Chaine "The Butcher" Alazario |
On the way to the battle, Chaine feeds a feather step potion to Silvermane. Arriving at the scene and bolstered by the blessings of Skipper and Fade, he challenges the evil ahead with a silent curse. A vow against anything that stands in the way of freedom, a grim promise that revenge will be delivered, whatever the cost.
"Under the level winter sky
I saw a thousand Twinhorns go by.
They sang an idle song and free
As they went up to calvary.
Careless of eye and coarse of lip,
They marched in holiest fellowship.
That heaven might heal the world, they gave
Their earth-born dreams to deck the grave.
With souls unpurged and steadfast breath
They supped the sacrament of death.
And for each one, far off, apart,
Seven swords have rent a woman's heart."
Chaine then spurs Silvermane in a wheeling charge and attempt to strike at heart of evil.
+1 Cold Iron Valiant Lance, Mounted charge vs. Challenged target, Banner; Wheeling Charge, Ride-by Attack, Spirited Charge; Haste, Harrow Insight, Air Walk Higher Ground; Boosted Allied Offensive +4d8 x3 due to Spirited Charge: 1d20 + 18 + 1 + 1 + 1 ⇒ (13) + 18 + 1 + 1 + 1 = 34 for dmg: 3d6 + 3d8 + 48 + 12d8 ⇒ (2, 3, 2) + (3, 6, 5) + 48 + (2, 4, 1, 4, 5, 2, 4, 1, 2, 6, 3, 8) = 111 cold iron, piercing, magical damage.
Lance shining with light; AC 34 vs Challenged Target (haste, pro vs. evil)
GM Cwethan |
The Bodysnatcher is bracketed with shining arrows as Chaine chants his way to victory, piercing the creature to its core!
Fueled by vengeance, the Fallen Twinhorns return fire, feathering the brave knight where he sits in the saddle, before turning their attentions to the
Bow: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12 vs. touch
Force+Negative Energy: 1d8 + 6 + 1 + 2d6 ⇒ (7) + 6 + 1 + (5, 3) = 22
Bow: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15
Force+Negative Energy: 1d8 + 6 + 1 + 2d6 ⇒ (3) + 6 + 1 + (6, 3) = 19
Bow: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
Force+Negative Energy: 1d8 + 6 + 1 + 2d6 ⇒ (7) + 6 + 1 + (2, 2) = 18
Bow: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17
Force+Negative Energy: 1d8 + 6 + 1 + 2d6 ⇒ (6) + 6 + 1 + (6, 2) = 21
Bow: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
Force+Negative Energy: 1d8 + 6 + 1 + 2d6 ⇒ (5) + 6 + 1 + (3, 6) = 21
Switching targets to Skipper
Bow: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Force+Negative Energy: 1d8 + 6 + 1 + 2d6 ⇒ (6) + 6 + 1 + (1, 1) = 15
Bow: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Force+Negative Energy: 1d8 + 6 + 1 + 2d6 ⇒ (4) + 6 + 1 + (1, 5) = 17
Bow: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7
Force+Negative Energy: 1d8 + 6 + 1 + 2d6 ⇒ (8) + 6 + 1 + (5, 1) = 21
Dim light everywhere, darkness and tentacles inside the marked area.
Active Effects: Harrow Insight (Attack), Protection from Evil (Not Summons), Air Walk (Not summons or undead), Haste (Not summons), Twinhorn Aid (Not Summons, Chaine, or other pets)
Skipper -17, Daylight
Fallen Twinhorns (Red - shiny; Blue -4, shiny; Yellow -9)
Brass Mantis 1 negative level, embiggened, darkvision, shield, unlit
Fade -29 (Probably), Fly, unlit, Shield, 7 Images, grappled
Adsal & Friend unlit, Heroism
Wriggling Tentacles
Yami & Friends unlit, Spectral Hand
Chaine -79, dying
Talathel 'Brass Mantis' Gavax |
"Chaine! I shouldn't have let him get in front of me!
Mantis runs forward stabbing at the fallen Twinhorn.
sawtooth: 1d20 + 17 - 1 + 1 + 1 ⇒ (15) + 17 - 1 + 1 + 1 = 33
dmg: 2d6 + 8 + 1 + 2 ⇒ (5, 2) + 8 + 1 + 2 = 18 plus holy: 2d6 ⇒ (6, 1) = 7 did I get it right this time...? :) back on my phone. Can someone please move mini 8 squares & adjacent to red (10 ft up).
Adsal |
The bralani flies to Talathel and heals him.
CMW: 3d8 + 7 ⇒ (1, 3, 8) + 7 = 19
Adsal will cast burning arc, first on the wriggling tentacles then on the blue,then on the yellow.
Burning Arc: 9d6 ⇒ (2, 6, 4, 4, 2, 2, 3, 5, 4) = 32 SR: 1d20 + 16 ⇒ (12) + 16 = 28
Burning Arc: 4d6 ⇒ (5, 2, 6, 1) = 14 SR: 1d20 + 16 ⇒ (11) + 16 = 27
Burning Arc: 2d6 ⇒ (5, 1) = 6 SR: 1d20 + 16 ⇒ (20) + 16 = 36
Fade~ |
Paizo site is being really wonky right now....
GM and Mantis: FYI, you can ready a swift action as a standard action, as a way to downgrade a standard to a swift.
