GD 12 Iron Battle (Inactive)

Game Master Pirate Rob

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Aspenthar

Yarr


Aspenthar

On hold till Sept 11.


Aspenthar

The adventure begins early in the afternoon at a Burning Sun camp about 25 miles southeast of Urgir.

You and dozens of other Pathfinders have arrived in Urgir with the help of the Maze of the Open Road.

Thoguh its clear everyone here is all experienced, you are clearly the most skilled Pathfinders present and the others look to you for instructions and guidance.

The camp is brimming with a chaotic energy as warriors gather their armaments, riders ready their mounts, and others dismantle tents or prepare supplies. The Burning Suns are preparing for war, and they seem eager to do so. As you and your fellow Pathfinders arrive at the camp, Mahja Firehair offers a quick greeting and shouts for you to find a place to rest for a moment while she tends to other matters.

You have an opportunity to take in the sights of scrambling orcs and their allies. One of the other orcs points you to a relatively clear area where stakes mark a recently dismantled tent, so they’re out of the way.

This would be a good time to introduce your characters to each other (as needed) and such while Mahja helps unload a cart.

See slides for her picture.

Vigilant Seal

Human (half-orc) Mnk10 | HP: 148/148 | AC: 29 | Fort: +18, Refl: +19, Will: +21 | Perc (E): +18 (low-light vision) | Speed 45 | Default exploration: Scout | Focus points: 3/3 | Hero Points: 1 | Conditions: . |

Jaqard presses his hands together, palms in, as a greeting to Zanderel. It is good to meet again, old friend, the half-orc says. He is tall and relatively slight, though his well-honed body suggests both strength and agility. He is adorned simply, bearing only a humble backpack, a disused and dilapidated crossbow, and a wayfinder prominently displayed.

His temperate expression reveals a hint of surprise at the pair of goblins, but he quickly composes himself and greets each in turn. I am pleased to meet, new friends, he says, pressing his hands together, palms in. I am Jaqard Tahti, pupil of the disciplines of Jalmeray, under the Great Teacher, Qi Lo Ni. To whom have I the honor of speaking?

Vigilant Seal

CG female goblin (charhide goblin) wizard 9 | HP 78/78 | AC 26 (fire resist 4) | F +16 R +18 W +15 | Perc +12 | Stealth +13 | Speed:25 ft | Active Conditions: ---

A small goblin wears a set of robes covered with moons and stars, likely intended as a costume for a human child. Her hat looks very high quality, but has more moons and stars stitched onto it. A large toad with wings flies around her head.

She tries to help the orcs, but once she's cast guidance on everyone once, she is out of useful things to do, and many orcs keep redirecting to the open area.

She introduces herself to Jaqard. "Hello! I am Xanno the Magnificent, Master of the Arcane and the Occult! I am here to light anything on fire that needs to be on fire! And this is my familiar, Archimedes! Say hello, Archimedes!"

The toad croaks out a recognizable "hello."

Grand Archive

NG Male Elf Wizard 13 | Default Exploration: Investigate
Stats:
AC 31 | Fort +21, Refl +20, Will +20 | Perc +19 | Speed 30
♥️ 41/136 | ☘️ 0/3 | ☀️ 0/2 | ✋ Greater Staff of Fire | ⚕ False Vitality | Spells (Arcane, +21, DC 31): Cantrips (9), 1st (3/3), 2nd (1/3), 3rd (3/3), 4th (3/3), 5th (3/3), 6th (3/3), 7th (2/2)

A tall, slender elf wearing a carved wooden mask gives a brief, barely perceptible nod to Jaqard. The monk knows that, by Zanderel's standards, this is the equivalent of a warm hug.

Burning bushes. The scent of Death. Thistletop. A clock spinning backwards.

Zanderel cocks his head to the side and stares at Xanno. He removes the mask from his face, a pair of tears sliding down his sun-tanned skin. "Though the Mordent Spire birthed me, Varisia became home. Until it became my grave. I am reborn, renewed. And yet, still a collection of fragments. My debt will be paid to the one called Rathen. Nearly so."

The elven wizard takes several steps, moving into Xanno's personal space before crouching down. "Golarion spins anew. May you burn brightly."

Floating behind Zanderel is a tiny sphere made up of cloud and air. It glides effortlessly around the wizard and stops a more reasonable distance from Archimedes. "Hello. I am Shuru."

Vigilant Seal

CG female goblin (charhide goblin) wizard 9 | HP 78/78 | AC 26 (fire resist 4) | F +16 R +18 W +15 | Perc +12 | Stealth +13 | Speed:25 ft | Active Conditions: ---

Xanno shrieks with glee at meeting Zanderel. "Hello, fellow mage! You can see that I too, am a powerful wizard! I have my hat! And my raven familiar! And my staff! And my spellbook!"

The definitely-a-raven familiar croaks again as Xanno holds up her spellbook, with letters cut from other parchments and pasted on, reading, "Xanno's Big Book of How to Make Fire and Other Less Important Things."

Grand Archive

NG Male Elf Wizard 13 | Default Exploration: Investigate
Stats:
AC 31 | Fort +21, Refl +20, Will +20 | Perc +19 | Speed 30
♥️ 41/136 | ☘️ 0/3 | ☀️ 0/2 | ✋ Greater Staff of Fire | ⚕ False Vitality | Spells (Arcane, +21, DC 31): Cantrips (9), 1st (3/3), 2nd (1/3), 3rd (3/3), 4th (3/3), 5th (3/3), 6th (3/3), 7th (2/2)

Fragmented memories of goblins dying fill Zanderel's mind.

