
Rolande Deerborne |

Guys let me take this dips hit on.
I want to exchange some gunfire while I am here. Get a healer behind me after Fernleaf is up on hit points. I only need to hit touch ac and I have a shit load of bullets. Loading flare into secondary weapon. Going to fire it first, then my rapid shot with main weapon if the party will delay their action..

GM Pablo |

Flare DC 15 Fort save or be blinded for 1 round (1/2 damage)
Rolande 2 hits for 14
Heavy Crossbow: 1d20 + 12 ⇒ (4) + 12 = 161d10 + 1 ⇒ (4) + 1 = 5 Miss (The new armor is paying off!)
Janks moves back onto the stairs to drink another potion and heal.
Fort save: 1d20 + 7 ⇒ (15) + 7 = 22 saves
1 round no action (Rolande can prepare readied action)
CMW: 2d8 + 3 ⇒ (1, 5) + 3 = 9
Janks -14
Fernleaf - 14

GM Pablo |

Rolande hits for 21
Janks fires back. Then Retreats downt he stairs.
Heavy Crossbow: 1d20 + 12 ⇒ (19) + 12 = 311d10 + 1 ⇒ (3) + 1 = 4
Confirm crit: 1d20 + 12 ⇒ (18) + 12 = 302d10 + 2 ⇒ (9, 3) + 2 = 14
Cela heals Rolande CMW: 2d8 + 3 ⇒ (6, 5) + 3 = 14
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Janks does not return to view in these two rounds. It sounded like he descended the far stairs.
CMW: 2d8 + 3 ⇒ (8, 1) + 3 = 12 on Fernleaf
Janks -35
Fernleaf - 2
Rolande - 2

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Now we need to deactivate the traps (trip them) and haul ass behind him.
I will quickly find a heavy object and toss it into the corridor to see if anything happens. Say, 30 pound rock, board, block, box, crate, etc. I want to aim it to land in the middle of the corridor in proximity to a niche in the wall/dismembered body as far as I can toss it.
I have Throw Anything combat feat:
You are used to throwing things you have on hand.
Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

GM Pablo |

Fernleaf sees several potential traps in this hall, but most look inactive for some reason. There is another trap activated by pressure plate which tossing a chest from the storage area activates. An axe swings down harmlessly. He see no other active traps. There is a lever which should disable all the traps. Move it?

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I am preparing Expeditious retreat potion as a readied action. Will drink it at last possible moment.
Also, Adhesive Spittle potion
Noob Alchemist here. To clarify, I want to drink my potions to where they aren't wasting time standing around after drinking them but so they are prepared and working when we encounter Janx.

GM Pablo |

You buff and send in the shock troops first - Eagle and Spider followed by Anaba then Fahari.
A perpetual thick gray fog covers the floor of this ancient stone room to a height of six inches. Four alcoves extend from a small circular center. The north and south alcoves are lined with ceremonial slabs on which rest skeletal bodies garbed in old finery, the west alcove contains a spiral staircase that winds down from the room, and the east alcove contains only a simply wooden door in the east wall.
The eagle is greeted by two mercenaries and Janx firing from Range.
Merc #1 Longsword: 1d20 + 9 ⇒ (2) + 9 = 111d8 + 5 ⇒ (3) + 5 = 8 miss
Merc #2 Longsword: 1d20 + 9 ⇒ (16) + 9 = 251d8 + 5 ⇒ (1) + 5 = 6 hit
One of the Mercenaries hits and slices the bird with it's prepared action.
The spider moves in and Janx fires.
Heavy Crossbow: 1d20 + 12 ⇒ (10) + 12 = 221d10 + 1 ⇒ (4) + 1 = 5 He hits but the spider lives - Attack!
Large Spider -5/16 (+2 to hit/1d6 damage + poison)
Anaba
Fahari
Rolande
Cela
Fernleaf
Buchart
Sekkimm
Mercenaries
Janx -35

Anaba |

So, if I am figuring this out right, I have +1 for bless, and +4 for Bull's Strength on my Attack Roll, and with Lead Blades, I go from 1d10 to 2d8. I am going to attack and destroy that thug next to me with my sword.
I WARNED YOU! NOW FEEL MY WRATH!
SwordAttack: 1d20 + 15 ⇒ (10) + 15 = 252d8 + 12 ⇒ (2, 1) + 12 = 15

GM Pablo |

Anaba clumsily moves past the spider forces her way into the room (takes two AOOs)
Anaba Adjusting damage and to hit rolls up: Rage + Bless + 1 Weapon + Power attack + Lead Blades = +15 to hit/+ 20 damage
Merc #1 Longsword: 1d20 + 9 ⇒ (15) + 9 = 241d8 + 5 ⇒ (3) + 5 = 8 hits
Merc #2 Longsword: 1d20 + 9 ⇒ (8) + 9 = 171d8 + 5 ⇒ (4) + 5 = 9 hits
She brushes off their attacks and cleaves them both.
Fahari
Rolande
Cela
Fernleaf
Buchart
Sekkimm
Mercenary #1 -23
Mercenary #2 -27
Janx -35
Large Spider -5/16 (+2 to hit/1d6 damage + poison)
Anaba -17

GM Pablo |

Fahari moves past the mercenaries (they used all their AOOs on Anaba apparently and can't attack!). She misses.
Rolande has no room to move and attack so can double move in the room.
Cela double moves behind the spider
Fernleaf (has 50'move from expeditious retreat potion so can move and attack)
Buchart (double moving)
Sekkimm
Mercenary #1 -23
Mercenary #2 -27
Janx -35
Large Spider -5/16 (+2 to hit/1d6 damage + poison)
Anaba -17
Fahari
Rolande
Cela

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As with all these spiral staircases, each 5' = 10' of movement. That is why you can not pass (it is too crowded and tight) and when Rolande descended 15 feet he ended up on top of the spider so had to double move in the room because you can not end movement on another player, creature or enemy unless they are unconscious, dead or otherwise incapacitated. The initiative order was the order you lined up in to go down.
I'll use your existing roll on your next initiative.
When your done you can hire someone to make some proper stairs - these are a real pain!!
-Posted with Wayfinder

GM Pablo |

Shot on the Run (Combat)
You can move, fire a ranged weapon, and move again before your foes can react.
Prerequisites: Dex 13, Dodge, Mobility, Point-Blank Shot, base attack bonus +4.
Benefit: As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.
Normal: You cannot move before and after an attack with a ranged weapon.
You can not move your full move 30', then move again and fire.