[Table Fez] ScorchedOne's Insane 5-6 Run

Game Master Nathan Hartshorn

Map

Drandle Dreng

Ambrus Valsin


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Silver Crusade

Female Max HP: 21 | AC: 19; T: 14; FF: 15 | Init: +5 | Fort: +3; Ref: +6; Will: +3 Current Damage: -0

Aura climbs down as requested.

Climb Check: 1d20 + 5 ⇒ (19) + 5 = 24


The Asura, frustrated with its lack of progress and only wanting everyone to leave it to its desecrations, drops down to the ground amidst the combatants and attacks Kelris.

Sting!: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d4 - 1 ⇒ (3) - 1 = 2
Kel, make a Fort save vs poison, DC 12

Order 8th round
Asura -17
Feth, Aura, James, Sabert, Kel, Baron -10

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

Growing ever more desperate, the cleric launches his ancestral weapon yet again.

Second to last HotA: 1d20 + 3 + 1 + 1 ⇒ (16) + 3 + 1 + 1 = 21 for damage: 1d8 + 1 + 1 ⇒ (6) + 1 + 1 = 8

Grand Lodge

Male Human
Raging:
HP 74/89 AC/Touch/Flat 21/11/19| Fort/Ref/Will +5/+5/+8 +2 vs. charm and compulsion
Barbarian 6| AC 23 T 13 FF 21 | HP 62/77 | F +9 R +5 W +6 +2 vs. charm and compulsion| Init +8 | Perc +10

James yells out as the Asura drops down, "Oh sure! Now you drop down to the ground! I'm getting really pi$$ed at you, you cheeky monkey!" James drops his bow and picks up his scythe and you see the veins in his neck and forehead buldge as he attacks the asura.

Scythe Rage PA: 1d20 + 5 + 2 - 1 ⇒ (15) + 5 + 2 - 1 = 21 Damage: 2d4 + 6 + 3 + 3 ⇒ (2, 3) + 6 + 3 + 3 = 17


Fethril's blade crushes the Asura against the floor allowing James' rage to clobber it unconscious with the blade of his scythe. With it unconscious it is easy for everyone to keep hitting it until it stops breathing entirely. Combat Over!

Grand Lodge

|CORE| Male Human Bard 3 14/22hp] [AC: 17 T: 12 FF: 15] Perform: 17/17 [Perc +7] [F+2/R+5/W+4 (+4 vs sonic, language based, performance)] [CMB +3] [CMD 15] [SP 30 FT] [INIT +6]

Sabert heaves a great sigh of relief as the creature finally falls in death. Looking about, he sees the many stings and wounds of his comrades and quickly retrieves his wand. Carefully, he sees to his companions and makes sure everyone is healed before anything else happens.

Roll the dice and let me know how many charges to deduct!

Once everyone else is patched up, he takes a look around the room.
Perception: 1d20 + 5 ⇒ (3) + 5 = 8

Almost immediately he stumbles over the body of the first creature they killed. Hoping no one saw that, he begins whistling a merry tune.


Game's basically over, just trying to wrap my head around it being done...

A small cabinet in the pedestal below the statue holds a richly illuminated copy of the Vigrahin Patitraka (a Vudran holy text) and a handwritten journal belonging to a priest who accompanied Khiben-Sald on his travels around the Inner Sea.

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

Kelris will move over to the statue, halberd in one hand. Looking at the belt that the creatures were so intent on protecting.

"Anything magical about this belt?" Kelris will also see to the Baron.

"Are you ok sir?"

Silver Crusade

Female Max HP: 21 | AC: 19; T: 14; FF: 15 | Init: +5 | Fort: +3; Ref: +6; Will: +3 Current Damage: -0

"I am okay." says Aura as she looks around and begins mapping the temple.

-Posted with Wayfinder

Silver Crusade

Female Max HP: 21 | AC: 19; T: 14; FF: 15 | Init: +5 | Fort: +3; Ref: +6; Will: +3 Current Damage: -0

I assume we can go ahead and start levelling them?

-Posted with Wayfinder


Yep. I'm getting things done on my end.


