Legends in the Making: Slayers of Renown

Game Master BloodWolven

Varnhold Jail/Dungeon

Varnhold Stockade

Map of the lands that is cleared.
NPC Codex
Kingdom Stats
Bounty Board

Current Fight

Tomb of the Wight Warlord

Treasure Tracker

Rivers Run Red - Troll Fight


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The closest tower and the others are at most 20 feet tall. A tower of haphazardly thrown together wood. It could easily hold two goblins or one dwarf. It is goblin made so it might fall as you climb it or once you get ontop. It could also possibly hold you up.

Who takes point? What do you do? They are zombies and skeletons so it will mostly be themematic battle until the boss arrives. Have fun!


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

kn. engineering: 1d20 + 9 ⇒ (16) + 9 = 25
That looks pretty rickety. It would hold me, but we can't all get up there. Let's just use it for cover to wipe out those close to it.

Flouncy thinks a bit. Rognar and Koldur in the front. Rognar can turn these devils and Koldur can keep them off him. Beorn can shoot them, and so can I. Ingvarr has a few tricks to keep us going, too. Let's just run in and smack 'em down.

Is there a map?


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 70/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: 28 arrows, alchemist fire x5, +1 caustic arrows x7, MC acid (1d4) arrows x19

Beorn says, "Well, I'll go take advantage of this flight and fire into the mass of them near the center. Give me a moment or two and then you can roll toward the tower. Those are goblin towers though, so I don't know if it would be wise to plan to have everyone up in it. Not sure you would even fit." With that, Beorn flies off to pick off several in the center of the area.

Once arriving, he picks out the tightest looking group, flies about 50' above them, and unleashes with some arrow fury.

atk: 1d20 + 12 ⇒ (11) + 12 = 232d6 + 7 ⇒ (6, 5) + 7 = 18
atk: 1d20 + 12 ⇒ (6) + 12 = 182d6 + 7 ⇒ (1, 3) + 7 = 11
atk: 1d20 + 7 ⇒ (19) + 7 = 262d6 + 7 ⇒ (2, 3) + 7 = 12

Efficient quiver 60-3=57

May I say I put my backup 40 arrows from my donkey into my handy haversack?


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

"I guess that's my cue!" Koldur withdraws both his axes and charges down into the mob!!

Moonshine sings in the air as he cleaves towards the first foe he reaches.

Attack 1d20 + 12 ⇒ (18) + 12 = 301d10 + 7 + 1d6 ⇒ (5) + 7 + (3) = 15 +1d6 for undead crystal


Yes you may Boern, you are going to need them!

Boern charges above the central flock of zombies and shoots into them taking down one or two undead each round....

Three rounds later and Koldur smashes into the first zombie goblin hacking it in half. The other three move slowly towards Koldur with grasping hands and gnawing maws.

9d20 ⇒ (5, 18, 16, 18, 20, 2, 13, 1, 9) = 102

Only one of the many attacks hits Koldur, a clawing hand of 1d3 + 2 ⇒ (3) + 2 = 5 damage.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Given 3 rounds, Flouncy first casts Message, and checks his connection.

Beorn, he whispers, Get back to me before the spell wears off. I'll be near the tower.

The second round, he casts Vanish on himself and makes a beeline towards the tower. stealth: 1d20 + 18 + 20 - 5 ⇒ (15) + 18 + 20 - 5 = 48

The third round, he just keeps moving unnoticed. Rognar and Ingvarr also have a lot to do.


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Ingvarr casts Mirror Image and takes off after Koldur. Right before his Dwarven friend crashes into the zombie horde, Ingvarr drops a Glitterdust bomb in the middle of the tightly grouped foes in front of them. He then makes his way quickly to the tower, looking to find a high perch from which to start firing arrows.

Mirror Images: 1d4 + 2 ⇒ (2) + 2 = 4

Glitterdust DC 21 Will save or blind, 20 foot diameter sphere.


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 70/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: 28 arrows, alchemist fire x5, +1 caustic arrows x7, MC acid (1d4) arrows x19

Beorn spends the next couple of seconds firing into the heart of horde. Then he flies back to be near the tower and to assist his friends in resisting the large number of zombies.

