DM B's PFS 4-02 In Wrath's Shadow (Inactive)

Game Master Beckett

In the ruins of Xin-Bakrakhan—seat of power of the Runelord of Wrath—the Pathfinder Society stands on the verge of a great discovery, but first the brave agents exploring the ruins must survive ages-old dangers and contemporary threats to return with the knowledge and wealth they’ve unearthed.

Subtier 3-4

Init Rolls:

[spoiler=INIT]
[dice=Balomar]1d20+1[/dice]
[dice=Kaylee]1d20+2[/dice]
[dice=Omar]1d20+4[/dice]
[dice=Piety]1d20+2[/dice]
[dice=Tûrak]1d20+3[/dice]
[dice=Zandu & Ogmios]1d20+2[/dice]
=========================
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

MAP LINK


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Grand Lodge

Female, Elf Witch 3 | HP: 21/ 21| AC: 14 (17 Mage Armour)(13 Tch,12 Fl) | CMB: -1, CMD: 11 | F: +2 , R: +3 , W: +2 | Init: +2 | Perc: +0, SM: -1 | Speed 30ft | Active conditions: Mage Armour.

I don't need to be right at the back, but being at the font is likely to get me killed. Somewhere in the middle would be nice. ^^

"I see no more value in staring at these poor corpses. We should follow these blood marks, they're bound to lead us to whatever did this"

Grand Lodge

Stuff:
Wand of CLW: 46 charges; Healer's kit: 20 usages; Arrows: 37; Arrows (blunt): 20; Arrows (cold iron): 30; Arrows (raining): 4; Arrows ('silver'): 10
Half-orc LN Alchemist (Grenadier) 5 - Init +3, Senses: Darkvision 60ft, Perception +8, AC 17/ touch 13/ ff 14; temp hp: 5/9; hp 33/33, F+8, R+10, W+4, Speed 30 ft., Explorer 1/1; Bombs 12/12

"We should enter and explore this place to find the murderers of those guys."

With that being said, Tûrak drinks the extracts of heightened awareness (40 minutes) and alter self (4 minutes) becoming a lizardfolk, then he drinks the mutagen for DEX bonus (40 minutes). Please allow me to know when the extracts and the mutagen are close to expire. The stats could be seen here.

"Let'ssss go", told the half-orc-lizardfolk to the others, as he enters the chamber with his bow in hands.

Perception: 1d20 + 9 ⇒ (14) + 9 = 23

Silver Crusade

Human Paladin/9 | Init +2 | Per +2| HP 82/82 | AC 26, 25flat, 13touch | Fort +9 | Reflex +6 | Will +8 | BAB +5 | CMB +7 | CMD 21
Macros:
[spoiler=Actions] Move:Standard: Swift:[/spoiler[spoiler=Rolls] [dice=Attack] 1d20 +8 [/dice][dice=for slashing damage of] 2d6 +13 [/dice] [/spoiler

Balomar nods to the other's and, drawing his falchion, strides toward the northern door that appears to have crumbled after centuries of decay. Peering in the temple through the doorway, he draws upon the power of Iomedae and gazes about the inner sanctum for a moment. "Iomedae, the Inheritor, grant me the sight to recognize evil in this world so that I may vanquish it to the depths of the abyss."

Detect Evil auras inside the temple. This will be standard operating procedure for Balomar thorughout this exploration. I have a feeling we will see some evil. :)

The Concordance

Male Halfelf - Skald 8 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (8/23 song used) { +16/16 hp } staggered

Omar hefts his naginata and strides up behind the paladin.

I am with you, Balomar. No point waiting here with the dead.
Death awaits for our foes and all the more glory to be won by us!

Dark Archive

Half-Elf Summoner (U)/1 Bard/2 | HP: 27/27 | AC:15 (12 Tch, 13 Fl) | CMB: 0, CMD: 12| F: +1, R: +5, W: +7 | Init: +2 | Perc: +1, SM: +18 | Speed 30ft | Re-roll (+1) 1/1 Spells: 1st (B) 3/3, 1st(S) 3/3 Performance: 13/13 | Bond Senses: 2/2 Active conditions: None.

As his newest gang of comrades start to press forwards, Zandu begins to stroll along with them, whispering under his breath he calls upon his innate magical power to scan the area for the signs of magic focusing on the more malign aura that may be present under the general aura that seems to be soaked into the very stonework.

Before stepping into the cave, the Storyteller draws a fine Ivory wand and activates the charge inside, causing Ogmios to be coated in a layer of transparent armour.

