GM Blood's Age of Worms in Golarion

Game Master David James Olsen

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HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

"Azata..?" Trevor plays the new word on his lips, wondering whether they'll really save the day.


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

Quintus makes a mental note to ask Rauno for more information about inevitables. "Here's some healing for you, Kelkzar."

Pulling bear's endurance to cast CMW: 2d8 + 10 ⇒ (4, 8) + 10 = 22 x150% = 33 HP cured


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

Hmm, somehow I got my regular and raging HP a couple points out of sync so that either fully healed me or got me within 2hp. I'll go with the latter.


You decide to check out the remaining room and open the door after checking it out.

This room has a low ceiling, about eight feet high, and is caked with ice. The air is very cold. Where the floor should be is nothing more than a slowly churning pool of liquid snow and slush. It looks to be about ten feet deep. This is definitely the source of the cold in this area.

Quintus:
You get a "feeling" from Zosiel's circlet you wear that you should take a swim in the cold water (DC 15 Swim check to not sink. You can take 10 out of combat if it helps)


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

The Taldan puts a hand to his forehead. "This may be about the stupidest thing I've done this month." He casts a spell on himself (bull's strength). "Pull me out if I go down, all right?" Then he drops his shield and jumps into the pool.

Swim check, incl. ACP: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21


With that roll it looks like it was meant to be!

The water is freezing cold. Quintus takes Cold Damage: 1d6 ⇒ 4 from the cold water. However the ice also purifies his mind and gives him focus.

Quintus:
Zosiel's voice sounds in your head.

"One of the greatest resources utilized by the Wind Dukes were elemental weirds - strange beings of elemental energy that have potent gifts of prophecy and prescience. The weirds did not dispense their prophecies for free, and the Wind Dukes often had to bring mighty gifts and offerings to them when they fought the forces of Chaos."

"Icosiol formed a closed bond with one such oracle, a snow weird named Sionsiar. It was in large part due to her predictions and advice that Icosiol's exploits during the War of Chaos were so successful. Alas, the snow weird perished on one of the final battles, when desperate forces of Chaos launched an offensive against the weirds in attempt to cut the Wind Dukes off from their potent advice. Distraught by Sionsiar's death, Icosiol made arrangements to have her interred in his tomb in the chamber."

"Sionsiar's spirit will aid any agent of law who swims in her waters."

Quintus, you have a +4 to charisma for the next 24 hours. (same effects as Eagle's splendor spell and wouldn't stack.)


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

"But... But! What is he doing?" asks Trevor to Rauno, pointing his finger at Quintus as he bathes in the cold water. "It's freezing!?"

He turns to Quintus, walks on the water thanks to the powerful spell he's received earlier, and asks the priest, while standing above him: "You're all right?"


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

Quintus swims to the side of the pool and pulls himself out, shivering violently. Even in this bedraggled state, there is something about him that wasn't there before--he stands a little straighter. "Y-y-yes. The Circlet--" He taps the headgear taken from the Wind Duke's tomb. "--Zosi-e-el told me to d-do that. That pool is another t-tomb, of a snow weird. Sionsiar was her name. She was a p-prophetess and close friend to Icosiol. When the powers of Chaos killed her for it, Icosiol had her interred in his tomb. Her spirit is still here, at least in part, and she's granted me a gift. It's like an eagle's splendor spell, but I sense it'll last a full day." He rubs his hands together to warm them. "R-Rauno, can you do something to dry me off?"


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

"The circlet told you that..?" asks Trevor, wondering if his friend has lost his mind or been replaced again by a shapeshifter.

"You think would happen to me if I take a dip?" I guess I'd just catch a nasty cold...


For a moment, Rauno is stunned at Quintus's impulsive action. "Well, I didn't see that coming." When he emerges, Rauno will use his minor magics to dry and warm Quintus presdigitation. Then he'll cast detect magic on the water. Does he think that effect will duplicate for anyone else, or is it likely tied to the circlet?

