GM Bold Strider's PFS 00-20 King Xeros of Old Azlant (Inactive)

Game Master rpblue

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Liberty's Edge

...and am I really still grappled?

Silver Crusade

Female Halfling (Taldan) Herald 14 | hp 114/114 | Init +10 | AC 29, T 17, FF 23 | CMB +8, CMD 21 | F +13 R +16 W +16 | Prcptn +14, SM +8. Song 0/21 tactics 0/2 Brd 9/Cavr 3/Ora1/BatHrld1 {p} | Large Rusty 73/73 AC26+Ride+1 {p}

Ok, right. That I knew. I just thought I was pinned or something.
Although if she was pulled from her mount into a grapple, I am not sure how that recovery from ride works. She will use the move to recover nevertheless :-)

Dora continues her song (+2/+2) as she struggles to right herself with the one pulling her from Rusty's saddle.

"Well done Gregor. Now we must help the others...I do not like the looks of what is happening to them...fading like that.
Let GO of me you crazy fiend! Rusty get it off me!"

Rusty bite, inspired, haste: 1d20 + 12 + 3 ⇒ (7) + 12 + 3 = 22 vs grappled for dmg: 1d8 + 11 + 2 ⇒ (4) + 11 + 2 = 17 and trip: 1d20 + 12 + 3 ⇒ (16) + 12 + 3 = 31 vs CMD

Rusty bite, inspired, haste: 1d20 + 12 + 3 ⇒ (18) + 12 + 3 = 33 vs grappled for dmg: 1d8 + 11 + 2 ⇒ (4) + 11 + 2 = 17

Once righted, Dora will quick-draw her long sword and attack the one still holding her.

Dora +2 sword, inspired, arcane, haste, grappled: 1d20 + 11 + 2 + 2 + 1 - 2 ⇒ (12) + 11 + 2 + 2 + 1 - 2 = 26 vs prone? for dmg, insp, arcane: 1d6 + 1 + 2 + 2 + 2 ⇒ (1) + 1 + 2 + 2 + 2 = 8

Let me know if I missed anything...

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

Just checking, we are now acting, so was that opener where they creamed us a Surprise round? If so Misfortune would have acted in the Surprise round as well... :)

Can post up actions there :)

Also, Grim has Blind Fighting if that mattered...


@Gregor: You are not still grappled. Copy Paste error.

@Dora: I have no idea how that would work, but I'll just rule that you burn a move action and remove the penalty.

@Grim: Why would Misfortune have acted in the surprise round?

Dora and Rusty take down a third demon.

Initiative:
1st: Dora @ 79 HP; Alie-Grappled/Paralyzed @ 47 HP (2)
2nd: Demons (#1; #2; #3; #4; #5)
3rd: Grim-Grappled @ 13 HP; Shinkeer-Paralyzed (1) @ 84 HP; Gregor-Grappled @ 47 HP

Liberty's Edge

Grim...the surprise round was when the showed up out of nowhere and grappled us all. None of us acted then. The festival of full attacks was round 1...I believe.

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

Misfortune has the Bodyguard Companion Archetype - they get:

Tenacious Guardian:
Tenacious Guardian (Ex)
At 3rd level, a bodyguard can always act in a surprise round (though it remains flat-footed until it acts). As long as its master is adjacent, a bodyguard remains conscious (though it becomes staggered) when its hit points fall below 0. While below 0 hit points, the bodyguard loses 1 hit point per round but gains a +2 morale bonus on attack rolls, saving throws, and skill checks, dying only if its hit points reach a negative total equal to its Constitution score plus its master's class level.

Fort Save 1d20 + 8 ⇒ (12) + 8 = 20


Ok. It can act. Standard or Move Action from Misfortune.

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

LOL posting at the same time :p

Surprise:
Misfortune lunges at the nearby beast, seeking to distract it from attacking Grim.

