EM - [PFS] Occasional Demons (Inactive)

Game Master Evil Minion

A series of 6 PFS scenarios... all set on the edges, and often inside, of the demon-infested Worldwound!

─► Maps and stuff ◄─


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Dark Archive

Male Vanara Unchained Rogue (Knifemaster, Scout) 6 | HP 45/45 | AC 25, T 18, FF 19 | F +5, R +13, W +6 | Init +7 | Perc +11 | Vanish 0/3

Sangkip gives a madcap grin and sneaks off after Huni as well.

Perception: 1d20 + 10 ⇒ (13) + 10 = 23
Stealth: 1d20 + 18 ⇒ (16) + 18 = 34

Grand Lodge

Female Taldan Half-elf Wizard/5 (HP 37/37 | AC:12 T:12 FF:10 MageArmor+Shield 20/12/18 | CMB:+2 CMD:14 | F:+4 R:+4 W:+6 | Init:+8 | Perc:+6 Low-light | Move:30ft) | Ranged Touch +4 (as spell/20x2) Crossbow +5 (d8/19-20x2) | FM 6/6
Skills:
Acro +3 Blu +1 Dip +1 DD +3 EA +2 HA +2 Inti +1 (Arcana) +7 (Dung) +7 (Eng) +7 (Geog) +7 (Hist) +7 (Local) +7 (Nature) +7 (Nobil) +7 (Planes) +7 (Relig) +7 Perc +6 Ride +2 SM +3 SC +14 SoH +3 Stlth +2 Surv +1 Swim +0 UMD +6
Aragostina:
Tiny Female Vermin (Greensting Scorpion) (HP 18/18 | AC:21 T:15 FF:18 | F:+2 R:+5 W:+4 Improved Evasion | Init:+3 | Perc:+4 Darkvision 60ft | Move:30ft) | Sting +7 (1d2-4/20x2 + poison DC10

Kara is torn between the clear orders of the dashing warrior, and the safety of her friends. Seeing how badly the warpriest is doing at being unobtrusive, she decides to stay where she is and watch carefully.

Perception: 1d20 + 6 ⇒ (1) + 6 = 7

(Sigh) Look at him, riding tall in the saddle like a hero of old. He really does have beautiful eyes, doesn't he?

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

We were given orders, Huni. Blast, they can't go alone. Sir Ilivan, permission to retrieve them. Alessio addresses his interim commanding officer.


There is no cover at all once you leave the ridge, so stealth rolls are not necessary.
Move your tokens when you say you're moving... it helps me figure out what's what.

Dark Archive

Male Vanara Unchained Rogue (Knifemaster, Scout) 6 | HP 45/45 | AC 25, T 18, FF 19 | F +5, R +13, W +6 | Init +7 | Perc +11 | Vanish 0/3

Sangkip can trivially climb and jump over the obstacles to get to where he is in a double move. Let me know if that's too far

Grand Lodge

Female Taldan Half-elf Wizard/5 (HP 37/37 | AC:12 T:12 FF:10 MageArmor+Shield 20/12/18 | CMB:+2 CMD:14 | F:+4 R:+4 W:+6 | Init:+8 | Perc:+6 Low-light | Move:30ft) | Ranged Touch +4 (as spell/20x2) Crossbow +5 (d8/19-20x2) | FM 6/6
Skills:
Acro +3 Blu +1 Dip +1 DD +3 EA +2 HA +2 Inti +1 (Arcana) +7 (Dung) +7 (Eng) +7 (Geog) +7 (Hist) +7 (Local) +7 (Nature) +7 (Nobil) +7 (Planes) +7 (Relig) +7 Perc +6 Ride +2 SM +3 SC +14 SoH +3 Stlth +2 Surv +1 Swim +0 UMD +6
Aragostina:
Tiny Female Vermin (Greensting Scorpion) (HP 18/18 | AC:21 T:15 FF:18 | F:+2 R:+5 W:+4 Improved Evasion | Init:+3 | Perc:+4 Darkvision 60ft | Move:30ft) | Sting +7 (1d2-4/20x2 + poison DC10

Kara drags her eyes away from Sir Ilivan's jawline long enough to notice her friends trudging headlong into danger.

I'm going to back them up. You boys can help, or not.

She moves into slightly closer position, trying to remain unobserved, and keeping her Wayfinder (and its Detect Evil ability) active, scanning to the North and East. Note that North points to 9 o'clock on the map in case anyone missed it.

Kara does not want to be the first to be seen. Feel free to move me back as necessary.

Sovereign Court

“Floria Avernathus” | Female NG Medium Human Psychic 7 | HP 33/48 33 | AC 16 / 11 T / 15FF | CMD +1 CMD 12 | F +8, R +5, W +6 | Init +8 | Perc +6 SM +3 |Speed 30ft | Spells 1st:0/8, 2nd: 2/8; 3rd 2/5 Detect Thoughts SLA 1/1; CI bolts 36; Phrenic Pool 0/5; Dark Half 2/8 Reach Rod 3/3| Active Conditions: Ant Haul, 3 negative levels, investigative mind

Floria tries to bark out a warning but they rush into battle.

"Oh for Heaven's Sake, that much negative energy will overwhel-"

but they've raced off and she doesn't want to raise her voice to be heard. She draws her reach metamagic rod and stands watching the enemy, poised to begin a mental assault, but hesitating in case the others see sense before they attack.

"Don't be alarmed if I should look slightly different during battle Sir Ilivan. It will pass, the cost of one of my ancestor's dubious dalliances I expect."


Unfortunately, as soon as you break cover, you get noticed. Even with their -20 penalty!