If needed, spellcraft 1d20 + 21 ⇒ (11) + 21 = 32


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

Quintus nods at Trevor's first question. "It's more that I have a sense of Zosiel's presence when there's something I should do, or I've done something right. When I was in the water, though, I heard him speak clearly--I think it's something about this place. Thanks, Rauno. That helps."


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

"Didn't we find the tomb of the Wind Duke? What do you mean 'you heard him'?!?" presses Trevor, now frowning gravely.


The water isn't magical but if Quintus shares it, the voice in his head said "Sionsiar's spirit will aid any agent of law who swims in her waters."


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

Rowena ties her rope of climbing about her midriff, hands the other end to Kelkzar, and slips into the water.

Swim: 1d20 + 1 ⇒ (15) + 1 = 16


Cold Damage: 1d6 ⇒ 4

You have a +4 to charisma for the next 24 hours. (same effects as Eagle's splendor spell and wouldn't stack.)


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

Quintus will share what he was told.

-Posted with Wayfinder


Rauno shakes his head, but doesn't say anything. He won't take the dive himself, but he stands ready to help dry and warm anyone who does.


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

Rowena comes up out of the water with a certain radiant glow. Her typical light clothing, being soaked through, clings to her wiry musculature and other curves, as she playfully flips her close-cropped hair. She slowly walks over to Trevor, with every step highlighting her graceful physique, which, for the moment, he doesn't even have to use his imagination to visualize.

As Rauno's spell begins to draw the water from her hair and clothes, she stops in front of the paladin, and gazing up into his eyes, asks, "Trevor, my hands are so cold. Would you untie the rope for me? Just put your hands there." Rowena takes Trevor's hands in her own, which feel like fire as her pulse races. Time seems to fade away for the young man...

Then a snapping sound by his ear starts him back to reality. Rowena, having finally gotten his attention, stops snapping her fingers, lowers her arm, and repeats, "I said, do you want to use the rope so you don't drown in there? What are you staring at anyway?"


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

Kelkzar snorts at the trauma this will undoubtedly cause poor Trevor, then dives into the pool himself, quickly emerging and thanking Rauno once he dries him off.
Take 10 for 15.


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

"I need a cold bath... A cold bath! Yes, this is what I need!" mumbles Trevor, in shock, as he tries not to watch at Rowena's radiance, but fails miserably.

As he plunges in the water, some steam hisses up: "AAAARGH!!! You said it was cold! It's FREEEEEZING! Let me out! Let me out!" and Trevor rushes out of the water and runs to Rauno for drying.

So +2 for me, as I already have a headband +2, right?


Cold Damage Rowena: 1d6 ⇒ 2
Cold Damage Kelkzar: 1d6 ⇒ 2
Cold Damage Trevor: 1d6 ⇒ 6

All three gain +4 to charisma for 24 hours for being champions of law. This is a temporary bonus. Trevor, yes you gain +2 temp bonus over your +2 from your headband.

Rauno smartly abstains. Note this is not a 1 time use so feel free to come back if you are able to down the road


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

"By Sarenrae's grace I can cast communal air walk one more time today. Are we ready to fight the undead thief?"


Rauno smiles weakly and says "As ready as I can be."


Ok so with air walk you can walk up or down at a 45 degree angle. Doing some geography that means with a double move you can go 28.3 feet down per round. However you are going down a hole of limited size and will have to go "back and forth" or in a square along the outside once you reach the walls of the drop. So I decided that you can cover 25' per round down losing 3.3 feet per round as you have to make the adjustment. Plus that is the square size on the map! ;)

After you gather yourselves, you head out the south exit from this building where the river falls into the depths below.

The red river plummets over the edge here, cascading down a thirty-foot-diameter pit with a roar. There’s some room to maneuver around and climb the walls on the far side of the waterfall, where many narrow ledges beckon, but the stone is all very slick. The spray and mist make it impossible to tell how long the waterfall descends into the darkness below. Above, the vast cavern arches upward into darkness.