Misfortune
Smite Evil
Melee Bite 1d20 + 9 ⇒ (10) + 9 = 19
Grab 1d20 + 11 ⇒ (4) + 11 = 15
Damage 1d8 + 6 + 6 ⇒ (4) + 6 + 6 = 16

R1
Grim
Raging
Grim tries to break the Grapple and reverse it...
Grapple - 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23

Misfortune
Raging
Bite 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
Grab 1d20 + 11 + 2 ⇒ (9) + 11 + 2 = 22
Damage 1d8 + 6 + 6 + 2 ⇒ (5) + 6 + 6 + 2 = 19

Claw 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12
Grab 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14
Damage 1d6 + 6 + 6 + 2 ⇒ (6) + 6 + 6 + 2 = 20

Claw 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
Grab 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29
Damage 1d6 + 6 + 6 + 2 ⇒ (3) + 6 + 6 + 2 = 17

There's the bad rolls again!


Grim and Misfortune miss everything...

Will update the Xill in an hour or so.


The Xill touching Alie and Shinkeer seem to almost become nothingness along with their charges.

The two Xill flanking Grim decide to take him down and his pet before moving on as he has been extremely resistant to their paralysis toxin. The Xill hit Grim until he falls unconscious and then moves on to the cat.

#1 @ Grim-16 AC: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31 Three Short Swords
#1 @ Grim-16 AC: 1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23
#1 @ Grim-16 AC: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
#1 @ Grim-16 AC: 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20 Claw
#1 @ Grim-16 AC: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14 Bite

#2 @ Grim-16 AC: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17 Four Claws
#2 @ Grim-16 AC: 1d20 + 13 + 2 ⇒ (18) + 13 + 2 = 33
#2 @ Misfortune-23 AC: 1d20 + 13 + 2 ⇒ (17) + 13 + 2 = 32
#2 @ Misfortune-23 AC: 1d20 + 13 + 2 ⇒ (19) + 13 + 2 = 34
#2 Confirmation @ Misfortune-23 AC: 1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23
#2 @ Misfortune-23 AC: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18 Bite

Gregor has decimated the front line of the Xills, so the remaining defender targets him. He hits Gregor several times, but the attacks are weak and do very little, additionally the Xill fails to gain a grasp on the man's armor.

#5 @ Gregor-22 AC: 1d20 + 13 ⇒ (7) + 13 = 20 Four Claws
#5 @ Gregor-22 AC: 1d20 + 13 ⇒ (6) + 13 = 19
#5 @ Gregor-22 AC: 1d20 + 13 ⇒ (13) + 13 = 26
#5 @ Gregor-26 CMD: 1d20 + 16 ⇒ (7) + 16 = 23
#5 @ Gregor-22 AC: 1d20 + 13 ⇒ (14) + 13 = 27
#5 @ Gregor-26 CMD: 1d20 + 16 ⇒ (6) + 16 = 22
#5 @ Gregor-22 AC: 1d20 + 12 ⇒ (11) + 12 = 23 Bite

Total Damage:
Grim: 2d6 + 6 + 3d4 + 9 ⇒ (2, 6) + 6 + (3, 3, 4) + 9 = 33 They hit you one at a time until you dropped, sadly this put you over the -HP mark once you collapse and stop raging.
Misfortune: 3d4 + 9 ⇒ (3, 2, 2) + 9 = 16
Gregor: 1d3 + 2d4 + 9 ⇒ (2) + (2, 3) + 9 = 16 Fortitude Save, no type

Initiative:
1st: Dora @ 79 HP; Alie-Grappled/Paralyzed @ 47 HP (2)
2nd: Demons (#1; #2; #3; #4; #5)
3rd: Grim-Dead? @ -6 (-20) HP; Misfortune @ 29 HP; Shinkeer-Paralyzed (1) @ 84 HP; Gregor @ 31 HP

Liberty's Edge

"Dora...I've had quite enough of this ship." At least she thinks he said 'ship'...though the last letter of that word may have been a 't'.

