Witz Geschichtserzähler
|
Witz moves next to Gordy and ceases his tomfoolery and fires at the orange skeley-boy.
blunt arrow: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
damage: 1d8 - 1 + 1 ⇒ (3) - 1 + 1 = 3
ending performance starting lingering performance
GM Worg
|
Will get some combat correction posts in tomorrow before my appointment. Regular posting will resume on Friday.
GM Worg
|
Round 4&5: FIGHT!
Light Condition: Normal
Active Buffs: Archer: Divine Favor
Active Penalties: None
Archer(-0,Fine)
Red Skeleton(-61,Dead)
Blue Skeleton(-0,Fine)
Orange Skeleton(-41,Dead)
Yellow Skeleton(-51,Dead)
Gordy Grimes(-0,Fine, Burn: 2)
Malsuza(-12,Fine)
Rorik(-0,Fine)
Witz(-0,Fine)
Erna Stoneheart (Green)(-8,Fine)
Kipp(-0,Fine)
Skeleton Reflex Save DC18: 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12
The Orange skeleton goes down after a beating from Malsuza laughing at Witz's joke. The Blue undead slips and falls from Gordy's power.
Archer is still up.
"Archer"
|
Was just waiting for the update -- to make sure I knew what to shoot at!
"Oh, great. Now I cannot see that last skeleton."grumbles Archer as he moves up.
double move
GM Worg
|
Round 5: FIGHT!
Light Condition: Normal
Active Buffs: Witz: Bardic Performance +1/+1 | Archer: Divine Favor
Active Penalties: None
Archer(-0,Fine)
Red Skeleton(-61,Dead)
Blue Skeleton(-3,Prone)
Orange Skeleton(-41,Dead)
Yellow Skeleton(-51,Dead)
Gordy Grimes(-0,Fine, Burn: 2)
Malsuza(-12,Fine)
Rorik(-0,Fine)
Witz(-0,Fine)
Erna Stoneheart (Green)(-8,Fine)
Kipp(-0,Fine)
The last remaining skeleton starts to lash out, and swing from the ground at Rorik.
Attack PW VS Rorik: 1d20 + 8 - 1 - 4 ⇒ (20) + 8 - 1 - 4 = 23
Damage VS Rorik: 1d8 + 4 + 3 ⇒ (4) + 4 + 3 = 11
Confirm Crit?: 1d20 + 8 - 1 - 4 ⇒ (15) + 8 - 1 - 4 = 18
Damage VS Rorik: 2d8 + 8 + 6 ⇒ (3, 4) + 8 + 6 = 21
From the ground, the skeleton manages to slice Rorik really deep!
Crit for 32 damage.
GM Worg
|
Round 5&6: FIGHT!
Light Condition: Normal
Active Buffs: Witz: Bardic Performance +1/+1 | Archer: Divine Favor
Active Penalties: None
Archer(-0,Fine)
Red Skeleton(-61,Dead)
Blue Skeleton(-3,Prone)
Orange Skeleton(-41,Dead)
Yellow Skeleton(-51,Dead)
Gordy Grimes(-0,Fine, Burn: 2)
Malsuza(-12,Fine)
Rorik(-32,Fine)
Witz(-0,Fine)
Erna Stoneheart (Green)(-8,Fine)
Kipp(-0,Fine)
All pathfinders are up.
"Archer"
|
"That looks like it hurts, Rorik." states Archer. "Here, let me take care of that little problem for you."
