Jakaw Razorbeak

"Squall" Blacktail's page

224 posts. Alias of Tim Emrick.


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M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squall takes point with Djala as the group moves south. He keeps watch as their more technically-minded companions work on making the moving stone slab safer to move.

The waterspouts in the hall beyond promptly catch the tengu's attention. "Huh. I would have expected the dwarves who dug these tunnels to carve dwarf faces here, or maybe gargoyles or other monsters. But not humans."


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squall steps to flank the skeleton next to him, studies it a moment, then swing with both weapons.

◆ Step (to flank purple with Djala)

◆ Hunt Prey (on purple)

◆ Twin Takedown (if both hit, add damage before applying resistance/weakness):
Azarim (+1 striking warhammer): 1d20 + 11 ⇒ (3) + 11 = 14; damage (B): 2d8 + 4 ⇒ (2, 7) + 4 = 13
(+1 striking) light mace, flurry MAP: 1d20 + 11 - 2 ⇒ (12) + 11 - 2 = 21; damage (B): 2d4 + 4 ⇒ (1, 3) + 4 = 8

Is there a way to move a token to be the top layer? When I moved Squall, he ended up on the bottom of the stack, so I've moved the dead festrog and its "X" halfway out of the square so we can see Squall's token.


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squall crows when his twinned attack obliterates the ghast, but his victory cry is cut short by the festrog mauling him in return. He focuses on that foe, and tries to repeat his last maneuver.

He then takes an offhand swing at a skeleton who is flanking both him and Djala.

◆ Hunt Prey on Blue festrog

◆ Twin Takedown (if both hit, add damage before applying resistance/weakness):
Azarim (+1 striking warhammer): 1d20 + 11 ⇒ (20) + 11 = 31; damage (B): 2d8 + 4 ⇒ (8, 8) + 4 = 20
(+1 striking) light mace, flurry MAP: 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27; damage (B): 2d4 + 4 ⇒ (4, 4) + 4 = 12

◆ Strike vs. cyan skeleton: (+1 striking) light mace, non-flurry MAP: 1d20 + 11 - 6 ⇒ (17) + 11 - 6 = 22; damage (B): 2d4 + 4 ⇒ (4, 1) + 4 = 9


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

"Aye, we've a better position here," Squall replies, nodding as he keeps his eyes on the ghast, who he guesses is the most dangerous foe here. He holds Azarim (still in warhammer form) and his mace ready to attack.

◆ Hunt Prey on Yellow ghast.
◆◆ Ready: Twin Takedown (◆) on Yellow when it comes within reach.

Readied action ↺:
Twin Takedown (if both hit, add damage before applying resistance/weakness):
Azarim (+1 striking warhammer): 1d20 + 11 ⇒ (20) + 11 = 31; damage (B): 2d8 + 4 ⇒ (1, 2) + 4 = 7
(+1 striking) light mace, flurry MAP: 1d20 + 11 - 2 ⇒ (15) + 11 - 2 = 24; damage (B): 2d4 + 4 ⇒ (1, 3) + 4 = 8


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squall looks into the newly opened room, and has to muffle a gagging sound. "Before anybody makes any comments about scavenger birds and their diets, I want to say, that's just grotesque." He waves at the room carpeted in watchful eyes.

He steps back away from the entrance. "I'm thinking we should leave this for now and check put the sounds Tik heard coming from beyond that rubble," he suggests, gesturing towards the ratfolk then towards the other passage south. "It could be someone's hurt in there and needs help, or the place is haunted and needs cleansing. Maybe both? Whatever it might be, we should check it out."


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squall makes some distinctly avian noises of disgust once the festrogs are defeated, and gingerly steps around the corpses to make sure Djala is okay. Unsurprisingly, she insists on healing him first, over his objections. Once she finishes and begins tending her own wounds, the tengu remains nearby, on alert for more trouble.

He listens to the discussion about the gear mechanism and the wall to the south. He volunteers to help turn the machine once everyone else is healed and ready to move onward.

Athletics, to Aid Djala:
Athletics: 1d20 + 10 ⇒ (6) + 10 = 16


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Same here.


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Oops, forgot to make that Reflex save.

Ref: 1d20 + 10 ⇒ (6) + 10 = 16 (Takes 1.)


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squall shows his agreement with Marguerite's tactics by taking a moment to study Green before attacking it with both his bludgeons.

◆ Hunt Prey on Green

◆ Twin Takedown vs. Green:
Azarim (warhammer): 1d20 + 11 ⇒ (19) + 11 = 30; damage (B): 2d8 + 4 ⇒ (4, 8) + 4 = 16
(+1 striking) light mace, flurry MAP: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29; damage (B): 2d4 + 4 ⇒ (2, 4) + 4 = 10

Both attacks have be vs. his hunted prey, so that's almost certainly massive overkill! So his third action will be...

