{PFS} {PBP} {LVL 11 - 13} Tide of Honor (Jade Regent book 5, sanctioned portion) (Inactive)

Game Master FiddlersGreen

Seinaru Heikiko

Initiative!
[dice=Matamah]1d20+6[/dice]
[dice=Rand]1d20+6[/dice]
[dice=Rhon+Earl?]1d20+1[/dice]
[dice=42]1d20+5[/dice]
[dice=Alden]1d20+3[/dice]
[dice=Turtle]1d20+4[/dice]
[dice=Turtle]1d20+4[/dice]

42 - GM reroll used


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The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

[ooc]in my phone. Can't see the map. 42 would want to know of any special resistances that these guys have.[\ooc]

42 activates his ring of blinking and gets ready for close combat if they come.


Scoured Stars Map

They have substantial SR, but no natural resistances or immunities to any elements.

The battle is actually going on outside the fort and you are inside, so I'll just move you a little closer since you had a move action left.

Seeing Rand arrive at the other door, the second of the two-headed oni points in Rand's direction and does the same thing his friend did.

black tentacles CMB: 1d20 + 16 ⇒ (18) + 16 = 34
black tentacles damage: 1d6 + 4 ⇒ (5) + 4 = 9
This batch of black tentacles fare much better, snagging Rhon, Jiro and Hatsue, and crushing them in their rubbery grips.

The firey oni flies closer to the same door and points down at Rhon. Immediately, a cloud of roiling smoke shot through with white-hot embers appears around Rhon, overlapping with the rubbery tentacles and cutting off his vision of the enemy.

fire damage: 6d6 ⇒ (1, 6, 1, 1, 3, 1) = 13
CL check vs Rhon: 1d20 + 15 ⇒ (2) + 15 = 17
Hatsue's reflex roll: 1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11
Jiro's reflex roll: 1d20 + 12 - 2 ⇒ (17) + 12 - 2 = 27

Meanwhile, Rand's BFF disappears from sight.

Round 2(Party Haste 11 rounds):
Sikutsu Sennaka (???)
Nigankona
Kazuo Yojimbo
Matamah
Alden
Rand -9hp (grappled)
Nobunobu (BT 11)
Rhon+Earl
Habesuta Hatsue -22hp (grappled)
Hirabashi Jiro -15hp (grappled, bless weapon, heroism)
42 (blinking)
Tokikokito

Rhon needs to make a reflex save vs the fire cloud, and is grappled (which imposes a -4 dex penalty). He can also only see 5ft around himself.

Matamah and Alden are up. Rand, you can keep your earlier action OR move yourself back to the Western door and redo your action.

Black circles are black tentacles, orange circle is the burning ash cloud.

Silver Crusade

Active Spells:
Aura's:
Aura of Good (Overwhelming) l Aura of Courage (10 ft) l Aura of Resolve (10 ft) | Aura of Faith (10 ft)
LG Male Dwarf Paladin (Stonelord) 16 | HP 182/182 | AC 43 | T 14 | FF 42 | CMB +16 | CMD 34 | Fort: +20 (+2 poison/drugs, +4 alcohol), Ref: +11, Will: +19 (+1 all saves FF/surprise rd) | 8/adamantine | SR 21 | Fortification 75% | Immune to Blood Drain, Charm, Fear, & Petrification | Perception: +25 (+2 unusual stonework)(darkvision 60 ft) | Init: +1 | Move 20' | LoH 11/11 | DS 38/38 |

GM: My apologies, I forgot to list that my CMD increased to 35 while in my Defensive Stance. So I am not grappled by the Black Tentacles.

I have updated my stat line to reflect the Defensive Stance and Haste.

Reflex Save vs. Burning Ash Cloud: DC ?: 1d20 + 8 ⇒ (7) + 8 = 15

Silver Crusade

Aasimar Bard 13 | HP 127/127 | AC 14 | T 11 | FF 13 | CMD 19 | F +15 | R +16 | W +15 | +4 vs. sonic/lang, +2 vs. charm/compulsion | Resist Acid/Cold/Elec 5 | Init +6 | Perc +4 (Blindsight 40 ft., Darkvision 60 ft.) | Sense Motive +27 | Spells: Level 1: 8/8, Level 2: 7/7, Level 3: 6/6, Level 4: 5/5, Level 5: 3/3 | Bardic Performance Rounds: 43/43 | Active Spells: None Yet

Free Action
Matamah maintains his smooth rhythms.

Standard Action
Seeing the Black Tentacles, Matamah decides to cast Freedom of Movement on himself.

Move Action
He swiftly moves into position.

REMEMBER: INSPIRE COURAGE, FLAGBEARER, AND HASTE (+5 to attack rolls (and CMB), +4 to damage rolls, +1 dodge bonus to AC and CMD, +1 Reflex Save, double move speed (up to +30 ft.), +3 morale bonus against fear (doesn't stack with Rohn's +4 bonus within 10 ft.))

FLAGBEARER ONLY WORKS IF WITHIN 30 FT. OF MATAMAH (-1 attack/damage from bonuses listed above if beyond that range).

The Exchange

”Rand” | Male LG Medium Human Unchained Monk 13 | Mythic Power Uses: 4 (4) | HP 4 (134) | AC 39; T 20; FF 33; +4 dodge bonus to AC vs. Koth | CMD 47 | F +14 R +17 W +17; +2 vs. Enchantments | Init +12 | Perc +24; Darkvision 60' | Speed 70 ft | Ki Pool: 10 (13) | Active Conditions: Barkskin; Shaken; Immune to Electricity and Poison, Resist 10 Acid, Cold, Fire

I'll keep my earlier action.

Silver Crusade

Male halfling Fighter/Cavalier | hp 28/95 | AC 29, T 12, FF 28 | Fort +10, Ref +6, Will +2 (+6 vs. enchant) | Challenge 2/2 | Bluff +14, Diplom +17, Handle Animal +22, Percept +2 Halfling
Naala, wolf mount:
hp 21/76 | AC 24, T 16, FF 19 | Fort +10, Ref +12, Wil +5 | Speed 50 ft. | Acrobatics +8, Percept +10

Alden, having no potions of Fly left, coaxes Naala to run through the tentacles as fast as she can. He aids her as much as possible in navigating the tentacles.
Alden will use his Swift and Standard actions to aid Naala on her CMD, which adds +16 . His Move action is to guide her with his knees. Naala also has access to In Harm's Way which means she does not provoke AOOs as long as Alden is on her back. This puts Naala's CMD up to 39. She will double-move to get through the tentacles as quickly as possible.
If it matters, Alden has a 20% miss chance due to his cloak of displacement, but that doesn't affect Naala. His current CMD is 24.


Scoured Stars Map

Rhon cleaves through the black tentacles before they can wrap around him. The tentacles regrow immediately, but he avoids harm for now.

