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
Aurelian Fache wrote:
Let's approach from the other direction (the other stairs). I feel like that could help give us a little edge for whatever's waiting down there for us.

Works for me. +1 vote

"Let's try the other stairs," Zay suggests. "If anything's heard us clomping around up here, they might be watching that first approach."


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 nods in thanks at Aoinese, then turns towards the others, "sure, 'tis a fine plan. Though I'd wager a farthing that anyone'll hear us clomping about in any event," he grins a little bit.


Warhammer Game Notes & Maps

Clomping (or splashing). Feel free to put up buffs: I'll assume hurried pacing unless someone says otherwise. Map updated.

After preparing to further their explorations, the party leaves Aoinse behind and descends back into the watery depths of the Temple of Amaznen. A row of caryatid columns divides this long, flooded corridor. The sclupted figures are covered in spiny yellow coral and tentacled pink polyps, partially hiding their facial features and intricately detailed hairstyles, which gives the columns an eerily inhuman quality.

Engineering, Geography or Local 22:
You notice many similarities between the caryatid columns here and those in modern Absalom, Cheliax and Taldor, where some nobles consider it fashionable to imitate Azlanti architecture.

Nature 25:
The coral growing over the statues is venomous and reacts to changes in water pressure to extend its spines when a creature is nearby. Adjacent squares are exposed to the hazard.


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.

Knowledge (local): 1d20 + 5 ⇒ (8) + 5 = 13

Aurelian looks around quickly, admiring the colorful sealife, but is quickly ready to press on.

Though obviously will give others chances to make those rolls!


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)

Tatienne yells, hoping her sound travels through the water to reach everyone and alert them before moving too far into the room. Gesturing wildly towards the level above them, she starts to swim back towards dry land (and air that she can talk in).

"Careful. The coral growing over the statues is venomous and reacts to changes in water pressure to extend its spines when a creature is nearby. Don't get too close. Also, those are caryatid columns. Similar in design to those in modern Absalom, Cheliax and Taldor, where some nobles consider it fashionable to imitate Azlanti architecture."

Autosucceed on the engineering check.
nature: 1d20 + 11 ⇒ (15) + 11 = 26


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

"Miss Talbot-- mind gracing me with that wand again?" Zay asks Tatienne before they slip into the water.

Taty's UMD: 1d20 + 13 ⇒ (12) + 13 = 25 Mage armor activates. As always, just rolling to save time, hoping that's cool, Taty.

"Thank you."

***

Knature: 1d20 + 10 ⇒ (16) + 10 = 26

"Those coral spines are--" Zay pauses, as they and Tatienne speak at the same time. Zay blinks several times, then offers Tatienne a crooked smile.

"....yes, that's what I was going to say. Where did you learn so much about sea life, Miss Talbot? It's rare I meet someone who knows so much else about sea life. But yes, she's right, everyone-- give those corals a wide berth.

"I wouldn't know anything about the architecture parts. But I'm sure Miss Talbot is correct. Beautiful work, though."

Zay swims gracefully around one of the statues to appreciate it, though steers clear of the coral spines. Mostly, Zay is just appreciating being back in the water, luxuriating in the sensation of water on their skin again. But Aurelian Fache is eager to keep going-- still seeking his vanished lovers-- and while Zay privately thinks that that's a lost cause, they have the sense not to try and convince the swordsman of that.

"Let's go see what's ahead."

Should we be looking at slide 2 or 6? And can we have a marker just to indicate general position of the party? With the pace of PBP it's easy for me to forget which parts of the map I've actually seen before vs not.


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 nods and also avoids the spines -- he would not want to have to kill them if they attacked him.


Warhammer Game Notes & Maps

The most recent one was on slide 2 yesterday, but I've replaced the one on slide 6 with it since we'll probably use 2 for a battle map. The obvious way to go from here would be the door unless people want to explore this hallway further. Aurelian's mini is at the party's position.


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 carefully moves around the columns, while admiring their presence. While not knowledgable in their meaning or interested in asthetic, he recognizes them as relics of an ancient era.

He lines up at the door, shield raised, and opens it when the party has gathered.


Warhammer Game Notes & Maps

GM Stuff:
Uot Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
Impaler Initiative: 1d20 + 3 ⇒ (5) + 3 = 8
Strangler Initiative: 1d20 + 3 ⇒ (14) + 3 = 17

Aurelian Initiative: 1d20 + 5 ⇒ (4) + 5 = 9
Houghton Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Invandi Initiative: 1d20 + 5 ⇒ (1) + 5 = 6
Tatienne Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Zay Initiative: 1d20 + 4 ⇒ (14) + 4 = 18

Ready for a confrontation, the party opens the door. They immediately find themselves facing a group of green-skinned aquatic humanoids they recognize as skum.

This domed chamber has multiple exits and large niches in its northeast and northwest sides. Three openings in the south wall lead to a ruined and submerged courtyard, and a staircase on the north side of the chamber leads down to a larger chamber.

The skum seem ready for battle and react first, swimming into a defensive formation.

Mostly skipping the knowledge check this time. Skum are amphibious but otherwise pretty basic monstrous humanoids. They have claw & bite natural attacks. You can make a knowledge check vs Nature if you want some non-combat fluff about them.

