GM Harker |
Bert takes the lead up the ladder. Opening the trap door to the next area, he finds that strange art and artifacts from distant lands fill this tower room. Another ladder rises upward to a trapdoor in the ceiling.
Also in the room are two tiny winged creature with leathery skin and bone and metal jaws. They scream in alarm at Bert's presence.
The new map is to the right of second floor map. I placed Bert on it to make it easier to find. Everyone else is still on the second floor map.
Unless you climb up the ladder you cannot currently see the creatures. The ladder's location in the new room is currently under Bert's icon. You don't need to make a Climb check, but it is a move action that takes 30' speed to go up the ladder (you move slower when climbing).
When you do see the creatures, it's a Knowledge (arcana) check to identify them. Since they are tiny, you can move around them and into their squares without provoking.
PC Initiative
Amaria's Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Bert's Initiative: 1d20 + 4 ⇒ (3) + 4 = 7
Sophie's Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Stefan's Initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Tara's Initiative: 1d20 + 5 ⇒ (16) + 5 = 21
Vivian's Initiative: 1d20 + 5 ⇒ (18) + 5 = 23
SJ Init: 1d20 + 3 ⇒ (2) + 3 = 5
Initiative (Round 1)
Vivian <= Up
Tara <= Up
Sophie [7 Damage] <= Up
Stefan [6 Temp HP] <= Up
Amaria [1 Damage] <= Up
Bert [9 Damage] <= Up
2 Tiny creatures
Everyone is up!
GM Harker |
Once he sees the creatures, Dr. Von Herzog will recognize them as homunculi, although their bone and metal jaws signal they are some sort of variant of the typical kind. He recalls they are constructs and have the subsequent traits of such creatures. He also remembers that their poisonous bites are capable of putting their victims to sleep and that they have a telepathic link to their creators.
Tara Eliade |
Standing at the bottom of the ladder, Tara's eyes widen at the scream. "Bert, is everything okay?" Grasping onto her holy symbol, Tara waits a moment before casting a blessing upon the party.
Tara will cast Bless +1 to Attack and +1 to will saves vs fear
GM Harker |
Tara casts a spell and the group is granted a small Blessing from Pharasma.
Sophie moves up the ladder to directly confront the homunculi menace.
Vivian and Stefan are up. After they go, I'll bot Bert and Amaria. Since it's been 3 months since Amaria said she'll be gone, I'll assume she's disappeared into the ether.
Dr. Stefan Von Herzog |
Sorry for disappearing again. Life hasn't been condusive to online gaming of late. Hopefully, I'll be able to post at least every-other-day for a while.
Stefan climbs the ladder to discover the homonculi in the loft above.
"Alas, I've already spent all of my thaumaturgy that would prove efficacious against magical constructs!"
He then swings his finely-crafted walking stick at the nearest homonculus.
Bless
Melee attack: 1d20 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Bludgeoning damage: 1d6 - 1 ⇒ (6) - 1 = 5
GM Harker |
Stefan makes his way up the ladder into the next room. You only move 1/4 your speed while climbing, which I believe would require all of your movement this round to reach the next room. In any case, the melee attack would have missed.
Bert draws his sword and attempts to slash the black homunculus. He hits it solidly, but not enough to drop it from the air.
Amaria stays on the lower floor for the moment to make sure Tara stays safe.
The black homunculus then attempts to fly at Bert, and the fighter strikes it again. Undeterred, the creature bites the Fighter. As it's iron jaws cut into his flesh, Bert feels poison attempt to seep into his system, but successfully fights it off. Bert takes 6 more damage.
The white homunculus goes toward Vivian and Bert's combat reflexes kick in. The fighter makes another opportunity attack but misses this time.
If it survives entering Vivian's personal space, the white homunculus makes a failed attempt to bite the roguish inquisitor. Vivian gets an AoO from the tiny creature entering her threatened space.
