Feral's Encounter at the Drowning Stones [PFS] (Inactive)

Game Master Feral

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Grand Lodge

Female Aasimar Monk 4 / Inquisitor 1 / Evangelist 3 | AC: 22 T: 22, FF: 19 | CMD 25(27/29) | HP 55/55 | Fort +10, Reflex +10, Will +17 | Perception +19, Sense Motive +29 | Init: +9 | Darkvision 60' | Speed 30ft | Ki 13/13, ToS 6/6, Advice 14/14 | Active conditions: |

"Sif'Kesh is the demon lord of suicide, and Osprey thought the stones are linked to him." Drusilla reminds Chaine on their assignment. "But tridents... hmm... I believe they are favoured by underwater races. And this man's ramblings about mermaid would support that."

Drusilla shakes Leng's hand politely, and swiftly takes a cloth to wipe her hand clean. "Mister Leng, rest assured you are in good hands now. But you can also help yourself by helping us. So please answer our questions. Who put you in the cage. Was it..." Drusilla opens the journal and squints her eyes to decipher the shaky handwriting. "..Lichten? Did he leave you in the cage, and run off with the stones?"
diplomacy: 1d20 + 16 ⇒ (4) + 16 = 20

Chaine was polite, but Drusilla takes a more direct approach. If the man is what she suspects - an Aspis agent - no need to waste polite words.

@Chaine: the map link is at top of the page

The Exchange

male Tiefling Tomb Raider 7 Init +2 Perception +13, Darkvision, Speed 40ft HP: 54 AC: 21 (FF 21/T 13) (23 while raging) CMD: 21 HP: 48 AC: 20 (FF 20/T 12) CMD: 21 CMB: +9 BAB: +4 FORT: +7 REF +7 (+2 during rage) WIL: +5 (+2 during rage)

Farg has a look in the journal and quickly realizes this man likely is not who he proposes to be. The tiefling lets out a grunt and inquires.

Eiastor Wyrn?

Waiting to gauge the man's reaction before skinning him.

Now'd be a good time for a stellar sesnse motive check...


Lang sits wherever the party puts him and stare off into space. He only seems to pay attention when he's addressed directly.

"The mermaid? Yes, she came with her friends and scum companions and murdered them all. There was so much blood but it never stopped being polite. One must mind their manners", Lang explains.

He stares in confusion at the cage for several seconds when the party brings up his imprisonment. "Oh, that old thing? I don't know who put me in the cage. Maybe I've always been inside the cage. I'm afraid I don't know any Lichtens either. Unless you're a Lichten? That can't be right you're far too pretty to be a Lichten", he adds with a wink at Lady Drusilla and then Farg.

Farg's question makes the pale man's brow furrow briefly. "I know Eiastor Wyrn! They say he's a Pathfinder agent. Have you found him? He must have found the path."

Lady Drusilla's mention of 'stones' make Lang's eyes light up and he sits bolt upright. "The stones! Yes, the stones. The last few miles are rough and hidden but I know the way, yes I do! I can show you!”

The Exchange

Rolls:
Sense Motive: 1d20 + 16 ⇒ (6) + 16 = 22 Grr . . . I need a 25!

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 11 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +11, AC 30/ touch 12/ ff 28; hp 92/92, F+10, R+6 W+5, Speed 20 ft.; Challenge 3/4; Tactician (60') 4/4. Continuous Auras: 30 feet: +6 morale bonus on saves vs. fear; 60 feet: +3 morale bonus on saves vs. fear and +2 morale bonus on charge attacks. BUFFS:
Lady Drusilla D'Alazario wrote:


@Chaine: the map link is at top of the page

Thanks. Have we discovered those two handouts?

"Thank you, Lady D'Alazario. This is nasty business. Clearly this man is in no condition to go into dangerous territory. However leaving him here would spell his doom. We will need to keep moving and somehow keep him safe, both from hostiles and himself. Perhaps with time and lots of water, his mind will clear up."

Chaine hands out one of his two Goblets of Quenching to Lang, and instructs him to keep drinking the cool, pure water constantly.

