| brvheart |
OK, I have Natalie, Beth, Silas, Wexley followed by Oro-Tu and then LeaiLoha?
| brvheart |
You make the turn to sewers24
The ascending tunnel levels off at the entryway to
a large cylindrical chamber decorated with elaborately
carved mosaics depicting suffering and death. The
dank smell of rancid meat hangs in the air. Atop
a large grate set in the floor of the chamber sits a
grisly pile of corpses.
| Oro-Tu |
Oro-Tu grunts, "Devil worship.."
He cautiously enters the area, looking closely for any signs of movement or danger.
perception: 1d20 + 10 ⇒ (8) + 10 = 18
| brvheart |
How far are you going in Oro-Tu and who else is entering and where? Very quickly, like in 10' you will see a huge worm flanked by what appear to be four zombies. This nauseating abomination resembles a pale white worm. The massive queen, the size of an elephant calf, leaks necromantic acid and pus from various grotesque ruptures in her veinriddled corpulence.
As soon as whomever is going to enter this round enters, roll initiative!
| Oro-Tu |
Oro-Tu growls warning, hefting his weapon before him defensively.
initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Man my perception checks are doing horrendously I keep stepping right into encounters with no warning lol. DM I would have gone a few steps in if I could not see anything (5ft), looked around and taken another few steps in and repeat until I had spotted or tripped on the worm haha.
| brvheart |
The biggest issue is that your Ioun torch gives off light as a torch, 20' so you will not see the worm until you are 10' in the room. The worm is at 25' at the first 5'. And FYI, I am not giving it surprise on you. Waiting on Natalie, Silas and anyone who was planning on entering immediately.
| brvheart |
Natalie, are you moving in?
initiative worm: 1d20 + 3 ⇒ (7) + 3 = 10
| Oro-Tu |
that's fine DM wasn't calling you out just noting my characters crappy avoidance skill :) though I think a torch is normal light for 20ft and dim light for 40ft or something. Might be different in pathfinder, this being my first PF game hehe
| brvheart |
Yes, dim light out to 40' but then there was your perception roll...
| Natalie Desmee |
Natalie takes up the greatsword in defense and enters the room with Oro-Tu. She cringes at seeing more moving corpses.
initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Sorry I downloaded a new version of firefox and forgot to make sure I was still logged in. So when I went to check up on paizo game it of course didn't show me new posts because I wasn't signed in...
| Oathar The Vigilant |
Initiative Order
Silas
Beth
Leialoha
Worms
Oro-Tu
Natalie
Wexley (he can roll for round 2, but as I have nothing from him he is going last in this round to not hold people up)
Silas up!
map updated.
| Beth Macara |
Silas, can I suggest you move to I3 while Beth moves to K5 so we can flank the topmost corpse and Leialoha gets a clean field of fire? If you wait for Beth to strike, you'll be able to use your extra damage
| brvheart |
Are you planning on double moving around Beth or moving straight through?
| Beth Macara |
Are you planning on double moving around Beth or moving straight through?
I've got 40 feet movement, so I can go just north of the corpse and around it. It will provoque an AoO but only from a single one.
| brvheart |
No AOO
A character who has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed character loses his Dexterity bonus to AC and Combat Maneuver Defense (CMD) (if any) and cannot make attacks of opportunity, unless he has the Combat Reflexes feat or Uncanny Dodge class ability.
| brvheart |
Leialoha knows nothing about these worms. House rule 1 on a skill check=-10, 20=+10 so your best was a 5. Allows for failures, but also allows for a chance to do or know something you would not normally be able to.
| Silas Frey |
Silas spots what Beth is indicating and moves accordingly to I3 after she moves. As he moves he empowers his blade ready to take a shot.
Attack: 1d20 + 10 ⇒ (1) + 10 = 11
Damage: 1d6 + 6 + 1d6 ⇒ (3) + 6 + (4) = 13
Know Arcana: 1d20 + 6 ⇒ (18) + 6 = 24
Know Nature: 1d20 + 6 ⇒ (14) + 6 = 20
| Oro-Tu |
don't you get a separate roll for each knowledge check? Hehe. I doubt this is abberation territory but here's a know dungeon roll in case it helps:
know dungeon: 1d20 + 6 ⇒ (3) + 6 = 9
| Beth Macara |
Beth volts around their first foe and attacks it in tandem with Silas.
move to K5 and attack with her scimitar attack with flanking: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17, damage: 1d6 + 5 ⇒ (2) + 5 = 7
| Oathar The Vigilant |
You are correct Oro-Tu so I will make a single roll and apply the modifier listed d20vsDC: 1d20 ⇒ 1. Silas misses on a Nat 1. Beth slices the body for 7.
What is with the die roller and all these 1's? Well Leialoha, you have no idea what it is. Finish your turn please. Oro-Tu, even if it were an aberration, the minimum DC is 11! And these are unique.
| Oro-Tu |
Lol yes I figured that crappy roll wouod fail. Man if this combat continues at this rate we need to start rolling up new characters haha.
| brvheart |
Before your next turn, everyone roll 10 d20's. I want to try and clear this dice roller.
d20: 1d20 ⇒ 12
d20: 1d20 ⇒ 12
d20: 1d20 ⇒ 17
d20: 1d20 ⇒ 4
d20: 1d20 ⇒ 3
d20: 1d20 ⇒ 8
d20: 1d20 ⇒ 15
d20: 1d20 ⇒ 2
d20: 1d20 ⇒ 17
d20: 1d20 ⇒ 18
| Natalie Desmee |
d20: 1d20 ⇒ 1
d20: 1d20 ⇒ 15
d20: 1d20 ⇒ 8
d20: 1d20 ⇒ 5
d20: 1d20 ⇒ 8
d20: 1d20 ⇒ 10
d20: 1d20 ⇒ 2
d20: 1d20 ⇒ 17
d20: 1d20 ⇒ 11
d20: 1d20 ⇒ 5
| Leialoha |
10d20 ⇒ (5, 14, 3, 17, 5, 17, 12, 19, 11, 7) = 110
Different GMs have different conventions. Since there is typically one knowledge for a creature, what makes the most sense is a single knowledge roll against the appropriate type of knowledge. I'm happy to either do it that way or to roll each of my knowledges each time or to roll against the specific knowledge if you prefer to give us the one to roll against.
