GD 12 Iron Battle (Inactive)

Game Master Pirate Rob

Slides


201 to 250 of 265 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
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 conjures another ray of the purest cold, pointing and releasing it at one of the zombies skirmishing with Jaqard.
Ray of Frost vs Black: 1d20 + 21 ⇒ (4) + 21 = 25
Damage (Cold): 6d4 + 5 ⇒ (2, 4, 1, 1, 3, 2) + 5 = 18

He then erects a magical shield to protect himself.
Ray of Frost, Shield


Q-14 | Iron Battle

Zanderel zots and shields.

Jaqard 105/125 | StoneSkin 12 | 2d6 Persistent Fire |
Zanderel |
Black | -90|
Xanno
Seedy 81/91 | Haste |
Yellow | -81|
Blue | - 106|

Jaqard still 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 takes a Step (10' while in Tiger Stance) and tries to bring Blue down. Blue, then Black, then Yellow if any fall.

Flurry of Blows (1): 1d20 + 18 ⇒ (5) + 18 = 23
slashing: 2d8 + 6 ⇒ (2, 3) + 6 = 11
Flurry of Blows (2): 1d20 + 18 - 4 ⇒ (19) + 18 - 4 = 33
slashing: 2d8 + 6 ⇒ (7, 4) + 6 = 17
If both hit, combine damage vs. resistances/weaknesses.

Strike: 1d20 + 18 - 8 ⇒ (5) + 18 - 8 = 15
slashing: 2d8 + 6 ⇒ (3, 8) + 6 = 17

Step, Flurry of Blows ◈, Strike.


Q-14 | Iron Battle

Jaqard lands 1 blow on the vulnerable zombie.

persistent: 2d6 ⇒ (6, 6) = 12
flat15: 1d20 ⇒ 20

Jaqard's fire flares up against before burning out

Black continues its mindless assault against Jaqard.

zombie fist: 1d20 + 7 ⇒ (14) + 7 = 21
other fist: 1d20 + 17 - 5 ⇒ (7) + 17 - 5 = 19

But the monk isn't bothered

Jaqard 93/125 | StoneSkin 12 | 2d6 Persistent Fire |
Zanderel |
Black | -90|
Xanno
Seedy 81/91 | Haste |

Yellow | -81|
Blue | - 128|

Xanno/Seedy 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 casts a defensive ward, then calls forth more of Cayden's cheer, directing it at one of the zombies attacking Jaqard, the positive vibes burning into the undead. He then backs away, hoping to get out of any potential blast radius.

Cast shield, Cast disrupt undead on Blue, Stride. He'll be caught in the blast if this kills blue, but would hopefully avoid any blast if Xanno kills someone.

Positive damage: 5d6 + 4 ⇒ (4, 5, 1, 3, 6) + 4 = 23
DC 27 basic Fort save, Enfeebled 1 on crit fail.


Q-14 | Iron Battle

fort: 1d20 + 18 ⇒ (1) + 18 = 19

Kaboom!

The blue zombie explodes
bludgeoning+fire: 2d10 + 2 + 2d10 + 2 ⇒ (8, 1) + 2 + (10, 2) + 2 = 25

Basic reflex DC 23 for Seedy and Jaqard.

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 vs. boom: 1d20 + 16 ⇒ (9) + 16 = 25

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 23 Refl: 1d20 + 17 ⇒ (17) + 17 = 34 crit success

Jaqard avoids the explosion.

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 again.

pew!: 1d4 + 1 ⇒ (3) + 1 = 4 at Black

She sends another icy ray at a zombie!

I think they both have equal cover to her, so she'll target Black, but if she has a better shot at Yellow, she will target Yellow.

Ray of Frost: 1d20 + 17 ⇒ (3) + 17 = 20

brrrr: 5d4 + 5 ⇒ (4, 1, 4, 2, 1) + 5 = 17

"Zanderel, Zanderel! I can help!"

manifold missile, Ray of Frost, Guidance on Zanderel


Q-14 | Iron Battle

Xanno's wand fires at black, she misses with the follow up ray but gives Zanderel a guidance!

Seedy also escapes some, but not all of the exploding zombie guts.

Yellow continues its assault on Jaqard.
fist: 1d20 + 17 ⇒ (8) + 17 = 25
fistsquared: 1d20 + 17 - 5 ⇒ (3) + 17 - 5 = 15

Jaqard dodges another pair of hits!

