To Shatter Prison Walls (Inactive)

Game Master Darian Graey

A Pathfinder conversion for the Temple of Elemental Evil campaign. An evil coalition is determined to free the Rough Beast. From Andoran to Taldor, Droskar's Crag to the Fog peaks, madness and destuction awakens once more.


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Male Human Knight | HP 33/47
Stats:
AC 21/11/20 | Fort +9 Ref +3 Will +8 | Init. +4 | Perception +12 | CM +8/19

Knowledge (nobility): 1d20 + 6 ⇒ (15) + 6 = 21
Knowledge (local): 1d20 + 5 ⇒ (9) + 5 = 14

Does d'Orionus recognize the special envoy or anything on his person that would identify him? Sir Gareth looks at the halfling with Detect Magic and Evil.


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Yes, Angel, by all means, take the second position. I will cover the rear.


Conner moves to cover the room as the rest of the group gathers near the passage down. He makes a mental note of the areas not searched thus far, for follow up when leaving the Blackmire. There is a hallway to the west with four doorways, the south hallway has three doorways and ends in an open chamber. The smaller hallway south is collapsed in rubble, but apparently once led up to the second floor chambers. Taking a quick scan of the open courtyard through the double doors, Conner notices a wrecked wagon along the eastern wall, a partially intact tower and entry door in the southwest corner to the left of the open gate and drawbridge, and a piled up area of wreckage, debris, and swamp foliage in the northwest corner of the courtyard.

Sir Gareth recognizes the magical parchment is a divine scroll, the hand in some form of the celestial tongue. The legal documents do not bear a name for the bearer, merely indicating he is an agent of a recognized power. The nobleman is not educated well enough on Andoran practices to recognize the authenticity of that document, but the Taldan writ is very much legal, penned and signed by Philien Petain. A distant but favored cousin of Grand Prince Stavian, he holds a ranking position in Yanmass' bureaucracy.

Angel stands guard near D'witt as he quickly searches the body of the dead Halfling. She glances around, still feeling that eyes are upon her, but none that she can find. She whispers a short prayer to the Dawnflower, which eases her mind somewhat.

D'witt pats the body down, rolling it over as needed. It appears that after his death, someone searched the smelly halfling, looting most everything. His bandolier of blades is empty, his pack gone, his pockets turned out. The alchemist does uncover a small gold engagement band with a small diamond chip and five Taldan platinum crowns in a disguised boot heel. There are no lingering auras and nothing magical to be detected on the body or nearby, for those scanning for such.


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

I didnt realize there were other rooms on this floor.. We should search them first imo..


Male Human Knight | HP 33/47
Stats:
AC 21/11/20 | Fort +9 Ref +3 Will +8 | Init. +4 | Perception +12 | CM +8/19

Sir Gareth casts Read Magic to identify the scroll and puts it and the legal documents in his pack. He whispers to the group, "Remember our target is Father Dunrat. We need to find him before he finds us to maintain the advantage. After we handle him, we can take whatever time we have before our transport evaporates. If the halfling died near the stairs, I think we should take them down. Agreed?"


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Yes, let us press on.


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

"Alright.. Sir Gareth you take point. I'll be right behind you.."


Tiefling Gunslinger (Pistolero) / Alchemist (Gun Chemist) hp: 15/15 init:+5 AC: 10/t10/ff10 Grit left:2 Bombs left:3

D'witt pockets the ring and coins absentmindedly and looks back at Sir Gareth. "This is the halfling we tangled with yesterday. Father Dunrat should be near by." He glances back down the passage.

How dark is it deeper down the stairs?


A few shelves still cling to the walls here, but they are empty. The odd, tight room D'witt found lies at the top of a set of stone steps descending to an area beneath the Blackmire. The narrow stairs drop to a landing, then turn and continue down, doubling back upon themselves, lost to the dark, no lights showing from below. The steps run south to north from the upper floor, then double back falling north to south in a narrow file, 5' wide. Dank and musty odors waft up from the chambers below, faintly mixed with the smell of old wet dog perhaps, or some other beast.