GM Screen:
3d20 ⇒ (18, 18, 19) = 55

Alessio Init: 1d20 + 5 ⇒ (6) + 5 = 11
Alrik Init: 1d20 + 1 ⇒ (18) + 1 = 19
Floria Init: 1d20 + 8 ⇒ (5) + 8 = 13
Huni Init: 1d20 + 2 ⇒ (11) + 2 = 13
Kara Init: 1d20 + 8 ⇒ (1) + 8 = 9
Sangkip Init: 1d20 + 5 ⇒ (5) + 5 = 10

3d20 ⇒ (11, 9, 12) = 32

1d100 ⇒ 58
1d100 ⇒ 61
1d100 ⇒ 39, 1d4 ⇒ 2

As soon as Huni and Sankip stand up, with nothing at all to conceal themselves behind, the commoners on the dry section of the field notice them!

Sir Ilivan curses, as his orders are disobeyed.

"Fools!" He growls, a bit of emotion working its way into his tone, and not in a good way. "I should have known." He doesn't even wait to see what happens, instead heading back the way you came in.

That option does not seem to be available to those that broke cover. As Huni and Sankip work their way along the narrow decrepit earthen walkways, activity breaks out across the fields as well. Two of them, one older woman, and a young man, both holding threshing tools, start hesitantly towards the walkway, weapons held in white knuckled grips.

Three of the others, including the one Floria claimed was a vermlek demon, remain behind doing nothing for a moment, before two of them grab the two prone commoners on the ground, lifting them unceremoniously to their feet and starting to push them forward in front of them. The third merely moves towards the rest. As that is happening, two small creatures suddenly appear, near the walkways, strange bloated things little more than teeth and claws on a misshapen form!

Knowledge (planar), DC 12:
Dretches! You ran into some of these back during the Siege.

One of them lurches towards the end of the walkway, its entire body heaving, until it suddenly spews out a massive cloud of greenish foul gas! The gas wafts across the flooded fields until it envelops both the Sangkip and Huni, the foul vapors instantly causing them to retch, the fumes so thick that they can barely see what's right in front of them.

Huni and Sankip need to make a DC 13 Fort save (vs poison), or be nauseated. You also have no line of sight to anyone at the moment.

- Round 2 ------
Alrik
Floria
Huni
Alessio
Sangkip

'commoners' x 5, green vermlek, red and green dretches
Kara

Everyone but Kara is up!

Fort save pending from Sangkip
Fort save pending from Huni

Changed one of the commoner icons (2 women, 5 men) to a vermlek (the green one), for the one Floria identified. What the others are, you don't quite know yet.

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

Alessio steps forward just short of the cloud of gas and quaffs an extract to raise his defenses.

Extract of Shield. 4 minute duration. AC 22


Please remember there are breaks in the walkways. You eather have to try to jump over them, or go into the water, and try to wade/swim across.
Huni, I completely didn't notice how far you'd moved... Sangkip I ignored, cause he could make the jump, you, not so much.

If you go in the water (as Alessio has), that's of note too! It is not clear water, so depth is unknown, and movement hampered no matter what.

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

Ah, i'll stop short of the water then. thank you.

Silver Crusade

“Floria Avernathus” | Female NG Medium Human Psychic 7 | HP 24/4833 | AC 16 / 11 T / 15FF | CMD +1 CMD 12 | F +8, R +5, W +8 | Init +8 | Perc +6 SM +3 |Speed 30ft | Spells 1st:0/8, 2nd: 3/8; 3rd 2/5 Detect Thoughts SLA 1/1; CI bolts 36; Phrenic Pool 0/5; Dark Half 2/8 Reach Rod 3/3| Active Conditions: Ant Haul, Dark Half, DR5/magic, Fly, 3 Negative Levels, investigative mind

Floria sighs and lets the familiar darkness overtake her. She has a fleeting thought just as it does that she's forgotten to warn Alrik about her heritage, but it's quickly forgotten as she laughs wickedly in her new form.

Random DR: 1d100 ⇒ 20

Which is DR 5/bludgeoning, see here

Channeling the power of the rod, the air around her head thrums and shimmers as she sends a mind thrust toward the Vermlek, using her new training to try to pierce its spell resistance.

Swift action change, full-round cast with the rod taking the range to medium, using a phrenic point during the cast for relentless casting (roll twice to take the better result)

Mind Thrust II damage: 5d8 ⇒ (4, 5, 4, 5, 7) = 25
CL check CL+Spell Penetration: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
CL check CL+Spell Penetration: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12

Will DC 19 (10 + 6[INT] + 2[level] + 1[Dark half]) for half, and if it takes any damage it also takes 2 bleed

Dark Archive

LG M Dwarf Paladin (Tortured Crusader) 5 - HP 44/44 - AC 22, T 11, FF 21 - F+8*, R+4*, W+8* - Init: +1 - Perc +10 (DV, SC), SM +10 - Smite Evil 2/2 - Lay on Hands (2d6+4) 4/4 - Divind Bond 1/1 - Lesser Restoration 1/1 - Liberating Command 1/1 - Active Conditions: Nil

Alrik curses to himself as his companions hurry towards the battle. With a flick of his wrist, a wand appears in his hand. Muttering a prayer to his Lady, the wand flashes blue. The aura fades from his wand and grows around his feet. Alrik takes off after his companions....

Activate Wand + Move
UMD - Wand of Longstrider: 1d20 + 9 ⇒ (12) + 9 = 21

The direction he moves in will probably depend on the depth of the fall if he would happen to fail his Acrobatic check. Which is entirely possible seeing as he is dressed in full plate. How far down is the water? Can we see how deep it is? etc etc.

