| DM Khel |
Anyone else want to search anywhere? Salliss has spent five minutes on his wee room, anyone else could do the same, searching any of the #10 rooms during the same five-minute period.
Salliss
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As I understand it, rooms 8 and 9 take 10 minutes while all rooms 10a-10d take 5.
In order to keep things synced, I'm willing to go to another of the 10b-d rooms so that my turn also totals 10 minutes.
| DM Khel |
Sounds good, Salliss. I’ll see what others post for their actions in that time window and resolve it all together.
Tarbh walks across the wide hallway and peers into the room directly across from him. The double doors to this suite have been knocked off their hinges and shattered, leaving the exit open to the hallway. A broken four-post bed stands against the eastern wall. A circular table and an accompanying chair occupy a nook in the southwest. A large statue depicting a marble chariot wheel sporting flames of gold occupies the northeast corner.
1d20 + 6 ⇒ (8) + 6 = 14
Trildyn Kingslake
|
With Larazz sorted for the moment, Trildyn goes and checks out the room next to the one that Saliss is searching.
10b for me.
Tarbh “Bullchucker” Tilgear
|
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Tarbh scratches his head when he spots the statue. "Hey y'all, ah found th'statue," he calls out to his allies. Don't know why anyone'd make a statue of a wagon wheel, though.
You'll be shocked to learn that a farmhand from Rahadoum has no religious education :P
| DM Khel |
Larazz calls out in response to Tarbh, saying, ”Yeah, it’s in there! Beautiful, isn’t it?”
Trildyn searches the next of the student dormitory rooms and finds a drawer filled with simple, dusty jewelry, worth perhaps a gold piece.
I moved Salliss and Trildyn into their respective rooms, so they could actually search them.
| DM Khel |
I'm going to assume Pip and Tarafi move into the other dorm rooms and search, to keep things moving.
Pip and Tarafi join in the search, but the remaining dormitory rooms do not turn up anything of interest.
Salliss
|
Could we please change that to them both going into the room with the wheel?
I believe they both have knowledges that can help there, and if Trildyn and Sallis take the other rooms it keeps everyone on the same time.
| DM Khel |
Sure, we can do that.
Pip and Tarafi walk into the once well-appointed suite to study the flaming wheel. So focused on it are they that they don’t notice a sort of scritching sound from the ceiling above. As they move into the room, the sound gets louder, as something begins scrabbling wildly around on the dilapidated ceiling. Suddenly, the ceiling collapses, causing a rain of debris and giant centipedes to smash into the room! Pathfinders and centipedes alike are battered by the collapse, and the hungry vermin turn their attention to their freshly-delivered meal!
Pip: 1d20 + 5 ⇒ (11) + 5 = 16
Tarafi: 1d20 + 4 ⇒ (12) + 4 = 16
Pip: 1d20 + 5 ⇒ (4) + 5 = 9
Saliss: 1d20 + 6 ⇒ (15) + 6 = 21
Tarafi: 1d20 + 4 ⇒ (18) + 4 = 22
Tarbh: 1d20 + 6 ⇒ (11) + 6 = 17
Trildyn: 1d20 + 3 ⇒ (3) + 3 = 6
Centipedes: 1d20 + 6 ⇒ (7) + 6 = 13
Bludgeoning Damage: 2d6 + 3 ⇒ (4, 1) + 3 = 8
Pip Basic Reflex, DC 16: 1d20 + 5 ⇒ (17) + 5 = 22
Tarafi Basic Reflex, DC 16: 1d20 + 4 ⇒ (15) + 4 = 19
Round 1 Initiative:
Tarafi
Saliss
Tarbh
Centipedes
Pip
Trildyn
Pip and Tarafi each take 4 damage from the collapsing ceiling and being hit on the head with centipedes. Bold are up!
Salliss
|
Oops! Sorry Pip and Tarafi! I didn’t mean to volunteer you to walk into that!
Sallis hears the crash nearby and runs towards the sound. Realizing he can’t quite get there and strike with a weapon, he draws his dagger and throws it at the blue centipede!
Dagger, range: 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 22 Agile, Finesse, Thrown 10’, Versatile S
Piercing: 1d4 + 1 ⇒ (2) + 1 = 3 Versatile S
Sneak Attack: 1d6 ⇒ 2 Not sure if they were aware of me or not...
