| DM Jelani |
Nathaniel flies down and smashes one of the filthy windows with his sword to get a look inside. Within he can see the ground level of the cottage is packed with some form of the walking dead. They look up at the sudden crash, and say all at once overtop of each other, "Food!..Hungry!..Dinnertime!...Finally!..." and other things that he can't make out.
Barek 1d20 + 4 ⇒ (20) + 4 = 24
Torin 1d20 + 4 ⇒ (20) + 4 = 24
Rosa 1d20 + 1 ⇒ (13) + 1 = 14
Viorel 1d20 + 2 ⇒ (15) + 2 = 17
Nathaniel 1d20 + 2 ⇒ (6) + 2 = 8
Cinderfang 1d20 + 3 ⇒ (12) + 3 = 15
Monster 1d20 + 4 ⇒ (12) + 4 = 16
Initiative
Barek/Torin 24 (whoever posts first)
Viorel 17
Monsters 16
Cinderfang 15
Rosa 14
Nathaniel 8
Okay, assuming Nathaniel shouts a warning. Otherwise nothing will happen until his turn at the bottom of the round.
Barek, Torin and Viorel can act. You can't see the things from where you are. Knowledge (Religion) to identify them. I've marked where the doors and windows are in red.
Nathaniel.
|
Nathaniel grins, waves to the creatures and then flies back to his companions. "Undead!" he calls out as he lands next to them. "They can speak too, they may be trouble."
Double-moving for 140ft should get me back to them in one turn.
| Viorel Ariaza |
Probably should have, noted it as aftersight. It doesn't really effect the order, but I got improved initiative so my init would be 21. Also that thing around the cottage is a wall, right? How high is it? Mainly thinking if it's high enough to hide creatures if they were behind it. And if it is smart to think that without another incentive enemies would choose to go trough the opening. I am rambling now so in summary. Is that a wall and if so how high is it?
| Viorel Ariaza |
Round 1 Init 21
Viorel moves his hand to reach for the alchemist's fire clutching his hand around it. He then readies himself to blast off a spell if needed, while he started estimating the distance to the cabin and going trough the spells at his disposal and which ones could reach it. "How many and what?" He yelled out hearing the Nathaniel's warning.
Move action to retrive the alchemist's fire
Standard to ready an action.
| Torin Ironbeard |
Round 1. Init 24 -
Torn casts bless +1 to hit and stays where he is.
0th: Detect Magic, Create Water, Stabilize, Read Magic
1st: Empty, Bless, Shield of Faith + Longstrider
2nd: Hold Person, Align weapon, empty + Remove Paralysis
3rd: Blindness Deafness, Summon Monster III, empty + Fly
Nathaniel.
|
I can see it. He may mean me; I was waiting for the monsters to go but I'll have mine.
Round 1- Init 8
Nathaniel raises a hand and casts Haste.
"I'd say twelve or so. Couldn't pick out what they were; 'undead' and 'talking' is all you've got. Rosa, sounds good."
| Cinderfang |
Cinderfang transforms into his cat form and stays put.
Character sheet updated, and Sun-Eater as well (he's now large)
Active spells
Mage Armor
Bless
Large animal
2 Claws 1d20+13 2d4+8 grab (bless included)
Bite 1d20+13 2d6+8 grab (bless included)
Str 24 +7
Dex 15 +2
Con 17 +3
Int 12 +1
Wis 17 +3
Cha 14 +2
BAB +4
AC 19 (+4 nat, +2 dex, -1 size, +4 armor)
Initiative +2
Speed 40 ft
Fort +9 (+5 class, +3 con, +1 enh)
Ref +6 (+2 class, +2 dex, +1 feat, +1 enh)
Will +9 (+5 class, +3 wis, +1 enh)
CMB +13 (bless included)
CMD 24
Special Abilities
Pounce
Rake (2 Claws, +13 2d4+8)
Low-light vision
Scent
Active spells
Mage Armor
Bless
Large Animal
Bite 1d20+11 3d6+10 + grab
HP 48
BAB +4
AC 27 +11 natural, +3 dex, -1 size, +4 armor
Initiative +3
Speed 30 feet
Fort +7
Ref +8
Will +4
CMB +12
CMD 25
Orisons
Create Water*
Stabilize*
Spark*
Detect Magic*
1st Level
Longstrider x2
Endure Elements x2 (cast)
2nd level
Aspect of the Bear*
Fog Cloud*
Warp Wood*
Delay Poison*
3rd level
Cure Moderate Wounds*
Spike Growth*
Sleet Storm*
4th level
Atavism*
| DM Jelani |
Round 1
Initiative 24
Barek readies his bow as Torin blesses the party.