Initiative:

Jaqard 93/125 | StoneSkin 12 |
Zanderel |

Black | -94|
Xanno
Seedy 79/91 | Haste |
Yellow | -81|

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)

"I appreciate the encouragement," Zanderel says before hurling another ray of frost at a zombie.

Ray of Frost vs Black: 1d20 + 21 + 1 ⇒ (1) + 21 + 1 = 23
Damage (Cold): 6d4 + 5 ⇒ (1, 3, 1, 4, 1, 4) + 5 = 19
Sigh

When the spell fizzles the elf hurls his staff at the same zombie.
Hand of the Apprentice vs Black: 1d20 + 21 - 5 ⇒ (11) + 21 - 5 = 27
Damage (B): 1d4 + 5 ⇒ (4) + 5 = 9
The weapon flies back to his hand, slapping his palm with a degree of force.

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 focuses on Black next. Black, then Yellow if Black falls.

Flurry of Blows (1): 1d20 + 18 ⇒ (18) + 18 = 36
slashing: 2d8 + 6 ⇒ (3, 8) + 6 = 17
Flurry of Blows (2): 1d20 + 18 - 4 ⇒ (15) + 18 - 4 = 29
slashing: 2d8 + 6 ⇒ (5, 5) + 6 = 16
If both hit, combine damage vs. resistances/weaknesses.

Strike: 1d20 + 18 - 8 ⇒ (6) + 18 - 8 = 16
slashing: 2d8 + 6 ⇒ (3, 8) + 6 = 17

Strike: 1d20 + 18 - 8 ⇒ (8) + 18 - 8 = 18
slashing: 2d8 + 6 ⇒ (7, 1) + 6 = 14

Flurry of Blows ◈, Strike x2.


Q-14 | Iron Battle

Zanderel misses with his ray but hits with his longflung staff.

Jaqard's pair of strikes takes down black!

There's a moment of reprieve as the zombie falls.

Then it explodes, getting flaming guts everywhere.

fire+bludgeoning exploding zombie: 2d10 + 2d10 ⇒ (2, 5) + (6, 3) = 16
Basic ref DC 21 for Jaqard.

His other 2 attacks miss however.

Initiative:

Jaqard 93/125 | StoneSkin 12 | REF 21
Zanderel |
Xanno
Seedy 79/91 | Haste |

Yellow | -81|

Xanno and Seedy are up!
Ref DC 21 for Jaqard.

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 21 Refl: 1d20 + 17 ⇒ (3) + 17 = 20 LMFAO


Q-14 | Iron Battle

Jaqard gets covered in flaming zombie guts.

The 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's wand goes pew, hitting the remaining zombie.

pew!: 1d4 + 1 ⇒ (1) + 1 = 2 vs Yellow

She then tries to focus very carefully on the zombie to put her icy ray in the right place this time.

Guidance Ray of Frost[/dice: 1d20 + 17 + 1 ⇒ (8) + 17 + 1 = 26

brrrrr: 5d5 + 4 ⇒ (5, 4, 4, 3, 5) + 4 = 25

manifold missile, Guidance on self, Ray of Frost

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 Dashes forward a few feed, sends a bolt of positive energy at Yellow, then retreats again.

◆Stride, ◆◆Cast disrupt undead, ◆Stride back.

Positive damage: 5d6 + 4 ⇒ (4, 3, 5, 2, 3) + 4 = 21
DC 27 basic Fort, Enfeebled 1 on crit fail.


Q-14 | Iron Battle

Pew! Magic MIssile hits!
Guided Ray of Frost HitS!

Fort vs Disrupt: 1d20 + 18 ⇒ (14) + 18 = 32

Seedy moves up, and pings the vulnerable zombie before moving back away.

The zombie, oblivious to its immenient demise attacks Jaqard with both fists.

pound town: 1d20 + 17 ⇒ (20) + 17 = 37
pound city: 1d20 + 17 - 5 ⇒ (7) + 17 - 5 = 19

crit damage: 2d6 + 7 ⇒ (3, 3) + 7 = 13
26-5=21

Jaqard takes another massive blow but dodges the second.
1is blinded: 1d20 ⇒ 6

Jaqard isn't blinded but he is once again on fire!

