[PFS] GM Fez's Carrion Hill Gameday VI Table 2 (Inactive)

Game Master Nathan Hartshorn

Map

Group use:
  • 10 potions cure moderate wounds
  • 5 potions of lesser restoration
  • scroll of see invisibility
  • scroll of invisibility purge
  • dose of dust of appearance
  • Mayor Heggren

    Keeper Myre

    Keeper Hyve

    Keeper Crove


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    Dark Archive

    [retired]

    I think Paizo ate my post yesterday (or maybe I didn't hit Submit). I typed up a paragraph about using a Hybridization Funnel in the Mayor's office to blend together an Artokus's Fire and a Slime Grenade, and played it off as the reason why I failed my Int check (since I was distracted).

    If you're willing to retcon, I can succeed at the DC 25 Alchemy check by Taking 10 (with +5 for being Half-elf). It's about the best offense the Inspector can muster.

    Dark Archive

    Female Halfling | Cleric (Herald Caller) 4 | 27/27 HP | Init +0 (+2 during Surprise round) | Perc +15 (+1 for Meneldor) | SM +7 | AC 14 T 11 FF 14 | CMB +1 CMD 11 (FF 11) | F +6 R +2 W +8 (+2 vs. Fear) | Channel 2d6 DC16 7/7

    Parrym looks at this building, a sad smile on her face. This is so unnatural...
    She is ready to enter.


    Female Human Barbarian 4 (HP:45/45) (AC:20 Touch:12 FF:16*)Amiri cannot be caught flat-footed, CMB +8; CMD 20 (FORT:+6 REF:+3 WILL:+2)(INIT:+2) (PER:+8)

    " Unless anyone has any good ideas otherwise, I'm ready to open and enter..."


    The post monster consumes from all without difference. Feel free to have the hybridized grenade.

    The air in this room is hot, humid, and foul smelling. A mix of acrid chemicals, burning refuse, and bitter smoke taints the air. The room itself is cavernous, with a forty-foot-high ceiling supported by a tangle of wooden beams and walkways. A large square table covered with bricks and tools sits in the center of the room, and a network of chains, ropes, and pulleys runs through the timbers above. Two flights of stairs lead up to the north to a long room filled with fumes and wisps of smoke. You see several violet roaches scatter from what little light enters from the doorway.

    Dark Archive

    [retired]

    Perception: 1d20 + 16 + 1d6 + 1 ⇒ (2) + 16 + (1) + 1 = 20

    The Inspector enters the building. Seeing the catwalks above, he pulls out a vial of silvery fluid with a marble-sized spider floating inside. He downs it in one gulp. Spider Climb!

    "My'lady," he offers to the Halfling, "shall we scout ahead for our more terrestrial-restricted allies?"

    He climbs straight up the wall towards the ceiling, moving as silently as his fingertips allow, and hoping that the smoke obscurs his movements.

    Stealth: 1d20 + 7 ⇒ (8) + 7 = 15

    Silver Crusade

    male Male ""Human"" Paladin Bard 2/2| 32/32 HP Init +6 AC 20(24) F:8 R:12 W:10 Perc +8 SM +1 Perf. 9/9 LoH 4/4

    "yeugh. Also why is everything including the bugs purple??" Imhakaru whispers. He attempts to use a wand of air bubble and offers it others before gliding up the stairs, oddly light on his feet for a paladin...

    umd: 1d20 + 10 ⇒ (19) + 10 = 29

    stealth: 1d20 + 10 ⇒ (8) + 10 = 18


    Female Human Barbarian 4 (HP:45/45) (AC:20 Touch:12 FF:16*)Amiri cannot be caught flat-footed, CMB +8; CMD 20 (FORT:+6 REF:+3 WILL:+2)(INIT:+2) (PER:+8)

    not knowing what type of environment they are getting themselves into, Amiri will take a charge of Air Bubble if Imhakaru would cast it upon her.


    The steam and smoke obscures the movement going on above, but it also is difficult to pierce what is happening below. Pendergast is able to make out a series of walkways and...six...seven...eight figures working the area below. In the distance across the room a set of stairs lead to a curtained off platform overlooking the floor. Anyone in area B2 must make a DC 15 Fort save every round or be sickened from an airborne poison effect. Covering your mouth and nose with a cloth grants a +4 bonus on the save.

