miteke's Solstice Scar D (Outpost VIII) (Core) (Inactive)

Game Master miteke

Outpost VII game of Solstice Scar D, core levels 3-4

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Wilbur Faust wrote:
Wilbur double-moves and looks at the enemies. May I roll Knowledge: Religion to learn about them?

Yes, see second sentence in the OOC line in this post.

After the two fastest pathfinders bolt forward, the zombie with the red blood splotch on his shirt moans and points at 1d2 ⇒ 1 Wilbur. A tendril of nasty black ichor streaks towards him and
to hit ranged touch: 1d20 + 1 ⇒ (19) + 1 = 20
impacts quietly dead center on his chest.
negative energy damage: 2d6 ⇒ (4, 5) = 9
His heart stutters and his skin blackens while he gasps as his life force is sucked away and the rift pulses greedily.

❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below: pulsing negative energy emanating from rift.
Bold may go.

Khargrom Shadowband(-0 HP)

black z (-0 HP)

Cayden Barleybrew (-0 HP)

white z (-0 HP)
green z (-0 HP)

❖❖❖ Round 2 ❖❖❖

Wilbur Faust (-9 HP)
Sobek (-0 HP)

red z (-0 HP)

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

The dwarf moves up, pulling his warhammer (unless someone else’s successful knowledge check indicates an alternate weapon would be preferred). He tries to suss out what the ‘thing’ was that was cast at his teammate.

Spellcraft to ID: 1d20 + 9 ⇒ (3) + 9 = 12

Double Move


Khargrom Shadowband wrote:
He tries to suss out what the ‘thing’ was that was cast at his teammate.

You have no idea what that power was, but you do know that it is a Bad Thing.

The zombie with the blackened skin moves forward with a shambling gait to form a line with red. It does not shoot out black ichor to your relief.

❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below: pulsing negative energy emanating from rift.
Bold may go.

Cayden Barleybrew (-0 HP)

white z (-0 HP)
green z (-0 HP)

❖❖❖ Round 2 ❖❖❖

Wilbur Faust (-9 HP)
Sobek (-0 HP)

red z (-0 HP)

Khargrom Shadowband(-0 HP)

black z (-0 HP)

Grand Lodge

Male Half-Elf Cleric 3 (HP 21/21) (AC 22/11/21) (CMD 17) (Fort +4, Ref +2, Will +7) (Init +3) (Perception +15)

Cayden hustles forward, weapon drawn.

Double move.


The one green moss growing on it moves forward with the same shambling gait to join the line. It does not shoot out black ichor either, but your celebration is short lived as white joins them and, with some odd gestures, summons 1d3 ⇒ 1 a bat swarm which streak the biggest clump of players and surround them with bitings and flappings.

damage Khargrom: 1d6 ⇒ 6; DC 11 fort save or be nauseated; 1 Bleed
damage Sobek: 1d6 ⇒ 2; DC 11 fort save or be nauseated; 1 Bleed
damage Cayden: 1d6 ⇒ 4; DC 11 fort save or be nauseated; 1 Bleed

❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below: pulsing negative energy emanating from rift.
Bold may go.
❖❖❖ Round 3 ❖❖❖

Wilbur Faust (-9 HP)
Sobek (-2 HP; DC 11 fort save or be nauseated; 1 Bleed)

red z (-0 HP)

Khargrom Shadowband(-6 HP; DC 11 fort save or be nauseated; 1 Bleed)

black z (-0 HP)

Cayden Barleybrew (-4 HP; DC 11 fort save or be nauseated; 1 Bleed)

white z (-0 HP)
green z (-0 HP)
bats (-0 HP)

Scarab Sages

NG m human Fighter (Core) 4 | HP 39/39 | AC 19/21, t13, ff17 | F +5, R +3, W +1 (+1 vs. fear) | Perc +7 | Stealth +1 | Init +4 | speed 20' | CMB +9 (+2 trip) CMD 20 (+2 vs Trip)| cold-iron arrows x20 | Active Conditions: [ooc][/ooc]

Sobek grunts and groans as he tries to smack at the bats biting him...
Fortitude: 1d20 + 4 ⇒ (4) + 4 = 8

Sobek suddenly feels very ill.

