GM Mikkel's homebrew Pathfinder campaign in a militarized magic setting [Completed] (Inactive)

Game Master Mikkel Madsenn

A short campaign of exploration, adventure, and some horror.

Silo's tracking map, Campaign map, Roster of NPCs


751 to 800 of 2,683 << first < prev | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | next > last >>

Female Half-Elf Inquisitor (Spellbreaker) 3
Stats:
Init: +4 | HP:14/26 | AC: 23 | FF: 18 | Tch: 11 | Fort: +5 | Ref: +2 | Will: +5 | Perc: 9| Sen Mtv: 11| Double Rolls against mind affecting | +2 Against Enchantment | Immune Sleep

Hey, I totally told Henri about the oil! And she responded in an excellent way. Well, except for the zombies having fire resistance. (Shiiiiiiit).

Dulae stared at the woman in front of her and scowled. Altien damn fresh corpses... even with all that training I can't even tell if she's alive! Still, I can't let her get near the others. Dulae raises her shield in front of her to cover herself the best she can and prepares to avoid a blow

"Maam!" She calls out in a loud, voice, enunciating as clearly as she can to the figure before her. "If you can understand me, back away! There are monsters in this cage!"

Hiding behind the shield is Dulae taking the Total Defense action for the round - AC 23, Touch AC 15.


@Cel: I think in the former case it's very clear (6 burn limit until a full night's rest) but you've convinced me the latter merits further investigation. I will think on it.

@Dulae: My apologies, so you did! I must have been thinking of the last trap. Or what the purpose of the chamber is. (Or about 80% of the relevant information collected in town.)

I was considering posting an 'are you sure you want to do that?' warning to Henri, but I reminded myself that she didn't see the channel at first and I was too hasty to check the rest of the gameplay thread. My bad. Although this is going to be more fun for me - these zombies just want to snuggle (and indeed, they don't much care if they're on fire).


Male CG Half Elf Untouchable Spelleater 4/ Shadowcaller 1 Half Elf | HP: 41/41 Nonlethal:| AC: 16 (12 Tch, 14 Fl) | CMB: +7, CMD: 19 | F: +8, R: +3, W: +4 | Init: +2 | Perc: +11, SM: +5 | Speed 40ft (40 in armor | Bloodrage: 8/12 | Friendly SR:+2 | 1st Level Spell: 2/2 | Active conditions: None.

Zombies, on fire. Isn't this just perfect?

Shedding his heavy clothes and medical pouch, Xizoh moves towards the gate, doing his best to clear the trap with a jump.

Acrobatics-Dodging traps: 1d20 + 6 ⇒ (7) + 6 = 13

Standing next to Henri, Xizoh takes a moment to chuckle darkly. " This time, I'm giving a warning. I'll be very large and angry when I get under that gate."


- Eidolon Protean,
Stats:
AC 16 (14/12), HP 2/11, Fort +1, Ref +5, Will +2, Init +3, Perception +0, Climb +13, Escape Artist +7, Stealth 7

Fortitude: 1d20 + 1 ⇒ (17) + 1 = 18

Anathema hisses as he feels the doctor tug at his magic. So he'll use that now? This is escalating quickly.


Male Sylph Aerokineticist - 1
Stats:
CONDITION:None, AC 15 (13/12), Fort +5, Ref +6, Will +0, Init +6, Perc +4, HP 12/12, Burn 0/6 (0/12 Nonlethal)
GM Mikkel wrote:

@Cel: I think in the former case it's very clear (6 burn limit until a full night's rest) but you've convinced me the latter merits further investigation. I will think on it.

I have a reply in the discussion tab, I think it fits better there at this point!


Female Human Brawler (Shield Champion) 5 /\/\ Init: +2 | HP: 44/44 | AC: 19 | FF: 16 | Tch: 13 | Fort: +7 | Ref: +8 | Will: +2 | Perc: +8 | +5 Fort vs Cold Weather |

Okay, I'm seriously at a loss here what to post. Can someone give me breakdown of what's happened? My brain is just not processing it for some reason.


Sure, I'll give it a shot.

- 4 active hostiles (very likely zombies) in the chamber.
- Chamber gate is rising (should be passable soon as a normal move with an acrobatics check).
--- EDIT: there were two sets of clicks before the gate started rising; one from an unmarked tile Dulae stood on and another from when archeologist #4 crossed unmarked tiles on either side of the painted red ones in the chamber.
- Chamber is now ringed with fire, so anyone who crosses over the brown line in the map to get in or out has a chance of being damaged by fire or setting themselves on fire.
- It's pretty clear to the group that fire doesn't do much damage to the zombies, and the one at the front (at least) is going to try to cross.
- 1 potential hostile (unknown status, might be a living civilian) next to Dulae.


Female Human Brawler (Shield Champion) 5 /\/\ Init: +2 | HP: 44/44 | AC: 19 | FF: 16 | Tch: 13 | Fort: +7 | Ref: +8 | Will: +2 | Perc: +8 | +5 Fort vs Cold Weather |

Okay, well in that case.

For the first time in her life, Alaina wasn't sure what to do. So she held her position waiting to see what the woman in front of the Sergeant would do.

Ready Action: Throw shield if the one Dulae is talking to turns hostile.


Xizoh just avoids stepping on the red tile. Anathema's lightheadedness passes and he feels quite well aside from the darts still stuck in his side.

