GM Erich's Solstice Scar for PbP Gameday VI (Inactive)

Game Master Thereus, Silver Crusader

Game Maps.


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Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 13 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +13, AC 31/ touch 12/ ff 29; hp 108/108, F+12, R+8 W+7, Speed 20 ft.; Challenge 5/5; Tactician (60') 4/4. Banner: 60 feet: +6 morale bonus on saves vs. fear and +5 morale bonus on charge attacks. BUFFS:

GM can grant his reroll (known as a 'table reroll') but I'm not sure about players helping players. I'm also not sure who used or who didn't use their actual reroll at this point, including me, on account that Solstice Scar is such an action-packed whirlwind... :P Edit: I have used my reroll already against the devil on the top floor of the museum. Not sure if different parts of Solstice Scar allow for separate rerolls...

Grand Lodge

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xxx ||| Dacilane Academy's First Great Prank War ||| xxx3

"If a plain talking soldier such as yourself sees the need to stand our ground on this day, perhaps I should just follow suit..."

She tests her bowstring toward the tarp above, and drops it down to her hip as she too strides to the door.

"Yes, Medda, I'll muster my archers to the walls outside for us all. No Twinhorn or Pathfinder will suffer needlessly on my watch. So fare-well, do what you must at the standing stones, and we can speak of proper logistics on... a less hectic day."

Congrats all, double success points for you for the unanimous leader decision. The DCs were lowered greatly due to what and how you role-played, till even a 14 was sufficient. :)

1d3 + 1 ⇒ (2) + 1 = 3 minutes pass from the discussions, double-check your buffs
---------------------------------

The diplomatic victory is short lived however, as the screams of Twinhorn warriors echo loudly outside. A stream of glowing mist winds its way through the trees as the air takes on a sudden chill. Peering out the flaps of the great tent, you can see warriors retreating from a host of evil undead.

"Handle the threats here, Pathfinders, we will be back." Kragr shouts as he and Medda escape through the side entrance. Jala follows with a determined nod to rally her archers.

Judging the foes ahead, you see two that look like pure shadows, swaying above the ground with an erratic grace, as if lit by an unseen fire.

The other two look similar - gray and black shadows and mist coalesced into humanoid figures with distorted faces of rage and hatred, but are clad in the wispy outlines of historical military uniforms. Uniforms of ... Taldor?

Shadowy ones - Knowledge (religion) DC 18:
This is a Greater Shadow incorporeal undead, undead shadows that have come to be particularly infused with negative energy, such as those that have spent vast lengths of time in areas of the Plane of Shadow awash in negative energy, or those that have drained the lives of thousands of victims.

For every 5 that you beat the DC, you may ask for one piece of information from this list.

Soldiery ones - Knowledge (religion) DC 16:
This is an Exiled Shade incorporeal undead, a wretched, undead remnant of an organization that was driven out and possibly even slain by its former allies. The exiled shade wallows in the pain of its betrayal and its paradoxical desires to simultaneously destroy and be reunited with its former comrades.

For every 5 that you beat the DC, you may ask for one piece of information from this list.

Ready for Battle:

initiative purple: 1d20 + 7 ⇒ (19) + 7 = 26
initiative orange: 1d20 + 7 ⇒ (6) + 7 = 13
initiative green: 1d20 + 5 ⇒ (8) + 5 = 13

initiative Iskar: 1d20 + 3 ⇒ (7) + 3 = 10
initiative Zaas: 1d20 + 3 ⇒ (19) + 3 = 22
initiative Grim: 1d20 + 1 ⇒ (2) + 1 = 3
initiative Torrag: 1d20 + 1 ⇒ (4) + 1 = 5
initiative Hugh: 1d20 + 13 ⇒ (13) + 13 = 26
initiative Chaine: 1d20 + 2 ⇒ (13) + 2 = 15
initiative Laara: 1d20 + 7 ⇒ (4) + 7 = 11

Round 1 - Full Round (Bold is up)
Hugh
Purple
Zaas (mage armor, bull's strength, -3 levels)
Chaine (barkskin)
Silvermane
Orange
Green
Laara (barkskin)
Iskar
Torrag (mage armor)
Grim (bull's strength, ironskin, shield of faith)

The tents are traversable in any direction as difficult terrain. Same for the piles of "stuff". The palisade walls are ten feet high.

Also, from my notes, only Laara and Torrag have a potential reroll left.

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 13 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +13, AC 31/ touch 12/ ff 29; hp 108/108, F+12, R+8 W+7, Speed 20 ft.; Challenge 5/5; Tactician (60') 4/4. Banner: 60 feet: +6 morale bonus on saves vs. fear and +5 morale bonus on charge attacks. BUFFS:

"If someone knows a trick that would let us strike solid against these spirits, this would be a good time to try it..." says Chaine, steeling himself against the incoming unnatural threat.

