GM RePete's Twisted Circle (Inactive)

Game Master RePete

Maps/Handouts

Tier 4-5


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Silver Crusade

Human Fighter 4 UC Monk 2 | HP: 52/52 | AC: 20 /22 T:16 FF: 14/16 | CMB:8 CMD:24 | Saves F:10 R:9 W:4 | Init:6 | Per:11 |

"The scared must be given peace, perhaps then they will have trust in us. Demons have no place anywhere." Azrael speaks somewhat cryptically, but seems to believe the right approach would be to face the new threat looming over this odd town.

Ready to kick demon butt!

The Concordance

Male Halfelf - Skald 8 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { } (0/23 song used}

And we would need our checked items in order to be effective against them.

Omar waits for their response to his request.

Let me know if that needs to be more of a roll

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

John agrees with his allies, especially about the weapons. "We will go find this thing and deal with it, but when we get back we need to figure out why the tree is starting to rot and there are a few... other questions that need answered too."

Assuming they are led to their weapons he adds, "would there possibly be any flasks of fire or acid in town we could have? They seem to work well against the groups of bats."

When out of earshot he shares what he knows about the cloaker, including this...

Spoiler:
Resembling hideously evil flying manta rays, cloakers are mysterious and paranoid creatures. A typical specimen has an 8-foot wingspan and weighs 100 pounds.

A cloaker's motives are hidden and confusing, and they distrust even their own kind. Their strange shape allows them to disguise themselves as a variety of cloaks, tapestries, and other mundane objects, and stories linger of cloakers that ally with other creatures, hitching a ride on their backs and aiding in their ally's protection for their own inscrutable reasons. A rare few are priests of ancient gods, leading cults of cloakers and skum to undertake all manner of hideous rites and working toward singularly sinister goals.

Specifically the last part and how the cloaker might be involved in some sort of cult activity in town.


|Kintargo Area Map | Combat Slides |

Nodding silently, he glances back towards the Temple. Seeing the last of the citizens filing in, he turns back to you. "Follow me."

Leading you to his house (AkA the one with the massive bell and carriages outside) he stops at the door. "Wait here a moment." The man heads inside, returning a few moments later with a crate in hand.

Glancing around to ensure you are alone, he speaks up. "I've seen a figure like the one we spotted in the square flying with the bats several times over the last few years. I didn't want to worry the townsfolk, and frankly it's never been aggressive towards us. It's certainly never done that before..."

Glancing upwards again, he points. Realizing for the first time since the square, a constant string of bats is flying out of Mercy. "I suggest you follow the bats to wherever the thing lives." Setting the crate he's holding down, the sheriff slowly opens it and begins pulling items out.

"This longspear, scroll and wand may be useful." he states rather matter-of-fact. Pausing as he pulls a pair of arrows out, he frowns. "These arrows have been handed down in my family for generations. My great-grandmother used an arrow just like these to strike through the heart of a wild creature that was trying to tempt people to a watery grave. It wouldn't feel right not to give you everything I can to help you defend my town."

MWK Longspear, Scroll of Scorching Ray, Wand of Bless (20 charges) and 2 +4 Fey Bane Arrows

Snapping the lid shut, he returns the crate inside and leads you to the locker holding your gear and promptly unlocks it. "Please be careful. We appreciate you risking yourselves for Mercy...If you wish to rest tonight and head out in the morning, I understand."

Silver Crusade

Spells -/4/2 | Fervor 5/5 | Blessings 5/5 | Sacred Weapon 4/4 | Inspired | GM Reroll +1 | HP 28/28 | AC 17 (T 13 FF 14) | Init +1 | Perception +1 | Saves 6/4/8 | CMD 16 | 4 Warpriest of Erastil | Human (Varundi) Male

Jiggo picks up the wand. "Maybe this will be useful." Jiggo identifies it immediately. "I'm ready to go tonight, but if you all need to rest I'm fine with that."

Silver Crusade

Human Fighter 4 UC Monk 2 | HP: 52/52 | AC: 20 /22 T:16 FF: 14/16 | CMB:8 CMD:24 | Saves F:10 R:9 W:4 | Init:6 | Per:11 |

I've got a relatively good dex score but no bow.

Responding to Jiggo, Azrael speaks his mind. "There are lives at stake, and perhaps murder most foul, I prefer to travel tonight."

Inspecting the weapons handed by the sheriff, Azrael asks around, "Anyone able to use this? "

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

John looks over the items, eyes lighting on the scroll. He speaks confidently and ends with a smile, "well I can certainly use it... no guarantees I'll hit anything though once I start casting!"

He will take it if no one objects, refresh his wand (Mage Armor) on the way out of town and then re-equip his 'blue vest' (aka Barbed Vest).