DICE ROLLS:

Round2
Atk: 1d20 + 12 ⇒ (6) + 12 = 182d6 + 7 ⇒ (5, 2) + 7 = 14
Atk: 1d20 + 12 ⇒ (5) + 12 = 172d6 + 7 ⇒ (5, 2) + 7 = 14
Atk: 1d20 + 9 ⇒ (8) + 9 = 172d6 + 7 ⇒ (2, 2) + 7 = 11
Round3
Atk: 1d20 + 12 ⇒ (6) + 12 = 182d6 + 7 ⇒ (4, 4) + 7 = 15
Atk: 1d20 + 12 ⇒ (18) + 12 = 302d6 + 7 ⇒ (6, 1) + 7 = 14
Atk: 1d20 + 9 ⇒ (18) + 9 = 272d6 + 7 ⇒ (1, 2) + 7 = 10

Grand Lodge

Male Dwarf Cleric 7 (Verisian Pilgrim) hp 59, ac 20, f +7, r +4, w+12(+14 vs spells), init +8, perc +14 cmb 16, cmd 18

Rognar chases after Koldur and waits to get the most undead around him and then channel
Round One:
channel: 4d6 ⇒ (6, 1, 1, 6) = 14

Round Two:

He will move again with his holy symbol held out and when he gets the most undead around him will channel again.

channel: 4d6 ⇒ (6, 2, 3, 3) = 14

Round Three:

And again Rognar gets as many undead bear him as possible

channel: 4d6 ⇒ (5, 6, 3, 1) = 15

DC is 16 for half


Rognar just to clarify, you are rushing head long into the undead or staying behind Koldur?

As Beorn flies over the undead they reach for you and begin to follow you. Unless you are going to try to hover or do some amazing flying maneuvers, there is no way you could get back to your allies in under 6 rounds. I assume Beorn slowly flies over the Horde and takes one shot per round.

Ingvarr are you hitting the Horde or the few undead in front of Koldur with the bomb?

Koldur cuts through the first goblin with ease but they begin to surround him. He takes another cut but in rounds they are in pieces.

Grand Lodge

Male Dwarf Cleric 7 (Verisian Pilgrim) hp 59, ac 20, f +7, r +4, w+12(+14 vs spells), init +8, perc +14 cmb 16, cmd 18

moving with Koldur


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Whichever he considers the greater threat--probably the large horde to throw them into disarray as we charge past them if there are only a few directly in our path.


There were four undead easily seen in front of the watch tower. As such Ingvarr and Flouncy circumvent them. Ingvarr climbs and finds it rather unstable.

Koldur continues to take on the undead around him and is standing with Rognar behind him. Before Beorn returns those undead are dealt with but the Horde follows Beorn straight to you.

You each have two rounds before the Horde is upon you. Except for Beorn.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Koldur grins as he hacks Zombies around him to pieces.

"Get to the tower. From there we can make a stand and cut these down." he calls to his fellow dwarf amidst pulsating holy lights.

He continues pushing his way towards the tower where at least he can put his back to the tower and his allies.

Attack 1d20 + 12 ⇒ (10) + 12 = 221d10 + 7 ⇒ (6) + 7 = 13
Attack 1d20 + 12 ⇒ (5) + 12 = 171d10 + 7 ⇒ (3) + 7 = 10


What does Koldur and the others do to prepare for the coming horde in Round 7 and 8?

Combat round 6, 7, and 8
Koldur finishes off the last few zombies around the tower. He stands ready to face the coming swarm of zombies.

Ingvarr climbs the tower and finds it rather unstable. If you do an attack or cast a spell with your hands involved, Acrobatics DC 12 or fall from the tower. You have enough time you could descend safely if you wanted.

Rognar has still not used any of his channels as he has not been surrounded by undead yet.

Beorn shoots one last time and is now flying in the direction of the tower the group has cleared.

Flouncy is still invisible though as the 8th round occurs he becomes visible... though likely still hidden. Where do you want to be?

Round 9

The zombies, skeletons, and other undead charge after Beorn. The skeletons are in the front and the zombies move slowly behind them.

The skeletons are 30 feet from the tower as the horde is 120 feet away. A stumbling crush of moaning, reaching bodies comes towards you. It has collected into a huge swarm of an untold number of undead.

