Damiel Pre-gen |
Jack stares right back deep into Valsin's eyes, "Well, that is interesting indeed." Turning then to the rest of his members, he exclaims enthusiastically while extending his hands, towards no discerning direction, and points. "Let us go investigate Pathfinders!"
Enchanter's Playtest |
"What will we need in the precipice quarter?" Alric thinks about a place infested with undead. "Perhaps some fire?"
Underworld Lore: 1d20 + 2 ⇒ (14) + 2 = 16
Does Alric know anything about the Quarter?
Dungeon Master S |
The precipice quarter, the part you're heading to, is avoided by people on both sides of the law. Especially after the events more than 10 years ago, you need permission to enter. Alric does feel confident that the likelihood of undead is rather high.
You discuss and prepare as you follow the Venture-Captain's directions. Through a shroud of heavy fog, the twisted silhouettes of ruined structures loom over the broken cobblestone path. What was once the corner of an intersection is now an imposing chasm. The mouth of the crater is large enough to have swallowed a colossal beast, but mist, detritus, and darkness obscure the bottom. Numerous shards of stone and debris jut out from the inner walls as if the cavernous hole is baring its teeth all the way down.
You search the rubble topside to find a warped and worn oaken sign with the name of the Sanguine Thorn painted above an ornate carving of a crimson rose, blood dripping from its thorns.
It's the symbol of Milani, goddess of devotion, hope, and uprisings.
Getting down to the building won't be easy though It'll require an athletics check. It's DC 14, and if you critically fail, you can make an Acrobatics check to lessen the catastrophe.
Seveen |
Seveen looks at the sign with curiosity
Religion (Recall Knowledge): 1d20 ⇒ 1
She then looks around for a way to secure her rope to provide aid to her team as they face the climb down.
Dungeon Master S |
There does look like a good place for a rope. Using the rope reduces the DC to 10
Enchanter's Playtest |
Religion (untrained): 1d20 + 1 ⇒ (20) + 1 = 21
Alric pulls up the sign of the Sanguine Thorn. "Hey, this looks like the symbol of Miliani. That's usually a good thing. Goddess of Hope and Uprisings." He shrugs. "Maybe just a coincidence?"
He looks down at the building as Seveen ties off a rope. He waits his turn and then climbs down. He slips several times and is thankful to hang onto the rope.
Acrobatics: 1d20 + 1 ⇒ (5) + 1 = 6
Damiel Pre-gen |
Jack watches Alric fall tumble down and shrugs. The price for answers. He then attempts to climb down the rope, but slips before he even gets to hold on to it.
Acrobatics (U): 1d20 + 1 + 1 - 2 ⇒ (4) + 1 + 1 - 2 = 4
Dungeon Master S |
So first make an Athletics check, only make Acrobatics if you fail it.
Topside:
Jack
Seoni
Alric
Seveen
Down:
Kargakan
Dungeon Master S |
With the rope, you'll only FALL on a natural one:
Jack Athletics: 3d20 ⇒ (8, 2, 19) = 29
It takes a long while, but Jack does make it down unharmed.
Topside:
Seoni
Alric
Seveen
Down:
Kargakan
Jack
Enchanter's Playtest |
Sorry, I saw Athletics and my brain said Acrobatics
Athletics: 1d20 ⇒ 6
Alric's grip gives way on the rope and he falls to the level below.
Acrobatics: 1d20 + 1 ⇒ (16) + 1 = 17
Dungeon Master S |
You only need the Acrobatics if you critically fail the Athletics:
Alric: 1d20 ⇒ 19 Down
Seoni: 1d20 ⇒ 15 Down
The party makes their way down (albeit somewhat awkwardly.) Broken bedrock, hunks of wattle, and splintered lumber—all lightly dusted with sea salt—sink into the mud. The lurching profile of a bowed and broken structure stands here, its walls little more than rows of warped timbers, covered in withered vines, that converge at strange angles. The door on this side of the wall is missing from its frame
Damiel Pre-gen |
Assuming we have to choose exploration tactics...
Jack turns to the group and pushes them to go first, while following behind detecting magic. "Well.. go on, the doors not coming to us!"