Grand Lodge

Female Aasimar Monk 4 / Inquisitor 1 / Evangelist 3 | AC: 22 T: 22, FF: 19 | CMD 25(27/29) | HP 55/55 | Fort +10, Reflex +10, Will +17 | Perception +19, Sense Motive +29 | Init: +9 | Darkvision 60' | Speed 30ft | Ki 13/13, ToS 6/6, Advice 14/14 | Active conditions: |

Fek found the journal and passed it to Drusilla, so I presume everyone had time to read the notes. Wyrn's journal is known only to Fek and Farg, I believe.

Drusilla studies the man intensely, trying to figure out whether the man is lying about Lichten or he has truly forgotten (or the man is not Lang)
Sense motive: 1d20 + 26 ⇒ (10) + 26 = 36


Fek acquired the journal and the associated handouts. There's been plenty of time for everyone to take a look at them.

Lady Drusilla and Fek detect no signs of falsehood. Lang is quite mad but doesn't appear to be misleading the party.

With their charge in tow the party returns to the beech and beds down for the night (far enough that scavengers won't wander into their camp). Lang mutters to himself frequently but otherwise the night passes uneventfully.

***

The following morning you climb aboard the raft and resume your journey. Lang does as he's told and sips frequently from Chaine's goblet but his mind doesn't appear to be recovering.

Chaine I assume you're downing another endure elements. Were you going to share with the rest of the party? Don't worry about Lang. I assume you're shrinking Silvermane again since he won't fit on the raft. You're about a day from Wyrn's last known location.


Okay. Silvermane is a toy again: Yes. Everyone is drinking a potion: No.

I'll post an update in a bit. The dog wants to go outside.

Edit: Correction, noted.

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 11 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +11, AC 30/ touch 12/ ff 28; hp 92/92, F+10, R+6 W+5, Speed 20 ft.; Challenge 3/4; Tactician (60') 4/4. Continuous Auras: 30 feet: +6 morale bonus on saves vs. fear; 60 feet: +3 morale bonus on saves vs. fear and +2 morale bonus on charge attacks. BUFFS:

Yes to the above. Chaine drinks a potion; horse is a toy and don't need it. The others need to make Fort save, alas. Running Hell's Vengeance chapter 2 for the local gang tonight and busy most of tomorrow - I will resume posting Sat night. Thank you for running this - I'm really enjoying it so far!


Survival: 3d20 ⇒ (18, 18, 19) = 55

Farg (+3): 5d20 ⇒ (20, 10, 2, 9, 7) = 48
Fek (+4): 5d20 ⇒ (4, 7, 6, 16, 19) = 52
Lady Drusilla (+11): 5d20 ⇒ (16, 3, 6, 20, 2) = 47

Farg Nonlethal Damage: 4d4 ⇒ (3, 4, 2, 1) = 10
Fek Nonlethal Damage: 3d4 ⇒ (1, 2, 1) = 4
Lady Drusilla Nonlethal DAmage: 2d4 ⇒ (3, 1) = 4

Farg, Fek, and Lady Drusilla are currently exhausted. Curing the nonlethal removes these conditions.

It's a grueling few hours but the party eventually makes it to the point where the river becomes no more than a trickle and travel by raft is impossible.

After dragging the vessel up onto the shore, Lang dances about and points ahead. "The stones! The stones!"

Perception 15:
An empty torn cloth sack dangles from a spiny jungle vine a few feet ahead.

Perception 15 (if you made the above one):
A single black stone, about 3 inches across and polished smooth as glass, lying in the undergrowth beneath the bag.

The Exchange

Fek lightly taps Farg on the arm, "Could I uh, please, umm . . . get some more healing, please?"

After a quick look around, Fek points out a torn cloth sack caught on a prickly plant, "Somebody's been here already" and bends over to scrape something off his boots.

Actions:
Pocket the stone before anybody else see it.

