GM Xavier Kahlvet—1-25 Grim Symphony (Inactive)

Game Master KingTreyIII

Maps

Treasure Bundles: 8

Hero Points
Astrid: 1 | Charming: 2 | Fangor: 2 | Lapiz: 0 | Quinoline: 0 | Tybalt: 0


151 to 200 of 271 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

"Oho! Sneaky! But Astrid is chopin' now!"

Quinoline moves up. She takes a bottle of infused reagents and it changes form, taking a firey hue.

Moderate Alchemist's Fire: 1d20 + 16 ⇒ (17) + 16 = 33
Fire: 2d8 + 4 ⇒ (7, 4) + 4 = 15 plus 2 persistent fire plus DC 23 Fortitude vs Dazzled
4 splash fire on a miss

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 1/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions: Paragon's guard

I should have mentioned this in my earlier post. ◆ Fortitude save, ◆◆ Sudden Charge


| Strange Aeons | Prey for Death | ◆◇↻

Mummy Fort: 1d20 + 18 ⇒ (17) + 18 = 35

The mummy watches Quinoline make the bomb and realizes what she’s doing and shields her eyes at the last moment, but not before her bandages catch fire!

”I swear, if you make one more stupid pun then your head’s going on a platter!”

Danger! High Voltage
Round 4/5
================
Charming
Lapiz (-4)
Tybalt (-24) {quickened 1: Round 4 of 10}

Dwarven Mummy (-54) {monkeyed; 2 persistent fire}
Fangor
Quinoline
Astrid (-27) {sickened 1}
================

Envoy's Alliance

NG M Human (versatile) Sorcerer 8 | HP 80/80 | AC 24 | F +16 R +14 W +13 | Perc +12 (+2 initiative) | Speed 25 ft | Focus 1/2 | Spells: 1st 3/4 2nd 3/4 3rd 4/4 4th 4/5 | Staff 2/4 | Hero Points: 2 | Active Conditions: Vital Beacon (4/4)

”Ooo,if you put a little pitch behind those lyrics and sped them up a bit, it would be a platter-song!” Charming adds helpfully. ”Why don’t you give it a shot, Lapiz?”

Sustain and move monkeys [A], Stride [A], and cast guidance on Lapiz [A].

Radiant Oath

Action ◆ Free Action ◇ Reaction ↺ Dwarf Warrior Fighter 7| HP 97/115 AC 26 (28)| Fo +15 Re +12 Wi +13; resist poison 3| Speed 20| Percep +15| Hero Points 1/3

I don't know if this is working like I think it's working, but Tybalt moves to stand in front of the other alcove and readies to swing at the mummy when it appears. Also, he continues to whistle.

◆ Stride (haste)
◆◆ Ready to strike mummy if she teleports back within range
◆ Ready Action: Strike
Warhammer +1 striking, shifting: 1d20 + 16 ⇒ (14) + 16 = 30 Blunt Damage: 2d8 + 6 ⇒ (8, 2) + 6 = 16

Envoy's Alliance

Half Orc AC: 23 (T) Fort: 9(T) Reflex: 12(E) Will: 14(E) Speed: 25 Level: 6 Perception: 14(E) HP:68/68


Move
Throw Bomb
lesser ghost charge: 1d20 + 12 ⇒ (2) + 12 = 14
If not a crit fail 1 positive splash

Lapiz just kind of confusedly tries to come up with a pun and in the process misses with her attack. "Well I really bombed that attack ," she says without realizing she continued with the puns.

Envoy's Alliance

Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

Fangor moves to be able to see the mummy and calls for Razmir's holy fire.

May Razmir's holy fire burns you!

Produce Flame: 1d20 + 12 ⇒ (3) + 12 = 15
Damages, F: 3d4 + 4 ⇒ (2, 2, 2) + 4 = 10


| Strange Aeons | Prey for Death | ◆◇↻

I’m going to assume Lapiz would have remembered to add in the bonus from Charming’s guidance, which makes that a regular failure.

The mummy’s desiccated skin mildly singes at Lapiz’s bomb, but manages to completely avoid Fangor’s Fire.

The mummy slices at Astrid with the meat cleaver in her hand!

Mummy vs Astrid: 1d20 + 13 ⇒ (20) + 13 = 33
Damage (doubled from crit): 1d6 + 6 ⇒ (1) + 6 = 7 Deadly d8: 1d8 ⇒ 3

”You know, I don’t think you lot realize that this,” The mummy motions to the statue. ”Isn’t one-way.” She moves to try and twist the statue again.

Astrid AoO: 1d20 + 17 - 1 ⇒ (4) + 17 - 1 = 20
Damage: 2d6 + 4 ⇒ (5, 6) + 4 = 15

Flat Check to Interact: 1d20 ⇒ 7

She dodges Astrid’s incoming attack and twists the statue again and once more switches places with the opposite statue—only to come face-to-face with the business end of Tybalt’s hammer!

Reminder:
Tybalt wrote:
Warhammer +1 striking, shifting: 1d20 + 16 ⇒ (14) + 16 = 30 Blunt Damage: 2d8 + 6 ⇒ (8, 2) + 6 = 16

[[R]] The mummy once again twists and Tybalt shatters a bottle with his hammer!