◆ Hunt Prey on Yellow

::Not fat at all, just strong and unyielding, like a proper dwarf,:: Squall answers Azarim, with a grim note of satisfaction.


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squall asks Azarim to take the form of a warhammer. He then drops his shortsword and quick-draws a light mace to bash at the festrog who ran past him. Drake's retreat allows the tengu to step back to where he won't be surrounded by the mob of filthy undead.

◆ Shift Azarim to warhammer
◇ Drop shortsword
◆ Quick Draw to draw and Strike Red: (+1 striking) light mace: 1d20 + 11 ⇒ (9) + 11 = 20; damage (B): 2d4 + 4 ⇒ (4, 1) + 4 = 9
(If Drake's spell finished off Red, then Strike at Purple instead.)
◆ Step


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

As usual, Squall is grateful for Djala's healing abilities, both mundane and mystical, and quietly thanks her as she treats his wounds. He's relieved to learn that there won't be any lingering effects from the mummy's touch.

Assuming Tik shares what he learns...

"So, this wizard was here looking for something to help him live forever. And now, a year later, we have all this creepy death magic pouring out from the exact place he was poking his beak into. That can't be a coincidence. Sounds like he found and unlocked something," Squall muses aloud. The tengu clacks his beak in distaste, as if he bit into something even a crow would find unpalatable. "So...from his point of view, did things go horribly wrong, or...horribly right?"


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Fort: 1d20 + 9 ⇒ (18) + 9 = 27

"I'm not a very religious bird, but thank the gods that worked," Squall mutters fervently when the ghost is put to rest.

The tengu helps with the examination of the remains and their new treasures, but he is happy to let his companions take any items of interest to them. The cage in particular creeps him out even more now that he knows what it does.

Squall's doubling rings effectively give him two striking weapons already, and he's not trained in any of the the skills the picks, skeleton key, or choker would help. He'll take the magnifying glass if nobody else wants it, but that's about it (apart from a share of the gold). Is there anything of interest in the drafting papers?


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

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!


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

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.


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

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.)


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

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


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

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


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

FYI, Meranthi (Djalamora) is traveling Sunday through Tuesday, so posting will be limited at best.


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

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.


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

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?)


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squall urges, "Djala! Flank it!" as he rushes past her. He continues around one side of the stack of gears to close with and attack the undead thing hiding there.

◆ Stride

◆ Twin Takedown (if hits with both, add damage before applying resistance/weakness):
Azarim (warhammer): 1d20 + 11 ⇒ (12) + 11 = 23; damage (B): 2d8 + 4 ⇒ (1, 4) + 4 = 9
+1 striking cold iron shortsword, flurry MAP: 1d20 + 11 - 2 ⇒ (8) + 11 - 2 = 17; damage (P): 2d6 + 4 ⇒ (3, 4) + 4 = 11

◆ Strike: +1 striking cold iron shortsword, flurry MAP: 1d20 + 11 - 4 ⇒ (14) + 11 - 4 = 21; damage (P): 2d6 + 4 ⇒ (4, 6) + 4 = 14


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

With Azarim (still in hammer form) in one hand and his cold iron sword in the other, Squall sprints forward to help defend Marguerite.

◆ Stride
◆ Stride
◆ Hunt Prey on Yellow undead


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Seeing his companions preparing to attack the festrogs at range, Squall switches weapons to his bow.

When the attack begins:

◆ Strike vs. Red: +1 shortbow, range: 1d20 + 9 - 2 ⇒ (8) + 9 - 2 = 15; damage (P): 1d6 ⇒ 4 (deadly d10, range 60 ft., reload 0)
◆ Strike vs. Red: +1 shortbow, MAP, range: 1d20 + 9 - 5 - 2 ⇒ (15) + 9 - 5 - 2 = 17; damage (P): 1d6 ⇒ 3
◆ Interact to swap weapon back to Azarim


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

"Sounds like we need to try to pin them down in that alcove before they can get out to spring any traps on us?" Squall whispers to his companions. He draws his other sword, quietly moves up next to Djala, and studies one of the creatures. (Hunt Prey on Red.)


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

(Hmm, I thought I'd posted this already, but I guess it failed to save.)

Where in the room are the traps? And who here is trained in Thievery? (Squall is not.)

ETA: Azarim is striking, so Squall is set there. And I don't think he's inclined to pour swill squeezings onto his armor, even for +1 to AC & saves for a minute.


