Act I: Inauspicious Start
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Rolls
Perception - (1d20+17)
(6) + 17 = 23
Rolls
Perception - (1d20+8)
(5) + 8 = 13
Rolls
Secret Roll
Secret Roll
Secret Roll
1. Rider and mount share space?
2. Horseback counts as higher ground?
3. I am aware there are penalties to attempting archery while mounted (w/o the related feat), but does that apply even when the mount is stationary?
Rolls
Initiative - (1d20+6)
(13) + 6 = 19
1. Rider and mount share space?
2. Horseback counts as higher ground?
3. I am aware there are penalties to attempting archery while mounted (w/o the related feat), but does that apply even when the mount is stationary?
1. Yes: "A horse (not a pony) is a Large creature and thus takes up a space of 10 feet (2 squares) across. For simplicity, assume that you share your mount's space during combat."
2. Yes, but for melee attacks only: "When you attack a creature small than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground."
3. It would seems the answer is no since they only list penalties for movement...
Rolls
Initiative - (1d20+6)
(4) + 6 = 10
Rolls
Initiative - (1d20+1)
(14) + 1 = 15
Rolls
Initiative - (1d20+4)
(1) + 4 = 5
Edit: perhaps you guys should agree on some sort of march order to prevent the whole "I want to be in front", "no me!" thing...
Edit: perhaps you guys should agree on some sort of march order to prevent the whole "I want to be in front", "no me!" thing...
Rolls
Initiative - (1d20+6)
(2) + 6 = 8
Rolls
Kuroi's initiative - (1d20+4)
(16) + 4 = 20
Initiative order:
20 Kuroi
19 Ujjaya
19 ?
15 Weiryn
10 Darren
9 ?
9 ?
8 Roland
5 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).
Overturned Cart: Provides cover (+4 AC, +2 Ref) to those taking shelter behind it.
His bird will quickly turn around as soon as it reaches the alley to your right and come back signaling danger...
Ujjaya's turn.
Rolls
Nevermore's Perception check - (1d20+2)
(16) + 2 = 18
I'll reload your counters so you,re on top instead...
Edit: fixed.
Rolls
Perception - (1d20+17)
(15) + 17 = 32
Sense Motive - (1d20+12)
(14) + 12 = 26
Once Ujjaya takes his readied action, it will be Weiryn's turn.
• Improved Precise Shot: Ignore anything less than total cover or concealment.
• Deadly Aim: -2 to hit, +4 to damage.
• Have they come within 30 feet? If so, please add +1 to all my attack and damage rolls.
• Must I really target only 1 of the beasts? If I were to take one down and still have a shot left I'd target the other one if that were allowed.
Rolls
Attack 1, damage - (1d20+10, 1d8+9)
1d20+10 : (14) + 10 = 24
1d8+9 : (8) + 9 = 17
Attack 2, damage - (1d20+10, 1d8+9)
1d20+10 : (19) + 10 = 29
1d8+9 : (4) + 9 = 13
Attack 4, damage - (1d20+9, 1d8+9)
1d20+9 : (16) + 9 = 25
1d8+9 : (7) + 9 = 16
Crit confirmation for Attack 2 - (1d20+12)
(16) + 12 = 28
Arrow #3, damage - (1d20+10, 1d8+9)
1d20+10 : (14) + 10 = 24
1d8+9 : (4) + 9 = 13
EDIT: I went straight to damage. Forgot my ranged touch.
I shouldn't post so early in the morning...
Rolls
Scorching Ray - (4d6)
(4343) = 14
Ranged Touch (Scorching Ray) - (1d20+4)
(8) + 4 = 12
Here, I'll leave this here so you can check delayed and readied actions.
@Kaos: Each squares is 5 feet.
@irvanovich: Sorry, will have to wait for Jabes to pick either delay or ready before I can process your action...
Darren is next.
Rolls
Power attack! - (1d20+9, 1d8+10)
1d20+9 : (12) + 9 = 21
1d8+10 : (8) + 10 = 18
The creature in the alley advances a bit to get a better look at Darren and then casts a spell, Darren must make a Will save.
Roland is next.
Rolls
Attack barrel one - (1d20+8)
(13) + 8 = 21
Attack one damage - (2d12+4)
(104) + 4 = 18
Attack barrel rwo - (1d20+5)
(4) + 5 = 9
Attack two damage - (2d12)
(1010) = 20
Kayleigh's next.
Rolls
Attack roll - (1d20+11)
(17) + 11 = 28
Dammage roll (Vital strike) - (2d12+5)
(610) + 5 = 21
Second round of combat!
Initiative order:
20 Kuroi
15 Ujjaya
15 Weiryn
10 Darren
9 Magic Zombie??
9 Zombies
8 Roland
5 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).
Overturned Cart: Provides cover (+4 AC, +2 Ref) to those taking shelter behind it.
With two arrows, Kuroi downs the zombie next to Darren, the third arrow narrowly missing it...
Edit: no my mistake, the zombie still stand, despite the fact that the arrows should have been a kill shot... strange indeed...
Ujjaya is up next.
Rolls
Manyshot 1st attack - (1d20+14)
(18) + 14 = 32
Miss chance 20% - (1d100)
(22) = 22
Damage 1st arrow - (1d8+4)
(1) + 4 = 5
Undead bane 1st arrow - (2d6)
(46) = 10
Damage 2nd arrow - (1d8+4)
(6) + 4 = 10
Undead bane 2nd arrow - (2d6)
(55) = 10
Manyshot 2nd attack - (1d20+9)
(8) + 9 = 17
Miss chance 20% - (1d100)
(20) = 20
Damage 3rd arrow - (1d8+4)
(1) + 4 = 5
Undead bane 3rd arrow - (2d6)
(25) = 7
Secret Roll
• Ki Flurry of Blows: 4 arrows full-attack.
• 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.
• Used the incorrect attack bonus for arrow #4 (sorry!) but didn't matter as it came up a nat 20.
Rolls
Arrow #1, damage - (1d20+10, 1d8+9)
1d20+10 : (9) + 10 = 19
1d8+9 : (1) + 9 = 10
Arrow #2, damage - (1d20+10, 1d8+9)
1d20+10 : (4) + 10 = 14
1d8+9 : (3) + 9 = 12
Arrow #3, damage - (1d20+10, 1d8+9)
1d20+10 : (6) + 10 = 16
1d8+9 : (3) + 9 = 12
Arrow #4, damage - (1d20+10, 1d8+9)
1d20+10 : (20) + 10 = 30
1d8+9 : (7) + 9 = 16
Crit confirmation (adding +2 for Toxophilite) - (1d20+11)
(6) + 11 = 17
Ride - (1d20+2)
(16) + 2 = 18
Rolls
Secret Roll
EDIT: WELL, Thank goodness there's no botches for skill checks!
Rolls
Ride (DC 20 Fast Dismount) - (1d20+1)
(1) + 1 = 2
Channel Positive Energy (Harm Undead) - (2d6)
(55) = 10
Rolls
Crit damage - (1d8+9, 1d8+9)
1d8+9 : (4) + 9 = 13
1d8+9 : (7) + 9 = 16
Well, since Darren and Roland already did their actions, looks like it's the monsters turn.
Rolls
Secret Roll
Only one zombie ends up attacking her horse (AC 19, 5 damage), while the other 3 all attack and miss Kayleigh, one barely so...
Fortitude save for your horse please, and also Kayleigh can act.
Rolls
1st zombie attack and damage
Horse or Kayleigh 50/50 - (1d100)
(22) = 22
2nd zombie attack and damage
Horse or Kayleigh 50/50 - (1d100)
(54) = 54
3rd zombie attack and damage
Horse or Kayleigh 50/50 - (1d100)
(61) = 61
4th zombies attack and damage
Horse or Kayleigh 50/50 - (1d100)
(79) = 79
Rolls
Horse's fortitude save - (1d20+6)
(16) + 6 = 22
Attack and damage roll for zombie 1 - (1d20+11, 1d12+5)
1d20+11 : (1) + 11 = 12
1d12+5 : (1) + 5 = 6
Attack and damage roll for zombie 2 - (1d20+11, 1d12+5)
1d20+11 : (8) + 11 = 19
1d12+5 : (10) + 5 = 15
Attack and damage roll for zombie 3 - (1d20+11, 1d12+5)
1d20+11 : (17) + 11 = 28
1d12+5 : (6) + 5 = 11
Attack and damage roll for zombie 4 - (1d20+11, 1d12+5)
1d20+11 : (9) + 11 = 20
1d12+5 : (12) + 5 = 17
Edit: I supposed he could have readied a standard action to channel positive energy if zombies moved within 30 feet of him, but he failed to do so, unless I missed something?
Initiative order:
20 Kuroi
15 Ujjaya
10 Darren
9 Magic Zombie??
9 Zombies
9 Weiryn
8 Roland
5 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).
Overturned Cart: Provides cover (+4 AC, +2 Ref) to those taking shelter behind it.
Well, since Darren and Roland already did their actions, looks like it's the monsters turn.
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.
Rewinds a bit...
Rolls
1st zombie Will save
2nd zombie Will save
3rd zombie Will save
4th zombie Will save
• 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.
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
Darren is next.
Rolls
Secret Roll
Secret Roll
Secret Roll
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)
Rolls
Power Attack - (1d20+11, 1d8+13)
1d20+11 : (3) + 11 = 14
1d8+13 : (1) + 13 = 14
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.
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
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...
Edit : Well crap. Today's apparently not my day when it comes to save rolls...
Rolls
Kayleigh's fortitude save - (1d20+7)
(4) + 7 = 11
Kayleigh's fortitude save again - (1d20+7)
(4) + 7 = 11
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
Edit: Rereading that i realized my exact target was unclear, it is the zombie closest to Roland, to the left of Kayliegh with the long white beard
Rolls
called shot head shot - (1d20+5)
(13) + 5 = 18
double hackbut damage - (2d12)
(112) = 13
Now it,s Kayleigh's turn, for realsies this time... :P
Rolls
Kayleigh's will save - (1d20+3)
(13) + 3 = 16
Initiative order:
20 Kuroi
15 Ujjaya
10 Darren
9 Magic Zombie??
9 Zombies
9 Weiryn
8 Roland
5 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).
Overturned Cart: Provides cover (+4 AC, +2 Ref) to those taking shelter behind it.
Kayleigh is sickened (-2 attack rolls, damage rolls, saving throws, skill checks, and ability checks).
One of the zombies is on fire (1d6 fire damage per round).
2 zombies (the darker ones with grey border above Kayleigh's position) are turned, ready to run away, the creature in the alleyway is currently cowering (-2 AC, loses DEX) as it cannot run away.
"Damn, what will it takes to keep those abominations down!? I've never seen zombies like this before!"
Rolls
Manyshot attack - (1d20+15)
(20) + 15 = 35
1st Manyshot arrow - (1d8+5, 2d6)
1d8+5 : (2) + 5 = 7
2d6 : (63) = 9
2nd Manyshot arrow - (1d8+5, 2d6)
1d8+5 : (2) + 5 = 7
2d6 : (21) = 3
2nd attack (3rd arrow) - (1d20+9)
(14) + 9 = 23
3rd arrow - (1d6+4, 2d6)
1d6+4 : (6) + 4 = 10
2d6 : (24) = 6
Crit confirmation roll 1st attack - (1d20+15)
(4) + 15 = 19
Critical hit 1st arrow - (2d8+10)
(52) + 10 = 17
Secret Roll
Secret Roll
Secret Roll
I hope this does not change your action Spades.
• Flurry of Blows: full-attack, 3 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.
Rolls
Fire damage vs e10 - (1d6)
(4) = 4
Arrow 1, damage - (1d20+11, 1d8+10)
1d20+11 : (3) + 11 = 14
1d8+10 : (7) + 10 = 17
Arrow 2, damage - (1d20+11, 1d8+10)
1d20+11 : (15) + 11 = 26
1d8+10 : (8) + 10 = 18
Arrow 3, damage - (1d20+10, 1d8+10)
1d20+10 : (19) + 10 = 29
1d8+10 : (7) + 10 = 17
Crit confirmation (+2 from Toxophilite) - (1d20+12)
(4) + 12 = 16
Possible crit damage - (1d8+10, 1d8+10)
1d8+10 : (5) + 10 = 15
1d8+10 : (6) + 10 = 16
touch ac rules
And yes, sorry if that wan't clear, but I meant to say that Darren managed to hit touch AC 23 instead of touch AC 18 as there was no need to apply the -5 for a called shot...
Darren is up next!
Rolls
Secret Roll
Secret Roll
Secret Roll
Rolls
Attack! - (1d20+11, 1d8+13)
1d20+11 : (13) + 11 = 24
1d8+13 : (5) + 13 = 18
In fact it is now its turn, so it will attempt a new save to see if it stopes cowering...
The creature stops cowering and now stands up to face Darren and in desperation, will attempt to bite him, but fails to do so.
Rolls
Alley creature's Will save
Alleyway creature's bite and damage
Weiryn is up!
Rolls
Zombie's attack and damage - (1d20+7, 1d4+3)
1d20+7 : (4) + 7 = 11
1d4+3 : (3) + 3 = 6
Rolls
Flaming Sphere Damage+Deathbane Magic - (3d6+6)
(121) + 6 = 10
Roland is up!
Rolls
Zombie's Reflex Save
-2 for single range increment beyond the first
-2 for deadly aim
+4 damage for deadly aim
Edited: corrected the grit point expenditure for the action
Rolls
first barrel - (1d20+6)
(19) + 6 = 25
second barrel - (1d20+1)
(20) + 1 = 21
1st shot damage - (2d12+4)
(710) + 4 = 21
second shot damage - (2d12+4)
(110) + 4 = 15
Rolls
confirm crit - (1d20+1)
(13) + 1 = 14
extra damage 1 - (2d12+4)
(108) + 4 = 22
extra damage 2 - (2d12+4)
(73) + 4 = 14
extra damage 3 - (2d12+4)
(74) + 4 = 15
Rolls
second miss chance - (1d100)
(85) = 85
Speaking of which, Kayleigh is next.
Rolls
Secret Roll
Secret Roll
Rolls
Ride (fast dismount) - (1d20+6)
(14) + 6 = 20
Attack and damage roll - (1d20+7, 2d12+5)
1d20+7 : (3) + 7 = 10
2d12+5 : (95) + 5 = 19
Fifth round of combat!
Initiative order:
20 Kuroi
15 Ujjaya
10 Darren
9 Magic Zombie??
9 Zombie
9 Weiryn
8 Roland
5 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).
Overturned Cart: Provides cover (+4 AC, +2 Ref) to those taking shelter behind it.
Kayleigh is sickened (-2 attack rolls, damage rolls, saving throws, skill checks, and ability checks).
One of the zombies is on fire (1d6 fire damage per round).
2 zombies (the darker ones with grey border above Kayleigh's position) are turned, ready to run away, the creature in the alleyway is currently cowering (-2 AC, loses DEX) as it cannot run away.
Ujjaya is next!
Rolls
Manyshot 1st and 2nd arrow - (1d20+14, 2d8+8, 4d6)
1d20+14 : (12) + 14 = 26
2d8+8 : (33) + 8 = 14
4d6 : (3456) = 18
Miss chance (20%) - (1d100)
(32) = 32
3rd arrow - (1d20+9, 1d8+4, 2d6)
1d20+9 : (14) + 9 = 23
1d8+4 : (7) + 4 = 11
2d6 : (61) = 7
Miss chance (20%) - (1d100)
(7) = 7
Secret Roll
Secret Roll
• Improved Precise Shot: Ignore anything less than total cover or concealment.
• Deadly Aim: -2 to hit, +4 to damage.
• Perfect Strike: 6x/day, must declare before rolling, 1x/round, as part of attack; roll two d20s for one bowshot, with the lower roll as confirmation if the higher threatens.
Rolls
Attack (Perfect Strike), damage - (1d20+10, 1d20+10, 1d8+5)
1d20+10 : (10) + 10 = 20
1d20+10 : (19) + 10 = 29
1d8+5 : (3) + 5 = 8
Crit confirmation (+2 from Toxophilite) - (1d20+12)
(19) + 12 = 31
• Would Ujjaya still be able to dismount at the end of that turn? I know dismounting is a move action.