Sir Gareth, greatsword in hand and scraping along the ceiling or side wall in the tight confines, leads the group down to the first landing, his brooch glowing like a torch held close below his chin. The smell grows worse, a heady mix of mold and leaking swamp waters. A slight breeze carries up the shaft back to the room above, carrying with it the added foulness of wet dog and urine.

Sir Gareth makes the turn and continues onwards, the next flight of about twenty, foot deep steps, opening into a dank and cool open area with masonry walls. A black, wet slime collects between the stones and on nearly every surface, reflecting every movement of his brooch and making going slightly slick upon the stones. As he looks to either side, taking in the room, he nears the bottom, Angel behind him and Xavorin just reaching the landing. D'witt and Conner are above, round the bend, and out of sight.

Sir Gareth notices two large columns holding the ceiling up in this 40' by 60' chamber, one to either side and mid-length of the risers, a third leading into another area in the southeast corner. Off to the east is a northward leading door, while to the west are two doors, closely spaced midway along the wall, heading west. The landing is about ten feet wide, ending before a wall that Sir Gareth suddenly feels coming at him much too quickly. Something hard jabs at his legs as he realizes the wet dog smell comes from a half dozen mongrel men crouching behind the stone risers. One of them swung a long wooden pole at him, attempting to trip him up on the slippery stairs.

Sir Gareth, Reflex save to maintain your bearing and land upright on the landing. Anyone else coming down the stairs quicker than half movement, give me a Climb check. I'd also ask for initiative from everyone.


Male Human Knight | HP 33/47
Stats:
AC 21/11/20 | Fort +9 Ref +3 Will +8 | Init. +4 | Perception +12 | CM +8/19

Reflex: 1d20 + 3 + 1 ⇒ (20) + 3 + 1 = 24 +1 from adjacent to Angel behind him


Tiefling Gunslinger (Pistolero) / Alchemist (Gun Chemist) hp: 15/15 init:+5 AC: 10/t10/ff10 Grit left:2 Bombs left:3

Given that those in the back can't move faster then those in front, and Sir Gareth doesn't strike me as the type to move full speed down the stairs into the unknown, I'm going to assume that we were all moving at about 1/2 speed. But, just in case I assume too much I'll roll for both.

Climb 1d20 + 1 ⇒ (17) + 1 = 18
Initiative 1d20 + 5 ⇒ (9) + 5 = 14


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Initiative: 1d20 + 10 ⇒ (17) + 10 = 27


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

Climb: 1d20 ⇒ 3
Init: 1d20 + 1 ⇒ (17) + 1 = 18

Opps missed the part of only if your moving faster than 1/2.. Angel would just stay at half to avoid falling.. She might possibly make a leaping power attack lol.. Depends on the layout..


Male Human Knight | HP 33/47
Stats:
AC 21/11/20 | Fort +9 Ref +3 Will +8 | Init. +4 | Perception +12 | CM +8/19

Initiative: 1d20 + 4 ⇒ (4) + 4 = 8


As the group is momentarily taken by surprise, the band of dog-men press the advantage. Four of them strike out at Sir Gareth with longspears while he is momentarily off balance, landing hard on the stone floor, the shock spiking up through his legs. He maintains his balance, but remains facing away from them, if but for the moment. A fifth makes a swing at Angel, hurrying down to assist Sir Gareth, his spear attempting to trip her up. The last dog-man barks some kind of command, and moves to the door behind him, leading north out of the room. As Sir Gareth turns to get a look at them, his back slightly bruised but uninjured from the assault, he sees they are all dressed similarly to the corpses upstairs, black leather armor, studded with bits of rock, bone, and metal. They wield longspears but have swords at their belts and shields across their backs. Each is painted across their hairy faces with strange yellow paint, forming extra eyes and a caricature mouth. With ferocious growls and yips, they form lines to repel your invasion of their halls.

