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

Game Master Zoomba

Skill Macros

Slides/Maps


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The End Awakens | The Day the River Died

It is dead; apologies - mentioned in post and removed from map but forgot to remove from initiative tracker

Blue: 1d20 + 18 ⇒ (10) + 18 = 28
Red: 1d20 + 18 ⇒ (6) + 18 = 24

Fyn's blast scorches the remaining wight warriors to varying degrees as he digs deep from Nethy's teachings.

Botting Dranald Seeing the party taking some hits, Dranald nuleashes a powerful burst of Vital magic.
Healing, DC 27: 5d8 ⇒ (2, 1, 3, 1, 3) = 10

B Fort: 1d20 + 23 ⇒ (18) + 23 = 41
Red: 1d20 + 23 ⇒ (4) + 23 = 27

It is not the Gods' best effort, but it does patch up the party a bit while hurting one of the dead.
Dranald Fire: 2d6 ⇒ (4, 5) = 9

--
Baddies

GM:
Y: 1d20 + 4 ⇒ (8) + 4 = 12
Y: 1d20 + 4 ⇒ (20) + 4 = 24

P: 1d20 + 15 ⇒ (12) + 15 = 27

G: 1d20 + 15 ⇒ (10) + 15 = 25
G: 1d20 + 15 ⇒ (10) + 15 = 25
G: 1d20 + 15 ⇒ (18) + 15 = 33

Far away, you see one of the wight's crest Drogo's wall! its bw lstowed on its back, the creature purple makes it to the top before dropping down carefully, landing and redrawing its weapon.
Yellow Fire: 2d6 ⇒ (1, 5) = 6
Purple Fire: 2d6 ⇒ (1, 5) = 6

Then, as the fire grows even hotter starting this round its 4d6 fire damage a turn you hear reptilian cries. Through the smoke you can still make out a flight of drakes riding over the battlefield - including several of the younger ones Drogo nevertheless tamed into fighting shape! They do a strafing run to your west before rising up and continuing on to other skirmishes, but even their quick blasts further damaged the now shabby-looking undead soldiers.
Fire damage to all wights: 8d6 ⇒ (3, 4, 3, 5, 1, 5, 3, 2) = 26

The wight menacing Zac is looking fairly damaged, but pauses for a moment as his colleague steps forwards to Tess and strikes down once again at her with its blade. The rogue finds herself caught off-guard as the pair of wights make it difficult to know from which way the strike will come from - and as a result she takes two powerful blows.These armored wights seem to be good at coordinating, letting them be considered flanking so long as they are adjacent to a threatening ally.

Strike v flat-footed: 1d20 + 26 ⇒ (19) + 26 = 45 for Slashing: 2d8 + 13 ⇒ (2, 1) + 13 = 16
Strike v flat-footed: 1d20 + 26 - 5 ⇒ (9) + 26 - 5 = 30 for Slashing: 2d8 + 13 ⇒ (8, 8) + 13 = 29
Thereus softens the blow as best he can with Erastil's grace, but his return shot is lost in the smoke and Tess' wounds are looking unsettlingly black...
Need 2 DC 28 Fort saves from Tess vs Drained. Note: failing either of them would lower your HP enough you would drop unconscious to Dying 1

Meanwhile the other wight warrior remaining slashes twice at Thereus before raising its shield. The hammer-wielding fighter is also cut twice - quite badly with the first one - and while both wights burn they seem more invigorated from their cuts against you.

Strike: 1d20 + 26 ⇒ (16) + 26 = 42 for Slashing: 2d8 + 13 ⇒ (6, 7) + 13 = 26
Strike: 1d20 + 26 - 5 ⇒ (16) + 26 - 5 = 37 for Slashing: 2d8 + 13 ⇒ (5, 3) + 13 = 21
Zac also needs 2 DC 28 Fort saves

End of their turns
Red fire: 4d6 ⇒ (4, 6, 1, 3) = 14
Blue fire: 4d6 ⇒ (1, 5, 4, 4) = 14
Green fire: 4d6 ⇒ (4, 5, 3, 2) = 14
Red Persistent Flat check: 1d20 ⇒ 6

Initiative

Red wight 134 damage, 3 persistent good
Blue wight 138 damage, shield raised
Green wight 84 damage

Tess 6/98 HP, need 2 Fort saves v DC 28 (and need to resolve before anything else, as any amount of Drained would have you dying before your turn/your party's turns)
Drogo 155/158 HP
Thereus 148/148 HP
Zac 73/173 HP,
need 2 Fort saves
Dranald 106/106 HP
Fyn 80/80 HP[/b]
Yellow wight 50 damage
Purple Wight 49 damage

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

fort: 1d20 + 22 + 1 ⇒ (20) + 22 + 1 = 43
fort: 1d20 + 22 + 1 ⇒ (4) + 22 + 1 = 27 So 1 failure.
Edit, Almost forgot the +1 and was looking at the reflex number and not the fort number in my headline, still a failure though.

