Avonathalanthalasa Caldon
|
Round 4
Craft 1d20 + 14 ⇒ (15) + 14 = 29
Round 5
Nature 1d20 + 13 ⇒ (16) + 13 = 29 to heal with natural medicine feat
Round 6
Craft1d20 + 14 ⇒ (1) + 14 = 15 to repair armaments
HERO POINT
1d20 + 14 ⇒ (11) + 14 = 25
| GM Farol |
Gurka attempt to hold the doors locked but fails to do so, either her grip is not right or doors are to old, but some of the zombies get back through. She takes a hit for a Pathfinders and others take them down.
She fails in setting back limbs of Pathfinders doing more harm than good. But the performance is where she shines.
Two failures -> turned into success and one success. Funny enough, Zombie rot is a disease and multiple exposure rule says that for diseases it has no effect. So you are still at Zombie rot stage 1, but next day you need to make another fort save.
Avonatha works calmly to strengthen the doors between them and locked undead, with good effect. She turns to be capable healer, using natural ingredients to treat the wounds.
When others are speaking she spends her time fixing pathfinder gear.
Another 3 successes - Rescue points 31
The job is done, undeads are locked within the chamber and a whole lot of pathfinders have been saved. Agents are patting you on your shoulders and thankuing you for job well done. Some agents give you: lesser thurible of revelation, an emerald grasshopper, gallows tooth and 20 gp.
You go back to Hall of Recognition to report back to Venture-Captain. You can see him calmer and sourrounded by way less pathfinders. "I was able to actually let some agents rest. Thank you for your work, go and take a night sleep you deserved it. Tomorrow morning I may have more information about the source of those undead."
You get the full night rest => I was not tracking Gurka damage as with the heal spells she can heal it off through the night. But she does need to make a check vs Zombie Rot disease DC21 or go to stage 2
| GM Farol |
When you come back the next day Balentiir tells you
"I recieved scattered reports gathered by my scouts. I believe we have uncovered the origin point of the undead incursion, a dry cistern deep below the Sothis Lodge reportedly now brimming with zombies. Today we may end this madness. I need you to enter the cistern and deal with any undead that you find there. Myself and Po would gather two team of agents and clear the side passages. When we secure the location we will see what can be done to stop the undead from comming. That is all I know, and we have no time for if games, so let us head out."
You all begin to walk through the corridors, it takes you 20 minutes to get to your destination.
Po and Balentiir sends you into the dry cistern while they take a turn to one of the passages.
The walls of this expansive chamber are marked with age-old water lines and mineral deposits indicating that it once stored vast amounts of rainwater. While a portion of the eastern wall is crumbling, the weight of the cistern’s dome-like ceiling is supported by three solid arches rising upwards near the southern end of the chamber. A rippling veil of shadows lines the northern wall, arcs of red lightning illuminating it like a storm cloud.
You look to the other side of the chamber and see a huge zombie carrying a big chunk of meat accompanied by two corpses wrapped in bandages and a whole lot of undead zombies. Zabu feels like his dream came true, he would be able to fight a whole lot of the undead.
Dry Cistern Features: The ceiling is 35 feet high, as are the 10-foot-wide columns that support it. The stone walls and columns require a successful DC 20 Athletics check to Climb. Beyond a few damp pools, there is no water remaining in the cistern, which has been drained due to damage brought on by the ravages of time. There are no light sources.
Hamir Crookfeather, Search: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32
Zabu Daggertooth Creed, Search: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16
Gurka 'The Flamboyant', Search: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
Avonathalasa Caldon, Detect Magic: 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24
KLATZU, Defend: 1d20 + 13 + 2 ⇒ (3) + 13 + 2 = 18
Huge Zombie, red: 1d20 + 11 ⇒ (16) + 11 = 27
Mummy, blue: 1d20 + 16 ⇒ (6) + 16 = 22
Mummy, green: 1d20 + 16 ⇒ (18) + 16 = 34
shambler troop, pink: 1d20 + 10 ⇒ (7) + 10 = 17
★★★
Zombie troops are marching... Round 1
──────────
BOLD IS UP!:
──────────
Mummy blue (110/110 HP) │ Religion to recall
➤ Hamir (52/48 HP)
Mummy green (- HP) │ Religion to recall
Hulking Zombie (- HP) │ Religion to recall
Zabu (111/107 HP)
Gurka (100/96 HP) │ Zombie rot stage 1?, minor curse
Klatzu (118/114 HP)
⠀⠀Siva (82/78 HP)
Avonatha (50/46 HP)
Zombie troops (- HP)
Hamir Crookfeather
|
"What have we here?" Hamir inquires as he produces a wayfinder and activates it. Unable to get a good look at any of the threats, he proceeds into the cavernous cistern cautiously.
Interact, Command, Stride
| GM Farol |
Hamir tunrs on his wayfinder sheding some light around you.