Tarbh “Bullchucker” Tilgear
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"VARMINTS!" Tarbh roars at the scuttling creatures before him, sharp horns emerging from his forehead as he lunges at the nearest beast! 1st action: Rage, 2nd action: attack, 3rd action: attack. Targeting blue, unless it goes down in which case switching to red.
Horns (1st attack): 1d20 + 7 ⇒ (10) + 7 = 17
Piercing damage: 1d10 + 6 ⇒ (10) + 6 = 16
Horns (2nd attack): 1d20 + 2 ⇒ (20) + 2 = 22
Piercing damage: 1d10 + 6 ⇒ (4) + 6 = 10 Doubled to 20 on the crit.
| DM Khel |
Salliss – yeah, that’s why I didn’t want to decide for them that they’d move in there. And I couldn’t really flag it to you as a potential threat without giving it away – and they both just missed their Perception checks to spot the hazard.
Salliss’ dagger takes the scorpion by surprise and injures it badly! Tarbh’s horns finish off the blue-legged centipede, and make very quick work of the red-eyed one as well!
Two centipedes down!
Round 1 Initiative:
Tarafi
Saliss
Tarbh
Centipedes
Pip
Trildyn
Tarafi is up!
| DM Khel |
I'll be on a plane much of the day, but if someone could bot Tarafi I'll get the next post up at some point today.
| Robo Bret |
It was bad enough that the ceiling came down as he was examining the relic, but now there were angry bugs in the way. Quickly moving out into the hallway, Tarafi then unleashes his simple electrical spell on the green and purple bugs.
Move, provoking from green if it has an attack of opportunity. Electric Arc for the remaining two actions.
Zap!: 1d4 + 4 ⇒ (4) + 4 = 8 Basic reflex save
| DM Khel |
Reflex, Green: 1d20 + 6 ⇒ (19) + 6 = 25 Not sure if that’s a crit success or not, can someone look up Ezren’s spell DC? I’m posting quick before takeoff.
Reflex, Pink: 1d20 + 6 ⇒ (20) + 6 = 26
The nimble critters move quick as lightning - quicker even! - and manage to dodge Tarafi’s spell entirely! They scurry forward and attack!
Mandibles vs Tarbh: 1d20 + 6 ⇒ (1) + 6 = 7 If this hits, make a DC 14 Fort save vs poison.
Damage: 1d4 - 1 ⇒ (3) - 1 = 2
Mandibles vs Tarbh: 1d20 + 6 - 5 ⇒ (19) + 6 - 5 = 20 If this hits, make a DC 14 Fort save vs poison.
Damage: 1d4 - 1 ⇒ (2) - 1 = 1
Mandibles vs Pip: 1d20 + 6 ⇒ (8) + 6 = 14 If this hits, make a DC 14 Fort save vs poison.
Damage: 1d4 - 1 ⇒ (3) - 1 = 2
Mandibles vs Pip: 1d20 + 6 - 5 ⇒ (4) + 6 - 5 = 5 If this hits, make a DC 14 Fort save vs poison.
Damage: 1d4 - 1 ⇒ (1) - 1 = 0
Mandibles vs Pip: 1d20 + 6 ⇒ (3) + 6 = 9 If this hits, make a DC 14 Fort save vs poison.
Damage: 1d4 - 1 ⇒ (3) - 1 = 2
Mandibles vs Pip: 1d20 + 6 - 5 ⇒ (7) + 6 - 5 = 8 If this hits, make a DC 14 Fort save vs poison.
Damage: 1d4 - 1 ⇒ (2) - 1 = 1
Wow, those were some terrible rolls!
Round 1/2 Initiative:
Tarafi
Saliss
Tarbh
Centipedes (Green: -4 hp?)
Pip
Trildyn
Pip and Trildyn to finish round 1, then everyone else up for top of round 2!
Salliss
|
Ezren’s sheet says his spell DC is 17, so only the Nat 20 is a critical success.
Will post actions later.
Pip Hip Hooray
|
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Pip's eyes widen as creepy crawlies snap their poison dripping mandibles right in her face, and plaster falls all around her. "Eeeeeeeeeeek!" Deciding that Tarafi has the right idea, she runs right next to him.
♫ So there's vermin
That I'd like to exterminate
If I could have some help here
That would sure be great!
Guess I'm still reeling
'Bout the ceiling's state
If I could have help here
That would sure be great! ♫
She shoots at the creepy crawly in the doorway.
