| Drake Stormrider |
Drake moves forward and brandishes his staff. The runes flare to life as a piece of debris flies toward the creature.
◆Stride
◆◆Telekinetic Projectile: 1d20 + 10 ⇒ (4) + 10 = 143d6 ⇒ (1, 6, 5) = 12
GM Glyn
|
Squall urges Djala to flank the creature as he moves to one side of the undead making his attacks. As he closes with the creature he is hit by an over-powering Stench! (Roll DC16 Fortitude vs sickened 1)). His first and third strike hits the creature, wounding it. It howls in pain hissing "Fighting back? That's just tenderizing the meat! Thank you for saving me the trouble."
Retching her lunch makes Marguerite feel better as she attempts to jam the trap’s machine, but fails. She does note that the trap must be manually reset before it can be triggered again, so for now the spike thrower trap is harmless, but the other trap is still primed ready to be triggered.
Djala tries to make a retributive strike but finds the creature has total cover from the stack of gears. She shifts her Glaive to do a quick battle medicine on Marguerite healing her wounds, before moving to flank the undead creature. She encounters the Stench surrounding it and has to adjust the grip on her Glaive before making an attack. (Roll DC16 Fortitude vs sickened 1. Battle medicine required a free hand, so she would have had to release and adjust her grip on the glaive. I returned your hero point.)
Tik draws a versatile vial, taking a moment to modify it before leaning out and throwing it around the wall past the gears to strike the wall behind the creature. A little of it splashes on the creature causing its skin to sizzle.
Drake moves forward brandishing his staff. The magic unleashed causes a spike from the sprung trap to fly at the creature only to miss.
The creature's jaws extend as it goes to bite Squall, its teeth sink deeply into Squall’s flesh. (using Djala’s retributive strike from previous post.) Djala strikes out slashing into the undead, killing it before it can do more harm and reducing some of the damage to Squall.
Yellow undead vs Squall
strike Jaws: 1d20 + 11 ⇒ (19) + 11 = 30 to hit, damage: 1d6 + 5 ⇒ (6) + 5 = 11 piercing plus Fever and Paralysis
(Stench 10 ft aura. Anyone starting their turn or entering the aura must roll a DC 16 Fortitude save or become Sickened 1. (critical fail add Slowed 1 as long as sickened)
Everyone can act. (Squall & Djala) need to roll fortitude vs Stench, Squall roll fortitude 16DC vs Fever & Fortitude 16dc vs paralyze)
Status:
Round 3 A
yellow undead (-9-14-11= -34hp) (take cover)
* Marguerite AC19 (28+13= max/36hp) (light) (Sicken 1 ) (Protection +1ac status 8r) (fever 1 day)
* R!Kktik AC20 (38hp)
* Squall AC21 (40-6= 34/54hp) (light) (DC16 Fortitude vs sickened 1)(DC16 Fortitude vs Fever)(DC16 Fortitude vs Paralyzed)
* Drake AC19(20) (21/36hp) (light. Mystic Armor)
* Djalamora AC20 (35/54hp) (light) (DC16 Fortitude vs sickened 1)
| "Squall" Blacktail |
Fort: 1d20 + 9 ⇒ (16) + 9 = 25 vs. sickened
Fort: 1d20 + 9 ⇒ (3) + 9 = 12 vs. fever
Hero Point: Fort: 1d20 + 9 ⇒ (17) + 9 = 26
Fort: 1d20 + 9 ⇒ (1) + 9 = 10 vs. paralyzed
(Eh, I'll save the Hero Point. How long does it take to recover?)
GM Glyn
|
[dice=Fort]1d20+9 vs. sickened
[dice=Fort]1d20+9 vs. fever
Hero Point: [dice=Fort]1d20+9[dice=Fort]1d20+9 vs. paralyzed
(Eh, I'll save the Hero Point. How long does it take to recover?)
GM Glyn
|
Anticipating another undead, Tik heads for the other gear to either disable the trap or drop a bomb on whatever is there.
One action to move, other two actions will depend on what he sees.
Djalamora Vestrilavia
|
Fort vs. stench: 1d20 + 10 ⇒ (13) + 10 = 23
Thank you, I forgot about the free hand thing.
