Vinnie Bandar |
6 lethal dmg comes off Vinnie's temp hp from False Life
I believe the +1 attacks/dmg from Battle Spirit should apply to both Danduun's and the Croc's attacks, fyi.
Magical Trevor |
Trevor runs up amid his fellow pathfinders and lashes out with his whip,
+1 whip vs Large #2: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
slashing damage: 1d3 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Clebsch GM DtBP |
I changed the position of the summoned croc because it is a large creature and won't fit where placed initially. It overlaps the part of the map that represents the bar but I'm interpreting it to be on the far side of the bar from the medium duegar #1. The bar gives him partial cover.
The summoned crocodile rises up next to the bar, for a moment looking as if it wants to order a drink. But it bites the normal sized duergar and holds onto him after the teeth sink in. The tail flaps but hits nothing.
Medium Duergar takes 12 damage. Both the he and the croc gain the grappled condition.
Danduun moves up and bites the same duergar, who is starting to dislike reptiles. 6 damage to medium duergar #1. No AOO since the square with the secret door provides partial cover, preventing an AOO into it.
I'm out of time for posting at the moment, so I'll resume this post later to deal with the last two posts.
Clebsch GM DtBP |
Trevor's whip zips across the area, striking the plus-sized duergar, leaving a red welt down his face and neck. 7 damage to Large #2.
Vinnie is up. Round 2 action. Then the enemy will have its turn.
Vinnie Bandar |
Vinnies batters the medium Duergar (#1) directly in front of him.
Free action: maintain Battle Spirit (+1 morale bonus to attacks and weapon damage rolls for allies within 30'). Round 2 of 4.
Unarmed strike vs grappled AC, flank, battle spirit: 1d20 + 9 + 2 + 1 ⇒ (15) + 9 + 2 + 1 = 27
B dmg, battle spirit: 1d4 + 6 ⇒ (4) + 6 = 10
Swift action to use Revelation Strike to deliver Phantom Touch to Medium Duergar #1, making him Shaken for 2 rounds. No save.
Unarmed strike vs grappled AC, flank, battle spirit: 1d20 + 9 + 2 + 1 ⇒ (9) + 9 + 2 + 1 = 21
B dmg, battle spirit: 1d4 + 6 ⇒ (2) + 6 = 8
Then, if possible, Vinnie will 5' step (using his Climb speed) to the spot on the wall directly above the dinosaur (to give room for one of his friends in the corridor to get into the room).
5' step (using his Climb speed) to the spot on the wall directly above the dinosaur (to give room for one of his friends in the corridor to get into the room). Or, if that isn't possible, 5' step into the square between the dinosaur and the croc.
Attack vs Large #2
Unarmed strike, battle spirit: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28
B dmg, battle spirit: 1d4 + 6 ⇒ (4) + 6 = 10
Swift action to use Revelation Strike to deliver Phantom Touch to Large Duergar #2, making him Shaken for 2 rounds. No save.
Note that I haven't moved Vinnie on the map since his final position depends on the details of the spoilers.
Vinnie's current AC: 27
Clebsch GM DtBP |
Vinnie punches the duergar gripped by the crocodile near the door, twice, sending him down for the count. 18 damage to medium #1, dying. Assuming those were lethal damage unarmed attacks.
Then he hops atop part of the open secret door giving room for his allies to come forward.
Rook is next.
Rook (Battle spirit)
Large 2 (enlarged, 13 lethal)
Medium 1 (36 lethal, dying)
medium 2
Leader (enlarged)
Large 1 (enlarged, 15 lethal)
Sadef (Battle spirit)
Crocodile (battle spirit)
Danduun (Battle spirit)
Round 3
Vinnie (Battle Spirit, False life 7 hp, barkskin, 5 ft up)
Trevor (battle spirit)
Mhazruk Kruhl |
Sorry, I thought I posted this already.
Rook moves past his allies and attempts to get on top of a box before tossing his next bomb.
Acrobatics to Jump on box: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
Bomb vs Touch: 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 15
Fire Damage: 2d6 + 10 + 1 ⇒ (4, 2) + 10 + 1 = 17
Throwing at #2, splashing onto #1 for 13 Fire Damage. Reflex DC 18 to Half splash damage.
