GM ZD Breaking the Storm Arc (Inactive)

Game Master Z...D...

Secret Check Spreadsheet


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Verdant Wheel

Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

.... going over damages done, multiple times now... I cannot figure out how blue dropped then... guess either yellow was elite or blue was weak... but oh well, moving forward with killing red. Who will have somewhere around 30-40 hp left if like blue, or about 50-60 if like yellow... hoping the former.

Bardyth takes out his lasting annoyance on Red who is flanked.
glaive, ic: 1d20 + 16 + 1 ⇒ (19) + 16 + 1 = 36
glaive damage: 2d8 + 16 + 1 ⇒ (5, 7) + 16 + 1 = 29

As that might actually be a crit finally, due to flank. deadly d8: 1d8 ⇒ 6

Swing two, into it, or it's corpse, as needed.
glaive, map, ic: 1d20 + 16 + 1 - 5 ⇒ (4) + 16 + 1 - 5 = 16
glaive, forceful: 2d8 + 16 + 1 + 2 ⇒ (3, 2) + 16 + 1 + 2 = 24

whelp... going for broke

Swing 3, with gusto

crit fish: 1d20 + 16 + 1 - 10 ⇒ (20) + 16 + 1 - 10 = 27
third swing damage: 2d8 + 16 + 1 + 4 ⇒ (6, 1) + 16 + 1 + 4 = 28

oh hey. With the flank, I think that worked. Either way, I think that successfully puts it in the dirt even if like Yellow.
deadly d8: 1d8 ⇒ 7

----*-----*-----*-----*-----*-----*-----*-----*-----*
No matter how the rolls on persistent damage go. Wolfie would be lowest hp, and thus tree heal.

heal wolfie: 2d8 + 16 ⇒ (6, 2) + 16 = 24

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 8 | HP 63/102 | AC 26 | F +16 R +17 W +13 | Perc +10 (Darkvision) | Stealth +14 | 25 ft. | hero 1 | Fire resistance 4 | Physical resistance 5 | Active Conditions: Stone Body

"Leave Wolfie alone! Or I will make boots out of your skin!" yells Hopper, he quickly gathers some of the ingredients and create a small Frost Vial that he tosses at the creature

Frost Vial, ic?: 1d20 + 12 + 1 ⇒ (17) + 12 + 1 = 30
Damage, cold, ic: 1d6 + 1 ⇒ (2) + 1 = 3 +1 splash to Red only, -5 ft speed when hit ;)

"Fight it Wolfie, escape it grasp! Just like we practiced!"

Quick alchemy (perpetual infusions) to get Frost vial, throw frost vial, command Wolfie


mature animal companion lvl 8 HP 45/78 | AC 24 | F +15 R +16 W +12 | Perc +14 (low-light vision, scent (imprecise, 30 feet)) | Stealth +14 45 ft.

Fortitude DC25, ID: 1d20 + 13 + 1 ⇒ (4) + 13 + 1 = 18

Wolfie yelps when the tail begins to constrict. The animal begin to try to escape the deadly grip of the creature

Acrobatics to escape: 1d20 + 11 ⇒ (9) + 11 = 20
Acrobatics to escape, map: 1d20 + 11 - 5 ⇒ (8) + 11 - 5 = 14

And again, but Wolfie can't get himself free.

Persistent fire damage - fire resistance: 2d6 - 5 ⇒ (5, 6) - 5 = 6
Persistent fire flat check, dc10: 1d20 ⇒ 20


Cold blas@red: 1d20 + 13 ⇒ (16) + 13 = 29
Damage, cold: 4d6 ⇒ (5, 6, 3, 6) = 20

The tree fires another blast of cold water at the Salamander. Waving its branches


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Barydeth finishes the remaining Salamander in one shot. Perfectly timed crit.

Out of initiative

Hopper, save your bomb for later

Before the next wave of combat, you all have 12 minutes to prepare. As you all wait, a wave of cleansing energy washes over the area, thanks to Dolok's ritual. The once singed brush is restored.

Everyone recovers 40 hp

During this time, you may recall and then replant any trees you wish.

*****************************************************************

A signal horn blast can be heard, alerting the PC's that the next wave is in bound.

Same as before. Up to two separate PC's can attempt to scout ahead and get more information on what is to come. This is handled by Secret Perception checks.

Other PCs can attempt to Aid one of the scouts with Perception or with skills such as Athletics to climb a tree for a better view, Scouting Lore to check things out from a blind, Stealth to sneak ahead for a closer look, or Survival to navigate the blasted terrain. PCs dependent on light sources for visibility take a –2 penalty to their checks to Aid.

So, will need two primary PC's to perceive (I will roll it) and the four others may attempt to aid. Those that aid will need to let me know, which of the primary PC's you are assisting.

Verdant Wheel

Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2
PFS 2 GM ZD wrote:

SNIP

Before the next wave of combat, you all have 12 minutes to prepare. As you all wait, a wave of cleansing energy washes over the area, thanks to Dolok's ritual. The once singed brush is restored.

