Seedy Wormsburrow |
Seeing the tide of battle turn for a moment against Jaqard and his draconic friend, Seedy raises his tankard. "A toast, friends! To good health and the good work we do today!" His voice rings clear, carrying over the din around him in an almost visible wave of positive energy.
◆◆◆Cast heal (5th) w/ Healing Hands.
Healing/Positive damage to undead: 5d10 ⇒ (4, 9, 5, 1, 6) = 25 DC 27 basic Fort save for undead. I believe this hits everyone except Blue and the swarm.
Pirate GM |
Seedy unleashes positive energy
Full healing Xanno and the Drake and getting Jaqard most of the way there.
Green fort: 1d2 + 18 ⇒ (2) + 18 = 20
Fail, 32 damage after weakness
red fort: 1d20 + 18 ⇒ (3) + 18 = 21
Fail, 32 damage after weakness
yellow fort: 1d20 + 18 ⇒ (12) + 18 = 30
Success, 17 damage after weakness.
Seedy's positive energy also washes over many of the undead, harming them. The all show no signs of slowing down, their undead toughness still sustaining them.
The blue zombie continues to pound on the drake.
pound vs Drake FF 1: 1d20 + 19 ⇒ (7) + 19 = 26
pound vs Drake FF 2: 1d20 + 19 - 5 ⇒ (12) + 19 - 5 = 26
bludgeoning: 2d6 + 7 ⇒ (6, 1) + 7 = 14
bludgeoning: 2d6 + 7 ⇒ (5, 6) + 7 = 18
2 more fort 24 vs blindness.
Hitting twice.
The Green zombie also pounds on the blinded drake.
pound vs Drake FF 1: 1d20 + 19 ⇒ (9) + 19 = 28
pound vs Drake FF 2: 1d20 + 19 - 5 ⇒ (1) + 19 - 5 = 15
bludgeoning: 2d6 + 7 ⇒ (2, 2) + 7 = 11
1 more fort 24 vs blindness.
Hitting once
Finally the red zombie pounds on Jaqard
pound vs Drake FF 1: 1d20 + 19 ⇒ (6) + 19 = 25
pound vs Drake FF 2: 1d20 + 19 - 5 ⇒ (20) + 19 - 5 = 34
bludgeoning: 2d6 + 7 ⇒ (1, 6) + 7 = 14
Missing once, but the second slam catches Jaqard square in the jaw.
Fort DC 24 vs blind (Incap helps Jaqard) and persistent damage is 2d6 due to crit(I may have missed this before)
Initiative:
Slow Green Zombie | -41
Slow Red Zombie | -98
Xanno | (78/78)
Skull Swarm | -27
Jaqard | 91/125 | Fort 24 (+Incap) vs Blind | 2d6 persistent fire.
Zanderel
+Shuru
+Flame Drake (32/75) | Blindy 3x fort 24 vs Blind
Slow Yellow Zombie 17
Seedy
Slow Blue Zombie
Xanno is up!
Fort DC 24 save for Jaqard(Incap helps), 3x save for drake
Zanderel Elerin |
Fort save vs DC 24 (Drake): 1d20 + 12 ⇒ (3) + 12 = 15
Fort save vs DC 24 (Drake): 1d20 + 12 ⇒ (3) + 12 = 15
Fort save vs DC 24 (Drake): 1d20 + 12 ⇒ (10) + 12 = 22
The drake remains blinded by the zombies, though Zanderel's minor wounds close thanks to Seedy's divine magic.
Jaqard Tahti |
DC 24 Fort: 1d20 + 15 ⇒ (14) + 15 = 29 success
Xanno the Magnificent |
"Hmmmmm."
Seeing that her usual favorite, fire, is less than effective, Xanno decides to boost Jaqard instead. She waves her hand in a frenetic motion, and Jaqard feels a little more hyper, too!
Stride, cast Haste on Jaqard.
Pirate GM |
Saddened by the lack of fire effectiveness Xanno speeds up Jaqard significantly.
The skullswarm increases the volume of its clattering ClAcKKCLAclklkLAkcALkcALckALckALckALckALkcALCkaLckALckaLcAKLckalckALckALckA LckALC
unleashing a massive painful cone of sound.
30ft cone on Xanno, Zanderel and Shuru
sonic damage: 10d6 - 4 ⇒ (3, 6, 6, 4, 5, 4, 6, 6, 6, 2) - 4 = 44
Basic Will DC 27
Also:
Fail: Frightened 1
Crit Fail: Frightened 2
The swarm clatters away.
ClacKALckALkcALACKlaCKlAKlacklakclACKlAKcALkcALKcalkcA
Initiative:
Slow Green Zombie | -41
Slow Red Zombie | -98
Xanno | (78/78) | Will DC 27
Skull Swarm | -27
Jaqard | 91/125 | | 2d6 persistent fire.