Matamah moves closer to the action whilst casting his spell whilst Rand and Alden move forward to engage the enemy.

Tentacles CMB check: 1d20 + 16 ⇒ (19) + 16 = 35
miss?: 1d100 ⇒ 45
black tentacles damage: 1d6 + 4 ⇒ (2) + 4 = 6

Alden spurs Naala through the tentacles, and with Alden's aid, Naala makes her way through easily. However, she notices her back is oddly light after moving through, and when she looks back, she sees that Alden is now suspended in the air amongst the tentacles.

Round 2(Party Haste 11 rounds):
Sikutsu Sennaka (???)
Nigankona
Kazuo Yojimbo
Matamah
Alden -6hp (grappled)
Naala
Rand
Nobunobu (BT 11)
Rhon -9hp (grappled)
Earl (underground)
Habesuta Hatsue -22hp (grappled)
Hirabashi Jiro -15hp (grappled, bless weapon, heroism)
42 (blinking)
Tokikokito

Alden, what would Naala do when she realises Alden is no longer on her?

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

With his move action from before, 42 will move 30 feet to the west, towards the building.

Silver Crusade

Male halfling Fighter/Cavalier | hp 28/95 | AC 29, T 12, FF 28 | Fort +10, Ref +6, Will +2 (+6 vs. enchant) | Challenge 2/2 | Bluff +14, Diplom +17, Handle Animal +22, Percept +2 Halfling
Naala, wolf mount:
hp 21/76 | AC 24, T 16, FF 19 | Fort +10, Ref +12, Wil +5 | Speed 50 ft. | Acrobatics +8, Percept +10

Naala would jump back through the tentacles and try to bite them.

bite: 1d20 + 9 ⇒ (8) + 9 = 17 damage: 1d6 + 3 ⇒ (1) + 3 = 4


Scoured Stars Map

Naala snaps at the tentacles, not realising that spell effects cannot be destroyed that way. On her next turn, Naala could try to aid Alden in getting out, though that would require her to move in and be subject to the tentacles herself first...

Nobunobu ignores Rand for the moment, considering him no threat as he runs along the ground. Instead, he points at the ground and traces a line across the courtyard, covering the door Rand is at and engulfing him in fire.
Wall of fire CL check: 1d20 + 11 ⇒ (12) + 11 = 23
damage to Rhon: 2d6 + 11 ⇒ (6, 2) + 11 = 19
damage to Hatsue: 1d4 ⇒ 1

Earl who is below the ground is unaffected by the wall of fire, but he definitely feels alot of heat above him.

Round 2(Party Haste 11 rounds):
Sikutsu Sennaka (???)
Nigankona
Kazuo Yojimbo
Matamah
Alden -6hp (grappled)
Naala
Rand
Nobunobu (BT 10)
Rhon -28hp (grappled)
Earl (underground)
Habesuta Hatsue -23hp (grappled)
Hirabashi Jiro -15hp (grappled, bless weapon, heroism)
42 (blinking)
Tokikokito (BT 11)

Rhon/Earl and 42 are up. Rhon, you are in difficult terrain, covered in smog (cannot see beyond 5ft) and there is fire all around you.

Basically, Rhon is in the middle of a black tentacles, wall of fire and incendiary cloud. 42, attempting to use the southern door will subject you to all of the same effects, which is kinda the point. You can attempt to blink through the walls though.

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

42 will continue south-west and try to blink through the wall. After getting through it, seeing the three attacking Rand, he raises his hand and shoots out a beam that might disable the main one. Ray of exhaustion

ranged touch: 1d20 + 9 ⇒ (5) + 9 = 14
spell resistance: 1d20 + 12 ⇒ (1) + 12 = 13

Failing to hit, the spell fissile.

Silver Crusade

Active Spells:
Aura's:
Aura of Good (Overwhelming) l Aura of Courage (10 ft) l Aura of Resolve (10 ft) | Aura of Faith (10 ft)
LG Male Dwarf Paladin (Stonelord) 16 | HP 182/182 | AC 43 | T 14 | FF 42 | CMB +16 | CMD 34 | Fort: +20 (+2 poison/drugs, +4 alcohol), Ref: +11, Will: +19 (+1 all saves FF/surprise rd) | 8/adamantine | SR 21 | Fortification 75% | Immune to Blood Drain, Charm, Fear, & Petrification | Perception: +25 (+2 unusual stonework)(darkvision 60 ft) | Init: +1 | Move 20' | LoH 11/11 | DS 38/38 |

Rhon chuckles and says "Is that the best you have? Float your big self down here and meet Dwarven justice!"

Rhon pulls a Potion of Resist Fire (20) from his belt and imbibes it. Rhon will have Energy Resistance Fire {20) for the next 70 minutes.

Silver Crusade

Huge Celestial Earth Elemental CR 8 l HP 95/95 l AC 19 l T 7 l FF 19 l Fort +11 l Ref +2 l Will +7 l CMB +21 l CMD 30 l Immune to Bleed, Bull Rush, Crits, Flanking, Overrun, Paralysis, Poison, Precision damage, Sleep, Stunning l Resist: Acid (10), Cold (10), Elec (10) l DR 5/- l DR 5/evil l Prec +13 (darkvision & tremorsense 60 ft) l Init -1 | Conditions:

Earl surges up from beneath the ground to strike at the closest creature.

Slam: power attack: 1d20 + 12 ⇒ (18) + 12 = 30
Damage: bludgeoning, power attack: 2d6 + 13 ⇒ (3, 1) + 13 = 17


Scoured Stars Map

They're all flying 20ft in the air, but I suppose Earl could glide up the side of the stone building to reach him. Let's say he does that. ;) But I'll need to put Earl partially in the building.

Earl rushes into action, using his mastery of stone to 'swim' up the side of the stone building towards the large fiery giant. He catches the giant by surprise and gets him in the gut. The giant grunts in surprise, then snarls in anger at the elemental. He knows who he wants to kill first.

Meanwhile, while Rhon fishes out his potion and gulps it down, Hatsue and Jiro try their best to break out of the tentacles grabbing them.

Hatsue's CMB check: 1d20 + 13 ⇒ (20) + 13 = 33
Jiro's CMB check: 1d20 + 16 ⇒ (8) + 16 = 24

Jiro slashes ineffectively at the tentacles, but Hatsue manages to wriggle himself free. Seeing the danger posed by the combination of the incendiary cloud and the black tentacles, he decides to pull back and go for the next-nearest exit.

42 decides to circumvent the tentacles altogether, using his blinking form to phase through the wall. He stops short of passing through the wall of fire, but when he tries to aim his spell, the heat from the flames impedes his casting and his ray fizzles with no effect.

black tentacles CMB check: 1d20 + 16 ⇒ (6) + 16 = 22
Jiro's struggles at least manage to prevent the black tentacles from hurting him further, and Rhon manages to avoid them altogether.