"Yes, I sense your magic, Xanno," Zanderel replies, each word filled with an ageless patience. His is the voice of a calm instructor. "Your approach is unorthodox. This is good. I can share what I have re-remembered, growing your power."

He then points at the spellbook. "May I see your picture book? It is possible we can compare our drawing skills."

Horizon Hunters

He/Him | CG goblin cleric 9 | hp 91/91 | Hero Points 0/3 | AC 25 (26 w/shield); F+16E R+16T W+21M (Resolve: W Succ->Crit)) | Spells (DC27): 5th dispel, dthWrd, 4th ener, FoM, vitBeac, 3rd hero, searLight(x2), 2nd faerieFire, seeInvis, snd brst, 1st bless, comm., disr. weap. | Font 1/5 | Focus Points: 2/2 | Staff Charges: 2/5 | Healer's Glove: 1/1 | Battle Med. Used: | Perception +18E; darkvision | Speed 25ft | Conditions: | ◆◇↺ | Vital Beacon: 4d10 4d8 4d6 4d4

"Ah, Xanno! So good to be out on a mission with you again!" another goblin calls, as he approaches with a smile, hoisting a tankard overflowing with foam. He wears simple clothes, the sleeves of his shirt rolled up to the elbow and suspenders holding pants firmly in place. A holy symbol of a similar tankard hangs around his neck, and a dusty rapier hangs, rarely used at his hip, his staff clearly more comfortable in his hand. "Hello, everyone! I'm Seedy, and I bring you the blessings of the Lucky Drunk." With a grin, he adds "Can I pour anyone a drink?"


Aspenthar

Mahja appears a bit flustered with the various goings-on but also seems in high spirits. Eventually she calls you over to one of the remaining tents and takes a moment to catch her breath before explaining the situation.

"I thank you for coming on such short notice. Two of my scouts encountered a massive undead army in the Itran River Valley in southwestern Ustalav. The army was marching southwest out of the valley toward Ustalav’s border. That alone was concerning enough for me to reach out to Ardax the White-Hair in Urgir in case he saw it fit to gather defenses. During that meeting, I received a second report that the army was now traveling northwest along the Aren River and in the direction of Urgir. That’s when I reached out to the Society.”

She pauses, taking a seat on a cushion set on the ground, and motions for those gathered to do the same, waiting just a moment before continuing.

“The undead being only a few days’ march away, coupled with the fact that they can march endlessly without growing tired, made us realize that we had little time to gather any sort of defenses. I volunteered my hold to intercept this army with the hope that we could slow it down or even take it out entirely, but I knew that we wouldn’t be able to do so alone. I figured that I could call in my favor with the Pathfinders and get some help. While this is probably not what you would expect with a typical assignment, I know you Pathfinders are more than capable
as warriors.”

She smiles warmly as she continues.

“Since we have very little time, the plan is to make our way over to the small settlement of Freedom Town which sits on the Aren River, not too far from Ustalav’s border. Freedom Town’s position is favorable as a place to stage an ambush and hopefully hold against a siege for several days. The town is about a day’s march away and not ready for an assault of any kind at present. We will need to prepare the town’s defenses when we get there. We have little time to do much more, but I think we can ready Freedom Town enough to buy Urgir the time it needs against the rest of the undead forces. We set out within the hour, so ready yourselves. If you have any questions or reservations, let me know now.”


Aspenthar

GM Dice:
8d20 ⇒ (14, 5, 1, 1, 8, 5, 4, 19) = 57

Vigilant Seal

CG female goblin (charhide goblin) wizard 9 | HP 78/78 | AC 26 (fire resist 4) | F +16 R +18 W +15 | Perc +12 | Stealth +13 | Speed:25 ft | Active Conditions: ---