Djala frowns as Squall stops moving, but concerned about the other trapped area, she moves around the walls past the other mass of gears. 2 Strides.
If there's another ghoul there, she'll attack. If not, she'll lay on hands herself.
Ghoul
Fort vs. stench: 1d20 + 10 ⇒ (10) + 10 = 20
glaive: 1d20 + 11 ⇒ (20) + 11 = 31 for slashing, holy: 2d8 + 4 ⇒ (5, 6) + 4 = 15 plus deadly, if relevant: 1d8 ⇒ 1
Lay on Hands
+12 HP to Djala
| Marguerite Ruysch |
Embarrassed by her inability to disable the device, Marguerite tries to vomit again: 1d20 + 7 ⇒ (12) + 7 = 19
Then, she will try to disable the device near her: 1d20 + 9 ⇒ (14) + 9 = 23
GM Glyn
|
Anticipating another undead, Tik moves halfway to the other gear pile with his nose twitching.
Squall avoids being sickened and feels free of any fever. His muscles begin to freeze, but the creature’s paralyzation power isn’t strong enough and quickly fades.
Ignoring the stench Djala quickly strides the other gear pile finding another undead creature hiding she dispatches it with a single! Standing over the dead body she heals more of her wounds by laying on hands.
Azarim mental approval washes over the group ”Nice shot! Keep that up and we will be done by dinner.”
Tik and Marguerite quickly move to disable the devices making the room safe.
Combat is over
Status:
Marguerite AC19 (36hp) (light) (Sicken 1 )
R!Kktik AC20 (38hp)
Squall AC21 (34/54hp) (light)
Drake AC19(20) (21/36hp) (light. Mystic Armor)
Djalamora AC20 (35+12= 47/54hp) (light)
| Drake Stormrider |
Drake squats down next to the creature to examine it and see if he knows what it is.
Religion: 1d20 + 6 ⇒ (15) + 6 = 21
| "Squall" Blacktail |
After Djala swiftly dispatches the ghouls, Squall takes a moment to shake himself, to make sure the paralysis has indeed not taken hold. He moves to watch the southern door as he waits for his companions to disarm the traps and Djala to tend his wounds. "Well done," he tells her when she joins him.
GM Glyn
|
Drake takes a moment to study the undead creatures and determines that they are Ghasts, a stinky form of ghouls. He also detects the same yellow residue necromantic energy that seems to infuse the lower complex.
Squall moves the southern doors as the others finish making the traps safe and tend wounds.
It takes Djala almost an hour to heal everyone using lay-on-hands.
Opening the southern door reveals a immense chamber. In the northern two-thirds you see orderly rows of square pillars, each carved with words large enough to be read from arm’s length. The pillars rise from floor to ceiling and are almost entirely surrounded by a three-foot-high stone wall. Further south, six looming stone statues of dwarves stand in circular alcoves to either side of an open hallway. Two side hallways lead from the room to the east and west. In the southern part of the room you spy a curious sight, A decapitated body of an armored dwarf thrashes and twitches. Occasionally, the animated remains stand up. Take a few staggering steps in a random direction, and then tumble onto the ground in a fresh set of shuddering fits. Where the body’s head should be is a faint, spectral shape of yellow smoke in which burn two tiny pinpoints of light where the eyes should be.
Azarim mentally chimes in ::I remember this place, from when I was infiltrating the cult, they called it the Archives. Each pillar recounts a specific dwarven commander’s recollection of their experiences leading troops during the Shining Crusades against the Whispering Tyrant and agents of the Whispering Way. The pillars date back more than 800 years. Mr. Stumbly is new though.::
Status:
Marguerite AC19 (36hp) (light)
R!Kktik AC20 (38hp)
Squall AC21 (54hp) (light)
Drake AC19(20) (36hp) (light. Mystic Armor)
Djalamora AC20 (54hp) (light)
GM Glyn
|
R!Kktik asks if the mystical energy where the head should be on the walking corps is the same stuff from the graveyard.
Marguerite studies it from afar, and she concludes that it is more ghost-like.
