[OutPost] GM Dennis - PFS #8-99B: The Solstice Scar, Version B (Session 1) - Classic 7-8 (Inactive)

Game Master Dennis Muldoon

Classic Tier 7-8

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Sovereign Court

active effects:
Tengu (Tooth) and Fiendish Giant Mantis (Claw) Hunter (divine verminous) 11 | AC 24 T 15 FF 20 | HP 98/98 | F +13 R +14 W +11 | CMD 26 | Init +4 | Perc +19 lowlight, carrion sense | vermin focus (11/11) | Sudden Shift (7/7) | Master's Illusion (11/11) | Spells (-, 6/6, 5/5, 5/5, 3/3)

I'm game for a social encounter. Just don't ask Tooth to lead on diplomacy or the Twinhorn Following will all be Following the Blood God before he's done!

Silver Crusade

Female Tengu
Consumables:
Lay On hands(4d6, rem. fatigued and diseased) 7/7 Channel Positive(4d6) 2/3 Smite Evil 3/3 +3 to hit +8 dam+3 defl.AC Hero's Defiance, Prot. from Evil, Bull's Strength, Effortless Armor
Stats:
Paladin 8|HP 67/76|AC:29/T:15/FF:26|F:+12/R:+9/W:+11|CMB:+11|CMD: 26/23FF|BAB: +8|In: +3|Low-Lt Vision|H. An: +7|Heal: +7|K: Rel: +6|Per.:+10|Dip.: +10|S.M.: +10|Lng: +10|Scft:+4|K: Nob: +4|Blf/Dis/Int:+3|PFS# 145296-6

Andrietta has wings for about seven more minutes then loses them for the day. From a tactical perspective, it would be better to use them before they were gone.

From a story perspective, the last mission she was on that was much like this, she went with negotiating as soon as possible -- there didn't seem to be a lot of effectiveness to it, but it didn't go badly? If folks want to do that, won't fight it.

Sovereign Court

active effects:
Tengu (Tooth) and Fiendish Giant Mantis (Claw) Hunter (divine verminous) 11 | AC 24 T 15 FF 20 | HP 98/98 | F +13 R +14 W +11 | CMD 26 | Init +4 | Perc +19 lowlight, carrion sense | vermin focus (11/11) | Sudden Shift (7/7) | Master's Illusion (11/11) | Spells (-, 6/6, 5/5, 5/5, 3/3)

Andrietta makes sense there. I'm easy either way.

Scarab Sages

Buffs:
Male Tengu Investigator 9 | HP 48/48 | AC 24 touch 15 ff 20 | CMB +6; CMD 21 | F +6, R: +13, W +11 | Init +4 | Perception +16 (+d8) | Speed 30 ft.

Camp or Circle?: 1d2 ⇒ 1

I'm find going for combat to try to utilize Andrietta's buffs.
I will be happy with siding with clearing out the battle at the camp.

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

Sounds like fighting at the camp first, then social? I'll get us going in a little bit when I get home from work.

Silver Crusade

| hp 54/54 | AC 21 FF 13 T 20 | CMD 14 | Fort +8 Ref +4 Will +14 (+8 vs Poison, +2 vs Negative Energy effects that deal HP damage) | Init +2 | Perception +7 | Sense Motive +16 | Movement 40ft | Male Vishkanya Divine Paragon Cleric of Apsu 8 | Active Effects: Blessing of Fervor 5 rounds, Cold Resist 20, Deathwatch, Longstrider, Message, Loci Spirit Ritual (Healing), Wis +1 7rds |

Works okay for me.

Dark Archive

Soulknife 7 HP: 64/64(+14) AC: (28)24, T: 17, FF:24 Fort:+9 R: +2 W: +12 Perception +0, Lowlight Vision, Effects: Shield, False Life, Resist Energy(Cold)

Yea, fighting at the camp first works for Kaa as well.

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

The following condition is in effect:

Overseer wrote:
Twinhorn Allies The next successful melee or ranged attack made by each PC before the end of the adventure automatically gains the benefits of the boosted Allied Offensive aid token effect.

Also, is anyone openly wearing any symbols of Aroden, Iomedae, or Taldor?

A stream of glowing mist winds its way through the trees as the air takes on a sudden chill. Gray and black shadows and mist coalesce into two humanoid figures (red and green), their faces distorted masks of rage and hatred. Behind them (blue), a shadowy figure sways and moves with an erratic grace, as if lit by an unseen fire.

What are those red and green things? Knowledge (religion) DC 16:
These are Exiled Shades. An exiled shade is a wretched, undead remnant of an evil organization. Driven out and possibly even slain by its former allies, the exiled shade wallows in the pain of its betrayal and its paradoxical desires to simultaneously destroy and be reunited with its former comrades. Exiled shades linger near the places they once served, but are psychologically unable to return to the places from which they were exiled. Instead they attack lonesome travelers, enslaving them to use as puppets against their onetime allies. For every 5 that you beat the DC, you may ask for one piece of information from this list.

What is that blue thing? Knowledge (religion) DC 18:
This is a Greater Shadow. Greater shadows are those undead shadows that have come to be particularly infused with negative energy, such as those that have spent vast lengths of time in areas of the Plane of Shadow awash in negative energy, or those that have drained the lives of thousands of victims. These undead monsters are often found with a small band of normal shadows, which typically treat a greater shadow as a leader to rally behind.
For every 5 that you beat the DC, you may ask for one piece of information from this list.