Rolls:
Sleight of Hand: 1d20 + 27 ⇒ (12) + 27 = 39

Grand Lodge

Female Aasimar Monk 4 / Inquisitor 1 / Evangelist 3 | AC: 22 T: 22, FF: 19 | CMD 25(27/29) | HP 55/55 | Fort +10, Reflex +10, Will +17 | Perception +19, Sense Motive +29 | Init: +9 | Darkvision 60' | Speed 30ft | Ki 13/13, ToS 6/6, Advice 14/14 | Active conditions: |

"Good grief it is hot in here! I think should have a rest soon "

Wearily Drusilla's eyes follow where Lang is pointing. She takes the sack from Fek, who got to it first. "There are no stones here, unless..." she mumbles, and turns her piercing gaze towards the tengu.

"Mr. Fek. Did you happen to take anything from the sack?"
Sense motive : 1d20 + 26 ⇒ (7) + 26 = 33

Cooling off and healing
CLW, Fek : 1d8 + 1 ⇒ (1) + 1 = 2
CLW, Fek : 1d8 + 1 ⇒ (4) + 1 = 5
CLW, Drusilla : 1d8 + 1 ⇒ (4) + 1 = 5
CLW, Farg : 1d8 + 1 ⇒ (3) + 1 = 4
CLW, Farg : 1d8 + 1 ⇒ (8) + 1 = 9

The Exchange

"Uh, no. The sack was empty."

The Exchange

male Tiefling Tomb Raider 7 Init +2 Perception +13, Darkvision, Speed 40ft HP: 54 AC: 21 (FF 21/T 13) (23 while raging) CMD: 21 HP: 48 AC: 20 (FF 20/T 12) CMD: 21 CMB: +9 BAB: +4 FORT: +7 REF +7 (+2 during rage) WIL: +5 (+2 during rage)

Perc.1d20 + 11 ⇒ (14) + 11 = 25
Perc.1d20 + 11 ⇒ (6) + 11 = 17

Hmmmpfff...

Farg smirks as he musters the bird man.

Looks like she knows you're lying Fek!

The Exchange

I'm not lying, the sack was empty :-P


Going to try to keep things moving.

Lang becomes agitated and continues pointing into the jungle. "The stones! Follow me to the stones!"

He charges forward heedless of the spiny vines scratching his skin and tearing at what remains of his clothing.

***

At this point it's clear you're going to be treking through some very thick jungle on foot. Is the party going to be making any additional preparations? Is Chaine passing out additional potions? Is Silvermane still a toy?

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 11 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +11, AC 30/ touch 12/ ff 28; hp 92/92, F+10, R+6 W+5, Speed 20 ft.; Challenge 3/4; Tactician (60') 4/4. Continuous Auras: 30 feet: +6 morale bonus on saves vs. fear; 60 feet: +3 morale bonus on saves vs. fear and +2 morale bonus on charge attacks. BUFFS:

Chaine draws his kukri and starts hacking away to make a path. Horse is a toy. The others need to make Fort saves. Lady D'Alazario has Chaine's wand of CLW and can apply it to anyone suffering hot weather damage.


The party follows their insane guide for a couple hours before darkness sets in and you are forced to make camp. The night is dark and full of terrors but the hours pass without incident and soon morning comes. After waiting out the worst of the morning sun you resume your trek under the relative cool cover of the Mwangi's noontime rain. As the party travels the sound of running water rises in volume until the crash of a nearby waterfall is almost deafening.

Survival: 3d20 ⇒ (14, 15, 19) = 48

Farg (+3): 4d20 ⇒ (9, 11, 8, 8) = 36
Fek (+4): 4d20 ⇒ (8, 2, 4, 2) = 16
Lady Drusilla (+11): 4d20 ⇒ (18, 1, 17, 20) = 56

Farg Nonlethal Damage: 3d4 ⇒ (1, 2, 2) = 5
Fek Nonlethal Damage: 3d4 ⇒ (4, 3, 1) = 8
Lady Drusilla Nonlethal DAmage: 1d4 ⇒ 3

I'm going to assume you guys are taking breaks to cool off and heal the damage caused by the heat exhaustion. Please mark off the wand charges.

Farg Nonlethal Damage for this hour: 1d4 ⇒ 3
Fek Nonlethal Damage for this hour: 1d4 ⇒ 4

This damage is the nonlethal that's occurring over the last hour. It cannot be healed until the party has a chance to take a break and cool off (after this encounter). Farg and Fek are currently fatigued.