Power Attack: 1d20 + 15 ⇒ (19) + 15 = 34, Damage: 1d8 + 14 + 4d6 ⇒ (4) + 14 + (4, 3, 4, 2) = 31
Power Attack: 1d20 + 15 ⇒ (12) + 15 = 27, Damage: 1d8 + 14 + 4d6 ⇒ (6) + 14 + (1, 3, 6, 1) = 31
Power Attack: 1d20 + 10 ⇒ (16) + 10 = 26, Damage: 1d8 + 14 + 4d6 ⇒ (5) + 14 + (1, 4, 4, 6) = 34

Greater Bane
Heroism
See Invisibility
Haste
Power Attack
Inspired


Gregor handily takes down the Xill in front of him.

Fortitude Save for Gregor since he didn't roll: 1d20 + 11 ⇒ (8) + 11 = 19 You made it!

Honestly, this is pretty brutal scenario when you consider it was designed for only four players.

Liberty's Edge

All the more tough considering we're playing the higher tier with two level 8 characters. A few of us just ran into the same issue with another scenario...APL had us in the higher tier but the lower level characters were simply outmatched.


True. I'm thinking of regulating the subtier a bit more when I recruit. For example, 1-5s in low tier with a 4 or 5 is a cakewalk. Also doesn't help that this scenario says "The Xill come out of etheralness and surprise the party with no warning." Not even a Perception or anything.

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

I was in that group, Deane. I am seriously reconsidering playing up, even if it for the four player adjustment in any further scenarios. I'm just helpless in them so far.

Grand Lodge

AC33/Tch29/Flat29/CMD43(45 vs grapple & trip)||HP117[117]|Fort:+10;Ref:+11;Will:+19|Percept.+27(+29 for traps, +31 if in stone, trapspotter)|SenMot.+14|Init.+3 Human (Kellid/Tian) Monk (Terracotta Monk) 10 Sorcerer (Wildblooded) 5

Probably should have used my reroll, but it was already a round or two past the save, in the hour and half before I was able to check the thread.

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

Misfortune has DR5 so that might lessen the damage. Also does a 19 with a claw attack threaten a crit? Otherwise the DR is going to block a lot of their damage...

Wasn't Grim being Grappled? His AC is 16, so I assume they maintained, can the creature still full attack AND grapple? On a side note, Grim is just regenerating... again.

Misfortune

Bite 1d20 + 9 ⇒ (11) + 9 = 20
Damage 1d8 + 6 + 6 ⇒ (6) + 6 + 6 = 18

Claw 1d20 + 9 ⇒ (3) + 9 = 12
Damage 1d8 + 6 + 6 ⇒ (1) + 6 + 6 = 13

Claw 1d20 + 9 ⇒ (10) + 9 = 19
Damage 1d8 + 6 + 6 ⇒ (8) + 6 + 6 = 20

Was Misfortune Hasted? Just noticed above and wasn't sure - if so add +1 on the to hits
Haste - Bite 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
Damage 1d8 + 6 + 6 ⇒ (6) + 6 + 6 = 18

WTF Dicebot.


Oops. Good catch on the crit. Was thinking it was a short sword. However the natural attacks overcome the DR/Evil per the "evil" subtype: "A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields are evil-aligned." Also, the ioun stone doesn't regenerate your HP if you are dead. It grants you healing per the spell regenerate, not the Regeneration (Ex) ability that Trolls and Terrasques have. [Had to double check forums for this.] Finally, a grappled creature can full attack with a light or one-handed weapon while being grappled, so I messed that up. They would have released the grapple at the beginning of their full attack to drop you. The first claw would miss cause of the +2 AC bump, which means his third claw will hit you, instead. Each claw did the same damage: net result is Misfortune taking one less claw hit.

