GM Zoomba's In Glorious Battle [PFS2, GDXII] (Inactive)

Game Master Zoomba

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An Enkindled Carnival

Gameplay thread for In Glorious Battle.


An Enkindled Carnival

The orders each of you received were the most irritating sort of Pathfinder assignments: urgent and vague. Each of you we told to report to the nearest Maze of the Open Road conncection as quickly as possible and use it to head towards Urgir to meet with other agents. And at the time that was pretty much it. Therefore it was likely a bit of a surprise when you reached the city to see not only the expected three or four other people similarly summoned, but dozens of Pathfinders around the Belkzan capital city looking just as confused as you are.

Shortly after your arrival an orc messenger comes by the throng to deliver a message sealed with the the glyph of the open road. It directs all of you to head out to the camp of the Burning Sun orc tribe southeast of the city, to meet with their chief Maja Firehair, who the note promises will explain it all. The trek across 25 miles of Belkzan land isn't the roughest of terrain, but the six of you each find yourselves being shadowed and looked to for guidance by many of the other Pathfinder agents along the journey. From conversations along the way, it is clear that while all of the summoned Pahtifnders are capable, you are the most skilled and experienced to have arrived here.

Camping for the night after one day's travel, you all finally come upon the Burning Sun camp in the early afternoon. The camp is brimming with a chaotic energy as warriors gather their armaments, riders ready their mounts, and others dismantle tents or prepare supplies. The Burning Sun orcs are clearly preparing for war, and from their expressions seem positively eager to do so. As you enter the camp you hear a warm call bark out from an orc woman whose braided hair seems constantly smoldering: Ah, Pathfinders! Glad to see you've arrived! Find a place to rest for a moment, I'll greet you properly right after I've seen to some last few matters!

The orc woman Who if any of your characters have played 2-10 In Burning Dawn would recognize as Maja Firehair herself turns back to continue helping other orcs loading up wagons and carts with supplies while another of the Burning Sun orcs points you to a relatively clear area where stakes mark a recently dismantled tent

And we're off! Feel free to introduce yourselves to each other!

Envoy's Alliance

LG Human Champion of Erastil 10 | HP 148/148| Fort (Jug) +20 Ref +19 Will +18 | AC 30 | Perc +15 | xxx | Focus Pt 1/2| Hero Pt 1/3| Drained 1

I did actually play that scenario with Thereus!

"Thank you, Ms. Firehair. It has been a long time. I'm glad to see you are well. But yes, a short rest is most welcome." The tall Taldan man slides out from under his longbow and rests it against a nearby rock. He unslings his backpack and uses it to brace himself comfortably as he reclines on the ground.

He watches the others Pathfinders gather, introducing himself as Thereus of Isger, Paladin of Erastil and longtime member of the Society. In between introductions, he watches the orc preparations - not only for their style and readiness, but also to detect the subtleties of their culture, which he is sadly not accustomed to.

Envoy's Alliance

M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18

played with another character
Ms. Firehair, heard a lot about you. Well nice to meet you, name's Zac. He then turns towards the other pathfinders as well, nice to adventure with you all.

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 138/138, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

He’s a human with a Scale mail. At the belt he has a longsword and a sling. Hello my name is Dranald.

Verdant Wheel

M Gnome Summoner 10| HP 141/158 | S: 27AC | E: 28AC | F+19 , R+19, W+17 | P+16 | Exploration: Search | Spells: F=1/1, L2=1/1, L4=1/2, L5=1/2, Staff=5/5| Hero 1 | Conditions: None

“Pleasure to meet you, Maja. I am Drogo.”

A bald gnome with a round belly and white waist length beard gives a little bow before saying,

“And this is Daphnaie.”

He gestures to the elegant dryad, before joining Thereus on the ground.

Verdant Wheel

F Fey Eidolon 10| 28AC | F+17 , R+20, W+17 | P+16 | Exploration: Scout | Conditions: +2 status Intimidate

“I’m not an official pathfinder, but I’ve been helping them out for ages”

Daphnaie nods gracefully to Frehair. Her clothing appears made from various vines, thorns, and flowers that grow from her body. The only non-natural thing you see on her is a bandolier stuffed to the brim with various medical supplies.

As she joins the others and relaxes after the journey, her clothing slowly creeps out along the ground.

Grand Archive

N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None

An elderly woman finishes passing out cookies to a handful of junior agents before joining the rest of the seniors on the rocks. "Anything for you dears?" she asks with a warm and cheerful smile. "I've still got a few left, so don't be shy." A weathered hand plucks another pouch from her apron pocket, causing the blade of a long kitchen knife to catch the sunlight for a moment before falling back into the folds of the dark fabric.


An Enkindled Carnival

Thereus! Maja says with open arms when she finally makes her way over to your group. I am thrilled you answered our call! And your companions, it is good to meet you! The orc cheif gestures for you to sit down as she herself crouches amidst this small refuge amongst the busy camp. Up close you can see that parts of her hair are indeed on fire, though the flames are small and kept carefully controlled by what look like special oils and ointments applied to her head. Also noticabel on her head is a small but lovingly-crafted symbol of Sarenrae pinned to her hair.

Maja politely declines one of Tess' cookies as she explains. I thank you for coming on such short notice. you and all the other agents your Society has sent us. You are proving yourselves to be true allies to the Burning Suns, and allies we need. We and all of Belkzen.

Days ago two of my scouts encountered a massive undead army in the Itran River Valley, in southwestern Ustalav. This army was marching southwest out of the valley toward Ustalav’s border. That alone was concerning enough for me to reach out to Ardax the White-Hair in Urgir in case he saw it fit to gather defenses. But during that meeting with Ardax, I received a second report: that the army was now traveling northwest along the Aren River and in the direction of Urgir!. That’s when I reached out to the Society. She pauses, finally taking a seat on a cushion set on the ground, and motions for you to do the same. Maja waits a moment before continuing.

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

Since we have very little time, here is the plan as best we could compose. We - the Burning Sun hold, your forces, and a few other nearby allies and Knights who have joined us - will make our way over to the small settlement of Freedom Town which sits on the Aren River. The town is about a day’s march away and is not too far from Ustalav’s border, a favorable place to stage an ambush and hopefully hold against a siege for several days. But Freedom Town is small and not ready for an assault of any kind at present. We will need to prepare the town’s defenses once we get there. We have little time to do much more, but I think we can ready Freedom Town enough to buy Urgir the time it needs against the rest of the undead forces.

The orc chief nods grimly to all of you. We set out within the hour, so ready yourselves. If you have any questions or reservations, let me know now.