Dark Archive

Male Dwarf Wizard (Earth) 11- [HP 76/79][AC (16):T 12:F (15)][Fort +6:Ref +5:Will +9] [CMD 19][Init +1][Per +12]
Active Effects:
Mage Armor (22 hours); Deathwatch (constant); Overland Flight (7/9 hours); See Invisibility (75/220 minutes), Ring of Blinking

Knowledge Religion 1: 1d20 + 11 ⇒ (15) + 11 = 26
Special Attacks

Knowledge Religion 2: 1d20 + 11 ⇒ (20) + 11 = 31
Special Attacks, Weaknesses, Immunities

Grand Lodge

xxx ||| Dacilane Academy's First Great Prank War ||| xxx3

Torrag's Vast Knowledge:

Special Attacks for the Greater Shadow: Does significant strength damage on a successful touch attack. Negative energy based. A creature dies if this Strength damage equals or exceeds its actual Strength score.

Special Attacks for the Exiled Shades: Does moderate intelligence damage on a successful touch attack. This is an emotion-based, mind-affecting, negative energy based attack. If it overwhelms a particular victim's intelligence score, the creature becomes dominated by the exiled shade until healed of the ability damage.

Weaknesses for the Exiled Shades: Being "Exiled". The symbols of an exiled shade’s former organization still hold power over its restless spirit. An exiled shade that can see such a symbol is sickened for as long as the symbol remains visible. The symbol must be something the exiled shade’s organization used to identify its members while the shade was alive, such as a noble crest, a knightly banner, or a holy icon. Given, the Taldor uniforms, you suspect these shades might be affected by symbols of Aroden, Iomedae, or Taldor.

Immunities for the Exiled Shades: Just the typical undead traits

Liberty's Edge

Active Effects:
Ext Bull Str(15m), Ext Ironskin(15m), Ext SoF(15m), Resist Fire(13m), DF(9R)
HP 83/83 | AC 30 | T 14 | FF 29 | CMD 24 | Fort +14 | Ref +7 | Will +13 | Init +5 | Perc +14
Usable:
Blessings 7/7, Fervor 5/7, Sacred Weapon(+2) 7/8

"Thank you all for being reasonable.."

------------------------

Before leaving the tent Grim asks for the Pathfinders to gather round and he cast communal resist fire(20) touching everyone, including Silvermane and Zaas, last 10 minutes each..

Updated buffs Gm..

-------------------------

Grim moves up 4 squares and casts divine favor..

Dark Archive

Human Unchained Rogue 8 - HP: 29/67 - AC: 28, FF: 21: T: 18 (+2 Dodge bonus to AC v traps, Improved Uncanny Dodge) - CMD: 24 - Fort/Ref/Will: +6/+14/+6 (+2 Reflex v traps, Evasion) - Perception: +18 (+4 vs traps, +2 vs being surprised, Trap Spotter) - Initiative: +13

Hugh gives the ghostly undead a worried look.

"I'm not good at dealing with creatures without vitals to pierce, so whaddaya want me to here?"

Taking suggestions and delaying for now.

Grand Lodge

xxx ||| Dacilane Academy's First Great Prank War ||| xxx3

Group buff while you were ending the conversation is fine Grim, holding your other actions til your spot in the turn order.

As Hugh ponders his next action, one of the shades bursts in and through one of the tents and flanks the group.

Round 1 - Full Round (Bold is up)
Hugh<delayed>
Purple
Zaas (mage armor, bull's strength, -3 levels)
Chaine (barkskin)
Silvermane
Orange
Green
Laara (barkskin)
Iskar
Torrag (mage armor)
Grim (bull's strength, ironskin, shield of faith)

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 13 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +13, AC 31/ touch 12/ ff 29; hp 108/108, F+12, R+8 W+7, Speed 20 ft.; Challenge 5/5; Tactician (60') 4/4. Banner: 60 feet: +6 morale bonus on saves vs. fear and +5 morale bonus on charge attacks. BUFFS:

Saves: None

Acrobatics rolls for jumps: None

"Don't give the enemy an inch of freedom! surround them like wolves and watch for an opening! FOR FREEDOM!"

Chaine's attacks and confirmations:
[free action- 5-foot step next to Silvermane]
[free action- fast mount Silvermane Ride: 1d20 + 15 ⇒ (8) + 15 = 23]
Edit:[move action- draw lance]
[standard action- Boon: Using their Strength Against Them: use tactician feature for 4 rounds with one of the following feats: coordinated defense, escape route, paired opportunist, precise strike all allies within 60 ft gain paired opportunist feat for 4 rounds]
[free action- guide with knees [Ride automakes]]

Silvermane's attacks and confirmations:
Edit:[standard action- full defense AC 32, touch 17, flat-footed 30]


Quadraped Eidolon | (Active conditions) Negative Level (-1), Mage Armor, Enlarge Person, Good Hope, Haste, Barkskin, Shaken. | HP: 37/37 42 | AC 34 28, Tch 16 15, Fl 29 24 | CMB: 13, CMD: 24 | Speed 40 ft; Climb 40ft | F: +7, R: +8, W: +2; +5 vs Enchant | Init: +3 | Perc: +8, SM:+8; Darkvision 60ft |

Eying the creature nearest the group, Zaas lumbers around the tents to provide flanking opportunities. Stopping just short of the undead being, he hopes to avoid giving it a free attack.

Double Move

Grand Lodge

xxx ||| Dacilane Academy's First Great Prank War ||| xxx3

Zaas moves to engage and Chaine mounts his steed. The other shade flanks from the right while the shadow rises ominously above the field of battle.

