| Velkan Voica |
"By the Mother of Souls!"
Velkan pulls out an Acid Flask and a vial of Liquid Ice. After looking around a moment, he decides to throw the acid first, aiming for the zombies nearest his new allies. He tosses the bottle with a spin to avoid hurting the living.
Ranged Touch Attack: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
1d6 persistent + 1 splash, see discussion thread for details...
actions:
1) draw Acid Flask
2) throw acid at zombies
3) draw Liquid Ice
| Amycus Pope |
Amycus, still shaking off the headache from his hangover, gently rubs his temples with his eyes closed. Bugger, this is a rough one. Makin me cranky, it is. He opens his eyes to see the crowd fleeing around him. Confused, he turns to look at them go.
"The Hells was all 'at about?" he mutters.
He turns back toward the church, to see a shambling horde of undead shuffling forward. His brow furrows, as if his brain is having trouble registering what he's seeing. "Wait, now. That's not right." The strangers around him erupt into motion, wading into danger or throwing flasks of acid, flinging spells and lashing out against the sudden onslaught.
Amycus' face spreads into another toothy grin. "Aw, yeah," he growls, rolling his spine and clenching his fists to unleash another wave of horrifically loud pops. "This is how ye celebrate a festival, bruv."
He strides up to the nearest zombie with a smirk and gets to work.
Time to unleash some butt kicking!
A1: Stride (up to 25ft) to reach nearest zombie.
A2: Flurry of Blows (2 attacks).
A3: 3rd attack.
Flurry 1: 1d20 + 5 ⇒ (14) + 5 = 19
Bludgeoning Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Flurry 2: 1d20 + 1 ⇒ (9) + 1 = 10
Bludgeoning Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Final Attack: 1d20 - 3 ⇒ (19) - 3 = 16
Bludgeoning Damage: 1d6 + 2 ⇒ (4) + 2 = 6
| Syeira Cretu |
As chaos erupts around her, Syeira is caught standing aghast. "How... Undead... Impossible..." she sputters as she is caught speechless. Syeira then takes a deep breath and focuses herself. She takes in her surroundings.
"There's that fighter from earlier, I know he can handle himself"
Syeira then draws her staff and focuses on it before the staff takes on a slight glow. She then grips the staff in two hands ready for the oncoming horde.
Somatic Action: Magic weapon
Verbal Action: Magic weapon
3rd Action: hold the staff with 2 hands
| GM Skyreaver |
Intiative Order:
Tiro
ThemS
Syeira
ThemZ
Velkan
Conor
Amycus
As the swarm of undead closes in, those left standing begin to attack in kind:
The Halfling raises a symbol of his god and calls upon his power, radiant energy striking several of the skeletons;
Fort Save: 1d20 + 1 ⇒ (1) + 1 = 2
Undeterred by the blast of holy energy, the Skeletal figures pour forward, trying to rend and nash each of our heroes:
Tiro: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d6 ⇒ 4
Syeira: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d6 ⇒ 4
Velkan: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d6 ⇒ 1
Conor: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d6 ⇒ 5
Amycus: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d6 ⇒ 5
In response to the attacks, Syeira calls upon her innate magic to empower her melee weapon; The fleshy undead then joins their comrades on the offensive, even as more of them spread out into the streets.
Tiro: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Syeira: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Velkan: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Conor: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Amycus: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Velkan throws his vial of acid into the crowd of fleshy undead where it explodes with a hissing sound, the flesh on these creatures hit beginning to bubble. Conor brings his bardic talents to bear as he inspires his allies to greater heights, then also calls down holy light on the undead; a situation that Amycus takes full advantage of, throwing three separate attacks and managing to connect with rotten flesh and making loose joints bend the wrong way.
Conor Fort: 1d20 + 1 ⇒ (13) + 1 = 14
Damage Report:
ThemS -6
Themz -24
Tiro -8
Conor -10
Amycus -11
Syeira -5
Velkan -8
Players are up! Don't forget to declare which type of undead you're targeting. Also, I know that I rolled two 20s there, but I'm using a modified crit system for this battle: basically, both attacks have to crit for it to be a crit on you.
| Amycus Pope |
I appreciate that. It would be awfully embarrassing if I got KO'ed in the very first round of combat. (Not that it would be the first time for me. I had a very unlucky wizard once upon a time that got one-hit killed in round 1 of combat 1.
