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Ah, thanks.
Testudo waits until gwen is out of the way, then charges forth!
Spirited Charge: 1d20 + 14 ⇒ (15) + 14 = 29
damage: 3d8 + 39 ⇒ (3, 6, 8) + 39 = 56

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Holy cow, that's a ton of dmg. Gwen might merely knock it a few times on the skull...
I'm smiling, with the image of a guy yelling at a zombie minotaur, while his tortoise races forward, baring teeth while at it. XD

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Testudo is amazing and running about on a giant turtle that moves SO FAST. (Seriously, once per hour I can charge at 900ft for a charge, and 4500ft if I run. I HAVE THE WORLD'S FASTEST TURTLE!)

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So, does Gwen need to disengage from the minotaur for Testudo's attack to be successful? I don't have a super solid grasp on the Charging rules and mounted combat. Also, sorry on how long it took me to post. Been working a ton recently.
Just in case Gwen can still Pin this minotaur and allow Tetsubo's attack, I'll go ahead and roll her Grapple Maneuver to Pin. Annnnd also to damage. Hurray for being able to snag Greater Grapple with Martial Flexibility!
Maintain Grapple (Pin): 1d20 + 26 ⇒ (11) + 26 = 37
Magic, Blunt Damage: 1d8 + 5 ⇒ (2) + 5 = 7
Swift Action - Martial Flexibility to gain Greater Grapple. Move Action - Maintain Grapple (Pin). Standard Action - Maintain Grapple (Damage).

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Testudo, can't you only charge in the next round? You have to turn to get out of the asile, so I think that prevents charges on the same round you moved out and the row is difficult terrain, which also stops charges. Am I missing something here?

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Sorry, thought gwen was saying I made it out of the aisles in the last round. Kinda hard when I can't move my own person. Not sure where I'm actually at. >.<

Shalm |

Sorry, I got a bit confused myself. But yes, I believe Testudo has to wait until next round to charge (which you can do even though the creature is pinned).
Gwen continues to impair the minotaur zombie, locking it's arms and legs so it can't move, and tightening her grip. She hears a few brittle bones start to break as she does so.
The bugbear zombie takes a swing with its morningstar at the beast of burden nearby, but it can't connect.
Fiona can act!
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Green: -11/12
Blue: -4/12
Red: -8/12
Bugbear: 6/42
Minotaur: 51/81, pinned

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Perception: 1d20 ⇒ 11
Tereze remains blissfully unaware of any spoilers :)

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Fiona's aurochs gores the zombie bugbear again...
[dice, Attack]1d20+7[/dice]
[dice, Damage]1d8+9[/dice]
...while Fiona finishes her spell, magically enlarging Gwen. She then turns to Tereze, quickly casting a spell to heal her wounds.
Healing hex on Tereze, for a 2d8 + 6 ⇒ (4, 2) + 6 = 12 heal.

Shalm |

Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d8 + 9 ⇒ (2) + 9 = 11
The auroch's horn slices through the bugbear zombie, ending its unlife.
The minotaur zombie, meanwhile, tries to break free from Gwen's ever-tightening hold, but her grip is too tight and the creature can't break free.
Tereze, Locke, Gwen, and Testudo (charge!) can act!
Green: -11/12
Blue: -4/12
Red: -8/12
Bugbear: -5/42
Minotaur: 51/81, pinned

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Tereze stumbles a little as she makes her way through the crowd. A new bruise appears on her exposed shoulder as she feels a bit of life energy flow out of her into Gwen.
Life Link: Gwen heals 5 HP, Tereze takes 5 damage
Tereze continues to move closer to her friend.
Hold on Gwen, I am coming.
double move closer to Gwen.

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Maintain Grapple (Pin): 1d20 + 25 + 1 + 1 ⇒ (2) + 25 + 1 + 1 = 29 Oh boy, I *think* that succeeds but I'm not 100% sure.
Magic, Blunt Damage: 1d8 + 5 ⇒ (2) + 5 = 7
Gwen suddenly grows massively in size and weight, utilizing that extra mass to keep the minotaur pinned to the ground as even more bones crack at the massive pressure she puts upon the undead monstrosity! "I'm okay, Tereze! Be careful!" Despite her confident words, she spits a bit of blood with each syllable.
Move Action - Maintain Grapple (Pin). Standard Action - Maintain Grapple (Damage).
So after running my Grapple numbers again, I discovered I had 1 too many bonuses there. It should be a base of +18 with +5 to Maintain the grapple, +2 for Greater Grapple, +1 Size, and +1 Bless. Sorry about that, I have my base grapple as +19 for some reason...

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Mind if I keep my previous roll? If not...
damage: 3d8 + 39 ⇒ (4, 1, 7) + 39 = 51

Shalm |

Gwen continues to hold the zombie tighter, and Testudo runs the zombie straight through with his lance, destroying it.
Combat over!
Nobles and theater-goers have fled the room, and now you find it empty. Bodies of several dozen dead lie scattered about the room and signs of carnage stretch out of every door in every direction. Screaming, moaning, and the sounds of combat can be heard from every corner of the opera house.