The skeletons bare daggers and shields. One of the seven skeletons you see has a black sheen to its bones as opposed to the clear white of the others.


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Arriving at the tower through relatively light resistance, Ingvarr starts to climb it, but quickly realizes it is too unstable to support him and returns to the ground.

Knowledge Engineering: 1d20 + 11 ⇒ (3) + 11 = 14

As he listens to Flouncy’s battle plan, Ingvarr touches everyone with the Communal Protection From Evil wand and takes up position behind the first rank. As soon as the undead are in missile range, he cries, ”Blunt weapons for the Skeletons, Slashing for the Zombies!” and blows his Signal Horn, starting the raging song! He quickly follows up with the Haste Spell to increase his ally’s rate of attacks.

Raging song is now a move action, so he can start it the same round as haste, and he can use lingering song to extend its duration as typical.

Knowledge Religion to know about Undead Hordes: 1d20 + 13 ⇒ (11) + 13 = 24


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

The quintet of Ingvarrs sound their battle cry and bolster the companions for the fight! He starts raining down blunt sonic arrows at the skeletons immediately afterwards.

Battle Cry: +1 attacks, +4 saves versus fear

Raging Song: +2 Strength, +2 Constitution (giving 7 hp and +1 Fortitude), +2 Will Saves, -1 AC, Greater Guarded Life (if you drop to 0 hp or fewer, auto-stabilize and convert 14 hp damage to nonlethal).

Haste: +1 attack, +1 AC, +1 Reflex, double movement speed up to +30’, extra attack with full attack

Round 7:
Longbow Attack: 1d20 + 12 ⇒ (3) + 12 = 15
Blunt Sonic Damage on skeletons: 1d8 + 1d4 + 2 ⇒ (3) + (2) + 2 = 7
Longbow Hasted Attack: 1d20 + 12 ⇒ (15) + 12 = 27
Blunt Sonic Damage on skeletons: 1d8 + 1d4 + 2 ⇒ (7) + (4) + 2 = 13

Round 8:
Longbow Attack: 1d20 + 12 ⇒ (3) + 12 = 15
Blunt Sonic Damage on skeletons: 1d8 + 1d4 + 2 ⇒ (6) + (4) + 2 = 12
Longbow Hasted Attack: 1d20 + 12 ⇒ (11) + 12 = 23
Blunt Sonic Damage on skeletons: 1d8 + 1d4 + 2 ⇒ (2) + (1) + 2 = 5

Round 9:
Move action to start Raging Song again, Glitterdust in the middle of the approaching skeleton horde (20’ diameter DC 21 Will save or blind).


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Round 6,7,8
With more spells buffering the already sturdy dwarf, he prepares to meet the charge.

"Hold behind me!"


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 70/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: 28 arrows, alchemist fire x5, +1 caustic arrows x7, MC acid (1d4) arrows x19

Beorn seeing he will be more a hindrance than a help stops traveling to the tower and instead hovers while shooting at the zombies. Would this be round 7, 8, or 9?

"I'm going to lead these critters away so maybe you can pick them off at your leisure."

After firing for three rounds to ensure he has their attention again. He begins to float away (20' move) firing as he goes.

I had 7 minutes of flight. Used 4 to recon. Then perhaps another 1 or 2 as we made our plan. I guess I have 20 rounds total to work with, maybe a little more?

Attacks:

firing Round
Horn bow: 1d20 + 12 ⇒ (18) + 12 = 302d6 + 7 ⇒ (4, 3) + 7 = 14
Horn Bow: 1d20 + 12 ⇒ (12) + 12 = 242d6 + 7 ⇒ (5, 5) + 7 = 17
Horn Bow: 1d20 + 7 ⇒ (12) + 7 = 192d6 + 7 ⇒ (2, 5) + 7 = 14

firing Round
Horn bow: 1d20 + 12 ⇒ (18) + 12 = 302d6 + 7 ⇒ (4, 4) + 7 = 15
Horn Bow: 1d20 + 12 ⇒ (14) + 12 = 262d6 + 7 ⇒ (1, 5) + 7 = 13
Horn Bow: 1d20 + 7 ⇒ (3) + 7 = 102d6 + 7 ⇒ (5, 6) + 7 = 18

