[AP] Curse of the Crimson Throne by GMs Rutseg, Zek and Snowheart (Inactive)

Game Master Balacertar

COMPLETED

Maps
Info
Bashiel's Loot Table
Commanded creatures


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Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Snapping out of it, Zamanda moves to a better position, and resumes singing.

Inspire Courage and Discordant Voice back up.

Inspire Courage:

To be affected, an ally must be able to perceive the bard’s performance. An affected ally receives +2 to saving throws against charm and fear effects (morale) and +2 on attack and weapon damage rolls (competence).

Discordant Voice:

Whenever you are using bardic performance to create a spell-like or supernatural effect, allies within 30 feet of you deal an extra 1d6 points of sonic damage with successful weapon attacks. This damage stacks with other energy damage a weapon might deal. Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target within 30 feet of you.

Haste is still up as well. (And Gravity Bow for me.)


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

Bashiel shakes his head to clear out the babbling ringing in his ears. The bloody bodies on the ground spur him into action. If Kalem wasn't going to show mercy, he would simply have to get to them first.

He faces down the unhelmed Maiden and delivers a flurry of stabs. (Below, one d6 bonus damage is for discordant voice, the second d6 is merciful)

Human Bane Rapier, 1-handing PA, vs humans, IC, haste: 1d20 + 21 - 4 + 2 + 2 + 1 ⇒ (18) + 21 - 4 + 2 + 2 + 1 = 40
Confirm?: 1d20 + 21 - 4 + 2 + 2 + 1 ⇒ (19) + 21 - 4 + 2 + 2 + 1 = 41
Rapier PA damage (P, nonlethal): 1d6 + 12 + 8 + 2d6 + 2 + 1d6 + 1d6 ⇒ (6) + 12 + 8 + (6, 1) + 2 + (4) + (6) = 45
Crit bonus damage: 1d6 + 12 + 8 + 2 ⇒ (4) + 12 + 8 + 2 = 26

Human Bane Rapier, 1-handing PA, vs humans, IC, haste; iterative #1: 1d20 + 21 - 4 + 2 + 2 + 1 - 5 ⇒ (12) + 21 - 4 + 2 + 2 + 1 - 5 = 29
Rapier PA damage (P, nonlethal): 1d6 + 12 + 8 + 2d6 + 2 + 1d6 + 1d6 ⇒ (3) + 12 + 8 + (5, 3) + 2 + (5) + (5) = 43

Human Bane Rapier, 1-handing PA, vs humans, IC, haste; iterative #2: 1d20 + 21 - 4 + 2 + 2 + 1 - 10 ⇒ (6) + 21 - 4 + 2 + 2 + 1 - 10 = 18
Rapier PA damage (P, nonlethal): 1d6 + 12 + 8 + 2d6 + 2 + 1d6 + 1d6 ⇒ (6) + 12 + 8 + (2, 1) + 2 + (2) + (5) = 38

Human Bane Rapier, 1-handing PA, vs humans, IC, haste; extra haste attack: 1d20 + 21 - 4 + 2 + 2 + 1 ⇒ (3) + 21 - 4 + 2 + 2 + 1 = 25
Rapier PA damage (P, nonlethal): 1d6 + 12 + 8 + 2d6 + 2 + 1d6 + 1d6 ⇒ (4) + 12 + 8 + (4, 4) + 2 + (1) + (5) = 40

If he's able to bring down Tisharue, he advances a step south and attempts to knock Mirya out next.


Iron Gods: Iron maps;

Zamanda restarts her performance with a strong discordant voice and moves to a better position.

Bashiel strikes with his rapier twice in a vital artery of the elven woman, deprived of blood she faints to the ground unconscious.

Pushing Tisharue away, he moves over to face Mirya, she blocks the first attack with her shield "Bashiel! Why are you doing this?! This is treason!" the tone of the maiden is that one of desperation, she attempts to block the hastened attack, but she cannot and the man brings her down unconscious.

Cyan: 34 damage, considerably damaged
Yellow (Mirya): 37 damage, 37 NL, unconscious
Red: 34 damage, considerably damaged
Orange: 34 damage, considerably damaged, destroyed shield
Tisharue: 52 damage, 96 NLD, unconscious, broken armor 11/45 hp
Mogmora: 54 damage, badly damaged, cowering (castigate spell) r14
# Party buffs: haste r7
Cinnabar: dominated 12 days
Bashiel: 100/100 hp, light (rapier) 98 min, keen (rapier) 34 min, see invisibility 103 min, ironskin (+4) 9 min, mirror image (2) 12 min
Ilsa: 104/104 hp, mirror image (5) 11 min, displacement r6, shaken r5
Kalem: 119/129 hp, infuse self (ganzi; resist 5 acid/elec/sonic, +2 vs polymorph) 99 min, heroism 103 min, shield while raging, shaken r4
Malen: 89/89 hp, shaken r3
Zamanda: 86/86 hp, shaken r4
Round 2: Kalem, Malen, Zamanda, Bashiel Round 3: Ilsa, Tisharue, Mogmora, Cinnabar, Maidens

Malen and Ilsa to go!

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

To Cinnabar, Ilsa says "Kill the Gray Maidens."

Then, hoping to sow chaos behind the enemy Ilsa casts dimension door and appears behind the enemy.

EDITED because I'm brain dead.


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

Bashiel is equal parts crushed and sickened by Mirya's exclamation, but he does his best to stay focused on the fight.

~'There'll be time ta cry over yer deluded girl later boy. Fer now, ya fight!'~
Old Man Samir's voice rang unhelpfully in his head.


Human Male Cleric 13 of Pharasma | HP 95/96 | AC 22 T 13 FF 21 | CMB +9 CMD 20| F +14 R +11 W +17 (+19 vs Charm & Compulsion) | Init +5 | Perc + 20 Human (Varisian) Channel Energy 9d6 8/day (6/9 remaining), Healing/Repose Domains, Rebuke Death 12/day, Healer's Blessing, Gentle Rest 12/day 12/12, Ward Against Death 12/day

Seeing the battle against the Maidens going quite well after Ilsa's spell had given the group a tactical advantage, Malen decided to save his more potent magics for now. Instead, he walked up beside Bashiel, holding his holy symbol in his off hand and waiting for an opening from the paladin before lurching forward and trying to touch the Maiden nearest the doorway. "The Lady grants you rest."

Touch Attack: 1d20 + 9 ⇒ (7) + 9 = 16

Gentle Rest... if the touch attack succeeds, the Maiden is staggered for 1 round.


Iron Gods: Iron maps;

Cinnabar smiles as she readies her sabers to assassinate when she finds herself teleported into the cage along with Ilsa. The assassin smiles "Sweet. I have to admit I should have done this time before"

Despite the wall corner cover, Malen manages to squeeze a gentle touch that staggers the maiden.

Will-stare DC 22: 1d20 + 10 - 4 ⇒ (1) + 10 - 4 = 7
Mogmora keeps whining in the floor "Pleeease.... stop it pleeeeease....."

Cinnabar steps forward and engages the maidens as commanded.
+1 Sawtooth Saber+haste-shaken;Damage+arcane strike: 1d20 + 15 + 1 - 2 ⇒ (8) + 15 + 1 - 2 = 221d8 + 11 + 2 ⇒ (4) + 11 + 2 = 17
BAB: +1 Sawtooth Saber+haste-shaken;Damage+arcane strike: 1d20 + 10 + 1 - 2 ⇒ (10) + 10 + 1 - 2 = 191d8 + 11 + 2 ⇒ (1) + 11 + 2 = 14
Haste: +1 Sawtooth Saber+haste-shaken;Damage+arcane strike: 1d20 + 15 + 1 - 2 ⇒ (16) + 15 + 1 - 2 = 301d8 + 11 + 2 ⇒ (8) + 11 + 2 = 21

TWF: +1 Sawtooth Saber+haste-shaken;Damage+arcane strike: 1d20 + 15 + 1 - 2 ⇒ (14) + 15 + 1 - 2 = 281d8 + 11 + 2 ⇒ (2) + 11 + 2 = 15
ITWF: +1 Sawtooth Saber+haste-shaken;Damage+arcane strike: 1d20 + 10 + 1 - 2 ⇒ (5) + 10 + 1 - 2 = 141d8 + 11 + 2 ⇒ (5) + 11 + 2 = 18
The pink-haired woman cuts mercilessly on her target helped by the broken shield, stabbing deep with her last attack and sending the orange maiden to the floor.

"I feel weakened, you better take this one Rose!" the staggered maiden steps back and attempts to aid her companion in the back to hit Bashiel.
Aid to attack: 1d20 + 13 ⇒ (3) + 13 = 16 +2 to hit

"Got it! For the Commander!" the black maiden in the back charges forward trying to bring Bashiel down.
mwk Longsword+BStr+charge+aid: 1d20 + 13 + 2 + 2 + 2 ⇒ (16) + 13 + 2 + 2 + 2 = 351d8 + 6 + 2 ⇒ (2) + 6 + 2 = 10
Mirror image: 1d3 ⇒ 2
Surprisingly succeeding to break the paladin's ironskin, but only finding a mirror image that pops out.

Seeing what is coming for her the red maiden steps back "Mantis Captain! What are you?!" and seeing the dead one at her feet, shots at the red mantis.
mwk Long composite bow: 1d20 + 9 ⇒ (10) + 9 = 191d8 + 3 ⇒ (8) + 3 = 11
mwk Long composite bow: 1d20 + 4 ⇒ (20) + 4 = 241d8 + 3 ⇒ (3) + 3 = 6
Critical?: 1d20 + 4 ⇒ (1) + 4 = 51d8 + 3 ⇒ (1) + 3 = 4
Managing a lucky strike, one arrow lodging at Cinnabar's right shoulder.

The doors at the end of the room and the long corridor open and more maidens pour out "We are coming!"

Cyan: 34 damage, considerably damaged, staggered r3
Red: 34 damage, considerably damaged
Black: charged
Orange: 87 damage, unconscious, dying, destroyed shield
Mogmora: 54 damage, badly damaged, cowering (castigate spell) r14
# Party buffs: haste r7
Cinnabar: 6 damage, dominated 12 days, shaken r5
Bashiel: 100/100 hp, light (rapier) 98 min, keen (rapier) 34 min, see invisibility 103 min, ironskin (+4) 9 min, mirror image (1) 12 min
Ilsa: 104/104 hp, mirror image (5) 11 min, displacement r6, shaken r5
Kalem: 119/129 hp, infuse self (ganzi; resist 5 acid/elec/sonic, +2 vs polymorph) 99 min, heroism 103 min, shield while raging, shaken r4
Malen: 89/89 hp, shaken r3
Zamanda: 86/86 hp, shaken r4
Round 3: Kalem, Malen, Zamanda, Bashiel Round 4: Ilsa, Tisharue, Mogmora, Cinnabar, Maidens

Everyone may act!


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

Red then Teal. AC37

Hit: 1d20 + 30 ⇒ (11) + 30 = 41
Damage: 2d4 + 35 ⇒ (1, 4) + 35 = 40
Fire Damage: 2d6 ⇒ (2, 6) = 8

Haste: 1d20 + 26 ⇒ (18) + 26 = 44
Damage: 2d4 + 35 ⇒ (2, 3) + 35 = 40
Fire Damage: 2d6 ⇒ (4, 1) = 5

Iterative 1: 1d20 + 21 ⇒ (14) + 21 = 35
Damage: 2d4 + 35 ⇒ (3, 2) + 35 = 40
Fire Damage: 2d6 ⇒ (4, 3) = 7

Iterative 2: 1d20 + 16 ⇒ (11) + 16 = 27
Damage: 2d4 + 35 ⇒ (1, 4) + 35 = 40
Fire Damage: 2d6 ⇒ (1, 1) = 2

Stepping over the fallen, Kalem continued his assault. It was easy enough, swinging a warscythe when you didn't who it hit. With his strength enhanced as it was, the bloodrager reveled in the feeling of power. After a lifetime of fearing the law and those who enforced it, overpowering the crown's minions was intoxicating. As usual, being surrounded by death and destruction made him feel alive.


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Zamanda continues to sing.

Inspire Courage and Discordant Voice still up. (Note that IC works if you can hear me, but DV only works if the actual hit is made within 30 feet of me.)

Looking over and seeing some Maidens come out into the hall, Zamanda raises her bow, saying

I swear to slay my target.

She then starts firing at yellow.

(If yellow goes down, she will shoot at green.)

