Ruins of Azlant (Inactive)

Game Master Nathan Goodrich

Chapter 3: The Flooded Cathedral
Part 2: Exploring Zanas-Tahn

Ruins of Azlant Maps

Starting Day: Oathday, 3rd of Arodus 4717 AR


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N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

"Of course...."

Fly check to hover, maintaining altitude above the reach of the halberds: 1d20 + 8 ⇒ (16) + 8 = 24 Success

Zay's hawk wings flicker as the bird holds its position above the beach, and starts to speak.

Converting blast barrier into a summon nature's ally 4, starting a full-round cast


M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH

Okay, I've got barkskin, shield of faith, magic vestment, and heightened awareness up. Would y'all like me to separate green and pink from the rest with a wall of ice?


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

That sounds like a fabulous idea to me, at least :D


Warhammer Game Notes & Maps

Two more constructs will get to go before that, so you might want to wait on the wall declaration. Did Houghton cast all those buffs on himself?


M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH

Yes, if possible. The only one that’s minutes per level is shield of faith.


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

FWIW, Aurelian hasn't acted yet in this combat, so has no ability to parry yet.


Initiative: +5 | AC: 28 (Touch:17, FF:22, CMD: 26) | Fort:+9, Ref:+12, Will:+2 | Speed:35 Swim:30 | Water-Breathing HP: 57/68 | Martial Flexibility: 3 of 7 remaining | Gear | Shield Champion Brawler 8 - Stormsoul Sylph

Waiting on overseer, yellow and blue to act before I know what Invandi should do. I have allocated the 22 damage (thus far) to Invandi as Aurelian notes there will be no parry.


Warhammer Game Notes & Maps
Aurelian Fache wrote:
FWIW, Aurelian hasn't acted yet in this combat, so has no ability to parry yet.

Thanks for the clarification. I'm trying not to assume too much about characters as I try to get more familiar with them.

It is Aurelian's turn to act.


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

Sorry, I didn't see my own name at the top, and was waiting for my turn!

Quick stats:

HP 73/73; Hero Points 2/2
AC 27, touch 16, flat-footed 22, CMD 27 (29 vs. disarm)
Fort +4, Ref +9, Will +2 (0/1 set mind; 0/4 charmed life; 0/1 defiant luck)
Panache: 4/4 (usually 5) (0/1 deed reroll); 0/1 inexplicable luck
Hero Points:
Consumables: 0/1 swordmaster's flair
Effects: 3 Cha damage, barkskin

"No, this is not the type of friendship that Aurelian Fache wants," the swordsman scolds the construct, whipping his sword from its sheath and slashes furiously, taking a step closer to Tatienne.

He then prepares to defend himself.

+2 rapier: 1d20 + 14 ⇒ (8) + 14 = 22
Damage (includes 7 precision damage): 1d6 + 7 + 8 ⇒ (4) + 7 + 8 = 19

Parry (DC=attacker's roll): 1d20 + 14 ⇒ (11) + 14 = 25
Riposte (if parry succeeds): 1d20 + 14 ⇒ (17) + 14 = 31
Damage (includes 8 precision damage): 1d6 + 7 + 8 ⇒ (4) + 7 + 8 = 19
Crit?: 1d20 + 14 ⇒ (16) + 14 = 30
Damage (includes 8 precision damage): 1d6 + 7 + 8 ⇒ (3) + 7 + 8 = 18


Warhammer Game Notes & Maps

GM Dice:
Overseer Charge Tatienne: 1d20 + 15 + 2 ⇒ (15) + 15 + 2 = 32
Damage: 1d6 + 5 ⇒ (3) + 5 = 8
Trip Attempt: 1d20 + 15 ⇒ (5) + 15 = 20

Purple Damage Taken: 14

Aurelian's hit strikes true against the clockwork soldier, but their metal chassis is tough to pierce through. Some DR prevention.

One of the clockworks moves through the forest near to the beach around the group while the overseer charges at Tatienne. Instead of wielding a halberd like the others, it lashes out at her with a metallic whip. Attack result is 32 for 8 damage. The whip allows a trip attempt with an attack result of 20. Tatienne's tagline hp shows some substantial damage already, but I don't think she should be hurt until now?

Initiative Order:
Houghton (Blue after)
Invandi (Red after)
Tatienne (Round End, then Purple & Green after)
Aurelian & Zay (Overseer & Yellow after)


M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH

Wall of fire looks good to the party? I can make an outwardly facing hemisphere that does 2d6+8 per round immediately to some and then more per round each time they enter. In the future when playing I’ll just take my turn but I’d like to get a feel for what the other players want me to do at the start :).


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Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

Aurelian is the hottest thing on the beach, but you can try to compete with your wall. Go for it!


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

Wall of fire sounds good to me! Taty didn't fully heal. Her tagline is correct.


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

We rested overnight, were you hurt in the last fight, Taty? We have healing resources on hand like wands and there's no reason you should be going into this fight with less than full HP. I think it's gonna be hard enough. Zay would have urged healing on you with their own wand, if nothing else.


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

Yeah, Taty got walloped. Taty has two potions but I didn't want to use them. Her tagline includes the overnight rest. I did forget to pick back up with the healing after Kassi left :/


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

GM permitting, I'd say we retroactively heal up. We knew we were walking forward to a possible fight-- Zay should probably be able to see you're injured, and would absolutely have said to use their wand to get you to full. That's what it's there for.

