Caverns of Azlantia

Game Master Dread

Hidden away in the jungles of the Mwangi Expanse, the crumbling ruins of the ancient Azlanti people, known as Azlantia, has remained unknown....until now. An Explorer dying from a strange disease has surfaced in Bloodcove. His fevered ramblings of treasure, Beast-Men serving a Minotaur King, Lizard-Folk in direct rebellion to the King, a Death Cult trying to find secrets long buried, rumors of an ancient evil waiting release and more perk the attention of those who are intrepid enough to face these dangers to find the secrets of the Caverns of Azlantia.

Are you brave enough?

Experience: Current- 6,090 Next Level- 9,000

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androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

Jack replies to Urtar,"You are welcome."

"While we wait for Arronus to regain mobility, I am going to scan the room to see if anything in here is poisonous or if any of us have been poisoned. I will scan the statue last since you warned looking at it can be dangerous."

While waiting for Arronus to regain mobility, Jack casts Detect Poison multiple times, in the following

order:

1)himself
2)Sparkwing
3)Arronus
4)font
5)liquid in font
6-9)the four 5-ft squares the font is in
10)Flash
11)Gideon
12)Dr. Ocellus
13)Urtar
14-21)the eight 5-foot squares around the statue (being sure to not look at the statue's eyes)
22-23) the two dead priests
24-25) the other two dead fanatics

Detect Poison:

Casting Time: 1 standard action
Components: V, S
Effect
Range: close (25 ft. + 5 ft./2 levels)
Target or Area: one creature, one object, or a 5-ft. cube
Duration: instantaneous
Saving Throw: none; Spell Resistance: no

Description

You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Jack has a +1 Wisdom modifier.

After scanning everyone (sans the rat-like creature and skeleton), the dead cultists, font, the floor around the font and the statue, but before scanning the statue itself, providing there was no poison detected."I did not scan Arronus's helpers as I am not familiar with them. He can tell me when he can move if I should expect them to be poisonous or not. I have not scanned the statue for poison yet. There is no poison on the floor around the statue or the font, the font or the liquid in the font. Does any object to me purifying the liquid in the font?"

If no poison is detected except for the liquid in the font, as above with the last two sentences changed to, "The floor around the statue and font are not poisonous. The font itself is not poisonous but the liquid is. Does anyone object to me purifying the liquid in the font?"

Grand Lodge

Skills:
Acrobatics 2 Climb 3 C: Carpentry 6 Heal 6 Know: Engineering 1 Know: Local 0 Know: Dungeon 5 Prcptn 6 Prof Sailor 5 Survival 1 Swim 7
Half-elf Male NG Fighter 1 | HP 13/13 | AC17 T12 FF15 | F+4 R+2 W+1 | CMD 16 | Init+2 Percep+6 Lowlight vision, Darkvision 60'| Current effects: none

"Be my guest. Then we need to go check those doors at the end of the hall." Gideon says and leads the procession to said door.


Jack checks for any toxins and finds nothing that would indicate any poison at all. Then leaving Arronus in the room with Jack He leads Urtar and Dr. Ocellus to the far eastern door.

Grand Lodge

Male Oread cleric 3 | AC 16 T 10 FF 16 | Saves +3 +1 +7 | CMD 15 | HP 24/24 | Perception +10 | Channel Energy 1/4 | Acid Dart 3/7 | Wooden Fist 7/7 | conditions: none

Urtar asks Arronus "So, if we're leaving these citrines in there, we should move on. How are you feeling?"


M 1/2 Elf| HP 24/24 | AC: 20, T: 12, FF:18 | Spd: 30ft | Occultist (Haunt Collector) 3 | Init +2, Darkvision 60; Percept: +12, Sense Motive: +1 | Saves: F: +6, R: +4, W: +4 +2 vs enchantments| CMB +6 / CMD 18
Urtar Rockburst wrote:
Urtar asks Arronus "So, if we're leaving these citrines in there, we should move on. How are you feeling?"
GMMichael wrote:

... A few minutes passed then Arronus and his Unnatural puppet became free of its hold.

...

"I am recovered enough to continue, thank you."

Arronus makes his way to beside Gideon, at the Eastern door, where he checks for traps again (and tries to listen if there is anything to be heard from beyond the door)...

Perception, rat, aid another, take 10: 10 + 3 + 3 + 1 = 17
3 ranks (master's) +3 trained +1 wis

Perception, Arronus: 1d20 + 3 + 3 + 2 + 4 + 2 ⇒ (20) + 3 + 3 + 2 + 4 + 2 = 34
3 rank +3 trained +0 wis +2 racial +4 Skill Focus+2 aid another

Not sure if GM Michael will want a two sets of perception checks:

Perception, rat, aid another, take 10: 10 + 3 + 3 + 1 = 17
3 ranks (master's) +3 trained +1 wis

Perception, Arronus: 1d20 + 3 + 3 + 2 + 4 + 2 ⇒ (9) + 3 + 3 + 2 + 4 + 2 = 23
3 rank +3 trained +0 wis +2 racial +4 Skill Focus+2 aid another

Meanwhile, his skeletal servant takes up a tail end charlie position, covering the party's rear.


The group gathers at the far end of the hall looking it over carefully and find a strong stone door with a stone crossbar across the side the party is on. There are no apparent traps or odd devices on the door or crossbeam.


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

Jack's default regarding doors/passageways/rooms will be to scan them with detect poison.

Grand Lodge

Skills:
Acrobatics 2 Climb 3 C: Carpentry 6 Heal 6 Know: Engineering 1 Know: Local 0 Know: Dungeon 5 Prcptn 6 Prof Sailor 5 Survival 1 Swim 7
Half-elf Male NG Fighter 1 | HP 13/13 | AC17 T12 FF15 | F+4 R+2 W+1 | CMD 16 | Init+2 Percep+6 Lowlight vision, Darkvision 60'| Current effects: none

"It appears they were keeping something out, or something locked in. Shall we see what it is or go check out the other end of the hall first? To be honest, I want to know what's on the other side of the door."


M 1/2 Elf| HP 24/24 | AC: 20, T: 12, FF:18 | Spd: 30ft | Occultist (Haunt Collector) 3 | Init +2, Darkvision 60; Percept: +12, Sense Motive: +1 | Saves: F: +6, R: +4, W: +4 +2 vs enchantments| CMB +6 / CMD 18

"I'll admit to being curious myself, but, whatever it is, it is clearly contained, so we can come back to it at our leisure. I figure we should clear out as much of the Kuthite's as we can, while we still have the element of surprise"

I vote for trying the other end of the hallway.

Grand Lodge

Male Oread cleric 3 | AC 16 T 10 FF 16 | Saves +3 +1 +7 | CMD 15 | HP 24/24 | Perception +10 | Channel Energy 1/4 | Acid Dart 3/7 | Wooden Fist 7/7 | conditions: none

Urtar says "Anything that is bad for Kuthites is good for us, I say. If we don't like what we see, we can just close the door just as easily. I suggest we open it."


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

"We do not know if what is behind the door is bad for the Kuthites. Many people keep their attack animals caged until they want to make active use of them. Some keep them locked up and barely feed them so that they are more aggressive with intruders or when they go on the hunt with them."

Jack pauses for a moment as he remembers a Mwangi fable, "There is a Mwangi tale of a box a child opened that released things that were impossible to put back into the box. The door might close easily, but we do not know if whatever is on the other side, which could be singular, a few or many, can easily be kept inside once we open the door."

Grand Lodge

Male Oread cleric 3 | AC 16 T 10 FF 16 | Saves +3 +1 +7 | CMD 15 | HP 24/24 | Perception +10 | Channel Energy 1/4 | Acid Dart 3/7 | Wooden Fist 7/7 | conditions: none

Urtar sighs, seeing some of the group are set on keeping the door shut. He suggests "Maybe the next cultist we encounter, we do not kill, and try to interrogate them."