Attack 1: 1d20 + 22 + 2 - 2 ⇒ (10) + 22 + 2 - 2 = 32 (inspire courage)
Attack 2: 1d20 + 22 + 2 - 2 ⇒ (1) + 22 + 2 - 2 = 23 (rapid shot)
Attack 3: 1d20 + 22 + 2 - 2 ⇒ (18) + 22 + 2 - 2 = 40 (haste)
Attack 4: 1d20 + 17 + 2 - 2 ⇒ (3) + 17 + 2 - 2 = 20 (iterative)

Damage 1: 2d6 + 4 + 1d6 + 1d6 + 2d6 + 2 ⇒ (2, 3) + 4 + (2) + (3) + (6, 3) + 2 = 25 (acid, cold, oath, inspire)
Damage 2: 2d6 + 4 + 1d6 + 1d6 + 2d6 + 2 ⇒ (5, 1) + 4 + (5) + (2) + (3, 1) + 2 = 23
Damage 3: 2d6 + 4 + 1d6 + 1d6 + 2d6 + 2 ⇒ (2, 2) + 4 + (3) + (1) + (4, 5) + 2 = 23
Damage 4: 2d6 + 4 + 1d6 + 1d6 + 2d6 + 2 ⇒ (1, 5) + 4 + (3) + (4) + (5, 4) + 2 = 28


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

Spinning after his attempt to dodge the black Maiden, Bashiel settles back into a solid stance and delivers another flurry of rapier stabs. He aims for the Maiden that broke one of his images and then advances to try to knock out Mogmora if she falls early.

Human Bane Rapier, 1-handing PA, vs humans, IC, haste: 1d20 + 21 - 4 + 2 + 2 + 1 ⇒ (1) + 21 - 4 + 2 + 2 + 1 = 23
Rapier PA damage (P): 1d6 + 12 + 8 + 2d6 + 2 + 1d6 + 1d6 ⇒ (5) + 12 + 8 + (6, 1) + 2 + (3) + (6) = 43

Human Bane Rapier, 1-handing PA, vs humans, IC, haste; iterative#1: 1d20 + 21 - 4 + 2 + 2 + 1 - 5 ⇒ (14) + 21 - 4 + 2 + 2 + 1 - 5 = 31
Rapier PA damage (P): 1d6 + 12 + 8 + 2d6 + 2 + 1d6 + 1d6 ⇒ (3) + 12 + 8 + (6, 1) + 2 + (4) + (1) = 37

Human Bane Rapier, 1-handing PA, vs humans; iterative#2: 1d20 + 21 - 4 + 2 + 2 + 1 - 10 ⇒ (7) + 21 - 4 + 2 + 2 + 1 - 10 = 19
Rapier PA damage (P): 1d6 + 12 + 8 + 2d6 + 2 + 1d6 + 1d6 ⇒ (1) + 12 + 8 + (2, 5) + 2 + (3) + (1) = 34

Human Bane Rapier, 1-handing PA, vs humans; haste bonus attack: 1d20 + 21 - 4 + 2 + 2 + 1 ⇒ (15) + 21 - 4 + 2 + 2 + 1 = 37
Confirm?: 1d20 + 22 ⇒ (10) + 22 = 32
Rapier PA damage (P): 1d6 + 12 + 8 + 2d6 + 2 + 1d6 + 1d6 ⇒ (6) + 12 + 8 + (3, 4) + 2 + (5) + (3) = 43
Extra Crit damage: 1d6 + 12 + 8 + 2 ⇒ (3) + 12 + 8 + 2 = 25


Human Male Cleric 13 of Pharasma | HP 95/96 | AC 22 T 13 FF 21 | CMB +9 CMD 20| F +14 R +11 W +17 (+19 vs Charm & Compulsion) | Init +5 | Perc + 20 Human (Varisian) Channel Energy 9d6 8/day (6/9 remaining), Healing/Repose Domains, Rebuke Death 12/day, Healer's Blessing, Gentle Rest 12/day 12/12, Ward Against Death 12/day

Hearing a commotion out in the hall, Malen stepped outside the door to see two Maidens streaking down the hall towards Azarra. Seeing as how the situation inside was well under control but that the more formidable combatants were tied up, the priest extended his holy symbol and pointed it at the women as the aasimar fired at them, aiming his spell at whichever one might still be up.

Searing Light touch attack: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 5d8 ⇒ (3, 3, 8, 2, 2) = 18


Iron Gods: Iron maps;

Despite the cover of the cage bars, Kalem opens up down the red maiden's armor like a can, with a single scythe swing sending it to the ground thanks to Malen's previous burning.

Same for staggered cyan/teal, the previous burning makes it easy for Kalem to finish her with a single strike. That gives him the opportunity to go on black and sending her to the ground as well with a couple swings.

Which gives Bashiel the opportunity to step over and deliver on the barghest. The cowering Mogmora avoids a couple unlucky strikes, but with two solid ones, Bashiel knocks down unconscious the beast. removed the bane damage

Two of Zamanda's arrow stab deep on pale yellow's maiden who shouts in pain. While the maiden barely manages to block one of the arrows with her shield.

Malen casts a ray of searing light enhanced by Zamanda's voice, it strikes the just arrived maiden, finishing the job. The maiden falls to the ground unconscious.
Ray spells are considered weapons and subject to inspire courage, but Discordant Voice does not apply because target is farther away than 30 feet


Pale yellow: 68 damage, unconscious, dying
Cyan: 79 damage, unconscious, dying
Yellow (Mirya): 37 damage, 37 NL, unconscious
Red: 82 damage, unconscious, dying
Black: 80 damage, unconscious, dying
Mogmora: a lot of damage, unconscious, cowering (castigate spell) r14
# Party buffs: haste r7
Cinnabar: 6 damage, dominated 12 days, shaken r5
Bashiel: 100/100 hp, light (rapier) 98 min, keen (rapier) 34 min, see invisibility 103 min, ironskin (+4) 9 min, mirror image (1) 12 min
Ilsa: 104/104 hp, mirror image (5) 11 min, displacement r6, shaken r5
Kalem: 119/129 hp, infuse self (ganzi; resist 5 acid/elec/sonic, +2 vs polymorph) 99 min, heroism 103 min, shield while raging, shaken r4
Malen: 89/89 hp, shaken r3
Zamanda: 86/86 hp, shaken r4
Round 3: Kalem, Malen, Zamanda, Bashiel Round 4: Ilsa, Cinnabar, Maidens

Ilsa can act!
Please remember you are still shaken so no Emotion (=Somatic) components

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

With most of the foes in the room down, Ilsa turns to Cinnabar. "Leave that one alive," she says, gesturing to the one Bashiel had been talking to.

Moving toward the door, she prepares to engage the reinforcements.

I'll move through the door to the cell (assuming it's unlocked?) and ready an attack vs. any that come in.

Ghoulish Claws (magic, merciful, nonlethal): 1d20 + 13 ⇒ (16) + 13 = 291d4 + 4 + 1d6 ⇒ (2) + 4 + (6) = 12 If hits, DC 18 Fort save or paralysis 1d4+1 rounds.
intimidate to demoralize: 1d20 + 33 ⇒ (15) + 33 = 48


Iron Gods: Iron maps;

Ilsa moves to the door but it seems locked. Luckily, she identifies the keys at one of the fallen maidens and picking them up, she is able to unlock the cage.

Cinnabar looks at the one to be spared and nods, helping Ilsa to open the door of the cage.
Adjusted position in map, as you would have to move to the maidens and use that other door

An utterly pale woman, some of you recognize as Zenobia Zenderholm, the leader of the Arbitrers and known cleric of Abadar, appears at the other side of the room and says divine words "Urgathoa, punish these offenders and bring doom on them" As she says so a cold, cloying miasma of greasy darkness spreads on your position.
Damage to humanoids: 4d8 ⇒ (2, 4, 7, 2) = 15
Damage to outsiders: 9d6 ⇒ (4, 2, 1, 5, 5, 1, 5, 6, 6) = 35
Will DC 18 (evil) for half everyone and to avoid sickness 1d4. Those Neutral instead of Good take only half the effect and are not sickened.

A blonde woman with scars around her eyes, some of you recognize her as Kordaitra Destaid the Gray Maidens lieutenant only under Sabina Merrin in rank, appears behind and points towards you "Hit them, hit them again Zenobia!"
using instant order

Zenobia is pushed by the cavalier and casts again "Burn them in your flames Urgathoa!" A column of fire descends on the door burning Bashiel, Kalem and Malen.
flame strike damage (half divine): 9d6 ⇒ (4, 6, 1, 5, 6, 2, 1, 1, 2) = 28
Ref DC 19 for half
The arbitrer is left stun after the effort.

Kordaitra points then to Bashiel "I challenge you!"

The maidens start to pour out of the adjacent chamber, the one already in the corridor running to reach Malen and Zamanda's position.
Malen has an AoO

The two in the room charge then on the one challenged by their boss "For the Queen!"
mwk Longsword+charge+Kordaita's badge: 1d20 + 13 + 2 + 2 ⇒ (11) + 13 + 2 + 2 = 281d8 + 6 ⇒ (3) + 6 = 9
mwk Longsword+charge+Kordaita's badge: 1d20 + 13 + 2 + 2 ⇒ (8) + 13 + 2 + 2 = 251d8 + 6 ⇒ (6) + 6 = 12
And both fail but one shatters Bashiel's remaining mirror image.

A third maiden double moves into the room.

Yellow (Mirya): 37 damage, 37 NL, unconscious
Pale green: denied Dex (has run)
Zenobia: stunned r5
Kordaitra: challenged Bashiel
# Party buffs: haste r7
Cinnabar: 6 damage, dominated 12 days, shaken r5
Bashiel: 100/100 hp, light (rapier) 98 min, keen (rapier) 34 min, see invisibility 103 min, ironskin (+4) 9 min
Ilsa: 104/104 hp, mirror image (5) 11 min, displacement r6, shaken r5
Kalem: 119/129 hp, infuse self (ganzi; resist 5 acid/elec/sonic, +2 vs polymorph) 99 min, heroism 103 min, shield while raging
Malen: 89/89 hp
Zamanda: 86/86 hp
Round 4: Kalem, Malen, Zamanda, Bashiel Round 5: Ilsa, Cinnabar, Maidens

Everyone may act!
You have a Will save (and maybe a Ref), and only Ilsa and Cinnabar are still shaken

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

Ilsa winces as the wave of evil energy strikes her. Though she knows darkness and fear, there are still things that she cannot comprehend.

With the door to the cell open, Ilsa strikes out at the Gray Maiden in front of her, hoping to clear the way for her allies to get to the cleric and Maiden leader.

Will save (shaken): 1d20 + 18 - 2 ⇒ (5) + 18 - 2 = 21

Ghoulish Claws (magic, merciful, nonlethal): 1d20 + 13 ⇒ (1) + 13 = 141d4 + 4 + 1d6 ⇒ (4) + 4 + (2) = 10 If hits, DC 18 Fort save or paralysis 1d4+1 rounds.
intimidate to demoralize: 1d20 + 33 ⇒ (14) + 33 = 47
Ghoulish Claws (magic, merciful, nonlethal): 1d20 + 13 ⇒ (6) + 13 = 191d4 + 4 ⇒ (3) + 4 = 71d6 ⇒ 6 If hits, DC 18 Fort save or paralysis 1d4+1 rounds.
intimidate to demoralize: 1d20 + 33 ⇒ (10) + 33 = 43
painful stare dmg: 4d6 + 6 ⇒ (6, 5, 3, 2) + 6 = 22 When triggered, target must succeed DC 24 Will save or become sickened by pain for 1 round.
paralysis duration: 1d4 + 1 ⇒ (4) + 1 = 5
Hypnotic Stare target: -4 Will, -3 attack rolls, and -3 DC of spells, spell-like abilities and spell resistance (if demoralized, additional –2 attack rolls, saving throws, skill checks, and ability checks)
If target dies, use Continued Animation (DC 24 Will)


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

Will: 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35
15 damage, reduced to 8 due to neutral and 4 due to passed save

Hit: 1d20 + 32 ⇒ (4) + 32 = 36
Damage: 2d4 + 35 ⇒ (3, 1) + 35 = 39
Fire Damage: 2d6 ⇒ (1, 3) = 4

Haste: 1d20 + 28 ⇒ (6) + 28 = 34
Damage: 2d4 + 35 ⇒ (2, 4) + 35 = 41
Fire Damage: 2d6 ⇒ (1, 2) = 3

Iterative 1: 1d20 + 23 ⇒ (16) + 23 = 39
Damage: 2d4 + 35 ⇒ (3, 1) + 35 = 39
Fire Damage: 2d6 ⇒ (1, 5) = 6

Iterative 2: 1d20 + 18 ⇒ (19) + 18 = 37
Damage: 2d4 + 35 ⇒ (4, 2) + 35 = 41
Fire Damage: 2d6 ⇒ (1, 1) = 2

The energy washed over Kalem, doing next to nothing to hurt him and nothing to stop his rampage. The bloodrager stepped forward and continued his assault.