Four spear attacks 1d20 + 3 ⇒ (1) + 3 = 4, 1d20 + 3 ⇒ (1) + 3 = 4, 1d20 + 3 ⇒ (1) + 3 = 4, 1d20 + 3 ⇒ (14) + 3 = 17, and One Trip Attempt 1d20 + 3 ⇒ (3) + 3 = 6. All around failures.

Three dog-men are on the west side of the room, by the pair of doors, two are on the east side of the room, close to the stairs, the last is by the north door along the east wall.

Initiative for the dog-men 1d20 ⇒ 7, 1d20 ⇒ 13, 1d20 ⇒ 14, 1d20 ⇒ 1, 1d20 ⇒ 8, 1d20 ⇒ 2.

Still waiting for Xavorin but,

Initiative Thus Far for Round 1:
27, Conner, above in last position
18, Angel, on the stairs not tripped
14, D'witt, above behind Xavorin
14, Dog-man W3 tried to trip Angel
13, Dog-man W2 spearman
08, Sir Gareth, on the ground floor
08, Dog-man E2 spearman
07, Dog-man W1 spearman
02, Dog-man E3 door north
01, Dog-man E1 spearman


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

Is there a map GM? If able Angel will jump down and attack W3..

Jump if needed: 1d20 ⇒ 2

Attack+PA if able: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 2d6 + 13 ⇒ (4, 4) + 13 = 21

Yelling back to the ranged folk as she jumps.. "Bring down the one running!


Male Human Knight | HP 33/47
Stats:
AC 21/11/20 | Fort +9 Ref +3 Will +8 | Init. +4 | Perception +12 | CM +8/19

Maybe just roll Xavorin's initiative and let Conner, Angel & D'witt go?


Tiefling Gunslinger (Pistolero) / Alchemist (Gun Chemist) hp: 15/15 init:+5 AC: 10/t10/ff10 Grit left:2 Bombs left:3

Can Conner or I get a visual on any of the dog-men from on the stairs, or are we going to need to move down further?


Round 1
Initiative for Xavorin 1d20 + 3 ⇒ (5) + 3 = 8

Conner is actually ten feet to the left of this position on the map, while D'witt is actually in Conner's square, still descending the stairs. Remember, movement above a half move requires a Climb or Acrobatics check to avoid slipping. Until someone clears the step in front of Xavorin, they cannot see anything in the chamber due to the stone ceiling and arches. There is room to pass someone on the stairs, just avoid bumping someone and possibly causing a domino fall.

Angel took 1d6 ⇒ 2 damage in the jump, twisting her ankle on the slippery stone floor.

Sir Gareth finds himself surrounded by angry dog-men, brandishing longspears in an attempt to control him or others rushing down the stairs. He steels his grip upon his greatsword, preparing to give much more than they gave him in their cowardly assault.

Angel, calling for Sarenrae, leaps off the stone risers, landing roughly as her great blade cuts into the ill-prepared mongrel that tried to trip her. Though not a true weapon of the Dawnflower, her aim remains true and the blade cuts clean through the creature's neck and deep into the breastbone, ripping free in a spray of gore and a yipping sound of sudden pain and anguish.

Updated Initiative
27, Conner, above in last position
18, Angel, jumped free of the risers.
14, D'witt, above behind Xavorin
14, Dog-man W3 bleeding out on the ground, difficult terrain
13, Dog-man W2 spearman
08, Sir Gareth, on the ground floor
08, Xavorin, on the stairs
08, Dog-man E2 spearman
07, Dog-man W1 spearman
02, Dog-man E3 door north
01, Dog-man E1 spearman


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Round 1

Conner will climb down the stairs to a position where he can fire upon the dogmen.

Climb: 1d20 + 10 ⇒ (11) + 10 = 21


Conner is able to reach the square one down, one over from Xavorin. This gives him line of sight to fire on the dog-men. If he wishes to fire at the one "escaping," he will face cover and concealment concerns.


