{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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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

Could have just done two wind walks. We can wind walk individually...


Scoured Stars Map
Matamah the Thundering wrote:
Could have just done two wind walks. We can wind walk individually...

Dammit! I was hoping no one would realise that... XD

Or maybe Itamar WANTS to split the party? ;)

Silver Crusade

120' Darkvision, Per. +11, DR/5 Bludgeoning Active Spells: Deathwatch(2 hours), Defending Bone(50/50), Freedom of Movement(2 Hrs), Life Bubble(4 hours)[ Cleric (Separatist) 12 | HP 90/90 | AC 25 | T 13 | FF 23 | CMD 23 | Fort 13 | Ref 9 | Will 19(Resist Acid, Cold, Electricity 5) | Init +7 | Move 40'
FiddlersGreen wrote:
Matamah the Thundering wrote:
Could have just done two wind walks. We can wind walk individually...

Dammit! I was hoping no one would realise that... XD

Or maybe Itamar WANTS to split the party? ;)

Good catch Matamah! Yeah that how we'll do it.


Scoured Stars Map
FiddlersGreen wrote:


A raised sentry box stands beside each of the house’s gates, to the north and the east, but both boxes appear empty. The doors you find yourself in front of are a pair of large wooden double-doors of sturdy oak, weathered but still strong enough to hold out the elements. Several blows from Rhon's axe would probably hack it apart, but would also surely alert anyone inside...if there was anyone inside.

It is now mid-afternoon. You estimate about three hours before nightfall.

Small correction to the time line. I did say it was three hours before night fall when you arrived at the mansion, so if I allow for one hour of shenenigans, 8 hours of rest and then 4.5 hours of flying, it is now 1.5 hours to daybreak when you approach Shinju-no-Ie.

Do you want to go under cover of night or wait for morning? Where are you going to land? How are you going to approach the mansion now? What buffs are you casting before going in, if you're casting any buffs at all?

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

The cover of night is my vote. Just drop in on his roof, I'll get us in a window, and then we go snatch and grab. No more games. (pun intended).

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 |

With the problems this guy has caused us so far we should land away from the mansion. No need to give him another shot at us so quickly.

I would recommend us doing a bit of scouting on the mansion if possible. I don't want to be caught so totally unaware like last time and wind up somewhere we can't get back from. Also we have no idea if the lady we seek is even inside or where she may be, if she is inside, to pull off a snatch and grab tactic.


Scoured Stars Map

Well, let's see. You did show up at his premises unannounced, kill his watch dogs turtles and then murder his guards. Can you really blame his helpless house servants for triggering the home security system?

Sure they attacked you first, but a man's home is his castle, as they say... ;)

Anyway. You want to send in a scout. Who's going to be the sacrificial lamb brave soul?

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

Well, unless anyone else really wants to, I can. I am fairly quiet, and if the shadows reappear, I seem to be the best equipped to deal with them.

Silver Crusade

120' Darkvision, Per. +11, DR/5 Bludgeoning Active Spells: Deathwatch(2 hours), Defending Bone(50/50), Freedom of Movement(2 Hrs), Life Bubble(4 hours)[ Cleric (Separatist) 12 | HP 90/90 | AC 25 | T 13 | FF 23 | CMD 23 | Fort 13 | Ref 9 | Will 19(Resist Acid, Cold, Electricity 5) | Init +7 | Move 40'

As much as I dislike splitting us up, this seems like our best option. Unless we just assault the place


Scoured Stars Map

Alright, Rand is going in to scout. How are you going about it? Climb the wall? Sneak through the front door? I need some specifics as to how you get in and where you are looking.

What are the rest of you doing whilst he dies goes on his suicide scouting mission?

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

Matamah would probably wait just outside the mansion if Rand wanted to scout. I'm assuming that was the plan?


Scoured Stars Map

Ok, so is the plan that you all land on the island under the cover of night, go to the mansion, and then Rand sneaks in alone first? While the rest of you wait just outside 50ft from the gate?

I appear to have Matamah and Itamar on 'yes' to this, so I just need two more 'yes's to go ahead.