Grand Lodge

Male NG Dwarf Fighter 8 | HP 84/84 | AC 28 T 12 FF 26 | CMB +17, CMD 29 (41 vs bull rush & trip) | F: +9, R: +4, W: +3 (+2 vs fear)((+2 vs poison, spells and SLAs) | Init: +2 | Dark VIsion 60’ Perc: +13(+15 vs unusual stonework), SM: +1 | Speed 20ft | Active conditions: None.

Can we perhaps, please change it to fey bane ammunition. If not that is fine.

Thrugg finally recovers from the scare not being able to help. Glad to see his team survived. He picks up the ammunition and gives it a test with his thumb.

The Concordance

Male Halfelf - Skald 8 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { } (0/23 song used}

Omar checks the spear unless someone else has it.

"So I could use the rest, but not if we have no way to track the bats later.
What of our other weapons or do we make use wilth these? ."

Silver Crusade

Human Fighter 4 UC Monk 2 | HP: 52/52 | AC: 20 /22 T:16 FF: 14/16 | CMB:8 CMD:24 | Saves F:10 R:9 W:4 | Init:6 | Per:11 |

Seems like no one takes exception to moving out immediately.

"We grab your weapons and move out."

The Concordance

Male Halfelf - Skald 8 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { } (0/23 song used}

Disregard - I missed the unlocking of the locker. Good here. Moving on. :-)

Liberty's Edge

Male Tengu Vigilante 6| HP 51/51 | AC 23, T 16, FF 17 | F +5, R +11, W +7 | Init +5 | Per +12

Sure let's get going. If you're going to die, might as well do it while it's dark and spooky out.

The Concordance

Male Halfelf - Skald 8 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { } (0/23 song used}

Sounds like glorious fun to me. Let's do it!


|Kintargo Area Map | Combat Slides |

Thanking you again, the sheriff opens the gate and ushers you out. Shutting the gate behind you, he smiles weakly. "Godspeed and good luck. May Robori watch over you."

The numerous bats overhead are fairly easy to follow southward, away from Mercy. After walking for a good 5 miles, you come across a dark crevice that splits open the landscape. An oppressive heat pours out of the fracture, and the area smells like rotting flesh. The bats fly straight into the dark crevice.

Feel free to RP travel...and such. I'm assuming you decide to climb down the crevice. I only need a climb roll if you can't hit DC 10 on take 10.

Squeezing into the dark, warm, claustrophobic hole, you make down a good 15 feet before running into some rather thick tree roots covered in slime. Another, more treacherous 15feet later, you find the fissure widens and opens into an underground forest. A mass of leafless vines covers all of the cavern’s walls, and a colony of trees with white bark and pale yellow leaves emerges from the walls and ceiling. Thousands of bats hang from the tree branches, and a thick layer of guano carpets the ground of hard-packed dirt.

It is dark in the fissure and the cavern below. Difficult Terrain (due to overgrown vines and bat guano)

K Nature DC 18:

You recognize the two dominant plants in the area...

Quaking aspen trees should not be able to survive underground, and they do not appear anywhere else in the surrounding area. The trees are all part of clonal colony of quaking aspen trees, each connected to a single root system. These trees gain their name from the way their leaves shake at the slightest breeze.

The giant blossoms that reek of rotting flesh are parasitic plants called corpse flowers. They feed off the nutrients of other plants.

Nira's head wobbles back and forth as you reach the bottom, looking around the room.

Grand Lodge

Male NG Dwarf Fighter 8 | HP 84/84 | AC 28 T 12 FF 26 | CMB +17, CMD 29 (41 vs bull rush & trip) | F: +9, R: +4, W: +3 (+2 vs fear)((+2 vs poison, spells and SLAs) | Init: +2 | Dark VIsion 60’ Perc: +13(+15 vs unusual stonework), SM: +1 | Speed 20ft | Active conditions: None.

Thrugg swings his shield over his back pack and cinches it down with a makeshift sling.

With the tower shield carried he can make the climb check easy.

Once down in the bottom of the cavern, Thrugg takes point and head in.

Silver Crusade

Spells -/4/2 | Fervor 5/5 | Blessings 5/5 | Sacred Weapon 4/4 | Inspired | GM Reroll +1 | HP 28/28 | AC 17 (T 13 FF 14) | Init +1 | Perception +1 | Saves 6/4/8 | CMD 16 | 4 Warpriest of Erastil | Human (Varundi) Male

"If we're not back in two days, contact the Pathfinder Society in Alkenstar." Jiggo tells the sherif. "I know you like your privacy, but if that thing comes back the town of Mercy is in grave danger."