GM Screen:

Initiative:
Andrietta: 1d20 + 3 ⇒ (3) + 3 = 6
Kaa: 1d20 + 10 ⇒ (8) + 10 = 18
Tooth: 1d20 + 3 ⇒ (10) + 3 = 13
Claw: 1d20 + 2 ⇒ (10) + 2 = 12
Lissa: 1d20 + 7 ⇒ (2) + 7 = 9
Kel: 1d20 + 2 ⇒ (2) + 2 = 4
Watts: 1d20 + 4 ⇒ (1) + 4 = 5
Blue: 1d20 + 7 ⇒ (19) + 7 = 26
Red: 1d20 + 5 ⇒ (7) + 5 = 12
Green: 1d20 + 5 ⇒ (14) + 5 = 19

Two of the figures react quickly, gliding silently toward you.

------

Initiative:

  • Blue
  • Green
  • Kaa
  • Tooth
  • Claw
  • Red
  • Lissa
  • Andrietta
  • Watts
  • Kel

    Kaa, Tooth, and Claw may act.

  • Scarab Sages

    Buffs:
    Male Tengu Investigator 9 | HP 48/48 | AC 24 touch 15 ff 20 | CMB +6; CMD 21 | F +6, R: +13, W +11 | Init +4 | Perception +16 (+d8) | Speed 30 ft.

    Knowledge (religion) vs Red/Green: 1d20 + 14 + 1d8 ⇒ (15) + 14 + (6) = 35

    Special attacks, special abilities, spell-like abilities.

    Knowledge (religion) vs Blue: 1d20 + 14 + 1d8 ⇒ (16) + 14 + (4) = 34

    Special attacks, special abilities, special defenses.

    Dark Archive

    Soulknife 7 HP: 64/64(+14) AC: (28)24, T: 17, FF:24 Fort:+9 R: +2 W: +12 Perception +0, Lowlight Vision, Effects: Shield, False Life, Resist Energy(Cold)

    Religion vs red/green: 1d20 + 8 ⇒ (9) + 8 = 17
    Religion vs blue: 1d20 + 8 ⇒ (19) + 8 = 27

    Recognizing the two creatures, Kaa strides up to the larger threat and weaves a spell into his strike.

    Spellstrike with Chill Touch Flat Footed?: 1d20 + 11 ⇒ (5) + 11 = 16
    1d8 + 6 ⇒ (6) + 6 = 12 IF this hits, it needs to make a will save DC16 or flee as if panicked for 1d4 + 6 ⇒ (3) + 6 = 9 rounds.
    Boosted Aid Token Damage: 3d8 ⇒ (8, 4, 5) = 17

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Watts knowledge results:

    Red/Green-

  • Special attacks: Their touch attacks do intelligence damage. Anyone who takes intelligence damage greater than or equal to their intelligence score loses the penalties from that damage and comes under the thrall of the exiled shade, as dominate person.
  • Special abilities: A visible symbol of their former organizations (Aroden, Iomedae, and Taldor in this case) sickens the shade. If the bearer of the symbol directly confronts the shade (as a standard action), the shade must make a Will save or be dazed. The shade is less likely to resist positive energy channeled through one of these symbols.
  • Spell-like abilities: none.

    -------

    Blue-

  • Special attacks: Its touch attacks do strength damage (negative energy effect), and it creates shadows from those it kills with this strength damage.
  • Special abilities: No additional special abilities
  • Special defenses: Incorporeal, small channel resistance.

  • Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Kaa, looks like you can ask another question about blue.

    Kaa swings, trying to drive off the blue creature, but is unable to connect. Green acted before you, so they're not flat-footed. 16 does not hit their touch AC. This also means that you have not yet used your Twinhorn Allies bonus, as it applies on the first successful hit.

    Dark Archive

    Soulknife 7 HP: 64/64(+14) AC: (28)24, T: 17, FF:24 Fort:+9 R: +2 W: +12 Perception +0, Lowlight Vision, Effects: Shield, False Life, Resist Energy(Cold)

    Well it was regular AC so it missed even harder. Special attacks, Special abilities.

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Kaa:
    Blue-

  • Special attacks: Its touch attacks do strength damage (negative energy effect), and it creates shadows from those it kills with this strength damage.
  • Special abilities: No additional special abilities
  • Scarab Sages

    Buffs:
    Male Tengu Investigator 9 | HP 48/48 | AC 24 touch 15 ff 20 | CMB +6; CMD 21 | F +6, R: +13, W +11 | Init +4 | Perception +16 (+d8) | Speed 30 ft.

    I do not believe Watts has a symbol of Aroden, Taldor, or Iomedae after looking through my notes.

    GM:
    Mostly waiting until my turn before spouting facts, but I wanted to check with you on a question. From what Watt's knows, would the document (link) with the royal seal of the Grand Prince proclaiming Tooth to be a Baron of Taldor count as a visible symbol of Taldor to trigger the weakness of the exiled shades?

    Sovereign Court

    active effects:
    Tengu (Tooth) and Fiendish Giant Mantis (Claw) Hunter (divine verminous) 11 | AC 24 T 15 FF 20 | HP 98/98 | F +13 R +14 W +11 | CMD 26 | Init +4 | Perc +19 lowlight, carrion sense | vermin focus (11/11) | Sudden Shift (7/7) | Master's Illusion (11/11) | Spells (-, 6/6, 5/5, 5/5, 3/3)

    Tooth doesn't have any open symbols of Taldor, but he is a Lion Blade and a Baron of Taldor. (His medal was awarded by the city of Magnimar).