Initiative:

Jaqard 61/125 | StoneSkin 11 | 2d6 Persistent Fire
Zanderel |
Xanno
Seedy 79/91 | Haste |

Yellow | -123|

Party 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)

Ray of Frost vs Yellow: 1d20 + 21 ⇒ (1) + 21 = 22
Damage (Cold): 6d4 + 5 ⇒ (1, 2, 2, 1, 4, 4) + 5 = 19
Zanderel curses as yet another simple spell fails him. He's so frustrated that he doesn't even bother to shield himself.

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: . |

Sorry, accosted almost as soon as I walked in the door this morning. Just getting a chance to look.

Jaqard turns to Yellow.

Flurry of Blows (1): 1d20 + 18 ⇒ (11) + 18 = 29
slashing: 2d8 + 6 ⇒ (4, 7) + 6 = 17
Flurry of Blows (2): 1d20 + 18 - 4 ⇒ (19) + 18 - 4 = 33
slashing: 2d8 + 6 ⇒ (6, 1) + 6 = 13
If both hit, combine damage vs. resistances/weaknesses.

Strike: 1d20 + 18 - 8 ⇒ (5) + 18 - 8 = 15
slashing: 2d8 + 6 ⇒ (1, 8) + 6 = 15

Strike: 1d20 + 18 - 8 ⇒ (1) + 18 - 8 = 11
slashing: 2d8 + 6 ⇒ (2, 8) + 6 = 16

Flurry of Blows ◈, Strike x2.

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 continues to send out missiles!

pew!: 1d4 + 1 ⇒ (2) + 1 = 3 at the zombie

She aims another icy ray carefully.

Ray of Frost: 1d20 + 17 ⇒ (4) + 17 = 21
brrrr: 5d4 + 5 ⇒ (3, 4, 3, 1, 3) + 5 = 19

"Seedy, I can help you too!"

manifold missile, ray of frost, Guidance on Seedy


Q-14 | Iron Battle

Jaqard finally takes down the zombie.

obligatory explosion: 2d10 + 2 + 2d10 + 2 ⇒ (10, 8) + 2 + (2, 5) + 2 = 29
Ref DC 23 for Jaqard.

Out of Combat.


Q-14 | Iron Battle

While most of the farmhouses are empty, this one isn’t. A local Orcish farmer named Trinn Jovas emerges from the house once the zombies have been destroyed.

"I wanted to join the fight, but then the undead appeared and I panicked. I saw you beat them, I know they can be beaten. I'm ready!"

He gives you a silver necklace and goes to join the fight.

Nothing else of interest in the farmhouses.

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

"Well, that was awful!" Seedy says with a grin. "Let me see those wounds, Jaqard."

Seedy sets about tending to wounds, including his own, trying to patch everyone up before the next wave arrives.

Treat Wounds, Assurance 20, Ward Medic, Continuous Recovery
Healing, first 10 minutes: 2d8 + 10 ⇒ (6, 5) + 10 = 21

Additional healing if time:

Healing, second 10 minutes: 2d8 + 10 ⇒ (3, 3) + 10 = 16
Healing, third 10 minutes: 2d8 + 10 ⇒ (3, 4) + 10 = 17
Healing, fourth 10 minutes: 2d8 + 10 ⇒ (2, 8) + 10 = 20
Healing, fifth 10 minutes: 2d8 + 10 ⇒ (8, 7) + 10 = 25
Healing, sisth 10 minutes: 2d8 + 10 ⇒ (4, 7) + 10 = 21

If we run out of time, Seedy will use the remaining three charges of vital beacon to finish patching Jaqard 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: . |

DC 23 Refl: 1d20 + 17 ⇒ (12) + 17 = 29 success, 14 dmg

Wiping the zombie goo off himself, Jaqard uses his wholeness of body focus spell, then refocuses as Seedy works. With Seedy's first 10 minutes, that gets Jaqard to 99/125.

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)

Unharmed, Zanderel uses the reprieve to study his spellbook and recenter his mind. "One must ready themselves for more undead hordes."
Use Spell Substitution to swap Disintegrate for Chain Lightning. And Refocus


Q-14 | Iron Battle

Looks like 20 minutes to get Jaqard to full, which is not a problem

With the farmhouses safe the party joins the fighting outside.

large portion of the undead forces are weak undead such as skeletons and zombies, which the Burning Sun orcs, Pathfinders, Knights of Lastwall and even brave townsfolk dispatch with ease.

Freedom Town’s forces make use of their knowledge of the environs, hit and run tactics, and their general combat prowess to catch these undead off guard.

You see Mahja Firehair cutting through swathes of zombies with her flaming scimitar.