Xanno eagerly thrusts her spellbook into Zanderel's hands and stands beaming as he examines it. The spells themselves are also written with letters cut out from other parchments and Zanderel might recall Sorrina Westyr mentioning that she gives old scrolls to Xanno to dispose of so she won't cut up anything important. While the spellbook is unorthodox, Xanno does show a talent for wizardy, particularly evocation.

~~~~~~~~

"Excuse me! Do you know what kind of undead? Are they more bony or are they more squishy? Also, do the people of Freedom Town know that the undead are coming? Also, why is it called Freedom Town?"

Xanno has Dubious Knowledge, by the way.

Grand Archive

NG Male Elf Wizard 13 | Default Exploration: Investigate
Stats:
AC 31 | Fort +21, Refl +20, Will +20 | Perc +19 | Speed 30
♥️ 41/136 | ☘️ 0/3 | ☀️ 0/2 | ✋ Greater Staff of Fire | ⚕ False Vitality | Spells (Arcane, +21, DC 31): Cantrips (9), 1st (3/3), 2nd (1/3), 3rd (3/3), 4th (3/3), 5th (3/3), 6th (3/3), 7th (2/2)

Zanderel returns the spellbook to Xanno with a slow nod. "I prefer a more rounded approach, but I see your focus. It's suitable for our purposes today."

He then waits to hear the answer to his fellow wizard's questions.

Vigilant Seal

Human (half-orc) Mnk10 | HP: 148/148 | AC: 29 | Fort: +18, Refl: +19, Will: +21 | Perc (E): +18 (low-light vision) | Speed 45 | Default exploration: Scout | Focus points: 3/3 | Hero Points: 1 | Conditions: . |

This Xanno has good insight, Jaqard notes, and waits patiently for Mahja's responses before asking his own questions. Do we have any knowledge of who has created this army? Or who leads it, if this answer is different from the first? Or why?


Aspenthar

GM Dice:
4d20 ⇒ (6, 16, 15, 12) = 49

Responding to Xanno's and Jaqard's questions.

"According to my scouts, most of the forces are simple undead like skeletons and zombies. However, they number in the thousands and even though they aren’t difficult to fight, that many undead is still an overwhelming number. Additionally, my scouts reported zombies that glow with amber light and emit noxious gases, plus several other undead, like wights, wearing armor and carrying weapons. This suggests to me that many of the forces are intelligent enough to pose greater problems.”

"Yes. Freedom Town knows what's coming. I’m not happy about the possibility of severely damaging or outright losing the town during this ambush, but it’s our best bet to catch this army off guard. We’re going to be evacuating all the citizens, so we don’t have to worry about anyone getting hurt. Ardax already agreed to take in Freedom Town’s people and provide supplies, restitution, and other help for their part in this. If Freedom Town still stands at the end of the day, Urgir will support the town’s rebuilding."

"Undead have always been a problem on Belkzen’s borders, especially with many of them coming over from the Gravelands lately, but there isn’t any kind of recent event that explains why they’ve chosen to amass now. The fact that they’re so organized tells me this isn’t some kind of coincidence. Someone gathered these forces intentionally. If I had to guess, I would say it’s the Whispering Tyrant. He failed to claim Urgir at the Battle of Nine Broken Skulls, so he might be trying again.”

To the assembled Pathfinders the glowing zombies sound like Sulfur Zombies. They always emit a a choking gas. Anyone standing next to the zombie needs to hold their breath or begin suffocating from the noxious fumes. Their putrid inner fire can also blind you.

Wights are intelligent undead that drain the life energy from anyone they attack. People slain by a wight have a chance to rise as a wight themselves. This life force makes them resistant to positive effects for about a minute after draining.

Freedom Town was established about three decades ago by criminals and outlaws. It sits in an area of rich farmland and has become a somewhat prosperous farming settlement. The people of Freedom Town still value their independence and many citizens are known to be too proud to ask for help and may not be willing to avacuate.

Grand Archive

NG Male Elf Wizard 13 | Default Exploration: Investigate
Stats:
AC 31 | Fort +21, Refl +20, Will +20 | Perc +19 | Speed 30
♥️ 41/136 | ☘️ 0/3 | ☀️ 0/2 | ✋ Greater Staff of Fire | ⚕ False Vitality | Spells (Arcane, +21, DC 31): Cantrips (9), 1st (3/3), 2nd (1/3), 3rd (3/3), 4th (3/3), 5th (3/3), 6th (3/3), 7th (2/2)

"A horde of the walking dead, with a mysterious mage likely driving them forward," Zanderel says, summarizing for himself what they face. "And time is of the essence. We should hasten to Freedom Town and complete our ambush preparations."