Archer shoots the prone blue, twice.
magic bow, DF, IC, PBS, RS, DA, prone: 1d20 + 11 + 3 + 1 + 1 - 2 - 1 - 2 ⇒ (5) + 11 + 3 + 1 + 1 - 2 - 1 - 2 = 16 blunt arrow, DF, IC, PBS, DA: 1d8 + 5 + 3 + 1 + 1 + 2 ⇒ (4) + 5 + 3 + 1 + 1 + 2 = 16
magic bow, DF, IC, PBS, RS, DA, prone: 1d20 + 11 + 3 + 1 + 1 - 2 - 1 - 2 ⇒ (9) + 11 + 3 + 1 + 1 - 2 - 1 - 2 = 20 blunt arrow, DF, IC, PBS, DA: 1d8 + 5 + 3 + 1 + 1 + 2 ⇒ (5) + 5 + 3 + 1 + 1 + 2 = 17
Kipp warpriest of Madness
|
Kipp looks at the skeleton he couldn't hit then at the last skeleton.
"Why did I even bother. Good luck you guys, I'm going to go talk to the boss dwarf guy." he says as he heads back to the table.
double move
Gordy Grimes
|
Gordy steps forward, spikes of water swirling in his fist. "I'm bringing ya down, ya skinny bastard!" he shouts as he slams a column of water onto the prone skeleton.
Kinetic Blade: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
blunt, magic: 3d6 + 8 + 1 ⇒ (5, 2, 4) + 8 + 1 = 20
Rorik.
|
As a standard action Rorik switches his teamwork feat to escape route.
"Damn that one has some fight in it" Rorik says as he limps back into the market square, using Gordy to cover his movement.
Malsuza
|
Carrying the momentum of their impwnding victory, Malsuza breaks into a sprint. She skids past Archer, leaving the faintest trail of violet where she brakes with her heel.
Double moving into a closer position. I'm phone posting, so can I get someone to move Malsuza's mini just southwest of Archer?
GM Worg
|
Round 6: FIGHT!
Light Condition: Normal
Active Buffs: Witz: Bardic Performance +1/+1 | [url=https://paizo.com/campaigns/v5748p75ivkec/gameplay&page=3#113]Archer: Divine Favor
Active Penalties: None
Archer(-0,Fine)
Red Skeleton(-61,Dead)
Blue Skeleton(-23,Prone)
Orange Skeleton(-41,Dead)
Yellow Skeleton(-51,Dead)
Gordy Grimes(-0,Fine, Burn: 2)
Malsuza(-12,Fine)
Rorik(-32,Fine)
Witz(-0,Fine)
Erna Stoneheart (Green)(-8,Fine)
Kipp(-0,Fine)
Prone PW VS Gordy DC23: 1d20 + 8 - 4 - 1 ⇒ (12) + 8 - 4 - 1 = 15
Damage VS Gordy: 1d8 + 4 + 3 ⇒ (1) + 4 + 3 = 8
The skeleton still lies on the ground, and it swings its Urgrosh at Gordy! It misses horribly, however.
GM Worg
|
Round 6&7: FIGHT!
Light Condition: Normal
Active Buffs: Witz: Bardic Performance +1/+1 | [url=https://paizo.com/campaigns/v5748p75ivkec/gameplay&page=3#113]Archer: Divine Favor
Active Penalties: None
Archer(-0,Fine)
Red Skeleton(-61,Dead)
Blue Skeleton(-23,Prone)
Orange Skeleton(-41,Dead)
Yellow Skeleton(-51,Dead)
Gordy Grimes(-0,Fine, Burn: 2)
Malsuza(-12,Fine)
Rorik(-32,Fine)
Witz(-0,Fine)
Erna Stoneheart (Green)(-8,Fine)
Kipp(-0,Fine)
At this point, Lukher runs for cover.
Full Withdrawal.
Pathfinders are up!
Gordy Grimes
|
Gordy delivers another smashing blow to the skeleton, forming water into the shape of an anvil and bringing it down on the undead creature.
kinetic blade: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
Blunt, magic: 3d6 + 8 + 1 ⇒ (6, 1, 4) + 8 + 1 = 20
If the creature still lives, Gordy will attempt to leap over it with Acrobatics so other people can get into melee.
