Rotating GMs PFS Campaign: Down the Blighted Path, Chapter 1 (Inactive)

Game Master Clebsch73

Firebrand’s Redoubt
The heroes arrive in the dwarven town of Davarn to participate in the rollicking Spring Muddle competition—only to become embroiled in a revenge plot a century in the making.


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The Exchange

CN Half-Orc Alchemist 4 | HP: 23/23 | AC: 24 T: 13 FF: 21 | CMB: +3, CMD: 18 | F: +4 R: +9 W: 0 | Init: +5 | Perception: +8 (Darkvision) | Speed: 30 ft | Active conditions: Mutagen + Shield
Resources:
| Bombs: 10/10 | Extracts (1st): 5/5 | Extracts (2nd): 3/3 | Wand of CLW: 50/50 | Showmanship: 1/1

"Not to worry, plenty of ordinance to blast through them." Rook says this time lobbing at the already charred skeleton closest to him. He mixes in another solvent to ensure the blast doesn't expand to his allies.

Bomb vs Touch: 1d20 + 8 ⇒ (8) + 8 = 16
Fire Damage: 2d6 + 10 ⇒ (5, 4) + 10 = 19


Duergar Caravan | Davarn Map

Rook's bomb hits the skeletal warrior attacking Erna and reduces it to a smoldering pile of bones and armor. 19 to BLS 1, destroying it.

Danduun attacks the next one down the road and gnaws on one of its leg bones. 3 to BLS 3.

Gru'Gar is up.


Duergar Caravan | Davarn Map

Waiting on Gru'Gar at the moment.


Duergar Caravan | Davarn Map

On the Table:
Greataxe, PA: 1d20 + 6 - 2 ⇒ (15) + 6 - 2 = 19
Damage, PA: 1d12 + 4 + 3 ⇒ (10) + 4 + 3 = 17

Erna: Handaxe 1: 1d20 + 6 ⇒ (16) + 6 = 22
Damage 1: 1d6 + 2 ⇒ (4) + 2 = 6

DC 19
Skeleton 3: Dwarven Urgrosh, power attack: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21
Damage: 1d8 + 4 + 3 ⇒ (8) + 4 + 3 = 15

Target:1=E,2=G: 1d2 ⇒ 2 Gru'Gar, AC 20
Dwarven Urgrosh, power attack, ax: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13

'Botting Gru'Gar:

Gru'Gar takes a might swing with his greataxe, hoping to hear a few undead bones crack.

A moment later the sound of several bones cracking resounds along the nearly empty street. The rogue does notice that his axe glances off the armor and bone, diminishing the damage some, but his brute strength still inflicts disruption on the undead warrior. Skeleton's have DR/5 bludgeoning. Gru'Gar does 12 to #4.

The skeletal warrior attacked by Danduun turns and swings his dwarven ax the the animal. He wounds Danduun with a solid hit. The attack does 15 damage to Danduun.

Erna advances to join Gru'Gar and strikes a blow with her handax, but the blade has little effect on the bones and armor. Erna does 1 damage after DR.

Lukher's footsteps can be heard running along the next street over, heading back west as fast as he can move (not that fast, alas).

The skeletal warrior fighting Gru'Gar and Erna swings his urgrosh at Gru'Gar, but the blade glances off the half-orc's armor.

Vinnie is up.

Round 2
Vinnie
BLS 2 (7 lethal)

Round 3
Trevor
BLS 1 (43 lethal, destroyed)
Rook
Needles
Sadaf
Danduun (15 lethal)
Gru'Gar
Erna (9 lethal)
BLS 3 (8 lethal)
Lukher (2 lethal)
BLS 4 (13 lethal)

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

Vinnie rushes forward and punches skeleton #4.

Unarmed Strike: 1d20 + 9 ⇒ (19) + 9 = 28
B dmg: 1d4 + 5 ⇒ (4) + 5 = 9

The Exchange

M Half-Orc Rouge - 5 HP 34 /34 AC 20 ( Touch 15 Flat 16) / Fort +4 | Ref +9 | Will +5 / CMB +5 | CMD 19 / Init +3 / Perception +15 Trap Spotter +17

Thank you for the BOT


Duergar Caravan | Davarn Map

Vinnie cracks a few more bones in the skeletal warrior now being attacked by two Pathfinders and the Captain. It is much worse for wear, but still dangerous.

The skeleton that had Lukher in its bony grip and then lost him chases after the merchant. Its clanking armor can be heard moving west along the next street north, although tents and shops prevent a view of the chase.

Everyone except Vinnie is up.
Trevor
BLS 1 (43 lethal, destroyed)
Rook
Needles
Sadaf
Danduun
(15 lethal)
Gru'Gar
Erna (9 lethal)
BLS 3 (8 lethal)
Lukher (2 lethal)
BLS 4 (22 lethal)
Vinnie
BLS 2 (7 lethal)

Grand Lodge

M Gnome Unchained Rogue 3/ Magus 1 init+7, percep:+8 Low-light Vision, HP:28/28, AC:18 CMD:14 Fort: +4, Ref +6, Will +3 TAC:13 FFAC:15

Getting the impression that his comrades have the other two well in hand, Trevor loops back around the tent and fires off another magic missle at #2. damage(Force): 1d4 + 1 ⇒ (2) + 1 = 3 "Hurry my good man, this way."