Skipper: Thanks Skipper, but I would have used my immediate action for something else unfortunately... in case you want to save your spell. I could also use it after this turn (Also, liberating command caps at +20)
Immediate Action
As soon as Fade feels the pull of negative energy, he switches his polarity to get healed by it. Using the Wayang power Light and Dark to now get healed by negative energy and harmed by positive energy for 1 minute.
Fort Save: 1d20 + 15 ⇒ (11) + 15 = 26
I think Fade should be at 14 lethal, 15 nonlethal, and 20 points of his ablative barrier used. Reflected that in the stat block.
Free Action
Penumbrae helps out Fade as by activating her abilities. Using Black Blade Strike for +3 damage
Full Attack
Not being able to speak, Fade just attacks the snatcher.
Counts as: silver, cold iron, adamantine, magic, every alignment, and epic.
Main Attack
Black Blade Scimitar Attack (Power Attack, Pool +2 & Keen, Haste, Harrow): 1d20 + 17 - 2 + 2 + 1 + 1 ⇒ (14) + 17 - 2 + 2 + 1 + 1 = 33
Black Blade Scimitar Damage (Power Attack, Black Blade Strike, Pool +2 & Keen): 1d4 + 11 + 4 + 3 + 2 ⇒ (2) + 11 + 4 + 3 + 2 = 22
Iterative
Black Blade Scimitar Attack (Power Attack, Pool +2 & Keen, Haste, Harrow): 1d20 + 12 - 2 + 2 + 1 + 1 ⇒ (13) + 12 - 2 + 2 + 1 + 1 = 27
Black Blade Scimitar Damage (Power Attack, Black Blade Strike, Pool +2 & Keen): 1d4 + 11 + 4 + 3 + 2 ⇒ (2) + 11 + 4 + 3 + 2 = 22
Haste
Black Blade Scimitar Attack (Power Attack, Pool +2 & Keen, Haste, Harrow): 1d20 + 17 - 2 + 2 + 1 + 1 ⇒ (9) + 17 - 2 + 2 + 1 + 1 = 28
Black Blade Scimitar Damage (Power Attack, Black Blade Strike, Pool +2 & Keen): 1d4 + 11 + 4 + 3 + 2 ⇒ (2) + 11 + 4 + 3 + 2 = 22
Chaine "The Butcher" Alazario |
Chaine was Touch AC 15 due to Haste and Pro vs. Evil, if that makes a difference. Also if there was miss chances to their shots due to concealment, foliage, stones, etc. I'll take it! :)
GM Cwethan |
Okay, lotta things that need some clarification or tweaks:
Fade: Interesting point about a readied swift - I like it. (I'll swap that over to nonlethal, the "-29 (Probably)" reflected by guess about your Wayang power.
However, the Body Snatcher is dead, Fade is trapped in an entirely different set of tentacles (An environmental effect akin to the Black Tentacles spell). But, on the plus side, you're not silenced!
Chaine: I had added those in (and cover based on who was shooting). Though your AC totaled 13 with the -2 AC from charging, right?
Adsal: The Bralani didn't seem to have moved on the map, but since Talathel is at full health, and Chaine is dying, I redirected your critter's attentions. Please sing out if I misread your intentions. Also, Burning Arc has a 45' range at CL 9. Are you moving closer first?
Adsal's azata restores Chaine to consciousness as Mantis moves to the attack! His great blade disperses some of the form of the Fallen Twinhorn, but even as he strikes, the tendrils that fill the stone circle wrap him up in their grasp as well!
Grapple: 1d20 + 15 ⇒ (19) + 15 = 34
Bludgeoning: 1d6 + 4 ⇒ (6) + 4 = 10
Dim light everywhere, darkness and tentacles inside the marked area.
Active Effects: Harrow Insight (Attack), Protection from Evil (Not Summons), Air Walk (Not summons or undead), Haste (Not summons), Twinhorn Aid (Not Summons, Chaine, or other pets)
Skipper -17, Daylight
Fallen Twinhorns (Red -12, shiny; Blue -4, shiny; Yellow -9)
Brass Mantis -10, 1 negative level, embiggened, darkvision, shield, unlit, grappled
Fade -14 15nl, Fly, unlit, Shield, 7 Images, grappled
Adsal & Friend unlit, Heroism
Wriggling Tentacles
Yami & Friends unlit, Spectral Hand
Chaine -60
Fade~ |
Oh goodness, missed that about the body snatcher... alright, gonna refund Penumbrae's point...
Immediate Action
Still happens with the Light and Dark.
Standard Action
He tries to escape the grapple.
CMB (Haste, Harrow): 1d20 + 12 + 1 + 1 ⇒ (6) + 12 + 1 + 1 = 20
Fail.
There, easy. ;)
GM Cwethan |
The awful aura of the circle of stones begins to tug at Mantis's lifeforce, but Fade continues to find himself invigorated by the grim energy! Adsal's blast does scorch the incorporeal hunters, but a great part of its force seems to pass through them...
Negative Energy: 5d6 ⇒ (5, 4, 5, 3, 1) = 18 DC 17 Will for 1/2
Grapple vs. Fade: 1d20 + 15 + 5 ⇒ (10) + 15 + 5 = 30
Bludgeoning: 1d6 + 4 ⇒ (6) + 4 = 10
Grapple vs. Mantis: 1d20 + 15 + 5 ⇒ (14) + 15 + 5 = 34
Bludgeoning: 1d6 + 4 ⇒ (5) + 4 = 9
The writhing tentacles continue to crush Fade and Mantis in their rubbery embrace.