    Before entering the camp, Tooth casts a few combat spells: Barkskin, Resinous Skin, and Lead Blades. Mirror Image will still have a few minutes duration, so will Kel's Bless.. He also reactivates his Vermin Focus for Ant Focus (+2STR) and switches Claw's Focus to Beetle.(+2AC).

    Still mounted on Claw, Tooth advances with his bardiche. Whilst Claw's attacks have no effect on the shade I assume it's incorporeal at least, Tooth tries his enchanted weapon.

    bardiche vs green shade, bless, elevation, ant focus: 1d20 + 9 + 1 + 1 + 1 ⇒ (4) + 9 + 1 + 1 + 1 = 16damage, lead blades, allies: 2d8 + 7 + 3d8 ⇒ (4, 4) + 7 + (1, 6, 4) = 26 magic, adamantine

    AoO if triggered (reach):
    bardiche vs green shade, bless, elevation, ant focus: 1d20 + 9 + 1 + 1 + 1 ⇒ (15) + 9 + 1 + 1 + 1 = 27damage, lead blades: 2d8 + 7 ⇒ (3, 2) + 7 = 12allies?: 3d8 ⇒ (5, 6, 6) = 17 magic, adamantine

    know.religion vs green/red: 1d20 + 2 ⇒ (8) + 2 = 10
    know.religion vs blue: 1d20 + 2 ⇒ (10) + 2 = 12

    Sovereign Court

    active effects:
    GMF x3, mage armour, ant, leech, skald, haste
    Fiendish Giant Mantis vermin companion (9HD) | current AC 30 T 15 FF 26 | HP 67/67 | F +8 R +11 W +6; evasion, devotion | DR5/good | SR14 | CMD 30 | Init +3 | Perc +5 darkvision | tricks 3/5

    "..."

    Claw tries to grab hold of the smoke and shadow, to no avail.

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Tooth is similarly unable to connect with the shifty shade. The final creature also drifts up to join the fun. As it drifts toward Tooth and Claw (double move), Tooth lands a powerful blow, causing it to recoil, though only doing about half what it would to a more solid foe. (Used your spoiler'd AoO on red, including the Twinhorn Allies boost.)

    Initiative:

  • Blue
  • Green
  • Kaa
  • Tooth
  • Claw
  • Red
  • Lissa
  • Andrietta
  • Watts
  • Kel

    Lissa, Andrietta, Watts, and Kel may act.

  • Silver Crusade

    Female Tengu
    Consumables:
    Lay On hands(4d6, rem. fatigued and diseased) 7/7 Channel Positive(4d6) 2/3 Smite Evil 3/3 +3 to hit +8 dam+3 defl.AC Hero's Defiance, Prot. from Evil, Bull's Strength, Effortless Armor
    Stats:
    Paladin 8|HP 67/76|AC:29/T:15/FF:26|F:+12/R:+9/W:+11|CMB:+11|CMD: 26/23FF|BAB: +8|In: +3|Low-Lt Vision|H. An: +7|Heal: +7|K: Rel: +6|Per.:+10|Dip.: +10|S.M.: +10|Lng: +10|Scft:+4|K: Nob: +4|Blf/Dis/Int:+3|PFS# 145296-6

    Swift Action: Declaring Smite on Shadow

    Andrietta moves up to draw out the largest of the entities, assuming a defensive stance with quarterstaff twirling.

    "Lissa, get ready to pop it, dear, it'll probably come after me."

    Readied Defensive Strike +1 Darkwood Quarterstaff (Smite, Current AC 32, Touch 18 vs. Shadow): 1d20 + 13 + 3 - 4 ⇒ (9) + 13 + 3 - 4 = 21

    If triggered and connects, bypasses DR: 1d6 + 20 ⇒ (6) + 20 = 26

    Scarab Sages

    Buffs:
    Male Tengu Investigator 9 | HP 48/48 | AC 24 touch 15 ff 20 | CMB +6; CMD 21 | F +6, R: +13, W +11 | Init +4 | Perception +16 (+d8) | Speed 30 ft.

    "Andrietta, you face a powerful shadow! If it able to touch you it will drain your strength until there is nothing left."

    "The other two are former soldiers of Taldor that will drain your thoughts until you are nothing but a puppet for them. A symbol from their past, either Iomedae, Aroden, or Taldor will weaken them! Tooth! Do you have a symbol of Taldor you can lend me?"

    As he says this, Watts moves toward the shade to try to drive it back with blade.

    Study red, move, attack red.

    attack, sword cane: 1d20 + 11 + 4 ⇒ (12) + 11 + 4 = 27
    damage, piercing magic: 1d6 + 5 ⇒ (4) + 5 = 9
    damage, boosted allied offensive: 3d8 ⇒ (7, 8, 6) = 21

    Silver Crusade

    | hp 54/54 | AC 21 FF 13 T 20 | CMD 14 | Fort +8 Ref +4 Will +14 (+8 vs Poison, +2 vs Negative Energy effects that deal HP damage) | Init +2 | Perception +7 | Sense Motive +16 | Movement 40ft | Male Vishkanya Divine Paragon Cleric of Apsu 8 | Active Effects: Blessing of Fervor 5 rounds, Cold Resist 20, Deathwatch, Longstrider, Message, Loci Spirit Ritual (Healing), Wis +1 7rds |

    Kel sighs internally a little bit that the group has spread out to where blessing of fervor would not reach them all, so instead he uses the wand of Bless (10 rounds) in his hand, then drops it and repositions himself so he's more in the center of the team.