Grand Lodge

Female Taldan Half-elf Wizard/5 (HP 37/37 | AC:12 T:12 FF:10 MageArmor+Shield 20/12/18 | CMB:+2 CMD:14 | F:+4 R:+4 W:+6 | Init:+8 | Perc:+6 Low-light | Move:30ft) | Ranged Touch +4 (as spell/20x2) Crossbow +5 (d8/19-20x2) | FM 6/6
Skills:
Acro +3 Blu +1 Dip +1 DD +3 EA +2 HA +2 Inti +1 (Arcana) +7 (Dung) +7 (Eng) +7 (Geog) +7 (Hist) +7 (Local) +7 (Nature) +7 (Nobil) +7 (Planes) +7 (Relig) +7 Perc +6 Ride +2 SM +3 SC +14 SoH +3 Stlth +2 Surv +1 Swim +0 UMD +6
Aragostina:
Tiny Female Vermin (Greensting Scorpion) (HP 18/18 | AC:21 T:15 FF:18 | F:+2 R:+5 W:+4 Improved Evasion | Init:+3 | Perc:+4 Darkvision 60ft | Move:30ft) | Sting +7 (1d2-4/20x2 + poison DC10

Knowledge Planes DC12: 1d20 + 7 ⇒ (1) + 7 = 8

Did Sir Ilivan just...leave us here?

Kara manages to ignore Sir Ilivan's apparent cowardice long enough to put away her Wayfinder (Move action) and call forth an extradimensional pit under the nearest two demons.

Reflex DC15 for the two inside it; Reflex DC17 for the two adjacent.

Let's see how well you can swim, demons.


Cowardice? You guys are disobeying direct orders... again!
And Kara, your jumping the gun a bit, you go dead last! Will save it for then.

Alrik: you can get from the ridge to the walkways easily enough. The breaks in them you would have to jump, or brave the water (or both, likely in your case =)).
You can not tell how deep it is... though it would be a fair assumption that it wouldn't be as deep where the walkways have degraded as in the fields themselves... not guaranteed though.

GM Screen:
will: 1d20 ⇒ 17

Alessio works his way back and out onto the unstable earthen walkways, trying to catch up to Huni and Sangkip. Unfortunately, as he reaches the first break, the cloying green cloud forms and blocks his way further forward. Instead, he pulls out a defensive extract of his own making, in preparation for what's to come.

Floria has no such restraints, as her dark have suddenly takes over, her face becoming a cruel visage of her normal self, and her skin seeming to stiffen as if it were suddenly covered in rigid scales. Using the rod in her hand as a focus, she reaches out with her mind towards the one she identified as a vermlek. She is easily able to make contact, though its foul thoughts of evil and chaos almost cause her to recoil... but instead the dark corner of her mind in control at the moment, seems to relish those same thoughts, as she pushes past what resistances it has to connect directly to the mind those thoughts came from. With a sense of cruel joy, she lashes out, sending the full force of her mind to assault that of the demon.

Across the flooded fields, you see that same demon stagger slightly, one hand going to its belly... which, given what you know about vermlek's, might be where its head is right now. You see the body it inhabits snarl slightly, and Floria feels her attempts suddenly pushed away, her connection severed.

Beside her, Alrik quickly activates a wand to help him move a little faster, then makes for the earthen walkways with the others.

- Round 2 ------
Alrik
Floria
Alessio
Huni
Sangkip

'commoners' x 6, green vermlek (-12, 2 bleed), red dretch, green dretch
Kara

Huni and Sangkip still to go!

Fort save pending from Sangkip
Fort save pending from Huni

Dark Archive

Male Vanara Unchained Rogue (Knifemaster, Scout) 6 | HP 45/45 | AC 25, T 18, FF 19 | F +5, R +13, W +6 | Init +7 | Perc +11 | Vanish 0/3

Sangkip flings himself out of the cloud, choking and wheezing too much to battle.

Fort: 1d20 + 3 ⇒ (9) + 3 = 12
Rounds: 1d4 + 1 ⇒ (1) + 1 = 2 Small mercies I guess

Scarab Sages

Human Warpriest 6| AC 21/23 T 13 FF 18/20 | HP 46/46 | F +7 (8) R +5 (6) W +9 (10) | Init +2 | Perc +3| Blessings 6/6 Fervor 6/6 Sacred Weapon 6/6 Channel Energy 3/3| Lvl 2: 4/4; Lvl 1: 5/5 Orizon: 5/at will

Fort: 1d20 + 7 ⇒ (14) + 7 = 21
Huni makes his way out of the noxious fog (accepting AoOs, +4 AC with Mobility)


GM Screen:
AoO vs Huni: 1d20 ⇒ 15
AoO vs Huni: 1d20 ⇒ 3

green claw vs Huni: 1d20 ⇒ 12
green claw vs Huni: 1d20 ⇒ 8
green bite vs Huni: 1d20 ⇒ 4

red claw vs Huni: 1d20 ⇒ 20
red claw vs Huni: 1d20 ⇒ 7
red bite vs Huni: 1d20 ⇒ 17, 1d4 + 1 ⇒ (4) + 1 = 5
confirm?: 1d20 ⇒ 19, 2d4 + 2 ⇒ (3, 3) + 2 = 8

blue flail vs Huni: 1d20 ⇒ 15
cyan flail vs Huni: 1d20 ⇒ 14

1d8 + 3 ⇒ (8) + 3 = 11

red dretch reflex: 1d20 ⇒ 19
blue reflex: 1d20 ⇒ 10, 2d6 ⇒ (5, 5) = 10


His lungs full of the foul gas, Sangkip manages to escape it along the walkway to the north, but only barely, as he makes the final leap over the breach there, coughing and hacking.