Azarim mentally offers ::So the Ghost of the dead dwarf is haunting his headless body?::
Marguerite Ruysch, Religion:(wis): 1d20 + 7 ⇒ (17) + 7 = 24
Djalamora Vestrilavia, Occultism:(int): 1d20 + 7 ⇒ (3) + 7 = 10
Drake Stormrider, Occultism:(int): 1d20 + 10 ⇒ (4) + 10 = 14
Azarim, Religion:(wis): 1d20 + 13 ⇒ (12) + 13 = 25
R!Kktik, Occultism:(int): 1d20 + 4 ⇒ (12) + 4 = 16
Status:
Marguerite AC19 (36hp) (light)
R!Kktik AC20 (38hp)
Squall AC21 (54hp) (light)
Drake AC19(20) (36hp) (light. Mystic Armor)
Djalamora AC20 (54hp) (light)
| Drake Stormrider |
"I think it is safe to assume that it is, but I can not say with 100% certainty. Necromancy is not really my field of study." Drake says to R!Kktik.
| Drake Stormrider |
"Sounds like a good plan R!Kktik." Drake says as he follows R!Kktik to the western door. He reaches down and picks up Shadow, placing the cat onto his bag.
GM Glyn
|
R!Kktik suggests avoiding the ghost-zombie in favor of the west door.
Drake agrees with Tik and places the cat Shadow into her carrying bag.
The party moves quietly to the west door trying not to draw attention to themselves. Checking the door they find it is locked, but Marguerite pulls out her thieves tools and goes to work! It takes only a moment before you hear the lock click open.
Standing ready the group opens the door, within this room stands the disfigured corpse of a cleric of Nethys, his eyes and mouth stitched shut with coarse cord. He clutches a weird metal cage locked around a rotting dwarf’s head in one of his desiccated hands. The room is otherwise empty, as if the creature were imprisoned.
This undead priest that was once a man despite having his eyes and lips cruelly stitched shut can still sense the world around him. Immediately moving forward to the door it attacks with a fist strike while protecting the metal cage in its other hand. The powerful fist strike critically hits Squall with a solid thunk where you see the waves ripple through his body. (If Djala is not Paralyzed she can use the retributive strike reaction.)
(Aura of Despair - 30 feet. Living creatures are Frightened 1 while in a mummy guardian's despair aura. They can't naturally recover from this fear while in the area but recover instantly once they leave the area. When a creature first enters the area, it must succeed at a DC 22 Will save (after taking the penalty from being frightened) or be Paralyzed for 1 round. The creature is then temporarily immune for 24 hours. Everyone - Roll DC22 will save)
Marguerite Ruysch, Thievery:(dex): 1d20 + 9 ⇒ (11) + 9 = 20
Initiative:
Marguerite Ruysch, Initiative : 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
R!Kktik, Initiative : 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
Djalamora Vestrilavia, Initiative : 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
Squall Blacktail, Initiative : 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19
Drake Stormrider, Initiative : 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
guardian, Initiative : 1d20 + 16 ⇒ (8) + 16 = 24
Guardian:
◆ Stride
◆ Stride
◆ strike Fist : 1d20 + 16 ⇒ (17) + 16 = 33 to hit; damage: 2d6 + 7 ⇒ (2, 1) + 7 = 10 bludgeoning plus Blinding -rot
strike Fist w/-5map: 1d20 + 16 - 5 ⇒ (13) + 16 - 5 = 24 to hit; damage: 2d6 + 7 ⇒ (5, 1) + 7 = 13 bludgeoning plus Blinding -rot
Blinding Rot Saving Throw DC 22 Fortitude
Stage 1 carrier with no ill effect (1 minute)
Everyone is Frightened 1 & needs to roll save vs Despair Paralyze 1 round DC22 before taking their action.
