Wardens of the Reborn Forge (Inactive)

Game Master Zesdead

Paizo's 'Wardens of the Reborn Forge'.

...in which our adventurers are exploring Megator Facient - searching for the mastermind behind the sabotaged Brass Guardians that have rampaged within Alkenstar.

Party Health
Tychi 89/96 HP
Nike 99/99 HP
Figwidget 81/81HP
Lector Enteap 63/101HP
Casey Jayne 65/144HP

Wand of Cure Serious Wounds: 15 charges

Maps
Megator Facient

Scale = 1 square:5 feet


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But the way I read it, Light and Torches give you Twenty Feet of Bright Light and Twenty Feet of Low Level Light...regardless of anyone's low level vision, beyond forty feet is pitch Dark... Which requires Darkvision...

Tychi:
Irrespective of the discussion above - Moving to the entrance of the tunnel, you can see a humanoid figure moving near the rubble at the end of the tunnel.


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

Tychi pats Nike on the neck, and reaches out to Luke and Fidgwidget in turn. He hopes Carran saw it. "Figure by the rubble, humanoid..." He whispers quietly to all three in turn. He readies his sword, in case it's hostile.


Perhaps realising that it has been detected, the figure in the dim light at the rear of the tunnel...a skeletal creature, slightly smaller than a human and covered in rags...looks back down the corridor towards your position, malevolently hisses and steps back into the rubble…disappearing from view.


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

"We should investigate... Please do not assume it is hostile, it could be scared." Tychi says softly to the rest of the crew.

If Nike can see it when it hisses (and thus theoretically breaks cover?) then she'll ping it for evil before it vanishes with Detect Evil.


Nike:
The creature lurking at the rear of the tunnel is, from the ringing feedback and the metallic scent of death in your head, most definitely evil…


Female Unicorn - HP (99/99)
Stats:
AC/Touch/Flat 24/24/9 | Fort/Ref/Will +21/+18/+20 | Init +5
Skills:
Acrobatics 16, Diplomacy 10, Intimidate 15, Kn(Religion) 11, Perception 19, Sense Motive 13, Stealth 15, Survival 17
Magical Beast (4)/Paladin (Hospitaler) (5)

Nike huffs and shakes her head. "Evil, very evil. It needs to be cleansed." She hits the quick release with her muzzle, and begins advancing down the tunnel slowly, checking carefully for traps as she readies to purge the world of yet another evil creature.

Tychi's beak snaps shut, and he nods. "It appears a cleansing is in order... Our good Nike is rarely mistaken about these things.


Perception +28 (Darkvision 120') Human Brawler 18 Max HP: 252 | AC: 44; T: 27; FF: 33 | Init +9 | Fort: +22; Ref: +22; Will: +15 | CMB: +25; CMD: 51 |

Without making any further sound, Luke begins moving in the direction of the evil creature.


Moving carefully into the tunnel, Tychi, Nike and Major Luke Rand survey the area for anything untoward…

Tychi Perception: 1d20 + 26 ⇒ (12) + 26 = 38
Nike Perception: 1d20 + 15 ⇒ (2) + 15 = 17
Major Luke Rand Perception: 1d20 + 15 ⇒ (1) + 15 = 16

Tychi:
To the north of the tunnel, where the second entrance point feeds into the excavation, there is a dust covered blanket spread out on the floor…small scraps of meat lie in the centre of the blanket

Looking further along the tunnel, the solid rock floor gives way to ankle deep mud…the walls and ceiling of the tunnel though, seem quite dry. The tunnel itself stops in a blockage of crumbled stone and rock, three corroded pick axes leaning against the rubble (with a further one lying on the floor).

Nike:
Continuing to look for the presence of evil, you can feel the malevolence of not one, but three distinct beings no more than sixty feet to the east.


Female Unicorn - HP (99/99)
Stats:
AC/Touch/Flat 24/24/9 | Fort/Ref/Will +21/+18/+20 | Init +5
Skills:
Acrobatics 16, Diplomacy 10, Intimidate 15, Kn(Religion) 11, Perception 19, Sense Motive 13, Stealth 15, Survival 17
Magical Beast (4)/Paladin (Hospitaler) (5)

Nike nudges Tychi, and her muzzle moves to bump his arm. But she turns her head to do so, and her curved horn ends up pointing east, even as she appears to be looking forward. She then straightens her head out, and her horn bobbles 3 times.

