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  1. - Top - End - #151
    Titan in the Playground
     
    Farmerbink's Avatar

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    Default Re: IC Savage Tides (Take 2)

    Gerald shrugs. "He's dead, but we might find out something about our situation, based on how he's dead. And might be next of kin to inform and all that." He scowls irritably in the dim light of Tarq's orison. "Nobody deserves to be killed and left in a hole to rot."

  2. - Top - End - #152
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: IC Savage Tides (Take 2)

    As Gerald makes his circuit, finding each of the three closed doors well and firmly shut (the humidity in the tunnels has them swollen enough that, while not locked, it will take deliberate effort to open them) Nathaniel and Xeshanth follow behind more carefully. The two hear the sound of moaning from the first door, which gets suddenly louder as another door past the one in front of them opens. A moment later, as Tarquin and Onwyn watch and Gerald looks down the tunnel and sees the beginning of a series of sea caves, the door is pushed open to reveal a hideous, undead pirate! With a sound that can only mean unholy hunger, the zombie lurches towards Nathaniel, claws and jaws reaching for the Sotheby brother!

    Begin combat! No surprise round, but since the party goes first and the zombies have not acted yet they cannot use attacks of opportunity. The map is updated.

  3. - Top - End - #153
    Ogre in the Playground
     
    ElfRangerGuy

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    Default Re: IC Savage Tides (Take 2)

    "Ah! Nathaniel, look out!" Tarquin hastily pushes past Onwym and Xeshanth to stand behind Nathaniel, where he gets a good look at the undead abominations. "Steady... hyah!" He stabs forward with his spear at the nearest foe, while Beak flits up to harry its vision.

    Spoiler: Actions
    Show
    Initiative (1d20+8)[11] (dismissing Heightened Awareness for +4)

    Tarquin moves to AI/6 and attacks Z3 w/ longspear:
    atk (1d20+2)[11], dmg (1d8+3)[5], cc (1d20+2)[17] (20/x3), cdmg (1d8+3)[10]

    Beak flies to AJ/6 (Nathaniel's square) and uses Aid Another, attempting to give Nathaniel +3 on his next attack against Z3:
    (1d20+5)[6] vs AC 10

    Spoiler: Tarquin
    Show
    Tarquinius Alderbough Human Shaman LG HP 10 / 11 Speed ft Init 4 AC 16 Fort 2 Ref 1 Will 7 CMB +2 BAB 0 Longspear +2 (1d8 + 3, x3)
    Club +2 (1d6 + 3, x2)
    Dagger +2 (1d4 + 2, 19-20/x2) Str 14 (2) Dex 10 (0) Con 14 (2) Wis 18 (4) Int 10 (0) Cha 14 (2)

    Spoiler: Beak
    Show
    "Beak" Rhamphorhynchus Familiar N HP 5 / 5 Speed ft Init 3 AC 16 Fort 2 Ref 7 Will 4 CMB +1 BAB 0 bite +5 (1d3 - 2, x2) Str 6 (-2) Dex 17 (3) Con 11 (0) Wis 14 (2) Int 6 (-2) Cha 11 (0)

    Spoiler: Active characters
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    Waylan, Kestros and Auspice (Wrath of the Righteous)


    Lydia (Age of Worms - loot tracking)

  4. - Top - End - #154
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    Default Re: IC Savage Tides (Take 2)

    "Creatures such as these were to be expected in this place, I suppose", Xeshanth says calmly. Onwym and him carefully step around the dangerous area with the sagging ceiling as they take position at the back. Xeshanth points a finger and recites:

    "De telles créatures
    Ne peuvent parlementer
    Mais un jet de froidure
    Aide à les calmer."


    A white ray of cold erupts, aimed at the lead opponent, while, next to him, Onwym's bow begins to sing.

    Spoiler
    Show
    Xeshanth moves to AG6, Onwym moves to AG7.
    Xeshanth casts Ray of Frost at zombie Z4 (this avoids the -4 penalty for firing in melee, but on the other hand the zombie likely gets a good AC bonus from cover), ranged touch (1d20)[16] cold damage (1d3)[1]; cc(20) (1d20)[1] cd (1d3)[2]
    Onwym fires at Z4 too (1d20+1)[3] damage (1d6)[5]' cc(21) (1d20+1)[20] cd (2d6)[9]

  5. - Top - End - #155
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    Farmerbink's Avatar

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    Default Re: IC Savage Tides (Take 2)

    Nathaniel starts as the door is drawn open from the inside. He backs up, barking "Scram!" as most of his allies instinctively begin to do just that. With a little bit of breathing room, he brings his glaive around, expertly harrying the lead zombie despite the awkward positioning.

    Gerald turns back at Nathaniel's warning, and quickly trudges forward to attack the lead zombie.

