Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
"Invisible and flying onto the roof. Don't use the entrances they are watching."
-Posted with Wayfinder
Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
"Me too."
-Posted with Wayfinder
Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
Parity does the same and heads off to the top of the roof.
Wind walk I still in effect, right?
-Posted with Wayfinder
Harlan Starshine |
We do indeed still have Wind Walk. I can also provide Air Walk if we want to move around in physical form.
Harlan quickly blesses the group with the ability to walk on air in physical form. He then casts Magic Circle Against Evil on himself and Shield Other on Heng.
Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
Parity will cast resist cold, see invisibility, airwalk, bulls strength, keen edge, stoneskin
DM NomadSage |
I really need to keep things moving along here! >.<
Using a series of nudges and whispers, Heng leads the invisible group towards the lodge, stopping a few feet above the southern door. The windows are too narrow for any but Harlan to slip through, and covered with patterned rice-paper, obscuring all but the light from within. The door is of good wooden construction.
The samurai patrol continues its circuit. They make no obvious notice of you.
I placed your tokens close to the door. You're actually over the roof, but the fog of war has you hidden.
DM NomadSage |
The monkeys appear in a screeching, leaping swarm. They take the samurai completely by surprise, grabbing things and flinging them, jumping on and off their backs, and other sorts of mischief. With shouts of alarm mixed with the screeching monkeys, the samurai draw steel and try to fight off the swarm.
Actions?
Kiyomi Matsumata |
Kiyomi smiles as the swarm rampages, stealing and flinging, as monkeys do. "Heng-san, shall I go inside and open the door?" If he says yes, she shifts, becoming a fox, who bounds in through the window. Once inside, she changes into a woman again, and opens the door, undoing any latches or bolts.
Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
Parity quickly enters the area once Kiyomi opens the door, moving forward to set up a perimeter as fast as he can.
DM NomadSage |
Slipping in through the western door, you enter a small roofed courtyard garden. To the north, an open door leads into a kitchen, while a larger room to the south appears to be a bath, holding two large metal tubs, currently empty. There are voices and light coming from the small room to the south-west. The eastern wall is of three painted shoji panels.
Actions?
Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
Perception: 1d20 + 23 ⇒ (5) + 23 = 28
Parity puts a finger to his lips and points to the room to the southwest and then gathers the others, slipping in to the room to the southeast.
What are the shoji panels depictions of?
DM NomadSage |
Parity leads the group into the southeast room, which turns out to be a bathhouse. Two large wooden tubs dominate the chamber, with pipes leading to the stream outside still under construction. The tubs are currently empty. A single door leads to the main building.
As soon as you pile into the room, outside you hear the samurai guards exit their room and rush outside to aid their companions against the monkey swarm.
DM NomadSage |
Through the door, you walk into a hallway that circumnavigates the heart of the hunting lodge. Shoji panels open to rooms to the south and east, and to an open air garden in the center. A single door to the north looks like it leads outside.
As you round the corner to the east, a man in black lamellar armor emerges from a room to the northeast. He has an exaggerated, hooked nose (the sign of a yamabushi tengu, like you encountered way back in Brinewall Keep). He spots you immediately, seeing through your invisibility, and shouts out in alarm.
Harlan: 1d20 + 3 ⇒ (16) + 3 = 19
Heng: 1d20 + 6 ⇒ (7) + 6 = 13
Kiyomi: 1d20 + 4 ⇒ (8) + 4 = 12
Malnival: 1d20 + 6 ⇒ (10) + 6 = 16
Parity: 1d20 + 2 ⇒ (11) + 2 = 13
Typhoon Guard: 1d20 + 10 ⇒ (1) + 10 = 11
Initiative Order: (Round One)
[19] Harlan
[16] Malnival
[13] Parity
[13] Heng
[12] Kiyomi
[11] Typhoon Guard
Actions?
Harlan Starshine |
Round 1
HP = 87/87
AC/T/FF = 22/14/19 (25% ignore sneak/critical)
Weapon Equipped = +1 Light Crossbow
Bolts = 35/35
Speed = 15'
Channel = 6/6 (6d6)
Energy Body = 11/11
Oracle Spells Known (CL 12):
Oracle Spells Known (CL 12th; concentration +17)
6th 3/3—mass cure moderate wounds, greater dispel magic, heal
5th 6/6—break enchantment, breath of life*, mass cure light wounds, wall of stone
4th 2/7—air walk, blessing of fervor*, cure critical wounds, holy smite*, restoration
3rd 7/7—cure serious wounds, dispel magic, invisibility purge, magic circle against evil, neutralize poison, stone shape
2nd 7/7—aid, cure moderate wounds, ghostbane dirge*, resist energy, lesser restoration, shield other, spiritual weapon
1st 7/8—bless, burning disarm*, command*, cure light wounds, detect evil, detect undead, sun metal*
0 (at will)—create water, detect magic, detect poison, guidance, light, mending, purify food and drink*, spark*, stabilize
* Save DC = 15 + Level
Status Effects = None
Harlan silently curses his spells meant for shaping stone in a place made of wood and paper.
"Let's get him."
Cast Bless on the party and move to the side, out of any charge lanes.
Heng |
Round 1
AC 26-2, hp:110/110; dragon stance, inspired, blessed
Heng grimaces at all the noise. "Silence him quickly," he warns quietly and then assuming dragon stance, launches himself at the crowman.
