Pirate Solstice Scar B (Inactive)

Game Master Pirate Rob

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Grand Lodge

Male Human Paladin 5 | HP: 47/47 | AC:22 T:12 FF:21 | CMB:+6 CMD:20 | Saves F:+11 R:+7 W:+9 (+1 vs evil outsiders, +2 vs death effects) | Init:+1 | Per:+8 | SM: +6 | LoH: 7/8 | Active Conditions: enlarge person

Yes, Hamith will burn Heroic Defiance to stay in the fight, but he has Fey Foundling, which means he heals 16 hp instead of 10.

Divine light flood Hamith's body, refusing to allow him to fall. "The Inheritor has judged you creature. You shall not stand before Her might!"


Aspenthar

Hamith's staggers for a moment almost dropping to the powerful blow but his toughness is too much and panting and wincing in pain he ends the devil.

Out of Combat.

The Twinhorns sigh in relief with the devil having been defeating.

Anok quickly shrinks back down to size as Medda recovers.

Dark Archive

Male NG Ulfen Savage technologist Barbarian 1/ mutation warrior fighter 4 | HP 47/47 | AC 22, T 16, FF 16, CMD 24 | F: +8, R: +11, W: +4 (mind-affecting +2)| Init: +9, Perc: +5, SM: +6 | Speed 40ft | Rage: 12/12; Dex mutagen: 0/1; | Active conditions: Mutagen

"By the Gods that was amazing Hamith. Even death seems to have a hard time sticking to one with such a resolve."

Sovereign Court

***OVERSEER ANNOUNCEMENT***

The crowd of guards, onlookers, and concerned citizens outside the Blakros Museum quiets as Venture-Captain Ambrus Valsin approaches a woman clad in furs exiting the museum. “My Pathfinder agents tell me that you are Medda of the Twinhorn following, is that correct?”

“Yes, I speak for the following.” Medda glares at Nigel Aldain, “I have come to reclaim what is rightfully ours. His agents stole our most sacred relic after we refused to sell it. We have traveled through dangerous lands to claim it back, and still he refused—”

“My agents claim they bought it,” Nigel protests. “I’m not going to just give it to you because you stomp into my office demanding priceless artifacts.”

Valsin interjects, “Nigel, let us listen to her story and decide how to proceed. Medda, tell us about this relic. Why is it so important to you?”

Medda takes a deep breath. “Over 900 years ago, a powerful warrior named Ivvora came into our camp. She spoke of an angel named Vildeis who guided her hunt for a great dark evil she called Eshimka. Several of our scouts had recently disappeared, later found ripped into pieces. The elders insisted that we help banish this evil and ensure the safety of our following. They laid a trap for the evil spirit, luring it to our sacred standing stones on the winter solstice. There, Ivvora and the great dark evil, Eshimka, fought a mighty battle that raged for hours. Just as the night was darkest, Ivvora dealt Eshimka a telling blow, digging her dagger deep into its flesh. The creature tried to escape, but it only snapped off the blade and then collapsed on the center stone. The elders finished their ritual and destroyed it completely.

“Ivvora rested with us for the winter before departing to eradicate more evil from the world, but not before leaving us the hilt of her weapon.” Medda withdraws a bundle of bloody cloth from her bag, then unwraps it to reveal a small hilt with a bloody fragment of black metal. “She told us to bring the hilt back to the standing stones every year at the winter solstice to keep evil away. We’ve had to travel for so long to retrieve the hilt, I’m afraid we won’t make it back in time for the solstice. Please, let me leave now.”

Ambrus Valsin contemplates Medda’s story for a moment, then nods, his brow furrowed. “Nigel, you should send for the Blakros agents who ‘obtained’ the hilt and hear what they have to say. Medda, I’m going to send as many Pathfinder agents as you deem necessary to travel with you and your following. I want to ensure we return this relic to its proper place.” Nigel starts to protest, but Valsin cuts him off. “Nigel, you wanted my help; you are getting it. I’m helping you fix a mistake your agents made. As for your museum,” Valsin takes a moment to survey the heavily damaged museum, ”I’m told most of the damage was done by your own security, not Medda and her following.

“Pathfinders, prepare to head north to the Realm of the Mammoth Lords.”

This concludes Part 1.

Sovereign Court

***OVERSEER ANNOUNCEMENT***

“My Pathfinder allies, thank you for bringing us much needed support,” says Medda, the Twinhorn following’s spiritual leader. She stands beside Anok, her phantom and constant companion. “After the orc ambush sapped our supplies and strength, we pushed north to our winter home. We are only hours away from the stone circle and our encampment—if we are going to make it there by midnight, we need to press on. Once there, we will use Ivvora’s hilt to perform our time-honored ritual and keep evil from our lands.” Medda produces the small hilt of a broken weapon with only a fragment of its black metal blade remaining. “Let us move. There are dangers in these ancient woods: orc raiders, bears that topple trees, and worse. Stay in groups and don’t get lost.”

As the Kellids and Pathfinders reach the top of the hill next to the Twinhorn encampment, they notice splashes of blood and the occasional corpse dotting the landscape. Medda raises her voice, calling, “My brethren, our families are under attack! Secure the camp and drive back any who oppose you. Pathfinder allies, join us in defense of our home!” The landscape opens into a burned hillside where blackened trees stand like lifeless sentinels. A crude blockade shields the entrance to a natural cavern.

@Table GMs: You have until May 30 to run encounter H on page 32. If you finish early, you may proceed to encounter I on page 34.


