Wraith {Gōsutoha ~Ghost Lotus} |
Wraith, I think you forgot about Inspire Courage.
Indeed I did! Thanks for catching that. Made the edit with minutes to spare!
GM Granta |
★★★OVERSEER ANNOUNCEMENT★★★
Medda rides by, calling above the din of the raging battle, “The path is clear—we can reach the valley that holds the stone circle. Let us band together and stop the undead tide. I am concerned that some of the foul creatures had the name ‘Eshimka’ on their rotting lips. We must stand together and use all of our power to close this black portal before it’s too late!”
Fighting side-by-side, the Twinhorn following and Pathfinders have carved a path to the stone circle. This affords only a brief opening to stop the undead army, and the fighting will be difficult.
@Table GMs: You have until November 20 to run encounter J on page 38. The “Uncertain Opportunity” condition on page 38 is in effect.
GM Thrawn |
Your path clear and the final task now before you, you make your way along the river until you top a small rise. Old, worn steps lead down to a trail that winds its way through the trees and ends at a large clearing. The clearing features a circle of standing stones with a large stone altar at its center. A shadowy tear floats above the altar, so dark that what little light shines from the stars seems to become trapped inside. Eight large tendrils of inky darkness coil around the menhirs as if keeping the stones in a stranglehold. Other tendrils lick out from the shadowy rift as if tasting the air.
You can determine if you want to switch marching order on the trail. You are at least a couple rounds from engaging based on distance/obstacles.
Ny'a |
Ny'a immediately sends her dog forward along the winding trail.
Double move (dog): 80'
____________
With the dog's movement, she'll quickly be ahead of most of the party. I'll plan on her pausing before engaging, though, or she'd be murdered if she charged in alone.
Xugra |
Xugra rushes ahead as well, without any spells to prepare, all he can really do is charge forward.
Not sure if we can Run. If not, I put Xugra where a double move would put him, if we can Run I placed a Green box on spot he would reach.
Ny'a |
Ny'a dog continues to rush forward at her command, until they come to the end of the path. She pulls up and begins trying to goad the undead to come out of the circle.
"By Iomedae's command, come out and face us! You are abominations, and do not belong in this land!"
Double move (dog): 80'
GM Thrawn |
The inky blackness in the stones comes into view. At least for some of you. You can hear movement within the darkness.
4 skeletons patrol the area between the stones. 3 of them drip blood, and a 4th looks to be the one in charge.
Bloody skeletons are much like other skeletons (including DR/blunt and undead traits), but they are known for rising back up after being destroyed.
Some skeletons are better equipped than others and may retain some of their combat training from when they were alive. They are otherwise like normal skeletons. (including DR/blunt and undead traits),
Initiative
Deenha: 1d20 + 3 ⇒ (18) + 3 = 21
Ny'a: 1d20 + 1 ⇒ (16) + 1 = 17
Wraith: 1d20 + 6 ⇒ (5) + 6 = 11
Xugra: 1d20 + 5 ⇒ (18) + 5 = 23
Bloody Skeletons: 1d20 + 6 ⇒ (1) + 6 = 7
Skeleton Champion: 1d20 + 5 ⇒ (12) + 5 = 17
Conditions:
Low Light outside of circle
dark inside of circle
ROUND 1
Xugra
Deenha
Boss
Ny'a
Wraith
Minions
Xugra |
"More undead!" Xugra shouts as he keeps hustling forward. Double move
Ny'a |
Ny'a calls upon her gnomish heritage to try to push the darkness back so that the group can fight more effectively, sending 4 globes of torchlike, bluish light into the darkness.
Standard: activate dancing lights as a racial spell-like ability
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light)
, or up to four glowing spheres of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.
Xugra |
Xugra moves forward then holds his sword in a defensive position while waiting for the others to catch up.
Full defense
Wraith {Gōsutoha ~Ghost Lotus} |
Round 1
Double move
Round 2
Move & Range attack
"I can't see into the miasma. There is something right at the edge though."
Sling vs RED: 1d20 + 4 ⇒ (19) + 4 = 231d4 ⇒ 4
GM Thrawn |
Wraith hits something at the edge of the darkness patch.
