DM Khel |
There seems to be a building consensus towards going through the curtain, and since I don’t want you all to be at one end of the room with Oloch opening the curtain solo, I’ve moved you all up by the curtain and will take you into the next room.
Oloch, his eagerness mounting for a fight against something other than gravity, strides forward and pulls the curtain aside, revealing a truly eerie scene beyond. The walls and ceiling of this chamber bulge outward, continuing the grotesque architectural style of the antechamber, as if you were standing in the leviathan’s stomach. Queer, glowing nodules protrude from the walls at seemingly random intervals, bathing the room in their sickly green glow. A tall, free-standing, almost organic-looking archway carved from a strange, glowing blue-green stone stands atop a low dais in a wide alcove at the far end of the chamber. The center of the arch is empty, revealing the wall behind it, but the space occasionally flickers with curtains of starry darkness, as if somewhere else lies just beyond the portal. A susurrus of ghostly whispers seem to issue from the gate, their language and meaning unclear, but fraught with a sense of wrongness. A strange metal cylinder is attached to the apex of the arch.
Standing on the dais before the arch is a woman - half-Osirian, with long, dark hair and light brown skin, wearing a weathered explorer’s outfit, she must surely be Imrizade Blakros. Unfortunately, she is connected to the bizarre arch by five disgusting, fleshy, fungoid umbilicals attached to her hips, shoulders, and the base of her skull, and her eyes are completely black, showing no iris or whites. Arrayed before her are five figures dressed as the guards of the Blakros Museum, but moving with the lurching step of the undead!
The woman on the dais calls out, ”Attack them if they approach!” She moves her hands in an arcane gesture and descends the steps from the dais, the unearthly umbilicals stretching and flexing to move with her.
Oloch: 1d20 + 3 ⇒ (8) + 3 = 11
Ser Willem: 1d20 + 2 ⇒ (5) + 2 = 7
Falom: 1d20 + 4 ⇒ (11) + 4 = 15
Yugatta: 1d20 + 2 ⇒ (17) + 2 = 19
Imrizade: 1d20 + 7 ⇒ (18) + 7 = 25
Undead Guards: 1d20 + 1 ⇒ (19) + 1 = 20
Round 1 Initiative:
Imrizade
Undead Guards
Yugatta
Falom
Oloch
John Carlos
Willem
Pathfinders are up! Knowledge (religion) to identify what the guards have become.
Oloch / lucklesshero's pregen |
spellcraft: 1d20 + 4 ⇒ (19) + 4 = 23Knowledge religion: 1d20 + 4 ⇒ (11) + 4 = 15
Oloch calls upon Gorum's blessing and welcomes a war mind. Oloch uses his last blessing to give himself warmind He then moves to a position just behind the wall, Let them come to us! Prepare yourselves for battle! Gorum honors those who use wise tactics! Beware of the sorceress! Her hand holds electrical power! Gorum's sword is already drawn.
Yugatta Sakittumi |
Yugatta moves in to the left and strikes the guard on the end (Red).
Flurry of Blows: 1d20 + 4 ⇒ (7) + 4 = 11 Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Flurry of Blows: 1d20 + 4 ⇒ (20) + 4 = 24 Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Crit Confirm: 1d20 + 4 ⇒ (20) + 4 = 24 Damage: 1d6 + 2 ⇒ (2) + 2 = 4
I think I should get Double-Crit for that. :-)
Test Subject #37 |
Falom sees the Undead Monsters line up, She decides to attack the one right in the middle. Aiming her bow, she lets off an arrow... that doesn't connect with its target. attack: 1d20 + 7 ⇒ (5) + 7 = 12
John "the Antagonizer" Carlos |
John's eyes go wide as the scene unfolds. "Unholy crap that's uh... not what I expected!"
He steps up behind Oloch and begins to force arcane energy into another spell, "excellent plan to prepare for battle and then wipe those things out. And if you hold on a second, I can make you an even MORE powerful warrior!"
5 ft step, Full Round Cast of Enlarge Person, Activates on Oloch (if he hasn't run off) at the start of John's next turn.