"I've never faced zombies like this before. Usually, they are much quicker to fall. Even with a necromancer there to empower them, I've never faced undead such as this."
As he studies the corpse before him, he idly adds: "Does anyone need any curative attention?"
Rolls
Spellcraft (Do you even lift, zombie-bro?) - (1d20+12)
(13) + 12 = 25
Roland steps down from the cart with his revolver in hand, carefully surveying the scene for anything out of the ordinary here.
Rolls
Perception - (1d20+13)
(20) + 13 = 33
Roland keeps a lookout, and so far all seems clear, the moaning sound seems to be permeating the pace, and coming from deeper in the town (beyond the overturned cart). However with this mist, it can be hard to tell at time as it seems to be playing tricks on his senses...
"He's been pretty badly hurt. Those darn things targeted him nearly more than they targeted me - and, as Weiryn said, they're tougher than the zombies I've faced before."
Here...I can't do much at the moment, but I can at least sooth his wounds. Calling upon the grace of Pharasma, Weiryn channels the power of his faith out to heal his allies and their mounts.
Rolls
Channel Positive Energy (Be HEALED) - (2d6)
(64) = 10
"So where do we go from here? Do we move this overturned cart aside or do we try to go around? And I agree with Weiryn, those zombies are more dangerous than we had originally thought."
Looking sadly at the remains, he continues. "This is an affront to the Lady of Graves...it as though whoever wrested these poor souls from their eternal reward wished to enslave even unto their own destruction..."
"Sorry if I wasn't clear enough. I meant to ask should we move the cart aside so that Roland's cart can fit, or do we try to find another way deeper in this town with one of the side streets. I am as dedicated to destroying those abomination as you are brother."
"Indeed. In most villages, the first road you meet in a town leads to the town square, and it would stand to reason that any survivors would have seek refuge at the town square and made a stand there."
At the question raised by Kuroi, she looks toward the overturned cart and shrugs.
"If some of you can keep an eye on the streets in case more zombies come by, it shouldn't be a problem to clear the path. Darren, can you give me a hand ?"
Putting away her axe, she walks toward said cart to get the cart out of the way.
Roland pulls his own cart to the center of town and stands upon the cart, hackbut at the ready.
"On my mark..."
Rolls
Strength roll - (1d20+1)
(10) + 1 = 11
Rolls
Strength Check - (1d20+4)
(12) + 4 = 16
Rolls
Heal - (1d20+12)
(4) + 12 = 16
Roland grabs his pack and jumps down. He quickly hammers a piton into the ground to use as an anchor and another into the damaged cart to use as a pulley. Running his silk rope through the mechanism allows to double the strength of the pullers.
@ Kaos: Yeah, make me this Knowledge: Engineering check.
@ Kaos: Roland sets up his improvised pulley and is pretty certain the thing will work and will hold. You guys can attempt new Strenght checks and Aid Another checks to see if you move the cart. I assume Roland will be the leader this time around?
Rolls
Strength - (1d20+4)
(16) + 4 = 20
Rolls
Strength - (1d20)
(14) = 14
Rolls
Strength - (1d20)
(5) = 5
"So where to now?"
"I'll let you know if anything changes. If been through worse, though, so for the moment let's see if we can solve this zombie problem."
Rolls
Perception - (1d20+8)
(5) + 8 = 13
Rolls
Perception - (1d20+5)
(12) + 5 = 17
Rolls
Secret Roll
Secret Roll
Secret Roll
Kuroi's initiative - (1d20+4)
(12) + 4 = 16
Edit : Well. Acting first apparently isn't Kayleigh's main asset.
Rolls
Initiative - (1d20+2)
(1) + 2 = 3
Rolls
Perception - (1d20+17)
(6) + 17 = 23
Initiative - (1d20+6)
(9) + 6 = 15
Rolls
Initiative - (1d20+6)
(14) + 6 = 20
Oh, sorry about that, but I completely forgot other things Darren would have spotted while riding closer to the corpse, he would have spotted some zombies. So you can reposition yourself if you want to given this new devellopment...
Rolls
Secret Roll
Secret Roll
Rolls
Initiative - (1d20+1)
(13) + 1 = 14
Initiative order:
21 Darren
20 Roland
16 Kuroi
15 Ujjaya
14 Weiryn
11 ?
8 ?
6 ?
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).
Rolls
Power Attack! - (1d20+9, 1d8+10)
1d20+9 : (1) + 9 = 10
1d8+10 : (1) + 10 = 11
Rolls
blunderbuss dragons breath damage - (2d6)
(63) = 9
Kuroi will also advance so as to not be penalized by the mist and and to take advantage of his Point Blank Shot feat, then shoot one of the maggots (the one with the brown border). "I'll make quick work of those overgrown maggots!"
After a solid hit, the maggot is still standing. "Oh, those things might be hardier than I gave them credit for..."
Ujjaya is next!
Rolls
Secret Roll
Kuroi's attack - (1d20+13, 1d8+3)
1d20+13 : (14) + 13 = 27
1d8+3 : (8) + 3 = 11
description of dragons breath cartridge
Heres what there is. the rules for the alchemical cartridges is fairly short as written, so i leave it up to your judgment.
• Flurry: +12/+12/+11.
• Deadly Aim: -2 attack, +4 damage.
• Precise Shot: shoot into melee w/o penalty.
• Improved Precise Shot: Ignore anything less than total cover or concealment.
EDIT: mistyped the attack bonus on the last arrow - should be 1d20+9 only!
Rolls
Arrow #1 attack, damage - (1d20+10, 1d8+9)
1d20+10 : (4) + 10 = 14
1d8+9 : (6) + 9 = 15
Arrow #2 attack, damage - (1d20+10, 1d8+9)
1d20+10 : (13) + 10 = 23
1d8+9 : (4) + 9 = 13
Arrow #3 attack, damage - (1d20+19, 1d8+9)
1d20+19 : (7) + 19 = 26
1d8+9 : (3) + 9 = 12
I was wondering why your damage was +9 as it felt a bit high, but it's all correct, I've noticed however you've only listed your bow damage as "1d8", might want to add that "+5" to avoid making mistakes in the future when calculation your damage. ;)
Weiryn is up next.
Also, if this note with my available spells and such bothers you, kalajel, lemme know and I'll knock it off. It's there mainly to help me keep track of what I have left. :)
Both Roland and Darren will be hit once, Roland for 6 points of damage, and Darren for 5. You will both need to make a Fortitude save.
Rolls
Secret Roll
Secret Roll
Zombie attacking horse or Darren 50/50 - (1d100)
(97) = 97
Secret Roll
Rolls
Fort Save - (1d20+8)
(16) + 8 = 24
Rolls
Fortitude - (1d20+5)
(10) + 5 = 15
Horsitude - (1d20+6)
(1) + 6 = 7
Rolls
Roland Fortitude - (1d20+7)
(15) + 7 = 22
mule Fortitude - (1d20)
(19) = 19
Rolls
Fort Save - (1d20+8)
(14) + 8 = 22
Horse Fort Save - (1d20+8)
(12) + 8 = 20
One of them attacks Roland while the other one will have to choose between Darren's horse, or Roland.
Rolls
Secret Roll
Magot attacks horse or Roland 50/50 - (1d100)
(68) = 68
Secret Roll
Secret Roll
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?
Rolls
Kuroi's Fort save - (1d20+5)
(4) + 5 = 9
Nevermore's Fort save - (1d20+4)
(2) + 4 = 6
Secret Roll
Secret Roll
Zombie attack horse or Weiryn 50/50 - (1d100)
(22) = 22
Secret Roll
- Sickened -2 to attack rolls, damage rolls, saving throws, skill checks, and ability checks
- Shield of Faith : +2 deflection bonus to AC
- HP (Kayleigh) : 42/45
- HP (horse) : 14/15
Rolls
Kayleigh's fortitude save - (1d20+5)
(15) + 5 = 20
Horse's fortitude save - (1d20+6)
(1) + 6 = 7
Her horse will be paralyzed for 6 rounds.
Rolls
Secret Roll
Rolls
Fortitude - (1d20+7)
(7) + 7 = 14
Ashva's Fort save - (1d20)
(6) = 6
+6 for a Light horse. It's what I have. :)
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?
Rolls
Fortitude (just in case) - (1d20+6)
(11) + 6 = 17
Rolls
Secret Roll
Rolls
Weiryn Fort #2 - (1d20+5)
(5) + 5 = 10
Horse Fort (poor horse...) - (1d20+6)
(13) + 6 = 19
Only for 2 rounds though...
Rolls
Secret Roll
Rolls
Fort - (1d20+8)
(18) + 8 = 26
Horse Fort - (1d20+8)
(1) + 8 = 9
Rolls
Roland Fortitude - (1d20+7)
(20) + 7 = 27
mule Fortitude - (1d20)
(4) = 4
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
Roland's mule failed it's save and will be paralyzed for 3 rounds.
Rolls
Kuroi Fort save - (1d20+5)
(10) + 5 = 15
Nevermore Fort save - (1d20+4)
(9) + 4 = 13
Secret Roll
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
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
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?)
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
Rolls
Power Attack! - (1d20+12, 1d8+13)
1d20+12 : (7) + 12 = 19
1d8+13 : (6) + 13 = 19
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
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
Kuroi is paralyzed, so Ujjaya is next.
• Deadly Aim: -2 attack, +4 damage.
• Point blank (target is w/in 30ft): additional +1 to all bow attack & damage rolls.
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
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.
Next is Weiryn who is paralyzed, so unless he can make a purely mental action, I guess I'll move on to the monsters...
Rolls
Secret Roll
The first zombie attacks Weiryn's horse for AC 10, 7 damage. 2 Zombies gang up on Darren with only one hitting for 6 damages. In fact, one of the zombie fumbled on Darren and is prone right now. Finally, the last zombie attacks Darren's horse for AC 13, 4 damage.
As usual the damaged parties need to make a Fort save.
Rolls
1st zombie attack horse or Weiryn 50/50 - (1d100)
(35) = 35
1st zombie attack
2nd zombie attack Darren
3rd zombie attack horse or Darren 50/50 - (1d100)
(36) = 36
3rd zombie attack
4th zombie attack horse, Darren, Kuroi, or Nevermore 25/25/25/25 - (1d100)
(47) = 47
4th zombie attack
One will attack Kuroi and the other one will attack Darren (aiming for the leg in the stirrup).
The one on Darren misses, but the one on Kuroi hits with a critical hit. Kuroi needs to make a new Fort save.
Rolls
1st maggot on Daren
2nd maggot on Kuroi - (1d20+6, 1d4+1)
1d20+6 : (20) + 6 = 26
1d4+1 : (1) + 1 = 2
Confirm critical on Kuroi
Kayleigh is next!
Rolls
Kuroi's Fort save - (1d20+5)
(16) + 5 = 21
- Mobility : +4 against opportunity attacks when moving out of or within a threatened area
- Weapon training - Axes : +1 to combat maneuver with axes
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 6 rounds
Rolls
Combat manoeuver - overrun - (1d20+8)
(8) + 8 = 16
Rolls
Zombie's attack of opportunity
Third round of combat!
Initiative order:
21 Darren
20 Roland
16 Kuroi
15 Ujjaya
14 Weiryn
11 Zombies
8 Large maggots?
6 (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 3 rounds each
Roland's mule 2 rounds
Weiryn 1 round, Weiryn's horse 7 rounds
Kayleigh's horse 5 rounds
Darren's horse 5 rounds
One of the zombies is prone (-4 melee attack roll. +4 AC vs ranged attacks and -4 AC vs melee attacks. Standing up is a move-equivalent action which provokes an attack of opportunity).
Darren is up!
Next round, while he's frozen in place, Weiryn will sit there and analyze the zombies, since the flying heads of death are out of the picture, and try to figure out what could possibly be in place for them to be animated with such strength. Just lemme know when you want me to roll :D
HP: 51/56
AC: 23 - Touch: 10 - Flat-footed: 23
Divine Favor: +3 attack/damage (8 rounds left)
Sacred Weapon: Flaming on weapon (5 rounds left, 1d6 fire damage on hit)
Power Attack: -2 hit, +4 damage
Cleave: -2 AC, if I hit first enemy I can attack an adjacent enemy (bringing AC down to 21)
Cleaving Finish: If I kill an enemy I can make an attack against an adjacent one as well
Mounted: +1 hit
EDIT: Man, if I killed that first one, then I get 2 hits on the adjacent one... *Praying*
EDIT2: Forgot my high ground bonus of +1... oh well, didn't matter anyway
Rolls
Attack - (1d20+11, 1d8+13, 1d6)
1d20+11 : (9) + 11 = 20
1d8+13 : (6) + 13 = 19
1d6 : (5) = 5
Cleave - (1d20+11, 1d8+13, 1d6)
1d20+11 : (11) + 11 = 22
1d8+13 : (4) + 13 = 17
1d6 : (2) = 2
Cleaving Finish - (1d20+11, 1d8+13, 1d6)
1d20+11 : (18) + 11 = 29
1d8+13 : (3) + 13 = 16
1d6 : (4) = 4
Roland is up next!
Rolls
Secret Roll
1. Deadly aim. -2 to hit, +4 to damage
2. Gun training. Add +4 to damage for dex bonus.
3. Point Blank Shot. +1 to hit and to damage.
4. Precise shot. Ignore penalty for firing into Melee.
Total modifiers. -1 to hit. +9 to damage.
2 rounds remaining in the revolver before reload is required.
Rolls
Attack 1 - (1d20+9)
(11) + 9 = 20
Attack 2 - (1d20+4)
(11) + 4 = 15
damage 1 - (1d8+9)
(3) + 9 = 12
damage 2 - (1d8+9)
(3) + 9 = 12
Kuroi is still paralyzed, so Ujjaya is up next!
• Ki Flurry: +12/+12/+12/+11
• Deadly Aim: -2 attack, +4 damage.
• Point blank: +1 to all bow attack & damage rolls vs. targets w/in 30ft (already included).
Rolls
Fadt dismount? - (1d20+2)
(4) + 2 = 6
Arrow #1, damage - (1d20+11, 1d8+10)
1d20+11 : (8) + 11 = 19
1d8+10 : (8) + 10 = 18
Arrow #2, damage - (1d20+11, 1d8+10)
1d20+11 : (8) + 11 = 19
1d8+10 : (2) + 10 = 12
Arrow #3, damage - (1d20+11, 1d8+10)
1d20+11 : (12) + 11 = 23
1d8+10 : (7) + 10 = 17
Arrow #4, damage - (1d20+10, 1d8+10)
1d20+10 : (17) + 10 = 27
1d8+10 : (7) + 10 = 17
Edit: Yeah, with that angle, looks like it has total cover...
Weiryn can make his Knowledge (religion now), I'll still play the monsters while waiting for your post as it will not affect their actions.
Rolls
Secret Roll
The zombie in the small house attacks Kayleigh and misses. the one who's prone attacks Darren's paralyzed horse for AC 15 and 7 points of damage.
Paralyzation durations are lowered by 1.
Kayleigh can now chop up that filthy zombie. :P
Rolls
1st zombie attacks Kayleigh
2nd zombie attacks Darren's horse or Kuroi 50/50 - (1d100)
(45) = 45
2nd zombie's attack
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 6 rounds
Rolls
Attack roll and damages - (1d20+9, 2d12+3)
1d20+9 : (16) + 9 = 25
2d12+3 : (36) + 3 = 12
Fourth round of combat!
Initiative order:
21 Darren
20 Roland
16 Kuroi
15 Ujjaya
14 Weiryn
11 Zombies
6 (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 2 rounds each
Roland's mule 2 rounds
Weiryn's horse 6 rounds
Kayleigh's horse 4 rounds
Darren's horse 4 rounds
Ujjaya's horse 6 rounds
One of the zombies is prone (-4 melee attack roll. +4 AC vs ranged attacks and -4 AC vs melee attacks. Standing up is a move-equivalent action which provokes an attack of opportunity).
Darren is up!
Edit: I might as well do Weiryn's Knowledge check from last round since irvanovich seems busy...