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Will Save: 1d20 + 11 ⇒ (4) + 11 = 15

Wow, dicebot, I really, really, really hate you right now.

Sickened: 1d4 ⇒ 4

Yeah, I know you feel the same.

A wave of something that seems evil and sickening comes over Zamanda, and she is visibly harmed by it, looking quite damaged, and you can tell that she is not well. Nevertheless, she continues to sing, and she steps back, unleashing a flurry of arrows at green.

IC and DV still up.

Attack 1: 1d20 + 19 + 1 + 2 - 2 ⇒ (11) + 19 + 1 + 2 - 2 = 31 (point blank, inspire courage, sickened)
Attack 2: 1d20 + 19 + 1 + 2 - 2 ⇒ (5) + 19 + 1 + 2 - 2 = 25 (haste)
Attack 3: 1d20 + 14 + 1 + 2 - 2 ⇒ (13) + 14 + 1 + 2 - 2 = 28 (iterative)

Damage 1: 2d6 + 4 + 1d6 + 1d6 + 1d6 + 2 - 2 ⇒ (2, 4) + 4 + (1) + (3) + (4) + 2 - 2 = 18 (acid, cold, sonic (DV), inspire, sickened)
Damage 2: 2d6 + 4 + 1d6 + 1d6 + 1d6 + 2 - 2 ⇒ (5, 4) + 4 + (2) + (6) + (6) + 2 - 2 = 27
Damage 3: 2d6 + 4 + 1d6 + 1d6 + 1d6 + 2 - 2 ⇒ (4, 3) + 4 + (2) + (5) + (5) + 2 - 2 = 23

Dark Archive

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Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

I had forgotten IC and DV on my rolls. GM, please add those to my post above (too late to edit). And yes, Zamanda--I've decided Dice Bot does hate you. On the other hand, it does seem to love giving Kalem a 20 on a boss fight.


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

Will save vs. blight: 1d20 + 14 ⇒ (1) + 14 = 15
Sickened: 1d4 ⇒ 2
Reflex vs. flame strike: 1d20 + 11 ⇒ (14) + 11 = 25

Bashiel is caught off guard by the evil blight and finds himself choking on it. His vision swims, but he manages to hunker down behind his shield and completely emerge from the subsequent flame strike unharmed. (Evasion) He pulls the shield aside slightly, then moves to disable the two Maidens that had closed into melee range with him.

Human Bane Rapier, 1-handing PA, vs humans, IC, haste, sickened: 1d20 + 21 - 4 + 2 + 2 + 1 - 2 ⇒ (15) + 21 - 4 + 2 + 2 + 1 - 2 = 35
Confirm: 1d20 + 20 ⇒ (3) + 20 = 23
Rapier PA damage (P, nonlethal): 1d6 + 12 + 8 + 2d6 + 2 + 2d6 - 2 ⇒ (6) + 12 + 8 + (5, 5) + 2 + (3, 3) - 2 = 42
Bonus crit damage: 1d6 + 12 + 8 ⇒ (4) + 12 + 8 = 24

Human Bane Rapier, 1-handing PA, vs humans, IC, haste, sickened; It#1: 1d20 + 21 - 4 + 2 + 2 + 1 - 2 - 5 ⇒ (12) + 21 - 4 + 2 + 2 + 1 - 2 - 5 = 27
Rapier PA damage (P, nonlethal): 1d6 + 12 + 8 + 2d6 + 2 + 2d6 - 2 ⇒ (5) + 12 + 8 + (5, 4) + 2 + (5, 3) - 2 = 42

Human Bane Rapier, 1-handing PA, vs humans, IC, haste, sickened; It#2: 1d20 + 21 - 4 + 2 + 2 + 1 - 2 - 10 ⇒ (11) + 21 - 4 + 2 + 2 + 1 - 2 - 10 = 21
Rapier PA damage (P, nonlethal): 1d6 + 12 + 8 + 2d6 + 2 + 2d6 - 2 ⇒ (5) + 12 + 8 + (3, 2) + 2 + (1, 5) - 2 = 36

Human Bane Rapier, 1-handing PA, vs humans, IC, haste, sickened; haste bonus: 1d20 + 21 - 4 + 2 + 2 + 1 - 2 ⇒ (6) + 21 - 4 + 2 + 2 + 1 - 2 = 26
Rapier PA damage (P, nonlethal): 1d6 + 12 + 8 + 2d6 + 2 + 2d6 - 2 ⇒ (5) + 12 + 8 + (3, 5) + 2 + (3, 4) - 2 = 40

Assuming that both of the ones immediately in front of him were defeated by Kalem, he'll be moving into melee range with Kordaitra and getting only one attack.


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Human Male Cleric 13 of Pharasma | HP 95/96 | AC 22 T 13 FF 21 | CMB +9 CMD 20| F +14 R +11 W +17 (+19 vs Charm & Compulsion) | Init +5 | Perc + 20 Human (Varisian) Channel Energy 9d6 8/day (6/9 remaining), Healing/Repose Domains, Rebuke Death 12/day, Healer's Blessing, Gentle Rest 12/day 12/12, Ward Against Death 12/day

Will: 1d20 + 17 ⇒ (13) + 17 = 30 4 damage, I believe
Reflex: 1d20 + 8 ⇒ (13) + 8 = 2114 damage from the Flamestrike

Malen was pleased that he and the aasimar woman had downed the one Maiden so quickly in the hall, even if he wasn't entirely thrilled about inflicting damage on these brainwashed women. Regardless of the circumstances, though, they were the enemies, for now, and there were too many of the women to try to handle them with kid gloves. Surely some would survive, and the group could try to save them mentally in the aftermath.

The priest saw the newcomers when peeking around the door frame an instant before a grotesque feeling washed over him. Through force of will he pushed the magic away, getting only a mild impact, and therefore was able to react well when the enemy priest finished her chant and a column of fire came down and tried to incinerate him. Hopping nimbly to the side and thrusting his magical cloak over his head, the cleric was able to withstand the worst of it. It seemed the Zenderholm had been converted to Urgathoa, which couldn't be good for what was left of the church of Abadar.

Seeing that the group seemed to have encountered much stiffer resistance, the priest carefully went through the motions of spellcasting, calling upon Pharasma to grant a powerful boon to aid himself and his companions against these minions of the Queen.

Concentration to cast defensively: 1d20 + 23 ⇒ (3) + 23 = 26

Cast Blessing of Fervor

BoF options:

With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

Increase its speed by 30 feet.
Stand up as a swift action without provoking an attack of opportunity.
Make one extra attack as part of a full attack action, using its highest base attack bonus.
Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.


Iron Gods: Iron maps;

Resisting the blast of cold energy, Ilsa swings her claws but the maiden in front just protect herself with the shield effectively, even with the inspire courage accounting.

Kalem Ref+heroism DC 19: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14
Kalem resists good the miasma, but the burning flames of Urgathoa take him by surprise, although his tiefling kin protects him slightly from the fire. He then steps forward and drops to the ground the two maidens attacking Bashiel, just needing a couple of scythe swings for each of them. Ilsa's painful stare also helps.

Zamanda takes the blunt of the black miasma, her aasimar blood specially hurt by it, she feels very uneasy and sickened by the evilness. Nevertheless, her courage and haste are enough to help her three arrows penetrate the maiden's defenses who is unbalanced due to her recent run. The maiden is left very badly injured.

Bashiel protects himself from the flames, then, having no maiden at reach, he moves forward with haste to engage Kordaitra accepting her challenge.
Trip+for the faith+badge: 1d20 + 13 + 1 + 2 ⇒ (11) + 13 + 1 + 2 = 27 Generates AoO, I am taking first Bashiel attack (leaving the second one +5 for Kordaitra)
The maiden in the middle attempts to stop him by tripping him, but fails for very little and takes an opportunity attack from Bashiel who almost knocks her in a single blow, but just fails by very little.

Continuing his move, the paladin reaches Kordaitra and swings scoring a solid merciful hit on the maiden's lieutenant.

Malen avoids the words of the area attacks then asks for Pharasma's fervor boosting Zamanda, Kalem, Ilsa and himself. Cinnabar and Bashiel are more than 30' from Zamanda right now

Zenobia is dazed by the previous instant action effort and does nothing else than looking at Bashiel approaching.

The white maiden steps back to protect her lieutenant, flanking Bashiel.
mwk Longsword+outflank+Kordaita's badge+for the faith+demanding challenge: 1d20 + 13 + 4 + 2 + 1 + 2 ⇒ (4) + 13 + 4 + 2 + 1 + 2 = 261d8 + 6 ⇒ (2) + 6 = 8
mwk Longsword+outflank+Kordaita's badge+for the faith+demanding challenge: 1d20 + 8 + 4 + 2 + 1 + 2 ⇒ (3) + 8 + 4 + 2 + 1 + 2 = 201d8 + 6 ⇒ (8) + 6 = 14
But the paladin is ready and blocks with his shield.

Despite badly wounded, the maiden in the corridor steps to engage Zamanda "For the Queen!"
mwk Longsword: 1d20 + 13 ⇒ (5) + 13 = 181d8 + 6 ⇒ (5) + 6 = 11
mwk Longsword: 1d20 + 8 ⇒ (10) + 8 = 181d8 + 6 ⇒ (3) + 6 = 9
But she is ready and dodges every attack.

With a swift Kordaitra gives again her outflank and wall of shields feats to her allies "For the Faith!"
+1 cruel longsword+calling+for the faith+outflank+badge: 1d20 + 16 + 2 + 2 + 4 + 1 ⇒ (4) + 16 + 2 + 2 + 4 + 1 = 29
Slashing/Magical damage+challenge: 1d8 + 4 + 11 ⇒ (8) + 4 + 11 = 23

+1 cruel longsword+calling+for the faith+outflank+badge: 1d20 + 11 + 2 + 2 + 4 + 1 ⇒ (1) + 11 + 2 + 2 + 4 + 1 = 21
Slashing/Magical damage+challenge: 1d8 + 4 + 11 ⇒ (8) + 4 + 11 = 23

+1 cruel longsword+calling+for the faith+outflank+badge: 1d20 + 6 + 2 + 2 + 4 + 1 ⇒ (19) + 6 + 2 + 2 + 4 + 1 = 34
Slashing/Magical damage+challenge: 1d8 + 4 + 11 ⇒ (8) + 4 + 11 = 23

Critical?: 1d20 + 6 + 2 + 2 + 4 + 1 ⇒ (9) + 6 + 2 + 2 + 4 + 1 = 24
Slashing/Magical damage+challenge: 1d8 + 4 + 11 ⇒ (6) + 4 + 11 = 21
She strikes Bashiel only once, but he can feel the strength of her challenge.

Ilsa and Cinnabar are not shaken anymore.

Yellow (Mirya): 37 damage, 37 NL, unconscious
Pale green: 68 damage, deadly wounded
White-green: 42 NL, badly wounded
Zenobia: dazed r5
Kordaitra: 42 NL, slightly wounded, challenged Bashiel
# Party buffs: haste r7 (except Ilsa), fervor r17 (except Bashiel & Cinnabar)
Cinnabar: 6 damage, dominated 12 days
Bashiel: 62/100 hp, light (rapier) 98 min, keen (rapier) 34 min, see invisibility 103 min, ironskin (+4) 9 min, sickened r6
Ilsa: 97/104 hp, mirror image (5) 11 min, displacement r6
Kalem: 94/129 hp, infuse self (ganzi; resist 5 acid/elec/sonic, +2 vs polymorph) 99 min, heroism 103 min, shield while raging
Malen: 71/89 hp
Zamanda: 51/86 hp, sickened r8
Round 5: Kalem, Malen, Zamanda, Bashiel Round 6: Ilsa, Cinnabar, Maidens

Please note that haste and blessing of fervor bonuses do not stack (last sentence on blessing of fervor), if you take the +2 fervor bonus the haste +1 is ignored, you can only get one boost on speed or one extra attack not two.


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Zamanda, still singing, sees that the woman in front of her is very badly wounded, just takes one shot at her.

Attack: 1d20 + 19 + 1 + 2 + 2 - 2 ⇒ (7) + 19 + 1 + 2 + 2 - 2 = 29 (point blank, inspire courage, blessing of fervor, sickened)

Damage: 2d6 + 4 + 1d6 + 1d6 + 1d6 + 2 - 2 ⇒ (4, 5) + 4 + (2) + (6) + (3) + 2 - 2 = 24 (acid, cold, sonic (DV), inspire, sickened)

Seeing her fall, she then moves down the hallway towards the doors that the two new maidens had come out of.

Using normal movement and haste to move. Choosing +2 attack and extra AC for BOF (or if you are saying that only one of them can affect me at a time even with not stacking, then I will just take the movement). IC and DV still up (free action).