Horizon Hunters

He/Him | CG goblin cleric 9 | hp 91/91 | Hero Points 0/3 | AC 25 (26 w/shield); F+16E R+16T W+21M (Resolve: W Succ->Crit)) | Spells (DC27): 5th dispel, dthWrd, 4th ener, FoM, vitBeac, 3rd hero, searLight(x2), 2nd faerieFire, seeInvis, snd brst, 1st bless, comm., disr. weap. | Font 1/5 | Focus Points: 2/2 | Staff Charges: 2/5 | Healer's Glove: 1/1 | Battle Med. Used: | Perception +18E; darkvision | Speed 25ft | Conditions: | ◆◇↺ | Vital Beacon: 4d10 4d8 4d6 4d4

"Agreed. Allow me a moment to commune; I think we're going to need all the good luck we can muster!" Seedy grins, then drains his tankard in one long gulp. "Cayden, please lend us your strength, that we might raise a toast victorious when this is done." As the goblin speaks his invocation, the mug seems to refill itself until the foam once again rises above the lip. "I'm ready!"


Aspenthar

Seeing that you're up to speed on the mission Mahja urges you to prepare to travel. The trip to Freedom Town is expected to take most of the remaining day and Mahja is insistent on avoiding delays. Most of the encampment is ready to set off by the time you're finish speaking
with Mahja.

Once you head off you'll have a chance to chat with a few prominent Burning Sun Members.

Mahja Firehair The stern, but caring leader of the Burning Sun orcs.

Uirch Big intimidating yet surprisingly jovial warrior.

Khagrig Daybreak Knight of Lastwall

See slides for more pictures. No influence mechanics, just a chance to chat.


Aspenthar

Uirch looks over the pack animals and laughs as a mule nearly poops on his boot. "Can't help when a mule'll do it's business. Kinda like the undead, can't control when they are going to pop out and mess everything up too."

"Any of you have much experience with animals?" he asks as he continues to check on the various beasts of burden.

Grand Archive

NG Male Elf Wizard 13 | Default Exploration: Investigate
Stats:
AC 31 | Fort +21, Refl +20, Will +20 | Perc +19 | Speed 30
♥️ 41/136 | ☘️ 0/3 | ☀️ 0/2 | ✋ Greater Staff of Fire | ⚕ False Vitality | Spells (Arcane, +21, DC 31): Cantrips (9), 1st (3/3), 2nd (1/3), 3rd (3/3), 4th (3/3), 5th (3/3), 6th (3/3), 7th (2/2)

"I have read many of the standard tomes on the natural fauna of forests, plains, deserts, and of course the northern tundra. The library at the Grand Lodge is adequate to the task."

Zanderel takes a deep breath before he speaks. "For example, the Manual of Majestic Mules, written by Millicent Mungo, will tell you that mules are the offspring of a male donkey and female horse, that 99.9% are sterile, that they are are hardier, eat less, and live longer than horses of an equivalent size, and that mules are less stubborn and more intelligent than donkeys."

"It is a fascinating textbook," he says, pausing to see if any of this seems to register with Uirch.


Aspenthar

Khagrig Daybreak butts in as Uirch smiles, seemingly having driven the conversion to something Khagrig is interested in.

"Not much call for mules as mounts for the knights though. Horses, bears, drakes, and other monstrous mounts are needed for the battles they face."

Khagrig Daybreak pauses for a second before continuine "None of you seem like the type to favor a mount, but it doesn't mean you can't benefit from some of those tactics vs the undead. Remember that zombies are strong but slow, try and stay out of their reach as best you can."

Khagrig seems interested in mounts and combat, not much else, while Uirch is much more jovial and easygoing.

Urich chuckles and glances as Seedy as he starts talking about alcohol "Ahh, the Bastion of Light has been working on Sarenrae's Sun wine. a nice sweet option for those hot summer nights. Any suggestions for other beverages they might work on?"

Vigilant Seal

Human (half-orc) Mnk10 | HP: 148/148 | AC: 29 | Fort: +18, Refl: +19, Will: +21 | Perc (E): +18 (low-light vision) | Speed 45 | Default exploration: Scout | Focus points: 3/3 | Hero Points: 1 | Conditions: . |

Jaqard nods in greeting to Khagrig. It is true I do not favor the use of mounts, but I do have some experience battling the walking dead. Though I acknowledge, not so much as a survivor of Lastwall.

Warfare Lore: 1d20 + 11 ⇒ (5) + 11 = 16

Jaqard's tactical acumen proves to be rather simplistic and straightforward.


Aspenthar

Even if Jaqard's tactics aren't particularly advanced Khagrig appreciates Jaqard's knowledge and experience in matters of war.

Vigilant Seal

