Act I: Inauspicious Start

load previous
Jun 21, 2016 5:44 pm
kalajel says:
this reminds me, I need to roll Kuroi's and Nevermore's saves...

Weiryn's horse will be paralyzed for 7 rounds.

OUCH! Both Kuroi and Nevermore fail their saves! Both will be paralyzed for 4 rounds.

Roland saves against the Maggot.

Kayleigh is next (if she does not ending up being paralyzed... :P )

Oh, my mistake, I completely forgot that the zombie which only opened a door can still attack Weiryn or his horse since he hasn't moved this round... AC 14 on Weiryn's horse for 4 damage?
OOC:
Question: Do I need to roll another Fort save on my horse, since it was just hit by one of the zombies?

Rolls

Fortitude (just in case) - (1d20+6)

(11) + 6 = 17

Jun 21, 2016 6:02 pm
OOC:
Yep, and it saved. Ujjaya's horse failed and will be paralyzed for 8 rounds.
Oh, sorry, another mistake I've made. Since both creatures are shrieking, people who've succeed on a first Fortitude save needs to make a second one since succeeding on the first one made you immune only to that particular creature's shriek for 24 hours, not the shriek of other creatures...

Rolls

Secret Roll

Jun 21, 2016 6:11 pm
OOC:
Roger that.
OOC:
EDIT: Oh, balls...
Last edited June 21, 2016 6:11 pm

Rolls

Weiryn Fort #2 - (1d20+5)

(5) + 5 = 10

Horse Fort (poor horse...) - (1d20+6)

(13) + 6 = 19

Jun 21, 2016 6:22 pm
...and Weiryn is paralyzed as well. XD
Only for 2 rounds though...

Rolls

Secret Roll

Jun 21, 2016 6:27 pm
OOC:
Fort save

Rolls

Fort - (1d20+8)

(18) + 8 = 26

Horse Fort - (1d20+8)

(1) + 8 = 9

Jun 21, 2016 6:42 pm
OOC:
Thank you. so +5 to the mule.
Fort saves
Last edited June 21, 2016 6:49 pm

Rolls

Roland Fortitude - (1d20+7)

(20) + 7 = 27

mule Fortitude - (1d20)

(4) = 4

Jun 21, 2016 6:48 pm
Kaosanddoom says:
OOC:
No idea what the fort save for a mule is, i even tried looking it up and couldn't find it. Can i just use the light horse one of +6?
Fort saves
I found the rule for you, bro. They use the same stats as ponies
Jun 21, 2016 6:48 pm
OOC:
Save rolls, here we go o/

To keep track of things :
- Sickened -2 to attack rolls, damage rolls, saving throws, skill checks, and ability checks
- Shield of Faith : +2 deflection bonus to AC
- Kayleighs' state : 42/45 HP
- Horse's state : 14/15 HP ; paralysed for 7 rounds

Rolls

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

(10) + 6 = 16

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

(7) + 5 = 12

Jun 21, 2016 7:00 pm
OOC:
Second saves are successful for Kayleigh and her mount. She can perform her actions now. Oh, and the creatures are about 20 feet in the air in case anyone wanted to attack them...

Roland's mule failed it's save and will be paralyzed for 3 rounds.
I might as well do a second save for Kuroi and Nevermore, in case they get paralyzed worse by the second creature.

Rolls

Kuroi Fort save - (1d20+5)

(10) + 5 = 15

Nevermore Fort save - (1d20+4)

(9) + 4 = 13

Secret Roll

Jun 21, 2016 7:12 pm
Feeling her horse stiffen and not answer her commands, Kayleigh attempts to dismount quickly in order to strike the zombie near Weiryn and, hopefully, distract it from her companion.
OOC:
Whow, two save rolls, two success... it's nearly a miracle after the saves I rolled during the previous fight.

Kayleigh attempts a quick dismount and Vital Strike.

To keep track of things :
- Sickened -2 to attack rolls, damage rolls, saving throws, skill checks, and ability checks
- Shield of Faith : +2 deflection bonus to AC
- Kayleighs' state : 42/45 HP
- Horse's state : 14/15 HP ; paralysed for 7 rounds
Last edited June 21, 2016 7:18 pm

Rolls

Ride (fast dismount) - (1d20+7)

(5) + 7 = 12

Attack and damage roll - (1d20+7, 2d12+3)

1d20+7 : (12) + 7 = 19

2d12+3 : (94) + 3 = 16

Jun 21, 2016 7:31 pm
Kayleigh slashes the zombie inflicting a vicious wound upon it, but it is still standing and now turning to face her...

New round!

Second round of combat!

