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Fiery Gift

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Level 2 template:

Seraphina Stormborn

spacer.pngSeraphina Stormborn — Half-Orc Skald 2 (Fated Champion)
AC/T/FF 16/11/15 | HP 22/22 | Init +2 | Speed 20ft | Fort/Ref/Will 7/3/3 | Darkvision
Raging Song 13/13 | Hero Points 2/2
Active Conditions: none
Spells:

1st: (3/day) Heightened Awareness (2 hours), Saving Finale (2d4), Cure light wounds
Cantrips: (unl) detect magic, ghost sound, prestidigitation, read magic, light

And out

Seraphina had been back with Urthan most of this trip now, still cursing herself for falling for Vanthie's trap. But something was wrong, Tann had gone silent, El Cid was on the floor behind her and Iridni and Calyx up ahead. She moved up to see what she could see, motioning Urthan to join her.

 

Mechanics

Not sure if we need initiative but... with a 3 I am not moving first!

Move:
Standard:
Free:

Trained Skills

Acrobatics* +5
Climb* +8
Diplomacy +7
Handle Animal +6
Intimidate +8
Knowledge (dungeoneering) +6
Knowledge (local) +8
Knowledge (nobility) +6
Other knowledges (untrained) +2
Perception +3
Perform (Sing) +9
Swim* +8
   
   
* -4 ACP to str and dex skills  

 

 

Edited by ccanary (see edit history)
Name
initiative
3
1d20+2 1
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spacer.pngTann Hauser (AC 17)

Character Short Form

Female  Neutral  Elf Wizard,

Level 2, Init 9, HP 16/16, Speed 30 

AC 13 (17 Mage Armor) Touch 13, Flat-footed 10 (14), CMD 12, 

Fort 1, Ref 3, Will 4, CMB -1, Base Attack Bonus  0,  

Dagger +0 (1d4-1, 19-20/x2)
Light Crossbow (10 Reusable) +4 (1d8, 19-20/x2)
 
Str 8, Dex 16, Con 12, Int 18, Wis 12, Cha 10

Cantrips Dancing Lights, Detect Magic, Ray of Frost 1d3+1

1st level Spells (4) Burning Hands 1 (4d4+2), Colour Spray 1, Crafter's Blessing 0, Ears of the City 0 , Expeditious Retreat, Fabricate Bullets, Grease 1, Mage Armor 1, Protection from Evil, Vanish

Skills

+11 Craft Alchemy (with familiar)

+10  Knowledges (Local, Arcana, Religion, Planes, Dungeoneering, Nature, Nobility)

+8  Spellcraft

+7 Perception (+10 in low light)

+6 Heal, Perception (+9 in low light), Knowledges (Engineering, Geography can roll as trained)

+5 Stealth

Condition

Darkvision 60' but dazzled in bright light.

Entomophobe Drawback (penalties with vermin and swarms)

Tann, aware that the Iridni and Calyx's passage to the west door had been unmolested crosses her fingers. She turns to bring Seraphina and Urthan up to date, murmuring. "Something the size of a big dog in the pool, hiding from the light.. four humanoid figures in the dark of the North Wall, both between us and Iridni, Calyx. I will bring up the light if there's a fight."

Edited by Starhawk (see edit history)
Name
Initiative
15
1d20+9 6
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1096643343_smirkingelfmale.jpg.ad16006421cd4fb56a53841a481904f7.jpgCalyx, Elven Warpriest 2 (notes)
AC: 17 | HP: 18/18 | Hero: 2
Fort: +4 | Ref: +4 | Will: +7
Resources | Spells | Skills

"We've got to join the others," he whispers. "We go slow and quiet. Stay out of the water. Keep me between you and the skeletons. If they attack me, make a run for it and join the others."

He then pulls a dagger out of his ankle sheath and, when Iridni is ready, starts moving across the cavern back to the others.

Name
INITIATIVE
6
1d20+3 3
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1192150860_IridniHeadshot.png.22b5e0ac7f7b6f5846f50345f56e69bc.png

Current Mental Focus Investiture

3 Points Invested in Her Monocle (Divination), granting a +1 Insight bonus to Perception Checks
2 Points Invested in her Bracers (Abjuration), granting a +1 Resistance Bonus to all her saving throws.
2 Points Invested in her Ring (Illusion), granting her 10% Concealment [Requires the use of a Standard Action, Lasts Until She Attacks]

Iridni drew and loaded her Shortbow, pointing it towards the north wall.

Mechanics

Readying an action to shoot at the first hostile she sees.