2 people marked this as a favorite.
CG female goblin (charhide goblin) wizard 9 | HP 78/78 | AC 26 (fire resist 4) | F +16 R +18 W +15 | Perc +12 | Stealth +13 | Speed:25 ft | Active Conditions: ---

Xanno seems impressed. "They must be very tough knights to have mounts as monstrous as horses!"

As Uirch is the most patient, Xanno peppers him with questions as he goes about his duties. "Have you killed an undead before? Is it still killing if they're already dead? Have you been to Freedom Town before? Have you ever been to the Darklands? It's not very nice there."


Aspenthar

Uirch nods to Xanno and smiles. "More undead than I can count. I've been spending more and more time working on the Bastion of Light. A temple to Sarenrae.... technically..... located in the Gravelands. I assure you there's no shortage of undead to kill. Never been to the Darklands but have seen enough undead archers that they could darken the sky with their arrows. Does that count?"

"As for Freedom Town, I've passed through, but not spent much time. Remeber they had a nice pond and a decent tavern though."

Grand Archive

NG Male Elf Wizard 13 | Default Exploration: Investigate
Stats:
AC 31 | Fort +21, Refl +20, Will +20 | Perc +19 | Speed 30
♥️ 41/136 | ☘️ 0/3 | ☀️ 0/2 | ✋ Greater Staff of Fire | ⚕ False Vitality | Spells (Arcane, +21, DC 31): Cantrips (9), 1st (3/3), 2nd (1/3), 3rd (3/3), 4th (3/3), 5th (3/3), 6th (3/3), 7th (2/2)

"To the gods, the Arcadian ocean might seem to be a nice pond," Zanderel says to Uirch before adding, "Why is the Bastion of Light in the Gravelands? Should it not be in Belkzen?"


Aspenthar

"Because Lastwall Sarenites built temple in Lastwall, not in Belkzen. I'm just working on rebuilding it."

Horizon Hunters

He/Him | CG goblin cleric 9 | hp 91/91 | Hero Points 0/3 | AC 25 (26 w/shield); F+16E R+16T W+21M (Resolve: W Succ->Crit)) | Spells (DC27): 5th dispel, dthWrd, 4th ener, FoM, vitBeac, 3rd hero, searLight(x2), 2nd faerieFire, seeInvis, snd brst, 1st bless, comm., disr. weap. | Font 1/5 | Focus Points: 2/2 | Staff Charges: 2/5 | Healer's Glove: 1/1 | Battle Med. Used: | Perception +18E; darkvision | Speed 25ft | Conditions: | ◆◇↺ | Vital Beacon: 4d10 4d8 4d6 4d4
Pirate GM wrote:
Urich chuckles and glances as Seedy as he starts talking about alcohol "Ahh, the Bastion of Light has been working on Sarenrae's Sun wine. a nice sweet option for those hot summer nights. Any suggestions for other beverages they might work on?"

"Ooh, that does sound good for a hot summer night. Let's see...if you have any blackberries around here, I'm pretty partial to a Bramble. Mash up a few of those berries with some sugar or honey, mix with some lemon and some clear spirit. Hard to beat after a sunny day!"


Aspenthar

A few hours of heading through rocky terrain you're suddenly surprised by several hundred undead! The good news is they seem equally surprised to see you.

The Burning Suns orcs and rest of their allies are quick to jump into action to destroy these undead.

While there is a massive amount of fighting going on, this encounter represents only your slice of the battle.

Lumbering in your direction are a quartet of slow fleshy undead that glow with a dull amber light. These must be the Sulfur Zombies described earlier.

Also roiling about in seething waves of bleached death, a swarm of dozens of skulls begin a horrible clattering as soon as they see you.

Init:

Seedy: 1d20 + 18 + 1 ⇒ (2) + 18 + 1 = 21
Jaq: 1d20 + 16 + 1 ⇒ (7) + 16 + 1 = 24
Zanderel: 1d20 + 18 + 1 ⇒ (4) + 18 + 1 = 23
Xanno: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25
R: 1d20 + 14 ⇒ (13) + 14 = 27
G: 1d20 + 14 ⇒ (20) + 14 = 34
Y: 1d20 + 14 ⇒ (8) + 14 = 22
U: 1d20 + 14 ⇒ (6) + 14 = 20
SS: 1d20 + 16 ⇒ (8) + 16 = 24

Two of the zombies shamble forward, one of them reaching Jaqard, but doesn't manage a strike

Initiative:

Slow Green Zombie
Slow Red Zombie
Xanno
Skull Swarm
Jaqard
Zanderel
Slow Yellow Zombie
Seedy
Slow Blue Zombie

Xanno is up!

The rock walls on either side of the pass are short enough for a creature to move to the upper part of the pass without needing to climb. Instead, they are difficult terrain.

Vigilant Seal

CG female goblin (charhide goblin) wizard 9 | HP 78/78 | AC 26 (fire resist 4) | F +16 R +18 W +15 | Perc +12 | Stealth +13 | Speed:25 ft | Active Conditions: ---

Xanno points her staff at the nearby zombie and a blast of fire shoots forth.

produce flame: 1d20 + 17 ⇒ (5) + 17 = 22
burn it!: 5d4 + 5 + 2 ⇒ (3, 1, 4, 3, 3) + 5 + 2 = 21

She finishes with a magical shield.


Aspenthar