Everyone recovers 40 hp

During this time, you may recall and then replant any trees you wish.

SNIP

Bardyth would heal an additional 12 from his aeon-stone that heals 1 per minute. I think Pip said she got the same stone too. Not sure if anyone else does. Further, do the violet trees continue to heal every round? Or does their mindless status stop once there is no longer a threat, like my Rage?

If they keep healing, assuming a minute to arrange them for the next bit. Still gives us 66 level 2 heals from each... Which I am pretty sure puts everything in range (except themselves, since they are too far apart to heal each-other) back to full even on minimal rolls.

Never-mind. with a wave of 40 to all. Pretty sure that means everyone is full hp again... Does that wave hit the trees too?

Otherwise, I think Bardyth and Herondal have the best Perception again. So unless someone else wants to go, I'll go off once more with my 14

Horizon Hunters

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CG Male Goblin (Charhide) Alchemist 8 | HP 63/102 | AC 26 | F +16 R +17 W +13 | Perc +10 (Darkvision) | Stealth +14 | 25 ft. | hero 1 | Fire resistance 4 | Physical resistance 5 | Active Conditions: Stone Body

Hopper breathes out when the fight is over. He washes his face with water from the river and goes to check on Wolfie.

"You did well furball!" he rubs his neck. Then he reaches to his belt and goes towards Bardyth

"Before the next fight, drink this!" Hopper passes a bottle of Moderate Mistform elixir to Bardyth

Then he goes to

"Salliss, take that. It will make scales grow on your skin. After the juice wears off they will fall off, at least mostly they do. But you should not be to worry about it." He passes to Salliss Moderate Drekeheart mutagen

Ionic I can also give you a Mistform Elixir. Drakeheart will do you no good, due to your stats and armor. Eventually Cheetah's elixir (moderate) to make you more mobile.

Then Hopper jumps on Wolfie "Come, scouts are needed."


mature animal companion lvl 8 HP 45/78 | AC 24 | F +15 R +16 W +12 | Perc +14 (low-light vision, scent (imprecise, 30 feet)) | Stealth +14 45 ft.

Survival(expert), Wolfie, aid Herondal: 1d20 + 12 ⇒ (15) + 12 = 27

Wolfie begins sniffing the ground and looking for trails...

Hopper's stealth has the same modifier, but I like using Wolfies skills

Horizon Hunters

NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

Ionic makes sure to dig out his sling and waraxe from the brush where he dropped them before he starts to climb a tree, looking for anything moving in the distance.

Athletics. Aid Bardyth: 1d20 + 15 ⇒ (7) + 15 = 22

Once he's done looking out, the dwarf clambers down the tree to the ground and pulls out an elixir of his own. "Got an elixir myself. Supposed ta help with slowness."

I can pull out my Lesser Cheetah's Elixir that Ionic bought ages ago and hasn't used yet.

He preps for the battle by keeping his clan dagger in his left and the elixir in his right, ready to down it at the first sight of enemies. The problem with the lesser elixirs, they only last 1 minute.

Verdant Wheel

Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

As Bardyth returns to his usual size, he seems a bit less angry. Still mutters "Would've been better if they were giants..." but otherwise seems in good spirits.

He takes the bottle from Hopper and looks at it curiously, before pocketing it and deciding he'll use it when the next combat looms.

He then looks over at Hopper and Wolfie, "Good wolf. Very brave. Same with you goblin." He once again makes a heroic effort at managing to smile, even though it looks more like someone who is sick than anything.

He nods to the rest of the party, "You all too. Good work. Good allies. Very honored to fight beside you... Maybe, one day, return with me to Valenhall?"

Vigilant Seal

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Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:
The Mad Hoppper wrote:
"Salliss, take that. It will make scales grow on your skin. After the juice wears off they will fall off, at least mostly they do. But you should not be to worry about it." He passes to Salliss Moderate Drekeheart mutagen

Mostly they do? I do hope he is kidding me.

Thank you.” Salliss puts it in his belt pouch, planning to drink it just before the next battle. He then goes to retrieve his bow.

Did it seem like the salamanders were concentrating on killing the trees as much as us? I’m thinking perhaps I should place my tree a little further back this time.

——

When the horn blows, Salliss once again sneaks ahead to help guide Bardyth as the halfling tries to get a look at the enemy movements.

Aid Bardyth, Stealth, darkness adjustment: 1d20 + 18 - 2 ⇒ (16) + 18 - 2 = 32

Once everyone is ready, Salliss will hide in the undergrowth again. Stealth +18


Breed: Westgate Windhound or "Westie" from Absalom. Pip's riding dog.

"Woof!"

Bailiff reports for duty again next to Pip's tree.

Envoy's Alliance

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

Pip looks around to see what she can do to aid.

