
DM Locke |

Flaming Skeleton B takes a 5 foot step to P32 and attacks Kathai Lli!
1st flaming claw attack:
Attack roll:1d20 + 8 ⇒ (3) + 8 = 11
Damage roll:1d4 + 4 ⇒ (2) + 4 = 6
Fire damage:1d6 ⇒ 6
2nd flaming claw attack:
Attack roll:1d20 + 8 ⇒ (20) + 8 = 28
Damage roll:1d4 + 4 ⇒ (2) + 4 = 6
Fire damage:1d6 ⇒ 2
Crit confirmation:1d20 + 8 ⇒ (9) + 8 = 17
No critical!
Flaming Skeleton B hits Kathai Lli for 8 points total.
The flaming fiend strikes Kathai hard, and save for her great inner reserves of toughness, she would have blacked out.
Evenor is up next!

Lockjaw Stoneshield |

Round 3 Init Last
HP = 6/17+2
AC = 17 (15 raging)
+6 Fort, +1 Ref, -1 Will
Weapon Equipped = Dwarven Waraxe
Speed = 20'
Rage/Day = 5/8
Status Effects = None
Skeleton C going down!
Dwarven Waraxe Two Handed Power Attack Raging Flanking +8
1d20 + 8 ⇒ (20) + 8 = 281d10 + 12 ⇒ (10) + 12 = 22
Crit Confirm
1d20 + 8 ⇒ (8) + 8 = 162d10 + 24 ⇒ (10, 1) + 24 = 35
Well I wish I'd used that on the cleric.
With a fierce snarl Lockjaw moves to the next foe.

Kathai Lli |

The flaming claws of the skeleton shred ribbons along Kathai's chest. Blood splatters Skeleton C (before Lockjaw drops it). A few splashes fly through the spaces between its ribcage and small bits of gore land upon Lockjaw.
Kathai lets out a frightened squeak as the smell of scorched flesh fills the area. She grows deathly pale and stumbles, but manages to maintain her composure. She begins blinking rapidly as she grimaces through the pain...
I know I'm not the only one that needs it, but... Help! One HP here!

DM Locke |

@ Evenor - not that it matters at this point (you still would have missed) but your attack bonus vs the evil cleric is missing the +2 bonus for you vs humans, and possibly the +2 bonus for a charge as well.
@ All - I'm starting to think Alendrethala is right; I may have ramped the difficulty a bit too much on this encounter. After you walked all over the first encounter, I still didn't feel I had a good handle on your groups strength. 25 point buy, full gold and seven members does make for a pretty tough group, but this encounter is helping me gauge the upper limits of what you can tolerate. Please trust that I have no intention of TPKing you; I have a contingency to get you all out of this combat alive, if need be.

DM Locke |

@ Alendrethala - almost time! There's still a chance you can do it yourselves, as the battlefield littered with the bones of your enemies attests
Evil clerics turn!
The spiritual weapon attacks Alendrethala:
Attack roll:1d20 + 7 ⇒ (3) + 7 = 10
Damage roll:1d8 + 1 ⇒ (3) + 1 = 4
The scimitar bounces harmlessly off Alendrethala's mage armor!
Screaming in inarticulate fury, the evil cleric strikes at Evenor with her heavy mace.
Attack roll:1d20 + 7 ⇒ (5) + 7 = 12
Damage roll:1d8 + 4 ⇒ (1) + 4 = 5
Evenor ducks under her blow. She screams Damn you!! Damn you!!!
Ruhk is up next!

DM Locke |

Skeleton C going down!
Dwarven Waraxe Two Handed Power Attack Raging Flanking +8
1d20 + 8 ⇒ (20) + 8 = 28
1d10 + 12 ⇒ (10) + 12 = 22
Crit Confirm
1d20 + 8 ⇒ (8) + 8 = 16
2d10 + 24 ⇒ (10, 1) + 24 = 35
Well I wish I'd used that on the cleric.
With a fierce snarl Lockjaw moves to the next foe.
Skeleton C has been turned into a fine, greyish mist by one of the most powerful blows delivered by a first level character anywhere ever.
Round Three is done!

Kathai Lli |

Withdraw, withdraw, withdraw!
Games I've been in have said that withdraw needs to be a straight line, but I see no such ruling in the book. I'd like to withdraw to N36 as I slowly make my way to Vestilet to see if there's anything I can do to help him.
With her blade out in front of her, Kathai slides herself backwards, acknowledging that she'd only get in the way at this point.

