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1,082 posts. Alias of Darian Graey.


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I have adjusted the map to allow Leira to be closer to Dundin while still keeping as close as possible to her original chosen position.

Songan's arrow strikes Orc: 1d2 ⇒ 1 Orc E in the shoulder, wounding the creature as it rushes towards the barricade. The creature makes it a few more steps before Brampton's bec de corbin lances out, punching through the orc's neck, a gout of blood spraying out across the rough ground.

Orc F rushes forwards as well, stepping past the falling E and reaching the barricade, hacking at it with his double axe.

Omast moves up next to the barricade, swinging powerfully (power attack) his greatsword: 1d20 + 10 - 4 - 2 ⇒ (13) + 10 - 4 - 2 = 17, cleaving into Orc F for Damage: 2d6 + 10 ⇒ (1, 5) + 10 = 16, staggering the creature and nearly taking it's arm from the shoulder, the double axe dropping to the ground at it's side.

Round 1 Update 2

Initiatives
First Group: Brampton, Jace, Songan, Orc Warriors E & F
Second Group: Adir, Delia, Dundin, Leira, Omast, Orc Warriors A, B, C, & D
Third Group: Tuzak

Staggered: Orc F

Second Group is up, 36 hour timer counting

Updated Map


Alleran wrote:

At least one place where they're mined...

** spoiler omitted **
It was mentioned in one of the other installments of the AP.

Reply Spoiler:
So would that make the forms in the distance, the demonic-ly departed?

Maybe Vytor the Starfire Champion.

Only thing I could come up with for ya.

Vytor


I must assume from the lack of posts from Conner, D'Witt, and Xavorin that this game has come to an end.

I want to thank those that played and apologize that my health issues have contributed to it's demise.

I wish you all well in your gaming futures, wherever they may take you. May your 20's confirm and your damage max out.


Top of round 5.
As the smoke and ash clears, half of the standing zombies have fallen. The last stragglers press the assault, lumbering up and smashing into the ranks of the party, mindlessly intent on crushing the living beings they terribly despise. Burnt, rotted flesh and the rot of this musty dungeon combine to make the heroes gag as the last vestiges of defense surge forward, flailing and pounding at them in an unholy rush. As they attack, you notice the crude symbols carved into their foreheads seem to glow faintly with a strange purple light.

Map for Round 5

The initiative for Round 5
27, Conner
22, Zombie 7 attacks D'witt

D'witt:

Swing 1 1d20 + 7 ⇒ (6) + 7 = 13 Damage 1d8 + 4 ⇒ (2) + 4 = 6 Miss
Swing 2 1d20 + 7 ⇒ (20) + 7 = 27 Damage 1d8 + 4 ⇒ (4) + 4 = 8 Hits possible critical

19, Zombie 8 attacks Conner
Conner:

Swing 1 1d20 + 7 ⇒ (11) + 7 = 18 Damage 1d8 + 4 ⇒ (6) + 4 = 10 Miss
Swing 2 1d20 + 7 ⇒ (6) + 7 = 13 Damage 1d8 + 4 ⇒ (5) + 4 = 9 Miss

14, D'witt
11, Zombie 9 attacks Angel
Angel:

Swing 1 1d20 + 7 ⇒ (19) + 7 = 26 Damage 1d8 + 4 ⇒ (2) + 4 = 6 Hits
Swing 2 1d20 + 7 ⇒ (18) + 7 = 25 Damage 1d8 + 4 ⇒ (2) + 4 = 6 Hits

08, Xavorin
07, Zombie 11 attacks Sir Gareth
Sir Gareth:

Swing 1 1d20 + 7 ⇒ (15) + 7 = 22 Damage 1d8 + 4 ⇒ (1) + 4 = 5 Hits
Swing 2 1d20 + 7 ⇒ (10) + 7 = 17 Damage 1d8 + 4 ⇒ (6) + 4 = 10 Miss

05, Sir Gareth
03, Angel

Confirmation Roll for D'witt:

1d20 + 7 ⇒ (15) + 7 = 22 Damage 1d8 + 4 ⇒ (2) + 4 = 6 Hits


Sorry for the delay, I wanted to give everyone that wanted to a chance to reply.

The majority seem to want to proceed, but are gracious enough to give me some time to adjust my health to fit the campaign. I will try in the next day or two to get the updated maps up and back on track.

Thank you for your patience and understanding.


