DM Zyren's Heart of Light

Game Master Zyrenity

An epic search for the Amethyst heptagon leads a party of fresh graduates through the northern reaches of Ustalav. Based in Karcau, the party visits places like the dark Castle Jarovich or the dangerous alleys of Carrion Hill.


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Venture Captain since December 2014

"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.


Male Half-Elf Wizard/9

Johenric nods and demonstrates the holy symbol of Pharamsa, the spiral and casts invisibility on himself.


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...

Battle Mat

RD 1:

Jo (resolved)
Kirk
Cairn
Zombies
Flofer
Vicky
Solaric


Male Human Hellknight 4 Bard 3 HP:71/71; AC:32/27/12

DMZ, please move Flofer up to the front line as per earlier post. Thanks!


Male Human Hellknight 4 Bard 3 HP:71/71; AC:32/27/12

DMZ what are the black spaces? does the corridor narrow there?


Male Varisian Human
Common Stats:
Init:7, Perc:16 // HP:82 // AC:19, Touch:14, FF:15 // F:10, R:11, W:5 // CMB:12, CMD:25

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


Yes, the black spaces are bulges of supporting pillars, they narrow the corridor.

Is Kirk travelling again?


Male Varisian Human
Common Stats:
Init:7, Perc:16 // HP:82 // AC:19, Touch:14, FF:15 // F:10, R:11, W:5 // CMB:12, CMD:25

DM Zyren:
Looks like he is traveling -
Kirk Spearborn wrote:
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!


Female Tiefling (Succubi) Witch HP:57/57, - AC: 11/T:11/FF:10 - Percep: +15(Dark Vision) F: +3/R: +3/W: +8 - CMB: 3 - CMD: 14, Speed: 30ft, Init: +1 Witch 8

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


Venture Captain since December 2014

I will post after the zombies resolve their actions.


Male Human Hellknight 4 Bard 3 HP:71/71; AC:32/27/12

Come back and hold here with me Solaric! Flofer says, taking position between the pillars (L16.5)


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

Battle Mat


Venture Captain since December 2014

Round 1

Solaric attacks the zombie at J18 with few words to say.

Longsword, Warden: 1d20 + 13 ⇒ (7) + 13 = 20 (+6 BAB, +3 Str, +1 Weapon Focus, +2 Magic, +1 Bless)
Damage: 1d8 + 5 ⇒ (8) + 5 = 13 (+3 Strength, +2 Magic)


Female Tiefling (Succubi) Witch HP:57/57, - AC: 11/T:11/FF:10 - Percep: +15(Dark Vision) F: +3/R: +3/W: +8 - CMB: 3 - CMD: 14, Speed: 30ft, Init: +1 Witch 8

Victoria gestures at one of the undead, uttering a nasty sounding word in its direction....

Hex:Misfortune at J16.
DC18 Will save

Misfortune(Su):

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


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)


Female Tiefling (Succubi) Witch HP:57/57, - AC: 11/T:11/FF:10 - Percep: +15(Dark Vision) F: +3/R: +3/W: +8 - CMB: 3 - CMD: 14, Speed: 30ft, Init: +1 Witch 8

wb :)


Thanks :) and btw I forgot a +1 on my attack roll for Solaric's Bless.


Vicky:

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

Battle Mat


Male Varisian Human
Common Stats:
Init:7, Perc:16 // HP:82 // AC:19, Touch:14, FF:15 // F:10, R:11, W:5 // CMB:12, CMD:25

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


Male Human Hellknight 4 Bard 3 HP:71/71; AC:32/27/12

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


Venture Captain since December 2014

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.


Cairn feels the impact as his weapon stabs into undead flesh, however the zombie seems rather unimpressed...again

Collective Will save1d20 + 6 ⇒ (13) + 6 = 19

The undead seem irritated for a moment but the burst of light has left much less damage than you would have hoped for...

Waiting for Jo


Male Half-Elf Wizard/9

Round 2

Johenric casts Grease on J 17, J 18, I 17, I 18.

