Act II: Ill Fortunes

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Sep 30, 2016 7:49 pm
Oh RGN gods, why hast dost forsaken us? XD
Sep 30, 2016 7:49 pm
OOC:
Fort save

Rolls

Fort save - (1d20+7)

(9) + 7 = 16

Sep 30, 2016 7:52 pm
Wait, what? This is dumb...
** Checks creature's intelligence **
Well, I think you guys just have been saved by those flying fucker's pea brains. Lol, this is so dumb! XD
Was it like that in 3rd editon as well, or is this a change in Pathfinder? I have to go check...
Nope, was like that since 3rd edition. lol. Guess the people who wrote the module just plain forgot about that...
Sep 30, 2016 7:59 pm
Yeah, don't bother rolling your Fort saves, even if you fail, you'll be fine because sunlight cures the effect and you're out in the day. Guess the people who wrote the module forgot about that, and given that the creature has a pretty shitty intelligence score, it could be explained by them being as dumb as a bag of hammers...
Sep 30, 2016 8:03 pm
Given that Veroth seems to be in more immediate danger as he is prone, isolated and getting slowly surrounded by zombies, Ashly will go help him out, dropping her crossbow on the ground and drawing her sword as she charges the flying fucker...

Ashlyn hits the red one, inflicting significant damage to it.

Ujjaya is up next.

Rolls

Ashlyn's charge (Power Attack) - (1d20+9, 1d8+7)

1d20+9 : (7) + 9 = 16

1d8+7 : (5) + 7 = 12

Sep 30, 2016 8:03 pm
OOC:
Roland unclenches his ass cheeks, realizing that he is not about to be prison raped repeatedly.
Oct 2, 2016 3:01 am
Ujjaya's arrows fly, seeking out the winged heads
OOC:
• Targeting in this order (switching to next when first is downed): e18, e17, e19, e15, h11
• Ki Flurry
• Deadly Aim: -2 attack, +4 damage (ALREADY included)
• Point blank (NOT YET included included)
• Improved Precise Shot
Last edited October 2, 2016 3:07 am

Rolls

Arrow #1, damage - (1d20+9, 1d8+9)

1d20+9 : (20) + 9 = 29

1d8+9 : (7) + 9 = 16

crit confirmation - (1d20+9)

(17) + 9 = 26

Arrow #2, damage - (1d20+9, 1d8+9)

1d20+9 : (1) + 9 = 10

1d8+9 : (5) + 9 = 14

Fumble conformation - (1d20+9)

(19) + 9 = 28

Arrow #3, damage - (1d20+9, 1d8+9)

1d20+9 : (8) + 9 = 17

1d8+9 : (8) + 9 = 17

Arrow #4, damage - (1d20+8, 1d8+9)

1d20+8 : (2) + 8 = 10

1d8+9 : (7) + 9 = 16

Oct 2, 2016 5:19 pm
I assume you mean f15 and g19...

Ujjaya will have downed one and severely damages one despite missing twice.

Durgrim is up.
Oct 2, 2016 10:05 pm
Durgrim swings his earthbreaker at the foul beast that attacked him. Then moves swiftly to the aid of his prone ally.

Rolls

Attack e17 - (1d20+12)

(8) + 12 = 20

Damage (normal, electric) - (2d6+6, 1d6)

2d6+6 : (34) + 6 = 13

1d6 : (3) = 3

Oct 2, 2016 10:33 pm
Since you can't move through enemy's square if they are not 2 size categories smaller without making an Acrobatics check and diagonals cost 1.5 movement each, I backed you up 1 square. You will also provoke an attack of opportunity while leaving, unless you want to change your path...

Durgrim hits the flying demonic head squarely and downs it with a mighty swing of his earthbreaker.

Technically Darren's turn, but I'll wait azira's answer to see if he keeps with his current action and risks an attack of opportunity or changes his mind...
Oct 3, 2016 6:18 am
kalajel says:
Since you can't move through enemy's square if they are not 2 size categories smaller without making an Acrobatics check and diagonals cost 1.5 movement each, I backed you up 1 square. You will also provoke an attack of opportunity while leaving, unless you want to change your path...

Durgrim hits the flying demonic head squarely and downs it with a mighty swing of his earthbreaker.

Technically Darren's turn, but I'll wait azira's answer to see if he keeps with his current action and risks an attack of opportunity or changes his mind...
Sure. I was aware of the AoO, but thought the flying heads were tiny, not small. Doesn't change my actions though. Durgrim to the rescue!
Oct 3, 2016 12:52 pm
Darren raises his warhammer high, "Suffer no false life, brothers!" he bellows, bringing his hammer down toward the floating head (F15), hoping to crush it between his hammer and the road.

