Havelockk |
Cringing as I feel the bite of the arrow, and wondering how in Aroden's name these things can keep a bow so well tended over so many centuries, I bound forward and swing my light mace at it.
Light Mace attack: 1d20 + 5 ⇒ (6) + 5 = 11
Light Mace Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Tarek Delrin |
Tarek moves forward and attacks the skeleton directly in front of him.
I wonder what these sentries are protecting? Hopefully, we can dispatch them quickly.
+1 Falcata Attack: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Isador Kane |
Fellas, my bow is not very effective against anything lacking flesh. I will take shots, although they will probably be ineffective, unless someone needs me to do something else.
He retrieves another black vained arrow and he tries to thread the needle to the skeletons.
Attack (+1 Composite Shortbow} : 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Havelockk |
Izzy, I think blunt force trauma is called for here! Club, flail, mace, morning star, staff, brass knuckles,....hell even a stick I think willwork better than wasting them arrows!
GM Brew |
The undead archers continue their assault.
Isador takes aim but misses his target while Tarek connects with his flacata but only serves to splinter dead bone which does not appear to slow the skeleton.
The skeletons draw their bows for another barrage, but their crumbling arrows fall short, wide, or long of their intended targets.
attk: 1d20 + 2 ⇒ (12) + 2 = 14
attk: 1d20 + 2 ⇒ (2) + 2 = 4
attk: 1d20 + 2 ⇒ (12) + 2 = 14
attk: 1d20 + 2 ⇒ (11) + 2 = 13
attk: 1d20 + 2 ⇒ (10) + 2 = 12
Caoilte, dodging arrows, is unable to connect with his mace.
Round 2
Isador(-8)
Tarek
----------------
Skeletons
----------------
Caoilte
Havelock(-6)
Havelockk |
Focus I start my attack.
Defensive Cast: 1d20 + 12 ⇒ (18) + 12 = 30
Mace: 1d20 + 5 ⇒ (9) + 5 = 14
Disrupt Undead/Ranged Touch: 1d20 + 4 ⇒ (17) + 4 = 21
mace: 1d6 + 2 ⇒ (2) + 2 = 4
Disrupt Undead: 1d6 ⇒ 4
Tarek Delrin |
Tarek curses to himself as he watches his attack glance off the bone of the skeletal Archer. Continuing with the momentum of his blade, Tarek attempts to swing the blade back around for a second attack.
Falcata Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
GM Brew |
Havelock enters into a now familiar dance, holding an archer at bay while he moves his hands about in precise gestures, causing the air to swilr with magical energy. In a flash, he swipes at the archer's head, missing, but then spins to unleash the activated arcane might of his spell. The energy strikes the creature square in the chest, leaving a sizable hole in the undead's exposed rib cage.
Tarek, seizing on the momentum generated by the Magus' attack, swings his falcata through the injured archer's spine, causing the creature to crumble into an inert pile of bones.
Round 3
Isador(-8)
Tarek
----------------
Skeletons
----------------
Caoilte
Havelock(-6)
Will resolve Caoilte's attack after the skeleton's turn.
GM Brew |
Isador attempts to lodge an arrow into one of the skeletons but misses the mark.
The remaining skeletons continue their barrage. Most of the arrows miss, but one clanks off Caoilte's armor enough for him to feel the force of the missile before deflecting away harmlessly.
Caoilte swings his mace but misses the surprisingly deft skeleton before him.
attk: 1d20 + 2 ⇒ (17) + 2 = 19
attk: 1d20 + 2 ⇒ (7) + 2 = 9
attk: 1d20 + 2 ⇒ (5) + 2 = 7
attk: 1d20 + 2 ⇒ (9) + 2 = 11
random: 1d4 ⇒ 2
Round 3
Isador(-8)
Tarek
----------------
Skeletons
----------------
Caoilte
Havelock(-6)
'lock, Tarek and Izzy may post their actions.
Tarek Delrin |
Tarek swings widly at the skeleton in front of him and curses as his swing misses it's mark This is embarrassing! I am about ready to gnaw on these bony archers with my teeth for all the luck my sword is having!
