| Samen Einbetten |
"Damn, me and my big mouth!"
Samen rushes forward, moving erratically to avoid the creature's attacks, and swings his sword as hard as he can.
Acrobatics to avoid AoO: 1d20 + 14 ⇒ (10) + 14 = 24
Longsword, power attack: 1d20 + 10 - 2 ⇒ (6) + 10 - 2 = 14
Damage, power attack: 1d8 + 7 + 4 ⇒ (6) + 7 + 4 = 17
Shield of Blades: +2 AC this round.
| Klaytal Blen |
Klaytal runs along the side of the room, making space for his teammates to fend off the dozens of arms being displayed toward them. He attacks!
Attack: 1d20 + 16 ⇒ (8) + 16 = 24
Damage: 1d6 + 5 ⇒ (3) + 5 = 8
| A Boy |
"Oh dear, my friends. What horrors have we yet to see? What terrors shall we yet defeat this day? This one and more, I bet." The boy's sing-song chant ignites a burning fire in the party.
Good hope: +2 morale bonus to hit, damage, saves, ability and skill checks
| Gate Moreau |
After adjusting his shirt to make sure his missing chest hair isn’t obvious, Gate moves in to attack!
Punching Dagger: 1d20 + 13 ⇒ (1) + 13 = 14
Damage: 1d4 + 10 ⇒ (2) + 10 = 12
| GM Doug H |
Klaytal hits, but not all of his piercing damage goes through. Samen, even with the help of the boy's magic, cannot penetrate teh thick hide.
Zombipede = -5 HP
ZOMBIPEDE chitters and lunges at Klaytal with its jaws.
1d20 ⇒ 7
It misses the nimble elf.
Whole party is up!
| Samen Einbetten |
"I'll draw it's attention, you kill it!" Samen directs traffic, then feints at the big creature, trying to create an opening for the others. Tend the Garden to give everyone Feint Partner (lasts two rounds; everyone can take advantage of anyone's feint), then Improved Feint as a move action.
Feint (improved), good hope: 1d20 + 18 + 2 ⇒ (17) + 18 + 2 = 37
| Klaytal Blen |
"Ho ho! Thank you Samen, but I think Gate's lack-of-tan is distracting enough even for the dead!"
Attack: 1d20 + 16 ⇒ (10) + 16 = 26
Damage & Good Hope: 1d6 + 5 + 2 ⇒ (6) + 5 + 2 = 13
And 7 damage if being denied dex from feint allows my precious damage to come through
Attack: 1d20 + 11 ⇒ (16) + 11 = 27
Damage & Good Hope: 1d6 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Critical Confirmation (15-20range): 1d20 + 11 ⇒ (16) + 11 = 27
Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Plus 7 damage if that precision damage goes through. Not sure if it also gets doubled for a crit tho..
| Gate Moreau |
Gate full attacks!
Punching Dagger 1: 1d20 + 11 ⇒ (2) + 11 = 13
Damage: 1d4 + 10 ⇒ (1) + 10 = 11
Punching Dagger 2: 1d20 + 11 ⇒ (14) + 11 = 25
Damage: 1d4 + 10 ⇒ (1) + 10 = 11
Punching Dagger 1: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d4 + 10 ⇒ (3) + 10 = 13
| GM Doug H |
Klaytal skewers one of the flat-footed ZOMBIPEDE's eyes, and ichor spills out; Gate's daggers mince off one of its legs, and the boy's holy water sizzles its unholy flesh!
Nevertheless, the piercing damage everyone is doing seems less effective than it could be. Having dealt with zombies before, and having seen the effects of the last two rounds of combat, it might behoove you to recall most zombies have DR/slashing.
1d3 ⇒ 3
ZOMBIPEDE tries to strike back at Gate!
1d20 ⇒ 12
Its teeth sink into Gate's shoulder.
B,P,S: 2d6 + 6 ⇒ (2, 4) + 6 = 12
1d100 ⇒ 61
Just then the statue behind you comes to life; it steps forward and slams Klaytal from reach!
This is a clay golem, but it's not working very well.
It has strong DR/bludgeoning, just like many others of its kind.
It's immune to magic that has SR, with some exceptions that probably aren't useful/relevant here.
It attacks the flat-footed Klaytal from behind!