Zanderel | Will DC 27
+Shuru Will DC 27
+Flame Drake (32/75) | Blindu
Slow Yellow Zombie 17
Seedy
Slow Blue Zombie
Jaqard & Zanderel up!
Will Saves for Zanderel, Xanno and Shuru
Zanderel Elerin |
Will save vs DC 27 (Zanderel): 1d20 + 19 ⇒ (16) + 19 = 35
Will save vs DC 27 (Shuru): 1d20 + 19 ⇒ (11) + 19 = 30
Zanderel winces and Shuru shudders from the painful sound, but both know that it could have been a lot worse.
The elf sustains his magic, and commands the drake to breathe flame, releasing it to the south.
Fireball Breath, DC 22 Reflex: 6d6 ⇒ (4, 2, 6, 1, 1, 2) = 16
This catches yellow, blue, and the swarm.
"I tire of this. It needs to end."
He weaves his hands through the air, fingers moving in complex patterns of evocation magic. Crackling electricity forms in front of him like a supercharged electric arc. With a haughty gesture, the lightning launches around the battlefield, zipping to each foe.
Chain Lightning, DC 31 Reflex: 8d12 ⇒ (3, 3, 12, 9, 12, 8, 9, 3) = 59
Order is Swarm, Blue, Yellow, Red, Green
Pirate GM |
Zanderel and familiar avoid the worst of the clattering.
swarm save vs Drake fire: 1d20 + 17 ⇒ (2) + 17 = 19
The Drake breathes while blind. The skull swarms manages to get exploded a bit more this time, but still not as much as you would hope from hitting so many skulls. Matching weakness/resistance
The zombies continue to be immune to fire.
The the lightning comes out. Chain lightning.
swarm: 1d20 + 17 ⇒ (8) + 17 = 25
Resist 10 = 49 damage
blue: 1d20 + 14 ⇒ (16) + 14 = 30
59 damage
yellow: 1d20 + 14 ⇒ (13) + 14 = 27
59 damage
red: 1d20 + 14 ⇒ (18) + 14 = 32
Save = 29 damage
green: 1d20 + 14 ⇒ (17) + 14 = 31
Save = 29 damage
Powerful lightning chains through all the undead but none of the undead stop coming for you though.
How tough are they?!?
Initiative:
Slow Green Zombie | -70
Slow Red Zombie | -127
Xanno | (78/78) | Will DC 27
Skull Swarm | -76
Jaqard | 91/125 | | 2d6 persistent fire.
Zanderel |
+Shuru
+Flame Drake (32/75) | Blindu
Slow Yellow Zombie -76
Seedy
Slow Blue Zombie -59
Jaqard up!
Will save for Xanno vs screaming cone.
Jaqard Tahti |
Jaqard moves strategically on the battlefield (Step) and continues his assault on Red. Will move to Yellow if Red falls. Yellow AC might be flat-footed, but also might not be.
+1 striking ghost touch unarmed Tiger Claw (1): 1d20 + 18 ⇒ (3) + 18 = 21
slashing: 2d8 + 6 ⇒ (8, 5) + 6 = 19
+1 striking ghost touch unarmed Tiger Claw (2): 1d20 + 18 - 4 ⇒ (18) + 18 - 4 = 32
slashing: 2d8 + 6 ⇒ (7, 4) + 6 = 17
If both hit, combine damage vs. resistances/weaknesses.
+1 striking ghost touch unarmed Tiger Claw: 1d20 + 18 - 8 ⇒ (10) + 18 - 8 = 20
slashing: 2d8 + 6 ⇒ (7, 7) + 6 = 20
+1 striking ghost touch unarmed Tiger Claw: 1d20 + 18 - 8 ⇒ (14) + 18 - 8 = 24
slashing: 2d8 + 6 ⇒ (2, 3) + 6 = 11
Step (w/Feather Step), Flurry of Blows ◈, Strike x2.
Pirate GM |
Xanno is certainty shaken, if not also stirred by the horrible cone of sound.
Jaqard's first claw misses but hie second claw finally drops the red zombie.
After that he follows up by also missing yellow once, but then hitting a second time thanks to a flank from the drake.
fire damage Jaq: 2d6 ⇒ (6, 1) = 7
flat 15 to end: 1d20 ⇒ 14
yellow fist on Jaq: 1d20 + 19 ⇒ (20) + 19 = 39
more fist: 1d20 + 19 - 5 ⇒ (2) + 19 - 5 = 16
b damage: 2d6 + 7 ⇒ (1, 5) + 7 = 13
Almost as if some horrible mockery of Jaqard it hits(crits) once and misses once.
Fort 24 (+ Incap) for Jaq vs Blinding Sulfur
Then...