Aspenthar

Several days have passed between the museum and now. It has been a long journey but any buffs 1hr+ may be up.

Plantive cries come from behind a barricaded cave entrances as a trio of shambling winged bodies that appear to be some crazed amalgamation of flesh rip the penultimate boards from the makeshift defenses. A 3rd abomination with unnatural purple skin and a burning hunger in it's eyes points it's greatsword at you and yells "Deal with them first!"

initiative:

Belinda: 1d20 + 8 ⇒ (15) + 8 = 23
Hamith: 1d20 + 1 ⇒ (18) + 1 = 19
Buddy: 1d20 + 7 ⇒ (18) + 7 = 25
Idruzi Zarshai: 1d20 + 3 ⇒ (11) + 3 = 14
Lya: 1d20 + 2 ⇒ (19) + 2 = 21
Myrd: 1d20 + 2 ⇒ (19) + 2 = 21
shambling: 1d20 + 1 ⇒ (1) + 1 = 2
Purple: 1d20 + 1 ⇒ (3) + 1 = 4

Initiative:
Buddy
Belinda
Myrd
Lya
Hamith
Idruzi

Purple
Shambling

Everybody is up!

The charred trees here don’t provide cover or impede movement but the large rocks are difficult terrain.

2 seperate religion checks

Know Religion DC 18:
The trio are a fairly rare type of undead known as a Necrocraft. While they are customizable like putting together a construct these ones seem to be the base model and have limited flight and normal undead immunities.

Know Religion DC 21:
The purple undead is a Ragewight. Not only does its very touch energy drain people, it's melee weapons carry its deadly drain ass well. They are also have an undead mockery of the blood pumping barbarian rage feature having them a massive increase to strength, toughness and a variety of rage powers.

Silver Crusade

Male CG Varisian Cleric of Cayden Cailean 7 | HP 58/58| AC 24, T 11, FF 23, CMD 21 | F: +9, R: +4, W: +9 (+2 vs fear, +1 vs fire) | Init: +3, Perc: +3, SM: +12 | Resist: cold 2, fire 1, elec 4 | Speed 30ft | Agile Feet: 6/6; Ferocious Strike: 3/6; Channel the Lucky Drunk: 2/4; Pearl of Power I: 2/2; Miracle Worker: 1/1; Reroll +4: 0/1

Religion Check 1: 1d20 + 5 ⇒ (6) + 5 = 11
Religion Check 2: 1d20 + 5 ⇒ (13) + 5 = 18

Idruzi moves forward while drawing his rapier. "Onward to battle!" he cries.

Still some distance from the enemy, he stops and pulls a strip of paper out of his bags. "Tip generously and with a smile!" he intones from the scripture as he casts Shield of Faith on himself.

Idruzi's armor class is 26.

Idruzi Spell Tracking:

Spells Remaining:
3rd--Fly (d), Prayer
2nd--Bull's Strength (d), Grace, Lesser Restoration, Resist Energy
1st--Bless, Enlarge Person (d), Remove Fear, Shield of Faith, Shield of Faith

Spells Active
Idruzi: Shield of Faith ~5 minutes

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

Belinda keeps pace with Idruzi. Her rapier stands ready to thrust at any threat approaching her.

readied attack: 1d20 + 5 ⇒ (3) + 5 = 8
damage(magic, piercing): 1d4 + 17 ⇒ (3) + 17 = 20 6 is piercing

"What are those things?" she asks in horror.

Dark Archive

Male NG Ulfen Savage technologist Barbarian 1/ mutation warrior fighter 4 | HP 47/47 | AC 22, T 16, FF 16, CMD 24 | F: +8, R: +11, W: +4 (mind-affecting +2)| Init: +9, Perc: +5, SM: +6 | Speed 40ft | Rage: 12/12; Dex mutagen: 0/1; | Active conditions: Mutagen

Buddy will drink his mutagen and move up 3 squares.
"I'm guessing this isn't the welcome we were expecting."

Sovereign Court

hp 28/28 | Ac 16 T 12 FF 14 DR 10 / melee or magic | I+2 | F+3 R+5 W+9 (+1 vs disease & distraction) | Bluff +15 Diplomacy +18 Perception +13 +2 Sense Motive +12 | Splintered Spear 8/8 | Reroll 1/1
Active spells:
Heightened awareness (60 min), Mage Armor (6 hrs), Protection from Arrows (6 hrs)

Religion DC 18: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
Religion DC 21: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
Ray: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 4d6 ⇒ (6, 1, 4, 4) = 15

"The trio are a fairly rare type of undead known as a Necrocraft. While they are customizable like putting together a construct these ones seem to be the base model and have limited flight and normal undead immunities. The purple undead is a Ragewight. Not only does its very touch energy drain people, it's melee weapons carry its deadly drain ass well. They also have an undead mockery of the blood pumping barbarian rage feature having them a massive increase to strength, toughness and a variety of rage powers. I advise to deal with the purple one first"

Myrd then sighs "It would be so much easier if you stayed together, so I could hasten all of you. Alas, we'll do this the hard way" and casts a scorching ray at purple

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

That readied attack should have been +15 not +5, so hit on ac 18

The Exchange

Female Aasimar LG Paladin (Hospitaler) 7/Bard (street performer) 1 | HP: 66/66| AC: 18 (13 tch, 16 fl) | CMB: +6, CMD: 18 | F:+15, R: +14, W: +15; Resist 5: Cold, Acid, Elec | Init: +2 | Perc: +4, SM +4, Diplo +21 | Speed: 20 | Lay on Hands: 7/14 (Mercy: Fat/Dis) | Channel (2d6): 10/10 | Spells: Bard 1st 2/3 | Paladin Spells: 1st 3/3 2nd 2/2 | Active Conditions:Auras, Veil spells (+2 AC/SV vs undead/evil outsiders)

Lya will walk up while praying to Shelyn for strength and casting Veil of Positive Energy... Glaive in hand for combat.

