{PFS} {PBP} {LVL 11 - 13} Tide of Honor (Jade Regent book 5, sanctioned portion) (Inactive)

Game Master FiddlersGreen

Seinaru Heikiko

Initiative!
[dice=Matamah]1d20+6[/dice]
[dice=Rand]1d20+6[/dice]
[dice=Rhon+Earl?]1d20+1[/dice]
[dice=42]1d20+5[/dice]
[dice=Alden]1d20+3[/dice]
[dice=Turtle]1d20+4[/dice]
[dice=Turtle]1d20+4[/dice]

42 - GM reroll used


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Silver Crusade

Active Spells:
Aura's:
Aura of Good (Overwhelming) l Aura of Courage (10 ft) l Aura of Resolve (10 ft) | Aura of Faith (10 ft)
LG Male Dwarf Paladin (Stonelord) 16 | HP 182/182 | AC 43 | T 14 | FF 42 | CMB +16 | CMD 34 | Fort: +20 (+2 poison/drugs, +4 alcohol), Ref: +11, Will: +19 (+1 all saves FF/surprise rd) | 8/adamantine | SR 21 | Fortification 75% | Immune to Blood Drain, Charm, Fear, & Petrification | Perception: +25 (+2 unusual stonework)(darkvision 60 ft) | Init: +1 | Move 20' | LoH 11/11 | DS 38/38 |

Free Action
Rhon maintains his Defensive Stance.

Standard Action
Melee Touch Attack: WMc: 1d20 + 17 + 3 + 1 + 1 ⇒ (8) + 17 + 3 + 1 + 1 = 30
Lay on Hands: 6d6 ⇒ (5, 1, 5, 5, 4, 5) = 25


Scoured Stars Map

Rhon sends another surge of negative energy into the woman, who is starting to look very much worse for wear, but she isn't down yet.

Deciding that Itamar makes for a easier target, the women decide to go for him first.

attack rolls:

attack roll: 1d20 + 15 ⇒ (11) + 15 = 26
damage roll: 1d8 + 6 ⇒ (6) + 6 = 12
attack roll: 1d20 + 15 ⇒ (12) + 15 = 27
damage roll: 1d8 + 6 ⇒ (3) + 6 = 9
attack roll: 1d20 + 14 ⇒ (2) + 14 = 16
damage roll: 1d8 + 6 ⇒ (3) + 6 = 9

attack roll: 1d20 + 15 ⇒ (4) + 15 = 19
damage roll: 1d8 + 6 ⇒ (1) + 6 = 7
attack roll: 1d20 + 15 ⇒ (20) + 15 = 35
damage roll: 1d8 + 6 ⇒ (2) + 6 = 8
confirmation roll: 1d20 + 15 ⇒ (12) + 15 = 27
crit damage roll: 1d8 + 6 ⇒ (1) + 6 = 7 Itamar down

attack roll: 1d20 + 14 ⇒ (20) + 14 = 34
damage roll: 1d8 + 6 ⇒ (7) + 6 = 13
confirmation roll: 1d20 + 14 ⇒ (13) + 14 = 27
crit damage roll: 1d8 + 6 ⇒ (5) + 6 = 11

attack roll: 1d20 + 15 ⇒ (3) + 15 = 18
damage roll: 1d8 + 6 ⇒ (8) + 6 = 14


Two of the women double-team Itamar and bring him down. One of them is even able to turn on Rhon and give him a nasty slash across the face. The third flies around to Matamah to block his retreat, but misses her strike. Itamar takes 36 damage and is unconscious. Rhon takes 13

Initiative order:
Alden+Naala (panicked 5 rds)
WMa -11
WMb -11
WMc -97
WMd -11
Rand -56 <----------we are here
42 (-63, 19 temp)
Matamah -58, Free
Itamar (62 damage, 5 con damage, free)
BB1: -95+slowed
BB2: -103,
BB3: -
BB4: -129+slowed
BB5: -106+slowed,
BB6: -111,
BB7: -48+slowed
BB8: -103+slowed
Earl (panicked 5 rds)
Rhon (-23,3 con damage, free)

Rand, 42, Matamah and Itamar and are up.

It looks like Itamar is exactly 1hp from dying, and has not stabilised yet. He will need to roll his stabilisation after Matamah's turn, and if he fails he will be dead. =( Matamah, you may want to try a desperate rescue...

Silver Crusade

Aasimar Bard 13 | HP 127/127 | AC 14 | T 11 | FF 13 | CMD 19 | F +15 | R +16 | W +15 | +4 vs. sonic/lang, +2 vs. charm/compulsion | Resist Acid/Cold/Elec 5 | Init +6 | Perc +4 (Blindsight 40 ft., Darkvision 60 ft.) | Sense Motive +27 | Spells: Level 1: 8/8, Level 2: 7/7, Level 3: 6/6, Level 4: 5/5, Level 5: 3/3 | Bardic Performance Rounds: 43/43 | Active Spells: None Yet

I think the best I can do is this.

We really could use some help over here.

Free Action
He maintains his battle song.

Move Action
Matamah takes out his Wand of Cure Light Wounds for his other hand.

Non-Action
He five foot steps to Itamar.

Standard Action
And he uses the wand on him.
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9

REMEMBER: INSPIRE COURAGE, BLESS, AND HASTE (+5 to attack rolls (and CMB), +3 to damage rolls, one extra attack when full attacking, double move speed (up to +30 ft.), +1 reflex save, +1 dodge bonus to AC (and CMD), +3 morale bonus against fear (doesn't stack with Rohn's +4 bonus within 10 ft.))


Scoured Stars Map

Oops, slight ret-ron. I copied the wrong list of stats when doing Rhon's actions, and I forgot about WMd.

WMc's upper body shrivels as the necromantic energy animating her/it is purged by Rhon's touch. WMb stays to try to finish off Itamar whilst WMd goes for Rand.

attack rolls, re-rolling WMb's attack:

attack roll: 1d20 + 15 ⇒ (5) + 15 = 20
damage roll: 1d8 + 6 ⇒ (7) + 6 = 13
attack roll: 1d20 + 15 ⇒ (11) + 15 = 26
damage roll: 1d8 + 6 ⇒ (6) + 6 = 12
attack roll: 1d20 + 14 ⇒ (15) + 14 = 29
damage roll: 1d8 + 6 ⇒ (5) + 6 = 11

attack roll: 1d20 + 15 ⇒ (7) + 15 = 22
damage roll: 1d8 + 6 ⇒ (3) + 6 = 9
attack roll: 1d20 + 15 ⇒ (3) + 15 = 18
damage roll: 1d8 + 6 ⇒ (2) + 6 = 8
attack roll: 1d20 + 14 ⇒ (7) + 14 = 21
damage roll: 1d8 + 6 ⇒ (6) + 6 = 12


WMb takes down Itamar, but is unable to scratch Rhon. Meanwhile, WMd flails at Rand, but is also unable to do any damage. Matamah sees Itamar at the edge of death and rushes to his side to revive the cleric with his wand.

