GMG's PbP: Solstice Scar (Standard 3-4) (Inactive)

Game Master Magabeus

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Fiend series | Shackles

The hand is medium sized. And that is not as in from a medium creature. You dread to see the monster that had that hand, it must be bigger than most giants!

Visibility is good, the forest is difficult terrain because of undergrowth, which you can look over

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

Tchak moves closer, fighting his way through the forested undergrowth slowly.

Grand Lodge

Male Human Paladin 5 | HP: 47/47 | AC:22 T:12 FF:21 | CMB:+6 CMD:20 | Saves F:+11 R:+7 W:+9 (+1 vs evil outsiders, +2 vs death effects) | Init:+1 | Per:+8 | SM: +6 | LoH: 7/8 | Active Conditions: enlarge person

Hamith lumbers down the stone steps in his plate armor, already starting to sweat in his helm.

Liberty's Edge

LN Male Kitsune Bard (Flame Dancer) 7 | HP 59/59 | AC 17/13/14 | CMD 17 | F +4, R +8, W +6 (+4 vs performance, sonic, language-dependent) | Init +5 | Perc +4 | BP 17/19 | Conditions:

Draklor hurries through the woods, waiting a fight to break out before empowering the team.

Double move.

Silver Crusade

Elderly Boxer 3 | AC23 T18 FF18 CMD23 | HP 28 | F +3 R +7 W +3 | Init +4 | Perc +8

Gill begins moving ahead through the woods, his lithe, bony form weaving between the trees.

Double move.


Fiend series | Shackles

Winding fast forward: you can all take another 2 rounds of actions

Silver Crusade

Male CN Elven Oracle 8 | HP: 39/43 | AC: 23 22 (16 15 Tch, 17 Fl) | CMD: 19 18 (18 Fl) | F: +5 +4, R: +10 +8, W: +7 +6 | Init: +8 +7 | Perc: +14 +13, SM +6 +5 | Speed 30 ft | Active conditions: prayer, haste

Mūn and Selûne continue towards the clearing, following along with everyone. They pause at the final bend in the circuitous path, Mūn murmuring a familiar prayer to Ashava, and placing hands on both he and his bear, both briefly shining together as her--or some--power infuses them.

Actions:
Round 2
Double Move: 40'

Round 3
Double Move: 40'

Round 4
Move: 20'
Standard: cast Protection from Evil on self and Selûne using Improved Spell Sharing

Protection from Evil wrote:

This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.

First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.

Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects, such as charm person, command, and dominate person. This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

Third, the spell 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.

Improved Spell Sharing wrote:

Your link with your companion creature allows you to share your magic with it.

Prerequisite: Ability to acquire an animal companion, an eidolon, a familiar, or a special mount.

Benefit: When you are adjacent to or sharing a square with your companion creature and that companion creature has this feat, you can cast a spell on yourself and divide the duration evenly between yourself and the companion creature. You can use this feat only on spells with a duration of at least 2 rounds. For example, you could cast bull's strength on yourself, and instead of the spell lasting 1 minute per level on yourself, it lasts 5 rounds per level on yourself and 5 rounds per level on your companion.

Once the spell is cast, you and the companion creature can move farther apart without ending the effect.

Protection from Evil: 14/15 rounds remaining (+2 deflection to AC and +2 resistance to saves vs evil)

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

Tchak moves forward, casting shield on himself as he does so, then spends a point from his arcane pool to enchant his blade. He stands ready to move in, but waits for his companions to catch up. (two rounds of move & actions there)


Fiend series | Shackles

Seeing that the undead are content to let the pathfinders get to them our heroes decide to move up in a group and then attack the undead.

Sorry folks, this is taking too long, small change of plans. You can start to the left of the dotted line, all buffed up. You can then take your round of actions


Fiend series | Shackles

Initiative
Black shaded area has the tendrils of inky darkness. Forest is difficult terrain and river is flowing strong (Swim DC 15).
Mun
Selune
Thoril
Hamith
Draklor
Wei Tchak
Malik
Gill

- - -
Enemy
- - -

Liberty's Edge

LN Male Kitsune Bard (Flame Dancer) 7 | HP 59/59 | AC 17/13/14 | CMD 17 | F +4, R +8, W +6 (+4 vs performance, sonic, language-dependent) | Init +5 | Perc +4 | BP 17/19 | Conditions:

Knowledge (religion): 1d20 + 13 ⇒ (6) + 13 = 19

Special Attacks, please.