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'd like to start by doing a circuit around the building. Once I have an idea of the number of enterances there are, it should be easier to make a plan for entering.


Scoured Stars Map
FiddlersGreen wrote:

A path leads from the dock to the silhouette of the mansion in the mist, and by following it you eventually come to what must once have been a beautiful seaside villa with a colorful tile roof, surrounded by pleasant gardens. But as with everything else on the island, however, it seems that a cold shadow has slowly crept over the place, leaving it a dull, gloomy husk of its former splendor. A plastered brick wall surrounds the house, with two gates, one to the north and one to the east. The path you followed leads you to the North gate, whilst the path at the East gate leads in the general direction of the mud huts.

A raised sentry box stands beside each of the house’s gates, to the north and the east, but both boxes appear empty. The doors you find yourself in front of are a pair of large wooden double-doors of sturdy oak, weathered but still strong enough to hold out the elements. Several blows from Rhon's axe would probably hack it apart, but would also surely alert anyone inside...if there was anyone inside.

Two external entrances to the inner areas. You can also see this on the map.

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

Any windows on the upper floors?


Scoured Stars Map

Single floor, except for the un-manned watch towers by each entrance.

By the way, this is going off the last time you saw the mansion. Should I proceed on the basis that the party heads to the mansion whilst it is still dark?

Edit: Just noticed that it was Rhon who proposed the idea, so I am going to count him as a 'yes'. To the mansion under cover of night it is.

You arrive at the island without event. It is a couple of hours before daybreak, but you are able to navigate through the darkness and fog to the mansion. It is still dark, but you make your way through the fog following the Northern path towards the mansion. Stopping about 50ft away from the entrance, you send Rand ahead to scout the mansion. Alone.

Ok Rand, may Pharasma have mercy on your soul roll me a perception check and a stealth check, and state your light source if any.

Guys waiting 50ft from the entrance, please also state light sources if any.

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 |

No light sources for Rhon or Earl.

Silver Crusade

120' Darkvision, Per. +11, DR/5 Bludgeoning Active Spells: Deathwatch(2 hours), Defending Bone(50/50), Freedom of Movement(2 Hrs), Life Bubble(4 hours)[ Cleric (Separatist) 12 | HP 90/90 | AC 25 | T 13 | FF 23 | CMD 23 | Fort 13 | Ref 9 | Will 19(Resist Acid, Cold, Electricity 5) | Init +7 | Move 40'

A servant of Torag needs no light

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

Well, we have been absent for several hours. The house should settle down a little.

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

Before rand leaves, he'll ask if anyone has any spells they can cast on him, before using QI to harden his skin again.

Stealth Check: 1d20 + 5 ⇒ (16) + 5 = 21
Perception Check: 1d20 + 21 ⇒ (7) + 21 = 28

Rand has his wayfinder to generate light, but will move through the fog on the trail without it.

Silver Crusade

120' Darkvision, Per. +11, DR/5 Bludgeoning Active Spells: Deathwatch(2 hours), Defending Bone(50/50), Freedom of Movement(2 Hrs), Life Bubble(4 hours)[ Cleric (Separatist) 12 | HP 90/90 | AC 25 | T 13 | FF 23 | CMD 23 | Fort 13 | Ref 9 | Will 19(Resist Acid, Cold, Electricity 5) | Init +7 | Move 40'

Not I

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

Not a magician, here. :-P

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 don't have much. I can give you a Feather Step if you think it'll help. If you don't think you'll be long, a Haste could be sufficient too. And yelp if you need help. I could get my smooth rhythms to jive as well, which work as long as we can hear each other.

Matamah casts Feather Step on Rand, at the very least.

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 |

"Torag has not seen fit to bestow me his magic to use."

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 never turn down haste. It puts my speed up to 100', which is very handy for sneaking.

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

Matamah throws on an Extended Haste (using lesser rod of extend) right before he goes sneaking. Will last ~2.5 minutes, and he might as well get the whole party with that.


Scoured Stars Map

Yeah I'll let you get those buffs up, because...