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

I was assuming that the attack would not be able to come until next turn though, correct?


No, since Conner made his climb check successfully, he was able to make a single move action to cover the distance. He still has a standard action for one shot.


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Round 1, Point Blank Shot, Hunter's Trick (Trick Shot - Att ignores concealment)

Conner will move deftly down the stairs and fire a shot at the "escaping" Dogman.

LB Att: 1d20 + 12 ⇒ (1) + 12 = 13
LB Dam: 1d8 + 4 ⇒ (8) + 4 = 12


Conner's shot ricochet's off the stone pillar, smacking the running dog-man leader in the back, the pillar robbing it of enough momentum to pierce the leather jerkin, the shaft instead striking a warning blow, nothing more.


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

Looks like its D'Witts trun then some dogmen..


Tiefling Gunslinger (Pistolero) / Alchemist (Gun Chemist) hp: 15/15 init:+5 AC: 10/t10/ff10 Grit left:2 Bombs left:3

If D'witt can make it down the stairs. :p

Climb 1d20 + 1 ⇒ (18) + 1 = 19

Oh, thank the gods. I think that's enough.

Once off the stairs D'witt targets the closest dogman he can clear a shot at and fires.

Ranged attack (touch if it's within 20') 1d20 + 8 ⇒ (12) + 8 = 20 +1 (Point Blank Shot if within 30')
Possible damage 1d8 ⇒ 3 +1 (Point Blank Shot if within 30')


Sensing the importance of stopping the fleeing dog-man, D'witt rushes past Xavorin, trusting his boots to hold purchase on the slick steps. He comes in line with the fleeing creature, putting a round in it's back as it reaches for the door's ornate, tarnished handle.

Not distracted by the sudden noise so close, one of the dog-men threatening Sir Gareth spies an opening, quickly thrusting with his spear at the perceived weakness, 1d20 + 3 ⇒ (4) + 3 = 7 only to miss his chance as the nobleman parries the spear aside harmlessly, moving to show that no pack of wolves, be they man or beast, can easily take him down.

Sir Gareth is up, to be followed by Xavorin and then the remaining dog-men, which will end Round 1.


Sir Gareth steps into the spear thrusts of the mongrel men to the east, swinging his great sword high, 1d20 + 7 ⇒ (1) + 7 = 8 but catching it upon a protruding ceiling spar, deflecting between the pair, 1d20 + 7 ⇒ (2) + 7 = 9 failing to avoid the critical fumble, loosing his grip, the blade clattering to the ground. He deftly grabs his morningstar from his belt, holding it forth defiantly.

As he motions for the beasts to give it their best, Xavorin mumbles a swift incantation, blanketing the area behind the creatures in a mass of sticky webbing, the blast originating from the far south east column, just within the light of Sir Gareth's amulet. The mongrel men are taken by surprise, and in vain try to avoid the entangling mass. The door to escape is held fast in the sticky fibers, as are the three dogs along the eastern half of the room.

E1 1d20 + 0 ⇒ (14) + 0 = 14 vs DC16 Reflex Fails Break free attempt on turn 1d20 + 3 ⇒ (9) + 3 = 12 Fails
E2 1d20 + 0 ⇒ (4) + 0 = 4 vs DC16 Reflex Fails Break free attempt on turn 1d20 + 3 ⇒ (13) + 3 = 16 Succeeds, moves forward 5'
E3 1d20 + 0 ⇒ (6) + 0 = 6 vs DC16 Reflex Fails Break free attempt on turn 1d20 + 3 ⇒ (16) + 3 = 19 Succeeds Tries to get the door open 1d20 + 3 ⇒ (15) + 3 = 18 Succeeds, the door is open, but cannot go thru this turn

The last active dog-man this round steps up and lunges with his spear, hoping Sir Gareth is momentarily distracted by the loss of his blade and the sudden burst of webs, 1d20 + 3 ⇒ (1) + 3 = 4 though again his armor easily deflects another steel spear tip.