firing Round
Horn bow: 1d20 + 12 ⇒ (2) + 12 = 142d6 + 7 ⇒ (4, 2) + 7 = 13
Horn Bow: 1d20 + 12 ⇒ (5) + 12 = 172d6 + 7 ⇒ (1, 2) + 7 = 10
Horn Bow: 1d20 + 7 ⇒ (11) + 7 = 182d6 + 7 ⇒ (4, 5) + 7 = 16

flying Round
Horn bow: 1d20 + 14 ⇒ (16) + 14 = 302d6 + 7 ⇒ (6, 5) + 7 = 18

flying Round
Horn bow: 1d20 + 14 ⇒ (16) + 14 = 302d6 + 7 ⇒ (5, 3) + 7 = 15

flying Round
Horn bow: 1d20 + 14 ⇒ (8) + 14 = 222d6 + 7 ⇒ (6, 6) + 7 = 19

Grand Lodge

Male Dwarf Cleric 7 (Verisian Pilgrim) hp 59, ac 20, f +7, r +4, w+12(+14 vs spells), init +8, perc +14 cmb 16, cmd 18

As the enemy closes Rognar will cast prayer over the enemy and friends giving a negative to attack and saves to the enemy and a bonus to his friends and Rognar will also cast Bless


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy uses the 4th round to position himself while he's unseen, then casts Arcane Bolt at the nearest undead.
1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24
1d4 + 3 + 3d6 ⇒ (4) + 3 + (5, 4, 2) = 18

Visible now, his next attacks go to the next closest enemies.
Scorching Ray
ranged touch: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
damage: 4d6 ⇒ (5, 4, 1, 1) = 11
ranged touch: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
damage: 4d6 ⇒ (1, 1, 3, 3) = 8

Next round, the same.
ranged touch: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
damage: 4d6 ⇒ (1, 1, 4, 5) = 11
ranged touch: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
damage: 4d6 ⇒ (2, 6, 2, 6) = 16

He backs up toward the tower, drawing his weapon, and looking for any monster that gets too close.


Ingvarr takes down two of the skeletons as his other arrows go wide. Flouncy takes care of the extra undead that were laying about in the undergrowth.

Round 9
Beorn starts here. Away from the group by how far away? feet, he begins to hover near the horde staying aloft how many feet up?. Founcy fly lasts 5 minutes, correct? Then the spell would end around round 10.

fly DC 15 to hover: 1d20 + 2 + 4 ⇒ (17) + 2 + 4 = 23

Beorn, if you really want to do that many attacks you would have to hover each turn, is that what you wanted to do?

Round 10

The horde follows Beorn away from the group. The five remaining goblin skeletons charge into Koldur. Though a horrible creeping feeling falls upon you all as they meet Koldur.

Will DC 15 or flee for your life, running in fear on your turn.

attacks:
4d20 ⇒ (18, 14, 13, 1) = 46 +4-1
1d20 + 10 + 21 ⇒ (11) + 10 + 21 = 42
damage: 1d6 + 3 ⇒ (2) + 3 = 5 plus 1d3 ⇒ 2 Strength damage Fort DC 17 to negate strength damage.

None of the attacks get through Koldur's defenses.


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Will Save with versus Fear with Battlecry, (Protection from Evil overlaps with Cloak), Raging Song (overlaps with Bless): 1d20 + 9 + 4 + 2 ⇒ (15) + 9 + 4 + 2 = 30

Ingvarr stands firm in the face of the undead horde attack.

Any info yet on the undead horde from Ingvarr’s Religion roll?

If anyone seems to be unduly afraid, Ingvarr will use Saving Finale or Rousing Retort to give them a new save. Otherwise, he just keeps shooting.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy's Fly lasts 7 minutes. He has the Magical Knack trait.

Round 9: The halfling fires again at the nearest 2 targets.

scorching ray: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
damage: 4d6 ⇒ (6, 4, 1, 4) = 15

scorching ray: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
damage: 4d6 ⇒ (1, 2, 1, 6) = 10

Round 10: Will: 1d20 + 8 + 2 + 4 ⇒ (18) + 8 + 2 + 4 = 32
You don't scare me! Eat fire! He fires again at 2 more skeletons.

scorching ray: 1d20 + 8 + 2 ⇒ (4) + 8 + 2 = 14
damage: 4d6 ⇒ (1, 1, 1, 5) = 8

scorching ray: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
damage: 4d6 ⇒ (4, 2, 2, 1) = 9
Weak!