You begin your descent back and forth as the spell only allows you to move this way. About 60 feet down from where you started the cavern narrows to only twenty feet across. It slows you down some, but you are grateful to have the spell and not have to climb down while getting sprayed with water.

As you travel down almost another 80 feet the river falls and pools into a small lake. The lake seems to spill over the side about 100' to the west where it continues to plummet into the depths.

Before you can react however.....

More to come but I need to travel home. There is a hint on the map of what is to come. Hope to finish by an hour or two


GM Blood:

Stealth: 1d20 + 23 ⇒ (10) + 23 = 33
Perception Rowena Lordail: 1d20 + 23 ⇒ (5) + 23 = 28
Perception Trevor the Yellow: 1d20 + 11 ⇒ (13) + 11 = 24
Perception Rauno Redpath: 1d20 + 10 ⇒ (12) + 10 = 22
Perception Kelkzar Redjaw: 1d20 + 21 ⇒ (7) + 21 = 28
Perception Quintus: 1d20 + 3 ⇒ (16) + 3 = 19

Initiative Rowena Lordail: 1d20 + 6 ⇒ (15) + 6 = 21
Initiative Trevor the Yellow: 1d20 + 4 ⇒ (6) + 4 = 10
Initiative Rauno Redpath: 1d20 + 13 ⇒ (15) + 13 = 28
Initiative Kelkzar Redjaw: 1d20 + 3 ⇒ (15) + 3 = 18
Initiative Quintus: 1d20 + 2 ⇒ (5) + 2 = 7
Initiative Monster: 1d20 + 6 ⇒ (10) + 6 = 16

As you pass through the falling river Rauno gets that feeling in the back of his head that something is about to go down. Rauno you do not see anything threatening you, but get to act first in surprise round


Rauno then whatever in surprise round before round 1

Quote:

Surprise Round

Initiative Order - Rauno, Unknown

Quote:

Round 1

Initiative Order - Rauno, Rowena, Kelkzar, Unknown, Trevor Quintus

Unknown AC 20 T 16 FF 14 CMD 33


Surprise Round.

Rauno will ready an action to cast Grease when the opponent reveals itself. If it is holding a weapon, it will target the weapon. If it is not holding a weapon, under its feet. DC 18 reflex save either way.


Rauno's supernatural senses cause him to tense up and he readies a spell for incoming danger.

Sure enough six creatures that were hiding appear in mid air and fire crossbow bolts at you. But first Rauno's spell goes off.

Reflex Save: 1d20 + 17 ⇒ (6) + 17 = 23

Who: 1d5 ⇒ 2 Trevor
Crossbow #1: 1d20 + 17 ⇒ (1) + 17 = 18 FF AC 21 *MISS*
Damage: 1d8 ⇒ 5

Who: 1d5 ⇒ 5 Rowena
Crossbow #2: 1d20 + 17 ⇒ (13) + 17 = 30 FF AC 18 *Hit*
Damage: 1d8 ⇒ 8

Who: 1d5 ⇒ 2 Trevor
Crossbow #3: 1d20 + 17 ⇒ (2) + 17 = 19 FF AC 21 *MISS*
Damage: 1d8 ⇒ 8

Who: 1d5 ⇒ 2 Trevor
Crossbow #4: 1d20 + 17 ⇒ (3) + 17 = 20 FF AC 21 *MISS*
Damage: 1d8 ⇒ 6

Who: 1d5 ⇒ 2 Trevor
Crossbow #5: 1d20 + 17 ⇒ (20) + 17 = 37 FF AC 21 *Hit and Confirm*
Confirm Crossbow #5: 1d20 + 17 ⇒ (17) + 17 = 34
Damage: 2d8 ⇒ (4, 4) = 8

Who: 1d5 ⇒ 4 Quintus
Crossbow #2: 1d20 + 17 ⇒ (11) + 17 = 28 FF AC 20 *Hit*
Damage: 1d8 ⇒ 2


They are about 80 feet from you currently. Here is a picture

Quote:

Round 1

Initiative Order - Rauno, Rowena, Kelkzar, Unknown, Trevor Quintus

Unknown AC 20 T 16 FF 14 CMD 33


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

Didn't we see things like this in Zosiel's tomb?


