| Clockwork Spy |
Jackobi backs away from the clawing ghouls and channels power into Vengeance.
◆ Step
◇ Religion: Extend Boost: 1d20 + 8 ⇒ (5) + 8 = 13
◆ Cast (V): boost eidolon
Vengeance tries to take a bite out of the ghoul before him.
◆ Strike: Jaws: 1d20 + 9 ⇒ (8) + 9 = 17
Piercing Damage: 1d8 + 4 + 2 ⇒ (5) + 4 + 2 = 11 + 1 Positive Damage
| GM Doug H |
Too-Tuk Disrupting: 3d4 ⇒ (1, 1, 4) = 6
Too-tuk crits his target, then sweeps the blade around in a whirlwind damaging the others!
Vengeance easily finishes it off.
Fort: 1d20 + 4 ⇒ (12) + 4 = 16
Disrupt: 2d6 + 4 ⇒ (1, 1) + 4 = 6
| GM Doug H |
With only two ghouls remaining you easily dispatch them.
You spend some time healing up. Too-tuk begins to break out into a bit of a sweat, even though it's nice and cool down here… but otherwise he feels fine.
DC 15 Medicine
You search around the room… there's nothing here. Your reward is an important clue. Someone is directing the undead to dig more tunnels. Now perhaps you know how all those holes opened in peoples homes…
⚰ ⚰ ⚰
As you keep moving to the left, you find short dead-ends in the tunnels ahead.
Back the way you came, or leap going left?
Status: everyone is at full
| GM Doug H |
Graaxyn Bloodfinger's Initiative Using Search: 1d20 + 6 ⇒ (15) + 6 = 21
Too-tuk's Initiative Using Search + Scout: 1d20 + 10 ⇒ (8) + 10 = 18
Artemis Growl's Initiative Using Scouting: 1d20 + 8 ⇒ (3) + 8 = 11
Zher'Myeh Quattro's Initiative Using Avoid Notice when possible: 1d20 + 9 ⇒ (6) + 9 = 15
Nar's Initiative Using Investigate (Religion): 1d20 + 9 ⇒ (15) + 9 = 24
1: 1d20 + 9 ⇒ (10) + 9 = 19
2: 1d20 + 9 ⇒ (15) + 9 = 24
You continue to the Left. More winding tunnels that seem to terminate in random places, but many actually have holes going up into the small homes around town.
You come to a large chamber… there is a shaft of dim light spilling down, illuminating a wall-to-wall mass of rotting faces! They surge forward, surprisingly aggressive.
They rush forward, clawing at everyone but Zher'myeh and the Summoner. They look tougher than the other ones you fought.
B: 2d6 + 7 ⇒ (2, 6) + 7 = 15
⚰ ⚰ ⚰
The Horde!
──────────
BEFORE YOUR TURN:
──────────
Nar: DC 20 basic Reflex vs 15 B
Graaxyn: DC 20 basic Reflex vs 15 B
Too-tuk: DC 20 basic Reflex vs 15 B
Zher’myeh: DC 20 basic Reflex vs 15 B
──────────
BOLD IS UP!:
──────────
Horde 2 (-0 HP)
➤ Jakobi (44/44 HP)
⠀⠀➤ Vengeance (44/44 HP)
➤ Nar (35/35 HP)
➤ Graaxyn (49/49 HP)
Horde 1 (-0 HP)
Too-tuk (41/41 HP)
Zher’myeh (33/33 HP)
Artemis (42/42 HP)
| Zher'myeh Quattro |
Zher’myeh has Asurance for Medicine and hits the magic 15 automatically.
Hmm, you should see a Cleeic about that, he says to Too-Tuk. Especially if you develop feelings of hunger that last for more than four hours.
| Graaxyn Bloodfinger |
Reflex Save: 1d20 + 6 ⇒ (10) + 6 = 16
He takes the full brunt of the hit, and responds in kind.