The rest of the hunting expedition passes without incident, and you make your way back to Absalom without any difficulty. Though Ambrus Valsin is excited to inspect any of the items the you find in the lost temple, he is especially thrilled that you recovered the journal recounting Khiben-Sald’s travels. He immediately refers the log to the Society’s Vudran historians for analysis, hoping to glean information about other lost sites the Maharaja may have built or visited during his travels.

Baron Rudyahm is grateful to you for your help and to his son-in-law Falroun Matsanda for organizing the expedition. Finally satisfied that he avenged the friends lost on his last expedition, he retires from hunting to write his memoirs. Falroun is also overjoyed with the Pathfinders for helping him bond with his father-in-law. Falroun arranges to have your trophies stuffed and mounted and delivered to you as a gift at the end of the expedition.

Fluff while I get the chronicles uploaded. Should be up tonight.

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

"If we are getting these trophies where are we to put them? We don't seem to have a home base, I cannot imagine the Society will want to keep them for us." Kelris asks when they are all gathered together one night.

Silver Crusade

Female Max HP: 21 | AC: 19; T: 14; FF: 15 | Init: +5 | Fort: +3; Ref: +6; Will: +3 Current Damage: -0

"I will put mine in my home. I would recommend you do the same."

-Posted with Wayfinder

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

"It would cost me to much to send it back to Galt and my family home has probably been burned. I guess I will see lodging in Absalom since we are heading back there after this I assume?"

Silver Crusade

Female Max HP: 21 | AC: 19; T: 14; FF: 15 | Init: +5 | Fort: +3; Ref: +6; Will: +3 Current Damage: -0

"Seems as reasonable a place as any."

-Posted with Wayfinder


Going to do some setup for the next scenario, feel free to jump in as things get done. This takes place between Mediogalti Island and the Shackles, just west of the Eye of Abendego.

Having convinced the Decemvirate to sponsor an expedition to the Gloomspires, Calisro Benarry meets with you aboard the Grinning Pixie, her Venture Lodge as it were.

As the Grinning Pixie lurches and sways in the storm, Venture-Captain Calisro Benarry of the Arcadian Mariner’s Lodge grins widely as she slides a clay jug of strong Sargavan rum across her table. Though broad-shouldered and half a head taller than most humans, the intimidating half-orc speaks with an almost childlike excitement in her husky voice. “My apologies for all the secrecy,” she says. “I had to make sure some pirate rascal didn’t catch wind of our mission. Now that Drenchport’s a week behind us and we’re hugging the Eye of Abendego, it’s time to give you lubbers the full run-down.”

Benarry waits for the jug to make its way back to her, then takes a long swig. “I mentioned in Drenchport that the Society wants you to explore a recently discovered ruin somewhere north of the Shackles. Well, that was partly true, but it wasn’t exactly the whole story.” Benarry’s eyes narrow and her grin becomes unsettlingly sharklike. “We’re actually sending you to the Gloomspires, to Old Sevenfingers’s tomb.” Chuckling softly, she slides the jug back across the table. “Here, have another nip. Looks like you need it.”

(Gloomspires) DC 15 Kn. (Arcana or History):
The Gloomspires are an ancient field of massive stone columns that rise from the Arcadian Ocean. Most sages say they were already old when the Ghol-Gan Empire was young. The Gloomspires are hollow and contain many chambers and passages, all of which are believed to be cursed, monster-infested, or both.

(Gloomspires) DC 20 Kn. (Arcana or History):
Since the time of Ghol-Gan, many of the Gloomspires have been explored, and some have even been claimed and repurposed by other beings. Of these, Sevenfingers’s tomb is the most well known.

(Gloomspires) DC 25 Kn. (Arcana or History):
The Gloomspires are inundated with strange, reality-warping effects. The columns occasionally shift their positions, and many explorers report feeling a sense of wrongness and foreboding just from being in the area. This bizarre magic also makes teleportation and plane-traveling magic very difficult, though summoning spells tend to function normally.