Seeing that Rand and 42 have boldly charged ahead of their allies, Tokikokito drops a fireball on them before descending to the ground ready to take a swing at Rand.

fireball vs Rand and 42: 10d6 ⇒ (6, 2, 4, 3, 4, 3, 5, 3, 1, 1) = 32 (DC16 reflex for half or to avoid)

Nigankona's incendiary cloud drifts further into the fortress, scalding Rhon and Jiro.
incendiary cloud vs Rhon and Jiro: 6d6 ⇒ (3, 2, 1, 3, 5, 1) = 15
Jiro reflex save: 1d20 + 8 + 2 - 2 ⇒ (7) + 8 + 2 - 2 = 15
Rhon laughs as his potion protects him from the fiery cloud, but Jiro fares alot more poorly as the tentacles hold him fast.

Nigankona sees the insolent elemental that dared assault him and returns the favour in kind.

lots of pain:

attack roll 1: 1d20 + 30 ⇒ (17) + 30 = 47
damage roll: 2d8 + 18 ⇒ (1, 4) + 18 = 23
attack roll 2: 1d20 + 25 ⇒ (18) + 25 = 43
damage roll: 2d8 + 18 ⇒ (5, 7) + 18 = 30
attack roll 3: 1d20 + 20 ⇒ (6) + 20 = 26
damage roll: 2d8 + 18 ⇒ (8, 7) + 18 = 33
attack roll 4: 1d20 + 30 ⇒ (4) + 30 = 34
damage roll: 2d8 + 15 ⇒ (3, 4) + 15 = 22
attack roll haste: 1d20 + 30 ⇒ (10) + 30 = 40
damage roll: 2d8 + 15 ⇒ (5, 1) + 15 = 21

Though Rand cannot see Earl from within the cloud, he hears his companion's horrified groans as Nigankona's mighty tetsubo smashes and shatters earth and stone, and his heart sinks when he realises he can no longer feel anything through his bond with his faithful friend.

The fiery oni roars as he looks around the battlefield, then fixes his eye on 42 and projects a fiery missile at the magus from a third eye on his forehead.
range touch attack roll: 1d20 + 20 ⇒ (14) + 20 = 34
miss chance: 1d100 ⇒ 86
fire damage: 4d6 ⇒ (6, 2, 5, 3) = 16 and reflex save to avoid catching on fire
He pegs 42 with his fiery missile and scorches him rather painfully.

Finally, Kazuo too descends to the ground. He does not strike, but instead appears to set something on the ground before Rand, and Rand has a split second to realise what is going on as he hears a familiar voice address him in Tien.

Tien:
"So, you have the nerve to show yourself before me after being thoroughly bested by me and fleeing from our little duel? This time, I will take your head with me to make sure."

Sure enough, Sikutsu Sennaka appears before Rand as his katana swings for Rand's head.

more pain:

attack roll 1: 1d20 + 23 + 1 + 2 ⇒ (7) + 23 + 1 + 2 = 33 (vs flat-footed, out of invis)
damage roll: 1d8 + 11 + 14 ⇒ (3) + 11 + 14 = 28
attack roll 2: 1d20 + 18 + 1 + 2 ⇒ (17) + 18 + 1 + 2 = 38
damage roll: 1d8 + 11 + 14 ⇒ (1) + 11 + 14 = 26
attack roll 2: 1d20 + 13 + 1 + 2 ⇒ (16) + 13 + 1 + 2 = 32
damage roll: 1d8 + 11 + 14 ⇒ (1) + 11 + 14 = 26
attack roll haste: 1d20 + 23 + 1 + 2 ⇒ (17) + 23 + 1 + 2 = 43
damage roll: 1d8 + 11 + 14 ⇒ (7) + 11 + 14 = 32

Sennaka proves as deadly as Rand remembered, his blade finding its way through the monk's defences and drawing blood several times.

Round 3 (Party Haste 10 rounds):
Nigankona -12hp (flying 20ft)
Kazuo Yojimbo
Sikutsu Sennaka (challenging Rand)
Matamah
Alden -6hp (grappled)
Naala
Rand -86hp (needs a save vs fireball)
Nobunobu (BT 10) (flying 20ft)
Rhon -28hp (grappled)
Habesuta Hatsue -23hp (grappled)
Hirabashi Jiro -30hp (grappled, bless weapon, heroism)
42 -16hp(blinking) (needs a save vs fireball and catching on fire)
Tokikokito (BT 10) (1 fireball used)

Well, that happened. Earl has been shattered and Rand is being brutalised. Did I mention that when my party fought this, we had 1 death and 2 near-deaths? Time to strategise and pull out all the cheese you can muster!

Matamah, Alden and Rand are up.

42 and Rand need to save vs a fireball (DC16). 42 also needs to save vs catching on fire (DC...26). Incendiary cloud didn't do enough to damage Rhon, so he's fine.

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

reflex vs fire ball: 1d20 + 14 ⇒ (16) + 14 = 30
reflex vs fire: 1d20 + 14 ⇒ (3) + 14 = 17

42 easily avoids the fireball, but the flames from the last attack seam to catch 42's fancy clothes on fire.

I believe i only take 8 damage from the fireball, since i am blinking... Don't know how it will effect the fire on my clothes though.


Scoured Stars Map

Indeed. That ring of blinking is quite the potent defence! However, catching on fire is a ride-on effect from the oni's fiery missile, so it blinks with you and continues to burn you. If you were to take your clothes off though... >_> (Just kidding. Don't do that.)

42 manages to avoid the worst of the fireball, but the fiery missile from the other oni sets his clothes aflame! (This is a particularly potent version of burn that will deal 2d6 per turn...)

Round 3 (Party Haste 10 rounds):
Nigankona -12hp (flying 20ft)
Kazuo Yojimbo
Sikutsu Sennaka (challenging Rand)
Matamah
Alden -6hp (grappled)
Naala
Rand -86hp (needs a save vs fireball)
Nobunobu (BT 10) (flying 20ft)
Rhon -28hp (grappled)
Habesuta Hatsue -23hp (grappled)
Hirabashi Jiro -30hp (grappled, bless weapon, heroism)
42 -24hp(blinking, on fire)
Tokikokito (BT 10) (1 fireball used)

Matamah, Alden and Rand are up.

Rand needs to save vs a fireball (DC16).

Silver Crusade

Aasimar Bard 13 | HP 127/127 | AC 14 | T 11 | FF 13 | CMD 19 | F +15 | R +16 | W +15 | +4 vs. sonic/lang, +2 vs. charm/compulsion | Resist Acid/Cold/Elec 5 | Init +6 | Perc +4 (Blindsight 40 ft., Darkvision 60 ft.) | Sense Motive +27 | Spells: Level 1: 8/8, Level 2: 7/7, Level 3: 6/6, Level 4: 5/5, Level 5: 3/3 | Bardic Performance Rounds: 43/43 | Active Spells: None Yet

Free Action
Matamah maintains his smooth rhythms.

