Book 1 - Chapter 5: Have Sword - Will Travel, or How the West was Fun(dead)

Started by Asta, October 11, 2021, 04:22:38 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

pringerbeam

     Thedrin deflects the Zombie's grasping hands with a bash of his shield followed up by a sideways chop at its torso with his sword. "Take down the further one. I have this fiend right where I want it!"

Standard action: Attack Zombie 2
Rolled 1d20+7 : 2 + 7, total 9
Damage (Slashing)
Rolled 1d8+3 : 1 + 3, total 4
Move action: Combat Advice to give Cecelia +2 to hit Zombie 3

Asta

Thedrin's chop fell short of its mark by inches, leaving the zombie unscathed. The third corpse shambled forward in a rush clawing at Cecilia, piercing the warping forcefield surrounding her and slamming heavily into her shoulder.

In retaliation, Scathach fired off another two arrows striking the zombie that attacked Cecilia. The first planted itself in the creature's chest doing little harm, but the second pierced its rotting eye and drove deep into the brain ending the magic that reanimated it.

Thedrin attacks Zombie 2, miss
Zombie 3 charges Cecilia, 8 damage
Scathach shoots Zombie 3 twice, hits twice, crits once. 2 and 14 damage.
Cecilia to go.

Combat Log

Roll 20 Link
Initiative Order: Scathach, Cecilia, Zombie 2, Rhenri, Thedrin
Round 1
Round 1:
Scathach shoots Zombie 3, 4 damage
Cecilia casts Mage Armor
Zombie 1 attacks Thedrin, miss
Zombie 2 attacks Thedrin, miss
Rhenri shoots Zombie 1, 22 damage
Thedrin attacks Zombie 2, miss
Zombie 3 attacks Cecilia, 8 damage
[close]
Round 2:
Scathach shoots Zombie 3, 16 damage
[close]

Oath

Cecilia felt relieved when the arrows struck true and threw an acid dart of her own at the final remaining zombie.

Acid dart thing.
Rolled 1d20+3 : 12 + 3, total 15
Rolled 1d6+1 : 3 + 1, total 4

Asta

Cecilia's dart splashed onto the shambling corpse, searing away dead flesh with a bubbling hiss. Undaunted, the zombie swung its limbs once more at Thedrin, and caught him unprepared. The blow fell heavy on his collarbone, bruising him heavily despite the armor.

Cecilia shoots Zombie 2, 4 damage
Zombie 2 attacks Thedrin, 9 damage
Rhenri to go

Combat Log

Roll 20 Link
Initiative Order: Scathach, Cecilia, Zombie 2, Rhenri, Thedrin
Round 1
Round 1:
Scathach shoots Zombie 3, 4 damage
Cecilia casts Mage Armor
Zombie 1 attacks Thedrin, miss
Zombie 2 attacks Thedrin, miss
Rhenri shoots Zombie 1, 22 damage
Thedrin attacks Zombie 2, miss
Zombie 3 attacks Cecilia, 8 damage
[close]
Round 2:
Scathach shoots Zombie 3, 16 damage
Cecilia shoots Zombie 2, 4 damage
Zombie 2 attacks Thedrin, 9 damage
[close]

Throndir






Although Thedrin was in the way of a clear shot, the archer focused her ki to offset that potential cover. It would be just for the first shot, but Rhenri hoped it would be enough.

Current Stance: Stance of the Piercing Rays
Swift Action: Active Eye of the Needle
Free: 5 ft. step N.
Full attack action: Point-Blank Shot, Rapid Shot, Precise Shot, Eye of the Needle (first short only)
Used Maneuvers: Eye of the Needle

Did not apply any cover/soft cover penalties.