Male N small Velociraptor | Animal Companion 5 (Bodyguard Archetype) | HP 42/42 | AC 21 T 15 FF 17 | CMB +3, CMD 17 | F: +8, R: +8 (no Evasion), W: +2 | Init: +4 | Perc: +11 Speed 60ft | Active conditions: None

Sadaf cannot do anything and just order Danduun to continue to attack the creature in front of him!

bite B/P/S: 1d20 + 8 ⇒ (17) + 8 = 251d4 + 1 ⇒ (4) + 1 = 5
talon left B/S: 1d20 + 8 ⇒ (19) + 8 = 271d6 + 1 ⇒ (5) + 1 = 6
talon right B/S: 1d20 + 8 ⇒ (9) + 8 = 171d6 + 1 ⇒ (1) + 1 = 2


Duergar Caravan | Davarn Map

Trevor's magic missile zig-zags its way through the tents to hit the skeleton, cracking several bones. 3 damage to #2.

Lukher smiles grimly and keeps running.

Danduun nips and claws more on the warrior. First two attacks hit for 11 damage to #3.

Bold are up.
Rook
Needles

Sadaf (no action)
Danduun (15 lethal)(full attack, 2 hits, 11 to BLS3)
Gru'Gar
Erna (9 lethal)
BLS 3 (19 lethal)
Lukher (2 lethal)
BLS 4 (22 lethal)
Vinnie
BLS 2 (10 lethal)

Round 4
Trevor


Duergar Caravan | Davarn Map

On the Table:
Rook vs. BLS Touch AC 12
Bomb vs Touch, range: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23
Fire Damage: 2d6 + 10 ⇒ (2, 3) + 10 = 15
Gru'Gar vs BLS AC 19
Greatax: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
Damage, Slash: 1d12 + 4 + 1 ⇒ (3) + 4 + 1 = 8
BLS 3 vs Danduun AC 21
Dwarven Urgrosh, power attack, ax, full attack: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19
Damage, ax: 1d8 + 4 + 3 ⇒ (5) + 4 + 3 = 12
Dwarven Urgrosh, power attack, spear: 1d20 + 8 - 2 ⇒ (14) + 8 - 2 = 20
Damage, spear: 1d6 + 4 + 3 ⇒ (6) + 4 + 3 = 13
BLS 4
Target:1=G,2=V: 1d2 ⇒ 2 Vinnie AC 21
Dwarven Urgrosh, axe, full attack: 1d20 + 8 ⇒ (16) + 8 = 24
Damage, ax: 1d8 + 4 ⇒ (5) + 4 = 9
Target:1=G,2=V: 1d2 ⇒ 2 Vinnie AC 21
Dwarven Urgrosh, spear: 1d20 + 8 ⇒ (17) + 8 = 25
Damage, spear: 1d6 + 4 ⇒ (4) + 4 = 8


'botting Rook and Gru'Gar"

Rook advances past the scrum with the nearest warrior and tosses a bomb at the one fighting Danduun. He hits it and successfully sets the bomb's contents to avoid any of the flaming liquid from hitting the dinosaur. 15 damage to BLS 3

That skeleton is looking ragged, but is not yet destroyed.

Gru'Gar continues to attack the skeleton in front of him. He hits again, although, again, his axe proves less than totally effective against the hard bones of the undead. 3 damage after DR.

This skeleton too is near the end of its existence, but still doggedly fighting on. The way these skeletons fight suggests a much higher intelligence than typical boneyard undead.

Erna withdraws from the fight because her handaxes are even less effective in damaging the skeletons than Gru'Gar's greataxe. She chases after Trevor to try to help Lukher.

Danduun is attacked with both ends of the dwarven urgrosh. His tough scales and his little suit of leather armor protect it, however.

Lukher continues to run as fast as his legs will carry him, which is about as fast as the skeleton chasing him. He almost runs into Trevor coming to the same corner at almost the same time.

"Thank Torag! Skeletons are trying to kidnap me!" he yells.

Meanwhile, the warrior fighting Gru'Gar and Vinnie focuses on the vanara. He stabs Vinnie with the spear end of the urgrosh and wounds him. Then the axe end of the weapon is whipped around to cut him as well. 17 damage to Vinnie.

Vinnie is up. Then the rest of the bold below may act.

Vinnie (17 lethal)
BLS 2 (10 lethal)(double Move)

Round 4
Trevor
Rook
Needles
Sadaf
Danduun
(15 lethal)
Gru'Gar
Erna (9 lethal)
BLS 3 (19 lethal)
Lukher (2 lethal)
BLS 4 (25 lethal)

The Exchange

Male N Dwarf from Qadira | Druid 5 | HP 58/58| AC 19 T 12 FF 17 | CMB +1, CMD 13 | Darkvision | Reroll 1/1 | Totem Transformation 5/5 | F: +10, R: +5, W: +12 | Init: +2 | Perc: +12 | SM: +10 | Dipl.: +18 | Chaldira trait reroll 1/1 |Speed 20ft | Active conditions:

Sadaf cannot do much and moves to his dinosaur companion!!


Male N small Velociraptor | Animal Companion 5 (Bodyguard Archetype) | HP 42/42 | AC 21 T 15 FF 17 | CMB +3, CMD 17 | F: +8, R: +8 (no Evasion), W: +2 | Init: +4 | Perc: +11 Speed 60ft | Active conditions: None

Danduun continues to attack the creature in front of him!

bite B/P/S: 1d20 + 8 ⇒ (13) + 8 = 211d4 + 1 ⇒ (4) + 1 = 5
talon left B/S: 1d20 + 8 ⇒ (11) + 8 = 191d6 + 1 ⇒ (2) + 1 = 3
talon right B/S: 1d20 + 8 ⇒ (3) + 8 = 111d6 + 1 ⇒ (1) + 1 = 2


Duergar Caravan | Davarn Map

Danduun manages to bite or rip at the extremities of the skeleton, breaking or cracking more bones. 2 hits for 8 more damage.