Electricity Damage: 4d6 ⇒ (2, 5, 2, 1) = 10
Tybalt basic Reflex: 1d20 + 12 ⇒ (1) + 12 = 13

The bandages around her shoulder and the dwarven mummy unconsciously presses her free hand against it. ”Okay, maybe you do realize that.”

She swings at the other dwarf with her cleaver!

Mummy vs Tybalt; 2nd, sweep: 1d20 + 13 - 5 + 1 ⇒ (19) + 13 - 5 + 1 = 28
Damage: 1d6 + 6 ⇒ (1) + 6 = 7

And slices him across the chest!

DC 15 Flat: 1d20 ⇒ 4

But apparently a trip down a chute doesn’t extinguish her burning bandages.

Danger! High Voltage
Round 5/6
================
Charming
Lapiz (-4)
Tybalt (-51) {quickened 1: Round 5 of 10}

Dwarven Mummy (-73) {monkeyed; 2 persistent fire}
Fangor
Quinoline
Astrid (-44) {sickened 1}

================

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Quinonline moves, slapping a bandage on Astrid's back as she runs by.

Healing, Assurance 20: 2d8 + 10 ⇒ (4, 5) + 10 = 19

"Don't let her get you down. Haters be haydn!"

She continues running around the pillar.

Stride (to 1E of Astrid), Battle Medicine, Stride

Radiant Oath

Action ◆ Free Action ◇ Reaction ↺ Dwarf Warrior Fighter 7| HP 97/115 AC 26 (28)| Fo +15 Re +12 Wi +13; resist poison 3| Speed 20| Percep +15| Hero Points 1/3

Tybalt will chop and punch with his warhammer trying to finish this thing off.

◆ Strike with Power Attack
Warhammer +1 striking, shifting: 1d20 + 16 ⇒ (6) + 16 = 22 Blunt Damage: 3d8 + 6 ⇒ (4, 7, 1) + 6 = 18

◆ Strike (haste)
Warhammer +1 striking, shifting: 1d20 + 16 - 10 ⇒ (11) + 16 - 10 = 17 Blunt Damage: 2d8 + 6 ⇒ (8, 1) + 6 = 15

◆ Strike
Warhammer +1 striking, shifting: 1d20 + 16 - 15 ⇒ (20) + 16 - 15 = 21 Blunt Damage: 2d8 + 6 ⇒ (5, 8) + 6 = 19

Envoy's Alliance

Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

Fangor moves to be able to see Tybalt and calls for Razmir's power to heal Tybalt.

GM Only:
Deception (Charlatan): 1d20 + 15 ⇒ (9) + 15 = 24 to cast Heal (2) with my wand

May Razmir's healing power tend to your wound Tybalt!

Heal (2): 2d8 + 16 ⇒ (5, 8) + 16 = 29

◆ Stride
◆◆ Cast a spell (Heal 2)


| Strange Aeons | Prey for Death | ◆◇↻

Save the wand charge, Fangor.

Tybalt wrote:
Warhammer +1 striking, shifting: 1d20 + 16 - 15 ⇒ (20) + 16 - 15 = 21 Blunt Damage: 2d8 + 6 ⇒ (5, 8) + 6 = 19

For the record, the multiple-attack penalty never gets any higher than -10, so your attack roll on that last attack is actually 5 higher, meaning it’s a crit (the other two missed)!

Tybalt smacks the mummy upside the head, sending her flying against the wall! Her head impacts with the wall behind her and she slumps to the ground, leaving behind a smear of crimson on the wall as she goes down.

Religion 15:
Undead don’t usually bleed that much…

Going into railroad-mode for expediency (for the secret checks I’m assuming Lapiz isn’t rolling to investigate stuff as she’ll instead be Treating Wounds in the meantime):

GM Screen:
Quin Crafting on bottles: 1d20 + 13 ⇒ (7) + 13 = 20
Charming Arcana on Ring: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23
Charming Performance: 1d20 + 16 ⇒ (2) + 16 = 18
Quin Society: 1d20 + 13 ⇒ (9) + 13 = 22
Fangor Performance: 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30
Quin Crafting: 1d20 + 17 ⇒ (14) + 17 = 31
Quin Crafting vs Dust: 1d20 + 17 ⇒ (11) + 17 = 28
Charming Arcana vs Dress: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14
Fangor Arcana vs Vial: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
Quin Arcana vs Vial: 1d20 + 13 ⇒ (14) + 13 = 27

On the dwarven mummy’s body are two things of note: a ring and a bunch of bottles. Quinoline sits down with her tools determining what the bottles are while Charming tries to identify the magical ring. Quin determines that several of these bottles are much better at a short range and from being in contact rather than as use as bombs best flavor I had for her weird reaction, while seven of these bottles are moderate bottled lightnings, though Quin is familiar with the fact that these were created with short-acting reagents; they’ll go inert in a day they’re infused bombs.

Thanks to his nifty staff, Charming identifies the ring as a ring of electricity resistance.

The electrical coils at the center of the room has parts made up of precious copper, gold, and electrum alloys that could be sold for about 240 gp. This is worth 2 treasure bundles

One of the areas red circle on the map is a complex series of staircases that all ultimately lead to dead ends.

Another area Green circle hosts a large collection of sheet music that have been neatly separated into individual pages and left spread out. While Charming is too busy handling the cats and Quin knows next to nothing about music, Fangor knows that some of the sheet music here is very old and valuable—some appear to be pieces of operas thought to have been lost entirely! These are worth 1 treasure bundle.

