DM Zyren's Heart of Darkness (Inactive)

Game Master Zyrenity

The bustling town of Kaer Maga, home of villainy and and more than one shady figure. A city that offers zillions of oportunities and even more ways to die!


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Clever & Charming Halfling Sorcerer 7 (hp: 53/53, AC 21, T 17, FF 18) Spells: 1st: 8/8, 2nd:8/8, 3rd: 5/5

Round 1

"Let's see how you like another splash of Acid, you creepies!"

Kyren casts Acid Splash on the Zombie at J7.

"Orb go Splat!"

Ranged Touch Attack 1d20 + 7 ⇒ (19) + 7 = 26
Damage 1d3 ⇒ 2

"Alchy and Vaughn, Let me know if you need me to pull out my secret weapon! I am happy to use it if you are not in a rush! Hehehe!"


Male Elf Druid 7 HP:64/64, - AC: 18/T:14/FF:14 - Perception: +15(Low Light) F: +5/R: +6/W: +8 - CMB: +10 - CMD: 23, Speed:30ft, Init: +6

R1

Blaze and Alcheringa hold their position and await the Zombie approach

Held Actions: Attack

Alcheringa
Attack - 1d20 + 8 ⇒ (17) + 8 = 25
Damage - 1d10 + 9 ⇒ (7) + 9 = 16

Blaze
Bite - 1d20 + 7 ⇒ (9) + 7 = 16
(Trip) - 1d20 + 7 ⇒ (14) + 7 = 21=CMD
Damage - 1d6 + 6 ⇒ (6) + 6 = 12


M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
Double Dagger Attack Routine:
[dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]
Kyren Tosscobble wrote:
"Alchy and Vaughn, Let me know if you need me to pull out my secret weapon! I am happy to use it if you are not in a rush! Hehehe!"

I give Kyren a "look." Uh, how can we know when to pull out your secret weapon when we don't know what it is??

ROUND 1

I move to F7 and take a final shot with my bow. I then drop it and draw daggers ready for the zombies' approach!

Attack: 1d20 + 8 ⇒ (20) + 8 = 28 <-baZINGa!!
Crit confirm: 1d20 + 8 ⇒ (2) + 8 = 10 <--d'oooohhhh

Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Crit damage: 2d8 + 6 ⇒ (8, 3) + 6 = 17 <--*sigh* oh well . . .


Clever & Charming Halfling Sorcerer 7 (hp: 53/53, AC 21, T 17, FF 18) Spells: 1st: 8/8, 2nd:8/8, 3rd: 5/5
Vaughn wrote:
"Uh, how can we know when to pull out your secret weapon when we don't know what it is??"

"Hehehe! I will give you a hint. In the race between a tortoise and a hare, we will become the hares and the monsters will be like the tortoise! Hehehe. Hmm, but wait a minute, didn't the tortoise win the race? Well, nevermind. Let's just say that I don't want to be too hasty. You could say that I am look foward to feeling the rush of arcane energy flowing through me!"


Male Halfling Ranger 6 (Urban Ranger, Skirmisher)

Round 1

Jazz calmly fires two more arrows at the same zombie as before (J7, I believe).

1st Attack 1d20 + 10 ⇒ (9) + 10 = 19
Damage 1d6 + 9 ⇒ (4) + 9 = 13

Rapid Shot Attack 1d20 + 10 ⇒ (16) + 10 = 26
Damage 1d6 + 9 ⇒ (3) + 9 = 12

"At least wait for them to get a bit closer to us, that way we won't be wasting our extra time moving around! Not that I have to worry about being close to them...." Jazz trails off and frowns thoughtfully at his marksmanship.


Female

"There are things on my person that don't react well to haste. Or Fire! Or uneven mixing! Or contact with acids or bases! Or water! And air!"

Taking Aim berry fires again.