(Gloomspires) DC 30 Kn. (Arcana or History):
The Gloomspires were constructed during the Age of Serpents by a humanoid race of powerful sorcerers called the Makers, who are believed to have escaped enslavement from some nightmarish realm and fled to Golarion.

(Sempet Sevenfingers) DC 15 Kn. (Arcana, History, or Local):
Sempet Sevenfingers was a legendary pirate who was active in the region 300 years ago.

(Sempet Sevenfingers) DC 20 Kn. (Arcana, History, or Local):
From his dreaded flagship, the Voracious, Sevenfingers commanded a small fleet of pirate ships. He was feared and despised for using cannibals and madmen to augment his boarding parties.

(Sempet Sevenfingers) DC 25 Kn. (Arcana, History, or Local):
Sevenfingers was a powerful wizard who dabbled in necromancy and communed with evil outsiders, entities from the Dark Tapestry, and other beings from unspeakable realms beyond Golarion.

(Sempet Sevenfingers) DC 30 Kn. (Arcana, History, or Local):
Sevenfingers had dealings with the denizens of Leng. His flagship, the Voracious, was actually a black ship of Leng, gifted to Sevenfingers by his dreadful allies.

“I’ve been researching the Gloomspires for a very long time. Before I sailed to Absalom and joined the Society, I was a Free Captain here in the Shackles. Back then I learned about the Gloomspires, Old Sevenfingers, and all the treasure and secrets the old devil took with him when he sealed himself in his tomb.”

A long, rumbling growl of thunder makes Benarry pause, and she takes the opportunity to wet her lips with another swig of rum before she continues. “Since joining the Society, I’ve been able to learn even more about the Gloomspires. Most importantly, I’ve discovered that they’re tied to certain alignments of the stars, and that twice each year—beginning on the nights of the summer and winter solstices—the columns cease moving for exactly three days.

“So, tomorrow’s the summer solstice. Now that you know the ‘where’ and the ‘when’ of this little caper, you need to know why the Society’s sending you.” Benarry pauses before continuing in a more conspiratorial voice.

“I recently came into the possession of a logbook once owned by the pirate captain, Mazzer Thrennt. Before Thrennt ended up as lusca-bait seven years back, he was a moderately successful pirate who shared my obsession with the Gloomspires. It turns out his log contains an inventory of the plunder he liberated over the years, including the loot he found in Sevenfingers’s tomb. One item on Thrennt’s list immediately got my attention: His log described with perfect accuracy a relic from lost Lirgen called the Orb of Stars. I’m certain that this device can manipulate the alignments of the stars—or at least how we perceive them—and historical accounts suggest we could also use it to trick the Gloomspires into thinking that the solstice lasts more than just a day. The Society and I both want that orb, and it’s going to look really good to the folks back home if you’re able to secure it. Here,” she says, passing a sheet of parchment across the table, “I’ve written down some of the particulars.”

The note
Reefs surround the Gloomspires, so big boats like the Pixie can’t get close. You’ll need to use my magical folding rowboat.

At dusk, when the columns cease moving, make your way to the column containing Sevenfingers’s tomb—it’s the one with the shipwreck wrapped around its base. Climb aboard the wreck, and you’ll see a set of narrow stone steps that wind their way to the top of the column. Once up top, find a way inside the tomb and then find the Orb of Stars.

Thrennt’s log claims he hid the Orb in a side chamber connected to what he called the ‘hall of the flesh eaters’ and then collapsed the entrance to keep it safe. So, I’m giving you some picks and shovels since you might need to do some digging.

I’m certain there are multiple levels to this tomb, so keep good notes, and document anything you find that might help future expeditions. Check around the top level, but don’t go any deeper than you have to to find the Orb. Remember, you only have three days to do this before the columns start moving again.

The Orb of Stars is a solid sphere made of a dull copper-colored metal inlaid with dozens of star-shaped moonstones, rubies, and blue sapphires that mimic the stars of the Cosmic Caravan.

