Wynnreyell Moonsilver |
damage: 1d8 + 9 + 1d6 ⇒ (8) + 9 + (3) = 20
Wynn keeps dodging the incoming swords, seeing the tide of battle slowly shifting there way, he smirks ever so slightly.
Thats right keep following the elf
Wynn launches 4 more arrows into the crowd.switching targets to the next of one falls
damage: 1d8 + 9 + 1d6 ⇒ (1) + 9 + (5) = 15
confirming critical hit: 1d20 + 22 ⇒ (12) + 22 = 34
extra damage: 2d8 + 18 ⇒ (5, 5) + 18 = 28
hmm. out of cold iron tipped. Guess I will switch to blunt
attack #2: 1d20 + 22 ⇒ (9) + 22 = 31
damage: 1d8 + 9 + 1d6 ⇒ (7) + 9 + (6) = 22
attack #3: 1d20 + 17 ⇒ (11) + 17 = 28
damage: 1d8 + 9 + 1d6 ⇒ (1) + 9 + (3) = 13
attack #4: 1d20 + 12 ⇒ (18) + 12 = 30
damage: 1d8 + 9 + 1d6 ⇒ (5) + 9 + (6) = 20
"Fletch" |
Fletch, having no idea whether golems can tell if one is playing dead, or indeed if they care, tries to stay alive long enough for rescue. He turtles up and tries to avoid death.
Full defensive. +4 AC. It's all I have at this point.
GM Bold Strider |
@Group: Sorry for the delay. Have an important question.
@Fletch: Kalendir acts after you, so you would still need a Stabilization check.
@Alie: Are you sure you want to Create Pit adjacent to the unconscious Fletch? He acts after you and is unconscious, thus will be adjacent to the pit and need to make a save to avoid falling in. If he fails the save, then he falls in and takes 3d6 falling damage, which will kill him. (I also notice that he is next to a second pit and will also need to make that save at the end of his turn this round. Let's ignore the missed saves prior to this.)
"Fletch" |
Fletch's Stabilization roll (DC 20): 1d20 + 2 ⇒ (15) + 2 = 17 Nope. Now at -11 hp. But he does awaken with Kalendir's channeling, with 9 hp to his name.
Alie Saechel |
Can I place the pit on the north end of the golem, so he is half in and half out and make him reflex to stay up? Cause I don't want our beat up friend to be trapped in a pit with a golem.
GM Bold Strider |
I think that you can. I was always under the impression that you had to drop them straight in, but I'm wrong!
Alie summons up a pit 10' from Fletch's unmoving body and the stone giant plummets with ease into the new extradimensional space.
Golem Reflex: 1d20 ⇒ 13
The unconscious Kalendir is safe from Alie's pit, but he chose poorly in moving closer to Wynn's in his last few actions and his unconscious form risks falling in.
Reflex Save: 1d20 + 13 ⇒ (14) + 13 = 27 You don't!
Luckily, his clothes have snagged on some rubble so his bleeding body is saved from a fall to his death. Kalendir sends out a blast of healing that aids the group as Morrin consumes his potion, but this also aids the Red Raven's allies as Wynn puts down two more with his arrows.
With the statues trapped, the remaining two scallywags from Galt look at each other warily before disappearing in a puff of smoke, leaving behind the carnage as Elena's ritual completes blasting through the room and disabling the stone statues.
Osprey shoves the pointy end of his staff through the chests of the two men on the ground, dispatching them with ease, leaving gore on his wooden quarterstaff as the rocs finish digesting their meals. "Pathfinders, regroup at once and head to the Armory as we deal with these statues. It is just through the northern doors. Several people were seen breaking in and I heard some screams from women just before I broke in here to save you." he advises.
Adril's body still appears to be dead.
Initiative-Round 7:
1st: Fletch; Wynn; Morrin; Kalendir; Alie
Adril - Dead
Status
Alie @ 59/107 HP (16 Temp HP)
Wynn @ 46/74 HP
Kalendir @ 88/88 HP
Morrin-Invisible (6 Strength Damage) @ 92/157 HP (48 Non-lethal)
Fletch-Disarmed/Prone @ 9/100 HP
Romulus @ 64/108 HP
Pending
Alie Saechel |
"Guys, I think we all need some quick healing as we head out. There no telling what is waiting for us in the armory!". Alie could barely bring herself to look at the body of Adril, ran through by that cowardly rogue. If they found him again, she'd definitely make him pay.