I apologize for the delay everyone. I have had a big series of setbacks in my CF condition. Over the past week, I have had several flare ups that have prevented me from doing much of anything. I will not bore you with all the details, but I have let several people down in my obligations, both here and in real life. We had our annual gaming convention here this past weekend. I was scheduled to present several PFS games, that did not happen. Try as I might, I am having troubles physically at the moment doing even mildly strenuous tasks.

I do not wish to hold you guys up with my condition, but I am not sure I can keep pace with a daily posting game. How do you folks want to proceed? Continue the game at a slower pace, or cancel to devout your time to other games and pursuits?

Thanks for being patient with me thus far.


Angel Dawnstar wrote:
i just noticed you described it as fear/terror.. Angel is immune to fear effects and allies w/in 10' of her are granted a +4 bonus to their saves vs..

Regardless of what you are immune to, if I ask for a save, please roll it. I will make sure to add the bonuses as needed. I do have copies of each character, but I am not playing the "it don't matter because I am immune" game when it conflicts with the atmosphere of the story. You will "feel" a touch of influence and effect even though the game mechanics will not apply, if only via story mode. Tell me Angel, does our paladin not fear for her beloved, even though she is immune to it and such effects?

If you note, with D'witt's 13 roll, he did not succumb to the effect. I am adding party bonuses or subtracting them from DC's as needed, but I at least want players to "feel" there is something going on. Many times that is told through the descriptive text, but sometimes players only really take it for real, give it meaning, if they have to roll against it, hence the saves.

Sorry, I am probably sounding like a jerk, had a bad day at work, and I don't mean to take it out on you folks. I will not screw you guys over with DM Fiat, but sometimes I need a roll or to setup a descriptive scene because not everybody has or shares in the same abilities. How great would the story be if each scene was nothing more than stat blocks and roll results?


Conner Hawthorne wrote:

[dice=Will]1d20+4

BTW - My bonus against Goblinoids as a Favored Enemy is +4, not +2.

As noted previously ... Re: Play-by-Post Discussion: To Shatter Prison Walls Discussion

‎Friday, ‎October ‎11, ‎2013, ‏‎7:55:47 PM | DM Kalizar (alias of Darian Graey)Go to full article
Welcome back. I deducted 5 points damage for the DR, but added 4 in for the goblinoid favored enemy bonus. Sound right Conner?

That included the to hit rolls as well.


Will Save 1d20 + 7 ⇒ (8) + 7 = 15

Overcoming the chill and the thoughts of despair that scratch at the edges of his sanity, Xavorin takes aim at Zombie 12, unleashing a scorching blast of heat and flame, striking the creature as it tries to scale the side of the stairs. Ranged Touch 1d20 + 4 ⇒ (9) + 4 = 13, Damage 4d6 + 7 ⇒ (4, 3, 5, 5) + 7 = 24. It's arm and head seem to burst into ash and cinder as the blast takes it, dropping backwards to the floor.

Zombie 11 moves up to take Zombie 10's spot, paying no attention to it's fallen comrade, the creature's ribcage cracking and collapsing under the weight standing atop it.

Sir Gareth's strike misses the creature that steps up to confront him, the blow off balance with the close quarters.

Angel swings her own blade, catching Zombie 11 as it moves forward to the assault. The first strike connects, but the second swings wide, as the creature lunges under the strike, still standing.

I will update the map and we will move forward with Round 5 once I have the remaining player's Will Saves.


You are correct that yes I did house rule the Favored Enemy bonus here. Changing them to zombies did not change their anatomy or how the creatures work to articulate their bodies, so I did feel that rule was a little "off".

And true, normal fast zombies do not get the DR/5 slashing. But these zombies are not normal zombies or fast zombies. I tried to give that impression with the description of them, and how they were reacting. That, plus the feeling this place is giving you all and it should become apparent that some strong magic is still working here, perhaps akin to an unhallow effect that is boosting the creatures dedicated to whatever deity they worship here.


The point blank adds to the overall damage, but not the base. The example listed in the rules text showed the minimum being 2d6+4, listing the base and INT modifier. Additional damage is not minimal damage, but additional situational damage, i.e. only applies in given situations, such as point blank range, enhancement damage on the projectile, bonus critical hit damage, etc. These would not affect the splash damage, only the direct hit total.

As it is, the point blank damage is being included twice on the same projectile, once for the bullet, and once again for the explosive bomb, so that is something in D'witt's favor.

If you have or find a ruling otherwise, I would be happy to correct my viewpoint. I want to be fair on this, I do.

