Avelina of Mendev
|
Back right after defeating the cats. Also, how long has it been since the cat fight when we find the monolith, so I know if any of my buffs have run down?
Avelina leans forward, arms on her sides.
"Hah! Hah! Hah! Foolish devils. Not even the magic-blocking of this blighted land is enough to stop the Inheritor's power!"
She holds out a declarative finger.
"You should have known that you would not be able to stand up to the might of Avelina Theodosia Iomedae Rydell Cecilia Galfrey, Divine Servant of the Inheritor!"
Avelina pauses as she places her finger on her chin, her pinky daintily extended.
"Oh, bother. Did I forget to announce myself? No matter. Any halfway intelligent creature would be able to recognize my Divine Might at a mere glance."
Avelina takes Meg's arm again. "Come, My Champion. Let us continue on!"
-----------------
At the monolith
Avelina throws an arm into the air, like a general commanding her army to halt.
"I believe we have reached our goal. Praise the Providence of the Inheritor!"
She kneels and does a quick prayer on her sword. After she sheathes it, she looks over the ancient characters.
Linguistics to Decipher Language: 1d20 + 4 ⇒ (4) + 4 = 8
Add +8 from my bloodline ability if it's a human language
Grim Dougal
|
Grim and Misfortune can only tell that it is 'probably writing'.
| Dungeon Master S |
It's been about 4 hours since the hellcat fight...
The symbols on the stele are incomprehensible, but the journals are written in Taldane.
The first journal is Translations of the Mana Wastes Stele and the second is Flora, Fauna, and Hazards of the Mana Wastes. The first is a half finished book containing page after page of drawings and translations of the stele. The last written page contains an incantation in common and instructions that describe exactly how to activate the stele. A notation below the incantation reads, “Making my first attempt tomorrow.” and is dated several months ago with no following notations. The page immediately preceding that one has this notation: “Worried that if I activate the stele and don’t like the results, may not be able to deactivate it. Pretty sure the incantation I’ve copied on the next page, when read backwards, will return this stele to normal if performed backwards. Will test later.” This is followed by detailed directions for how to activate the stele. The second journal is a detailed account of the monsters, plants, and normal animals that call the Mana Wastes home.
Jacques Le Grand
|
LeGrand leans against the stele, ignorant of whatever magic or power it may contain and takes a long swig from a flask chained about his neck bearing the symbol of a skull and black flag.
"So we be havin' two more books, but tweren't there bein' four in total?"
The pirate scans about the camp for additional clues.
Perception: 1d20 + 12 ⇒ (10) + 12 = 22
"Or should we be readin' the incan-tation to be seein' what it be doin'?"
Faeranduil
|
Faeranduil casts some spells Detect magic, read magic, heightened awareness and reads a bit in some books of his own while trying to understand the stele and the writings.
Take 10
Knowledge arcana, last modifier is magical: 10 + 18 + 2 = 30
Linguistics: 10 + 16 = 26
Spellcraft: 10 + 18 = 28
Avelina of Mendev
|
Avelina catches a glance of the skull-and-crossbones on Le Grand's flask.
Knowledge (religion: 1d20 + 6 ⇒ (9) + 6 = 15
Her brow sharpens as she rears back, eyes wide.
"Oh my Goddess! You're one of those Besmarans! This revelation explains your rakery perfectly."
She stomps on the ground, sending a light cloud of dust up several inches.
"And the lasciviousness! And the strange comments! And THE WINKING. What is with the winking?"
At a rapid pace, her speech quickens and her breathing shallows to the point of breathlessness.
"And worst of all! Speaking in passive voice constantly! And dropping your 'g's! Ooooooooooooh it's like Tien Water Torture!"
She grabs the book with the incantation, opens it to the last page, then looks up to the sky.
"Inheritor! Grant this magic the power to...to...to do whatever it does so that I may be free of this trial of my patience!"
She begins reading then pauses, mouth still open, casts Heroism on herself, then reads the incantation.
