[OutPost I] GM Ladile & the Pathfinder Society Present: The Solstice Scar, Version B (Tier 5-6) (Inactive)

Game Master Lady Ladile

Maps & Handouts

Spell & AoE Templates

Aid Tokens:

During the event, it is possible for characters at one table to assist those at another with Aid Tokens. Each represents the assistance of allied Pathfinder agents who assist the PCs.
Once per encounter, any character at a table can use an Aid Token to assist the group in one of the ways described below. Once a table uses an Aid Token, one of the players then passes the Aid Token to a neighboring table for them to use. A table can only benefit from one token per encounter. Because there are a limited number of Aid Tokens, hoarding one means that somebody else doesn’t get to use it.

If a table receives an Aid Token and doesn’t need its benefits, they’re encouraged to boost its potency by expending some of their own resources or attempting a skill check. Boosting an Aid Token, including attempting a skill check, is part of passing that Aid Token to another table. A table can neither retry such a skill check nor boost an Aid Token more than once before passing it to another table. A table may boost a token even while in combat without taking any in-round actions; the scenario assumes the aid was granted before that encounter began. Using a boosted effect consumes the boost.

Some Aid Token benefits may only be used if already boosted by another table. An Aid Token’s benefits vary based on the table’s subtier, and these benefits can take one of the following forms:

Allied Offensive: A Pathfinder agent strikes a creature at the same time as the PC, increasing the damage dealt by one attack by 1d8 points. In addition, after the attack, anyone attacking the target is considered to be flanking it until the beginning of the attacker’s next turn. To Boost: Succeed at an attack roll against an AC equal to an Average skill check. Boosted Effect: +1d8 points of damage.

Burst of Healing: A Pathfinder agent heals all of the PCs of 1d6 points of damage. To Boost: Expend one use of channel positive energy or cast one spell with the healing descriptor with a spell level greater than or equal to your APL/2, rounded up. A PC must cast this spell, not simply activate a wand or scroll. Boosted Effect: +2d6 points of damage healed.

Timely Inspiration: A Pathfinder agent provides the effects of a bard’s inspire courage bardic performance for 3 rounds. In Subtiers 1–2 and 3–4, the competence bonus is +1. To Boost: Expend 3 rounds of bardic performance or similar ability. Boosted Effect: Increase the competence bonus by 1.

Provide Knowledge (must be boosted): Gain the benefits of a Knowledge skill check or Spellcraft skill check used to identify a magical item; the type and difficulty (Easy, Average or Hard) depend on the table granting the benefit. To Boost: Succeed at a Knowledge check of your choice, the result of the check (Easy, Average or Hard) should be noted on the Aid Token.

Provide Spellcasting (must be boosted): Gain the benefits of a beneficial spell cast by an ally as listed on the Aid Token. To Boost: Cast one of the following spells and note your PC’s name and caster level on the Aid Token: lesser restoration, neutralize poison, remove curse, or remove disease. Only these spells may be granted. Expending resources that produce the effects of these spells, such as a paladin’s mercy class feature, may also grant these benefits.

Fey Allies:

All PCs and companion creatures gain a single-use benefit they can use during Part 4. As a free action on its turn, a creature can use its benefit to gain either DR/1 or cold resistance 3 until the end of that encounter. Each PC and companion creature can select a different benefit.


251 to 300 of 451 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

Skye uses his abilities as a shaman to restore the party to readiness.

"Friends, I can use my heaven's leap spirit ability on each of you once a day, as long as you're within 30' of me. If there's a place within 30' of you that you'd like to be, let me know and I'll put you there, ready to rock 'n' roll. It works a lot like jester's jaunt."

If you want Skye to use this ability on you, just let me know.

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

oh neat. That could definitely come in handy

Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

Just delay till after Skye in the initiative order, let me know where to put you, and I'll use a standard action to make it happen.


Season of Ghosts

Your path clear and the final task now before you, you make your way along the river until you top a small rise. Old, worn steps lead down to a trail that winds its way through the trees and ends at a large clearing. True to her word, Medda and the other Twinhorn forces have cleared the way for you to approach the clearing and you all hurry down the stone steps and along the path with Skye's Daylight stone lighting the way.

As you come around a bend in the path, you stop as the clearing comes into view. Within the clearing you can see a circle of standing stones with a large stone altar at its center. A shadowy tear floats above the altar, so dark that what little light shines from the stars seems to become trapped inside. Eight large tendrils of inky darkness coil around the menhirs as if keeping the stones in a stranglehold. Other tendrils lick out from the shadowy rift as if tasting the air. The area within the stone circle is shrouded in darkness but you can hear the sound of rattling armor, clacking bones...and a voice.

"More bones for Eshimka's army...come, join us in death!"
________

Who Goes First?:

Vanya Init: 1d20 + 5 ⇒ (16) + 5 = 21
Dortlin Init: 1d20 + 5 + 4 ⇒ (15) + 5 + 4 = 24
Fung Init: 1d20 + 3 + 4 ⇒ (9) + 3 + 4 = 16
Skye Init: 1d20 + 6 ⇒ (12) + 6 = 18
Peribras Init: 1d20 + 6 ⇒ (13) + 6 = 19
Rallas Init: 1d20 + 10 ⇒ (4) + 10 = 14

Fallen: 1d20 + 3 ⇒ (20) + 3 = 23

Skeletal Champions: 1d20 + 5 ⇒ (3) + 5 = 8

Kn. Religion (DC 18; Bad Guys):

This ghostly apparition is known as a Fallen, yet another incorporeal undead.

For every 5 that you beat the DC, you may ask for one piece of information from this list.

Kn. Religion (DC 12; Bad Guys):

These armored foes are Skeletal Champions.

For every 5 that you beat the DC, you may ask for one piece of information from this list.

Kn. Arcana *or* Religion (DC 20):

The grasping tendrils appear to behave similarly to a Black Tentacles spell and will likely try to grapple and constrict anything entering the circle.

You can also see that the portal appears to be giving off waves of negative energy that will surely harm the living and mend the living dead that are within the stone circle. The application of positive energy might be enough to cancel the effect out, at least for a time.

Fung:

With your Darkvision scroll still running, you can see four armored skeletons standing guard within the stone circle as well as an armored, ghostly apparition that floats just off of the ground.

*Note* - As of right now, the only one able to see within the circle (and thus, see the bad guys) is Fung since he's still under the effects of Darkvision. Until you can see what you're fighting, you won't be able to make the Knowledge checks to identify. You *can* go ahead and attempt the Arcana/Religion roll, however.
________

Round 1

Dortlin (-6 Int?, Barkskin) + Clyde (Barkskin, Longstrider, Shield Companion)
========
????
========
Rallas (Barkskin, Twinhorn Allies)
Skye (Barkskin, False Life)
Fung (Darkvision, Longstrider)
Vanya (Twinhorn Allies)
Peribras (Twinhorn Allies) + Darkpaw (-8 Str?)
========
????

Active Conditions: Normal Light (Green Grid), Darkness (Red Grid), Dim Light (Everywhere Else)

Dortlin + Clyde are UP!

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

So 3 charges of Lesser Resto to heal 7 Int and 1 more charge of Heightened Awareness.

kn religion: 1d20 + 9 ⇒ (15) + 9 = 24

"Black Tentacles and what I'm guessing is negative energy. Not to mention there is probably some undead in there. Maybe some positive energy will counter the portal while some of us try to deal with the grabby tentacles."

With enemies near but but not near enough Dortlin takes the opportunity to cast Lead Blades. He also gains the Strength of the Bull. But he keeps hold of his Bardiche for now.

He'll have Clyde move up some but stay near the party for now.
ride DC 10: 1d20 + 8 ⇒ (7) + 8 = 15

"Clyde if anything bad approaches hit it."

Clyde has a readied action to hit an enemy if it moves to within 10 feet.:

claw attack: 1d20 + 14 ⇒ (12) + 14 = 26
slashing/blugoning dmg: 1d6 + 7 ⇒ (4) + 7 = 11

If an enemy tries to move next to Clyde:

Dortlin will try to trip it as an aoo.
Improved Trip aoo with Bardiche: 1d20 + 21 ⇒ (16) + 21 = 37
Clyde will claw at it.
claw aoo: 1d20 + 18 ⇒ (10) + 18 = 28
slashing/blugoning dmg: 1d6 + 7 ⇒ (1) + 7 = 8

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

Would it be ok if Rallas has his ioun torch activated in case he moves away from the light spell?