Grand Lodge

Skills:
Acrobatics 2 Climb 3 C: Carpentry 6 Heal 6 Know: Engineering 1 Know: Local 0 Know: Dungeon 5 Prcptn 6 Prof Sailor 5 Survival 1 Swim 7
Half-elf Male NG Fighter 1 | HP 13/13 | AC17 T12 FF15 | F+4 R+2 W+1 | CMD 16 | Init+2 Percep+6 Lowlight vision, Darkvision 60'| Current effects: none

"Fair enough, let's go check the far side." Gideon gives in and walks toward the other side.


Leaving the barred door for now, the party turned and moved to where the hall opened into an area suspended out over another chasm, the sides of which could be seen at the edge of the of their dark vision. Columns supported arches of stone. It opened to the left and right. there was a semi-circular area exposed to the open air jutting out from under the roofed section above the chasm. It was blood stained. as before large furry beasts clung to the walls of the chasm. Water could be heard flowing in the distance. Around the area suspended above the Chasm was a two-foot high wall.

Grand Lodge

Skills:
Acrobatics 2 Climb 3 C: Carpentry 6 Heal 6 Know: Engineering 1 Know: Local 0 Know: Dungeon 5 Prcptn 6 Prof Sailor 5 Survival 1 Swim 7
Half-elf Male NG Fighter 1 | HP 13/13 | AC17 T12 FF15 | F+4 R+2 W+1 | CMD 16 | Init+2 Percep+6 Lowlight vision, Darkvision 60'| Current effects: none

Gideon steps out to the columns to look around. Seeing the hall to the north he says, "We've got another hall to the north. Let's avoid the ritual killing or feeding area here and head north."

Is that a torch at the far end of the hall?


M 1/2 Elf| HP 24/24 | AC: 20, T: 12, FF:18 | Spd: 30ft | Occultist (Haunt Collector) 3 | Init +2, Darkvision 60; Percept: +12, Sense Motive: +1 | Saves: F: +6, R: +4, W: +4 +2 vs enchantments| CMB +6 / CMD 18

Arronus send his animated straw rat forward as a scout (down the hall to the north)...

stealth, rat: 1d20 + 3 + 3 + 2 + 4 + 8 ⇒ (10) + 3 + 3 + 2 + 4 + 8 = 30
3 ranks (master's) +3 trained +2 dex +4 racial +8 size

Perception, rat: 1d20 + 3 + 3 + 1 ⇒ (8) + 3 + 3 + 1 = 15
3 ranks (master's) +3 trained +1 wis

He sneaks after it (trying not to give the game away), giving it 20' of lead...

stealth, Arronus: 1d20 + 3 + 3 + 2 + 1 - 3 ⇒ (4) + 3 + 3 + 2 + 1 - 3 = 10
3 ranks +3 trained +2 Dex+1 trait - 3 ACP

and watches warily for anything the rat has missed...

Perception, Arronus: 1d20 + 3 + 3 + 2 + 4 ⇒ (3) + 3 + 3 + 2 + 4 = 15
3 rank +3 trained +0 wis +2 racial +4 Skill Focus

Grand Lodge

Male Oread cleric 3 | AC 16 T 10 FF 16 | Saves +3 +1 +7 | CMD 15 | HP 24/24 | Perception +10 | Channel Energy 1/4 | Acid Dart 3/7 | Wooden Fist 7/7 | conditions: none

Urtar waits for the rat to scout.


As Gideon goes out onto the stone platform and glances to the north, he sees a torch burning in a wall sconce at the end of a hall. Before the hall is a stone bridge suspended in the air of the chasm. Both sides of it have a 2 foot stone wall. he looks at Arronus who moves forward as quiet as he can, but his shoes scuff the stone. His straw familiar moves forward a little in front of him and pauses near the corner. 2 Deathwalker Guards stand before a pair of double doors.. They look alert and looking at the hall. They glance at each other and open the doors behind them entering the room, then shutting it.


Human LN Investigator (Gravedigger) 3 | HP 17 / 22 | AC 17 Tch 13 FF 15 | CMB +5 CMD +11 | Init +2 | Fort +3 Ref +5 Will +3; +2 bonus vs. death effects and energy drain
Skills:
Appraise +8 C:Alchemy +8 DDevice +9* Kn: Arcarna/Dungeon/History/Local/Nature/Planes/Religion +8 Perception +6 Spellcraft +8 UMD +8

"Clearly we're not welcome." remarked Dr Ocellus, "I wonder if they barred the door? Might have to smash it down."

Are the double doors to the north near here the puppet is?

Grand Lodge

Skills:
Acrobatics 2 Climb 3 C: Carpentry 6 Heal 6 Know: Engineering 1 Know: Local 0 Know: Dungeon 5 Prcptn 6 Prof Sailor 5 Survival 1 Swim 7
Half-elf Male NG Fighter 1 | HP 13/13 | AC17 T12 FF15 | F+4 R+2 W+1 | CMD 16 | Init+2 Percep+6 Lowlight vision, Darkvision 60'| Current effects: none

"Might as well go see." Gideon says and walks down the hall toward the rat. He moves past the familiar and checks out the doors and the adjoining hall.

Perception: 1d20 + 12 ⇒ (5) + 12 = 17


Dr. Ocellus moved forward and looked down the hall and surmised the doors he heard open and close were just around from the straw rat ahead.

Gideon threw caution to the wind and rushed forward across the bridge and ran to in front of the doors.

------------------------------------------
Start Initiative

Suddenly the door next to Gideon was thrown open and a Deathwalker appeared, shocked at first he quickly recovered and started running down the hall. Gideon can take an attack of opportunity on this one. Hes the one circled in blue

then two more ran out of the room and down the hall.

From his vantage point he can see a roughly 30 foot by 30 foot room with a set of open doors on the opposite the doors hes at and a hall heading west after. Its a well lit room with torches in sconces, There are two chests within on the north and south walls.

Because of whats occurring behind the scenes I need to go to initiative

Initiative
24 Deathwalkers (x4)
20 Dr. Ocellus
18 Arronus
18 Necromantic Servant
18 Soulbound Puppet
17 ??
12 Rabbit jack
12 Sparkwing
12 Urtar
11 Gideon
11 Flash

Active Spells/Conditions
Necromatic Servant- 220 Rounds (Arronus)
Soulbound Puppet- 120 Rounds (Arronus)
Barkskin 220 Rounds +2 AC (Natural-Gideon) AC20
Sparkwing Light 258R

Combat Summary:

Arronus AC:20 (T:12/FF:18) CMD:18 HP: 24/24 SAVES: FO:+6/+8 RE:+4 WL:+4
level 3 Occultist (Haunt Collector) M Half-Elf
init:+2 perception: +12 Senses: Low Light Vision, Darkvision (60 ft)
Specials: Legacy Weapon, Spells, Mind Fear, Soulbound Puppet, Necromantic Servant
Special: 5 Mental Focus Points. Used- 2.
Defenses:+2 to saves vs Enchantments, Mind Barrier, Immune to Magic Sleep

Soulbound Puppet AC:16 (T:14/FF:13) CMD:12 Trip:16 HP:12/12
SAVES: FO:+4 RE:+5 WL:+4 Familiar for 30M Rat.
Init: On Arronus. Perception:+9 Senses: Low-Light, Scent
Special: Alertness, Share Spells, Deliver Touch Spells, Empathic Link.
Defenses: Improved Evasion.

Necromatic Servant AC:18 (T:12/FF:14) CMD:14 HP:12/12
SAVES: FO:+0 RE:+2 WL:+2 Skeleton for 30 Min.
Init: On Arronus Perception: +0 Senses: Darkvision 60'
Special: none
Defenses: DR5/Bludgeon. Immune to Cold. Undead Immunities.

Gideon AC:18 (T:12/FF:16) CMD:18 HP:30/30 SAVES: FO:+7 RE:+4 WL+2
Fighter 2 / Brawler 1 Male Half-elf
Init: +2 Perception: +12 Senses: Lowlight vision, Darkvision 60'
Special: None
Defenses: unarmed strike threatens inside his reach weapon

Flash AC:11 (T:11/FF:10) CMD:13 Trip:17 HP:17/17
Saves: FO:+5 RE:+4 WL:+0 Mule Medium.
Init: On Gideon Perception:+5 Senses: Low-Light, Scent
Special:Docile. Enc-100/200/300
Defenses: None.