I met a Min/Max PFS player that wanted to add all the damage he could to the splash; favored enemy, enchanted bullet, bane, etc. It can add up if the divide is not clearly set.


Attack of Opportunity Zombie 7 1d20 + 7 ⇒ (9) + 7 = 16 Damage 1d8 + 4 ⇒ (8) + 4 = 12 Misses

Zombie Reflex Saves
Zombie 3 1d20 + 3 ⇒ (7) + 3 = 10 Takes 5 damage, collapsing
Zombie 5 1d20 + 3 ⇒ (5) + 3 = 8 Takes 5 damage, collapsing
Zombie 7 1d20 + 3 ⇒ (16) + 3 = 19 Takes 2 damage
Zombie 8 1d20 + 3 ⇒ (5) + 3 = 8 Takes 5 damage
Zombie 10 1d20 + 3 ⇒ (13) + 3 = 16 Takes 14 plus 9 for 23 total damage, collapsing, but does not catch fire
Zombie 12 1d20 + 3 ⇒ (4) + 3 = 7 Takes 5 damage

The Point Blank Damage Bonus does not add to splash damage. Splash victims do not risk catching on fire, only the primary target.

D'witt's takes aim and fires over his own agressor's shoulder into the hunched head of the creature behind it. The beast's beady eyes pop as the bullet passes through the skull, into the rotting grey matter beyond. The round detonates violently, expelling in flame and shrapnel as the head is engulfed momentarily in fire and a sickening black mist.

The creature before D'witt swings hard with it's morning star, looking to shatter the tiefling's outstretched forearm. The concussive force of the explosion behind it shoves it off balance but for a moment, the swing missing by a narrow margin.

As the exploding zombie skull blankets the area in flame, suprisingly Conner, Angel and Sir Gareth are spared the flame and debris, though they each feel the tender kiss of the sudden gout of heat, a second of respite from the biting cold they had failed to realize was slowly stealing the warmth from their bodies.

Zombie 9 arrives, taking #3's position, now Xavorin's turn to act.


Sorry about the delay. I was unexpectedly called out of town on business. Just arrived back.

Yes, I still need a Will Save for anyone who has not rolled one.


You will invoke an AoO if you use a ranged weapon while in melee range, but yes you can target Zombie 10 if you wish.


Angel Dawnstar wrote:

Did her ready action go off? She hit AC 18 for 25 slashing/magic damage

Thank you for the will save.

Yes your and Sir Gareth's attacks went off, which dropped you in the initiative order. Unfortunately, their AC is above 18. They wear studded leather, wield heavy wooden shields, and are freakishly quick for the undead.

Your attack for round 4 is noted, waiting for D'witt, Xavorin, and Sir Gareth before I will tally the results of your swing, hit or miss...


Welcome back. I deducted 5 points damage for the DR, but added 4 in for the goblinoid favored enemy bonus. Sound right Conner?


Realizing the threat the creatures pose, and the speed of their approach, Conner quickly unleashes a volley of three arrows at the approaching zombies, all three at the lead Zombie.

Many Shot LB Att: 1d20 + 16 ⇒ (11) + 16 = 27 Both striking true, though for less damage than expected due to an apparent resistance to piercing weapons
Arrow 1 LB Dam: 1d8 + 3 ⇒ (4) + 3 = 7
Arrow 2 LB Dam: 1d8 + 3 ⇒ (8) + 3 = 11

LB Att: 1d20 + 11 ⇒ (7) + 11 = 18 Misses
Arrow 3 LB Dam: 1d8 + 3 ⇒ (7) + 3 = 10

Due to the distance, the zombies close on the group without enough time to strike, though their nauseating stench assaults your senses, especially when mixed with the already fouled air of scorched hair, fur and flesh. It is revoltingly disturbing to watch as the beasts' bony mouths continue to click and clack, gnashing together, the flesh peeled back and pinned to their jawlines or hanging in rotted tatters under their chins. Closer now, you can see the symbol upon their brows is a crude brand, a spiral circle of disjointed diamonds or triangles, flowing inwards to three almond symbols radiating out from the center. Gazing upon the symbol, you all experience a wave of fear and terror, flashing back to the dream of these all too few nights ago. Will Save from everyone please


As the party moves to finish off the remaining zombies, they realize more movement is coming from the dark shadows beyond the corner. Six more of the zombie bugbears come quickly into sight, moving from 15' off screen to replace those charred and burnt upon the rough stone tiles.