Tychi nods imperceptably, and then puts 3 fingers on Carran's arm, and once Carran sees the 3 fingers, he thumbs toward the east, keeping his body between himself and the east. He repeats this with Luke, but speaks aloud softly to everyone. "There's a dusty blanket with meat on it there. I am sure I do not want to know what type of meat." To Luke he also puts 3 fingers on his arm as he talks, and them points his thumb east, his back toward that direction.


Status:
HP: 123/123; AC: 26, T: 17, FF: 21; CMD: 34; Fort: 12, Ref: 12, Will: 6; Init +5; Perception +22
Serlek:
HP: 64/64; AC: 20, T: 14, FF: 16; CMD: 21; Fort: 8, Ref: 10, Will: 5; Init +4; Perception +13
Ranger (Urban Ranger/Skirmisher) 11/ Fighter (Archer) 2

Carran holds up his bow as he moves along with the rest, an arrow nocked on the string.

"A cleansing you say hmm..? What's crawling in these mines then?"


Arriving at the eastern end of the tunnel, it appears that the collapsed rock is indeed blocking a smaller tunnel that continued to the east. Whatever was lurking at this end of the corridor has, somehow, evaded you…several footprints in the mud testify that your senses aren't fooling you and that something was indeed here.

Figwidget:
The rubble that blocks the eastwards tunnel, from examination of the way in which it has fallen, was obviously collapsed intentionally. With the right tools (pick axes and shovels, all of which can be found here) and a certain amount of strength and effort, it shouldn't be too challenging to unblock the tunnel.


M Gnome Alchemist (Mindchemist) / 14

Figwidget says, "Somebody collapsed this tunnel intentionally," he says, gesturing at the eastern tunnel. "With some of these pick axes and shovels, we should be able to clear the debris. At least, the stronger amongst us should be able to; I fear I'm more of a thinker than a lifter."


Status:
HP: 123/123; AC: 26, T: 17, FF: 21; CMD: 34; Fort: 12, Ref: 12, Will: 6; Init +5; Perception +22
Serlek:
HP: 64/64; AC: 20, T: 14, FF: 16; CMD: 21; Fort: 8, Ref: 10, Will: 5; Init +4; Perception +13
Ranger (Urban Ranger/Skirmisher) 11/ Fighter (Archer) 2

Carran takes up a pickaxe and moves closer to the debris.

"Point me to where you think we should clear first Figwidget and I'll try to clear the way."
Carran's arms look pretty bulgy compared to the others and he doesn't mind doing any heavy lifting or hard work.

Str Check?: 1d20 + 6 ⇒ (2) + 6 = 8


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

Tychi puts away his whip like sword, and takes up a pick or shovel, whichever is free. He too is well muscled, and has no complaints about physical labor.

Str: 1d20 + 5 ⇒ (2) + 5 = 7 Oh good lord, not this again.


Perception +28 (Darkvision 120') Human Brawler 18 Max HP: 252 | AC: 44; T: 27; FF: 33 | Init +9 | Fort: +22; Ref: +22; Will: +15 | CMB: +25; CMD: 51 |

strength check with tool: 1d20 + 7 ⇒ (20) + 7 = 27


M Gnome Alchemist (Mindchemist) / 14

Figwidget points the others to where the passageway needs to be cleared.

He's not strong enough to be of much help himself with a pick and shovel. He'll attempt to help the effort by pointing out the spots that are thinnest, and directing the effort so that the passageway is cleared as efficiently as possible.

Knowledge (Engineering): 1d20 + 29 ⇒ (17) + 29 = 46


Under Figwidget's expert direction, Major Luke Rand, Carran and Tychi start to dislodge the largest of the boulders blocking the tunnel to the east. It is hard, hot and dusty work but, in time and with significant exertion, the larger rocks can be safely moved out of the narrow tunnel. With the majority of the blockage removed, you are able to see through to a chamber some twenty feel along the collapsed tunnel.

As you dig, you become aware of whispered voices echoing down the tunnel,

"Buried ussss alive….."

"Left ussss to die…."

"Paid for their greed…..with our blood…."

