P33J |
I'll roll for Lirianne
will save: 1d20 + 6 ⇒ (4) + 6 = 10
The War Council provides a filling meal for all of you, and though it is enough for a feast, no one is much in a feasting mood. The council breaks and each returns to their own camps to spend the last few hours with their friends and loved ones.
Before you settle in for bed, Devarre provides each of your casters with a copy of a scroll. It is written in a magic tongue and while you can pronounce the words easily enough, their meaning has long since been lost to the ages.
"When you've put the runes in place, seize Rhoswen's staff. Raise it high into the air and read the scroll. It will seal the wards and provide you with a portal to escape. Our forces will provide you with cover and distraction to keep the main host of Rhoswen's army occupied. The Centaurs have already begun their march, without riders on them, they can reach the breach around the same time we will tomorrow via transport. Prepare your spells well and pray to whatever Gods you think will give us strength. Good luck pathfinders."
The Fey council is providing you with wards and guards for the evening so you don't have to keep watch. If you have nothing else you wish to do, you all settle in for bed.
Please update your spell lists and once you've fallen asleep give me a Will Save.
P33J |
Buckwheat? Do you have any form of reroll shirt or folio that you could snap a foto of and send to me? If not you'll suffer the following
As you sleep your dreams are tainted by otherworldly nightmares. Nightmares so terrifying and horrible that your mind thinks they're real.
Spriggans rampage through the camp, slaughtering the conclave, wiping out your fledgling army before it can even begin to fight. You'r companions are gored, gutted and dangled from burning trees. Their entrails hang from their open wounds, their eyeless sockets drip with blood as they stare knowingly at you.
You find yourself surrounded by spriggans, armed with sharp, jagged daggers, dripping with flesh and fresh gore. They charge you at once, giving you no avenue of escape. Their blades ripping into your flesh tearing off chunks hole. Yet you do not fall, nor lose consciousness, you feel every blow. Every vital organ ripped from your still living body is experienced in painstaking detail. Long wooden like fingers jab into your eyes, tearing them out by the roots, yet you still see the horror as the desecrate and destroy your body.
As the dream begins to fade you hear the voice of Rhoswen: “Abandon your folly, or when next we meet, I’ll do much worse than haunt your dreams.”
Your screams awaken those around you, who shake you to consciousness.
Your body is covered in scratches and bruises. Perhaps from your thrashing sleep, perhaps by something more sinister.
You're fatigued and can not prepare any spells, mutagens, bombs or other potions until you get a full 8 hours sleep again. You will be fatigued for the rest of the day (including the initial assault on Rhoswen's realm) and can only use the bombs etc. you have left over from the day before.
In addition you take Damage: 1d10 ⇒ 4
If you send me a jpeg of a legitimate reroll item or if any of your companions what to give up their reroll item for the module, you can send it to me as a private message or email it to me (I'll provide my email in a private message if you need).
---------------------------------------
As for the rest. Your dreams are fitful. Of battles with spriggans and other Fellnight Fey. But in your dreams you overcome, all save Buckwheat who dies valiantly in battle. The dreams shake you a bit, but do not affect you adversely.
However as you begin to wake you do hear a voice say.
“Abandon your folly, for when next we meet, It will not be in your dreams and my armies will not be so easily beaten.”
Buckwheat Rainbow |
I have no interest in using my reroll shirt. Also my following of the narrative says we rested, met with the fey and then rested again so I think everything is currently prepared.
P33J |
Upon waking and hearing of your dream casters within the conclave place a warding spell over all of you to protect you from future such attacks by Rhoswen.
After a short breakfast and prayers by those who seek aid from the divine. The Unicorns approach, forming a circle around the remnant of the army that did not go on ahead.
They speak the words in unison and you are all magically teleported to a small hillock ringed with pale white mushrooms. The nearby trees seem to loom toward the hillock, shading it.