    Spoiler: Gerald and Nathaniel, round 1
    Show
    Nathaniel Sotheby
    M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 11/11, Speed 30
    AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
    Glaive +4 (1d10, x3)
    Daggers +4 (1d4, 19-20, x2)
    Mace, Light +4 (1d6, x2)
    Chain Shirt (+4 Armor, +4 Dex)
    Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
    Condition Dirty fighter: +1 damage when flanking
    Child of the Shadows: +2 init in urban settings

    CotS lets me basically ignore cover within reach. So move to AJ/8 and attack:
    (1d20+4)[22] attack
    (1d20+4)[18] CC (24, x3)
    (1d10)[6] damage
    (2d10)[16] crit bonus

    Gerald Sotheby
    M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 14/14, Speed 20
    AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
    Bardiche +5 (1d10+6, 19-20, x2)
    Lucerne hammer +5 (1d12+6, x2)
    Halberd +5 (1d10+6, x3)
    Banded Mail (+7 Armor, +1 Dex)
    Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
    Condition Challenge: 1/1
    Tactician: 1/1
    Honorable Champion: 1/1
    Bigger they are: +1 AC vs large enemies, +2 vs huge

    Move to AI/7. Attack
    (1d20+5)[16] (LH attack)
    (1d20+5)[22] CC (25, x2)
    (1d12+6)[18] damage
    (1d12+6)[15] crit bonus

  6. - Top - End - #156
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: IC Savage Tides (Take 2)

    Round 1

    Tarquin and Beak move to attack and harass the lead zombie, though in their rush neither does much. Xeshanth and Onwyn come around, putting the rest of the party in front, and each fire a ranged attack - one magical ice (which hits) and one mundane arrow (which doesn't hit). The two Sotheby brothers, moving with the coordination that comes from training together from a young age, come up and around the corner of the door, using their polearms to strike the zombie with reach. Both hit, with Nathaniel's strike cutting easily into the soggy flesh while Gerald's strike hits harder but he feels resistance to the blow (damage reduction pierced only by slashing weapons). Between their strikes they lay the undead abomination low, leaving only two zombies visible through the doorway.

    As the next zombie pirate shuffles forward, they moan loudly, their mindless hunger calling out to more of their kind. Z4 clumsily charges Tarquin, missing with a bite of ugly yellow teeth that can be heard by everyone.

    Mechanically, the zombies have only one standard action each round. Z4 used its to charge

    Quote Originally Posted by SRD
    If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed...You can’t use this option unless you are restricted to taking only a standard action on your turn.
    but missed with its bite attack. Z5 could not attack since it didn't have a straight line to move and charge this round.

    The map is updated. Begin round 2!

  7. - Top - End - #157
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    Default Re: IC Savage Tides (Take 2)

    Gerald groans and drops his hammer. He takes a step back, drawing his glaive. Once more, in concert, both brothers lash out.

    Spoiler: Gerald and Nathaniel, round 2
    Show
    Nathaniel Sotheby
    M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 11/11, Speed 30
    AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
    Glaive +4 (1d10, x3)
    Daggers +4 (1d4, 19-20, x2)
    Mace, Light +4 (1d6, x2)
    Chain Shirt (+4 Armor, +4 Dex)
    Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
    Condition Dirty fighter: +1 damage when flanking
    Child of the Shadows: +2 init in urban settings

    Nathaniel should be in AJ/8; attacking
    (1d20+4)[6] attack
    (1d20+4)[9] CC (24, x3)
    (1d10)[2] damage
    (2d10)[14] crit bonus damage

    Spoiler: AoO:
    Show
    (1d20+4)[11] attack
    (1d20+4)[19] CC (24, x3)
    (1d10)[8] damage
    (2d10)[17] crit bonus damage


    Gerald Sotheby
    M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 14/14, Speed 20
    AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
    Bardiche +5 (1d10+6, 19-20, x2)
    Lucerne hammer +5 (1d12+6, x2)
    Halberd +5 (1d10+6, x3)
    Banded Mail (+7 Armor, +1 Dex)
    Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
    Condition Challenge: 1/1
    Tactician: 1/1
    Honorable Champion: 1/1
    Bigger they are: +1 AC vs large enemies, +2 vs huge

    5-foot step to AH/7. Trade hammer for bardiche
    (1d20+5)[25] attack
    (1d20+5)[23] CC (24-25, x2)
    (1d10+6)[9] damage
    (1d10+6)[14] crit bonus

    Spoiler: AoO:
    Show
    (1d20+5)[25] attack
    (1d20+5)[17] CC (24-25, x2)
    (1d10+6)[13] damage
    (1d10+6)[16] crit bonus

  8. - Top - End - #158
    Ogre in the Playground
     
    ElfRangerGuy

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    Default Re: IC Savage Tides (Take 2)

    Round 2

    "Got one! gyaaaah!!" Tarquin starts to crow with delight before darting back just in time to escape a bite from the next zombie. He steps back to gain clearance for his spear, and thrusts again. Beak flits about the thing's face trying to distract it, although these things seem peculiarly single-minded.

    Spoiler: Actions
    Show

    Beak flies to AI/6 and uses Aid Another to give Tarquin +3 on his next attack against Z4:
    (1d20+5)[16] vs AC 10
    Spoiler: Beak
    Show
    "Beak" Rhamphorhynchus Familiar N HP 5 / 5 Speed ft Init 3 AC 16 Fort 2 Ref 7 Will 4 CMB +1 BAB 0 bite +5 (1d3 - 2, x2) Str 6 (-2) Dex 17 (3) Con 11 (0) Wis 14 (2) Int 6 (-2) Cha 11 (0)


    Tarquin takes a 5ft step to AH/6 and attacks Z4 w/ longspear:
    atk (1d20+2)[12], dmg (1d8+3)[6], cc (1d20+2)[9] (20/x3), cdmg (1d8+3)[8]
    +3 atk from Beak makes the attack roll a 15
    Spoiler: Tarquin
    Show
    Tarquinius Alderbough Human Shaman LG HP 10 / 11 Speed ft Init 4 AC 16 Fort 2 Ref 1 Will 7 CMB +2 BAB 0 Longspear +2 (1d8 + 3, x3)
    Club +2 (1d6 + 3, x2)
    Dagger +2 (1d4 + 2, 19-20/x2) Str 14 (2) Dex 10 (0) Con 14 (2) Wis 18 (4) Int 10 (0) Cha 14 (2)

    Last edited by MuffinMan; 2020-07-01 at 06:26 AM.
    Spoiler: Active characters
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    Waylan, Kestros and Auspice (Wrath of the Righteous)


    Lydia (Age of Worms - loot tracking)

  9. - Top - End - #159
    Firbolg in the Playground
     
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    Default Re: IC Savage Tides (Take 2)

    Bolstered by the coordinated efficiency of his friends' battle moves, Onwym darts forward, looking for a better line of sight to shoot, before he fires another arrow. Behind him, Xeshanth simply repeats his incantation.