There are two groups of skum (4 each). The black-filled ones don't have any manufactured weapons while the white-filled ones are wielding longspears. The purple-bordered skum at the top has a longspear and is wearing a chain shirt.

There are some traps in the south area that you guys have seen before in the shark tank. In theory you'd have to spot them normally but they are out of the way of the battle and I didn't want to have to hide them on the map.

Everyone can act!


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

"Let's start this off with some light--"

Casting Burst of Radiance, it will catch the center four (White-red, White-green, White-blue, White-yellow).

Reflex DC 16: 5d4 ⇒ (2, 4, 1, 2, 4) = 13 Evil creatures take full damage regardless of save; the save determines whether blinded (fail) or dazzled (success) for 1d4 ⇒ 1 rounds


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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)

Sorry, missed this from before:

Zay wrote:
"....yes, that's what I was going to say. Where did you learn so much about sea life, Miss Talbot? It's rare I meet someone who knows so much else about sea life. But yes, she's right, everyone-- give those corals a wide berth.

Taty smiles, obviously pleased at the flattery. "Why, a book of course! Marthelius's Moveable Martime Monstrosities, to be exact. A children's book. Pop-up book, is the parlance where I come from." Tatienne puts her thumbs next to each other and waves her hands up and down, as if her hands are a thing being raised and lowered. "Of course, later I read Emelin's Atlas Obscura, which is a bit more, well, scholarly, if no more accurate. There's wisdom in children's literature, Zay."

GM, I'm assuming that to swim Taty would have her alter self form up (boggard). She'd cast from her SPD instead of her wand, so it is up for 9 minutes when they first go under water. I'm going to wait to see what the melee types in front of Taty do before posting.


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 81/81; Hero Points 2/2
AC 27, touch 16, flat-footed 22, CMD 24 (26 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, Lunge (-2 AC)

Aurelian swims forward just a touch, then lunges out with his blade toward the nearest skum.

5-foot step, full attack on Red with Lunge (-2 AC to me)
+2 rapier: 1d20 + 16 ⇒ (5) + 16 = 21
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (1) + 8 + 9 = 18
Intimidate (demoralize as a swift action on a successful hit): 1d20 + 16 ⇒ (7) + 16 = 23

+2 rapier: 1d20 + 11 ⇒ (17) + 11 = 28
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (2) + 8 + 9 = 19
Crit?: 1d20 + 11 ⇒ (2) + 11 = 13
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (3) + 8 + 9 = 20

Parry and riposte if one moves to within 5 feet, though I assume they won't:

Parry (DC=attacker's roll): 1d20 + 16 ⇒ (11) + 16 = 27
Riposte (if parry succeeds): 1d20 + 16 ⇒ (7) + 16 = 23
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (6) + 8 + 9 = 23
Down to 3 panache if parry goes off.


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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

With Hurried Pacing, I think Barkskin, Shield of Faith, Heightened Awareness, Good Hope (or his personal Heroism), Beacon of Luck are still up (correct me if I'm wrong).

Houghton sees the mass of enemies, and wanting to ensure that Ivandi can engage easily, just moves up and casts a spell, summoning the luck of the black sail to aid him and curse their foes.

Move and cast prayer, all allies have a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, and all the enemies (within 40' so everyone) takes a -1 penalty to that. IIRC Tatienne will get a +2 to all of those rolls!


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)

Woohoo yes indeed - thanks for the reminder, Houghton!

Following behind Aurelian, the boggard-Taty croaks and lays a hand on Aurelian's back, her intention to make the swashbuckler vanish from view of the skum.

Casting vanish on Aurelian. He'll have invisibility for 5 rounds or until he attacks again. Unless I fail the concentration check to cast defensively...

concentration check if needed DC 17: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16 I don't think prayer counts for concentration checks, so I believe Taty loses the spell.


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.

Oh, nice. Thanks!


Warhammer Game Notes & Maps

GM Stuff:
White-Red Reflex vs Burst of Radiance (DC 16): 1d20 + 6 ⇒ (1) + 6 = 7
White-Blue Reflex vs Burst of Radiance (DC 16): 1d20 + 6 ⇒ (7) + 6 = 13
White-Green Reflex vs Burst of Radiance (DC 16): 1d20 + 6 ⇒ (9) + 6 = 15
White-Yellow Reflex vs Burst of Radiance (DC 16): 1d20 + 6 ⇒ (12) + 6 = 18

White-Yellow Readied Attack vs Aurelian (dazzled): 1d20 + 8 - 1 ⇒ (18) + 8 - 1 = 25
White-Yellow Damage: 1d8 + 4 ⇒ (3) + 4 = 7

White-Yellow Attack vs Aurelian (prayer): 1d20 + 8 - 1 ⇒ (9) + 8 - 1 = 16
White-Blue Miss Chance attack vs Aurelian (1-50 miss): 1d100 ⇒ 62
White-Blue Attack vs Aurelian (prayer): 1d20 + 8 - 1 ⇒ (15) + 8 - 1 = 22
White-Green Miss Chance attack vs Aurelian (1-50 miss): 1d100 ⇒ 9