ANOTHER room Yellow Circle appears to be a bedchamber of some sort, and houses the following: a well-worn tome on the basics of alchemy, a book on the history of Osirion, 3 trashy undead romance novels, 4 jars of honey, 3 bottles of fine wine, a large wheel of cheese, 5 bags of salt, 6 sausages that appear to have been preserved with salt and embalming fluid (Quin says to not eat the sausages), 6 small gold brooches in the shapes of various insects, 10 sticks of sandalwood incense, a glass globe filled with water and ashes that swirl around a suspended skull, a golden clan dagger with a star sapphire hilt, a set of expanded healer’s tools, two vials (one with liquid and one with powder), and a very pretty dress. One of the vials (the one with the liquid) as well as the dress are magical. All of these are worth 2 treasure bundles.

Quin takes the vial of powder, Charming takes the dress, and Fangor takes the vial of liquid and each of the three try to identify them. Quin identifies the powder as a dose of lich dust poison, Charming identifies the dress as having the same effects of a greater cloak of repute, and Fangor has no idea about the vial. Quin takes a look at it and identifies it as a greater shrinking potion.

Back in the main room, there is a lever near where the electrical coils were (or are) set up. Pulling the lever causes the sound of grinding stone to emanate from one of the hallways blue circle. When the grinding ceases, the cacophony of organ music becomes clearly louder.

And it is here that I’m going to pause to have y’all do preparations before taking you to the next thing. Reminder: you can still Invest in an Item even when it is not during your daily preparations. All of this searching took about 40 minutes without factoring in time spent moving and time spent dismantling the electrical coils and gathering up the sheet music, so we'll call it about an hour since the end of combat for clarity's sake (meaning that Lapiz can make up to 6 checks to Treat Wounds if she wishes).

What do you do?

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

1. Quinoline will take any bottled lightnings that others don't want. She probably has enough, especially if other enemies are lightning-themed, but bottled lightning is pretty.

2. Quinoline will advocate that whoever's presenting the eviction notice gets the cloak.

3. Quinoline notes that the lich poison is ingested. As a result, there's no obvious use for it in combat. She's happy to keep it in the very unlikely scenario that she can trick an enemy into drinking an elixir.

4. Quinoline will roll for the shrinking potion. She doesn't lose damage dice when Tiny. If I understand the rules correctly, becoming Tiny doesn't affect speed?

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 1/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions: Paragon's guard

Astrid reads from one of the trashy undead romance novels while she is being bandaged. Occasionally she will read aloud when she gets to a particularly ridiculous part before collapsing in raucous laughter.

Radiant Oath

Action ◆ Free Action ◇ Reaction ↺ Dwarf Warrior Fighter 7| HP 97/115 AC 26 (28)| Fo +15 Re +12 Wi +13; resist poison 3| Speed 20| Percep +15| Hero Points 1/3

Out of respect, Tybalt would like to hold the clan dagger. He would like the ring of electricity resistance, but will give up the claim if anyone else wants it.

Envoy's Alliance

Half Orc AC: 23 (T) Fort: 9(T) Reflex: 12(E) Will: 14(E) Speed: 25 Level: 6 Perception: 14(E) HP:68/68


medicine dc 20: 1d20 + 15 ⇒ (2) + 15 = 17
medicine dc 20: 1d20 + 15 ⇒ (16) + 15 = 31
medicine dc 20: 1d20 + 15 ⇒ (20) + 15 = 35
medicine dc 20: 1d20 + 15 ⇒ (18) + 15 = 33
medicine dc 20: 1d20 + 15 ⇒ (13) + 15 = 28
medicine dc 20: 1d20 + 15 ⇒ (6) + 15 = 21
Tybalt and Astrid fail but buddy next crit
heal: 4d8 + 15 ⇒ (7, 7, 8, 7) + 15 = 44
Then I heal myself
Seriously no one else got hurt???
Battle Medicine Resets

Lapiz looks at Tybalt and says," You take the ring. What ever you need to stay in fighting shape is good for all of us. "

After satisfied with how everyone is healthy she looks around and says,"Well this isn't as scary as I thought it would be. We're doing a great job. Still haven't found that library though it might be in the basement. "

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Can someone with Religion try to open the spoiler?

Envoy's Alliance

Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

Religion: 1d20 + 10 ⇒ (13) + 10 = 23

Being close to the mummy when Tybalt smacks the life out of it, Fangor realizes that something is amiss.

Strange, the mummy bleeds... it's quite unusual for undead, especially mummy.

Then turning to Tybalt he says You can keep the ring.

Radiant Oath

Action ◆ Free Action ◇ Reaction ↺ Dwarf Warrior Fighter 7| HP 97/115 AC 26 (28)| Fo +15 Re +12 Wi +13; resist poison 3| Speed 20| Percep +15| Hero Points 1/3

"Maybe it wasn't a mummy at all. She could have been some crazy that liked bandages and lightning."

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 1/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions: Paragon's guard

religion: 1d20 + 3 ⇒ (12) + 3 = 15

"She obviously wasn't undead. They don't bleed like that. She was just some sort of wannabe mummy with questionable taste in literature."