Coverd in gouges and bruises ( -- and bloody 'ell, did that zombie dislocate my pinky? He takes a moment and cringes as he pops it back into place) Amycus looks at the corpses swarming him and laughs. There is something just slightly unhinged about it.
"Wouldn't be much fun if we wasn't inches from death, eh mates?"
He doesn't wait to see if the other living folk respond, simply unleashes another storm of blows against the encroaching dead.
A1: Flurry of Blows vs. Zombie
A2: Unarmed Strike vs. Skeleton
A3: Unarmed Strike Vs. Skeleton
Flurry Attack 1: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d6 + 2 ⇒ (6) + 2 = 8 B
Flurry Attack 2: 1d20 + 1 ⇒ (18) + 1 = 19
Damage: 1d6 + 2 ⇒ (1) + 2 = 3 B
Attack 3 (Skeletons): 1d20 - 3 ⇒ (17) - 3 = 14
Damage: 1d6 + 2 ⇒ (1) + 2 = 3 B
Attack 4 (Skeletons: 1d20 - 3 ⇒ (5) - 3 = 2
Damage: 1d6 + 2 ⇒ (1) + 2 = 3 B
| Conor the Wanderer |
Staggering under the powerful blows of the undead horde, Conor manages to gasp "Maybe we need to fall back to the church?" but seeing the drunken brawler wade back into the fight with a blinding series of kicks and punches steels the Bard's resolve.
Not being able to reach his shield quickly, Conor chants a quick cantrip, bringing up a temporary magical shield to hopefully give him some breathing room, before unleashing a second spell on the u dead, since the first seemed to work OK.
Disrupt Undead: 1d10 ⇒ 5
Cast shield +1/+1 AC, hardness 4. Cast disrupt undead
| Conor the Wanderer |
Staggering under the powerful blows of the undead horde, Conor manages to gasp "Maybe we need to fall back to the church?" but seeing the drunken brawler wade back into the fight with a blinding series of kicks and punches steels the Bard's resolve.
Not being able to reach his shield quickly, Conor chants a quick cantrip, bringing up a temporary magical shield to hopefully give him some breathing room, before unleashing a second spell on the u dead, since the first seemed to work OK.
Disrupt Undead: 1d10 ⇒ 2
Cast shield +1/+1 AC, hardness 4. Cast disrupt undead
Double post. Stupid forum goblins
| Velkan Voica |
You can edit/delete posts within the first hour...
Anyway, assuming Velkan doesn't take 6 damage and drop before his turn:
"ARrgh" Velkan cries out as the undead close in, something in him snaps at the horrer of the situation and he just starts swinging, first lobbing the Liquid Ice in his hand, and then with his fist.
Ranged Touch Attack (Zombie): 1d20 + 5 ⇒ (15) + 5 = 20
Damage (cold): 1d4 ⇒ 3 & 1 splash that doesn't hurt allies, also one target should be "Hampered 10" and stride 10' slower, whatever that's worth xD
Attack (Zombie): 1d20 + 5 - 4 ⇒ (6) + 5 - 4 = 7 here's hoping they have, like, AC == 2 xD
Damage (B): 1d4 + 2 ⇒ (4) + 2 = 6
Attack (Zombie): 1d20 + 5 - 8 ⇒ (14) + 5 - 8 = 11
Damage (B): 1d4 + 2 ⇒ (4) + 2 = 6
| Syeira Cretu |
Syeira grunts in pain as the undead monstrosity hits her. Looking over the horde, she tries to see how the others are doing. "They all seem to be holding their own for now. Need to end this before that changes."
With that thought Syeira focuses on what's in front of her and crashes her staff into skeletons around her.
Attack(Skeleton): 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
bludgeon damage: 2d8 + 3 + 1 ⇒ (6, 6) + 3 + 1 = 16
Attack(Skeleton): 1d20 + 5 + 1 - 5 ⇒ (11) + 5 + 1 - 5 = 12
bludgeon damage: 2d8 + 3 + 1 ⇒ (5, 8) + 3 + 1 = 17
Attack(Skeleton): 1d20 + 5 + 1 - 10 ⇒ (1) + 5 + 1 - 10 = -3
bludgeon damage: 2d8 + 3 + 1 ⇒ (3, 5) + 3 + 1 = 12
| Tiro Turtleback |
As the undead swarm around him and his new companions, Tiro closes his eyes and pictures his goddess, imploring her aid. His silent prayers become audible, rebuking the undead around him.