Black-Red Grapple vs Aurelian (prayer): 1d20 + 10 - 1 ⇒ (13) + 10 - 1 = 22
Black-Blue Grapple vs Aurelian (prayer): 1d20 + 10 - 1 ⇒ (2) + 10 - 1 = 11
Black-Green Grapple vs Aurelian (prayer): 1d20 + 10 - 1 ⇒ (7) + 10 - 1 = 16
Black-Yellow Grapple vs Aurelian (prayer): 1d20 + 10 - 1 ⇒ (15) + 10 - 1 = 24

Uot Attack vs Aurelian (mutagen, flank, prayer): 1d20 + 9 + 2 + 2 - 1 ⇒ (3) + 9 + 2 + 2 - 1 = 15

White-Red Damage: gg
White-Blue Damage: 13
White-Green Damage: 13
White-Yellow Damage: 13

Black-Red Damage: 23

Minute/level would still be up yes. When did buffs get cast last? Was it before you met Aoinse? That discussion probably ate a bit of time.

A flash of light erupts in the middle of the skum formation, blinding three of their group. All but yellow. Aurelian swims forward and stabs twice quickly at the northmost skum, easily dispatching the creature. The crit did confirm (only because of heavy blinded AC penalties).

As he moves forward, the southernmost skum attempts to stab him with its longspear. Attack result 25 (counting dazzled) for 7 damage.

Houghton's spell bolsters his allies while Tatienne casts a spell and Aurelian disappears from view. Prayer doesn't add to concentration (almost nothing does) but Tatienne would've had cover from Aurelian so she didn't need to cast defensively.

The forward skum continue to attack with their longspears, but not to great effect as their blindness and Houghton's prayer hinders their efforts. Seeing their allies fall, more skum swim forward to attack. One of the unarmed skum reaches out to grab Aurelian, but the swordsman fends him off and stabs the offending creature back in return. Parry/riposte used. More skum swim forward in an effort to catch him.

A bunch of provoking opportunity attacks here. Blue provokes from Aurelian, Houghton & Tatienne. If it falls from opportunity attacks, green would try the same. Aurelian may not be able to take one since he parried. Their grapple checks were too low to matter except for yellow, who gets to 24. Prayer is penalizing all their attacks.

With the battlefield crowded, the armored skum also swims forward with its longspear ready, but the strike goes wide.

Everyone can act. Invandi can act twice. Probably Houghton & Tatienne need to resolve opportunity attacks.


N Undine Druid | AC 25 - HP 84/84| F+9 R+8 W+11 | Per +16 | Cold Resist 10
GM Netherpongo wrote:
The crit did confirm (only because of heavy blinded AC penalties).

yay, i'm helping! :P

From the back lines, Zay begins to gesture and chant, water swirling around them.

Casting a full-round spell-- sacking prot-from-energy for a SNA 3


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 strikes out with his shield at the foe in front of him.

Attacking Black-Blue, if it drops he'll step into his space and continue on with Black-Green.

Round 1: Move Action, Gain Weapon Focus, and Versatile Weapon (piercing), Prayer, underwater (mitigated)
+1 Adamantine Shield Bash: 1d20 + 11 + 1 + 1 ⇒ (5) + 11 + 1 + 1 = 18 for Damage: 1d6 + 3 ⇒ (4) + 3 = 7

Round 2: Full Attack (not Flurry) Prayer, underwater (mitigated)
+1 Adamantine Shield Bash: 1d20 + 11 + 1 + 1 ⇒ (18) + 11 + 1 + 1 = 31 for Damage: 1d6 + 3 ⇒ (1) + 3 = 4
+1 Adamantine Shield Bash, Iterative: 1d20 + 6 + 1 + 1 ⇒ (2) + 6 + 1 + 1 = 10 for Damage: 1d6 + 3 ⇒ (2) + 3 = 5


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.

Was that attack that hit an AoO? I was trying to 5-foot step to prevent that.

Quick stats:

HP 74/74; Hero Points 2/2
AC 27, touch 16, flat-footed 22, CMD 24 (26 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

Aurelia swims away from the others -- hoping to open up the battlefield for Houghton -- then lashes out with his blade, shattering the invisibility effect.

"Tell us where our friends are, you scum!" he demands.

Swim, then Strike vs. Red
+2 rapier: 1d20 + 16 ⇒ (6) + 16 = 22
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (1) + 8 + 9 = 18

Parry (DC=attacker's roll): 1d20 + 16 ⇒ (7) + 16 = 23
Riposte (if parry succeeds): 1d20 + 16 ⇒ (5) + 16 = 21
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (6) + 8 + 9 = 23
2 panache if parry goes off


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)

Attacking red-black.

Taty stabs at one of the skum surrounding Aurelian, doing her best to open a pathway if the brazen swashbuckler decides to retreat, and trusting the others to take care of the enemies closer to her.

longspear, AL, prayer, power attack, ACP, size bonus: 1d20 + 11 + 3 + 1 - 2 - 1 + 1 ⇒ (1) + 11 + 3 + 1 - 2 - 1 + 1 = 14
damage, AL, payer, power attack, size bonus: 1d8 + 17 ⇒ (4) + 17 = 21
longspear, iterative AL, prayer, power attack, ACP, size bonus: 1d20 + 11 - 5 + 3 + 1 - 2 - 1 + 1 ⇒ (20) + 11 - 5 + 3 + 1 - 2 - 1 + 1 = 28
damage: 1d8 + 17 ⇒ (4) + 17 = 21
crit confirm?: 1d20 + 11 - 5 + 3 + 1 - 2 - 1 + 1 ⇒ (16) + 11 - 5 + 3 + 1 - 2 - 1 + 1 = 24
crit damage?: 2d8 + 34 ⇒ (3, 8) + 34 = 45


Warhammer Game Notes & Maps

Aurelian: the attack on you was a readied attack, not an opportunity attack. Did you provoke during this last movement? I didn't get to this very quickly and forgot where your prior position was.