BOOM
The Sulfur zombie explodes.
b damage: 2d10 + 2 ⇒ (4, 1) + 2 = 7
fire damage: 2d10 + 2 ⇒ (3, 8) + 2 = 13
30ft burst. Seedy, Jaq, Drake, Green, Yellow & Blue
Basic Ref DC 23
[ooc[they are immune to the fire half but take...[/ooc]
Green: 1d20 + 14 ⇒ (9) + 14 = 23
3
yellow: 1d20 + 14 ⇒ (15) + 14 = 29
3
blue: 1d20 + 14 ⇒ (8) + 14 = 22
7
Initiative:
Slow Green Zombie | -73
Xanno | (34/78) | Frightened 1
Skull Swarm | -76
Jaqard | 58/125 | | 2d6 persistent fire. | Basic Ref DC 24
Zanderel |
+Shuru
+Flame Drake (32/75) | Blindu |Basic Ref DC 24
Slow Yellow Zombie -95
Seedy Basic Ref DC 24
Slow Blue Zombie -66
Seedy is up!
Basic Ref for Drake, Seedy and Jaqard.
Zanderel Elerin |
Reflex save vs DC 24: 1d20 + 10 ⇒ (14) + 10 = 24
The drake avoids most of the shrapnel and is unperturbed by the fire.
Seedy Wormsburrow |
Reflex: 1d20 + 16 ⇒ (1) + 16 = 17
Seedy is wholly unprepared for the explosion, only the support of his staff keeping him from toppling over. Shaking his head, he raises his tankard again. "Let the foam from Cayden's cup rain down upon us once more!" he shouts, as another wave of positive energy washes over the field.
◆◆◆Cast heal (5th).
Healing/Harm to Undead (DC 27 basic Fort): 5d10 ⇒ (5, 1, 10, 6, 1) = 23 Hits green, yellow, and all of us.
Jaqard Tahti |
DC 24 Fort: 1d20 + 15 ⇒ (14) + 15 = 29 success, not Blinded
DC 24 Refl: 1d20 + 17 ⇒ (17) + 17 = 34 half damage
My math comes to 74/125 Hit Points.
Pirate GM |
3 b damage to drake. = 32-3=29
20 damage to Seedy 91-20=71
Not blind and crit succsss for Jaqard (no damage)
The exploding zombie turns out not to be especially dangerous, except to Seedy.
Seedy then follows up with another sizable heal getting 2 undead and the party.
Xanno 34+23=57
Seedy to Full
Drake 29+23=52
green zombie: 1d20 + 18 ⇒ (13) + 18 = 31
Success, 11+5 (73+16=89)
yellow zombie: 1d20 + 18 ⇒ (15) + 18 = 33
Success, 11+5 (95+16=111)
It's a miracle! The Drake can see.
The blue zombie still assaults it with flank, one fist after the other.
slam the drake FF: 1d20 + 19 ⇒ (9) + 19 = 28
more drake slame vs FF: 1d20 + 19 - 5 ⇒ (18) + 19 - 5 = 32
normal damage: 2d6 + 7 ⇒ (5, 4) + 7 = 16
crit damage: 2d6 + 7 ⇒ (5, 4) + 7 = 16
With a hit and a crit!
16+32=48. 52-48=4
Nearly mortally wounded the drake holds on!
The green zombie attacks the drake.
slam: 1d20 + 19 ⇒ (16) + 19 = 35
Finally finishing it off before trundling towards Seedy.
The Clakinglinklginkl is really getting to Xanno!
Initiative:
Slow Green Zombie | -89
Xanno | (57/78) | Frightened 1 | Will DC 27
Skull Swarm | -76
Jaqard | 58/125 | | 2d6 persistent fire. |
Zanderel |
+Shuru
+Flame Drake (52/75) |
Slow Yellow Zombie -95
Seedy 91/91
Slow Blue Zombie -66
Xanno is up!
On a failure or worse you're confused, Jaqard is your target. (Basic attacks/cantrips only along with actions like drawing a weapon or moving needed to make it happen)
1d7 ⇒ 3
Xanno the Magnificent |
Will: 1d20 + 15 ⇒ (19) + 15 = 34
"No stupid skulls are going to tell me what to do!"
Xanno moves into range and splatters the skulls with more acid.
acid splash: 1d20 + 17 ⇒ (16) + 17 = 33
ouch!: 2d6 + 5 ⇒ (2, 1) + 5 = 8 acid plus 2 splash
plus 3 persistent on a crit
Pirate GM |
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1d4 ⇒ 3
Xanno should have -1 on save and attack from frightened, but it makes no difference on the outcomes there.
Xanno overcomes her fear, ignores the chittersing and splashes the skulls to full effect this time!
20 damage after weakness.
The skull swarm clatters over to Xanno and and gnaws in relatilation.
piercing chompers: 4d8 - 2 ⇒ (6, 6, 7, 3) - 2 = 20
Basic Red 27 for Xanno
Initiative:
Slow Green Zombie | -89
Xanno | (57/78) | Frightened 1 | Ref 27
2Skull Swarm | -96
Jaqard | 58/125 | 2d6 persistent fire. |
Zanderel
+Shuru
+Flame Drake (52/75) |
Slow Yellow Zombie -95
Seedy 91/91
Slow Blue Zombie -66
Jaqard and Zanderel are up!