CLWs: 6d8 + 6 ⇒ (5, 1, 3, 3, 6, 4) + 6 = 28 Okay, so Taty's full, and that's six charges off my wand.


M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH

Houghton hummed something to himself, and sighed, "tisn't my favorite thing, but fire can drive foes like this away," He snapped his fingers and a circular ring of flames sprang up around the party.

damage if someone passes through/if we summon in their space (maybe white/pink?): 2d6 + 8 ⇒ (2, 2) + 8 = 12
damage for creatures within 10' (no save) (maybe yellow and red?): 2d4 ⇒ (2, 1) = 3
damage for creatures between 10' and 20' (no save) (maybe blue, and zay?: 1d4 ⇒ 2

I drew it as both a circle and with the 20' radius template, so feel free to use whichever area makes no sense. The point is that I think only green is in here with us. I couldn't really shape it so that it would include everyone safely, but if someone has a better recommendation about a location please move it to your heart's content!


Warhammer Game Notes & Maps

Pre-healing discussion: definitely OK to spend resources pre-battle to recover to full. You had plenty of time and this encounter may get ugly even at your best.

Going with the 20' radius template. I'll delete the other. I agree that green is inside the wall and all other enemies are outside.

A blazing sheet of flame leaps up from the sand around you. A gout of steam rises into the air where the sheet of flame touches the ocean. It is hot inside the circle, but it looks much worse outside.

Fire Damage to Creatures in the Wall: 2d6 + 8 ⇒ (3, 2) + 8 = 13
Fire Damage to Creatures within 10' (but not inside wall squares): 1d4 ⇒ 2
Fire Damage to Creatures within 20' (also taken by creatures within 10' but not inside the wall squares): 1d4 ⇒ 3

GM Dice:
Red Damage Taken: 5
Red Damage Taken: 5
Blue Damage Taken: 20
Overseer Damage Taken: 13
Purple Damage Taken: 27

Fire Damage for Passing through Wall (Blue): 2d6 + 8 ⇒ (6, 3) + 8 = 17

Zay watches as another clockwork soldier advances, unflinching in the face of the fire. It emerges inside the wall and slices its glaive downward at Tatienne.

More GM Dice:
Blue Attack vs Tatienne (tactics): 1d20 + 18 + 1 ⇒ (4) + 18 + 1 = 23
Blue Damage vs Tatienne: 1d10 + 14 + 1 ⇒ (1) + 14 + 1 = 16

Attack Result is 23 for 16 damage.

Initiative Order:
Invandi (Red after)
Tatienne (Round End, then Purple & Green after)
Aurelian & Zay (Overseer & Yellow after)
Houghton (Blue after)


Initiative: +5 | AC: 28 (Touch:17, FF:22, CMD: 26) | Fort:+9, Ref:+12, Will:+2 | Speed:35 Swim:30 | Water-Breathing HP: 57/68 | Martial Flexibility: 3 of 7 remaining | Gear | Shield Champion Brawler 8 - Stormsoul Sylph

"Woah!" Invandi cheers at the sight of the wall of flames surrounding the party.

He moves towards the nearest construct and makes bashes at him with his shield.

"Winters are never a problem for you, are they Houghton?"

Vs Green
+1 Adamantine Shield Bash, Good Hope: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27 for Damage, Good Hope: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6
+1 Adamantine Shield Bash, Iterative, Good Hope: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26 for Damage, Good Hope: 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11
If 2nd attack hits: Shield Slam (Bull Rush) vs CMD: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29


Warhammer Game Notes & Maps

Invandi strikes the construct before him twice in rapid succession. His hardened shield digs into their metallic frames without effort. No DR vs his attacks, but the Bull Rush failed.

GM Stuffs:
Green Damage Taken: 17
Yellow Damage Taken: 5
Red Damage Taken: 22
Blue Damage Taken: 20
Overseer Damage Taken: 13
Purple Damage Taken: 27

The last construct to move maneuvers toward the beach before pushing through the Fire Shield. Double move. Keeping the same damage roll as for the Blue's move through the Fire Shield.

Initiative Order:
Tatienne (Round End, then Purple & Green after)
Aurelian & Zay (Overseer & Yellow after)
Houghton (Blue after)
Invandi (Red after)


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

Hmm probably don't want to risk provoking three AoOs with casting a spell, so attack and 5' step it is! Swift: AL, Standard: full attack, Free: 5' step.

Battered and bloody, Tatienne twists her spear and plunges it at the last autmaton to attack her, before stepping back next to Houghton. Blood soils her shirt and soaks the sand of the beach, panic rises in the bard's chest.

longspear, good hope, power attack, AL: 1d20 + 11 + 2 - 2 + 3 ⇒ (6) + 11 + 2 - 2 + 3 = 20
damage: 1d8 + 13 + 2 + 3 ⇒ (1) + 13 + 2 + 3 = 19

longspear, good hope, power attack, AL: 1d20 + 11 + 2 - 2 + 3 - 5 ⇒ (5) + 11 + 2 - 2 + 3 - 5 = 14
damage: 1d8 + 13 + 2 + 3 ⇒ (2) + 13 + 2 + 3 = 20


Warhammer Game Notes & Maps

Note: I omitted some damage numbers below for attacks that appear to have obviously missed, but included them for attacks I thought might hit. If I'm wrong and you get struck by an attack that I didn't specify damage for, let me know. They look off by quite a lot though.