Dim light everywhere, darkness and tentacles inside the marked area.
Active Effects: Harrow Insight (Attack), Protection from Evil (Not Summons), Air Walk (Not summons or undead), Haste (Not summons), Twinhorn Aid (Not Summons, Chaine, or other pets)
Skipper -17, Daylight
Fallen Twinhorns (Red -18, shiny; Blue -15, shiny; Yellow -11)
Brass Mantis -27/36, 1 negative level, embiggened, darkvision, shield, unlit, grappled
Fade -4 5nl, Fly, unlit, Shield, 7 Images, grappled
Adsal & Friend unlit, Heroism
Wriggling Tentacles
Yami & Friends unlit, Spectral Hand
Chaine -60
EDIT - Just realized Mantis's swing didn't count in the Twinhorn aid, and need to save vs. Adsal's arc now that I've scooted him into range.
Extra Damage: 4d8 ⇒ (1, 7, 3, 1) = 12
Blue: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
Yellow: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Chaine "The Butcher" Alazario |
cavalier cheese at play once more I'm afraid--> they don't get the AC penalty for charging.
GM Cwethan |
Ah, then with that +2 AC you've saved Skipper from an arrow, and heal by 4 :)
Dim light everywhere, darkness and tentacles inside the marked area.
Active Effects: Harrow Insight (Attack), Protection from Evil (Not Summons), Air Walk (Not summons or undead), Haste (Not summons), Twinhorn Aid (Not Summons, Mantis, Chaine, or other pets)
Skipper - Daylight
Fallen Twinhorns (Red -18, shiny; Blue -15, shiny; Yellow -11)
Brass Mantis -27/36, 1 negative level, embiggened, darkvision, shield, unlit, grappled
Fade -4 5nl, Fly, unlit, Shield, 7 Images, grappled
Adsal & Friend unlit, Heroism
Wriggling Tentacles
Yami & Friends unlit, Spectral Hand
Chaine -56
Yami Kurokage |
Yami will instruct both of his minions to attempt to free his allies from the tentacles.
Spiky Grapple on Fade: 1d20 + 24 ⇒ (14) + 24 = 38
Skele-Grizzly Grapple on Mantis: 1d20 + 13 ⇒ (16) + 13 = 29
Yami will then raise his crook and fire off a fireball using shadow evocation, targeting the blast on the center stone (which should avoid catching any allies in the area).
DC 22 Will Save to reduce damage to 20%, DC 22 Reflex for 1/2 damage
SR if Necessary in RBGY order: 4d20 + 10 ⇒ (14, 7, 19, 7) + 10 = 57
Shadow Fireball damage: 10d6 ⇒ (2, 6, 4, 4, 5, 2, 3, 4, 4, 4) = 38
GM Cwethan |
Since there's essentially a field of tentacles, and not a single creature that can be grappled, I'm happy to treat Spiky and Skele-Grizzly's efforts as an aid to their next escape attempts, but they wont' be able to grapple the effect.
Yami's skeletal subordinates tug at the tentacles while their master bombards the incorporeal archers. As creatures of memory and hate, they seem all too willing to accept the reality of the shadowy blast, but once more the full force doesn't seem to get through.
Wills (Same order): 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 171d20 + 10 + 1 ⇒ (2) + 10 + 1 = 131d20 + 10 + 1 ⇒ (1) + 10 + 1 = 121d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14
Reflex: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 81d20 + 6 + 1 ⇒ (19) + 6 + 1 = 261d20 + 6 + 1 ⇒ (3) + 6 + 1 = 101d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Dim light everywhere, darkness and tentacles inside the marked area.
Active Effects: Harrow Insight (Attack), Protection from Evil (Not Summons), Air Walk (Not summons or undead), Haste (Not summons), Twinhorn Aid (Not Summons, Mantis, Chaine, or other pets)
Bold may Go!
Skipper - Daylight
Fallen Twinhorns (Red -32, shiny; Blue -19, shiny; Green -14; Yellow -15)
Brass Mantis -27/36, 1 negative level, embiggened, darkvision, shield, unlit, grappled
Fade -4 5nl, Fly, unlit, Shield, 7 Images, grappled
Adsal & Friend unlit, Heroism
Wriggling Tentacles
Yami & Friends unlit, Spectral Hand
Chaine -56 (Narrowly never went unconscious, so still armed!)
Talathel 'Brass Mantis' Gavax |
Can someone please move mini 8 squares & adjacent to red (10 ft up).
D'oh! should have used embiggened reach :)
"What are these things?" he asks about the tendrils. Can I burn, cut or damage them? ??: 1d20 - 1 ⇒ (19) - 1 = 18 +5 Perception, +8 KN (arcana) or Spellcraft, +4 Kn (rel)
Please clarify: "Brass Mantis -27/36," is that non-lethal/lethal damage (vice versa) or something else? Also, does Mantis need to make a Save? Finally, do the Twinhorns appear to fly?
GM Cwethan |
I assumed you were trying to make sure the archer couldn't 5' away...
As for the tentacles, you can't really interact with them except to escape their grasp. The -27/36 is because you have to save for 1/2 against negative energy damage from the post where I regrappled you and Fade. (DC 17 Will)
The Twinhorns haven't left the ground yet, but as incorporeal creatures it would be very strange if they couldn't.