Clebsch GM DtBP |
Large 1: Reflex: 1d20 ⇒ 9
Medium 2: vs Rook AC
Hvy Crossbow: 1d20 + 4 ⇒ (20) + 4 = 24
Crossbow damage: 1d10 ⇒ 4
No boxes near the door to jump on top of, but there is a counter to behind the bar. I put Rook there.
Rook leaps to the top of a counter behind the bar of the taproom, tosses a bomb at the two oversized duergar in the corner, covering them with flames. The two flail helplessly and slump into smoldering heaps, their life force ebbing out of them.
The duergar of normal size fires a crossbow at Rook.
I need clarification on Rook's AC. His header as AC 20 (26) with additional notes about +4 Dex and +2 AC. Not sure if the +2 AC is from the increased Dex. It's important because the Crossbow attack could be a critical or not depending on the AC. In general, I prefer you just give the current AC taking into account all buffs and bonuses, so there is no confusion.
Mhazruk Kruhl |
Sorry about that. It is currently 24. 20+6 from Mutagen (+4 Dexterity gives +2 AC and then +2 Natural Armor.) I will have to fix my tagline. It still has in my decreased size stuff from before.
Clebsch GM DtBP |
Rolls from spoiler above:
Hvy Crossbow: 1d20 + 4 ⇒ (20) + 4 = 24
Crossbow damage: 1d10 ⇒ 4
I forgot to add Point-blank shot so that a 25 to hit, possible crit, with 5 damage.
Hvy Crossbow, point-blank Shot, confirm threat: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Crit threat is not confirmed.
Haav: vs. Crocodile, AC 14
Warhammer 1: 1d20 + 7 ⇒ (14) + 7 = 21
Warhammer 1 damage: 2d6 + 5 ⇒ (3, 2) + 5 = 10
I'm still a bit confused. It looks like it is 20 normally and the mutagen adds +4, not +6. I'll go with 24.
The duergar near the north wall hits Rook in the chest with a crossbow bolt, barely missing his heart. 5 damage. Then he dropped his crossbow and draws his warhammer.
The leader of the group leaves his crossbow on the table and grabs a big warhammer and attacks the crocodile, giving it a solid blow to the side and breaking a few ribs. 10 damage to croc. The successful attack cheers him and he laughs, apparently having fun as he fights.
Round 2
Sadef (Battle spirit)
Crocodile (battle spirit, 10 lethal)
Danduun (Battle spirit)
Round 3
Vinnie (Battle Spirit, False life 7 hp, barkskin, 5 ft up)
Trevor (battle spirit)
Rook (Battle spirit, 5 lethal)
Large 2 (enlarged, 26 lethal, dying)
Medium 1 (36 lethal, dying)
Medium 2
Haab
Large 1 (enlarged, 28 lethal, dying)
All PCs may act. Actions will be resolved in order above.
Mhazruk Kruhl |
Sorry, was in a rush posting that. Too many numbers rolling around. It was supposed to say +4 not +6. I always get tripped up because it adds 4 dex and 2 natural AC and my brain adds those.
Danduun |
Danduun moves in to attack the boss Duergar in front of him with Vinnie’s support!
bite B/P/S: 1d20 + 1 + 8 ⇒ (4) + 1 + 8 = 131d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3
In case he is provoking an AoO from the bosd Duergar then he’ll move in half speed and tries acrobatics.
acrobatics vs CMB : 1d20 + 12 ⇒ (2) + 12 = 14
Sadaf Kargar |
Sadaf moves into the room and directs Danduun and the crocodile.
The summoned reptilian creature attacks the large duergar after a 5 ft step.
Crocodile has AC 14 and 18/28 hp.
The crocodile attacks the boss Duergar in front of it and is inspired by Vinnie!
bite Crocodile plus grab, augmented : 1d20 + 1 + 7 ⇒ (6) + 1 + 7 = 141d8 + 1 + 6 ⇒ (7) + 1 + 6 = 14
Grab bite if hit as free action grapple CMB : 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23
Tail slap Crocodile, augmented: 1d20 + 1 + 2 ⇒ (5) + 1 + 2 = 81d12 + 1 + 4 ⇒ (8) + 1 + 4 = 13
Vinnie Bandar |
Vinnie rushes up to join the fray.