Tatienne strikes the clockwork soldier with her spear, hitting it solidly. Sparks fly from the joint, flaring the sparks against its metal surface. Some DR applied. Blue soldier is bloodied now.

Round 2 begins!

GM Dice:
Purple Attack vs Aurelian (tactics): 1d20 + 18 + 1 ⇒ (10) + 18 + 1 = 29
Purple Damage vs Aurelian (tactics): 1d10 + 14 + 1 ⇒ (5) + 14 + 1 = 20

Purple Attack vs Aurelian (iterative, tactics): 1d20 + 18 + 1 - 5 ⇒ (2) + 18 + 1 - 5 = 16
Purple Damage vs Aurelian (tactics): 1d10 + 14 + 1 ⇒ (1) + 14 + 1 = 16

Green Attack vs Invandi (tactics): 1d20 + 18 + 1 ⇒ (3) + 18 + 1 = 22
Green Attack vs Invandi (tactics): 1d10 + 14 + 1 ⇒ (10) + 14 + 1 = 25

Green Attack vs Invandi (iterative, tactics): 1d20 + 18 + 1 - 5 ⇒ (2) + 18 + 1 - 5 = 16
Green Attack vs Invandi (tactics): 1d10 + 14 + 1 ⇒ (3) + 14 + 1 = 18

Green Damage Taken: 17
Yellow Damage Taken: 5
Red Damage Taken: 22
Blue Damage Taken: 34
Overseer Damage Taken: 13
Purple Damage Taken: 27

The clockwork that attacked Aurelian earlier moves along the side of the flame wall, trying to find an angle that it can attack him with its long weapon. It slices down heavily at the swordsman. First attack hits AC 29 for 20 damage. The second attack result is 16.

The clockwork fighting Invandi similarly backs up against the wall before swinging its glaive but it's blows go wide of the shielded warrior. Attack results of 22 & 16. I don't think he is hit. Lucky!

Initiative Order:
Aurelian & Zay (Overseer & Yellow after)
Houghton (Blue after)
Invandi (Red after)
Tatienne (Round End, then Purple & Green after)


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

The bird-Zay's screeching concludes, and inside the circle of flame the air of the beach ripples and twists and a confused, angry owlbear appears right in the midst of all the hostile mechanical men.

"SQUAWWRK?"

It lashes out at the blue-hued metal figure.

Owlbear Attack 1 vs Blue: 1d20 + 8 ⇒ (8) + 8 = 16 I'll assume that misses
Owlbear Attack 2: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Grab attempt vs Blue's CMD: 1d20 + 14 ⇒ (15) + 14 = 29
Bite: 1d20 + 8 ⇒ (6) + 8 = 14 Likely miss

(If Owly is successful at grappling Blue, note that 2-handed weapons can't be used while grappled)

Zay looks down at the battle from above; if their bird-face could show the same range expressions as their normal one, there would be a lot of dismay from up there. The bird loops forward over the battlefield, considering their actions.

"They are cutting new holes in all of you. Please remember about the possibility of retreating into the water. I can do mist, like we did with the elementals, to make it easier to retreat."

I'm PROBABLY going to cast obscuring mist on this turn, but a question for the GM:

GM:
You mentioned halberds at one point. I just want to clarify that is what they're using, because I don't think halberds have reach? They only have the brace and trip special features. Maybe it's a monster special that gives them reach, though, IDK. It may make a difference as to whether they're attacking at reach or not as to whether I'll use obscuring mist-- it's a much more useful spell for us if they are doing things at reach, but if not, the math becomes less helpful.

Owlbear statline; AC 15, HP 47/47, CMD 21 [25 vs trip]


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

I was looking at it and think I can't fail the DC 15 check to hover if I'm in a hawk's form. My normal, humanoid-shape Fly skill is a +8, but being in a tiny form gives me a +4 size bonus on the skill, and my dexterity also goes up by 4 due to the small size, which is another +2, so that's a minimum bonus of +14. Even on a 1 I'll make the hover, since you can't crit fail skills. Thankfully.

Zay's wings twitch a moment as the bird maintains position and altitude. Again chanting emanates forth from the airborne creature.

Casting call lightning, which, as I learned last fight, is a full round casting. That's it for my turn.


M hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects) Human slayer 3

Quick stats:

HP 53/73; Hero Points 2/2
AC 27, touch 16, flat-footed 22, CMD 27 (29 vs. disarm)
Fort +4, Ref +9, Will +2 (0/1 set mind; 0/4 charmed life; 0/1 defiant luck)
Panache: 3/4 (usually 5) (0/1 deed reroll); 0/1 inexplicable luck
Hero Points:
Consumables: 0/1 swordmaster's flair
Effects: 3 Cha damage, barkskin

Aurelian grimaces for a moment as the blade gets through his guard and cuts him, then turns his attention back to their foes. He cuts twice at the blue gearman and then steps back, trying to keep himself between Tatienne and the gearmen to the south.

+2 rapier: 1d20 + 14 ⇒ (4) + 14 = 18
Damage (includes 8 precision damage): 1d6 + 7 + 8 ⇒ (4) + 7 + 8 = 19
+2 rapier: 1d20 + 9 ⇒ (16) + 9 = 25
Damage (includes 8 precision damage): 1d6 + 7 + 8 ⇒ (5) + 7 + 8 = 20
Crit?: 1d20 + 9 ⇒ (1) + 9 = 10

Parry (DC=attacker's roll): 1d20 + 14 ⇒ (16) + 14 = 30
Riposte (if parry succeeds): 1d20 + 14 ⇒ (14) + 14 = 28
Damage (includes 8 precision damage): 1d6 + 7 + 8 ⇒ (3) + 7 + 8 = 18


Warhammer Game Notes & Maps

The summoned owlbear's claw lands on the clockwork soldier with a screech. It impacts the construct, but does little damage. Not all damage was prevented.