GM Stuff:
Uot Claw 1 vs Aurelian (mutagen, flank, prayer): 1d20 + 8 + 2 + 2 - 1 ⇒ (16) + 8 + 2 + 2 - 1 = 27
Uot Claw 2 vs Aurelian (mutagen, flank, prayer): 1d20 + 8 + 2 + 2 - 1 ⇒ (8) + 8 + 2 + 2 - 1 = 19
Uot Bite vs Aurelian (mutagen, flank, prayer): 1d20 + 8 + 2 + 2 - 1 ⇒ (12) + 8 + 2 + 2 - 1 = 23

Uot Claw 1 Damage vs Aurelian (mutagen, sneak attack, prayer): 1d6 + 3d6 + 5 ⇒ (2) + (5, 1, 2) + 5 = 15

White-Green Miss Chance vs Tatienne (1-50 misses): 1d100 ⇒ 42
White-Blue Miss Chance vs Tatienne (1-50 misses): 1d100 ⇒ 7

White-Yellow Longspear Attack vs Aurelian (prayer): 1d20 + 8 + 2 - 1 ⇒ (3) + 8 + 2 - 1 = 12

Black-Blue Grapple vs Invandi: 1d20 + 10 - 1 ⇒ (19) + 10 - 1 = 28
Black-Green Grapple vs Tatienne: 1d20 + 10 - 1 ⇒ (12) + 10 - 1 = 21

oops. White-Blue and White-Green aren't actually blind anymore.

White-Blue Attack vs Tatienne (prayer): 1d20 + 8 - 1 ⇒ (17) + 8 - 1 = 24
White-Green Attack vs Tatienne (prayer): 1d20 + 8 - 1 ⇒ (7) + 8 - 1 = 14

White-Blue Damage vs Tatienne (prayer): 1d8 + 4 - 1 ⇒ (2) + 4 - 1 = 5

White-Red Damage: gg
White-Blue Damage: 13 (blind)
White-Green Damage: 13 (blind)
White-Yellow Damage: gg

Black-Red Damage: 23
Black-Blue Damage: gg

Zay begins chanting a spell while Invandi bashes his foe on the front line twice. Aurelian and Tatienne each dispatch one skum with quick attacks.

The armored skum swims into position to surround Aurelian with his ally to the south and rakes at him with his claws and teeth. Flanking with White-Yellow (who isn't blind). One claw hit with an attack of 27 and damage of 15, 8 of which was from Sneak Attack. This was the parry attack, and I think it both overcame parry and hit. Aurelian would have recovered one panache from dispatching Black-Red though.

The other spear skum reposition for attacks with their weapons. One possible hit from White-Blue on Tatienne at 24 AC for 5 damage. Prayer is being applied but the blindness wore off.

Two of the remaining skum try to seize Invandi and Tatienne with their grasping claws. Grapple vs Invandi was 28 and Grapple vs Tatienne was 21

Everyone can act. Houghton can act twice.


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.

My movement would have provoked, but I was invisible, so hoping not.

Quick stats:

HP 59/74; Hero Points 2/2
AC 27, touch 16, flat-footed 22, CMD 24 (26 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

"A lucky blow, but that will be the last time you touch Aurelian Fache!" the swordsman declares as he slashes with rapier and his manta cloak spine. His blade slashes deep, and just as quickly and assuredly, returns to position to fend off an incoming blow.

Attacking green-white
+2 rapier: 1d20 + 16 ⇒ (3) + 16 = 19
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (3) + 8 + 9 = 20
+2 rapier: 1d20 + 11 ⇒ (17) + 11 = 28
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (6) + 8 + 9 = 23

Spine: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Parry (DC=attacker's roll): 1d20 + 16 ⇒ (15) + 16 = 31 +2 to this roll from Surge of Success if crit on second attack succeeded
Riposte (if parry succeeds): 1d20 + 16 ⇒ (6) + 16 = 22
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (6) + 8 + 9 = 23

Crit on attack 2?: 1d20 + 11 ⇒ (13) + 11 = 24
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (4) + 8 + 9 = 21
4 panache if crit succeeds, down to 3 if I parry


Warhammer Game Notes & Maps

I forgot about the invisibility. That got me checking the rules though, and I think in these circumstances, Aurelian would still provoke. I'm foregoing it this time because we would have to rewind a lot & I wouldn't have expected this result either.

* Invisibility in water only grants concealment, not total concealment.
* Normal concealment isn't enough to prevent opportunity attacks.
* I think. I found enough entries in the Core book to satisfy me but I'd never bumped into this question before


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.

