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

Game Master Lady Ladile

Current Scenario: #3-16 The Midnight Mauler

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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 removes a maple wand from his belt--one in which he is proficient--and activates the magic so that he may at least understand the spirit's words.

"Sleeping Sword," Zithembe nods and says, "Please ask the spirit if he desires to be set free or to remain as he is."

Activate wand of comprehend languages.

Silver Crusade

active effects:
M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 6 / cleric (crusader) 1 | AC 17 T 17 FF 15 | HP 58/58 | F +9 R +8 W +12 | CMD 28 | Init +2 | Perc +14 darkvision 60', lowlight vision | ki 7/7 | kick 6/6 | rest 7/7

Sleeping Sword accepts Zithembe's advice and adds still in Tien

"The Empress of Heaven has given us the power to release you and Lady Michiko. There is in this place a source of corruption - I sense it, you must also. We can purge the corruption at its source and free you both. Or will you choose to remain as you are?"

Grand Lodge

Infernal Infiltration : Impossible Playtest

Maria:
Greater Shadows are obviously undead and clearly (heh) incorporeal. They can resist channeled energy and have all the standard immunities of Undead. It can fly well and can easily attack while flying. It can’t actually harm one’s health, but instead it saps the Strength of anyone it touches.

This is a negative energy effect, and the target dies if the total Strength damage dealt equals or exceeds its actual Strength score.

Oh, and if you die from having all your strength drained away, you come back as a shadow under its control in a matter of seconds (1d4 rounds).
====End Spoiler====

The ghostly spirit looks at Zithembe when the jade man speaks.

"I speak ... tongue of this land," it says in halting and broken Taldane before switching back to Tien to address Sleeping Sword. "But I have not used it in ... too many years. I appreciate that you speak the language of our motherland and would like to continue this way."

It floats a bit, silently considering Zithembe's and Sleeping Sword's offer as it stares at the found holy symbol that Sleeping Sword holds.

"I would go to the embrace of the Empress of Heaven if it were up to me. But I cannot abandon Lady Michiko." He again looks down the corridor to the south. "And she will not go willingly," he finishes sadly.

"As you say, there is a corruption here. We came here to fight things like this. She and her sisters at the vanguard of our great and committed army. I was their Sōchō…” He pauses. ”Have I been this way for so long that I have lost all honor?” he asks rhetorically. ”I am - or was - Sōchō Sumidagawa Ito,” the Sergeant Major says with a deep bow of his translucent body to Sleeping Sword followed by a second slightly less deep bow to the rest of you.

There’s a Very Hard skill check called for here: either Intimidate, Knowledge (Religion) or Diplomacy. Sleeping Sword has a special bonuses as a cleric of Shizuru but in the end he just doesn’t have the skill set to get to the DC, so it might make sense for someone else to try and let him Aid. Hep’s speech counts as an Aid already. Maria rolled Aid earlier, but obviously she can’t Aid herself (though TBH, she using Religion or Zith using Diplo have the only real chances of success even with bonuses and Aids).

Pronunciation Note: When used in Japanese transliteration, a line above a character - such as the ō in Nitō-Gunsō - means that the letter is pronounced distinctly twice. So this would be “Nee-toh-oh Gun-soh-oh.”

Sergeant Major Sumidagawa is speaking Tien. Since half of the party speak Tien also, I’ll assume they are translating for the rest of you rather than doing spoilers. If Sleeping Sword, Maria, or Hepsubia do address him directly, please specify if you are speaking in Tien or not as bonuses apply. Please and Thank you.

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

Knowledge (religion) to Aid vs DC 10: 1d20 + 10 ⇒ (11) + 10 = 21

"Walk our paths alone, we all must sometimes. But required to walk them without light, we are not. Be the light to your lady, you can."

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

"I respect your commitment to the Lady Michiko," Zithembe says. His eyes transform into opals as the residual noble spirits in the stones of the tombs join him. "If she will not go willingly to the next stage because of the corruption in this tomb or her years spent suffering, then her resistance is not truly a choice. Please allow us to set both of you free."

Diplomacy, Spiritual Parlay (unnamed), Marshal (unnamed), Zepha's Blessing (sacred): 1d20 + 13 + 2 + 2 + 2 ⇒ (11) + 13 + 2 + 2 + 2 = 30 + any Aid + 2 more if good-aligned from Planar Infusion (heaven) + Surge, Marshal: 1d6 + 2 ⇒ (5) + 2 = 7

If 30 + any Aid bonus + possible 2 more if Ito is good-aligned fails, then Spirit Surge for +7 more. And let me know because it will affect stats for the rest of the scenario. :)

Dark Archive

HP 39 (-0, +5 to stabilize) | Mods: Elix of Vision 1 hr, HA 10m | LN Elf Zen Empiricist 6 | AC/Tch/FF 19/14/15 (+1 vs. Traps) | CMD 18 (talisman?)| F/R/W +7/+13/+10 | Speed 30ft | Inspiration Pool 8/8, 2 Star Reroll 1/1, Perfect Strike: 3/3, Enduring Scholar 1/1 | Init +6 | Perc: 24+1d6 (+1 vs. traps), SM: 14+1d6

Maria, as usual, just keeps translating and lets Zithembe do the talking. Sure, she could write a novel or give a long boring academic lecture about the related religion, but the Shabti generally just has a better handle on a convincing argument.

Even before that roll/result I was planning on putting my effort into an Aid for Zithembe (just using her initial one if ok). And his modifiers are a lot higher than Maria's own religion mods (amazing as they may be :D) so it makes more sense to have him go.

Silver Crusade

1 person marked this as a favorite.
active effects:
M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 6 / cleric (crusader) 1 | AC 17 T 17 FF 15 | HP 58/58 | F +9 R +8 W +12 | CMD 28 | Init +2 | Perc +14 darkvision 60', lowlight vision | ki 7/7 | kick 6/6 | rest 7/7

The old monk feels intense discomfort at the experience of an undead spirit - an embodiment of evil that he is sworn to cleanse from the world and a reminder of his own accursed origin - addressing him with sincerity and honour. Sleeping Sword pushes the knowledge that the Sōchō's own curse may be the result of his loyalty to his mistress to one side, and meditates upon his training. His eyelids droop down...

"「眠れる剣の道」には、「忠誠ほど高貴で尊いものはない」と書かれています。"

Tien:
"The Way of the Sleeping Sword says: nothing is more noble, nothing more venerable, than loyalty."

Actually it was Cicero.

Know.religion, Aid: 1d20 + 4 ⇒ (3) + 4 = 7

The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (6/12), Wings (10 min/day), L1: 5/5, L2: 4/4 l Init +6 l Senses: Perception +12, Darkvision 60 ft., Low-Light Vision I Female NG Vine Leshy Alchemist (Herbalist) 6 l Active Conditions:

Soddy remains quiet during most of the conversation, having a vague sense - perhaps a remnant of a past life - that sometimes the best thing to do is simply listen rather than talk. But as Sumidagawa's distress at his position becomes more obvious, she finally has something to say.