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

Are the wraiths lvl 10 or higher? If not, Tess's Deny Advantage would prevent her from being flat-footed to them. (Not that it affects things here, but it's the principle of the thing. XD)

Fortitude, Circumstance vs DC 28: 1d20 + 16 + 1 ⇒ (9) + 16 + 1 = 26 Hero Point!
Fortitude, Circumstance vs DC 28: 1d20 + 16 + 1 ⇒ (9) + 16 + 1 = 26 Lol

The knife falls from Tess's hand as she slumps to the ground.

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 whispers through her telepathic bond, "It's time for me to get loud"

Drogo taking her queue, casts Thundering Dominance, while the Fey tries to soften blue up a little.

Slashing Vine: 1d20 + 21 ⇒ (13) + 21 = 34
SV Damage (Slashing, Fire, Positive): 2d6 + 6 + 1d6 + 1d6 ⇒ (4, 3) + 6 + (6) + (3) = 22
Deadly D8 (if crit): 1d8 ⇒ 3

Thinking she may have connected (if not she'll thundering roar), she sends blue to the ground.

◆◆ Act Together
- Drogo casts Thundering Dominance L4 on Daphnaie
- grants +2 status bonus to intimidation checks
- Daphnaie strikes blue
◆ Knockdown Blue

forgot concealed: 1d20 ⇒ 7
Drogo Fire: 4d6 ⇒ (3, 4, 1, 3) = 11
Daphnaie Fire: 4d6 ⇒ (1, 6, 2, 4) = 13
We take 13 fire damage

Verdant Wheel

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

Eidolon's Opportunity:
Slashing Vine: 1d20 + 21 ⇒ (18) + 21 = 39
SV Damage (Slashing, Fire, Positive): 2d6 + 6 + 1d6 + 1d6 ⇒ (2, 2) + 6 + (3) + (4) = 17
Deadly D8 (if crit): 1d8 ⇒ 1


The End Awakens | The Day the River Died
Grandma Tess wrote:
Are the wraiths lvl 10 or higher? If not, Tess's Deny Advantage would prevent her from being flat-footed to them. (Not that it affects things here, but it's the principle of the thing. XD)

These two are. Also, botting the second Fort save (being Drained 1 from that crit would've had you still standing, and the seocnd hit that then dropped you could increase it which may affect healing - luckily not getting any more Dying)

Fort bot: 1d20 + 16 + 1 ⇒ (3) + 16 + 1 = 20

As a more shriveled Tess falls to the dusty and hot forest floor, Drogo and his companion spring into action! With frightening magicks placed upon her, Daphnaie just manages to slip past the wight's shield. It twists it shield to absorb some of the blow Shield Block but is still tripped up by the fey.

Initiative

Tess 0/80** HP, Dying 1, Drained 2
Red wight 134 damage, 3 persistent good
Blue wight 150 damage, shield raised, prone
Green wight 84 damage
Drogo 142/158 HP

Thereus 148/148 HP
Zac 62/162* HP, Drained 1
Dranald 106/106 HP
Fyn 80/80 HP

Yellow wight 50 damage
Purple Wight 49 damage

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

"One of these vile creatures must go down!" The archer shouts targeting the one direct in his sights.

Longbow (piercing and d6 acid) vs Blue (concealment first): 1d20 ⇒ 111d20 + 20 ⇒ (7) + 20 = 272d8 + 4 + 1d6 ⇒ (5, 5) + 4 + (2) = 16
Deadly 1d10 ⇒ 6 if crit

Hero point reroll on the strike reroll: 1d20 + 20 ⇒ (12) + 20 = 32

Longbow (piercing and d6 acid) vs Blue (concealment first): 1d20 ⇒ 91d20 + 20 - 5 ⇒ (1) + 20 - 5 = 162d8 + 4 + 1d6 ⇒ (8, 2) + 4 + (4) = 18
Deadly 1d10 ⇒ 4 if crit

◆ Strike
◆ Strike
◆ Step

If anyone attacks a friend, with both within 15 feet of me...:

↺ Ranged Reprisal! (-12 damage for my friend who was attacked) and...
Longbow (piercing and d6 acid and 4 good) vs target (concealment first): 1d20 ⇒ 131d20 + 20 ⇒ (17) + 20 = 372d8 + 4 + 1d6 + 4 ⇒ (8, 5) + 4 + (5) + 4 = 26 + 3 persistent good damage

fire to me: 2d6 ⇒ (4, 3) = 7


The End Awakens | The Day the River Died

Reminder it's 4d6 Fire now...
more fire: 2d6 ⇒ (4, 5) = 9

Digging heroically deep Thereus does try to put one of the undead to rest, but though his shot impales the prone warriro it still writhes and seethes with a cool and hateful intellignece.