Initiative 17
Viorel grabs a vial of alchemist's fire and readies Scorching Ray (You didn't specify, so I assume. You have to ready something specific. If you want to change it, chime in before the action triggers.)
Initiative 16
The undead stream forth from the house, except for one which claws at Nathaniel through the window.
#9 Attack on Nate 1d20 + 7 ⇒ (17) + 7 = 24 Damn you mage armor...
Initiative 15
Cinderfang turns into a tiger.
Initiative 14
Rosa copies herself and casts shield of faith.
Initiative 8
Nathaniel flies back to the group. Haste will have to wait for round 2.
End of Round 1
---------------------
Begin Round 2
Barek/Torin 24 (whoever posts first)
Viorel 17
Monsters 16
Cinderfang 15
Rosa 14
Nathaniel 8
Before anyone acts in Round 2, Barek and Viorel's readied actions go off.
After they resolve those, Barek, Torin and Viorel can act again.
| Viorel Ariaza |
Oh right, my bad forgot. That is what you get for posting sleepy.(So just pass the readied action)
Round 2 Init 21
"Stay put for a moment."Viorel notes before starting to cast his spell. After making the gestures and incanations he points his finger at the group of undead releasing a ball of fire at them that when reaching it's destination it erupts in to big ball of fire. He then moves behind Cinderfang so that if the others will charge the enemy he will not be in their way.
Standard action - Fireball to the cross section of R22,R23,S22 and S23. If Torin or Barek move in to the are move the spell so that they are not hit.
Reflex save for half DC 19
Damage 8d6 + 16 ⇒ (6, 1, 6, 4, 2, 1, 5, 6) + 16 = 47
Move to AC7.
Buffs: Mage armor
Spells: 1st: 5/day 2nd: 8/day 3rd: 4/day
| Barek Wound-blooded |
Round 1. Init 16+ (Readied action)
Barak releases his arrow as soon as the creatures appear.
Attack whichever one came out first. Piercing damage.
Attack: 1d20 + 12 ⇒ (9) + 12 = 21, Damage: 1d8 + 5 ⇒ (2) + 5 = 7
Round 2.
Barak lets two more arrows fly.
Attack same one or next closest. Piercing damage.
Attack 1: 1d20 + 12 ⇒ (10) + 12 = 22, Damage: 1d8 + 5 ⇒ (4) + 5 = 9
Attack 2: 1d20 + 7 ⇒ (4) + 7 = 11, Damage: 1d8 + 5 ⇒ (6) + 5 = 11
HP: 96/96
AC: 20
Rage (inactive): 21 of 21 remaining
| Torin Ironbeard |
Round 2:init24
Torin moves to V6 and casts shield of faith on himself.
0th: Detect Magic, Create Water, Stabilize, Read Magic
1st: Empty, Bless + Longstrider
2nd: Hold Person, Align weapon, empty + Remove Paralysis
3rd: Blindness Deafness, Summon Monster III, empty + Fly
Buffs: bless, shield of faith (AC26)
| DM Jelani |
Round 2
Initiative 24
As the creatures emerge Barek looses an arrow at one, feathering it. Then he rapidly releases two more shafts at the same creature. One of them strikes home. So with the AOO, that's two shafts into #10.