Aid Herondel, Perception, darkness adjustment: 1d20 + 13 - 2 ⇒ (18) + 13 - 2 = 29

Horizon Hunters

Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

Possibly I missed something but I think the flat check Herondal was supposed to make was actually for Ionic. Unless one of the attacks against Ionic was actually supposed to be against me. Moot point since we can just get any remaining healing from the Violet trees.

Herondal takes a moment to breath.

"And that was just wave 1. I'll go do some more scouting."

Herondal matches action to word and heads out again as soon as everyone is healed.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Scouting Report:

Herondal's Perception (E): 1d20 + 16 + 1 ⇒ (19) + 16 + 1 = 36
Bardyth's Perception (E): 1d20 + 16 + 2 ⇒ (2) + 16 + 2 = 20

Herondal describes oncoming hostiles as ash-gray hounds that appear to be unimpeded by the rough terrain.

Secret Recall:

Salliss's Arcana (E): 1d20 + 15 - 2 ⇒ (14) + 15 - 2 = 27
Hopper's Arcana (T): 1d20 + 12 - 2 ⇒ (10) + 12 - 2 = 20
Pip Hip Hooray's Arcana (T): 1d20 + 13 - 2 ⇒ (4) + 13 - 2 = 15
Ionic's Nature (E): 1d20 + 13 - 2 ⇒ (13) + 13 - 2 = 24
Herondal's Religion (T): 1d20 + 11 ⇒ (16) + 11 = 27

Herondal and Salliss put their heads together and come to the conclusion that it seems like they are a variant of Yeth Hounds. They recall that they can walk on air, which allows them to bypass all types of terrain. Being fiends, they are weak to silver. That's two bits of info

Barydeth comes up with nothing additional on his mission.

Finalize you positions and lets get ready for the wave #2

Vigilant Seal

Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:

Salliss gets out his recently purchased Silversheen and offers it to Bardyth. “Think this would do you more good than it would me.

If Bardyth wants to use it, he can. If someone else wants it, say so. I doubt the yeth hounds will come down to where Salliss can do much.

Verdant Wheel

Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

Thinking it through, Bardyth will shake his head. " I have better idea. Take this, use that on it. You better with than me."

Bardyth pulls out the odd, finger shaped, Gluttonous Spear He is carrying and hands it to Salliss.

if the enemy is at range, since I don't have raging thrower, I just deal normal thrown spear plus half strength and weapon Specialization damage. And my dex I am 90% sure is worse than salliss, meaning you'll hit more to make use of that weakness. Who, since it is a simple weapon, Salliss is proficient in it, and can use a second weapon
in hand still if they do come to melee. While if I stick to my glaive. When large, I am two squares tall, and reach another 3 vertical... allowing me to, at minimum, protect the well still. And if they do come within reach, my glaive static is 12 points higher... so it'd need to be one he'll of a weakness to not be better for me to stick to glaive in melee

Vigilant Seal

Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:

Salliss looks at the spear, obviously curious. He then hefts it and nods.

Unusual form, but I think this could work for me. Anything I should know about it?” He listens intently as Bardyth relays the properties of the item. He then slings it on his back and checks that he can draw it quickly.

Expecting battle to be soon, he uses the Silversheen on the spear.

Cool item!

Envoy's Alliance

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

Pip hangs out with Bailiff, awaiting the arrival of the Yeth hounds.

Horizon Hunters

NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

Ionic takes a moment to peer into the well curiously, wondering the the thing is actually dry and how in the name of the high seas it connects up to the camp.

He then walks away from the well, elixir in hand and takes up his position as the guard of the northern path, hoping he can keep the dogs from flying completely over him.

"Bought as ready as ever be."

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 8 | HP 63/102 | AC 26 | F +16 R +17 W +13 | Perc +10 (Darkvision) | Stealth +14 | 25 ft. | hero 1 | Fire resistance 4 | Physical resistance 5 | Active Conditions: Stone Body

Hopper jumps on Wolfie and rides towards his planted tree. He looks for any signs of creatures. He pats Wolfie on his neck

"It is fine Wolfie, no fiend mongrel can match you. Running on air or not!"

I think I will leave my tree as is, put Hopper more to the north. I think they are less 'flying' and more moving like 1 ft above ground => ignore river, stones, and others.

Verdant Wheel

Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2
The Mad Hoppper wrote:

I think I will leave my tree as is, put Hopper more to the north. I think they are less 'flying' and more moving like 1 ft above ground => ignore river, stones, and others.

If they can just ignore all difficult terrain. Then I'll be happy... but "walk on air" sounds far too close to the spell "air walk" for my taste. Which allows upward or downward movement at 45 degree angles. With no limit on height.

Horizon Hunters

Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

Herondal will move back to about where he was before and leave his tree as is.

"Let's hope this is the last wave."


