| Strong Jaw |
Strongjaw slaps Tanngrisnir and the previously busy chewing foliage goat begins to casually walk to the wounded tatzlwyrm. The Songsinger begins humming a tune while staring at her in the eyes. The White Rabbit is seen wearing a tuxedo.
Wees bees on da Broken Tusks Tribes. Wees means at free dis Valleys from da clutches ov dat Stupids wizards and Stupids dragon.
The Witch pauses for a moment.
Which ov da sides you wants ta bees on?
The goblin then points his Staff of Healing at her.
Heal(1): 1d8 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Performance(E), impressive performance, accompanists: 1d20 + 13 + 1 ⇒ (5) + 13 + 1 = 19
Hero Point! Performance(E), impressive performance, accompanists: 1d20 + 13 + 1 ⇒ (12) + 13 + 1 = 26
| GM ShadowLord |
After the encounter with the tatzlwyrms, the party decides to accept the truce and align the wyrms with the crusaders and their group against Venexus. They leave the cave and inform the Mendevians of the truce. Though reluctant, the Mendevians agree, understanding there will be no more bloodshed.
Commander Montgrim offers the party one final piece of advice: before the Broken Tusk following can proceed further east into the valley, the scouts will need to claim the Ashen Tower, which houses necromancers and undead and acts as a territorial barrier. Far-ranging undead patrols prevent access to the eastern valley. The Ashen Tower is under the command of Turkek, one of Ashen Swale’s lieutenants. He advises the party climb the peaks nearby to get a lay of the land and see the tower for themselves.
---
Following Montgrim's advice, the party sets out northeast through the forest and up into the mountains and embarks on a journey for the next several weeks. The first notable landmark they encounter is a waymarker 200 feet from Mount Galeok, the valley’s central mountain. The handprint on the waymarker points east, leading them to a hidden mountain pass.
Upon finding the mountain pass, the carved mammoth tusks lining the path like pillars catch their attention. The carvings depict heroes and leaders of the past. As they walk through the pass, they hear mammoth steps, crackling fire, and laughter. The a haunt activates and they witness visions of Burning Mammoths from ages past, walking alongside them.
---
Continuing their journey, they reach a windswept peak. From this vantage point, they can see the forests, lakes, and rivers throughout the valley, including notable landmarks such as the massive elder trees. The one to the south looks familiar, (this is where you met the dryad who asked you to visit the other elder tree which you spot to the northeast on the other side of the mountain. Additionally, you see the blood geyser to the north where you fought the quasit and babau and finally the Ashen Tower off several miles two hexes to the east.
---
With the tower marked, you descend the peak and return to the forest. Another waymarker guides you southeast out of the mountains and into a battlefield at the border between the forest and plains. The soil is churned, the flora blood-stained, and a foul stench fills the air.
25' away, you see a small but enthusiastic Mendevian soldier, clearly outnumbered, engaged in combat. He valiantly swings his weapon at four skeletal figures, all surrounding him, their bony hands clutching rusted swords and shields, their hollow eye sockets glowing with an eerie light.
Looming 20' behind them is a large creature, its decayed flesh hanging loosely from its frame. Large antlers protrude from its skull, and its eyes glow with a malevolent red hue. This monstrous undead beast is lumbering towards the soldier, ready to crush him when it arrives.
30' beyond the large creature, a robed figure stands, chanting in a guttural language. This dark figure, draped in tattered robes, seems to be controlling the undead forces. As the figure raises a hand, dark energy swirls around it, ready to unleash another spell.
The Mendevian soldier fights bravely, but it’s clear he is struggling against the overwhelming odds. He glances towards you, his eyes pleading for help.
No map. Party up! Nearest enemy is 20' straight ahead. Four skeletons surround the crusader, one on each side. The large zombie undead creature is 55' from you. Beyond that sits the necromancer, 85' away.
| Strong Jaw |
Strongjaw enjoys the trek through the wintery mountains, valleys, Passes, shrubbery and most of all the snow covered foliage! The Winter Goblin sings and composes songs describing the Scouts travels, encounters and personal habits.
Entering the desolate battle field, the Witch pulls out a lemon and holds it under his nose.
Bees smells likes teen spirit.
Goblin eyes pinballing from skeletons to lumbering beastie to stupid necromancer, the Songsinger giggles!