1d20 + 6 ⇒ (7) + 6 = 13
1d8 ⇒ 2


Male Human Cleric 6

Round 1

Watching Jazz, Salfon finds his sling under par and puts it away, retrieving his blade. In a flash, he cast a spell and drags two fingers across his shield.

5' behind Alch in F5, stash sling and pull blade, and cast Shield of Faith on myself. I don't think these guys like me very much...


The zombies, now aware of the intruders, rush over to you. Dark green salive spewing from their mouths and dark ichor running off their eyes and ears.

Advanced Apocalypse Zombie attacking Blaze/ Slam1d20 + 8 ⇒ (18) + 8 = 26
Damage1d6 + 3 ⇒ (2) + 3 = 5

Advanced Apocalypse Zombie attacking Blaze/ Slam1d20 + 8 ⇒ (14) + 8 = 22
Damage1d6 + 3 ⇒ (1) + 3 = 4

Advanced Apocalypse Zombie attacking Alcheringa/ Slam1d20 + 8 ⇒ (10) + 8 = 18
Damage1d6 + 3 ⇒ (4) + 3 = 7

However, two of the monsters are too mad and uncontrolled and fall into acidic holes. Thrashing wildly they try to escape the deadly trap...maybe next round.

Battle Mat

Round 2

Jazz
Berry
Kyren
Alchy
Ronya
Vaughn
Salfon
Zombies


Male Elf Druid 7 HP:64/64, - AC: 18/T:14/FF:14 - Perception: +15(Low Light) F: +5/R: +6/W: +8 - CMB: +10 - CMD: 23, Speed:30ft, Init: +6

...hmm did the held attacks miss? and more importantly, if they hit wouldn't one of Blazes zombie be prone and not been able to slam back?

R2

A: 34/41
B: 44/48

Alcheringa
Attack - 1d20 + 8 ⇒ (4) + 8 = 12
Damage - 1d10 + 9 ⇒ (9) + 9 = 18

Blaze

Against prone zombie?

Bite - 1d20 + 7 ⇒ (12) + 7 = 19
(Trip) - 1d20 + 7 ⇒ (12) + 7 = 19=CMD
Damage - 1d6 + 6 ⇒ (5) + 6 = 11

Claw - 1d20 + 7 ⇒ (17) + 7 = 24
Damage - 1d3 + 6 ⇒ (2) + 6 = 8

Claw - 1d20 + 7 ⇒ (8) + 7 = 15
Damage - 1d3 + 6 ⇒ (2) + 6 = 8


Hah, my bad-totally forgot that. Just ignore the first attack against Blaze and attack the zombie as if it was prone. And roll already the AoO just in case it still lives to rise again.


Male Elf Druid 7 HP:64/64, - AC: 18/T:14/FF:14 - Perception: +15(Low Light) F: +5/R: +6/W: +8 - CMB: +10 - CMD: 23, Speed:30ft, Init: +6

Blaze AOO

Attack 1d20 + 7 + 4 ⇒ (18) + 7 + 4 = 29
Damage 1d6 + 6 ⇒ (3) + 6 = 9


Female

"Ah, there we go."

With a wind of her arm Berry hurls another bomb straight into the face of a zombie.

Precise bomb H4 to prevent Alcheringa from being splashed.
Peaople adjacent to the target must make a DC16 reflex save or take 10 damage. Save is for half.
1d20 + 7 ⇒ (3) + 7 = 10Attack
3d8 + 7 ⇒ (3, 6, 3) + 7 = 19 Damage

If misses:
1d8 ⇒ 3

Looks like it'll miss anyway so zombies make save for half of 10 damage.


Clever & Charming Halfling Sorcerer 7 (hp: 53/53, AC 21, T 17, FF 18) Spells: 1st: 8/8, 2nd:8/8, 3rd: 5/5

Round 2

Kyren watches the battle carefully and as long as the party appears to be faring well, he will continue to cast acid splash on H7.

"Splish Splash they are taking a bath! Orb go Splat!"