The centaur's have surrounded the hillock and salute you as you approach, their leader states they've made several incursions into the realm already this morning and that they hold the area on the other side of the portal, confirming safe passage for you. He tells you that to enter the portal you must simply walk into the mushroom ring and then demonstrates it.
As the Centaur approaches the ring, it begins to shimmer with light and then he fades from sight moments after walking out of the ring.
You then follow him into the ring, feeling yourself transported. Anyone who is good align feels as if they are less charismatic in this realm. (you take a -2 to all charisma based skill checks here). A second feeling washes over you, that nothing is as it seems here (DC 25 Know Planes) and finally, you feel as if you're younger or at least you have no biological needs.
The realm seems to be a dark and sinister reflection of the forest you just left, with a large tower in the southwest, where you feel the location of the village would be on Golarion.
A few Centaur scouts approach and give their report.
"There are thousands of dark fey here, the spriggans alone likely outnumber us 10-1. The Faengard breach is to the southeast, to get there will require stealth, courage and a little luck."
Palombier steps forward.
"Our scouts have located a Spriggan war party just a half mile from here. We will escort you half way to them and then split from you to attack the party, creating a diversion that will hopefully lead to Rhoswen diverting patrols to fight us. We are not built for a sustained battle, except for the Centaurs, our attacks will be hit and run and we'll do our best to lead them away from you. Good luck pathfinders, may the Gods look favorably on your actions."
You're escorted by the Conclave Army about a quarter of a mile, minor skirmishes break out between the conclave and some Spriggan/worg calvary scouts. But they're either killed or driven off. You reach a split in the paths and Palombier points you in the direction. Devarre hands you the stones. They glow with an eerie light in this realm and seem infused with power they didn't have in Golarion (DC 25 Spellcraft). I will need stealth checks from you, you get a +10 to stealth due to the army drawing attention away. You can also roll perception checks (DC 30) any successful Perception check will give you a +5 to your stealth as you'll spot the patrols before they see you and be able to hide.
What I need
Stealth 1 Check
Perception 1 Check
I will make my rolls after you get your checks.
Markus 'Earthquake' Kalepo |
Markus can’t make the perception check.
Crouching low, Markus tries to be as stealthy as he can.
Stealth: 1d20 + 3 + 10 ⇒ (12) + 3 + 10 = 25
Buckwheat Rainbow |
Buckwheat will drink his elixir of lesser restoration in the morning to help shake off his fatigue. About 2 hours before heading out Buckwheat will also drink a dose of clear ear. Right before transfering to the Fey Realm Buckwheat will activate his wand of Mage Armor.
Buckwheat will also offer to apply Armor Ointment to Kyra.
Stealth: 1d20 + 3 + 10 ⇒ (3) + 3 + 10 = 16 (Not including +5 from Perception)
Perception: 1d20 + 20 + 2 ⇒ (15) + 20 + 2 = 37
Spellcraft: 1d20 + 10 ⇒ (16) + 10 = 26
P33J |
Ok, sense Buckwheat can make the perception check, you all get +5.
Worg 1 Perception: 1d20 + 11 ⇒ (8) + 11 = 19 Nope
Outrider 2 perception: 1d20 + 2 ⇒ (2) + 2 = 4 Nope
Worg 2 Perception: 1d20 + 11 ⇒ (6) + 11 = 17 Nope
Outrider 3 perception: 1d20 + 2 ⇒ (3) + 2 = 5 Nope
Worg 3 Perception: 1d20 + 11 ⇒ (2) + 11 = 13 Nope
Luckiest sets of rolls ever!
Buckwheat hears the huffing of Worgs being driven hard and spies a trio of spriggan outriders approaching. Quickly motioning to his companions you dive into the underbrush and quietly wait. The riders in their hurry pass by you without notice.
I will need another round of Stealth and Perception from everyone.
1 done 2 to go.
P33J |
They'll all go on their Worg's initiatives which is lower.