Also, assuming green is on death's door and that did it, but if it doesn't, let me know and I will revise.


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

Hit: 1d20 + 35 ⇒ (12) + 35 = 47
Damage: 2d4 + 37 ⇒ (4, 3) + 37 = 44
Fire Damage: 2d6 ⇒ (4, 4) = 8

Stepping over the growing pile of corpses, Kalem strode over to the maiden that was attacking Bashiel. Slightly perturbed that they were consistently ignoring him, he decided that it would be rude to not take advantage of their oversight. His flaming scythe cut into the maiden behind Bashiel, slicing through her armor with ease.

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

Striding over a pile of Gray Maidens, dead or dying, Ilsa moves to assist Kalem and Bashiel.

Eyeing the cavalier leader, Ilsa wishes ill luck on her, as if anything she conceives in her mind will come to pass.

Cast Ill Omen (no save) on the cavalier.

Ill Omen:
You afflict the target with bad luck. On the next d20 roll the target makes, it must roll twice and take the less favorable result. For every five caster levels you have, the target must roll twice on an additional d20 roll (to a maximum of five rolls at 20th level).


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

Choosing +2 attack and AC for Blessing of Fervor.

Calling out Kordaitra, Bashiel says "Your Queen's a tyrant who would slay any number to satisfy herself. She's no rightful ruler." As he speaks, he delivers another flurry of debilitating stabs, these all aimed for the cavalier.

Human Bane Rapier, 1-handing PA, vs humans, IC, fervor, sickened: 1d20 + 21 - 4 + 2 + 2 + 2 - 2 ⇒ (6) + 21 - 4 + 2 + 2 + 2 - 2 = 27
Rapier PA damage (P, nonlethal): 1d6 + 12 + 8 + 2d6 + 2 + 1d6 - 2 ⇒ (6) + 12 + 8 + (1, 2) + 2 + (4) - 2 = 33

Human Bane Rapier, 1-handing PA, vs humans, IC, fervor, sickened; itr#1: 1d20 + 21 - 4 + 2 + 2 + 2 - 2 - 5 ⇒ (19) + 21 - 4 + 2 + 2 + 2 - 2 - 5 = 35
Confirm: 1d20 + 16 ⇒ (3) + 16 = 19
Rapier PA damage (P, nonlethal): 1d6 + 12 + 8 + 2d6 + 2 + 1d6 - 2 ⇒ (4) + 12 + 8 + (3, 1) + 2 + (1) - 2 = 29

Human Bane Rapier, 1-handing PA, vs humans, IC, fervor, sickened; itr#2: 1d20 + 21 - 4 + 2 + 2 + 2 - 2 - 10 ⇒ (5) + 21 - 4 + 2 + 2 + 2 - 2 - 10 = 16
Rapier PA damage (P, nonlethal): 1d6 + 12 + 8 + 2d6 + 2 + 1d6 - 2 ⇒ (1) + 12 + 8 + (1, 6) + 2 + (2) - 2 = 30

Human Bane Rapier, 1-handing PA, vs humans, IC, fervor, sickened; haste: 1d20 + 21 - 4 + 2 + 2 + 2 - 2 ⇒ (1) + 21 - 4 + 2 + 2 + 2 - 2 = 22
Rapier PA damage (P, nonlethal): 1d6 + 12 + 8 + 2d6 + 2 + 1d6 - 2 ⇒ (5) + 12 + 8 + (3, 5) + 2 + (5) - 2 = 38

Mid-flurry, he calls upon Osiris for healing to maintain him against this wave of foes.
Lay on Hands: 6d6 ⇒ (3, 3, 5, 2, 6, 5) = 24


Iron Gods: Iron maps;

Zamanda kills the maiden in front sending its dead body to the corridor ground with just a single arrow. Then hastened rushes forward to reach the other doors which she sees open.

Kalem continues his rage, and with a powerful swing of his scythe sends the maiden knocked unconscious to the floor, thanks to previous Bashiel mercy.

Ilsa walks over the bodies and brings bad luck on Kordaitra. Cinnabar follows her and protects her with her sabers.

Bashiel steps around the cavalier and delivers a quick succession of attacks, Kordatia blocks most of them with her shield, but two strike true, leaving her badly hurt.

Malen does something heroic!

"Flank with me Kordaitra!" Zenobia pleas and readies an attack. When Kordaitra steps by, activating her greater tactician ability swift to give her allies Outflank, Zenobia triggers her readied attack casting a spell. "Urgathoa slay this foul enemy who does not understand the greater plans of your people" her hand seethes with eerie dark fire and touches Bashiel producing horrible wounds on him.
Concentration+combat casting DC 25: 1d20 + 13 + 4 ⇒ (20) + 13 + 4 = 37
Slay living+badge+outflank (touch): 1d20 + 9 + 2 + 4 ⇒ (10) + 9 + 2 + 4 = 25
Damage: 12d6 + 9 ⇒ (4, 1, 2, 2, 3, 3, 3, 1, 2, 1, 1, 6) + 9 = 38 16 damage if successful save
Fort DC 19 (death) against slay living

Kordaitra then continues her round trying to finish the target of her challenge "Nonsense! You do not see the greater picture. The law says Ileosa is the Queen! You must abide by it! I will finish you, and you must know the documents of Korvosa's rebellion have fallen in my hands and when I have cracked down its code, we will fall over your rebel base! Ileosa will see I am the one holding up the Maidens and she will depose that bland slacker of Sabina!"
+1 cruel longsword+outflank+badge: 1d20 + 16 + 2 + 4 ⇒ (20) + 16 + 2 + 4 = 42
Ill Omen: 1d20 + 16 + 2 + 4 ⇒ (15) + 16 + 2 + 4 = 37
Slashing/Magical damage+challenge: 1d8 + 4 + 11 ⇒ (8) + 4 + 11 = 23

+1 cruel longsword+outflank+badge: 1d20 + 11 + 2 + 4 ⇒ (1) + 11 + 2 + 4 = 18
Ill Omen: 1d20 + 11 + 2 + 4 ⇒ (15) + 11 + 2 + 4 = 32
Slashing/Magical damage+challenge: 1d8 + 4 + 11 ⇒ (3) + 4 + 11 = 18

+1 cruel longsword+outflank+badge: 1d20 + 6 + 2 + 4 ⇒ (5) + 6 + 2 + 4 = 17
Ill Omen: 1d20 + 6 + 2 + 4 ⇒ (5) + 6 + 2 + 4 = 17
Slashing/Magical damage+challenge: 1d8 + 4 + 11 ⇒ (5) + 4 + 11 = 20
Despite her great resolve and accuracy, Ilsa's curse pays off and protects Bashiel greatly, who only suffers one strike from the maidens lieutenant.

Bashiel feels better and is no longer sickened.

Ilsa's displacement expires.

Yellow (Mirya): 37 damage, 37 NL, unconscious
Pale green: 92 damage, dead
White-green: 52 damage, 42 NL, unconscious
Zenobia: -
Kordaitra: 104 NL, badly wounded, challenged Bashiel, ill omen (0)
# Party buffs: haste r7 (except Ilsa), fervor r17 (except Bashiel & Cinnabar)
Cinnabar: 6 damage, dominated 12 days
Bashiel: 25 or 47/100 hp, light (rapier) 98 min, keen (rapier) 34 min, see invisibility 103 min, ironskin (+4) 9 min
Ilsa: 97/104 hp, mirror image (5) 11 min
Kalem: 94/129 hp, infuse self (ganzi; resist 5 acid/elec/sonic, +2 vs polymorph) 99 min, heroism 103 min, shield while raging
Malen: 71/89 hp
Zamanda: 51/86 hp, sickened r8
Round 6: Kalem, Malen (x2), Zamanda, Bashiel Round 7: Ilsa, Cinnabar, Maidens

Everyone can act!
Malen can provide actions for both his round 5 and round 6.


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

Hit: 1d20 + 35 ⇒ (14) + 35 = 49
Damage: 2d4 + 37 ⇒ (4, 3) + 37 = 44
Fire Damage: 2d6 ⇒ (3, 3) = 6

Kalem moved in, coming to stand by Bashiel's side. With the rest of the room behind him cleared of enemies, there was little else to do. "Way to hold the line against the crazy." He remarked, stepping over the recently downed maiden.

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

With the battle quickly turning in their favor, Ilsa points to the remaining cleric and orders Cinnabar to attack her.

She then casts silence on the cleric.

DC 21 Will.


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Zamanda moves to the doors.

Action from here depends on whether they are already open or closed and what she sees, but that is the start. In general, if they are closed she of course opens them, and if there is a bad guy then she probably shoots at it.


Iron Gods: Iron maps;

Kalem fatally knocks Kordaitra with his scythe of fire.

Ilsa's silence is absorbed by a rod Zenobia is holding in her left hand.

Zamanda peers through the opened doors.

Zamanda:

This grim chamber is outfitted with all manner of torture implements: a rack, several cages, a cramped stockade with spiky bars, and smaller tools of torture like thumbscrews and iron boots sitting on shelves. A caged-off area to the west serves as a guard post.

Over the rack you spot your father, full of lashed wounds and barely aware of the world around he does not notice you.
Please provide an image if you would prefer to use a different token for him.

On three of the cages there are three maiden apprentices closed up.

Yellow (Mirya): 37 damage, 37 NL, unconscious
Pale green: 92 damage, dead
White-green: 52 damage, 42 NL, unconscious
Zenobia: -
Kordaitra: 50 damage, 104 NL, unconscious, challenged Bashiel
# Party buffs: haste r7 (except Ilsa), fervor r17 (except Bashiel & Cinnabar)
Cinnabar: 6 damage, dominated 12 days
Bashiel: 25 or 47/100 hp, light (rapier) 98 min, keen (rapier) 34 min, see invisibility 103 min, ironskin (+4) 9 min
Ilsa: 97/104 hp, mirror image (5) 11 min
Kalem: 94/129 hp, infuse self (ganzi; resist 5 acid/elec/sonic, +2 vs polymorph) 99 min, heroism 103 min, shield while raging
Malen: 71/89 hp
Zamanda: 51/86 hp, sickened r8
Round 6: Kalem, Malen (x2), Zamanda, Bashiel Round 7: Ilsa, Cinnabar, Maidens

Malen and Bashiel to go!
Zamanda can complete her round too


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

Fort vs. Slay living: 1d20 + 15 ⇒ (20) + 15 = 35

Bashiel shrugs off the killing touch, then knocks Zenobia's guard aside as he moves in to disable her. "That's more than enough about Urgathoa!" He aims for the vitals as he drives in the rapier.

Human Bane Rapier, 1-handing PA, vs humans, IC, haste: 1d20 + 21 - 4 + 2 + 2 + 1 ⇒ (18) + 21 - 4 + 2 + 2 + 1 = 40
Confirm?: 1d20 + 22 ⇒ (2) + 22 = 24
Rapier PA damage (P): 1d6 + 12 + 8 + 2d6 + 2 + 1d6 ⇒ (4) + 12 + 8 + (2, 5) + 2 + (3) = 36
Bonus Crit damage: 1d6 + 12 + 8 + 2 ⇒ (4) + 12 + 8 + 2 = 26

Human Bane Rapier, 1-handing PA, vs humans, IC, haste; itr#1: 1d20 + 21 - 4 + 2 + 2 + 1 - 5 ⇒ (16) + 21 - 4 + 2 + 2 + 1 - 5 = 33
Confirm?: 1d20 + 17 ⇒ (12) + 17 = 29
Rapier PA damage (P): 1d6 + 12 + 8 + 2d6 + 2 + 1d6 ⇒ (1) + 12 + 8 + (2, 6) + 2 + (5) = 36
Bonus Crit damage: 1d6 + 12 + 8 + 2 ⇒ (3) + 12 + 8 + 2 = 25

Human Bane Rapier, 1-handing PA, vs humans, IC, haste; itr#2: 1d20 + 21 - 4 + 2 + 2 + 1 - 10 ⇒ (5) + 21 - 4 + 2 + 2 + 1 - 10 = 17
Rapier PA damage (P): 1d6 + 12 + 8 + 2d6 + 2 + 1d6 ⇒ (6) + 12 + 8 + (2, 2) + 2 + (3) = 35

Human Bane Rapier, 1-handing PA, vs humans, IC, haste; haste: 1d20 + 21 - 4 + 2 + 2 + 1 ⇒ (16) + 21 - 4 + 2 + 2 + 1 = 38
Confirm?: 1d20 + 22 ⇒ (18) + 22 = 40
Rapier PA damage (P): 1d6 + 12 + 8 + 2d6 + 2 + 1d6 ⇒ (1) + 12 + 8 + (3, 3) + 2 + (6) = 35
Bonus Crit damage: 1d6 + 12 + 8 + 2 ⇒ (4) + 12 + 8 + 2 = 26

Whipping the rapier back into a guarded position after the attacks, Bashiel calls once more on Osiris to undo the effects of Zenobia's black magic.