Aurelian meets with more success. His rapier flashes as fast as his wit and strikes the construct soldier twice. His second thrust lands with great precision. A burst of sparks showers out of the creature's back before it falls over, motionless. Still some DR, no confirm. That's an enemy defeated!

GM Stuff:
Overseer Lash vs Owlbear: 1d20 + 15 ⇒ (15) + 15 = 30
Overseer Damage vs Owlbear: 1d4 + 5 ⇒ (1) + 5 = 6
Overseer Trip Attempt vs Owlbear: 1d20 + 15 ⇒ (5) + 15 = 20

Overseer Slam vs Owlbear: 1d20 + 15 ⇒ (3) + 15 = 18
Overseer Damage vs Owlbear: 1d6 + 5 ⇒ (1) + 5 = 6

Owlbear Damage Taken: 12

Green Damage Taken: 17
Yellow Damage Taken: 5
Red Damage Taken: 22
Blue Damage Taken: gg
Overseer Damage Taken: 13
Purple Damage Taken: 29

The remaining construct outside of the fire wall pushes through the scorching heat to join the fray while the overseer strikes at the owlbear in front of it with its lash in one hand and pummels it with the other. It struggles to pull the owlbear off its feet, but the larger creature's mass keeps it upright. Attack results are 30 & 18 for 6 damage each.

Another high-pitched squeal comes from the overseer as the constructs press their assault.

Yellow soldier takes fire damage while it maneuvers around the group to threaten the rear of the party.

Initiative Order:
Houghton (Blue after)
Invandi (Red after)
Tatienne (Round End, then Purple & Green after)
Aurelian & Zay (Overseer & Yellow after)


M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH

Houghton stepped to the side, next to Aurelian, and sand and sea water seemed to rise from the sand around him, making a protective armor around the already soggy shaman, and seemingly strengthening him. He laughed a bit, "Black Lady be praised, I am stronger! Have at ye, ye great metal binces!"

Cast deadly juggernaut (not divine power) because Tatienne plans on doing haste.


Warhammer Game Notes & Maps

Oops. I didn't take note that Blue is the one between Invandi and Houghton. So it is Invandi's turn. Just read over Deadly Juggernaut. I think it doesn't give any bonuses yet since no enemies are downed by Houghton?

Initiative Order:
Houghton & Invandi (Red after)
Tatienne (Round End, then Purple & Green after)
Aurelian & Zay (Overseer & Yellow after)


M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH

Yep


Initiative: +5 | AC: 28 (Touch:17, FF:22, CMD: 26) | Fort:+9, Ref:+12, Will:+2 | Speed:35 Swim:30 | Water-Breathing HP: 57/68 | Martial Flexibility: 3 of 7 remaining | Gear | Shield Champion Brawler 8 - Stormsoul Sylph

+1 Adamantine Shield Bash, GH vs Green: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16 for Damage, GH: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7
+1 Adamantine Shield Bash, Iterative, GH, vs White: 1d20 + 8 + 2 ⇒ (19) + 8 + 2 = 29 for Damage, GH: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10

"Birdlike. Makes sense. Invandi notes as the owlbear appears from nowhere.

Sliding to his left, Invandi hurls his shield at the closest clockwork man. The disc spins through the air, bounces off the leading metal man and leaving a dent in the one behind him. That ricochet sends it rolling across the ground between the owlbear's legs and back to Invandi.


Warhammer Game Notes & Maps

GM Stuff:
Red Attack vs Houghton (tactics): 1d20 + 18 + 1 ⇒ (8) + 18 + 1 = 27
Red Damage vs Houghton (tactics): 1d10 + 14 + 1 ⇒ (5) + 14 + 1 = 20

Red Attack vs Houghton (tactics, iterative): 1d20 + 18 + 1 - 5 ⇒ (3) + 18 + 1 - 5 = 17
Red Damage vs Houghton (tactics): 1d10 + 14 + 1 ⇒ (1) + 14 + 1 = 16

Purple Attack vs Aurelian (tactics): 1d20 + 18 + 1 ⇒ (2) + 18 + 1 = 21
Purple Damage vs Aurelian (tactics): 1d10 + 14 + 1 ⇒ (8) + 14 + 1 = 23

Purple Attack vs Aurelian (tactics, iterative): 1d20 + 18 + 1 - 5 ⇒ (6) + 18 + 1 - 5 = 20
Purple Damage vs Aurelian (tactics): 1d10 + 14 + 1 ⇒ (3) + 14 + 1 = 18

Green Attack vs Owlbear (tactics): 1d20 + 18 + 1 ⇒ (12) + 18 + 1 = 31
Green Damage vs Owlbear (tactics): 1d10 + 14 + 1 ⇒ (4) + 14 + 1 = 19

Green Attack vs Owlbear (tactics, iterative): 1d20 + 18 + 1 - 5 ⇒ (7) + 18 + 1 - 5 = 21
Green Damage vs Owlbear (tactics): 1d10 + 14 + 1 ⇒ (4) + 14 + 1 = 19

Owlbear statline: AC 15, HP 47/47, CMD 21 [25 vs trip]
Owlbear Damage Taken: gg

Green Damage Taken: 17
Yellow Damage Taken: 5
Red Damage Taken: 22
Blue Damage Taken: gg
Overseer Damage Taken: 23
Purple Damage Taken: 44

Invandi's shield glances ineffectually off the first construct soldier but smashes into the overseer construct, slicing off a chunk of its metal body before returning to him.