The Exchange

CN Half-Orc Alchemist 4 | HP: 23/23 | AC: 24 T: 13 FF: 21 | CMB: +3, CMD: 18 | F: +4 R: +9 W: 0 | Init: +5 | Perception: +8 (Darkvision) | Speed: 30 ft | Active conditions: Mutagen + Shield
Resources:
| Bombs: 10/10 | Extracts (1st): 5/5 | Extracts (2nd): 3/3 | Wand of CLW: 50/50 | Showmanship: 1/1

Rook stays focused pulling out more bombs to throw at the nearby skeleton, in battle with Gru'Gar.

Bomb vs Touch: 1d20 + 8 ⇒ (3) + 8 = 11
Fire Damage: 2d6 + 10 ⇒ (2, 1) + 10 = 13

Grand Lodge

M Gnome Unchained Rogue 3/ Magus 1 init+7, percep:+8 Low-light Vision, HP:28/28, AC:18 CMD:14 Fort: +4, Ref +6, Will +3 TAC:13 FFAC:15

Trevor attempts to cast shocking grasp defensivly, cast def. DC 17: 1d20 + 3 + 3 ⇒ (6) + 3 + 3 = 12 but the spell fizzles on him.

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

Vinnie reels from two solid blows from the skeleton and determines to put an end to the menace.

5' step into a flank, then flurry of blows.

unarmed strike, flank: 1d20 + 11 ⇒ (9) + 11 = 20
B dmg: 1d4 + 5 ⇒ (2) + 5 = 7

unarmed strike, flank: 1d20 + 11 ⇒ (4) + 11 = 15
B dmg: 1d4 + 5 ⇒ (1) + 5 = 6

But he punches flail somewhat pointlessly, perhaps the wounds have thrown off his timing...

GM, I just went back and checked and it looks like Vinnie used his wand of mage armor on himself at the start of the competition. I assume that was more than 1 hour ago? If it was less then Vinnie's current AC would be 25, not 21.


Duergar Caravan | Davarn Map

On the Table:
Rook Bomb miss roll: 1d8 ⇒ 4
DC 18 Reflex save for half damage from bomb spash: 12 points fire
Gru'Gar: Reflex: 1d20 + 9 ⇒ (16) + 9 = 25 No damage (w/ Evasion).
BLW4: Reflex: 1d20 + 2 ⇒ (19) + 2 = 21 Half damage: 6
Erna vs. BLS2 AC 19
Handaxe 1, full attack: 1d20 + 4 ⇒ (2) + 4 = 6
Damage 1: 1d6 + 2 ⇒ (3) + 2 = 5
Handaxe 2, full attack: 1d20 + 4 ⇒ (1) + 4 = 5
Damage 2: 1d6 + 2 ⇒ (1) + 2 = 3

Vinnie's first punch just connects, causing the skeleton some more disruption. The second punch hits a solid part of the warrior's armor and does no harm. 7 damage to skeleton #4.

The skeleton looks like it will only take one more hit to destroy it.

I expect the competition and the feast that followed took up more than 1 hour. So his mage armor would have expired. I assume the AC listed in the character's heading is accurate.

The skeleton sees Rook's bomb coming and dodges it. The bomb sails over the melee and hits the shop stall just north of Gru'Gar.

Gru'Gar deftly avoids any of the flaming liquid. The skeleton avoided some of the splash, but enough of the burning chemicals landed on it to burn away the last remnant of magical energy holding the undead together. It collapses into a smoldering heap of armor and bones.

Over near Lukher, Erna steps in front of the merchant and tries to assault the skeleton with her handaxes, but she fails to come close. She calls out, "We need help over here!"

Gru'Gar is up. I'll 'bot him if no post in 12 hours.


Duergar Caravan | Davarn Map

On the Table:
BLS3: target:1=D,2=S: 1d2 ⇒ 2
Dwarven Urgrosh, power attack, ax, full attack: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18
Damage, ax: 1d8 + 4 + 3 ⇒ (8) + 4 + 3 = 15

target:1=D,2=S: 1d2 ⇒ 1
Dwarven Urgrosh, power attack, spear: 1d20 + 8 - 2 ⇒ (6) + 8 - 2 = 12
Damage, spear: 1d6 + 4 + 3 ⇒ (2) + 4 + 3 = 9

BLS2
target:1=E,2=G,3=T: 1d3 ⇒ 3
Dwarven Urgrosh, power attack, ax: 1d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16
Damage, ax: 1d8 + 4 + 3 ⇒ (8) + 4 + 3 = 15

target:1=E,2=G,3=T: 1d3 ⇒ 1
Dwarven Urgrosh, power attack, spear: 1d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16
Damage, spear: 1d6 + 4 + 3 ⇒ (2) + 4 + 3 = 9


Behind the screen:
Lukher: Knowledge (Nobility): 1d20 + 7 ⇒ (15) + 7 = 22

'Botting Gru'Gar.

Gru'Gar decides to race around to help Erna and Trevor deal with the skeleton harrying Lukher. He adds to a defensive line already started by the other two, with Lukher behind and out of reach.

The skeleton that had been fighting with Danduun, now has a choice of targets, as Sadef has moved close. It swings the axe-end of its urgrosh at Sadef and stabs at Danduun with the spear end. The ax hits Sadef's armor but does not penetrate. The spear misses Danduun entirely.

The other skeleton has a choice of targets as well. It swings the axe at Trevor and the spear at Gru'Gar, but both miss.

The sound of footsteps gets louder and louder and anyone turning to look sees several city guards running toward the melees. These reinforcements ensure that the skeletal warriors are defeated. Other support arrives shortly, including clerics who can heal any who were wounded.

Melee is over. No point dragging it out.