Eventually the jungle parts revealing a small clearing. In the middle of the clearing a beautiful mermaid is seated on a smooth rock. She smiles and beckons to the party. "What brave travelers to come this deep into the jungle. What brings you to my domain?"

Perception 21:
Hulking humanoid shapes wait nearby within the jungle.

The Exchange

When Lang starts yelling about the stones, Fek walks up to Drusilla and shows her a small black stone, "Umm . . . is this one of the, uh, stones he's talking about?

As the mermaid begins talking, Fek tugs on Chaine's sleeve, "There's, uh, people in the jungle watching us."

Rolls:
cure light wounds: 1d8 + 1 ⇒ (5) + 1 = 6
2 charges expended

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 11 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +11, AC 30/ touch 12/ ff 28; hp 92/92, F+10, R+6 W+5, Speed 20 ft.; Challenge 3/4; Tactician (60') 4/4. Continuous Auras: 30 feet: +6 morale bonus on saves vs. fear; 60 feet: +3 morale bonus on saves vs. fear and +2 morale bonus on charge attacks. BUFFS:

"My lady, we apologize for coming to your domain uninvited. I am Lance Corporal Chaine Alazario of the Eagle Knights, currently detached to assist this expedition. We hail from Absalom and we are here on behalf of the Pathfinder Society to bring back one Eiastor Wyrn who has lost his way in the jungle. If you could please help us or provide information to his whereabouts, we would be most thankful, and our chronicles would make due note of your cooperation towards the Pathfinder Society. Due to the Society's interest in all things related to the Mwangi jungle, this could lead to mutually beneficial trade agreements for you." Chaine curtly bows and inclines his head in respect.

diplomacy: 1d20 + 15 ⇒ (17) + 15 = 32


1d20 ⇒ 14

"Of course, Lance Corporal Chaine Alazario. I know all about your friend. I helped guide him only a few days ago. Assist me into the water and I'd be happy to tell you how to find him."

Sense Motive 41:
It's well hidden but there's something sinister and predatory about the mermaid's words.

The Exchange

Fek watches the mermaid's body language carefully. Does she know there's people in the jungle? Is she friend or foe?

Rolls:
Sense Motive: 1d20 + 16 ⇒ (12) + 16 = 28

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 11 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +11, AC 30/ touch 12/ ff 28; hp 92/92, F+10, R+6 W+5, Speed 20 ft.; Challenge 3/4; Tactician (60') 4/4. Continuous Auras: 30 feet: +6 morale bonus on saves vs. fear; 60 feet: +3 morale bonus on saves vs. fear and +2 morale bonus on charge attacks. BUFFS:

"You... want me to... carry you? ...into the water?" Chaine blushes, visibly... "Milady, where is this water you speak of? we have been trudging, painfully, into the dense jungle for hours. I'd be happy to assist you in any capacity, but your present location and, shall I say, ease and lack of worry displayed by yourself in this... quite dry environment, so to speak, appears suspicious. Perhaps you can also entertain us as to why, according to my fine feathered friend here, you appear to have us surrounded. By the tender loins of democracy, I intend to hear you out, do not get me wrong, and shall extend every avenue of diplomacy towards you in this fine, hot jungle day. However rumors of your tastes in what constitutes a refreshment has made it to our ears, and I cannot, by Cayden, exculpate and palliate this, in all its tangy and coppery nature, I'm sure, to be a form of appropriate hydration for prisoners, regardless of how base or perfidious they may be."

Intimidate or Diplomacy, GM Decision: 1d20 + 15 ⇒ (16) + 15 = 31

Chaine raises his shield and salutes the mermaid with a tip of his kukri.


The mermaid's flawless features twist into a scowl as Chaine questions her scenario. "Very well. We do this the hard way..."

Rapidly her tail melts away into shapely feminine legs and she climbs to her feet. Within another second the rest of her true form appears, an alluring woman with tiny horns, bat-like wings, and a whipping sinuous tail.

