GM RePete |
"Be that the case, why didn't he return it when we asked? This Nigel of yours flat refused to return what is ours! He said he did not honor...how'd he put it..." Twirling her right index finger about a moment, she finishes "...seller's remorse."
"We'll go with you though. Discuss with your pathfinder's tribe." she laments. The group begins gathering their things quickly, when suddenly the chandelier falls from the ceiling, exploding with shards of glass as it slams into the ground below.
Though Anok takes the shards full on, Medda and the archer with the green ascot manage to leap away just in time. Seconds later a seething devil materializes on top of the shattered light. Deftly wielding a vicious, saw-toothed glaive, while below its toothy maw writhes a hideous, twitching beard, it turns to those in attendance and smiles. "You shall do nicely!"
This is a Bearded Devil: outsider (devil, evil, extraplanar, lawful)
It has DR 5/Good or Silver
It is Immune to fire and poison and has resist acid 10, cold 10, and SR 16
Special Abilities:
Beard: If a bearded devil hits a single opponent with both claw attacks, it also lashes at the same target with its spiky, filthy beard. The victim takes 1d8+2 points of damage and must succeed on a DC 17 Fortitude save or contract devil chills. The save DC is Constitution-based.Devil Chills: Disease—injury; save Fort DC 17; onset 1d4 days; frequency 1/day; effect 1d4 Str damage; cure 3 consecutive saves.
Infernal Wound: The damage a bearded devil deals with its glaive inflicts persistent wounds that cause 2 points of bleed damage. Bleed caused from an infernal wound is particularly difficult to stanch—a DC 17 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 16 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects on the victim. The infernal wounds caused by a bearded devil are a supernatural ability of the devil, not of the weapon.
For every added 5 you beat the DC, ask a question
Anok Ref: 1d20 + 1 ⇒ (1) + 1 = 2
Medda Reflex: 1d20 - 1 ⇒ (20) - 1 = 19
Green Reflex: 1d20 + 6 ⇒ (12) + 6 = 18
Chandelier Damage: 1d6 ⇒ 3
Kaya: 1d20 + 4 ⇒ (18) + 4 = 22
Alaric (and Shredder): 1d20 + 1 ⇒ (19) + 1 = 20
Capone: 1d20 + 2 ⇒ (3) + 2 = 5
Wraith: 1d20 + 6 ⇒ (5) + 6 = 11
Tere: 1d20 + 4 ⇒ (1) + 4 = 5
Gwendolyn: 1d20 + 1 ⇒ (18) + 1 = 19
======================
Twinhorns: 1d20 + 1 ⇒ (15) + 1 = 16
Devil: 1d20 + 6 ⇒ (6) + 6 = 12
Round 1:
Kaya
Alaric/Shredder
Gwendolyn
Twinhorn Archers
Anok (-3)
Medda
Devil
Wraith
Tere
Capone
Kaya, Alaric/Shredder, Gwendolyn Up: Devil acted in surprise Round So doesn't count as flatfooted --> Being level 3+ adventurers, you would know a glaive has a 10ft reach
Alaric Ysande |
Without batting an eye, Alaric calls out, "Shredder, attack!"
He quickly casts bull's strength on the dinosaur, and then draws his magical scimitar.
AC Shredder |
The dinosaur's muscles bulge with the magically infused might of a bull as he leaps forward to attack! His talon strikes out at the creature.
talon, BS: 1d20 + 9 ⇒ (7) + 9 = 16 talons, BS: 1d6 + 3 ⇒ (4) + 3 = 7
Kaya Leafwing |
K: Planes: 1d20 + 7 ⇒ (8) + 7 = 15
Kaya's tingling on the back of her neck triggers her to cast her protective spell right before the creature crashes to the floor. (Forewarned, casts Shield on Self)
When the chaos calms she looks at the damage and looses a tirade of angry words, "WHY YOU STUPID IDIOT BEARDED DEVIL! YOU BROKE THAT CHANDELIER! IF I HAD ONE OF THOSE FANCY GOOD ALIGNED WEAPONS YOU WOULD BE SORRY! BUT YOU KNOW WHAT? I THINK SILVER WILL DO ALMOST AS WELL!"
She reaches around in her pack for a second and her eyes go wide with the realization, I really should have uh... bought those fancy bolts earlier today. Whoops. Different tactic! "Have you heard the one about the gnome and the priest of Erastil?"