    Spoiler
    Show
    Assuming Z4 is torn to pieces by now...
    Xeshanth doesn't move. Onwym moves to AI8, but I think Z5 has some cover still. At least, it isn't in melee range with anyone yet.
    Onwym fires at Z5 (1d20+1)[10] damage (1d6)[5] cc(21) (1d20+1)[6] cd (1d6)[3]
    Xeshanth casts Ray of Frost at Z5, ranged touch (1d20)[6] damage (1d3)[1] cc(20) (1d20)[20] cd (1d3)[3]

  10. - Top - End - #160
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: IC Savage Tides (Take 2)

    Round 2

    As Tarquin and Beak connect with their attack the two Sotheby brothers take coordinated deep breaths. They strike out, Nathaniel missing but Gerald connecting. From his devastating slash the undead pirate immediately in the doorway falls. The next moves into its place - earning itself a destructive blow from the pikeman's backswing, leaving it unmoving on the ground.

    The map is updated. End of combat.

    While the immediate threat is over, the zombie moans may have alerted more of their kind. You cannot hear anything over the sound of the waves from the caves to the west and the pool in this chamber, however...

  11. - Top - End - #161
    Firbolg in the Playground
     
    Gwynfrid's Avatar

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    Default Re: IC Savage Tides (Take 2)

    "Well done, gentlemen. I see that training wasn't wasted on you", Xeshanth says appreciatively. "Now, there's that corpse over there, let's take it out and try to see what happened to the person."

    "And make sure there are no more undead before we move forward!" Omwyn adds, as he retrieves his lost arrows.
    Last edited by Gwynfrid; 2020-07-06 at 08:52 PM.

  12. - Top - End - #162
    Ogre in the Playground
     
    ElfRangerGuy

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    Default Re: IC Savage Tides (Take 2)

    "Ok, but just m-make sure it isn't alive like those others!" Tarquin shivers at the sign of the now-still-again corpses. He keeps a lookout at the other entrances while Gerald and Nathan go to fished the drowned body out of the pool.
    Spoiler: Active characters
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    Waylan, Kestros and Auspice (Wrath of the Righteous)


    Lydia (Age of Worms - loot tracking)

  13. - Top - End - #163
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: IC Savage Tides (Take 2)

    As Gerald moves towards the water to try and fish out the floating corpse his brother leans into the hallway from which the zombies came. "More coming," he announces after several seconds. As the party gathers around the door again they can hear the sound of zombie moans getting noticeably louder, as if they were opening doors. From how muted the sounds still are there is likely one more closed door between the party and the approaching undead. Rather than begin an investigation that will be interrupted, Nathaniel turns to get ready for more combat, leaving the pool undisturbed.

    You have about thirty seconds to prepare for the arrival of the zombies.

  14. - Top - End - #164
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    Farmerbink's Avatar

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    Default Re: IC Savage Tides (Take 2)

    Gerald quickly falls into his military training, directing his allies with short, confident statements. "Nat, to the side of the door, get on 'em as soon as you can. Tarq, back here with me. Leave this space clear for my backswing, but be ready if they get too close. Uhhh... Same goes for the bird."

    Nathaniel sharply takes his position, glaive held ready. Gerald steps forward to take the zombies' charge.

    Spoiler: Gerald and Nathaniel, round 1
    Show

    Same spots on the map as before. Holding positions to attack. I'd like to take advantage of both readied attacks and AoOs, if possible:


    Nathaniel Sotheby
    M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 11/11, Speed 30
    AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
    Glaive +4 (1d10, x3)
    Daggers +4 (1d4, 19-20, x2)
    Mace, Light +4 (1d6, x2)
    Chain Shirt (+4 Armor, +4 Dex)
    Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
    Condition Dirty fighter: +1 damage when flanking
    Child of the Shadows: +2 init in urban settings

    Nat readied attack
    (1d20+4)[5] attack
    (1d20+4)[18] CC (24, x3)
    (1d10)[5] damage
    (2d10)[13] crit bonus damage

    Spoiler: AoO:
    Show
    Does not include bonuses from paired opportunists

    (1d20+4)[12] attack
    (1d20+4)[6] CC (24, x3)
    (1d10)[8] damage
    (2d10)[11] crit bonus damage


    Gerald Sotheby
    M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 14/14, Speed 20
    AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
    Bardiche +5 (1d10+6, 19-20, x2)
    Lucerne hammer +5 (1d12+6, x2)
    Halberd +5 (1d10+6, x3)
    Banded Mail (+7 Armor, +1 Dex)
    Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
    Condition Challenge: 1/1
    Tactician: 1/1
    Honorable Champion: 1/1
    Bigger they are: +1 AC vs large enemies, +2 vs huge

