Zed Ulmin |
Zed keeps his guard up, striking shortly. Stay alive. Delay for the others...
Attack: 1d20 + 1 ⇒ (1) + 1 = 2
Damage: 1d10 + 7 ⇒ (7) + 7 = 14 /2 = 7 damage
AC 24, Touch 15, FF 22
GM-JZ |
Sorry to be a pain, but I can't see any stairs on the map, so I don't know how to get to where I can see Vorkstag or Grime. Currently thinking I'd like to try to set Grime on fire with spontaneous combustion.
You aren't a pain Constantin, this is a complicated layout. Depending on range you could cast that from the small platform you were originally on. Happy to retcon your last action as casting that instead of climbing down the ladder if you like.
Vermundr |
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Vermundr reaches the top of the ladder and swings a meaty backhand at the remaining mongrelman.
Unarmed Attack (which provokes): 1d20 + 9 ⇒ (16) + 9 = 25
Nonlethal Damage: 1d3 + 6 ⇒ (3) + 6 = 9
Valavastra Cross |
Vala continues to hustle along behind Vermundr and fret after the others. As she takes to the ladder, she coughs frightfully on the harsh fumes in the room but starts to climb despite the stinging in her eyes and the burning in her throat.
Fort: 1d20 + 4 ⇒ (6) + 4 = 10
HP: 27/27
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 13
F/R/W: +4/+1/+8 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Wand of CLW: 14/50 remaining
Healing Hex targets:
Current Wandering Spirit: Life
Channel Energy (3d6) used: 1/5
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (3+1+1*) | DC 15: inflict light wounds [ ], know the enemy* [ ], magic missile [ ] [ ], produce flame (CL7) [X]
Level 2 spells (2+1+1*) | DC 16: glitterdust [ ], lesser restoration* [ ] [ ], spiritual weapon [X]
Level 3 spells (1+1+1*) | DC 17: lightning bolt [ ], locate object* [ ], speak with dead [X]
Ongoing Effects
produce flame (4/7 minutes)
GM-JZ |
As Vermundr looms toward the mongrelman, it lashes out with a shriek, it's club swinging almost blindly.
AOO, Vermundr: 1d20 + 4 ⇒ (18) + 4 = 22 Hit
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
The club cracks painfully onto the warrior's collar bone. But he simply growls through the pain and with a powerful right cross, fairly lays out the deformed humanoid.
GM-JZ |
Grine Fort save: 1d20 + 5 ⇒ (5) + 5 = 10 Fail
Constantin levels his finger at the scarred and rotten-hearted gnome and an instant later flames begin to lick first across his legs and then as they take hold and he unleashes a horrified scream, spread across his chest, scorching and blistering his hands and face.
Damage: 3d6 ⇒ (4, 4, 3) = 11
GM-JZ |
Round 10 - Enemy
Grine lashes out with his handaxe, swinging at Zed despite the agonizing pain.
Grine, Zed: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11 Miss
But the pain is massive, all encompassing, and his attack is wild as a result, easily turned aside by the inquisitor.
Bomb, Vermundr: 1d20 + 9 + 1 - 1 ⇒ (19) + 9 + 1 - 1 = 28 Hit
Damage: 2d6 + 4 ⇒ (1, 1) + 4 = 6 Snake eyes!
Kaz, Hazel and Zelda - DC 15 reflex save or take 6 damage, 3 for half
Vorkstag seems to have no shortage of supplies of his exploding concoctions and even as he begins to retreat back inside the room he came from, he tosses another that splashes over the gathered heroes.
Round 10 - Heroes
Zed Ulmin |
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Kaz, Hazel and Zelda - DC 15 reflex save or take 6 damage, 3 for half
Excuse me, my name is Link. Whups haha
Zed takes another quick jab. "Get him, stop the bombs."
Attack: 1d20 + 1 ⇒ (10) + 1 = 11
Damage: 1d10 + 7 ⇒ (5) + 7 = 12/2 = 6
Vermundr |
Vermundr endures the crack of a club and the alchemical flames and keeps coming. At Zed's suggestion the big northerner sets his sights on the skinless horror further up the walkway.