Mage Armour on Ogmios + Detect Magic

Spellcraft: 1d20 + 7 ⇒ (19) + 7 = 26

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I'll be redeploying back to the states here soon, and I expect to be without internet for about 24 hours or so.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

@ Turak: Thank you for adding in the links to your post, as it helps a lot on my end.

Balomar does sense an extremely minor lingering essence of evil about the place, so weak that it's likely what remains from the countless years of insidious corruption and vile acts that occurred here in the past, but is not anything currently active now. <just flavor, there is no Evil Arua>

Similarly, as Zandu scans the area, both without and just inside the Temple, what can be seen for now, it's difficult to make out anything at first, though this time it's due to the ambient Abjuration, nearly blinding your enhanced awareness. Similar to looking into the sun for just a moment too long, it's difficult to make out anything besides the light, though after a short while of adjusting, there is nothing really to be found. At least yet. Perhaps looking deeper within might reveal otherwise.

As you all prepare for the worst before stepping within, you find that it seems there was little need. But, much better safe than sorry.

As you make your way within, Halla calls to you "I'll make my way back. See what I can do about laying these,. . . my friends to rest, and awaiting your report. Good luck. And please, do not disturb or destroy the temple. The whole reason you where called in is to allow us to study it. . ."

Eight great pillars, larger versions of the serpentine columns found at the pillared portico, encircle an enormous mosaic on the floor. The tiles of fading greens, reds, and yellows form a seven-pointed star. The dome peaks about forty feet overhead, its center pierced by an oculus five feet across. Near the front of the temple are the remains of a marble statue, smashed to bits.

What it once was is unclear, as the vandal did a rather thorough job destroying the ancient work of art. Toward the back of the wide open space, a long, five-foot deep pool lies in this western alcove, empty now, though the irregular red-brown stains on its surfaces leave little doubt as to what once filled the basin. Standing at the center of the pool is an eighteen-foot-tall marble statue of a strange being. Its body is a tangle of tentacles and eyes surrounding a circular maw filled with jagged teeth and barbed stinging tongues. The pillars here do not support the dome. Rather, each is about 25 feet tall, and the tentacle-like carvings encircling them provide handholds for climbing, though it might be difficult.

Each of the thing’s tentacles ends in a claw, pincer, hook, or some other implement of pain. Ancient paint flakes from the grand effigy, but glittering in the light are dozens of onyx gemstones adorning the statue where the being’s eyes are carved. It appears that something is strapped to one of the writhing appendages with red silk ribbons. On the floor of the pool itself are dozens of small stone figurines.

Perception DC 12:
In the rubble of the broken statue, you find a single black feather.

(Only if someone makes the above Perception Check and shares) Know Nature DC 15:
The black feather is a Harpy feather, a notoriously annoying creature able to lure victims to their death with magical songs, and otherwise dangerous warriors. They tend to travel in small groups, or rather flocks.

Grand Lodge

Female, Elf Witch 3 | HP: 21/ 21| AC: 14 (17 Mage Armour)(13 Tch,12 Fl) | CMB: -1, CMD: 11 | F: +2 , R: +3 , W: +2 | Init: +2 | Perc: +0, SM: -1 | Speed 30ft | Active conditions: Mage Armour.

Lets have a look, then: Perception: 1d20 ⇒ 8

Lumpy dirt. That is all.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

But it's very impressive, and very old lumpy dirt. . .

Dark Archive

Male Tiefling 123480-6 | Witch 5 HP 25/25; AC 17; TCH 13; FF 14; F +2; R +4; W +4; CMB+4; CMD 17; Speed 30FT; Init +3; Perception +1

"Let me have a look." Piety says.
Perception: 1d20 + 1 ⇒ (5) + 1 = 6

"Yep, nothing but dirt."

The Concordance

Male Halfelf - Skald 8 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (8/23 song used) { +16/16 hp } staggered

We will be back before you know it, Halla!'

Omar advances and takes a better look as well.

perception: 1d20 + 6 ⇒ (2) + 6 = 8

It's dirt all right. :)

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Wow. If it makes you feel better, I was in a game once where every single character rolled a Nat 1 for Init for a single combat.

The Concordance

Male Halfelf - Skald 8 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (8/23 song used) { +16/16 hp } staggered

Impressive (hopefully not a TPK). But does not make us feel better. We just really like dirt! :)

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

While we wait every else to post their rolls, can I get everyone that does have Know Nature to roll that real fast, to help speed things up if you do actually find the item in question.

The Concordance

Male Halfelf - Skald 8 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (8/23 song used) { +16/16 hp } staggered

bardic kn:nat: 1d20 + 1 ⇒ (16) + 1 = 17

Omar considers if the dirt were not really just dirt.