I will be 4th or 5th in line and will detect magic as we approach the door.
Dungeon Master S |
Indeed. We're in exploration mode if people want to pick a tactic.
Seveen |
Seveen moves out with the rest of the group, ever vigilant for traps or other danger.
+3 Perception
"Let's hope not, but that door looks to have either escaped or is waiting in ambush" Seveen replies light heartedly to Jack.
Dungeon Master S |
Seveen takes a long walk around the perimeter of the building, and it doesn't look much better than your last mission's.
The first thing she notices is that the ground in front of the closer stairs is extremely treacherous. Water and clay have mixed to make an extremely dangerous mud that borders on quicksand! It looks like someone could easily jump it. The northeast corner is collapsed, and could provide easy entry. Finally there is a veranda on solid ground to the south east.
Perception: 1d20 ⇒ 20
Dungeon Master S |
The floor in here is rotting, and it's eerily silent...
Seveen |
Seveen is a little unsettled by the unnatural quiet so as silently as possible draws her shortsword and makes sure her dagger is easily accessible.
Giving a wistful thought to the apparently more solid verandah, Seveen cautiously follows her companions, continuing her vigilance.
Dungeon Master S |
Now with weapons out, the party inches forward to see what the building holds.
The horror that meets you as you round the corner shakes you to your bones. So still was the skeleton that you weren't sure what you were looking at, but there it stands. Before you is an armed skeleton with a hatred in its empty eye sockets. Behind it are a trio of standing, moving, rotting corpses.
Have at thee!
Undead: 1d20 + 7 ⇒ (9) + 7 = 16
Seveen: 1d20 + 3 ⇒ (15) + 3 = 18
Alric: 1d20 + 2 ⇒ (20) + 2 = 22
Jack: 1d20 + 4 ⇒ (7) + 4 = 11
Seoni: 1d20 + 2 ⇒ (19) + 2 = 21
Kargakan: 1d20 + 3 ⇒ (15) + 3 = 18
Dungeon Master S |
Round 1:
Alric: Go
Seoni: Go
Kargakan: Go
Seveen: Go
Foes: TBD
Jack: TBD
Seoni, Tattooed Varisian |
Seoni grimaces. More undead. How unpleasant.
She Moves over alongside Jack, then lets fly with an electric arc cantrip, targeting the skeleton and the nearest zombie.
electricity: 1d6 ⇒ 4 DC 15 Refl for half
Dungeon Master S |
Seoni wastes no time bringing arcane pain to the fight.
Skeleton: 1d20 + 3 ⇒ (11) + 3 = 14
Zombie: 1d20 - 1 ⇒ (12) - 1 = 11
The electricity arcs and burns. The maintained silence of the foes in the face of such damage is its own kind of horror.... Still the creatures seem tough, and it'll take a lot more to end them.
Round 1:
Alric: Go
Seoni: Zip Zap
Kargakan: Go
Seveen: Go
Foes: TBD
Jack: TBD
Skeleton: 4
Black: 4
Seveen |
Seveen strides forward to the skeleton and attacks with both her weapons.
Shortsword attack: 1d20 + 4 ⇒ (14) + 4 = 18
Dagger attack: 1d20 + 4 ⇒ (1) + 4 = 5 Double Slice with agile weapon
Potential shortsword piercing/slashing damage: 1d6 + 2 ⇒ (2) + 2 = 4
Potential dagger piercing/slashing damage: 1d4 + 2 ⇒ (2) + 2 = 4
"Have you been killing the freed slaves, evil creature? It must stop now!"
Enchanter's Playtest |
Alric looks at the room full of undead, and he begins to chant and conjure up ancient magics.
Suddenly a pony materializes in the middle of the undead. It rears and attacks the zombie, trying to strike with both its hooves.
Attack: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Second Attack: 1d20 + 4 - 5 ⇒ (3) + 4 - 5 = 2
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Flanking the zombie
Kargakan |
Kargakan looks at his spear and than look at the skeleton. He repeats.