Weiryn will notice that despite being much stronger, those zombies seems to share many things in common with regular zombies (DR 5/slashing, undead traits, unable to move and attack in the same round), but will have noted that they seem to have a special ability which sometimes allows them to shrug off what would have otherwise been a killing blow, and this, no matter what the source... Surely, whoever created those must have used powerful and unheard of necromantic rituals.
Rolls
Weiryn's Knowledge (religion) check - (1d20+12)
(5) + 12 = 17
HP: 51/56
AC: 23 - Touch: 10 - Flat-footed: 23
Divine Favor: +3 attack/damage (7 rounds left)
Sacred Weapon: Flaming on weapon (4 rounds left, 1d6 fire damage on hit)
Power Attack: -2 hit, +4 damage
-4 to opponent AC for being prone
Rolls
Attack! - (1d20+11, 1d8+13, 1d6)
1d20+11 : (14) + 11 = 25
1d8+13 : (5) + 13 = 18
1d6 : (3) = 3
It's Ujjaya's turn now.
Rolls
Hard to Kill
Precise shot to ignore fire into Melee
Point blank shot +1+1 under 30 feet
Gun training add +4 Dex to damage
Inside range increment so hit against touch ac
Rolls
Shot 1 - (1d20+9)
(6) + 9 = 15
Shot 2 - (1d20+4)
(13) + 4 = 17
Shot 1 damage - (1d8+9)
(1) + 9 = 10
Shot 2 damage - (1d8+9)
(6) + 9 = 15
Rolls
Fast dismount? - (1d20+2)
(5) + 2 = 7
Rolls
Cure Moderate Wounds (Touch Attack) - (1d20+3, 2d8+3)
1d20+3 : (5) + 3 = 8
2d8+3 : (56) + 3 = 14
The paralyzation durations are lowered by one and then Kayleigh is up.
Rolls
Zombie's attack
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 5 rounds
Rolls
Attack 1 and damages - (1d20+9, 1d12+3)
1d20+9 : (5) + 9 = 14
1d12+3 : (8) + 3 = 11
Attack 2 and damages - (1d20+4, 1d12+3)
1d20+4 : (5) + 4 = 9
1d12+3 : (4) + 3 = 7
New round!
Fifth round of combat!
Initiative order:
21 Darren
20 Roland
16 Kuroi
15 Ujjaya
14 Weiryn
11 Zombies
6 (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 1 round each
Roland's mule 1 round
Weiryn's horse 5 rounds
Kayleigh's horse 3 rounds
Darren's horse 3 rounds
Ujjaya's horse 5 rounds
Darren is up!
Rolls
Perception - (1d20+8)
(13) + 8 = 21
Roland is up!
• Deadly Aim: -2 attack, +4 damage.
• Point blank: +1 to all bow attack & damage rolls vs. targets w/in 30ft (already included).
Rolls
Arrow #1 attack, damage - (1d20+11, 1d8+9)
1d20+11 : (5) + 11 = 16
1d8+9 : (3) + 9 = 12
Arrow #2 attack, damage - (1d20+11, 1d8+9)
1d20+11 : (3) + 11 = 14
1d8+9 : (3) + 9 = 12
Arrow #3 attack, damage - (1d20+10, 1d8+9)
1d20+10 : (13) + 10 = 23
1d8+9 : (4) + 9 = 13
Victory!
Another 900 XP each!
With the last zombie dead, you are free to continu your journey deeper into the town, however, one of your companion, and many of your mounts are still paralyzed. Guess you have a bit of waiting to do, what do you guys do in the meantime?
Rolls
Hard to Kill - (1d20)
Hard to Kill - (1d20)
Rolls
Perception - (1d20+8)
(20) + 8 = 28
@ Naat: It is not a zombie, but rather the corpse on the map, the one you spotted before the encounter began.
Rolls
perception - (1d20+17)
(12) + 17 = 29
Rolls
Perception - (1d20+8)
(6) + 8 = 14
Rolls
Perception - (1d20+8)
(10) + 8 = 18
Rolls
Perception - (1d20+13)
(16) + 13 = 29
After a quick dash, you notice that rough barricades block most of the access to the town square; however, the eastern barricade has been breached, and zombies are swarming through the opening. A woman in full plate near the centre of the town square valiantly fights the zombies, but she is heavily outnumbered. There is no sign of the townsfolks, but a few zombies who attempts to batter down doors gives you a quick indication where they might have sought refuge...
Roll me some initiatives! And once again, place your characters behind the dotted line.
Rolls
Kuroi's initiative - (1d20+4)
(8) + 4 = 12
Secret Roll
Secret Roll
Aishlyn - (1d20-1)
(10) - 1 = 9
Rolls
initiative - (1d20+6)
(5) + 6 = 11
Rolls
Initiative - (1d20+6)
(19) + 6 = 25
Rolls
initiative - (1d20+6)
(7) + 6 = 13
To keep track of things :
- Sickened -2 to attack rolls, damage rolls, saving throws, skill checks, and ability checks
- Kayleighs' state : 42/45 HP
- Horse's state : 14/15 HP
Rolls
Initiative - (1d20+4)
(6) + 4 = 10
Rolls
Initiative - (1d20+1)
(2) + 1 = 3
Initiative order:
25 Darren
15 Zombies
13 Ujjaya
12 Kuroi
11 Roland
10 Kayleigh
9 ?
9 ?
3 Weiryn
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).
Weiryn still holding the charge of a Cure Moderate Wounds spell. His Deathwatch (range 30 ft., can tell if creature is dead, fragile [alive with 3 hp or less left], fighting off death [alive with 4 or more hp], healthy, undead, or neither alive nor dead [such as constructs]) is still active (Sorry, I forgot it in the last fights, but I doubt it would've made much difference).
Darren is up!
Initiative order:
25 Darren
15 Zombies
13 Ujjaya
12 Kuroi
11 Roland
10 Kayleigh
9 ?
9 ?
3 Weiryn
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).
Weiryn still holding the charge of a Cure Light Wounds spell. His Deathwatch (range 30 ft., can tell if creature is dead, fragile [alive with 3 hp or less left], fighting off death [alive with 4 or more hp], healthy, undead, or neither alive nor dead [such as constructs]) is still active (Sorry, I forgot it in the last fights, but I doubt it would've made much difference).
Darren is up!
And not that I'm complaining, but has it really been less than 30 minutes since he cast his spell? Dang.
Tracking:
HP: 51/56
AC: 23 - Touch: 10 - Flat-footed: 23
Divine Favor: +3 attack/damage (9 rounds left)
Power Attack: -2 attack, +4 damage
Mounted Combat: +1 attack
Rolls
Power Attack! - (1d20+12, 1d8+13)
1d20+12 : (3) + 12 = 15
1d8+13 : (3) + 13 = 16
Thanks, kalajel! I'll try to keep a running combat count of how many rounds are remaining in it. Does 15 minutes left sound good to you?
The zombies then move next. Those moving toward the group attack the riders (Kayleigh and Darren) but both misses. The zombie attack the west and east doors manage to inflict a point of damage on their respective door each while the one to the south ineffectively bangs on the door... The zombies ganging up on the woman in full-plate only manage to hit her twice.
Ujjaya is up next.
Rolls
1st zombie attacks horse or Kayleigh 50/50 - (1d100)
(60) = 60
1st zombie's attack
2nd zombie attacks horse or Darren 50/50 - (1d100)
(70) = 70
2nd zombie's attack
3dr zombie attack door
4th zombie attack door
5th zombie attacks woman (no flanking because the other zombies had not moved yet)
6th zombie attacks woman (no flanking)
7th zombie attacks woman (no flanking)
8th zombie attacks woman (flanking)
9th zombie attacks woman (flanking)
10th zombie attacks door
7th zombie's critical confirmation roll
Woman's Fortitude saves
• 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 (already included)
Rolls
Arrow #1, damage - (1d20+11, 1d8+10)
1d20+11 : (10) + 11 = 21
1d8+10 : (1) + 10 = 11
Arrow #2, damage - (1d20+11, 1d8+10)
1d20+11 : (5) + 11 = 16
1d8+10 : (8) + 10 = 18
Arrow #3, damage - (1d20+11, 1d8+10)
1d20+11 : (1) + 11 = 12
1d8+10 : (7) + 10 = 17
Arrow #4, damage - (1d20+10, 1d8+10)
1d20+10 : (6) + 10 = 16
1d8+10 : (5) + 10 = 15
Roland is next!
Rolls
Kuroi's fast dismount - (1d20+10)
(10) + 10 = 20
Kuroi's frist 2 arrows - (1d20+14, 1d8+5, 1d8+5, 2d6, 2d6)
1d20+14 : (17) + 14 = 31
1d8+5 : (6) + 5 = 11
1d8+5 : (2) + 5 = 7
2d6 : (22) = 4
2d6 : (35) = 8
Kuroi's 3rd arrow - (1d20+9, 1d8+5, 2d5)
1d20+9 : (19) + 9 = 28
1d8+5 : (8) + 5 = 13
2d5 : (25) = 7
Hard to Kill
Hard to Kill
attacks at +10/+5
-2 to hit +4 damage for deadly aim
negate penalty for firing into melee with precise shot
firing against touch ac
Edit: The first barrel has misfired, causing a malfunction. It will have to be cleared before that barrel can be used again. Weapon is in effect a single hackbutt until i clear that barrel. Roland still decides to leave the weapon behind after the shot and move closer into combat.
Rolls
shot 1 hit - (1d20+8)
(1) + 8 = 9
shot 2 hit - (1d20+3)
(12) + 3 = 15
shot 1 damage - (2d12+4)
(912) + 4 = 25
shot 2 damage - (2d12+4)
(33) + 4 = 10
It is Kayleigh's turn now.
- Sickened -2 to attack rolls, damage rolls, saving throws, skill checks, and ability checks
- Kayleighs' state : 42/45 HP
- Horse's state : 14/15 HP
Rolls
Attack 1 and damages - (1d20+9, 1d12+3)
1d20+9 : (16) + 9 = 25
1d12+3 : (11) + 3 = 14
Attack 2 and damages - (1d20+4, 1d12+3)
1d20+4 : (15) + 4 = 19
1d12+3 : (4) + 3 = 7
Also, I'd like to add a not for anyone tracking their hit points in your posts. In the future, can you please do it as a note addressed to me? Yes, I know it can be an important thing for the GM to know, but unless Weiryn (or possibly Darren) has Deathwatch active and you are at 3 or less hp, nobody else in the party should know how much hp you have left. If someone wants to ask for a cure spell, you can always answer "I am lightly/moderately/severely/etc. damaged" as the case may be.
Rolls
Hard to Kill
I'm on my phone right now again, can't move Kayleigh's marker, sorry. She'll rush to were she can hit as many zombies as possible
After this mysterious corpse, it is the woman's turn. she first grasps her holy symbol and call on the light to help her (a standard cation) which seems to invigorate her. She will then declare a smite evil on the zombie behind her (f9, swift action). Finally, with only a move action left this round she will remain there and wait for her next turn before taking advantage of her smite evil...
Weiryn is up next!
Initiative order:
25 Darren
15 Zombies
13 Ujjaya
12 Kuroi
11 Roland
10 Kayleigh
9 ?
9 ?
3 Weiryn
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).
Weiryn still holding the charge of a Cure Moderate Wounds spell. His Deathwatch (range 30 ft., can tell if creature is dead, fragile [alive with 3 hp or less left], fighting off death [alive with 4 or more hp], healthy, undead, or neither alive nor dead [such as constructs]) is still active (Sorry, I forgot it in the last fights, but I doubt it would've made much difference).
Darren is up!
Divine Favor: +3 attack/damage (8 rounds left)
Power Attack: -2 attack, +4 damage
Mounted Combat: +1 attack
Casting Burst of Radiance on the square the woman occupies
This spell fills the area with a brilliant flash of shimmering light. Creatures in the area (10 ft, so it should hit 5 zombies) are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save (DC14). Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not.
Casting spell before I move so I don't get caught in it!
Rolls
Burst of Radiance Damage - (5d4)
(43231) = 13
Horse Fort Save - (1d20+8)
(10) + 8 = 18
Blinded: Creature cannot see, -2 to AC, lose Dex bonus to AC, -4 on most Str or Dex-based skills and opposed Perception checks. All activities involving vision automatically fail, opponents have total concealment (50%), must make DC 10 Acrobatics to move faster than half speed, if fail falls prone.
Dazzled: -1 on attack rolls and sight-based Perception checks.
Rolls
1st zombie's Ref save
2nd zombie's Ref save
3rd zombie's Ref save
4th zombie's Ref save
5th zombie's Ref save
1st zombie dazzle duration - (1d4)
(2) = 2
2nd zombie blind duration - (1d4)
(3) = 3
3rd zombie blind duration - (1d4)
(3) = 3
4th zombie blind duration - (1d4)
(4) = 4
5th zombie dazzle duration - (1d4)
(3) = 3
I'll house rule that both blinded zombie who are currently flanking the woman cannot benefit from the flanking bonus... Can you really be flanked by two blind opponents after all?
Prone: Creature lying on the ground, -4 melee attack, cannot use ranged weapon except crossbows, +4 AC vs. ranged attacks, -4 AV vs. melee weapon, standing up is a move-equivalent action which provokes an attack of opportunity.
Edit: Oops, I switched blind zombies for dazzled and dazzled ones for blind for some reason... instead of rerolling everything (and since most rolls failed anyways), I'll simply switch one of the miss chance to another zombie, which means only 1 attack hit the woman this round, not 2.
Edit 2: I realized that because of the wall, Darren would have had to move through the threatened areas of two zombies to get to where he is... so I'll go ahead and roll the attacks of opportunity here. Darren horse's would have been hit for 6 points of damage and a Fortitude save.
Ujjaya is up next.
Rolls
1st zombie attack Kayleigh or horse 50/50 - (1d100)
(53) = 53
1st zombie's attack
2nd zombie attack Darren or horse 50/50 - (1d100)
(69) = 69
2nd zombie's attack
3rd blind zombie's miss chance 50% - (1d100)
(16) = 16
3rd blind zombie attacks woman - (1d20+7, 1d4+3)
4th dazzled zombie attacks woman, flanking
5th dazzled zombie attacks woman
6th dazzled zombie attacks woman, flanking
7th blind zombie's miss chance 50% - (1d100)
(57) = 57
7th zombie attacks woman
8th zombie attacks door
Woman's Fort save
Woman's Fort save
1st zombie attack on Darren or horse 50/50 - (1d100)
(64) = 64
1st zombie's attack of opportunity
2nd zombie attack Darren or horse 50/50 - (1d100)
(1) = 1
2nd zombie's attack of opportunity - (1d20+7, 1d4+3)
1d20+7 : (1) + 7 = 8
1d4+3 : (1) + 3 = 4
2nd zombie AoO miss chance 50% - (1d100)
(13) = 13
Rolls
Arrow #1 (Alchemical Flare), damage - (1d20+11, 1d8+10)
1d20+11 : (5) + 11 = 16
1d8+10 : (2) + 10 = 12
Flare damage - (1d6)
(4) = 4
Arrow #2, damage - (1d20+11, 1d8+10)
1d20+11 : (18) + 11 = 29
1d8+10 : (1) + 10 = 11
Arrow #3, damage - (1d20+11, 1d8+10)
1d20+11 : (12) + 11 = 23
1d8+10 : (4) + 10 = 14
Arrow #4, damage - (1d20+10, 1d8+10)
1d20+10 : (4) + 10 = 14
1d8+10 : (5) + 10 = 15
Ride check - (1d20+2)
(2) + 2 = 4
Fast dismount? - (1d20+2)
(15) + 2 = 17
Unarmed Strike, damage, holy damage - (1d20+7, 1d8+2, 1d6)
1d20+7 : (19) + 7 = 26
1d8+2 : (7) + 2 = 9
1d6 : (5) = 5
Overrun (Light Horse CMB= +5) - (1d20+5)
(1) + 5 = 6
Roland is up next!
Rolls
Kuroi's attack - (1d20+19, 1d8+10, 2d6)
1d20+19 : (6) + 19 = 25
1d8+10 : (5) + 10 = 15
2d6 : (64) = 10
Feats used.