Ref DC 27 for Xanno
Zanderel Elerin |
Not at all pleased at how this battle is going, Zanderel slams the butt of his staff on the ground, draining stored magical power from it. The magic flows within him, causing his eyes to glow momentarily with recalled arcane might. "Let's try that again."
He once more releases a torrent of electricity, striking all of the foes on the battlefield.
Chain Lightning. DC 31 Reflex: 8d12 ⇒ (5, 3, 11, 5, 11, 6, 7, 7) = 55
Drain Bonded Item (6th) to recall Chain Lightning. Should strike everything on the battlefield.
The elf then moves away from the clacking skull swarm, letting Shuru continue to fly to safety.
Stride for Zan, Fly for Shuru
Pirate GM |
Tired of messing around Zanderel unleashes more chain lightning.
swarm ref: 1d20 + 17 ⇒ (17) + 17 = 34
Success, 22-10= 12 (Enough to kill it)
blue: 1d20 + 14 ⇒ (16) + 14 = 30
Fail 55
yellow: 1d20 + 14 ⇒ (17) + 14 = 31
Success, 22
green: 1d20 + 14 ⇒ (8) + 14 = 22
fail, 55
Zanderel's lightning arcs through the remaining foes, exploding the clacking skull swarm!
30ft burst for Zanderel, Xanno, Seedy, Green, Yellow and Blue.
piercing: 2d12 - 2 ⇒ (12, 4) - 2 = 14
negative: 2d12 - 2 ⇒ (1, 10) - 2 = 9
Basic Reflex DC 27
green ref: 1d20 + 14 ⇒ (15) + 14 = 29
Success, 7 piercing, it explodes!
yellow ref: 1d20 + 14 ⇒ (5) + 14 = 19
Fail, 14 piercing
blue ref: 1d20 + 14 ⇒ (19) + 14 = 33
Success, 7 piercing
Green explodes into a 30ft burst of bludgeoning and fire.
b damage: 2d10 + 2 ⇒ (3, 6) + 2 = 11
fire damage: 2d10 + 2 ⇒ (4, 5) + 2 = 11
Ref 23 for Zanderel, Seedy, Xanno, Jaqard and Yellow
ref for yellow: 1d20 + 14 ⇒ (8) + 14 = 22
fail,11 bludgeoning
Xanno | (57/78)
2Skull Swarm | -96
Jaqard | 81/125 | 2d6 persistent fire.
Zanderel
+Shuru
Slow Yellow Zombie -142
Seedy 91/91
Slow Blue Zombie -128
Jaqard is up!
Party saves:
Basic Reflex DC 27 vs 20 damage for Xanno
Basic Reflex DC 27 vs 23 damage for Zanderel, Xanno, Seedy
Basic Reflex DC 23 vs 22 damage for Zanderel, Seedy, Xanno, Jaqard
Zanderel Elerin |
Reflex save vs DC 27: 1d20 + 19 ⇒ (3) + 19 = 22
Reflex save vs DC 23: 1d20 + 19 ⇒ (17) + 19 = 36
Total 23 damage
Seedy Wormsburrow |
Reflex DC 27: 1d20 + 16 ⇒ (1) + 16 = 17
HERO POINT: Reflex DC 27: 1d20 + 16 ⇒ (13) + 16 = 29
Reflex DC 23: 1d20 + 16 ⇒ (18) + 16 = 34
Xanno the Magnificent |
DC 27 Reflex vs 20 damage: 1d20 + 18 ⇒ (16) + 18 = 34
DC 23 Reflex vs 22 damage: 1d20 + 18 ⇒ (13) + 18 = 31
Xanno jumps up and down to dodge.
Pirate GM |
23 damage for Zanderel
10 damage for Seedy
21 damage for Xanno (with 1 save remaining)
Jaqard Ref DC 23 vs 22 damage: 1d20 + 17 ⇒ (15) + 17 = 32
Success, 11 damage
Jaqard assaults yellow.
flurry Claw: 1d20 + 18 ⇒ (19) + 18 = 37
flurry claw: 1d20 + 18 - 4 ⇒ (5) + 18 - 4 = 19
slashing: 2d8 + 6 ⇒ (2, 3) + 6 = 11
The first attack misses, but the second explodes yellow!