The woman next to Dulae steps back as instructed. She lowers her arm from in front of her eyes, revealing ashen gray skin of the recently dead. Her formerly lovely face is streaked with blood. She kneels on the ground in front of Dulae with a pleading expression. She looks pained and confused and she is still making hiccuping sobbing sounds that could be crying if she had any tears.

Dulae:

Dulae has heard of rare cases when novice necromancers attempt to raise the undead with some of their former humanity for company or other purposes. This usually results in a botched zombie; someone who remembers some of their past self and wakes to the horror of being dead. These creatures are usually too distraught to be of any use or comfort to their maker unless actively commanded.

Dulae notes the strength of the zombie near the gate and thinks it is unlikely a novice necromancer is working alone, if it is necromancy at work.

In the firelight the three archeologists at the back of the cavern approach the chamber gate, causing the gate mechanism above to click whenever they pass on an unmarked tile adjacent to a red diamond tile. They take the lead of the dead man at the gate and wait. They focus on the party with intense, hungry expressions as the fire crackles around them.

=== End of non-PC round. PCs have 24 hours to act again. ===

The cage is now 19 inches off the ground. Acrobatics check of 10 to pass under as part of a normal move.

GM notes:

Archeologist 5 on map 10.
Dulae, Henri, Alaina, Xizoh, Cel, Anathema, hostiles on map 9.

Active light sources:
Shield - Dulae
Ioun torch - Alaina
Wayfinder - Cel
Ioun torch - Xizoh
Torch (wooden)
Ring of fire

Archeologist 1: 0
Archeologist 2: 0
Archeologist 3: 0
Archeologist 4: 14
Archeologist 5: 0


Female Elf Fighter (Cad) 3 / Spellslinger 2
Stats:
Init: +5 | HP: 29/29 | AC: 13 | FF: 10 | Tch: 13 | Fort: +3 | Ref: +4 | Will: +5 | Perc: +4 | +5 Fort vs Cold Weather | +2 Against Enchantment | Immune sleep | -2 STR

Henri grimaces as her flame shot sets the oil alight, but stands her ground. "Fine," she growls, and swings her blunderbuss around her, taking a step back. "I hate reloading that thing anyway." She takes a glance around the area, but doesn't see anything that can be used as a weapon - she didn't like resorting to the curved blade, but at this point it seemed like the only thing that would hurt them. She draws the blade and holds it in two hands before her, waiting for the zombies to approach. "Let 'em come, we don't want to bottleneck ourselves."

Henri readies an action to attack any hostile creature that comes in range.


Male Sylph Aerokineticist - 1
Stats:
CONDITION:None, AC 15 (13/12), Fort +5, Ref +6, Will +0, Init +6, Perc +4, HP 12/12, Burn 0/6 (0/12 Nonlethal)

At Henri's last sentence, Cel says, "Not so fast, Henri!" While Cel is behind the majority of the group's eyesight, the tone of his voice is clear. There's a definite sly smile...

First Alaina, then Henri feel a tugging at their clothing and hair. The very minute sound of air that's been swirling around Cel since the last fight begins to increase in volume. It doesn't take long for the members of the group to know what's happening. That familiar sound of wind that quickly turns into the sound of a speeding train mixed with a tornado from the episode in the Captain's office has begun again.

Move action to Gather Power reducing Burn by 1, but also taking an additional Burn (total 2 Burn, but net of 1 Burn for non-lethal damage purposes)

Cel hollers above the racket, "Let's play Miss Dulae's game!"

Ready action for first zombie to step out of the doorway to get attacked with a Pushing Infusion Blast for damage plus a 10' Bull Rush attempt using Con instead of Str for CMB


Adding strong winds to the raging nearby fire. You guys sure like to keep things interesting. I should be able to post by the afternoon and I'll bot any PC who hasn't posted yet before the non-PC round.


Male Sylph Aerokineticist - 1
Stats:
CONDITION:None, AC 15 (13/12), Fort +5, Ref +6, Will +0, Init +6, Perc +4, HP 12/12, Burn 0/6 (0/12 Nonlethal)

As an At Will I can move my Basic Aerokinesis to anyone giving them +2 saves versus heat (not fire damage, just Fort vs heat stuff) in addition to the Endure Elements spell, so if that ends up being applicable to someone near the gate I'd ask that you apply that additional +2 to the person being affected by heat before any negative consequences are rolled. Gracias!


I see it only costs you a standard action, which you would have had left in your turn. However, my read of the situation is that Cel did this rashly and without thought about the consequences (as is very much in character thus far).

(Read: unless you can confidently say Cel would've thought to do this if his player hadn't heard Cel was about to cover himself and most of the party in fire, then I think not. Wouldn't do you much good against energy damage anyway.)

I'm going to take the description of gather power pretty much to the letter (drawing in air in a 20 foot radius). It'll look something like this, with you in the middle, flames coming in from the chamber entrance subset of the spiral, and flames spreading out across the top of the cave tunnel from the vortex.

You guys will get some bonus against being set on fire from being damp, so you'll be okay. (Probably.)

I'm hoping to write that up now, then I'll give it til the evening to see if we can get to over 50% PC posts before the non-PC round.


Female Half-Elf Inquisitor (Spellbreaker) 3
Stats:
Init: +4 | HP:14/26 | AC: 23 | FF: 18 | Tch: 11 | Fort: +5 | Ref: +2 | Will: +5 | Perc: 9| Sen Mtv: 11| Double Rolls against mind affecting | +2 Against Enchantment | Immune Sleep

Dulae stares at the husk in front of her, a mixture of pity and horror running through her. Is whats left aware enough to give us information? She swings her sword in a small circle, feeling the balance and contemplating the strike that would end the husk's suffering. Her mouth sets in a grim line. She'll have to wait for release.

