GM Dennis |
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I see nothing that says you can't use the same skill for more than one check, so I think that's fine, Haska. Alphonze, that means we'll use your Know (Nature) aid roll, instead of the Sense Motive aid roll.
FLAMEbot3000
Knowledge(Nature) - max 10: 1d20 - 1 ⇒ (17) - 1 = 16
Bot for Babine
Knowledge(Nature) - max 10: 1d20 + 0 ⇒ (8) + 0 = 8
The party all speak up in support of Haska's argument, with JUSTICE FLAME! and Alphonze's arguments seeming to elicit the most response. When they are all done making their case there is a moment of silence, all eyes on Jala. She closes her eyes for a moment, then opens them again and nods. "Very well, I believe you are correct. We shall stay and fight." With that there is a cheer and a burst of activity as the Twinhorns quickly shift their planning to defense and clearing a path to the stone circle, rather than retreat. "Pathfinders!" Medda calls to you. "We shall open a path. You go help defend our people!"
When you get back outside, you see a group of young Twinhorns running from a squad of green translucent humanoids. When the monsters see you, they turn to attack!
Oiur: 1d20 + 6 ⇒ (5) + 6 = 11
Haska: 1d20 + 5 ⇒ (15) + 5 = 20
JUSTICE FLAME!: 1d20 + 2 ⇒ (10) + 2 = 12
Stonelance: 1d20 + 6 ⇒ (6) + 6 = 12
Babine: 1d20 + 5 ⇒ (18) + 5 = 23
Alphonze: 1d20 + 1 ⇒ (4) + 1 = 5
Yellow: 1d20 + 0 ⇒ (10) + 0 = 10
Red: 1d20 + 0 ⇒ (10) + 0 = 10
Blue: 1d20 + 0 ⇒ (4) + 0 = 4
Green: 1d20 + 0 ⇒ (6) + 0 = 6
Purple: 1d20 + 0 ⇒ (17) + 0 = 17
This slimy, shifting mass has the shape of a humanoid, but is made out of what appears to be some form of sticky rope or cloth. Its body lurches jerkily, struggling to maintain its horrid form.
For every 5 that you beat the DC, you may ask for one piece of information from this list.
Round 1:
Babine & Haska may act
GM Dennis |
Well done, all. Your success in influencing the leaders may have been what triggered the Twinhorn Comrades effect. The next successful melee or ranged attack made by each PC before the end of the adventure automatically gains the benefits of the boosted Allied Offensive aid token effect: +2d8 damage, after your attack anyone attacking that same target is considered flanking until the beginning of your next turn.
Haska O'Wydroe |
knowledge religion untrained: 1d20 + 3 ⇒ (18) + 3 = 21
Haska pulls a clay ball as he moves forward beside Babine help moving please and throws at the on coming slime men.
throw at men: 1d20 + 5 ⇒ (2) + 5 = 7
dmg: 1d6 + 4 ⇒ (1) + 4 = 5
miss location: 1d8 ⇒ 5
Thrown at yellow. Movemnet should end up 5 feet back and 10 feet south of babine. 3 rd range increment.
GM Dennis |
I think you're in your 2nd range increment (by my count you're exactly 40' away).
Babine strides forward, while Haska's eagerness causes him to overshoot the creatures, his bomb landing harmlessly 10ft behind them. One of the creatures passes right through the walls of a tent, emerging next to Babine and leaving a silvery, oily mucus behind it on the canvas.
Round 1:
Stonelance, JUSTICE FLAME!, and Oiur may act.
Oiur |
"Ectoplasm. At some point, Medda really needs to explain what's going on here."
Oiur's chest rumbles. They draw their earth breaker and step forward.
Move: draw weapon and 5 ft. step
Standard: begin inspired rage
Knowledge (religion): 1d20 + 2 ⇒ (10) + 2 = 12
Stonelance |
"Ecto-what?" asks Stonelance as moves forward for a a good angle on the purple ectoplasm "You are not wrong about some answers."
crossbow (pbs): 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
damage (pbs): 1d8 + 1 ⇒ (7) + 1 = 8
GM Dennis |
Current buffs: Inspired Rage
Oiur begins their song as Stonelance fires. His arrow hits true, though it seems to deal less damage than he thinks it should. Just then, though, a Twinhorn spear impacts the same foe and it loses cohesion, wisps of ectoplasm vanishing into nothingness!