Round 1.

Rauno readies his rod of extend and uses it in his casting of Haste, encompassing himself and all of his allies.

Is there a knowledge check to learn anything more about them?


Quintus yes you did. They are Wind Warriors however these look like they are elite ones.

These are Wind Warriors, shock troops for the Wind Dukes in the war of Chaos. The remaining Wind Warriors now serve as guardians to the tombs of fallen Wind Dukes. They are made of air and have all elemental traits:

Immunity to bleed, paralysis, poison, sleep effects, and stunning.

Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.

Elementals do not breathe, eat, or sleep.

Wind Warriors can clang their swords together to produce a sonic blast.

A Wind Warrior's spirit holds its body together. If disarmed the wind warrior's sword crumbles to dust, though it can generate a new one if it desires.


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

With the added boost of speed provided by Rauno Kelkzar charges the first one he can reach with the longspear.
Swift action to activate bane against elementals. Free action to rage.
Charge: 1d20 + 17 + 2 + 2 ⇒ (18) + 17 + 2 + 2 = 39
Damage: 1d8 + 24 + 2 + 2d6 ⇒ (6) + 24 + 2 + (4, 3) = 39


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

Rowena grunts at the graze from the crossbow bolt, and charges the same creature as Kelkzar.

Kick charge: 1d20 + 17 + 1 + 2 ⇒ (16) + 17 + 1 + 2 = 36
Damage: 1d8 + 5 ⇒ (3) + 5 = 8


Kelkzar and Rowena combine for a pair of hits. The wind warrior's crossbows disappear and dual sword appear in the hands ready for melee. Their actions this turnThey all position themselves better for combat. 5' step


Moved Trevor and Quintus from bottom of round 1 to top of round 2

Quote:

Round 2

Initiative Order - Trevor, Quintus, Rauno, Rowena, Kelkzar, Elite Wind Warriors

Elite Wind Warriors AC 20 T 16 FF 14 CMD 33


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

With Rauno's spell boosting his speed, Quintus advances to just behind Kelkzar.


AC 26/T 26/FF 20; F/R/W +14/+15/+14; Max HP 111; Current HP 110 Effects:

Rowena takes a 5-foot step to D3 and begins throbbing the creature in D2.

Attack: 1d20 + 17 + 1 - 2 ⇒ (20) + 17 + 1 - 2 = 36
Attack: 1d20 + 17 + 1 - 2 ⇒ (1) + 17 + 1 - 2 = 17
Damage: 1d8 + 6 ⇒ (5) + 6 = 11

Attack: 1d20 + 17 + 1 - 2 ⇒ (13) + 17 + 1 - 2 = 29
Damage: 1d8 + 6 ⇒ (2) + 6 = 8

Attack: 1d20 + 12 + 1 - 2 ⇒ (3) + 12 + 1 - 2 = 14

Attack: 1d20 + 17 + 1 - 2 ⇒ (7) + 17 + 1 - 2 = 23
Damage: 1d8 + 6 ⇒ (3) + 6 = 9


I messed up with the AC, which hasn't mattered to this point, but AC is 21/17/14 CMD 34. I'll fix it in the next round update


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Feeling the familiar rush of celerity, Trevor rushes forth to meet the wind warriors, healing his wounds in stride.

Double move to C-5.
LoH: 5d8 ⇒ (1, 1, 5, 2, 4) = 13


Trevor, You would have enough movement to charge to C3 and attack C1 if you choose to do that. You may be keeping your AC up as well...

Rauno and Kelkzar then the Wind Warriors.


Suddenly alone at one end of the chamber, Rauno advances behind his friends. At first, his hand goes for his dagger, only to recall that it was gifted to the xorn previously. Instead, he draws his familiar wand again, preparing to make Trevor's strikes even more powerful.