    Imhakaru and any that follow him have an easier time seeing the room, but don't notice the figures moving around at least until you move further in. The stench and humidity in the air here is cloying and choking. There is no proper floor in this room, only a series of five-footwide middenstone walkways passing along and over a series of pits ten feet below. The ground is obscured by a layer of foul-smelling, bubbling water through which a tangle of violet middenstone pipes weave. Numerous huge metal cauldrons containing a nasty, bubbling violet sludge simmer in the pits, each vat cradled in a nest of steaming pipes. Above, the open ceiling is a tangle of timbers, ropes, chains, and pulleys, many bearing hooks sized for the rings around the cauldron rims below. Ropes and slippery ladders descend into the morass below every five feet along the edges of the slippery walkways, while to the north is a warehouse containing bins of coal, barrels, cages, and other supplies. Beyond this, a huge steaming furnace churns and roars under an upraised observation deck. Moving along the walkways at faster than half speed requires a DC 5 Acrobatics check to avoid falling prone. Failing by 5 or more means you fall into the vats below. If you have a free hand you can hold one of the many things hanging from the ceiling and gains a +5 bonus on the check.

    Dark Archive

    [retired]

    If possible, the Inspector will drink an Antitoxin before he ascends to the ceiling and scouts. By my count that would be (3?) saving throws before returning to the group to report what he found.

    Fort#1: 1d20 + 2 + 5 ⇒ (7) + 2 + 5 = 14
    Fort#2: 1d20 + 2 + 5 ⇒ (7) + 2 + 5 = 14
    Fort#3: 1d20 + 2 + 5 ⇒ (9) + 2 + 5 = 16

    Silver Crusade

    Male LG Nagaji Scaled Fist 12 | HP 90/90 | AC 23(27)(32)(36), T 22 (26), FF 20(24)(29)(33) | CMD 41, FFCMD 38 | F +13, R +14, W +14 Init +3/7 | Perc +2/4 | Stunning Fist Uses 13/13 | Ki Pool 13/13 |

    Narayan will also happily take a charge of air bubble. Thank you, Imhakaru. Thiss all sseemss very ssusspiciouss. Can their posssibly be a reasonable exxplanation for these concoctionss? No matter, if they react with unthinking violencce that will be ansswer enough.

    Taking advantage of his facility with his feet, Narayan will casually walk along the narrow paths to hail the workers, though he moves with a readiness that speaks of his true expertise. went a move action in at full speed (since he can't fail that acrobatics), let me know if that's too far.
    If its been an hour since our last escapade I'll reapply barskin and mage armor as well.

    Dark Archive

    Female Halfling | Cleric (Herald Caller) 4 | 27/27 HP | Init +0 (+2 during Surprise round) | Perc +15 (+1 for Meneldor) | SM +7 | AC 14 T 11 FF 14 | CMB +1 CMD 11 (FF 11) | F +6 R +2 W +8 (+2 vs. Fear) | Channel 2d6 DC16 7/7

    Parrym offers to use the wand on those who need it, and if Imhakaru nods his consent, she will use it on herself and Meneldor.

    Then she will mount her Giant Hawk, and fly into the vast room.

    Air Bubble is on Parrym's list. Tell me if okay to take 2 charges (Parrym and Meneldor). Thanks!
    @GM: tell me when I need to make Fly/Ride checks (when taking 10 is not possible)

    Dark Archive

    [retired]

    If the GM is allowing Air Bubble to protect us from the poison gas, I'll happily take a charge as well (in addition to my Antitoxin), but I personally don't rule that it works that way. Air Bubble just allows you to breathe in airless environments. For actual protection from hazardous gasses you would need something higher level, like Life Bubble.


    If the steam were causing disruptive air currents rather than just heading upwards Fly checks would be involved, but for now Meneldor is fine. It's not that the air isn't breathable, it just smells. Bad. So Fort checks in B2 as before. Sickness lasts as long as you're in B2 or behind the curtain on the platform north of your position.