Initiative

Tess 0/80** HP, Dying 1, Drained 2
Red wight 134 damage, 3 persistent good
Blue wight 166 damage, shield raised, prone
Green wight 84 damage
Drogo 142/158 HP
Thereus 132/148 HP

Zac 62/162* HP, Drained 1
Dranald 106/106 HP
Fyn 80/80 HP

Yellow wight 50 damage
Purple Wight 49 damage

Reminder: All have +5 circumstance bonus to speeds and +1 circumstances to saves.
At end of each of your turns, taking 4d6 Fire damage from heat.
Smoke is making all creatures Concealed.

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

attack blue as action 1 hit: 1d20 + 23 ⇒ (11) + 23 = 34 dmg: 2d6 + 8 ⇒ (1, 5) + 8 = 14 acid dmg: 1d6 ⇒ 3
concealed chance: 1d20 ⇒ 14
If blue dies, I move to the location I am now on the map, provoking from red as action 2
Action 3, I raise shield

If blue does not die, I still move to that location, but do not raise shield as I do not have action economy to do so and here is attack number 2 if needed hit: 1d20 + 19 ⇒ (12) + 19 = 31 dmg: 2d6 + 8 ⇒ (2, 5) + 8 = 15 acid dmg: 1d6 ⇒ 3 concealed chance: 1d20 ⇒ 19

fire dmg to me: 4d6 ⇒ (6, 1, 1, 1) = 9 so after my fire resistance, I take 4.


The End Awakens | The Day the River Died

Taking advantage of the fallen enemy, Zac swings down hard on it. his hammer cracks through its armor, but the wight is still up. It is only after a second swing that the undead finally shudders and lies still. Took two hits, and that second only hit due to the prone.

As Zac then advances towards the re-emerging archer the remaining armored wight takes a cut out of him. And itself gets a chunk shot off of it from Thereus in response. at time of provoking just in Champion Reaction range

AoO: 1d20 + 26 ⇒ (7) + 26 = 33 for Slashing: 2d8 + 13 ⇒ (7, 3) + 13 = 23
so 9 damage after the Ranged Reprisal reduction. I need another Fort save from Zac to not increase his Drained

Initiative, Round 3

Tess 0/80** HP, Dying 1, Drained 2
Red wight 150 damage, 3 persistent good
Green wight 84 damage
Drogo 142/158 HP
Thereus 132/148 HP
Zac 49/162* HP, Drained 1
need DC 28 Fort save
Dranald 106/106 HP
Fyn 80/80 HP

Yellow wight 50 damage
Purple Wight 49 damage

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

fort: 1d20 + 22 + 1 ⇒ (4) + 22 + 1 = 27 ooch

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 | ◆ ◆◆ ◆◆◆ ◇ ↺ |

Fyn watches Tess fall with alarm, lifts his staff aloft, and calls upon the divine power of his god. "By the grace of Nethys, may your wounds be healed!"

Level 3 Heal targeting everyone within 30' (will catch Red and all allies except Zac)

Healing, Greater Staff: 3d8 + 2 ⇒ (8, 6, 8) + 2 = 24

Red has a basic Fort DC 24 vs 22 positive dmg

Fire dmg to Fyn: 4d6 ⇒ (3, 2, 4, 4) = 13


The End Awakens | The Day the River Died

Fort: 1d20 + 23 ⇒ (3) + 23 = 26

Nethy's power floods over the battlefield around Fyn. The wight shrugs off much of it, but is still looking quite bad off. More to the point, Tess shudders back to consciousness as the rest of you also feel partially restored.

Initiative, Round 3

Tess 22/80** HP, Wounded 1, Drained 2, prone
Red wight 161 damage, 3 persistent good
Green wight 84 damage
Drogo 158/158 HP
Thereus 148/148 HP
Zac 38/151** HP, Drained 2

Dranald 106/106 HP
Fyn 67/80 HP
Yellow wight 50 damage
Purple Wight 49 damage

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 | ◆ ◆◆ ◆◆◆ ◇ ↺ |

GM, note that the Greater Staff of Healing gives a +2 bonus to the healing (but not the dmg to the wight) so the pathfinders should all be healed 24, not 22.


