Ladies and Gentlemen, It is with a heavy heart that I express this news: I have accepted a new job and am expecting a much heavier work load for the next year. With that said, I am unable to continue DM'ing via PbP. I have enjoyed guiding this adventure and hopefully will game with you again soon. Many apologies. If you are headed to Gen Con, PM me and we'll grab a drink in Indy. Jelly.
Ladies and Gentlemen, It is with a heavy heart that I express this news: I have accepted a new job and am expecting a much heavier work load for the next year. With that said, I am unable to continue DM'ing via PbP. I have enjoyed guiding this adventure and hopefully will game with you all again soon. Jelly.
Ladies and Gentlemen,
I have enjoyed guiding this adventure and hopefully will game with you again soon. Jelly.
Correct, no AoO from FF
Init:Taliesin, Gilthanis, Miriam, Rat, Zoren, Druid, Reginald Init: Miriam: 1d20 + 3 ⇒ (17) + 3 = 20 Zoren: 1d20 + 3 ⇒ (2) + 3 = 5 Taliesin: 1d20 + 8 ⇒ (17) + 8 = 25 Reginald: 1d20 + 2 ⇒ (2) + 2 = 4 Gilthanis: 1d20 + 5 ⇒ (15) + 5 = 20 Dire Rat companion: 1d20 + 3 ⇒ (14) + 3 = 17 Druid: 1d20 - 1 ⇒ (6) - 1 = 5
Success!
AoO before Grapple: 1d20 ⇒ 14dmg: 1d8 + 4 ⇒ (7) + 4 = 11 Grappling Golem info: Jorem and the golem now have the grappled condition, meaning that they cannot take any action that requires two hands, a –4 penalty to Dexterity and take a –2 penalty on attack rolls and combat maneuver checks, unless they are made to break free from the grapple. The golem will attempt to break free from this grapple on its next action, making a combat maneuver check against Jormel's CMD. If it fails, he can then make another check to insert the key.
The bloody skeletons shamble forward and attack with clawed hands! vs. Cazithiel
vs. Nicolae
vs. Giltman
The party is up!
Jumping in three by three the human and two rats are taken by surprise!
The moment the druid spots you he begins shouting: “intruders are entering the lair!” He then orders his rats to attack you! Gilthanis, Reg and Zoren have a surprise action.
Finding the building was quite easy, climbing to the roof and knowing where to look for the trap door made things even easier. When you carefully and stealthily peak into the room below: A smell, not unlike wet dog, fills this room. The corners are occupied by dirty straw pallets covered by wrinkled, mildew encrusted blankets. A single dilapidated table and four cracked and uneven chairs surround it. The floor is covered in a thin layer of dust and mud and footprints clearly cross the room from the trap door in the ceiling to a set of wooden double doors in the west wall. You also see two dire rats and another druid, not unlike the first encounter, guarding the room. Map updated
Immediately before Nicolae begins whistling he notices something odd near three of the 'carved mourners'. Odd being pools of blood with slightly hidden bloody skeletons and especially odd because they are beginning to move!
Initiatives:
Init: Nicolae: 1d20 + 2 ⇒ (10) + 2 = 12 Leb: 1d20 + 3 ⇒ (10) + 3 = 13 Mordack: 1d20 + 8 ⇒ (4) + 8 = 12 Giltman: 1d20 - 1 ⇒ (14) - 1 = 13 Cazithiel: 1d20 + 8 ⇒ (10) + 8 = 18 Bloody Skeletons: 1d20 + 6 ⇒ (7) + 6 = 13
Tarlon stomps once again and crushes the evil wench!
Congratulating one another and catching your breath then searching you find a note and a map on the woman that shows directions to a cooper’s
DC 15 History:
The Teppish family’s power came to a close nearly 50 years ago when a series of rival houses launched attacks on their holdings and wealth, and even went so far as to assassinate several of the Teppish family patriarchs. In just a few short years the mighty Teppish were reduced to laughingstocks in the Opparan social scene and were left with few possessions, even less gold, and no power at all. Up until this point you thought the family completely wiped out 50 years ago. You search everywhere, that's all you find.
Being tapped on the head with a CLW, Zoren stands with great flourish and slashes at the shambling undead abomination.
Swinging at the Tiefling in front of him, the zombie misses
The party is up!
Uhg. Long Monday already........
Miriam, Tarlon and Reg have an AoO vs. the bad girl.
I'm inclined to agree with your arguments. Reach is melee not ranged. Reginald hits the 'black magic woman' for significant damage but she still stands! Miriam and Tarlon attack, Tarlon scoring yet another damaging blow to the woman! DM:
Woman - 27 Zombie - 2 (healed by negative channeling) She responds in kind by praying to her evil deity:
Everyone except Taliesin make save or take 5
@Fool, your hex has no apparent effect. As 'Xull the Elocutionist' steps off the stairs leading down the construct begins to move. Not in a very approachable manner mind you but more of a 'Hulk Smash' manner. Xull DC 15 Perception check:
There is a key hole in its lower back. Init: Y'all, the golem Init: Emil:1d20 + 2 ⇒ (19) + 2 = 21 Fool:1d20 + 1 ⇒ (15) + 1 = 16 Jormel:1d20 + 3 ⇒ (5) + 3 = 8 Eve:1d20 + 2 ⇒ (2) + 2 = 4 Xull:1d20 + 2 ⇒ (20) + 2 = 22 Wood:1d20 ⇒ 4
While I would like to agree with you Gilthanis I defer to PFSRD: Soft Cover:
Yes, Gilthanis you can. Init:Miriam, Woman, Zoren, Zombie, Everyone else
Filled with concern for their downed brother in arms, Caz and Giltman rescue him from certain death! After all parties have left the room and Caz closes the door you hear the contraption fire again, and again, and again...for one full minute. After the contraption stops firing the door 'clicks' and swings open. All doors in the room are now ajar, W, E and S doors. The room is also filled with hundreds of blunted arrows. Being the curious adventurers you are someone peaks beyond the southern door seeing continuous carvings of mourners running along the walls leading to a downward staircase on the south side of the room. Map updated
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