Ranged Touch Attack 1d20 + 7 ⇒ (18) + 7 = 25
Damage 1d3 ⇒ 2


M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
Double Dagger Attack Routine:
[dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]

ROUND 2

I'll double-move to H7. Opens up several possibilities next round. . .


Male Halfling Ranger 6 (Urban Ranger, Skirmisher)

Round 2

Jazz takes a step to the side (five foot step to D5) and fires another two arrows, this time targeting the zombie off to the side of Saflon and Alcheringa (G3).

1st Attack 1d20 + 10 ⇒ (17) + 10 = 27
Damage 1d6 + 9 ⇒ (5) + 9 = 14
Rapid Shot Attack 1d20 + 10 ⇒ (3) + 10 = 13
Damage 1d6 + 9 ⇒ (5) + 9 = 14


Waiting for Salfon to end rd 2


Male Human Cleric 6

Round 2 Sorry about the wait!

Closing his eyes, the cleric begins to transmit the divine.

Channel positive energy (I have 5 left after this, but I couldn't miss the opportunity to blast all of them except N8. DC 19 will for half damage.

Damage/Healing:3d6 ⇒ (5, 6, 1) = 12


@ Salfon: Either healing or damage or do I miss something?

Blaze and Kyren are able to kill the zombie which directly explodes afterwards (Blaze has to save) in a fountain of foul smelling intestinals, bones and grey skin. The two zombies who have fallen into the acidic pits manage to get out of them, however, the corrosive fluid has caused quite alot of harm.

And while Ronya and Vaughn move deeper into the room, the other zombies attack.

Advanced Apocalypse Zombie attacking Blaze/ Slam1d20 + 8 ⇒ (17) + 8 = 25
Damage1d6 + 3 ⇒ (1) + 3 = 4

Advanced Apocalypse Zombie attacking Blaze/ Slam1d20 + 8 ⇒ (9) + 8 = 17
Damage1d6 + 3 ⇒ (4) + 3 = 7

Advanced Apocalypse Zombie attacking Blaze/ Bite1d20 + 8 ⇒ (20) + 8 = 28
Damage1d6 + 6 ⇒ (3) + 6 = 9

Confirm/ Bite1d20 + 8 ⇒ (4) + 8 = 12
Damage1d6 + 6 ⇒ (2) + 6 = 8

----------

Advanced Apocalypse Zombie attacking Alcheringa/ Slam1d20 + 8 ⇒ (6) + 8 = 14
Damage1d6 + 3 ⇒ (3) + 3 = 6

Advanced Apocalypse Zombie attacking Alcheringa/ Slam1d20 + 8 ⇒ (14) + 8 = 22
Damage1d6 + 3 ⇒ (3) + 3 = 6

Advanced Apocalypse Zombie attacking Alcheringa/ Bite1d20 + 8 ⇒ (10) + 8 = 18
Damage1d6 + 6 ⇒ (1) + 6 = 7

----------

Advanced Apocalypse Zombie attacking Alcheringa/ Slam1d20 + 8 ⇒ (4) + 8 = 12
Damage1d6 + 3 ⇒ (2) + 3 = 5

Advanced Apocalypse Zombie attacking Alcheringa/ Slam1d20 + 8 ⇒ (13) + 8 = 21
Damage1d6 + 3 ⇒ (2) + 3 = 5

Advanced Apocalypse Zombie attacking Alcheringa/ Bite1d20 + 8 ⇒ (11) + 8 = 19
Damage1d6 + 6 ⇒ (3) + 6 = 9

Remember to save against zombie rot if you are hit.

Round 3

Jazz
Berry
Kyren
Alchy
Ronya
Vaughn
Salfon
Zombies

Battle Mat


M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
Double Dagger Attack Routine:
[dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]

ROUND 3

Bull-rush zombie at H6 into the acid square at H5

(this will draw an AoO from him--AC is 23)

CMB: 1d20 + 10 ⇒ (6) + 10 = 16

I will choose to stop if my CMB is enough to move him farther.