Huni fares much better, as he manages not to take in too great a lungful, before moving purposefully forward towards the people on the dry area to the east. The woman with the threshing flail takes a fearful tentative swing at him, sobbing as she does so. It is immediately clear she has no idea how to use, what is ostensibly a farming tool, as a weapon. The little dretch however knows how to use its claws, and gleefully swipes at him... though its eagerness does not compensate for the warpriest's protections, the dark nails only scrapping along his armor ineffectively.

With a feral howl, it leaps at him to try again, biting with its blackened teeth, and tearing at his armor with its claws. But despite all its efforts, it doesn't manage to even scratch the man.

The second dretch starts to slowly inch around the far side, as it too tears into Huni. After fending off the first, Huni can't quite manage to fend off the second as well, as it first sinks its teeth deeply into him shield arm (crit! 8 damage to Huni) before slipping one of its claws under his mail shirt, and tears at his abdomen (5 damage to Huni)

The two commoners seem far less enthusiastic about joining the fray, but the woman and the man to her right, both take tentative steps forward, and swing their threshing flails as well... both of which are easily turned aside by his armor.

Two of the other peasants start pushing the apparently injured ones forward, almost as if using them for shields. The last one, waves one hand around for a moment, and suddenly a dark miasma forms around the vermlek that Floria identified, and Huni. The vermlek seems to relish the energy as it flows around it, even stopping the bleeding caused by Floria's mental attack. Huni though, feels the exact opposite, as his wounds open even worse, the flesh starting to turn black around the edges.

Huni, you will take 11 points of negative energy damage. DC 16 will for half

As they do so, Kara utters a few arcane phrases, and a pit suddenly opens up under one of the dretches and the man nearby. The dretch scrabbles to the side as the earth opens up, its hard nails able to find some grip to pull itself clear. The man beside it though, is not so lucky. He gives a startled yelp, before disappearing down the hole, falling twenty feet before hitting the bottom with a thud.

- Round 3 ------
Alrik
Floria
Alessio
Huni (-24/-19*)
Sangkip (nauseated)

yellow 'commoner', cyan 'commoner', black 'commoner'
pink 'commoner', red 'commoner'
green vermlek (-1), red dretch, green dretch
Kara

Everyone but Kara is up!

Will save pending from Huni

Redid Kara's pit template, to show the sloped edges to. If you end your turn in one of those edge squares, you need to make a reflex save to not slip and fall into said pit (currently just Huni, and some of the npc's

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

Alessio wades across the water to get to the other side.

swim: 1d20 - 1 ⇒ (4) - 1 = 3

Eesh


Luckily that section is only 2 feet deep, so you won't need to swim... but it is difficult terrain.

And of course, a Fort save required as you climb out the far side.

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

WHEW! I'll take my full movement then.

fort save: 1d20 + 7 ⇒ (5) + 7 = 12

Let's get these bad roles out of the way.

Dark Archive

Male Vanara Unchained Rogue (Knifemaster, Scout) 6 | HP 45/45 | AC 25, T 18, FF 19 | F +5, R +13, W +6 | Init +7 | Perc +11 | Vanish 0/3

Sangkip continues his long trek around, hoping to recover before his part of the battle begins.


Alessio: Alas, once you become nauseated, your turn ends, as you have no more actions to use. So only the single move.

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

Gotcha. Thanks.

Scarab Sages

Human Warpriest 6| AC 21/23 T 13 FF 18/20 | HP 46/46 | F +7 (8) R +5 (6) W +9 (10) | Init +2 | Perc +3| Blessings 6/6 Fervor 6/6 Sacred Weapon 6/6 Channel Energy 3/3| Lvl 2: 4/4; Lvl 1: 5/5 Orizon: 5/at will

Will: 1d20 + 8 ⇒ (14) + 8 = 22

After surviving the onslaught, Huni has to admit to himself that perhaps that jerk was right to not help. However, he is currently embroiled in the situation and regrets were for later.

He steps to the side, activates his Sacred Weapon and jabs at the green dretch.

Unarmed Strike: Beliar's Bite
to hit: 1d20 + 7 ⇒ (16) + 7 = 23 to hurt: 1d8 + 3 ⇒ (2) + 3 = 5 bleed: 1d4 ⇒ 1

Silver Crusade

“Floria Avernathus” | Female NG Medium Human Psychic 7 | HP 24/4833 | AC 16 / 11 T / 15FF | CMD +1 CMD 12 | F +8, R +5, W +8 | Init +8 | Perc +6 SM +3 |Speed 30ft | Spells 1st:0/8, 2nd: 3/8; 3rd 2/5 Detect Thoughts SLA 1/1; CI bolts 36; Phrenic Pool 0/5; Dark Half 2/8 Reach Rod 3/3| Active Conditions: Ant Haul, Dark Half, DR5/magic, Fly, 3 Negative Levels, investigative mind

Which 'commoner' was the source of the negative energy? I can't use spellcraft in this form but I'm assuming it's another vermlek as we saw those use (and get healed by) negative energy when protecting the spire

Floria stamps her feet in petulant fury at the vermlek healing its bleed damage. The other Floria would call out a warning to Huni to get out of there, but such concerns are little things at the back of her mind, and she's more interested in making something bleed that can't just heal itself.

Her eyes settle on the dretch that isn't bleeding and she flicks her wrist at it, conjuring three force bolts toward it. She then steps forward to get a better look at the enemy, and draws her scroll of placebo effect into her free hand.