Kalendir |
"Make it up here!" Kalendir calls out to the others as they gather. Pulling back his bowstring he fires more bolts of pure energy into the crowd.
CPE: 5d6 ⇒ (1, 1, 6, 4, 2) = 14
Are we still in rounds? If not I can heal with wands.
The bastards killed a Venture Captain. We are lucky to be alive right now...
Morrin the Stout |
Morrin, still invisible pulls out a potion of Cure Light Wounds and drops it in Fletch's lap before pulling out another wand from his haversack, shouting towards the balcony. "We must chase down the invaders. I'll see what I can do to help our new companion! Go, go!" The man at his feet did help quite a bit, but there wasn't much that he could help with, aside from using the last bit of his glove's powers. Morrin looked towards the pits, realizing that the statues could come from their holes, and he didn't want that to happen with him and the man down on ground level. "Sir, I would ask of you to get up and run towards the others. I can get your blade up with you soon enough."
"Fletch" |
I'll catch up to you," grunts Fletch, retrieving his bow and blade. He limps out of the house, catches up with Romulus and hides around a corner, using his wand.
Wand of cure light wounds on Fletch: 12d8 + 12 ⇒ (3, 3, 7, 8, 5, 6, 8, 3, 5, 3, 1, 2) + 12 = 66
Even all that healing isn't enough to fully heal the ranger, to say nothing of his wolf companion.
Wand of cure light wounds on Romulus: 5d8 + 5 ⇒ (6, 6, 3, 4, 3) + 5 = 27
Fletch is now at 72/100 hp and Romulus is at 71/108 hp.
Fletch then mounts up on Romulus's back and the two chase after the Pathfinder in great lupine strides.
"Fletch" |
Oh. And I just realized that Kalendir's "CPE" is intended to be Channel Positive Energy. Which means that, before any wand healing, Fletch is at 20 hp.
Do I understand from the narrative that Fletch's greatsword is at the bottom of a pit? What about his bow, that he dropped in the first round of the fight?
Wynnreyell Moonsilver |
Wynn heads downstairs and starts to head to the armory. Arrow readied in case any surprises come up.
Double move puts me back on the first floor and in the hallway.
"Fletch" |
They are strewn about the room wherever you left them. Standing and grabbing your greatsword would be a move+move. Moving to your bow and picking it up will take another round of actions.
Okay. I'm useless without them, so that's what I'll spend two rounds doing.
Alie Saechel |
Alie lets the healing goodness wash over her. She then casts Heroism on herself, not sure what else might be waiting for her. She then heads out to the armory with the group.
GM Bold Strider |
Alie casts Heroism upon herself as Fletch stands up and grabs the greatsword resting nearby. Wynn moves down to the first floor and joins most of the group, but quickly opens the doors to the hallway and moves through them, as Morrin pulls out a potion and a wand from his pack.
Kalendir blesses the party, save Wynn, as he includes them in his prayer and fires bolts of healing into their bodies, healing most of their wounds. The explosions to the north become louder.
Positions should be updated. You need to go through the backdoor of the building and move through the garden to the north or enter from the southern doors. I put a giant X on the armory.
EDIT: I realized that Alie needs to dismiss the pit trapping tthe Blue Statue in order for people to access the door to the hallway, hence her move action is taken up by that.
Initiative-Round 8:
1st: Alie; Fletch; Wynn; Morrin; Kalendir;
Status
Alie @ 73/107 HP (16 Temp HP)
Wynn @ 46/74 HP
Kalendir @ 88/88 HP
Morrin-Invisible (6 Strength Damage) @ 106/157 HP (48 Non-lethal)
Fletch-(Missing Bow) @ 23/100 HP
Romulus @ 64/108 HP
Pending
Wynnreyell Moonsilver |
Double move to get to the door...