Grand Lodge

Male Human Paladin 5 | HP: 47/47 | AC:22 T:12 FF:21 | CMB:+6 CMD:20 | Saves F:+11 R:+7 W:+9 (+1 vs evil outsiders, +2 vs death effects) | Init:+1 | Per:+8 | SM: +6 | LoH: 7/8 | Active Conditions: enlarge person

Before.

Buddy 995 wrote:
"By the Gods that was amazing Hamith. Even death seems to have a hard time sticking to one with such a resolve."

Hamith rubbed his neck, leaning on his greatsword. "Thank you. I...I'm only a servant of the divine."

____

Now.

Hamith moves up past his companions smoothly drawing out his greatsword.

Undead monstrosities. A distraction? Delay tactic?


Aspenthar

Idruzi moves forward and protects himself with the Drunkard's Blessing.

Belinda moves up and readies for the upcoming onslaught, only to be overtaken by Hamith.

Buddy drinks his special something and closes the distance a bit.

Lya moves up a bit while Myrd describes the undead.

Myrd: Scorching Ray has a range of short, going to assume a MM would do, if not please let me know.

MM: 3d4 + 3 ⇒ (4, 2, 1) + 3 = 10

pew pew pew!

Gm Dice:

Rage: 1d20 ⇒ 8
2d20 ⇒ (13, 13) = 26

The Ragewight charges forward and makes a lunging attack at Hamith, who's powerful armor is barely enough to turn a potentially deadly blow into a harmless glancing one.

Sending the weakness of its position the Ragewight motions for its undead companions to swarm the paladin.

Their claws and bites are ineffective at penetrating Hamith's armor but may keep him at bay.

Initiative:
Buddy
Belinda
Myrd
Lya
Hamith
Idruzi

Purple Ragewight -10
Red Shamble
Blue Shamble
Green Shamble

Everybody is up!

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

Belinda moves up behind the green shambler and stabs at it in the back with her rapier.
attack,flank: 1d20 + 15 + 2 ⇒ (11) + 15 + 2 = 28
damage(magic,piercing): 1d4 + 17 ⇒ (4) + 17 = 21 6 is precision

"Any ideas about how to kill them?"


Aspenthar

Despite Belinda's question, her rapier seems quite effective, nearly dropping the undead.

The Exchange

Female Aasimar LG Paladin (Hospitaler) 7/Bard (street performer) 1 | HP: 66/66| AC: 18 (13 tch, 16 fl) | CMB: +6, CMD: 18 | F:+15, R: +14, W: +15; Resist 5: Cold, Acid, Elec | Init: +2 | Perc: +4, SM +4, Diplo +21 | Speed: 20 | Lay on Hands: 7/14 (Mercy: Fat/Dis) | Channel (2d6): 10/10 | Spells: Bard 1st 2/3 | Paladin Spells: 1st 3/3 2nd 2/2 | Active Conditions:Auras, Veil spells (+2 AC/SV vs undead/evil outsiders)

Lya steps forward to attack the wounded undead green

glaive: 1d20 + 5 ⇒ (5) + 5 = 10
damage: 1d10 - 1 ⇒ (2) - 1 = 1

Silver Crusade

Male CG Varisian Cleric of Cayden Cailean 7 | HP 58/58| AC 24, T 11, FF 23, CMD 21 | F: +9, R: +4, W: +9 (+2 vs fear, +1 vs fire) | Init: +3, Perc: +3, SM: +12 | Resist: cold 2, fire 1, elec 4 | Speed 30ft | Agile Feet: 6/6; Ferocious Strike: 3/6; Channel the Lucky Drunk: 2/4; Pearl of Power I: 2/2; Miracle Worker: 1/1; Reroll +4: 0/1

My action is slightly different if Myrd is casting Haste this round. Without haste, I plan to move past green and attack the ragewight, which will provoke if green is still alive at the time. With Haste, I won't have to provoke and my attack roll will be 1 higher. In either case, I'll try to position Idruzi between the ragewight & Belinda. I'll act after Myrd in either case, but roll now in a spoiler.

"Keep your eyes on the prize, you misbegotten fiend," Idruzi calls out as he moves up to the ragewight. "Your opponent is right here."

Attacking:

Using Ferocious Strike and the Channeling Force feat together again. So +2 damage +3 force damage.
Rapier Attack @ Ragewight: 1d20 + 9 ⇒ (8) + 9 = 17 - Add 1 to the attack roll if Idruzi gets Haste.
Damage: 1d6 + 6 + 2 + 3 ⇒ (5) + 6 + 2 + 3 = 16

Grand Lodge

Male Human Paladin 5 | HP: 47/47 | AC:22 T:12 FF:21 | CMB:+6 CMD:20 | Saves F:+11 R:+7 W:+9 (+1 vs evil outsiders, +2 vs death effects) | Init:+1 | Per:+8 | SM: +6 | LoH: 7/8 | Active Conditions: enlarge person

"We go to work, that's how we kill them," Hamith says through gritted teeth, barely able to contain his anger at seeing these undead monstrosities killing innocent people. He directs his attention at the creature with the greenish puss-covered stitching.

Standard Action
Attack Green!