Jack AC:19{21} (T:15{17}/FF:14{16}) CMD:18{20} HP:30/30**
SAVES: FO +5 RE +7 WL +2
3 Hunter (Primal Companion) M Android Init: +4 Perception +9
Senses- Darkvision 60', Low-Light Vision, Beastkin (Terwa Uplands hawk) Specials: Outflank teamwork feat
Defenses: Escape Route teamwork feat; Nanite Revival 1xd stabilize Repairing Nanites 1xd take 6 hp dam. heal 6. Construct/Humanoid Androids +4 save vs mind-affecting effects, paralysis, poison, and stun effects. They are not subject to fatigue or exhaustion, and are immune to disease and sleep effects.Emotionless:-4 to sense motive checks, doesnt receive any morale boosting or emotion spells

Sparkwing AC:18 (T:15/FF:14) CMD: 14; HP24/24; SAVES: FO+3 RE+6* WL+3
3 primal hunter animal companion male Terwa Uplands hawk (falcon stats)
Int +3 (acts on Jack's turn) Perc +4 Senses: Low-Light Vision
Specials: Artful Acrobat; Evolutions** (magic attacks, resistance [resist 5 electricity]), Outflank teamwork feat (with Jack); Primal Transformation**;
Defenses: Escape Route teamwork feat (with Jack); *Evasion

Urtar AC:16 (T:10/FF:16) CMD:15 HP:21/24 SAVES: FO:3 RE:1 WL:6
3rd level cleric M Oread
init:+2 perception:+10 Senses: Darkvision 60ft
Specials:Aura (NG) Defenses: More AC given active spells or if wearing shield

Xavier AC:17 (T:13/FF:15) CMD:18 HP:17/22 SAVES: FO:+3 RE:+5 WL:+3
3rd Inquisitor Gravedigger Male Human
init: +2 perception:+6 Senses: N/A
Specials: Catch Off-Guard, Inspiration, Kill the Dead, Shikigami Style Chain; Defenses: N/A

vs

Deathwalker (X4) AC:13 (T:10/FF:13) CMD:14 HP:17/17,17/17,17/17,17/17
Saves-FO:+3 RE:+0 WL:+1
2nd Warrior Male Human Mwangi Native
Init:+4 Perc: +3 Senses: Normal
Specials: N/A Defenses: N/A

?? AC:?? (T:??/FF:??) CMD:?? HP:??/??
Saves-FO:?? RE:?? WL:??
?? ?? ?? ??
Init:+5 Perc:?? Senses:??
Special: ?? Defense:??

Grand Lodge

Skills:
Acrobatics 2 Climb 3 C: Carpentry 6 Heal 6 Know: Engineering 1 Know: Local 0 Know: Dungeon 5 Prcptn 6 Prof Sailor 5 Survival 1 Swim 7
Half-elf Male NG Fighter 1 | HP 13/13 | AC17 T12 FF15 | F+4 R+2 W+1 | CMD 16 | Init+2 Percep+6 Lowlight vision, Darkvision 60'| Current effects: none

Gideon is about as surprised as the deathwalker and gives a pitiful swipe at the man as he runs by.

Aoo, fauchard: 1d20 + 8 ⇒ (3) + 8 = 11
fauchard dmg: 1d10 + 5 ⇒ (10) + 5 = 15


M 1/2 Elf| HP 24/24 | AC: 20, T: 12, FF:18 | Spd: 30ft | Occultist (Haunt Collector) 3 | Init +2, Darkvision 60; Percept: +12, Sense Motive: +1 | Saves: F: +6, R: +4, W: +4 +2 vs enchantments| CMB +6 / CMD 18

Arronus realizes that sneaky has gone out the window; he rushes forward. Having see the deathwalkers running past Gideon, he knows he will have a target; he draws a chakram as he runs. Rounding the corner, he throws...

Move action - 30'
free action - draw a weapon as part of move
standard action - attack with Chakram (targeting blue circle)

To Hit: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18
+2 bab +2 dex

Damage: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12
+4 str +2 Haunted Implement (champion spirit)

His rat catches up with him and climbs up onto his shoulder, ready to aid him as best it can...

Rat bodyguard:

To Hit, aid another A: 1d20 + 2 + 3 ⇒ (12) + 2 + 3 = 17 vs dc 10
+2 bab +3 dex
Success is a +2 to Arronus's AC vs that attack
To Hit, aid another B: 1d20 + 2 + 3 ⇒ (10) + 2 + 3 = 15 vs dc 10
to Hit, aid another C: 1d20 + 2 + 3 ⇒ (14) + 2 + 3 = 19 vs dc 10
To Hit, aid another D: 1d20 + 2 + 3 ⇒ (5) + 2 + 3 = 10 vs dc 10

His skeletal warrior servant races to the singing of steel...

Double Move, 60'


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androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

Jack sprints into action, drawing his shortbow as he rounds the corner, getting ready to fire a shot when an enemy comes into his view who is not in melee with one of his allies. Sparkwing easily keeps up with Jack.

His Handle Animal modifier ensures that he always succeeds at getting an uninjured Sparkwing to do one of the tricks he knows. Jack only needs to roll Handle Animal if Sparkwing is injured or when trying to push him to do a trick he does not know.

Sparkwing's Fly modifier ensures he always succeeds with Fly checks of DCs of 15 or less. Sparkwing does not need to make Fly checks to: move less than half speed and remain flying; hover; turn greater than 45 degrees by spending 5 feet of movement; avoid falling damage as long as he is able to fly; he does not lose altitude if attacked while flying. He must make a DC 20 Fly check to: turn 180 degrees by spending 10 feet of movement (though he can freely change direction of flight at beginning of his turns); fly up at an angle greater than 45 degrees; to avoid being 'checked' severe wind effects (he is not affected by light, moderate or strong wind effects). He must make a DC 25 Fly check to: when colliding with an object equal to his size or larger, to avoid plummeting to the ground and taking the appropriate falling damage; to prevent being 'blown away' from wind effects of windstorm, hurricane or tornado speeds).

Shortbow +6 (range increment 60 feet) (crit x3) (damage 1d6) (20 arrows)

attack with shortbow: 1d20 + 6 ⇒ (11) + 6 = 17
damage for normal hit: 1d6 ⇒ 5 piercing

confirmaton roll if needed: 1d20 + 6 ⇒ (1) + 6 = 7
extra crit damage: 2d6 ⇒ (3, 1) = 4 piercing

Grand Lodge

Male Oread cleric 3 | AC 16 T 10 FF 16 | Saves +3 +1 +7 | CMD 15 | HP 24/24 | Perception +10 | Channel Energy 1/4 | Acid Dart 3/7 | Wooden Fist 7/7 | conditions: none

Urtar says "What the..." and is too surprised to do anything. When he can he starts moving towards the fray.

Double move


Human LN Investigator (Gravedigger) 3 | HP 17 / 22 | AC 17 Tch 13 FF 15 | CMB +5 CMD +11 | Init +2 | Fort +3 Ref +5 Will +3; +2 bonus vs. death effects and energy drain
Skills:
Appraise +8 C:Alchemy +8 DDevice +9* Kn: Arcarna/Dungeon/History/Local/Nature/Planes/Religion +8 Perception +6 Spellcraft +8 UMD +8

Trusty spade in hand, DocOcc rushes forwards to stand shoulder to shoulder with Arronus.

Double move.


Gideon Took a swing as the first native ran past him, and missed because of how quick it occured.

Flash stood in the hall smelling the same scent he had before and put his ears back nostrils flaring and looked about wide eyed.

