Place your counters behind the dotted line and roll me some initiatives.
Act II: Ill Fortunes
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Place your counters behind the dotted line and roll me some initiatives.
Rolls
Initiative - (1d20+1)
(16) + 1 = 17
Rolls
Ashlyn's initiative
?'s initiative
Extra number of ?? encountered
??'s initiative
Rolls
Initiative - (1d20+8)
(13) + 8 = 21
Rolls
Initiative - (1d20+6)
(20) + 6 = 26
Rolls
Initiative - (1d20+6)
(3) + 6 = 9
Rolls
Initiative - (1d20+1)
(11) + 1 = 12
Initiative
26 Roland
21 Veroth
17 Weiryn
16 ??
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).
Roland is up first. So far, the street seems empty, but you can hear some moaning nearby...
Rolls
Perception - (1d20+10)
(17) + 10 = 27
Weiryn is next.
Alright, the creature takes flight, and for a small moment, Weiryn, Rolland, Daren, and Ujjaya have just enough time to be horified by recognizing those creatures as the same screeching ones they encountered on their first day in Barovia... that is, until they screech...
Everyone, roll me 5 Fortitude saves.
Rolls
Ashlyn 1st Fort save.
Ashlyn 2nd Fort save.
Ashlyn 3rd Fort save.
Ashlyn 4th Fort save.
Ashlyn 5th Fort save.
Also, crap. I hate these things.
Rolls
Fort - (1d20+5)
(11) + 5 = 16
Fort - (1d20+5)
(13) + 5 = 18
Fort - (1d20+5)
(6) + 5 = 11
Fort - (1d20+5)
(1) + 5 = 6
Fort - (1d20+5)
(3) + 5 = 8
Edit: ............
Rolls
Fort Save - (1d20+8)
(2) + 8 = 10
Fort Save - (1d20+8)
(8) + 8 = 16
Fort Save - (1d20+8)
(1) + 8 = 9
Fort Save - (1d20+8)
(2) + 8 = 10
Fort Save - (1d20+8)
(2) + 8 = 10
Rolls
fort 1 - (1d20+7)
(2) + 7 = 9
fort 2 - (1d20+7)
(19) + 7 = 26
fort 3 - (1d20+7)
(10) + 7 = 17
fort 4 - (1d20+7)
(5) + 7 = 12
fort 5 - (1d20+7)
(13) + 7 = 20
Rolls
5 fortitude saves - (1d20+4, 1d20+4, 1d20+4, 1d20+4, 1d20+4)
1d20+4 : (4) + 4 = 8
1d20+4 : (1) + 4 = 5
1d20+4 : (12) + 4 = 16
1d20+4 : (15) + 4 = 19
1d20+4 : (3) + 4 = 7
Rolls
Fortitude save I - (1d20+13)
(1) + 13 = 14
Fortitude save II - (1d20+13)
(9) + 13 = 22
Fortitude save III - (1d20+13)
(6) + 13 = 19
Fortitude save IV - (1d20+13)
(18) + 13 = 31
Fortitude save V - (1d20+13)
(12) + 13 = 25
Edit:, nevermind, I checked and it is... damn, so close... XD
EDIT: Well, nevermind. You answered your own question. I've been running that wrong for a while now. OOPS.
Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school. This racial trait replaces celestial resistance.
Rolls
Fort saves - (1d20+7, 1d20+7, 1d20+7, 1d20+7, 1d20+7)
1d20+7 : (18) + 7 = 25
1d20+7 : (20) + 7 = 27
1d20+7 : (10) + 7 = 17
1d20+7 : (12) + 7 = 19
1d20+7 : (1) + 7 = 8
What? Are you fucking shitting me!?
Okay, everyone is paralyzed for 7 rounds except Weiryn and Ujjaya who are paralyzed only for 6... Oh and before I forget Veroth's falling damage...
Veroth takes 4 points of falling damage.
Ashlyn is up next... shit...
Rolls
Paralyzation 1
Paralyzation 2
Paralyzation 3
Paralyzation 4
Paralyzation 5
Falling damage - (1d6)
(4) = 4
Okay, she'll try shooting one with her crossbow then...
Okay, Ashlyn manages to hit the creature in h14 with a crossbow bolt, slightly damaging it.
Ujjaya, Durgrim and Darren are paralyzed, so not it is the zombies's turn.
Rolls
Crossbow attack
Veroth will take 6 points of damage and must make a Fortitude save.
Rolls
Zombie attack.
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).
Every PC is paralyzed! (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)
Wriryn, Ujjaya: 6 rounds.
Everyone else: 7 rounds.
...so we jump straight back to those little flying fuckers...
Well, I got some good news and bad news...
The good news is that being attacked by the flying fuckers ends the paralyzis and everyone paralyzed but Weiryn will be able to move normally at their respective initiative... the bad news is that they are kissing you...
Okay, everyone got hit, not damage but you all have a Fortitude save to make (except Weiryn, of course).
Rolls
Kiss Veroth (touch)
Kiss Darren (touch)
Kiss Durgrim (touch)
Kiss Ujjaya (touch)
Kiss Roland (touch)
Rolls
Knowledge: Planes - (1d20+8)
(13) + 8 = 21
Rolls
Fortitude save - (1d20+13)
(13) + 13 = 26
** 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...
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
• Ki Flurry
• Deadly Aim: -2 attack, +4 damage (ALREADY included)
• Point blank (NOT YET included included)
• Improved Precise Shot
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
Ujjaya will have downed one and severely damages one despite missing twice.
Durgrim is up.
Rolls
Attack e17 - (1d20+12)
(8) + 12 = 20
Damage (normal, electric) - (2d6+6, 1d6)
2d6+6 : (34) + 6 = 13
1d6 : (3) = 3
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...
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...
Rolls
Attack! - (1d20+8, 1d8+10)
1d20+8 : (12) + 8 = 20
1d8+10 : (7) + 10 = 17
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
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)
Rolls
Fortitude saves - (1d20+4, 1d20+4)
1d20+4 : (9) + 4 = 13
1d20+4 : (9) + 4 = 13
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
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
@ 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.
Weiryn is hit for 1 point of damage, is no longer paralyzed, and must make a Fortitude save.
Rolls
Bite
Roland's shot misses one zombie, but everything else hits its mark. The zombies however seems completely unfazed by the damage... so far, only two of the zombies end up being entangled.
Rolls
1st zombie Ref save
2nd zombie Ref save
3rd zombie Ref save
Vargouille Ref save
Rolls
Fortitude save - (1d20+13)
(16) + 13 = 29
It is now Ujjaya's turn.
Rolls
1st attack (Power Attack)
2nd attack (Power Attack)
• Primary target: h17. Secondary: f11.
• Flurry of Blows +11/+11/+10
• Deadly Aim: -2 attack, +4 damage (already included)
• Point blank (already included)
• Improved Precise Shot
Rolls
Arrow #1, damage - (1d20+10, 1d8+9)
1d20+10 : (17) + 10 = 27
1d8+9 : (2) + 9 = 11
Arrow #2, damage - (1d20+10, 1d8+9)
1d20+10 : (8) + 10 = 18
1d8+9 : (1) + 9 = 10
Arrow #3, damage - (1d20+9, 1d8+9)
1d20+9 : (17) + 9 = 26
1d8+9 : (3) + 9 = 12
Durgrim is up next.
Rolls
Fortitude - (1d20+5)
(16) + 5 = 21
Rolls
Attack (charge) - (1d20+14)
(3) + 14 = 17
Damage (normal + electric) - (2d6+6, 1d6)
2d6+6 : (63) + 6 = 15
1d6 : (1) = 1
Darren is up.
Rolls
Power Attack! - (1d20+8, 1d8+10)
1d20+8 : (3) + 8 = 11
1d8+10 : (5) + 10 = 15
It is now the undead turn's. One will attack Darren, one Durgrim, and the two entangled ones will attack Ashlyn.
Only one of the zombies manages to hit Ashlyn for 7 points of damage. And she succeeds her save.
Rolls
1st zombie attack Darren
2nd zombie attack Durgrim
3rd entangled zombie attack Ashlyn
4th entangled zombie attack Ashlyn
Ashlyn's Fort save
Initiative
26 Roland (round entanglement goes down by 1)
21 Veroth
17 Weiryn
16 Vargouilles (fleeing)
14 Ashlyn
13 Ujjaya
12 Durgrim
9 Darren
5 Zombies
Combat Map.
Conditions
Mist is ever-present in the streets and limits vision. Beyond 30 feet, creatures have concealment (20% miss chance).
Two zombies are entangled for 8 rounds (move half speed, cannot run or charge, -2 attack, -4 Dex, if casting Concentration DC 15 + spell level).
Roland is up!
Deadly aim for -2 hit/+4 damage
Point blank shot +1 hit/ +1 damage
Precise shot ignore shoot into melee penalty
Gun training add dex to firearms damage +4 damage
Sickened -2 attack, -2 damage
totals attack 1: 10-2+1-2=+7 to hit damage: 1d8+4+1+4-2=1d8+7
attack 2: 5-2+1-2=+2 to hit damage: 1d8+7
Firing against touch AC
Rolls
Shot 1, Damage one - (1d20+7, 1d8+7)
1d20+7 : (15) + 7 = 22
1d8+7 : (4) + 7 = 11
Shot 2, damage 2 - (1d20+2, 1d8+7)
1d20+2 : (8) + 2 = 10
1d8+7 : (5) + 7 = 12
Veroth is up.
Rolls
Acrobatics to avoid AOO - (1d20+15)
(10) + 15 = 25
Rapier attack - (1d20+12, 1d6+3)
1d20+12 : (16) + 12 = 28
1d6+3 : (3) + 3 = 6
Sneak attack damage - (3d6)
(354) = 12
Weiryn is up.
Rolls
Channel Positive Energy (Be HEALED) - (2d6)
(56) = 11
Ashly will take the opportunity to try and finish off the zombie wounded by Veroth, taking advantage of flanking and applying full power attack. (if she kills it on the first strike, she'll attack the other entangled zombie on her second attack).
She managed to inflict great harm to the creature, sadly she missed with her second attack and it is still standing.
Ujjaya is up next.
Rolls
Ashlyn 1st power attack (flanking)
Ashlyn 2nd power attack (flanking)
• Primary target: h11. Secondary: next one south and so on.
• Flurry of Blows +11/+11/+10
• 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 crit confirmation if the higher threatens.
Rolls
Arrow #1, damage - (1d20+10, 1d8+9)
1d20+10 : (15) + 10 = 25
1d8+9 : (5) + 9 = 14
Arrow #2, damage - (1d20+10, 1d8+9)
1d20+10 : (13) + 10 = 23
1d8+9 : (8) + 9 = 17
Arrow #3, Perfect Strike, damage - (1d20+9, 1d20+9, 1d8+9)
1d20+9 : (6) + 9 = 15
1d20+9 : (5) + 9 = 14
1d8+9 : (8) + 9 = 17
Durgrim is up.
Rolls
Hard to kill
Rolls
Attack I (Power attack), Normal damage, Electric damage - (1d20+10, 2d6+10, 1d6)
1d20+10 : (12) + 10 = 22
2d6+10 : (11) + 10 = 12
1d6 : (4) = 4
Attack II (Power attack), Normal damage, Electric damage - (1d20+5, 2d6+10, 1d6)
1d20+5 : (15) + 5 = 20
2d6+10 : (32) + 10 = 15
1d6 : (1) = 1
Rolls
Attack I (Power attack), Normal damage, Electric damage - (1d20+10, 2d6+10, 1d6)
1d20+10 : (3) + 10 = 13
2d6+10 : (66) + 10 = 22
1d6 : (5) = 5
Attack II (Power attack), Normal damage, Electric damage - (1d20+5, 2d6+10, 1d6)
1d20+5 : (7) + 5 = 12
2d6+10 : (45) + 10 = 19
1d6 : (1) = 1
Darren is up.
Rolls
Power Attack/Cleave Attack - (1d20+8, 1d8+10)
1d20+8 : (3) + 8 = 11
1d8+10 : (5) + 10 = 15
Second Attack (from Cleave if attack #1 hits) - (1d20+8, 1d8+10)
1d20+8 : (18) + 8 = 26
1d8+10 : (2) + 10 = 12
Third Attack (Cleaving Finish, if I kill one) - (1d20+8, 1d8+10)
1d20+8 : (18) + 8 = 26
1d8+10 : (1) + 10 = 11
The zombies will attack the same targets as last time... and they all miss.
Rolls
Zombie attack Darren
Zombie attack Durgrim
Entangled zombie attack Ashlyn
Initiative
26 Roland (round entanglement goes down by 1)
21 Veroth
17 Weiryn
14 Ashlyn
13 Ujjaya
12 Durgrim
9 Darren
5 Zombies
Combat Map.
Conditions
Mist is ever-present in the streets and limits vision. Beyond 30 feet, creatures have concealment (20% miss chance).
One zombie is entangled for 7 rounds (move half speed, cannot run or charge, -2 attack, -4 Dex, if casting Concentration DC 15 + spell level).
Roland is up!
Rolls
attack and damage - (1d20+7, 1d8+7)
1d20+7 : (11) + 7 = 18
1d8+7 : (8) + 7 = 15
Rolls
Rapier attack - (1d20+12, 1d6+3)
1d20+12 : (18) + 12 = 30
1d6+3 : (4) + 3 = 7
sneak attack - (3d6)
(213) = 6
Weiryn is up!
Rolls
Hard to Kill (Roland)
Hard to Kill (Veroth)
"In the name of Pharasma, return to your rest!"
Rolls
Channel Positive Energy (Harm Undead) - (2d6)
(52) = 7
and for my own tracking 3 rounds left in revolver
Edit: Also, Ashlyn is at full hp.
Edit: Oh, my bad, I missed his last post...