Envoy's Alliance

N Male Gnome Wizard (Cleric & Psychic Dedications) 9 | Drain Bonded Item 1:1/1 2:1/1 3:0/1 4:1/1 5:1/1 | HP 67/80 | AC 24 | F +16 R +16 W +17 | Perc +14 (low light)| Stealth +13 | Focus Points 2/2 | Pocket Library Used: | 35' speed | Active Conditions: | Hero Points: 2 | Staff charges ⅝ | Default Exploration: Search | ◆ ◆◆ ◆◆◆ ◇ ↺ |

A short and portly - is there any other kind - gnome comes rushing up. "Terribly sorry to be late but some of the novices were mixing up their dogmas again and I had to get them all straightened out. Wouldn't do to have them confused about basic matters of theology now would it?!? And somehow - I can't imagine how - some of them think I don't know what I'm talking about! Me, a true priest of the mystic arts of magic!?! Hmmph. Well, I set them straight, you can be sure about that! But... terribly sorry... begging your pardon, where's my manners got to? I am Fyn N' Gyn, though my friends, among whom I hope and trust you shall count yourselves, are welcome to call me Fyn, I am Fyn N' Gyn, a humble priest of Lord Nethys, praised be their name, from whom all magic issues as a mere sign of their magnificence. It appears that we have a mission that will afford us the opportunity to consider all sorts of theological ramifications, excellent, excellent. What could possibly go wrong?"

Fyn is in fact a Wizard, but he thinks he's a Cleric (he has the Cleric dedication feat - and has recently added the Psychic dedication feat as well to just further underline how magically zany he is).

Also, I have actually played In Burning Dawn with this character :-)

Grand Archive

N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None

If Tess is offended by Maja declining her offer of the cookie, her smiling face doesn't show it. "Goodness dearie, that's quite the pickle. I'm afraid we didn't have a chance to gather much in the way of supplies for a prolonged siege - does your hold have materials to reinforce the town? Or are we depending on what the folks there have on hand?"


An Enkindled Carnival

Maja nods at Fyn's arrival, though notes: I have of course heard of those brought back to unlife without the full taint of evil in them, but these forces the Whispering Tyrant is sending against us I assure you are not any such creatures. Your faith and mine may despite the theology of undeath at a hopefully quieter time: in battle I suspect the subject will be most relevant in how it can be applied to destroy the undead.

Looking to Tess she answers: My hold is bringing as many supplies as we can to shore up Freedom Town/ she gestures to several wagons and caravans loaded with material but no: I doubt the town will be able to withstand a long siege.

The orc woman frowns and looks down for a moment. Sighing briefly, her head rises again with its look of defiance returned. With the undead mass' current movement pattern, Freedom Town is directly in the army’s path. By reaching it quickly, we have an opportunity to evacuate its people and have a good strategic point to fight back against the army well before they reach Urgir and would be expecting fierce resistance. The idea is that we set up defenses, lure the army to Freedom Town, and ambush them from the wilderness nearby. Ultimately Freedom Town may still fall in the process, but if we can strike a blow to the army, whittle down their forces while buying time for the greater clans to mass at Urgir, and save some people, I’m willing to do so.

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 138/138, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

The cleric prepares his stuff.

Envoy's Alliance

LG Human Champion of Erastil 10 | HP 148/148| Fort (Jug) +20 Ref +19 Will +18 | AC 30 | Perc +15 | xxx | Focus Pt 1/2| Hero Pt 1/3| Drained 1

Thereus is already recomposing his gear as the talk of undead begins.

"As a member of the Shining Oath, you have my word this task will be done."

Verdant Wheel

M Gnome Summoner 10| HP 141/158 | S: 27AC | E: 28AC | F+19 , R+19, W+17 | P+16 | Exploration: Search | Spells: F=1/1, L2=1/1, L4=1/2, L5=1/2, Staff=5/5| Hero 1 | Conditions: None

Drogo takes up Grandma Tess on her hospitality, stuffing a whole cookie into his mouth. Or two if she doesn't object. Several crumbs tumble and lodge into his beard, while he rubs his big belly.

Delicious! You’ve gotta keep up your energy when facing a horde of undead. Are there any scouting reports on the type of undead the old Tyrant is sending our way?


An Enkindled Carnival

Maja gives a bow in respectful response to Thereus' comment as she answers Drogo:

According to my scouts, most of the forces are simple undead: skeletons, zombies and the sort. However, they number in the thousands and even though they aren’t difficult to fight, that many undead is still an overwhelming number. Additionally, my scouts reported some zombies that glow with amber light and emit noxious gases, plus several other undead, like wights, wearing armor and carrying weapons. This suggests to me that many of the forces are intelligent enough to pose greater problems. I'm hoping that you more experienced Pathfinders might be able to help me and the stronger Burning Suns to handle those when needed while the fresher Pathfinders assist with stemming the simpler corpse-folk tide.

GM:
Dranald's Religion (M): 1d20 + 19 ⇒ (20) + 19 = 39
Grandma Tess's Religion (U): 1d20 + 11 ⇒ (16) + 11 = 27

Dranald's Religion (M): 1d20 + 19 ⇒ (11) + 19 = 30
Grandma Tess's Religion (U): 1d20 + 11 ⇒ (10) + 11 = 21

Tess's ears perk up at the mention of amber-glowing gas-shrouded undead. To the chef they sound like sulfer zombies - a zombie constantly burning with an inner fire so bright that it an blind anyone the zombie attacks and volatile enough that the undead erupts in a massive explosion when destroyed also immune to fire, since, you know, its always on fire.

Meanwhile Dranald thinks on what he knows of wights. The cleric knows there are many varieties of that undead, but all posses a cold intelligence and reveal in draining the life energy from those they attack. Those slain by a wight may later rise as wights themselves, making them able to macabrely replenish their ranks. Further, the hate-filled creatures are often able to lash out in their last moments before destruction for one final spiteful strike: anyone standing too close to a wight as its destroyed should be prepared for one last surprise!


An Enkindled Carnival

Mahja whose 'H' in the name I've been misspelling this whole time - whoops! smiles as you seem to understand the urgency of the situation. I am glad to see you're so dedicated to our aid. Get prepared to travel - Freedom Town is the better part of a day away and we must arrive there as soon as we can to prepare to face the oncoming dead. She stands up and goes to finish her hold's final preparations, though you see that most of the encampment is ready to set out.

Once set, Mahja gives the signal and
the dried, cracked earth of Belkzen begins
to rumble and clatter as multiple pack animals, dozens of carts, and hundreds of warriors begin the journey toward Freedom Town. While most of the contingent of warriors and support teams are orcs you notice several other clan markings mixed in amongst those of the Burning Sun, as several scouts and fighters from other nearby holds have lent what they could spare to the sortie. Several other figures - many orc but also human, halfling, and even dwarf - stand out by being clad in heavy metal armor and weaponry. A few banners identify them as Knights of Lastwall, and they seem led here by an orc with some impressive facial hair riding what looks like a juvenile bulette.