Jiggo reaches the cavern entrance. "A grotto? I wonder if there's a superheated spring down there or something." Jiggo climbs down.

"I have a Shield of Faith ready for anyone who is going first. Keep your eyes peeled for that cloaker thing."

If no one takes him up on the offer for the spell, Jiggo will cast it upon himself. Then he casts Detect Evil and slowly scans around him, staying in the center of the pack.

Perception, Guidance: 1d20 + 1 + 1 ⇒ (19) + 1 + 1 = 21

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

As they travel John is quiet, steeling himself for the expected battle ahead. He carefully removes his hidden dagger and relocates it to his belt for easier access.

He looks into the nasty fissure and when it is his turn, he speaks a word and his vest starts glowing to help him see. He climbs carefully (take 10 for 11) and follows the group.

Silver Crusade

Human Fighter 4 UC Monk 2 | HP: 52/52 | AC: 20 /22 T:16 FF: 14/16 | CMB:8 CMD:24 | Saves F:10 R:9 W:4 | Init:6 | Per:11 |

Azrael removes a Ioun torch to illuminate the surrounding, as he holds up his shield and kukri. "We must be careful.." He says as he follows the group down into the darkness. He keeps his eye peel for anything unusual, but finds it absolutely difficult to see anything in the dark.

Perception: 1d20 + 2 ⇒ (2) + 2 = 4

Take 10 for climb for 12.

The Concordance

Male Halfelf - Skald 8 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { } (0/23 song used}

Take 10 for 11 on climb

I was not expecting so much heat. Something's odd here.

Omar will cast Heroism upon himself as they prepare to enter. lasts 40 mins

He ponders the vegitation and formations of the cave.

bardic kn:nat: 1d20 + 6 ⇒ (16) + 6 = 22

These trees really do not belong, and the stench is from the plants - which you'll want to stay clear of for other, more fatal reasons.

He shares the spoiler above with the group.


|Kintargo Area Map | Combat Slides |

Suddenly Nira's head jerks towards the corner of the room. Pointing a finger, the voice emanates from her expressionless face "MURDER!" and she surges forward.

Initiatives:

Jiggo: 1d20 + 2 ⇒ (8) + 2 = 10
Azrael: 1d20 + 5 ⇒ (13) + 5 = 18
John: 1d20 + 0 ⇒ (14) + 0 = 14
Thrugg: 1d20 + 2 ⇒ (3) + 2 = 5
Raijan/TTS: 1d20 + 4 ⇒ (7) + 4 = 11
Omar: 1d20 + 4 ⇒ (6) + 4 = 10
=========================
Cloaker: 1d20 + 7 ⇒ (12) + 7 = 19

Out of the dark depths, 7 cloakers move towards you. Their very images seem to shimmer in Azrael's light source. The strange sound before begins to echo through the cavern, turning your stomach.
Images: 1d4 + 2 ⇒ (4) + 2 = 6

Thrugg/Jiggo/Omar - Fort save DC 15 vs falling prone & Nauseated for Rounds: 1d4 + 1 ⇒ (4) + 1 = 5 (This is a sonic affect)

The tiny construct shrieks "DIE! DIE! DIE!" as she releases a spray of splinters from her joints.
Damage: 3d6 ⇒ (1, 1, 6) = 8
Cloaker Reflex: 1d20 + 5 ⇒ (1) + 5 = 6

Round 1
Order:

Cloaker (-8)
Nira
Azrael
John
Raijan
Omar Fort Save DC 15
Jiggo Fort Save DC 15
Thrugg Fort Save DC 15

Edit: Azrael/John/Raijan/Omar/Jiggo/Thrugg Up Round 1

The Concordance

Male Halfelf - Skald 8 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { } (0/23 song used}

Omar attempts to resist the sonic attack.

There it is!

fort+sonic+hero: 1d20 + 5 + 4 + 2 ⇒ (20) + 5 + 4 + 2 = 31 vs DC 15

Silver Crusade

Spells -/4/2 | Fervor 5/5 | Blessings 5/5 | Sacred Weapon 4/4 | Inspired | GM Reroll +1 | HP 28/28 | AC 17 (T 13 FF 14) | Init +1 | Perception +1 | Saves 6/4/8 | CMD 16 | 4 Warpriest of Erastil | Human (Varundi) Male

Did Jiggo detect any evil from the cloaker swarm?
"Wait, slow down Nira!" Jiggo watches Nira animate and lurch ahead. He looks up and sees 7 monsters fly towards him.

Fort Save: 1d20 + 5 ⇒ (5) + 5 = 10

He tries to focus, but the sound disturbs him and brings him to his knees. All he can do is stand back up.
Fell Prone. I'm Nauseated, so I'll spend my move action standing up. Shield of Faith on myself.

