[LPF] The Cave of (Un)Death

[sblock=OOC]It is only 20' to the square in front of Blue.

Use the Improvised Weapon Rules... not prof so -4 to attack

A stone the size of say a baseball could be found within reach. That would be a 1d4 dmg, range 20' and 20x2 crit modifier weapon. Atfer that though the stones get smaller.[/sblock]
 

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"A wise choice, maiden of many songs which sadly lack tuba accompaniment! However, let Cavernous Hode find better specimens."[sblock=Actions]Casting Magic Stone to make 3 pebbles. He will offer them to anyone who wants a throw.

MD will stay put.

I confess I'm a little confused by what is wall and what is unexplored territory.[/sblock][sblock= Mini Stats]
CavernousHode_150.jpg
MisterDickens100.jpg


Cavernous Hode
AC: 15 (13 flat-footed, 12 touch)
HP: 20/20
CMB: +1 CMD: 13
Fort: +5 Reflex: +2 Will: +7
Speed: 20'

Perception: +9
Initiative: +2

Current Weapon in Hand: Shillelagh(+3, 2d6+2/x2), Wand of CLW
Current Conditions in Effect: Bardsong (+1/+1)

0th level spells (DC 14): Create Water, Detect Magic, Read Magic, Stabilize
1st level spells (DC 15): Magic Stone, Produce Flame, Shillelagh

Mister Dickens
AC: 15 (11 flat-footed, 15 touch)
HP: 23/23
CMB: +1 CMD: 14 (17 vs. Trip)
Fort: +4 Reflex: +6 Will: +2
Speed: 40', 20' Swim, 20' Climb

Perception: +5
Initiative: +2

Current Weapon in Hand: Natural weapons (+5, 1d4/x2)
Current Conditions in Effect: Bardsong(+1/+1)[/sblock]
 

Ooc

[sblock=ooc]
I'm a bit confused about what is going on on the map as well. Also, what were the results from the detect magic on the circle? and is the group up again? Also, was my command attempt sucessful?
[/sblock]
 
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The skeletons suddenly slip and fall right in front of Blue. The area under their feet covered in Damaris's magical grease.

[sblock=OOC] Addressing questions, let's see...

- Spellcraft check was to low to gain details about the magical circle (thought I posted that somewhere but can't find it). Also only looked at the circle for one round so she (as everyone) knows it's magical - the glow is a clue, lol. What it does will have to come later.

- Command has not gone off as we are in the same round that Aedger took his ready action. It is now top of the 2nd round (but I need to roll to see if the skeletons are still standing yet EDIT: finished both are prone).

- Fixed the map by adding in grey for the fog of war as the black looked liked walls. Sorry I guess when you know what it looks like without you miss that sort of thing.

- Game on top of Round 2 (third combat)[/sblock]

[sblock=Combat]
INIT ORDER
Aedger
Skeletons
Blue (dmg taken 1)
Vax (dmg taken 3)
Damaris
Mister D
Hode

Round 1 Actions:
Aedger - takes ready action
Skeletons - double move
Blue - charge
Vax - destroys bridge
Damaris - casts grease
Mister D - delay
Hode - cast magic stone (note: clubs have a range also ;) )[/sblock]
 

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Damaris will take one of the stones and throw it to the closest skeleton left.


[sblock] I'm supposed to make a normal range attack with a magic stone, right? [/sblock]
 

As the dark beam pierces the skull of the prone skeleton, Aedger commands it: "You will obey me. Your former master is now your enemy. Fight those who aided you before." He offers his crossbow to Vax, as he checks the forward hallway for oncoming enemies, "Any chance you could use this better than I could?

Blue waits until the beam has penetrated his new skeletal ally, and then tries to press his attack against the remaining foe, but slips and falls. He maintains his position on the ground, waiting for the opposing skeleton to advance.

[sblock=ooc]Actions: Aedger makes that command attempt this round (I got confused about round count. sorry) Move to West of Vax. perception down the hallway with the fog of war.

if channel successful, Blue falls into the grease, readies an attack on the remaining skellie (while prone).

If fails, full attack on the one right in front of him.[/sblock]

[sblock='ministats']
[sblock=aedger]Aedger Beinn, Aasimar cleric (undead lord) 1
init: +2 ac: 15, t:12, ff:13
hp: 02 perception: +9
cmb: +0 cmd: 12 speed: 30ft.
fort: +2 ref: +2 will: +5
resist 5: cold, acid, electric
senses: darkvision 60ft

current effects: none

in hand: light crossbow

special powers
channel negative energy 1d6, 6/day, will dc 14 used: 2
death's kiss: 1 round duration, 6/day used: 1
command undead

[sblock='spells prepared:']orisons:
light
guidance
mending
level 1: (dc 14)
cause fear (domain)
bless
cure light wounds
spell like abilities
daylight (1/day)
[/sblock]

attacks:
crossbow, light: +2 attack, 1d8+0, 19/x2, 80' bolts: 29
morningstar: +0 attack, 1d8+0, 20/x2