Initiative: 6d20 ⇒ (8, 10, 13, 1, 1, 5) = 38

Fek is up.

The Exchange

Surprise round, I assume? And if I go off the path, is that difficult terrain that would provide cover for stealth?


No, this is a normal round. Leaving the path is difficult terrain. Yes, it is dense enough to stealth.

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 11 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +11, AC 30/ touch 12/ ff 28; hp 92/92, F+10, R+6 W+5, Speed 20 ft.; Challenge 3/4; Tactician (60') 4/4. Continuous Auras: 30 feet: +6 morale bonus on saves vs. fear; 60 feet: +3 morale bonus on saves vs. fear and +2 morale bonus on charge attacks. BUFFS:

Just putting this here to help me remember... sorted by top to bottom...
19 Fek
12 Hidden Enemies
11 Farg
10 Lady Drusilla
10 Chaine
4 Not-a-Mermaid

The Exchange

Fek disappears into the woods, drawing a small crossbow as he goes. I don't like this, not one bit!

Actions:
Move Movement
Standard Movement
Free Draw a weapon

Rolls:
Stealth: 1d20 + 20 ⇒ (17) + 20 = 37


Rustling is heard from the foliage and the hidden figures Fek warned about come into view - hulking fish-like humanoids brandishing barbed tridents. They move into position to guard the winged woman and lower their weapons defensively.

Lang, who had been uncharacteristically quiet, shrieks in terror and runs into the jungle. (He's not running far. I'm just getting him out of the way.)

Farg, Lady Drusilla, and Chaine are up.

Grand Lodge

Female Aasimar Monk 4 / Inquisitor 1 / Evangelist 3 | AC: 22 T: 22, FF: 19 | CMD 25(27/29) | HP 55/55 | Fort +10, Reflex +10, Will +17 | Perception +19, Sense Motive +29 | Init: +9 | Darkvision 60' | Speed 30ft | Ki 13/13, ToS 6/6, Advice 14/14 | Active conditions: |

Earlier
CLW, Farg: 1d8 + 1 ⇒ (5) + 1 = 6
CLW, Fek: 1d8 + 1 ⇒ (3) + 1 = 4
CLW, Fek: 1d8 + 1 ⇒ (4) + 1 = 5
CLW, Drusilla: 1d8 + 1 ⇒ (3) + 1 = 4

Now

"Good boy, Mr Chaine. You should never trust a woman with a pretty smile."

When the fish-like humanoids appear from the jungle, Drusilla's stance adjusts slightly - almost imperceptibly. But now she is alert, and ready to avoid anyone trying to attack her. swift: activate snake style

"Swiftly, gentlemen! Don't mind the fish-men, they are just brutes. Concentrate your attacks on the mermaid, for I fear she'll be the danger for your souls" Drusilla gives her advices, and moves forwards. Her fear is the fish-tailed woman has more tricks than sweet words and pretty smile. At least judging from Leng's journal.

Std action: Activate Advice (Inspire courage)
@Everyone: +2 competence bonus on atk/dmg, +2 morale bonus on saves vs fear and charm

Monster lore @mermaid, Knowledge (nature)?: 1d20 + 12 ⇒ (3) + 12 = 15
Monster lore @fishmen, Knowledge (nature)?: 1d20 + 12 ⇒ (6) + 12 = 18
Assuming they are monstrous humanoids... Rolls were quite bad, but if Drusilla knows anything, I'd like to hear the bad stuff they can do


Drusilla knows nothing about the shapechanging mermaid.

Lady Drusilla recognizes the fishmen as skum, monstrous aquatic humanoids believed to once be slaves to the aboleths.

Beyond being generally strong and tough they don't have any noteworthy traits.

Farg and Chaine are up.