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

John yells, "this is the same thing I told you about earlier!"

He moves quickly into the room, slipping just past Thrugg and pressing himself up against the wall, dagger appearing in his hand. He points it towards the cloaker and releases a gutteral howl, not quite as unnerving but likely at least concerning.

Actions/Rolls/Other:
Move 30 ft, Standard to Demoralize Cloaker.

Demoralize: 1d20 + 12 ⇒ (14) + 12 = 26

GM: It appears he is squeezing there, if so let me know (-4 ac, -4 hit). Either way, he didn't have more move to get farther in so that is where he will be.


Demoralize:
Demoralize: You can use this skill to cause an opponent to become shaken for a number of rounds. The DC of this check is equal to 10 + the target's Hit Dice + the target's Wisdom modifier. If you are successful, the target is *shaken for 1 round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten an opponent in this way if they are within 30 feet and can clearly see and hear you. Using demoralize on the same creature only extends the duration; it does not create a stronger fear condition.
Special: You also gain a +4 bonus on Intimidate checks if you are larger than your target and a –4 penalty on Intimidate checks if you are smaller than your target.
Demoralizing an opponent is a standard action.
*Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

Grand Lodge

Male NG Dwarf Fighter 8 | HP 84/84 | AC 28 T 12 FF 26 | CMB +17, CMD 29 (41 vs bull rush & trip) | F: +9, R: +4, W: +3 (+2 vs fear)((+2 vs poison, spells and SLAs) | Init: +2 | Dark VIsion 60’ Perc: +13(+15 vs unusual stonework), SM: +1 | Speed 20ft | Active conditions: None.

fort: 1d20 + 6 ⇒ (14) + 6 = 20+2 vs spells,spell like abilities and posions

Thrugg moves up to the beast, and in a single motion, draws his hammer and swings at the maw of the cloaker.

attack: 1d20 + 8 ⇒ (15) + 8 = 23
spoiler: 1d8 + 5 ⇒ (4) + 5 = 9

Silver Crusade

Human Fighter 4 UC Monk 2 | HP: 52/52 | AC: 20 /22 T:16 FF: 14/16 | CMB:8 CMD:24 | Saves F:10 R:9 W:4 | Init:6 | Per:11 |

Azrael quickly moves to get into a position, along the way he releases the clasp of his shield and the shield goes flying towards the creature.
"We have him outnumbered! Take the flanks!"

Throwing Shield: 1d20 + 6 ⇒ (15) + 6 = 21B/P: 1d4 + 2 ⇒ (4) + 2 = 6

Move 30ft, Free action throw shield

If creature has reach, draw second Kukri and end turn.

If the creature does not have reach, move and draw weapon to dashed red square to threaten.

The Concordance

Male Halfelf - Skald 8 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { } (0/23 song used}

After the others go/throw then Omar will rush in and swing at the creature.

"Let's get it! ."

Moves north as the of Thrugg

attack 10' reach : 1d20 + 8 ⇒ (2) + 8 = 10 for Dmg : 1d10 + 7 ⇒ (2) + 7 = 9

Meh..well maybe pops an image at least.

Liberty's Edge

Male Tengu Vigilante 6| HP 51/51 | AC 23, T 16, FF 17 | F +5, R +11, W +7 | Init +5 | Per +12

Acrobatics at full speed: 1d20 + 9 ⇒ (1) + 9 = 10

Raijan rushes into the cave at full speed, doing essentially nothing but hoping that the cloaker doesn't eat him.

Can't edit the map right now,but moving to below the cloaker's bottom right space

Silver Crusade

Spells -/4/2 | Fervor 5/5 | Blessings 5/5 | Sacred Weapon 4/4 | Inspired | GM Reroll +1 | HP 28/28 | AC 17 (T 13 FF 14) | Init +1 | Perception +1 | Saves 6/4/8 | CMD 16 | 4 Warpriest of Erastil | Human (Varundi) Male

Move you...since Jiggo can't do much this combat, heh


|Kintargo Area Map | Combat Slides |

Azrael moves out of the shaft to see better and chucks his shield at the creature. Nailing one of the figures before them, a soft 'Pop' is heard as it vanishes, leaving 6 cloakers before you.
Which One? (7 hits enemy): 1d7 ⇒ 1

Yes John, you are squeezing there.
John slips into the room and utters an eerie guttural sound. The beasts before you begins to visibly quiver.

Raijan backed you up 1 square. Difficult Terrain
As the tengu rushes into the room, forcing his way through the vines, the beast lashes out with it's long segmented tail. Spotting the incoming attack, Raijan easily ducks under the boney appendage as he moves through the cavern.