Nauseated: Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.


Does Sobek run for it? Sounds like he is camping out in the bat swarm.

Scarab Sages

NG m human Fighter (Core) 4 | HP 39/39 | AC 19/21, t13, ff17 | F +5, R +3, W +1 (+1 vs. fear) | Perc +7 | Stealth +1 | Init +4 | speed 20' | CMB +9 (+2 trip) CMD 20 (+2 vs Trip)| cold-iron arrows x20 | Active Conditions: [ooc][/ooc]
miteke wrote:
Does Sobek run for it? Sounds like he is camping out in the bat swarm.

Oops! Didn't realize I also get to take my turn.

Sobek pulls back out of the swarm of bats.
Move 15'.

Silver Crusade

”Wilbur Faust” | Male NG Medium (Keleshite) Human Cleric of Sarenrae 4 | HP 35/35 | AC 17, T 10, FF 17 | CMD 15| F +6 R +3 W +9 | Init +0 | Perc +4 | Speed 30ft | Channel positive energy 5/5 (DC16), Rebuke death 7/7 | Active Conditions: None.

Knowledge:Religion: 1d20 + 7 ⇒ (9) + 7 = 16

Silver Crusade

”Wilbur Faust” | Male NG Medium (Keleshite) Human Cleric of Sarenrae 4 | HP 35/35 | AC 17, T 10, FF 17 | CMD 15| F +6 R +3 W +9 | Init +0 | Perc +4 | Speed 30ft | Channel positive energy 5/5 (DC16), Rebuke death 7/7 | Active Conditions: None.

Retcon if I'm wrong, but I get the feeling some of these guys are undead.

Wilbur moves closer to the foes, within 30 feet of most of them. Then he uses Channel Positive Energy, hoping to harm any undead.

Positive energy: 2d6 ⇒ (1, 3) = 4 DC 16 (Will I assume?) for half

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Does the forest provide any cover or concealment? Is it difficult terrain?


Wilbur Faust wrote:
Knowledge:Religion: 1d20 + 7 ⇒ (9) + 7 = 16

and for the second type of creature...

Knowledge:Religion: 1d20 + 7 ⇒ (12) + 7 = 19

You identify the white creature as a Zuvembie, a withered old corpse that has a feral glint in her eyes and clasps a rusty axe in her yellow-nailed hands. The other three are common zombies. Normally common zombies are pretty harmless, but that black ichor bolt is NOT common. You may ask three questions from this list about the zombies and one about the Zuvembie.

Khargrom Shadowband wrote:
Does the forest provide any cover or concealment? Is it difficult terrain?

I guess it should! So should the rocks. And yes to difficult terrain.

Sobek pulls back to retch in peace trailing blood as he flees (1 bleed damage), while Wilbur takes the opposite approach and rushes forward to deliver the clerics signature stroke against undead. The pulsing negative energy makes this difficult though, and he gets the feeling that his channeling is not as effective as it might otherwise be.

channel resistances red, black, green: 1d20 + 1d20 + 1d20 ⇒ (15) + (15) + (1) = 31

Two of the zombies resist, but green fails miserably.

Red charges forth to engage Wilbur but that is about all it can do.


❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
Ongoing effects not mentioned below: pulsing negative energy emanating from rift.
Bold may go.

Khargrom Shadowband(-6 HP; DC 11 fort save or be nauseated; 1 Bleed)

black z (-02 HP)

Cayden Barleybrew (-4 HP; DC 11 fort save or be nauseated; 1 Bleed)

white z (-0 HP)
green z (-5 HP)
bats (-0 HP)

Wilbur Faust (-9 HP)
Sobek (-3 HP; 1 Bleed)

red z (-2 HP)

❖❖❖ Round 4 ❖❖❖

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Fort: 1d20 + 5 ⇒ (18) + 5 = 23

Khargrom bleeds, then slips into the woods away from the bats but still close enough to be healed if either cleric wishes to channel to do that.