Round 1 - Full Round (Bold is up)
Purple
Zaas (mage armor, bull's strength, -3 levels)
Chaine (barkskin)
Silvermane
Orange
Green <20 feet above>
Laara (barkskin)
Iskar
Torrag (mage armor)
Grim (bull's strength, ironskin, shield of faith, divine favor)
Hugh

Dark Archive

Male Dwarf Wizard (Earth) 11- [HP 76/79][AC (16):T 12:F (15)][Fort +6:Ref +5:Will +9] [CMD 19][Init +1][Per +12]
Active Effects:
Mage Armor (22 hours); Deathwatch (constant); Overland Flight (7/9 hours); See Invisibility (75/220 minutes), Ring of Blinking

Torrag casts Shield on himself and retrieves a wand. Wand of Magic Missile

"The Shades are affected by the symbols of Iomadae, Taldor, and Aroden!"

Torrag will also pass on the knowledge that the shadow drains strength (killing those whose strength is drained to 0), and the shades drain intelligence (dominating those whose intelligence is drained to 0).

Dark Archive

Human Unchained Rogue 8 - HP: 29/67 - AC: 28, FF: 21: T: 18 (+2 Dodge bonus to AC v traps, Improved Uncanny Dodge) - CMD: 24 - Fort/Ref/Will: +6/+14/+6 (+2 Reflex v traps, Evasion) - Perception: +18 (+4 vs traps, +2 vs being surprised, Trap Spotter) - Initiative: +13

"To bad I'm not a Taldan ponce..."

Hugh follows Torrag's suit and draws his own wand.

UMD: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33
Magic Missile v orange: 1d4 + 1 ⇒ (4) + 1 = 5

Liberty's Edge

Half-Elf Female Half-elf Rogue/brawler HP 92/92 | AC: 33* | T:20 | FF:24* | Fortification (25%) |CMD:26 | Fort:+15* | Ref:+22* (Evasion)| Will:+8* (+2 vs enchantment) | Init:+9 | Perc:+11**

"Don't we all wish!" Laura says as she mirrors Zara's, stepped towards the closer shade and waiting to pounce. "Out of water too.

Readied action- punch it if it gets closer
Readied punch: 1d20 + 15 ⇒ (10) + 15 = 25 for half of: 1d6 + 8 ⇒ (1) + 8 = 9

Shopping list when we return to Absalom:
Golembane Scarab
Searmbane Clasp
Ghost touch amulet of Mighty Fists

Grand Lodge

CN Half-Orc Summoner 11 | Mods: None | HP: 115/115 | AC 20, Tch 14, Fl 16; +2 adjacent to Zaas | CMB: +14, CMD: 27 | F: +10, R: +9, W: +6; +2 Adjacent Zaas | Speed 30ft | Godless Healing: 1/1; Summon Monster IV: 7/7 | Spells: 1st: 6/6; 2nd: 5/5; 3rd: 3/3 | Perc: -1, SM: -1 | Init: +4

Frowning deeply at Torrag's words, Iskar looks around to his companions. "I don't suppose any of you are clerics in disguise?"

Taking a final look to their foes, he calls out "I'm sorry to do this buddy, but in your weakened state, you don't need to join us in this fight. You've done well these past days. I'll see you soon."

With a wave of his hand, the eidolon vanishes in a puff of green smoke. "If we can hold them off a moment, I'll call forth a celestial being to aid our cause."

Standard to dismiss Eidolon, moved away from orange
Planning to summon a Hound Archon next round - I'm assuming these guys are evil

Grand Lodge

xxx ||| Dacilane Academy's First Great Prank War ||| xxx3

Torrag and Hugh draw their wands as Zaas disappears with a snap. Hugh's magical missile strikes true, angering the shade further. The other shade slips forward to menace Laara, who gets off a punch that passes mostly through air. As she strikes, Jala fires a trio of arrows that crosses through the shade lengthwise, crackling with silvery energy as they pass through. She nods and heads off, further into the battle. The unwanted piercings are enough to throw off the spirit's weak attack.

That was the result of the "Twinhorn Comrades" condition from before, also the creature is considered flanked until its next turn.

Jala's flurry of arrows: 3d8 ⇒ (7, 2, 5) = 14
Purple touch: 1d20 + 10 ⇒ (2) + 10 = 12
Purple int damage: 1d6 ⇒ 5

Round 2 - Full Round (Bold is up)
Purple -18 hp <flanked>
Chaine (barkskin)
Silvermane
Orange -5 hp
Green <20 feet high>
Iskar
Torrag (mage armor)
Grim (bull's strength, ironskin, shield of faith, divine favor)
Hugh
Laara (barkskin)

Sovereign Court

★★★OVERSEER ANNOUNCEMENT★★★

Medda rides by, calling above the din of the raging battle, “The path is clear—we can reach the valley that holds the stone circle. Let us band together and stop the undead tide. I am concerned that some of the foul creatures had the name ‘Eshimka’ on their rotting lips. We must stand together and use all of our power to close this black portal before it’s too late!”

Fighting side-by-side, the Twinhorn following and Pathfinders have carved a path to the stone circle. This affords only a brief opening to stop the undead army, and the fighting will be difficult.