Tail Slap AoO: 1d20 + 3 ⇒ (3) + 3 = 6

Omar slides down the shaft and swings his mighty weapon. Misjudging the distance in the twilight of the cave, he misses his target; slamming into the vine covered floor.

Collapsing to his knees, Jiggo nearly tosses his salad at the sound of the beast. Struggling to keep his food down, the man manages to climb to his feet.

Lumbering forward, Thrugg finds the tail slicing the air in his direction. The segmented flesh bounces harmlessly off the mans shield. With practiced skill, Thrugg bashes in the skull of the beast with a rather unsatisfying 'Pop' as his victim vanishes into thin air.
Tail Slap AoO (Combat Reflexes): 1d20 + 3 ⇒ (4) + 3 = 7
Who do you hit? (6 is Foe): 1d6 ⇒ 5

The beast looks from Raijan to Thrugg to Azrael, as starving man at a free buffet. Ultimately making a decision, it turns sharply and tries to rip a chunk of flesh out of Raijan with wicked, serrated teeth. Pulling back a small portion of the mans left arm, it giggles maniacally; Raijan just manages to twist away from the incoming tail attack.
Bite vs Raijan: 1d20 + 8 ⇒ (12) + 8 = 20
Bite Damage: 1d8 + 5 ⇒ (2) + 5 = 7

Tail Slap vs Raijan: 1d20 + 3 ⇒ (14) + 3 = 17

The tiny construct stumbles disjointedly to the side, continuing her chant as the monstrous tail soars her way. "DIE! MURDER! DIE!" Suddenly another spray of wooden slivers erupt from her. Thankfully, she has no interest in hurting you it seems...at least for now...

Miraculously, the massive beast manages to dodge the majority of the incoming splinters.
Tail Slap AoO: 1d20 + 3 ⇒ (16) + 3 = 19
Damage: 1d8 + 2 ⇒ (1) + 2 = 3

Splinter Spray Damage: 3d6 ⇒ (1, 4, 6) = 11
Cloaker Reflex Save: 1d20 + 5 ⇒ (19) + 5 = 24

Round 2
Order:

Cloaker (-13; 4 images: Shaken 1/1)
Nira (-3)
Azrael
John
Raijan (-7)
Omar
Jiggo (Nauseated 2/5)
Thrugg

Reminder - Difficult Terrain (all squares count as 2 for movement unless you have a way to bypass difficult terrain)

Azrael/John/Raijan/Omar/Jiggo/Thrugg up Round 2

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

John slides away from the wall and slips past Nira. Focusing his inner turmoil he shares a bit of it with the cloaker, "you may not be natural, but this isn't either!"

Move 15 ft (difficult terrain), Standard to Cast Warp Touch on Cloaker. Fort DC 15 or Dazed for 1 Round.

Warp Touch/Dazed:
Warp Touch (Sp): Starting at 1st level, you create brief, disorienting changes in a creature's physical form. This ability affects one creature within 30 feet, which is dazed for 1 round (Fortitude negates; DC 10 + 1/2 your sorcerer level + your Charisma modifier). You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Dazed: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.

Silver Crusade

Spells -/4/2 | Fervor 5/5 | Blessings 5/5 | Sacred Weapon 4/4 | Inspired | GM Reroll +1 | HP 28/28 | AC 17 (T 13 FF 14) | Init +1 | Perception +1 | Saves 6/4/8 | CMD 16 | 4 Warpriest of Erastil | Human (Varundi) Male

Jiggo realizes he can't do much more here besides keep himself stable. "I have more flasks, if you need- URP. If you need it!" He steadies himself on his staff and reaches for a flask full of acid.

Not much I can do since I'm nauseated. Retrieving a flask of acid.

Silver Crusade

Human Fighter 4 UC Monk 2 | HP: 52/52 | AC: 20 /22 T:16 FF: 14/16 | CMB:8 CMD:24 | Saves F:10 R:9 W:4 | Init:6 | Per:11 |

Azrael tumbles around to get into a good flanking position with Raijan. "We have it surrounded!" While in position, he uses his kukris to slice the creature, hopeful to carve out a chunk of flesh from it.

Acrobatics to avoid AoO if creature has reach, if no reach ignore the roll
Acrobatics: 1d20 + 6 ⇒ (2) + 6 = 8

Mwk Kukri,TWF,PA,Flank: 1d20 + 7 - 2 - 1 + 2 ⇒ (6) + 7 - 2 - 1 + 2 = 12S: 1d4 + 2 + 2 ⇒ (2) + 2 + 2 = 6
Mwk Kukri,TWF,PA,Flank: 1d20 + 7 - 2 - 1 + 2 ⇒ (17) + 7 - 2 - 1 + 2 = 23S: 1d4 + 1 + 2 ⇒ (1) + 1 + 2 = 4

The Concordance

Male Halfelf - Skald 8 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { } (0/23 song used}

Omar will move to the west of the creature and swing his polearm directly at the creature, hoping to connect with it this time.