Draklor takes a moment to think about the hands as he empowers his allies and loads his crossbow.

Inspire Courage, round one.

Liberty's Edge

Male CG Half-Orc Medicine Man 5.2 | Init +4 | Perc: +8, SM: +7 | Wounds L 9; N 5 / 46 | AC 22; T 14; FF 18 | CMB +3 | CMD +17 | Fort +10; Ref +10; Will +4 | Speed: 30 ft | Burn 1/7

Awww. Could have had two blasts instead. Ah well.

Malik's tactics are simple: "Don't let the enemy get close if you can help it."

With this in mind, he makes a few rapid gestures with his arms, and the vapour in the immediate area disappears. The half-orc transforms this material into mass of water heading towards one of the undead Yellow.

Crunch:
Water Blast, Physical, Blunt Damage, Extended Range, IC: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 142d6 + 8 + 1 ⇒ (1, 3) + 8 + 1 = 13

Move: Gather Power
Standard: Blast


Fiend series | Shackles

Draklor:
Mark Quarry (Su) A crawling hand is assigned a quarry by
anointing the hand with a drop of the intended quarry’s blood.
If the hand has no current quarry, it automatically gains the
next creature it damages as its quarry. Once attuned to a
target, it becomes aware of the target’s location as if under
the effect of a continuous locate creature spell. The hand
gains a +1 bonus on all attack rolls, damage rolls, and skill
checks made to seek out and destroy the marked quarry. The
mark quarry ability lasts until the quarry or the hand is slain.

Malik, sorry. However they would have come for you if you started blasting

Malik destroys one of the skeletons!

Liberty's Edge

Male CG Half-Orc Medicine Man 5.2 | Init +4 | Perc: +8, SM: +7 | Wounds L 9; N 5 / 46 | AC 22; T 14; FF 18 | CMB +3 | CMD +17 | Fort +10; Ref +10; Will +4 | Speed: 30 ft | Burn 1/7

I mean if they can swim at any capacity, sure. I'd just stand behind the river and pew pew away. In any case, it's not a problem. Carry on.

Liberty's Edge

male 44/44 [52/52 ]HP, [Rage:10/13 ] AC: 18[15], T: 11[8], FF: 17[14], CMD: 19[22], F: +6 , R: +3, W: -1, Init +2, Pereption +4, CN Male Nagaji Abyssal Bloodrager, +1 Large Falcata: +9, (2d6+9, 19-20x3) Rage [+1 Large Falcata +11 (3d6+14, 19-20x3)]

Thoril will charge purple

atk: 1d20 + 10 ⇒ (15) + 10 = 25

dmg: 2d6 + 19 ⇒ (3, 3) + 19 = 25


Fiend series | Shackles

Thanks Malik!

Thoril charges into the tendrils of inky darkness and takes out another skeleton!

Initiative
Black shaded area has the tendrils of inky darkness. Forest is difficult terrain and river is flowing strong (Swim DC 15).
Inspire courage +1 active
Mun
Selune
Hamith
Wei Tchak
Gill

- - -
Enemy
- - -
Draklor
Malik
Thoril

Grand Lodge

hp 43/43; (AC 15, t15, ff10); F 5*, R 3, W 4*; bab 3 +6 melee +5 range; cmb 6 cmd 21; init +4; ap 4/4; wih 42; wmm 47; folio reroll 1/1 | tengu magus (bladebound, kensai)/5 | - 12 *
skills:
acro 3, craft weapons 7, fly 10, kn arcane 9 kn dung 7, kn planes 7, perc 11/13, sm 2, spellcraft 10, stealth 4, umd 5

Tchak moves further forward to the edge of the dark tendrils and casts blur on himself.

Silver Crusade

Male CN Elven Oracle 8 | HP: 39/43 | AC: 23 22 (16 15 Tch, 17 Fl) | CMD: 19 18 (18 Fl) | F: +5 +4, R: +10 +8, W: +7 +6 | Init: +8 +7 | Perc: +14 +13, SM +6 +5 | Speed 30 ft | Active conditions: prayer, haste

Mūn commands Selûne to protect him, then advances forward, drawing his bow as he goes. Drawing a blunt-tipped arrow, he takes aim on the nearest skeleton and lets the arrow fly.