Season of Ghosts

Rallas - yes, that would be fine! Anyone may utilize additional light sources that they might have.

By no means willing to risk charging in alone, Dortlin and Clyde advance forward only slightly. As his body swells with the strength of the bull, he also takes a moment to enchant his weapons to increase their density and momentum.

From within the circle, a faint, hollow laugh can be heard.

"What? You don't want to join us? A shame...but we have all of eternity," comes the unseen voice. "You, I fear, do not..."
________

Round 1

Dortlin (Barkskin, Lead Blades) + Clyde (Barkskin, Longstrider, Shield Companion)
========
????
========
Rallas (Barkskin, Twinhorn Allies)
Skye (Barkskin, False Life)
Fung (Darkvision, Longstrider)
Vanya (Twinhorn Allies)
Peribras (Twinhorn Allies) + Darkpaw (-8 Str?)
========
????

Active Conditions: Normal Light (Green Grid), Darkness (Red Grid), Dim Light (Everywhere Else)

Rallas, Skye, Fung, Vanya and Peribras + Darkpaw are UP!

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

Rallas advances with Dortlin and Clyde, not knowing exactly what they are facing.

move 30' forward to beside Clyde

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

ach, I don't think it will matter for this battle but I meant to have Peribras recharge Magic Fang with his Pearl of Power.

do I understand correctly that Peribras cannot see anything inside the red aura?

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

I'll go ahead and operate on that assumption

Darkpaw moves forward along the path and over the log the little island in the Brook. moving at half speed, the modifiers for the log don't appear to add up to more than 10, so I don't think I need to roll acrobatics to cross it.

As he rides, Peribras murmurs a spell. Falcon's Aim

Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

(Dortlin exceeded the DC18 Knowledge (religion) check by 6, so he can ask one question from the list.)

Knowledge (religion) DC18: 1d20 + 6 ⇒ (15) + 6 = 21
"That one's a ghostly apparition known as a 'Fallen,' another incorporeal undead."
Knowledge (religion) DC12: 1d20 + 6 ⇒ (13) + 6 = 19
"Those things wearing armor are Skeletal Champions." (Resistances, please.)
Knowledge (arcana) DC20: 1d20 + 6 ⇒ (16) + 6 = 22
"The grasping tendrils act like a black tentacles spell. They'll try to grapple and constrict anything entering the circle. The portal appears to be giving off waves of negative energy that will surely harm the living and mend the living dead within the stone circle. Positive energy might be enough to cancel the effect, at least for a time."

"I can cast liberating command, if anybody gets grappled by the black tentacles."

Daylight-imbued owl pellet in hand, Skye moves up behind the hunter and casts fly on the ape. (Duration: 5 min.)

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Dortlin was rolling the general knowledge check on the stones. Most of us couldn't see the enemies yet.


Season of Ghosts

Dortlin is correct; at the start of the battle only Fung could see inside the Red grid, which is an area of darkness. But since Skye has moved up and moved the light source with him, everyone now able to see at least one of the Skeletal Champions - and I'm not going to worry about making you retcon the knowledge check on the other thing since you didn't roll well enough to ask for any specific information anyway.

Peribras - Sure, I'll allow you to have recharged Magic Fang!
________

Rallas activates his ioun torch and moves to follow behind Dortlin and Clyde, further brightening a 20-foot radius around himself. Peribras directs the still-slightly-weakened Darkpaw across a nearby log to a small island that provides a good vantage-point of the stone circle. As they go, he grants himself the aspect of the falcon, sharpening his vision dramatically.

Couldn't find a spell called Falcon's Aim so I'm assuming you meant Aspect of the Falcon?

Skye moves up behind Dortlin and grants Clyde the power of flight, the light from his Daylight pellet following him and finally casting some illumination on the edges of the stone circle. Within, he can see at least one skeletal figure, dressed in armor and wielding a long-sword. A cold blue light shines in its eye sockets as it watches the group advance. Skye knows that such undead are resistant to piercing and slashing weapons, but not those designed to crush bone. They also resist the influence of channeled energy. DR/5 Bludgeoning, Channel Resistance +4.
________

Round 1

Dortlin (Barkskin, Lead Blades) + Clyde (Barkskin, Fly, Longstrider, Shield Companion)
========
????
========
Rallas (Barkskin, Twinhorn Allies)
Skye (Barkskin, False Life)
Fung (Darkvision, Longstrider)
Vanya (Twinhorn Allies)
Peribras (Aspect of the Falcon, Twinhorn Allies) + Darkpaw (-2 Str)
========
????

Active Conditions: Normal Light (Green Grid), Darkness (Red Grid), Bright Light (Purple Grid), Dim Light (Mostly Everywhere Else)

Fung and Vanya are UP!


Season of Ghosts

So! There's a lot currently happening on the map with the light levels. As stated above, the lightning conditions are as follows:

Base Conditions: Dim Light

Green = Skye's Daylight spell: Dim Light brightens to Normal Light

Purple = Rallas' Ioun Torch: Normal Light brightens to Bright Light, since he's currently within Skye's Daylight spell

Red = Darkness, influenced by the portal: Dim Light becomes Darkness

Now, as Skye and Rallas move forward, more of the stone circle will become illuminated. Currently, the areas where Red and Green overlap are now Dim Light - Daylight raises the light level by one step, making Darkness become Dim Light.

Currently, Fung is the only one who can see all the enemies since he has Darkvision active. Everyone else can, at the moment, only see Orange. Hopefully that clears things up a bit?

Sovereign Court

1 person marked this as a favorite.
Female Human Rogue 05/Wizard 02 HP 48/48 AC 24 T 24 FF 19 Cmb +4 Cmd 18 F +2 R +9 W +7 Perc +11 In +10

Vanya follows the others in the area surrounded by the light. Seeing how the advancing party is shrouded in an halo of brightness marching towards all encompassing darkness, she comments:"Seems like we are going to become material for a story... let's just hope all of us end up in the sequel as well... And just so you know... this isn't really my style!"

Move with the others may ask Skye for teleportation later on. Vanya will concentrate on what she can hit


Season of Ghosts

Vanya also advances forward, quite content to keep pace with her comrades and wait for additional light to be shed on the circle before rushing into danger.
________

Round 1

Dortlin (Barkskin, Lead Blades) + Clyde (Barkskin, Fly, Longstrider, Shield Companion)
========
????
========
Rallas (Barkskin, Twinhorn Allies)
Skye (Barkskin, False Life)
Fung (Darkvision, Longstrider)
Vanya (Twinhorn Allies)
Peribras (Aspect of the Falcon, Twinhorn Allies) + Darkpaw (-2 Str)
========
????

Active Conditions: Normal Light (Green Grid), Darkness (Red Grid), Bright Light (Purple Grid), Dim Light (Mostly Everywhere Else)

Fung is UP!
________

I'll give Fung a few more hours and then bot him before I go to bed in the morning if he's still not posted.

Grand Lodge

Tian-Shu Human Kineticist L8 | HP: 107/99+8 NL24 | AC:23+1 T:14+1 FF:20 (25% miss ranged except massive wpns & rays) | CMB:7 CMD:20+1 | Saves F:16+1 R:12+1 W:8 (+2 vs heat, breaths, clouds, gases) | Init:+3+1 | Per:+14 | Spd: 30 fly 60 (gd) | Reroll: 0/1 | Status: burn 3/10+1 | Buffer: 0/1 | Fortification 15% | Air Wysp HP: 49/49 | Conditions: lucky number 2; elemental overflow (+2 Dex, +2 Con); aid (+1 atk)

Sorry bad day at work yesterday, friends over then my partner needed the computer for work.

Fung pulls in the whatever power he can gather from within and without and sends a bolt of electricity at the ghostly figure within the stone circle.

