Mirelia
|
Mirelia moves forward, closing the distance enough to bring her magic to bear while staying clear of the nearest zombie brute. A lance of flame streaks toward the nearest zombie.
◆◆Ignition Vs Red: 1d20 + 8 ⇒ (2) + 8 = 10 damage: 2d4 ⇒ (2, 1) = 3
| GM Watery Soup |
Retcon: P.T.'s second attack hit. Div -18 and 15 < AC <= 22.
Gritash suckers the div into looking the wrong way off-guard to Gritash but his rapier can't fully connect, only scratching the cornea.
Mirelia casts a spell, but it flies wide.
--Round 1
Mirelia (28/28 hp, AC 16/17, normal vision)
Gritash (41/41 hp, AC 20, low-light vision)
--Round 2
P.T. (56/56 hp, AC 21, low-light vision, hunting White) / Cappy (42/42 hp, AC 20)
Hazard (-0 hp, 4/4 pillars)
White Div (-21 hp, 16 < AC <= 22)
Khaine (44/44 hp, AC 20/22, low-light vision, light)
Cur (14/36 hp, AC 19, darkvision, 1d4 persistent mental, sickened 1)
Sam (26/44 hp, AC 20/22, normal vision)
Red Zombie Brute (-0 hp, 14 < AC <= ?)
Yellow Zombie Brute (-0 hp, 14 < AC <= ?)
P. T. Barnosh
|
P.T. directs his pal with a quick hand signal, moves to try and reach optimal range, then continues to pepper the Div with high caliber rounds.
1st strike: 1d20 + 10 ⇒ (14) + 10 = 24
Bludgeoning damage: 2d10 + 1 ⇒ (4, 1) + 1 = 6
2nd Strike: 1d20 + 4 ⇒ (7) + 4 = 11
Bludgeoning Damage: 2d10 + 1 ⇒ (10, 2) + 1 = 13
Precision Damage: 1d8 ⇒ 8
Command an Animal, Stride to get out of Volley range next round, then Hunted Shot
| GM Watery Soup |
Cappy moves up, and P.T. puts another arrow into the div.
The hazard bubbles, and Sam, Gritash, Cur, and Cappy all feel thirsty. DC 20 Fortitude save; fatigued on Failure, fatigued plus 1d6 non-lethal mental damage on a Critical Failure.
The div continues staring at Sam. "Beautiful one, I must destroy you!" DC 22 Will save, again.
It moves towards her and slashes her face with a claw.
Claw: 1d20 + 15 ⇒ (2) + 15 = 17
Slashing: 2d6 + 5 ⇒ (6, 1) + 5 = 12 plus Spirit: 1d8 ⇒ 1
--Round 2
Khaine (44/44 hp, AC 20/22, low-light vision, light)
Cur (14/36 hp, AC 19, darkvision, 1d4 persistent mental, sickened 1, Fort save vs thirst)
Sam (26/44 hp, AC 20/22, normal vision, Fort save vs thirst, Will save vs eye)
Red Zombie Brute (-0 hp, 14 < AC <= ?)
Yellow Zombie Brute (-0 hp, 14 < AC <= ?)
Mirelia (28/28 hp, AC 16/17, normal vision)
Gritash (41/41 hp, AC 20, low-light vision, Fort save vs thirst)
--Round 3
P.T. (56/56 hp, AC 21, low-light vision, hunting White) / Cappy (42/42 hp, AC 20, Fort save vs thirst)
Hazard (-0 hp, 4/4 pillars)
White Div (-35 hp, 16 < AC <= 22)
Kaela Mensha Khaine
|
Khaine volleys javelins at the div.
+1 Javelin, Shadow Sheath: 1d20 + 10 ⇒ (5) + 10 = 15, for 1d8 + 3 ⇒ (5) + 3 = 8 Piercing, +2d1 ⇒ (1, 1) = 2 Spirit damage.
+1 Javelin, Shadow Sheath: 1d20 + 10 - 5 ⇒ (14) + 10 - 5 = 19, for 1d8 + 3 ⇒ (6) + 3 = 9 Piercing, +2d1 ⇒ (1, 1) = 2 Spirit damage.
+1 Javelin, Shadow Sheath: 1d20 + 10 - 10 ⇒ (15) + 10 - 10 = 15, for 1d8 + 3 ⇒ (3) + 3 = 6 Piercing, +2d1 ⇒ (1, 1) = 2 Spirit damage.