Morrin the Stout |
Flying up and around to behind Wynn, Morrin taps the elf on his shoulder, staying invisible. "What's going on?" he asks, trying to grasp as to why the lodge was invaded and a Venture-Captain murdered.
Wynnreyell Moonsilver |
Its a little to quiet. No screaming. Do not know if that is good or bad
Kalendir |
"We need to hurry! Get that door open." Kalendir waits until everyone is gathered and within range, releasing more bolts of healing energy into their bodies.
Channel Pos Energy: 5d6 ⇒ (2, 4, 2, 5, 3) = 16
"That should do for now. Get the rest when we can." Kalendir says as he approaches pointing his bow at the door.
Alie Saechel |
Alie double moves to catch up with the group so that she can get more of that sweet, sweet healing.
"Fletch" |
Fletch is an archer. He's going to let the mayhem start without him in order to get his bow. He's got a masterwork bow in his quiver, but it isn't magical and whatever they're about to fight might require that. He's going to spend the round getting the bow.
Karu the Kobold Strider |
Fletch and Romulus stay in the main room of the Lodge as the rest of the party moves up into the hallway as Kalendir releases a blast of healing, getting everyone except for the aforementioned archer and wolf who remain out of sight.
Initiative-Round 9:
1st: Alie; Fletch; Wynn; Morrin; Kalendir;
Status
Alie @ 89/107 HP (16 Temp HP)
Wynn @ 62/74 HP
Kalendir @ 88/88 HP
Morrin-Invisible (6 Strength Damage) @ 122/157 HP (48 Non-lethal)
Fletch @ 23/100 HP
Romulus @ 64/108 HP
Pending
Wynnreyell Moonsilver |
Wynn moves through the doors and moves across the grounds.
two move actions.
Alie Saechel |
Alie follows Wynn through the grounds. Feeling a little naked out in the open unprepared, she casts Vanish on herself again.
Kalendir |
Kalendir follows Wynn through the doors and into the gardens. "Keep going!. We are right behind you."
Kalendir keeps his bow drawn and his eyes alert for any sort of dangers and another trap. "That can't be all of them. They came to kill a Venture Captain and maybe more."
GM Bold Strider |
Moving Morrin, Alie and Fletch.
The group moves around into the courtyard, choosing the side doors instead of the hallway doors as they see that these doors have a magical sheen coating them. That being said, the massive doors appear to be covered with large cracks and pieces missing, though you cannot see into the room. This is likely the source of the explosions, but it seems that the doors have been magically reinforced from the inside.
Initiative-Round 9:
1st: Alie; Fletch; Wynn; Morrin; Kalendir;
Status
Alie @ 89/107 HP (16 Temp HP)
Wynn @ 62/74 HP
Kalendir @ 88/88 HP
Morrin-Invisible (6 Strength Damage) @ 122/157 HP (48 Non-lethal)
Fletch @ 23/100 HP
Romulus @ 64/108 HP
Pending
Kalendir |
Spellcraft: 1d20 + 4 ⇒ (3) + 4 = 7 No detect Magic so let me know if that affects it.
"Doesn't look like it should hurt your Wynn. Push through." Kalendir waves his bow at the door as he moves beside Morrin.
Lesser Restoration Str: 1d4 ⇒ 4 Kalendir's bracers glow for a brief moment as Morrin regains a bit of strength.
Bracers of the Merciful Knight. Use 2 LoH for a Lesser restoration.
Morrin the Stout |
Didn't realize that children carry diseases as well as they do... sorry about my delay in posting! Also, as a side note, Lesser Restoration takes three rounds to cast, and I don't rely too much on strength. Plus, I'm slightly invisible at the moment.
Kalendir |
Yup, no problem. I was just in a lull and looking to maximize the situation. Would make sense since you are invisible. I will hold until the door is opened then.
Wynnreyell Moonsilver |
Wynn takes a few steps back and cast a spell to open the door.
casting open/close hoping the doors are less than 30 lbs
spell failure 0-15: 1d100 ⇒ 24
Morrin the Stout |
Morrin will wait for any sign that the door opens. If it doesn't, he'll attempt to open the door using his telekinetic finesse.