Inspecting the remains of the undead reveals a few things. Dwarves who arrive at the scene recognize the insignia on the tattered uniforms of the warriors, a double-headed waraxe as the house crest of Lady Delbera.

The other thing is that each undead warrior has a spike made out of onyx and embellished with tarnished silver designs driven into its chest. The spikes are non-magical, but could perhaps be used in necromantic spells or just sold for the onyx and silver 400 gp.

Most of the guard members leave to look for other security threats. Erna remains with the group, concerned to understand what lead to this strange encounter. She doesn't know much about the house of Lady Delbera except that she was an influential leader and hero in the past.

Lukher knows more. He reveals that the flaming axe head was 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.

Once the city's leaders gather at the site of the battle, they confer and make an offer to the Pathfinders. Preliminary reports are that other citizens may have been kidnapped. Mayor Benik offers each Pathfinder a reward of 3500 gp if they can figure out where these undead came from and rescue as many of Davarn's citizens as possible.

This is part of the railroad path so I'm going to assume everyone agrees, although you may roleplay out any interactions you wish. Each PC may make 2 diplomacy checks to gather information toward this challenge. Any PC who hasn't rolled a diplomacy check within 24 hours will be 'botted.

The Exchange

Male N Dwarf from Qadira | Druid 5 | HP 58/58| AC 19 T 12 FF 17 | CMB +1, CMD 13 | Darkvision | Reroll 1/1 | Totem Transformation 5/5 | F: +10, R: +5, W: +12 | Init: +2 | Perc: +12 | SM: +10 | Dipl.: +18 | Chaldira trait reroll 1/1 |Speed 20ft | Active conditions:

Sadaf is truly amazed by the story!

"Ahhh!! Trouble! Trouble! These were horrible creatures and if other dwarves are in danger then we have to assist!" the dwarven merchant says.

diplomacy gather information: 1d20 + 18 ⇒ (6) + 18 = 24
diplomacy gather information: 1d20 + 18 ⇒ (11) + 18 = 29

Grand Lodge

M Gnome Unchained Rogue 3/ Magus 1 init+7, percep:+8 Low-light Vision, HP:28/28, AC:18 CMD:14 Fort: +4, Ref +6, Will +3 TAC:13 FFAC:15

"Boy that's a real rough situation, I'd like to help out, maybe you could tell us a bit more about whats been going on lately,"

diplomacy (gather info): 1d20 + 7 ⇒ (6) + 7 = 13

diplomacy (gather info): 1d20 + 7 ⇒ (19) + 7 = 26

The Exchange

CN Half-Orc Alchemist 4 | HP: 23/23 | AC: 24 T: 13 FF: 21 | CMB: +3, CMD: 18 | F: +4 R: +9 W: 0 | Init: +5 | Perception: +8 (Darkvision) | Speed: 30 ft | Active conditions: Mutagen + Shield
Resources:
| Bombs: 10/10 | Extracts (1st): 5/5 | Extracts (2nd): 3/3 | Wand of CLW: 50/50 | Showmanship: 1/1

"Funny, I would have looked for survivors without pay. But a deal is a deal! Let's get to work!" Rook says trying to stir up some leads.

Diplomacy: 1d20 ⇒ 4
Diplomacy: 1d20 ⇒ 9

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

Vinnie takes his wand and heals himself and anyone else who needs it.

CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (3) + 1 = 4

Then he turns his attention to trying to gather any information his comrades haven't already discerned.

Diplomacy: 1d20 + 5 ⇒ (7) + 5 = 12
Diplomacy: 1d20 + 5 ⇒ (6) + 5 = 11


Duergar Caravan | Davarn Map

On the Table:
Gru'Gar
Diplomacy, gather information: 1d20 + 1 ⇒ (11) + 1 = 12
Diplomacy, gather information: 1d20 + 1 ⇒ (11) + 1 = 12

Clerics of Torag arrived shortly after the fight ended and offered healing to any who were wounded, so you can save the wand charges.

Rook doesn't find out much from asking around. People are respectful, but don't open up to him, for some reason.

Trevor, Vinnie, and Gru'Gar fare little better. The people they talk to were at the festival and at that time most of the rest of the underground city was largely empty.

Sadaf finds people much more talkative perhaps because he is a fellow dwarf. They tell him a number of other citizens of the town went missing, so they too may have been abducted. All of these victims are related to the late hero, Lady Delbera, 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 is hazardous and unpatrolled beyond Firebrand’s Redoubt, which is where the old Firebrand Legion made its last stand some four decades ago.

Both Sadaf and Trevor get a lot of information about Firebrand's Redoubt when townspeople learn that is the direction the victims were taken and that the Pathfinders are voluntarily likely to head that way to try to find them.

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.

Once this information is shared, Erna leads the team to a gate that normally is locked and guarded by the city watch. There were four guards there, all killed and the gate was open. Puncture wounds on the bodies suggest they may have been poisoned, suggesting that someone with sinister resources committed the murder. Erna says she'll start an investigation into the deaths, but doubts it will bear much fruit in time to make any difference in rescuing the kidnapped kin of Lady Delbera.

Erna speculates that the skeletons were once part of the Firebrand Legion, who wore the double-headed axe emblem on their uniforms. They were all buried in the mausoleum part of the redoubt. This makes her think someone used a raise dead spell on the dead legion members. If this is true, there may be many more undead to deal with. Erna knows about the concealed sally port and gives them detailed directions on how to get to the port as well as the fortress beyond. She thanks them for being willing to help.

If anyone needs to secure any equipment before venturing into the tunnels, post what you need now. Next post will move things along to the next encounter in the tunnel.