Baldwyn Doucas
|
Baldwyn turns on the ranting lady. In a stern tone, he relays, "Oy! Keep it down. We're a long ways from nothin' and don't need to be drawin' attentions of whatever else lives in these gods-forsaken Wastes. You can lecture him at length later when we're back at your temple. Yes?"
With that, he scans the horizon looking for any incoming skeleton cats or undead abominations what might have heard the outburst.
-Posted with Wayfinder
| Dungeon Master S |
There seems to be nothing in the campsite, but Faeranduil is very confident he can activate the stele based on his reading of the notes.
(In the interest of keeping the quicker pace, I'll assume Faeranduil activates the stele.)
As Faeranduil uses his new-found knowledge a brilliant flash of blue light surrounds you; when the light fades, you’re still standing in the camp, but all of Rijana’s supplies are gone, the stele is gone—its also as dark as the middle of the night, the sky lacks stars and is black as pitch. The wind, so prevalent as you traveled across the Mana Wastes, is still. Nothing moves, nothing makes a sound, nothing is here.
You are confident that you're on some kind of demi-plane.
This demi-plane is none other than the fabled Geb’s Accord, a series of linked but separated pocket dimensions that Geb long ago used to store equipment and soldiers for battles against Nex.
| Dungeon Master S |
Assuming SOMEONE casts some kind of light spell.
Sitting patiently, a group of the same zombies you first encountered stir at your arrival. They draw steel even as your eyes adjust to the darkness.
...Anyone without darkvision has a 20% miss chance. I'll let someone cast a light spell before initiative. If you're within the illumination, there's no miss chance, 20% in the shadowy range (low light not withstanding.)
Megferra: 1d20 + 6 ⇒ (3) + 6 = 9
Faeranduil: 1d20 + 3 ⇒ (7) + 3 = 10
Jacques: 1d20 + 2 ⇒ (2) + 2 = 4
Grim: 1d20 + 6 ⇒ (16) + 6 = 22
Avelina: 1d20 + 15 ⇒ (4) + 15 = 19
Baddies: 1d20 + 7 ⇒ (4) + 7 = 11
Baldwyn: 1d20 + 7 ⇒ (16) + 7 = 23
| Dungeon Master S |
Initiative Repost:
Baldwyn: Current
Grim: On deck
Avelina: TBD
BADDIES: TBD
Faeranduil: TBD
Megferra: TBD
Jacques: TBD
Baldwyn Doucas
|
As everyone starts to break out their light sources, Baldwyn grabs his ioun torch from its orbit, shakes it until it starts working again, and sets it back around his head. He is surprised at the arrival of these new threats, but his reflexes kick in and he eases into a fighting stance.
"We're surrounded! Stay close!"
Baldwyn steps closer to the nearest undead baddy and swings a couple strikes with his bardiche.
Power Attack: 1d20 + 12 ⇒ (11) + 12 = 23
1d10 + 18 ⇒ (1) + 18 = 19
Iterative: 1d20 + 7 ⇒ (13) + 7 = 20
1d10 + 18 ⇒ (6) + 18 = 24
Avelina of Mendev
|
Avelina would have cast Light immediately, probably on her holy symbol necklace, so you can say that she was the one that got it up if you want.
Faeranduil
|
Knowledge Planes: 1d20 + 16 + 2 ⇒ (9) + 16 + 2 = 27
"Oh great, we moved to some demiplane" Faeranduil grumbles
| Dungeon Master S |
Baldwyn steps forward and drills one of the zombies. The creature merely continues to come at him. The second attack is actually parried by the creature.
Round 1 Update:
Initiative Repost:
Baldwyn: One hit
Grim: Current
Avelina: On deck
BADDIES: TBD
Faeranduil: TBD
Megferra: TBD
Jacques: TBD
Dark Red: 19
Orange: 0
Yellow: 0
Green: 0
Cyan: 0
Blue: 0
Magenta: 0
Avelina of Mendev
|
"That foul devil that ran off must have sent them after us, My Champion."
Avelina points dramatically straight at the closest group of zombies.