Zombie 7 Initiative Check 1d20 + 2 ⇒ (20) + 2 = 22
Zombie 8 Initiative Check 1d20 + 2 ⇒ (17) + 2 = 19
Zombie 9 Initiative Check 1d20 + 2 ⇒ (9) + 2 = 11
Zombie 10 Initiative Check 1d20 + 2 ⇒ (13) + 2 = 15
Zombie 11 Initiative Check 1d20 + 2 ⇒ (5) + 2 = 7
Zombie 12 Initiative Check 1d20 + 2 ⇒ (17) + 2 = 19

The initiative for Round 4
27, Conner fires at Zombie 7
22, Zombie 7 moves to attack D'witt
19, Zombie 8 moves to attack Conner
19, Zombie 12 moves to attack Conner
15, Zombie 10 moves to attack Angel at an angle
14, D'witt
11, Zombie 9 waiting to come on screen, will pile up behind 3
08, Xavorin
07, Zombie 11 waiting to come on screen, will pile up behind 10
05, Sir Gareth
05, Zombie 3
03, Angel
03, Zombie 5


Here is the link for Round 4

Round 4 Map

The last two zombies are not technically in position until they act.

Zombie 3 is to the right of Sir Gareth
Zombie 5 is to the right of Angel
Zombie 7 is to the right of D'witt
Zombie 8 is to the right of Conner
Zombie 9 is to the right of Zombie 3
Zombie 10 is to the right of Zombie 7
Zombie 11 is to the right of Zombie 10
Zombie 12 is above Zombie 8


Xavorin flings an expanding ball of roiling flame from his hand, striking the pillar rising from the floor before the advancing zombies, it's detonation engulfing everything in a twenty foot radius is a blast of superheated air and burning webbing. To this the creatures react like most beasts when exposed to air, they begin to burn and char.

Dog-man Reflex Save 1d20 ⇒ 3 vs DC 17 dies yelping
Zombie 1 Reflex Save 1d20 + 3 ⇒ (20) + 3 = 23 vs DC 17 collapses
Zombie 2 Reflex Save 1d20 + 3 ⇒ (3) + 3 = 6 vs DC 17 collapses
Zombie 3 Reflex Save 1d20 + 3 ⇒ (19) + 3 = 22 vs DC 17 Saves, still coming
Zombie 4 Reflex Save 1d20 + 3 ⇒ (11) + 3 = 14 vs DC 17 collapses
Zombie 5 Reflex Save 1d20 + 3 ⇒ (14) + 3 = 17 vs DC 17 Saves, still coming
Zombie 6 Reflex Save 1d20 + 3 ⇒ (5) + 3 = 8 vs DC 17 collapses

As the flash of fiery light clears, and the party's eyes adjust from the sudden flare, they see all but two of the creatures survive the blast, both rushing onwards into the waiting attacks of Sir Gareth and Angel, but somehow these supernaturally quick creatures evade both strikes, returning swings with heavy morning stars at the trespassers.

Zombie 3 at Sir Gareth 1d20 + 7 ⇒ (18) + 7 = 25 Damage 1d8 + 4 ⇒ (5) + 4 = 9, striking hard against his exposed thigh, crushing the metal armor into his meaty leg.
Zombie 5 at Angel 1d20 + 7 ⇒ (1) + 7 = 8 Damage 1d8 + 4 ⇒ (1) + 4 = 5 Fumble 1d20 + 7 ⇒ (14) + 7 = 21, loosing his weapon as his charred hand snaps free in the swing, smacking into Angel's breastplate, leaving a stain as it falls to the floor and the holy warrior stomps it underfoot.


The group looks on, horror growing on their faces as they realize, almost in unison, what they face.

D'witt takes his shot, calling out Bugbears as his shot takes it's target in the shoulder.

Sir Gareth replies You mean zombie bugbears, right? as he hoists his great sword, comforted by the heft of the heavy steel.

Not quite, Angel replies, ready to strike, standing next to the nobleman. Fast zombie bugbears, nasty creatures and abominations to the Dawnflower.


Conner's arrows slice through the interposing cloud of stringy fibers, seeking the center mass of each target, only to be batted aside with unusual speed and skill. None of the missiles reach their intended strikes, clattering to the ground or hanging limply from tendrils clinging to their narrow oak forms.

The creatures seem not to notice or otherwise react to this assault, instead pushing onwards, drawn to the nearest living beings, food for their most unholy appetites.

D'witt is up. Sir Gareth will delay hold his activity until the moment before one of the unholy things reaches his side.


Hmmm, waiting on Conner and D'witt.