@Table GMs: You have until October 5 to run encounter J on page 38. The Uncertain Opportunity condition on page 38 is in effect.

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 13 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +13, AC 31/ touch 12/ ff 29; hp 108/108, F+12, R+8 W+7, Speed 20 ft.; Challenge 5/5; Tactician (60') 4/4. Banner: 60 feet: +6 morale bonus on saves vs. fear and +5 morale bonus on charge attacks. BUFFS:

Saves: None

Acrobatics rolls for jumps:
[Silvermane Acrobatics vs. DC 15 automakes]

Chaine's attacks and confirmations:
[swift action- challenge orange; +5 AC]
+1 Cold Iron Valiant Lance, Mounted charge vs. Challenged target, Banner: 1d20 + 17 ⇒ (9) + 17 = 26 for dmg: 3d6 + 3d8 + 42 ⇒ (3, 3, 3) + (8, 5, 4) + 42 = 68

Silvermane's attacks and confirmations: None

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 13 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +13, AC 31/ touch 12/ ff 29; hp 108/108, F+12, R+8 W+7, Speed 20 ft.; Challenge 5/5; Tactician (60') 4/4. Banner: 60 feet: +6 morale bonus on saves vs. fear and +5 morale bonus on charge attacks. BUFFS:

Order of the Lion
A cavalier who belongs to this order has pledged himself to a sovereign; be it a king, queen, or even the local warlord. The order is particularly popular in Taldor, Andoran, and the River Kingdoms where members serve as bodyguards or generals in royal armies.
RefISWGp.274

Grand Lodge

xxx ||| Dacilane Academy's First Great Prank War ||| xxx3

Just as Chaine upon Silvermane runs through the shade and turns his mount, a mysterious pathfinder dressed in the robes of a Sarenite priestess enters your area and channels the flame of her goddess several times, destroying the evil shadows outright, then quickly moves on...

"Praise be to the Dawnflower..."

Saved by the bell :o

----------------------------

Heeding Medda's commands you rush to the circle she speaks of, overtaking her easily as she heads off to rally the other groups.

1d6 + 1 ⇒ (1) + 1 = 2 more minutes pass, and you can take a few of those rounds to buff up if you wish

----------------------------

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 lone creature undulates in midst of it, its own snaky tentacles matching the verve of the darkness around it as it hovers menacingly just off the ground.

As you proceed toward it, in your mind, words coalesce from your darkest fears...

Come...join me... experience the torment of Eshimka that you so rightly deserve...

Knowledge (religion) DC 26:

The strange solitary creature is a Body Snatcher undead, a fast-flying creature whose sole purpose is to grab and collect souls for other, even more vile, creatures.

For every 5 that you beat the DC, you may ask for one piece of information from this list.

Ready for Battle:

initiative black: 1d20 + 10 ⇒ (16) + 10 = 26

initiative Iskar: 1d20 + 3 ⇒ (19) + 3 = 22
initiative Grim: 1d20 + 1 ⇒ (6) + 1 = 7
initiative Torrag: 1d20 + 1 ⇒ (20) + 1 = 21
initiative Hugh: 1d20 + 13 ⇒ (18) + 13 = 31
initiative Chaine: 1d20 + 2 ⇒ (13) + 2 = 15
initiative Laara: 1d20 + 7 ⇒ (9) + 7 = 16

Round 1 - Full Round (Bold is up)
Hugh <my monster is waiting for you, so take two rounds of action>
Black Tentacle Monster
Iskar
Torrag (mage armor)
Laara (barkskin)
Chaine (barkskin)
Silvermane
Grim (bull's strength, ironskin, shield of faith)

All forest areas (and the stairs right in front of you) are difficult terrain, the river looks to be about 10-15 feet deep, and the stones comprising the circle rise 10 feet in the air, it is dim light conditions.

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 13 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +13, AC 31/ touch 12/ ff 29; hp 108/108, F+12, R+8 W+7, Speed 20 ft.; Challenge 5/5; Tactician (60') 4/4. Banner: 60 feet: +6 morale bonus on saves vs. fear and +5 morale bonus on charge attacks. BUFFS:

Silvermane can ride over water: is there enough clearance under the log or is it low over the water and he will have to jump over it? Assuming the river path is ok:

"Anyone needs a ride upriver? it appears the stream circles around this hill, so me and someone else can ride double and come from the west side while the rest of you climb the east path."

Grand Lodge

xxx ||| Dacilane Academy's First Great Prank War ||| xxx3

He could jump it, let's say 3 feet above the water (DC 12). You are currently 20 feet above the water level.

Grand Lodge

CN Half-Orc Summoner 11 | Mods: None | HP: 115/115 | AC 20, Tch 14, Fl 16; +2 adjacent to Zaas | CMB: +14, CMD: 27 | F: +10, R: +9, W: +6; +2 Adjacent Zaas | Speed 30ft | Godless Healing: 1/1; Summon Monster IV: 7/7 | Spells: 1st: 6/6; 2nd: 5/5; 3rd: 3/3 | Perc: -1, SM: -1 | Init: +4

His ears perking up at Chaine's offer, Iskar looks to the others. "I wouldn't mind a ride, if no one else is interested."