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Initiative:

Salliss, Avoid Notice: 1d20 + 20 ⇒ (6) + 20 = 26
Herondal, Search: 1d20 + 16 ⇒ (12) + 16 = 28
Hopper, Avoid Notice: 1d20 + 14 ⇒ (2) + 14 = 16
Bardyth, Search: 1d20 + 16 ⇒ (9) + 16 = 25
Ionic, Scout: 1d20 + 13 ⇒ (13) + 13 = 26
Pip Hip Hooray, Investigate: 1d20 + 16 ⇒ (10) + 16 = 26
GM: 4d20 ⇒ (2, 13, 20, 17) = 52

The yellow yeth warbeast burst from the edge of the forest, crosses the water with out disturbing it, and gives a wide berth to the light bringing tree. It locates Herondal first and attempts to bite.

warbeast bite+evil: 1d20 + 17 ⇒ (13) + 17 = 303d8 + 6 ⇒ (5, 7, 5) + 6 = 231d6 ⇒ 6

Herondal feels the teeth sink into him. 23 piercing damage and 6 evil damage. Also need a DC 25 will save vs fear effect.

Effect:

Crit Success-immune to sinister bite for 24 hours
Success-nothing
Failure-frightened 1

The red yeth warbeast runs all the way down the river, again avoiding the light of the violet tree. Coming to Barydeth.

bite: 1d20 + 17 ⇒ (8) + 17 = 253d8 + 6 ⇒ (5, 1, 1) + 6 = 13

The bite just connects. Barydeth just takes the 13 piercing damage

GM Screen:

red sneak: 1d20 + 17 ⇒ (17) + 17 = 34
red sneak: 1d20 + 17 ⇒ (13) + 17 = 30

You all can just make out the outline of something concealed in the smoke...yellow at edge of map.

Round 1
Bold May Act

Yellow Yeth Warbeast
Red Yeth Warbeast
Herondal 74/74
Pip Hip Hooray 78/78
Sillass 78/78
Ionic 85/85
Barydeth 118/118
Yellow Archer
Hopper 72/72
Wolfie 60/60

Ionic's tree 80/80
Herondal's tree 80/80
Barydeth's tree 80/80
Pip's tree 80/80
Hopper's tree 80/80
Salliss' Tree 80/80

GM Screen:

Yellow Yeth Warbeast 145/145
Red Yeth Warbeast 145/145
Yellow Ash Archer, Elite 88/88; Salliss hidden
Red Ash Archer, Elite 88/88; Undetected by all; Barydeth Hunted Prey

Verdant Wheel

Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

@ZD, doesn't Herondal gain Concealment from the foliage, and thus the beast had a DC 5 flat check to make? (probably a hit still, but just saying. Always a chance at missing)

Bardyth is greatly angered by being bitten, but sticks to the plan, and first drinks the mistform Elixir, becoming Concealed to everything. Then Rages. Then switches grip on his Glaive so that he is now wielding it.

Downside to not knowing exactly when enemies are coming, and having an Elixir to drink. So many actions lost to my first round XD

*-----*------*-----*----*----*---*---*----*---*----*----*----*

Bardyth's tree heals Herondal if he was hit. or Bardyth if Herondal wasn't.

flat-check for concealment towards either: 1d20 ⇒ 12
heal: 2d8 + 16 ⇒ (1, 4) + 16 = 21

Horizon Hunters

NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

Ionic marks the hound going after Herondal as his prey and downs the elixir in his hands. He then pulls out his waraxe.

Dang these things snuck up on us, I guess Ionic can't use his elixir before the fight starts.


Ionic's tree has none of the problems the dwarf faces, though as it starts to twist and turn scattering water everywhere and starting to wind up to sling a good globe at the hound near Herondal.

Water barrage: 1d20 + 13 ⇒ (2) + 13 = 15
Cold water Barrage: 4d8 ⇒ (8, 5, 8, 8) = 29

Verdant Wheel

Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2
Botくん wrote:

Ionic's tree has none of the problems the dwarf faces, though as it starts to twist and turn scattering water everywhere and starting to wind up to sling a good globe at the hound near Herondal.

[dice=Water barrage]1d20+13
[dice=Cold water Barrage]4d8

man... so good on that damage roll... too bad the tree rolled a 2 on it's too-hit... i suspect that will miss. :(


Gus, male half-orc actor | Diplomat professional hireling | +8 Bluff, Diplomacy, Intimidate

The tree shakes it’s leaves spreading a mist to prevent fire. It then tries firing through the other trees at the hound fighting Bardyth at the bridge. Unfortunately the other trees soak up the water.
Concealment: 1d20 ⇒ 1
Super Soaker!: 1d20 + 13 ⇒ (18) + 13 = 31
Cold damage: 4d6 ⇒ (2, 2, 3, 2) = 9

Vigilant Seal

Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:

Salliss quaffs the elixir that Hopper gave him. The scales are prickly and restrict his movement, but they are supposed to be tough enough that it will be worth it. He then rushes up beside Herondal and tries to poke the hound with the spear.
Bardyth’s spear: 1d20 + 15 + 1 ⇒ (7) + 15 + 1 = 23 Thrown 20’
Silversheen Piercing: 2d6 + 3 ⇒ (3, 4) + 3 = 10
Crit target enfeebled 1 for minute, thrower gains temp HP: 1d8 ⇒ 3

Sneak Attack: 2d6 ⇒ (5, 5) = 10 If it hadn’t seen Salliss

Herondal now has resist evil 3 since he is adjacent to Salliss

Envoy's Alliance

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820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

Pip giggles at both the Yeth Hounds and says in Abyssal, "Oh my goodness, is that supposed to be your face? Or do you just have a bunch of teeth in your backend? Oh, YETH! That must be it!"

