Ardisen Greymore |
Knowledge (arcana): 1d20 + 10 ⇒ (20) + 10 = 30
Knowledge (religion): 1d20 + 8 ⇒ (5) + 8 = 13
Ardisen flicks a wand into his hand out of one of his wrist sheaths, quickly using it to protect himself with Mage Armor.
Ignatius Van Hjorder |
Ignatius draws his sword and pronounces a judgment on the golem, (+1 to attack) and swings at the zombie.
Power Attack: 1d20 + 7 - 1 + 1 ⇒ (11) + 7 - 1 + 1 = 18
Damage: 1d8 + 5 ⇒ (4) + 5 = 9
-Posted with Wayfinder
Quarr |
GM Lithrac |
Rolling onset times for diseases offscreen to reduce risks of metagaming, but Chasik's definitely not feeling well.
Ardisen wards himself with a magical forcefield, while Ignatius slashes at one of the zombies, wounding it and releasing a horrendous smell as it does so. The flesh the zombie is made of is obviously rotten to the point it might harbor diseases.
Initiative - round 1
>>> Quarr
Chasik
P
C
>>> Buri
Ignatius
>>> Amennekht
Ardisen
Buri, Amennekht and Quarr can act!
Ardisen Greymore |
GM Lithrac |
Chasik"Bash" |
At least I had an automatic save :)
Did my turn get skipped on purpose?
Will my Aegis of Recovery work on the initial saves? If so that brings the saves to: 11, 10, 29
GM Lithrac |
Oh sorry, you're up as well of course. As for the Aegis of Recovery:
An aegis of recovery grants its wearer a +2 resistance bonus on all saving throws made to recover from a continuing effect, such as ongoing poison damage, daily saving throws against a disease, a hold person spell, or lingering damage from an attack. This bonus does not help against initial saving throws against such effects. Should the wearer ever drop below 0 hit points, the aegis heals the wearer for 2d8+3 points of damage and then crumbles to dust.
If that's of any comfort, it wouldn't have changed anything. It'll help on the continuing saves you'll get every day to avoid the ability damage, though.
Amennekht |
Amennekht draws his blade and he moves around in an attempt to aid Chasik against the other creatures.
Power Attacking w/ +1 Khopesh: 1d20 + 8 ⇒ (2) + 8 = 10 Damage: 1d8 + 10 ⇒ (2) + 10 = 12
Chasik"Bash" |
if dropped via non lethal damage. Would the plague zombie still go boom?
Would you deem it plausible that since Amen and most of us go together, we could coordinate our strike to give each other flanking? I was wanting to move 1 square up, giving Amen flank for another +2 atk, and them I attack the PZ on my left?
Chasik, moves up and takes a might swing the the zombie to his left. Hoping Amen can capitalize on the current position.
PA, def DR 2/-, nonlethal: 1d20 + 9 - 4 - 4 - 2 ⇒ (2) + 9 - 4 - 4 - 2 = 11d8 + 5 ⇒ (7) + 5 = 12
Chasik, takes a mighty swing at the zombie to his northwest (upper-left).
PA, def DR 2/-: 1d20 + 9 - 4 ⇒ (17) + 9 - 4 = 221d8 + 5 ⇒ (8) + 5 = 13
Ardisen Greymore |
if dropped via non lethal damage. Would the plague zombie still go boom?
If I remember right, undead are immune to non-lethal damage.
GM Lithrac |
Chasik didn't make a knowledge check and no one communicated the information, so he wouldn't know that, but yes, Ardisen's right: undeads are immune to NL damage.
The action you describe answers to precise mechanics that the game allows. People usually do it this way: character A moves into position, readies a single attack to go off the moment he gets a flank. Initiative count moves to character B who moves into position and sets off character A's ready action, with the flanking bonus. Then character B does his attack(s), with the flanking bonus.
Finally, note that you give flanking against a target even if you attack another target. It doesn't matter who you attack, only who you threaten.
Amennekht slashes with his exotic blade, yet only meets thin air.
Buri empowers his weapon with divine magic.
Chasik lands a mighty blow on a zombie, but the zombie doesn't go down... yet.
Initiative - round 2
>>> Quarr
Chasik
P
C
Buri
Ignatius
Amennekht
Ardisen
Quarr can act!
Quarr |
Don't stand near them when they die. Their bodies are full of noxious gasses from death and they will explode!
Quarr stumbles back and hurls another bomb at his initial target erupting flame all over the creatures area once again.
Fire Bomb Ranged Touch: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
damage: 3d6 + 4 + 1 ⇒ (1, 5, 2) + 4 + 1 = 13
Precise Bomb to not target 4 friendlies
Point Blank Shot
DC 16 reflex save for Splash Damage
GM Lithrac |
That's the spirit! ;)
Ref: 1d20 + 2 ⇒ (10) + 2 = 12
The nearby zombie is unable to dodge the wave of fiery shrapnels coming its way.
The golem, badly damaged now, exudes an aura of reeking smell - fouler than a dozen corpses left to rot in the open for several days.