I'm not sure how much movement Vermundr had after climbing the stairs or where he ended up. Can I reach the skinless thing with a single move? How about a double move?
Kazamir Rhuul |
rflx: 1d20 + 4 ⇒ (17) + 4 = 21
3 damage, then.
I won't make it through too much more of that kind of punishment! Kazamir thinks as the flame washes over him. He answers with another barrage of missiles at the skinless horror.
force: 3d4 + 3 ⇒ (4, 1, 3) + 3 = 11
Hazel Stokes |
Reflex (DC 15): 1d20 + 2 ⇒ (16) + 2 = 18
Despite managing to avoid the worst of the bomb splash, Hazel yelps in pain as a few droplets still manage to burn their way through her clothing and skin.
"Enough with the damned fire already!" she bellows as she moves to try and help Zed against Grine.
Attack (Starknife; Bless, Holy Strike Blessing): 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Damage: 1d8 ⇒ 7
Holy Strike Damage: 1d6 ⇒ 3
Vermundr |
Sure, I'll do that then and draw my weapon along the way.
Bodyguarding: 3d20 ⇒ (11, 4, 2) = 17
Vermundr will be AC 22 vs the AoO.
Zed Ulmin |
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GM-JZ |
Vorkstag will: 1d20 + 7 ⇒ (6) + 7 = 13 Fail
Round 11 - Enemy
Grrrrr I just lost a big post!
Grine bats the flames out and then steps back, brandishing his symbol of Norgorber;
I'll give you all to Father Skinsaw!
He unleashes a wave of dank, dingy energy that washes over the group.
Channel negative energy: 2d6 ⇒ (6, 2) = 8
Everyone except Constantin and Zed take 8 damage or half with a successful DC 14 Will save
Vorkstag reels as he is struck by a spear of mental thought that streaks across the factory from Constantin's mind. But he has more pressing issues and steps back, tossing another bomb at Vermundr.
Bomb, vermundr: 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 2d6 + 4 ⇒ (3, 5) + 4 = 12
Zelda takes 5 damage or half with a DC 15 Ref save
Round 11 - Heroes
Zed Ulmin |
Zed gives a rare, small smile as the negative energy passes harmlessly over him. "You don't know what you're fighting." Zed steps back and burns his last high powered spell to heal himself.
Inflict Moderate Wounds: 2d8 + 5 ⇒ (2, 7) + 5 = 14
Vermundr |
Zelda's actually immune to fire. =P
Vermundr emerges from the flames in a rage. With a roar he takes a wild swing at the horrific skinless monster.
Attack: 1d20 + 10 ⇒ (3) + 10 = 13
Damage: 2d6 + 8 ⇒ (3, 6) + 8 = 17
Vermundr |
Oh, nope. I missed the negative energy.
Vermundr Will: 1d20 + 4 ⇒ (19) + 4 = 23
Zelda Will: 1d20 + 4 ⇒ (9) + 4 = 13
Everything should be up to date now.
Kazamir Rhuul |
Kazamir slumps visibly after the wave of evil washes out from Grine, his face pale and sweating. He squints at teh gnome for a few seconds before another barrage of mental bolts spring out - this time at Grine.
magic missile: 3d4 + 3 ⇒ (4, 2, 3) + 3 = 12
Hazel Stokes |
Will (DC 14): 1d20 + 6 ⇒ (6) + 6 = 12
Hazel also staggers visibly as the wave of unholy energy washes over her, but she doggedly presses her attack against Grine as she attempts to step around to his side.
Attack (Starknife; Bless, Holy Strike Blessing): 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Damage: 1d8 ⇒ 4
Holy Strike Damage: 1d6 ⇒ 6
Since Hazel attacked last round she should actually be in M48, which is where she's trying to take a 5 foot step from to M49 before attacking. Also getting tired of these low dice rolls :|
Valavastra Cross |
Given that Vala's been nauseated every round since being in the room with the fumes, has she arrived at the top of the ladder yet? Being nauseated would restrict me to a single move-action each turn, yes?