Bert's Sword attack: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Bert's Sword Aoo: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Bert's Sword Aoo 2: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
Damage: 1d12 + 4 ⇒ (7) + 4 = 11
White Bite: 1d20 + 5 ⇒ (2) + 5 = 7
Black Bite: 1d20 + 5 ⇒ (20) + 5 = 25
Crit Confirmation: 1d20 + 5 ⇒ (5) + 5 = 10
Bert's Fort Save: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d6 ⇒ 6
Initiative (Round 2)
Vivian <= Up
Tara <= Up
Sophie [7 Damage] <= Up
Stefan [6 Temp HP] <= Up
Amaria [1 Damage] <= Up
Bert [15 Damage] <= Up
2 Homunculi
Effects
Bless: +1 to attack rolls and fear saves
Everyone is up! Vivian has an attack of opportunity she can take if she likes.
Vivian Deberth |
Blessed AoO: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
Dmg: 1d8 + 2 ⇒ (5) + 2 = 7
Blessed Attack: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
Dmg: 1d8 + 2 ⇒ (4) + 2 = 6
Vivian first strike is quite clumsy, but the second, more desperate thrust shows more swordwomanship.
Dr. Stefan Von Herzog |
"Tara! Your marksmanship would be duly appreciated! Shoot that abominable construct out of the air!"
Tara shoots the doctor a look that telegraphs "What do you THINK I'm doing?" She then fires her crossbow at the homonculus.
Tara's crossbow: 1d20 + 4 ⇒ (5) + 4 = 9
Piercing damage: 1d8 ⇒ 5
Sophie Kundegard |
Sophie claws at the homunculus.
claw, power attack: 1d20 + 7 - 1 ⇒ (2) + 7 - 1 = 8 for slashing: 1d4 + 5 + 2 ⇒ (3) + 5 + 2 = 10
claw, power attack: 1d20 + 7 - 1 ⇒ (20) + 7 - 1 = 26 for slashing: 1d4 + 5 + 2 ⇒ (2) + 5 + 2 = 9
confirm crit: 1d20 + 7 - 1 ⇒ (10) + 7 - 1 = 16 for slashing: 1d4 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Vivian Deberth |
Playing for Bert&Amaria, hoping I got their bonus right
+1 Longsword: 1d20 + 9 ⇒ (13) + 9 = 22
Dmg: 1d8 + 4 ⇒ (6) + 4 = 10
in such close quarters, the lucerne hammer isn't a good idea, so Bert switches to his magical longsword, while Amaria sends a few arrows in support
+1 Comp Bow, Weapon focus, Precise shot, point blank ,Deadly aim: 1d20 + 10 + 1 + 1 - 2 ⇒ (13) + 10 + 1 + 1 - 2 = 23
Dmg, Deadly aim, Point blank: 1d8 + 3 + 4 + 1 ⇒ (8) + 3 + 4 + 1 = 16
+1 Comp Bow, Weapon focus, Precise shot, point blank ,Deadly aim, Rapid shot: 1d20 + 10 + 1 + 1 - 2 - 2 ⇒ (7) + 10 + 1 + 1 - 2 - 2 = 15
Dmg, Deadly aim, Point blank: 1d8 + 3 + 4 + 1 ⇒ (2) + 3 + 4 + 1 = 10
GM Harker |
Thanks to Stefan and Vivian for botting the others, it helps take the load off.
With a homunculus now visible from her position at the bottom of the ladder, Tara fires a bolt from her crossbow up at the creature, but the projectile misses as she avoids hitting Bert. She then promptly begins to reload her weapon.
Sophie uses both of her claws against the same enemy creature, and the second swipe critically hits the magical construct. The black homunculus' body swiftly falls out of the air and crashes to the floor on the lower level.
Bert then swings his sword at the remaining enemy and nearly cleaves it two from the blow. The creature also falls to the ground, now inert.
Combat Over
Injury Report: Amaria -1, Bert -15, Sophie -7
With a better opportunity to look around, you all see that strange art and artifacts from distant lands fill this tower room. Another ladder rises upward to a trapdoor in the ceiling.
Taking a closer look at the curios and artifacts that line this chamber, you find an ebony tribal mask from the Mwangi Expanse worth 175 gp, a silver torc from the Lands of the Linnorm Kings worth 200 gp, and a mammoth tusk scrimshaw from the Realm of the Mammoth Lords with several spells carved on its surface. The tusk weighs 20 pounds and functions as a magic scroll containing the spells Bull’s Strength, Ice Storm, and Phantom Steed.