Enemies move forwards.
★★★
Zombie troops are marching... Round 1
──────────
BOLD IS UP!:
──────────
Mummy blue (110/110 HP) │ Religion to recall
Hamir (52/48 HP)
Mummy green (- HP) │ Religion to recall
Hulking Zombie (- HP) │ Religion to recall
➤ Zabu (111/107 HP)
➤ Gurka (100/96 HP) │ Zombie rot stage 1?, minor curse
➤ Klatzu (118/114 HP)
⠀⠀➤ Siva (82/78 HP)
➤ Avonatha (50/46 HP)
Zombie troops (- HP)
Despair (aura, divine, emotion, enchantment, fear, incapacitation, mental) 30 feet. Living creatures are frightened 1 while in a mummy guardian’s despair aura. They can’t naturally recover from this fear while in the area but recover instantly once they leave the area. When a creature first enters the area, it must succeed at a DC 22 Will save (after taking the penalty form being frightened) or be paralyzed for 1 round. The creature is temporarily immune for 24 hours.
Zabu "Daggertooth" Creed
|
Zabu takes the grasshopper talisman for later use. He spends the night handing out more "massages" and taking full advantage of any gratitude he gets for rescuing the beleaguered Pathfinders.
He isn't exactly well rested the next day but he is refreshed and quite pleased with himself.
He's even more pleased when they get sent out to face a literal horde of undead.
"The big one's mine!" he declares, but actually charges at one of the mummies...mostly because he can get to it.
His face and hands shift even as he's charging and he's ready to deliver a bite when he arrives.
Will Save: 1d20 + 11 - 1 ⇒ (20) + 11 - 1 = 30
Jaws: 1d20 + 15 ⇒ (14) + 15 = 29
Piercing: 2d10 + 4 + 2 ⇒ (7, 2) + 4 + 2 = 15
1 Action - Rage, 2 Actions - Sudden Charge
Avonathalanthalasa Caldon
|
The elven wizardress comes out of the tunnel to take a look at what lies before them. She sees the large number and various types of undead and knowing that her friends need to be protected from these unknown abominations to life. begins to chant in the spidery language of magic, her arms and hands moving as she grabs a bit of bat guano from a spell component pouch, her voice speaking arcane words of power Ast kiranann Soth-aran/Suh kali Jalaran as a roaring blast of fire manifests in the middle of the undead horde to include the ogre zombie thingee
6d6 ⇒ (3, 6, 6, 1, 3, 6) = 25 fireball/fire damage
DC 22 Reflex for half
Gurka the Flamboyant
|
fort: 1d20 + 12 ⇒ (17) + 12 = 29
Move
Move
Attack Meteor Hammer: 1d20 + 14 ⇒ (16) + 14 = 30
damage: 2d8 + 4 ⇒ (5, 2) + 4 = 11
Gurka charges the closest enemy yelling out,"Argggg.... I will ensure where you shall rest again."
Klatzu
|
Upon seeing the fireball blast the undead, Klatzu takes the explosion as a cue to engage the enemies and spurs Siva into action.
"FOR OSIRIA!"
◆Raise Shield
◆Command Siva
>◆◆Stride Twice
Siva Will: 1d20 + 14 ⇒ (15) + 14 = 29
Klatzu Will: 1d20 + 13 ⇒ (8) + 13 = 21 well, the good news is, frightened would have still made this a fail even if I had remembered to buy a Resilient rune
◆Strike vs flanked Green with +1 Frost Striking Bastard Sword at: 1d20 + 17 ⇒ (15) + 17 = 32 for Slashing damage: 2d8 + 6 ⇒ (8, 6) + 6 = 20 and Cold damage: 1d6 ⇒ 4 haha nope, sorry, paralyzed
◆Recall Knowledge vs Big Zombie +11-1 for Frightened feel free to roll it secret
I think Raise Shield still functions, but seems like I'll be unable to use reactions sadly. AC 31-1 for Frightened, Siva still can assist with Flanking.
Siva looks ready to fight, only to be confused when Klatzu does not make a motion to attack the mummy.
| GM Farol |
Avonatha, now I noticed that you have only low-light vision since the only source of light is Hamir wayfinder and it illuminates 40 ft around him (lvl 1 light - 20 ft bright light, 20 dim light) you can't see any foes. If you cast fireball regardless they will get bonus from hidden (50% miss chance). Do you want to revisit your action? Like case light spell or turn on wayfinder of your own?
@Zabu I also see that you have only low-light vision, currently the mummies are in dim-light from Hamir, but beyond that there is darkness.
@KLatzu you have darkvision but siva has only low-ligh. so far you are roughly 40 ft form Hamir which is good, but beyond that it would be darkness for Siva.