Jaqard moves to blue with haste and makes 2 more attacks.
flurry Claw: 1d20 + 18 - 8 ⇒ (3) + 18 - 8 = 13
flurry Claw: 1d20 + 18 - 8 ⇒ (20) + 18 - 8 = 30
crit damage: 2d8 + 6 ⇒ (5, 8) + 6 = 19
and it explodes!
yellow explosion b + fire: 2d10 + 2 + 2d10 + 2 ⇒ (1, 7) + 2 + (1, 10) + 2 = 23
DC 23 basic ref for Seedy, Xanno and Jaq
blue explosion b + fire: 2d10 + 2 + 2d10 + 2 ⇒ (9, 10) + 2 + (4, 7) + 2 = 34
DC 23 basic ref for Xanno and Jaq
persistent fire for Jaq: 2d6 ⇒ (1, 5) = 6
flat to end: 1d20 ⇒ 13
Generally I like to say 1 more damage instance and then end persistent damage after combat.
final fire to Jaq: 2d6 ⇒ (3, 1) = 4
Jaq ref DC 23: 1d20 + 17 ⇒ (19) + 17 = 36
Jaq Ref DC 23: 1d20 + 17 ⇒ (5) + 17 = 22
Actually... Going to bot final saves
Xanno DC 27 vs 23: 1d20 + 18 ⇒ (6) + 18 = 24
13
Xanno DC 23 vs 23: 1d20 + 18 ⇒ (2) + 18 = 20
23
Xanno DC 23 vs 34: 1d20 + 18 ⇒ (14) + 18 = 32
17
Seedy DC 23 vs 34: 1d20 + 16 ⇒ (16) + 16 = 32
17
Xanno goes down and then takes another explosion for dying 2. Going to assume stabilization.
OUT OF COMBAT
Status:
Xanno | 0/78 | Wounded 1
Jaqard | 43/125
Zanderel | 91/114
+Shuru | 57/57
Seedy | 64/91 |
Combat all around you comes to similar ends.
Mahja announces "Take 20 to deal with your wounded, then we continue to march to Freedom Town, undead here makes no sense so we shouldn't delay too long before continuing to Freedom Town in case something has gone wrong there as well."
Zanderel Elerin |
"Very well. I will need to consult my spellbook and prepare for further battles."
Using Spell Substitution to swap True Sight for Chain Lightning and Prying Eyes for Summon Dragon
Seedy Wormsburrow |
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Seedy rushes over to his oldest friend in the Society, his hands beginning to glow as he lays them on her shoulders. The flow suffes into her, knitting together some of her wounds before she can bleed out.
Starting with healer's gloves on Xanno.
Xanno healing: 2d6 + 7 ⇒ (2, 5) + 7 = 14
Xanno now at 14
He then quickly gathers the others around, triaging and treating wounds in order of concern and severity. Ward Medic, Assurance 25 on the DC 20 version of Treat Wounds. Continual Recovery means only immune for 10 minutes.
Xanno healing: 2d8 + 10 ⇒ (4, 6) + 10 = 20
Jaqard healing: 2d8 + 10 ⇒ (3, 1) + 10 = 14
Zanderel healing: 2d8 + 10 ⇒ (7, 7) + 10 = 24
Seedy healing: 2d8 + 10 ⇒ (7, 1) + 10 = 18
Status after 10 minutes:
Xanno | 34/78
Jaqard | 57/125
Zanderel | 114/114
+Shuru | 38/60
Seedy | 82/91
Xanno healing: 2d8 + 10 ⇒ (1, 1) + 10 = 12
Jaqard healing: 2d8 + 10 ⇒ (1, 4) + 10 = 15
Shuru healing: 2d8 + 10 ⇒ (2, 1) + 10 = 13
Seedy healing: 2d8 + 10 ⇒ (1, 2) + 10 = 13
Status after 20 minutes:
Xanno | 46/78
Jaqard | 72/125
Zanderel | 114/114
+Shuru | 51/60
Seedy | 91/91
Unsatisfied with his work and worried by the state of some of his friends as the orcs call time to leave, Seedy taps his staff several times, pouring more healing energy into Xanno and Jaqard.
Xanno Healing (2nd level heal): 2d10 + 16 ⇒ (6, 7) + 16 = 29
Jaqard Healing (3rd level heal): 3d10 + 24 ⇒ (1, 7, 10) + 24 = 42
Status after 20 minutes + two spells:
Xanno | 75/78
Jaqard | 114/125
Zanderel | 114/114
+Shuru | 51/60
Seedy | 91/91
Pirate GM |
With Seedy doing a good job patching the party up in just 20 minutes you're soon travelling again. Between your combat and the rest of the orcs there are easily 300 slain zombies and other undead strewn around the pass.
You make good time the rest of the way to Freedom Town and fortunately don't encounter any more undead along the way.
You arrive shortly after sunset and mind many citizens milling about, preparing to evacuate.
Two half-orcs approach you and Mahja Firehair, Mahja introduces them as Bovar and Namiri, trusted scouts. See slides for artwork
"I need to debrief them, excuse me." Mahja takes them aside for a brief conversation before returning a few minutes later.
"They encountered more resistance than expected and are behind in prepping the town for the ambush. Please take the lead in getting everything ready, while I find shelter for my people and get us ready for a fight. Bovar and Namiri can get you up to speed."
The half orcs nod as Mahja goes to work getting her clan settled and prepared.
"Barricades, trenches and other obstacles will be invaluable against the undead."