Dark Archive

Half-Elf Summoner (U)/1 Bard/2 | HP: 27/27 | AC:15 (12 Tch, 13 Fl) | CMB: 0, CMD: 12| F: +1, R: +5, W: +7 | Init: +2 | Perc: +1, SM: +18 | Speed 30ft | Re-roll (+1) 1/1 Spells: 1st (B) 3/3, 1st(S) 3/3 Performance: 13/13 | Bond Senses: 2/2 Active conditions: None.

Zandu bows theatrically to Halla as the group shoulder their backs and heroically prepare themselves for a journey into the unknown. He behins to hum slightly as they explore, marvelling at the ancient Thassalonin ruins and his chance to use them as the backing to his next great adventure tale.

Once in the chamber he whistles in marvel at the grotesque statue, surely such an impressive specimen existed at some time, how he would not like to be the man to have to deal with that catastrophe!

perception: 1d20 + 1 ⇒ (2) + 1 = 3

Ogmios perception: 1d20 + 6 ⇒ (10) + 6 = 16

Whilst Zandu joins his fellows in exploring the ancient dirt, Ogmios taps his companion on the shoulder and points to the black feather hidden. Though no-one can see hos face for the shadows under his hood, you can feel the Eidolon roll his eyes.

"Mayhaps you should investigate things of import, such as that feather? The soil here is just soil after all and that can be examined anytime you wish elsewhere."

Grand Lodge

Stuff:
Wand of CLW: 46 charges; Healer's kit: 20 usages; Arrows: 37; Arrows (blunt): 20; Arrows (cold iron): 30; Arrows (raining): 4; Arrows ('silver'): 10
Half-orc LN Alchemist (Grenadier) 5 - Init +3, Senses: Darkvision 60ft, Perception +8, AC 17/ touch 13/ ff 14; temp hp: 5/9; hp 33/33, F+8, R+10, W+4, Speed 30 ft., Explorer 1/1; Bombs 12/12

Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Knowledge (nature): 1d20 + 10 ⇒ (17) + 10 = 27

"Look there", Tûrak points to the rubble of the broken statue, where a single black feather lies.

"It is a Harpy feather, a notoriously annoying creature able to lure victims to their death with magical songs, and otherwise dangerous warriors. They tend to travel in small groups, or rather flocks. Stay with your eyes open."

"This can explain the marks of claws and teeth on the bodies", the alchemist thought.

Tûrak tries to find marks on the chamber, which could indicate the path taken by the creature.

Survival: 1d20 ⇒ 4

"Where to now?", he asks to everybody.

Silver Crusade

Human Paladin/9 | Init +2 | Per +2| HP 82/82 | AC 26, 25flat, 13touch | Fort +9 | Reflex +6 | Will +8 | BAB +5 | CMB +7 | CMD 21
Macros:
[spoiler=Actions] Move:Standard: Swift:[/spoiler[spoiler=Rolls] [dice=Attack] 1d20 +8 [/dice][dice=for slashing damage of] 2d6 +13 [/dice] [/spoiler

"Harpies, ay. Nasty creatures from what I've heard... not that I've seen one," Balomar says as he takes a cautionary glance at the sky. The paladin makes his way to the intact statue in the basin, drawing his falchion as he walks.

Know(Religion): 1d20 + 3 ⇒ (2) + 3 = 5

"Well, that's a creepy statue. Whatever it is..."

He looks up at the item tied to an appendage with the red, silk ribbons. "Would one of you more nibble types, like to get that item down? The climb looks easy enough if I wasn't in me armor."

Dark Archive

Male Tiefling 123480-6 | Witch 5 HP 25/25; AC 17; TCH 13; FF 14; F +2; R +4; W +4; CMB+4; CMD 17; Speed 30FT; Init +3; Perception +1

Kn. nature: 1d20 + 8 ⇒ (15) + 8 = 23

Dark Archive

Half-Elf Summoner (U)/1 Bard/2 | HP: 27/27 | AC:15 (12 Tch, 13 Fl) | CMB: 0, CMD: 12| F: +1, R: +5, W: +7 | Init: +2 | Perc: +1, SM: +18 | Speed 30ft | Re-roll (+1) 1/1 Spells: 1st (B) 3/3, 1st(S) 3/3 Performance: 13/13 | Bond Senses: 2/2 Active conditions: None.

Zandu looks at the statue with a much more appraising eye, and shrugs, the thought of climbing did not truly appeal to the storyteller and he was unsure of the statue itself.

"It is truly a marvel to behold, if an unpleasant one I must say. Now the Onyx are very valuable spell components, those statues look interesting as well. I can't climb too well I am afraid but i can try and spy a magical aura if the ambience of this place does not interfere."

