GD 12 Iron Battle (Inactive)

Game Master Pirate Rob

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Q-14 | Iron Battle

Xanno goes and heals Xanno who heals them both along with the drake.

Zanderel and the drake assault Green, not enough to take it down though.

Going to call it here. The wight fights on a little longer but is stuck by the drake and the walls etc and the last 2 wights in the bubbles are quite wounded and have no ranged attacks.

Out of Combat

One of the wights has a magic bag filled with an impossibly large numbers of grisly trophies from defeated foes. Feet, rings still attached to fingers, etc etc.

There's not a whole lot of time to regroup if you want to take full advantage of tonight's preparations.


Q-14 | Iron Battle

Hero Point for Seedy.

Grand Archive

NG Male Elf Wizard 12 | Default Exploration: Investigate
Stats:
AC 28 | Fort +20, Refl +19, Will +19 | Perc +18 | Speed 30
♥️ 114+6/114 | ☘️ 1/3 | ☀️ 2/2 | ✋ Greater Staff of Fire | ⚕ False Life, See Invisibility | 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)

Zanderel looks relieved that the skirmish is over. "Clever foes. Unexpected, even. It would be good to take some time to prepare for the next battle."

Zanderel would like to spend 10 minutes doing Spell Substitution, swapping Invisibility (4th) for Resilient Sphere. He will also cast False Life on himself. Assuming we have the time

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, guiltily, casts Ray of Frost on the tree until the fire dies down. She also fusses over Seedy to make sure that he is okay. Once she's satisfied that he isn't dying, she goes to pester Zanderel about the cool spell that let him put wights into bubbles.

Grand Archive

NG Male Elf Wizard 12 | Default Exploration: Investigate
Stats:
AC 28 | Fort +20, Refl +19, Will +19 | Perc +18 | Speed 30
♥️ 114+6/114 | ☘️ 1/3 | ☀️ 2/2 | ✋ Greater Staff of Fire | ⚕ False Life, See Invisibility | 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)

Zanderel is sitting cross-legged with his spellbook on his lap when Xanno comes over. He looks up at the goblin wizard and smiles when asked about Resilient Sphere. "it's ingenious, isn't it? And to be honest, I have yet to employ it as a defensive measure for myself. It will block anything trying to pass through the sphere, meaning that it potentially protect you should rocks fall on you."

He stands up, and begins demonstrating the gestures needed to activate the magic. "I have considered the possible application of using the sphere as a way to prevent drowning, but given that there are alternate incantations that serve that purpose, and that I'd potentially get wet should it fail, that I have so far resisted that effort."

"It should be noted that it is not a perfect solution. For example, a spell of disintegration will-" Zanderel stops mid-sentence. His eyes focus on the distance, and his head cocks to the side as if listening to something.

The sounds of battle in distant Varisia fill Zanderel's mind. Images flash. Adventurers. Ogres. He hears his voice shout, "Heathrik! Look out! I-". His voice is cut off as a thin green ray of light strikes him. Then nothingness.

Zanderel's attention returns. He looks down at Xanno, who has been waiting patiently for several seconds. "Perfectly clear, I presume? Or do I need to repeat my instruction?"

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 tilts her head curiously, but replies, ”Um, yes, very clear. Do you have any extra parchment you don’t need? I am almost out of the last batch from Sorrina.”

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

Seedy wearily gets to his feet as the last echoes of battle fade away. stooping, stiffly, to pick up his staff and tankard, he closes his eyes and silently prays for a moment. As he opens them, the mug once again fills to the brim with ale, the foam just trickling down the side. He raises it in salute, then takes a big draught, his bouyant mood seeming to return almost immediately. "Well, that was no fun! Thanks for the rescue, Xanno."


Q-14 | Iron Battle

With the wight ambush defeated our Pathfinders have a few minutes to take care of themselves, but the pressing needs of Freedom Town are not forgotten.

While it's now well past sunset there are still enough soldiers and citizens remaining to make a bit more progress before exhaustion overtakes the town.

Mahja's scouts seem a little nervous that no progress has been made on barricades or traps but trust that you have a strategy and stay in their lane.

