Caranthir Silverhand |
I meant to say yesterday that I really love your descriptions of the zombies and skeletons, Robert! Super believable and adding a lot of life...loved the centipede crawling out of the eye socket and the description of Amahl dodging their attacks!
Fensyriath Orochi |
Knowledge (religion): 1d20 + 2 ⇒ (9) + 2 = 11
Skeletons and zombies... "Those ones are powered by unlife! Smash the bones and slash the flesh! he shouts, hoping his intent is clear in the few seconds he has to speak.
Fen draws his scorpion whip and moves forward uncertainly, eyeing the nearest skeleton with horror. Seeing Amahl surrounded, he waits for a chance to get into the other room.
(Move action: draw scorpion whip; standard action: move to C5.)
Robert Brookes RPG Superstar 2014 Top 4 |
Like some sort of monster, Hans swings his greatsword with an inhuman strength and fury, shattering the skeleton into flinders of bone and corroded chainmail. The entire creature clatters to the ground in a noisy heap as Taelbin treads with crunching footfalls over its remains, making a hasty path to Amahl's side. With a quickness, Taelbin swipes one clawed hand across a zombie's back, ripping away strips of pulpy flesh with ease. The corpse turns, looking over its shoulder with hollow, hateful eyes.
______________
GAMEPLAY
E5 skeleton was destroyed by Hans' attack. Taelbin has successfully moved in to flank with Amahl. Caranthir and Amahl may still take their turns.
Caranthir Silverhand |
For some reason the map is showing up as View Only for me, so have me take a 5' step to the south to take these shots.
Despite the resilience of the creatures, Caranthir continues unleashing arrows, obviously more confident in his abilities with the bow than the blade. However, he overcompensates to avoid hitting his own side and misses widely.
Attack rapid fire: 1d20 + 4 - 4 ⇒ (3) + 4 - 4 = 3for damage: 1d8 + 1 ⇒ (7) + 1 = 8 Firing into melee penalty calculated in already.
Attack rapid fire: 1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4 for damage: 1d8 + 1 ⇒ (5) + 1 = 6
Robert Brookes RPG Superstar 2014 Top 4 |
With all of his might, Amahl swings his scimitar through the air against his undying foes. The curved blade of the Dawnflower's favor connects at the zombie's throat with lethal accuracy. Decades of rot turned tendon and muscle into pulpy, wet matter that is carved through effortlessly. Bone is slightly more resilient, but the zombie's vertibrae shatter under the force of the blow, letting the scimitar clear a path out the back of the creature's neck. A moment later, the zombie drops to its knees, pawing helplessly at the front of Amahl's body before falling lifelessly to the ground with a wet slap.
From the tunnel, two of Caranthir's arrows streak towards the remaining zombie but arc too high over the creature, striking the cavern wall behind it instead. The zombie stares momentarily down the tunnel, then turns with a groaning lurch towards Taelbin and lunges at the investigator. The zombie's mutilated right hand slams into Taelbin's jaw and sends him reeling back from the force of the creature's blow.
As the skeleton continues its assault on Amahl, the stout champion of Saranrae once more parries the undying gillman's blow with his own scimitar, breaking a notch out of the old, rusted blade his opponent uses. When it tries to swipe in with a claw, Amahl sidesteps and shoves the skeleton back with the broadside of his shoulder, using his weight to his advantage.
_____________
GAMEPLAY
I5 Zombie
Standard Action: Attack Taelbin
> Slam @ Taelbin: 1d20 + 4 ⇒ (13) + 4 = 17 (hit)
>> Damage: 1d6 + 4 ⇒ (4) + 4 = 8
I3 Skeleton
Full-Round Action: Full Attack Amahl
> Broken Scmitar @ Amahl: 1d20 + 0 ⇒ (3) + 0 = 3 (miss)
> Claw @ Amahl: 1d20 - 3 ⇒ (16) - 3 = 13 (miss)
Hans is up, then everyone else can take their turn!
Standard Pregen |
Seeing Taelbin nearly being dropped by a solid blow from the zombie, Hans roars a challenge, and charges forward...
Greatsword: 1d20 + 5 ⇒ (14) + 5 = 19, for 2d6 + 10 ⇒ (1, 5) + 10 = 16 damage.
...delivering a bone-crunching blow which slashes across the zombie's torso, from shoulder to hip.
Caranthir Silverhand |
Caranthir continues sending arrows down the passage, still compensating for the presence of his companions.
I'll need to practice firing into melee...it's harder than shooting a target.