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 1/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions: Paragon's guard

Since we're here for awhile bandaging and whatnot I assume I have plenty of time to make the fort save to remove the sickness. Let me know if I should do a bunch of rolls instead.


| Strange Aeons | Prey for Death | ◆◇↻

Alright, I’m now feeling a lot better!

The Pathfinders continue down the corridor.

GM Screen:
4d20 ⇒ (8, 17, 5, 11) = 41

The Pathfinders eventually come up on an antechamber that leads directly into a concert hall with a raised balcony. Inset along the opposite wall are innumerable pipes. And center-stage of it all is the backside of what can only be a pipe organ.

As the Pathfinders begin moving into the antechamber, Fangor and Quin notice faint wisps in the air, as well as soft singing in tune with the organ. It seems corporeal undead aren’t the only undead in Zagorstra Keep, but also incorporeal haunts.

As the Pathfinders try discussing who in the room can perform a proper exorcism, Charming has a much crazier idea. He steps into the antechamber, and when he does, several ghostly spectres rise up from the floor and begin singing in an ominous crescendo! But Charming just plans to sing louder!

Charming Performance: 1d20 + 16 ⇒ (20) + 16 = 36

As the ghostly choir’s music begins to creep into the Pathfinders’ minds, Charming’s song drowns them out—he sings at the top of his lungs in a beautiful melody as squirrels, birds, and rabbits all start gathering around his feet and perching on his body (the other Pathfinders have no clue where these woodland creatures came from).

As the ghostly choir dissipates, a brief plume of white and red appears from the other side of the pipe organ in the concert hall—it seems the organ’s player was curious what the non-harmonizing noise was, but not curious enough to halt his own performance. The Pathfinders then begin to make their way into the concert hall. Map Updated

Powerful chords from this room’s massive pipe organ shudder through the air in the hall, resonating deeply within stone and wood and bone. The final notes of the music echo, leaving the hall in a state that the Pathfinders have not had since arriving to Zangorstra Keep: complete silence. From behind the tall back of the pipe organ, a man stands up to look over the organ and at his visitors—the Pathfinders only being able to see him from about the torso up as the rest of him is obscured by the organ. The man is a starkly pale figure with blood-red eyes and a cracked, ivory mask that covers the upper parts of his face. His hair is a wild plume of white that, if you were to add a white lab coat, makes this man the quintessential image of a “mad scientist.” Apologies; the bigger image of him overlaps with the map a bit.

“Unexpected guests?” the maestro asks, adjusting the fine velvet cuffs of his sleeves. Gesturing to a neat double line of giant corpses on the floor before him, he adds, “Very well. I am a hospitable host, so as you wish it, I shall entertain.” A wicked grin spreads across his face as he hops down, only the top of his hair visible to the Pathfinders (it seems he was standing on a piano bench). ”Prepare for the performance of a lifetime!” With a blast of melody from the many pipes on the far wall, the corpses come to life, stepping in perfect synchronization with one another and the pipe organ’s haunted tune!

Initiative w/Scouting:
Astrid Stealth: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
Charming: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16
Fangor Stealth: 1d20 + 13 + 1 ⇒ (15) + 13 + 1 = 29
Lapiz: 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 27
Quinoline: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22
Tybalt: 1d20 + 15 + 2 ⇒ (11) + 15 + 2 = 28

The Maestro Performance: 1d20 + 18 ⇒ (10) + 18 = 28
Zombies: 1d20 + 6 ⇒ (10) + 6 = 16

Features of this encounter (PLEASE READ):
The ceiling is 20 feet high.
The platform is 10 feet above the ground.
The body of the pipe organ is 5 feet tall, this means that unless you change your position (such as by going onto the platform), the maestro currently has greater cover from everyone. He is still a valid target for spells and such (you can still see some of him over the top of the organ with his animated playing).
The map doesn’t show this very well, but the line between the gray floor and the bluish floor (which I’ve outlined in purple) is actually the wall between the concert hall and the antechamber.
A reminder to everyone that going up stairs is difficult terrain.

Death Waltz
Round 1
==================
Fangor
The Maestro
Tybalt
Lapiz
Quinoline
Red
Orange
Yellow
Green
Blue
Purple
Charming
Astrid
==================

Envoy's Alliance

Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

Fangor moves inside and calls for Razmir's power to purge the place from the present undead!

May Razmir's holy fire destroy these monstrosities!

Produce Flame vs Blue FF: 1d20 + 12 ⇒ (4) + 12 = 16
Damages, F: 3d4 + 4 + 2d6 ⇒ (2, 4, 1) + 4 + (6, 3) = 20

◆ Stride
◆◆ Cast a spell

Fangor will use Nimble Dodge as reaction against the first zombie attack.

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Quinoline notes that Fangor didn't use a burst Heal.

"Why not positive energy?"

Envoy's Alliance

Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

from my initial position I could have hit only two. (the purple line is a wall)

I need to be well positioned before using Razmir's power to His full potency!

Answers Fangor


| Strange Aeons | Prey for Death | ◆◇↻

Fangor enters the room and manages to hit the slow-moving zombie with Razmir’s holy flames!

The maestro’s hands become visible over the top of the organ as he interlocks his fingers and stretches his palms and arms in the air. ”Now that the prelude has concluded, let us begin the theme! Oh! But we wouldn’t want any plebeians to interrupt my art!”

Incantation fills the room and a faint aura of magic surrounds the maestro briefly before dissipating.

”There! Now, let the music play!”