 

Edited by Kylia Quilor (see edit history)
Name
Initiative
6
1d20+2 4
Readied Attack, Damage
7; 2
1d20+3; 1d6 [4]; [4,2]
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The shapes become more clear now. They are the decomposing remains of humanoids brought into unlife. They stagger toward you. Shefton sees them almost too late. With a wretched groan one of the zombie like figures takes a swing. Just in time, the half elf dodges. Oh, gods, what is that!? he asks uselessly.

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spacer.pngTann Hauser (AC 17)

Character Short Form

Female  Neutral  Elf Wizard,

Level 2, Init 9, HP 16/16, Speed 30 

AC 13 (17 Mage Armor) Touch 13, Flat-footed 10 (14), CMD 12, 

Fort 1, Ref 3, Will 4, CMB -1, Base Attack Bonus  0,  

Dagger +0 (1d4-1, 19-20/x2)
Light Crossbow (10 Reusable) +4 (1d8, 19-20/x2)
 
Str 8, Dex 16, Con 12, Int 18, Wis 12, Cha 10

Cantrips Dancing Lights, Detect Magic, Ray of Frost 1d3+1

1st level Spells (4) Burning Hands 1 (4d4+2), Colour Spray 1, Crafter's Blessing 0, Ears of the City 0 , Expeditious Retreat, Fabricate Bullets, Grease 1, Mage Armor 1, Protection from Evil, Vanish

Skills

+11 Craft Alchemy (with familiar)

+10  Knowledges (Local, Arcana, Religion, Planes, Dungeoneering, Nature, Nobility)

+8  Spellcraft

+7 Perception (+10 in low light)

+6 Heal, Perception (+9 in low light), Knowledges (Engineering, Geography can roll as trained)

+5 Stealth

Condition

Darkvision 60' but dazzled in bright light.

Entomophobe Drawback (penalties with vermin and swarms)

Tann answers Shefton's query.. "Zombies, the dead that walk, shambling corpses, brain eaters, walkers, lurkers, the living dead, the reanimated, the really did not go quietly.". Despite the obvious flippancy, there is a tremulous quality to her voice that betrays her fear. Saying this, she raises her hand, from which a line of fire bursts, crossing the distance between her and the closest zombie to cook its decayed flesh. It clearly was neither the time nor the place to employ her burning hands spell, her ace in the hole. She then points at the closest zombie..."Urthan, there's a zombie out here with your name on it."

Edited by Starhawk (see edit history)
Name
Ray of Frost (as fire) ranged touch attack
19
1d20+3 16
Damage 
3
1d3+1 2
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1096643343_smirkingelfmale.jpg.ad16006421cd4fb56a53841a481904f7.jpgCalyx, Elven Warpriest 2 (notes)
AC: 17 | HP: 18/18 | Hero: 2
Fort: +4 | Ref: +4 | Will: +7
Resources | Spells | Skills

Calyx continues with the plan, leading Iridni from the far side of the cavern to where their allies are gathering, and the (relative) safety of the corridor beyond. Though his dagger is in hand, and the elf is usually looking for a good fight, he doesn't engage unless one of the undead comes after him or Iridni.

"Almost there," he tells himself. "Almost there!"

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1192150860_IridniHeadshot.png.22b5e0ac7f7b6f5846f50345f56e69bc.png

Current Mental Focus Investiture

3 Points Invested in Her Monocle (Divination), granting a +1 Insight bonus to Perception Checks
2 Points Invested in her Bracers (Abjuration), granting a +1 Resistance Bonus to all her saving throws.
2 Points Invested in her Ring (Illusion), granting her 10% Concealment [Requires the use of a Standard Action, Lasts Until She Attacks]

Iridni kept her bow strung and ready as they moved, though her ability to shoot at a Zombie that came too close was a little more limited than Calyx's ability to use his dagger. But once they were all in one group, it would be easier to deal with them. "I think we're going to want to get rid of these things now, rather than let them chase us. Zombies don't get tired."

Mechanics

Moving along with Calyx to rejoin the group.

 

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Level 2 template:

Seraphina Stormborn

spacer.pngSeraphina Stormborn — Half-Orc Skald 2 (Fated Champion)
AC/T/FF 16/11/15 | HP 22/22 | Init +2 | Speed 20ft | Fort/Ref/Will 7/3/3 | Darkvision
Raging Song 12/13 | Hero Points 2/2
Active Conditions: none
Spells:

1st: (3/day) Heightened Awareness (2 hours), Saving Finale (2d4), Cure light wounds
Cantrips: (unl) detect magic, ghost sound, prestidigitation, read magic, light

Zombie! Zombie! Zombie eh eh!

Seraphina moved with Urthan at the sign of trouble, setting up with him to take the brunt. She started her song, amping up Urthan's rage and her own, then lay into the zombies.