+1 Falcata Attack: 1d20 + 6 ⇒ (6) + 6 = 12
Isador Kane |
hmm.. this is taking much longer than expected. moving to get a better angle, Isador steps to his right and snaps off an arrow at the menacing undead archer.
Attack (+1 Composite Shortbow): 1d20 + 4 ⇒ (15) + 4 = 19
Damage (Arrow): 1d6 + 2 ⇒ (5) + 2 = 7
Havelockk |
One at a time!
Defensive Cast: 1d20 + 12 ⇒ (19) + 12 = 31
Mace Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Disrupt Undead ranged touch attack: 1d20 + 4 ⇒ (5) + 4 = 9
Mace Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Disrupt Undead Damage: 1d6 ⇒ 2
GM Brew |
The Archons turn the tide!
Havelock spins and wheels, blending a swift martial attack with acrane proficiency. His spell misses the mark, but he brings his mace down upon one of the archers shattering its skull and it crumbles into the sandy floor.
Isador lodges an arrown into one of the archer's eye socket, but the creature fights on.
Tarek swings and misses the undead foe.
The skeletons take aim. Another arrow bounces off Caoilte's armored hide, nearly striking him in the throat. Another arrow, however, spears into Tarek's leg, blood oozing from the puncture wound. Tarek takes 4 damage.
attack: 1d20 + 2 ⇒ (18) + 2 = 20
attack: 1d20 + 2 ⇒ (20) + 2 = 22
attack: 1d20 + 2 ⇒ (9) + 2 = 11
crit confirm: 1d20 + 2 ⇒ (2) + 2 = 4
random: 1d4 ⇒ 3
random: 1d4 ⇒ 2
damage: 1d6 ⇒ 4
Round 4
Isador(-8)
Tarek (-4)
----------------
Skeletons
(-2)
----------------
Caoilte
Havelock(-6)
Caoilte |
Caoilte, now quite angry at his mace, lines up for another swing.
Attack, light mace: 1d20 + 7 ⇒ (3) + 7 = 10 +3AB, +4 Str
damage, light mace: 1d6 + 4 ⇒ (5) + 4 = 9
Between running away and now becoming the dedicated whiffmeister, I'm starting to feel depression set in.
Havelockk |
Take a step forward as I advance, I stick with what works.
Defensive Cast: 1d20 + 12 ⇒ (4) + 12 = 16
Mace Attack: 1d20 + 5 ⇒ (12) + 5 = 17
Disrupt Undead: 1d20 + 4 ⇒ (2) + 4 = 6
Mace Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Disrupt Undead: 1d6 ⇒ 3
Tarek Delrin |
Tarek winces in pain as the arrow pierces his leg. Attempting to shrug off the pain, Tarek advances on the closest skeleton
Falcata Attack: 1d20 + 6 ⇒ (5) + 6 = 11
Tarek then looks over to Havelockk It looks as if this fight is yours. My weapon is not finding it's mark. I wonder if the touch of that mummy has cursed me somehow? Whatever the cause, I am feeling useless in this battle. I hope your weapon continues to strike true and ends this battle soon
Havelockk |
Since they are all bone, they need smashing. A good club, staff, stick, mace, flail, brass knuckles, or a morning star is the best way to go. Even good shield bash I bet works pretty good.
Tarek Delrin |
Laughing over the pain and attempting to dodge arrows, Tarek replies to the Magus I agree that a bludgeoning weapon would be best in our current situation, but I doubt it would prove useful in my hands if I continue failing at connecting a blow. I may have to start rubbing that fuzzy scalp of yours for good luck
Isador Kane |
Feeling frustrated at his weapons inability to deal any significant damage, he considers dropping his bow in favor of his rapier but decides to stick with his bow.