The zombie is slow, but its hide is tough. Xanno's magical flame does not take hold. Miss

"ClackclackClackclackClackclackClackclackClackclackClackclackClackclackClac kclackClackclackClackclackClackclack"

The chattering skull swarm rolls across the battlefield as far as possible, almost reaching Jaqard.

"ClackclackClackclackClackclackClackclackClackclackClackclackClackclackClac kclackClackclackClackclackClackclack"

The chittering is no out loud, it's maddening!

nitiative:

Slow Green Zombie
Slow Red Zombie
Xanno
Skull Swarm
Jaqard Will DC 27
Zanderel Will DC 27

Slow Yellow Zombie
Seedy
Slow Blue Zombie

Jaqard and Zanderel are up!
Will DC 27 BEFORE ACTING for Jaqard/Zanderel (arcane, auditory, aura, emotion, enchantment, incapacitation(Relevant for Zanderel!), mental)

Will DC 27 results:

On a fail or worse you're confused.
1d7 ⇒ 2 Jaqard's confused target is Red Zombie
1d7 ⇒ 1 Zanderel's confused target is Green Zombie.

Grand Archive

NG Male Elf Wizard 13 | Default Exploration: Investigate
Stats:
AC 31 | Fort +21, Refl +20, Will +20 | Perc +19 | Speed 30
♥️ 41/136 | ☘️ 0/3 | ☀️ 0/2 | ✋ Greater Staff of Fire | ⚕ False Vitality | Spells (Arcane, +21, DC 31): Cantrips (9), 1st (3/3), 2nd (1/3), 3rd (3/3), 4th (3/3), 5th (3/3), 6th (3/3), 7th (2/2)

Will save (Zanderel): 1d20 + 19 ⇒ (15) + 19 = 34
Will save (Shuru): 1d20 + 19 ⇒ (12) + 19 = 31
Zanderel brushes aside the maddening magical sounds with a dismissive gesture. I'm guessing that's a crit success due to incapacitation

"Yes," Zanderel says, cocking his head as if hearing a voice from elsewhere. "Extra muscle would be appropriate."

He begins a complex series of arcane gestures, voice droning cascading litany of magically-infused syllables. As he finishes the spell, a crack appears in the air behind the swarm of skulls... a crack that allows a large flame drake to step out! Cast Summon Dragon

The elven wizard speaks a couple words in Draconic, which the reptilian monster replies to with a roar. It then unleashes a frenzy of attacks, biting and lashing out with its tail!
Fangs vs Skull Swarm (Flat-footed): 1d20 + 14 ⇒ (10) + 14 = 24
Damage (P): 2d8 + 5 ⇒ (4, 5) + 5 = 14 plus Damage (Fire): 1d6 ⇒ 3

Fangs vs Skull Swarm (Flat-footed): 1d20 + 9 ⇒ (1) + 9 = 10
Damage (P): 2d8 + 5 ⇒ (1, 4) + 5 = 10 plus Damage (Fire): 1d6 ⇒ 4

Tail vs Skull Swarm (Flat-footed): 1d20 + 4 ⇒ (3) + 4 = 7
Damage (P): 2d6 + 5 ⇒ (3, 1) + 5 = 9
Draconic Frenzy

Shuru, for their part, elects to get some distance from the fight by flying out of the reach of their foes.
Fly speed of 25, going straight up and 10ft and west 5ft

Grand Archive

NG Male Elf Wizard 13 | Default Exploration: Investigate
Stats:
AC 31 | Fort +21, Refl +20, Will +20 | Perc +19 | Speed 30
♥️ 41/136 | ☘️ 0/3 | ☀️ 0/2 | ✋ Greater Staff of Fire | ⚕ False Vitality | Spells (Arcane, +21, DC 31): Cantrips (9), 1st (3/3), 2nd (1/3), 3rd (3/3), 4th (3/3), 5th (3/3), 6th (3/3), 7th (2/2)

Will save (Drake) vs DC 27: 1d20 + 10 ⇒ (18) + 10 = 28
The drake manages to ignore the chatter.


Aspenthar

The mighty drake appears, avoids confusion but misses all 3 strikes, even against a flatfooted swarm.

These skulls are clearly dangerous!

Vigilant Seal

Human (half-orc) Mnk10 | HP: 148/148 | AC: 29 | Fort: +18, Refl: +19, Will: +21 | Perc (E): +18 (low-light vision) | Speed 45 | Default exploration: Scout | Focus points: 3/3 | Hero Points: 1 | Conditions: . |

DC 27 Will: 1d20 + 18 ⇒ (7) + 18 = 25

Jaqard's normally tranquil mind does not handle the maddening clacking well. He races through the swarm of skulls and past Green (movement provokes) to get at the source of his consternation, Red.

+1 striking ghost touch unarmed Tiger Claw (1): 1d20 + 18 ⇒ (3) + 18 = 21
slashing: 2d8 + 6 ⇒ (2, 5) + 6 = 13

+1 striking ghost touch unarmed Tiger Claw (2): 1d20 + 18 - 4 ⇒ (8) + 18 - 4 = 22
slashing: 2d8 + 6 ⇒ (3, 8) + 6 = 17

If both hit (unlikely with those rolls), combine damage vs. resistances/weaknesses.

Stride, Tiger Stance ◈, Flurry of Blows ◈.


Aspenthar

Jaqard can't handle the clackClaCkclackClAcKclackClackclaCkcLac kclackClackcla and charges the red zombie but can't connect.

Single strike only

The yellow zombie shambles towards Jaqard.

Initiative:

Slow Green Zombie
Slow Red Zombie
Xanno
Skull Swarm
Jaqard Will | Confused
Zanderel
+Friends
Slow Yellow Zombie
Seedy Will DC 27
Slow Blue Zombie

Seedy is up!

Will DC 27 (arcane, auditory, aura, emotion, enchantment, incapacitation(Only relevant for Zanderel), mental):

On a fail or worse you're confused.
1d9 ⇒ 6 Seedy's confused target is Zanderel(if needed)

Horizon Hunters