Interesting; I wasn't thinking about the water, but that does make sense. I'm fine either way you want to rule it. Depending on the roll, I might actually be better provoking, since then maybe that riposte would have gone off, but I probably wouldn't have done the move if I'd realized that was an issue. Part of why I like 2e better. :)


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)

Oooh, the size bonus to strength from alter self bumps Taty's CMD to 22.

Tatienne squirms free of the skum that is trying to grapple her, and lets her spear fall from her hands and sink to the floor. Drawing her longsword, she attacks the nearest skum, trying to end it.

longsword +1 attack green-black, AL, prayer, power attack, ACP, size bonus: 1d20 + 11 + 3 + 1 - 2 - 1 + 1 ⇒ (7) + 11 + 3 + 1 - 2 - 1 + 1 = 20
damage, 2H: 1d8 + 17 ⇒ (5) + 17 = 22


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

A shark appears! It's a crowded aquatic terrain. The shark looks only momentarily to Zay before deciding it's in the midst of a buffet and is just gonna start monchin'.

Attack Green-Black, if Taty didn't kill it outright, augmented shark: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23 It may also be flanking with Taty
Damage (augmented): 1d8 + 7 ⇒ (5) + 7 = 12

Shark's AC on the map, but for reference it is AC 14, 30 HP-- beefier due to my augmented aquatic summons.

In the water, Zay's body twists into something more dinossaurish... ever see a deinonychus dog paddle? Or should that be dinopaddle? Well, anyway... Dinozay swims forward with more natural fluidity than any dino has a right to have in the water, taking up a spot about Houghton.

Wildshaping as my standard, moving; I will provoke once from black-blue if it's still up, and my AC vs that attack should be 23 if my math is correct


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

Sorry for the long delay.

AOO, buffed, luck: 1d20 + 13 + 1 ⇒ (1) + 13 + 1 = 15
AOO damage, luck: 1d8 + 9 + 1 ⇒ (7) + 9 + 1 = 17

Regular Attacks

Houghton stabs out at the closest skum. Whichever was within range at the time

longspear buffed, luck: 1d20 + 13 + 1 ⇒ (8) + 13 + 1 = 22
AOO damage, luck: 1d8 + 9 + 1 ⇒ (7) + 9 + 1 = 17
longspear buffed, luck: 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
AOO damage, luck: 1d8 + 9 + 1 ⇒ (1) + 9 + 1 = 11

Before Shark Shows Up, maybe (based on initiative?). If it's after the shark, um, if Zay allows the summon to be blasted, read the spoiler. If not, I'll do another action.

If Zay Allows Shark Blastin:

Houghton is within the water, and so is particularly dangerous. He blasts out with a torrent of icy water as he holds his hands up. The chill of the depths nearly freezes the water around everyone, but as before with the mummies, the pressure somehow keeps it a liquid as it passes over the enemies.

Use augmented (from Waves Shaman) fluid mastery, which does 11d6 cold damage with a save DC of 18 in a 30' cone. A reflex save is required for half damage or they're pushed back 5'. Crashing waves boosted the dice from 9d6 to 11d6, and adds another save (Fortitude, if they are damaged) or be 'prone' in the water, though I don't know how that works. I drew the cone on the map.

Fluid Mastery Damage, DC 18 Reflex, Fort: 11d6 ⇒ (5, 1, 2, 2, 6, 4, 5, 3, 3, 5, 6) = 42
until he can use it again: 1d4 ⇒ 4


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

(Shark can be blasted if that's the order GM wants to take it in)

Fort save for shark if needed, augmented: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23 21 damage, shark still present, if GM rules shark is on map when Houghton blasts


Warhammer Game Notes & Maps

GM Stuff:
Black-Blue Reflex vs Fluid Mastery (DC 18) (grappling): 1d20 + 9 - 2 ⇒ (2) + 9 - 2 = 9
Black-Green Reflex vs Fluid Mastery (DC 18): 1d20 + 9 ⇒ (2) + 9 = 11
White-Blue Reflex vs Fluid Mastery (DC 18): 1d20 + 6 ⇒ (19) + 6 = 25

White-Blue Attack vs Tatienne (prayer): 1d20 + 8 - 1 ⇒ (9) + 8 - 1 = 16

Uot Damage Taken: none

White-Blue Damage Taken: 34

Aurelian stabs one of the skum twice with his rapier in quick succession, dispatching the creature before turning his tail-stinger on the armored skum. The stinger hits but fails to find a purchase in the skum's unnaturally thick hide. Attack 2 took out an enemy and critted.

Tatienne, the shark and Houghton combine their efforts to cut down the skum fighting Tatienne before Houghton releases a powerful blast of water, destroying two more of the creatures. One remaining longspear skum still remains to fight. It thrusts its spear back at the bard but does so clumsily and fails to connect.

Uot (the armored skum), realizes that its minions have fallen and abandons the last one to its fate, swimming to the north and down the former staircase into the chamber beyond. Withdraw!

It's lazy but I'm not keeping track of proper initiative order, so the end result is that I'm going in post order. Shark gets blasted this time. It did a good job while here.

Zay, the skum in question was still there when you provoked but absent a response from Invandi I'm ruling that it was grappling and couldn't take advantage of the attack.