I *think* 30' movement speed is sufficient to hop down from his perch on the wall and cross the room to engage #2? The movement will provoke from either of the baddies if they have reach and haven't already used their AoOs.
unarmed strike, battle spirit: 1d20 + 10 ⇒ (10) + 10 = 20
B dmg, battle spirit: 1d4 + 6 ⇒ (2) + 6 = 8
If the attack hits, swift action to (phantom touch) make #2 shaken for 2 rounds, no save; doesn't work if he's not a living creature.
Vinnie current AC = 27
Vinnie's turn is the start of round 3 (out of 4) of Battle Spirit for the day.
Clebsch GM DtBP |
Warhammer 1: 1d20 + 11 ⇒ (3) + 11 = 14
When posting attacks, please place the damage roll on the line below the attack roll. It is easier to parse and figure out the results quickly. Thanks.
Danduun scampers toward the big Duergar. He sees the little reptile coming and tries to smash it into the ground with his warhammer, but hits only the taproom floor. Danduun, for his part, cannot bite through the big guy's armor.
The crocodile can do no better, getting his powerful jaws around the duergar's breastplate but without getting a solid grip nor drawing any blood. If the crocodile was summoned with the celestial (or resolute or entropic) template, it could initiate a smite evil (or chaos or law) on the duergar and possibly do extra damage if it hits. Did Sadaaf give it an alignment template?
Vinnie runs within the reach of the leader, but the large one is too busy fending off attacks from two reptiles to get a swing at Vinnie. Vinnie punches the normal-sized duergar and something in the attack also puts a scare into the already beleaguered fellow. 8 damage to medium #2; shaken for 2 rounds.
Trevor and Rook are up now.
Round 3
Trevor (battle spirit)
Rook (Battle spirit, 5 lethal)
Large 2 (enlarged, 26 lethal, dying)
Medium 1 (36 lethal, dying)
Medium 2 (8 lethal, shaken for 2 rounds)
Leader (enlarged)
Large 1 (enlarged, 28 lethal, dying)
Sadef (Battle spirit)
Crocodile (battle spirit, 10 lethal)
Danduun (Battle spirit)
Round 4
Vinnie (Battle Spirit, False life 7 hp, barkskin, 5 ft up)
Mhazruk Kruhl |
Rook sputters at the impact from the bolt but quickly fishes out another bomb.
Bomb vs Touch: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30
Fire Damage: 2d6 + 10 + 1 ⇒ (5, 5) + 10 + 1 = 21
Throwing at smaller target, removing the splash.
Sadaf Kargar |
Thanks GM, I will post damage below the attack roll from now onwards. Sadaf used summon Nature’s Ally as a Druid and the animals do not receive any templates.
Magical Trevor |
Trevor tries to hop up onto the bar,
acrobatics: 1d20 + 9 ⇒ (15) + 9 = 24
then he snaps his whip at medium 2
vs Medium 2: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
slashing damage: 1d3 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Clebsch GM DtBP |
Warhammer 1: 1d20 + 11 ⇒ (14) + 11 = 25
Warhammer 1 damage: 2d6 + 5 ⇒ (3, 4) + 5 = 12
Leader vs. Danduun AC 21
Warhammer 2: 1d20 + 6 ⇒ (16) + 6 = 22
Warhammer 2 damage: 2d6 + 5 ⇒ (3, 2) + 5 = 10
Trevor gets up on the bar and snaps his whip at the smaller duergar, but the fellow's chainmail keeps the whip from cutting into flesh.
Rook has better results with his next bomb, which explodes on the same enemy, shrouding him in flames. He looks near death (definitely warmed over). 21 damage to medium 2, now medium well also.
Do Rook's bombs come with a risk of the target catching on fire? If so, detail the save options.
The burnt duergar disappears abruptly. A door opens behind the last remaining duergar, the leader.
The leader sneers as his last ally vanishes, apparently to retreat. He nevertheless attacks with his warhammer, first striking the crocodile another solid body shot and the swings the hammer back the other way and hits Danduun.
12 damage the the croc, 10 damage to the dino.
PCs are up.