Casting Time 1 round
Components V, S, M (powdered iron)
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration 1 min./level (D)
Saving Throw Fortitude negates; Spell Resistance yes
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size.
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed.
If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it—the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Tiny and Large Weapon Damage). Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature's possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.
Multiple magical effects that increase size do not stack.
Ser Willem Dargerion |
"I really have to stop chasing damsels in distress, she's distressing us!"
Willem draws his blade and points it at Imrizade. "Call off your guards and come with us. We can get you the help you need."
Diplomacy: 1d20 + 12 ⇒ (17) + 12 = 29
Bonus to activate challenge on Imrizade if she doesn't concede.
DM Khel |
Yugatta – I hate to say it, but you can’t move and flurry, since flurry is a full attack – so no double crit…
Yugatta moves up and swings at one of the former guards, and her fist misses just as Falom’s arrow flies past another guard! Oloch identifies the undead as zombies, walking corpses whose flesh has already begun to rot. John begins casting a spell, and Willem tries to talk Imrizade down. The Blakros daughter, however, seems unreachable by the cavalier’s words, and she replies in a distant, otherworldly voice, ”I need no help from you puny creatures!”
She then moves a few steps closer to Yugatta and extends a hand, her arm lengthening unnaturally as she does so. Reaching around and through the swarming zombies, she attempts to touch Yugatta! Three of the zombies cluster around Yugatta and smash at her with rotting fists! The remaining zombies take a short step forward and hold their ground.
Touch attack vs Yugatta: 1d20 + 5 + 3 ⇒ (8) + 5 + 3 = 16
Electrical damage: 3d6 ⇒ (2, 4, 3) = 9
Slam vs Yugatta: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Slam vs Yugatta: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Slam vs Yugatta: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Slam vs Yugatta: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Slam vs Yugatta: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Slam vs Yugatta: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Wow, that's a lot of bad rolls. At least the zap hit!
Round 2 Initiative:
Imrizade
Undead Guards
Yugatta
Falom
Oloch
John Carlos
Willem
Party is up!
John "the Antagonizer" Carlos |
John starts moving out of the way just as Oloch starts... GROWING!!! BIGGER AND BIGGER AND OMG LOOK OUT THE CEILING OKAY HE STOPPED!!!
Leaving his new much larger friend to his own business of smashy/slashy, John slips into the room and laughs at the thing inhabiting Imrizade as all the undead fail to connect. "Well you certainly aren't getting any help from your own puny creatures!"
Move 20 ft, Demoralize attempt on Imrizade (it might not work like it failed on the brain upstairs, but it's his best option this round).
Demoralize: 1d20 + 12 ⇒ (10) + 12 = 22
Special: You also gain a +4 bonus on Intimidate checks if you are larger than your target and a –4 penalty on Intimidate checks if you are smaller than your target.
Demoralizing an opponent is a standard action.
*Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.
Yugatta Sakittumi |
Good catch, GM. I weep for my lost natural 20's. ;-(
Yugatta draws upon a mystical technique (Hamatulatsu) to form her hands into daggers of skin and muscle. She strikes out at Red first.
FoB: 1d20 + 4 ⇒ (13) + 4 = 17 Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Her second strike goes for Orange.
FoB: 1d20 + 4 ⇒ (3) + 4 = 7 Damage: 1d6 + 2 ⇒ (5) + 2 = 7
HP 12/24
Oloch / lucklesshero's pregen |
Oloch picks +1 AC with his warmind ability to offset the larger size(somewhat..usually don't like enlarge because it makes your AC worse by -2 (dex and size) and the str bonus is offset by the size penalty to attack bonus. So you basically trade extra dmg and reach for -2 AC and worse reflex saves..sometimes very useful though; I feel Oloch would have gladly took this boon so let'splay it out. (PS GM all stats adjusted except reflex)
Oloch gets big (unlike 'the Rock' the un-natural way) While waiting for the Sorcerer to finish his spell Oloch cast Bless on everyone then moves towards the battle. GM I'm now below John Carlos in the initiative order. Thank you Sorcerer! Gorum's faithful approves!