Round 1 A
Guardian (purple) (0= 0hp)
* Marguerite AC19 (36hp) (light)
* Squall AC21 (54-20?= 34?/54hp) (light) (Fortitude DC22 save vs Blinding-Rot)
* R!Kktik AC20 (38hp)
* Drake AC19(20) (36hp) (light. Mystic Armor)
* Djalamora AC20 (54hp) (light)
Djalamora Vestrilavia
|
Djala shudders as the evil energy pulses through her. Will: 1d20 + 8 - 1 ⇒ (15) + 8 - 1 = 22 She throws off the effect with effort and barely gets her glaive between the creature and Squall.
"Begone, foul fiend!" she cries, obviously having read too many novels as a child.
RS glaive, frightened 1: 1d20 + 11 - 1 ⇒ (18) + 11 - 1 = 28 for slashing, holy: 2d8 + 4 ⇒ (8, 7) + 4 = 19 plus deadly, if relevant: 1d8 ⇒ 2
She continues slashing at the creature, hoping to take it down quickly.
glaive 1, frightened 1: 1d20 + 11 - 1 ⇒ (8) + 11 - 1 = 18 for slashing, holy: 2d8 + 4 ⇒ (6, 2) + 4 = 12 plus deadly, if relevant: 1d8 ⇒ 5
glaive 2, frightened 1: 1d20 + 11 - 5 - 1 ⇒ (6) + 11 - 5 - 1 = 11 for slashing, holy: 2d8 + 4 ⇒ (2, 8) + 4 = 14 plus deadly, if relevant: 1d8 ⇒ 1
glaive 3, frightened 1: 1d20 + 11 - 10 - 1 ⇒ (9) + 11 - 10 - 1 = 9 for slashing, holy: 2d8 + 4 ⇒ (6, 2) + 4 = 12 plus deadly, if relevant: 1d8 ⇒ 7
Sadly, she's much less effective than she was hoping to be.
| Drake Stormrider |
Will: 1d20 + 8 - 1 ⇒ (12) + 8 - 1 = 19
Drake stands quaking in fear of the gruesome creature in the doorway.
| Marguerite Ruysch |
Will Save: 1d20 + 9 - 1 ⇒ (16) + 9 - 1 = 24
Marguerite will light up her halo, then cast Spriritual Armament, sanctifying it.
Strike the Mummy: 1d20 + 10 - 1 ⇒ (7) + 10 - 1 = 16for: 2d8 ⇒ (1, 5) = 6 Holy, piercing or Sprititual damage, whichever does more.
| "Squall" Blacktail |
Will, frightened 1: 1d20 + 10 - 1 ⇒ (16) + 10 - 1 = 25
Squall resists the worst of the fear aura, and after a momentary pause to study the mummy, he begins doing his darnedest to destroy the foul thing.
◆ Hunt Prey on Mummy
◆ Twin Takedown (if both hit, add damage before applying resistance/weakness):
Azarim, frightened 1: 1d20 + 11 - 1 ⇒ (11) + 11 - 1 = 21; damage (P): 2d6 + 4 ⇒ (2, 6) + 4 = 12
+1 striking cold iron shortsword, frightened 1, flurry MAP: 1d20 + 11 - 1 - 2 ⇒ (10) + 11 - 1 - 2 = 18; damage (P): 2d6 + 4 ⇒ (3, 1) + 4 = 8
◆ Strike: +1 striking cold iron shortsword, frightened 1, flurry MAP: 1d20 + 11 - 1 - 4 ⇒ (13) + 11 - 1 - 4 = 19; damage (P): 2d6 + 4 ⇒ (3, 6) + 4 = 13
◆ Strike: +1 striking cold iron shortsword, frightened 1, flurry MAP: 1d20 + 11 - 1 - 4 ⇒ (18) + 11 - 1 - 4 = 24; damage (P): 2d6 + 4 ⇒ (6, 2) + 4 = 12
GM Glyn
|
R!Kktik and Drake are paralyzed with fear at the creatures’ approach.
Shaken Djala still reacts with retribution as the creature punches Squall. She slashes into it with a holy attack cutting deeply into its rotting body. The moans but continues its attack. (note reduced damage to Squall by 5)
Calling for the fiend to be begone, Djala continues to swing her glaive at the creature, but is unable to land another blow.
Marguerite’s halo begins blowing as she calls forth a Spiritual Armament to attack the guard creature. Unfortunately the first attack misses.