"Some spirits live on, or take new forms, and that's okay if it's their choice. But your vessels returned to the earth and your spirits got stuck here instead of going where they were meant to go. You never got a choice and neither did Lady Michiko and that wasn't fair. But do you think she would have really wanted herself or you or anyone else she cared about to stay here and become like you are now?"

Diplomacy (Aid Another): 1d20 + 11 ⇒ (3) + 11 = 14

Her thoughts expressed, she pauses and then tugs on the sleeve of whichever party interpreter is standing closest. "Tell him that's what I say, okay?" she whispers.

Grand Lodge

Infernal Infiltration : Impossible Playtest

The shadowy Sōchō listens to each of your wise words. He nods in agreement at the Grandfrogger’s advise. He hears Soddy speaking, and though he catches the jist of it in his nearly forgotten Taldane, he waits patiently and politely for the translation. He bows to the little leshy in thanks before turning to Sleeping Sword. The monk’s words don’t seem to help much, but the simple fact that he is a priest of Shizuru who wishes him to “do the right thing” is enough to sway him a little more.

When Zithembe finishes, Sōchō Sumidagawa pauses as he considers the shabti’s words and the spiritual force behind them. ”You are … correct. She is … bound here … by the evil,” he begins in Common as a sign of respect before switching back to Tien. ”My apologies, I lack the skill to continue in your tongue. Yes, as you say, it is no longer a free and fair choice - for her or us her troops. It is time. I am sure you understand that I cannot assist you against her directly. That would truly be a dishonor.”

The Sergeant Major begins to slowly move out of the room into the corridor to the south. ”Follow me, though, please,” he says as he quickly ducks around the corner into a room off to the side. Piles of bones, generally sorted by type, litter this chamber. A tibia sharpened to a point lies near a circle scratched on the ground. Sumidagawa points to a pile of jawbones and tells you to look underneath. There you find a small cache ot items that he hopes will help you to cleanse this place.

One searing arrow, an aegis of recovery, and an immovable rod lie within. He tells you that he doesn’t think the arrow will work well against Michiko. ”The corruption has changed her. She seems aligned more closely to Fumeiyoshi than Our Empress,” he tells Sleeping Sword with sadness in his words.

”There are two others who attend her. Both were Ittō-Hei and served as couriers on the battlefield. They will fight to the death to protect her.” He pauses. ”As I would have once before.”

The spirit of the once-loyal soldier floats out of the room. ”The source of the corruption is in the south of the Hall. You will feel it - you especially so,” he says to Sleeping Sword. ”I will await you at the fortress entrance. Send my General to the Empress of Heaven, and I will follow her willingly.”

Spirit Surge not needed. With everyone in the party succeeding on their Aid plus other scenario bonuses, you beat the DC by 10. Crit Success! Oh, wait, wrong system.

Trivial Knowledge of Religion for this Party: Fumeiyoshi, the Lord of Envy, is an evil deity and god of dishonor. Originally the god of night and brother of the moon god Tsukiyo, Fumeiyoshi grew jealous of Shizuru’s love for Tsukiyo and slew his brother in a fit of rage. When Shizuru returned Tsukiyo to life, she stripped Fumeiyoshi of his position and banished him to her brother’s grave, decreeing that he would always envy his betters, as the restless dead do the living. Fumeiyoshi is considered the patron of oni and the undead, and of those paladins and samurai who have been dishonored or have fallen from grace.

You find yourselves in the ossuary just one room north of where Sōchō Sumidagawa says you will find Lady Michiko.

The current map, rotated to fit on the slide better. North is to the Left.

Silver Crusade

active effects:
M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 6 / cleric (crusader) 1 | AC 17 T 17 FF 15 | HP 58/58 | F +9 R +8 W +12 | CMD 28 | Init +2 | Perc +14 darkvision 60', lowlight vision | ki 7/7 | kick 6/6 | rest 7/7

"Thank you, noble Zithembe, and all of you" Sleeping Sword says as the lost sergeant-major retreats. "My words have never been as sharp as my blade."

"It is time to grant the final sleep to Lady Michiko and her attendants. Zithembe, have you any sense of how long the ritual we have been given will take to enact?"

Sleeping Sword will certainly refresh his Shield of Faith before venturing into Lady Michiko's chamber, and he will also cast Deathwatch.

Grandfrogger, you may use Sleeping Sword's wand of Bless whenever you see fit, it has plenty of charges left (43).

Dark Archive

HP 39 (-0, +5 to stabilize) | Mods: Elix of Vision 1 hr, HA 10m | LN Elf Zen Empiricist 6 | AC/Tch/FF 19/14/15 (+1 vs. Traps) | CMD 18 (talisman?)| F/R/W +7/+13/+10 | Speed 30ft | Inspiration Pool 8/8, 2 Star Reroll 1/1, Perfect Strike: 3/3, Enduring Scholar 1/1 | Init +6 | Perc: 24+1d6 (+1 vs. traps), SM: 14+1d6

Maria hands the Aegis to Hepsubia, ”If you won’t take more healing, at least wear this.”

She anoints ten arrows with holy weapon balm right before they go in, including the searing arrow and the two holy arrows she got earlier.

Maybe Grandfrogger use your CSW wand on Hep? GM, how much time since the start of the last fight?

Liberty's Edge

Female Elf Rogue/Alchemist/Skald/Bloodrager/ Occultist (2/1/1/1/1) Init +4 (+5) HP 42 (48) AC 19 (20) T 14 (15)FF 15 (16)Fort+3 (+4)Ref +8 (+9)Will +3 Per +6 Spd 30 (40)

Yes, some healing would be welcome, if you don't mind. I can still sing to help our weapons fight against ghost, if needed

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 nods and produces a willow wand.

Cure Light Wounds to Hepsubia: 5d8 + 5 ⇒ (7, 8, 6, 2, 6) + 5 = 34

Then as the group prepares for combat, he produces Sleeping Sword's wand from his belt and draws forth its different, but similar magic.

Casting bless.

The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (6/12), Wings (10 min/day), L1: 5/5, L2: 4/4 l Init +6 l Senses: Perception +12, Darkvision 60 ft., Low-Light Vision I Female NG Vine Leshy Alchemist (Herbalist) 6 l Active Conditions:

"That went as well as could be expected, didn't it?"

Soddy muses for a moment and then begins rattling around in her bag of extracts. "I have some things that might help if anyone wants one," she remarks, pulling out two small vials and holding them up.
______________

Soddy's got one infusion each of Barkskin and Blur available~

Silver Crusade

active effects:
M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 6 / cleric (crusader) 1 | AC 17 T 17 FF 15 | HP 58/58 | F +9 R +8 W +12 | CMD 28 | Init +2 | Perc +14 darkvision 60', lowlight vision | ki 7/7 | kick 6/6 | rest 7/7

"This talisman will ward me" Sleeping Sword says, touching the Gravewatch Pendant. "Perhaps good Zithembe will benefit from your potions?"