Initiative order:
Alden+Naala (panicked 5 rds)
WMa -35
WMb -11
WMd -
Rand -56
42 (-63, 19 temp) <----------we are here
Matamah -58, Free
Itamar (65 damage, 5 con damage, free)
BB1: -92+slowed
BB2: -100,
BB3: -
BB4: -126+slowed
BB5: -103+slowed,
BB6: -108,

BB7: -45+slowed
BB8: -100+slowed
Earl (panicked 5 rds)
Rhon (-10,3 con damage, free)

Ok, after all the re-calculations, Itamar is still knocked out, but Rhon does not take damage. Matamah is able to bring Itamar back to 1hp.

Rand, 42 and Itamar are up.

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

42 digs into his mind and calls back a spell that he just casts to cast again on a tougher target. Hope this time, he can get more health out of this banshee thing.

Scimitar: 1d20 + 12 + 5 + 2 ⇒ (9) + 12 + 5 + 2 = 28 damage: 1d6 + 6 + 5 ⇒ (5) + 6 + 5 = 16
SR Check: 1d20 + 12 ⇒ (13) + 12 = 25

[dice=Vampiric Touch]6d6[/dice]

The Dice Don't Like Me Today...

He then attacks again.
Scimitar: 1d20 + 12 + 5 + 2 ⇒ (10) + 12 + 5 + 2 = 29 damage: 1d6 + 6 + 5 ⇒ (3) + 6 + 5 = 14


Scoured Stars Map

Itamar is away, but I will bot him to cast a healing spell on himself since he is in a very dangerous situation. Just need an action from Rand now.

I have a feeling it will be something along the lines of punch kick punch punch kick kick punch.

The Exchange

”Rand” | Male LG Medium Human Unchained Monk 13 | Mythic Power Uses: 4 (4) | HP 4 (134) | AC 39; T 20; FF 33; +4 dodge bonus to AC vs. Koth | CMD 47 | F +14 R +17 W +17; +2 vs. Enchantments | Init +12 | Perc +24; Darkvision 60' | Speed 70 ft | Ki Pool: 10 (13) | Active Conditions: Barkskin; Shaken; Immune to Electricity and Poison, Resist 10 Acid, Cold, Fire

How very perceptive of you!

Rand will turn on the undead abomination until she drops, then #1, 7, and 3 (in that order).

Spending Ki for an additional attack.

Flurry of Blows: 1d20 + 26 ⇒ (8) + 26 = 341d20 + 26 ⇒ (4) + 26 = 301d20 + 26 ⇒ (1) + 26 = 271d20 + 26 ⇒ (1) + 26 = 271d20 + 26 ⇒ (18) + 26 = 441d26 + 21 ⇒ (15) + 21 = 361d20 + 16 ⇒ (12) + 16 = 28

Damage Rolls: 2d8 + 11 ⇒ (7, 6) + 11 = 242d8 + 11 ⇒ (6, 7) + 11 = 242d8 + 11 ⇒ (7, 3) + 11 = 212d8 + 11 ⇒ (3, 7) + 11 = 212d8 + 11 ⇒ (6, 2) + 11 = 192d8 + 11 ⇒ (6, 8) + 11 = 252d8 + 11 ⇒ (4, 8) + 11 = 232d8 + 11 ⇒ (2, 7) + 11 = 20


Scoured Stars Map

Rand pummels the undead woman's face till her entire head collapses, but has nothing left for the bugbears after that. With his intended target destroyed, 42 moves on to Rand's intended targets instead, cutting down BB1 and wounding BB3.

Meanwhile, Itamar is brought back to consciousness by Matamah. However, realising that the two undead women are still standing over him, he decides to play dead for the moment, lest he heal himself only to be ripped apart by them again. I'm deciding this would be the best option for him, since even if he heals himself, he's going to be prone and open to two full attacks. Don't want to make a decision for him that might get him killed...

With only the two of them left facing Rand, the last 2 bugbears call a hail-Lamashtu and try to get him before they fall.

attack rolls:

attack roll: 1d20 + 17 - 3 ⇒ (20) + 17 - 3 = 34
damage roll: 1d8 + 13 + 9 ⇒ (4) + 13 + 9 = 26
confirmation roll: 1d20 + 17 - 3 ⇒ (19) + 17 - 3 = 33
crit damage roll: 2d8 + 26 + 18 ⇒ (6, 6) + 26 + 18 = 56 Ok I will assume the Jingasa gets used

attack roll: 1d20 + 17 - 3 - 5 ⇒ (19) + 17 - 3 - 5 = 28
damage roll: 1d8 + 13 + 9 ⇒ (8) + 13 + 9 = 30

attack roll: 1d20 + 17 - 3 - 1 ⇒ (7) + 17 - 3 - 1 = 20
damage roll: 1d8 + 13 + 9 ⇒ (5) + 13 + 9 = 27


The bugbears manage to get one more lucky hit in on Rand, though his Jingasa manges to avert disaster for the monk.

Initiative order:
Alden+Naala (panicked 3 rds)
WMa -35
WMb -11
Rand -82
42 (-63, 19 temp)
Matamah -58, Free
Itamar (65 damage, 5 con damage, free, prone, delay)
BB1: -123+slowed
BB2: -97,

BB3: - 10
BB4: -123+slowed
BB5: -100+slowed,
BB6: -105,

BB7: -42+slowed
BB8: -97+slowed
Earl (panicked 3 rds)
Rhon (-10,3 con damage, free) <----------we are here

Rand, I've assumed you used your Jingasa to avoid a x3 crit. Alternative is death, so I think it's a safe call. You've still fared much better against the bugbears than the first time!

Itamar, you are in delay and can post at any time to come out of delay, but note that you are on 1hp, prone and only have 9 CON. The women will assume you are unconscious until you act.

Rhon, you're up, and then the women.

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

Did i get to steal 18 more health from the BugBear?

Silver Crusade

Active Spells:
Aura's:
Aura of Good (Overwhelming) l Aura of Courage (10 ft) l Aura of Resolve (10 ft) | Aura of Faith (10 ft)
LG Male Dwarf Paladin (Stonelord) 16 | HP 182/182 | AC 43 | T 14 | FF 42 | CMB +16 | CMD 34 | Fort: +20 (+2 poison/drugs, +4 alcohol), Ref: +11, Will: +19 (+1 all saves FF/surprise rd) | 8/adamantine | SR 21 | Fortification 75% | Immune to Blood Drain, Charm, Fear, & Petrification | Perception: +25 (+2 unusual stonework)(darkvision 60 ft) | Init: +1 | Move 20' | LoH 11/11 | DS 38/38 |

Free Action
End my Defensive Stance. I am now fatigued for 6 rounds

Move Action
5 foot step to beside Itamar.

Swift Action
Lay on Hands: 6d6 ⇒ (3, 2, 1, 5, 3, 2) = 16 I am no longer fatigued.