Burn the Necromancer! Reflex DC 21, burn it!: 6d6 + 1 ⇒ (4, 1, 5, 1, 6, 2) + 1 = 20
Fireball
Giggling still, the Witch Life Hexes Valda.
Have da fun times!
Fast Healing 6 for 4/4 Rounds
| Hakata |
"For once, your destructive urges are echoed by the spirits, little goblin," Hakata mutters to Strong Jaw as the fury of nature rises.
Channeling Stance, Cast fireball (I think I can hit the big guy and the necromancer)
Fire: 6d6 + 3 ⇒ (6, 1, 1, 5, 6, 4) + 3 = 26
DC 21
| Kadosh |
HP 63/63
AC 22
Fort +12, Ref +11, Will +9
Hero points: 2
Effects:
Seeing his spellcasting companions trying to deal with the necromancer, Kadosh rushes to help the soldier. "Stay strong!" he calls, axe swinging as he puts a skeleton between himself and their potential new companion.
Stride, Exploit Vulnerability, Strike! React to Ring Bell or Implement's Interruption
Lore (esoteric) (trained) to Exploit Vulnerability vs. standard DC of creature's level: 1d20 + 11 ⇒ (17) + 11 = 28
When you succeed at your check to Exploit a Vulnerability, you gain a +1 status bonus to your AC against the creature's next attack and a +1 status bonus to your next saving throw against the creature; if you critically succeed, these bonuses are +2 instead. You can gain these bonuses only once per day against a particular creature, and the benefit ends if you Exploit Vulnerability again.
Battleaxe: 1d20 + 12 ⇒ (7) + 12 = 19
Slashing, with implement empowerment, personal antithesis: 1d8 + 5 + 4 ⇒ (1) + 5 + 4 = 10
Reaction to Ring Bell if target of Exploit Vulnerability makes a Strike or Casts a Spell that would affect me or an ally. Class DC 21.
Reaction to Implement's Interruption if target of Exploit Vulnerability uses a concentrate, manipulate, or move action, or leaves a square during a move action it's using. Make a Strike against the triggering creature with your weapon implement. If your attack is a critical hit, you disrupt the triggering action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
| Valda |
Valda makes a beeline for the zombie, slashing at it!
Stride, Stride, Strik. Immanence in sword.
Strike: 1d20 + 14 ⇒ (13) + 14 = 27
Damage: 1d12 + 8 ⇒ (10) + 8 = 18
| Veshka. |
Veshka darts forward past the skeletons, hooves clattering as Catamoch rushes on at her heels, breaking off to crush the weaker foes.
Tandem Stride
Extend Boost: 1d20 + 12 ⇒ (11) + 12 = 23 FP Used, down to 1/2. Boost Eidolon lasts 3 rounds
| Catamoch |
Disdaining his tusks, Catamoch whirls and stomps, trying to shatter ribcages and trample fallen skulls!
Hoof: 1d20 + 14 ⇒ (13) + 14 = 27
Bludgeoning: 2d6 + 4 + 2 ⇒ (3, 5) + 4 + 2 = 14
Hoof: 1d20 + 10 ⇒ (7) + 10 = 17
Bludgeoning: 2d6 + 4 + 2 ⇒ (4, 1) + 4 + 2 = 11
| GM ShadowLord |
You can catch the big guy and the necromancer in both fireballs!
A set of explosions engulfs the necromancer and the large undead creature in flames. The necromancer manages to avoid the worst of the magical attacks, but the slower large creature isn't as lucky and takes the full brunt of both spells.
Valda strikes forward and smashes the flaming zombie with her sword! To her surprise, the attack seems more effective that normal! It looks like the beast is weak to her attack.
A flurry of boar hooves shatter two of the skeletons, leaving two more near the Mendevian.
The slow zombie would have preferred to charge Valda, but instead finds her hacking away in melee range. The large undead elk swings its antlers at her twice, only connecting once. Valda Damage: 2d6 + 7 ⇒ (4, 3) + 7 = 14
The necromancer targets Hakata with a lightning bolt that crashes down and fries the animist Lightning Bolt - Basic Reflex DC21: 4d12 ⇒ (10, 11, 10, 10) = 41
The crusader cheers when the party offers their assistance. He smashes down another skeleton, leaving one at his side.