"Even simple traps can be amazing against mindless undead. Ever seen a zombie disarm a bear trap?"
"While the locals keep telling us they are going to shelter safely in their houses, they are still a liability. The more we can get to evacuate the less we'll have to worry about later."
"Scouting the surrounding terrain will be key for determining the best nearby ambush points and likely paths of assault and retreat."
"Khagrig is already helping prepare the Burning Sun's Drakes, but we're sure they could use more help tending to the riding drakes."
"Finally, Uirch is busy scrawling anti-undead Sarenrite wards on every solid surface he can find. I'm sure he'd appreciate any help you could give him."
It's about 6pm now. People are going to work hard, but eventually need some rest. You think you could push until about midnight. We're going to resolve the 2 hour "rounds" one at a time.
Special Exploration activity:
PREPARE FREEDOM TOWN
You spend two hours directing others and helping with important tasks around Freedom Town. Choose a specific task you’d like to address. Attempt a skill check listed for your chosen task. Only one character can attempt a check for a given task at a time, though other characters can Aid your check instead of making their attempt to Prepare Freedom Town.
See slides for exploration activity and summary/skills available for each activity. Lores her are not easier. Resources/creative solutions may generate auto successes, but will not save you time.
Please choose where you want to help and make a roll. Remember only 1 person per task, so feel free to discuss ahead of time who wants to go where.
Pirate GM |
1 person marked this as a favorite. |
Also.
Hero point to Xanno for getting KOed, and for the line about fearsome horse-mounts earlier.
Xanno the Magnificent |
When Seedy resuscitates Xanno, she places a hand to her forehead. "Alas, my time has come! I am no more for this world! May Pharasma send me to the wizard afterlife, if that is a thing!" After Seedy, who has heard such dramatics many times before, finishes healing her, Xanno pops up and scurries around like nothing was the matter.
She tags along with Uirch to prepare magical wards, as her time with the Vigilant Seal has genuinely taught her a thing or two about magical defenses, even non-fire based ones.
Arcana: 1d20 + 21 ⇒ (17) + 21 = 38
She is surprisingly insightful at finding the best locations to set up the wards.
Jaqard Tahti |
Jaqard is happy to take Seedy's suggestion to Scout the area.
Acrobatics (E): 1d20 + 18 ⇒ (12) + 18 = 30
He locates a number of hazards which might be used to defensive advantage and notes the best routes for retreat if needed.
Seedy Wormsburrow |
"Hi there!" Seedy says, when the first door he knocks on is cautiously opened. "My name is Seedy. If you don't mind, I'd like to have a word with you about what's coming, and what's the best place to ride it out. Can I pour you a drink?" The scene repeats itself over and over, Seedy doing his best to lead people to evacuate in a way that makes them feel like it was their own idea.
Diplomacy: 1d20 + 22 ⇒ (10) + 22 = 32
Zanderel Elerin |
Zanderel moves to assist Khagrig, speaking in draconic to the various drakes. His voice is the epitome of calm as he works to ensure that the beasts behave.
Tending (Diplomacy): 1d20 + 23 ⇒ (10) + 23 = 33
Pirate GM |
Xanno does a great job preparing magical wards, both the flaming and non-flaming kind.
While there's more that could be squeezed out here, you feel pretty good about that.
2 Defense points for Wards.
Jaqard spends some time out side of town and finds some good routes for the party to move around in. It's unlikely you'll be ambushed travelling from battle to battle, but there's clearly more intel that could be gained.
1 Defense point for Scouting
Seedy's approach seems especially useful and Seedy ends up with some various heirlooms that families decide not to carry with them, but hope that Seedy will take rather than let them be defiled by the undead.
1 Defense point for Evacuation, and a treasure bundle.
Zanderel helps out tending to the drakes. While he's not yet allowed to work with the full sized ones, he does a good job tending to the needs of the young, freeing up all the adult drakes to be ready for combat tomorrow.
1 Defense point for Tending.
With 2 hours down, and the Pathfinders already working into the evening, the locals show no signs of faltering in their preparations.
Some of the low hanging preparation fruit is complete but there's still more work to be done in every task.
Also tracked on the slides but noted here:
Barricades: 0
Traps: 0
Evacuation: 1
Scouting: 1
Trnding: 1
Wards: 2
(All tasks have more that can be done, difficult increases per existing Defense Points as you've already accomplished the easier tasks)
Everybody is up for Defense Round 2!
Seedy Wormsburrow |
"Come on, folks! Cayden smiles on those who help themselves! Let's get everyone to safety, and we'll have a rollicking welcome back party when this is all over!"
Diplomacy to Evacuate: 1d20 + 22 ⇒ (11) + 22 = 33
Zanderel Elerin |
Zanderel is drawn in by the appeal of working with the bigger drakes.
Diplomacy for Tending: 1d20 + 23 ⇒ (1) + 23 = 24
Nope. Have a hero point.
Diplomacy for Tending: 1d20 + 23 ⇒ (5) + 23 = 28
Sigh.