Initiative order:
21 Darren
20 Roland
16 Kuroi
15 Ujjaya
14 Weiryn
11 Zombies
8 Large maggots?
6 Flying creatures? (Initiative count at which the paralyzation durations will be lowered by 1)
3 Kayleigh

Combat map

Conditional modifiers:
Mounted Combat.
Mist is ever present in the streets and limits vision. Beyond 30 feet, creatures have concealment (20% miss chance).
Kayleigh is sickened (-2 attack rolls, damage rolls, saving throws, skill checks, and ability checks).
Paralization durations (Cannot move or act, STR and DEX of 0 and helpless, can take purely mental actions, square occupied by paralyzed creature counts as 2 squares of movement)
Kuroi & Nevermore 4 rounds each
Roland's mule 3 rounds
Weiryn 2 rounds, Weiryn's horse 8 rounds
Kayleigh's horse 6 rounds
Darren's horse 6 rounds

Darren is up (if he succeeds his second shriek Fort save?)
Jun 21, 2016 7:41 pm
Darren stays where he's at, calling on the power of the light to strengthen himself before striking at the same zombie as last time.
OOC:
Using Fervor to Swift Action cast Divine Favor to get +3 to attack/damage for the next minute

Power Attack (-2 hit, +4 damage)
Divine Favor (+3 hit/damage)
Mounted (+1 hit)

First Fort save (from zombie hit)
Shriek #1 save
Shriek #2 save
Last edited June 21, 2016 7:43 pm

Rolls

Power Attack! - (1d20+12, 1d8+13)

1d20+12 : (7) + 12 = 19

1d8+13 : (6) + 13 = 19

Jun 21, 2016 8:34 pm
Oh, sorry, I missed, that, seems like your horse failed it's save...

Darren takes a mighty swing, his hammer impacting on the zombie's head... which remains standing, now staring at Darren on top of his paralyzed horse. The hammer doesn't seem to be as effective as Kayleigh's axe... At least looks like his horse will be left alone not.

Roland is up next!

Rolls

Secret Roll

Jun 21, 2016 9:06 pm
Roland moves and fires his revolver at the two flying heads that seem to be causing so much grief for his companions.
OOC:
First target is 15 feet horizontal and 20 feet vertical away, thus making it a distance of 25 feet. Second target is 20 feet horizontal and 20 feet vertical thus making it 28 feet away. (Its actually 28.25 but that won't matter in this scenario). Spending 2 grit points for deadeye to fire against touch ac. -2 for extra range increment still applies. Deadly aim feat for -2 to hit for +4 damage to each shot. Point blank shot for +1 to hit and +1 damage to each shot. precise shot to ignore firing into melee. Gun training to add +4 dex damage to each shot. Targets are less than 30 feet away so no miss chances. final rolls are two attacks at +7 and +2. Damages are +9 for each shot. 4 shots left in revolver before reload is necessary.
Last edited June 21, 2016 9:07 pm

Rolls

Shot 1 hit - (1d20+7)

(18) + 7 = 25

Shot 2 hit - (1d20+2)

(15) + 2 = 17

Shot 1 Damage - (1d8+9)

(4) + 9 = 13

Shot 2 Damage - (1d8+9)

(1) + 9 = 10

Jun 21, 2016 9:14 pm
Roland hits both target and seem to have damaged them critically, however, they are still airborne.

Kuroi is paralyzed, so Ujjaya is next.
Jun 22, 2016 1:46 pm
OOC:
Hey kalajel, you're still linking to the first encounter's map my friend. Just so you know :)
Jun 22, 2016 2:30 pm
irvanovich says:
OOC:
Hey kalajel, you're still linking to the first encounter's map my friend. Just so you know :)
OOC:
Okay, fixed. The joys of copy/paste... XD
Jun 23, 2016 3:27 pm
OOC:
I think Ujjaya and Ashva have only rolled saves against one of the flying creatures so here's the second set. I don't know the save DC but since Ujjaya got the same result as last time I assume he saves successfully.
Ujjaya feels Ashva go unresponsive under him, but there is nothing to be done about it at the moment. The monk turns in the saddle and starts firing on the flying creatures.
OOC:
• Ki Flurry: +12/+12/+12/+11
• Deadly Aim: -2 attack, +4 damage.
• Point blank (target is w/in 30ft): additional +1 to all bow attack & damage rolls.
Last edited June 25, 2016 6:58 pm

Rolls

Ujjaya's Fort save - (1d20+7)

(7) + 7 = 14

Ashva's Fort save - (1d20+6)

(16) + 6 = 22

Ride - (1d20+2)

(17) + 2 = 19

Acrobatics - (1d20+13)

(3) + 13 = 16

Arrow #1, damage - (1d20+11, 1d8+10)

1d20+11 : (18) + 11 = 29

1d8+10 : (8) + 10 = 18

Arrow #2, damage - (1d20+11, 1d8+10)

1d20+11 : (10) + 11 = 21

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

Arrow #3, damage - (1d20+11, 1d8+10)

1d20+11 : (6) + 11 = 17

1d8+10 : (6) + 10 = 16

Arrow #4, damage - (1d20+10, 1d8+10)

1d20+10 : (6) + 10 = 16

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

Jun 23, 2016 3:48 pm
OOC:
I have to go right now, I'll handle your rolls once I get back.

Edit: Yes, you could hop on Roland's cart with a DC 10 Acrobatics check (DC 5 for 5 feet, doubled because it is a standing jump), but doing so would be a move action, so you'd only have a standard action left, which means no flurry-of-blows this round.
Jun 25, 2016 7:00 pm
OOC:
Ok, staying in in the saddle then. Ki Flurry. Edited my post accordingly.
load next

Thread locked