Mizzie Mysken |
Mizzie stares into the waters, fascinated. Undead. Her hand unconciously goes to her mace. My concoctions are useless against them. "I'll... keep this in mind. Thank you."
GM Watery Soup |
The cave’s damp air becomes increasingly stale as you continue down through this tunnel, and as you approach the cul de sac, the stench of decay grows increasingly evident. The passage turns to the east and opens into a small cavern littered with bits of broken glass, rotting pieces of paper, and other unusable detritus. The body of a male dhampir lies facedown toward the back of the cavern.
Three gillpeople are in the cave - or at least, they used to be gillpeople. Animated by dark magic, they only serve to destroy now.
Initiative:
Dalgur Initiative: 1d20 - 2 ⇒ (8) - 2 = 6
Kaliban Initiative: 1d20 + 5 ⇒ (8) + 5 = 13
Mizzie Initiative: 1d20 + 6 ⇒ (2) + 6 = 8
Rectitude Initiative: 1d20 + 3 ⇒ (12) + 3 = 15
Rocko Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Tok Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Zombies: 1d20 ⇒ 15
Round 1, the bolded may act:
Tok
Rocko (and Walfredo)
Rectitude
Black Zombie
Blue Zombie
Red Zombie
Kaliban
Mizzie
Dalgur
Relevant knowledge is Religion.
Special GM note: Per roleplay, I've put Rectitude and Dalgur behind Rocko, and left the rest of you where you have placed yourselves. Please take care of each other!
GM Watery Soup |
Rocko William |
Rocko grips his nodachi tightly in both hands. "Walfredo, follow me; flank if you can!" Turning to the others he explains what he knows. "Zombies... nothing you wouldn't expect! Use the sharp of your blades, or call on your gods. Take the limbs off and they can't hurt us none!"
Free: Handle Animal (flank) DC 10, link: 1d20 + 1 + 4 ⇒ (16) + 1 + 4 = 21
Move: 15'
Standard: attack black
Nodachi: 1d20 + 5 ⇒ (17) + 5 = 22
Damage, S: 1d10 + 6 ⇒ (2) + 6 = 8
Walfredo |
Walfredo hears Rocko's words and jumps to action promptly. The space proves too close to safely flank immediately, but he works his way in and strikes as best as he can.
Move: 25'
Standard: attack black
Bite: 1d20 + 4 ⇒ (12) + 4 = 16
Damage, S: 1d4 + 2 ⇒ (2) + 2 = 4
GM Watery Soup |
Tok, you will incur a -5 penalty to Stealth because you have moved more than half of your speed.
Red Perception: 1d20 ⇒ 17
Blue Perception: 1d20 ⇒ 1
Black Perception: 1d20 ⇒ 13
Both Rocko and Walfredo slash at Black and Black's limbs are hanging on by threads. Black raises a fist and slams Rocko in retaliation.
Black Slam: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Blue didn't see Tok, and charges Rectitude, triggering his readied action, but Rectitude misses.
Blue Charge: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Red, however, did see Tok, and charges.
Red Charge: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Round 1-2, the bolded may act:
Tok
Rocko (and Walfredo)
Rectitude
Black Zombie (-12 HP)
Blue Zombie
Red Zombie
Kaliban
Mizzie
Dalgur
Rocko William |
Rocko steps closer to the wall and raises his long blade as he keeps one eye on the zombie and one on Walfredo. As soon as the owlbear is in position, he strikes with all he has.
5' step
Standard: readied attack when Walfredo is in flanking position
Nodachi, flank: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
Damage, S: 1d10 + 6 ⇒ (5) + 6 = 11
Walfredo |
Walfredo steps around the zombie to flank with Rocko, and unleashes a multitude of attacks on the unfortunate former gillman.
5' step
Full round: full attack
Bite, flank: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Damage, S: 1d4 + 2 ⇒ (2) + 2 = 4
Claw, flank: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Damage, S: 1d3 + 2 ⇒ (2) + 2 = 4
Claw, flank: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Damage, S: 1d3 + 2 ⇒ (1) + 2 = 3
Dalgur the Black |
Dalgur hustles behind the creatures drawing his spear. He hopes there is still some good fighting to be done.
GM Watery Soup |
Kaliban slices Blue with a dagger, carving off a huge chunk of flesh.
Mizzie moves up.
Dalgur moves up.
Tok steps and swings with his sickle. Even with flanking, he misses.
Rocko and Walfredo unleash a torrent of attacks that drops Black.
Rectitude swings with his staff but it bounces off the rubbery flesh.
Blue swings at Kaliban ... and misses.
