| Dungeon Master S |
Auri flings the charau-ka high and far. It lands, knocked out, on one of the tents.
Round 2:
Merisiel: Stab
Auri: Hit
Piper: Go
Dupine: TBD
Baddies: TBD
MONOLITH: TBD
Green: 15
Champion: 146
Tiger: 23
Druid: (Blindly)
Piper Azine
|
Piper doesn't have a weapon to threaten.
Piper tries to aid Merisiel by blinding the tiger.
Blinding Ray: 1d20 + 6 - 4 ⇒ (13) + 6 - 4 = 15
| Dungeon Master S |
Piper's ray hits the tiger square blinding him!
Round 2:
Merisiel: Stab
Auri: Hit
Piper: Blind
Dupine: Go
Baddies: TBD
MONOLITH: TBD
Green: 15
Champion: 146
Tiger: 23 (Blind)
Druid: (Blind)
August Dupine
|
August punches green again, and if he falls, moves to flank the tiger with Merisiel.
Attack: 1d20 + 8 ⇒ (5) + 8 = 13
Damage: 1d8 + 8 ⇒ (8) + 8 = 16
| Dungeon Master S |
August's killing blow falls just short of its target! The charau-ka tries to end him just the same:
Club to the skull: 1d20 + 5 ⇒ (20) + 5 = 25 THREAT
Confirm: 1d20 + 5 ⇒ (3) + 5 = 8 DMG: 1d4 + 3 ⇒ (2) + 3 = 5
Bite on the nose: 1d20 + 0 ⇒ (5) + 0 = 5 MISS
The spellcasting charau-ka finishes his spell, bringing forth a very angry silverback gorilla to also attack Dupine: Slam: 1d20 + 3 ⇒ (5) + 3 = 8 but also misses
The tiger begins to panic, and despite being blind, lashes out at Merisiel with everything he's got:
Bite: 1d100 ⇒ 6 AUTOMISS
Left Claw: 1d100 ⇒ 52 on target ATK: 1d20 + 6 ⇒ (10) + 6 = 16
Right Claw: 1d100 ⇒ 81 on target ATK: 1d20 + 6 ⇒ (8) + 6 = 14
But the elf effortlessy dodges the attacks.
The blinded leader tosses out a spell to try to protect his tiger, going only on sound, heedless of the collateral effect. The grass grows and begins to twist and wind its way up everyone's legs!
Everyone needs to make a reflex save DC 14 versus Entangle:
Green: REF: 1d20 + 2 ⇒ (3) + 2 = 5 Entangled
Tiger: REF: 1d20 + 9 ⇒ (17) + 9 = 26 PASS
Druid: REF: 1d20 + 1 ⇒ (14) + 1 = 15 PASS
Summoned Ape: REF: 1d20 + 5 ⇒ (9) + 5 = 14 PASS
Finally the CHAMPION continues to batter and fight back against the monolith
Bite: 1d20 + 26 ⇒ (2) + 26 = 28 MISS
Upper Left Claw: 1d20 + 26 ⇒ (7) + 26 = 33 for DMG: 1d8 + 9 ⇒ (3) + 9 = 12
Upper Right Claw: 1d20 + 26 ⇒ (13) + 26 = 39 for DMG: 1d8 + 9 ⇒ (3) + 9 = 12
Lower Left Claw: 1d20 + 26 ⇒ (14) + 26 = 40 for DMG: 1d8 + 9 ⇒ (1) + 9 = 10
Lower Right Claw: 1d20 + 26 ⇒ (10) + 26 = 36 for DMG: 1d8 + 9 ⇒ (1) + 9 = 10
Rend: 1d20 + 16 ⇒ (14) + 16 = 30 MISS
Round 2:
Merisiel: Stab
Auri: Hit
Piper: Blind
Dupine: Miss
Baddies: TBD
MONOLITH: Go
Round 3:
Merisiel: Go
Auri: Go
Piper: Go
Dupine: Go
Baddies: TBD
MONOLITH: TBD
Green: 15 (Entangled)
Champion: 146
Tiger: 23 (Blind)
Druid: (Blind)
Summoned Ape:
Werner Albern
|
Merisiel works to avoid the entangling vegetation.
Reflex save: 1d20 + 11 ⇒ (5) + 11 = 16
Avoiding the worst of it with relative ease, the elf stabs at the blinded tiger!
