GM Chadius's Solstice Scar (Core 5-6) (Inactive)

Game Master chadius

Solstice Scar Slides |Gameplay


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The Exchange

LN Female Half elf Bard 7|DD4 Init +8 | HP 99/99 | AC 25, T15, FF22| Fort +13, Ref +15, Will +12, +2 vs ench, +4 vs bard | CMD 29 | Perception +22, Sense Motive +30
AMF:
AC18, HP44/88, F +8, R +8, W+8
Resources:
Claws 8|8; IC 13|21; LM 1/1; Reroll: Used
Spell Slots:
7/3/0/2
| Conditions: Delay Poison

I am a little confused. Is this just a rerun of round 2 on the basis that opportunity attacks took out the mindless undead? If so Chandu would just move up to flank the leader and attack once, AC33 with flank for 19 damage.


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Correct, we're redoing most of round 2 since the attacks of opportunity and Brak's turn wiped out the enemy.

Chandu runs up and lances the apparent leader.

Inspire Courage is up! +2/+2

Round 2
Enemy (19 Damage)
Brak
Ibaz
Syrak
Chandu
Seiran

Round 3
Will Hawk (Can also take a Round 2 action)

Liberty's Edge

Male Human Ranger 2/Rogue 4 | HP: 40/40| AC: 22 (16 Tch, 16 Fl) | CMD: 22/24 v disarm | F: +5, R: +12, W: +3 | Init: +3 | Perc: +9/+11 v Human, SM: +6/+8 v Human | Active conditions: none

Will watches the scene unfold, and the sees his opportunity. He slides up to flank blue, and then starts slicing away.

Round 2 - move and stab
Rapier Attack: 1d20 + 9 + 2 + 2 ⇒ (5) + 9 + 2 + 2 = 18
Damage: 1d6 + 2 + 2d6 + 2 ⇒ (5) + 2 + (3, 3) + 2 = 15

Round 3 - full attack
Rapier Attack: 1d20 + 9 - 2 + 2 + 2 ⇒ (16) + 9 - 2 + 2 + 2 = 27
Damage: 1d6 + 2 + 2d6 + 2 ⇒ (3) + 2 + (4, 2) + 2 = 13

Dagger Attack: 1d20 + 9 - 2 + 2 + 2 ⇒ (7) + 9 - 2 + 2 + 2 = 18
Damage: 1d4 + 2 + 2d6 + 2 ⇒ (4) + 2 + (3, 6) + 2 = 17

Edit for Inspiration.

The Exchange

LN Female Half elf Bard 7|DD4 Init +8 | HP 99/99 | AC 25, T15, FF22| Fort +13, Ref +15, Will +12, +2 vs ench, +4 vs bard | CMD 29 | Perception +22, Sense Motive +30
AMF:
AC18, HP44/88, F +8, R +8, W+8
Resources:
Claws 8|8; IC 13|21; LM 1/1; Reroll: Used
Spell Slots:
7/3/0/2
| Conditions: Delay Poison

@Will, none of those seem to include the benefit of bard song, please try and include it.

Silver Crusade

Paladin 3, Sorcerer 2, DD 1 HP 42/57 | AC 20 T 13 FF 18 | F +9 R +6 W +10 | Init +4 | Perception +9* | 10ft Courage Aura
Resources:
LoH 4/4, Smite 0/1, Claws 5/6, Spells L1: 3/5

Syrak moves up a bit, and with the aid of Chanu;s inspiration takes a powerful swipe.

inspired power glaive: 1d20 + 12 ⇒ (2) + 12 = 14
inspired powerdamage: 1d8 + 16 ⇒ (8) + 16 = 24


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Ibaz moves up and tries to hit, to no avail.

Syrak is also unable to land a solid blow, and when it's clear the creature won't stop attacking, Seiran swings a wide ark.

The creature laughs, a bit over confident. That's when Will Hawk approaches with rapier and dagger! With three swift strokes he penetrates the creature's tough hide.

It roars in anger and swings twice with his sword before biting him.