As the caravan winds its way across the wilds of Belkzen Mahja generally keeps to the front of the line. Warriors, scouts, and drivers regularly go to her to ask questions or provide updates: you see the chief listen intently to each of them before offering advice or directions. For much of the journey she is accompanied by a large and intimidating orc clad in a heavily-damaged breastplate with a painted sun emblazoned on it.

Now's as good a time as any to make your Daily Preparations, and there's enough other Pathfinder agents about that they could provide you your School Consumables if applicable. While your summons would have been vague about the exact details of the mission before you got here (for actually plot-relevant reasons, not just 'because the VCs are being unhelpful' in this case :p) you would have known it would have had something to do with undead.

Any final questions, or just RP along the journey or with any of the orcs/your party also fine too :)


An Enkindled Carnival

For several hours the Burning Sun and allied forces are able to make their way without incident. The Belkzen terrain bears patches of brush and scrub in the distance as you move by, but the landscape is becoming slowly more barren as you move further away from Urgir.

It's a rough land, Mahja explains at one point. The chief has slowed her pace and made her way back to talk to you as you walk. The intimidating-looking scarred-armored orc follows her towards you. But our clans have found ways to live well off of it. This is Ulrich by the way: I'm not sure if you've met him yet but I know he has a history with your Society.

The orc - Ulrich - nods and greets you. His tone and demeanor are surprisingly easy-going in contrast to his tough and battle-worn appearance. An understatement. I've been away from the Burning Sun's for many years, working to restore a temple to Sarenrae. Some of your fellow Pathfinders were extremely helpful in helping the Bastion of Light be brought back to its former glory! Ulrich frowns Of course the Bastion lies in the now-lost 'Gravelands, but I have faith that the Dawnflower will shine Her light on it on--

Yells of surprise from the edges of the caravan drown out Ulrich's comments. Mahja spins around and barks out: Better talk will need to wait: the scouts have detected undead! Here! Orcs and knights begin securing the carts and animals and drawing weapons; the other Pathfinders also prepare for a fight though look more nervous. Looking around you can see dozens, possibly hundreds of skeletons and zombies cresting the horizon. While from their movements they seem as caught by surprise by your presence as you are, they are a sizable contingent.

As a trio of scouts give quick summaries of positions to Mahja the chief looks to you seven. It looks like we've come across an advance force of theirs. Guess the fighting won't wait for Freedom Town to begin! She points to a nearby strech of rocky terrain gently sloped to form a small 'pass'. You lot head over there to hold that point! Protect our flank! She then whirls off to give instructions to other groups as the skirmish is about to begin!


An Enkindled Carnival

GM:
Dranald's Initiative: 1d20 + 17 ⇒ (17) + 17 = 34
Thereus's Initiative: 1d20 + 15 ⇒ (20) + 15 = 35
Player 3's Initiative Using Perception+2, battlefield surveyor: 1d20 + 19 ⇒ (15) + 19 = 34
Drogo's Initiative: 1d20 + 16 ⇒ (2) + 16 = 18
Grandma Tess's Initiative Using Deception: 1d20 + 21 ⇒ (13) + 21 = 34
Fyn N' Gyn's Initiative Using Seek usually: 1d20 + 14 ⇒ (1) + 14 = 15

Red: 1d20 + 14 ⇒ (10) + 14 = 24
Y: 1d20 + 14 ⇒ (8) + 14 = 22
B: 1d20 + 14 ⇒ (15) + 14 = 29
G: 1d20 + 14 ⇒ (20) + 14 = 34
P: 1d20 + 14 ⇒ (7) + 14 = 21
S: 1d20 + 18 ⇒ (7) + 18 = 25

You race to the position Mahaja directed you too. Looking out, you see five shambling figures advancing on the caravan behind you. Each of them are emitting a noxious-looking yellow smoke from their orrifices and there is a strange glow beneath their skin. Near them is also a collection of skulls - dozens of bleached skulls rolling and at times floating about together, their teeth still gnashing and chatterin together to create a loud and unsettling *clack*ing sound amidst the din of battle.

Initiative

Thereus
Zac Freelan
Grandma Tess
Dranald

something(s)
Drogo
Fyn

Bold are up (the dice gods really clustered a lot of rolls here to set the order).

If you would like to Recall knowledge on these, let me know and I will roll it for you: you're pretty sure the smoking shambling things are those "sulfer zombies" but the mass of skulls wasn't flagged by Mahja's scouts.

Also, if you advance beyond the 'green line' on the map, I will need a DC 29 Will save from you (arcane, auditory, aura, emotion, enchantment, mental)

If you fail that save:
As you get closer to the skulls, the cacophany of chattering teeth gets louder and louder. The sound bores into your head to a level it utter distracts and consumes your attention, making it harder to realize anything else going on on the chaotic field. Anyhting else except you are furious about it.
You are confused for one round

Grand Archive

N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None

With a single fluid motion, Tess plucks a skewer tucked in her hair and throws it towards the closest zombie's feet.

Dart, Range vs Red FF AC: 1d20 + 18 - 4 ⇒ (18) + 18 - 4 = 32
Piercing damage, Precision damage: 1d4 + 2 + 2d6 ⇒ (2) + 2 + (5, 6) = 15
(Red should be flat-footed due to Surprise Attack, but let me know if that's not the case. If Red is flat-footed, the Strike hits, and it deals damage, Tess will use Debilitating Strike to give Red a -10 ft penalty to its Speeds until the end of her next turn. Also, if that happens to be a Crit, Red takes 1d6+1 persistent Bleed damage.)

As soon as the projectile lands, it disappears and reappears in the elderly woman's hand. Tess herself moves just as quickly as the weapon, ducking behind a rock and crouching low to avoid detection.

Quick Draw to Strike Red [A], Debilitating Strike [F], Stride [A], and Hide [A]. Stealth +18 vs enemies' Perception DC, possible +2 bonus from cover.

Envoy's Alliance

LG Human Champion of Erastil 10 | HP 148/148| Fort (Jug) +20 Ref +19 Will +18 | AC 30 | Perc +15 | xxx | Focus Pt 1/2| Hero Pt 1/3| Drained 1

The champion takes a step and nocks his arrow aiming for the lead shambler (red).