Zabu rages and runs forwards to attack the mummy and he bites them. Hit green -15
Gurka's next day feels better and the zombie rot heals. She charges at Mummy
Bot will save Gurka vs DC22: 1d20 + 13 ⇒ (1) + 13 = 14 Will you reroll? Otherwise you are paralyzed for 1 round
Gurka freezes before making the strike.
Klatzu charges in and freezes, with his shield raised.
Recall knowledge: 1d20 + 11 - 1 ⇒ (1) + 11 - 1 = 11
You believe those are rare mummy's. They are capable of punishing enemies casting spells from nearby (have AOO), and their will save is the lowest.
★★★
Zombie troops are marching... Round 1
──────────
BOLD IS UP!:
──────────
Mummy blue (110/110 HP) │ Religion to recall
Hamir (52/48 HP)
Mummy green (-15 HP) │ Religion to recall
Hulking Zombie (- HP) │ Religion to recall
Zabu (111/107 HP)
Gurka (100/96 HP) │ minor curse, paralyzed 1 round
Klatzu (118/114 HP) │ Paralyzed 1 round
⠀⠀Siva (82/78 HP)
➤ Avonatha (50/46 HP)
Zombie troops (- HP)
| GM Farol |
Gurka withstands the aura and smashes her meteor hammer at the mummy.
Hit green for -11
@Avonata - it would be 1 action, but it hardly works against your targets due to range. At the same time, I feel like you going into a room that is completely dark, would make you secure life sources. And I saw that Gurka has light spell which heightened gives 60 ft or regular light and 60 dim. So I will just assume that Gurka casted it on Zabu's armor.
Avonatha sends a fireball that covers two mummys and hulking zombie
Reflex save, green: 1d20 + 10 ⇒ (9) + 10 = 19 Fail green -30
Reflex save, blue: 1d20 + 10 ⇒ (2) + 10 = 12 Fail blue -30
Reflex save, red: 1d20 + 12 ⇒ (16) + 12 = 28 Success red -12
Two mummies fail to dodge the fire, and their bandages burn a bit more than they should have. The hulking zombie dodges the worst of the flames.
The troop of zombies move and begin to pour over Zabu, Klatzu, Gurka.
Mummy walks towards Zabu and strikes him with their fist
Fist@Zabu: 1d20 + 16 ⇒ (1) + 16 = 17
Damage, bludgeoning: 2d6 + 7 ⇒ (5, 6) + 7 = 18
Fist@Zabu: 1d20 + 16 - 5 ⇒ (12) + 16 - 5 = 23
Damage, bludgeoning: 2d6 + 7 ⇒ (4, 5) + 7 = 16
But both strikes miss.
Hamir since you would be able to activate your wayfinder before the fight, you could do two rounds of actions
★★★
Zombie troops are marching... Round 2
──────────
BOLD IS UP!:
──────────
Mummy blue (80/110 HP) │ Religion to recall
➤ Hamir (52/48 HP)
Mummy green (-56 HP) │ Religion to recall
Hulking Zombie (-12 HP) │ Religion to recall
Zabu (111/107 HP)
Gurka (100/96 HP) │ minor curse
Klatzu (118/114 HP) │ Paralyzed 1 round
⠀⠀Siva (82/78 HP)
Avonatha (50/46 HP)
Zombie troops (- HP)
Hamir Crookfeather
|
Previous round
With his wayfinder previously activated, Hamir moves into the cistern and takes up a position of cover.
Stride
Once the undead are in view, he tries to ascertain what he is fighting.
2 Actions to ID mummy green and zombie troop. + 14 Religion
He shares what he has learned about the two.
Current round
Hamir approaches cautiously and casts a spell, causing a sphere of flame to appear at one of the mummy's feet (green).
Casting Heightened Flaming Sphere
Fire damage, heightened: 5d6 ⇒ (3, 6, 3, 5, 2) = 19
DC 25 Basic Reflex, success negates.
| GM Farol |
Recall, mummy: 1d20 + 14 ⇒ (20) + 14 = 34
Recall, troop: 1d20 + 14 ⇒ (15) + 14 = 29
Hamir recognizes the mummy as guardian mummy, it is immune to death effects, disease, paralyze, poison and being unconscious. It has weaknesses to fire. Mummys hit can spread mummy rot.
The troop is a unique version of zombie troops, they are weak vs area damage, positive damage, slashing, splash damage. They are naturally slowed.