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squall fails to stifle some curses in Tengu when the swills start spitting hot oil at him, but recovers his composure quickly when they prove to be lousy shots.

Once they're dispatched, he tells Tik what Azarim shared about harvesting useful substances from the remains, but it's clear that he finds the creatures far too revolting to help with that process. Instead, he volunteers to go down first once again, and quickly swims to the dry tunnel to keep watch as the others come down one by one.

He does his best to keep his complaints about being filthy to himself, but his body language speaks volumes as he tries to shake and wipe gunk off of his feathers and gear.

Athletics (T): 1d20 + 10 ⇒ (18) + 10 = 28


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

::That's disgusting,:: Squall replies to Azarim's "interesting fact."

The tengu silently motions to those above to pull him up, then pulls out his bow and an arrow, and continues to study the squirming swills. When he's about halfway up, he signals his companions to stop, then shoots an arrow at Green to see how the undead will react.

Additional Recall Knowledge, if possible, to learn which attacks (if any) would be most effective.

+1 shortbow: 1d20 + 9 ⇒ (7) + 9 = 16; damage (P): 1d6 ⇒ 5


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Sorry, forgot the Fort save.

Fort: 1d20 + 9 ⇒ (14) + 9 = 23


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

@Drake, I don't believe Squall is all the way down, because things started moving when he was still 5' up.

Squall signals to Djala to stop lowering him just before he reaches the water, and replies quietly to Drake, "Water of unknown depth, with three things I can't see clearly moving in it. And weird eyeballs all over the walls."

How many hands does Squall need to stay secure in the chair lift? He doesn't want to use his beak on something gross that he can't see clearly.

And what skills would help identify the moving things, or the watching eyes? Squall is trained in Nature (+8), and untrained in Religion (+2), Arcana and Occultism (both +1). He'll try Recall Knowledge on both, and Hunt Prey on Green.


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squall keeps watch while Drake and Tik work on rigging an elevator. Once they're nearly finished, the tengu quietly suggests, "I think either Djala or I should go down first, just in case something down there notices and we need to cover someone's descent." He peers dubiously at the hole below them. "At least I don't need a free hand to fight, if it comes to that," he adds, tapping his sharp beak.

Perception:
Perception: 1d20 + 10 ⇒ (3) + 10 = 13


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squall emits a long, low whistle when he's finally able to look at the full extent of the carnage instead of just focusing on mowing down the undead closest to him.

The tengu cleans his weapons carefully, sheathing his cold iron blade when he's finished, but politely keeps Azarim drawn as the group discusses their plans. Judging the direction the escaped undead must have headed, he says, "Looks like they're going to the same place we intend to. I agree with Tik, we can hunt them down tomorrow."

When Azarim changes into a pick, Squall nods. "Yes, let's make this place presentable again, before anyone else from town has to see the horrors. And it never hurts to curry a little favor with the Lady of Graves, does it?"

After the gruesome task is finally complete, Squall declares that he is eager to make a prayer or two to Cayden Cailean, then sleep as long as his aching body will allow him to.


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squall studies the new horde before taking a couple swings at its zombies. Not wanting to be surrounded anymore then Azarim wants him to be, the tengu retreats just past Djala. "Are we having fun yet?" he calls to her in a somewhat fey tone.

◆ Hunt Prey on Green horde

◆ Twin Takedown (if both hit, add damage together before applying resistance/weakness):
+1 striking shortsword: 1d20 + 11 ⇒ (20) + 11 = 31; damage (S): 2d6 + 4 ⇒ (2, 2) + 4 = 8
+1 striking cold iron shortsword, flurry MAP: 1d20 + 11 - 2 ⇒ (13) + 11 - 2 = 22; damage (S): 2d6 + 4 ⇒ (1, 5) + 4 = 10

◆ Stride

Nice! Squall most certainly owes Desna a sizable donation after this battle!


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

◆ Twin Takedown (if both hit, add damage together before applying resistance/weakness):
+1 striking shortsword: 1d20 + 11 ⇒ (16) + 11 = 27; damage (S): 2d6 + 4 ⇒ (2, 4) + 4 = 10
+1 striking cold iron shortsword, flurry MAP: 1d20 + 11 - 2 ⇒ (16) + 11 - 2 = 25; damage (S): 2d6 + 4 ⇒ (1, 2) + 4 = 7

◆ Strike: +1 striking shortsword, flurry MAP: 1d20 + 11 - 4 ⇒ (14) + 11 - 4 = 21; damage (S): 2d6 + 4 ⇒ (2, 5) + 4 = 11

◆ Strike: +1 striking cold iron shortsword, flurry MAP: 1d20 + 11 - 4 ⇒ (8) + 11 - 4 = 15; damage (S): 2d6 + 4 ⇒ (5, 1) + 4 = 10

Performance: 1d20 + 0 ⇒ (17) + 0 = 17 (Not looking for any mechanical effect, just some flavor to spice up "rinse and repeat.")