She takes a step sideways to get a better view of the gate and zombies behind it. "Not enough room... she mutters to herself, before speaking more loudly. "If they get you, fall back and let the uninjured cover you." She grips her sword, ready in case the enemy manages to burst through.

Also readying an action to attack a zombie should it come into range, either #5 or if one gets next to Xizoh.


As mighty gusts swirl around Cel, the wind whips the flames burning near the chamber entrance into a pillar of fire that licks the top of the cave tunnel for 10 feet around the vortex center.

All PCs within the orange lines on the map suffer 1d3 energy (fire) damage. Reflex save to take half damage and avoid catching on fire. No damage from heat.

Fire vortex damage
Cel damage (double intensity): 2d3 ⇒ (2, 2) = 4
Henri damage: 1d3 ⇒ 1
Alaina damage: 1d3 ⇒ 2
Xizoh damage: 1d3 ⇒ 2
EDIT: Dulae convinced me lamp oil damage is more appropriate for fire vortex damage, so I split it into fire vortex damage and catching on fire damage.

Reflex saves
Henri reflex save: 1d20 + 4 + 3 ⇒ (8) + 4 + 3 = 15
Alaina reflex save: 1d20 + 7 + 3 ⇒ (8) + 7 + 3 = 18
Xizoh reflex save: 1d20 + 2 + 3 ⇒ (2) + 2 + 3 = 7
Cel gets no reflex save, calling the flames to him and becoming engulfed on all sides.

Damage for catching on fire.
Cel damage: 1d6 ⇒ 4
Xizoh damage: 1d6 ⇒ 3

Outcome summary:
Cel takes 8 damage and is now on fire.
Henri takes 1 damage (not on fire).
Alaina takes 1 damage (not on fire).
Xizoh takes 5 damage and is now on fire.

If you're on fire, you are very distracted and lose your readied action. Roll a reflex save (DC 15) on your next turn or you will continue to burn for 1d6 damage per round. Then you'll have to roll for your equipment. (Xizoh, I hope none of your healing potions are flammable.) You may roll for all equipment at once to expedite things, and if that fails you may roll for each item individually. Take a +3 bonus for dampness.

Anyone within the flames suffers a -5 penalty to attack while facing into the wind. Cel is effectively blinded to anything outside his vortex of fire.

The zombies inside the chamber sense opportunity, leaning eagerly toward the rising gate.


Male CG Half Elf Untouchable Spelleater 4/ Shadowcaller 1 Half Elf | HP: 39/51 Nonlethal:| AC: 15 (11 Tch, 13 Fl) | CMB: +9, CMD: 23 | F: +10, R: +3, W: +6 | Init: +2 | Perc: +11, SM: +5 | Speed 40ft (40 in armor | Bloodrage: 8/12 | Friendly SR:+2 | 1st Level Spell: 2/2 | Active conditions: None.

I actually dropped all my healing gear earlier. I'll move back

As Xizoh ignites in fire his flesh begins to melt, and not only from the heat. Moving as if it was wax, portions splitting open only to sew themselves shut with scars. The half elf bends down roaring in pain, his flesh splitting faster and faster.

By the time he stands up he stands two heads taller and a great deal more intimidating. His flesh a series of mismatched colors, textures, scars, and stitches. His left arm appears small and scrawny, in direct contrast the monsterous hulk of his right arm. Slowly, his flesh attempts to knit back together where the fire has sloughed off portions of his skin.

Reflex save-Not my shinies!: 1d20 + 5 ⇒ (18) + 5 = 23

Reflex save-My drugs, I mean medicine!: 1d20 + 5 ⇒ (17) + 5 = 22

Frantically patting the flame on him the half elf chuckles darkly, the motion causing the stitches of his face to distort and warp. "I'm really starting to hate fire"


Xizoh the fleshbeast!! Awesome, I love it.

For clarity, the fire vortex effect of Cel's gather power has ended (being treated like a move action). PCs are no longer engulfed in flames (except Cel, who is still on fire and will be until at least the beginning of his next turn).

The flames on Xizoh quickly extinguish, leaving his clothes and equipment intact.

Xizoh, I am on the struggle bus to find what makes you grow larger in your character sheet, can you remind me? (I'm wondering if we need to make your marker bigger - I see in Xizoh the Fleshbeast's stats his size is listed as 'medium' so perhaps not.)


Male Sylph Aerokineticist - 1
Stats:
CONDITION:None, AC 15 (13/12), Fort +5, Ref +6, Will +0, Init +6, Perc +4, HP 12/12, Burn 0/6 (0/12 Nonlethal)
GM Mikkel wrote:

I see it only costs you a standard action, which you would have had left in your turn. However, my read of the situation is that Cel did this rashly and without thought about the consequences (as is very much in character thus far).

(Read: unless you can confidently say Cel would've thought to do this if his player hadn't heard Cel was about to cover himself and most of the party in fire, then I think not. Wouldn't do you much good against energy damage anyway.)

etc

Ooooh, that's what you meant by "keeping things interesting." Turns out, it wasn't Cel acting rashly and without thought of consequences so much as it was me not realizing that this could happen. My interpretation of your previous post was that the location where things were already burning would get more intense so it would get hotter near the oil trough, not create that cool picture you linked. Conveniently, my own ignorance actually does fit Cel quite nicely as you said. Also, good lesson learned. I'm extremely well versed in treating burn wounds, not so much on how they can come to be. Learning is fun! Apologies to all the characters who just got hurt because of IRL stupidity.

