GM Ladile's TL;DR: A Pathfinder Society Campaign

Game Master Lady Ladile

Current Scenario: #8-07 From the Tome of Righteous Repose

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The Exchange

active effects:
tentacles (8h), water breathing (10h), barkskin +3 (60m), ext. heroism (160m), longstrider (6h), bulls strength (6m)
Male Tengu Barbarian (untamed rager) 3/Brawler (snakebite striker) 1/Druid (kraken caller) 4 | AC 23 T 13 FF 20 | HP [71/71] 60/71 | F +16 R +13 W +12 +2F/W rage| Init +3 | Perc +17 (20 in bright light) lowlight vision | rage (7/16) | supplies (4/7)

Just going to make an attack with the AoO - tripping the asura in the middle of the bog probably doesn't help us.

Keen enhancement from Hep's song.

hammer AoO, bless, bulls strength: 1d20 + 10 + 1 + 2 ⇒ (5) + 10 + 1 + 2 = 18damage, strength, champion: 1d12 + 7 + 2 ⇒ (12) + 7 + 2 = 21

Malachi stabs at the fiend as it dances past him.

"SQUAWK! IT WANTS TO DANCE, NOT FIGHT!"

Enraged at the misdirection tactics of the enemy, Malachi retreats to Maria's side. Instead of stabbing again, he lashes out with his tentacles in an effort to confuse the foe, seeking to wrap the longer tentacle around the asura's several eyes and cover them with dirt and grit...

raging dirty trick, bless, strength, tentacles: 1d20 + 11 + 2 + 1 + 2 + 2 ⇒ (4) + 11 + 2 + 1 + 2 + 2 = 22 if successful, the asura is Blinded for 1 round plus 1 round for every 5 points by which its CMD is beaten; it can remove the Blinded condition with a Move action.

If you hit the asura don't forget Malachi's supplies can let you reroll damage dice. Use this whenever you like!

Dark Archive

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HP 39 (-16, +4 to stabilize) | Mods: Many, see profile | LN Elf Zen Empiricist 6 | AC/Tch/FF 18/13/15 (+1 vs. Traps) | CMD 17 (+5 v grapple, talisman?)| F/R/W +7/+12/+10 (Inspiration? Immune to Sleep, +1 vs. Traps, +2 vs. Enchants, +2 & Int? vs. Illusions) | Speed 30ft | Inspiration Pool 8/8, 2 Star Reroll 1/1, Perfect Strike: 0/3, Enduring Scholar 1/1 | Init +5 | Perc: 14+1d6 (+1 vs. traps), SM: 14+1d6

Ooooh! I still have a move action and couldn’t think of anything for it… until now. May I use it to activate studied combat? It is mostly useless, but if I get an AoO it may pay off.

Grand Lodge

N Grippli Shaman 6 | HP 39/39 | AC 19 T 14 FF 16 | CMB +1, CMD 14 | F: +5, R: +7, W: +13 | Init: +3 | Perc: +23, SM: +18, Darkvision 60 ft | Speed 30ft | Spells: 1st 5/5 2nd 5/5 3rd 3/3 | Spirit Magic 1st 1/1 2nd 1/1 3rd 1/1 | *Monstrous Insight 3/3 Teamwork 3/3 | Wandering Spirit: Lore | Active conditions: None
Hepsubia wrote:
“You have other spells you want to cast, or shall we proceed with our blades? Can you make his blades burn his hands, or grease them, or something even funnier?”

“Have such powers, I do not,” Grandfrogger responds solemnly. Carefully he dips a hand to the soft soil at his feet, then throws his arm upward in a violent motion. A sudden wind stirs in response, twisting upward into a loose waterspout around the asura that obscures its vision with muddy water and rotting leaves.

Standard action to use Storm Burst spirit ability to make the asura treat all creatures as concealed (20% miss chance) for 2 rounds. It’s a Supernatural ability, so I don’t think we have to worry about SR?


Season of Ghosts

@Maria - Yes, that's fine.

Malachi does try to lash out at the asura as it darts past him but the fiend manages to duck the strike and keep on moving. Enraged that this thing won't give him a straightforward fight Malachi falls back to stand next to Maria and whips a tentacle out, trying to wrap it around one of the creature's heads and blind it, but isn't able to connect.

Grandfrogger calmly kneels down and then violently whips his hand upward towards the sky, conjuring a whirling waterspout around the asura and hinder its ability to strike.
______________

Round 2/Round 3

The Grandfrogger
==============
Asura (-8; Entangled 6 rds, Faerie Fire, Smite Evil, Studied Target)
==============
Zithembe
Dr. O’mayga
Maria (Adhesive Spittle, Guidance, Holy Weapon Balm)
Malachi (Bull’s Strength, Oil of Bless Weapon, Shield, Wildshaped)
Hepsubia

Active Conditions: Bless, Champion Invocation (+2 to non-spell damage), Storm Burst (Asura 20% miss chance 2rds), Weapon Song

Environment: Green Squares = Shallow Bog, Red Squares = Spike Growth

Zithembe & Hepsubia may act!

Asura Ambush

Dark Archive

LG Male Shabti Paladin 2/Medium 4 | HP 6/55 | AC 22 (26) T 12 (16) FF 20 (24) | F +13 R +8 W +14 (+2 vs. fear) | CMD/B 20/+8 | Init +2 | Per +5 (dark vision 60 ft) SM +4 | Speed 20 ft | Seance Invocation 5/11 | Influence 1| Smite 1/1 | LOH 5/5 | WC 5/5 | Shirt Re-Roll 0/1 | Active Conditions: endure elements (hot), spell drinker (available), Champion, Smite Evil (Michiko), Legacy of the Princess

Zithembe walks back along the firmer ground as the asura maneuvers around them. He steps off into the shallow bog in an attempt to engage the fiend.

Double Move

Attack of Opportunity:

+1 Longsword, Bless, Champion, Smite: 1d20 + 8 + 1 + 1 + 4 ⇒ (4) + 8 + 1 + 1 + 4 = 18
S, magic, Champion, Séance, Smite (1st): 1d8 + 3 + 1 + 2 + 4 ⇒ (3) + 3 + 1 + 2 + 4 = 13

Liberty's Edge

Female Elf Rogue/Alchemist/Skald/Bloodrager/ Occultist (2/1/1/1/1) Init +4 HP 42 AC 19 T 14 FF 15 Fort+3 Ref +8 Will +3 Per +6 Spd 30 (40)

Quick on her feet 40 feet speed as bloodrager, Hepsubia comes on the other side of the Asura, so it's trapped between Law and Chaos.