Squall standing in front center begins hunting the Mummy as prey. Despite its frail appearance it manages to dodge or deflect all four of Squall’s shortsword attacks!
Azarim mental thoughts flow across the group ”New plan! Hit more, miss less!”
Again the mummy creature strikes Squall with its fists hitting three times like a prize-fighter! Squall is seeing stars, but he’s not out yet! (Djala gets her retributive reaction attack on the creature as she reduces some of the damage Squall is taking.) (Squall roll a DC22 Fortitude vs blinding rot)
Guardian mummy:
◆ strike Fist : 1d20 + 16 ⇒ (8) + 16 = 24 to hit; damage: 2d6 + 7 ⇒ (2, 3) + 7 = 12 bludgeoning plus Blinding -rot
◆ strike Fist w/-5 map : 1d20 + 16 - 5 ⇒ (17) + 16 - 5 = 28 to hit (; damage: 2d6 + 7 ⇒ (6, 1) + 7 = 14 bludgeoning plus Blinding -rot
◆ strike Fist w/-10 map : 1d20 + 16 - 10 ⇒ (17) + 16 - 10 = 23 to hit (; damage: 2d6 + 7 ⇒ (1, 4) + 7 = 12 bludgeoning plus Blinding -rot
Blinding Rot Saving Throw DC 22 Fortitude
Stage 1 carrier with no ill effect (1 minute)
(Aura of Despair - 30 feet. Living creatures are Frightened 1 while in a mummy guardian's despair aura. They can't naturally recover from this fear while in the area but recover instantly once they leave the area. When a creature first enters the area, it must succeed at a DC 22 Will save (after taking the penalty from being frightened) or be Paralyzed for 1 round. The creature is then temporarily immune for 24 hours. Everyone - Roll DC22 will save)
Everyone in the aura is Frightened 1, and can act. Squall needs to roll a Fortitude save vs rot)
Round 2 A
Guardian (purple) (-19= -19hp)
* Marguerite AC19 (36hp) (light)
* Squall AC21 (39-7-14-12= 6/54hp) (light) (Fortitude DC22 save vs Blinding-Rot)
* R!Kktik AC20 (38hp)
* Drake AC19(20) (36hp) (light. Mystic Armor)
* Djalamora AC20 (54hp) (light)
| R!Kktik |
Still shivering in terror, Tik moves to get a better shot*, draws a versatile vial*, and converts it to a ghost charge before hurling it at the enemy*!
Bomb attack, including frightened and item bonus: 1d20 + 10 - 1 + 1 ⇒ (18) + 10 - 1 + 1 = 28
Bomb vitality damage, including splash: 2d8 + 2 ⇒ (7, 5) + 2 = 14
| Marguerite Ruysch |
Marguerite casts a second-rank, two-action heal on Squall (Sorcerous Potency): 2d8 + 16 + 2 ⇒ (7, 6) + 16 + 2 = 31
Then, she will maintain the Spritual Armament, attacking the Mummy: 1d20 + 10 - 1 ⇒ (8) + 10 - 1 = 17 Round 2
| Drake Stormrider |
Shaking off his moment of paralysis, Drake focuses on the creature and snaps his fingers, hurling a spark of flame at it. He then focuses and unleashes a bolt of force.
◆◆Ignition: 1d20 + 10 - 1 ⇒ (14) + 10 - 1 = 233d4 ⇒ (4, 2, 1) = 7
◆Force Bolt (Focus Spell): 1d4 + 1 ⇒ (2) + 1 = 3
| "Squall" Blacktail |
Sorry, I took one too many actions last turn, but still whiffed.
Fort: 1d20 + 9 ⇒ (8) + 9 = 17
Squall squawks in pain as the mummy pummels him repeatedly, but Margarite's healing spell persuades him to keep fighting rather than retreating. (Unless that failed Fort save immediately impairs him in some significant way, in which case he will fall back.)