Question, really more for my own quest for knowledge. Since gather power ends after the move action to gather it, this would end the 20' swirling winds. In terms of reality, would that effectively mean that the vortex snuffs out just as fast as it was created?

EDIT: And yes, Cel wouldn't attempt to move the Aerokinesis if he knew he was going to explode everyone in the hallway. I'll roll reflex +/- "Stop, drop, and roll" reflex save after everyone else goes.

Concentration 1 - Please don't explode: 1d20 + 6 ⇒ (16) + 6 = 22
Concentration 2 - Please don't explode again: 1d20 + 6 ⇒ (7) + 6 = 13

As Cel ignites in flame his form is obscured to the others around him. A second after he's enveloped in flame there is the small sound of a minor explosion in the middle of the vortex.

Cel takes an additional point of Burn


Answer: the law of inertia says no. Assuming the force supporting the vertex and spinning the air suddenly stopped, a moment later the spinning air would continue spinning just as fast as it had been. The air around it generates a damping effect, causing it to spin down pretty quickly, probably in less than tens of seconds but not instantaneously. (Averaged damping constant depends on air density (i.e. temperature) and complex interactions with solid barriers, etc etc.)

But I do not follow what you just did (presumably on your next turn, after the non-PCs have acted). Can you walk me through that?


1 person marked this as a favorite.
Male Sylph Aerokineticist - 1
Stats:
CONDITION:None, AC 15 (13/12), Fort +5, Ref +6, Will +0, Init +6, Perc +4, HP 12/12, Burn 0/6 (0/12 Nonlethal)
GM Mikkel wrote:

Answer: the law of inertia says no. Assuming the force supporting the vertex and spinning the air suddenly stopped, a moment later the spinning air would continue spinning just as fast as it had been. The air around it generates a damping effect, causing it to spin down pretty quickly. (Averaged damping constant depends on air density (i.e. temperature) and complex interactions with solid barriers, etc etc.)

But I do not follow what you just did (presumably on your next turn, after the non-PCs have acted). Can you walk me through that?

Thanks for the info!

It's the same turn, just a side-effect of Gather Power. If Cel takes damage while gathering power he has to make a Concentration Check or suffer the amount of Burn that is being reduced and lose the "stored" Burn. So, considering that both the initial damage and the ongoing damage were effectively happening one immediately after another I assumed two Concentration Checks would be necessary for each damage hit. He failed the second one, and I figured a small explosion would be a nice flavor text to the additional damage :)

Big turn for him! He pretty much looks like this now


Ah, fair enough, I agree with your interpretation. That's a wonderfully appropriate image, but his clothes/things may yet survive - we'll find out on his next turn. =D


===== Autobot protocol GM003 ======
Posted on behalf of Alaina.

Alaina grimaces as Cel's fire vortex burns her. When it passes, she puts her back to the wall so that she can see all five dead archeologists and steels herself for a fight.

Ready action: throw shield at the first creature to aggressively approach.

==============================


Begin non-PC round. Cage is currently 24 inches off the ground. Acrobatics DC 10.

Archeologist 4 acrobatics: 1d20 - 2 ⇒ (2) - 2 = 0
Archeologist 3 acrobatics: 1d20 - 2 ⇒ (13) - 2 = 11
Archeologist 2 acrobatics: 1d20 - 2 ⇒ (15) - 2 = 13
Archeologist 1 acrobatics: 1d20 - 2 ⇒ (13) - 2 = 11

Archeologists 4 and 1 get no save, being prone and stuck in the flames.
Archeologist 3 reflex: 1d20 + 1 ⇒ (20) + 1 = 21
Archeologist 2 reflex: 1d20 + 1 ⇒ (2) + 1 = 3

Archeologist 4 fire damage: 1d6 ⇒ 1
Archeologist 3 fire damage: 1d6 ⇒ 1
Archeologist 1 fire damage: 1d6 ⇒ 6

The zombie nearest to the gate suddenly lunges hastily for it, his hungry gaze fixed on Henri. He trips into the flames, falling prone. He manages to drag himself halfway underneath the gate, but not before the zombie with the bite wound throws herself underneath the gate ahead of him and rolls to her feet. She meets Cels eyes again and rushes toward him, heedless of any blows coming from either side.

The zombie with the broken neck also crosses under, her head bobbing lopsidedly back and forth as she moves. She spends long enough crossing the flames that her brown uniform catches on fire. The flames cast eerie shadows on her displaced face as she reaches for Henri.

The zombie with the broken leg follows, pulling himself underneath the gate. He tries to stand but doesn't quite have enough room under the gate, so he claws toward Xizoh on the ground.

The dead archeologist ahead in the tunnel sobs, still kneeling on the ground.

Zombie 3 provokes an attack of opportunity from Henri and Anathema.

Before (or as part of) the next PC round:
- Alaina, Henri, and Dulae take their readied actions, if applicable. (Order of incoming zombies is 3 then 2.)
- If you get an attack of opportunity above, you may choose to take it.

Status summary
- Zombies 1, 2 and 4 are on fire (noted on the map with orange outlines). Zombies 1 and 4 are prone.
- Dead archeologist on map 10 seems non-threatening.
- ⅔ of the party just took damage from an accidental fire vortex.
- Cel looks pretty burned and is currently on fire (see Cel’s header stats).
- Fire vortex is dissipated enough that the -5 perception no longer applies to any PCs (except for Cel if he doesn’t make his reflex save).
- Cage is 27 inches off the ground for this next PC round, but the space under the gate is currently full of zombie.

