GM Lorenzo's #8-99C: The Solstice Scar (Tier 7-8) PbP Gameday VII (Inactive)

Game Master Lawrence Smith 2

Maps, Handouts, and More!


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Grand Lodge

| Witch 10 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 72/72 (16 temp HP)| F+8R+9W+12 | Init +3 | Perc +15 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Tess smiles at Eldritch. ”Id be happy to use your wand on you. I’m pretty decent at healing” she pointed out. If he hands over the wand, she heals him as much as he desires.

Scarab Sages

CN Elf Warlock 11| HP80/80 | AC21 T15 FF16| CMD 23 | Fort 5 Ref 13 Will 8 | Speed 30ft | Initiative +9|Buffs: Heroism,
1st/2nd Prepared Spells:
1st - Aram Zey's Focus, Mage Armor, Shield, Stunning Barrier (3), Windy Escape |2nd - Daylight, Diminish Resistance, False Life, Glide, Make Whole (2)|
3rd/4th Prepared Spells:
3rd - Fly (2), Haste, Conjure Carraige, Heroism, Invisibility Sphere | 4th - Greater Invisibility, Dimension Door (2)

He absentmindedly hands the wand over his shoulder, only able to mumble a brief "Thank you.", while still being confused and trying to figure out what is going on in his mind.

Grand Lodge

| Witch 10 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 72/72 (16 temp HP)| F+8R+9W+12 | Init +3 | Perc +15 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Go ahead and roll your healing.

Scarab Sages

CN Elf Warlock 11| HP80/80 | AC21 T15 FF16| CMD 23 | Fort 5 Ref 13 Will 8 | Speed 30ft | Initiative +9|Buffs: Heroism,
1st/2nd Prepared Spells:
1st - Aram Zey's Focus, Mage Armor, Shield, Stunning Barrier (3), Windy Escape |2nd - Daylight, Diminish Resistance, False Life, Glide, Make Whole (2)|
3rd/4th Prepared Spells:
3rd - Fly (2), Haste, Conjure Carraige, Heroism, Invisibility Sphere | 4th - Greater Invisibility, Dimension Door (2)

Healing:

Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3
Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2
Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2
Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8
Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8
Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3
7+3+2+2+8+8+3=31+18=49

Current HP:49. Total Charges Used:9

Scarab Sages

CG Human Medium 9 | HP 44/75 | AC 27 | T 18 | FF 21 | CMD 22 | F +8 | R +13 | W +9 | +3 AC/Saves vs Undead/Constructs 10ft aura | Init +9 | Percep +11 | SM +11| Spirit Dance 17/22 | Influence 1/5
Active Spells:
Heroism, Whispering Lore, Longstrider
Spells: LvL 1-2/3 (5/6) | Lvl 2-1/2 (4/5) | Lvl 3-(4/4) | Channel - (4/4)

If you would like to save charges, and since everyone is hurt, I could spend a round or two of dance to channel to heal the party. In fact, I'm going to do that. Adjust your charges spent!

As the last lizard falls Seren slows her dance until she comes to a stop, bits of gore stuck to her and her weapons. For a moment color returns to the waif's face, then too much color as she turns green and wanders over to the nearest corner to gag. She stays there muttering under her breath until the sounds of people playing with magical wands starts. "Hey... guh... Lemme, lemme ge' Melsaire to help firs', it's sor' of her thin'."

With a deep breath she pulls herself back up and starts shoving the group of pathfinders together, which relies far more on them just doing it than any strength on her part. Once done she starts to hum a slow little tune to herself and dances in a far different style then before. With slow waltzing steps she circles the group and her face takes on a stern, certain countenance. "Just a moment please, I shall ask Abadar for some aid." Seren pulls one of the holy symbols tied to her belt high and two flashes of warm light ripple from it.

Channel: 4d6 + 2 ⇒ (2, 2, 2, 6) + 2 = 14
Channel: 4d6 + 2 ⇒ (3, 5, 5, 5) + 2 = 20

I'll spirit dance - Hierophant. Spending 2 channels and rounds of dance to heal everyone for 34. I'll then accept 1 point of influence to regain 4 rounds of dance.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Undy watches appreciatively as Seren dances about. "Hey, that's quite a routine you've got there. Have you ever considered a career in performance? I've been thinking that I'll need to attract customers into Undy's City Sushi - of course once they're inside the food will hold their attention - but how to get them in in the first place? You could be just the thing! Think about it - easy money - much easier than this Pathfindering - and all the sushi you can eat - within reason of course - plus, count them, 10 - that's TEN - silver pieces a day!"


Tiny Male CG Faerie Dragon | HP 39/40 | AC 23 T 16 FF 19 (+4 vs AoO) | CMB +6, CMD 16 | F: +4, R: +6 (imp. evasion), W: +9 | Init: +3 | Perc: +15 (darkvision), SM: +8 | Speed 10ft, Fly 60 (Perfect), Swim 30 | Active conditions: Good Hope, Inspired Rage | Constant: SR 13

While Undy is attempting to recruit Seren to her new career in food service, Riddy wanders over to the Kobolds and when he notices the packets of dust he takes one of them. Might be useful, unless anyone objects Riddy will take one of the dust of dryness.

Dark Archive

M Human- Chelaxian LN Inquisitor-8 (Sanctified Slayer of Asmodeus), HP 67, AC 23 (touch 12, ff 21), Init +4. Fort +9, Ref +5, Will +9.

(Alexander moves away from the group as Seren begins her dance)

Abadar?

(Drawing his wand from his wrist sheath), "Thanks be to the Lord of Darkness."

*CLW wand- 7 charges*

(as the last of Alexander's wounds closes), "Blessed be."

*0 damage*

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

***OVERSEER ANNOUNCEMENT***

With the dragons defeated and their kobolds fleeing, the Pathfinders assemble in the deep cave. With her phantom Anok in tow, Medda approaches the frozen column and brushes away the outer layer of frost. Frozen within the column is a dwarven woman in steel armor, her body torn as if by immense claws. With her hand pressed against the ice, Medda pleads. “Ivvora, I have found you. Now what? Vildeis said to find you and that you would help me, but how can we help you in this state?”

“You look to me when you should look to the evil that stalks our homeland. It is not I who needs help,” declares a voice that is both sweet as music and powerful as a thunderstorm. The frost melts away from the column, revealing dozens of clear facets that dribble melt water as if from open wounds. The image of a wounded angelic figure reflects in each facet, simultaneously warming the chamber and judging all that the angel sees. “As you can see, I serve Vildeis more directly than before.” The images look to Anok. “I see you took your oath seriously, Anok. I was wrong to have doubted your conviction. How are our people?”

The red phantom’s hue turns rosier as he looks to Medda and responds, “You would be proud.”