One of the constructs steps up to Aurelian and Houghton, choosing to attack the half-orc as it slices down with the blade of its halberd. Attack results are 27 for 20 damage & 17 for 16 damage.

Seizing her chance to cast uninterrupted Tatienne chants her spell and blesses the group with added quickness. Haste on all non-constructs except Zay, I believe. Round 2 Ends!

Another construct steps up to Aurelian, joining its companion in the fighting line. It jabs the point of its halberd at Aurelian, but the swordsman is ready for such an obvious attack. He deftly turns aside the heavier weapon before sticking his rapier into a gap in the creature's armor. Attack results of 21 & 20 aren't going to hit anything. Aurelian did 20 damage before DR after including Good Hope. The purple construct is 'bloodied' now.

On the other side of the ring of fire, another construct strikes down the owlbear with two quick blows of its weapon. With its bloody business complete, it steps up to Invandi. Attacks are 31 for 19 damage & 21 for 19 damage. Zay, how do you want to represent the dispatch of a summoned monster? Collapse in a bloody heap or bamf off into the nether?

Initiative Order:
Aurelian & Zay (Overseer & Yellow after)
Houghton & Invandi (Red after)
Tatienne (Round End, then Purple (bloodied) & Green after)


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

The summoned creature disappears in a poof of feathers back to the magical plane from whence it came. Zay gives an avian hiss above the fray. But their spell completes, and lightning starts to crackle in the sky above... Zay flies closer, and then directs the lightning towards the most damaged of the enemy.

Electricity damage to purple, DC 17 Reflex for half: 3d6 ⇒ (2, 1, 5) = 8


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

Whoops, crap, I didn't realize I used the wrong alias above! Sorry! When you get a chance, GM, can you remove Adistan as a character from the campaign.

Quick stats:

HP 53/73; Hero Points 2/2
AC 28, touch 17, flat-footed 22, CMD 28 (30 vs. disarm)
Fort +4, Ref +9, Will +2 (0/1 set mind; 0/4 charmed life; 0/1 defiant luck)
Panache: 2/4 (usually 5) (0/1 deed reroll); 0/1 inexplicable luck
Hero Points:
Consumables: 0/1 swordmaster's flair
Effects: 3 Cha damage, barkskin, haste (+1 AC, to hit), good hope (+2 to most rolls)

"Ha! You will have to try better than that," Aurelian proclaims as his blade starts moving fast enough it blurs. It slashes home again vs. the purple construct before returning back to its guard stance.

Includes haste and good hope
+2 rapier: 1d20 + 17 ⇒ (13) + 17 = 30
Damage (includes 8 precision damage): 1d6 + 7 + 10 ⇒ (4) + 7 + 10 = 21
+2 rapier: 1d20 + 12 ⇒ (9) + 12 = 21
Damage (includes 8 precision damage): 1d6 + 7 + 10 ⇒ (6) + 7 + 10 = 23

Parry (DC=attacker's roll): 1d20 + 17 ⇒ (8) + 17 = 25
Riposte (if parry succeeds): 1d20 + 17 ⇒ (5) + 17 = 22
Damage (includes 8 precision damage): 1d6 + 7 + 10 ⇒ (4) + 7 + 10 = 21


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Warhammer Game Notes & Maps

GM Stuff:
Purple Reflex vs Call Lightning DC 17 (tactics): 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12

Wall of Fire damage vs Overseer: 2d6 + 8 ⇒ (1, 2) + 8 = 11

Yellow Attack vs Houghton (flanking, tactics II): 1d20 + 19 + 2 + 2 ⇒ (8) + 19 + 2 + 2 = 31
Yellow Damage vs Houghton (tactics II): 1d10 + 14 + 2 ⇒ (1) + 14 + 2 = 17

Yellow Attack vs Houghton (flanking, tactics II, iterative): 1d20 + 19 + 2 + 2 - 5 ⇒ (13) + 19 + 2 + 2 - 5 = 31
Yellow Damage vs Houghton (tactics II): 1d10 + 14 + 2 ⇒ (8) + 14 + 2 = 24

Previous Wall of Fire damage for standing outside on Overseer: 2d4 ⇒ (2, 4) = 6

Owlbear Damage Taken: gg

Green Damage Taken: 17
Yellow Damage Taken: 5
Red Damage Taken: 40
Blue Damage Taken: gg
Overseer Damage Taken: 40
Purple Damage Taken: gg

The beach of Zanas-Tahn has become a swirling torrent of chaos. Metal and flesh combatants struggle inside a curtain of blazing fire that trails into the ocean, sending off curtains of steam from the conflict of water and heat. Meanwhile above, errant stormclouds have only begun lancing lightning toward the disturbed earth.

The lightning bolt called down by Zay jolts into the clockwork soldier with a characteristic boom followed by a satisfying pop as some of the internal clockwork fries. Failed reflex save for 12 damage (vulnerable to electricity). Damage fully applies.