Burn: Empower Metakinesis (+1), Extended Infusion - 120ft (+1), Gather Power (-1), Infusion Specialisation (-1)
Elemental Overflow, Empowered
empowered electric blast vs pink TAC: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14 It likely has cover.
electric dmg: 3d6 + 2 + 2 ⇒ (6, 6, 5) + 2 + 2 = 21 Total dmg = 21+10=31


Season of Ghosts

No worries Fung, RL happens!
________

The only one able to clearly see what lies within the center of the stone circle, Fung takes aim and sends a blast of electricity crackling forth...but his aim is off, not helped by the myriad obstacles standing between him and his target, and the blast scorches one of the standing stones.

A great clanging and stamping sound arises from the circle and all of you can see the one visible skeletal champion bang its sword against its armor and stamp its feet, as if challenging you to approach. They themselves, however, do not move.
________

Round 2

Dortlin (Barkskin, Lead Blades) + Clyde (Barkskin, Fly, Longstrider, Shield Companion)
========
????
========
Rallas (Barkskin, Twinhorn Allies)
Skye (Barkskin, False Life)
Fung (Darkvision, Longstrider)
Vanya (Twinhorn Allies)
Peribras (Aspect of the Falcon, Twinhorn Allies) + Darkpaw (-2 Str)
========
????

Active Conditions: Normal Light (Green Grid), Darkness (Red Grid), Bright Light (Purple Grid), Dim Light (Mostly Everywhere Else)

Dortlin + Clyde are UP!

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Flying ape. Huh. Well that is +2 bonus from caster level, +4 for maneuverability, -2 for size, +3 from dex. So +7 total. I don't know if it effects ride adversely so I'll assume the same checks.

Able to see a target Dortlin tries to add to what is known about the skeleton.
kn religion: 1d20 + 9 ⇒ (6) + 9 = 15 special attacks? Lowest save?

He will then guide Clyde up and 10 ft above the visible skeleton. (15 ft up total)
ride dc 10: 1d20 + 8 ⇒ (12) + 8 = 20

"We could use more light over here."

And while it isn't the best weapon for the job dortlin attacks it with his Bardiche first activating broken wing gambit just in case.

Including +1 for high ground.

Bardiche: 1d20 + 15 + 1 ⇒ (6) + 15 + 1 = 22
slashing/cold iron dmg inc lead blades: 2d8 + 7 ⇒ (8, 2) + 7 = 17

Clyde attacks it using his long arms also using broken wing gambit.

claw: 1d20 + 14 + 1 ⇒ (10) + 14 + 1 = 25
slashing blugoning dmg: 1d6 + 7 ⇒ (5) + 7 = 12

aoo rolls just in case.:

If the skeleton should somehow attack Dortlin or Clyde or something else moves through a threatened area.

Including +1 for high ground.
Bardiche aoo: 1d20 + 19 + 1 ⇒ (8) + 19 + 1 = 28
slashing/cold iron dmg inc lead blades: 2d8 + 7 ⇒ (4, 7) + 7 = 18

claw: 1d20 + 18 + 1 ⇒ (3) + 18 + 1 = 22
slashing blugoning dmg: 1d6 + 7 ⇒ (4) + 7 = 11
----------------------------------------------------------------

Bardiche aoo: 1d20 + 19 + 1 ⇒ (16) + 19 + 1 = 36
slashing/cold iron dmg inc lead blades: 2d8 + 7 ⇒ (8, 8) + 7 = 23

claw: 1d20 + 18 + 1 ⇒ (5) + 18 + 1 = 24
slashing blugoning dmg: 1d6 + 7 ⇒ (4) + 7 = 11

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

Rallas has his torch beside you

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Dortlin and Clyde moved this round. They are currently by the stones and 15ft up.

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

yeah...i had a mental cramp and forgot the first part if your post....coffee hadnt kicked in yet

Rallas moves up to beside the large ape.double move and fight defensively if attacked

Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

"Friends, let me shed some light on the subjects," Skye shuffles closer to the stone circle and its evil guardians, "and bless our endeavors." The shaman slips the wand of bless from his spring-loaded wrist sheath and activates it.

(GM, should I reroll the earlier Knowledge checks?)

Conditions: Bless Allies gain a +1 morale bonus on attack rolls and on saves vs fear effects.

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride
GM wrote:
Couldn't find a spell called Falcon's Aim so I'm assuming you meant Aspect of the Falcon?

Yup, I always mess it up. I am usually thinking of the Bracers of Falcon's Aim, probably.

Sovereign Court

***OVERSEER ANNOUNCEMENT***

@Table GMs: The “Portal Closed” condition on page 20 is in effect.


Season of Ghosts

Nothing to See:

Tentacle Time: 1d20 + 5 + 4 + 1 ⇒ (13) + 5 + 4 + 1 = 23
1=Clyde, 2=Dortlin
1d2 ⇒ 2

Pink Will: 1d20 + 10 ⇒ (1) + 10 = 11
Yellow Will: 1d20 + 3 ⇒ (7) + 3 = 10
Cyan Will: 1d20 + 3 ⇒ (6) + 3 = 9
Purple Will: 1d20 + 3 ⇒ (11) + 3 = 14

Now granted with the gift of flight Clyde majestically - for an ape - soars into the air, guided by Dortlin. He takes surprisingly well to this and comes to a 'hover' just above the Orange Skeletal Champion. The tentacles, as if sensing the presence of the living, lash out at the air above but can't quite reach the ape and his rider. However, the portal pulses ominously and both of them feel a wave of negative energy wash over them!

Negative Energy (DC 16 Will): 1d6 ⇒ 5 x 2 = 10 damage
Dortlin & Clyde each need to give me a Will save for half damage.

Dortlin lashes out with his bardiche and just manages to strike the skeleton, sending shards of bone flying in all directions. While Dortlin's strike on its own isn't enough to fell the undead, Clyde's follow-up bite manages to finish the job and Orange clatters to the ground. Though he isn't quite able to add anything to what Skye already told the group about skeletal champions, he's cheered by the fact that they still seem to go down easily enough.

The DC for the Skeletal Champions is DC 12 so Dortlin's roll wasn't quite high enough to add anything new.

Suddenly, there's a different sort of pulse from the portal as the negative energy it spews forth seems to falter for a moment. There's an unearthly shrieking sound from within the circle as something happens, but you're not sure what.

Both Rallas and Skye move up further, bringing their light sources with them and now shedding enough light into the stone circle that everyone can see three additional armored skeletons as well as a ghostly apparition hovering just in front of the altar. All of them seem to have been caught off-balance by something as they reel and stagger in place, unmoving. Taking advantage of the situation, Skye blesses the party's efforts, sure that they'll need it.
________

Round 2/Round 3

Dortlin (Barkskin, Lead Blades, Pending DC 16 Will Save) + Clyde (Barkskin, Fly, Longstrider, Shield Companion, Pending DC 16 Will Save)
========
Fallen (Dazed, Dazzled)
========
Rallas (Barkskin, Twinhorn Allies)
Skye (Barkskin, False Life)
Fung (Darkvision, Longstrider)
Vanya (Twinhorn Allies)
Peribras (Aspect of the Falcon, Twinhorn Allies) + Darkpaw (-2 Str)
========
Cyan (Dazed)
Yellow (Dazed)
Purple (Dazed)

Active Conditions: Bless - +1 Morale on Attack Rolls & Save vs. Fear

Lighting Conditions: Dim Light within most of the stone circle, Bright Light where Purple and Green overlap

Fung, Vanya, Peribras + Darkpaw and Dortlin + Clyde are UP!
________

Skye, you may retry the check on the ghosty since you couldn't see it previous round. Also some of you guys acting out of turn are killing me here :P

Grand Lodge

Tian-Shu Human Kineticist L8 | HP: 107/99+8 NL24 | AC:23+1 T:14+1 FF:20 (25% miss ranged except massive wpns & rays) | CMB:7 CMD:20+1 | Saves F:16+1 R:12+1 W:8 (+2 vs heat, breaths, clouds, gases) | Init:+3+1 | Per:+14 | Spd: 30 fly 60 (gd) | Reroll: 0/1 | Status: burn 3/10+1 | Buffer: 0/1 | Fortification 15% | Air Wysp HP: 49/49 | Conditions: lucky number 2; elemental overflow (+2 Dex, +2 Con); aid (+1 atk)

Fung snorts in frustration. He takes another step closer and launches another bolt of lightning at the same creature.