Large 1 (enlarged, 28 lethal, dying)
Sadef (Battle spirit)
Crocodile (battle spirit, 22 lethal)
Danduun (Battle spirit, 10 lethal)
Round 4
Vinnie (Battle Spirit, False life 7 hp, barkskin, 5 ft up)
Trevor (battle spirit)
Rook (Battle spirit, 5 lethal)
Large 2 (enlarged, 26 lethal, dying)
Medium 1 (36 lethal, dying)
Medium 2 (29 lethal, shaken for 1 round, invisible)
Leader (enlarged)
I believe this will be the last round that Battle Spirit is active, ending at the start of Vinnie's turn.
The last duergar has AC 19, touch 10, 61 hp. He is not yet injured and appears to be ready to fight to the death. He has 10' reach and can also threaten spaces within 5 feet. He does not appear to have combat reflexes.
Danduun |
Danduun 5ft steps after receiving direction from Sadaf and attacks the boss Duergar with all he has with Vinnie’s support!
bite : 1d20 + 1 + 8 ⇒ (5) + 1 + 8 = 14
B/P/S damage: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4
Talon left : 1d20 + 1 + 8 ⇒ (18) + 1 + 8 = 27
B/S damage: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Talon right: 1d20 + 1 + 8 ⇒ (18) + 1 + 8 = 27
B/S damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5
Sadaf Kargar |
Sadaf moves and shoots a snowball spell on the leader!
"Eat some cold balls!" he shouts.
snowball touch attack, into melee -4, Vinnie +1: 1d20 + 5 - 4 + 1 ⇒ (8) + 5 - 4 + 1 = 10
cold damage: 5d6 + 1 ⇒ (1, 5, 1, 1, 2) + 1 = 11
~
The summoned reptilian creature attacks the large duergar.
Crocodile has AC 14 and 6/28 hp.
The crocodile attacks the boss Duergar in front of it and is inspired by Vinnie!
bite Crocodile plus grab, augmented : 1d20 + 1 + 7 ⇒ (20) + 1 + 7 = 28
b/p/s damage: 1d8 + 1 + 6 ⇒ (6) + 1 + 6 = 13
Crit confirm? : 1d20 + 1 + 7 ⇒ (12) + 1 + 7 = 20
Crit damage: 1d8 + 1 + 6 ⇒ (5) + 1 + 6 = 12
Grab bite if hit as free action grapple CMB : 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17
Tail slap Crocodile, augmented: 1d20 + 1 + 2 ⇒ (19) + 1 + 2 = 22
bludg. damage: 1d8 + 1 + 6 ⇒ (4) + 1 + 6 = 11
Vinnie Bandar |
Battle Spirit should be active until just before Vinnie's turn on Round 5 (I started it on Round 1 and it lasts for a maximum of 4 rounds).
Not wanting the invisible guard to escape and sound the alarm, Vinnie targets the square with the door and watches as silky but strong threads rise up from the ground to entrap the enemy.
GM, I assume I can target his square since I don't think he can have already moved through the door - I believe it takes a move action to open the door and of course a move action to move over there. However, if according to your ruling you feel I can't target him with the hex then I'll target the same square with the spell Barbed Chains, attempting to trip him.
(Su) (Legacy of the First World pg. 17): The shaman causes ribbons of spider silk to erupt from the ground beneath a single creature. The target must succeed at a Reflex save or be entangled and anchored in place. The foe can escape the silk as a standard action with a successful Escape Artist or Strength check at the same DC, or by dealing an amount of damage to the silk equal to double the shaman’s class level (the silk has hardness 0). This hex lasts a number of rounds equal to 3 + the shaman’s Wisdom modifier. A creature affected by this hex cannot be affected by it again for 24 hours.
The Reflex DC vs the hex is 17
Alternatively, if I can't use the hex, I'll attempt Barbed Chains (CL 4 so two chains attack):
CMB to trip vs CMD, battle spirit: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
50% miss chance vs invisible, high is good for me: 1d100 ⇒ 97
If the first chain successfully tripped then the second will attempt to do damage
Chain attack vs prone AC, battle spirit: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
50% miss chance vs invisible, high is good for me: 1d100 ⇒ 72
S dmg, battle spirit: 1d6 + 1 ⇒ (2) + 1 = 3
Then Vinnie steps 5' closer to the leader, while alerting his comrades to the (hopefully) immobilized invisible guard in the doorway. "Don't lett'im get away!"
Mhazruk Kruhl |
"Yeah, not going to happen. Hide all you want but these flames are going to kiss ya." Rook says before tossing his bomb at the opening door.