Free Action
Begin my Defensive Stance.

Standard Action
Melee Touch Attack: WMb: 1d20 + 17 + 3 + 1 + 1 ⇒ (20) + 17 + 3 + 1 + 1 = 42
Lay on Hands: 6d6 ⇒ (1, 2, 2, 2, 2, 6) = 15
Confirmation Roll: 1d20 + 17 + 3 + 1 + 1 ⇒ (12) + 17 + 3 + 1 + 1 = 34
Critical Lay on Hands: 6d6 ⇒ (1, 4, 4, 3, 2, 1) = 15


Scoured Stars Map

Had to do some research on this one, but temporary hit points from the same spell do not stack.

Rhon channels a surge of positive energy into himself, and then into WMb, searing her flesh with positive energy.

Still pissed off at Matamah for making everyone nearby impossibe to grapple, the women attempt to focus on the bard before the paladin.

attack rolls:

attack roll: 1d20 + 15 ⇒ (4) + 15 = 19
damage roll: 1d8 + 6 ⇒ (8) + 6 = 14
attack roll: 1d20 + 15 ⇒ (3) + 15 = 18
damage roll: 1d8 + 6 ⇒ (8) + 6 = 14
attack roll: 1d20 + 14 ⇒ (12) + 14 = 26
damage roll: 1d8 + 6 ⇒ (2) + 6 = 8

attack roll: 1d20 + 15 ⇒ (10) + 15 = 25
damage roll: 1d8 + 6 ⇒ (8) + 6 = 14
attack roll: 1d20 + 15 ⇒ (9) + 15 = 24
damage roll: 1d8 + 6 ⇒ (5) + 6 = 11
attack roll: 1d20 + 14 ⇒ (18) + 14 = 32
damage roll: 1d8 + 6 ⇒ (2) + 6 = 8


They manage to bring down Matamah, and turn to face the pesky paladin that had been giving them so much trouble.

Initiative order:
Alden+Naala (panicked 3 rds)
WMa -35
WMb -41
Rand -82
42 (-63, 19 temp)
Matamah -119, Free
Itamar (65 damage, 5 con damage, free, prone, delay)
BB1: -123+slowed
BB2: -97,
BB3: - 10
BB4: -123+slowed
BB5: -100+slowed,
BB6: -105,
BB7: -42+slowed
BB8: -97+slowed
Earl (panicked 3 rds)
Rhon (-10,3 con damage, free) <----------we are here

Matamah goes down, -2hp. 42 and Rand are up. Itamar, you are still on delay, at 1hp, prone and threatened.

2 bugbears and 2 women left.

Silver Crusade

Aasimar Bard 13 | HP 127/127 | AC 14 | T 11 | FF 13 | CMD 19 | F +15 | R +16 | W +15 | +4 vs. sonic/lang, +2 vs. charm/compulsion | Resist Acid/Cold/Elec 5 | Init +6 | Perc +4 (Blindsight 40 ft., Darkvision 60 ft.) | Sense Motive +27 | Spells: Level 1: 8/8, Level 2: 7/7, Level 3: 6/6, Level 4: 5/5, Level 5: 3/3 | Bardic Performance Rounds: 43/43 | Active Spells: None Yet

Stabilization: 1d20 - 2 + 4 ⇒ (2) - 2 + 4 = 4 Bleed out

His song lingers on, even after being down!

REMEMBER: INSPIRE COURAGE, BLESS, AND HASTE (+5 to attack rolls (and CMB), +3 to damage rolls, one extra attack when full attacking, double move speed (up to +30 ft.), +1 reflex save, +1 dodge bonus to AC (and CMD), +3 morale bonus against fear (doesn't stack with Rohn's +4 bonus within 10 ft.))

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

Seeing the bard go down and with it additional protection to his allies. 42 moves through the crown, pulling out a wand of cure moderate and touches Matanah, giving him +4 bonus con from the spell Bear's Endurance. He places the wand in the bards hands and whispers "use it wisely right now."

42 is sorta a ghost right now, while he can do damage, he knows that others need to survive as well.... And we're a little short handed with everyone running scarred.

42 moves behind the two banshee and attacks the one that looks weakest. Sending shocking grasp through his sword.

K.Gt.Scimitar: 1d20 + 12 + 5 ⇒ (3) + 12 + 5 = 20 damage: 1d6 + 6 + 3 ⇒ (2) + 6 + 3 = 11
K.Gt.Scimitar: 1d20 + 12 + 5 ⇒ (11) + 12 + 5 = 28 damage: 1d6 + 6 + 3 ⇒ (1) + 6 + 3 = 10
electricity: 5d6 ⇒ (2, 6, 5, 3, 3) = 19
SR: 1d20 + 12 ⇒ (16) + 12 = 28

Silver Crusade

Aasimar Bard 13 | HP 127/127 | AC 14 | T 11 | FF 13 | CMD 19 | F +15 | R +16 | W +15 | +4 vs. sonic/lang, +2 vs. charm/compulsion | Resist Acid/Cold/Elec 5 | Init +6 | Perc +4 (Blindsight 40 ft., Darkvision 60 ft.) | Sense Motive +27 | Spells: Level 1: 8/8, Level 2: 7/7, Level 3: 6/6, Level 4: 5/5, Level 5: 3/3 | Bardic Performance Rounds: 43/43 | Active Spells: None Yet
Subject - 42 wrote:
Seeing the bard go down and with it additional protection to his allies. 42 moves through the crown, pulling out a wand of cure moderate and touches Matanah, giving him +4 bonus con from the spell Bear's Endurance. He places the wand in the bards hands and whispers "use it wisely right now."

Unfortunately, that won't help Matamah. He has a Belt of Mighty Constitution +4. :(

REMEMBER: INSPIRE COURAGE, BLESS, AND HASTE (+5 to attack rolls (and CMB), +3 to damage rolls, one extra attack when full attacking, double move speed (up to +30 ft.), +1 reflex save, +1 dodge bonus to AC (and CMD), +3 morale bonus against fear (doesn't stack with Rohn's +4 bonus within 10 ft.))

The Exchange

”Rand” | Male LG Medium Human Unchained Monk 13 | Mythic Power Uses: 4 (4) | HP 4 (134) | AC 39; T 20; FF 33; +4 dodge bonus to AC vs. Koth | CMD 47 | F +14 R +17 W +17; +2 vs. Enchantments | Init +12 | Perc +24; Darkvision 60' | Speed 70 ft | Ki Pool: 10 (13) | Active Conditions: Barkskin; Shaken; Immune to Electricity and Poison, Resist 10 Acid, Cold, Fire

Rand will unload into 3, then 7.
If I have any attacks left over, they will go into the downed ones, one per guy.

