room for those squeezing behind him.
Are these regular-sized skeletons, or those enormous three-times-as-tall-as-Kee-rik Medium-sized ones?
One of these days, I want to run a campaign where all the common races are Small.
GM IronDesk |
Skeleton's perception: 1d20 ⇒ 13
Rolling stealth checks in descending skill level
Kee-rik- sneaks to the edge of the available cover to allow the rest of the party to move forward
Kee's Stealth: 1d20 + 11 ⇒ (18) + 11 = 29
Morgtii scuttles quietly forward
Morgtii's stealth: 1d20 + 7 ⇒ (10) + 7 = 17
Rudplpho steps lightly after the others
Dolph's Stealth: 1d20 + 2 ⇒ (12) + 2 = 14
Wolf-eyes attempsts to do the same
Wolf-eyes Stealth: 1d20 + 1 ⇒ (7) + 1 = 8
..but one of the skeletons turns slowly to face him. then all six raise their broken short swords in unison and advance, creaking and cracking towards you.
Light at the end of the Tunnel - Rnd 1
Status and effects
Morgtii (12/12 HP)
Rudolpho (9/9 HP) - 3/5 SP
Raidh (11/11 HP)
Kee-rik (10/10 HP)
Wolf-eyes (15/15 HP)
()Dewall (17/17 HP)
Party wins initiative, skeletons go after all PCs. All characters were able to clear the small tunnel so ne squeezing penalties.
GM IronDesk |
Dolph that's just...wow. How many 1s can once character roll?
Kee-rik |
Kee-rik wants to go up and bite a skeleton's head off, but he doesn't want to get surrounded like last time, so he'll wait for someone else to come, too.
Raidh Angharad |
"Let's stay together, and let them come to us!" suggests Raidh, sidling past to the other side of Dolpho.
Move Action: Move to other side of Dolph.
I moved my piece on the map to the other side of Dolph.
Current Cast: Dolph, Morgtii, Raidh.
GM IronDesk |
Morgtii signals to his friends where those with missile weapons should target their fire, then draws back and fires at the first skeleton...
Activate steel rain drill
Arrow over Kee's head: 1d20 + 6 - 2 ⇒ (4) + 6 - 2 = 8
..but the shot passes harmlessly through the thing's ribs.
The group forms a defensive line and waits for the skeleton's assault, which comes in a wall of chittering, creaking bone.
Raidh's AoO: 1d20 + 2 ⇒ (2) + 2 = 4
Kee's held action - Bite: 1d20 + 4 ⇒ (12) + 4 = 16; Dmg: 1d6 + 1 ⇒ (6) + 1 = 7
Wolf's held action - Punch: 1d20 + 4 ⇒ (10) + 4 = 14; Dmg: 1d6 + 3 ⇒ (6) + 3 = 9
Kee-rik tears the leg off the first skeleton that gets close to him, but it is immediately replaced by another as the undead crash into the party.
On the far side of the passage Wolf Eyes has similar success, snapping the neck of one of his attackers with a wicked right cross.
Three of the remaining skeletons can reac the party with a charge, the fourth must run so does not get to attack this round.
Skeleton vs Wolf eyes: 1d20 - 1 + 2 ⇒ (19) - 1 + 2 = 20
Crit confirm?: 1d20 - 1 + 2 ⇒ (20) - 1 + 2 = 21; Dmg: 2d6 - 2 ⇒ (5, 6) - 2 = 9
Skeleton vs Raidh: 1d20 - 1 + 2 ⇒ (1) - 1 + 2 = 2
Skeleton vs Kee-rik: 1d20 - 1 + 2 ⇒ (8) - 1 + 2 = 9
Raidh and Kee-rik manage to weather the skeletons' charge but Wolf-eyes takes a vicious blow to the head and blood starts flowing freely down the side of his face.
Light at the end of the Tunnel - Rnd 2
Status and effects
Morgtii (12/12 HP) - Steel rain active ( all PCs within 10' gain target of opportunity and +2 ranged dmg)
Rudolpho (9/9 HP) - 3/5 SP
Raidh (11/11 HP) - current cast Morg, Dolph, Raidh
Kee-rik (10/10 HP)
Wolf-eyes (6/15 HP)
()Dewall (17/17 HP)
4 Brittle skeletons
All PCs may post their rnd 2 actions
Kee-rik |
Kee-rik will do his best to dismantle the skeletons near him.
Bite attack!: 1d20 + 4 ⇒ (5) + 4 = 9 Bite damage!: 1d6 + 1 ⇒ (3) + 1 = 4
Claw attack!: 1d20 + 4 ⇒ (9) + 4 = 13 Claw damage!: 1d3 + 1 ⇒ (1) + 1 = 2
Claw attack!: 1d20 + 4 ⇒ (3) + 4 = 7 Claw damage!: 1d3 + 1 ⇒ (2) + 1 = 3
Raidh Angharad |
Empowered by Dolph's magicks, finding herself hemmed in by bones and thus unable to employ her longspear, Raidh punches savagely at the northernmnost skeleton.
Full Attack: Two spiked gauntlet strikes on northernmost skeleton...
Gauntlet!: 1d20 + 2 ⇒ (12) + 2 = 14 [+2 Str]
Time!!!: 1d4 + 2 ⇒ (3) + 2 = 5 [+2 Str]
And!: 1d20 + 2 ⇒ (5) + 2 = 7
Again!!!: 1d4 + 2 ⇒ (2) + 2 = 4
Morgtii |
With its arrows proving so ineffective, Morgtii decides to attempt moving into a flanking position by vaulting over Kee-rik and rolling through the skeleton's legs.
Acrobatics: 1d20 + 9 ⇒ (19) + 9 = 28
As I understand it, this is against a DC of 5 + the skeleton's CMD, so probably a bit of a longshot. If successful, Morgtii makes an attack with its midleg.
Midleg: 1d20 + 5 ⇒ (3) + 5 = 81d4 + 1 ⇒ (4) + 1 = 5
GM IronDesk |
Raidh delivers a skull splitting punch to the skeleton directly in front of her and I crumbles to the ground.
Morgtii expertly weaves past the skeletal battle line and swipes at the legs of one of the attackers, but it swivels around and steps away. This gives Kee rik the distraction he needs to land a claw hit destroying the skeleton now pinned between the two small humanoids.
Wolf-eyes wipes blood from his eyes and swings wildly at the skeleton that wounded him...
Punch: 1d20 + 4 ⇒ (20) + 4 = 24
Crit Confirm?: 1d20 + 4 ⇒ (6) + 4 = 10
Dmg: 1d6 + 3 ⇒ (1) + 3 = 4
... sending it to the ground in pieces.
The single remaining skeleton fights on mindlessly, swinging its rusted blade at Raidh...
Short sword: 1d20 - 1 ⇒ (13) - 1 = 12
...but raidh avoids the blow
Light at the end of the Tunnel - Rnd 3
Status and effects
Morgtii (12/12 HP) - Steel rain active ( all PCs within 10' gain target of opportunity and +2 ranged dmg)
Rudolpho (9/9 HP) - 3/5 SP
Raidh (11/11 HP) - current cast Morg, Dolph, Raidh
Kee-rik (10/10 HP)
Wolf-eyes (6/15 HP)
()Dewall (17/17 HP)
1 Brittle skeletons