Chaine "The Butcher" Alazario |
Chaine has the Missile Shield feat which should reduce one arrow per round out of his pincushion, assuming these things are classified as ranged weapons. Other than that I'm gonna wait an hour or so before posting - I'm opened to suggestions here as I don't really know what's the target (critters or is there an evil glowin' stone somewhere that needs cold iron?)
Talathel 'Brass Mantis' Gavax |
Gotcha! :) Will: 1d20 + 10 - 1 ⇒ (4) + 10 - 1 = 13
"Aaargh!"
Chaine "The Butcher" Alazario |
Chaine's gonna use the power of geometry to clip yellow from above the sphere... thank you, air walk! see my awful, awful 'side view' slide...
"Go to the battlefields of Gorum, you fools! this is the world of mortals! you, there! take this!"
+1 Cold Iron Valiant Lance, Mounted charge vs. Yellow; Challenged target, Banner; Wheeling Charge, Ride-by Attack, Spirited Charge; Haste, Harrow Insight, Air Walk Higher Ground: 1d20 + 18 + 1 + 1 + 1 ⇒ (14) + 18 + 1 + 1 + 1 = 35 for dmg: 3d6 + 3d8 + 48 ⇒ (2, 6, 5) + (5, 5, 6) + 48 = 77 cold iron, piercing, magical damage.
Lance shining with light; AC 34 vs Challenged Target (haste, pro vs. evil)
"Skipper! I need me some sweet Sinashakti positivity here! make it fly in all directions like the other day... not only will it help all of us, but maybe the warmth of that deity will smother them tentacles!!!"
Shameless flashback from Part A here... I seem to remember positive energy being useful with the rocks or the portal... not sure which... channeling to hurt undead wouldn't be bad either... but the healz... they are goodz...
Yami Kurokage |
...channeling to hurt undead wouldn't be bad either...
If that is a route Skipper would like to take, I would recommend excluding Fade if you do. He counts as undead for purposes of channeling at the moment.
GM Cwethan |
1 person marked this as a favorite. |
Hmm... there's a whole other feat to allow you to deflect ranged touch attacks using that feat, but technically I guess Missile Shield could apply to ghost arrows... Eh, I'm RAW sold on it at least. One shot refunded!
Chaine and Silvermane soar through the air, out of the tentacle's reach, his lance disrupting the Fallen archer with a clap like thunder. Though the Twinhorn does reform in his wake...
However, as he does so, a pulse seems to run through the undead, they seem somewhat less fearsome, but still remain focused on the fight!
Wills: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 251d20 + 10 + 1 ⇒ (16) + 10 + 1 = 271d20 + 10 + 1 ⇒ (6) + 10 + 1 = 171d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22
Dim light everywhere, darkness and tentacles inside the marked area.
Active Effects: Harrow Insight (Attack), Protection from Evil (Not Summons), Air Walk (Not summons or undead), Haste (Not summons), Twinhorn Aid (Not Summons, Mantis, Chaine, or other pets)
Bold may Go!
Skipper - Daylight
Fallen Twinhorns (Red -32, shiny; Blue -19, shiny; Green -14; Yellow -53)
Brass Mantis -36, 1 negative level, embiggened, darkvision, shield, unlit, grappled
Fade -4 5nl, Fly, unlit, Shield, 7 Images, grappled
Adsal & Friend unlit, Heroism
Wriggling Tentacles
Yami & Friends unlit, Spectral Hand
Chaine -37
Adsal |
Okay, lotta things that need some clarification or tweaks:
Adsal: The Bralani didn't seem to have moved on the map, but since Talathel is at full health, and Chaine is dying, I redirected your critter's attentions. Please sing out if I misread your intentions. Also, Burning Arc has a 45' range at CL 9. Are you moving closer first?
Adsal's azata restores Chaine to consciousness as Mantis moves to the attack! His great blade disperses some of the form of the Fallen Twinhorn, but even as he strikes, the tendrils that fill the stone circle wrap him up in their grasp as well!
Many thanks, this is absolutely correct.
Skipper Daytripper |
"I'll see what I can do but right now there's something a little more pressing," Skipper calls out as he dashes, hasted, after Mantis. Aaand taps him, at the end of a baseball-worthy second base slide.
Freedom of movement on Mantis, and falling prone as a free action at end of my turn
GM Cwethan |
Taking advantage of the last moments that Mantis will be wrapped up in the tentacles, the Twinhorns open fire, felling the towering Paladin! One enterprising hunter tries a shot at Silvermane, but Chaine is able to turn him aside from harm. Can't fail the Mounted Combat check
However, as Mantis has fallen within the boundaries of the circle, it won't be long before his life force is drained away entirely Though the fuzzy nature of PbP initiative might save him!