◆ Twin Takedown:
Azarim, frightened 1: 1d20 + 11 - 1 ⇒ (3) + 11 - 1 = 13; damage (P): 2d6 + 4 ⇒ (1, 6) + 4 = 11
+1 striking cold iron shortsword, frightened 1, flurry MAP: 1d20 + 11 - 1 - 2 ⇒ (5) + 11 - 1 - 2 = 13; damage (P): 2d6 + 4 ⇒ (5, 4) + 4 = 13
◆ Strike: Azarim, frightened 1, flurry MAP: 1d20 + 11 - 1 - 4 ⇒ (20) + 11 - 1 - 4 = 26; damage (P): 2d6 + 4 ⇒ (3, 5) + 4 = 12
◆ Strike: +1 striking cold iron shortsword, frightened 1, flurry MAP: 1d20 + 11 - 1 - 4 ⇒ (2) + 11 - 1 - 4 = 8; damage (P): 2d6 + 4 ⇒ (1, 1) + 4 = 6
Djalamora Vestrilavia
|
Djala once again interposes her glaive between Squall and an opponent.
RS glaive: 1d20 + 11 - 1 ⇒ (15) + 11 - 1 = 25 for slashing, holy: 2d8 + 4 ⇒ (6, 3) + 4 = 13 plus deadly, if relevant: 1d8 ⇒ 8
Figuring the best defense is a good offense, she continues slashing.
glaive 1: 1d20 + 11 - 1 ⇒ (10) + 11 - 1 = 20 for slashing, holy: 2d8 + 4 ⇒ (5, 8) + 4 = 17 plus deadly, if relevant: 1d8 ⇒ 5
glaive 2: 1d20 + 11 - 1 - 5 ⇒ (5) + 11 - 1 - 5 = 10 for slashing, holy: 2d8 + 4 ⇒ (3, 3) + 4 = 10 plus deadly, if relevant: 1d8 ⇒ 2
"I am available to block the door, friend Squall, if you need a respite."
She casts Lay on Hands, giving Squall 12 HP back.
GM Glyn
|
Djala’s glaive hits the blind mummy in retribution for its attacks on Squall.
Tik moves for a clean shot as he draws and throws a ghost charge bomb hitting the mummy. It moans painfully in response.
Marguerite uses her magic to heal Squall and send the Spiritual Armament to attack the monster missing by a good foot.
Shaking off the paralysis, Drake hurls a spark of fire hitting the mummy. The fire seems to do more damage than expected. The monster fails at the fire almost in fear. The wizard follows the fire with a force bolt that strikes unerringly.
Squall’s feathers take on a pale look as he battles the mummy. Swing his shortswords around misses the first two attacks, but then critically hits with the third attack! The Mummy staggers for a moment from the blow, but continues to fight on. The final strike miss. (no immediate impairment)
Djala offers to take Squall’s place as the tank as she swings twice missing both times.. She Lays a hand on Squall healing his wounds.
Azarim mentally praises the group ::Love it when a plan comes together! Keep up the attacks!::
Looking more ragged and singed the mummy creature continues to strike Squall with its fists. The first fist hits the Tengu hard, the second misses, but the third is a critical punch below the belt leaving Squall still standing! (Djala gets her retributive reaction attack on the creature as she reduces some of the damage Squall is taking.)
The Zombie ghost stumbles towards the noise, falls down and stands back up.
Guardian mummy:
◆ strike Fist : 1d20 + 16 ⇒ (14) + 16 = 30 to hit; damage: 2d6 + 7 ⇒ (2, 5) + 7 = 14 bludgeoning plus Blinding -rot
◆ strike Fist w/-5 map : 1d20 + 16 - 5 ⇒ (9) + 16 - 5 = 20 to hit (; damage: 2d6 + 7 ⇒ (4, 1) + 7 = 12 bludgeoning plus Blinding -rot
◆ strike Fist w/-10 map : 1d20 + 16 - 10 ⇒ (20) + 16 - 10 = 26 to hit (; damage: 2d6 + 7 ⇒ (4, 5) + 7 = 16 bludgeoning plus Blinding -rot
Blinding Rot Saving Throw DC 22 Fortitude
Stage 1 carrier with no ill effect (1 minute)
(Aura of Despair - 30 feet. Living creatures are Frightened 1 while in a mummy guardian's despair aura. They can't naturally recover from this fear while in the area but recover instantly once they leave the area. When a creature first enters the area, it must succeed at a DC 22 Will save (after taking the penalty from being frightened) or be Paralyzed for 1 round. The creature is then temporarily immune for 24 hours. Everyone - Roll DC22 will save)
Everyone in the aura is Frightened 1, and can act.)