Actions 1, 2, & 3: Cast 3-action version of heal using channel energy
That's 3 positive damage to all undead in a 30-ft. aura around Tiro, and 3 healing for all living creatures in that same aura.
| Vrog Skyreaver |
Intiative Order:
Tiro
ThemS
Syeira
ThemZ
Velkan
Conor
Amycus
Tiro again summons holy light from his holy symbol, and undead all around him are burned by his power.
ThemS Fort: 1d20 + 1 ⇒ (7) + 1 = 8
ThemZ Fort: 1d20 + 5 ⇒ (15) + 5 = 20
The Skeletons then attack, attempting to bring down the foes in front of them, even as other skeletons move further into the city.
Tiro: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d6 ⇒ 4
Syeira: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d6 ⇒ 1
Velkan: 1d20 + 6 ⇒ (6) + 6 = 12
Damage: 1d6 ⇒ 4
Conor: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d6 ⇒ 4
Amycus: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d6 ⇒ 2
Syiera then smashes savagely into the Skeletons in her way, several of them succumbing to her attacks; still more loom in the distance, however.
The Zombies then begin their assault.
Tiro: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Syeira: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Velkan: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Conor: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Amycus: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Persistant Damage: 1d6 ⇒ 2
Flat DC 20: 1d20 ⇒ 15
Velkan hits with his alchemical item, then drives engages in the sweet science, managing to hit once.
Conor then calls upon his magic to disrupt the zombies before him. He then summons a shield made of force to protect himself.
Themz: 1d20 + 5 ⇒ (9) + 5 = 14
For his part, Amycus' fists become a blur, striking out at anything in his reach. When he is finished, no Zombies remain.
Damage Report:
ThemS -45
Themz Dead
Tiro -15
Conor -15
Amycus -12
Syeira -9
Velkan -10
Players up!
| Tiro Turtleback |
Tiro feels the presence of undead all around him, and despite the holy power flowing through him, he begins to feel the chill of death as well. He tries valiantly to hang on, but the undead horde is too much for him and he collapses to the ground.
Tiro is at 0 HP and Dying 1, so...
Recovery Roll (DC 11): 1d20 ⇒ 14
So Tiro is still at 0 HP, he is unconscious, and he is Wounded 1. The rules say that he "naturally returns to 1 HP and awakens after sufficient time passes" as decided by the GM.
| Amycus Pope |
As the last of the fleshy ones falls, just enough of the red thirst fades for Amycus to take stock of his surroundings a little more. He glances to the side and sees Tiro bleeding on the ground.
Bloody 'ell! he thinks. Who left their kid out here?! He looks around him, then at the skeletons still menacing him. You're no hero, mate. Kid's prob'ly dead anyhow. He grumbles to himself. Ah, ye'd never be able ta live wit yerself.
"Already bloody can't, most days," he grumbles, and runs to Tiro's side, taking a protective stance over him.
So sorry Tiro, I had to do it! XD
A1: Stride up to 25ft to occupy Tiro's square (since he's unconscious) or the square next to him (if I can't).
A2+A3: Ready an action to attack any enemies that come within reach.
Readied Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d6 + 2 ⇒ (2) + 2 = 4 B
| Velkan Voica |
Assuming Velkan doesn't take 4 damage and drop:
After landing only a single blow with his wild swinging, Velkan calms down enough to notice the halfling collapse.
Velkan draws some Bottled Lightning and throws it at the thickest remaining clump of skeletons to throw them off balance, then he strides over to Tiro.
Ranged Touch Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage (Electric): 1d6 ⇒ 2 & 1 splash; a skeleton is flatfooted until my next turn, if they're not dead before then
actions:
1)draw Bottled Lightning
2)toss
3)stride (upto 25') towards Tiro
| Syeira Cretu |
As one of them falls, Syeira sees the pit fighter move over to protect him. Syeira moves to help defend the fallen halfling while taking out as many skeletons on the way.