Lay on Hands: 6d6 ⇒ (5, 3, 1, 6, 6, 3) = 24


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

End of Round 5: Still singing, Zamanda rushes to her father and examines the rack briefly, hoping to see a quick way to free her father.

Perception: 1d20 + 21 - 2 ⇒ (18) + 21 - 2 = 37 (sickened)
____

Round 6:

Zamanda continues to sing, but as her mind clears a little from the overwhelming concern for her father, she realizes that she hears the sounds of battle.

Stepping away from her father for a moment, because this is part of protecting him, she moves to where she can see what is going on, and looses an arrow at yellow.

Attack: 1d20 + 19 + 1 + 2 + 2 - 2 ⇒ (17) + 19 + 1 + 2 + 2 - 2 = 39 (point blank, inspire courage, blessing of fervor, sickened)

Damage: 2d6 + 4 + 1d6 + 1d6 + 1d6 + 2 - 2 ⇒ (3, 4) + 4 + (3) + (3) + (4) + 2 - 2 = 21 (acid, cold, sonic (DV), inspire, sickened)


Human Male Cleric 13 of Pharasma | HP 95/96 | AC 22 T 13 FF 21 | CMB +9 CMD 20| F +14 R +11 W +17 (+19 vs Charm & Compulsion) | Init +5 | Perc + 20 Human (Varisian) Channel Energy 9d6 8/day (6/9 remaining), Healing/Repose Domains, Rebuke Death 12/day, Healer's Blessing, Gentle Rest 12/day 12/12, Ward Against Death 12/day

Malen steadily made his way towards the remainder of the fight, again amazed at the sheer efficiency and ferocity of his allies. The priest tended to be cautious in his planning, but maybe it was time to accept that this group could throw caution to the wind and just make things happen.

Sometimes, when you took that strategy, things tended to get messy. That's what he was there for. Reaching the paladin's side, the cleric uttered a short chant to Pharasma and reached out to touch the man, imparting potent healing energy and undoing the efforts of the enemy.

Cure Critical Wounds (Neutralize Poison): 4d8 + 12 ⇒ (3, 1, 5, 8) + 12 = 29Bashiel gets back 43 hp

Move for action 1, then move and cast spell for action 2


Iron Gods: Iron maps;

Will DC 21: 1d20 + 13 ⇒ (11) + 13 = 24
Zenobia resists Ilsa's spell.
I thought she had a rod of absorption, but not. Sorry

As Zamanda gets into the room to unshackled the man on the rack, her voice barely reaches enough for discordant voice to help Bashiel. The man looks confused, barely recognizing her "My... my..."

Bashiel strikes, once, twice, thrice on Zenobia, but he surprisingly discovers that although at all effects she seems completely human, she is not human at all! Bashiel's rapier feels much less effective than expected, but still strikes two criticals. (non human and DR)

K. nature DC 21:

You think Zenobia might be some kind of shapechanging monstrous humanoid able to take the looks of a human. Something like a doppleganger.

K. arcana DC 21:

You think Zenobia might be some other kind of creature transmuted into a different appearance.

K. dungeoning DC 21:

You think Zenobia might be some kind of aberration able to shift into the shape of a human.

K. religion DC 21:

You think Zenobia has died and been spawned into some kind of human-like undead like a vampire.

Malen makes it into the room, and between his healing and Bashiel's hands, he is brought back to exactly full health.

You see Zenobia is clearly thinking on retreating, but hearing Zamanda singing at her back, she casts another spell.
Concentration+combat casting DC 19: 1d20 + 13 + 4 ⇒ (18) + 13 + 4 = 35
She casts hold person on Bashiel, then she closes the door and steps back. She uses weapon mastery to gain Dodge.
Will DC 16 (enchantment)

Your haste comes to an end.

Zamanda comes around the room and puts an arrow at Zenobia's back. The arrow explodes with reverberating notes that deal damage to her, but the arrow does not penetrate as much as she expected. DR

The Arbitrer is barely standing "Ah! You might defeat me, but you will end discovering those good gods of yours are going to fail you one day, when you most need them. Vavana Dhatri will put and end to you"

Yellow (Mirya): 37 damage, 37 NL, unconscious
Pale green: 92 damage, dead
White-green: 52 damage, 42 NL, unconscious
Zenobia: 128 damage, badly wounded, WM (Dodge) r7
Kordaitra: 50 damage, 104 NL, unconscious, challenged Bashiel
# Party buffs: fervor r17 (except Bashiel & Cinnabar)
Cinnabar: 6 damage, dominated 12 days
Bashiel: 100/100 hp, light (rapier) 98 min, keen (rapier) 34 min, see invisibility 103 min, ironskin (+4) 9 min
Ilsa: 97/104 hp, mirror image (5) 11 min
Kalem: 94/129 hp, infuse self (ganzi; resist 5 acid/elec/sonic, +2 vs polymorph) 99 min, heroism 103 min, shield while raging
Malen: 71/89 hp
Zamanda: 51/86 hp, sickened r8
Round 7: Kalem, Malen, Zamanda, Bashiel Round 8: Ilsa, Cinnabar, Maidens

Everyone but Zamanda can act!
I think we got a communication misunderstanding there. I round 6 you hasted through the corridor (move action), then approached the rack (2nd move action), so your shot would be in this round.


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Oh, sorry... I got the round numbers wrong. Apologies, and thanks for resolving my mistake.

Zamanda responds to the Arbiter

I haven't been a super religious person, actually, and have only prayed a couple of times, but someone up there seems to come through for me when things are really bad, so I'm guessing you're wrong. In any case, all I can do is focus on now, and helping people is better than harming them. It isn't about who fails me. It is about what kind of person I want to be. ... I'd rather be good in a non-violent way, honestly, but when someone is harming your family or your home, you have to stop it.


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

KNReligion: 1d20 + 16 ⇒ (15) + 16 = 31
Will vs. Hold Person: 1d20 + 14 ⇒ (6) + 14 = 20

Bashiel kicks the door open "You're another victim of Urgathoa, willing, but a victim regardless. May you find some measure of peace in your next life." He pauses to gauge the human-seeming woman's stance, and then stabs in an attempt to distract her.

(5-ft step, dazing assault for one attack without power attack, since I assume kicking the door open is a move action. On a hit, DC22 Fort save or dazed 1 rd.)

Human Bane Rapier, 1-handing PA, IC, dazing: 1d20 + 21 - 4 + 2 - 5 ⇒ (12) + 21 - 4 + 2 - 5 = 26
Rapier PA damage (P): 1d6 + 10 + 8 + 2 + 1d6 + 1d6 ⇒ (3) + 10 + 8 + 2 + (1) + (2) = 26


Iron Gods: Iron maps;

Bashiel hits open the door and steps delivering a powerful dazing attack. As an undead, Zenobia is immune to any effect targeting fortitude, but she is not to the terrible slash and sonic burst that follows the blade.

With a last horrible scream of defeat, Zenobia concedes to Zamanda and Bahiel's arguments with her destruction!

Studying her remains Bashiel this time is able to recognize she had been transformed into a penanggalen by Urgathoa after a painful death to blood veil in which Abadar deceived her by not answering her prayers to heal herself from the disease.

Combat is over!

Loot:

golden unholy symbol of Urgathoa, 100 gp
magical headband
magical ioun stone
14x full plate +1
broken full plate
cloak of resistance +2
2x heavy steel shield +1
12x mwk heavy steel shield (a 13th one is destroyed)
+1 cruel longsword
+1 flaming longsword
13x mwk longswords
mysterious key
prison master key
treasure vault key
magical belt
13x potion of cure moderate wounds
2x composite longbow (Str +2)
2395 gp

Spellcraft+Detect magic DC 27 (belt):

belt of physical might +2 (Str, Con)

Spellcraft+Detect magic DC 27 (headband):

Spellcraft+Detect magic DC 27 (ioun stone):


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Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Zamanda is going to free her father before examining magic items, but just rolling for when we fit it in:

Spellcraft (headband): 1d20 + 10 ⇒ (17) + 10 = 27 (pass)

I want this if no one else does, but I already have a headband with +2 to CHA, which is my main stat, so if someone else needs it more, no problem.

Spellcraft (ioun stone): 1d20 + 10 ⇒ (4) + 10 = 14
Spellcraft (belt): 1d20 + 10 ⇒ (15) + 10 = 25

______

Seeing the woman go down, Zamanda frisks her for anything that might help her father, and finding keys, and also a healing potion, she returns to her father and frees him. Theirs was not a close relationship, but she loved her father, and seeing him this way was hard.

(Replaced the image of her father.) Also, let me know if a key doesn't work and I need to roll something to get him out. Zamanda is familiar with the Evil Equipment Limited (EEL) torture tables that we've had to deal with thus far, but I don't think we had to get anyone off of a rack previously.

After freeing him, she lays him carefully on the floor on a blanket, and pours the healing potion down his throat.

CMW: 2d8 + 3 ⇒ (7, 1) + 3 = 11

while waiting to see if he will come around, she went and unlocked the cages where the other women were being kept in this room.


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

With the fighting done, Kalem let the power that infused him vanish. His eyes went back to normal, his claws returned into being fingers and his wings returned to the air in which they came. The tiefling nearly collapsed, his back sliding down the wall until he sat next to the corpse of a Gray Maiden. He felt nearly as tired. Breathing deeply he tried to make it look like he wasn’t having a hard time catching his breath. The battle had been taxing, given how long it had lasted. It would be at least a minute until he was ready to move on.

I’d happily take the dusty rose prism ioun stone. Kalem’s AC is only good when he is raging. But given that his rage AC is sufficient, I won’t argue if someone else wants it.


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Human Male Cleric 13 of Pharasma | HP 95/96 | AC 22 T 13 FF 21 | CMB +9 CMD 20| F +14 R +11 W +17 (+19 vs Charm & Compulsion) | Init +5 | Perc + 20 Human (Varisian) Channel Energy 9d6 8/day (6/9 remaining), Healing/Repose Domains, Rebuke Death 12/day, Healer's Blessing, Gentle Rest 12/day 12/12, Ward Against Death 12/day

After the fight is over, Malen retrieved a wand from his belongings and set to work curing his allies of the various damage they had taken during the battle.

Cure Mod (Ilsa): 2d8 + 3 ⇒ (8, 6) + 3 = 17
Cure Mod (Zamanda): 2d8 + 3 ⇒ (7, 3) + 3 = 13
Cure Mod (Zamanda): 2d8 + 3 ⇒ (6, 4) + 3 = 13
Cure Mod (Zamanda): 2d8 + 3 ⇒ (4, 4) + 3 = 11
Cure Mod (Kalem): 2d8 + 3 ⇒ (7, 3) + 3 = 13
Cure Mod (Kalem): 2d8 + 3 ⇒ (1, 6) + 3 = 10
Cure Mod (Kalem): 2d8 + 3 ⇒ (5, 7) + 3 = 15
Cure Mod (Malen): 2d8 + 3 ⇒ (5, 6) + 3 = 14

With that done, he checked over the Gray Maidens on the floor, trying to see if any were still in the land of the living. Some of the others, at least, had seemed intent on trying to save and reclaim these pour souls, and while Malen wasn't of the opinion that they could be brought back from where they had been taken, he respected the others too much to not do this.


Iron Gods: Iron maps;

Zamanda quickly applies the prison master key to release her father and heals him with a potion. The man looks around a bit confused "You do not have enough to torture me physically you are also using the shape of my daughter now? I am not going to tell you a word b!@+#!"

Meanwhile the others release the three apprentices from the cages, they are likely very weak too "Hmmm... oh, who are you? What is going on?"

A caring Malen quickly comes to heal you all up. He also cares abount the maidens and finds up the ones that were blasted by Zenobia's flame strike are all dead, but most of the others are unconscious and full of bruises but otherwise in good health.


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Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Zamanda, somewhat relieved to find her father angry instead of weeping, laughs.

Good to know they didn't get anything out of you. It's really me, but you don't have to believe that. No one is going to ask you anything you don't want to reveal. Can you stand? Do you know if Mom and Otto are okay? I wish you hadn't come back to the city so soon, but we'll get you out of here, and hopefully you can return to helping the rebellion.

She helps him up if necessary (and if allowed), then retrieves the blanket, cleaning it and her father with prestidigitation before putting it away.