◈◈ Blistering Invective (heightened to 4th)

Persistent Fire Damage: 4d6 ⇒ (2, 6, 6, 4) = 18

DC 25 Will Save from both hounds. If they fail, they are also frightened!

Performance: 1d20 + 13 ⇒ (18) + 13 = 31
◇ Lingering Performance
Inspire Defense

INSPIRE DEFENSE You and all allies in the area gain a +1 status bonus to AC and saving throws, as well as 2 resistance to physical damage.


Breed: Westgate Windhound or "Westie" from Absalom. Pip's riding dog.

Woof!

Bailiff reminds Pip's tree to heal Herondel since Bardyth is out of range.

Healing: 2d8 + 16 ⇒ (4, 4) + 16 = 24

Verdant Wheel

Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

looking at initiative order. Pip goes first. Which means, since she has to heal herondal. Bardyth tree would actually heal bardyth as most injured at that time.

Horizon Hunters

Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

Will save vs fear DC 25 (Baring miss due to concealment: 1d20 + 13 ⇒ (9) + 13 = 22

"Ouch! Bad dog!"

Herondal acts out a rich old man discussing how many vests he can make out of 2 large dogs.

Lingering Performance into Inspire Courage using Acting Drama, including fear 1: 1d20 + 16 - 1 ⇒ (13) + 16 - 1 = 28 ◇ ◈

3 rounds of Inspire Courage. +1 Status bonus to attack and damage rolls.

He then glares at the dog in a hopefully intimidating manner.

Intimidating Glare using Acting Drama, including fear 1: 1d20 + 16 - 1 ⇒ (10) + 16 - 1 = 25

Then he steps back a bit. ◈

And even dogs know to stay 20 feet away from red trees.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺
Barydeth wrote:
@ZD, doesn't Herondal gain Concealment from the foliage, and thus the beast had a DC 5 flat check to make? (probably a hit still, but just saying. Always a chance at missing)

Right you are. Good catch. Let's resolve that now. concealment: 1d20 ⇒ 17. Still a hit

Barydeth gets into his combat form, growing as large as the warbeast.

Barydeth's tree heals Herondal.

Ionic prepares himself and pulls his waraxe calling out a challenge to the yellow hound.

Ionic's tree wrote:
Ionic's tree has none of the problems the dwarf faces, though as it starts to twist and turn scattering water everywhere and starting to wind up to sling a good globe at the hound near Herondal.

Reminder, the blue trees attack the nearest, so it has to go after the one near Barydeth

Ionic's tree overshoots the red yeth warbeast.

Salliss' tree is 60' tall, so I'm saying it can look over the dense undergrowth and other trees to target it with no concealment.

Salliss' tree blasts the Warbeast in front of Barydeth.

Salliss' moves up to support Herondal. The point of the spear just misses. No concealment. Did not beat its perception DC

save: 2d20 ⇒ (3, 19) = 22
Pip launches a verbal assault. The Red Yeth Warbeast is completely taken aback, so much, it bursts into flames. The yellow is not bothered about it at all. On fail, On Crit Success

She then inspires defense. Lingers

Pip's Tree fully restores Herondal.

Herondal fails to fight off the bite and fear takes over. He still manages to buff the party. Lingers

secrets:

hide: 1d20 ⇒ 17

Yellow moves and hides among the trees. Hidden

Round 1
Bold May Act
Yellow Yeth Warbeast
Red Yeth Warbeast
Herondal 74/74
Pip Hip Hooray 78/78
Sillass 78/78
Ionic 85/85
Barydeth 105/118 10/10 temp
Yellow Archer-hidden (still know where he it is at)
Hopper 72/72
Wolfie 60/60

Ionic's tree 80/80
Herondal's tree 80/80
Barydeth's tree 80/80
Pip's tree 80/80
Hopper's tree 80/80
Salliss' Tree 80/80

GM Screen:

Yellow Yeth Warbeast 145/145
Red Yeth Warbeast 136/145; Frightened 1; 2d6 fire damage
Yellow Ash Archer, Elite 88/88;
Red Ash Archer, Elite 88/88; Undetected by all; Barydeth Hunted Prey