"And we shall send them to their just reward!"
| Dungeon Master S |
Avelina, are you taking any actions? Don't worry about waiting for Grim.
Faeranduil
|
Why aren't the baddies in fireball formation? Grumbles like a dwarf, and waits to see what the baddies do.
Avelina of Mendev
|
Ah, okay. I wasnt sure if "on deck" meant I could go
Avelina throws out her favorite spell once more.
"Radiant Dawn of the Inheritor!"
Radiant Dawn of the Inheritor Burst of Radiance: 5d4 ⇒ (4, 1, 2, 1, 1) = 9
Blind duration (DC22 to reduce to dazzled: 1d4 ⇒ 3
Grim Dougal
|
Hoping they are flat footed still! :p
Misfortune visits by launching at the creatures, followed up by Grim who is also happy to play in the darkness.
Misfortune
Pounce (Green)
Charge/PA
Bite1d20 + 10 + 2 - 2 ⇒ (3) + 10 + 2 - 2 = 13
Damage 1d8 + 6 + 4 ⇒ (4) + 6 + 4 = 14
Claw 1d20 + 10 + 2 - 2 ⇒ (19) + 10 + 2 - 2 = 29
Damage 1d6 + 6 + 4 ⇒ (1) + 6 + 4 = 11
Claw 1d20 + 10 + 2 - 2 ⇒ (20) + 10 + 2 - 2 = 30
Damage 1d6 + 6 + 4 ⇒ (1) + 6 + 4 = 11
Rake 1d20 + 10 + 2 - 2 ⇒ (5) + 10 + 2 - 2 = 15
Damage 1d6 + 6 + 4 ⇒ (3) + 6 + 4 = 13
Rake 1d20 + 10 + 2 - 2 ⇒ (3) + 10 + 2 - 2 = 13
Damage 1d6 + 6 + 4 ⇒ (6) + 6 + 4 = 16
Crit Convert? 1d20 + 10 + 2 - 2 ⇒ (7) + 10 + 2 - 2 = 17
Add Damage 1d6 + 6 + 4 ⇒ (1) + 6 + 4 = 11
Grim
Moves and engages the other friend.
Rage/PA
Attack 1d20 + 15 + 2 - 3 ⇒ (17) + 15 + 2 - 3 = 31
Damage 2d4 + 8 + 3 + 9 ⇒ (2, 1) + 8 + 3 + 9 = 23
Attack 1d20 + 15 + 2 - 3 ⇒ (5) + 15 + 2 - 3 = 19
Add Damage 2d4 + 8 + 3 + 9 ⇒ (4, 2) + 8 + 3 + 9 = 26
| Dungeon Master S |
Baldwyn steps forward and drills one of the zombies. The creature merely continues to come at him. The second attack is actually parried by the creature. Misfortune lands some hits, but shockingly the zombie fends off much of the attack. Grim himself scores a solid (but not critical) hit. Avelina, 10' radius burst, which one(s) are you targeting? Once determined the enemy will go.
Round 1 Update:
Initiative Repost:
Baldwyn: One hit
Grim: Blade and claw!
Avelina: Burst of Radiance (waiting on aim.)
BADDIES: TBD
Faeranduil: TBD
Megferra: TBD
Jacques: TBD
Dark Red: 19
Orange: 0
Yellow: 0
Green: 12
Cyan: 23
Blue: 0
Magenta: 0
Avelina of Mendev
|
Oh, sorry. The southwest group, since they are closest to her.
| Dungeon Master S |
Blue: 1d20 + 4 ⇒ (14) + 4 = 18
Magenta: 1d20 + 4 ⇒ (2) + 4 = 6
Avelina's spell momentarily lights up the area. When the spell vanishes the pair of zombies are left blind!