I'll give you all a couple of days to react or heal if you wish before moving you up the ladder to the next room.
Tara Eliade |
Grasping her holy symbol, Tara whispers a quick prayer to Pharasma as healing washes over everyone. "I'm almost out of healing energies. Hopefully we can get through this before anything bad happens in town."
Channel Energy: 3d6 ⇒ (2, 3, 3) = 8
Sophie Kundegard |
Sophie murmurs a prayer for herself.
bull's strength, active for the next 5 minutes
Vivian Deberth |
Perception, Traps (Trapfinding): 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20
Vivian climbs the ladder, looking for any potential trap on the ladder or on the trapdoor itself
GM Harker |
After Tara uses her holy powers to heal some wounds and Sophie uses magic to make herself stronger, Vivian takes the lead to check the ladder and trap door for traps. Finding none, she opens the door.
Unfortunately, an undiscovered magical trap on the door goes off, and a loud burst of destructive sound hits both Vivian and Bert below her. Both of them receive minor injuries, but Bert appears to be stunned by the effect. Bert and Vivian take 3 damage from the trap, Bert is now stunned. In order to keep things moving, I made the Fort saves for the affected parties.
Spell Damage: 1d8 ⇒ 3
Vivian Fort: 1d20 + 6 ⇒ (16) + 6 = 22
Bert Fort: 1d20 + 7 ⇒ (3) + 7 = 10
To make matters slightly worse, another aggressive Homunculus with a metal jaw appears at the top of the ladder and seems ready to dive at the group.
To give everyone a good idea of the combat set up, the homunculus is flying in front of the opened trap door, so currently everyone can see it. Vivian is on the ladder adjacent to it. To attack it in melee without reach, you'll either need to be in Vivian's spot or move to the next floor past the creature. Since it is tiny, you can move through its square with no issues.
PC Initiative
Amaria's Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Bert's Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
Sophie's Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Stefan's Initiative: 1d20 + 5 ⇒ (17) + 5 = 22
Tara's Initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Vivian's Initiative: 1d20 + 5 ⇒ (15) + 5 = 20
SJ Init: 1d20 + 3 ⇒ (4) + 3 = 7
Initiative (Round 1)
Stefan [6 Temp HP] <= Up
Vivian [3 Dmg] <= Up
Sophie [Bull's Strength Active] <= Up
Bert [10 Dmg; Stunned]<= Up
Amaria [1 Dmg] <= Up
Homunculus
Tara
Effects
Bless: +1 to attack rolls, fear saves
Stefan, Vivian, Sophie, Bert, and Amaria are up first!
Sophie Kundegard |
Sophie moves closer, drawing her longspear. Then she thrusts it at the homunculus.
longspear, attack, power attack, Bull's Strength, bless: 1d20 + 8 - 1 + 2 + 1 ⇒ (15) + 8 - 1 + 2 + 1 = 25 for cold iron, piercing: 1d8 + 7 + 3 + 3 ⇒ (4) + 7 + 3 + 3 = 17
GM Harker |
Sophie steps up and stabs the homunculus with her longspear. The weapon completely pierces the creature's body, killing it instantly.
Combat Over
Injury Report: Bert 10 Damage, Vivian 3 Damage, Amaria 1 Damage. You can heal retroactively if you wish.
Shortly afterwards, Bert shakes himself out of the sonic stun.
Moving up the ladder, you see slatted timber openings cover the windows of this dirty tower-top room, 60 feet above the ground. The only thing of value is found outside, which is a copper lightning rod in the form of a raven eating a wolf, worth 100 gp.
* * *
Having finished exploring the upper levels, the group returns to the ground level, as the cowed mongrelmen in the vat room give you all a wide berth.
You return to the courtyard and open the eastern double doors. Inside you find a chamber that contains numerous boxes, crates, and bales of straw for packing. You also see three mongrelmen working. Apparently not aware of what happened to their bosses, the deformed humanoids arms themselves with clubs and appear ready to attack.