Or at least between Zith and The Totally Awesome Lil" Hep.

She then uses her sword to attack, in a perfect strike

Attack, Flanck, Bless, Keen +1 Longsword: 1d20 + 4 + 2 + 1 ⇒ (20) + 4 + 2 + 1 = 27
Dmg, Champion: 1d8 + 1 + 2 ⇒ (3) + 1 + 2 = 6+Sneak attack?: 1d6 ⇒ 4

Crit? On FF: 1d20 + 4 + 2 + 1 ⇒ (9) + 4 + 2 + 1 = 16
Additionnal dmg: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4


Season of Ghosts

Asura vs. Zithembe (Kukri): 1d20 + 18 - 2 ⇒ (8) + 18 - 2 = 24

Asura vs. Zithembe (Kukri): 1d20 + 13 - 2 ⇒ (16) + 13 - 2 = 27
Miss 20% (Low is Bad for Me): 1d100 ⇒ 30
Damage: 1d4 + 6 ⇒ (4) + 6 = 10

Asura vs. Hepsubia (Claw): 1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 15

Asura vs. Hepsubia (Claw): 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 24
Miss 20% (Low is Bad for Me): 1d100 ⇒ 89
Damage: 1d4 + 3 ⇒ (2) + 3 = 5

Zithembe maneuvers back the way he came and carefully steps into the shallow bog, ready to bring his blade to bear against the asura. Hepsubia moves up and also steps into the bog before taking a swing at the asura - and connecting! The blow isn't as powerful as she would've liked and she feels the fiend's skin resist some of the blade's force. It also seems like having Zithembe close by didn't really help the accuracy of her strike, for some reason.

The asura growls and attempts to bring weapon and claw to bear against its attackers. It strikes at Zithembe, missing, but connects on the second swing in spite of the small storm swirling around it. As the strike connects, the asura manages to move towards Malachi and Maria. Zithembe attempts to retaliate as the asura moves, but the creature manages to avoid the blow. Hepsubia is less lucky as one of the fiend's two claws rakes her across the face.

And to the surprise of no one, some of the asura's wounds begin mending themselves...
______________

Round 3/Round 4

The Grandfrogger
==============
Asura (-8; Entangled 5 rds, Faerie Fire, Smite Evil, Studied Target)
==============
Zithembe (-10)
Dr. O’mayga
Maria (Guidance, Holy Weapon Balm)
Malachi (Bull’s Strength, Oil of Bless Weapon, Shield, Wildshaped)
Hepsubia (-5)

Active Conditions: Bless, Champion Invocation (+2 to non-spell damage), Storm Burst (Asura 20% miss chance 2rds), Weapon Song

Environment: Green Squares = Shallow Bog, Red Squares = Spike Growth

Everyone may act!

Asura Ambush

Dark Archive

LG Male Shabti Paladin 2/Medium 4 | HP 6/55 | AC 22 (26) T 12 (16) FF 20 (24) | F +13 R +8 W +14 (+2 vs. fear) | CMD/B 20/+8 | Init +2 | Per +5 (dark vision 60 ft) SM +4 | Speed 20 ft | Seance Invocation 5/11 | Influence 1| Smite 1/1 | LOH 5/5 | WC 5/5 | Shirt Re-Roll 0/1 | Active Conditions: endure elements (hot), spell drinker (available), Champion, Smite Evil (Michiko), Legacy of the Princess

Mired in the bog, Zithembe has little room to maneuver away from their foe. He strikes at the asura with his sword and holds his ground.

Attack

+1 Longsword, bless, champion, smite: 1d20 + 8 + 1 + 1 + 4 ⇒ (13) + 8 + 1 + 1 + 4 = 27
S, magic, champion, séance, smite: 1d8 + 3 + 1 + 2 + 4 ⇒ (2) + 3 + 1 + 2 + 4 = 12

AOO:

+1 Longsword, bless, champion, smite: 1d20 + 8 + 1 + 1 + 4 ⇒ (19) + 8 + 1 + 1 + 4 = 33
S, magic, champion, séance, smite: 1d8 + 3 + 1 + 2 + 2 ⇒ (8) + 3 + 1 + 2 + 2 = 16

Confirm Critical: 1d20 + 8 + 1 + 1 + 4 ⇒ (11) + 8 + 1 + 1 + 4 = 25 +Surge: 1d6 ⇒ 5 =30, if 25 misses
S, magic, champion, séance, smite: 1d8 + 3 + 1 + 2 + 2 ⇒ (4) + 3 + 1 + 2 + 2 = 12

Dark Archive

HP 39 (-16, +4 to stabilize) | Mods: Many, see profile | LN Elf Zen Empiricist 6 | AC/Tch/FF 18/13/15 (+1 vs. Traps) | CMD 17 (+5 v grapple, talisman?)| F/R/W +7/+12/+10 (Inspiration? Immune to Sleep, +1 vs. Traps, +2 vs. Enchants, +2 & Int? vs. Illusions) | Speed 30ft | Inspiration Pool 8/8, 2 Star Reroll 1/1, Perfect Strike: 0/3, Enduring Scholar 1/1 | Init +5 | Perc: 14+1d6 (+1 vs. traps), SM: 14+1d6

With combat beginning in earnest, Maria steps back along the path for a clean shot. Cringing as her two allies have already become bloodied, she very carefully aims a single dripping arrow and fires!

Using 1/3 Perfect Strikes, take the better of the two attack rolls.

+2 Wasp + PBS: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17
+2 Wasp + PBS: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24

for Magic/Piercing/Cold Iron/Silver + Focused Shot + PBS + Zith + HW Balm: 1d8 + 2 + 4 + 1 + 2 + 2d4 ⇒ (3) + 2 + 4 + 1 + 2 + (2, 2) = 16

If it hits, the Asura has a DC 10 Reflex save or it will take 1d4 ⇒ 1 more damage next round. I don't actually see anything in the description that indicates this is 'holy' damage, so I'd assume it doesn't remove the fast healing.


Season of Ghosts

GM Screen:

Reflex (DC 10): 1d20 + 13 ⇒ (3) + 13 = 16

Zithembe and Maria both strike back with blade and arrow respectively, opening additional wounds on the asura! Maria does note that her arrow seems to have been somewhat blunted by the creature's skin, however. More worrying, the fiend's innate regeneration doesn't seem to be slowing down either.