Sorry, I will move you forward on the next round map. Just measure any actions from the next square for this round.


They would have gone unnoticed if I had not rolled so well for Xavorin there. Drat the luck. Was going to be a suprising rush for Round 3. Now instead, they appear where he spies them.

Round 3 Map

If anyone wishes to try to identify the creatures, give me a Knowledge Local or Knowledge Nature check here please.


D'witt's shot catches the far dog-man right above his twisted, snarling snout, the explosive round creating a fine fiery mist that leaves nothing above the beast's bristly mane. It's body catches fire, as does the beast Angel gutted, the sudden sweet smell of burning flesh mixing with the odor of burnt hair and something putrid which is coming from beyond the webbing.

Xavorin, Perception Check 1d20 + 12 ⇒ (20) + 12 = 32 holds himself still on the stairs, his sensitive elven senses trying to distinguish everything he is experiencing. More quickly than the others, he realizes what is occurring, warning the group, The dead are coming, in the webs... as shuffling shapes begin to push through the sticky mass, lots of shuffling shapes.

The dog-man still trapped in the webbing starts to panic, feeling the webs being pulled and broken behind him, 1d20 + 3 ⇒ (1) + 3 = 4, his panic working against him, winding him up more tightly in the mass. Half-growling at Sir Gareth, Krill mee hugh-mahn, no let eeatt mae

From within the web, large hulking hunched forward figures are moving, rather quickly through the webbing, tearing and shredding as they come. Roughly seven feet tall and easily four hundred pounds unarmored, their gait is awkward and uneven, but still faster than you would think possible in battered studded leather, lumbering about with morningstars and heavy shields. The bodies have obviously been through terrible trauma, in places their black and brown pelts are burnt and scarred, others bloated at odd angles and crawling with masses of maggots and flies. The odor of death, recent death, carries with them, their massive ovoid eyes near glowing in the shadows, milky white orbs flashing intently as they see your living forms. They snarl and gnash their teeth, chachick chick chachick, their lips cheeks, and gums flayed back in a gross circular pattern, forming a ragged bony ring from chin to nose. The needle like teeth are sharpened or broken jagged, gnashing at the air, overly large floppy ears barely moving from beside their smallish heads. Burned into the forehead of each is a strange symbol, difficult to make out from all the webbing and rot.

Updated Initiative for Round 3
27, Conner
18, Angel
14, D'witt
08, Sir Gareth
08, Xavorin
07, Zombie 1
06, Zombie 2
05, Zombie 3
04, Zombie 4
03, Zombie 5
02, Zombie 6
01, Dog-man E1 spearman - webbed


Go ahead with your Round 2 actions if you have not, the Perception Check is for Round 3, and will not affect this round. Sorry for any confusion.


Perception Check for Sir Gareth 1d20 + 12 ⇒ (5) + 12 = 17


I need a Perception check from everyone please. Thanks.


The dog-man starts a high pitched yipping sound for only a second into the room beyond the doorway, only to be cut short as Conner's arrow punches through his throat and out the other side. The creature bumps into the open doorframe, then falls backwards into the webbing, hanging like some discarded marionette as his heart beats a few more pumps, then stops, the flow of blood staining the webbing like a bright red aura around him.

D'witt, Sir Gareth, and Xavorin are next.

Sir Gareth swings his Morningstar into the side of the beast moving out of the webs, intent on stopping it before it can slow Angel's momentum. 1d20 + 9 ⇒ (20) + 9 = 29 Confirmation 1d20 + 9 ⇒ (18) + 9 = 27 Damage 2d8 + 16 ⇒ (1, 8) + 16 = 25 The cold iron weapon cracks a few ribs as it connects just below the tightly gripped longspear, sending jagged fragments into the beast's heart and lungs. It's eyes glaze black as it coughs a few gouts of blood, falling hard upon the wet stone floor even as Sir Gareth turns to face the dog-man still struggling against the webbing.


In her haste to end the threat to Sir Gareth, Angel ignores the threat of the long spears and rushes forward to take down another dog-man, a spear thrust quickly towards her neck 1d20 + 3 ⇒ (4) + 3 = 7 easily ducked, with her heavy upswing taking the beast up from the belly and deep across his chest, spraying her with even further gore and heart's blood, her target collapsing in a heap.