Seizing an opportunity while the creature lowers its guard, Aurelian thrusts his rapier into the seam between the clockwork's upper and lower chest plates, spearing...something. The effect is immediate as the creature ceases to move and topples over. It isn't obvious given the information I'm spoilering, but Zay's lightning came at a good time here. Aurelian would have needed a second attack to put this soldier down otherwise.

Pulling his rapier back quickly, the swordsman scores another quick hit against the other construct facing himself and Houghton.

The overseer clockwork lets off another high-pitched squeal. This time the sound is longer and more intense. I think I missed at one point that the overseer wasn't actually inside the Wall of Fire yet, though I think I had it attacking things as though it was inside. So I rolled for more damage (11) in my spoiler and applied it now. Edit: plus another 6 damage for standing around outside the wall for a turn.

Acting rapidly as if in response to the sound given off by the clockwork overseer, the soldier behind the party moved in to flank Hougton before slicing into the shaman twice quickly with its halberd. First attack got 31 for 17 damage. The second attack also got 31 but for 24 damage. If I did my math right, that puts Houghton down but only just barely.

Red and the Overseer are both bloodied now.

Initiative Order:
Houghton & Invandi (Red (bloodied) after)
Tatienne (Round End, then Green after)
Aurelian & Zay (Overseer & Yellow after)


M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH

24+17+16+20= 77. He would be at -18, and has a 14 constitution. Barring a hero point I believe Houghton is dead. Please let me know what the options are.


Warhammer Game Notes & Maps

Houghton: I'm all but certain that the attack for 16 missed you, didn't it? The attack roll was a 17. I'm not always certain what everyone's AC is, so I announce some attacks even if I think they missed. (Inconsistently)

If I'm wrong & missed a hit on you, let's move this to Discussion.


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

Missed attack from my last round, vs. red:

Aurelian slashes into the nearest clockwork, not even realizing how fast he was able to move his blade with Tatienne's spell.

+2 rapier: 1d20 + 17 ⇒ (13) + 17 = 30
Damage (includes 8 precision damage): 1d6 + 7 + 10 ⇒ (1) + 7 + 10 = 18


M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH

I did miss it! I got numbers mixed up. He’ll be at -2 then. Let me look and see if I can find how they’re applied.

Edit: Maybe I could use a point to move his turn to right before he’s knocked out so he can full attack or blast them once before dropping? It’s a very minor retcon. The only healing he’s memorized is minor, and his wand is good for out of combat healing.


Initiative: +5 | AC: 28 (Touch:17, FF:22, CMD: 26) | Fort:+9, Ref:+12, Will:+2 | Speed:35 Swim:30 | Water-Breathing HP: 57/68 | Martial Flexibility: 3 of 7 remaining | Gear | Shield Champion Brawler 8 - Stormsoul Sylph

Invandi takes a deep breath, focusing in on the taskmaster, then slides backwards out of halberd's reach and flings his shield at the overseer.

5ft step, Brawler's Flurry (move) for Power Attack and Improved Bull Rush.
+1 admt. hvy thrw shield, Bull rush vs white, good hope, improved bull rush, vs CMD: 1d20 + 11 + 2 + 2 ⇒ (20) + 11 + 2 + 2 = 35 Nat 20!

Invandi grits his teeth with a small sigh as the half-orc gets beaten. "Thanks Houghton!"


Initiative: +5 | AC: 28 (Touch:17, FF:22, CMD: 26) | Fort:+9, Ref:+12, Will:+2 | Speed:35 Swim:30 | Water-Breathing HP: 57/68 | Martial Flexibility: 3 of 7 remaining | Gear | Shield Champion Brawler 8 - Stormsoul Sylph

oops, I meant Martial Flexibility, not Brawlers Flurry in the previous post.


Warhammer Game Notes & Maps

Does Invandi have something to raise his range increment over 10'? Otherwise he should have a range penalty in there. This attack is hitting anyway.

Invandi's shield throw knocks the overseer construct back through the wall of flame, scorching it again.

Wall of Fire damage: 2d6 + 8 ⇒ (4, 5) + 8 = 17

GM Stuff:
Red Attack vs Aurelian (tactics II): 1d20 + 18 + 2 ⇒ (2) + 18 + 2 = 22
Red Damage vs Aurelian: 1d10 + 14 + 2 ⇒ (2) + 14 + 2 = 18

Red Attack vs Aurelian (tactics II, iterative): 1d20 + 18 + 2 - 5 ⇒ (15) + 18 + 2 - 5 = 30
Red Damage vs Aurelian: 1d10 + 14 + 2 ⇒ (9) + 14 + 2 = 25

Owlbear Damage Taken: gg

Green Damage Taken: 17
Yellow Damage Taken: 5
Red Damage Taken: gg
Blue Damage Taken: gg
Overseer Damage Taken: 57
Purple Damage Taken: gg

On the other side of the fray, the remaining clockwork strikes at Aurelian, but the swordsman weaves inside a clumsy strike and lances another blow into its metal structure. Another clockwork falls to the ground. Applying both the hasted attack & the parry attack to take this one down.

Initiative Order:
Tatienne (Round End, then Green after)
Aurelian & Zay (Overseer & Yellow after)
Houghton, Tatienne & Invandi (Round End, then Green after)


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Initiative: +5 | AC: 28 (Touch:17, FF:22, CMD: 26) | Fort:+9, Ref:+12, Will:+2 | Speed:35 Swim:30 | Water-Breathing HP: 57/68 | Martial Flexibility: 3 of 7 remaining | Gear | Shield Champion Brawler 8 - Stormsoul Sylph

Throwing shield has a range of 20ft, plus a Far Shot equivalent to halve the penalty.