These actions are taken in any order as necessary
A1: Attack skeletons
A2: Attack skeletons
A3: Move in between skeletons and halfling
Attack: 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
damage(B): 2d8 + 3 + 1 ⇒ (7, 6) + 3 + 1 = 17
Attack: 1d20 + 5 + 1 - 5 ⇒ (11) + 5 + 1 - 5 = 12
damage(B): 2d8 + 3 + 1 ⇒ (7, 1) + 3 + 1 = 12
| Alec Greene |
Staggering under still more pounding fists and clawed fingers, Conor still manages to keep his feet, desperately wishing he'd had time to draw his sword and shield before the horde arrived. Knowing they needed to stop the tide now, as they would surely fall, he manages to call out encouragement to his companions, if in a ragged and raspy voice, spitting blood between gasps.
inspire courage
Finally, with the last of his strength he gasps out the spell of undead destruction again, desperately hoping it is enough to finally stem the tide.
disrupt undead: 1d10 ⇒ 10
HP 6/21 remaining, debated soothe on myself or Tiro, but we've pounded these skeletons pretty good, and a measly 5 or 6 extra HP probably wont stop "GM Hot Dice Natural 20's" for long anyway:)
| GM Skyreaver |
Intiative Order:
Tiro
ThemS
Syeira
Velkan
Conor
Amycus
Tiro manages to stay away from the light at the end of the tunnel for now. Meanwhile, the skeletal creatures continue their assault of the group. Your group discovers that once someone is down they do not seem interested in attacking them.
Syeira: 1d20 + 6 ⇒ (11) + 6 = 17
Damage Rolls: 1d6 ⇒ 1
Velkan: 1d20 + 6 ⇒ (19) + 6 = 25
Damage Rolls: 1d6 ⇒ 1
Conor: 1d20 + 6 ⇒ (13) + 6 = 19
Damage Rolls: 1d6 ⇒ 1
Amycus: 1d20 + 6 ⇒ (10) + 6 = 16
Damage Rolls: 1d6 ⇒ 3
Syeira then brings her staff to bear on the skeletons, and when she is finished only dust remains in her wake.
Damage Report:
Tiro -15
Conor -16
Amycus -15
Syeira -10
Velkan -11
Combat Over!
As the sounds of battle fade, you can hear further combats in the distance; there is also the matter of the location where the undead came from.
Feel free to do some healin and then decide where you want to go: either following the horde into town to try and help the townsfolk, or going towards the source of the problem: the boneyard. Also, introduce yourselves!
| Amycus Pope |
Amycus hunkers down and checks over the body of the child on the ground, finally realizing his mistake and throwing his hands up in disgust with himself.
"F@#!in 'ell. I thought it was a kid. 'e's a bloody halfling." He glances at the others. "Oh. Uh. Mornin, bruvs. Amycus Pope, pugilist and master drinker extraordinaire." He winks at Syeira. "We've already met." He turns back to the others. "So, uh. Any o' you lot got magics fer this poor bloke? Sounds like we got more fight on our hands elsewhere."
Then he glances down at the gashes and bruises all over everyone. "Er. For all of us mayhap. We're a bit knocked about, looks like."
| Conor the Wanderer |
Conor hunched over, gasping as the warrior woman batters the last of the skeletons into dust and bone splinters, breathing heavily the young bard takes stock of his body, battered, bleeding but it didnt seem like he was dying. Just in more pain than he had thought possible.
He was sure only the rush of elation from the battle was keeping him even standing. His horror at what he just witnessed was offset by the pure, and somewhat disturbing, joy of victory over these monsters.
so this is what adventure feels like
He didnt expect it to be so terrifying, and painful. He momentarily has an urge to run home, to his father and while away his life behind ledgers and shipping schedules until his stubborn pride takes over.
this is your dream. This is how you'll become world renown. You are not a coward.
Will steeled, he finally looks around at the few folk that stood with him. The half orc and halting he had met, the brawler and warrior woman he had not. Gasping, "I'm Conor. Are we all alive?"
Then, seeing the halfling down, he stumbles over. Kneeling down he looks the priest over, trying to recall what little medical knowledge he had gleaned from books.