So, what you need to know for now is that we're clearing this place out. I'm going to take you to a safe place, and you need to stay there for a bit until we can come back for you. If you choose not to wait, we won't stop you, but there is an illusory bridge and a beast that could eat you if you try finding your way out behind us, so you would be wise to wait rather than give up your life because of your impatience.

She's trying to help him, but also is a little annoyed with him for coming back, and is throwing in little echoes of lectures he had given her in the past, trying to both force him to recognize that this really is her, and also just guilt-tripping him a little bit for his hypocrisy for counseling her to not just jump into things, but doing it himself.

... if he calms down, then Zamanda will help the others tie up the unconscious-but-still-brainwashed maidens, explain the situation to the apprentices if needed, and help guide and carry the rescued and the captured to the lower floor with the others. If her father is cooperative, she'll put him in charge of the captives, giving him a masterwork longsword from the loot pile, and showing him how to use the flat of it non-lethally to keep someone unconscious, but only if necessary... if they are working their way out of the ropes or something. (If Corah is still okay with it and things are going okay, she can stay in charge of the others.)

That's a lot of stuff, but just trying to wrap up the loose ends of this battle before we move on... anyone who wants to do things differently in any way, just say the word.


Iron Gods: Iron maps;

Garrick stretches his eyes looking at his maybe daughter "Is it really you? Hmmm... I won't give a word... someone had to bring these important documents to Longacre for the arbitrers to... Hmmm..." looking around at the defeated maidens he suddenly comes to realization of the truth "My girl... you made all this?"

"I am sorry, I still had hope something could be done with the remains of the arbitrers... and the rebels asked me to ensure a set of encrypted documents to fool the maidens arrived to their lieutenant's hands" he breathes deeply and checks his skin now healed "I knew it was dangerous before hand, but someone had to do it"

Garrick picks up the longsword with resolve, although not very skillfully "I will wait here if that helps. While I was here I heard they have the ex-commander of the Sable Company, Marcus Endrin, hidden somewhere. For what I heard I deduce he is kept in a secret concealed cell, but I do not know where"


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

Bashiel moves back across the two chambers and checks the status of the Maidens that the group had fought. He disarms all of the survivors of their weapons and helms, then proceeds to tie them up with Zamanda's help. He lingers tensely over Mirya, debating whether to heal her immediately or not, but decides that might be more painful than the alternative. He double checks that the bindings are solid and then turns back to the group.

He reads between the lines in the conversation between Zamanda and the older man and says "Your father?" He looks over at Garrick "You were brave to bring those documents in to the Maidens. We'll take it from here. Do you know if the Maidens have any other high profile members still around here? This Vavana Dhatri, maybe?"


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Zamanda nods to Bashiel

Yes, this is my father Garrick, otherwise known as Arbiter Cador. We don't usually advertise our relationship, since we are very different, but in this case I think we are fully on the same page.

She gives her father a grin.


Iron Gods: Iron maps;

K. nobility: 1d20 ⇒ 16
Garrick smiles back to Zamanda and answers to Bashiel "Vavana Dahtri? You mean that viper usurper the maidens entitled “Arbiter of Allegiance”? She was supposed to be the one to torture us all"

"From what I overheard I understood Vavana helped craft the methods of torture, blackmail, and mind control Ileosa uses to ensure loyalty among her Gray Maidens. This all was her ideas based on her studies in the Acadamae..." only the man's respectability helps him avoid to spit to the floor "It seems the Queen requested her presence in the Palace and left her office here to Zenobia. I have also heard she has a brother, a priest of Abadar called Ishani"

Dark Archive

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Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

Ilsa relaxes a little as the battle ends.

"It is sad to see a former servant of Abadar fall to this--madness," she observes.

She tries to identify the items that Zamanda cannot, but likewise fails. When Zamanda introduces her father, she says "It is good that there are small packets of hope, even in this dark place. As much as I would like to linger here, we should continue with our mission before the enemy has time to gather its forces."

spellcraft: 1d20 + 8 ⇒ (12) + 8 = 20
spellcraft: 1d20 + 8 ⇒ (5) + 8 = 13


Maps Female CG Aasimar Arrowsong Minstrel Bard 8 / Arcane Archer 9 (CL 14) | HP 39/130 | AC 32 / T 25 / FF 28 | Fort +16 / Ref +21 / Will +21 | CMB 17 / CMD 32 | Initiative +4 (roll 2x, take highest) | Perception +32 / Disable Device +23 | Darkvision 60 feet | Bardic Performance 11/23 | Spells 1L 1/5 2L 5/5 3L 4/4 4L 4/4 5L 2/2 | Imbue Arrow 1/1 | Seeker Arrow 3/3 | Phase Arrow 2/2 | Hail of Arrows 1/1 | Acid, cold, and electricity resistance 5 / Immunity to fire, sonic / Vulnerable to cold, acid | SR 22

Ishani? We know him. He is a good guy who helped us when we were looking for the cure to the plague. His sister might be in need of correction, but I can't believe that Ishani is involved in this. Last we knew, he was still working with Cressida Kroft as the official liason between her and the Abadarians.

At Ilsa's comment, Zamanda nods and thanks her dad for the information.

She then swaps the headband that she is wearing (+2 CHA, picked up from Pilts) for the one she just identified, formerly worn by Zenobia. Then she continues to help get everyone downstairs.

Anyone have a preference about which door to try next?


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

[b]"Agreed Zamanda. He seemed like he had his head in the right place. I hope his connection to his sister didn't earn him a lot of trouble."[/]

Bashiel helps pick up the unconscious Maidens and bring them downstairs, then escorts the conscious prisoners to join with the girls that had been rescued earlier. As he takes the route, he keeps his eyes open for any secret doors that might potentially lead to the hidden cell that Zamanda's father was describing.

Perception: 1d20 + 16 ⇒ (6) + 16 = 22

How about the door for E15.


Human Male Cleric 13 of Pharasma | HP 95/96 | AC 22 T 13 FF 21 | CMB +9 CMD 20| F +14 R +11 W +17 (+19 vs Charm & Compulsion) | Init +5 | Perc + 20 Human (Varisian) Channel Energy 9d6 8/day (6/9 remaining), Healing/Repose Domains, Rebuke Death 12/day, Healer's Blessing, Gentle Rest 12/day 12/12, Ward Against Death 12/day

Malen put his hand on Bashiel's arm as the group started to lead the conscious survivors back to the beginning of the complex they had explored. Pointing to the keys, he gently said, "Perhaps it would be best if these were locked up until we return. I understand your desire to help these people, but let's be wise about it."

If the others agree, Malen helps to herd and carry the Grey Maiden prisoners (including Kordaitra) to the prisoner cells. Once that task was complete, the priest took out a small vial of liquid and drank it, his pupils dilating for a moment before constricting back to the normal size. With the magical aid, he kept his eyes open for the secret door referenced by Zamanda's father.

Drink Elixir of Vision

Perception: 1d20 + 29 ⇒ (13) + 29 = 42

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Belial's Maps; Dispater's Maps

If you were selected, please "dot in" here. We'll be using this thread for all substantive OOC discussions, letter others know about our availability, etc., so on, and so forth.

For now, feel free to introduce your characters, discuss your roles, abilities, and see if there are any opportunities for your characters to have pre-existing relationships. (Absolutely not required but sometimes fun.)

I'm aiming for us to start with in-character posting on Monday, but I'm going to want to write a proper introductory post for each of your characters and that may take me a little time.

In the meantime, here is the "something extra" I mentioned I would ask of folks if they were selected for the campaign.

Please provide the following and add them in a spoiler box on your alias's profile:
1. Five Background or Concept Elements for your character. This can include a physical description, an overview of the character's personality, significant background points, etc. Just a couple sentences on each is sufficient.
2. Two of Your Character's Goals. One is your campaign trait. The other is something you already picked in your submission. Please provide a couple sentences here. (Cut and paste is perfectly fine; this just helps me to have it all in an easy format.)
3. Two Secrets. One secret that only you know; another secret that you do not know but someone else does.
4. A Fear or Paranoia. Something that really gets to your character.


Male Halfling HP 11/11 | F+3 R+7 W+4 | AC 19/15/15 | Init+6 | Perc+8 | DD+7 | CMB -1; CMD 13 | Halfling, Unchained Rogue 1

Thanks for picking me Snow, appreciate the vote of confidence :)

I'm based in the U.K. And I'm about to sleep so I will go over those questions tomorrow and double check Gregor over.

I'm planning him as a classic rogue, stealth/trap finding with loads of skills. I really don't see him as the party face but who knows maybe he could pick up a little confidence along the way.

My backstory/link to the game is I've lost my son, if anyone else has taken that or the other side being one of lamms lambs I'd think we could really work something out as worried parents or I tracked you down and asked for your help. I did some work for Lamm not my best times but I did it for my son and it bit me on arse.


male Human 2nd lvl Witch (gingerbread) | hp 16 | F+3 R+1 W+4 | AC 11/11/10 | Init +1 | Perc +1

I am playing Brin the baker, he is a easy going carefree character, at least that is what he was and he still acts that way. Brin suffered when his Fiancé was murdered on the street and swore vengeance. He is a gingerbread witch that makes his potions into candy. And is happy to bake Pies. He can get along and empathize with anyone who has a loss like him. He is on a dark road that he doesn't know when it will end. He would prefer it if all the evil men in the world would all just disappear.

He is a mixture between "Dexter" and "the Operative" in Serenity where he knows there is evil men and is trying to get rid of them. but understands that after he is done the good world wont be for him. But he is willing to take on the Sin of the world to do it.

I will be posting the Spoiler box later.


hp: 30/31; AC 19+2 (AC 15 ff 12 t 13); fort 3, ref 8, will 3; bab 3, melee 3, ranged 6; CMB 3, CMD 16; init +4; perc +11; insp 6/7; panache 5/5; harrow pts 2/2 | daemon-spawn tiefling investigator (empiricist)/3 swashbuckler (inspired blade)/1
skills:
acro 8, appraise 9, bluff 9, diplo 9, disable 12, escape 3, kn arc 9, kn dung 8, kn eng 8, kn hist 8, kn local 8, kn planes 9, kn rel 10, kn nob 9, kn nature 8, perc 12, sm 5, splcrft 9, umd 9

Hi all... thanks for the pick, Snowheart... I really am looking forward to this!

Snowheart - I put the requested information at the end of my profile... let me know if you want anything changed.

For the other players: Quinlan was born and raised in Korvosa, and could have ties to anyone from the city (see his profile re: GM Questions for CoCT). Would be happy to set up some relationships in advance of the game..

Quinlan is a relatively focused individual, very much into acquiring eclectic information and odd bits of knowledge just for the sheer fun of it. When he's not buried in a book, he loves to get out and meet people... While not the MOST charismatic fellow, he's good looking and generally likable, so he has lots of friends (and several lovers) in town.

Due to his troubled past involving drugs, from his parents' addictions and deaths due to drug use, and his own addiction at a young age, he's learned the dangers firsthand. He wants very much to keep other young folks from making the same mistakes, especially his sister, Erina. Currently, Erina is relatively safe from such a danger. She grew up in a church orphanage like Quinlan himself did, and when she 'aged out of the system', she got a job at their uncle's law office. She works there as a receptionist and studies the law at her uncle's side, as a sort of informal apprenticeship. She, like her brother has a sharp mind and is quick learner. But she feels the need to learn quickly as their uncle Gian is now quite elderly, and is considering closing his business and retiring. Erina has a young man who wants to marry her. She hasn't given him an answer yet.

Quinlan wants someday to open a school in Old Korvosa, to bring knowledge and education to the people of Korvosa who don't have ready access to such opportunities.

As for personal relationships, Quinlan doesn't have any strong ties to anyone really except his cousin Vencarlo, but even that connection is rather casual, both having many friends and lovers, and neither considers their relationship to be monogamous. They remain close friends.


Belial's Maps; Dispater's Maps

To keep things somewhat streamlined but hopefully without stealing too much of your agency, there are a few things I'm going to do automatically in any given situation instead of taking a lot of unnecessary time of us waiting for one another to make a roll. TO WIT...

I'm going to roll initiatives and perception checks for everyone as needed as a macro for every character. Please make sure you keep the stat block that appears underneath your alias's name updated with any current modifiers, and I'll make any rolls based on those.

For the stat block that appears automatically beneath your name when you make a post, please include the following information:

Race, class and level; current and max hit points; Armor Class; Saving Throws; Initiative; Perception and a note as to any modifiers; anything else you think may be necessary for quick reference.

I'm going to trust you to understand your modifiers on attack rolls, saving throws, etc. But if you have questions, definitely ask. A number of you look to be very experienced while others may be new to PbP. There are no stupid questions.

For other rolls, feel free to offer them preemptively if you think I might want/need. If I don't need it, I'll just ignore it.