As soon as Rand steps closer to the gate, he hears a loud bellow.

Tian:

"I see them! Coming by the North gate! GET THEM!!!"

Whether or not you understand the words, however, you note that the voice sounds rather similar to the bugbears you fought the day before. It would appear that you were not the only ones who had spent the night preparing. But at least you won't have to fight those dragon turtles again, right? Right?

Initiative rolls:

Matamah: 1d20 + 6 ⇒ (12) + 6 = 18
Rand: 1d20 + 6 ⇒ (15) + 6 = 21
Itamar: 1d20 + 7 ⇒ (8) + 7 = 15
Rhon+Earl?: 1d20 + 1 ⇒ (3) + 1 = 4
42: 1d20 + 5 ⇒ (5) + 5 = 10
Alden: 1d20 + 3 ⇒ (19) + 3 = 22
BBs: 1d20 + 3 ⇒ (10) + 3 = 13
MNs: 1d20 + 2 ⇒ (20) + 2 = 22
1d6 ⇒ 5

Initiative order:
Alden
???
Rand
Matamah
Itamar
????
42
Earl

Alden, you're up, and then something happens. At the moemnt, none of you see anything apart from darkness.

Also, because this is going to be a big battle, I will use group initiative for some of the enemies. The intention is to put the rolls in spoiler tags and then narrate the outcomes. Hopefully this will make the big posts less cluttered.


Scoured Stars Map

Itamar, I will also need you to update your spells and take into account the restorations that you have cast today.

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 will stay near his allies, readying for an attack. Holding my action until after the thing happens, for now.

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

Barring something charging out of the fog to stop me, Rand's plan is to active his (semi) fly ability and fly up to where he heard the shouting.


Scoured Stars Map

Interesting you should say that, Rand. ;)

The night is dark and only a few slivers of moonlight shine through the fog that shrouds this place. However, from behind the walls of the villa, an even greater darkness comes forth, and from within that darkness you hear feminine laughter. It speeds towards your group at a terrifying speed, and stops just above you.

If you have Darkvision:

Your darkvision pierces the darkness floating above you... and you quickly wish it did not. You see three women floating in the air above you within the darkness. They appear only half-dressed, but that is because where the lower-half of their bodies should be, you instead see hanging entrails and viscera. Two of the 'women' within appear to focus on where you are gathered...

The women are all 30ft in the air. There is one above 42, one above Earl and one above Matamah

Need a will save from everyone. DC18 or be panicked.

Initiative order:
Alden
Women?
Rand
Matamah
Itamar
????
42
Earl

There is a 20ft radius of darkness floating above you. The centre of that sphere of darkness is 30ft above ground.

Until someone produces a light source, you are all in dim light up to 5ft, as if you had a candle. The dwarf and 2 aasimars in your group can see just fine up to the range of their darkvision.

If you make your saves, Rand, Matamah and Itamar are up.

Silver Crusade

120' Darkvision, Per. +11, DR/5 Bludgeoning Active Spells: Deathwatch(2 hours), Defending Bone(50/50), Freedom of Movement(2 Hrs), Life Bubble(4 hours)[ Cleric (Separatist) 12 | HP 90/90 | AC 25 | T 13 | FF 23 | CMD 23 | Fort 13 | Ref 9 | Will 19(Resist Acid, Cold, Electricity 5) | Init +7 | Move 40'

Will: 1d20 + 19 ⇒ (13) + 19 = 32

Religion: 1d20 + 5 ⇒ (1) + 5 = 6....Uhhhhhh

1. The order of their saves in order from highest to lowest. (e.g. Fort - Will - Ref)
2. Elemental resistances and immunities
3. Do they have combat reflexes or any other ability that will let them make attacks of opportunity on me even though I beat their initiative. Will I be able to fly away from them this turn without provoking?
4. Special attacks
5. Special defenses

Itamar casts Chain of Perdition at the one closest to me.
SR: 1d20 + 16 ⇒ (19) + 16 = 35...If necessary
Touch: 1d20 + 8 ⇒ (9) + 8 = 17
Dirty Trick: Blind: 1d20 + 13 + 8 ⇒ (11) + 13 + 8 = 32