War Flail: 1d20 + 10 ⇒ (15) + 10 = 25
Bludgeoning Damage: 1d10 + 4 ⇒ (5) + 4 = 9
Positive Damage: 1d6 ⇒ 1
War Flail: 1d20 + 5 ⇒ (9) + 5 = 14
Bludgeoning Damage: 1d10 + 4 ⇒ (4) + 4 = 8
Positive Damage: 1d6 ⇒ 6
He uses Battle Medicine on himself.
Medicine: 1d20 + 5 ⇒ (8) + 5 = 13
But achieves nothing. Suffering is a gift.
Bludgeoning Damage: 1d10 + 8 ⇒ (6) + 8 = 14
Positive Damage: 1d6 ⇒ 4
Also resistance 10 to ally who is hit.
| GM Doug H |
Graax is bruised and battered by dozens of hands; his flail arcs through the air, glowing with positive force and killing some of the weaker shambles within the horde.
⚰ ⚰ ⚰
The Horde!
──────────
BEFORE YOUR TURN:
──────────
Nar: DC 20 basic Reflex vs 15 B
Too-tuk: DC 20 basic Reflex vs 15 B
Zher’myeh: DC 20 basic Reflex vs 15 B
──────────
BOLD IS UP!:
──────────
Horde 2 (-15 HP)
➤ Jakobi (44/44 HP)
⠀⠀➤ Vengeance (44/44 HP)
➤ Nar (35/35 HP)
Graaxyn (34/49 HP)
Horde 1 (-0 HP)
Too-tuk (41/41 HP)
Zher’myeh (33/33 HP)
Artemis (42/42 HP)
──────────
AFTER YOUR TURN:
──────────
Graaxyn: Reaction available; prioritize pain
Character Turn Emulation Drone
|
Jakobi
Jakobi and Vengeance Act Together — the Eidolon Strides while Jakobi casts Boost Eidolon.
The psychopomp themn strikes the horde twice!
Jaws: 1d20 + 9 ⇒ (15) + 9 = 24
Piercing: 1d8 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Claws, Agile: 1d20 + 9 - 4 ⇒ (12) + 9 - 4 = 17
Piercing: 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7
— missing the second attack!
However, the horde looks weak to positive, once again.
| GM Doug H |
Thye rest of the horde rushes forward — suddenly you fund yourselves surrounded by the hungry heart!
r-r-r-r-r-r-r…
| GM Doug H |
Fort 1: 1d20 + 13 ⇒ (17) + 13 = 30
Fort 2: 1d20 + 13 ⇒ (7) + 13 = 20
One of the hordes somehow powers through it, avoiding any damage. The other horde disintegrates in the light, zombies falling to ash by the dozen! Shrinks in size from 16 -> 12. You can;t see it but the squares where the troop 2 overlapped with troop 1 no longer overlap
⚰ ⚰ ⚰
The Horde Room!
Terrain: Difficult terrain inside hordes
Battlemap
──────────
BOLD IS UP!:
──────────
Horde 2 (-41 HP)
Jakobi (44/44 HP)
⠀⠀Vengeance (44/44 HP)
Nar (35/35 HP)
Graaxyn (45/49 HP) │ Reaction available; prioritize pain
Horde 1 (-0 HP)
➤ Too-tuk (41/41 HP)
➤ Zher’myeh (29/33 HP)
➤ Artemis (42/42 HP)
| Artemis Growl |
"Grr... how did this happen?"
He draws his dagger, slashing as he casts telekinetic projectile, grabbing zombie claws to slash.
dagger vs #1: 1d20 + 10 ⇒ (2) + 10 = 12
(Tired of this - reroll!) dagger vs #1: 1d20 + 10 ⇒ (11) + 10 = 21
slashing: 1d4 + 4 ⇒ (2) + 4 = 6
slashing TeleProj: 2d6 + 3 ⇒ (4, 4) + 3 = 11
| GM Doug H |
Too-tuk slashes away zombies while Artemis recycles used claws to slash the other horde. HEROICALLY.