    As Narayan makes his presence known he spots the eight figures seen by Parrym and Pendergast. They look up and moan briefly before shuffling awkwardly and stiffly towards the Nagaji, ready to attack!

    Initiatives!:
    Pendergast: 1d20 + 2 ⇒ (12) + 2 = 14
    Parrym: 1d20 ⇒ 8
    Narayan: 1d20 + 2 ⇒ (20) + 2 = 22
    Amiri: 1d20 + 2 ⇒ (2) + 2 = 4
    Imhakaru: 1d20 + 6 ⇒ (18) + 6 = 24
    Esmerelda: 1d20 + 3 ⇒ (1) + 3 = 4
    Zombies: 1d20 ⇒ 3

    Order 1st Round
    Imhakaru, Narayan, Pendergast, Parrym, Esmerelda, Amiri
    Zombies (8 left)

    Dark Archive

    Female Halfling | Cleric (Herald Caller) 4 | 27/27 HP | Init +0 (+2 during Surprise round) | Perc +15 (+1 for Meneldor) | SM +7 | AC 14 T 11 FF 14 | CMB +1 CMD 11 (FF 11) | F +6 R +2 W +8 (+2 vs. Fear) | Channel 2d6 DC16 7/7

    So Parrym will offer to use the wand for those who wish, but not take charges for herself or the Animal Companion

    Knowl' Religion: 1d20 ⇒ 12 Not trained so 10. Does Parrym recognize the enemy?

    Dark Archive

    [retired]

    Knowledge(zombies), sickened: 1d20 + 14 + 1d6 + 1 - 2 ⇒ (10) + 14 + (6) + 1 - 2 = 29

    He will call out anything unique about them if they're more than just zombies.

    Double move diagonally up the wall, just below the ceiling.

    Dark Archive

    Female Halfling | Cleric (Herald Caller) 4 | 27/27 HP | Init +0 (+2 during Surprise round) | Perc +15 (+1 for Meneldor) | SM +7 | AC 14 T 11 FF 14 | CMB +1 CMD 11 (FF 11) | F +6 R +2 W +8 (+2 vs. Fear) | Channel 2d6 DC16 7/7

    Fort' Parrym: 1d20 + 6 ⇒ (3) + 6 = 9 - Fort' Meneldor: 1d20 + 4 ⇒ (4) + 4 = 8

    Starting the round sickened by the horrid stench, Parrym and Meneldor--

    Fort' Parrym: 1d20 + 4 ⇒ (18) + 4 = 22 - Fort' Meneldor: 1d20 + 2 ⇒ (20) + 2 = 22

    --Parrym and Meneldor manage to get their act together, maybe upon hearing these are more undead abominations.
    Parrym "knees" Meneldor on, flying into the midst of the zombies, where the cleric unleashes a wave of Positive Destructive energy: "By Ketephys and the Hunt, begone!".

    Channel harmful Positive: 2d6 ⇒ (3, 1) = 4 DC16 for 1/2

    Meneldor can move 16 squares as a simple move, so I am quite sure he can fly up and over and down amongst the zombies, stopping upon entering their threatening area (not doing anything needing a Fly check)
    The idea is to come down close enough, even in range of attacks (but not AoOs as coming in) to get all the zombies in the 30 foot radius burst.
    Seems it can work. If not amend as you see fit, including the most Parrym can get

    Silver Crusade

    male Male ""Human"" Paladin Bard 2/2| 32/32 HP Init +6 AC 20(24) F:8 R:12 W:10 Perc +8 SM +1 Perf. 9/9 LoH 4/4

    I realized I said I moved up the stairs but apparently didn't move my token, so I am now and then taking my turn.

    Imhakaru sets his teeth.

    "Truly, there is much work to be done in Ustalav. I do believe we're on to something here!"