Greatsword: 1d20 + 12 ⇒ (1) + 12 = 13
Ow: 2d6 + 6 ⇒ (4, 6) + 6 = 16

Greatsword: 1d20 + 7 ⇒ (12) + 7 = 19
Ow: 2d6 + 6 ⇒ (2, 2) + 6 = 10

Bite: 1d20 + 7 ⇒ (2) + 7 = 9
Ow: 1d4 + 2 ⇒ (2) + 2 = 4

Unable to get a solid blow or penetrate Will's armor, the wight seems even more frustrated.


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Inspire Courage is up! +2/+2

Round 3
Enemy (70 Damage)
Brak
Ibaz
Syrak
Chandu
Seiran

Round 4
Will Hawk

Party is up. Remember we still have an Aid Token!

Silver Crusade

Paladin 3, Sorcerer 2, DD 1 HP 42/57 | AC 20 T 13 FF 18 | F +9 R +6 W +10 | Init +4 | Perception +9* | 10ft Courage Aura
Resources:
LoH 4/4, Smite 0/1, Claws 5/6, Spells L1: 3/5

Syrak circles around to a flanking position and takes a courageous attack at the remaining undead.

flank PA IS: 1d20 + 12 ⇒ (11) + 12 = 23
damage: 1d10 + 16 ⇒ (4) + 16 = 20

The Exchange

Adept 7 AC22 (T18,FF19) CMD26| HP (14)14/51| F +9 R +9 W +12 | Init +2, Perc +12, Sense Motive +7 | protection from evil

Ibaz strike twice the last creature standing after enhancing his fists with arcane energy.

Unarmed Strike #1: 1d20 + 7 + 2 ⇒ (12) + 7 + 2 = 21
Damages: 1d6 + 5 + 2 + 2 ⇒ (1) + 5 + 2 + 2 = 10
Unarmed Strike #2: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20
Damages: 1d6 + 5 + 2 + 2 ⇒ (6) + 5 + 2 + 2 = 15

The Exchange

LN Female Half elf Bard 7|DD4 Init +8 | HP 99/99 | AC 25, T15, FF22| Fort +13, Ref +15, Will +12, +2 vs ench, +4 vs bard | CMD 29 | Perception +22, Sense Motive +30
AMF:
AC18, HP44/88, F +8, R +8, W+8
Resources:
Claws 8|8; IC 13|21; LM 1/1; Reroll: Used
Spell Slots:
7/3/0/2
| Conditions: Delay Poison

Chandu strikes quickly trying to bring the monstrous thing down!

Spear, pa, inspire, heroism, flank: 1d20 + 10 - 2 + 2 + 2 + 2 ⇒ (10) + 10 - 2 + 2 + 2 + 2 = 24
Damage, pa, inspire: 1d8 + 7 + 6 + 2 ⇒ (3) + 7 + 6 + 2 = 18

Sovereign Court

***OVERSEER ANNOUNCEMENT***

The air fills with the sound of Kellid battle cries as dozens of Twinhorn warriors join the fight.

@Table GMs: The “Twinhorn Allies” condition on page 20 is in effect.

Grand Lodge

HP: 46/74 | AC: 21, Touch: 11, FF: 20, CMD 22 | FORT: +9, REF: +4, WILL +4 (Dwarf Resistances, Bravery +1) | CMB: +12, CMD: 23 Fighter 7 (CORE) | Initiative: +1 | Perception +12 (Darkvision 60')

We should charge that token and send it. We're doing just fine at the moment!

Delay to see if there's anything left :-)


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We still have an Aid Token. We should pass it on at this point or boost it. Your choice. I'll pass it along in 24 hours if no one speaks up.

You pummel the remaining warrior into dust. All that remains is his jagged greatsword.

And that's a wrap, folks! Combat Over

Naturally the cavalry arrives right afterward. They remove the barricade and discover wounded, young and sick members inside the cavern.

Thankful that their brethren are alive, the Twinhorn warriors agree to offer whatever assistance they can in the upcoming battle.

The Twinhorn Allies condition helps your offense. The next successful melee or ranged attack made by each PC before the end of the adventure automatically gains the benefits of the boosted Allied Offensive aid token effect.

One of the warriors greets you. "Well met, Pathfinders. Our forces are splitting into two fronts. One front is returning to the Twinhorn Camp to check on the survivors. Medda said she and Anok would go there directly, so you may catch up with them."