Funny thing, Smite Evil (while auto-bypassing DR) isn't called out as being 'good' damage either.
______________

Round 3/Round 4

The Grandfrogger
==============
Asura (-31; Entangled 5 rds, Faerie Fire, Smite Evil, Studied Target)
==============
Zithembe (-10)
Dr. O’mayga
Maria (Guidance, Holy Weapon Balm)
Malachi (Bull’s Strength, Oil of Bless Weapon, Shield, Wildshaped)
Hepsubia (-5)

Active Conditions: Bless, Champion Invocation (+2 to non-spell damage), Storm Burst (Asura 20% miss chance 2rds), Weapon Song

Environment: Green Squares = Shallow Bog, Red Squares = Spike Growth

The Grandfrogger, Doc, Malachi, Hepsubia may act!

Asura Ambush

Dark Archive

Male N Samsaran Arcanist (Unlettered / Twilight Sage) 6 | HP: 32 / 32 | AC: 13 (T 13, FF 11) CMD: 16 |F: +3, R: +5, W: +8| Speed 30ft Spells: 1st 7/7 2nd 6/6 3rd 3/3 | Arcane Reservoir 9/12 | Active conditions: none

Would the shallow bog squares count as touching water but not "touching the ground" for the purposes of giving Zithembe marid's mastery? Or giving it to Malachi if he stepped into the bog, given that the creature can't be flanked anyway?

Grand Lodge

N Grippli Shaman 6 | HP 39/39 | AC 19 T 14 FF 16 | CMB +1, CMD 14 | F: +5, R: +7, W: +13 | Init: +3 | Perc: +23, SM: +18, Darkvision 60 ft | Speed 30ft | Spells: 1st 5/5 2nd 5/5 3rd 3/3 | Spirit Magic 1st 1/1 2nd 1/1 3rd 1/1 | *Monstrous Insight 3/3 Teamwork 3/3 | Wandering Spirit: Lore | Active conditions: None

The Grandfrogger’s red eyes shine beneath the hood of his woolen cloak.

Evil Eye to give the asura a -2 penalty to AC for 9 rounds (Will 19 to reduce duration to 1 round).

The Exchange

active effects:
tentacles (8h), water breathing (10h), barkskin +3 (60m), ext. heroism (160m), longstrider (6h), bulls strength (6m)
Male Tengu Barbarian (untamed rager) 3/Brawler (snakebite striker) 1/Druid (kraken caller) 4 | AC 23 T 13 FF 20 | HP [71/71] 60/71 | F +16 R +13 W +12 +2F/W rage| Init +3 | Perc +17 (20 in bright light) lowlight vision | rage (7/16) | supplies (4/7)

Just checking the map, and Marid's Mastery wouldn't change Malachi's actions this turn. He'll maintain flanking position and full attack - even though the fiend has all-round vision.

Malachi squawks and rains blows down on the dancing asura before it can escape...

peck (bite), rage, bulls strength, bless, power attack: 1d20 + 6 + 2 + 1 ⇒ (15) + 6 + 2 + 1 = 24damage, champion: 1d3 + 7 + 2 ⇒ (2) + 7 + 2 = 11
gore, rage, bulls strength, bless, power attack: 1d20 + 6 + 2 + 1 ⇒ (3) + 6 + 2 + 1 = 12damage, champion: 1d8 + 7 + 2 ⇒ (6) + 7 + 2 = 15
tentacle1, rage, bulls strength, bless, power attack: 1d20 + 6 + 2 + 1 ⇒ (5) + 6 + 2 + 1 = 14damage, champion: 1d4 + 7 + 2 ⇒ (3) + 7 + 2 = 12
tentacle2, rage, bulls strength,, bless, power attack: 1d20 + 6 + 2 + 1 ⇒ (7) + 6 + 2 + 1 = 16damage, champion: 1d4 + 7 + 2 ⇒ (4) + 7 + 2 = 13

Then 5' step back and...

hammer, rage, bulls strength, bless, power: 1d20 + 10 + 2 + 1 ⇒ (16) + 10 + 2 + 1 = 29damage, champion: 1d12 + 17 + 2 ⇒ (7) + 17 + 2 = 26cold damage: 1d6 ⇒ 5
hammer, iterative, rage, bulls strength, bless, power: 1d20 + 5 + 2 + 1 ⇒ (12) + 5 + 2 + 1 = 20damage, champion: 1d12 + 17 + 2 ⇒ (8) + 17 + 2 = 27cold damage: 1d6 ⇒ 4

Hammer is doing Good damage thanks to Bless Weapon

Switch Weapon Song to Frost, since Keen would nullify the crit confirm ability of Bless Weapon.


Season of Ghosts

@Doc - I'm going to say that Marid's Mastery wouldn't work for a shallow bog since it's described as being either deep mud or standing water of about 1 foot in depth.

GM Screen:

Asura Will (DC 19; Dual Mind): 1d20 + 10 ⇒ (19) + 10 = 29

The Grandfrogger directs a baleful glare at the asura, but the fiend seems to be largely unimpressed by the dirty look. Malachi unleashes hell on the fiend, giving it a vicious peck with his beak before following it up with two powerful hammer blows! And thanks to the oil slathered on the hammer, the asura's regeneration appears to fizzle out.

The fiend suddenly looks rather worried.
______________

Round 3/Round 4

The Grandfrogger
==============
Asura (-99; Entangled 5 rds, Faerie Fire, Smite Evil, Studied Target)
==============
Zithembe (-10)
Dr. O’mayga
Maria (Guidance, Holy Weapon Balm)
Malachi (Bull’s Strength, Oil of Bless Weapon, Shield, Wildshaped)
Hepsubia (-5)

Active Conditions: Bless, Champion Invocation (+2 to non-spell damage), Storm Burst (Asura 20% miss chance 2rds), Weapon Song

Environment: Green Squares = Shallow Bog, Red Squares = Spike Growth

Doc, Hepsubia may act!

Asura Ambush

Liberty's Edge

Female Elf Rogue/Alchemist/Skald/Bloodrager/ Occultist (2/1/1/1/1) Init +4 HP 42 AC 19 T 14 FF 15 Fort+3 Ref +8 Will +3 Per +6 Spd 30 (40)

Attack, Bless: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
dmg: 1d8 + 1 + 2 ⇒ (4) + 1 + 2 = 7

Hepsubia continues to sing, and nearly forgets to strike the foe

Dark Archive

Male N Samsaran Arcanist (Unlettered / Twilight Sage) 6 | HP: 32 / 32 | AC: 13 (T 13, FF 11) CMD: 16 |F: +3, R: +5, W: +8| Speed 30ft Spells: 1st 7/7 2nd 6/6 3rd 3/3 | Arcane Reservoir 9/12 | Active conditions: none

Doc decides that pinning it in place might be the best way he can help his team destroy the asura. And once they do, he and Hogo will reap the knowledge of its passing. He calls upon the shadows entwining its legs to grasp it and keep it from dashing about.