Flurry of blows: 1d20 + 26 ⇒ (11) + 26 = 371d20 + 26 ⇒ (13) + 26 = 391d20 + 26 ⇒ (14) + 26 = 401d20 + 26 ⇒ (5) + 26 = 311d20 + 21 ⇒ (4) + 21 = 251d20 + 16 ⇒ (7) + 16 = 23

Damage Rolls: 2d8 + 11 ⇒ (6, 8) + 11 = 252d8 + 11 ⇒ (5, 7) + 11 = 232d8 + 11 ⇒ (7, 3) + 11 = 212d8 + 11 ⇒ (4, 4) + 11 = 192d8 + 11 ⇒ (1, 5) + 11 = 172d8 + 11 ⇒ (8, 1) + 11 = 20

Silver Crusade

Male halfling Fighter/Cavalier | hp 28/95 | AC 29, T 12, FF 28 | Fort +10, Ref +6, Will +2 (+6 vs. enchant) | Challenge 2/2 | Bluff +14, Diplom +17, Handle Animal +22, Percept +2 Halfling
Naala, wolf mount:
hp 21/76 | AC 24, T 16, FF 19 | Fort +10, Ref +12, Wil +5 | Speed 50 ft. | Acrobatics +8, Percept +10

Alden and Naala keep running. Still here! :)


Scoured Stars Map

Only one attack roll, 42, since you had to move to the women.
Rand drops BB3 and bloodies BB7, but the bugbear remains standing. 42 moves up behind the undead women attacking Rhon and cuts at WMb. The women's flesh seems nigh-impervious to his scimitar and he does little more than a scratch, but he does also manage to send a jolt of electricity coursing through her.

Meanwhile, BB7 makes a desperate final stab at Rand.
attack roll: 1d20 + 17 - 3 - 1 ⇒ (5) + 17 - 3 - 1 = 18
damage: 1d8 + 13 + 9 ⇒ (5) + 13 + 9 = 27
But it looks like the bugbears will have no more lucky strikes... or will they? As Rand prepares to finish off BB7, he notices that BB2 and BB8 are beginning to stir...

Initiative order:
Alden+Naala (panicked 2 rds)
WMa -35
WMb -61
Rand -82
42 (-63, 19 temp)
Matamah -120, Free
Itamar (65 damage, 5 con damage, free, prone, delay)
BB1: -120+slowed
BB2: -94,
BB3: -95
BB4: -120+slowed
BB5: -97+slowed,
BB6: -102,

BB7: -76+slowed
BB8: -94+slowed
Earl (panicked 2 rds)
Rhon (-10,3 con damage, free)

Rhon, you get to act now.

Silver Crusade

Active Spells:
Aura's:
Aura of Good (Overwhelming) l Aura of Courage (10 ft) l Aura of Resolve (10 ft) | Aura of Faith (10 ft)
LG Male Dwarf Paladin (Stonelord) 16 | HP 182/182 | AC 43 | T 14 | FF 42 | CMB +16 | CMD 34 | Fort: +20 (+2 poison/drugs, +4 alcohol), Ref: +11, Will: +19 (+1 all saves FF/surprise rd) | 8/adamantine | SR 21 | Fortification 75% | Immune to Blood Drain, Charm, Fear, & Petrification | Perception: +25 (+2 unusual stonework)(darkvision 60 ft) | Init: +1 | Move 20' | LoH 11/11 | DS 38/38 |

Free Action
Maintain my Defensive Stance.

Standard Action
Melee Touch Attack: WMb: 1d20 + 17 + 3 + 1 + 1 ⇒ (20) + 17 + 3 + 1 + 1 = 42
Lay on Hands: 6d6 ⇒ (3, 2, 1, 3, 4, 5) = 18
Critical Confirmation Roll: 1d20 + 17 + 3 + 1 + 1 ⇒ (12) + 17 + 3 + 1 + 1 = 34
Critical Lay on Hands: 6d6 ⇒ (2, 6, 5, 3, 1, 3) = 20

"Abomination of life. It is time for you to return to the grave."


Scoured Stars Map

Rhon sends a powerful surge of positive energy into WMb, and is surprised to see that she is still standing. Despite missing half their bodies, these women appear to be tougher than they look!

With Matamah and Itamar seemingly out of commission, the women decide to try to deal with Rhon and the invisible 42.

attack rolls:
attack roll: 1d20 + 15 ⇒ (1) + 15 = 16
damage roll: 1d8 + 6 ⇒ (4) + 6 = 10
attack roll: 1d20 + 15 ⇒ (7) + 15 = 22
damage roll: 1d8 + 6 ⇒ (3) + 6 = 9
attack roll: 1d20 + 14 ⇒ (3) + 14 = 17
damage roll: 1d8 + 6 ⇒ (8) + 6 = 14

attack roll: 1d20 + 15 ⇒ (3) + 15 = 18
damage roll: 1d8 + 6 ⇒ (2) + 6 = 8
grab: 1d20 + 18 ⇒ (11) + 18 = 29
miss?: 1d100 ⇒ 82

attack roll: 1d20 + 15 ⇒ (10) + 15 = 25
damage roll: 1d8 + 6 ⇒ (1) + 6 = 7
grab: 1d20 + 18 ⇒ (11) + 18 = 29
miss?: 1d100 ⇒ 72
slurp?: 1d2 ⇒ 1

attack roll: 1d20 + 14 ⇒ (5) + 14 = 19
damage roll: 1d8 + 6 ⇒ (8) + 6 = 14


But the women are beginning to find themselves out of their depths against these more elusive opponents.

Initiative order:
Alden+Naala (panicked 2 rds)
WMa -35
WMb -99
Rand -82
42 (-63, 19 temp)
Matamah -120, Free
Itamar (65 damage, 5 con damage, free, prone, delay)
BB1: -120+slowed
BB2: -94,
BB3: -95
BB4: -120+slowed
BB5: -97+slowed,
BB6: -102,
BB7: -76+slowed
BB8: -94+slowed
Earl (panicked 2 rds)
Rhon (-10,3 con damage, free)

None of you took any damage this round, and now Rand, 42 and Itamar are up. Rand, BB7 is still standing, and BB2 and BB8 appear to have regained consciousness.

Rhon, Rand will probably finish off the bugbears this turn, so you should probably post an action too.

Silver Crusade

Active Spells:
Aura's:
Aura of Good (Overwhelming) l Aura of Courage (10 ft) l Aura of Resolve (10 ft) | Aura of Faith (10 ft)
LG Male Dwarf Paladin (Stonelord) 16 | HP 182/182 | AC 43 | T 14 | FF 42 | CMB +16 | CMD 34 | Fort: +20 (+2 poison/drugs, +4 alcohol), Ref: +11, Will: +19 (+1 all saves FF/surprise rd) | 8/adamantine | SR 21 | Fortification 75% | Immune to Blood Drain, Charm, Fear, & Petrification | Perception: +25 (+2 unusual stonework)(darkvision 60 ft) | Init: +1 | Move 20' | LoH 11/11 | DS 38/38 |

Free Action
Rhon maintains his Defensive Stance.