With a nod, the angel addresses everyone at once. “Then why do you seek me?”

“Eshimka has returned,” Medda announces. “We fought off the horror once, but it shall return at the next solstice.”

The angel’s eyes flare with righteous fire. “Then you will need a weapon to defeat it, as I had. Vildeis granted me the blade that I gave your people, but only after I thought I had given everything to vanquish my greatest foe. Even now I can sense evil has returned to that land, far to the south in a forest where the Whispering Tyrant’s legions once ruled. Show our patron Vildeis the same dedication that I did, and I shall ask that she equip you in the same way.” With that, the angelic images fade from the melting column.

Medda addresses the gathered Pathfinders. “I believe I know the forests Ivvora mentioned. You have already done so much, Pathfinders, but I invite you to help more. After I give Ivvora the burial she deserves, I will set forth with all who are able and willing for the Fangwood.”

---------End of Part 4---------

The long journey south from the slopes of the Tusk Mountains to the edge of Fangwood took several weeks, during which many of the Twinhorns and Pathfinders exchanged ancestral stories and tales of daring adventures to pass the time on the relatively uneventful trek. By the time the Fangwood rises ahead in the brisk morning air, both groups are eager to confront whatever lies ahead.

Medda addresses the crowd gathered before her. “South of here lies a battlefield where the paladin Ivvora risked her life in a daring ploy to help her battalion defeat an undead horde. For her selflessness, Ivvora earned a token of Vildeis’s favor: the dagger she used to deal a terrible blow to Eshimka! For all the crusaders’ heroism, I can sense an undead taint lingered here, and that stretch of the Fangwood has expanded in the centuries since to absorb it. It is now our turn to earn Vildeis’s blessing, risking ourselves to end this threat so that in turn we might slay Eshimka once and for all.

“The terrain favors small groups over larger formations, so we shall divide into smaller groups to navigate the forest and identify the corruption’s heart. May Ivvora’s example guide us to victory!” With that, Medda and her phantom Anok turn and enter the Fangwood, followed by Pathfinder and Twinhorn teams that fan out behind her.

Table GMs, please narrate any unfinished business in Part 4 and move to Part 5. Once the PCs have cleared the brambles Area O is now accessible.

Grand Lodge

Curse of the Crimson Throne | Loot

Brambles grow wild throughout the edge of the wood where a thick canopy of trees begins to filter out sunlight, turning day into night. The overgrown plant life forbids easy access deeper into the forest and fills the air with the sickly-sweet smell of decay.

The outer edge of the blighted forest is overgrown with poisonous barbed plants, and the thick foliage hides venomous creatures in its nooks and crannies.

To navigate your way through the area safely, each of you must succeed at a DC28 skill check using one of the following skills: Acrobatics, Climb, Handle Animal, Knowledge (nature), or Survival.
Alternatively, you can attempt a DC23 wild empathy check.
Anyone with the woodland stride class feature (or a similar ability) receives a +4 bonus on any of these checks.
If your skill check fails, you must succeed at a DC17 Reflex save or a DC19 Fortitude save.

Failed Save:
You are sickened.

Silver Crusade

LG Female Aasimar (Archon-Blooded) Cavalier (Order of the Dragon, Emissary, Honor Guard) 8 / Spiritualist (Exciter) 1 | HP: 92/92 | AC: 24 (13 Tch, 22 FF) | CMB: 12, CMD: 24 | F: +13, R: +6, W: +10 (misc. save bonuses, see profile) | Init: +3 | Perc: +11, SM: +11 | Challenge 3/3 | Rapture 7/7 |
Current Conditions:
none
Active Spells:
none

[dice=Handle Animal]1d20+14[/dice]

[dice=Fortitude]1d20+12[/dice]

Silver Crusade

| HP: 59/59 | AC: 25 (11 T, 23 FF) | CMB: +11, CMD: 23 (27 vs. trip) | F: +7, R: +5 +6, W: +4 (+1 vs. enchantment spells & SLAs; immune to fatigue) | Init: +2 | Perc: +5, SM: +1 | Smite Evil 1/1 | DR 5/evil | SR 11 |
Current Conditions:
none
Active Spells:
none

[dice=Acrobatics]1d20+10[/dice]

[dice=Fortitude]1d20+7[/dice]

Dark Archive

M Human- Chelaxian LN Inquisitor-8 (Sanctified Slayer of Asmodeus), HP 67, AC 23 (touch 12, ff 21), Init +4. Fort +9, Ref +5, Will +9.

Survival: 1d20 + 11 ⇒ (10) + 11 = 21

Fortitude Save: 1d20 + 8 ⇒ (15) + 8 = 23

Grand Lodge

| Witch 10 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 72/72 (16 temp HP)| F+8R+9W+12 | Init +3 | Perc +15 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Tess begins by casting Mage Armor and False Life.

Temporary hit points 1d10 + 9 ⇒ (1) + 9 = 10

Tess tries to use her agility to make her way through the poisonous plants.

Acrobatics 1d20 + 14 ⇒ (2) + 14 = 16

Reflex save 1d20 + 9 ⇒ (9) + 9 = 18

Scarab Sages

CN Elf Warlock 11| HP80/80 | AC21 T15 FF16| CMD 23 | Fort 5 Ref 13 Will 8 | Speed 30ft | Initiative +9|Buffs: Heroism,
1st/2nd Prepared Spells:
1st - Aram Zey's Focus, Mage Armor, Shield, Stunning Barrier (3), Windy Escape |2nd - Daylight, Diminish Resistance, False Life, Glide, Make Whole (2)|
3rd/4th Prepared Spells:
3rd - Fly (2), Haste, Conjure Carraige, Heroism, Invisibility Sphere | 4th - Greater Invisibility, Dimension Door (2)

The Eldritch begins by trying to step with swift feet through the brambles and avoid the roughest parts of the forest...
Acrobatics: 1d20 + 10 ⇒ (3) + 10 = 13
Only to get snagged on some branches.

"Blasted forest, release me at once!"
Reflex DC 17: 1d20 + 12 ⇒ (2) + 12 = 14

Well this ain't good. I don't have any boons that can help either.

Scarab Sages

CG Human Medium 9 | HP 44/75 | AC 27 | T 18 | FF 21 | CMD 22 | F +8 | R +13 | W +9 | +3 AC/Saves vs Undead/Constructs 10ft aura | Init +9 | Percep +11 | SM +11| Spirit Dance 17/22 | Influence 1/5
Active Spells:
Heroism, Whispering Lore, Longstrider
Spells: LvL 1-2/3 (5/6) | Lvl 2-1/2 (4/5) | Lvl 3-(4/4) | Channel - (4/4)

Seren can't succeed on this check, and 20s aren't auto-successes, so I'm just rolling my reflex save! Before going in she will cast Heroism on herself and Eldritch, Longstrider on herself, and whispering lore on herself.