We are out of initiative if you want to be. The last skum won't pose a challenge after its boss has fled. The other major option is to pursue the fleeing skum into whatever waits in the next room. If you give chase, we won't be able to handwave white-blue the same way. It is bloodied.


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.

Lots of folks go in post order. No problem with that.

Quick stats:

HP 59/74; Hero Points 2/2
AC 27, touch 16, flat-footed 22, CMD 24 (26 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

"Yes, you better run-swim," Aurelian calls after the retreating skum. "You are of no use to Aurelian Fache if you do not know where his friends are!"


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 struggles as one of the skum finds purchase on his armor, but nods quickly to Houghton for skewering it off of him.

I'm okay with hand-waiving blue-white.

Invandi swims forward slowly and cautiously to see if any other threats lurk in the water.


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

"Anyone hurt?" asks the swimmming dinosaur, whipping its tail forward back and forth to propel itself in the water. The summoned shark looks at a minor loss, badly hurt by the barrage of water but still sensing a lot of blood in the water.

"How about you go chase our runner? Good boy! Good boy, Sharkster!"

The damaged-but-still-extant Shark is technically here for 7 more rounds if we want to take advantage of that? In case the fleeing boss has a trap prepped or a spell or something ready for t he first thing to stick its head around the door, as it were, that can be the shark to soak an attack. Assuming we don't wait too long before giving chase anyway.


Warhammer Game Notes & Maps

Given the responses so far, it looks like we're handwaving blue-white and letting the skum get away. (sorry sharkie!) There isn't a lot else to do here, so I'm assuming you are following after the escaping skum, but only after taking a moment to catch your collective breath.

GM Stuff:
Aurelian Initiative: 1d20 + 5 ⇒ (8) + 5 = 13
Houghton Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
Invandi Initiative: 1d20 + 5 ⇒ (19) + 5 = 24
Tatienne Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Zay Initiative: 1d20 + 4 ⇒ (9) + 4 = 13
average 15.6

Glorandral Initiative: 1d20 + 7 ⇒ (16) + 7 = 23
Uot Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Skum Impaler Initiative: 1d20 + 3 ⇒ (6) + 3 = 9
Skum Strangler Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Skum Shooter Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
average 14.4

This otherwise round chamber has rectangular alcoves at even intervals, forming a shape reminiscent of a gear. At the center of the chamber stands a grandiose, four-foot high altar shaped like an eye with two cogwheel halves forming the eyelids. Two ten-foot-tall metal rods, each tipped with a silver-hued torus, stand on round platforms on either side of the altar. Electricity arcs relentlessly between the two poles.

One of the skum, very large and obviously a leader, shouts a command to its fellows, ordering them to attack.

There are some dashed lines on the map I'm not bothering to hide. They aren't a hazard and don't matter yet. The two skum in the back are armed with crossbows and the large-sized skum has a nasty looking crossbow sized for its use. Your recent not-friend Uot is also here.

The party won initiative. You can act! You did have the opportunity to cast some spells before entering if you wish.


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.

I assume we did at least a little healing, so will retcon that in -- if not, I'd have downed a potion or two.

Quick stats:

HP 59/74; Hero Points 2/2
AC 27, touch 16, flat-footed 22, CMD 24 (26 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

"At last, tell us where our friends are!" Aurelian orders as he charges forward, rapier first.

Swim to position marked on map, attack blue
+2 rapier: 1d20 + 16 ⇒ (5) + 16 = 21
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (5) + 8 + 9 = 22
Intimidate (demoralize as a swift action on a successful hit): 1d20 + 16 ⇒ (11) + 16 = 27

Parry (DC=attacker's roll): 1d20 + 16 ⇒ (20) + 16 = 36
Riposte (if parry succeeds): 1d20 + 16 ⇒ (4) + 16 = 20
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (4) + 8 + 9 = 21
3 panache if parry goes off.


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

Taty would have the wands, I think, and she's offline right now, but yes, I think you can assume we took long enough to heal up. Bye, sharkie!

"I don't like the looks of that bow... not sure I can do much about it right this second, though," Zay-the-dino says, and their tail lashes them forward through the water, words of a spell tripping forth as they go.

Casting barkskin, since I apparently never put it up today, unwisely. But doing that now. Then single moving into the spot on the map. AC is 24, will update stat line


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 would only just use the wand of CLW on anyone for as many rounds as we had available, though the prayer will drop pretty soon if we don't go quickly.

Soliciting opinions on a big 'ol wall of ice somewhere in the room. Let me know - maybe bisecting the north and south? I dunno.


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.

Wall of ice might be nice. Cut off the northern half of the room so we can deal with the southern folks first?


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

Dividing threats sounds good to me.


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)

Swimming forward, Boggard-Tatienne conjures forth some magic, a complex symbology in a strict order designed to improve everyone's alacrity. The spell surges from her, her companions cut through the water like the tips of spears.

Swim 15', cast haste. Duration 9 rounds.


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 moves up a bit, and then wiggles his fingers, conjuring a vertical plane of ice which seemingly blocks the enemies on the other side from accessing the party.

Drew a wall on the map, should have enough of a CL. Wall is 9 inches thick, so each 5' section has 27 hp.

Ice Plane: A sheet of strong, hard ice appears. The wall is 1 inch thick per caster level. It covers up to a 10-foot-square area per caster level (so a 10th-level wizard can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, or any other combination of length and height that does not exceed 1,000 square feet). The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides.