Updated Initiative for Round 2
27, Conner
18, Angel, guts a second dog man.
14, D'witt
08, Sir Gareth
08, Xavorin
08, Dog-man E2 spearman - not webbed
07, Dog-man W1 spearman
02, Dog-man E3 by open door - not webbed
01, Dog-man E1 spearman - webbed


Sir Gareth steps into the spear thrusts of the mongrel men to the east, swinging his great sword high, 1d20 + 7 ⇒ (1) + 7 = 8 but catching it upon a protruding ceiling spar, deflecting between the pair, 1d20 + 7 ⇒ (2) + 7 = 9 failing to avoid the critical fumble, loosing his grip, the blade clattering to the ground. He deftly grabs his morningstar from his belt, holding it forth defiantly.

As he motions for the beasts to give it their best, Xavorin mumbles a swift incantation, blanketing the area behind the creatures in a mass of sticky webbing, the blast originating from the far south east column, just within the light of Sir Gareth's amulet. The mongrel men are taken by surprise, and in vain try to avoid the entangling mass. The door to escape is held fast in the sticky fibers, as are the three dogs along the eastern half of the room.

E1 1d20 + 0 ⇒ (14) + 0 = 14 vs DC16 Reflex Fails Break free attempt on turn 1d20 + 3 ⇒ (9) + 3 = 12 Fails
E2 1d20 + 0 ⇒ (4) + 0 = 4 vs DC16 Reflex Fails Break free attempt on turn 1d20 + 3 ⇒ (13) + 3 = 16 Succeeds, moves forward 5'
E3 1d20 + 0 ⇒ (6) + 0 = 6 vs DC16 Reflex Fails Break free attempt on turn 1d20 + 3 ⇒ (16) + 3 = 19 Succeeds Tries to get the door open 1d20 + 3 ⇒ (15) + 3 = 18 Succeeds, the door is open, but cannot go thru this turn

The last active dog-man this round steps up and lunges with his spear, hoping Sir Gareth is momentarily distracted by the loss of his blade and the sudden burst of webs, 1d20 + 3 ⇒ (1) + 3 = 4 though again his armor easily deflects another steel spear tip.

End of Round 1


Sorry about the fumble, the dice were not playing nice tonight, for players or villains alike.

Round 2 Map


Sensing the importance of stopping the fleeing dog-man, D'witt rushes past Xavorin, trusting his boots to hold purchase on the slick steps. He comes in line with the fleeing creature, putting a round in it's back as it reaches for the door's ornate, tarnished handle.

Not distracted by the sudden noise so close, one of the dog-men threatening Sir Gareth spies an opening, quickly thrusting with his spear at the perceived weakness, 1d20 + 3 ⇒ (4) + 3 = 7 only to miss his chance as the nobleman parries the spear aside harmlessly, moving to show that no pack of wolves, be they man or beast, can easily take him down.

Sir Gareth is up, to be followed by Xavorin and then the remaining dog-men, which will end Round 1.


Conner's shot ricochet's off the stone pillar, smacking the running dog-man leader in the back, the pillar robbing it of enough momentum to pierce the leather jerkin, the shaft instead striking a warning blow, nothing more.


No, since Conner made his climb check successfully, he was able to make a single move action to cover the distance. He still has a standard action for one shot.


Conner is able to reach the square one down, one over from Xavorin. This gives him line of sight to fire on the dog-men. If he wishes to fire at the one "escaping," he will face cover and concealment concerns.


Basement Round 1

Conner is up one square, then two squares to the left.
D'witt is up one square, then one square to the left.
I forgot the up one square instruction on the game page.


Round 1
Initiative for Xavorin 1d20 + 3 ⇒ (5) + 3 = 8

Conner is actually ten feet to the left of this position on the map, while D'witt is actually in Conner's square, still descending the stairs. Remember, movement above a half move requires a Climb or Acrobatics check to avoid slipping. Until someone clears the step in front of Xavorin, they cannot see anything in the chamber due to the stone ceiling and arches. There is room to pass someone on the stairs, just avoid bumping someone and possibly causing a domino fall.

Angel took 1d6 ⇒ 2 damage in the jump, twisting her ankle on the slippery stone floor.

Sir Gareth finds himself surrounded by angry dog-men, brandishing longspears in an attempt to control him or others rushing down the stairs. He steels his grip upon his greatsword, preparing to give much more than they gave him in their cowardly assault.

Angel, calling for Sarenrae, leaps off the stone risers, landing roughly as her great blade cuts into the ill-prepared mongrel that tried to trip her. Though not a true weapon of the Dawnflower, her aim remains true and the blade cuts clean through the creature's neck and deep into the breastbone, ripping free in a spray of gore and a yipping sound of sudden pain and anguish.