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 11 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +11, AC 30/ touch 12/ ff 28; hp 92/92, F+10, R+6 W+5, Speed 20 ft.; Challenge 3/4; Tactician (60') 4/4. Continuous Auras: 30 feet: +6 morale bonus on saves vs. fear; 60 feet: +3 morale bonus on saves vs. fear and +2 morale bonus on charge attacks. BUFFS:

1. Swift Action, Chaine, Challenge (+8 dmg, AC28): "You, fishman! Let's fight, you and me!"
2. Full-round Action, Chaine, Charge (+2 atk, AC26): cold iron kukri: 1d20 + 15 ⇒ (5) + 15 = 20 for 1d4 + 12 ⇒ (2) + 12 = 14 dmg
(includes Drusilla's boosts)

The Exchange

male Tiefling Tomb Raider 7 Init +2 Perception +13, Darkvision, Speed 40ft HP: 54 AC: 21 (FF 21/T 13) (23 while raging) CMD: 21 HP: 48 AC: 20 (FF 20/T 12) CMD: 21 CMB: +9 BAB: +4 FORT: +7 REF +7 (+2 during rage) WIL: +5 (+2 during rage)

Farg double moves activates Archaeologist luck and rage and while moving gets his Reach weapon out. The luck rage combo grants +5 to WIL and REF and +3 to FORT saves. Also how long were we traveling through the jungle?

Nifty trick lady...pretendin to be a mermaid in the jungle!

Farg admires as he closes for battle.


@Farg: Since camping you guys traveled 4 hours to get to this location. You cannot rage because you and Fek are currently fatigued.

Brace: 1d20 + 11 ⇒ (18) + 11 = 29
Damage: 1d8 + 8 ⇒ (3) + 8 = 11 * 2 = 22

Brace: 1d20 + 11 ⇒ (6) + 11 = 17
Damage: 1d8 + 8 ⇒ (8) + 8 = 16 * 2 = 32

When Chaine closes for his attack both skum level their tridents to meet his charge. One of them manages to get their nasty weapon past the cavalier's armor before he strikes back wounding his opponent.

The winged woman grins as an aura of dark energy envelopes her clawed hand. She steps around her bodyguards and reaches for Farg.

Touch: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 6d6 ⇒ (5, 5, 1, 3, 5, 5) = 24

Because of the triggered ready this is the new initiative order.

    Fek
    Farg
    Lady Drusilla
    Skum
    Chaine
    Not-a-Mermaid

Fek, Farg, and Lady Drusilla are up. Remember: Farg and Fek are currently fatigued.

The Exchange

Fek sneaks up to the wood's edge and loads his crossbow. That's it . . . keep them distracted.

Actions:
Move Movement
Standard Load a hand crossbow

Rolls:
Stealth: 1d20 + 19 ⇒ (17) + 19 = 36

Grand Lodge

Female Aasimar Monk 4 / Inquisitor 1 / Evangelist 3 | AC: 22 T: 22, FF: 19 | CMD 25(27/29) | HP 55/55 | Fort +10, Reflex +10, Will +17 | Perception +19, Sense Motive +29 | Init: +9 | Darkvision 60' | Speed 30ft | Ki 13/13, ToS 6/6, Advice 14/14 | Active conditions: |

Drusilla observes and waits for the skum to make their move.

Drusilla delays - acting after the skum

The Exchange

male Tiefling Tomb Raider 7 Init +2 Perception +13, Darkvision, Speed 40ft HP: 54 AC: 21 (FF 21/T 13) (23 while raging) CMD: 21 HP: 48 AC: 20 (FF 20/T 12) CMD: 21 CMB: +9 BAB: +4 FORT: +7 REF +7 (+2 during rage) WIL: +5 (+2 during rage)

I thought the fatigue was removed by CLW as of Drusilla's post above?

Grand Lodge

Female Aasimar Monk 4 / Inquisitor 1 / Evangelist 3 | AC: 22 T: 22, FF: 19 | CMD 25(27/29) | HP 55/55 | Fort +10, Reflex +10, Will +17 | Perception +19, Sense Motive +29 | Init: +9 | Darkvision 60' | Speed 30ft | Ki 13/13, ToS 6/6, Advice 14/14 | Active conditions: |
DM Feral wrote:

[dice=Farg Nonlethal Damage for this hour]1d4
[dice=Fek Nonlethal Damage for this hour]1d4

This damage is the nonlethal that's occurring over the last hour. It cannot be healed until the party has a chance to take a break and cool off (after this encounter). Farg and Fek are currently fatigued.