Weiryn unleashes a burst of positive energy and manages to destroy the two zombies which were heavily damaged.
Rolls
1st zombies Will save
2nd zombie Will save
3rd zombie Will save
Hard to kill
Hard to kill
Ashlyn vanquishes the last zombie.
Victory!
You gain 771 XP each!
Ahslyn will then go pick up her crossbow she dropped...
Rolls
1st Power Attack
2nd Power Attack
Hard to Kill
"Here, brother...let me close those wounds before we continue..."
Rolls
Cure Moderate Wounds - (2d8+3)
(84) + 3 = 15
Perception (check the bodies, -1 for dazzled) - (1d20+7)
(18) + 7 = 25
Knowledge (Arcana): glean anything of use from zombies - (1d20+12)
(10) + 12 = 22
Heal (Learn anything to cure Roland and Kayleigh's sickness?) - (1d20+12)
(1) + 12 = 13
Rolls
? - (1d20)
(8) = 8
Rolls
Perception - (1d20+10)
(3) + 10 = 13
Completing his examination of the corpses, Weiryn mutters a brief prayer for Pharasma to guard their souls before continuing. As for the zombies...
As you examine the corpses you cannot find any reason as to why they are so resilient. They look very much like regular zombies, they are simply stronger and only marginally more agile. Signs of a disease on a long dead rotting corpse also seems to elude you...
Rolls
1st arrow (50%) - (1d100)
(91) = 91
2nd arrow (50%) - (1d100)
(67) = 67
Rolls
Roll for something.
Roll for something
Roll for something
Roll for something
Roll for something
Rolls
Perception (dazzled) - (1d20+7)
(11) + 7 = 18
Rolls
Perception - (1d20+10)
(12) + 10 = 22
Rolls
perception - (1d20+4)
(2) + 4 = 6
An old wooden gallows creaks in a chill wind blowing down from the high ground to the west. A frayed length of rope dances from its beam. The well-worn road splits here, and a signpost opposite the gallows points off in three directions: "Barovia" to the east, "Tser Pool" to the north, and "Castle Ravenloft" to the west. Across from the gallows, a low wall, crumbling in places, partially enclosed a small plot of graves—presumably housing those who died at the end of that rope.
A yell grabs your attention as you approach the crossroads, and you see an armoured man charging toward the graveyard, drawing a gleaming silver sword as he runs. A jet-black raven flies at his shoulder. The you see three dark smears of air encircling him, like shadows cast by clouds.
The man has long black hair and a neatly trimmed beard. He wears full plate armor and carries a shield and longsword. An amulet shaped like a raven’s head hangs around his neck.
Roll Initiative.
Rolls
Ashlyn's initiative.
Man's initiative.
"Shadows's" initiative.
Breaking tie Ashlyn - (1d20)
(10) = 10
Breakint tie man - (1d20)
(6) = 6
Rolls
Initiative - (1d20+1)
(18) + 1 = 19
Rolls
Initiative - (1d20+6)
(13) + 6 = 19
Knowledge... History (+1)? or Religion (+10) - (1d20)
(17) = 17
Rolls
Initiative - (1d20+6)
(8) + 6 = 14
Rolls
Tie - (1d20)
(1) = 1
Initiative
19 Ujjaya
19 Weiryn
18 ??
16 Ashlyn
16 Man
14 Darren
14 Roland
12 Veroth
9 Durgrim
Combat Map
Ujjaya is up.
• Ki Flurry: 4 arrows
• 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.
• Deadly Aim: -2 attack, +4 damage.
• Improved Precise Shot: Ignore anything less than total cover or concealment.
Rolls
Arrow #1, damage - (1d20+10, 1d8+9)
1d20+10 : (10) + 10 = 20
1d8+9 : (5) + 9 = 14
Arrow #2, damage - (1d20+10, 1d8+9)
1d20+10 : (16) + 10 = 26
1d8+9 : (3) + 9 = 12
Arrow #3, damage - (1d20+10, 1d8+9)
1d20+10 : (18) + 10 = 28
1d8+9 : (7) + 9 = 16
Arrow #4, Perfect Strike, damage - (1d20+9, 1d20+9, 1d8+9)
1d20+9 : (18) + 9 = 27
1d20+9 : (13) + 9 = 22
1d8+9 : (5) + 9 = 14
Ujjaya unleashes a volley of arrows, each finding its mark, but passing through the creature as if it met only minimal resistance, as if passing through water... He still manages to kill his first target, and then slightly wounds a second one (the one in teh balck border south of the man), as his missiles seem to not have their full effects...
Weiryn is up next!
Seeing Ujjaya's arrows strike the creatures with little effect, he calls out to his companions as he runs, "Take care! They are incorporeal!"
Also, double move.
Some of the shadows will manage to hit the man, however, he either seems unnafected by their attack ro they failed to inflict any significant damage. However, Weiryn will not be so lucky, the cold unsettling touch of the "shadow" reaches deep into Weiryn's soul, inflicting 6 points of Wisdom damage to him...
Ashlyn is next.
Rolls
1st "shadow" (touch on Weiryn)
2nd "shadow" (touch on man)
3rd "shadow" (touch on man)
4th "shadow" (touch on man)
The man is then next.
Hmm, sadly, being incorporeal makes you immune to critical hit, but the creature does get substantially damaged.
Darren is up.
Rolls
"Shadow's" Will save
Power Attack
This spell fills the area with a brilliant flash of shimmering light. Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save. 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.
In case it wasn't obvious, I'm targeting the group of three enemies, not where Weiryn is
Rolls
Burst of Radiance Damage - (5d4)
(44144) = 17
Roland is up.
Rolls
1st "shadow's" Ref save
2nd "shadow's" Ref save
3rd "shadow's" Ref save
EDIT: Well, that wasn't very impressive lol
Rolls
Duration of Blindness - (1d4, 1d4, 1d4)
1d4 : (1) = 1
1d4 : (1) = 1
1d4 : (3) = 3
Rolls
stealth - (1d20+14)
(4) + 14 = 18
Veroth is up next.
Dodge bonus on that thing we're surrounding.
Durgrim is up next.
Edit: oh, ok.
Initiative
19 Ujjaya
19 Weiryn
18 ??
16 Ashlyn
16 Man
14 Darren (when blindness lowers)
14 Roland
12 Veroth
9 Durgrim
Combat Map
Conditions
3 of the "shadows" are blinded for 1, 1, and 3 rounds (-2 AC, lose DEX to AC, -4 Str/Dex-based checks and opposed Perception checks, opponents have total concealment 50%, must make Acrobatics DC 10 to move faster than half speed or fall prone).
Ujjaya is up.
Rolls
1st blindness duration - (1d4)
(4) = 4
2nd blindness duration - (1d4)
(2) = 2
3rd blindness duration - (1d4)
(1) = 1
• Aspect of the Falcon: 1/day, duration 1 minute, +3 Perception, +1 archery attack.
• Flurry of Blows: 3 arrows
• Perfect Strike: 6/day, must declare before rolling, once/round, as part of attack; roll two d20s for one bowshot.
• Deadly Aim: -2 attack, +4 damage.
• Improved Precise Shot: Ignore anything less than total cover or concealment.
Rolls
Arrow #1, damage - (1d20+10, 1d8+9)
1d20+10 : (6) + 10 = 16
1d8+9 : (7) + 9 = 16
Arrow #2, damage - (1d20+10, 1d8+9)
1d20+10 : (6) + 10 = 16
1d8+9 : (2) + 9 = 11
Arrow #3, Perfect Strike, damage - (1d20+9, 1d20+9, 1d8+9)
1d20+9 : (7) + 9 = 16
1d20+9 : (14) + 9 = 23
1d8+9 : (5) + 9 = 14
I'll just do the double move for now, not much use as a Tank if I get left behind :p
Weiryn is up next!
In the name of Pharasma, be cleansed from this earth!
Rolls
Channel Positive Energy (Harm Undead) - (2d6)
(15) = 6
Rolls
1st "shadow's" Will save
2nd "shadow's" Will save
3rd "shadow's" Will save
The creature misses lamentably. Ashlyn is next.
Rolls
"Shadow's" attack (50% miss)
Again, too bad those things are immune to critical hits... He easily dispatches teh creature on his 1st hit.
Victory!
You gain 500 XP each.
Rolls
1st attack
2nd attack
Greetings, sir. Suffer no false life. I am Weiryn, cleric of Pharasma and a member of the Lightbringers Guild. Are you well?
Pulling out a potion, he drinks, knowing that until he restores himself he will be unable to support his team effectively.
EDIT: And that's exactly what I got. Lovely. At least I have my full arsenal again.
Rolls
Potion of Lesser Restoration (ability damage restore) - (1d4)
(2) = 2
Hello good sir, my name is Roland. Member of the lightbringers. And who may you be?
Edit: UGH!
Rolls
Lesser Restoration - (1d4)
(1) = 1
He turns to Weiryn. "Do you require assistance my good sir?" He will then cast lesser restoration on you.
He will then turn to Ujjaya. "Oh, so you've heard of us? Yes, the order is not dead although I'm afraid I am the last of the Knight of the Raven... the las living one that is..."
Rolls
Lesser restoration. - (1d4)
(4) = 4
Seeing the amulet around his neck, Weiryn cocks his head in curiosity. "A follower of the Raven? All the texts and scrolls I've read tell that the order is gone. It pleases me to see that is not the case."
then noticing Ashlyn.
"Oh but where are my manners... milady"
He gently grabs her hand and kisses it while bowing. Ashlyn blushes a bit "It's really not necessary..."
Durgrim touches the head of his hammer to his helmet in a gesture of respect to Sir Urik. "Durgrim Forgehammer, Champion of Torag and a Lightbringer, at ye'r service, Sir Urik. Even if ye'r not noble in blood, it seems ye'r noble in deeds. What deity do you serve, good Sir?"
"Sir Urik, why are you out so far from the village by yourself? 'Tis dangerous, as the undead have quite an infestation here."
With this roland carefully begins to survey the ground in the places where the incorporeal creatures were terminated.
Rolls
perception - (1d20+13)
(20) + 13 = 33
@ Kaos: Okay, you find your ectoplasm.
He then turns to Roland. "I could remove certain affect of a disease, fatigue for example. Sadly I'm afraid I do not have anything to actually remove a disease. Perhaps father Donavich at the small church at Barovia could."
He finally turns to leave. "Come Hurrn! Let us depart for the village of Barovia, there is evil afoot there!" The crow which had been circling and looking out fro trouble all this time caws in agreement and then comes to rest on Sir Urik's shoulders. Weiryn who is close gets to see what a majestic creature the crow is and that there is no mistaking it for anything other than a celestial crow.
Edit: @ azira: sorry, trying to answer everyone I sort of jumped over you. Urik would have told you that he's a follower of Sarenrae. It is the main religion in the valley, but he does also follows the ideals fo the celestial raven which is considered a potent symbol of good within the valley and as such has pretty much been incorporated into all good-aligned religions practice in the valley. To give you a real life equivalent, imagine how people from south-east asia often incorporate some of their own folklore into their version of christianity and islam...
Rolls
rolling for something
rolling for something
rolling for something
rolling for something
rolling for something
Rolls
Perception - (1d20+8)
(5) + 8 = 13
Oops, since Aspect of the Falcon has worn off, that should only be +14, not +17.
Rolls
Perception - (1d20+17)
(19) + 17 = 36
Rolls
Perception - (1d20+10)
(20) + 10 = 30
Rolls
Perception - (1d20+4)
(19) + 4 = 23
• Improved Precise Shot: Ignore anything less than total cover or concealment.
Rolls
Arrow #1, damage - (1d20+11, 1d8+5)
1d20+11 : (4) + 11 = 15
1d8+5 : (5) + 5 = 10
Arrow #2, damage - (1d20+11, 1d8+5)
1d20+11 : (6) + 11 = 17
1d8+5 : (8) + 5 = 13
Arrow #3, damage - (1d20+10, 1d8+5)
1d20+10 : (15) + 10 = 25
1d8+5 : (7) + 5 = 12
Six colourful round tents, ten feet in diameter, stand outside the ring of wagons. each one contains two or three piles of sleeping furs and blankets for the Vistani family, but their inhabitants are either among the wagons near the bonfire or out doing the work of Madam Eva in the countryside.
Rolls
Sense Motive (the Vistani) - (1d20+12)
(2) + 12 = 14
He explains quietly: "These Vistani may or may not hold the same views as the rest of the humans toward my kind, but I'll hang back to avoid poisoning your first impressions."
As they see you approach, they greet you warmly with wide smiles, offer to sell you some trinket or another, or simply ask you in a heavily accented Common if you are here to see Madam Eva.
"Of course, Madam Eva is vise. Go the big tent giorgio, Madam Eva is there vaiting."
As you enter the tent, the old woman before you hunches over a table, and her black eyes gleam as she shuffles a deck of weathered playing cards. Her hands are bony and spotted with age. When she speaks, her voice cackles like dry weeds.
"Oh, a visitor. Welcome. Please, sit. What can Madam Eva do for you?"
Edit: Worst case scenarios, I guess you could always come back to visit Madam Eva later to ask her about the questions you forgot the first time around...
"Madam Eva, we have come to Barovia to cleanse the undead from the land; however, the plague here is by far stronger and more powerful than anything we have ever seen. We have been told that your wisdom is the greatest in the land, and that if anyone can guide us, it's you."
Rolls
Diplomacy, Aid Another - (1d20+8)
(5) + 8 = 13
"Of course pet, let me see what the cards have to say about this..."
She then sets a card on the table: Death.
"A dark disease created by a dark heart."
She draws another card and places it on top of the Death card, completely covering it.