Standard to Cast Hideous Laughter on Devil. Will DC Save 16, but it prolly gets +4.
Hera the Owl |
Hera shoots forward--like lightning!
acrobatics (avoid AoO): 1d20 + 3 ⇒ (7) + 3 = 10 Oh well, still got AC 21. ;)
shocking grasp v red (touch, v metal): 1d20 + 7 + 3 ⇒ (17) + 7 + 3 = 27 electrical damage: 4d6 ⇒ (4, 2, 4, 5) = 15
Gwendolyn the Strange -CORE- |
Gwen casts mage armor on herself assuming Hera discharges her shocking grasp.
GM RePete |
As the chandelier fell and the devil appeared, Kaya felt an uncontrollable urge to cast a protective spell on herself. Rather quickly realizing what the threat was, she decides to cast another spell at the foe. Though she watches the waves of energy search out the opponent, they seem to fizzle as they near the devil beast.
Kaya Caster Level Check vs SR: 1d20 + 3 ⇒ (10) + 3 = 13
Casting a spell of his own, Alaric tugs his weapon free. His companions's muscles begin to ripple and nearly burst out of its skin as it darts forward.
With a wicked smile, the devil slams his glaive into the dino, slicing a massive gash across its chest. Falling flat, Shredder skids to stop. The wound turns green as it immediately festers, dripping blood upon the ground.
Hera rockets forward, expecting a swing from the blade that never comes. Slamming into the bearded stranger, a loud *Zzzt* rings out across the room as a blue flash discharges from the avian friend.
Gwendolyn Caster Level Check vs SR: 1d20 + 4 ⇒ (15) + 4 = 19
Pleased to see the results, Gwendolyn follows Kaya's lead and wards herself against attacks.
Leaping to action, both archers loose their arrows at the planar beast. While the first arrow glances off the creatures hide, the second lands true, slamming into it's shoulder. Alas...it fails to pierce it's hide.
Sliding forward, two tendrils snake out from the ghostly figure. Trying to slam the elongated arms against the devil, the ghostly phantom swings wide. "You can not defeat the great ANOK, Protecter of the Bound!"
Spotting the fallen dino, Medda screams out "NO! Leave them be!" before quickly casting a spell. Her hand glows a bright, pale blue. She reaches for the fallen animal. Shredder's wound seems to improve quite a bit with her touch. Looking to the devil, she frowns. "I'll be back little one." she whispers, stepping back.
Snarling, the beast calls out "That's not fair woman! I will feast upon your souls!" Looking about the room full of possibilities, he sets his eyes on the shadow. "Why don't we start with your protector!"
The pompoous beast stows the glaive, revealing sharp pointed claws. Taking a single swipe against Anok, he nearly splits the creature down the middle! A cry of anguish rings out from the tribal woman, as the devil beast cackles madly.
Holy Crap...I think you guys may have offended the RNG!
AoO vs Shredder: 1d20 + 11 ⇒ (20) + 11 = 31
Damage?: 1d10 + 6 ⇒ (7) + 6 = 13
Confirm?: 1d20 + 11 ⇒ (18) + 11 = 29
Extra Damage: 2d10 + 12 ⇒ (5, 6) + 12 = 23
Archer Attacks: 1d20 + 7 ⇒ (5) + 7 = 121d20 + 7 ⇒ (17) + 7 = 24
Damage?: 1d8 + 2 ⇒ (4) + 2 = 61d8 + 2 ⇒ (2) + 2 = 4
Anok Slams: 1d20 + 5 ⇒ (3) + 5 = 81d20 + 5 ⇒ (11) + 5 = 16
Damage?: 1d8 + 2 ⇒ (2) + 2 = 41d8 + 2 ⇒ (4) + 2 = 6
Medda Caster Level Check DC 16: 1d20 + 2 ⇒ (20) + 2 = 22
CLW: 1d8 + 2 ⇒ (6) + 2 = 8
PA Claw vs Anok: 1d20 + 10 - 3 ⇒ (12) + 10 - 3 = 19
PA Damage?: 1d6 + 4 + 6 ⇒ (6) + 4 + 6 = 16
Round 1:
Twinhorn Archers
Anok (-19)
Medda
Devil (-15)
Wraith
Tere
Capone
Round 2:
Kaya
Alaric/Shredder (Shredder: -30; Infernal Wound: Prone)
Gwendolyn
Without any sort of check, you all know this thing has SR now. For your spellcasters ease on your turns, CL Check is 1d20 + your caster level vs DC 16.