Longbow: 1d20 + 8 + 1 - 1 ⇒ (17) + 8 + 1 - 1 = 25
Force+Negative Energy: 1d8 + 6 + 1 + 2d6 ⇒ (2) + 6 + 1 + (6, 4) = 19
Longbow: 1d20 + 3 + 1 - 1 ⇒ (17) + 3 + 1 - 1 = 20
Force+Negative Energy: 1d8 + 6 + 1 + 2d6 ⇒ (4) + 6 + 1 + (6, 3) = 20
Longbow: 1d20 + 8 + 1 - 1 ⇒ (3) + 8 + 1 - 1 = 11
Force+Negative Energy: 1d8 + 6 + 1 + 2d6 ⇒ (6) + 6 + 1 + (2, 1) = 16
Longbow: 1d20 + 3 + 1 - 1 ⇒ (1) + 3 + 1 - 1 = 4
Force+Negative Energy: 1d8 + 6 + 1 + 2d6 ⇒ (3) + 6 + 1 + (5, 4) = 19
Longbow: 1d20 + 8 + 1 - 1 ⇒ (11) + 8 + 1 - 1 = 19
Force+Negative Energy: 1d8 + 6 + 1 + 2d6 ⇒ (4) + 6 + 1 + (2, 3) = 16
Longbow: 1d20 + 3 + 1 - 1 ⇒ (4) + 3 + 1 - 1 = 7
Force+Negative Energy: 1d8 + 6 + 1 + 2d6 ⇒ (6) + 6 + 1 + (4, 5) = 22
Longbow: 1d20 + 8 + 1 - 1 ⇒ (12) + 8 + 1 - 1 = 20
Force+Negative Energy: 1d8 + 6 + 1 + 2d6 ⇒ (3) + 6 + 1 + (5, 3) = 18
Longbow: 1d20 + 3 + 1 - 1 ⇒ (13) + 3 + 1 - 1 = 16
Force+Negative Energy: 1d8 + 6 + 1 + 2d6 ⇒ (4) + 6 + 1 + (2, 1) = 14
[ooc]Dim light everywhere, darkness and tentacles inside the marked area.
Active Effects: Harrow Insight (Attack), Protection from Evil (Not Summons), Air Walk (Not summons or undead), Haste (Not summons), Twinhorn Aid (Not Summons, Mantis, Chaine, or other pets)
Bold may Go!
Skipper - Daylight
Fallen Twinhorns (Red -32, shiny; Blue -19, shiny; Green -14; Yellow -53, 5 feet up)
Brass Mantis -109, dying, 1 negative level, embiggened, darkvision, shield, unlit, freedom of movement, grappled - but likely to escape ;)
Fade -4 5nl, Fly, unlit, Shield, 7 Images, grappled
Adsal & Friend unlit, Heroism
Wriggling Tentacles
Yami & Friends unlit, Spectral Hand
Chaine -37
Talathel 'Brass Mantis' Gavax |
Does the negative level affect this roll as well? Also since a negative level reduces my maximum hp, I think the DC is also lowered, correct? Errr... It must be or I would be conscious :)
Stabilize: 1d20 + 2 - 4 ⇒ (14) + 2 - 4 = 12
Fade~ |
Standard Action
Fade tries to break free of the grapple again.
CMB (Harrow, Haste, Grappled): 1d20 + 12 + 1 + 1 - 2 ⇒ (13) + 12 + 1 + 1 - 2 = 25
If that makes it, he'll move out of it. I think it doesn't, though.
Adsal |
Adsal flies to Mantis and holds him. With a quick word the door closer to the Bralani so that he can heal him.
DimDoor
The Bralani sees Manti dying and quickly flies over and heals him.
CMW: 3d8 + 7 ⇒ (5, 7, 7) + 7 = 26
GM Cwethan |
Adsal and his ally rescue Mantis from the brink of death, and with Fade having escaped the tentacles' clutches, the awful shadowy growths have nothing to reach!
Dim light everywhere, darkness and tentacles inside the marked area.
Active Effects: Harrow Insight (Attack), Protection from Evil (Not Summons), Air Walk (Not summons or undead), Haste (Not summons), Twinhorn Aid (Not Summons, Mantis, Chaine, or other pets)
Bold may Go!
Skipper - Daylight
Fallen Twinhorns (Red -32, shiny; Blue -19, shiny; Green -14; Yellow -53, 5 feet up)
Brass Mantis -83, 1 negative level, embiggened, darkvision, shield, unlit, freedom of movement
Fade -4 5nl, Fly, unlit, Shield, 7 Images, grappled
Adsal & Friend unlit, Heroism
Wriggling Tentacles
Yami & Friends unlit, Spectral Hand
Chaine -37
Skipper Daytripper |
"Triage, triage, triage," Skipper mutters from his spot prone on the ground. Hands clasped over his belly, he vwips from one spot on the ground to... a different spot on the ground, over near Mantis.
"Okay! I heard you Chaine, I just need to work on the most injured at a time!"
Converting crusader's edge to cure Critical on Mantis: 4d8 + 11 ⇒ (5, 6, 8, 3) + 11 = 33
"Does anyone have anything like a mist or a wall spell to stop these archers from peppering us? Their arrows are doing more damage than I can easily heal!" Skipper calls out to the others.
Talathel 'Brass Mantis' Gavax |
Mantis' eyes flutter open and Skipper's face again comes into view. Remembering the stealthy cavalier's shouted challenge at the museum, he warily whispers, "Some of the more experienced Red Mantis can conjure a mist to hide them. The nearest I have is something that make my edges a little misty. We could move to the trees. Can your reach the undead with Shinastaki's divine power from the trees?"
I have blur. I put lightning bolt icons where my swords would have fallen. It may be a while before I get them back :)
Yami Kurokage |
"Does anyone have anything like a mist or a wall spell to stop these archers from peppering us? Their arrows are doing more damage than I can easily heal!" Skipper calls out to the others.