Changes to map
I removed the fire vortex lines so it’d be clear where the zombies end up. If you didn't see them and want to check those out, click on the text just to the right of 'Help' and then click back a couple versions (in the tab on the right).

========= End of non-PC round. PCs have 24 hours to post ========

GM notes:

Archeologist 5 on map 10.
Dulae, Henri, Alaina, Xizoh, Cel, Anathema, hostiles on map 9.

Active light sources:
Shield - Dulae
Ioun torch - Alaina
Wayfinder - Cel
Ioun torch - Xizoh
Torch (wooden)
Ring of fire

Archeologist 1: 3
Archeologist 2: 0
Archeologist 3: 0
Archeologist 4: 14
Archeologist 5: 0


Female Elf Fighter (Cad) 3 / Spellslinger 2
Stats:
Init: +5 | HP: 29/29 | AC: 13 | FF: 10 | Tch: 13 | Fort: +3 | Ref: +4 | Will: +5 | Perc: +4 | +5 Fort vs Cold Weather | +2 Against Enchantment | Immune sleep | -2 STR

This post is specifically for pre-round actions that I'd like to see the result of before doing Henri's actual round.

The whorling flame singes Henri's hair, making her grimace and quickly draw in breath. It stings, but it isn't that bad. She is still able to easily keep her composure. Still, that gets much harder as Xizoh begins to change.

"Uh..." Henri stares pointedly at Xizoh, her mouth falling slightly open. How many forms does this guy have? She does not have time to think much longer, as suddenly a zombie enters her attack zone - she slashes, attempting to carve through the first zombie she sees, Archaeologist 3. She slashes her blade high over her head and attempts to slice the zombie down the middle.

Attack - Readied action, Archaeologist 3: 1d20 + 5 ⇒ (8) + 5 = 131d10 + 3 ⇒ (8) + 3 = 11

If the zombie keeps trying to move past her, leaving itself exposed, she swiftly turns the downward slash into a horizontal one, attempting to cut down its back.

Attack - Attack of opportunity, Archaeologist 3: 1d20 + 5 ⇒ (7) + 5 = 121d10 + 3 ⇒ (1) + 3 = 4


Male Sylph Aerokineticist - 1
Stats:
CONDITION:None, AC 15 (13/12), Fort +5, Ref +6, Will +0, Init +6, Perc +4, HP 12/12, Burn 0/6 (0/12 Nonlethal)

Just because I'm anxious about it, I'm going to take my turn now. My entire turn won't really affct anyone else I think, so I figure I'll try to end my one man show reimagining of Daenerys Targaryen's rebirth from fire. If the AoOs kill it, then just change zombie 3 to zombie 2 at the end of my post.

Reflex - This is less fun than anticipated!: 1d20 + 6 ⇒ (10) + 6 = 16

None of what I'm about to type is meant to have any mechanical effect on the game. It's all just flavor text!

Cel dives backwards as the zombie comes for him (5' step back) and in doing so he instinctually uses air around him to buffet the flames off of him into the zombie's face.

He pulls in the air around him numb to the pain from the flames and with a face looking much like this he takes a point of Burn, and unleashes...

Directed at zombie 3

Pushing Infusion Blast - Get away from me, I'm in no mood!: 1d20 + 7 ⇒ (7) + 7 = 14
Damage if that hits: 2d6 + 7 ⇒ (6, 5) + 7 = 18
CMB to Bull Rush 5' back the way he came: 1d20 + 5 ⇒ (12) + 5 = 17

Semi-related, do we need to be concerned that zombie 3 just stepped on a red diamond? I feel like a shower of arrows would not be something Cel wants to deal with right now on top of everything else.


The zombie passing by Henri (archeologist 3) dodges under Henri's swings, focused on Cel.


Cel manipulates the air around him to snuff out the flames. (Assuming Cel uses controlled air to put out the fire, we can use the same roll to assume his clothes and things are also no longer on fire.)

Cel's blast goes just high of the zombie as she reaches for him. (Probably for the best; that could've gotten complicated if you'd pushed the zombie into Henri's square (not necessarily in the party's favor)).

Anyone who notices the zombie approaching Cel steps on or near a red diamond tile observes that nothing appears to happen. In the melee it's difficult to tell if she avoided it or not. Yep, you should still be thinking about traps. I'd forgotten to post that outcome though, thanks.


Female Half-Elf Inquisitor (Spellbreaker) 3
Stats:
Init: +4 | HP:14/26 | AC: 23 | FF: 18 | Tch: 11 | Fort: +5 | Ref: +2 | Will: +5 | Perc: 9| Sen Mtv: 11| Double Rolls against mind affecting | +2 Against Enchantment | Immune Sleep

Dulae's readied action does not trigger, but a question for this coming round: From the grey diamond tile next to Dulae, can she attack enemy 1? Partial cover but allowed if I'm reading the map rules correctly?


Correct. Yes she can attack - enemy 1 gets partial cover from the corner.


Female Half-Elf Inquisitor (Spellbreaker) 3
Stats:
Init: +4 | HP:14/26 | AC: 23 | FF: 18 | Tch: 11 | Fort: +5 | Ref: +2 | Will: +5 | Perc: 9| Sen Mtv: 11| Double Rolls against mind affecting | +2 Against Enchantment | Immune Sleep

Thanks!

