GM Harpwizard |
"Ok, my friends, Let us try and use the power of ice as we take on these foes. I suspect that they are completely immune to fire as they have already been consume by that element! Let's stay together and watch each other's back. This will not be easy, but I know that the Inheritor is on our side!"
Before racing into battle, Solaric moves his hands in somatic gestures as he calls forth the powers of the Inheritor.
"Mighty Iomedae! Hear my prayer as I call upon you to bless us before entering this battle! Give us the power and strength to strike down these foes and take us closer to the heart of this evil that we may fulfill your will and bring victory to your people! I ask this in your name!"
Solaric casts Bless upon his companions and a burst of divine energy spreads forth in a fifty foot radius surrounding him.
DM Zyren/ Heart of Light |
Kirk's Initiative1d20 + 6 ⇒ (9) + 6 = 15
Solaric's Initiative1d20 + 2 ⇒ (3) + 2 = 5
Cairn 's Initiative1d20 + 6 ⇒ (9) + 6 = 15
Victoria's Initiative1d20 + 1 ⇒ (5) + 1 = 6
Johenric's Initiative1d20 + 14 ⇒ (14) + 14 = 28
Flofer’s Initiative1d20 + 2 ⇒ (6) + 2 = 8
Flaming Zombies' Initiative1d20 + 3 ⇒ (9) + 3 = 12
Jo, your initiative is obscene...
RD 1:
Jo (resolved)
Kirk
Cairn
Zombies
Flofer
Vicky
Solaric
Cairn Stern |
Cairn steps to the side 5' step to K.16 to allow room for their heavy hitter to get through before firing his pistol at one of the lead zombies.
Pistol Attack vs H.17 Touch AC: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19
Pistol Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Cairn Stern |
Hey everyone, at some point in the next 3-4 days I will be returning to a tropical island I was at a few months ago where internet is hard to find and expensive by the minute. I'll probably only be getting access for maybe an hour every few days (that was what I averaged last time I was there). This will likely last until around the 20th. Hope that it's not too much trouble, and if I'm ever slowing the game down please DMPC or somebody feel free to run my character if necessary!
'Countess' Victoria |
Kirk nods to Victoria as a subtle and unspoken message passes between them, as though they have worked together many times before.
Kirk DELAYS until after Solaric acts
DM Zyren/ Heart of Light |
Rd1:
Jo (resolved)
Cairn
Zombies
Flofer
Vicky
Solaric
Kirk
Cairn's bullet vanishes in the hissing flames and none of you is able to tell if it had any effect on the slowly advancing monster.
The heat is nearly unbearable as the zombies get in melee reach. Their faces look distorted and and you wonder why the fire hasn't consumed the remains of skin, hair and clothes by now...you can still make out the ragged vestments of monks...but before you can think more about the gruesome fate they have suffered, fists of of fire hit you
Flaming Zombie attacking Cairn/ Fiery Slam 1d20 + 9 ⇒ (7) + 9 = 16
Damage1d6 + 5 + 1d6 ⇒ (4) + 5 + (1) = 10
Flaming Zombie attacking Cairn/ Fiery Slam 1d20 + 9 ⇒ (4) + 9 = 13
Damage1d6 + 5 + 1d6 ⇒ (2) + 5 + (4) = 11
Flaming Zombie attacking Solaric/ Fiery Slam 1d20 + 9 ⇒ (10) + 9 = 19
Damage1d6 + 5 + 1d6 ⇒ (2) + 5 + (1) = 8
second d6 is fire damage
'Countess' Victoria |
Victoria gestures at one of the undead, uttering a nasty sounding word in its direction....
Hex:Misfortune at J16.
DC18 Will save
The witch can cause a creature within 30 feet to suffer grave misfortune for 2 rounds. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
And she cackles away, delighted to be vanquishing her foes...
"So who are you all..." She enquires to herself.
Know religion: 1d20 + 5 ⇒ (18) + 5 = 23
Kirk Spearborn |
Yes I was in a land of no internet, but I left this morning and am back in civilization now.