Female

Did the zombies make their saves versus berry's bomb?


No, they all lost 10 hp.


Female
Zyren DM wrote:
No, they all lost 10 hp.

Kind of figured just making sure.

Muttering to herself Berry frowns as the zombies separate a bit. She fires her bow at close range at the one across the pit from her waiting for an oppurtunity to damage the whole lot again.

Note to self. Get deadly aim. Also find a good way to use smoke bombs with this group.

1d20 + 6 ⇒ (11) + 6 = 17
1d8 + 1 ⇒ (8) + 1 = 9


M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
Double Dagger Attack Routine:
[dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]
Berry Peelyblossom wrote:
Note to self. Get deadly aim. Also find a good way to use smoke bombs with this group.

If it helps, I was planning on picking up Blind Fight for my next feat . . .


Clever & Charming Halfling Sorcerer 7 (hp: 53/53, AC 21, T 17, FF 18) Spells: 1st: 8/8, 2nd:8/8, 3rd: 5/5

Round 3

Kyren casts another acid splash once again at H6.

"Orb go Splat! Make him drop Flat!"

Ranged Touch Attack 1d20 + 7 ⇒ (6) + 7 = 13
Damage 1d3 ⇒ 1

*Sigh* "Hmm, these little acid orbs are not much better than wee midgie bites! Let's hope many midgies can still bring down a giant!"


Male Halfling Ranger 6 (Urban Ranger, Skirmisher)

Round 3

Jazz fires another round of arrows at the zombie on G4.

Attack 1d20 + 10 ⇒ (20) + 10 = 30
Damage 1d6 + 9 ⇒ (5) + 9 = 14

Attack 1d20 + 10 ⇒ (3) + 10 = 13
Damage 1d6 + 9 ⇒ (4) + 9 = 13


Male Elf Druid 7 HP:64/64, - AC: 18/T:14/FF:14 - Perception: +15(Low Light) F: +5/R: +6/W: +8 - CMB: +10 - CMD: 23, Speed:30ft, Init: +6

R3

A: 7/41
B: 28/48

Wow, almost one rounded Alcheringa. Kinda tough these Zombies!

Saves
Alchy 1d20 + 4 ⇒ (19) + 4 = 23
Blaze 1d20 + 5 ⇒ (12) + 5 = 17

Alcheringa

Attack against G4
Attack - 1d20 + 8 ⇒ (2) + 8 = 10
Damage - 1d10 + 9 ⇒ (3) + 9 = 12

Then 5' steps to F6.

Blaze
Bite - 1d20 + 7 ⇒ (14) + 7 = 21
(Trip) - 1d20 + 7 ⇒ (18) + 7 = 25=CMD
Damage - 1d6 + 6 ⇒ (3) + 6 = 9

Claw - 1d20 + 7 ⇒ (1) + 7 = 8
Damage - 1d3 + 6 ⇒ (1) + 6 = 7

Claw - 1d20 + 7 ⇒ (13) + 7 = 20
Damage - 1d3 + 6 ⇒ (1) + 6 = 7

Possible AOO when it tries to stand.
Bite - 1d20 + 7 + 4 ⇒ (9) + 7 + 4 = 20
Damage - 1d6 + 6 ⇒ (4) + 6 = 10

Ronya is off Alcheringas xmas card list.


Male Halfling Ranger 6 (Urban Ranger, Skirmisher)

Oops, didn't notice the critical threat earlier.

Critical Confirmation 1d20 + 10 ⇒ (1) + 10 = 11 lol, nevermind
Extra Damage 1d6 + 9 ⇒ (2) + 9 = 11


Advanced Apocalypse Zombie attacking Vaughn AoO/ Slam1d20 + 8 ⇒ (9) + 8 = 17
Damage1d6 + 3 ⇒ (1) + 3 = 4

Your try is far too weak and like a rock the zombie does not move at all.