Reflex save(Heroism): 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27

Seren makes absolutely zero effort to find a safe route through the brambly mess, mostly just looking disgruntled by its presence and lost with how to deal with nature in general. After a brief discussion with what appears to be a nearby tree, but is likely something else she sees there, she scoffs and turns back to the brush and simply starts trying to squeeze and shove her way through. A few good whacks with one of her swords helps her muscle along.

Eventually she starts yelping, jumping about, and making a ruckus through the brush as she tries to avoid getting bit by anything particularly irritated by the racket.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Before they enter the forest, Undy taps himself and Riddy with his wand of Mage Armor. He also casts False Life on himself and Riddy.

False Life, Undy: 1d10 + 8 ⇒ (5) + 8 = 13
False Life, Riddy: 1d10 + 8 ⇒ (8) + 8 = 16

Knowledge (Nature) DC 28, Undy: 1d20 + 12 ⇒ (19) + 12 = 31
Knowledge (Nature) DC 28, Riddy: 1d20 + 9 ⇒ (20) + 9 = 29
Wow, some die rolls!

The long hours Undy and Riddy have spent studying botany in the library finally pay off, as both are able to use their extensive knowledge of the forest to avoid its dangers. A bit belatedly, Undy warns the others, "Hey, watch out..."

Grand Lodge

Curse of the Crimson Throne | Loot

The skinny undine and the faerie dragon slip through the forest's clinging vines and past its venomous critters with practiced ease.

Alexander, Tessara, Seren struggle, but eventually make their way through the deep woods undergrowth. Alexander's constitution resists the bite of a poisonous spider, and Tessara and Seren spot a patch of mutated nettles just in time to avoid the hazard.

Valoria, mounted on Arazni, and The Eldritch bear the brunt of the forest's hostility. A few moments after the rest of the party, they emerge covered in bites and scratches too numerous to count. All three are sickened by the miserable ordeal.

The forest floor is blanketed with eerie dark flowers that paint the otherwise lightless woods with their purple incandescence. Disorienting paths cut through the trees, forward-facing paths seem to lead back to where they started, and retracing one’s steps leads to unfamiliar terrain. Glowing eyes glare hungrily from within the impenetrable thickets where the vines slowly curl around anyone who gets too close.

(Another post follows... )

Grand Lodge

Curse of the Crimson Throne | Loot

The thick canopy of the forest keeps any outside light from passing through, but the glowing flowers provide dim light throughout the area. The heavy plant growth can also slow you down, particularly in the denser parts of the forest.

The blight that infects this forest extends to more than the plants; much of the fauna is likewise tainted and aggressive as a result. In the dim light you discern three huge creatures, each a mix of different animals fused together, with a bear's torso and head, clawed ape legs, and a furred tentacle arm.

Knowledge (arcane) DC17:
These huge magical beasts are yaogais. For every 5 you exceed the DC, you may ask one question from this list.

The infected beasts move freely through the thickets, ignoring the hazards, and surround you as you emerge from the thickets. The blighted beasts have eyes that glow faintly purple, perfectly at home in the dim light, and the same eerie flowers that blanket the forest grow also on their bodies.

Conditions:
Dim Light. In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself. Areas of dim light include the area between 20 and 40 feet from a torch.
Very Difficult Terrain and Cover. The denser parts of the forest are very difficult to navigate. Entering a square costs 4 squares of movement, and each such diagonal movement costs 6 squares. The thick growth also provides cover against any attacks that pass through at least 10 feet of a thicket, and anything protected by at least 20 feet gains full cover. Any creature that ignores natural undergrowth (such as with the woodland stride class feature) can move at normal speed but does not ignore the cover.
Mage armor and false life - Tessara, Undiana & Riddywipple
Heroism - Seren and Eldritch
Longstrider and whispering lore - Seren.

Map & Images

Initiative:

Eldritch: 1d20 + 9 ⇒ (20) + 9 = 29
Neptune: 1d20 + 3 ⇒ (8) + 3 = 11
Seren’s Seven: 1d20 + 8 ⇒ (9) + 8 = 17
Undiana Jones: 1d20 + 3 ⇒ (1) + 3 = 4
Riddywipple: 1d20 + 3 ⇒ (7) + 3 = 10
Alexander: 1d20 + 4 ⇒ (6) + 4 = 10
Tessara Omelion: 1d20 + 3 ⇒ (9) + 3 = 12
Valoria Lackland: 1d20 + 3 ⇒ (6) + 3 = 9
Red ???: 1d20 ⇒ 15
Purple ???: 1d20 ⇒ 1
PInk ???: 1d20 ⇒ 6

Round 1
Bold
may act.

Eldritch (Sickened)
Seren
---
Red ???
---
Tessara
Neptune
Alexander
Riddywipple
Valoria & Arazni (Sickened)
---
Pink ???
Purple ???

Eldritch and Seren, you're up!

Scarab Sages

CG Human Medium 9 | HP 44/75 | AC 27 | T 18 | FF 21 | CMD 22 | F +8 | R +13 | W +9 | +3 AC/Saves vs Undead/Constructs 10ft aura | Init +9 | Percep +11 | SM +11| Spirit Dance 17/22 | Influence 1/5
Active Spells:
Heroism, Whispering Lore, Longstrider
Spells: LvL 1-2/3 (5/6) | Lvl 2-1/2 (4/5) | Lvl 3-(4/4) | Channel - (4/4)

In the Dim light Seren has trouble making out exactly what's surrounded the party, and so her first decisions is obvious to her. It's less appealing to her more aggressive spirits who groan at the lack of immediate battle. But she ignores it to stare as hard as she can at one of her swords until it begins to glow brightly. Satisfied with that, she twirls her way closer to one of the creatures and begins another of her more frantic dances to empower the party's attacks with sheer haunted panache. "Hey guys, I can see now! Kinda wish I couldn'! I dunno what these are, but kill'em!"

Free action to Champion Spirit Dance, standard action to cast light, 5 ft adjust north.

Spirit Aura: All allies within 30ft gain a +2 bonus on all non-spell damage rolls.

Grand Lodge

| Witch 10 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 72/72 (16 temp HP)| F+8R+9W+12 | Init +3 | Perc +15 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Know. Arcana 1d20 + 18 ⇒ (9) + 18 = 27

Resistances and immunities, please.