Emphasis mine

The Exchange

male Tiefling Tomb Raider 7 Init +2 Perception +13, Darkvision, Speed 40ft HP: 54 AC: 21 (FF 21/T 13) (23 while raging) CMD: 21 HP: 48 AC: 20 (FF 20/T 12) CMD: 21 CMB: +9 BAB: +4 FORT: +7 REF +7 (+2 during rage) WIL: +5 (+2 during rage)

Thanks Drusila. I noticed that when rereading stuff... now I'm throwing a minor fit cause the post monster munched my entire post after I ran all the numbers for all the modifiers I can and can't apply...ugh...

Farg is noticeably slowed and noticeably less savage than in the last fight but is still all over the mermaid as she would make for tasty supper.

Claw PA 1d20 + 13 - 1 ⇒ (8) + 13 - 1 = 20 Damage 1d4 + 8 + 3 + 2 - 1 ⇒ (1) + 8 + 3 + 2 - 1 = 13
Claw PA 1d20 + 13 - 1 ⇒ (11) + 13 - 1 = 23 Damage 1d4 + 8 + 3 + 2 - 1 ⇒ (3) + 8 + 3 + 2 - 1 = 15
Claw PA 1d20 + 13 - 1 ⇒ (15) + 13 - 1 = 27 Damage 1d4 + 8 + 3 + 2 - 1 ⇒ (3) + 8 + 3 + 2 - 1 = 15
Claw PA 1d20 + 13 - 1 ⇒ (7) + 13 - 1 = 19 Damage 1d4 + 8 + 3 + 2 - 1 ⇒ (2) + 8 + 3 + 2 - 1 = 14

Looks like atacks 1 and 4 will likely miss if so I'll spend a point of spirit surge each to improve my rolls. 1d6 ⇒ 2 1d6 ⇒ 5

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 11 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +11, AC 30/ touch 12/ ff 28; hp 92/92, F+10, R+6 W+5, Speed 20 ft.; Challenge 3/4; Tactician (60') 4/4. Continuous Auras: 30 feet: +6 morale bonus on saves vs. fear; 60 feet: +3 morale bonus on saves vs. fear and +2 morale bonus on charge attacks. BUFFS:

(if things stay pretty much the same in terms of where the skum are on the map, Chaine will do the following)

1. Full-attack on same skum [Challenge, Advice] (+2 atk, +10 dmg, AC28):
cold iron kukri: 1d20 + 13 ⇒ (8) + 13 = 21 for 1d4 + 12 ⇒ (3) + 12 = 15 dmg
cold iron kukri: 1d20 + 8 ⇒ (5) + 8 = 13 for 1d4 + 12 ⇒ (2) + 12 = 14 dmg


I believe that's enough to put Farg into influence penalty territory?

All of Farg's attacks connect but the winged woman's pale flesh resists much of his strength. When he's done she looks unharmed. She's got DR and a bunch of temps from her spell.

Chaine catches his opponent with another cut from his curved knife. The skum is left bloodied but doesn't fall. Both work together to bring down the democratic cavalier.

Red Spear: 1d20 + 12 ⇒ (15) + 12 = 27
Damage: 1d8 + 8 ⇒ (7) + 8 = 15
Bite: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Blue Spear: 1d20 + 12 ⇒ (18) + 12 = 30
Damage: 1d8 + 8 ⇒ (8) + 8 = 16
Bite: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d4 + 2 ⇒ (4) + 2 = 6

Lady Drusilla is up.

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 11 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +11, AC 30/ touch 12/ ff 28; hp 92/92, F+10, R+6 W+5, Speed 20 ft.; Challenge 3/4; Tactician (60') 4/4. Continuous Auras: 30 feet: +6 morale bonus on saves vs. fear; 60 feet: +3 morale bonus on saves vs. fear and +2 morale bonus on charge attacks. BUFFS:

Free action: "Farg, help me bring down those skums!"