Short bow+I.C.: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Piercing damage: 1d6 + 1 ⇒ (1) + 1 = 2
Deadly?: 1d10 ⇒ 5
Action 1: Run (shout "Eeeeeeeeek!" as a free action)
Action 2: Inspire Courage
Action 3: Shoot the bow!
Salliss
|
Sallis rushes into the room and tries to stomp on the purple bug.
Unarmed strike, IC: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23 Flanking with Tarbh, so should be flat footed
Non lethal Blunt trama, IC, Sneak Attack: 1d4 + 3 + 1 + 1d6 ⇒ (4) + 3 + 1 + (1) = 9
Stride twice, provoking purple and green
Strike with unarmed
Trildyn Kingslake
|
Trildyn moves in at the sound of all the commotion.
"Those are some big bugs!"
She whacks at the closest one with her shield.
Shield, first attack: 1d20 + 7 ⇒ (15) + 7 = 22
damage, bludgeoning: 1d4 + 4 ⇒ (4) + 4 = 8
If the purple one is already dead, she will instead move in front of Tarbh and hit green.
| DM Khel |
Thanks for checking the spell DC, Salliss! Since the pink one was down by the time your initiative count came, I moved you to attacking green.
Pip bravely squeaks as she gets clear of the many-legged beasties, then puts an arrow into one of them! Trildyn then shield-bashes the same one into a paste! Salliss hurries into the room and stomps another centipede to a wriggling pulp!
Round 2 Initiative:
Tarafi
Saliss
Tarbh
Centipedes
Pip
Trildyn
Tarafi and Tarbh are up, only one bug left!
Tarbh “Bullchucker” Tilgear
|
Fort save, drained 1: 1d20 + 8 - 1 ⇒ (10) + 8 - 1 = 17
"VARMINTS!" Tarbh lowers his pointy head and charges forward toward the remaining bug!
Horns (1st attack), Inspire Courage: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Piercing damage, Inspire Courage: 1d10 + 6 + 1 ⇒ (2) + 6 + 1 = 9
Horns (2nd attack), Inspire Courage: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
Piercing damage, Inspire Courage: 1d10 + 6 + 1 ⇒ (5) + 6 + 1 = 12
| DM Khel |
Tarbh charges the last remaining centipede, killing it with his first strike!
Out of combat, and out of all those dice rolls I only got to ask for one Fort save. Such a good refresher I could have gotten on PF2 poison rules…
With the giant, wriggling, too-many-legged creatures taken care of, Pip and Tarafi can return to their study of the statue. Still need a Religion check as per this post.
Meanwhile, Tarbh turns his attention to the matter of moving the statue. It is large, heavy and unwieldy, but with the cart to carry it, he thinks it’s possible.
The statue is 16 Bulk. Up to six creatures can work together to lift and carry the statue, dividing the 16 Bulk among themselves in order to stay under their maximum Bulk limit.
Pip Hip Hooray
|
Bardic Lore on nifty statue: 1d20 + 7 ⇒ (15) + 7 = 22
Pip squints up at the statue, and then does a little dance as she recognizes it. This dance squishes the remains of some of the centipedes and forces her to jump over bits of ceiling rubble. "Oh, I recognize this! See the flames coming out of the bright white chariot wheel? This is a representation of Jingh, an iophanite angel. Iophanites are divine servitors of Iomedae and Jingh's one of her celestial emissaries. We've got to take it with us!"
She looks up at Tarbh. "I'll guide the backend if you do most of the heavy lifting!"
Salliss
|
Sallis checks one of the other student rooms, finding nothing.
He then returns and offers to scout as Tarbh and Pip carry the statue.
“So it seems both the college and the town had a lot of followers of Iomedae. Most of the relics we found were linked to that deity.”
“Well, we best get moving so we can get back before dark!”
Tarbh “Bullchucker” Tilgear
|
"Ok. Ah think ah can carry it on mah back if you c'n keep it balanced and me pointed in th'right direction."
| DM Khel |
Tarbh and Pip (though mostly Tarbh) manage to hoist the statue and move it toward the stairs, greatly impressing Larraz with their might! The party begins to make their way slowly and cautiously down the stairs – and it turns out their caution was merited!