Move Action
Matamah moves to a more central location of the party.

Swift/Immediate Action
He casts Liberating Command on Alden. Alden can make an Escape Artist check to escape the Black Tentacles as an Immediate Action, getting a +20 bonus on the roll in addition to whatever bonuses he already has.

Standard Action
He decides that bombarding a samurai with music is a good idea. He casts Cacophonous Call. DC 23 Will save or be nauseated for 12 rounds on the one below Rhon.

REMEMBER: INSPIRE COURAGE, FLAGBEARER, AND HASTE (+5 to attack rolls (and CMB), +4 to damage rolls, +1 dodge bonus to AC and CMD, +1 Reflex Save, double move speed (up to +30 ft.), +3 morale bonus against fear (doesn't stack with Rohn's +4 bonus within 10 ft.))

FLAGBEARER ONLY WORKS IF WITHIN 30 FT. OF MATAMAH (-1 attack/damage from bonuses listed above if beyond that range).


Scoured Stars Map

Matamah, that's a wall that you're trying to shoot through. XD

Feel free to change your move and standard action.

The Exchange

”Rand” | Male LG Medium Human Unchained Monk 13 | Mythic Power Uses: 4 (4) | HP 4 (134) | AC 39; T 20; FF 33; +4 dodge bonus to AC vs. Koth | CMD 47 | F +14 R +17 W +17; +2 vs. Enchantments | Init +12 | Perc +24; Darkvision 60' | Speed 70 ft | Ki Pool: 10 (13) | Active Conditions: Barkskin; Shaken; Immune to Electricity and Poison, Resist 10 Acid, Cold, Fire

Reflex Save: 1d20 + 17 ⇒ (3) + 17 = 20 Evaded

Also, reminder that my ac was 45 until I act again, although it won't help me against the invisible guy appearing next to me.

Rand will unload into the man that foolishly appeared before him.

Attack Roll (Plus Stunning Fist): 1d20 + 25 ⇒ (4) + 25 = 29
Damage Roll: 2d8 + 11 ⇒ (1, 5) + 11 = 17

Attack Roll: 1d20 + 25 ⇒ (2) + 25 = 27
Damage Roll: 2d8 + 11 ⇒ (2, 3) + 11 = 16

Attack Roll: 1d20 + 25 ⇒ (2) + 25 = 27
Damage Roll: 2d8 + 11 ⇒ (8, 7) + 11 = 26

Attack Roll: 1d20 + 25 ⇒ (7) + 25 = 32
Damage Roll: 2d8 + 11 ⇒ (5, 3) + 11 = 19

Attack Roll (Haste): 1d20 + 25 ⇒ (6) + 25 = 31
Damage Roll: 2d8 + 11 ⇒ (2, 7) + 11 = 20

Attack Roll (Ki Point): 1d20 + 25 ⇒ (12) + 25 = 37
Damage Roll: 2d8 + 11 ⇒ (1, 2) + 11 = 14

Attack Roll (First Iterative): 1d20 + 20 ⇒ (17) + 20 = 37
Damage Roll: 2d8 + 11 ⇒ (2, 1) + 11 = 14

Attack Roll (Second Iterative): 1d20 + 15 ⇒ (16) + 15 = 31
Damage Roll: 2d8 + 11 ⇒ (5, 7) + 11 = 23

Silver Crusade

Aasimar Bard 13 | HP 127/127 | AC 14 | T 11 | FF 13 | CMD 19 | F +15 | R +16 | W +15 | +4 vs. sonic/lang, +2 vs. charm/compulsion | Resist Acid/Cold/Elec 5 | Init +6 | Perc +4 (Blindsight 40 ft., Darkvision 60 ft.) | Sense Motive +27 | Spells: Level 1: 8/8, Level 2: 7/7, Level 3: 6/6, Level 4: 5/5, Level 5: 3/3 | Bardic Performance Rounds: 43/43 | Active Spells: None Yet

I think I'm just confused about what's a samurai and what's not. I was targeting the one near the door, but apparently that's not a samurai?


Scoured Stars Map

The one with the top-knot in the black tentacles is Jiro. He is a ronin-samurai and your ally. XD
The one with the straw hat is Hatsue, who is also your ally.

The one you want to kill is the green one fighting Rand at the moment.

Speaking of which, retcon:
Sennaka attempts to carve Rand a new one, but the monk on full defence proves difficult to strike, and his every blow misses. As Rand drops his defences to begin attacking, Sennaka vows his next strike will surely hit.

Round 3 (Party Haste 10 rounds):
Nigankona -12hp (flying 20ft)
Kazuo Yojimbo
Sikutsu Sennaka (challenging Rand)
Matamah
Alden -6hp (grappled)
Naala
Rand
Nobunobu (BT 10) (flying 20ft)
Rhon -28hp (grappled)
Habesuta Hatsue -23hp (grappled)
Hirabashi Jiro -30hp (grappled, bless weapon, heroism)
42 -24hp(blinking, on fire)
Tokikokito (BT 10) (1 fireball used)

Will resolve Rand's action after Alden and Matamah finalise their actions.

Silver Crusade

Aasimar Bard 13 | HP 127/127 | AC 14 | T 11 | FF 13 | CMD 19 | F +15 | R +16 | W +15 | +4 vs. sonic/lang, +2 vs. charm/compulsion | Resist Acid/Cold/Elec 5 | Init +6 | Perc +4 (Blindsight 40 ft., Darkvision 60 ft.) | Sense Motive +27 | Spells: Level 1: 8/8, Level 2: 7/7, Level 3: 6/6, Level 4: 5/5, Level 5: 3/3 | Bardic Performance Rounds: 43/43 | Active Spells: None Yet

Can't do much to help as can't get there to see them. Gonna cast Mirror Image.

Mirror Image: 1d4 + 4 ⇒ (2) + 4 = 6


Scoured Stars Map

I think I might need to put Alden in delay for now to keep the game moving. Given his current position, I don't think it will make a difference this round.

Rand pummels Sennaka in the face rapidly, smashing part of his helmet in the process. The samurai growls, swearing bloody vengeance in return.
fort save: 1d20 + 16 ⇒ (18) + 16 = 34
However, the samurai is not stunned by the attack.

Matamah casts a spell to try to free Alden, and another to make several illusory duplicates of himself, mildly frustrated that the enemy's tactics have effectively somewhat split the party.

Nobunobu sees that melee battle has been joined and charges down to strike Rand.
charge attack roll: 1d20 + 20 + 2 + 1 + 2 ⇒ (15) + 20 + 2 + 1 + 2 = 40
damage roll: 1d8 + 10 ⇒ (3) + 10 = 13
To Sennaka's chagrin, Nobunobu is the first to draw blood from Rand, though the strike is far from the worst Rand has felt.