Twinhorn Comrades condition damage: 2d8 ⇒ (1, 3) = 4 This was your first attack since the "Twinhorn Comrades" condition came into effect, so it deals an extra 2d8 damage which, even though I rolled terribly, makes your attack enough to destroy it.
FLAMEbot 3000:
JUSTICE FLAME! strides forward, greatsword at the ready. Double move.
The yellow, red, and green creatures float forward, passing through the racks of weapons between the tents as well as the canvas itself. Double move for each of them.
A note on terrain: I'm going to call the spaces between the tents difficult terrain, given racks of weapons and such.
-----
Round 1:
Alphonze may act.
Babine |
"Well. I don't think she is absolutly sure also of what going on." But we know that this place is where a paladin and the twinhorns have sealed a great evil. Since then, there a ritual with the hilt. The blackros's exposition was with artefacts from the shining crusade and we are late to do the ritual. So..... Well, I don't know.
Alphonze Estaban |
Alphonze lets Oiurs song wash over him once more. He starts running towards one of the apparations, blade glowing and raised high, ending up beside Bambine to aid against the two fiends attacking him.
Scimitar: 1d20 + 4 - 1 + 1 + 1 ⇒ (20) + 4 - 1 + 1 + 1 = 25
Dmg: 1d6 + 6 + 3 + 1 ⇒ (5) + 6 + 3 + 1 = 15
Well look at that
Confirm Crit: 1d20 + 4 - 1 + 1 + 1 ⇒ (8) + 4 - 1 + 1 + 1 = 13
Dmg: 1d6 + 6 + 3 + 1 ⇒ (2) + 6 + 3 + 1 = 12
GM Dennis |
Alphonze runs up, scimitar held aloft, and brings his sword down in a crushing blow. Just then, a passing Twinhorn connects with a sword, adding to the damage done by the magus. Alphonze's scimitar seemed to do full damage, unlike the crossbow bolt.
Twinhorn Comrade damage: 2d8 ⇒ (8, 3) = 11 I hate to use it here, but it does say "the next successful attack."
Alphonze utterly destroys the green foe, leaving only an oily sheen on his scimitar. As he does, another creature phases through the tent behind him. Double move for blue.
-----
Round 2:
Babine, Haska, Stonelance, JUSTICE FLAME!, and Oiur may act.
Oiur |
They look like Medda's companion... is there some connection there?
Oiur's thoughts are interrupted by a blue humanoid being phasing through the tent next to Alphonze. They dash forward, two Twinhorn sailing by them to pierce the creature's oily surface. Alphonze twists to confront it, harrying it with his weaving scimiar, and Oiur takes advantage of its distraction.
Their heel pivots in the earth, their spin driving the earth breaker in a lateral arc...: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24
...that sends its blunt-spiked heading tearing through the thing's semitransparent body.: 2d6 + 6 + 2d8 ⇒ (4, 4) + 6 + (6, 4) = 24
Move: flank blue with Alphonze (have enough movement to arc around the AoO square)
Standard: attack!
Babine |
Up close, Babine sees the ectoplasmic red creature from all his slimey might.
A cold sensation takes over his body. His arm s can't move even if he want to.
It feels like the end of the world is starting... Again. That... is starting to be the ordinary feeling when you fight undead.
Realising this, Babine body's heat returns to him and he swings his weapon.
1d20 + 6 ⇒ (19) + 6 = 25
1d6 + 6 ⇒ (6) + 6 = 12
1d20 + 6 ⇒ (7) + 6 = 13
1d6 + 6 ⇒ (5) + 6 = 11
GM Dennis |
Just to be clear, these are not the same creature type as Medda's phantom, Anok. These are undead ectoplasmic humans.
Oiur's hammer is timed perfectly with the Twinhorn strikes. The creature's body is oddly resistant to the massive earthbreaker, but is no match for the combined might of the attacks, dissipating into nothingness.
Babine hesitates, then strikes, his vicious blow (again, timed with some intervention from his Twinhorn allies) destroys the red creature as well!