Horizon Hunters

CG Male Goblin (Charhide) Alchemist 8 | HP 63/102 | AC 26 | F +16 R +17 W +13 | Perc +10 (Darkvision) | Stealth +14 | 25 ft. | hero 1 | Fire resistance 4 | Physical resistance 5 | Active Conditions: Stone Body

With two swift movements, Hopper take out two bombs and throw them at the closest creature

Bottled Lightning@Yellow, ic: 1d20 + 13 + 1 ⇒ (19) + 13 + 1 = 33
Concealmnet, DC5: 1d20 ⇒ 6
Damage, electricity, ic: 2d6 + 1 ⇒ (5, 1) + 1 = 7 +2 splash damage to yellow only, flat-footed on hit

Blight bomb@Yellow, ic, map: 1d20 + 13 + 1 - 5 ⇒ (12) + 13 + 1 - 5 = 21 vs flat-footed
Concealmnet, DC5: 1d20 ⇒ 16
Damage, poison, ic: 2d6 + 1 ⇒ (1, 6) + 1 = 8 +2 splash damage to yellow only, 2d4 persistent poison dmg on hit

Then he leads Wolfie to move between the creature and the well.

"We may not let it leave"

Strike, strike, command animal (2x move)


Cold water@red: 1d20 + 13 ⇒ (12) + 13 = 25
Damage, cold: 4d6 ⇒ (6, 1, 5, 4) = 16

The tree shots at the closest enemy on the bridge


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Yellow is not within the bushes, so no concealment check, doesn't look like you needed help though. They would just provide cover from you at this point

Hopper courageously guides his mount to take up a defensive position, while tossing to bombs. The first connects, the beast giving out a loud yelp.

The second misses, but manages still splashes on the hound.

Hopper's tree lands a direct hit against the red warbeast.

The yellow warbeast lets out a ear-splitting howl, targeting Salliss and Herondal.

8d6 ⇒ (3, 6, 1, 6, 1, 4, 4, 3) = 28 sonic damage. DC 25 basic reflex save vs auditory, divine, evocation, fear, mental, sonic. A creature that critically fails is also frightened 1 or has it frightened condition increase by 1.

bite vs salliss: 1d20 + 17 ⇒ (6) + 17 = 233d8 + 6 ⇒ (6, 2, 7) + 6 = 211d6 ⇒ 2

It lunges at Salliss with its jaws, but the rogue deftly moves out of the way.

The red warbeast echos yellow and lets out a howl, targeting Barydeth and Ionic.

8d6 ⇒ (3, 5, 4, 3, 5, 5, 3, 5) = 33 sonic damage. DC 24 (frightened) basic reflex save vs auditory, divine, evocation, fear, mental, sonic. A creature that critically fails is also frightened 1 or has it frightened condition increase by 1.

bite vs Barydeth + frightened: 1d20 + 16 ⇒ (13) + 16 = 293d8 + 6 ⇒ (8, 7, 1) + 6 = 22

Red chomps down on the halfling's thigh. 20 piercing after reduction

persistent fire damage + check: 2d6 ⇒ (1, 2) = 31d20 ⇒ 13

The red warbeast continues to burn. frightened condition goes down by 1 to 0.

red archer - standard cover: 1d20 + 17 ⇒ (16) + 17 = 331d8 + 8 ⇒ (3) + 8 = 111d8 ⇒ 8

An arrow comes from the tree line and sinks into Barydeth's shoulder. Hit, pip's defense saved you from a longbow crit and reduces the damage to 17

Now exposed the archer takes a running leap across the river.

long jump DC 15: 1d20 + 19 ⇒ (20) + 19 = 39 lol. Got me to waste a nat 20 on a long jump it couldn't fail...

Round 2
Bold May Act
Yellow Yeth Warbeast
Red Yeth Warbeast
Red Archer
Herondal 74/74; pending reflex save
Pip Hip Hooray 78/78
Sillass 78/78; pending reflex save
Ionic 85/85; pending reflex save
Barydeth 96/118; pending reflex save
Yellow Archer-hidden (still know where he it is at)
Hopper 72/72
Wolfie 60/60

Ionic's tree 80/80
Herondal's tree 80/80
Barydeth's tree 80/80
Pip's tree 80/80
Hopper's tree 80/80
Salliss' Tree 80/80

GM Screen:

Yellow Yeth Warbeast 136/145; flat-footed
Red Yeth Warbeast 117/145;2d6 fire damage
Yellow Ash Archer, Elite 88/88;
Red Ash Archer, Elite 88/88; Barydeth Hunted Prey

Verdant Wheel

Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

I believe the Warbeast and archer each owe me a concealment check because of the mistform elixir I drank last round. ;)

also, as a reminder to those dealing with the howls, since they are fear effects. Enjoy your +1 to the save because of inspire courage... Inspire Defense also does the +1, but they don't stack.
Reflex save, ID: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28

looks like Bardyth takes half

Bardyth, being very angry with this beast, spends an action to grow Large, then steps, then swings on the warbeast.