    Imhakaru then attempts to cut down a zombie.

    acrobatics: 1d20 + 12 ⇒ (13) + 12 = 25
    attack: 1d20 + 10 ⇒ (4) + 10 = 14
    damage: 1d6 + 7 ⇒ (1) + 7 = 8
    religion: 1d20 + 6 ⇒ (17) + 6 = 23

    Silver Crusade

    Male LG Nagaji Scaled Fist 12 | HP 90/90 | AC 23(27)(32)(36), T 22 (26), FF 20(24)(29)(33) | CMD 41, FFCMD 38 | F +13, R +14, W +14 Init +3/7 | Perc +2/4 | Stunning Fist Uses 13/13 | Ki Pool 13/13 |

    Fort: 1d20 + 6 + 4 + 2 ⇒ (9) + 6 + 4 + 2 = 21 Using a handkerchief since Air Bubble won't help

    Narayan hops surefootedly over the horrid liquid to land in the midst of his foes, feet and fists flying before he even touches the ground. Flying Kick Style Strike to Flurry on the move.

    Mighty Kick!: 1d20 + 13 + 2 ⇒ (18) + 13 + 2 = 33
    Magic Bludgeoning: 1d8 + 11 ⇒ (2) + 11 = 13
    Knee Drop: 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30
    Magic Bludgeoning: 1d8 + 8 ⇒ (1) + 8 = 9
    Landing Jab: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
    Magic Bludgeoning: 1d8 + 8 ⇒ (3) + 8 = 11

    Starting with the flanked zombie, but if/when it's destroyed, changing target to the other (losing the +2 included above)


    F Barbarian 4 (HP:53/53) (AC:18 Touch:12 FF:16*)Amiri cannot be caught flat-footed, CMB +10; CMD 20 (FORT:+8 REF:+3 WILL:+4)(INIT:+2) (PER:+8)

    "Candles you say?"

    Free Amiri Rages

    Is the Inspector on the wall? I believe a 1/2 move would be able to put me in the square he occupies from the bottom of the stairs if he's on the wall still

    DC 15 Fort: 1d20 + 8 ⇒ (4) + 8 = 12

    *SICK* Do we get a new save every round?

    Dark Archive

    [retired]

    He's on the wall; I tried my best to illustrate that by putting him over the black line.


    Female Human Barbarian 4 (HP:45/45) (AC:20 Touch:12 FF:16*)Amiri cannot be caught flat-footed, CMB +8; CMD 20 (FORT:+6 REF:+3 WILL:+2)(INIT:+2) (PER:+8)

    Yeah I just put that in because when I tried to put her in the square, it kicked your icon out...was thinking of putting him on the outside of the wall so she could fit...but I didn't want to screw things up

    Liberty's Edge

    Human Medium 5| HP 33/33 | AC 19/T14/FL16 | Fort 2/ Ref 5/Will 5 | Perc +4, Init +3 | Story 15/16 | Spells 1st 5/5, 2nd 2/3

    Esmerelda shouts out a story about the defeat of a hoard of undead, trying to inspire her comrades, and hoping her voice can carry across the room.

    Bard song +2 hit/dmg/save vs fear, but I'm not sure how the range will be ruled for who is affected. Everyone but Perrym appears to be within 50', not that 50' is the range.


    Bog standard zombies, though they are remarkably well preserved and would pass for the living from a distance. Save every round as new and intriguing scents make their way into your nostrils.

    Will!: 1d20 + 3 ⇒ (19) + 3 = 22
    Will!: 1d20 + 3 ⇒ (15) + 3 = 18
    Will!: 1d20 + 3 ⇒ (9) + 3 = 12
    Will!: 1d20 + 3 ⇒ (2) + 3 = 5
    Will!: 1d20 + 3 ⇒ (17) + 3 = 20
    Will!: 1d20 + 3 ⇒ (14) + 3 = 17

    Imhakaru and Narayan rush into the midst of the zombies and quickly dispatch two of the zombies, allowing Parrym and Meneldor to swoop into position and call out to her god, burning the rest of the zombies with her holy power. Amiri moves into position as Esmerelda's tale brings everyone inspiration and battle fervor.

    In the distance you hear a manly high-pitched scream of fear coming from the area beyond the zombies. The zombies themselves shuffle forward if they are not in range of targets to hit with their flailing arms.