    Liberty's Edge

    Female CG Human (Varisian) Hydrokineticist 11 | HP: 134/134(36NL)| AC: 37( 21Tch, 29 Fl) | CMB: +11, CMD: 31 | F: +15, R: +19, W: +8 | Init: +9 | Perc: +15, SM: +1 | Speed 40ft, Swim 20ft | Burn: 3/7 |Active conditions: 2 Burn into Shroud of Water(+2 AC), 1 Burn into Kinetic Form, Elemental Overflow(+3Hit, +6DMG, +2Con, +2Dex, 15% Fortification)

    Lissa nods to Andrietta and begins to call the waves to her over again, keeping one eye on the Tengu paladin.

    Move action - Gather power
    Standard action - Ready(Empowered Water Blast vs. Blue once it enters her line of sight.)

    Water Blast(Bless): 1d20 + 14 + 1 ⇒ (18) + 14 + 1 = 33 for: 4d6 + 12 ⇒ (2, 1, 5, 2) + 12 = 22 damage

    Empowered makes it 33 damage.

    Scarab Sages

    Buffs:
    Male Tengu Investigator 9 | HP 48/48 | AC 24 touch 15 ff 20 | CMB +6; CMD 21 | F +6, R: +13, W +11 | Init +4 | Perception +16 (+d8) | Speed 30 ft.

    My apologies for pushing out of the range of blessing of fervor. I'll try to keep better track of that going forward.

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    The blue creature moves forward, triggering Andrietta and Lissa's attacks, both of which hit. Undeterred, it reaches out to touch Andrietta.

    Incorporeal touch: 1d20 + 11 ⇒ (3) + 11 = 14
    Strength damage: 1d8 ⇒ 1

    Green glides forward and tries to touch Kaa.

    Incorporeal touch: 1d20 + 10 ⇒ (15) + 10 = 25
    Intelligence damage: 1d6 ⇒ 6

    -----

    Initiative:

  • Blue
  • Green
  • Kaa
  • Tooth
  • Claw
  • Red
  • Lissa
  • Andrietta
  • Watts
  • Kel

    Kaa, Tooth, and Claw may act.

  • Sovereign Court

    active effects:
    GMF x3, mage armour, ant, leech, skald, haste
    Fiendish Giant Mantis vermin companion (9HD) | current AC 30 T 15 FF 26 | HP 67/67 | F +8 R +11 W +6; evasion, devotion | DR5/good | SR14 | CMD 30 | Init +3 | Perc +5 darkvision | tricks 3/5

    Claw continues to flail at the spirits, whilst Tooth guides him into position.

    5' step, and useless full attack. Shame Claw doesn't have the Aid trick, and Tooth can't afford the move action to push him to try it this round.

    Sovereign Court

    active effects:
    Tengu (Tooth) and Fiendish Giant Mantis (Claw) Hunter (divine verminous) 11 | AC 24 T 15 FF 20 | HP 98/98 | F +13 R +14 W +11 | CMD 26 | Init +4 | Perc +19 lowlight, carrion sense | vermin focus (11/11) | Sudden Shift (7/7) | Master's Illusion (11/11) | Spells (-, 6/6, 5/5, 5/5, 3/3)

    Try to focus fire everyone. These things are easily capable of taking us all out.

    "Taldor? Me Baron from Taldor! Me secret agent Lion Blade of Taldor!" says Tooth as he slashes at a spirit.

    bardiche vs red, flank (from aid token), bless (sorry got that wrong last round), elevation, ant focus, power attack: 1d20 + 9 + 2 + 1 + 1 - 2 ⇒ (19) + 9 + 2 + 1 + 1 - 2 = 30damage, lead blades, dirty fighter: 2d8 + 7 + 6 + 1 ⇒ (1, 1) + 7 + 6 + 1 = 16

    Can't crit without ghost touch, right? I hate incorporeals.

    "Me got Imperial Writ! Me showed you Watts. Here it is, look! You soldiers of Taldor, Me Baron Tooth! Me Secret Lion Blade! Me order you to stop fighting!"

    Tooth fetches the writ from his bags and hands it off to Watts.

    Standard to attack, move to fetch item from pack.

    Dark Archive

    Soulknife 7 HP: 64/64(+14) AC: (28)24, T: 17, FF:24 Fort:+9 R: +2 W: +12 Perception +0, Lowlight Vision, Effects: Shield, False Life, Resist Energy(Cold)

    Kaa starts to lose his mind, his thoughts being sapped. He continues to strike with his infused blade.

    1d20 + 11 ⇒ (12) + 11 = 23
    1d8 + 6 ⇒ (7) + 6 = 13 If this hits, I still have chill touch up, so will save DC16 or flee as if panicked for 1d4 + 6 ⇒ (4) + 6 = 10 rounds.
    Twinhorn: 3d8 ⇒ (6, 7, 7) = 20

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Kaa, despite a fuzzy feeling in his brain, connects with Green, while Tooth hits red (correct about critting w/o ghost touch).