He/Him | CG goblin cleric 9 | hp 91/91 | Hero Points 0/3 | AC 25 (26 w/shield); F+16E R+16T W+21M (Resolve: W Succ->Crit)) | Spells (DC27): 5th dispel, dthWrd, 4th ener, FoM, vitBeac, 3rd hero, searLight(x2), 2nd faerieFire, seeInvis, snd brst, 1st bless, comm., disr. weap. | Font 1/5 | Focus Points: 2/2 | Staff Charges: 2/5 | Healer's Glove: 1/1 | Battle Med. Used: | Perception +18E; darkvision | Speed 25ft | Conditions: | ◆◇↺ | Vital Beacon: 4d10 4d8 4d6 4d4

Will vs. clattering: 1d20 + 21 ⇒ (6) + 21 = 27 Success -> Crit Success via Resolve, if that matters.

------

Seedy, having been on enough missions now to know the wisdom in spreading out against a swarm, moves away from the wizards. He calls a prayer to Cayden Cailean and raises his tankard in mock toast, and suddenly the area around the skulls and the nearest zombie erupts with the deafening cheer of a packed bar just before last call learning that the next round is on the house!

◆Stride, ◆◆Cast sound burst.

Sonic damage: 2d10 ⇒ (5, 10) = 15 DC 27 Fort save.


Aspenthar

green fort: 1d20 + 18 ⇒ (15) + 18 = 33
clattering fort: 1d20 + 18 ⇒ (7) + 18 = 25

The Green zombie is only partially effected while the clattering skulls take damage and are deafened!

Blue zombie trudges up to the dragon.

Green zombie steps towards the nearest living creature which happens to be a flank on the dragon.

Green zombie slam vs Dragon FF: 1d20 + 19 ⇒ (1) + 19 = 20

But the Dragon is too evasive.

The Red zombie lurches towards the adjacent Jaqard.
zombie slam vs Jaquard: 1d20 + 19 ⇒ (12) + 19 = 31
bludgeoning: 2d6 + 7 ⇒ (5, 2) + 7 = 14

The sulfur ignites!
1d6 persistent fire for Jaqard and a Fort DC 24
flat 11 to end confusion: 1d20 ⇒ 13
Confusion ends!

The zombie slams with its other fist.
Slam-MAP vs Jaqard: 1d20 + 19 - 5 ⇒ (14) + 19 - 5 = 28
bludgeoning: 2d6 + 7 ⇒ (3, 6) + 7 = 16
Fort DC 24

flat 5 for auditory while deafened: 1d20 ⇒ 1
Xanno will not need to save.

Initiative:

Slow Green Zombie | -7
Slow Red Zombie
Xanno
Skull Swarm | -15 Deafened
Jaqard | 95/125 Fort 24 / Fort 24
Zanderel
+Friends
Slow Yellow Zombie
Seedy Will
Slow Blue Zombie

Xanno is up!
Fort saves for Jaqard

2x Blinding Sulfur (incapacitation {All PCs benefit} Fort 24 for Jaqard:

On a failure or worse, you're blinded!

Vigilant Seal

CG female goblin (charhide goblin) wizard 9 | HP 78/78 | AC 26 (fire resist 4) | F +16 R +18 W +15 | Perc +12 | Stealth +13 | Speed:25 ft | Active Conditions: ---

Xanno grumbles about fire being more fun, but changes her tactic against the swarm.

I'm hoping it's okay to do a couple of points of splash damage to the drake! If it's not okay, I'll redo my turn.

Xanno conjures a blob of acid that splatters the skulls.

acid splash: 1d20 + 17 ⇒ (7) + 17 = 24
ew!: 2d6 + 5 ⇒ (3, 6) + 5 = 14 plus 2 splash plus 3 persistent


Aspenthar

Xanno can't get a direct hit but the splash does hit quite a few skulls, and the drake and greenie.

The deafened skulls seem to have trouble clattering as the roll over the party wizards.

swarming gnaw: 4d8 - 2 ⇒ (4, 4, 2, 7) - 2 = 15
Basic Ref 27, piercing damage, Shuru is flying above.

The skulls then clatter away to the south, trying to keep their distance.

Initiative:

Slow Green Zombie | -9
Slow Red Zombie
Xanno | Basic Ref 27 vs 15 damage
Skull Swarm | -27 Deafened(Until Seedy)
Jaqard | 95/125 Fort 24 / Fort 24 | Will DC 27 for Jaqard | 1d6 persistent fire.
Zanderel Basic Ref 27 vs 15 damage
+Shuru
+Flame Drake (73/75)
Slow Yellow Zombie
Seedy
Slow Blue Zombie

Jaqard/Zanderel + Friends are up:

Pending Saves:
Xanno Ref DC 27 vs 15 swarm damage
Jaqard 2x Fort DC 24 vs Zombie Blinding Sulfur(Incap helps), Will DC 27 vs Confusion
Zanderel Ref DC 27 vs 15 swarm damage

Vigilant Seal

CG female goblin (charhide goblin) wizard 9 | HP 78/78 | AC 26 (fire resist 4) | F +16 R +18 W +15 | Perc +12 | Stealth +13 | Speed:25 ft | Active Conditions: ---

I forgot to put a third action; can we say I cast Shield?

Reflex: 1d20 + 18 ⇒ (16) + 18 = 34


Aspenthar

Xanno casts shield and dodges most of the nibbling.


Aspenthar

J confused tsrget if needed:
1d10 ⇒ 2
Red Zombie

Vigilant Seal

Human (half-orc) Mnk10 | HP: 148/148 | AC: 29 | Fort: +18, Refl: +19, Will: +21 | Perc (E): +18 (low-light vision) | Speed 45 | Default exploration: Scout | Focus points: 3/3 | Hero Points: 1 | Conditions: . |

DC 24 Fort (1): 1d20 + 15 ⇒ (3) + 15 = 18 fail, blinded 1 round
DC 24 Fort (2): 1d20 + 15 ⇒ (9) + 15 = 24 success
DC 27 Will: 1d20 + 18 ⇒ (17) + 18 = 35 success

Jaqard, his head clear once more, tries to continue his assault on Red...which he can't see, but he knows it was there just a moment before...