    The two zombies by Narayan and Imhakaru are gone. The one north of Amiri moves 30 feet south to her. The others move to gather around Parrym who will receive both attacks this round.

    Rargh!: 1d20 + 4 ⇒ (1) + 4 = 5
    Argh!: 1d20 + 4 ⇒ (10) + 4 = 14
    Damage: 1d6 + 4 ⇒ (5) + 4 = 9

    Order 2nd Round
    Imhakaru, Narayan, Pendergast, Parrym, Esmerelda, Amiri
    Zombies (-4, -4, -6, -6, -4, -4)

    Liberty's Edge

    Human Medium 5| HP 33/33 | AC 19/T14/FL16 | Fort 2/ Ref 5/Will 5 | Perc +4, Init +3 | Story 15/16 | Spells 1st 5/5, 2nd 2/3

    fortitude vs sickness: 1d20 + 2 + 4 ⇒ (9) + 2 + 4 = 15

    Esmerelda sighs and starts into the room, using one hand to cover her nose and mouth, and the other to steady herself as she moves along, drawing her starknife as she approaches.

    Double move (acrobatics succeeds even if I roll a 1) moving full move then half move and drawing. Bard song has lingering effect. This is round 2 of 3.

    Dark Archive

    Female Halfling | Cleric (Herald Caller) 4 | 27/27 HP | Init +0 (+2 during Surprise round) | Perc +15 (+1 for Meneldor) | SM +7 | AC 14 T 11 FF 14 | CMB +1 CMD 11 (FF 11) | F +6 R +2 W +8 (+2 vs. Fear) | Channel 2d6 DC16 7/7

    "Ouch!", Parrym squeals, as she and Meneldor breathe in the noxious fumes.

    Fort' P.: 1d20 + 6 ⇒ (11) + 6 = 17 ; Fort' bird: 1d20 + 4 ⇒ (9) + 4 = 13

    Not sickened, Parrym calls again up the energies to destroy these zombies, letting the Positivity ripple out--

    DC16 Will for 1/2: 2d6 ⇒ (5, 6) = 11

    If the zombies beside her do not collapse, Meneldor will attack them. But, feeling ill, the hawk is not at its best.

    Bite (P/S/B: 1d20 + 2 ⇒ (1) + 2 = 31d6 - 1 ⇒ (4) - 1 = 3 - L. Claw (S: 1d20 + 2 ⇒ (19) + 2 = 211d4 - 1 ⇒ (2) - 1 = 1 - R. Claw (S: 1d20 + 2 ⇒ (7) + 2 = 91d4 - 1 ⇒ (1) - 1 = 0 Sickened counted in

    If both zombies beside Parrym are down, Meneldor will do a simple move and fly over to the drape, from where the blood curdling scream came from.

    Silver Crusade

    Male LG Nagaji Scaled Fist 12 | HP 90/90 | AC 23(27)(32)(36), T 22 (26), FF 20(24)(29)(33) | CMD 41, FFCMD 38 | F +13, R +14, W +14 Init +3/7 | Perc +2/4 | Stunning Fist Uses 13/13 | Ki Pool 13/13 |

    Assuming that channel will finish off Parrym's pair

    Fort: 1d20 + 7 + 4 + 2 ⇒ (9) + 7 + 4 + 2 = 22

    Narayan rushes past the collapsing zombies to continue the fight!

    Mighty Punch!: 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20
    Magic Bludgeoning: 1d8 + 11 + 2 ⇒ (3) + 11 + 2 = 16

    Dark Archive

    [retired]

    Fort, sickened: 1d20 + 2 + 5 - 2 ⇒ (20) + 2 + 5 - 2 = 25

    The Inspector double moves towards the back curtains like a spider on the wall.

    Silver Crusade

    male Male ""Human"" Paladin Bard 2/2| 32/32 HP Init +6 AC 20(24) F:8 R:12 W:10 Perc +8 SM +1 Perf. 9/9 LoH 4/4

    I will wait to see how the channel and other actions affect the zombies before advancing.