glaive, IC: 1d20 + 16 + 1 ⇒ (14) + 16 + 1 = 31
slashing, cold iron, Ghost touch: 2d8 + 16 + 1 ⇒ (7, 2) + 16 + 1 = 26
deadly d8: 1d8 ⇒ 1

Bardyth tree heals bardyth
heal: 2d8 + 16 ⇒ (4, 4) + 16 = 24

AoO:

AoO: 1d20 + 16 + 1 ⇒ (1) + 16 + 1 = 18
slashing, Ghost touch: 2d8 + 16 + 1 ⇒ (2, 1) + 16 + 1 = 20
deadly d8: 1d8 ⇒ 7

if this is getting triggered. Hero point that nat 1.

heroic AoO: 1d20 + 16 + 1 ⇒ (20) + 16 + 1 = 37

oh snap... I am hoping something triggers it.

Flat check, incase needed.
flat check: 1d20 ⇒ 13

sweet, a 13 hits even if the target uses Hide first to become Hidden.

Also, crit Specialization. I free action shove the target towards/into the river 1 square, southwest that direction if doing so would put in river.

Horizon Hunters

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CG Male Goblin (Charhide) Alchemist 8 | HP 63/102 | AC 26 | F +16 R +17 W +13 | Perc +10 (Darkvision) | Stealth +14 | 25 ft. | hero 1 | Fire resistance 4 | Physical resistance 5 | Active Conditions: Stone Body

Bards can also use Counter performance since the effect is Auditory


Breed: Westgate Windhound or "Westie" from Absalom. Pip's riding dog.
The Mad Hoppper wrote:
Bards can also use Counter performance since the effect is Auditory

"Woof!"

I'll tell Pip so she can look up that rule!

Envoy's Alliance

2 people marked this as a favorite.
820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

Okay, that looks simple enough! And I never get to use reactions otherwise!

♫ They ain't nothing but some hound dogs,
Howling all the time... ♫

Counter Performance: 1d20 + 13 ⇒ (8) + 13 = 21

Hero Point

Counter Performance: 1d20 + 13 ⇒ (17) + 13 = 30

Vigilant Seal

Male CG Half-Elf Rogue 8 | Perception +14; +1 vs traps; Trap Finder; Low Light Vision | HP 58/88 | AC 26 (27 with Shield spell) | F +13 R +19 W +13; +1 vs traps Resist Evil 3 Resist Neg Damage 1 | Active Conditions:

Reflex, ID: 1d20 + 16 + 1 ⇒ (9) + 16 + 1 = 26 w/Evasion turns into a crit success

Salliss is able to completely avoid the effects of the howl.

Most creatures scream in pain after I hit them…” he quips.

He then strikes twice with the spear and then says a quick arcane word to bring up a magical Shield.
Bardyth’s spear, IC: 1d20 + 15 + 1 ⇒ (6) + 15 + 1 = 22 Thrown 20’
Silversheen Piercing, IC: 2d6 + 3 + 1 ⇒ (6, 1) + 3 + 1 = 11
Crit target enfeebled 1 for minute, thrower gains temp HP: 1d8 ⇒ 6
Sneak Attack: 2d6 ⇒ (6, 2) = 8 Flat footed because of the Bottled Lightning

Bardyth’s spear, IC, MAP: 1d20 + 15 + 1 - 5 ⇒ (15) + 15 + 1 - 5 = 26 Thrown 20’
Silversheen Piercing, IC: 2d6 + 3 + 1 ⇒ (6, 6) + 3 + 1 = 16
Crit target enfeebled 1 for minute, thrower gains temp HP: 1d8 ⇒ 3
Sneak Attack: 2d6 ⇒ (5, 3) = 8 Flat footed because of the Bottled Lightning

Gluttonous Spear


Gus, male half-orc actor | Diplomat professional hireling | +8 Bluff, Diplomacy, Intimidate

The archer and Red Yeth Hound look equidistant from my tree. Will go with the Red Yeth Hound as target.

The tree spreads that nice fire resistance and then tries to drench the hound in the bridge.
Super Soaker!: 1d20 + 13 ⇒ (6) + 13 = 19 Range 60’
Cold water: 4d6 ⇒ (4, 2, 2, 4) = 12

Horizon Hunters

Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

reflex 25 including ID and fear 1: 1d20 + 13 + 1 - 1 ⇒ (1) + 13 + 1 - 1 = 14
spend my second hero point rerolling a 1 on a save: 1d20 + 13 + 1 - 1 ⇒ (4) + 13 + 1 - 1 = 17 28 damage. Fear 1 drops to 0.

Herondal takes a step back ◈

And send electricity arcing through the 2 dogs. ◈◈

Electric Arc DC 22 simple reflex save including IC: 3d4 + 4 + 1 ⇒ (4, 3, 1) + 4 + 1 = 13

If one of the dogs is down the other enemy is in range.