He sighs. Looking at the zombie now, he forms a fist with his hand like he was crushing something. The zombie shakes. A dark ooze goes out of him.
disrupt undead fort 11: 1d10 ⇒ 10
succes. half. Crit:no dam. Failure: full crit. double. Trait positive
Dungeon Master S |
The skeleton's mouth opens, and the voice which issues forth is devoid of warmth, "Unfinished."
Seveen connects, but her bladed weapons don't seem to have much effect on the skeletal foe!
Alric's pony doesn't have much luck as the undead dodges the attack.
Kargakan opts for magic over might FORT: 1d20 + 5 ⇒ (6) + 5 = 11. The zombie resists much of the magic, but not all.
The skeletal horror swings a morningstar at Seveen ATK: 1d20 + 7 ⇒ (17) + 7 = 24 for DMG: 1d6 + 1 ⇒ (6) + 1 = 7. He then takes a guarded step, and raises his shield - which bears the image of a death's head fly upon it.
Two of the zombies converge on the pony, reaching out to tear it apart:
Red: 1d20 + 6 ⇒ (1) + 6 = 7 MISS
White: 1d20 + 6 ⇒ (15) + 6 = 21 for DMG: 1d6 + 2 ⇒ (5) + 2 = 7 AND it tries to grab hold! Free grab: 1d20 + 4 ⇒ (16) + 4 = 20 and does!
The third, injured zombie closes for Kargakan:
Black: 1d20 + 6 ⇒ (17) + 6 = 23 for DMG: 1d6 + 2 ⇒ (2) + 2 = 4 AND it tries to grab hold! Free grab: 1d20 + 4 ⇒ (1) + 4 = 5 and fails miserably!
Round 1:
Alric: Pony Miss
Seoni: Zip Zap
Kargakan: Magic
Seveen: Hit for no damage
Foes: ATK
Jack: Go
Round 2:
Alric: Go
Seoni: Go
Kargakan: Go
Seveen: Go
Foes: TBD
Jack: TBD
Skeleton: 4
Black: 9
Dungeon Master S |
Jack counters the symbol of Death with one of magic, granting Nethys's blessing!
Round 2:
Alric: Go
Seoni: Go
Kargakan: Go
Seveen: Go
Foes: TBD
Jack: TBD
Skeleton: 4
Black: 9
Seoni, Tattooed Varisian |
Unfinished, eh? We can finish you, I think.
Seoni opts for another electric arc cantrip, targeting the Black zombie and arcing to the skeleton.
electricity: 1d6 ⇒ 2 DC 15 Refl for half dmg
Dungeon Master S |
More electricity cracks through the air, giving a scent of burning ozone over the decay.
Zombie: 1d20 - 1 ⇒ (15) - 1 = 14
Skeleton: 1d20 + 3 ⇒ (18) + 3 = 21
The skeletal warrior pulls away, though the zombie, not so much.
Round 2:
Alric: Go
Seoni: Zap
Kargakan: Go
Seveen: Go
Foes: TBD
Jack: TBD
Skeleton: 5
Black: 11
Seveen |
Finding her weapons ineffective against the skeleton, Seveen temporarily leaves him for the spellcasters and steps around to slash at the zombie currently threatening the party.
Round 2
Shortsword attack: 1d20 + 4 ⇒ (9) + 4 = 13
Dagger attack: 1d20 + 4 ⇒ (19) + 4 = 23 Double Slice with agile weapon
Potential shortsword piercing/slashing damage: 1d6 + 2 ⇒ (1) + 2 = 3
Potential dagger piercing/slashing damage: 1d4 + 2 ⇒ (1) + 2 = 3
guessing the dagger may be a critical hit
Potential critical damage - dagger: 1d4 + 2 ⇒ (1) + 2 = 3
Dungeon Master S |
Indeed it is >10 over the AC. Additionally, zombies work a bit differently now.
The skeleton is particularly adept at finding openings, and takes the opportunity to attack: Morningstar: 1d20 + 7 ⇒ (14) + 7 = 21 for DMG: 1d6 + 1 ⇒ (4) + 1 = 5
Seveen finds her dagger particularly effective at slashing the zombie, making easy work of the body. You can do the math, that was 19 dmg from Seveen. :-)
She severs muscle and necromantic energy. The creature falls to the crowd, motionless.