Attack + Shortbow: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Havelockk |
Nodding at a job well done, I then go and break out my wand of healing zapping Tarek, Izzy and myself.
heal Tarek: 1d8 + 1 ⇒ (3) + 1 = 4
heal Izzy: 1d8 + 1 ⇒ (5) + 1 = 6
heal Havelockk: 1d8 + 1 ⇒ (5) + 1 = 6
Tarek Delrin |
Thank you for the healing aid, Havelockk. Those skeletons took far longer to dispatch than I had expected. I can only speculate that they were guarding something of importance. If we wish to investigate beyond the door ahead then I will give everyone some divine guidance before entering. Are we prepared to move forward?
Tarek will cast guidance on Isador before he checks the door. He will then cast guidance on Isador and the rest of the party before anybody enters
Isador Kane |
He closes his eyes as the healing magic washes over his open wounds. Ahh... Thank you Havelockk, that helps take away the physical sting from the fight although our pride might take a little longer to heal considering how long it took to dispatch those skeletons.
I guess, I should go have a look around.
He quickly takes inventory of his of gear and starts to search the room.
Perception: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8 an additional +1 for traps
Stealth: 1d20 + 10 ⇒ (19) + 10 = 29
Isador Kane |
Isador slowly moves along the northern hallway before checking the door for traps and locks.
stealth: 1d20 + 10 ⇒ (4) + 10 = 14
Perception: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19 looking for traps
Disable Device: 1d20 + 9 ⇒ (1) + 9 = 10
If the door is able to be opened and he does not hear any noises coming from the other side, he will move into the next room and have a look around.
Havelockk |
Nodding in accepting the word of thanks from my comrades I pull the ebony blade from its scabbard while tucking the horesman's/light mace in my belt.
Observing Izzy while he works.
GM Brew |
Isador cautiously delves deeper into the ancient tomb. Making his way forward, he sees not sign of traps or other hidden things. He cautiously opens the northern door...
Carved nature scenes cover this chamber’s walls, depicting humanoid figures hunting a wide variety of prey—crocodiles, elephants, hippos, leopards, lions, and even stranger beasts. An open sarcophagus lies at the far end of the room.
Isador hears a low, eerie feline like growl.
Round 1
Tarek
Isador(-2)
Havelock
Caoilte
-------------------
Skelly
Kitty
-------------------
Havelockk |
Hearing the growl, I spit and shake my head. Awwww Sugar Plum Fairy Hell.
Reaching for my wand of shield I activate it and give Tarek the buffering of protective magic.
Brew, how many can I zap in a round with a wand when it comes to buffs? My assumption is one, however, as we move back into the breach, I intend to also Zap Caolite and Izzy with "Shield".
Tarek Delrin |
Tarek springs into action upon hearing the noise and getting the signal from Isador that the area is free of hazards. Let us hope we are in the good graces of the gods and will clear this room quickly Tarek calls forth divine strength as he begins to chant in the celestial tongue and then advances into the room.
Level: Cleric: 1; Inquisitor: 1; Oracle: 1; Paladin: 1; Warpriest: 1
Casting Time: 1 standard action
Components: V, S, DF
Range: personal
Target: you
Duration: 1 minute
Mythic: Has Mythic version
Source: Core Rulebook
Summary: You gain +1 per three levels on attack and damage rolls.
Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage.
Tarek's daylight spell, from last encounter, should last for 30 min. I am uncertain how much time has passed. Tarek also took the time to cast guidance on everyone. Everyone should be able to apply a +1 to their next action or skill check. Tarek can hold his action if Havelockk is able to alert him to his intention of casting shield
Isador Kane |
waving his hand to bring the others up to the door. We can't seem to catch a break. I hear something that is not happy that we have disturbed its slumber
Peering into the chamber, he tries to identify the source of the feline growl. He will snap an arrow off at the beast while he waits for the heavy hitters to press the attack.
Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Attack +1 composite shortbow: 1d20 + 8 ⇒ (19) + 8 = 27
Damage Arrow: 1d6 + 2 ⇒ (5) + 2 = 7
Havelockk |
Tarek, you have +4 to your AC and immunity from Magic Missiles from the Shield Spell. Caoilte and Izzy, if I can zap you with my wand of Shield, I will tray as well.