Casting shadow trap with an arcane point. Will DC 19

I know Maria already entangled it, but this also pins it in place. 

SR check : 1d20 + 6 ⇒ (19) + 6 = 25


Season of Ghosts

GM Screen:

Will (DC 19): 1d20 + 10 ⇒ (8) + 10 = 18

Hepsubia continues her singing and attempts to take a stab at the fiend, but misses by quite a margin. Doc's efforts fare better, as he manages to pin the asura's shadow to the ground!

Effectively trapped, the asura attempts to do a thing and seems to be trying to use some of its power - but this leaves it open and vulnerable...

Spellcraft (DC 22):

The asura seems to be trying to utilize Greater Teleport to escape!

______________

The asura provokes AoOs from Malachi, Zith, Hepsubia, and possibly Maria! We'll resolve those before I continue the combat round.

The Exchange

active effects:
tentacles (8h), water breathing (10h), barkskin +3 (60m), ext. heroism (160m), longstrider (6h), bulls strength (6m)
Male Tengu Barbarian (untamed rager) 3/Brawler (snakebite striker) 1/Druid (kraken caller) 4 | AC 23 T 13 FF 20 | HP [71/71] 60/71 | F +16 R +13 W +12 +2F/W rage| Init +3 | Perc +17 (20 in bright light) lowlight vision | rage (7/16) | supplies (4/7)

hammer aoo, rage, bulls strength, bless, power: 1d20 + 10 + 2 + 1 ⇒ (14) + 10 + 2 + 1 = 27
damage, champion: 1d12 + 17 + 2 ⇒ (2) + 17 + 2 = 21cold damage: 1d6 ⇒ 3

Assuming that hits, use Supplies to reroll damage

damage reroll: 1d12 + 17 + 2 ⇒ (8) + 17 + 2 = 27 + 3 cold damage as above

Dark Archive

HP 39 (-16, +4 to stabilize) | Mods: Many, see profile | LN Elf Zen Empiricist 6 | AC/Tch/FF 18/13/15 (+1 vs. Traps) | CMD 17 (+5 v grapple, talisman?)| F/R/W +7/+12/+10 (Inspiration? Immune to Sleep, +1 vs. Traps, +2 vs. Enchants, +2 & Int? vs. Illusions) | Speed 30ft | Inspiration Pool 8/8, 2 Star Reroll 1/1, Perfect Strike: 0/3, Enduring Scholar 1/1 | Init +5 | Perc: 14+1d6 (+1 vs. traps), SM: 14+1d6

Spellcraft + Inspiration: 1d20 + 9 + 1d6 ⇒ (5) + 9 + (4) = 18

Hmmmm, I hope that isn’t bad for us!

Grand Lodge

N Grippli Shaman 6 | HP 39/39 | AC 19 T 14 FF 16 | CMB +1, CMD 14 | F: +5, R: +7, W: +13 | Init: +3 | Perc: +23, SM: +18, Darkvision 60 ft | Speed 30ft | Spells: 1st 5/5 2nd 5/5 3rd 3/3 | Spirit Magic 1st 1/1 2nd 1/1 3rd 1/1 | *Monstrous Insight 3/3 Teamwork 3/3 | Wandering Spirit: Lore | Active conditions: None

Spellcraft vs DC 22: 1d20 + 10 ⇒ (15) + 10 = 25

“Trying to escape, it is!”

Liberty's Edge

Female Elf Rogue/Alchemist/Skald/Bloodrager/ Occultist (2/1/1/1/1) Init +4 HP 42 AC 19 T 14 FF 15 Fort+3 Ref +8 Will +3 Per +6 Spd 30 (40)

Blessed AoO: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
dmg,Champion: 1d8 + 2 + 2 ⇒ (1) + 2 + 2 = 5

Hepsubia pokes the fiend with her sword, even if it falls down after Malachi's attack


Season of Ghosts

The asura tries to flee but is no match for the force of Malachi's silver adamantine hammer as he caves in one of the fiend's skulls!

Combat Over!

Hepsubia pokes the corpse with her sword for good measure and is relieved to see that it doesn't appear to be regenerating or the like. It's very much dead.

A quick survey of the area reveals a stash of magical religious paraphernalia in a makeshift shrine to the southeast of the old tower - apparently the asura wasn't a fan of religion and likely took these things from slain priests. There's a small pendant resembling a butterfly made of leaves, a local representation of Shimye-Magalla, a Bonuwat janiform deity combining Desna and Gozreh, and a snakeskin vest with nearly 40 different serpent fangs sewn into it.

Pendant - Spellcraft (DC 18):

Snakeskin Vest - Spellcraft (DC 19):

It's a Vest of Escape.

Liberty's Edge

Female Elf Rogue/Alchemist/Skald/Bloodrager/ Occultist (2/1/1/1/1) Init +4 HP 42 AC 19 T 14 FF 15 Fort+3 Ref +8 Will +3 Per +6 Spd 30 (40)

Spellcraft, Pendant: 1d20 + 7 ⇒ (2) + 7 = 9

Spellcraft, Vest: 1d20 + 7 ⇒ (19) + 7 = 26

One worthless babble and a Vest of Escape.

Dark Archive

HP 39 (-16, +4 to stabilize) | Mods: Many, see profile | LN Elf Zen Empiricist 6 | AC/Tch/FF 18/13/15 (+1 vs. Traps) | CMD 17 (+5 v grapple, talisman?)| F/R/W +7/+12/+10 (Inspiration? Immune to Sleep, +1 vs. Traps, +2 vs. Enchants, +2 & Int? vs. Illusions) | Speed 30ft | Inspiration Pool 8/8, 2 Star Reroll 1/1, Perfect Strike: 0/3, Enduring Scholar 1/1 | Init +5 | Perc: 14+1d6 (+1 vs. traps), SM: 14+1d6

Maria holds her hand out, ”Worthless or not, we need to catalogue it. And not all value is determined by magical investment.”