"The plague spreads. To stop it you will need to destroy its creator, but you can slow it by destroying a nearby abomination at the house of holiness... Hmm, it seems Strahd is the one who created this disease and the only way to stop it is to destroy him once and for all... a task easier said than done! However you can slow the spread of the plague. The cards speak of some powerful undead creature in a church, most likely the church of Barovia."
She then draws a second card across the two first ones.
"Hard to cure but not impossible, the answers you seek are already within your grasp... Hmm, interesting, the cards are telling me you already have the means to cure this disease...I wonder why you came to me asking this question. Perhaps you are not aware you already possess such means?"
Deck Draws


I already possess the means to cure the sickness that's beset Roland and Kayleigh? Weiryn thinks to himself... Perhaps I should sit with Roland tonight and study his symptoms more closely. Therein might lie the answers I seek...
She flips a card on the table: The Emperor.
"He who dwells in Castle Ravenloft is a powerful man whose enemy is light and whose powers are beyond mortality. You will seek him in the castle, and though he might find you many times, you will find him only once."
She then flips a card and covers the Emperor.
"You will find him where the three servants of Hell are slain, in the place of their gathering. Hmm... a spawn of hell has come to the top of one of the castle towers, and she is served by an unholy trio." She continues. "There is a very bad influence in this place. The power of death will strip away your protections."
She then draws another card and puts it across the first two.
"Out of the darkness and chaos, this card finds its reason and foundation, It shows the purpose of all things—the key to life and death and else beyond. The darkness seeks to consume all light, and death to devour all warmth from the living. It would seem that the lord of the castle seeks a lady, but he will consume her until death is all that remains."
Deck Draws


"We have heard tales that the Holy Symbol of Ravenkind was possessed by the late Burgomaster of Barovia, but it was stolen in the night by one of Strahd's agents, according to his daughter. He have yet to come across the Symbol ourselves, though we do search for it."
"This symbol is a powerful force for good and protection against the forces of darkness"
She then draws a card and places it on top of Justice.
"Seek it where the river flows into the land. This card speaks of elemental forces mingling together. The symbol should be in teh marsh downriver from here..."
She then draws a second card and places it across the first two.
"The holiness in this item waits for hands of holiness to touch it once more, but that is not enough to bring its power back to life. You must place the symbol on the throne of an ancient king. Castle Ravenloft was once the seat of a kingdom..."
Deck Draws


Can the cards tell us of guildmates who ventured into the church of Barovia to investigate before we arrived?
She draws a card: The Lovers.
"Two impatient fools, too eager to prove themselves and rush headlong into danger."
She draws a card and covers The Lovers.
"Headstrong and impetuous, no pleading could dissuade them. It would seem that people tried to warn them, perhaps suggested they come see me first..."
She draws a second card, covering the first two.
"This card will tell us of their fate. Dark and terrible, they have failed in their endeavors and now rest amid the soil's embrace. I am sorry, but your friends did not survive..."
At this, Ashlyn looks distressed...
Deck Draws


Rolls
Diplomacy Aid Another (Still with +2 Bonus?) - (1d20+10)
(10) + 10 = 20
"That creature is a cause of death, death which walks the street of Barovia. Death leads to death, all stemming from a first death."
She then flips another card, covering The Devil.
"You must an end to the blasphemy of the death that refused to die, but that will not stop the plague. The lord of the castle is the source of it all. The cards speak of a powerful creature, anathema to life, which is created from the corpse of a relative... Whatever it is, Strahd had a hand in this!"
She flips a second card, crossing the first two with it.
"To end the plague of death, you must end its source. The village church is desecrated by the first blasphemy. The castle is ruled by the greater one. Yes, it is exactly as I thought..."
Deck Draws


Brother Silversmith, do you not seek the Sunsword? Perhaps Madam Eva's divinations can help us to find it, as well?
"Oh yes, with the news of my friends' demise, I almost forgotten about it myself. I had also originally come here to seek it but brother Darren needs it for some great undead threat outside this valley and I swore to help him find it."
She then turns a card: Judgement.
"What you seek is a blade of light, a weapon of vengeance."
She draws another card and covers Judgement.
"Seek it in an old place, one near the setting sun that predates the evil that has come on this land. This card speaks of the past—an ancient past beyond that even of Count Strahd and his family. In the west there is a remnant of this past, west of the crossroads. Seek it there."
She then draws a second card, pacing it across the previous two.
"The sword's light sleeps. To wake it, bring it into the heart of darkness. Take it to the home of the caste's lord, his source of life. You should seek the crypts in the deepest recesses of the castle."
Deck Draws


"A young adventurous heart, but he has left a heart at home. He came here looking for wolves, but something else found him first."
She then draws a card to cover The Fool.
"Though love has died, it is by love's symbol that you will find him. It seems the man has died, however you should be able to identify his remains by his wedding ring."
She draws a second card, crossing the first two.
"Something needs to be returned. It is a key that can open many doors. It would seem his wife is well connected. Bringing her back her husband's wedding ring would put you in very good standing with some merchants."
Deck Draws


"Ill gotten gains and a dwarven greed."
She draws a card and places it over The Chariot. She stares at it for a moment before clearing her throat.
"Seek stolen fortune at the camp of the travellers of the mists. It would seem this card speaks of people who can easily move about. People who have the ability to leave and enter the valley at will despite of the mist."
She draws a second card, putting it across the first two. Again pausing before answering...
"It lays in a movable dwelling near moving water. This card speaks of some sort of dwelling, perhaps a tent or a wagon, something nomadic people use, which currently lies a body of water."
Deck Draws


Shaking his head, he bows it respectfully to the seer. "Madam Eva, thank you for aiding us with your wisdom. Truly, the stories do you no justice...and your cards must truly be blessed by Pharasma, to divine so much. Is there anything I can do for you and your Vistani before we depart?"
"How DARE YOU call us dwarves greedy? When YOU are living with THIEVES? Now, I'll let you have the benefit of the doubt, but ye should have a talk to yer people, and make sure the blackguards give those wares back, or they shall be sorry they ever crossed a paladin of Torag! YOU KNOW what I be capable of! Look at those cards and see their futures! If there be any!"
Rolls
Diplomacy - (1d20+8)
(3) + 8 = 11
"BROTHER DURGRIM! That is enough, Hammer of Torag! This woman and her people are not our enemy, and she has done much to aid us in our mission! Your quarrel is not with her, but with the ones who have taken that which do not belong to them. Stay your hand and calm yourself, please."
The guards at the tent are not taking action, but they are still tense with their hands on their hilt, ready for trouble, and seem far more irritated by the constant prodding than Madam Eva does...
"I'm not entirely sure I understand the plan. We head back the the village and then what?"
Rolls
Ashlyn's Perception - (1d20+2)
(16) + 2 = 18
Something
Something
Something
Something
Something
Something
Something
Something
Rolls
Ujjaya's Perception - (1d20+14)
(9) + 14 = 23
He keeps an eye out for more wandering floating skulls, or demonic chickens, or what have you.
Rolls
Perception - (1d20+10)
(7) + 10 = 17
Rolls
Perception - (1d20+4)
(12) + 4 = 16
He takes a scrap from a ration and holds it out to the animals.
Come here boy.
Rolls
handle animal - (1d20+6)
(1) + 6 = 7
Rolls
Sense Motive - (1d20+1)
(14) + 1 = 15
Rolls
Sense Motive - (1d20+6)
(13) + 6 = 19
"Master Bildrath, if you would please open your store for just a moment, my companions and I wish to resupply before continuing our mission."
Rolls
Diplomacy - (1d20+8)
(15) + 8 = 23
Rolls
aid another - (1d20)
(12) = 12
"By the gods, are you crazy!? There are things walking the streets out there! Things which should be dead but are still walking! I am not risking letting the infection inside my shop!"
Rolls
Diplomacy - (1d20+8)
(15) + 8 = 23
Roland backs his hackbutt away from the door. Then he makes quite a show of reaching into his handy haver sack and pulling one of his kegs of black powder out. He then takes his powder horn and begins pouring a trail of powder from where he is standing to the door of the shop, followed by putting the entire keg of black powder in front of the door. (still in the keg with the trail there to light it). He then reaches back into his haversack and pulls out a tinder twig.
Shopkeep, your cowardice is endangering the lives of the entire village and those sworn to protect it. You are breaking the code of decency for all living being by aiding the undead in your refusal to help those that would save the town. So as i see it you have two choices, either open the doors and allow us to resupply, or i label you an enemy of the light bringers and the living, blow the doors off of your establishment, and commandeer the equipment we need to save the town. The choice is yours.
Rolls
Intimidate - (1d20+6)
(4) + 6 = 10
"If you want wares then get rid of the undead menace, I am not risking an attack while I leave my doors unlocked while you take your sweet time perusing my wares!"
Then as he hears Roland's threat.
"What? You would not dare! What if a splinter hits an innocent bystander? You're bluffing! Now leave me alone before I send Perrywimple out to give you a beating!"
Then you gather the items we need, and send Perrywimple out to deliver them, and we will give him the gold for the goods.
However, know this: we all travel far and wide to cleanse the world of undead threats. If you do not do business with us now, then I promise you, I will do all in my power to see to it that you never see another good piece again. And I'll prepare to heal any bystanders that might be harmed by Roland's rather uncouth method of opening a door...
Rolls
Diplomacy - (1d20+8)
(13) + 8 = 21
Rolls
Disable Device (Pick locks) - (1d20+15)
(20) + 15 = 35
Stealth - (1d20+15)
(20) + 15 = 35
"What the... ? A thief? A Strix thief! Fine company you keep there... Hmm, fine, since you managed to open my store door, might as well come in and see what I have for sale..."
The smaller man turns and runs into the larger man who was staying a bit too close behind, and then slaps the larger man a few time....
"Get out of my way you dumb oaf! Don't you see we have customers? Go to the storeroom and be ready to bring out whatever those people need! Git! Git!"
He then shoos the larger man away...
Thank you, Master Bildrath, for seeing reason. Your aid in ridding village of its undead plague is greatly appreciated. Brothers and sisters, let's resupply before we head to the church.
In addition to gold, he offers up the Wands of Prestidigitation and Message.
Selling: Wand of Prestidigitation, Wand of Message: +375 GP
Buying: 5 vials Holy Water: 50 GP each, -250 GP
6 potions CLW: 100 GP each, -600 GP
1 scroll Owl's Wisdom: -300 GP
1 scroll Fox's Cunning: -300 GP
Quiver of arrows: -2 GP
Remaining GP: 313 GP
Weiryn will purchase all of this, taking five of the arrows and placing them in his pack before handing the rest to Ujjaya. Before leaving the store, he turns to Bildrath. "Remember, Bildrath. All who live must face her judgement."
Edit: Roland gets jack and shit, he is broke.
Besides, Veroth's way saves me some magical healing."
I'd like:
2 Potions of Cure Light Wounds: 200g
2 Potions of Hide from Undead: 200g
1 Quiver of arrows: 2g
Remaining: 91g
Durgrim is not planning to hide from undead himself, but it may save someone down the line, who knows.
I know Ujjaya just got a shitton of arrows, but can you ever have enough?
"Now. Where to next?"
Almost forgot. Let's buy another weeks rations.
7x trail rations: 7g
New total: 84g
I've got a few theories on that...none of them are good.
Rolls
Intelligence (Let my theories hold water...) - (1d20+3)
(6) + 3 = 9
Starting money: 1797 g, 2 s, 5 c
Longsword: 30 g
Healer's Kit: 200 gp
Ending money: 1567 g, 2 s, 5 c
Rolls
Spellcraft - (1d20+12)
(5) + 12 = 17
He then takes the necklace from Darren and examine it via detect magic. The necklace is indeed magical and radiates a faint aura of conjuration (healing), however, he fails to discern the function of the necklace.
"Roland, you were right. This necklace does seem to have some healing properties. Unfortunately, I can't say for certain what those properties are, or how to activate it. Once we rest, I'll take a closer look at it and see what there is to be seen."
Just as Ashlyn says those words, you hear distant howls of wolves. By the sound of it, they seem to originate from outside town, sown the rood you tok to leave the village and come back. Seems that your worgs friends are back, but not entering the village...
Rolls
Perception - (1d20+10)
(1) + 10 = 11
Roland takes out his notes from the vistani camp and starts going over what he was told about the monster at the church.
Rolls
knowledge local - (1d20+6)
(20) + 6 = 26
That being said, I have no problem asking Sir Urik for his aid in this endeavor, if he is so willing. I believe he mentioned investigating the church himself...
Rolls
Knowledge (Arcana or Religion, both have the same modifier) - (1d20+12)
(16) + 12 = 28
You think that the 8 of you might have a chance against it, depending on what else is there...
I think I know what we'll be up against... he says before explaining about blasphemes.
Brother Silversmith, if you are on the front lines in this fight, you should wear that necklace.
Edit: Oh, nevermind, I see you were talking to Darren and not Durgrim... D'oh!
Brother Durgrim and Sister Ashlyn, the two of you will serve as our front line going into the church. Veroth, you should stick to the skies and serve as a scout, keeping a look out for anything that may be lurking in the dark.
Sir Urik, you and I will serve as healers and support, if you are amenable to the idea. Brother Silversmith will back up Ashlyn and Durgrim, providing the support of the light. Brothers Roland and Ujjaya will unleash from their bow and firearms. If we work together, we will cleanse this holy temple of the scourge and alleviate many of the problems plaguing this village.
If this plan is agreeable to everyone, I suggest we all make preparations for battle, and make our way to the church.
When you're ready to go, Veroth can roll me a Stealth and Perception checks.
Before entering the church, Weiryn will cast the spells from the scrolls he bought from Bildrath. I needs me some stronger DCs
When the others are ready, he will fly ahead slowly, keeping within sight of the group, but far enough to hopefully guide them around any danger.