Updated Initiative
27, Conner, above in last position
18, Angel, jumped free of the risers.
14, D'witt, above behind Xavorin
14, Dog-man W3 bleeding out on the ground, difficult terrain
13, Dog-man W2 spearman
08, Sir Gareth, on the ground floor
08, Xavorin, on the stairs
08, Dog-man E2 spearman
07, Dog-man W1 spearman
02, Dog-man E3 door north
01, Dog-man E1 spearman


As the group is momentarily taken by surprise, the band of dog-men press the advantage. Four of them strike out at Sir Gareth with longspears while he is momentarily off balance, landing hard on the stone floor, the shock spiking up through his legs. He maintains his balance, but remains facing away from them, if but for the moment. A fifth makes a swing at Angel, hurrying down to assist Sir Gareth, his spear attempting to trip her up. The last dog-man barks some kind of command, and moves to the door behind him, leading north out of the room. As Sir Gareth turns to get a look at them, his back slightly bruised but uninjured from the assault, he sees they are all dressed similarly to the corpses upstairs, black leather armor, studded with bits of rock, bone, and metal. They wield longspears but have swords at their belts and shields across their backs. Each is painted across their hairy faces with strange yellow paint, forming extra eyes and a caricature mouth. With ferocious growls and yips, they form lines to repel your invasion of their halls.

Four spear attacks 1d20 + 3 ⇒ (1) + 3 = 4, 1d20 + 3 ⇒ (1) + 3 = 4, 1d20 + 3 ⇒ (1) + 3 = 4, 1d20 + 3 ⇒ (14) + 3 = 17, and One Trip Attempt 1d20 + 3 ⇒ (3) + 3 = 6. All around failures.

Three dog-men are on the west side of the room, by the pair of doors, two are on the east side of the room, close to the stairs, the last is by the north door along the east wall.

Initiative for the dog-men 1d20 ⇒ 7, 1d20 ⇒ 13, 1d20 ⇒ 14, 1d20 ⇒ 1, 1d20 ⇒ 8, 1d20 ⇒ 2.

Still waiting for Xavorin but,

Initiative Thus Far for Round 1:
27, Conner, above in last position
18, Angel, on the stairs not tripped
14, D'witt, above behind Xavorin
14, Dog-man W3 tried to trip Angel
13, Dog-man W2 spearman
08, Sir Gareth, on the ground floor
08, Dog-man E2 spearman
07, Dog-man W1 spearman
02, Dog-man E3 door north
01, Dog-man E1 spearman


Sir Gareth, greatsword in hand and scraping along the ceiling or side wall in the tight confines, leads the group down to the first landing, his brooch glowing like a torch held close below his chin. The smell grows worse, a heady mix of mold and leaking swamp waters. A slight breeze carries up the shaft back to the room above, carrying with it the added foulness of wet dog and urine.

Sir Gareth makes the turn and continues onwards, the next flight of about twenty, foot deep steps, opening into a dank and cool open area with masonry walls. A black, wet slime collects between the stones and on nearly every surface, reflecting every movement of his brooch and making going slightly slick upon the stones. As he looks to either side, taking in the room, he nears the bottom, Angel behind him and Xavorin just reaching the landing. D'witt and Conner are above, round the bend, and out of sight.

Sir Gareth notices two large columns holding the ceiling up in this 40' by 60' chamber, one to either side and mid-length of the risers, a third leading into another area in the southeast corner. Off to the east is a northward leading door, while to the west are two doors, closely spaced midway along the wall, heading west. The landing is about ten feet wide, ending before a wall that Sir Gareth suddenly feels coming at him much too quickly. Something hard jabs at his legs as he realizes the wet dog smell comes from a half dozen mongrel men crouching behind the stone risers. One of them swung a long wooden pole at him, attempting to trip him up on the slippery stairs.

Sir Gareth, Reflex save to maintain your bearing and land upright on the landing. Anyone else coming down the stairs quicker than half movement, give me a Climb check. I'd also ask for initiative from everyone.


The CL is first for each spell.

The only three magical items detected were the scroll, the heavy mace, and the shortbow.


Marching order down the stairs?

The bow and mace have roughly the same strength, about +1.

The scroll has three spells: Bless, Cure Light Wounds, and Divine Favor.