"Are you ok?"
Even as he worries about the small priest, he hears commotion and screaming from the rest of the town.
Gods, we're not done yet.
Nodding at the human brawler, Conor responds. "Aye, I do have a small bit of restorative magics. I'll try to help him"
Focusing on yet another new spell he never had a chance to fully test, he begins chanting and making subtle hand gestures, finally resting three fingers on the halflings chest as he finishes. Soothing blue light flares from his fingers.
Soothe: 1d6 + 3 ⇒ (2) + 3 = 5
Ugh, we're pretty beat up. Good fight!
| Syeira Cretu |
As the last of the skeletons fall, Syeira breathes deeply as she let's her staff support her weight. She surveys the field looking for any that they may have missed. As the group surrounds the injured halfling, Syeira follows.
"Thank you all for your assistance with those creatures. The name is Syeira."
Syeira's ears perk up as she suddenly notices the sounds of combat further in the village.
"Perhaps we cut our introductions short. It sounds as though others may still need our help."
apologies for any formatting or typos. I pulled out my laptop to post and it was dead so I'm posting from my phone
| Conor the Wanderer |
looks fine to me, though I always use my phone
| Velkan Voica |
@Syeira: I know the feeling of wanting to use your keyboard instead of your thumbs. Your formatting turned out fine :D
@Tiro: you may need to wait a GM determined time to get a hit point back and wake up without medical attention, but don't forget that anything that gets you above 0hp wakes you up in time for your next turn :D
Velkan puts away some Bottled Lightning that he was about to throw before Syeira put down the last of the skeletons.
"I'm called Velkan, and I'm no chirurgeon, but even I can tell we're all injured. Surely anything that we aren't already too late for can wait a few minutes? Maybe ten minutes?"
Velkan pulls out an unlabeled vial of green goo which he immediately quaffs.
Elixer of Life, Minor: 1d6 ⇒ 1
He then takes out a healer's kit as though taking a 10 minute rest is a forgone conclusion.
| Amycus Pope |
"Oi," Amycus nods to the half-orc, "lemme give you a hand. I patched up me brutha once or twice in my day. May as well take a breather, mates. We're no good to anyone dead, an' we struck a helluva blow here." He jerks a thumb at the pile of newly re-deadened people.
And before you ask guys, yes. The -1 is with Medicine at Trained. XD
Medicine: 1d20 - 1 ⇒ (3) - 1 = 2
Uh. Nope. I do not aid. Hopefully I don't accidentally kill someone either. :P
| Tiro Turtleback |
Shaking back into consciousness, Tiro looks up and sees that the threat is ended for now, and a group of allies looking over him.
"Wha..what happened?"
Once he gets a sense of the situation, he'll stand up and begin to help with the healing.
Medicine Aid: 1d20 + 4 ⇒ (17) + 4 = 21
"I also have a couple more healing spells, but if there's still danger about, it might be best to save them."
| Conor the Wanderer |
Alec moves to assist as well, "I've learned a few thing about medicine..."
[Dice=Aid Medicine]1d20 + 1
Dang it! Gotta stop playing two bards at once!
Conor winces and smiles at the small priest. "Glad to have you back." wincing at his many wounds.
"If we are going to keep fighting, I'm going to need some more aid, else I'll be useless."
I have one casting of Soothe left, and one healing potion. With 5 HP I'll need to use one or both of them, plus Tiro is pretty low too, right?
| Velkan Voica |
Velkan reveals another bottle of green goo before starting.
"Before I forget, I have another of these, you can find it in my satchel if need be." he returns the elixer to his bag, and gets to work.
Medicine (Treat Wounds: +1 hp for everyone): 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6 Welp, there goes 10 minutes, but at least it wasn't a critical failure xD
At least Tiro doesn't have the Wounded condition anymore though, right?
Over the course of ten minutes, everyone's wounds get cleaned.
"I've never treated more than a scratch in the field before, I get the feeling we could do more if we had more time. I don't suppose we have that luxury though..."