Double Move


Khargrom bleeds and hides. Black fires off another one of those bolts at Wilbur but barely misses thanks to red's inopportune rush.

to hit ranged touch: 1d20 + 1 - 4 - 4 ⇒ (16) + 1 - 4 - 4 = 9

❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
Ongoing effects not mentioned below: pulsing negative energy emanating from rift.
Bold may go.


Cayden Barleybrew (-4 HP; DC 11 fort save or be nauseated; 1 Bleed)

white z (-0 HP)
green z (-5 HP)
bats (-0 HP)

Wilbur Faust (-9 HP)
Sobek (-3 HP; 1 Bleed)

red z (-2 HP)

❖❖❖ Round 4 ❖❖❖
Khargrom Shadowband (-7 HP; 1 Bleed)

black z (-02 HP)

Grand Lodge

Male Half-Elf Cleric 3 (HP 21/21) (AC 22/11/21) (CMD 17) (Fort +4, Ref +2, Will +7) (Init +3) (Perception +15)

Fort: 1d20 + 4 ⇒ (6) + 4 = 10.

Cayden staggers out of the swarm.

Silver Crusade

”Wilbur Faust” | Male NG Medium (Keleshite) Human Cleric of Sarenrae 4 | HP 35/35 | AC 17, T 10, FF 17 | CMD 15| F +6 R +3 W +9 | Init +0 | Perc +4 | Speed 30ft | Channel positive energy 5/5 (DC16), Rebuke death 7/7 | Active Conditions: None.

Wilbur would like to know about their weaknesses, immunities, and resistances, please.


Wilbur:
The vanilla zombies have no weaknesses, no immunities, and no resitances other than your usual undead traits which you can look up. I figure everyone with at least a rank in knowledge religion know the common undead traits.

The one dressed in a frilly white dress (the Zuvembie) is immune to cold and has the usual undead traits.

Cayden joins Sobek in spreading stomach contents around before the zombies leap into action. Well, leap is an exaggeration. Normal zombies do not leap. And the bats go after the closest PC which is Sobek, lucky fellow.

White moves up and casts a DC 14 scare spell on Wilbur, whereas green tries to ichor him, unsuccessfully.

green to hit Wilbur with ichor, ranged touch: 1d20 + 1 - 4 - 4 ⇒ (12) + 1 - 4 - 4 = 5

bat damage on Sobek: 1d6 ⇒ 3

❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
Ongoing effects not mentioned below: pulsing negative energy emanating from rift.
Bold may go.


Wilbur Faust (-9 HP; DC 14 will save or run away as a full move in fright)
Sobek (-6 HP; 1 Bleed; DC 11 fort save or be nauseated for one turn)

red Zombie (-2 HP)

❖❖❖ Round 4 ❖❖❖
Khargrom Shadowband (-7 HP; 1 Bleed)

black Zombie (-2 HP)

Cayden Barleybrew (-5 HP; 1 Bleed)

white Zuvembie (-0 HP)
green Zombie (-5 HP)
bats (-0 HP)

Silver Crusade

”Wilbur Faust” | Male NG Medium (Keleshite) Human Cleric of Sarenrae 4 | HP 35/35 | AC 17, T 10, FF 17 | CMD 15| F +6 R +3 W +9 | Init +0 | Perc +4 | Speed 30ft | Channel positive energy 5/5 (DC16), Rebuke death 7/7 | Active Conditions: None.

Will save: 1d20 + 9 ⇒ (16) + 9 = 25

Silver Crusade

”Wilbur Faust” | Male NG Medium (Keleshite) Human Cleric of Sarenrae 4 | HP 35/35 | AC 17, T 10, FF 17 | CMD 15| F +6 R +3 W +9 | Init +0 | Perc +4 | Speed 30ft | Channel positive energy 5/5 (DC16), Rebuke death 7/7 | Active Conditions: None.

"Most of them are undead," Wilbur declares. "The one in the white dress will not fear the cold. But they will all know the touch of the light!" He uses another channel to harm undead.