Detect Magic again, if I can pinpoint auras beyond the background magic radiating.

spellcraft: 1d20 + 7 ⇒ (20) + 7 = 27

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Only seconds after finding the feather, you suddenly hear a screeching wail coming from somewhere near the oculus, though as you look up, at first you see nothing. Then, out of the corner of your eye you spot a single female face leaning over the top of one of the pillars. Near her shoulders you see small clump of black feathers, almost like a cloak of some sort, but quickly realize they are a part of her. She has wings.

Shortly afterwards, on three separate pillars around the room, you spot three other Harpies as well, each peering down at you for disturbing their rest before grasping a crude Morningstar and readying themselves for battle.

INIT:

Balomar: 1d20 + 1 ⇒ (16) + 1 = 17
Kaylee: 1d20 + 2 ⇒ (20) + 2 = 22
Omar: 1d20 + 4 ⇒ (9) + 4 = 13
Piety: 1d20 + 2 ⇒ (14) + 2 = 16
Tûrak: 1d20 + 3 ⇒ (9) + 3 = 12
Zandu & Ogmios: 1d20 + 2 ⇒ (1) + 2 = 3
=========================
Harpy 2, 3, & 4: 1d20 ⇒ 4

The Harpy that first spotted you continues to wail as she takes flight, hovering just slightly above the pillar she had been lounging on, and suddenly everyone in the room begins to feel a twinge of magical influence influencing their mind, threatening to assert control.

Everyone, Will DC 16 Neg:
When a harpy sings, all creatures aside from other harpies within a 300-foot spread must succeed on a DC 16 Will saving throw or become captivated. A creature that successfully saves is not subject to the same harpy’s song for 24 hours. A victim under the effects of the captivating song moves toward the harpy using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the harpy simply stands and offers no resistance to the harpy’s attacks. This effect continues for as long as the harpy sings and for 1 round thereafter.

ROUND 1

Harpy 1 ()
===============================
Kaylee (), Balomar (), Piety (),
Omar (), & Tûrak ()

===============================
Harpy 2 (), Harpy 3 (), & Harpy 4 ()
===============================
Zandu () & Ogmios ()

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Balomar wrote:

[dice=Know(Religion)] 1d20 +3

"Well, that's a creepy statue. Whatever it is..."

He looks up at the item tied to an appendage with the red, silk ribbons. "Would one of you more nibble types, like to get that item down? The climb looks easy enough if I wasn't in me armor."

I'll get back to this and a few other checks that I didn't want people to forget about with the combat about to come up.

Grand Lodge

Stuff:
Wand of CLW: 46 charges; Healer's kit: 20 usages; Arrows: 37; Arrows (blunt): 20; Arrows (cold iron): 30; Arrows (raining): 4; Arrows ('silver'): 10
Half-orc LN Alchemist (Grenadier) 5 - Init +3, Senses: Darkvision 60ft, Perception +8, AC 17/ touch 13/ ff 14; temp hp: 5/9; hp 33/33, F+8, R+10, W+4, Speed 30 ft., Explorer 1/1; Bombs 12/12

Will DC 16: 1d20 + 4 ⇒ (7) + 4 = 11

Nice...

The Concordance

Male Halfelf - Skald 8 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (8/23 song used) { +16/16 hp } staggered

Will, bard : 1d20 + 4 + 4 ⇒ (20) + 4 + 4 = 28

"I have seen these before! Watch their song is deadly! ."

The Concordance

Male Halfelf - Skald 8 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (8/23 song used) { +16/16 hp } staggered

Omar will start a rage song, trying to inspire anyone willing to participate.

♪♫♪♫ Fight the good fight every moment
Every minute of this day
Fight the good fight every moment
Make it worth the price we pay
♪♫

Raging Song +1:

Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
Note: Each willing participant also gains *SCENT* and *2xCLAW* attacks(d6)

Silver Crusade

Human Paladin/9 | Init +2 | Per +2| HP 82/82 | AC 26, 25flat, 13touch | Fort +9 | Reflex +6 | Will +8 | BAB +5 | CMB +7 | CMD 21
Macros:
[spoiler=Actions] Move:Standard: Swift:[/spoiler[spoiler=Rolls] [dice=Attack] 1d20 +8 [/dice][dice=for slashing damage of] 2d6 +13 [/dice] [/spoiler

Will: 1d20 + 7 ⇒ (17) + 7 = 24

"Harpies! Yer foul magic won't work on me, beastie! You'd best be leaving this place."

Balomar readies an attack on the first harpie to come within range.