"Vengenance…."

"Vengenance!!!!!"

"VENGENANCE!!!!"

As your tunnel widens and clears, air starts to circulate from the chamber….damp air carrying the smell of decay….

With only a few more rocks to clear, you become aware of figures lurking in the dark chamber….


Perception +28 (Darkvision 120') Human Brawler 18 Max HP: 252 | AC: 44; T: 27; FF: 33 | Init +9 | Fort: +22; Ref: +22; Will: +15 | CMB: +25; CMD: 51 |

Luke will reequip his shield then continue to dig/remove rocks one-handed; once the last rock is cleared, if we are not immediately rushed I will pick back up my torch as well, then move to the front of the group again.


Status:
HP: 123/123; AC: 26, T: 17, FF: 21; CMD: 34; Fort: 12, Ref: 12, Will: 6; Init +5; Perception +22
Serlek:
HP: 64/64; AC: 20, T: 14, FF: 16; CMD: 21; Fort: 8, Ref: 10, Will: 5; Init +4; Perception +13
Ranger (Urban Ranger/Skirmisher) 11/ Fighter (Archer) 2

Carran stops digging and nocks an arrow on his bow as Luke continues on digging.

"We've got company out there. Luke I'll cover you while you remove the last pieces of debris so we can get better access. Let's see what these undead are made of."

Ready an attack on the first of the dark shapes to come at us.
Ranged attack, Deadly Aim: 1d20 + 19 - 4 ⇒ (16) + 19 - 4 = 311d8 + 16 ⇒ (6) + 16 = 22


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

Tychi will unlimber his whip-sword and will take the lead. His amulet is glowing thanks to Nike, so he can see quite far ahead. "I'll take the lead."


Perception +28 (Darkvision 120') Human Brawler 18 Max HP: 252 | AC: 44; T: 27; FF: 33 | Init +9 | Fort: +22; Ref: +22; Will: +15 | CMB: +25; CMD: 51 |

It's your funeral


Tychi Perception: 1d20 + 26 ⇒ (12) + 26 = 38
Major Luke Rand Perception: 1d20 + 15 ⇒ (10) + 15 = 25
Carran Perception: 1d20 + 20 ⇒ (18) + 20 = 38
Serlek Perception: 1d20 + 12 ⇒ (7) + 12 = 19
Figwidget Perception: 1d20 + 17 ⇒ (4) + 17 = 21

The tunnel opens out into a rough hewn cavern some twenty feet square with the beginnings of another excavation heading to the east. The floor of the cavern is brown with wet mud yet the walls and ceiling of the cavern remain bone dry. Two figures to the north of the cavern are illuminated by Tychi's medallion.... Skeletal figures, covered in rags and plant matter, and slightly squatter than a human deathlessly stare back at you....jaws gape open....

"Revenge...."

GM Only:
Enemy Stealth: 1d20 + 18 ⇒ (18) + 18 = 36

Carran and Tychi:
There is a figure lurking in the shadow in the Eastern Tunnel...almost as soon as you see it, it slides back against the wall and disappears from view

Initiative Check for Party (excluding Nike as outside of tunnel)

Initiative Order
Tychi 1d20 + 12 ⇒ (2) + 12 = 14
Carran 1d20 + 5 ⇒ (11) + 5 = 16
Major Luke Rand 1d20 + 2 ⇒ (11) + 2 = 13
Figwidget 1d20 + 1 ⇒ (13) + 1 = 14

Enemy 1d20 + 8 ⇒ (20) + 8 = 28

Enemy then,
Carran, Tychi, Figwidget and Major Luke Rand

There is an aura surrounding the creatures in this cavern...a 30 feet radius of broken ground (difficult terrain) affects movement throughout the cavern

Map and Enemies actions to follow


The figure in the rear corner of the cavern stretches a skeletal arm towards you and emits a low burbling sound... a slurry of mud starts to drool out of it's mouth... and above you, the rock of the tunnel starts to creak and bow... and, liquefying before your eyes, collapses down upon you...

Transmute Rock to Mud along the length of the tunnel, 8d6 ⇒ (4, 5, 2, 4, 2, 5, 4, 6) = 32 damage, Reflex Save (DC20) for half damage.