Channel Positive Energy: 2d6 ⇒ (4, 4) = 8 DC16 Will for half

Scarab Sages

NG m human Fighter (Core) 4 | HP 39/39 | AC 19/21, t13, ff17 | F +5, R +3, W +1 (+1 vs. fear) | Perc +7 | Stealth +1 | Init +4 | speed 20' | CMB +9 (+2 trip) CMD 20 (+2 vs Trip)| cold-iron arrows x20 | Active Conditions: [ooc][/ooc]

Sobek stumbles forward the best he can out of the bat swarm, trying not to throw up.
Fortitude: 1d20 + 4 ⇒ (10) + 4 = 14

Single move action (nauseated).


Cayden attempts to counter the negative aura again, particularly since they have all gathered around so nicely.
will save (red): 1d20 + 3 + 4 ⇒ (7) + 3 + 4 = 14
will save (white): 1d20 + 6 + 4 ⇒ (9) + 6 + 4 = 19
will save (black): 1d20 + 3 + 4 ⇒ (3) + 3 + 4 = 10
will save (green): 1d20 + 3 + 4 ⇒ (19) + 3 + 4 = 26

Sobek evades the swarm and finishes emptying his stomach, beginning to feel better.

To be continued when I am at my PC...


Note: Sobek made his save so he still has a standard action left. He lost the previous turns action, but not this turns action. I put him with Khargrom in init so Sobek can take his action.

Red Zombie attacks Wilbur.

to hit: 1d20 + 4 ⇒ (6) + 4 = 10

Sobek and Khargrom bleed for 1.

❖❖❖❖❖❖ Combat Card Round 4 ❖❖❖❖❖❖
Ongoing effects not mentioned below: pulsing negative energy emanating from rift.
Bold may go.


Sobek (-7 HP; 1 Bleed)
Khargrom Shadowband (-8 HP; 1 Bleed)

black Zombie (-2 HP)

Cayden Barleybrew (-5 HP; 1 Bleed)

white Zuvembie (-0 HP)
green Zombie (-5 HP)
bats (-0 HP)

Wilbur Faust (-9 HP)

red Zombie (-2 HP)

❖❖❖ Round 5 ❖❖❖

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Khargrom moves and exits the trees, pivoting quickly to attempt a strike at the lead foe.

Move (this provokes from red) and attack red.

+1 Warhammer + Flanking: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24 for Bludgeoning + Sneak Attack: 1d8 + 4 + 2d6 ⇒ (7) + 4 + (2, 2) = 15


That hits, but you notice that bludgeoning damage does not affect these zombies all that well. Still, it is enough and the zombie is destroyed.

Sobek? You were not nauseated this turn.


Going to bot Sobek. Sobek will move up next to Khargrom.

The zombie with the black scorch marks sends a ray of ichor at Khargrom.
green to hit Khargrom with ichor, ranged touch: 1d20 + 1 ⇒ (20) + 1 = 21
confirm: 1d20 + 1 ⇒ (6) + 1 = 7
damage: 2d6 ⇒ (5, 6) = 11

Cayden bleeds for 1.

❖❖❖❖❖❖ Combat Card Round 4 ❖❖❖❖❖❖
Ongoing effects not mentioned below: pulsing negative energy emanating from rift.
Bold may go.

Cayden Barleybrew (-6 HP; 1 Bleed)

white Zuvembie (-0 HP)
green Zombie (-5 HP)
bats (-0 HP)

Wilbur Faust (-9 HP)

red Zombie (-2 HP)

❖❖❖ Round 5 ❖❖❖
Sobek (-7 HP; 1 Bleed)
Khargrom Shadowband (-19 HP; 1 Bleed)

black Zombie (-2 HP)

Scarab Sages

NG m human Fighter (Core) 4 | HP 39/39 | AC 19/21, t13, ff17 | F +5, R +3, W +1 (+1 vs. fear) | Perc +7 | Stealth +1 | Init +4 | speed 20' | CMB +9 (+2 trip) CMD 20 (+2 vs Trip)| cold-iron arrows x20 | Active Conditions: [ooc][/ooc]
miteke wrote:

Going to bot Sobek. Sobek will move up next to Khargrom.

Thank you! That's exactly what I was going to do. I should have just told you to do it for me earlier. Lol.