Dr. Ocellus ran forward starting across the bridge when the floor dropped open beneath his feet, below him 50 feet away was underground river he heard. He looked like one of those acroats everyone saw in a circus with how quick he jumped back waving his arms, and that shovel. There was a ledge around the edges of the trapdoor, Dr. Ocellus then tried to hug the wall on the 2' ledge to cross, and a mistep sent him over into the pit, he reached out quickly, throwing his spade into the hall, and grabbed the lip of the pit, wrenching his shoulders in the process. He was hanging from the edge.

DC 12 Acrobatics or reflex to cross without falling. failure and DC 15 reflex to catch yourself and hang, taking 1d6 damage. failure is a 50' fall 5d6 damage into the river. and each square is x2 move passed the trap door. DC 10 Climb or strength to get up out of the pit.

Arronus with a glance back at Dr. Ocellus hoped the others would help, as he knew Gideon was alone, and rushed around the corner, joined by his straw rat who clambered up his body. He had pulled a Charkam out as he ran and threw it at the native 10 feet away as he rounded the corner. The razor sharp blade sliced a deep wound across his chest and arm

His Necromantic servant ran up to the dge of the pit and glanced down, and started trying to edge its way on the chasm side across Following his owners desires. It too slipped and tumbled into the pit, grabbing the edge as Dr. Ocellus had, breaking off a few fingers in the process.

Down the hall across the 30' room a roaring could be heard, and Gideon and Arronus glanced that way and saw the biggest Bear they had ever seen, easily the size of a wagon, squeeze through a doorway with a raised portcullis, it turned and headed towards them almost entering the room. It was roaring and slathering in a rage. A look of terror was on the Deathwalker that was close to it.

Jack pulled his bow and rushed around the corner, Sparkwing, flew above his head hovering as they paused before the pit.

Urtar did the same.

Round 2

The Deathwalker in the room with the bear kept running, past Gideon and past Arronus

Gideon Gets an AoO vs Deathwalker 1. Arronus does not have a weapon in his hand and so gets none.

The other Deathwalkers all back up and form a shield wall, spears sticking out.

Initiative
24 Deathwalkers (x4)
20 Dr. Ocellus
18 Arronus
18 Necromantic Servant
18 Soulbound Puppet
17 Cave Bear
12 Rabbit jack
12 Sparkwing
12 Urtar
11 Gideon
11 Flash

Active Spells/Conditions
Necromatic Servant- 219 Rounds (Arronus)
Soulbound Puppet- 119 Rounds (Arronus)
Barkskin 219 Rounds +2 AC (Natural-Gideon) AC20
Sparkwing Light 257R

Combat Summary:

Arronus AC:20 (T:12/FF:18) CMD:18 HP: 24/24 SAVES: FO:+6/+8 RE:+4 WL:+4
level 3 Occultist (Haunt Collector) M Half-Elf
init:+2 perception: +12 Senses: Low Light Vision, Darkvision (60 ft)
Specials: Legacy Weapon, Spells, Mind Fear, Soulbound Puppet, Necromantic Servant
Special: 5 Mental Focus Points. Used- 2.
Defenses:+2 to saves vs Enchantments, Mind Barrier, Immune to Magic Sleep

Soulbound Puppet AC:16 (T:14/FF:13) CMD:12 Trip:16 HP:12/12
SAVES: FO:+4 RE:+5 WL:+4 Familiar for 30M Rat.
Init: On Arronus. Perception:+9 Senses: Low-Light, Scent
Special: Alertness, Share Spells, Deliver Touch Spells, Empathic Link.
Defenses: Improved Evasion.

Necromatic Servant AC:18 (T:12/FF:14) CMD:14 HP:10/12
SAVES: FO:+0 RE:+2 WL:+2 Skeleton for 30 Min.
Init: On Arronus Perception: +0 Senses: Darkvision 60'
Special: none
Defenses: DR5/Bludgeon. Immune to Cold. Undead Immunities.

Gideon AC:18 (T:12/FF:16) CMD:18 HP:30/30 SAVES: FO:+7 RE:+4 WL+2
Fighter 2 / Brawler 1 Male Half-elf
Init: +2 Perception: +12 Senses: Lowlight vision, Darkvision 60'
Special: None
Defenses: unarmed strike threatens inside his reach weapon

Flash AC:11 (T:11/FF:10) CMD:13 Trip:17 HP:17/17
Saves: FO:+5 RE:+4 WL:+0 Mule Medium.
Init: On Gideon Perception:+5 Senses: Low-Light, Scent
Special:Docile. Enc-100/200/300
Defenses: None.

Jack AC:19{21} (T:15{17}/FF:14{16}) CMD:18{20} HP:30/30**
SAVES: FO +5 RE +7 WL +2
3 Hunter (Primal Companion) M Android Init: +4 Perception +9
Senses- Darkvision 60', Low-Light Vision, Beastkin (Terwa Uplands hawk) Specials: Outflank teamwork feat
Defenses: Escape Route teamwork feat; Nanite Revival 1xd stabilize Repairing Nanites 1xd take 6 hp dam. heal 6. Construct/Humanoid Androids +4 save vs mind-affecting effects, paralysis, poison, and stun effects. They are not subject to fatigue or exhaustion, and are immune to disease and sleep effects.Emotionless:-4 to sense motive checks, doesnt receive any morale boosting or emotion spells

Sparkwing AC:18 (T:15/FF:14) CMD: 14; HP24/24; SAVES: FO+3 RE+6* WL+3
3 primal hunter animal companion male Terwa Uplands hawk (falcon stats)
Int +3 (acts on Jack's turn) Perc +4 Senses: Low-Light Vision
Specials: Artful Acrobat; Evolutions** (magic attacks, resistance [resist 5 electricity]), Outflank teamwork feat (with Jack); Primal Transformation**;
Defenses: Escape Route teamwork feat (with Jack); *Evasion

Urtar AC:16 (T:10/FF:16) CMD:15 HP:21/24 SAVES: FO:3 RE:1 WL:6
3rd level cleric M Oread
init:+2 perception:+10 Senses: Darkvision 60ft
Specials:Aura (NG) Defenses: More AC given active spells or if wearing shield

Xavier AC:17 (T:13/FF:15) CMD:18 HP:12/22 SAVES: FO:+3 RE:+5 WL:+3
3rd Inquisitor Gravedigger Male Human
init: +2 perception:+6 Senses: N/A
Specials: Catch Off-Guard, Inspiration, Kill the Dead, Shikigami Style Chain; Defenses: N/A

vs

Deathwalker (X4) AC:13 (T:10/FF:13) CMD:14 HP:17/17,5/17,17/17,17/17
Saves-FO:+3 RE:+0 WL:+1
2nd Warrior Male Human Mwangi Native
Init:+4 Perc: +3 Senses: Normal
Specials: N/A Defenses: N/A

Cave Bear AC:18 (T:10/FF:17) CMD:26 (30 vs Trip) HP:103/103
Saves-FO:+12 RE:+8 WL:+4
CR7 Animal Large.
Init:+5 Perc:+12 Senses: Low Light Vision, Scent


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

@Dr.Ocellus: What is the total encumbrance of Xavier and all his gear?

Jack quickly drops his bow onto the ground behind him and reaches down to offer his hand to the dangling doctor, "Let me help you up, doctor."

Jack uses a ready action (with trigger being the doctor grabbing his hand) to drag the doctor fifteeen feet away from the ledge, putting Jack and the doctor at the corner of the hallway they just came from.

Jack uses a free action to have Sparkwing to do his fetch trick to pick up his bow and bring it to Jack. Sparkwing's light load encumbrance limit is 28 lbs, so picking up the shortbow in his talons is not a difficult task.

Jack's actions: free action (drop shortbow on ground behind him), move action (extend his arm to help the doctor up), standard action (ready action to drag the doctor back 15 feet from the ledge)

Sparkwing's actions: move action if needed (fly to get bow within reach), standard action (pick up bow with his talons) and if initially move action was not needed, uses his move action to fly to where Jack is at the intersection after dragging the doctor to (relative) safety.

Jack can carry another 109 lbs and still be in his light encumbrance load bracket. Jack can carry another 262 lbs and be in his medium encumbrance bracket. Jack can carry another 416 lbs and be in his heavy load encumbrance bracket.