"Norah's taint!" Dulae yells at the sudden pillar of fire next to her, flinching back. When the flame clears she sees the dead forcing their way out of the gate and, with an inarticulate shout, she darts forward and swings her blade.

Bastard Sword - cover: 1d20 + 7 - 4 ⇒ (13) + 7 - 4 = 16

Nice that its prone, too!

Damage if it hits: 1d10 + 4 ⇒ (2) + 4 = 6

Wah waaaaah.


He just couldn't wait any longer to give you a hug, he had to try right then. (You look delicious.) And noted - I don't expect any interference from readied actions but I will probably wait to see how any pre-round PC attacks from Alaina, Xizoh, and Anathema (if taken) shake out before fielding this.

EDIT: I think I left out of the description that Xizoh gets an attack of opportunity on archeologist 3 as well. (Surprise, Xizoh.)


I'm reading that 24 hours probably isn't enough time for a pre-combat and combat round. Fair enough. Let's give it another day.

If things are busy, no worries. Let me know if you'd like me to move things along in your stead. (Combat is much easier for me to bot than RP.)


1 person marked this as a favorite.
Male CG Half Elf Untouchable Spelleater 4/ Shadowcaller 1 Half Elf | HP: 39/51 Nonlethal:| AC: 15 (11 Tch, 13 Fl) | CMB: +9, CMD: 23 | F: +10, R: +3, W: +6 | Init: +2 | Perc: +11, SM: +5 | Speed 40ft (40 in armor | Bloodrage: 8/12 | Friendly SR:+2 | 1st Level Spell: 2/2 | Active conditions: None.

Sorry about that. The size increase is just fluff to let me internally justify the bloodrage mechanics. Besides, it makez a better frankenstein!

As the zombie shuffled past Xizoh his body twisted unnaturally, giving the chain the speed to audibly crack as it leap towards the zombie like a hungry beast.

Attack-Not so fast Mr. Fleshy!: 1d20 + 8 ⇒ (10) + 8 = 18

Damage: 2d4 + 10 ⇒ (4, 4) + 10 = 18

Feeling the magic bleeding into his mind, Xizoh let a chuckle bleed through, an cruel sound that seemed unnatural coming from the quiet half elf as he swung his chain back around in an overhead fashion, aiming to splatter the prone zombie where it lay.

Attack-DOCTOR SMASH!: 1d20 + 12 ⇒ (8) + 12 = 20

Damage: 2d4 + 10 ⇒ (1, 3) + 10 = 14


- Eidolon Protean,
Stats:
AC 16 (14/12), HP 2/11, Fort +1, Ref +5, Will +2, Init +3, Perception +0, Climb +13, Escape Artist +7, Stealth 7

Anathema swiped at the passing zombie with his meaty tail, the doctor's orders firm. Let them handle the injured one. We shall take the brunt of the fighting.

Attack-Tail Slap: 1d20 - 4 ⇒ (2) - 4 = -2

Damage if it connects: 1d6 ⇒ 6

Still, the serpent couldn't miss the opportunity to toy with the once more shocked elf. "And this isn't even his final form!" Thank the chaos's maelstrom for his lack of humanoid features, otherwise he would have never concealed his mirth.

Quickly he lunged at the zombie between him and the angry hulk masquerading as the doctor, his maw folded back to open nearly a full one hundred and eighty degrees. Hopefully he'd get a light snack out of the incident.

Attack-Nom Nom Nom: 1d20 + 1 + 2 ⇒ (9) + 1 + 2 = 12

Damage: 1d8 + 1 ⇒ (6) + 1 = 7


No worries Xizoh. I like it a lot as flavor text - wanted to be sure I wasn't missing anything (suddenly the number of things to keep track of went up by a factor of 10).

Speaking of following along, can you walk me through where that +10 to damage comes from? As far as I can figure, you get a +4 to strength whilst bloodraging, giving you a total strength mod of +5 as a bonus to damage. Could be I am missing a feat, power, or something else somewhere.

I think I follow your attack rolls: BAB 1 + 5 strength +2 for flanking and for the second attack +4 for prone target. All good. (And I'm assuming Anathema's -4 should be +4.)

I'm going to wait to resolve these until I have a complete sense of who is facing what direction, and I'm going to assume that by 'prone zombie' you mean zombie #4 just from symmetry with your first swing. (That's the one that wants to eat Henri. Zombie 1 is also prone and was flavor-text crawling toward you. Holler earlyish tomorrow if you want to trade.)

Anyone still to take a turn in the pre-round can see that Xizoh damages zombie #3. Anyone still to take a turn in PC round can also see Dulae damages zombie #1 and Xizoh damages zombie #4.

Still left to act: Alaina (readied action, if desired), Alaina (PC combat round), Henri (PC combat round).


========== Auto-bot sequence GM 002 ===========
Posted on behalf of and with permission from Alaina.

For the record, my Alaina combat algorithm is equal parts doing damage to enemies, avoiding damage to Alaina, and protecting other members of the party. To this end, she hangs on to her shield (forfeits her readied action) and uses her shield instead of her fists on the burning zombie.

The Iron Wolf swings her shield at the zombie reaching for Henri. The first powerful swing goes wide, and the second connects with a crunch that sends sparks spilling from the zombie's burning uniform to the ground.

Brawler's flurry for two attacks on zombie 2:
1st shield bash: 1d20 + 3 ⇒ (6) + 3 = 9
2nd shield bash: 1d20 + 3 ⇒ (17) + 3 = 20

Damage 1: 1d4 + 2 ⇒ (4) + 2 = 6
Damage 2: 1d4 + 2 ⇒ (2) + 2 = 4
Well @#$%, that didn't quite line up right.