Scarab Sages

CN Elf Warlock 11| HP80/80 | AC21 T15 FF16| CMD 23 | Fort 5 Ref 13 Will 8 | Speed 30ft | Initiative +9|Buffs: Heroism,
1st/2nd Prepared Spells:
1st - Aram Zey's Focus, Mage Armor, Shield, Stunning Barrier (3), Windy Escape |2nd - Daylight, Diminish Resistance, False Life, Glide, Make Whole (2)|
3rd/4th Prepared Spells:
3rd - Fly (2), Haste, Conjure Carraige, Heroism, Invisibility Sphere | 4th - Greater Invisibility, Dimension Door (2)

Know Arcana: 1d20 + 12 - 2 ⇒ (1) + 12 - 2 = 11
Feeling ill, and irritated, The Eldritch can only do what he knows best. Discharge Lightning until something stops moving.
Targeting the one on the right side of the map.
Arcane Strike
Mystic Bolt Shock 1 vs Touch AC: 1d20 + 11 - 2 + 2 ⇒ (1) + 11 - 2 + 2 = 12
Mystic Bolt Shock Damage: 1d6 + 5 - 2 + 2 ⇒ (5) + 5 - 2 + 2 = 10
Mystic Bolt Shock 2 vs Touch AC: 1d20 + 11 - 2 + 2 ⇒ (12) + 11 - 2 + 2 = 23
Mystic Bolt Shock Damage: 1d6 + 5 - 2 + 2 ⇒ (2) + 5 - 2 + 2 = 7
Mystic Bolt Shock 3 vs Touch AC: 1d20 + 11 - 2 + 2 ⇒ (11) + 11 - 2 + 2 = 22
Mystic Bolt Shock Damage: 1d6 + 6 - 2 + 2 ⇒ (2) + 6 - 2 + 2 = 8
Mystic Bolt Shock 4 vs Touch AC: 1d20 + 6 - 2 + 2 ⇒ (5) + 6 - 2 + 2 = 11
Mystic Bolt Shock Damage: 1d6 + 5 - 2 + 2 ⇒ (2) + 5 - 2 + 2 = 7
Lowest to Highest Attack: 11,22,23
Scaling Damage per Hit: 22,15,7
The dice betrayal is hitting me pretty hard. :\

He curses, looking only weak and frail. "Damn! I feel like my bones are made of dust."

Grand Lodge

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Curse of the Crimson Throne | Loot

Tessara's a bright lass, though. "I remember Kreighton Shaine's lecture on magical beasts. These huge magical beasts are yaogais, known for their toughness against just about any kind of weapon, and half of all critical hits... Well, they just aren't. They're pretty resistant to spells and to mind-affecting spells, in particular. They're immune to becoming nauseated or sickened. Bottom line: one is tough, three are formidable."

With a heads-up from Tessara, Seren gets jiggy with it, shedding a little light on her corner of the forest and stepping out like a champion.

Some people scratch their chin, when they're thinking. The Eldritch just feels an itch in his fourth-point-of-contact. Resisting the urge to scratch, the warlock sends four mystic bolts toward the purple yaoguai. Three of them zap the creature.

Seren and The Eldritch also realize that the local plant life seems to have a mind of its own, responsing to intruders with displeasure. Thick, serpentine vines snake out from the trees nearby, trying to entangle them.

Seren and Eldritch DC17 Reflex Save or:
You're entangled. You can attempt to break free as a move action, succeeding with an DC23 Escape Artist check or a DC13 Strength check. Alternatively, you can free yourself by dealing 11hp of slashing damage to the plants.

The red yaoguai rustles within the thick, looking for the biggest morsel to chew on. A horse looks like a fine meal. It reaches out with tentacle, tooth, and claw. Content for the moment to savor a sizable hunk of horse flesh, the yaoguai chews and swallows.
Tentacle; Damage: 1d20 + 12 ⇒ (7) + 12 = 191d8 + 6 ⇒ (2) + 6 = 8
Bite; Damage: 1d20 + 12 ⇒ (20) + 12 = 322d6 + 6 ⇒ (6, 6) + 6 = 18
Claw; Damage: 1d20 + 12 ⇒ (8) + 12 = 201d8 + 6 ⇒ (2) + 6 = 8
Bite Crit!?: 1d20 + 12 ⇒ (7) + 12 = 19

Conditions:
Dim Light. In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself. Areas of dim light include the area between 20 and 40 feet from a torch.
Difficult Terrain and Cover. The denser parts of the forest are very difficult to navigate. The denser parts of the forest are difficult terrain. The thick growth also provides cover against any attacks that pass through at least 10 feet of a thicket, and anything protected by at least 20 feet gains full cover. Any creature that ignores natural undergrowth (such as with the woodland stride class feature) can move at normal speed but does not ignore the cover.
Mage armor and false life - Tessara, Undiana & Riddywipple
Heroism - Seren and Eldritch
Longstrider and whispering lore - Seren
Spirit Aura - Allies within 30ft of Seren gain a +2 bonus on all non-spell damage rolls.

Map & Images

Round 1
Bold
may act.

Eldritch (Sickened; Reflex DC17)
Seren (Reflex DC17)
---
Red Yaoguai
---
Tessara
Neptune
Alexander
Riddywipple
Valoria
(Sickened)
Arazni (-13; Sickened)
---
Pink Yaoguai
Purple Yaoguai

Tessara, Neptune, Alexander, Riddywipple, Valoria & Arazni, you're up!

Silver Crusade

LG Female Aasimar (Archon-Blooded) Cavalier (Order of the Dragon, Emissary, Honor Guard) 8 / Spiritualist (Exciter) 1 | HP: 92/92 | AC: 24 (13 Tch, 22 FF) | CMB: 12, CMD: 24 | F: +13, R: +6, W: +10 (misc. save bonuses, see profile) | Init: +3 | Perc: +11, SM: +11 | Challenge 3/3 | Rapture 7/7 |
Current Conditions:
none
Active Spells:
none

Do those things have 15' reach? If not, it shouldn't be able to reach me or Arazni without moving five feet closer.

Grand Lodge

Curse of the Crimson Throne | Loot

(Adjusted for 10ft reach, thank you, Valoria, for your attention to detail.)

PAUSEX

Valoria has also drawn my attention to an errata Developer John Compton posted. (Valoria's a very diligent and well-read PC.) The party is to attempt individual Perception checks to determine the creatures' starting positions (instead of the starting position indicated on the scenario's published maps). So, everyone, Perception checks, if you please.

We'll resume the action after that, retconning if necessary. Don't worry about time, you're not penalized as a table for not completing an encounter, as long as the other tables have their s@~@ together. I apologize for the delay.

Dark Archive

M Human- Chelaxian LN Inquisitor-8 (Sanctified Slayer of Asmodeus), HP 67, AC 23 (touch 12, ff 21), Init +4. Fort +9, Ref +5, Will +9.

Perception: 1d20 + 12 ⇒ (15) + 12 = 27

Always alert, always vigilant, always faithful.