    Likewise positioned with bardiche
    (1d20+5)[10] attack
    (1d20+5)[11] CC (24-25, x2)
    (1d10+6)[15] damage
    (1d10+6)[7] crit bonus

    Spoiler: AoO:
    Show
    Does not include bonuses from paired opportunists

    (1d20+5)[12] attack
    (1d20+5)[10] CC (24-25, x2)
    (1d10+6)[10] damage
    (1d10+6)[10] crit bonus



  15. - Top - End - #165
    Ogre in the Playground
     
    ElfRangerGuy

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    Default Re: IC Savage Tides (Take 2)

    "What?!?! Beak's not a bird! He's an adolescent ringtailed rhamphorhynchus and he's much smarter than some... some stupid parrot! I'm sorry buddy, he didn't mean that..." Beak releases a cry best described as indignant and turns his head to glare at Gerald.

    The moans of the approaching zombies suddenly snap Tarquin back to the business at hand. "Oh, uh, right! The backswing! Don't worry, I've got your back. Hey Nathaniel, remember that one move we used against those bullies...?" Though he doesn't fully realize it, he is supernaturally infusing his allies with the spirit of teamwork!

    Spoiler: Actions
    Show
    Initiative (1d20+4)[12]

    Tarquin will ready an action to use his Tribal Cooperation ability when the zombies come into view:
    he shares the Paired Opportunists teamwork feat with all allies within 30 feet for 3 rounds. (+4 bonus on attacks of opportunity)

    Longspear AoO if applicable, including +4 Paired Opportunist bonus:
    atk (1d20+6)[22], dmg (1d8+3)[8], cc (1d20+6)[20] (20/x3), cdmg (1d8+3)[4]

    Beak won't do anything until the zombies close into melee range.

    Spoiler: Tarquin
    Show
    Tarquinius Alderbough Human Shaman 1 LG HP 10 / 11 Speed ft Init 4 AC 16 Fort 2 Ref 1 Will 7 CMB +2 BAB 0 Longspear +2 (1d8 + 3, x3)
    Club +2 (1d6 + 3, x2)
    Dagger +2 (1d4 + 2, 19-20/x2) Str 14 (2) Dex 10 (0) Con 14 (2) Wis 18 (4) Int 10 (0) Cha 14 (2)
    Last edited by MuffinMan; 2020-07-14 at 09:58 AM.
    Spoiler: Active characters
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    Waylan, Kestros and Auspice (Wrath of the Righteous)


    Lydia (Age of Worms - loot tracking)

  16. - Top - End - #166
    Firbolg in the Playground
     
    Gwynfrid's Avatar

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    Default Re: IC Savage Tides (Take 2)

    "Tut-ttt... Indeed, this animal is of a very different order than a mere bird, my dear Gerald. It is what is known to scholars as a pterosaur, and belongs to the reptile category. While it shares a number of characteristics with birds, it is very much not one of them. As to its intelligence, it appears to be unusually elevated, and I wonder... " Tarquin's indignant retort as well as Xeshtanth's learned discourse are interrupted by Onwym's nervous voice: "Er... They're coming, master! Maybe, er, discuss this later?"

    "Oh, er, yes, you're absolutely correct, Onwym, thanks for reminding me! I think I'll continue with minimal spellcasting, if you gentlemen don't mind my sparing resources for the time being..." The samsaran and his apprentice stand ready to fire at the incoming enemy.

    Spoiler
    Show
    Ready actions for both, triggered whenever zombies appear. Hopefully they'll be able to fire before the zombies get to melee range with the rest of the team.

    Ray of Frost ranged touch (1d20)[17] cold damage (1d3)[3]; cc(20) (1d20)[16] cd (1d3)[3]
    Short bow (1d20+1)[19] damage (1d6)[6] cc(21) (1d20+1)[14] cd (2d6)[6]


    Spoiler: stats - Xeshanth
    Show
    Xeshanth
    Samsaran Instructor Wizard (elemental void) 1 LG
    HP
    8 / 8
    Speed
    ft Init 5
    AC 10 Fort 1 Ref 0 Will 4
    CMB -1 BAB 0
    Dagger -1 (1d4-1, 19/x2)
    Str 9 (-1) Dex 10 (0) Con 12 (1) Wis 14 (2) Int 20 (5) Cha 12 (1)


    Spoiler: stats - Onwym
    Show
    Onwym Viltashel
    Elf Commoner (apprentice) 1 CG
    HP 6 / 6 Speed ft Init 1
    AC 11 Fort 0 Ref 1 Will -1
    CMB -1 BAB 0
    Shortbow +1 (1d6, 20/x3)
    Dagger -1 (1d4-1, 19/x2)
    Str 9 (-1) Dex 13 (1) Con 10 (0) Wis 8 (-1) Int 15 (2) Cha 10 (0)
    Last edited by Gwynfrid; 2020-07-21 at 10:57 AM.

  17. - Top - End - #167
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    Farmerbink's Avatar

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    Default Re: IC Savage Tides (Take 2)

    Gerald blinks, and his eyebrows furrow. "A ptero-?" He glances to Beak, Nathaniel, Tarq and back to Xeshanth when Onwym speaks up. He turns back to the doorway and plants his feet, without another word.

  18. - Top - End - #168
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    NecromancerGuy

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    Default Re: IC Savage Tides (Take 2)

    As the zombies approach it seems clear that they have to open at least one more door to get to the party. The process is deceptively slow - the dread of waiting for the attack that they know is coming and the increasing sound of the inhuman moans of unholy hunger would unsettle most anyone. When one of the zombies begins to shamble out of the darkness towards the party, though, they are ready!