Party up! 3 skellies down, 1 remain. Zombie is looking in bad shape and necromancer is showing some wounds, but nothing terrible.
Reflex DC21: 1d20 + 12 ⇒ (15) + 12 = 27
Reflex DC21: 1d20 + 11 ⇒ (4) + 11 = 15
Reflex DC21: 1d20 + 12 ⇒ (17) + 12 = 29
Reflex DC21: 1d20 + 11 ⇒ (2) + 11 = 13
Attack: 1d20 + 13 ⇒ (7) + 13 = 20
Attack: 1d20 + 8 ⇒ (19) + 8 = 27
Attack: 1d20 + 6 ⇒ (8) + 6 = 14
Attack: 1d20 + 1 ⇒ (3) + 1 = 4
Attack: 1d20 - 4 ⇒ (19) - 4 = 15
Attack: 1d20 + 6 ⇒ (3) + 6 = 9
Attack: 1d20 + 1 ⇒ (1) + 1 = 2
Attack: 1d20 - 4 ⇒ (14) - 4 = 10
Targe: 1d6 ⇒ 2
2d20 ⇒ (16, 6) = 22
N: 23
Z: 74
| Hakata |
Nice damage roll on that Lightning Bolt!
Reflex: 1d20 + 11 ⇒ (14) + 11 = 25
Hakata avoids some of the damage from the bolt, but is still scorched. He quickly calls on the spirits, who answer with a surprise: Molding him into the shape of a furious elk to close the distance with the zombie.
New trick! Darkened Forest Form, Stride, Strike
Antler: 1d20 + 15 ⇒ (8) + 15 = 23 for piercing: 2d6 + 5 ⇒ (6, 3) + 5 = 14
AC 22
| Veshka. |
Veshka slams her hands together and lets the wild vitality that rushes through her twisted frame run rampant!
HHHeal: 3d8 ⇒ (3, 4, 2) = 9 Heals for the crusader, Valda and Hakata, DC 21 Basic Will for the skeleton and zombie
| Catamoch |
Bbored with the lesser undead, Catamoch rushes onward to greater prey...
If the zombie is down after the HHHeal and antler, then Catamoch will rush the necromancer, otherwise he'll give Valda a flank
| Kadosh |
HP 63/63
AC 22
Fort +12, Ref +11, Will +9
Hero points: 2
Effects:
Kadosh moves to put the remaining skeleton between himself and the soldier, and then slashes with his axe, trying to shatter as many bones as he can.
Lore (esoteric) (trained) to Exploit Vulnerability vs. standard DC of creature's level: 1d20 + 11 ⇒ (17) + 11 = 28
Battleaxe: 1d20 + 12 ⇒ (8) + 12 = 20
Slashing, with implement empowerment, personal antithesis: 1d8 + 5 + 4 ⇒ (3) + 5 + 4 = 12
Reaction to Ring Bell if target of Exploit Vulnerability makes a Strike or Casts a Spell that would affect me or an ally. Class DC 21.
Reaction to Implement's Interruption if target of Exploit Vulnerability uses a concentrate, manipulate, or move action, or leaves a square during a move action it's using. Make a Strike against the triggering creature with your weapon implement. If your attack is a critical hit, you disrupt the triggering action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
| Strong Jaw |
@Valda Fast Healing 6 for 3/4 Rounds
Strongjaw giggles at the flaming pooper-mancer. Tanngrisnir Strides forward 30' while the Witch Heals Valda!
Heal(1): 1d8 + 9 ⇒ (8) + 9 = 17
The Songsinger then cast Guidance on her!
Have da fun times wrecking dat pooper-mancer!
| Valda |
Valda slices the zombie twice before shifting her immanence back into her blade.
Mirror Strike: 1d20 + 14 + 1 ⇒ (20) + 14 + 1 = 351d20 + 12 ⇒ (13) + 12 = 25
Damage (First Crit): 1d12 + 8 ⇒ (12) + 8 = 201d12 + 8 ⇒ (9) + 8 = 17
| GM ShadowLord |
The scouts focus their attacks on the large zombie. Hakata's elk bashes it with its own antler attack and Veshka sends forth a blast of positive vibes that the zombie really doesn't like very much (and seems to take extra damage from). With the zombie still remaining on its feet, Catamoch moves into flanking with Valda.
The radiant one delivers an equally brutal and impressive strike that cleaves the creature into two halves, ending any threat it may pose.