Grand Lodge

| Witch 10 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 72/72 (16 temp HP)| F+8R+9W+12 | Init +3 | Perc +15 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Perception 1d20 + 15 ⇒ (12) + 15 = 27

Scarab Sages

CG Human Medium 9 | HP 44/75 | AC 27 | T 18 | FF 21 | CMD 22 | F +8 | R +13 | W +9 | +3 AC/Saves vs Undead/Constructs 10ft aura | Init +9 | Percep +11 | SM +11| Spirit Dance 17/22 | Influence 1/5
Active Spells:
Heroism, Whispering Lore, Longstrider
Spells: LvL 1-2/3 (5/6) | Lvl 2-1/2 (4/5) | Lvl 3-(4/4) | Channel - (4/4)

Reflex Save: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33

Percetion: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14

Utterly oblivious, distracted by voices, but pretty bouncy.

Scarab Sages

CN Elf Warlock 11| HP80/80 | AC21 T15 FF16| CMD 23 | Fort 5 Ref 13 Will 8 | Speed 30ft | Initiative +9|Buffs: Heroism,
1st/2nd Prepared Spells:
1st - Aram Zey's Focus, Mage Armor, Shield, Stunning Barrier (3), Windy Escape |2nd - Daylight, Diminish Resistance, False Life, Glide, Make Whole (2)|
3rd/4th Prepared Spells:
3rd - Fly (2), Haste, Conjure Carraige, Heroism, Invisibility Sphere | 4th - Greater Invisibility, Dimension Door (2)

Reflex Save: 1d20 + 12 - 2 + 2 ⇒ (2) + 12 - 2 + 2 = 14OMG THIS IS TORTURE!
Perception Check: 1d20 + 10 - 2 + 2 ⇒ (15) + 10 - 2 + 2 = 25

Eldritch is the walking definition of aware and powerless.

Silver Crusade

LG Female Aasimar (Archon-Blooded) Cavalier (Order of the Dragon, Emissary, Honor Guard) 8 / Spiritualist (Exciter) 1 | HP: 92/92 | AC: 24 (13 Tch, 22 FF) | CMB: 12, CMD: 24 | F: +13, R: +6, W: +10 (misc. save bonuses, see profile) | Init: +3 | Perc: +11, SM: +11 | Challenge 3/3 | Rapture 7/7 |
Current Conditions:
none
Active Spells:
none

Perception (sickened): 1d20 + 11 - 2 ⇒ (12) + 11 - 2 = 21

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

@GM, I think you've inadvertently left Undy off your initiative list. He should be at the bottom I think.

Perception, Undy: 1d20 + 10 ⇒ (15) + 10 = 25

Perception, Riddy: 1d20 + 13 ⇒ (10) + 13 = 23

When his turn comes Riddy will delay until Undy's turn.

When they are each able to make knowledge checks...

Knowledge (Arcana) DC 17, Undy: 1d20 + 16 ⇒ (18) + 16 = 34 Special Attacks, Saves, Special Defenses, please
Knowledge (Arcana) DC 17, Riddy: 1d20 + 13 ⇒ (6) + 13 = 19

Grand Lodge

Curse of the Crimson Throne | Loot

Congratulations, you spot the yaoguai 30-50 feet away from your positions! Eldritch and Tessara have identified them and learned something of their resistances and immunities. Otherwise, we'll start over.

Undiana recalls a few other things about the yaoguai. "If they grab you with their tentacles, they can constrict. They're known for their great fortitude and decent reflexes, but their willpower is relatively weak, except against mind-affecting effects. Half the time, they'll won't feel the additional damage from a critical wound."

Conditions:
Dim Light. In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself. Areas of dim light include the area between 20 and 40 feet from a torch.
Difficult Terrain and Cover. The denser parts of the forest are very difficult to navigate. The denser parts of the forest are difficult terrain. The thick growth also provides cover against any attacks that pass through at least 10 feet of a thicket, and anything protected by at least 20 feet gains full cover. Any creature that ignores natural undergrowth (such as with the woodland stride class feature) can move at normal speed but does not ignore the cover.
Mage armor and false life - Tessara, Undiana & Riddywipple
Heroism - Seren and Eldritch
Long strider and whispering lore - Seren

Map & Images

Round 1
Bold
may act.

Eldritch (Sickened)
Seren
---
Red Yaoguai
---
Tessara
Neptune
Alexander
Riddywipple
Valoria (Sickened)
Arazni (Sickened)
---
Pink Yaoguai
Purple Yaoguai

Eldritch and Seren, you're up!

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10+4 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Active conditions: Mage Armor, Overland Flight, Life Bubble

Just a gentle reminder that Undy is still missing from the initiative list.

Grand Lodge

Curse of the Crimson Throne | Loot

Sorry about that. With a '4', he'll bring up the rear, with Riddywipple delaying until then.

Scarab Sages

CN Elf Warlock 11| HP80/80 | AC21 T15 FF16| CMD 23 | Fort 5 Ref 13 Will 8 | Speed 30ft | Initiative +9|Buffs: Heroism,
1st/2nd Prepared Spells:
1st - Aram Zey's Focus, Mage Armor, Shield, Stunning Barrier (3), Windy Escape |2nd - Daylight, Diminish Resistance, False Life, Glide, Make Whole (2)|
3rd/4th Prepared Spells:
3rd - Fly (2), Haste, Conjure Carraige, Heroism, Invisibility Sphere | 4th - Greater Invisibility, Dimension Door (2)

With the enemies at a distance away, Eldritch knows his powers would be unlikely to hit. Rather than suffer the humilation of that, he decides the best action is to wait for them to come out.
To that thought, he decides the best course of action is to be out of their way.
Cast Spell Levitate on self, levitate up 20 ft

Scarab Sages

CG Human Medium 9 | HP 44/75 | AC 27 | T 18 | FF 21 | CMD 22 | F +8 | R +13 | W +9 | +3 AC/Saves vs Undead/Constructs 10ft aura | Init +9 | Percep +11 | SM +11| Spirit Dance 17/22 | Influence 1/5
Active Spells:
Heroism, Whispering Lore, Longstrider
Spells: LvL 1-2/3 (5/6) | Lvl 2-1/2 (4/5) | Lvl 3-(4/4) | Channel - (4/4)

Seren, feeling a vague sense of Deja vu, simply repeats her previous actions, beginning to dance and placing a light spell onto one of her swords to she can see what's going on.

Grand Lodge

Curse of the Crimson Throne | Loot

The Eldritch mutters an incantation and ascends slowly toward the forest canopy above.

Seren casts a light spell and begins dancing, humming "We are the Champions, my friends..."