Burn: Empower Metakinesis (+1), Extended Infusion - 120ft (+1), Gather Power (-1), Infusion Specialisation (-1)
Elemental Overflow, Empowered, Bless
empowered electric blast vs pink TAC: 1d20 + 7 + 1 + 1 ⇒ (13) + 7 + 1 + 1 = 22 It likely has cover.
electric dmg: 3d6 + 2 + 2 ⇒ (4, 2, 5) + 2 + 2 = 15 Total dmg = 15+7=22

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Mechanically Hover is if you don't move for the round and would require a fly check. Clyde moved over half his fly speed so no fly check was required.

Dortlin will save DC 16: 1d20 + 7 ⇒ (17) + 7 = 24
Clyde will save DC 16: 1d20 + 3 ⇒ (6) + 3 = 9

Dortlin uses the aid token to identify the ghostly figure, (DR, Special attacks) though Skye said something about incorporeal undead so time to switch weapons.

Dortlin drops his Bardiche, draws his Nodachi and hopefully guides Cyde 5 ft down and closer to the ghostly apparition.
ride check DC 10: 1d20 + 8 ⇒ (7) + 8 = 15
Clyde's Fly check DC 10: 1d20 + 7 ⇒ (18) + 7 = 25

Clyde handles flying like a champ as he full attacks light purple.
I'll save space, He uses broken wing gambit but can't hurt the thing.

Dortlin hopefully has better luck. He attacks it with hight advantage, bless, and a familiar gambit.
Nodachi attack: 1d20 + 14 + 1 + 1 ⇒ (16) + 14 + 1 + 1 = 32
slashing/piercing/cold iron/magic dmg: 2d8 + 8 ⇒ (6, 2) + 8 = 16

If the apparition attacks Dortlin or Clyde:

Both take aoos but only Dortlin's matters.
Nodachi aoo attack: 1d20 + 18 + 1 + 1 ⇒ (13) + 18 + 1 + 1 = 33
slashing/piercing/cold iron/magic dmg: 2d8 + 8 ⇒ (3, 7) + 8 = 18
It gets +2 to hit and dmg on it's first attack.

Clyde is currently 10ft up.

if a skeleton should move through Clyde's reach:

claw aoo inc height and bless: 1d20 + 14 + 1 + 1 ⇒ (6) + 14 + 1 + 1 = 22
slashing/blugoning dmg: 1d6 + 7 ⇒ (4) + 7 = 11


Season of Ghosts

From the safety of the rear, Fung takes aim once more at Pink - now illuminated for all to see - and sends another blast of electricity crackling forth. The blast slams into the Pink, electricity arcing off its ghostly armor and tearing away a small portion of its essence.

Dortlin knows that creatures known as Fallen are incorporeal undead who possess resistances against positive energy as well as against acid and fire. (Channel Resistance +4, Resist Acid & Fire 5). He also knows that they posses the touch of the grave and can channel this power into their strikes as well as curse weak-willed enemies with fear. (Agent of Despair: DC 19 Will save on taking damage or take -4 penalty on saves vs. fear; curse effect that lasts until all damage received from the Fallen is healed. Touch of the Grave: All ranged and melee attacks deal additional 2d6 negative energy damage to living targets.)

Tentacle Time: 1d20 + 5 + 4 + 1 ⇒ (18) + 5 + 4 + 1 = 28
Damage (Constrict): 1d6 + 4 ⇒ (5) + 4 = 9

Deciding to take advantage of Pink's sudden predicament, Dortlin directs Clyde to descend as he drops his bardiche and pulls out a weapon he's certain will prove more effective. Unfortunately, this puts Clyde within reach of the grasping black tentacles and they snake around the ape's ankles and legs, grappling him!

I think that result leaves Clyde grappled but if I'm mistaken, please let me know!

While Clyde struggles against the tentacles, Dortlin swings his nodachi at Pink and cleaves through the spirit, shredding another portion of its undead essence!

And though weakened, the portal pulses once more with negative energy, battering Dortlin and Clyde just a little bit further.

Negative Energy (DC 16): 1d6 ⇒ 2 x 2 = 10

Will need another Will Save from Dortlin & Clyde.
________

Round 2/Round 3

Dortlin (-5, Barkskin, Lead Blades, Pending DC 16 Will Save) + Clyde (-19, Barkskin, Fly, Longstrider, Shield Companion, Pending DC 16 Will Save, Grappled)
========
Fallen (-19, Dazed, Dazzled)
========
Rallas (Barkskin, Twinhorn Allies)
Skye (Barkskin, False Life)
Fung (Darkvision, Longstrider)
Vanya (Twinhorn Allies)
Peribras (Aspect of the Falcon, Twinhorn Allies) + Darkpaw (-2 Str)
========
Cyan (Dazed)
Yellow (Dazed)
Purple (Dazed)

Active Conditions: Bless - +1 Morale on Attack Rolls & Save vs. Fear

Lighting Conditions: Dim Light within most of the stone circle, Bright Light where Purple & Green overlap

Vanya and Peribras + Darkpaw are UP!

Dark Archive

1 person marked this as a favorite.
CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

Seeing Clyde grappled by the black tentacles, Skye casts liberating command.
(Immediate action; Clyde may make an Escape Artist check to escape as an immediate action. He gains a +10 competence bonus on this check).

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

I'll go ahead and resolve some things. Clyde's CMD is currently 26 thanks to Shield Companion. Dortlin shares space with Clyde so is also in range of the tentacles. Based on your roll I'm guessing these follow special rules but it gives them a CMD of 20.

Dortlin Will save DC 16: 1d20 + 7 ⇒ (12) + 7 = 19
Clyde Will save DC 16: 1d20 + 3 ⇒ (17) + 3 = 20

As an immediate action Clyde uses Skye's magic assist to try and break free. Escape Artist DC 20: 1d20 + 7 + 10 ⇒ (5) + 7 + 10 = 22

Sovereign Court

Female Human Rogue 05/Wizard 02 HP 48/48 AC 24 T 24 FF 19 Cmb +4 Cmd 18 F +2 R +9 W +7 Perc +11 In +10

Vanya keeps following the others deciding to try her luck against the more corporeal looking undeads this time.

Vanya double moves. Next round she'll probably ask Skye for teleport in order to flank one of the lesser undeads

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Peribras takes aim at the Fallen with one of his last Holy arrows before also releasing a more mundane arrow in its direction.

Longbow, attack, deadly aim, favored enemy: undead, bless, aspect of the falcon, HOLY: 1d20 + 12 - 2 + 2 + 1 + 1 ⇒ (7) + 12 - 2 + 2 + 1 + 1 = 21 for piercing, MAGIC, HOLY: 1d6 + 3 + 4 + 2 + 2d6 ⇒ (1) + 3 + 4 + 2 + (4, 1) = 15

Longbow, attack, deadly aim, favored enemy: undead, bless, aspect of the falcon: 1d20 + 7 - 2 + 2 + 1 + 1 ⇒ (7) + 7 - 2 + 2 + 1 + 1 = 16 for piercing, MAGIC, cold iron: 1d6 + 3 + 4 + 2 ⇒ (6) + 3 + 4 + 2 = 15

as always, Peribras ignores all cover and concealment except total.


Season of Ghosts

Having anticipated something like this happening, Skye almost immediately calls upon Desna's blessing to help free Clyde from his tentacled shackles before they can constrict or grapple him further. Empowered by the Starsong's aid, Clyde is able to slither his way free of the tentacles!

You're correct that CMD 20 is the DC to beat. Since Liberating Command is an immediate action and allows an immediate action Clyde won't take the constrict damage at least :)

Vanya puts on a burst of speed and races to catch up with her companions while Peribras sets his sights on the Fallen. Taking aim, he fires off his last holy arrow - the arrow flies true and passes through the spirit's shoulder, tearing another shred of its essence away and causing the creature to wail in agony!