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Scoured Stars Map
Itamar wrote:

[dice=Will]1d20+19

[dice=Religion]1d20+5....Uhhhhhh

1. The order of their saves in order from highest to lowest. (e.g. Fort - Will - Ref)
2. Elemental resistances and immunities
3. Do they have combat reflexes or any other ability that will let them make attacks of opportunity on me even though I beat their initiative. Will I be able to fly away from them this turn without provoking?
4. Special attacks
5. Special defenses

Itamar casts Chain of Perdition at the one closest to me.
[dice=SR]1d20+16...If necessary
[dice=Touch]1d20+8
[dice=Dirty Trick: Blind]1d20+13+8

The format of those questions look very familiar... Question 3 is very specific though? Do you know Sean/Ralph?

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

Will Alden: 1d20 + 2 ⇒ (16) + 2 = 18
Will Naala: 1d20 + 5 ⇒ (15) + 5 = 20
PHEW!

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 |

I am immune to fear.
Will Save: 1d20 + 14 + 1 ⇒ (7) + 14 + 1 = 22

REMEMBER: If you are within 10 feet of Rhon you get a +4 morale bonus on saves vs. fear.

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:

Will Save: 1d20 + 6 + 4 ⇒ (9) + 6 + 4 = 19


Scoured Stars Map

Rand and Matamah are up and need will saves. 42 needs a will save as well.

Matamah, you can see the stuff in the spoiler above. Rand...you just see darkness for now, until someone does something about the lighting in this area.

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

Will: 1d20 + 13 ⇒ (18) + 13 = 31

42 doesn't feel the spell crawl over him. He looks at the woman and smiles. "You have to do better next time."

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

Will Save (Rohn's Aura): 1d20 + 15 + 4 ⇒ (14) + 15 + 4 = 33

Move Action
The rhythms start jiving again! Inspire courage.

Non-Action
5-foot step to Alden.

Standard Action
Matamah casts Daylight on Alden. 60 ft. radius of bright light, then 120 ft. radius of dim light.

REMEMBER: INSPIRE COURAGE AND HASTE (+4 to attack rolls, +3 to damage rolls, one extra attack when full attacking, double move speed (up to +30 ft.), +1 reflex save, +1 dodge bonus to AC, +3 morale bonus against fear (doesn't stack with Rohn's bonus within 10 ft.))

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 and Naala will move forward a bit to Rand. They will both spend actions to increase his AC.
+16 AC for Rand.

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

Grr paizo.

Will Save: 1d20 + 14 ⇒ (20) + 14 = 34

Rand will activate his wayfinder so that he can see his enemy.

Shouting in Tienese:

"Just remember, we tried to be civil. This is on you now."


Scoured Stars Map

The party resolutely holds their ground against the fear-inducing magic. Rand activates his wayfinder, which illumintes his surroundings a little, but does not allow him to pierece the globe of darkness above him. Matamah's spell does alot better, pushing back the darkness and revealing the horrors that now float above you... and you quickly wish it did not.

You see three women floating in the air above you. They appear only half-dressed, but that is because where the lower-half of their bodies should be, you instead see hanging entrails and trailing viscera. Pairs of batlike wings adorn their backs, and long, leech-like tongues loll from their mouths. Worse still, you see in the light that one of the 'women' has the face of the 'servant girl' who ushered you into the death trap on the shadow plane just last evening!

Itamar sends a magic chain up into the the air that whips at one of the women's faces. She recoils as the chain whips some of her own hair into her face, momentarily blinding her.

But the horrors are far from over. From the raised guard post a burly figure hurtles through the air at Rand. You recognise this face too. It is slightly more blue than the day before, but Rand knows a face he has smashed in before, and this was almost certainly one of the ones he smashed and sent into the water the day before. Seven more figures emerge from behind the wall, not quite quick enough to enter into the light yet, but even without seeing their faces you can already guess who the other 7 figures are.

charge attack roll: 1d20 + 17 + 2 ⇒ (13) + 17 + 2 = 32 Ooo close!
Rand knocks the spear shaft aside at last moment and the tip whizzes past his face. The bugbear's fetid breath mists in the chill air, smelling faintly of salt water and lake scum. It is clearly not undead... so why isn't it dead!?

