Hero Points: 0|Myth Power: 5/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 44/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11
Alexa steps aside so someone else can break the door down.
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Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12
Arloric holds up the chime.
"Why don't we just use this?"
Everyone okay with me using the chime?
AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5
Hero Points: 0|Myth Power: 5/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 44/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11
"...where'd you get that?"
Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12
One of Arloric's eyebrows rises.
"The cache from the Blackwings Aravashniel gave us. We used it to get in here, remember?"
Hero Points: 0|Myth Power: 5/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 44/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11
"Ah. Right."
Her player forgot about it. DERP.
Human Druid; HP 42/42 | AC 15 | T 12 | FF 14 | CMD 16 | Fort +6 | Ref +2 | Will +8 | Init +2 | Perc +11 (Darkvision 60ft)
"That could work as well." Sario says
Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion
Uriel shrugs and nods in the direction of the door.
Male Human Nerd 11
The ringing of the chime sounds clear and pure, and you even feel like the foulness of the fortress disappears a little because of it.
That sensation lasts very little.
The southern portion of the now open room holds a wide alabaster basin filled with bloody entrails. The outside of the basin is carved with images of warriors around a raised sun, holding longswords aloft. A flight of stairs ascends to the west.
There are 6 zombies stand around the basin, staring mournfully into it with their bellies open and gaping-they turn to attack your characters immediately.
Zombies Initiative: 1d20 ⇒ 15
Everyone except Arloric Dziergas-Highbough (who used his action to open the door) roll initiative. If you beat the Zombies you can act before them.
Hero Points: 0|Myth Power: 5/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 44/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11
Initiative: 1d20 + 2 ⇒ (3) + 2 = 5
Female Aasimar Paladin (Holy Light) 7/Marshal 2. HP 75/75 ; AC 20/10/20 (24/14/24 during SMITE); F+14 R+7 W+12; Init +2; Smite evil 3/day (1); LOH/Holy Light 9/day(3);Mythic 7/day (1) Acid 5, Electricity 5, Cold 5:Daylight (0/3)
AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5
Iniative 1d20 + 2 ⇒ (4) + 2 = 6
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AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5
these are some winning rolls lol
Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12
Arloric grimaces at the gruesome sight. Even a man as used to seeing predators tear up prey as he was disgusted by this wanton callousness.
Male Human (Taldan) Cleric 5 | Loot
Initiative: 1d20 ⇒ 6
Hooray! I am able to post again. Boo! It's still a 6.
F Halfling Barb 6/Champ 1 | HP 57/74| AC19 (T15 FF15) CMD19 | F+10 R+7 W+4(+2 vs Fear) | Init +6 | Perception +12 | Rage 13/16 | Mythic Power 3/5 | Hero Points 3/3
Initiative: 1d20 + 6 ⇒ (3) + 6 = 9
Human Druid; HP 42/42 | AC 15 | T 12 | FF 14 | CMD 16 | Fort +6 | Ref +2 | Will +8 | Init +2 | Perc +11 (Darkvision 60ft)
Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Their servers are odd sometimes
Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion
Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Let's give this a shot.
AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5
Male Human Nerd 11
The zombies shamble forward, slowly, getting outside the room and into the hallway, they are in melee distance from all of you.
They really are slow, so they move OR attack. They moved.
YOUR TURN!
Hero Points: 0|Myth Power: 5/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 44/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11
Alexa attempts to leap over one zombie's head to flank it with Kelly...
Acrobatics *Moving Thru Square*: 1d20 + 10 ⇒ (10) + 10 = 20
...and comes down behind it with a slash of her gladius!
Flanking Sneak Attack: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
Damage? *Slashing, Precision*: 1d6 + 2 + 3d6 ⇒ (2) + 2 + (4, 3, 1) = 12
Male Human Nerd 11
Alexa seems to move as if hasted compared to the slow zombie, gets behind it and slash at its neck, sending the head flying.
5 remaining! Come gets yours before they run out!
Male Human (Taldan) Cleric 5 | Loot
Aberus draws his scimitar and moves in to strike at a zombie.
melee attack: 1d20 + 4 ⇒ (14) + 4 = 18
scimitar damage: 1d6 + 1 ⇒ (6) + 1 = 7
Male Human Nerd 11
A slash appears in the zombie's flesh, but no blood pours out. It's damaged but not down.