The length of the tunnel is now 5 feet deep in mud, reducing speed to 5 feet and conferring a -2 penalty to AC and Attack Rolls

As Tychi moves to avoid the collapsing mud, he is confronted with another of the creatures... Looming towards the Tengu, it swipes and bites at him... It's breath rank with decay...

Bite attack: 1d20 + 14 ⇒ (7) + 14 = 21, missing
Slam attack: 1d20 + 14 ⇒ (14) + 14 = 28, hitting for1d6 + 6 ⇒ (4) + 6 = 10 damage
Slam attack: 1d20 + 14 ⇒ (9) + 14 = 23, missing

Tychi - You need to roll a DC20 Will save to avoid being cursed with Misfortune (-4 penalty to Attack Rolls, Saving Throws and Skill Checks plus Critical Threats against you automatically confirm)

Encounter Map is Here, hopefully you should all be able to edit it - remember scale is 1 square = 10 feet

You can all take your turns now. We will keep with block initiative, post in whatever order and I will make sense of it.


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

Reflex: 1d20 + 10 ⇒ (8) + 10 = 18 Tychi takes 16 damage, Imp Evasion

Will: 1d20 + 12 ⇒ (8) + 12 = 20 No misfortune

Tychi will spend a Ki Point to boost his AC for a turn.

Then he will flurry the creature that slammed him.

PA Flurry 1: 1d20 + 16 ⇒ (8) + 16 = 24
PA Flurry 2: 1d20 + 16 ⇒ (6) + 16 = 22
PA Flurry 3: 1d20 + 11 ⇒ (13) + 11 = 24
PA Flurry 4: 1d20 + 11 ⇒ (2) + 11 = 13
PA Flurry 5: 1d20 + 6 ⇒ (1) + 6 = 7

Assuming the only ones that might hit are the 22's and higher

Dammage PA Flurry 1: 1d8 + 25 ⇒ (7) + 25 = 32
Dammage PA Flurry 2: 1d8 + 25 ⇒ (6) + 25 = 31
Dammage PA Flurry 3: 1d8 + 25 ⇒ (2) + 25 = 27

HP : 84 - 10 - 16 = 58


Perception +28 (Darkvision 120') Human Brawler 18 Max HP: 252 | AC: 44; T: 27; FF: 33 | Init +9 | Fort: +22; Ref: +22; Will: +15 | CMB: +25; CMD: 51 |

Reflex Save: 1d20 + 12 ⇒ (15) + 12 = 27

Major Rand will slog through the mud to an adjacent position to the creature and then miss it with his shield.

attack roll: 1d20 + 22 ⇒ (1) + 22 = 23

HP: 114 of 130


M Gnome Alchemist (Mindchemist) / 14

Figwidget tries to dodge out of the way of the falling mud....
Reflex Save: 1d20 + 12 ⇒ (10) + 12 = 22

He succeeds in avoiding the worst of the mud, but still takes some damage with it and looks rather pathetic covered in mud.

"Oof!" he exclaims.

He pulls out a bomb, adds the key final ingredient, and chucks it at the closest skeletal figure. He's in range of it even if he doesn't move, so he stays put.

He uses his Precise Bombs discovery to omit Luke Rand and Tychi from squares affected by the splash damage... if he hits. (If he doesn't hit, then, well, people will be mad at him.)

Attack roll vs. Touch AC, including the -2 for the mud: 1d20 + 10 ⇒ (19) + 10 = 29
Damage if hits: 6d6 + 6 ⇒ (2, 4, 6, 4, 4, 5) + 6 = 31

Splash damage is 12 points, with a DC22 reflex save to cut the damage in half. Hopefully this won't matter... it will only matter if the bomb doesn't hit, and then folks have to dodge the damage from the scattered bomb.


Status:
HP: 123/123; AC: 26, T: 17, FF: 21; CMD: 34; Fort: 12, Ref: 12, Will: 6; Init +5; Perception +22
Serlek:
HP: 64/64; AC: 20, T: 14, FF: 16; CMD: 21; Fort: 8, Ref: 10, Will: 5; Init +4; Perception +13
Ranger (Urban Ranger/Skirmisher) 11/ Fighter (Archer) 2

Reflex Save: 1d20 + 12 ⇒ (4) + 12 = 16 Reflex Serlek: 1d20 + 9 ⇒ (3) + 9 = 12

Carran, 68/105; Serlek: 7/39
Carran seems worse for wear getting a ton of earth on his head, but he seems more worried about Serlek. "Go," he says to him, perch with that unicorn before you get hurt more."[/b] With that serlek flies off out of the confined space and perches on Nike's horn, ruffling his feathers to get rid of all the mud.