More of the horde wanders off!
⚰ ⚰ ⚰
The Horde!
Terrain: Difficult terrain inside hordes
Battlemap
──────────
BOLD IS UP!:
──────────
Horde 2 (-58 HP)
Jakobi (44/44 HP)
⠀⠀Vengeance (44/44 HP)
Nar (35/35 HP)
Graaxyn (45/49 HP) │ Reaction available; prioritize pain
Horde 1 (-22 HP)
Too-tuk (41/41 HP)
➤ Zher’myeh (29/33 HP)
Artemis (42/42 HP)
| Zher'myeh Quattro |
Zher'myeh does not care for these hordes.
Not one bit.
He maneuvers out of harm's way a bit, then sends his regards — in the form of arrows — in his stead.
magical pew: 1d20 + 10 ⇒ (2) + 10 = 12
piercing: 1d6 ⇒ 4
plus Deadly if a crit: 1d10 ⇒ 4
magical pew: 1d20 + 10 - 5 ⇒ (6) + 10 - 5 = 11
piercing: 1d6 ⇒ 6
plus Deadly if a crit: 1d10 ⇒ 6
Stride, Strike x2.
| GM Doug H |
Zher'myeh's arrows stick intp the muddy walls.
--
r-r-r-r-r… The zombies shamble forward…
Too-tik swings his weapon:
AOO, think it was;t posted above but let me know if you did: 1d20 + 12 ⇒ (5) + 12 = 17
— missing.
The horde shuffles forward to engulf the largest group of heroes! Everyone but Zher'myeh's and Too-Tuk
DC 20 Basic Reflex: 2d6 + 7 ⇒ (6, 3) + 7 = 16
Graax gives the pain back, landing a solid blod that ends positive energy coursing through the horse and dropping more of them. Horde size shrinks from 12 -> 8
⚰ ⚰ ⚰
The Horde!
Terrain: Difficult terrain inside hordes
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Jakobi: DC 20 basic Reflex vs 16 B
Vengeance: DC 20 basic Reflex vs 16 B
Nar: DC 20 basic Reflex vs 16 B
Graaxyn: DC 20 basic Reflex vs 16 B
Artemis: DC 20 basic Reflex vs 16 B
──────────
BOLD IS UP!:
──────────
Horde 2 (-81 HP)
➤ Jakobi (44/44 HP)
⠀⠀➤ Vengeance (44/44 HP)
➤ Nar (35/35 HP)
➤ Graaxyn (45/49 HP) │ Reaction available
Horde 1 (-27 HP) │ Magus too OP
Too-tuk (41/41 HP)
Zher’myeh (29/33 HP)
Artemis (42/42 HP)
| Jakobi Vulkk |
Vengeance Reflex Reflex: 1d20 + 7 ⇒ (17) + 7 = 24
Jakobi Reflex Reflex: 1d20 + 7 ⇒ (12) + 7 = 19
Vengeance bites and claws at Horde #1.
Jaws: 1d20 + 9 ⇒ (9) + 9 = 18
Piercing Damage: 1d8 + 4 + 2 ⇒ (2) + 4 + 2 = 8 + 1 Positive Damage
Claw: 1d20 + 5 ⇒ (1) + 5 = 6
Piercing Damage: 1d6 + 4 + 2 ⇒ (4) + 4 + 2 = 10 + 1 Positive Damage
"We're surrounded!"
Jakobi throws a divine lance at horde #2.
Divine Lance: 1d20 + 9 ⇒ (17) + 9 = 26
Good Damage: 2d4 + 4 ⇒ (1, 1) + 4 = 6
| GM Doug H |
The jaws miss; another zombie falls but not as much as Jakobi hoped. Tales Good damage but not Weak to it like Positive and Slashing
⚰ ⚰ ⚰
The Horde!