    Round 1

    With his words, Tarquin helps everyone to focus on their retaliatory attacks. Though it doesn't help either of the Sotheby brothers to connect (yet), both Xeshanth and Onwyn hit with their respective attacks (3 cold damage from Xesanth's spell and 1 piercing damage (due to DR) from Onwyn's arrow). The puffy, water-swollen flesh of the zombie pirate that approaches seems less bothered by the arrow sticking out of its flesh than the cold bolt that hit it.

    Once again, the clumsy undead are largely hindered by the doorway as they try to get at the party. Only one zombie can reach to attack at a time, allowing the party to focus on the lead zombie as it charges. The zombie is just about to reach Tarquin, with a jaw opened too wide to be natural, as everyone's weapons hit their marks. With a gurgle as it struggles to remain whole the zombie collapses to the ground, its limbs moving weakly for a moment as it impotently snaps at the party. The next two zombies remain behind, with the party barely out of reach.

    A great round 1! You just barely dropped the lead zombie before it could connect with a bite attack on Tarquin. Both the Sotheby brothers' attacks of opportunity hit, along with Tarquin's.

    I am trying to describe the zombies' damage reduction in the narrative, since it is something the PCs would eventually notice.

    Z7 has cover (+2 AC) from Onwyn and Nathaniel based on the door and their positions on the map. Begin round 2!

  19. - Top - End - #169
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    Default Re: IC Savage Tides (Take 2)

    "Step back!" Gerald barks, keenly self-conscious of his oddly-usurped leadership role. He slices at the nearest zombie before following his own command, and clearing the doorway a bit more.

    Nathaniel does the same, silently lashing out with his glaive in concert with his brother's retreat.

    Spoiler: Gerald and Nathaniel, round 2
    Show

    One of the effects of Nathaniel's trait: Child of the Shadow, is that enemies within his reach cannot gain cover from him. It's shenanigans, but it's approaching 100% of the reason I went with that trait.

    Nathaniel Sotheby
    M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 11/11, Speed 30
    AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
    Glaive +4 (1d10, x3)
    Daggers +4 (1d4, 19-20, x2)
    Mace, Light +4 (1d6, x2)
    Chain Shirt (+4 Armor, +4 Dex)
    Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
    Condition Dirty fighter: +1 damage when flanking
    Child of the Shadows: +2 init in urban settings

    Nat attack Z7
    (1d20+4)[9] attack
    (1d20+4)[12] CC (24, x3)
    (1d10)[2] damage
    (2d10)[6] crit bonus damage

    5-foot step to AI-8, if Onwym vacates, or AJ9, if not.

    Spoiler: AoO:
    Show
    Does include bonuses from paired opportunists

    (1d20+8)[14] attack
    (1d20+8)[24] CC (28, x3)
    (1d10)[2] damage
    (2d10)[6] crit bonus damage


    Gerald Sotheby
    M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 14/14, Speed 20
    AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
    Bardiche +5 (1d10+6, 19-20, x2)
    Lucerne hammer +5 (1d12+6, x2)
    Halberd +5 (1d10+6, x3)
    Banded Mail (+7 Armor, +1 Dex)
    Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
    Condition Challenge: 1/1
    Tactician: 1/1
    Honorable Champion: 1/1
    Bigger they are: +1 AC vs large enemies, +2 vs huge

    Attack Z7:
    (1d20+5)[17] attack
    (1d10+5)[8] CC (24-25, x2)
    (1d10+6)[15] damage
    (1d10+6)[16] crit bonus

    Edit: 5-foot step to AG/7

    Spoiler: AoO:
    Show
    Does include bonuses from paired opportunists

    (1d20+9)[20] attack
    (1d20+9)[17] CC (28-29, x2)
    (1d10+6)[14] damage
    (1d10+6)[9] crit bonus



  20. - Top - End - #170
    Ogre in the Playground
     
    ElfRangerGuy

    Join Date
    Nov 2013

    Default Re: IC Savage Tides (Take 2)

    Round 2

    "Aaaah!" All bravado fades and Tarquin cries out in terror as the first zombie's bite misses him by inches. He pulls his spear free of the convulsing corpse and jabs at the next one before stepping back, per Gerald's instruction.

    Spoiler: Actions
    Show
    Tarquin attacks Z7 and then 5ft steps to AG/6 (delaying until Xeshanth moves, if necessary). (Beak will just hang out on his shoulder this round.)

    atk (1d20+2)[3], dmg (1d8+3)[7], cc (1d20+2)[4] (20/x3), cdmg (1d8+3)[7]

    Paired Opportunists round 2/3

    AoO if applicable
    atk (1d20+6)[18], dmg (1d8+3)[8], cc (1d20+6)[19] (20/x3), cdmg (1d8+3)[11]

    Spoiler: Status
    Show
    Tarquinius Alderbough Human Shaman 1 LG HP 10 / 11 Speed ft Init 4 AC 16 Fort 2 Ref 1 Will 7 CMB +2 BAB 0 Longspear +2 (1d8 + 3, x3)
    Club +2 (1d6 + 3, x2)
    Dagger +2 (1d4 + 2, 19-20/x2) Str 14 (2) Dex 10 (0) Con 14 (2) Wis 18 (4) Int 10 (0) Cha 14 (2)

    Last edited by MuffinMan; 2020-07-25 at 09:35 AM.
    Spoiler: Active characters
    Show
    Waylan, Kestros and Auspice (Wrath of the Righteous)


    Lydia (Age of Worms - loot tracking)

  21. - Top - End - #171
    Firbolg in the Playground
     
    Gwynfrid's Avatar

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    Default Re: IC Savage Tides (Take 2)

    Both Xeshanth and Onwym realize the good sense of Gerald's instruction, and quickly take a step back before they attack again, with the same tactics.