That puts Jack's current dragging thresholds (using the nominal x5 multiplier for typical circumstances): light load: dragging up to 545 lbs; medium load: dragging up to 1,310 lbs; heavy load: dragging up to 2,080 lbs.

Jack's current dragging encumbrance thresholds, taking into consideraton the current not ideal circumstances for dragging Dr. Occellus up over the ledge:

Jack's current light load dragging limit --> 109 lbs x 5 = 545 lbs. Due to the doctor is 'around a corner' as he is dangling, maybe Jack only gets about half the normal dragging discount; 109 lbs x 2.5 = 272 lbs. If Jack only gets a flat doubling bonus to dragging due to current circumstances, that would make max weight of the doctor and his gear to be 218 lbs for Jack to still be in his light encumbrance load limit.

Jack's current medium dragging limit --> 262 lbs x 5 = 1310 lbs. With only getting half normal dragging discount limit, 262 lbs x 2.5 lbs = 655 lbs. If Jack only gets a flat doubling bonus to dragging due to current circumstances, that would make max weight of doctor and all his gear be 524 lbs for Jack to be within his medium encumbrance load limt.

Jack's current heavy load dragging limit --> is 416 lbs x 5 = 2,080 lbs. Halving normal dragging benefit is 1,040 lbs. If Jack only gets a flat doubling bonus to dragging due to current circumstances, that would make max weight of the doctor and all his gear to be 832 lbs for Jack to be within his heavy encumbrance load limit.

For ones who might be wondering why Jack's encumbrance load thresholds are as high as they are, his magical piece of clothing, which is worn underneath his armor, is an equivalent of muleback cords.

Grand Lodge

Skills:
Acrobatics 2 Climb 3 C: Carpentry 6 Heal 6 Know: Engineering 1 Know: Local 0 Know: Dungeon 5 Prcptn 6 Prof Sailor 5 Survival 1 Swim 7
Half-elf Male NG Fighter 1 | HP 13/13 | AC17 T12 FF15 | F+4 R+2 W+1 | CMD 16 | Init+2 Percep+6 Lowlight vision, Darkvision 60'| Current effects: none

Again, a crazy warrior whizzes by him, and he fails to land even a glancing blow. Angry though he is, he sees a need with caution, particularly with a large bear in the picture. With one hand he closes the door and then moves into the hall. "Arronus, we may be best served reducing the avenues of approach." He says gesturing to the space beside him suggesting they could hold the landing.

AOO: 1d20 + 8 ⇒ (2) + 8 = 10
AOO dmg: 1d10 + 5 ⇒ (1) + 5 = 6


M 1/2 Elf| HP 24/24 | AC: 20, T: 12, FF:18 | Spd: 30ft | Occultist (Haunt Collector) 3 | Init +2, Darkvision 60; Percept: +12, Sense Motive: +1 | Saves: F: +6, R: +4, W: +4 +2 vs enchantments| CMB +6 / CMD 18

Arronus thinks he might just get an AoO, as he wears a spiked gauntlet as a backup weapon for this sort of occasion...

Spiked Gauntlet AoO:

To Hit: 1d20 + 2 + 4 ⇒ (9) + 2 + 4 = 15
+2 bab +4 str

Damage: 1d4 + 4 + 2 ⇒ (4) + 4 + 2 = 10
+4 str +2 Haunted Implement (champion spirit)

@GM Michael,
1) I need some more details on the double doors - which way do they open (towards me or away), and what sort of handles (if any) do they have? (I am hoping D handles...)
2) Is taking 10 on the climb & acrobatics check to bypass the pit allowed?

@Gideon, I suspect that fighting the bear is a very bad idea... So hopefully, I can pull something clever with the doors. If not, yeah, lets fall back into the hall, but that's going to get messy.


The doors open out into the hall with you and Gideon. They have Door Handles

No taking 10 on athletics or acrobatics in this situation. if it wasnt in combat, and you take a whole minute to cross Id allow it.but not in combat rounds


Human LN Investigator (Gravedigger) 3 | HP 17 / 22 | AC 17 Tch 13 FF 15 | CMB +5 CMD +11 | Init +2 | Fort +3 Ref +5 Will +3; +2 bonus vs. death effects and energy drain
Skills:
Appraise +8 C:Alchemy +8 DDevice +9* Kn: Arcarna/Dungeon/History/Local/Nature/Planes/Religion +8 Perception +6 Spellcraft +8 UMD +8

Arms windmilling, Dr Occelus somehow managed to avoid falling into the river! "Oh my! he muttered once it seemed he wasn't going to fall to his doom quite yet.

Reflex?: 1d20 + 5 ⇒ (15) + 5 = 20

@Jack Dr Ocellus currently has 77.5 lbs of encumbrance according to HeroLab. I don't know how much he weighs though. With luck he won't need dragging back, well lets see.


M 1/2 Elf| HP 24/24 | AC: 20, T: 12, FF:18 | Spd: 30ft | Occultist (Haunt Collector) 3 | Init +2, Darkvision 60; Percept: +12, Sense Motive: +1 | Saves: F: +6, R: +4, W: +4 +2 vs enchantments| CMB +6 / CMD 18

Ok, so the doors open out, have L-shaped horizontal handles, and Gideon closed them "he closes the door"...

Arronus steps up to the doors that Gideon has closed, pulls out his traveller's anytool, and turns it into a U-shaped bar that he fits across the handles, effectively locking the doors shut with a bar...

Move - 20'
free action - draw anytool as part of the move
standard - use anytool.

Meanwhile, his skeleton tries to pull itself up out of the pit and come forward to support it's master...

str check: 1d20 + 2 ⇒ (15) + 2 = 17 vs DC 10
+2 str

move 1 - climb out of pit
move 2 - advance 30'

Not sure if GM Michael will want a further acrobatics check to get past the pit, or if the skeleton will climb out on the near (to Arronus) side...

Reflex if needed:

Reflex: 1d20 + 2 ⇒ (11) + 2 = 13 vs DC 12
+2 dex

Rat bodyguard:

To Hit, aid another A: 1d20 + 2 + 3 ⇒ (6) + 2 + 3 = 11 vs dc 10
+2 bab +3 dex
Success is a +2 to Arronus's AC vs that attack
To Hit, aid another B: 1d20 + 2 + 3 ⇒ (8) + 2 + 3 = 13 vs dc 10
to Hit, aid another C: 1d20 + 2 + 3 ⇒ (8) + 2 + 3 = 13 vs dc 10
To Hit, aid another D: 1d20 + 2 + 3 ⇒ (11) + 2 + 3 = 16 vs dc 10


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

Working with Xavier having the average male human weight (175 lbs) with his gear being 78 lbs -==> 253 lbs.

See discussion tab for more info.

Jack can...checking notes...with adding the doctor's gear and body weight to the encumbrance of Jack's own gear would put him at 297 lbs....which is within Jack's medium encumbrance threshold of 306 lbs).

For GM and FangDragon:

Which means Jack can haul the doctor up without needing to drag him, though he only benefits from +3 of his +4 Dex bonus for AC, his movement is reduced to 20 feet and he takes a -3 'armor' check penalty.

Should the doctor weigh 185 lbs or more, that will be in Jack's heavy encumbrance threshold, so can still haul Xavier up without dragging him. Jack would only benefit from +1 of his +4 Dex bonus for AC, his movement is reduced to 20 feet and takes a -6 'armor' check penalty.

@GM: Is it okay to amend Jack only resorting to dragging the doctor if he is too much weigth for Jack to simply haul up, take a 5 foot step (which can be used with a readied action, as long as you have not already taken one in the round - which Jack has not) and then releases the doctor into the square Jack was in IF the doctor asks him to. Otherwise Jack plans to move still holding the doctor up until he gets him a bit farther away from the ledge.


Arronus. What you describe is not a known tool. The Anytool cannot form non-tools. ie This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well.

The any-tool counts as a set of masterwork artisan’s tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.