Then Hamir casts a flaming sphere
Reflex Save, mummy green: 1d20 + 10 ⇒ (5) + 10 = 15 crit fail 43 dmg
Reflex Save, troop: 1d20 + 11 ⇒ (11) + 11 = 22 fail -24
Mummy strikes at Zabu
Fist@Zabu: 1d20 + 16 ⇒ (1) + 16 = 17
Damage, bludgeoning: 2d6 + 7 ⇒ (5, 4) + 7 = 16
Fist@Zabu: 1d20 + 16 - 5 ⇒ (20) + 16 - 5 = 31
Damage, bludgeoning: 2d6 + 7 ⇒ (3, 5) + 7 = 15
Fist@Zabu: 1d20 + 16 - 10 ⇒ (11) + 16 - 10 = 17
Damage, bludgeoning: 2d6 + 7 ⇒ (6, 5) + 7 = 18
First first misses, but second one hits Zabu with great strength and is followed bu another miss. Crit hit Zabu -30 and Fort save DC22
Hulking Zombie moves closer and swing with held piece of meat at KLatzu and Gurka
Swing@Klatzu, Gurka: 1d20 + 20 ⇒ (1) + 20 = 21
Damage, bludgeoning: 2d10 + 13 ⇒ (6, 3) + 13 = 22
But it misses!
★★★
Zombie troops are marching... Round 2
──────────
BEFORE YOUR TURN:
──────────
Zabu: Fort Save DC22
──────────
BOLD IS UP!:
──────────
Mummy blue (80/110 HP) │ Religion to recall
Hamir (52/48 HP)
Mummy green (-99 HP) │ Religion to recall
Hulking Zombie (-12 HP) │ Religion to recall
➤ Zabu (91/107 HP)
➤ Gurka (100/96 HP) │ minor curse
➤ Klatzu (118/114 HP)
⠀⠀➤ Siva (82/78 HP)
➤ Avonatha (50/46 HP)
Zombie troops (-24 HP)
Zabu "Daggertooth" Creed
|
"Whoof...good hit...good hit..." Zabu says as the mummy punches him in the gut.
Fortitude: 1d20 + 14 ⇒ (9) + 14 = 23
He twists and kicks at the back of the mummy's knee, grabbing an arm to jerk him down.
Athletics (Trip): 1d20 + 15 ⇒ (20) + 15 = 35
Trip Crit Damage: 1d6 ⇒ 6
Then he slashes it up with his claws.
Claw (MAP: 1d20 + 15 - 4 ⇒ (5) + 15 - 4 = 16
Slashing: 2d6 + 4 + 1 ⇒ (5, 5) + 4 + 1 = 15
Claw (MAP: 1d20 + 15 - 8 ⇒ (14) + 15 - 8 = 21
Slashing: 2d6 + 4 + 1 ⇒ (3, 2) + 4 + 1 = 10
Avonathalanthalasa Caldon
|
Round 2
Avonatha moves up 20 ft and pulls out a scroll. She then casts shield on herself.
| GM Farol |
@Zabu I assume you go after the wounded mummy, as you did not specify it
Zabu tripes the mummy, who falls to the ground with a loud thump. Then he strikes twice, but only his second attack hits due to enemy being on the ground. The mummy stops moving. Green -15 and dead
Avonatha moves closer and pulls out a scroll What scroll are you pulling out? then she shields herself.
★★★
Zombie troops are marching... Round 2
──────────
BEFORE YOUR TURN:
──────────
Zabu: Fort Save DC22
──────────
BOLD IS UP!:
──────────
Mummy blue (80/110 HP) │ Religion to recall
Hamir (52/48 HP)
Hulking Zombie (-12 HP) │ Religion to recall
Zabu (91/107 HP)
➤ Gurka (100/96 HP) │ minor curse
➤ Klatzu (118/114 HP)
⠀⠀➤ Siva (82/78 HP)
Avonatha (50/46 HP) │ Shield
Zombie troops (-24 HP)
Klatzu
|
| 1 person marked this as a favorite. |
assuming I can move normally this turn
◆ Raise Shield
◆ Strike Large Zombie with +1 Frost Striking Bastard Sword (add 1 if no longer frightened from Mummy but sounds like I probably am) at: 1d20 + 17 - 1 ⇒ (8) + 17 - 1 = 24 for Slashing damage: 2d8 + 6 ⇒ (4, 5) + 6 = 15 and Cold damage: 1d6 ⇒ 5
◆ Second Strike v Large Zombie with +1 Frost Striking Bastard Sword (add 1 if no longer frightened from Mummy but sounds like I probably am) at: 1d20 + 17 - 1 - 5 ⇒ (4) + 17 - 1 - 5 = 15 for Slashing damage: 2d8 + 6 ⇒ (1, 7) + 6 = 14 and Cold damage: 1d6 ⇒ 5
◆ Siva Strike with Agile Bite: 1d20 + 14 - 8 - 1 ⇒ (20) + 14 - 8 - 1 = 25 for Piercing damage: 2d8 + 3 ⇒ (6, 6) + 3 = 15
Shaking himself back into focus, the goblin shouts a warcry as the undead swarm around him, readying himself to defend those behind him!
Liberating Step if the Mummy hits with its first attack vs someone adjacent to it at start of the turn, so that they can step back and force a move action from the Mummy, and a quick shield block first attack that hits Klatzu; otherwise, if the mummy misses its initial and secondary attack, Shield Block twice vs anything that connects with Klatzu.