Round 3 (Party Haste 10 rounds):
Nigankona -12hp (flying 20ft)
Kazuo Yojimbo
Sikutsu Sennaka (challenging Rand) -107
Matamah (6 images)
Rand -14hp
Nobunobu (BT 10) (flying 20ft)
Alden -6hp (grappled)
Naala
Rhon -28hp (grappled)
Habesuta Hatsue -23hp (grappled)
Hirabashi Jiro -30hp (grappled, bless weapon, heroism)
42 -24hp(blinking, on fire)
Tokikokito (BT 10) (1 fireball used)

Alden can take an immediate action before his turn to try an escape artist check with the bonus from Matamah's spell.

Alden, Naala, Rhon and 42 are up.

Silver Crusade

Active Spells:
Aura's:
Aura of Good (Overwhelming) l Aura of Courage (10 ft) l Aura of Resolve (10 ft) | Aura of Faith (10 ft)
LG Male Dwarf Paladin (Stonelord) 16 | HP 182/182 | AC 43 | T 14 | FF 42 | CMB +16 | CMD 34 | Fort: +20 (+2 poison/drugs, +4 alcohol), Ref: +11, Will: +19 (+1 all saves FF/surprise rd) | 8/adamantine | SR 21 | Fortification 75% | Immune to Blood Drain, Charm, Fear, & Petrification | Perception: +25 (+2 unusual stonework)(darkvision 60 ft) | Init: +1 | Move 20' | LoH 11/11 | DS 38/38 |

Standard Action
CMB check to break the grapple: 1d20 + 23 ⇒ (11) + 23 = 34

Free Action
End Defensive Stance. Rhon is Fatigued for 2 rounds.

Swift Action
Lay on Hands: 6d6 + 1 ⇒ (2, 5, 5, 3, 2, 3) + 1 = 21 Mercy removes the Fatigued condition.

Move Action
Pull out a Potion of Fly.

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

42 casts bladed dash and moves diagonally up and over the 20 high wall of fire. While in midair, he casts phantasmal killer and targets the man attacking his ally.

concentration: 1d20 + 15 ⇒ (17) + 15 = 32
SR Pen: 1d20 + 12 ⇒ (16) + 12 = 28

On the way down, he tries to use acrobatics to negate the fall damage.
acrobatics: 1d20 + 7 ⇒ (3) + 7 = 10
fall damage: 1d6 ⇒ 5 halfed from blinking... 2 or 3, i forget if it's rounded up or down.

ongoing fire damage: 2d6 ⇒ (5, 1) = 6

First save is Will, DC 19. If he fails, i need a Fort DC 19. If he fails the fort save, he's dead. If he passes the fort save, he takes.
damage: 3d6 ⇒ (3, 3, 2) = 8

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

In one of our previous games, I was told that bladed dash allowed me to also do a spell as part of my attack. If that's not the case. 42 will just run through the wall of fire, taking the damage (at half) and cast the spell that way.


Scoured Stars Map

Bladed dash allows you to do a melee attack, not a spell.

42 takes a deep breath and walks through the wall of fire, which scorches him a little, but his blinking partially protects him.
damage: 1d6 + 11 ⇒ (2) + 11 = 13 divide by 2
He focuses his magical energy on Sennaka hoping to bring down the samurai quickly...
will save: 1d20 + 8 ⇒ (19) + 8 = 27
The samurai steels himself against the spell, and brushes the illusion aside with a sweep of his blade.

Meanwhile, Rhon breaks free from the tentacles and pulls out another potion while healing himself.

Jiro also tries to break free from the tentacles...
CMB check: 1d20 + 16 ⇒ (8) + 16 = 24
But luck continues to not favour the samurai.

Hatsue takes a deep breath and charges through the second lot of tentacles.
CMB vs Hatsue: 1d20 + 16 ⇒ (2) + 16 = 18
The archer proves more agile than Jiro, and she manages to slip through them, stopping just before the blistering wall of flames.

Meanwhile, on the other side of the firewall, Rand finds himself beset on all sides. The two-headed oni strikes at him first, swinging rapidly with both ends of his monk spade.

many attacks:

attack roll 1: 1d20 + 20 + 1 + 2 ⇒ (17) + 20 + 1 + 2 = 40
damage roll: 1d8 + 10 ⇒ (2) + 10 = 12
attack roll 2: 1d20 + 20 + 1 + 2 ⇒ (12) + 20 + 1 + 2 = 35
damage roll: 1d8 + 10 ⇒ (2) + 10 = 12
attack roll 3: 1d15 + 20 + 1 + 2 ⇒ (9) + 20 + 1 + 2 = 32
damage roll: 1d8 + 10 ⇒ (3) + 10 = 13
attack roll 4: 1d10 + 20 + 1 + 2 ⇒ (1) + 20 + 1 + 2 = 24
damage roll: 1d8 + 10 ⇒ (3) + 10 = 13
attack roll haste: 1d20 + 20 + 1 + 2 ⇒ (15) + 20 + 1 + 2 = 38
damage roll: 1d8 + 10 ⇒ (5) + 10 = 15

He manages to catch Rand twice.

Meanwhile, 42's clothes burn on him as Nigankona seeks his next victim.
damage: 2d6 ⇒ (5, 3) = 8
Seeing only 2 targets nearby and deciding that Rand is being taken care of, the oni fires his fiery projectile at the monk before flying down to do battle with 42.
touch attack roll vs Rand: 1d20 + 19 - 4 ⇒ (5) + 19 - 4 = 20
vital strike vs 42: 1d20 + 30 ⇒ (18) + 30 = 48
miss chance: 1d100 ⇒ 26
damage: 4d8 + 18 ⇒ (4, 3, 1, 8) + 18 = 34
42 heaves a huge sigh of relief at the fiery tetsubo swings just as he blinks, and sparing him from taking a painful hit!

