Vrothum
|
Vrothum double moves again and goes behind the brave and squishy elf, unless he wants to swap spots, and prepares for the onsalaught thats about to come.
GM Eddv
|
The skeletons all remain within the circle of tentacles but one of them comes forward to grab at Aramil
Claw: 1d20 + 4 ⇒ (2) + 4 = 61d4 + 2 ⇒ (3) + 2 = 5
Missing even the frail wizard.
Testudo
Aramil
Rhiannon
Heorn
Vrothum
Elvik/Aika
---
Skeleton Black
Skeleton White
Skeleton Blue
Skeleton Orange
Skeleton Pink
Skeleton Yellow
Hand
Testudo Graeca
|
Testudo leans forward and charges the enemy directly in front of him.
Spirited Charge: 1d20 + 12 ⇒ (8) + 12 = 20
damage: 3d8 + 39 ⇒ (1, 8, 2) + 39 = 50
Rhiannon Moonwing
|
Rhiannon moves closer, holding the symbol of Ragathiel and unleashing a wave of positive energy that washes over all of the undead before her!
Channel Energy vs Undead (Harm): 1d6 ⇒ 6 damage to all undead within 30', DC 13 Will save for 1/2
Heorn Boulderstep
|
Heorn pants as he brings up the rear. Seriously could the bad guys not have their dark rituals in such a hard to travel place? he takes another swig only to be reminded that he's long run empty on his beloved alcohol.
GM Eddv
|
Testudo utterly destroys the first of the skeletons while the rest of the party struggles to get into position
The spectral tentacles try to wrap Testudo and Roshi in their spectrally goodness
Spectal Tentacles Roshi: 1d20 + 9 ⇒ (4) + 9 = 131d6 ⇒ 1
Spectal Tentacles Testudo: 1d20 + 9 ⇒ (14) + 9 = 231d6 ⇒ 4
Testudo gets wrapped in the Tentacles and pressed by them.
However, moments later the tentacles are destroyed by Rhiannon's channel, but sadly there was no other effect on the skeletons.
The skeletons surround Testudo and try to attack him.
Skeleton Claw orange: 1d20 + 2 ⇒ (12) + 2 = 141d4 + 2 ⇒ (3) + 2 = 5
Skeleton Claw orange: 1d20 + 2 ⇒ (1) + 2 = 31d4 + 2 ⇒ (1) + 2 = 3
Skeleton Claw blue: 1d20 + 2 ⇒ (3) + 2 = 51d4 + 2 ⇒ (4) + 2 = 6
Skeleton Claw blue: 1d20 + 2 ⇒ (10) + 2 = 121d4 + 2 ⇒ (2) + 2 = 4
Skeleton Claw black: 1d20 + 2 ⇒ (20) + 2 = 221d4 + 2 ⇒ (2) + 2 = 4
Skeleton Claw black: 1d20 + 2 ⇒ (15) + 2 = 171d4 + 2 ⇒ (3) + 2 = 5
Skeleton Claw white: 1d20 + 2 ⇒ (19) + 2 = 211d4 + 2 ⇒ (3) + 2 = 5
Skeleton Claw white: 1d20 + 2 ⇒ (13) + 2 = 151d4 + 2 ⇒ (3) + 2 = 5
Skeleton Claw orange: 1d20 + 2 ⇒ (20) + 2 = 221d4 + 2 ⇒ (1) + 2 = 3
Skeleton Claw orange: 1d20 + 2 ⇒ (11) + 2 = 131d4 + 2 ⇒ (3) + 2 = 5
Skeleton Claw yellow: 1d20 + 4 ⇒ (14) + 4 = 181d4 + 2 ⇒ (3) + 2 = 5
Skeleton Claw yellow: 1d20 + 4 ⇒ (4) + 4 = 81d4 + 2 ⇒ (4) + 2 = 6
Skeleton Claw Confirm 1: 1d20 + 2 ⇒ (14) + 2 = 161d4 + 2 ⇒ (4) + 2 = 6
Skeleton Claw Confirm 2: 1d20 + 2 ⇒ (11) + 2 = 131d4 + 2 ⇒ (4) + 2 = 6
Crawling Hand: 1d20 + 11 ⇒ (8) + 11 = 191d6 + 7 ⇒ (6) + 7 = 13
Despite getting swarmed only a small number of the claws are able to scratch the guy.