PC Initiative
Amaria's Initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Bert's Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Sophie's Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Stefan's Initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Tara's Initiative: 1d20 + 5 ⇒ (20) + 5 = 25
Vivian's Initiative: 1d20 + 5 ⇒ (15) + 5 = 20
Mongrelmen Init: 1d20 + 1 ⇒ (9) + 1 = 10
Initiative (Round 1)
Tara <= Up
Amaria [1 Dmg] <= Up
Vivian [3 Dmg] <= Up
Bert [10 Dmg]<= Up
3 Mongrelmen
Sophie [Bull's Strength Active]
Stefan [6 Temp HP]
Tara and Vivian are up first! I'll bot Amaria and Bert afterwards unless someone else wants to do it again.
Sophie Kundegard |
"I don't see any need to fight these creatures. We should tell them they are free now."
Vivian Deberth |
Yes, but would they listen?
Vivian lowers her sword, a little , ready to fend of the attackers but not pressing the attack herself Total defense
Stop , we wish you no harm. Your masters are already dead! We can prove it.
Diplomacy: 1d20 + 10 ⇒ (6) + 10 = 16
Vivian Deberth |
Rolling for Amaria Diplo: 1d20 + 11 ⇒ (14) + 11 = 25 That's better!
Amaria tries to convince the mongrelmen to lower their weapons. She does not ready an arrow into her bow, showing her peaceful intention.
Meanwhile Bert tries to look as inoffensive a warrior ready for battle can be.
GM Harker |
The mongrelmen react much more positively to Amaria's words as they lower their clubs. The one in the center then asks, "Okay, who's the boss now? Are the terms of employment the same? We need this job, no one else will let us work for them."
Out of Combat unless someone still wants to attack.
Vivian Deberth |
What was your "job", in fact? Could you tell us? Maybe we can't find you the same line of work, but I already have an idea, if you don't mind some traveling. People who could accept you as you are, and who would be loyal to you if you are loyal to them.
Maybe the Crooked Kin would be happy to get some reinforcements?
GM Harker |
With the mongrelmen willing to talk instead of fight, Vivian learns that they basically do whatever odd jobs Vorkstag or Grine give them as part of the chemical factory. Most of the time they work on brewing the acid and bleach in the vat room, but these three were given the task of doing inventory in this storage room. The mongrelmen seem receptive to the idea of working for the Crooked Kin, but would prefer if your group made the arrangements since their deformities make city traffic difficult for them.
With a potential deal in the works, the mongrelmen point out the items in the room that might be helpful to you. These include 12 vials of alchemist’s fire, 12 vials of liquid ice, 10 smoke pellets, 10 smokesticks, and six bottles of bleach (worth 5 gp each) with the same labels as the one found in the Sanctuary. In addition, the leader offers a bottle of port wine hidden in the room, worth 100 gp.
* * *
Examining the room to the east, you find simple stable that contains two stalls filled with straw, one of which holds an ancient horse one step away from the knacker’s yard. In the other stall you find bedding for numerous individuals. The mongrelmen in the previous room tell you that this stable serves as their bedroom.
* * *
With the ground level searched, the group moves to the cellar. Finding the door at the bottom of the vat room, you discover it is locked.
Map updated, moved the party to its current location.
Sophie Kundegard |
"We'll see what we can do for you. We will not forget to return to help you."
--
"Can you get us in there, Vivian?"
Vivian Deberth |
Did we find some keys earlier?
Perception to find traps: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30
I do hope so..I'll check for traps first
DD with masterwork tools (trap or door): 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29
GM Harker |
Yes, you do have keys which work in the lock. I'll leave it up to you whether Vivian uses the key or shows off by opening it with lock picks.
Finding no traps on the door, Vivian opens it easily and the group progresses further. This first underground room contains several dozen crates, a few coffins, lots of straw, and several huge bell jars. Searching the room you find five pots of bladeguard, 10 doses of bloodblock, 5 applications of silver weapon blanch, 5 applications of cold iron weapon blanch, and a single application of adamantine weapon blanch.
Vivian also finds a secret door to the east.
PC Perception
Vivian Perception: 1d20 + 10 ⇒ (15) + 10 = 25
Tara Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Stefan Perception: 1d20 + 4 ⇒ (9) + 4 = 13
Sophie Perception: 1d20 ⇒ 8
* * *
Making your way through the secret door, the next room contains grisly things in jars, two complete skeletons of monstrous creatures, a coffin, and a handcart.