"Cur" Ἀχέρων, Ντροπή Δύο Φυλών
|
No reason to stop hitting the foe before him.
◆ Strike
Anguished Cry of the Mountains (clan dagger): 1d20 + 9 ⇒ (16) + 9 = 25
Bludgeoning Damage: 1d6 + 4 ⇒ (3) + 4 = 7
◆ Strike
Gentle Tears of the Forest (clan dagger): 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24
Bludgeoning Damage: 1d6 + 4 ⇒ (6) + 4 = 10
◆ Raise a Shield
Samantha Seed
|
Fort: 1d20 + 9 ⇒ (8) + 9 = 17
Will: 1d20 + 8 ⇒ (11) + 8 = 19
My post was eaten apparently. Sam cast Scatter Scree in the 2 squares with Red dots. If the square with the red dot where yellow is doesn't count as contiguous, then just move it to the one south of the div.
Scatter Scree; DC 20 Reflex; Bludgeoning Damage: 3d4 ⇒ (1, 1, 4) = 6 Area affected becomes difficult terrain
She then runs around the wall.
◈◈ Scatter Scree
◈ Stride
| GM Watery Soup |
Aight, my bad. I forgot to move the div's token on the map on its turn. But given that the melee attack on Sam missed and she ran away, it appears my mistake favored you, and I'm not going to retcon.
Khaine throws a bunch of javelins, but misses.
Cur, you're missing a Fort save vs thirst - I'm going to bot it for you.
Cur Fortitude: 1d20 + 9 ⇒ (10) + 9 = 19 vs DC 20
Fatigued. Someone can Recall Knowledge (any magical tradition) for more information.
Cur, you're sickened 1, so those attacks are 24 and 23. Cur slashes the div twice, bloodying it. <50% health
Persistent Mental: 1d4 ⇒ 2
Recovery: 1d20 ⇒ 11 vs DC 15
Sam can't help but stare back at the eye that's staring at her.
Mental: 4d8 ⇒ (3, 4, 6, 7) = 20 plus frightened 2.
She casts a spell. Diagonal contiguous is fine.
Div Reflex: 1d20 + 13 ⇒ (6) + 13 = 19 vs DC 18 frightened 2 Reflex DC
Zombie Reflex: 1d20 + 3 ⇒ (2) + 3 = 5 vs DC 18 frightened 2 Reflex DC
The div dodges the scree, while the zombie doesn't fare well at all.
Botting Gritash and Cappy's saves, as fatigued will affect their ACs.
Gritash Fortitude: 1d20 + 8 ⇒ (7) + 8 = 15 vs DC 20
Cappy Fortitude: 1d20 + 11 ⇒ (18) + 11 = 29 vs DC 20
Red swings at Gritash.
Fist: 1d20 + 11 ⇒ (20) + 11 = 31 vs fatigued
Bludgeoning: 1d12 + 5 ⇒ (1) + 5 = 6 plus improved push 5'
Red knocks Gritash back 1 NE, following him.
Fist, MAP: 1d20 + 11 - 5 ⇒ (3) + 11 - 5 = 9 vs fatigued
Bludgeoning: 1d12 + 5 ⇒ (7) + 5 = 12 plus improved push 5'
Yellow swings at Cappy.
Fist: 1d20 + 11 ⇒ (3) + 11 = 14 vs fatigued
Bludgeoning: 1d12 + 5 ⇒ (1) + 5 = 6 plus improved push 5'
Fist, MAP: 1d20 + 11 - 5 ⇒ (18) + 11 - 5 = 24 vs fatigued
Bludgeoning: 1d12 + 5 ⇒ (3) + 5 = 8 plus improved push 5'
Yellow hits Cappy, and pushes him back 1 NW, but can't follow.
| GM Watery Soup |
--Round 2
Mirelia (28/28 hp, AC 16/17, normal vision)
Gritash (29/41 hp, AC 20, low-light vision, fatigued)
--Round 3
P.T. (56/56 hp, AC 21, low-light vision, hunting White) / Cappy (34/42 hp, AC 20)
Hazard (-0 hp, 4/4 pillars)
White Div (-55 hp, 19 < AC <= 22)
Khaine (44/44 hp, AC 20/22, low-light vision, light)
Cur (12/36 hp, AC 19, darkvision, 1d4 persistent mental, sickened 1, fatigued)
Sam (6/44 hp, AC 20/22, normal vision, fatigued, frightened 2, frightened 1)
Red Zombie Brute (-0 hp, 14 < AC <= ?)