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Quick, it sounds like zer are more innocents in danger! Someone go check zat while I take care of Gwen!
As she says this, Tereze moves over and heals Gwen.
Cure Light Wounds Gwen: 1d8 + 5 ⇒ (7) + 5 = 12
So Gwen Heals a total of 17, 5 More from Life Link and 12 from CLW. Tereze takes 5 More Damage
Then finally Tereze heals herself.
Cure Light Wounds Tereze: 1d8 + 5 ⇒ (6) + 5 = 11

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Testudo slams his helmet down, and his voice echoes like thunder from it.
TEND TO THE WOUNDED! ROSHI AND I WILL SALLY FORTH TO PROTECT THE INNOCENTS! IF YOU WISH TO COME WITH, HOLD ON TIGHT! ROSHI, TALLYHOOOOOO!
With that, he spurs Roshi onwards, and the turtle moves forward with a absolutely BLAZING speed, as Testudo rushes to help those who need him!
As mentioned before, Roshi moves FAST. 175 on straight lines and 70 if he has to turn. GM, not sure where that ends up, but Testudo is doing the heroic night thing, hopefully with his ally's right behind, though he can drag folks by ropes attached to his saddle if people feel like turtle skiing!

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Gwen smiles as Tereze heals up her remaining wounds. "Thank you, my friend. I'm okay, everyone. We should hurry though, many more will likely die if we don't. Although, who in the Hells attacks an opera?" She stands suddenly to her new, full height and nearly cracks her head on the ceiling. "Forgot about that!"
What's the duration on Enlarge Person? Minute per CL, right? So, 5 minutes?

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Yes, Enlarge Person, Levitate and Bless all should last 5 min, so if we head quickly into another fight they should all still be in effect.

Shalm |

You head through the nearest door on the east side of the room into a gaudy, marbled hallway with finely carved pillars. The white floor here is split by a dark blue carpet. A few bodies of nobility scatter the floor, savaged by zombies.
Moments after entering, you hear a shout from behind the room to the south:
“For Father Grim, for Fel Bustrani, consume them and multiply!”

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Do I know anything about what the voice is talking about?
Religion: 1d20 + 9 ⇒ (16) + 9 = 25 Or planes at 5 less

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Father Grim? What are ze followers of Zyphus doing here?
She calls over her shoulder as she rushes to check the nearest body and see if they are still alive.
Someone must have disturbed an old burial site.
If she finds anyone who looks like they may not yet be dead, she quickly casts stabilize on them.
I'm trying to do a brief check here, not spending large amounts of time as the party moves on, just spending a few seconds saving any that look like they need it as we move past.

Shalm |

Tereze does a quick check of the bodies, and finds that all are beyond her help.
Moving into the next room, you see a pack of theatergoers backed into a corner, frightened and pushing those at the front toward a man holding a pick decorated with a skull and five zombies. As soon as you enter, the man shouts to the zombies, redirecting them toward you.
"Kill the usurpers, my minions, for the glory of Zyphus and for the glory of Fel Bustrani!"
Initiative Order
Man w/ Pick
Locke
Gwen
Bugbear Zombie
Testudo
Human Zombies
Tereze
Fiona
The man with the pick lifts it in front of his face and begins praying.
You are shaken.
Locke and Gwen can act! Map is updated.
Locke: 1d20 + 3 ⇒ (16) + 3 = 19
Testudo: 1d20 + 1 ⇒ (15) + 1 = 16
Tereze: 1d20 + 1 ⇒ (12) + 1 = 13
Gwen: 1d20 + 2 ⇒ (15) + 2 = 17
Cleric: 1d20 + 3 ⇒ (19) + 3 = 22
Bugbear: 1d20 ⇒ 17
Human zombie: 1d20 ⇒ 15
Will save: 1d20 + 4 ⇒ (5) + 4 = 9

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Locke sees the strange man start praying, then draws their bow and quickly adds some elements to the arrow, which starts to sizzle and glow like embers.
"Testudo, bend your head down for a second."
Locke then lets the arrow fly.
1d20 + 7 - 4 ⇒ (19) + 7 - 4 = 22 Arrow + payload: 1d8 + 3d6 + 5 ⇒ (8) + (3, 3, 4) + 5 = 23
If it hits, a 10ft flare of fire erupts, setting sir Pick on fire.
If it hits, he also gets to make a high concentration check to continue his prayers. DC 33+ his spell's lvl.
All zombies get to make DC 17 reflex save vs 7 points splash dmg.

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GM Shalm, how high is the ceiling in this room? Also just to be clear, I assume all the 5 min Buff spells are still up (Bless, Levitate and Enlarge Person) Correct?