Edit: Gregor and Misfortune/Grim are more than 30' apart, thus the haste can only affect one of those two groups and Gregor has been using his extra attacks, thus I am giving it to Gregor.

Initiative:
1st: Dora @ 79 HP; Alie-Paralyzed @ 47 HP (2)
2nd: Demons (#1; #2; #3; #4; #5)
3rd: Grim-Dead @ -20 HP; Misfortune @ 40 HP; Shinkeer-Paralyzed (1) @ 84 HP; Gregor @ 31 HP

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

Ugh no worries, was just wondering why Grim had such a crappy AC to hit if he wasn't grappled :p Tough fights, the ninja surprise round then full attack following is a bit of a killer... hence just double checking things for a bit of hope :P Can't believe the horrible rolls though through this scenario, can't hit the broad side of a barn.

Liberty's Edge

Plan A: We do what we can to stop Alie & Shin from disappearing into the never never, gather up Grim's body to have him raised & call it a day.

Plan B: If we can't stop Allie & Shin from disappearing into the never never, we gather up Grim's body to have him raised, make whatever payment we need to rescue Alie and Shin & call it a day.

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

On the upside, looks like Misfortune can keep sponging damage a little longer :p


Likely Plan B tbh.

Silver Crusade

Female Halfling (Taldan) Herald 14 | hp 114/114 | Init +10 | AC 29, T 17, FF 23 | CMB +8, CMD 21 | F +13 R +16 W +16 | Prcptn +14, SM +8. Song 0/21 tactics 0/2 Brd 9/Cavr 3/Ora1/BatHrld1 {p} | Large Rusty 73/73 AC26+Ride+1 {p}

Dora will continue to sing as she re-mounts Rusty. The wolf 5' steps closer to faded Alie and her captor.
Both girl and wolf will try to attack the fading demonoid if they can still see it.

if it is totally gone then they will move to attack the one near Grim's body

Rusty bite, inspired: 1d20 + 12 + 2 + 1 ⇒ (17) + 12 + 2 + 1 = 32 for dmg: 1d8 + 11 + 2 ⇒ (2) + 11 + 2 = 15 and trip: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17 vs CMD

Rusty bite, inspired, haste: 1d20 + 12 + 2 + 1 ⇒ (14) + 12 + 2 + 1 = 29 for dmg: 1d8 + 11 + 2 ⇒ (6) + 11 + 2 = 19 and trip: 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32 vs CMD

Dora +2 sword, inspired, haste arcane: 1d20 + 11 + 2 + 2 + 1 ⇒ (3) + 11 + 2 + 2 + 1 = 19 for dmg: 1d6 + 1 + 2 + 2 + 2 ⇒ (1) + 1 + 2 + 2 + 2 = 8 vs prone?

miss chances? 3d100 ⇒ (61, 29, 4) = 94


Misses: 1d2 ⇒ 1 Low are misses.

Rusty and Dora attempt to stop the demon from disappearing, but one of Rusty's attacks and Dora's only attack goes right through the beast, however it does appear that one of Rusty's attacks was able to damage the beast. Sadly, this is not enough to stop the two demons from disappearing with Shinkeer and Alie right before Dora and Gregor's eyes.

Shinkeer/Alie:
You guys are being transported through the ship in the Ethereal Plane by the four-armed demons. They return to the Material Realm in a room dominated by a massive plant. It is milky-white and translucent and grows atop the upper hold area. It curls about the entire chamber with a forest of fronds, tendrils, and clinging vines. A number of strangely shaped flowers of deep violet bloom among this tangle, and at the top of the hold stairs, a great gnarled root crown stands like the trunk of a hoary old tree, a crease in its side opened wide like a dragon’s maw. Behind it stretches a winding taproot that disappears toward the bow of the ship, as large around as a wagon. Clearly discenrable within this taproot are the huddled forms of unmoving humanoids. You see the plant's tendrils wrap around you and "feed" you into the mouth of the plant. Everything goes dark.