Yellow Zombie Brute (-12 hp, 14 < AC <= ?)
P. T. Barnosh
|
P.T. backs away, continuing to pepper the Div with high caliber rounds!
1st strike: 1d20 + 11 ⇒ (4) + 11 = 15
damage: 2d10 + 1 ⇒ (6, 5) + 1 = 12
2nd Strike: 2d10 + 1 ⇒ (8, 1) + 1 = 10
damage: 2d10 + 1 ⇒ (1, 4) + 1 = 6
precision: 1d8 ⇒ 4
Unfortunately his shots go wide.
"Get it, Captain!", he shouts
Stride, Hunted Shot, command an animal
| Captain Cappy |
The capybara dutifully attempts to headbutt the div twice, without much success.
1st strike: 1d20 + 9 ⇒ (4) + 9 = 13
bludgeoning damage: 2d6 + 3 ⇒ (6, 5) + 3 = 14
2nd strike: 1d20 + 5 ⇒ (3) + 5 = 8
bludgeoning damage: 2d6 + 3 ⇒ (6, 6) + 3 = 15
precision damage: 1d8 ⇒ 6
Strike, Strike
Mirelia
|
Mirelia’s eyes flick from the div to the hulking Red Zombie Brute. She thrusts her hand forward, condensing storm energy into a violent, focused bolt. A crack of thunder tears through the chamber as lightning slams into the Red Zombie Brute. Without pause, she turns her focus to coordination. A brief pulse of divine clarity settles over Gritash—steadying his next move amid the chaos.
Thunderstrike(Electricity damage) Vs Red Zombie (Reflex save): 1d12 ⇒ 2
Thunderstrike(Sonic damage) Vs Red Zombie (Reflex save): 1d4 ⇒ 2
◆◆Thunderstrike ◆Guidance
Gritash
|
"Mrrooow!" Gritash says, rubbing his eye with the back of one hand to test to see how long it will be before it turns black from that impressive punch. "Definitely weaved when I should have bobbed."
But the worst part is that he's out of position and he has to waste time getting back in.
He ◆Steps back up to provide a barrier between the zombie and Mirelia then flicks his rapier at it, though it is only a trick to leave the Div off guard to his real thrust.
◆Deception: 1d20 + 11 ⇒ (15) + 11 = 26
◆+1 Rapier (Guidance) vs. Div: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
Piercing: 1d6 + 1 ⇒ (5) + 1 = 6
If the Feint worked, Confident Finisher Damage added to a hit or half on a Miss but not a Critical Miss.
Confident Finisher: 2d6 ⇒ (6, 3) = 9
| GM Watery Soup |
P.T.'s Second Strike: 1d20 + 6 ⇒ (17) + 6 = 23
P.T. hits the div with a second shot, although Cappy only flails.
Mirelia casts a spell and a clap of thunder strikes Red.
Red Reflex: 1d20 + 3 ⇒ (7) + 3 = 10 vs DC 18
Gritash successfully Feints the div, although his rapier skills are mostly flash instead of dash. Miss, but not Critical Miss, vs off-guard AC, 4 piercing applied.
The hazard flashes again, targeting 1d6 ⇒ 4 Gritash 1d5 ⇒ 3 Mirelia 1d4 ⇒ 3 P.T. and 1d3 ⇒ 3 Cappy.
DC 20 Fortitude save, although the outcomes are going to be different for Gritash, who is already fatigued.
For Mirelia, P.T., and Cappy:
For Gritash:
The div, not seeing the beautiful Samantha, focuses on Gritash instead, staring him in the eye. DC 22 Will save.
"Beautiful one ... your trickery is unwelcome."
It reaches out and touches Gritash with a spell. DC 22 Will save, please. And, as a friendly GM warning, I'm going to recommend that you expend a Hero Point on a Failure.
Whew. Sorry, Gritash.
| GM Watery Soup |
--Round 3
Khaine (44/44 hp, AC 20/22, low-light vision, light)
Cur (12/36 hp, AC 19, darkvision, 1d4 persistent mental, sickened 1, fatigued)
Sam (6/44 hp, AC 20/22, normal vision, fatigued, frightened 1)
Red Zombie Brute (-4 hp, 14 < AC <= ?)
Yellow Zombie Brute (-12 hp, 14 < AC <= ?)