Torin moves and shields himself.
Initiative 17
Reflex save 1d20 + 4 ⇒ (6) + 4 = 10
Reflex save 1d20 + 4 ⇒ (7) + 4 = 11
Reflex save 1d20 + 4 ⇒ (16) + 4 = 20
Reflex save 1d20 + 4 ⇒ (8) + 4 = 12
Reflex save 1d20 + 4 ⇒ (11) + 4 = 15
Reflex save 1d20 + 4 ⇒ (8) + 4 = 12
Reflex save 1d20 + 4 ⇒ (1) + 4 = 5
Reflex save 1d20 + 4 ⇒ (1) + 4 = 5
Reflex save 1d20 + 4 ⇒ (5) + 4 = 9
Reflex save 1d20 + 4 ⇒ (17) + 4 = 21
Viorel throws a mini-nuke into the group of undead, felling all but two of them. Even those two are mainly just charred skeletons at this point, tottering on their feet.
Initiative 16
The ghast who was in the house runs out, while the ones who just saw the fireworks display run away. "Eeeek, it burnses!"
Cinderfang, Rosa and Nathaniel can act.
Nathaniel.
|
Nathaniel blinks slightly as the flames vanish and the greatly reduced number of enemies appears through the smoke. "Huh... I'd say that was well done Viorel" he says before moving to the remaining skeleton and swinging a blade at him.
Charge and one of the remaining ghasts
1d20 + 16 ⇒ (6) + 16 = 22 2d4 + 16 ⇒ (1, 3) + 16 = 20
| Cinderfang |
Cinderfang and Sun-Eater both roar simultaneously and spring off after the fleeing ghasts. As Cinderfang closes in on the trailing undead he nips at it's legs just out of reach.
Round 2
Initiaive 15
Run actions by both
Cinderfang to S37
Sun-Eater to U35
| DM Jelani |
Round 2
Initiative 15
Cinderfang and Sun-Eater go running after the ones attempting to escape.
Initiative 14
Firebolt has a 30' range.
Rosa moves forwards and readies a firebolt for when the ghast comes in range.
Initiative 8
The only one you have a clear line to charge is #9
Nathaniel charges the bravest of the remaining ghouls, and slashes a huge cut in its chest.
End of Round 2
---------------------
Begin Round 3
Barek/Torin 24 (whoever posts first)
Viorel 17
Monsters 16
Cinderfang 15
Rosa 14
Nathaniel 8
| Barek Wound-blooded |
Barek moves forward before nocking an arrow and firing it at one of the fleeing creatures.
Move to AB14 and attack #12 (over 2 range increments away, I believe, take another -2 if it's more than 3)
Attack: 1d20 + 12 + 1 - 4 ⇒ (17) + 12 + 1 - 4 = 26, Damage: 1d8 + 5 ⇒ (4) + 5 = 9
| Viorel Ariaza |
Round 3 Init 21
Viorel grins wide as the charred corpses are revealed and gives Nathaniel a nod of his head. He then moves closer to the survivors before unleashing four darts made out of force against one of the one's trying to escape.
Move to V9
Magic Missile to #12 unless Barek or Torin kills it. 4d4 + 4 ⇒ (3, 4, 3, 4) + 4 = 18
| DM Jelani |
I can't get Google Drive to work right now, one reason updates have been slow as of late. Damn communist party here in China is having meetings right now, and they've ramped up the Great Firewall to the point of ridiculousness. So for now, the map won't get updated.
Round 3
Initiative 24
Torin waits for his companions to finish off the undead, while Barek sends an arrow streaking towards the farthest ghoul, killing it.
Initiative 17
Viorel drops the other fleeing ghast with his spell.
Initiative 16
The remaining ghast withdraws from Nathaniel. (towards Rosa et. all, along the fence.)