Swift Mount DC 20 --> Ride: 1d20 + 6 ⇒ (2) + 6 = 8 Costs a move action to mount
Ride: 1d20 + 6 ⇒ (7) + 6 = 13

Liberty's Edge

Active Effects:
Ext Bull Str(15m), Ext Ironskin(15m), Ext SoF(15m), Resist Fire(13m), DF(9R)
HP 83/83 | AC 30 | T 14 | FF 29 | CMD 24 | Fort +14 | Ref +7 | Will +13 | Init +5 | Perc +14
Usable:
Blessings 7/7, Fervor 5/7, Sacred Weapon(+2) 7/8

Grim pulls a potion a quaffs it, he then uses his martial flex thing to gain Unbreakable for a minute..

Fly pot

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 13 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +13, AC 31/ touch 12/ ff 29; hp 108/108, F+12, R+8 W+7, Speed 20 ft.; Challenge 5/5; Tactician (60') 4/4. Banner: 60 feet: +6 morale bonus on saves vs. fear and +5 morale bonus on charge attacks. BUFFS:

"Hang on tight, Iskar! but... ermm... let me take the reins, if you don't mind..."

Would you consider water a yielding surface so as to ignore the first 20 feet of falling with an automatically made DC 15 Acrobatics check?

Grand Lodge

xxx ||| Dacilane Academy's First Great Prank War ||| xxx3

No real rules for this particular situation, water is yielding, so sure. Just make sure you take the 20 foot of vertical movement off your total.

Dark Archive

Human Unchained Rogue 8 - HP: 29/67 - AC: 28, FF: 21: T: 18 (+2 Dodge bonus to AC v traps, Improved Uncanny Dodge) - CMD: 24 - Fort/Ref/Will: +6/+14/+6 (+2 Reflex v traps, Evasion) - Perception: +18 (+4 vs traps, +2 vs being surprised, Trap Spotter) - Initiative: +13

"More ghost nonsense? I'll just hang back here, protecting the flank and whatnot..."

Hugh draws his wand again and gives it a few shakes towards the apparition.

Round 1:
UMD: 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16

Round 2:
UMD: 1d20 + 12 + 2 ⇒ (13) + 12 + 2 = 27
Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3

Liberty's Edge

Half-Elf Female Half-elf Rogue/brawler HP 92/92 | AC: 33* | T:20 | FF:24* | Fortification (25%) |CMD:26 | Fort:+15* | Ref:+22* (Evasion)| Will:+8* (+2 vs enchantment) | Init:+9 | Perc:+11**

Lara follows Grimm's lead and take out and drinks her own fly potion.

Dark Archive

Male Dwarf Wizard (Earth) 11- [HP 76/79][AC (16):T 12:F (15)][Fort +6:Ref +5:Will +9] [CMD 19][Init +1][Per +12]
Active Effects:
Mage Armor (22 hours); Deathwatch (constant); Overland Flight (7/9 hours); See Invisibility (75/220 minutes), Ring of Blinking

In hopes to keep the hovering tentacled creature busy, Torrag adds his own tentacles to the area and casts Black Tentacles. Centered in the center of the stone circle.

Grapple Check: 1d20 + 13 ⇒ (12) + 13 = 25
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

He'll then use a move action to activate his Martial Flexibility and gain Dodge.

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 13 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +13, AC 31/ touch 12/ ff 29; hp 108/108, F+12, R+8 W+7, Speed 20 ft.; Challenge 5/5; Tactician (60') 4/4. Banner: 60 feet: +6 morale bonus on saves vs. fear and +5 morale bonus on charge attacks. BUFFS:

Saves: None

Acrobatics rolls for jumps:
[Silvermane Acrobatics vs. DC 15 or 12 automakes]

Chaine's attacks and confirmations:
[continuous- +6 morale vs. fear, 30ft.; +2 morale vs. fear, 60ft.]
[standard action- Lion's Call: all allies within 60 feet +3 competence saving throws vs. fear and +1 competence bonus on attack rolls for 8 rounds]
[Total Fear Resist: +9 within 30ft. of Chaine; +5 within 60 ft. of Chaine]
"This is it, Pathfinders! let's give this monster everything we have! the Pathfinder Chronicles will be updated with your names and mighty deeds and how you took a stand against evil!"

[move action- retrieves potion]
[free action- guide with knees]

Silvermane's attacks and confirmations:
[double move]

Grand Lodge

xxx ||| Dacilane Academy's First Great Prank War ||| xxx3

Hugh's wand does not cooperate. The creature hovers confidently, awaiting your next moves. Iskar hops aboard Silvermane and adjusts himself. Torrag matches the shadowy tentacles with blacker ones. The creature scoffs as his own tentacle arms seem to swat away the newly conjured ones that surround it.

Laara and Grim drink their potions of flight as Chaine and Iskar upon Silvermane leap headlong to the water below. The horse and rider seem to sink into the forgiving currents for a moment, but buoy up in time to make some further progress forward. As Hugh finally gets his wand to work, the magenta arrow springs forth but seems to fizzle out unceremoniously as it nears the monster.

DC 21 Knowledge Arcana:
That didn't look like the spell shield that stopped the magic missile, probably just significant spell resistance.

