[PFS] GM kuey's The Solstice Scar, Version B (#8-99B), Tier 3-4 (Special) (Inactive)

Game Master kuey

chronicle sheets

maps and handouts

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, pick another table and I'll see it is passed onto them.

If you have any special requests, e.g. lesser restoration from Provide Spellcasting (see below), let me know and I call out to the other GMs to see if anyone can help.

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.

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 15. 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 2. 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. 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 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 515 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
Sovereign Court

Year of Boundless Wonder

Sangkit, you can't reach the drake with acid splash. I've move you closer. Draklor, you missed the save for the other dragon breath.

The party divides themselves to go after each of the two drakes flying overhead separately. Sangkip creeps around the tent, coming nearly under the (red) drake and lands an orb of acid at it, searing its flesh. 575 follows up his powerful attack earlier and flings another javelin at this drake but this time, his throw is too powerful and the weapon flies overhead into the distance. Corona, her ire raised by the frigid blast, draws her crossbow and fires. Almost simultaneously, two arrows fly from the nearby Twinhorn warriors. The three ammunition pierces the drake, with the bolt punching through its neck fatally. The shadow drake could not even scream as it plummets to the ground.

Meanwhile, the other team focus on the other (orange) drake. Zarnel throws his javelin at it with fine accuracy, spearing through its shoulder. While keeping up his inspiring oration, Draklor lifts up his crossbow to fire, but the trigger jams briefly, and the bolt drops 10ft in front of him. Chou, however, takes greater care, and with deadly aim, fires her weapon just as a rain of arrows follow suit from the Twinhorns. They pepper the small dragon with multiple wounds. It screeches in horrible pain, before similarly crashing into the ground, dead.

Combat over! Character Status:
- Sangkip
- Chou (16/23)
- Draklor (28/35; pending boosted allied offensive)
- Zarnel
- 575 (36/40)
- Corona (24/31)

GM rolls:

Sangkip miss chance: 1d100 ⇒ 87
Draklor 2nd ref: 1d20 + 7 ⇒ (15) + 7 = 22

Dark Archive

Female N Ratfolk Tinkerer 5, Init 6, HP 35/35, Speed 30 AC 27, Touch 18, FF 20 CMD 17, Fort 3, Ref 13, Will 8

Chou gives a curt nod as the creature crashes down. Satisfactowy.

With that she reloads her crossbow, then hangs it across her back once again. She scratches her chin, then opens her robe to reveal a small assortment of cogs, dowels, and metal plates.

Just in case we find othews...

She furiously begins working to assemble another of the masks that she used earlier.

If we have a minute between encounters, Chou would like to use her unprepared gadget slot to prepare another Firebelly gadget.

Dark Archive

Female N Ratfolk Tinkerer 5, Init 6, HP 35/35, Speed 30 AC 27, Touch 18, FF 20 CMD 17, Fort 3, Ref 13, Will 8

As Chou fits a few pieces together, another group of Pathfinders runs by, having just finished off a similar set of horrid foes. Noting the scorch marks on Chou's robes and arms, one of them stops by to exchange a few words, nods, then bathes the party in a pale white light.

Burst of Healing Aid Token: 1d6 ⇒ 5

Token used, pass it along!
New Character Status:
- Sangkip
- Chou (21/23)
- Draklor (33/35; pending boosted allied offensive)
- Zarnel
- 575 (40/40)
- Corona (29/31)

Sovereign Court

Year of Boundless Wonder

Yes, you've got time to prep, so buff up and heal up. I'm checking something with the other GMs before I start the next encounter.

Grand Lodge

LN Nagaji Brawler 6

575 gathers up his javelins, one of which he has to wander quite some ways to locate.

Must close the portal
Shadows continue growing
This is distraction

He waves towards the pockets of fighting all around with concern, knowing that none of it matters if they don't stop the source.

Silver Crusade

HP: 52/52 l AC: 17, T 11, FF 16 l CMD 18 l F +5, R +4, W +8, +10 vs. madness/confusion l Aging Touch (2/2), Knowledge of the Ages (3/4), Speed/Slow Time (1/1), Time Flicker (7/7 min), Time Hop (70/70 ft.) l L1: 5/7, L2: 5/7, L3: 2/5 l Init +5 l Senses: Perception +2
Skills:
Diplomacy +10, Intimidate +15, Kn. History +8, Kn. Religion +7, Kn. Planes +13, Profession: Baker +12, Sense Motive +6, Spellcraft +7
Female Human Oracle (Dual-Cursed) 7 | Active Conditions:

"Hey, thanks!" Corona cries, waving to the passing Pathfinder paramedics. "I feel much better now, only a few small scratches left," she smiles as she inspects her person. "New Friends, does anyone else want any healing really quick while we catch our breath? I've got my wand...or I can use one of yours," she offers.

Sovereign Court

Year of Boundless Wonder

I'll move us along, but go ahead and heal up / buff up before this encounter starts.

Sounds of fierce battle continue to ring out from other parts of the encampment, but it seems that your swift and effective fighting have cleared the area around of you. A nearby Twinhorn warrior calls out, "There's a clear path to the stone circle! Come, let us bring the fight to the core! Close the damned portal once and for all!" The available Kellid tribesmen rally together with you and push out of the encampment towards the river.