As usual you can purchase things between adventures, once you're in this adventure the following rules will apply for purchasing. If the PCs need any gear, the Grinning Pixie’s quartermaster can sell them nearly any mundane or alchemical gear in addition to magic items worth 2,500 gp or less (so long as the PC has enough Fame to purchase such an item). Benarry provides any digging tools the PCs need (miner’s picks, shovels, etc.) at no cost. She also supplies each PC with 50 gold pieces of credit for renting equipment from the quartermaster, though she expects the PCs to return any surviving equipment at the end of the adventure.

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

Know, Arcana ~ Gloomspires: 1d20 + 8 ⇒ (7) + 8 = 15

Know, Arcana ~ Seven-fingers: 1d20 + 8 ⇒ (10) + 8 = 18

Obviously unhappy with being trapped aboard the leaking sieve known as the Grinning Pixie, the elf passes on all offers to share the 'jug'. "Just to be clear, you want us to leave the relative safety of this boat, which is already being tossed around, get in a smaller boat, go to an island in the middle of the Arcadian Ocean, all based on the assumption a pirate who died 300 years ago had, and knew how to control, an artifact that could manipulate the Gloomspires. Is that about the size of things? Shades of Gray, man! Where do you people come up with this stuff?"

Silver Crusade

Female Max HP: 21 | AC: 19; T: 14; FF: 15 | Init: +5 | Fort: +3; Ref: +6; Will: +3 Current Damage: -0

Aura takes the jug and a liberal swig and says "She's a she Fethril. I know all humans and half-orcs look alike to you, but still..."

"Besides, it should be fun."

-Posted with Wayfinder

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

"Aura, is that seriously the only thing you took away from my concerns? 'Fun' is not really a plan. It seems as if I have to go now, if only to keep you out of harm's way."

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

Kelris will check his gear multiple times, rubbing oil on his armor and such to keep it from rusting and the leather from cracking in all the rain and storm. After sitting for a bit and listening to the tale he will again check his gear.

"There is a smaller boat? Does it magically not sink? I can't imagine I will swim so well carrying all the heavy gear."

Kelris paces a bit more, the rocking not soothing his fears.

"Can you tell us more about this Hall of the Flesh Eaters? Seems an ominous place."

Silver Crusade

Female Max HP: 21 | AC: 19; T: 14; FF: 15 | Init: +5 | Fort: +3; Ref: +6; Will: +3 Current Damage: -0

"Why become a Pathfinder if not to have fun? Our job is legitimately entertaining."

-Posted with Wayfinder

Grand Lodge

|CORE| Male Human Bard 3 14/22hp] [AC: 17 T: 12 FF: 15] Perform: 17/17 [Perc +7] [F+2/R+5/W+4 (+4 vs sonic, language based, performance)] [CMB +3] [CMD 15] [SP 30 FT] [INIT +6]

Gloomspires/ K. History: 1d20 + 6 ⇒ (6) + 6 = 12
SS/ K. Local: 1d20 + 7 ⇒ (1) + 7 = 8

Not knowing anything about their destination, Sabert doesn't feel a single tinge of fear.
"Well, It could hardly be as bad as traipsing through a jungle and dealing with ancient monkey gods, can it?"
He grins over at Aura. "Sounds like something I would say! I'm all for it!"


Sorry about the disappearance, I've been ankle deep in paint for four days and haven't wanted to get it on anything important.

Benarry takes another swig of whatever happens to be in front of her, "Not really sure. We only have information from Thrennt's log, and all that was good for was cataloging treasure. Be wary, I'm sure there are monsters and traps a'plenty in the 'Spires."

Grand Lodge

|CORE| Male Human Bard 3 14/22hp] [AC: 17 T: 12 FF: 15] Perform: 17/17 [Perc +7] [F+2/R+5/W+4 (+4 vs sonic, language based, performance)] [CMB +3] [CMD 15] [SP 30 FT] [INIT +6]

With a grin, Sabert replies "Of course there are! Thats what makes this fun!"


So if everyone is ready, unto the Breach once more!

The trip from the western edge of the Eye of Abendego takes about 2 days, and you experience minimal difficulty navigating the waters and reaching the base of Sevenfingers’s Tomb.