Double move, ready wand of enlarge person. He still has his rod in the other hand.


Stats:
AC 21/13/20 (raging 19/11/18), HP 34/118 (raging 58/142), F+12 R+7 W+12 (raging F+14, W+14), Init +3, Per +22

Sorry Trevor, I want to get over by Rowena in case she starts triggering AoOs. I'm going to mess up your charge lane.
Kelkzar shifts toward Rowena and back toward Trevor. He continues attacking the same one as Rowena, hoping to bring one down, but switches to the one in B2 if he brings the first one down.
Continue bane. Activate judgements. Let's start with sacred destruction and sacred justice.
Attack: 1d20 + 20 + 2 ⇒ (16) + 20 + 2 = 38
Damage: 1d8 + 28 + 2 + 2d6 ⇒ (2) + 28 + 2 + (5, 2) = 39
Attack: 1d20 + 20 + 2 ⇒ (7) + 20 + 2 = 29
Damage: 1d8 + 28 + 2 + 2d6 ⇒ (5) + 28 + 2 + (6, 1) = 42
Attack: 1d20 + 15 + 2 ⇒ (20) + 15 + 2 = 37
Damage: 1d8 + 28 + 2 + 2d6 ⇒ (7) + 28 + 2 + (5, 4) = 46


Rauno with haste on you can move 60' and begin casting enlarge person if desired.

Kelkzar moves back and combines for three hits on the one Rowena just hit and manage to make it dissapate into harmless air, the swords whisping away as well.

The wind warriors move into attack however, fighting together as a well oiled machine. They attack gracefully with both swords like they are part of their arms.

Wind Warrior in E3 vs Rowena (3 Hits for 32 Damage):

Attack E3 Long Sword #1 (Main) Attack #1 vs Rowena with Flank: 1d20 + 19 + 2 + 4 ⇒ (19) + 19 + 2 + 4 = 44 *Hit and Confirm*
Confirm Attack E3 Long Sword #1 Attack #1 vs Rowena with Flank: 1d20 + 19 + 2 ⇒ (9) + 19 + 2 = 30
Damage: 2d8 + 6 ⇒ (8, 5) + 6 = 19

Attack E3 Long Sword #1 (Main) Attack #2 vs Rowena with Flank: 1d20 + 19 + 2 - 5 ⇒ (3) + 19 + 2 - 5 = 19
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

Attack E3 Long Sword (Main) #1 Attack #3 vs Rowena with Flank: 1d20 + 19 + 2 - 10 ⇒ (14) + 19 + 2 - 10 = 25 *Hit*
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Attack E3 Long Sword #2 (Offhand) Attack #1 vs Rowena with Flank: 1d20 + 19 + 2 ⇒ (10) + 19 + 2 = 31 *Hit*
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Attack E3 Long Sword #2 (Offhand) Attack #2 vs Rowena with Flank: 1d20 + 19 + 2 - 5 ⇒ (8) + 19 + 2 - 5 = 24 *Miss due to Haste*
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Attack E3 Long Sword #2 (Offhand) Attack #3 vs Rowena with Flank: 1d20 + 19 + 2 - 10 ⇒ (9) + 19 + 2 - 10 = 20
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

Wind Warrior in D2 vs Rowena (3 Hits for 24 Damage):

Attack D2 Long Sword #1 (Main) Attack #1 vs Rowena: 1d20 + 19 ⇒ (4) + 19 = 23
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Attack D2 Long Sword #1 (Main) Attack #2 vs Rowena: 1d20 + 19 - 5 ⇒ (17) + 19 - 5 = 31 *Hit Only*
Confirm Attack D2 Long Sword #1 Attack #2 vs Rowena: 1d20 + 19 + 4 - 5 ⇒ (2) + 19 + 4 - 5 = 20
Damage: 1d8 + 3 ⇒ (2) + 3 = 5

Attack D2 Long Sword (Main) #1 Attack #3 vs Rowena: 1d20 + 19 - 10 ⇒ (3) + 19 - 10 = 12
Damage: 1d8 + 3 ⇒ (2) + 3 = 5