Already got Barkskin up from ki power, and I also have a boon that activates Blur if needed :)

Grand Lodge

Infernal Infiltration : Impossible Playtest
Maria Kuerlara wrote:
GM, how much time since the start of the last fight?

Sorry, I should have answered this earlier. Umm, more than rounds obviously, but less than 1 hour, I think. You did chat with the Sergeant Major and spend time identifying the loot and buffing and healing.

Zithembe leads the way down the dark hallway with Sleeping Sword and the others close behind him. As he enters, he first notes that carved on the walls are hundreds of names from dozens of cultures and races. However, at some point some malicious creature scratched away many of the names, leaving large claw-marks. The next thing he notes are the three forms clustered in the far end of the hall. Two are without heads and wearing full plate armor over their otherwise corporeal bodies with Avistani-style longswords at their hips.

The other is an elven woman also in heavy steel armor. She bears three blades: the traditional samurai’s daishō of katana and wakizashi along with a larger naginata polearm. Her armor is blackened as if blasted by fire and the original holy symbol of Shizuru that adorned it has cracked and mostly fallen off, leaving a misshapen blast mark reminiscent of Fumeiyoshi’s unholy symbol. A slight orange glow seeps from the seams of the armor, as if the woman inside were on fire.

The three appear huddled around something near the corner, but it’s unclear what it is at this distance. At your entrance, the woman turns and languidly says in Tien, of course,”Who are you? Where is my Sōchō?” She doesn’t wait for an answer, but just calls out louder, ”Sumidagawa! Attend us! We have visitors who wish to join the service of Fumeiyoshi.”

The last thing that most of the party notices as they enter is the palpable sense of evil and death in the room.
Everyone except Soddy Daisy and Grandfrogger may make a Knowledge (Arcana) check if able. Sleeping Sword gets a +2 on this cause it feels different to him - in a stangely tingley way. The two that can’t are simply not in the aua. Yet.

Arcana DC 22:
There is a sacriligeous aura here, acting exactly as the spell desecrate to empower the undead. The source is unclear, but it certainly seems to fill nearly the entire room.

Knowledge (Religion) DC 17 to ID the minions.:
They are dullahans, lawful evil undead. Legends speak of their ability to curse their enemies. Those whose names the dullahan knows and speaks as they cast their curse have a harder time resisting the curse. Ask what else you want to know for each 5 over the DC.

Knowledge (Religion) DC 18 re: Lady Michiko:
She is an elf graveknight anitpaladin, also undead. Antipaladins are known for having powers nearly opposite of paladins. For instance, almost all have an aura of cowardice that can cancel out a good paladin’s aura of bravery and make others even more suseptible to fear. Ask what else you want to know for each 5 over the DC.

Who’s up?:

Grandfrogger Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Hepsubia Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Maria Initiative: 1d20 + 5 ⇒ (17) + 5 = 22
Sleeping Sword Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Soddy Daisy Initiative: 1d20 + 6 ⇒ (13) + 6 = 19
Zithembe Initiative: 1d20 + 2 ⇒ (20) + 2 = 22

Red (Lady Michiko) Initiative: 1d20 + 6 ⇒ (5) + 6 = 11
Green Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Blue Initiative: 1d20 + 2 ⇒ (2) + 2 = 4

Round 1
Bold May Act
Map: The Lady and the Troops
Conditions: None
Buffs: bless

Maria
Zithembe
Soddy Daisy
Hepsubia

Lady Michiko
Green

Sleeping Sword
Grandfrogger

Blue

Dark Archive

HP 39 (-0, +5 to stabilize) | Mods: Elix of Vision 1 hr, HA 10m | LN Elf Zen Empiricist 6 | AC/Tch/FF 19/14/15 (+1 vs. Traps) | CMD 18 (talisman?)| F/R/W +7/+13/+10 | Speed 30ft | Inspiration Pool 8/8, 2 Star Reroll 1/1, Perfect Strike: 3/3, Enduring Scholar 1/1 | Init +6 | Perc: 24+1d6 (+1 vs. traps), SM: 14+1d6

Knowledge: Arcana + Inspiration: 1d20 + 12 + 1d6 ⇒ (19) + 12 + (1) = 32

”Desecrate Aura, strengthens undead.”

Knowledge: Religion + Inspiration: 1d20 + 11 + 1d6 ⇒ (19) + 11 + (3) = 33

”The two are dullahans, lawful evil undead. Do not allow them to know our names, it gives them power.”

Resistances, Weaknesses, Special Attacks

Knowledge: Religion + Inspiration: 1d20 + 11 + 1d6 ⇒ (8) + 11 + (5) = 24

”The lady is an undead elf graveknight antipaladin. An aura that weakens one to fear, among other nasty things.”

Resistances

Liberty's Edge

Female Elf Rogue/Alchemist/Skald/Bloodrager/ Occultist (2/1/1/1/1) Init +4 (+5) HP 42 (48) AC 19 (20) T 14 (15)FF 15 (16)Fort+3 (+4)Ref +8 (+9)Will +3 Per +6 Spd 30 (40)

Know Religion: 1d20 + 2 + 2 + 1 ⇒ (15) + 2 + 2 + 1 = 20

I confirm. These don't live anymore. So spells against fear, attacks from afar and nicknames? You better call me Saul.

Silver Crusade

1 person marked this as a favorite.
active effects:
M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 6 / cleric (crusader) 1 | AC 17 T 17 FF 15 | HP 58/58 | F +9 R +8 W +12 | CMD 28 | Init +2 | Perc +14 darkvision 60', lowlight vision | ki 7/7 | kick 6/6 | rest 7/7

"Yohanatotsu Michiko" Sleeping Sword addresses the graveknight in Tien, "I come at the bidding of the Empress of Heaven to return you to Her light; to grant you and your soldiers the Sleep that you have been wrongly denied."

"Find the strength in your soul to cast off the curse of the Lord of Envy."

The old priest raises his skymetal katana in salute...

The Hunger is strong here, as if it dwells here as a thing in itself. Master it!

Not trained in Know.Arcana.

The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (6/12), Wings (10 min/day), L1: 5/5, L2: 4/4 l Init +6 l Senses: Perception +12, Darkvision 60 ft., Low-Light Vision I Female NG Vine Leshy Alchemist (Herbalist) 6 l Active Conditions:

With no one having taken her up on it earlier, Soddy quickly chugs one of her infusions, causing her form to become oddly blurry around the edges.

"They can do that?" Soddy stares at the two dullahans, clearly surprised by this information. "Hm...maybe I should change my name more often..."