Testudo -12 HP
Aramil
Rhiannon
Heorn
Vrothum
Elvik/Aika
---
Skeleton Black
Skeleton White
Skeleton Blue
Skeleton Orange
Skeleton Yellow
Hand
Rhiannon Moonwing
|
At least the positive energy seems to have taken care of the spectraql tentacles - for the moment at least. With a fierce warcry, Rhiannon draws her mace and steps forward, swinging the heavy weapon at the nearest skeleton attacking Testudo, calling upon Ragathiel's power to aid her blow.
Heavy Cold Iron Mace Attack: 1d20 + 6 ⇒ (12) + 6 = 18 vs 'yellow' skeleton
Heavy Cold Iron Mace Damage: 1d8 + 3 ⇒ (7) + 3 = 10 bludgeoning damage, bypasses cold iron DR
(Includes Destructive Smite for +1 damage)
Testudo Graeca
|
Roshi decides to keep moving forward at Testudo's prompting, and tries to run down the skeleton directly in front of him.
CMB Overrun: 1d20 + 7 ⇒ (15) + 7 = 22
Roshi will provoke AOO from black for trying to run him down, if black hits Roshi, Testudo will use mounted combat to attempt to negate damage. If we achieve movement, of course other AOOs will be provoked, so use the ride check on the first attack that hits.
Ride Check: 1d20 + 11 ⇒ (15) + 11 = 26
As Roshi and Testudo attempt to break through the enemy lines, Testudo takes another stab at the skeletons. Literally.
Lance: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d8 + 7 ⇒ (6) + 7 = 13
Elvik Dimbelt
|
Elvik and Aika continue to move towards the undead party.
"Short but sturdy!" the dwarf says while rushing towards the stone circle.
Heorn Boulderstep
|
Elvik and Aika continue to move towards the undead party.
"Short but sturdy!" the dwarf says while rushing towards the stone circle.
"Urghhhh" is his fellow dwarf's rather strangled reply as he brings up the rear.....
GM Granta
|
★★★OVERSEER ANNOUNCEMENT★★★
As Medda and Anok join your group of Pathfinders around the stone circle, she assists you with the binding ritual. Medda thrusts Ivvora’s hilt into the portal, calling on Vildeis for aid. The shadow rift shrinks and closes, releasing a massive shock wave that knocks the Pathfinders, the Twinhorn warriors, and Medda to the ground. A field of dark, rippling energy remains, suspended above the stone altar. As Medda reaches out to pick up Ivvora’s hilt—the already broken blade now spider-webbed with new cracks—a supernatural silence descends. Only the telepathic rage of some unseen menace cuts through the quiet. “You dare to shut me out?” it rages. “I see you, but I do not see her. Where is the dwarf woman, Ivvora, who fought me so long ago? Has her mortal body failed at last? Has the realm of the living at last lost its protector? Know this: when the long shadows reach out again, I will grasp them and claw my way back into your world to see your flesh devoured by my children.”
Sound returns to the Realm of the Mammoth Lords, and Medda cautiously stands. “It seems that Eshimka still lives and has even left this foul scar on our world,” she declares. “If we are to believe its promises, the fiend will attack on the next winter solstice. If we are to survive, we must be ready. Nearly a millennium ago, Ivvora held the key to defeating Eshimka. By following her legends and discovering her fate, we may harness the same holy power that banished this fiend—and together end the beast entirely.
“When we set out, it would be the privilege of this following to have the Pathfinders at our side. But that is a trial for another day. Tonight, at last, we rest.”
@Table GMs: If you haven't already, please report your games and boons here. A roll of 19 or 20 wins a boon, and a d4 should then be rolled to determine which one.