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 70/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: 28 arrows, alchemist fire x5, +1 caustic arrows x7, MC acid (1d4) arrows x19

My intent was to hover and hammer them. If i have 10 rounds from that start point, i will do so. He will hover about 20’ up to stay out of the way of reach weapons. He will start firing when he is about 50’ away from the mob.

Grand Lodge

Male Dwarf Cleric 7 (Verisian Pilgrim) hp 59, ac 20, f +7, r +4, w+12(+14 vs spells), init +8, perc +14 cmb 16, cmd 18

will save: 1d20 + 12 ⇒ (4) + 12 = 16

well that was close. +2 to hit and -1 to hit for any remaining undead from within 40'

Rognar will cast shield other on Koldur.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Battle cry +4, Bless +1, Hardy +2, centred state +1
Will Save 1d20 + 3 + 4 + 1 + 2 + 1 ⇒ (6) + 3 + 4 + 1 + 2 + 1 = 17

Round 9
Koldur takes a moment to center himself. His sense takes in everything and his body begins to prepare itself for another dance of steel.....

Round 10
Haste +1, Battlecry +1, Bless +1, Prayer +1
Moonshine , with crystal of undeath 1d20 + 11 + 1 + 1 + 1 + 1 ⇒ (13) + 11 + 1 + 1 + 1 + 1 = 281d10 + 7 + 1d6 ⇒ (3) + 7 + (1) = 11
Moonshine , with crystal of undeath, haste 1d20 + 11 + 1 + 1 + 1 + 1 ⇒ (2) + 11 + 1 + 1 + 1 + 1 = 171d10 + 7 + 1d6 ⇒ (3) + 7 + (5) = 15
Maulaxe, Slashing 1d20 + 9 + 1 + 1 + 1 + 1 ⇒ (19) + 9 + 1 + 1 + 1 + 1 = 321d6 + 5 ⇒ (2) + 5 = 7

Koldur's axes begins slashing in a pattern meant to keep both attackers are bay and yet smash aside their defences at the same time with his own heavy weapons. A crystal embedded in Moonshine begins shining as it scores hits on the undead...


Ingvarr:
Sorry I forgot about your k religion check.
You know that it is a Zombie Horde. A collection of many bodies. It has undead features but is a swarm too!

Hordes are not so called because of the size of the group but rather the size of the creatures that compose the horde. Unlike normal swarms, hordes are composed of Medium creatures which are usually a normal version of a creature but otherwise behave in a swarm-like manner. There are usually around 50 creatures in a horde. The net effect is that they take only half damage from piercing weapons but take normal damage from other weapons. In addition when the swarm is reduced to 0 hit points or lower and breaks up, unless the damage was dealt by area-affecting attacks, then 2d6 surviving members of the horde continue their attack, though now only as individual creatures. Otherwise, a horde conforms to all of the other swarm traits.

Area affecting spells would do more damage to them but would also let some of the undead break off... Good luck you guys got this!

Round 9

Both of Flouncy's rays miss the skeletons. Rognar casts shield other on Koldur.

Round 10

This time both of the rays hit but does not take them down. Rognar likely uses one of his channels and blasts the two skeletons weakened by Flouncy. Koldur takes down another skeleton, and the maulaxe leaves one of the skeletons with broken bones but it still attacks.

Round 11
You get to act before the skeletons. Only two left, regular one is hurt the black has only been hit by the channel.

As the black skeleton attacks that dread of fear creeps upon you again. Both skeletons miss Koldur due to his stalwart defense. Will DC 15

Beorn you have to do a fly check each round you want to hover, the DC is 15 and you have a +6 on fly to my knowledge: Dex +4 plus half of Flouncy's caster level: 5/2 = 2. So +6. Right!?

attacks:
1d20 + 4 - 1 ⇒ (16) + 4 - 1 = 19
1d20 + 10 - 1 ⇒ (9) + 10 - 1 = 18

damage: 1d6 + 3 ⇒ (6) + 3 = 9 plus 1d3 ⇒ 1 Strength damage Fort DC 17 to negate strength damage.
1d20 + 10 - 1 ⇒ (6) + 10 - 1 = 15

damage: 1d6 + 3 ⇒ (2) + 3 = 5 plus 1d3 ⇒ 2 Strength damage Fort DC 17 to negate strength damage.