This dice roll has been tampered with!
attack 1, eye of the needle 1d20+11 : 18 + 11, total 29
This dice roll has been tampered with!
piercing 1d8+1 : 6 + 1, total 7
This dice roll has been tampered with!
fire 1d6 : 4, total 4

This dice roll has been tampered with!
attack 2 1d20+7 : 15 + 7, total 22
This dice roll has been tampered with!
piercing 1d8+1 : 5 + 1, total 6
This dice roll has been tampered with!
fire 1d6 : 3, total 3

Eye of the Needle Reference
Eye of the Needle
Tempest Gale (Boost)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: One round

For most archers, an enemy engaged in melee is a difficult target at best, for a disciple of the Tempest Gale, a smaller target only presents greater opportunity.  After you initiate this boost, your next ranged attack roll this round gains a +4 bonus if the target of the attack is engaged in melee.
[close]

Asta

Rhenri's arrows pierced the zombie with a thump and sizzle and the creature crumpled to the floor inanimate.

Encounter over, everyone receives 200 exp.

"Three zombies down, but no sign of the cultists yet." Scathach said, keeping her bow at hand.

Now that you had a chance to look around the chamber, you spot two doors on the western wall, presumably leading further into the mine.

pringerbeam

     Thedrin brushed the flecks of zombie fish that had caught on his scale mail away and imbued himself with some healing energy before moving on to heal Cecelia as well. He looked to the two sets of doors. "Onward, if this is the best these cultists can muster then this ogre should be no problem."

Lay on Hands self
Rolled 2d6 : 4, 4, total 8
Lay on Hands Cecelia
Rolled 2d6 : 4, 1, total 5

pringerbeam

     After a quick look around the room to see the nearest door, Thedrin heads for the closer of the two and opens the door with his weapon at the ready.

Asta

Moving swiftly through the door and into the next area reveals a cavernous space where a fair amount of mining must have been done. The walls are scarred with marks from pickaxes and hammers. There are also several large crates that the eerie anti-light glow of dark essence pulses from. Most importantly though, are the three cultists and their ogre. Clearly they heard the brief commotion you made while fighting the zombies and were waiting for your arrival. The ogre, a towering and rank smelling creature takes a heavy step in your direction as a cultist raises his hand to point.

"C'mon boys, get em!"

Roll for initiative

pringerbeam



Throndir


Asta

Rhenri to go.

Combat Log

Roll20 Link
Initiative Order: Rhenri, Caster, Fighter 1, Thedrin, Scathach, Cecilia, Fighter 2, Ogre
Round 1:
[close]

Throndir






Current Stance: Leaping Spirit Dance (+2 AC and Reflex Saves, as long as Rhenri moves 10 ft.)
Swift Action: Activate Murderous Insight
Ki: 3 points remaining
Standard attack action: Attack Cultist 3 (making the assumption this one looks like the least armored of the enemies, if not, will go for another Cultist), Murderous Insight (4 rounds remaining)

Attack 1, roll 1 1d20+8 : 4 + 8, total 12
Attack 1, roll 2 1d20+8 : 14 + 8, total 22
Rolled 1d8 : 5, total 5

Move: Move 20 ft. East, through the entrance we came in
Current AC: 21

Murderous Insight Reference
Murderous Insight (Su):

The stalker designates his combat senses towards ending the lives of his opponents and gains momentary flashes of insight in how to best accomplish this. By spending one point of ki as a swift action, the stalker makes an attack and rolls twice for that attack and uses the better of the two results due to the stalker's precognitive abilities. This art has a duration of 1 + the stalker's Wisdom modifier in rounds.
[close]

Asta

Whipping past the bulky ogre, Rhenri's arrow digs into the shoulder of the robed cultist, drawing blood. Undeterred, the same cultist moves forward gesticulating wildly while muttering an incantation from his sleeve he pulls a wad of some kind of material and tosses it at Thedrin's general direction. Upon landing, the wad melts across the floor forming a slick pool.

One of the cultists that looks more heavily armed quickly ducks behind a rock formation, breaking line of sight between himself and your group.

Rhenri shoots Cultist 3, 5 damage
Cultist 3 casts a spell.
Cultist 1 Moves
Thedrin to make a reflex save, then go.

Combat Log

Roll20 Link
Initiative Order: Rhenri, Caster, Fighter 1, Thedrin, Scathach, Cecilia, Fighter 2, Ogre
Round 1:
Rhenri shoots Cultist 3, 5 damage
Cultist 3 casts a spell
[close]