Grand Lodge

Male Half-Elf Cleric 3 (HP 21/21) (AC 22/11/21) (CMD 17) (Fort +4, Ref +2, Will +7) (Init +3) (Perception +15)

Cayden trudges forward, and channels to heal.

Channel: 2d6 ⇒ (5, 4) = 9.

"Be careful; I cannot do that again today."

I think the channel damage from Wilbur's last action did not make it to the tracker?


Cayden Barleybrew wrote:
I think the channel damage from Wilbur's last action did not make it to the tracker?

Right, so red and black took 8, white and green took 4. Black is destroyed!

Cayden moves forward and alleviates the bleeding and harm caused so far. Then the bats, who find themselves all alone, charge on after Wilbur, who has the misfortune of being the closest.

damage (Wilbur): 1d6 ⇒ 2; DC 11 fort save or be nauseated; 1 Bleed

White makes a strange whistle which attempts to overwhelm your common senses. Each of you must make a DC 16 will save vs. a supernatural ability or be provoked to move toward the zuvembie using the most direct means possible. Captivated creatures can take no actions other than to defend themselves.

to hit green on Khargrom with ichor, ranged touch:: 1d20 + 1 ⇒ (5) + 1 = 6

❖❖❖❖❖❖ Combat Card Round 5 ❖❖❖❖❖❖
Ongoing effects not mentioned below: pulsing negative energy emanating from rift.
Bold may go.

Wilbur Faust (-0 HP; 1 Bleed; DC 11 fort save or be nauseated; DC 16 will save vs. compulsion)
Sobek (-0 HP; DC 16 will save vs. compulsion)
Khargrom Shadowband (-10 HP; DC 16 will save vs. compulsion)
Cayden Barleybrew (-0 HP; DC 16 will save vs. compulsion)

❖❖❖ Round 6 ❖❖❖
white Zuvembie (-4 HP)
green Zombie (-9 HP)
bats (-0 HP)

Scarab Sages

NG m human Fighter (Core) 4 | HP 39/39 | AC 19/21, t13, ff17 | F +5, R +3, W +1 (+1 vs. fear) | Perc +7 | Stealth +1 | Init +4 | speed 20' | CMB +9 (+2 trip) CMD 20 (+2 vs Trip)| cold-iron arrows x20 | Active Conditions: [ooc][/ooc]

Sobek's attention is drawn to the strange whistle...
Will: 1d20 + 1 ⇒ (20) + 1 = 21
Bravery: +1 saves vs. fear.

"Stop that annoying whistle, fiend." he says with a scowl.

Grand Lodge

Male Half-Elf Cleric 3 (HP 21/21) (AC 22/11/21) (CMD 17) (Fort +4, Ref +2, Will +7) (Init +3) (Perception +15)

Will: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15.

Cayden wanders over and stands there placidly, like a cow waiting to be slaughtered.


Sobek Al Saleef wrote:

Sobek's attention is drawn to the strange whistle...

[dice=Will]1d20+1
Bravery: +1 saves vs. fear.

"Stop that annoying whistle, fiend." he says with a scowl.

What does he do, since he is not distracted in any way?

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Will: 1d20 + 4 ⇒ (3) + 4 = 7
GM Star Reroll: 1d20 + 6 ⇒ (9) + 6 = 15

The strange whistling seems to pull Khargrom from his focus. He plods over and stands ready for his new master.

Silver Crusade

”Wilbur Faust” | Male NG Medium (Keleshite) Human Cleric of Sarenrae 4 | HP 35/35 | AC 17, T 10, FF 17 | CMD 15| F +6 R +3 W +9 | Init +0 | Perc +4 | Speed 30ft | Channel positive energy 5/5 (DC16), Rebuke death 7/7 | Active Conditions: None.

Fortitude: 1d20 + 6 ⇒ (11) + 6 = 17
Will: 1d20 + 9 ⇒ (8) + 9 = 17

Silver Crusade

”Wilbur Faust” | Male NG Medium (Keleshite) Human Cleric of Sarenrae 4 | HP 35/35 | AC 17, T 10, FF 17 | CMD 15| F +6 R +3 W +9 | Init +0 | Perc +4 | Speed 30ft | Channel positive energy 5/5 (DC16), Rebuke death 7/7 | Active Conditions: None.