Kadosh smashes the last remaining skeleton and Strongjaw heals Valda.
The necromancer should probably run given what he just saw the scouts do, but he is fanatical and committed to his cause, so he holds his ground and casts a spell that causes tendrils of darkness curl out from his fingertips and race through the air towards the party, catching Catacmoch and Valda in his line. Void Damage Fort DC21: 2d4 ⇒ (3, 4) = 7 +1 persistent bleed damage.
Critical Success The creature is unaffected.
Success The creature takes half the void damage and no persistent bleed damage.
Failure The creature takes full damage.
Critical Failure The creature takes double void damage and double persistent bleed damage.
Party up! Skeletons and zombie down, only necromancer remains.
| Hakata |
Hakata's form shifts into a mighty ice bear, and he goes to maul the necromancer.
Sustain (Change Forms), Stride, Strike
jaws: 1d20 + 15 ⇒ (5) + 15 = 20 for piercing: 2d8 + 5 ⇒ (8, 7) + 5 = 20
| Strong Jaw |
Strongjaw begins laughing at the lone Necromancer. Tanngrisnir Strides to within 30' of the necro-duphus.
The Witch then sends Ice his way!
Clinging Ice Hex Ref DC 21: 3d4 ⇒ (2, 1, 2) = 5
Clinging Ice Hex
Ray of Frost...err... Frostbite: 1d20 + 11 ⇒ (13) + 11 = 244d4 ⇒ (4, 3, 1, 2) = 10
Frostbite
@Valda Fast Healing 6 for 2/4 Rounds
Apparently Frostbite is a Fort save not a really good Attack roll anymore...DC 21...
| Veshka. |
Catamoch Fort: 1d20 + 12 ⇒ (19) + 12 = 31
Catamoch barrels through the necromancer's onslaught without so much as a scratch while Veshka howls for his skull!
Intimidate: 1d20 + 13 ⇒ (11) + 13 = 24
| Catamoch |
Catamoch slams into the necromancer at top speed, drilling and twisting with his tusks until he comes out the other side.
Tusk: 1d20 + 14 ⇒ (19) + 14 = 33
Piercing: 2d6 + 4 + 2 ⇒ (4, 3) + 4 + 2 = 13
Crit?: 5d10 + 12 ⇒ (1, 9, 7, 8, 9) + 12 = 46
Tusk: 1d20 + 9 ⇒ (19) + 9 = 28
Piercing: 2d6 + 4 + 2 ⇒ (2, 6) + 4 + 2 = 14
| GM ShadowLord |
Hakata shifts into the form of a mighty ice bear and lunges at the necromancer, sinking his jaws deep into the enemy. The necromancer staggers but remains defiant.
Strongjaw does what he usually does - laughing while unleashing multiple cold spells.
Veshka commands Catamoch to finish the job. The demonic boar god barrels into the necromancer, his tusks driving through the enemy’s body with a sickening crunch. The necromancer’s defiance turns to horror as his life force drains away, and with a final, desperate gasp, he collapses, lifeless.
The brave Mendevian soldier, steps forward, his face filled with gratitude. He tells you his name is Bodill and praises the scouts for their heroism and offers to spread word of their deeds. He then extends an invitation to help rid the valley of the villainous necromancers that continue to plague the land, offering to escort them to meet his father, Commander Montgrim. Whom you have already met and allied with against the former wyrm threat.
Bodill hands over a scroll of acid arrow and an invisibility potion in thanks for saving his life. While searching the body of the necromancer, you also recover a bone religious symbol of Venexus along with a scroll of spectral hand, a hooded robe, a light mace, and his spellbook.
| Kadosh |
"That wasn't too bad," Kadosh says. "So now we've beat some small dragons and a necromancer. Maybe this won't be as bad as I feared, if the spirits are with us!"
He makes sure everyone's wounds are treated and everyone is ready to continue on to the tower.
| GM ShadowLord |
As the scouts continue their journey toward the Ashen Tower, they come across a grim scene: a smoldering pyre, its flames consuming the remains of destroyed undead and fallen Mendevian soldiers alike. The stench of burning flesh and charred bone hangs heavily in the air, mixing with the foul odor emanating from a nearby lake. The once-pristine waters have been polluted with corpses, rot, and dark magic, the result of the necromancers’ cruel tactics. The lake, fed by a river winding through the necromancer's territory to the northeast, has become a toxic wasteland, no longer a source of life but of death.