Deadly Aim -2 hit/ +4 damage
Point Blank Shot +1/+1 within 30 feet
Precise shot ignore penalty for fire into melee
Gun Training add dex modifier to damage
Within range so firing against touch ac
Rolls
Shot 1 hit - (1d20+9)
(14) + 9 = 23
Shot 2 hit - (1d20+4)
(10) + 4 = 14
Shot 1 Damage - (1d8+9)
(1) + 9 = 10
Shot 2 Damage - (1d8+9)
(3) + 9 = 12
Kayleigh's action might make it reconsider further... As she declares a Whirlwind Attack. Her whirlwind Attack hits the zombies in j5 and g7, but misses the creature in i7...
Rolls
Kayleight's Whirlwind Attack - (1d20+9, 1d12+3)
1d20+9 : (7) + 9 = 16
1d12+3 : (11) + 3 = 14
Rolls
Kayleigh's attack of opportunity - (1d20+9, 1d12+3)
1d20+9 : (3) + 9 = 12
1d12+3 : (12) + 3 = 15
Entomber's attack on Roland
Rolls
Attack! - (1d20+12, 1d8+13)
1d20+12 : (19) + 12 = 31
1d8+13 : (8) + 13 = 21
Rolls
Fortitude - (1d20+7)
(12) + 7 = 19
Reflex - (1d20+9)
(7) + 9 = 16
Weiryn is up next!
Rolls
1st Power Attack - (1d20+7, 1d8+7)
1d20+7 : (14) + 7 = 21
1d8+7 : (6) + 7 = 13
2nd power attack - (1d20+2, 1d8+7)
1d20+2 : (6) + 2 = 8
1d8+7 : (4) + 7 = 11
Rolls
Touch Attack (Galvanic Gauntlets+Cure Moderate Wounds - (1d20+1, 1d6+2, 1d8+3)
1d20+1 : (19) + 1 = 20
1d6+2 : (3) + 2 = 5
1d8+3 : (2) + 3 = 5
Damage...don't know why it screwed up - (1d6+2, 1d8+3)
1d6+2 : (4) + 2 = 6
1d8+3 : (2) + 3 = 5
Augh..Damage (cure Moderate Wounds - (2d8+3)
(58) + 3 = 16
Damage (galvanic gauntlets (electric) - (1d6)
(6) = 6
third round of combat!
Initiative order:
25 Darren
15 Zombies
13 Ujjaya
12 Kuroi
11 Roland
10 Kayleigh
9 ?
9 ?
3 Weiryn
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).
Weiryn still holding the charge of a Cure Moderate Wounds spell. His Deathwatch (range 30 ft., can tell if creature is dead, fragile [alive with 3 hp or less left], fighting off death [alive with 4 or more hp], healthy, undead, or neither alive nor dead [such as constructs]) is still active (Sorry, I forgot it in the last fights, but I doubt it would've made much difference).
Effects Duration:
Blinded: Creature cannot see, -2 to AC, lose Dex bonus to AC, -4 on most Str or Dex-based skills and opposed Perception checks. All activities involving vision automatically fail, opponents have total concealment (50%), must make DC 10 Acrobatics to move faster than half speed, if fail falls prone.
Dazzled: -1 on attack rolls and sight-based Perception checks.
Zombie in f7 is dazzled, 2 rounds.
Zombie in g7 is blinded, 3 rounds.
Zombie in g8 is blinded, 3 rounds.
Zombie in e9 is blinded, 4 rounds.
Zombie in f9 is dazzled, 3 rounds.
Prone: Creature lying on the ground, -4 melee attack, cannot use ranged weapon except crossbows, +4 AC vs. ranged attacks, -4 AV vs. melee weapon, standing up is a move-equivalent action which provokes an attack of opportunity.
Zombie in d6 is prone.
Darren is up!
Divine Favor: +3 attack/damage (8 rounds left)
Power Attack: -2 attack, +4 damage
Mounted Combat: +1 attack
Prone Opponent gets -4 to AC
If this enemy is killed by my attack I will attack the enemy in F7 with my Cleaving Finish ability:
If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat.
Note that it says an enemy in reach (doesn't have to be adjacent to original target)
Rolls
Power Attack! - (1d20+12, 1d8+13)
1d20+12 : (7) + 12 = 19
1d8+13 : (3) + 13 = 16
Cleaving Finish on F7? - (1d20+12, 1d8+13)
1d20+12 : (10) + 12 = 22
1d8+13 : (7) + 13 = 20
Speaking of which, zombie's turn...
The zombie in j5 will attack Kayleigh, the prone one in d6 won't even bother standing up and attack Darren's horse from its prone position. The dazzled zombies will simply follow the woman and attack her while the blind one will clumsily stumble toward the sound of battle, probably bumping on their buddies in the attempt while doing so. They will attack the nearest target, the woman, although the one in g6 has a variety of targets to choose form...
Only one of the zombies' attacks on the woman hits.
Rolls
Zombie attacks Kayleigh
Prone zombie attacks Darren's horse
Pirate zombie attacks Darren, his horse, Kayleigh, or her horse 25/25/25/25 - (1d100)
(79) = 79
Blind pirate zombie's miss chance 50% - (1d100)
(86) = 86
Blind pirate zombie's attack
1st dazzled zombie on woman
1st blind zombie miss chance on woman 50% - (1d100)
(65) = 65
1st blind zombie's attack on woman
2nd dazzled zombie on woman
2nd blind zombie miss chance on woman 50% - (1d100)
(36) = 36
2nd blind zombie's attack on woman
Woman's Fortitude save - (1d20+10)
(19) + 10 = 29
• Moving to i4
• Primary target: g6. Secondary: f7
• Ki Flurry
• Deadly Aim: -2 attack, +4 damage.
• Point blank (already included)
Rolls
Arrow #1 (Alchemical Flare), damage - (1d20+11, 1d8+10)
1d20+11 : (4) + 11 = 15
1d8+10 : (8) + 10 = 18
Flare damage - (1d6)
(1) = 1
Arrow #2, damage - (1d20+11, 1d8+10)
1d20+11 : (5) + 11 = 16
1d8+10 : (2) + 10 = 12
Arrow #3, damage - (1d20+11, 1d8+10)
1d20+11 : (2) + 11 = 13
1d8+10 : (8) + 10 = 18
Arrow #4, damage - (1d20+10, 1d8+10)
1d20+10 : (19) + 10 = 29
1d8+10 : (3) + 10 = 13
Ride check - (1d20+2)
(19) + 2 = 21
"Those things are surprisingly resilient at times..."
Roland is up next.
Rolls
Hard to Kill
Hard to Kill
Hard to Kill
Hard to Kill
Attack - (1d20+17, 1d8+10, 2d6)
1d20+17 : (16) + 17 = 33
1d8+10 : (8) + 10 = 18
2d6 : (56) = 11
Hard to Kill
Rolls
Shot 1 - (1d20+9)
(2) + 9 = 11
Shot 2 - (1d20+4)
(9) + 4 = 13
Shot 1 damage - (1d8+9)
(8) + 9 = 17
Shot 2 damage - (1d8+9)
(6) + 9 = 15
Seeing how things seem to be under control in this area of the combat, Keyleigh will risk an attack of opportunity and spur her mount to go take care of the zombie who's battering down the door further south. Kayleigh is hit again for 4 points of damage, however, she manages to deal a significant blow to the zombie who was still bashing down the door, and who now takes his attention away form the door and toward Kayleigh...
Rolls
Hard to Kill
Zombie's attack of opportunity
Kayleigh's vital strike - (1d20+9, 2d12+3)
1d20+9 : (13) + 9 = 22
2d12+3 : (510) + 3 = 18
Weiryn is up!
Rolls
Woman's first attack - (1d20+7, 1d8+7)
1d20+7 : (9) + 7 = 16
1d8+7 : (6) + 7 = 13
Woman's second attack - (1d20+2, 1d8+7)
1d20+2 : (11) + 2 = 13
1d8+7 : (5) + 7 = 12
Brandishing the symbol over his head, he glances at the woman for her reaction as he cries out: "SUFFER NO FALSE LIFE!", a wave of positive energy washing out to tear at the undead ravaging the town.
Actual question:
Rolls
Channel Positive Energy (Harm Undead) - (2d6)
(26) = 8
Rolls
1st zombie's Will save
2nd zombie's Will save
3rd zombie's Will save
4th zombie's Will save
5th zombie's Will save
6th zombie's Will save
Hard to kill
Initiative order:
25 Darren
15 Zombies
13 Ujjaya
12 Kuroi
11 Roland
10 Kayleigh
9 Mysterious woman (I can't believe I did not fix taht entry before... XD)
3 Weiryn
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).
Weiryn still holding the charge of a Cure Moderate Wounds spell. His Deathwatch (range 30 ft., can tell if creature is dead, fragile [alive with 3 hp or less left], fighting off death [alive with 4 or more hp], healthy, undead, or neither alive nor dead [such as constructs]) is still active (Sorry, I forgot it in the last fights, but I doubt it would've made much difference).
Effects Duration:
Blinded: Creature cannot see, -2 to AC, lose Dex bonus to AC, -4 on most Str or Dex-based skills and opposed Perception checks. All activities involving vision automatically fail, opponents have total concealment (50%), must make DC 10 Acrobatics to move faster than half speed, if fail falls prone.
Zombie in d8 is blinded, 2 rounds.
Zombie in f8 is blinded, 3 rounds.
Prone: Creature lying on the ground, -4 melee attack, cannot use ranged weapon except crossbows, +4 AC vs. ranged attacks, -4 AV vs. melee weapon, standing up is a move-equivalent action which provokes an attack of opportunity.
Zombie in d6 is prone.
Darren is up!
Divine Favor: +3 attack/damage (6 rounds left)
Power Attack: -2 attack, +4 damage
Mounted Combat: +1 attack
Prone Opponent gets -4 to AC
Rolls
Power Attack! - (1d20+12, 1d8+13)
1d20+12 : (6) + 12 = 18
1d8+13 : (1) + 13 = 14
speaking of which, zombies' turn now... the one who was on Kayleigh before she left will advance on Roland. the prone one will keep attacking Darren's horse, one of the blind zombie might have a chance of attacking Weiryn instead of the woman, as for the others, their target will be pretty obvious...
Well, every zombies misses this round. Ujjaya is up next.
Rolls
Hard to Kill
Zombie on Roland
Prone zombie on Darren's horse
Blind zombie on woman 50% miss - (1d100)
(97) = 97
Blind zombie attack on woman
Other blind zombine attacks Weityn or woman 50/50, also 50% miss chance - (1d100, 1d100)
1d100 : (46) = 46
1d100 : (35) = 35
Second blind zombie's attack
Zombie on Kayleight
• Ki Flurry
• Deadly Aim: -2 attack, +4 damage (already included)
• Point blank (already included)
Rolls
Arrow #1 (blunt), damage - (1d20+11, 1d8+10)
1d20+11 : (4) + 11 = 15
1d8+10 : (3) + 10 = 13
Arrow #1 (blunt), damage - (1d20+11, 1d8+10)
1d20+11 : (7) + 11 = 18
1d8+10 : (7) + 10 = 17
Arrow #3 (blunt), damage - (1d20+11, 1d8+10)
1d20+11 : (16) + 11 = 27
1d8+10 : (7) + 10 = 17
Arrow #4 (blunt), damage - (1d20+11, 1d8+10)
1d20+11 : (18) + 11 = 29
1d8+10 : (5) + 10 = 15
Roland is up next.
Rolls
Hard to Kill
Hard to Kill
feats
dealy aim:-2 hit, +4 damage
point blank shot:+1 hit, +1 damage
precise shot: ignore fire into melee penalty
gun training: +4 dex damage with revolver
edit, all attacks against touch ac
Rolls
Shot 1 hit - (1d20+8)
(12) + 8 = 20
Shot 2 hit - (1d20+3)
(7) + 3 = 10
Shot 1 Damage - (1d8+9)
(4) + 9 = 13
Shot 2 Damage - (1d8+9)
(4) + 9 = 13
Weiryn is up next.
Rolls
Zombie's attack of opportunity on Roland
Hard to Kill
Hard to kill
Kayleigh's 1st attack - (1d20+9, 1d12+3)
1d20+9 : (2) + 9 = 11
1d12+3 : (9) + 3 = 12
Kayleigh's 2nd attack - (1d20+4, 1d12+3)
1d20+4 : (16) + 4 = 20
1d12+3 : (9) + 3 = 12
Hard to Kill
EDIT: This RNG is full of hate.
Rolls
Touch Attack (Cure Light Wounds + Galvanic Gauntlets) - (1d20+3)
(8) + 3 = 11
Damage (Cure Light Wounds) - (1d8+3)
(2) + 3 = 5
Damage (Galvanic Gauntlets) - (1d6)
(6) = 6
fifth round of combat!
Initiative order:
25 Darren
15 Zombies
13 Ujjaya
12 Kuroi
11 Roland
10 Kayleigh
9 Mysterious woman (I can't believe I did not fix taht entry before... XD)
3 Weiryn
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).
Weiryn still holding the charge of a Cure Moderate Wounds spell. His Deathwatch (range 30 ft., can tell if creature is dead, fragile [alive with 3 hp or less left], fighting off death [alive with 4 or more hp], healthy, undead, or neither alive nor dead [such as constructs]) is still active (Sorry, I forgot it in the last fights, but I doubt it would've made much difference).
Effects Duration:
Blinded: Creature cannot see, -2 to AC, lose Dex bonus to AC, -4 on most Str or Dex-based skills and opposed Perception checks. All activities involving vision automatically fail, opponents have total concealment (50%), must make DC 10 Acrobatics to move faster than half speed, if fail falls prone.
Zombie in d8 is blinded, 1 round.
Zombie in f8 is blinded, 2 rounds.
Prone: Creature lying on the ground, -4 melee attack, cannot use ranged weapon except crossbows, +4 AC vs. ranged attacks, -4 AV vs. melee weapon, standing up is a move-equivalent action which provokes an attack of opportunity.
Zombie in d6 is prone.
Darren is up!
Rolls
Hard to Kill
Divine Favor: +3 attack/damage (6 rounds left)
Power Attack: -2 attack, +4 damage
Mounted Combat: +1 attack
Prone Opponent gets -4 to AC
Rolls
Attack! - (1d20+12, 1d8+13)
1d20+12 : (1) + 12 = 13
1d8+13 : (3) + 13 = 16
The zombies will still attack, one one Roland, one on Darren's horse, one on the woman, and one on Weiryn. The zombies miss, the one on Weiryn barely so...
Ujjaya is up next!
Rolls
Zombie on Roland
Prone zombie on Darren's horse
Blind zombie on woman miss chance 50% - (1d100)
(98) = 98
Blind zombie on woman
Blind zombie on Weiryn miss chance 50% - (1d100)
(73) = 73
blind zombie on Weiryn
• Ki Flurry
• Deadly Aim: -2 attack, +4 damage (already included)
• Point blank (already included)
• Perfect Strike: 6/day, must declare before rolling, once/round, as part of attack; roll two d20s for one bowshot, with the lower roll as confirmation if the higher threatens.
Rolls
Arrow #1, Perfect Strike, damage - (1d20+11, 1d20+11, 1d8+10)
1d20+11 : (16) + 11 = 27
1d20+11 : (4) + 11 = 15
1d8+10 : (2) + 10 = 12
Arrow #2, damage - (1d20+11, 1d8+10)
1d20+11 : (16) + 11 = 27
1d8+10 : (5) + 10 = 15
Arrow #3, damage - (1d20+11, 1d8+10)
1d20+11 : (6) + 11 = 17
1d8+10 : (5) + 10 = 15
Arrow #4, damage - (1d20+10, 1d8+10)
1d20+10 : (10) + 10 = 20
1d8+10 : (2) + 10 = 12
Roland is up.
Rolls
Hard to Kill
Hard to Kill
Kuroi's attack - (1d20+11, 1d8+6)
1d20+11 : (18) + 11 = 29
1d8+6 : (6) + 6 = 12
Exact same setup as before. One round in each zombie. The one next to the new knight first.
Rolls
Shot 1 - (1d20+9)
(7) + 9 = 16
Shot 2 - (1d20+4)
(5) + 4 = 9
Shot 1 damage - (1d8+9)
(5) + 9 = 14
Shot 2 damage - (1d8+9)
(5) + 9 = 14
You gain 1085 XP each!