As the Pathfinders reach the bottom of the wide staircase, they are greeting by a fearsome sight! A figure, clad in dark robes and wearing a black scarf around his neck, stands in the center of the main hall with his undead minions, an armored skeletal figure and a pair of rotting things by the back door. With an arrogant sneer on his face, the man glowers at the party and says mockingly, ”I seem to have made it just in time to stop you to stop you insolent whelps! Fear not, for you will soon join Ralthiss’ undead army! For I am Ralthiss!”
Pip: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
Saliss: 1d20 + 1 ⇒ (6) + 1 = 7
Tarafi: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Tarbh: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
Trildyn: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17
Ralthiss: 1d20 + 9 ⇒ (4) + 9 = 13
Skeleton thing: 1d20 + 8 ⇒ (15) + 8 = 23
Zombie thing: 1d20 ⇒ 11
Round 1 Initiative:
Pip
Skeleton thing
Tarbh
Tarafi
Trildyn
Ralthiss
Zombie things
Pip is up, but is holding on to one end of the statue. In order to set it down without the risk of damaging or breaking it, she’d need to ready an action to set it down when Tarbh’s turn comes up. I’m guessing it’s likely she’ll do that, but I’ll give her some time, in case she has a different plan in mind.
Map is updated.
Salliss
|
Shouldn’t I be somewhere in the initiative? Is there a reason I wouldn’t get Perception on the Initiative check?
Pip Hip Hooray
|
Pip's eyes widen again to see the undead skeleton thing, but she's a Pathfinder. She attempts to identify Ralthiss, who is likely the worst threat in the room.
Bardic Lore: 1d20 + 7 ⇒ (17) + 7 = 24
Then she inspires courage.
♫ We got Ralthiss here
Entered with a sneer
And undead minions - let's kick his rear
Can do, can do
Let's show what we all can do
It's time for a big show down
With necromantic clowns
Plenty of beating to go around
Let's dance, let's dance
Against us he has no chance ♫
Inspired by Fugue for Tinhorns
Then she readies an action to set down the statue when Tarbh moves.
Actions:
1 Identify
2 Sing
3 Ready to set a statue down
| DM Khel |
Sorry on both counts, Salliss. I thought I had put you in the order, perhaps the similarity between your name and the BBEG’s confused me. As to the Perception modifier to initiative, I had understood that you only get the +1 circumstance bonus from Scout when you do that activity, but I just re-read the rules and believe I was wrong. I put you in the order, in the right spot.
Pip begins to sing, while getting ready to put down her end of the statue and studying the foe before her. She guesses from his dress, his attitude, his traveling companions and his holy symbol of Urgathoa, that he’s a wielder of necromantic magic.
The armored skeleton moves to the foot of the stairs, swinging his longsword at Salliss!
Target, 1=Trildyn, 2=Salliss: 1d2 ⇒ 2
Longsword vs Salliss: 1d20 + 10 ⇒ (10) + 10 = 20
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Longsword vs Salliss, MAP: 1d20 + 10 - 5 ⇒ (19) + 10 - 5 = 24
Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Round 1 Initiative:
Pip
Skeleton thing
Tarbh
Tarafi
Trildyn
Ralthiss
Salliss
Zombie things
Bold are up!
Trildyn Kingslake
|
I'm assuming we had weapons out, those of us who weren't carrying the statue?
"Foul beast!"
Hammer, first attack, inspired: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27
damage, bludgeoning, inspired: 1d8 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Hammer, second attack,inspired: 1d20 + 7 - 5 + 1 ⇒ (1) + 7 - 5 + 1 = 4
damage, bludgeoning,inspired: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10
She raises her shield in defense.
Tarbh “Bullchucker” Tilgear
|
Tarbh nods to Pip, then sets down the statue. Once it's safely out of hand, he shouts "Whelps? I's a full-grown cur!" and charges all the way into the room (possibly provoking from the skeleton, if it's still up and can do such things) and up to the necromancer, punching the man in the face! One action to set down the statue, two actions to Sudden Charge!
Nonlethal fist (1st attack), IC: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Bludgeoning, IC: 1d4 + 4 + 1 ⇒ (4) + 4 + 1 = 9
| DM Khel |
As Tarbh moves past the skeletal warrior, it slashes at him with his sword! Undeterred, the horned dwarf hurries up to Ralthiss and gives him a solid knock on the noggin! Trildyn hauls back her hammer and swings, smashing the skeleton hard enough in the side that bits of rib cage clatter behind its armor and fall to the floor!