A few shelves still cling to the walls here, but they are empty. The odd, tight room D'witt found lies at the top of a set of stone steps descending to an area beneath the Blackmire. The narrow stairs drop to a landing, then turn and continue down, doubling back upon themselves, lost to the dark, no lights showing from below. The steps run south to north from the upper floor, then double back falling north to south in a narrow file, 5' wide. Dank and musty odors waft up from the chambers below, faintly mixed with the smell of old wet dog perhaps, or some other beast.


Conner moves to cover the room as the rest of the group gathers near the passage down. He makes a mental note of the areas not searched thus far, for follow up when leaving the Blackmire. There is a hallway to the west with four doorways, the south hallway has three doorways and ends in an open chamber. The smaller hallway south is collapsed in rubble, but apparently once led up to the second floor chambers. Taking a quick scan of the open courtyard through the double doors, Conner notices a wrecked wagon along the eastern wall, a partially intact tower and entry door in the southwest corner to the left of the open gate and drawbridge, and a piled up area of wreckage, debris, and swamp foliage in the northwest corner of the courtyard.

Sir Gareth recognizes the magical parchment is a divine scroll, the hand in some form of the celestial tongue. The legal documents do not bear a name for the bearer, merely indicating he is an agent of a recognized power. The nobleman is not educated well enough on Andoran practices to recognize the authenticity of that document, but the Taldan writ is very much legal, penned and signed by Philien Petain. A distant but favored cousin of Grand Prince Stavian, he holds a ranking position in Yanmass' bureaucracy.

Angel stands guard near D'witt as he quickly searches the body of the dead Halfling. She glances around, still feeling that eyes are upon her, but none that she can find. She whispers a short prayer to the Dawnflower, which eases her mind somewhat.

D'witt pats the body down, rolling it over as needed. It appears that after his death, someone searched the smelly halfling, looting most everything. His bandolier of blades is empty, his pack gone, his pockets turned out. The alchemist does uncover a small gold engagement band with a small diamond chip and five Taldan platinum crowns in a disguised boot heel. There are no lingering auras and nothing magical to be detected on the body or nearby, for those scanning for such.


Conner indicates all remains clear in the previous room. He can see no movement outside and hears no sounds above. The forest is quiet, though it dawns on him there are fading ripples in the moat. Perhaps something crossed over a few moments ago.

Angel notices that the man's robe, the fine embroidery, forms a large maw, round with jagged teeth. Two large canines protrude from the top "jaw" at angles, joining with a forked tongue rising from the bottom "jaw" in the shape of a rough Y. Angel scans the ceiling with her detect evil, but whether it is the amount of rubble or the taint she sees in the stones themselves, she is unable to get an accurate read on what, if anything, is moving above.

Sir Gareth focuses his attention on the bow, determining it too is magical and may be of use to the group. Xavorin, would you gather the item from that bodies' pocket. We may want to examine that as well, quickly before we press onwards.

Xavorin approaches Angel and the body, drawing forth the pocket a battered scroll case. He moves back to Sir Gareth, opening it has he goes. It contains a few pieces of paper, only one of which gives off a magical aura, a scroll written in a tight, flowery style in no language Xavorin understands. The other two pieces of paper are Carnat de Passages, official looking travel documents that would indicate the bearer and associated baggage are not to be searched or detained, but to be afforded special envoy status. The first appears to represent the nation of Andoran, the second that of Taldor.

D'witt takes a quick peek past the body he guards, noticing that beyond the smaller passage, a set of stairs leads down below. The blood trail stops, as you see a small boy, a large hole burned through his back left side. You at first assume it a boy, but then realize the hairiness and smell marks it as the halfling who rode with Father Dunrat.


Sorry, I only saw one Spellcraft check, so I identified the first item.

"What has it got in its pocketses?" Well, someone needs to pull that out to find out, as there is not enough showing to properly read the aura.

The shortbow has a nearly identical signature as the heavy mace.


The shadow passed overhead, from the outside, obscuring the light coming in from one of the holes through the rubble. It passed quickly, just a flash of darkness, then it was gone.


I apologize for the delay guys. My first thing in the AM appointment did not arrive until 1:30 PM, just left and I am up again. Blamed it on inside wiring, ran a new jack, and it suddenly synced up fine. Only thing is he was chirping another tech every time he went outside, got an "ok it's good," hooked the jack up, viola. Yep, it was my jack that was the problem, not.

Anyways, thanks for staying with me. This should hopefully be the end of my issues with connectivity, I hope.

Sir Gareth detects faint evocation on the mace in the robed corpse's hand.

Anyone observing the wounds close up, give me a d20 check, I will add your Knowledge type if you have it, and give you your read on them.

Full Name

Sgt Uther