Bomb vs Touch: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26
Fire Damage: 2d6 + 10 + 1 ⇒ (3, 1) + 10 + 1 = 15
Clebsch GM DtBP |
ACM2 Reflex: 1d20 ⇒ 10
Sadef's snowball hits the big leader guy in the neck. Danduun's claws rake across his side, the crocodile bites him in the stomach and smacks him with his tail. The previously uninjured duergar is suddenly bleeding from multiple wounds and frostbitten to boot. He is near death, but still laughing at the challenge. Only Danduun's bite and the crocodile's attempt to grapple failed. 60 damage total out of 61 hp.
Magic tendrils of spider silk rise up and appear to wrap around a vaguely duergar shaped invisible object door.
Rook's next bomb burns the two duergar near the door. The flames push both through death's door to meet whatever deserts the Boneyard has prepared for them.
The battle for the taproom ends.
The two enlarged duergar shrink back to normal size after a few minutes as does the former leader.
Inspecting the bodies turns up the following items of worth:
Each of the formerly enlarged duergars has 2 potions of cure light wounds, 2 alchemist's fire, banded mail, heavy crossbow with 10 bolts, mwk dwarven waraxe, 9 gp.
Each of the normal sized duergar has mwk chainmail, mwk heavy crossbow, mwk warhammer, 18 gp.
The leader has 2 potions of cure moderate wounds, mwk breastplate, mwk heavy steel shield, +1 warhammer, heavy Crossbow, cloak of resistance +1, keyring with 3 keys, two heavy brass rings (40 gp each), 138 gp.
Scattered among the packs are several items that appear to be looted from elsewhere in the stronghold, including an ornate longsword carved from onyx worth 225 gp, a suit of masterwork full plate, and an adamantine spiked chain. The longsword is an art piece that can be wielded as a club.
A sturdy locked chest is stashed below the bar. One of the keys on the keyring opens the lock to reveal contains 120 pp, 453 gp, four potions of cure light wounds, two potions of hide from undead, and five cut amethysts (worth 100 gp each).
Finally a note is found in the leader's pocket. See the SE portion of the map for an image of the note.
As their Spring Festival approaches, the dwarves grow lazy in their defenses. Meet me and my forlarren associate along the Blighted Path near Phaedextrin’s Maw. Bring enough forces to take control of the redoubt. I will have half your payment, as previously discussed. Your men will need to assist in opening the gates and holding the building until the items I need are secured. Once everything I require is in my possession, Firebrand’s Redoubt is yours to do with as you please. A man could go far holding a fortified position so deep in the Five Kings Mountains.
Zohir Totek
The area beyond the door appears to be part of a large hallway. A set of metal double doors can be seen as well as the base of a staircase leading up. Nothing seems to be moving about or investigating the ruckus in the taproom.
Divide the loot and heal any wounds, etc. Then post where to next.
Sadaf Kargar |
Sadaf sighs in relief.
When the crocodile disappears he takes two cure potions and gives them to Danduun.
clw : 2d8 + 1 + 1 ⇒ (5, 3) + 1 + 1 = 10
Danduun needed 2 of the 12 potions of clw so 10 clw potions remain for the team plus 2 cmw potions of the leader.
Sadaf reads the letter and shakes his head.
kn dungeon. : 1d20 + 6 ⇒ (7) + 6 = 13
Mhazruk Kruhl |
"Those bigguns took a bit more ordinance than I would like. Hoping that was the lot of them but I wouldn't bet on it." Rook says as he helps to quickly pick through the rubble. He shakes his head realizing he always makes too much of a commotion.
"Sorry if that was a bit loud, still brewing up some dampeners." he adds with a small bow.
He then reads the note out loud and hands his companion the chalkboard.
Rook's Needle |
Knowledge (Dungeoneering): 1d20 + 5 ⇒ (1) + 5 = 6
Knowledge (Local): 1d20 + 5 ⇒ (14) + 5 = 19
His first drawing is mostly unintelligible scribbles but the second roughly appears to show the notes author as an underling of a fey necromancer Karexin.
Vinnie Bandar |
Vinnie bows respectfully to the fallen enemies. "They fought bravely - may the spirits of battle remember them."