CL check: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
Magic Missile: 3d4 + 3 ⇒ (3, 3, 2) + 3 = 11

2 bleed if it takes any damage


you're not certain... spell-like abilities don't have the usual casting indicators. Though you can give me a perception check to notice the non-usual ones! =)

Silver Crusade

“Floria Avernathus” | Female NG Medium Human Psychic 7 | HP 24/4833 | AC 16 / 11 T / 15FF | CMD +1 CMD 12 | F +8, R +5, W +8 | Init +8 | Perc +6 SM +3 |Speed 30ft | Spells 1st:0/8, 2nd: 3/8; 3rd 2/5 Detect Thoughts SLA 1/1; CI bolts 36; Phrenic Pool 0/5; Dark Half 2/8 Reach Rod 3/3| Active Conditions: Ant Haul, Dark Half, DR5/magic, Fly, 3 Negative Levels, investigative mind

Perception: 1d20 + 4 ⇒ (1) + 4 = 5

have you seen this FAQ? I believe that means even SLAs should be obvious unless they have the Conceal Spell feat. It's up to you of course, I'd actually prefer that it requires a check to notice because none of Floria's spells use verbal or somatic components :)


Aye, thus the perception roll!

Dark Archive

LG M Dwarf Paladin (Tortured Crusader) 5 - HP 44/44 - AC 22, T 11, FF 21 - F+8*, R+4*, W+8* - Init: +1 - Perc +10 (DV, SC), SM +10 - Smite Evil 2/2 - Lay on Hands (2d6+4) 4/4 - Divind Bond 1/1 - Lesser Restoration 1/1 - Liberating Command 1/1 - Active Conditions: Nil

Previous Round....

Unsure of the water situation, Alrik assesses his options and takes off around the edge towards the nearest path to the fight. Nearing the edge, he leaps but the slippery nature of the path causes him to trip into the water.

Acrobatics: 1d20 + 1 - 7 ⇒ (8) + 1 - 7 = 2

Current Round....

Righting himself, Alrik clambers forward before attempting to climb up on to the path again. Dashing forwards, he attempts another jump to get yet closer to the action.

"Yeeeehaaaaa!"

Alrik exclaims with glee as he successfully clears his second jump. he continues his waddling run and leaps once more but fails spectacularly and ends up in the drink.

Climb: 1d20 + 5 - 7 ⇒ (20) + 5 - 7 = 18
Acrobatics: 1d20 + 1 - 7 ⇒ (18) + 1 - 7 = 12
Acrobatics: 1d20 + 1 - 7 ⇒ (6) + 1 - 7 = 0

For the sake of speed & continuity, I've made some assumptions based on the results of his rolls. Feel free to correct his position and/or narrative if need be.


Although she knows it was one of the others, Floria wasn't paying quite enough attention to spot the telltale signs of any spells being cast. (Though she's pretty sure it wasn't the one that fell in the pit).

Alrik, his steps hastened by his spell, hurries the opposite way of the others, past Kara, and out onto the walkways there. Unfortunately, his stout form and armor are not conducive to leaping across exposed waterways, and he ends up slogging through the first two breaks, water up past his knees. He reaches the last break, and tries to leap across that as well, at an angle trying to bypass the conjured pit. Though aided this time by a longer run-up, it doesn't help... as the weakened earth on the edge crumbles under his heavy step, and he is already off balance as he goes airborn, only to land on his back in the murky water with a loud splash! By the time he gets his head back the right way around, he realizes the water is almost up to his shoulders, only his suddenly soggy noggin poking above the surface.

each square counts x4 for movement.

On the other side of the field, Sangkip is having some trouble moving as well, though his is caused by the nausea from the inhaled fumes... still he manages to make some headway, and he can feel the last of the poisons leaving his system as his stomach finally starts to calm down. Unfortunately, along the middle walkway, Alessio finally is forced to take in a breath... a breath heavy with the vile gas... and like Sangkip, he feels his belly heaving... and like Alrik he finds his head swimming... so much so that he can only stagger a few more steps once he's out of the water, finding himself still in the fumes.

Sangkip no longer nauseated... Alessio now is.

Huni, in the middle of all the enemies, and under siege waiting for his comrades to catch up, manages to resist the brunt of the negative energy, and steps away from Kara's pit, to firmer ground. Calling on his god, he imbues his fists with some sacred power, and lashes out at the nearby dretch.

Huni, you activated the sacred weapon, which I assume gives your unarmed strikes a +1 enhancement bonus... but you failed to account for the bonus in your attacks, yes? This is relevant, because the 5 damage doesn't get through its DR... and thus no bleed.... whereas 6 damage, would do a single point, and the bleed would get through too =)
Adding the extra point, let me know if that's not correct

His blow is deadly accurate, but even with his powerful strike, he barely scratches the surface, and he remembers that only cold iron or blessed weapons are likely to cut through its demonicly tough hide easily.

Still the small scratch he did make, starts to bleed... a foul blackened fluid... and doesn't appear to be stopping!

Back where you started, Floria's demonic heritage continues to be on full display, as she turns her attention to the dretches, angered that the vermlek managed to heal itself.

She concentrates, and sends a barrage of force missiles arcing across the submerged fields... they each strike the nearest dretch, one after the other, sending rippled through its blubbery hide, and leaving painful-looking holes where they strike!

Luckily, the dretches don't have SR!
Floria, I'm doubtful if you can use a scroll while in your dark half... it doesn't fall under casting a spell, and there is concentration required.

GM Screen:
cyan 'commoner' vs Huni: 1d20 ⇒ 11
red 'commoner' vs Huni: 1d20 ⇒ 18
black 'commoner' vs Huni: 1d20 ⇒ 1

green dretch claw vs Huni, flank: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23, 1d4 + 1 ⇒ (4) + 1 = 5
green dretch claw vs Huni, flank: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21, 1d4 + 1 ⇒ (2) + 1 = 3
green dretch bite vs Huni, flank: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25, 1d4 + 1 ⇒ (4) + 1 = 5

1d8 + 3 ⇒ (8) + 3 = 11

red dretch stealth: 1d20 + 9 ⇒ (16) + 9 = 25

Of course, Huni still finds himself all alone in the midst of the enemy!