 

Mechanics

Seraphina

Move: Going to assume that we are just behind Tann. Seraphina will more to 10 feet south of the Eastern-most zombie
Standard: start raging song
Free:

AoO if needed: 17 damage on AC 11 if it triggers.

 

Urthan

Move: Urthan will more to 5 feet south of the Eastern-most zombie
Standard: attack 20 slashing damage hitting AC 23.
Free:

Trained Skills

Acrobatics* +5
Climb* +8
Diplomacy +7
Handle Animal +6
Intimidate +8
Knowledge (dungeoneering) +6
Knowledge (local) +8
Knowledge (nobility) +6
Other knowledges (untrained) +2
Perception +3
Perform (Sing) +9
Swim* +8
   
   
* -4 ACP to str and dex skills  

 

 

Edited by ccanary (see edit history)
Name
Urthan greatsword on zombie with amplified rage
23
1d20+10 13
greatsword damage with 26 str
20
2d6+12 3,5
seraphina AoO with bardiche if needed
11
1d20+8 3
doubt that hit but damage
17
1d10+10 7
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Posted (edited)

Tann's ray lances across the room and strikes the zombie. Frost forms around the shoulder and neck of the walking corpse, but if it is damaged, it is hard to tell. The monster is much more interested in the tasty half-elf so near by.

With my name on it? Urthan growls. He seems chagrined by Vanthus trap and a little relieved to take out his angst on something. He bursts out of the tunnel, followed by Seraphina and slashes the zombie nearest the east wall. His greatsword splits the dead being in two making it even more dead than before. Now you're naimless. the gladiator says to the cold, crumpled pile of flesh at his feet.

Calyx and Iridni assemble on the other side of the room.

Shefton question seems to have garnered the attention of the rest of the nondismembered zombies. They attempt to answer with deeds rather than words.

The first initial zombie slams him. Shefton almost crumples. A second zombie from the west, then a third swarm towards the turncoat.. Help! Help!

(attack 1)

 

It is now the party's turn. You can go in whatever order you post.

I have revised based on the missed "pulling of Shefton" by Calyx.

Shefton is not dead. He is gravely injured. Only attack 1 below hits. The 2nd zombie isn't able to attack, only move.

The zombie adjacent Urthan is destroyed and not a threat.

Smugglersdenrd2revised.jpg.02eb245f9fa8db00ade0c2c40d33b192.jpg

Edited by Fiery Gift (see edit history)
Name
(attack 1)
17
(d20) 17
(attack 2)
19
(1d20+2) 17
roll
4; 6
1d6+3;1d6+3 [1]; [1,3]
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Level 2 template:

Seraphina Stormborn

spacer.pngSeraphina Stormborn — Half-Orc Skald 2 (Fated Champion)
AC/T/FF 16/11/15 | HP 22/22 | Init +2 | Speed 20ft | Fort/Ref/Will 7/3/3 | Darkvision
Raging Song 11/13 | Hero Points 2/2
Active Conditions: none
Spells:

1st: (2/3) Heightened Awareness (2 hours), Saving Finale (2d4), Cure light wounds
Cantrips: (unl) detect magic, ghost sound, prestidigitation, read magic, light

Zombie! Zombie! Zombie eh eh!

"Hold on!" she called to Shefton in between lines of her raging song and winced as she saw him go down badly amidst a crowd of flesh eating zombies.

"Oh come on!" her rage song coming out in her words. She nodded to Urthan and he moved to clear the next zombie out while she moved to heal Shefton.

For his part, Urthan smiled a little too eager, then rushed forward slashing with his sword as Seraphina rolled her eyes. She followed, still singing but then stopped to try to heal Shefton.

Mechanics

Urthan

Move: Urthan will more to 10 feet W to next closest zombie
Standard: attack 19 slashing damage hitting AC 22.
Free:

 

Seraphina

Move: W then W to end up adjacent to Shefton to his SE
Standard: CLW on Shefton for 6
Free: stop raging song - if anybody wants the benefit of rage act before Seraphina!