Is this all? Weak spells and pitiful cantrips? I am not so sure now that Eshimka will even enjoy devouring your souls. You may not be worthy of that honor.

With that, the creature moves slightly toward you, then disappears into the shadows around the stones. It seems to travel upon the darkness itself until it nestles itself somewhere in the deep, dark forest.

DC 33 Spellcraft:
The creature used the spell shadow step

Active perception check (as a move action) to pinpoint its hidden location in this forest

gm roll: 1d20 + 26 ⇒ (2) + 26 = 28
gm roll: 2d8 ⇒ (7, 4) = 11

Round 2 - Full Round (Bold is up)
Black Tentacle Monster
Iskar
Torrag (mage armor)
Laara (barkskin, fly)
Chaine (barkskin)
Silvermane
Grim (bull's strength, ironskin, shield of faith, fly)
-------
Hugh

Dark Archive

Human Unchained Rogue 8 - HP: 29/67 - AC: 28, FF: 21: T: 18 (+2 Dodge bonus to AC v traps, Improved Uncanny Dodge) - CMD: 24 - Fort/Ref/Will: +6/+14/+6 (+2 Reflex v traps, Evasion) - Perception: +18 (+4 vs traps, +2 vs being surprised, Trap Spotter) - Initiative: +13

Hugh grumbles under his breath while he starts to climb the stairs towards the dense woods. Double move

Dark Archive

Male Dwarf Wizard (Earth) 11- [HP 76/79][AC (16):T 12:F (15)][Fort +6:Ref +5:Will +9] [CMD 19][Init +1][Per +12]
Active Effects:
Mage Armor (22 hours); Deathwatch (constant); Overland Flight (7/9 hours); See Invisibility (75/220 minutes), Ring of Blinking

Know Arcana: 1d20 + 17 ⇒ (8) + 17 = 25
Spellcraft: 1d20 + 17 ⇒ (17) + 17 = 34

Torrag casts See Invisibility on himself and pulls out a rod. Selective Metamagic Rod

Torrag also still has Shield on him. He cast out on himself last battle with an 8 minute duration.

Liberty's Edge

Active Effects:
Ext Bull Str(15m), Ext Ironskin(15m), Ext SoF(15m), Resist Fire(13m), DF(9R)
HP 83/83 | AC 30 | T 14 | FF 29 | CMD 24 | Fort +14 | Ref +7 | Will +13 | Init +5 | Perc +14
Usable:
Blessings 7/7, Fervor 5/7, Sacred Weapon(+2) 7/8

Grim flies up and moves towards the area the thing went..

Fly 30' up and then 60' towards the stones..

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 13 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +13, AC 31/ touch 12/ ff 29; hp 108/108, F+12, R+8 W+7, Speed 20 ft.; Challenge 5/5; Tactician (60') 4/4. Banner: 60 feet: +6 morale bonus on saves vs. fear and +5 morale bonus on charge attacks. BUFFS:

"Iskar: any chance you can beef me up a bit? beef, bull... see what I did there!" chuckles Chaine meekly, unsure of the threat ahead and visibly worried.

Saves: None

Chaine's attacks and confirmations:
[standard action- applies oil of monkey fish on Silvermane]
[move action- draws the lance]
[free action- guide with knees]

Acrobatics rolls for jumps:
[Silvermane Acrobatics: automakes log]
[Silvermane Acrobatics to jump up cliff: Acrobatics: 1d20 + 16 ⇒ (20) + 16 = 36]
[Total Jump Height: 36/4=9ft. up the cliff ~2 squares]
[Silvermane Climb to finish climbing up the cliff: taking 10 vs. cliff's DC; +8 for climb speed = 10+9+8 = 27]

Silvermane's attacks and confirmations:
[double move: 1st move action - land speed 50 = 10 squares = 5 squares on water, 2 squares up via jump, 3 squares on land when up top; 2nd move action - climb speed 10 on the cliff]

Grand Lodge

xxx ||| Dacilane Academy's First Great Prank War ||| xxx3

Chaine, the land and river down in that area are at essentially the same height (no acro need). The only vertical cliffs are where you started from. Feel free to increase your movement with that in mind.

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 13 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +13, AC 31/ touch 12/ ff 29; hp 108/108, F+12, R+8 W+7, Speed 20 ft.; Challenge 5/5; Tactician (60') 4/4. Banner: 60 feet: +6 morale bonus on saves vs. fear and +5 morale bonus on charge attacks. BUFFS:

Can you please refresh me on what we're supposed to do here? also what do we see from Chaine's current location? I don't really want to head into one acre of tentacles just for fun! :) Finally, Iskar has a say here as well. I'll consider his input before finalizing move.

Grand Lodge

CN Half-Orc Summoner 11 | Mods: None | HP: 115/115 | AC 20, Tch 14, Fl 16; +2 adjacent to Zaas | CMB: +14, CMD: 27 | F: +10, R: +9, W: +6; +2 Adjacent Zaas | Speed 30ft | Godless Healing: 1/1; Summon Monster IV: 7/7 | Spells: 1st: 6/6; 2nd: 5/5; 3rd: 3/3 | Perc: -1, SM: -1 | Init: +4

"I have some options Ch-ch-cha-ine. Just best I-if I wait. Jostling a-bo-ut may thr-ow off my concentration." stammers the half-orc.