Attack D2 Long Sword #2 (Offhand) Attack #1 vs Rowena: 1d20 + 19 ⇒ (7) + 19 = 26 *Hit*
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

Attack D2 Long Sword #2 (Offhand) Attack #2 vs Rowena: 1d20 + 19 - 5 ⇒ (17) + 19 - 5 = 31 *Hit and Confirm*
Confirm Attack D2 Long Sword #2 Attack #2 vs Rowena: 1d20 + 19 + 4 - 5 ⇒ (8) + 19 + 4 - 5 = 26
Damage: 2d8 + 6 ⇒ (1, 1) + 6 = 8

Attack D2 Long Sword #2 (Offhand) Attack #3 vs Rowena: 1d20 + 19 - 10 ⇒ (12) + 19 - 10 = 21
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Two Wind Warriors go after Kelkzar

Wind Warrior in C3 vs Kelkzar(4 Hits for 34 Damage):

Attack C3 Long Sword #1 (Main) Attack #1 vs Kelkzar: 1d20 + 19 ⇒ (8) + 19 = 27 *Hit*
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Attack C3 Long Sword #1 (Main) Attack #2 vs Kelkzar: 1d20 + 19 - 5 ⇒ (7) + 19 - 5 = 21 *Hit*
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Attack C3 Long Sword (Main) #1 Attack #3 vs Kelkzar: 1d20 + 19 - 10 ⇒ (2) + 19 - 10 = 11
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

Attack C3 Long Sword #2 (Offhand) Attack #1 vs Kelkzar : 1d20 + 19 ⇒ (6) + 19 = 25 *Hit*
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

Attack C3 Long Sword #2 (Offhand) Attack #2 vs Kelkzar: 1d20 + 19 - 5 ⇒ (17) + 19 - 5 = 31 *Hit and Confirm*
Confirm Attack C3 Long Sword #1 Attack #2 vs Kelkzar: 1d20 + 19 + 4 - 5 ⇒ (9) + 19 + 4 - 5 = 27
Damage: 2d8 + 6 ⇒ (6, 6) + 6 = 18

Attack C3 Long Sword #2 (Offhand) Attack #3 vs Kelkzar with Flank: 1d20 + 19 - 10 ⇒ (2) + 19 - 10 = 11
Damage: 1d8 + 3 ⇒ (2) + 3 = 5

Wind Warrior in B3 vs Kelkzar(4 Hits for 45 Damage):

Attack B2 Long Sword #1 (Main) Attack #1 vs Kelkzar: 1d20 + 19 ⇒ (16) + 19 = 35 *Hit*
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Attack B3 Long Sword #1 (Main) Attack #2 vs Kelkzar: 1d20 + 19 - 5 ⇒ (12) + 19 - 5 = 26 *Hit*
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Attack B3 Long Sword (Main) #1 Attack #3 vs Kelkzar: 1d20 + 19 - 10 ⇒ (10) + 19 - 10 = 19 *Miss due to haste*
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Attack B3 Long Sword #2 (Offhand) Attack #1 vs Kelkzar : 1d20 + 19 ⇒ (7) + 19 = 26 *Hit*
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

Attack B3 Long Sword #2 (Offhand) Attack #2 vs Kelkzar: 1d20 + 19 - 5 ⇒ (3) + 19 - 5 = 17
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Attack B3 Long Sword #2 (Offhand) Attack #3 vs Kelkzar: 1d20 + 19 - 10 ⇒ (19) + 19 - 10 = 28 *Hit and Confirm*
Confirm Attack B3 Long Sword #1 Attack #2 vs Kelkzar: 1d20 + 19 + 4 - 10 ⇒ (7) + 19 + 4 - 10 = 20
Damage: 2d8 + 6 ⇒ (7, 5) + 6 = 18

Last one attacks Quintus and hits 4 times, three being deadly accurate.