Wraith actually does see them now due to the dancing lights.
The undead don't advance.
Conditions:
Low Light outside of circle
dark inside of circle
Dancing lights cutting through some darkness
ROUND 2
Ny'a
Wraith
Minions
ROUND 3
Xugra
Deenha
Boss
Ny'a
Wraith
Minions
Wraith {Gōsutoha ~Ghost Lotus} |
"Well, if they're just going to sit there and take it..." Wraith slings another stone at the same skeleton.
Sling: 1d20 + 4 ⇒ (4) + 4 = 81d4 ⇒ 4
She then moves to the south to see if any of the guardians adjust their positions.
Ny'a |
With her companions at her side, and the darkness pushed back, Ny'a switches to her morning star and rushes in!
Move (dog): 25'
Move (Ny'a): draw morningstar
Standard (Ny'a): attack green
Morningstar, IC: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
Damage, B, IC: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4
GM Thrawn |
green skeleton claw: 1d20 + 2 ⇒ (18) + 2 = 20 for 1d4 + 2 ⇒ (3) + 2 = 5 green skeleton claw: 1d20 + 2 ⇒ (6) + 2 = 8
red skeleton claw, charge: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16
blue skeleton claw, hard corner: 1d20 + 2 - 4 ⇒ (20) + 2 - 4 = 18
skeleton champ longsword: 1d20 + 7 ⇒ (8) + 7 = 15 for 1d8 + 3 ⇒ (5) + 3 = 8
Dheena begins her inspiring song, which Ny'a quickly takes advantage of to go and smash her Morningstar into one skeleton. All of the rest of the minions immediately react (coming out of delay) and attack. The first skeleton manages to strike back at her landing a claw, although it misses with another. A second skeleton charges, but she is able to fend off it's attacks. A third skeleton surprises her with an attack, and only the large menhir obstructing it keeps her from receiving another blow.
The armored skeleton closes with Wraith, taking a swing with it's longsword, but the rogue barely manages to duck out of the way before taking a mighty blow
They just all came out of delay, so all go before they do again.
Conditions:
Low Light outside of circle
dark inside of circle
Dancing lights cutting through some darkness
Bard Song (+1 hit/dmg/sv vs fear}
ROUND
Xugra
Ny'a
Ny'a (5 dmg)
Wraith
Minions (red (4 dmg), blue, green(4 dmg))
Boss
Ny'a |
Ny'a reflexively swings again, then draws back just a little bit, calling for help! "They're swarming all over me! By Iomedae's good word, come help!"
Standard: attack green
5' step
Morningstar, IC: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 23
Damage, B, IC: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Wraith {Gōsutoha ~Ghost Lotus} |
I had hoped we could continue to whittle away their numbers as they just stood there. Alas, paladins just can't help themselves.
Wraith moves back toward the group to prevent the team from being divided. With another twirl and toss, Wraith launches a stone at the purple clad skeleton.
sling vs PURPLE: 1d20 + 5 ⇒ (20) + 5 = 251d4 + 1 ⇒ (4) + 1 = 5
CONFIRM? vs PURPLE: 1d20 + 5 ⇒ (6) + 5 = 111d4 + 1 ⇒ (4) + 1 = 5
Deenha |
Deenha continues singing and moves over towards the skeletons and uses her wand of cure light wounds to poke at the red skeleton.
touch attack: 1d20 ⇒ 20
confirm: 1d20 ⇒ 6
damage, assume no crit: 1d8 + 1 ⇒ (2) + 1 = 3
Xugra |
Power Attack: 1d20 + 5 ⇒ (20) + 5 = 252d6 + 9 ⇒ (2, 2) + 9 = 13
Power Attack:Confirm: 1d20 + 5 ⇒ (6) + 5 = 112d6 + 9 ⇒ (1, 3) + 9 = 13
Xugra moves up toward the red tinted skeleton and strikes a solid hit with his great sword.
Ny'a |
Good grief, keep rolling those 20s folks!
GM Thrawn |
Redirected Xugra to the next skeleton.