"We have heard of terrible reports from the riverbank. Already, dark creatures are pouring forth from there. Scouts say they hear the Voice of the Shadow, and evil creatures are killing all who approach and are hailing their master, Eshimka. We need brave warriors to close the gate as soon as possible!"

You have a choice of going to Twinhorn Camp or Voice of the Shadow.

And do something about our Aid Token!

Grand Lodge

HP: 46/74 | AC: 21, Touch: 11, FF: 20, CMD 22 | FORT: +9, REF: +4, WILL +4 (Dwarf Resistances, Bravery +1) | CMB: +12, CMD: 23 Fighter 7 (CORE) | Initiative: +1 | Perception +12 (Darkvision 60')

Boost it and send it!

"Checking on survivors is good and important work. It's also not work I'm cut out for. We've got a good group here. I think we should lay low this Eshimka!"

Sovereign Court

PFS #76925-45 Male Half Orc Paladin3/ Sorc 2/ Dragon Disciple 1 | HP:55/55| AC: 15(23)/13(21)/12(20)|Init: +2| Perc: +4| Fort: +10| Ref: +8| Will: +12| Quarterstaff: +6;1d6+3| Longbow: +6;1d8| CMB: +6| CMD: 18| Smite Evil: +3 TH;+1 DMG|
Skills:
Acrobatics: +5| Appraise:+0| Bluff:+3| Climb:+2| Diplo:+9| HH:+3| Inti: +11|Kn.(Arc):+8| Kn.(Reli): +4| Kn.(Noble): +4| Lin:+1| Perform (Sing):+4| S.M: +0| Spell:+0| Stealth: +2| Survival: +0| Swim: -3|

Boost and send it!

"I for one will like to stop the evil warriors at the gate but surviors are just as important." Seiran chimes in.


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Follow this link and tell me how you want to boost it. You'll most likely need to cast a spell or make a knowledge check.

The Exchange

LN Female Half elf Bard 7|DD4 Init +8 | HP 99/99 | AC 25, T15, FF22| Fort +13, Ref +15, Will +12, +2 vs ench, +4 vs bard | CMD 29 | Perception +22, Sense Motive +30
AMF:
AC18, HP44/88, F +8, R +8, W+8
Resources:
Claws 8|8; IC 13|21; LM 1/1; Reroll: Used
Spell Slots:
7/3/0/2
| Conditions: Delay Poison

Shadow enemies for me!

Liberty's Edge

Male Human Ranger 2/Rogue 4 | HP: 40/40| AC: 22 (16 Tch, 16 Fl) | CMD: 22/24 v disarm | F: +5, R: +12, W: +3 | Init: +3 | Perc: +9/+11 v Human, SM: +6/+8 v Human | Active conditions: none

Lets try a hard Know Local?
Knowledge: 1d20 + 5 ⇒ (18) + 5 = 23

"Helping save survivors might save a few, but closing the source of these problems may save us all. To the gate!"

Silver Crusade

Paladin 3, Sorcerer 2, DD 1 HP 42/57 | AC 20 T 13 FF 18 | F +9 R +6 W +10 | Init +4 | Perception +9* | 10ft Courage Aura
Resources:
LoH 4/4, Smite 0/1, Claws 5/6, Spells L1: 3/5

Syrak nods in agreement.


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"Alright, I'll bring you to the stone circles." The Twinhorn follower leads you away from the shelter and towards the river.

The clearing on the riverbank features a circle of standing stones with a large stone altar at its center. A shadowy tear floats above the altar, so dark that what little light shines from the stars seems to become trapped inside. Eight large tendrils of inky darkness coil around the menhirs as if keeping the stones in a stranglehold. Other tendrils lick out from the shadowy rift as if tasting the air.

A voice rings from inside. "Excellent! Continue to stand guard! Our master Eshimka will turn this cut into a gaping wound and spill forth among this pathetic motral plane! Kill all whom approach! More sacrifices for our master!"

The majority of Twinhorns and Pathfinders are soon distracted by the onslaught of undead and dark creatures who emerge. One group remains guarding the circle as you begin your assault!