Three weary Mendevian soldiers stand vigil by the pyre, their eyes hollow from the constant battle against the encroaching darkness. They work tirelessly to ensure the flames don’t spread to the surrounding forest, containing the destruction as best they can. When the scouts approach, they request your assistance in this task. You can tell there is much work to be done and stopping here to do this would likely take a few days of work.
Continue on towards the tower or stop and help the soldiers?
| Hakata |
"I would be helpful if the following could trust the water here," Hakata looks quizzically at his companions. "If there is no sign of pursuit, perhaps we can help."
Would the Mendevians be willing to send scouts to watch for the Burning Mammoths?
| Strong Jaw |
Strongjaw takes an interest in the dead necromancer spell book....
At the sight of the burning burning bushes and such, the trio begin exactly what anyone would do it this situation.
Does da anybody's gots band ov beavers in dete pockets?
The White Rabbit seems to be searching his ...
| Veshka. |
"Taint must be cleansed where it lies."
| GM ShadowLord |
The scouts spend the next few days diligently working alongside the Mendevian soldiers to cleanse the area of the poison, corpses, dark magic, rot, decay, and the taint from the undead. It’s grueling work, but necessary to prevent the corruption from spreading further into the valley.
As the days pass, the three soldiers express their gratitude for the scouts help. The transformation in the area is clear, with the once-polluted waters slowly regaining clarity and the stench of decay fading. The soldiers, relieved and thankful, share valuable information with the scouts.
"There’s a battlefield further northeast on the border between the forest and plains. We’ve been battling Sutaki necromancers and their foul undead there. You've already done so much, but if you’re looking offer more assistance, that’s where we could use more hands. We had to abandon the area as the undead were too much for us."
They provide you with detailed directions to the battlefield, three vials of lesser antiplague, three bottles of holy water, and a blessed ampoule.
Continuing on in the direction of the tower, you reach the battlefield only to find the battle has long since ended. Decaying Mendevian and elk corpses fill this blood-soaked field. It stinks of rot, and the air is heavy with flies. Your arrival disturbs three large hyenas with thick heads, rheumy red eyes, and a mouths filled with sharp, powerful teeth. These creatures stop eating corpses and look at you angrily, preparing to charge you!
A chance to calm the creatures before they launch into battle with you!
| GM ShadowLord |
Before they can launch into an attack, Hakata steps forward, his voice firm but soothing.
The hyenas hesitate, their growls subsiding slightly as they pick up on Hakata's intent. His words, and proven methods of animal-whispering once again prove successful. Slowly, their aggression begins to wane, and they back down, recognizing that you are not a threat. The tension in the air eases, and it seems, once again, a battle has been averted.
Huzzah! Hero Point for Hakata!
As the hyenas settle down, their aggressive postures easing, you notice that they are still eyeing you cautiously. Their growls have subsided, but their hunger is evident.
Offering them some food will add three hyaenodons to your ever-growing following.
Everyone level-up to 6!
| GM ShadowLord |
After securing the hyaenodons, the scouts continue their trek through the field of corpses, the stench of decay lingering in the air as they press forward toward the distant Ashen Tower.
The horizon reveals a disturbing sight. You sneak up behind some brush to analyze the complicated scene before you. Two massive, skeletal woolly rhinos lumbering forward, their bones clattering as they pull a heavy, wheeled iron cage. Inside the cage, the scouts can just make out the forms of sick and wounded elk, their plaintive cries barely audible over the creaking of the wagon wheels. The tracks from the previous battlefield have led them here, and now they understand why. The wagon is clearly headed toward a distant rock formation, topped with what looks like a yurt.
Surveying the scene, you notice the cage has quite the ensemble of protection. In the rear, two hulking figures, likely reanimated Mendevian soldiers turned zombie given the clothing they wear, lumber behind the cage of wounded animals. On each side of the cage, two Sutaki bone warriors ride large skeletal horses. At the far end of the field, about 125' away, two necromancers supervise the procession.
Party is up! They do not know you are behind them. There is a map, this is a big battle.
| Veshka. |
Catamoch trots forward, daring the oncoming undead to trifle with him while Veshka lashes them with wrathful lightning from afar!