Finally, Sennaka focuses on Rand, then swings his katana furiously and rapidly.

pain?:

Using way of the samurai, which he activated on round 1.
attack roll 1, best of 3: 1d20 + 23 + 1 + 2 ⇒ (20) + 23 + 1 + 2 = 46
attack roll 1, best of 3: 1d20 + 23 + 1 + 2 ⇒ (5) + 23 + 1 + 2 = 31
attack roll 1, best of 3: 1d20 + 23 + 1 + 2 ⇒ (2) + 23 + 1 + 2 = 28
damage roll: 1d8 + 11 + 14 ⇒ (1) + 11 + 14 = 26
confirmation roll: 1d20 + 23 + 1 + 2 ⇒ (19) + 23 + 1 + 2 = 45
crit damage roll: 1d8 + 11 + 14 ⇒ (2) + 11 + 14 = 27

attack roll 2: 1d20 + 18 + 1 + 2 ⇒ (17) + 18 + 1 + 2 = 38
damage roll: 1d8 + 11 + 14 ⇒ (3) + 11 + 14 = 28

attack roll 3: 1d20 + 13 + 1 + 2 ⇒ (6) + 13 + 1 + 2 = 22
damage roll: 1d8 + 11 + 14 ⇒ (1) + 11 + 14 = 26

attack roll haste: 1d20 + 23 + 1 + 2 ⇒ (17) + 23 + 1 + 2 = 43
damage roll: 1d8 + 11 + 14 ⇒ (7) + 11 + 14 = 32


Taking advantage of Rand's lowered defences, Sennaka carves into the monk again and again! Rand's blood flows from numerous wounds as the samurai sneers in satisfaction.

Round 4 (Party Haste 9 rounds):
Nigankona -12hp (flying 20ft)
Sikutsu Sennaka (challenging Rand) -107
Kazuo Yojimbo
Matamah (6 images)
Rand -154hp?
Nobunobu (BT 10) (flying 20ft)
Alden -6hp (grappled)
Naala
Rhon -7hp (grappled)
Habesuta Hatsue -23hp (grappled)
Hirabashi Jiro -30hp (grappled, bless weapon, heroism)
42 -38hp(blinking, on fire)
Tokikokito (BT 10) (1 fireball used)

Ok... Rand, 2 of the hits on you are right on the nose at 38... can you confirm that is your AC?

I think I'll give Alden some time to act as well since he might be able to do something about this.

I'll also confirm whether Rand is down before deciding that Kazuo does, since the action I had planned for him assumed Rand was still standing.


Scoured Stars Map

Still waiting for Alden and Rand to post.

Silver Crusade

Male halfling Fighter/Cavalier | hp 28/95 | AC 29, T 12, FF 28 | Fort +10, Ref +6, Will +2 (+6 vs. enchant) | Challenge 2/2 | Bluff +14, Diplom +17, Handle Animal +22, Percept +2 Halfling
Naala, wolf mount:
hp 21/76 | AC 24, T 16, FF 19 | Fort +10, Ref +12, Wil +5 | Speed 50 ft. | Acrobatics +8, Percept +10

Sorry guys, had a crazy weekend with a lot of moving of furniture and my computer being shut down and moved, I apologize!

Escape Artist: 1d20 + 4 + 20 ⇒ (16) + 4 + 20 = 40 With Matamah's help, Alden extricates himself and GTFO's out of the area of the tentacles, meeting up with Naala and jumping on her back.
Move then mount, that's my turn. I THINK there is an enemy next to Naala, so she'll defend herself and Alden with a bite.

bite: 1d20 + 9 ⇒ (2) + 9 = 11
damage: 1d6 + 3 ⇒ (6) + 3 = 9 plus trip: 1d20 + 13 ⇒ (10) + 13 = 23


Scoured Stars Map

Alden, that's Hatsue. He's an ally. The enemies mostly surrounded Rand when he advanced ahead of the rest of the party.

You could have Naala move instead.

Orange line is a wall of fire and the orange circle is an incendiary cloud.

The Exchange

”Rand” | Male LG Medium Human Unchained Monk 13 | Mythic Power Uses: 4 (4) | HP 4 (134) | AC 39; T 20; FF 33; +4 dodge bonus to AC vs. Koth | CMD 47 | F +14 R +17 W +17; +2 vs. Enchantments | Init +12 | Perc +24; Darkvision 60' | Speed 70 ft | Ki Pool: 10 (13) | Active Conditions: Barkskin; Shaken; Immune to Electricity and Poison, Resist 10 Acid, Cold, Fire

Sorry, the game wasn't updating in my list of campaigns. Again. Grrr. My ac should be 39, cause of haste.


Scoured Stars Map

Ok, Alden is where he is and Rand got missed two more times.

CMD roll: 1d20 + 19 ⇒ (12) + 19 = 31
Despite his severe injuries, Rand maintains his footing. Seeing Rand in position to counter-attack, Sennaka's yojimbo grabs him from behind and repositions his lord so that the oni now stands between Sennaka and Rand.

Round 4 (Party Haste 9 rounds):
Nigankona -12hp (flying 20ft)
Sikutsu Sennaka (challenging Rand) -107
Kazuo Yojimbo
Matamah (6 images)
Rand -111hp
Nobunobu (BT 10) (flying 20ft)
Alden -6hp
Naala
Rhon -7hp (grappled)
Habesuta Hatsue -23hp (grappled)
Hirabashi Jiro -30hp (grappled, bless weapon, heroism)
42 -38hp(blinking, on fire)
Tokikokito (BT 10) (1 fireball used)

Matamah and Rand are up.

The Exchange

”Rand” | Male LG Medium Human Unchained Monk 13 | Mythic Power Uses: 4 (4) | HP 4 (134) | AC 39; T 20; FF 33; +4 dodge bonus to AC vs. Koth | CMD 47 | F +14 R +17 W +17; +2 vs. Enchantments | Init +12 | Perc +24; Darkvision 60' | Speed 70 ft | Ki Pool: 10 (13) | Active Conditions: Barkskin; Shaken; Immune to Electricity and Poison, Resist 10 Acid, Cold, Fire

"Now who is hiding?" Says Rand as he launches into his attack routine on the Oni. If the Oni drops, Rand will flying kick into Sennaka.

Attack Roll: 1d20 + 25 ⇒ (3) + 25 = 28
Damage Roll: 2d8 + 11 ⇒ (2, 7) + 11 = 20

Attack Roll: 1d20 + 25 ⇒ (16) + 25 = 41
Damage Roll: 2d8 + 11 ⇒ (8, 4) + 11 = 23

Attack Roll: 1d20 + 25 ⇒ (4) + 25 = 29
Damage Roll: 2d8 + 11 ⇒ (8, 8) + 11 = 27

Haste Attack Roll: 1d20 + 25 ⇒ (4) + 25 = 29
Damage Roll: 2d8 + 11 ⇒ (2, 2) + 11 = 15

Ki Point Attack Roll: 1d20 + 25 ⇒ (2) + 25 = 27
Damage Roll: 2d8 + 11 ⇒ (5, 7) + 11 = 23

Attack Roll: 1d20 + 20 ⇒ (13) + 20 = 33
Damage Roll: 2d8 + 11 ⇒ (1, 7) + 11 = 19

Attack Roll: 1d20 + 15 ⇒ (5) + 15 = 20
Damage Roll: 2d8 + 11 ⇒ (8, 2) + 11 = 21

Silver Crusade

Male halfling Fighter/Cavalier | hp 28/95 | AC 29, T 12, FF 28 | Fort +10, Ref +6, Will +2 (+6 vs. enchant) | Challenge 2/2 | Bluff +14, Diplom +17, Handle Animal +22, Percept +2 Halfling
Naala, wolf mount:
hp 21/76 | AC 24, T 16, FF 19 | Fort +10, Ref +12, Wil +5 | Speed 50 ft. | Acrobatics +8, Percept +10

@GM: Since Alden already used his Move action, he wouldn't be able to also move Naala (guide with knees) so that was the end of his turn, in that case.