The lady by the pit quickly steps away from it, her footing clearly not steady on the sloped edge. She takes a half-hearted swipe at the warpriest with her threshing flail, but again, it seems more for appearances than any thought of actually hitting him. One of the other commoners, and the vermlek, both herd two other commoners forward, and push them into the fray with Huni as well. One, an older woman armed with a scyth, takes a swipe at his legs, and she comes frightfully close, only his thick boots protecting him from losing a foot. The other one, also with a farming scythe, takes a fearful swing as well, but he clearly has never used the tool before, and comes closer to cutting himself then Huni.

The nearby dretch though, sensing an advantage, leaps away from the pit, its thick claws scrabbling in the dirt, as it moves around to flank, before tearing into the warpriest with sharp claws and fetid teeth! Its attack is more ferocious than Huni was ready for, with all the other attackers, and each of its blows strike flesh and tear at with wild abandon! (13 damage to Huni (from 3 hits))

He is grateful to survive the onslaught... but that relief proves short lived, as again, a dark miasma of negative energy forms around him... as well as Alrik in the water, and the vermlek. The last of the vermlek's wounds disappear, but Alrik finds his own skin break out in small lacerations that he can't explain by falling in the water. Huni takes the worst of it, dearly wounded already, those same blows seem to tear even further, the skin around the edges turning necrotic almost instantly.

Alrik and Huni take 11 points of negative energy damage, DC 16 will for half

This time, you note it was the vermlek itself healing the last of its wounds, and damaging the Pathfinders.

The other dretch gives a garbled cry, then races west, away from the pit and along the western walkway, disappearing into the cloud and out of sight... droplets of blood trailing it.

Alessio, DC 25 perception to hear it ahead of you, else you will be adjacent to it before you see it.

- Round 3 ------
Kara

- Round 4 ------
Alrik (-11/-5*)
Floria
Alessio (nauseated)
Huni (-43/-37*)
Sangkip

yellow 'commoner', cyan 'commoner', black 'commoner'
pink 'commoner', red 'commoner'
green vermlek (-1), red dretch (-13, 2 bleed), green dretch (-2, 1 bleed)

Everyone is up!

Will save pending from Alrik (your dwarf bonus applies (its a spell-like ability))
Will save pending from Huni (if you fail, you're unconscious)

Grand Lodge

Female Taldan Half-elf Wizard/5 (HP 37/37 | AC:12 T:12 FF:10 MageArmor+Shield 20/12/18 | CMB:+2 CMD:14 | F:+4 R:+4 W:+6 | Init:+8 | Perc:+6 Low-light | Move:30ft) | Ranged Touch +4 (as spell/20x2) Crossbow +5 (d8/19-20x2) | FM 6/6
Skills:
Acro +3 Blu +1 Dip +1 DD +3 EA +2 HA +2 Inti +1 (Arcana) +7 (Dung) +7 (Eng) +7 (Geog) +7 (Hist) +7 (Local) +7 (Nature) +7 (Nobil) +7 (Planes) +7 (Relig) +7 Perc +6 Ride +2 SM +3 SC +14 SoH +3 Stlth +2 Surv +1 Swim +0 UMD +6
Aragostina:
Tiny Female Vermin (Greensting Scorpion) (HP 18/18 | AC:21 T:15 FF:18 | F:+2 R:+5 W:+4 Improved Evasion | Init:+3 | Perc:+4 Darkvision 60ft | Move:30ft) | Sting +7 (1d2-4/20x2 + poison DC10

Kara moves closer, attempting to jump over the gaps.

Acrobatics DC5: 1d20 + 3 ⇒ (3) + 3 = 6

Acrobatics DC5: 1d20 + 3 ⇒ (1) + 3 = 4

After barely making the first jump, she hurries to aid her friends. With her attention focused on the figures surrounding the pit, she fails to notice a loose rock and finds herself face down in the water.

Assuming the water is shallow enough to only be Difficult here.

Dragging her muddy self to the far shore, she hastily casts a spell at the greem vermlek.

SR: 1d20 + 4 ⇒ (19) + 4 = 23

Magic Missile, Evoker: 1d4 + 1 + 1d4 + 1 + 1 ⇒ (4) + 1 + (2) + 1 + 1 = 9


Technicaly, the first jump was DC 10, the second DC 10, as you can't get a 10' run up on either. =)
Failing it though just makes it cost double movement to move through the water, so works out the same, though you might still be one square back... you're just wetter and muddier than you'd like... good for you Taldan 'princesses' to get in the muck once in a while

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

perception: 1d20 + 7 ⇒ (13) + 7 = 20

Alessio moves forward out of the poison gas.

I suppose that provokes since I don't see it. Miss Chance?

Dark Archive

Male Vanara Unchained Rogue (Knifemaster, Scout) 6 | HP 45/45 | AC 25, T 18, FF 19 | F +5, R +13, W +6 | Init +7 | Perc +11 | Vanish 0/3

Sangkip continues circling around, hoping to get to the fray before Huni calls it quits!


Alessio, the demon is blocking the way, so you'll end up stopped right in front of him (with 5' of movement to spare, so I suppose you could back up a space). Though he does have a readied action, so that will happen regardless.
The walkways are only 5' wide. Not to mention you've moved like two squares too far, for a single move.

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

Ah i thought it was 2 spaces wide and moved 30'. will stop short of it, then.

Scarab Sages

Human Warpriest 6| AC 21/23 T 13 FF 18/20 | HP 46/46 | F +7 (8) R +5 (6) W +9 (10) | Init +2 | Perc +3| Blessings 6/6 Fervor 6/6 Sacred Weapon 6/6 Channel Energy 3/3| Lvl 2: 4/4; Lvl 1: 5/5 Orizon: 5/at will

You're correct that I did not add the +1 from sacred weapon. Good catch.