Round 3 A
Guardian (purple) (-19-13-14-12-3-24= -85hp)
* Marguerite AC19 (36hp) (light)
* Squall AC21 (6+31+12= 49-9-32= 8/54hp) (light)
* R!Kktik AC20 (38hp)
* Drake AC19(20) (36hp) (light. Mystic Armor)
* Djalamora AC20 (54hp) (light)
| Drake Stormrider |
Trying to get a little further from the mummy, Drake moves away from it. Then, seeing that the fire seemed extra effective, he snaps his fingers again sending another spark at the mummy.
◆Stride
◆◆Ignition: 1d20 + 10 - 1 ⇒ (10) + 10 - 1 = 193d4 ⇒ (3, 1, 4) = 8
| Marguerite Ruysch |
"Oh! Squall!"
Marguerite heals Squall again with a second-rank, two-action spell: 2d8 + 16 + 2 ⇒ (4, 2) + 16 + 2 = 24
She will maintain the Spiritual Armament: 1d20 + 10 - 1 ⇒ (17) + 10 - 1 = 26 for: 2d8 ⇒ (6, 6) = 12 Holy, bludgeoning/spirit damage. Round 3
| "Squall" Blacktail |
Squall shouts angry, panicked oaths at the mummy in Tengu as he stabs at it a few more times. Then, feeling rather like a diabolo dropped repeatedly by a drunk circus performer, he takes Djala up on her offer and takes a step back.
◆ Twin Takedown (if both hit, add damage before apply resistance/weakness):
Azarim, frightened 1: 1d20 + 11 - 1 ⇒ (20) + 11 - 1 = 30; damage (P): 2d6 + 4 ⇒ (5, 3) + 4 = 12
+1 striking cold iron shortsword, frightened 1, flurry MAP: 1d20 + 11 - 1 - 2 ⇒ (14) + 11 - 1 - 2 = 22; damage (P): 2d6 + 4 ⇒ (5, 3) + 4 = 12
◆ Strike: +1 striking cold iron shortsword, frightened 1, flurry MAP: 1d20 + 11 - 1 - 4 ⇒ (15) + 11 - 1 - 4 = 21; damage (P): 2d6 + 4 ⇒ (2, 6) + 4 = 12
◆ Step
(I'm not sure if Golarion has yo-yos, but diabolos appear in Extinction Curse.)
GM Glyn
|
Drake puts a little more space between himself and the mummy, before snapping his fingers to send another bolt of fire flying over the mummy’s head missing it.
Marguerite calls out to Squall as she heals some of his wounds once again. Her spirit weapon attacks, hitting the mummy cutting deeply into the undead body.
Squall shouts at the mommy as he desperately stabs at it with his shortswords. All three of his attack land killing blows with the first being a critical hit! The mummy’s moaning is cut short as it falls to the ground dead. The cage with a dwarf head rolls free.
Azarim mental feeling of relief washes over the group ::That was one tough monster!::
The headless zombie ghost stumbles closer to the sound of battle.
Everyone can take another action before the zombie gets close)
Round 4 A
Guardian (purple) (-85-12-24-12-12= -145hp)
* Marguerite AC19 (36hp) (light)
* Squall AC21 (8+24= 32/54hp) (light)
* R!Kktik AC20 (38hp)
* Drake AC19(20) (36hp) (light. Mystic Armor)
* Djalamora AC20 (54hp) (light)
| "Squall" Blacktail |
Squall pants in relief when the mummy finally falls. He moves to peer around the corner at the zombie shuffling closer to them.
"I'd wager that belongs to our friend back here," the tengu guesses, pointing at the caged head then towards the zombie. "Anyone have a clue whether giving it back would be a good idea or a very bad one?"