DM Locke |

Flaming Skeleton B attacks Ruhk:
1st claw attack:
Attack roll:1d20 + 6 ⇒ (7) + 6 = 13
Damage roll:1d4 + 4 ⇒ (4) + 4 = 8
Fire damage:1d6 ⇒ 3
2nd claw attack:
Attack roll:1d20 + 6 ⇒ (20) + 6 = 26
Damage roll:1d4 + 4 ⇒ (2) + 4 = 6
Fire damage:1d6 ⇒ 5
Critical confirmation:1d20 + 6 ⇒ (10) + 6 = 16
Critical damage: 1d4 + 4 ⇒ (3) + 4 = 7
Oh no! Ruhk is down and looks like he is hurt bad!
Evenor's turn is up next!

Evenor |

Evenor throws his mace against the clerics head but once more his lack of skill with the weapon is obvious.
Attack 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11
Damn, the dice roller has something against me today, made three d20s rolls today in different games got a total of 9 with the three of them

Lockjaw Stoneshield |

Round 4 Init Last
HP = 6/17+2
AC = 17 (15 raging)
+6 Fort, +1 Ref, -1 Will
Weapon Equipped = Dwarven Waraxe
Speed = 20'
Rage/Day = 4/8
Status Effects = None
Lockjaw steps up to the last skeleton and swings as hard as he can, blood starting to color the foam at his lips.
Dwarven Waraxe Two Handed Power Attack Raging +6
1d20 + 6 ⇒ (14) + 6 = 201d10 + 12 ⇒ (8) + 12 = 20

DM Locke |

The evil cleric cackles as Evenor's blow misses!
She swings her heavy mace at Evenor:
Attack roll: 1d20 + 7 ⇒ (4) + 7 = 11
Damage roll: 1d8 + 4 ⇒ (7) + 4 = 11
She misses! A good thing, too, as the blow would have felled Evenor!
The evil cleric uses her move action to reposition the spiritual weapon to S17, and it slashes at Evenor:
Attack roll: 1d20 + 7 ⇒ (5) + 7 = 12
Damage roll: 1d8 + 1 ⇒ (8) + 1 = 9
Tymora continues to smile upon the half-elven ranger, as the bloody scimitar misses!
Alendrethala is up next!

Kathai Lli |

Skipping ahead a bit, my next action is to run to Vestilet and see if there's anything I can do
Kathai trips over herself attempting to reach the paladin. She drops to her knees at his side.
Heal: 1d20 + 0 ⇒ (11) + 0 = 11
Thinking him dead, she begins to reload her crossbow, retribution in her eyes...
"Oh, this **** is going down!"
EDIT: clarification - Q34

Alendrethala Lossëhelini |

@ Alendrethala - the flaming skeleton will be going down when Lockjaws' turn triggers, after yours. Maybe target the evil cleric with a spell or a force missile?
I though Lockjaw's turn already took place, this is why i asked.
My last lvl 1 spell is also my most powerful, since a Magic Missile with the evocation bonus inflicts 1d4+2, so going to cast that at the cleric.After that Alendrethala will stick with force missiles and ray of frosts (or crossbow)damage on the cleric 1d4 + 2 ⇒ (2) + 2 = 4

DM Locke |

Alendrethala's magic missile slams into the clerics chest, causing her to swear loudly.
Elven whore! I'll kill you, like I've killed your sister!!
Lockjaw's action against Flaming Skeleton B is next!
Lockjaw steps up to the last skeleton and swings as hard as he can, blood starting to color the foam at his lips.
Dwarven Waraxe Two Handed Power Attack Raging +6
1d20 + 6 ⇒ (14) + 6 = 20
1d10 + 12 ⇒ (8) + 12 = 20
The skeleton is reduced to a whole lotta bones, littering the ground.

Lockjaw Stoneshield |

Round 5 Init Last
HP = 6/17+2
AC = 17 (15 raging)
+6 Fort, +1 Ref, -1 Will
Weapon Equipped = Dwarven Waraxe
Speed = 20'
Rage/Day = 3/8
Status Effects = Raging
Lockjaw moves towards the last enemy, singing his death song as he begins to charge her.
Double move to R26.