Attack w/Rapier: 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Sneak Attack: 4d6 ⇒ (3, 4, 5, 6) = 18
If the tiger drops, she'll move forward to support Dupine.
Thanks for the Blinding Ray. That was brilliant!
| Dungeon Master S |
With the tiger unable to see Merisiel, the elf drives her rapier behind his ear, dropping the large cat!
Round 2:
Merisiel: Stab
Auri: Hit
Piper: Blind
Dupine: Miss
Baddies: TBD
MONOLITH: Go
Round 3:
Merisiel: Kill
Auri: Go
Piper: Go
Dupine: Go
Baddies: TBD
MONOLITH: TBD
Green: 15 (Entangled)
Champion: 146
Druid: (Blind)
Summoned Ape
Piper Azine
|
Reflex: 1d20 + 6 ⇒ (19) + 6 = 25
Assuming I can see over the tent...
With the tiger gone, but her mobility limited, Piper tries to assist the fight against the ape champion.
DC 17 Glitterdust from my arcane bonded ring. No SR.
Garrick Beregost
|
The monolith full attacks
attack: 1d20 + 36 ⇒ (7) + 36 = 43
damage: 4d12 + 27 ⇒ (1, 1, 10, 11) + 27 = 50
attack: 1d20 + 36 ⇒ (17) + 36 = 53
damage: 4d12 + 27 ⇒ (5, 7, 7, 4) + 27 = 50
| Dungeon Master S |
The champion is tall enough that you can see it's head, BUT:
The monolith's fists are too much. Time and again the champion's ribs take a beating. Finally, like a massive tree, he falls, crashing into the ground with force enough to shake the camp.
Piper can change up her turn.
Round 3:
Merisiel: Kill
Auri: Go
Piper: Redo
Dupine: Go
Baddies: TBD
MONOLITH: TBD
Green: 15 (Entangled)
Druid: (Blind)
Summoned Ape
August Dupine
|
Reflex Save: 1d20 + 10 ⇒ (10) + 10 = 20
"Stop monkeying around." Apes hate being called monkeys.
Dupine twists away from the foliage trying to grasp him, and continues his assault, seeing the ape as the now bigger threat. (Ape first, green if he knocks the ape out. Lethal damage to the summoned creature).
Flurry, Power Attack: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d8 + 8 ⇒ (4) + 8 = 12
Flurry, Power Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d8 + 8 ⇒ (1) + 8 = 9
Confirm crit?: 1d20 + 6 ⇒ (14) + 6 = 20
Damage: 1d8 + 8 ⇒ (6) + 8 = 14
| Dungeon Master S |
Quick as it comes, August punches the ape so hard the spell summoning it is undone and it vanishes. (on the crit)
Glitterdust: 1d20 + 2 ⇒ (15) + 2 = 17 The remaining charau-ka manages to resist the worst of the glitterdust.
Round 3:
Merisiel: Kill
Auri: Go
Piper: Glitterdust
Dupine: Hit
Baddies: TBD
MONOLITH: TBD
Green: 15 (Entangled)
Druid: (Blind)
Auriferous
|
I'm not too sure what is still up, I can see a pair of icons, Auri will prioritise the druid over the monkey if she can spot it
reflex: 1d20 + 5 ⇒ (18) + 5 = 23
attack: 1d20 + 13 - 2 + 1 ⇒ (12) + 13 - 2 + 1 = 24
NL damage: 3d6 + 12 + 6 + 1d5 ⇒ (4, 5, 3) + 12 + 6 + (5) = 35
"Awesome blow Golem! Lets hope he doesn't turn on us.."
| Dungeon Master S |
At the start of Auri's turn there are only 2 foes, a lone and entangled charau-ka and a blinded charau-ka druid. The extra large paladin's swing nearly undoes the beast-man, but he holds on for now. Another hit like that will be far more than he can withstand.
The crazed Charau-ka next to Auri can't see, so he tries his best to deek and move while casting a spell: Concentration: 1d20 + 8 ⇒ (16) + 8 = 24 and somehow does it! Another flaming sphere appears under Auri, for the second time this fight. REF DC 15 to avoid Fire DMG: 3d6 ⇒ (6, 4, 4) = 14
The remaining foe flails at Merisiel:
Club: 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 21
Bite: 1d20 + 0 - 2 ⇒ (1) + 0 - 2 = -1
Close but no cigar...
Meanwhile the sounds of wave of foes reaches you. It seems like the break in the wall is about to fill with foes!
Round 3:
Merisiel: Kill
Auri: Hit!