All PCs Up!
The damage a bearded devil deals with its glaive inflicts persistent wounds that cause 2 points of bleed damage. Bleed caused from an infernal wound is particularly difficult to stanch—a DC 17 Heal check stops the damage, and any attempt to heal a creature suffering from an infernal wound must succeed on a DC 16 caster level check or the spell does not function. Success indicates the healing works normally and stops all bleed effects on the victim. The infernal wounds caused by a bearded devil are a supernatural ability of the devil, not of the weapon
Kaya Leafwing |
Kaya mutters, ”never mind, it wasn’t that good a joke.”
She holds her hand out, a single finger pointing at the devil and says, "Pew!" A small little streak of cold zips towards the beast.
Touch Attack + PBS: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18 for Cold + PBS: 1d3 + 1 ⇒ (2) + 1 = 3
Spell Penetration DC 16: 1d20 + 3 ⇒ (8) + 3 = 11
Gwendolyn the Strange -CORE- |
Gwen shouts out the words of magic and then points upward and a steel cage drops down from the ceiling onto the demon, devil, daemon, div, something beginning with 'd'.
She casts minor image (Will DC 17, no resistance).
Wraith {Gōsutoha ~Ghost Lotus} |
Wraith races as fast as she can to pin the devil between herself and the burglar's phantom. No silver weapons yet. Better add them to my repertoire soon!
Acro vs AoO: 1d20 + 7 ⇒ (5) + 7 = 12
Acro vs AoO: 1d20 + 7 ⇒ (11) + 7 = 18
Acro vs AoO: 1d20 + 7 ⇒ (7) + 7 = 14
Acro vs AoO: 1d20 + 7 ⇒ (8) + 7 = 15
Masterwork Cold Iron Elven Curve Blade {PA/Flank}: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 221d10 + 4 + 1d6 ⇒ (2) + 4 + (4) = 10
Alaric Ysande |
Realizing that speed is of the essence, and not having any spell healing memorized, he decides to help against the devil.
For a moment, he ponders going wild himself, but then just moves up and attacks with his magic scimitar.
scimitar, PA: 1d20 + 8 - 1 ⇒ (17) + 8 - 1 = 24 slashing, magic, CI: 1d6 + 5 + 2 ⇒ (4) + 5 + 2 = 11
AC Shredder |
So close!
Undeterred by the pain, Shredder continues to attack.
Didn't Medda's healing stop the bleeding?
talon vs green: 1d20 + 9 ⇒ (17) + 9 = 26 S/P: 1d6 + 1 + 2 ⇒ (6) + 1 + 2 = 9
talon vs green: 1d20 + 9 ⇒ (1) + 9 = 10 S/P: 1d6 + 1 + 2 ⇒ (4) + 1 + 2 = 7
bite vs green: 1d20 + 8 ⇒ (12) + 8 = 20 S/P/B: 1d4 + 1 + 2 ⇒ (4) + 1 + 2 = 7
Capone~ |
Move Action
Capone takes out his Wand of Bless once again.
Standard Action
He activates it.
BLESS IS UP!
Tere di Montefeltro |
At Kaya's shouted exposition, Tere stows his curve blade and draws a light mace as he closes with the fiend. Attempting to take advantage of its distraction by multiple foes,he attacks from a flank!
Silver light mace to face, including bless; +2 if flanking: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Mace damage: 1d6 + 2 ⇒ (4) + 2 = 6
Flanking damage: 1d6 ⇒ 6
If Tere did his sneak attack damage, the devil gets a point of bleed.
Gwendolyn the Strange -CORE- |
"You know, I made the cage drops so people could get away from the d-thing."
(i.e. Some of you might have to make Will saves (or CLANG!)....) Gwen already made it smaller so that Wraith wasn't trapped in a steal cage match with Infernal Captain Lou Albano there.
GM RePete |
Alaric: Yes, the healing stopped the bleeding, but the wound persists. Left it up as a reminder for difficulty on additional healing magics
Wraith moves quickly around behind the devil and slices the foe with his blade. Confident he should have done more, he knows the creature felt its sting.
Meanwhile, Tere dances around as well. Slamming his mace into the devil-things face, blood begins to trickle out its nose.
Tugging his familiar wand free, Capone blesses his companions to victory.