Acrobatics: 1d20 + 11 ⇒ (13) + 11 = 24
Kipp warpriest of Madness
|
Kipp sits back at the table I think he took Archer's or Gordy's spot, and begins talking with the mayor.
"So Mister-Boss-Dwarf-Guy, where do you think the skele-dwarves came from?" Kipp says taking a leg of meat of the table and biting into it.
GM Worg
|
Gordy smashes the last skeleton to bits, destroying the undead offensive.
Guards from other areas rally back to Captain Erna, and reports of other missing dwarves begin to arrive in the crowded marketplace. This includes dozens of members of the town guard.
Mayor Besnik, after giving Kipp a scowl for uncouthly return to the meal, addresses the public. Also more information will be available after he addresses the public.
"Citizens of Davarn, until further notice we will be under lock and key. Please return to your homes with your loved ones and stay sheltered until further notice."
He then turns to Captain Erna. "I want you to get the rest of the guard rallied; any who are uninjured and.. Present, must be ready."
Finally he turns to the Pathfinders. "I know you are strangers in our town, and have no further need to aid us in this time of need. If you are willing to help us, I will offer you 3,500 golden coins if you can find where these undead came from, and rescue as many of the captives as possible."
Gathering information from the remaining Dwarves here may be a good place to start finding out what is going on.
So many people were crowded into the market square that the rest of town was all but abandoned.
All of the missing are related to the late hero, Lady Delbera Axebringer, who spent over a century defending Davarn from foreign threats.
All the skeletons’ victims were seen being dragged down Taggun’s Crawl to the east, which connects to other dwarven cities, but the tunnel hazardous and unpatrolled beyond Firebrand’s Redoubt.
At least one person remembers seeing a bizarre stranger skulking around the east side of town earlier that day—a slight, hooded woman whose feet clopped like horses’ hooves.
Searching the skeletons may also give some clues.
The flaming axe head is the symbol of the Firebrand Legion, a group of local heroes in Davarn. Based out of a subterranean fortress several hours east of the town, they patrolled the underground roads and fought against threats from the Darklands.
The Firebrand Legion was disbanded when many of their number, including their leader, Lady Delbera Axebringer, perished while repelling a larger duergar force 40 years ago.
Members of the Firebrand Legion swore their fealty to their commander upon her weapon, a legendary axe called Firebrand, said to be blessed by the dwarven god Torag.
Malsuza
|
Malsuza shifts forward, weapon aloft, ready to deliver the deathblow!
Wait, does it count as a deathblow if it's already dead? I can't call it a lifeblow since I'm not bringing the thing to life again. That's a cleric's job. But am I kind of doing a cleric's job by putting it down. Am I kind of a cleric now? I think I need a god for that. What god would I pick, though? I mean, I could go with mom's deity, but I don't really have the energy for that. Not that I don't appreciate the kind of stuff she does, but I just don't have the energy for it. And I don't know if I'd want to do the same body mod stuff that mom does? They seem to like to do that sort of thing a lot. Wait, does it count if I can turn into a less human looking race? I can pull off a pretty mean goblin, and my gnoll is in a state of 'getting there' for sure. I just need to learn their langu...
Oh right, the skeleton.
Silver heavy mace, power attack: 1d20 + 14 ⇒ (18) + 14 = 32
damage, bashing: 1d8 + 19 ⇒ (7) + 19 = 26
morphic weapon, secondary, power attack: 1d20 + 10 ⇒ (1) + 10 = 11
damage, slashing, magic: 1d6 + 6 ⇒ (4) + 6 = 10
morphic weapon, secondary, power attack: 1d20 + 10 ⇒ (10) + 10 = 20
damage, slashing, magic: 1d6 + 6 ⇒ (6) + 6 = 12
GM Worg
|
Assuming no one else has the means to gather information then...
Witz shares what he knows to the party.
• So many people were crowded into the market square that the rest of town was all but abandoned.
• All of the missing are related to the late hero, Lady Delbera Axebringer, who spent over a century defending Davarn from foreign threats.