It took nearly two hours to climb the narrow, winding steps to the summit of the great stone column containing Sevenfingers’s tomb. Although the swirling chaos of the Eye of Abendego lies only a hundred miles away to the east, the violent storms it constantly hurls across the seas seem to have forgotten this eerily quiet place. Surrounding the monolith are dozens of nearly identical columns, their ominous outlines stretching down into the mist. And here, atop Sevenfingers’s tomb, is a small clearing surrounded by a thick and utterly silent veil of tropical trees, hanging vines, and thick undergrowth, all shrouded in fog.

This is an unnatural fog that is wind resistant (though some spells can affect it), and grant creatures 15-20 feet away concealment, those further out getting total concealment.

Silver Crusade

Female Max HP: 21 | AC: 19; T: 14; FF: 15 | Init: +5 | Fort: +3; Ref: +6; Will: +3 Current Damage: -0

"I'd recommend that we creep through here as best we can. It will make it easier to avoid whatever predators live here."

Assuming the group agrees:

Fast Stealth: 1d20 + 3 ⇒ (15) + 3 = 18

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

Kelris shutters upon seeing the fog"Well this should be rather interesting, I will give us some light."

Kelris takes out a torch and lights it.

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

The newly minted mage takes out a wand and taps himself on the chest while activating its defensive magic. He then replaces that wand and draws another, keeping ready for any sign of danger.

Activating Mage Armor for a AC 17. Wand in hand in a Wand of Magic Missles.

Well, she's not wrong

In a hushed whisper to the others, "Let's be about our business shall we?"

stealth: 1d20 + 3 ⇒ (13) + 3 = 16

Grand Lodge

Male Human
Raging:
HP 74/89 AC/Touch/Flat 21/11/19| Fort/Ref/Will +5/+5/+8 +2 vs. charm and compulsion
Barbarian 6| AC 23 T 13 FF 21 | HP 62/77 | F +9 R +5 W +6 +2 vs. charm and compulsion| Init +8 | Perc +10

"I agree. We should proceed cautiously. Sound will be more important than vision here." James says to the group as he leads them along.

Stealth: 1d20 - 1 ⇒ (9) - 1 = 8


A lush canopy of tropical trees, flowering vines, and thick undergrowth forms a dark green wall around this small clearing. A broad trail cuts through the foliage and vanishes into the mists to the northwest. To the south and east is the edge of the column, and a sheer five hundred-foot drop. The ground here is a soggy carpet of thick green moss and black soil.

DC 12 Kn. (Nature) or Survival:
Looking around this clearing at the base of the stairs you've noticed that the plants here have all been stripped of edible fruits and seeds.

DC 10 Perception or Survival:
You find the remains of an old campfire which contains the charred skull and bone fragments of some humanoid. Exceeding this by 7 also finds a path of humanoid footprints leading you north.

Grand Lodge

Male Human
Raging:
HP 74/89 AC/Touch/Flat 21/11/19| Fort/Ref/Will +5/+5/+8 +2 vs. charm and compulsion
Barbarian 6| AC 23 T 13 FF 21 | HP 62/77 | F +9 R +5 W +6 +2 vs. charm and compulsion| Init +8 | Perc +10

James noses around for a bit and gestures to every one, "Look here. An old campfire with humanoid bones in it and a trail leading north."

Survival: 1d20 + 6 ⇒ (4) + 6 = 10
Survival: 1d20 + 6 ⇒ (20) + 6 = 26

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

"Bones can mean many things, so we keep going up?"

Kelris holds his torch high to keep the light wide.

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

survival: 1d20 + 3 ⇒ (12) + 3 = 15
survival: 1d20 + 3 ⇒ (5) + 3 = 8

"Keep your eyes about, someone has been living here. Notice that they ate all the local berries and seeds. We are certainly not alone."

Silver Crusade

Female Max HP: 21 | AC: 19; T: 14; FF: 15 | Init: +5 | Fort: +3; Ref: +6; Will: +3 Current Damage: -0

Sorry about the lack of post today. I ran longer and had to do more than I expected to. Will get a post up tomorrow.