Attack rapid fire: 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 16for damage: 1d8 + 1 ⇒ (5) + 1 = 6
Attack rapid fire: 1d20 + 4 - 4 ⇒ (3) + 4 - 4 = 3 for damage: 1d8 + 1 ⇒ (2) + 1 = 3
Fensyriath Orochi |
Seeing his companions wounded, Fen hesitates briefly. You must ACT, fool!
Steeling himself, Fen advances to the cavern mouth and lashes out with his scorpion whip, trying to pull the zombie's legs out from under him. "Desna, smile upon me!"
(Gameplay: Swift action to activate Archaeologist's luck, Move action: move to G5, Standard action: trip attempt with scorpion whip. CMB: 1d20 + 4 ⇒ (18) + 4 = 22
EDIT: If the zombie is dropped by Hans' attack, same movement out attacking the skeleton instead. -4 for cover from Taelbin needs to be added to the roll in that case.
Robert Brookes RPG Superstar 2014 Top 4 |
Hans' blade cleaves the zombie square in half, spraying brackish water and congealed blood along the cave floor in an arc. As the zombie's waterlogged body slaps down to the ground, Fensyriath dashes down the hall and skids to a halt behind Hans. With a snap of his arm and a flick of his wrist, the wayang's whip lashes out and hooks around the last standing skeleton's right leg. With a yank of both hands, Fensyriath hauls the skeleton off of its feet, sending it crashing to the ground with a clatter of bones on stone.
___________________
GAMEPLAY
The last remaining enemy is prone. Caranthir, Hans dispatched the last foe in your range. You'll need to re-take your turn as there are no enemies to target from your position. Taelbin and Amahl also have actions remaining.
Taelbin Morro |
Seeing stars from the blow, Taelbin takes a step back, pulling a small vial from his belt,
Good Amahl, I believe I will leave that one to you.
And proceeds to down the vial's contents, spitting some of the contents out. Hmm that didn't taste quiet right
Movement: 5-foot step to G3
Standard: Drinking Cure Light Wound Extract, CLW: 1d8 + 1 ⇒ (1) + 1 = 2
At 3/9 HP
Caranthir Silverhand |
Map remains View Only for me, so someone else will have to move me.
Caranthir moves into the cavern and carefully unleashes a single arrow at the remaining skeleton. Again, he can't target around his allies.
Attack: 1d20 + 6 - 4 ⇒ (5) + 6 - 4 = 7 for damage: 1d8 + 1 ⇒ (4) + 1 = 5
Robert Brookes RPG Superstar 2014 Top 4 |
Seeing stars from the blow, Taelbin takes a step back, pulling a small vial from his belt, "Good Amahl, I believe I will leave that one to you," and proceeds to down the vial's contents, spitting some of the contents out. Back pressed to the cave wall, there's only a few feet between he and the skeleton and that potion didn't taste right. Vision still blurred from the hit, Taelbin can see the skeleton tracking his movement from the ground and watches his retreat like a fox with a wounded hen.
Caranthir moves into the cavern and carefully unleashes a single arrow at the remaining skeleton. Again, he can't target around his allies and the arrow flies too wide and impacts the cavern wall with a loud clack. Amahl swings at the prone skeleton, calling out to Saranrae for aid in his time of neeed. But for all the priest's might, the skeleton reacts with lightning-quick speed and raises its scimitar, blocking the blow. Its bony jaws open in a gaping, silent scream.
Staring Amahl down, the skeleton turns its attention away from the sword-wielding priest and begins to crawl forward, scimitar discarded as it drags its bony body across the cave floor towards Taelbin. Bony, clawed hands reach out, grasping at the air and discolored jaws snap shut as the abomination closes in on the investigator's legs.
Amahl lunges in, bringing his scimitar down and punching through the skeleton's armor like a paring knife through an apple. The rusted links of chain split effortlessly away from the steel blade, but the priest's sword slides right between the skeleton's ribs ineffectually. The creature lashes wildly, kicking and thrashing, knocking the priest back and lashing out at Taelbin like a rabid animal. The skeleton rears up and drags its claws down Taelbin's leg, carving deep furrows in his leather armor.
__________________________________
GAMEPLAY
Skeleton (prone)
Move Action: Crawl to H3 (provoke Attack of Opportunity from Amahl)
> Amahl: Attack of Opportunity @ Skeleton: 1d20 + 3 ⇒ (17) + 3 = 20 (power attack; hit)
>> Damage: 1d6 + 4 ⇒ (1) + 4 = 5 (no damage after DR)
Claw @ Taelbin: 1d20 + 3 - 4 ⇒ (16) + 3 - 4 = 15 (prone; miss)
Hans is up and if the skeleton somehow miraculously survives, everyone else gets a whack at it!