Perfectly at home in the thicket of trees, vines, and brambles, the red yaoguai skitters toward the mouth-watering equine morsel, reaching out with a tentacle to snatch the tasty treat. The mutated appendage slithers over Arazni's withers, unable to latch onto its catch.
Tentacle; Damage: 1d20 + 12 ⇒ (5) + 12 = 171d8 + 6 ⇒ (1) + 6 = 7

Conditions:
Dim Light. In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself. Areas of dim light include the area between 20 and 40 feet from a torch.
Difficult Terrain and Cover. The denser parts of the forest are very difficult to navigate. The denser parts of the forest are difficult terrain. The thick growth also provides cover against any attacks that pass through at least 10 feet of a thicket, and anything protected by at least 20 feet gains full cover. Any creature that ignores natural undergrowth (such as with the woodland stride class feature) can move at normal speed but does not ignore the cover.
Mage armor and false life - Tessara, Undiana & Riddywipple
Heroism - Seren and Eldritch
Long strider and whispering lore - Seren
Spirit Aura - Allies within 30ft of Seren gain a +2 bonus on all non-spell damage rolls.

Map & Images

Round 1
Bold
may act.

Eldritch (Sickened)
Seren
---
Red Yaoguai
---
Tessara
Neptune
Alexander
Riddywipple
Valoria
(Sickened)
Arazni (Sickened)
---
Pink Yaoguai
Purple Yaoguai

Tessara, Neptune, Alexander, Valoria & Arazni, you're up! Riddywipple delays.

Grand Lodge

| Witch 10 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 72/72 (16 temp HP)| F+8R+9W+12 | Init +3 | Perc +15 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Tess activates her Flight Hex and takes to the air (30’), hoping to get far to the other side of these beasts so she could safely use her magic.

Silver Crusade

LG Female Aasimar (Archon-Blooded) Cavalier (Order of the Dragon, Emissary, Honor Guard) 8 / Spiritualist (Exciter) 1 | HP: 92/92 | AC: 24 (13 Tch, 22 FF) | CMB: 12, CMD: 24 | F: +13, R: +6, W: +10 (misc. save bonuses, see profile) | Init: +3 | Perc: +11, SM: +11 | Challenge 3/3 | Rapture 7/7 |
Current Conditions:
none
Active Spells:
none

Valoria urges Arazni forward slightly. Fighting the deleterious effects of the forest, she strikes at the creature.

Swift action challenge the red yaoguai (-2 AC vs any enemy except the red yaoguai, allies get +2 circumstance bonus on melee attacks against the red yaoguai when I threaten it).

+1 longsword (sickened): 1d20 + 13 - 2 ⇒ (10) + 13 - 2 = 21
magic, slashing (challenge, sickened, spirit bonus): 1d8 + 5 + 7 - 2 + 2 ⇒ (3) + 5 + 7 - 2 + 2 = 15

+1 longsword (sickened): 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19
magic, slashing (challenge, sickened, spirit bonus): 1d8 + 5 + 7 - 2 + 2 ⇒ (6) + 5 + 7 - 2 + 2 = 18

Silver Crusade

| HP: 59/59 | AC: 25 (11 T, 23 FF) | CMB: +11, CMD: 23 (27 vs. trip) | F: +7, R: +5 +6, W: +4 (+1 vs. enchantment spells & SLAs; immune to fatigue) | Init: +2 | Perc: +5, SM: +1 | Smite Evil 1/1 | DR 5/evil | SR 11 |
Current Conditions:
none
Active Spells:
none

Arazni, also feeling the effects of the forest, bites and stomps at the creature.

bite (challenge, sickened): 1d20 + 9 + 2 - 2 ⇒ (2) + 9 + 2 - 2 = 11
bludgeoning, piercing, slashing, magic (challenge, sickened, spirit bonus): 1d4 + 6 + 3 - 2 + 2 ⇒ (2) + 6 + 3 - 2 + 2 = 11 damage

hoof 1 (challenge, sickened): 1d20 + 9 + 2 - 2 ⇒ (7) + 9 + 2 - 2 = 16
bludgeoning, magic (challenge, sickened, spirit bonus): 1d6 + 6 + 3 - 2 + 2 ⇒ (1) + 6 + 3 - 2 + 2 = 10 damage

hoof 2 (challenge, sickened): 1d20 + 9 + 2 - 2 ⇒ (6) + 9 + 2 - 2 = 15
bludgeoning, magic (challenge, sickened, spirit bonus): 1d6 + 6 + 3 - 2 + 2 ⇒ (3) + 6 + 3 - 2 + 2 = 12 damage

Grand Lodge

Curse of the Crimson Throne | Loot

Tessara takes off on her air broom. (You can adjust your position, or you can attempt a DC20 Fly check to fly up at greater than 45° angle; twice if it's a double move.)

Swallowing a mouthful of vomit, Valoria moves forward on her prancing pony, delivering two sword strokes to the red magical beast. Alas, Arazni is too sick to land an effective blow.

Conditions:
Dim Light. In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself. Areas of dim light include the area between 20 and 40 feet from a torch.
Difficult Terrain and Cover. The denser parts of the forest are very difficult to navigate. The denser parts of the forest are difficult terrain. The thick growth also provides cover against any attacks that pass through at least 10 feet of a thicket, and anything protected by at least 20 feet gains full cover. Any creature that ignores natural undergrowth (such as with the woodland stride class feature) can move at normal speed but does not ignore the cover.
Mage armor and false life - Tessara, Undiana & Riddywipple
Heroism - Seren and Eldritch
Long strider and whispering lore - Seren
Spirit Aura - Allies within 30ft of Seren gain a +2 bonus on all non-spell damage rolls.
Challenge - Valoria -2 AC vs any enemy except the red yaoguai; Allies gain a +2 circumstance bonus on melee attacks against the red yaoguai when Valoria threatens it.)

Map & Images

Round 1
Bold
may act.

Eldritch (Sickened)
Seren
---
Red Yaoguai (-23)
---
Tessara
Neptune
Alexander

Riddywipple (Delay)
Valoria (Sickened)
Arazni (Sickened)
---
Pink Yaoguai
Purple Yaoguai

Alexander (and Neptune?) you're up! Riddywipple delays.

Dark Archive

M Human- Chelaxian LN Inquisitor-8 (Sanctified Slayer of Asmodeus), HP 67, AC 23 (touch 12, ff 21), Init +4. Fort +9, Ref +5, Will +9.

Knowledge(Arcana): 1d20 + 8 ⇒ (1) + 8 = 9

(Alexander prepares himself to face the beasts which appear mindless in their mutated forms)*Chain-flail at 10 foot reach*

(Swift Action- Study Target on Red and Purple)

Attack, Power Attack (Red): 1d20 + 10 ⇒ (13) + 10 = 23

Damage (Magic): 1d10 + 17 ⇒ (3) + 17 = 20

"Valoria, if we can position these beasts between us I will be able to target my blows more precisely and bring these beasts down!"