The leshy holds her position, not wanting to get in the way of her taller companions who need room to maneuver and fight.
______________

Soddy drinks her infusion of Blur~

Grand Lodge

Infernal Infiltration : Impossible Playtest

Maria has likely read about dullahans before, as she quickly recalls that they resist both channeled positive energy and magic. On top of that they have no weaknesses. Their blades summon the cold of the grave itself, and they also have an aura related to fear though it operates differently than the graveknight’s.

Channel resistance, plus SR 18. Please go ahead and roll your Caster Level check if targeting them with spells that are subject to SR. Their longswords are treated as Keen and Frost. They have the Frightful Presence universal monster ability in a 30 foot aura that they must activate as a free action when attacking.

As she considers the undead graveknight, she recalls that they usually also resist channeled energy, and they also resist magic. Legends say that only magical weapons can affect a graveknight, and the hellish power of the armor makes her immune to sleep, cold, electricity, and fire effects. She’s also clearly undead, so she’d be immune to all the things a normal undead would be, too. Oh, and the armor can rejuvenate her once she is slain.

SR 19, so please roll your CL checks for targeting her also. DR 10/magic (yes, I copied that correctly this time.)

The lady listens to Sleeping Sword’s plea that she give up her un-life. She sneers at first, then spots the twin holy symbols he wears. ”That’s MINE! Grave robber! Thief! I will have the gift of my sisters returned!” she screams at the dhampir in Tien. Then she turns to the dullahans and says in Common, ”Kill the priest of the Slut of Heaven first. Whichever of you returns my symbol to me will be promoted to Sōchō, as it appears he has abandoned us.” The dullahans turn their … well, not their eyes, since they have no heads … but clearly turn their attention to the monk.

I would presume that Soddy Daisy could have chugged her potion as soon as she knew no one else was going to use it, and could thus ready an action instead if she doesn’t want to get up in the front.

Round 1
Bold May Act
Map: The Lady and the Troops
Conditions: None
Buffs: bless

Maria
Zithembe
Soddy Daisy (may retcon)
Hepsubia

Lady Michiko
Green

Sleeping Sword
Grandfrogger

Blue

Dark Archive

HP 39 (-0, +5 to stabilize) | Mods: Elix of Vision 1 hr, HA 10m | LN Elf Zen Empiricist 6 | AC/Tch/FF 19/14/15 (+1 vs. Traps) | CMD 18 (talisman?)| F/R/W +7/+13/+10 | Speed 30ft | Inspiration Pool 8/8, 2 Star Reroll 1/1, Perfect Strike: 3/3, Enduring Scholar 1/1 | Init +6 | Perc: 24+1d6 (+1 vs. traps), SM: 14+1d6

Maria speaks plainly in Tien, ”This is not the honorable way. This is not the elven way. You, my Lady, have lost your way. We will bring you back.”

With the last word she releases a blessed arrow, sending it at Lady Michiko.

Wasp + PBS + Bless vs FF?: 1d20 + 9 + 1 + 1 ⇒ (5) + 9 + 1 + 1 = 16 for Holy/Magic/Piercing/Cold Iron/Silver + Focused Shot + PBS + Holy: 1d8 + 1 + 4 + 1 + 2d6 ⇒ (3) + 1 + 4 + 1 + (1, 3) = 13

Grand Lodge

Infernal Infiltration : Impossible Playtest

For all the magics imbued in the arrow, it merely pings off the Tien-style lamelar steel armor from Hell and falls to the floor. The target of said arrow simply raises a single eyebrow scornfully at the elven archer.

I would presume that Soddy Daisy could have chugged her potion as soon as she knew no one else was going to use it, and could thus ready an action instead if she doesn’t want to get up in the front.

Round 1
Bold May Act
Map: The Lady and the Troops
Conditions: None
Buffs: bless

Maria
Zithembe
Soddy Daisy (may retcon)
Hepsubia

Lady Michiko
Green

Sleeping Sword
Grandfrogger

Blue

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 opens his mind to the remnant spirits not wholly lost to the evil of the place, and his copper eyes transform into polished rubies. He brandishes his sword toward Michiko as he strides into the middle of the room. "Lady Michiko, we have come to set your spirit free of its torture."

He raises his shield in defense of himself and his allies.

Swift: Spiritual Invocation (Champion)
Free: Smite Evil vs. Michiko
Move: 20 ft
Standard: Total Defense

AC 26 (30 vs. Michiko)/T 16 (20 vs. Michiko)/FF 20 (24 vs. Michiko)

Champion Boon: +2 to non-Spell Damage

The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (6/12), Wings (10 min/day), L1: 5/5, L2: 4/4 l Init +6 l Senses: Perception +12, Darkvision 60 ft., Low-Light Vision I Female NG Vine Leshy Alchemist (Herbalist) 6 l Active Conditions:

D'oh! Yes, that works for me, GM.

Having already made use of her infusion, Soddy simply readies to throw a seedpod - though she's not entirely sure how effective it'll be against undead such as these.

Readied Action:

Soddy throws at the first enemy to get within her PBS range.

Seedpod (Ranged Touch; PBS): 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
Damage (B; Seance): 3d6 + 1 + 2 ⇒ (1, 4, 3) + 1 + 2 = 11

Crit?: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16

Liberty's Edge

1 person marked this as a favorite.
Female Elf Rogue/Alchemist/Skald/Bloodrager/ Occultist (2/1/1/1/1) Init +4 (+5) HP 42 (48) AC 19 (20) T 14 (15)FF 15 (16)Fort+3 (+4)Ref +8 (+9)Will +3 Per +6 Spd 30 (40)

Hey, aren't we supposed fo fight sober? Oh yes, it would be wiser, and we don't do wise things here.

says Hepsubia as she looks at Soddy gulping something

well, cheers! time to take our vitamins and says your prayers, Brother!

The elf drinks a liquid of her own concoction, and her slight frame piles on muscles. She points a finger at the group of undeads, and takes a pose. She seems to grow a blonde mustache, while her hair recedes.

Whatchagonnado, brother, when the 35 inches cobras of Hepsumania will run wild on you?

Takes a Mutagen +4 Str/-2 Int,+2 AC.

Then she starts to sing and your weapons glow all yellow and red, fuelled by the power of Hepsumania!

Grand Lodge

Infernal Infiltration : Impossible Playtest

Zithembe strides forwards in challenge to the undead while calling on the support of other, more benign spirits. Soddy Daisy readies her seed pod, and Hep flexes and sings.*

Michiko-sama looks at Zithembe and says to her attendants, ”Mine,” with an evil laugh as she steps forward and unsheathes a katana similar in shape to Sleeping Sword’s but clearly unlike it in constuction. Her’s seems to suck the light and life from the very air around it. She then slashes it downward at the paladin.

Attack: 1d20 + 16 ⇒ (17) + 16 = 33
Damage, S and Cold: 1d8 + 10 + 2d6 ⇒ (3) + 10 + (5, 6) = 24

The blade bites deeply into his shoulder!