The blind zombies advance on her and slash wildly:
Blue: Blind Miss Chance: 1d100 ⇒ 99 ATK: 1d20 + 9 ⇒ (2) + 9 = 11 MISS
Magenta: Blind Miss Chance: 1d100 ⇒ 71 ATK: 1d20 + 9 ⇒ (5) + 9 = 14 MISS
Cyan attacks Grim: ATK: 1d20 + 9 ⇒ (17) + 9 = 26 DMG: 1d6 + 8 ⇒ (6) + 8 = 14
Green attacks Misfortune: ATK: 1d20 + 9 ⇒ (4) + 9 = 13 MISS
Yellow attacks Jacques: ATK: 1d20 + 9 ⇒ (6) + 9 = 15 MISS
Orange attacks Baldwyn: ATK: 1d20 + 9 ⇒ (19) + 9 = 28 Confirm: 1d20 + 9 ⇒ (18) + 9 = 27 CRIT DMG: 2d6 + 16 ⇒ (2, 2) + 16 = 20
Dark Red attacks Baldwyn: ATK: 1d20 + 9 ⇒ (4) + 9 = 13 MISS
Remaining in Round 1
Faeranduil: TBD
Megferra: TBD
Jacques: TBD
Dark Red: 19
Orange: 0
Yellow: 0
Green: 12
Cyan: 23
Blue: 10 Blind 3 rounds
Magenta: 10 Blind 3 rounds
Faeranduil
|
Faeranduil pulls out a rod and then casts a spell. A ball of acid washes over five zombies, Avelina, Baldwyn and Jacques but miraculously does not harm the pathfinders!
Selective Piercing Acidball aka Fireball with acid damage: 10d6 + 7 ⇒ (5, 5, 5, 2, 6, 2, 3, 3, 2, 1) + 7 = 41 Reflex DC 21 for half damage
For targets see map, allies excluded thanks to Lesser Selective Metamagic rod
| Dungeon Master S |
Yellow: 1d20 + 4 ⇒ (10) + 4 = 14
Blue: 1d20 + 4 ⇒ (10) + 4 = 14
Magenta: 1d20 + 4 ⇒ (15) + 4 = 19
Dark Red: 1d20 + 4 ⇒ (4) + 4 = 8
Orange: 1d20 + 4 ⇒ (3) + 4 = 7
Fail. They all fail.
The zombies dissolve in a font of acid produced by the elf. The remaining fight on, devoid of fear or compassion.
Well done Faeranduil.
Megferra the Rose
|
Before Meg can act, the zombies melt before her. [b]"Good job, Faeranduil! Grim, Misfortune, I'm coming!"[/dice] she exclaims, dashing toward the remaining zombies with her sword drawn.
+1 Keen Scimitar, PA vs turquoise(?): 1d20 + 15 - 3 ⇒ (3) + 15 - 3 = 15
Damage: 1d6 + 13 ⇒ (4) + 13 = 17
Meg then prepares to fend off any counter attacks.
If attacked, spend 1 panache for an Opportune Parry and Riposte
+1 Scimitar, PA, fencer trait: 1d20 + 15 - 3 + 1 ⇒ (11) + 15 - 3 + 1 = 24
Riposte: 1d20 + 15 - 3 ⇒ (13) + 15 - 3 = 25
Damage: 1d6 + 13 ⇒ (1) + 13 = 14
| Dungeon Master S |
Meg's attack fails, but she seems poised for an incredible riposte. Jacques to finish off the round.
Jacques Le Grand
|
LeGrand saunters up, nodding.
"Arr, ye all be havin' this one."
He swings his bardiche, but seems as if he's just doing general clean-up duty.
Attack target is GM's discetion.
Bardiche (melee cover): 1d20 + 9 - 4 ⇒ (13) + 9 - 4 = 18 for 1d10 + 5 ⇒ (10) + 5 = 15
| Dungeon Master S |
Jacques swing doesn't connect. The zombies are far more "skilled" than normal.
The remaining two press on, and will until destroyed. Meg still stands ready to riposte.
Baldwyn, Grim, and Avelina are up.
Grim Dougal
|
Misfortune continues to slash with tooth and claw, deciding this time to simply pull down the opponent and grapple them at the end of the frenzy.