Grand Lodge

|CORE| Male Human Bard 3 14/22hp] [AC: 17 T: 12 FF: 15] Perform: 17/17 [Perc +7] [F+2/R+5/W+4 (+4 vs sonic, language based, performance)] [CMB +3] [CMD 15] [SP 30 FT] [INIT +6]

K. Nature: 1d20 + 7 ⇒ (7) + 7 = 14
Perception: 1d20 + 6 ⇒ (1) + 6 = 7

Sabert keeps up with the rest of the group as they move through the eerie fog and onto the spire. Reaching the base of the stairs, he looks about, easily seeing that the plant life has been eaten. "Yes.. but who would be here? Should we follow James' path there?"

Silver Crusade

Female Max HP: 21 | AC: 19; T: 14; FF: 15 | Init: +5 | Fort: +3; Ref: +6; Will: +3 Current Damage: -0

Aura seemed focused on the terrain as she moved through the undergrowth, moving from shadow to shadow and not really talking to the group, but occasionally flitting back to them with information on things that she noticed for them to avoid.

Stealth: 1d20 + 8 ⇒ (8) + 8 = 16
Perception: 1d20 + 8 ⇒ (15) + 8 = 23


SECRET ROLLS!:
1d20 + 6 ⇒ (9) + 6 = 15
1d20 + 6 ⇒ (8) + 6 = 14
1d20 + 6 ⇒ (3) + 6 = 9
1d20 - 3 ⇒ (13) - 3 = 10

Following the most recent tracks leads to a clearing. This clearing is shrouded in shadows thanks to the thick jungle canopy overhead. A dozen makeshift beds of leaves and palm fronds surround a sickly campfire that barely manages to keep smoldering in the humid air. Moving forward slowly in the mist 6 humanoids can eventually be seen. As soon as you come into sight they howl gleefully and rush you. I'll get the map updated tonight.

Initiatives!:
Aura: 1d20 + 5 ⇒ (19) + 5 = 24
Sabert: 1d20 + 6 ⇒ (16) + 6 = 22
Feth: 1d20 + 3 ⇒ (9) + 3 = 12
Kel: 1d20 + 5 ⇒ (7) + 5 = 12
James: 1d20 + 4 ⇒ (14) + 4 = 18
Kuru: 1d20 ⇒ 5
Surrogate: 1d20 ⇒ 18

Order 1st Round
Aura, Sabert, James
Surrogate
Kel, Feth
Kuru

Grand Lodge

|CORE| Male Human Bard 3 14/22hp] [AC: 17 T: 12 FF: 15] Perform: 17/17 [Perc +7] [F+2/R+5/W+4 (+4 vs sonic, language based, performance)] [CMB +3] [CMD 15] [SP 30 FT] [INIT +6]

Sabert immediately begins singing of the heroes of yore, inspiring his comrades to greater feats of glory! He whips out his rapier and stands ready.
Inspire Courage +1/+1

Silver Crusade

Female Max HP: 21 | AC: 19; T: 14; FF: 15 | Init: +5 | Fort: +3; Ref: +6; Will: +3 Current Damage: -0

Aura is going to move and hide, then ready a thrown dagger when one gets within range.

Stealth: 1d20 + 8 ⇒ (1) + 8 = 9
Readied Action Attack: 1d20 + 5 ⇒ (1) + 5 = 6
Damage Roll: 1d4 + 2 ⇒ (4) + 2 = 6
Sneak Attack: 1d6 ⇒ 4

EDIT: Well, thanks a lot RNG.


Map is updated.

Grand Lodge

Male Human
Raging:
HP 74/89 AC/Touch/Flat 21/11/19| Fort/Ref/Will +5/+5/+8 +2 vs. charm and compulsion
Barbarian 6| AC 23 T 13 FF 21 | HP 62/77 | F +9 R +5 W +6 +2 vs. charm and compulsion| Init +8 | Perc +10

James moves forward and readies and attack on the first one to come in range of his scythe.

Scythe: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15 Damage: 2d4 + 6 + 1 ⇒ (1, 1) + 6 + 1 = 9

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

I don't have a mini :(

Kelris move up with James and ready to attack.


You're there, you should be northwest of James.