The area around the standing circles is supernatually dark, like the Darkness spell.

You can assume you had 2 rounds to buff yourself before combat begins.

Initiative:

Will Hawk: 1d20 + 3 ⇒ (11) + 3 = 14
Seiran Leogil: 1d20 + 2 ⇒ (4) + 2 = 6
Chandu: 1d20 + 2 ⇒ (18) + 2 = 20
Syrak: 1d20 + 4 ⇒ (17) + 4 = 21
Ibaz: 1d20 + 2 ⇒ (18) + 2 = 20
Brak: 1d20 + 1 ⇒ (3) + 1 = 4

Knowledge(Religion) DC 23:
The figure guarding the center stone is called a Fallen. An incorporeal warrior who can overwhelm living creatures with its force weaponry.

Knowledge(Religion) DC 17:
Flanking the central figure are 4 Skeletal Champions. Resistant to all but bludgeoning weapons, these are the remains of fallen warriors brought to fight for their new master. They have some intelligence.


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Round 1
Syrak
Chandu
Ibaz
Will
Minions of Eshimka
Seiran
Brak

The Twinhorn Allies condition helps your offense. The next successful melee or ranged attack made by each PC before the end of the adventure automatically gains the benefits of the boosted Allied Offensive aid token effect.

Sovereign Court

PFS #76925-45 Male Half Orc Paladin3/ Sorc 2/ Dragon Disciple 1 | HP:55/55| AC: 15(23)/13(21)/12(20)|Init: +2| Perc: +4| Fort: +10| Ref: +8| Will: +12| Quarterstaff: +6;1d6+3| Longbow: +6;1d8| CMB: +6| CMD: 18| Smite Evil: +3 TH;+1 DMG|
Skills:
Acrobatics: +5| Appraise:+0| Bluff:+3| Climb:+2| Diplo:+9| HH:+3| Inti: +11|Kn.(Arc):+8| Kn.(Reli): +4| Kn.(Noble): +4| Lin:+1| Perform (Sing):+4| S.M: +0| Spell:+0| Stealth: +2| Survival: +0| Swim: -3|

Mage Armor and Shield is up then.

Silver Crusade

Paladin 3, Sorcerer 2, DD 1 HP 42/57 | AC 20 T 13 FF 18 | F +9 R +6 W +10 | Init +4 | Perception +9* | 10ft Courage Aura
Resources:
LoH 4/4, Smite 0/1, Claws 5/6, Spells L1: 3/5

Syrak embiggens himself.

Syrak moves forward down the path, readying to attack one of the undead if it comes out.

Potentially +2/+2 to these if inspire courage comes up before they happen

ready & Potential AoO:

ready power glaive: 1d20 + 8 ⇒ (1) + 8 = 9
damage: 2d8 + 16 ⇒ (8, 1) + 16 = 25

aoo power glaive: 1d20 + 8 ⇒ (20) + 8 = 28
damage: 2d8 + 16 ⇒ (4, 8) + 16 = 28

glaive confirm: 1d20 + 8 ⇒ (18) + 8 = 26
extra crit damage: 4d8 + 32 ⇒ (5, 2, 3, 5) + 32 = 47

Liberty's Edge

Male Human Ranger 2/Rogue 4 | HP: 40/40| AC: 22 (16 Tch, 16 Fl) | CMD: 22/24 v disarm | F: +5, R: +12, W: +3 | Init: +3 | Perc: +9/+11 v Human, SM: +6/+8 v Human | Active conditions: none

"Well... anyone want to reconsider and go save individuals? No?"

Will runs along side the others.

"Anyone know what these things are?"

The Exchange

LN Female Half elf Bard 7|DD4 Init +8 | HP 99/99 | AC 25, T15, FF22| Fort +13, Ref +15, Will +12, +2 vs ench, +4 vs bard | CMD 29 | Perception +22, Sense Motive +30
AMF:
AC18, HP44/88, F +8, R +8, W+8
Resources:
Claws 8|8; IC 13|21; LM 1/1; Reroll: Used
Spell Slots:
7/3/0/2
| Conditions: Delay Poison

Chandu will cast heroism and shield and start to perform

The Exchange

Adept 7 AC22 (T18,FF19) CMD26| HP (14)14/51| F +9 R +9 W +12 | Init +2, Perc +12, Sense Motive +7 | protection from evil

Ibaz renews his mage armor if needed and uses his wand of shield before jumping into combat.