Longbow (piercing and acid) vs Red: 1d20 + 20 ⇒ (9) + 20 = 292d8 + 4 + 1d6 ⇒ (4, 4) + 4 + (6) = 18
Longbow (piercing and acid) vs Red: 1d20 + 20 - 5 ⇒ (13) + 20 - 5 = 282d8 + 4 + 1d6 ⇒ (2, 4) + 4 + (5) = 15

◆ Step
◆ Strike
◆ Strike

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 138/138, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

The cleric moves and casts Spiritual weapon on the purple.

Spiritual weapon:1d20 + 17 ⇒ (1) + 17 = 18

Damage:1d8 + 4 ⇒ (5) + 4 = 9


An Enkindled Carnival

Several of you begin scattering and peppering the uoncoming undead from afar!

Dranald invokes Iomeadae's power, though at least for now the divinely-summoned sword doesn't seem to have inherited the Inheritor's aim. Luckily his colleagues have better luck: the closest zombie it impaled by one of Thereus' arrows and by Tess' dart which rips at an already-damaged tendon.

Two hits! (but neither a crit, even when off-guard for Tess' strike)

Initiative

Thereus
Zac Freelan
Grandma Tess
Dranald
something(s) Red 33 damage -10 speed
Drogo
Fyn

If you advance beyond the 'green line' on the map, I will need a DC 29 Will save from you (arcane, auditory, aura, emotion, enchantment, mental)

If you fail that save:
As you get closer to the skulls, the cacophany of chattering teeth gets louder and louder. The sound bores into your head to a level it utter distracts and consumes your attention, making it harder to realize anything else going on on the chaotic field. Anything else except you are furious about it.
You are Confused for one round

Envoy's Alliance

M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18

Zac will activate his bracelet of dashing so he can move faster, then cast Gravity well. Black dot shown. Reflex 26. Had some other spell originally listed, but forgot which ones I prepared until I looked at my character sheet.


An Enkindled Carnival

GM:
RR: 1d20 + 14 ⇒ (5) + 14 = 19
PR: 1d20 + 14 ⇒ (12) + 14 = 26
YR: 1d20 + 14 ⇒ (7) + 14 = 21
GR: 1d20 + 14 ⇒ (10) + 14 = 24
BR: 1d20 + 14 ⇒ (18) + 14 = 32
S: 1d20 + 19 ⇒ (11) + 19 = 30

T Stealth: 1d20 + 18 ⇒ (6) + 18 = 24

Thereus creates a minature black hole in the center of the undead. It's gravitational force yanks the zombies towards i, keeping them further from your position. As the well fades, the five undead begin to shamble towards your group, though their zombified nature combined with the repositioning from the gravity well slows them from quite reaching you.

Meanwhile, the tumult of skulls rolls and bounces along the dusty ground towards you as well. As it nears the chittering and chattering of the skulls' teeth grows in intensity becoming almost unbearable.

I need a DC 29 Will save from you (arcane, auditory, aura, emotion, enchantment, mental). Thereus: you need to make the save too, but treat your result as one better (from incapacitation aspect)

If you fail that save:
The sound bores into your head to a level it utter distracts and consumes your attention, making it harder to realize anything else going on on the chaotic field. Anything else except you are furious about it.
You are Confused for one round

Initiative

Thereus, braclet'd need Will save
Zac Freelan, need Will save
Grandma Tess, need Will save
Dranald, need Will save

zombies Red 33 damage
Skulls

Drogo, need Will save
Fyn, need Will save

Envoy's Alliance

M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18

will save: 1d20 + 16 ⇒ (10) + 16 = 26
I do have my agile hammer out, so my guy would attack nearest ally hit: 1d20 + 23 ⇒ (1) + 23 = 24
hit: 1d20 + 19 ⇒ (6) + 19 = 25 dmg: 2d6 + 8 ⇒ (5, 4) + 8 = 17
hit: 1d20 + 15 ⇒ (19) + 15 = 34 third attack only assuming I didn't have to move 5 or more feet to reach an ally. dmg: 2d6 + 8 ⇒ (2, 5) + 8 = 15 if I crit anyone, you are also prone. Luckily Theros, you actually do go before me in init, so if your character has any reason at all to move that 34 to hit you doesn't even happen, cause I have to spend a move action to move to the closest target, plenty of targets, ally and enemy 10 feet away.

Verdant Wheel

M Gnome Summoner 10| HP 141/158 | S: 27AC | E: 28AC | F+19 , R+19, W+17 | P+16 | Exploration: Search | Spells: F=1/1, L2=1/1, L4=1/2, L5=1/2, Staff=5/5| Hero 1 | Conditions: None

both Drogo & Daphnaie cast L2 longstrider as part of their daily prep, along with summmoner's precaution

As Drogo goes to unleash his mighty battle cry, he recognizes a horde of mindless shamblers. Instead, it comes out as a hefty sigh of disappointment.

Drogo's Will (E): 1d20 + 19 ⇒ (17) + 19 = 36
Daphnaie's Will (E): 1d20 + 17 ⇒ (20) + 17 = 37

Feeling a little luck on their side, the pair move into attack position. Daphnaie closes in on purple while Drogo runs away.

A vine appears from the tip of Daphnaie's finger, raking across the zombie's flesh with magically charged thorns. After first contact, she reverses direction knocking her foe prone.

Slashing Vine: 1d20 + 21 ⇒ (13) + 21 = 34
SV Damage (Slashing, Fire, Positive): 2d6 + 6 + 0 + 1d6 ⇒ (6, 1) + 6 + 0 + (6) = 19
SV Deadly (if crit): 1d8 ⇒ 1

0 damage for flaming rune due to known immunity


◆ Tandem Movement
◆ Act Together
- Drogo Casts: Casts Protect Companion
- Daphnaie: Strike
◆ Knockdown


An Enkindled Carnival
Zac Freelan 2 wrote:
[dice=will save]1d20+16

Whoops! I typed Thereus when I actually meant you Zac! As a level 11, you're the only one where the skull's effect's 'incapacitation' trait matters - so that failure is improved to a success. You can act normally! (and re-do you turn)

Of course the flipside is Thereus should ignore what I said above: your save DC is still 29 w/ no adjustment

Envoy's Alliance

LG Human Champion of Erastil 10 | HP 148/148| Fort (Jug) +20 Ref +19 Will +18 | AC 30 | Perc +15 | xxx | Focus Pt 1/2| Hero Pt 1/3| Drained 1

will save: 1d20 + 18 ⇒ (2) + 18 = 20

Unsure of the tide of battle, Thereus steps back and lets his arrows loose.