[sblock='expanded']skills
acrobatics 01
appraise 01
bluff 03
climb -01
craft 01
diplomacy 10
disguise 03
escape artist 01
fly 01
heal 03
intimidate 03
knowledge (religion) 05
perception 09
perform 03
ride 01
sense motive 07
stealth 01
survival 03
swim -01
carrying:
holstered:
Crossbow, light & bolts
morningstar
[sblock='pockets']earplugs (4x)
chalk (3x)
ink (1 oz. Vial)
inkpen (2x)
paper, rice (5 sheets)
[/sblock]
[/sblock]
[/sblock]
[sblock=blue]blue, skeletal companion (medium undead)
init: +2 ac: 17, t:12, ff:15
hp: 11 perception: +0
cmb: +2 cmd: 14 speed: 30ft.
fort: +0 ref: +2 will: +2
immune: cold undead traits
dr: 5/bludgeoning
senses: darkvision 60ft

current effects: none

in hand: javelin (l), scimitar (r)

attacks:
scimitar +2 (1d6+2,18-20/x2), claw –3 (1d4+1)
or 2 claws +2 (1d4+2)
or dagger +2 (1d4+2), range 10'
or javelin +2 (1d6+2/×2), range 30' remaining: 3

[sblock='expanded']
carrying:
holstered:
scimitar
dagger
javelins
backpack
rope, hemp (50ft)(x2)
plank, collapsable
wandermeal (4 servings)
chalk (6x)
[/sblock][/sblock]
[sblock=pictures]
180px-aedger_beinn.jpg
180px-1342541056597_c6a62.png
[/sblock]

[/sblock][/QUOTE][/QUOTE]
 
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Vax accepts the crossbow from Aedger "Well seeing as it will be hard to retrieve my Javelins from across this newly formed hole I don't mind using one if these"

Making a quick check of the weapon to make sure it is loaded Vax brings it up to his shoulder and quickly fires off a bolt at the nearest of foes "Take that you perpetual annoyance!"

[sblock=ooc]
Vax takes the crossbow from Aedger then fires it at the nearest baddy
[/sblock]

[sblock= Vax]
Vax


[sblock=Raging]
AC: 14 (Flat-footed: 12, Touch: 10)
HP: 12/15
CMB: +7 CMD: 19
Fort: +6 Ref: +2 Will: +4
Speed: 30'

Perception: +4
Initiative: +2

Primary Weapon: Crusher (+7, 2d6+9/x3)
Ranged Weapon: Javelin (+3, 1d6+6/x2)
Special Attack Options: Power Attack: -1 Attack, +3 Damage
[/sblock]

[sblock=Not Raging]
AC: 16 (Flat-footed: 14, Touch: 12)
HP: 10/13
CMB: +5 CMD: 17
Fort: +4 Ref: +2 Will: +2
Speed: 30'

Perception: +4
Initiative: +2

Primary Weapon: Crusher (+5, 2d6+6/x3)
Ranged Weapon: Javelin (+3, 1d6+4/x2)
Special Attack Options: Power Attack: -1 Attack, +3 Damage
[/sblock]
Rounds of Rage: 4/6
Current Conditions in Effect: None
Consumables Available: 1 Flask of Alchemists Fire, 1 Potion of Cure Light Wounds, 6 Days of Trail Rations
Carried in Hands: 'Crusher'

Vax (Chronikoce) - Living Pathfinder RPG Wiki
[/sblock]
 

"The wind up ... and the pitch!"[sblock=Actions]Okay, I think I'm up...

MD will hold again. CH will throw a stone at the closest skeleton. Looks like +1 range increment to me. He'll move to the side a bit if it gives him a better angle.[/sblock][sblock= Mini Stats]
CavernousHode_150.jpg
MisterDickens100.jpg


Cavernous Hode
AC: 15 (13 flat-footed, 12 touch)
HP: 20/20
CMB: +1 CMD: 13
Fort: +5 Reflex: +2 Will: +7
Speed: 20'

Perception: +9
Initiative: +2

Current Weapon in Hand: Shillelagh(+3, 2d6+2/x2), Wand of CLW
Current Conditions in Effect: Bardsong (+1/+1)

0th level spells (DC 14): Create Water, Detect Magic, Read Magic, Stabilize
1st level spells (DC 15): Magic Stone, Produce Flame, Shillelagh

Mister Dickens
AC: 15 (11 flat-footed, 15 touch)
HP: 23/23
CMB: +1 CMD: 14 (17 vs. Trip)
Fort: +4 Reflex: +6 Will: +2
Speed: 40', 20' Swim, 20' Climb

Perception: +5
Initiative: +2

Current Weapon in Hand: Natural weapons (+5, 1d4/x2)
Current Conditions in Effect: Bardsong(+1/+1)[/sblock]
 

Vax takes the crossbow as Aedger moves by and the bolt goes off prematurely, do to the "fumbled" pass.

Meanwhile Hode and Damaris find it harder to hit the skeletons now that they are prone.

The skeleton in front of Blue makes no move as it seems under control but doesn't understand the concept of master, enemies, and allies. (see sblock)

And the other tries to stand but falls back into the grease before Hode can get a bead on him with his last stone.

[sblock=OOC]
Funny thing is you shouldn't follow a grease spell with ranged attacks. Prone monsters get a +4 to their AC. Which is now 20 btw.

I allowed for some things to slip through as all attacks missed, but giving someone a loaded crossbow is dangerous while your trying to control undead and move to a better vantage point. To many actions I believe, but nothing came of it so I let it all go.

It will take two move actions for Vax to both retrieve a bolt (from Aedger) and load the crossbow. If he had the case of bolt s on him it would be easier for him to retrieve them.

Tunnel turns a corner and rubble does not block passage.

Bard song not in effect - but the extra +1 didn't make a difference.

And as for the commands Aedger gave the skeleton (which he controls now) you need to be a little more umm... controlling. Skeletons have a listed INT of "-" so I feel you need to give more commands exactly what to do, not what it should do.

Attack your former allies. = NO
Attack that human (the evil necromancer) standing there. = YES

Top of the Round.[/sblock]
 

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