Though Kaya's icey dart flies true, it fails to connect with the foul beast.
Moving to assist, Alaric slams his blade hard against its hide. The tip pierces, and tastes the blood within. Whilst still laying down, Shredder lashes out at the devil. Slashing it with his first talon, he misses with the second. Ending his attack, he sinks his teeth into the creature.
Suddenly, a steel cage drops from the ceiling around the bearded foe! Claiming credit, Gwendolyn calls Hera back.
The archer near Kaya lowers his bow. "Well done! That was quick!"
The opposing archer shakes his head and fires an arrow through the steel frame.
Breathing a sigh of relief, Anok turns to Gwendolyn. "Perhaps we can help each other yet. Careful though, I've seen these things get out of cages before."
Meda steps away from the cage a little more, smiling widely. "Well, lets not count our chicks before they hatch." With a few quick words, she casts a spell on herself.
Sanctuary
From within the enclosure, you hear "COWARD! Fight me like you deserve to die! YOUR CAGE CAN'T HOLD ME!"
*SSSSHHT*
A puff of black smoke suddenly appears on the south side of the room, revealing the bearded devil, Glaive in hand again.
He believed, but teleported. Any in melee that make their will save are free to take an AoO as he teleports.
Archers: 2d20 ⇒ (19, 1) = 20
Bow: 1d20 + 7 ⇒ (2) + 7 = 9
Damage?: 1d8 + 2 ⇒ (7) + 2 = 9
Anok Will: 1d20 ⇒ 6
Meda Will: 1d20 ⇒ 9
Devil Will: 1d20 ⇒ 1
Round 2:
Twinhorn Archers
Anok (-19)
Medda
Devil (-41: 2 Bleeding)
Wraith
Tere
Capone
Round 3:
Kaya
Alaric/Shredder (Shredder: -30; Infernal Wound: Prone)
Gwendolyn
All PCs Up
If you wish to take an AoO: Need a Will Save DC 17 first --> You all get +4 on the save
Alaric Ysande |
will save: 1d20 + 6 ⇒ (14) + 6 = 20
Alaric, scimitar, PA: 1d20 + 8 - 1 ⇒ (7) + 8 - 1 = 14
Capone~ |
Standard Action
Capone casts Command, yelling out "Halt!" - DC 16 Will
SR: 1d20 + 4 ⇒ (7) + 4 = 11
Move Action
Capone moves away from the monster.
Kaya Leafwing |
”Woah it can teleport!!!” Kaya steps to get a better view and repeats her cold dart.
Touch Attack + PBS + Bless: 1d20 + 5 + 1 + 1 ⇒ (13) + 5 + 1 + 1 = 20 for Cold + PBS: 1d3 + 1 ⇒ (3) + 1 = 4
Spell Penetration DC 16: 1d20 + 3 ⇒ (12) + 3 = 15
Tere di Montefeltro |
Will save: 1d20 + 2 ⇒ (4) + 2 = 6
Acrobatics to avoid AoO: 1d20 + 10 ⇒ (8) + 10 = 18
Mace attack, including bless: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
Mace damage: 1d6 + 2 ⇒ (5) + 2 = 7
Where did *that* come from? Tere closes again with the creature, trying to dodge past its glaive before lashing out at it once again with his trusty silver mace!
Gwendolyn the Strange -CORE- |
spellcraft: 1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14
"Good thing this is the birdcage room!" Concentrating Gwen drops another cage upon the big D.
If folks look up they see the ceiling is full of hanging cages.
Alaric Ysande |
"Shredder, stay!" commands Alaric, knowing his rambunctious companion will only get himself killed.
And it would be a single object, per silent images "visual illusion of an object, creature, or force, as visualized by you"
"Silver, you say?" he says, dropping his scimitar, and drawing his sling. He loads in a silver bullet, and prepares to throw it if his allies haven't finished the thing.
GM Granta |
***OVERSEER ANNOUNCEMENT***
The crowd of guards, onlookers, and concerned citizens outside the Blakros Museum quiets as Venture-Captain Ambrus Valsin approaches a woman clad in furs exiting the museum. “My Pathfinder agents tell me that you are Medda of the Twinhorn following, is that correct?”
“Yes, I speak for the following.” Medda glares at Nigel Aldain, “I have come to reclaim what is rightfully ours. His agents stole our most sacred relic after we refused to sell it. We have traveled through dangerous lands to claim it back, and still he refused—”
“My agents claim they bought it,” Nigel protests. “I’m not going to just give it to you because you stomp into my office demanding priceless artifacts.”