Ronya has meanwhile charged the zombie which just got out of the acidic pit and scored a deep wound on its shoulder.

And while Alcheringa misses, Blaze is able to nearly tear the zombie to shreds (already hp for standing up deducted.)

Waiting for Salfon before resolving Zombies.

Battle Mat


Male Human Cleric 6

Bah. Sorry again. Working crazy hours atm. Also, the channel was for damaging. I've got the next few days off, so consider me here.

Round 3

Seeing his foresty friend take some blows, the holy man tries to restore.

Shuffle behind Alch to E6, and use Bull's Strength to spontaneously cast a heal on him.

Cure Mod:2d8 + 5 ⇒ (4, 2) + 5 = 11


@ Vaughn: you can also make an AoO against the rising zombie.

The zombie that was hit so badly by Blaze wants to return the favour

Advanced Apocalypse Zombie attacking Blaze/ Slam1d20 + 8 ⇒ (20) + 8 = 28
Damage1d6 + 3 ⇒ (1) + 3 = 4

Confirm1d20 + 8 ⇒ (15) + 8 = 23
Damage1d6 + 3 ⇒ (6) + 3 = 9

The one who has attacked Alcheringa follows him, but attacks Salfon

Advanced Apocalypse Zombie attacking Salfon/ Slam1d20 + 8 ⇒ (1) + 8 = 9
Damage1d6 + 3 ⇒ (4) + 3 = 7

Advanced Apocalypse Zombie attacking Salfon/ Slam1d20 + 8 ⇒ (11) + 8 = 19
Damage1d6 + 3 ⇒ (1) + 3 = 4

Advanced Apocalypse Zombie attacking Salfon/ Bite1d20 + 8 ⇒ (9) + 8 = 17
Damage1d6 + 6 ⇒ (4) + 6 = 10

While the one that was behind him attacks Alcheringa

Advanced Apocalypse Zombie attacking Salfon/ Slam1d20 + 8 ⇒ (3) + 8 = 11
Damage1d6 + 3 ⇒ (6) + 3 = 9

And the last one also rushes over to Vaughn

Advanced Apocalypse Zombie attacking Vaughn / Slam1d20 + 8 ⇒ (1) + 8 = 9
Damage1d6 + 3 ⇒ (6) + 3 = 9

But all in all the zombies don't hit much.

Round 4

Jazz
Berry
Kyren
Alchy
Ronya
Vaughn
Salfon
Zombies

Battle Mat


M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
Double Dagger Attack Routine:
[dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]

AoO: 1d20 + 12 ⇒ (19) + 12 = 31
Damage: 1d4 + 10 ⇒ (3) + 10 = 13

Crit confirm: 1d20 + 12 ⇒ (1) + 12 = 13 <--d'ooohhhhh

ROUND 4

5' step to I 6.

IF ZOMBIE AT H6 IS STILL ALIVE, attacks go to him until he's down. IF ZOMBIE AT H6 IS DOWN, attacks go to zombie at I7. I'll add flakinging bonuses (+2 hit, +1 damage) on these attacks; please subtract them if they're hitting I7 instead

Attack: 1d20 + 14 ⇒ (10) + 14 = 24
Damage: 1d4 + 11 ⇒ (4) + 11 = 15

Attack: 1d20 + 10 ⇒ (7) + 10 = 17 <--ghaaaa
Damage: 1d4 + 9 ⇒ (3) + 9 = 12


Clever & Charming Halfling Sorcerer 7 (hp: 53/53, AC 21, T 17, FF 18) Spells: 1st: 8/8, 2nd:8/8, 3rd: 5/5

Round 4

Kyren is very impressed with his companions progress and he cheers them on!

"Kazam, Kazam, Knock it to tham! Go Wee Bluets!"

Kyren carefully negotiates his way over to E7 (By moving through D6 to avoid AoO).

Acrobatics Check (If needed) to avoid the acid pool at D7. 1d20 + 5 ⇒ (6) + 5 = 11.

