Act I: Inauspicious Start

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Jun 7, 2016 11:22 pm
Kuroi will step down from the cart and advance to have a better shot on the next round. Ujjaya is next.
Jun 7, 2016 11:28 pm
kalajel says:
OOC:
Yes. Also, not sure why Weiryn is wasting a channel positive energy attmept because there are not targets for him in range, but whatever...
Ujjaya's last arrow lodge itself in the corpse's eye, making it fall limply on the ground...

Well, since Darren and Roland already did their actions, looks like it's the monsters turn.
OOC:
Channel energy has a radius of 30 feet. Did I miscount on the map?
Jun 7, 2016 11:39 pm
OOC:
Yes. Before I moved the zombies, the closest one was 35 feet away from you.

Edit: Technically, you could have had readied a channel energy attempt and made it after the zombies had moved, which would change your place in the initiative order, but would have actually hit a few zombies... We can still do that if you want to.
Jun 8, 2016 12:05 am
OOC:
We'll go with the ready attempt
Jun 8, 2016 12:18 am
OOC:
Okay. I went ahead and changed your initiative.

Rewinds a bit...
Weiryn unleashes the power of his faith to attack the zombies. Most of them manages to resist his spiritual attack, with only one of them seemingly hit full force by it. But they all remain standing (even after Kayleigh's attack).
OOC:
Fast-forward back again...
Okay, now it's really Ujjaya's turn.

Rolls

1st zombie Will save

2nd zombie Will save

3rd zombie Will save

4th zombie Will save

Jun 8, 2016 6:24 am
Seeing the situation become dire as Kayleigh is surrounded by the shambling undead, Ujjaya switches to the special flare arrows concocted by the Lightbringer alchemists. The monk takes only a heartbeat to adjust the draw of his bowstring to the weight of the special arrows before letting fly.
OOC:
• Looks like all targets West are in Point Blank Range. Prioritizing the already wounded targets.
• Ki Flurry of Blows: full-attack, 4 arrows.
• Precise Shot: shoot into melee w/o penalty.
• Improved Precise Shot: Ignore anything less than total cover or concealment.
• Deadly Aim: -2 to hit, +4 to damage.

Last edited June 8, 2016 9:59 am

Rolls

Alchemical Flare Arrow 1, damage - (1d20+11, 1d8+10, 1d6)

1d20+11 : (15) + 11 = 26

1d8+10 : (2) + 10 = 12

1d6 : (3) = 3

Alchemical Flare Arrow 2, damage - (1d20+11, 1d8+10, 1d6)

1d20+11 : (19) + 11 = 30

1d8+10 : (3) + 10 = 13

1d6 : (5) = 5

Crit confirmation - (1d20+11)

(17) + 11 = 28

Crit damage - (1d8+10, 1d8+10)

1d8+10 : (5) + 10 = 15

1d8+10 : (4) + 10 = 14

Alchemical Flare Arrow 3, damage - (1d20+11, 1d8+10, 1d6)

1d20+11 : (20) + 11 = 31

1d8+10 : (5) + 10 = 15

1d6 : (3) = 3

Crit confirmation - (1d20+11)

(6) + 11 = 17

Possible crit damage - (1d8+10, 1d8+10)

1d8+10 : (5) + 10 = 15

1d8+10 : (2) + 10 = 12

Alchemical Flare Arrow 4, damage - (1d20+10, 1d8+10, 1d6)

1d20+10 : (2) + 10 = 12

1d8+10 : (7) + 10 = 17

1d6 : (1) = 1

Jun 8, 2016 2:48 pm
Three of the four arrows hit, Inflicting incredible amount of damage to his first targeted zombie... but it remains standing... even after the second arrow... and the third... What ARE those things!? On the upside, that zombie is now on fire...

Darren is next.

Rolls

Secret Roll

Secret Roll

Secret Roll

Jun 9, 2016 2:30 pm
Darren draws upon the power of the Light and imbues himself with holy energy. Feeling empowered he launches an attack on the fiendish pony that his opponent has summoned.
OOC:
Using Fervor class ability to cast Divine Favor on myself as a Swift Action. Adds +3 to my attack and damage rolls (+2 from spell, +1 from Fate's Favored trait). Spells cast with Fervor don't provoke Attacks of Opportunity.

Divine Favor
Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn't apply to spell damage.

Also using Power Attack (-2 hit, +4 damage)
Last edited June 9, 2016 2:30 pm

Rolls

Power Attack - (1d20+11, 1d8+13)

1d20+11 : (3) + 11 = 14

1d8+13 : (1) + 13 = 14

Jun 9, 2016 2:39 pm
Darren takes a mighty swing of his hammer, cracking the skull of the summoned fiendish pony who falls to the ground but does not disappear...
Jun 9, 2016 9:47 pm
The creature in the alleyway will now target Kayleigh with a spell, so Kayleigh must make a Will save. And since the outcome of the save won't affect the zombies' actions, they will continue ganging up on Kayleigh and attacking her or her horse (basically, they keep the same target they had last round).

Most zombies will miss, except one on Kayleigh which inflicts 4 points of damage (and Kayleigh must make a Fort save also now), and the latest zombie to join in who attacked the horse, hitting AC 25 and scoring another 6 points of damage to it (and the horse must also make another Fort save).