Twinhorn Comrade damage: 2d8 ⇒ (6, 1) = 7
Haska, Stonelance, and JUSTICE FLAME! may act.
GM Dennis |
FLAMEbot 3000
greatsword: 1d20 + 4 ⇒ (16) + 4 = 20
damage, brazen flame: 2d6 + 4 + 1 ⇒ (6, 3) + 4 + 1 = 14
Twinhorn Comrade damage: 2d8 ⇒ (8, 6) = 14
JUSTICE FLAME! swings his greatsword at the enemy in front of him, timing his blow with some passing Twinhorn allies. The creature is completely destroyed, leaving a moment of peace in the midst of the chaos.
Out of combat! The next section should start tonight or tomorrow.
Oiur |
Gotcha. Even if they're not exactly the same, the ectoplasm thing makes me wonder if the undead attacking are a result of some sin of the tribe's past related to her having a phantom. Hooray for far reaching conjecture based on a tiny number of data points!
GM Dennis |
Quick update: The 'house' is one success shy of a milestone, and several tables are nearly done with their encounters, so the overseer is going to wait until later today to hopefully give them time to hit that milestone. We could start an encounter, but I don't think we would get it done, and so I think you're better off saving resources for the last part (you won't get a chance to sleep first). We should get moving this afternoon.
GM Granta |
★★★OVERSEER ANNOUNCEMENT★★★
Medda rides by, calling above the din of the raging battle, “The path is clear—we can reach the valley that holds the stone circle. Let us band together and stop the undead tide. I am concerned that some of the foul creatures had the name ‘Eshimka’ on their rotting lips. We must stand together and use all of our power to close this black portal before it’s too late!”
Fighting side-by-side, the Twinhorn following and Pathfinders have carved a path to the stone circle. This affords only a brief opening to stop the undead army, and the fighting will be difficult.
@Table GMs: You have until November 20 to run encounter J on page 38. The “Uncertain Opportunity” condition on page 38 is in effect.
GM Dennis |
The clearing on the riverbank features a circle of standing stones with a large stone altar at its center. A shadowy tear floats above the altar, so dark that what little light shines from the stars seems to become trapped inside. Eight large tendrils of inky darkness coil around the menhirs as if keeping the stones in a stranglehold. Other tendrils lick out from the shadowy rift as if tasting the air. Four shuffling figures move about within the circle, one of which looks slightly different than the other three. This one calls out to you, its voice like the grave. ”Foolish mortals, you should not have come here. Emshika’s return is imminent, and they shall shred your living souls and burn them in the fires of a dark sun!”
This armored skeleton stands in a battle-ready pose, its weapon held high as cold blue light shines in its eye sockets.
For every 5 that you beat the DC, you may ask for one piece of information from this list.
These bloody skeletons are coated in a slick layer of blood and gore, infused with negative energy. This gore allows the skeleton to reform and heal itself.
For every 5 that you beat the DC, you may ask for one piece of information from this list.
--------------------------------------------------------------------------- -------------------------
The stairs and anything off the path is difficult terrain.
Oiur: 1d20 + 6 ⇒ (17) + 6 = 23
Haska: 1d20 + 5 ⇒ (17) + 5 = 22
JUSTICE FLAME!: 1d20 + 2 ⇒ (8) + 2 = 10
Stonelance: 1d20 + 6 ⇒ (2) + 6 = 8
Babine: 1d20 + 5 ⇒ (11) + 5 = 16
Alphonze: 1d20 + 1 ⇒ (19) + 1 = 20
Red: 1d20 + 5 ⇒ (9) + 5 = 14
Blue: 1d20 + 6 ⇒ (8) + 6 = 14
Yellow: 1d20 + 6 ⇒ (1) + 6 = 7
Pink: 1d20 + 6 ⇒ (14) + 6 = 20
Round 1:
Oiur and Haska may act.
GM Dennis |
One more note after some discussion on the GM thread: It's night time. The stars provide low-light conditions outside the circle, but it seems darker in the area adjacent to the tear. That means that some of you may not have been able to see the creatures yet, but given that one of them called out to you, you certainly know there's something there.
Haska O'Wydroe |
Haska will double move along the path pulling out his sling. 40' and need movement help as i am on my phone. Sorry
Oiur |
Busy with meatspace stuff, apologies for the short post!