The clearing on the riverbank features 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. Your eyes might be deceiving you but it appears that the tear is slowly but surely growing larger. Eight large tendrils of inky darkness coil around the menhirs as if keeping the stones in a stranglehold. Countless other tendrils flick out from the shadowy rift as if tasting the air, ready to grab onto any living creature that draws near. Waves of purplish-black energy burst forth from the portal periodically. Strangely, although there is dim ambient light from the moon and starlight, within the stone circle itself is almost complete darkness, as if the rift has sucked away all life around it.
The red dotted area marks the area of the tendrils and energy waves. While area outside is in dim light, the area inside is in darkness, so only those with darkvision can effectively see what's inside unless you bring light in.

Hordes of undeads line the trail that leads to the stone circle. The troop of Kellid warriors engage them, leaving the path clear for your team. Right in front of stone circle, as if guarding the rift, stand six skeletons. More menancingly, those who can see into darkness (darkvision) see a giant rotting hand, propped upon thick, stubby fingers, standing directly in front of the rift. Its pale, necrotic flesh pulses and crawls with sickly boils.

You can only make this knowledge check for the crawling hand only if you can see it, or one of the party members describe it to you.

Crawling Hand: Knowledge (religion) DC 15:
This is a giant crawling hand, a medium-sized undead, animated from the remains of a giant. A strike from a piercing or slashing melee weapon burst the boils covering the rotting flesh, spraying the adjacent attacker with vile pus, possibly causing nausea and negative energy damage. Reach and range weapons would be safe.
For every 5 that you beat the DC, you may ask for one piece of information from this list.

Skeletons: Knowledge (religion) DC 10:
These animated piles of bones are raised skeletons. They have some resistance to non-bludgeoning weapons.
For every 5 that you beat the DC, you may ask for one piece of information from this list.

Knowledge(religion or arcana) DC20:
The shadowy tentacles that emanate from the portal will grapple whatever's within its reach (red dotted area), and if succeeds, will constrict whatever it has grabbed. Moreover, the pulsing energy seems to be filled with negative energy, draining life while healing undeads. It is thus likely that application of sufficient positive energy could suppress this, albeit temporarily.

Grand Lodge

LN Nagaji Brawler 6

Yay, thanks for not starting us a mile away =) (Not that swimming down the river wasn't fun last time)

Sovereign Court

Year of Boundless Wonder

Lol! Simply following instructions. I think the writers of the scenario learnt their mistake from the last version. :)

init:

init, 575: 1d20 + 2 ⇒ (20) + 2 = 22
init, Draklor: 1d20 + 5 ⇒ (15) + 5 = 20
init, Zarnel: 1d20 + 3 ⇒ (20) + 3 = 23
init, Corona: 1d20 + 1 ⇒ (2) + 1 = 3
init, Chou: 1d20 + 4 ⇒ (10) + 4 = 14
init, Sangkip: 1d20 + 5 ⇒ (9) + 5 = 14
init, undeads: 1d20 + 5 ⇒ (19) + 5 = 24

The skeletons clearly see the approaching Pathfinders, but choose to stand their ground, lifting their claws in anticipation of the approaching battle. They clearly taking their guard duty seriously. (ready attack)