GM Brew |
The Archons engage another wave of undead tomb guardians.
Tarek draws upon his innate divine power to grant himself insight.
Isador lodges an arrow into the strange great cat. The arrow lodges, but does not stop the beast. The cat gazes upon Tarek with cold, dead eyes.
Havelock pulls a wand and unleashes its stored arcane power onto Tarek causing a shimmering translucent sphere to settle about the oracle. Casting shield is a standard action so 'lock may only use the spell item once per round. Also, shield will not stack with someone who already has a shield bonus like Caoilte.
Caoilte steps into the room , ready to engage the most recent foes.
The fierce looking skeleton engages Tarek, swinging its blade at the solver haired aasimar but its clumsy swing misses wide.
The rotting spotted cat pounces at Caoilte, landing a bite and claw on the warrior. The bite rends flesh and leaves an unnatural burning sensation. The cat tries to grab on to the shoulder of Caoilte with its jaw and manages to grab hold! Caoilte make a FORT save, takes 9 damage and now has the grappled condition.
skel: 1d20 + 7 ⇒ (3) + 7 = 10
bite: 1d20 + 8 ⇒ (15) + 8 = 23
claw: 1d20 + 8 ⇒ (1) + 8 = 9
claw: 1d20 + 8 ⇒ (17) + 8 = 25
grab: 1d20 + 8 ⇒ (15) + 8 = 23
bite: 1d3 + 3 ⇒ (1) + 3 = 4
claw: 1d3 + 3 ⇒ (2) + 3 = 5
Round 2
Tarek has shield (+4 AC)
Tarek has Divine Favor +1
Caoilte grappled
Tarek
Isador(-2)
Havelock
Caoilte(-9)
-------------------
Skelly
Kitty (-7)
-------------------
Tarek Delrin |
Tarek takes a 5 foot step and engages the skeleton to allow the rest of the party to move into the room. He takes a swing at the skeleton after avoiding it's attack.
+1 Falcata Attack: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
Crit confirmation: 1d20 + 6 + 1 + 1 ⇒ (19) + 6 + 1 + 1 = 27
Falcata Damage: 1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Falcata Damage: 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Falcata Damage: 1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Caoilte |
fort save: 1d20 + 5 ⇒ (10) + 5 = 15
Attack, Battle Axe: 1d20 + 6 ⇒ (7) + 6 = 13 +3AB, +4 Str, +1 MW axe, +1 Weapon Focus, -1 Power attack. -2 grappeled
Damage, Battle Axe: 1d8 + 6 ⇒ (7) + 6 = 13 +4 Str, +2 Power Attack
Help me kill this thing. It'll tear me apart if we don't kill it....again.
Brew, I don't know what I need to do to break a grapple. I don't have any innate skills or feats.
Havelockk |
Having moved into position and seeing the battle before me, I point hand at the large feline beast and fire off my last prepared magic missile spell, knowing that my arcane reserves will allow me to recall it if necessary.
Azerath Mentrion Zinthos!!
Magic Missile Damage: 2d4 + 2 ⇒ (4, 2) + 2 = 8
GM Brew |
The party continues the fight!
Tarek, perhaps emboldened by his influx of divine power, performs a wicked maneuver, bringing his falcata down upon the skeletal warrior with extreme precision., cleaving the undead thing neatly in half! The skeleton writhes on the sandy ground in two halves before falling still.
The skeleton is down. Izzy needs to act before I resolve Caoilte and 'lock. Caoilte, you have the grappled condition, please see below.
A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.
If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that doesn’t require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details.
Isador Kane |
Seeing his companions being mauled by the skeletal cat was uncomfortable but now knowing the beast has locked it's flesh-less jaws on Caoilte is unbearable.
He tries to slide a bit to his left in an attempt to gain a target on the beast that did not include a line of sight through Caoilte.
He draws back his bow and releases another arrow.
Attack +1 composite shortbow: 1d20 + 4 ⇒ (4) + 4 = 8
Damage Arrow: 1d6 + 2 ⇒ (5) + 2 = 7