    Spoiler
    Show

    Onwym steps to AJ9, Xeshanth to AF6.

    Ray of Frost ranged touch (1d20)[17] cold damage (1d3)[3]; cc(20) (1d20)[13] cd (1d3)[3]
    Short bow (1d20+1)[6] damage (1d6)[2] cc(21) (1d20+1)[11] cd (2d6)[11]


    Spoiler: stats - Xeshanth
    Show
    Xeshanth
    Samsaran Instructor Wizard (elemental void) 1 LG
    HP
    8 / 8
    Speed
    ft Init 5
    AC 10 Fort 1 Ref 0 Will 4
    CMB -1 BAB 0
    Dagger -1 (1d4-1, 19/x2)
    Str 9 (-1) Dex 10 (0) Con 12 (1) Wis 14 (2) Int 20 (5) Cha 12 (1)


    Spoiler: stats - Onwym
    Show
    Onwym Viltashel
    Elf Commoner (apprentice) 1 CG
    HP 6 / 6 Speed ft Init 1
    AC 11 Fort 0 Ref 1 Will -1
    CMB -1 BAB 0
    Shortbow +1 (1d6, 20/x3)
    Dagger -1 (1d4-1, 19/x2)
    Str 9 (-1) Dex 13 (1) Con 10 (0) Wis 8 (-1) Int 15 (2) Cha 10 (0)
    Last edited by Gwynfrid; 2020-07-25 at 05:38 PM.

  22. - Top - End - #172
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: IC Savage Tides (Take 2)

    Round 2

    Between Gerald and Nathaniel the next zombie is destroyed. As the party backs away Xeshanth hits the last one with a bolt of frost. As it charges Tarquin he jabs it with his spear, but not with enough force to stop the undead. The vile, animated pirate snaps its fanged jaws at the young man and his reptilian companion, but cannot connect as it struggles to clamber over its fallen allies.

    The map is updated. Begin round 3!

  23. - Top - End - #173
    Firbolg in the Playground
     
    Gwynfrid's Avatar

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    Default Re: IC Savage Tides (Take 2)

    "As long as we have space to back down and strike, we should be able to prevail", the teacher remarks as he indeed does so, with a step back and a repeat of his cantrip. On his side, Onwym moves forward to get a clear shot.

    Spoiler
    Show

    Xeshanth moves to AE6, Onwym to AJ8
    Ray of Frost ranged touch (1d20)[1] cold damage (1d3)[3]; cc(20) (1d20)[4] cd (1d3)[3]
    Short bow (1d20+1)[12] damage (1d6)[2] cc(21) (1d20+1)[2] cd (2d6)[6]


    Spoiler: stats - Xeshanth
    Show
    Xeshanth
    Samsaran Instructor Wizard (elemental void) 1 LG
    HP
    8 / 8
    Speed
    ft Init 5
    AC 10 Fort 1 Ref 0 Will 4
    CMB -1 BAB 0
    Dagger -1 (1d4-1, 19/x2)
    Str 9 (-1) Dex 10 (0) Con 12 (1) Wis 14 (2) Int 20 (5) Cha 12 (1)


    Spoiler: stats - Onwym
    Show
    Onwym Viltashel
    Elf Commoner (apprentice) 1 CG
    HP 6 / 6 Speed ft Init 1
    AC 11 Fort 0 Ref 1 Will -1
    CMB -1 BAB 0
    Shortbow +1 (1d6, 20/x3)
    Dagger -1 (1d4-1, 19/x2)
    Str 9 (-1) Dex 13 (1) Con 10 (0) Wis 8 (-1) Int 15 (2) Cha 10 (0)

  24. - Top - End - #174
    Ogre in the Playground
     
    ElfRangerGuy

    Join Date
    Nov 2013

    Default Re: IC Savage Tides (Take 2)

    Round 3

    "Ahh!!! Right - backing up!" Tarquin struggles to regain his composure as another bite nearly misses his arm gripping the spear. Stepping back after the tutor, he stabs again at the undead foe.

    Spoiler: Actions
    Show
    Tarquin 5ft steps back to AF/6 after Xeshanth moves and attacks Z8. (Beak is still just hanging out.)

    atk (1d20+2)[6], dmg (1d8+3)[8], cc (1d20+2)[14] (20/x3), cdmg (1d8+3)[11]

    Paired Opportunists round 3/3

    AoO if applicable
    atk (1d20+6)[8], dmg (1d8+3)[8], cc (1d20+6)[25] (20/x3), cdmg (1d8+3)[8]

    Spoiler: Status
    Show
    Tarquinius Alderbough Human Shaman 1 LG HP 10 / 11 Speed ft Init 4 AC 16 Fort 2 Ref 1 Will 7 CMB +2 BAB 0 Longspear +2 (1d8 + 3, x3)
    Club +2 (1d6 + 3, x2)
    Dagger +2 (1d4 + 2, 19-20/x2) Str 14 (2) Dex 10 (0) Con 14 (2) Wis 18 (4) Int 10 (0) Cha 14 (2)
    Last edited by MuffinMan; 2020-07-28 at 08:27 PM.
    Spoiler: Active characters
    Show
    Waylan, Kestros and Auspice (Wrath of the Righteous)


    Lydia (Age of Worms - loot tracking)

  25. - Top - End - #175
    Titan in the Playground
     
    Farmerbink's Avatar

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    Texas, again!
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    Default Re: IC Savage Tides (Take 2)

    The brothers continue harrying the final zombie, looking like nothing so much as a pair of hunters bearing down on big game. Both blades lash out, each seeking an opportunity in the wake of the other's thrust.