Maestro Performance: 1d20 + 18 ⇒ (16) + 18 = 34

The organ music echoes out in a wild, yet awe-inspiring rendition—this man is truly a master of music! At that same time, the hulking zombies’ exposed muscles begin rippling and growing in size!

For the sake of transparency:
The maestro did indeed buff the zombies. For the sake of honesty, I will admit that the ability he used to do so is present in the low subtier but absent in the high. I’m making a GM call that that was just a copy-paste error on the author’s part (this particular ability is listed first alphabetically, so it is feasible that the “copy” just started one bullet point too far down).

Death Waltz
Round 1
==================
Fangor
The Maestro
Tybalt
Lapiz
Quinoline

Red
Orange
Yellow
Green
Blue (-20)
Purple
Charming
Astrid
==================

Envoy's Alliance

Half Orc AC: 23 (T) Fort: 9(T) Reflex: 12(E) Will: 14(E) Speed: 25 Level: 6 Perception: 14(E) HP:68/68


Devise a Strategem Against Blue Strategem: 1d20 ⇒ 1
Uhhhh....
Recall knowledge on zombie +14 religion
Load Positive Energy Bomb Into Crossbow

Lapiz raises her crossbow in an attempt to attack and upon further consideration lowers it deciding to think more about the situation first.

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Quinoline is going to throw as many bombs as she can onto the zombies while they're clustered, and let the bombs splash away for maximum damage. If Lapiz identifies any weaknesses, Quinoline will go for those types of bombs, even if it means Quick Alchemy.

I'm going to assume that they're weak to positive, not resistant to acid, and maybe resistant to lightning - Quinoline fought zombies in 1-18 (Lodge of the Living God) so this is in character, it was an orgy of 3-action Heals and splashed acid.

Moderate Ghost Charge vs Blue, Soft Cover: 1d20 + 16 - 1 ⇒ (12) + 16 - 1 = 27
Positive: 2d8 + 4 ⇒ (1, 5) + 4 = 10 plus Enfeebled 1 for 1 round
4 splash positive to all other zombies unless it's a critical miss

Moderate Ghost Charge vs Blue (if 1st bomb missed) or Orange (if 1st bomb hit), Soft Cover, MAP: 1d20 + 16 - 1 - 5 ⇒ (10) + 16 - 1 - 5 = 20
Positive: 2d8 + 4 ⇒ (7, 1) + 4 = 12 plus Enfeebled 1 for 1 round
4 splash positive to all other zombies unless it's a critical miss

Moderate Acid Flask vs Blue, Soft Cover, MAP: 1d20 + 16 - 1 - 11 ⇒ (6) + 16 - 1 - 11 = 10
Acid: 4 = 4 plus 2d6 persistent acid
4 splash acid to all other zombies unless it's a critical miss


| Strange Aeons | Prey for Death | ◆◇↻

GM Screen:
1d20 ⇒ 14

Well, whatever the case may be, Lapiz can tell everyone that these guys are weak to slashing and positive damage, and are absolute meat sacks of hit points.

For the record, Quin, cover is a bonus to AC, not a penalty to hit. If I weren’t paying attention to your modifiers then I likely would’ve accidentally have it effectively occur twice.

Quin’s first bomb flies over Tybalt’s head and impacts the Blue zombie square in the chest, exploding in a burst of radiant light that causes the zombies’ flesh to start to melt away! Critical hit (splash damage doesn’t double) and triggered the weakness.

Her second bomb also hits the zombie behind it!

The acid flask isn’t as lucky, but it does explode at the Blue zombie’s feet and douse the horde in caustic fluids. It is only THEN does Blue’s body start pouring out coagulated blood. It’s a pseudo-common thing with me that “bloody” means that the creature is at half HP or below. Blue only just barely became bloody.

The maestro glances over the organ at the scene below him and is horrified at the results! ”Alright! The Osiriani woman dies first!” The zombies all stare straight at Quin at the maestro’s words. ”And, uh…don’t be so clumped together.”

Death Waltz
Round 1
==================
Fangor
The Maestro
Tybalt
Lapiz
Quinoline
Red (-32)
Orange (-40) {enfeebled 1: Round 0 of 1}
Yellow (-32)
Green (-32)
Blue (-50) {enfeebled 1: Round 0 of 1}
Purple (-32)
Charming
Astrid
==================

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

"I'm Thuvian, not Osiriani! We make elixirs, not pyramids."

She mock curtsies.

I won't include cover as a numerical penalty any more. Do you want me to list it when I think I have it (sometimes, it's hard to tell if I move my icon after I Strike)?

Also, Blue should be worse than -50 hp ... it had -20 from Produce Flame, and it should have taken more than that the others took. I think it should be -38 for a total of -58 hp.

Envoy's Alliance

Half Orc AC: 23 (T) Fort: 9(T) Reflex: 12(E) Will: 14(E) Speed: 25 Level: 6 Perception: 14(E) HP:68/68

"Ha... Jokes on you. You have to get past me to hurt her.... Wait...."


| Strange Aeons | Prey for Death | ◆◇↻
Quinoline Silicate wrote:

"I'm Thuvian, not Osiriani! We make elixirs, not pyramids."

She mock curtsies.

I won't include cover as a numerical penalty any more. Do you want me to list it when I think I have it (sometimes, it's hard to tell if I move my icon after I Strike)?