Piper: Glitterdust
Dupine: Hit
Baddies: ATK
MONOLITH: Go
Round 4:
Merisiel: Go
Auri: Go
Piper: Go
Dupine: Go
Baddies: TBD
MONOLITH: TBD
Green: 15 (Entangled)
Druid: (35 NL, Blind)
August Dupine
|
"We don't have time for this. We have to fix that breach!"
Attacking green.
Flurry, Power Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d8 + 8 ⇒ (7) + 8 = 15
Flurry, Power Attack: 1d20 + 6 ⇒ (4) + 6 = 10
Damage: 1d8 + 8 ⇒ (6) + 8 = 14
| Dungeon Master S |
August puts his eye towards the incoming hordes as he drops the charau-ka with strikes to the sides of its neck!
Round 3:
Merisiel: Kill
Auri: Hit!
Piper: Glitterdust
Dupine: Hit
Baddies: ATK
MONOLITH: Go
Round 4:
Merisiel: Go
Auri: Go
Piper: Go
Dupine: ATK
Baddies: TBD
MONOLITH: TBD
Green: 15 (Entangled)
Druid: (35 NL, Blind)
Werner Albern
|
Merisiel feels untouchable. She moves, tumbling past the chauru-ka.
Acrobatics: 1d20 + 20 ⇒ (10) + 20 = 30
She then stabs with her rapier!
Attack w/Rapier: 1d20 + 11 ⇒ (3) + 11 = 14
Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Auriferous
|
Bah, board ate post
ref: 1d20 + 5 ⇒ (15) + 5 = 20
Auri hisses "You'll need to do better than that" as she turns her blade on him.
attack druid: 1d20 + 13 + 1 ⇒ (20) + 13 + 1 = 34
NL damage: 3d6 + 12 + 1d6 ⇒ (1, 5, 6) + 12 + (6) = 30
crit ?: 1d20 + 13 + 1 ⇒ (13) + 13 + 1 = 27
NL damage: 3d6 + 12 + 1d6 ⇒ (5, 3, 2) + 12 + (4) = 26
The blow was fantastic, almost good enough to end the champion himself. While she had hoped to keep the druid alive, Auri was not too sure if she had succeeded
She then turns her attention on the last of the monkeys
hasted attack: 1d20 + 13 + 1 ⇒ (8) + 13 + 1 = 22
NL damage: 3d6 + 12 + 1d6 ⇒ (1, 2, 5) + 12 + (6) = 26
| Dungeon Master S |
Auri and Merisiel mop up the remaining foes, but indeed another wave is incoming!
You have enough time to heal if hurt, and get out of the entangled area. I'm going to post it as "downtime" rounds.
Downtime Rounds 5-9:
Merisiel: TBD
Auri: TBD
Piper: TBD
Dupine: TBD
MONOLITH: TBD
| Dungeon Master S |
Downtime Rounds 5-9:
Merisiel: TBD
Auri: TBD
Piper: Prepped
Dupine: TBD
MONOLITH: TBD
Werner Albern
|
With about 24 seconds of time available to her, Merisiel would:
- Get out of the entangled area
- Feed a Cure Serious Wounds potion to Auri (since she looks to be the most injured)
- Position herself to be out of line of sight behind a tent when the next wave hits.
In that order.
| Dungeon Master S |
Downtime Rounds 5-9:
Merisiel: Prepped
Auri: TBD (with Enlarge if desired)
Piper: Prepped
Dupine: TBD
MONOLITH: TBD
Auriferous
|
Auri will use a couple of CLWs on herself as well as getting out of the entangle. She's more than happy to toss unconscious monkeys into the entangle, but checks them for magic first. (especially the druid)
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CSW: 3d8 + 5 ⇒ (4, 2, 2) + 5 = 13
| Dungeon Master S |
Of immediate discovery is only a potion of CSW. (I am happy to assume that was the one Auri drank.)
Downtime Rounds 5-9:
Merisiel: Prepped
Auri: Prepped (with Enlarge if desired)
Piper: Prepped
Dupine: TBD
MONOLITH: TBD
| Dungeon Master S |
Oops:
Downtime Rounds 5-9:
Merisiel: Prepped
Auri: Prepped
Piper: Prepped
Dupine: TBD (with Enlarge if desired)
MONOLITH: TBD
August Dupine
|
Given what just occurred, Dupine sees the wisdom in gaining some size, He accepts the Enlarge Person spell.
| Dungeon Master S |
I'm going to assume that the monolith just gets into position. With some fast posting, we can finish this before Christmas. I'll be at full posting rate until Friday, then I'll likely be AFK from the 24th to the 28th.