Rider 1 1d20 + 2 ⇒ (9) + 2 = 11
Rider 2 1d20 + 2 ⇒ (6) + 2 = 8
Rider 3 1d20 + 2 ⇒ (1) + 2 = 3
Lirianne 1d20 + 6 ⇒ (19) + 6 = 25
Ezren 1d20 + 2 ⇒ (19) + 2 = 21
Lirianne
Ezren
Markus
Buckwheat
Rider 1
Rider 2
Kyra
Adamus
Link is up in the corner. Remember each worg has a rider please specify who you are attacking Worg or Rider.
Lirianne of Alkenstar |
Lirianne takes careful aim, breathes in, breathes out half a breath and holds it. Then she squeezes the trigger.
Dead Shot: 1d20 + 13 ⇒ (20) + 13 = 331d20 + 8 ⇒ (20) + 8 = 28
Holy Christmas! A pair of Natural 20's!
Critical Hit confirmation: 1d20 + 9 ⇒ (17) + 9 = 26
Damage (assuming 26 confirms the crit): 4d8 + 10 ⇒ (2, 3, 4, 7) + 10 = 26
Kyra Dawnblade |
Um your pistol is x4 damage.. +1d8 for hitting with the 2nd shot.. Your crit should 2d8+5x4 for a total of 8d8+20 damage..
P33J |
no worries. Just trying to move along before the baby comes haha
Either way the worg is dead ;) I'll say you hit the lead worg.
Spriggan Rider Check to avoid falling prone and take 1d6 damage 1d20 + 2 ⇒ (2) + 2 = 4 Fail.
The Spriggan rider falls and takes 1d6 ⇒ 5 damage and is prone.
Current damage
Spriggan 1 - 6
Worg 1 - Dead
Spriggan 2 - 0
Worg 2 - 0
Spriggan 3 - 0
Worg 3 - 0
The color spray goes off the Worg and Spriggan.
DC 16?
Worg Will: 1d20 + 3 ⇒ (1) + 3 = 4 Fail. It's blind and stunned for 1d4 ⇒ 3 rounds + 1 additional round of stun.
Spriggan Will: 1d20 + 1 ⇒ (13) + 1 = 14 Fail.It's blind and stunned for 1d4 ⇒ 1 rounds +1 additional round of stun.
Spriggan 1 (now represented as the small Worg) stands up from prone (move action) and reduces it's size as a standard action to Small. (Making it a harder target to hit)
The wall of stones is not there, you can shoot through it without worry of cover.
Markus 'Earthquake' Kalepo |
Markus hurls a volley of knives at the warg that made it up to the party.
Mainhand: 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31
Damage: 1d4 + 13 ⇒ (1) + 13 = 14
Mainhand Iterative: 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Damage: 1d4 + 13 ⇒ (1) + 13 = 14
Offhand: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21
Damage: 1d4 + 13 ⇒ (4) + 13 = 17
Offhand Iterative: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
Damage: 1d4 + 13 ⇒ (1) + 13 = 14
Confirming: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16
Extra Damage: 1d4 + 13 ⇒ (1) + 13 = 14
P33J |
Crit confirms. Killing the Worg instantly. The rest of the attacks can be targeted at the Spriggan that was on the worg.
The daggers perforate the spriggan, but do not kill him. Dealing 31 damage as it falls from its mount. It somehow attempts a ride check.
Spriggan ride check 1d20 ⇒ 14
But it fails and the spriggan takes another 1d6 ⇒ 2 damage and is prone.
Damage
Spriggan 1 - 6
Worg 1 - Dead
Spriggan 2 - 33 damage and prone
Worg 2 - Dead
Spirggan 3 - 0
Worg 3 - 0
Lirianne of Alkenstar |
Um your pistol is x4 damage.. +1d8 for hitting with the 2nd shot.. Your crit should 2d8+5x4 for a total of 8d8+20 damage..
Thanks for pointing that out. I never noticed. So most likely something around 54 points.