Does Carran actually have a sight on one of those things back there, seems to me like a very difficult shot for him. Shooting into melee, soft cover, mud and all that.

Can I get to the first undead creature from here, he seems to block off the way into that area. If I can Acrobatics to move across the mud: 1d20 + 19 ⇒ (6) + 19 = 25

If Carran can get out of the mud: Acrobatics to get past/behind the skeleton at the front: 1d20 + 19 ⇒ (13) + 19 = 32

Then he'll attack it with his Greatsword: Melee attack, Power Attack: 1d20 + 21 - 4 ⇒ (5) + 21 - 4 = 222d6 + 24 ⇒ (1, 1) + 24 = 26 Add +2 if I can flank


Female Unicorn - HP (99/99)
Stats:
AC/Touch/Flat 24/24/9 | Fort/Ref/Will +21/+18/+20 | Init +5
Skills:
Acrobatics 16, Diplomacy 10, Intimidate 15, Kn(Religion) 11, Perception 19, Sense Motive 13, Stealth 15, Survival 17
Magical Beast (4)/Paladin (Hospitaler) (5)

Nike eyes the bird. "If you poop on my face, I'm going to feed you to Tychi." The unicorn warns the bird roosting on her horn.

Cure Light: 1d8 + 5 ⇒ (7) + 5 = 12


Acrobatics won't help with movement out of the mud so am going to assume that Carran stays at range and repeats his ranged attack (however attack roll with -2 for mud and penalty for shooting into melee results in a miss)

As the ceiling creaks, Carran catches a glimpse of one of the skeletal creatures moving in to attack Tychi, instincts take over and he lets loose with his arrow before the ceiling falls in on him and his companion. Hitting for 22 damage minus Damage Resistance. Rolling with the creature's attack, Tychi retaliates in a flurry of steel, cutting through rags and shattering bone. Hitting twice for 57 minus Damage Resistance. Moments later, an object is tossed down the tunnel, bouncing off the walls and, striking the creature squarely on the skull, explodes…Hitting for 31 damage

GM Only:
Guecubu 1 on 7/104HP

Struggling out of the mud and past Tychi, Major Luke Rand's defenses are momentarily lowered but the creature's opportunistic attack is ineffective…

Bite Attack at Major Luke Rand: 1d20 + 14 ⇒ (12) + 14 = 26, missing.

Tychi, Knowledge (Religion): 1d20 + 4 ⇒ (14) + 4 = 18
Figwidget, Knowledge (Religion): 1d20 + 13 ⇒ (12) + 13 = 25

Tychi and Figwidget:
These creatures are Guecubu, undead beings who, in life, were particularly violent criminals and who seek vengenance for their early demise (normally their execution). Even in the absence of mortal remains, theie unquiet spirits may form a body of sorts from rocks and plant matter…the particular creatures that you have 'disturbed' seem to be a mixture of bone and such other matter. A Guecubu, like other skeletal undead, is resistance to weapon attacks that are not bludgeoning (piercing and slashing weapons are noticeably less effective). A Guecubu has a strong corrupting link with the earth and is able to manipulate and reshape rock and mud…as you have already seen

End of Round 1, back to the top of initiative with the Guecubu going first


Perception +28 (Darkvision 120') Human Brawler 18 Max HP: 252 | AC: 44; T: 27; FF: 33 | Init +9 | Fort: +22; Ref: +22; Will: +15 | CMB: +25; CMD: 51 |

I should be out of the mud now right?


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

Post removed at GM request to wait for monster activities


Spitting obscenities at Tychi, the first of the Guecubu steps back from combat and, moving against the wall of the cavern, merges back into the rock.