Valsin interjects, “Nigel, let us listen to her story and decide how to proceed. Medda, tell us about this relic. Why is it so important to you?”
Medda takes a deep breath. “Over 900 years ago, a powerful warrior named Ivvora came into our camp. She spoke of an angel named Vildeis who guided her hunt for a great dark evil she called Eshimka. Several of our scouts had recently disappeared, later found ripped into pieces. The elders insisted that we help banish this evil and ensure the safety of our following. They laid a trap for the evil spirit, luring it to our sacred standing stones on the winter solstice. There, Ivvora and the great dark evil, Eshimka, fought a mighty battle that raged for hours. Just as the night was darkest, Ivvora dealt Eshimka a telling blow, digging her dagger deep into its flesh. The creature tried to escape, but it only snapped off the blade and then collapsed on the center stone. The elders finished their ritual and destroyed it completely.
“Ivvora rested with us for the winter before departing to eradicate more evil from the world, but not before leaving us the hilt of her weapon.” Medda withdraws a bundle of bloody cloth from her bag, then unwraps it to reveal a small hilt with a bloody fragment of black metal. “She told us to bring the hilt back to the standing stones every year at the winter solstice to keep evil away. We’ve had to travel for so long to retrieve the hilt, I’m afraid we won’t make it back in time for the solstice. Please, let me leave now.”
Ambrus Valsin contemplates Medda’s story for a moment, then nods, his brow furrowed. “Nigel, you should send for the Blakros agents who ‘obtained’ the hilt and hear what they have to say. Medda, I’m going to send as many Pathfinder agents as you deem necessary to travel with you and your following. I want to ensure we return this relic to its proper place.” Nigel starts to protest, but Valsin cuts him off. “Nigel, you wanted my help; you are getting it. I’m helping you fix a mistake your agents made. As for your museum,” Valsin takes a moment to survey the heavily damaged museum, ”I’m told most of the damage was done by your own security, not Medda and her following.
“Pathfinders, prepare to head north to the Realm of the Mammoth Lords.”
This concludes Part 1.
GM Granta |
***OVERSEER ANNOUNCEMENT***
“My Pathfinder allies, thank you for bringing us much needed support,” says Medda, the Twinhorn following’s spiritual leader. She stands beside Anok, her phantom and constant companion. “After the orc ambush sapped our supplies and strength, we pushed north to our winter home. We are only hours away from the stone circle and our encampment—if we are going to make it there by midnight, we need to press on. Once there, we will use Ivvora’s hilt to perform our time-honored ritual and keep evil from our lands.” Medda produces the small hilt of a broken weapon with only a fragment of its black metal blade remaining. “Let us move. There are dangers in these ancient woods: orc raiders, bears that topple trees, and worse. Stay in groups and don’t get lost.”
As the Kellids and Pathfinders reach the top of the hill next to the Twinhorn encampment, they notice splashes of blood and the occasional corpse dotting the landscape. Medda raises her voice, calling, “My brethren, our families are under attack! Secure the camp and drive back any who oppose you. Pathfinder allies, join us in defense of our home!” The landscape opens into a burned hillside where blackened trees stand like lifeless sentinels. A crude blockade shields the entrance to a natural cavern.
@Table GMs: You have until May 30 to run encounter H on page 32. If you finish early, you may proceed to encounter I on page 34.
GM RePete |
Unfortunately the magics continue to fail against the opponent, it snarls as the cage falls again. "That is enough! I'll be back for your soul another day!" and the villain teleports again, though this time you don't see it reappear.
Medda would have healed any up after the fight and Shredder has recovered from his 'infernal wound'
==Then Overseer Post Above==
The journey north is long and arduous. Many foes stand in your way, including teams of orcs. However, the wall of pathfinders with the detachment of the Twinhorn Following make easy work of those that oppose you.
As you crest a rise, your restful destination in sight, you are again called upon to help. Though tired, there is not time for rest! Between you and the camp stand....something...strange. Thick muscles and jutting bones from what appears to be multipe corpses fused together form a winged, humanlike predator.
1st Religion roll for Red
It has a bite and 2 claw attacks
For each added 5 you beat the dc, ask a question
2nd Religion Roll for the others
They have DR 5/slashing
They have the Staggered Special Quality
(Can only take a single attack OR move action each round
For each additional 5 you beat the DC, ask a question
Spells and special abilities reset -- daily preparations assumed to have been completed.