"As you wish!" Yami calls out as he raises his crook again. It flares with darkness as he calls a fog cloud into existence using shadow conjuration centered on as much of his living allies as possible. Under the cover of the "cloud" he will have Skele-Grizzly and Spiky attempt to retrieve Mantis' weapons (and/or begin to return them if enough actions, will leave up to GM interpretation/amusement).
Will Save for disbelief is 21. There is a 20% chance of the spell still working if they make the will save.
GM Cwethan |
Luckily, unlike the Body Snatcher, the Fallen don't have Spellcraft and Knowledge (Arcane), also since the Shadow Evocation tricked them all, they don't know you're tricksy! No will saves yet!
I'm okay with Spiky grabbing the weapons, but since summoned skeletal grizzlies don't have thumbs, or the ability to comprehend spoken commands...
Skele-grizzly roars and swings its claws through the incorporeal spirits, while Spiky snatches up Mantis's sabers in her mighty claws, a groaning hiss emitting from her as the holy blades burn to the touch.
Dim light everywhere, darkness and tentacles inside the marked area.
Active Effects: Harrow Insight (Attack), Protection from Evil (Not Summons), Air Walk (Not summons or undead), Haste (Not summons), Twinhorn Aid (Not Summons, Mantis, Chaine, or other pets)
Bold may Go!
Skipper - Daylight
Fallen Twinhorns (Red -32, shiny; Blue -19, shiny; Green -14; Yellow -53, 5 feet up)
Brass Mantis -50, 1 negative level, embiggened, darkvision, shield, unlit, freedom of movement
Fade -4 5nl, Fly, unlit, Shield, 7 Images, grappled
Adsal & Friend unlit, Heroism
Wriggling Tentacles
Yami & Friends unlit, Spectral Hand
Chaine -37
Chaine "The Butcher" Alazario |
[Standard Action: Total Defense +4 dodge to AC (Silvermane/Chaine)]
Chaine leads his air-walking horse over Skipper and Adsal, next to the prone Brass Mantis, and utters an ancient Lastwall soldier's oath.
+4 sacred bonus to AC and saves due to adjacent (Silvermane, Skipper, Adsal, Brass Mantis - see Side View #2; +3 dodge bonus to AC vs. Yellow (still challenged); Total AC 40 vs. Challenged Foe; 35 AC vs. others; Touch AC 26 vs. Challenged; Touch AC 23 vs. others.
Chaine then says, "Magic will win the day here I think... Skipper, Yami and Adsal: roast them, zap them or fill them with holy righteous fury!!!"
GM Cwethan |
Annoyed at having their good? work undone by the plucky halfling, one pair of the spectral Twinhorns turn their ire on the only healer they can see, while the other pair fires at the necromancer who has hidden their prey!
Longbow: 1d20 + 8 + 1 - 1 ⇒ (9) + 8 + 1 - 1 = 17
Force+Negative Energy: 1d8 + 6 + 1 + 2d6 ⇒ (2) + 6 + 1 + (5, 3) = 17
Longbow: 1d20 + 3 + 1 - 1 ⇒ (7) + 3 + 1 - 1 = 10
Force+Negative Energy: 1d8 + 6 + 1 + 2d6 ⇒ (1) + 6 + 1 + (4, 4) = 16
Longbow: 1d20 + 8 + 1 - 1 ⇒ (17) + 8 + 1 - 1 = 25
Force+Negative Energy: 1d8 + 6 + 1 + 2d6 ⇒ (8) + 6 + 1 + (6, 5) = 26
Longbow: 1d20 + 3 + 1 - 1 ⇒ (2) + 3 + 1 - 1 = 5
Force+Negative Energy: 1d8 + 6 + 1 + 2d6 ⇒ (5) + 6 + 1 + (2, 2) = 16
Vs. the Bralani's touch of 15 (+1 from Lastwall Phalanx)
Longbow: 1d20 + 8 + 1 - 1 ⇒ (6) + 8 + 1 - 1 = 14
Force+Negative Energy: 1d8 + 6 + 1 + 2d6 ⇒ (4) + 6 + 1 + (2, 3) = 16
Longbow: 1d20 + 3 + 1 - 1 ⇒ (8) + 3 + 1 - 1 = 11
Force+Negative Energy: 1d8 + 6 + 1 + 2d6 ⇒ (3) + 6 + 1 + (4, 1) = 15
Longbow: 1d20 + 8 + 1 - 1 ⇒ (8) + 8 + 1 - 1 = 16
Force+Negative Energy: 1d8 + 6 + 1 + 2d6 ⇒ (5) + 6 + 1 + (1, 3) = 16
Concealment: 1d100 ⇒ 91
Longbow: 1d20 + 3 + 1 - 1 ⇒ (16) + 3 + 1 - 1 = 19
Force+Negative Energy: 1d8 + 6 + 1 + 2d6 ⇒ (7) + 6 + 1 + (2, 6) = 22
Concealment: 1d100 ⇒ 1 - Miss!
Dim light everywhere, darkness and tentacles inside the marked area.
Active Effects: Harrow Insight (Attack), Protection from Evil (Not Summons), Air Walk (Not summons or undead), Haste (Not summons), Twinhorn Aid (Not Summons, Mantis, Chaine, or other pets)
Bold may Go!