EDIT: dang Siva really carrying the weight in this relationship with that Nat 20 on -8 MAP
| GM Farol |
Yeah after initial save you are immune for 24 h. But you all are frightened 1 as long as you are nearby, something about that rotting flesh wrapped in bandages
Klatzu raises his shield and strikes with his sword, his first attack hits but his second misses. Hit red -20
Siva bites angrily and tears off part of the arm of hulking zombie Crit red -30
With fear, you spot that the arm thrown to the ground begin to move on its own. Firts crit triggered => we have an extra arm in combat ;) Added icon to the map, but it has no separate HP
Gurka moves strikes with her meteor hammer
Hammer@mummy: 1d20 + 14 - 1 ⇒ (13) + 14 - 1 = 26
Damage, bludgeoning: 2d8 + 4 ⇒ (8, 7) + 4 = 19
Hammer@mummy: 1d20 + 14 - 1 - 5 ⇒ (17) + 14 - 1 - 5 = 25
Damage, bludgeoning: 2d8 + 4 ⇒ (5, 3) + 4 = 12
Then she raises her magical shield. Both hits blue -31
Zombie troops begin to strike at all pathfinders in their squares.
Damage, slashing: 2d6 + 13 ⇒ (3, 6) + 13 = 22 Gurka, Zabu, Klatzu and Siva reflex save DC21
Mummy strikes at Zabu
Fist@Zabu: 1d20 + 16 ⇒ (5) + 16 = 21
Damage, bludgeoning: 2d6 + 7 ⇒ (2, 4) + 7 = 13
Fist@Zabu: 1d20 + 16 - 5 ⇒ (4) + 16 - 5 = 15
Damage, bludgeoning: 2d6 + 7 ⇒ (1, 3) + 7 = 11
Fist@Zabu: 1d20 + 16 - 10 ⇒ (20) + 16 - 10 = 26
Damage, bludgeoning: 2d6 + 7 ⇒ (6, 1) + 7 = 14
First two strikes miss but the third one hits Zabu again in his guts Crit Zabu -28 and Fort save DC22 vs Zombie rot
★★★
Zombie troops are marching... Round 3
──────────
BEFORE YOUR TURN:
──────────
Zabu: Fort Save DC22, Reflex save 21 vs 22 dmg
Gurka: Reflex save 21 vs 22 dmg
Klatzu: Reflex save 21 vs 22 dmg
Siva: Reflex save 21 vs 22 dmg
──────────
BOLD IS UP!:
──────────
Mummy blue (-61 HP) │ Religion to recall
➤ Hamir (52/48 HP)
Hulking Zombie (-62 HP) │ Religion to recall, crited
Zabu (63/107 HP)
Gurka (100/96 HP) │ minor curse, shield raised
Klatzu (118/114 HP) │ Raised shield
⠀⠀Siva (82/78 HP)
Avonatha (50/46 HP) │ Shield
Zombie troops (-24 HP)
Hamir Crookfeather
|
Hamir redirects the flaming sphere towards the nearby mummy (purple).
Sustain
Fire damage, heightened: 5d6 ⇒ (5, 4, 5, 3, 2) = 19
DC 25 Basic Reflex, success negates.
Unable to cast any area spells without harming his allies, the halfling then forms a smaller ball of flame within his hand and hurls it, too, at the mummy.
Spell Strike: 1d20 + 15 ⇒ (9) + 15 = 24
Damage fire: 3d4 + 4 ⇒ (4, 2, 2) + 4 = 12
| GM Farol |
Hamir moves the flaming sphere to hurt the mummy
Reflex save, DC25: 1d20 + 10 ⇒ (17) + 10 = 27 Save so no damage according to Spell description
Then he sends a ball of lame, hitting the mummy right in its side. Hit @blue -17
THe giant Zombie swings with his club at Klatzu and Gurka
Swing@Klatzu, Gurka: 1d20 + 20 ⇒ (13) + 20 = 33
Damage, bludgeoning: 2d10 + 13 ⇒ (7, 7) + 13 = 27 Hit Gurka and Klatzu -27 (Shield block?)