The End Awakens | The Day the River Died
Fyn N' Gyn wrote:
GM, note that the Greater Staff of Healing gives a +2 bonus to the healing (but not the dmg to the wight) so the pathfinders should all be healed 24, not 22.

Sorry, did miss that and thanks for catching it! Looks like it would only matter to Tess, but just watch that turn out to be all the difference! :)

Initiative, Round 3

Tess 24/80** HP, Wounded 1, Drained 2, prone
Red wight 161 damage, 3 persistent good
Green wight 84 damage
Drogo 158/158 HP
Thereus 148/148 HP
Zac 38/151** HP, Drained 2

Dranald 106/106 HP
Fyn 67/80 HP
Yellow wight 50 damage
Purple Wight 49 damage

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 137/137, 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 Divine lance on the red.

Divine lance:1d20 + 17 ⇒ (8) + 17 = 25

Damage:5d4 + 4 ⇒ (1, 3, 1, 2, 2) + 4 = 13


The End Awakens | The Day the River Died

Dranald Fire: 4d6 ⇒ (6, 4, 5, 5) = 20

Dranald tries to finish the wight warrior off, but the God's lance goes wide.

GM:
Y: 1d20 + 4 + 7 + 2 ⇒ (6) + 4 + 7 + 2 = 19
Y: 1d20 + 4 + 7 + 2 ⇒ (20) + 4 + 7 + 2 = 33
Y: 1d20 + 4 + 7 + 2 ⇒ (10) + 4 + 7 + 2 = 23

Seeing Zac advancing, the escaped archer raises their bow and launches a trio of arrows at the fighter. But all miss badly as the close qarters are clearly throwing the archer off.

Strike: 1d20 + 18 - 2 ⇒ (10) + 18 - 2 = 26 for Piercing: 1d8 + 9 ⇒ (3) + 9 = 12
Strike: 1d20 + 18 - 2 - 5 ⇒ (5) + 18 - 2 - 5 = 16 for Piercing: 1d8 + 9 ⇒ (3) + 9 = 12
Strike: 1d20 + 18 - 2 - 10 ⇒ (4) + 18 - 2 - 10 = 10 for Piercing: 1d8 + 9 ⇒ (5) + 9 = 14

Yellow Fire: 4d6 ⇒ (2, 6, 3, 5) = 16
Purple fire: 4d6 ⇒ (5, 4, 6, 1) = 16

--
As the fighting drags on the smoke grows a bit thicker, the raging fire now not only impacting your eyes but starting to burn in your lungs. The the thickening will cause anyone who breathes it to become sickened 1. You can hold your breath to avoid being sickened for now. Meanwhile a bright purple light in the distance flashes high. All of the wights around you begin to shimmer with a faint purple glow, which seems to be causing the flames to recede from them ever so slightly. Also looks like the undead has just been granted a bit of fire resistance from some effect.

Initiative, Round 4

Tess 24/80** HP, Wounded 1, Drained 2, prone
Red wight 161 damage, 3 persistent good
Green wight 84 damage
Drogo 158/158 HP
Thereus 148/148 HP
Zac 38/151** HP, Drained 2
Dranald 106/106 HP
Fyn 67/80 HP
Yellow wight 66 damage
Purple Wight 65 damage

Reminder:
* All have +5 circumstance bonus to speeds and +1 circumstances to saves.
* At end of each of your turns, taking 4d6 Fire damage from heat.
* Smoke is making all creatures Concealed.
* Smoke making you Sickened 1 unless you hold your breath.


The End Awakens | The Day the River Died

Good news note for Tess: you've seen Red already take a Reaction this 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

Tess opens her eyes. They immediately begin to sting from the smoke. Her hand clutches. Fingers close around the hilt of her kitchen knife, now so far from the cutting boards and sinks of home. Carefully she rises to her feet, then retreats behind her fellow Pathfinders while the wight is distracted.

Mandatory Fire damage: 4d6 ⇒ (2, 3, 3, 3) = 11

Interact to pick up dagger from ground [A], Stand [A], and Stride [A].


The End Awakens | The Day the River Died

Also to assume Tess is holding her breath?

GM:
G: 1d20 + 14 ⇒ (6) + 14 = 20
G: 1d20 + 14 ⇒ (16) + 14 = 30
G: 1d20 + 14 ⇒ (4) + 14 = 18

Tess respositions a bit away from the fray as the fire burns back much of her newly restored health.

