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Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() I think that, especially if Ylosani will be doing this again, we almost have to continue from the last part. Is that cool from a PFS chronicle sheet perspective? It seems the most logical story at this point is that the new party are the adventurers that heeded Ylosani's call at the tavern, and that we're returning to the Lodge together to clear it out, and find out why a necromancer has set up shop there in this sudden winter. ![]()
Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() @GM, are you on board with us going back in? I have two concepts, either a Mesmerist or a Hunter; I'll probably decide based on the rest of the party composition. Ylosani survived; are you keeping your PC for the rerun? Anything else we need to know about the logistics? ![]()
Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() If this ends up a TPK (seems all but unavoidable at this point...), how many are interested in rolling up new PCs and giving it another try? (I am) @GM, what are your thoughts on the likelihood of TPK, and are you interested in taking another run at this? Already in:
Already out:
Undetermined:
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Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() This is a heads-up that I am starting a new job on Monday. Until I have a handle on the culture and internet policies there, I won't be doing any posting from work; this will likely result in a slightly slower posting rate from me. I will do my best to keep things going, but don't hesitate to bot me if I am holding things up. ![]()
Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() Constitution DC 10 (to become conscious): 1d20 + 2 - 6 ⇒ (2) + 2 - 6 = -2 The tiefling remains unconscious, though he appears to be in no immediate danger of death any longer. Per the PRD, Tchort is now stable but unconscious. He will get another Constitution check to become conscious in an hour unless he gets more healing. (Currently at -6 hp) PRD wrote: Stable: A character who was dying but who has stopped losing hit points each round and still has negative hit points is stable. The character is no longer dying, but is still unconscious. If the character has become stable because of aid from another character (such as a Heal check or magical healing), then the character no longer loses hit points. The character can make a DC 10 Constitution check each hour to become conscious and disabled (even though his hit points are still negative). The character takes a penalty on this roll equal to his negative hit point total.
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Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() Con DC 10, Stabilize: 1d20 + 2 - 9 ⇒ (5) + 2 - 9 = -2 (-1 hp, dying) Tchort goes down hard under the onslaught of many zombies, his body battered and bloody. He does not appear to be regaining consciousness on his own. ![]()
Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() Stabilize:
GM Sapphire Fox wrote:
This basically amounts to the same thing, but a Stabilize check is a DC 10 CON check with a penalty equal to the amount of your negative hp. PRD wrote: Dying: A dying creature is unconscious and near death. Creatures that have negative hit points and have not stabilized are dying. A dying creature can take no actions. On the character's next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 Constitution check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. If a dying creature has an amount of negative hit points equal to its Constitution score, it dies. Emphasis mine "Hey, Necromancer! We'd all be terribly thrilled if you'd call off your minions here for a minute so that we can talk. I'm sure that we can work this out." Diplomacy: 1d20 - 2 ⇒ (17) - 2 = 15 Tchort knows that his words have little chance of taking effect, but calls them out nonetheless. Seeing nowhere to go, he wastes no time, attacking the creatures that swarm him with all of his might. Actions: Full round: full attack, pink first, then green Claw: 1d20 + 3 ⇒ (13) + 3 = 16
Claw: 1d20 + 3 ⇒ (20) + 3 = 23
Crit?: 1d20 + 3 ⇒ (7) + 3 = 10
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Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() Hi! Thanksgiving and its weekend have me busier than I expected. I will return to all of my games Sunday PM or Monday. Please bot me if needed! ![]()
Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() Knowledge (religion): 1d20 + 4 ⇒ (16) + 4 = 20 (untrained, DC 10 max) Tchort looks up the stairs and sees nothing that he can do. "Ulric, you're on your own the way you're positioned; can you handle this? What can I do to help?" ![]()
Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() Tchort lightly tests the handle of the door, then--if he finds it to be open--flings it open, allowing Ulric to step inside.