Delay as he rides the horse
Rapid Dismount: 1d20 + 5 ⇒ (11) + 5 = 16Costs a move to dismount

As they come to a complete stop, Iskar hops off the horse. And quickly calls for the heaven's to aid in their quest. In a puff of white smoke, a well-groomed, canine-headed wielding a greatsword springs to life.

Turning to the newcomer, he takes a deep breath and speaks in a series of grunts and hisses. "美好的一天先生。我們有一個古老的邪惡,似乎已經消失了。如果你能説明征服野獸將不勝感激。"

Draconic:

"Good day sir. We have an ancient evil that seems to have vanished. It would be appreciated if you could help vanquish the beast."

With a simple nod, the creature scans the forest.
Archon Perception: 1d20 + 10 ⇒ (1) + 10 = 11 As move

If foe is within reach of Archon:

MWK Greatsword Attack: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 2d6 + 3 ⇒ (5, 1) + 3 = 9

Those within 10 feet of Archon:

+2 deflection bonus to AC and a +2 resistance bonus on saves created by evil sources/vs evil creatures.

Prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

evil summoned creatures cannot enter the area either


Move to dismount. Standard to summon Hound Archon - Constant Detect Evil active - Constant Magic Circle vs Evil with 10ft radius

Chaine I'm fine with the current placement of us - I'm with you, not keen on charging into a sea of tendrils with no guarantee enemy is there anymore

Grand Lodge

xxx ||| Dacilane Academy's First Great Prank War ||| xxx3
Overseer GM wrote:

Medda rides by, calling above the din of the raging battle, “The path is clear—we can reach the valley that holds the stone circle. Let us band together and stop the undead tide. I am concerned that some of the foul creatures had the name ‘Eshimka’ on their rotting lips. We must stand together and use all of our power to close this black portal before it’s too late!”

Fighting side-by-side, the Twinhorn following and Pathfinders have carved a path to the stone circle. This affords only a brief opening to stop the undead army, and the fighting will be difficult.

So closing the portal would be the ultimate goal, but destroying this "monster" would be high on the list as well.

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 13 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +13, AC 31/ touch 12/ ff 29; hp 108/108, F+12, R+8 W+7, Speed 20 ft.; Challenge 5/5; Tactician (60') 4/4. Banner: 60 feet: +6 morale bonus on saves vs. fear and +5 morale bonus on charge attacks. BUFFS:

Is the portal visible and can I charge it?

Liberty's Edge

Half-Elf Female Half-elf Rogue/brawler HP 92/92 | AC: 33* | T:20 | FF:24* | Fortification (25%) |CMD:26 | Fort:+15* | Ref:+22* (Evasion)| Will:+8* (+2 vs enchantment) | Init:+9 | Perc:+11**

Laara flies after Grimm (echoing the half-orc again) drawing a bow as she does. Her eyes scan the horizon nervously.

Moving and 5'above the water. Reading action to fire at first enemy to emerge.
Readied shot: 1d20 + 12 ⇒ (9) + 12 = 21 damage: 1d8 + 1 ⇒ (3) + 1 = 4

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 13 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +13, AC 31/ touch 12/ ff 29; hp 108/108, F+12, R+8 W+7, Speed 20 ft.; Challenge 5/5; Tactician (60') 4/4. Banner: 60 feet: +6 morale bonus on saves vs. fear and +5 morale bonus on charge attacks. BUFFS:

Ok - redoing my round entirely based on a cliff not being there.

"Iskar: any chance you can beef me up a bit? beef, bull... see what I did there!" chuckles Chaine meekly, unsure of the threat ahead and visibly worried.

Chaine:
[move action- draws the lance]
[free action- guide with knees]
[standard action- tactician: everyone within 60 feet of Chaine gain Precise Strike for 7 rounds]

Silvermane:
[Silvermane Acrobatics: automakes log]
[move action- 10 squares to current location]
[standard action- full defense: +6 AC]

Grand Lodge

xxx ||| Dacilane Academy's First Great Prank War ||| xxx3

The rift is visible (just above the center altar), but it doesn't look like something you could attack, just a hole to another dimension, really. More something you should interact with after the monster is dealt with. It is also set deep within a set of black tentacles, and some sort or energy tentacles as well.

Iskar dismounts and a holy friend appears at his side, looking very different than Zaas. It searches as it materializes, but cannot sense the monster at hand. Torrag searches with his divination spell, but the creature is simply hidden in the woodland shadows for now. Laara waits suspended above the water rushing under her, arrow nocked. Chaine and Silvermane stand at attention awaiting some sense of the beast. Grim peers down from high above, senses on edge.

Hugh takes a few steps down the terraced walkway leading toward the circle. As he passes the large boulders that guard its turns, the monster bursts from the forest. Its tentacle wraps Hugh's arm with measured skill.

You have been chosen as Eshimka's first sacrifice

Laara lets off her arrow, but it glances harmlessly off the creature's thick hide.

As the creature tightens its grip, a gooey substance leaks from its pores and covers Hugh's arm, actively seeking clear trails into his bruises and cuts.