Standard Action
Melee Touch Attack: WMb: 1d20 + 17 + 3 + 1 + 1 ⇒ (1) + 17 + 3 + 1 + 1 = 23 A swing and miss.
Lay on Hands: 6d6 ⇒ (3, 6, 3, 4, 2, 5) = 23

Silver Crusade

Aasimar Bard 13 | HP 127/127 | AC 14 | T 11 | FF 13 | CMD 19 | F +15 | R +16 | W +15 | +4 vs. sonic/lang, +2 vs. charm/compulsion | Resist Acid/Cold/Elec 5 | Init +6 | Perc +4 (Blindsight 40 ft., Darkvision 60 ft.) | Sense Motive +27 | Spells: Level 1: 8/8, Level 2: 7/7, Level 3: 6/6, Level 4: 5/5, Level 5: 3/3 | Bardic Performance Rounds: 43/43 | Active Spells: None Yet

Stabilization: 1d20 + 4 - 3 ⇒ (2) + 4 - 3 = 3 Lol...bleed more. At least I still have 14 more rounds. XD

Last round of Inspire Courage!

REMEMBER: INSPIRE COURAGE, BLESS, AND HASTE (+5 to attack rolls (and CMB), +3 to damage rolls, one extra attack when full attacking, double move speed (up to +30 ft.), +1 reflex save, +1 dodge bonus to AC (and CMD), +3 morale bonus against fear (doesn't stack with Rohn's +4 bonus within 10 ft.))

Silver Crusade

120' Darkvision, Per. +11, DR/5 Bludgeoning Active Spells: Deathwatch(2 hours), Defending Bone(50/50), Freedom of Movement(2 Hrs), Life Bubble(4 hours)[ Cleric (Separatist) 12 | HP 90/90 | AC 25 | T 13 | FF 23 | CMD 23 | Fort 13 | Ref 9 | Will 19(Resist Acid, Cold, Electricity 5) | Init +7 | Move 40'

So I have 1 hp...That's the last time I go on vacation

Itamar will channel to heal Healing: 6d6 ⇒ (6, 3, 6, 5, 4, 5) = 29...Damn that's nice

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

42 feels some life come back into him. He spends some arcana points to give his weapon shocking burst. He swings twice at the undead woman again. Knowing that Chill Touch will not harm the things, he casts it anyways.

K.Gt.Scimitar: 1d20 + 12 + 5 + 2 ⇒ (19) + 12 + 5 + 2 = 38 damage: 1d6 + 6 + 3 ⇒ (1) + 6 + 3 = 10 shock: 1d6 + 3 ⇒ (3) + 3 = 6
SR: 1d20 + 12 ⇒ (14) + 12 = 26 panicked for: 1d4 + 12 ⇒ (1) + 12 = 13 Will of 16 negates.
K.Gt.Scimitar: 1d20 + 12 + 5 + 2 ⇒ (17) + 12 + 5 + 2 = 36 damage: 1d6 + 6 + 3 ⇒ (4) + 6 + 3 = 13shock: 1d6 + 3 ⇒ (6) + 3 = 9

K.Gt.Scimitar: 1d20 + 12 + 5 + 2 ⇒ (5) + 12 + 5 + 2 = 24 damage: 1d6 + 6 + 3 ⇒ (6) + 6 + 3 = 15 shock: 1d10 + 3 ⇒ (1) + 3 = 4
K.Gt.Scimitar: 1d20 + 12 + 5 + 2 ⇒ (3) + 12 + 5 + 2 = 22 damage: 1d6 + 6 + 3 ⇒ (6) + 6 + 3 = 15shock: 1d10 + 3 ⇒ (4) + 3 = 7

I was looking up Inspire Courage... If I've read it right, and some rulings... the + to damage also applies on spell damage. That's why i added it on here.. not that it made much difference with my bad rolls.

The Exchange

”Rand” | Male LG Medium Human Unchained Monk 13 | Mythic Power Uses: 4 (4) | HP 4 (134) | AC 39; T 20; FF 33; +4 dodge bonus to AC vs. Koth | CMD 47 | F +14 R +17 W +17; +2 vs. Enchantments | Init +12 | Perc +24; Darkvision 60' | Speed 70 ft | Ki Pool: 10 (13) | Active Conditions: Barkskin; Shaken; Immune to Electricity and Poison, Resist 10 Acid, Cold, Fire

Rand will finish off 7, then put his remaining attacks evenly between 2 and 8.

Flurry of blows: 1d20 + 26 ⇒ (16) + 26 = 421d20 + 26 ⇒ (16) + 26 = 421d20 + 26 ⇒ (6) + 26 = 321d20 + 26 ⇒ (19) + 26 = 451d20 + 21 ⇒ (3) + 21 = 241d20 + 16 ⇒ (11) + 16 = 27

Damage Rolls: 2d8 + 11 ⇒ (6, 8) + 11 = 252d8 + 11 ⇒ (2, 2) + 11 = 152d8 + 11 ⇒ (1, 7) + 11 = 192d8 + 11 ⇒ (5, 8) + 11 = 242d8 + 11 ⇒ (4, 1) + 11 = 162d8 + 11 ⇒ (5, 7) + 11 = 23


Scoured Stars Map

Spell damage, I can accept, but not the shock property. =p
Rand take down the last bugbear, then stomps on the recovering ones around him to keep them down for good measure. 42 channels a chill touch spell into his scimitar and slices at the woman.
will save: 1d20 + 11 ⇒ (11) + 11 = 22 will save: 1d20 + 11 ⇒ (7) + 11 = 18
She does not flee, but she does take some damage from the scimitar and the electricity running along its blade. 42 notices however that whilst his second hit did some physical damage, his first strike did not cut into the woman's undead flesh at all.

Meanwhile, Matamah bleeds a little more... and then Itamar channels a surge of positive energy across the battlefield. (I'll assume you leave out the 3 least-hurt bugbears.) Whilst this brings some much-needed relief to his allies, he also notes with some concern that some the not-quite-dead-yet bugbears are now even less not-quite-dead! BB1 and BB4 in particular regain consciousness immediately!

BB1 sees Rand standing over him and uses his flight to take a 5ft "step" away whilst retrieving his spear. BB4 on the other hand, being a little further, is able to pick up his spear without intereference from Rand, but being slowed is unable to strike just yet.

And as if Rand didn't have enough problems to deal with, BB3, BB5 and BB7 open their eyes once more... Well, that channel just brought back some bugbears...

Rhon reaches out for the woman flanked by himself and 42, but the sight of the recovering bugbears distracts him, and he messes up, touching only air instead.