Power Attack with Falchion: 1d20 + 7 ⇒ (5) + 7 = 12 for damage of : 2d4 + 12 ⇒ (2, 4) + 12 = 18

Dark Archive

Male Tiefling 123480-6 | Witch 5 HP 25/25; AC 17; TCH 13; FF 14; F +2; R +4; W +4; CMB+4; CMD 17; Speed 30FT; Init +3; Perception +1

Will: 1d20 + 3 ⇒ (20) + 3 = 23 what a waste :/

Piety hears the harpy's song, but somehow he's able to resist the desire to get closer to her.

Piety moves up to 30ft of the closest harpy and hexes misfortune at her.
DC16 will negates, I can't open the map, blocked by the company's firewall.

Grand Lodge

Female, Elf Witch 3 | HP: 21/ 21| AC: 14 (17 Mage Armour)(13 Tch,12 Fl) | CMB: -1, CMD: 11 | F: +2 , R: +3 , W: +2 | Init: +2 | Perc: +0, SM: -1 | Speed 30ft | Active conditions: Mage Armour.

will: 1d20 + 2 ⇒ (1) + 2 = 3

Kaylee has decided that this is the most rockin sound she has ever heard. Wandering forward, headbanging like crazy, she makes an easy target.

Her career may be ending sooner than she thought.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Kaylee and Turak, appearing to be in some sort of stupor, drop their weapons to their sides in a non-threatening manner and begin to stumble towards the Harpy wailing her devil-music song. Luckily, not everyone was effected, and Piety tries to make his way closer and give that same Harpy a dirty look, inflicting a small portion of his own magical influence over her, while Balomar grabs his weapon in both hands and prepares himself in a aggressive stance to strike at any that come close.

Will: 1d20 ⇒ 2 <FAIL>

Omar also begins his own chant, one that while it does not disrupt the Harpy's, does offer it's own magical powers to the group, if they wish to allow it.

One of the Harpies furthest from the group dives, aiming her crude Morningstar at Balomar, intending to take a swipe before retreating back atop her perch and outside of your range. However, Balomar levies his own weapon at her first, which she is able to avoid at the last moment, but only by parrying with her own weapon. Sensing she is in danger, she attempts to flee back to safety, but Balomar is ready, cleaving her heat, and one of her wings in a single precise swipe of his falchion.

I'm assuming that Balomar takes the Raging Song bonus here. If not, let me know and I'll adjust.
Harpy vs Balomar (AC 19): 1d20 + 11 ⇒ (2) + 11 = 13 <MISS>
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

Balomar AoO: 1d20 + 8 ⇒ (19) + 8 = 27 <threat>
Balomar AoO Confirm: 1d20 + 8 ⇒ (9) + 8 = 17 <CRIT!!!>
Damage: 4d4 + 26 ⇒ (2, 4, 1, 2) + 26 = 35

Another attempts the same maneuver at Omar, hoping to silence him and make for easier prey, but looser her balance midflight and has to struggle to regain her "footing", causing the blow to swing wide.

I'm also assuming you want to take advantage of your own song here. Let me know otherwise. Or if the Harpies can partake. :) I know they would love that. . .
Harpy vs Omar (AC 18): 1d20 + 11 ⇒ (1) + 11 = 12 <terrible miss>
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

The last Harpy, not impressed with the odds, joins in on the wailing song.

Everyone not already effected, Will DC 16 Negates:
When a harpy sings, all creatures aside from other harpies within a 300-foot spread must succeed on a DC 16 Will saving throw or become captivated. A creature that successfully saves is not subject to the same harpy’s song for 24 hours. [/b]A victim under the effects of the captivating song moves toward the harpy using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves.[/b] A victim within 5 feet of the harpy simply stands and offers no resistance to the harpy’s attacks. This effect continues for as long as the harpy sings and for 1 round thereafter.

ROUND 1

Harpy 1 (singing, Misfortune)
===============================
Kaylee (), Balomar (), Piety (),
Omar (), & Tûrak ()
===============================
Harpy 3 () & Harpy 4 (singing)
===============================
Zandu () & Ogmios ()

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Actually, that's two saves from Zandu and Ogmios. One is prebuff.

Dark Archive

Half-Elf Summoner (U)/1 Bard/2 | HP: 27/27 | AC:15 (12 Tch, 13 Fl) | CMB: 0, CMD: 12| F: +1, R: +5, W: +7 | Init: +2 | Perc: +1, SM: +18 | Speed 30ft | Re-roll (+1) 1/1 Spells: 1st (B) 3/3, 1st(S) 3/3 Performance: 13/13 | Bond Senses: 2/2 Active conditions: None.

will: 1d20 + 6 ⇒ (12) + 6 = 18

will: 1d20 + 6 ⇒ (11) + 6 = 17

Have you forgotten the Flagbearer? +1 to hit and damage, no action to operate so was active on all the first attacks

With a laugh of vigour, Zandu throws off both Harpy's songs, finding no allure in their tones and preferring a much livelier tune that could be found in any Varisian caravan, Zandu begins to fight back against the dim. Clearing his throat and tuning his voice to find a tale to match the fine rhythm of the Skald's own song, the Varisian storyteller begins to bolster his allies with fine heroics and daring deeds.