• All the skeletons’ victims were seen being dragged down Taggun’s Crawl to the east, which connects to other dwarven cities, but the tunnel hazardous and unpatrolled beyond Firebrand’s Redoubt.
Perhaps the leads on the Firebrand Redoubt or Lady Delbera may provide some more information.
Firebrand’s Redoubt is an old fortress that marks the farthest eastern influence of Davarn and its guards. Local hero Lady Delbera Axebringer constructed it.
This result also yields the fortress’s precise location.
Lady Axebringer had her keep constructed after a relatively long adventuring career, both as a place to keep her trophies and as a forward position from which she and her assembled mercenaries could defend her hometown.
A large group of duergar assaulted Firebrand’s Redoubt about 40 years ago. The dwarves ultimately repelled their Darklands cousins, but many members of the Firebrand Legion died in that defense, including Lady Axebringer. Unable to finance the fortress, Davarn consecrated most of it as a mausoleum for the fallen, only maintaining the foyer as a remote guard station.
Firebrand’s Redoubt had a concealed sally port a quarter mile west; sometimes local kids used it as a clubhouse.
This result reveals the location of the port.
"Archer"
|
diplomacy: 1d20 + 5 ⇒ (16) + 5 = 21
Archer finds out where Firebrand's Redoubt is. [b]"Lady Delbera Axebringer created the place for the trophies from her long adventuring career. She also houses a good number of mercenaries there.
"About 40 years ago, the Redoubt was assaulted by duergar, though they were driven off by the Firebrand Legion. This is when Lady Axebringer, as well as many others of the Legion, were killed. Most of the fortress has since been abandoned due to lack of funds, though the foyer remains staffed as a guard station."[b]
Kipp warpriest of Madness
|
"You guys found out way more than I did. The boss dwarf didn't seem to know anything, well either that or he just didn't feel like talking to me," Kipp says as he joins with everyone "So do you think its necromancy, or the beginning of the end? I'm thinking necro, don't think it would be over if it was the end. Then again it could be a slow start. You never know..." This is about the point when I think someone puts heir hand over Kipp's mouth or everyone just tunes him out as he continues
GM Worg
|
Infact, Erna places her hand on Kipp's muzzle to shut him up.
"Near the open tunnel gates are four dead guards. I don't have much to go off of except guessing the undead might have killed them. It's just strange though, why kill these four but kidnap everyone else?" She shakes her head. "I hope you have a lead on what to do."
Rorik.
|
While the team looks for clues Rorik heals up
"It might be worth our time to check out Firebrand's Redoubt, there might be information about undead or the cave system"he turns to Erna and asks "Anything you can tell us about these places?"
"Archer"
|
Archer will pick up 50 blunt arrows, as he is almost out.
GM Worg
|
Being told about Firebrand's Redoubt, you see something akin to nostalgia spark in the dwarf's eyes.
"I visited my great aunt there many times back when I was a young child. I haven't returned since it's conversion into a crypt though. If anyone is in there, I would not know who..." She mumbles on about her childhood for a while.
She reminisces on and on about the tomb for a while, and you keep her talking to try to get any key notes or details.
"Actually, something I do remember that could be helpful. There is a sally port entrance that leads into a taproom. It wasn't a very well known entrance."
With this information, you know of the Sally Port entrance into Firebrand's Redoubt.
Any final purchases you wish to make in town before everything is locked up? And will you check the slain guards before going to the redoubt?
Feel free to discuss.
"Archer"
|
Diplo: 1d20 + 5 ⇒ (6) + 5 = 11
Archer woos them all with his silver tongue... or something like that
GM Worg
|
She reminisces on and on about the tomb for a while, and you keep her talking to try to get any key notes or details.
"Actually, something I do remember that could be helpful. There is a sally port entrance that leads into a taproom. It wasn't a very well known entrance."