Trained Skills

Acrobatics* +5
Climb* +8
Diplomacy +7
Handle Animal +6
Intimidate +8
Knowledge (dungeoneering) +6
Knowledge (local) +8
Knowledge (nobility) +6
Other knowledges (untrained) +2
Perception +3
Perform (Sing) +9
Swim* +8
   
   
* -4 ACP to str and dex skills  

 

 

Edited by ccanary (see edit history)
Name
Urthan raging attack greatsword damage closest
22; 19
1d20+10; 2d6+12 [12]; [12,3,4]
CLW on Shefton with lesser celestial totem
6
1d8+3 3
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spacer.pngTann Hauser (AC 17)

Character Short Form

Female  Neutral  Elf Wizard,

Level 2, Init 9, HP 16/16, Speed 30 

AC 13 (17 Mage Armor) Touch 13, Flat-footed 10 (14), CMD 12, 

Fort 1, Ref 3, Will 4, CMB -1, Base Attack Bonus  0,  

Dagger +0 (1d4-1, 19-20/x2)
Light Crossbow (10 Reusable) +4 (1d8, 19-20/x2)
 
Str 8, Dex 16, Con 12, Int 18, Wis 12, Cha 10

Cantrips Dancing Lights, Detect Magic, Ray of Frost 1d3+1

1st level Spells (4) Burning Hands 1 (4d4+2), Colour Spray 1, Crafter's Blessing 0, Ears of the City 0 , Expeditious Retreat, Fabricate Bullets, Grease 1, Mage Armor 1, Protection from Evil, Vanish

Skills

+11 Craft Alchemy (with familiar)

+10  Knowledges (Local, Arcana, Religion, Planes, Dungeoneering, Nature, Nobility)

+8  Spellcraft

+7 Perception (+10 in low light)

+6 Heal, Perception (+9 in low light), Knowledges (Engineering, Geography can roll as trained)

+5 Stealth

Condition

Darkvision 60' but dazzled in bright light.

Entomophobe Drawback (penalties with vermin and swarms)

Tann momentarily pondered using her burning hands spell, but Urthan's effectiveness was encouraging, more importantly Shefton's location was within the burn area. Moving into the space where Seraphine had been standing mere moments before, she once again changes her cantrips element to fire and attacks again with Ray of Fire, the beam striking home again. Tann looks surprised at striking twice in a row.

OOC.. targetting the currently most dangerous zombie, especially the one she hit with ray of fire, if its still mobile.

Edited by Starhawk (see edit history)
Name
Ray of Fire Ranged Touch
17
1d20+3 14
Damage
4
1d3+1 3
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1096643343_smirkingelfmale.jpg.ad16006421cd4fb56a53841a481904f7.jpgCalyx, Elven Warpriest 2 (notes)
AC: 17 | HP: 18/18 | Hero: 2
Fort: +4 | Ref: +4 | Will: +7
Resources | Spells | SkillsDiplomacy +4
Heal +7
Perception +7
Sense Motive +7
Stealth +5
Survival +7

"Don't just stand there!" Calyx shouts at Shefton. "Get a move on!!"

Calyx pauses for a moment as the combat unfolds. While he wants to flood the area with divine energy to righteously cleanse the cave of the undead abominations around them, he is acutely aware that he is the only healer in the group, and that energies spent now could have dire consequences if they are needed to mend his allies later.

Instead, calls upon his divine favor to create an illusory double to stand beside him. With a wink and a saucy grin, the two Calyxes step forward and slash at the nearest zombie. Though he plays the part of a confident swashbuckler, he is intensely grateful to have the two massive half-orc bruisers close at hand.


OOC: 5' step. MOVE ACTION: Trickery blessing to create a single mirror image for 2 rounds. STD: Attack with dagger.
MIRROR IMAGE (1 image): Round 1 of 2.

Edited by CharmingSatyr (see edit history)
Name
Attack and Damage (dagger)
9; 8
1d20+5; 1d6+2 [4]; [4,6]
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1192150860_IridniHeadshot.png.22b5e0ac7f7b6f5846f50345f56e69bc.png

Current Mental Focus Investiture

3 Points Invested in Her Monocle (Divination), granting a +1 Insight bonus to Perception Checks
2 Points Invested in her Bracers (Abjuration), granting a +1 Resistance Bonus to all her saving throws.
2 Points Invested in her Ring (Illusion), granting her 10% Concealment [Requires the use of a Standard Action, Lasts Until She Attacks]

"Well frak," Iridni muttered, starting to aim her crossbow at the nearest zombie. Shefton was not going to last another strike like that, but maybe...

And then she had a better idea. Lowering the weapon, she gestured at the furthest Zombie. "Let's thin this herd out, just a little." Her compatriots had killing the zombies with brute force down easily. But there were still a decent number, so they could swarm one person and at least do some injury. But if she took one out...

She chanted and gestured more, her ring glowing a soft dark blue/gray light and suddenly, the shadow of the furthest zombie solidified just a little, and animated of it's own will, or seemingly so, grapping at the legs of the being that cast it, trying to claw and hold those legs in place, holding it rooted to one position. Ideally it would not be able to join it's compatriots.

Mechanics

Casting Shadow Trap on the furthest Zombie. Will DC 15 remains.


2 Spells Remaining

Edited by Kylia Quilor (see edit history)
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