DC 11 flat check: 1d20 ⇒ 10 nope

+1 striking ghost touch unarmed Tiger Claw (1): 1d20 + 18 ⇒ (17) + 18 = 35
slashing: 2d8 + 6 ⇒ (3, 8) + 6 = 17
+1 striking ghost touch unarmed Tiger Claw (2): 1d20 + 18 - 4 ⇒ (5) + 18 - 4 = 19
slashing: 2d8 + 6 ⇒ (7, 2) + 6 = 15
If both hit, combine damage vs. resistances/weaknesses.

DC 11 flat check: 1d20 ⇒ 15 success
+1 striking ghost touch unarmed Tiger Claw (2): 1d20 + 18 - 8 ⇒ (20) + 18 - 8 = 30
slashing: 2d8 + 6 ⇒ (7, 3) + 6 = 16

Step (w/Feather Step), Flurry of Blows ◈, Strike.

Jaqard persistent fire: 1d6 ⇒ 1


Aspenthar

Jaqard is too tough to be blinded by the zombie.

A vicious crit, a miss and another crit!
no bleed on zombie but does take 66 damage from the pair of crits.

Jaq flat check to end persistent: 1d20 ⇒ 8

Initiative:

Slow Green Zombie | -9
Slow Red Zombie | -66
Xanno | (71/78)
Skull Swarm | -27 Deafened(Until Seedy)
Jaqard | 94/125 | 1d6 persistent fire.
Zanderel Basic Ref 27 vs 15 damage
+Shuru
+Flame Drake (73/75)
Slow Yellow Zombie
Seedy
Slow Blue Zombie

Zanderel is up!
And basic ref 27 vs 15 swarm damage

Grand Archive

NG Male Elf Wizard 13 | Default Exploration: Investigate
Stats:
AC 31 | Fort +21, Refl +20, Will +20 | Perc +19 | Speed 30
♥️ 41/136 | ☘️ 0/3 | ☀️ 0/2 | ✋ Greater Staff of Fire | ⚕ False Vitality | Spells (Arcane, +21, DC 31): Cantrips (9), 1st (3/3), 2nd (1/3), 3rd (3/3), 4th (3/3), 5th (3/3), 6th (3/3), 7th (2/2)

Zanderel speaks a command word, activating the magic contained within his staff. A small bead of flame streaks toward the flame drake... which explodes in a conflagration of burning hot fire!
Fireball, DC 31 Reflex save: 6d6 ⇒ (1, 4, 3, 2, 2, 3) = 15

He maintains focus on his conjured drake and speaks a couple words. It turns its head, spitting a ball of flame... at the ground! The explosion has virtually the exact same radius, as if Zanderel's keen mind was able to calculate the range on the fly to precisely strike the foes he desires.
Fireball Breath, DC 22 Reflex save: 6d6 ⇒ (2, 5, 2, 2, 2, 3) = 16
Both will reach Green, Blue, Yellow, and the skull swarm. I drew the radius on the map

Shuru opts to fly up higher.


Aspenthar

swarm: 1d20 + 17 ⇒ (17) + 17 = 34

Flame washes harmlessly over the Sulfur zombies and the Skulls dodge most of the fireball. While the area damage is nice for getting a lot of skulls, they are unfortunatly fire resistant. Resist and Weakness 10, 7 damage total.

Grand Archive

NG Male Elf Wizard 13 | Default Exploration: Investigate
Stats:
AC 31 | Fort +21, Refl +20, Will +20 | Perc +19 | Speed 30
♥️ 41/136 | ☘️ 0/3 | ☀️ 0/2 | ✋ Greater Staff of Fire | ⚕ False Vitality | Spells (Arcane, +21, DC 31): Cantrips (9), 1st (3/3), 2nd (1/3), 3rd (3/3), 4th (3/3), 5th (3/3), 6th (3/3), 7th (2/2)

Per Slack, retcon of the drake's turn

Zanderel, who had been about to order the fire drake to breathe flame, instead orders it to continue its assault.
Fang vs Green: 1d20 + 14 ⇒ (4) + 14 = 18
Damage (P): 2d8 + 5 ⇒ (2, 8) + 5 = 15
Fang vs Green: 1d20 + 9 ⇒ (6) + 9 = 15
Damage (P): 2d8 + 5 ⇒ (1, 2) + 5 = 8
Tail vs Green: 1d20 + 4 ⇒ (7) + 4 = 11
Damage (B): 2d6 + 5 ⇒ (1, 6) + 5 = 12


Aspenthar

Zanderel feeling the lack of useful effect from his own fireball orders the drake to continue its draconic fury.

It is however even less effective.

Zanderel missing ref 27 vs chompers: 1d20 + 19 ⇒ (20) + 19 = 39

He does avoid getting nibbled on though.

Yellow zombie steps towards drake and slams.
fist: 1d20 + 19 ⇒ (9) + 19 = 28
bludgeoning: 2d6 + 7 ⇒ (4, 4) + 7 = 15

The sulfur zombie burns with putrid inner fire.
Immune to persistent fire but still needs fort DC 24 vs blind (Incapacitation doesn't help the drake)

Undeafened the Skull swarm redoubles its cLaCkaLacKiNgClAkcKalclialacklakcalkcalkclCLKAkaclKCLAkACKLALckALcalkac

Initiative:

Slow Green Zombie | -9
Slow Red Zombie | -66
Xanno | (71/78)
Skull Swarm | -27
Jaqard | 94/125 | 1d6 persistent fire.
Zanderel
+Shuru
+Flame Drake (58/75) | Fort 24 vs Blind.
Slow Yellow Zombie
Seedy
Slow Blue Zombie

Seedy is up!

Grand Archive

NG Male Elf Wizard 13 | Default Exploration: Investigate
Stats:
AC 31 | Fort +21, Refl +20, Will +20 | Perc +19 | Speed 30
♥️ 41/136 | ☘️ 0/3 | ☀️ 0/2 | ✋ Greater Staff of Fire | ⚕ False Vitality | Spells (Arcane, +21, DC 31): Cantrips (9), 1st (3/3), 2nd (1/3), 3rd (3/3), 4th (3/3), 5th (3/3), 6th (3/3), 7th (2/2)

Fort save, DC 24: 1d20 + 12 ⇒ (6) + 12 = 18
The drake, unfortunately, is blinded by the fire

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