Actions:

Free: Handle Animal, Guard: 1d20 + 3 + 4 ⇒ (2) + 3 + 4 = 9
Move: 20', drawing bow
Standard: attack Red

Longbow: 1d20 + 3 ⇒ (19) + 3 = 22
Damage, B: 1d8 ⇒ 1


Protection from Evil: 13/15 rounds remaining


Female N Primal Companion Bear | HP: 43/68 | AC: 27 21 (15 13 Tch, 23 18 Fl) | CMD: 27 25 (23 22 Fl) | F: +11 +9, R: +12 +9, W: +5 +3 | Init: +3 | Perc: +7, SM +1| Speed 40 ft | Active conditions: see spoiler

Selûne, perhaps confused by the swirls of inky blackness in the clearing, isn't able to make sense of Mūn's command, and continues following her prior command, staying at Mūn's heel.

Protection from Evil: 13/15 rounds remaining
_______
I fail that Handle Animal check more than anything else I do.

Silver Crusade

Elderly Boxer 3 | AC23 T18 FF18 CMD23 | HP 28 | F +3 R +7 W +3 | Init +4 | Perc +8

Gill advances up to the wiggling tentacles.

"Ehhh, what's the big idea with these squid grabbers here?"

He narrows his eyes as he looks at them suspiciously.

"I'm not a wrestler! I'm a boxer!"

He takes a mock punch at one of them to accentuate his remark, even though the tentacles have little chance of understanding him.

"Hey! You skellies! Come outta there and show us what ya gots!"

Advance and ready an action should a skeleton leave the effect.

Readied punch: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23 for 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5

Grand Lodge

Male Human Paladin 5 | HP: 47/47 | AC:22 T:12 FF:21 | CMB:+6 CMD:20 | Saves F:+11 R:+7 W:+9 (+1 vs evil outsiders, +2 vs death effects) | Init:+1 | Per:+8 | SM: +6 | LoH: 7/8 | Active Conditions: enlarge person

Hamith chugs up past his companions while the others ready themselves for combat.

Double move up with greatsword drawn.

Sovereign Court

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★★★OVERSEER ANNOUNCEMENT★★★

As Medda and Anok join your group of Pathfinders around the stone circle, she assists you with the binding ritual. Medda thrusts Ivvora’s hilt into the portal, calling on Vildeis for aid. The shadow rift shrinks and closes, releasing a massive shock wave that knocks the Pathfinders, the Twinhorn warriors, and Medda to the ground. A field of dark, rippling energy remains, suspended above the stone altar. As Medda reaches out to pick up Ivvora’s hilt—the already broken blade now spider-webbed with new cracks—a supernatural silence descends. Only the telepathic rage of some unseen menace cuts through the quiet. “You dare to shut me out?” it rages. “I see you, but I do not see her. Where is the dwarf woman, Ivvora, who fought me so long ago? Has her mortal body failed at last? Has the realm of the living at last lost its protector? Know this: when the long shadows reach out again, I will grasp them and claw my way back into your world to see your flesh devoured by my children.”

Sound returns to the Realm of the Mammoth Lords, and Medda cautiously stands. “It seems that Eshimka still lives and has even left this foul scar on our world,” she declares. “If we are to believe its promises, the fiend will attack on the next winter solstice. If we are to survive, we must be ready. Nearly a millennium ago, Ivvora held the key to defeating Eshimka. By following her legends and discovering her fate, we may harness the same holy power that banished this fiend—and together end the beast entirely.

“When we set out, it would be the privilege of this following to have the Pathfinders at our side. But that is a trial for another day. Tonight, at last, we rest.”

@Table GMs: Please report your games and boons here. A roll of 19 or 20 wins a boon, and a d4 should then be rolled to determine which one.

And a big thank you to all of our players and GMs, for making Solstice Scar a fun and smooth experience.

Liberty's Edge

LN Male Kitsune Bard (Flame Dancer) 7 | HP 59/59 | AC 17/13/14 | CMD 17 | F +4, R +8, W +6 (+4 vs performance, sonic, language-dependent) | Init +5 | Perc +4 | BP 17/19 | Conditions:

"Another day, another averted crisis," Draklor says, grinning at the thought of returning to the relaxation they were pulled from. "It was a pleasure working with you all. I hope we meet again."

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