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Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() "Ulric is right," Tchort says as he enters the house. Moving to stand by the large warrior, he continues. "We have no idea that we've eliminated all threats in the house. We can take inventory and dispose of bodies later." He tries to catch Ulric's eye and then inclines his head towards the door to their left. He whispers to the half-orc. "I saw someone in there through the window before the fight began; I never saw someone come out. Let's investigate, but see if we can capture them. We'll get no answers from corpses." ![]()
Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() This isn't looking too bad, after all, Tchort thinks, only moments ago having felt completely overwhelmed. "You might as well surrender yourselves! We have you!" Though calling out for surrender, he doesn't hold back, loading and firing another bolt at into the scrum. Actions: Move: load crossbow Standard: attack grey Lt Crossbow, into melee: 1d20 + 3 - 4 ⇒ (2) + 3 - 4 = 1
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Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() Not liking how difficult it is to fire on the enemies while avoiding his partners, Tchort starts targeting the foes in the back row. He loads up his crossbow and send another bolt deeper into the lodge. Actions: Move: load crossbow Standard: attack pink Lt Crossbow: 1d20 + 3 ⇒ (15) + 3 = 18
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Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() Tchort takes aim into the lodge, letting another arrow fly into what is now a mess of melee. Actions: Move: load crossbow Standard: attack blue Lt Crossbow, into melee: 1d20 + 3 - 4 ⇒ (17) + 3 - 4 = 16
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Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() Tchort lines up the crossbow on another assailant and lets the bolt fly into the lodge. Actions: Move: load crossbow Standard: attack light blue Lt Crossbow: 1d20 + 3 ⇒ (4) + 3 = 7
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Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() Ulric Stormborn wrote: Don't forget you can take the raging song for +2 STR/CON, +1 Will and -1 AC Edit: Actually, Tchort can't afford the AC penalty from Raging Song. In fact, he shouldn't even be rushing into a room full of melee attackers. @GM, instead of the retcon I proposed below, would you mind if I completely retcon Tchort's action? He has a crossbow now; I'd like to fire that instead. Same attack roll vs same target, hitting AC 17. ![]()
Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() Assuming since there was no answer that the window to Tchort's left doesn't open? Tchort looks to Ulric, "Follow me in, my friend, we'll protect each other's flanks!" He heads into the hall, confident now that it doesn't look like there will be a ranged ambush. He attacks the man in front of him. Since he saw someone in the room to his left, he keeps at least a little attention on that door. Actions: Move: 15' Standard: attack burgandy Claw: 1d20 + 3 ⇒ (14) + 3 = 17
Perception: 1d20 + 4 ⇒ (16) + 4 = 20 (vs. the door to his left opening)
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Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() I knew they were unlocked; didn't realize they were hanging open. Tchort peers into the lodge, trying to get an impression of what faces them. Perception: 1d20 + 4 ⇒ (3) + 4 = 7 Looking to get an idea of how the people inside are equipped. Any ranged weapons obvious? Not liking the idea of walking into a tunnel of death, but not sure I want to smash windows, either. The window to his left, is it a permanent window, or can it be opened, such as by sliding up or out? ![]()
Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() Sorry for the absence folks, I thought I'd posted an action here on Thursday, but maybe I had just thought about posting an action, but never went through with it. My bad! Tchort approaches the doors, and pulls them open, stepping aside as he does so, in case there are archers on the other side threatening. If no arrows or bolts come through, he glances inside to try to get an impression of what's waiting for them in there. ![]()
Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() Tchort calls out "Stand down! We seek the Lady Argentae. We have been beset by tricksy fey all the day; we have no patience and little trust. Throw down your weapons and come out of the lodge, hands up, and there will be no more blood shed this day! If you do not, we must assume you are in league with evil forces, and we'll storm the lodge!" He stands ready to strike, waiting to see what the inhabitants of the lodge will do. Actions: Standard: Readied attack, if someone exits the lodge with a weapon drawn Claw: 1d20 + 3 ⇒ (2) + 3 = 5
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Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() Tchort takes a gamble, and lifts his finger to his lips in the universal sign for silence as he makes eye contact with the person inside. He then steps backwards, out of view of the window, both making room for the door to open and trying to alert his companions to the fact that the door is about to open. ![]()
Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
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Edit: found it. You're talking about the sword that Lady Argentea's guard gave us? I never had that on the loot sheet, so I've added it. Yes, I definitely think that we should redistribute that. I like Ulric getting that, with the other Masterwork Longsword up for grabs. Tchort isn't proficient in a longsword, so someone else will have to snag it. Anyone want it? I've updated the loot sheet accordingly. ![]()
Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() Tchort cautiously follows his companions around the lodge to the other door. He attempts to check it for traps as well, then tests it to see if it is locked. He's not opening it yet, just checking. Perception, trapfinding: 1d20 + 5 ⇒ (20) + 5 = 25 After checking the door, he examines the windows to either side, checking to see what's inside those rooms. Perception, northwest window: 1d20 + 4 ⇒ (13) + 4 = 17
FYI, Tchort's stealth is just as bad as everyone else's (+2). Grindahl was our Stealth master; we appear to have lost that. Tchort will definitely be putting ranks in it moving forward though, as we clearly need to be better at it. ![]()
Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() Tchort will return to the party and share what he saw. "There were only two in that front room. Eating, not really paying much attention." What did they look like? Locals? Any recognizable gear or garb?" ![]()
Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() Satisfied that the trap is disabled (what did the tripwire do?), Tchort slowly, cautiously continued to creep forward. I need to get better at being quiet out here. We all do. Too many snapped twigs and rustled branches on the way here. These fey are tricksy; we need to be able to be tricksier. He stepped up onto the front porch of the lodge. Crouching down below the window frame, he peered up into the main room of the lodge, ready to snap his head down if he thinks he could be seen. Stealth: 1d20 + 2 ⇒ (18) + 2 = 20
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Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() Tchort quickly puts his hands out, stopping his companions from moving any further. "There is a tripwire here. I don't know yet what it will do. Avoid it! It's can't be for good." He shakes his head. "We are definitely expected. Maybe not us specifically, but they expected someone to follow. Maybe even wanted it. Be careful." He picks his way along the tripwire, looking for one of the ends, and makes an attempt to disarm it. Actions: Disable Device: 1d20 + 9 ⇒ (14) + 9 = 23 ![]()
Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() "I've no problem investigating outbuildings, but that lodge is clearly occupied. If we don't investigate it first, we need to be very careful how we move and about any sound we make." He lets his eyes wander the scene again in quiet, letting the crisp silence of wintry air fall over the scene. This all seems so familiar. Not this place, no, but this... feel. "I'm going to take a quick look, if nothing else, make sure that the path forward is safe. Whatever we're following expected to be followed. I'd rather not be surprised by any more traps." Actions: Perception, trapfinding: 1d20 + 5 ⇒ (16) + 5 = 21 Stealth: 1d20 + 2 ⇒ (10) + 2 = 12 ![]()
Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() Tchort attempts to keep his wits about him as they continue deeper into the unnaturally frosted woods. Perception: 1d20 + 4 ⇒ (17) + 4 = 21 (+1 if trapfinding) ![]()
Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() Yuukyou wrote: I'd piss on you if I didn't think it'd freeze in mid-air here. Blasted cold creatures... why couldn't the cards have led me someplace nice and warm? Tchort laughs out loud at the young psychic. "They did. We're in southern Taldor. Take a wrong turn and you'll hit a Qadiran desert before long." Tchort shakes the lightweight white fabric of his long flowing tunic, puffing it up. "It's the hottest part of the year, too." This reverie on the current weather is interrupted by the appearance of a new explorer. Tchort cautiously approaches, listening as a variety of questions are thrown about, trying to judge the newcomer's character. Perception: 1d20 + 4 ⇒ (13) + 4 = 17
"Well," Tchort speaks up. "If you also seek the cause of this strangeness, I recommend you join up with us. Truly, we seek a kidnapped Lady, but begin more and more to believe that the weather is connected. This is unnatural. Help us find the Lady and we may all learn something about..." he waves his arms at the bowed limbs around them, heavy and drooping with fresh snow. He kicks at the snow at his feet. "Well, we may learn what all of this is about." ![]()
Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() Tchort's body visibly relaxes to see the elemental in front of him fall to pieces. This strange snowburst in the summer was proving to be too deadly. Too close. Gotta watch myself. This is.... Just have to stay on top of things from now on. Eyes up; stay aware. He surveys the scene in front of him and settles on a strategy the minimizes risk. Stepping just a small amount forward, he pulls a flask of acid from a pouch at his side, takes aim, and throws it hard at the remaining elemental. Actions: 5' Step Move: draw flask Standard: attack (ranged touch) Acid Flask, ranged touch, into melee, range increment: 1d20 + 3 - 4 - 2 ⇒ (16) + 3 - 4 - 2 = 13
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Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() Tchort comes back around, the ringing in his ears receding to the point where he can make sense of the world around him again. He looks for a way to help Ulric with the elemental the half-orc is fighting, but can't see a way to squeeze past without exposing himself to further attack. Instead, he heads into the underbrush to move around to the other side. "If these things are creatures of ice, perhaps they're weak to fire. If anyone can, let's try to melt these things!" Actions: Double move: 45' (through snow; is that difficult terrain? If so, he might not make it the whole way. Feel free to adjust the movement if that's the case) ![]()
Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() Hi all, I am back. I'm just checking into Discussion on all of my games at the moment; I will circle back around and catch up in Gameplay before the end of the day today. Thanks for your patience! ![]()
Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() It's that time again! I just can't stop taking vacations, so sorry. :) I'm going to be hitting the road Thursday afternoon, not returning until Sunday evening. This is a camping trip; if I have internet access while I'm gone, it will only be through my phone. I'll give it a shot, but I don't have high hopes; posts will be very brief if they happen. Please bot me if I'm holding anything up! ![]()
Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() Tchort gets a +1 trait bonus against "spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters" due to Warded Against Witchery. I don't know if that bonus applies in this case, but I'd also like to use Inspiration: 1d6 ⇒ 3 (at a cost of 2 pool) to add 1d6 to that roll, either way. So he should have an additional +3 or +4 to that save. ![]()
Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() "Oh, well, I guess we should turn back; what do you all think?" Clearly being sarcastic, Tchort doesn't even wait for a response from the others before he begins investigating the suspicious construction and its note, first from afar, then closer if he determines it's safe to approach. Perception, trapfinding: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25 ![]()
Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() Tchort replaces another pair of gloves. "Tatzylwyrm? That's an interesting beast. Winter fey, and strange creatures not ever seen here before. There's food dying in the field, and farmer's dying when they venture out to investigate. Let's press on. We must find a way to put an end to this, for Heldren if for nothing else." He again takes a position near the front of the group so that he can keep an eye out for traps or other tricks the fey might have left. Perception, trapfinding: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14 ![]()
Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() Tchort steps up with the creature as it continues to pursue Nox, and slashes with both of his claws at the beast. As he bobs and weaves with his slashes, seeking those opening in which he can strike, he studies the creature, trying to figure out what it is. Tchort doesn't have Know (planes) to check, but what does the creature look like? 'white blur' was all I picked up from the earlier description. Actions: 5' step Full round: full attack Claw, flanking: 1d20 + 3 + 2 ⇒ (14) + 3 + 2 = 19
Claw, flanking: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
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Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() Tchort rushes up beside Nox and takes a swing at the creature, ripping his claws through the fingertips of another glove. Actions: Move: 20' Standard: Attack Claw, flanking: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
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Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() "Before most of you arrived in Heldren, I heard that a Dansby was talking about frost freezing his crops, and strange creatures. This must be him." Tchort shakes his head. "He must have come out to try to take care of things himself; I wish he'd not done this alone."
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Zombie | HP: 12/12 | AC: 12 (10 Tch, 12 Fl) | CMB: +4, CMD: 14 (14 Fl) | F: +0, R: +0, W: +3 | Init: +0 | Perc: +0, SM +0 | Speed 30ft | Active conditions: staggered
![]() Yuukyou wrote: If no one cares, I'll just start a party fund and keep track of it on my sheet. Haha; I just put together a google spreadsheet to start tracking party loot. The link for it is here. I think I have it shared properly; let me know if you anyone has problems viewing it correctly. @GM, could you link this in the header so it's always available?
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