LN Female Half-elf (Chelaxian) Bard (Archaeologist) 9 | HP: 66/66 | AC: 21/23 (w/shield) ( 12 Tch, 19 Ff) | CMB: +9, CMD: 21 | F:+5 R:+9 (+3 vs traps) W:+7 (+2 vs. enchantments) | Init: +2 | Perc: +20; SM: +0 | Speed 30 ft | Spells: 1st: 4/6 2nd: 3/5 3rd: 1/3| Performance: 9/16 | Active conditions: AL 2/3, Alter self 9 minutes (darkvision 60', swim 30', +2 size bonus to Str), haste 9/9 rounds (+1 attack, +1 AC)

[i]Godsdammnit![/ij Tatienne curses as the genial Houghton falls beside her. There would - hopefully - be a few seconds soon to see if the Besmaran's wounds could be stanched, but for now Tatienne had to ensure she didn't end up next to him. Stepping backwards, the explorer thrusts her spear at the automaton, and then again.

Taty will attack yellow and then if it falls, green

longspear, power attack, haste, AL, good hope: 1d20 + 9 + 1 + 3 + 2 ⇒ (4) + 9 + 1 + 3 + 2 = 19
damage?: 1d8 + 13 + 3 + 2 ⇒ (3) + 13 + 3 + 2 = 21
longspear, power attack, haste, AL, good hope: 1d20 + 9 + 1 + 3 + 2 ⇒ (9) + 9 + 1 + 3 + 2 = 24
damage?: 1d8 + 13 + 3 + 2 ⇒ (8) + 13 + 3 + 2 = 26
longspear, power attack, haste, AL, good hope, iterative: 1d20 + 9 + 1 + 3 + 2 - 5 ⇒ (3) + 9 + 1 + 3 + 2 - 5 = 13
damage?: 1d8 + 13 + 3 + 2 ⇒ (4) + 13 + 3 + 2 = 22


Warhammer Game Notes & Maps

GM Stuff:
Green Attack vs Invandi (tactics II): 1d20 + 18 + 2 ⇒ (20) + 18 + 2 = 40
Green Damage vs Invandi (tactics II): 1d10 + 14 + 2 ⇒ (2) + 14 + 2 = 18

Green Attack vs Invandi (tactics II, iterative): 1d20 + 18 + 2 - 5 ⇒ (6) + 18 + 2 - 5 = 21
Green Damage vs Invandi (tactics II): 1d10 + 14 + 2 ⇒ (6) + 14 + 2 = 22

Green Confirm vs Invandi (tacitcs II): 1d20 + 18 + 2 ⇒ (4) + 18 + 2 = 24
Green Crit Bonus Damage vs Invandi (tactics II): 2d10 + 28 + 4 ⇒ (10, 6) + 28 + 4 = 48

Owlbear Damage Taken: gg

Green Damage Taken: 17
Yellow Damage Taken: 43 - includes 17 damage from the fire wall I forgot to record earlier
Red Damage Taken: gg
Blue Damage Taken: gg
Overseer Damage Taken: 57
Purple Damage Taken: gg

Tatienne makes a flurry of attacks at the clockwork that felled Houghton, but fails to take down the sturdy creature. Second attack hits, DR applies & bloodies it.

The clockwork facing Invandi pursues the Sylph and slashes at him twice with its halberd. First attack roll is a natural 20, confirming with an attack roll of 24. I'm pretty sure the confirmation doesn't tag Invandi, which is great. Damage on hit is 18, or 66 total if it crits.

Round 3 Ends!

Initiative Order:
Aurelian & Zay (Overseer (bloodied) & Yellow (bloodied) after)
Houghton (bleed 1), Tatienne & Invandi (Round End, then Green after)


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10

Another bolt of lightning streaks down from above, this time to hit the one that Tatienne has been battering, and that hopefully Aurelian can finish off. Zay had been delighted to see it was extra effective.

Lightning damage, Reflex DC 17 for half: 3d6 ⇒ (5, 3, 4) = 12

The hawk wheels down and alights on the sand in a floof of feathers. Circling around out of range of the halberds but descending to land

"Miss Tatienne, if you close with the green-tinged one, give me space-- I will shortly become much bigger."


Warhammer Game Notes & Maps

Normally I'd wait for Aurelian to go, but it looks like this information would be good for him to have when he takes his turn.

GM Stuff:
Yellow Reflex vs Call Lightning (tactics II): 1d10 + 6 + 2 ⇒ (7) + 6 + 2 = 15

Owlbear Damage Taken: gg

Green Damage Taken: 17
Yellow Damage Taken: 61
Red Damage Taken: gg
Blue Damage Taken: gg
Overseer Damage Taken: 57
Purple Damage Taken: gg

Zay's lightning bolt streaks into the ground, striking the clockwork creature squarely. Still vulnerable, no DR because that isn't a thing vs electricity. The clockwork is still up.

Initiative Order:
Aurelian (Overseer (bloodied) & Yellow (bloodied) after)
Houghton (bleed 1), Tatienne & Invandi (Round End, then Green after)
Aurelian & Zay (Overseer (bloodied) & Yellow (bloodied) after)


Male human swashbuckler 9 |HP: 81 AC: 24 (16 Tch, 19 Fl) | CMB: +13, CMD: 25 (27 vs. disarm) | F: +4, R: +9, W: +2 | Init: +3 or +5 | Perc: +6, SM +5, Bluff +13, Dip +11 | Speed 30 ft. | Panache: 5| Active conditions: None.