Mirelia (28/28 hp, AC 16/17, normal vision, DC 20 Fort save)
Gritash (29/41 hp, AC 20, low-light vision, fatigued, DC 20 Fort save, DC 22 Will save, and then another DC 22 Will save.)
--Round 4
P.T. (56/56 hp, AC 21, low-light vision, hunting White, DC 20 Fort save) / Cappy (34/42 hp, AC 20, DC 20 Fort save)
Hazard (-0 hp, 4/4 pillars)
White Div (-69 hp, 19 < AC <= 22) <50%
Kaela Mensha Khaine
|
Khaine volleys javelins at Red.
+1 Javelin, Shadow Sheath: 1d20 + 10 ⇒ (6) + 10 = 16, for 1d8 + 3 ⇒ (4) + 3 = 7 Piercing, +2d1 ⇒ (1, 1) = 2 Spirit damage.
+1 Javelin, Shadow Sheath: 1d20 + 10 - 5 ⇒ (18) + 10 - 5 = 23, for 1d8 + 3 ⇒ (6) + 3 = 9 Piercing, +2d1 ⇒ (1, 1) = 2 Spirit damage.
+1 Javelin, Shadow Sheath: 1d20 + 10 - 10 ⇒ (7) + 10 - 10 = 7, for 1d8 + 3 ⇒ (5) + 3 = 8 Piercing, +2d1 ⇒ (1, 1) = 2 Spirit damage.
P. T. Barnosh
|
P.T.: 1d20 + 10 ⇒ (2) + 10 = 12
Cappy: 1d20 + 11 ⇒ (9) + 11 = 20
P.T. feels the weight of his heavy firearm. "Sarenrae Protect us, I don't know how much longer I can keep this up"
Samantha Seed
|
Sam pulls out her healing potion and chugs it.
Healing: 2d8 + 5 ⇒ (5, 1) + 5 = 11
She runs towards the opposite wall, looking to disarm the runes (smileys)...
"Be still my racing heart" she says softly to herself.
◈◈ Draw and drink
◈ Stride
Frightened should be 0 now...
"Cur" Ἀχέρων, Ντροπή Δύο Φυλών
|
◆ Strike
Anguished Cry of the Mountains (clan dagger): 1d20 + 9 ⇒ (13) + 9 = 22
Bludgeoning Damage: 1d6 + 4 ⇒ (3) + 4 = 7
◆ Strike
Gentle Tears of the Forest (clan dagger): 1d20 + 9 - 4 ⇒ (4) + 9 - 4 = 9
Bludgeoning Damage: 1d6 + 4 ⇒ (1) + 4 = 5
◆ Raise a Shield
If the first Strike drops the div, replace the second action with a Step southwest.
Gritash
|
Fortitude (Charmed Life): 1d20 + 8 + 1 - 1 ⇒ (13) + 8 + 1 - 1 = 21
Because I used Charmed Life I get Panache until the end of my next turn.
Will: 1d20 + 7 - 1 ⇒ (13) + 7 - 1 = 19
Will: 1d20 + 7 - 1 ⇒ (2) + 7 - 1 = 8
Will (HP): 1d20 + 7 - 1 ⇒ (11) + 7 - 1 = 17
| GM Watery Soup |
Khaine switches targets to Red, and hits twice. Two regular hits.
Sam drinks a potion to heal herself.
Cur slashes the div once, but it still stands.
P.T. feels thirsty.
Gritash takes Mental: 4d8 ⇒ (4, 7, 6, 4) = 21 damage from being stared at, and appears Stunned. He also suddenly appears less ... charismatic ... to everyone around.
The zombies do what zombies were designed to do. Red swings at Mirelia, hoping to push her out of the room.
Fist: 1d20 + 11 ⇒ (2) + 11 = 13
Bludgeoning: 1d12 + 5 ⇒ (9) + 5 = 14 plus improved Push 5'
Fist, MAP: 1d20 + 11 - 5 ⇒ (2) + 11 - 5 = 8
Bludgeoning: 1d12 + 5 ⇒ (2) + 5 = 7 plus improved Push 5'
Yellow attacks Cappy.
Fist: 1d20 + 11 ⇒ (5) + 11 = 16
Bludgeoning: 1d12 + 5 ⇒ (8) + 5 = 13 plus improved Push 5'
Fist, MAP: 1d20 + 11 - 5 ⇒ (13) + 11 - 5 = 19
Bludgeoning: 1d12 + 5 ⇒ (3) + 5 = 8 plus improved Push 5'
I realized Cur forgot persistent. I'm going to roll here because otherwise it'll mess everything up.