End of Round 1


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

Angel will step up 2 squares and attack a dogman..

Attack: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 2d6 + 13 ⇒ (1, 6) + 13 = 20

Confirming

Attack: 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 2d6 + 13 ⇒ (2, 5) + 13 = 20


In her haste to end the threat to Sir Gareth, Angel ignores the threat of the long spears and rushes forward to take down another dog-man, a spear thrust quickly towards her neck 1d20 + 3 ⇒ (4) + 3 = 7 easily ducked, with her heavy upswing taking the beast up from the belly and deep across his chest, spraying her with even further gore and heart's blood, her target collapsing in a heap.

Updated Initiative for Round 2
27, Conner
18, Angel, guts a second dog man.
14, D'witt
08, Sir Gareth
08, Xavorin
08, Dog-man E2 spearman - not webbed
07, Dog-man W1 spearman
02, Dog-man E3 by open door - not webbed
01, Dog-man E1 spearman - webbed


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Round 2, Point Blank Shot

Conner will move slightly further down the stairs and fire at the Dogman in the open door (E3).

LB Att: 1d20 + 12 ⇒ (16) + 12 = 28
LB Dam: 1d8 + 4 ⇒ (3) + 4 = 7


The dog-man starts a high pitched yipping sound for only a second into the room beyond the doorway, only to be cut short as Conner's arrow punches through his throat and out the other side. The creature bumps into the open doorframe, then falls backwards into the webbing, hanging like some discarded marionette as his heart beats a few more pumps, then stops, the flow of blood staining the webbing like a bright red aura around him.

D'witt, Sir Gareth, and Xavorin are next.

Sir Gareth swings his Morningstar into the side of the beast moving out of the webs, intent on stopping it before it can slow Angel's momentum. 1d20 + 9 ⇒ (20) + 9 = 29 Confirmation 1d20 + 9 ⇒ (18) + 9 = 27 Damage 2d8 + 16 ⇒ (1, 8) + 16 = 25 The cold iron weapon cracks a few ribs as it connects just below the tightly gripped longspear, sending jagged fragments into the beast's heart and lungs. It's eyes glaze black as it coughs a few gouts of blood, falling hard upon the wet stone floor even as Sir Gareth turns to face the dog-man still struggling against the webbing.


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

Perc.: 1d20 + 6 ⇒ (12) + 6 = 18


Tiefling Gunslinger (Pistolero) / Alchemist (Gun Chemist) hp: 15/15 init:+5 AC: 10/t10/ff10 Grit left:2 Bombs left:3

Seeing Conner's arrow drop the dogma D'witt steps down the stair a bit and turns his attention to the two dogmen standing together away from Sir Gareth. Pulling a shot from his pouch, the gunslinger applies a handful of ingredients to it quickly before loading the pistol and bringing it to bare on the closer of the creatures. D'witt pulls the trigger.

Move action: 5' step foward
Standard action: Explosive Missle (infuse one shot with power of a bomb (explosive type, splash radius 10'), load and fire weapon). Use of Precise Bombs (number of squares up to Int mod, 3, are not affected by splash damage) to target any friendly people that may be caught within the AoE. i.e. - Sir Gareth, Angel, etc.
Attack: ranged touch attack + point blank 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Pistol damage + point blank 1d8 + 1 ⇒ (7) + 1 = 8
Bomb damage + point blank 2d6 + 3 + 1 ⇒ (3, 4) + 3 + 1 = 11 plus catch on fire (1d6 fire each round until extinguished, Ref save vs 15)
Secondary target: Splash damage 6 plus catch on fire (1d6 fire each round until extinguished, Ref save vs 15)

-1 loose shot (from last round)
-1 black powder dose (from last round)
-1 loose shot
-1 black powder dose


D'witt's shot catches the far dog-man right above his twisted, snarling snout, the explosive round creating a fine fiery mist that leaves nothing above the beast's bristly mane. It's body catches fire, as does the beast Angel gutted, the sudden sweet smell of burning flesh mixing with the odor of burnt hair and something putrid which is coming from beyond the webbing.