Quick stats:

HP 53/73; Hero Points 2/2
AC 28, touch 17, flat-footed 22, CMD 28 (30 vs. disarm)
Fort +4, Ref +9, Will +2 (0/1 set mind; 0/4 charmed life; 0/1 defiant luck)
Panache: 2/4 (usually 5) (0/1 deed reroll); 0/1 inexplicable luck
Hero Points:
Consumables: 0/1 swordmaster's flair
Effects: 3 Cha damage, barkskin, haste (+1 AC, to hit), good hope (+2 to most rolls)

Aurelian steps over Houghton's body to engage the nearest clockwork.

"You should try fighting someone your own size," he tells the machine, "even if size is not what matters!"

Took a 5-foot step, attack Yellow.

+2 rapier: 1d20 + 14 + 3 ⇒ (4) + 14 + 3 = 21
Damage (includes 7 precision damage): 1d6 + 7 + 8 + 2 ⇒ (2) + 7 + 8 + 2 = 19
+2 rapier: 1d20 + 9 + 3 ⇒ (11) + 9 + 3 = 23
Damage (includes 8 precision damage): 1d6 + 7 + 8 + 2 ⇒ (6) + 7 + 8 + 2 = 23

+2 rapier (haste): 1d20 + 14 + 3 ⇒ (6) + 14 + 3 = 23
Damage (includes 7 precision damage): 1d6 + 7 + 8 + 2 ⇒ (3) + 7 + 8 + 2 = 20

Parry (DC=attacker's roll): 1d20 + 14 + 3 ⇒ (2) + 14 + 3 = 19
Riposte (if parry succeeds): 1d20 + 14 + 3 ⇒ (20) + 14 + 3 = 37
Damage (includes 7 precision damage): 1d6 + 7 + 8 + 2 ⇒ (4) + 7 + 8 + 2 = 21
Crit?: 1d20 + 14 + 3 ⇒ (15) + 14 + 3 = 32
Damage (includes 7 precision damage): 1d6 + 7 + 8 + 2 ⇒ (6) + 7 + 8 + 2 = 23
Down to 1 panache if I have to parry; back up to 2 if riposte confirms.


Warhammer Game Notes & Maps

GM Stuff:
Wall of Fire damage to Overseer: 2d6 + 8 ⇒ (5, 4) + 8 = 17

Owlbear Damage Taken: gg

Green Damage Taken: 17
Yellow Damage Taken: gg
Red Damage Taken: gg
Blue Damage Taken: gg
Overseer Damage Taken: 57
Purple Damage Taken: gg

Aurelian's first strike dispatches the clockwork at the rear of the party formation. As he does, the overseer bullies its way through the wall of flames once again. A loud sizzling sound accompanies its passage as its less-shielded components begin to fry and melt, but it stays on its feet.

Azlanti:
"Final order: destroy these intruders."

It lashes out at the final remaining construct. As it does, a flow of energy or magic visibly ripples through its lash, entering the final construct soldier. The soldier's movements respond as it begins to move more quickly.

Initiative Order:
Houghton (bleed 1), Tatienne & Invandi (Round End, then Green after)
Aurelian & Zay (Overseer (bloodied) after)


Initiative: +5 | AC: 28 (Touch:17, FF:22, CMD: 26) | Fort:+9, Ref:+12, Will:+2 | Speed:35 Swim:30 | Water-Breathing HP: 57/68 | Martial Flexibility: 3 of 7 remaining | Gear | Shield Champion Brawler 8 - Stormsoul Sylph

Invandi weaves to his right, his shield knocking the worst of the blow away from him, but not enough to save him fully from the strike. Adjusting his shield into his shoulder, he pushes forward.

Indeed a hit, but no crit (thankfully!). 5ft step, Shield Bash
+1 Adamantine Shield Bash, Good Hope, Power Attack, Hasted: 1d20 + 10 + 2 - 2 + 1 ⇒ (13) + 10 + 2 - 2 + 1 = 24 for Damage: 1d6 + 3 + 2 + 4 ⇒ (2) + 3 + 2 + 4 = 11
+1 Adamantine Shield Bash, Iterative, Good Hope, Power Attack, Hasted: 1d20 + 5 + 2 - 2 + 1 ⇒ (7) + 5 + 2 - 2 + 1 = 13 for Damage: 1d6 + 3 + 2 + 4 ⇒ (3) + 3 + 2 + 4 = 12
+1 Adamantine Shield Bash, Good Hope, Power Attack, Hasted Attack: 1d20 + 10 + 2 - 2 + 1 ⇒ (2) + 10 + 2 - 2 + 1 = 13 for Damage: 1d6 + 3 + 2 + 4 ⇒ (1) + 3 + 2 + 4 = 10


M Male half-orc shaman (deep shaman) 9 |HP: 66/66+9 AC 27 T 16 FF 25 | CMB: +12, CMD: 25| F: +10, R: +10, W: +15 | Init: +4 | Perc: +18, SM +8, Bluff +4, Dip +12 | Speed 30 ft./Swim 30 ft. |
Active conditions:
BS, SoF, HA, Heroism, GH

I think I forgot to roll for stabilize last round, but I will assume he bled a bit.

stabilize: 1d20 + 2 - 3 ⇒ (19) + 2 - 3 = 18

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