Rolls
Hard to Kill
Hard to Kill
Milady, I am Brother Weiryn, a cleric of Pharasma. May I have your name, and will you allow me to treat your wounds?
Rolls
Perceprion - (1d20+13)
(8) + 13 = 21
Meanwhile, Roland is keeping a lookout for zombies... Things look calm, for now...
When the spell is complete, Weiryn sighs...dark circles forming under his eyes as he checks the afternoon sun. "These abominations...they are more powerful than anything I've ever seen. I've seen them shrug off blows that would fell three or more normal zombies. Even the blessings of Pharasma do not seem to lay them low on the first try. I am nearly spent."
Rolls
Cure Moderate Wounds - (2d8+3)
(42) + 3 = 9
Kayleigh interrups Weiryn while he speaks. "Her axe..."
Then Ashlyn turns to Weiryn. "Thank you for the healing brother Weiryn. I think I will be able to take it up from here on. Yes, those zombies are... odd indeed to say the least. Had you not arrived when you did, I doubt I could have held this last wave back. The zombies never breached the barricades before. If you’re here to destroy zombies, our aims likely coincide. Will you help me find my companions, escape town, and talk to Madam Eva?"
Rolls
Lay on hand - (2d6)
(66) = 12
A mutter of voices, a clatter of dish ware, and the squeal of a poorly played instrument usher from this gambling building. A sign hanging precariously askew reads "Blood on the Vine Tavern." A thin skein of smoke curls up from a wide chimney. Inside, you see scores of refugees, packing every available square inches. A few individuals stand out of the crowd however. To one table are sitting two Vistani playing cards, keeping to themselves and staying away from the other refugees... staying away as much as possible in an inn full of people... Another man is at the bar, wearing which could pass for a noble outfit if it was not dirty and stained. He is slowly sipping a glass of wine and looks sullen.
The innkeeper looks at you and nods to acknowledge your return as he is quite busy, then looks up, again, and his face grows pale when he notices Kuroi... "L-lady Ashlyn... have you brought in the flying demon in?"
Ashlyn responds. "Oh no, no, no. Those are the kind people who helped me repel the undead who broke through the barriers, beside, if you look closely, you will notice he has no wings..."
She then turns to you. "I'm sorry, with all that's been happening, I forgot to mention you we've been sighting this strange flying demon recently. He's been encircling the town square, never approaching. I've never got a good look at it myself as he seemed to always come near when Thendrick and Mathilda were on duty, but I hear he's been roosting somewhere to the south of here..."
After hearing the undead were cleared. The innkeeper turns to a few refugees, including the two Vistani. "Hey, you heard? The undead have been cleared, so now go outside and repair those barricades!"
Kuroi will then turn to you. "I will go help fix the barricades as well, it seems I make people uncomfortable here, and if they seem me helping, it might help them fear me less. Besides, I'd also like to keep an eye out for more zombies while there are civilians out there fixing the barricades..."
Kayleigh will chime in "I'll come with you. I'm no Lightbringer and I feel you'll be discussing Lightbringer business and I do not want to intrude. Two pair of eyes will be better than one, and besides, there are also the remains of the undead we need to clear out of the town square..."
With this Kuroi and Kayleigh step outside.
Rolls
Kuroi's Perception - (1d20+14)
(15) + 14 = 29
Kayleigh's Perception - (1d20+7)
(9) + 7 = 16
A lot of scared and angry people here. One wrong move, and there could be a massacre... he thinks as he adjusts his cloak and displays his holy symbol from it's chain around his neck.
A flying demon? Well, if it will appease the crowd, I can definitely vouch for Ujjaya...his appearance is frightening, but he has a heart as pure as any I've ever seen. And I've yet to meet the fiend that worships Pharasma. I would like to hear more about this flying demon, if you have the time.
Rolls
Perception - (1d20+8)
(20) + 8 = 28
Rolls
Knowledge Planes - (1d20+8)
(9) + 8 = 17
You are not entirely sure if that was intended for you or if ha was simply speaking to himself out loud...
The barkeep approaces them mand and says. "Ismark, I think you've had enough to drink. Please, your bringing everyone down..."
To this the man exclaims. 'What!? The dead roams the streets, devouring our loved ones, and I'm the one bringing everyone down? We're all already dead, you just don't know it yet! I think that as the new burgomaster of a dead town, I am entitled to drink as much as I want... now pour me another glass, or just leave the bottle on the counter, either way is fine with me..."
Weiryn turns to the drunk burgomaster. Strahd?
@ irvanovich: The man turns to you. "Yes, Strahd. The master of the castle and the scourge of this land. A monster of significant power... But where are my manners... I am Ismark, the Lesser. My father is—was—Kolyan Indirovich, the burgomaster of Barovia. But the burgomaster is dead! His body lies these ten days and more in the mansion. My sister remains with him, barricaded there against the zombies."
Rolls
Perception - (1d20+17)
(14) + 17 = 31
@ Jabes: Ashlyn will look a bit embarassed. "Not much I'm afraid. We have not encountered any and the werewolves are not what we came for. We came here for the undead plague. However, I also had another reason to come here. It is also my quest to find the legendary Sunsowrd. A mighty weapon against evil, especially undead, it is most potent against vampires. It fell out of histories long ago, but I’ve determined that it was last seen and used in these lands. The townspeople say that Madam Eva would know of the sword’s whereabouts if anyone does. I feel such a weapon belongs among the Lightbringers."
If, by my actions, I can reduce the scourge by even the smallest of amounts, then I feel as though I should at least make the attempt. A funeral rite performed before a pyre should prevent any who have fallen since the scourge began from suffering the cruel fate of undeath." Placing a hand on the man's shoulder, Weiryn continues, "While you yet draw breath, there is hope. Do not fall to despair, burgomaster. You are the leader of this village, now. The people will look to you for strength."
As he arrives at the site of the battle, he gains altitude and lands on a roof edge, short bow at the ready. His dark eyes twitch, searching the field of corpses for 'surviving' foes.
Rolls
Perception - (1d20)
(9) = 9
Then someone notices you. "The winged demon! He's back!"
And people rush back inside, except the two adventurers who look up at you, drop the corpse they were carrying, and draw weapons. You notice one of them seems to be a crow-headed humanoid, and the other, a human woman who, despite looking like a competent combatant, is looking a rather pale and sickly right now. They do not move to attack, they seem to be waiting for you to make the first move.
As for those inside, while you are talking, suddenly people rush in a panic, screaming "The flying demon is back!".
He takes in the corpses of the zombies and nods to himself. "Tengu, these people treating you okay? Are they trustworthy?" He cackles at the last, which sounds mostly like a frog croaking. He shuffles on his feet back and forth. "There are a few more living ones trapped in houses. I need help escorting them here, if it is safe. There are under my protection, though, and I tolerate no treachery, much as humans excel at it."
He stares at them with wide eyes suspicion, before saying the following: "I suffer no false life."
The kenku looks at you, his eyes sparkling. You suspect that if his facial features were capable of it, he would be smiling right now.
"Suffer no false life brother."
As he takes out a medallion representing a stylized half-sun, half-moon disc. "Yes, the humans here are good people, although the locals seems to be suspicious of non-humans... Survivors you say?"
"I am Veroth."
In a subtler voice, yet still one not intended to speak Common comfortably, he says to the kenku: "I've been waiting for you, you and others, I was told. The infestation runs deep."
He points back in the direction from which he flew. "Two women. Humans. They are holed up in separate buildings. They fear me, else I would help them."
This one looks too much like a drow... And Weiryn is all too familiar with the treachery of the dark elves. Almost as familiar with it as he is the reaction to their appearance.
Brother Kuroi, would you mind introducing me to your...new friend?
"There are others isolated, trapped by the hated ones. Together, we should be able to escort them to the others. And maybe they will listen to you and your pretty faces. Not to me will they listen," he finishes, his eyes smoldering with dark emotion.
I am nearly spent...but I can't allow any innocents to suffer. And if this one is lying, I'll banish him back to the Abyss myself, he thinks to himself before Veroth responds.
If the others will follow, he will lead, by land, steathily and warily.
Rolls
Stealth - (1d20+15)
(2) + 15 = 17
Perception - (1d20+10)
(15) + 10 = 25
Roland falls into line behind the newcomer, eyes wide to his surroundings.
Rolls
Perception - (1d20+13)
(11) + 13 = 24
Stealth - (1d20+14)
(10) + 14 = 24
You jump (or fly) over the southern barricade, and progress about a hundred feet or so down the street before you finally start hearing a moaning sob which floats through the still, fray streets, hoarse and drained of hope. The sound issues from a darkened, two-story building.
Rolls
Perception - (1d20+13)
(6) + 13 = 19
Rolls
Stealth - (1d20+2)
(1) + 2 = 3
Perception - (1d20+8)
(15) + 8 = 23
Rolls
Perception - (1d20+8)
(19) + 8 = 27
Stealth - (1d20-5)
(13) - 5 = 8
Also, while Weiryn will have noticed a few injured people inside the tavern, nobody seemed to be in dire need of medical attention...
He is anxious with so many strangers nearby. The promises of the spoken catchphrase linger in his ear, 'Suffer no false life'. Promises are deceiving, and as competent as they may be, he doesn't know what to expect from them. There is a danger in the unfamiliar. For them, too, he intuits.
He listens at the door briefly before examining the lock for boobytraps and to prepare to unlock it.
He whispers to the nearest Lightbringer: "I'll unlock the door and open it. One of you needs to gain her trust. No one trusts my kind. Fair?"
Rolls
Perception - (1d20+10)
(3) + 10 = 13
Disable Device - (1d20+15)
(10) + 15 = 25
Gonna roll straight charisma here, because i think thats what i am supposed to do.
Rolls
charisma - (1d20+2)
(6) + 2 = 8
Weiryn will follow behind the gunslinger, his holy symbol in plain sight, Lightbringer pendant cinching his cloak tight.
Ma'am? I am with the Lightbringers. My name is Weiryn.
Rolls
Diplomacy (Gain her trust) - (1d20+8)
(2) + 8 = 10
Rolls
charisma - (1d20+2)
(12) + 2 = 14
Roland moves in and gently places a hand on the woman.
"Mam, we are here to help. It is not safe here, you must come with us."
Roland can try another Diplomacy check.
Rolls
Woman's Will save
Rolls
Diplomacy - (1d20+8)
(20) + 8 = 28
"I kept Gertruda in this room her entire life! She was safe here. Safe! Gertruda was happy here—she knew only the storybook tales I told her. The real world is too hard, too dangerous. I never let her know anything of it. My girl had everything she ever could have wanted. Why did she run away? I fear that the master of the castle has her now. Oh my poor Gertruda! I know the worse has come to pass!"
She then slips back in her state of melancholy, lost in her sorrows, she seems unaware of your presence once again...
Rolls
Perception - (1d20+8)
(1) + 8 = 9
Rolls
Perception - (1d20+17)
(6) + 17 = 23
Let's go. There appears to be no one else in this house, and we need to get this woman to safety. Ujjaya, please go on ahead and speak with Veleth, let him know we only found the one person.
Veroth will dance from foot to foot, unsure if the strangers are going to abandon the other woman. He looks wistfully toward the other building. Maybe if I knock her out, I could carry her back myself.
My apologies, Veleth. I fear I misunderstood you, and thought that both women would be in this building.
Turning to Kayleigh, Weiryn continues...It is your call. If you would like, you can help me and Ujjaya get this woman to safety. After all, my hands are full, and it will take me a moment to get free should something arise. A good axe might come in handy, should we find ourselves in trouble.
Rolls
Roll...
Roll...
Roll, roll, roll...
Rollin', rollin', rollin'...
Keep rollin', rollin' rollin'...
More rolls...
Still more rolls...
What could I be making all those rolls for?
Guess we'll never know... :P
And a final roll just for fun...
Rolls
PErception - (1d20+17)
(20) + 17 = 37
As you arrive, Kuroi waves at you and then approaches. "Well friends, I have some bit of good news. Remember that undead which acted differently than those other zombies? Well, while clearing the corpses, I found these on his remains." He than hands you four gems, two scrolls, and two long thin and ornately decorated pieces of wood that Weiryn easily recognizes as wands.
"It would seems that at least a small minority of these abominations carry some treasure on them. Perhaps we should be a bit more thorough when clearing corpses. Oh, I evaluated this one at 550 gold pieces, and this one at 82 gold pieces. I could not figure the values of the other two..."
This is fascinating, yet troubling, news. If these poor souls had items such as these when they fell in life, we may be in deeper than first believed.
For instance...what necromancer leaves wands and scrolls on corpses before they animate them? He thinks to himself.
Rolls
Spellcraft (Wand 1) - (1d20+12)
(20) + 12 = 32
Spellcraft (Wand 2) - (1d20+12)
(7) + 12 = 19
Spellcraft (Scroll 1) - (1d20+12)
(9) + 12 = 21
Spellcraft (Scroll 2) - (1d20+12)
(10) + 12 = 22
He stalks forward once more, trying to recall where the dead ones ambled so that he can choose the safest route for the ground-bound.
Rolls
Perception - (1d20+10)
(18) + 10 = 28
Stealth - (1d20+15)
(6) + 15 = 21
Her daughter was not in the house, and Madam Mary is unable to give me many details. I'm afraid she is lost in her grief or fear. Perhaps a more familiar face can get some more information from her?
Scroll of Bless
Scroll of Detect Undead
Wand of Cure Light Wounds
Wand of Prestidigitation
@ Veroth: Veroth will scout ahead, keeping to the shadows and side-alleys. He remembers this mansion being attacked from time to time, but the woman inside seems more than capable of defending herself. Not that a few discreet arrows from Veroth did not help her as well... He finally deems the way to be clear when he finally reach an aged and dilapidated mansion squats behind a rusting iron fence. However, the gates have been twisted open—one lies torn from its hinges, while the other swings crazily in the wind, screeching and clanging with mindless repetition. The house beyond is marked by claws, fires, and ominous stains. Every windows is boarded, every door barricaded. for the time being, there are no undead in sight, as much as the fog-filled streets allows him to see...
Roland and Darren can roll me an intelligence check at that point, unless the players have figured it out already on their own... ;P
EDIT: Nope
Rolls
Int Check - (1d20+1)
(1) + 1 = 2
Now what use would a zombie...a vile, undead abomination, have for a curative wand? Not that I'm complaining, this will make keeping all of us alive that much easier...
Maybe he picked them up in an abandoned settlement, or after murdering an hedge wizard?
"Just about everything here is useful to us in some shape or form. I'm not certain what use we'll have for parlor tricks against the undead, but this wand is enchanted with the cantrip "Prestidigitation". If nothing else, we can use it to cleanse our clothing and season our food. This scroll will enable one of us to sense the abominations for a short time, even through the fog, and the enchantment on this scroll bestows a bit of a divine courage on everyone within 50 feet or so of the caster," he says as he looks back up at Kuroi and Ujjaya. "If neither of you have any objections, I would like to hold on to the Wand of Cure Light Wounds. It will allow me to prepare some potent divine magicks to use against these creatures and still keep us in decent health. I will gladly teach anyone else in our party how to use the other wand and the scrolls you have found."
Rolls
Diplomacy? - (1d20+6)
(3) + 6 = 9
He cusps his glass...
"Hmm... and look where this has gotten him... dead from poison, most likely assassinated by an agent of Strahd... Too bad the Holy Symbol stopped working for me and my sister afterward... Sorry, I'm digressing. I don't know why I'm bothering you with those details... Still, I thank you for looking out after my sister."
Rolls
Knowledge Religion - (1d20+12)
(6) + 12 = 18
Rolls
Knowledge Religion - (1d20+10)
(15) + 10 = 25
The Holy Symbol of Ravenkind is a unique holy symbol sacred to teh good-hearted faithful of Barovia. It possesses powers that can only be accessed after the item is specially bonded to its wielder.
It actually predates the establishment of any church in Barovia, and its existence is thought to be a reason for the prevalence of the raven symbol in that land. It was first used by a paladin named Lugdana, who was among the earliest settlers of the valley.