Rolls
Stealth roll for the appropriate time - (1d20+15)
(20) + 15 = 35
Perception roll for the appropriate time - (1d20+10)
(10) + 10 = 20
"I ain’t eaten fresh in a week or more—I’m famished!"
"What about these here, then?"
"I said fresh, didn’t I? These rotting buggers ain’t much better then I’d turn up in my barrow."
"I don’t know, they’re better than a dry bone any night."
"Yah. Enough with the jawing. Let’s have at it."
At this moment, he will see gaunt creatures come out of some nearby houses and attack the zombies.
You can place the party behind the doted lines, except Veroth who can places himself where he wants at least 20 feet away of the dead horse.
Oh, and roll initiative.
Rolls
Ashlyn's initiative
Sir Urik's initiative
Zombies
? creatures
Rolls
Initiative - (1d20+8)
(15) + 8 = 23
Rolls
Initiative - (1d20+1)
(1) + 1 = 2
Rolls
Initiative - (1d20+6)
(7) + 6 = 13
Initiative
25 Ujjaya
23 Veroth
22 Darren
17 ?
14 Sir Urik
13 Roland
9 Ashlyn
3 Durgrim
2 Weiryn
2 Zombies
Combat Map.
Special Conditions:
Mist is ever present in the streets and limits vision. Beyond 30 feet, creatures have concealment (20% miss chance).
Rolls
1st arrow - (1d20+9, 1d8+3)
1d20+9 : (3) + 9 = 12
1d8+3 : (5) + 3 = 8
2nd arrow - (1d20+9, 1d8+3)
1d20+9 : (17) + 9 = 26
1d8+3 : (2) + 3 = 5
3rd arrow - (1d20+4, 1d8+3)
1d20+4 : (20) + 4 = 24
1d8+3 : (1) + 3 = 4
3rd arrow crit. confirmation. - (1d20+4, 2d8+6)
1d20+4 : (1) + 4 = 5
2d8+6 : (16) + 6 = 13
Veroth is up next!
Rolls
Shortbow - (1d20+11, 1d6+3)
1d20+11 : (18) + 11 = 29
1d6+3 : (2) + 3 = 5
Darren is up.
Rolls
Power attack - (1d20+10, 1d8+10)
1d20+10 : (20) + 10 = 30
1d8+10 : (3) + 10 = 13
Confirmation Roll - (1d20+10)
(2) + 10 = 12
Extra crit damage (x3 crit mod) - (2d8+20)
(48) + 20 = 32
Darren rushes in and smashes the first zombie he can reach, scoring a solid hit on the leg. The zombie buckles slightly, his resistant to non-slashing damage helping it absorb part of the blow and not falling down. It stops it's meal of the horse and turns to quizzically observe Darren before reaching toward him and opening it's jaw...
It is now the unknow creature's turn.
All of the creature's bite miss.
Sir Urik is up.
Rolls
1st creature bite
2nd creature bite
3rd creature bite
Roland is up next.
Rolls
Creature's Will save
Sir Urik Power Attack
Rolls
Shots - (1d20+9, 1d20+9)
1d20+9 : (1) + 9 = 10
1d20+9 : (20) + 9 = 29
Damage - (2d12+4, 2d12+4)
2d12+4 : (43) + 4 = 11
2d12+4 : (62) + 4 = 12
Rolls
Confirm - (1d20+4)
(19) + 4 = 23
Rolls
fumble confirmation - (1d20+9)
(5) + 9 = 14
Rolls
Critical damage - (8d12)
(117111011327) = 62
With one barrel of his hackbutt jamming, the other let out an infernal explosion as pellets shred the creature to bits, showering Darren with stinking blood and bits of viscera.
Ashlyn is up next.
She sadly misses her attack.
Durgrim is up next.
Rolls
Ashlyn's attack (Power Attack) - (1d20+7, 1d8+7)
1d20+7 : (6) + 7 = 13
1d8+7 : (5) + 7 = 12
Rolls
Attack (hit, weapon damage, electric damage) - (1d20+12, 2d6+12, 1d6)
1d20+12 : (18) + 12 = 30
2d6+12 : (55) + 12 = 22
1d6 : (6) = 6
Weiryn is up.
Rolls
Disrupt Undead (Ranged Touch Attack) - (1d20+4, 1d6+6)
1d20+4 : (4) + 4 = 8
1d6+6 : (2) + 6 = 8
The zombies will shamble towards the group, with 3 of them attacking Darren (one with flanking), and a last one on Weiryn.
The three zombies on Darren miss, though one comes rather close to hitting him, however the one on Weiryn hits for 5 damage and a Fort save.
Second round of combat.
Initiative
25 Ujjaya
23 Veroth
22 Darren
17 ?
14 Sir Urik
13 Roland
9 Ashlyn
3 Durgrim
2 Weiryn
2 Zombies
Combat Map.
Special Conditions:
Mist is ever present in the streets and limits vision. Beyond 30 feet, creatures have concealment (20% miss chance).
New round, Ujjaya is up.
Rolls
1st zombie, Darren (flanking)
2nd zombie, Darren
3rd zombie, Darren
4th zombie, Weiryn
I'm unable to see the map so not sure what I'm shooting at and whether Point Blank Shot will come into play, but below are my attack rolls. Prioritizing the unknown creatures over the zombies.
• Flurry of Blows: 3 arrows
• Perfect Strike: 6/day, must declare before rolling, once/round, as part of attack; roll two d20s for one bowshot.
• Deadly Aim: -2 attack, +4 damage.
• Improved Precise Shot: Ignore anything less than total cover or concealment.
Rolls
Arrow #1, damage - (1d20+9, 1d8+9)
1d20+9 : (17) + 9 = 26
1d8+9 : (6) + 9 = 15
Arrow #2, damage - (1d20+9, 1d8+9)
1d20+9 : (16) + 9 = 25
1d8+9 : (3) + 9 = 12
Arrow #3, Perfect Strike, damage - (1d20+8, 1d20+8, 1d8+9)
1d20+8 : (17) + 8 = 25
1d20+8 : (19) + 8 = 27
1d8+9 : (4) + 9 = 13
Rolls
Flanking sneak attack with a regular dagger - (1d20+13, 1d4+2)
1d20+13 : (17) + 13 = 30
1d4+2 : (2) + 2 = 4
Sneak Attack damage, if applicable - (3d6)
(224) = 8
Darren is up.
Power Attack: -2 to hit, +4 damage
Cleave: Take a -2 to AC, if I hit the first enemy I get to make an attack against an adjacent enemy
Cleaving Finish: If I kill an enemy, I get to make a free attack against an adjacent enemy.
Rolls
Attack 1 - (1d20+8, 1d8+10)
1d20+8 : (5) + 8 = 13
1d8+10 : (8) + 10 = 18
Cleave - (1d20+8, 1d8+10)
1d20+8 : (12) + 8 = 20
1d8+10 : (3) + 10 = 13
Cleaving Finish - (1d20+8, 1d8+10)
1d20+8 : (13) + 8 = 21
1d8+10 : (3) + 10 = 13
Having failed to hit Darren last round, the creature will seek a new target hoping it to be "softer" than Darren. It will move and attack Veroth (Darren can take an attack of opportunity on it).
Well, whatever the result of Darren's attack, it will have missed...
Rolls
Creature's attack
Rolls
AoO - (1d20+8, 1d8+10)
1d20+8 : (2) + 8 = 10
1d8+10 : (4) + 10 = 14
Sir Urik will come to the air of Weiryn, sending his crow, as a swift action to harry the zombie attacking Weiryn.
The zombie makes its save. Sir Urik will attack it twice with full Power Attack... and misses...
Rolls
Zombie's Will save
Sir Urik 1st attack (Power Attack)
Sir Urik 2nd attack (Power Attack)
Her first attack hits, inflicting some damage on the corpse.
Durgrim is up next.
Rolls
Ashlyn 1st attack
Ashlyn 2nd attack
Rolls
Full attack (attack one, to hit, weapon damage, electricity) - (1d20+12, 2d6+6, 1d6)
1d20+12 : (9) + 12 = 21
2d6+6 : (24) + 6 = 12
1d6 : (2) = 2
Full attack (attack two, to hit, weapon damage, electricity) - (1d20+7, 2d6+6, 1d6)
1d20+7 : (18) + 7 = 25
2d6+6 : (53) + 6 = 14
1d6 : (3) = 3
Weiryn is up!
Rolls
Channel Positive Energy (Harm Undead) - (2d6)
(34) = 7
Zombies' turn.
The 3 zombies around Darren will continue to attack him (Darren's AC is what, 21 now?), and the one in front of Durgrim will attack Durgrim, having lost interest in Weiryn...
Two zombies will manage to hid Darren for a total of 10 points of damage (rolled higher than your regular AC), one zombie attacking Darren will have fallen on the ground, and the zombie attacking Durgrim will have hit him for 6 damage. Darren must make 2 Fort saves.
Rolls
Creature's Will save
1st zombie's Will save
2nd zombie's Will save
3rd zombie's Will save
4th zombie's Will save
1st zombie on Darren
2nd zombie on Darren
3rd zombie on Darren
4th zombie on Durgrim
2nd zombie critical miss confirmation roll
Third round of combat.
Initiative
25 Ujjaya
23 Veroth
22 Darren
17 ?
14 Sir Urik
13 Roland
11 ??
9 Ashlyn
3 Durgrim
2 Weiryn
2 Zombies
Combat Map.
Special Conditions:
Mist is ever present in the streets and limits vision. Beyond 30 feet, creatures have concealment (20% miss chance).
Darren and Weiryn are sickened (-2 on attack rolls, weapon damage rolls, saves, skills, ability checks).
The purple zombie in j5 is prone (-4 melee attack, cannot use ranged except crossbows, +4 AC vs. ranged, -4 AC vs. melee).
New round, Ujjaya is up.
Rolls
??'s initiative
Rolls
Fort Save 1 - (1d20+8)
(2) + 8 = 10
Fort Save 2 - (1d20+8)
(13) + 8 = 21
I'm unable to see the map so not sure what I'm shooting at and whether Point Blank Shot will come into play, but below are my attack rolls. Prioritizing the unknown creature over the zombies.
• Flurry of Blows: 3 arrows
• Perfect Strike: 6/day, must declare before rolling, once/round, as part of attack; roll two d20s for one bowshot.
• Deadly Aim: -2 attack, +4 damage.
• Improved Precise Shot: Ignore anything less than total cover or concealment.
Rolls
Arrow #1, damage - (1d20+9, 1d8+9)
1d20+9 : (15) + 9 = 24
1d8+9 : (5) + 9 = 14
Arrow #2, damage - (1d20+9, 1d8+9)
1d20+9 : (15) + 9 = 24
1d8+9 : (7) + 9 = 16
Arrow #3, Perfect Strike, damage - (1d20+8, 1d20+8, 1d8+9)
1d20+8 : (18) + 8 = 26
1d20+8 : (3) + 8 = 11
1d8+9 : (7) + 9 = 16
Edit: wow, are you shitting me RGN?
Veroth is up next.
Rolls
Hard to Kill
Hard to Kill
Hard to Kill
Rolls
Dagger - (1d20+13, 1d4+2)
1d20+13 : (4) + 13 = 17
1d4+2 : (2) + 2 = 4
Sneak Attack damage, if applicable - (3d6)
(421) = 7
Power Attack: -2 to hit, +4 damage
Sickened: -2 attack and damage
Cleave: Take a -2 to AC, if I hit the first enemy I get to make an attack against an adjacent enemy
Cleaving Finish: If I kill an enemy, I get to make a free attack against an adjacent enemy.
EDIT: Damn you, RNG!
Rolls
Attack - (1d20+6, 1d8+8)
1d20+6 : (2) + 6 = 8
1d8+8 : (1) + 8 = 9
Cleave - (1d20+6, 1d8+8)
1d20+6 : (11) + 6 = 17
1d8+8 : (8) + 8 = 16
Cleaving Finish - (1d20+6, 1d8+8)
1d20+6 : (4) + 6 = 10
1d8+8 : (4) + 8 = 12
For his part, Darren misses again. Damn, missing a prone and flanked zombie like that, the disease must be messing with him something fierce...
It is now the creature's turn.
Rolls
Hard to Kill
The bit misses, however both claws hit for 9 and 8 points of damage. Veroth must now make 2 Fort saves.
Rolls
Creature's bite (flank)
Creature's 1st claw (flank)
Creature's 2nd claw (flank)
Rolls
Fortitude saves - (1d20+4, 1d20+4)
1d20+4 : (13) + 4 = 17
1d20+4 : (20) + 4 = 24
He'll take a 5-foot step so he can attack another monster should he drop one on his first attack... speaking of which, he'll send his celestial raven bother another undead. That zombie (i7) is harried and is at -1 AC for 1 round. Sir Urik will put some (not all) Power Attack on his attacks.
Sir Urik's first attack will miss (really RNG?), but his second attack will finally destroy the zombie which had bothered Weiryn.
Roland is up next!
Rolls
Zombie's Will save
Sir Urik's 1st attack (Power Attack)
Sir Urik's 2nd attack (Power Attack)
Hard to Kill
Rolls
attack 1 - (1d20+8)
(17) + 8 = 25
attack 2 - (1d20+3)
(5) + 3 = 8
damage 1 - (2d12+4)
(312) + 4 = 19
damage 2 - (2d12+4)
(63) + 4 = 13
The two frenzied rodent-looking creatures approache Veroth and attack him.
Rolls
1st creature claw
2nd creature claw
2nd creature fumble confirmation roll
Ashlyn will attempt to finish off the prone zombie, if only so that Veroth will no longer be flanked... She'll be putting some Power Attack in her attacks.
Durgrim is up!