Grand Lodge

Skills:
Acrobatics 2 Climb 3 C: Carpentry 6 Heal 6 Know: Engineering 1 Know: Local 0 Know: Dungeon 5 Prcptn 6 Prof Sailor 5 Survival 1 Swim 7
Half-elf Male NG Fighter 1 | HP 13/13 | AC17 T12 FF15 | F+4 R+2 W+1 | CMD 16 | Init+2 Percep+6 Lowlight vision, Darkvision 60'| Current effects: none

Could it be bent and shaped into a large horseshoe?


Gideon Stormborn wrote:
Could it be bent and shaped into a large horseshoe?

The reason they call it an any tool is it has to be conformed into a tool. otherwise it be something like nolzurs marvelous pigments. or its name would be any item ;)


M 1/2 Elf| HP 24/24 | AC: 20, T: 12, FF:18 | Spd: 30ft | Occultist (Haunt Collector) 3 | Init +2, Darkvision 60; Percept: +12, Sense Motive: +1 | Saves: F: +6, R: +4, W: +4 +2 vs enchantments| CMB +6 / CMD 18

A drawknife; there is a tool shaped for just about anything out there. Note the convenient notches at the end of the blade (for the user's hands, but will conveniently slot over the posts of the handles). They come in many sizes from 4" to 24"+...


Ill give Urtar til tomorrow evening to post then advance things.

Grand Lodge

Male Oread cleric 3 | AC 16 T 10 FF 16 | Saves +3 +1 +7 | CMD 15 | HP 24/24 | Perception +10 | Channel Energy 1/4 | Acid Dart 3/7 | Wooden Fist 7/7 | conditions: none

Sorry for the delay, my baby was sick and I am taking turns with my wife taking care of her, so the little time I have I am doing stuff at work. Found some time today.

Urtar offers the shaft of his longspear for Dr. Orcellus to hold on to and pull him up, helping Jack in the process. He says "For the Green's sake man, hold on to this!"


Gideon once more swings his fauchard at a warrior running past, then looks at the Bear heading towards him fast.

However, Arronus punched him in the side of the head with his hand encased in a spiked gauntlet.

Round 2 Continued

Dr. Ocellus grips the edge of the pit, looking imploringly at his friends.

Arronus Looked at Gideon staring at the bear, and realized Gideon wouldnt be able to shut the door before the Cave Bear was on them. He pulls a bar from his pouch with an abundance of sliding objects as he approached Gideon by the door, reaching out, grabbing it and shutting the door. Then quickly slid the bars on the tool he had conforming it to a drawknife, he dropped it over the handles, and hoped it held.

The Necromantic Servant crawled up out of the pit and moved down the hall and paused as Arronus glanced back at him.

The Cavebear roared and ran forward slamming into the door. The doors bulged outward from the force of him slamming into them. dust and small stones fell on Arronus and Gideon from the door sill. But, the door and the makeshift 'lock' held...for the moment, they were unsure for how long though.

Jack and Urtar both helped pull Dr. Ocellus up out of the pit. Sparkwing flew over grabbing up The doctors spade and carried it back landing on the ground atop it behind the group.

Gideon moved around the corner and stood next to the Skeleton, remaring to Arronus that maybe they needed to relocate for a better combat position.

Flash could smell both the giants bats, and the bear, and he wasnt liking it at all. He brayed loudly and his ears were twitching as if they had a life of their own. His eyes were very wide, and his nostrils flared fast and furiously.

Round 3

The Deathwalkers opened the doors adjacent to them and moved down the hall out of sight.

On the walls all around the sight of several large sets of gigantic bat wings moved subtly, but did not take flight....yet.

my rolls are on roll20

Initiative
24 Deathwalkers (x4)
20 Dr. Ocellus
18 Arronus
18 Necromantic Servant
18 Soulbound Puppet
17 Cave Bear
12 Rabbit jack
12 Sparkwing
12 Urtar
11 Gideon
11 Flash

DC 12 Acrobatics or reflex to cross without falling. failure and DC 15 reflex to catch yourself and hang, taking 1d6 damage. failure is a 50' fall 5d6 damage into the river. and each square is x2 move passed the trap door. DC 10 Climb or strength to get up out of the pit.

Active Spells/Conditions
Necromatic Servant- 218 Rounds (Arronus)
Soulbound Puppet- 118 Rounds (Arronus)
Barkskin 218 Rounds +2 AC (Natural-Gideon) AC20
Sparkwing Light 256R

Combat Summary:

Arronus AC:20 (T:12/FF:18) CMD:18 HP: 24/24 SAVES: FO:+6/+8 RE:+4 WL:+4
level 3 Occultist (Haunt Collector) M Half-Elf
init:+2 perception: +12 Senses: Low Light Vision, Darkvision (60 ft)
Specials: Legacy Weapon, Spells, Mind Fear, Soulbound Puppet, Necromantic Servant
Special: 5 Mental Focus Points. Used- 2.
Defenses:+2 to saves vs Enchantments, Mind Barrier, Immune to Magic Sleep

Soulbound Puppet AC:16 (T:14/FF:13) CMD:12 Trip:16 HP:12/12
SAVES: FO:+4 RE:+5 WL:+4 Familiar for 30M Rat.
Init: On Arronus. Perception:+9 Senses: Low-Light, Scent
Special: Alertness, Share Spells, Deliver Touch Spells, Empathic Link.
Defenses: Improved Evasion.

Necromatic Servant AC:18 (T:12/FF:14) CMD:14 HP:10/12
SAVES: FO:+0 RE:+2 WL:+2 Skeleton for 30 Min.
Init: On Arronus Perception: +0 Senses: Darkvision 60'
Special: none
Defenses: DR5/Bludgeon. Immune to Cold. Undead Immunities.

Gideon AC:18 (T:12/FF:16) CMD:18 HP:30/30 SAVES: FO:+7 RE:+4 WL+2
Fighter 2 / Brawler 1 Male Half-elf
Init: +2 Perception: +12 Senses: Lowlight vision, Darkvision 60'
Special: None
Defenses: unarmed strike threatens inside his reach weapon

Flash AC:11 (T:11/FF:10) CMD:13 Trip:17 HP:17/17
Saves: FO:+5 RE:+4 WL:+0 Mule Medium.
Init: On Gideon Perception:+5 Senses: Low-Light, Scent
Special:Docile. Enc-100/200/300
Defenses: None.

Jack AC:19{21} (T:15{17}/FF:14{16}) CMD:18{20} HP:30/30**
SAVES: FO +5 RE +7 WL +2
3 Hunter (Primal Companion) M Android Init: +4 Perception +9
Senses- Darkvision 60', Low-Light Vision, Beastkin (Terwa Uplands hawk) Specials: Outflank teamwork feat
Defenses: Escape Route teamwork feat; Nanite Revival 1xd stabilize Repairing Nanites 1xd take 6 hp dam. heal 6. Construct/Humanoid Androids +4 save vs mind-affecting effects, paralysis, poison, and stun effects. They are not subject to fatigue or exhaustion, and are immune to disease and sleep effects.Emotionless:-4 to sense motive checks, doesnt receive any morale boosting or emotion spells

Sparkwing AC:18 (T:15/FF:14) CMD: 14; HP24/24; SAVES: FO+3 RE+6* WL+3
3 primal hunter animal companion male Terwa Uplands hawk (falcon stats)
Int +3 (acts on Jack's turn) Perc +4 Senses: Low-Light Vision
Specials: Artful Acrobat; Evolutions** (magic attacks, resistance [resist 5 electricity]), Outflank teamwork feat (with Jack); Primal Transformation**;
Defenses: Escape Route teamwork feat (with Jack); *Evasion

Urtar AC:16 (T:10/FF:16) CMD:15 HP:21/24 SAVES: FO:3 RE:1 WL:6
3rd level cleric M Oread
init:+2 perception:+10 Senses: Darkvision 60ft
Specials:Aura (NG) Defenses: More AC given active spells or if wearing shield