Extended Electric Arc: 4d4 ⇒ (3, 1, 1, 4) = 9 DC 21 Ref for the zombies
| Kadosh |
Kadosh falls into his fighting stance as he sizes up the nearest foe I'm assuming one of the zombies, but not sure. Willing to let them draw closer -- even if he's pretty sure Valda's just going to rush in -- he tries to remember what he knows about skeletal horses.
Diplomacy (expert): 1d20 + 14 ⇒ (4) + 14 = 18
Lore (esoteric) (trained) to Exploit Vulnerability on nearest foe: 1d20 + 12 ⇒ (9) + 12 = 21
Lore (esoteric) (trained) to Recall Knowledge on undead not-nearest foe: 1d20 + 12 ⇒ (8) + 12 = 20
Yeah, those rolls seem about right.
| Strong Jaw |
Strongjaw sits a top of Tanngrisnir counting the Necromancer, the Necromancer, the two hulking figures, the two Sutaki bone warriors ride large skeletal horses, the....
Dat bees a plethora of fun times fur Valda!
The Witch casts Rousing Splash on her and also Life Boost Hex her!
Temp HP: 3d4 + 1 ⇒ (1, 2, 2) + 1 = 6
Fast Healing 6 for 4/4 Rounds!
| Valda |
Invigorated by Strongjaw's magic, Valda calls upon her own might as she charges forward at the nearest zombie! With a battle cry, she attacks, the mark on her belly glowing brightly.
Cast Athletic Rush (Stride as part of casting), Stride, Strike.
Greatsword: 1d20 + 15 ⇒ (6) + 15 = 21
Slashing Damage: 1d12 + 6 ⇒ (11) + 6 = 17
Enemies suffer -1 on melee attacks against Valda.
| GM ShadowLord |
Veshka pulls out the perfect spell for the slow zombies. Unable to react quickly enough, both are singed and crispy.
Kadosh remembers these undead creatures can callop with increased speed, that they can be controlled without the need for specific attention from the caster (no command check), they are immune to things most undead are and resistant to cold, fire, piecing and slashing.
As for the zombies, they have two weaknesses he know he can exploit, both slashing and vitality damage (10).
Strongjaw helps boost Valda's vitality for the inevitable damage she'll take during this battle.
Unsurprisingly, Valda bursts from the brush and brings her greatsword down upon the first zombie in the rear. As Kadosh just recalled, they are particularly weak to this type of attack and her strike is very effective.
The necromancers call a halt to the rhinos as they wait to see the outcome of what happens with the scuffle in the rear.
The first zombie turns and punches Valda twice, but she successfully dodged both strikes. The second zombie slowly turns and lumbers towards Valda, swinging twice as well. If it weren't for her training, she surely would have been hit (-1 saved you!).
The first skeletal horse and rider move back towards Valda, but can't find room to get to her with the zombies in the way, so they circle further back and spot Catamoch moving up and engage the boar instead. The bone warrior's bastard sword cuts into the boar god but it raises its shield defensively.
Catamoch Damage: 1d8 + 6 ⇒ (3) + 6 = 9
The other rider falls back and engage Valda as well, the skeletal horse moving to flank her opposite of the zombie and nearly surrounding her. The ride swings and buries the bastard sword into her side before raising as shield as well.
Valda Damage: 1d8 + 6 ⇒ (4) + 6 = 10
The rhinos slow their movement and halt at the necromancers instruction.
Party up!
1d20 + 3 ⇒ (6) + 3 = 9
1d20 + 3 ⇒ (6) + 3 = 9
1d20 + 11 - 1 ⇒ (9) + 11 - 1 = 19
1d20 + 6 - 1 ⇒ (3) + 6 - 1 = 8
1d20 + 11 - 1 ⇒ (13) + 11 - 1 = 23
1d20 + 6 - 1 ⇒ (1) + 6 - 1 = 6
1d20 + 15 ⇒ (7) + 15 = 22
1d20 + 15 - 1 ⇒ (15) + 15 - 1 = 29
1d20 + 15 - 5 - 1 ⇒ (4) + 15 - 5 - 1 = 13
--
W: 18
DBrown: 45
Blue:
Brown:
P:
Yellow:
Cyan:
Black:
| Strong Jaw |
Strongjaw laughs as the undead nicely group around Valda!