Kirk steps forward around Flofer and cuts toward the zombie in front of Solaric (J18) with his razor-sharp dagger.
Attack 1d20 + 11 ⇒ (16) + 11 = 27
Damage 1d4 + 4 ⇒ (2) + 4 = 6 (+1 bleed damage, if applicable)
DM Zyren/ Heart of Light |
These must be the poor undead remains of the monks of Pharasma that once lived in this cloister.
Kirk, your map wasn't updated, that spot was already occupied by a zombie, I will put you next to Solaric.
Will save1d20 + 6 ⇒ (12) + 6 = 18
The zombie ignores his bad-hair day and is ready for another devastating (uhoh) attack.
Kirk and Solaric hack at the zombies and are able to deal some damage - all in all these monsters seem to be very resilient...
Rd2:
Jo
Cairn
Zombies
Flofer
Vicky
Solaric
Kirk
Cairn Stern |
Move action - Hutning Companions - Granting +1 to Bluff, Knowledge, Perception, Sense Motive, Survival, Attack and Damage rolls vs Undead to all allies within 30'
Cairn slices at the flaming zombie in front of him.
Kukri attack vs J.16: 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25
Damage: 1d4 + 3 + 2 ⇒ (3) + 3 + 2 = 8
Flofer Nighthawk |
Round 1
Finding himself behind the front line and otherwise useless, Flofer snaps his fingers and produces a guitar, playing inspiring music for those up front.
Perform:1d20 + 18 ⇒ (11) + 18 = 29
Inspire courage: +1 attack and damage, +1 against charm/fear affects
GM Harpwizard |
Round 2
Solaric pulls out his holy symbol and channels energy in a thirty food burst of positive light that damages all of the undead around him.
Channel Energy: 3d6 + 5 ⇒ (2, 5, 3) + 5 = 15
Will Save DC 16 for Half. Due to Sun's Blessing, Undead may not add channel resistance to their roll.
Kirk Spearborn |
Round 2
Kirk lashes out with dagger and shield against the same zombie he and Solaric hit earlier (J18, I think).
Full Attack, now w/ 3 attacks whoo!
Attack Dagger 1d20 + 11 ⇒ (7) + 11 = 18 (w/ +1 from Cairn and +1 from Solaric's Bless)
Damage 1d4 + 5 ⇒ (4) + 5 = 9 +1 bleed (w/ +1 damage from Cairn)
Attack Shield Bash 1d20 + 11 ⇒ (3) + 11 = 14 (w/ +1 from Cairn and +1 from Solaric's Bless)
Damage 1d4 + 4 ⇒ (1) + 4 = 5 (w/ +1 damage from Cairn)
2nd Attack Dagger 1d20 + 8 ⇒ (11) + 8 = 19 (w/ +1 from Cairn and +1 from Solaric's Bless)
Damage 1d4 + 5 ⇒ (3) + 5 = 8 +1 bleed (w/ +1 damage from Cairn)
Them there be some lame rolls...
DM Zyren/ Heart of Light |
The weakness question was already answered: ice.
Rd2:
Jo X
Cairn X
Zombies X
Flofer
Vicky
Solaric X
Kirk X
Please include the DCs of your spells, even if it is a generic DC.
Collective Reflex save1d20 + 5 ⇒ (20) + 5 = 25
The zombies remain on their feet..for a moment it looks like they become one with the ground!