Aura: all living creatures within 30 ft. (that's all of you) have to make a DC 12 Fortitude save or be nauseated for 1 round. If you have any bonuses against poison (such as an alchemist's poison resistance), they apply for this save.
The carrion golem slams Chasik twice, tirelessly.
Slam vs Chasik: 1d20 + 7 ⇒ (5) + 7 = 121d8 + 3 ⇒ (8) + 3 = 11
Slam vs Chasik: 1d20 + 7 ⇒ (11) + 7 = 181d8 + 3 ⇒ (2) + 3 = 5
Both northern zombies also focus their effort on the unbreakable warrior, whereas the last one assaults Ignatius.
Slam vs Chasik: 1d20 + 6 ⇒ (20) + 6 = 261d6 + 7 ⇒ (2) + 7 = 9
Confirmation vs Chasik: 1d20 + 6 ⇒ (9) + 6 = 151d6 + 7 ⇒ (5) + 7 = 12
Slam vs Chasik: 1d20 + 6 ⇒ (13) + 6 = 191d6 + 7 ⇒ (6) + 7 = 13
7 damage from the lucky blow.
Slam vs Iggy: 1d20 + 6 ⇒ (14) + 6 = 201d6 + 7 ⇒ (6) + 7 = 13
Initiative - round 2
>>> Quarr
>>> Chasik
P
C
>>> Buri
>>> Ignatius
>>> Amennekht
>>> Ardisen
Everyone can act!
Ignatius Van Hjorder |
Fort Save: 1d20 + 6 ⇒ (18) + 6 = 24
Ignatius is able to withstand the poisonous assault from the golem. Hee switches his judgment to one of purity (+1 to saves) and takes another swing at the zombie.
Power Attack: 1d20 + 7 - 1 ⇒ (14) + 7 - 1 = 20
Damage: 1d8 + 5 ⇒ (4) + 5 = 9
-Posted with Wayfinder
Quarr |
Fort Save: 1d20 + 10 ⇒ (17) + 10 = 27
A little sickened by the smell in the room Quarr gags a few times before composing himself.That I am unsure of. We will have to give it a try! Chasik and Amen back away before he explodes! Quarr mixes another concoction as he throws another bomb into the mess Delay action until Chasik is clear of the southern zombie then I will throw the bomb targeting the golem again. Sorry Amen the zombie would prol move back in towards one of you before you were able to move out of the way.
I agree I don't like to metagame either, but if it is just a variant zombie then wouldn't a character that has faced normal zombies before know the basics about any zombie? Curiosity question is all
And I just realized I gave a warning about a zombie blowing up as I threw a bomb at it....
Fire Bomb Ranged Touch: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26
damage: 3d6 + 4 + 1 ⇒ (2, 6, 6) + 4 + 1 = 19
Precise Bomb to not target 4 friendlies
Point Blank Shot
DC 16 reflex save for Splash Damage
Buri Sunwalker |
Hold your breath lad.
Stepping forward Buri hammers the undead attacking Ignatius.
Attk: 1d20 + 5 ⇒ (20) + 5 = 25
Dmg: 1d8 + 3 ⇒ (7) + 3 = 10
Crit Confirm: 1d20 + 5 ⇒ (14) + 5 = 19
Crit Dmg: 2d8 + 6 ⇒ (4, 2) + 6 = 12
Chasik"Bash" |
current hp 43/62
fort: 1d20 + 7 ⇒ (1) + 7 = 8
Chasik, not expecting the foul stench, has no time to steel his stomach. He immediately starts to wretch and hurl. He barely manages to step back at Quarr's words.
First...quit rolling natural 20 against me ;)
Second...I usually don't SUCK this bad in combat I promise. But I built my guy to take a crapload of damage :)
Ardisen Greymore |
Fortitude: 1d20 + 2 ⇒ (16) + 2 = 18
Surprising even himself, Ardisen manages to hold down the contents of his stomach as the stench hits him.
Moving directly behind Amennekht, The young wizard unleshes a cone of fire to engulf the furthest back zombie and golem, tactically aiming it to avoid hits allies.
I can't move my token because I'm mobile, but Ardisen will move directly behind Amennekht and release a Burning Hands to his diagonal, which by my working should only get the back zombie and golem. The Reflex Save is DC15.
Burning Hands: 4d4 ⇒ (2, 4, 2, 1) = 9
GM Lithrac |
Buri steps forward and slays the zombie in front of Ignatius, making its bloated body burst and release a cloud of miasma.
Ignatius and Buri, please make a Fortitude save.
Ignatius is without a target. Since Buri acted first, you still have your action. If you choose to attack something else, you can use the same roll.
Ardisen moves forward and conjures a waves of searing flames engulfing the zombie and the carrion golem. The zombie cannot avoid the magical fire and perishes (again), but releases a similar cloud of disease on Amennekht. Fort save please Amennekht.