+2 frost fist: 1d20 + 15 + 3 + 2 + 2 ⇒ (19) + 15 + 3 + 2 + 2 = 41 Stun-fort DC 18
damage: 2d8 + 6 + 2 + 2 + 3 ⇒ (4, 3) + 6 + 2 + 2 + 3 = 20 + cold: 1d6 ⇒ 5
imp crit threat: 1d20 + 15 + 3 + 2 + 2 ⇒ (2) + 15 + 3 + 2 + 2 = 24
damage: 2d8 + 6 + 2 + 2 + 3 ⇒ (8, 6) + 6 + 2 + 2 + 3 = 27 + cold: 1d6 ⇒ 4
Parity |
- HP:94/143 (42)
- Vanguard Blast: 6/7
- Swift Spell: 3/5
- SpellGrapple: 6/7
- Enhance Weap 13/13
- Spells: 1st: 2/6, 2d: 3/6, 3rd: 0/5, 4th: 4/5, 5th: 1/2
- Chaincloth Cloak: 2/3
- Jingasa negate crit/SA: 0/1
- Terra Cotta Talisman: Luck Reroll: 1/1, spiritual ally: 1/1
- Suishen abilities: airwalk: 2/3, see invisibility: 2/3 resist cold: 2/3, daylight:3/3
- Active effects:
Blind, stnskin (120), Images (5), keen, res cold 30, airwalk, end elem, see inv, lt fort, all-round vision, DR10/adam, DR5/pierce, res skin)
Parity slips past Heng, rushing around the corner with his blade held low and stabs upward with a quick enhanced blow. (Vital Strike/Arcane Strike)
To hit: 1d20 + 18 ⇒ (6) + 18 = 24
Damage: 2d8 + 17 ⇒ (4, 2) + 17 = 23
DM NomadSage |
Harlan blesses the group and Malnival hastens you. Parity and Heng rush forward and strike the tengu hard, though he resists Heng's stunning blow.
Fort save vs stun: 1d20 + 13 ⇒ (19) + 13 = 32
Kiyomi begins to sing her inspiring tune. The tengu guard steps back and barks a magic word, teleporting instantly to behind Harlan.
Heng sees five other tengu guards in the entrance hall. They react to their companion's alarm, casting defensive spells that blur their position. All of the tengu give up any pretense of humanity and revert to their natural form: that of a crow-headed, winged humanoid.
***
Initiative Order (Round Two):
[19] Harlan <<<
[16] Malnival
[13] Parity
[13] Heng
[12] Kiyomi
[11] Typhoon Guard
Top of the order!
Kiyomi Matsumata |
Kiyomi continues singing and moves north. As she moves she pulls out the wand of scorching ray and flicks it! UMD: 1d20 + 21 ⇒ (1) + 21 = 22
The wand scorches to life and Kiyomi aims two bolts of fire at the Tengu to the south!
Scorching Touch: 1d20 + 13 + 3 ⇒ (8) + 13 + 3 = 24 for 4d6 ⇒ (4, 4, 3, 2) = 13 fire!
Scorching Touch: 1d20 + 13 + 3 ⇒ (12) + 13 + 3 = 28 for 4d6 ⇒ (5, 2, 6, 1) = 14 fire!
Harlan Starshine |
Round 2 Init 19
HP = 87/87
AC/T/FF = 22/14/19 (25% ignore sneak/critical)
Weapon Equipped = +1 Light Crossbow
Bolts = 35/35
Speed = 15'
Channel = 6/6 (6d6)
Energy Body = 11/11
Oracle Spells Known (CL 12):
Oracle Spells Known (CL 12th; concentration +17)
6th 3/3—mass cure moderate wounds, greater dispel magic, heal
5th 6/6—break enchantment, breath of life*, mass cure light wounds, wall of stone
4th 2/7—air walk, blessing of fervor*, cure critical wounds, holy smite*, restoration
3rd 7/7—cure serious wounds, dispel magic, invisibility purge, magic circle against evil, neutralize poison, stone shape
2nd 7/7—aid, cure moderate wounds, ghostbane dirge*, resist energy, lesser restoration, shield other, spiritual weapon
1st 6/8—bless, burning disarm*, command*, cure light wounds, detect evil, detect undead, sun metal*
0 (at will)—create water, detect magic, detect poison, guidance, light, mending, purify food and drink*, spark*, stabilize
* Save DC = 15 + Level
Status Effects = Bless, Haste, Inspired
Harlan quickly steps back and raises his crossbow at the tengu.
"Hey buddy, how's it going?"
+1 XBow, Holy Rapid Fire Haste Inspired Bless Point Blank Shot: 1d20 + 18 ⇒ (9) + 18 = 27
Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Evil: 2d6 ⇒ (1, 5) = 6
+1 XBow, Holy Rapid Fire Haste Inspired Bless Point Blank Shot: 1d20 + 18 ⇒ (7) + 18 = 25
Damage: 1d6 + 5 ⇒ (2) + 5 = 7
Evil: 2d6 ⇒ (5, 1) = 6
+1 XBow, Holy Rapid Fire Haste Inspired Bless Point Blank Shot: 1d20 + 18 ⇒ (3) + 18 = 21
Damage: 1d6 + 5 ⇒ (6) + 5 = 11
Evil: 2d6 ⇒ (5, 4) = 9
+1 XBow, Holy Rapid Fire Haste Inspired Bless Point Blank Shot: 1d20 + 13 ⇒ (9) + 13 = 22
Damage: 1d6 + 5 ⇒ (5) + 5 = 10
Evil: 2d6 ⇒ (1, 1) = 2