Persistent Mental: 1d4 ⇒ 2
Recovery: 1d20 ⇒ 8 vs DC 15
| GM Watery Soup |
--Round 3
Mirelia (28/28 hp, AC 16/17, normal vision, DC 20 Fort save)
Gritash (8/41 hp, AC 20, low-light vision, fatigued, stunned 1, misfortune on Dec/Dip/Int/Per, panache on)
--Round 4
P.T. (56/56 hp, AC 21, low-light vision, hunting White, fatigued) / Cappy (34/42 hp, AC 20)
Hazard (-0 hp, 4/4 pillars)
White Div (-76 hp, 19 < AC <= 22) <50%
Khaine (44/44 hp, AC 20/22, low-light vision, light)
Cur (10/36 hp, AC 19, darkvision, 1d4 persistent mental, sickened 1, fatigued)
Sam (17/44 hp, AC 20/22, normal vision, fatigued)
Red Zombie Brute (-24 hp, 14 < AC <= 16)
Yellow Zombie Brute (-12 hp, 14 < AC <= 16)
P. T. Barnosh
|
"Focus on the Div! We can use hit and run tactics on the zombies!'
P.T. fires the last two rounds in his barricade buster, then begins the arduous process of reloading it.
1st strike: 1d20 + 11 ⇒ (15) + 11 = 26
damage: 2d10 + 1 ⇒ (2, 4) + 1 = 7
2nd Strike: 1d20 + 6 ⇒ (6) + 6 = 12
damage: 2d10 + 1 ⇒ (9, 3) + 1 = 13
Precision Damage: 1d8 ⇒ 2
Hunted Shot, Reload, Reload. 2/3 reload actions used. I really ought to buy the boon for the new bandolier in Battlecry
Mirelia
|
DC 20 Fort save: 1d20 + 5 ⇒ (4) + 5 = 9
Mirelia raises her hand, stormlight gathering despite the choking dryness
Tempest Surge vs Div (DC18 Reflex save): 1d12 ⇒ 3
A faint shimmer of guiding force settles over Gritash again
◆◆Tempest Surge (Target is Clumsy 2 for one round on a fail) ◆Guidance
| GM Watery Soup |
P.T.'s renewed focus on the div works - one arrow and one headbutt later, Sezruth collapses, leading vitreous humor all over the place. It's not funny.
Mirelia feels very thirsty. Fatigued, plus Nonlethal: 1d6 ⇒ 3 damage.
Mirelia, Tempest Surge is a Focus spell, and you only have one Focus point, meaning you can only cast it once before Refocusing - unless you have a feat to regain a Focus point?
--Round 3
Mirelia (25/28 hp, AC 16/17, normal vision, fatigued)
Gritash (8/41 hp, AC 20, low-light vision, fatigued, stunned 1, misfortune on Dec/Dip/Int/Per, panache on)
--Round 4
P.T. (56/56 hp, AC 21, low-light vision, hunting White, fatigued) / Cappy (34/42 hp, AC 20)
Hazard (-0 hp, 4/4 pillars)
White Div (-100 hp)
Khaine (44/44 hp, AC 20/22, low-light vision, light)
Cur (10/36 hp, AC 19, darkvision, 1d4 persistent mental, sickened 1, fatigued)
Sam (17/44 hp, AC 20/22, normal vision, fatigued)
Red Zombie Brute (-24 hp, 14 < AC <= 16)
Yellow Zombie Brute (-12 hp, 14 < AC <= 16)
Mirelia
|
Even fatigued, Mirelia lifts her hand, lashes out lightning, splitting toward two targets: Red and Yellow Zombie Brute
◆◆ Electric Arc Vs Red and Yellow Zombie Brute: 2d4 ⇒ (4, 3) = 7
Apologies i thought i still have focus point since it was just my first time to use tempest surge
Gritash
|
Gritash's golden eyes are glazed and stare into nothingness for a moment before he shivers all over. But his ears droop even when he shakes off that momentary shock.
"Is this what...ordinary people feel like?"
He is equal parts irritated that he can't get revenge on the Div for what it did and relieved that it can't do it again.
But there is a lumbering brute right in front of him so he stabs it then bravely moves away.
◆+1 Rapier: 1d20 + 10 ⇒ (19) + 10 = 29
Piercing: 1d6 + 1 ⇒ (4) + 1 = 5
Confident Finisher Damage added to a hit or half on a Miss but not a Critical Miss.