Grand Lodge

Female Aasimar Monk 4 / Inquisitor 1 / Evangelist 3 | AC: 22 T: 22, FF: 19 | CMD 25(27/29) | HP 55/55 | Fort +10, Reflex +10, Will +17 | Perception +19, Sense Motive +29 | Init: +9 | Darkvision 60' | Speed 30ft | Ki 13/13, ToS 6/6, Advice 14/14 | Active conditions: |

Whatever mystical powers the winged woman may wield, Drusilla decides to put an end to her attempts. Determinedly she closes the distance between her and the enemy, and grabs the creature by her hair.
Initiate grapple, IC: 1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22
"You wicked wench. I'll have none of it form your types. Stay down and beg for forgiveness, and we might spare you."

"Gentlemen, hustle up! We haven't got all day here. Finish with the skum, and come help with this one!" Maintaining Advice (Inspire courage)

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 11 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +11, AC 30/ touch 12/ ff 28; hp 92/92, F+10, R+6 W+5, Speed 20 ft.; Challenge 3/4; Tactician (60') 4/4. Continuous Auras: 30 feet: +6 morale bonus on saves vs. fear; 60 feet: +3 morale bonus on saves vs. fear and +2 morale bonus on charge attacks. BUFFS:

Free action: "Fek! by Gorum's blue balls, attack!!"


That just barely hits Drusilla.

The winged woman shrieks in pain as Drusilla gets a tight hold of her hair. Enraged, she tries to turn the tables on the aasimar by grabbing her hair in return.

Reverse Grapple: 1d20 + 11 ⇒ (17) + 11 = 28

Initiative after Drusilla's delay.

    Fek
    Farg
    Skum
    Chaine
    Lady Drusilla
    Not-a-Mermaid

Fek and Farg are up.

The Exchange

male Tiefling Tomb Raider 7 Init +2 Perception +13, Darkvision, Speed 40ft HP: 54 AC: 21 (FF 21/T 13) (23 while raging) CMD: 21 HP: 48 AC: 20 (FF 20/T 12) CMD: 21 CMB: +9 BAB: +4 FORT: +7 REF +7 (+2 during rage) WIL: +5 (+2 during rage)

Farg does not take an influence penalty before aquiring 4 points. But he also only takes a point of influence if he indeed had to roll because he missed his attack. So it would be nice to know if attacks 1 and 4 would have normally hit. Also just noticed when reposting I missed the PA damage on all my attacks so actually all 4 attacks deal 4 more damage...

Seeing that he only landed glancing blows on the demon thing and that Drusilla has things well in hand Farg turns to the large beasts that seem to be giving Chaine problems.

Where is that god damned Bird man when you need him!

The angry Tiefing roars as he moves in on the Skum.

Claw PA 1d20 + 12 ⇒ (16) + 12 = 28 Damage 1d4 + 17 ⇒ (1) + 17 = 18
Claw PA 1d20 + 12 ⇒ (18) + 12 = 30 Damage 1d4 + 17 ⇒ (1) + 17 = 18
Bite PA 1d20 + 12 ⇒ (11) + 12 = 23 Damage 1d4 + 17 ⇒ (1) + 17 = 18
Gore PA 1d20 + 12 ⇒ (2) + 12 = 14 Damage 1d4 + 17 ⇒ (3) + 17 = 20

Farg will start with attacking red. Should red drop he 5 ft steps into reds square and goes for blue with his remaining attacks.


Oh, sorry. You only needed to spirit surge once last round.

I adjusted the damage from last round but your math for this round still isn't quite right. With power attack and fatigue your damage bonus should be +16.

Farg's claws finish off Chaine's challenged opponent. He steps over his victim to give the other skum a nasty bite.

Fek is up.

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 11 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +11, AC 30/ touch 12/ ff 28; hp 92/92, F+10, R+6 W+5, Speed 20 ft.; Challenge 3/4; Tactician (60') 4/4. Continuous Auras: 30 feet: +6 morale bonus on saves vs. fear; 60 feet: +3 morale bonus on saves vs. fear and +2 morale bonus on charge attacks. BUFFS:

Can you bot Fek into a 5-foot step and full attack?


It's only been Fek's turn for a couple hours. It's a tad premature to be botting him, even by my standards.

Did he mention being away for an extended period of time?

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