Ref save: 1d20 + 2 ⇒ (10) + 2 = 12
2d6 ⇒ (1, 4) = 5
However, the golem appears unburnt but acting in slow motion, his movements awkward.
Quarr: the ability to avoid making a knowledge check and remember something from a previous encounter is an actual boon in PFS (I remember it being given at the convention I attended in July). If you don't have it then you must roll (and risk failing, which I interpret in this case as a memory lapse) everytime you encounter a creature.
Quarr throws a deadly bomb that incinerates the slowed golem!
Chasik retreats to safety.
Initiative - round 2
Quarr
Chasik
P
C
Buri
>>> Ignatius
>>> Amennekht
Ardisen
Ignatius and Amennekht can act!
Amennekht |
DC 12 Fort (Golem): 1d20 + 5 ⇒ (6) + 5 = 11
Fort (Zombie): 1d20 + 5 ⇒ (17) + 5 = 22
Nauseated by the stanch of the golem all he can manage to do is stumble away retching at the smell.
Ignatius Van Hjorder |
Fort Save: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Ignatius is unable to withstand the stench from the smashed zombie.
Too bad.
Ardisen Greymore |
Quickly revising his list of spells, Ardisen realises that he lacks any spells that can further impact the disturbing golem. Suddenly aware of his vulnerability, the wizard retreats, sheathing his wand of Mage Armour as he watches to see what happens.
Ignatius Van Hjorder |
Oh, sorry.
Though he is overtaken by noxious fumes from the fallen zombie, Ignatius trudges past it and slashes at the last zombie standing.
Unable to alter the map at the moment.
-Posted with Wayfinder
Signboy77 |
I thought I was using my previous roll.
Ignatius is without a target. Since Buri acted first, you still have your action. If you choose to attack something else, you can use the same roll.
Ardisen Greymore |
"Is everyone okay? Those were wretched undead. I'm not sure what we've walked into here."
Ardisen allows the others to take a moment while they compose themselves, in the meantime he begins searching the chamber for anything important.
If there's no time constraints, I'll take 20 on Perception for 22 to search the room.
GM Lithrac |
Whether you choose to take a lot of time or not is entirely up to you. I'll just remind you of what Torch said - there's another team coming here, but you don't exactly know when.
By the way, you're in a courtyard, not a chamber. There's a flight of stairs at the southeast, doors to the west, north and east.
Ignatius Van Hjorder |
Ignatius spits and sputters, "Bleccch! That was bad..." He sheathes his sword and follows Amennekht.
"Good call, Amennekht. We've got to beat whoever else is on their way here. I think I'll be fine for now from whatever disease it is that I contracted from that thing."
Chasik"Bash" |
I feel fine as far as the disease infested bastards go. But they sure hit hard. I hate to ask but could someone heal me before we go too much farther?
Thanks to fast healer I get an additional +2 HP per heal. So cute light is 1d8+CL+2 :)
GM Lithrac |
The door opens into a room that must have served at times as a smithy and at other times as a storage facility over the course of the fortress’s occupation. The chimney that rises from the small forge in the southwest corner is clogged with grit from centuries of storms and the smith’s tools lie nearby under a thick layer of dust. The south door is cracked in places, and scattered crates are all that remain of a barricade once erected there. Another door leads westwards.
Ignatius Van Hjorder |
"Looks interesting, let's try this other door." Ignatious readies his shield in one hand and pushes open the door with his other.
GM Lithrac |
This modest brick building provided housing for a caravan’s beasts when the fortress was active. Only the stone has survived intact, with empty sockets for lanterns at even intervals. Ancient tools for leatherworking sit on a table to the south, next to an empty stone trough. Barren stalls line the north wall.
Amennekht |
Ever feel like the adventures give you what yo will need some times.?
"It seems there is but one route to take now."
Perception: 1d20 + 4 ⇒ (5) + 4 = 9 He quickly looks over the large door checking for any signs of traps.
Seeing nothing he pushes open the large doors after everyone is ready.
GM Lithrac |
Actually there's another way, the stairs at the south of the courtyard, which seem to access whatever is above the main gate.
A profound quiet has settled over this timeworn hall. Elegant stone columns line the passage, and hieroglyphics and colorful art depict scenes from a distant age. A small wooden door stands at the east end of the hallway, while a larger door leads south. The sound of steady splashing water is audible through an open passageway to the north, and large stone doors lead outside. One of the pillars has collapsed, and a crushed human corpse lies pinned underneath. The distinctive shape of a wayfinder peers out from under the body’s hand.
GM Lithrac |
Buri finds no traps in the entry hall, but finds a few useful items. The broken wayfinder's inside is engraved with a scarab and an inscription reading "Congratulations, Asha - V.L.". Most of the dead pathfinder's backpack is crushed, but a steel canister still contains a potion and a heavy stone. Both register as magical. If you wish to identify them, please roll a Spellcraft check (provided you're able to cast detect magic).
The dwarf also gazes upon the elaborate art on the walls, but its mysteries remain hidden for now. Knowledge (history) to know more about these.