Twinhorn Allies (Peribras): 3d8 ⇒ (6, 8, 4) = 18

A volley of arrows rain down on the Fallen from some of the Twinhorn warriors stationed high on the hill overlooking the circle as they add their might to the hunter's! Peribras then attempts to follow it up with second, more mundane, arrow but this one flies just a little too high and misses.

The Fallen finally seems to shake off whatever strange stupor it had briefly fallen into and with a howl of pure hatred it turns its attentions to Dortlin and Clyde, taking flight and flying up to meet them in the air. Having anticipated just such a thing, Dortlin cleaves another shred of essence away with his nodachi as it closes in and then the Fallen is upon the pair. Its ghostly longsword cleaves through the air...

Attack vs. Dortlin (Longsword; BWG, Dazzled, Portal Closed): 1d20 + 11 + 2 - 1 - 1 ⇒ (5) + 11 + 2 - 1 - 1 = 16

...but misses thanks to the defensive precautions Dortlin undertook earlier!

The Fallen is now flying 10 ft. up and has a good enough Fly skill to auto-succeed the DC to hover in place.
________

Round 3

Dortlin (-10, Barkskin, Lead Blades) + Clyde (-15, Barkskin, Fly, Longstrider, Shield Companion)
========
Fallen (-36, Dazzled, Flying 10 ft. up)
========
Rallas (Barkskin, Twinhorn Allies)
Skye (Barkskin, False Life)
Fung (Darkvision, Longstrider)
Vanya (Twinhorn Allies)
Peribras (Aspect of the Falcon) + Darkpaw (-2 Str)
========
Cyan
Yellow
Purple

Active Conditions: Bless - +1 Morale on Attack Rolls & Save vs. Fear

Lighting Conditions: Dim Light within most of the stone circle, Bright Light where Purple & Green overlap

Rallas, Skye, Fung, Vanya and Peribras + Darkpaw are UP!

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Peribras actually has one holy arrow left at this point; but I think he will save it...

Peribras frowns at the fallen for a moment before winding back and loosing another pair of arrows at it.

Longbow, attack, deadly aim, favored enemy: undead, bless, aspect of the falcon: 1d20 + 12 - 2 + 2 + 1 + 1 ⇒ (1) + 12 - 2 + 2 + 1 + 1 = 15 for piercing, MAGIC, cold iron: 1d6 + 3 + 4 + 2 ⇒ (2) + 3 + 4 + 2 = 11

Longbow, attack, deadly aim, favored enemy: undead, bless, aspect of the falcon: 1d20 + 7 - 2 + 2 + 1 + 1 ⇒ (4) + 7 - 2 + 2 + 1 + 1 = 13 for piercing, MAGIC, cold iron: 1d6 + 3 + 4 + 2 ⇒ (4) + 3 + 4 + 2 = 13

Sovereign Court

Female Human Rogue 05/Wizard 02 HP 48/48 AC 24 T 24 FF 19 Cmb +4 Cmd 18 F +2 R +9 W +7 Perc +11 In +10

Vanya studies the enemy but avoids taking action waiting for the lesser undeads to approach while guarding Rallas' back.

Vanya stands her ground and readies an attack against any opponents that move near her

Readied action:
Attack roll: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16 -> Damage roll: 1d4 + 5 ⇒ (2) + 5 = 7

Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

Vanya and Rallas, you're at full HP, Skye can put you anywhere you want to go within 30ft of your current position and get you into the fight.

Skye moves up next to Rallas, bringing daylight with him. The shaman calls upon the aid of the Tender of Dreams♫♫♮♪♬.

His eyes turn pitch black, and the colors around him drain for a brief moment. Stardust materializes around the Fallen, causing it to shed light like a candle.

(The creature takes a –2 penalty on attack rolls and sight-based Perception checks. Also prevents it from gaining any benefit from concealment or invisibility. Duration 2 rounds.)

Knowledge (religion) DC18 re Fallen: 1d20 + 6 ⇒ (15) + 6 = 21
Knowledge (religion) DC12 re Skeletal Champions: 1d20 + 6 ⇒ (2) + 6 = 8

"Do any of you have a wand or potion of healing that might suppress the negative energy from from the portal? Maybe it affects the grasping tendrils, too?"

Grand Lodge

Tian-Shu Human Kineticist L8 | HP: 107/99+8 NL24 | AC:23+1 T:14+1 FF:20 (25% miss ranged except massive wpns & rays) | CMB:7 CMD:20+1 | Saves F:16+1 R:12+1 W:8 (+2 vs heat, breaths, clouds, gases) | Init:+3+1 | Per:+14 | Spd: 30 fly 60 (gd) | Reroll: 0/1 | Status: burn 3/10+1 | Buffer: 0/1 | Fortification 15% | Air Wysp HP: 49/49 | Conditions: lucky number 2; elemental overflow (+2 Dex, +2 Con); aid (+1 atk)

Fung doesn't have much else he can contribute except this...
His heart pounding heavily at the beating that some of his teammates are taking, Fung pushes out his worry and keeps doing what he can do. He steps forward again and again releases a bolt of lightning at the flying ghost.

Burn: Empower Metakinesis (+1), Extended Infusion - 120ft (+1), Gather Power (-1), Infusion Specialisation (-1)
Elemental Overflow, Empowered, Bless
empowered electric blast vs pink TAC: 1d20 + 7 + 1 + 1 ⇒ (12) + 7 + 1 + 1 = 21 Not sure if it still has cover with it flying.
electric dmg: 3d6 + 2 + 2 ⇒ (1, 5, 4) + 2 + 2 = 14 Total dmg = 14+7=21

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

Rallas darts in and swings his blade at the skeleton on the rightorange

attack: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 171d10 + 7 + 6 ⇒ (4) + 7 + 6 = 17power attack added on...on ohone atm....


Season of Ghosts

Peribras continues to try and pepper the fallen with more arrows but it seems that a flying target is slightly harder to hit and both shots miss their target!

Vanya moves up to the edge of the circle and readies her weapon to strike the first foe - skeleton or spoopy flying ghost - that dares to approach her.

Skye moves further up as well and sets his sights on the flying fallen, calling on Desna to cover it with sparkling stardust to further confound its sight!

Fung keeps doing what works and what works is apparently electrical blasts to the face, as he rips another shred of the fallen's essence away!

Tentacle Time: 1d20 + 5 + 4 + 1 ⇒ (6) + 5 + 4 + 1 = 16
Negative Energy (Rallas; DC 16 Will): 1d6 ⇒ 4 x 2 = 8

Rallas decides to brave the circle at last and races towards Yellow, the black tentacles trying but failing to wrap around his legs as he moves! He comes flying in with a mighty downward swing of his sword but the skeleton is quicker than he anticipated and it ducks out of the way of his swing. Cackling gleefully, it promptly attempts to return the favor...

Yellow vs. Rallas (MWK Longsword; Portal Closed): 1d20 + 7 - 1 ⇒ (4) + 7 - 1 = 10

...but fares no better! Purple also comes clattering forward and decides to take a swing at Rallas as well...

Purple vs. Rallas (MWK Longsword; Portal Closed): 1d20 + 7 - 1 ⇒ (10) + 7 - 1 = 16

...and can't do any better than his pal, Yellow! And Cyan also advances forward but isn't able to reach anyone just yet, coming to stop directly underneath Clyde and Dortlin.

Negative Energy: 1d6 ⇒ 3 x 2 = 6 Healed

The portal pulses again, ominously, and the fallen seems to regain a small bit of its lost essence...
________

Round 4

Dortlin (-10, Barkskin, Lead Blades) + Clyde (-15, Barkskin, Fly, Longstrider, Shield Companion)
========
Fallen (-41, Dazzled)
========
Rallas (Barkskin, Twinhorn Allies; Pending DC 16 Will Save)
Skye (Barkskin, False Life)
Fung (Darkvision, Longstrider)
Vanya (Twinhorn Allies)
Peribras (Aspect of the Falcon) + Darkpaw (-2 Str)
========
Cyan
Yellow
Purple

Active Conditions: Bless - +1 Morale on Attack Rolls & Save vs. Fear

Lighting Conditions: Dim Light within most of the stone circle, Bright Light where Purple & Green overlap

Dortlin + Clyde are UP! And go ahead and give me your Will saves, if you don't mind!