Keep up the pressure...do not let it pass!

+1 Bec de Corbin, heroism: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
for dmg : 1d10 + 7 ⇒ (6) + 7 = 13

Liberty's Edge

Male Tengu Vigilante 6| HP 51/51 | AC 23, T 16, FF 17 | F +5, R +11, W +7 | Init +5 | Per +12

Bite: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13
Damage: 1d3 + 3 ⇒ (3) + 3 = 6
Wakizashi Off hand: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
Magic Slashing: 1d6 + 4 ⇒ (1) + 4 = 5
Wakizashi: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
Magic Slashing: 1d6 + 5 ⇒ (1) + 5 = 6
Confirm: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28
Magic Slashing: 1d6 + 4 ⇒ (3) + 4 = 7
Confirm: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
Magic Slashing: 1d6 + 5 ⇒ (3) + 5 = 8

Raijan lashes out with beak and blades,taking advantage of his partnership with Azrael.

Grand Lodge

Male NG Dwarf Fighter 8 | HP 84/84 | AC 28 T 12 FF 26 | CMB +17, CMD 29 (41 vs bull rush & trip) | F: +9, R: +4, W: +3 (+2 vs fear)((+2 vs poison, spells and SLAs) | Init: +2 | Dark VIsion 60’ Perc: +13(+15 vs unusual stonework), SM: +1 | Speed 20ft | Active conditions: None.

Thrugg brings his hammer around once more.

attack: 1d20 + 8 ⇒ (10) + 8 = 18
1d8 + 3 ⇒ (4) + 3 = 7


|Kintargo Area Map | Combat Slides |

Azrael's foot catches on one of the vines strewn across the cave, causing him to stumble. The beast swats at him, as one would do to a fly. Thankfully, the man regains his foot to spin away just in time. Adrenaline still pumping, Azrael slashes at the massive target, hearing a soft 'Pop' as another winks out of existence.

Tail Slap AoO: 1d20 + 3 ⇒ (11) + 3 = 14
Sadly, swinging twice w/TWF is a full round action. Since you moved this round, can only attack with the one.

Moving to get a better view of the creature, John makes sure to stay out of it's reach. Satisfied, he reaches deep into the astral reaches between worlds and sends a shimmering glob of tumultuous magic hurtling towards the beast. Suddenly, the cloaker gains 3 eyes, as it's wings seem to shrink...the segmented tail turning into a massive foot...

Fort Save: 1d20 + 6 ⇒ (1) + 6 = 7 HA!

Taking full advantage of Johns antics, and his companion's flank, Raijan goes all out. Though his first attempt gains him a mouthful of air, he quickly recovers. A quick 'Pop. Pop.' resounds as two more cloakers wink out of existence. Only 2 remain. (1 image and the real one)
What you hit (4 is cloaker): 1d4 ⇒ 3
What you hit (3 is cloaker): 1d3 ⇒ 1

Omar makes his way around the creature, slowly. Pleased it didn't swing at him, he carefully takes aim and gouges one of the beasts wings, nearly severing the appendage!
What do you hit (2 is cloaker): 1d2 ⇒ 2

Jiggo's struggle continues, though he manages to retrieve a flask in case the bats return.

The stocky Thrugg bashes in the chest of the beast, hearing another 'Pop' as it disappears. Only one foe remains visible!

Blinking it's new eyes, staring at the long foot protruding from its back, the beast stands there...unmoving.

The doll's chant continues to echo through the cave as it steps in front of John. "MURDER! DIE! DIE! DIEEEEEEEEE"
Splinter Spray: 3d6 ⇒ (5, 1, 3) = 9
Ref: 1d20 + 5 ⇒ (9) + 5 = 14

Round 3
Order:

Cloaker (-30; Dazed 1/1)
Nira (-3)
Azrael
John
Raijan (-7)
Omar
Jiggo (Nauseated 3/5)
Thrugg

Azrael/John/Raijan/Omar/Jiggo/Thrugg up Round 3

Silver Crusade

Human Fighter 4 UC Monk 2 | HP: 52/52 | AC: 20 /22 T:16 FF: 14/16 | CMB:8 CMD:24 | Saves F:10 R:9 W:4 | Init:6 | Per:11 |

For some reason, thought I 5 ft.. My bad. Real full round for TWF now!