1d20 ⇒ 15
1d20 ⇒ 17
slam: 2d8 + 3 ⇒ (4, 7) + 3 = 14
slam: 2d8 + 3 ⇒ (7, 1) + 3 = 11
Zombipede = -53 HP
Gate = -12 HP
Klaytal = -25 HP
Whole party is up
| Samen Einbetten |
"What the hell?!" Samen looks back over his shoulder at the suddenly-active statue, then grits his teeth and continues assaulting the zombipede, beginning by trying to fool it again. Move action Improved Feint, standard action Power Attack. Feint Partner round 2/2.
Feint (improved), good hope: 1d20 + 18 + 2 ⇒ (17) + 18 + 2 = 37
Longsword, power attack, good hope: 1d20 + 10 - 2 + 2 ⇒ (15) + 10 - 2 + 2 = 25
Damage, power attack, good hope: 1d8 + 7 + 4 + 2 ⇒ (6) + 7 + 4 + 2 = 19
Shield of Blades: +2 AC this round.
| A Boy |
Arcana: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
The boy takes out a flask and throws it at the statue. "Alas, I've had no truck with statues, nor with zombie bugs."
Alchemist fire: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18
Fire damage: 1d6 ⇒ 2
| Klaytal Blen |
Klaytal moves around the statue, "Someone help distract it so I can look for an opening!"
And tries to nimbly dodge any incoming slams.
Acrobatics: 1d20 + 14 ⇒ (17) + 14 = 31
He will wait for one of his teammates to join him in flank if possible.
Attack: 1d20 + 16 ⇒ (14) + 16 = 30
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
"Wow, I'm going to break my rapier at this rate..."
| GM Doug H |
Klaytal 5-foot steps across and flanks with Klaytal.
Punching Dagger 1: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24
Piercing Damage: 1d4 + 10 ⇒ (1) + 10 = 11
Punching Dagger 2: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24
Piercing Damage: 1d4 + 10 ⇒ (3) + 10 = 13
Punching Dagger 1: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15
Piercing Damage: 1d4 + 10 ⇒ (1) + 10 = 11
Klaytal's rapier bends on the golem's stone skin, striking true but doing no damage.
Gate's daggers chip tiny flakes of stone off, doing very little damage. The alchemist fire seems to work well, doing its full damage.
Golem = -7HP
Gate = -12 HP
Klaytal = -25 HP
| GM Doug H |
1d100 ⇒ 66
who to attack?: 1d2 ⇒ 2
Attack Gate: 1d20 ⇒ 5
slam: 2d8 + 3 ⇒ (7, 1) + 3 = 11
who to attack?: 1d2 ⇒ 2
Attack Gate: 1d20 ⇒ 7
slam: 2d8 + 3 ⇒ (4, 8) + 3 = 15
The golem misses both times!
Whole Party is up!
| Samen Einbetten |
Good hope should still be going, right? Minute/level, I think. Would that have boosted Gate's damage a bit?
Samen feints to the left, trying to get the creature moving so he can find a weak spot to point out to his allies.
Improved Feint, good hope: 1d20 + 18 + 2 ⇒ (11) + 18 + 2 = 31
Improved Dirty Trick (expose weakness), good hope: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16
If the feint is successful, then the dirty trick is against its flat-footed CMD. If a 16 somehow beats its CMD then any DR (except DR/-) or hardness is reduced by 10 for this round.
| GM Doug H |
Everyone waits for the right time to strike, when Samen can help them overcome this golem's DR.
Gate attacks!
Punching Daggee 1: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23
Piercing Damage: 1d4 + 10 + 2 ⇒ (3) + 10 + 2 = 15
Punching Dagger 2: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26
Piercing Damage: 1d4 + 10 + 2 ⇒ (4) + 10 + 2 = 16
Punching Dagger 1: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
Piercing Damage: 1d4 + 10 + 2 ⇒ (4) + 10 + 2 = 16
Klaytal attacks!
Rapier: 1d20 + 16 ⇒ (4) + 16 = 20
Piercing Damage & Good Hope: 1d6 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Rapier: 1d20 + 11 ⇒ (6) + 11 = 17
Piercing Damage & Good Hope: 1d6 + 5 + 2 ⇒ (2) + 5 + 2 = 9
| GM Doug H |
1d100 ⇒ 4
1d3 ⇒ 1
The golem slams Klaytal twice!
Attack Klaytal: 1d20 ⇒ 3
slam: 2d8 + 3 ⇒ (8, 2) + 3 = 13
Attack Klaytal: 1d20 ⇒ 17
slam: 2d8 + 3 ⇒ (6, 1) + 3 = 10
Klaytal, being injured, tries to parry the first slam, and does so successfully.
Parry: 1d20 + 16 ⇒ (5) + 16 = 21
Klaytal is down 35/40 HP.