Shalm |

He finished casting his spell, it just only affected Testudo. Still plenty of damage from the arrow though! The ceilings in these rooms are still quite high, at least 25 feet. And yes, buffs are still active, at least for this combat.
Locke's arrow flies true and slams into the man's chest, erupting in a jet of flame as it hits. The zombies around the man feel the alchemical burn from the splash, and the man catches on fire.
Gwen pauses for a moment, hoping to allow Testudo to charge, but the bugbear zombie takes advantage and moves into position to strike. Gwen leaps into action, falling into snapping turtle style, moving past Testudo, dodging the bugbear zombie's morningstar, and locking the bugbear zombie into a wrestler's hold.
Gwen has the bugbear zombie grappled. Testudo can act!
Green: 1d20 ⇒ 13
Purple: 1d20 ⇒ 18
Red: 1d20 ⇒ 16
Bugbear: 1d20 + 2 ⇒ (7) + 2 = 9
Acrobatics: 1d20 + 9 ⇒ (6) + 9 = 15
Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Grapple: 1d20 + 18 ⇒ (9) + 18 = 27
Cleric: 19/42
Blue: 8/12
Green: 5/12
Purple: 8/12
Red: 5/12
Bugbear: 35/42

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Can't move on the drawing map. If you could move me next to the cleric?
Though Testudo shakes a bit in his armor, he grits his teeth.
TESTUDO GRAECA IS NO COWARD! SEND ALL YOUR PHANTOMS AND EVILS, I WILL NOT BE DISSUADED FROM THE PATH OF RIGHTEOUSNESS!
With that, he and Roshi rush forward at a blazing fast speed, Testudo a missile of steel!
Spirited Charge: 1d20 + 14 - 2 ⇒ (17) + 14 - 2 = 29
damage: 3d8 + 39 ⇒ (3, 7, 1) + 39 = 50

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Well...
Without room to move, Testudo drives his lance at the beast. Roshi tries to take a bite to.
Lance: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 1d8 + 7 ⇒ (6) + 7 = 13
bite: 1d20 + 6 ⇒ (3) + 6 = 9
damage: 1d3 + 3 ⇒ (2) + 3 = 5

Shalm |

Testudo's lance pierces right through the zombie, but it's undead flesh holds up against the pressure better than living flesh would. Even though, the zombie grunts in pain.
The human zombies turn away from the theatergoers and slowly amble toward you.
Tereze and Fiona can act!
Cleric: 19/42
Blue: 8/12
Green: 5/12
Purple: 8/12
Red: 5/12
Bugbear: 27/42

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Peering through the doorway Tereze sees the press of bodies ahead and decides that Gwen will need help.
I am not wading in zere in my dress...
So staying back she start to chant.
Creatures from ze ground below,
Heed my call and come just so.
Let ze stones for us do fight
For our cause all know is right!
Starts casting Summon Monster III, calling forth Small Earth Elementals - Full round action so if successful they will appear next turn.
Number of Elementals: 1d3 + 1 ⇒ (3) + 1 = 4
Don't Forget Bless is still active!

Shalm |

Rather than bot Fiona, I'm going to have her delay - she can act whenever she returns.
Still on fire, the man with the pick drops to the ground in an effort to put out the flames, but is unable to do so. The fires surrounding him continue to burn.
Locke, Gwen, and Fiona can act!
Damage: 1d6 ⇒ 4
Cleric: 15/42
Blue: 8/12
Green: 5/12
Purple: 8/12
Red: 5/12
Bugbear: 27/42

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*chuckles*
"What's the matter, doomsayer, is it getting to hot for you in here?"
With the enemy clustered, Locke sees the perfect opportunity for explosive mayhem.
Rt vs bugbear-zombie, PBS, cover: 1d20 + 10 - 4 ⇒ (12) + 10 - 4 = 18 BOOM!!!: 3d6 + 6 ⇒ (2, 5, 1) + 6 = 14
If it hits, bugbear is set on fire. All the pretty little flesh puppets get to make a saving throw to 1/2 the 9 splash dmg.
Precise bombs, i can exclude a number of creatures within my blast radius from harm. Keeping all friendlies from harm.

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Standing back and out of range from the action, Fiona casts a quick spell at the man on the other side of the battlefield.
Hold Person on the man, DC 18 vs Will or become paralyzed.

Shalm |

Locke's bomb hits the bugbear zombie, lighting it on fire and splashing on the surrounding zombies. Two of the zombies collapse into flames on the ground.
Seeing the flames, Gwen loosens her grip on the bugbear zombie, taking the opportunity to two strikes at the zombie's chest. She can't reach it on the first strike, but connects solidly on the second, and the bugbear zombie also collapses to the ground in flames.
Meanwhile, the man with the pick laughs as Fiona tries to cast a spell on him.
"With Zyphus on my side, you think you can control me?! Ha!"
Testudo can act - and has a clear charge lane on the man with the pick!
Blue: -1/12
Green: 1/12
Purple: -1/12
Red: 1/12
Bugbear: -7/42
Blue: 1d20 ⇒ 5
Green: 1d20 ⇒ 20
Purple: 1d20 ⇒ 12
Red: 1d20 ⇒ 20
Will save: 1d20 + 8 ⇒ (12) + 8 = 20
Flurry: 1d20 + 9 ⇒ (4) + 9 = 13
Damage: 1d8 + 5 ⇒ (3) + 5 = 8
Flurry: 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 1d8 + 5 ⇒ (7) + 5 = 12
Flurry: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d8 + 5 ⇒ (8) + 5 = 13