If there was any doubt about this place being a 'house of horrors', there should be none now. ;)

Initiative order:
Alden
Women?
Rand
Matamah
Itamar
bugbears?
42
Earl

42, Earl and Alden are up.
All the enemies are flying, though the one who attacked Rand is only 5ft above ground and so can be attacked from the ground.

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 pulls out his wand of Bless and uses it.

Use Magic Device: 1d20 + 16 ⇒ (10) + 16 = 26

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 takes a 5 ft. step and slams the bugbear in front of Rand.

Attack:Slam:Power Attack: 1d20 + 16 - 3 + 3 + 1 - 4 + 1 ⇒ (10) + 16 - 3 + 3 + 1 - 4 + 1 = 24
Damage: 2d6 + 7 + 6 + 3 - 4 ⇒ (5, 3) + 7 + 6 + 3 - 4 = 20 (Bludgeoning)

Attack:Slam:Power Attack: 1d20 + 16 - 3 + 3 + 1 - 4 + 1 ⇒ (6) + 16 - 3 + 3 + 1 - 4 + 1 = 20
Damage: 2d6 + 7 + 6 + 3 - 4 ⇒ (5, 4) + 7 + 6 + 3 - 4 = 21 (Bludgeoning)

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

Not liking the many women in the air, 42 moves away from the women and aims a spell at the bugbears. Slow to make it a little bit harder for them.

DC is 17 Will.
SR: 1d20 + 12 ⇒ (6) + 12 = 18

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 and I can aid you against these beasts, but you must stay close!"

Alden then barks out orders to all his allies, telling them the safest routes to move around the battlefield. Standard action for Tactician: All allies get the benefits of the Escape Route feat, which means that as long as you are adjacent to an ally, you do not provoke AOOs from movement.

He then focuses his orders on how best to attack the creatures' weak spots. He tells Rand, 42, and Earl to focus on a single bugbear at a time, and tells Matamah, Itamar, and Rhon to do their best to ground one of the vampires and take her out. Move action for Authoritative Command: +1 attack, damage, saves and AC for the round if they obey my orders. Specifically, Matamah, Itamar and Rhon's orders are to try to grapple or otherwise ground one of the flying vampires, and Rand, 42, and Earl's orders are to attack the nearest bugbear.

Finally, he enters a defensive stance with his lance poking right around Rand's arm, and Naala does the same. Swift and Naala's Standard to aid another with AC to Rand, giving him +16 on all attacks for the round.

Finally: All adjacent allies can have +16 to AC on up to 4 attacks within the round, and Alden will accept the first attack that hits an adjacent ally despite his help in their stead.


Scoured Stars Map

Earl could not reach any of the bugbears with a 5ft step, but easily with a move action. 42 can catch all the bugebears in the ara of a slow spell except for bugbear 2.

will saves:
7d20 ⇒ (3, 13, 1, 4, 17, 7, 10) = 55

Almost all the bugbears seem to slow immensely as 42's spell takes hold. Bugbears 3 and 6 looks in surprise as their fellows suddenly turn sluggish. Rhon blesses the party and Earl surges forth to hammer the bugbear in combat with Rand, and deals a telling blow. Alden gives some orders to his allies, but his opponents have other ideas...

The 'women' flying overhead screch in anger as their spells of darkness and fear are repelled. Still floating in the air, they attempt once more to scatter the party, but this time, they make a far more concerted effort...

They can catch all of you except Earl and 42 in their fear cones. Everyone except 42 and Earl make three will saves please.

Initiative order:
Alden
Women?
Rand
Matamah
Itamar
bugbears? (-20,-,-,-,-,-,-,-)
42
Earl
Rhon

Rand, Matamah and Itamar are up. The women and most of the bugbears are still 30ft above ground.
Everyone except 42 and Earl make three will saves please.