Oiur's eyes flash in the dim light, they trace their tattoos with a wirey finger, and a feeling of potential infuses all those around them. Moment of greatness on errbody! They step forward onto the stairs.
Knowledge (religion)—red: 1d20 + 2 ⇒ (4) + 2 = 6
Knowledge (religion)—others: 1d20 + 2 ⇒ (13) + 2 = 15; Oiur shares info in the second spoiler, and I'd like to know about special attacks for b/y/p, please!
GM Dennis |
The bloody skeletons have no special attacks. They can attack with claws and broken scimitars.
You hear the sound of bone scraping along the ground.
Round 1:
Alphonze and Babine may act.
Alphonze Estaban |
As the echoes of the creatures voice dies down, and Alphonze sees the enemies ahead, his face grows grim. He turns his head to each of his companions in turn, giving them a smile and a short nod. "Gods willing,
I'll see you all on the other side." With this, he starts moving down the stairs, and with a flick of the wrist and a quiet incantation a barely visible shield appears on his arm.
A move and a casting of shield
GM Dennis |
I'm going to have yellow, blue, and red delay on their turns to speed up the process of you guys getting over there.
Round 1/2:
-----
Babine, JUSTICE FLAME!, Stonelance, Oiur and Haska may act.
Oiur |
Oiur continues trudging up the stairs. (Double move 20 ft. 'cause of difficult terrain.)
GM Dennis |
Stonelance, I want to fast-forward the getting-over-there process, so I'm going to assume you want to double-move forward. If you would have done something else, feel free to retcon.
Stonelance double moves forward.
BOTbine:
Babine double moves forward.
FLAMEbot
JUSTICE FLAME! follows the rest of the party down the stairs.
Red, Yellow, and Blue come out of delay and shuffle around with Pink.
-----
Round 2/3:
-----
Whole party may act.
Haska O'Wydroe |
Haska continues up the steps as fast as he can manage regretting his chain shirt armor choice with every step. "I really need to lighten my load." Double move up stairs
GM Dennis |
Oiur, JUSTICE FLAME! and Babine rush forward. Oiur, you can retcon to something else if you'd like. The enemies shuffle around.
-----
Round 3/4:
-----
Whole party may act.
Haska O'Wydroe |
Haska will continue along the trail as fast as he can. double move for 40' preferably after Stonelance moves to end in his current spot. Movement help needed please.
GM Dennis |
alphonze, JUSTICE FLAME!, Stonelance, and Oiur double move forward. The enemies chill. It's your turn again.
-----
Round 2/3:
Whole party may act.
Oiur |
Oiur steps into the brush, joining the droning call of their song with the crunch of undergrowth.
Move: stamp through difficult terrain
Standard: begin inspired rage
Stonelance |
Stonelance slows his pace as he rounds the bend in the path, instinctively raising his crossbow to his shoulder, preparing to pull the trigger if anything threatening appears or something makes an aggressive move.
GM Dennis |
JUSTICE FLAME!, Haska, and Babine get tired of making their way around the path and decide to cut through the trees instead. Seeing their foes round the corner, the enemies step forward to engage! Double moves all around.
-------
Round 2/3:
Whole party may act.
Alphonze Estaban |
Still remembering their time with the orks, Alphonze recalls a trick one of them taught him, about how to make your blades cut deeper. He smiles to himself as he feels more of his magic flow into his blade. Seeing his allies running through the woods, he mutters an incantation, causing glowing orbs to soar over the battlefield, bathing it in a brighter light.
move action to use that martial flexibility boon we got to give myself Arcane strike and then I cast dancing lights somewhere roughly in the middle of everyone.
Oiur |
Alphonze's lights reveal the shifting shadows of the creatures moving along the forest path—one of which seems to be more than a collection of dripping, animated bones.
Oiur narrows their eyes at the figure. They move, crouched, through the underbrush, each footfall driving their song's crescendo. Their grip tightens on the hammer, the song crests, and in front of the red figure coalesces a solid grey band of solid sound, pressed against its chest. Casting solid note: red can move past it with a DC 11 Strength check, successful attack against AC 12, or bull rush or similar against CMD 4.