Unless anyone objects: Vinnie takes one of the moderate healing potions and one of the potions of hide from undead and uses his surprisingly agile tail to stow them away. "Could be handy in the heat of battle, eh?"
Vinnie has a prehensile tail and the Accelerated Drinker trait, so potions can be quite effective for him.
"Which way should we go now?"
Magical Trevor |
knowledge(dungeoneering): 1d20 + 7 ⇒ (3) + 7 = 10
knowledge(local): 1d20 + 9 ⇒ (19) + 9 = 28
"Sounds like the past coming back to bite the community"
"I wouldn't mind holding on to a potion or two and an alchemist fire, though I'm sure Mhazruk could make most effective use of them."
"Doesn't seem we have much choice as to where to next. I wonder if I should do my famous disappearing act first... anyway out the door and to the left I'd say"
Mhazruk Kruhl |
"I only have so many arms...for now. Please feel free to take some." Rook adds with a smile and pointing to an odd growth on his abdomen.
Sadaf Kargar |
When everyone is ready, Sadaf opens the door to the next room!
Perception: 1d20 + 12 ⇒ (19) + 12 = 31
He walks around to see if something is off.
Clebsch GM DtBP |
Much of the area west and north of the door is open connecting space. There is a wide staircase leading up to another level. There is a single door just north of the stairway and a pair of doors opposite the bottom of the stairs. Other doors can be seen as the hall extends west and south at a Y shape section.
To the east wrapping around the stairway, a heavy partition divides this room into two sections. Shattered glass and looted armor and weapon racks litter the north end of the room, where a massive display case stands open and empty.
Sadaf gets a scare as he looks to the south section of the room and sees an animal crouched on the ground ready to move and something dark looming above the room.
Then he realizes he is seeing a few of the half-dozen animal trophies filling the southern half of the room, including the mounted head of a bulette looming from the eastern wall, a stuffed cloaker hanging from the ceiling in mid-swoop, and a taxidermic dire boar preparing to charge from his central plinth.
Nothing appears to be in the area accept Sadaf and Danduun.
Move tokens to where you want to explore further. I'm assuming everyone is making perception checks for traps and other hazards. I'll make the rolls in secret if needed. Make sure your perception bonus is correct on your profile and header. Also mention what your light source is if you don't have darkvision.
Sadaf Kargar |
Thanks for the great description GM! I was almost ready for initiative. ;-)
Sadaf moves farther into the room.
Clebsch GM DtBP |
Sadaf: Perception: 1d20 + 12 ⇒ (5) + 12 = 17
Danduun: Perception: 1d20 + 11 ⇒ (19) + 11 = 30
Trevor: Perception: 1d20 + 8 ⇒ (20) + 8 = 28
Vinnie: Perception: 1d20 + 13 ⇒ (4) + 13 = 17
Rook: Stealth: 1d20 + 3 ⇒ (5) + 3 = 8
Sadaf: Stealth: 1d20 - 1 ⇒ (4) - 1 = 3
Danduun: Stealth: 1d20 + 16 ⇒ (9) + 16 = 25
Trevor: Stealth: 1d20 + 8 ⇒ (15) + 8 = 23
Vinnie: Stealth: 1d20 + 16 ⇒ (15) + 16 = 31
BLS1: Perception: 1d20 + 4 ⇒ (9) + 4 = 13
BLS2: Perception: 1d20 + 4 ⇒ (16) + 4 = 20
BLS3: Perception: 1d20 + 4 ⇒ (3) + 4 = 7
BLS1: Stealth: 1d20 - 2 ⇒ (7) - 2 = 5
BLS2: Stealth: 1d20 - 2 ⇒ (1) - 2 = -1
BLS3: Stealth: 1d20 - 2 ⇒ (13) - 2 = 11
ACM1: Perception: 1d20 + 5 ⇒ (2) + 5 = 7
ACM2: Perception: 1d20 + 5 ⇒ (17) + 5 = 22
ACG: Perception: 1d20 + 6 ⇒ (8) + 6 = 14
ACM1: Stealth: 1d20 - 1 ⇒ (2) - 1 = 1
ACM2: Stealth: 1d20 - 1 ⇒ (5) - 1 = 4
ACG: Stealth: 1d20 + 3 ⇒ (3) + 3 = 6
Rook: Initiative: 1d20 + 5 ⇒ (5) + 5 = 10
Sadef: Initiative: 1d20 + 2 ⇒ (20) + 2 = 22
Trevor: Initiative: 1d20 + 7 ⇒ (7) + 7 = 14
Vinnie: Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
BLS1 Initiative: 1d20 + 6 ⇒ (19) + 6 = 25
BLS2 Initiative: 1d20 + 6 ⇒ (11) + 6 = 17
BLS3: Initiative: 1d20 + 6 ⇒ (3) + 6 = 9
ACM1: Initiative: 1d20 - 1 ⇒ (19) - 1 = 18
ACM2: Initiative: 1d20 - 1 ⇒ (3) - 1 = 2
ACG: Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Dwarven Urgrosh, power attack, ax: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13
The Pathfinders move into the wide hall. Rook moves to where he can see up the stairs. Sadaf and Danduun move the the center of the Y, where the hall extends northwest and south. Vinnie and Trevor stand in between.