Then the giant grabs one of the small zombies and tosses them at Avonatha
Zombie toss@Avonatha: 1d20 + 20 - 10 ⇒ (13) + 20 - 10 = 23
Damage, bludgeoning: 2d6 + 13 ⇒ (2, 3) + 13 = 18
Avonatha is striken by the flying zombie who smashes then into the ground not surviving the landing. Avonatha -18 (will you shield block?) and Zombie troop -18
The hand severed from giant crawls towards Zabu and tries striking him
Severed hand@Zabu: 1d20 + 20 - 10 ⇒ (11) + 20 - 10 = 21
Damage: 2d10 + 13 ⇒ (4, 8) + 13 = 25
But it misses
★★★
Zombie troops are marching... Round 3
──────────
BEFORE YOUR TURN:
──────────
Zabu: Fort Save DC22, Reflex save 21 vs 22 dmg
Gurka: Reflex save 21 vs 22 dmg
Klatzu: Reflex save 21 vs 22 dmg
Siva: Reflex save 21 vs 22 dmg
──────────
BOLD IS UP!:
──────────
Mummy blue (-76 HP) │ Religion to recall
Hamir (52/48 HP)
Hulking Zombie (-62 HP) │ Religion to recall, crited
➤ Zabu (63/107 HP)
➤ Gurka (73/96 HP) │ minor curse, shield raised
➤ Klatzu (91/114 HP) │ Raised shield
⠀⠀➤ Siva (82/78 HP)
➤ Avonatha (32/46 HP) │ Shield
Zombie troops (-42 HP)
@after you make your reflex saves I will apply Klatzus reaction, @KLatzu please decide which attack you are blocking (Zombie troop or the hulk ;))
Zabu "Daggertooth" Creed
|
Fortitude: 1d20 + 14 ⇒ (4) + 14 = 18
Reflex: 1d20 + 10 ⇒ (14) + 10 = 24
Whatever foulness the mummy's been slinging around finally catches up to Zabu but the manages to duck and weave his way through the worst of the zombie horde's attack. Then, he gets smacked by a giant hand.
"Oh! Oh! OH! Throwing hands?! Well, it's mine now!" he declares, grabbing the roaming appendage to gnaw and slash.
Jaws: 1d20 + 15 ⇒ (19) + 15 = 34
Piercing: 2d10 + 4 + 2 ⇒ (6, 6) + 4 + 2 = 18
Claw (MAP): 1d20 + 15 - 4 ⇒ (9) + 15 - 4 = 20
Slashing: 2d6 + 4 + 1 ⇒ (2, 1) + 4 + 1 = 8
Claw (MAP): 1d20 + 15 - 8 ⇒ (9) + 15 - 8 = 16
Slashing: 2d6 + 4 + 1 ⇒ (3, 4) + 4 + 1 = 12
Gurka the Flamboyant
|
4th level 3 action heal
heal: 4d8 ⇒ (1, 1, 1, 1) = 4
DC 25 fortitude
Gurka holds up her holy symbol calling upon a soothing healing spell that also just so happens to burn her aggressors.
Avonathalanthalasa Caldon
|
Remembering that she has a better option than a scroll, she pulls out her wand of scorching ray and issues the word of command, Tsintahn reaewr as she points the first ray at the mummy
1d20 + 12 ⇒ (14) + 12 = 26 scorching ray
4d6 ⇒ (2, 3, 5, 5) = 15 fire damage
and the second at the huge zombie b] Tsintahn reaewr [/b]
1d20 + 12 ⇒ (17) + 12 = 29 scorching ray
4d6 ⇒ (2, 4, 4, 5) = 15 fire damage
For each additional action you use when Casting the Spell, you can fire an additional ray at a different target, to a maximum of three rays targeting three different targets for 3 actions. These attacks each increase your multiple attack penalty, but you don't increase your multiple attack penalty until after you make all the spell attack rolls for scorching ray. If you spend 2 or more actions Casting the Spell, the damage increases to 4d6 fire damage on a hit, and it still deals double damage on a critical hit.
Zabu "Daggertooth" Creed
|
she will shield block. By the way, what is a ball of lame? :)
Apparently me if the cool guys at my high school were to be believed.
| GM Farol |
Zabu dodges the troop attacks and Klatzu reaction aids him more -1 (+10 from champion reaction)
Zabu bites the hand, his teeth pierce through the skin with ease, but his two claw strikes missCrit hit hulk -36 and two misses
Fort save, DC22: 1d20 + 18 ⇒ (17) + 18 = 35
Zabu feels some disease spreading through his body. Mummy rot stage 1 - so far no ill effects
Gurka Reflex save, DC23: 1d20 + 11 ⇒ (4) + 11 = 15 Fail so 21 dmg.
Gurka fails to dodge the damage from the troops. She explodes in a globe of healing energy.
Fort save, hulk, DC25: 1d20 + 18 ⇒ (3) + 18 = 21 Fail -14 (vulnerability to positive)
Fort save, mummy, DC25: 1d20 + 14 ⇒ (11) + 14 = 25 Success -2
Fort save, troop, DC25: 1d20 + 14 ⇒ (16) + 14 = 30 Success -12(vulnerability)
Avonatha blocks the damage with her shield. Then she pulls out a wand and sends scorching rays at mummy and hulk Mummy hit -20, hulk hit -15
Avonatha shield blocks from last round +10
★★★
Zombie troops are marching... Round 3
──────────
BEFORE YOUR TURN:
──────────
Klatzu: Reflex save 21 vs 22 dmg
Siva: Reflex save 21 vs 22 dmg
──────────
BOLD IS UP!:
──────────
Mummy blue (-98 HP) │ Religion to recall
Hamir (52/48 HP)
Hulking Zombie (-127 HP) │ Religion to recall, crited
Zabu (66/107 HP) │ Mummy rot (stage 1)
Gurka (55/96 HP) │ minor curse
➤ Klatzu (95/114 HP) │ Raised shield
⠀⠀➤ Siva (82/78 HP)
Avonatha (36/46 HP) │ Shield
Zombie troops (-54 HP)
Klatzu
|
| 1 person marked this as a favorite. |
Shield block the hit you assumed I would shield block, reduces the damage by 10. Murdering the remainder of the Frightened condition aura.