+1 greatsword, power attack (furious focus), flank: 1d20 + 9 + 2 ⇒ (8) + 9 + 2 = 19
DMG (magic, slashing): 2d6 + 11 ⇒ (4, 5) + 11 = 20

Dark Archive

Male NG Ulfen Savage technologist Barbarian 1/ mutation warrior fighter 4 | HP 47/47 | AC 22, T 16, FF 16, CMD 24 | F: +8, R: +11, W: +4 (mind-affecting +2)| Init: +9, Perc: +5, SM: +6 | Speed 40ft | Rage: 12/12; Dex mutagen: 0/1; | Active conditions: Mutagen

Buddy will focus on the fight activate rage 5ft step up and seems to be 30ft from the guy on top to let off a volley of arrows.

Rapid shot deadly aim shot attack 1: 1d20 + 14 ⇒ (19) + 14 = 33
Rapid shot deadly aim shot attack 2: 1d20 + 14 ⇒ (13) + 14 = 27
Rapid shot deadly aim shot damage 1: 1d8 + 13 ⇒ (7) + 13 = 20
Rapid shot deadly aim shot damage 2: 1d8 + 13 ⇒ (8) + 13 = 21


Aspenthar

Lya can't find any purchase with her glaive but Hamith is able to take down the wounded green undead.

Buddy takes a pair of powerful shots at the red undead and drops it.

looks 35 feet away to me but the pair of shots will still drop it.

Initiative:
Buddy
Belinda
Myrd
Lya
Hamith
Idruzi
Purple Ragewight -10
Red Shamble
Blue Shamble
Green Shamble

Myrd is up!
waiting for Myrd to resolve Idruzi

Sovereign Court

hp 28/28 | Ac 16 T 12 FF 14 DR 10 / melee or magic | I+2 | F+3 R+5 W+9 (+1 vs disease & distraction) | Bluff +15 Diplomacy +18 Perception +13 +2 Sense Motive +12 | Splintered Spear 8/8 | Reroll 1/1
Active spells:
Heightened awareness (60 min), Mage Armor (6 hrs), Protection from Arrows (6 hrs)

Myrd casts haste

"Now get them!"

MM was fine, thanks GM! I have issues with the map with my current connection, I want to get Hamith and as many melee types as possible


Aspenthar

GM Dice:
Unexpected greatsword: 1d20 + 9 ⇒ (19) + 9 = 28
crit confirm?: 1d20 + 9 ⇒ (3) + 9 = 12
damage: 2d6 + 15 ⇒ (6, 2) + 15 = 23

Claw: 1d20 + 5 ⇒ (16) + 5 = 21
Claw: 1d20 + 5 ⇒ (11) + 5 = 16
Bite: 1d20 + 5 ⇒ (3) + 5 = 8

greatsword: 1d20 + 14 ⇒ (19) + 14 = 33
crit confirm?: 1d20 + 14 ⇒ (14) + 14 = 28

crit damage: 4d6 + 30 ⇒ (2, 6, 5, 2) + 30 = 45

GSI: 1d20 + 4 ⇒ (19) + 4 = 23
Crit Confirm?: 1d20 + 4 ⇒ (4) + 4 = 8

Bite: 1d20 + 4 ⇒ (4) + 4 = 8

Myrd moves up to cast haste. also short range, unfortunately missing Buddy but getting everybody else, including himself. (Let me know anything I can do to help with map accessibility.)

Idruzi then moves up but before he can attack the Ragewight hits him with a powerful unexpected strike.
(make an attack of opportunity against a foe that moves into any threatened square , regardless of whether or not that movement would normally provoke an attack of opportunity.)

AC 28 for 23 damage and 1 negative level.

Despite his life draining out of him, Idruzi connects thanks to the benefits of haste and the wight's lunging extension.

Sensing weakness, the hunger in the wight's eyes only grows as it points to Idruzi's flank and waits for the remaining necrocraft to take the spot, it's claws and bite ineffective against Idruzi's defense.

The ragewight then steps into the flank and takes a furious, and powerful strike at cleaving strike at Idruzi.

Ouch, AC 28 to confirm a crit for 45 more damage, and 2 NL, killing Idruzi :(

It then takes a second swing at Belinda, as well as a bite but can't connect.

Initiative:
Buddy
Belinda
Myrd
Lya
Hamith

Idruzi (-41/27) 3 NL Dead :(
Blue Shamble
Purple Ragewight -26

Party is up!

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

Belinda steps to the side, wanting to keep the other Shambler away from providing a flanking opportunity.

Her rapier strikes out one, twice, and then a third time as she tries to put the horror down.

attack,haste: 1d20 + 15 + 1 ⇒ (17) + 15 + 1 = 33
second attack,haste: 1d20 + 15 - 5 + 1 ⇒ (9) + 15 - 5 + 1 = 20
hasted attack,haste: 1d20 + 15 + 1 ⇒ (2) + 15 + 1 = 18
damage #1: 1d4 + 17 ⇒ (1) + 17 = 18 6 is precision
damage #1: 1d4 + 17 ⇒ (2) + 17 = 19 6 is precision
damage #1: 1d4 + 17 ⇒ (4) + 17 = 21 6 is precision

Grand Lodge

Male Human Paladin 5 | HP: 47/47 | AC:22 T:12 FF:21 | CMB:+6 CMD:20 | Saves F:+11 R:+7 W:+9 (+1 vs evil outsiders, +2 vs death effects) | Init:+1 | Per:+8 | SM: +6 | LoH: 7/8 | Active Conditions: enlarge person

Hamith grinds his teeth down as Idruzi falls.