Human Druid; HP 42/42 | AC 15 | T 12 | FF 14 | CMD 16 | Fort +6 | Ref +2 | Will +8 | Init +2 | Perc +11 (Darkvision 60ft)
Sario moves in to the room as well, moving beside Aberus if possible to assist him.
Scimitar: 1d20 + 5 ⇒ (15) + 5 = 201d6 + 2 ⇒ (6) + 2 = 8
Male Human Nerd 11
Sario finishes the zombie Aberus had damaged.
4 and counting...
Male Human (Taldan) Cleric 5 | Loot
"Thank you for the assist, Sario."
Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12
Arloric moves to follow the others, finding an opening to attack one of the zombies!
Cold Iron Broken-Back Seax: 1d20 + 5 ⇒ (4) + 5 = 91d10 + 3 ⇒ (7) + 3 = 10
Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion
Uriel moves up and hacks at another zombie with his golden blade.
Attack: 1d20 + 8 ⇒ (9) + 8 = 17
Damage: 1d10 + 8 ⇒ (6) + 8 = 14
Male Human Nerd 11
Arloric misses, and Uriel don't. Another Zombie is destroyed.
We are on the last 3.
F Halfling Barb 6/Champ 1 | HP 57/74| AC19 (T15 FF15) CMD19 | F+10 R+7 W+4(+2 vs Fear) | Init +6 | Perception +12 | Rage 13/16 | Mythic Power 3/5 | Hero Points 3/3
Kelly steps in to flank, and slashes with both blades together
Attack: 1d20 + 11 - 2 + 2 ⇒ (20) + 11 - 2 + 2 = 31
Attack: 1d20 + 10 - 2 + 2 ⇒ (1) + 10 - 2 + 2 = 11
Confirm: 1d20 + 11 - 2 + 2 ⇒ (1) + 11 - 2 + 2 = 12
Damage: 1d4 ⇒ 1
Damage: 1d4 ⇒ 3
Female Aasimar Paladin (Holy Light) 7/Marshal 2. HP 75/75 ; AC 20/10/20 (24/14/24 during SMITE); F+14 R+7 W+12; Init +2; Smite evil 3/day (1); LOH/Holy Light 9/day(3);Mythic 7/day (1) Acid 5, Electricity 5, Cold 5:Daylight (0/3)
Moving in to flank with Kelly, Darya swings her blade at the zombie.
Cold Iron Bastard Sword (1 handed): 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
1d10 + 2 ⇒ (1) + 2 = 3
AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5
it looks like the post I made yesterday was eaten
AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5
the elf will concentrate and lpb a splash of acid at one of the undamaged zombies, hoping to weaken it for her more martial companions
1d20 + 4 ⇒ (9) + 4 = 13 rta
1d3 ⇒ 3
Human Druid; HP 42/42 | AC 15 | T 12 | FF 14 | CMD 16 | Fort +6 | Ref +2 | Will +8 | Init +2 | Perc +11 (Darkvision 60ft)
"you're welcome, this will be a team effort to the bitter end I feel." Sario says to her ally
Male Human Nerd 11
Kelly, Daria and Telerin damage another Zombie, but none of them hit hard, and the Zombie is still up.
The Zombies attack tonight.
Male Human (Taldan) Cleric 5 | Loot
melee attack: 1d20 + 4 ⇒ (1) + 4 = 5
Aberus maneuvers around to attack one of the remaining zombies, but swings poorly and doesn't even manage to come close.
Human Druid; HP 42/42 | AC 15 | T 12 | FF 14 | CMD 16 | Fort +6 | Ref +2 | Will +8 | Init +2 | Perc +11 (Darkvision 60ft)
Sario moves with Aberus to assist him,
Scimitar: 1d20 + 5 ⇒ (9) + 5 = 141d6 + 2 ⇒ (5) + 2 = 7
"Are these crusaders?" Sario asks to her allies.
Male Human Nerd 11
The three remaining zombies attack Darya, Kelly, and Telerin.
Zombie Slam vs Darya: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Zombie Slam vs Kelly: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Zombie Slam vs Telerin: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
YOUR TURN!
Well, except for Aberus and Sario who miss their attacks.