Standard Pregen |
With such a tempting target right in front of him, Hans cannot resist!
Stepping up, he takes a bone-shattering swing at the prone skeleton...
Greatsword: 1d20 + 5 + 4 ⇒ (4) + 5 + 4 = 13, for 2d6 + 10 ⇒ (5, 1) + 10 = 16 damage.
...however, somehow, it manages to roll out of the way of his blow, which instead carves a great rent in the cave floor.
Taelbin Morro |
Looks like the blasted thing likes me.
Taelbin quips as he steps around the reaching claws of the skeleton, his bow dropping from his hands. He moves into a better position before lashing out with his claws again.
Free Action: Drop Bow
Movement: 5-Foot step to H2
Claw 1: 1d20 + 1 + 2 + 4 ⇒ (20) + 1 + 2 + 4 = 27 for 1d6 + 1 ⇒ (6) + 1 = 7
Claw 1 Crit Confirm: 1d20 + 1 + 2 + 4 ⇒ (7) + 1 + 2 + 4 = 14 for 1d6 + 1 ⇒ (4) + 1 = 5
Claw 2: 1d20 + 1 + 2 + 4 ⇒ (13) + 1 + 2 + 4 = 20 for 1d6 + 1 ⇒ (5) + 1 = 6
Caranthir Silverhand |
Caranthir watches as his companions pummel the skeleton.
If the skeleton is still around for some reason, I'll shoot a few arrows at it.
Attack rapid fire: 1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4for damage: 1d8 + 1 ⇒ (7) + 1 = 8
Attack rapid fire: 1d20 + 4 - 4 ⇒ (12) + 4 - 4 = 12 for damage: 1d8 + 1 ⇒ (5) + 1 = 6
Robert Brookes RPG Superstar 2014 Top 4 |
Hans' attack actually hit (and destroyed) the skeleton. It suffers a -4 penalty to AC for being prone.
Bringing his blade down swiftly, Hans' sword smashes the skeleton against the floor with brutal efficiency. Barely even breaking a sweat, the barbarian watches at the bones separate and roll away from one-another, leaving the dismantled creature no longer a threat.
"I suppose it liked me," Taelbin quips with a grimace as he steps around the skeletal remains. Amahl, observing the inquisitor's good humor follows up with a jest of his own.
"Perhaps it likes your bone structure?"
The skeleton does not find the pun amusing.
[ Encounter Resolved ]
In the wake of the confrontation, the group realize they stand among five bodies, though only four appear to have reanimated into undead. The two zombies do not look entirely human, and a cursory inspection reveals the decomposing gills on the side of their neck, much like Uori's people. The skeletons are a much more complicated task to identify, however. Though the fifth body appears human, but the advanced stage of decay makes that an uncertain proposition.
________________________
GAMEPLAY
The skeletons do not have the bone structure of humans. Their longer spiral columns, enlarged frontal and parietal bones indicate likely gillman origins.
The fifth corpse, in spite of outward appearances, is not that of a human either. Inside of its mouth, enlarged canines and sharpened lateral incisors are indicative of a dhampir.
The zombies and skeletons have nothing of value on them, but the fifth corpse appears to have died with several possessions that appear valuable. He possesses a silver amulet with a miniature tortoise shell embossed on one side, while a rotten quiver contains a collection of twenty fine arrows that appear to have weathered their time in the cave well. Additionally, a torn page from a book of some kind is clutched in the corpse's right fist. It reads as follows:
"...{illegible}dn't considered how difficult collecting specimens would be. The presence of the mit{illegible} has caused more problems. I've lost three of the onyx pieces necessary to raise the specimens accordi{illegible}tructions. Perhaps there is a way to reanimate the dead without the required reagents, I will endeavor to experiment with substitute materials, perhaps laz{illegible}."
Two items in the possession of the corpse radiate magic. A tortoise-shell amulet and the arrows in his rotten quiver.
The 20 arrows are +1 arrows
The amulet is an amulet of natural armor +1
Standard Pregen |
Hans breathes a sigh of relief with the final undead beast falls to the ground.
"Well done lads!"
He then searches the room, turning up a fine-looking silver amulet and and quiver of arrows, as well as a note.
"Hmmm... It looks like this one was trying to raise the dead, but use non-standard components... it appears to have not worked out well for him."
Hans looks to the others.