Rolls
1st attack (Power Attack)
2nd attack (Power Attack)
Hard to Kill
Rolls
Attack J3 (attack, weapon damage, electric damage) - (1d20+12, 2d6+6, 1d6)
1d20+12 : (12) + 12 = 24
2d6+6 : (45) + 6 = 15
1d6 : (5) = 5
(regardless of the AoO) Durgrim will smash his hammer hard on the creature, wounding it greatly, however, it is still standing up, albeit, barely...
Rolls
Zombie's attack of opportunity on Durgrim
Rolls
Channel Positive Energy (Harm Undead) - (2d8)
(85) = 13
Rolls
Creature's Will save
1st zombie's Will save
2nd zombie's Will save
3rd zombie's Will save
Hard to kill
Hard to Kill
Only 1 zombie will manage to strike Darren for 5 points of damage.
Rolls
1st zombie's attack on Darren
2nd zombie (prone) on Darren
3rd zombie on Sir Urik
Initiative
25 Ujjaya
23 Veroth
22 Darren
14 Sir Urik
13 Roland
11 ??
9 Ashlyn
3 Durgrim
2 Weiryn
2 Zombies
Combat Map.
Special Conditions:
Mist is ever present in the streets and limits vision. Beyond 30 feet, creatures have concealment (20% miss chance).
Darren and Weiryn are sickened (-2 on attack rolls, weapon damage rolls, saves, skills, ability checks).
The purple zombie in j5 and the feral creature in i3 are both prone (-4 melee attack, cannot use ranged except crossbows, +4 AC vs. ranged, -4 AC vs. melee).
New round, Ujjaya is up.
• Flurry of Blows: 3 arrows
• Primary target: i7
• Secondary target: i5
• Perfect Strike: 6/day, must declare before rolling, once/round, as part of attack; roll two d20s for one bowshot.
• Deadly Aim: -2 attack, +4 damage.
• Improved Precise Shot: Ignore anything less than total cover or concealment.
Rolls
Arrow #1, damage - (1d20+9, 1d8+9)
1d20+9 : (6) + 9 = 15
1d8+9 : (2) + 9 = 11
Arrow #2, damage - (1d20+9, 1d8+9)
1d20+9 : (16) + 9 = 25
1d8+9 : (2) + 9 = 11
Arrow #3, Perfect Strike, damage - (1d20+8, 1d20+8, 1d8+9)
1d20+8 : (6) + 8 = 14
1d20+8 : (17) + 8 = 25
1d8+9 : (4) + 9 = 13
Veroth is up next.
Rolls
Acrobatics to avoid AOO (I3, I4, I5, J5) - (1d20+15)
(1) + 15 = 16
Dagger to I5 - (1d20+11, 1d4+2)
1d20+11 : (5) + 11 = 16
1d4+2 : (3) + 2 = 5
Sneak Attack damage, if applicable - (3d6)
(642) = 12
Power Attack: -2 to hit, +4 damage
Sickened: -2 attack and damage
Cleave: Take a -2 to AC, if I hit the first enemy I get to make an attack against an adjacent enemy
Cleaving Finish: If I kill an enemy, I get to make a free attack against an adjacent enemy.
EDIT: Oh dear God...
Rolls
Attack! - (1d20+6, 1d8+8)
1d20+6 : (5) + 6 = 11
1d8+8 : (1) + 8 = 9
Cleave! - (1d20+6, 1d8+8)
1d20+6 : (10) + 6 = 16
1d8+8 : (5) + 8 = 13
Cleaving Finish! - (1d20+6, 1d8+8)
1d20+6 : (12) + 6 = 18
1d8+8 : (2) + 8 = 10
Rolls
Feral creature (prone) Attack of opportunity
Feral creature Attack of opportunity
Zombie Attack of opportunity
Zombie (prone) Attack of opportunity
Hard to Kill
So Sir Urik will attack (P i7, S j5) without any Power Attack. He seems to have missed a lot lately and wants to make sure to hit... and of course he misses all of them... why should I expect any differently form the most powerful character in the group? Silly me...
Roland is up next.
Rolls
Zombie Will save
Sir Urik 1st attack
Sir Urik 2nd attack
Rolls
Creature standing up from prone (if it does not die)
Second creature's first claw attack
Second creature's second claw attack
Second's creature's bite
Rolls
Dagger - (1d20+11, 1d4+2)
1d20+11 : (2) + 11 = 13
1d4+2 : (1) + 2 = 3
She managed to finally destroy it on her first attack, so that second attack got wasted...
Durgrim is up!
Rolls
Ashlyn's 1st attack
Ashlyn's 2nd attack
Hard to Kill
Hard to Kill
Rolls
Attack 1 (to hit, weapon damage, electric damage) - (1d20+10, 2d6+10, 1d6)
1d20+10 : (4) + 10 = 14
2d6+10 : (11) + 10 = 12
1d6 : (2) = 2
Attack 2 (to hit, weapon damage, electric damage) - (1d20+5, 2d6+10, 1d6)
1d20+5 : (7) + 5 = 12
2d6+10 : (66) + 10 = 22
1d6 : (4) = 4
Weiryn is up next!
Rolls
Melee Touch Attack (Cure Light Wounds) - (1d20+3, 1d8+5)
1d20+3 : (14) + 3 = 17
1d8+5 : (1) + 5 = 6
Fifth round of combat.
Initiative
25 Ujjaya
23 Veroth
22 Darren
14 Sir Urik
13 Roland
11 ??
9 Ashlyn
3 Durgrim
2 Weiryn
Combat Map.
Special Conditions:
Mist is ever present in the streets and limits vision. Beyond 30 feet, creatures have concealment (20% miss chance).
Darren and Weiryn are sickened (-2 on attack rolls, weapon damage rolls, saves, skills, ability checks).
New round, Ujjaya is up.
Rolls
Hard to Kill
• Flurry of Blows: 3 arrows
• Deadly Aim: -2 attack, +4 damage.
• Improved Precise Shot: Ignore anything less than total cover or concealment.
Rolls
Arrow #1, damage - (1d20+9, 1d8+9)
1d20+9 : (14) + 9 = 23
1d8+9 : (4) + 9 = 13
Arrow #2, damage - (1d20+9, 1d8+9)
1d20+9 : (7) + 9 = 16
1d8+9 : (5) + 9 = 14
Arrow #3, damage - (1d20+8, 1d8+9)
1d20+8 : (20) + 8 = 28
1d8+9 : (2) + 9 = 11
Critical damage - (1d8+9)
(1) + 9 = 10
Rolls
Cure Moderate Wounds - (2d8+3)
(44) + 3 = 11
Wow, another 11 points.
Rolls
Lay on hands - (2d6)
(56) = 11
Victory!
You each gain 742 XP.
Durrim lays a hand on Darrens shoulder, closing his eyes and mutters a prayer to Torag. "May your inner forge purge the sickness from yer bones, brother"
Also, Durgrim will use his Detect Undead ability to sense for nearby foes.
Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Trapfinding: +3 to Perception to find/disable traps.
Rolls
Perception (general, not traps) - (1d20+10)
(2) + 10 = 12
Durgrim's detect undead doesn't register anything?
He looks grimly at his companions, and gestures to the entrance of the church with the Foehammer. "Shall we, Brothers? I'll go first if ye don't mind. Me hammer yearns to crush some filth beneath it." A grin forms under the great beard of the Dwarf, as he walks towards the entrance.
You can place your characters on the map, inside or outside the church, below the dotted line.
Rolls
Initiative - (1d20+1)
(4) + 1 = 5
Rolls
Ashlyn Initiative
Sir Urik initiative
?
??
???
Rolls
Initiative - (1d20+1)
(14) + 1 = 15
Initiative
25 Darren
24 Veroth
23 ??
22 Ujjaya
16 Roland
16 ???
15 Wriyn
15 Sir Urik
8 ?
5 Durgrim
2 Ashlyn
Combat Map
Conditions
The inside of the church is lit only dimly by candles. Treat this as shadowy illumination: Creatures have concealment (20% miss chance) and can attempt Stealth checks.
So Darren is up.
Rolls
Perception - (1d20+8)
(3) + 8 = 11
Veroth is up next.
Rolls
Stealth - (1d20+15)
(4) + 15 = 19
Perception - (1d20+10)
(5) + 10 = 15
Now something else will act...
Both will cast at teh party, although on will have to make a combat casting check as it did not expect to see someone on the other side of the door...
The creature miss its check, so only one spell will go off. Everyone except Darren and Veroth who will be outside the area of effect need to make a Fortitude save as a cacophony of sound explodes amidst the group (everyone except Darren and Veroth takes 14 sonic damage).
Rolls
Green creature's combat casting check.
Spell damage
Ashlyn's Fort save
Sir Urik's Fort save
Creature's roll to bypass Hurrn's SR
Rolls
Fortitude save - (1d20+7)
(4) + 7 = 11
Rolls
Fortitude save - (1d20+13)
(6) + 13 = 19
Rolls
Mad man's CL check (and Wis check in case of failure).
His eyes narrow at the mention of "my son". "If your son has passed, then he deserves to rest! Leave him be, and let Pharasma send him to his rightful reward! Do not create anymore of these abominations!"
Sir Urik is stunned, so it's the zombie's turn.
Rolls
"magical zombies'" Will save
Zombies' Will save
????' Will save
Both of those attacks miss. Durgrim is up next.
Rolls
1st zombie attack Sir Urik
2nd zombie attack Ashlyn (cover)
Rolls
Foegrinder w/ Power attack (attack, weapon damage, electiricty) - (1d20+10, 2d6+10, 1d6)
1d20+10 : (18) + 10 = 28
2d6+10 : (11) + 10 = 12
1d6 : (2) = 2
Ashily is up next, and seeing the other "magical zombie" is panicked and turned to run, she decides not to wast her attacks on it and instead attack the zombie from around the corner as she's loathe to leave alone all those stunned people in the party.
I realized that Durgrim forgot to roll his 20% miss chance because of the lighting condition within the church, but you know, you went during the day (and I think the encounter is meant to be ran at night), and those big double door are wide open letting light in, so I'll say that as long as you're between the alcoves, there's enough light to attack normally. But anyone not between the alcoves should remember to roll that 20% miss chance...
Second round of combat.
Initiative
25 Darren
24 Veroth
23 "magic zombies" (initiative at which stun stops)
22 Ujjaya
16 Roland
16 Madman (Danovich?)
15 Wriyn
15 Sir Urik
8 Zombies
5 Durgrim
2 Ashlyn
Combat Map
Conditions
The inside of the church is lit only dimly by candles. Treat this as shadowy illumination: Creatures have concealment (20% miss chance) and can attempt Stealth checks.
Sir Urik, Roland, and Ujjaya are stunned (drops anything held, cannot take actions, takes -2 to AC and loses Dex to AC, attackers receive +4 to attack rolls to perform combat maneuvers on stunned opponent).
So Darren is up.
Rolls
Ashlyn's attack (cover)
Rolls
Acrobatics to avoid AOO (f7, f9) - (1d20+15)
(10) + 15 = 25
dagger to the squishy bits, with flanking - (1d20+13, 1d4+2)
1d20+13 : (20) + 13 = 33
1d4+2 : (4) + 2 = 6
Sneak Attack damage, if applicable - (3d6)
(542) = 11
Confirm critical - (1d20+13)
(16) + 13 = 29
It will step back and shoot two magic missiles at Durgrim (6 points of damage).
Ujjaya is up next (do not forget he dropped his bow from being stunned...)
Rolls
Magic missile damage - (2d4+2)
(31) + 2 = 6
It will step back and shoot two magic missiles at Durgrim (6 points of damage).
Ujjaya is up next (do not forget he dropped his bow from being stunned...)
• Flurry of Blows: 3 arrows.
• 1st target: Urik's foe. 2nd: Zombie in doorway to northwest room.
• Deadly Aim: -2 attack, +4 damage.
• Improved Precise Shot: Ignore anything less than total cover or concealment.
Rolls
Arrow #1, damage - (1d20+9, 1d8+9)
1d20+9 : (9) + 9 = 18
1d8+9 : (1) + 9 = 10
Arrow #2, damage - (1d20+9, 1d8+9)
1d20+9 : (8) + 9 = 17
1d8+9 : (6) + 9 = 15
Arrow #3, damage - (1d20+8, 1d8+9)
1d20+8 : (18) + 8 = 26
1d8+9 : (8) + 9 = 17
Rolls
"Magic zombie's" Concentration check
Roland is up next (his pistols are on the ground at his feet).
Okay, he succeeds both checks which is really bad news for Darren... So he'll to a touch attack (I'll also roll damage in advance).
Okay, he missed, but he still has his charge.
Weiryn is up next.
Rolls
Concentration check
Caster level check (and Wis check in case of failure)
Touch attack (20% miss chance)
Damage for ?
Rolls
Scorching Ray (Ranged Touch Attack) - (1d20+4, 4d6)
1d20+4 : (20) + 4 = 24
4d6 : (5126) = 14
Confirming critical? Please? - (1d20+4)
(4) + 4 = 8
Caster Level Check (Just in Case) - (1d20+3)
(7) + 3 = 10
Sir Urik will then pick up his sword and shield as two move actions (one for each) which will provoke an attack of opportunity from the zombie next to him. As a swift action, he will then send his celestial crow to harry this zombie.
Sir Urik takes another 5 points of damage and the zombie is not harried. And it is the zombies' turn.
Rolls
Zombie's attack of opportunity on Sir Urik
Zombie's Will save
None of them hit. Durgrim is up next.
Rolls
Zombie attack on Weiryn
Zombie attack on Sir Urik
Zombie attack on Veroth
Rolls
Attack I (Power attack), Normal damage, Electric damage - (1d20+10, 2d6+10, 1d6)
1d20+10 : (6) + 10 = 16
2d6+10 : (52) + 10 = 17
1d6 : (6) = 6
Attack II (Power attack), Normal damage, Electric damage - (1d20+5, 2d6+10, 1d6)
1d20+5 : (10) + 5 = 15
2d6+10 : (16) + 10 = 17
1d6 : (3) = 3
Another nice blow, but sadly, not enough to destroy the wretched thing...