"No more," he whispers.

He steps to the side to try and get through the last necrocraft so that he can aid Belinda and also to flank with Lya. He strikes out at the undead servant, all the while keeping his gaze on the ragewight.

Mechanics:

Misc Action
5 ft. step

Full-Round Action
Full attack Blue

+1 greatsword, power attack (furious focus), haste, flanking: 1d20 + 9 + 1 + 2 ⇒ (9) + 9 + 1 + 2 = 21
DMG (magic, slashing): 2d6 + 11 ⇒ (1, 2) + 11 = 14

+1 greatsword, power attack, haste, flanking: 1d20 + 9 - 2 + 1 + 2 ⇒ (8) + 9 - 2 + 1 + 2 = 18
DMG (magic, slashing): 2d6 + 11 ⇒ (6, 6) + 11 = 23

Sovereign Court

hp 28/28 | Ac 16 T 12 FF 14 DR 10 / melee or magic | I+2 | F+3 R+5 W+9 (+1 vs disease & distraction) | Bluff +15 Diplomacy +18 Perception +13 +2 Sense Motive +12 | Splintered Spear 8/8 | Reroll 1/1
Active spells:
Heightened awareness (60 min), Mage Armor (6 hrs), Protection from Arrows (6 hrs)

Mechanics:

Fortitude to quick cast summon monster III DC 18: 1d20 + 3 ⇒ (14) + 3 = 17 I am fatigued
Number: 1d3 ⇒ 3

Augmented Earth elementals, earth mastery plus power attack
Attack, flank: 1d20 + 6 + 2 + 1 - 1 + 2 ⇒ (14) + 6 + 2 + 1 - 1 + 2 = 24
Damage: 1d6 + 4 + 2 + 1 + 3 ⇒ (2) + 4 + 2 + 1 + 3 = 12

Attack, flank: 1d20 + 6 + 2 + 1 - 1 + 2 ⇒ (1) + 6 + 2 + 1 - 1 + 2 = 11
Damage: 1d6 + 4 + 2 + 1 + 3 ⇒ (2) + 4 + 2 + 1 + 3 = 12

Attack: 1d20 + 6 + 2 + 1 - 2 ⇒ (5) + 6 + 2 + 1 - 2 = 12
Damage: 1d6 + 4 + 2 + 1 + 3 ⇒ (4) + 4 + 2 + 1 + 3 = 14

Myrd cries out as Idruzi falls "No! We will avenge you!"

Suddenly the ground bursts open where Idruzi fell and three small earth elementals burst forth that tear into the wight.

Dark Archive

Male NG Ulfen Savage technologist Barbarian 1/ mutation warrior fighter 4 | HP 47/47 | AC 22, T 16, FF 16, CMD 24 | F: +8, R: +11, W: +4 (mind-affecting +2)| Init: +9, Perc: +5, SM: +6 | Speed 40ft | Rage: 12/12; Dex mutagen: 0/1; | Active conditions: Mutagen
Pirate GM wrote:
looks 35 feet away to me but the pair of shots will still drop it.

Sorry, I've been forgetting to move my guy on the map when I say I move

Buddy seeing his friend fall (but not knowing it's a fatal blow) will let a volley fly towards his enemies.

Rapid shot deadly aim shot attack 1: 1d20 + 13 ⇒ (6) + 13 = 19
Rapid shot deadly aim shot attack 2: 1d20 + 13 ⇒ (4) + 13 = 17
Rapid shot deadly aim shot damage 1: 1d8 + 12 ⇒ (2) + 12 = 14
Rapid shot deadly aim shot damage 2: 1d8 + 12 ⇒ (8) + 12 = 20

Not sure what'll still be up so I'm not factoring PBS. Going after the target that everyone is focusing on and can send one or two at the other enemy if the first drops.


Aspenthar

Idruzi's sudden stone shield seems to just barely keep him alive.

Hamith's and Belinda's attacks hasted are more than enough to destroy the wight, leaving Myrd and Buddy's assault to finish off the remaining Necrocraft.

[ooc]Out of Combat, I'll check in late tonight on the Idruzi situation nad hopefully move us forward.

Silver Crusade

Male CG Varisian Cleric of Cayden Cailean 7 | HP 58/58| AC 24, T 11, FF 23, CMD 21 | F: +9, R: +4, W: +9 (+2 vs fear, +1 vs fire) | Init: +3, Perc: +3, SM: +12 | Resist: cold 2, fire 1, elec 4 | Speed 30ft | Agile Feet: 6/6; Ferocious Strike: 3/6; Channel the Lucky Drunk: 2/4; Pearl of Power I: 2/2; Miracle Worker: 1/1; Reroll +4: 0/1

The Ragewight's slash deals a terrible blow across Idruzi's face, narrowly missing his eye and draining some of his life force as his flesh grows pale around the wound. Knowing that his death could be imminent, he calls upon the virtues he has learned as a member of the Silver Crusade to heal himself after striking the ragewight.

Lay on Hands (Silver Crusade): 2d6 ⇒ (1, 5) = 6

The ragewight gets 3 hp back since Idruzi didn't use Channeling Force, I guess.

As the ragewight moves in to flank him, Idruzi gestures rapidly, calling up a block of earth to interpose itself between him and the dangerous undead creature. The ragewight's greatsword pierces the stone and sinks through the cleric's armor into his flesh, sending him tumbling to the ground.

I think I got my hp math correct at -8. Idruzi has lost his acid resistance, but he's still alive. I guess I still need to bleed out this turn though...