AoO vs Tarbh, Longsword: 1d20 + 10 ⇒ (12) + 10 = 22
Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Round 1 Initiative:
Pip
Skeleton thing (-11 hp)
Tarbh
Tarafi
Trildyn
Ralthiss (-9 hp)
Salliss
Zombie things
Tarafi is up!
I’m in an all-day meeting Thursday, if Tarafi hasn’t posted by evening, can someone bot him?
Trildyn Kingslake
|
Trildyn lashes out at the skeleton as it strikes at Tarbh. She misses, but sill interferes with its attack.
Retributive Strike! Tarbh gains resistance 3 to the attack!
AoO Hammer, first attack, inspired: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
damage, bludgeoning, inspired: 1d8 + 4 + 1 ⇒ (7) + 4 + 1 = 12
| DM Khel |
While we’re on the subject of me inadvertently leaving things out of the initiative order, I forgot to include Larraz.
Larraz Initiative: 1d20 + 7 ⇒ (16) + 7 = 23 Well, that slots him in nicely with the group that’s currently up.
Larraz mutters a few strange words while pointing at the skeletal warrior and a lance of positive energy shoots forth - but misses its target!
Spell attack: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Round 1 Initiative:
Pip
Skeleton thing (-11 hp)
Larraz
Tarbh
Tarafi
Trildyn
Ralthiss (-9 hp)
Salliss
Zombie things
Tarafi is up!
Anyone up for botting Tarafi?
| DM Khel |
Thanks, Robo Bret!
Tarafi’s bolts of force strike home, leaving the skeleton badly damaged! Ralthiss darts away from Tarbh, to the base of the spiral stairs, and casts a spell. Pointing a crooked finger at the skeleton, he seems to restore much of the damage it has suffered!
1d8 + 8 ⇒ (7) + 8 = 15
Round 1 Initiative:
Pip
Skeleton thing (-8 hp)
Larraz
Tarbh
Tarafi
Trildyn
Ralthiss (-9 hp)
Salliss
Zombie things
Salliss is up!
Salliss
|
[r] Recognize Spell on what Ralthiss did.
Salliss casts a protective ward, then gets out the minor healing potion and quaffs it. Evidently his potion was past the expiration date, it barely does anything.
1 action cast shield, 1 action manipulate to get out the potion, 1 action interact to quaff the potion
Minor Healing Potion: 1d8 ⇒ 1
If struck, he will use Shield Block reaction since that is his best bet of staying active. If he hasn’t had to do it by the time Ralthis acts, he will use his reaction to Recognize Spell again
| DM Khel |
| 1 person marked this as a favorite. |
For bravely attempting to heal himself and stand his ground rather than running away, Salliss is awarded one Hero Point! Salliss also recognizes that Ralthiss cast harm on the skeleton.
Salliss drinks his expired healing potion as the zombie creatures finally shamble into action. One moves to the base of the stairs, and the other limps awkwardly towards Tarbh! Each of them swing and try to grab at their targets!
Fist vs Trildyn: 1d20 + 7 ⇒ (4) + 7 = 11 If this hits, you are Grabbed!
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Fist vs Tarbh: 1d20 + 7 ⇒ (3) + 7 = 10 If this hits, you are Grabbed!
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Round 2 Initiative:
Pip
Skeleton thing (-8 hp)
Larraz
Tarbh
Tarafi
Trildyn
Ralthiss (-9 hp)
Salliss
Zombie things
Pip to start round 2!
Salliss
|
Thanks for the hero point!
“So what god made you The Whispering Tyrant’s minion, Ralthiss? What were you when you were still alive?”
Pip Hip Hooray
|
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Pip continues to inspire courage! Then she casts magic weapon on Trildyn's blade. "Take them out!"
| DM Khel |
The skeletal warrior continues to attack Salliss! The first strike comes close – and the second connects, cutting the half-elf down! The bony soldier then swings at Trildyn, but misses.
Larraz raises his hands high and calls out in a strange tongue, sending a wave of positive energy over friend and foe alike. The zombies seem to take the effects of the spell especially hard! He cast a 3-action heal.