Azrael continues the assault and hopes to bring a swift death to the demon.

Mwk Kukri,TWF,PA,Flank: 1d20 + 7 - 2 - 1 + 2 ⇒ (5) + 7 - 2 - 1 + 2 = 11S: 1d4 + 2 + 2 ⇒ (3) + 2 + 2 = 7

offhand Mwk Kukri,TWF,PA,Flank: 1d20 + 7 - 2 - 1 + 2 ⇒ (19) + 7 - 2 - 1 + 2 = 25S: 1d4 + 1 + 2 ⇒ (3) + 1 + 2 = 6
crit? offhand Mwk Kukri,TWF,PA,Flank: 1d20 + 7 - 2 - 1 + 2 ⇒ (1) + 7 - 2 - 1 + 2 = 7S: 1d4 + 1 + 2 ⇒ (3) + 1 + 2 = 6

The Concordance

Male Halfelf - Skald 8 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { } (0/23 song used}

Omar continues to swing away at the giant bat.

I don't know where this doll came from originally, but I sure like her spunk!

+1 Bec de Corbin, heroism: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
for dmg : 1d10 + 7 + 1 ⇒ (9) + 7 + 1 = 17

Liberty's Edge

Male Tengu Vigilante 6| HP 51/51 | AC 23, T 16, FF 17 | F +5, R +11, W +7 | Init +5 | Per +12

Wait really? You don't know where the doll's from? Nobody tell him its the trapped and tormented soul of the woman we're here to rescue. That would be terrible for morale!

Wakizashi: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
Magic Slashing: 1d6 + 5 ⇒ (5) + 5 = 10
Wakizashi Off hand: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
Magic Slashing: 1d6 + 4 ⇒ (1) + 4 = 5
Bite: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
Damage: 1d3 + 3 ⇒ (1) + 3 = 4
Confirm: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
Extra Damage: 1d6 + 5 ⇒ (3) + 5 = 8

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

John attempts a repeat of his prior performance, "was that FUN! I BET IT WAS!! HERE'S SOME MORE!!!"

Standard to Cast Warp Touch on Cloaker. Fort DC 15 or Dazed for 1 Round.

Silver Crusade

Spells -/4/2 | Fervor 5/5 | Blessings 5/5 | Sacred Weapon 4/4 | Inspired | GM Reroll +1 | HP 28/28 | AC 17 (T 13 FF 14) | Init +1 | Perception +1 | Saves 6/4/8 | CMD 16 | 4 Warpriest of Erastil | Human (Varundi) Male

Jiggo pulls out his wand of Cure Light Wounds. He takes one look at the warped cloaker... and looks away again. Ewww.

Grand Lodge

Male NG Dwarf Fighter 8 | HP 84/84 | AC 28 T 12 FF 26 | CMB +17, CMD 29 (41 vs bull rush & trip) | F: +9, R: +4, W: +3 (+2 vs fear)((+2 vs poison, spells and SLAs) | Init: +2 | Dark VIsion 60’ Perc: +13(+15 vs unusual stonework), SM: +1 | Speed 20ft | Active conditions: None.

Thrugg continues his assault with the hammer.

attack: 1d20 + 8 ⇒ (20) + 8 = 28
damage: 1d8 + 5 ⇒ (7) + 5 = 12
confirmation: 1d20 + 8 ⇒ (19) + 8 = 27
extra damage: 2d8 + 10 ⇒ (8, 6) + 10 = 24


|Kintargo Area Map | Combat Slides |

Fort: 1d20 + 6 ⇒ (13) + 6 = 19

Azrael manages to shove one of his blades deep into the creatures eye, as it shimmers and reshapes.

John tries to warp it's flesh again, but it's resolve holds as it sets its hate filled eyes on the caster.

Before the beast can reach it's new target, Raijain slices off the cloakers left wing and tail, blood spraying out of the new orifices. Jiggo, reacting appropriately turns away as the beast begins to crumple.

With triumph in his eyes, Thrugg brings down his hammer, smashing its skull. Gray, curdled matter sprays across the room, covering the nearby vines.

Combat Over

Status
Nira -3
Raijan -7
Jiggo Nauseated

Perception:

Jiggo: 1d20 + 0 ⇒ (8) + 0 = 81d20 + 0 ⇒ (13) + 0 = 13
Azrael: 1d20 + 2 ⇒ (10) + 2 = 121d20 + 2 ⇒ (13) + 2 = 15
John: 1d20 + 0 ⇒ (8) + 0 = 81d20 + 0 ⇒ (13) + 0 = 13
Thrugg: 1d20 + 1 ⇒ (5) + 1 = 61d20 + 1 ⇒ (16) + 1 = 17
Raijann/TTS: 1d20 + 10 ⇒ (1) + 10 = 111d20 + 10 ⇒ (14) + 10 = 24
Omar: 1d20 + 6 ⇒ (10) + 6 = 161d20 + 6 ⇒ (3) + 6 = 9

The immediate threat over, you begin to look around the open cavern. Omar notices an opening in the wall behind a curtain of thinner vines to the southwest.