Current Progress:

0 Barricades
0 Traps
2 Evacuation
2 Scouting
2 Tending
2 Wards

Grand Archive

NG Male Elf Wizard 12 | Default Exploration: Investigate
Stats:
AC 28 | Fort +20, Refl +19, Will +19 | Perc +18 | Speed 30
♥️ 114+6/114 | ☘️ 1/3 | ☀️ 2/2 | ✋ Greater Staff of Fire | ⚕ False Life, See Invisibility | 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)

Zanderel retrieves a few pieces of parchment from his kit, handing them to Xanno. "I must tend to the drakes now. With this most recent battle, I have additional insights that I need to put to use. Perhaps you should see to the wards?"

Diplomacy (Tending): 1d20 + 23 ⇒ (14) + 23 = 37


Q-14 | Iron Battle

Despite most of the easy work having been completed Zanderel still manages to find a way to help and squeezes out help for a few more drakes.

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

Seedy switches to helping townsfolk set traps to catch mindless undead.

Stealth (Traps): 1d20 + 15 ⇒ (20) + 15 = 35

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 sets to work on building barricades.

Athletics (E): 1d20 + 17 ⇒ (10) + 17 = 27


Q-14 | Iron Battle

Seedy gets some traps set while Jaqard manages to get some barricades up.

Surely these will all come in handy.

Where to for Xanno?

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 the Magnificent goes back to trailing Uirch and helping to place magical wards.

Arcana: 1d20 + 21 ⇒ (20) + 21 = 41


Q-14 | Iron Battle

Xanno's wards are truly magnificent.

Final Count:
Barricades 1
Traps 1
Evacuation 2
Scouting 2
Tending 3
Wards 3

Now being midnight you've running out of awake Burning Sun orcs and their allies. From there you have enough time to rest overnight and make your morning preperations.

While I have no doubt you'll be able to heal the flesh wounds, what about drained?

1 point will fade from each of you overnight but that still leaves Jaqard with Drained 2


Q-14 | Iron Battle

Crit!

More traps from Seedy.

Final Count:
Barricades 1
Traps 2
Evacuation 2
Scouting 2
Tending 3
Wards 3

Horizon Hunters

1 person marked this as a favorite.
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:

Xanno's wards are truly magnificent.

While I have no doubt you'll be able to heal the flesh wounds, what about drained?

1 point will fade from each of you overnight but that still leaves Jaqard with Drained 2

Seedy has the Channeled Succor feat, will use one use of divine font to cast restoration (5th) on Jaqard at the start of the day, which will reduce Drained by 2.

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

Spell prep changes for Seedy today:
  • Only one heroism so he can prep two searing lights
  • Prepping disrupt undead instead of detect magic
  • Casting vital beacon at the start of the day.
  • Grand Archive

    NG Male Elf Wizard 12 | Default Exploration: Investigate
    Stats:
    AC 28 | Fort +20, Refl +19, Will +19 | Perc +18 | Speed 30
    ♥️ 114+6/114 | ☘️ 1/3 | ☀️ 2/2 | ✋ Greater Staff of Fire | ⚕ False Life, See Invisibility | 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)

    Spell prep changes for Zanderel:
    Zanderel will replace
    - True Seeing with Disintegrate
    - Prying Eye with Wall of Ice
    - Invisibility Sphere with Stinking Cloud

    Will cast False Life at the beginning of the day


    Q-14 | Iron Battle

    You are awekened shortly before sunrise with a loud note from a horn.

    Most of Mahja's fellow Burning Suns are quick to prepare for battle during which you have enough time to make your daily preparations.

    Mahja Firehair makes her way to the center of Freedom Town. There is electricity in the air as warriors of all kinds stretch and prepare for the battle ahead. A wave of murmurs grows into a sea of stomps, rattling of weapons, and loud growls and yelling. Once Mahja reaches the center of the crowd, she jumps onto a wagon and raises a closed fist, which immediately silences the town.

    “Brothers, sisters, family, and friends. We don’t know why the dead have chosen to rise and enter our lands once more, but I know that we will respond. Belkzen is our home and we have proven before that any undead that dare tread in our home will only meet destruction. Be they a mass of bones or the Tyrant himself, we will stand together, and we will tear them down!”