Velkan looks towards the boneyard, contemplative.
| Amycus Pope |
Amycus cringes at a sharp pain in his chest as he breathes in. "Yeh. Pretty sure that's a broken rib, mate. Not much to be done about it for now." He nods at the green bottle. "I'd say give that to the lad with the face looks like it went through the meat grinder." He grins and winks at Conor, though his other eye is swollen half-shut so it mostly just looks like he's blinking. "No offense, bruv."
He stands up, rubs his bruised ribs, and cracks his neck. "Well, no time like the present, eh? Let's follow those screams an' see if we can't pick ourselves another row."
| Conor the Wanderer |
soothe: 1d6 + 3 ⇒ (6) + 3 = 9
Conor smiles his appreciation at the boxer looking guy but waves it off. "Save the potion, I have one in my pack. As for now.." he quickly chants out a spell, blue light washing over him. Instantly many of the cuts and bruises heal and some of the swelling goes down. Still painful, but more manageable.
"That should do for now, I'm ready." he says as he draws his longsword.
| Amycus Pope |
Amycus blinks at Conor. "Blimey... Actual healin' magic. That's a neat trick, bruv. I seen alchemists ply their trade before, but that's a first for me. Can you do that again?"
The look on his face doesn't say he cares so much about the actual wounds it heals again, he's just fascinated by it.
| Velkan Voica |
@GM Skyreaver: if you meant a total roll better than Velkan's 6, Tiro and Conor both ended up with a 21. If you meant bonus, Tiro has a +4. Also, now that I think about it, if Conor had assisted Tiro, then Tiro would've gotten a 21+2 => 23, for a critical success xD
Also, whether we play with the mechanical bits of the interaction or not, I think Velkan knows that Tiro is the better chirurgeon, and will probably let him take the lead as much as possible (which will hopefully be always) :P
Velkan grunts disapprovingly at Amycus's request.
Yeah of course, the spell slingers get all the praise.
"Shall we see if there are still corpses walking about then?"
| Tiro Turtleback |
Tito, feeling a bit more himself after the ordeal with the undead, starts to look more closely at some of his wounds.
“If we’re willing to take a few more minutes, I can also try to patch everyone up—I have some experience healing from my time serving my former master. If we don’t want to take the time, I’m going to need to patch myself up more quickly with more magical means.”
Tiro will either treat wounds for the group or use a Heal on himself, based on what the group prefers.
Medicine: 1d20 + 4 ⇒ (20) + 4 = 24
Heal: 1d8 + 3 ⇒ (5) + 3 = 8
| Conor the Wanderer |
Conor grins at Amycus, but then frowns as he responds, "More healing magic? Sadly, no, I cannot do that again without rest. I do have some minor magics I can call on, things that may yet prove useful in the fighting we are heading back into, but I think this blade will be getting work done now."
Listening to the priest, Conor cocks his head at the roar of battle and the screaming. 'Doesnt sound as if we have much more time. Do we head to the center, help the festival goers or do we backtrack this lot." gesturing his blade over the broken horde of undead, "Maybe find who is controlling them... if anyone."
He looks around the assembled group of strangers, steeling his nerves to go back into the terrifying madness. "I'm for helping the townsfolk first."
Best to be visibly a hero, make better tales for the tavern later
I had been hoping to save a spell slot for some more fights, but then zombies pounded us. Speaking of which, does Magic Weapon work on Amycus' bare hands? Figure if it does it will be a good first round opener for fights.
| Amycus Pope |
Amycus looks a little disappointed when Conor says he can't do anymore of the magic, but quickly loses interest. At the query of where to go next, he scratches his bald head. "Controlling? Didn't even know that was possible." He shrugs. "I'm for goin' whereva there's more o' these sods," he says, kicking one of the mangled corpses. "I vote townsfolk."
He watches Tiro work, flinching as his probably-broken rib gets wrapped up. "Thanks, bruv. Should help a bit."
| Velkan Voica |
Personally, unless we set up a watch and take turns mending/watching some exit/entrance/area of interest, Velkan won't feel like we have another 10 minutes to spare xD
Could we keep that nat 20 for the next time we take a 10 minute break though? +4 hp for everyone is too good to let go xD
Good to know we have a real man of medicine, I suppose having magic too doesn't hurt...
Velkan, glad that everyone is at least able to walk under their own power, adds his two cents:
"I suppose it might be best to clean the streets before we go towards the source. Maybe we should visit the new Church as the first stop on our little patrol."