Appraise Pendant just because I never get to use appraise: 1d20 + 9 ⇒ (16) + 9 = 25

The Exchange

active effects:
tentacles (8h), water breathing (10h), barkskin +3 (60m), ext. heroism (160m), longstrider (6h), bulls strength (6m)
Male Tengu Barbarian (untamed rager) 3/Brawler (snakebite striker) 1/Druid (kraken caller) 4 | AC 23 T 13 FF 20 | HP [71/71] 60/71 | F +16 R +13 W +12 +2F/W rage| Init +3 | Perc +17 (20 in bright light) lowlight vision | rage (7/16) | supplies (4/7)

"Eh..." Malachi leans on his polearm as he gets his breath back. "That Oil was worth the money, yes. I had better restock when we return to the Lodge."

"My thanks for neutralising the fiend's trickery, shipmates, yes. Would have been a much harder foe otherwise."

The Captain gestures towards the two elf-maidens: "I am sure I could find a buyer for your bauble, yes. It looks almost druidic."

I have an old character who (sort of) follows Shimye-Magalla, but I don't think I ever saw the deity referenced in any scenario before.

"Eh, Doctor? Could you recharge my ioun stone, yes?" Malachi holds out a wand, and taps it towards the purple prism orbiting his head.

Dark Archive

Male N Samsaran Arcanist (Unlettered / Twilight Sage) 6 | HP: 32 / 32 | AC: 13 (T 13, FF 11) CMD: 16 |F: +3, R: +5, W: +8| Speed 30ft Spells: 1st 7/7 2nd 6/6 3rd 3/3 | Arcane Reservoir 9/12 | Active conditions: none

"One moment ... Captain ..." Doc says breathlessly as he hustles past the tengu. He gently swats the wand out of his way as he makes a beeline for the asura's body lying in the muck. He kneels down next to it while Hogo slithers down his arm to rest on one of its ugly faces. As Doc wiggles his fingers in the air above it as if playing a harp, he closes his eyes to "see" the asura's last bits of life joining the River of Souls for its expedited trip to.... Well, he'll have to ask Maria where asusas go. But for now, he's gathered what knowledge and spiritual energy that he can, and Hogo climbs back up the samsaran's arm.

"Ah, yes, ... my apologies, ... Captain. So you want this ... spell in ... this stone," he says as he rises.

He takes the wand and shakes it a few times, but nothing seems to happen. He peers at it as if not understanding before Hogo informs him that it's not a spell from his casting tradition. "Captain, ... I ..." he begins clearly embarrassed at his inability to perform before conferring with Hogo. "Oh, I can? ... Oh, yes, right ... I could try that."

UMD, Hogo guidance : 1d20 + 15 + 1 ⇒ (6) + 15 + 1 = 22

"There you go, ... my friend," he says handing the wand and ioun stone back, pleased with himself that he didn't completely botch such a minor task.

While he is an Arcanist which equals Sorc + Wizard, he casts from the Witch spell list due to one of his 2 archetypes. And shield isn't on the witch list. So UMD.  But it is on Hep's Bloodrager list, so she can do it without UMD.


Season of Ghosts

Hepsubia declares the pendant to be worthless, but Maria isn't so sure - especially what with it having a magical aura and all. She isn't certain about the exact magical properties but a simple appraisal of the item itself and the component materials makes it clear that it isn't worthless at all - in fact, she's confident that it'd fetch at least 1,000 gold or more.

After taking a few minutes to shore up defenses, mend what few wounds you suffered, and watch the asura's soul depart to wherever such souls go, you head back to town to report your success to Ungala. She's quite pleased by your efforts and agrees to join your cause and help with the planned blockade against the Aspis.

Having secured the cooperation of both Ungala and Erwyn you quickly work together with them as well as with Guaril to make sure everything is in place to begin the blockade. "Now that things are all set, you'll need to get out of Bloodcove and give the signal," Guaril explains. "You'll also want to get out before the Aspis can properly retaliate - because by now, they're surely aware that something is amiss and will be on high alert. You won't be able to travel through the harbor, it's too risky. I'd recommend either traveling on foot or taking a boat up the Vanji River to the meeting point with Fola and her people."

"May I suggest something?" Erwyn asks. "If you're feeling brave, you might try laying a false trail for the Aspis. It could buy you some additional time to get out and away from Bloodcove."

"Or it could just slow them down and waste time they already have in short supply," Ungala points out.

Guaril looks at the two and then at the group. "As with your choice of escape route, I trust you to use your best judgement on leaving a false trail or not."
______________

You've got a choice to make: flee Bloodcove on foot or flee via the river. Once you decide on a path, if you wish, you can attempt a Survival check or make creative use of magic to create a false trail. Succeeding at this will buy you some extra time, while failing will slow you down.

Dark Archive

Male N Samsaran Arcanist (Unlettered / Twilight Sage) 6 | HP: 32 / 32 | AC: 13 (T 13, FF 11) CMD: 16 |F: +3, R: +5, W: +8| Speed 30ft Spells: 1st 7/7 2nd 6/6 3rd 3/3 | Arcane Reservoir 9/12 | Active conditions: none

"We would ... be inclined to take ..." the pause turns extra long as if he hadn't actually decided before speaking. "... the river," Doc finally finishes with a look to Malachi. "I trust ... our Captain's ... skills ... in that environment."

His vote given, he and Hogo turn to a discussion of the nuances of what they learned from the asura's passing, and he forgets to even vote on leaving a false trail or not.

No opinion on the false trail option. He's not trained in Survival, and his magics aren't useful for that. 

The Exchange

active effects:
tentacles (8h), water breathing (10h), barkskin +3 (60m), ext. heroism (160m), longstrider (6h), bulls strength (6m)
Male Tengu Barbarian (untamed rager) 3/Brawler (snakebite striker) 1/Druid (kraken caller) 4 | AC 23 T 13 FF 20 | HP [71/71] 60/71 | F +16 R +13 W +12 +2F/W rage| Init +3 | Perc +17 (20 in bright light) lowlight vision | rage (7/16) | supplies (4/7)

"Eh, you're a good shipmate, yes!" Malachi claps the Doctor on the back and turns to Guaril and the pathfinders' new allies.

"Of course the waterway is my preference. But I may need a vessel, yes." Mal taps his tricorne. "I think Besmara's Grace has used her magic today already."

Malachi's tricorne can only transform into a boat once per day. I think we're not yet a day past the escape from the warehouse.

"I could put the aspis off our trail, yes."

Mal's got reasonable Survival, but not stellar.