Round 12

1d20 + 4 - 1 ⇒ (6) + 4 - 1 = 9
1d20 + 10 - 1 ⇒ (1) + 10 - 1 = 10

damage: 1d6 + 3 ⇒ (4) + 3 = 7 plus 1d3 ⇒ 1 Strength damage Fort DC 17 to negate strength damage.
1d20 + 10 - 1 ⇒ (16) + 10 - 1 = 25

damage: 1d6 + 3 ⇒ (3) + 3 = 6 plus 1d3 ⇒ 2 Strength damage Fort DC 17 to negate strength damage.


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 70/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: 28 arrows, alchemist fire x5, +1 caustic arrows x7, MC acid (1d4) arrows x19

Beorn finds trying to hover problematic but workable. He fires rapidly into the rear of the zombie mod trying to reduce their numbers.

Fly: 1d20 + 6 ⇒ (12) + 6 = 18

Fly: 1d20 + 6 ⇒ (15) + 6 = 21


Ah yes the bomb, sorry missed it again!

Glitterdust covered skeletons continue to swing at Koldur. Though there is no way to determine if they are blinded or not.

1d20 + 4 ⇒ (18) + 4 = 22


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

The halfling still has slots. He blasts the skeletons.

scorching ray: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
damage: 4d6 ⇒ (2, 4, 1, 1) = 8
scorching ray: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
damage: 4d6 ⇒ (2, 2, 3, 2) = 9

round 10
scorching ray: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
damage: 4d6 ⇒ (4, 4, 4, 4) = 16
scorching ray: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
damage: 4d6 ⇒ (2, 6, 4, 2) = 14


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Round 10:

With the Raging Song lingering and haste still active, Ingvarr spots the black skeleton and peppers it with bunt arrows.

Longbow Attack: 1d20 + 12 ⇒ (16) + 12 = 28
Blunt Sonic Damage: 1d8 + 1d4 + 2 ⇒ (1) + (1) + 2 = 4

Longbow Hasted Attack: 1d20 + 12 ⇒ (3) + 12 = 15
Blunt Sonic Damage: 1d8 + 1d4 + 2 ⇒ (7) + (2) + 2 = 11

Round 11:

Longbow Attack: 1d20 + 12 ⇒ (14) + 12 = 26
Blunt Sonic Damage: 1d8 + 1d4 + 2 ⇒ (1) + (4) + 2 = 7

Longbow Hasted Attack: 1d20 + 12 ⇒ (5) + 12 = 17
Blunt Sonic Damage: 1d8 + 1d4 + 2 ⇒ (5) + (4) + 2 = 11


Flouncy I am assuming you just posted for Rounds 11 and 12? Would that be correct?

Round 11
One of Ingvarr's arrows make a bone crack on the black skeleton. Flouncy's scorching rays hit and damage both skeletons.

Beorn stays aloft as he hovers and shoots down upon the horde under him, which is now diminishing fast.
fly: 1d20 + 6 ⇒ (11) + 6 = 17

Koldur wails on the black skeleton:

Moonshine , with crystal of undeath: 1d20 + 11 + 1 + 1 + 1 + 1 ⇒ (16) + 11 + 1 + 1 + 1 + 1 = 31
damage: 1d10 + 7 + 1d6 ⇒ (1) + 7 + (1) = 9
Moonshine , with crystal of undeath, haste: 1d20 + 11 + 1 + 1 + 1 + 1 ⇒ (5) + 11 + 1 + 1 + 1 + 1 = 20
damage: 1d10 + 7 + 1d6 ⇒ (9) + 7 + (4) = 20
Maulaxe, Slashing: 1d20 + 9 + 1 + 1 + 1 + 1 ⇒ (15) + 9 + 1 + 1 + 1 + 1 = 28
damage: 1d6 + 5 ⇒ (6) + 5 = 11

Round 12
One of Ingvarr's arrows make a bone crack on the black skeleton.
Flouncy's scorching rays hit and damage both skeletons, taking down the regular skeleton and breaking more bones on the black one.