Then they lash out against your frontline
Flaming Zombie attacking Solaric/ Fiery Slam 1d20 + 9 ⇒ (16) + 9 = 25
Damage1d6 + 5 + 1d6 ⇒ (1) + 5 + (4) = 10
Flaming Zombie attacking Cairn/ Fiery Slam 1d20 + 9 ⇒ (20) + 9 = 29
Damage1d6 + 5 + 1d6 ⇒ (3) + 5 + (3) = 11
Confirm 1d20 + 9 ⇒ (8) + 9 = 17
Damage1d6 + 5 + 1d6 ⇒ (2) + 5 + (4) = 11
Flaming Zombie attacking Kirk/ Fiery Slam 1d20 + 9 ⇒ (11) + 9 = 20
Damage1d6 + 5 + 1d6 ⇒ (5) + 5 + (1) = 11
Instead of pushing forward, the zombies in the back suddenly fold their hands like they were praying and unleash a burning flame
Burning Hands Rflex save DC 14 for half damage for Kirk, Flofer, Solaric and Cairn
Damage4d4 ⇒ (4, 1, 1, 3) = 9
Burning Hands Rflex save DC 14 for half damage for Kirk, Flofer and Cairn
Damage4d4 ⇒ (4, 3, 3, 1) = 11
Kirk Spearborn |
Kirk blocks the zombie's fiery slams with his shield, sparks flying, but grunts heavily with the blow.
Reflex Save 1d20 + 11 ⇒ (6) + 11 = 17
Reflex Save 1d20 + 11 ⇒ (4) + 11 = 15
And with a flurry of ducks, spins, one or two lucky leaps into the air, and a few precious heartbeats huddled behind his shield, he manages to avoid essentially all of the magical fire blasts from the zombies in back. His eyes flash angrily, but he remains unharmed.
Flofer Nighthawk |
Round 2
Ref:1d20 + 9 ⇒ (7) + 9 = 16
Ref:1d20 + 9 ⇒ (19) + 9 = 28
Flofer does his best to dodge the fire, but stumbles because of his armor...somehow, the idiotic dance he does trying to regain his balance allows him to avoid most of the flames!
He starts right back up singing and playing, like a true performer he lets nothing hold him from his performance!
Perform:1d20 + 18 ⇒ (20) + 18 = 38
'Countess' Victoria |
R2
Going back to the drawing board with Vic after this one, we keep coming up against mindless/undead every single combat, and there's nothing she can really do to them as a charm/illusion based character... hmmm!
Taking aim at the next creature she tries to force its fate...
Hex:Misfortune at J17.
DC18 Will save
The witch can cause a creature within 30 feet to suffer grave misfortune for 2 rounds. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Cairn Stern |
RD 2
HP = 71/82
RD 3
Reflex DC 14: 1d20 + 11 ⇒ (4) + 11 = 15 - 5 points fire damage
Reflex DC 14: 1d20 + 11 ⇒ (13) + 11 = 24 - 5 points fire dame
Current HP = 61/82
Cairn winces as the flames wash over him. His quick reflexes allow him to avoid the worse of the damage but the smell of burnt flesh and leather are still prevalent. He slashes at the zombie in front of him with his kukri.
Attack 1 vs J.16: 1d20 + 13 + 2 + 1 + 1 ⇒ (10) + 13 + 2 + 1 + 1 = 27
Damage: 1d4 + 3 + 2 + 1 ⇒ (3) + 3 + 2 + 1 = 9
Attack 2 vs J.16: 1d20 + 13 + 2 + 1 + 1 ⇒ (12) + 13 + 2 + 1 + 1 = 29
Damage: 1d4 + 3 + 2 + 1 ⇒ (4) + 3 + 2 + 1 = 10
DM Zyren/ Heart of Light |
There seems to be a connection between Ustalav and undead...mhm...:)
The normal weaknesses of zombies are common knowledge to a wizard with Johenric's powers.
Rd3:
Jo
Cairn X
Zombies
Flofer
Vicky
Solaric
Kirk
Will save1d20 + 5 ⇒ (9) + 5 = 14
The zombie halts in its movement and seems much clumsier now...
As Cairn slashes at the zombie small burning particles of aeon old flesh spray forth and the zombie even stumbles a bit...