Dark Archive

HP 39 (-16, +4 to stabilize) | Mods: Many, see profile | LN Elf Zen Empiricist 6 | AC/Tch/FF 18/13/15 (+1 vs. Traps) | CMD 17 (+5 v grapple, talisman?)| F/R/W +7/+12/+10 (Inspiration? Immune to Sleep, +1 vs. Traps, +2 vs. Enchants, +2 & Int? vs. Illusions) | Speed 30ft | Inspiration Pool 8/8, 2 Star Reroll 1/1, Perfect Strike: 0/3, Enduring Scholar 1/1 | Init +5 | Perc: 14+1d6 (+1 vs. traps), SM: 14+1d6

Maria agrees so far, ”With our Captain here, a river passage seems to be an advantage. As for the false trail, that would be one thing I have very little experience in. I never did well in tracking training.”

Vote boat, no survival check.

Grand Lodge

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N Grippli Shaman 6 | HP 39/39 | AC 19 T 14 FF 16 | CMB +1, CMD 14 | F: +5, R: +7, W: +13 | Init: +3 | Perc: +23, SM: +18, Darkvision 60 ft | Speed 30ft | Spells: 1st 5/5 2nd 5/5 3rd 3/3 | Spirit Magic 1st 1/1 2nd 1/1 3rd 1/1 | *Monstrous Insight 3/3 Teamwork 3/3 | Wandering Spirit: Lore | Active conditions: None

"Assist us, the spirits may." The Grandfrogger looks over the nearby woods with large red eyes. "Bend their trunks to create signs of passage, they might."

The Grandfrogger's decent at Survival (+10) and has warp wood prepared. I could imagine it being used as he's describing here to create false signs of passage - scraped trunks, bent saplings, etc. - or to target small-but-essential parts of boats to render them inoperable (perhaps with some guidance from a professional sailor as to what exactly to warp). He's also got the ability to speak with seagulls - if we can somehow get the birds to identify the Aspis folks, just telling them they've got food under their hats and in their hair might be enough to work a flock into a frenzy. XD

Liberty's Edge

Female Elf Rogue/Alchemist/Skald/Bloodrager/ Occultist (2/1/1/1/1) Init +4 HP 42 AC 19 T 14 FF 15 Fort+3 Ref +8 Will +3 Per +6 Spd 30 (40)

I don't have a boat, but I can steal one, or at least die trying. Maybe Maria and I could create a few alchemical tricks?

Dark Archive

LG Male Shabti Paladin 2/Medium 4 | HP 6/55 | AC 22 (26) T 12 (16) FF 20 (24) | F +13 R +8 W +14 (+2 vs. fear) | CMD/B 20/+8 | Init +2 | Per +5 (dark vision 60 ft) SM +4 | Speed 20 ft | Seance Invocation 5/11 | Influence 1| Smite 1/1 | LOH 5/5 | WC 5/5 | Shirt Re-Roll 0/1 | Active Conditions: endure elements (hot), spell drinker (available), Champion, Smite Evil (Michiko), Legacy of the Princess

"Nolaria could help with creating a false trail," Zithembe says, referencing the Erastilian priestess who accompanies him.

Survival +6


Season of Ghosts

GM Screen:

GF Survival: 1d20 + 10 ⇒ (11) + 10 = 21
Nolaria Survival Aid: 1d20 + 6 ⇒ (17) + 6 = 23

K Stealth: 1d20 + 18 ⇒ (10) + 18 = 28
N Stealth: 1d20 + 5 ⇒ (8) + 5 = 13

Zithembe Perc.: 1d20 + 4 ⇒ (8) + 4 = 12
Hepsubia Perc.: 1d20 + 6 ⇒ (6) + 6 = 12
Maria Perc.: 1d20 + 14 + 1d6 ⇒ (4) + 14 + (5) = 23 +2 vs. traps, +2 H.A.?
Dr. O’Mayga Perc.: 1d20 + 10 ⇒ (13) + 10 = 23
Malachi Perc.: 1d20 + 13 ⇒ (7) + 13 = 20 +3 bright light
The Grandfrogger Perc: 1d20 + 17 ⇒ (9) + 17 = 26

"Taking the river, then? Good choice, I'd probably do the same," Guaril nods approvingly. "Don't worry about the boat part, we've got something small you can use for that."

With a rough plan in mind, you quickly make some preparations before departure. Working together and with the use of some magic, Grandfrogger and Nolaria are able to lay a false trail that implies that you've opted to travel out towards the sea rather than back up the river. There may or may not also be creative use of seagulls involved; after all, seagulls often go into a frenzy when they suspect that there's tasty food to be had, right?

Whatever the case, you all board the small craft offered to you by Guaril and set out from Bloodcove, headed up the river. It's obviously somewhat slower going than you'd like due to having to sail against the current but you move along without any issues. There's a fair bit of wildlife to be seen along the riverbanks and in the water - mostly waterfowl, snakes, and the like - but you don't encounter any people.

The river's geography is, of course, somewhat varied as well. While the river is fairly wide at most points, there are some narrower stretches to pass through. You reach just such a section, where the mangroves encroach deep into the river and form a stretch of mossy banks.

Escaping Bloodcove
______________

Because your GM thinks it would be really neat, please adjust your tokens on the boat for wherever you'd like to be on the boat~

Dark Archive

HP 39 (-16, +4 to stabilize) | Mods: Many, see profile | LN Elf Zen Empiricist 6 | AC/Tch/FF 18/13/15 (+1 vs. Traps) | CMD 17 (+5 v grapple, talisman?)| F/R/W +7/+12/+10 (Inspiration? Immune to Sleep, +1 vs. Traps, +2 vs. Enchants, +2 & Int? vs. Illusions) | Speed 30ft | Inspiration Pool 8/8, 2 Star Reroll 1/1, Perfect Strike: 0/3, Enduring Scholar 1/1 | Init +5 | Perc: 14+1d6 (+1 vs. traps), SM: 14+1d6

Maria takes a spot at the bow to keep careful watch for all sorts of dangers. She speaks quietly as they sail, ”It isn’t just enemies I am worried about. Sunken logs sink or capsize more boats in rivers than any other cause. You need to look for subtle ripples or humps in the murky water.”

If it has been an hour since our combat, Maria will use a second alchemical allocation to keep up her +10 perception boost. No Heightened Awareness though, it would probably just burn up a lot of charges.