    F Barbarian 4 (HP:53/53) (AC:18 Touch:12 FF:16*)Amiri cannot be caught flat-footed, CMB +10; CMD 20 (FORT:+8 REF:+3 WILL:+4)(INIT:+2) (PER:+8)

    Amiri uses a near full movement as her standard action to move to just behind Esmerelda

    DC 5 ACRO(sickened): 1d20 - 2 ⇒ (19) - 2 = 17

    And carefully uses a half movement as her move action through Esmereda's space

    DC 15 FORT(sickened): 1d20 + 8 - 2 ⇒ (11) + 8 - 2 = 17

    Which means she is not sickened for the next round?


    Will!: 1d20 + 3 ⇒ (16) + 3 = 19
    Will!: 1d20 + 3 ⇒ (20) + 3 = 23
    Will!: 1d20 + 3 ⇒ (19) + 3 = 22
    Will!: 1d20 + 3 ⇒ (9) + 3 = 12
    Will!: 1d20 + 3 ⇒ (3) + 3 = 6
    Will!: 1d20 + 3 ⇒ (16) + 3 = 19

    These zombies are rockin' the Will saves...

    The two zombies closest to Parrym drop, allowing Narayan to swing under the Halfling and falcon to crush a zombies head and drop its corpse into the bubbling stew below. Amiri still has a standard action to use since the zombie would have been close enough to be within one move action for her.

    Order 2nd Round
    Imhakaru, Narayan, Pendergast, Parrym, Esmerelda, Amiri
    Zombies (-9, -9, -9)


    F Barbarian 4 (HP:53/53) (AC:18 Touch:12 FF:16*)Amiri cannot be caught flat-footed, CMB +10; CMD 20 (FORT:+8 REF:+3 WILL:+4)(INIT:+2) (PER:+8)

    "I love it when they deliver!"

    L Bastard sword + Power Attack: 1d20 + 9 - 2 ⇒ (4) + 9 - 2 = 11

    DMG: 2d8 + 10 + 6 ⇒ (3, 1) + 10 + 6 = 20

    I believe a full move would have put Amiri in the same space as Esmerelda so to actually move past her I would have had to use my standard, either way she was stii sickened this past round so the attack roll is 9 and DMG is 2 less

    Dark Archive

    Female Halfling | Cleric (Herald Caller) 4 | 27/27 HP | Init +0 (+2 during Surprise round) | Perc +15 (+1 for Meneldor) | SM +7 | AC 14 T 11 FF 14 | CMB +1 CMD 11 (FF 11) | F +6 R +2 W +8 (+2 vs. Fear) | Channel 2d6 DC16 7/7

    Finished move, since zombies fell - trying to put Meneldor icon in

    Silver Crusade

    male Male ""Human"" Paladin Bard 2/2| 32/32 HP Init +6 AC 20(24) F:8 R:12 W:10 Perc +8 SM +1 Perf. 9/9 LoH 4/4

    "Another one to return to the grave!"

    attack: 1d20 + 10 ⇒ (10) + 10 = 20
    scimitar damage: 1d6 + 7 ⇒ (5) + 7 = 12


    In her rage Amiri's blade is slightly off target, taking a small sliver of skin off the zombie, but dealing no real or lasting damage to it. Imhakaru on the other hand is able to follow Narayan's path and clear another zombie from the walkways. Parrym and Meneldor fly up to the curtain in time to see it move back slightly as a wizened face with dirty dreadlocks peeks out.

    Uttering a sound of surprise the man stumbles backwards ripping the curtain from its hooks and brandishing a dagger forward. "You have no right to be here!" he shouts, waving his blade around.

    Myre Initiative!: 1d20 - 1 ⇒ (12) - 1 = 11

    He intones arcane words and makes several gestures before yelling at Parrym, "Run away!" DC 15 Will vs a Mind-affecting fear effect from Cause Fear to avoid being frightened.

    The two remaining zombies swing their arms around clumsily in an attempt to fend off Narayan and Amiri.

    Bash (N)!: 1d20 + 4 ⇒ (11) + 4 = 15
    Grargh (A)!: 1d20 + 4 ⇒ (5) + 4 = 9

    The zombies attacks are slow and easy to fend off, though everyone can now see a man facing off with Parrym from the observation platform. He is 10 feet away from Parrym as he took a 5 ft step to avoid being adjacent with her.