Silver Crusade

Aasimar Bard 13 | HP 127/127 | AC 14 | T 11 | FF 13 | CMD 19 | F +15 | R +16 | W +15 | +4 vs. sonic/lang, +2 vs. charm/compulsion | Resist Acid/Cold/Elec 5 | Init +6 | Perc +4 (Blindsight 40 ft., Darkvision 60 ft.) | Sense Motive +27 | Spells: Level 1: 8/8, Level 2: 7/7, Level 3: 6/6, Level 4: 5/5, Level 5: 3/3 | Bardic Performance Rounds: 43/43 | Active Spells: None Yet

"I'm coming guys!"

Move Action
Matamah speeds down through the doorway through the Black Tentacles that don't seem to affect him. Finally, he feels he is caught up to the battle.

Standard Action
He casts Cacaphonus Call at the least injured looking samurai. DC 23 Will or be nauseated for 12 rounds.ve or be nauseated for 12 rounds on the one below Rhon.[/ooc]

REMEMBER: INSPIRE COURAGE, FLAGBEARER, AND HASTE (+5 to attack rolls (and CMB), +4 to damage rolls, +1 dodge bonus to AC and CMD, +1 Reflex Save, double move speed (up to +30 ft.), +3 morale bonus against fear (doesn't stack with Rohn's +4 bonus within 10 ft.))

FLAGBEARER ONLY WORKS IF WITHIN 30 FT. OF MATAMAH (-1 attack/damage from bonuses listed above if beyond that range).


Scoured Stars Map

Matamah ploughs through the incendiary cloud, heedless of the danger as he rushes to join the fray.
incendiary cloud damage: 6d6 ⇒ (6, 5, 4, 6, 6, 1) = 28
Matamah's save: 1d20 + 17 ⇒ (13) + 17 = 30
He makes it through the fiery cloud with relatively minor burns. He attempts to return the favour by unleashing a blast of sonic energy at Nigankona.
Nigankona's save: 1d20 + 15 ⇒ (14) + 15 = 29
The fiery oni grunts as the discordant sounds echo in his head, but he shakes it off with a low growl.

A short distance away, Rand pummels at the large oni that has placed himself between him and his target. He hits with almost every blow, the the large oni's blubbery mass withstands the damage, and he does not falter in his mission as Sennaka's bodyguard.

Taking advantage of the flank still provided by Kazuo, Nobunobu attempts to steal the glory for taking down the tenacious monk.

monk's spade attack 1: 1d20 + 21 + 2 ⇒ (17) + 21 + 2 = 40
monk's spade damage: 1d8 + 10 ⇒ (5) + 10 = 15
monk's spade attack 2: 1d20 + 21 + 2 ⇒ (19) + 21 + 2 = 42
monk's spade damage: 1d8 + 10 ⇒ (2) + 10 = 12
monk's spade attack 3: 1d20 + 15 + 2 ⇒ (13) + 15 + 2 = 30
monk's spade damage: 1d8 + 10 ⇒ (6) + 10 = 16
monk's spade attack 4: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
monk's spade damage: 1d8 + 10 ⇒ (8) + 10 = 18
monk's spade attack haste: 1d20 + 21 + 2 ⇒ (5) + 21 + 2 = 28
monk's spade damage: 1d8 + 10 ⇒ (6) + 10 = 16

His first strike knocks Rand out, and instead of followng through, he flies to tower over the newly-arrived Matamah. Meanwhile, his black tentacles continue to tighten around Hirabashi Jiro.
black tentacles CMB roll: 1d20 + 16 + 5 ⇒ (11) + 16 + 5 = 32
black tentacles damage: 1d6 + 4 ⇒ (1) + 4 = 5

Round 4 (Party Haste 9 rounds):
Nigankona -7hp (flying 20ft)
Sikutsu Sennaka (challenging Rand) -107
Kazuo Yojimbo -127hp
Matamah -14hp (6 images)
Rand -126hp
Nobunobu (BT 7) (flying 20ft)
Alden -6hp
Naala
Rhon -7hp (grappled)
Habesuta Hatsue -23hp (grappled)
Hirabashi Jiro -35hp (grappled, bless weapon, heroism)
42 -38hp(blinking, on fire)
Tokikokito (BT 8) (1 fireball used)

Rand, looks like you're down but not dead? Might need a stabilisation roll.

Alden, Rhon and 42 are up. Your allies Hatsue and Jiro will be acting as well.

Silver Crusade

Active Spells:
Aura's:
Aura of Good (Overwhelming) l Aura of Courage (10 ft) l Aura of Resolve (10 ft) | Aura of Faith (10 ft)
LG Male Dwarf Paladin (Stonelord) 16 | HP 182/182 | AC 43 | T 14 | FF 42 | CMB +16 | CMD 34 | Fort: +20 (+2 poison/drugs, +4 alcohol), Ref: +11, Will: +19 (+1 all saves FF/surprise rd) | 8/adamantine | SR 21 | Fortification 75% | Immune to Blood Drain, Charm, Fear, & Petrification | Perception: +25 (+2 unusual stonework)(darkvision 60 ft) | Init: +1 | Move 20' | LoH 11/11 | DS 38/38 |

Standard Action
Rhon attempts to break the grapple of the Black Tentacles.
CMB vs Black Tentacles CMD 32: 1d20 + 21 ⇒ (2) + 21 = 23

Being unable to break free of the Black Tentacles Rhon vents his frustration with being kept out of combat. "Come face me you dishonorable curs!"

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

Knowing that these guys can really hurt when they hit, 42 decides to take out all the stops. Charging up his own sword with scimitar with vorpal from his arcana pool, he then casts arcana theft in defense.
Concentration: 1d20 + 15 ⇒ (19) + 15 = 34
Stepping forward, he swings at the guy who swung at him.
K.Gt.Scimitar: 1d20 + 12 + 5 ⇒ (20) + 12 + 5 = 37 damage: 1d6 + 6 + 4 ⇒ (3) + 6 + 4 = 13
K.Gt.Scimitar: 1d20 + 12 + 5 ⇒ (18) + 12 + 5 = 35 damage: 1d6 + 6 + 4 ⇒ (5) + 6 + 4 = 15 I think he's now dead... :)

arcana theft check: 1d20 + 12 ⇒ (7) + 12 = 19


Scoured Stars Map

Rhon, re-do your actions. The tentacles do not have you at the moment. =D

As an added bonus, the fiery cloud has also moved past you so now you can see.