The nearest dullahan moves slowly in its heavy armor around and past the paladin clearly wanting to claim the prize she offers by killing the dhampir monk. It draws the longsword from its sheath as it moves, and it too seems to suck what little warth there is in this crypt from the room. Double move

As it closes in, Soddy throws her seed pod and nails the shot!***

Roll vs Soddy’s bomb effect: 1d20 ⇒ 6

Round 1
Bold May Act
Map: The Lady and the Troops
Conditions: None
Buffs: bless, Weapon Song**, Seance damage

Maria
Zithembe (-24, Can take AO vs Green)
Soddy Daisy
Hepsubia

Lady Michiko
Green (-12 plus crit damage, and seedpod effect)

Sleeping Sword
Grandfrogger

Blue

*Technically drinking a mutagen and starting weapon song are both standard actions. I’m going to allow it, since you flavored the mutagen as something you did in response to Soddy’s own potion drinking which I allowed to happen in the Buffing round. So all good, but just a reminder for next time in case you thought you could do both of those in the same round.

**Weapon Song options: Defending, Flaming, Frost, Ghost touch, Keen, Mighty Cleaving, Shock, Seeking.

***@Soddy Daisy: Your crit does indeed confirm, but you didn’t roll damage and didn’t include the PBS +1 damage. Also, you can apply either Deafened, reduced vision, or entangled every time you use one. I rolled a d20 above for either the Fort save or Strength check depending on which effect you chose. But either way, he fails.

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

Ah! I had meant to pre-roll that! Figured something would try to move past me.

Despite the grievous wound from the grave knight, he strikes at the dullahan when it gives him an opening.

+1 Longsword, bless, champion, keen: 1d20 + 9 + 1 + 2 ⇒ (9) + 9 + 1 + 2 = 21
S, magic, spirit, seance: 1d8 + 4 + 2 + 2 ⇒ (2) + 4 + 2 + 2 = 10

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 moves along the wall and gives a prayer to the spirits of home and hearth to ward Zithembe in their warming embrace.

Move and cast resist energy (cold - resistance 10) on Zithembe (using tongue to deliver spell at reach).

Silver Crusade

active effects:
M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 6 / cleric (crusader) 1 | AC 17 T 17 FF 15 | HP 58/58 | F +9 R +8 W +12 | CMD 28 | Init +2 | Perc +14 darkvision 60', lowlight vision | ki 7/7 | kick 6/6 | rest 7/7

"You will have your holy symbol back, Lady Michiko, when Lady Sun and Lord Moon have granted you the Final Sleep."

Sleeping Sword fixes his hooded eyes on the headless and hopefully entangled foe before him. He staggers sideways, allowing an opening for Hulk Hep.

unarmed strike vs green, flurry, song, bless: 1d20 + 8 + 1 + 1 ⇒ (16) + 8 + 1 + 1 = 26damage, song, zith: 1d8 + 5 + 1 + 2 ⇒ (4) + 5 + 1 + 2 = 12
katana flurry vs green, song, bless: 1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 30damage, song (lightning), zith: 1d8 + 7 + 2 + 1d6 ⇒ (8) + 7 + 2 + (4) = 21

If the unarmed strike hits, trigger Domain Strike: Gentle Rest. (Swift action). The undead dullahan is Staggered for 4 rounds (no save). If the unarmed strike does not hit, spend 1 ki on an additional katana flurry attack.

crit confirm?, manuscript: 1d20 + 11 + 1 + 2 ⇒ (13) + 11 + 1 + 2 = 27crit damage: 1d8 + 7 + 2 ⇒ (3) + 7 + 2 = 12

if unarmed strike missed:
ki flurry: 1d20 + 11 + 1 ⇒ (13) + 11 + 1 = 25damage: 1d8 + 7 + 2 + 1d6 ⇒ (6) + 7 + 2 + (4) = 19

Sleeping Sword gains +1 enhancement bonus on his unarmed strike and applies Shocking to his katana from Hep's song.

Grand Lodge

Infernal Infiltration : Impossible Playtest

Zithembe lashes out at the first dullahan to move past him, his sword just barely finding a gap in the armor. Just then he also notices something touch him from behind and feels warmly insulated against further cold-based attacks.

Sleeping Sword makes a little room for his allies to step out and then unleashes Holy Hell on the dullahan. The first punch staggers it and the katana slash bites extra deeply through its armor. It’s not looking very good at this point.

The other dullahan sees what’s been done and lumbers around Zithembe also. Upon reaching his fellow Ittō-Hei, he says,

Sylvan:
”Return to the font for healing; I will take your place here and also aid our Lady.”

Double move. Zithembe doesn’t appear to have Combat Reflexes.

Round
Bold May Act
Map: The Lady and the Troops
Conditions: None
Buffs: bless, Weapon Song**, Seance damage

Maria
Zithembe (-24, Resist Cold 10)
Soddy Daisy
Hepsubia

Lady Michiko
Green (-67 plus crit damage, Staggered, and entangled?)

Sleeping Sword
Grandfrogger

Blue

**Weapon Song options: Basic +1 enhancement, Defending, Flaming, Frost, Ghost touch, Keen, Mighty Cleaving, Shock, or Seeking.

***@Soddy Daisy: Your crit does indeed confirm, but you didn’t roll damage and didn’t include the PBS +1 damage. Also, you can apply either Deafened, reduced vision, or entangled every time you use one. I rolled a d20 above for either the Fort save or Strength check depending on which effect you chose. But either way, he fails.

Dark Archive

HP 39 (-0, +5 to stabilize) | Mods: Elix of Vision 1 hr, HA 10m | LN Elf Zen Empiricist 6 | AC/Tch/FF 19/14/15 (+1 vs. Traps) | CMD 18 (talisman?)| F/R/W +7/+13/+10 | Speed 30ft | Inspiration Pool 8/8, 2 Star Reroll 1/1, Perfect Strike: 3/3, Enduring Scholar 1/1 | Init +6 | Perc: 24+1d6 (+1 vs. traps), SM: 14+1d6

”Focus down the injured one! It’s going to fall back to the font thingy and heal from it.” She fires a flaming arrow at the greenish foe.

+2 Wasp + PBS + Bless : 1d20 + 10 + 1 + 1 ⇒ (7) + 10 + 1 + 1 = 19 for Magic/Piercing/Cold Iron/Silver + Focused Shot + PBS + Fire+Zith: 1d8 + 2 + 4 + 1 + 1d6 + 2 ⇒ (8) + 2 + 4 + 1 + (5) + 2 = 22

Making her bow +2 from the song.

Grand Lodge

Infernal Infiltration : Impossible Playtest

In order to simplify things, I’ll assume that Soddy Daisy did put entangled on it. Deafened doesn’t do much good, and limiting their vision wouldn’t help either. But entangled….

The dullahan stumbles on the sticky vines from Soddy Daisy’s seed pod as it tries to avoid Wasp’s shot. But that stumble is just enough to let her arrow find its mark, killing the first of the two couriers.