Ny'a manages to destroy one skeleton before stepping back. Dheena moves in with her wand, destroying the second damaged skelton. This leaves an opening for Xugra to move in against the uninjured skeleton, smashing it with his hilt and crumbling it to pieces. This leaves only the armored skeleton, which Wraith hits with a stone, knocking several teeth from it's mouth.
The skeleton moves up to meet Xugra, and takes a swing with it's sword, giving the halforc a vicious slashing wound. He almost thinks the skeleton is giving him a half-toothless grin after the blow.
longsword: 1d20 + 7 ⇒ (11) + 7 = 18 for 1d8 + 3 ⇒ (8) + 3 = 11
Conditions:
Low Light outside of circle
dark inside of circle
Dancing lights cutting through some darkness
Bard Song (+1 hit/dmg/sv vs fear}
ROUND
Xugra (11 damage)
Ny'a
Ny'a (5 dmg)
Wraith
Skeleton Champion (5 dmg)
Ny'a |
"Iomedae be praised! I am blessed to have Pathfinders such as yourselves to work with!" Ny'a swiftly guides her dog around to the other side of this last skeleton, bringing her morningstar down in a crushing blow at its midsection when she arrives.
Move (dog): 35'
Standard (Ny'a): attack
Morningstar, IC, flanking: 1d20 + 4 + 1 + 2 ⇒ (5) + 4 + 1 + 2 = 12
Damage, B, IC: 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Wraith {Gōsutoha ~Ghost Lotus} |
Not wanting to risk hitting any of the others, Wraith follows Deenha's lead and draws her own healing wand. She steps forward and tries to fill the undead with positive energy.
UMD: 1d20 + 6 ⇒ (15) + 6 = 21
CLW Touch: 1d20 + 4 ⇒ (9) + 4 = 131d8 + 1 ⇒ (5) + 1 = 6
Xugra |
Power Attack: 1d20 + 5 ⇒ (12) + 5 = 172d6 + 9 ⇒ (4, 3) + 9 = 16
Xugra slashes at the remaining skeleton.
"We're almost through here." He grumbles, sure the end of the fight is in sight, hoping they've successfully helped the Twinhorns.
GM Granta |
★★★OVERSEER ANNOUNCEMENT★★★
As Medda and Anok join your group of Pathfinders around the stone circle, she assists you with the binding ritual. Medda thrusts Ivvora’s hilt into the portal, calling on Vildeis for aid. The shadow rift shrinks and closes, releasing a massive shock wave that knocks the Pathfinders, the Twinhorn warriors, and Medda to the ground. A field of dark, rippling energy remains, suspended above the stone altar. As Medda reaches out to pick up Ivvora’s hilt—the already broken blade now spider-webbed with new cracks—a supernatural silence descends. Only the telepathic rage of some unseen menace cuts through the quiet. “You dare to shut me out?” it rages. “I see you, but I do not see her. Where is the dwarf woman, Ivvora, who fought me so long ago? Has her mortal body failed at last? Has the realm of the living at last lost its protector? Know this: when the long shadows reach out again, I will grasp them and claw my way back into your world to see your flesh devoured by my children.”
Sound returns to the Realm of the Mammoth Lords, and Medda cautiously stands. “It seems that Eshimka still lives and has even left this foul scar on our world,” she declares. “If we are to believe its promises, the fiend will attack on the next winter solstice. If we are to survive, we must be ready. Nearly a millennium ago, Ivvora held the key to defeating Eshimka. By following her legends and discovering her fate, we may harness the same holy power that banished this fiend—and together end the beast entirely.
“When we set out, it would be the privilege of this following to have the Pathfinders at our side. But that is a trial for another day. Tonight, at last, we rest.”
@Table GMs: If you haven't already, please report your games and boons here. A roll of 19 or 20 wins a boon, and a d4 should then be rolled to determine which one.
GM Thrawn |
Your attacks on the skeletons have opened up enough room for Medda to accomplish her goal. The final skeleton is distracted enough by your attacks that she is able to get to the portal with her dagger.
Game has been reported. I will need any day job rolls, but I believe I have everything else I need from the reporting sheet. (We got reported on THursday, even though we ran through today, so that we made the official end time of the con.