Terrain: Difficult terrain inside hordes
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Nar: DC 20 basic Reflex vs 16 B
Graaxyn: DC 20 basic Reflex vs 16 B
Artemis: DC 20 basic Reflex vs 16 B
──────────
BOLD IS UP!:
──────────
Horde 2 (-87 HP)
Jakobi (28/44 HP)
⠀⠀Vengeance (28/44 HP)
➤ Nar (35/35 HP)
➤ Graaxyn (45/49 HP) │ Reaction available
Horde 1 (-27 HP) │ Magus too OP
Too-tuk (41/41 HP)
Zher’myeh (29/33 HP)
Artemis (42/42 HP)
| GM Doug H |
DR 10 from Graax awaits to one who needs it most
| Graaxyn Bloodfinger |
Reflex is not my forte: 1d20 + 6 ⇒ (13) + 6 = 19
Graaxyn lays waste to what remains of Horde 2.
War Flail: 1d20 + 10 ⇒ (19) + 10 = 29
Bludgeoning: 1d10 + 4 ⇒ (10) + 4 = 14
Positive: 1d6 ⇒ 1
War Flail: 1d20 + 5 ⇒ (14) + 5 = 19
Bludgeoning: 1d10 + 4 ⇒ (7) + 4 = 11
Positive: 1d6 ⇒ 5
He heals himself with Lay on Hands for 12hp.
Bludgeoning Damage: 1d10 + 8 ⇒ (10) + 8 = 18
Positive: 1d6 ⇒ 6
Also resistance 10 to ally who is hit.
| GM Doug H |
Suffering is a blessing! As Graax suffers, he returns it tenfold. Zombie heads fly as the Paladin furiously swings his flail around.
Horde 1 destroyed. Still have a floating 10 DR to apply
⚰ ⚰ ⚰
The Horde!
Terrain: Difficult terrain inside hordes
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Nar: DC 20 basic Reflex vs 16 B
Artemis: DC 20 basic Reflex vs 16 B
──────────
BOLD IS UP!:
──────────
Jakobi (28/44 HP)
⠀⠀Vengeance (28/44 HP)
➤ Nar (35/35 HP)
Graaxyn (41/49 HP) │ Reaction available, Zombie heads fly
Horde 1 (-27 HP) │ Magus too OP; GM tears
Too-tuk (41/41 HP)
Zher’myeh (29/33 HP)
Artemis (42/42 HP)
| Artemis Growl |
reflex DC20: 1d20 + 7 ⇒ (14) + 7 = 21 whew!
Artemis avoids the worst of the damage, for now.
| GM Doug H |
Fort vs Disrupt: 1d20 + 13 ⇒ (11) + 13 = 24
The Horde disperses a bit after Nar's beam of light sears its component shamblers.
It mindlessly claws and thrashes the creatures in its midst…
Grave Tide 2-actions is worse than one!: 2d6 + 11 ⇒ (5, 5) + 11 = 21
⚰ ⚰ ⚰
This one might hurt…
Terrain: Difficult terrain inside hordes
Battlemap
──────────
BEFORE YOUR TURN:
──────────
Vengeance: DC 20 vs 21 Bludgeoning
Graaxyn: DC 20 vs 21 Bludgeoning
Artemis: DC 20 vs 21 Bludgeoning
──────────
BOLD IS UP!:
──────────
➤ Jakobi (28/44 HP)
⠀⠀➤ Vengeance (28/44 HP)
➤ Nar (35/35 HP)
➤ Graaxyn (41/49 HP) │ Reaction available, Zombie heads fly
Horde 1 (-44 HP) │ Magus too OP; GM tears
➤ Too-tuk (41/41 HP)
➤ Zher’myeh (29/33 HP)
➤ Artemis (34/42 HP)
Too-Tuk
|
"Return to the River," Too-tuk says as she sweeps his polearm back and forth through the glut of hungry, writhing undead.
◆◆ Power Attack: +1 fauchard (E): 1d20 + 12 ⇒ (10) + 12 = 22 (I don't remember if flanking applies to swarms.)