PS since I'm 80% sure some of those zombies will try to come at me before my next turn I'll put an AoO underneath a spoiler..I always use power attack.
John "the Antagonizer" Carlos |
I always see it as a wash or a loss until you factor in reach and the weapon damage scaling... which should be better than most for a greatsword.
Test Subject #37 |
Falom moves forward, into the shadow of the cave. Hoping to get some cover to have her attack be somewhat stealthy.
stealth: 1d20 + 18 ⇒ (14) + 18 = 32 Has it been longer than an hour since our first in-game battle? If not, how long before an hour has passed?
Once she is somewhat quickly hidden, she will take aim at the green Guard and fires a hidden arrow.
Arrow attack: 1d20 + 7 ⇒ (19) + 7 = 26
damage: 1d8 ⇒ 4
sneak attack: 2d6 ⇒ (1, 6) = 7
DM Khel |
Yugatta punches one of the undead guards menacing her, but the other is too quick! Falom puts a precisely placed arrow into one of the other zombies! John Carlos completes his spell and Oloch grows to a towering height and a most imposing massiveness! The enlarged Oloch grants the blessing of Oloch to the party and moves in to the fight!
John Carlos speaks sternly to Imrizade - or whatever might be controlling her - and, to his surprise, it seems to work!
Round 2 Initiative:
Imrizade (shaken)
Undead Guards (Red: -4; Green: -11)
Yugatta
Falom
John Carlos
Oloch
Willem
Willem is up!
Falom: I'd say it's been about 30 minutes, perhaps less.
Ser Willem Dargerion |
Knowing he has to get through the zombies to get to Imrizade, he wades through them with his blade.
Sword Attack Green: 1d20 + 7 ⇒ (16) + 7 = 231d8 + 3 ⇒ (8) + 3 = 11
DM Khel |
Willem’s blade cuts down the guard before him like so much wheat, the bones and flesh of the poor man – or what was once a man – breaking apart messily as he falls!
Imrizade takes a step closer to the Pathfinders, slipping a wand from her belt as she moves. She points it at Willem and a coruscating cone of clashing colors springs forth from the wand, washing over Willem and the giant Oloch! The zombies attack! One moves closer to Willem and bashes at him, while the others continue to attempt to hit the nimble Yugatta! When she falls, the remaining zombie turns its attention to Willem!
DC 11 Will saves from Willem and Oloch. If Willem fails he is blinded and stunned for 1d4 ⇒ 2 rounds and if Oloch fails he gets the same for 1d4 ⇒ 3 rounds.
Blue Slam vs Willem: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Blue Slam vs Willem: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Red Slam vs Yugatta: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Red Slam vs Yugatta: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Orange Slam vs Yugatta: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Orange Slam vs Yugatta: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Yellow Slam vs Yugatta: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Yellow Slam vs Yugatta: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Oof, guess I made up for those misses on Yugatta! I believe she's unconscious at -6 hp, no?
Round 3 Initiative:
Imrizade
Undead Guards (Red: -4)
Yugatta
Falom
John Carlos
Oloch
Willem
Party is up!
John "the Antagonizer" Carlos |
John yells out as Yugatta drops, "NO!"
CRAP! I gotta get the boss outta the game and hope the big guys can handle the zombies.
He looks back, then moves over to the side of the room to give Falom a better shot. Then focusing on his own internal struggle with aberrant chaos, he shares just a small taste of it with Imrizade.
Move 10 ft, Standard to use Warp Touch on Imrizade, Fort DC 15 or dazed 1 round.
Yugatta Sakittumi |
Yugatta, swarmed by zombies, falls.
HP -6/24 dying
Ser Willem Dargerion |
Will Save v. 11: 1d20 + 4 ⇒ (3) + 4 = 7
Willem's eyes suddenly flare up and then all he can see is darkness. His weapon drops to the ground with a loud clang as his hands go to his eyes to try to rub them out.
