Rhyno Steelarm |
Hearing the guards warcry, Rhyno growls at the infiltrators. "These are not guards of the city!" He says as he brings his hammer to bear.
Attack: 1d20 + 6 - 1 ⇒ (14) + 6 - 1 = 192d6 + 9 ⇒ (1, 2) + 9 = 12
Strat Spineshank |
Round 2
HP 21/21
AC 21 FF20 T13 CMD 18
Saves F5 R3 W8
Channel Energy 5/5
Fire Bolt 5/7
Rebuke Death 7/7
Spells
0th - Detect Magic, Light, Create Water, Guidance
1st - Bless (Cast), Sanctuary, Burning Hands, Magic Weapon
2nd - Produce Flame, Lesser Restoration, Spiritual Weapon
Strat charges towards the guardsmen, "Traitors! Cowards! Do you have no shame!?"
Move towards guards, standard to strike.
Attack: 1d20 + 4 ⇒ (1) + 4 = 5
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Seon'i |
If we are into next round
HP 26/26
AC 19 FF18 T16 (Mage Armor Activated)
CMD 16
Saves F2 R3 W5 (+2 Fear)
Spells
2/7 - 1st
4/4 - 2nd
0th - acid splash, detect magic, disrupt undead, flare (DC 15), light, read magic
1st - burning hands (DC 16), identify, mage armor, magic missile
2nd - scorching ray
Other
31/33 wand of magic missile (CL 3rd, 33 charges)
Seoni moves forward 5' and lets loose another magic missile vs the demon not the right.
Magic Missle CL 3: 1d4 + 1 + 1d4 + 1 ⇒ (1) + 1 + (2) + 1 = 5
DM Feral |
Rhyno and Strat's attacks clatter off of the traitor's armor. He sneers and closes with his longsword. "The Lord of Beasts will reward me for your heads!"
Vs Rhyno: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Vs Strat: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Seon'i's bolts of force slam into the hideous demon with a satisfying thump. The damage isn't lethal but it's enough to disrupt whatever foul magic it was preparing. The other finishes his spell but nothing happens.
Concentration: 1d20 + 2 ⇒ (5) + 2 = 7
Summon?: 1d100 ⇒ 75
Both try new spells, boring into your minds with the very essence of fear!
Both Terrill and Seon'i need a DC 11 will save vs Cause Fear.
The party is up.
Strat Spineshank |
Round 3
HP 21/21
AC 21 FF20 T13 CMD 18
Saves F5 R3 W8
Channel Energy 5/5
Fire Bolt 5/7
Rebuke Death 7/7
Spells
0th - Detect Magic, Light, Create Water, Guidance
1st - Bless (Cast), Sanctuary, Burning Hands (Cast), Magic Weapon
2nd - Produce Flame, Lesser Restoration, Spiritual Weapon
Strat steps back towards the barrier, unleashing a gout of flame towards the traitorous followers of evil. "Be purged by the flames of the Dawnflower!"
5' step back, move to sheathe sword, standard to Burning Hands both guards (missing Rhyno) DC 15 Reflex for half.
Burning Hands: 3d4 ⇒ (3, 4, 2) = 9
Terrill Mayern |
Will save, Prot from Evil, Judgement: 1d20 + 7 + 2 + 1 ⇒ (20) + 7 + 2 + 1 = 30
Terrill shrugs off the dretch's attempt to frighten him, then lets an iron-tipped arrow fly at the dretch already wounded by Seoni's magic missiles. He then shoulders his bow and steps into the nearby alley.
Std action: fire bow. Move: put away bow. 5-foot step into alley.
MW Comp Bow: 1d20 + 6 ⇒ (8) + 6 = 14
Bow damage: 1d8 + 3 ⇒ (3) + 3 = 6
Fancy meeting you here, Feral!
Rhyno Steelarm |
Oh, I want their armor if they have an AC above 20 when they were using a 2 handed weapon!
Rhyno moves to defend Seon'i a bit better as he takes another swing with his hammer.
Attack: 1d20 + 6 ⇒ (12) + 6 = 182d6 + 6 ⇒ (5, 4) + 6 = 15
Unfortunately it too clangs off the mans armored shell.
Terrill Mayern |
Even if you make the save, you're shaken for a round. Were you including the penalty?
No, I didn't include the penalty for being shaken. Forgot that bit of cause fear in my excitement about rolling a 30 on my save.