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Dortlin's will save DC 16: 1d20 + 7 ⇒ (3) + 7 = 10
Clyde's will save DC 16: 1d20 + 3 ⇒ (2) + 3 = 5

"I think they are hurting us faster then we are hurting them."

Now free of the black tentacles Clyde tries to hover in place.
fly check DC 15: 1d20 + 7 ⇒ (16) + 7 = 23

Dortlin has Clyde move down to 5ft above ground and split his attacks between the 2 targets.

First biting the phantom with broken wing gambit.
(no effect other then maybe granting later aoos)

Then taking 2 claw attacks against the light blue skeleton.

Including: height advantage and bless
claw #1: 1d20 + 14 + 1 + 1 ⇒ (10) + 14 + 1 + 1 = 26
slashing/blugoning dmg: 1d6 + 7 ⇒ (5) + 7 = 12

claw #2: 1d20 + 14 + 1 + 1 ⇒ (10) + 14 + 1 + 1 = 26
slashing/blugoning dmg: 1d6 + 7 ⇒ (5) + 7 = 12

While Dortlin attacks the phantom while using Broken Wing Gambit.
Including: height advantage and bless
Nodachi: 1d20 + 15 + 1 + 1 ⇒ (20) + 15 + 1 + 1 = 37
slashing/piercing/cold iron/magic dmg: 2d8 + 8 ⇒ (7, 3) + 8 = 18

Nodachi crit?: 1d20 + 15 + 1 + 1 ⇒ (9) + 15 + 1 + 1 = 26
slashing/piercing/cold iron/magic extra dmg: 2d8 + 8 ⇒ (6, 3) + 8 = 17

If the phantom attacks Clyde or Dortlin and neither are grappled:

Both make opportunity attacks but only Dortlin's deals damage.
Nodachi aoo: 1d20 + 19 + 1 + 1 ⇒ (7) + 19 + 1 + 1 = 28
slashing/piercing/cold iron/magic dmg: 2d8 + 8 ⇒ (7, 2) + 8 = 17
It now gets +2 to hit and dmg on it's first attack.

if the light blue skeleton hits Dortlin:

If Clyde has an immediate action available he will use Vengeance Strike.
This is not an aoo.
claw #1: 1d20 + 14 + 1 + 1 ⇒ (20) + 14 + 1 + 1 = 36
slashing/blugoning dmg: 1d6 + 7 ⇒ (2) + 7 = 9

claw #1 crit confirm?: 1d20 + 14 + 1 + 1 ⇒ (3) + 14 + 1 + 1 = 19
slashing/blugoning dmg: 1d6 + 7 ⇒ (1) + 7 = 8

If it confirms and Dortlin isn't grappled he gets an aoo against the skeleton.
Nodachi aoo: 1d20 + 19 + 1 + 1 ⇒ (14) + 19 + 1 + 1 = 35
slashing/piercing/cold iron/magic dmg: 2d8 + 8 ⇒ (2, 2) + 8 = 12

An extra set of aoos in case something moves through a threatened area.:

Clyde with his 10ft reach
claw aoo: 1d20 + 14 + 1 + 1 ⇒ (3) + 14 + 1 + 1 = 19
slashing/blugoning dmg: 1d6 + 7 ⇒ (6) + 7 = 13

Dortlin with his 5ft reach
Nodachi aoo: 1d20 + 19 + 1 + 1 ⇒ (5) + 19 + 1 + 1 = 26
slashing/piercing/cold iron/magic dmg: 2d8 + 8 ⇒ (4, 5) + 8 = 17


Season of Ghosts

Nothing to See:

Tentacle Time (Round 5): 1d20 + 5 + 4 + 1 ⇒ (7) + 5 + 4 + 1 = 17

Negative Energy (Dortlin & Clyde): 1d6 ⇒ 4 x 2 = 8

Though the waves of negative energy continue to buffet Dortlin and Clyde, the pair are able to evade the grasping tentacles as the hunter urges Clyde to descend 5 ft. down towards the ground. Clyde snaps at the ghost - to no effect - but then goes ape on Blue Skeleton with his claws and shatters it into hundreds of tiny bone fragments!

Dortlin keeps his attention focused on the fallen and delivers an especially powerful blow against it with his nodachi, ripping an enormous bit of essence away in the process! The fallen, while still looking formidable, has definitely seen better days...

Enraged at being pummeled about by a man on a flying monkey, the fallen also descends just enough to keep pace with the duo, swinging twice at Dortlin with his longsword - and taking another blow in the process from his intended target!

Pink vs. Dortlin (Longsword; BWG, Dazzled, Portal Closed, Stardust): 1d20 + 11 + 2 - 1 - 1 - 2 ⇒ (17) + 11 + 2 - 1 - 1 - 2 = 26
Damage (Force): 1d8 + 2 ⇒ (5) + 2 = 7
Negative Energy: 2d6 ⇒ (5, 1) = 6

Pink vs. Dortlin (Longsword; Dazzled, Portal Closed, Stardust): 1d20 + 6 - 1 - 1 - 2 ⇒ (4) + 6 - 1 - 1 - 2 = 6

The first strike is a solid hit and on top of the concussive and dark energy Dortlin feels from the blade, his heart clenches for a moment as despair threatens to fill his heart!

Dortlin - Please make a DC 19 Will Save.
________

Round 4

Dortlin (-31, Barkskin, Lead Blades) + Clyde (-23, Barkskin, Fly, Longstrider, Shield Companion)
========
Fallen (-63, Dazzled, Portal Closed, Stardust; Flying 5 ft. Up)
========
Rallas (Barkskin, Twinhorn Allies; Pending DC 16 Will Save)
Skye (Barkskin, False Life)
Fung (Darkvision, Longstrider)
Vanya (Twinhorn Allies)
Peribras (Aspect of the Falcon) + Darkpaw (-2 Str)
========
Yellow (Portal Closed)
Purple (Portal Closed)

Active Conditions: Bless - +1 Morale on Attack Rolls & Save vs. Fear

Lighting Conditions: Dim Light within most of the stone circle, Bright Light where Purple & Green overlap

Terrain: Difficult Terrain within the stone circle.

Rallas, Skye, Fung, Vanya and Peribras are UP!
________

Added a note about the terrain inside the circle due to Black Tentacles...seems like I manage to miss something every time *sigh*.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Things are looking bad so I decided to check my chronicle boons. Wish I had done so earlier.

As the negative energy pulses Dortlin remember's a ritual he participated in with a colony of Wayang that gave him a small connection to the Shadow Plane. As an immediate action he will reverse how negative and positive energy effects him. This lasts one minute.

So he heals 8 from the pulse, takes 7 force dmg, then heals 6 more health. DC 19 will save in case the effect happens anyway: 1d20 + 7 ⇒ (6) + 7 = 13

Thanks to services provided to the Godsmouth Cathedral Dortlin taps into a blessing of Pharasma and rerolls a save vs an effect by an undead creature. If the save is needed that is.

DC 19 Will save: 1d20 + 7 ⇒ (9) + 7 = 16 If he worshiped Pharasma instead of the great Milani he would have gained a +4 bonus to that reroll and saved. Oh well.

"Nobody heal me! Trust me."

Clyde is not so fortunate when it comes to the negative energy.
Will save DC 16: 1d20 + 3 ⇒ (13) + 3 = 16

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

5 ft up means out of reach for regular size folks right?


Season of Ghosts

Re: Boon Usage:

Niiiice! Unfortunately, since the force damage still goes through the Will save is still required as per the description for the fallen's 'Agent of Despair' ability: A creature that takes damage from a fallen’s attacks must succeed at a DC 19 Will save or take a –4 penalty on saving throws against fear. If a creature that has immunity to fear fails this saving throw, its immunity is temporarily suppressed. This effect lasts as long as a creature still has damage taken from a fallen’s attacks :\

Sorry...but that first boon will definitely help offset the gradual wearing down happening through the negative energy pulses!