Sounds like we have 3/5 at least. Let's go find another fight and hope that the undead don't get any lucky hits xD
Velkan pulls out a Tanglefoot Bag and a bottle of Liquid Ice. He carries them warily, hoping that his isn't the only group of people capable of combating the undead.
| GM Skyreaver |
Remember that they changed the rules for treat wounds. with his crit, it would heal each person their con mod x level +(level x3), or 4 +con mod. and yes, you can save that for the next time you guys take 10 minutes to heal up. Also, to answer your question Conor, it looks like by the definition of unarmed attacks, they do not count as weapons.
Following the sounds of battle, your group heads back towards the market, where the largest group of people headed. Running into the market square, you see that although the attack shocked many people, some people have started to fight back; on the far end of the square, a group of city guards stand around the priest who was giving the invocation for the church, who is channeling the holy power of his god to destroy any undead that get too close. If you can reach him, you would be able to benefit from his healing magic. The problem is the half-dozen undead that are moving towards your group.
I'll have a map up top shortly, but to orient you to the markings on it, your group will start in the blue square, the black square is where Father Zantus is located, and the rec X's are the undead.
Them: 1d20 - 1 ⇒ (4) - 1 = 3
Tiro: 1d20 + 4 ⇒ (19) + 4 = 23
Velkan: 1d20 + 2 ⇒ (5) + 2 = 7
Amycus: 1d20 - 1 ⇒ (1) - 1 = 0
Conor: 1d20 + 2 ⇒ (1) + 2 = 3
Syeira: 1d20 + 1 ⇒ (1) + 1 = 2
Initiative Order:
Tiro
Velkan
Conor
Them
Syeira
Amycus
Damage Report:
Tiro -2
Conor -16
Amycus -6
Syeira -10
Velkan -10
Players are up!
| Velkan Voica |
BTW, about the map linked at the top of the page, have you considered adding letters to the top or bottom and numbers to the left or right side? (Or using some other tile labeling scheme...)
I hate to ask you to put in more effort, but while planning out my turn, I realized I can't easily be precise about where I'm going...
Velkan, wanting to stay far away from the undead, strides over to the corner of the house on the team's right. 1 down & 3 left from the center of the blue square
He gets ready to throw his Liquid Ice at the first monster that comes within range. 30'
Ranged Touch Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage (cold): 1d4 ⇒ 2 & 1 splash; on a hit, the target becomes hampered 10 (-10' movement) until the end of his next turn
| Conor the Wanderer |
dang, that is unfortunate not being able to buff our primary beatstick with MW, well theres always self buffing my own sword. Also, I did cast soothe on myself so Conors current damage is -7
Gulping as he watches the scene unfold in front of the group, Conor steels his nerves and begins whispering encouragement to the group as he moves to the building with Velkan, whispering another spell as he moves.
"Remeber we took down a horde much larger than this, we can overcome these few as well, the town needs us!" his words, mundane as they are, contain their own magic, steeling the will and bolstering the sword arm.
casting inspire courage (+1 attack/dam, saves vs fear) moving behind Velkan and casting shield, AC 16/14 hardness 4
| Syeira Cretu |
Syeira is thankful when their group moved on to help the rest of the town. Every time they passed a body she couldn't help but wonder if it was someone she knew. When they arrived at the market square, Syeira was relieved when she saw so many still alive and fighting back. It steels her resolve as she readied herself to take on the undead.
Locking eyes with the nearest undead. She pulls a bit of dust from her pouch and flicks her fingertips at the creature as three balls of force fly from her fingers.
Cast Magic missile using all 3 actions
Does Inspire courage add to the damage?
damage: 3d4 + 3 ⇒ (4, 1, 2) + 3 = 10
I'm having a small medical procedure done tomorrow so I may not be able to post.
| GM Skyreaver |
I went back through and noted down all the healing everyone posted. You cast 2 spells Conor, 1 on Tiro and one on Amycus.
Also, yes Syeira, apparently inspire courage works on magic missile, because it doesn't specify weapon damage, and there hasn't been an eratta on it.