The jars contain various preserved specimens waiting to be shipped, including a preserved drow head, a pickled pair of hill giant eyes, the half-changed head and spine of a wererat, and a trio of chuul tentacles.
The skeletons both appear to be owlbears, while the coffin holds a preserved male human body in traveler's clothes.
In the cart, you find a magic wand on top of a ledger. The ledger lists the objects in the room, their buyers, and delivery destinations. All of them are destined for scholars in Caliphas and have commanded high prices.
It's a wand of Gentle Repose (28 charges, CL 3rd)
A narrow corridor to the east ends at a locked iron grille, which is easily unlocked with one of Vorkstag's keys. Forty yards beyond the grille, the tunnel joins the local sewer.
I'll give you all time to react and/or spellcraft the wand before moving to the next room.
Vivian Deberth |
Spellcraft: 1d20 + 5 ⇒ (17) + 5 = 22
I have seen something like that, at my mom's temple in Karcau. It's a wand of Gentle Repose: this spell is used only on dead people. Pharasman use it either to ensure a corpse won't deteriorate before burial, or to delay the decaying so a Raise Dead spell can be used, if Pharasma allow such a Fate.
GM Harker |
Finishing up in secret room connected to the sewers, the group continues back to the storage room, then through a door to the south and down a flight of stairs to come to an iron door.
Finding no traps on the door, Vivian opens it up to reveal the floor of this large chamber is hidden beneath the murky water filling the room to just below the bottom of the door. Dozens of pale cadavers silently float in the ice-cold waters, bumping into each other or against the damp walls. The air is still and quiet, broken only by the sound of water lapping against stone walls.
A 10-foot-long gaff hangs on the wall beside the door, probably used to gather up bodies.
Gazing over the room, Vivian notes that two of the bodies seem to twitch slightly, as if animate.
You can move through the water, but it acts as difficult terrain.
We will wait for Vivian to react to what she sees.
Amaria Perception: 1d20 + 1 ⇒ (20) + 1 = 21
Bert Perception: 1d20 + 1 ⇒ (11) + 1 = 12
Sophie Perception: 1d20 ⇒ 4
Stefan Perception: 1d20 + 4 ⇒ (5) + 4 = 9
Tara Perception: 1d20 + 4 ⇒ (5) + 4 = 9
Vivian Perception: 1d20 + 10 ⇒ (18) + 10 = 28
S 1: 1d20 + 8 ⇒ (6) + 8 = 14
S 2: 1d20 + 8 ⇒ (9) + 8 = 17
Vivian Deberth |
I guess those are undead. We should put them to rest, but as long as they pose no threat there might be more urgent matters.
Vivian looks at the pool, trying to figure if the cadavers inside have a chance to get out of it all by themselves.
Taking 20 if needed in Perception, total 30. If there is a way for the moving corpses to get out of the pool, Vivian will try to find out a way to keep them inside with Disable Device (knock the ladder off,or something like that)
GM Harker |
Please note, this appears to be the last unexplored room in the building.
From her position at the door, Vivian takes a couple of minutes to examine the room. The entire room is full of water with dozens of dead bodies floating in it. The water seems shallow enough to tread. There does not appear to be any other exits. There is also no way to secure the door with the materials nearby other than grabbing the gaff from the wall and wedging it under the door. This method would be quite easy to circumvent, however, to a determined, strong enemy.
Vivian Deberth |
If we have time, I'd like to destroy theses unliving yet moving corpses, if you don't mind. Bert could use his halberd, or whatever his weapon is called, to hit them from afar, and I'll be there to help him if they come too close. Or maybe Tara could bring them the peace of the grave, finally?
GM Harker |
As Vivian comes up with a battle plan, the two twitching corpses she spotted earlier rise up from the water. With their tight, leathery skin, sunken eyes, and emaciated figures, they appear to be some type of undead. They both turn their attention to the door.
Knowledge (religion) will provide more information.
Moving at the speed of a living person and unencumbered by the water, they wade up to the door and attack Vivian. The male creature hits her in the head, hard enough to almost stun her, but she manages to keep her senses. The female enemy does exactly the same, also striking her in the head yet this time stunning her. Vivian takes 19 damage in total and is stunned for 1 round.