    A cheer erupts from the crowd. Mahja pauses long enough to allow the moment of levity before motioning for silence and continuing, “I can’t say for sure if all of us are enough to stop the armies of the dead on this day. However, I can say we will give them Hell! Whoever these undead are, or whoever sent them, all will learn that we are more dangerous than they’ve ever imagined. We will fight! Dawnflower, guide us! If I must give my life to protect Belkzen, I am ready to do so! Let’s show these shamblers that even death can’t protect them from the might of an orc!”

    To be Continued...

    Grand Archive

    NG Male Elf Wizard 12 | Default Exploration: Investigate
    Stats:
    AC 28 | Fort +20, Refl +19, Will +19 | Perc +18 | Speed 30
    ♥️ 114+6/114 | ☘️ 1/3 | ☀️ 2/2 | ✋ Greater Staff of Fire | ⚕ False Life, See Invisibility | 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)

    Zanderel looks off into the distance, once more seeming to stare at something that is not there. His gaze never wavers as he speaks to the others.

    "Jaqard, it has been a joy to travel with you. I do not think it will be as dire as Mahja makes it seem, but mortality makes each moment both eternal and fleeting. I have enjoyed your company."

    "Xanno, know that I see great potential within you. But also know that you are already far more capable than most wizards. Continue to embrace your unorthodox, non-conformist approach to the art. Being different is your greatest asset."

    "And Seedy..." Zanderel trails off, searching for the right words for this moment. "Your presence is sobering, despite your regular inebriation. I do not know why."

    He then begins a series of incantations to ready himself for battle. The wizard finishes his preparations by retrieving a wand and walking over to Jaqard. "Be like the wind," he whispers a command word and taps Jaqard with the wand.
    Cast False Life and See Invisibility. Cast Fly on Jaqard.

    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 proudly taps Jaqard with Stoneskin.

    Made a few changes to my prepared spells, reflected on my profile.

    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

    One more spell prep change:
    Dropping spiritual guardian (which I'm never going to want to spend Sustain actions on when I'm trying to burst heal) for death ward.

    EDIT: just reread the message in Slack. Seedy will cast this death ward (10 min duration) on Jaqard as we prepare for incoming.


    Q-14 | Iron Battle

    Battle cries echo throughout Freedom Town and out through the valley as Mahja leads the march out to the wilderness around town.

    Shortly after Mahja finishes her speech, several explosions beyond Freedom Town signal the arrival of the undead forces. As dozens of zombies detonate throughout the wilderness, the nearby fields and forests catch fire, filling the sky with the light of a burning sunrise.

    While most of the explosions occur as Freedom Town’s force meet with the undead army outside of the town, there is a large explosion and cries of help from a farmhouse on the eastern edge of town. Although the rest of Freedom Town’s forces are focused on undead elsewhere, you are still near enough here to help.

    You quickly find several zombies have found their way to the less fortified farmhouses on the edge of town and judging by the fire and sounds of explosions some of them have likely detonated.

    The fire here has already started spreading.
    If you end your turn adjacent to burning trees you'll take about 15 fire damage, if you actually enter the fire you'll take damage and catch fire unless you make a reflex save.

    The smoking zombies look like the sulfur zombies from before.

    Initiative+S:

    Seedy: 1d20 + 18 + 1 ⇒ (2) + 18 + 1 = 21
    Jaqard: 1d20 + 16 + 1 ⇒ (18) + 16 + 1 = 35
    Zanderel: 1d20 + 18 + 2 ⇒ (9) + 18 + 2 = 29
    Xanbo: 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26
    Blufe: 1d20 + 14 ⇒ (6) + 14 = 20
    Orange: 1d20 + 14 ⇒ (17) + 14 = 31
    Yellow: 1d20 + 14 ⇒ (7) + 14 = 21
    Black: 1d20 + 12 ⇒ (16) + 12 = 28
    Yellow: 1d20 + 12 ⇒ (7) + 12 = 19

    The zombies are assaulting the farm houses and don't seem to have noticed you quite yet, but that will likely quickly change.