Wind Warrior in A3 vs Quintus(4 Hits for 48 Damage):

Attack A3 Long Sword #1 (Main) Attack #1 vs Quintus: 1d20 + 19 ⇒ (20) + 19 = 39 *Hit and Confirm*
Confirm Attack A3 Long Sword #1 Attack #2 vs Quintus: 1d20 + 19 + 4 - 10 ⇒ (18) + 19 + 4 - 10 = 31
Damage: 2d8 + 6 ⇒ (1, 2) + 6 = 9

Attack A3 Long Sword #1 (Main) Attack #2 vs Quintus: 1d20 + 19 + 2 - 5 ⇒ (8) + 19 + 2 - 5 = 24 *Hit*
Damage: 1d8 + 3 ⇒ (7) + 3 = 10

Attack A3 Long Sword (Main) #1 Attack #3 vs Quintus: 1d20 + 19 - 10 ⇒ (20) + 19 - 10 = 29 *Hit and Confirm*
Confirm Attack A3 Long Sword #1 Attack #2 vs Quintus: 1d20 + 19 + 4 - 10 ⇒ (19) + 19 + 4 - 10 = 32
Damage: 2d8 + 6 ⇒ (7, 3) + 6 = 16

Attack A3 Long Sword #2 (Offhand) Attack #1 vs Quintus: 1d20 + 19 ⇒ (4) + 19 = 23
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

Attack A3 Long Sword #2 (Offhand) Attack #2 vs Quintus: 1d20 + 19 - 5 ⇒ (3) + 19 - 5 = 17
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Attack A3 Long Sword #2 (Offhand) Attack #3 vs Quintus: 1d20 + 19 - 10 ⇒ (17) + 19 - 10 = 26 *Hit and Confirm*
Confirm Attack A3 Long Sword #1 Attack #2 vs Quintus: 1d20 + 19 + 4 - 10 ⇒ (15) + 19 + 4 - 10 = 28
Damage: 2d8 + 6 ⇒ (4, 2) + 6 = 12


Quote:

Round 3

Initiative Order - Trevor, Quintus, Rauno, Rowena, Kelkzar, Elite Wind Warriors

Elite Wind Warriors AC 21 T 17 FF 14 CMD 334


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

About the movement, then could I have made part of the distance and use a standard to imbue my fauchard with Defending and Flame Burst?
Seeing his line of attack cut by a growing Kelkzar, Trevor switches to his left to support Rowena, shouting as his friends get cut down: "They are too accurate! We need to keep them from attacking us with ease. Ro! Send them on their back, the others, keep them on the move!"

Move to E5

Fauchard PA, FF, Haste, VS: 1d20 + 20 + 1 ⇒ (14) + 20 + 1 = 353d10 + 21 ⇒ (10, 2, 6) + 21 = 39
Flaming damage if Ok: 1d6 ⇒ 3


remember you are air walking and they are flying in terms of tripping

Trevor, you could have moved 40 and used a standard then 40 this time with one attack


HP 41/41 | AC 17+2(shield)| Acr +4 Ath +7 Dec +3 Int +6 Perc -1 Pers +6 Saves: S +4, D +1, C +2, I +0, W +2, Ch +6 Adv charm, disease; Imm Sleep| Init +1 | PPerc 9; PIns 10; Pinv 11; DrkVis | Spd 30' | HD 5/5 | Status: Ok | Spells 1:4/4; 2:2/2 | LoH 25/25 | DivSen 5/5 | Insp: Nope

Great, so I use my Divine Bond then. Flying's no good for tripping...


AC 27/14/25, HP 107/107 F: +10+1, R: +6+1, W: +14*+1

Quintus takes a short step back and calls for divine assistance. Casting prayer.


After completing the Enlarge Person spell, Rauno looks inward for a moment before uttering "Doom shadows over these hostile winds!"

Activating Foretell to give all foes within 30' of a -2 luck penalty on ability checks, attack rolls, caster level checks, saving throws and skill checks while it is in effect.

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