In terms of information put into a spoiler box, I don't care if you read it or not. If there's something I really want to keep private, I'll send it to the player(s) via PM and depending on the situation allow others to make a roll (or I'll make it secretly for them).

I've got a F2F game tomorrow afternoon (I'm on the U.S. east coast) but I'll try to have introductory posts on the gameplay thread for you tomorrow.

On a related note, while I'm experiencing at GMing F2F games, this is my first time GMing a PbP game. If you have any suggestions, give me a holler. Sometimes nuance, emotion and intent don't translate well via text. Further, I know sometimes I put a strong emphasis on moving things forward. So, if you feel I've done something that was unfair to you or your character, please let me know. And also let me know if you think there's room I can do a better job as your GM. I'm a firm believer that this "table" belongs to all of us.


hp: 30/31; AC 19+2 (AC 15 ff 12 t 13); fort 3, ref 8, will 3; bab 3, melee 3, ranged 6; CMB 3, CMD 16; init +4; perc +11; insp 6/7; panache 5/5; harrow pts 2/2 | daemon-spawn tiefling investigator (empiricist)/3 swashbuckler (inspired blade)/1
skills:
acro 8, appraise 9, bluff 9, diplo 9, disable 12, escape 3, kn arc 9, kn dung 8, kn eng 8, kn hist 8, kn local 8, kn planes 9, kn rel 10, kn nob 9, kn nature 8, perc 12, sm 5, splcrft 9, umd 9

sounds fine with me... you rolling inits and perceptions is cool, and tends to speed things up immensely. Appreciate it.

Don't suppose you could open up gameplay for dotting so I can close this tab and just watch my campaign listing for updates here? I will of course dot AND delete so as not to clutter the gameplay thread.

Enjoy your game tomorrow.


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

Sounds fair, will get profile updated shortly


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

Hi all! As I mentioned in Recruitment, I'm looking forward to playing with you all from now on!

This will be my second PbP game (the first being a PFS scenario that is still in progress) but I've been playing Pathfinder in earnest for the last 3.5 years (GM-ing weekly, less often a player) so I should be able to pull my weight regarding rules and gameplay. That said, its pretty likely that I'll mess up PbP conventions in one way or another. If you see something wonky, feel free to correct me. Thanks in advance!

As for Bashiel: He's a fairly straightforward Paladin, though his archetype selection makes him particularly effective vs. undead and incorporeals. No idea how many undead actually appear in this campaign so that might be a total dud! Expect to see him hold down the melee side of things. His other main gimmick at 1st level is that he can temporarily become skilled at any one skill 1/day by conducting an hour-long seance. I hope to use this to patch any holes in the party's capabilities (say Knowledges that we're missing) but its a bit clunky to use effectively.

Personality wise, I hope you'll all see that Bashiel is a very passionate and driven individual, sometimes too impulsive for his own good. He has a rock steady moral core with an emphasis on filial piety and personal responsibility. He believes that all evil creatures and people can achieve redemption but that sometimes this second chance comes through Osiris seizing their souls from Pharasma's masses and reincarnating them into a new form.

I'm a big fan of starting with pre-existing relationships between player characters. As Bashiel is part of the Korvosan Guard and has had multiple prior encounters with Lamm, there should be plenty of situations where he could have come across other people's PCs. Other possible points of intersection:

  • Involved with the churches of Sarenrae or Pharasma? Bashiel has a good relationship with the first, and a more contentious one with the second.
  • Spend significant time in Old Korvosa? Bashiel's family lives there and its his old stomping ground.
  • Had a family member framed by Lamm? Bashiel's father was framed for attempted murder.
I would like to aim for two preexisting bonds. I'll be brainstorming based on what I read from you guys, but if you'd like to suggest any, I'm all ears :>

I'll be adding the new spoiler box some time on Sunday and may do a few background tweaks at the same time.

Snow, for the two "secrets", is the intention for these to be relevant to the campaign? Or can they be something fun/silly?


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

As a meme we of the guard, feel free to have had Bashiel and Kalem having met before on the opposite ends of the law. Though note that with Bluff +11 vs Sense Motive +3, it is likely that the Tiefling was able to weasel out of making anything stick.

GM Question

We have 2 soul Seer tieflings, so I was looking into changing my spell like ability for added differentiation.

Fiendish Heritage: By raw if only applies to sorcerers. Will you allow it to apply to bloodragers as well?


Belial's Maps; Dispater's Maps

Kalem; no problem on tweaking your character as we get started and also fine on the fiendish heritage.


Male Halfling HP 11/11 | F+3 R+7 W+4 | AC 19/15/15 | Init+6 | Perc+8 | DD+7 | CMB -1; CMD 13 | Halfling, Unchained Rogue 1

Hey Snow, not sure if you've posted about it but how do you plan on doing rounds will you be running it like table top?

http://paizo.com/campaigns/JZsCarrionCrownTrialOfTheBeast/recruiting&pa ge=1 (when I put this in a tag it doesnt work at all - It under the Running the Game heading) . If you want an idea how other Gm's have done it on the board, I've found this way to be the smoothest(That link is to a game my house mate runs). Where the game doesn't get too bogged down on one persons action.


hp: 30/31; AC 19+2 (AC 15 ff 12 t 13); fort 3, ref 8, will 3; bab 3, melee 3, ranged 6; CMB 3, CMD 16; init +4; perc +11; insp 6/7; panache 5/5; harrow pts 2/2 | daemon-spawn tiefling investigator (empiricist)/3 swashbuckler (inspired blade)/1
skills:
acro 8, appraise 9, bluff 9, diplo 9, disable 12, escape 3, kn arc 9, kn dung 8, kn eng 8, kn hist 8, kn local 8, kn planes 9, kn rel 10, kn nob 9, kn nature 8, perc 12, sm 5, splcrft 9, umd 9

Probably didn't work because of the space in the last word 'pa ge' should be 'page'

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

Glad to be selected! Thanks so much! I had a busy day yesterday and am just getting to this. For now, I'll dot in, but will have time to finish the assignments soon. Looking forward to this!


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

Fiendish Heritage Feat: 3d100 ⇒ (85, 25, 33) = 143
Alternate Spell Like Ability: 1d100 ⇒ 9

Thank you GM. Doing some tweaking now to customize my Tiefling.


Just reporting in. I was busy Friday and I had a game on Saturday so I wasn't able to get everything together, but I have all day today so I'm good there. Just wanted to let you know that I'm not flaking and am not being lazy I already know what I'm going to have written down so we should be good they're.

The only thing I needed to confirm is that if you are okay with me just posting the stats. I mean I can do that as well, I mean I can't, I don't know how, but I always just take all of the relevant stats and add them post by post. If that's okay with you, great, but if not someone's going to have to explain to me how to do the stats under the name thing alright?


hp: 30/31; AC 19+2 (AC 15 ff 12 t 13); fort 3, ref 8, will 3; bab 3, melee 3, ranged 6; CMB 3, CMD 16; init +4; perc +11; insp 6/7; panache 5/5; harrow pts 2/2 | daemon-spawn tiefling investigator (empiricist)/3 swashbuckler (inspired blade)/1
skills:
acro 8, appraise 9, bluff 9, diplo 9, disable 12, escape 3, kn arc 9, kn dung 8, kn eng 8, kn hist 8, kn local 8, kn planes 9, kn rel 10, kn nob 9, kn nature 8, perc 12, sm 5, splcrft 9, umd 9

put your important information on either the race, class/levels or gender lines of your profile (click 'create profile'), anything you put on those three lines will show up under your name. just format what you put there like the others have done... I put race class and level on the race line, skills (spoilered) on the class/levels line and all the rest - hp, ac, saves, cmb/cmd, etc - on the gender line... but you can format however you want.


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

@Kalem That's a possibility, I'll try to whip up a bit of story and let me know what you think.

@Snow I've updated my profile with answers to the questions in your post above. Let me know if anything isn't clear.


hp: 30/31; AC 19+2 (AC 15 ff 12 t 13); fort 3, ref 8, will 3; bab 3, melee 3, ranged 6; CMB 3, CMD 16; init +4; perc +11; insp 6/7; panache 5/5; harrow pts 2/2 | daemon-spawn tiefling investigator (empiricist)/3 swashbuckler (inspired blade)/1
skills:
acro 8, appraise 9, bluff 9, diplo 9, disable 12, escape 3, kn arc 9, kn dung 8, kn eng 8, kn hist 8, kn local 8, kn planes 9, kn rel 10, kn nob 9, kn nature 8, perc 12, sm 5, splcrft 9, umd 9

Snowheart... I've been informed that to take an alternate tiefling heritage in pF, you no longer need to take the 'fiendish heritage' feat... if that's so, do you mind if i change my first level feat to something more appropriate for the character? thx in advance for the consideration.


Male Halfling HP 11/11 | F+3 R+7 W+4 | AC 19/15/15 | Init+6 | Perc+8 | DD+7 | CMB -1; CMD 13 | Halfling, Unchained Rogue 1

@Bashiel - If you don't mind we could have a glancing knowledge of each other. I would have pleaded with the Guard for help finding/Getting my son back. Maybe you listen and tried to help me since you had problems with Lamm?

@Quinlan That's true the Feat was only in because tiefling weren't PC race before. But when Asamar came in they were made proper PC race. (That's why you don't see a feat like that for asamar.)

The URL was strange I literally just copy and pasted it and it works..

Initiative From Link:
Initiative This is the biggest one. I roll all initiative and whichever group, heroes or enemies, has the highest (average), they act first and all members of that group act in whichever order they post. That order can change round by round for the heroes because they act when they post. This keeps combat moving very quickly and prevents a single combat taking a whole week to resolve but equally, it has other effects such as devaluing a high individual initiative, makes certain spells more powerful, others less so, risks an individual enemy getting mobbed by action economy and so on.
It is definitely not without it's drawbacks but the fact it keeps a potentially slow medium moving is fine by me. I make changes to feats such as Improved Initiative and Selective Spell to compensate for this difference but won't go into that here.

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

FYI, in addition to answering the questions, I am going to change the archetype I was planning to take.

It won't change my background or anything, but I think I was trading too much for too little. I'll either have no archetype or the Spirit Walker archetype.


male Human 2nd lvl Witch (gingerbread) | hp 16 | F+3 R+1 W+4 | AC 11/11/10 | Init +1 | Perc +1

I was always a fan of Vox mesmerist. because it gives good damage spells that most mesmerists don't have.


Belial's Maps; Dispater's Maps

So, I'm going to start posting in the Gameplay thread moments for each of you to start the adventure. I doubt I'll be able to get to them all tonight, but will try to have them all up by tomorrow evening.

Because I won't have all of you up at once, this will initially start as an opportunity for you to give us an in-character glimpse of your PCs' daily lives and any internal monologue or, if you prefer, just dot-in and indicate you're heading to the initial gathering spot.

Let me know here if you have any questions.

Also, you'll note at the top of the screen there is a link to a folder on my Google drive. I'll be putting copies of handouts and battle maps there.


hp: 30/31; AC 19+2 (AC 15 ff 12 t 13); fort 3, ref 8, will 3; bab 3, melee 3, ranged 6; CMB 3, CMD 16; init +4; perc +11; insp 6/7; panache 5/5; harrow pts 2/2 | daemon-spawn tiefling investigator (empiricist)/3 swashbuckler (inspired blade)/1
skills:
acro 8, appraise 9, bluff 9, diplo 9, disable 12, escape 3, kn arc 9, kn dung 8, kn eng 8, kn hist 8, kn local 8, kn planes 9, kn rel 10, kn nob 9, kn nature 8, perc 12, sm 5, splcrft 9, umd 9

sorry for the wall o' text.. got started and couldn't seem to stop..


male Human 2nd lvl Witch (gingerbread) | hp 16 | F+3 R+1 W+4 | AC 11/11/10 | Init +1 | Perc +1

I'm thinking about knowing most of yall but only for names. that way I can greet yall. If anyone wants me too just let me know. this is only as a superficial I know you type thing. not really knowing you like a friend.


hp: 30/31; AC 19+2 (AC 15 ff 12 t 13); fort 3, ref 8, will 3; bab 3, melee 3, ranged 6; CMB 3, CMD 16; init +4; perc +11; insp 6/7; panache 5/5; harrow pts 2/2 | daemon-spawn tiefling investigator (empiricist)/3 swashbuckler (inspired blade)/1
skills:
acro 8, appraise 9, bluff 9, diplo 9, disable 12, escape 3, kn arc 9, kn dung 8, kn eng 8, kn hist 8, kn local 8, kn planes 9, kn rel 10, kn nob 9, kn nature 8, perc 12, sm 5, splcrft 9, umd 9

Quinlan is fine with being known... he's a regular around town, and loves pastries for breakfast now and again.