Seeing that Itamar is conscious once more, WMb screeches in anger and tears into him again, determined that the cleric will not channel any more energy before this fight is done. WMa meanwhile goes for Matamah.

attack rolls:

attack roll: 1d20 + 15 ⇒ (20) + 15 = 35
damage roll: 1d8 + 6 ⇒ (7) + 6 = 13
confirmation roll: 1d20 + 15 ⇒ (4) + 15 = 19
crit damage roll: 1d8 + 6 ⇒ (8) + 6 = 14

attack roll: 1d20 + 15 ⇒ (11) + 15 = 26
damage roll: 1d8 + 6 ⇒ (7) + 6 = 13
attack roll: 1d20 + 14 ⇒ (17) + 14 = 31
damage roll: 1d8 + 6 ⇒ (4) + 6 = 10

attack roll: 1d20 + 15 ⇒ (9) + 15 = 24
damage roll: 1d8 + 6 ⇒ (4) + 6 = 10
attack roll: 1d20 + 15 ⇒ (14) + 15 = 29
damage roll: 1d8 + 6 ⇒ (4) + 6 = 10
attack roll: 1d20 + 14 ⇒ (5) + 14 = 19
damage roll: 1d8 + 6 ⇒ (3) + 6 = 9

Itamar is quickly torn and beaten into unconsciousness once more by WMb, and WMa does the same to Matamah.

Initiative order:
Alden+Naala (panicked 1 rds)
WMa -35
WMb -111
Rand -53
42 (-34, 19 temp)
Matamah -92, Free, prone
Itamar (72 damage, 5 con damage, free, prone, delay)
BB1: -88+slowed
BB2: -101,
BB3: -92, prone
BB4: -88+slowed
BB5: -94+slowed, prone
BB6: -99,
BB7: -94+slowed, prone
BB8: -97+slowed
Earl (panicked 1 rds)
Rhon (-0,3 con damage, free)

Ok, Matamah and Itamar are now unconscious and bleeding (again). Some of the bugbears are back and conscious due to the channeling. I already excluded three bugbears from the channel, otherwise they would probably all be back up.

Rand and 42 are up. Matamah and Itamar need stabilisation...Alden and Earl are almost out of their fear, but they are both pretty far away by now...

The Exchange

”Rand” | Male LG Medium Human Unchained Monk 13 | Mythic Power Uses: 4 (4) | HP 4 (134) | AC 39; T 20; FF 33; +4 dodge bonus to AC vs. Koth | CMD 47 | F +14 R +17 W +17; +2 vs. Enchantments | Init +12 | Perc +24; Darkvision 60' | Speed 70 ft | Ki Pool: 10 (13) | Active Conditions: Barkskin; Shaken; Immune to Electricity and Poison, Resist 10 Acid, Cold, Fire

Rand will attack right down the line, starting with 5 and ending with 4.

Flurry of blows (spending a Ki point for an extra attack): 1d20 + 23 ⇒ (11) + 23 = 341d20 + 26 ⇒ (1) + 26 = 271d20 + 23 ⇒ (15) + 23 = 381d20 + 23 ⇒ (6) + 23 = 291d20 + 23 ⇒ (1) + 23 = 241d20 + 18 ⇒ (7) + 18 = 251d20 + 13 ⇒ (11) + 13 = 24

Damage Rolls: 2d8 + 8 ⇒ (3, 8) + 8 = 192d8 + 8 ⇒ (4, 4) + 8 = 162d8 + 8 ⇒ (8, 6) + 8 = 222d8 + 8 ⇒ (5, 2) + 8 = 152d8 + 8 ⇒ (6, 4) + 8 = 182d8 + 8 ⇒ (7, 7) + 8 = 222d8 + 8 ⇒ (8, 3) + 8 = 19

Silver Crusade

Aasimar Bard 13 | HP 127/127 | AC 14 | T 11 | FF 13 | CMD 19 | F +15 | R +16 | W +15 | +4 vs. sonic/lang, +2 vs. charm/compulsion | Resist Acid/Cold/Elec 5 | Init +6 | Perc +4 (Blindsight 40 ft., Darkvision 60 ft.) | Sense Motive +27 | Spells: Level 1: 8/8, Level 2: 7/7, Level 3: 6/6, Level 4: 5/5, Level 5: 3/3 | Bardic Performance Rounds: 43/43 | Active Spells: None Yet

How far down am I? It's not clear which attack rolls are for me.

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

Im unable to see the map since it's over sized. Could someone move 42?

Seeing the Bug Bears rise up off of the ground, 42 draws back and aims a lighting bolt to get as many foes as possible.

reflex of 18 for half of: 10d6 ⇒ (5, 6, 5, 2, 4, 4, 2, 5, 3, 4) = 40


Scoured Stars Map

Matamah, you took 29 damage, which exactly undid all the healing you received from the channel, but at least you weren't worse off.

In light of 42's action, I'll put Rand into delay till after 42 since 42 will probably knock out all the revived bugbears in his lightning bolt.

reflexes:

ref save roll: 1d20 + 8 ⇒ (19) + 8 = 27
ref save roll: 1d20 + 8 ⇒ (9) + 8 = 17
ref save roll: 1d20 + 8 ⇒ (15) + 8 = 23
ref save roll: 1d20 + 8 ⇒ (12) + 8 = 20

A white flash lights up the twilight dimness as 42 sends a crackling bolt of lightning through the reviving bugbears, and brings them to the ground once more. Rand steps towards BB1 and knocks him out too, then stomps on him, BB6 and BB8 a few more times to ensure they they also don't get up in a hurry.

Initiative order:
Alden+Naala ()
WMa -35
WMb -111
42 (-34, 19 temp)
Rand -53
Matamah -121, Free
Itamar (72 damage, 5 con damage, free, prone, delay)
BB1: -153+slowed
BB2: -120,
BB3: -112, prone
BB4: -108+slowed
BB5: -114+slowed, prone
BB6: -139,
BB7: -134+slowed, prone
BB8: -139+slowed

Earl ()
Rhon (-0,3 con damage, free)

Well, I think the bugbears should be out for the rest of the fight, unless they receive another burst of mass-healing.

Earl, Alden and Naala finally snap out of their panicked states, though they are at the moment pretty darn far from the fight. For a 4th level spell, fear is pretty nasty.

Rhon is up now, then the women.

Silver Crusade

Aasimar Bard 13 | HP 127/127 | AC 14 | T 11 | FF 13 | CMD 19 | F +15 | R +16 | W +15 | +4 vs. sonic/lang, +2 vs. charm/compulsion | Resist Acid/Cold/Elec 5 | Init +6 | Perc +4 (Blindsight 40 ft., Darkvision 60 ft.) | Sense Motive +27 | Spells: Level 1: 8/8, Level 2: 7/7, Level 3: 6/6, Level 4: 5/5, Level 5: 3/3 | Bardic Performance Rounds: 43/43 | Active Spells: None Yet

Stabilization: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19 Stable

Please set my HP to -121 instead of -92 then. :)

INSPIRE COURAGE HAS FADED

REMEMBER: BLESS AND HASTE (+2 to attack rolls (and CMB), +0 to damage rolls, one extra attack when full attacking, double move speed (up to +30 ft.), +1 reflex save, +1 dodge bonus to AC (and CMD), +1 morale bonus against fear (doesn't stack with Rohn's +4 bonus within 10 ft.))