________

Though gripped with a sudden feeling of despair, Dortlin suddenly remembers a ritual he learned on one of his previous missions and calls upon it now - the air around him shimmers ever so slightly as he reverses his innate affinities and vulnerabilities to channeled energy. He still suffers the concussive force of the fallen's blow but the negative energy suddenly begins to heal him instead of hurt him!
________

@Rallas - Nope! If I'm visualizing the 3D imagery correctly then you should still be able to be able to attack a flying target that's only 5 ft. off the ground. Think of it like you're slashing at their feet and legs or whatever other dangly appendages that they might have :3

Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

"Don't heal you, Dortlin? Okay, your funeral. What about Clyde? Can you tell me if the area around the portal is within reach of any of the grasping tentacles? I can leap over there and try to deactivate it."

Skye looks over at Vanya. She's still waiting, ready if the fight comes to her. It might. After Clyde and Dortlin fall.

He looks over at Rallas, fully engaged with two of the skeletal champions.

Over his shoulder, he confirms Xuan Fung and Peribras Sandlock are as effective as they can be, right where they're at.

Based on what he can see and what he's heard from the team, Skye considers what to do. Heal Clyde with my wand? Use the wand to try to suppress the grasping tentacles? Heaven's leap Vanya to where she can help Dortlin and Clyde? Or heaven's leap myself over to the portal and try to deactivate it?

Skye delays until he hears something from Dortlin, Vanya, or Rallas.

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Peribras maintains his focus on the fallen. His bowstring twangs quietly in the night air, twice.

Longbow, attack, deadly aim, favored enemy: undead, bless, aspect of the falcon: 1d20 + 12 - 2 + 2 + 1 + 1 ⇒ (2) + 12 - 2 + 2 + 1 + 1 = 16 for piercing, MAGIC, cold iron: 1d6 + 3 + 4 + 2 ⇒ (4) + 3 + 4 + 2 = 13

Longbow, attack, deadly aim, favored enemy: undead, bless, aspect of the falcon: 1d20 + 7 - 2 + 2 + 1 + 1 ⇒ (8) + 7 - 2 + 2 + 1 + 1 = 17 for piercing, MAGIC, cold iron: 1d6 + 3 + 4 + 2 ⇒ (6) + 3 + 4 + 2 = 15

SMH. The RNG is not my friend right now

Sovereign Court

Female Human Rogue 05/Wizard 02 HP 48/48 AC 24 T 24 FF 19 Cmb +4 Cmd 18 F +2 R +9 W +7 Perc +11 In +10

Noticing how the undeads keep away from her Vanya decides to face them instead, moving towards the fray while covering Rallas' flank and avoiding entering the circle of darkness as well.

Attack roll vs yellow: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25 -> Damage roll: 1d4 + 5 ⇒ (3) + 5 = 8

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

Rallas quickly shifts his position and swings his blade at the flying monstrosity. He sees a weak spot in the creature and aims for it.

attack: 1d20 + 11 + 2 + 1 + 1 ⇒ (17) + 11 + 2 + 1 + 1 = 321d10 + 7 + 6 + 1 ⇒ (7) + 7 + 6 + 1 = 212d6 ⇒ (6, 4) = 10power attack, studied target as a move action, 5 ft step to flank, debilitating injury is -2 to hit


Season of Ghosts

Though Peribras continues trying to pepper the flying fallen with arrows, the undead monstrosity continues to dodge them. Vanya decides to skirt the edge of the circle and comes to Rallas' aid and strikes the Yellow skeleton with her kukri, sending a few pieces of bone flying as more arrows rain down on the battlefield.

Twinhorn Allies (Vanya): 3d8 ⇒ (3, 1, 1) = 5

Rallas turns and quickly steps away from the two skeletons and back into the circle, avoiding the tentacles and taking a swing at the now-within-reach fallen with his blade and cutting away another portion of its essence and further hampering its combat capability! Another hail of arrows comes down and the fallen's essence looks to be practically in taters at this point!

Twinhorn Allies (Rallas): 3d8 ⇒ (2, 4, 1) = 7

Meanwhile, Skye deliberates on what to do...
________

Round 4

Dortlin (-24, Barkskin, Lead Blades) + Clyde (-23, Barkskin, Fly, Longstrider, Shield Companion)
========
Fallen (-82, Dazzled, Debilitating Injury, Portal Closed, Stardust; Flying 5 ft. Up)
========
Rallas (Barkskin, Pending DC 16 Will Save)
Skye (Barkskin, False Life)
Fung (Darkvision, Longstrider)
Vanya
Peribras (Aspect of the Falcon) + Darkpaw (-2 Str)
========
Yellow (-8, Portal Closed)
Purple (Portal Closed)

Active Conditions: Bless - +1 Morale on Attack Rolls & Save vs. Fear

Lighting Conditions: Dim Light within most of the stone circle, Bright Light where Purple & Green overlap

Terrain: Difficult Terrain within the stone circle.

Skye and Fung are UP!

51 to 100 of 451 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [OutPost I] GM Ladile & the Pathfinder Society Present: The Solstice Scar, Version B (Tier 5-6) All Messageboards

Want to post a reply? Sign in.
51 to 100 of 169 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Season of Ghosts

Just a note that I'm about to head out to work tonight but I'll hopefully be able to get an update for you guys at some point during that time, if it's quiet :)

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Heads up: I may not be able to post much in the next 24-48 hours.


Season of Ghosts

Okay Peri, thanks for the notice! I can bot you if the need arises.


Season of Ghosts

Hmm...I hope this turn of events with a talking foe? hasn't thrown folks off from posting! A little hint/nudge - you can try smooth-talking, you could try making some sort of offer and promise to make good on it later when all of this mess is resolved, you could just say 'Hell with it' and start a fight, it's really up to you folks. This encounter is a little more open to alternate measures of problem-solving and I wanted to give you that option :)

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Dortlin let others speak once it started speaking in common.
Diplomacy is not his forte.


Season of Ghosts

Heh, no worries! You can also tell that I posted in Discussion before reading Gameplay and thus hadn't seen Skye's most recent post. Nicely done!

Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness
Peribras Sandlock wrote:
So the creature has DR other than magic. What kind of check do we need to find out about its vulnerabilities and immunities?

GM put it in the post initiating the encounter. It's DC18 Knowledge (arcana) check. For every 5 you exceed the DC, you can ask a question. (Skye attempted the check but only got a 15.)

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Dang, Peribras doesn't have knowledge arcana.

Also, I have not remembered to add Heroes Feast to a single roll. :-(


Season of Ghosts

If it's any consolation I'm pretty sure I forget something with every GM combat post I do; for every visible edit I make after someone points something out, there were usually one or two other things I forgot but caught and had to fix before making the post in the first place. Part of the reason I wanted to start GMing in the first place, so I could git gud :3


Season of Ghosts

By the way guys, good job on basically trouncing all of the encounters up to this point. The house met all of the milestone markers for this section, which helped/helps to make subsequent encounters and this last part of Act 1 a bit easier to manage - and you all did your fair share to help make that happen! Huzzah!

It's also been fun seeing slightly more complex builds, tactics, and abilities in play and I hope everyone has been enjoying themselves thus far :)

Silver Crusade

Want to try PbF on RPGG? Check out my profile for more info!

Hi!

You have received:

*** Aid Token #4 ***

Passing Aid Token to: Ladile
Current Boosts: Hard Knowledge

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Ohh. On the one hand we want to pass tokens around quickly. On the other hand hard knowledges are not our strong suit.

Where is the link to what the tokens do?


Season of Ghosts

^Aid Token information can now be found under the spoiler at the top of the campaign page! Apologies for not adding it earlier, actually.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

So how would the token work for monster IDs?


Season of Ghosts

To my understanding, using the token for a Knowledge check basically allows you to automatically succeed the check at whatever difficulty the token has been boosted to. In this case, choosing to use the token on a Knowledge check would equate into the meeting the 'Hard' DC check and potentially give you a lot of information about the topic.