Once the Tosscobble gets there, he reaches over to lay his hands ( Touch of Destiny ) on Alcheringa.

@Alcheringa. This special ability grants you a +3 insight bonus on attack rolls, skill checks, ability checks and savings throws for one round.

"Fullfill your destiny, Alchy! You know you want to! Go and destroy those Zombies!"


Female

Realizing the proximity of the zombies Berry mutters, tosses another bomb trying to dodge out of the way of the zombies counter attack. As the bomb flies far from its intended target she cries out an alarm. "Oh gods! I'm so sorry!" She then retreats to reassess the scenario and prepare a healing balm. Clearly shaken and upset by the harm she's caused.

Throw bomb at G5 (will eat an AoO)
1d20 + 7 ⇒ (5) + 7 = 12 This whole not rolling above a ten thing is really getting on my nerves.
3d8 + 7 ⇒ (6, 3, 8) + 7 = 24

Splash:1d8 ⇒ 6 I hate you dice roller. I really really hate you.

Lands in F6 Salfon, Alcheringa and the two zombies need to make a DC16 reflex save for half of 10 damage.

Move to D8


Male Human Cleric 6

Reflex:1d20 + 2 ⇒ (9) + 2 = 11

Round 4

As the explosion subsides, Salfon circles around the druid, realizing the zombies are now coming for him. Once behind Alcheringa, he clasp his shoulder, and prays.

Shift to F7Not letting you get dead. Cure Mod on Alch:2d8 + 5 ⇒ (2, 6) + 5 = 13


M Human Fighter 5 AC: 20 (22 2-wield) Touch: 13 (15 2-wield) FF 17 HP 24/50 Init: +4
Double Dagger Attack Routine:
[dice=Attack]d20+10[/dice] [dice=Damage]d4+8[/dice] [dice=Attack]d20+10[/dice] [dice=Damage]d4+7[/dice]

Al, Salfon--disengage if you have to! I'll try to cover you.


Male Elf Druid 7 HP:64/64, - AC: 18/T:14/FF:14 - Perception: +15(Low Light) F: +5/R: +6/W: +8 - CMB: +10 - CMD: 23, Speed:30ft, Init: +6

Wow that was a BAD round

A: 10/41
B: 19/48

Blaze Fort1d20 + 4 ⇒ (10) + 4 = 14
Alch Relfex save1d20 + 4 ⇒ (7) + 4 = 11
Took Alcheringa to -3hp
Awesome, now prone in front of a bunch of zombies...let the AOO festival commence.

Once awakened by the Cure Moderate, Alcheringa attempts to get to his feet and disengage melee to D9.

Blaze

Attacks f5.

Bite - 1d20 + 7 ⇒ (13) + 7 = 20
(Trip) - 1d20 + 7 ⇒ (12) + 7 = 19=CMD
Damage - 1d6 + 6 ⇒ (3) + 6 = 9

Claw - 1d20 + 7 ⇒ (6) + 7 = 13
Damage - 1d3 + 6 ⇒ (2) + 6 = 8

Claw - 1d20 + 7 ⇒ (1) + 7 = 8
Damage - 1d3 + 6 ⇒ (2) + 6 = 8

AOO against Zombie if it stands.
Bite - 1d20 + 7 + 3 ⇒ (1) + 7 + 3 = 11
Damage - 1d6 + 6 ⇒ (6) + 6 = 12

At least its prone when Alch tries to get away!


Jazz missing in rd4

As Berry tries to throw the bomb...

Advanced Apocalypse Zombie attacking Berry/ Slam1d20 + 8 ⇒ (9) + 8 = 17
Damage1d6 + 3 ⇒ (1) + 3 = 4

the zombie flails with its arms and changes the flight path of the bomb!

Reflex save1d20 + 4 ⇒ (1) + 4 = 5

Reflex save1d20 + 4 ⇒ (20) + 4 = 24

One zombie evades well, the other is covered with the aggressive substance.