Silver Crusade

LG Female Aasimar (Archon-Blooded) Cavalier (Order of the Dragon, Emissary, Honor Guard) 8 / Spiritualist (Exciter) 1 | HP: 92/92 | AC: 24 (13 Tch, 22 FF) | CMB: 12, CMD: 24 | F: +13, R: +6, W: +10 (misc. save bonuses, see profile) | Init: +3 | Perc: +11, SM: +11 | Challenge 3/3 | Rapture 7/7 |
Current Conditions:
none
Active Spells:
none

Alexander, don't forget you get a +2 circumstance bonus on melee attacks against my challenge target as long as I threaten it, which is currently the red yaoguai.

Valoria whips her head about to take in the tactical situation. She quickly brings her attention back to the beast she is contending with and shouts back at the Asmodean.

"Then pray to your dark lord for a miracle. It's more likely that we'll be flanked by them!"

Grand Lodge

Curse of the Crimson Throne | Loot

(Tessara, you can adjust your position, or you can attempt a DC20 Fly check to fly up at greater than 45° angle; twice if it's a double move.)

Alexander studies two of the yaoguai, then swings his chain-flail at the red one, while suggesting Valoria and he try to flank the creature.

The local plant life seems to have a mind of its own, responding to intruders with displeasure. Thick, serpentine vines snake out from the trees nearby, trying to entangle anyone within five feet of the thickets.

Eldritch, Seren, Alexander, Valoria & Arazni DC17 Reflex Save or:

You're entangled. You can attempt to break free as a move action, succeeding with an DC23 Escape Artist check or a DC13 Strength check. Alternatively, you can free yourself by dealing 11hp of slashing damage to the plants.

The pink yaoguai emerges from the thicket determined to claim the nice, juicy horse for itself.
Tentacle; Damage: 1d20 + 12 ⇒ (10) + 12 = 221d8 + 6 ⇒ (1) + 6 = 7 (Attack results, pending Arazni's Reflex save.)

The purple yaoguai sees a meal nearby, a low-cal elf and a high-protein kitty. It creeps out of the bush and sends a probing tentacle toward dinner.
Tentacle vs Eldritch; Damage: 1d20 + 12 ⇒ (7) + 12 = 191d8 + 6 ⇒ (6) + 6 = 12 (Attack results, pending Arazni's Reflex save.)

Conditions:
Dim Light. In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself. Areas of dim light include the area between 20 and 40 feet from a torch.
Difficult Terrain and Cover. The denser parts of the forest are very difficult to navigate. The denser parts of the forest are difficult terrain. The thick growth also provides cover against any attacks that pass through at least 10 feet of a thicket, and anything protected by at least 20 feet gains full cover. Any creature that ignores natural undergrowth (such as with the woodland stride class feature) can move at normal speed but does not ignore the cover.
Mage armor and false life - Tessara, Undiana & Riddywipple
Heroism - Seren and Eldritch
Long strider and whispering lore - Seren
Spirit Aura - Allies within 30ft of Seren gain a +2 bonus on all non-spell damage rolls.
Challenge - Valoria -2 AC vs any enemy except the red yaoguai; Allies gain a +2 circumstance bonus on melee attacks against the red yaoguai when Valoria threatens it.
Studied Target - Alexander vs Red & Purple

Map & Images

Round 1/2
Bold
may act.

Eldritch (& Neptune) (Sickened, Reflex DC17)
Seren (Reflex DC17)
---
Red Yaoguai (-38)
---
Tessara
Alexander (Reflex DC17)
Valoria (Sickened; Reflex DC17)
Arazni (Sickened; Reflex DC17)
---
Pink Yaoguai
Purple Yaoguai
---
Undiana & Riddywipple

Undiana & Riddywipple, then Seren and Eldritch & Neptune, you're up!

Silver Crusade

LG Female Aasimar (Archon-Blooded) Cavalier (Order of the Dragon, Emissary, Honor Guard) 8 / Spiritualist (Exciter) 1 | HP: 92/92 | AC: 24 (13 Tch, 22 FF) | CMB: 12, CMD: 24 | F: +13, R: +6, W: +10 (misc. save bonuses, see profile) | Init: +3 | Perc: +11, SM: +11 | Challenge 3/3 | Rapture 7/7 |
Current Conditions:
none
Active Spells:
none

Valoria gets caught by the entangling vines, but manages to maneuver Arazni out of their grasp.
Reflex save (sickened): 1d20 + 6 - 2 ⇒ (12) + 6 - 2 = 16

[dice=Immediate action Ride check (sickened) for Indomitable Mount]1d20+13-2[/dice]

Valoria slashes at the pink yaoguai's tentacle to protect Arazni.
[dice=Bodyguard +1 longsword vs. AC 10 for +5 AC (sickened)]1d20+13-2[/dice]

Scarab Sages

CG Human Medium 9 | HP 44/75 | AC 27 | T 18 | FF 21 | CMD 22 | F +8 | R +13 | W +9 | +3 AC/Saves vs Undead/Constructs 10ft aura | Init +9 | Percep +11 | SM +11| Spirit Dance 17/22 | Influence 1/5
Active Spells:
Heroism, Whispering Lore, Longstrider
Spells: LvL 1-2/3 (5/6) | Lvl 2-1/2 (4/5) | Lvl 3-(4/4) | Channel - (4/4)

Reflex Save: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32

Seren ducks beneath the grasp of a vine and then slides right between Alexander and Arazni to get close to the red tentacle bear thing. "Hey, don' leave me outta this!" "To Battle!" She springs up from the crouch she approached with limbs wide and blades out to turn herself into a very sharp, and ideally very painful, pinwheel heading for the creature's chest. "I'm gonna save ya, horse lady!"

Free action to maintain my dance, 5 ft adjust, full attack on red. If it goes down before I use up all my attacks, then Seren will put anything she has left into any vines on Valoria and Alexander

Attacks:

1st MH +1 Wakizashi (Spirit Bonuses, TWF, Heroism, Challenge): 1d20 + 17 - 2 + 2 + 2 ⇒ (15) + 17 - 2 + 2 + 2 = 34
Damage(Spirit Bonus, Spirit Aura): 1d6 + 17 ⇒ (3) + 17 = 20

2nd MH +1 Wakizashi (Spirit Bonuses, TWF, Heroism, Challenge): 1d20 + 12 - 2 + 2 + 2 ⇒ (15) + 12 - 2 + 2 + 2 = 29
Damage(Spirit Bonus, Spirit Aura): 1d6 + 17 ⇒ (1) + 17 = 18

SA +1 Wakizashi (Spirit Bonuses, TWF, Heroism, Challenge): 1d20 + 17 - 2 + 2 + 2 ⇒ (12) + 17 - 2 + 2 + 2 = 31
Damage(Spirit Bonus, Spirit Aura): 1d6 + 17 ⇒ (2) + 17 = 19