No worry, Valda! You can takes it!
Fireball! Reflex DC 22, burn it!: 6d6 + 1 ⇒ (3, 1, 2, 4, 3, 6) + 1 = 20
Should be able to get all the ones close to us!
| Veshka. |
Veshka pours her rage through her bond with Catamoch, the borrowed Wrath of the boar god feeding on itself in a dark inferno.
Extend Boost: 1d20 + 13 ⇒ (15) + 13 = 28
| Catamoch |
In a clatter of hooves and squeals, Catamoch rears up at the dead knight, smashing down with hopefully bonecrushing force!
Hoof: 1d20 + 15 ⇒ (12) + 15 = 27
Bludgeoning: 2d6 + 4 + 2 ⇒ (4, 4) + 4 + 2 = 14
Hoof: 1d20 + 11 ⇒ (15) + 11 = 26
Bludgeoning: 2d6 + 4 + 2 ⇒ (1, 4) + 4 + 2 = 11
Hoof: 1d20 + 7 ⇒ (18) + 7 = 25
Bludgeoning: 2d6 + 4 + 2 ⇒ (6, 5) + 4 + 2 = 17
| Hakata |
Hakata frowns. All too often, he's been following the little pyromaniac goblin's lead.
*Sigh*
He channels the fiery spirits of the volcano in a fireball, and the energy wreaths his bow, heating the two arrows he shoots at his hunted target.
Cast fireball, Hunted Shot
fire: 6d6 ⇒ (2, 5, 3, 6, 6, 1) = 23 DC 22 Reflex
+1 striking shortbow: 1d20 + 13 ⇒ (18) + 13 = 31 for piercing: 2d6 + 1 ⇒ (3, 4) + 1 = 8 and fire: 1d6 ⇒ 6
+1 striking shortbow: 1d20 + 13 - 5 ⇒ (3) + 13 - 5 = 11 for piercing: 2d6 + 1 ⇒ (4, 3) + 1 = 8 and fire: 1d6 ⇒ 1
Deadly?: 1d8 ⇒ 2
| Kadosh |
HP 74/74
AC 23
Fort +13, Ref +12, Will +10
Hero points: 3
Effects:
Moving quickly around the battlefield to help Radiant Valda, Kadosh swings his axe, swiping at the zombie.
Stride x2, Strike
Battleaxe: 1d20 + 13 ⇒ (7) + 13 = 20
Slashing, with implement empowerment: 1d8 + 5 ⇒ (1) + 5 = 6
I think because I'm already triggering its slashing weakness -- which is bigger than any weakness I can impose -- I don't get any additional benefit.
Possible reactions:
Ring Bell if target of Exploit Vulnerability makes a Strike or Casts a Spell that would affect me or an ally. Class DC 22.
Implement's Interruption if target of Exploit Vulnerability uses a concentrate, manipulate, or move action, or leaves a square during a move action it's using. Make a Strike against the triggering creature with your weapon implement. If your attack is a critical hit, you disrupt the triggering action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
| Valda |
Reflex vs Fireballs: 1d20 + 9 ⇒ (6) + 9 = 151d20 + 9 ⇒ (19) + 9 = 28
31 damage
Valda grits her teeth in pain as her allies' fireballs burn her. She lays hands on her own injuries before attacking the zombie she is flanking!
Strikes, Flanking: 1d20 + 15 ⇒ (8) + 15 = 231d20 + 10 ⇒ (8) + 10 = 18
Damage: 1d12 + 6 ⇒ (6) + 6 = 121d12 + 6 ⇒ (11) + 6 = 17
Enemies suffer -1 on melee attacks against Valda.
| GM ShadowLord |
Explosions erupt on the battlefield, engulfing all of the combatants in the area. (From the quick template I dropped, it looks like it hits two zombies, two horsies, one skeleton, kadosh and valda.
One horse collapses in the flames, sending the rider tumbling to the ground behind Valda. The zombie to Valda's side is fried crispy and collapses, but the other remains standing even after Kadosh chops it with his battleaxe. Valda solves that problem and finishes the second zombie, leaving only the skeleton on the ground to her south.
White horse down, both zombies down.
One of Hakata's ranged shots lands, fire erupting on the skeletal warrior and nearly taking him down.