As Alcheringa gets up, the zombie that still has an AoO left notices him and attacks

Advanced Apocalypse Zombie attacking Alcheringa/ Slam1d20 + 8 ⇒ (2) + 8 = 10
Damage1d6 + 3 ⇒ (3) + 3 = 6

Since Vaughn was able to cut one zombie down, the battle seems mostly even again, but the zombies try their best to turn this round in their favour.

The prone monster gets up and slams its fist at Blaze

Advanced Apocalypse Zombie attacking Blaze/ Slam1d20 + 8 ⇒ (13) + 8 = 21
Damage1d6 + 3 ⇒ (1) + 3 = 4

The other one unloads its full attack at the large cat.

Advanced Apocalypse Zombie attacking Blaze/ Slam1d20 + 8 ⇒ (8) + 8 = 16
Damage1d6 + 3 ⇒ (3) + 3 = 6

Advanced Apocalypse Zombie attacking Blaze/ Slam1d20 + 8 ⇒ (13) + 8 = 21
Damage1d6 + 3 ⇒ (3) + 3 = 6

Advanced Apocalypse Zombie attacking Blaze/ Bite1d20 + 8 ⇒ (13) + 8 = 21
Damage1d6 + 6 ⇒ (1) + 6 = 7

Some metres away, Vaughn is also heavily attacked.

Advanced Apocalypse Zombie attacking Blaze/ Slam1d20 + 8 ⇒ (18) + 8 = 26
Damage1d6 + 3 ⇒ (2) + 3 = 5

Advanced Apocalypse Zombie attacking Vaughn / Slam1d20 + 8 ⇒ (19) + 8 = 27
Damage1d6 + 3 ⇒ (1) + 3 = 4

Advanced Apocalypse Zombie attacking Vaughn / Bite1d20 + 8 ⇒ (15) + 8 = 23
Damage1d6 + 6 ⇒ (6) + 6 = 12

The zombie uses its "grab" ability to get Vaughn into a grapple!

Grapple1d20 + 12 ⇒ (2) + 12 = 14

but does not find a good spot to get a hold on the adventurer.

Battle Mat


Clever & Charming Halfling Sorcerer 7 (hp: 53/53, AC 21, T 17, FF 18) Spells: 1st: 8/8, 2nd:8/8, 3rd: 5/5

Round 5

"Alchy, sorry I mentioned the destiny thing. If your not use to thinking that way, it can be really overwhelming!"

Kyren takes a cautious step back to F9, well behind Salfon, and releases an arcane blast of magic missiles at the F5 Zombie.

"Bolts be Free!"

Magic Missile 3d4 ⇒ (1, 2, 4) = 7


Male Elf Druid 7 HP:64/64, - AC: 18/T:14/FF:14 - Perception: +15(Low Light) F: +5/R: +6/W: +8 - CMB: +10 - CMD: 23, Speed:30ft, Init: +6

Hmmmm waiting to see how the others go. Blaze in on 2hp and will be killed on the next round of the Zombies, Alchy got wiped out by that bomb and wasn't able to heal - so is further behind the 8 ball, and the party appears to be fleeing... hope you guys brave up :)


Quite a tough fight, still looks like you're going to win :)


Male Elf Druid 7 HP:64/64, - AC: 18/T:14/FF:14 - Perception: +15(Low Light) F: +5/R: +6/W: +8 - CMB: +10 - CMD: 23, Speed:30ft, Init: +6

Maybe, but pretty much going to end pretty badly for us. :(


Yes, absolutely.


Male Halfling Ranger 6 (Urban Ranger, Skirmisher)

Round 4

(Didn't get to see the battle map on Round 4, unfortunately, but I would have continued attacking the same zombie, which was on G4 during Round 3)

Attack 1d20 + 10 ⇒ (16) + 10 = 26
Damage 1d6 + 9 ⇒ (6) + 9 = 15

Attack 1d20 + 10 ⇒ (18) + 10 = 28
Damage 1d6 + 9 ⇒ (4) + 9 = 13

Round 5

5-foot step to C5, continue attacking same zombie.