Constitution: 1d20 + 1 ⇒ (20) + 1 = 21 - stable I guess. Good luck with that ragewight, team!.


Aspenthar

Idruzi's allies are able to take down the Ragewight and the remaining Necrocraft.

Medda gathers the survivors and has a very brief discussing with them as the sun sets.

She then turns to you "Out camp is just over the next hill, take a few minutes to tend to your wounds while I take these survivors there and then make yourselves useful. I'm sure there's plenty to do at camp, Belka Irontusk here also says the undead have been pouring out of some sort of stone circle to the south east."

Feel free to take a couple minutes and heal up. You've basically got 3 choices: head to camp and talk to the leaders; head to camp and help defend it from undead, or take the harder path and head to the stone circle. I'll move us forward in the morning to whatever has the most interest. Both locations are about ~7 minutes away.

Sovereign Court

hp 28/28 | Ac 16 T 12 FF 14 DR 10 / melee or magic | I+2 | F+3 R+5 W+9 (+1 vs disease & distraction) | Bluff +15 Diplomacy +18 Perception +13 +2 Sense Motive +12 | Splintered Spear 8/8 | Reroll 1/1
Active spells:
Heightened awareness (60 min), Mage Armor (6 hrs), Protection from Arrows (6 hrs)

Where do I want to go: 1d4 ⇒ 2

"Smiting undead sounds like it is just the thing for us, don't you think so Hamith?"

Putting a random vote down since I am also GMing this

Silver Crusade

Male CG Varisian Cleric of Cayden Cailean 7 | HP 58/58| AC 24, T 11, FF 23, CMD 21 | F: +9, R: +4, W: +9 (+2 vs fear, +1 vs fire) | Init: +3, Perc: +3, SM: +12 | Resist: cold 2, fire 1, elec 4 | Speed 30ft | Agile Feet: 6/6; Ferocious Strike: 3/6; Channel the Lucky Drunk: 2/4; Pearl of Power I: 2/2; Miracle Worker: 1/1; Reroll +4: 0/1

Just add my vote to whatever Hamith wants.

Can I get a heal from someone? At least enough to get Idruzi on his feet would be nice. In the interest of not bogging the game down, I'll roll CLW wand charges for however much it takes to heal Idruzi after any healing he receives from the team. Any extra charges I just won't use.

Cure Light Wounds Wand:

CLW Wand: 1d8 + 1 ⇒ (2) + 1 = 3
CLW Wand: 1d8 + 1 ⇒ (2) + 1 = 3
CLW Wand: 1d8 + 1 ⇒ (5) + 1 = 6
CLW Wand: 1d8 + 1 ⇒ (2) + 1 = 3
CLW Wand: 1d8 + 1 ⇒ (1) + 1 = 2
CLW Wand: 1d8 + 1 ⇒ (7) + 1 = 8
CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5
CLW Wand: 1d8 + 1 ⇒ (3) + 1 = 4
CLW Wand: 1d8 + 1 ⇒ (3) + 1 = 4
CLW Wand: 1d8 + 1 ⇒ (7) + 1 = 8
CLW Wand: 1d8 + 1 ⇒ (2) + 1 = 3
CLW Wand: 1d8 + 1 ⇒ (4) + 1 = 5

Sovereign Court

hp 28/28 | Ac 16 T 12 FF 14 DR 10 / melee or magic | I+2 | F+3 R+5 W+9 (+1 vs disease & distraction) | Bluff +15 Diplomacy +18 Perception +13 +2 Sense Motive +12 | Splintered Spear 8/8 | Reroll 1/1
Active spells:
Heightened awareness (60 min), Mage Armor (6 hrs), Protection from Arrows (6 hrs)

Myrd looks at the others and when no one quickly reacts he puts his wand of infernal healing against Idruzi's skin

That is 10 hp, feel free to take more charges

Silver Crusade

Male CG Varisian Cleric of Cayden Cailean 7 | HP 58/58| AC 24, T 11, FF 23, CMD 21 | F: +9, R: +4, W: +9 (+2 vs fear, +1 vs fire) | Init: +3, Perc: +3, SM: +12 | Resist: cold 2, fire 1, elec 4 | Speed 30ft | Agile Feet: 6/6; Ferocious Strike: 3/6; Channel the Lucky Drunk: 2/4; Pearl of Power I: 2/2; Miracle Worker: 1/1; Reroll +4: 0/1

Since it'll be 8 rounds before Idruzi can act with that healing, I'll wait to see what others do first. Given the circumstances, I doubt we'll heal him up all the way with that wand...it takes too long. For the record, I don't personally have any problems with being healed by that spell.

Back in the Living Greyhawk campaign, if your character was level 6 or so and you didn't glow evil or have your skin bleached or have some other random curse, you were being way too cautious.


Aspenthar

You've got plenty of time to play with wands etc before moving on, also travel time is Travel minutes: 2d6 ⇒ (1, 4) = 5. So even just healing with infernal healing is fine.

Arriving at the camp you see many tents with thick hide walls. Many kellids defend the small hill from the occasional undead assault, while other warriors lead sorties against batches of undead further out.