Xavorin, Perception Check 1d20 + 12 ⇒ (20) + 12 = 32 holds himself still on the stairs, his sensitive elven senses trying to distinguish everything he is experiencing. More quickly than the others, he realizes what is occurring, warning the group, The dead are coming, in the webs... as shuffling shapes begin to push through the sticky mass, lots of shuffling shapes.

The dog-man still trapped in the webbing starts to panic, feeling the webs being pulled and broken behind him, 1d20 + 3 ⇒ (1) + 3 = 4, his panic working against him, winding him up more tightly in the mass. Half-growling at Sir Gareth, Krill mee hugh-mahn, no let eeatt mae

From within the web, large hulking hunched forward figures are moving, rather quickly through the webbing, tearing and shredding as they come. Roughly seven feet tall and easily four hundred pounds unarmored, their gait is awkward and uneven, but still faster than you would think possible in battered studded leather, lumbering about with morningstars and heavy shields. The bodies have obviously been through terrible trauma, in places their black and brown pelts are burnt and scarred, others bloated at odd angles and crawling with masses of maggots and flies. The odor of death, recent death, carries with them, their massive ovoid eyes near glowing in the shadows, milky white orbs flashing intently as they see your living forms. They snarl and gnash their teeth, chachick chick chachick, their lips cheeks, and gums flayed back in a gross circular pattern, forming a ragged bony ring from chin to nose. The needle like teeth are sharpened or broken jagged, gnashing at the air, overly large floppy ears barely moving from beside their smallish heads. Burned into the forehead of each is a strange symbol, difficult to make out from all the webbing and rot.

Updated Initiative for Round 3
27, Conner
18, Angel
14, D'witt
08, Sir Gareth
08, Xavorin
07, Zombie 1
06, Zombie 2
05, Zombie 3
04, Zombie 4
03, Zombie 5
02, Zombie 6
01, Dog-man E1 spearman - webbed


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

Turning at Xavorin's warning.. "May the light protect us.. NO MERCY!" For the first time since yall have know her she shows the true fanaticism for destroying undead that all Sarenreans carry.. Moving over to support Sir Garret she'll put herself between the fiends and the stairs.. She'll ready an attack for when the beast get close..

Basically i wanna move to block off the stairs, giving our ranged free rein..

When they approach her readied will go off..

Attack: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 2d6 + 13 ⇒ (6, 6) + 13 = 25


Human Fighter (Soldier)/2; HP: 16/21; AC: 16 (17 Dual Wielding);Init:+2; Passive Perception 12; SW 1/1; AS 0/1

Round 3, Point Blank Shot, Many Shot

Conner will use a full round action to fire off three arrows. Two at the lead Zombie, and one at the the one next to it.

Many Shot LB Att: 1d20 + 12 ⇒ (5) + 12 = 17
Arrow 1 LB Dam: 1d8 + 4 ⇒ (7) + 4 = 11
Arrow 2 LB Dam: 1d8 + 4 ⇒ (6) + 4 = 10

LB Att: 1d20 + 7 ⇒ (1) + 7 = 8
Arrow 3 LB Dam: 1d8 + 4 ⇒ (1) + 4 = 5


Conner's arrows slice through the interposing cloud of stringy fibers, seeking the center mass of each target, only to be batted aside with unusual speed and skill. None of the missiles reach their intended strikes, clattering to the ground or hanging limply from tendrils clinging to their narrow oak forms.

The creatures seem not to notice or otherwise react to this assault, instead pushing onwards, drawn to the nearest living beings, food for their most unholy appetites.

D'witt is up. Sir Gareth will delay hold his activity until the moment before one of the unholy things reaches his side.