Skipper - Daylight
Fallen Twinhorns (Red -32, shiny; Blue -19, shiny; Green -14; Yellow -53, 5 feet up)
Brass Mantis -50, 1 negative level, embiggened, darkvision, shield, unlit, freedom of movement
Fade -4 5nl, Fly, unlit, Shield, 7 Images, grappled
Adsal & Friend unlit, Heroism (Bralani -16)
Wriggling Tentacles
Yami & Friends -26, unlit, Spectral Hand
Chaine -37
Yami Kurokage |
Yami will activate, much like Fade, his "Light and Dark" ability as an immediate action when the first arrow starts coming his way. That will convert any negative energy damage into healing for 1 minute.
GM Cwethan |
In the case of the arrows, it will instead negate the damage rather than heal from it (it specifically calls out that it cannot heal undead targets), but hey, better than taking the damage!
Adsal's bolts tear pockmarks out of the most damaged Twinhorn, but it still retains enough cohesion to battle on.
Dim light everywhere, darkness and tentacles inside the marked area.
Active Effects: Harrow Insight (Attack), Protection from Evil (Not Summons), Air Walk (Not summons or undead), Haste (Not summons), Twinhorn Aid (Not Summons, Mantis, Chaine, or other pets)
Bold may Go!
Skipper - Daylight
Fallen Twinhorns (Red -32, shiny; Blue -19, shiny; Green -14; Yellow -67, 5 feet up)
Brass Mantis -50, 1 negative level, embiggened, darkvision, shield, unlit, freedom of movement
Fade -4 5nl, Fly, unlit, Shield, 7 Images
Adsal & Friend unlit, Heroism (Bralani -16)
Wriggling Tentacles
Yami & Friends -15, unlit, Spectral Hand
Chaine -37
Fade~ |
Swift Action
Fade recalls a Fireball. Using Improved Spell Recall to recall it for one arcane pool point.
Standard Action
He blasts the enemies! Put a red template out. Should hit Red, Blue, and Yellow.
Fireball: 10d6 ⇒ (3, 2, 5, 6, 3, 5, 6, 4, 6, 6) = 46 - Reflex DC 18 for half
GM Cwethan |
Reflexes: 1d20 + 6 + 1 - 1 ⇒ (7) + 6 + 1 - 1 = 131d20 + 6 + 1 - 1 ⇒ (14) + 6 + 1 - 1 = 201d20 + 6 + 1 - 1 ⇒ (1) + 6 + 1 - 1 = 7
Fade's fireball nearly burns away the more injured of the set, but the gaggle of ghosts remains!
Dim light everywhere, darkness and tentacles inside the marked area.
Active Effects: Harrow Insight (Attack), Protection from Evil (Not Summons), Air Walk (Not summons or undead), Haste (Not summons), Twinhorn Aid (Not Summons, Mantis, Chaine, or other pets)
Bold may Go!
Skipper - Daylight
Fallen Twinhorns (Red -50, shiny; Blue -25, shiny; Green -14; Yellow -85, 5 feet up)
Brass Mantis -50, 1 negative level, embiggened, darkvision, shield, unlit, freedom of movement
Fade -4 5nl, Fly, unlit, Shield, 7 Images
Adsal & Friend unlit, Heroism (Bralani -16)
Wriggling Tentacles
Yami & Friends -15, unlit, Spectral Hand
Chaine -37
Talathel 'Brass Mantis' Gavax |
Mantis stands up, then retrieves a wand from its holster. He channels the energy of Apsu toward his wounds before reaching over to Chain and casting a spell to give the cavalier's edges a bit of red mistiness. LoH: 2d6 ⇒ (4, 2) = 6 swift to lay on hands to self, move to stand (and retrieve a wand-unless retrieving is a standard), standard to cast blur on Chaine.
"I agree, though my magic is meager I think it is the way to defeat these things."
GM Cwethan |
The tentacles continue not to trouble Yami's undead servants, leaving the rest of the Pathfinders free to go!
Dim light everywhere, darkness and tentacles inside the marked area.
Active Effects: Harrow Insight (Attack), Protection from Evil (Not Summons), Air Walk (Not summons or undead), Haste (Not summons), Twinhorn Aid (Not Summons, Mantis, Chaine, or other pets)
Bold may Go!
Skipper - Daylight
Fallen Twinhorns (Red -50, shiny; Blue -25, shiny; Green -14; Yellow -85, 5 feet up)
Brass Mantis -44, 1 negative level, embiggened, darkvision, shield, unlit, freedom of movement
Fade -4 5nl, Fly, unlit, Shield, 7 Images
Adsal & Friend unlit, Heroism (Bralani -16)
Wriggling Tentacles
Yami & Friends -15, unlit, Spectral Hand
Chaine -37, Blur
Yami Kurokage |
Yami moves forward, descending into the tree line towards the end of his movement to give him as much cover as possible; while commanding Spiky to bring Mantis' weapons back to him in the cloud. Upon finishing his movement, he attempts to exert his will on the nearest Twinhorn ghost(?) to bring it under his thrall.
Yami moves up a bit and attempts to use his Command Undead feat gained through his arcane school on the nearest Twinhorn (I don't believe I am close enough to catch multiple, though I think I still have about 5-10 feet or so of movement left if needed). It needs to make a DC 16 Will save or be treated as if it was affected by control undead.