Longsword vs Salliss: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Longsword vs Salliss, MAP: 1d20 + 10 - 5 ⇒ (15) + 10 - 5 = 20
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Longsword vs Trildyn, MAP: 1d20 + 10 - 5 ⇒ (13) + 10 - 5 = 18
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
Positive energy: 1d8 + 8 ⇒ (5) + 8 = 13
Skeleton Fort: 1d20 + 7 ⇒ (9) + 7 = 16
Blue Zombie Fort: 1d20 + 6 ⇒ (18) + 6 = 24
Yellow Zombie Fort: 1d20 + 6 ⇒ (5) + 6 = 11
In PF2, would the heal emanation have line of effect to the yellow zombie or to Tarbh? I couldn’t find what the rule is in the new system.
Round 2 Initiative:
Pip
Skeletal warrior (-10 hp)
Larraz
Tarbh
Tarafi
Trildyn
Ralthiss (-9 hp)
Salliss (Dying 1)
Zombie shamblers (Blue: -7 hp; Yellow: ?
Salliss
|
Sallis intercepts the second sword attack with his magical shield, causing it to fracture.
Shield Block as a reaction with the Shield spell
Shield should take 5 of the 10 damage, I take the remaining 5. Then the Heal comes through and heals me.
I think I am at 9-5 (skelly longsword) +5 (heal) = 9 hit points.
Editted above for math error and later correction on AoE healing given.
“Thanks for the healing, Larraz!”
| Robo Bret |
In PF2, would the heal emanation have line of effect to the yellow zombie or to Tarbh? I couldn’t find what the rule is in the new system.
Pg. 457 talks about line of effect and emanations. I think it does hit Yellow and it would be questionable for Tarbh. The way I read it, probably not assuming the side of the stairs is solid.
| DM Khel |
One correction to my post - I incorrectly added the +8 from the 2-action casting to the 3-action version. So the spell only healed 5, not 13. But Salliss is still in better shape than I had described, being at 14 hp.
Salliss
|
I think Sallis is at 9 hit points then, 9 -5 (Longsword) + 5 (Heal) = 9. There was an edit that you probably missed where I had a math error.
Trildyn Kingslake
|
Trildyn whacks at the skeleton twice more before raising her shield.
Hammer, first attack, inspired, magic: 1d20 + 7 + 1 + 1 ⇒ (7) + 7 + 1 + 1 = 16
damage, bludgeoning, inspired, magic: 1d8 + 4 + 1d8 + 1 ⇒ (4) + 4 + (7) + 1 = 16
Hammer, second attack, inspired, magic: 1d20 + 7 - 5 + 1 + 1 ⇒ (11) + 7 - 5 + 1 + 1 = 15
damage, bludgeoning, inspired, magic: 1d8 + 4 + 1d8 + 1 ⇒ (2) + 4 + (6) + 1 = 13
Hammer, first attack, inspired, magic: 1d20 + 7 + 1 + 1 ⇒ (8) + 7 + 1 + 1 = 17
damage, bludgeoning, inspired, magic: 1d8 + 4 + 1d8 + 1 ⇒ (4) + 4 + (5) + 1 = 14
And Saliss gains resistance 3 to the attack.
Tarbh “Bullchucker” Tilgear
|
I agree that the heal probably hit the zombie but not Tarbh.
"Y'ain't gettin' 'way from me, yeah evil git!" Tarbh shouts as vicious horns sprout from his head once again and he charges at the necromancer!
1. Rage, 2. & 3. Sudden Charge around the stairs to the back side of him (provoking from the zombie, if it has an AoO).
Horns (1st attack): 1d20 + 7 ⇒ (11) + 7 = 18
Piercing damage: 1d10 + 6 ⇒ (6) + 6 = 12
| DM Khel |
Thanks, Tarbh. For everyone else’s info, Ralthiss is standing at the bottom of the spiral staircase, which seems to have a solid rail around it, which would be tough to attack through, or would at least provide good cover. I would say it does not block line of effect, though. Speaking of which, since there are two solid walls between Larraz and the yellow zombie, his heal did not affect it.
Salliss deftly takes the skeleton’s strike on his shield, saving his own skin! Trildyn attempts to smash the skeletal foe, but both of her swings hit only steel armor! Tarbh’s horn pierces the necromancer’s side, wounding him grievously!
Round 2 Initiative:
Pip
Skeletal warrior (-10 hp)
Larraz
Tarbh
Tarafi
Trildyn
Ralthiss (-21 hp)
Salliss
Zombie shamblers (Blue: -7 hp; Yellow: )
Anyone up for botting Tarafi?