Also, Blue should be worse than -50 hp ... it had -20 from Produce Flame, and it should have taken more than that the others took. I think it should be -38 for a total of -58 hp.

I forgot that Garundi is the ethnicity, not Osirioni. Eh, we'll call him ignorant and move along. "You're still a desert-person!"

And you are correct; double-checked the math and he should actually be at -64. Dunno where I went wrong with that.

Death Waltz
Round 1
==================
Fangor
The Maestro
Tybalt
Lapiz
Quinoline
Red (-32)
Orange (-40) {enfeebled 1: Round 0 of 1}
Yellow (-32)
Green (-32)
Blue (-64) {enfeebled 1: Round 0 of 1}
Purple (-32)
Charming
Astrid
==================

Radiant Oath

Action ◆ Free Action ◇ Reaction ↺ Dwarf Warrior Fighter 7| HP 97/115 AC 26 (28)| Fo +15 Re +12 Wi +13; resist poison 3| Speed 20| Percep +15| Hero Points 1/3

"Actually, they have to come through me." Tybalt steps forward, hacks at blue, and raises his shield.

◆ Step
◆ Strike
Dwarven Waraxe +1 striking, shifting: 1d20 + 18 ⇒ (1) + 18 = 19 Slash Damage: 2d8 + 7 ⇒ (3, 6) + 7 = 16
◆ Raise Shield
↺ Shield Block first attack the hits. -8 damage


| Strange Aeons | Prey for Death | ◆◇↻

The three zombies in the front all step forward, completely ignoring the dwarf and using their natural reach to swing punches at Quin! Gonna say Quin has regular cover from Green due to the wall.

Green vs Quin w/cover; bolstered: 1d20 + 13 + 1 ⇒ (8) + 13 + 1 = 22
Damage; bolstered: 1d12 + 7 + 1 ⇒ (3) + 7 + 1 = 11

Blue vs Quin; bolstered, enfeebled 1: 1d20 + 13 + 1 - 1 ⇒ (4) + 13 + 1 - 1 = 17
Damage; bolstered, enfeebled 1: 1d12 + 7 + 1 - 1 ⇒ (5) + 7 + 1 - 1 = 12

Purple vs Quin w/lesser cover; bolstered: 1d20 + 13 + 1 ⇒ (6) + 13 + 1 = 20
Damage; bolstered: 1d12 + 7 + 1 ⇒ (9) + 7 + 1 = 17

The Red zombie shambles over and swings at Fangor!

Red vs Fangor; bolstered: 1d20 + 13 + 1 ⇒ (6) + 13 + 1 = 20
Damage; bolstered: 1d12 + 7 + 1 ⇒ (12) + 7 + 1 = 20

The Orange zombie likewise moves over and throws a punch at Tybalt! Tybalt has lesser cover, but that doesn’t stack with the bonus from his shield.

Orange vs Tybalt; bolstered, enfeebled 1: 1d20 + 13 + 1 - 1 ⇒ (5) + 13 + 1 - 1 = 18
Damage; bolstered, enfeebled 1: 1d12 + 7 + 1 - 1 ⇒ (8) + 7 + 1 - 1 = 15

EDIT: Yellow then shambles over to one side of the room.

The maestro buries his masked face in his hands as all of the zombies miss! WHAT ARE THESE DIE ROLLS?!?!?!

Death Waltz
Round 1/2
==================
Fangor
The Maestro
Tybalt
Lapiz
Quinoline
Red (-32)
Orange (-40) {enfeebled 1: Round 0 of 1}
Yellow (-32)
Green (-32)
Blue (-64) {enfeebled 1: Round 0 of 1}
Purple (-32)
Charming
Astrid

==================

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 1/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions: Paragon's guard

Astrid bellows a battle cry and charges into the room.

"Videre til ære!"

Skald:
Onward to glory!

Her shortsword almost leaps from its scabbard as she delivers two vicious strikes at the monstrous zombie.

quick draw-shortsword vs purple: 1d20 + 17 ⇒ (15) + 17 = 32
damage-slashing: 2d6 + 4 ⇒ (6, 1) + 4 = 11

quick draw-shortsword vs purple: 1d20 + 17 - 5 ⇒ (14) + 17 - 5 = 26
damage-slashing: 2d6 + 4 ⇒ (3, 1) + 4 = 8

Stride, quick draw, strike

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 1/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions: Paragon's guard

If the first hit is a crit then the bad guy is flat footed until the start of Astrid's next turn. Also the second attack should be 27 instead of 26 since the shortsword is agile.

Envoy's Alliance

Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

Fangor now well placed, called for Razmir's holy power to take down the zombies.

GM Only:
Charlatan (Deception): 1d20 + 15 ⇒ (17) + 15 = 32

May Razmir's Holy Power killed the undead!

3 actions Heal (2) - Basic Fortitude DC22: 2d8 ⇒ (4, 8) = 12

◆◆◆ Cast a spell
↺ Nimble Dodge (+2 AC) vs First Zombie attack against Fangor

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Quinoline cheers Astrid.

"A sharp strike makes the zombie flat ... footed!"