Khagrig Daybreak dominates the skies above with the drakes, roasting undead by the dozen when they end up in clumps.

Uirch laughs as he plants his hand in a wight's chest and burns it away with the power of divine magic.

No need to spend resources but would like to hear descriptions of what your combat looks like over several hours against large numbers of weak undead as the wildfire around the town continues to increase in intensity..

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 works in concert with the other Pathfinders, sending his air wisp familiar up into the sky to spot undead clusters. The elf hurls ray after icy ray at the walking dead, picking them off from a comfortable distance. "There is a false security in what we do. We still must find the head to the horde and sever it. Be diligent, Pathfinders, and we can win this day yet."

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 wades into the masses of non-exploding undead and introduces them to the Great Teacher, Qi Lo Ni, by means of his hands and feet.

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 cackles as she hits zombies with bolts of fire from her staff, then sighs dramatically when skeletons are resistant. She switches to tossing balls of acid.

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 runs around, raising spirits, tending wounds, and firing off the occasional bolt of positive, disrupting energy at the sieging undead.


Q-14 | Iron Battle

As our heroes fight their way gloriously through swathes of undead, pushing them further back into the burning woods you eventually cross paths with some of the more powerful undead on a battlefield littered with the bodies of slain undead as the flames lick up around you.

A grey-skinned heavily armed undead with a massive skull shield and longsword shrouded in black energy commands a pair of elite undead archers and points their foul blade in your direction and shouts "Attack"

The hard work on traps earlier pays off, as the undead have a multitude of wounds on them.
missing HP: 4d6 ⇒ (2, 3, 5, 2) = 12

Knowing that people have been evacuated helps you act decisively.
+1 Status bonus to AC

Thanks to the scouting, you know the fast paths and where to keep your feet.
Ignore all the natural difficult terrain this encounter (of which there's a lot. All the non path squares are difficult and moving up stairs is difficult.

Despite the long battle, the drakes continue to circle overhead, knowing their young have been well taken care of.

The magical wards have weakened the undead.
During round 1 you all have a +1 circumstance bonus to saving throws and the undead are enfeebled 2

Init+2:

Seedy: 1d20 + 18 + 2 ⇒ (17) + 18 + 2 = 37
Jaqard: 1d20 + 16 + 2 ⇒ (2) + 16 + 2 = 20
Zanderel: 1d20 + 18 + 2 + 1 ⇒ (10) + 18 + 2 + 1 = 31
Zanno: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34
black captain: 1d20 + 21 ⇒ (13) + 21 = 34
red: 1d20 + 16 ⇒ (7) + 16 = 23
blue: 1d20 + 16 ⇒ (8) + 16 = 24
2d20 ⇒ (7, 16) = 23

Initiative

Seedy
Black Captain -12
Xanno |
Zanderel
Blue | -12
Red -12
Jaqard

Seedy is up first!

Big rocks are difficult terrain and provide cover when they are in the way. Going up stairs are difficult terrain. Forested squares are difficult terrain. You all ignore the difficult terrain part. Ending next to fire deals you a bunch of fire damage. Moving through the fire does that and catches you on fire.

Additionally: The heat of the forest fire causes all creatures on the battlefield to take 2d6 fire damage at the end of each of their turns.

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 moves forward a bit and lays a hand on Jaqard's shoulder. "Cayden smiles on us today. I know you'll be great!"

Stride, Cast heroism on Jaqard.


Q-14 | Iron Battle

Seedy Burns: 2d6 ⇒ (5, 5) = 10

Seedy finds the battlefield toasty but makes Jaqard heroic.

The black captain raises their adamantine skull shield and points and gestures towards the archers and then points at Seedy.

fire damage: 2d6 ⇒ (4, 3) = 7

They smolder.

Initiative

Seedy 81/91
Black Captain -19 | Shield Raised | Enfeebled 2
Xanno |
Zanderel

Blue Hunter Wight| -12 | Enfeebled 2
Red Hunter Wight -12 | Enfeebled 2
Jaqard Heroism

Wizards are up!

The heat of the forest fire causes all creatures on the battlefield to take 2d6 fire damage at the end of each of their turns.

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)

"Shuru, I doubt I need to tell you anything. But the fire will be a real issue."

The familiar immediately flies up and out of the way. Honestly, it would never have entered this burning forest to begin with, but it flies up 15ft. Not sure if that gets it out of harms way or not

The elven wizard then moves his fingers through a lengthy bit of evocation magic. "This won't last forever, but it should allow us to bridge the gap."