Ujjaya will also remember that, according to legend, a giant celestial raven—or an angel in the form of a raven— delivered teh Holy Symbol of Ravenkind to Lugdana so she could use it to root out a nest of vampires. To this day, vampires have a powerful loathing for the holy symbol and all it represents.
Turning to Ismark, Weiryn continues, The symbol must be bonded to its wielder through a special ritual in order for its powers to be accessed, burgomaster...and, no offense intended, but a holy symbol of any kind requires faith in order for one to exert power through it.
He thinks for a moment. If we can get your sister to come here, and you will allow Darren and I to perform a funeral service to lay these poor souls to rest, I will see what can be done to unlock the symbol's potential for you and your sister once again. Bringing your sister to safety, however, is a requirement for me to do so.
Rolls
Diplomacy (Make me a deal) - (1d20+8)
(9) + 8 = 17
He furrows his brows in thought for a moment and then comes back to you.
"You seem knowledgeable, and I cannot deny that you are a capable lot when you dispatched these undeads. Perhaps, if you figure out how to bond the object, you should use it. If you are here, it's only a matter of time before Strahd learns of your presence, and trust me, he will. You will probably end up needing it more than we do... Do your funeral service, although I doubt you'll convince my sister to leave, not as long as this plague menaces us all at least."
The barkeep answers while cleaning a glass. "No, no such individuals came here. But if he came here to hunt werewolves, he might have met with our resident werewolf hunter Janis Barahg. Janis was out of town on a hunt when the plague began, and we haven't seen him since. I guess he had enough good sense to stay away from the village when he saw undeads roaming the streets..."
Ismark then turns to you. "Hmm, this is odd indeed, most visitors, well, the few we get, stop here when they reach Barovia. If you want to meet werewolves, well, all you need to do is go deep into the Svalich Woods. It doesn't really matter which direction you pick, the foul beasts will find you soon enough..."
As the villagers keep their distance, he tries singing a lullaby, a traditional song about a tiny bird learning the names of things. After enduring a few moments of panicked screams, he settles back into the work, certain he is running out of their good will. Any second they will turn on him. This is the way of things, long ago set in motion by their mutual ancestors. But maybe he can make their defences stronger before they drive him away.
Unlike the other refugees, he did not come from the inn, but rather from the building across the town square from the inn. He was promptly pushed out the door, told to help the others with the barricades by a smaller weasel-looking man who seems to hove some sort of family resemblance to him, and then the door was quickly closed and locked behind him...
"I'll remain here, help Lady Ashlyn protect the folks here. I think I'm making progress with the locals here. Although, if what Weiryn and Ujjaya said was true, my crow face might be giving me an unfair advantage..." Respond Kuroi.
"Let us see if we can offer our assistance again to another who is in need."
Rolls
Kayleigh's Perception - (1d20+7)
(17) + 7 = 24
Rolls
Perception - (1d20+13)
(17) + 13 = 30
Rolls
Perception (dazzled...if it's no longer bright sunlight, add 1 to the result please) - (1d20+7)
(1) + 7 = 8
Rolls
Stealth - (1d20+15)
(17) + 15 = 32
Perception - (1d20+10)
(5) + 10 = 15
Rolls
Perception - (1d20+17)
(5) + 17 = 22
Rolls
Disable Device - (1d20+15)
(19) + 15 = 34
Roland will walk up to the door, knock loudly, and say
It sounds as though you are in distress in there. If you need assistance then open the door.
Rolls
Perception - (1d20+10)
(2) + 10 = 12
Rolls
Perception - (1d20+8)
(20) + 8 = 28
Also, there will be no answers to your knocking.
Rolls
Attacking Boards! - (1d20+8, 1d8+10)
1d20+8 : (19) + 8 = 27
1d8+10 : (7) + 10 = 17
Rolls
Attacking Boards! - (1d20+8, 1d8+14)
1d20+8 : (5) + 8 = 13
1d8+14 : (8) + 14 = 22
Rolls
Stealth - (1d20+15)
(5) + 15 = 20
@ Qralloq: Yeah, got the idea from Someone else. Check out the Zoom option, it's pretty neat. Just select the arrow option to get out of the zoom option. If you need to add a condition to your character, select one from the list on the left, and copy/paste it and then drag it on your counter.
Rolls
Perception (listening) - (1d20+8)
(19) + 8 = 27
Rolls
perception - (1d20+13)
(20) + 13 = 33
Rolls
Perception - (1d20+17)
(9) + 17 = 26
@ Everyone who made Perception checks: You will notice that what you first thought were just large rats, moving along the walls (as vermins often do) were not in fact rats, but undead rats.
Okay, times to roll initiatives!
Rolls
Zombie rat attack on Darren (flat-footed)
Kayleigh's initiative - (1d20+4)
(20) + 4 = 24
Zombie Rats' initiative
? Initiative
? initiative
Rolls
Initiative - (1d20+6)
(6) + 6 = 12
TRACKING:
Rolls
Initiative - (1d20+1)
(10) + 1 = 11
Rolls
Initiative - (1d20+8)
(12) + 8 = 20
Rolls
Initiative - (1d20+6)
(9) + 6 = 15
Combat Map.
Initiative
25 Roland
24 Kayleigh
22 ?
20 Veroth
15 Darren
15 ?
13 ?
12 Ujjaya
11 Weiryn
Now that you saw the rats:
The extremely vicious Barovian rat provided an ideal host for teh supernatural infection. The rats prefer avoiding the streets and instead move from house to house through cracks and crannies too small for zombies—though they are bigger than regular rats, and must often force holes large enough to squeeze through.
Conditions and Modifiers
Kayleigh is sickened (-2 penalty on attack, damage, saves, skill checks, and ability checks)
It is Roland's turn.
Rolls
Shot 1 - (1d20+9)
(10) + 9 = 19
Shot 2 hit - (1d20+4)
(10) + 4 = 14
Shot 1 damage - (1d8+9)
(1) + 9 = 10
Shot 2 damage - (1d8+9)
(1) + 9 = 10
Moving through the hole in the wall, Kayleigh makes her way in the building but avoids moving too far to prevent her from getting swarmed and cut off from the group.
Two large maggots, similar to the ones you saw eating that corpse in the streets earlier, slither out of the adjacent building, black ichor dripping from their maw, and try to bite Roland (though the one doing it around the corner will be doing it against cover for Roland, +2AC).
Roland is hit for 4 damage and must make a Fort save.
Veroth is up next.
Rolls
1st maggot's attack
2nd maggot's attack, against cover (+2 AC for Roland)
Critical confirmation roll for 2nd maggot
Rolls
Acrobatics with Mobility - (1d20+15)
(7) + 15 = 22
Sneak Attack, rapier, +2 added for flanking; damage - (1d20+14, 1d6+3)
1d20+14 : (8) + 14 = 22
1d6+3 : (1) + 3 = 4
Sneak Attack damage - (3d6)
(316) = 10
Darren is up next.
Power Attack: -2 hit, +4 damage
Cleave: If I hit my first opponent I get to make an attack against an adjacent enemy. Take a -2 to AC until my next round
AC down to 21 until next round
Rolls
Power Attack - (1d20+8, 1d8+10)
1d20+8 : (16) + 8 = 24
1d8+10 : (6) + 10 = 16
Cleave Attack? - (1d20+8, 1d8+10)
1d20+8 : (2) + 8 = 10
1d8+10 : (5) + 10 = 15
The door to the house and the door to the wardrobe on the wall will swing open. Zombies will walk out into the room, attracted by the sound of combat, and make their ways towards the players.
A zombie will also emerge from the adjacent house, form the hole in the wall, and make its way towards poor paralyzed Roland.
One zombie will attack Roland and two will attack Veroth. The one on Kayleigh cannot attack as it opened the door and then had to move 10 feet to get to Kayleigh...
Roland is hit for 7 damage and Veroth for 8. Both of them must now make a Fortitude save.
Rolls
Zombie attack on Roland (+2 AC cover around the corner)
1st zombie on Veroth
2nd zombie on Veroth
Critical confirmation roll for 2nd zombie - (1d20+7, 1d4+4)
1d20+7 : (10) + 7 = 17
1d4+4 : (4) + 4 = 8
Two rats will attack Veroth and 2 rats will attack Keyleigh.
The rats all missed. It is now Ujjaya's turn.
Rolls
1st rat on Kayleigh
2nd rat on Kayleigh
1st rat on Veroth (flank bonus)
2nd rat on Veroth (flank bonus, +2 AC around the corner)
• Ki Flurry
• Deadly Aim: -2 attack, +4 damage (already included)
• Point blank (already included)
• Improved Precise Shot
• Oops, sorry, attack bonus on the last shot should be only +10, not +11.
Rolls
Arrow #1, damage - (1d20+11, 1d8+10)
1d20+11 : (15) + 11 = 26
1d8+10 : (8) + 10 = 18
Arrow #2, damage - (1d20+11, 1d8+10)
1d20+11 : (6) + 11 = 17
1d8+10 : (1) + 10 = 11
Arrow #3, damage - (1d20+11, 1d8+10)
1d20+11 : (13) + 11 = 24
1d8+10 : (5) + 10 = 15
Arrow #4, damage - (1d20+11, 1d8+10)
1d20+11 : (17) + 11 = 28
1d8+10 : (3) + 10 = 13
Weiryn is up next.
Rolls
Hard to Kill
Second round of combat.
Combat Map.
Initiative
25 Roland
24 Kayleigh
22 Maggots
20 Veroth
15 Darren
15 Zombies
13 Zombie Rats
12 Ujjaya
11 Weiryn
Now that you saw the rats:
The extremely vicious Barovian rat provided an ideal host for teh supernatural infection. The rats prefer avoiding the streets and instead move from house to house through cracks and crannies too small for zombies—though they are bigger than regular rats, and must often force holes large enough to squeeze through.
Conditions and Modifiers
Roland and Kayleigh are sickened (-2 penalty on attack, damage, saves, skill checks, and ability checks)
Roland is paralyzed (Dex and Str of 0, helpless, can take purely mental actions, can move through space but costs s squares)
Some zombies and zombie rats are panicked for 1 minute (flee at top speed from source of fear as well as other danger encountered along random path, can,t take any actions, -2 on saves, skills, and ability checks, if cornered cowers)
I'll play Kayleigh right away, unless Roland can take a purely mental action?.
Rolls
1st Zombie rat Will save
2nd Zombie rat Will save
3rd Zombie rat Will save
4th Zombie rat Will save - (1d20+3)
(3) + 3 = 6
1st Zombie Will save
2nd Zombie Will save
3rd Zombie Will save
Kayleigh pulverizes the rat.
The maggots are up next. Since they only have Roland as a target, they'll keep attacking him.
Rolls
Kayleigh's Vital Strike - (1d20+9, 2d12+3)
1d20+9 : (5) + 9 = 14
2d12+3 : (128) + 3 = 23
1st maggot attack
2nd maggot attack around the corner (+2 AC to Roland)
Veroth is up next.
Rolls
fortitude - (1d20+7)
(18) + 7 = 25
Fortitude - (1d20+7)
(13) + 7 = 20
Rolls
Rapier attack - (1d20+12, 1d6+3)
1d20+12 : (12) + 12 = 24
1d6+3 : (4) + 3 = 7
Sneak Attack damage - (3d6)
(556) = 16
Darren is up next!
Power Attack: -2 hit, +4 damage
Cleave: If I hit my first opponent I get to make an attack against an adjacent enemy. Take a -2 to AC until my next round
AC down to 21 until next round
I'm aware I'll provoke an Attack of Opportunity, but I'm willing to take it for the chance to cleave
Putting in a roll for Cleaving Finish in case I kill one of the zombies with my attack
Rolls
Attack - (1d20+8, 1d8+10)
1d20+8 : (10) + 8 = 18
1d8+10 : (1) + 10 = 11
Cleave - (1d20+8, 1d8+10)
1d20+8 : (8) + 8 = 16
1d8+10 : (6) + 10 = 16
Cleaving Finish - (1d20+8, 1d8+10)
1d20+8 : (13) + 8 = 21
1d8+10 : (2) + 10 = 12
It is the zombies who are up next. Two of them will be fleeing, one of them will attack Darren.
The zombies miss, so now it is the zombie rats' turn. and they will both flee.
Rolls
Random direction of first zombie fleeing (once it reaches the alleys behind the houses) - (1d4)
(4) = 4
Zombie's attack.
First rat random direction - (1d4)
(4) = 4
Second rat random direction - (1d4)
(4) = 4
• Primary target: e6. Secondary: e8
• Ki Flurry
• Deadly Aim: -2 attack, +4 damage (already included)
• Point blank (already included)
• Improved Precise Shot
Rolls
Arrow #1, damage - (1d20+11, 1d8+10)
1d20+11 : (10) + 11 = 21
1d8+10 : (6) + 10 = 16
Arrow #2, damage - (1d20+11, 1d8+10)
1d20+11 : (6) + 11 = 17
1d8+10 : (6) + 10 = 16
Arrow #3, damage - (1d20+11, 1d8+10)
1d20+11 : (9) + 11 = 20
1d8+10 : (1) + 10 = 11
Arrow #4, damage - (1d20+10, 1d8+10)
1d20+10 : (1) + 10 = 11
1d8+10 : (3) + 10 = 13
Confirming fumble - (1d20+10)
(11) + 10 = 21
Rolls
Hard to Kill
Hard to Kill
Combat Map.
Initiative
25 Roland
24 Kayleigh
22 Maggots
20 Veroth
15 Darren
15 Zombies
13 Zombie Rats
12 Ujjaya
11 Weiryn
Conditions and Modifiers
Roland and Kayleigh are sickened (-2 penalty on attack, damage, saves, skill checks, and ability checks)
Some zombies and zombie rats are panicked for 1 minute (flee at top speed from source of fear as well as other danger encountered along random path, can,t take any actions, -2 on saves, skills, and ability checks, if cornered cowers)
Roland is up!
It's the maggots turn now. One of them will remain here to attack Kayleigh while the other one will go after Roland (Roland can take an attack of opportunity on the maggot if he has means to do so). Both attacks miss barely...
Veroth is up next.
Rolls
Kayleigh's 1st attack - (1d20+7, 2d12+3)
1d20+7 : (6) + 7 = 13
2d12+3 : (77) + 3 = 17
Kayleigh's 2nd attack - (1d20+2, 1d8+3)
1d20+2 : (8) + 2 = 10
1d8+3 : (2) + 3 = 5
Maggot on Kayleigh
Maggot on Roland - (1d20+6, 1d4+1)
1d20+6 : (15) + 6 = 21
1d4+1 : (2) + 1 = 3
Nope, he had something else, but you still require a feat in order to do that.
Rolls
To the hilt! - (1d20+12, 1d6+3)
1d20+12 : (16) + 12 = 28
1d6+3 : (5) + 3 = 8
Sneak Attack damage (if denied dex) - (3d6)
(643) = 13
Darren is up next.
Power Attack: -2 hit, +4 damage
On phone now and can't move token, sorry!
Rolls
Attack - (1d20+8, 1d8+10)
1d20+8 : (18) + 8 = 26
1d8+10 : (1) + 10 = 11
Zombies' and rat's turn are pretty quick. Those in the house are cowering in the corner and the one outside the house has fled outside the battle map (might as well consider it defeated at that point, unless you guys insist on tracking it down...). So it is Ujjaya's turn, well, if he can confirm his fumble from last round first...
• Deadly Aim: -2 attack, +4 damage (already included)
• Point blank (already included)
• Improved Precise Shot
• Perfect Strike: 6/day, must declare before rolling, once/round, as part of attack; roll two d20s for one bowshot, with the lower roll as confirmation if the higher threatens.
Rolls
Attack, Perfect Strike, damage - (1d20+12, 1d20+12, 1d8+10)
1d20+12 : (3) + 12 = 15
1d20+12 : (9) + 12 = 21
1d8+10 : (4) + 10 = 14
Weiryn is up.
Rolls
Touch Attack (Galvanic Gauntlets) - (1d20+3, 1d6)
1d20+3 : (13) + 3 = 16
1d6 : (2) = 2
Fourth round of combat.
Combat Map.