A cheer goes up from the camp’s defenders as the last of the charau-ka are slain or forced back out of the palisade wall’s breach. Haggard yet determined, the defenders quickly begin piling wrecked logs in the breach to prevent the charau-ka from making another easy attack.
A horn sounds from the west side of the camp, and then the east, and then from the tower. The lookouts shout, “They’re coming over the walls!” and the camp’s defenders run to meet the charge.
Baddies: 1d20 + 2 ⇒ (4) + 2 = 6
Thiera: 1d20 + 2 ⇒ (19) + 2 = 21
Auri: 1d20 + 1 ⇒ (6) + 1 = 7
Dupine: 1d20 + 2 ⇒ (5) + 2 = 7
Piper: 1d20 + 8 ⇒ (7) + 8 = 15
Merisiel: 1d20 + 9 ⇒ (17) + 9 = 26
Kyra: 1d20 + 0 ⇒ (16) + 0 = 16
| Dungeon Master S |
Round 1:
Merisiel: Go
Thiera: Go
MONOLITH: Go
Piper: Go
August: Go
Baddies: TBD
| Dungeon Master S |
When the monolith's fist returns, there is no creature left. IT's totally gone Like hitting a ziplock bag full of salsa with a bat.
Round 1:
Merisiel: Go
Thiera: Go
MONOLITH: SMASH
Piper: Go
August: Go
Baddies: TBD
August Dupine
|
Unfortunately, my busy schedule is now until the 25th, so feel free to bot Dupine if needed to keep things moving. I will try to check in as much as I can.
Dupine steps up and lashes out at the white tinged ape man.
Power attack, enlarged: 1d20 + 9 + 1 - 1 ⇒ (20) + 9 + 1 - 1 = 29
Damage: 2d6 + 8 + 1 ⇒ (5, 6) + 8 + 1 = 20
Crit confirm?: 1d20 + 9 + 1 - 1 ⇒ (5) + 9 + 1 - 1 = 14
Damage: 2d6 + 8 + 1 ⇒ (6, 3) + 8 + 1 = 18
Werner Albern
|
Merisiel leaps out from behind the monolith and stabs one of the creatures (blue).
Attack w/Rapier: 1d20 + 11 ⇒ (8) + 11 = 19
Hopefully that hits their flat-footed AC...
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Sneak Attack: 4d6 ⇒ (2, 4, 4, 1) = 11
| Dungeon Master S |
Dupine knocks another out of the fight with a single shot.
Merisiel injures one severely, but he's holding on... barely.
Round 1:
Merisiel: ATK
MONOLITH: SMASH
Piper: Go
August: SMASH
Baddies: TBD
Blue: 16
Auriferous
|
Auri surges forward, slashes at the one of the nearby monkey's.
Which ever is less wounded
attack,PA: 1d20 + 13 - 2 ⇒ (16) + 13 - 2 = 27
damage: 3d6 + 12 + 6 + 1d6 ⇒ (6, 2, 3) + 12 + 6 + (6) = 35
"You'd think with their champion down, they would give up."
| Dungeon Master S |
Indeed, Auri's words are backed up by her quick destruction of the next in line.
Given the monolith is still hale, I'm not sure how this is even a struggle....
Round 1:
Merisiel: ATK
MONOLITH: SMASH
Piper: Go
August: SMASH
Auri: SMASH
Baddies: TBD
Blue: 16
| Dungeon Master S |
you can see that there's one more wave coming, and they're going to come down the rock face by the entrance. you think it'll be about 30 seconds until they get there.
The injured Chaurau-ka tries to gain vengeance on Merisiel:
Club: 1d20 + 5 ⇒ (15) + 5 = 20 for DMG: 1d4 + 3 ⇒ (2) + 3 = 5
Bite: 1d20 + 0 ⇒ (13) + 0 = 13 MISS
The leader, another druid with a tiger points and sends her cat after Dupine! (Drawing AoOs from both Auri and Dupine). It tries to bit the monk's flank: Bite: 1d20 + 7 ⇒ (1) + 7 = 8, but it misses horribly.