With this information, you know of the Sally Port entrance into Firebrand's Redoubt. How would you all like to proceed?
Malsuza
|
Soon after the fight, Malsuza pulls a wand from her bag and hands it to someone on her team. Anyone with magic will do, really. She isn't picky.
Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3
Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8
Malsuza mostly keeps to herself as the group begins to flex their diplomatic muscles in the weight room that is society at large, mostly concentrating on keeping herself together. Her quiet concentration is interrupted when she hears a deep, heavy barking sound.
She turns, smiling, to see that Sergei has returned. And better yet, he has someone with him! A black wolf with oily, matted fur and way too many eyes comes bounding for her. She allows the aberrant beast to tackle her, falling back and it covers her face with a barrage of licks.
"I missed you too, Doggoth! I missed you to." She reaches into her bag and pulls out a scrumptious looking snack before offering it to him. Doggoth scarfs it down greedily as she sits up and hugs her canine companion.
"Okay yeah, now that he's back I'm ready to go when you guys are."
Gordy Grimes
|
Gordy looks the slain guards over to see if any of them are still alive.
Heal: 1d20 + 6 ⇒ (16) + 6 = 22
And maybe he notices something while examining them
"We need to skedaddle after them skeletons... whatever they're up to ain't gonna be no good."
GM Worg
|
Gordy heads to the tunnel entrance, and begins to search the corpses. He finds something strange though. Small puncture wounds in the backs of the guards, as well as signs of poison. Having just fought the undead, Gordy has many reasons to suspect something else is amiss here. Thoroughly searching around though fails to reveal more clues in this matter.
The entrances you now know of are the main entrance to the Firebrand Redoubt, or the sally port entrance.
Which will you take, Pathfinders?
Slide 6 for the Main Entrance, 7 for the Sally Port.
Kipp warpriest of Madness
|
"Oooh, he looks nice... He is a he right?" Kipp says as he pokes Malsuza with her wand. At least it stopped him from talking about the potential end of the world.
After talking about going to the Redoubt Kipp says "Whichever way new dog friend goes I'll go," he then leans towards Malsuza and doesn't really whisper "Does he play fetch?"
GM Worg
|
Odds: Sally-Port. Evens: Main Entrance: 1d100 ⇒ 77
You all begin to wander up the mountain to the west, Taggun's Crawl. Along the way, you get a decent view of the Firebrand Redoubt.
A dwarven-built wall surrounds a courtyard cut into the cavern. Grand doors depicting dour, dwarven faces and angular glyphs stand beyond that open space. The metal doors to the redoubt are ajar, twisted and bent by brute force, and a line of light spills out from the opening.
Statuary of dwarves decorates the courtyard, some of them showing signs of recent vandalism. The walkway from the main gate to the front door is littered with debris from the broken statues and overturned benches.
**************************************************
Half a mile up, you find the area where the entrance SHOULD be for the sally port...
Perception Archer: 1d20 + 2 ⇒ (11) + 2 = 13
Perception Gordy Grimes: 1d20 + 12 ⇒ (2) + 12 = 14
Perception Kipp: 1d20 + 9 ⇒ (16) + 9 = 25
Perception Malsuza: 1d20 + 8 ⇒ (6) + 8 = 14
Perception Rorik: 1d20 + 7 ⇒ (14) + 7 = 21
Perception Witz: 1d20 + 4 ⇒ (13) + 4 = 17
A few moments of the party searching, Kipp manages to find the secret entrance. It takes little effort to open the hidden cavern door...
***************************************************
You make your way through the sally port tunnels. Eventually the party reaches the end. Opening the door, you find a tap room. The smell of stale beer and whiskey hang in the air of this room. A large wooden bar, complete with taps and a mirrored backsplash, runs along the far curved wall of this room. Tables, chairs, and barstools are scattered with use, while dirty glasses and empty bottles litter the sticky floors and flat surfaces.