Wilbur likes using his channels, and keeps at it on the undead.
CPE: 2d6 ⇒ (1, 3) = 4 DC 16 Will for half


Cayden and Khargrom, in spite of their best efforts, become captivated by the sounds, placidly lining up by the Zuvembie. Worse, as soon as they enter the stone circle, the negative energy starts to unravel their life forces!

negative energy damage Cayden: 2d6 ⇒ (4, 2) = 6
negative energy damage Khargrom: 2d6 ⇒ (3, 4) = 7
Ouch!

Wilbur and Sobek resist the pull, and Wilbur sends out another countering burst of positive energy.

will save Zuvembie: 1d20 + 6 + 4 ⇒ (11) + 6 + 4 = 21
will save zombie: 1d20 + 3 + 4 ⇒ (9) + 3 + 4 = 16
Neither are damaged much, though the zombie looks on the verge of falling apart.

❖❖❖❖❖❖ Combat Card Round 5 ❖❖❖❖❖❖
Ongoing effects not mentioned below: pulsing negative energy emanating from rift.
Bold may go.

Sobek (-0 HP)

❖❖❖ Round 6 ❖❖❖
white Zuvembie (-6 HP)
green Zombie (-11 HP)
bats (-0 HP)

Wilbur Faust (-1 HP; 1 Bleed)
Khargrom Shadowband (-17 HP; captivated)
Cayden Barleybrew (-6 HP; captivated)

Scarab Sages

NG m human Fighter (Core) 4 | HP 39/39 | AC 19/21, t13, ff17 | F +5, R +3, W +1 (+1 vs. fear) | Perc +7 | Stealth +1 | Init +4 | speed 20' | CMB +9 (+2 trip) CMD 20 (+2 vs Trip)| cold-iron arrows x20 | Active Conditions: [ooc][/ooc]

Sobek thrusts his polearm forward and sweeps at the zombie brute's legs in an attempt to knock him to the ground...
CMB to Trip (improved trip): 1d20 + 9 ⇒ (19) + 9 = 28

"Finish him." he says with a nod to Khargrom, motioning to the zombie now flailing about on the ground.
He then steps to the side and gets behind Cayden.

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Khargrom’s glazed and confused eyes look back at him with no comprehension.

Scarab Sages

NG m human Fighter (Core) 4 | HP 39/39 | AC 19/21, t13, ff17 | F +5, R +3, W +1 (+1 vs. fear) | Perc +7 | Stealth +1 | Init +4 | speed 20' | CMB +9 (+2 trip) CMD 20 (+2 vs Trip)| cold-iron arrows x20 | Active Conditions: [ooc][/ooc]
Khargrom Shadowband wrote:
Khargrom’s glazed and confused eyes look back at him with no comprehension.

Darn. Forgot you were mesmerized.


The zombie collapses to the ground, though unperturbed by the assault. It does not have the sense to get back up again and tries to chew on Khargrom’s toes.

to hit Khargrom, prone: 1d20 + 4 ⇒ (20) + 4 = 24
confirm: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 2d6 + 8 ⇒ (1, 4) + 8 = 13

And dang if if doesn't find an ankle high niche in his armor. That's the thing about chest armor. Double ouch!

Your new best buddie continues its whistling, but due to the damaging effects of the area, you all get another save.

On the bright side the bats all dissipate!

It's your turns again and Wilbur bleeds a bit more and the energy field keeps unravelling the two in the circle.

damage Khargrom: 2d6 ⇒ (2, 3) = 5
damage Cayden: 2d6 ⇒ (5, 2) = 7

Khargrom looks really, really close to going down. And this is a very bad place to go down!

❖❖❖❖❖❖ Combat Card Round 5 ❖❖❖❖❖❖
Ongoing effects not mentioned below: pulsing negative energy emanating from rift.
Bold may go.