I was going to try to be sneaky in this underbrush, but realized that I'm, well, singing~
GM Dennis |
Stonelance's arrow clatters harmlessly between the ribs of this skeletal creature.
-----
Botting for Haska:
Haska's blast destroys it, however, as well as significantly damaging the pink one as he steps out of the woods and hurls a bomb at the blue skeleton while his allies are clear.
bomb 1/6, pbs: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
damage, pbs: 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Pink reflex: 1d20 + 2 ⇒ (2) + 2 = 4
-----
Botting for JUSTICE FLAME!:
Feeling the effects of the skald's song, the big vigilante strides forward and swings his greatsword at the pink skeleton but is unable to connect.
attack, inspired rage: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
two-handed damage w/ inspired rage, brazen flame: 2d6 + 6 + 1 ⇒ (2, 5) + 6 + 1 = 14
-----
Botting for Babine:
Babine, too, feels the power of Oiur's song as he draws a mace and steps forward to swing at the skeleton.
attack, inspired rage: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
damage, inspired rage: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9
------
The pink skeleton's bones, broken in Haska's blast, seem to knit themselves back together a bit. It retaliates by swinging a broken scimitar and a clawed hand at JUSTICE FLAME!
scimitar: 1d20 + 0 ⇒ (4) + 0 = 4
damage: 1d6 ⇒ 4
claw: 1d20 - 3 ⇒ (2) - 3 = -1
damage: 1d4 + 1 ⇒ (4) + 1 = 5
The yellow one double moves forward to attack, while the red one waits behind.
-------
Initiative:
Whole party may act.
Alphonze Estaban |
And here I was trying to be clever, working in every possible ounce of damage and completely forget to use my arcane pool =(
Alphonze lets Oiurs song wash over him, for what could be the last time. He rushes forth, blade raised, and slashes at the skeletal figures exposed flank.
Arcane pool, move and attack
Scimitar: 1d20 + 4 - 1 + 1 + 1 + 2 ⇒ (2) + 4 - 1 + 1 + 1 + 2 = 9
Dmg: 1d6 + 6 + 3 + 1 ⇒ (5) + 6 + 3 + 1 = 15
GM Dennis |
The target you fired at before (blue) was destroyed by Haska. Yellow stepped up into the same position. You also saw that your bolt did not seem to do any damage last time.
Oiur |
Oiur bursts forward from their crouch, song pouring from between their lips, and drives the earth breaker's spiked head into the pink skeleton's back.
Earth breaker (flanking w/ Babine): 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 2d6 + 6 ⇒ (2, 5) + 6 = 13
GM Dennis |
Alphonze swings, arcane power glowing from his blade, but is unable to connect. Stonelance is also unable to connect with the creature. Oiur steps up and swings, sending bloody bones flying as their earthbreaker destroys the skeleton. Pink is down.
GM Dennis |
JUSTICE FLAME! steps through the underbrush and into a flanking position with Alphonze, bringing his greatsword down on the skeleton, scattering its component bones. Yellow is down.
attack, inspired rage, flank: 1d20 + 4 + 1 + 2 ⇒ (18) + 4 + 1 + 2 = 25
two-handed damage w/ inspired rage, brazen flame: 2d6 + 6 + 1 ⇒ (5, 2) + 6 + 1 = 14
------
Haska steps into the spot recently cleared by JUSTICE FLAME!'s sword, hurling a bomb at the only remaining foe, but his movement forward causes him to overshoot, his bomb exploding harmlessly behind.
bomb 2/6, pbs, 2nd range increment: 1d20 + 5 + 1 - 2 ⇒ (7) + 5 + 1 - 2 = 11
damage, pbs: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9
miss direction (scatter 2 squares): 1d8 ⇒ 5
-----
Babine moves forward and readies an attack.
-----
The armored skeleton advances, triggering Babine's attack, before swinging their own sword at the paladin. Neither connects.
Babine's readied attack:
attack, inspired rage: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
damage, inspired rage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Skeleton's attack:
attack: 1d20 + 6 ⇒ (6) + 6 = 12
damage: 1d8 + 5 ⇒ (4) + 5 = 9
-------------------------------------
Initiative:
Whole party may act.