Rosa's fireball will kill it once her turn comes up, so I'm going to call combat.
1,733 XP each.
-------------------------
08/23/4712 09:47
Once everyone is ready the group continues on into previously cleared land. They travel for the rest of the day without incident.
08/23/4712 19:00
Camping through the night is also uneventful, and the group gets an early start the next day. Pushing hard they journey for about 9 hours and make it back to the keep late in the evening.
08/24/4712 19:30
| Rosa Luminass |
| DM Jelani |
08/27/4712 07:00
The group sets out early on the third day after returning to town. They quickly renew their contract and take the ferry over the river. The disturbingly familiar wastes spread before them, beckoning them towards their destiny. Following Viorel's plan it takes them two uneventful days to cross the plains that they'd previously cleared of monsters.
08/29/4712
1d100 ⇒ 86
1d100 ⇒ 57
Passing the area with the barn and the abandoned cottage the group begins to regularly come across the ruins of settlement. Mostly it's half of a stone chimney still standing here, the crumbled half-foot high foundations of a village worth of buildings there. Occasionally there's a sagging splintered pile of bleached wood that was once a home or barn. The land is much more hilly here, and to the west can be seen a range of tall hills or mountains.
08/29/4712 10:00
Around midmorning the group passes by a large pit of a black tarry substance. It's slowly bubbling in the blast furnace heat of the sun. As the group walks past, there is a loud sucking expulsion as a terrible creature rips itself from the depths of the pool. Standing a good meter taller than Rosa, and forty feet long the skeletal reptile opens its massive jaws and roars silently in the direction of the party before charging towards them.
Knowledge (Religion) and/or (Nature) on this guy.
Barek 1d20 + 4 ⇒ (19) + 4 = 23
Torin 1d20 + 4 ⇒ (18) + 4 = 22
Rosa 1d20 + 1 ⇒ (9) + 1 = 10
Viorel 1d20 + 2 ⇒ (19) + 2 = 21
Nathaniel 1d20 + 2 ⇒ (14) + 2 = 16
Cinderfang 1d20 + 3 ⇒ (7) + 3 = 10
Monster 1d20 + 6 ⇒ (14) + 6 = 20
Initiative:
Barek 23
Torin 22
Viorel 21
Monster 20
Nathaniel 16
Cinderfang 10+
Rosa 10
No surprise round, Barek, Torin, and Viorel can act.
| Viorel Ariaza |
Round 1 Init 25(forgot the improved initiative, just in case it for some reason changes)
Viorel reaches in to his belt pulling a vial of alchemist's fire in to his hand ot help with his spell. He then starts the familiar arcane gestures and words releasing two fiery rays towards the massive creature. "What the heck is that?!" The mage then takes a few steps back definatly not wanting to get in to close combat with that thing.
Move to get the alchemist's fire
Standard to cast Scorching ray
Ray #1 ranged touch 1d20 + 6 ⇒ (11) + 6 = 17
Ray #2 ranged touch 1d20 + 6 ⇒ (20) + 6 = 26
Confirmation 1d20 + 6 ⇒ (3) + 6 = 9
Ray #1 damage 4d6 + 8 ⇒ (1, 3, 6, 1) + 8 = 19
Ray #1 possible extra damage 4d6 + 8 ⇒ (2, 5, 5, 4) + 8 = 24
Ray #2 damage 4d6 + 8 ⇒ (3, 5, 6, 3) + 8 = 25
5ft-step to AG46
EDIT: Spells 1st:8/day 2nd: 7/day 3rd: 5/day
| Rosa Luminass |
1d20 + 7 ⇒ (3) + 7 = 10 Knowledge (Religion)
Rosa lets Puppy go to run off and hid then she says
"Nathaniel engage it wile we try and light it up"
Will hold of fire ball until its her Init, to see whos close, I do not want to kill any one. Her sword will cast shied on her.