Confident Finisher: 2d6 ⇒ (1, 3) = 4
Deadly: 1d8 ⇒ 1
| GM Watery Soup |
Red Reflex: 1d20 + 3 ⇒ (6) + 3 = 9 vs DC 18
Yellow Reflex: 1d20 + 3 ⇒ (18) + 3 = 21 vs DC 18
Mirelia zaps the zombies.
Gritash stabs the zombie in the chest, critically, and then backs off.
The hazard flashes. 1d6 ⇒ 4 Gritash 1d5 ⇒ 1 Cur 1d4 ⇒ 1 Sam, and 1d3 ⇒ 3 Cappy, please make a DC 20 Fortitude save. Those of you who are already fatigued will take 1d6 mental damage on a fail (you can roll yourselves).
--Round 4
Khaine (44/44 hp, AC 20/22, low-light vision, light)
Cur (10/36 hp, AC 19, darkvision, 1d4 persistent mental, sickened 1, fatigued, Fort save)
Sam (17/44 hp, AC 20/22, normal vision, fatigued, Fort save)
Red Zombie Brute (-50 hp, 14 < AC <= 16) <50%
Yellow Zombie Brute (-15 hp, 14 < AC <= 16)
Mirelia (25/28 hp, AC 16/17, normal vision, fatigued)
Gritash (8/41 hp, AC 20, low-light vision, fatigued, misfortune on Dec/Dip/Int/Per, panache off, Fort save)
--Round 5
P.T. (56/56 hp, AC 21, low-light vision, hunting White, fatigued) / Cappy (34/42 hp, AC 20, Fort save)
Hazard (-0 hp, 4/4 pillars)
White Div (-100 hp)
"Cur" Ἀχέρων, Ντροπή Δύο Φυλών
|
Fortitude Save: 1d20 + 9 ⇒ (11) + 9 = 20
Mental Damage: 1d6 ⇒ 4
"Just like home."
Hit and run time.
◆ Step
◆ Strike
Anguished Cry of the Mountains (clan dagger): 1d20 + 9 ⇒ (11) + 9 = 20
Bludgeoning Damage: 1d6 + 4 ⇒ (4) + 4 = 8
◆ Stride
Kaela Mensha Khaine
|
Khaine volleys javelins at Red.
+1 Javelin, Shadow Sheath: 1d20 + 10 ⇒ (16) + 10 = 26, for 1d8 + 3 ⇒ (7) + 3 = 10*2 = 20 Piercing, +2d1 ⇒ (1, 1) = 2*2 = 4 Spirit damage.
+1 Javelin, Shadow Sheath: 1d20 + 10 - 5 ⇒ (20) + 10 - 5 = 25, for 1d8 + 3 ⇒ (5) + 3 = 8*2 = 16 Piercing, +2d1 ⇒ (1, 1) = 2*2 = 4 Spirit damage.
+1 Javelin, Shadow Sheath: 1d20 + 10 - 10 ⇒ (12) + 10 - 10 = 12, for 1d8 + 3 ⇒ (6) + 3 = 9 Piercing, +2d1 ⇒ (1, 1) = 2 Spirit damage.
...shifting to Yellow if Red goes down.
Samantha Seed
|
Fort: 1d20 + 9 ⇒ (19) + 9 = 28
Sam manages to power through her fatigue to keep from getting a migraine...
Sam scoots around the wall to one of the runes Blue. She has a look at the runes and tries to disable it.
Thievery: 1d20 + 8 ⇒ (17) + 8 = 25
"Keep the brutes off me!" she yells back.
◈ Stride
◈◈ Disable
| GM Watery Soup |
Cur hits and runs.
Khaine just hits twice, and then shifts to Yellow, without success.
Sam fights off mental damage and scratches out a rune.
The last zombie attacks Cappy.
Fist: 1d20 + 11 ⇒ (14) + 11 = 25
Bludgeoning: 1d12 + 5 ⇒ (10) + 5 = 15 plus Improved Push 5'
Athletics, no MAP: 1d20 + 9 ⇒ (18) + 9 = 27 vs Fortitude DC
It pushes Cappy backward, and follows.
Fist, MAP: 1d20 + 11 - 6 ⇒ (10) + 11 - 6 = 15
Bludgeoning: 1d12 + 5 ⇒ (10) + 5 = 15 plus Improved Push 5'
Forgot Cur's persistent mental.