”Perhaps I’ve underestimated you all,” the former general says, reevaluating the battle at the fall of one of her attendants. She smiles coldly at Zithembe. ”I will not make that mistake with you now.”

Round 2
Bold May Act
Map: The Lady and the Troops
Conditions: None
Buffs: bless, Weapon Song**, Seance damage

Maria
Zithembe (-24, Resist Cold 10)
Soddy Daisy
Hepsubia

Lady Michiko
Green (-67 plus crit damage, Staggered, and entangled?)

Sleeping Sword
Grandfrogger

Blue

**Weapon Song options: Basic +1 enhancement, Defending, Flaming, Frost, Ghost touch, Keen, Mighty Cleaving, Shock, or Seeking.

Liberty's Edge

Female Elf Rogue/Alchemist/Skald/Bloodrager/ Occultist (2/1/1/1/1) Init +4 (+5) HP 42 (48) AC 19 (20) T 14 (15)FF 15 (16)Fort+3 (+4)Ref +8 (+9)Will +3 Per +6 Spd 30 (40)

Attack, Hepsumania,Bless: 1d20 + 5 + 2 + 1 ⇒ (20) + 5 + 2 + 1 = 28
Dmg, Hepsumania, Seance, Flaming : 1d8 + 2 + 2 + 2 + 1d6 ⇒ (5) + 2 + 2 + 2 + (4) = 15

Attack, Hepsumania,Bless, Crit?: 1d20 + 5 + 2 + 1 ⇒ (14) + 5 + 2 + 1 = 22
Dmg, Hepsumania, Seance, flaming : 1d8 + 2 + 2 + 2 + 1d6 ⇒ (7) + 2 + 2 + 2 + (4) = 17

Of course, while she was threatening Zith, Lady Michiko wasn't expecting the Duchess of Awesomeness, who is even less expected than the Chellish Inquisition.

Being, like, totawly caught in her own Hepsumania fantasy, and even moar totawler inconscious of the danger she puts herself in, Lil" Hep points at the leader of undead,waves a big NO with her fingers, and dashes, rushes, sprints and jumps into action, unleashing the full power of her fabled 35 inches cobras in an undeath defying move.

And a flaming sword to the face.

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 calls upon a familiar spirit--the last Imperial Princess of Lung Wa, Song Rui--as he battles the corrupted knight. He strikes out with the phantom's protection and then steps back to offer Sleeping Sword an advantage.

Swift: Legacy of the Princess (8-16 boon)
Standard: Attack
5-foot Step

+1 keen longsword, bless, champion, smite: 1d20 + 9 + 1 + 2 + 4 ⇒ (11) + 9 + 1 + 2 + 4 = 27 + Surge: 1d6 ⇒ 5 (if 27 misses, surge for 32)
magic, slashing, champion, séance, smite vs. undead: 1d8 + 4 + 2 + 2 + 4 ⇒ (7) + 4 + 2 + 2 + 4 = 19

If that hit, Zithembe's AC vs. Michiko's attacks is 28/T16/F26

The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (6/12), Wings (10 min/day), L1: 5/5, L2: 4/4 l Init +6 l Senses: Perception +12, Darkvision 60 ft., Low-Light Vision I Female NG Vine Leshy Alchemist (Herbalist) 6 l Active Conditions:

Having a clean line of sight to the other dullahan, Soddy takes aim once again...

Seedpod vs. Blue (Ranged Touch; Bless, PBS): 1d20 + 7 + 1 + 1 ⇒ (8) + 7 + 1 + 1 = 17
Damage (B; PBS, Seance): 3d6 + 1 + 2 ⇒ (2, 5, 6) + 1 + 2 = 16

Grand Lodge

Infernal Infiltration : Impossible Playtest

Hep rushes forward into the ring the fight (Is that music playing in the background, and fireworks going off, too?). She slashes at Lady Michiko’s face and though it hits, the fire seems ineffective. She snarls at the elf’s audacity.

Hit, but No Crit. Maria told you she’s immune to Fire. And Electricity and Cold, too, in case you all forgot.

Zithembe calls upon another spirit and smites the graveknight. No Surge needed

Soddy lobs a seedpod at the other courier and easily hits.

As the spirit manifests around Zithembe, Michiko scoffs. ”Pah. Song Rui? We met at the Lung Wa Embassay in Kasai. You’ve changed and not for the better it seems. But no matter, you cannot save this one, nor any of them. They will all die and be reborn into my service.”

She steps away from the wall and calls for Fumeiyoshi to help her destroy the paladin.

Strike 1, Smite: 1d20 + 16 + 5 ⇒ (10) + 16 + 5 = 31
Damage, Smite: 1d8 + 10 + 7 ⇒ (8) + 10 + 7 = 25 and cold: 2d6 ⇒ (3, 1) = 4

Strike 2, Smite: 1d20 + 11 + 5 ⇒ (1) + 11 + 5 = 17

The first strike hits, but the Last Princess of Lung Wa intercepts the second. Michiko screams in rage as Song Rui winks at her.

5 foor step, Smite Zithembe, Full attack. Rolling the cold separate in case it comes up > 10. And yes, I know that’s not how the boon works, just using it as flavor for the Nat 1.

Round 2
Bold May Act
Map: The Lady and the Troops
Conditions: None
Buffs: bless, Weapon Song**, Seance damage

Maria
Zithembe (-49, Resist Cold 10, Smiting v Michiko, Boon)
Soddy Daisy
Hepsubia

Lady Michiko (-30, Smite Zith)

Sleeping Sword
Grandfrogger

Blue (-16, entangled)

**Weapon Song options: Basic +1 enhancement, Defending, Flaming, Frost, Ghost touch, Keen, Mighty Cleaving, Shock, or Seeking.

Liberty's Edge

Female Elf Rogue/Alchemist/Skald/Bloodrager/ Occultist (2/1/1/1/1) Init +4 (+5) HP 42 (48) AC 19 (20) T 14 (15)FF 15 (16)Fort+3 (+4)Ref +8 (+9)Will +3 Per +6 Spd 30 (40)

Of course I forgot what Maria said. Am I supposed to listen to her ramblings? ^^

Silver Crusade

active effects:
M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 6 / cleric (crusader) 1 | AC 17 T 17 FF 15 | HP 58/58 | F +9 R +8 W +12 | CMD 28 | Init +2 | Perc +14 darkvision 60', lowlight vision | ki 7/7 | kick 6/6 | rest 7/7

Don't know what you have in mind this round Grandfrogger, but Escape Route would let Sleeping Sword engage Michiko this round. Otherwise happy to flanking full attack Blue :)

Dark Archive

HP 39 (-0, +5 to stabilize) | Mods: Elix of Vision 1 hr, HA 10m | LN Elf Zen Empiricist 6 | AC/Tch/FF 19/14/15 (+1 vs. Traps) | CMD 18 (talisman?)| F/R/W +7/+13/+10 | Speed 30ft | Inspiration Pool 8/8, 2 Star Reroll 1/1, Perfect Strike: 3/3, Enduring Scholar 1/1 | Init +6 | Perc: 24+1d6 (+1 vs. traps), SM: 14+1d6

Maria is going to use up her Zepha’s Blessing boon on Sleeping Sword. Kick (or punch or slash) some undead bootay!