Envoy's Alliance

NG M Human (versatile) Sorcerer 8 | HP 80/80 | AC 24 | F +16 R +14 W +13 | Perc +12 (+2 initiative) | Speed 25 ft | Focus 1/2 | Spells: 1st 3/4 2nd 3/4 3rd 4/4 4th 4/5 | Staff 2/4 | Hero Points: 2 | Active Conditions: Vital Beacon (4/4)

Charming smoothes down the evening gown as it blows and twists from Quinoline's explosions. A cat on each shoulder and one on his head, all he needs is a nightcap to be ready for bed. He begins to sing - a low, sibilant sound that creeps past the zombies and under the stage.

And in the darkness...

Something answers.

Casting summon animal as a 4th lvl spell [AAA].


Augmented Small Air Elemental | HP 17 | AC 17 Touch 14 FF 14 | F: +6, R: +6, W: +0 | Perc: +4, Darkvision | Fly 100 ft | Active conditions:

The clacking of each leg, too many to count, punctuates the sound of the organ. From its home beneath the loft, a giant whiptail centipede rears up to its full height. It hisses angrily at the one who has disturbed its slumber with overly-dramatic plinking and plonking, then turns about quickly and whips at the organist as he sits on his bench!

Tail: 1d20 + 11 ⇒ (1) + 11 = 12
Bludgeoning damage: 1d6 + 6 ⇒ (6) + 6 = 12

Tail: 1d20 + 7 ⇒ (2) + 7 = 9
Bludgeoning damage: 1d6 + 6 ⇒ (1) + 6 = 7

Strike [A] and Strike [A]. Of note is that this creature can use a reaction to make an Attack of Opportunity with its tail (which has a 15 ft reach).


| Strange Aeons | Prey for Death | ◆◇↻
A Summoned Monster wrote:
Of note is that this creature can use a reaction to make an Attack of Opportunity with its tail (which has a 15 ft reach).

True, but minions cannot use reactions.

Astrid slashes deeply twice into the zombie, its flesh opening up easily as it is knocked off-kilter! Two crits followed by triggering its weakness (the weakness damage doesn’t double from a crit).

Fangor:
What magic item are you casting that heal from? Because I know you can’t naturally cast 2nd-level spells.

With a prayer to Razmir, Fangor calls down holy light that fills the zombies with the Living God’s peace and prosperity!

Basic Fort:
Red: 1d20 + 12 ⇒ (9) + 12 = 21
Orange: 1d20 + 12 ⇒ (1) + 12 = 13
Yellow: 1d20 + 12 ⇒ (3) + 12 = 15
Green: 1d20 + 12 ⇒ (11) + 12 = 23
Blue: 1d20 + 12 ⇒ (7) + 12 = 19

The zombies get covered in holy radiance, but are all still standing!

The newly-summoned centipede tries and fails to hit anything.

The maestro throws his hands up in the air in frustration.

”No! No! NO! This is not how the piece is supposed to go! I am surrounded by amateurs! THIS is how it’s done!”

Maestro Performance: 1d20 + 18 ⇒ (10) + 18 = 28

The maestro tickles the ivories, causing the zombies’ muscles to once again ripple and grow.

Maestro Performance: 1d20 + 18 ⇒ (4) + 18 = 22

He then tries to go for a slower ballad, but finds his fingers a bit too excitable as he plays a few incorrect notes (much to his own chagrin).

Maestro Performance: 1d20 + 18 ⇒ (16) + 18 = 34

He then plays a piece in swing tempo, and in response the zombies all begin to dance in perfect unison, culminating in the zombies all simultaneously throwing a “punch” in a southeastern direction!

Green vs Fangor; bolstered: 1d20 + 13 + 1 ⇒ (17) + 13 + 1 = 31
Damage; bolstered: 1d12 + 7 + 1 ⇒ (1) + 7 + 1 = 9

Purple vs Lapiz; bolstered: 1d20 + 13 + 1 ⇒ (8) + 13 + 1 = 22
Damage; bolstered: 1d12 + 7 + 1 ⇒ (1) + 7 + 1 = 9

The Razmiri tries to dodge out of the way of the zombie’s choreography [[R]] Nimble Dodge, but is caught fairly off-guard that he has to dodge from the zombie’s choreography and is smacked square in the chest by Green!

”Yes! Yes! THIS is what we rehearsed for! Exquisite! Thrilling! Pun intended

Death Waltz
Round 2
==================
Fangor (-9)
The Maestro
Tybalt
Lapiz
Quinoline

Red (-54)
Orange (-74)
Yellow (-54)
Green (-48)
Blue (-86)
Purple (-90) {Flat-footed: Round 0 of 1}
Charming
Astrid
==================

Envoy's Alliance

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Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

GM Only:
From my wand of heal (2)

Fangor takes the punch and still stands, happy to have only a small scratch from it.

Take them down, Razmir's power is endless, but not mine!

Radiant Oath

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6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Quinoline pulls out some inert reagents, which glow with positive energy as she winds up and lofts a bomb at Blue.

"I mixolydian this one just for you!"

Moderate Ghost Charge: 1d20 + 16 ⇒ (18) + 16 = 34
Positive: 2d8 + 4 ⇒ (6, 1) + 4 = 11 plus Enfeebled 1 plus DC 23 Fortitude vs Dazzled
4 splash positive to Purple unless that's a critical failure.

Afterward, she'll raise her shield. (Quick Alchemy (Debilitating Bomb), Strike, Raise Shield)

"Bring it on! I'm quavering in my boots!"