Longbow (piercing and acid) vs ???: 1d20 + 20 - 2 ⇒ (4) + 20 - 2 = 222d8 + 4 + 1d6 ⇒ (4, 7) + 4 + (4) = 19
Longbow (piercing and acid) vs ???: 1d20 + 20 - 5 - 2 ⇒ (14) + 20 - 5 - 2 = 272d8 + 4 + 1d6 ⇒ (8, 1) + 4 + (1) = 14
Longbow (piercing and acid) vs ???: 1d20 + 20 - 10 - 2 ⇒ (17) + 20 - 10 - 2 = 252d8 + 4 + 1d6 ⇒ (5, 8) + 4 + (3) = 20

◆ Confused Strike
◆ Confused Strike
◆ Confused Strike

Grand Archive

N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None

Will vs DC 29: 1d20 + 16 ⇒ (20) + 16 = 36

Tess shakes her head, unbothered by a sound so similar to screaming toddlers and babies, and re-evaluates the situation. Spotting Daphnaie on the other side of the scuffle, she hitches up her skirt and starts running. One hand plucks a very large kitchen knife from her apron pocket, then quickly reverses into a quick arc targeting the zombie’s arms.

Kitchen Knife vs Purple FF AC: 1d20 + 18 ⇒ (9) + 18 = 27 (Gang Up)
Slashing damage, Precision damage: 2d4 + 2 + 2d6 ⇒ (4, 4) + 2 + (5, 1) = 16
Debilitating Strike: Enfeebled 1 until the end of Tess’s next turn.

Stride x2 [AA], Quick Draw [A], and Debilitating Strike [F]. If someone hits Purple (or another enemy adjacent to Tess) with a melee attack, she’s use her reaction to make an Opportune Backstab (spoilers below).

Opportune Backstab:
Kitchen Knife vs FF AC: 1d20 + 18 ⇒ (15) + 18 = 33 (Gang Up)
Slashing damage, Precision damage: 2d4 + 2 + 2d6 ⇒ (2, 2) + 2 + (5, 2) = 13
I don’t know if Debilitating Strike can trigger outside of Tess’s turn, but if it can she’ll use it to make her opponent Enfeebled 1 until the end of her oncoming turn.


An Enkindled Carnival

Daphinae's strike badly hurts the undead even before her vines knock it down. The slashing vine and vitality/positive energy seem especially effective against the zombie. Tess takes advantage of the opportunity to dart over and knife it while its down, causing further injury.

Thereus also fires into the fray. But the grinding of the skull's teeth distracts him so much the his shots go out against the first being he fixates on as he raises his head. 1d13 ⇒ 10 Fortunately that is one of the zombies: the 'green' one is pinioned by two arrows.

Initiative

Thereus, braclet'd, confused
Zac Freelan NOT confused :p
Grandma Tess
Dranald, need Will save
zombies Red 33 damage; Purple 50 damage, prone, enfeebled 1; Green 34 damage
Skulls
Drogo

Fyn, need Will save

Verdant Wheel

F Fey Eidolon 10| 28AC | F+17 , R+20, W+17 | P+16 | Exploration: Scout | Conditions: +2 status Intimidate

Daphnaie stares down at the zombie, waiting for it to stand.

Eidolon's Opportunity:
Slashing Vine: 1d20 + 21 ⇒ (17) + 21 = 38
SV Damage (Slashing, Fire, Positive): 2d6 + 6 + 0 + 1d6 ⇒ (1, 6) + 6 + 0 + (1) = 14
Deadly D8 (if crit): 1d8 ⇒ 1

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 138/138, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

Will:1d20 + 20 ⇒ (20) + 20 = 40

The cleric casts Searing light on the purple.

Searing light:1d20 + 17 ⇒ (14) + 17 = 31

Damage fire, good:5d6 + 5d6 ⇒ (4, 1, 6, 6, 3) + (5, 1, 6, 1, 6) = 39

Then he sustains the spiritual weapon on the purple.

Spiritual weapon:1d20 + 17 - 5 ⇒ (17) + 17 - 5 = 29

Damage:1d8 + 4 ⇒ (5) + 4 = 9


An Enkindled Carnival

Ignoring the skulls' sounds, Dranald's beam of light badly singes his target with holy damage though not the fire bit sadly - immune.

His redirected longsowrd then lashes out on the prone zombie. this time it strikes, distracting the creature enough that Tess is then able to land her own critical opportune strike on it as well. The zombie is starting to look even more falling-apart than normal.
And Tess: I don't see a reason why Debilitating Strike couldn't work on your reactive strikes so enfeeble away

Initiative

Thereus, braclet'd, confused
Zac Freelan NOT confused :p
Grandma Tess
Dranald
zombies Red 33 damage; Purple 109 damage, prone, enfeebled 1; Green 34 damage
Skulls
Drogo

Fyn, need Will save

Envoy's Alliance

M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18

Okay, I would have moved to the nearest zombie to attack.
1st action So move
2nd action Crit miss as the roll above
3rd action 25 to hit for 17 damage as the roll above

Envoy's Alliance

N Male Gnome Wizard (Cleric & Psychic Dedications) 9 | Drain Bonded Item 1:1/1 2:1/1 3:0/1 4:1/1 5:1/1 | HP 67/80 | AC 24 | F +16 R +16 W +17 | Perc +14 (low light)| Stealth +13 | Focus Points 2/2 | Pocket Library Used: | 35' speed | Active Conditions: | Hero Points: 2 | Staff charges ⅝ | Default Exploration: Search | ◆ ◆◆ ◆◆◆ ◇ ↺ |

Daily prep: cast Longstrider, False Life, and six castings of Pocket Library (one for each Knowledge skill). Schools consumable for this adventure: scroll of Cone of Cold.

DC 29 Will: 1d20 + 17 ⇒ (19) + 17 = 36

Fyn moves into a better position and then sends a blast of positive energy at the mass of skulls.

◆ Stride

◆◆ Cast a spell - Disrupt Undead vs skulls - Fort DC 24 basic save
Positive dmg: 5d6 + 3 ⇒ (6, 2, 4, 5, 2) + 3 = 22


An Enkindled Carnival

Happy for your sakes such high Will saves. This encounter can go very differently if otherwise...

Fort: 1d20 + 20 ⇒ (19) + 20 = 39 of course the high saves seems to be going both ways...

Zac further wallops the prone zombie while Fyn casts a spell brimming with life at the mass of skulls. Unfortunately for the multi-hypenate-mage, the bony heads seem to resist the effect entirely.

The prone zombie attempts to stand. This proves to be a poor decision as Daphnaie reacts to the movement to slash down hard at it. The zombie curumples, but as it fall apart the fiery sulfer within it erupts all around its shattered corpse!
Daphnaie, Tess, and Zac (and the green zombie) need to make a DC 23 Basic Reflex save against fire damage: 2d10 + 2 ⇒ (2, 9) + 2 = 13 and Bludgeoning damage: 2d10 + 2 ⇒ (7, 6) + 2 = 15

Green reflex: 1d20 + 14 ⇒ (8) + 14 = 22

The closest zombie green gets slammed a bit by the explosion of its counterpart but shambles along undaunted. Reaching your front line, it strikes out at Daphnaie with its smoldering fist.
Slam v Daphnaie: 1d20 + 19 ⇒ (12) + 19 = 31 for bludgoening: 2d6 + 7 ⇒ (3, 4) + 7 = 14

'Blue', 'Red', and 'Yellow' advance as well, lashing out at Tess, Zac, and Thereus respectively.