Klatzu Reflex: 1d20 + 11 ⇒ (12) + 11 = 23
Siva Reflex: 1d20 + 16 ⇒ (3) + 16 = 19
(F) Release Grip on Shield.
◆ Re-grip Bastard Sword two-handed.
◆ Cast Weapon Surge. (+1 Enhancement Bonus, +1 Damage Die to next strike; Verbal Only so only triggers Reactions if targeting Concentrate from before I was within range to strike Mummy)
◆ Siva: automatic action: Stride into adjacency with remaining Mummy.
◆ Strike Mummy with +1 Frost Striking Bastard Sword at: 1d20 + 17 - 1 + 1 ⇒ (18) + 17 - 1 + 1 = 35 for Slashing damage: 3d12 + 6 ⇒ (12, 11, 9) + 6 = 38 and Cold damage: 1d6 ⇒ 5
Spotting a moment of weakness from the Mummy behind him, Klatzu shouts above the din of battle to his companion. "SIVA! ABOUT FACE!" The wolf twists against the zombie hoards as fur and muscle are torn by their claws, getting within reach for her rider to strike the decisive blow. As the goblin drops his shield and lifts his sword skyward, he gives forth a mighty shout, "MILANI! MAKE KLATZU'S FOES FERTILIZE GROUND ANEW!" As the chant is heard by the divine host, the hammered sheet metal encompassing the blade begins to unfold with holy light, causing the sword's size to double in an instant before cleaving the Mummy in twain!
No shield up this turn; will use Champion's Reaction on whoever gets hit by the Zombie Hoard with the least HP prior to making their save roll, giving them a free Step out of the hoard if they so desire.
| GM Farol |
Klatzu drops his shield and grabs his sword in two hands. He strikes mummy so hard that he cuts it in half. Crit and dead
The troops attack, the mass of Zombie strike at Klatzu Shiva, Zabu and Gurka.
Troop@Klatzu, Shiva, Zabu, Gurka: 2d6 + 13 ⇒ (5, 2) + 13 = 20 Basic reflex DC21
@Hamir I will delay you after the Hulk Zombie just to make the init simpler
Hulk swooshes at Klatzu and Gurka
Attack: 1d20 + 20 ⇒ (5) + 20 = 25
Damage, bludgeoning: 2d10 + 13 ⇒ (1, 6) + 13 = 20
Attack: 1d20 + 20 - 10 ⇒ (8) + 20 - 10 = 18
Damage, bludgeoning: 2d10 + 13 ⇒ (7, 10) + 13 = 30
But it misses twice.
The hand strikes on Zabu
Attack: 1d20 + 20 - 10 ⇒ (6) + 20 - 10 = 16
Damage, bludgeoning: 2d10 + 13 ⇒ (9, 2) + 13 = 24
Attack: 1d20 + 20 - 10 ⇒ (3) + 20 - 10 = 13
Damage, bludgeoning: 2d10 + 13 ⇒ (6, 7) + 13 = 26
And misses as well.
★★★
Zombie troops are marching... Round 4
──────────
BEFORE YOUR TURN:
──────────
Zabu: Reflex save DC21 (dmg 20)
Gurka: Reflex save DC21 (dmg 20)
Klatzu: Reflex save DC21 (dmg 20)
Siva: Reflex save DC21 (dmg 20)
──────────
BOLD IS UP!:
──────────
➤ Hamir (52/48 HP)
Hulking Zombie (-127 HP) │ Religion to recall, crited
➤ Zabu (66/107 HP) │ Mummy rot (stage 1)
➤ Gurka (55/96 HP) │ minor curse
➤ Klatzu (94/114 HP) │ Raised shield
⠀⠀➤ Siva (60/78 HP)
➤ Avonatha (36/46 HP) │ Shield
Zombie troops (-54 HP)
Hamir Crookfeather
|
Concentrating, Hamir directs the flaming sphere through the mass of zombies.
Sustain
Fire damage, heightened v troop: 5d6 ⇒ (6, 4, 5, 1, 2) = 18
DC 25 Basic Reflex, success negates.
He then sends a second bout of flame into the mass.