28/36 hp, Blind, Stunned 2 rds
DM Khel |
Willem - any chance you have a reroll, from owning a folio, a t-shirt or anything else that grants one? Not being blind and stunned would come in extremely handy here, as I'm sure you're aware.
Imrizade Fort, DC 15: 1d20 ⇒ 20 I think that'll do it.
Imrizade resists the effects of John's attempt to warp her - perhaps because she is already rather warped already! Since you have similar features and abilities, I'll tell you that she is also of the aberrant bloodline.
Round 3 Initiative:
Imrizade
Undead Guards (Red: -4)
Yugatta (unconscious, dying)
Falom
John Carlos
Oloch
Willem
Bold can act!
John "the Antagonizer" Carlos |
Lol yeah, that'll do it.
K: Spellcraft to ID spell used from wand: 1d20 + 5 ⇒ (11) + 5 = 16
Ser Willem Dargerion |
Unfortunately no, not that I'm aware of. Which folio would you be talking about though? I have all the pdfs of all the scenarios except the special ones that are STILL unavailable, but I don't thank that's what you mean.
DM Khel |
Which folio would you be talking about though?
I'm talking about the character folio, which it doesn't sound like you have. I don't usually remember to do this as a GM (and there's a good bit of table variation on whether it's strictly allowed in PFS), but I'll lend you my reroll, for the sake of keeping this fun rather than deadly.
In other words, Willem, if you'd like to reroll that Will save using my reroll, go ahead. If you'd rather not, that's okay too.
John is confident that the spell from Imrizade's wand was color spray.
DM Khel |
***Bot Post for Oloch***
Will, DC 11: 1d20 + 6 ⇒ (17) + 6 = 23
Oloch shrugs off the effects of Imrizade's dazzling spell, then begins to slash his way through the ranks of the zombies, his massive sword cutting one down in a single strike!
Greatsword: 1d20 + 10 + 1 - 1 ⇒ (3) + 10 + 1 - 1 = 13
Damage: 3d6 + 8 + 3 ⇒ (6, 2, 6) + 8 + 3 = 25
Yellow zombie is in pieces on the floor, Falom is up!
Ser Willem Dargerion |
I actually do have that... just not one filled out for Willem. As it is a GM gift, I will accept and hope for the best.
Will Reroll: 1d20 + 4 ⇒ (9) + 4 = 13
Rubbing his eyes works and Willem kicks his sword to his hands and swings at the nearest zombie..
Sword Strike: 1d20 + 7 ⇒ (12) + 7 = 191d8 + 3 ⇒ (4) + 3 = 7
DM Khel |
Willem - you just need to have a folio, it doesn't have to be filled out for the specific character you are playing - so you just used your own reroll to save yourself!
Willem digs deep and resists the effects of Imrizade's spell, then cuts into one of the zombies!
Round 3 Initiative:
Imrizade
Undead Guards (Red: -4, Blue: -7)
Yugatta (unconscious, dying)
Falom
John Carlos
Oloch
Willem
Falom is up!
Oloch / lucklesshero's pregen |
GM FYI I do have a 'Year of the Risen Storm T-shirt' entitling me to a re-roll. I'll provide a link to my Promo boons folder.HERE
Test Subject #37 |
Staying in stealth, Falcon takes aim at the main bad guy in the middle and let’s loose an arrow.
Stealth: 1d20 + 18 ⇒ (14) + 18 = 32
Attack: 1d20 + 7 ⇒ (11) + 7 = 18DMG: 1d8 ⇒ 2 sneak: 2d6 ⇒ (6, 3) = 9
DM Khel |
Falom's arrow catches Imrizade by surprise and wounds her! The Blakros daughter, her eyes still dark with some strange possession, mutters a few arcane words and extends a bizarrely long arm to touch Ser Willem! She then steps back behind her protective rank of undead guards, while the zombies move up and pound on Willem!