Beorn stays aloft as he hovers and shoots down upon the horde under him, which is now diminishing fast.
fly: 1d20 + 6 ⇒ (16) + 6 = 22

Moonshine , with crystal of undeath: 1d20 + 11 + 1 + 1 + 1 + 1 ⇒ (12) + 11 + 1 + 1 + 1 + 1 = 27
damage: 1d10 + 7 + 1d6 ⇒ (7) + 7 + (1) = 15
Moonshine , with crystal of undeath, haste: 1d20 + 11 + 1 + 1 + 1 + 1 ⇒ (14) + 11 + 1 + 1 + 1 + 1 = 29
damage: 1d10 + 7 + 1d6 ⇒ (2) + 7 + (2) = 11
Maulaxe, Slashing: 1d20 + 9 + 1 + 1 + 1 + 1 ⇒ (5) + 9 + 1 + 1 + 1 + 1 = 18
damage: 1d6 + 5 ⇒ (4) + 5 = 9

All of the skeletons are cleared from before you as the black skeleton falls to the onslaught of your attacks. Looking up you see Beorn aloft and plunking arrows into the zombies and the horde may have plenty of arrows in them but Beorn has not made it smaller.

Round 13
What do you do?


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy uses his enhanced speed to buff the skald.
Time to join Beorn, Ingvarr. Death from above!
He casts Fly on the half elf.
We'll be fine.

Grand Lodge

Male Dwarf Cleric 7 (Verisian Pilgrim) hp 59, ac 20, f +7, r +4, w+12(+14 vs spells), init +8, perc +14 cmb 16, cmd 18

I will continue to follow behind Koldur and blast the hoard as needed Rognar says with a smile.


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 70/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: 28 arrows, alchemist fire x5, +1 caustic arrows x7, MC acid (1d4) arrows x19

I made two hover rolls, was that not enough?

After a second full volley, Beorn begins to fly away slowly while firing a single shot to see if he can draw some of the zombies toward him. He will move out about a hundred feet from the mob and land. From there he will begin to shoot rapidly again. Once the zombies are about 40' away he will begin to draw away from them (35' move) and fire.

flying Round from previous rolls
Horn bow: 1d20 + 14 ⇒ (16) + 14 = 30 2d6 + 7 ⇒ (6, 5) + 7 = 18

100'
atk 1: 1d20 + 12 - 2 ⇒ (17) + 12 - 2 = 272d6 + 7 ⇒ (5, 5) + 7 = 17
atk 2: 1d20 + 12 - 2 ⇒ (2) + 12 - 2 = 122d6 + 7 ⇒ (4, 6) + 7 = 17
atk 3: 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 122d6 + 7 ⇒ (6, 6) + 7 = 19

70'
atk 1: 1d20 + 12 ⇒ (1) + 12 = 132d6 + 7 ⇒ (2, 1) + 7 = 10
atk 2: 1d20 + 12 ⇒ (7) + 12 = 192d6 + 7 ⇒ (3, 3) + 7 = 13
atk 3: 1d20 + 7 ⇒ (19) + 7 = 262d6 + 7 ⇒ (4, 1) + 7 = 12

40'
atk 1: 1d20 + 14 ⇒ (8) + 14 = 222d6 + 7 ⇒ (3, 4) + 7 = 14


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

If the zombies are in sight, Ingvarr keeps firing, switching to regular arrows for now and watching for any other threats that may present themselves.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

Koldur moves towards the horde. His eyes clear on his purpose. That horde must be taken down.


Round 13
Koldur double moves towards the horde with Rognar close behind him. There is a bunch of rubble and debris so it slows you down. Ingvarr adds his arrows to the horde and doesn't see any other threats. Flouncy casts fly on Ingvarr.

The zombie horde is about 150 feet from the group and moving away from you towards Beorn. So soon would be 200 feet away. The whole horde follows Beorn. The arrows continue to rain into the horde and it only drops a body at most each round, those bodies soon collect back with the horde.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

They are getting up and rejoining the horde?