Tiefling Gunslinger (Pistolero) / Alchemist (Gun Chemist) hp: 15/15 init:+5 AC: 10/t10/ff10 Grit left:2 Bombs left:3

D'witt took note of all the webbing around the new enemies as he tries to recognize themfor what they are.

Knowledge, local 1d20 + 7 ⇒ (5) + 7 = 12

But does so with no success.

"Well I don't want set all that webbing aflame." He thought grimly as he dug into his pouch and pulled a vial from it. "Let's see if they like this."

Swift action: Alchemical Weapon (infuse one shot with alchemical liquid or powder)
Standard action: ranged attack with pistol
Attack: ranged touch attack + point blank 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
Pistol damage + point blank 1d8 + 1 ⇒ (1) + 1 = 2
Acid damage 1d6 ⇒ 4

-1 loose shot
-1 black powder dose
-1 vial of acid


Tiefling Gunslinger (Pistolero) / Alchemist (Gun Chemist) hp: 15/15 init:+5 AC: 10/t10/ff10 Grit left:2 Bombs left:3

Just realized I had not identified a target. D'witt would have targeted the closest one which would have required another 5' step before firing.

Move action before firing: 5' step
Target: upper left enemy


Male Human Knight | HP 33/47
Stats:
AC 21/11/20 | Fort +9 Ref +3 Will +8 | Init. +4 | Perception +12 | CM +8/19

Round 3

Sir Gareth hears the unnatural moaning. He drops his morningstar and retrieves his greatsword. He readies to recognize the creatures and strike.
____________________________________
free action to drop morningstar
move action to pick up greatsword
Knowledge (religion): 1d20 + 7 ⇒ (1) + 7 = 8
ready power attack: 1d20 + 9 ⇒ (9) + 9 = 18
if hit, damage: 2d6 + 13 ⇒ (4, 1) + 13 = 18


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

Lol yea i guess i shoulda rolled Know Religion..

Know Religion: 1d20 + 7 ⇒ (16) + 7 = 23


The group looks on, horror growing on their faces as they realize, almost in unison, what they face.

D'witt takes his shot, calling out Bugbears as his shot takes it's target in the shoulder.

Sir Gareth replies You mean zombie bugbears, right? as he hoists his great sword, comforted by the heft of the heavy steel.

Not quite, Angel replies, ready to strike, standing next to the nobleman. Fast zombie bugbears, nasty creatures and abominations to the Dawnflower.


Male Half-Elf Sorcerer/5 Bloodline: Draconic

Xavorin mutters a few words as he points a finger at the bugbears as a fireball leaves from the tip of his finger.

"You mean fried zombie bugbears?"

Fireball: 6d6 + 7 ⇒ (4, 5, 5, 3, 5, 5) + 7 = 34


Xavorin flings an expanding ball of roiling flame from his hand, striking the pillar rising from the floor before the advancing zombies, it's detonation engulfing everything in a twenty foot radius is a blast of superheated air and burning webbing. To this the creatures react like most beasts when exposed to air, they begin to burn and char.

Dog-man Reflex Save 1d20 ⇒ 3 vs DC 17 dies yelping
Zombie 1 Reflex Save 1d20 + 3 ⇒ (20) + 3 = 23 vs DC 17 collapses
Zombie 2 Reflex Save 1d20 + 3 ⇒ (3) + 3 = 6 vs DC 17 collapses
Zombie 3 Reflex Save 1d20 + 3 ⇒ (19) + 3 = 22 vs DC 17 Saves, still coming
Zombie 4 Reflex Save 1d20 + 3 ⇒ (11) + 3 = 14 vs DC 17 collapses
Zombie 5 Reflex Save 1d20 + 3 ⇒ (14) + 3 = 17 vs DC 17 Saves, still coming
Zombie 6 Reflex Save 1d20 + 3 ⇒ (5) + 3 = 8 vs DC 17 collapses

As the flash of fiery light clears, and the party's eyes adjust from the sudden flare, they see all but two of the creatures survive the blast, both rushing onwards into the waiting attacks of Sir Gareth and Angel, but somehow these supernaturally quick creatures evade both strikes, returning swings with heavy morning stars at the trespassers.