But I did also forget to roll damage for the firewall to Matamah.
fire damage: 2d6 + 11 ⇒ (4, 5) + 11 = 20

42, do you have a way to reach a guy flying 5ft over you (10ft above ground)?

Round 4 (Party Haste 9 rounds):
Nigankona -7hp (flying 10ft)
Sikutsu Sennaka (challenging Rand) -107
Kazuo Yojimbo -127hp
Matamah -34hp (6 images)
Rand -126hp
Nobunobu (BT 7) (flying 10ft)
Alden -6hp
Naala
Rhon -7hp (grappled)
Habesuta Hatsue -23hp (grappled)
Hirabashi Jiro -35hp (grappled, bless weapon, heroism)
42 -38hp(blinking, on fire)
Tokikokito (BT 8) (1 fireball used)

Waiting for Alden and Rhon.

Waiting for 42 to confirm if he has flying/reach.

Silver Crusade

Active Spells:
Aura's:
Aura of Good (Overwhelming) l Aura of Courage (10 ft) l Aura of Resolve (10 ft) | Aura of Faith (10 ft)
LG Male Dwarf Paladin (Stonelord) 16 | HP 182/182 | AC 43 | T 14 | FF 42 | CMB +16 | CMD 34 | Fort: +20 (+2 poison/drugs, +4 alcohol), Ref: +11, Will: +19 (+1 all saves FF/surprise rd) | 8/adamantine | SR 21 | Fortification 75% | Immune to Blood Drain, Charm, Fear, & Petrification | Perception: +25 (+2 unusual stonework)(darkvision 60 ft) | Init: +1 | Move 20' | LoH 11/11 | DS 38/38 |

Turn Recon per GM

Move Action
Rhon finally feeling free of these blasted tentacles moves to support his fellows and moves a total of 35 feet.

Free Action
Rhon enters his Defensive Stance.

Swift Action
Rhon activates Stone Strike.

Standard Action
Rhon takes a mighty swing at the beast with his Dwarven Waraxe.
+1 Ghost Touch Dwarven Waraxe: 1d20 + 26 ⇒ (3) + 26 = 29
Damage: magic, adamantine, ghost touch, slashing: 1d10 + 13 ⇒ (3) + 13 = 16
If the creature has the Earth subtype, is a construct, or is made of earth or stone my attack has the Bane weapon ability.


Scoured Stars Map

Rhon, same problem as 42. They are using their reach to their advantage. The only ones on the ground are the 3 enemies near Rand, since they had to land to get a flank.

Round 4 (Party Haste 9 rounds):
Nigankona -7hp (flying 10ft)
Sikutsu Sennaka (challenging Rand) -107
Kazuo Yojimbo -127hp
Matamah -34hp (6 images)
Rand -126hp
Nobunobu (BT 7) (flying 10ft)
Alden -6hp
Naala
Rhon -7hp (grappled)
Habesuta Hatsue -23hp (grappled)
Hirabashi Jiro -35hp (grappled, bless weapon, heroism)
42 -38hp(blinking, on fire)
Tokikokito (BT 8) (1 fireball used)

I've added a new table to the left side of the map, which states the elevation of each enemy for your reference.

Silver Crusade

Active Spells:
Aura's:
Aura of Good (Overwhelming) l Aura of Courage (10 ft) l Aura of Resolve (10 ft) | Aura of Faith (10 ft)
LG Male Dwarf Paladin (Stonelord) 16 | HP 182/182 | AC 43 | T 14 | FF 42 | CMB +16 | CMD 34 | Fort: +20 (+2 poison/drugs, +4 alcohol), Ref: +11, Will: +19 (+1 all saves FF/surprise rd) | 8/adamantine | SR 21 | Fortification 75% | Immune to Blood Drain, Charm, Fear, & Petrification | Perception: +25 (+2 unusual stonework)(darkvision 60 ft) | Init: +1 | Move 20' | LoH 11/11 | DS 38/38 |

Drat! We are unsure which enemies are on the ground and which are flying. If you could clear that up on the map in some way for us that would be great. Thank you in advance Fiddler.


Scoured Stars Map

Yep, I just added a new table to the left of the map. Sorry for the confusion

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

I can switch the arcana spell to bladed dash and go 30 feet straight up and attack him on the way. Use acrobatics to land and negate 1 d6 from the fall damage.

acrobatics: 1d20 + 7 ⇒ (3) + 7 = 10
fall damage: 1d6 ⇒ 6 halved


Scoured Stars Map

No need for falling damage, you just needed to get to 5ft above ground to make your attack, presumably as he stooped down to take a swipe at you. Nicely done!

Now waiting on Alden and Rhon.

Silver Crusade

Active Spells:
Aura's:
Aura of Good (Overwhelming) l Aura of Courage (10 ft) l Aura of Resolve (10 ft) | Aura of Faith (10 ft)
LG Male Dwarf Paladin (Stonelord) 16 | HP 182/182 | AC 43 | T 14 | FF 42 | CMB +16 | CMD 34 | Fort: +20 (+2 poison/drugs, +4 alcohol), Ref: +11, Will: +19 (+1 all saves FF/surprise rd) | 8/adamantine | SR 21 | Fortification 75% | Immune to Blood Drain, Charm, Fear, & Petrification | Perception: +25 (+2 unusual stonework)(darkvision 60 ft) | Init: +1 | Move 20' | LoH 11/11 | DS 38/38 |

Now that the confusion over who is and is not flying let's try this again.

Standard Action
Rhon downs his potion of Fly. Rhon now has a fly speed of 80 for the next 6 minutes (60 rounds).

Move Action
Rhon will Fly a total of 80 feet in an odd warbling pattern that can only be construed as Dwarves shouldn't Fly. This will put him at an elevation of 10 feet by the monsters.

"He's HERE! Come get some dwarven justice!"

Please let this be enough of a distraction to pull their attention to me rather than 42 and Matamah.

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

Since i started the spell, i wouldn't have needed to take a 5 foot step... could i use a move action left to roll on the ground to put the fire out?


Scoured Stars Map

Sure. Reflex save please.

Waiting on Alden now.

The Exchange

attack:
[dice=Null.Scimitar]1d20+13[/dice] [dice=damage]1d6+10[/dice]
Human Magus 14 | HP: 93/93 | Temp HP: 0/0 | 50% miss chance| DR 10/adamantine (140/140) 140 minutes| AC: 28/ FF 22/ T 15| Fort: +14 Ref: +14 Will: +14 | Perception: +10| Init: +5

reflex: 1d20 + 14 ⇒ (12) + 14 = 26 Hope that works.

As the flying foe's head lands, so does 42. Taking a second to pat down the few flames licking his robes. Looking around, he is ready for his next opponent.

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