Five Foot Step backwards and Earth Glide into Rock

The second of the Guecubu lurches forwards to attack Luke Rand, biting and bodily slamming against the mud soaked Major…it shrieks in malevolent delight as one of it's attacks finds exposed flesh…

Bite Attack:1d20 + 14 ⇒ (12) + 14 = 26, missing
Slam Attack:1d20 + 14 ⇒ (6) + 14 = 20, missing
Slam Attack:1d20 + 14 ⇒ (20) + 14 = 34, hitting (critical threat)

Confirming Critical:1d20 + 14 ⇒ (18) + 14 = 32, Critical Confirmed for2d6 + 12 ⇒ (5, 4) + 12 = 21 damage

Major Luke Rand - You will need to roll a DC20 Will Save to avoid being cursed with Misfortune (-4 penalty to Attack rolls, Saving Throws and Skill Checks plus Critical Threats against you automatically confirm)


Perception +28 (Darkvision 120') Human Brawler 18 Max HP: 252 | AC: 44; T: 27; FF: 33 | Init +9 | Fort: +22; Ref: +22; Will: +15 | CMB: +25; CMD: 51 |

will save: 1d20 + 7 ⇒ (18) + 7 = 25

saved!

HP 93/130


Perception +28 (Darkvision 120') Human Brawler 18 Max HP: 252 | AC: 44; T: 27; FF: 33 | Init +9 | Fort: +22; Ref: +22; Will: +15 | CMB: +25; CMD: 51 |

on my turn, if it's still alive, Luke will flurry on the one that critted him

flurry of Shield: 1d20 + 20 ⇒ (7) + 20 = 271d20 + 20 ⇒ (15) + 20 = 351d20 + 15 ⇒ (7) + 15 = 221d20 + 15 ⇒ (15) + 15 = 301d20 + 10 ⇒ (11) + 10 = 21

will assume that everything over 25 will deal damage, so 3 hits. rolling damage, which bypasses piercing, magic, all alignment based DR, cold iron, silver, and adamantine.

damage rolls: 2d6 + 10 ⇒ (6, 1) + 10 = 172d6 + 10 ⇒ (1, 1) + 10 = 122d6 + 10 ⇒ (3, 5) + 10 = 18


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

Uhm, GM? Hate to be a pain, but... you can't 5ft adjust and then use any other form of movement. So earth glide would be moving after a 5ft adjust. Nor can you take a 5ft adjust after moving. It could move, then use earth glide, but it would provoke attacks of opportunity from me and Luke.


Okay...slight adjustment then...give me a moment....

It should be able to Withdraw using Burrow as a Full Round Action (as it has a listed speed for that mode of movement)...as it can see you, you do not get an attack of Opportunity

So a slightly different exit from combat...but the end result is the same...encounter map is unchanged. Carry on posting your actions.


Status:
HP: 123/123; AC: 26, T: 17, FF: 21; CMD: 34; Fort: 12, Ref: 12, Will: 6; Init +5; Perception +22
Serlek:
HP: 64/64; AC: 20, T: 14, FF: 16; CMD: 21; Fort: 8, Ref: 10, Will: 5; Init +4; Perception +13
Ranger (Urban Ranger/Skirmisher) 11/ Fighter (Archer) 2

Carran will shoot the one Luke is in combat with, trying to get a solid hit in to make it easier for his allies.

Ranged Attacks, Shooting into Melee, Mud: 1d20 + 19 - 4 - 2 ⇒ (3) + 19 - 4 - 2 = 161d20 + 14 - 4 - 2 ⇒ (5) + 14 - 4 - 2 = 131d20 + 9 - 4 - 2 ⇒ (2) + 9 - 4 - 2 = 5

Well those suck, won't bother rolling damage for them.

Carran frustrated by the mud and darkness, curses to himself in his own native language.

Catfolk:
"Damn...Carran why didn't you train on combat aiming? Stupid kitten that you are!"


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

"Break their bones..." Tychi says aloud, letting his fellows know the methods to attack with. As he moves next to Rand's square, he drops his Urumi at Rand's feet, and pulls his Kusarigami instead.

He moves to threaten the visible opponents with his weapon. 10 ft reach Once in position, he attacks using the bludgeoning weight.

