| GM Pablo |
To clarify for everyone:
Full-Attacking
Attacking more than once (taking advantage of extra attacks from a high BAB, two-weapon fighitng, haste, and so on) requires a Full-Round action, that is both your Move and your Standard actions.
Movement
Moving your speed is a Move action, so someone with 30-ft. move speed could move thirty feet as one Move action. Because Full-Round Actions are a combination of Move and Standard, you cannot use this in the same round you Full-Attack (usually; some classes, feats, and powers do offer exceptions). Thus you are limited to just a regular, singular Attack as a Standard action.
Also note that while moving as a Move action, you provoke Attacks of Opportunity if you exit any square that an opponent threatens.
In short - if you move more than 5' (not 5' through difficult terrain 10' equivalent move) you only get 1 attack no matter the number of additional attacks you have or weapons you carry (Fernleaf, Fahari and Rolande for example). If you move only roll a single attack at your greatest bonuses!
Buchart hits number 2 for 23, but it still stands.
Sekkimm moves next to Rolande and asks to try a gun (they are attached to a weapon cord and a move action to remove that).
Rolande moves up 5' and fires and kills #3 and regains a grit point 1/4
You have 3 attacks at +15 and 1 at +10, by only moving 5 feet.You still have two more shots, but realize you only have two bullets left because you fired 4 last round. Next round will need to take a move action to reload your weapon! Next round only 1 shot @+15 to hit. Probably a good reason to get a second pepperbox.
Fernleaf
Ogre B
Shalelu
Anaba -22
Cela -16
Fahari
Ogre #1 -20 grappled
Ogre #2 -28
Ogre #3 -7
Lumpy
Buchart
Sekkimm
Rolande
| GM Pablo |
Rolande kills #2 Grit back 2/4!
Everyone piles on the lone injured Ogre trapped in the black tentacles and kills the last Ogre.
Out of Combat ahead lies the only structure on the Dam and probably the entrance. You can tell the water on the Storval Deep side is indeed very high and the dam probably can't maintain the stress (especially with more rain) for long.
Move ahead to the structure on the center of the Dam?
| GM Pablo |
New Map Skull's Watch!
The two northern sets of double doors that lead into this structure have been repeatedly smashed by the ogres. They seem to have been hastily repaired from the inside. The doors will no longer open and must be pushed down (Strength check) to access.
The two sets of southern doors are intact and barred from the inside-they may be able to be forced open with a Strength check.
The "windows" into the structure are in fact the eye sockets of the skull-shaped facade; they're 5 feet in diameter and 10 feet off the ground. It's a DC 10 Climb check to scramble up to one of them.
| GM Pablo |
Fernleaf uses 3/10 daily charges from the gloves
Piles of rubble dominate this large room, along with bits of flesh, broken weapons, splashes of blood, and a few dead ogres that have been torn limb from limb. Wind and rain howl through circular openings to the north that look out over the Storval Deep, and puddles of water have collected on the floor. Thick sheets of ropy green fungus grow along the walls here, winding in through the windows and through numerous cracks in the domed ceiling thirty feet above; behind the fungal vines, the walls are decorated with hundreds of
skull-shaped carvings.
Fernleaf Perception: 1d20 + 12 ⇒ (18) + 12 = 30
He spots four Trolls inside trying to hide in the ropy fungus.
| Rolande Deerborne |
I am the god of hellfire and I bring you Fire! I think you will burn...
Pepperbox two-handed: 1d20 + 14 ⇒ (10) + 14 = 241d8 + 8 + 1d6 ⇒ (8) + 8 + (2) = 18
Pepperbox two-handed: 1d20 + 14 ⇒ (18) + 14 = 321d8 + 8 + 1d6 ⇒ (4) + 8 + (1) = 13
Pepperbox two-handed (rapidshot): 1d20 + 9 ⇒ (1) + 9 = 101d8 + 8 + 1d6 ⇒ (2) + 8 + (6) = 16
third shot jammed, will use grit to clear
| GM Pablo |
Sekkimm the door is still blocked. Does anyone want to try pushing open the door while Rolande fires?
Rolande hits one close to his window for 21 points!
Anaba Initiative: 1d20 + 5 ⇒ (19) + 5 = 24
Buchart Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Cela Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Fernleaf Initiative: 1d20 + 4 ⇒ (9) + 4 = 13
Rolande Initiative: 1d20 + 6 ⇒ (7) + 6 = 13
Sekkimm & Lumpy Initiative: 1d20 + 8 ⇒ (1) + 8 = 9
Shalelu Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Troll Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Anaba
Trolls
Cela & Fahari
Shalelu
Buchart
Rolande
Fernleaf
Sekkimm & Lumpy
| GM Pablo |
Anaba manages to push the door open. It breaks apart and falls away from the crude support the Trolls fashioned.
The Trolls rush forward.
Troll Bite: 1d20 + 8 ⇒ (11) + 8 = 191d8 + 5 ⇒ (6) + 5 = 11 miss
Troll Claw #1: 1d20 + 8 ⇒ (8) + 8 = 161d6 + 5 ⇒ (6) + 5 = 11 miss
Troll Claw #2: 1d20 + 8 ⇒ (9) + 8 = 171d6 + 5 ⇒ (6) + 5 = 11 miss
Cela casts Prayer - +1 to hit everyone for 1 min
Shalelu shoots some flaming arrows thanks to Sekkimm
Shalelu +1 Composite Longbow - Rapid Shot: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 242d8 + 4 + 2d6 ⇒ (8, 4) + 4 + (2, 1) = 19
Shalelu +1 Composite Longbow - Single Shot moved): 1d20 + 10 ⇒ (10) + 10 = 201d8 + 2 + 1d6 ⇒ (1) + 2 + (6) = 9
Hits for 28!