Naatkinson sent a note to kalajel
Last edited October 3, 2016 2:44 pm

Rolls

Attack! - (1d20+8, 1d8+10)

1d20+8 : (12) + 8 = 20

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

Oct 3, 2016 2:40 pm
Yeah, my bad, I might have shrunk their counter a bit too much on the map...

Okay, it's not a critical hit, but Durgrim is still hit for 1 point of damage and must make a Fortitude save.

(edit: forgot to remove teh one Durgrim killed. it is done now)

Darren hits the flying creature with tremendous force, sending it reeling. It still remains aloft, however, it does not look to be in good shape...

Zombies' turn!

Rolls

Attack of opportunity on Durgrim

Confirming critical hit

Oct 3, 2016 2:47 pm
The zombies gang up around Veroth who is still prone and attack.

Veroth is hit twice for a total of 15 points of damage (7, 8). He must now make 2 Fortitude saves.

Third round of combat!

Initiative
26 Roland
21 Veroth
17 Weiryn
16 ?? init at which paralyzis lowers.
14 Ashlyn
13 Ujjaya
12 Durgrim
9 Darren
5 ?

Combat Map.

Conditions
Mist is ever-present in the streets and limits vision. Beyond 30 feet, creatures have concealment (20% miss chance).
Roland is sickened (-2 attack, saves, damage, skills checks, attribute checks).
Weiryn is paralyzed for 5 rounds. (frozen in place, cannot move or act, STR and DEX considered 0, considered helpless, if in air cannot flap wings and fall, can't swim and may drown, can move through square occupied by creature but costs 2 squares)

Roland is up!

Rolls

Zombie 1

Zombie 2

Zombie 3

Zombie 4 - (1d20+7, 1d4+4)

Oct 3, 2016 2:52 pm
Fortitude saves are not Veroth's forte!

Rolls

Fortitude saves - (1d20+4, 1d20+4)

1d20+4 : (9) + 4 = 13

1d20+4 : (9) + 4 = 13

Oct 3, 2016 3:05 pm
OOC:
Did Weiryn get anything off of his knowledge planes roll on what these things are?
Oct 3, 2016 3:13 pm
Roland runs forward and fires his blunderbus. This will cover every square with an enemy in it. Veroth is prone so he is safe. Blunderbus full of entangling shot. (Hits 15 foot cone. 1 attack roll per character in it at -2 against touch ac. 1d4 damage. DC 15 reflex save or entangle for 2d4 rounds.)

Rolls

Attack 1 - (1d20+9)

(6) + 9 = 15

Attack 2 - (1d20+9)

(9) + 9 = 18

Attack 3 - (1d20+9)

(14) + 9 = 23

Attack 4 - (1d20+9)

(9) + 9 = 18

Attack 5 - (1d20+9)

(6) + 9 = 15

Damage 1 - (1d4)

(4) = 4

Damage 2 - (1d4)

(3) = 3

Damage 3 - (1d4)

(3) = 3

Damage 4 - (1d4)

(4) = 4

Damage 5 - (1d4)

(3) = 3

Rounds 1 - (2d4)

(22) = 4

Rounds 2 - (2d4)

(41) = 5

Rounds 3 - (2d4)

(44) = 8

Rounds 4 - (2d4)

(44) = 8

Rounds 5 - (2d4)

(23) = 5

Oct 3, 2016 4:07 pm
Veroth, badly wounded and dripping blood, tumbles to his feet and over to the others, stabbing the skull thing with his magic silver rapier.

Rolls

Acrobatics to avoid AOOs - (1d20+15)

(9) + 15 = 24

Rapier - (1d20+12, 1d6+3)

1d20+12 : (14) + 12 = 26

1d6+3 : (3) + 3 = 6

Oct 3, 2016 5:01 pm
@irvanovich. Oh sorry, I completely went over that. Yes, you'll know those are vargouilles. Their shrieks can paralyze people, their bite is poisonous and can require magical healing as the wound refuses to heal on its own, and their kiss can transform other people into vargouille as well. Fortunately, they are not very smart and daylight (among other things) heals this curse... Guess the party was saved by how dumb vargouilles are...

@ Veroth: Veroth nimbly springs to his feet, skewering the fling creature which falls to the ground with a yelp of agony.

Weiryn is still paralyzed, so the vargouilles will go.
Oct 3, 2016 5:13 pm
One of the vargouille is very badly hurt and simply disengage while the other one will maneuver to bite Weiryn, realizing that their kiss is of no effect during the daylight... It provokes an attack of opportunity from Ujjaya if he wants to punch it...

Weiryn is hit for 1 point of damage, is no longer paralyzed, and must make a Fortitude save.

Rolls

Bite

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