"Shall we go back and tell the gentleman in the pool what we found, and then head down the other corridor?"
Taelbin Morro |
Yes, our Gillman friend will be pleased to know we cleared some foul creatures from his sacred place.
Taelbin nods, wincing a little from the battle, before collecting up his bow and stashing it against his back once more.
After that he quickly pulls out his journal to make a few notes.
Journal: Undead encounter - presence of undead in cavern system, zombies appear to have been raised from gillmen, (if it's pointed out what the other corpses are, he'll note them as well, otherwise recorded as unknown with a note to do more research on fauna species.) Necromancer appeared to be trying to create an army.
Robert Brookes RPG Superstar 2014 Top 4 |
Since I haven't seen any word to the contrary, I will go with Hans' suggestion that the group returns to the central chamber.
After a quick search of the remains, the Pathfinders do not linger long in the foul-smelling warren that the living dead had been hiding in. Making their way back through the snaking tunnels, they find themselves returned to a place of fresh air and open space in the faint blue light of the cave's phosphorescent fungus. On their return the Pathfinders find Uori kneeling in the waters again, and much like last time he seems wholly oblivious to their approach, unable to hear the sounds of their arrival in this dangerous cave. It begs the question of whether Uori would hear something unfriendly approaching either... and how he would fare in that situation.
________________
GAMEPLAY
You're back in the main chamber with Uori. If you would like to speak with him and report your finding, by all means do so. There is also the adjacent chamber that can take you to the next passage he had cited there being danger in.
Fensyriath Orochi |
Fen examines the items Hans recovers. Detect magic
Spellcraft on arrows: 1d20 + 5 ⇒ (20) + 5 = 25
Spellcraft on amulet: 1d20 + 5 ⇒ (11) + 5 = 16
"The arrows are magical... this one suggests each archer take a few. They will help against those creatures resistant to normal weapons."
Fen will pass out as many arrows as each other character wants; if there are any left he will keep them.
Fen studies the note carefully. "That one," he indicates the skeletal corpse, "was attempting to meddle with foul powers of unlife. This one suggests the note and these corpses not be left here, but destroyed. Perhaps we can ask the low Alzant to take them to the ocean when he returns?"
Once back in the central chamber, Fen hesitantly approaches Uori, and moves so that the gillman can see him before speaking. "I apologize for disturbing, but the cave yonder seems to contain mortal remains of that one's kin." He pauses again/ How to say this delicately... "The bodies had been... the bodies are once again at rest. It would be best if they were returned to your people. "
Robert Brookes RPG Superstar 2014 Top 4 |
Watching Fensyriath with curiosity that turns less and less amused as his explanation goes on, Uori rises from the water and approaches the wayang. There is an obvious sadness in his expression and the gillman's lips downturn into a visible frown before he offers Fensyriath a slow and solemn nod of recognition. "Many pilgrims have disappeared as of late... it is good to know their fates."
Brows furrowing, Uori looks back to the pool of water, then to Fensyriath again. "This one is appreciative of your help. When this one returns to his people, their remains will be returned to the sea." Looking distressed, Uori returns to the pool and kneels down in its soothing waters, seemingly done with this situation for the time being and needing time to contemplate the fates of his kin.
________________
GAMEPLAY
Will you be heading to the next chamber over, or is there anything else you'd like to do in the room where the undead were?
Fensyriath Orochi |
Fine by me.
Fen hands out the arrows to Caranthir and Taelbin, and then fastens the amulet around his own neck. Rash, perhaps... yet I do not think that the Low Azlanti would wear harmful items. I hope...
Robert Brookes RPG Superstar 2014 Top 4 |
After dividing the gear obtained from the other chamber among each other, the Pathfinders make their way up the alternate tunnel and find that it leads in a winding progress upwards back towards the surface. The sound of running water draws closer the further they progress through the dimly illuminated tunnel, until finally they emerge in a spacious cavern where a shallow, subterranean river rushes through at a fast pace and bisects the cavern.
Before the group reaches the river, they hear a distant pair of voices over the rushing water. "Malai! Nomeno ui wer xuut symba di wer niarhaanin!" The voice is shrill, rasping and laden with hissing consonants.
"Ti sai faula!" Another raspy voice retorts. "Shar yth shilta ti jaseve! Astahii re still ekik mobi!"
"MALAI!" The first voice shrieks, followed by the sound of a wooden smack.
_____________
GAMEPLAY
Idiot! This is the wrong side of the river!
That's not my fault! But we can't leave! They're still out there!
IDIOT!