1 person marked this as a favorite.
hp: 30/31; AC 19+2 (AC 15 ff 12 t 13); fort 3, ref 8, will 3; bab 3, melee 3, ranged 6; CMB 3, CMD 16; init +4; perc +11; insp 6/7; panache 5/5; harrow pts 2/2 | daemon-spawn tiefling investigator (empiricist)/3 swashbuckler (inspired blade)/1
skills:
acro 8, appraise 9, bluff 9, diplo 9, disable 12, escape 3, kn arc 9, kn dung 8, kn eng 8, kn hist 8, kn local 8, kn planes 9, kn rel 10, kn nob 9, kn nature 8, perc 12, sm 5, splcrft 9, umd 9

Kalem - you can delete your dot post and the thread will still show in your campaigns page... keeps the gameplay thread cleaner.


Belial's Maps; Dispater's Maps

No kidding? I learnt somethin' new today. Yay! :-)

In that case, everyone should feel free to do that until I can get a proper starter post up for you. Four down; three to go.


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

Thanks for the protip, much obliged


ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

@Brin, a suggested character link if you choose to accept it:
You know of the Eland family as owners of a simple, down-to-earth bakery in Old Korvosa. Its possible that you've met the owners, Dannel and Sasha Eland, or have heard about their exceptionally loyal clientele. Either way, recently there has been nothing but silence from the Eland's bakery and rumors are going around that the wife was murdered by the husband.

@Kalem, a suggested character link if you choose to accept it:
A little over half a year ago, while Bashiel was still feeling out his role within the Korvosan Guard, he encountered Kalem is a tavern in Old Korvosa. Bashiel was off duty, and well enough known in the area to be comfortable in the place. What he didn't expect was a young tiefling to suddenly start winning far more than reasonable for fair dice.
After losing a full week's pay to the tiefling, he offered his conclusions while leveling a stare. "I'd say you're probably cheating me out of coin. But consider that you're also cheating both of us out of a fun game. I'm willing to continue playing if you're willing to let the dice fall as they will."

I'll leave how this scenario resolved up to you. But ultimately Bashiel chose not to pursue any further action against Kalem, either because he believed a lie that Kalem spun, or because he found some reason to empathize with the tiefling's situation.

@Gregor, a suggested character link if you choose to accept it:
This isn't the first time that Bashiel has had reason to pursue and investigate Lamm for some rumored misdeeds. His numerous run-ins and almost-arrests have led him to become one of the more knowledgeable guards regarding the man in his unit. When Gregor came to the Guard for help finding his son, they directed him to Bashiel.

When Bashiel heard the halfling's story (let me know exactly how much you chose to reveal) he shared his own reasons for pursuing Lamm. He told Gregor about the attempted murder on Bashiel's mother Sasha and the framing of Bashiel's father Dannel for the act. More importantly though, Bashiel shared what he knew of Lamm's businesses and associates, and where he might be found. He also mentioned that it was high time for the good Mr. Lamm to answer for the many accusations leveled at him in a court of law. Bashiel announced his intention to track the man down and bring him in, despite not having the authorization of his superiors to do so.

Moved by the halfling's plight, he also offered to do all he could to find and (if possible) rescue the young Tom from the clutches of Gaedren Lamm. With an earnest and energetic handshake, Bashiel pledged to work with Gregor as they investigated Lamm and his wrongdoings.

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26
Brin the Baker wrote:
I was always a fan of Vox mesmerist. because it gives good damage spells that most mesmerists don't have.

I do like the Vox archetype, and it was one of my favorites, but the level 3 ability of the Spirit Walker seems like a total blast. So I'm thinking that route.

Also, I think Brin and Ilsa could be acquainted. I'm a shopkeeper and you're a baker...maybe we're on the same street or in the same neighborhood? Also, I think you are really going to like working with me, Brin. My debuffs are going to make your spells and hexes work very well. On another note, I am sort of a sleep/nightmare themed character and have sleep prepared. I think you do, too. Not sure if we want to double up or prep something else?

Also, sorry to be slow starting. Sunday is my worst day for posting time, but I'll be all in tomorrow.


Male Halfling HP 11/11 | F+3 R+7 W+4 | AC 19/15/15 | Init+6 | Perc+8 | DD+7 | CMB -1; CMD 13 | Halfling, Unchained Rogue 1

@Bashiel Happy for it.:

humbled by someone atleast in the guard taking his story to heart and hearing how Bashiel life was so affected but Lamm, Gregor hold back almost nothing on his story.

He tells him of his plight with slavery, he and his wifes journey to be free only for him to fall into bad habits and working with Lamm to make any time of money to feed his family. His wifes death and then the inevitable betrayal by Lamm that saw Gregor lose everything.

He would stress he only did the bad things to get his son Tom away from the life his father lead, he would do anything so his son never had to do such bad things.

He heartily thanks Bashiel, and is happy for the help.

@Brin/ All

I'm happy for you to all know me by atleast name(If you want me just let me know). I'm currently that crazy halfling, once happy to be overlooked by the taller races now speaking to everyone about his son walking the streets everyday looking for Lamm and anyone involved with him.


Belial's Maps; Dispater's Maps

Ilsa, no worries. I've got a 15 month old kid who consumes all attention when he's awake. Makes finding "me time" on the weekend harder than when I'm at work...

So, I'm writing intro posts in order people have checked in here, so next will be Bashiel, then Ilsa, then Varor. Just need a proper alias setup for Varor.

One other thing while I'm thinking of it...during this first week, feel free to tweak and change your stats and so forth. I'd rather you not do a different class entirely, but we can look at that too if you want. Point is, feel free to tweak things this first week.

After the first week, we're going to "lock things down" but I will allow use of the retraining rules if there are other things you decide you want to tweak or no longer find useful. The one exception is you can only retrain hitpoints up to the average for someone with your HD, rounded up.


hp: 30/31; AC 19+2 (AC 15 ff 12 t 13); fort 3, ref 8, will 3; bab 3, melee 3, ranged 6; CMB 3, CMD 16; init +4; perc +11; insp 6/7; panache 5/5; harrow pts 2/2 | daemon-spawn tiefling investigator (empiricist)/3 swashbuckler (inspired blade)/1
skills:
acro 8, appraise 9, bluff 9, diplo 9, disable 12, escape 3, kn arc 9, kn dung 8, kn eng 8, kn hist 8, kn local 8, kn planes 9, kn rel 10, kn nob 9, kn nature 8, perc 12, sm 5, splcrft 9, umd 9

Gregor - I think he meant Rabbit *Prince*. just a typo. I have a harrow deck and Rabbit *Price* is not a card in it.


Male Halfling HP 11/11 | F+3 R+7 W+4 | AC 19/15/15 | Init+6 | Perc+8 | DD+7 | CMB -1; CMD 13 | Halfling, Unchained Rogue 1

@snow I will double check all charter stuff tonight, nothing big will change I just want to make sure my skills are ok as I took out background skills and some of my items.

@quin Good spot Quin, That's what I get for using my phone(lovely autocorrect) while being very tired, I'll make sure to triple check next time.


Belial's Maps; Dispater's Maps

Lol, totally my typo. If you like, your cards are also available as a handout on the google drive. Link is at the top of the page.


Male Halfling HP 11/11 | F+3 R+7 W+4 | AC 19/15/15 | Init+6 | Perc+8 | DD+7 | CMB -1; CMD 13 | Halfling, Unchained Rogue 1

I reread the spoiler you had for me and I assumed it was just me, thats pretty funny my brain just read it as prince.

Nice handouts Snow.


Belial's Maps; Dispater's Maps

Can I just say, though, that with a missing halfling son, the "rabbit price" is kind of funny/eerie. :-p Too perfect.


Belial's Maps; Dispater's Maps

@Bashiel-- Just saw your question on the secrets. Sorry for the delay. It doesn't have to be relevant to the campaign but maybe not entirely silly either (e.g., he once stole a lollipop from a baby and it has shamed him ever since).

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

I have posted the answers to the 5 questions in my Background spoiler.

It sounds like you want me to wait for an initial spoiler for me before dotting in gameplay?


Belial's Maps; Dispater's Maps
Ilsa Dreambind wrote:

I have posted the answers to the 5 questions in my Background spoiler.

Did you want me to wait for an initial spoiler for me before dotting in?

Or should I go ahead an post?

You could do what Quinn suggested and dot in but then delete your post, just so it shows up in your campaigns tab. I should have a spoiler/intro post for you in the next hour or so.

Dark Archive

Human Mesmerist 17 | HP 195/195 | AC 27; Tch 13; FF 24 | F +15; R +17; W +24 | CMB+17; CMD 30 | Speed 30 ft | Init +3 | +1 Sap: +18 (1d6+6) | Perc +26

Will do!


Belial's Maps; Dispater's Maps

@ Kobolum/Varor - I'll have an opening post up for you this afternoon, but on your stats, please do create a proper alias and edit the profile to include your stats.

To create an alias, go to My Account.
In the left hand colum in roughly the third box from the top should be a panel for managing your aliases. Create a new one with your PC's name, select an avatar, and save.
Now, go to that alias and Edit Profile.
In the main text box, copy and paste your stats and background information.

In the "Race" box, type out the info that the other players have for there PCs. (Even though it's called "Race", you an actually type a lot of info into a single box. Or break it up into different boxes as you like. You can play around with it until it shows in a format you like.

Hope that helps.


Male Elf Cleric/7 7d8+(14 con)+(7 fc)=Hit Points 59/59. Initiative: +6. Perception +4 Speed: Walk 30 ft. AC: 19 (+2 vs. evil) (Touch 12, Flat-footed 17, CMD 18, FCMD 16). Saves: Fortitude: +7, Reflex: +4, Will: +7.

Okay so I had everything filled out but it didn't save so I'm going to need about an hour >:(


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

@Bashiel: Works for me. For that story though, will just add that Kalem will have had a friend with him that he would lose to, so that if someone like Bashiel calls him out he can have 'evidence' that he loses just like everyone else. This is to keep him from getting beaten by an angry crowd for cheating.


hp: 30/31; AC 19+2 (AC 15 ff 12 t 13); fort 3, ref 8, will 3; bab 3, melee 3, ranged 6; CMB 3, CMD 16; init +4; perc +11; insp 6/7; panache 5/5; harrow pts 2/2 | daemon-spawn tiefling investigator (empiricist)/3 swashbuckler (inspired blade)/1
skills:
acro 8, appraise 9, bluff 9, diplo 9, disable 12, escape 3, kn arc 9, kn dung 8, kn eng 8, kn hist 8, kn local 8, kn planes 9, kn rel 10, kn nob 9, kn nature 8, perc 12, sm 5, splcrft 9, umd 9

VAror - make a few changes and save, wash, rinse and repeat until done... you only have so long in edit mode before it won't save again... don't try to do too much at one time.


Belial's Maps; Dispater's Maps

Yeah, that killed me once after I had done a ton of formatting. I had to walk away for hours I was so angry. Learned my lesson. Now I type long things in Notepad, copy and paste. Anyway...

All the introductory posts are up. This adventure is officially under way! Respond to them as you like. Then, when you feel the time is right, make your way to the rendezvous.

Very happy with what I'm seeing so far and I'm glad y'all are making use of the Discussion page to make connections and what not.


Male Elf Cleric/7 7d8+(14 con)+(7 fc)=Hit Points 59/59. Initiative: +6. Perception +4 Speed: Walk 30 ft. AC: 19 (+2 vs. evil) (Touch 12, Flat-footed 17, CMD 18, FCMD 16). Saves: Fortitude: +7, Reflex: +4, Will: +7.

All right it isn't what I had but it's everything we need so I'm good to go now.


[CAMPAIGN COMPLETE: BECAME KALEM LIGHTSWORN]

For what it's worth, Kalem will make his way to the spot once everyone's introductions are done. Having several different locations in one thread leads to pure confusion.


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ASCENDED Male Human Paladin (Ghost Hunter) 16 |AC:41 T:16 FF:39 CMD:34 | HP: 141/156 | F+21 R+15 W+19 (evasion)| DR 5/evil | Init +2 | Perc +22 | GS:4/6 LoH:11/13 AB:3/4 HRW:3| Active Status:: (Aura, 10ft: +4 vs. fear, +4 vs. charm, +4 compulsion), <>

@Kalem Sounds good, we'll assume Bashiel was fooled by the charade (believing that he successfully convinced the tiefling to play fair rather than cheat), but probably won't quickly forget his encounter with Kalem.

My initial gameplay post is out. I assumed that we will be picking up gameplay proper right outside the house at sundown.

Other important note: I'll be using ~This notation~ for Bashiel's ancestral spirits providing interjections that only he can hear. I've also prepared a separate alias in case they become capable of talking to any of the other PCs.

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