Alaina's blow causes the zombie's head to loll to the other side of its neck, but it looks rather unharmed as it turns its attention toward her.

If it's okay with you I am seriously considering house ruling that heavy shield bash damage is 1d6 instead of 1d4 for this game to make it consistent with the damage Alaina can do with an unarmed strike.

=======================================


Female Human Brawler (Shield Champion) 5 /\/\ Init: +2 | HP: 44/44 | AC: 19 | FF: 16 | Tch: 13 | Fort: +7 | Ref: +8 | Will: +2 | Perc: +8 | +5 Fort vs Cold Weather |

Actually, per RAW I get to increase the damage once I hit level 5. Seen here under Close Weapon Mastery.


Female Elf Fighter (Cad) 3 / Spellslinger 2
Stats:
Init: +5 | HP: 29/29 | AC: 13 | FF: 10 | Tch: 13 | Fort: +3 | Ref: +4 | Will: +5 | Perc: +4 | +5 Fort vs Cold Weather | +2 Against Enchantment | Immune sleep | -2 STR

Henri gripped her sword tighter. All this heat and fire was sending sweat down her palms, making the well-carved hilt slick with perspiration. It made it hard to concentrate on the fight, to keep pushing back against this wall of flesh. Still, she pressed onward, bringing her sword swinging in to her side to take down the wounded zombie.

Attack - Archeologist 3, just die already!: 1d20 + 5 ⇒ (15) + 5 = 20
Damage - Archeologist 3: 1d10 + 3 ⇒ (1) + 3 = 4


Male CG Half Elf Untouchable Spelleater 4/ Shadowcaller 1 Half Elf | HP: 41/41 Nonlethal:| AC: 16 (12 Tch, 14 Fl) | CMB: +7, CMD: 19 | F: +8, R: +3, W: +4 | Init: +2 | Perc: +11, SM: +5 | Speed 40ft (40 in armor | Bloodrage: 8/12 | Friendly SR:+2 | 1st Level Spell: 2/2 | Active conditions: None.

Sorry gm, I was wrong. I have the strength modifier of 5, but my spiked chain is a two handed weapon, giving me a 7 I believe. The 10 came from my brain trying math at one in the morning and going, "Nah, close enough." Anathema is correct though I believe, as the tail slap is the AoO attack with Anathema's secondary attack, which has a -4 to hit attached, and as I understood it the zombie was standing when he provoked the AoO.


Alaina, fair enough.

Xizoh, roger that, thanks for the clarification. I'll make that adjustment.

Okay, I think I have all I need to field the PC round now, thanks all.


Dulae buries her bastard sword into the arm of the prone zombie closest to her. It is nearly severed, but the zombie doesn’t seem to notice in his attempts to claw his flaming body closer to her.

Xizoh makes a deep gash in the zombie rushing toward Cel as it passes, taking a large gouge out of its back. Xizoh then smashes a hole in the skull of the zombie on his left.

Henri lands a blow on the zombie intent on Cel and makes a deep cut down its back.

GM notes:

Archeologist 5 on map 10.
Dulae, Henri, Alaina, Xizoh, Cel, Anathema, hostiles on map 9.

Active light sources:
Shield - Dulae
Ioun torch - Alaina
Wayfinder - Cel
Ioun torch - Xizoh
Torch (wooden)
Ring of fire

Archeologist 1: +6D (9 cumulative)
Archeologist 2: 0
Archeologist 3: +10X +4H (14 cumulative)
Archeologist 4: +6X (20 cumulative)
Archeologist 5: 0

===== End of PC round =====
EDIT: Btw Dulae, I moved your marker to be diagonal to zombie 1 (as I think you had intended).


Zombie 1 fire damage: 1d6 ⇒ 2
Zombie 2 fire damage: 1d6 ⇒ 4
Zombie 4 fire damage: 1d6 ⇒ 6
The zombies on fire do not attempt to put themselves out.

Any protection the zombies' clothes had offered against the flames is no longer effective as they burn away. The smell of burning necrotic human flesh fills the air and the flames start to take a toll on what's left of their bodies.

Free of interference, the zombie in the lead charges at Cel with its hungry mouth gaping open.
Get the airbender: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
Slam damage: 1d6 + 3 ⇒ (2) + 3 = 5
It knocks painfully into Cel with unnatural strength, nicking his shoulder with its teeth.

The zombie with the broken neck is distracted from Alaina by Henri's sword swing and follows the zombie in the lead to get a better view of her. It lunges forward, mouth open, trying to bite Henri's neck.
Henri looks tasty: 1d20 + 3 ⇒ (7) + 3 = 10
Nom damage: 1d6 + 2 ⇒ (6) + 2 = 8
That would have hurt.
Henri easily dodges the zombie and hears its powerful jaws close around air with a loud snap.

The zombies underneath the gate slowly rise to a low crouch underneath its spikes. The zombie with the bashed skull still looks intent on Henri, but it seems like it wouldn't take much to put it down. Its flesh is heavily burned and its skeleton looks very damaged. The zombie with the broken foot has its attention on Dulae. (They're crouched very low, so they'll take a flat-footed penalty.)

Zombie 3’s charge provokes an attack of opportunity from Henri and Anathema.
Zombie 2’s five foot step does not provoke an AoO.
Zombie 1 provokes an AoO from Xizoh and Dulae by standing.
Zombie 4 provokes an AoO from Anathema by standing.
(Reminder: you get one AoO per round. Choose wisely Anathema.)