The Exchange

Male N Dwarf from Qadira | Druid 5 | HP 58/58| AC 19 T 12 FF 17 | CMB +1, CMD 13 | Darkvision | Reroll 1/1 | Totem Transformation 5/5 | F: +10, R: +5, W: +12 | Init: +2 | Perc: +12 | SM: +10 | Dipl.: +18 | Chaldira trait reroll 1/1 |Speed 20ft | Active conditions:

Sadaf listens to the whole story and is very upset.

"They used fallen dwarven heroes as vessels to raise undead??? They kidnapped dwarven relatives of one of the most important people of this town? They poisoned defenders of this town?? Whoever did this might have a connection to the duergar that were mentioned!?" he asks the group.

"We have to find out what they are planning and have to investigate the tunnel here! I am ready!!" he says and pets his dinosaur companion!

The Exchange

CN Half-Orc Alchemist 4 | HP: 23/23 | AC: 24 T: 13 FF: 21 | CMB: +3, CMD: 18 | F: +4 R: +9 W: 0 | Init: +5 | Perception: +8 (Darkvision) | Speed: 30 ft | Active conditions: Mutagen + Shield
Resources:
| Bombs: 10/10 | Extracts (1st): 5/5 | Extracts (2nd): 3/3 | Wand of CLW: 50/50 | Showmanship: 1/1

"Forgive me if I have to burn what is left of the fallen if they have been brought into undeath. We will get to the bottom of this." Rook says as he checks his supplies for bombs and elixirs. He nods to the others, ready to head out.

Grand Lodge

M Gnome Unchained Rogue 3/ Magus 1 init+7, percep:+8 Low-light Vision, HP:28/28, AC:18 CMD:14 Fort: +4, Ref +6, Will +3 TAC:13 FFAC:15

"Animating the dead, that's trick I'd rather not see anymore. Darn shame to ruin a perfectly good festival like that. I'll get me things together and I can be ready to head out if everyone else is doing alright."


Duergar Caravan | Davarn Map

Vinnie and Gru'Gar?

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

Sorry - I missed that there had been an update.

Vinnie is shocked to learn about the killings and readily agrees to help assist the townfolk in putting a stop to these terrible crimes. "Don't worry - we'll make things right! What could possibly go wrong?!?"

No purchases for Vinnie but are we still on the same day for the purposes of spellcasting? Vinnie prepped some unusual spells for the sake of the competition and will swap them out for some more practical ones when he gets an opportunity.


Duergar Caravan | Davarn Map

I have to work up a map for the next section. According to the dwarves, it will probably take the rest of what remains of the day to get through the windy tunnel to the redoubt. I expect you will want to travel first and rest in a secure side cave so you will be fresh for dealing with the next part of the dungeon. While there is technically a chance of a random encounter, an experienced and large group should be able to deal with that, so I'll hand wave that so you can get on with the adventure. The dwarves would understand if you rested first, but they might hold reservations about your abilities or your zeal to help if you do.

The Exchange

Male N Dwarf from Qadira | Druid 5 | HP 58/58| AC 19 T 12 FF 17 | CMB +1, CMD 13 | Darkvision | Reroll 1/1 | Totem Transformation 5/5 | F: +10, R: +5, W: +12 | Init: +2 | Perc: +12 | SM: +10 | Dipl.: +18 | Chaldira trait reroll 1/1 |Speed 20ft | Active conditions:

Thanks for the explanations GM! Then I will change my spell list again in my profile.

"Good, then we are in agreement that we have to go! Ahhh, this is a horrible situation!" he says shaking his head.

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

Vinnie's prepped spells updated.


Duergar Caravan | Davarn Map

Behind the screen:
DC 25
Trevor: Perception: 1d20 + 8 ⇒ (14) + 8 = 22
Sadaf: Perception: 1d20 + 12 ⇒ (16) + 12 = 28
Rook: Perception: 1d20 + 7 ⇒ (19) + 7 = 26
Vinnie: Perception: 1d20 + 13 ⇒ (15) + 13 = 28

Erna enlists Gru'Gar's help on some matters needing his expertise in Davarn. The rest of the Pathfinders set off into the tunnel known as Taggun's Crawl.

Taggun’s Crawl is a well-maintained tunnel winding its way east to from the town of Davarn to Taggoret. It was once quite secure thanks to the efforts of the Firebrand Legion, but in the decades since their collapse, Davarn has focused primarily on defending the 6-mile stretch between the town and Firebrand’s Redoubt. Dwarven bandits or creatures from the Darklands below sometimes besiege points east of the redoubt, and most dwarven caravans traveling Taggun’s Crawl bring guards to defend themselves.

Despite its excellent condition, the Taggun’s Crawl doubles back on itself repeatedly and sees several steep elevation changes—travel along its length takes longer than expected and the group must pause to rest for a good night's sleep to recover from the efforts of the contest and the fight afterward. Fortunately, the tunnel has lots of minor offshoots and small caves with no nasty creatures using the space as a den.

After a bit of cautious exploration, one such place is found that allows everyone a good rest while others keep watch. Although some sounds echo through the caves from time to time, nothing disturbs the group and they wake refreshed. After a bit of time for spell preparation and breakfast, the Pathfinders continue. It does not take long to locate the secret entrance to a passageway Erna described exploring when she was a child.

Inside the passage, they find the bodies of two deceased dwarves beginning to decay. They appear to have died of wounds received in combat. They each have a masterwork dwarven waraxe, and there is an everburning torch half hidden under one of the bodies.

The passageway located, the group advances to at least locate the normal entrance to the redoubt, which is supposedly now functioning as a mausoleum. There are supposed to be guards at the entrance, but the post is deserted. Perhaps the two corpses were part of that guard unit.

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. This courtyard is otherwise unoccupied.

Decide whether you want to go in the front entrance or explore the secret entrance. If everyone can roll a general stealth and perception check, that will serve for anything that might be discovered in the initial foray.