What kind of zombies are these?
kn. religion: 1d20 + 8 ⇒ (2) + 8 = 10

Flouncy doesn't know...


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 70/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: 28 arrows, alchemist fire x5, +1 caustic arrows x7, MC acid (1d4) arrows x19

"There is a strange black sphere near the center of their camp! I think that may be the thing which is continuing to raise them." Beorn calls out. He stops firing and races in the direction he recalls the strange orb's location. (35' move, running 140' per round)


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Now capable of flight, Ingvarr nods his thanks at Flouncy and flies over in Beorn’s wake, looking at the horde and keeping an eye out for that orb.

Knowledge Religion for the zombie horde: 1d20 + 13 ⇒ (13) + 13 = 26
Arcana for the orb: 1d20 + 11 ⇒ (18) + 11 = 29


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy will try to assist Ingvarr's roll.
arcana: 1d20 + 16 ⇒ (1) + 16 = 17

Wow.


Beorn, I believe you fly at 60 feet per move action. Is that correct Flouncy? So are you just double moving or running?

With an aerial view you can see the black glowing orb. It is far away from the horde itself, some 300 to 400 feet away. It looks like it is 3 or 4 feet in diameter and is crackling with energy.

You can't redo a knowledge check unless you have more source to look at.

K Aracana from this distance: you are pretty sure it is magical. You can take that check once you get closer, talking with Flouncy you can get a +2 on your check... Assuming he is close enough to do that...


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 70/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: 28 arrows, alchemist fire x5, +1 caustic arrows x7, MC acid (1d4) arrows x19

I was originally going to land. Didn't want the fly spell to come out from under me. Running just to close the gap with the orb. If I can get the x4 with the fly then I will do that skimming across the ground, otherwise I'll go on foot.


Male Dwarf Fighter (Sensate) 7| 25ft speed | HP: 66/73 | AC: 23/14/18|Init: +8| Perc: +11| Fort: +8| Ref: +5| Will: +4| CMB: +11| CMD: 24| Moon's Edge: +14/+8;1d10+7| D. Maulaxe: +12/+6;1d6+5| Longbow: +10/+4;1d8| 2-weapon: +13/+10/+5 |
Skills:
Acro+9| App+2| H.A+4| Heal+2| Inti+2|K.Eng/Dun+5| K.Dun+4|Ling+4|Ride+4| SM+8| Sur+8| Swim+5|

"I'll distract the Horde! Deal with the orb!"

Koldur steps up and hollers towards the horde. A clear challenge in his roar.

"Oei! Rotwits! Come get some!!!"


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 70/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: 28 arrows, alchemist fire x5, +1 caustic arrows x7, MC acid (1d4) arrows x19

From across the way, once he arrives at the orb, Beorn yells, "Shall I hit it?"


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Yes! See what happens!


Male NG Half-Elf, HP: 62/62, AC: 19, T: 14, FF: 19, Perception +13, Low Light Vision, Initiative: +4, Fort +10, Ref +9 , Will +9 (+2 Enchant, +4 Sonic, Sleep Immune), CMB: +6, CMD: 20, Speed: 30 Acrobatics +7, Bluff +25, Climb +4, Craft +15, +15, Diplomacy +32, Escape Artist +8, Handle Animal +32, Intimidate +15, Knowledges +11+, Linguistics +10, Perform: +32, +25, Ride +7, Stealth +7, Spellcraft +14, Survival +6, Swim +4, UMD +20

Ingvarr nods and sounds his horn, refreshing the Battle Cry and Raging Song. As he flies past the thickest clump of zombies, he drops a glitter bomb in their midst, hoping to make the combat more advantageous for Koldur.

Glitterdust, DC 21 Will save or blind, 20 foot diameter.

He then continues flying towards the strange orb.


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 70/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: 28 arrows, alchemist fire x5, +1 caustic arrows x7, MC acid (1d4) arrows x19

Assuming I have a significant lead on the zombies.

Beorn decides to try and drill a hole in the thing. He draws and fires at point blank range on the orb.

Atk: 1d20 + 14 + 1 ⇒ (19) + 14 + 1 = 342d6 + 7 + 1 ⇒ (2, 2) + 7 + 1 = 12

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