Each 10-foot square of wall has 3 hit points per inch of thickness. Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + caster level (24).

Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes 1d6 points of cold damage + 1 point per caster level (no save) (1d6+9).


Warhammer Game Notes & Maps

GM Stuff:
Blue Impaler Opportunity vs Aurelian: 1d20 + 8 ⇒ (19) + 8 = 27
Blue Impaler Damage vs Aurelian: 1d8 + 4 ⇒ (3) + 4 = 7

Blue Attack vs Aurelian: 1d20 + 8 ⇒ (7) + 8 = 15
Blue Damage vs Aurelian: 1d8 + 4 ⇒ (5) + 4 = 9

Red Attack vs Aurelian: 1d20 + 8 ⇒ (6) + 8 = 14
Red Damage vs Aurelian: 1d8 + 4 ⇒ (7) + 4 = 11

Green Attack vs Zay: 1d20 + 8 ⇒ (7) + 8 = 15
Green Damage vs Zay: 1d8 + 4 ⇒ (2) + 4 = 6

Glorandral Natural Attacks vs Wall of Ice section 2: 1d8 + 2d6 + 16 ⇒ (8) + (3, 4) + 16 = 31
Glorandral Natural Attack vs Wall of Ice section 1: 1d6 + 8 ⇒ (1) + 8 = 9
Uot Longspear Damage vs Wall of Ice section 1: 1d8 + 8 ⇒ (7) + 8 = 15

Wall Damage from electricity hazard: 2d6 ⇒ (6, 2) = 8

Blue Impaler Damage Taken: 22 (demoralized 3 rounds)
Wall Overall Damage: 8

There wasn't a specific number of rounds for healing/recovery since you didn't chase the fleeing skum. If it went over a minute, the time would have to be charged differently but that would be the only ramification.

A note on the wall placement: I think Houghton placed it about as well as he could've (not adjacent to enemies so they didn't get to Reflex vs the whole wall) but it will still take some damage each round because it ended up so close to the hazard.

The party prepares with magic while Aurelian surges forward & stabs one of the defending skum. The nearest skum stabs back at him as he moves in. Opportunity attack due to Combat Reflexes. Attack is 27 for 7 damage.

The forward skum attack Aurelian and Zay with their longspears before retreating, but fail to make any connection.

You hear resounding thumps as the skum on the opposite side of the wall attack it, shattering the barrier on the west side of the room. The remainder of the wall groans as electricity surges through it, but it holds for the time being.

Everyone can act!


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

"That electricity looks painful...."

The dinosaur twists in the water, tail lashing. "I can shield us from electricity but I'll need all to get a bit closer for the spell to be most effective. If you have your own ways of dealing with lightning then don't mind me. For now--"

Ever see a dinosaur try to somersault underwater?

Acrobatics: 1d20 + 7 ⇒ (5) + 7 = 12

....well, you still haven't. Clumsy in the water, the Zayraptor earns a few strikes from the skum with their spears.

Provoking, unfortunately, three times (green, blue, red); AC 25 with haste

Weathering some attacks, Zay closes and takes a bite at the green-scaled scum.

Bite Green: 1d20 + 11 ⇒ (7) + 11 = 18
Damage: 1d6 + 4 ⇒ (2) + 4 = 6


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.

Back, though very jetlagged still, and have the move coming up.

GM, I don't think that AoO hit me, since it should have been parried -- and riposted if it was in range.

3d8 + 3 ⇒ (3, 8, 1) + 3 = 15 Three charges from the wand, which got me back to perfectly full health.

Quick stats:

HP 74/74; Hero Points 2/2
AC 27, touch 16, flat-footed 22, CMD 24 (26 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

Aurelian steps forward and attacks the nearest skum blue.

+2 rapier: 1d20 + 16 ⇒ (19) + 16 = 35
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (2) + 8 + 9 = 19

+2 rapier: 1d20 + 11 ⇒ (5) + 11 = 16
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (6) + 8 + 9 = 23

spine: 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Parry (DC=attacker's roll): 1d20 + 16 ⇒ (14) + 16 = 30
Riposte (if parry succeeds): 1d20 + 16 ⇒ (17) + 16 = 33
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (5) + 8 + 9 = 22

Crit on rapier strike?: 1d20 + 16 ⇒ (8) + 16 = 24
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (2) + 8 + 9 = 19

Crit on spine?: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Crit on Riposte?: 1d20 + 16 ⇒ (12) + 16 = 28
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (4) + 8 + 9 = 21

With those rolls, I should be a full panache afterward, unless I need to parry and can't riposte.


Warhammer Game Notes & Maps

GM Stuff:
Green Opportunity vs Zay (paired opportunists): 1d20 + 8 + 4 ⇒ (9) + 8 + 4 = 21
Green Damage vs Zay: 1d8 + 4 ⇒ (2) + 4 = 6

Blue Opportunity vs Zay (paired opportunists, demoralized): 1d20 + 8 + 4 - 2 ⇒ (16) + 8 + 4 - 2 = 26
Blue Damage vs Zay: 1d8 + 4 ⇒ (1) + 4 = 5

Red Opportunity vs Zay (paired opportunists): 1d20 + 8 + 4 ⇒ (13) + 8 + 4 = 25
Red Damage vs Zay: 1d8 + 4 ⇒ (7) + 4 = 11

Green Impaler Damage Taken: 6
Blue Impaler Damage Taken: dead
Wall Overall Damage: 8

Aurelian: that's why I put the attack result up there and not just damage numbers. I know I won't always be right about which attacks hit & miss, so I'm just showing the results that might be hits. Please double check before taking damage. Thanks for letting me know that one was parried. It would've been out of riposte range.