PC Initiative
Amaria's Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Bert's Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Sophie's Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Stefan's Initiative: 1d20 + 5 ⇒ (12) + 5 = 17
Tara's Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Vivian's Initiative: 1d20 + 5 ⇒ (10) + 5 = 15
Enemy Init: 1d20 + 7 ⇒ (19) + 7 = 26
Male: 1d20 + 5 ⇒ (20) + 5 = 25
Confirmation: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d6 + 6 ⇒ (2) + 6 = 8
Vivian Fort Save: 1d20 + 6 ⇒ (6) + 6 = 12
Female: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d6 + 6 ⇒ (5) + 6 = 11
Vivian Fort Save: 1d20 + 6 ⇒ (2) + 6 = 8
Initiative (Round 1)
2 Corpse-like enemies
Stefan [6 Temp HP] <= Up
Vivian [22 Dmg; Stunned for 1 round]
Tara <= Up
Sophie <= Up
Amaria [1 Dmg] <= Up
Bert [10 Dmg] <= Up
Everyone is up except for the stunned Vivian. If you enter the room, all the water squares are difficult terrain.
GM Harker |
Sophie recognizes these creatures as Juju Zombies. They are undead creature that tend to keep their class abilities and intelligence from before their deaths. They also resist weapon damage unless the source is a magical slashing weapon, and are immune to cold, electricity, and magic missiles while having a moderate resistance to fire.
Everyone is up except Vivian.
Sophie Kundegard |
Sophie shares what she knows and then murmurs a prayer, blessing her longspear, Vivian's weapon, Bert's weapon, and up to two other weapons. weapons against evil: up to 5 blessed weapons can ignore up to DR/5 on any evil creatures they attack. 5 round duration.
Dr. Stefan Von Herzog |
I'm back! Thanks to everyone for putting up with my absence this past month!
Give the remaining weapon blessing to Tara—Stefan isn't terribly effective using weapons.
Know (religion): 1d20 + 12 ⇒ (19) + 12 = 31
Catching a glimpse of the walking corpses as they approach the landing, Stefan gasps, "Yes—Juju zombies!"
Stefan utters magical incantations and traces glowing sigils into the air. A wave of energy pulses outward from that point, which seemingly affects the zombies.
Turn undead. DC 14 Will save or flee as if panicked.
Tara Eliade |
Tara looks on in concern as Vivian is paralyzed by the strikes. "That does not bode well." Conjuring up some healing energy, Tara taps Vivian on the shoulder, helping her regain some of the lost blood.
Burning Lesser restoration to cast cure moderate wounds on Vivian
Healing: 2d8 + 5 ⇒ (5, 8) + 5 = 18
GM Harker |
Dr. Von Herzog attempts to turn the the juju zombies, but both creatures resist his attempt.
Seeing the extent of Vivian's injuries, Tara uses a healing spell to alleviate most of her wounds.
Male Will: 1d20 + 9 ⇒ (19) + 9 = 28
Female Will: 1d20 + 9 ⇒ (11) + 9 = 20
Male Grapple: 1d20 + 7 ⇒ (16) + 7 = 23
Female Grapple: 1d20 + 7 ⇒ (8) + 7 = 15
Bert attacks the female zombie who stunned Vivian, hitting her with his sword
Bert Sword attack: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Amaria focuses on the same target and fires two arrows. Although the first projectile misses, the second hits the juju zombie in the head which destroys it.
Amaria Arrow 1: 1d20 + 4 ⇒ (7) + 4 = 11
Arrow 2: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d8 + 11 ⇒ (8) + 11 = 19
The remaining zombie curses in common and grabs Vivian, placing her in a grapple. Vivian is now grappled.
Vivian is no longer stunned, but she did drop her sword when she was.
Initiative (Round 2)
1 Juju Zombie
Stefan [6 Temp HP] <= Up
Vivian [4 Dmg; Grappled] <= Up
Tara <= Up
Sophie <= Up
Amaria [1 Dmg] <= Up
Bert [10 Dmg] <= Up
Everyone is up!