One-Handed Power Attack: 1d20 + 16 ⇒ (20) + 16 = 36
Damage: 1d6 + 19 ⇒ (1) + 19 = 20

One-Handed Power Attack Confirm: 1d20 + 16 ⇒ (3) + 16 = 19


M Gnome Alchemist (Mindchemist) / 14

Figwidget sees the creature glide into the rock, and says, "Uh oh... that's not good. Guys, these things are known as Guecubu, undead creatures who were particularly violent in life. Use blunt weapons!"

He figures he needs to get out of the mud, but he realizes how vulnerable he is. He sufficies with trudging forward five feet (updated on the map), and he quaffs one of his extracts. (He's drinking his Shield extract, raising his AC to 25 for the next several minutes.)


As the first of the undead slides back into the mud, the second one moves forward to attack Major Luke Rand…and, as it moves out of the shadows, is attacked by the Major, by Tychi and by Carran.

Carran lets loose with an arrow, (I have moved Carran on the map as he didn't have line of sight from his starting position), but the mud sullies his aim and his shot is wild. Tychi, using his Kusarigami, cracks and splinters the bones of the creature, hitting for 20 damage and then Luke Rand, free of the mud, smashes into the skeleton, hitting five times for 47 damage plus 4d6 + 20 ⇒ (1, 4, 4, 6) + 20 = 35; 82 damage)

GM Only:
Guecubu 2 on 2/104HP

It's head lolling uselessly to one side, Major Luke Rand's assailant cowers in defense and merges back into the ground... fragments of bone littering the ground being the only clue that it had ever been there.

Guecubu makes a withdraw move action, burrowing into the ground

There is a moment of quiet and then a third creature burst through the rock next to Figwidget and Carran; it bites and slams at both of the mud stricken adventurers.

Bite Attack at Figwidget: 1d20 + 14 - 2 ⇒ (1) + 14 - 2 = 13, missing

Slam Attack at Carran: 1d20 + 14 - 2 ⇒ (19) + 14 - 2 = 31, hitting for 1d6 + 6 ⇒ (4) + 6 = 10 damage

Slam Attack at Carran: 1d20 + 14 - 2 ⇒ (20) + 14 - 2 = 32, Critical Threat
Confirming Critical: 1d20 + 14 ⇒ (4) + 14 = 18, Critical not Confirmed, hit for 1d6 + 6 ⇒ (5) + 6 = 11 damage

Carran - You will need to roll two DC20 Will Saves to avoid being cursed with Misfortune (-4 penalty to Attack rolls, Saving Throws and Skill Checks plus Critical Threats against you automatically confirm). If you fail both saves, you will additionally be Staggered for one round.


Status:
HP: 123/123; AC: 26, T: 17, FF: 21; CMD: 34; Fort: 12, Ref: 12, Will: 6; Init +5; Perception +22
Serlek:
HP: 64/64; AC: 20, T: 14, FF: 16; CMD: 21; Fort: 8, Ref: 10, Will: 5; Init +4; Perception +13
Ranger (Urban Ranger/Skirmisher) 11/ Fighter (Archer) 2

I will use my Black Cat special ability, I'll force him to reroll that Crit Threat attack with an additional -4 penalty

Will Save: 1d20 + 6 ⇒ (14) + 6 = 20 Talk about lucky

Carran lets his bow fall and draws his adamantine greatsword using his quickness of hand to draw it from the scabbard on his back and swings on the creature that hit him.

Melee attack, Power Attack: 1d20 + 17 ⇒ (11) + 17 = 281d20 + 12 ⇒ (19) + 12 = 311d20 + 7 ⇒ (8) + 7 = 15
Crit confirm?: 1d20 + 12 ⇒ (1) + 12 = 13

Damage, assuming 28 hits: 2d6 + 24 ⇒ (5, 3) + 24 = 322d6 + 24 ⇒ (1, 4) + 24 = 29


Rerolling Critical Threat Attack: 1d20 + 14 - 2 - 4 ⇒ (19) + 14 - 2 - 4 = 27, still hits for 1d6 + 6 ⇒ (3) + 6 = 9 damage.

You will still need to roll a second Will save, DC20...


Female Unicorn - HP (99/99)
Stats:
AC/Touch/Flat 24/24/9 | Fort/Ref/Will +21/+18/+20 | Init +5
Skills:
Acrobatics 16, Diplomacy 10, Intimidate 15, Kn(Religion) 11, Perception 19, Sense Motive 13, Stealth 15, Survival 17
Magical Beast (4)/Paladin (Hospitaler) (5)

Nike, seeing the evil undead thing, moves forward, sticks her head into the opening, and smites it with her holy horn.