Initiative
25 Roland
24 Kayleigh
22 Maggots
20 Veroth
15 Darren
15 Zombies
13 Zombie Rats
12 Ujjaya
11 Weiryn
Conditions and Modifiers
Roland and Kayleigh are sickened (-2 penalty on attack, damage, saves, skill checks, and ability checks)
Some zombies and zombie rats are panicked for 1 minute (flee at top speed from source of fear as well as other danger encountered along random path, can,t take any actions, -2 on saves, skills, and ability checks, if cornered cowers [-2 AC, denied Dex to AC])
Roland is up!
both against touch ac. both at point blank range. -2 for sickness applied to rolls.
Rolls
Shot 1 hit - (1d20+9)
(19) + 9 = 28
Shot 2 hit - (1d20+4)
(10) + 4 = 14
Shot 1 Damage - (2d12)
(36) = 9
Shot 2 Damage - (2d12)
(71) = 8
Rolls
Maggot's attack of opportunity
Kayleigh will attack the maggot in front of her again, this time she won't be using Combat Expertise and hope she'll kill it. Kayleigh destroys it on her first attack.
The maggot will now make its regular attack against Roland. The maggot will have missed.
Veroth is up next.
Rolls
Kayleigh's 1st attack - (1d20+9, 2d12+3)
1d20+9 : (10) + 9 = 19
2d12+3 : (65) + 3 = 14
Kayleigh's 2nd attack - (1d20+4, 1d12+3)
1d20+4 : (7) + 4 = 11
1d12+3 : (10) + 3 = 13
Maggot's attack
Rolls
Shortbow - (1d20+11, 1d6+3)
1d20+11 : (9) + 11 = 20
1d6+3 : (3) + 3 = 6
sneak attack - (3d6)
(436) = 13
Acrobatics to tumble through friendly squares - (1d20+15)
(13) + 15 = 28
Darren is up next.
Power Attack: -2 hit, +4 damage
I'm thinking the maggot will have cover from me, but he's the only enemy nearby
Rolls
Attack! - (1d20+8, 1d8+10)
1d20+8 : (7) + 8 = 15
1d8+10 : (8) + 10 = 18
The zombie and rat will still cower in their orner, so Ujjaya is up next.
OOC:
• Target: L8
• Fast Movement: Ujjaya's movement is 50ft.
• Deadly Aim: -2 attack, +4 damage (already included)
• Point blank (already included)
• Improved Precise Shot
• Perfect Strike: 6/day, must declare before rolling, once/round, as part of attack; roll two d20s for one bowshot, with the lower roll as confirmation if the higher threatens.
• Toxophilite: +2 trait bonus on attack rolls made to confirm critical hits with bows.
Rolls
Attack, Perfect Strike, damage - (1d20+12, 1d20+12, 1d8+10)
1d20+12 : (3) + 12 = 15
1d20+12 : (19) + 12 = 31
1d8+10 : (7) + 10 = 17
Weiryn is up next!
Rolls
Scuffing feet on the carpet...(touch attack) - (1d20+3, 1d6)
1d20+3 : (2) + 3 = 5
1d6 : (6) = 6
Fifth round of combat.
Combat Map.
Initiative
25 Roland
24 Kayleigh
22 Maggots
20 Veroth
15 Darren
15 Zombies
13 Zombie Rats
12 Ujjaya
11 Weiryn
Conditions and Modifiers
Roland and Kayleigh are sickened (-2 penalty on attack, damage, saves, skill checks, and ability checks)
Some zombies and zombie rats are panicked for 1 minute (flee at top speed from source of fear as well as other danger encountered along random path, can't take any actions, -2 on saves, skills, and ability checks, if cornered cowers [-2 AC, denied Dex to AC])
Roland is up!
-2/-2 for sickened
-2/=4 for deadly aim
+1/+1 for point blank shot
+0/+4 for gun training
shooting against touch ac
Rolls
Shot 1 hit - (1d20+7)
(17) + 7 = 24
Shot 2 hit - (1d20+2)
(11) + 2 = 13
Shot 1 Damage - (1d20+7)
(19) + 7 = 26
Shot 2 Damage - (1d20+7)
(6) + 7 = 13
shot 1 damage - (1d8+7)
(4) + 7 = 11
shot 2 damage - (1d8+7)
(4) + 7 = 11
Kayleigh will maneuver to get in melee with the remaining cowering undeads.
Veroth's turn!
Rolls
Perception - (1d20+8)
(1) + 8 = 9
The zombie and rat keep cowering.
Ujjaya is up next.
• Deadly Aim: -2 attack, +4 damage (already included)
• Point blank (already included)
• Improved Precise Shot
• Perfect Strike: 6/day, must declare before rolling, once/round, as part of attack; roll two d20s for one bowshot, with the lower roll as confirmation if the higher threatens.
Rolls
Attack 1, Perfect Strike, damage - (1d20+8, 1d20+8, 1d8+10)
1d20+8 : (10) + 8 = 18
1d20+8 : (2) + 8 = 10
1d8+10 : (1) + 10 = 11
Attack 2, damage - (1d20+8, 1d8+10)
1d20+8 : (1) + 8 = 9
1d8+10 : (2) + 10 = 12
Fumble confirmation - (1d20+8)
(1) + 8 = 9
Combat Map.
Initiative
25 Roland
24 Kayleigh
20 Veroth
15 Darren
15 Zombies
13 Zombie Rats
12 Ujjaya
11 Weiryn
Conditions and Modifiers
Roland and Kayleigh are sickened (-2 penalty on attack, damage, saves, skill checks, and ability checks)
Some zombies and zombie rats are panicked for 1 minute (flee at top speed from source of fear as well as other danger encountered along random path, can't take any actions, -2 on saves, skills, and ability checks, if cornered cowers [-2 AC, denied Dex to AC])
Roland is up!
She takes a vicious swing of her wicked axe, obliterating the rat and severely damaging the zombie. However, the zombie still remains standing (or rather cowering)...
Veroth is up.
Rolls
Kayleigh's Whirlwind Attack - (1d20+9, 1d12+3)
1d20+9 : (17) + 9 = 26
1d12+3 : (9) + 3 = 12
Rolls
Rapier attack - (1d20+15, 1d6+3)
1d20+15 : (10) + 15 = 25
1d6+3 : (2) + 3 = 5
Sneak Attack damage (if denied dex) - (3d6)
(564) = 15
Victory!
You gain 1000 XP each!
The house is now empty. You are now free to continue your way towards the mansion or take your time searching this house...
Rolls
Hard to Kill
Rolls
Perception - (1d20+8)
(17) + 8 = 25
Definitely taking the time to look over the zombies before we leave, though. Some of these guys have had some interesting goodies on them...
Rolls
Perception - (1d20+13)
(12) + 13 = 25
Rolls
Perception - (1d20+10)
(16) + 10 = 26
Rolls
Spellcraft (identify potion 1) - (1d20+12)
(15) + 12 = 27
Spellcraft (identify potion 2) - (1d20+12)
(10) + 12 = 22
Spellcraft (identify potion 3) - (1d20+12)
(18) + 12 = 30
Spellcraft (identify potion 4) - (1d20+12)
(16) + 12 = 28
Spellcraft (identify wand) - (1d20+12)
(4) + 12 = 16
Oil of Light
Potion of Cure Moderate Wounds
Potion of Guidance
Wand of Message (inscription provides clue to function)
Pulling out the other wand that Kuroi found earlier, Weiryn looks to his companions. "Does anyone else require healing?"
Roland downs the thing.
Rolls
healing - (2d8+2)
(22) + 2 = 6
"Lady Ireena? My name is Brother Weiryn, of the Lightbringers. I wish to pay my respects to you and your father, and see to your safety in this dark hour. Will you allow me the honor of joining you in your vigil?"
"Oh, it's you again, and you've brought more friends... I'll give you that, you guys are persistent. Listen, I appreciate your concerns, but as I've already told you, it is dangerous out here. If you stay here, I cannot guarantee your safety. You should do better to head back to the town square. We'll bury my father once this insanity is over. You can pay your respects to him then, as is proper."
Rolls
perception - (1d20+13)
(15) + 13 = 28
Your brother tells me that your father wielded a Holy Symbol of Ravenkind, but that it does not work for the two of you since his passing. If you will allow me to see to your safety...or to at least stand guard here so that you might get an evening's rest, you have my most solemn word that I will discover a way to unlock its power, so that you might better protect yourself and your family."
With a gentle effort of will, Weiryn's holy symbol will glow, and the gentle waves of positive energy will spread out to heal the wounds of the living nearby as he swears his oath.
Rolls
Channel Positive Energy (Healing) - (2d6)
(62) = 8
"If they have been in once they can get in again. You are not safe and if you fail they will desecrate your father. This will not pass on its own, because the only thing more evil than true evil is the indifference of the good. If we do not stop this, all in this region shall perish.
With that said, roland turns all his attention back to perimeter security.
Rolls
Kayleigh's Intelligence check - (1d20+1)
(4) + 1 = 5
Rolls
Diplomacy - (1d20+2)
(14) + 2 = 16
Intelligence - (1d20+2)
(20) + 2 = 22
Rolls
Diplomacy - (1d20+8)
(15) + 8 = 23
Int - (1d20+3)
(18) + 3 = 21
"Ireena," he says softly, just soft enough to be heard through the window. "How long has it been since you were bitten by a vampire?"
She disappears momentarily, then you hear the noise of the door being unbarred. The door opens and you see a determined and strikingly beautiful young woman standing before you, with long dark hair and fair skin of perfect complexion. She motions you to enter.
"Come on in. it will be safer if we talk inside."
EDIT: Or maybe he is.
Rolls
Sense Motive (or as I like to call it, a Wisdom check) - (1d20+3)
(2) + 3 = 5
Rolls
knowledge (religion) - (1d20+10)
(18) + 10 = 28
He then turns to Ireena. "You have yet to answer my question, milady."
She pulls her collar and hair aside, showing two small specks on her neck which looks like bite marks.
"This dagger was a gift upon graduating from acolyte status into full priesthood at the temple of Pharasma. I use it for rituals, funerals, and to cut the umbilical cord when helping deliver children into the world. It has been blessed by the High Priest that I regard as my mentor to disrupt the undead when called upon. You have but to point it at the undead in question and speak the command word disgregare, and a beam of pure life and light will harm the unholy beast. I have no need of it, as I mastered the spell long ago. Use it to protect yourself."
Setting his backpack on the ground, he rummages through it a moment before pulling out a small case. Opening the case, he pulls out a string of garlic and his spare wooden holy symbol of Pharasma. "Keep these with you, as well. Vampires are repulsed by garlic, and while it might not provide much protection, every little bit helps. And Pharasma cannot stand undead abominations, so perhaps she will deign to aid you while we are gone. I wish I could do more to help you, but I fear that, without staying here by your side, this is all I can truly offer until I have rested."
He looks at the dagger with a somewhat somber expression. "Unfortunately, this is the most I can offer right now. Brother Silversmith, is there anything else you can add?
"If you absolutely will not come with us, I can consecrate a room in your home and it will offer some protection against the undead, though I will need time to pray for such aid."
"If you guys stay here, I think I'll quickly head back to the town square so that Kuroi and Lady Ashlyn are not left alone to defend the place. Looks like you guys are well barricaded in here, and I assume Ireena is capable of using those weapons she's carrying, so I'm not worried about you."
He turns to the others. "I intend to stay here, so that I might stand vigil with the lady Ireena and provide whatever abjurations I can in the morning. What about the rest of you?"
He stares at Ireena for a moment and then his eyes drift around. Making an effort to make his voice sound more friendly, he says: "Lady, do you mind if I look around, check the windows and doors are secure?"
Veroth inspects the windows and doors as he indicated, looking to make sure that they are both secure and show no sign of being altered after they were boarded up. He will then find a place to roost, er sleep, and take the fourth watch.
Rolls
Disable Device - (1d20+15)
(2) + 15 = 17
Perception - (1d20+10)
(9) + 10 = 19
He makes his way to the second floor and notice it looks as if she started boarding up the windows, but stopped for some unknown reason. At first, you find this very foolish and risky, but then remember those zombies are definitely not the climbing type. You assume she probably wasted some time and energy starting to secure the second story before she had the same realization you just had... You then wonder if she should still board up the second story in order to prevent entry from that Strahd fellow. But as you pass in front of a window which gives you a good view of the twisted and broken front iron gate, you wonder if that was Strahd's doing... if so, no amount of wooden planks and nails will do much to stop him...
"I haven't used my bedroom in a while, I do most of my sleeping in here while I stand watch over my father's body... Well, more like short naps whenever I can take them. Mostly after an attack as I know it will usually take several hours before another one happens..."
Roland begins preparing a place to sleep. He makes sure that his hackbutt is set up so that it could be fired in a hurry if need be. He then loads his blunderbuss with entangling shot and his revolver with silver ammunition. With that he sits back in a comfortable chair in the room and pulls his hat down over his eyes.
"If any of you feel like your gonna fall asleep on watch then wake the next guy up early. We cannot sleep unguarded. If we have to add another to the rotation then we will when the time comes. Now i suggest we all get our eyes closed. Sunrise comes awful early and we have work to be done. If it were done when 'tis done, then 'twere well
It were done quickly.
Rolls
Perception - (1d20+8)
(9) + 8 = 17
He then rushes to the door, ready to open it at Roland's signal.
You can also place your characters on the map. Durgrim can place himself next to his cousin, the rest in the same room Ireena is in.
Rolls
Ireena's initiative - (1d20+1)
(10) + 1 = 11
Orin's initiative - (1d20)
(10) = 10
??
Rolls
Initiative - (1d20+1)
(20) + 1 = 21
Casting Ironskin on myself (60 rounds) by expending one use of my Fervor ability to cast it as a Swift Action
Casting Shield of Faith on Ireena with my Standard Action, increasing her AC by 3 and will last 60 rounds
Rolls
Initiative - (1d20+6)
(13) + 6 = 19
Rolls
Initiative - (1d20+8)
(15) + 8 = 23
Rolls
Initiative - (1d10+6)
(1) + 6 = 7
Rolls
Initiative - (1d20+1)
(1) + 1 = 2
Rolls
Initiative - (1d20+6)
(15) + 6 = 21
Combat Map.
Initiative
23 Veroth
21 Roland
21 Weiryn
19 Darren
12 ??
11 Ireena
10 Orin
7 Ujjaya
2 Durgrim
Conditions and Modifiers
Roland is sickened (-2 penalty on attack, damage, saves, skill checks, and ability checks)
Veroth is up!
Rolls
Perception - (1d20+10)
(3) + 10 = 13
Roland is up next.
IF YOU CAN HEAR ME, DWARVES, COME TO THIS DOOR! HURRY!
The two ones at the back will take aid another maneuvers to help the ones up front, with the one to the side of Durgrim making a simple attack.
Durgrim will be hit for 6 points of damage and his cousin Orin for 8 points. The wolves will now attempt their free trip. I do believe that a CMB of 22 against Durgrim's CMB of 22 + his dwarven traits will fail...
Both wolves yank at the dwarves' ankles, attempting to make them fall, however they fail, simply tearing away fabric and making Orin curse in dwarven, in a manner which would make an ogre blush, at seeing his luxurious outfit getting ripped so...
Ireena is up next.
Rolls
1st wolf aid another (flank).
2nd wolf aid another (flank)
3rd wolf normal attack (no flank)
4th wolf (recipient of aid another and flank)
5th wolf (recipient of aid another and flank) - (1d20+11, 1d6+4)
1d20+11 : (4) + 11 = 15
1d6+4 : (4) + 4 = 8
Trip on Durgrim
Trip on Orim
Orin is up next.
Edit: Oh, before I play Orin, I completely forgot the wolf which was attacking Durgrim without any aid another or flanking bonus still managed to hit him for another 6 points of damage and another free trip attempt... Sorry... I guess a 27 will mean that Durgrim got tripped... the wolf grabbing hold of the dwarf's other ankle. While Durgrim would have laughed at the first wolf's attempt, two wolves attempting to trip him is too much for our brave hero who falls as the wolf thrash its head, ripping some more of Durgrim's clothing in the process, this time, leaving a large piece of fabric in the wolf's mouth...
Rolls
Wolf trip attempt.