Xavier AC:17 (T:13/FF:15) CMD:18 HP:12/22 SAVES: FO:+3 RE:+5 WL:+3
3rd Inquisitor Gravedigger Male Human
init: +2 perception:+6 Senses: N/A
Specials: Catch Off-Guard, Inspiration, Kill the Dead, Shikigami Style Chain; Defenses: N/A

vs

Deathwalker (X4) AC:13 (T:10/FF:13) CMD:14 HP:7/17,5/17,17/17,17/17
Saves-FO:+3 RE:+0 WL:+1
2nd Warrior Male Human Mwangi Native
Init:+4 Perc: +3 Senses: Normal
Specials: N/A Defenses: N/A

Cave Bear AC:18 (T:10/FF:17) CMD:26 (30 vs Trip) HP:103/103
Saves-FO:+12 RE:+8 WL:+4
CR7 Animal Large.
Init:+5 Perc:+12 Senses: Low Light Vision, Scent


M 1/2 Elf| HP 24/24 | AC: 20, T: 12, FF:18 | Spd: 30ft | Occultist (Haunt Collector) 3 | Init +2, Darkvision 60; Percept: +12, Sense Motive: +1 | Saves: F: +6, R: +4, W: +4 +2 vs enchantments| CMB +6 / CMD 18

Aronnus hustles after the retreating deathwalkers, his skeletal servant following...

"Get them, before they lock us in here with the bear and the bats!"

Double move Arronus (pink line)
Free action - draw longsword
double move -skeleton (yellow line)

Rat bodyguard:

To Hit, aid another A: 1d20 + 2 + 3 ⇒ (3) + 2 + 3 = 8 vs dc 10
+2 bab +3 dex
Success is a +2 to Arronus's AC vs that attack
To Hit, aid another B: 1d20 + 2 + 3 ⇒ (3) + 2 + 3 = 8 vs dc 10
to Hit, aid another C: 1d20 + 2 + 3 ⇒ (4) + 2 + 3 = 9 vs dc 10
To Hit, aid another D: 1d20 + 2 + 3 ⇒ (18) + 2 + 3 = 23 vs dc 10

Grand Lodge

Male Oread cleric 3 | AC 16 T 10 FF 16 | Saves +3 +1 +7 | CMD 15 | HP 24/24 | Perception +10 | Channel Energy 1/4 | Acid Dart 3/7 | Wooden Fist 7/7 | conditions: none

What's the point of having the Earth domain if I can't earthbend us a bridge?

Urtar says "I'm too heavy and clumsy to make this jump, but I can offer some help with it, I'll push you to give you a boost. Hey Gideon, Arronus, come back here! We can't reach you. Let's not get separated!"

Providing some aid for any jumpers. It would be more like a bull rush than an acrobatics imo, but I leave it to the GM's discretion. CMB is +5 and acrobatics is -4 due to ACP.


Human LN Investigator (Gravedigger) 3 | HP 17 / 22 | AC 17 Tch 13 FF 15 | CMB +5 CMD +11 | Init +2 | Fort +3 Ref +5 Will +3; +2 bonus vs. death effects and energy drain
Skills:
Appraise +8 C:Alchemy +8 DDevice +9* Kn: Arcarna/Dungeon/History/Local/Nature/Planes/Religion +8 Perception +6 Spellcraft +8 UMD +8

Lost track of where we are in the round. Anyway next time he's up...
Gritting his teeth Dr Ocellus dragged himself up, taking any hand hold he could find, grunting with effort, "Uhh this is most! Uh unpleasant!"

Strength: 1d20 + 3 ⇒ (9) + 3 = 12

Grand Lodge

Skills:
Acrobatics 2 Climb 3 C: Carpentry 6 Heal 6 Know: Engineering 1 Know: Local 0 Know: Dungeon 5 Prcptn 6 Prof Sailor 5 Survival 1 Swim 7
Half-elf Male NG Fighter 1 | HP 13/13 | AC17 T12 FF15 | F+4 R+2 W+1 | CMD 16 | Init+2 Percep+6 Lowlight vision, Darkvision 60'| Current effects: none

if the bear breaks through the door and comes after him or pursues Triari...

Gideon swipes at the bear as it moves through his attack range (AOO)

AOO: 1d20 + 8 ⇒ (17) + 8 = 25
AOO dmg: 1d10 + 5 ⇒ (4) + 5 = 9

If the bear moves up to him and attacks...

Gideon then steps back (5' step) and lays into the bear. "Little help over here!" he calls out not taking his eyes off the bear.

fauchard, PA: 1d20 + 8 - 1 ⇒ (7) + 8 - 1 = 14
dmg, PA: 1d10 + 5 + 3 ⇒ (7) + 5 + 3 = 15

If the bear continued after Triari...

"Get over here as quick as you can!" Gideon calls out as he rushes around the corner intent on closing the distance with the bear to assist Triari.

Gideon has a 20' move so if it is sufficient to get an attack in on the bear use the above attack.

If the bear does not break through the door...

"Triari, get back here! You guys," he says glancing over his shoulder, "Get over here as quick as you can!" Gideon calls out and prepares to cut into the bear as soon as it gets within striking distance.

With a readied action I should get an attack on it for moving into my threatened range and then get an attack of opportunity for it trying to move through my threatened range. Use the previous attack rolls.


androgynous (N male soul) android Primal Companion Hunter 3;HP***30/30;AC*19(21*)(T:15(17*);FF:14(16*);CMD:18(20*);F+5(+9**);R+7;W+2( +6**);Init+4;Darkvision60';Low-Light Vision;Per+9;***Repairing Nanites & Nanite Revival;Sparkwing's Defend Trick & Escape Route teamwork feat
**Constructed (Ex):
count as humanoids & construct.+4 racial bonus on saving throws against mind-affecting effects,paralysis,poison,stun effects.Not subject to fatigue/exhaustion;immune to sleep effects & disease.
**Emotionless:Never gain morale bonuses.Immune to fear/emotion effects.
skills:
Climb+7;HA+5 (+9);Heal +7;K (g)+5;K(na)+7;Ling+2;Per+9;P(guide)+5;SM+0;St+10;Sur+9(+10);Swim+7
Spell Slots 4/4;-/-;-/-;-/-;-/-;-/-

"There is more air than bridge in front of us at the moment." Jack replies to Gideon.

Jack, knowing he is not skilled enough to ensure crossing along the narrow strip of stone during the chaos of what is happening, readies to shoot an arrow at any foe that gets near Gideon's (and Sparkwing's) space.

<"Sparkwing, defend Gideon.">*

* A mixture of Polyglot and bird sounds.

Sparkwing flies and flaps his wings to hover in the space directly above Gideon, getting ready to defend him.

Sparkwing's reaction Aid Another (increasing Gideon's AC by 2 for first incoming melee attack) Bite +6 vs AC 10: 1d20 + 6 ⇒ (16) + 6 = 22


since we assumed hed want to be pulled out, we will retcon that part

Dr. Ocellus waved off the offer of help that was being offered, and proudly struggled, pulling himself out of the pit, on Gideons side, where his spade was laying. He picked up the spade and adjusted his hat triumphantly.

Arronus turned and rushed after the Deathwalkers commanding his skeleton to follow. When he got down there and looked at the door, he could see there was a place to put a bar across the doors, from this side. The doors stood open and the Deathwalkers were standing looking at Arronus as he ran up. Longsword in hand he was ready to take the fight to them.

Once again you could hear the bear slam against the door, which held. It roared in anger.

Jack drew his bow and sent Sparkwing to fly above Gideon to protect him.

Urtar warned about getting separated and stood with longspear in hand.

Gideon stood his ground, telling Arronus to get back to him and calling to the others to get across.

Flash stood in the hall looking around, he could feel the bats stirring.

Suddenly Dr. Ocellus froze, dislodging himself from the wall and taking flight was a Bat as large as an ox, with a wingspan of two men.

Round 4

Arronus was assaulted by all the deathwalkers. 2 stabbed at him and 2 threw javelins at him., He held is own, defending against the attacks and grinning as they all missed.