Pulling a few trinkets out of his pathfinder pouch, the man holds his breath, ready to fight whatever may be on the other side of the doors.
GM Bold Strider |
The group waits around as Wynn tries to open the enchanted doors with a simple cantrip, but the doors don't seem to budge as Fletch tosses back a potion. Morrin sees that Wynn is unsuccessful, so he gives the door a shake with his telekinetic powers, but they remain staunchly closed.
The noise from the armory has seemingly vanished, which may be due to the unidentified spell on the door.
Initiative-Round 10:
1st: Alie; Fletch; Wynn; Morrin; Kalendir;
Status
Alie @ 89/107 HP (16 Temp HP)
Wynn @ 62/74 HP
Kalendir @ 88/88 HP
Morrin-Invisible (6 Strength Damage) @ 122/157 HP (48 Non-lethal)
Fletch @ 27/100 HP
Romulus @ 64/108 HP
Pending
Alie Saechel |
Alie uses spellcraft on the door, to try and determine what spell is affecting it, including casting Detect Magic if necessary.
Spellcraft 1d20 + 12 ⇒ (2) + 12 = 14
Wynnreyell Moonsilver |
know arcana: 1d20 + 10 ⇒ (4) + 10 = 14
Wynn does not recognize this spell.
Delay-to see if any one else can identify it.
Kalendir |
Kalendir looks to Alie and tries to snap her out of her distraction. "Alie! You able to figure out the door? Adril is gone. There is nothing we can do but move forward. We will mourn when there is time."
Morrin the Stout |
"Let me try something, as it seems the door isn't budging. Maybe a more, delicate touch is needed," whispered the man as he pulls out a roll of cloth filled with masterfully made tools including picks and tumbler catches. Concentrating, the man attempts to pick the lock.
Disable Device + Master Thieve's Tools: 1d20 + 19 + 2 ⇒ (9) + 19 + 2 = 30
"Fletch" |
While everyone else is working on the spell, Fletch works to ready himself.
Cast gravity bow.
Alie Saechel |
Know. Arcana 1d20 + 14 ⇒ (10) + 14 = 24
Alie continues to try to figure out what magicks are awaiting the group through those doors.
GM Bold Strider |
Alie checks the doors and finds that it is bound by Arcane Lock, which is deftly unlocked by Morrin. A simple press on the flat lever will allow you to open the door.
Fletch prepares for the impending battle as he casts Gravity Bow.
Initiative-Round 11:
1st: Alie; Fletch; Wynn; Morrin; Kalendir;
Status
Alie @ 89/107 HP (16 Temp HP)
Wynn @ 62/74 HP
Kalendir @ 88/88 HP
Morrin-Invisible (6 Strength Damage) @ 122/157 HP (48 Non-lethal)
Fletch @ 27/100 HP
Romulus @ 64/108 HP
Pending
Alie Saechel |
Delaying while one of the other tries the door!
"Will one of you take the lead? Open the door and let's get in here. There's no telling what is waiting on us!"
Kalendir |
Seeing noone move kalendir sprints forward and opens the door. "Go! Go! Go!" He waves his bow into the room.
Wynnreyell Moonsilver |
Wynn moves up bow drawn, ready to fire on any hostile.
attack: 1d20 + 24 ⇒ (8) + 24 = 32
damage: 1d8 + 9 + 1d6 ⇒ (4) + 9 + (4) = 17the last dice is electricity
GM Bold Strider |
Since we are adding new enemies and staying in Initiative was merely a method to track number of rounds spent between these two combats, the readied action from Wynn won't activate as each side will have readied actions and it is easier just to go into Initiative to resolve.