The skum take advantage of Zay's swimming to attack the shark/druid. A good example here. I'm genuinely unsure of what Zay's AC is with, I think, wild shape & Barkskin going.

Aurelian advances on the nearest skum and stabs it straight through the heart. The water nearby fills with the creature's tainted blood. But these aren't sahaugin! The first attack crit & killed.

Tatienne, Invandi & Houghton are up! As a reminder to myself, Tatienne is busy with work & may need botted.


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

The AC 25 listed in my last post and in my stat line is correct, including all current-running buffs/polymorphs


Warhammer Game Notes & Maps

Sounds good, Zay. Botting Tatienne first.

Tatienne swims forward and stabs at one of the skum engaged with Zay, striking it in the shoulder.

Attack vs Red(cover): 1d20 + 11 - 4 ⇒ (12) + 11 - 4 = 19
Damage: 1d8 + 7 ⇒ (2) + 7 = 9

GM Stuff:
Glorandral Crossbow vs Aurelian: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 2d8 ⇒ (5, 4) = 9

Glorandral Crossbow vs Aurelian (iterative): 1d20 + 11 - 5 ⇒ (9) + 11 - 5 = 15
Damage: 2d8 ⇒ (8, 2) = 10

Red Attack vs Aurelian: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

Green Attack vs Zay: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d8 + 4 ⇒ (4) + 4 = 8

Red Impaler Damage Taken: 9
Green Impaler Damage Taken: 6
Blue Impaler Damage Taken: dead
Wall Overall Damage: 8

The large skum in the back of the room takes the opportunity to fire its crossbow at Aurelian but misses the swashbuckler twice. The skum at its side drinks a bottle of liquid and grows to a similarly large size. Reminder: this guy has a longspear, so lots of reach on him.

The two skum attacking Zay continue a controlled withdrawl as they attack. One missed Aurelian. The other got 25 vs Zay for 8 damage.

Everyone is up. Houghton & Invandi can act twice.


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 74/74; Hero Points 2/2
AC 27, touch 16, flat-footed 22, CMD 24 (26 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

Aurelian swims in to deal with the nearest foe, thrusting with his blade deep into the red-tinged skum's chest.

"Yes, a good thrust is just what everyone needs!" he burbles in the water.

+2 rapier: 1d20 + 16 ⇒ (15) + 16 = 31
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (2) + 8 + 9 = 19
Crit?: 1d20 + 16 ⇒ (2) + 16 = 18
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (3) + 8 + 9 = 20

Parry (DC=attacker's roll): 1d20 + 16 ⇒ (6) + 16 = 22
Riposte (if parry succeeds): 1d20 + 16 ⇒ (4) + 16 = 20
Damage (includes 9 precision damage): 1d6 + 8 + 9 ⇒ (3) + 8 + 9 = 20
+1 panache if first attack crit; -1 panache if parry goes off.


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

First

Houghton casts a spell and then moves up to Zay.

Lots of bad guys, so Divine Power.

Second

He glances warily at the wall as it starts to crumble, but attacks one of the enemies.

longspear green? buffed, divine power: 1d20 + 13 + 3 ⇒ (2) + 13 + 3 = 18
longspear buffed damage, divine power: 1d8 + 9 + 3 ⇒ (7) + 9 + 3 = 19
longspear, buffed, divine power: 1d20 + 8 + 3 ⇒ (16) + 8 + 3 = 27
longspear buffed damage, divine power: 1d8 + 9 + 3 ⇒ (2) + 9 + 3 = 14
longspear extra attack, buffed, divine power: 1d20 + 13 + 3 ⇒ (14) + 13 + 3 = 30
longspear buffed damage, divine power: 1d8 + 9 + 3 ⇒ (2) + 9 + 3 = 14


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

Previous Round
Invandi struggles to turn direction and cover the distance back to the party. Double swim, interpose between threats and Zay.

Current Round
He glances over at the electric arcs. "About that shield..."
He tries to smack the enemy Green with his shield and fist.
+1 Adamantine Shield Bash: 1d20 + 12 - 2 ⇒ (1) + 12 - 2 = 11 for Damage: 1d6 + 3 ⇒ (3) + 3 = 6 Halved
Unarmed Strike: 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21 for Damage: 1d10 + 2 ⇒ (6) + 2 = 8 Halved
+1 Adamantine Shield Bash, Iterative: 1d20 + 7 ⇒ (7) + 7 = 14 for Damage: 1d6 + 3 - 2 ⇒ (2) + 3 - 2 = 3 Halved
Unarmed Strike: 1d20 + 5 ⇒ (14) + 5 = 19 for Damage: 1d10 + 2 ⇒ (6) + 2 = 8 Halved

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