HP: 27/27
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 13
F/R/W: +4/+1/+8 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Wand of CLW: 14/50 remaining
Healing Hex targets:
Current Wandering Spirit: Life
Channel Energy (3d6) used: 1/5
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (3+1+1*) | DC 15: inflict light wounds [ ], know the enemy* [ ], magic missile [ ] [ ], produce flame (CL7) [X]
Level 2 spells (2+1+1*) | DC 16: glitterdust [ ], lesser restoration* [ ] [ ], spiritual weapon [X]
Level 3 spells (1+1+1*) | DC 17: lightning bolt [ ], locate object* [ ], speak with dead [X]
Ongoing Effects
produce flame (4/7 minutes)
nauseated
GM-JZ |
Round 12 - Enemy
Frightened now, Grine begins to fall back from Zed. He raises his symbol again but his hand is shaking now.
Wh... what are you? Just die! DIE!
Channel negative energy: 2d6 ⇒ (6, 5) = 11
The wave once again bursts out from Grine, completely ineffectual against Zed, but the others are still caught in it's wake and feel the heavy, draining effect of it.
DC 14 Will save for half
Vorkstag is running out of room, but he backs away again anyway, his seemingly endless supply of bomb his only defence against the oncoming warrior.
Bomb, Vermundr: 1d20 + 9 ⇒ (4) + 9 = 13
Damage: 2d6 + 4 ⇒ (2, 6) + 4 = 12
Round 12 - Heroes
This is all coming to a head now, proving to be quite climactic against these murder-worshipping fiends!
Constantin, Vorkstag is now out of sight but you can still see Grine
Kazamir Rhuul |
will: 1d20 + 6 ⇒ (13) + 6 = 19
Kazamir reels back against the platform rail, head rolling, seemingly barely concious. Hoping desperately that neither of thier foes speak the language, he calls out to Hazel:
Kaz is staggered.
Vermundr |
Vermundr Will: 1d20 + 4 ⇒ (10) + 4 = 14
Zelda Will: 1d20 + 4 ⇒ (12) + 4 = 16
Ouch. 22 on 4d6 of channel is rough! Zelda is immune to the fire damage again.
Burned and sapped of his strength by Grine's pulses of dark magic, Vermundr reels as well until a wild inhuman glow fills his pale eyes. "You're going to regret that", the big northerner says in an animal growl. Dense hair sprouts from his already hirsute flesh and his powerful frame swells with additional muscular bulk. Despite his enormous hands stretching into horrid claws, the transformed Vermundr awkwardly regrips his two-handed sword and takes a powerful swing at the skinless creature.
Rage.
Attack: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23
Damage: 2d8 + 8 + 4 ⇒ (1, 8) + 8 + 4 = 21
Responding to her master's desperate transformation Zelda tries to bend his opponent to her will.
Last use of unnatural lust (dc 14).
Zed Ulmin |
Zed marches forward, letting the energy wash over him without flinching. He emerges from the dark energy quickly, weapon coming down hard on the channeler.
Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d10 + 7 ⇒ (6) + 7 = 13
Confirm Crit: 1d20 + 5 ⇒ (10) + 5 = 15
Crit Damage: 3d10 + 21 ⇒ (10, 4, 8) + 21 = 43
Hazel Stokes |
Will (DC 14): 1d20 + 6 ⇒ (19) + 6 = 25
Although she manages to weather the worst of Grine's second burst of unholy energy, Hazel appears on the verge of collapse. "No...I can't..." she gasps as her hand reaches for her holy symbol. As if in reply, the symbol glows for a moment and a few of her wounds mend...
Fervor: 2d6 ⇒ (2, 2) = 4
But she still looks quite drained. As both chymists begin to retreat she calls forth a ghostly-looking starknife that continues to pursue Grine, striking at him.