    Initiative:
    Jaqard
    Orange Sulfur Zombie
    Zanderel
    Black
    Xanno
    Yellow
    Seedy
    Blue
    Yellow

    Jaqard is up!
    4d6 fire if you end adjacent to burning trees

    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 drops into Tiger Stance and closes on White.

    Flurry of Blows (1): 1d20 + 18 ⇒ (16) + 18 = 34
    slashing: 2d8 + 6 ⇒ (1, 6) + 6 = 13
    Flurry of Blows (2): 1d20 + 18 - 4 ⇒ (20) + 18 - 4 = 34
    slashing: 2d8 + 6 ⇒ (7, 8) + 6 = 21 doubled
    If both hit, combine damage vs. resistances/weaknesses.

    Tiger Stance ◈, Stride, Flurry of Blows ◈.


    Q-14 | Iron Battle

    Jaqard hurries towards the zombies and away from the blazing inferno and lands a pair of nasty crits that the zombie is particularly vulnerable to.

    13x2+21x2+5

    Another assault like that would surely take it down.

    Fixed Initiative to have white instead of yellow twice.

    With Jaqard entering combat the nearby Orange zombie lumbers towards Jaqard and ...

    slamfist: 1d20 + 17 ⇒ (20) + 17 = 37
    Bludgeoning: 2d6 + 5 ⇒ (3, 1) + 5 = 9

    Crits Jaqard right back! Whom is now on fire!
    blind?: 1d20 ⇒ 18

    Initiative:
    Jaqard 107/125 | 2d6 Persistent Fire
    Orange
    Zanderel
    Black
    Xanno
    Yellow
    Seedy
    Blue
    White -73

    Zanderel is up!

    Grand Archive

    NG Male Elf Wizard 12 | Default Exploration: Investigate
    Stats:
    AC 28 | Fort +20, Refl +19, Will +19 | Perc +18 | Speed 30
    ♥️ 114+6/114 | ☘️ 1/3 | ☀️ 2/2 | ✋ Greater Staff of Fire | ⚕ False Life, See Invisibility | 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)

    "It seems suitable to release more elemental power upon them," Zanderel says, moving forward. He moves his hands in a series gestures before releasing a torrent of electricity.
    Chain Lightning, DC 31 Reflex: 8d12 ⇒ (9, 1, 8, 1, 3, 12, 3, 10) = 47
    Order is White, Orange, Black, Blue, and Yellow


    Q-14 | Iron Battle

    reflex: 1d20 + 12 ⇒ (3) + 12 = 15
    reflex: 1d20 + 14 ⇒ (20) + 14 = 34
    Reflex: 1d20 + 12 ⇒ (11) + 12 = 23
    reflex: 1d20 + 14 ⇒ (16) + 14 = 30
    reflex: 1d20 + 14 ⇒ (16) + 14 = 30

    Zanderel moves forward, his lightning obliterating the wounded white zombie. After that the electricity becomes grounded instead of further chaining.

    The black zombie lumbers towards Jaqard, pushing through some of the flaming trees, but not catching fire.

    Initiative:
    Jaqard 107/125 | 2d6 Persistent Fire
    Orange
    Zanderel
    Black
    Xanno
    Yellow
    Seedy
    Blue

    Xanno is up!

    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: ---

    Remember that Jaqard has Stoneskin!

    Seeing that the creatures are immune to fire, Zanno sighs dramatically. Recalling her friend Seedy's laments last battle, she shakes his shoulder, transferring some hyperactivity. She then stows her staff.

    Haste, stow item


    Q-14 | Iron Battle

    I didn't remember!
    minutes since casting spells: 1d4 ⇒ 4

    Xanno haste's Seedy to make sure he can get in position to burst those heals.

    Yellow trudges towards the stony Jaqard

    Initiative:
    Jaqard 112/125 | StoneSkin 15 | 2d6 Persistent Fire
    Orange
    Zanderel
    Black
    Xanno
    Yellow
    Seedy | Haste
    Blue

    Speedy Seedy is up!

    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

    Seedy feels his pulse quicken as Xanno's magic takes hold. "Cheers, Zanno!" he shouts, rushing forward holding his staff aloft. With a salute to his old friend, he slams down the staff, releasing a burst of powerful positive energy throughout the area.