Misfortune
Attack (Green)
PA
Bite1d20 + 10 - 2 ⇒ (17) + 10 - 2 = 25
Damage 1d8 + 6 + 4 ⇒ (7) + 6 + 4 = 17
Claw 1d20 + 10 - 2 ⇒ (15) + 10 - 2 = 23
Damage 1d6 + 6 + 4 ⇒ (1) + 6 + 4 = 11
Claw 1d20 + 10 - 2 ⇒ (1) + 10 - 2 = 9
Damage 1d6 + 6 + 4 ⇒ (5) + 6 + 4 = 15
GRAB 1d20 + 12 ⇒ (13) + 12 = 25 VS CMD
Grim
Grim just chops away furiously with his silvery falchion!
Rage/PA
Attack 1d20 + 15 + 2 - 3 ⇒ (6) + 15 + 2 - 3 = 20
Damage 2d4 + 8 + 3 + 9 ⇒ (4, 1) + 8 + 3 + 9 = 25
Attack 1d20 + 10 + 2 - 3 ⇒ (11) + 10 + 2 - 3 = 20
Damage 2d4 + 8 + 3 + 9 ⇒ (2, 4) + 8 + 3 + 9 = 26
Avelina of Mendev
|
"I almost feel sorry for you, vile undead creatures. You never stood a chance against the Inheritor's Favored Soul and her companions!"
Avelina holds out a closed fist.
"Be pierced by the unerring Arrows of the Inheritor!"
With each Magic Missile she shoots, she throws out another finger until only her thumb is still held against her hand.
On whichever zombie looks less injured
Arrows of the InheritorMagic Missile: 4d4 + 4 ⇒ (4, 4, 3, 4) + 4 = 19
| Dungeon Master S |
Misfortune lands a couple of telling blows, and the second secures him (her, it?) a solid grab on the beast. Grim's luck isn't as good as he jut barely misses with both of his swings. Avelina scores with her spell and both zombies look ever worse.
Switching to MEg, the cyan zombie makes a slash, which is instantly parried by Meg. The riposte scores a solid hit. The other tries not to escape, but simply drops it's weapon and slams it's fist into Misfortune Slam: 1d20 + 7 - 2 ⇒ (13) + 7 - 2 = 18.
Pathfinders are up!
Green: 18
Cyan: 33
Faeranduil
|
Faeranduil follows Avelina's example and casts magic missiles at the least damaged zombie
Magic Missiles: 4d4 + 4 + 3 ⇒ (2, 2, 2, 1) + 4 + 3 = 14
Jacques Le Grand
|
LeGrande continues to be surprised that the two enemies stand.
Stretching his kneck he steps up and indicates the one ahead of him (green).
"That one tharrr displeases me." (Freebooter's Bane, so +1 for everyone against green).
Bardiche (freebooter, PA): 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11 for 1d10 + 5 + 6 + 1 ⇒ (1) + 5 + 6 + 1 = 13
HP: 74/74
AC: 17 (T12/FF15)
AC: 20 (T15/FF15) w/ barkskin
AC: 19 (T14/FF14) w/ barkskin while enlarged
F: +13, R: +9*, W: +10 (Reflex is 1 lower while enlarged)
Spells Prepared/Cast
3rd: [_] daylight, [_] plant growth, [_] communal resist energy
2nd: [X] barkskin[D], [_] bull's strength (2), [_] grace, [_] lesser restoration
1st: [_] divine favor, [_] enlarge person, [_] fallback strategy, [_] liberating command, [_] shield of faith
Copycat Left: 5/5
Enlarge Left: 3/5
Channels Left (3d6, DC14): 4/4
Extend Rod Uses Left: 3/3
Cure Light Wand Charges Left: 46/50
Effects Active:
Barksin: +3 natural armor
Not enlarged, no freebooters: +9 hit, +11 damage
Attack bonus breakdown:
+1 magic bonus
+5 BAB
+4 strength
-1 size penalty
-0 power attack (Furious focus)
+1 freebooter's bane
--
+10 to hit
Damage bonus breakdown:
+1 magic bonus
+6 strength (18 while enlarged, 2H)
+6 power attack (2H)
+1 freebooter's bane
--
+14 damage
| Dungeon Master S |
Faeranduil adds more magic to the fray, slamming into green. Both zombies look like they're falling apart, but the fell energies keeping them together haven't failed yet. Jacques calls one out, but misses with his polearm. Still, he inspires his allies.