Whole party is up, waiting for Samen…
| Samen Einbetten |
Samen once again tries to fool the statue into exposing its weaknesses.
Improved Feint, good hope: 1d20 + 18 + 2 ⇒ (5) + 18 + 2 = 25
Improved Dirty Trick (expose weakness), good hope: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20
| Gate Moreau |
Gate full attacks the statue!
Punching dagger 1: 1d20 + 11 ⇒ (15) + 11 = 26
Damage: 1d4 + 10 ⇒ (1) + 10 = 11
Punching dagger 2: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 1d4 + 10 ⇒ (3) + 10 = 13
Punching dagger 1: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d4 + 10 ⇒ (2) + 10 = 12
| GM Doug H |
Now susceptible to piercing damage, chunks of the golem fall off as Gate pierces it. It breaks apart, falling into dust!
You can rest for the night here, if you wish.
| Gate Moreau |
Gate holds his shoulder where he was bitten by the zombipede..
”And that was my bad shoulder too. Should we camp here and rest up?”
| Samen Einbetten |
"If need be, though I worry what the extra time will mean for our captured princess."
I'm fine with camping for the night. Samen is good to go, but I realize that others have daily-use things that need refreshing and wounds that need healing.
| A Boy |
Samen's brother sets about healing Gate and Klaytal.
"I fear we'll fail milady and her groom if we charge on with too much haste. But I could push yet further on a ways."
I count 7 charges total between Gate and Klaytal.
| Gate Moreau |
Gate thanks a boy for the healing.
"You're saying you want to keep going for now?"
Did we come form the north or south door?
| A Boy |
Open to going a bit further. The boy has one 3rd level spell and a few 1st levels left. And 13 rounds of performance that can linger. My sense is that there's still a ways to go in the maze.
| Gate Moreau |
Gate leads the way!
Whicever door were going through next.
| GM Doug H |
You move to the next level.
The walls here are made of a sludgy clay-like material that looks likely to collapse at any moment; the floors are mostly a supportive jelly or ooze, although patches of quicksand also occur.
At the bottom of the stairs is an archway filled by a curtain of water.
Gate: 1d20 + 3 ⇒ (18) + 3 = 21
Hucklepuck: 1d20 + 10 ⇒ (11) + 10 = 21
Klaytal: 1d20 + 9 ⇒ (7) + 9 = 16
Samen: 1d20 + 8 ⇒ (15) + 8 = 23
The area beyond is T-shaped, with a triple-vaulted ceiling. The entry to this room is flat and painted with a scene of a tidal wave swamping an erupting volcano.
The floor is flooded to a depth of 2 feet.
Gate: 1d20 + 3 ⇒ (9) + 3 = 12
Hucklepuck: 1d20 + 10 ⇒ (16) + 10 = 26
Klaytal: 1d20 + 9 ⇒ (20) + 9 = 29
Samen: 1d20 + 8 ⇒ (9) + 8 = 17
Anyone wearing metal armor feels a tugging on their bodies, as if an invisible current is drawing them to the center of the room.
You stop and look into the pool of water. There's darker water in the middle of the room — some kind of trap lays the middle of the floor, hidden under the water. You decide to make your way carefully around along the edge.
Gate: 1d20 + 3 ⇒ (20) + 3 = 23
Hucklepuck: 1d20 + 10 ⇒ (11) + 10 = 21
Klaytal: 1d20 + 9 ⇒ (6) + 9 = 15
Samen: 1d20 + 8 ⇒ (11) + 8 = 19
No one sees the trap.
1d20 + 8 ⇒ (18) + 8 = 26
1d20 + 9 ⇒ (4) + 9 = 13
1d20 + 4 ⇒ (1) + 4 = 5
1d20 + 8 ⇒ (1) + 8 = 9
Everyone but Gate falls asleep, falling into the two-foot deep water. Those wearing metal armor begin getting dragged to the cener of the room.
I'll need drowning con checks from everyone but gate.
Gate: 1d20 + 3 ⇒ (12) + 3 = 15
A Boy: 1d20 + 4 ⇒ (1) + 4 = 5
Klaytal: 1d20 + 6 ⇒ (3) + 6 = 9
Samen: 1d20 + 2 ⇒ (19) + 2 = 21
Samen is up, then Gate!
Samen must make a DC 10 con check or begin drowning.