    ◆Stride (haste), ◆◆◆Cast heal (3rd).

    Jaqard healing/undead damage: 3d10 ⇒ (1, 8, 5) = 14
    DC 27 basic Fort save.


    Q-14 | Iron Battle

    Seedy moves up and heals Jaqard and

    Orange: 1d20 + 18 ⇒ (7) + 18 = 25
    Black: 1d20 + 16 ⇒ (17) + 16 = 33
    yellow: 1d20 + 18 ⇒ (13) + 18 = 31

    watches as his positive energy rips through the undead to improved effect.
    Vulnerable to positive 5

    Blue lumbers up to Jaqard.

    Initiative:
    Jaqard 125/125 | StoneSkin 15 | 2d6 Persistent Fire
    Orange -19
    Zanderel
    Black -12
    Xanno
    Yellow -12
    Seedy | Haste
    Blue

    Jaqard is up!

    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 turns his attention to Blue.

    Flurry of Blows (1): 1d20 + 18 ⇒ (14) + 18 = 32
    slashing: 2d8 + 6 ⇒ (3, 8) + 6 = 17
    Flurry of Blows (2): 1d20 + 18 - 4 ⇒ (19) + 18 - 4 = 33
    slashing: 2d8 + 6 ⇒ (7, 1) + 6 = 14
    If both hit, combine damage vs. resistances/weaknesses.

    Strike: 1d20 + 18 - 8 ⇒ (3) + 18 - 8 = 13
    slashing: 2d8 + 6 ⇒ (1, 1) + 6 = 8

    He then moves between the zombie horde and the rest of the party.

    Flurry of Blows ◈, Strike, Stride.

    fire: 2d6 ⇒ (6, 6) = 12
    flat DC 15: 1d20 ⇒ 2 nope

    My count shows Hit Points at 95/107 after persistent fire due to drained 2. Happy to be proven wrong, mind you.

    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 Tahti wrote:
    My count shows Hit Points at 95/107 after persistent fire due to drained 2. Happy to be proven wrong, mind you.

    Corrected per Slack. Hit Points are 113/125.


    Q-14 | Iron Battle

    The undead look to be battered and bruised from all the defensive traps.
    ow: 4d6 ⇒ (4, 4, 4, 6) = 18

    Knowing most of the people are out helps you react more decisively. (+1 Status to initiative)

    You've passed through here before and know the fast ways through the trees, which are now on fire. (Ignore natural difficult terrain)

    The wards are glowing giving you all a +1 circumstance bonus to all saves, and the monsters will be enfeebled 2 for a round.

    ---

    Jaqard slashes into blue twice, hitting both times, but neither one quite managing to be a crit.

    After a 3rd swing, he backs up to draw the zombies in. The fire burns hot.

    Orange lumbers towards Jaqard and lurches.

    orange zombie lurch: 1d20 + 17 - 2 ⇒ (16) + 17 - 2 = 31
    bludgeoning damage: 2d6 + 7 ⇒ (3, 4) + 7 = 14

    blind1?: 1d20 ⇒ 12

    The Stoneskin helps at least.

    Initiative:

    Jaqard 103/125 | StoneSkin 14 | 2d6 Persistent Fire
    Orange | -38 | Enfeebled 2
    Zanderel
    Black | -30 | Enfeebled 2
    Xanno
    Seedy | Haste
    Yellow | -30 | Enfeebled 2
    Blue | - 54| Enfeebled 2

    Grand Archive

    NG Male Elf Wizard 12 | Default Exploration: Investigate
    Stats:
    AC 28 | Fort +20, Refl +19, Will +19 | Perc +18 | Speed 30
    ♥️ 114+6/114 | ☘️ 1/3 | ☀️ 2/2 | ✋ Greater Staff of Fire | ⚕ False Life, See Invisibility | 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)

    Zanderel takes several steps back. He then slams the butt of his staff against the ground, triggering a surge of stored magic that flows into the elven wizard. "I will try this again, and expect a greater impact. Be aware that the results might be explosive."