Rolls
Ashlyn Power Attack
Initiative
25 Darren
24 Veroth
22 Ujjaya
16 Roland
16 Madman (Danovich?)
15 Wriyn
15 Sir Urik
8 Zombies
5 Durgrim
2 Ashlyn
Combat Map
Conditions
The inside of the church is lit only dimly by candles. Treat this as shadowy illumination: Creatures have concealment (20% miss chance) and can attempt Stealth checks.
So Darren is up.
Divine Favor: +3 attack, +3 damage (9 rounds left)
Sickened (Suppressed by Durgrim for one hour)
EDIT: Ugh, my attack rolls are always garbage, while my damage is always awesome :(
Rolls
Power Attack - (1d20+11, 1d8+13)
1d20+11 : (3) + 11 = 14
1d8+13 : (8) + 13 = 21
Concealment? - (1d100)
(68) = 68
Rolls
Acrobatics to avoid AOO (F10, G7) - (1d20+15)
(6) + 15 = 21
dagger to the squishy bits, with flanking (slashing) - (1d20+13, 1d4+2)
1d20+13 : (16) + 13 = 29
1d4+2 : (4) + 2 = 6
Sneak Attack damage, if applicable - (3d6)
(161) = 8
Ujjaya is up next.
• Flurry of Blows: 3 arrows.
• 1st target: F10.
• 2nd target: G7.
• Deadly Aim: -2 attack, +4 damage.
• Point blank (target is w/in 30ft): additional +1 to all bow attack & damage rolls.
• Improved Precise Shot: Ignore anything less than total cover or concealment.
Rolls
Arrow #1, damage - (1d20+10, 1d8+10)
1d20+10 : (15) + 10 = 25
1d8+10 : (6) + 10 = 16
Arrow #2, damage - (1d20+10, 1d8+10)
1d20+10 : (2) + 10 = 12
1d8+10 : (7) + 10 = 17
Arrow #3, damage - (1d20+9, 1d8+10)
1d20+9 : (15) + 9 = 24
1d8+10 : (2) + 10 = 12
Roland is up ext.
Using point blank shot, deadly aim, and precise shot, firing against touch ac
Rolls
attack 1 - (1d20+9, 2d12+5)
1d20+9 : (20) + 9 = 29
2d12+5 : (58) + 5 = 18
attack 2 - (1d20+4, 2d12+5)
1d20+4 : (14) + 4 = 18
2d12+5 : (65) + 5 = 16
Rolls
critical - (1d20+9, 6d12+15)
1d20+9 : (13) + 9 = 22
6d12+15 : (52711129) + 15 = 61
Rolls
miss - (1d100)
(26) = 26
Weiryn is up next.
Rolls
Cure Light Wounds (Melee Touch Attack) - (1d20+3, 1d8+3)
1d20+3 : (15) + 3 = 18
1d8+3 : (4) + 3 = 7
Edit, checked the SRD, yes.
Also, pain... Yep, I'll try to avoid typing too much...
Sir Urik will be next... eventually...
Rolls
Zombie's Will save
Sir Urik is hit for 8 points of damage.
Rolls
Zombie's attack of opportunity
Sir Urik is hit once again for 7 points of damage. The others miss. Durgrim is up.
Rolls
Zombie on Weiryn
Zombie on Sir Urik
Zombie on Ashlyn
Rolls
Attack I (to hit, damage, electricity) - (1d20+10, 2d6+10, 1d6)
1d20+10 : (8) + 10 = 18
2d6+10 : (25) + 10 = 17
1d6 : (3) = 3
Attack II (to hit, damage, electricity) - (1d20+5, 2d6+10, 1d6)
1d20+5 : (13) + 5 = 18
2d6+10 : (15) + 10 = 16
1d6 : (6) = 6
Edit: My bad, I looked at the wrong statblock. Durgrim will still managed to destroy the zombie, but on his second attack.
Rolls
Hard to Kill
Hard to Kill
Rolls
Ashlyn's attack (Power Attack)
Initiative
25 Darren
24 Veroth
22 Ujjaya
16 Roland
15 Wriyn
15 Sir Urik
8 Zombies
5 Durgrim
2 Ashlyn
Combat Map
Darren is up.
Rolls
Acrobatics to avoid AOO - (1d20+15)
(1) + 15 = 16
Dagger attack with flanking - (1d20+13, 1d4+2)
1d20+13 : (19) + 13 = 32
1d4+2 : (3) + 2 = 5
Sneak attack damage (if applicable) - (3d6)
(122) = 5
confirm critical - (1d20+13, 1d4+2)
1d20+13 : (10) + 13 = 23
1d4+2 : (3) + 2 = 5
Which zombie are you attacking?
Rolls
Zombie's Attack of Opportunity
Veroth plunges his dagger deep in the kidneys of the heavily damaged zombie... however the thing simply refuses to fall...
Ujjaya is up next.
Rolls
Hard to Kill
• Holy Strike: uunarmed strikes are good aligned vs. DR, and additional d6 damage.
Rolls
Unarmed Strike, damage, Holy damage - (1d20+6, 1d8+2, 1d6)
1d20+6 : (11) + 6 = 17
1d8+2 : (7) + 2 = 9
1d6 : (3) = 3
Ujjaya punches the zombie hard in the face, caving it's skull in, killing it. It falls crumpled on the floor between Veroth and Ashlyn.
Roland is up next.
Rolls
Hard to Kill
Roland gets into position to shoot anything coming out of the hole. Weiryn is up next.
Rolls
Disrupt Undead (Deathbane Damage applied) - (1d20+4, 1d6+3)
1d20+4 : (13) + 4 = 17
1d6+3 : (5) + 3 = 8
The zombie will not be harried this turn.
I'll also have him take a 5 foot step in case someone else wants to melee the zombie.
Rolls
Sir Urik's Lay on Hands
Zombie's Will save
It will miss. Durgrim is up next.
Rolls
Zombie's attack
Rolls
Foehammer power attack I (to hit, damage, electricity) - (1d20+10, 2d6+10, 1d6)
1d20+10 : (11) + 10 = 21
2d6+10 : (45) + 10 = 19
1d6 : (2) = 2
Foehammer power attack II (to hit, damage, electricity) - (1d20+5, 2d6+10, 1d6)
1d20+5 : (15) + 5 = 20
2d6+10 : (22) + 10 = 14
1d6 : (2) = 2
Rolls
Hard to Kill
Hard to Kill
Rolls
Ashlyn's attack
Hard to Kill
Initiative
25 Darren
24 Veroth
22 Ujjaya
16 Roland
15 Wriyn
15 Sir Urik
8 Zombies
5 Durgrim
2 Ashlyn
Combat Map
Darren is up.
Rolls
Acrobatics to avoid AOO - (1d20+15)
(13) + 15 = 28
dagger to the squishy bits, with +2 flanking, and -4 partial cover - (1d20+9, 1d4+2)
1d20+9 : (6) + 9 = 15
1d4+2 : (4) + 2 = 6
Sneak Attack damage, if applicable - (3d6)
(326) = 11
• Deadly Aim: -2 attack, +4 damage.
• Point Blank Shot.
• Improved Precise Shot.
Rolls
Arrow #1, damage - (1d20+10, 1d8+10)
1d20+10 : (3) + 10 = 13
1d8+10 : (5) + 10 = 15
Arrow #2, damage - (1d20+10, 1d8+10)
1d20+10 : (5) + 10 = 15
1d8+10 : (8) + 10 = 18
Arrow #3, damage - (1d20+9, 1d8+10)
1d20+9 : (3) + 9 = 12
1d8+10 : (2) + 10 = 12
Roland is up next.
Rolls
Wand of CLW - (1d8+1)
(7) + 1 = 8
Sir Urik will have Hurnn attempting to harry the zombie as a swift action. He will then attempt to destroy it by striking it twice. (I'll also go ahead roll Hard to Kill right away)
The zombie becomes harried, temporarily lowering its AC by 1 for this round, however, the effect is short lived as Sir Urik destroys the vile creature with his first swing.
You are now temporarily out of combat.
Rolls
Zombie's Will save
Sir Urik's 1st attack
Sir Urik's 2nd attack
Hard to Kill
Hard to Kill
Rolls
Wand of CLW - (1d8+1)
(3) + 1 = 4
Heal (Wound Assessment) - (1d20+12)
(17) + 12 = 29
Veroth will search the explored area for traps and other surprises.
Rolls
Search for traps - (1d20+13)
(20) + 13 = 33
Two things will happen.
1. Weiryn will heal Sir Urik and see that he's about at 50% of his full health right now. You assume that another 5 or 6 healing like that should top him off or nearly so.
2. Veroth will find a small hidden trapdoor in one of the four front alcoves.
There also seem to be a small alcove on the second floor, but right now Veroth does not see any ladder or rope that could be used to reach it.
He stretches out his wings and leaps, giving two hard flaps to get up to the alcove before alighting. He keeps near the edge, ready to jump, and examines the space.
Rolls
Perception - (1d20+10)
(6) + 10 = 16
Rolls
knowledge (local) - (1d20+6)
(14) + 6 = 20
On the body of the dead priest, Darren will find a scroll, his full plate, his heavy steel shield, his morningstar, and 397 gp in a pouch.
"We should hold for just a few more moments, Brother Durgrim. Veroth, if you will bring those potions to me, I'll try to see what they are before we continue."
Rolls
Wand of CLW - (1d8+1)
(5) + 1 = 6
Wand of CLW - (1d8+1)
(7) + 1 = 8
Wand of CLW - (1d8+1)
(2) + 1 = 3
Wand of CLW - (1d8+1)
(3) + 1 = 4
Wand of CLW - (1d8+1)
(6) + 1 = 7
Rolls
Perception - (1d20+10)
(8) + 10 = 18
"This will do my good friend."
As the party will be busy identifying the items and the potions, Sir Urik will make his way towards the body of the mad priest, kneeling beside it.
"I am so sorry I could not be here to save you or your son, old friend...'
He will then stand up, sorrow in his eyes, and address the closes character (probably Darren).
"Please do not be quick to judge his actions. You did not knew him like I did. He was a good man who truly cared about his congregation. He also loved his son very much... The villagers will be devastated to her that Danovich has died. Perhaps it would be better if I were to one to break the news to them. I'll tell them that Danovich succumbed to the darkness which invaded the church. In a way, it is the truth..."
Durgrim, now having time to perform the actions he wanted to do, will use his detect undead straight down and see that the overwhelming aura is almost directly under him, just a bit to the west of him.
Darren will notice that amongst the priest's equipment, the scroll is magical, and the full plate armor is magical.
Rolls
Potion One (Spellcraft) - (1d20+12)
(18) + 12 = 30
Potion Two (Spellcraft) - (1d20+12)
(13) + 12 = 25
Potion Three (Spellcraft) - (1d20+12)
(20) + 12 = 32
Still, no roll needed to read books and scrolls... The scroll found on the altar seems to be instructions to build some sort of undead called a blaspheme. The process is costly and requires to corpse of a close blood relative... As for the journal, you find some interesting bits of information...
Edit: Weiryn will determine that each potions is a potion of cure moderate wounds.
"Ok, so maybe that won't work. Well I'm open to suggestions, but it appears we are gonna have to just go down there and fight the thing."
If anyone requires healing, I suggest we do it now. This will be a hard fight.
If you have weapons with a cutting edge, prepare them now. Maces, hammers, and other weapons won't be as effective as a good sword or axe against the blaspheme. I will do what I can to keep it at bay, but if it is as powerful as I believe it could be, then I do not know if my power will do much against it.
We have four potions of moderate healing here, if anyone would like one."
Once he has administered to his wounds, he mutters a few magical phrases, calling upon an arcane fortitude.
EDIT: Of course, that'll only put me at Max Health. Razzum Frazzum...
Rolls
Wand of CLW - (1d8+1)
(6) + 1 = 7
Wand of CLW - (1d8+1)
(4) + 1 = 5
Wand of CLW - (1d8+1)
(6) + 1 = 7
False Life (Temporary HP gained) - (1d10+3)
(3) + 3 = 6
Rolls
Wand of CLW - (1d8+1)
(5) + 1 = 6
Wand of CLW - (1d8+1)
(2) + 1 = 3
Wand of CLW - (1d8+1)
(3) + 1 = 4
Rolls
Wand of CLW - (1d8+1)
(3) + 1 = 4
Wand of CLW - (1d8+1)
(1) + 1 = 2
When we are ready to begin, I will light this sunrod and drop it into the hole so that those of us who cannot see in the dark will have plenty of visibility. I will try to keep any weaker undead at bay, and will keep the wand at hand so that I can use it to keep everyone on their feet.
Alternatively, I can use the wand as a weapon against these creatures. The positive energy will disrupt the power that animates them and gives them life. It is entirely up to the rest of you how you wish for me to proceed.
Rolls
Wand of CLW - (1d8+1)
(3) + 1 = 4
Veroth curls his wings around him.
All fired up, Durgrim opens the trapdoor and leads the way downwards, shield and waraxe in hand.
School abjuration [good]; Level paladin 1
Casting Time 1 standard action
Components V, S, DF
Range personal or 5 ft.; see text
Target you or all creatures within 5 ft.; see text
Duration 10 minutes/level (D)
You surround yourself with a veil of positive energy, making it harder for undead creatures to harm you. When under the effect of this spell, you gain a +2 sacred bonus to AC and a+2 sacred bonus on saves. Both of these bonuses apply only against attacks or effects created by undead creatures. You can dismiss this spell before its normal duration as a swift action on your turn to deal a number of points of positive energy damage equal to your level to all undead creatures within 5 feet of you.
There's been ample time since the last combat, so I consider this a new initiative.