Status: 22/33 hp
Seon'i |
Will Save vs Fear: 1d20 + 5 ⇒ (6) + 5 = 11
HP 26/26
AC 19 FF18 T16 (Mage Armor Activated)
CMD 16
Saves F2 R3 W5 (+2 Fear)
Current Effects - Shaken
Spells
2/7 - 1st
4/4 - 2nd
0th - acid splash, detect magic, disrupt undead, flare (DC 15), light, read magic
1st - burning hands (DC 16), identify, mage armor, magic missile
2nd - scorching ray
Other
30/33 wand of magic missile (CL 3rd, 33 charges)
Shaken, Seoni lets loose another volley at the same one on her right ...
MM CL3: 1d4 + 1 + 1d4 + 1 ⇒ (1) + 1 + (1) + 1 = 4
That's a lot of ones
DM Feral |
Even though he resists the greater portion of the spell, the tendrils of doubt creeping through his mind throw the half-elf's aim off just enough to miss. Seon'i's bolts of magic strike unerringly bloodying the demon further. Steaming viscous ichor stains the city streets but the monster doesn't go down.
The traitors attack again.
Vs Rhyno: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Vs Strat: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
The demons, tiring of their magic failing, close on Terril with their filthy claws. One conjures a cloud of foul gas on top of the elf before doing so.
Claw vs Terrill: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d4 + 1 ⇒ (1) + 1 = 2
Terrill needs a DC 13 fort save vs stinking cloud. Don't forget your -2 from being shaken! The shaken will lapse after this.
The party is up.
Strat Spineshank |
Round 4
HP 21/21
AC 21 FF20 T13 CMD 18
Saves F5 R3 W8
Channel Energy 5/5
Fire Bolt 5/7
Rebuke Death 7/7
Spells
0th - Detect Magic, Light, Create Water, Guidance
1st - Bless (Cast), Sanctuary, Burning Hands (Cast), Magic Weapon
2nd - Produce Flame, Lesser Restoration, Spiritual Weapon
Strat moves to flank with Rhyno and unleashes another strike against the cultist. "Let's finish these two, Rhyno!"
5' shift, move to draw weapon, standard to attack.
Attack: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Seon'i |
HP 26/26
AC 19 FF18 T16 (Mage Armor Activated)
CMD 16
Saves F2 R3 W5 (+2 Fear)
Current Effects - Shaken
Spells
2/7 - 1st
4/4 - 2nd
0th - acid splash, detect magic, disrupt undead, flare (DC 15), light, read magic
1st - burning hands (DC 16), identify, mage armor, magic missile
2nd - scorching ray
Other
29/33 wand of magic missile (CL 3rd, 33 charges)
If it's not broken, don't fix it … Same guy.
MM CL3: 1d4 + 1 + 1d4 + 1 ⇒ (4) + 1 + (3) + 1 = 9
Rhyno Steelarm |
Attack: 1d20 + 6 ⇒ (18) + 6 = 242d6 + 6 ⇒ (6, 3) + 6 = 15
Rhyno takes a swipe at the remaining traitor, pleased at the wet crunch sound the hammer makes against the mans skull. He then takes a step toward reinforcing Terrill's position.
Terrill Mayern |
Fort save, Prot from Evil, Judgment, Shaken: 1d20 + 7 + 2 + 1 - 2 ⇒ (6) + 7 + 2 + 1 - 2 = 14
Terrill manages to withstand the effects of the noxious cloud surrounding him. He then strikes at the wounded dretch but fails to connect, calling out as he does so, "Someone come help me kill these things!"
MW Curve Blade, Power Attack: 1d20 + 7 - 1 ⇒ (2) + 7 - 1 = 8
Curve blade damage with Power Attack: 1d10 + 6 + 3 ⇒ (3) + 6 + 3 = 12
Status: 20/33 hp
DM Feral |
Catching him off-guard, Rhyno brains the second traitor. He crumbles to the ground in a broken heap.
The surviving demon lunges at Terrill!
Claw vs Terrill: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Claw vs Terrill: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Bite vs Terrill: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Terrill you'll need another fort save but you're not shaken anymore.
The party is up.
Seon'i |
"I am helping!, Seoni calls to Terrill as she lets loose another pair of missiles.
HP 26/26
AC 19 FF18 T16 (Mage Armor Activated)
CMD 16
Saves F2 R3 W5 (+2 Fear)
Current Effects - Shaken
Spells
2/7 - 1st
4/4 - 2nd
0th - acid splash, detect magic, disrupt undead, flare (DC 15), light, read magic
1st - burning hands (DC 16), identify, mage armor, magic missile
2nd - scorching ray
Other
28/33 wand of magic missile (CL 3rd, 33 charges)
Magic Missile at last demon.