Kaya: 1d20 + 4 ⇒ (20) + 4 = 24
Alaric (and Shredder): 1d20 + 1 ⇒ (5) + 1 = 6
Capone: 1d20 + 2 ⇒ (7) + 2 = 9
Wraith: 1d20 + 6 ⇒ (8) + 6 = 14
Tere: 1d20 + 4 ⇒ (9) + 4 = 13
Gwendolyn: 1d20 + 1 ⇒ (4) + 1 = 5
=======================
Roll Off - Gwendoly & Alaric: 2d20 ⇒ (17, 9) = 26
Undead: 1d20 + 1 ⇒ (17) + 1 = 18
Round 1:
Kaya
Undead
Wraith
Tere
Capone
Gwendolyn
Alaric/Shredder
No surprise round. Kaya Up Round 1
Map Updated (Slide 1). The blackened trees can't be charged through. I will allow you to go through their square as difficult terrain.
Gwendolyn the Strange -CORE- |
“Let us move. There are dangers in these ancient woods: orc raiders, bears that topple trees, and worse.”
"Great. It's Irissen all over again. It's like Ambrus Valsin knows I hate the cold."
untrained knowledge (religion, MAX 10 result) #2: 1d20 + 2 ⇒ (10) + 2 = 12
"Well they certainly aren't alive, that's for sure."
Hera the Owl |
"Whoo?"
For the record, while outside, Hera flies lots of tree-top recon for the party out as far as 160'. She has an empathic link with Gwen.
Gwendolyn the Strange -CORE- |
Gwen loks at her owl. "Really? At a time like this?"
Kaya Leafwing |
As they prepare to leave, Kaya purchases 10 Alchemical Silver Bolts for her crossbow and leaves a few other bolts behind to not slow her party down more than usual.
_______________________________________________________________
K: Religion: 1d20 + 7 ⇒ (2) + 7 = 9
K: Religion: 1d20 + 7 ⇒ (18) + 7 = 25
She finally gets up to the edge of the hill and peeks over at what her allies are looking at, "shoulda bought a riding dog or pony... ugh. Now what do we have here?"
After a brief inspection she yells out, "ZOMBIES!!! DEFINITELY ZOMBIES!!!"
She looks closer, "well mostly zombies, that one over there is something else I've never even heard about. But the zombies look a little worse for wear and aren't going to move as fast, though they still pack a punch." As an aside she adds at the last second, "oh yeah don't use anything but slashing weapons or.. maybe magic?"
elemental resistances/immunities on the zombies?
She casts Shield on herself and loads a cold iron bolt into her crossbow.
Tere di Montefeltro |
Since we're facing undead I had a brief moment of panic when I looked at the initiative order. Then I remembered that Wraith is the character's name ;-).
GM RePete |
Ha! Nice Tere. Didn't even think of that.
Kaya takes a peak over the ridge and quickly recognizes the majority of the foes as Zombies. She then proceeds to load her crossbow as she warns her companions.
Four of the opponents lurch forward, mumbling incoherently. Their arms stretched forward, they begin to close the distance between themselves and your group.
The unknown beast of disjointed parts somehow seems to glide across the ground in comparison, but it keeps its distance. Drawing a longsword as it moves, it calls out "You're welcome to join us here. We won't always bite."
No additional resistances/immunities.
Round 1:
Zombies
Undead
Wraith
Tere
Capone
Gwendolyn
Alaric/Shredder
Round 2:
Kaya
Wraith, Tere, Capone, Gwendolyn, Alaric/Shredder Up Round 1
Kaya Up Round 2
Wraith {Gōsutoha ~Ghost Lotus} |
Lol! Oops, sorry about that ;p
Heeding the wizard, Wraith draws two kamas from her belt as she silently slides forward.
Readied Action (bad guy in range) kama {slashing}, PA/BLESS: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 141d6 + 3 ⇒ (3) + 3 = 6
edited for Bless
Capone~ |
Move Action
Capone moves up a bit, taking out his Wand of Bless once again.
Standard Action
He uses his trusty wand.
BLESS IS UP!
Gwendolyn the Strange -CORE- |
Gwen's handbag hands her a vial of alchemist's fire, which she hands to Hera as she moves forward.