Rolls
Sir Urik initiative
Ashlyn initiative
Zombie's initiative
Blaspheme's initiative
Skeleton's initiative
"And she had no fear
And she ran to him, then they started to fly
They looked backward and said goodbye, she had become like they are
She had taken his hand, she had become like they are,
don't fear the reaper"
And for the first time during the entirety of the mission, it is as though he can see clearly, his eyes wide and focused into the darkness...
Rolls
Initiative - (1d20+1)
(13) + 1 = 14
Rolls
Initiative - (1d20+6)
(2) + 6 = 8
Rolls
Initiative - (1d20+6)
(15) + 6 = 21
Rolls
Initiative - (1d20+1)
(17) + 1 = 18
I am not saying I am steadfast here, if the group would prefer i would move to wherever they asked me to be.
Rolls
Initiative - (1d20+8)
(5) + 8 = 13
Initiative
22 ?
21 Roland
18 Durgrim
15 ??
14 Weiryn
13 Veroth
10 Ujjaya
8 Darren
5 Sir Urik
4 ???
3 Ashlyn
Combat Map
Conditions
The sub-story is dimly light by light from the hole on the floor above. Consider shadowy illumination (20% miss chance). Except 20-feet around Roland (everburning torch), and those who have dark/night vision.
Speaking of which "?" is up.
One of the claw hits Roland for 10 points of damage (and a Fort save), all other attacks missing (no fumbles). It would seem that the same foul energies which animates the zombies are also affecting this skeleton, making it more powerful than normal...
Roland is up next.
Rolls
1st claw
2nd claw
Bite
Fumble confirmation roll
Rolls
fortitude - (1d20+7)
(3) + 7 = 10
Durgrim is up next.
It works as Remove Disease:
Mercy, Diseased: The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level.
Remove Disease:
Remove disease can cure all diseases from which the subject is suffering. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means that the disease is cured. The spell also kills some hazards and parasites, including green slime and others.
Since the spell's duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.
Rolls
Channel energy, 30ft radius, DC16 - (3d6)
(156) = 12
Durgrim unleashes a holy blase, harming all the undead in the understory. The Blashpeme does not seem to be affected by this as much as the others...
Rolls
1st zombie Will save
2nd zombie Will save
Blaspheme Will save
Skeleton Will save
Durgrim gets hit twice, despite his spell, for a total of 13 points of damage.
Rolls
1st Zombie attack
2nd Zombie attack
Rolls
Burning Hands (DC 16 Reflex for Half) - (3d4)
(421) = 7
@ Weiryn, luckily for you, zombies don,t have Combat Reflexes and can only make one attack of opportunity. It misses Weiryn who then casts his spell. Only the zombie directly in front of Weiryn misses it's save, the other two undeads succeed it.
Veroth is up next.
Rolls
Zombie's attack of opportunity
1st zombie's Ref save
2nd zombie's Ref save
Blaspheme's Ref save
His eyes keep darting to the blashpeme, what ever the hells that thing is!?
Rolls
Dagger attack with flanking - (1d20+13, 1d4+2)
1d20+13 : (8) + 13 = 21
1d4+2 : (4) + 2 = 6
Sneak attack if applicable - (3d6)
(464) = 14
Acrobatics in case of AOOs - (1d20+15)
(2) + 15 = 17
Veroth slashes at the zombie and manages to destroy the abomination.
Ujjaya is up next.
Rolls
Hard to Kill
• Ki Flurry: 4 arrows.
• Deadly Aim: -2 attack, +4 damage.
• Point Blank Shot.
• Improved Precise Shot.
• Perfect Strike: 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
Alchemical Flash arrow (Truestrike), damage, fire damage - (1d20+30, 1d8+10, 1d6)
1d20+30 : (9) + 30 = 39
1d8+10 : (2) + 10 = 12
1d6 : (1) = 1
Arrow #2 attack, damage - (1d20+10, 1d8+10)
1d20+10 : (7) + 10 = 17
1d8+10 : (8) + 10 = 18
Arrow #3 attack, damage - (1d20+10, 1d8+10)
1d20+10 : (11) + 10 = 21
1d8+10 : (8) + 10 = 18
Arrow #4 attack, Perfect Strike, damage - (1d20+9, 1d20+9, 1d8+10)
1d20+9 : (14) + 9 = 23
1d20+9 : (16) + 9 = 25
1d8+10 : (2) + 10 = 12
Darren is up next.
Assuming that the torch will negate the dim light miss chance
EDIT: Dude... come on! This guy never rolls well
AC: 23 - Touch: 10 - Flat-footed: 23
Sacred Weapon: 6/6
Fervor: 3/5
Blessings: 6/6
Divine Favor: +3 attack, +3 damage
Power Attack: -2 attack, +4 damage
Rolls
Attack! - (1d20+11, 1d8+13)
1d20+11 : (4) + 11 = 15
1d8+13 : (4) + 13 = 17
"Death to you vile creature!"
Both of his attacks hit, his second one barely so, leaving long fuming wounds on the abomination, making it howl in fury and frustration.
"My friends, this thing seems to have a pretty good defense, I would not suggest hindering yourself with any sort of fancy blows while striking at it!"
The blaspheme will be next.
Rolls
Sir Urik 1st attack
Sir Urik 2nd attack
"My friends, I suggest we not tarry and kill this foul beast quickly! Had this bite connected, I have a dread feeling that I would have been pretty much out of the combat."
Ashlyn is up next.
Rolls
Blashpeme bite
She will move 5 foot and try her best effort to put her former companion out of this tormented state so his soul can finally be at rest... However, she misses.
Rolls
Ashlyn attack
Initiative
22 Skeleton
21 Roland
18 Durgrim
15 Zombies
14 Weiryn
13 Veroth
10 Ujjaya
8 Darren
5 Sir Urik
4 Blaspheme
3 Ashlyn
Combat Map
Conditions
The sub-story is dimly light by light from the hole on the floor above. Consider shadowy illumination (20% miss chance). Except 20-feet around Roland (everburning torch), and those who have dark/night vision.
Roland is sickened (-2 to attacks, damage, saves, skills, ability checks).
Ashlyn is shaken from grief (-2 attacks, saves, skills, ability checks).
Speaking of which Roland is up!
-2 for sickened
-2+4 for deadly aim
Firing against touch ac
Rolls
attack 1, damage 1 - (1d20+6, 2d12+4)
1d20+6 : (15) + 6 = 21
2d12+4 : (126) + 4 = 22
attack 2, damage 2 - (1d20+1, 2d12+4)
1d20+1 : (9) + 1 = 10
2d12+4 : (89) + 4 = 21
Durgrim is up next.
Rolls
Attack 1 (to hit, damage) - (1d20+15, 1d10+17)
1d20+15 : (10) + 15 = 25
1d10+17 : (1) + 17 = 18
Attack 2 (to hit, damage) - (1d20+10, 1d10+17)
1d20+10 : (16) + 10 = 26
1d10+17 : (9) + 17 = 26
Weiryn is up next.
Rolls
1d100 (01-34 Durgrim, 35-67 Ashlyn, 68-100 Veroth) - (1d100)
(65) = 65
Zombie attack.
Rolls
Dagger attack, with flanking - (1d20+13, 1d4+2)
1d20+13 : (15) + 13 = 28
1d4+2 : (2) + 2 = 4
Sneak attack - (3d6)
(334) = 10
Ujjaya is up next.
• Point Blank Shot.
• Improved Precise Shot.
Rolls
Arrow #1 attack, damage - (1d20+12, 1d8+6)
1d20+12 : (17) + 12 = 29
1d8+6 : (4) + 6 = 10
Arrow #2 attack, damage - (1d20+12, 1d8+6)
1d20+12 : (10) + 12 = 22
1d8+6 : (1) + 6 = 7
Arrow #3 attack, damage - (1d20+11, 1d8+6)
1d20+11 : (7) + 11 = 18
1d8+6 : (3) + 6 = 9
Darren is up next.
Rolls
Hard to Kill
Hard to Kill
Hard to Kill
AC: 23 - Touch: 10 - Flat-footed: 23
Sacred Weapon: 6/6
Fervor: 3/5
Blessings: 6/6
Pearl of Power: 1/1
Divine Favor: +3 attack, +3 damage
Power Attack: -2 attack, +4 damage
Rolls
Attack - (1d20+11, 1d8+13)
1d20+11 : (5) + 11 = 16
1d8+13 : (2) + 13 = 15
Sir Urik is up next.
Rolls
Hard to Kill
speaking of which...
Rolls
1st attack
2nd attack
Durgrim is hit for 30 points of damage and is dazed for 1 round (no saves!). He also loses 4 points of STR (also no save, but don't worry, it's damage, not drain).
Rolls
Bite (power attack)
STR damage.
Rolls
Attack
Initiative
22 Skeleton
21 Roland
18 Durgrim
15 Zombies
14 Weiryn
13 Veroth
10 Ujjaya
8 Darren
5 Sir Urik
4 Blaspheme
3 Ashlyn
Combat Map
Conditions
The sub-story is dimly light by light from the hole on the floor above. Consider shadowy illumination (20% miss chance). Except 20-feet around Roland (everburning torch), and those who have dark/night vision.
Roland is sickened (-2 to attacks, damage, saves, skills, ability checks).
Ashlyn is shaken from grief (-2 attacks, saves, skills, ability checks).
Durgrim is dazed (no action, but no penalty to AC).
Roland is up!
-2 for sickened
-2+4 for deadly aim
Firing against touch ac
Rolls
attack 1, damage 1 - (1d20+6, 2d12+4)
1d20+6 : (18) + 6 = 24
2d12+4 : (85) + 4 = 17
attack 2, damage 2 - (1d20+1, 2d12+4)
1d20+1 : (8) + 1 = 9
2d12+4 : (122) + 4 = 18
After discharging his held spell, Weiryn pulls out the wand and continues to treat the injured paladin, until his wounds close.
Rolls
Cure Moderate Wounds - (2d8+3)
(44) + 3 = 11
Wand of Cure Light Wounds - (1d8+1)
(1) + 1 = 2
Wand of CLW - (1d8+1)
(8) + 1 = 9
Wand of CLW - (1d8+1)
(4) + 1 = 5
Rolls
Perception - (1d20+10)
(12) + 10 = 22
Rolls
perception - (1d20+13)
(10) + 13 = 23
Rolls
hp - (1d10+2)
(6) + 2 = 8
He walks over to the area where Roland set up his large gun, looking at the workstation and table with disgusted interest.
"If I were to hazard a guess, I would say that this is where Danovich created the blaspheme from the remains of his son. Grief can do strange and terrible things to one's mind..."
He continues to look over the workstation, looking for anything of use or interest.
Rolls
Perception - (1d20+8)
(17) + 8 = 25
Knowledge (Arcana) (for anything that might stand out about the creation of the blaspheme) - (1d20+12)
(1) + 12 = 13
Looking at the clues, roland conclude he used the information on the torn page which was found on the altar above to create the blaspheme. More than likely this included the use of the alchemy lab as well as the large metal slab to hold the creature until everything was done. Now, where Danovich found this blasphemous document and if Strahd facilitated it,s discovery, he can't say...
Roland begins disassembling the alchemy kit and putting into his Handy haversack. Once complete, he will roll up the page that allowed the creation of the blaspheme, and store it as well. There may be something to learn from it. It should go back to the guild. Then he will help move the bodies of the fallen to be buried.
"If you will gather townspeople, I will prepare for the ceremony. We will also need plenty of wood and oil for the pyres."
With a somewhat wistful smile, he remarks, "I suppose it would be too damaging to the town to just toss the bodies into his store and set it ablaze...I suppose bartering and paying his exorbitant fees will have to suffice. I will speak with Bildrath, and acquire the oil and other supplies. Shall we?"
As to enforce Ashlyn's words, you hear the distant howls of the worgs you encountered earlier today...
Roland hefts one of the deceased comrades carefully and prepares to head back.
"Well, now's my time to rain on their parade and break the horrible news to them..."
Sir Urik then goes to talk with the villagers. As he does so, Kaleygh and Kuroi approaches you.
"Well, I don't know what you did, but it worked. Some time after you left, the barricades got attacked by a handful of zombies. But a few seconds later, they just all dropped dead... erm, I mean dead-er..."
Weiryn makes his way to the town store, knocking on the door before attempting to enter.
"Townsfolk. We will be holding a mass service for those fallen in the zombie scourge. Please gather the fallen from across the town. Our priests no special incantations to help them in the afterlife as well as to be sure they are not tainted again. I will be disassembling some of the barricades to build the pyre to burn the bodies after the ritual ceremonies are complete. Please we need all the volunteers we can get to help gather the fallen and build the pyre. Come speak with me or any other lightbringer for assignment as we help you grieve your fallen. I promise the ceremony will allow for each gods death rights, as well as time to say good bye to your loved ones before the pyres are lit. Let us do right by our friends and family and lay them to rest properly."
Rolls
charisma - (1d20+2)
(18) + 2 = 20
knowledge engineering - (1d20+7)
(19) + 7 = 26
"Go away, we're closed! There is a zombie infestation going on..."
I wish to perform a funeral service for those who have fallen. There are a few items I require in order to do so, and to help ensure that the dead will not trouble you and yours again. Please, open your doors."
Rolls
Diplomacy - (1d20+8)
(9) + 8 = 17
@ irvanovich: You hear the voice again.
"What the infestation is over?"
You hear the noise of a heavy bar being lifted and then a lock being unlatched, the door opens a bit and Bildrath's weasel-like face peers out, observing the villagers dismantling the barricades or setting off to find bodies deeper in the village.
"Oh, I guess it is..."
He opens his door wide and gives you a slimy smile.
"Welcome, welcome to my humble shop. What is it that you require?"
Available Gold: 313 GP, 9 SP.