MM CL3: 1d4 + 1 + 1d4 + 1 ⇒ (1) + 1 + (4) + 1 = 7
Rhyno Steelarm |
Rhyno hops the barricade with relative ease, moving in on the final demon. "I wonder if you bleed black." he growls as he tries to end its rampage with a mighty swing.
Attack: 1d20 + 6 - 1 ⇒ (15) + 6 - 1 = 202d6 + 6 + 3 ⇒ (5, 4) + 6 + 3 = 18
Hammer is Cold Iron
Terrill Mayern |
Fort save, Prot from Evil, Judgement: 1d20 + 7 + 2 + 1 ⇒ (18) + 7 + 2 + 1 = 28
Ferrill strikes out at the demon in front of him. If it falls, he steps immediately out of the cloud of nauseating vapors.
MW Curve Blade, Power Attack: 1d20 + 7 - 1 ⇒ (12) + 7 - 1 = 18
Curve blade damage with Power Attack: 1d10 + 6 + 3 ⇒ (3) + 6 + 3 = 12
The Wise Fox |
Forgot to mention this:
Starrise Spire has limited supplies for healing and recovery in the face of so great a threat, but the Pathfinder Society does make its equipment available to its members. The PCs may call on this aid a limited number of times before the Society’s armory and infirmary are exhausted.
The Pathfinders may receive aid 3 times between scenes in Act 2. When receiving aid, each PC may choose to receive 1d8+1 points of healing, a single nonmagical cold iron weapon, or 10 pieces of cold iron ammunition to use for the rest of the scenario.
Terrill Mayern |
I can't check the map now, but I say we stay in the Woundward District if it's still yellow. Also, Terrill will heal himself with his CLW wand, rolling a few times to cover it.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Unbelievable
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
The Wise Fox |
The same deep haunting horns that marked the beginning of the invasion sound again, this time telling a different tale - the message this time even more dire. In addition to news about the battle’s progress across Nerosyan’s districts, it seems the invasion has reached its peak.
The demonic threat has been pushed back in the Woundward and Egelsee districts but from the air and ground, demons surge into the city in numbers never seen. It will take a concentrated effort by crusaders and their Pathfinder allies if they hope to gain even an inch!
The Woundward and Egelsee districts have been reduced to green threat level. The Confluence and Outer districts are in danger and have become a yellow threat level again. Within the Battle district the enemy is building strength. Across all districts enemy reinforcements have arrived making progress more difficult.
This marks the beginning of the fifth and final phase of Act Two
The Wise Fox |
For those who can't see the map, At the time of this writing, of the 5 pathfinder teams, 1 team is currently engaged in the confluence district, another is engaged in the battle district, and two teams besides yours are positioned in the worldwound district. This will obviously be subject to change as the other teams reposition themselves after they finish their current encounters and respond to the announcement.
The Wise Fox |
You arrave at Starrise Spire upon returning to the Confluence District, where you witness demons attacking the Lodge. Venture Captain Kreighton Shaine, the Pathfinder Society’s Master of Scrolls, approaches your group.
"“Friends, the demons have found their way into the Starrise Spire and show no signs of relenting. Even now, agents battle them within the lodge, and we cannot keep this up. Luckily, I have been researching some ancient rituals that should allow us to keep the demons outside of the Spire, and give us time to regroup. I know the rites, but I need protection while I enact them. I trust you will protect me while I do this dangerous deed, yes?”
Assuming you say yes, he sets himself up in one of the ritual circles in the bazaar. "I will be traveling between these 3 circles while chanting. Please prevent the demons from interrupting me."
I have placed Kreighton Shaine where he will initially begin casting. Team leader (or any representative, really), please assign your group's starting positions and let Shaine know when you are ready.
Terrill Mayern |
"A question for you, Venture Captain," Terrill says, as Shaine readies himself for the ritual. "When you say 'traveling,' do you mean you'll be walking between them as you chant, or that you'll somehow be moving magically from circle to circle? It will help to know if we need to stay near you, or guard all the circles you might be appearing in, if it's by magical transport."
I'm good with Strat's suggestion, and have placed our tokens to match it. If it turns out that Shaine expects to teleport from circle to circle, or something like that, we should reposition to have one circle covered by Rhyno, one by Terrill, and the third by Strat and Seoni.
The Wise Fox |
"I'll be walking between them as I chant."
"I am beginning the ritual now."
ROUND 1
He begins the ritual, first by pulling out a rabbit from a prepared cage nearby by its ears and gutting it, spilling its blood over the circle. He then starts to chant slowly.
ROUND 2
About 10 seconds after he begins his chant, two corpulent females approach. They reel on their feet as if drunk, but a closer inspection reveals the horrific truth—they are not so much reeling as they are seething from within, as if their internal organs were coiling and writhing like a knots of greased snakes. They are currently armed with longswords.