Inspire Courage, +1 competence on attack and weapon damage rolls, stack with flagbearer and the strength bonus from Skald's rage song

"Never fear, for the Pathfinder's are a testament to courage and valour! These fould winged cretins cannot sway our mighty warriors!"

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Oh, my mistake, I was thinking that it added to you Inspire Confidence ability. It doesn't look like it would have changed anything, though.

Also, just a head's up, Countersong WOULD work here.

Dark Archive

??? Psychopomp Eidolon / 1 | HP: 16/16 | AC:21 (11 Tch,20 Fl) | CMB: +6, CMD:17 | F: +5, R:+1 , W: +4 Immune Death Effects, Disease, Poison | Init: +1 | Perc: +5, SM: +4 | Speed 30ft | Active conditions: Mage Armour.

will: 1d20 + 3 ⇒ (15) + 3 = 18

will: 1d20 + 3 ⇒ (13) + 3 = 16

Ogmios too finds the Harpies' shrill voices no match for the allure of the Boneyard, an otherwordly place with a faint melody of it's own. Sensing that it may not yet be the time for Zandu or his allies to fall in this accursed place, the Psychopomp looka for a foe to tangle with.

Feeling his bound companion's tale and the Skald's song fuel his urge to do battle, the sombre Outsider takes a step forward and unleashes Pharasma's might upon the harpy.

5' step, can't move token. Full attack

slam, song, tale, flag: 1d20 + 4 + 3 ⇒ (3) + 4 + 3 = 10 for damage: 1d8 + 3 + 3 ⇒ (7) + 3 + 3 = 13

claw, song, tale, flag: 1d20 + 4 + 3 ⇒ (19) + 4 + 3 = 26 for damage: 1d4 + 3 + 3 ⇒ (4) + 3 + 3 = 10

claw, somg, tale, flag: 1d20 + 4 + 3 ⇒ (6) + 4 + 3 = 13 for damage: 1d4 + 3 + 3 ⇒ (2) + 3 + 3 = 8

Silver Crusade

Human Paladin/9 | Init +2 | Per +2| HP 82/82 | AC 26, 25flat, 13touch | Fort +9 | Reflex +6 | Will +8 | BAB +5 | CMB +7 | CMD 21
Macros:
[spoiler=Actions] Move:Standard: Swift:[/spoiler[spoiler=Rolls] [dice=Attack] 1d20 +8 [/dice][dice=for slashing damage of] 2d6 +13 [/dice] [/spoiler

Will: 1d20 + 9 ⇒ (9) + 9 = 18

"Yer buddy's song didn't affect me... and neither will yours! How about you come down here and face me, like yer dead friend!"

The Concordance

Male Halfelf - Skald 8 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (8/23 song used) { +16/16 hp } staggered

WILL,bard,rage: 1d20 + 4 + 4 + 1 ⇒ (4) + 4 + 4 + 1 = 13
WILL,bard,rage: 1d20 + 4 + 4 + 1 + 1 ⇒ (11) + 4 + 4 + 1 + 1 = 21 GM Portfolio Reroll?

Omar tries to drown out the harpy song with his own rage song. However, he starts to waver until gaining a second burst of rage.

He continues his song and draws his sling to hurl at a harpy

We got to fight be right!

Ranged sling, bard, flag, rage: 1d20 + 4 + 1 + 1 + 1 ⇒ (5) + 4 + 1 + 1 + 1 = 12 for for dmg : 1d4 + 3 + 1 + 1 ⇒ (1) + 3 + 1 + 1 = 6

Dark Archive

Male Tiefling 123480-6 | Witch 5 HP 25/25; AC 17; TCH 13; FF 14; F +2; R +4; W +4; CMB+4; CMD 17; Speed 30FT; Init +3; Perception +1

Will: 1d20 + 3 ⇒ (5) + 3 = 8
GM * reroll: 1d20 + 3 + 4 ⇒ (13) + 3 + 4 = 20

Grand Lodge

Female, Elf Witch 3 | HP: 21/ 21| AC: 14 (17 Mage Armour)(13 Tch,12 Fl) | CMB: -1, CMD: 11 | F: +2 , R: +3 , W: +2 | Init: +2 | Perc: +0, SM: -1 | Speed 30ft | Active conditions: Mage Armour.