Baldwyn, Avelina, Grym, and Megferra go!
Green: 32
Cyan: 33
For planning purposes, I am confident that I'll have this wrapped up and reported by the weekend.
Faeranduil
|
Wait, are we that close to the end? Time to nova the next encounter... ;-)
Baldwyn Doucas
|
Baldwyn swipes his polearm at the zombie to the right (green).
Bardiche: 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24
1d10 + 18 ⇒ (10) + 18 = 28
Iterative: 1d20 + 12 + 1 ⇒ (1) + 12 + 1 = 14 *sigh*
1d10 + 18 ⇒ (8) + 18 = 26
| Dungeon Master S |
Baldwyn's bardiche of bastardization brutalizes the green zombie, neatly bifurcating him. One zombie stands, and shows no sign of stopping.
Season 0-1 are quite short.
Avelina of Mendev
|
"Oh, for the Goddess' sake! Just fall already you stupid undead!"
Avelina throws out four fingers once, sending four vaguely arrow-shaped bolts of force at the remaining undead.
Arrows of the Inheritor Magic Missile: 4d4 + 4 ⇒ (4, 4, 4, 1) + 4 = 17
| Dungeon Master S |
Avelina's "arrows of the Inheritor" does just as her prayer requests. The zombie drops...
OUT OF COMBAT
Megferra the Rose
|
@ Faeranduil: Lol, that acid-fireball WASN'T you nova-ing?
Meg flourishes with her blade, shaking the battle dew from it, before beaming at her companions. "Well done, friends! We are certainly the formidable bunch, aren't we!" she exclaims, offering congratulatory hugs indiscriminately to her fellow Pathfinders.
Meg can offer a spare Lay on Hands to anyone who needs it. I need to save a few, though, in case I need to convert them into SMITES.
Calming down, she looks around with a confused look on her face. Faeranduil, didn't you say this is a "demiplane"? What's that? Is that, like, an inclined plane, but not very steep?" she asks, scanning the ground. "It seems pretty flat, as far as I can tell...Do you think that last journal is around here somewhere?"
Baldwyn Doucas
|
I've got a wand, will make the rolls when I get gome assuming a caster is willing to use it on me.
-Posted with Wayfinder
Grim Dougal
|
Misfortune lets go of what is left of the body. Grim smiles at the carnage.
"I loved the bit with the big ball of acid"
Avelina of Mendev
|
"I can heal the wounded with their wands, but I have one condition!"
She taps her wand against her palm, her head held high again.
"You must say a prayer thanking the Inheritor! She gives me the power to use such devices, so it is only proper that you recognize her Divine Magnanimity."
Jacques Le Grand
|
LeGrand chuckles at Avelina's request.
"Har har! I be thankin' the Inheritor for the recent updates she be makin' to her follower's dress code. Oh bless ye, Inheritor!"
Cackling, the pirate leers at Avelina's shortened skirt for a bit before uncorking his iron flask adorned with a pirate flag and taking a long swig.
"Best ye just gather 'round. Bessie ain't be needin' no prayers to be givin' ol' Jacques enough power to be keepin' up our economics like good Pathfinders."
Channel: 3d6 ⇒ (6, 6, 4) = 16
If anyone needs/wants more than that, claim these cure lights in order below and LeGrand will spontaneously lose some 1st level spells he's unlikely to cast.
Cure Light #1: 1d8 + 5 ⇒ (3) + 5 = 8
Cure Light #2: 1d8 + 5 ⇒ (6) + 5 = 11
| Dungeon Master S |
As Megferra looks about at the landscape, she spies some pretty obvious tracks headed North.
The party takes a well deserved breather and heals wounds with a an equally well deserved pat on the back.
What's next Pathfinders?