combat map
Bold may act
-------
Round 1: Status: Nil
~~~
red hand
orange skelly
yellow skelly
green skelly
blue skelly
purple skelly
pink skelly
Zarnel
575
Draklor (33/35; pending boosted allied offensive)
Sangkip
Chou (21/23)
Corona (29/31)

Silver Crusade

HP: 52/52 l AC: 17, T 11, FF 16 l CMD 18 l F +5, R +4, W +8, +10 vs. madness/confusion l Aging Touch (2/2), Knowledge of the Ages (3/4), Speed/Slow Time (1/1), Time Flicker (7/7 min), Time Hop (70/70 ft.) l L1: 5/7, L2: 5/7, L3: 2/5 l Init +5 l Senses: Perception +2
Skills:
Diplomacy +10, Intimidate +15, Kn. History +8, Kn. Religion +7, Kn. Planes +13, Profession: Baker +12, Sense Motive +6, Spellcraft +7
Female Human Oracle (Dual-Cursed) 7 | Active Conditions:

Kn. Religion (DC 10): 1d20 + 6 ⇒ (18) + 6 = 24
Weaknesses and Resistances please!

Kn. Religion (DC 20): 1d20 + 6 ⇒ (14) + 6 = 20

Corona squints in the dim light, studying the skeletons and the strange grabby tendrils within the stone circle. "Ewww...those tentacle things are going to grab anything that walks into the circle, New Friends! And there's all kinds of negative energy inside it too; I bet that's why they're not coming out," she frowns. "But a big enough boost of positive energy might cancel the negative out, at least for a little bit," Corona advises as she pulls out her blessing wand and activates it.
________

Corona activates her Wand of Bless; charges remaining (32).

Dark Archive

Female N Ratfolk Tinkerer 5, Init 6, HP 35/35, Speed 30 AC 27, Touch 18, FF 20 CMD 17, Fort 3, Ref 13, Will 8

Chou fits her new mask over her nose and mouth, then hits the button on the side. It's vewy dawk in thewe. Can anyone make it wight... umm...

Activate Gadget of Firebelly and move forward, drawing rapier.

She very carefully enunciates the last word once more. w-w-w-.... LIGHT... wight is bad.

You know I should remember this having GM'd it before, but is there a way to tell if this is magical darkness or if a simple 'light' spell will raise the level?

Potential Parry:

Parry: 1d20 + 9 + 1 + 1 - 2 ⇒ (16) + 9 + 1 + 1 - 2 = 25
Riposte: 1d20 + 9 + 1 + 1 ⇒ (6) + 9 + 1 + 1 = 17
Damage (Piercing): 1d4 + 4 + 1 ⇒ (4) + 4 + 1 = 9

Edit: Added Inspire Courage to my parry/riposte

Liberty's Edge

LN Male Kitsune Bard (Flame Dancer) 7 | HP 59/59 | AC 17/13/14 | CMD 17 | F +4, R +8, W +6 (+4 vs performance, sonic, language-dependent) | Init +5 | Perc +4 | BP 17/19 | Conditions:

Draklor starts making his way over, singing a jaunty poem about how the ritual will be completed and make everyone happy afterwards.

Single move, starting Inspire Courage.

Dark Archive

Male Vanara Unchained Rogue (Knifemaster, Scout) 6 | HP 45/45 | AC 25, T 18, FF 19 | F +5, R +13, W +6 | Init +7 | Perc +11 | Vanish 0/3

Sangkip advances warily, spraying the closest skeleton with acid.

Acid Splash (IC, Bless): 1d20 + 8 + 1 + 1 ⇒ (13) + 8 + 1 + 1 = 23
Acid: 1d3 + 1 ⇒ (1) + 1 = 2
Concealment: 1d100 ⇒ 94

Grand Lodge

LN Nagaji Brawler 6

The portal opens
Once again we must close it.
With no time to wait.

575 Moves quickly up to the front line, stopping next to a copse of trees ready to defend himself.

Double move, pulling out a javelin as he goes.

A dismembered hand
Even now, crawling this way
Larger than myself

He calls back, seeing the crawling hand through the darkness.

Sovereign Court

Year of Boundless Wonder

To add on to the spoiler that Corona cleared, the darkness is magical in that in drops the light level in that area by one. Since ambient light is dim lighting, it brings it down to darkness. Bringing normal light into the area will thus create dim lighting, etc. Will update when Zarnel posts.

I didn't have time to check who has darkvision, but 575, how did you get darkvision?

Corona also knows that skeletons have resistance to cold. Otherwise, beyond the typical traits of undeads, they have nothing else special.

Silver Crusade

Male LG Aasimar (Angel-blooded) Bloodrager 1 / Paladin 4 / Scar Seeker 3 | AC: 19 (T 12 / FF 18 ) CMD: 24 | F: +16 R: +8 W: +11 (Resist Acid / Cold / Electricity 5, Immune Fear & Disease) | HP: 84 / 84| Bloodrage 7/7, Hellfire 3/3, Smite Evil 2/2, Lay on Hands 8/8, Scar 5/5 | Active conditions: None

Sorry to keep everyone waiting. Long flights, minimum length layovers, horrible internet in the China hotels.

Previously, on GM kuey's Solstice Scar,...

Zarnel, too, gathers his javelins up. As they hike towards the circle of stones, he uses the act of rewinding the leather straps around them as a form of quiet meditation. He checks on his teammates, Corona in particular, to make sure everyone is ready.

I feel as if Vildeis and Ivorra are watching over us, ready to aid us in this fight against Evil.

--------------------------

Zarnel peers at the horrid hand, the magical darkness not an impediment to his angel-blooded senses. He racks his brain to see what he might know about it.

Kn(Religion): 1d20 + 5 ⇒ (13) + 5 = 18

"Try to stay clear of it. If we can remove these minions, I can call upon Videis' holy power to smite the hand from out here," he advises his friends.

Then with a roar of "ABIDE NO EVIL!" he moves forward on the undead.

Double move, coming into the last square from the NW so as to avoid an AO, but Green and Orange can take their readied attacks.

Would his Kn(Religion) reveal whether the Hand is Evil? I mean, yeah, it's undead, but the spoiler didn't explicitly state that it is.

Grand Lodge

LN Nagaji Brawler 6

Hmm... for some reason I thought I had darkvision, as a nagaji! Well, guess I was totally on a different page there!

Sovereign Court

Year of Boundless Wonder

So it seems only Zarnel can see the giant hand? Heh heh...

Zarnel, oh yah, it is definitely evil. Which begs the question - are there non-evil undeads? Put a helm of opposite alignment on a lich?

The Pathfinders draw closer to the undeads, some more cautiously than others. Corona activates her wand, and divine blessing rains down on the party. Chou activates her fire-breathing mask, and is ready to deflect any attackers her way. Draklor starts an inpiring poem of the party's end goal, beginning with the end in mind. Sangkip lobs an orb of acid at the nearest skeleton (green), burning a couple of bones away. 575 and Zarnel take the more direct approach, dashing up among the midst of the undeads, with Zarnel coming up close and personal.

The two skeletons (orange and green) shriek in fiendish delight as Zarnel moves towards them. They rake at him with their skeletal claws, but only succeed in scraping them across his magical breastplate with a teeth wrenching high pitch screech. Undeterred, the six skeletons swarm around the two leading warriors, tearing into them. Many of the strikes are dodged or deflected by their armor, but a few attacks get through, tearing bloody gashes in them.

Within the darkened stone circle, Zarnel sees the giant hand shifting its weight, clearly sensing the raging battle outside despite not having any visible eyes. But it stays resolutely within the circle, guarding the portal.

combat map
Bold may act
-------
Round 2: Status: bless: +1 attack, save vs fear; inspire courage: +1 attack, dmg, save vs fear
~~~
red hand (ready attack)
orange skelly
yellow skelly
green skelly (-2)
blue skelly
purple skelly
pink skelly
Zarnel (22/28)
575 (32/40)
Draklor (33/35; pending boosted allied offensive)
Sangkip
Chou (21/23)
Corona (29/31)