Troll by door -49
Buchart is up, but there is little room to get in past Anaba (delay until room, cast a spell, fire bow or try to open other door)
| GM Pablo |
Buchart drops the Fireball hammer
Troll #1 Reflex DC15 for 1/2: 1d20 + 4 ⇒ (2) + 4 = 6 fail
Troll #2 Reflex DC15 for 1/2: 1d20 + 4 ⇒ (5) + 4 = 9 fail
Troll #3 Reflex DC15 for 1/2: 1d20 + 4 ⇒ (20) + 4 = 24 saved!
Troll #4 Reflex DC15 for 1/2: 1d20 + 4 ⇒ (3) + 4 = 7 fail
Troll by door #1 Dies a crackly death...
Troll #2 -22
Troll #3 -11
Troll -4 -22
Rolande is up!
| Rolande Deerborne |
Firing on same Ogre, used grit to clear jam.
Pepperbox two-handed: 1d20 + 15 ⇒ (19) + 15 = 341d8 + 8 + 1d6 ⇒ (8) + 8 + (1) = 17
confirmcrit: 1d20 + 1 ⇒ (15) + 1 = 16
damage: 3d8 ⇒ (2, 6, 3) = 11
Pepperbox two-handed: 1d20 + 15 ⇒ (4) + 15 = 191d8 + 8 + 1d6 ⇒ (1) + 8 + (5) = 14
Pepperbox two-handed (rapidshot): 1d20 + 10 ⇒ (5) + 10 = 151d8 + 8 + 1d6 ⇒ (2) + 8 + (1) = 11
| GM Pablo |
Rolande shoots #2 with a crit on the 1st shot for 52 (74 damage) which drops him (1 grit back 2/4).
He hots #4 for 25
Troll #3 -11
Troll -4 -47
Looking like you have this under control and not wanting to use all his bombs Fernleaf delays
Sekkimm and Lumpy are up! Yes the Western Southern doors are accessible.
Sekkim
|
Lumpy will wait for the top of the round then charge the rear troll, moving close to both in an effort to eat both's attacks of opportunity for the round and make room for other friendlies.
I will wait until after Lumpy and pounce charge attack the most damaged one I can pounce charge - if I can't pounce charge one, a normal move/attack will do.
lumpy charge: 1d20 + 8 ⇒ (19) + 8 = 273d6 + 8 ⇒ (1, 4, 5) + 8 = 18
sekkim bite: 1d20 + 7 ⇒ (8) + 7 = 152d6 + 4 ⇒ (2, 5) + 4 = 11
sekkim claw: 1d20 + 7 ⇒ (16) + 7 = 232d4 + 4 ⇒ (2, 2) + 4 = 8
sekkim claw: 1d20 + 7 ⇒ (3) + 7 = 102d4 + 4 ⇒ (1, 3) + 4 = 8
| GM Pablo |
Lumpy takes the two AOOs
Troll Bite: 1d20 + 8 ⇒ (14) + 8 = 221d8 + 5 ⇒ (6) + 5 = 11 hit
Troll Bite: 1d20 + 8 ⇒ (16) + 8 = 241d8 + 5 ⇒ (6) + 5 = 11 hit
Lumpy -22/24
He drops the axe on #3's head for 18
Sekkimm moves in - charge +2 (only one attack because moving) hits for 11
Troll #3 -29
Troll -4 -58
Anaba is up!
| GM Pablo |
Anaba confirms her crit (single attack because moving more than 10').
She easily chops down the Troll.
The remaining Troll attacks
1=sekkimm 2= lumpy = 3=Anaba
Troll Bite: 1d3 ⇒ 31d20 + 8 ⇒ (17) + 8 = 251d8 + 5 ⇒ (5) + 5 = 10
Troll Claw #1: 1d20 + 8 ⇒ (4) + 8 = 121d6 + 5 ⇒ (5) + 5 = 10
Troll Claw #2: 1d20 + 8 ⇒ (9) + 8 = 171d6 + 5 ⇒ (3) + 5 = 8
Anaba gets bit for 10
Shalelu +1 Composite Longbow - Rapid Shot: 1d20 + 10 ⇒ (2) + 10 = 122d8 + 4 + 2d6 ⇒ (1, 8) + 4 + (1, 2) = 16 miss
Buchart is up (no room to get in with your sword)!
| GM Pablo |
Done!
You search the upper rooms
C8 - C9 The walls of this room are thick with green ropy fungus that hangs down over several windows,
almost like curtains. Several large nests made of the stuff cover the floor. Searching you find several items:
A cracked emerald worth 400 gp, a bent gold comb that looks like a behir (with its legs comprising the comb's teeth) with tiny pearls for eyes worth 850 gp, and a pair of lacy pink gloves of swimming and climbing (Added to Treasure Sheet)
C10 OBSERVATION DECK
Three round windows in this room look out over the southern view from Skull's Crossing. Additional skull carvings decorate the walls, ceiling, and even the floor. In the middle of the north wall stand massive stone double doors, their smooth surfaces smeared with graffiti written in dried blood.
C11 STOREROOM
This room is nearly clogged with thick coils of the strange, vinelike fungal growths, transforming the chamber into a miniature jungle that reeks of damp mold and rot. Nothing of value and Cela determines the plats are harmless.
C11 COLLAPSED ROOM
The southeastern section of this ancient room has collapsed away, leaving a treacherous-looking gap
in the wall overlooking the lake far below.
Stairs lead down. It's dark no light there.