The Exchange

Male N Dwarf from Qadira | Druid 5 | HP 58/58| AC 19 T 12 FF 17 | CMB +1, CMD 13 | Darkvision | Reroll 1/1 | Totem Transformation 5/5 | F: +10, R: +5, W: +12 | Init: +2 | Perc: +12 | SM: +10 | Dipl.: +18 | Chaldira trait reroll 1/1 |Speed 20ft | Active conditions:

Sadaf says farewell to Gru with spit and a hug. “I am sure our paths will cross again!!“

Sadaf is ready for Taggun’s Crawl.

During the cautious exploration he really feels a sense of pride. He did not grow up with many dwarves. Now he can help his people!!

Sadaf and Danduun take to first watch before sleeping and are eager to continue to the secret entrance to the passageway Erna described exploring when she was a child.

When they find the deceased dwarves beginning to decay, he is really sad. “So much blood has been spilled! We have to end this!!“

Sadaf is in awe at the sights.

“I am for the secret entrance!“ he says.

stealth : 1d20 - 1 ⇒ (13) - 1 = 12

perception : 1d20 + 12 ⇒ (8) + 12 = 20


Male N small Velociraptor | Animal Companion 5 (Bodyguard Archetype) | HP 42/42 | AC 21 T 15 FF 17 | CMB +3, CMD 17 | F: +8, R: +8 (no Evasion), W: +2 | Init: +4 | Perc: +11 Speed 60ft | Active conditions: None

Sadaf directs Danduun to track and go at the front of the party and also look around.

He knows the trick.

survival : 1d20 + 1 ⇒ (20) + 1 = 21 Can track via scent also.

stealth : 1d20 + 16 ⇒ (20) + 16 = 36

perception : 1d20 + 11 ⇒ (12) + 11 = 23

Grand Lodge

M Gnome Unchained Rogue 3/ Magus 1 init+7, percep:+8 Low-light Vision, HP:28/28, AC:18 CMD:14 Fort: +4, Ref +6, Will +3 TAC:13 FFAC:15

Trevor perpares himself for action after the rest and is dismayed by the additional bloodshed.

"I agree. The secret entrance might give us the chance for a surprise strike at whoever is responsable. I always try to surprise an audience."

stealth: 1d20 + 12 ⇒ (11) + 12 = 23
perception: 1d20 + 8 ⇒ (8) + 8 = 16


Duergar Caravan | Davarn Map

Waiting for a post from Rook and Vinnie about which approach into the redoubt to take, as well as the stealth/perception rolls.

The Exchange

CN Half-Orc Alchemist 4 | HP: 23/23 | AC: 24 T: 13 FF: 21 | CMB: +3, CMD: 18 | F: +4 R: +9 W: 0 | Init: +5 | Perception: +8 (Darkvision) | Speed: 30 ft | Active conditions: Mutagen + Shield
Resources:
| Bombs: 10/10 | Extracts (1st): 5/5 | Extracts (2nd): 3/3 | Wand of CLW: 50/50 | Showmanship: 1/1

"While I have little doubt in our ability to get the job done, I concur on keeping our dealings secret. They will know soon enough if I have to use some of my explosives." Rook adds also joining the team for a stealthy approach.

Apologies. I thought I posted.

Stealth: 1d20 + 3 ⇒ (6) + 3 = 9
Perception: 1d20 + 7 ⇒ (1) + 7 = 8

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

Vinnie is disturbed by the signs of violence and disarray. He gulps and says a quick prayer before following the others down the secret passage.

Stealth: 1d20 + 16 ⇒ (8) + 16 = 24
Perception: 1d20 + 13 ⇒ (8) + 13 = 21

Before the group enters the secret passage he will ask one of his friends to use his wand of mage armor on him.


Duergar Caravan | Davarn Map

Behind the screen:

Haab Nuervagen Perception, distance, door: 1d20 + 2 - 7 ⇒ (2) + 2 - 7 = -3
Ashen Co Foot soldier 1 Perception, distance, door: 1d20 + 2 - 6 ⇒ (6) + 2 - 6 = 2
Ashen Co Foot soldier 2 Perception, distance, door: 1d20 + 2 - 6 ⇒ (12) + 2 - 6 = 8
Ashen Co Mercenary 1 Perception, distance, door: 1d20 + 5 - 6 ⇒ (19) + 5 - 6 = 18
Ashen Co Mercenary 2 Perception, distance, door: 1d20 + 5 - 7 ⇒ (16) + 5 - 7 = 14

Haab Nuervagen Stealth: 1d20 + 3 ⇒ (2) + 3 = 5
Ashen Co Foot soldier 1 Stealth: 1d20 - 6 ⇒ (12) - 6 = 6
Ashen Co Foot soldier 2 Stealth: 1d20 - 6 ⇒ (19) - 6 = 13
Ashen Co Mercenary 1 Stealth: 1d20 - 1 ⇒ (6) - 1 = 5
Ashen Co Mercenary 1 Stealth: 1d20 - 1 ⇒ (16) - 1 = 15

On the Table:
Rook Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Sadef Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Danduun Initiative: 1d20 + 4 ⇒ (2) + 4 = 6
Trevor Initiative: 1d20 + 7 ⇒ (12) + 7 = 19
Vinnie Initiative: 1d20 + 4 ⇒ (17) + 4 = 21

Haab Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
ACF1 Initiative: 1d20 ⇒ 4
ACF2 Initiative: 1d20 ⇒ 18
ACM1 Initiative: 1d20 - 1 ⇒ (17) - 1 = 16
ACM2 Initiative: 1d20 - 1 ⇒ (13) - 1 = 12

Behind the screen:
DC 12 or be staggered for the first round
AF1: Will: 1d20 + 2 ⇒ (9) + 2 = 11
AF2: Will: 1d20 + 2 ⇒ (10) + 2 = 12

The Pathfinders move through the secret tunnel past the dead dwarves. It is big enough that no one has to squeeze through any parts although Rook finds he must watch his head for rough places in the ceilings that remain well above those of more modest height.