Know. (religion) #1: 1d20 + 6 ⇒ (14) + 6 = 20
Know. (religion) #2: 1d20 + 6 ⇒ (3) + 6 = 9

He casts bull's strength on himself before moving forward.


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Syrak prepares for the enemy to advance, and his wish is granted. The central figure yells, "CHARGE! Sacrifice yourself to the glory that is Eshimka!" As one of the skeletal creatures charges. It ducks under Syrak's glaive effortlessly, but his quick reflexes impales the creature before it draws closer. Bones and shards of armor scatter across the dirt.

"Hold!" The figure drops its longsword and produces a longbow, aiming for the paladin.

Longbow: 1d20 + 11 ⇒ (5) + 11 = 16
Force Damage: 1d8 ⇒ 1
Negative Energy Damage: 2d6 ⇒ (4, 2) = 6

Longbow: 1d20 + 6 ⇒ (8) + 6 = 14
Force Damage: 1d8 ⇒ 8
Negative Energy Damage: 2d6 ⇒ (5, 6) = 11

Ethereal arrows streak past Syrak, imbedding themselves in the nearby trees. A burst of pure darkness erupts forth and withers the tree before the arrow disappears.


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Round 1
Minions of Eshimka
Seiran
Brak

Round 2
Syrak
Chandu
Ibaz
Will

The Twinhorn Allies condition helps your offense. The next successful melee or ranged attack made by each PC before the end of the adventure automatically gains the benefits of the boosted Allied Offensive aid token effect.

Party is up.

Grand Lodge

HP: 46/74 | AC: 21, Touch: 11, FF: 20, CMD 22 | FORT: +9, REF: +4, WILL +4 (Dwarf Resistances, Bravery +1) | CMB: +12, CMD: 23 Fighter 7 (CORE) | Initiative: +1 | Perception +12 (Darkvision 60')

"I'm always late to the party! Watch out Syrak, commin' through buddy!" Double move

The Exchange

LN Female Half elf Bard 7|DD4 Init +8 | HP 99/99 | AC 25, T15, FF22| Fort +13, Ref +15, Will +12, +2 vs ench, +4 vs bard | CMD 29 | Perception +22, Sense Motive +30
AMF:
AC18, HP44/88, F +8, R +8, W+8
Resources:
Claws 8|8; IC 13|21; LM 1/1; Reroll: Used
Spell Slots:
7/3/0/2
| Conditions: Delay Poison

Lacking darkvision and with the light of her wayfinder unable to penetrate the darkness within the circle Chandu draws an oil from her pack and carefully pours it over her armour. As she does so blinding light erupts all around her, hopefully illuminating whatever is hiding within the circle.

Chandu continues to perform, she draws and uses an oil of daylight

Religion, heroism: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15

Sovereign Court

PFS #76925-45 Male Half Orc Paladin3/ Sorc 2/ Dragon Disciple 1 | HP:55/55| AC: 15(23)/13(21)/12(20)|Init: +2| Perc: +4| Fort: +10| Ref: +8| Will: +12| Quarterstaff: +6;1d6+3| Longbow: +6;1d8| CMB: +6| CMD: 18| Smite Evil: +3 TH;+1 DMG|
Skills:
Acrobatics: +5| Appraise:+0| Bluff:+3| Climb:+2| Diplo:+9| HH:+3| Inti: +11|Kn.(Arc):+8| Kn.(Reli): +4| Kn.(Noble): +4| Lin:+1| Perform (Sing):+4| S.M: +0| Spell:+0| Stealth: +2| Survival: +0| Swim: -3|

"Hey!" Seiran exclaims as he too pulls out a bow.
"You're not the only one to be shooting arrows!" as he nocks one and lets fly!

