GM Baerlie |
William knows that zombies are really slow staggered. Slashing weapons deal the most damage against them.
Renardagnan and Trixxex move closer and wait for the undead to approach, which the zombies start to do.
Round 1
Renardagnan (ready action)
Trixxex
-----
Zombies
-----
Marrowtusk
Angrboda
-----
Skeletons
-----
William
Gray Son
Eniac
William Battlesmith |
William wracks his brain for the training he receieved at the monestary, recalling what he knew of zombies, "Zombies are quite slow but strong, use slashing weapond to dismember them, arrows and clubs do not work so well."
Seeing the skeletons in the distance he tries to recall their strengths and weaknesses.
Should have rolled 2 knows
Know Religion: 1d20 + 4 ⇒ (10) + 4 = 14
Marrowtusk |
Marrowtusk moves up and pulls out his greataxe, readying an action to swing at any of them if they happen to get close. He's gauging his distance to make sure they get the first strike on the undead. "Don't worry Monk, my greataxe will do just fine."
Angrboda Fossey |
Angrboda advances and closes her fist. When her hand reopens, it is carrying an intense, green-tinged flame.
Casting produce flame, using Place Magic to increase its CL to 3rd.
readied melee touch attack: 1d20 + 2 ⇒ (11) + 2 = 13
fire damage: 1d6 + 3 ⇒ (4) + 3 = 7
GM Baerlie |
While Marrowtusk moves closer to the undead Angrboda prepares a flame to burn the first undead which comes too close. The skeletons start their run for you. double move
Renardagnan releases a bullet at the closest skeleton and it drops, leaving a pile of bones on the ground.
Round 1 & 2
Renardagnan
Trixxex
-----
Zombies
-----
Marrowtusk
Angrboda
-----
Skeletons
-----
William
Gray Son
Eniac
GM Baerlie |
William wracks his brain for the training he receieved at the monestary, recalling what he knew of zombies, "Zombies are quite slow but strong, use slashing weapond to dismember them, arrows and clubs do not work so well."
Seeing the skeletons in the distance he tries to recall their strengths and weaknesses.
Should have rolled 2 knows
[Dice=Know Religion]1d20+4
The look like standard skeletons. You know that bludgeoning weapons do the best job. They are immune to cold.
William Battlesmith |
A look of concern passes his face My tonfa and kicks and punches may not do much he says
William responds to the monk as he moves forward and prepares to fight.
"Your weapins will do well against the skeletons, focus on them while me and the big guy here take the zombies."
The paladin moves towards the zombies and prepares to strike when they get into range.
move and ready power attack if zombies come in range
Attack, Power: 1d20 + 5 - 1 ⇒ (15) + 5 - 1 = 19
Damage: 2d6 + 6 + 3 ⇒ (3, 3) + 6 + 3 = 15
Eniac, Slug Savant |
Eniac moves up beside Angrboda, and begins foaming and fizzing....
readied action to spit once something gets within 30 feet: 1d20 + 1 ⇒ (6) + 1 = 7
acid damage: 1d8 ⇒ 1
Renardagnan |
Renardagnan glances at his slender blade, and back to the skeletons.
"You arre quite holey forr fencing, ugly undeads. I'll blast yourr skulls again!"
He loads his musket, keeping his eyes on the skeletons.
Dodging panache if attacked. +4 to AC & step 5ft back.
Full action Load musket
Not an action 5ft step
William Battlesmith |
moved you 35' straight, let me know if you wanted something different
GM Baerlie |
William readies an action to strike whenever an undead comes closer. Also Trixxex prepares to hex the approaching undeads. Eniac does the same while Renardagnan reloads his musket.
The zombies move closer.
Round 1 & 2
Renardagnan
Trixxex (readied)
-----
Zombies
-----
Marrowtusk
Angrboda
-----
Skeletons
-----
William (readied)
Gray Son (R1 action)
Eniac (readied)
Angrboda Fossey |
Angrboda adjusts her position to help form a 'bowl' for the incoming undead, but otherwise keeps on the defensive.
Maintaining my readied attack from last post.
I'll use the Aid Token if no one else will, when the time strikes.
Allied Offensive bonus damage: 1d8 ⇒ 1
Marrowtusk |
Marrowtusk takes up the front line of the attack and charges straight towards the zombie in front of him, swinging his greataxe in a giant arc with extra power behind it.
Charge Power Attack: 1d20 + 8 + 2 - 1 ⇒ (3) + 8 + 2 - 1 = 12
Damage: 1d12 + 12 ⇒ (3) + 12 = 15
-2 AC until my next turn, also I don't know what is up with my dice rolls, my Starfinder game, my last rolls have literally been 2, 1 and 1. I think I've been hacked!
GM Baerlie |
While Angrbody adjusts her waiting position, Marrowtusk attacks the closest zombie right away and kills it finally. Gray Son tries to do the same, but kicks the zombie witout doing any damage.
The skeletons move closer, two of them attack Marrowtusk.
yellow vs. Marrowtusk: 1d20 + 2 ⇒ (5) + 2 = 7
blue vs. Marrowtusk: 1d20 + 2 ⇒ (15) + 2 = 17
The third skeleton moves up to Renardagnan.
double move
Round 2 & 3
Renardagnan
Trixxex (readied)
-----
Zombie
-----
Marrowtusk
Angrboda (readied)
-----
Skeletons
-----
William (readied)
Gray Son
Eniac (readied)
William Battlesmith |
Dropping his greatsword, William strides forward while drawing his flail, reaching the skeleton threatening Ranard, he strikes out with holy fury.