More sinister than the many zombies and other lesser undead you are the trio of barely visible and deathly silent moving shadows that are quickly moving up to the barricade with no intent of stopping. They are about 70 feet away.

initiative:

Belinda: 1d20 + 8 ⇒ (7) + 8 = 15
Hamith: 1d20 + 1 ⇒ (10) + 1 = 11
Buddy: 1d20 + 7 ⇒ (18) + 7 = 25
Idruzi Zarshai: 1d20 + 3 - 2 ⇒ (3) + 3 - 2 = 4
Lya: 1d20 + 2 ⇒ (7) + 2 = 9
Myrd: 1d20 + 2 ⇒ (16) + 2 = 18
red: 1d20 + 2 ⇒ (10) + 2 = 12
yellow: 1d20 + 2 ⇒ (6) + 2 = 8
blue: 1d20 + 7 ⇒ (5) + 7 = 12

Initiative:
Buddy
Myrd
Belinda

Blue Shadow
Red Shadow
Hamith
Lya
Yellow Shadow
Idruzi

Buddy Myrd and Belinda are up!

Religion DC 13:
Those are shadows, they are incorporeal, and will drain your strength with their touch.

If you also got 21+, read the spoiler below

Spoiler:
The blue one is no basic shadow, it's an Exiled Shade, the remnants of a follower who was exiled from a holy church for some vile betrayal. I'll drain intelligence instead, causing domination instead of death. They are even tougher than greater shadows.

Dark Archive

Male NG Ulfen Savage technologist Barbarian 1/ mutation warrior fighter 4 | HP 47/47 | AC 22, T 16, FF 16, CMD 24 | F: +8, R: +11, W: +4 (mind-affecting +2)| Init: +9, Perc: +5, SM: +6 | Speed 40ft | Rage: 12/12; Dex mutagen: 0/1; | Active conditions: Mutagen

Buddy tries to take advantage of their distance by harassing the incoming enemies.

Rapid shot deadly aim shot attack 1: 1d20 + 13 ⇒ (12) + 13 = 25
Rapid shot deadly aim shot attack 2: 1d20 + 13 ⇒ (18) + 13 = 31
Rapid shot deadly aim shot damage 1: 1d8 + 12 ⇒ (7) + 12 = 19
Rapid shot deadly aim shot damage 2: 1d8 + 12 ⇒ (1) + 12 = 13

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

Belinda doesn't like the look of those shadows. No Siree, not one little bit.

She adopts a defensive stance, ready to strike if one closes the distance to her.
readied attack, defensive: 1d20 + 15 - 4 ⇒ (17) + 15 - 4 = 28
damage(magic,piercing): 1d4 + 17 ⇒ (1) + 17 = 18 6 is precision

AC is 27; touch is 21

Sovereign Court

hp 28/28 | Ac 16 T 12 FF 14 DR 10 / melee or magic | I+2 | F+3 R+5 W+9 (+1 vs disease & distraction) | Bluff +15 Diplomacy +18 Perception +13 +2 Sense Motive +12 | Splintered Spear 8/8 | Reroll 1/1
Active spells:
Heightened awareness (60 min), Mage Armor (6 hrs), Protection from Arrows (6 hrs)

Knowledge (Religion): 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12

"They seem to be incorporeal, I have no idea what they exactly are. If you have magical weapons use those!"

Myrd hastens the team and then moves back behind Hamith and Buddy "And thanks for staying together!"

Casts Haste


Aspenthar

GM Dice:

charge: 1d20 + 10 + 2 - 2 ⇒ (11) + 10 + 2 - 2 = 21
int damage: 1d6 ⇒ 6

Buddy makes a pair of attacks, passing through the shadow, the magic on the arrows discorporating the shadow slightly.

Meanwhile Belinda takes a defensive position while Myrd hastes the party.

The wounded shadow then turns its onyx gaze towards you, where it charges directly into Belinda's waiting blade and is destroyed.

The midnight blue shadow charges, it's flaming eyes almost a point of light among these otherwise dark creatures. Although the tankard around Idruzi's neck gives it pause for a moment, it still flies into it's attack on Belinda.

It's sickened.

I know you don't parry much, but things like shadows seem to get parried often so...

Belinda after you decide to parry or not:

Incorporeal Touch AC of 21. Assuming it hits, take 6 int damage.

Initiative:
Buddy
Myrd
Belinda (Shadow/Parry?)
Blue Shadow
Hamith
Lya

Yellow Shadow
Idruzi

Hamith and Lya are up.

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

Oh yes, Belidna will try to parry the shadow.

attack,haste,size: 1d20 + 15 + 1 - 2 ⇒ (18) + 15 + 1 - 2 = 32

Not that it would have mattered, as with the haste, her touch goes up to 22, and it would have just missed anyway.

The Exchange

Female Aasimar LG Paladin (Hospitaler) 7/Bard (street performer) 1 | HP: 66/66| AC: 18 (13 tch, 16 fl) | CMB: +6, CMD: 18 | F:+15, R: +14, W: +15; Resist 5: Cold, Acid, Elec | Init: +2 | Perc: +4, SM +4, Diplo +21 | Speed: 20 | Lay on Hands: 7/14 (Mercy: Fat/Dis) | Channel (2d6): 10/10 | Spells: Bard 1st 2/3 | Paladin Spells: 1st 3/3 2nd 2/2 | Active Conditions:Auras, Veil spells (+2 AC/SV vs undead/evil outsiders)

Lya flips out her wand and casts bless weapon on her glaive. She then slips it into her pocket and looks upon her enemies.

wrist sheath, cast, nove action put away, free action both hands on glaive.

Grand Lodge

Male Human Paladin 5 | HP: 47/47 | AC:22 T:12 FF:21 | CMB:+6 CMD:20 | Saves F:+11 R:+7 W:+9 (+1 vs evil outsiders, +2 vs death effects) | Init:+1 | Per:+8 | SM: +6 | LoH: 7/8 | Active Conditions: enlarge person

Hamith moves up past his companions and unsheathes his greatsword.