The wight before her watches the old woman retreat. Badly scarred and scorched itself, it nevertheless steps up towards Daphanie and Thereus and slices down twice at the divine archer. Thereus is cut twice while the undead glares with pure hatred at the champion, even as its body seems to barely holding together between the flames and divine energy wracking it.

Strike v Thereus: 1d20 + 26 ⇒ (10) + 26 = 36 for Slashing: 2d8 + 13 ⇒ (2, 4) + 13 = 19
Strike v Thereus: 1d20 + 26 - 5 ⇒ (9) + 26 - 5 = 30 for Slashing: 2d8 + 13 ⇒ (1, 2) + 13 = 16

Red Fire: 4d6 ⇒ (6, 5, 1, 3) = 15
Green Fire: 4d6 ⇒ (5, 3, 6, 4) = 18
Red flat check v persistent: 1d20 ⇒ 9

Initiative, Round 4

Tess 13/80** HP, Wounded 1, Drained 2
Red wight 163 damage, 3 persistent good
Green wight 97 damage

Drogo 158/158 HP
Thereus 113/148 HP, needs two DC 28 Fort saves
Zac 38/151** HP, Drained 2
Dranald 106/106 HP
Fyn 67/80 HP

Yellow wight 66 damage
Purple Wight 65 damage

Reminder:
* All have +5 circumstance bonus to speeds and +1 circumstances to saves.
* At end of each of your turns, taking 4d6 Fire damage from heat.
* Smoke is making all creatures Concealed.
* Smoke making you Sickened 1 unless you hold your breath.

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

Reeling from the assault, Thereus instinctively steps back and places another shot.

Fort Save (w/Juggernaut): 1d20 + 20 + 1 ⇒ (19) + 20 + 1 = 40
Fort Save (w/Juggernaut): 1d20 + 20 + 1 ⇒ (6) + 20 + 1 = 27
Fort Save reroll (w/Juggernaut): 1d20 + 20 + 1 ⇒ (2) + 20 + 1 = 23

Longbow (piercing and d6 acid) vs Blue (concealment first): 1d20 ⇒ 201d20 + 20 ⇒ (16) + 20 = 362d8 + 4 + 1d6 ⇒ (3, 1) + 4 + (6) = 14
Deadly 1d10 ⇒ 2 if crit

If anyone attacks a friend, with both within 15 feet of me...:

↺ Ranged Reprisal! (-12 damage for my friend who was attacked) and...
Longbow (piercing and d6 acid and 4 good) vs target (concealment first): 1d20 ⇒ 161d20 + 20 ⇒ (9) + 20 = 292d8 + 4 + 1d6 + 4 ⇒ (8, 2) + 4 + (5) + 4 = 23 + 3 persistent good damage

◆ Step
◆ Strike
◆ Lay on Hands (self for 30 hp)

fire to me: 4d6 ⇒ (1, 5, 2, 3) = 11
holding breath

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 | ◆ ◆◆ ◆◆◆ ◇ ↺ |

Fyn calls forth some magical assistance from his staff and then sends a stone hurtling through the air at Red.

Not holding breath because the spell requires a verbal component - not sure if the Sickened applies immediately or at the end of my turn - I'll assume the former.

◆ Spend 1 staff charge (4/8 remain) to cast True Strike

◆◆ Cast a Spell: Telekinetic Projectile

DC 5 flat check vs Concealment: 1d20 ⇒ 18

Telekinetic Projectile vs Red, sickened: 1d20 + 17 - 1 ⇒ (20) + 17 - 1 = 36 OR Telekinetic Projectile vs Red, sickened: 1d20 + 17 - 1 ⇒ (14) + 17 - 1 = 30
B dmg: 5d6 + 4 ⇒ (3, 6, 6, 6, 5) + 4 = 30

Fire dmg to Fyn: 4d6 ⇒ (3, 2, 5, 1) = 11


The End Awakens | The Day the River Died

Thereus feels a bit Drained but heals himself quickyl as he steps back and looses an arrow intot the wight. It staggers for a moment, but remains standing.

But not for much longer. Fyn coughs as he channels his magic through his staff to send a nearby boulder directly at the menacing undead. The rock is right on point - with a *SLAM* it smashes the wight's head so hard the whole form collapses. One more dead wight!

Initiative, Round 4

Tess 13/80** HP, Wounded 1, Drained 2
Green wight 97 damage

Drogo 158/158 HP
Thereus 122/138* HP, Drained 1
Zac 38/151** HP, Drained 2
Dranald 106/106 HP

Fyn 56/80 HP
Yellow wight 66 damage
Purple Wight 65 damage

Reminder:
* All have +5 circumstance bonus to speeds and +1 circumstances to saves.
* At end of each of your turns, taking 4d6 Fire damage from heat.
* Smoke is making all creatures Concealed.
* Smoke making you Sickened 1 unless you hold your breath.