Edit: oops, forgot to roll the fiendish pony's stabilization roll.

Rolls

1st zombie on horse

2nd zombie on Kayleigh

3rd zombie on Kayleigh

4th zombie on Kayleigh

5th zombie's attack and damage

Horse or Kayleigh 50/50 - (1d100)

(47) = 47

Fiendish pony stabilization.

Jun 9, 2016 10:30 pm
Kayleigh grunts out of discontent as the creatures keep harassing her mount. She nonetheless strikes another cleave toward the undead, more decided than ever to send them back to the graves they should never have left.
OOC:
If the will save is against a mind affecting effect, Kayleigh benefits from an additionnal +2 thanks to Improved Bravery.

Rolls

Horse's fortitude save - (1d20+6)

(8) + 6 = 14

Kayleigh's will save - (1d20+5)

(4) + 5 = 9

Kayleigh's fortitude save - (1d20+7)

(18) + 7 = 25

Attack and damage roll for zombie 1 - (1d20+11, 1d12+5)

1d20+11 : (7) + 11 = 18

1d12+5 : (12) + 5 = 17

Attack and damage roll for zombie 2 - (1d20+11, 1d12+5)

1d20+11 : (13) + 11 = 24

1d12+5 : (10) + 5 = 15

Attack and damage roll for zombie 3 - (1d20+11, 1d12+5)

1d20+11 : (12) + 11 = 23

1d12+5 : (6) + 5 = 11

Attack and damage roll for zombie 4 - (1d20+11, 1d12+5)

1d20+11 : (16) + 11 = 27

1d12+5 : (3) + 5 = 8

Attack and damage roll for zombie 5 - (1d20+11, 1d12+5)

1d20+11 : (11) + 11 = 22

1d12+5 : (8) + 5 = 13

Jun 9, 2016 10:46 pm
Well, first, it will be Weiryn's turn, but anyways, Kayleigh won't be able to attack this round as she feels her body stiffens and then she is unable to move at all, finding herself completely paralyzes on top of her horse, as the creature in the alleyway cackles in delight, seeing its spell take effect on Kayleigh...

With her DEX dropped to 0 now, this unfortunately means that 2 of the zombies who missed her actually ended up up barely hitting her, for an additional 6 and 7 points of damage, and two more Fortitude saves. On the up side, Kayleigh will be able to take a full-round action this round (and the following round if she fails) to attempt another Will save to break the spell.

Weiryn is up!

Edit: Note, Weiryn's deathwatch is still active, so you can go ahead and tell irvanovich how much you are hurt hp-wise as Weiryn should have a pretty good idea...
Jun 10, 2016 3:43 am
Touching his amulet as he strides forward, Weiryn focuses on the arcane energy that he has stored there through intense study and training over the years. Going back to his original studies of necromancy, he focuses inward and uses that arcane energy to send out a pulse of energy meant to turn away and "frighten" the undead, hoping to push them far enough away that he can better aid the fallen warrior.
OOC:
Using Turn Undead to try and get a little breathing room. 5/6 daily uses from Wizard available now.
Jun 10, 2016 8:21 am
As she readies herself to attack, Kayleigh feels her muscles stiffen, preventing her from acting. A cackling in the alleyway, however, gives her quitte a good idea as to where to look for the source of this paralysis.
OOC:
Concerning the death watch, Kayleigh is at 32 HP and her horse at 4.

Edit : Well crap. Today's apparently not my day when it comes to save rolls...
Last edited June 10, 2016 8:23 am

Rolls

Kayleigh's fortitude save - (1d20+7)

(4) + 7 = 11

Kayleigh's fortitude save again - (1d20+7)

(4) + 7 = 11

Jun 10, 2016 2:57 pm
OOC:
When using an affect which requires me to roll saves for the monsters/NPCs, pleas include the save DC in your post so I don't have to end up calculating it from your character sheets each time...
Indeed, Kayleigh seems to be under a string of bad luck right now as right after the first zombie struck her after her paralysis, she suddenly finds herself sickened (-2 all attack rolls, damage rolls, saving throws, skill checks, and ability checks).

Two of the zombies attacking Kayleigh and the creature in the alleyway are affected and will try to run away on their next action.

Rolls

1st Zombie Will save

2nd zombie Will save

3rd zombie Will save

4th zombie Will save

5th zombie Will save

Alleyway creature Will save

Jun 10, 2016 2:59 pm
OOC:
My apologies. I'll remember to do that next time. :)
Jun 10, 2016 3:00 pm
OOC:
The DC was 13 if I'm not mistaken?
Kayleigh is up next!
Jun 10, 2016 3:04 pm
kalajel says:
OOC:
The DC was 13 if I'm not mistaken?
Kayleigh is up next!
OOC:
You are correct, sir!
Jun 10, 2016 3:06 pm
OOC:
didn't Kayleigh just go? Shouldn't Roland be after weiryn?
Jun 10, 2016 3:26 pm
OOC:
Oh yeah, you're right. It's roland's turn, my bad. also, not sure if Kayleigh's horse is only at 4 hp: Weiryn channeled positive energy last round which would have healed that horse by up to 10 hp...
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