Waiting for JO
Johenric |
Johenric moves to L16 and touches Cairn with his wand. A magical barrier forms itself around Cairns Body Protection from Evil
DM Zyren/ Heart of Light |
The zombies keep up their flamy work and lash out again burning and smashing right into your frontline
Rd3:
Jo X
Cairn X
Zombies X
Flofer
Vicky
Solaric
Kirk
Flaming Zombie Cairn/ Fiery Slam 1d20 + 9 ⇒ (9) + 9 = 18
Damage1d6 + 5 + 1d6 ⇒ (1) + 5 + (6) = 12
Flaming Zombie Kirk/ Fiery Slam 1d20 + 9 ⇒ (16) + 9 = 25
Damage1d6 + 5 + 1d6 ⇒ (6) + 5 + (4) = 15
Flaming Zombie Solaric/ Fiery Slam 1d20 + 9 ⇒ (7) + 9 = 16
Damage1d6 + 5 + 1d6 ⇒ (3) + 5 + (5) = 13
From the back the other zombies again use their supernatural powers to form flaming funnels of death
Battle Mat
Burning Hands Reflex Save DC 14 for half damage for Kirk, Flofer, Solaric and Cairn 4d4 ⇒ (2, 3, 4, 4) = 13
Burning Hands Reflex Save DC 14 for half damage for Kirk, Flofer, and Cairn 4d4 ⇒ (2, 2, 4, 3) = 11
From the back another zombie tries to get into the second line, but stumbles and slips on the greasy surface.
GM Harpwizard |
Reflex Saving Throw: 1d20 + 5 ⇒ (11) + 5 = 16
hp: 65/72
Round 3
After being scorched by the burning hands, Solaric presents his holy symbol again and channels energy in a thirty food burst of positive light that engulfs all of the undead around him once again.
"I Solaric Zekkaran, Lord of Sinaria, call down the light of the Inheritor to vanquish you and restore this holy place to the noble purpose for which it was created!"
Channel Energy: 3d6 + 5 ⇒ (6, 5, 5) + 5 = 21
Will Save DC 16 for Half. Due to Sun's Blessing, Undead may not add channel resistance to their roll.
DM Zyren/ Heart of Light |
oh yeah...Kirk's one...damn
Flaming Zombie attacking Kirk/ Fiery Slam 1d20 + 9 ⇒ (13) + 9 = 22
Damage1d6 + 5 + 1d6 ⇒ (5) + 5 + (4) = 14
Collective Will save1d20 + 5 ⇒ (4) + 5 = 9
The zombies stare at Solaric's holy symboal and suddenly their flames are reduced to a mere flickering, they seem to have lost quite a big portion of their undead vitae.
'Countess' Victoria |
R3
Victoria continues cackling, maintaining the bad luck on the already cursed creature, and now targets her Misfortune at the next Zombie in line...
DC18 Will save of be Misfortuned!
Kirk Spearborn |
Reflex 1d20 + 11 ⇒ (4) + 11 = 15
Reflex 1d20 + 11 ⇒ (17) + 11 = 28
Kirk manages to dodge the next barrage of flaming magic as well, and his shield still deflects the attacking zombie's blows. He retaliates with another flurry of attacks from dagger and shield.
Attack Dagger 1d20 + 11 ⇒ (2) + 11 = 13 (w/ +1 from Cairn and +1 from Solaric's Bless)
Damage 1d4 + 5 ⇒ (4) + 5 = 9 +1 bleed (w/ +1 damage from Cairn)
Attack Shield Bash 1d20 + 11 ⇒ (8) + 11 = 19 (w/ +1 from Cairn and +1 from Solaric's Bless)
Damage 1d4 + 4 ⇒ (1) + 4 = 5 (w/ +1 damage from Cairn)
2nd Attack Dagger 1d20 + 8 ⇒ (4) + 8 = 12 (w/ +1 from Cairn and +1 from Solaric's Bless)
Damage 1d4 + 5 ⇒ (1) + 5 = 6 +1 bleed (w/ +1 damage from Cairn)
Cairn Stern |
Despite the persisting flames Cairn presses the attack on the zombie in front of him...man I hate these things!...