Moments later, a wall of ice forms, blocking the archers and their captain from view. Cast Wall of Ice

Of course, the wall immediately begins to melt from the heat. As does Zanderel.
Fire damage (Zanderel): 2d6 ⇒ (5, 6) = 11 109/114 hp
Fire damage (Wall): 2d6 + 15 ⇒ (5, 5) + 15 = 25 15 hp remaining
Fire damage (Shuru - if needed): 2d6 ⇒ (2, 3) = 5 55/60 hp


Q-14 | Iron Battle

Unfortunately heat rises, sounds like we're leaving the familiar out.

Zanderel conjures up a wall of ice that quickly begins melting.

Zanderel also begins melting.

Initiative

Seedy 81/91
Black Captain -19 | Shield Raised | Enfeebled 2
Xanno |
Zanderel 114/114
*Wall 15/40
Blue Hunter Wight| -12 | Enfeebled 2
Red Hunter Wight -12 | Enfeebled 2
Jaqard Heroism

Xanno is up!

The heat of the forest fire causes all creatures on the battlefield to take 2d6 fire damage at the end of each of their turns.

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 moves up to her friend Seedy to make him hyperactive again.

Haste on Seedy

fire damage: 2d6 ⇒ (5, 1) = 6-4 for Charhide


Q-14 | Iron Battle

Xanno makes Seedy go zoom and only mildly burns.

With smoke beginning to fill the air, you can still see the piercing red eyes of the wight archers as well as the strange purple glow from ther Captain's head.

The fist tries to work on a section of the wall with some arrows.

arrow vs wall: 1d20 + 18 ⇒ (17) + 18 = 35
piercing: 1d8 + 7 ⇒ (1) + 7 = 8

arrow vs wall: 1d20 + 18 - 5 ⇒ (2) + 18 - 5 = 15
piercing: 1d8 + 7 ⇒ (4) + 7 = 11

arrow vs wall: 1d20 + 18 - 10 ⇒ (18) + 18 - 10 = 26
piercing: 1d8 + 7 ⇒ (7) + 7 = 14

It hits a few times, but doesn't chip a whole lot more off.

The other wight contributes to breaking the wall.
arrow vs wall: 1d20 + 18 ⇒ (13) + 18 = 31
piercing: 1d8 + 7 ⇒ (1) + 7 = 8

arrow vs wall: 1d20 + 18 - 5 ⇒ (7) + 18 - 5 = 20
piercing: 1d8 + 7 ⇒ (4) + 7 = 11

arrow vs wall: 1d20 + 18 - 10 ⇒ (20) + 18 - 10 = 28
piercing: 1d8 + 7 ⇒ (6) + 7 = 13

Seedy 81/91
Black Captain -19 | Shield Raised | Enfeebled 2
Xanno | 76/78
Zanderel 114/114
*Wall 16/40 (25/40)
Blue Hunter Wight| -12 | Enfeebled 2
Red Hunter Wight -12 | Enfeebled 2
Jaqard Heroism

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 channels the energy of his Shory ancestors and takes to the air. Cast fly.

Cast a Spell ◈◈, Stride (fly). I think I estimated the distance correctly, though not sure just how high the stone in front of the party is.


Q-14 | Iron Battle

The stones are short enough that they provide cover and are difficult terrain(that you double ignore while flying), but don't block line of sight.

Jaqard makes himself fly and heads forward.

fire damage: 2d6 ⇒ (1, 1) = 2

He is barely singed by the fire.

blue wight: 2d6 ⇒ (1, 2) = 3
red wight: 2d6 ⇒ (2, 1) = 3
The wights get a little toasty as well
(Forgot to roll on their turns)

Meanwhile the fire gets worse and smoke begins to fill the battlefield. You can clearly make out the red piercing eyes of the archers and the glowing evil purple emanating from the captain.

Initiative:

Seedy 81/91
Black Captain -19 | Shield Raised |
Xanno | 76/78
Zanderel 114/114
*Wall 16/40 (31/40)
Blue Hunter Wight| -12 |
Red Hunter Wight -12 |
Jaqard 123/125 | Heroism

Seedy is up!

All creatures are concealed from smoke. Take 2d6 fire damage at the end of your turn.

Improved Wall of Ice HP, because of enfeebled on enemies in round 1.