We'll say the trap is 5' away. It looks like it's a strong magnet, pulling those sleeping slowly down in 2 rounds.
| GM Doug H |
retconning: the Boy made his save as Good Hope is still up since no one slept! Same initiative; a boy isn't in danger of drowning.
| Samen Einbetten |
Constitution, good hope: 1d20 + 1 + 2 ⇒ (18) + 1 + 2 = 21
Bubbles rise as Samen somehow continues snoring while face-down in the water.
| GM Doug H |
Klaytal looks about, dazed and unasleep because he is an elf. Will gate/the boy help Samen?
| Gate Moreau |
"What's he laying about for? Gate wades over and attempts to pick Samen up.
Strength check: 1d20 + 8 ⇒ (7) + 8 = 15
| GM Doug H |
1/2
This post is moving you along, and can be skipped if you want.
Having safely bypassed the horrible magnetic sleep trap, the party moves on.
The doorway to the next room is also full of water — instead of a cascade this time, it's perfectly still and perfectly dark. This entire room is filled with lightless water.
You fight some Skum lurking in the dark, dispatching them easily.
You step out of the dark waters and into a short hallway, covered in slick algae.
Gate: 1d20 + 3 ⇒ (5) + 3 = 8
Hucklepuck: 1d20 + 10 ⇒ (10) + 10 = 20
Klaytal: 1d20 + 9 ⇒ (3) + 9 = 12
Samen: 1d20 + 8 ⇒ (9) + 8 = 17
You note nothing of value, so you move on.
Level 3 map updated on slide 2 for you! The publishers made these lovely 3-D maps of each area, and since these levels are smaller than the previous two we can use them!
| GM Doug H |
2/2
There is a narrow platform beyond the next door, and water of unknown depth slowly churning around a series of pillars whose flat, algae-streaked tops rise just above the surface.
There are words written in a language you don't know on the wall here, and symbols carved into the each pillar-top.
Gate: 1d20 + 3 ⇒ (10) + 3 = 13
Hucklepuck: 1d20 + 10 ⇒ (4) + 10 = 14
Klaytal: 1d20 + 9 ⇒ (19) + 9 = 28
Samen: 1d20 + 8 ⇒ (16) + 8 = 24
1d20 ⇒ 20
To get across this room, one could jump from pillar to slimy pillar; an acrobatic person might get through with ease. One might also risk the water, or perhaps there's another way… there's a single 5'x5' platform directly opposite the door.
Map updated on Slide 1.
The platform beyond the doorway is only 2 feet wide; medium creatures will have to squeeze along it, or make a modest acrobatics checks each round to avoid falling into the water. Will you have the Boy teleport you one at a time, hop across the stones (Acrobatics checks) or somehow attempt to read the strange language written here?
| Samen Einbetten |
"Hm." Samen sizes up the stones, then, with some trepidation, hops across to the first one.
Acrobatics: 1d20 + 12 ⇒ (4) + 12 = 16
| GM Doug H |
Samen makes the jump easily. He will need to make an acrobatics check every round he stays on the pillar, or can jump again.
| GM Doug H |
"As a drop becomes an ocean, the least of steps becomes the greatest of journeys."
It looks a single glyph of same language's symbols are written on each pillar.
You also now recognize five stylized images of humanoids next to five embellished symbols. These are not in any particular language and you can make 5 knowledge geography, history, or nobility to recognize these while Samen jumps to pillar #2. You can take ten if you like, or roll.
What else is everyone doing? Are you jumping on pillars like Samen or waiting / helping the Boy translate this script?
| GM Doug H |
The Boy notes that these humanoids represent different creatures, and that the symbols next to them have more to do with heraldry than in common parlance. In fact, this heraldry represents a part of the creature's typical alignment:
Malenti — Lawful
Triton — Good
Scrags — Chaotic
Lacedon — Evil
Merfolk — Neutral
The boy notes that the first pillar his brother is inscribed with the symbol for "S" in this language, and the second one is inscribed with "C."
| GM Doug H |
I updated the map with the letter on each pillar and rotated it. It looks like Gate moved, but I don't see a post here. Apologies if my work crossed over yours!
| Samen Einbetten |
"I've always thought Scrags were a good idea." Samen says, not doing much to hide the sarcasm in his voice. Still, he follows Birne's directions, jumping to R, then A, G, S, and to the far platform.
Acrobatics: 1d20 + 12 ⇒ (3) + 12 = 15
Acrobatics: 1d20 + 12 ⇒ (17) + 12 = 29
Acrobatics: 1d20 + 12 ⇒ (14) + 12 = 26
Acrobatics: 1d20 + 12 ⇒ (17) + 12 = 29
Acrobatics: 1d20 + 12 ⇒ (19) + 12 = 31