Blue: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Red swings at Rectitude ... and hits!
Red: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Pathfinders are up!
(Blue is -9 HP)
Rectitude |
-8 HP
Rectitude strikes out again at the zombie.
quarterstaff on blue: 1d20 + 4 ⇒ (1) + 4 = 5
damage: 1d6 + 5 ⇒ (4) + 5 = 9
They move back to give others a shot after a sure miss.
rough on the rolls so far!
Rocko William |
Rocko moves up behind Kaliban and Mizzie. "Gettin' crowded here! Make room! Back away after your strike, draw them out so we can all get to 'em!" He motions for Walfredo to wait for an opening.
Move: 10'
Free: Handle Animal (stay) DC 10, link: 1d20 + 1 + 4 ⇒ (14) + 1 + 4 = 19
Standard: readied attack vs. any zombie that enters a threatened square
Nodachi: 1d20 + 5 ⇒ (16) + 5 = 21
Damage, S: 1d10 + 6 ⇒ (1) + 6 = 7
Mizzie Mysken |
Mizzie steps to a more advantageous position and swings her mace, looking for a weak spot.
Mace vs blue, flanking: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Damage + sneak attack: 1d6 + 1 + 1d6 ⇒ (4) + 1 + (2) = 7
GM Watery Soup |
Kaliban drops Blue with his attack, so if Mizzie wants to step into Blue's old square, she can.
GM Watery Soup |
Rocko, because you are behind Kaliban in the order, you (or Walfredo) too have the option of moving somewhere different.
Round 1-2, the bolded may act:
Tok
Rocko (and Walfredo)
Rectitude
Black Zombie
Blue Zombie
Red Zombie (-0 HP)
Kaliban
Mizzie
Dalgur
Dalgur, I noticed your icon moved but you didn't post. I wanted to make sure you were aware that you can move through an ally's square, so long as you don't end in their square.
Dalgur the Black |
I tried to post my move yesterday but failed. It was a five foot step.
With a roar Dalgur swings his spear wildly at the monster.
Naginata Attack: 1d20 + 6 ⇒ (3) + 6 = 91d8 + 11 ⇒ (6) + 11 = 17
GM Watery Soup |
Dalgur steps over and swings at the zombie, but misses.
Dalgur, based on uour modifiers, I assume you are raging?
Tok slashes at the zombie and slices off a piece of rotting flesh.
Red retaliates at the one who hit him.
Slam: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
The hit is brutal, and sends Tok to the floor, unconscious.
Round 2, the bolded may act:
Tok (-10 from max, -4 total)
Rocko (and Walfredo)
Rectitude
Black Zombie
Blue Zombie
Red Zombie (-2 HP)
Kaliban
Mizzie
Dalgur
Dalgur the Black |
Continuing to rage Dalgur swings again. Again swinging wildly above the head of the zombie.
Naginata Attack: 1d20 + 6 ⇒ (5) + 6 = 111d8 + 11 ⇒ (8) + 11 = 19
Kaliban Atreyu |
Seeing Tok fall prone, Kaliban steps in over him... You'll leave my fine-feathered friend alone!
atk, red w/dagger: 1d20 + 2 ⇒ (12) + 2 = 14
dmg, red w/dagger: 1d4 + 1 ⇒ (3) + 1 = 4
Didn't know if we could take the square beneath the Zombie.
Also, I believe Dalgur is flanking w/Rectitude and that might be a hit! And, a heck of a lot of damage... Ouchy! Also, your normal +to Hit is +5 (Str + BAB), Rage should get you +7 and Flanking +9? Ahh... I see, you are also Power Attacking. for -1 hit/+2 damage. If a 13 hits, you got him!
GM Watery Soup |
I don't know what the official rules are but I am willing to allow movement to any square which has a decent amount of open space depicted (30-40%), mostly because I feel that PF1 has so little movement anyway that I'd rather err on the side of people moving more than technically allowed.
Dalgur is not flanking with Rectitude, per Rules as Written. A line theough the center of the flanker's squares has to pass through opposite sides of the enemy's square. However, given that I'd have allowed Dalgur to move an extra square (which does give flanking), I think it's fine to rule it as a hit.
Kaliban carves another small chunk out of the zombie. Mizzie's mace bounces off its hide, and Dalgur cleanly separates the zombie's head from the body.
We will stay in initiative because Tok's situation needs to be resolved.
Tok, please roll a DC 14 Constitution check.
Rocko (plus Walfredo) and Rectitude, you're up. Stabilization is a DC 15 Heal check, and if you heal damage, Tok will be automatically stabilized.