The Xill start to mercilessly attack the remaining humanoids and felines.

#1 @ Misfortune-23 AC: 1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23 Three Short Swords
#1 @ Misfortune-23 AC: 1d20 + 13 + 2 ⇒ (9) + 13 + 2 = 24
#1 @ Misfortune-23 AC: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13
#1 @ Misfortune-23 AC: 1d20 + 13 + 2 ⇒ (19) + 13 + 2 = 34 Claw
#1 @ Misfortune-23 AC: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19 Bite

#2 @ Misfortune-23 AC: 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20 Four Claws
#2 @ Misfortune-23 AC: 1d20 + 13 + 2 ⇒ (19) + 13 + 2 = 34
#2 @ Misfortune-23 AC: 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29
#2 @ Misfortune-23 AC: 1d20 + 13 + 2 ⇒ (19) + 13 + 2 = 34
#2 @ Misfortune-23 AC: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26 Bite

The Xills butcher Misfortune, knocking her unconscious, but not killing her outright.

Total Damage:
Misfortune: 2d6 + 6 + 1d4 + 3 + 3d4 + 9 + 1d3 + 3 ⇒ (2, 6) + 6 + (2) + 3 + (1, 3, 4) + 9 + (3) + 3 = 42
Fortitude Save: 1d20 + 8 ⇒ (9) + 8 = 17
Stabilize: 1d20 + 3 - 2 ⇒ (17) + 3 - 2 = 18

Initiative:
1st: Dora @ 79 HP; Alie @ 47 HP
2nd: Demons (#1; #2)
3rd: Grim-Dead; Misfortune @ -2 HP; Shinkeer @ 84 HP; Gregor @ 31 HP

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

Does the 5 DR still work against the Shortsword hits though? I know where all my GOOD D20 rolls went, the GM has them all :p Sort of moot at this point though...suppose it MIGHT buy a touch more time.

Liberty's Edge

Has Grim been teleported away as well...or is he off the map to cut down on clutter?

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

They were beating down Misfortune this round so he should still be there

Liberty's Edge

Gregor heals himself. "Let them come to us."

Cure Serious: 3d8 + 10 ⇒ (5, 4, 5) + 10 = 24

Silver Crusade

Female Halfling (Taldan) Herald 14 | hp 114/114 | Init +10 | AC 29, T 17, FF 23 | CMB +8, CMD 21 | F +13 R +16 W +16 | Prcptn +14, SM +8. Song 0/21 tactics 0/2 Brd 9/Cavr 3/Ora1/BatHrld1 {p} | Large Rusty 73/73 AC26+Ride+1 {p}

Dora stops singing (lingers 2 rounds), nods to Gregor and casts prot v evil on herself (AC27vevil). Rusty will ready to bite/trip any non-party creature that moves within range.

"Come and get some you 4-armed bug-wanna-bees!"


Cut down on the clutter.

@Grim: "A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields are evil-aligned."

@Dora: You know that your Ring of Protection +2 is a deflection bonus and Protection from Evil is a deflection bonus, right? They don't stack.

The forward Xill stands there menacing you, while the other 5' steps over the unconscious cat and begins to dissipate. They seem to be ignoring the dead body, though you aren't sure why.

Initiative:
1st: Dora @ 79 HP; Alie @ 47 HP
2nd: Demons (#1; #2)
3rd: Grim-Dead; Misfortune @ -2 HP; Shinkeer @ 84 HP; Gregor @ 55 HP

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

Doh missed the part about the weapons themselves - you know its a good thing as I hadn't noticed that line before so happy to learn something new. That said, noticed the Identify spell also has a built in detect magic which was news too - I love it when assumptions get rocked :)

Liberty's Edge

"A Mwgangi stand off, eh? Well Dora…when this is over I'm going to buy you a drink bigger than you!"