The Exchange

active effects:
tentacles (8h), water breathing (10h), barkskin +3 (60m), ext. heroism (160m), longstrider (6h), bulls strength (6m)
Male Tengu Barbarian (untamed rager) 3/Brawler (snakebite striker) 1/Druid (kraken caller) 4 | AC 23 T 13 FF 20 | HP [71/71] 60/71 | F +16 R +13 W +12 +2F/W rage| Init +3 | Perc +17 (20 in bright light) lowlight vision | rage (7/16) | supplies (4/7)

The Captain takes the wheel on the stern.

"Watch the banks, yes! You never know who might want to tax honest merchants just sailing their cargo upriver!"

The Exchange

F very rare parrot-hawk familiar (emissary) 4 | AC 17 T 15 FF 14 | HP 35/35 | F +9 R +7 W +7 | CMD 16 | Init +3 | Perc +21 (10) lowlight vision

Meanwhile, Polly the very rare parrot-hawk flies overhead, keeping her eye on the boat and surrounds.

Dark Archive

Male N Samsaran Arcanist (Unlettered / Twilight Sage) 6 | HP: 32 / 32 | AC: 13 (T 13, FF 11) CMD: 16 |F: +3, R: +5, W: +8| Speed 30ft Spells: 1st 7/7 2nd 6/6 3rd 3/3 | Arcane Reservoir 9/12 | Active conditions: none

Asa they board the small boat, Doc seems less sure of this plan than he did back in the nice, dry lodge. He consoles himself with the knowledge that if anything attacks them, Malachi will likely make short work of it in the water. And to help with that, he sits down for a little chat with Hogo about swapping some spells.

Swapping out burning hands and preparing marid's mastery by spending an arcane point and taking a single full round. 

That done, the pair take a position near the Captain so they can buff him up in case a fight in the water breaks out.

And to be at the stern just in case they get seasick....

Dark Archive

LG Male Shabti Paladin 2/Medium 4 | HP 6/55 | AC 22 (26) T 12 (16) FF 20 (24) | F +13 R +8 W +14 (+2 vs. fear) | CMD/B 20/+8 | Init +2 | Per +5 (dark vision 60 ft) SM +4 | Speed 20 ft | Seance Invocation 5/11 | Influence 1| Smite 1/1 | LOH 5/5 | WC 5/5 | Shirt Re-Roll 0/1 | Active Conditions: endure elements (hot), spell drinker (available), Champion, Smite Evil (Michiko), Legacy of the Princess

Zithembe climbs to a post where he has a good view of either riverbank and the deck of the boat.


Season of Ghosts

Thanks for the reminder about the +10 perception Maria.

GM Screen:

Zithembe Init: 1d20 + 2 ⇒ (16) + 2 = 18
Hepsubia Init: 1d20 + 4 ⇒ (14) + 4 = 18
Maria Init: 1d20 + 5 ⇒ (14) + 5 = 19
Dr. O’Mayga Init: 1d20 + 6 ⇒ (20) + 6 = 26
Malachi Init: 1d20 + 3 ⇒ (20) + 3 = 23
The Grandfrogger Init: 1d20 + 7 ⇒ (2) + 7 = 9

K Init: 1d20 + 10 ⇒ (8) + 10 = 18
N Init: 1d20 + 3 ⇒ (10) + 3 = 13

As the boat is forced to slow down due to the narrowing of the river, several of you notice a particularly large snake lying along the bank that seems to be enjoying the afternoon sun. But only Maria notices the man lurking among the mangroves just a few feet away from the snake, bow in hand...

Doc, Malachi, Maria, & Grandfrogger are all aware of the snake. Maria is the only one currently aware of the dude.
______________

Surprise Round

Doc (Snake Only)
Malachi (Snake Only)
Maria (Snake + Dude)

==============
Kemendu
==============
Hepsubia
Zithembe
==============
Netto
==============
Grandfrogger (Snake Only)

Active Conditions:

Environment: Dark Green = Normal Terrain, Light Green = Deep Bog

Doc, Malachi, Maria may act!

Escaping Bloodcove

Dark Archive

HP 39 (-16, +4 to stabilize) | Mods: Many, see profile | LN Elf Zen Empiricist 6 | AC/Tch/FF 18/13/15 (+1 vs. Traps) | CMD 17 (+5 v grapple, talisman?)| F/R/W +7/+12/+10 (Inspiration? Immune to Sleep, +1 vs. Traps, +2 vs. Enchants, +2 & Int? vs. Illusions) | Speed 30ft | Inspiration Pool 8/8, 2 Star Reroll 1/1, Perfect Strike: 0/3, Enduring Scholar 1/1 | Init +5 | Perc: 14+1d6 (+1 vs. traps), SM: 14+1d6

The elf drops prone (free), ”Archer in the woods with the snake, watch out!” She slams an extract (standard) and reconsiders what she should have made this morning instead.

Bomber’s Eye Extract.

Knowledge: Local + Inspiration Man: 1d20 + 11 + 1d6 ⇒ (16) + 11 + (6) = 33
Knowledge: Nature + Inspiration Snake: 1d20 + 12 + 1d6 ⇒ (16) + 12 + (2) = 30

Not expecting much info, maybe special attacks from the snake is about all that matters here?

Dark Archive

Male N Samsaran Arcanist (Unlettered / Twilight Sage) 6 | HP: 32 / 32 | AC: 13 (T 13, FF 11) CMD: 16 |F: +3, R: +5, W: +8| Speed 30ft Spells: 1st 7/7 2nd 6/6 3rd 3/3 | Arcane Reservoir 9/12 | Active conditions: none

Doc spots the Really Big Snake along the shore, and then his eyes catch sight of the archer when Maria points him out. He already knew what he was going to do, but that certainly helped.

"Captain ... go get 'em ... as they say." Through he's not really sure who says that, he's sure he's heard it somewhere.

Hogo tugs on his ear to remind him to Cast the Dang Spell, which he does immediately before moving to the middle of the boat and dropping down to take cover from the archer behind the gunwales.

As planned, casting marid's mastery  on Malachi for the epic water battle. 

The Exchange

active effects:
tentacles (8h), water breathing (10h), barkskin +3 (60m), ext. heroism (160m), longstrider (6h), bulls strength (6m)
Male Tengu Barbarian (untamed rager) 3/Brawler (snakebite striker) 1/Druid (kraken caller) 4 | AC 23 T 13 FF 20 | HP [71/71] 60/71 | F +16 R +13 W +12 +2F/W rage| Init +3 | Perc +17 (20 in bright light) lowlight vision | rage (7/16) | supplies (4/7)

"Eh, just one archer? I see the snake, yes. Aspis?"