Feel free to react - I will assume you will move through the spotted opening

Leaving the chamber through Omar's passage, you find yourselves in a narrow hall that curves towards the west. Trudging through the ever present vines, everyone other than Omar notice a small cavern to the side.

Investigate the small cavern?:

Inside you find a dead body, matching the description of Amenira. The face seems awkwardly similar to the one painted on your small construct. You can do a heal check on the body to determine when it died, and how it died

Two bulbous seed pods hang from the ceiling with arcane symbols on them.
These function as potions - spellcraft to ID

The Concordance

Male Halfelf - Skald 8 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { } (0/23 song used}

"that was killer! Great work everyone! Doll friend- you can fight with us anytime."

Omar points out the hidden portal.

"Let's check this out. But first... Is anyone badly hurt. I can help if you have a wand."

Silver Crusade

Spells -/4/2 | Fervor 5/5 | Blessings 5/5 | Sacred Weapon 4/4 | Inspired | GM Reroll +1 | HP 28/28 | AC 17 (T 13 FF 14) | Init +1 | Perception +1 | Saves 6/4/8 | CMD 16 | 4 Warpriest of Erastil | Human (Varundi) Male

"All of this wandering around the world and I'm still not prepared sometimes." Jiggo coughs and puts away his vial of acid before making his way to the party. "Sorry I wasn't of much use. I was going to use this wand to heal us, but..."

"Nira, I have no idea if this will work on you. But I'll try anyway!"
Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8

Whether or not it worked, it looks like Raijan is left for healing.

"What's that, Omar? What side cavern?" Jiggo's expression turns grim as he walks up to the cavern entrance and peers inside. "Oh no..."

Heal: 1d20 + 6 ⇒ (10) + 6 = 16

He kneels and examines the body. "I think this... was... Amenira. Her face and Nira's design match pretty well."

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

John follows along, slipping in behind Jiggo to check out the side cavern. His face saddens as he looks at the dead body, "I think... that we may be to late."

Thinking about the odd doll possession spells Amenira was using he adds, "but maybe there is something here that can help us bring her back." He casts detect magic, scanning the room and the body. When he sees the seed pods are emanating magic he attempts to identify them.

Spellcraft: 1d20 + 5 ⇒ (9) + 5 = 14
Spellcraft: 1d20 + 5 ⇒ (16) + 5 = 21

He calls out to the group, "hey Nira, come on in here and see if this can help jog your memory." Maybe if we bring her soul or whatever is in the doll near the body it'll know how to return.

Silver Crusade

Human Fighter 4 UC Monk 2 | HP: 52/52 | AC: 20 /22 T:16 FF: 14/16 | CMB:8 CMD:24 | Saves F:10 R:9 W:4 | Init:6 | Per:11 |

Azrael follows silently behind, keeping his eyes peeled for dangers of any kind. Upon noticing the still body, a chill runs down the human's spine. "Murder..."

heal: 1d20 + 2 ⇒ (12) + 2 = 14

The Concordance

Male Halfelf - Skald 8 - AC21/T13/F16/CMD14 |HP 59/59 | Fort:+9;Ref:+6;Will+7 |Percept.+6 | Init.+4 | { } (0/23 song used}

Not knowing anything else to do to help the fallen, Omar looks on silently, hopeful there is yet something which will work.

Liberty's Edge

Male Tengu Vigilante 6| HP 51/51 | AC 23, T 16, FF 17 | F +5, R +11, W +7 | Init +5 | Per +12

Heal: 1d20 + 1 ⇒ (1) + 1 = 2

Raijan can't make anything of Amenira's body, so he turns to the doll to see if she has any further explanations.

Grand Lodge

Male NG Dwarf Fighter 8 | HP 84/84 | AC 28 T 12 FF 26 | CMB +17, CMD 29 (41 vs bull rush & trip) | F: +9, R: +4, W: +3 (+2 vs fear)((+2 vs poison, spells and SLAs) | Init: +2 | Dark VIsion 60’ Perc: +13(+15 vs unusual stonework), SM: +1 | Speed 20ft | Active conditions: None.

Thrugg shakes the brain matter off the end of his hammer and keeps guard as the rest of the group does the investigation of the small cave.

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