Touch attack vs Willem: 1d20 + 5 + 3 ⇒ (10) + 5 + 3 = 18
Electrical Damage: 3d6 ⇒ (2, 2, 5) = 9
Red Slam vs Willem: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Red Slam vs Willem: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Orange Slam vs Willem: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Orange Slam vs Willem: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Blue Slam vs Willem: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Blue Slam vs Willem: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
You guys do keep ending up positioned so that all the attacks focus on one party member!
Round 4 Initiative:
Imrizade (-11 hp)
Undead Guards (Red: -4, Blue: -7)
Yugatta (unconscious, dying)
Falom
John Carlos
Oloch
Willem
Party is up! Yugatta, please make a stabilization check.
Test Subject #37 |
stealth: 1d20 - 2 ⇒ (1) - 2 = -1
Failing to stay hidden, Falom let’s another aero fly into her target. The main badguy.
Attack: 1d20 + 7 ⇒ (17) + 7 = 24DMG: 1d8 ⇒ 5
John "the Antagonizer" Carlos |
John steps up and tries to open up the zombies chest cavity with a slash. I really hope Yugatta is just knocked out. She took some tough hits there, but the only way she'll make it out is if we take these guys out!
Mithral Dagger: 1d20 + 4 ⇒ (16) + 4 = 20 for Slashing + Scabbard of Honing: 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6
DM Khel |
I was going to say that this can't be good, when the sorcerer is stepping into melee, but...
John advances on one of the zombies and slashes at it with his dagger, cutting it down! Falom's arrow strikes true and further injures Imrizade! She seems to pay the injury no mind, as if she's controlled by some force that cares nothing for her survival!
Round 4 Initiative:
Imrizade (-16 hp)
Undead Guards (Red: -4)
Yugatta (unconscious, dying)
Falom
John Carlos
Oloch
Willem
Bold are up!
Yugatta Sakittumi |
Stabilize: 1d20 + 2 - 6 ⇒ (19) + 2 - 6 = 15
Yugatta remains unconscious but seems to breathe easier.
HP -6 stable
Oloch / lucklesshero's pregen |
Oloch will switch his War mind ability to +1 saves this round at the beginning of his turn (lowering his AC:21 / :11 respectively) his saves will be +7/+3/+7
Oloch shouts ,its' a good day to die again! is it not.. Zombies!? Oloch brings his Greatsword down of red zombie greatsword: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30 dmg: 3d6 + 8 + 3 ⇒ (3, 5, 3) + 8 + 3 = 22 confirm: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22confirm dmg: 3d6 + 8 + 3 ⇒ (2, 3, 4) + 8 + 3 = 20
DM Khel |
Oloch’s devastating strike utterly destroys the zombie before him! Yugatta groans in pain, but the flow of blood from her many wounds appears to have slowed.
Round 4 Initiative:
Imrizade (-16 hp)
Undead Guards
Yugatta (unconscious, dying)
Falom
John Carlos
Oloch
Willem
Willem to finish the round!
Test Subject #37 |
off to bed. Readied action in spoilers.
Seeing that Oloch has the undead under control, Falom moves to Yugatta, pulling out a potion on the way. Forcing her mouth open, Falom pours the potion down her throat.
Cure Mod: 2d8 + 3 ⇒ (3, 4) + 3 = 10
Ser Willem Dargerion |
Willem keeps hacking his way through the zombies..
sword strike: 1d20 + 7 ⇒ (20) + 7 = 271d8 + 3 ⇒ (2) + 3 = 5
critical: 1d20 + 7 ⇒ (1) + 7 = 81d8 + 3 ⇒ (3) + 3 = 6
7/36hp
DM Khel |
Willem cuts the last zombie guard but it stays on its feet!
Imrizade steps forward and again uses her strangely long, elastic arms to reach out and shock Willem! As the cavalier falls, the last zombie steps forward and smashes at Oloch! Falom moves up to Yugatta and heals the fallen monk with a potion!