    Spoiler: Gerald and Nathaniel, round 3
    Show

    One of the effects of Nathaniel's trait: Child of the Shadow, is that enemies within his reach cannot gain cover from him. It's shenanigans, but it's approaching 100% of the reason I went with that trait.

    Nathaniel Sotheby
    M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 11/11, Speed 30
    AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
    Glaive +4 (1d10, x3)
    Daggers +4 (1d4, 19-20, x2)
    Mace, Light +4 (1d6, x2)
    Chain Shirt (+4 Armor, +4 Dex)
    Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
    Condition Dirty fighter: +1 damage when flanking
    Child of the Shadows: +2 init in urban settings

    Nat attack Z7
    (1d20+4)[11] attack
    (1d20+4)[12] CC (24, x3)
    (1d10)[2] damage
    (2d10)[5] crit bonus damage

    5-foot step to AJ-7.

    Spoiler: AoO:
    Show
    Does include bonuses from paired opportunists

    (1d20+8)[17] attack
    (1d20+8)[24] CC (28, x3)
    (1d10)[7] damage
    (2d10)[12] crit bonus damage


    Gerald Sotheby
    M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 14/14, Speed 20
    AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
    Bardiche +5 (1d10+6, 19-20, x2)
    Lucerne hammer +5 (1d12+6, x2)
    Halberd +5 (1d10+6, x3)
    Banded Mail (+7 Armor, +1 Dex)
    Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
    Condition Challenge: 1/1
    Tactician: 1/1
    Honorable Champion: 1/1
    Bigger they are: +1 AC vs large enemies, +2 vs huge

    Attack Z7:
    (1d20+5)[9] attack
    (1d20+5)[15] CC (24-25, x2)
    (1d10+6)[12] damage
    (1d10+6)[9] crit bonus

    5-foot step to AF/7

    Spoiler: AoO:
    Show
    Does include bonuses from paired opportunists

    (1d20+9)[11] attack
    (1d20+9)[22] CC (28-29, x2)
    (1d10+6)[7] damage
    (1d10+6)[10] crit bonus



  26. - Top - End - #176
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: IC Savage Tides (Take 2)

    Round 3

    This round changes very little for our heroes - none of their attacks hit as they continue to shift around the undead attacker. With a single-mindedness that only comes from undead hunger the zombie continues to attack Tarquin, shambling forward (5-ft step) to bite ineffectually at the young man. Unfortunately, further down the tunnel Xeshanth sees more undead approaching...

    The map is updated. Begin round 4!

  27. - Top - End - #177
    Ogre in the Playground
     
    ElfRangerGuy

    Join Date
    Nov 2013

    Default Re: IC Savage Tides (Take 2)

    Round 4

    Tarquin falls silent for a brief moment, his breath coming heavily as he focuses on putting down the zombie in front of him.

    Spoiler: Actions
    Show
    Stay put and stab at Z/8. Beak is just hanging out.

    atk (1d20+2)[19], dmg (1d8+3)[5], cc (1d20+2)[7] (20/x3), cdmg (1d8+3)[4]

    no Paired Opportunists this round

    AoO if applicable

    atk (1d20+2)[11], dmg (1d8+3)[8], cc (1d20+2)[13] (20/x3), cdmg (1d8+3)[6]

    Spoiler: Status
    Show
    Tarquinius Alderbough Human Shaman 1 LG HP 10 / 11 Speed ft Init 4 AC 16 Fort 2 Ref 1 Will 7 CMB +2 BAB 0 Longspear +2 (1d8 + 3, x3)
    Club +2 (1d6 + 3, x2)
    Dagger +2 (1d4 + 2, 19-20/x2) Str 14 (2) Dex 10 (0) Con 14 (2) Wis 18 (4) Int 10 (0) Cha 14 (2)
    Spoiler: Active characters
    Show
    Waylan, Kestros and Auspice (Wrath of the Righteous)


    Lydia (Age of Worms - loot tracking)

  28. - Top - End - #178
    Firbolg in the Playground
     
    Gwynfrid's Avatar

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    Default Re: IC Savage Tides (Take 2)

    "More coming, and maybe worse ones! We need to finish this one and block the corridor!" Xeshanth's voice hints at a little bit of alarm for the first time in this fight...


    Spoiler
    Show
    No move this round. Both Xeshanth and Onwym attack the zombie in the front.
    Xeshanth's Perception (1d20+8)[10] maybe, to see what the thing in AN6 is? He's not trained in Knowledge(Religion) though, so he can't roll that.