Gregor Dimension Hops toward the Xill and strikes, calling for Judgments of Sacred Destruction and Protection.

Attack: 1d20 + 19 ⇒ (14) + 19 = 33, Damage: 1d8 + 20 + 4d6 ⇒ (2) + 20 + (2, 2, 1, 4) = 31
Demoralize - Cornugon Smash: 1d20 + 23 ⇒ (19) + 23 = 42

Greater Bane
Heroism
See Invisibility
Haste
Power Attack
Inspired (Lingering for 2 rounds)
Judgement of Sacred Destruction
Judgement of Sacred Protection (AC26 - 29 to confirm crit)

Silver Crusade

Female Halfling (Taldan) Herald 14 | hp 114/114 | Init +10 | AC 29, T 17, FF 23 | CMB +8, CMD 21 | F +13 R +16 W +16 | Prcptn +14, SM +8. Song 0/21 tactics 0/2 Brd 9/Cavr 3/Ora1/BatHrld1 {p} | Large Rusty 73/73 AC26+Ride+1 {p}

@GM forgot about ring stacking...will put spell on Rusty instead. So Dora AC still 25.

"Step forward Gregor, and once we take these down, I will take you up on that drink. We cannot lose another of our team!"

Dora's song lingers as she urges Rusty a step forward and drops her sword and quickdraws her evil outsider bane longbow and fires a trio of arrows past Gregor, into the fiend.

Dora +1 EO bow, inspired, haste, melee: 1d20 + 14 + 2 + 2 + 2 - 4 ⇒ (8) + 14 + 2 + 2 + 2 - 4 = 24
for dmg, inspired, bane: 1d6 + 2 + 2 + 2 + 2d6 ⇒ (4) + 2 + 2 + 2 + (6, 2) = 18
Dora +1 EO bow, inspired, haste, melee: 1d20 + 14 + 2 + 2 + 2 - 4 ⇒ (7) + 14 + 2 + 2 + 2 - 4 = 23
for dmg, inspired, bane: 1d6 + 2 + 2 + 2 + 2d6 ⇒ (5) + 2 + 2 + 2 + (3, 5) = 19
Dora +1 EO bow, inspired, haste, melee: 1d20 + 9 + 2 + 2 + 2 - 4 ⇒ (16) + 9 + 2 + 2 + 2 - 4 = 27
for dmg, inspired, bane: 1d6 + 2 + 2 + 2 + 2d6 ⇒ (5) + 2 + 2 + 2 + (6, 4) = 21


Gregor unleashes a sickening attack on the non-dematerializing Xill. The Xill responds with a complement of attacks from his claws and bite, but seems a bit off from the intimidation of Gregor. Hold Action

#2 @ Gregor-26 AC: 1d20 + 13 - 2 ⇒ (10) + 13 - 2 = 21 Four Claws
#2 @ Gregor-26 AC: 1d20 + 13 - 2 ⇒ (15) + 13 - 2 = 26
#2 @ Gregor-26 AC: 1d20 + 13 - 2 ⇒ (18) + 13 - 2 = 29
#2 @ Gregor-26 AC: 1d20 + 13 - 2 ⇒ (20) + 13 - 2 = 31
#2 - Confirmation @ Gregor-26 AC: 1d20 + 13 - 2 ⇒ (11) + 13 - 2 = 22
#2 @ Gregor-26 AC: 1d20 + 12 - 2 ⇒ (19) + 12 - 2 = 29 Bite

Three claws and a bite attack land on the Inquisitor before Dora fires off three arrows to drop the demon.

Total Damage:
Gregor: 3d4 + 9 + 1d3 + 3 ⇒ (4, 4, 3) + 9 + (2) + 3 = 25 Fortitude Save

The other demon and Misfortune become even more ethereal, nearly bordering on non-existance.