One action, or one round of actions? Squall has taken another Step, but if he has time, he'll Hunt Prey on the zombie ghost, and ask Azarim to take shortsword form (for versatile S), for 1 action each.
Djalamora Vestrilavia
|
Djala steps forward between the party and the approaching zombie. She tries to recall something about headless zombie ghost things.
Religion: 1d20 + 5 ⇒ (17) + 5 = 22
"Do not approach or face our wrath!" Ready to hit when it gets in range (unless something comes up with the RK).
GM Glyn
|
R!Kktik the headless zombie shuffles about 20 falls down and gets back up most of the time.
Squall panting in relief after the mummy falls, Squall moves to the corner to peer at the shuffling zombie. He wagers that the head in a cage belongs to the headless body. He beings tracking the zombie ghost as prey.
Azarim's form shifts into a shortsword as she mentally recalls aloud ::Remarkable, two undead in one. The ghost is the spirit haunting the body which has been turned into a zombie! Restoring the head to the body would probably placate the ghost. ::
Djala steps forward placing herself between the party and the zombie as she recalls that ghosts are resistant to everything except force, ghost-touch, and vitality. Double so to non-magical attacks. She calls a warning for the zombie ghost to stay away.
The headless zombie, mindless of the threat, stumbles 5 closer to the sound and falls down then stands up.
The Ghostly head snaps towards the sound and flies free of the body! The Ghost closes to Djala a ghostly hand reaching out striking her twice each time she feels void energy sap her life force (Djala two DC24 Will saves vs Drain Mind Stupefied 1 on fail, incrementing on 2nd fail.)
Azarim, Religion:(wis): 1d20 + 13 ⇒ (10) + 13 = 23
Gimbal ghost
◆Stride
◆strike Ghostly Hand: 1d20 + 16 ⇒ (13) + 16 = 29 to hit (agile, finesse, magical); damage: 2d8 + 6 ⇒ (1, 7) + 6 = 14 void plus Drain-mind.
◆strike Ghostly Hand w/-4map: 1d20 + 16 - 4 ⇒ (18) + 16 - 4 = 30 to hit (agile, finesse, magical); damage: 2d8 + 6 ⇒ (2, 2) + 6 = 10 void plus Drain-mind.
Drain Mind
When Grimbal damages a living creature with his ghostly hand Strike, the ghost gains 5 temporary Hit Points, and the creature must succeed at a DC 24 Will save or become Stupefied 1. Further damage dealt by the ghost increases this stupefied value by 1 on a failed save to a maximum of Stupefied 4. Each time a creature affected by drain mind gets a full night's rest, decrease its stupefied value caused by drain mind by 1.
Everyone can act Note Marguerite still has 7 rounds of Spiritual Armament remaining.
Round 5 A
Grimbal Ghost (0= 0hp)
* Marguerite AC19 (36hp) (light)
* Squall AC21 (32/54hp) (light)
* R!Kktik AC20 (38hp)
* Drake AC19(20) (36hp) (light. Mystic Armor)
* Djalamora AC20 (54-14-10= 30/54hp) (light) (two dc24 will save vs stupefied 1)
| Marguerite Ruysch |
Marguerite moves into the room to be able to see the headless zombie.
Spiritual Armament attack: 1d20 + 10 ⇒ (16) + 10 = 26for: 2d8 ⇒ (8, 5) = 13 Spirit damage.
Spiritual Armament attack: 1d20 + 10 - 5 ⇒ (5) + 10 - 5 = 10for: 2d8 ⇒ (4, 8) = 12 Spirit damage.
| "Squall" Blacktail |
With Azarim confirming his intuition, Squall drops his non-sentient sword, rushes back to the mummy's remains to grab the caged head, then carries it to Djala's side to show the ghost. "Wait! Stop fighting! We found your head! We want to give it back!"
◇ Drop shortsword
◆ Stride
◆ Interact to pick up caged head
◆ Stride
◇ Speak
Would someone please move Squall's token to the square just east of Djala? We're having connection problems tonight, so while I can view Slides on my phone, I can't move anything. Thanks!
| Drake Stormrider |
I'm waiting to see if Squall's placation has any effect on the ghost.