Round 2:
Alric: Go
Seoni: Zap
Kargakan: Go
Seveen: Kill
Foes: TBD
Jack: TBD
Skeleton: 5
Enchanter's Playtest |
Alric tries to rally his friends. "Good work, Seveen! The others will be no match for us now!" Then he concentrates to direct the pony to destroy the zombies. It rears and tries to strike the nearest zombie.
Cast Inspire Courage. Concentrate to direct the pony. Then he makes a stride.
Pony attacks white zombie twice
Attack (Inspire Courage): 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
Crit Damage (IC): 2d4 + 2 + 2 ⇒ (3, 2) + 2 + 2 = 9
Attack (Inspire Courage): 1d20 - 1 + 1 ⇒ (6) - 1 + 1 = 6
Damage (IC): 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6
Dungeon Master S |
Alric gives the fight his all, bolstering allies, and directing his violent pony to great effect! The first hoof hits with enough force that the zombie is knocked away making the second a miss.
Round 2:
Alric: Bard!
Seoni: Zap
Kargakan: Go
Seveen: Kill
Foes: TBD
Jack: TBD
White: 9
Skeleton: 5
Dungeon Master S |
FORT: 1d20 + 5 ⇒ (9) + 5 = 14 Despite its best effort to resist, the zombie is weak to such power! It has more effect than Kargakan was expecting! The zombie doesn't fall, but it's grip is tenuous at best.
I put Kargakan in the only place he can get to get to the injured zombie.
The zombie with the pony in its grip tries to bite its neck! Bite: 1d20 + 6 ⇒ (1) + 6 = 7
The other zombie continues to tear at the pony 1d20 + 6 ⇒ (8) + 6 = 14
The skeletal warrior steps up to Seveen and swings its morningstar once before raising its shield against any retribution. ATK: 1d20 + 7 ⇒ (4) + 7 = 11
But Desna smiles as all of their attacks fail!
Round 2:
Alric: Bard!
Seoni: Zap
Kargakan: Channel
Seveen: Kill
Foes: ATK
Jack: Go
Round 3:
Alric: Go
Seoni: Go
Kargakan: Go
Seveen: Go
Foes: TBD
Jack: TBD
White: 16
Skeleton: 5 (Shield up)
Dungeon Master S |
Sorry, in my head you were using a channel!
Damiel Pre-gen |
Don't Forget Bless to your attacks everyone!
Relying on arguably his favourite spell, Jack throws more magical components in the air. The transformation of components to translucent doves is almost seamless as the swoop down at the nearest enemy.
3 action magic missile on purple
Magic Missile: 3d4 + 3 ⇒ (2, 1, 1) + 3 = 7
Enchanter's Playtest |
Unfortunately, I don't think Bless stacks with Inspire Courage, but IC does damage too.
"Go, Pony, Go!" Alric shouts. He continues to concentrates to direct the pony to attack the zombies as he steps up to the skeletal warrior himself.
Attack (IC): 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Damage (IC): 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Attack (IC): 1d20 - 5 + 1 ⇒ (20) - 5 + 1 = 16
Crit Damage (IC): 2d4 + 2 + 2 ⇒ (1, 2) + 2 + 2 = 7
This is the most swingy pony ever
Seveen |
Faced with little option but to attack the skeleton again, Seveen takes a guarded step to flank with Alric, then slashes with both her weapons, offering a quick prayer to Erastil and really wishing this was a bow fight.
Round 3
Shortsword attack(+IC): 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
Dagger attack(+IC): 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18 Double Slice with agile weapon
Potential shortsword piercing/slashing damage(+IC): 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Potential dagger piercing/slashing damage(+IC): 1d4 + 2 + 1 ⇒ (4) + 2 + 1 = 7
If both attacks hit, combine the damage and add any applicable enhancements from both weapons. For purposes of resistances and weaknesses, this is considered to be a single Strike.
"Does anyone have more magic they can throw at this thing?"