    Green Will save: 1d20 + 8 ⇒ (5) + 8 = 13

    Red tries to reach out and touch Watts.

    Incorporeal touch: 1d20 + 10 ⇒ (4) + 10 = 14
    Intelligence damage: 1d6 ⇒ 6

    -----

    Initiative:

  • Blue
  • Green Panicked!
  • Kaa
  • Tooth
  • Claw
  • Red
  • Lissa
  • Andrietta
  • Watts
  • Kel

    Kaa, Tooth, and Claw may act.

  • Scarab Sages

    2 people marked this as a favorite.
    Buffs:
    Male Tengu Investigator 9 | HP 48/48 | AC 24 touch 15 ff 20 | CMB +6; CMD 21 | F +6, R: +13, W +11 | Init +4 | Perception +16 (+d8) | Speed 30 ft.

    Barely avoiding the shade's attack, Watts acquires the writ from Tooth.

    "A Lion Blade, but...

    "Thank you Tooth."

    Shaking off the questions to focus on the battle, Watts opens the document and holds it up against the undead as he recalls the words of the Taldan warriors he has fought with before.

    "Behold the symbol of Taldor! A banner under which you once fought years past! Now you stand against a champion from, what some argue to be, the greatest empire the world has ever known!"

    Move action take writ from Tooth, standard action present symbol at Red.

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Red will save, DC 16: 1d20 + 8 ⇒ (2) + 8 = 10 -->Red is dazed!

    Lissa, Andrietta, and Kel may act.

    Silver Crusade

    | hp 54/54 | AC 21 FF 13 T 20 | CMD 14 | Fort +8 Ref +4 Will +14 (+8 vs Poison, +2 vs Negative Energy effects that deal HP damage) | Init +2 | Perception +7 | Sense Motive +16 | Movement 40ft | Male Vishkanya Divine Paragon Cleric of Apsu 8 | Active Effects: Blessing of Fervor 5 rounds, Cold Resist 20, Deathwatch, Longstrider, Message, Loci Spirit Ritual (Healing), Wis +1 7rds |

    Kel contemplates the deployment of the undead around him and, even though it's not a specialty of his, will grasp the symbol of Apsu around his neck and hold it aloft.

    "In the name of the Waybringer, I sstrike at thee! Trouble the living no more!"

    Channel Positive Energy: 4d6 ⇒ (5, 3, 6, 6) = 20
    30ft radius should hit all of them - DC 15 Will Save for half

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Green Will save, channel resistance: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
    Red Will save, channel resistance: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
    Blue Will save, channel resistance: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13

    Kel emits a wave of positive energy, washing over the field. The shades manage to shrug off the worst of it, but the shadow wails as it is dispersed by the holy power! Blue down!

    Lissa and Andrietta may act.

    Silver Crusade

    Female Tengu
    Consumables:
    Lay On hands(4d6, rem. fatigued and diseased) 7/7 Channel Positive(4d6) 2/3 Smite Evil 3/3 +3 to hit +8 dam+3 defl.AC Hero's Defiance, Prot. from Evil, Bull's Strength, Effortless Armor
    Stats:
    Paladin 8|HP 67/76|AC:29/T:15/FF:26|F:+12/R:+9/W:+11|CMB:+11|CMD: 26/23FF|BAB: +8|In: +3|Low-Lt Vision|H. An: +7|Heal: +7|K: Rel: +6|Per.:+10|Dip.: +10|S.M.: +10|Lng: +10|Scft:+4|K: Nob: +4|Blf/Dis/Int:+3|PFS# 145296-6

    "Focus fire on the stunned one!" Andrietta bellows as she rapidly climbs up over the tent next to her and into clear line of sight on the two marauding undead that remain.

    The paladin reaches to her chest and pulls forth a wooden symbol of a willow grasped in a fist.

    "In Grandmother's name BEGONE!"

    Channel Energy (Positive vs Undead: DC 17 Will Save for half): 4d6 ⇒ (3, 3, 3, 2) = 11

    Liberty's Edge

    Female CG Human (Varisian) Hydrokineticist 11 | HP: 134/134(36NL)| AC: 37( 21Tch, 29 Fl) | CMB: +11, CMD: 31 | F: +15, R: +19, W: +8 | Init: +9 | Perc: +15, SM: +1 | Speed 40ft, Swim 20ft | Burn: 3/7 |Active conditions: 2 Burn into Shroud of Water(+2 AC), 1 Burn into Kinetic Form, Elemental Overflow(+3Hit, +6DMG, +2Con, +2Dex, 15% Fortification)

    Seeing Kel and Andrietta call the holy wrath of their respective gods on all the shadowy forms, Lissa gives a cry of encouragement before running up toward where Watts is fending off one. With a quick snap of the wrist, she calls an orb of water and fires it off as she moves, quickly snapping it toward the figure wildly.

    Move
    Standard action - Water Blast vs. Red.

    Water Blast(Bless,PBS): 1d20 + 14 + 1 + 1 ⇒ (1) + 14 + 1 + 1 = 17 for(PBS): 4d6 + 12 + 1 ⇒ (5, 6, 6, 2) + 12 + 1 = 32 damage

    that's an auto miss.

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Red will save vs. channel: 1d20 + 8 + 2 ⇒ (7) + 8 + 2 = 17
    Green will save vs. channel: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22

    Both foes shrugs off the worst of Andrietta's burst, while Lissa's blast impacts beneath red's floating form.