I can take no actions other than to defend myself, so can i put mage armour up (from a wand)?

Grand Lodge

Stuff:
Wand of CLW: 46 charges; Healer's kit: 20 usages; Arrows: 37; Arrows (blunt): 20; Arrows (cold iron): 30; Arrows (raining): 4; Arrows ('silver'): 10
Half-orc LN Alchemist (Grenadier) 5 - Init +3, Senses: Darkvision 60ft, Perception +8, AC 17/ touch 13/ ff 14; temp hp: 5/9; hp 33/33, F+8, R+10, W+4, Speed 30 ft., Explorer 1/1; Bombs 12/12

Tûrak walks and drools while babbles some disjointed words.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Kaylee Galonelwa wrote:
I can take no actions other than to defend myself, so can i put mage armour up (from a wand)?

I believe it just means you are not Flat Footed or Helpless, but Ill give you a 50/50 shot. 01-50 means yes, 51-100 means no.

Random: 1d100 ⇒ 36 Sure, go ahead

-Posted with Wayfinder

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Zandu raises his flag high and begins to add to his teams chant to bolster morale while "the Big Man" goes on the offensive, stepping in close to the nearest Harpy and unleashing a small torrent of flurried strikes. Only one actually manages to connect, though, but that claw swipe does draw blood.

Actually, correction, that Harpy is 20ft in the air. Need another action from Ogmios. He could charge the one that's on the ground hiding behind a pillar (#4)?

The Harpy that first spotted you and began her carrion song continues to scream, keeping both Kaylee and Turak locked down under her magical thumb.

Kaylee & Turak:
I'll need a Climb check from both of you. Since Kaylee is going to Mage Armor up first, just one from her, but two from Turak unless he also has some sort of defensive style action he can take (not Fighting Defensively/Full Defense).

ROUND 2

Harpy 1 (singing, Misfortune)
===============================
Ogmios <round 1> (), Kaylee (), Balomar (), Piety (),
Omar (), & Tûrak ()

===============================
Harpy 3 () & Harpy 4 (singing)
===============================
Zandu () & Ogmios ()

Silver Crusade

Human Paladin/9 | Init +2 | Per +2| HP 82/82 | AC 26, 25flat, 13touch | Fort +9 | Reflex +6 | Will +8 | BAB +5 | CMB +7 | CMD 21
Macros:
[spoiler=Actions] Move:Standard: Swift:[/spoiler[spoiler=Rolls] [dice=Attack] 1d20 +8 [/dice][dice=for slashing damage of] 2d6 +13 [/dice] [/spoiler

Did the harpy that dive bombed Omar still near the ground or did he return to his perch?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

It flew back up. They seem to be able to move and attack and then continue to move. I made notes on the map as to how far up each is, originally, but if you need I'll add it to the init roster. Currently the only one near the ground is #4, hiding behind one of the pillars.

Silver Crusade

Human Paladin/9 | Init +2 | Per +2| HP 82/82 | AC 26, 25flat, 13touch | Fort +9 | Reflex +6 | Will +8 | BAB +5 | CMB +7 | CMD 21
Macros:
[spoiler=Actions] Move:Standard: Swift:[/spoiler[spoiler=Rolls] [dice=Attack] 1d20 +8 [/dice][dice=for slashing damage of] 2d6 +13 [/dice] [/spoiler

Balomar charges the harpy on the ground behind the pillar.

Charging Power Attack w/ Falchion: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22 for damage of : 2d4 + 13 ⇒ (1, 2) + 13 = 16

I marked the map from my starting location to the harpy.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I trust you. Unless something looks really off, or there is something you may not know about, you don't need to worry about marking charge lanes.

The Concordance

Male Halfelf - Skald 8 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { heroism , rage} (8/23 song used) { +16/16 hp } staggered

Omar will continue his singing but changes the tune of his raging song to split the air with painful shards by the singing harpy.

My mind raced
And I thought what could I do
And I knew
There was no help, no help from you
Sound of the drums
Beating in my heart
The thunder of guns
Tore me apart
You've been
Thunderstruck!!!

chord of shards, piercing: 2d6 ⇒ (5, 5) = 10 DC13 vs Singing Harpy

He moves closer to the allies enthralled, in hopes to stop them from their madness.

Dark Archive

??? Psychopomp Eidolon / 1 | HP: 16/16 | AC:21 (11 Tch,20 Fl) | CMB: +6, CMD:17 | F: +5, R:+1 , W: +4 Immune Death Effects, Disease, Poison | Init: +1 | Perc: +5, SM: +4 | Speed 30ft | Active conditions: Mage Armour.