"More creatures of undeath? Who is sending them against us?"

He calls on the power of his goddess, pleading for her to send strength across the planes to him.

There is light behind the clouds. Light behind the clouds. Light behind the clouds.

Mechanics:

Move Action
Move into melee range (20 ft.), draw greatsword

Swift Action
Activate Smite Evil on blue

Standard Action
Attack blue

+1 greatsword, power attack (furious focus), haste, smite evil: 1d20 + 9 + 1 + 4 ⇒ (12) + 9 + 1 + 4 = 26
DMG (slashing, magic), smite evil, SM undead: 2d6 + 11 + 5 + 5 ⇒ (3, 3) + 11 + 5 + 5 = 27

Dark Archive

Male NG Ulfen Savage technologist Barbarian 1/ mutation warrior fighter 4 | HP 47/47 | AC 22, T 16, FF 16, CMD 24 | F: +8, R: +11, W: +4 (mind-affecting +2)| Init: +9, Perc: +5, SM: +6 | Speed 40ft | Rage: 12/12; Dex mutagen: 0/1; | Active conditions: Mutagen
Belinda Bluefoot wrote:

Oh yes, Belidna will try to parry the shadow.

[dice=attack,haste,size]1d20+15+1-2

Not that it would have mattered, as with the haste, her touch goes up to 22, and it would have just missed anyway.

Well it does open up the ability to riposte attack if you're okay burning your immediate


Aspenthar

GM DICE:
IC: 1d20 + 6 ⇒ (9) + 6 = 15
strength: 1d6 ⇒ 5

Lya prepares while Hamith smites the nearby shadow. It seems strangely resistant to Hamith's holy power. Has a lot of hp for a shadow.

The remaining burnt ochre shadow charges effortlessly through the air at Hamith, it's umbral limb reaching deep within the paladin.

[ooc]Hamith's header currently lists his touch at 16, but I don't see what's making it that high currently. Assuming a 15 incorporeal touch hits, that'll be 5 strength damage.

Initiative:
Buddy
Myrd
Belinda

Blue Shadow (-13)
Hamith (-5 str?)
Lya
Yellow Shadow
Idruzi

Idruzi, Buddy, Myrd and Belinda are up!

Grand Lodge

Male Human Paladin 5 | HP: 47/47 | AC:22 T:12 FF:21 | CMB:+6 CMD:20 | Saves F:+11 R:+7 W:+9 (+1 vs evil outsiders, +2 vs death effects) | Init:+1 | Per:+8 | SM: +6 | LoH: 7/8 | Active Conditions: enlarge person

Smite evil increases his AC against the target, otherwise his touch AC is 12. I'll put the smite AC in parenthesis for clarity next time.

Silver Crusade

Male CG Varisian Cleric of Cayden Cailean 7 | HP 58/58| AC 24, T 11, FF 23, CMD 21 | F: +9, R: +4, W: +9 (+2 vs fear, +1 vs fire) | Init: +3, Perc: +3, SM: +12 | Resist: cold 2, fire 1, elec 4 | Speed 30ft | Agile Feet: 6/6; Ferocious Strike: 3/6; Channel the Lucky Drunk: 2/4; Pearl of Power I: 2/2; Miracle Worker: 1/1; Reroll +4: 0/1

Idruzi calls upon the Lucky Drunk for aid in smiting the foul shadowy creatures.

Religion: 1d20 + 5 ⇒ (17) + 5 = 22
Channel to Harm Undead (DC 13): 3d6 ⇒ (1, 4, 5) = 10

It isn't much, but channel damage is specifically excepted from insubstantial reduction at least.

"That dark one is an exiled shade. It can drain your mind and take control of your body! It is very strong!"


Aspenthar

GM Dice:
1d20 ⇒ 9

The shade shrinks back from Idruzi's channel, seemingly especially pained, although it fights through it.

It seems especially week against Idruzi's channel, but still manages to make its save for half damage

Sovereign Court

hp 28/28 | Ac 16 T 12 FF 14 DR 10 / melee or magic | I+2 | F+3 R+5 W+9 (+1 vs disease & distraction) | Bluff +15 Diplomacy +18 Perception +13 +2 Sense Motive +12 | Splintered Spear 8/8 | Reroll 1/1
Active spells:
Heightened awareness (60 min), Mage Armor (6 hrs), Protection from Arrows (6 hrs)

Myrd casts magic missile at the blue shadow

Force: 3d4 + 3 ⇒ (4, 3, 3) + 3 = 13

Scarab Sages

HP 52/52; Panache 2/2; Reroll @+4 0/1; charmed life 4/4; CLW wand 47/50 Halfling inspired blade; AC 24; Fort +8; Ref +14; Will +9 (+11 vs fear); Init +8; Perc +12; SM+5

Belinda steps sideways, sliding her rapier into the shadow again, and again. She almost trips as she launches the quick attacks, unused to the magical speed.

attack,haste: 1d20 + 15 + 1 ⇒ (14) + 15 + 1 = 30
iterative attack,haste: 1d20 + 15 - 5 + 1 ⇒ (1) + 15 - 5 + 1 = 12
hasted attack,haste: 1d20 + 15 + 1 ⇒ (14) + 15 + 1 = 30
damage #1: 1d5 + 17 ⇒ (3) + 17 = 20 6 is precision
damage #3: 1d5 + 17 ⇒ (5) + 17 = 22 6 is precision

"Lets have some more of that holy beer!" she calls back to the priest.

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