Effectively before the next PC round
- If you get an attack of opportunity above, you may choose to take it.

Status summary
- Zombies 1, 2 and 4 are still on fire (noted on the map with orange outlines).
- Zombies 1 and 4 are crouched down under the gate and flat-footed.
- Dead archeologist on map 10 still seems non-threatening.
- Cage is 33 inches off the ground for this next PC round. The space under the gate is still full of zombie.

========= End of non-PC round. PCs have 24 hours to post ========
(Since this is another round of multiple attacks per PC, we can give it longer than 24 hours if needed.)

GM notes:

Archeologist 1: +2 (11 cumulative)
Archeologist 2: +4 (4 cumulative)
Archeologist 3: 14 (–2 penalty to AC from charge)
Archeologist 4: +6 (26 cumulative)
Archeologist 5: 0


Male Sylph Aerokineticist - 1
Stats:
CONDITION:None, AC 15 (13/12), Fort +5, Ref +6, Will +0, Init +6, Perc +4, HP 12/12, Burn 0/6 (0/12 Nonlethal)

I'm assuming I should hold off on taking the damage from the charging zombie until after Henri (and possibly Anathema) take their AoO in case it kills it? Also, I'll hold on posting my next action until after the AoOs are resolved since it could affect what I'll do. This means, it probably won't be tonight that I post unless those two get posts in within the next couple of hours. Just FYI!


Yep, we'll retcon that if it dies before reaching you. (I'd thank Anathema to ignore knowledge of potential future Cel pain when making that decision, if possible.) No worries about posting tonight, Cel. We're already in the middle of travel season for me, so I'm in no further hurry.


- Eidolon Protean,
Stats:
AC 16 (14/12), HP 2/11, Fort +1, Ref +5, Will +2, Init +3, Perception +0, Climb +13, Escape Artist +7, Stealth 7

Seeing the zombie charge towards Cel, Anathema thrusts his tail out against the wall, using the motion for a quick snap before pulling himself back into place.

Attack-Snake Documentary Time!(Zombie # 3 AoO): 1d20 + 1 ⇒ (6) + 1 = 7

Damage-If it hits: 1d8 ⇒ 1

The dice gods cast down the serpent!


Male CG Half Elf Untouchable Spelleater 4/ Shadowcaller 1 Half Elf | HP: 39/51 Nonlethal:| AC: 15 (11 Tch, 13 Fl) | CMB: +9, CMD: 23 | F: +10, R: +3, W: +6 | Init: +2 | Perc: +11, SM: +5 | Speed 40ft (40 in armor | Bloodrage: 8/12 | Friendly SR:+2 | 1st Level Spell: 2/2 | Active conditions: None.

By the Adamant Anvil I am not looking forward to explaining but right now I need the strength and vehemence. With a swing of his chain, Xizoh attempts to bisect the zombie. He roars as he swings, his voice swinging from a deep rumble to a high squek. "Just die again!"

Attack(AoO): 1d20 + 5 ⇒ (11) + 5 = 16

Damage: 2d4 + 7 ⇒ (3, 1) + 7 = 11


Female Elf Fighter (Cad) 3 / Spellslinger 2
Stats:
Init: +5 | HP: 29/29 | AC: 13 | FF: 10 | Tch: 13 | Fort: +3 | Ref: +4 | Will: +5 | Perc: +4 | +5 Fort vs Cold Weather | +2 Against Enchantment | Immune sleep | -2 STR

Henri smiles as she finally feels the sword connect with flesh, and immediately shifts her blade to catch against the charging zombie.

Attack of Opportunity against Zombie 3- I'll save you!: 1d20 + 5 ⇒ (14) + 5 = 19

Damage against Zombie 3- Someone Forgot to Sharpen This Sword: 1d10 + 3 ⇒ (1) + 3 = 4


Female Half-Elf Inquisitor (Spellbreaker) 3
Stats:
Init: +4 | HP:14/26 | AC: 23 | FF: 18 | Tch: 11 | Fort: +5 | Ref: +2 | Will: +5 | Perc: 9| Sen Mtv: 11| Double Rolls against mind affecting | +2 Against Enchantment | Immune Sleep

Dulae snarls as her sword does little to stop the undead and swings it back around as the beast tries to stand.

Attack of Opportunity on Zombie 1: 1d20 + 7 - 4 ⇒ (17) + 7 - 4 = 20

Damage if it hits: 1d10 + 4 ⇒ (2) + 4 = 6
No love for the d10 swords tonight!

Also, do my eyes spy the lever for that gate right next to Dulae? What kind of action would it be to pull that again, and would it provoke and AOO?


Female Human Brawler (Shield Champion) 5 /\/\ Init: +2 | HP: 44/44 | AC: 19 | FF: 16 | Tch: 13 | Fort: +7 | Ref: +8 | Will: +2 | Perc: +8 | +5 Fort vs Cold Weather |

Stepping forward between Henri and Xizoh, the Iron Wolf attempted to assault one of the zombies under the gate. It put her in a dangerous position, but the risk needed to be taken.

5-foot step, and attempt to pound Z4 into the ground.

Attack 1: 1d20 + 3 ⇒ (8) + 3 = 11
Attack 2: 1d20 + 3 ⇒ (6) + 3 = 9

Pretty certain even with them being Flat-Footed, those are misses.

1 to 50 of 2,683 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Adventure in Southtown :: GM Mikkel's campaign in a militarized magic setting All Messageboards

Want to post a reply? Sign in.