Initiative:
1st: Dora @ 79 HP; Alie @ 47 HP
2nd: Demons (#1)
3rd: Grim-Dead; Misfortune @ -2 HP; Shinkeer @ 84 HP; Gregor @ 30 HP

Liberty's Edge

At this point my plan is to gather up Grim and leave the ship and pay help pay the necessary PP/gold to raise Grim and send in the cavalry for the others. Some, perhaps all of us should 1xp for completing 3 encounters so at least its not a total wash.


Up to you.

Silver Crusade

Female Halfling (Taldan) Herald 14 | hp 114/114 | Init +10 | AC 29, T 17, FF 23 | CMB +8, CMD 21 | F +13 R +16 W +16 | Prcptn +14, SM +8. Song 0/21 tactics 0/2 Brd 9/Cavr 3/Ora1/BatHrld1 {p} | Large Rusty 73/73 AC26+Ride+1 {p}

Dora will urge Rusty over and she will reach down and cast a cure on the cat.

clw: 1d8 + 1 ⇒ (6) + 1 = 7

not sure how to adjudicate the miss chance, if she cannot touch the cat, she will just use it on herself.

"Gregor, I am not sure if it is too late to save the cat, but I will give it a fighting chance. What plane of existence they are taking our comrades, we may never know."

Silver Crusade

Female Halfling (Taldan) Herald 14 | hp 114/114 | Init +10 | AC 29, T 17, FF 23 | CMB +8, CMD 21 | F +13 R +16 W +16 | Prcptn +14, SM +8. Song 0/21 tactics 0/2 Brd 9/Cavr 3/Ora1/BatHrld1 {p} | Large Rusty 73/73 AC26+Ride+1 {p}

If the other one fades, with or without the cat, Dora will wait a few seconds to see if she and Gregor are left alone. She will check Grim's vitals and then the area for any other doors or relics or items worth reporting.

"Well Gregor, now what?"

Dora would be willing to try a rescue if she (a)knew there was someone to be rescued and (b) was not alone. Otherwise, she will go with Gregor and take Grim out.


Miss: 1d2 ⇒ 1 Low misses.
Miss: 1d100 ⇒ 21

Dora's hand moves right through the cat. A second later, the big cat and the Xill disappear.

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

In fairness, surely we cant be too far from the bitter end, and frankly the sheer blind horrible luck has to eventually blow the other way - I have found this scenario to be a touch frustrating - especially this combat where a sea of monsters got a surprise round then a full round wailing on us, for all intents and purposes one rounding the party, but you guys have blown a huge hole in them and I reckon they are only moving to another part of this ship so we could probably get a hold of them and beat them down - so long as we dont end up with them getting a round and a half of free shots on us again. Keen to get rezzed and then rescue the captured members, and reckon we cant have too far to go to finish

Liberty's Edge

Almost any other scenario I would agree with you but we've been outclassed from the start with five players; I can not see going forward with just three of us. We have no crowd control, no offensive magic to speak of, two ways to deal with hardness and one way to deal with incorporeal. (And this is a "ghost ship" after all!)

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |

I agree with Gregor. I'm scared to death of what's left in this scenario. If I were still alive, I'd be heading for the hills posthaste. This is a nightmare.

Liberty's Edge

You're not dead yet Alie...just "missing". But I think it might amount to the same thing. As much as I'm not having fun getting beat up on by 12-18 attacks per round, you & Shin are probably having even less fun since you're out of the game at this point for all intents and purposes.

And let us not forget about Bold Strider who actually has to roll al of those attacks. My head would be spinning if I was running this game!

Sovereign Court

Fey Sorcerer 16 | HP 159/159 (+ __13___ temp HP) | AC (23(19), Touch 16 Flat Footed 15 | CMD 20 | Fort: +(22)20, Ref: +(20)18, Will: +(18)16 (+2 vs. Illusions) | Init. +8 | Perception +2 | SM 0 | Evasion |
Gregor Hawthorne wrote:

You're not dead yet Alie...just "missing". But I think it might amount to the same thing. As much as I'm not having fun getting beat up on by 12-18 attacks per round, you & Shin are probably having even less fun since you're out of the game at this point for all intents and purposes.