Hera the Owl |
Hera in turn delivers the package!
alchemist's fire v blue (ranged touch, splash, bless): 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13 damage: 1d6 ⇒ 1
Not nearly as impressively as the last time.
Tere di Montefeltro |
Tere slides forward, drawing his curve blade in a single smooth motion and preparing to strike against any foe that comes in range.
Held attack, including bless: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
The dice module hates me.
Dierdre "Smiles" Findic |
"Shredder, attack!" calls out Alaric, as he moves forward. "очисти с пламък" he says, as a ball of flame appears in his hand. (produce flame) He then throws the ball at pink.
flame ball at pink touch: 1d20 + 4 ⇒ (16) + 4 = 20 fire damage: 1d6 + 4 ⇒ (4) + 4 = 8
A new ball of flame forms in his hand.
AC Shredder |
Shredder rushes up, snarling. He slashes at blue with his talon.
talon vs blue: 1d20 + 9 ⇒ (20) + 9 = 29 slashing/piercing: 1d6 + 1 ⇒ (3) + 1 = 4
confirm vs blue: 1d20 + 9 ⇒ (7) + 9 = 16extra for crit? slashing/piercing: 1d6 + 1 ⇒ (5) + 1 = 6
Kaya Leafwing |
I have no clue how the aid tokens work with K: Checks. It seems that it would apply to either an existing K: Check or one used with it, but how much would it actually boost the check by? I think it would be worth using and passing on if it would get us some info about the flying undead.
______________________________________________________________
Kaya takes aim at the floating creature, fires and then starts chattering as she reloads, "oh yeah, magic definitely will hurt them. Fire, Electricity, Acid, the sound stuff, even cold. Did I ever tell you about when we froze a plucked hen with magic? It was rock solid. We went and tossed it off the building to see what would happen. Everyone thought it would just shatter like ice or just thud... IT BOUNCED!!!! Craziest... er second craziest thing... well at least in the top ten craziest thing I've ever seen."
Crossbow + Bless - Range: 1d20 + 6 + 1 - 2 ⇒ (17) + 6 + 1 - 2 = 22 for Cold Iron/Piercing: 1d6 ⇒ 6
GM RePete |
Moving closer to the opposition, Wraith follow Kaya's advice and draws a pair of appropriate blades. Preparing himself for glorious combat, he waits for the creatures to close the gap.
Tere slides forward as well, readying his favored blade to pierce the opposing rotted flesh.
Again, the sarenites holy stick appears and boosts his companions attacks as Gwendolyn draws a flask. Stepping towards the undead, she hands the vial to her flying companion as it takes off. It proceeds to drop the load directly on the head of one of their foes!
Producing some fire of his own, Alaric lobs it across the open plain. Shredder surges along behind the flaming ball and slashes the zombified man.
The zombie with the blue fungus turns to the ferocious animal, eyeing it's skull. "BRAAAAAAAaaaiiiinnns" it moans, slamming into the dino.
Meanwhile, the remaining zombies lurch forward again.
"AArg! Little scum! You'll be part of my body soon!" exclaims the strange disjointed beast as it rushes forward. Longsword in hand, it begins to rapidly close the distance.
It's height is ground level so no issue with reaching it for you melee
Blue vs Shredder: 1d20 + 4 ⇒ (14) + 4 = 18
Damage?: 1d6 + 4 ⇒ (3) + 4 = 7
Round 2:
Zombies (Blue: -11)(Pink: -8)
Undead (Red: -6)
Wraith
Tere
Capone
Gwendolyn
Alaric/Shredder (Shredder: -7)
Round 3:
Kaya
Wraith, Tere, Capone, Gwendolyn, Alaric/Shredder Up Round 2
Kaya Up Round 3
If you chose to use the Knowledge Boost from the Aid Token
You would be granted a 17 on your Knowledge Roll - as if another pathfinder ran up and said...I know this stuff!
Let me know if that's what you'd like to do
Wraith {Gōsutoha ~Ghost Lotus} |
Wraith moves up, hoping to provide superior positioning for one of her teammates.
Kama vs Orange {PA/Bless}: 1d20 + 4 + 1 ⇒ (18) + 4 + 1 = 231d6 + 3 ⇒ (6) + 3 = 9
Capone~ |
Move Action
Capone walks up to Tere.
Standard Action
He casts Shield of Faith, boosting Tere's armor class bonus.
TERE: +2 deflection bonus to AC