    The green enemy, panicked flies away as quickly as it can where it is surely destroyed by some other band of roving pathfinders! And provoking from Kaa and Tooth as it goes.

    Initiative:

  • Green
  • Kaa
  • Tooth
  • Claw
  • Red Dazed.
  • Lissa
  • Andrietta
  • Watts
  • Kel

    Whole party may act. It's daze will end after it's turn, so it will be able to take reactions from Lissa's turn and down.

  • Sovereign Court

    active effects:
    Tengu (Tooth) and Fiendish Giant Mantis (Claw) Hunter (divine verminous) 11 | AC 24 T 15 FF 20 | HP 98/98 | F +13 R +14 W +11 | CMD 26 | Init +4 | Perc +19 lowlight, carrion sense | vermin focus (11/11) | Sudden Shift (7/7) | Master's Illusion (11/11) | Spells (-, 6/6, 5/5, 5/5, 3/3)

    Tooth slashes at the fleeing shade...

    AoO bardiche vs Green, flank (token), ant focus, bless, elevation, power attack: 1d20 + 9 + 2 + 1 + 1 - 2 ⇒ (11) + 9 + 2 + 1 + 1 - 2 = 22damage, lead blades, dirty fighter, pa: 2d8 + 7 + 1 + 6 ⇒ (3, 6) + 7 + 1 + 6 = 23

    "Coward! Traitor to the Empire!" Tooth calls after the shade.

    Tooth attempts a fast dismount (free action)

    ride DC20: 1d20 + 9 ⇒ (19) + 9 = 28

    He then instructs Claw to flank... ready an attack

    bardiche vs red, outflank, bless, ant focus, power attack: 1d20 + 9 + 4 + 1 + 1 - 2 ⇒ (6) + 9 + 4 + 1 + 1 - 2 = 19damage, lead blades, dirty fighter, pa: 2d8 + 7 + 1 + 6 ⇒ (5, 7) + 7 + 1 + 6 = 26

    "Surrender, soldier! Me Champion of Taldor!"

    Sovereign Court

    active effects:
    GMF x3, mage armour, ant, leech, skald, haste
    Fiendish Giant Mantis vermin companion (9HD) | current AC 30 T 15 FF 26 | HP 67/67 | F +8 R +11 W +6; evasion, devotion | DR5/good | SR14 | CMD 30 | Init +3 | Perc +5 darkvision | tricks 3/5

    Claw moves into position, flying over the dazed shade, and again attacks to no effect. Once he is in position, Tooth strikes.

    Dark Archive

    Soulknife 7 HP: 64/64(+14) AC: (28)24, T: 17, FF:24 Fort:+9 R: +2 W: +12 Perception +0, Lowlight Vision, Effects: Shield, False Life, Resist Energy(Cold)

    AOO: 1d20 + 11 ⇒ (17) + 11 = 28
    1d8 + 6 ⇒ (2) + 6 = 8

    Kaa moves into the flank and slashes at red.
    Power Attack: 1d20 + 11 - 2 + 2 ⇒ (15) + 11 - 2 + 2 = 26
    1d8 + 10 ⇒ (8) + 10 = 18

    Liberty's Edge

    Female CG Human (Varisian) Hydrokineticist 11 | HP: 134/134(36NL)| AC: 37( 21Tch, 29 Fl) | CMB: +11, CMD: 31 | F: +15, R: +19, W: +8 | Init: +9 | Perc: +15, SM: +1 | Speed 40ft, Swim 20ft | Burn: 3/7 |Active conditions: 2 Burn into Shroud of Water(+2 AC), 1 Burn into Kinetic Form, Elemental Overflow(+3Hit, +6DMG, +2Con, +2Dex, 15% Fortification)

    Now close enough to do so, Lissa calls another tendril of water, and uses it to strike twice at the last ethereal foe.

    5-foot
    Full attack - Water Whip vs. Red

    Water Blade(Bless): 1d20 + 14 + 1 ⇒ (19) + 14 + 1 = 34 for: 4d6 + 8 ⇒ (5, 6, 1, 3) + 8 = 23 damage
    Water Blade(Second strike)(Bless): 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20 for: 4d6 + 8 ⇒ (1, 1, 2, 3) + 8 = 15 damage

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Kaa and Tooth each slash at the fleeing shade, then turn their attentions to the dazed foe, weakening it enough for Lissa to finish it off. Red down. I'm going to say one of the other roving bands of pathfinders or twinhorns finishes off the green shade sometime in the next 20 rounds it would take for it to get back to you. I'll get the social encounter up in just a moment.

    Scarab Sages

    Buffs:
    Male Tengu Investigator 9 | HP 48/48 | AC 24 touch 15 ff 20 | CMB +6; CMD 21 | F +6, R: +13, W +11 | Init +4 | Perception +16 (+d8) | Speed 30 ft.

    Watts throws a few more facts on the cities and governors of Taldor as the Shade goes off into the distance. He quiets as he ponders for a moment before returning the the writ to it's original condition and returning it to Tooth.

    "I greatly appreciate you letting me borrow it. Many others would have been denied the use of their symbol without sufficient explanation."