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 the speed from Xanno's spell and rushes across the field until he has a clear line to the enemies. Calling up some magic, he creates a burst of glowing fire that outlines all three of them!

◆Stride, ◆Stride, ◆◆Cast faerie fire.

Fire damage: 2d6 ⇒ (3, 4) = 7


Q-14 | Iron Battle

Seedy moves south of the wall and lights up the undead with faerie fire.

He finds himself a bit toasty.

The black captain growls at the archers and slices at the wall.
hit wall?: 1d20 ⇒ 3
slicing damage to wall: 2d8 + 13 ⇒ (7, 4) + 13 = 24
more hit wall?: 1d20 ⇒ 10
slicing damage to wall: 2d8 + 13 ⇒ (1, 7) + 13 = 21

My wall notes are a mess. 40hp, -15 from fire = 25. -3 from archers = 22. - 14 from first strike = 8. - 11 = 0 in the middle. 25 elsewhere.

Frigid air lingers where the Undead captain has broken the wall.

burning: 2d6 ⇒ (4, 1) = 5

Initiative:

Seedy 81/91
Black Captain -24| Fabulous|
Xanno | 76/78
Zanderel 114/114

*Wall 25/40
Blue Hunter Wight| -15 | Fabulous
Red Hunter Wight -15 | Fabulous
Jaqard 123/125 | Fly Heroism |

Wizards are up!

All creatures are concealed from smoke. (But the Undead are fabulous) Take 2d6 fire damage at the end of your turn.

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)

"Well then, seems they've opened the space. As expected."

Zanderel moves through a series of arcane conjuration gestures, calling forth a flame drake. It appears in the sky and, with a burst of speed and a roar of draconic fury, flies through the air to land in the midst of the undead foes. It then lashes out with its fangs at one of the archers.
Fang vs Red: 1d20 + 14 ⇒ (2) + 14 = 16

But the momentum of its arrival throws the strike way off.


Q-14 | Iron Battle

The Undead Captain responds, making a rising motion, and 2 of the bodies rise.

fire damage green: 4d6 ⇒ (2, 1, 3, 6) = 12
fire damage yellow: 4d6 ⇒ (6, 1, 2, 6) = 15
rounds 1 & 2. +12 from Traps

The green one stands and assaults the drake.
dagger vs Drake FF: 1d20 + 20 ⇒ (1) + 20 = 21
piercing: 2d4 + 6 ⇒ (3, 3) + 6 = 12

agile dagger vs Drake FF: 1d20 + 20 - 4 ⇒ (3) + 20 - 4 = 19
piercing: 2d4 + 6 ⇒ (1, 3) + 6 = 10

Miraculously it misses twice!

The yellow one steps into melee and makes its attack
dagger vs Drake: 1d20 + 20 ⇒ (2) + 20 = 22
piercing: 2d4 + 6 ⇒ (4, 4) + 6 = 14
Fort 24 for Dragon or become drained 1

Life force from the summon flows through the dagger into the wight.

Zanderel burns: 2d6 ⇒ (1, 6) = 7
wall burns: 2d6 + 5 ⇒ (1, 5) + 5 = 11

Initiative:

Seedy 81/91
*inner section of wall finishes melting
Black Captain -24| Fabulous|
Zanderel 107/114
*Wall 14/40
*Flame Drake 61/75 (AC 22) | Fort 24
Green Stalker Wight | -24
Yellow Stalker Wight |-27 | +8
Xanno | 76/78
Blue Hunter Wight| -15 | Fabulous
Red Hunter Wight -15 | Fabulous
Jaqard 123/125 | Fly Heroism |

Xanno is up!
Fort save for drake


Q-14 | Iron Battle

Meant to do this before the combat, just found my note: Hero Point for Jaqard & 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)

Fort save (Drake): 1d20 + 12 ⇒ (16) + 12 = 28
Fortunately for the drake, it is resilient.

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 starts clambering over the rocks, but giggles with glee as she points her staff at the assembled undead and fire-resistant friend.

Fireball!: 6d6 + 1 ⇒ (1, 6, 5, 5, 5, 1) + 1 = 24, DC 27 Reflex

Fire damage-charhide: 2d6 - 4 ⇒ (3, 3) - 4 = 2


Q-14 | Iron Battle

Black Captain: 1d20 + 19 ⇒ (13) + 19 = 32
green stalker: 1d20 + 19 ⇒ (12) + 19 = 31
yellow stalker: 1d20 + 19 ⇒ (12) + 19 = 31
blue hunter: 1d20 + 17 ⇒ (15) + 17 = 32
red hunter: 1d20 + 17 ⇒ (13) + 17 = 30

Xanno gets a little toasty, none of the enemies are especially hurt but they all take some fire damage. Xanno smolders very slightly.