Power Attack, Red Skeleton: 1d20 + 5 - 1 ⇒ (6) + 5 - 1 = 10
Damage: 1d8 + 6 + 3 ⇒ (4) + 6 + 3 = 13
GM Granta |
★★★OVERSEER ANNOUNCEMENT★★★
Medda rides by, calling above the din of the raging battle, “The path is clear—we can reach the valley that holds the stone circle. Let us band together and stop the undead tide. I am concerned that some of the foul creatures had the name ‘Eshimka’ on their rotting lips. We must stand together and use all of our power to close this black portal before it’s too late!”
Fighting side-by-side, the Twinhorn following and Pathfinders have carved a path to the stone circle. This affords only a brief opening to stop the undead army, and the fighting will be difficult.
@Table GMs: You have until November 20 to run encounter J on page 38. The “Uncertain Opportunity” condition on page 38 is in effect.
William Battlesmith |
Good, my pathetic miss on that skeleton will go unnoticed...
Renardagnan |
"Herre it comes! Drrop dead, dead!", Renardagnan shouts at the skeleton, and blasts it with his musket.
Not an action5 ft step
Standard Fire at nearest (red) skeleton
Attack Musket (touch): 1d20 + 6 ⇒ (11) + 6 = 17
Damage (bludgeoning, piercing): 1d12 + 4 ⇒ (5) + 4 = 9 1 grit to get cha to dam
Eniac, Slug Savant |
Eniac spits (almost certainly) ineffectually as the hordes advance, then advances itself...
tongue vs red: 1d20 + 3 ⇒ (5) + 3 = 8
...and finds a nice mushroom on the ground to eat.
Gray Son |
The monk will flurry at the yellow undead with his tonfa
1d20 + 4 ⇒ (19) + 4 = 23
1d6 + 3 ⇒ (1) + 3 = 4 damage
1d20 + 4 ⇒ (3) + 4 = 7
GM Baerlie |
Renardagnan and Gray Son bring two more undead down and a few seconds later, the remaining two are also dead, finally. You follow Medda's orders and move on to the portal.
The clearing on the riverbank features a circle of standing stones with a large stone altar at its center. A shadowy tear floats above the altar, so dark that what little light shines from the stars seems to become trapped inside. Eight large tendrils of inky darkness coil around the menhirs as if keeping the stones in a stranglehold. Other tendrils lick out from the shadowy rift as if tasting the air.
Eshimka has torn open a jagged wound between the planes, creating an unstable gate where Ivvora defeated the nightwalker. The tear is quickly getting larger, growing by almost an inch per minute.
Ini Angrboda: 1d20 - 1 ⇒ (17) - 1 = 16
Ini Eniac: 1d20 - 1 ⇒ (11) - 1 = 10
Ini Gray Son: 1d20 + 5 ⇒ (15) + 5 = 20
Ini Marrowtusk: 1d20 + 1 ⇒ (8) + 1 = 9
Ini Renardagnan: 1d20 + 6 ⇒ (16) + 6 = 22
Ini Trixxex: 1d20 + 9 ⇒ (4) + 9 = 13
Ini William: 1d20 + 1 ⇒ (11) + 1 = 12
Ini Undead: 1d20 + 6 ⇒ (6) + 6 = 12
Round 1
Renardagnan
Gray Son
Angrboda
Trixxex
William
Eniac
Marrowtusk
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Undead
Map #9
The undead are all skeletons, but one of them looks stronger than the others. It wears a breastplate and carries a longsword.
William Battlesmith |
Seeing the gate and its attendant skeletons, William hefts his flail and urges his companions on as he lumbers doen the path.
"To arms, we haven't much time! By Iomedae's grace we will shut this thing down before something truly terrible comes out!"
double move
Angrboda Fossey |
How long has it been since I cast produce flame?
Angrboda and Eniac follow.
We both double-move.
Renardagnan |
"Too farr. Forrwarrd my companions!"
Renardagnan jogs along the path, musket ready in hand.
Move Move
Standard Move
GM Granta |
★★★OVERSEER ANNOUNCEMENT★★★
As Medda and Anok join your group of Pathfinders around the stone circle, she assists you with the binding ritual. Medda thrusts Ivvora’s hilt into the portal, calling on Vildeis for aid. The shadow rift shrinks and closes, releasing a massive shock wave that knocks the Pathfinders, the Twinhorn warriors, and Medda to the ground. A field of dark, rippling energy remains, suspended above the stone altar. As Medda reaches out to pick up Ivvora’s hilt—the already broken blade now spider-webbed with new cracks—a supernatural silence descends. Only the telepathic rage of some unseen menace cuts through the quiet. “You dare to shut me out?” it rages. “I see you, but I do not see her. Where is the dwarf woman, Ivvora, who fought me so long ago? Has her mortal body failed at last? Has the realm of the living at last lost its protector? Know this: when the long shadows reach out again, I will grasp them and claw my way back into your world to see your flesh devoured by my children.”
Sound returns to the Realm of the Mammoth Lords, and Medda cautiously stands. “It seems that Eshimka still lives and has even left this foul scar on our world,” she declares. “If we are to believe its promises, the fiend will attack on the next winter solstice. If we are to survive, we must be ready. Nearly a millennium ago, Ivvora held the key to defeating Eshimka. By following her legends and discovering her fate, we may harness the same holy power that banished this fiend—and together end the beast entirely.
“When we set out, it would be the privilege of this following to have the Pathfinders at our side. But that is a trial for another day. Tonight, at last, we rest.”
@Table GMs: If you haven't already, please report your games and boons here. A roll of 19 or 20 wins a boon, and a d4 should then be rolled to determine which one.