Slam v Tess: 1d20 + 19 ⇒ (1) + 19 = 20 for bludgoening: 2d6 + 7 ⇒ (6, 6) + 7 = 19
Slam v Zac: 1d20 + 19 ⇒ (5) + 19 = 24 for bludgoening: 2d6 + 7 ⇒ (1, 2) + 7 = 10
Slam v Thereus: 1d20 + 19 ⇒ (13) + 19 = 32 for bludgoening: 2d6 + 7 ⇒ (6, 3) + 7 = 16

As two of the zombies' fists strike the fey and the archer, both find not only their skin and clothes begin to catch on fire but that the impact is accompanied by a flare-up of sulferous gas that stings at their eyes.

Daphnaie and Thereus are also taking 1d6 Persistent Fire damage, and each need a DC 24 Fort save or be Blinded for a round (though with incapacitation trait, so unless you crit-fail you're fine)

The skulls meanwhile continue their distractedly loud chattering So Thereus will need another Will save v confusion - luckily for the rest of you once you succeed you're immune to it) but then all together focus into a massively loud SCREECH directed towards most of the party. A cone of deafening sonic sound races between the zombies to buffet all of your except for Thereus and Dranald.

Everyone but Dranald and Thereus need a DC 29 Basic Will save (auditory, emotion, enchantment, fear, mental) against Sonci damage: 10d6 ⇒ (5, 4, 5, 4, 2, 2, 2, 3, 1, 6) = 34. If you fail, you're also frightened 1

They then roll over and around Daphnaie and Zac, surrounded the pair with chittering skulls This would provoke so Zac you can use your AoO

Initiative

Thereus 132/148 HP, braclet'd, need Will save v confusion, need fort save v blinding, 1d6 Pers fire
Zac Freelan, need Reflex save v explosion, need Will save v scream, AoO v skulls
Grandma Tess, need Reflex save v explosion, need Will save v scream
Dranald

zombies Red 33 damage; Green 49 damage
Skulls

Drogo 144/158 HP, Daphnaie needs Reflex save v explosion and Fort save v blinding and has 1d6 Pers Fire, both Drogo and Daphnaie need need Will save v scream
Fyn, need Will save v scream

Envoy's Alliance

M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18

reflex: 1d20 + 20 ⇒ (13) + 20 = 33 crit success
will save: 1d20 + 16 ⇒ (16) + 16 = 32 success, but bravery trait turns will save successes into crit success.
aoo: 1d20 + 23 ⇒ (9) + 23 = 32 dmg: 2d6 + 8 ⇒ (4, 1) + 8 = 13 acid dmg: 1d6 ⇒ 6 I keep forgetting about my corrusive rune I added to my hammer after my last adventure

edit, attacks coming.
Attack red, first action hit: 1d20 + 23 ⇒ (13) + 23 = 36 dmg: 2d6 + 8 ⇒ (1, 1) + 8 = 10 acid dmg: 1d6 ⇒ 6
attack green, 2nd action hit: 1d20 + 23 - 4 ⇒ (20) + 23 - 4 = 39 dmg: 2d6 + 8 ⇒ (6, 1) + 8 = 15 acid dmg: 1d6 ⇒ 2
attack green, 3rd action hit: 1d20 + 23 - 8 ⇒ (19) + 23 - 8 = 34 dmg: 2d6 + 8 ⇒ (4, 5) + 8 = 17 acid dmg: 1d6 ⇒ 5

Any crits and the target is also prone.
If any targets try to stand up and provoke... aoo: 1d20 + 23 ⇒ (8) + 23 = 31 dmg: 2d6 + 8 ⇒ (6, 1) + 8 = 15 acid dmg: 1d6 ⇒ 6

Envoy's Alliance

LG Human Champion of Erastil 10 | HP 148/148| Fort (Jug) +20 Ref +19 Will +18 | AC 30 | Perc +15 | xxx | Focus Pt 1/2| Hero Pt 1/3| Drained 1

Will Save vs confusion: 1d20 + 18 ⇒ (6) + 18 = 24
Fort Save vs blindness: 1d20 + 20 ⇒ (6) + 20 = 26

Thereus continues to fire randomly into the fray.

Longbow (piercing and acid) vs ???: 1d20 + 20 ⇒ (11) + 20 = 312d8 + 4 + 1d6 ⇒ (3, 7) + 4 + (4) = 18
Longbow (piercing and acid) vs ???: 1d20 + 20 - 5 ⇒ (3) + 20 - 5 = 182d8 + 4 + 1d6 ⇒ (3, 6) + 4 + (4) = 17
Longbow (piercing and acid) vs ???: 1d20 + 20 - 10 ⇒ (1) + 20 - 10 = 112d8 + 4 + 1d6 ⇒ (4, 5) + 4 + (4) = 17

Persistent damage flat check: 1d20 ⇒ 13


An Enkindled Carnival

Zac looks invincible, untouched by the variety of blasts around him. He bludgeons the skulls as they approach him, cracking several though they seem to have resisted a bit of the hammer's blow and then knocking two zombies down to the ground (and hitting green a second time for good measure)[/ooc]

All three swings on your turn are crits! I'm sure this luck will never run out at the worst possible time...

Thereus shakes off the worst of the sulfer, but while his eyes are working fine his focus is still rattled by the bone-tooth chattering. Raising his bwo again he looses three arrows out at what he takes to be the biggest threat.
1d11 ⇒ 10
The arrows shoots out and stirkes its target - the prone and heavily hurt 'green' zombie again Thereus must seem to really hate that one :) As the first arrow impales it it proves too much for the downed undead - it explodes in fiery shrapnel!