After about a half mile of walking, the tunnel approaches a door made of wood with a release that opens it from inside the tunnel. Listening at the door reveals someone speaking in a unknown language, footsteps, sounds of metal on leather, chairs being shifted, etc.

First to act will be Vinnie, Trevor, and Rook. Opening the secret door requires a move action. Read the following description once you enter.

If anyone has any buffs that would have been put up before reaching the end of the tunnel, indicate that in your post. Please list all your active buffs on your first post and make sure these are reflected in your header stats that are changed by the buffs. I'll roll monster lore rolls in my next post with information for those who succeed and recognize the type of creature you are fighting.

Through the door:
Delete the triangle-shaped map spoiler once this has been read. The PCs are on the lower right side.
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.

In the room, already preparing for trouble, are five humanoids. Two are the size and general shape of other dwarves except their skin is dull grey and their heads are bald. Their eyes are dark and cold. Their beards are dull brown or dark grey. Three appear to be of the same race, but they are larger than the others, rising over ten feet. The two large ones nearest the secret door wear banded mail armor and have dwarven waraxes ready. One of them #1 looks a little unsteady. The third large one wears a fine looking breastplate and a heavy shield, with a war hammer and a loaded heavy crossbow on the nearby table. The two shorter ones wear chainmail and have warhammers and heavy crossbows.


Duergar Caravan | Davarn Map

Behind the screen:
DC 12
Sadef: Knowledge (Local): 1d20 + 9 ⇒ (8) + 9 = 17

Sadef recognizes what type of creature these are. He may read the general information spoiler and two other spoilers of his choice.

General Information:
Duergar dwell in subterranean caverns far from the touch of light. They detest all races living beneath the sun, but that hatred pales beside their loathing of their surface-dwarf cousins. Dwarves and duergar once were one race, but the dwarves left the deeps for their mountain strongholds. Duergar still consider themselves the only true dwarves, and the rightful heirs of all beneath the world's surface. In appearance, duergar resemble gray-skinned dwarves, bearded but bald, with cold, lightless eyes. They favor taking captives in battle over wanton slaughter, save for surface dwarves, who are slain without hesitation. Duergar view life as ceaseless toil ended only by death. Though few can be described as anything other than vile and cruel, duergar still value honor and rarely break their word.

Damage Resistance:
None.

Immunities:
paralysis, phantasms, poison

Resistances:
None.

Spell Resistance:
None.

Weaknesses:
Light Sensitivity: Duergar are dazzled in areas of bright light.

Spell-Like Abilities:
1/day-enlarge person (self only), invisibility (self only)

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

Re buffs, Vinnie has two that I was saving until trouble seemed imminent. Even without the meta-knowledge of the GM rolling initiative, this situation seems like it qualifies, so unless the GM objects I'll say that he casts False Life (4 hours duration) and Barkskin (40 minutes duration) before opening the door.

False Life temp hp: 1d10 + 4 ⇒ (9) + 4 = 13

Move action to open the door.

Remaining standard action paused until I know what is on the other side of the door...

The Exchange

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Male N Dwarf from Qadira | Druid 5 | HP 58/58| AC 19 T 12 FF 17 | CMB +1, CMD 13 | Darkvision | Reroll 1/1 | Totem Transformation 5/5 | F: +10, R: +5, W: +12 | Init: +2 | Perc: +12 | SM: +10 | Dipl.: +18 | Chaldira trait reroll 1/1 |Speed 20ft | Active conditions:

Vinnie, see spoiler to see what’s behind the door. ;-)

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

Read the spoiler but still probably can't post my action until I see the map and see how many and where. Though actually, just to keep it simple...

Vinnie calls upon the spirits of battle to aid him and his comrades in this fight!

Battle Spirit - allies within 30' gain +1 morale bonus on attacks and damage rolls for up to 4 rounds. This uses Vinnie's standard action so he's done now.

Also, GM, how high are the ceilings in the room?


Duergar Caravan | Davarn Map
Vinnie Bandar wrote:

Re buffs, Vinnie has two that I was saving until trouble seemed imminent. Even without the meta-knowledge of the GM rolling initiative, this situation seems like it qualifies, so unless the GM objects I'll say that he casts False Life (4 hours duration) and Barkskin (40 minutes duration) before opening the door.

[dice=False Life temp hp]1d10+4

Move action to open the door.

Remaining standard action paused until I know what is on the other side of the door...

No problem with casting these in advance. Finding dead guards at the entrance is a pretty clear indication of trouble to come.


Duergar Caravan | Davarn Map
Vinnie Bandar wrote:

Read the spoiler but still probably can't post my action until I see the map and see how many and where. Though actually, just to keep it simple...

Vinnie calls upon the spirits of battle to aid him and his comrades in this fight!

Battle Spirit - allies within 30' gain +1 morale bonus on attacks and damage rolls for up to 4 rounds. This uses Vinnie's standard action so he's done now.

Also, GM, how high are the ceilings in the room?

Since Vinnie is at the top of the initiative, let's say he opens the door (move action) and seeing enemies casts his spell or triggers his ability.

Players note the buffs and remember to apply them when you make attacks.

Everyone remember to read the spoiler with the room description above. I've removed the map spoiler. Vinnie will end his turn in the space adjacent to the door, so I moved him there.