Inspire
Boosted effect not added as I forgot what it does.
Attack Purple 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 281d8 + 2 ⇒ (8) + 2 = 10
Confirm Crit 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 121d8 + 2 ⇒ (8) + 2 = 10

The Exchange

Adept 7 AC22 (T18,FF19) CMD26| HP (14)14/51| F +9 R +9 W +12 | Init +2, Perc +12, Sense Motive +7 | protection from evil

Ibaz moves towards one of the undead creature, drawing his greataxe and strikes while empowiring it with Arcane energy! Swift action: Arcane Strike

Greataxe: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Damages (cold iron & magic): 1d12 + 9 + 2 + 2 ⇒ (8) + 9 + 2 + 2 = 21


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Seiran waits for Chandu to illuminate the area. Writhing black tentacles reach out from the standing circle. With his targets now clear, he lines up his arrow and fires back. He could have sworn, for an instant, that the spirit of a Twinhorn warrior guided the arrow towards the leader. Their combined might hits the leader and leaves him off guard.

Twinhorn Allies affects your next melee or ranged attack. It adds 3d8 damage and leaves the target flanked until the target's next turn. I'll roll for bonus damage now. Also, bows are x3 crit damage, not x2.

Seiran: 3d8 ⇒ (6, 7, 1) = 14

Ibaz runs up to the skeleton in front and digs his axe into it. He too sees a vision of a Twinhorn Skirmisher clobbering the skeleton with him.
Ibaz: 3d8 ⇒ (1, 6, 2) = 9
The skeleton is dashed across the circle.

Brak hustles forward as quickly as he can.


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Round 2
Syrak
Chandu
Ibaz
Will

Round 1
Minions of Eshimka (Leader is flanked, 24 damage)
Seiran
Brak

The Twinhorn Allies condition helps your offense. The next successful melee or ranged attack made by each PC before the end of the adventure automatically gains the benefits of the boosted Allied Offensive aid token effect. That's 3d8 extra damage and the target is flanked until their next turn.

Liberty's Edge

Male Human Ranger 2/Rogue 4 | HP: 40/40| AC: 22 (16 Tch, 16 Fl) | CMD: 22/24 v disarm | F: +5, R: +12, W: +3 | Init: +3 | Perc: +9/+11 v Human, SM: +6/+8 v Human | Active conditions: none

Will rushes up to take advantage of the opening in front of the leader (red), and thrusts his rapier into it.

Attack, flanking, inspire: 1d20 + 9 + 2 + 2 ⇒ (18) + 9 + 2 + 2 = 31
Damage: 1d6 + 2 + 2d6 + 2 + 3d8 ⇒ (6) + 2 + (5, 1) + 2 + (8, 2, 2) = 28


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Hawk thrusts his rapier and swears he heard the sounds of a thousand Twinhorn fighters shouting in unison. The skeleton simply shatters, leaving a mass of bones among a longsword and armor.

Just waiting on Syrak.

Silver Crusade

Paladin 3, Sorcerer 2, DD 1 HP 42/57 | AC 20 T 13 FF 18 | F +9 R +6 W +10 | Init +4 | Perception +9* | 10ft Courage Aura
Resources:
LoH 4/4, Smite 0/1, Claws 5/6, Spells L1: 3/5

Syrak does his best not to get caught with Brak underfoot as he movest to position to attacked the ghostly figure on the edge of the circle.

inspired power glaive: 1d20 + 10 ⇒ (4) + 10 = 14
damage: 2d8 + 16 ⇒ (4, 6) + 16 = 26


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Mega Syrak tries to jab at the remaining skeleton but the warrior deflects the weapon. It creeps up to Will and raises its longsword and slashes Will across the shoulder.

Longsword: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d8 + 3 ⇒ (3) + 3 = 6

The leader retreats towards the center of the circle and fires two arrows at Syrak.
Longbow: 1d20 + 11 ⇒ (9) + 11 = 20
Force: 1d8 ⇒ 6
Negative Energy: 2d6 ⇒ (5, 5) = 10

Longbow: 1d20 + 6 ⇒ (4) + 6 = 10
Force: 1d8 ⇒ 5
Negative Energy: 2d6 ⇒ (5, 6) = 11

One of the arrows hits, and Syrak feels a sense of dread try to overtake him.
Syrak you need to make a DC 19 Will Save or you will take a -4 penalty against fear-based saves. This will suppress your immunity against fear, too.