Envoy's Alliance

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 9 ♫ | HP 98/98 | AC 24 | F +16 R +16 W +17 | Perc +14 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 2/2 (DC 27) | Hero Points 2/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

Pip tosses Herondel's Hero point to him, and tells him to enjoy his Successful save, and watches as the Red Yeth Hound takes another 2d6 persistent fire damage that was missed last turn.

Remaining Persistent Fire Damage: 2d6 ⇒ (6, 4) = 10

Then she slows the already frightened Red Yeth Hound down.

◈◈ Slow

DC 25 Fort Save, please!

And for her last action, she finally fires her bow at something. She shoots at the Yellow Yeth Hound, because it is flat-footed and she has a clear shot at it.

Striking Short bow+I.C.: 1d20 + 10 + 1 + 1 ⇒ (4) + 10 + 1 + 1 = 16
Piercing damage: 2d6 + 1 ⇒ (2, 6) + 1 = 9
Deadly?: 1d10 ⇒ 8

The shot likely goes off into the woods, somewhere.


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺
Bardyth the Giant wrote:
I believe the Warbeast and archer each owe me a concealment check because of the mistform elixir I drank last round. ;)

Right you are..will make sure to add that to your stats on my initiative tracker. warbeast concealment: 1d20 ⇒ 20archer concealment: 1d20 ⇒ 4. Looks like the archer missed. So will add back the 17.

Pip wrote:
watches as the Red Yeth Hound takes another 2d6 persistent fire damage that was missed last turn

Noted

Pip drowns out the noise of the howls, dampening some of the damage. I think that ends inspire defense, since they are both compositions. link

Barydeth swings the glaive around and catches the yeth warbeast. hit

Barydeth's tree heals Barydeth.

Salliss tosses the special spear once. It connects in the ribs. The silver burning its flesh. Hit, thanks to flat-footed

The spear returns to Salliss' out stretched hand and is thrown once more, connecting again. Hit

Salliss' tree misses the super soaker attack.

fort save: 1d20 ⇒ 15

Pip slows down the red yeth warbeast momentarily. Her bow shot goes wide.

Ionic Go

Round 2
Bold May Act

Yellow Yeth Warbeast
Red Yeth Warbeast
Red Archer
Herondal 60/74;
Pip Hip Hooray 78/78
Sillass 78/78;
Ionic 85/85; pending reflex, you can use Pip's if it is better.
Barydeth 118/118; mistform (concealed)
Yellow Archer-hidden (still know where he it is at)
Hopper 72/72
Wolfie 60/60

Ionic's tree 80/80
Herondal's tree 80/80
Barydeth's tree 80/80
Pip's tree 80/80
Hopper's tree 80/80
Salliss' Tree 80/80

GM Screen:

Yellow Yeth Warbeast 73/145; flat-footed
Red Yeth Warbeast 81/145;4d6 fire damage; slowed 1
Yellow Ash Archer, Elite 88/88;
Red Ash Archer, Elite 88/88; Barydeth Hunted Prey


Breed: Westgate Windhound or "Westie" from Absalom. Pip's riding dog.

"Woof!" Bailliff reminds Pip's tree to heal Herondel.

Healing: 2d8 + 16 ⇒ (1, 4) + 16 = 21

Horizon Hunters

3 people marked this as a favorite.
NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

Ionic tries to dodge the howl of the yeth hounds.
Reflex save vs howl: 1d20 + 13 ⇒ (1) + 13 = 14
He very nearly meets a painful fate, but Pip's song proves to be enough of a distraction he doesn't get nearly murdered by the howl.

Deciding that Saliss and Herondal seem to have the yellow tinged hound in control, Ionic settles on going for the red archer. He marks him as his prey and then strides a step closer, before slashing out with his two weapons.

“First the Axe!” Dwarven Waraxe, Doubling ring, IC: 1d20 + 16 + 1 ⇒ (20) + 16 + 1 = 37
Damage, Slashing, Doubling rings, IC: 2d8 + 4 + 1 ⇒ (2, 5) + 4 + 1 = 12

“Next the dagger!” +1 Striking Clan dagger, 2nd strike, Hunted prey, IC: 1d20 + 16 - 2 + 1 ⇒ (9) + 16 - 2 + 1 = 24
Damage, Bludgeoning, IC: 2d4 + 4 + 1 ⇒ (1, 1) + 4 + 1 = 7

"Dese guys certainly... Hounding us!" He glances back at everyone to see if they recognized his joke and appreciated it or not.


The big yeth hound next to Ionic's tree proves to be too much of an attention grabbing thing to avoid not hitting. The tree takes a swing back as it twists and winds itself up, spraying water everywhere before lashing forward with a large globe of water.
Water barrage: 1d20 + 13 ⇒ (17) + 13 = 30
Splish splash: 4d6 ⇒ (1, 3, 4, 4) = 12

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