As Rook looks up the stairs he makes eye contact with what appears to be another duergar looking down the stairs, who immediately alerts some others in his area.
Simultaneously, as Sadef looks down into a long room stretching south which contains a line of statues, a skeletal warrior moves his way, making eerie sounds in dwarven, "Intruders to the north!"
We are in initiative.
A skeleton runs toward Sadef and swings his dwarven urgrosh at him, but it just clangs against Sadef's armor.
Sadef and Danduun may take turns first. Then there are a couple of enemies before the other PCs.
Danduun |
Danduun 5ft steps and tears into the skeleton!
bite : 1d20 + 8 ⇒ (10) + 8 = 18
B/P/S damage: 1d4 + 1 ⇒ (1) + 1 = 2
Talon left : 1d20 + 8 ⇒ (1) + 8 = 9
B/S damage: 1d6 + 1 ⇒ (4) + 1 = 5
Talon right: 1d20 + 8 ⇒ (3) + 8 = 11
B/S damage: 1d6 + 1 ⇒ (6) + 1 = 7.
Sadaf Kargar |
Sadaf 5ft steps back and casts guidance on Danduun.
He directs the dinosaur to attack!
“Oh oh!! Team there’s trouble here!!“ he shouts
Vinnie Bandar |
"Gadzooks," cries Vinnie, "we are being attacked from two sides. The battle spirits will be pleased!"
Clebsch GM DtBP |
Hvy Crossbow: 1d20 + 4 ⇒ (4) + 4 = 8
BLS 2 vs Danduun AC 21
Dwarven Urgrosh, power attack, ax: 1d20 + 8 - 2 ⇒ (7) + 8 - 2 = 13
Assuming the guidance spell was cast on Dundaan before it attacked, Danduun gets +1 on the first attack, which is enough to change a miss into a hit. The other two attacks miss.
Danduun bites and cracks a bone on the skeleton, but it doesn't do much damage. His talons cannot find a vulnerable spot.
A crossbow bolt flies down from the top of the stairs, but it has little chance of hitting Rook. The staircase is 30 feet long and goes up about 40 feet. There is no light at the top of the stairs so those without darkvision cannot see what's there. Rook sees a Duergar with a crossbow. This one is normal sized.
Another skeletal warrior advances on Danduun and tries to hit the dino with his urgrosh, but misses.
Trevor, Roook, and Vinnie are up next.
Mhazruk Kruhl |
"The battle spirits might need to bless me with more ordinance before this is over." Rook says as he retreats from the flank to help clear out the other enemies more bunched together.
Bomb vs Touch @ same skeleton as Danduun: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26
Fire Damage: 2d6 + 10 + 1 ⇒ (4, 5) + 10 + 1 = 20 Splash of 13 to other undead.
"Let's clean this lot up quickly before the house comes pouring down those stairs."
Magical Trevor |
Trevor is going to stick with old reliable which he has just decided is what he will call his wand of magic missles.
He points it at skeleton currently taking all the abuse.
damage(Force): 1d4 + 1 ⇒ (4) + 1 = 5
Vinnie Bandar |
Unable to see into the darkness at the top of the stairs, Vinnie decides to make it harder for whatever is up there to rain crossbow bolts down upon them in order to give the rest of the group a chance to deal with the skeletons. He shouts up the stairs, "Wait yer turn! One set of a monsters at a time is plenty, thankee very much!" and with that he calls forth a cloud of fog to fill the stairwell. Then he moves over to engage the troublesome skeletons.