GM rolls:

ready, orange claw vs Zarnel: 1d20 + 2 ⇒ (8) + 2 = 10
ready, green claw vs Zarnel: 1d20 + 2 ⇒ (8) + 2 = 10
orange claw 1 vs Zarnel: 1d20 + 2 ⇒ (1) + 2 = 3
orange claw 2 vs Zarnel: 1d20 + 2 ⇒ (12) + 2 = 14
green claw 1 vs Zarnel: 1d20 + 2 ⇒ (8) + 2 = 10
green claw 2 vs Zarnel: 1d20 + 2 ⇒ (16) + 2 = 18 dmg: 1d4 + 2 ⇒ (4) + 2 = 6
yellow claw vs Zarnel: 1d20 + 2 ⇒ (8) + 2 = 10
blue claw vs 575: 1d20 + 2 ⇒ (19) + 2 = 21 dmg: 1d4 + 2 ⇒ (1) + 2 = 3
purple claw vs Zarnel: 1d20 + 2 ⇒ (6) + 2 = 8
pink claw 1 vs 575: 1d20 + 2 ⇒ (19) + 2 = 21 dmg: 1d4 + 2 ⇒ (3) + 2 = 5
pink claw 2 vs 575: 1d20 + 2 ⇒ (11) + 2 = 13

Dark Archive

Female N Ratfolk Tinkerer 5, Init 6, HP 35/35, Speed 30 AC 27, Touch 18, FF 20 CMD 17, Fort 3, Ref 13, Will 8

Chou moves forward and spits a gout of flame over the undead front line.

Fire: 1d4 ⇒ 2 Hits pink, blue, green, and yellow. Ref save DC 15 for half

Grand Lodge

LN Nagaji Brawler 6

575 Begins throwing blows at the skeletons moving to surround them, unsure what's in the darkness beyond.

Flurry1 vs pink, bless, bard, PA: 1d20 + 9 - 2 + 1 + 1 - 2 ⇒ (19) + 9 - 2 + 1 + 1 - 2 = 26, for 1d8 + 5 + 1 + 4 ⇒ (8) + 5 + 1 + 4 = 18 damage.
Flurry2 vs blue, bless, bard, PA: 1d20 + 9 - 2 + 1 + 1 - 2 ⇒ (14) + 9 - 2 + 1 + 1 - 2 = 21, for 1d8 + 5 + 1 + 4 ⇒ (3) + 5 + 1 + 4 = 13 damage.

Flurry on pink and blue, then step 5' forward if a space opens up.

Unsure on how the tree spaces affect movement

Dark Archive

Female N Ratfolk Tinkerer 5, Init 6, HP 35/35, Speed 30 AC 27, Touch 18, FF 20 CMD 17, Fort 3, Ref 13, Will 8

Chou will be parrying if attacked. Given the warning of the evil hand, the awful portal, and the sheer number of foes, she'll go all-out. She can parry up to 5 times this round, but she'll be saving 1 parry for the evil hand thing. If she's attacked by anything but the hand she'll parry as long as she has 1 AoO remaining for the round. If she's attacked by the hand she'll parry regardless. The first successful parry also gets a riposte.

Since this is many possible rolls that could be parries or ripostes depending on how the dice fall, I'll just give you the bonuses.
Parry: 1d20+9+1+1-2 (omit the -2 if the attacker is my smaller or smaller)
Riposte: 1d20+9+1+1
Damage: 1d4+4+1

Dark Archive

Male Vanara Unchained Rogue (Knifemaster, Scout) 6 | HP 45/45 | AC 25, T 18, FF 19 | F +5, R +13, W +6 | Init +7 | Perc +11 | Vanish 0/3

Now that he won't be the only one swarmed over by the undead, Sangkip dashes into the fray, though his normal organ-based strategy is rather less effective against unliving bone...

Dagger: 1d20 + 9 ⇒ (5) + 9 = 14
Magic P/S: 1d3 + 6 ⇒ (1) + 6 = 7
Concealment: 1d100 ⇒ 49

Dark Archive

Female N Ratfolk Tinkerer 5, Init 6, HP 35/35, Speed 30 AC 27, Touch 18, FF 20 CMD 17, Fort 3, Ref 13, Will 8

I don't think there is any concealment unless you are attacking something within the circle. I may be wrong about that though. I'll try to help set up a flanking position next turn for you.