Silver Crusade

120' Darkvision, Per. +11, DR/5 Bludgeoning Active Spells: Deathwatch(2 hours), Defending Bone(50/50), Freedom of Movement(2 Hrs), Life Bubble(4 hours)[ Cleric (Separatist) 12 | HP 90/90 | AC 25 | T 13 | FF 23 | CMD 23 | Fort 13 | Ref 9 | Will 19(Resist Acid, Cold, Electricity 5) | Init +7 | Move 40'

Will DC 18: 1d20 + 19 ⇒ (10) + 19 = 29
Will DC 18: 1d20 + 19 ⇒ (4) + 19 = 23
Will DC 18: 1d20 + 19 ⇒ (20) + 19 = 39

Move action

Touch: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14
Dirty Trick: Blind: 1d20 + 13 + 8 ⇒ (4) + 13 + 8 = 25...on same one

Casting Persistent Sound Burst on the three goths

Fort 20 Damage: 1d8 ⇒ 3

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

Will Save: 1d20 + 15 ⇒ (6) + 15 = 21
Will Save: 1d20 + 15 ⇒ (18) + 15 = 33
Will Save: 1d20 + 15 ⇒ (1) + 15 = 16
All saves +4 higher if vs. fear.

Immediate Action
Saving Finale on the last Will save:
Will Save: 1d20 + 15 ⇒ (14) + 15 = 29

Move Action
Matamah restarts his battle song after ending it with Saving Finale.

Standard Action
Hrm, probably should start the defense matrix.
Matamah casts Freedom of Movement on himself.

Non-Action
5 foot next to Rhon.

Rhon, put in your bless and courage aura in my buff reminders. :)

REMEMBER: INSPIRE COURAGE, BLESS, AND HASTE (+5 to attack rolls (and CMB), +3 to damage rolls, one extra attack when full attacking, double move speed (up to +30 ft.), +1 reflex save, +1 dodge bonus to AC (and CMD), +3 morale bonus against fear (doesn't stack with Rohn's +4 bonus within 10 ft.))

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

Since #4 went to all of the trouble to come up to him, Rand thought it would be rude not to send him back to the underworld of his choice. He entered the stance of the crouching panther. Bolstered by his allies, Rand attacked the first bugbear until he dropped, then did a flying kick into one of the other bugbears. before finishing up.

Flurry of Blows: 1d20 + 26 ⇒ (13) + 26 = 391d20 + 26 ⇒ (13) + 26 = 391d20 + 26 ⇒ (1) + 26 = 271d20 + 26 ⇒ (20) + 26 = 461d20 + 21 ⇒ (19) + 21 = 401d20 + 16 ⇒ (18) + 16 = 34

Confirmation Roll: 1d20 + 26 ⇒ (3) + 26 = 29

Damage Rolls: 2d8 + 11 ⇒ (2, 8) + 11 = 212d8 + 11 ⇒ (2, 1) + 11 = 142d8 + 11 ⇒ (6, 8) + 11 = 252d8 + 11 ⇒ (8, 5) + 11 = 242d8 + 11 ⇒ (7, 4) + 11 = 222d8 + 11 ⇒ (3, 1) + 11 = 15

Critical Damage: 2d8 + 11 ⇒ (6, 6) + 11 = 23

Assuming that I have some attacks left over, I will flying kick to where I positioned myself, provoking attacks from #3, 6, 7. If they take the attacks of op, my panther style will allow me to attack them first. I'll post AoOs below, for ease.
I'm not adding 16 to my attacks on #4, as I was unsure as to how many attacks it would take to drop him.

Attack vs #3: 1d20 + 26 ⇒ (7) + 26 = 33
Damage Rolls: 2d8 + 11 ⇒ (6, 1) + 11 = 18

Attack vs #3: 1d20 + 26 ⇒ (4) + 26 = 30
Damage Rolls: 2d8 + 11 ⇒ (2, 1) + 11 = 14

Attack vs #3: 1d20 + 26 ⇒ (9) + 26 = 35
Damage Rolls: 2d8 + 11 ⇒ (1, 3) + 11 = 15

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