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 turns to Tess and rubs a bit of healing dirt in her biggest wound.

Battle Medicine DC20 (E): 1d20 + 16 ⇒ (14) + 16 = 30 Battle Medicine
Healing: 4d8 + 10 ⇒ (2, 8, 8, 8) + 10 = 36

While Daphnaie glides across the battlefield with her boosted speed to base the archer. Feeling inspired by the magic, she holds a deadly pose to demoralize before striking.

Daphnaie's Intimidation (M): 1d20 + 21 + 1 + 2 ⇒ (17) + 21 + 1 + 2 = 41 Intimidating Prowess +1 circ, Thundering Dominance +2 status, Terrified Retreat
Concealed: 1d20 ⇒ 3
Slashing Vine: 1d20 + 21 ⇒ (2) + 21 = 23
SV Damage (Slashing, Fire, Positive): 2d6 + 6 + 1d6 + 1d6 ⇒ (4, 6) + 6 + (3) + (3) = 22
Deadly D8 (if crit): 1d8 ⇒ 3

both are holding their breath unless the intimidation check triggers it

◆ Act Together
- Drogo performs battle medicine
- Daphnaie Strides
◆ Daphnaie Demoralizes Purple
◆ Daphnaie Strikes

Drogo Fire: 4d6 ⇒ (2, 4, 2, 5) = 13
Daphnaie Fire: 4d6 ⇒ (5, 1, 6, 5) = 17
We take 17 fire

Verdant Wheel

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

Eidolon's Opportunity:

Concealed: 1d20 ⇒ 2
Slashing Vine: 1d20 + 21 ⇒ (3) + 21 = 24
SV Damage (Slashing, Fire, Positive): 2d6 + 6 + 1d6 + 1d6 ⇒ (2, 4) + 6 + (2) + (5) = 19
Deadly D8 (if crit): 1d8 ⇒ 2

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

Action 1, activate my Greater's healers glove to heal myself how much: 4d6 + 15 ⇒ (6, 4, 4, 2) + 15 = 31 Hit Points
Action 2, move
Action 3, Raise shield
fire dmg to me: 4d6 - 5 ⇒ (5, 4, 3, 5) - 5 = 12 includes the 5 fire resistance obviously and I'm also sickened 1. healed 31, took 12, net of 19, should put me at 57 HP, sickened 1, drained 2.

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 137/137, 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 Divine lance on the purple.

Divine lance:1d20 + 17 ⇒ (8) + 17 = 25

Damage:5d4 + 4 ⇒ (4, 1, 1, 4, 1) + 4 = 15


The End Awakens | The Day the River Died

Divine Lance has a range of 30 feet. You would unfortunately need to have Stride-d again to get closer and in range

GM:
1d20 + 4 + 7 + 2 ⇒ (14) + 4 + 7 + 2 = 27
1d20 + 4 + 7 + 2 ⇒ (8) + 4 + 7 + 2 = 21
1d20 + 4 + 7 + 2 ⇒ (8) + 4 + 7 + 2 = 21

As Dranald approaches and Zac heals a bit and girds himself against attack, Daphniae moves forwards to lash out at the last visible wight while Drogo patches up Tess out of imminent dange.r Unfortunately, the smoke stings both the fey's eyes and lungs.
Crit on the Intimidate, but miss from the smoke concealment. Also Demoralize has the auditory trait, so unless Daphnaie has Intimidating Glare and I missed it, she would have needed to yell and is sickened 1.

The good news is: But even as the fey's strike misses her quick approach has the unliving foe shaken and terrified. It turns and starts to try and retreat to better ground, leaving it exposed to counterattack. Daphanie's swing again is thrown off by the haze everywhere but Zac delivers a solid *thwack*.

Bot Zac AoO: 1d20 ⇒ 14
Zac AoO: 1d20 + 23 ⇒ (7) + 23 = 30 for Bludgeonign: 2d6 + 8 ⇒ (2, 6) + 8 = 16 plus Acid: 1d6 ⇒ 4

Purple: 4d6 ⇒ (1, 4, 5, 5) = 15
Yellow Fire: 4d6 ⇒ (6, 4, 4, 3) = 17
Green: 8d6 ⇒ (6, 5, 6, 3, 6, 5, 5, 6) = 42

From behind the wall Zac and Daphnaie hear scratching now, and then a cry and crackling noise. The forest fire is beginning to rage absolutely out of control as the heat continues to rise....