Catamoch engages the rider of the remaining skeletal horse and smashes his hoof into the bones repeatedly, breaking and shattering parts of the undead in the process. It takes a beating, but remains mounted and engaged.
Once the boar has finished it's attacks, the skeleton returns a beating of its own. The bastard sword rips into Catamoch once Damage S: 1d8 + 6 ⇒ (2) + 6 = 8 before missing high. The undead warrior recalculates its swing and lands a critical strike against the boar! Crit Damage: 1d8 + 6 + 1d8 + 6 ⇒ (4) + 6 + (5) + 6 = 21
The other skeletal warrior swipes three times at Valda, but misses all attempts to injure her.
The necromancers give pause, waiting to see how the battle will turn.
Party up!
FB1: 1d20 + 3 ⇒ (4) + 3 = 7 20
FB2: 1d20 + 3 ⇒ (19) + 3 = 22 11
FB1: 1d20 + 3 ⇒ (5) + 3 = 8 20
FB2: 1d20 + 3 ⇒ (13) + 3 = 16 23
FB1: 1d20 + 9 ⇒ (13) + 9 = 22 10-5
FB2: 1d20 + 9 ⇒ (3) + 9 = 12 23-5
FB1: 1d20 + 9 ⇒ (4) + 9 = 13 20-5
FB2: 1d20 + 9 ⇒ (3) + 9 = 12 23-5
FB1: 1d20 + 11 ⇒ (15) + 11 = 26 10
FB2: 1d20 + 11 ⇒ (3) + 11 = 14 23
FB1: 1d20 + 11 ⇒ (5) + 11 = 16 20
FB2: 1d20 + 11 ⇒ (10) + 11 = 21 23
S1: 1d20 + 14 ⇒ (8) + 14 = 22
S1: 1d20 + 14 - 5 ⇒ (9) + 14 - 5 = 18
S1: 1d20 + 14 - 10 ⇒ (20) + 14 - 10 = 24
S1: 1d20 + 14 - 1 ⇒ (8) + 14 - 1 = 21
S1: 1d20 + 14 - 5 - 1 ⇒ (1) + 14 - 5 - 1 = 9
S1: 1d20 + 14 - 10 - 1 ⇒ (9) + 14 - 10 - 1 = 12
W: -
DBrown: -
Blue:
Brown: 5/65
P: 20/33
Yellow: -
Cyan:
Black:
[/spoiler]
| Kadosh |
HP 74/74
AC 23
Fort +13, Ref +12, Will +10
Hero points: 3
Effects:
Kadosh glances over at the necromancers, but seeing they're not interested in fighting (yet?), he rushes to help in the other direction.
Exploit Vulnerability vs. pink, Stride, Strike!
Lore (esoteric) (trained) to Exploit Vulnerability vs. standard DC of creature's level: 1d20 + 12 ⇒ (2) + 12 = 14
Battleaxe: 1d20 + 13 ⇒ (11) + 13 = 24
Slashing, with implement empowerment, personal antithesis: 1d8 + 5 + 4 ⇒ (6) + 5 + 4 = 15
Possible reactions:
Ring Bell if target of Exploit Vulnerability makes a Strike or Casts a Spell that would affect me or an ally. Class DC 22.
Implement's Interruption if target of Exploit Vulnerability uses a concentrate, manipulate, or move action, or leaves a square during a move action it's using. Make a Strike against the triggering creature with your weapon implement. If your attack is a critical hit, you disrupt the triggering action. This Strike doesn't count toward your multiple attack penalty, and your multiple attack penalty doesn't apply to this Strike.
| Veshka. |
Veshka's skin splits with the force of the blows against Catamoch's unblemished hide
Clenching her fist in fury, she calls on the spirits of stone and earth to support her and a hail of projectiles falls on the skeleton and its mount.
Scatter Scree: 4d4 ⇒ (3, 4, 1, 2) = 10 DC 22 Basic Ref
| Catamoch |
More prosaically, Catamoch tries to kick it to death and hope that it sticks this time.
vs. flank
Hoof: 1d20 + 15 ⇒ (16) + 15 = 31
Bludgeoning: 2d6 + 4 + 2 ⇒ (5, 4) + 4 + 2 = 15
Hoof: 1d20 + 11 ⇒ (15) + 11 = 26
Bludgeoning: 2d6 + 4 + 2 ⇒ (2, 4) + 4 + 2 = 12