"Cousin! Hold on, help is near! HELP! HELP!"
Ujjaya is up next.
• Moving to H7.
• Targeting wolf closest to the dwarves. Single bowshot without expending ki the attack bonus is +10.
• Perfect Strike: roll two d20s for one bowshot, with the lower roll as crit confirmation if the higher threatens.
• Deadly Aim: -2 attack, +4 damage. (already included)
• Point Blank (target is w/in 30ft): additional +1 to all bow attack & damage rolls. (already included)
Rolls
Attack 1, damage - (1d20+10, 1d8+10)
1d20+10 : (13) + 10 = 23
1d8+10 : (1) + 10 = 11
Attack 2, damage - (1d20+10, 1d8+10)
1d20+10 : (13) + 10 = 23
1d8+10 : (7) + 10 = 17
Attack 2, damage - (1d20+10, 1d8+10)
1d20+10 : (14) + 10 = 24
1d8+10 : (4) + 10 = 14
Attack 4, Perfect Strike, damage - (1d20+9, 1d20+9, 1d8+10)
1d20+9 : (7) + 9 = 16
1d20+9 : (8) + 9 = 17
1d8+10 : (5) + 10 = 15
Rolls
Attack: Foegrinder (attack, damage, electicity) - (1d20+10, 2d6+6, 1d6)
1d20+10 : (11) + 10 = 21
2d6+6 : (65) + 6 = 17
1d6 : (2) = 2
@ azira: You gain the bonus AC starting at the moment you make your attack. If you want your bonus to AC while standing up, you should attack while still prone.
@ azira: You gain the bonus AC starting at the moment you make your attack. If you want your bonus to AC while standing up, you should attack while still prone.
As Durgrim stands up, 4 of the wolves will take their attacks of opportunity, the 5th one simply opting to keep the bloodies piece of cloth it ripped from Durgrim's leg in its mouth.
Rolls
1st attack of opportunity
2nd attack of opportunity
3rd attack of opportunity
4th attack of opportunity
Second round of combat.
Combat Map.
Initiative
23 Veroth
21 Roland
21 Weiryn
19 Darren
12 ??
11 Ireena
10 Orin
7 Ujjaya
2 Durgrim
Conditions and Modifiers
Roland is sickened (-2 penalty on attack, damage, saves, skill checks, and ability checks)
Veroth is up!
Internally, he ponders: This is a bad idea. I'm a strike from the shadows type.
Rolls
Short bow (+7 = +11 -4 into melee) - (1d20+7, 1d6+3)
1d20+7 : (14) + 7 = 21
1d6+3 : (4) + 3 = 7
Roland is up next.
both shots against touch ac
both shots into a12 unless the first shot kills, then shot into the wolf in the black 13 space.
-2/+4 for deadly aim
-2/-2 for sickened
+1/+1 for point blank feat
total attack is +7/+2 each for 2d12+3
aside: can someone explain how the sickened thing works, not sure how my guy feeling sick has any effect on the damage a firearm would do? does is still effect ranged weapons? I can see it being harder to hit, just doesn't make sense how me being sick effects damage from a projectile weapon. anyway, if i am wrong and it doesn't effect the ranged weapons damage thant it should be +5 instead of +3
Rolls
Shot 1 hit - (1d20+7)
(12) + 7 = 19
Shot 2 hit - (1d20+2)
(9) + 2 = 11
Shot 1 Damage - (2d12+3)
(83) + 3 = 14
Shot 2 Damage - (2d12+3)
(74) + 3 = 14
Weiryn is up next.
Rolls
Flaming Sphere Damage (FIRE) - (3d6)
(144) = 9
Darren is up.
Rolls
Wolf's Reflex save
Rolls
1st wolf (flank bonus)
2nd wolf aid another
3rd wolf (flank and aid another)
Rolls
Foehammer (attack, weapon damage, electricity) - (1d20+10, 2d6+6, 1d6)
1d20+10 : (16) + 10 = 26
2d6+6 : (45) + 6 = 15
1d6 : (2) = 2
Of the wolves attacking Weiryn, only one manages to hit him for 6 points of damage and then will attempt tripping him. Just like for durgrim, teh wolf trips weiryn and thrashes its head, ripping off a bloodied piece of cloth from Weiryn's breeches, carefully keeping it in its mouth as if it were precious to it...
Ireena will make a double move to give help to Weiryn, and Orin will make a double move to get into the mansion ans to safety.
Ujjaya is up next.
Rolls
Wolf's trip attempt.
• Secondary target is any other nearest wolf.
• Flurry of Blows: +11/+11/+10
• Deadly Aim: -2 attack, +4 damage.
• Perfect Strike: 6/day, must declare before rolling, once/round, as part of attack; roll two d20s for one bowshot, with the lower roll as crit confirmation if the higher threatens.
Rolls
Arrow #1 attack, Perfect Shot, damage - (1d20+9, 1d20+9, 1d8+5)
1d20+9 : (20) + 9 = 29
1d20+9 : (12) + 9 = 21
1d8+5 : (7) + 5 = 12
Arrow #2 attack, damage - (1d20+9, 1d8+5)
1d20+9 : (11) + 9 = 20
1d8+5 : (6) + 5 = 11
Arrow #3 attack, damage - (1d20+8, 1d8+5)
1d20+8 : (12) + 8 = 20
1d8+5 : (1) + 5 = 6
Rolls
Crit damage - (1d8+6, 1d8+6)
1d8+6 : (3) + 6 = 9
1d8+6 : (6) + 6 = 12
Rolls
Foehammer w/ Power attack (attack, weapon damage, electiricty) - (1d20+10, 2d6+10, 1d6)
1d20+10 : (7) + 10 = 17
2d6+10 : (24) + 10 = 16
1d6 : (5) = 5
Third round of combat.
Combat Map.
Initiative
23 Veroth
21 Roland
21 Weiryn
19 Darren
12 ??
11 Ireena
10 Orin
7 Ujjaya
2 Durgrim
Conditions and Modifiers
Roland is sickened (-2 penalty on attack, damage, saves, skill checks, and ability checks)
Veroth is up!
Rolls
To the hilt! (+14=+12+2 for flanking) - (1d20+14, 1d6+3)
1d20+14 : (15) + 14 = 29
1d6+3 : (3) + 3 = 6
Sneak Attack damage - (3d6)
(361) = 10
Victory!
You gain 387 XP each!
Ireena turns to you.
"Those were Strahd's servants. I'm sure of it. I do not know why those creatures wanted pieces of cloth from you or what use Strahd would have of these, but whatever it is, it cannot be good..."
who all did the wolf's get away with fabric and blood from?
"We're in your debt. I am Durgrim Forgehammer, holy hammer of Torag. This is me cousin; Orin. We came to this foul place in search of some stolen property of me cousin's, but.. " He looks around warily. "Tell ye what, we should continue this tale inside. I dinne trust the open sky."
Once inside he continues
"We came to a mansion on the hill over ere" He points over the way he came from "There's a vampir there, an anicent one. Was as close to him as I am to ye now, and I felt the stench of 'im deep in me bones. Ne'r felt one as strong as that, he knocked the wind 'outt'a me pipes just by standin' 'ere. I yelled for Orin to run, and ran after 'im. Then 'e sendt those wargs on us. Gods know what he be wantin' our blood for. He looks slightly worried about that last statement.
He points at the others." We're assisting the good lady Ireena sit sigil over her kin. You may join us, with her permission?" He defers to Ireena.
"You met Strahd? And survived? You did well to have run for your lives."
Rolls
Wolves (knowledge arcana) - (1d20+12)
(20) + 12 = 32
Theory (Spellcraft) - (1d20+12)
(10) + 12 = 22
Theory (knowledge arcana) - (1d20+12)
(3) + 12 = 15
Brother Durgrim, do you and your companion require healing of any kind? Looking to Darren and the others, he continues, As soon as everyone is rested, we should return to Ashlyn and the others, after seeing to Ireena's security. There is much to discuss before we travel to this wise woman I've heard so much about.
Extending his holy symbol and laying a hand on his fellow Lightbringer's shoulder, Weiryn mutters a prayer to Pharasma and casts Lesser Restoration on the sickened gunslinger.
Rolls
Roll for something
Roll for something
"I can't cure ye, but Torag may let me keep it at bay for three hours a day. In a evil land as this, I suggest we choose those hours keenly."
He addresses Ireena: "Milady. We shall be honored to sit sigil over your kin."
Ireena will first be about to thank you as she is interrupted by your cousin. "Gypsies? You mean the Vistani? They camp at the Tser Pool. Madam Eva, the wise woman, is their leader, I believe."
Durgrim, perhaps you and your cousin would be willing to take a look at the defenses here and see if there is anything you can suggest? Dwarven engineering is unmatched by anything I've ever had the pleasure of seeing, and Lady Ireena wishes to remain here with her father until the scourge in this town has been cleansed."
Rolls
Knowledge Engineering (to survey and improve the defenses) - (1d20+7)
(8) + 7 = 15
As they finish securing the building and everyone begins to return to their rest, Weiryn will turn to the paladin. "Durgrim, does Torag perhaps have any blessings that might aid the Lady Ireena in protecting her home and sitting vigil with her father?"
When the morning comes, Durgrim gets up, changes back in to his fullplate, and rolls up his bedroll. He takes out some loaves of Dwarven bread and salt meat. "Do ye care for some Dwarven bread, brothers? And what do ye plan on doin this day? This land needs cleansing, but I wonder how we are to bring such an anicent vampir to the stake."
Rolls
Rolling for something.
Rolling for seomthing
Rolling for something
Rolling for seomthing
Praying to Pharasma, his holy symbol begins to gently glow, and positive energy saturates the room containing the body of the fallen burgomaster. His prayer complete, he looks at Ireena. "It is not a permanent solution by any means, but it will help to protect you and prevent your father from rising. I hope you will reconsider our offer to escort you back to the tavern, but I understand your reasoning if you still decline."
She then turns to Durgrim.
"If you are going to the town square, perhaps you should take your cousin with you. There is safety in number and if he stays here, I cannot guarantee his safety."
"Listen well, my brothers. Durgrim, if you feel as though you are being watched, tell me immediately. I will begin studying spells that may protect you, but the cloth that the worg took from your clothes last night can become a powerful channel to scry upon you, possibly work magicks upon you from afar. Divination is not exactly my strong suit, but I do know that blood and an item belonging to a person can greatly strengthen the link...and if this creature is as old as they say, then he has had plenty of time to learn how to do something with it."
Once you are within earshot, Kuroi greets you. "Suffer no false life brothers. I certainly hope your night was not as eventful as ours. Seems our arrival in Barovia has attracted some attention."
Darren nods at Weiryn's advice, people's possessions can be used to work powerful magic on them...
"To Madam Eva, then?" he asks the others, making sure he has all of his equipment before they leave.
Rolls
Knowledge: Arcana - (1d20+12)
(16) + 12 = 28
Veroth's eyes flit about, and he spreads his wings, flapping upwards to hang from the upper eaves. He looks about, suspicious of any movement.
Rolls
Perception - (1d20+10)
(10) + 10 = 20
"Oh, don't worry brother, the thing is long gone, Lady Ashlyn easily drove it away. Besides, if it were back, we'd hear the horses panic again."
As to our night, I feel as though it would be best to discuss that in private. Is Ashlyn awake yet?"
As you speak with the innkeeper, Orin spots the two Vistani playing cards in their corner.
"By Kols' beard! THIEVES! FILTHY THIEVES! WHERE ARE MY WARES?"
Orin then makes his way towards the gypsies rudely shoving people aside...
Once he reaches the table in question, he holds his cousin to the side with one hand, while putting his other hand on the table and glares at the gypsies. In a calm manner he says in Dwarfish: "I'll handle this, Orin." before summoning his commanding voice (in common). "You two stay! My cousin here is bereft of some wares, and tells me you are the fault of this. What do ye have to say for yourselves?"
Rolls
Intimidate - (1d20+3)
(14) + 3 = 17
Diplomacy - (1d20+8)
(1) + 8 = 9
Sense motive - (1d20+6)
(7) + 6 = 13
Then Durgrim starts asking questions. The gypsies relax a bit, simply shrug, and answer in a heavily accented Common. "Ve do not know vat you be talkin' about giorgo. But if you lookin' for something, you go ask Madam Eva. Maybe she read your fortune. She can see things. Maybe she knows vere vat you looking for is..."
Durgrim is convinced the gypsies know nothing about stolen merchandise.
Rolls
Bluff Check?
"Gentlemen, if I may...this is not the time or place for such things. Master Orin, once we have cleared this place of its undead infestation, you have my word that I will do everything in my power to aid you in the search of your lost goods. For now, though, things are difficult enough without infighting amongst the refugees hidden here."
Turning back to the innkeeper, he continues his conversation there, "Master Arik, I am willing to pay one of your tenants for the use of their room for a short time."
He turns to the gypsies, and continues in the common tounge. "We are sorry to have disturbed you, it seems we were mistaken. We will take yer advice, and seek our wares elsewere. I hope all is mended if I refresh those drinks of yours."
He gestures to the bartender, and orders new drinks for them.
Rolls
Diplomacy (un-ruffle gypsy feathers) - (1d20+8)
(3) + 8 = 11
Diplomacy (Convince Orin to let the matter drop for the moment) - (1d20+8)
(5) + 8 = 13
The gypsy men will smile at Durgrim and eagerly accept the offer for refreshments. "You alright giorgio."
Once they're out of earshot of the table, Orin will turn to Durgrim. "Perhaps it wasn't them, but one of their tribes... or whatever those savages call their groupings. It was gypsies, similar clothing, same way of speaking, that much I know of. And where else are there gypsies around this accursed realm? No, I was warned they were con men and smugglers. I bet they'd lie through their beards if they had any... But you are right cousin, we have bigger problems here right now."
Roland sits to wait for the meeting to start, and begins cleaning his weapons.
"So you too huh? I you're still feeling sick, I guess it means that Weiryn was unable to cure the disease after all..."
Looking to Ashlyn, he continues. "Lady Ashlyn, is your plan still to search the church for our guild brothers, so that together we can all see this Madame Eva to learn the best route to take in clearing this land of its taint?"
He sighs before continuing, pulling one of the letters from his pouch and passing it to Ashlyn. "And then, there's the matter of Lady Ireena. I know the reasoning behind her not wanting to be here with the other villagers...she has been under the sway of this Strahd, and he calls to her regularly. She claims that her excuse is to sit vigil over her father, but I believe it is because she does not wish to endanger the villagers here if he came to call. If he is not destroyed quickly, I fear for what will happen to her. I've done what I can to protect her, but it may not be enough."
"This is big. I wish I had knows about this sooner, perhaps I could have convinced my friends to go check out on this woman instead of the church... It seems this creatures has big plans, but the question is what are they and what is our role in this..."
Rolls
Knowledge (religion)
"So you were attacked as well last night? Strahd must have sent those creatures after us to gain information on us. Hmm, too bad Lady Ashlyn only succeeded in driving back the spectre instead of destroying it... Not that I am not grateful.... Wait, how the hell did he knew we were here?"
"Can ye do anything to shield us from his eyes? And is it wise that I'm privy to this meeting as long as he might.. Use me as a looking glass? Mabye it's best if I go, and ye just tell me what to do when it needs doin'. As Lightbringers I trust ye with me life, brothers. Just say it is so, and I'll busy meself outside."
"Either way, I think it would be prudent to never get isolated from the rest of the group. I also believe someone should stay behind to keep an eye out for zombies here in town while the rest go to visit Madam Eve. And since we should not be alone, it should be at least two of us..."
Kayleigh will then continue.
"Okay, I'm willing to remain here with you Kuroi. The rest of you guys are free to decide if you'll go or stay."
He then adresses Orin: "Cousin. Will ye also join, or will you stay in the relative security of this town? I can ask the wise woman on your behalf should you want to stay. I know not what is the safer choice."
"Excuse us, but my companions and I are interested in seeking the wisdom of Madam Eva and wonder if you'd be so kind as to provide us with directions?"
"Finding camp is easy. You exit town, follow road. You reach crossroad near small cemetery. Sign there tells you vhich road to take. Other road just takes you to castle, you don't vant to go there..."