OH +1 Wakizashi (Spirit Bonuses, TWF, Heroism, Challenge): 1d20 + 17 - 2 + 2 + 2 ⇒ (5) + 17 - 2 + 2 + 2 = 24
Damage(Spirit Bonus, Spirit Aura): 1d6 + 12 ⇒ (3) + 12 = 15

Crit Confirms:

1st MH Crit (Spirit Bonuses, TWF, Heroism, Challenge): 1d20 + 17 - 2 + 2 + 2 ⇒ (7) + 17 - 2 + 2 + 2 = 26
Damage(Spirit Bonus, Spirit Aura): 1d6 + 17 ⇒ (1) + 17 = 18

2nd MH Crit (Spirit Bonuses, TWF, Heroism, Challenge): 1d20 + 12 - 2 + 2 + 2 ⇒ (16) + 12 - 2 + 2 + 2 = 30
Damage(Spirit Bonus, Spirit Aura): 1d6 + 17 ⇒ (2) + 17 = 19

Scarab Sages

CN Elf Warlock 11| HP80/80 | AC21 T15 FF16| CMD 23 | Fort 5 Ref 13 Will 8 | Speed 30ft | Initiative +9|Buffs: Heroism,
1st/2nd Prepared Spells:
1st - Aram Zey's Focus, Mage Armor, Shield, Stunning Barrier (3), Windy Escape |2nd - Daylight, Diminish Resistance, False Life, Glide, Make Whole (2)|
3rd/4th Prepared Spells:
3rd - Fly (2), Haste, Conjure Carraige, Heroism, Invisibility Sphere | 4th - Greater Invisibility, Dimension Door (2)

Reflex Save: 1d20 + 12 - 2 + 2 ⇒ (13) + 12 - 2 + 2 = 25
Levitating 20 feet up doesn't help, huh? Thats a shame.
Deciding he cannot aim well enough against the threat below, Eldritch decides his allies are the best chance to end the monsters and casts Haste, centered on Valoria. He then levitates up another 10 feet.

Grand Lodge

Curse of the Crimson Throne | Loot

(Tessara, you can adjust your position, or you can attempt a DC20 Fly check to fly up at greater than 45° angle; twice if it's a double move.)

The local plant life seems to have a mind of its own, responding to intruders with displeasure. Thick, serpentine vines snake out from the trees nearby, trying to entangle anyone within five feet of the thickets.

Vines Hazard: Alexander, Seren, Arazni & Valoria DC17 Reflex Save or:
You're entangled. You can attempt to break free as a move action, succeeding with an DC23 Escape Artist check or a DC13 Strength check. Alternatively, you can free yourself by dealing 11hp of slashing damage to the plants.

The pink yaoguai's roars and its stomach rumbles, when the horse evades its tentacle.

The purple yaoguai sees a meal nearby, a low-cal elf and a high-protein kitty. It creeps out of the bush and sends a probing tentacle toward dinner. But The Eldritch levitates above its grasping tentacle's reach.

Seren flips her selector switch to purée and applies the tools of her trade to the red yaoguai. The first attack pierces the beast's hide, but the wakizashi glances off the beast's exposed ribs, tearing away a hunk of meat. The second strike leaves a gaping wound from sternum to groin, and the third strike puts the yaoguai down. Swinging her off-hand wakizashi overhead, Seren brings it down, cleaving the vines entangling Valoria.
Fortification 50% vs Crit Threat 1: 1d100 ⇒ 76
Fortification 50% vs Crit Threat 2: 1d100 ⇒ 11

The Eldritch casts haste on his friends and floats another ten feet up in the air.

Conditions:
Dim Light. In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself. Areas of dim light include the area between 20 and 40 feet from a torch.
Difficult Terrain and Cover. The denser parts of the forest are very difficult to navigate. The denser parts of the forest are difficult terrain. The thick growth also provides cover against any attacks that pass through at least 10 feet of a thicket, and anything protected by at least 20 feet gains full cover. Any creature that ignores natural undergrowth (such as with the woodland stride class feature) can move at normal speed but does not ignore the cover.
Mage armor and false life - Tessara, Undiana & Riddywipple
Heroism - Seren and Eldritch
Long strider and whispering lore - Seren
Spirit Aura - Allies within 30ft of Seren gain a +2 bonus on all non-spell damage rolls.
Levitate - Eldritch
Challenge - Valoria -2 AC vs any enemy except the red yaoguai; Allies gain a +2 circumstance bonus on melee attacks against the red yaoguai when Valoria threatens it.
Studied Target - Alexander vs Red & Purple
Haste - Everyone
HAZARD. Anyone that ends his or her turn within 5 feet of the thickets must succeed at an DC17 Reflex save or become entangled.

Map & Images

Round 1/2
Bold
may act.

Eldritch (& Neptune) (Sickened)
Seren (Round 2 Reflex DC17)
Tessara (Round 1 DC20 Fly check?)
Alexander (Round 1 Reflex DC17)
Valoria (Sickened)
Arazni (Sickened; Round 2 Reflex DC17)
---
Pink Yaoguai
Purple Yaoguai
---
Undiana & Riddywipple (Delayed)

Undiana & Riddywipple (Delayed in Round 1), Tessara, Alexander, Valoria & Arazni, you're up! Rather than try to bot Undiana & Riddywipple, I placed them in Delay.

Dark Archive

M Human- Chelaxian LN Inquisitor-8 (Sanctified Slayer of Asmodeus), HP 67, AC 23 (touch 12, ff 21), Init +4. Fort +9, Ref +5, Will +9.

Reflex Save: 1d20 + 5 ⇒ (4) + 5 = 9

(Alexander's body courses with the arcane energy granted by the Warlock's magic and throws caution to the wind).

Strength Check: 1d20 + 4 ⇒ (14) + 4 = 18

*Second action, 5-foot step, attack Purple*

(Swift Action Bane, Power Attack)

Attack(Magic vs Purple): 1d20 + 13 ⇒ (6) + 13 = 19

Damage#1-(Magic vs Purple): 1d10 + 19 + 2d6 ⇒ (4) + 19 + (6, 5) = 34

"Destroy the filth of Chaos!"

Grand Lodge

| Witch 10 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 72/72 (16 temp HP)| F+8R+9W+12 | Init +3 | Perc +15 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Tess flies to the northwest, making sure to remain out of the reach of the baddies.

Using the bonus of the Haste Spell, she can make it 20’ south of the little thing in the path on the northwest section of the map. If someone would move me on the map that would be great.

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Community / Forums / Online Campaigns / Play-by-Post / GM Lorenzo's #8-99C: The Solstice Scar (Tier 7-8) PbP Gameday VII All Messageboards

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