    Order 3rd Round
    Imhakaru, Narayan, Pendergast
    Keeper Myre
    Parrym, Esmerelda, Amiri
    Zombies (-9, -9)

    Dark Archive

    [retired]

    Non-adjacent to an ally is just perfect for me ^_^

    The Inspector climbs forward another 5 feet (5 foot "step"), pulls out his magnificent concoction from earlier (move action) and carefully lobs it towards the new foe (attack action).

    Ranged Touch, +2 Inspire, -8 Range: 1d20 + 6 + 2 - 8 ⇒ (20) + 6 + 2 - 8 = 20
    2d6 ⇒ (5, 6) = 11 Fire + 2d6 ⇒ (1, 4) = 5 Acid

    Oh sweet Jeebus...

    Confirm Crit?: 1d20 + 6 + 2 - 8 ⇒ (12) + 6 + 2 - 8 = 12
    2d6 ⇒ (1, 6) = 7 Fire + 2d6 ⇒ (4, 2) = 6 Acid

    He's on fire for one round; Any wooden or metal armor or shield taked 3d6 points of acid damage, ignoring the items’ hardness.

    The Inspector blinks. "I kindly request that you surrender for questioning."


    Silly wizards with bad AC...

    The man, on fire and screaming from the various burns across his body yells, "I'll never surrender to mercenaries!"

    Order 3rd Round
    Imhakaru, Narayan, Pendergast
    Keeper Myre -29 [on fire]
    Parrym, Esmerelda, Amiri
    Zombies (-9, -9)


    Female Human Barbarian 4 (HP:45/45) (AC:20 Touch:12 FF:16*)Amiri cannot be caught flat-footed, CMB +8; CMD 20 (FORT:+6 REF:+3 WILL:+2)(INIT:+2) (PER:+8)

    Looks like the Inspector doesn't know his own strength. Been hittin' the gym there buddy? HA! Surrender? How can you surrender when you're a burnt-to-the-crisp meat taco?


    2 people marked this as a favorite.

    Well now Myre knows who is clearly the most dangerous of the group...

    Dark Archive

    [retired]

    "Lovely vats you have here. I may have to check the real estate market in a few weeks."

    Dark Archive

    Female Halfling | Cleric (Herald Caller) 4 | 27/27 HP | Init +0 (+2 during Surprise round) | Perc +15 (+1 for Meneldor) | SM +7 | AC 14 T 11 FF 14 | CMB +1 CMD 11 (FF 11) | F +6 R +2 W +8 (+2 vs. Fear) | Channel 2d6 DC16 7/7

    He is 10 feet away from Parrym as he took a 5 ft step to avoid being adjacent with her.
    Armed w. a longspear, Parrym has reach and can thus attack as an AoO to see if I can have him cast a Concentration Check?

    AoO: 1d20 + 5 ⇒ (6) + 5 = 111d6 - 1 ⇒ (5) - 1 = 4

    Fear?: 1d20 + 10 ⇒ (16) + 10 = 26

    As the man pops out and rips the curtain down, Parrym is surprised. She jabs clumsily with her spear as he intones arcane words, but cannot do much... she does feel his mental attack, and resists: "YOU run!".

    Silver Crusade

    Male LG Nagaji Scaled Fist 12 | HP 90/90 | AC 23(27)(32)(36), T 22 (26), FF 20(24)(29)(33) | CMD 41, FFCMD 38 | F +13, R +14, W +14 Init +3/7 | Perc +2/4 | Stunning Fist Uses 13/13 | Ki Pool 13/13 |

    Narayan casually crushes the zombie, calling out to Myre as he approaches,
    Please ssurrender. You too can sstill be ssaved.