Need DC 21 Fortitude save from Hugh or 1d3 ⇒ 2 Wisdom damage and shaken

tentacle attack: 1d20 + 20 ⇒ (20) + 20 = 40
tentacle confirm: 1d20 + 20 ⇒ (20) + 20 = 40 yikes
tentacle grab: 1d20 + 28 ⇒ (7) + 28 = 35
tentacle damage (with constrict): 2d6 + 16 + 1d6 + 8 ⇒ (5, 3) + 16 + (4) + 8 = 36

Round 3 - Full Round (Bold is up)
Black Tentacle Monster
Iskar
Torrag (mage armor, shield, see invisibility)
Chaine (barkskin)
Silvermane
Grim (bull's strength, ironskin, shield of faith, fly)
-------
Hugh <Need Fort Save, grappled>
Laara (barkskin, fly)

Grand Lodge

CN Half-Orc Summoner 11 | Mods: None | HP: 115/115 | AC 20, Tch 14, Fl 16; +2 adjacent to Zaas | CMB: +14, CMD: 27 | F: +10, R: +9, W: +6; +2 Adjacent Zaas | Speed 30ft | Godless Healing: 1/1; Summon Monster IV: 7/7 | Spells: 1st: 6/6; 2nd: 5/5; 3rd: 3/3 | Perc: -1, SM: -1 | Init: +4

Spying the beast out of reach, Iskar quickly turns to Chaine. "In thanks for the ride, take this and allow my divinity to fuel your fight."
I'm only a little full of myself... ;-)

Reaching up to the cavalier, he touches the mans arm. Upon reciting a few words, Chaine's muscles begin straining against his clothing.
Cast Bull's Strength

Taking a short step back up the path, Iskar draws a wand.

Spying the evil foe, the divine creature trudges through the trees towards it.

Double move for Archon

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 13 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +13, AC 31/ touch 12/ ff 29; hp 108/108, F+12, R+8 W+7, Speed 20 ft.; Challenge 5/5; Tactician (60') 4/4. Banner: 60 feet: +6 morale bonus on saves vs. fear and +5 morale bonus on charge attacks. BUFFS:

Saves: None

Acrobatics rolls for jumps:
Silvermane acrobatics to jump over some of the initial brush to save movement: 1d20 + 16 ⇒ (9) + 16 = 25

Hearing the cries of Hugh behind, Chaine wheels Silvermane around, crashing through the brush to get there as soon as possible. "There will be no sacrifice here other than your own!!" declares Chaine, flanking the creature with Hugh.

Chaine's attacks and confirmations: [AC 34 vs. evil creature - including Archon; +2 saves]
[free action- guide with knees [Ride automakes]]
[swift action- challenge the evil creature]
Edit to add Bull's STR+1 Cold Iron Valiant Lance, Mounted vs. Challenged target, Lion's Call, Flanking, Precise Strike, Bull's STR: 1d20 + 12 + 1 + 2 + 2 ⇒ (13) + 12 + 1 + 2 + 2 = 30 for dmg: 1d8 + 1d6 + 14 + 1d6 + 3 ⇒ (1) + (4) + 14 + (4) + 3 = 26

Silvermane's attacks and confirmations:
[move action: 2 squares running start, 5 squares jumping over brush (Acrobatics DC 25), 2 squares to move 1 square northeast through difficult terrain = 9 squares total]
[standard action- full defense +6 AC, +2 AC from Archon, +2 saves]

Grand Lodge

xxx ||| Dacilane Academy's First Great Prank War ||| xxx3

Chaine, the forest isn't "jumpable", and because of the 2-square per 1 movement through it, you can't reach that position you want on this turn. But Silvermane can reach the position I marked in gray (so you can get your attack off) with a double move by using the water route.

Liberty's Edge

Active Effects:
Ext Bull Str(15m), Ext Ironskin(15m), Ext SoF(15m), Resist Fire(13m), DF(9R)
HP 83/83 | AC 30 | T 14 | FF 29 | CMD 24 | Fort +14 | Ref +7 | Will +13 | Init +5 | Perc +14
Usable:
Blessings 7/7, Fervor 5/7, Sacred Weapon(+2) 7/8

Do I have line of sight to charge from flying or?

Grand Lodge

xxx ||| Dacilane Academy's First Great Prank War ||| xxx3

The creature is in the forest with some cover. You can spot him, move and attack him, but the presence of trees around him prevents an actual charge. You do get a +1 for attack from higher ground, though.

Liberty's Edge

Male CG Human (Shoanti/Varisian) Cavalier (Strategist) 13 - Init +2, Senses: Normal Vision, Perception +1, Lookout Perception +13, AC 31/ touch 12/ ff 29; hp 108/108, F+12, R+8 W+7, Speed 20 ft.; Challenge 5/5; Tactician (60') 4/4. Banner: 60 feet: +6 morale bonus on saves vs. fear and +5 morale bonus on charge attacks. BUFFS:

Can I please stay in the same flanking position by having Silvermane double move (up to 20 squares total) through the trees instead? i.e. Silvermane won't have full defense, but we'll retain flank, which is kinda important for Hugh next turn... debilitating injury speaking... :P

Grand Lodge

xxx ||| Dacilane Academy's First Great Prank War ||| xxx3

Ah yes, I forgot to use 50 foot movement. My bad.

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