Standard action: cast Fog Cloud - centering the 20' radius cloud in the stairwell - my goal is to prevent them from shooting at us, but not to prevent us from seeing them once we climb the stairs. Move action: move closer to the skeletons.
Clebsch GM DtBP |
Dwarven Urgrosh, power attack, ax: 1d20 + 8 - 2 ⇒ (12) + 8 - 2 = 18
Trevor's wand spits out a force missile that that slams into the skeleton fighting Danduun. 5 damage to Skeleton 1
Rook lobs another bomb that explodes on the same skeleton and spills some fire over onto the one at his side. 20 to skeleton 1, 13 to skeleton 2.
Trevor brings literal fog of war to the stairway leading up to where the crossbow bolt shot down from.
A third skeleton advances to join the first 2, urgrosh at the ready.
Bold PCs listed below are up.
Round 2
Sadef
Danduun
Skeleton 2 (13 lethal)
Trevor
Rook
Vinnie
Skeleton 3
Round 3
BLS1 (27 lethal)
Danduun |
Danduun tears into the skeleton on the right and will switch targets if one skeleton drops!
bite : 1d20 + 8 ⇒ (15) + 8 = 23
B/P/S damage: 1d6 + 1 ⇒ (5) + 1 = 6
~
Talon left : 1d20 + 8 ⇒ (7) + 8 = 15
B/P/S damage: 1d4 + 1 ⇒ (1) + 1 = 2
~
Talon right: 1d20 + 8 ⇒ (20) + 8 = 28
B/S damage: 1d4 + 1 ⇒ (4) + 1 = 5
crit? : 1d20 + 8 ⇒ (9) + 8 = 17
crit damage : 1d4 + 1 ⇒ (3) + 1 = 4
Clebsch GM DtBP |
I posted something yesterday but the goblins must have hijacked it. I don't have the rolls anymore, but I will summarize the outcomes fro my notes.
Danduun tears into the skeleton already roasted by Rook and slammed by Trevor's force missiles. The skeleton falls apart, becoming nothing but a pile of bones, all that is left of a once brave dwarven mercenary. Danduun does 11 to the skeleton with 2 hits.
The skeleton next to the now destroyed one steps forward and tries to hit Vinnie but the dwarven urgrosh is stopped by his armor.
Bold are up next.
Trevor
Rook
Vinnie
skeleton 3
Round 3
skeleton 1 (38 lethal, destroyed)
Sadef
Danduun
Skeleton 2 (13 lethal)
Vinnie Bandar |
Vinnie makes a flurry of punches against skeleton 2.
Unarmed Strike: 1d20 + 9 ⇒ (18) + 9 = 27
B dmg: 1d4 + 5 ⇒ (1) + 5 = 6
Unarmed Strike: 1d20 + 9 ⇒ (12) + 9 = 21
B dmg: 1d4 + 5 ⇒ (3) + 5 = 8
Mhazruk Kruhl |
Rather than continue to use his dwindling ordinance, Rook prepares for an incursion from the stairs.
Ready Action to Attack any enemies appearing from the cloud with a Bomb.
Damage: 26 + 10 + 1 = 37
Clebsch GM DtBP |
Vinnie breaks several of the skeleton's bones with his powerful punches, but the skeleton keeps fighting. 14 damage done.
Trevor is up.
Clebsch GM DtBP |
Dwarven Urgrosh, axe: 1d20 + 8 ⇒ (14) + 8 = 22
Damage, ax: 1d8 + 4 ⇒ (6) + 4 = 10
Rook: Perception, vs full cover/invisibility, 20 ft: 1d20 + 8 - 20 ⇒ (1) + 8 - 20 = -11
Trevor's missile comes close to destroying the skeleton, but it still has enough necromantic energy go keep attacking. 5 damage to skeleton 2.
The third skeletal warrior advances on Danduun, swings his urgrosh and hits the dinosaur. 10 damage to Danduun.
Rook sees nothing to throw his bomb at and does not hear any signs of an enemy approaching.
Bold are up.
Sadef
Danduun (10 lethal)
BLS2 (32 lethal)
Trevor
Rook (ready action)
Vinnie
BLS3
Round 4
BLS1 (38 lethal, destroyed)