    With those words, he recalls and recasts Chain Lightning.
    Chain Lightning, DC 31 Reflex: 8d12 ⇒ (12, 4, 11, 6, 2, 4, 12, 10) = 61
    Order is Orange, Blue, Yellow, Black


    Q-14 | Iron Battle

    Orange reflex, the savening: 1d20 + 14 ⇒ (5) + 14 = 19
    blu cheese: 1d20 + 14 ⇒ (20) + 14 = 34
    yellow is mellow: 1d20 + 14 ⇒ (5) + 14 = 19
    black: 1d20 + 12 ⇒ (12) + 12 = 24

    Orange explodes but the lightning once again grounds out. Zanderel might want to get his money back from wherever he learned that spell.

    bludgeoning+fire: 2d10 + 2 + 2d10 + 2 ⇒ (5, 4) + 2 + (6, 1) + 2 = 20

    The orange zombie explodes, spreading disgusing fiery zombie guts in a 30ft burst that gets everybody but Seedy and Zanderel's familiar.

    The black zombie trudges towards the nearest threat and slams Jaqard.

    zombie slam: 1d20 + 17 ⇒ (14) + 17 = 31
    bludgeoning: 2d6 + 7 ⇒ (5, 6) + 7 = 18

    The stoneskin absorbs some of the damage.

    Initiative:

    Jaqard 90/125 | StoneSkin 13 | 2d6 Persistent Fire | Ref 23(vs 20)
    Zanderel | Ref 23(vs 20)
    Black | -30 | Enfeebled 2
    Xanno
    Seedy | Haste | Ref 23(vs 20)

    Yellow | -30 | Enfeebled 2
    Blue | - 54| Enfeebled 2

    Goblins are up!
    Ref DC 23 for Jaqard, Zanderel and Seedy.

    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 Refl: 1d20 + 17 ⇒ (4) + 17 = 21

    Jaqard eats the full damage. Yum.


    Q-14 | Iron Battle

    Jaqard's stoneskin helps at least.

    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 pulls out an extremely sparkly wand.

    "Magic missiles!"

    pew pew!: 2d4 + 2 ⇒ (2, 4) + 2 = 8 at Blue

    Draw wand of manifold missiles, 2 action magic missile


    Q-14 | Iron Battle

    pew pew!

    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

    Reflex: 1d20 + 16 ⇒ (13) + 16 = 29

    Seedy slaps Jaqard on the back, then raises his tankard. The deafening cheer of a packed bar on New Years fills the area around the zombies, battering them with sound.

    ◆Interact to apply vital beacon on Jaqard, ◆Stride, ◆◆Cast sound burst so it hits all three of them and not Jaqard.

    Jaqard Healing: 4d10 ⇒ (3, 3, 9, 3) = 18

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


    Q-14 | Iron Battle

    Seedy dodges the worst of it and then heals Jaqard.

    black: 1d20 + 16 ⇒ (4) + 16 = 20
    yellow: 1d20 + 16 ⇒ (8) + 16 = 24
    blue: 1d20 + 16 ⇒ (12) + 16 = 28

    Seedy's blast is fairly effective.

    The yellow zombie trundles up towards Jaqard.

    slam: 1d20 + 17 - 2 ⇒ (1) + 17 - 2 = 16

    The blue zombie takes 2 swings at Jaqard.
    slam: 1d20 + 17 - 2 ⇒ (9) + 17 - 2 = 24
    slam: 1d20 + 17 - 2 ⇒ (9) + 17 - 2 = 24

    But Jaqard dodges all the attacks!

    Initiative:

    Jaqard 93/125 | StoneSkin 12 | 2d6 Persistent Fire |
    Zanderel | Ref 23(vs 20)

    Black | -45 | Deafened
    Xanno
    Seedy 81/91 | Haste |
    Yellow | -45 | Deafened
    Blue | - 69| Deafened

    Jaqard and Zanderel are up!
    (Ref 23 vs 20 damage for Zanderel)

    Grand Archive

    NG Male Elf Wizard 12 | Default Exploration: Investigate
    Stats:
    AC 28 | Fort +20, Refl +19, Will +19 | Perc +18 | Speed 30
    ♥️ 114+6/114 | ☘️ 1/3 | ☀️ 2/2 | ✋ Greater Staff of Fire | ⚕ False Life, See Invisibility | 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)

    Reflex save vs DC 23: 1d20 + 19 ⇒ (17) + 19 = 36
    Zanderel nimbly dodges the explosion of zombie guts and visceral.