Silver Crusade

Male LG Aasimar (Angel-blooded) Bloodrager 1 / Paladin 4 / Scar Seeker 3 | AC: 19 (T 12 / FF 18 ) CMD: 24 | F: +16 R: +8 W: +11 (Resist Acid / Cold / Electricity 5, Immune Fear & Disease) | HP: 84 / 84| Bloodrage 7/7, Hellfire 3/3, Smite Evil 2/2, Lay on Hands 8/8, Scar 5/5 | Active conditions: None

from phone in van, no net access for next 12 hours
Attacking purple
attack, power attack, furious focus, bard, bless: 1d20 + 8 + 1 + 1 ⇒ (2) + 8 + 1 + 1 = 12
Damage: 2d6 + 6 + 3 + 1 ⇒ (4, 6) + 6 + 3 + 1 = 20

Dark Archive

Male Vanara Unchained Rogue (Knifemaster, Scout) 6 | HP 45/45 | AC 25, T 18, FF 19 | F +5, R +13, W +6 | Init +7 | Perc +11 | Vanish 0/3

Fair point, Sangkip (somehow) doesn't have a light source, but I forgot I was standing next to a bunch of presumably illuminated Pathfinders

Dark Archive

Female N Ratfolk Tinkerer 5, Init 6, HP 35/35, Speed 30 AC 27, Touch 18, FF 20 CMD 17, Fort 3, Ref 13, Will 8

Also, Vanaras have low-light vision. And it's low-light until the circle.

Sovereign Court

***OVERSEER ANNOUNCEMENT***

Medda rides by, calling above the din of the raging battle, “The path is clear—we can reach the valley that holds the stone circle. Let us band together and stop the undead tide. I am concerned that some of the foul creatures had the name ‘Eshimka’ on their rotting lips. We must stand together and use all of our power to close this black portal before it’s too late!”

Fighting side-by-side, the Twinhorn following and Pathfinders have carved a path to the stone circle. This affords only a brief opening to stop the undead army, and the fighting will be difficult.

@Table GMs: You have until April 2 to run encounter J on page 27. The “Uncertain Opportunity” condition on page 27 is in effect.

Dark Archive

Male Vanara Unchained Rogue (Knifemaster, Scout) 6 | HP 45/45 | AC 25, T 18, FF 19 | F +5, R +13, W +6 | Init +7 | Perc +11 | Vanish 0/3

Hey! That's what we're doing already! Is their more of our power we should be using?!

Liberty's Edge

LN Male Kitsune Bard (Flame Dancer) 7 | HP 59/59 | AC 17/13/14 | CMD 17 | F +4, R +8, W +6 (+4 vs performance, sonic, language-dependent) | Init +5 | Perc +4 | BP 17/19 | Conditions:

I gotta get me more options against undead!

Draklor pulls another wand from behind his ear and desperately tries to activate it. "Muhjumba...majabbo...what was that command again?" No force darts shoot out, so apparently neither of those were right.

Wand of Magic Missile, UMD: 1d20 + 8 ⇒ (11) + 8 = 19

Silver Crusade

HP: 52/52 l AC: 17, T 11, FF 16 l CMD 18 l F +5, R +4, W +8, +10 vs. madness/confusion l Aging Touch (2/2), Knowledge of the Ages (3/4), Speed/Slow Time (1/1), Time Flicker (7/7 min), Time Hop (70/70 ft.) l L1: 5/7, L2: 5/7, L3: 2/5 l Init +5 l Senses: Perception +2
Skills:
Diplomacy +10, Intimidate +15, Kn. History +8, Kn. Religion +7, Kn. Planes +13, Profession: Baker +12, Sense Motive +6, Spellcraft +7
Female Human Oracle (Dual-Cursed) 7 | Active Conditions:

Corona blinks, realizing that everyone's left her way behind on the trail already. "New Friends! Wait! I'm coming toooo!" she cries as she comes clanking and jangling after everyone else.
________

Double-move, hehe.

Sovereign Court

Year of Boundless Wonder

Chou activates his face mask and expels a cloud of fire. Three of the four skeletons are agile enough to dodge part of the glames, and only one is fully engulfed. 575 follows up to smash two of them (blue and pink) into pieces and steps forward. Sangkip slashes his dagger at one of the skeletons, but the blade skitters off the hard bony skull. Zarnel swings at another skeleton, but it is agile enough to dance away from his attack. Draklor attempts to activate his magic wand, but all he got were a few sad-looking sparks that dissipate almost immediately. And meanwhile, Corona moves up.

The remaining four skeletons continuing tearing into Zarnel, their initial target. This time, his armor again successfully repels most of their attacks, with only one managing to claw through, leaving a gash across his left thigh.

Zarnel keeps his eye on the giant hand, but it remains steadfastly guarding the portal.