Zombie 3 at Sir Gareth 1d20 + 7 ⇒ (18) + 7 = 25 Damage 1d8 + 4 ⇒ (5) + 4 = 9, striking hard against his exposed thigh, crushing the metal armor into his meaty leg.
Zombie 5 at Angel 1d20 + 7 ⇒ (1) + 7 = 8 Damage 1d8 + 4 ⇒ (1) + 4 = 5 Fumble 1d20 + 7 ⇒ (14) + 7 = 21, loosing his weapon as his charred hand snaps free in the swing, smacking into Angel's breastplate, leaving a stain as it falls to the floor and the holy warrior stomps it underfoot.


As the party moves to finish off the remaining zombies, they realize more movement is coming from the dark shadows beyond the corner. Six more of the zombie bugbears come quickly into sight, moving from 15' off screen to replace those charred and burnt upon the rough stone tiles.

Zombie 7 Initiative Check 1d20 + 2 ⇒ (20) + 2 = 22
Zombie 8 Initiative Check 1d20 + 2 ⇒ (17) + 2 = 19
Zombie 9 Initiative Check 1d20 + 2 ⇒ (9) + 2 = 11
Zombie 10 Initiative Check 1d20 + 2 ⇒ (13) + 2 = 15
Zombie 11 Initiative Check 1d20 + 2 ⇒ (5) + 2 = 7
Zombie 12 Initiative Check 1d20 + 2 ⇒ (17) + 2 = 19

The initiative for Round 4
27, Conner fires at Zombie 7
22, Zombie 7 moves to attack D'witt
19, Zombie 8 moves to attack Conner
19, Zombie 12 moves to attack Conner
15, Zombie 10 moves to attack Angel at an angle
14, D'witt
11, Zombie 9 waiting to come on screen, will pile up behind 3
08, Xavorin
07, Zombie 11 waiting to come on screen, will pile up behind 10
05, Sir Gareth
05, Zombie 3
03, Angel
03, Zombie 5


Realizing the threat the creatures pose, and the speed of their approach, Conner quickly unleashes a volley of three arrows at the approaching zombies, all three at the lead Zombie.

Many Shot LB Att: 1d20 + 16 ⇒ (11) + 16 = 27 Both striking true, though for less damage than expected due to an apparent resistance to piercing weapons
Arrow 1 LB Dam: 1d8 + 3 ⇒ (4) + 3 = 7
Arrow 2 LB Dam: 1d8 + 3 ⇒ (8) + 3 = 11

LB Att: 1d20 + 11 ⇒ (7) + 11 = 18 Misses
Arrow 3 LB Dam: 1d8 + 3 ⇒ (7) + 3 = 10

Due to the distance, the zombies close on the group without enough time to strike, though their nauseating stench assaults your senses, especially when mixed with the already fouled air of scorched hair, fur and flesh. It is revoltingly disturbing to watch as the beasts' bony mouths continue to click and clack, gnashing together, the flesh peeled back and pinned to their jawlines or hanging in rotted tatters under their chins. Closer now, you can see the symbol upon their brows is a crude brand, a spiral circle of disjointed diamonds or triangles, flowing inwards to three almond symbols radiating out from the center. Gazing upon the symbol, you all experience a wave of fear and terror, flashing back to the dream of these all too few nights ago. Will Save from everyone please


Usable:
Smite 2/2, LoH 5/8, Wand 42/50, Divine Bond 1/1, Spells 2/2, Pearl 1st 1/1, Hero Points
HP 46/58 | AC 22 | T 11 | FF 21 | CMD 21 | Fort +11 | Ref +7 | Will +10 | Init +1 | Perc +6

Did her ready action go off? She hit AC 18 for 25 slashing/magic damage

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