GM Cwethan |
Looks like with that extra movement you can get Red and Blue
Wills: 1d20 + 10 + 1 - 1 + 4 ⇒ (16) + 10 + 1 - 1 + 4 = 301d20 + 10 + 1 - 1 + 4 ⇒ (20) + 10 + 1 - 1 + 4 = 34
Both of the spirits repel Yami's commands with scant effort. Clearly the will of a Twinhorn persists through death into the beyond.
Dim light everywhere, darkness and tentacles inside the marked area.
Active Effects: Harrow Insight (Attack), Protection from Evil (Not Summons), Air Walk (Not summons or undead), Haste (Not summons), Twinhorn Aid (Not Summons, Mantis, Chaine, or other pets)
Bold may Go!
Skipper - Daylight
Fallen Twinhorns (Red -50, shiny; Blue -25, shiny; Green -14; Yellow -85, 5 feet up)
Brass Mantis -44, 1 negative level, embiggened, darkvision, shield, unlit, freedom of movement
Fade -4 5nl, Fly, unlit, Shield, 7 Images
Adsal & Friend unlit, Heroism (Bralani -16)
Wriggling Tentacles
Yami & Friends -15, unlit, Spectral Hand
Chaine -37, Blur
Chaine "The Butcher" Alazario |
[Standard Action: Total Defense +4 dodge to AC (Silvermane/Chaine)]
Chaine stays put into the protective fog, confident Yami's pets have things well in hand! He decides to give the undead a little boost though!
[swift action: For the King! everyone within 30-ft radius gets +3 competence bonus on all attacks and damage for 1 round]
+4 sacred bonus to AC and saves due to adjacent (Silvermane, Skipper, Adsal, Brass Mantis - see Side View #2; +3 dodge bonus to AC vs. Yellow (still challenged); Total AC 40 vs. Challenged Foe; 35 AC vs. others; Touch AC 26 vs. Challenged; Touch AC 23 vs. others.
GM Dennis |
Filling in for Overseer Granta:
***OVERSEER ANNOUNCEMENT***
As Medda and Anok join the group of Pathfinders around the stone circle, she assists them with the binding ritual. Medda thrusts Ivvora’s hilt into the portal, calling on Vildeis for aid. The shadow rift shrinks and closes, releasing a massive shock wave that knocks the Pathfinders, the Twinhorn warriors, and Medda to the ground. A field of dark, rippling energy remains, suspended above the stone altar. As Medda reaches out to pick up Ivvora’s hilt—the already broken blade now spider-webbed with new cracks—a supernatural silence descends. Only the telepathic rage of some unseen menace cuts through the quiet. “You dare to shut me out?” it rages. “I see you, but I do not see her. Where is the dwarf woman, Ivvora, who fought me so long ago? Has her mortal body failed at last? Has the realm of the
living at last lost its protector? Know this: when the long shadows reach out again, I will grasp them and claw my way back into your world to see your flesh devoured by my children.”
Sound returns to the Realm of the Mammoth Lords, and Medda cautiously stands. “It seems that Eshimka still lives and has even left this foul scar on our world,” she declares. “If we are to believe its promises, the fiend will attack on the next winter solstice. If we are to survive, we must be ready. Nearly a millennium ago, Ivvora held the key to defeating Eshimka. By following her legends and discovering her fate, we may harness the same holy power that banished this fiend—and together end the beast entirely.
“When we set out, it would be the privilege of this following to have the Pathfinders at our side. But that is a trial for another day. Tonight, at last, we rest.”
This concludes part 3.
GM Dennis |
***OVERSEER ANNOUNCEMENT***
Celebration and preparation have filled the last two days. The Twinhorns are both relieved to have thwarted the villain Eshimka and resolved to help the following’s spiritual leader, Medda, retrace the paladin Ivvora’s millennium-old steps. After hours of considering and retelling ancient stories preserved by oral tradition, Medda gathers the Pathfinders. “The holy warrior Ivvora came to us in pursuit of Eshimka, whom she vanquished and banished with the Twinhorns’ help. However, she would not rest for long, and she insisted on seeking out other evils in the area. At that time, the most fearsome threat was Grathatonhakis, an immense white dragon that lurked in the Tusk Mountains and would strike our camps. Ivvora learned what she could, left her dagger with us, and departed to slay the dragon. She never returned, and neither did the dragon. Exactly what transpired is unclear from our legends.” Medda cradles the fragile remnants of Ivvora’s dagger. “This blade kept Eshimka at bay for so many generations, and now it is ready to fall apart. Ivvora held the key to defeating Eshimka, and by learning her fate or communing with her spirit where she fell, we might harness the same power. Then we shall not just reseal the shadow fiend but destroy it once and for all! From our tales we have learned where the wyrm Grathatonhakis laired. Let us set out together to learn what happened—and who might have taken the caves since.”
The trek is long and cold, taking the group first across the tundra and then into shadow of the frigid Tusk Mountains. As the trail winds around a frozen lake, the snap of a snare echoes over the ice, and a Pathfinder is whipped into air by a cleverly laid trap. Medda scowls and announces, “Pathfinders, we have kobolds. Keep within earshot and spread out. They aren’t just a threat; they may also be our best better to finding the dead dragon’s lair.”
@Table GMs: You have until June 14th to run encounter K on page 32, followed by L and/or M.