Female Aasimar Paladin (Holy Light) 7/Marshal 2. HP 75/75 ; AC 20/10/20 (24/14/24 during SMITE); F+14 R+7 W+12; Init +2; Smite evil 3/day (1); LOH/Holy Light 9/day(3);Mythic 7/day (1) Acid 5, Electricity 5, Cold 5:Daylight (0/3)
Darya easily deflects the blow with her shield, but has to check her swing in the cramped space, only delivering marginal damage with the tip of her blade.
Cold Iron Bastard Sword (1 handed): 1d20 + 10 ⇒ (16) + 10 = 26
1d10 + 2 ⇒ (1) + 2 = 3 WTF???
F Halfling Barb 6/Champ 1 | HP 57/74| AC19 (T15 FF15) CMD19 | F+10 R+7 W+4(+2 vs Fear) | Init +6 | Perception +12 | Rage 13/16 | Mythic Power 3/5 | Hero Points 3/3
Kelly keeps on stabbin
Attack: 1d20 + 11 - 2 + 2 ⇒ (9) + 11 - 2 + 2 = 20
Attack: 1d20 + 10 - 2 + 2 ⇒ (10) + 10 - 2 + 2 = 20
Damage: 1d4 ⇒ 4
Damage: 1d4 ⇒ 1
Hero Points: 0|Myth Power: 5/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 44/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11
Alexa moves to flank another zombie and cut it down.
Flanking Sneak Attack: 1d20 + 8 ⇒ (14) + 8 = 22
Damage (Slashing, Precision): 1d6 + 2 + 3d6 ⇒ (2) + 2 + (2, 1, 5) = 12
Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12
Arloric joins in the stabbing!
Cold Iron Broken-Back Seax: 1d20 + 5 ⇒ (5) + 5 = 101d10 + 3 ⇒ (4) + 3 = 7
Male Human (Taldan) Cleric 5 | Loot
Aberus picks a zombie that's still standing and swings.
melee attack: 1d20 + 4 ⇒ (11) + 4 = 15
scimitar damage: 1d6 + 1 ⇒ (1) + 1 = 2
Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion
Uriel moves to try and flank one of the zombies, then attacks again.
Attack: 1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18
Damage: 1d10 + 4 ⇒ (8) + 4 = 12
Human Druid; HP 42/42 | AC 15 | T 12 | FF 14 | CMD 16 | Fort +6 | Ref +2 | Will +8 | Init +2 | Perc +11 (Darkvision 60ft)
Sario continues to move with Aberus, working effectively to take zombies down.
Scimitar: 1d20 + 5 ⇒ (10) + 5 = 151d6 + 2 ⇒ (2) + 2 = 4
Do we not have a cleric for a burst of Positive energy?
Male Human (Taldan) Cleric 5 | Loot
I could do that, but it seems like a waste on zombies. If you are asking, however, Aberus will do it.
Male Human Nerd 11
Darya and Kelly manage to finally hack the zombie facing them and Telerin to pieces.
Alexa and Uriel almost destroy the other two zombies, but they manage to stay up.
Aberus and Sario had already attacked, so their last attack goes into the next round.
The remaining two zombies attack Alexa and Uriel.
Zombie Slam vs Alexa: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Zombie Slam vs Uriel: 1d20 + 4 ⇒ (6) + 4 = 10
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Critical Confirm vs Alexa: 1d20 + 4 ⇒ (17) + 4 = 21
NEXT TURN!
Aberus and Sario quickly finish the last 2 remaining zombies.
COMBAT OVER!
You look down at the corpses and realize just a couple days ago they were crusaders, just like you, now desecrated and turned into weapons for the enemy they died fighting. Truly a horrible ending for them.
Hero Points: 0|Myth Power: 5/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 44/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11
Crit confirmed. OW. Rolling damage:
Crit Damage: 1d6 + 4 ⇒ (2) + 4 = 6
11 damage, reduced by 2 because of my damage reduction, so that works out to 9 damage.
Alexa gets clobbered just before the zombies get cut down.
Once her ears stop ringing, she looks around the room.
Male Human Nerd 11
Alexa goes into the room and the gore and the smell that fills it hits her senses.
The southern portion of this room holds a wide alabaster basin filled with bloody entrails (Guess who's entrails?). The outside of the basin is carved with images of warriors around a raised sun, holding longswords aloft. A flight of stairs ascends to the west.
This is obviously a Scrying Chamber, now turn into the service of the Abyss.
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