    Sovereign Court

    active effects:
    Tengu (Tooth) and Fiendish Giant Mantis (Claw) Hunter (divine verminous) 11 | AC 24 T 15 FF 20 | HP 98/98 | F +13 R +14 W +11 | CMD 26 | Init +4 | Perc +19 lowlight, carrion sense | vermin focus (11/11) | Sudden Shift (7/7) | Master's Illusion (11/11) | Spells (-, 6/6, 5/5, 5/5, 3/3)

    "Me understand, Watts. Me happy to help. It nobles' obligation to help little people."

    Tooth's chest puffs out with pride as he accepts the writ back.

    Silver Crusade

    1 person marked this as a favorite.
    Female Tengu
    Consumables:
    Lay On hands(4d6, rem. fatigued and diseased) 7/7 Channel Positive(4d6) 2/3 Smite Evil 3/3 +3 to hit +8 dam+3 defl.AC Hero's Defiance, Prot. from Evil, Bull's Strength, Effortless Armor
    Stats:
    Paladin 8|HP 67/76|AC:29/T:15/FF:26|F:+12/R:+9/W:+11|CMB:+11|CMD: 26/23FF|BAB: +8|In: +3|Low-Lt Vision|H. An: +7|Heal: +7|K: Rel: +6|Per.:+10|Dip.: +10|S.M.: +10|Lng: +10|Scft:+4|K: Nob: +4|Blf/Dis/Int:+3|PFS# 145296-6

    Andrietta lands and quietly assesses the camp for any other hostiles.

    "Never did put much stock in noble lines or pedigrees, it's what's inside a person that's more important than what egg they hatched from or where." she offers after a moment, watching into the distance.

    "OOoh.... that's gonna leave a mark." is then uttered, perhaps in response to another team of death vagrants Pathfinders finishing off the runner.

    She takes the moment to use a wand, and offers it to anyone else should they need it.

    CLWW: 1d8 + 1 ⇒ (4) + 1 = 5

    CLWW: 1d8 + 1 ⇒ (3) + 1 = 4

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    The thick hide walls of this large tent muffle the sounds of battle outside. Iron spikes pin down an enormous map in the center of the tent. Wooden carvings of warriors and monsters lie strewn about the map, marking the location of fighting warriors and the encroaching undead.
    ”We’ve already decided, Medda! We’re leaving. There is no value in staying in this accursed place.” You find Medda already in debate with two other Twinhorns as they stand around the map. The man speaking as you entered is a massive kellid standing a head taller than most humans. He wears a dire polar bear cloak, and the many scars on his body suggest a life of physical conflict and perseverance. The anger is apparent on Medda’s face as she responds, ”you fool, Kragr! You never have understood the importance of this ritual.”

    ”Now, Medda, there’s no need for that. We have already discussed this extensively, and believe this to be the best course of action for the tribe” an old woman counsels. Her age may have wrinkled her skin and clouded her vision, but she still wears her leather armor and longbow proudly, and regular exercise seems to have kept her body strong, despite her old age. ”Apparently your reason deserts you when I’m not here, then, Jala! You know how important it is that we perform the ritual!” An obviously frustrated Medda turns to you for support.

    -----

    You are trying to influence the council leaders. Each of you will get three opportunities to make a check, and you can spend that check in several ways:

  • You may try to do “Discovery” on one of the leaders by making one of the “Discovery” skill checks listed below. If successful, you will learn that leader’s biases and a way to gain an advantage in influencing them.
  • You may try to influence them, whether or not you have already done discovery on that leader. You do that by succeeding at one of the listed “Influence” skills. Different skills have different DCs, and successfully doing “Discovery” will tell you which are easiest. It takes a certain number of successful checks (collectively) to influence a given leader, a number that varies between them.
  • You may attempt to “aid another”. Doing so counts as your check for this round.

    Aside from the two reticent leaders, you may also influence Medda (who is already on your side) to greater fervor, which might aid you in influencing the other leaders, but at a cost of using some of your opportunities.

    I’d like to do this in rounds. I will update a status block (seen below) for each leader as you make your checks.

    -----

    Medda Spiritbear

    Influence skills Knowledge (religion) or Perform (oratory)
    Successes 0/? checks
    Discovery skills Knowledge (religion) or Sense Motive
    Biases ?
    Advantage ?

    ---

    Kragr Bloodhand

    Influence skills Intimidate, Diplomacy, or Bluff
    Successes 0/? checks
    Discovery skills Knowledge (local) or Sense Motive
    Biases ?
    Advantage?

    ---

    Jala the Patient

    Influence skills Knowledge (nature), Profession (soldier), or Knowledge (religion)
    Successes 0/? checks
    Discovery skills Knowledge (nature) or Sense Motive
    Biases ?
    Advantage ?

    -----

    Round 1:

  • Andrietta
  • Kaa
  • Tooth
  • Lissa
  • Kel
  • Watts

    Please include (a)Who you’re making the check against, (b) whether you are trying to influence or discover, and (b) your roll.

  • Sovereign Court

    active effects:
    Tengu (Tooth) and Fiendish Giant Mantis (Claw) Hunter (divine verminous) 11 | AC 24 T 15 FF 20 | HP 98/98 | F +13 R +14 W +11 | CMD 26 | Init +4 | Perc +19 lowlight, carrion sense | vermin focus (11/11) | Sudden Shift (7/7) | Master's Illusion (11/11) | Spells (-, 6/6, 5/5, 5/5, 3/3)

    "Yes, Grandma! What inside important: blood!"

    Sorry for Tooth's rudeness. The nobility has gone to his head.