Magic, Ghost Touch, Slashing: 2d8 + 4 ⇒ (1, 5) + 4 = 10
Deadly: 1d8 ⇒ 7
◆ Strike: +1 fauchard (E): 1d20 + 12 - 5 ⇒ (15) + 12 - 5 = 22 (One might think this would qualify to trigger Sweep, but one would probably be wrong.)
Magic, Ghost Touch, Slashing: 1d8 + 4 ⇒ (1) + 4 = 5
Deadly: 1d8 ⇒ 5
◆ Strike: +1 fauchard (E): 1d20 + 12 ⇒ (14) + 12 = 26
Magic, Ghost Touch, Slashing: 1d8 + 4 ⇒ (2) + 4 = 6
Deadly: 1d8 ⇒ 7
| Graaxyn Bloodfinger |
With a quick prayer, Graaxyn restores his focus point.
Reflex: 1d20 + 6 ⇒ (11) + 6 = 17
He takes the full brunt of the damage, only fuelling his rage at these undead abominations that are anathema to the Martyr.
War Flail Baseball swing: 1d20 + 10 ⇒ (19) + 10 = 29
Bludgeoning: 1d10 + 4 ⇒ (6) + 4 = 10
Positive: 1d6 ⇒ 2
War Flail Baseball swing: 1d20 + 5 ⇒ (4) + 5 = 9
Bludgeoning: 1d10 + 4 ⇒ (7) + 4 = 11
Positive: 1d6 ⇒ 5
| Graaxyn Bloodfinger |
Oops hit submit a bit early
He lays on Hands and heals himself for another 12 hp.
Bludgeoning Damage: 1d10 + 8 ⇒ (8) + 8 = 16
Positive Damage: 1d6 ⇒ 3
Also resistance 10 to ally who is hit.
| Jakobi Vulkk |
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Vengeance claws and bites at horde 1.
Jaws: 1d20 + 9 ⇒ (14) + 9 = 23
Piercing Damage: 1d8 + 4 + 2 ⇒ (4) + 4 + 2 = 10 + 1 Positive Damage
Claw: 1d20 + 5 ⇒ (2) + 5 = 7
Piercing Damage: 1d6 + 4 + 2 ⇒ (5) + 4 + 2 = 11 + 1 Positive Damage
"Find peace." Jakobi throws a divine lance at the horde.
Divine Lance: 1d20 + 9 ⇒ (18) + 9 = 27
Good Damage: 2d4 + 4 ⇒ (2, 2) + 4 = 8
| Artemis Growl |
Content to stay in his situation, he focuses for a moment to recover his spell strike, and attacks again
He then once more launches an attack of severed claws and his dagger.
dagger: 1d20 + 9 ⇒ (14) + 9 = 23
slashing: 1d4 + 4 ⇒ (1) + 4 = 5
slashing from spell: 2d6 + 3 ⇒ (3, 4) + 3 = 10
| GM Doug H |
Together you decimate the last of the horde… some of you barely left standing, out of breath.
──────────
Status:
──────────
Jakobi (7/44 HP)
⠀⠀Vengeance (7/44 HP)
Nar (35/35 HP)
Graaxyn (32/49 HP)
Too-tuk (41/41 HP)
Zher’myeh (29/33 HP)
Artemis (13/42 HP)
| GM Doug H |
As you catch your breath and begin the healing process, you note a crude symbol scratched into the wall. It depicts a skull whose mouth has been gagged by a piece of ragged cloth.
| GM Doug H |
Too-tuk knows this is a lesser-known symbol of the Knights of Lastwall. The gag upon the mouth of the skull is symbolic to their devotion to stopping any and all evil necromancers. The cloth is ragged to symbolize they will o so with whatever tools at hand.
| Artemis Growl |
”Ouch. That hurt me almost as much as it hurt them. Hopefully we can take the time to heal up. Those hordes are nasty. ”
| Zher'myeh Quattro |
Lore (Undead): 1d20 + 9 ⇒ (18) + 9 = 27
Hmm, I do, unfortunately, Zher'myeh says grimly. It's the symbol of the Whispering Way, a cruel and secretive organization and philosophy promoting undeath. Safe to say we know the impetus behind the appearance of the undead hordes now, whether small scale or large.
| Jakobi Vulkk |
"The Whispering Way... Promoting undeath? I don't like the sound of that at all."