Leialoha continues into the room and spreads his hands wide, sending fan of flames across the huge worm and the closest worm corpse.
Casts intensified burning hands: 7d4 + 2 ⇒ (3, 2, 4, 2, 1, 1, 4) + 2 = 19 fire damage. DC 19 Reflex save for half
| brvheart |
reflex worm queen: 1d20 + 6 ⇒ (12) + 6 = 18
reflex worm corpse: 1d20 + 1 ⇒ (14) + 1 = 15
Your method is fine Leialoha and does seem simpler.
| brvheart |
The worm queen squirts acid in a 30' cone ahead, Natalie, Oro-Tu, Silas and Leialoha save vs acid DC 18 acid spray: 4d6 ⇒ (5, 4, 4, 5) = 18. She then moves into the body pile.
The zombie hit by the burning hands falls. A worm crawls out of it and moves towards the body pile.
The zombie on Silas attacks him. stinger: 1d20 + 8 ⇒ (9) + 8 = 17 and slam: 1d20 + 2 ⇒ (14) + 2 = 16
The other two zombies move up and attack.
stinger on Oro_Tu: 1d20 + 8 ⇒ (15) + 8 = 23 damage: 1d4 ⇒ 2and acid injected: 1d4 ⇒ 2
stinger on Leialoha: 1d20 + 8 ⇒ (4) + 8 = 12
| Oro-Tu |
reflex save: 1d20 + 4 ⇒ (19) + 4 = 23
Oro-Tu tries to dodge the acid and manages to catch a stinger as he does so.
is that save for half? Also the attack failed to overcome my DR 2/- I think that means it fails to inject like with poison?
| Oro-Tu |
I forgot its my turn sorry. Judging by the map I should with combat reflexes (aooflatfooted) have got an aoo on both corpses within 5ft of me. I will roll them just in case. If not I take a 5ft step back and make the attacks anyway (with second one at -5). Let me know because if I get my AOOs then I will move in range and hit worm as my action instead of using it to back up and swing.
aoo 1: 1d20 + 11 ⇒ (2) + 11 = 13
damage 1: 1d10 + 7 ⇒ (6) + 7 = 13
aoo 2: 1d20 + 11 ⇒ (1) + 11 = 12
damage 2: 1d10 + 7 ⇒ (3) + 7 = 10
or I might roll so badly that I need to backup and rehit them even if I get my AOOs lol
| Natalie Desmee |
Natalie takes a few seconds to scan the battlefield before acting. She heads to a flanking position with Oro-Tu. She swings on the corpse between them hoping to make it one less worm in this room.
move action - move to H6
standard action - attack G5
+2 adamantine greatsword: 1d20 + 13 ⇒ (19) + 13 = 32 dmg: 2d6 + 6 ⇒ (4, 3) + 6 = 13 derring-do: 1d8 + 1 ⇒ (8) + 1 = 9
if can be crit confirmation: 1d20 + 13 ⇒ (5) + 13 = 18 dmg: 2d6 + 6 ⇒ (3, 5) + 6 = 14
| Oro-Tu |
Natalie those were hopefully AOOs since I have reach and combat reflexes. If so i will attack them again and might kill them in which case you'd be able to move to flank the worm instead
| brvheart |
The corpse in F5 fell to your AOO. Natalie kills the corpse and worm im G5, but it will get an AOO on her first. The crit killed both corpse and worm within it.
AOO on Natalie: 1d20 + 8 ⇒ (10) + 8 = 18
| brvheart |
"Damage Reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains" Therefore Oro-Tu takes the acid damage.
| Silas Frey |
10d20 ⇒ (11, 15, 11, 12, 2, 3, 9, 15, 15, 19) = 112
Reflex: 1d20 + 9 ⇒ (4) + 9 = 13
Silas is caught by the acid (down to 20 hp), but dodges out the way of the Zombie as it lunges at him.
| Oro-Tu |
if my aoo felled one and Natalie took out the other can we say I delayed my normal action until after Natalie? Otherwise I was going t step back and kill the other one on my action and Natalie would have to do something else. Assuming we can just have me go after natalie,:
Oro-Tu growls and charges the worm creature! (One column over and to within 10ft, 25ft total move, I don't have column numbering on my screen for some reaaon)
charge pa, rage stalwart: 1d20 + 15 - 4 ⇒ (13) + 15 - 4 = 24
damage: 1d10 + 10 + 6 ⇒ (3) + 10 + 6 = 19 slashing DMG, Dr 4/- until next turn.
| brvheart |
Oro-tu, you will not be able to attack the worm until it leaves the body, but you can ready an action.
| Oro-Tu |
I guess I will have to do that did not realize it was in full cover or whatever from that pile.
| brvheart |
They do not receive full cover from the pile, but do from the body they inhabit.
| Oro-Tu |
the worm queen that shot acid does? I was charging the big one sorry if I confused you the W on map not the C