Attack 1d20 + 10 ⇒ (1) + 10 = 11
Damage 1d6 + 9 ⇒ (6) + 9 = 15

Attack 1d20 + 10 ⇒ (4) + 10 = 14
Damage 1d6 + 9 ⇒ (6) + 9 = 15

One really good round and one really bad round... typical.

If my rolls on round 4 would have brought down a zombie that then would have changed the combat actions for everyone's round 5, then you can just switch the rolls around for Jazz and have the ones that hit happen in round 5 instead of 4.


Female

Gah! misread the curatives and now i dont have one prepped. Now I have to consider my next move.


Male Elf Druid 7 HP:64/64, - AC: 18/T:14/FF:14 - Perception: +15(Low Light) F: +5/R: +6/W: +8 - CMB: +10 - CMD: 23, Speed:30ft, Init: +6

R5

Alcheringa sees Blaze about to fall, and being the half crazed Druid he is with a hatred of Zombies he rejoins the fray

Back to F6

Alchy attack F5, cleave on G5
Blaze attack G5

Alcheringa on F5

Attack - 1d20 + 8 ⇒ (18) + 8 = 26
Damage - 1d10 + 9 ⇒ (8) + 9 = 17

Blaze on G5
Bite - 1d20 + 7 ⇒ (6) + 7 = 13
(Trip) - 1d20 + 7 ⇒ (20) + 7 = 27=CMD
Damage - 1d6 + 6 ⇒ (6) + 6 = 12

Claw - 1d20 + 7 ⇒ (2) + 7 = 9
Damage - 1d3 + 6 ⇒ (1) + 6 = 7

Claw - 1d20 + 7 ⇒ (15) + 7 = 22
Damage - 1d3 + 6 ⇒ (1) + 6 = 7

Alcheringa crit conf F5
Attack - 1d20 + 8 ⇒ (10) + 8 = 18
Damage - 1d10 + 9 ⇒ (9) + 9 = 18

Alcheringa cleave on G5
Attack - 1d20 + 8 ⇒ (14) + 8 = 22
Damage - 1d10 + 9 ⇒ (1) + 9 = 10


Female

I'm going to wait until Jazz is resolved. Berry's gun shy after the disaster that was the last bomb. Even if the chances are low of a repeat.


Male Human Cleric 6

Round 5

Seeing the fury in the group, Salfon decides to keep them going.

Channel Positive Energy to heal:3d6 ⇒ (2, 4, 3) = 9 Only four of these bad boys left, and I have a feeling this is the worst yet.


Male Elf Druid 7 HP:64/64, - AC: 18/T:14/FF:14 - Perception: +15(Low Light) F: +5/R: +6/W: +8 - CMB: +10 - CMD: 23, Speed:30ft, Init: +6

Well its a bit better...

Alch - 19hp
Blaze - 11hp


In a shower of organs, bones and body parts both zombies next to Blaze and Alcheringa explode as arrows, blades and claws bite deep into their bodies. Saves for Alcheringa and Blaze.

Further down the room, you hear another blast as Ronya decapitates the monster attacking her.

Round 5

Jazz (resolved)
Berry
Kyren (resolved)
Alchy (resolved)
Ronya (resolved)
Vaughn
Salfon (resolved)
Zombies

Battle Mat


Male Elf Druid 7 HP:64/64, - AC: 18/T:14/FF:14 - Perception: +15(Low Light) F: +5/R: +6/W: +8 - CMB: +10 - CMD: 23, Speed:30ft, Init: +6

Wow that got tight...

A 1d20 + 4 ⇒ (12) + 4 = 16
B 1d20 + 5 ⇒ (15) + 5 = 20

"Thats the second time I have been about to meet Pharasma at the hands of the walking dead"

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