Boon:
Zepha’s Blessing: The purification ritual that you helped perform impressed the archon Zepha, and he has given you his blessing. You can cross this boon off your Chronicle sheet to grant an ally that you can see a +2 sacred bonus on any d20 roll before she rolls it.

Grand Lodge

1 person marked this as a favorite.
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

Perfect - I wasn’t certain what would be most helpful this round.

The Grandfrogger surveys the room with red eyes and understands what his colleague of the Sleeping Sword has in mind. "Your lessons, remember," he croaks solemnly. "Cooperate!"

Using Tribal Cooperation to give everyone the effects of Escape Route for 6 rounds.

Silver Crusade

1 person marked this as a favorite.
active effects:
M Dhampir (Ancient Born) Monk (Qinggong Hungry Ghost) 6 / cleric (crusader) 1 | AC 17 T 17 FF 15 | HP 58/58 | F +9 R +8 W +12 | CMD 28 | Init +2 | Perc +14 darkvision 60', lowlight vision | ki 7/7 | kick 6/6 | rest 7/7

Thanks Maria!

The Hunger is strongest in Michiko - use it!

Seeing the corrupted general savagely attack his comrade Zithembe, Sleeping Sword sways rhythymically, evading the dullahan and dodging past Michiko to outflank the graveknight.

"Two constants." He raises his skymetal katana, and is filled with the blessing of Heaven's warriors.

"The Sun and the Moon." He feints with his sword, and strikes with his foot...

punishing kick vs Michiko, bless, song, Zepha, flank: 1d20 + 8 + 1 + 1 + 2 + 2 ⇒ (17) + 8 + 1 + 1 + 2 + 2 = 31damage, song, Zith: 1d8 + 5 + 1 + 2 ⇒ (3) + 5 + 1 + 2 = 11

Assuming that hits, trigger Gentle Rest domain strike as a swift action. Michiko is Staggered for 4 rounds, no save. Also she must make a DC16 Fort save or fall prone due to Punishing Kick.

Grand Lodge

Infernal Infiltration : Impossible Playtest

Maria calls for the help of an archon who answers even here in this accursed place. Grandfrogger reminds everyone to work together and cover for each others’ movements across the battlefield. Sleeping Sword takes immediate advantage of Hep’s positioning and slides around to flank the anti-paladin. However, as soon as he gets close to the back of the room, he senses something Dark. A small fissure in the fabric of reality rests about 1 meter off the floor. Dark energy seeps from the fissure, filling the dhampir with a feeling of “warmth” in his inverse physiology. It’s clear to him that this is the source of the corruption they’ve been seeking, and why the Sergeant Major said that he would notice it more than the others.

But the monk doesn’t let the discovery distract him, and he snap kicks the General in the knee hoping to make her fall.

Fort save DC 16: 1d20 + 17 ⇒ (6) + 17 = 23

She takes the full force of the kick but twists her hips just enough to avoid being tripped. But something in the way he punched her does seem to slow her down, and she snarls in frustration as she gets a better look at the Crusader of Shizuru. ”I will kill the jade one, and then you will join my army. You hide behind the Slut’s symbols, but in truth you are just like us, born to rule over the living. We can turn all of them,” she says with a nod toward the rest of the party, ”then ride forth into the world and fulfill our destiny.”

The remaining dullahan evaluates the rapidly changing battlefield and applies the tactics he knows from his past. Archers can be deadly, and the Lady can handle those three. He moves (slowwwwlllyyy) towards the rear lines of the enemy and strikes at the lightly armored archer.

Strike: 1d20 + 15 ⇒ (6) + 15 = 21
Damage, S plus Cold: 1d8 + 6 + 1d6 ⇒ (2) + 6 + (6) = 14

The blade just catches Maria’s belly and a numbing chill accompanies the slashing wound.

HELP: I’m in mainland China, so I can see the slides on my phone, but can’t edit them. Could someone move Blue 2 squares Left, please.

Round 2
Bold May Act
Map: The Lady and the Troops
Conditions: None
Buffs: bless, Weapon Song**, Seance damage, Escape Route

Maria (-14)
Zithembe (-49, Resist Cold 10, Smiting v Michiko, Boon)
Soddy Daisy
Hepsubia

Lady Michiko (-41, Staggered 4, Smite Zith)

Sleeping Sword (Zepha’s Blessing)
Grandfrogger

Blue (-16, entangled)

**Weapon Song options: Basic +1 enhancement, Defending, Flaming, Frost, Ghost touch, Keen, Mighty Cleaving, Shock, or Seeking.

My reasoning for going after Maria: Lady Michiko said Zithembe was Hers, so he’s not going to steal that kill. He won’t step into flank, and he’s entangled so only a 10 foot speed. Chasing down Sleeping Sword would require a double move and trigger AOs. GF has only done advice stuff, so doesn’t seem like much of a threat. Archers on a battlefield can be super dangerous, as evidenced by her striking the killing blow on his fellow.

Dark Archive

HP 39 (-0, +5 to stabilize) | Mods: Elix of Vision 1 hr, HA 10m | LN Elf Zen Empiricist 6 | AC/Tch/FF 19/14/15 (+1 vs. Traps) | CMD 18 (talisman?)| F/R/W +7/+13/+10 | Speed 30ft | Inspiration Pool 8/8, 2 Star Reroll 1/1, Perfect Strike: 3/3, Enduring Scholar 1/1 | Init +6 | Perc: 24+1d6 (+1 vs. traps), SM: 14+1d6

Logic seems sound. Moved blue. Does Zith get an AoO? Maria started down 2 HP so should be -16.

The elf understands her role, keep this one occupied so her allies can surround the real foe. She steps back and fires another arrow, then studies her target for weaknesses.

Step, Shoot last holy arrow, Study Blue. Study does nothing now unless she engages in melee, which may soon happen.

+2 Wasp + PBS + Bless : 1d20 + 10 + 1 + 1 ⇒ (6) + 10 + 1 + 1 = 18 for Magic/Piercing/Cold Iron/Silver + Focused Shot + PBS + Holy + Zith + Holy Weapon Balm: 1d8 + 2 + 4 + 1 + 2d6 + 2 + 2d4 ⇒ (2) + 2 + 4 + 1 + (3, 3) + 2 + (1, 4) = 22

Grand Lodge

Infernal Infiltration : Impossible Playtest
The Ever-vigilant Maria wrote:
Logic seems sound. Moved blue. Does Zith get an AoO? Maria started down 2 HP so should be -16.

Thank you for the assist. And yes, thanks for spotting that Zithembe would be entitled to an AO on Blue. 