    Desultory (but mighty) Punch!: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31
    Magic Bludgeoning: 1d8 + 11 + 2 ⇒ (7) + 11 + 2 = 20

    Silver Crusade

    male Male ""Human"" Paladin Bard 2/2| 32/32 HP Init +6 AC 20(24) F:8 R:12 W:10 Perc +8 SM +1 Perf. 9/9 LoH 4/4

    Is the map updated? There's still a zombie in my way and I don't see Myre. I might be able to cast hideous laughter on him or engage. I have good ways to take people prisoner, though it won't matter as much if I can't get there >.<


    I'm always forgetting you've got a spear...

    Keeper Myre I think the art assests were made before NPCs were cause he doesn't have that awesome staff...

    Parrym's spear clangs against some invisible force surrounding Myre, who quickly realizes he's still in danger where he stands. Just got the map updated. Long day at work.

    Order 3rd Round
    Imhakaru, Narayan, Pendergast
    Keeper Myre -29 [on fire]
    Parrym, Esmerelda, Amiri
    Zombies (-9, -9)

    Silver Crusade

    male Male ""Human"" Paladin Bard 2/2| 32/32 HP Init +6 AC 20(24) F:8 R:12 W:10 Perc +8 SM +1 Perf. 9/9 LoH 4/4

    "What do you call a party of bards in full plate?

    ....A heavy metal band!"

    Imhakaru casts hideous laughter, DC 16.


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    Will!: 1d20 + 8 ⇒ (5) + 8 = 13 Why did the zombies have better willpower than their creator? Because he was the life of his party!

    Myre drops, gales of laughter coming from his withered frame, rolling about and trying to choke back tears.

    Will!: 1d20 + 8 ⇒ (8) + 8 = 16

    He manages to subside to tiny giggles, but the efforts of resisting have left him teary-eyed and exhausted. He only halfheartedly pats at the fire still engulfing him in an effort to snuff it.

    Order 3rd Round
    Imhakaru, Narayan, Pendergast
    Keeper Myre -29 [on fire, prone]
    Parrym, Esmerelda, Amiri
    Zombie-9

    Dark Archive

    Female Halfling | Cleric (Herald Caller) 4 | 27/27 HP | Init +0 (+2 during Surprise round) | Perc +15 (+1 for Meneldor) | SM +7 | AC 14 T 11 FF 14 | CMB +1 CMD 11 (FF 11) | F +6 R +2 W +8 (+2 vs. Fear) | Channel 2d6 DC16 7/7

    Toss Flask: 1d20 + 3 ⇒ (15) + 3 = 181d6 ⇒ 2
    Making sure she is not in the splash radius, Parrym retrieves a flask of alchemical fire, and tosses it onto the already burning necromancer.
    Then, she "knees" Meneldor to keep on flying to the side, and up a bit.

    Dark Archive

    [retired]

    Double move behind the prone, laughing Wizard; drawing Rapier as I do. Flank is set up!


    F Barbarian 4 (HP:53/53) (AC:18 Touch:12 FF:16*)Amiri cannot be caught flat-footed, CMB +10; CMD 20 (FORT:+8 REF:+3 WILL:+4)(INIT:+2) (PER:+8)

    Rage round 3 (6/12)

    MOVE: Amiri takes a guarded stance +1 Dodge bonus to AC
    SWIFT: Powerful Blow:+2 DMG if she Hits

    And lays into the zombie with everything, hoping to end the fight now

    L.Bastard Sword+Power Attack: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19

    DMG: 2d8 + 10 + 6 + 2 ⇒ (2, 6) + 10 + 6 + 2 = 26

    Liberty's Edge

    Human Medium 5| HP 33/33 | AC 19/T14/FL16 | Fort 2/ Ref 5/Will 5 | Perc +4, Init +3 | Story 15/16 | Spells 1st 5/5, 2nd 2/3

    Esmerelda continues back into her story of the shining crusade's victories.

    Starting back up bard song. Will linger for 3 rounds again.


    Parrym's flask lands directly on Myre, adding a more regular orange tint to the green and blue flames already dancing across the man's body. Amiri finishes off the last zombie, bisecting the undead monster while Pendergast moves into a new position, threatening Myre with his sword.

    Order 4th Round
    Imhakaru, Narayan, Pendergast
    Keeper Myre -32 [on fire x2, prone]
    Parrym, Esmerelda, Amiri
    Zombie-9

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