To explain a little more in-depth, the special has a table of Skill and Saving Throw DCs with the numbers needed to achieve an 'Easy', 'Average', or 'Hard' result that vary depending on the group's sub-tier. Throughout the scenario text, reference is often made to the group needing to achieve some sort of result - sometimes 'Easy', sometimes 'Average', sometimes 'Hard'. When it does, I reference said table to see what number one or more of you need on the check in order to succeed at the specified difficulty.

Monster IDs, however, still depend on 10 + monster CR. For example, the owlbear mascot was a CR 8 creature. I'll have to double-check (and sadly I don't have time right now as I need to fit in a quick nap before work) but I don't see why you couldn't use the Knowledge boost to help ID a monster. I'd be inclined to allow it and let you ask a number of questions based on the number given in the Skill DCs table for a 'Hard' 5-6 sub-tier check. Does that make sense?

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Sure. Sounds good.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

I feel like I'm overshadowing the combat a bit. But depending on what sections we keep we could be facing more fights with multiple opponents soon. And the Gruesome Twosome are not as good vs multiple opponents.

Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

Doesn't bother Skye, but combat's not his schtick.


Season of Ghosts

As your GM, I'm neutral on the subject. But if anyone is feeling left out I will say that I think there'll be more for everyone to do in the upcoming sections :)

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

I don't mind.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

We passed the aid token on right?


Season of Ghosts

I did, yes!

Sovereign Court

1 person marked this as a favorite.
Ironfang Invasion | Loot/Provisions | Combat Map

Where one token fades, another appears...

***Token #1***

Passing Aid Token to: Ladile
Current Boosts: Timely Inspiration


Season of Ghosts

Working ye olde graveyard shift tonight guys so I'll try to move you all along as soon as I get a chance!

Sovereign Court

Female Human Rogue 05/Wizard 02 HP 48/48 AC 24 T 24 FF 19 Cmb +4 Cmd 18 F +2 R +9 W +7 Perc +11 In +10

No problem, as always, RL takes precedence.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

"Timely Inspiration: A Pathfinder agent provides the effects of a bard’s inspire courage bardic performance for 3 rounds. In Subtiers 1–2 and 3–4, the competence bonus is +1. To Boost: Expend 3 rounds of bardic performance or similar ability. Boosted Effect: Increase the competence bonus by 1."

What about tier 5+


Season of Ghosts

It's a +2.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

+2 total with the boost or +2 and now +3 thanks to the boost?


Season of Ghosts

+2 normally and now +3 with the boost! Also, if you guys don't want to use it right now or don't think you'll need it, we can always just pass it along to another table. Your call :)

Grand Lodge

Male Elf slayer 3/Un Rogue 6/snakebite brawler 2, HP 103 AC 23(27), T 17(21), FF 16(20), F +14, R +19, W +12, Initi. +11, CMD 23, Perception +21, lowlight(+24 traps)

i day pass it on


Season of Ghosts

Use of the Aid Token has been noted; will get it passed along to a new table :)


Season of Ghosts
Dortlin wrote:
Either way the ranged attacks are tearing it up.

Yep...this group is basically the polar opposite of the group I had for Solstice Scar A back in the fall, which was largely composed of slow-moving melee beatsticks. Combats...took a bit, heh. They seemed to enjoy themselves, though :)

Also I know spell templates for these maps are a pain to come up with but earlier I found (and borrowed) a bunch that I hope will come in handy in the future. I'll look at linking them for use shortly!

Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

Can a PC attempt to Influence the same leader more than once? Looks like two of us have two opportunities left, but most of us only have one more arrow in our quiver. Don't want to waste it.

Seems like one more successful Influence check might convince Kragr and Jala to stay and fight.


Season of Ghosts

Yes, you may try the same leader more than once :)

Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

Totally stole your Spell & AoE Templates slides, Lady Ladile, and created a link in all the scenarios I'm running. Thanks for putting that together.


Season of Ghosts

Thanks Skye, but as I mentioned elsewhere they're actually borrowed from another PbPer named Stormstrider after a random search led me to his slides. He's cool with others using them but I wanted to give him credit just the same (and have now done so on the slides themselves) :)


Season of Ghosts

Hey guys, I worked last night and can't really focus to do a proper update right now so I'm going to get some sleep and then come back to it later. I'll actually resolve it in Gameplay properly after I sleep but I'll go ahead and say that Peribras' attempt to influence Jala wasn't successful in case that affects who Rallas wants to try speaking with.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

And here is where being a 12 dex melee character is going to suuuuck.

Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

Yeah, I saw the GM's post about the buffs still being active. I was only referring to the daylight spell. If we and the baddies are still within 60' of our previous positions on the last map, then great!


Season of Ghosts
Sova wrote:
Sova gags twice and hurls forth a glowing pellet. Skye catches it one hand.

Ewwww....we had to pick one of those apart in a high school biology class. Most of them had rodent bones, if anything, but the one me and my partner got had a little bird skull in it!

(I know in this case it's technically a stone and not digested food, but still...)

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Ranger's get to roll knowledges vs their favorite enemy as if the skill was trained. And I think they are both undead.

Fights like this make me want to prioritize making my weapon ghost touch. But I'll probably buy an aomf ghost touch for the rhino when I get enough gold.

My first weapon enchant will either be Keen for the 15 - 20 crit range, Since the rhino will get an aoo when Dortlin crits. Or Fortuitous for the extra attack.
Tough choice.


Season of Ghosts

Thanks for the reminder re: Knowledge checks and favored enemies - and yep, I will say that all of these guys are undead. My search fu didn't really turn anything up about whether bonuses to damage (like from Broken Wing Gambit) apply to something like the shade's touch attack but since BWG says 'damage' and not 'ability damage' I'm inclined to rule that it doesn't apply in this case (if anyone was curious).

Also, thanks for bearing with me on these battles. I think I mentioned earlier that this is the highest tier that I've ran so far so mid-to-high-level play from the GM side of things is still pretty new to me. It also doesn't help that I'm way more familiar with casters than melee types so I'm more likely to forget or not be aware of something when it comes to melee shenanigans than caster shenanigans.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Was hoping it would die before Dortlin loses more int. Now I have to recalculate my attacks based on losing feats that require Combat Expertise.

Grand Lodge

Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

Aid token, coming your way!

***Token #1***

Passing Aid Token to: Ladile
Current Boosts: Provide Knowledge (average)

Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

Mostly hoping Skye/Sova's attack will trigger the Twinhorn archers effect. High risk gambit.

Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

"Out-of-combat healing method" for lesser restoration: How does that work? I've not seen it done in PFS before.


Season of Ghosts

Ah - I just meant that if someone happened to have a spell/scroll/wand or some other means of casting it handy then you could go ahead and do that now. If not, there's a time skip of a couple days between the end of this section and the beginning of the next (new) section where someone could prep the spell and cast it.

Utilizing the Long-Term Care option for the Heal skill during the downtime would also work to speed up the process.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes
Skye, Shaman of the Lyrune-Quah wrote:
"Out-of-combat healing method" for lesser restoration: How does that work? I've not seen it done in PFS before.

I meant taking the average roll out of combat like many GMs allow for cure wands.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

I have dotted into your Campaign, Ladile. Hey everyone, I'll be acting as a backup for this special sometime in April!

Dark Archive

CG Human Male Shaman-6 (Spirit: Heaven; Wandering Spirit: Lore) | HP 47+11 | AC 20 / 10 T / 20 FF | CMD 14 | Fort +6, Reflex +4, Will +11 | Init +6 | Perception +16; Familiar Bonus: +3 sight-based Perception checks in shadows/darkness | Hexes: Slumber (Will DC18), Heaven's Leap, Evil Eye (Will DC18); Wandering Hex: Arcane Enlightenment | Stardust 6/6 | Monstrous Insight 6/6 | Speed 30 ft. | Conditions: Barkskin, BlessFalse Life, Heightened Awareness

Hi, Hmm.

Skye would prefer PCs hang onto as many of their resources as possible. He can Take 10 for a 20 Heal check. Long-Term Care is only a DC15.

Quote:

The patient recovers hit points or ability score points (lost to ability damage) at twice the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.

You can tend as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.

That should take care of everyone.

51 to 100 of 169 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / GM Ladile's Solstice Scar B Discussion (Tier 5-6) All Messageboards

Want to post a reply? Sign in.