The person in the very back, an extremely hairy and unkempt man lets out a ululating inhuman shriek as blood runs from his eyes. The other men and women here visibly bulk up and look much more savage as they begin foaming at the mouth. Kn. (Local) DC 15 to know what these guys are.

Order 1st Round
Aura, Sabert, James
Surrogate
Kel, Feth
Kuru

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

Can someone move me south of Kel and west of James?

"Time for Nethys to take a role in this." With that, the acolyte steps up to James and lays a hand on his back. "This may sting a little, or it may not. The text was not clear really." Even as the elf contemplates the potential side effects of what he ahas done, the barbarian noticeably begins to grow. "Ah! I'm glad to see this works. At the temple I was limited to practicing on sparrows and rabbits." Obviously content with his work, the nods with approval. "Well, rawr and all that. Please feel free to lay waste to all before you, well for the next minute at least."

Casting Enlarge Person on James. (I think he's going to need to be resized).

Liberty's Edge

HP 38 AC 18, T 11, FF 17 /CMD 19/F+7/Ref+3/Will+3 (+1vs Fear)/Ini+5/Perc+5
Mythic:
HP 53 AC 18, T 11, FF 17 l CMD 20 l F 7 R 3 W 3(+1 vs fear) l Ini +11 l Perc +5

moved

Kelris will back up a bit once James gets larger, hoping to move around him to engage once it is time.

Silver Crusade

Female Max HP: 21 | AC: 19; T: 14; FF: 15 | Init: +5 | Fort: +3; Ref: +6; Will: +3 Current Damage: -0

fyi, the casting time on that spell is 1 round, which means it's still ongoing during the first combat round. It's also a close range spell, so you don't have to sit right next to him.


I'm going to have to move the tiles later today. Red ends up southeast of James, Blue east of James, Black northeast of James, white and green will pile up behind, and the Surrogate stays where it is.

The figures reveal themselves to be pale skinned humanoids with red eyes and sharp shark-like teeth. Their weapons and armor are primitive, but that doesn't stop them from using their large teeth and jaws to attack.

Aura's dagger sings through the air, but ends up sticking from a nearby tree instead of finding the ribs of the man it was aimed at. James' attack does hit him as he slips into place drawing a large cut across his chest, though it doesn't stop him from attacking.

Bite!: 1d20 + 4 ⇒ (9) + 4 = 13
Crunch!: 1d20 + 4 ⇒ (1) + 4 = 5
Snap!: 1d20 + 4 ⇒ (9) + 4 = 13

The hunger in their eyes draws them to attack James vital areas, despite being covered in armor. Because of this none of them manage to draw blood.

Order 2nd Round
Sabert
Surrogate
Kel, Feth, Aura, James
Kuru (R: 0, Blue: 0, Black: 0, W: 0, G: 0)

Grand Lodge

|CORE| Male Human Bard 3 14/22hp] [AC: 17 T: 12 FF: 15] Perform: 17/17 [Perc +7] [F+2/R+5/W+4 (+4 vs sonic, language based, performance)] [CMB +3] [CMD 15] [SP 30 FT] [INIT +6]

Seeing that his way forward is blocked, Sabert continues to sing, but also weaves a spell into his words of hope and courage. Reaching the culmination of a stanza, he points his finger at the center of the attacking horde and releases his magic.

Maintaining Bardic Performance, and casting Grease on the square marked on the map. DC 14 Reflex


Reflex (R): 1d20 + 1 ⇒ (12) + 1 = 13
Reflex (W): 1d20 + 1 ⇒ (15) + 1 = 16
Reflex (Blue): 1d20 + 1 ⇒ (12) + 1 = 13
Reflex (G): 1d20 + 1 ⇒ (7) + 1 = 8

Sabert's spell coats the ground underneath the vast majority of the humanoids attacking you, causing three to drop to the ground, while the last continues to harass James. The man at the back who initiated the scream stands and continues watching the action.

Order 2nd Round
Sabert
Surrogate
Kel, Feth, Aura, James
Kuru (R: 0 [prone], Blue: 0 [prone], Black: 0, W: 0, G: 0 [prone])

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