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

AOO vs. Blue, Bless, Champion: 1d20 + 9 + 1 + 2 ⇒ (10) + 9 + 1 + 2 = 22
Slashing, Magic, Champion, Seance: 1d8 + 4 + 2 + 2 ⇒ (8) + 4 + 2 + 2 = 16

Zithembe sweeps his blade into the dullahan as it moves away from him. He quickly turns his attention back to the fallen Lady Michiko. Taking more care this time as he feels the weight of his wounds, he strikes again and then steps back.

Attack (fighting defensively)
5-foot Step

+1 keen longsword, bless, champion, smite, fighting defensively: 1d20 + 9 + 1 + 2 + 4 - 2 ⇒ (3) + 9 + 1 + 2 + 4 - 2 = 17
Shirt Reroll: +1 keen longsword, bless, champion, smite, fighting defensively, 2-star: 1d20 + 9 + 1 + 2 + 4 - 2 + 2 ⇒ (11) + 9 + 1 + 2 + 4 - 2 + 2 = 27 + Spirit Surge: 1d6 ⇒ 4 (shouldn't need the surge based on last turn)
Slashing, Magic, Champion, Seance, Smite: 1d8 + 4 + 2 + 2 + 2 ⇒ (6) + 4 + 2 + 2 + 2 = 16

AC vs. Michiko: 30/T 20/F 26
AC vs. others: 24/T 14/F 20

The Concordance

HP: 45/45 l AC: 18, T 13, FF 16 l CMD 15 l F +8, R +8, W +7 l Seedpods (6/12), Wings (10 min/day), L1: 5/5, L2: 4/4 l Init +6 l Senses: Perception +12, Darkvision 60 ft., Low-Light Vision I Female NG Vine Leshy Alchemist (Herbalist) 6 l Active Conditions:

Hoping to take some of the attention off Maria, Soddy winds up with yet another seedpod and flings it at Blue!

Seedpod vs. Blue (Ranged Touch; Bless, PBS): 1d20 + 7 + 1 + 1 ⇒ (11) + 7 + 1 + 1 = 20
Damage (B; PBS, Seance): 3d6 + 1 + 2 ⇒ (6, 1, 5) + 1 + 2 = 15

About the time the seedpod leaves her fingertips it occurs to her that she's let herself become somewhat separated from the rest of the group and that that's probably not a good thing.

Oh, maybe getting its attention would be BAD...

Grand Lodge

Infernal Infiltration : Impossible Playtest

Heh, I posted that “Bold may act,” but didn’t bold anyone in the tracker. Thanks for knowing who was up, anyway.

Zithembe reflexively lashes out at the dullahan and takes a chunk out of its back as it moves away from him. Just in time for Wasp to fire her arrow and sadly miss by a hair. Zithembe turns his attention back to the far greater threat, attacks (with a little help from the gods of chance) and connects with her also, before he too retreats a bit.
Correct, Spirit Surge not required.

Soddy draws the attention of the dullahan with a direct hit. If it had a face, it would be glaring at the little leshy, but instead it just points its sword at her as if to say, “You’re next.”

Round 3
Hepsubia May Act
Map: The Lady and the Troops
Conditions: None
Buffs: bless, Weapon Song**, Seance damage, Escape Route

Maria (-16)
Zithembe (-49, Resist Cold 10, Smiting v Michiko, Boon)
Soddy Daisy
Hepsubia

Lady Michiko (-57, Staggered 4, Smite Zith)

Sleeping Sword (Zepha’s Blessing)
Grandfrogger

Blue (-42, entangled)

**Weapon Song options: Basic +1 enhancement, Defending, Flaming, Frost, Ghost touch, Keen, Mighty Cleaving, Shock, or Seeking.

Tracker accounting correction: The wounds on the dullahan seem to close slightly. Fast Healing 5 that I forgot to adjust his damage for on his previous turn.

Liberty's Edge

Female Elf Rogue/Alchemist/Skald/Bloodrager/ Occultist (2/1/1/1/1) Init +4 (+5) HP 42 (48) AC 19 (20) T 14 (15)FF 15 (16)Fort+3 (+4)Ref +8 (+9)Will +3 Per +6 Spd 30 (40)

Attack: 1d20 + 5 + 2 + 1 ⇒ (3) + 5 + 2 + 1 = 11
dmg: 1d8 + 2 + 2 + 2 ⇒ (1) + 2 + 2 + 2 = 7

Hepsubia was so amazed at her own awesomeness that she couldn't hurt a fly even if she tried.

And she held nothing agaisnt flies.

Grand Lodge

Infernal Infiltration : Impossible Playtest

Hepsubia gets distracted by a fly buzzing past her ear, and her strike against Lady Michiko misses completely.
I presume you don’t have anything you could do with your remaining Move action.

So focused on Zithembe is the Lady that she doesn’t even notice Hepsubia. I mean, they are in a Smite Off, after all. But the monk hobbled her, so she stumbles inelegantly toward the hallway opening and slashes just once at the paladin.

Attack, Anti-Smite: 1d20 + 16 + 5 ⇒ (9) + 16 + 5 = 30
Damage, Smite: 1d8 + 10 + 7 ⇒ (4) + 10 + 7 = 21 and cold?: 2d6 ⇒ (5, 2) = 7
A 5-foot step is a “non-action” and thus not affected by Staggered. Then single attack as her only actual action.

Michiko’s katana slits open Zithembe’s belly like a samurai committing seppuku. She grins in triumph as he falls, but then her expression turns sour as she senses something strange about his imminent death. ”You cannot be turned,” she says to the dying shabti laying crumpled at her feet. ”A pity, you’d have made a fine addition to my army.” Dismissing him without another thought, she turns her attention back to Sleeping Sword. ”You, however, you will join me.”

”Haruguchi, finish those others. I will deal with this one now,”

Round 3
BOLD May Act
Map: The Lady and the Troops
Conditions: None
Buffs: bless, Weapon Song**, Seance damage?*, Escape Route

Maria (-16)
Soddy Daisy
Hepsubia

Zithembe (Dying at -15 HP (18 CON), Resist Cold 10, Smiting v Michiko, Boon)

Lady Michiko (-57, Staggered 3, Smite Zith)

Sleeping Sword
Grandfrogger

Blue (aka Haruguchi) (-42, entangled)

**Weapon Song options: Basic +1 enhancement, Defending, Flaming, Frost, Ghost touch, Keen, Mighty Cleaving, Shock, or Seeking.

I thought I gave you all this info, but it looks like I left this out. It’s a separate effect tacked onto the desecration aura. The aura of desecration that exudes from the graveknight hinders the channeling of positive energy. Any creature that attempts to summon positive energy in this area—such as through a cleric’s channel energy ability, a paladin’s lay on hands, or any spell with the healing subtype—must make a DC 18 Concentration check.

?* Does the seance damage bonus continue while Zithembe is unconscious? I know his Smite will stay in effect.

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