Spiritual Weapon vs. Grine: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
Damage (Force): 1d8 + 2 ⇒ (8) + 2 = 10
Hazel uses her last use of Fervor to heal herself as a swift action, then casts Spiritual Weapon to target Grine.
GM-JZ |
Zed takes a deep breath, Grine's words still stinging in his ears.
What was he? He was many things. Inquisitor - certainly. Undead hunter - without question. Monster....?
With practised movements and a slow, deliberate exhale, he brings his tetsubo down time and again toward the gnome's head - to devastating effect.
The blow strikes Grine just above the collar bone, easily smashing through the soft tissue of his neck, crushing the bones there and causing one of his vertebrae to erupting out the other side in a spray of arterial blood.
As the helpless gnome begins to choke on his own vital fluid, his head lolls to one side, staring down the man who in a fraction of a second is about to bring his entire world to a sudden halt.
He doesn't see the second blow, just a glint of light reflecting from one of the many iron studs that line the club. A glint that turns into an explosion as the weapon collides with his skull, annihilating it as easily as it might an egg.
The pain is momentary and exquisite in it's purety.
It is the last sensation that passes through his mind as he plunges to the cellar floor to land with a sickening thump in a slowly spreading pool of blood....
Grine is well and truly dead
GM-JZ |
Vermundr is undeterred despite the pain and the nagging feeling of concern for his companion in the back of his mind.
His animalistic bulk fills the doorway, a prospect that strikes fear into the skinless man before him.
His powerful slash cuts the muscle and sinew, sending a spray of blood streaking along the ceiling to fall in drops on the wooden floor.
Hazel intones the words of Desna and a blade of pure force springs into being. Initially she meant to turn it against Grine but with the gnome lying dead some distance below, she gestures for it to attack Vorkstag instead and it flies as though launched from her hand, slicing deeply into his stomach.
Vorkstag looking pretty banged up now
Constantin and Vala have actions this round
Vermundr |
Grine's very down by the skinsteal is still alive.
JZ, don't forget Vorkstag's will save.
Valavastra Cross |
Will Save (DC 11): 1d20 + 10 ⇒ (14) + 10 = 24
Vala huffs as she pulls herself up from the ladder even as Grine's limp body makes the sudden descent beside her. Sighing from the exertion, then seeing everyone's bloodied states after those ripples of dark energy from Grine, she releases a burst of curative energy of her own. "He wasn't the only one who could do that trick."
Channel: 3d6 ⇒ (5, 3, 1) = 9
If I can move along far enough to catch Vermundr and Zelda as well, I would like to!
HP: 27/27
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 13
F/R/W: +4/+1/+8 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Wand of CLW: 14/50 remaining
Healing Hex targets:
Current Wandering Spirit: Life
Channel Energy (3d6) used: 2/5
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (3+1+1*) | DC 15: inflict light wounds [ ], know the enemy* [ ], magic missile [ ] [ ], produce flame (CL7) [X]
Level 2 spells (2+1+1*) | DC 16: glitterdust [ ], lesser restoration* [ ] [ ], spiritual weapon [X]
Level 3 spells (1+1+1*) | DC 17: lightning bolt [ ], locate object* [ ], speak with dead [X]
Ongoing Effects
produce flame (4/7 minutes)
GM-JZ |
Vala's channel will also hit Vermundr and Zelda
Round 13 - Enemy
Bomb, Vermundr: 1d20 + 9 ⇒ (20) + 9 = 29
Confirmation: 1d20 + 9 ⇒ (4) + 9 = 13 Confirmed
Damage: 3d6 + 8 ⇒ (4, 4, 1) + 8 = 17
Damn you! Damn you all! Vorkstag says as he sees his business partner topple from the platform. That Beast will burn regardless!
The bomb erupts in flame once more, catching on Vermundr's newly sprouted pelt of coarse brown hair, blistering the skin along his neck and face.
Round 13 - Heroes
Vorkstag is backed up to the wall now, he can't five foot step any more. Constantin you wouldn't have been able to target Vorkstag last round, he is too far in the room now.
Zed, you could reach him and attack in the same round