The ceilings are about 15 feet high. The enlarged creatures are not cramped by it, with a few feet above their heads.

The Exchange

CN Half-Orc Alchemist 4 | HP: 23/23 | AC: 24 T: 13 FF: 21 | CMB: +3, CMD: 18 | F: +4 R: +9 W: 0 | Init: +5 | Perception: +8 (Darkvision) | Speed: 30 ft | Active conditions: Mutagen + Shield
Resources:
| Bombs: 10/10 | Extracts (1st): 5/5 | Extracts (2nd): 3/3 | Wand of CLW: 50/50 | Showmanship: 1/1

As they enter the tunnels, Rook drinks a mutagen and an extract of Heightened Awareness. With Mutagen and the Heightened Awareness, his Initiative would be +9 but he rolled high anyways.

Seeing the mountain of foes through the doorway, Rook lobs a bomb over his allies shoulder before moving back for others to act.

Bomb vs Touch: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17
Fire Damage: 2d6 + 10 + 1 ⇒ (5, 6) + 10 + 1 = 22
Throwing at #1, splashing onto #2 for 13 Fire Damage. Reflex DC 18 to Half splash damage.


Duergar Caravan | Davarn Map

On the Table:
DC 18
Large #2: Reflex: 1d20 ⇒ 20
Vinnie has partial cover (+2 to AC)
Large #2: vs Vinnie AC 29
Dwarven Waraxe, PA: 1d20 + 5 - 1 ⇒ (6) + 5 - 1 = 10
Med #1: vs Vinnie AC 29
Warhammer: 1d20 + 8 ⇒ (20) + 8 = 28
Warhammer damage: 1d8 + 3 ⇒ (3) + 3 = 6
Med #2: vs Vinnie AC 31 (due to cover from the other one)
Hvy Crossbow: 1d20 + 4 ⇒ (5) + 4 = 9
Leader: vs Vinnie, AC 31
Hvy Crossbow: 1d20 + 9 ⇒ (8) + 9 = 17
1d8 + 1 ⇒ (6) + 1 = 7

Rook's bomb hits the large dwarf-like creature, who becomes engulfed in flames and suffers very serious injuries. His partner makes a wise shift in position in time to avoid some of the flaming material.

Large #1 takes 22 lethal. Large #2 takes 6 lethal.

The normal size enemy behind the bar steps over and swings his warhammer at Vinnie and manages to bonk him in the chest.

6 lethal to Vinnie. That was a nat 20 but not a crit.

The apparent leader, based on his superior quality armor and weapons, steps back to the far corner of the small room after picking up his heavy crossbow. He bellows in a strange language, "!یری دعاؤں کا جواب۔," a smile on his dark face. He fires his crossbow at Vinnie which thunks into the wall and falls to the floor.

As no one speaks the language being spoken here, I'll not provide a spoiler with a translation. Later you can make a linguistics check to see if anyone recognizes the tongue, although Sadef might know based on his monster lore result.

The badly burned large guy quaffs a liquid from a small bottle and some of his wounds heal.

Sadaf and Danduun are next, followed by the rest of the PCs. Sadaf: be sure to read the spoilers for the fruits of his monster lore success several posts up.

Reminder: the large enemies have reach and can hit into the squares adjacent to themselves.

The Exchange

Male N Dwarf from Qadira | Druid 5 | HP 58/58| AC 19 T 12 FF 17 | CMB +1, CMD 13 | Darkvision | Reroll 1/1 | Totem Transformation 5/5 | F: +10, R: +5, W: +12 | Init: +2 | Perc: +12 | SM: +10 | Dipl.: +18 | Chaldira trait reroll 1/1 |Speed 20ft | Active conditions:

GM, i hope it’s ok that I roll linguistics now. They might say something tactically important?

Sadaf tries to understand what they’re saying and hopes that his dwarven will help.

linguistics : 1d20 + 2 ⇒ (2) + 2 = 4

But it’s in vain.

Sadaf shouts to the team, ”These are dark dwarves or
Duergar. They detest all races living beneath the sun, but that hatred pales beside their loathing of their surface-dwarf cousins. Dwarves and duergar once were one race, but the dwarves left the deeps for their mountain strongholds and Duergar remained! They are immune to paralysis, phantasms, poison and have no damage reduction!“

He is angry now.

"You Duergard monsters! I will show you nature's might for this transgression!!" he shouts.

Sadaf starts to summon a reptilian creature.

Standard action casting time. Converting Resinous skin for summon III.
Crocodile has AC 14 and 28 hp.

The crocodile attacks the first smaller Duergar in front of it and is inspired by Vinnie!

bite Crocodile plus grab, augmented : 1d20 + 1 + 7 ⇒ (15) + 1 + 7 = 231d8 + 1 + 6 ⇒ (5) + 1 + 6 = 12

Grab bite if hit as free action grapple CMB : 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22

Tail slap Crocodile, augmented: 1d20 + 1 + 2 ⇒ (7) + 1 + 2 = 101d12 + 1 + 4 ⇒ (2) + 1 + 4 = 7


Male N small Velociraptor | Animal Companion 5 (Bodyguard Archetype) | HP 42/42 | AC 21 T 15 FF 17 | CMB +3, CMD 17 | F: +8, R: +8 (no Evasion), W: +2 | Init: +4 | Perc: +11 Speed 60ft | Active conditions: None

Danduun moves in to attack the first smaller Duergar in front of him with Vinnie’s support!

bite B/P/S: 1d20 + 1 + 8 ⇒ (19) + 1 + 8 = 281d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6

In case he is provoking an AoO from the first small Duergar then he’ll move in half speed and tries acrobatics.

acrobatics vs CMB : 1d20 + 12 ⇒ (7) + 12 = 19

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