Envoy's Alliance

Half Orc AC: 23 (T) Fort: 9(T) Reflex: 12(E) Will: 14(E) Speed: 25 Level: 6 Perception: 14(E) HP:68/68


Devise orange 1d20 ⇒ 13
Reload
Attack Orange +15 for a 28
damage: 2d8 + 2d6 + 1d6 ⇒ (1, 7) + (3, 6) + (5) = 22 piercing and the last d6 is positive

"Ooooo oooo... They're getting close to harming us. Though still less threatening than the golem...," she says firing a bolt directly into a zombie.


| Strange Aeons | Prey for Death | ◆◇↻

Quin throws a bomb that bursts in a bright light! When the light dissipates, both the Blue and the Purple zombies have been reduced to little more than a pile of melted flesh!

Lapiz shoots a bolt infused with positive energy, and it strikes straight through the Orange zombie, causing it to completely melt! Crit and triggered the weakness.

"NOO! You finally do something right and then you die?! AGAIN?!"

Death Waltz
Round 2
==================
Fangor (-9)
The Maestro
Tybalt
Lapiz
Quinoline
Red (-54)
Yellow (-54)
Green (-48)
Charming
Astrid
==================

Radiant Oath

Action ◆ Free Action ◇ Reaction ↺ Dwarf Warrior Fighter 7| HP 97/115 AC 26 (28)| Fo +15 Re +12 Wi +13; resist poison 3| Speed 20| Percep +15| Hero Points 1/3

Tybalt repositions and cuts into green

◆ Stride
◆◆ Strike with Power Attack
Dwarven Waraxe +1 striking, shifting: 1d20 + 18 ⇒ (14) + 18 = 32 Slash Damage: 3d8 + 7 ⇒ (4, 4, 5) + 7 = 20


| Strange Aeons | Prey for Death | ◆◇↻

Tybalt cleaves the Green zombie in two, both halves falling to the ground unmoving Crit, and because of the weakness it’s gone.

Red looks down at the Razmiri and punches Fangor twice!

Red vs Fangor; bolstered: 1d20 + 13 + 1 ⇒ (2) + 13 + 1 = 16
Damage; bolstered: 1d12 + 7 + 1 ⇒ (4) + 7 + 1 = 12

Red vs Fangor; bolstered, 2nd: 1d20 + 13 + 1 - 5 ⇒ (8) + 13 + 1 - 5 = 17
Damage; bolstered: 1d12 + 7 + 1 ⇒ (5) + 7 + 1 = 13

Yellow shambles over and punches the massive centipede, moving right past Tybalt. Triggers from Tybalt; rolling it myself because it’ll matter.

Tybalt AoO: 1d20 + 18 ⇒ (5) + 18 = 23
Damage: 2d8 + 7 ⇒ (1, 7) + 7 = 15

But despite Tybalt’s easy hit onto the creature’s flesh, it’s still standing!

Yellow vs Centipede; bolstered: 1d20 + 13 + 1 ⇒ (14) + 13 + 1 = 28
Damage; bolstered: 1d12 + 7 + 1 ⇒ (4) + 7 + 1 = 12

And the force of the impact knocks the centipede away from the zombie! [[F]] Improved Push

Death Waltz
Round 2/3
==================
Fangor (-9)
The Maestro
Tybalt
Lapiz
Quinoline
Red (-54)
Yellow (-79)
Charming
Centipede (-12)
Astrid

==================

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 1/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions: Paragon's guard

Seeing that the zombies are well in hand Astrid heads for the puppetmaster.

Stride, Rugged Navigator, Stride, Stride

Rugged Navigator (Playtest Boon): You may have grown up in an area with dangerous terrain or spent weeks overcoming a distant realm’s hazardous wilderness. The experience left you able to negotiate difficult terrain in an emergency, giving you the following free action:
[free-action] Frequency: Once per adventure;
Effect: If your next action is to Step or Stride, you can ignore the effects of difficult terrain for that action (and treat greater difficult terrain as difficult terrain)

Envoy's Alliance

Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

Fangor moves between the two zombies, draws a dagger and strikes the zombie he flanks with their unexpected ally.

Dagger vs Yellow FF: 1d20 + 14 ⇒ (15) + 14 = 29
Damages, S: 1d4 + 1 + 2d6 ⇒ (1) + 1 + (3, 3) = 8

Razmir sends his regards

Says Fangor as his dagger plunged into the zombie’s neck.

◆ Stride
◆ Interact (draw a dagger)
◆ Strike
↺ Nimble Dodge (+2 AC) vs First Zombie attack against Fangor

Envoy's Alliance

NG M Human (versatile) Sorcerer 8 | HP 80/80 | AC 24 | F +16 R +14 W +13 | Perc +12 (+2 initiative) | Speed 25 ft | Focus 1/2 | Spells: 1st 3/4 2nd 3/4 3rd 4/4 4th 4/5 | Staff 2/4 | Hero Points: 2 | Active Conditions: Vital Beacon (4/4)

"Oh! Sebastian, do be careful!" Charming calls out worriedly as the zombie punches the centipede. "Quiloline, please hurry and get rid of those things before they punch poor Sebastian to a pulp! Here, this'll help!" He whistles sharply, and again a swarm of moths descend from the rafters to surround the alchemist. They tug and pull gently, exaggerating her movements.

Sustain [A] and cast haste on Quinoline [AA].

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