The druid himself brings forth yet another flaming sphere. He rolls it by Merisiel, Auri, and August. REF DC 14 to neg. Fire: 3d6 ⇒ (1, 6, 4) = 11
| Dungeon Master S |
Round 2:
Merisiel: Go
MONOLITH: Go
Piper: Go
August: Go
Auri: Go
Baddies: TBD
Blue: 16
| Dungeon Master S |
WILL: 1d20 + 8 ⇒ (11) + 8 = 19 Piper tries to blind a second foe, but this one resists her magic.
Round 2:
Merisiel: Go
MONOLITH: Go
Piper: Blindness
August: Go
Auri: Go
Baddies: TBD
Blue: 16
Werner Albern
|
Merisiel tumbles around her attacker, putting herself in a flanking position with Auri. Acrobatics: 1d20 + 20 ⇒ (8) + 20 = 28
Once positioned, she stabs (at blue)! Attack w/Rapier: 1d20 + 13 ⇒ (2) + 13 = 15
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Sneak Attack: 4d6 ⇒ (4, 3, 4, 6) = 17
| Dungeon Master S |
Merisiel sails overhead, landing in the perfect spot. Her rapier finishes the job!
Round 2:
Merisiel: ATK
MONOLITH: Go
Piper: Blindness
August: Go
Auri: Go
Baddies: TBD
Auriferous
|
Auri strikes out at the cat as it goes for Dupline.
BTW that earlier monkey was NL damage
AOO: 1d20 + 13 ⇒ (14) + 13 = 27
NL damage: 3d6 + 12 + 1d6 ⇒ (2, 3, 2) + 12 + (2) = 21
She tries to avoid the flames..
reflex: 1d20 + 5 ⇒ (5) + 5 = 10
But gets lightly singed.
Auri then turns her anger on the druid, slashing out at him...
Attack druid: 1d20 + 13 ⇒ (3) + 13 = 16
NL damage: 3d6 + 12 + 1d6 ⇒ (3, 5, 2) + 12 + (2) = 24
Whistle Pig
|
The monolith 5ft steps and attacks the leader( take negatives for cover)
attack: 1d20 + 37 ⇒ (13) + 37 = 50
attack: 1d20 + 37 ⇒ (7) + 37 = 44
Damage: 4d12 + 27 ⇒ (4, 8, 8, 3) + 27 = 50
Damage: 4d12 + 27 ⇒ (8, 4, 3, 10) + 27 = 52
| Dungeon Master S |
Duly noted on the NL damage.
Auri wounds the tiger on the way in, but can't stop the feline. The massive warrior's blade misses the druid through. A second later though the Monolith smashes both druid and tiger to goo!
A ragged, much more muted cheer goes up from the camp’s exhausted defenders. The cheer is short-lived, however; almost immediately the guards in the tower sound their horns, and pointing at the cliff that looms over the south end of the dig.
With all of their chieftains dead and the champion felled, the charau-ka have made the rash decision to descend the tall cliff above the camp. Most of the charau-ka that attempt to climb down fall, resulting in a chaotic rain of shrieking ape-men. It takes you but a moment to clean up those who survive.
With the charau-ka and their champion defeated, the remnants of the ape-men flee back into the jungle, giving the excavation site its first relative peace in 10 months. With most of the camp either wounded or sick, Dias fears she may have to bury the site and take the key with her back to Absalom. Regardless, she thanks you profusely for you timely help, promised to report to her venture-captain in Absalom that the success at Azlant Ridge was due in no small part to the efforts of YOU.
Some of the Aspis agents survive the battle, and Dias thanks them and then informs them they have 1 hour to rest and then vacate her camp before she orders her Pathfinders to flay the skin from their bones. The Aspis grumble about it, but leave as they were told to. It's the hardest you've ever seen her act in your short time with her.
Over the next several days, Dias guides the camp through packing and loading the caravan wagons to head for the coast and catch a vessel bound for Absalom. She packs away the key and the monolith control device and has the camp workers bury all signs of their dig, including triggering a rock fall to rebury the door to the Azlanti complex...
Well done Pathfinders! The first time I played this, due to a near TPK, my sorcerer, Castamir had to do this without the monolith. It sucked. I'll get chronicles out tonight. We have Beyond Azlant Ridge up next. I was going to say hat we'll start after the holidays, but I figure we can just start at a slower pace. Thiera and Hunwald are still MIA. Sad to say I think they're out. For now we have Kyra and Merisiel, but after that I don't know. I'll ask them if they want in, but levels could get tricky. We can hunt for another replacement if need be.