Zac, Tess, Daphnaie, and two of the zombies and the skulls need another DC 23 basic Reflex save vs Fire damage: 2d10 + 2 ⇒ (10, 7) + 2 = 19 and Bludgeoning damage: 2d10 + 2 ⇒ (8, 7) + 2 = 17

Red: 1d20 + 14 ⇒ (14) + 14 = 28
Blue: 1d20 + 14 ⇒ (9) + 14 = 23
Skull: 1d20 + 14 ⇒ (19) + 14 = 33

With one enemy [ooc]hopefully down Thereus's next two shots go against another threat. 1d10 ⇒ 2 And fortunately for Dranald, the second and third shot from his ostensible ally go wide!
Persistent Fire: 1d6 ⇒ 6

Initiative

Thereus 126/148 HP, braclet'd, confused, 1d6 Pers fire
Zac Freelan
need Reflex save v explosion
Grandma Tess, need 2 Reflex saves v explosions, need Will save v scream
Dranald

zombies Red 73 damage, prone; Blue 8 damage
Skulls 14 damage

Drogo 144/158 HP, Daphnaie needs 2 Reflex saves v explosions and Fort save v blinding and has 1d6 Pers Fire, both Drogo and Daphnaie need need Will save v scream
Fyn, need Will save v scream

Envoy's Alliance

M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18

reflex: 1d20 + 20 ⇒ (19) + 20 = 39 I'm going to repeat Boris from Goldeneye
Yes, I'm am invincible as he puts both fist up the same way Boris did in that movie.

Verdant Wheel

M Gnome Summoner 10| HP 141/158 | S: 27AC | E: 28AC | F+19 , R+19, W+17 | P+16 | Exploration: Search | Spells: F=1/1, L2=1/1, L4=1/2, L5=1/2, Staff=5/5| Hero 1 | Conditions: None

Daphnaie's Reflex 1 (E): 1d20 + 20 ⇒ (9) + 20 = 29
Daphnaie's Fortitude 1 (E): 1d20 + 17 ⇒ (9) + 17 = 26
Daphnaie's Reflex 2 (E): 1d20 + 20 ⇒ (9) + 20 = 29
Daphnaie's Fortitude 2 (E): 1d20 + 17 ⇒ (14) + 17 = 31
Drogo's Will (E): 1d20 + 17 ⇒ (16) + 17 = 33
Daphnaie's Will (E): 1d20 + 17 ⇒ (1) + 17 = 18
Hero Point Daphnaie's Will (E): 1d20 + 17 ⇒ (20) + 17 = 37

That was a lot of checks :), I think this is what they mean...
Daphnaie succeeds on 2 DC23 Reflex and 2 DC24 Fortitude saves. Taking 28/2 and 36/2 (32 total), and is not blinded.
Drogo succeeds & Daphnaie (after 1 hero point) critically succeeds at the DC29 will save, taking the worse result of the two 34/2 or 0 (17 total), and are not frightened.
They are now at 144-32-17=95, and a big thank you to Grandma Tess for the extra hero point.

Verdant Wheel

F Fey Eidolon 10| 28AC | F+17 , R+20, W+17 | P+16 | Exploration: Scout | Conditions: +2 status Intimidate

Ears ringing, on fire, and covered in new bruises Daphnaie has heard enough of the chattering skulls that swarmed her.

While Drogo gives himself a quick check-up,

DC20 Battle Medicine: 1d20 + 16 ⇒ (8) + 16 = 24
Healing: 2d8 + 10 ⇒ (2, 1) + 10 = 13

Daphnaie moves into off-guard position with Tess, and lashes out again with her vines at blue.

Slashing Vine (Slashing, Fire, Positive): 1d20 + 21 ⇒ (5) + 21 = 26
SV Damage (Slashing, Fire, Positive): 2d6 + 6 + 0 + 1d6 ⇒ (3, 6) + 6 + 0 + (4) = 19

If that hits, she uses knockdown.

Otherwise:
Slashing Vine (Slashing, Fire, Positive): 1d20 + 21 ⇒ (1) + 21 = 22
SV Damage (Slashing, Fire, Positive): 2d6 + 6 + 0 + 1d6 ⇒ (5, 3) + 6 + 0 + (5) = 19

◆ Act Together
- Daphnaie Strides
- Drogo uses Battle Medicine on himself
◆ Daphnaie Strikes
◆ Daphnaie uses Knockdown or Strikes

Persistent Fire Check: 1d20 ⇒ 4


An Enkindled Carnival

Yes, a lot of checks indeed that round :p

Zac again seems blessed by the gods while Daphnaie and Drogo weather the multiple waves of damage washing over them as best they can. Drogo patches himself up a bit while Daphnaie further damages and knocks over one of the zombies menacing her and Tess.
Persistent Fire damage: 1d6 ⇒ 2

Initiative

Thereus 126/148 HP, braclet'd, confused, 1d6 Pers fire
Zac Freelan

Grandma Tess, need 2 Reflex saves v explosions, need Will save v scream
Dranald

zombies Red 73 damage, prone; Blue 47 damage, prone
Skulls 14 damage
Drogo 106/158 HP, Daphnaie 1d6 Pers Fire

Fyn, need Will save v scream

Grand Archive

N F Human (Half-Elf) Rogue 9 | HP 98 | AC 27 | F +16 R +20 (Evasion) W +16 | Perc +18, Low-Light Vision | Speed 25 ft | Active Conditions: None

Reflex, Evasion vs DC 23: 1d20 + 20 ⇒ (17) + 20 = 37
Will vs DC 29: 1d20 + 16 ⇒ (14) + 16 = 30 (17 damage)
Reflex, Evasion vs DC 23: 1d20 + 20 ⇒ (5) + 20 = 25

Tess shakes her head and scowls at the screaming skulls with the same disapproval one normally reserves for an unhappy toddler on a train before turning her attention back to the probably-explosive zombie on the ground in front of her. Her knife flashes through the air, carving the rotting flesh with the same precision as one would carve a feastday turkey.

Knife vs Cyan FF AC: 1d20 + 18 ⇒ (12) + 18 = 30
Slashing damage, Precision damage: 2d4 + 2 + 2d6 ⇒ (3, 1) + 2 + (2, 5) = 13
Debilitating Strike -> Enfeebled 1

Knife vs Cyan FF AC: 1d20 + 18 - 4 ⇒ (14) + 18 - 4 = 28
Slashing damage, Precision damage: 2d4 + 2 + 2d6 ⇒ (2, 4) + 2 + (4, 2) = 14
Debilitating Strike -> -10 ft penalty to speeds

Knife vs Cyan FF AC: 1d20 + 18 - 8 ⇒ (9) + 18 - 8 = 19
Slashing damage, Precision damage: 2d4 + 2 + 2d6 ⇒ (4, 2) + 2 + (5, 6) = 19

Strike x3 [AAA].