Scoured Stars Map

Oops. Done. Having to manage a fight with 20 combatants (6 of you, 2 pets and 12 enemies total) tends to get tricky. Even the ones removed from combat had timers to track! XD

Silver Crusade

Aasimar Bard 13 | HP 127/127 | AC 14 | T 11 | FF 13 | CMD 19 | F +15 | R +16 | W +15 | +4 vs. sonic/lang, +2 vs. charm/compulsion | Resist Acid/Cold/Elec 5 | Init +6 | Perc +4 (Blindsight 40 ft., Darkvision 60 ft.) | Sense Motive +27 | Spells: Level 1: 8/8, Level 2: 7/7, Level 3: 6/6, Level 4: 5/5, Level 5: 3/3 | Bardic Performance Rounds: 43/43 | Active Spells: None Yet
FiddlersGreen wrote:
Oops. Done. Having to manage a fight with 20 combatants (6 of you, 2 pets and 12 enemies total) tends to get tricky. Even the ones removed from combat had timers to track! XD

Totally agreed, as I'm finding out from GMing myself for the first few times on PbP. Add to that high level shenanigans and it becomes even more wacky. XD

Silver Crusade

120' Darkvision, Per. +11, DR/5 Bludgeoning Active Spells: Deathwatch(2 hours), Defending Bone(50/50), Freedom of Movement(2 Hrs), Life Bubble(4 hours)[ Cleric (Separatist) 12 | HP 90/90 | AC 25 | T 13 | FF 23 | CMD 23 | Fort 13 | Ref 9 | Will 19(Resist Acid, Cold, Electricity 5) | Init +7 | Move 40'

Stabilize: 1d20 + 1 - 3 ⇒ (16) + 1 - 3 = 14...Yeah I'm at -3

Silver Crusade

Active Spells:
Aura's:
Aura of Good (Overwhelming) l Aura of Courage (10 ft) l Aura of Resolve (10 ft) | Aura of Faith (10 ft)
LG Male Dwarf Paladin (Stonelord) 16 | HP 182/182 | AC 43 | T 14 | FF 42 | CMB +16 | CMD 34 | Fort: +20 (+2 poison/drugs, +4 alcohol), Ref: +11, Will: +19 (+1 all saves FF/surprise rd) | 8/adamantine | SR 21 | Fortification 75% | Immune to Blood Drain, Charm, Fear, & Petrification | Perception: +25 (+2 unusual stonework)(darkvision 60 ft) | Init: +1 | Move 20' | LoH 11/11 | DS 38/38 |

Free Action
Maintain my Defensive Stance.

Standard Action
Melee Touch Attack: WMb: 1d20 + 17 + 1 + 1 ⇒ (15) + 17 + 1 + 1 = 34
Lay on Hands: 6d6 ⇒ (6, 5, 1, 2, 6, 6) = 26


Scoured Stars Map

Rhon touches WMb, who shrivels up as the positive energy purges the necromantic energy animating her from her rotting flesh.

The last undead woman sees that she is the last one standing flying, and withdraws from combat, flying over the wall and back into the compound.

Initiative order:
Alden+Naala ()
WMa -35
42 (-34, 19 temp)
Rand -53
Matamah -121, Free
Itamar (72 damage, 5 con damage, free, prone, delay)
BB1: -153+slowed
BB2: -120,
BB3: -112, prone
BB4: -108+slowed
BB5: -114+slowed, prone
BB6: -139,
BB7: -134+slowed, prone
BB8: -139+slowed

Earl ()
Rhon (-0,3 con damage, free)

Ok, we're not in strict initiative order now, but you have to decide what you want to do about the bugbears that don't seem to appear to stay dead and the fleeing undead woman.

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

42, seeing the woman fleeing, pulls out his CMW wand and tries to activate it.
UMD: 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20
CMW: 2d8 + 5 ⇒ (6, 1) + 5 = 12

The Exchange

”Rand” | Male LG Medium Human Unchained Monk 13 | Mythic Power Uses: 4 (4) | HP 4 (134) | AC 39; T 20; FF 33; +4 dodge bonus to AC vs. Koth | CMD 47 | F +14 R +17 W +17; +2 vs. Enchantments | Init +12 | Perc +24; Darkvision 60' | Speed 70 ft | Ki Pool: 10 (13) | Active Conditions: Barkskin; Shaken; Immune to Electricity and Poison, Resist 10 Acid, Cold, Fire

"Check and see if they have magic on them please. We need to determine if they are regenerating by themselves, or something is making them heal."

Silver Crusade

Male halfling Fighter/Cavalier | hp 28/95 | AC 29, T 12, FF 28 | Fort +10, Ref +6, Will +2 (+6 vs. enchant) | Challenge 2/2 | Bluff +14, Diplom +17, Handle Animal +22, Percept +2 Halfling
Naala, wolf mount:
hp 21/76 | AC 24, T 16, FF 19 | Fort +10, Ref +12, Wil +5 | Speed 50 ft. | Acrobatics +8, Percept +10

Alden and Naala gallop back as fast as they possibly can (probably at least 4 rounds required to make it back to the group).

Silver Crusade

Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:

Earl comes burrowing back towards the mansion.

Silver Crusade

Active Spells:
Aura's:
Aura of Good (Overwhelming) l Aura of Courage (10 ft) l Aura of Resolve (10 ft) | Aura of Faith (10 ft)
LG Male Dwarf Paladin (Stonelord) 16 | HP 182/182 | AC 43 | T 14 | FF 42 | CMB +16 | CMD 34 | Fort: +20 (+2 poison/drugs, +4 alcohol), Ref: +11, Will: +19 (+1 all saves FF/surprise rd) | 8/adamantine | SR 21 | Fortification 75% | Immune to Blood Drain, Charm, Fear, & Petrification | Perception: +25 (+2 unusual stonework)(darkvision 60 ft) | Init: +1 | Move 20' | LoH 11/11 | DS 38/38 |

I end my Defensive Stance and am fatigued for the next 36 seconds (6 rounds).

"Well that was one heck of a welcome back."

Rhon will begin searching the bodies for anything of use.
Perception: 1d20 + 21 ⇒ (2) + 21 = 23


Scoured Stars Map

A detect magic from Matamah or Itamar will reveal that the bugbears each have 3 magic auras on them (2 faint 1 moderate) as well as one more lingering aura on their spears that is quickly fading away. The magical auras on the bugbears are all of the transmutation school.

The gear on the bugbears comes up to a very uninteresting 1 masterwork studded leather, 1 spear and 3 javelins each.

Rhon can see as he searches them that their wounds are definitely still closing even though some of them have wounds that should be fatal.