The party can hear an unknown number of creatures beyond the opening of the tunnel to the river (see map). How will you proceed? They don't yet seem to be aware of your presence.
Caranthir Silverhand |
"They speak Draconic," Caranthir says, "with which I am quite proficient. But I'm not sure they are friendly," he adds as he knocks an arrow.
"I can try to converse with them if anyone thinks it prudent," he adds.
Caranthir Silverhand |
"Very well," the elf says. "I will venture to speak with them."
Caranthir moves forward quietly, and arrow knocked and ready to fire.
He advances to the front of the group and peers into the darkness where he heard the voices.
stealth: 1d20 + 5 ⇒ (4) + 5 = 9
He calls out loudly in Draconic.
"Ողջունում ենք Ձեզ, մերձավորների ճանապարհորդների! Մենք մի խումբ զինված եւ ունակ հետախույզներ անցնող այդ քարանձավներում անունով հետախույզ հասարակության. Մենք ձգտում ենք ոչ հակամարտությունը."
Fensyriath Orochi |
Uncertain as to what lies ahead, Fen pulls a small scrap of leathery parchment from his belt and unrolls it as quietly as possible, waiting for a response to Caranthir's greeting.
scroll of chord of shards
Robert Brookes RPG Superstar 2014 Top 4 |
As Caranthir and Hans move out of the mouth of the tunnel, they can see two small and wiry humanoids on the other side of the river from them. Tucked into the nearby nook at their backs, Taelbin likewise can see the two figures, each of them a dark reddish brown color and covered in fine scales with bony nodules around their eyes and jawline. One of them steps forward and draws a leather sling from his belt, setting a rock inside before getting the sling spinning.
"Pok!" The lead kobold barks angrily. "Wux gethrisj thric karifilt!!" The little creature's big, yellow eyes gleam in the dark of the cave as it stares intently in Hans and Caranthir's direction. "Nomeno idol ui hesini!" As the lead kobold speaks, the other threateningly brandishes a spear.
___________
GAMEPLAY
Kobold1 (Perception): 1d20 + 5 ⇒ (6) + 5 = 11
Kobold2 (Perception): 1d20 + 5 ⇒ (6) + 5 = 11
Hans, I presumed you were going up front. Caranthir speaking drew attention to the front of the group, but if you want to be further back behind him the kobolds won't be aware of you. They are also unaware of anyone further back in the tunnel than Taelbin.
Caranthir Silverhand |
"Kobolds!" Caranthir barks to his companions. "We'll find no parlay with these! I'm going to see if I can change their minds!"
"Մենք մի խումբ զինված եւ ունակ"
The elf looses a pair of arrows toward the kobolds, hoping to wound them or scare them off.
Attack rapid fire: 1d20 + 4 ⇒ (8) + 4 = 12for damage: 1d8 + 1 ⇒ (6) + 1 = 7
Attack rapid fire: 1d20 + 4 ⇒ (14) + 4 = 18 for damage: 1d8 + 1 ⇒ (6) + 1 = 7
Standard Pregen |
"Right then, I guess that we definitely aren't talking to them!"
Hans then charges across the river, taking a running leap...
Acrobatics: 1d20 + 6 + 4 ⇒ (8) + 6 + 4 = 18.
...and takes a swing at a Kobold!
Greatsword: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18, for 2d6 + 1 ⇒ (4, 4) + 1 = 9 damage.
Robert Brookes RPG Superstar 2014 Top 4 |
Fensyriath Orochi |
So, is that a surprise round? If so, it's probably only one shot. Or are we just jumping into round 1? Initiative?
Fen doesn't understand the dialogue, but the intention of the small lizardmen seems clearly defensive. He shakes his head sadly as the small creatures choose to fight instead of surrendering to clearly superior odds. Unless there are more of them hiding...?
Fen puts his scroll away and moves out into the tunnel, watching intently for other threats. (Move action to stow scroll, standard action to move to I7 if Caranthir moves first, otherwise H7)
Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Perception: 1d20 + 1 ⇒ (16) + 1 = 17
Knowledge (local) to know about kobolds: 1d20 + 6 ⇒ (1) + 6 = 7
Taelbin Morro |
Taelbin slips his way into the cavern, watching as Hans easily leaps the stream, making his way to a suitable position to aim at the Kobolds. He holds his arrow drawn, waiting for the creatures to move.
Move action to move to I3. Then readying my standard to fire an arrow if the Kobolds move to attack
Readied Attack: 1d20 + 4 ⇒ (13) + 4 = 17 for 1d6 + 1 ⇒ (5) + 1 = 6 damage