combat map
Bold may act
-------
Round 3: Status: bless: +1 attack, save vs fear; inspire courage: +1 attack, dmg, save vs fear
~~~
red hand (ready attack)
orange skelly
yellow skelly (-1)
green skelly (-3)
blue skelly
purple skelly
pink skelly
Zarnel (18/28)
575 (32/40)
Draklor (33/35; pending boosted allied offensive)
Sangkip
Chou (21/23)
Corona (29/31)

GM rolls:

yellow reflex: 1d20 + 2 ⇒ (18) + 2 = 20
green reflex: 1d20 + 2 ⇒ (15) + 2 = 17
blue reflex: 1d20 + 2 ⇒ (13) + 2 = 15
pink reflex: 1d20 + 2 ⇒ (9) + 2 = 11
orange claw 1 vs Zarnel: 1d20 + 2 ⇒ (17) + 2 = 19 dmg: 1d4 + 2 ⇒ (2) + 2 = 4
orange claw 2 vs Zarnel: 1d20 + 2 ⇒ (11) + 2 = 13
yellow claw 1 vs Zarnel: 1d20 + 2 ⇒ (8) + 2 = 10
yellow claw 2 vs Zarnel: 1d20 + 2 ⇒ (1) + 2 = 3
green claw 1 vs Zarnel: 1d20 + 2 ⇒ (11) + 2 = 13
green claw 2 vs Zarnel: 1d20 + 2 ⇒ (1) + 2 = 3
purple claw 1 vs Zarnel: 1d20 + 2 ⇒ (9) + 2 = 11
purple claw 2 vs Zarnel: 1d20 + 2 ⇒ (9) + 2 = 11

Grand Lodge

LN Nagaji Brawler 6

575 continues inching forward until he is flanking with Zarnal. He kicks the skeleton on his left with one booted foot, then slams a fist at the one on the right.

Flurry1 vs yellow: 1d20 + 9 - 2 + 1 + 1 ⇒ (12) + 9 - 2 + 1 + 1 = 21, 1d8 + 5 + 1 ⇒ (2) + 5 + 1 = 8 damage.
Flurry2 vs green, flank: 1d20 + 9 - 2 + 1 + 1 + 2 ⇒ (2) + 9 - 2 + 1 + 1 + 2 = 13, 1d8 + 5 + 1 ⇒ (7) + 5 + 1 = 13 damage.

Dark Archive

Female N Ratfolk Tinkerer 5, Init 6, HP 35/35, Speed 30 AC 27, Touch 18, FF 20 CMD 17, Fort 3, Ref 13, Will 8

Chou holds her blade, ready to parry in prime as she moves closer to the circle. She slips past 575 and keeps her back up against one of the cairns around the perimeter, then turns to bathe more of the undead in flames.

Same parry/riposte logic and bonuses from last post. She will parry any AoOs that her movement provokes.

Hitting yellow, orange, and purple with fire.
Fire Damage: 1d4 ⇒ 4 Ref DC 15 for half

With that last gout of flame, the gears on her mask stop moving, and she taps the side causing it to automatically disengage and fall to the ground.

"Sangkip... I've got this fwank, take that one down!"

Silver Crusade

HP: 52/52 l AC: 17, T 11, FF 16 l CMD 18 l F +5, R +4, W +8, +10 vs. madness/confusion l Aging Touch (2/2), Knowledge of the Ages (3/4), Speed/Slow Time (1/1), Time Flicker (7/7 min), Time Hop (70/70 ft.) l L1: 5/7, L2: 5/7, L3: 2/5 l Init +5 l Senses: Perception +2
Skills:
Diplomacy +10, Intimidate +15, Kn. History +8, Kn. Religion +7, Kn. Planes +13, Profession: Baker +12, Sense Motive +6, Spellcraft +7
Female Human Oracle (Dual-Cursed) 7 | Active Conditions:

Though most of the skeletons appear to be so much rubble by the time she comes skidding up to the battle, Corona ducks into the space that Chou had just vacated and attempts to stab at Green with her longspear.

Attack vs. Green (CI Longspear, Bless, IC): 1d20 + 5 + 1 + 1 ⇒ (13) + 5 + 1 + 1 = 20
Damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11

Silver Crusade

Male LG Aasimar (Angel-blooded) Bloodrager 1 / Paladin 4 / Scar Seeker 3 | AC: 19 (T 12 / FF 18 ) CMD: 24 | F: +16 R: +8 W: +11 (Resist Acid / Cold / Electricity 5, Immune Fear & Disease) | HP: 84 / 84| Bloodrage 7/7, Hellfire 3/3, Smite Evil 2/2, Lay on Hands 8/8, Scar 5/5 | Active conditions: None

"Let these wounds knit into fine scars as mementos of a glorious night destroying EVIL!" Zarnel bellows as he calls forth Vildeis' healing energies upon himself.

Lay on Hands, self as Swift action: 1d6 ⇒ 4

Then he takes another swing at the skeleton with the Purple goo dripping from its claws.

Attack, Power Attack/furious focus, bard, bless: 1d20 + 8 + 1 + 1 ⇒ (5) + 8 + 1 + 1 = 15
Damage, same: 2d6 + 6 + 3 + 1 ⇒ (5, 6) + 6 + 3 + 1 = 21

Dark Archive

Male Vanara Unchained Rogue (Knifemaster, Scout) 6 | HP 45/45 | AC 25, T 18, FF 19 | F +5, R +13, W +6 | Init +7 | Perc +11 | Vanish 0/3

I'm guessing that Green's already down, but retarget to them if I'm mistaken

As Corona makes a hole in the skeletons' lines, Sangkip drives forwards, blades flickering as he drives them home.

Dagger (Bless, IC): 1d20 + 6 + 1 + 1 ⇒ (19) + 6 + 1 + 1 = 27
Magic P/S: 1d3 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Dagger (Bless, IC): 1d20 + 7 + 1 + 1 ⇒ (9) + 7 + 1 + 1 = 18
Cold Iron P/S: 1d3 + 3 + 1 ⇒ (1) + 3 + 1 = 5

Confirm: 1d20 + 6 + 1 + 1 ⇒ (17) + 6 + 1 + 1 = 25
Extra Damage: 1d3 + 5 + 1 ⇒ (2) + 5 + 1 = 8

Target priority is Green, Orange, Yellow

Liberty's Edge

LN Male Kitsune Bard (Flame Dancer) 7 | HP 59/59 | AC 17/13/14 | CMD 17 | F +4, R +8, W +6 (+4 vs performance, sonic, language-dependent) | Init +5 | Perc +4 | BP 17/19 | Conditions:

UMD: 1d20 + 8 ⇒ (11) + 8 = 19
Grr, again!

Draklor grows a bit annoyed as the wand fizzles again. "Why can't my usual magic work against these corpses? And what was the word? 'Wiffle?' No, that was for something else...."

Dark Archive

Female N Ratfolk Tinkerer 5, Init 6, HP 35/35, Speed 30 AC 27, Touch 18, FF 20 CMD 17, Fort 3, Ref 13, Will 8

"Mister Dwakwor... do you want my cwossbow?"

Liberty's Edge

LN Male Kitsune Bard (Flame Dancer) 7 | HP 59/59 | AC 17/13/14 | CMD 17 | F +4, R +8, W +6 (+4 vs performance, sonic, language-dependent) | Init +5 | Perc +4 | BP 17/19 | Conditions:

"No need, I've got a cwoss...crossbow of my own," Draklor mutters absently, now looking down the "barrel" of the wand and primed for an accident. "Whether I can hit something with it, though, is a more important question. The answer's usually no."

"Eh, it'll be all right. I know to leave the heavy fighting to you guys most of the time."

Sovereign Court

Year of Boundless Wonder

With another devastating blow, 575 smashes the right (yellow) skeleton into smithereens. The one on the left manages to dodge his other blow. Chou weaves her way around 575. As she passes one of the (green skeleton, it swings it claw at it. The alert Chou parries away the blow and quickly retaliates, piercing her small rapier into its chest cavity. Although the bulk of the attack is deflected by its hard ribs, the damage is still enough to break the skeleton in two and causes its undead animation to end. She barely pays any attention to this and when she reaches her destination, activates her fire mask again at the two remaining skeletons. The nearer one (orange) fails to ducks in time and is bathed by the flames which cracks its bones and destroys it. The one behind (purple) is partially blocked from the fire and any suffers some burns. Its good fortune is short-lived, however. Corona moves up to this remaining skeleton and jabs at it with her longspear. The strike it true, slamming off its skull and the rest of the skeleton collapses into a pile of bones.
Corona, green was already downed by Chou, so I shifted your position to attack purple. Hope that's fine.

Zarnel, Draklor, Sangkip, sorry I couldn't update earlier, but by the time of your postings, all the skeletons have been destroyed. Normally, I would simply shift your attacks, but due to the unique position of the remaining enemy, I won't do that. Sorry for the trouble, but would need you to repost your actions. (You may keep your rolls if they're relevant though.)

As I'm assuming you are carrying light, you can now see the giant hand, but your light is lowered by one level within the stone circle (dotted red area), i.e. dim lighting. So except for Zarnel, there's a 20% miss chance for everyone. And um, don't forget what you found out about what's happening inside the stone circle.

combat map
Bold may act
-------
Round 3: Status: bless: +1 attack, save vs fear; inspire courage: +1 attack, dmg, save vs fear
~~~
red hand (ready attack)
orange skelly
yellow skelly
green skelly
blue skelly
purple skelly
pink skelly
Zarnel (18/28)
575 (32/40)
Draklor (33/35; pending boosted allied offensive)
Sangkip
Chou (21/23)
Corona (29/31)