Will: 1d20 + 8 ⇒ (13) + 8 = 21

A battered Huni casts Protection v Evil on himself swift action as he steps out of the middle of the pack. He draws his sword. He'll channel energy too.

Cure Light Wounds 1d8 + 5 ⇒ (5) + 5 = 10

Channel Positive Energy 2d6 ⇒ (5, 1) = 6

Sovereign Court

“Floria Avernathus” | Female NG Medium Human Psychic 7 | HP 33/48 33 | AC 16 / 11 T / 15FF | CMD +1 CMD 12 | F +8, R +5, W +6 | Init +8 | Perc +6 SM +3 |Speed 30ft | Spells 1st:0/8, 2nd: 2/8; 3rd 2/5 Detect Thoughts SLA 1/1; CI bolts 36; Phrenic Pool 0/5; Dark Half 2/8 Reach Rod 3/3| Active Conditions: Ant Haul, 3 negative levels, investigative mind

Yes I was thinking of saving an action for later, but on reflection doing so would require patience that Floria doesn't presently have, so we'll say she didn't draw the scroll

With Kara's attack on the Vermlek, Floria decides to add her own and try to push past its healing with her help. Just as before she assaults it's mind once again.

Full round cast Mind Thrust II on the green Vermlek using the rod, phrenic point as before

Mind Thrust II: 5d8 ⇒ (1, 4, 5, 2, 7) = 19
SR: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
SR: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18

Will save DC 19 for half, 2 bleed if it takes any damage

Finally she tries to exert control over herself so she can bring more than just hatred to the battle

Concentration vs. DC 15: 1d20 + 5 + 6 ⇒ (13) + 5 + 6 = 24

Her regular features re-emerge and she looks around the battlefield with concern


Huni, how are you doing 3 things? Using Fervor and the Blessing both take a swift action, you can do only one.
So it's either the Prot From Evil, or the CLW... not both

Scarab Sages

Human Warpriest 6| AC 21/23 T 13 FF 18/20 | HP 46/46 | F +7 (8) R +5 (6) W +9 (10) | Init +2 | Perc +3| Blessings 6/6 Fervor 6/6 Sacred Weapon 6/6 Channel Energy 3/3| Lvl 2: 4/4; Lvl 1: 5/5 Orizon: 5/at will

I decided against Cure Light Wounds, but forgot to delete it.

Dark Archive

LG M Dwarf Paladin (Tortured Crusader) 5 - HP 44/44 - AC 22, T 11, FF 21 - F+8*, R+4*, W+8* - Init: +1 - Perc +10 (DV, SC), SM +10 - Smite Evil 2/2 - Lay on Hands (2d6+4) 4/4 - Divind Bond 1/1 - Lesser Restoration 1/1 - Liberating Command 1/1 - Active Conditions: Nil

Alrik continues his slog through the water and finally makes landfall and moves into a position where he might actually be useful soon.

Will Save: 1d20 + 6 + 5 ⇒ (20) + 6 + 5 = 31


Lots going on!

GM Screen:
Readied attack vs Alessio: 1d20 + 4 ⇒ (9) + 4 = 13, 1d100 ⇒ 55

vg Will: 1d20 + 5 ⇒ (13) + 5 = 18
vy Will: 1d20 + 5 ⇒ (8) + 5 = 13
vp Will: 1d20 + 5 ⇒ (11) + 5 = 16

vg Will: 1d20 + 5 ⇒ (13) + 5 = 18

Readied attack vs ff Alrik: 1d20 + 6 ⇒ (17) + 6 = 23, 2d4 + 3 ⇒ (3, 4) + 3 = 10

red vs Huni: 1d20 ⇒ 9
cyan vs Huni: 1d20 ⇒ 10
black vs Alrik: 1d20 ⇒ 5

green dretch claw vs Huni: 1d20 + 4 ⇒ (18) + 4 = 22, 1d4 + 1 ⇒ (3) + 1 = 4
green dretch claw vs Huni: 1d20 + 4 ⇒ (11) + 4 = 15
green dretch bite vs Huni: 1d20 + 4 ⇒ (12) + 4 = 16

red dretch claw vs Alessio: 1d20 + 4 ⇒ (7) + 4 = 11, 1d100 ⇒ 12
red dretch claw vs Alessio: 1d20 + 4 ⇒ (6) + 4 = 10, 1d100 ⇒ 18
red dretch bite vs Alessio: 1d20 + 4 ⇒ (6) + 4 = 10, 1d100 ⇒ 70

1d8 + 3 ⇒ (5) + 3 = 8
1d8 + 3 ⇒ (6) + 3 = 9
2d6 + 3 ⇒ (3, 3) + 3 = 9

pink AoO vs Alrik: 1d20 + 6 ⇒ (11) + 6 = 17
black AoO vs Alrik: 1d20 ⇒ 11

As Sangkip races along the northern walkways, finally free of the gas's nauseating effects, Alessio makes his way through the noxious fog along the western walkway. Trying to keep the gasses out of his lungs, and his stomach contents inside his stomach, he staggers down the walkway, hoping to reach the edge of the cloud. Unfortunately, he is completely unaware of the dretch that raced in looking for him. Both of them nearly collide, though the demon was ready for it at least, and tries to slash at his throat as he appears. Luckily, the alchemist has been through enough battles during his soldiering days that his response to danger is still well honed. His head still spinning from the poison, he still manages to throw himself to the side quickly enough to avoid the blow. The demon does not seem content to give up its advantage though, as it leaps on him, blackened teeth gnashing and yellowed claws slashing. But, even in his sickened state, and with little room to maneuver, Alessio's instincts and armor, both alchemical and mundane, manage to keep the demon at bay!