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Round 3
Minions of Eshimka (Leader is flanked, 24 damage)
Seiran
Brak

Round 2
Syrak (16 damage, DC 19 Will Save or take a penalty to saves vs fear)
Chandu
Ibaz
Will (6 damage)

Will is right at the edge of a mass of tentacles found throughout the standing circles.

The Twinhorn Allies condition helps your offense. The next successful melee or ranged attack made by each PC before the end of the adventure automatically gains the benefits of the boosted Allied Offensive aid token effect. That's 3d8 extra damage and the target is flanked until their next turn.

The Exchange

LN Female Half elf Bard 7|DD4 Init +8 | HP 99/99 | AC 25, T15, FF22| Fort +13, Ref +15, Will +12, +2 vs ench, +4 vs bard | CMD 29 | Perception +22, Sense Motive +30
AMF:
AC18, HP44/88, F +8, R +8, W+8
Resources:
Claws 8|8; IC 13|21; LM 1/1; Reroll: Used
Spell Slots:
7/3/0/2
| Conditions: Delay Poison

Chandu leaps forward, as she does so her spear begins to glow and the Glyph of the Open Road flashes on its tip.

Move to get into range, swift for arcane strike, free action to maintain performance

Spear, power attack, heroism, inspire: 1d20 + 10 - 2 + 2 + 2 ⇒ (5) + 10 - 2 + 2 + 2 = 17
Damage, power attack, inspire, arcane strike: 1d8 + 7 + 6 + 2 + 2 + 3d8 ⇒ (4) + 7 + 6 + 2 + 2 + (8, 3, 7) = 39

Grand Lodge

HP: 46/74 | AC: 21, Touch: 11, FF: 20, CMD 22 | FORT: +9, REF: +4, WILL +4 (Dwarf Resistances, Bravery +1) | CMB: +12, CMD: 23 Fighter 7 (CORE) | Initiative: +1 | Perception +12 (Darkvision 60')

"Lemme at'em! Lemme at'em!"

Brak rushes in, choking up on his axe:

Bardic, Vital Strike
ATK: 1d20 + 14 + 2 ⇒ (3) + 14 + 2 = 19 for DMG if hit: 2d12 + 11 + 2 ⇒ (8, 11) + 11 + 2 = 32

i'm assuming that's a miss, but if it's not Twinhorn Allies: 3d8 ⇒ (8, 8, 1) = 17

Sovereign Court

PFS #76925-45 Male Half Orc Paladin3/ Sorc 2/ Dragon Disciple 1 | HP:55/55| AC: 15(23)/13(21)/12(20)|Init: +2| Perc: +4| Fort: +10| Ref: +8| Will: +12| Quarterstaff: +6;1d6+3| Longbow: +6;1d8| CMB: +6| CMD: 18| Smite Evil: +3 TH;+1 DMG|
Skills:
Acrobatics: +5| Appraise:+0| Bluff:+3| Climb:+2| Diplo:+9| HH:+3| Inti: +11|Kn.(Arc):+8| Kn.(Reli): +4| Kn.(Noble): +4| Lin:+1| Perform (Sing):+4| S.M: +0| Spell:+0| Stealth: +2| Survival: +0| Swim: -3|

Seiran moves up and aims for the one not in range of any of his allies.
"Here's another arrow for your efforts!" he cries out as he nocks and looses in one motion before moving forward.

Inspired +2/+2
Allied Offensive.
Seiran Uses Bow Attack!! 1d20 + 6 + 2 ⇒ (18) + 6 + 2 = 261d8 + 2 + 3d8 ⇒ (3) + 2 + (5, 4, 2) = 16

The arrow charges forward with a spirit of a twinhorn rasing his spear in a battle cry!


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Unfortunately Seiran, you used the Twinhorn Allies boon last round.

Seiran scores another blow against the ethereal archer. "This pain is nothing compared to what our master will do to you all! The end times approach!"

Brak is a bit too anxious to get into combat and the skeleton parries his attack. It also deflects Chandu's spear.