    Ray of Frost ranged touch (1d20)[7] cold damage (1d3)[3]; cc(20) (1d20)[9] cd (1d3)[2]
    Short bow (1d20+1)[20] damage (1d6)[1] cc(21) (1d20+1)[16] cd (2d6)[10]


    Spoiler: stats - Xeshanth
    Show
    Xeshanth
    Samsaran Instructor Wizard (elemental void) 1 LG
    HP
    8 / 8
    Speed
    ft Init 5
    AC 10 Fort 1 Ref 0 Will 4
    CMB -1 BAB 0
    Dagger -1 (1d4-1, 19/x2)
    Str 9 (-1) Dex 10 (0) Con 12 (1) Wis 14 (2) Int 20 (5) Cha 12 (1)


    Spoiler: stats - Onwym
    Show
    Onwym Viltashel
    Elf Commoner (apprentice) 1 CG
    HP 6 / 6 Speed ft Init 1
    AC 11 Fort 0 Ref 1 Will -1
    CMB -1 BAB 0
    Shortbow +1 (1d6, 20/x3)
    Dagger -1 (1d4-1, 19/x2)
    Str 9 (-1) Dex 13 (1) Con 10 (0) Wis 8 (-1) Int 15 (2) Cha 10 (0)

  29. - Top - End - #179
    Titan in the Playground
     
    Farmerbink's Avatar

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    Nov 2013
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    Texas, again!
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    Default Re: IC Savage Tides (Take 2)

    From his position directly in front of the open door, Gerald spares time for a quick glance down the hallway. "Something different coming in. Be ready."

    The pair share a look, and Gerald nods. Nathaniel spends the next couple moments with his eyes closed, murmuring in introspection. When he opens his eyes, he readies his blade for whatever's coming through the door.

    Spoiler: Gerald and Nathaniel, round 4
    Show

    Nathaniel Sotheby
    M CG Human Inquisitor (SancSlay/RavHunt/Heretic), Level 1, Init 4, HP 11/11, Speed 30
    AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 4, Ref 4, Will 5, CMB 0, Base Attack Bonus 0
    Glaive +4 (1d10, x3)
    Daggers +4 (1d4, 19-20, x2)
    Mace, Light +4 (1d6, x2)
    Chain Shirt (+4 Armor, +4 Dex)
    Abilities Str 10, Dex 18, Con 15, Int 8, Wis 16, Cha 10
    Condition Dirty fighter: +1 damage when flanking
    Child of the Shadows: +2 init in urban settings
    Spells (1st level)
    Divine favor: 0/1
    DF: +1 attack/damage, 10 rounds
    Heightened awareness: 1/1

    Cast divine favor for +1 attack/damage

    5-foot step to AI/7, in prep for an AoO:

    Spoiler: AoO:
    Show
    (1d20+5)[24] attack
    (1d20+5)[22] CC (25, x3)
    (1d10+1)[7] damage
    (2d10+2)[13] crit bonus damage


    Gerald Sotheby
    M CG Human Cavalier (Disciple of Pike), Level 1, Init 1, HP 14/14, Speed 20
    AC 16, Touch 11, Flat-footed 15, CMD 16, Fort 5, Ref 1, Will 0, CMB +5, Base Attack Bonus 1
    Bardiche +5 (1d10+6, 19-20, x2)
    Lucerne hammer +5 (1d12+6, x2)
    Halberd +5 (1d10+6, x3)
    Banded Mail (+7 Armor, +1 Dex)
    Abilities Str 19, Dex 13, Con 16, Int 7, Wis 10, Cha 13
    Condition Challenge: 1/1
    Tactician: 1/1
    Honorable Champion: 1/1
    Bigger they are: +1 AC vs large enemies, +2 vs huge

    Attack Z7:
    (1d20+5)[17] attack
    (1d20+5)[15] CC (24-25, x2)
    (1d10+6)[10] damage
    (1d10+6)[12] crit bonus

    hopefully killed Z7, and 5-foot step to AG/6

    Spoiler: AoO:
    Show
    (1d20+5)[25] attack
    (1d20+5)[19] CC (24-25, x2)
    (1d10+6)[15] damage
    (1d10+6)[7] crit bonus



  30. - Top - End - #180
    Firbolg in the Playground
     
    NecromancerGuy

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    Default Re: IC Savage Tides (Take 2)

    Round 4

    While Tarquin and Onwyn both connect with their respective attacks, neither seems to be able to slash through the bloated zombie's water-logged flesh. Gerald's strike hits hard enough to hurt the famished undead, but not enough to destroy it. Xeshanth, distracted by his effort to look down the hall, misses with his magic and Nathaniel takes on divine favor from his goddess.

    When the zombie shambles forward and bites at Tarquin, the young man cannot get away - the undead's sharp, rotten teeth connect painfully (7 damage) and the creature holds on like some kind of animal (Tarquin is grappled). Down the hallway the three approaching undead move forward. The lead abomination walks purposefully, not at all like the awkward gait of its zombie companions as it lets its two companions go in front. "Yes! Fresh meat - go and feast, my friends!" it says in a hollow voice filled with madness. It then intones, "Flee from your death, foolish mortal!" and points a finger at Gerald imperiously. The two zombies with the spellcasting undead shamble forward into Nathaniel's attack, which connects on the first one as it tries to get into position to attack next round.

    Spoiler: Spellcraft DC 16
    Show
    The creature cast Cause Fear as a divine spell.

    Spoiler: Knowledge (Religion) DC 12
    Show
    This enemy is a Huecuva. It must have once been a cleric of some kind as well.

    Gerald needs to pass a DC 12 Will save or become frightened for 1d4 rounds (you roll for duration). If he passes, he is instead only shaken for one round.

    Neither of the new zombies can attack this round since they cannot charge through VK's space.

    The map is updated. Begin round 5!

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