Persistent Mental: 1d4 ⇒ 3
Recovery: 1d20 ⇒ 19 vs DC 15
--Round 4
Mirelia (25/28 hp, AC 16/17, normal vision, fatigued)
Gritash (4/41 hp, AC 20, low-light vision, fatigued, misfortune on Dec/Dip/Int/Per, panache off)
--Round 5
P.T. (56/56 hp, AC 21, low-light vision, hunting White, fatigued) / Cappy (19/42 hp, AC 20)
Hazard (-0 hp, 3/4 pillars, Disable DC <= 25)
White Div (-100 hp)
Khaine (44/44 hp, AC 20/22, low-light vision, light)
Cur (3/36 hp, AC 19, darkvision, 1d4 persistent mental, sickened 1, fatigued)
Sam (17/44 hp, AC 20/22, normal vision, fatigued, Fort save)
Red Zombie Brute (-94 hp)
Yellow Zombie Brute (-23 hp, 14 < AC <= 16)
P. T. Barnosh
|
"Keep it distracted, Captain!" P.T. shouts. Then he finishes reloading and fires one round into the remaining zombie.
Command an Animal, Reload, Strike
strike: 1d20 + 12 ⇒ (2) + 12 = 14
Bludgeoning Damage: 2d10 + 1 ⇒ (2, 3) + 1 = 6
Mirelia
|
Despite the weight of fatigue, Mirelia repositions, keeping distance from the zombie brute while lining up a clear cast. Then lightning lashes out from her hand toward the Yellow Zombie Brute.
◆◆ Electric Arc Vs Yellow Zombie Brute: 2d4 ⇒ (1, 3) = 4
| GM Watery Soup |
Mirelia, your character would probably know that zombies are undead, and undead are harmed by vitality energy. From where you were, if you were to cast a 3-action heal, you'd damage the zombie and heal two allies who are down to single-digit hit points. If you'd like to revise your actions, I'll allow you to.
Gritash
|
"Yeah? Well...look over there!" Gritash says, and realizes with horror just how bad his affliction is.
With a shudder, he realizes he's going to have to outmaneuver this thing...physically.
Rushing back into the fray, he comes at it from the front but then performs a hands free cartwheel past it to end up behind it.
Acrobatics (Tumble Through): 1d20 + 11 ⇒ (1) + 11 = 12
But fails miserably and is only left with stabbing the thing in the face like...like...some kind of fighter.
+1 Rapier: 1d20 + 10 ⇒ (7) + 10 = 17
Piercing: 1d6 + 1 ⇒ (3) + 1 = 4
| GM Watery Soup |
Cappy rushes forward and distracts the zombie just enough for P.T.'s arrow to hit.
Mirelia casts a spell.
Reflex: 1d20 + 3 ⇒ (10) + 3 = 13 vs fatigued DC 17
The zombie doesn't jump out of the way of an electric arc.
Gritash runs up and tries all sorts of fancy jukes and moves, but finds that stabbing the zombie is pretty easy.
The hazard flashes, and targets 1d6 ⇒ 3 Mirelia 1d5 ⇒ 2 Sam, and 1d4 ⇒ 1 Cur. DC 20 Fortitude save, since you're all already fatigued, you can't get more fatigued, but you will take damage on a fail.
--Round 5
Khaine (44/44 hp, AC 20/22, low-light vision, light)
Cur (3/36 hp, AC 19, darkvision, sickened 1, fatigued, Fort save first)
Sam (17/44 hp, AC 20/22, normal vision, fatigued, Fort save)
Red Zombie Brute (-94 hp)
Yellow Zombie Brute (-37 hp, AC 15)
Mirelia (25/28 hp, AC 16/17, normal vision, fatigued, Fort save)
Gritash (4/41 hp, AC 20, low-light vision, fatigued, misfortune on Dec/Dip/Int/Per, panache off)
--Round 6
P.T. (56/56 hp, AC 21, low-light vision, hunting White, fatigued) / Cappy (19/42 hp, AC 20)
Hazard (-0 hp, 3/4 pillars, Disable DC <= 25)
White Div (-100 hp)
Kaela Mensha Khaine
|
Khaine volley-fires javelins at Yellow.
+1 Javelin, Shadow Sheath: 1d20 + 10 ⇒ (7) + 10 = 17, for 1d8 + 3 ⇒ (3) + 3 = 6 Piercing, +2d1 ⇒ (1, 1) = 2 Spirit damage.