Finally, 24 hours for Tiro and Amycus.
| Conor the Wanderer |
That is correct GM, I am out of 1st level spells
| Tiro Turtleback |
Tiro most up only as far as he needs to to get into range with one of the undead, trying to stay behind some of his allies. He lifts up his holy symbol and sends a blast of positive energy at the nearest undead creature.
Move action, then somatic and verbal casting actions to cast Disrupt Undead. DC 14 Fort save for half damage.
Damage: 1d10 + 1 ⇒ (4) + 1 = 5
| Amycus Pope |
Conor cast Soothe on Amycus? I thought he cast it on himself. In that case, Amycus will be a little more aggressive in combat. I will move him 50 feet forward, standing in front of the first hut down and to the left there.
Amycus strides confidently forward, looking through the area as he goes to gauge enemy locations. He cracks his knuckles and calls out at the undead, "Oi! Ye rotten pile o' b+&+#~@s! Come get some!"
A1: Move 25 feet.
A2: Move 25 feet.
A3: Attempt to Distract using Deception, to draw the undead's attention to him.
Deception (Distraction): 1d20 + 4 ⇒ (4) + 4 = 8
| Conor the Wanderer |
Oh, no my intent was to soothe myself, not Amycus. But whatever, that's probably a better choice anyway since he'll be punching faces. We can go with that. Back to -16 damage for Conor.
| GM Skyreaver |
Sorry, I was just going with what people posted; also Velkan, I'm just posting the map for area reference: as I mentioned during the recruiting, I'm not going to be running a battlemap.
Initiative Order:
Tiro
Velkan
Conor
Them
Syeira
Amycus
Tiro calls upon the cup of Cayden to cleanse the taint around him.
Fort Save: 1d20 + 5 ⇒ (2) + 5 = 7
The creature screams as the light rips through it; clearly, it is weak against such measures.
Velkan moves and prepares to throw at an enemy that comes within range.
Fort his part, Conor supports his allies then protects himself with his magic.
Then the creatures move: the one that Tiro used his divine magic on begins to move towards him. He had to double move to reach you Tiro.
Perception: 1d20 - 1 ⇒ (3) - 1 = 2
Perception: 1d20 - 1 ⇒ (6) - 1 = 5
Perception: 1d20 - 1 ⇒ (11) - 1 = 10
Perception: 1d20 - 1 ⇒ (3) - 1 = 2
Perception: 1d20 - 1 ⇒ (5) - 1 = 4
None of the others seem to have noticed over the meal they are eating.
Velkan's readied action goes off and he throws his vial, which turns out to be ice. It's movements slow as the ice numbs it's flesh.
Syeira then calls upon her magic, and the creature turns to dust.
Perception: 1d20 - 1 ⇒ (12) - 1 = 11
Perception: 1d20 - 1 ⇒ (18) - 1 = 17
Perception: 1d20 - 1 ⇒ (1) - 1 = 0
Perception: 1d20 - 1 ⇒ (8) - 1 = 7
Perception: 1d20 - 1 ⇒ (18) - 1 = 17
As Syeira casts her spell, two of the Zombies look up from their meal and begin shuffling towards the group. Amycus, however, moves to intercept them.
Perception: 1d20 - 1 ⇒ (11) - 1 = 10
Perception: 1d20 - 1 ⇒ (20) - 1 = 19
Perception: 1d20 - 1 ⇒ (13) - 1 = 12
As Amycus calls out to draw attention to himself, two more of the Zombies rise and move towards him. The last one, however, is too busy with his meal to notice.
Damage Report:
Tiro -2
Conor -16
Amycus -6
Syeira -10
Velkan -10
Players are up.
| Velkan Voica |
Oh yeah, sorry I keep forgetting ^^;
I'm sure I'll remember by the third or fourth combat...
Velkan moves up to the hut that was between the group and the undead, seeing how quickly his new friends can dispatch individual zombies, he tosses his Tanglefoot Bag at the second nearest remaining zombie and then takes cover.
Attack: 1d20 + 5 ⇒ (1) + 5 = 6 On hit the target will be entangled... which mostly means hampered 10 (for 1 minute, not 1 round) against zombies...
Actions:
1)Stride (10 ish feet...)
2)Toss
3)Take Cover (16+4 = 20 AC until next turn)