GM rolls:

green AoO claw vs Chou: 1d20 + 4 ⇒ (8) + 4 = 12
Chou Parry: 1d20 + 9 + 1 + 1 - 2 ⇒ (12) + 9 + 1 + 1 - 2 = 21 Riposte: 1d20 + 9 + 1 + 1 ⇒ (19) + 9 + 1 + 1 = 30 crit?: 1d20 + 9 + 1 + 1 ⇒ (1) + 9 + 1 + 1 = 12 dmg: 1d4 + 4 + 1 ⇒ (1) + 4 + 1 = 6
orange ref: 1d20 + 2 ⇒ (2) + 2 = 4
purple ref: 1d20 + 2 ⇒ (16) + 2 = 18

Dark Archive

Male Vanara Unchained Rogue (Knifemaster, Scout) 6 | HP 45/45 | AC 25, T 18, FF 19 | F +5, R +13, W +6 | Init +7 | Perc +11 | Vanish 0/3

Getting grappled and life-drained doesn't sound like tons of fun to Sangkip - is there anything we can do to start closing the portal from outside the ring?

Silver Crusade

Male LG Aasimar (Angel-blooded) Bloodrager 1 / Paladin 4 / Scar Seeker 3 | AC: 19 (T 12 / FF 18 ) CMD: 24 | F: +16 R: +8 W: +11 (Resist Acid / Cold / Electricity 5, Immune Fear & Disease) | HP: 84 / 84| Bloodrage 7/7, Hellfire 3/3, Smite Evil 2/2, Lay on Hands 8/8, Scar 5/5 | Active conditions: None

I'll have to forego the Lay on Hands roll in order to Smite the Hand (both are Swift acts.) I presume I have to keep that %$&@$!! attack roll.