Sitting at the tables on the far end are five dark-skinned dwarves. The supposed leader, a dwarf with a stub for an arm that is strapped to a shield, sees you enter and points with his good arm. "Finally, a challenge that isn't these damned undead. Let's take their heads boys!"
GM Worg
|
Initiative Archer: 1d20 + 5 ⇒ (16) + 5 = 21
Initiative Gordy Grimes: 1d20 + 5 ⇒ (12) + 5 = 17
Initiative Kipp: 1d20 + 1 ⇒ (17) + 1 = 18
Initiative Malsuza: 1d20 + 4 ⇒ (6) + 4 = 10
Initiative Rorik: 1d20 + 2 ⇒ (8) + 2 = 10
Initiative Witz: 1d20 + 1 ⇒ (18) + 1 = 19
Initiative Foot Soldiers: 1d20 + 0 ⇒ (5) + 0 = 5
Initiative Haab Nuervagan: 1d20 + 2 ⇒ (20) + 2 = 22
Initiative Mercenaries: 1d20 - 2 ⇒ (10) - 2 = 8
Round 1: FIGHT!
Light Condition: Dim Light
Active Buffs: None
Active Penalties: None
Haab Nuervagan(-0,Fine)
Archer(-0,Fine)
Witz(-0,Fine)
Kipp(-0,Fine)
Gordy Grimes(-0,Fine, Burn: 2)
Malsuza(-12,Fine)
Rorik(-0,Fine)
Green Mercenary(-8,Fine)
Yellow Mercenary(-0,Fine)
Orange Foot Soldier(-0,Fine)
Blue Foot Soldier(-0,Fine)
The leader dwarf suddenly begins to grow larger.
GM Worg
|
Round 1: FIGHT!
Light Condition: Dim Light
Active Buffs: None
Active Penalties: None
Haab Nuervagan(-0,Fine)
Archer(-0,Fine)
Witz(-0,Fine)
Kipp(-0,Fine)
Gordy Grimes(-0,Fine, Burn: 2)
Malsuza(-12,Fine)
Rorik(-0,Fine)
Green Mercenary(-8,Fine)
Yellow Mercenary(-0,Fine)
Orange Foot Soldier(-0,Fine)
Blue Foot Soldier(-0,Fine)
Kipp warpriest of Madness
|
Kipp rushes forward pulling out his flail as he goes while saying "Its splat time!" before swinging at the one handed dwarf-guy. normal move, power attack. Damage types: adamantine, magic, blugeoning.
Flail: 1d20 + 6 ⇒ (20) + 6 = 26 damage: 1d10 + 11 ⇒ (4) + 11 = 15
And its a solid hit to the face.
confirmation: 1d20 + 6 ⇒ (11) + 6 = 17 crit damage: 1d10 + 11 ⇒ (2) + 11 = 13
hopefuly an extra painful one
GM Worg
|
That, and I have no avatar for it yet until one is posted.
The flail connects, but fails to confirm a deadly blow.
Rorik.
|
Rorik Shouts "Rovagug Grant us your Fury" his unholy symbol shimmer's briefly and you feel a strong desire to destroy these Dwarves take hold, as the party is blessed.
+1 moral to attack roll and vs fear, keep in mind Rorik is last in party initiative
He then moves behind the bar drawing his long spear.
Witz Geschichtserzähler
|
Witz moves behind Rorik.
Its a shame ve haf to fight zis man, he seems like zee type who vould gif you a hand.
starting Bardic Performance
local?: 1d20 + 11 ⇒ (5) + 11 = 16
"Archer"
|
So, that's bless for a moral bonus, and inspire courage for competence?
Gordy Grimes
|
[b]"We ain't in league with them skellies either, but if it's a fight yet after, than we will hafta oblige ye!"[/dice]
Gordy covers the floor with thick sea slime before moving forward, brandishing his cestus.
Slick functions as grease, DC 16 and lasts until the beginning of Gordy's next turn.