+1 Javelin, Shadow Sheath: 1d20 + 10 - 5 ⇒ (11) + 10 - 5 = 16, for 1d8 + 3 ⇒ (8) + 3 = 11 Piercing, +2d1 ⇒ (1, 1) = 2 Spirit damage.
+1 Javelin, Shadow Sheath: 1d20 + 10 - 10 ⇒ (8) + 10 - 10 = 8, for 1d8 + 3 ⇒ (2) + 3 = 5 Piercing, +2d1 ⇒ (1, 1) = 2 Spirit damage.
Samantha Seed
|
Fort: 1d20 + 9 ⇒ (12) + 9 = 21 Whew
Sam moves to the next rune and tries to scratch it out.
Thievery: 1d20 + 8 ⇒ (14) + 8 = 22
◈ Stride
◈◈ Disable
"Cur" Ἀχέρων, Ντροπή Δύο Φυλών
|
Cur continues to kite the remaining zombie.
◆ Stride
◆ Strike
Anguished Cry of the Mountains (clan dagger): 1d20 + 9 ⇒ (9) + 9 = 18
Bludgeoning Damage: 1d6 + 4 ⇒ (1) + 4 = 5
◆ Stride
| GM Watery Soup |
Botting Cur's Fort save.
Fortitude, Sickened 1: 1d20 + 9 - 1 ⇒ (11) + 9 - 1 = 19 vs DC 20
Cur succumbs to thirst and collapses.
Khaine hits the zombie with two javelins and Sam scratches out a rune.
The zombie decides that 1d3 ⇒ 2 Gritash is the source of all of its problems.
Fist: 1d20 + 11 ⇒ (13) + 11 = 24
Bludgeoning: 1d12 + 5 ⇒ (7) + 5 = 12 plus improved push 5'
With a mighty slam, it knocks Gritash to the ground. Then, it turns to 1d2 ⇒ 2 Cappy.
Fist, MAP: 1d20 + 11 - 6 ⇒ (12) + 11 - 6 = 17
Bludgeoning: 1d12 + 5 ⇒ (6) + 5 = 11 plus improved push 5'
--Round 5
Mirelia (25/28 hp, AC 16/17, normal vision, fatigued, Fort save)
--Round 6
P.T. (56/56 hp, AC 21, low-light vision, hunting White, fatigued) / Cappy (19/42 hp, AC 20)
Cur (0/36 hp, AC 19, darkvision, sickened 1, fatigued, unconscious, prone, unarmed)
Hazard (-0 hp, 2/4 pillars, Disable DC <= 22)
White Div (-100 hp)
Khaine (44/44 hp, AC 20/22, low-light vision, light)
Sam (17/44 hp, AC 20/22, normal vision, fatigued)
Red Zombie Brute (-94 hp)
Gritash (0/41 hp, AC 20, low-light vision, fatigued, misfortune on Dec/Dip/Int/Per, panache off, unconscious, prone, unarmed, Dying 1)
Yellow Zombie Brute (-58 hp, AC 15) <50%
P. T. Barnosh
|
P.T. takes a moment to line up his shots, then fires a volley while gesturing for Cappy to focus on the Zombie.
Hunt Prey, Hunted Shot, Command an Animal
1st strike: 1d20 + 11 ⇒ (2) + 11 = 13
Bludgeoning Damage: 2d10 + 1 ⇒ (2, 9) + 1 = 12
1st strike hero point: 1d20 + 11 ⇒ (5) + 11 = 16
2nd strike: 1d20 + 11 ⇒ (6) + 11 = 17
Bludgeoning Damage: 2d10 + 1 ⇒ (7, 6) + 1 = 14
Precision Damage: 1d8 ⇒ 3
| Captain Cappy |
The Capybara attempts to batter the zombie into the wall.
Strike, Strike
1st strike: 1d20 + 9 ⇒ (12) + 9 = 21
Bludgeoning Damage: 2d6 + 3 ⇒ (3, 2) + 3 = 8
2nd strike: 1d20 + 5 ⇒ (18) + 5 = 23
Bludgeoning Damage: 2d6 + 3 ⇒ (2, 4) + 3 = 9
Precision Damage: 1d8 ⇒ 3
"Cur" Ἀχέρων, Ντροπή Δύο Φυλών
|
Fortitude Save, Hero Point, Promotional Vestments: 1d20 + 9 - 1 + 1 ⇒ (14) + 9 - 1 + 1 = 23
"I could use an ale, but not that badly!"