Fire now dealing 8d6 at the end of each turn. But if you can kill this last wight you can start booking it out of here to safer ground...

Initiative, Round 5

Tess 49/80** HP, Wounded 1, Drained 2
Green wight
Drogo 124/158 HP
Thereus 122/138* HP, Drained 1
Zac 57/151** HP, Drained 2, sickened 1
Dranald 91/106 HP
Fyn 56/80 HP

Yellow wight 83 damage
Purple Wight 100 damage, frightened 1

Reminder:
* All have +5 circumstance bonus to speeds and +1 circumstances to saves.
* At end of each of your turns, taking 8d6 Fire damage from heat.
* Smoke is making all creatures Concealed.
* Smoke making you Sickened 1 unless you hold your breath.

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 surges forward, eager to not let the wight escape.

Longbow (piercing and d6 acid) vs purple(concealment first): 1d20 ⇒ 61d20 + 20 ⇒ (12) + 20 = 322d8 + 4 + 1d6 ⇒ (8, 4) + 4 + (1) = 17
Deadly 1d10 ⇒ 3 if crit

Longbow (piercing and d6 acid) vs purple(concealment first): 1d20 ⇒ 81d20 + 20 - 5 ⇒ (19) + 20 - 5 = 342d8 + 4 + 1d6 ⇒ (4, 6) + 4 + (6) = 20
Deadly 1d10 ⇒ 2 if crit

◆ Stride
◆ Strike
◆ Strike

If anyone attacks a friend, with both within 15 feet of me...:

↺ Ranged Reprisal! (-12 damage for my friend who was attacked) and...
Longbow (piercing and d6 acid and 4 good) vs target (concealment first): 1d20 ⇒ 181d20 + 20 ⇒ (3) + 20 = 232d8 + 4 + 1d6 + 4 ⇒ (4, 5) + 4 + (6) + 4 = 23 + 3 persistent good damage

fire to me: 8d6 ⇒ (3, 5, 1, 6, 2, 6, 2, 4) = 29

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 | ◆ ◆◆ ◆◆◆ ◇ ↺ |

Fyn disappears from the spot where he stands and magically reappears closer to the fray. Then he quickly sends bolts of electricity surging through the two remaining wights.

◆ Spend 1 focus point (1 remaining) to cast Amped Warp Step to teleport up to 70'

◆◆ Cast a spell - Electric Arc
Electric dmg: 5d4 + 4 ⇒ (4, 4, 2, 2, 3) + 4 = 19 basic Reflex DC 26 (includes the sickened penalty)

Fire dmg: 8d6 ⇒ (5, 6, 5, 6, 5, 2, 5, 3) = 37 Ouch!


The End Awakens | The Day the River Died

Reflex: 1d20 + 17 - 1 ⇒ (20) + 17 - 1 = 36

The wight (miraculously) dodges the lighting - but their leap away puts themself right in the path of Thereus' arrow! It falls down, the body exploding from another triggered dying booby trap as it falls dead. Again.

COMBAT OVER!!!
Tess 49/80** HP, Wounded 1, Drained 2
Drogo 124/158 HP
Thereus 93/138* HP, Drained 1
Zac 57/151** HP, Drained 2, sickened 1
Dranald 91/106 HP
Fyn 19/80 HP

With the wight gang fallen you quickly retreat from the growing inferno around you. As the wildfire intensifies to its full might both sides avoid the core of the flames, but your defense has held that flank and prevented a possible rout from the east.

Moving back out into the open, as you get away from the fog you can see that while clashes are still occuring around the woods and fields that tide seems to have turned! The undead army - a flood at the start - has been nearly wiped out, as the Burning Sun and Freedom town forces, the embdedd and in large part created by you defenses, and the fires themselves have left only a few corpsefolk remaining, currently being mopped up by other forces.

As you catch you breath literally a cry of elation causes your heads to turn to see Mahja Firehair approach you. Wounded but smiling wide, the orc chief has a joyful look on her face and the head of one of the powerful wights in her hand — a trophy to take back to Urgir. She rushes to you with excitement.

By the Sun's light what a day! They're running back! Can you see that? Even the dead have some fear left it seems! I lost sight of you for a while - get separated by some wights. Are you well, Gods those burns look hot!