The black captain continues to point at Seedy and Blue fires, ignoring the drake in his face, and listening to the captain.

drake AoO: 1d20 + 14 ⇒ (16) + 14 = 30
piercing+fire: 2d8 + 5 + 1d6 ⇒ (7, 3) + 5 + (6) = 21

Blue pays for it with a big chomp though.

longbow vs Seedy w/Cover: 1d20 + 18 ⇒ (2) + 18 = 20
morelongmorebow vs Seedy w/Cover: 1d20 + 18 - 5 ⇒ (8) + 18 - 5 = 21
3longbowvs Seedy w/Cover: 1d20 + 18 - 10 ⇒ (3) + 18 - 10 = 11

Red back up down the path, until the get a free spot and takes a shot at Seedy as well.

longbow vs Seedy w/Cover: 1d20 + 18 ⇒ (1) + 18 = 19

All the wight archers miss though!

blue fire: 2d6 ⇒ (1, 3) = 4
red fire: 2d6 ⇒ (3, 6) = 9

Initiative:

Seedy 81/91
*inner section of wall finishes melting
Black Captain -36| Fabulous|
Zanderel 107/114
*Wall 14/40
*Flame Drake 61/75 (AC 22) | Fort 24
Green Stalker Wight | -36 | Concealed
Yellow Stalker Wight |-31| Concealed
Xanno | 74/78
Blue Hunter Wight| -52| Fabulous
Red Hunter Wight -36| Fabulous
Jaqard 123/125 | Fly Heroism |

Jaqard is up!

2d6 fire at the end of your turn.

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: . |

In the air, Jaqard maneuvers into his tiger stance, then closes on Green and engages.

DC 5 flat: 1d20 ⇒ 10 success

Flurry of Blows (1) w/heroism: 1d20 + 18 + 1 ⇒ (17) + 18 + 1 = 36
slashing: 2d8 + 6 ⇒ (6, 1) + 6 = 13
Flurry of Blows (2) w/heroism: 1d20 + 18 - 4 + 1 ⇒ (5) + 18 - 4 + 1 = 20 I VOLUNTEER THIS NEWLY AWARDED HERO POINT AS TRIBUTE
Flurry of Blows (2): 1d20 + 18 - 4 + 1 ⇒ (16) + 18 - 4 + 1 = 31
slashing: 2d8 + 6 ⇒ (1, 5) + 6 = 12
If both hit, combine damage vs. resistances/weaknesses. Crit = 1d4 persistent bleed damage (likely irrelevant). DC 27 Fort save vs. Stunning Fist (incapacitation applies vs. level rank 5 spell).

Tiger Stance ◈, Stride (fly), Flurry of Blows ◈.

fire: 2d6 ⇒ (6, 2) = 8


Q-14 | Iron Battle

concealment on second attack: 1d20 ⇒ 9

Jaqard swoops in stance a ready, and hits twice!
36 not a crit

fort vs Stunning fist: 1d20 + 16 ⇒ (9) + 16 = 25

The Wight's bell has clearly been rung,

And then Jaqard singes a bit.

The fire grows more intense causing all creatures to take 4d6 fire damage at the end of each their turns.

In better news the Drakes swoop by, making a strafing run against the undead.

3 Tending DP no save fire damage: 8d6 ⇒ (3, 1, 3, 5, 4, 5, 3, 1) = 25

Initiative:

Seedy 81/91
*inner section of wall finishes melting
Black Captain -61| Fabulous|
Zanderel 107/114 | Concealed |
*Wall 14/40
*Flame Drake 61/75 (AC 22) | Concealed |
Green Stalker Wight | -86 | Concealed | Stunned 1
Yellow Stalker Wight |-56 | Concealed
Xanno | 74/78 | Concealed |
Blue Hunter Wight| -77| Fabulous
Red Hunter Wight -61| Fabulous
Jaqard 115/125 | Fly Heroism Concealed |

Seedy is up!

4d6 fire damage at the end of your turn.

201 to 250 of 265 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GD12 Glorious Iron Gameplay All Messageboards

Want to post a reply? Sign in.