As Squall settles into an effective rhythm with his scything blades, he begins vocalizing a strange avian song that is...surprisingly catchy, despite lacking any of their acquaintance Galesong's training or magic whatsoever.


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

I've been watching The Last of Us (recently finished S1 and started S2), and I gotta say, I am so, SO glad that the ones in this encounter are not nearly as fast or deadly as the ones in that series!


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Oops, forgot to make the Reflex save.

Ref: 1d20 + 10 ⇒ (5) + 10 = 15
Hero Point
Ref: 1d20 + 10 ⇒ (13) + 10 = 23


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squall continues to methodically slice apart undead.

◆ Twin Takedown (if both hit, add damage together before applying resistance/weakness):
+1 striking shortsword: 1d20 + 11 ⇒ (20) + 11 = 31; damage (S): 2d6 + 4 ⇒ (6, 4) + 4 = 14
+1 striking cold iron shortsword, flurry MAP: 1d20 + 11 - 2 ⇒ (16) + 11 - 2 = 25; damage (S): 2d6 + 4 ⇒ (4, 2) + 4 = 10

◆ Strike: +1 striking shortsword, flurry MAP: 1d20 + 11 - 4 ⇒ (5) + 11 - 4 = 12; damage (S): 2d6 + 4 ⇒ (1, 4) + 4 = 9

◆ Strike: +1 striking cold iron shortsword, flurry MAP: 1d20 + 11 - 4 ⇒ (2) + 11 - 4 = 9; damage (S): 2d6 + 4 ⇒ (1, 2) + 4 = 7

If the Red troop goes down before Squall has used all his actions, he will Hunt Prey on Blue instead, and stay where he is.


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squall saves his breath to focus his full attention on butchering abominations.

◆ Twin Takedown (if both hit, add damage before applying resistance/weakness)
+1 striking shortsword: 1d20 + 11 ⇒ (3) + 11 = 14; damage (versatile S): 2d6 + 4 ⇒ (5, 1) + 4 = 10
+1 striking cold iron shortsword, flurry MAP: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29; damage (versatile S): 2d6 + 4 ⇒ (6, 2) + 4 = 12

◆ Strike: +1 striking shortsword, flurry MAP: 1d20 + 11 - 4 ⇒ (4) + 11 - 4 = 11; damage (S): 2d6 + 4 ⇒ (6, 6) + 4 = 16

◆ Strike: +1 striking cold iron shortsword, flurry MAP: 1d20 + 11 - 4 ⇒ (18) + 11 - 4 = 25; damage (S): 2d6 + 4 ⇒ (1, 5) + 4 = 10


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squall studies the emerging undead, and recalls what Azarim said earlier about the best way to attack the first zombie horde. He wills the sentient weapon to become a shortsword, and swaps his mace for his cold iron sword.

◆ Hunt Prey on red troop
◆ Shift Weapon to shortsword
◆ Interact to swap light mace for +1 cold iron shortsword


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

"Better you and me than anyone else here," Squall replies to Djala. They heft Azarim with some obvious satisfaction. "But eliminating threats faster certainly helps reduce our pain."


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)
Djalamora Vestrilavia wrote:
As a completely off the wall ask, can I use Battle Medicine on them to do damage? It's a healing effect...

My two cents, after looking at void healing: Treat Wounds and Battle Medicine are healing effects, but not vitality effects, so I think they could heal something with void healing, but wouldn't harm it in any way.


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Ref: 1d20 + 10 ⇒ (5) + 10 = 15 success vs. 1
Ref: 1d20 + 10 ⇒ (3) + 10 = 13 fail vs. 3

The status list seems to be missing Djala's hit on Orange?

Squall takes a quick swing with Azarim at the festrog attacking Djalamora, then shifts his full attention to the one that charged him.

◆ Strike vs. Green: +1 striking light mace: 1d20 + 11 ⇒ (18) + 11 = 29; damage (B): 2d4 + 4 ⇒ (2, 3) + 4 = 9 Another crit, I think? :-)

◆ Hunt Prey vs. Orange

◆ Twin Takedown vs. Orange:
+1 striking light mace, flurry MAP: 1d20 + 11 - 2 ⇒ (1) + 11 - 2 = 10; damage (B): 2d4 + 4 ⇒ (3, 3) + 4 = 10
+1 striking light mace, flurry MAP: 1d20 + 11 - 4 ⇒ (13) + 11 - 4 = 20; damage (B): 2d4 + 4 ⇒ (4, 4) + 4 = 12


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

"Let's avoid that then, shall we?" Squall replies to Azarim, willing the sword to become a light mace instead. They quick draw another mace and swing it in one fluid motion, then attack again with both weapons at once.