Attack: 1d20 + 11 + 6 ⇒ (15) + 11 + 6 = 32 Smite bonus +6
Holy Gore Smite: 2d6 + 6 + 4 ⇒ (6, 3) + 6 + 4 = 19 Smite, Bypass all DR

The horn smashes into the creature, and fat white sparks of energy fly from it as the holy energy in it interacts with the foul necromancy of the creature.

Nike gains +6 AC vs Smite Target


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

Tychi, suspecting tricks, readies an action to hit any of the foul creatures that come back into the small area.

Readied one-handed power Attack: 1d20 + 16 ⇒ (7) + 16 = 23
Damage: 1d6 + 19 ⇒ (1) + 19 = 20


Status:
HP: 123/123; AC: 26, T: 17, FF: 21; CMD: 34; Fort: 12, Ref: 12, Will: 6; Init +5; Perception +22
Serlek:
HP: 64/64; AC: 20, T: 14, FF: 16; CMD: 21; Fort: 8, Ref: 10, Will: 5; Init +4; Perception +13
Ranger (Urban Ranger/Skirmisher) 11/ Fighter (Archer) 2

Will Save: 1d20 + 6 ⇒ (9) + 6 = 15 That seemed a waste..., Carran has Misfortune how long does that last?
49/105 hp, Serlek 19/39

Serlek moves together with Nike on the wobbling horn, flies up and attacks as Nike attacks with her horn.

Attack, Bite, Talon, Talon: 1d20 + 6 ⇒ (4) + 6 = 101d20 + 6 ⇒ (1) + 6 = 71d20 + 6 ⇒ (6) + 6 = 12
Edit my previous attacks get -4 then, hopefully a 24 still hits


Perception +28 (Darkvision 120') Human Brawler 18 Max HP: 252 | AC: 44; T: 27; FF: 33 | Init +9 | Fort: +22; Ref: +22; Will: +15 | CMB: +25; CMD: 51 |

Luke will hurl his shield at the one who attacked carran, snap his fingers (which will cause his shield to reappear in his hands), then re-don his shield.

attack roll: 1d20 + 19 ⇒ (10) + 19 = 29

damage roll: 1d8 + 10 ⇒ (3) + 10 = 13


Carran - the Misfortune is a Curse effect and will remain in place, neither fading nor worsening, until magically cured. If the party aren't capable of removing the curse (I don't think any of you are?), I will ensure that there are opportunities to remove the curse in due course. On the positive side, both of your attacks still hit with the -4 modifier.


Female Unicorn - HP (99/99)
Stats:
AC/Touch/Flat 24/24/9 | Fort/Ref/Will +21/+18/+20 | Init +5
Skills:
Acrobatics 16, Diplomacy 10, Intimidate 15, Kn(Religion) 11, Perception 19, Sense Motive 13, Stealth 15, Survival 17
Magical Beast (4)/Paladin (Hospitaler) (5)

Nike would like to point out she has an Aura of Magic Circle vs Evil. Everyone within the aura gains benefit of Protection from Evil. Including Carran. Radius is 10 ft from her.

Protection From Evil:
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

So, if I read it correctly, he get's a +2 AC while in the aura, gains a second will save if the Curse was enchantment or mind affecting, and +2 on saves (including the recheck if allowed).


While we are waiting for Figwidget's action and either the death of the Guecubu...or it's cowardly retreat...

Here is the current Map showing your exploration of the Karggat Mine so far


M Gnome Alchemist (Mindchemist) / 14

Figwidget trudges forward teen feet through the mud, so that he is behind Major Luke Rand. "Fire in the hole!" he shouts, as he tosses another bomb over the Major's head towards the undead monstrosity.

(Throwing a bomb; ranged touch attack, including -2 for throwing from the mud and -4 because of the cover Major Luke Rand affords the creature. Omit Major Luke Rand from the splash damage. Ranged Touch: 1d20 + 6 ⇒ (16) + 6 = 22 Damage if hits: 6d6 + 6 ⇒ (5, 1, 3, 1, 5, 2) + 6 = 23

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