And let us not forget about Bold Strider who actually has to roll al of those attacks. My head would be spinning if I was running this game!

Lol, I didn't even think about that. I bet it takes half an hour to make a DM post with all those attacks! That'd be tough...almost as tough as taking all the attacks like we are, haha.

Liberty's Edge

As the demon and the cat disappear into the nether, Gregor picks up Grim's lifeless body in a shoulder carry. "We've survived this battle, well you and I have anyway." he says to Dora. "But I fear we've taken too many casualties to win this war. I don't recall the way to the Temple, since I was quite dead at the time, but I'm happy to carry our comrade if you'll lead the way. After that we need to report to the Venture Captain. We'll need a full rescue team to retrieve the others. With luck we'll be able to save them as well. After that I fear I'll need to think long and hard before blindly accepting a fool's mission such as this. Grandmaster Torch never would have allowed us on this ship as unprepared as we were. But then again I guess he's no longer to be trusted either." Gregor examines his Andoran insignia...rumors of change within that organization were being whispered prior to boarding the ship. Too many changes too soon. Perhaps I'll take a leave of absence while the world sorts itself out.

Gregor mutters a few words to Abadar to heal some of his wounds.

CSW: 3d8 + 10 ⇒ (3, 3, 5) + 10 = 21


Yeah, it takes forever to figure out how to plan the attacks and such that I don't outright kill people. Also, glad that you are paying attention cause I do miss stuff when posting five attacks per monster and eight monsters. Sadly, at this level knocking unconscious and killing is pretty much one and the same. Also, it's fun to have strong enemies, but they gave those guys good Init and guaranteed surprise, pretty lame from a player's standpoint.

Rest of the Scenario - SPOILERS if this will help you decide what to do.:
The next encounter is definitely doable with three, but if you mess up, it's guaranteed death. The final encounter is where you would definitely struggle even if you trivialized the fourth encounter.


Gregor Hawthorne wrote:

Grandmaster Torch never would have allowed us on this ship as unprepared as we were. But then again I guess he's no longer to be trusted either."

Funny cause this is Season 0 and Torch still isn't in the PFS yet.

Liberty's Edge

GM Bold Strider wrote:
Gregor Hawthorne wrote:

Grandmaster Torch never would have allowed us on this ship as unprepared as we were. But then again I guess he's no longer to be trusted either."

Funny cause this is Season 0 and Torch still isn't in the PFS yet.

I always struggle with this sort of thing continuity wise...unless it makes things too wonky my base assumption is that my characters are always in the "present day" even if I'm playing a scenario from a previous season.


Oh it's a good assumption and it's what I do as well. I just find it funny since I just finished Silent Tide and the players had to work with a non-Society Torch.

The Exchange

Misfortune:
Large Magical Beast/ HP 68 - AC 26, T 13, FF 22( DR5/Evil, 10 vs Cold/Elec/Acid) / F +10, R +10, W +4 (SR14)/ CMD 28, CMB +14/ Per +7(LL/DV), Init +4, Move 40ft
Unc Barb 10, HP125 - AC 24, T 14, FF 21/ F +12, R +8, W +8/ CMD 29, CMB +15/ Per +23(Dk Vis), Init +6, Move 40ft

If fighting on:
I'm assuming if our colleagues have been snatched then they are probably with the final encounter then... would be too handy if they were with the 'less hassle' fourth encounter. If we could nail the fourth and get our friends back then it would get the others back into the game, but if they have to wait while we overcautiously crawl along then that would just suck for everyone. The enemies are a bit gouda as the goodly GM says - free shots plus mega init and spread through a party when they warp in is a bit... ugh. Happy either way, but would love to see how this show ends.

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