Terrill: 1d20 + 5 ⇒ (15) + 5 = 20
Strat: 1d20 + 1 ⇒ (18) + 1 = 19
Seon'i: 1d20 + 2 ⇒ (20) + 2 = 22
Rhyno: 1d20 + 2 ⇒ (18) + 2 = 20
enemies & NPCs: 1d20 - 1 ⇒ (20) - 1 = 19
Your opponents use their surprise round to approach within 30' of Terrill.
ROUND 3
PARTY WINS INITIATIVE! GO!
Terrill Mayern |
During Round 1, Terrill would have cast protection from evil on himself, due to its long duration. I didn't know we'd be skipping a round.
Strat - your strategy makes sense to me, I'll stay where I am and ready an attack. Keep in mind that demons often use spell-like abilities to attack, so they may not come all the way to us. If that happens, we bring the fight to them. Either way, would you drop a bless on us?
Having called upon Desna to protect him from demons and their evil magics, Terrill takes a single step toward the two strange creatures and stands at the ready, sword in hand, for the moment they step close enough.
Status: 33/33 hp, protection from evil
Seon'i |
Knowledge Planes: 1d20 + 7 ⇒ (8) + 7 = 15 - Special Defenses/Resistances?
"They're Vermlek demons! Resistant to ..."
Seoni will hold her action ... popping back into the order if something new attacks, or the Vermlek demons make it to the Venture Captain.
The Wise Fox |
Immune to electricity, poison. Resist acid 10, cold 10, fire 10. Have MR
Rhyno advances next to Terrill, and readies his swing.
The first vermlek advances to Rhyno and Terrill, and the pathfinders release their swings!
Terrill's Attack:: 1d20 + 8 ⇒ (17) + 8 = 251d10 + 6 ⇒ (4) + 6 = 10
Rhyno's Attack:: 1d20 + 6 - 1 ⇒ (19) + 6 - 1 = 242d6 + 6 + 3 ⇒ (6, 5) + 6 + 3 = 20
attack:: 1d20 + 6 ⇒ (12) + 6 = 18
damage:: 1d8 + 2 ⇒ (8) + 2 = 10
Both their attacks connect, doing impressive damage and staggering the Vermlek!
The other Vermlek also advances, but stops short of being in Terrill and Rhyno's reach, and casts a spell. Negative energy washes over Terrill and Rhyno, while healing the wounded Vermlek!
mass inflict light wounds - Will DC 16 for half: 1d8 + 3 ⇒ (8) + 3 = 11
Kreighton Shaine will save: 1d20 + 13 ⇒ (10) + 13 = 23
concentration: 1d20 + 16 ⇒ (18) + 16 = 34
Kreighton grunts at the damage inflicted, but continues to chant.
ROUND 4
PARTY UP!
Terrill Mayern |
Will save with Protection from Evil: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
Terrill resists much of the vermlek's blast of negative energy, then calls out, "Seoni's right! I've fought them before! They take over the bodies of others and control them - they're disgusting beasts. Strat, you're healing energies will hurt them, like undead."
He then swings his cold iron blade into the demon in front of him, striking it a powerful blow to the shoulder, and missing the animated body's neck by inches.
MW Curve Blade, Power Attack: 1d20 + 7 - 1 ⇒ (20) + 7 - 1 = 26
Curve blade damage with Power Attack: 1d10 + 6 + 3 ⇒ (2) + 6 + 3 = 11
Crit confirm: 1d20 + 7 - 1 ⇒ (3) + 7 - 1 = 9
Crit damage with Power Attack: 1d10 + 6 + 3 ⇒ (4) + 6 + 3 = 13
Status: 28/33 hp, protection from evil, AC 22
Strat Spineshank |
Round 2
HP 21/21
AC 21 FF20 T13 CMD 18
Saves F5 R3 W8
Channel Energy 4/5
Fire Bolt 5/7
Rebuke Death 7/7
Spells
0th - Detect Magic, Light, Create Water, Guidance
1st - Bless (Cast), Sanctuary, Burning Hands (Cast), Magic Weapon
2nd - Produce Flame, Lesser Restoration, Spiritual Weapon
At Terrill's words, Strat moves up and unleashes a wave of holy energy. "Feel Sarenrae's wrath!"
Move action to move, standard to channel energy against the baddies. DC13 will for half.
Channel Energy: 2d6 ⇒ (5, 3) = 8
Seon'i |
Seeoni will let loose a barrage of magic missiles at the previously staggered one ...
MMW: 1d4 + 1 + 1d4 + 1 ⇒ (2) + 1 + (4) + 1 = 8