"Friends, it seems it would be best for us to engage it from afar. Though we've seen already that ranged combat is not our forte."

With that, he draws one of his javelins, and as he throws it at the monstrous hand, focuses Vildeis' ire. "ABIDE. NO. EVIL!"

Re-used attack dice roll: Attack, bard, bless, Smite: (5) + 4 + 1 + 1 +3 = 14
Damage, Smite, Bard: 1d6 + 4 + 4 + 1 ⇒ (3) + 4 + 4 + 1 = 12

"Draklor, I know how you feel. I've been ... less than effective ... in this fight so far."

Smite Evil. Damage roll above assumes adding the extra Smite damage on 1st successful hit vs undead.

Dark Archive

Female N Ratfolk Tinkerer 5, Init 6, HP 35/35, Speed 30 AC 27, Touch 18, FF 20 CMD 17, Fort 3, Ref 13, Will 8

Ok, so 1 Panache used for the parry, which got a killing blow. Did the skeleton have at least 2 HD? If so +1 Panache! I apparently never lose panache. Also, Chou does have a Wayfinder which she can use to cast light if needed. So far she's been relying on her low-light vision because I forgot that Wayfinders do that. Derp. I'll light it up on my turn and that should at least allow people with low-light to see into the horrible tentacle mound which Chou will idiotically march into.

Grand Lodge

LN Nagaji Brawler 6

remember, enough positive energy will suppress the effects for a round (unsure what constitutes 'enough'). We might need to coordinate on the next round... Those who can suppressing, and Zarnell jumping in to smite up close, whilst someone tries to shut the portal down. Rinse repeat.

Anyone else have easily accessible positive energy effects?

Dark Archive

Female N Ratfolk Tinkerer 5, Init 6, HP 35/35, Speed 30 AC 27, Touch 18, FF 20 CMD 17, Fort 3, Ref 13, Will 8

I have 5 remaining parries, +9 Escape Artist, and +12 UMD for portal closing. Does that count?

Liberty's Edge

LN Male Kitsune Bard (Flame Dancer) 7 | HP 59/59 | AC 17/13/14 | CMD 17 | F +4, R +8, W +6 (+4 vs performance, sonic, language-dependent) | Init +5 | Perc +4 | BP 17/19 | Conditions:

Since all the visible enemies are gone, I'll change up my action. From what we know about the tentacles, can they be attacked with positive energy from just outside? If so, Draklor will move to the edge (already done) and cast Cure Light Wounds at it.

If that works: 1d8 + 4 ⇒ (3) + 4 = 7

Sovereign Court

Year of Boundless Wonder

Sangkip, I've read and reread the section again to be sure. It makes no mention of where the PCs must be positioned to close the portal, so to me, it makes sense that you would have to be standing beside it, i.e. inside the circle. So unless anyone wants to start closing the portal while the hand is still attacking, I'll share the info on how to close after it is taken down.
Draklor, positive energy delivered into the area CAN suppress the negative energy, but does nothing to the tentacles.
Chou, nope. A skeleton has only 1HD.
And to clarify on light and vision, it is a common misconcpetion but low-light vision merely doubles the range for various light conditions but is still affected by the 20% miss chance in dim lighting condition. (You can read #7 at this page.) So in this case, unless you bring bright light instead of normal light, the area inside the stone circle will be in dim lighting, so the extended range doesn't apply.

Zarnel calls down divine energy to destroy the remaining undead, and throws a javelin at it. However, whatever rituals was used to create it must have toughened its rotting flesh trememndously, for the weapon simply glances of it. Draklor whips out his healing wand and feeling somewhat awkward, moves to the edge of the stone circle, stick into the space, and activates it. The divine energy bursts through the entire area within the stone circle, and for a brief moment at least, the pulses of dark energy from the portal seems to halt briefly. But the tentacles continue to writhe animatedly.

combat map
Bold may act
-------
Round 3: Status: bless: +1 attack, save vs fear; inspire courage: +1 attack, dmg, save vs fear; negative energy suppressed.
~~~
red hand (ready attack)
Zarnel (18/28)
575 (32/40)
Draklor (33/35; pending boosted allied offensive)
Sangkip
Chou (21/23)
Corona (29/31)

Sovereign Court

***OVERSEER ANNOUNCEMENT***

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

Dark Archive

Male Vanara Unchained Rogue (Knifemaster, Scout) 6 | HP 45/45 | AC 25, T 18, FF 19 | F +5, R +13, W +6 | Init +7 | Perc +11 | Vanish 0/3

Sangkip stays outside the circle, using what tricks he knows to start disabling the circle. And if nothing else, maybe I'll lure the hand closer!

Disable Device/UMD: 1d20 ⇒ 4 So 15 Disable Device or 12 UMD if either of those is applicable.

Grand Lodge

LN Nagaji Brawler 6

Sangkip, the portal is the pink sun-shaped thing... GM mentioned we need to be adjacent to it, to try to disable it.

51 to 100 of 515 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [PFS] GM kuey's The Solstice Scar, Version B (#8-99B), Tier 3-4 (Special) All Messageboards

Want to post a reply? Sign in.