Initiative
24 Deathwalkers (x4)
20 Dr. Ocellus
18 Arronus
18 Necromantic Servant
18 Soulbound Puppet
17 Cave Bear
12 Rabbit jack
12 Sparkwing
12 Urtar
11 Gideon
11 Flash
9 Dire Bat (1 at the moment)

DC 12 Acrobatics or reflex to cross without falling. failure and DC 15 reflex to catch yourself and hang, taking 1d6 damage. failure is a 50' fall 5d6 damage into the river. and each square is x2 move passed the trap door. DC 10 Climb or strength to get up out of the pit.

Active Spells/Conditions
Necromatic Servant- 217 Rounds (Arronus)
Soulbound Puppet- 117 Rounds (Arronus)
Barkskin 217 Rounds +2 AC (Natural-Gideon) AC20
Sparkwing Light 255R

Combat Summary:

Arronus AC:20 (T:12/FF:18) CMD:18 HP: 24/24 SAVES: FO:+6/+8 RE:+4 WL:+4
level 3 Occultist (Haunt Collector) M Half-Elf
init:+2 perception: +12 Senses: Low Light Vision, Darkvision (60 ft)
Specials: Legacy Weapon, Spells, Mind Fear, Soulbound Puppet, Necromantic Servant
Special: 5 Mental Focus Points. Used- 2.
Defenses:+2 to saves vs Enchantments, Mind Barrier, Immune to Magic Sleep

Soulbound Puppet AC:16 (T:14/FF:13) CMD:12 Trip:16 HP:12/12
SAVES: FO:+4 RE:+5 WL:+4 Familiar for 30M Rat.
Init: On Arronus. Perception:+9 Senses: Low-Light, Scent
Special: Alertness, Share Spells, Deliver Touch Spells, Empathic Link.
Defenses: Improved Evasion.

Necromatic Servant AC:18 (T:12/FF:14) CMD:14 HP:10/12
SAVES: FO:+0 RE:+2 WL:+2 Skeleton for 30 Min.
Init: On Arronus Perception: +0 Senses: Darkvision 60'
Special: none
Defenses: DR5/Bludgeon. Immune to Cold. Undead Immunities.

Gideon AC:18 (T:12/FF:16) CMD:18 HP:30/30 SAVES: FO:+7 RE:+4 WL+2
Fighter 2 / Brawler 1 Male Half-elf
Init: +2 Perception: +12 Senses: Lowlight vision, Darkvision 60'
Special: None
Defenses: unarmed strike threatens inside his reach weapon

Flash AC:11 (T:11/FF:10) CMD:13 Trip:17 HP:17/17
Saves: FO:+5 RE:+4 WL:+0 Mule Medium.
Init: On Gideon Perception:+5 Senses: Low-Light, Scent
Special:Docile. Enc-100/200/300
Defenses: None.

Jack AC:19{21} (T:15{17}/FF:14{16}) CMD:18{20} HP:30/30**
SAVES: FO +5 RE +7 WL +2
3 Hunter (Primal Companion) M Android Init: +4 Perception +9
Senses- Darkvision 60', Low-Light Vision, Beastkin (Terwa Uplands hawk) Specials: Outflank teamwork feat
Defenses: Escape Route teamwork feat; Nanite Revival 1xd stabilize Repairing Nanites 1xd take 6 hp dam. heal 6. Construct/Humanoid Androids +4 save vs mind-affecting effects, paralysis, poison, and stun effects. They are not subject to fatigue or exhaustion, and are immune to disease and sleep effects.Emotionless:-4 to sense motive checks, doesnt receive any morale boosting or emotion spells

Sparkwing AC:18 (T:15/FF:14) CMD: 14; HP24/24; SAVES: FO+3 RE+6* WL+3
3 primal hunter animal companion male Terwa Uplands hawk (falcon stats)
Int +3 (acts on Jack's turn) Perc +4 Senses: Low-Light Vision
Specials: Artful Acrobat; Evolutions** (magic attacks, resistance [resist 5 electricity]), Outflank teamwork feat (with Jack); Primal Transformation**;
Defenses: Escape Route teamwork feat (with Jack); *Evasion

Urtar AC:16 (T:10/FF:16) CMD:15 HP:21/24 SAVES: FO:3 RE:1 WL:6
3rd level cleric M Oread
init:+2 perception:+10 Senses: Darkvision 60ft
Specials:Aura (NG) Defenses: More AC given active spells or if wearing shield

Xavier AC:17 (T:13/FF:15) CMD:18 HP:12/22 SAVES: FO:+3 RE:+5 WL:+3
3rd Inquisitor Gravedigger Male Human
init: +2 perception:+6 Senses: N/A
Specials: Catch Off-Guard, Inspiration, Kill the Dead, Shikigami Style Chain; Defenses: N/A

vs

Deathwalker (X4) AC:13 (T:10/FF:13) CMD:14 HP:7/17,5/17,17/17,17/17
Saves-FO:+3 RE:+0 WL:+1
2nd Warrior Male Human Mwangi Native
Init:+4 Perc: +3 Senses: Normal
Specials: N/A Defenses: N/A

Cave Bear AC:18 (T:10/FF:17) CMD:26 (30 vs Trip) HP:103/103
Saves-FO:+12 RE:+8 WL:+4
CR7 Animal Large.
Init:+5 Perc:+12 Senses: Low Light Vision, Scent

Dire Bat AC:14 (T:11/FF:12) CMD:19 HP:27/27
Saves-FO:+5 RE:+6 WL:+3
CR2 Animal Large.
Init:+2 Perc:+12 Senses: Blindsense 40', Scent


M 1/2 Elf| HP 24/24 | AC: 20, T: 12, FF:18 | Spd: 30ft | Occultist (Haunt Collector) 3 | Init +2, Darkvision 60; Percept: +12, Sense Motive: +1 | Saves: F: +6, R: +4, W: +4 +2 vs enchantments| CMB +6 / CMD 18

Arronus shouts as he fights: "Get up here, there's a barrable door! Hurry before the damn bear breaks in!"

He slashes powerfully with his longsword, while his minion goes for blood...

Arronus Standard action - attack with longsword
Skeleton full attack
All attacks at pink box deathwalker until he falls.
If pink box falls, Arronus will 5' step into his space

To Hit, Arronus: 1d20 + 2 + 4 + 1 ⇒ (3) + 2 + 4 + 1 = 10
+2 bab +4 str +1 MW longsword

Damage: 1d8 + 4 + 2 ⇒ (6) + 4 + 2 = 12
+4 str +2 Haunted Implement (champion spirit)

To Hit, Skeleton Claw A: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21
+2 bab +2 str

Damage A: 1d4 + 2 + 1 ⇒ (3) + 2 + 1 = 6
+2 str +1 necromantic servant bonus

To Hit, Skeleton Claw B: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8

Damage B: 1d4 + 2 + 1 ⇒ (1) + 2 + 1 = 4

Rat bodyguard:

To Hit, aid another A: 1d20 + 2 + 3 ⇒ (18) + 2 + 3 = 23 vs dc 10
+2 bab +3 dex
Success is a +2 to Arronus's AC vs that attack
To Hit, aid another B: 1d20 + 2 + 3 ⇒ (17) + 2 + 3 = 22 vs dc 10
to Hit, aid another C: 1d20 + 2 + 3 ⇒ (9) + 2 + 3 = 14 vs dc 10
To Hit, aid another D: 1d20 + 2 + 3 ⇒ (20) + 2 + 3 = 25 vs dc 10

Grand Lodge

Male Oread cleric 3 | AC 16 T 10 FF 16 | Saves +3 +1 +7 | CMD 15 | HP 24/24 | Perception +10 | Channel Energy 1/4 | Acid Dart 3/7 | Wooden Fist 7/7 | conditions: none

Urtar screams "You idiot! We can't get there. Come back here!"

Urtar starts to look for something he can use as a makeshift bridge.

Perception: 1d20 + 10 ⇒ (1) + 10 = 11

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