Silver Crusade

Aasimar Bard 13 | HP 127/127 | AC 14 | T 11 | FF 13 | CMD 19 | F +15 | R +16 | W +15 | +4 vs. sonic/lang, +2 vs. charm/compulsion | Resist Acid/Cold/Elec 5 | Init +6 | Perc +4 (Blindsight 40 ft., Darkvision 60 ft.) | Sense Motive +27 | Spells: Level 1: 8/8, Level 2: 7/7, Level 3: 6/6, Level 4: 5/5, Level 5: 3/3 | Bardic Performance Rounds: 43/43 | Active Spells: None Yet

Matamah sticks his Wand of Cure Light Wounds in his mouth and starts bleeding it of magic. He puts one away half-way through and gets out another.

Cure Light Wounds: 23d8 + 23 ⇒ (1, 3, 4, 7, 3, 7, 5, 7, 8, 6, 8, 8, 3, 8, 1, 3, 1, 4, 1, 1, 8, 1, 3) + 23 = 124 Will retcon charges if channeling happens

He then tries to identify whatever is happening. If it's polymorph magic, there's usually a disguise check they get against our perception to appear as they are.

Rules Reference:
Polymorph: A polymorph spell transforms your physical body to take on the shape of another creature. While these spells make you appear to be the creature, granting you a +10 bonus on Disguise skill checks, they do not grant you all of the abilities and powers of the creature.

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

Once informed of this, 42 grabs his main weapon of the ground and starts to separate their heads from their bodies. "Can someone make a small bile of wood... make that large. I don't want these guys to come back again."

He also hands his wand to the paladin to heal everyone up. Most likely using up the lesser of the two wands.

Cure Light Wounds Wand Rolls:

CLW: 1d8 + 1 ⇒ (8) + 1 = 9Used on 42
CLW: 1d8 + 1 ⇒ (5) + 1 = 6Used on 42
CLW: 1d8 + 1 ⇒ (3) + 1 = 4Used on 42
CLW: 1d8 + 1 ⇒ (2) + 1 = 3Used on 42
CLW: 1d8 + 1 ⇒ (4) + 1 = 5Used on 42
CLW: 1d8 + 1 ⇒ (5) + 1 = 6Used on 42
CLW: 1d8 + 1 ⇒ (6) + 1 = 7Used on 42... Fully Healed
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (4) + 1 = 5


Scoured Stars Map

I don't think the perception check allows you to see them as they are. It just lets you know that they are disguised, though you probably already could have guessed that since bugbears don't usually keep coming back like that. But yes, you can work out that they are under some sort of polymorph effect. You will need to find some way to remove the disguise (in this case, remove the polymorph effect) to see them as they truly are.

Will see if Itamar does any channeling.

Are you all going with the burn-the-bodies idea?

Silver Crusade

120' Darkvision, Per. +11, DR/5 Bludgeoning Active Spells: Deathwatch(2 hours), Defending Bone(50/50), Freedom of Movement(2 Hrs), Life Bubble(4 hours)[ Cleric (Separatist) 12 | HP 90/90 | AC 25 | T 13 | FF 23 | CMD 23 | Fort 13 | Ref 9 | Will 19(Resist Acid, Cold, Electricity 5) | Init +7 | Move 40'
DM wrote:
Will see if Itamar does any channeling.

I will if I am above -3 hp

3 Channels: 18d6 ⇒ (2, 3, 6, 6, 3, 3, 4, 4, 2, 5, 3, 5, 6, 1, 6, 2, 4, 1) = 66

Alrighty then, Besides me who got some bad lovin from them things

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

I assume you will do any channeling after we dispose of the BugBears... save them encase we need them later. During a combat.

Silver Crusade

Male halfling Fighter/Cavalier | hp 28/95 | AC 29, T 12, FF 28 | Fort +10, Ref +6, Will +2 (+6 vs. enchant) | Challenge 2/2 | Bluff +14, Diplom +17, Handle Animal +22, Percept +2 Halfling
Naala, wolf mount:
hp 21/76 | AC 24, T 16, FF 19 | Fort +10, Ref +12, Wil +5 | Speed 50 ft. | Acrobatics +8, Percept +10

When Alden returns to the group, he hands his head in shame. "Naala and I were not injured, as we ran before any injury could take place. I apologize for my reactions to the creatures. I do not normally run from a fight in that way. It must've been magic..."

Alden will help dismember the creatures' bodies in whatever way the group decides to. They are obviously not normal, and he wishes to take no chances on fighting them AGAIN.


Scoured Stars Map

If you've cut off their heads before Itamar channels, I'll say that you put them far enough into negatives that the channels do not revive them...but you do notice that it causes significant growth around their neck stumps...

Is anyone actually able to and going to light that fire? Or are you just going with severe dismemberment? From observation, severe dismemberment might make them require a VERY long time to recover, but it also appears that they would eventually recover even from having their bodies divided into several pieces.

Also, you're going to be very-much covered in gore...

Knowledge (arcana, dungeoneering, local, nature, planes or religion) DC15:
You know something of regenerating creatures. Enough to know that regenerating creatures will regenerate from any injury until their regeneration is shut off. Conversely, shutting off their regeneration for even a moment whilst they are significantly wounded will be enough to kill them. The difficulty is knowing what to apply to them to shut down the regeneration.

If fire shuts down their regeneration, a burn from a torch will do as well as a maximised meteor swarm. If fire does not shut down their regeneration, they will eventually recover even if they are hit by 100 maximised empowered meteor swarms (though it will probably take them a long time).

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

Knowledge Arcana: 1d20 + 15 ⇒ (16) + 15 = 31

"Yeah guys, I've seen this kind of regeneration before.. If we don't destroy their bodies, they will come back... and back.. and back.." He looks around for a good place to start the fire and sets the bodies on that pile. He takes some 3 sky rockets and empties them of their black powder, then he messed with some paper and makes something that will sustain a high temp blaze for a short period of time.
alchemy: 1d20 + 15 ⇒ (19) + 15 = 34

He joins the fuses and lights the end, and steps back.


Scoured Stars Map

What was happening with the bugbears:

They were not really bugbears, but a rare type of outsider that happened to possess both the regeneration and shape change properties. Because shape change functions as a supernatural ability (cannot be dispelled) that acts like polymorph with an indefinite duration, it's really hard to discover what they really are without accidentally killing them by applying the correct type of damage at the right time.

As it turns out, there were 2 types of damage that would have worked. Fire is one of them. =)

42 takes a moment to light a fire using his sky rockets, taking advantage of the lighting mechanism for the rockets to start the flames. The smell of charred meat fill the air as day breaks over the island. As far as you can tell, none of the bodies appear to be regenerating any more.

Itamar needed 10 charges from his wand after the channels and 42 did not need any charges. Itamar is now down 6hp and no one else is injured, but Itamar and Rhon are still suffering from some blood loss.

Alden+Naala ()
42 (-, 19 temp)
Rand -
Matamah -121, Free
Itamar (6 damage, 5 con damage, free)
Earl ()
Rhon (-0,3 con damage, free)

Ok, what now? =)

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