    Tooth struts into the council tent, and takes stock. The biggest mammal is obviously the chief, and that's sort of the same as a noble. Tooth says a quick prayer Guidance and struts right up to Kragr Bloodhand:

    "Me Baron Tooth of Ravenmoor! Me also Mayor. Me Champion of Taldor! Me just chase off and destroy ghosts, ghosts not able to resist power of noble blood! You noble mammal, me can see. What all the shouting for? Ritual not important any more?"

    Tooth listens to the chief's answers, trying to guage the man's motivations.

    Discovery attempt vs Kragr

    sense motive, guidance: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20

    Also, when he has a moment out of earshot of the others, Tooth attempts to sell the benefits of alliance with the Sovereign Court, one noble to another:

    sovereign court roll:
    know.nobility, DC21: 1d20 + 3 ⇒ (5) + 3 = 8

    Scarab Sages

    Buffs:
    Male Tengu Investigator 9 | HP 48/48 | AC 24 touch 15 ff 20 | CMB +6; CMD 21 | F +6, R: +13, W +11 | Init +4 | Perception +16 (+d8) | Speed 30 ft.

    On the way over Watts will drink an extract of heroism.

    Grasping at the subject of the conversation Watts looks to support Medda.

    "Needless to say that we have come a long way to support you Medda and we will not be halted so quickly. However you know far more of them and your people than I could in such a short time. I would be happy to make a plea for your case, but your words would be far more influential than any string arguments I will concoct. Remember as you speak that we our support for your cause does not wane. Our group are full of those who are devoted to their own beliefs and I would state that they understand your cause and the strength of your own faith."

    "Can you tell us anything more about Kragr or Jala? They are as strangers to us and I would want to know more about them."

    Medda Spiritbear to Influence.

    Knowledge (religion): 1d20 + 14 + 2 + 1d8 ⇒ (11) + 14 + 2 + (3) = 30

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Kragr recoils from the sudden outpouring of speech, silently trying to decipher what the tengu is saying. Tooth is unable to get much of a read on him.

    Watts meanwhile, encourages Medda in her arguments. "There, you see! These Pathfinders know little of our ways, yet even they have traveled so far to help is in our duty! We must perform the ritual!"

    Watt's check was high enough to get two successes, which is enough to influence Medda! The checks to influence the other two are now easier, though there are more advantages you can find by doing discovery on them.

    Silver Crusade

    | hp 54/54 | AC 21 FF 13 T 20 | CMD 14 | Fort +8 Ref +4 Will +14 (+8 vs Poison, +2 vs Negative Energy effects that deal HP damage) | Init +2 | Perception +7 | Sense Motive +16 | Movement 40ft | Male Vishkanya Divine Paragon Cleric of Apsu 8 | Active Effects: Blessing of Fervor 5 rounds, Cold Resist 20, Deathwatch, Longstrider, Message, Loci Spirit Ritual (Healing), Wis +1 7rds |

    Having a bit of a rough week so apologies for lack of RP and just rolling.

    Sense Motive on Jala to Discover.

    Sense Motive: 1d20 + 16 ⇒ (20) + 16 = 36

    Dark Archive

    Soulknife 7 HP: 64/64(+14) AC: (28)24, T: 17, FF:24 Fort:+9 R: +2 W: +12 Perception +0, Lowlight Vision, Effects: Shield, False Life, Resist Energy(Cold)

    Kaa will walk up to Kragr. Unlike his normal calm demeanor, he gives in to his snake-like nature as he stares down the big man. "You have seen us fight and know we are mighty. You should stay and do the ritual. Or are you afraid?"

    Intimidate: 1d20 + 15 ⇒ (11) + 15 = 26

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Kel stands in the back, carefully studying Jala, in order to get a read on her. Discovery successful. I'll post the updated info blocks below. Kaa, meanwhile, strides up to Kragr and looms, as best he can. A brief moment of anger crosses Kragr's face when Kaa accuses him of cowardice, but the message still seems to strike home. One success on Kagr.

    Updated info blocks (these also appear in the map deck):

    Medda Spiritbear

    Influence skills Knowledge (religion) or Perform (oratory) Done.
    Successes 2/2 checks
    Discovery skills Knowledge (religion) or Sense Motive
    Biases Medda has a bias toward outward followers of good-aligned
    deities (+2) and against those who are violent for
    glory or personal gain (–2).
    Advantage Medda’s bloody bandage and celestial rune
    scars symbolize her devotion to Vildeis, the empyreal lord
    known as the Cardinal Martyr. She selflessly fights any
    encroaching evil.

    ---

    Kragr Bloodhand

    Influence skills Intimidate, Diplomacy, or Bluff
    Successes 1/? checks
    Discovery skills Knowledge (local) or Sense Motive
    Biases ?
    Advantage?

    ---

    Jala the Patient

    Influence skills Average Easy Knowledge (nature) or Profession (soldier); Hard Average Knowledge (religion) Difficulties decreased by Medda
    Successes 0/3 checks
    Discovery skills Knowledge (nature) or Sense Motive
    Biases Jala prefers to hear reasoned arguments and dislikes
    impassioned pleas that depend on emotional manipulation.
    Advantage Jala still retains her hunting instincts, silently
    evaluating the situation and acting only when most effective.
    She reacts well to facts, but not to emotional appeals.

    Lissa and Andrietta may act in round 1.

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