Spell Strike v zombie troop: 1d20 + 15 ⇒ (18) + 15 = 33
Damage fire: 3d4 + 4 ⇒ (4, 2, 4) + 4 = 14
Avonathalanthalasa Caldon
|
The wizardess, seeing that the huge zombie still stands, casts arcane words filled with phrases of nature as a beam of positive energy erupts from her hand to strike it.
3d6 + 4 ⇒ (5, 4, 4) + 4 = 17 positive energy: disrupt undead
dc 22 fort
and will follow up with a 1 action magic missile on the brute. It emerges in the shape of her faerie dragon
1d4 + 1 ⇒ (3) + 1 = 4 force damage
Zabu "Daggertooth" Creed
|
Reflex: 1d20 + 10 ⇒ (5) + 10 = 15
Zabu is so distracted by his fight with the hand that he doesn't pay enough attention to the mass of zombies and gets pummeled, scratched and bitten by them.
"That's it! I'm not even going to leave you with a stump! he warns the giant undead.
Jaws: 1d20 + 15 ⇒ (13) + 15 = 28
Piercing: 2d10 + 4 + 2 ⇒ (7, 3) + 4 + 2 = 16
Claw MAP: 1d20 + 15 - 4 ⇒ (20) + 15 - 4 = 31
Slashing: 2d6 + 4 + 1 ⇒ (1, 6) + 4 + 1 = 12
Claw MAP: 1d20 + 15 - 8 ⇒ (4) + 15 - 8 = 11
Slashing: 2d6 + 4 + 1 ⇒ (5, 3) + 4 + 1 = 13
| GM Farol |
Hamir sustains his flames punishing the troops
Reflex save, DC25: 1d20 + 11 ⇒ (13) + 11 = 24 Failure -23 dmg (vulnerability to area damage)
Then sends another fire attack their way. Crit -24 and 3d4 persistent fire damage as I assume the spell is produce a flame
More zombies fall to the ground, the troop size shrinks again.
Avonatha sends disrupting energy toward the Hulk
Fort save, DC22: 1d20 + 18 ⇒ (9) + 18 = 27 Success Hulk -18 (vulnerability)
Then she blasts him with force damage. If they would fail before your round I would retarget your spells at other enemy.
Zabu jumps at the hand biting it and slashing it with his claws. Hit and crit for -50 (vulnerability to slashing) And with that the giant undead falls to the ground.
Gurka sends another heal blasting the remaining Zombies
FOrt, DC25: 1d20 + 12 ⇒ (12) + 12 = 24
And the last Zombies fall to the ground motionless. Anything that moves is swiftly destroyed by Klatzu and Siva.
Fight is over! Well done!
The shadowy veil occupies a 20-foot-wide space in the east wall. Hamir, Gurka, and Avonatha quickly recognize that the shadowy veil is the threshold to an extradimensional space. You recognize that the red lightning is being generated by whatever is powering the gate, and this power source lies somewhere beyond the veil. You believe that analyzing the portal is a task that would take days if not weeks.
With the undead destroyed, the chamber falls silent. The silence is quickly broken by the words and cheers of other Pathfinder agents as they appear, armed and battered, at the western and northwestern entrances to the cistern. For now, the area is secured, though bursts of red lightning still flash beyond the shadowy veil.
Balentiir orders the portal to remain heavily guarded for the time being, and he believes his forces can keep the lodge secure—thanks to the your efforts!
He insists his belabored agents get some rest before tending to their duties above or below ground.
Balentiir assures you, "The shadowy portal will not be left unexplored. I plan to assemble a group of experts to discretely study the portal and learn how it works, then send an elite team of Pathfinder agents— perhaps including you—to investigate what lies beyond, learn how the portal came to exist, and permanently end the tide of undead."
The PCs can return to venture through the veil in Pathfinder Society Scenario #3-14: The Tomb Between Worlds.
Hamir Crookfeather
|
"Yeah not going to lie. It feels kind of anticlimactic. I want to finish the job. Let's go into the portal now!!!!!!"
"I believe the portal warrants further study," notes Hamir. "Although, if you are insistent upon entering at the present time, you may be my guest."
Hamir looks at the portal and considers likely possibilities.
Arcana: 1d20 + 12 ⇒ (11) + 12 = 23
"I doubt the outcome would be favorable for you," he concludes. "But, it is likely that we could obtain quite valuable information about it by sifting through your remains."
Given the halflings tone, it is unclear whether he is joking or not.
Zabu "Daggertooth" Creed
|
Zabu realizes the giant hand is no longer moving and spits it out. He whirls to find more zombies to kill and seems disappointed to find none.
As he shifts back to his more human form, he spits and spits again.
"Gah...zombie. I need a beer to wash this taste out of my mouth," he says and spits one more time.
He raises an eyebrow at Gurka. "I wouldn't mind slashing up whatever's on the other side causing problems, either, but for now, I'm going to enjoy my accolades and the appreciation of all the people whose lives I saved."