While the others heal, Jakobi spends 10 minutes communing with Vengeance and restoring his focus point.
| Graaxyn Bloodfinger |
Graaxyn will find a quiet corner for some flagellation and prayer, also recovering his focus point.
| GM Doug H |
You heal to full and refocus. You move around the caves, always going left. You think you're under the river now — the roof of the cave drips. Up ahead is a still pool of black water; who knows how deep it is? The passageway continues on the far side.
Map on new slide.
| GM Doug H |
Graaxyn Bloodfinger's Initiative Using Search: 1d20 + 6 ⇒ (2) + 6 = 8
Too-tuk's Initiative Using Search + Scout: 1d20 + 10 ⇒ (8) + 10 = 18
Artemis Growl's Initiative Using Scouting: 1d20 + 8 ⇒ (10) + 8 = 18
Zher'Myeh Quattro's Initiative Using Avoid Notice when possible: 1d20 + 9 ⇒ (9) + 9 = 18
Nar's Initiative Using Investigate (Religion): 1d20 + 9 ⇒ (8) + 9 = 17
M: 1d20 + 10 ⇒ (1) + 10 = 11
M: 1d20 + 8 ⇒ (1) + 8 = 9
You're all on point and get the drop on the creatures hiding in the water. Though what they are is unexpected! Two skeletal creaturs lurch out from the still water as you make the crossing — they have the bodies of skeletal bears and the beaks of owls!
⚰ ⚰ ⚰
The Float
Terrain: Difficult terrain fpr Medium creatures inside white line
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Jakobi (44/44 HP)
⠀⠀➤ Vengeance (44/44 HP)
➤ Too-tuk (41/41 HP)
➤ Zher’myeh (33/33 HP)
➤ Artemis (42/42 HP)
➤ Nar (35/35 HP)
Bigger Owlish (-0 HP)
Zombie Owlish a (-0 HP)
Graaxyn (49/49 HP)
──────────
RECALL KNOWLEDGE:
──────────
DC 28 (crit success), second success by another PC, or DC 20 as second check after first success:
Too-Tuk
|
Too-tuk wades through the water to draw the undead monsters towards a more central point. He adjusts his grip and swings his polearm toward the bigger owlish beast.
◆ Stride
◆◆ Power Attack vs. Bigger Owlish: +1 fauchard (E): 1d20 + 12 ⇒ (18) + 12 = 30
Magic, Ghost Touch, Slashing: 2d8 + 4 ⇒ (5, 5) + 4 = 14
Deadly: 1d8 ⇒ 6
◆ Strike: +1 fauchard (E): 1d20 + 12 ⇒ (11) + 12 = 23
Magic, Ghost Touch, Slashing: 1d8 + 4 ⇒ (4) + 4 = 8
Deadly: 1d8 ⇒ 5
| Zher'myeh Quattro |
Lore (Undead): 1d20 + 9 ⇒ (6) + 9 = 15 sadness, so much for Mastermind racket, huh?
Zher'myeh freezes a moment, unable to tell what the bony monstrosities are...but snaps out of it quickly enough to chide Artemis a bit — Careful, that water looks like it might stain your nice clean cloak! — and begin firing arrows at the target nearest him.
magical pew: 1d20 + 10 ⇒ (14) + 10 = 24
piercing: 1d6 ⇒ 4
plus Deadly if a crit: 1d10 ⇒ 10
magical pew: 1d20 + 10 - 5 ⇒ (14) + 10 - 5 = 19
piercing: 1d6 ⇒ 6
plus Deadly if a crit: 1d10 ⇒ 6
Recall Knowledge ◈, Strike x2.