With no close targets at ground level, the Psychopomp spies the only Harpy foolish enough to stay on the ground and lets the Skald's song over take his usual calm behaviour and fueling a dark rage. Bolstered by his bonded Companion's tale and the flying of the Pathfinder flag, the Eidolon charges the Harpy.

Can't move tokens right now, Ogmios will go down in the straight line.

slam, charge, song, bard, flag: 1d20 + 4 + 2 + 3 ⇒ (16) + 4 + 2 + 3 = 25 for damage: 1d8 + 4 + 3 ⇒ (8) + 4 + 3 = 15

Grand Lodge

Stuff:
Wand of CLW: 46 charges; Healer's kit: 20 usages; Arrows: 37; Arrows (blunt): 20; Arrows (cold iron): 30; Arrows (raining): 4; Arrows ('silver'): 10
Half-orc LN Alchemist (Grenadier) 5 - Init +3, Senses: Darkvision 60ft, Perception +8, AC 17/ touch 13/ ff 14; temp hp: 5/9; hp 33/33, F+8, R+10, W+4, Speed 30 ft., Explorer 1/1; Bombs 12/12

climb #1: 1d20 + 2 ⇒ (12) + 2 = 14
climb #2: 1d20 + 2 ⇒ (5) + 2 = 7

Grand Lodge

Female, Elf Witch 3 | HP: 21/ 21| AC: 14 (17 Mage Armour)(13 Tch,12 Fl) | CMB: -1, CMD: 11 | F: +2 , R: +3 , W: +2 | Init: +2 | Perc: +0, SM: -1 | Speed 30ft | Active conditions: Mage Armour.

Oh man, I do have to try to climb the pillar and approach the harpy, don't I?

And like a hyped up teen at a Bieber concert, Kaylee abandons all her senses and tries to reach her apparent idol. Climb check #1: 1d20 - 2 ⇒ (20) - 2 = 18
climb check #2: 1d20 - 2 ⇒ (11) - 2 = 9
Her fanaticism grants a bust of strength, though her weedy elvish arms cannot sustain this strange physical activity.

Dark Archive

Male Tiefling 123480-6 | Witch 5 HP 25/25; AC 17; TCH 13; FF 14; F +2; R +4; W +4; CMB+4; CMD 17; Speed 30FT; Init +3; Perception +1

Piety moves back against the wall while taking his crossbow. He loads it.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Ogmios rushes forward to slash at the hiding Harpy, nearly disrupting her song, but it's not enough to drop her. She stands tall after recoiling from the pain, ready to return the strike.

Kaylee, still enthralled, begins to climb the small stone tendrils snaking around the pillar, hoping to get closer to her new mistress, while Turak seems to have some trouble doing the same. He begins to climb and seems to get stuck, then after renewing his efforts, slides back to the ground.

Balomar, seeing his alley deliver a mighty blow, rushes over to join the fight as well, leaving a massive gash down the Harpy's back and sending a spray of her dark blood along the same path as his swipe. Still, she continues to stand, though it's clear not for much longer. I adjusted Balomar slightly to allow for Flanking.

Random target (1=Piety, 2=Zandu): 1d2 ⇒ 1
Random target (1=Balomar, 2=Ogmios): 3d2 ⇒ (2, 1, 2) = 5

The Harpy still in flight attempts to dive at Piety, again flying right by and taking to the sky once again, while the other takes flight, moving only five feet up, then unleashes a small torrent of attacks at both Balomar and Ogmios.

Morningstar vs Piety (AC 16): 1d20 + 6 ⇒ (18) + 6 = 24 <HIT>
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

Morningstar vs Ogmios (AC 16): 1d20 - 1 ⇒ (15) - 1 = 14 <miss>
Talons vs Ogmios (AC 16): 1d20 - 4 ⇒ (8) - 4 = 4 <miss>

Morningstar vs Balomar (AC 17): 1d20 + 4 ⇒ (14) + 4 = 18 <HIT>
Damage: 1d8 + 1 ⇒ (5) + 1 = 6

Fly (DC 10): 1d20 + 12 ⇒ (17) + 12 = 29

Edit forgot to include

Omar moves in closer to the Harpy den mother, striking a high cord whose screech echoes the Harpy's own, though his has a more offensive nature.

Refl Neg (DC 13): 1d20 + 7 ⇒ (2) + 7 = 9 <FAILS>

ROUND 2

Harpy 1 (singing, Misfortune, -10) <20ft>
===============================
Kaylee (climbing) <15ft> , Balomar (-6), Piety (-5),
Omar (), & Tûrak ()
===============================
Harpy 3 () <20ft> & Harpy 4 (-31) <5ft>
===============================
Zandu () & Ogmios ()

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