In addition he thinks if he knows such creatures and what weaknesses they might have.

Jo Knowledge Religion 1d20 + 8 ⇒ (16) + 8 = 24
Prescience 1d20 + 8 ⇒ (5) + 8 = 13

Ivy Knowledge Religion 1d20 ⇒ 16


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...


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

Battle Mat

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


Male Half-Elf Wizard/9

@DMZ: I forgot and I apologize. I will aim to remember myself.

In regards to the knowledge rolls: as you did not mention any information about Zombies, Johenric does not know any?


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.


Male Human Hellknight 4 Bard 3 HP:71/71; AC:32/27/12

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

Zombie-killing music


Female Tiefling (Succubi) Witch HP:57/57, - AC: 11/T:11/FF:10 - Percep: +15(Dark Vision) F: +3/R: +3/W: +8 - CMB: 3 - CMD: 14, Speed: 30ft, Init: +1 Witch 8

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

Misfortune(Su):

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.


Male Varisian Human
Common Stats:
Init:7, Perc:16 // HP:82 // AC:19, Touch:14, FF:15 // F:10, R:11, W:5 // CMB:12, CMD:25

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


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

Battle Mat


Female Tiefling (Succubi) Witch HP:57/57, - AC: 11/T:11/FF:10 - Percep: +15(Dark Vision) F: +3/R: +3/W: +8 - CMB: 3 - CMD: 14, Speed: 30ft, Init: +1 Witch 8

Yeah thats true, was just trying to avoid going down the necromancer path, guess I might revisit!


Male Half-Elf Wizard/9

Johenric moves to L16 and touches Cairn with his wand. A magical barrier forms itself around Cairns Body Protection from Evil

Cairn, DMZ:
the Spell duration is one minute. +2 AC, +2 Saving Throws


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.


Female Tiefling (Succubi) Witch HP:57/57, - AC: 11/T:11/FF:10 - Percep: +15(Dark Vision) F: +3/R: +3/W: +8 - CMB: 3 - CMD: 14, Speed: 30ft, Init: +1 Witch 8

One of those zombies is Misfortuned I think... :p


Venture Captain since December 2014

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.


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.


Female Tiefling (Succubi) Witch HP:57/57, - AC: 11/T:11/FF:10 - Percep: +15(Dark Vision) F: +3/R: +3/W: +8 - CMB: 3 - CMD: 14, Speed: 30ft, Init: +1 Witch 8

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!


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)


Waiting for the heroic bard


Male Human Hellknight 4 Bard 3 HP:71/71; AC:32/27/12

Round 3

Flofer continues inspiring the front line with his music.

Perform:1d20 + 18 ⇒ (12) + 18 = 30


Male Varisian Human
Common Stats:
Init:7, Perc:16 // HP:82 // AC:19, Touch:14, FF:15 // F:10, R:11, W:5 // CMB:12, CMD:25

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


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


Male Half-Elf Wizard/9

Round 4

Johenric casts Protection from Evil on Kirk (duration one minute) and moves back beside Victoria (N17)


Male Human Hellknight 4 Bard 3 HP:71/71; AC:32/27/12

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


Female Tiefling (Succubi) Witch HP:57/57, - AC: 11/T:11/FF:10 - Percep: +15(Dark Vision) F: +3/R: +3/W: +8 - CMB: 3 - CMD: 14, Speed: 30ft, Init: +1 Witch 8

Yay, thats 2 of 3 Undead now having a bad day in the front row...


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


Venture Captain since December 2014

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!"


Female Tiefling (Succubi) Witch HP:57/57, - AC: 11/T:11/FF:10 - Percep: +15(Dark Vision) F: +3/R: +3/W: +8 - CMB: 3 - CMD: 14, Speed: 30ft, Init: +1 Witch 8

R4

Continuing on, Vic starts cursing the enemies in the second row...
Left to right again

Hex:Misfortune, DC18.


Waiting for Flofer

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