Opportune Backstab:
Knife vs FF AC: 1d20 + 18 ⇒ (15) + 18 = 33
Slashing damage, Precision damage: 2d4 + 2 + 2d6 ⇒ (1, 2) + 2 + (4, 2) = 11
Debilitating Strike -> Enfeebled 1

Envoy's Alliance

N Male Gnome Wizard (Cleric & Psychic Dedications) 9 | Drain Bonded Item 1:1/1 2:1/1 3:0/1 4:1/1 5:1/1 | HP 67/80 | AC 24 | F +16 R +16 W +17 | Perc +14 (low light)| Stealth +13 | Focus Points 2/2 | Pocket Library Used: | 35' speed | Active Conditions: | Hero Points: 2 | Staff charges ⅝ | Default Exploration: Search | ◆ ◆◆ ◆◆◆ ◇ ↺ |

↺ Unexpected Shift DC 16 flat check vs scream: 1d20 ⇒ 14 No effect
Will vs scream: 1d20 + 17 ⇒ (8) + 17 = 25 34 Sonic dmg to Fyn (10 of which are absorbed by temp hp from False Life) and frightened 1

Fyn holds his staff aloft and calls forth the divine power of Nethys! He's right next to the skulls so this would provoke if they have an AoO - I don't think we've seen them take an AoO so far, but if that's incorrect and I just missed it then he'll do something else.

◆◆◆ level 3 Heal spell - 30' burst - uses 3 charges (out of 8) from staff

Pos dmg to Undead and Healing to party members: 3d8 ⇒ (4, 1, 2) = 7 Staff gives +2 hp for healing, so 9 hp healing to each party member.
DC 23 (because Frightened 1) Basic Fort save for the Undead

At the end of his turn, Fyn is no longer Frightened 1

Verdant Wheel

F Fey Eidolon 10| 28AC | F+17 , R+20, W+17 | P+16 | Exploration: Scout | Conditions: +2 status Intimidate

Daphnaie finds herself in her new favorite position, standing over a flattened foe while waiting for it to move.

Eidolon's Opportunity:
Slashing Vine: 1d20 + 21 ⇒ (18) + 21 = 39
SV Damage (Slashing, Fire, Positive): 2d6 + 6 + 0 + 1d6 ⇒ (5, 4) + 6 + 0 + (4) = 19
Deadly D8 (if crit): 1d8 ⇒ 8

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 138/138, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

The cleric sustains the Spiritual weapon on the red.

Spiritual weapon:1d20 + 17 ⇒ (10) + 17 = 27

Damage:1d8 + 4 ⇒ (6) + 4 = 10

He moves.

Then he sustains the Spiritual weapon again on the red.

Spiritual weapon:1d20 + 17 - 5 ⇒ (6) + 17 - 5 = 18

Damage:1d8 + 4 ⇒ (1) + 4 = 5


An Enkindled Carnival

The skulls don't take any AoO :)

Red Fort: 1d20 + 18 ⇒ (3) + 18 = 21
Blue Fort: 1d20 + 18 ⇒ (14) + 18 = 32
Yellow Fort: 1d20 + 18 ⇒ (2) + 18 = 20
Skull Fort: 1d20 + 20 ⇒ (7) + 20 = 27

Fyn's burst of life energy doesn't heal a massive ammount to your party though every bit helps! but the vitality bursting from him seems to cause the zombies' flesh to boil and the skulls' bones to crack. Dranald's spectral sword scores another hit while Tess' slashes strike twice more.

Not having a functional brain, the prone zombie by Zac attempts to stand
Botted AoO: 1d20 + 23 ⇒ (1) + 23 = 24 for Bludgeoning: 2d6 + 8 ⇒ (2, 4) + 8 = 14 plus Acid: 1d6 ⇒ 6
And improbably manages to do so dodging the fighter's responding swing. It the strikes out itself at Zac but its fist clangs off of his armor.

Slam v Zac: 1d20 + 19 ⇒ (6) + 19 = 25 for Bludgeoning: 2d6 + 7 ⇒ (1, 3) + 7 = 11

The zombie in front of Tess and Daphnaie also rises (this one getting critically struck as it does so by the fey for its trouble) before lashing back at the thing that hit it. This punch connects, though the undead that threw it is looking on its last legs.

Slam v Daphnaie: 1d20 + 19 ⇒ (18) + 19 = 37 for Bludgeoning: 2d6 + 7 ⇒ (2, 5) + 7 = 14
Another fort save vs Blind for Daphnaie

Slam v Thereus: 1d20 + 19 ⇒ (11) + 19 = 30 for Bludgeoning: 2d6 + 7 ⇒ (5, 2) + 7 = 14
Slam v Thereus: 1d20 + 19 - 5 ⇒ (2) + 19 - 5 = 16 for Bludgeoning: 2d6 + 7 ⇒ (4, 3) + 7 = 14

The corpse by Thereus swings twice at the archer, just sliding under his guard to land a single blow
Another fort save vs Blind for Thereus.

Finally the skulls swarm around Zac and attempt to gnaw at the fighter. Then, they carefully step-roll just a bit to the north and bear down with teeth bared on the channeling Fyn.

Both Zac and Fyn need DC 29 Basic Reflex saves vs the skulls' gnashing gnawing teeth.
Zac Piercing damage: 4d8 ⇒ (5, 4, 4, 1) = 14
Fyn Piercing damage: 4d8 ⇒ (3, 7, 8, 2) = 20

Initiative

Thereus 121/148 HP, braclet'd, confused, 1d6 Pers fire, need Will save v confusion (DC 29), Fort save from blind (DC 24 w/ incapacitation)
Zac Freelan, need Reflex save
Grandma Tess 90/98 HP
Dranald

zombies Red 100 damage; Blue 143 damage, enfeebled 1; Yellow 12 damage
Skulls 31 damage

Drogo 101/158 HP, Daphnaie 1d6 Pers Fire
Fyn 65/80 HP, need Reflex save

Envoy's Alliance

M Half-Elf Fighter 11: Spd:25, HP:173/173, 5 Cold Resistance, 5 fire resistance, 3 piercing resistance AC:32(34 Raised shield), Fort:22, Ref:20, Will:16, Per:17(18 involving sight)(19 for init) Darkvison, Stealth:18

reflex: 1d20 + 20 ⇒ (12) + 20 = 32 Takes 7 damage, then I have 3 piercing resistance, so 4.
Edit, attacks coming.
attacks the skulls hit: 1d20 + 23 ⇒ (5) + 23 = 28 dmg: 2d6 + 8 ⇒ (2, 6) + 8 = 16 dmg: 1d6 ⇒ 6 acid
hit: 1d20 + 19 ⇒ (16) + 19 = 35 exacting strike dmg: 2d6 + 8 ⇒ (3, 5) + 8 = 16 dmg: 1d6 ⇒ 5 acid
hit: 1d20 + 15 ⇒ (10) + 15 = 25 add +4 if attack number 2 missed dmg: 2d6 + 8 ⇒ (2, 2) + 8 = 12 dmg: 1d6 ⇒ 6 acid

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