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Round 4
Syrak (16 damage, DC 19 Will Save or take a penalty to saves vs fear)
Chandu
Ibaz
Will (6 damage)

Round 5
Minions of Eshimka (Leader is flanked, 24 damage)
Seiran
Brak

Will and Brak are right at the edge of a mass of tentacles found throughout the standing circles. I've outlined it with gray squares.

Will, Brak, Chandu: The Twinhorn Allies condition helps your offense. The next successful melee or ranged attack made by each PC before the end of the adventure automatically gains the benefits of the boosted Allied Offensive aid token effect. That's 3d8 extra damage and the target is flanked until their next turn.

Silver Crusade

Paladin 3, Sorcerer 2, DD 1 HP 42/57 | AC 20 T 13 FF 18 | F +9 R +6 W +10 | Init +4 | Perception +9* | 10ft Courage Aura
Resources:
LoH 4/4, Smite 0/1, Claws 5/6, Spells L1: 3/5

Syrak circles to the south to get around the standing stone before taking a powerful swing at the leader.

inspired flank: 1d20 + 12 ⇒ (1) + 12 = 13
damage: 2d8 + 16 ⇒ (5, 6) + 16 = 27

Liberty's Edge

Male Human Ranger 2/Rogue 4 | HP: 40/40| AC: 22 (16 Tch, 16 Fl) | CMD: 22/24 v disarm | F: +5, R: +12, W: +3 | Init: +3 | Perc: +9/+11 v Human, SM: +6/+8 v Human | Active conditions: none

Will actually also used the Twinhorn Allies condition last turn...

Will attempts to disarm the skeleton to make the other's job easier.
Disarm Attempt, inspired: 1d20 + 6 + 2 + 2 ⇒ (5) + 6 + 2 + 2 = 15

Ugh...

The Exchange

LN Female Half elf Bard 7|DD4 Init +8 | HP 99/99 | AC 25, T15, FF22| Fort +13, Ref +15, Will +12, +2 vs ench, +4 vs bard | CMD 29 | Perception +22, Sense Motive +30
AMF:
AC18, HP44/88, F +8, R +8, W+8
Resources:
Claws 8|8; IC 13|21; LM 1/1; Reroll: Used
Spell Slots:
7/3/0/2
| Conditions: Delay Poison

Cautious about entering the standing stones Chandu heads down to support Syrak.

Spear, power attack, inspire, heroism: 1d20 + 10 - 2 + 2 + 2 ⇒ (4) + 10 - 2 + 2 + 2 = 16
Damage, pa, inspire, as, twinhorn: 1d8 + 7 + 6 + 2 + 2 + 3d8 ⇒ (7) + 7 + 6 + 2 + 2 + (3, 2, 3) = 32

Chandu maintains performance and uses arcane strike but my dice continue to hate me


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Blast these dice!

The Exchange

Adept 7 AC22 (T18,FF19) CMD26| HP (14)14/51| F +9 R +9 W +12 | Init +2, Perc +12, Sense Motive +7 | protection from evil

Ibaz start casting a spell enlarge and moves closer to Chandu 5ft. step.


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Syrak's Will save: 1d20 + 10 ⇒ (10) + 10 = 20
Syrak brushes off the feeling of dread that tried to overtake him.

The leader sees Chandu and Syrak approach and replies by stepping back and firing at the duo.
Even is Syrak: 1d2 ⇒ 1
Longbow: 1d20 + 11 - 1 ⇒ (8) + 11 - 1 = 18
Force: 1d8 ⇒ 1
Negative Energy: 2d6 ⇒ (4, 6) = 10

Longbow: 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25
Force: 1d8 ⇒ 5
Negative Energy: 2d6 ⇒ (6, 3) = 9

Crit Confirm: 1d20 + 6 - 1 ⇒ (13) + 6 - 1 = 18
Crit Damage: 2d8 ⇒ (1, 1) = 2

Chandu dodges the first arrow easily, but the second hits her square in the chest. Negative energy bursts around her and tries to consume her courage.
Chandu must make a DC 19 Will save or she will take a -4 penalty against fear saves. This is a Curse effect

The skeletal champion swings its longsword at Brak. The Dwarf shrugs it off, like he always does.
Even is Brak: 1d2 ⇒ 2
Longsword: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
It then steps back as the tentacles part around it and lash at the party.

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