Reflex DC 14: 1d20 + 11 ⇒ (7) + 11 = 18 1/2 = 6.5
Reflex DC 14: 1d20 + 11 ⇒ (8) + 11 = 19 1/2 = 5.5 = 13 total
Current HP = 48/82
1 Attack J.16: 1d20 + 13 + 2 + 1 + 1 ⇒ (11) + 13 + 2 + 1 + 1 = 28
Damage: 1d4 + 3 + 2 + 1 ⇒ (1) + 3 + 2 + 1 = 7
2 Attack J.16: 1d20 + 8 + 2 + 1 + 1 ⇒ (16) + 8 + 2 + 1 + 1 = 28
Damage: 1d4 + 3 + 2 + 1 ⇒ (3) + 3 + 2 + 1 = 9
Crit Confirm J.16: 1d20 + 8 + 2 + 1 + 1 ⇒ (10) + 8 + 2 + 1 + 1 = 22
Crit Damage: 1d4 + 3 + 2 + 1 ⇒ (1) + 3 + 2 + 1 = 7
DM Zyren/ Heart of Light |
Kirk hacks and slashes like a whirlwind, but most of his wild attacks miss - Cairn fares much better and begins to cripple one of the zombies...the undeads' frontline seems to have lost most of its "unhealth" now.
Will save1d20 + 5 ⇒ (8) + 5 = 13
And another zombie now moves much clumsier than before...
Map has remained the same
Waiting for JO.
Rd4:
Jo
Cairn X
Zombies
Flofer
Vicky
Solaric
Kirk
Flofer Nighthawk |
Reflex from round 3: #1:1d20 + 9 ⇒ (7) + 9 = 16 #21d20 + 9 ⇒ (20) + 9 = 29
Round 4
Flofer continues playing music like there is no tomorrow, and the sweet and epic music lends courage and strength to his companions' arms as the battle the fiery fiends.
Inspire courage: +1 to attack and damage, +1 against fear effects
Perform:1d20 + 18 ⇒ (5) + 18 = 23 10 rounds left
DM Zyren/ Heart of Light |
The zombies don't look very impressed by Vicky's magic, but the clumsiness of their movements betrays them...
Worse out of two vs. Cairn:
Flaming Zombie/ Fiery Slam 1d20 + 9 ⇒ (16) + 9 = 25
Damage1d6 + 5 + 1d6 ⇒ (3) + 5 + (1) = 9
Flaming Zombie/ Fiery Slam 1d20 + 9 ⇒ (19) + 9 = 28
Damage1d6 + 5 + 1d6 ⇒ (1) + 5 + (5) = 11
Worse out of two vs. Kirk:
Flaming Zombie/ Fiery Slam 1d20 + 9 ⇒ (17) + 9 = 26
Damage1d6 + 5 + 1d6 ⇒ (1) + 5 + (3) = 9
Flaming Zombie/ Fiery Slam 1d20 + 9 ⇒ (10) + 9 = 19
Damage1d6 + 5 + 1d6 ⇒ (6) + 5 + (2) = 13
Flaming Zombie attacking Solaric/ Fiery Slam 1d20 + 9 ⇒ (14) + 9 = 23
Damage1d6 + 5 + 1d6 ⇒ (2) + 5 + (6) = 13
Relieved you relaize that power to shoot jets of fire seems to have left the zombies in the second row...
Rd4:
Jo X
Cairn X
Zombies X
Flofer
Vicky
Solaric
Kirk
GM Harpwizard |
Round 4
"Great Inheritor, bring down your searing light and engulf these creatures in your holy light!"
Solaric once again channels energy upon the zombies in a 30 foot radius.
Channel Energy: 3d6 + 5 ⇒ (5, 5, 2) + 5 = 17
Will Save DC 16 for Half. Due to Sun's Blessing, Undead may not add channel resistance to their roll.
"In the name of Iomedae, you will all perish!"