Alas, the elf is perhaps too passive and patient, not showing an appropriate assertiveness.
Xanno the Magnificent |
With excellent work done on the magical wards, Xanno joins in with a group preparing mundane traps. Unfortunately, she gets a little distracted.
Crafting: 1d20 + 15 ⇒ (3) + 15 = 18
Crafting: 1d20 + 15 ⇒ (8) + 15 = 23
Jaqard Tahti |
Jaqard moves on to see what assistance he might lend to building passive traps. As the great Teacher Qi Lo Ni says, he thinks to himself, do not seek victory in contention — seek rather not to contend; but as his humble pupil Jaqard says, when contention will not avoid you, it is time to face it.
Stealth (E): 1d20 + 17 ⇒ (18) + 17 = 35
Pirate GM |
Seedy finds the remaining citizens more difficult to evacuate, but not impossible.
An elderly Orc takes Seedy aside. "Look, I never got the time to uhh find a qualified buyer for this, and it'll bring more questions than answers where I'm going, and maybe one of y'all can use it."
Soon Seedy finds himself with a "pre-owned" +1 striking disrupting battle axe and no sign of the aging Orc.
Zabderel digs deep into his draconic connection and does a good job communing with the drakes. Surely in another lifetime Zanderel could have been an Orcish drake rider instead.
Xanno doesn't spend a hero point.
Xanno tries hard but magical defenses seem more in the Goblin's wheel house than physical traps.
Jaqard finds trap making crowded and goes out scouting again instead getting a good feel of the natural terrain and how to move about with rapidity around and about.
Barricades 0
Traps 0
Evacuation 2
Scouting 2
Tending 2
Wards 2
More work can be done on any task
---
Cries of alarm outside of town break up the preparations. Shockingly enough you're the only ship in the quadrant! you're closest and able to respond first.
A few Orcish bodies lay strewn about the bridge with arrows sticking out of their corpses while a trio of walking corpses with an evil red malevolence present in their eyes wield bows, shooting at anything alive that moves.
We'll say you've got a round to sneak in buffs/stances/weapons drawing before arriving at combat.
red: 1d20 + 18 ⇒ (16) + 18 = 34
yellow: 1d20 + 18 ⇒ (8) + 18 = 26
green: 1d20 + 18 ⇒ (3) + 18 = 21
?: 1d20 + 17 ⇒ (4) + 17 = 21
??: 1d20 + 17 ⇒ (13) + 17 = 30
Seedy: 1d20 + 18 + 1 ⇒ (15) + 18 + 1 = 34
Jaqard: 1d20 + 16 + 1 ⇒ (3) + 16 + 1 = 20
Zanderel: 1d20 + 18 + 1 ⇒ (13) + 18 + 1 = 32
Xanno: 1d20 + 12 + 1 ⇒ (3) + 12 + 1 = 16
Thanks for Jaqard's scouting you know the best ways to cross the river and can ignore what would otherwise be difficult terrain.
While the magic on them is quickly fading, the undead are temporarily enfeebled 1 thanks to the Wards that Xanno has been working on.
The red corpse wastes no time firing at Jaqard
longbow at Jaqard -2 (110 feet): 1d20 + 23 - 2 ⇒ (13) + 23 - 2 = 34
More longbow at Jaqard -2 (110 feet): 1d20 + 23 - 2 - 5 ⇒ (19) + 23 - 2 - 5 = 35
Most longbow at Jaqard -2 (110 feet): 1d20 + 23 - 2 - 10 ⇒ (5) + 23 - 2 - 10 = 16
piercing: 1d8 + 12 - 1 ⇒ (8) + 12 - 1 = 19
piercing: 1d8 + 12 - 1 ⇒ (5) + 12 - 1 = 16
2x fort 27 for Jaqard
Jaqard quickly begins looking like a pin cushion as a pair of the fired arrows piece him. Despite the great distance the undead seems to suck away at Jaqard's lifeforce.
Initiative:
Red Archer +10
Seedy 91/91
Zanderel. 114/114
+Shuru 51/60
Yellow
Green.
Jaqard 79/125 | (2x Fort DC 27)
Xanno 75/78
Seedy and Zanderel are up!
On a fail or worse your drained condition increases by 1.
Light is dim. River is difficult terrain (You all can move freely through it)
Zanderel Elerin |
Zanderel is not thrilled by the distance they are away from the foes. He once more calls upon a flame drake, this time commanding it to make haste towards one of the archers before biting at it with its fangs!
Fangs vs Yellow: 1d20 + 14 ⇒ (8) + 14 = 22
Damage (P + d6 Fire): 2d8 + 5 + 1d6 ⇒ (2, 2) + 5 + (4) = 13
Summon Dragon (Speed Surge, Strike)
Damage (P + d6 Fire): 2d8 + 5 + 1d6 ⇒ (8, 7) + 5 + (4) = 24
Pirate GM |
The Drake makes good speed across the battlefield but can't connect with its bite.