Scroll of Ceremony (25 GP)
Scroll of Lesser Restoration (150 GP)
Bolt of cloth for shrouds (GM's Price...can't find a price in UE or the PRD/d20pfsrd)
Dagger (2GP)
@Weiryn: Durgrim has 84g if you need it
Edit: to help pay for those items, I guess you could always sell the chalice and silver bells found in the altar at the church...
Available Gold: 313 GP, 9 SP.
Scroll of Ceremony (25 GP)
Scroll of Lesser Restoration (150 GP)
Bolt of cloth for shrouds (100 lbs, 2 SP)
Dagger (2GP)
"Weasel Tax" (89 GP, 1 SP)
TOTAL: 267 GP, 3 SP
Beyond that, all I need is time, and someone who will stand guard as Brother Silversmith and I perform the ceremony. With this many deceased, it will take quite some time for it to be complete."
"As we wish to get this done before the end of the day, I have procured a scroll to grant me the magic that will aid in this ceremony. The ritual itself takes 8 hours, and will provide some much needed relief and protection to many of the citizens of this village. It is a taxing ritual, but I believe it will be worth it to restore the faith to these poor people. Will you be willing to light the pyres when the time comes?"
Roland hands off command of the pyre building to the priests, and gathers his cart to make the trip.
She opens the door and steps outside, looking around and waiting for a moment. At first, you are not too sure of what she is doing, but soon you realize that the constant moaning which was heard in the village since your arrival has stopped. You had gotten used to it so much, that only now do you realize that it is gone.
"Yes, you are right, the plague has stopped... Thank you. Yes, let us pick up my father's body and go lay him to rest."
As the pyres are built and bodies laid on them, he cuts a shroud from the fabric purchased and covers each one, muttering a short prayer to Pharasma as he goes.
Ireena shivers at the though...
Rolls
Perception
Perception
Perception
He doesn't blame them, of course, they have much to be suspicious about, but a lifetime of distrust works both ways.
Still, his companions may detect a delicate sort of somber satisfaction from the Strix.
Durgrim will go and check if his cousin is allright, and let him know about the state of his wares in the gentlest fashion he can, making sure he understands there are bigger fish to fry first, but he will get his wares one way or another.
"Their wise-woman told me they have their own ways of dealing with thieves. What that truly means I dinnae' know. She promised yer wares would be returned though. I don't completely trust 'em, but I say we let them have a chance to make amends."
Patting Orin gently on the shoulder, Durgrim straightens up and straightens his mail. "If the wares don't turn up we'll try a different shaft. What say ye' cousin? Let me deal with this mess first, and ye'r wares will be returned one way or another."
Repairing this hole in the floor will also require some materials...
Does everyone else spends the night at the church?
Also, if it doesn't get done then it doesn't, but atleast a nominal amount of rest will occur.
Soon it becomes apparent that there is something outside the church, stalking around it. Whatever it is, it is big, and it is angry, and there is more than one. But they do not seem to make any efforts to enter the church, at least, for now...
"Brothers...do you hear that?"
Rolls
Perception - (1d20+8)
(13) + 8 = 21
Roland wheels the hackbutt next to a window and makes sure that his revolver is loaded.
Roland wheels the hackbutt next to a window and makes sure that his revolver is loaded.
Thinking a little more, he continues. "I do have my gauntlets, should they come too close...oh, and I procured this for you, Brother Forgehammer..." Digging through his bag, he retrieves the scroll of Lesser Restoration. "You mentioned being weakened by the blaspheme earlier. With luck, this will restore your strength."
He begins to cast in preparation for a battle with the worgs.
Rolls
Lesser Restoration (ability damage?) - (1d4)
(1) = 1
Roland wheels the hackbutt next to a window and makes sure that his revolver is loaded.
He shakes away the thought and nocks an arrow.
Rolls
Initiative - (1d20+6)
(1) + 6 = 7
Rolls
Initiative? - (1d20+1)
(5) + 1 = 6
Roll your initiatives then.
Edit: Oh, I almost forgot. Durgrim will not have detected any undead presence, at least, not within his allowed 60 feet...
Edit: Damn, so far everyone is rolling shit initiative...
Rolls
Dire Wolves' initiative
Rolls
Initiative - (1d20+1)
(17) + 1 = 18
Rolls
Initiative - (1d20+6)
(12) + 6 = 18
Rolls
Initiative - (1d20+8)
(18) + 8 = 26
Combat Map (place your characters if you haven't done so already.
Initiative
26 Veroth
18 Roland
18 Durgrim
16 Darren
7 Ujjaya
6 Weiryn
4 Dire Wolves
Conditions
The inside of the church is lit only dimly by candles. Treat this as shadowy illumination: Creatures have concealment (20% miss chance) and can attempt Stealth checks.
Roland, Darren and (someone else?) is sickened (-2 to attacks, ability checks, skill checks, saving throws, and damage rolls).
Veroth is up.
Rolls
Shortbow - (1d20+11, 1d6+3)
1d20+11 : (12) + 11 = 23
1d6+3 : (1) + 3 = 4
Edit: Speaking of Darren, was it also Darren who was sickened? And I believe Weiryn too?
Edit: Speaking of Darren, was it also Darren who was sickened? And I believe Weiryn too?
Darren is up next.
I assume Veroth is in the air?
AC: 23 - Touch: 10 - Flat-footed: 23
Sacred Weapon: 6/6
Fervor: 3/5
Blessings: 6/6
Pearl of Power: 1/1
Power Attack: -2 attack, +4 damage
Rolls
Readied attack - (1d20+9, 1d8+10)
1d20+9 : (1) + 9 = 10
1d8+10 : (7) + 10 = 17
Confirm crit miss... - (1d20+9)
(10) + 9 = 19
The green wolf manages to break his window (put an X on it). I'm waiting for the result of the readied actions before revealing the results of the wolves' attacks.
Rolls
1st Dire Wolf STR check
2nd Dire Wolf STR check
3rd Dire Wolf attack on Darren
3rd Dire Wolf trip (if hits and not killed)
4th Dire Wolf attack on Durgrim
4th Dire Wolf trip (if hits and not killed)
Rolls
Burning Hands (Reflex DC 14 for Half) - (4d4)
(2231) = 8
Rolls
Wolf 3's REF save
Wolf 4's REF save
• Ki Flurry: +12/+12/+12/+11.
• Deadly Aim: -2 attack, +4 damage.
• Point blank (target is w/in 30ft): +1 to all bow attack & damage rolls.
Rolls
Arrow #1, damage - (1d20+11, 1d8+10)
1d20+11 : (7) + 11 = 18
1d8+10 : (6) + 10 = 16
Arrow #2, damage - (1d20+11, 1d8+10)
1d20+11 : (2) + 11 = 13
1d8+10 : (3) + 10 = 13
Arrow #3, damage - (1d20+11, 1d8+10)
1d20+11 : (11) + 11 = 22
1d8+10 : (5) + 10 = 15
Arrow #4, damage - (1d20+10, 1d8+10)
1d20+10 : (15) + 10 = 25
1d8+10 : (1) + 10 = 11
Rolls
Reflex vs 14 - (1d20+3)
(1) + 3 = 4
Rolls
Ready action attack vs H11 (to hit, damage, electric) - (1d20+12, 2d6+6, 1d6)
1d20+12 : (20) + 12 = 32
2d6+6 : (26) + 6 = 14
1d6 : (1) = 1
Confirm critical, crit damage (if applicable) - (1d20+12, 4d6+12)
1d20+12 : (9) + 12 = 21
4d6+12 : (1561) + 12 = 25
using my new grit skill dead shot
Dead Shot (Ex): At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.
-2 for sick, -2 deadly aim, +1 point blank shot all to hit
+1 point blank, +4 deadly aim for damage
against touch ac
Rolls
attack 1 - (1d20+8)
(14) + 8 = 22
damage - (2d12+5)
(64) + 5 = 15
additional damage is second attack roll hit - (2d12)
(62) = 8
attack 2 - (1d20+3)
(18) + 3 = 21
The green wolf manages to break his window (put an X on it). I'm waiting for the result of the readied actions before revealing the results of the wolves' attacks.
Something I just noticed... did you mean to say that the worgs attack Darren and Durgrim, since they're the ones blocking the doors? :)
using my new grit skill dead shot
Dead Shot (Ex): At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.
-2 for sick, -2 deadly aim, +1 point blank shot all to hit
+1 point blank, +4 deadly aim for damage
against touch ac
The green wolf manages to break his window (put an X on it). I'm waiting for the result of the readied actions before revealing the results of the wolves' attacks.
Something I just noticed... did you mean to say that the worgs attack Darren and Durgrim, since they're the ones blocking the doors? :)
Considering both dire wolves have been killed with readied actions, there are no attacks this round after all... Damn, PF characters are a bit OP... XD
I'm sure the feeling is mutual :D
Combat Map
Initiative
18 Veroth
4 Roland
4 Durgrim
4 Darren
4 Ujjaya
4 Weiryn
4 Dire Wolves
Conditions
The inside of the church is lit only dimly by candles. Treat this as shadowy illumination: Creatures have concealment (20% miss chance) and can attempt Stealth checks.
Roland, Darren and (someone else?) is sickened (-2 to attacks, ability checks, skill checks, saving throws, and damage rolls).
Veroth is up.
Rolls
Comp Shortbow +1 attack on D11 - (1d20+11, 1d6+3)
1d20+11 : (17) + 11 = 28
1d6+3 : (3) + 3 = 6
Roland is up.
Rolls
Throwing axe (to hit, damage) w/divine favour - (1d20+6, 1d6+5)
1d20+6 : (12) + 6 = 18
1d6+5 : (6) + 5 = 11
EDIT: Holy hell, might I actually hit something?
AC: 23 - Touch: 10 - Flat-footed: 23
Sacred Weapon: 6/6
Fervor: 3/5
Blessings: 6/6
Pearl of Power: 1/1
Sickened: -2 Attack/Damage
Power Attack: -2 attack, +4 damage
Rolls
Attack! - (1d20+7, 1d8+10)
1d20+7 : (19) + 7 = 26
1d8+10 : (2) + 10 = 12
Will Ujjaya have line of sight if he moves to j19 or i10? Ujjaya ignores all but full cover.
• Ki Flurry: +12/+12/+12/+11.
• Deadly Aim: -2 attack, +4 damage.
• Point blank (target is w/in 30ft): +1 to all bow attack & damage rolls.
Rolls
Arrow #1, damage - (1d20+11, 1d8+10)
1d20+11 : (20) + 11 = 31
1d8+10 : (3) + 10 = 13
Arrow #2, damage - (1d20+11, 1d8+10)
1d20+11 : (10) + 11 = 21
1d8+10 : (7) + 10 = 17
Arrow #3, damage - (1d20+11, 1d8+10)
1d20+11 : (13) + 11 = 24
1d8+10 : (6) + 10 = 16
Arrow #4, damage - (1d20+10, 1d8+10)
1d20+10 : (9) + 10 = 19
1d8+10 : (3) + 10 = 13
Also, there is no wolf in g11, I think you need to refresh the map. Right now, Ujjaya only has line of sight on the wolf in d11, the one in j11 is completely out of sight from him. Unless you want to move outside to where Veroth is...
EDIT: Sorry, "• Primary target is G11, secondary is D11." got included by mistake when I copy-pasted my OOC text at the end of my post. This post contains my actual intention. BUT as you said, I missed the walls again! :-P
Rolls
Bite attack
Trip attempt (if bite hits) - (1d20+8)
(1) + 8 = 9
Combat Map
Initiative
18 Veroth
4 Roland
4 Durgrim
4 Darren
4 Ujjaya
4 Weiryn
4 Dire Wolves
Conditions
The inside of the church is lit only dimly by candles. Treat this as shadowy illumination: Creatures have concealment (20% miss chance) and can attempt Stealth checks.
Roland, Darren and Weiryn are sickened (-2 to attacks, ability checks, skill checks, saving throws, and damage rolls).
Veroth is up.
no dead shot this time. Just a single attack. Going to use startling shot.
Startling Shot (Ex): At 7th level, a gunslinger with least 1 grit point can spend a standard action to purposely miss a creature that she could normally hit with a firearm attack. When she does, that creature becomes flat-footed until the start of its next turn.
So no damage, but the wolf is flat footed for the entire round making it easier for our melee characters to finish it off.
(I think i misread and still need to make the attack roll for this to work, so it has been added. -2 taken for sickness and attacking touch ac.)
Rolls
attack roll - (1d20+9)
(14) + 9 = 23
Rolls
Sneak attack with flanking, 1d6+3+4d6 - (1d20+14, 5d6+3)
1d20+14 : (14) + 14 = 28
5d6+3 : (23142) + 3 = 15
Rolls
Knowledge(Engineering) - (1d20+7)
(12) + 7 = 19
So basically, so far the watch order is Durgrim, Weiryn, Darren.
Rolls
Roll for something
Roll
Roll, roll...
HP: 41/41
AC: 17 (Touch 12, Flat-Footed 16)
Wizard Spells Prepared: 0-4, 1st-4+1, 2nd 3+1
Cantrips: Acid Splash, Detect Magic, Read Magic, Disrupt Undead
1st: Burning Hands, Burning Hands, Protection From Evil, Shock Shield, Ray of Enfeeblement (S)
2nd: Scorching Ray, Scorching Ray, Spontaneous Immolation, False Life (S)
Cleric Spells Prepared: 0-4 1st-4+1, 2nd 3+1
Orisons: Sotto Voce, Guidance, Purify Food and Drink, Resistance
1st: Cure Light Wounds, Deathwatch, Firebelly, Weapons Against Evil, Comprehend Languages (D)
2nd: Cure Moderate Wounds, Burst of Radiance, Centering Drone, Detect Thoughts (D)
Power over Undead: 6/6
Channel Energy: 5/5