Malachi invokes Besmara's bounty, enhancing both his vision and his bowskill, in case the archer should be foolish enough to exchange fire.

"Eh, we'll be on our way, yes!" he calls over to the bank.

Standard to cast Aspect of the Falcon.

"If I take the snake in the water, someone still has to tackle the archer" the Captain remarks to Hogo - assuming that the creature can understand him.

Mal will be happy to engage in the water of course ;)

Dark Archive

Male N Samsaran Arcanist (Unlettered / Twilight Sage) 6 | HP: 32 / 32 | AC: 13 (T 13, FF 11) CMD: 16 |F: +3, R: +5, W: +8| Speed 30ft Spells: 1st 7/7 2nd 6/6 3rd 3/3 | Arcane Reservoir 9/12 | Active conditions: none

Technically the familiar can only communicate with its Master in their special shared language. But Hogo gets the gist of the Captain's comment.

"I would not ... worry about the ... archer, Captain. As I trust you ... to vanquish the snake, ... I trust that ... the Wasp's bow ... will suffice."

"Hush you ... I am not ... 'gushing' over her. ... Merely commenting on ... her skill."

Hogo continues to giggle in spite of the denial.


Season of Ghosts

Raising the alarm, Maria chugs an extract and considers what she might know about both the man and the snake. She can tell that the man is a human male and looks to be a local based on his manner of dress as well as facial markings/tattoos. What she's less certain of, but feels is likely, is that he's some manner of outdoorsman with a connection to the natural world, given the bow and presence of the large snake.

Speaking of the snake, Maria is confident that it's a species of constrictor and can surely use its strike to grab hold of prey and, well, constrict it. Otherwise, such creatures are largely unremarkable with no particular weaknesses or defenses.

Doc and Malachi, though they can't immediately spot the hidden man, prepare for battle. Doc applies a useful enchantment to Malachi and Malachi applies another one to himself.

"Sharp eyes, but they won't save you or your friends!"

The man that Maria spotted makes himself known as he fires a series of shots from his bow, striking Doc multiple times!

Not a mistake, he's got a way to do this even during a surprise round.

Kemendu vs. Doc (MS, RS): 1d20 + 17 - 2 ⇒ (2) + 17 - 2 = 17
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

Kemendu vs. Doc (MS, RS): 1d20 + 12 - 2 ⇒ (19) + 12 - 2 = 29
Damage: 1d8 + 2 ⇒ (4) + 2 = 6

Kemendu vs. Doc (MS, RS): 1d20 + 17 - 2 ⇒ (9) + 17 - 2 = 24
Damage: 1d8 + 2 ⇒ (1) + 2 = 3

Doc also feels a strange sensation come over him - one of the arrows must have been enchanted!

Doc make a DC 13 Will or be affected by Silence (as the spell) for 5 rounds.
______________

Surprise Round

Doc (-19; Pending DC 13 Will)
Malachi (AotF, Marid’s Mastery)
Maria (Bomber’s Eye)
==============
Kemendu
==============
Hepsubia
Zithembe
==============
Netto
==============
Grandfrogger

Active Conditions:

Environment: Dark Green = Normal Terrain, Light Green = Deep Bog

The Grandfrogger may act!

Escaping Bloodcove

Dark Archive

Male N Samsaran Arcanist (Unlettered / Twilight Sage) 6 | HP: 32 / 32 | AC: 13 (T 13, FF 11) CMD: 16 |F: +3, R: +5, W: +8| Speed 30ft Spells: 1st 7/7 2nd 6/6 3rd 3/3 | Arcane Reservoir 9/12 | Active conditions: none

Will save DC 13: 1d20 + 8 ⇒ (8) + 8 = 16

Doc shrugs off the magical effects of the arrows, but not the pointy effects.

Liberty's Edge

Female Elf Rogue/Alchemist/Skald/Bloodrager/ Occultist (2/1/1/1/1) Init +4 HP 42 AC 19 T 14 FF 15 Fort+3 Ref +8 Will +3 Per +6 Spd 30 (40)

Neither Zith nor I have acted, is that normal?

Grand Lodge

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N Grippli Shaman 6 | HP 39/39 | AC 19 T 14 FF 16 | CMB +1, CMD 14 | F: +5, R: +7, W: +13 | Init: +3 | Perc: +23, SM: +18, Darkvision 60 ft | Speed 30ft | Spells: 1st 5/5 2nd 5/5 3rd 3/3 | Spirit Magic 1st 1/1 2nd 1/1 3rd 1/1 | *Monstrous Insight 3/3 Teamwork 3/3 | Wandering Spirit: Lore | Active conditions: None

I think it's the surprise round still?

The Grandfrogger waits to summon a wall of howling wind, knowing it will hamper the Pathfinder archers as much as their attacker. Instead he begins to chant in the Grippli tongue. Above him, a swirl of cloud and sunlight manifests into a sandal that flies at the archer as if hurled by an unseen hand.

Spiritual Weapon vs Red AC: 1d20 + 12 ⇒ (5) + 12 = 17
Force damage: 1d8 + 2 ⇒ (4) + 2 = 6

Standard action to cast spiritual weapon.

Dark Archive

Male N Samsaran Arcanist (Unlettered / Twilight Sage) 6 | HP: 32 / 32 | AC: 13 (T 13, FF 11) CMD: 16 |F: +3, R: +5, W: +8| Speed 30ft Spells: 1st 7/7 2nd 6/6 3rd 3/3 | Arcane Reservoir 9/12 | Active conditions: none
GM Ladile wrote:
Not a mistake, he's got a way to do this even during a surprise round.

Seems the NPC has some shenanigans that our GM is thoroughly enjoying getting to play with. Shooting an innocent Doctor! Medics are supposed to be off limits under the Geneva Convention! 


Season of Ghosts

The Grandfrogger conjures spectral footwear and attempts to slap the archer upside the head with it, but the man manages to duck out of the way.

"Nice trick, reminds me of my ouma! But you'll have to do better than that," the archer calls out.
______________

Round 1

Doc (-19)
Malachi (AotF, Marid’s Mastery)
Maria (Bomber’s Eye)

==============
Kemendu
==============
Hepsubia
Zithembe
==============
Netto
==============
Grandfrogger

Active Conditions: None

Environment: Dark Green = Normal Terrain, Light Green = Deep Bog

Doc, Malachi, Maria may act!

Escaping Bloodcove

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