Touch attack vs Willem: 1d20 + 5 + 3 ⇒ (14) + 5 + 3 = 22
Electrical damage: 3d6 ⇒ (2, 6, 2) = 10
Slam vs Oloch: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Slam vs Oloch: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Crit confirm: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Hmm, do I get Yugatta's double crit? ;)
Round 5 Initiative:
Imrizade (-16 hp)
Undead Guards (Orange: -5)
Falom
Yugatta
John Carlos
Oloch
Willem (unconscious, dying)
Bold are up! I repositioned Yugatta in the order to go after Falom, and I need a stabilization check from Willem.
John "the Antagonizer" Carlos |
Glancing around the room, John takes in the scene. Wait a second, Falom said if we destroy the thing on the portal while open it would shut it all down. Now I just need a chance to get there.
Seeing an opening, John takes a chance and dashes for the portal. "Hold them off just a second, I might be able to end this now!!!"
Getting to the steps, he works his hands in a similar manner to before and then stretches his arms... out and up trying to release the charge of electricity into the metal cylinder.
Melee Touch + Metal: 1d20 + 2 + 3 ⇒ (12) + 2 + 3 = 17 for Electric: 3d6 ⇒ (1, 5, 5) = 11
DM Khel |
John makes contact with the strange cylinder and discharges his electrical blast into it, but it seems to have little effect. Seeing the electricity pass through it without harming it, John can’t help but wonder if some good old-fashioned smashing might be more effective.
For future reference, the stairs are pretty shallow and are not difficult terrain.
Yugatta Sakittumi |
Yugatta feels it important to take a nap right now.
HP -6 Stable
DM Khel |
Yugatta - Falom’s action (behind the spoiler) was to heal you, so you are now conscious and prone.
John - that was very much the right idea, it’s just that energy attack damage against objects is halved before you apply hardness, so it’s hard to break thinks with it. An enlarged greatsword, however, may be a different story.
Yugatta Sakittumi |
Ah, thanks, I didn't bother reading it. Thanks, Falom! HP 4/24 Prone
Yugatta plays dead at the feet of Imrizade.
Yugatta strikes out with a swift kick!
AoO, Prone: 1d20 + 5 - 4 ⇒ (18) + 5 - 4 = 19 Damage: 1d6 + 2 ⇒ (2) + 2 = 4
John "the Antagonizer" Carlos |
John - that was very much the right idea, it’s just that energy attack damage against objects is halved before you apply hardness, so it’s hard to break thinks with it.
Ouch... I (and John) have learned something new today!
Oloch / lucklesshero's pregen |
GM I have reach so unless the zombie had spring attack I got an AoO against it before it hit me correct?Will put my AoO under the spoiler and determine what actions I'll take after I see the results of the AoO
Oloch (maybe steps forward?) swings his sword at the enemy (probably the sorceress but maybe not..read above spoiler) greatsword: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27dmg: 3d6 + 8 + 3 ⇒ (1, 6, 6) + 8 + 3 = 24
DM Khel |
Oloch’s blade cuts the last zombie clean in half – vertically.
Imrizade raises her wand and again sends a blast of color at the party! As she does so, Yugatta suddenly springs into action and takes a kick at the ensorcelled Blakros woman, but Imrizade is too quick and dodges away!
Technically this isn’t casting a spell, and using a wand doesn’t provoke, but I’ll have Yugatta’s readied action go off anyway.
DC 11 Will saves from Falom and Oloch. If Falom fails she is blinded and stunned for 1d4 ⇒ 3 rounds and if Oloch fails he gets the same for 1d4 ⇒ 1 rounds.
Round 6 Initiative:
Imrizade (-16 hp)
Falom
Yugatta (prone)
John Carlos
Oloch
Willem (unconscious, stable)
Party time!
John "the Antagonizer" Carlos |
Frustrated with his lack of success against the cylinder, John charges back into battle, "JUST FALL DOWN ALREADY SO WE CAN SAVE YOU!"
Attack + Charge: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10 for Mithral/Slashing: 1d4 + 1 ⇒ (4) + 1 = 5
As he swipes he yells to Oloch, "we need to destroy the metal canister on the portal to close it!"
AC 12, Touch 8
Yugatta Sakittumi |
Yugatta rises to her feet and, taking John's advice, moves to the podium.