The End Awakens | The Day the River Died

As she sees your wounds aren't fatal and hears tell of your own fights Mahja Firehair unleashes a bellowing laugh. It almost sounds like a howl as it echoes throughout the valley. “Well, I think we managed to stop the undead. If there are more, I’m sure we could take them, but I think we’ve earned a bit of rest for the moment.” She holds up the wight’s head, its eye sockets filled with a jet-black emptiness and thick, dark ichor dripping from its torn neck. “I think this one will fit well among the nine broken skulls in Urgir. I’m sure Ardax will be pleased to—”

The head’s eyes flare to life with the all-too-familiar red glow typical of wights!!!

Almost instantaneously, the light shifts to a dark purple hue and a loud hissing begins to emanate from the head. The symbol of Sarenrae pinned in Mahja’s hair glows bright and a horrified realization flashes across her face. Quicker than a flame burns dried grass at the height of summer, Mahja pulls the head in to her chest and turns away while yelling “Get back!” As she throws herself to the ground to cover the head, the hiss becomes a deafening *pop* and Mahja becomes enveloped in a pitch-black light, her body shielding the ligth from reaching you or anyone else. The light is gone in an instant, leaving Mahja’s unresponsive body thrown about on the ground.

Medicine DC 10:
She's dead!

If that check's a 20:
Mahja was just slain by a massive influx of void energy erupting from that head. Light necrosis already setting in indicates it was a death effect too.

DC 30 Perception:
On Mahja's still form, you notice a small but distinct scar on her neck that wasn't there before. It's glowing faintly.

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

Medicine: 1d20 + 16 ⇒ (11) + 16 = 27
Perception: 1d20 + 15 ⇒ (20) + 15 = 35

"NO!" The paladin shouts as the orc chief sacrifices herself, and rushes to her side. He releases a quick prayer to Erastil to guide her soul to its rightful destination in light of her final action.


The End Awakens | The Day the River Died

As Thereus prays, several other Freedom Town forces hurry over and approach, drawn by the noise and commotion. As the Burning Sun Orcs see their chief's fallen body there is an outpouring of grief. The fighters from Freedom Town also stand solemnly in respect for the woman who came to defend their home.

The Sarenrite orc Urich approaches the corpse slowly, face wracked with sorrow. The champion kneels down tenderly and clasps her hand one last time. Then as he looks down upon the Mahja a strange expression flits across him, before he rises again and approaches you seven.

'Pathifnders. Thank you, for all your help. The number of fallen today are tragic, but there is also hope. The undead forces have been held back. Belkzen will stay safer for that much longer. And even Mahja's passing contains a sign of hope. She bears a Vow Mark, something I have never seen before. It is a powerful omen.'

Seeing the confusion on your faces, he explains: 'Among orcs there is a belief, a power of vows declared before death that can be powerful enough to stay with the soul in the afterlife. An orc with enough willpower and strength can make such a vow and upon dying have their essence challenge a God itself. This process - this Crucible - is all or nothing. If the orc loses their soul is destroyed forever, but should they win it is the God who is slain, and the orc may claim divinity themselves!'

'Mahja's body has manifested a Vow Mark, a sign that her soul is undergoing the Crucible. The Burning Suns will guard the body here - disturbing one with a Vow Mark risks drawing bad fortune or curses. Her Crucible could take days, weeks, months; the phenomenon is rare and mysterious and its nature is not fully known. But should she triumph or fall, it is an exciting time for the Burning Sun hold.'

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

“I didn’t hear her name any deity when she saved our lives,” Tess observes solemnly. “Who would she be fighting? Surely it wouldn’t be her own Sarenrae?”


The End Awakens | The Day the River Died
Grandma Tess wrote:
“I didn’t hear her name any deity when she saved our lives,” Tess observes solemnly. “Who would she be fighting? Surely it wouldn’t be her own Sarenrae?”

'No' Urich shakes his head as you notice he too bears armor emblazoned with the Dawnflower's symbol. 'The god challeneged does not need to be the orc's own. Beyond that, I admit even I don't know. The Crucible and Vow Marks are a mysterious phenomena we still don't fully understand.'


The End Awakens | The Day the River Died

As Urich directs several of the mourning orc warriors to set up a guard, the rest of the fighters and your party make your way back from the battlefield to return to the town. Among those who remained in Freedom Town to atmosphere is jubilant. Against all odds, the town has been saved, and the Whispering Tyrant's forces driven back for another day. There is a great celebration that evening, as those who have fallen are honored, but those who remain are filled with hope for the future!

And that is going to be a wrap for In Glorious Battle!

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 | ◆ ◆◆ ◆◆◆ ◇ ↺ |

Fyn bows his head mournfully at Mahja's death and prays fervently to Nethys that her struggle in the Crucible lead to victory.

Hmm, well I guess that answers the question of *how* paizo is planning on killing off one of the core pantheon!

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