DM Locke |

The evil cleric screams at Evenor, swearing eternal torment for darling to strike her!
The spiritual weapon strikes first:
Attack roll: 1d20 + 7 ⇒ (10) + 7 = 17
Damage roll: 1d8 + 1 ⇒ (4) + 1 = 5
The spiritual weapon slashes Evenor, leaving a gaping wound on his shoulder.
The evil cleric then attacks Evenor with her heavy mace:
Attack roll: 1d20 + 7 ⇒ (13) + 7 = 20
Damage roll: 1d8 + 4 ⇒ (1) + 4 = 5
The evil cleric strikes Evenor, but he's still standing, barely!
10 points of damage inflicted, 1 hit point remains!
Alendrethala is up next!

Lockjaw Stoneshield |

Round 6 Init Last
HP = 6/17+2
AC = 17 (15 raging)
+6 Fort, +1 Ref, -1 Will
Weapon Equipped = Dwarven Waraxe
Speed = 20'
Rage/Day = 2/8
Status Effects = Raging
Damn my stumpy legs!
Lockjaw moves forward while throwing an axe at the cleric.
Throwing Axe 1d20 + 2 ⇒ (14) + 2 = 161d6 + 6 ⇒ (4) + 6 = 10
That does not include -4 for lacking Precise Shot. If Evenor is still standing and engaged with her, it'll be 12 to hit.
Bah, only 10' range, so another -2.

DM Locke |

Okay, so I'll act for Evenor (again!)
Evenor swings again at the evil cleric, hoping to take her down for good.
Attack roll: 1d20 + 5 ⇒ (10) + 5 = 15
Damage roll: 1d6 + 4 ⇒ (3) + 4 = 7
But he misses! The evil cleric laughs, mocking Evenor's appearance and making unkind comments about his ancestry.
Evil cleric is up next!
The spiritual weapon attacks Evenor:
Attack roll: 1d20 + 7 ⇒ (15) + 7 = 22
Damage roll: 1d8 + 1 ⇒ (4) + 1 = 5
The bloody scimitar cuts Evenor down, and the evil cleric cackles!
The evil cleric uses a move action to advance to Q22. She then channels negative energy, trying to take out Lockjaw and Kathai!
Channel negative energy: 3d6 ⇒ (4, 5, 5) = 14
Save DC: 16
Kathai and Lockjaw have to save vs the pain of a thousand tiny slashes all over their bodies.
Alendrethala is up next!

Kathai Lli |

Will Save: 1d20 + 1 ⇒ (14) + 1 = 15
Kathai fails her will save by 1, takes full damage, bringing her to -13. She has a 12 constitution
Kathai drops to the ground screaming. She falls on her back and then the scream falls suddenly short. Her eyes remain open as the light fades.

Lockjaw Stoneshield |

Round 6
Retcon of my action as I will now be dying instead. Will save 1d20 + 1 ⇒ (6) + 1 = 7
-12 hp, 6 turns to death.
Also that 30 foot burst is going to catch most of the rest of us, and at minimum 7 damage should kill everybody already down. Yay TPK!

Inwë Lossëhelini |

Yep. Looks that way. Usually when I make an encounter for a tougher party, I up the number of enemies, not the power of the individuals...except maybe a few extra HP. A CR5 would be a challenge for a level one party by itself... having said that. We rushed in without planning, and therefore eliminated the chance of retreating, so we've nobody to blame but ourselves. Oh well...fun while it lasted

Kathai Lli |

I don't blame the encounter. I've always been a fan of sometimes, you just aren't ready to beat the bad guy. The problem was Kathai's impulsiveness coupled with the typical Marine-like attitude of heroes with the "we don't leave a man behind... even if we barely know them...". The minute I realized we were outmatched, my characters instinct would have been to run. I violated that by forcing myself to stay behind and try to save people.
If I was going to betray my characters personality for story sake, it should have been to NOT run headlong into the next battle while knowing that my character really wasn't built for combat and forcing everyone into a confrontation without scouting the situation first. So for that, I own responsibility for getting everyone killed.
That being said, I'm a fan of the plot that no one but me has really had a chance to see yet. If our GM is willing to give it another go, I'm in. With a more prudent less impulsive character

Evenor |
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I'm sorry I was away from the computer during the weekend, I think Evenor wasn't ready for such a fight, he had always hunted bandits from the shadows, not fought undead abominations :P If we are to survive via a DM safe trigger I'm alright, if we're to die as a warning for other adventurers of what's to come from these damned Garagos cult, that's alright and I'd be willing to re-roll another character if the Dm is alright with it.