GM Watery Soup |
Inside Janira's bag is:
potion of barkskin, potions of cure light wounds (2), potion of feather step, potion of vanish, scroll of entangle, scroll of gust of wind, scroll of identify, scroll of mage armor (CL 6), scroll of obscuring mist, acid, alchemist’s fire (2), holy water, smokestick, tanglefoot bags (2), thunderstone
It will take you a move action to remove something from the bag.
Dalgur the Black |
"Are you good to go?" asks Dalgur while applying thick black paint to his head and torso. The application is thick and rough, the paint mixing in to the edges of his beard and hair.
Rocko William |
Rocko looks on as Rectitude works at healing Tok. "Janira will be furious if we lose one of our number while she's out there battling that minotaur. Bring him back, Rectitude. Wake up, Tok!"
GM Watery Soup |
Tok is stabilized, but not awake.
Tok (-7 from max, -1 total)
Rocko (and Walfredo)
Rectitude
Kaliban
Mizzie
Dalgur
I'm going to go ahead and note that none of you three have healing abilities or Heal skills. I'll encourage you to buy a wand of cure light wounds with your first 2 Prestige Points, and move us on.
Unsure of whether the potion worked or not, you search the room and find a ring of protection +1 and an amulet of natural armor +1, but no other healing potions.
You carry Tok back to the main room, where your new friend Uori rushes over. He holds his face close to Tok's.
"He's still breathing," he says. Putting his hands on Tok's face, he cases cure light wounds.
CLW: 1d8 + 4 ⇒ (8) + 4 = 12
Taking a bit of water from the pond, Uori washes off the wounds, which have magically healed.
"You sacrificed your life to save my people," he tells Tok, "It will not soon be forgotten."
GM Watery Soup |
As Tok catches his breath, Uori reveals that he knows more about the model of Absalom than he has let on.
"In the many years I have visited this cave, I have witnessed many adventurers, like yourselves, who have come here. Some have desecrated this holy place. Others have wandered through, uninterested in either the history of the Azlanti or the human called Aroden."
Gillpeople refer to themselves as True Azlanti or Low Azlanti.
"But others, others have come here and found the secrets. They have performed many rituals and have benefited greatly from it. I'll show you."
1. Uori shows you some chalky stones which can be ground up to make paint. DC 12 Craft (painting), Knowledge (nature), or justify another skill (potentially higher DC).
2. Uori shows you some clay which dries quickly and can be used to make a small statue. DC 5 Craft (any) to make a statue.
3. Uori shows you a small fungus garden, and indicates you should draw four furrows with your finger. No check.
4. Uori asks if any of you have paper. If you do, write down what you've learned, and put it in the model city. No check, but items are necessary.
Tok Taket |
Tok sits up with a start and a gasp. He looks around with quick twitchy motions.
"Thank you." Tok nods to Uori.
Tok smiles and walks over to the fungus,
"My favorite." and draws four lines with a clawed hand.
GM Watery Soup |
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As Tok scratches four furrows, a vision of Aroden fills your minds.
"Prepare ye the earth, grind the pebbles to dirt. Prepare it for all humankind."
Everyone gets +1 Fortitude to poison for the remainder of the day.
Rocko William |
Rocko watches as Uori shows them some rituals to perform. He thinks he recognizes the chalky stones, so attempts to grind them up to make a crude, white paint.
Knowledge (nature): 1d20 + 4 ⇒ (11) + 4 = 15
GM Watery Soup |
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Rocko makes some paint and paints the cathedral of Aroden in the model city. He notes that one of the figurines looks at him and smiles.
Everyone gets +1 to Perception to notice monsters for the remainder of the scenario.
Kaliban makes the furrows, but Taicho has already done so, and nothing happens.
Mizzie takes a page out of her formula book, and writes down some of the things you've learned. As she puts it in the city, the library opens up and the pages begin turning on the books.
Everyone gets +1 to Knowledge checks to identify abilities and weaknesses of monsters for the remainder of the scenario.
GM Watery Soup |
1 person marked this as a favorite. |
Sorry, I misunderstood that.
Kaliban puts his mountain statue in the city, and it flashes with light.
+1 to Perception to find hidden doors and concealed objects.
GM Watery Soup |
Moving everyone to the south tunnel.
The persistent glow of the bluish fungi dimly lights the way
deeper below the Kortos Mounts. Although the tunnel branches off in different directions, all of those paths either narrow beyond your abilities to traverse, lead back to the main trail, or are blocked by cave-ins.
Please place yourselves in marching order on Slide 4, and the leader can slide all the way to the right.