The group readies themselves as they finally rip open the doors to the Armory after a long minute of waiting. A tall elf with long white hair wearing a fashionable powder blue silk shirt stands at the center of the lodge’s Armory. He wears a rapier at his side and holds the Pale Maiden in his left hand, his wide smile creasing his handsome face from ear to ear. Four human men dressed in red leather armor menace three wounded servants of the Woodsedge Lodge, who cluster near the double doors at the south end of the Armory. Two similarly garbed gnomes cavort atop the long tables near the center of the room, cackling as their hands overflow with plundered knick-nacks from among the room’s many magical items. One of these twisted creatures holds a candy-striped rod in your direction, while the other sidearms two tiny black beads at you."For the Red Raven!" yells the half elf as both sides start to tussle. "It took you lot long enough. Your traitorous servants paid the price!" the half elf yells as you see several of the Lodge's servants splayed out on the floor. Pools of blood congeal below their bodies.
Initiative:
Alie: 1d20 + 6 ⇒ (17) + 6 = 23
Kalendir: 1d20 + 6 ⇒ (17) + 6 = 23
Morrin: 1d20 + 6 ⇒ (2) + 6 = 8
Wynn: 1d20 + 12 ⇒ (3) + 12 = 15 Always act in surprise.
Fletch: 1d20 + 4 ⇒ (20) + 4 = 24 +4 for Forests; +2 for Underground.
Cale: 1d20 + 4 ⇒ (8) + 4 = 12
Scallywags: 1d20 + 3 ⇒ (3) + 3 = 6
Gnomes: 1d20 + 2 ⇒ (10) + 2 = 12
Initiative:
1st: Fletch; Alie; Kalendir; Wynn
2nd: Cale; Dwale; Rhis
3rd: Morrin
4th: Scallywags (Red; Blue; Green; Yellow)
Status
Alie @ 89/107 HP (16 Temp HP)
Wynn @ 62/74 HP
Kalendir @ 88/88 HP
Morrin-Invisible (6 Strength Damage) @ 122/157 HP (48 Non-lethal)
Fletch @ 27/100 HP
Romulus @ 64/108 HP
Pending
Kalendir |
Kalendir quickly draws a handful of arrows and sets each into his bowstring, firing them as his elven eyes quickly take aim. "Focus fire!"
Kalendir starts with the man holding the black beads and begins to work his way around to the man stealing the candy-striped rod.
Assuming the splash marks are bodies?
Arrow 1 Many Shot: 1d20 + 18 + 1 - 2 - 4 ⇒ (20) + 18 + 1 - 2 - 4 = 33
Confirm Crit: 1d20 + 18 + 1 - 2 - 4 ⇒ (20) + 18 + 1 - 2 - 4 = 33
Damage 2 arrows: 2d8 + 8 + 2 + 16 ⇒ (8, 3) + 8 + 2 + 16 = 37
Crit Damage: 6d8 + 24 + 6 + 48 ⇒ (6, 8, 3, 3, 7, 8) + 24 + 6 + 48 = 113
Holy Damage (If Evil): 4d6 ⇒ (2, 4, 4, 4) = 14
Arrow 2: 1d20 + 13 + 1 - 2 - 4 ⇒ (1) + 13 + 1 - 2 - 4 = 9
Damage: 1d8 + 4 + 1 + 8 ⇒ (6) + 4 + 1 + 8 = 19
Holy Damage (If Evil): 2d6 ⇒ (1, 1) = 2
Arrow 3: 1d20 + 8 + 1 - 2 - 4 ⇒ (8) + 8 + 1 - 2 - 4 = 11
Damage: 1d8 + 4 + 1 + 8 ⇒ (2) + 4 + 1 + 8 = 15
Holy Damage (If Evil): 2d6 ⇒ (2, 3) = 5
Rapid Fire Arrow: 1d20 + 18 + 1 - 2 - 4 ⇒ (7) + 18 + 1 - 2 - 4 = 20
Damage: 1d8 + 4 + 1 + 8 ⇒ (7) + 4 + 1 + 8 = 20
Holy Damage (If Evil): 2d6 ⇒ (3, 2) = 5
+1 Attack / Damage from point Blank Shot
Precise shot to eliminate -4 modifier for shooting into melee; Shared Precision- All allies in 10 feet get precise shot
-2 modifier for rapid shot to fire an extra arrow
Weapon Focus, Manyshot and Deadly Aim -4/+8;
Holy- +2d6 damage if creature is evil