Sobek (-0 HP; DC 16 will save vs. compulsion)
Wilbur Faust (-2 HP; 1 Bleed; DC 16 will save vs. compulsion)
Khargrom Shadowband (-35 HP; DC 16 will save vs. compulsion)
Cayden Barleybrew (-13 HP; DC 16 will save vs. compulsion)

❖❖❖ Round 6 ❖❖❖
white Zuvembie (-6 HP)
green Zombie (-11 HP)

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Will: 1d20 + 4 ⇒ (14) + 4 = 18

Khargrom isn’t quite ready to meet the one who carved him from stone, so he falls back out of the ‘instant death area’.

Withdraw Action, double move.


Good choice! I must say, your character has been quite the damage magnet in this game.

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Yeah, with four of us he has had to take on a front line role. And this specific combat, the rolls have gone poorly. Which makes sense considering he has had some very good rolls the rest of the session, so it was bound to even out.

Scarab Sages

NG m human Fighter (Core) 4 | HP 39/39 | AC 19/21, t13, ff17 | F +5, R +3, W +1 (+1 vs. fear) | Perc +7 | Stealth +1 | Init +4 | speed 20' | CMB +9 (+2 trip) CMD 20 (+2 vs Trip)| cold-iron arrows x20 | Active Conditions: [ooc][/ooc]

"Stop that incessant whistling!" Sobek calls out to the zombie-thing.

Will: 1d20 + 1 ⇒ (11) + 1 = 12

But, alas, Sobek becomes captivated by the whistling!

Grand Lodge

Male Half-Elf Cleric 3 (HP 21/21) (AC 22/11/21) (CMD 17) (Fort +4, Ref +2, Will +7) (Init +3) (Perception +15)

Will: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10.

Cayden stays still, ready to die.

Silver Crusade

”Wilbur Faust” | Male NG Medium (Keleshite) Human Cleric of Sarenrae 4 | HP 35/35 | AC 17, T 10, FF 17 | CMD 15| F +6 R +3 W +9 | Init +0 | Perc +4 | Speed 30ft | Channel positive energy 5/5 (DC16), Rebuke death 7/7 | Active Conditions: None.

Two quick questions: 1) Is the compulsion the same thing we already saved against, or do I need to roll? 2) Can Wilbur roll to see what the negative energy is to see if he can use his powers to counter it?


It is the same thing as you already saved against. The effect is continual as long as it keeps spending an action to continue it with no additional saving throw, BUT, if the player is being led into an area that they know is dangerous, they get an additional save. When the first two characters were drawn into the area they did not know it was dangerous and thus did not get a second roll. But now that it burned them, they do.

But you make a good point. Though it can continue the effect as a standard action, it does say that it may only initiate the ability once per day. I missed that. So Sobek and Wilbur do NOT need to make a save. Sobek, you are free to act!

Wilbur, you may make a knowledge (religion) roll to refine your understanding of the hazard/area.

Silver Crusade

”Wilbur Faust” | Male NG Medium (Keleshite) Human Cleric of Sarenrae 4 | HP 35/35 | AC 17, T 10, FF 17 | CMD 15| F +6 R +3 W +9 | Init +0 | Perc +4 | Speed 30ft | Channel positive energy 5/5 (DC16), Rebuke death 7/7 | Active Conditions: None.

Knowledge: Religion: 1d20 + 7 ⇒ (17) + 7 = 24


Wilbur can tell that the negative energy is emanating from the rift and starts harming normal folks, and energizing undead inside the stones. As discovered, entering the ring of stones does 2d6 negative energy damage, and undead inside the rings get a bonus to resisting positive energy and can shoot that black ichor.


❖❖❖❖❖❖ Combat Card Round 5 ❖❖❖❖❖❖
Ongoing effects not mentioned below: pulsing negative energy emanating from rift.
Bold may go.

Sobek (-0 HP)
Wilbur Faust (-2 HP; 1 Bleed)

❖❖❖ Round 6 ❖❖❖
white Zuvembie (-6 HP)
green Zombie (-11 HP; prone)

Khargrom Shadowband (-35 HP)
Cayden Barleybrew (-13 HP; captivated)

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