Jaqard Tahti |
DC 27 Fort (1): 1d20 + 15 ⇒ (7) + 15 = 22 Drained 1
DC 27 Fort (2): 1d20 + 15 ⇒ (5) + 15 = 20 Drained 2
Jaqard has had better days.
Pirate GM |
-3 on all the things vs Jaqard. So 6 less damage and DC 24 fort saves.
Jaqard is looking rather pale, in addition to impersonating a pin cushion.
Initiative:
Red Archer +8
Seedy 91/91
Zanderel. 114/114
+Shuru 51/60
+Drake
Yellow
Green.
Jaqard 67/107*| Drained 2
Xanno 75/78
Seedy is up!
Seedy Wormsburrow |
On the way to the battlefield, Seedy mutters a prayer and gulps down the ale from his stein. As he does, his body begins to glow with a holy light. Cast vital beacon.
-------
Seedy runs up and slaps Jaqard on the back. "Pep up, buddy, Cayden will smile on us yet!" As he does, some of his internal glow transfers to the half-orc.
Vital beacon use 1 on Jaqard: 4d10 ⇒ (10, 4, 4, 3) = 21
Seeing that Jaqard is still injured, he does his best to quickly patch up some of the monk's wounds by hand.
Battle Medicine on Jaqard (DC 20, using Assurance): 2d8 + 10 ⇒ (2, 8) + 10 = 20
◆Stride, ◆Interact to use vital beacon, ◆Battle Medicine.
Pirate GM |
Seedy gets a little close and helps out Jaqard with a pair of heals.
The yellow fleshy corpse with burning red eyes ducks away from the drake, dodging the attack of opportunity and fires at the brief glowing Seedy.
Yellow vs Seedy: 1d20 + 18 ⇒ (12) + 18 = 30
more arrow: 1d20 + 18 - 5 ⇒ (2) + 18 - 5 = 15
piercing: 1d8 + 7 - 1 ⇒ (2) + 7 - 1 = 8
The first arrow is a solid hit, while the second goes wide.
Fort 22 for Seedy or drained increases by 1.
The Green archer stands their ground and unleashes a trio of arrows at Seedy.
arrow-range: 1d20 + 20 - 2 ⇒ (7) + 20 - 2 = 25
arrow-range: 1d20 + 20 - 2 - 5 ⇒ (7) + 20 - 2 - 5 = 20
arrow-range: 1d20 + 20 - 2 - 10 ⇒ (9) + 20 - 2 - 10 = 17
arrow damage: 1d8 + 9 - 1 ⇒ (5) + 9 - 1 = 13
Fort 24 or Drained increases by 1
The second arrow is definitely more painful than the first.
Initiative:
Red Archer +8
Seedy 70/91 | Fort 22, 24
Zanderel. 114/114
+Shuru 51/60
+Drake
Yellow +7
Green. +8
Jaqard 107/107*| Drained 2
Drakes? Other Reinforcements? Cool stuff!
Xanno 75/78
Jaqard is up!
fort 22, then 24 for seedy vs Drained (Divine, Necromancy)
Seedy Wormsburrow |
Fort DC 22: 1d20 + 16 ⇒ (2) + 16 = 18
Fort DC 24, Drained 1: 1d20 + 16 - 1 ⇒ (16) + 16 - 1 = 31
Jaqard Tahti |
Jaqard gives a nod to Seedy, then races across the battlefield to try and engage Yellow.
Stride x3.
Pirate GM |
After Jaqard makes his way across the bridge the green archer shouts in Necril and a pair of the corpses on the bridge stand, a vile glowing red fire igniting in their eyes as they stand up and rush Seedy ready to cut him down with vicious claws and daggers.
Each stands and double strides.
Initiative:
Red Archer +8
Seedy 61/82* |
Zanderel. 114/114
+Shuru 51/60
+Drake
Yellow +7
Green. +8
Jaqard 107/107*| Drained 2
Black
White
Xanno 75/78
Xanno is up!
Xanno the Magnificent |
"Oh no, Seedy!" Xanno considers trying to zap the near enemies, but then decides to mess with the archers's plans. She mutters an incantation, raises a hand, and causes a wall of swirling winds to appear, protecting the group from arrows.
Wall of Wind. I tried to place it where it would block all of us from those two archers.
Pirate GM |
Xanno conjures up a mighty wall of wind!
The Red archer looks to see how bad that windy wall is and shoots at Seedy
1d20 + 20 - 2 ⇒ (16) + 20 - 2 = 34
and is disappointed when the wind wall sends the arrow flying. It then moves up, pushing past the wall.
double stride
Initiative:
Red Archer +8
Seedy 61/82* |
Zanderel 114/114
+Shuru 51/60
+Drake
Yellow +7
Green +8
Jaqard 107/107*| Drained 2
Black
White
Xanno 75/78
Seedy, Zanderel & Friends are up!