◆ Shift Weapon

◆ Quick Draw to draw light mace and Strike (mace gains Azarim's fundamental runes due to doubling rings):
+1 striking light mace: 1d20 + 11 ⇒ (17) + 11 = 28; damage (B): 2d4 + 4 ⇒ (4, 1) + 4 = 9

◆ Twin Takedown (if both Strikes hit, add damage before applying resistance/weakness):
+1 striking light mace, flurry MAP: 1d20 + 11 - 2 ⇒ (15) + 11 - 2 = 24; damage (B): 2d4 + 4 ⇒ (4, 4) + 4 = 12
+1 striking light mace, flurry MAP: 1d20 + 11 - 4 ⇒ (4) + 11 - 4 = 11; damage (B): 2d4 + 4 ⇒ (4, 3) + 4 = 11


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squall watches the undead clawing its way out of the ground for just a moment, then murmurs, "You said something about slashing weapons?" He then starts climbing the fence, because he can do significantly more damage up close.

◆ Hunt Prey on Red
◆ Shift Weapon (shift Azarim to shortsword, which is versatile S and agile)
◆ Climb: Athletics: 1d20 + 10 ⇒ (8) + 10 = 18


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squall cleans the gruesome remains from his blades, then sheathes the shortsword he drew to help dispatch the last few zombies. "I want to check out the perimeter first, see if anything sees off outside the fence. They seemed to be trying to break out on the north side. I'm curious why." The tengu suits his actions to his words, and carefully scouts along the fence to the north of the graveyard. He keeps Azarim in hand, in case of any more dangers, and to allow the sword to offer any insights she may have along the way.

Perception +10; Survival +10 (+1 in forest).


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

"There were twice as many when we started," Squall tells Azarim, as he studies the horde more closely. The tengu fires one more arrow, curses under his breath, then switches from their bow for the talkative rapier.

◆ Hunt Prey on the zombie horde
◆ Strike: +1 shortbow: 1d20 + 9 ⇒ (7) + 9 = 16; damage (P): 1d6 ⇒ 1 (deadly d10, range 60 ft., reload 0)
◆ Interact to change weapons


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squall moves as the team spreads out, then methodically shots more arrows at the approaching horde.

◆ Stride
◆ Strike: +1 shortbow: 1d20 + 9 ⇒ (13) + 9 = 22; damage (P): 1d6 ⇒ 2 (deadly d10, range 60 ft., reload 0)
◆ Strike: +1 shortbow, MAP: 1d20 + 9 - 5 ⇒ (18) + 9 - 5 = 22; damage (P): 1d6 ⇒ 1

Wow, piddly damage. I really need to get him a composite bow.


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squawk sheathes Azarim with a mental apology, and pulls out his seldom-used (but newly enchanted) shortbow as the group works their way around the perimeter. Once the zombies notice them, the tengu begins firing arrows into the horde.

◆ Strike: +1 shortbow: 1d20 + 9 ⇒ (16) + 9 = 25; damage (P): 1d6 ⇒ 5 (deadly d10, range 60 ft., reload 0)
◆ Strike: +1 shortbow, MAP: 1d20 + 9 - 5 ⇒ (4) + 9 - 5 = 8; damage (P): 1d6 ⇒ 6
◆ Strike: +1 shortbow, MAP: 1d20 + 9 - 5 ⇒ (10) + 9 - 5 = 14; damage (P): 1d6 ⇒ 4


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squall tells Azarim, It won't help much, they're seventy, eighty feet away, but he complies, raising the sword higher.

To the group, he says, "I agree with Drake and Djala. Let's keep that fence between us as long as possible, and whittle them down with our slings, arrows, bombs, and spells."


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

It looks like Tik's and Squall's HP are wrong (Squall has 54 now).

I'll try to make an actual post later on today.


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Religion: 1d20 + 2 ⇒ (7) + 2 = 9

Squall looks concerned by Verrin's news, but lets the others handle trying to calm down the gravedigger enough to tell his story. The tengu knows little about undead, but he has found his recent encounters with them unnerving, to say the least.

After a moment of weighing the pros and cons of getting involved, Squall nods to himself, and says. "If there are undead that close to town, that's an even more urgent threat than Merlokrep. And we're probably the people best equipped to check it out."