    Unwilling to get caught in a blast, he backs up to where Shuru hovers. The elf then evokes a ray of frost that streaks out towards the nearest zombie.
    Ray of Frost vs Yellow: 1d20 + 21 ⇒ (1) + 21 = 22
    Damage (Cold): 6d4 + 5 ⇒ (3, 1, 1, 4, 3, 1) + 5 = 18


    Q-14 | Iron Battle

    Zanderel dodges flaming zombie guts but is out of position for his own ray.


    Q-14 | Iron Battle

    Beep Boop.

    Jaqard continues his assault, trying to finish off blue.

    Flurry of Blows: 1d20 + 18 ⇒ (14) + 18 = 32
    Slashing: 2d8 + 6 ⇒ (3, 2) + 6 = 11
    Flurry of Blows: 1d20 + 18 - 4 ⇒ (8) + 18 - 4 = 22
    Slashing: 2d8 + 6 ⇒ (3, 5) + 6 = 14

    He only lands one attack before making a 3rd claw.

    clllaw: 1d20 + 18 - 8 ⇒ (11) + 18 - 8 = 21
    Slashing: 2d8 + 6 ⇒ (4, 3) + 6 = 13

    Missing that last before circling around to not drag the exploding zombies to the casters, while still reducing their attacks and hopefully not getting too far from seedy.

    The black zombies steps towards him.

    slam: 1d20 + 17 ⇒ (5) + 17 = 22
    but can't connect.

    Jaqard 93/125 | StoneSkin 12 | 2d6 Persistent Fire |
    Zanderel | Ref 23(vs 20)
    Black | -45 |
    Xanno
    Seedy 81/91 | Haste |

    Yellow | -45 |
    Blue | - 85|

    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

    Seedy mutters a prayer to Cayden as he nervously eyes the burning zombies, then gingerly steps a little closer to Jaqard and calls forth another wave of positive energy.

    ◆Step, ◆◆◆Cast heal.

    Jaqard healing/zombie damage: 5d10 ⇒ (1, 1, 6, 9, 5) = 22
    DC 27 basic Fort.


    Q-14 | Iron Battle

    Jaq persistent: 2d6 ⇒ (5, 5) = 10
    Jaq flat: 1d20 ⇒ 10

    black fort: 1d20 + 16 ⇒ (9) + 16 = 25
    yellow fort: 1d20 + 18 ⇒ (12) + 18 = 30
    blue fort: 1d20 + 18 ⇒ (13) + 18 = 31

    The zombies are vulnerable, but tough.

    I'm certain Jaqard appreciates the heal as well.

    Jaqard 105/125 | StoneSkin 12 | 2d6 Persistent Fire |
    Zanderel | Ref 23(vs 20)
    Black | -72|
    Xanno
    Seedy 81/91 | Haste |
    Yellow | -61|
    Blue | - 101|

    Xanno still up!

    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's wand goes off by itself!

    pew!: 1d4 + 1 ⇒ (4) + 1 = 5 at Blue

    Xanno then sends an icy ray at the nearest zombie and cloaks herself with magical protection.

    ray of frost: 1d20 + 17 ⇒ (13) + 17 = 30 at Yellow
    brrrrr: 5d4 + 5 ⇒ (2, 4, 1, 4, 4) + 5 = 20

    manifold missile, ray of frost, shield


    Q-14 | Iron Battle

    Pew! Zot!

    Xanno sends a fun variety of blasts.

    The zombies continue to lumber after the nearby Jaqard.
    yellow smash J: 1d20 + 17 ⇒ (5) + 17 = 22
    blue smash J: 1d20 + 17 ⇒ (4) + 17 = 21

    Both miss!

    Jaqard 105/125 | StoneSkin 12 | 2d6 Persistent Fire |
    Zanderel |

    Black | -72|
    Xanno
    Seedy 81/91 | Haste |
    Yellow | -81|
    Blue | - 106|

    Jaqard and Zanderel are up!

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