Kara tries to make her way across the decaying walkway, but it seems like every step she takes hits eroding dirt, that collapses beneath her feet. She spends more time crawling through mud and water, than over dry land. Eventually she just gives up, and still standing in murky water past her knees, calls on her arcane might to send more force missiles flying towards the known vermlek! Both strike it squarely, sending it staggering backwards for a moment.

Huni, still under assault from all sides, only barely manages to keep on his feet... the blood loss, and bursts of negative energy almost overcomming him as he staggers back from the mass of foes! Still, stay on his feet he does, though given all the blood, you're not sure how. He draws on the blessing of Irori, to bolster his flagging defenses, before brandishing the silver disk around his neck, and calling on her healing powers.

Am going to assume you draw your sword *after* you channel, as you won't be able to if you draw it first.

Instantly, a wave of bright energy pulses out from where he stands, his back to the flooded fields. Some of his many wounds stop bleeding, though not nearly enough to be noticeable. The wave also catches the nearby dretch, healing the tiny wound it had received only moments before, as well Alrik, right on the edge of it. Even with just his head above the water, it proves enough to completely remove all signs of the negative energy that just struck him.

But, more importantly, the burst hits the vermlek and the five remaining peasants. Almost immediately, the vermlek and two of the peasants start writhing in pain, the positive energy clearly tearing away at their flesh, enough that you can see the mass of roiling worms hiding beneath them all! As you suspected, you face not one such demon, but three!

Two more vermlek's identified (The pink and yellow commoners). Changed icons appropriately.

Again two of the peasants, both with their threshing flails, take pitiful swings at Huni, while the other continues to wave her scythe at Alrik, though all to no avail. The dretch though, leaps back at the warpriest with demonic glee. The warpriest is able to jam his shield in its mouth to fend off the teeth, and his armor deflects one of the claws, but the other cuts through once again, opening up more wounds (4 damage to Huni) on a body already ravaged by them.

Not far off, buoyed by Huni's heal, Alrik manages to slog the last bit of distance, and tries to pull himself up the steep muddy slope. Unfortunately, the nearby vermlek was waiting for just that moment, as it leaps towards him while he is vulnerable, hacking at him with its scythe. Despite his armor, the blow cuts right past, scoring a long gash along the dwarf's back (10 damage to Alrik). But the paladin is used to pain, as he finishes scrabbling up the muddy rise, and steps right into the thick of things, hoping to relieve some of the pressure off of Huni. The vermlek tries to stop him with another sweep of its scythe, but Alrik easily steps aside. The nearby older woman makes a half-hearted swipe as well, though seems more terrified, than looking for a fight.

As the first vermlek you identified thrashes in pain from Huni's channel, on the far side of the field, Floria focuses her mind once more, all her attention on the demon. She easily pushes past its defenses, and starts to tear at its mind with her own. Though the assault is psychic, it might as well have been with knives, as the wormlike demon inside the dead body starts to thrash about even more, bits of greenish ichor starting to flow from rents in the flesh of its skin suit.... until finally, with an shrill anguished sound, it collapses to the ground, its fleshy borrowed skin suddenly looking more like a blanket.

One of the newly revealed vermleks gives a gutteral cry, pointing towards the young psychic across the water, and both it, and the other one, take a step back and start summoning dark energies once more!

Kara and Floria are both suddenly surrounded by those same energies, as their skin starts to die and tear wherever it touches!

Kara and Floria both take 8 points of negative energy damage. DC 15 will for half

At the same time, similar energies start to form around Alrik, Huni, and the vermlek that just collapsed after Floria's mental assault. The two Pathfinders are once again, wracked with pain as already existing wounds suddenly tear wider and the flesh around them dies. It proves all too much for Huni, the mass of wounds finally too rampant for even his faith to keep him standing. He collapses to the ground, his sword falling in the mud and all his veins and arteries showing black against his skin, as if the negative energy were flowing through them.

Alrik and Huni both take 9 points of negative energy damage. DC 15 will for half
Save or not, Huni goes down.

But even worse, the demon that had fallen suddenly starts to move again, the energy seemingly enough to stave off its demise. It lets out a angry shriek as it comes around, and suddenly, the human skin that covers it bursts apart in a gory display of torn flesh and sinew. Where it once lay, you see a vile worm-like creature, almost eight feet long, with a flat multi-jawed head, and a writhing body with four lashing tails, each tipped with strange purple filaments. It immediately starts wriggling towards the pile of peasant corpses nearby.

- Round 4 ------
Kara (-8/-4*)

- Round 5 ------
Alrik (-19/-14*)
Floria (-8/-4*)
Alessio (nauseated)
Huni (-44/-39*, unconscious, dying, prone)
Sangkip

yellow vermlek (-6), cyan 'commoner', black 'commoner'
pink vermlek (-3), red 'commoner'
green vermlek (-14, bodyless), red dretch (-15, 2 bleed), green dretch

Party is up!

Will save pending from Kara
Will save pending from Floria
Will save pending from Huni (unconscious, either way)
Will save pending from Alrik
Stabilization roll needed for Huni

Scarab Sages

Human Warpriest 6| AC 21/23 T 13 FF 18/20 | HP 46/46 | F +7 (8) R +5 (6) W +9 (10) | Init +2 | Perc +3| Blessings 6/6 Fervor 6/6 Sacred Weapon 6/6 Channel Energy 3/3| Lvl 2: 4/4; Lvl 1: 5/5 Orizon: 5/at will

Will: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25

Grand Lodge

Female Taldan Half-elf Wizard/5 (HP 37/37 | AC:12 T:12 FF:10 MageArmor+Shield 20/12/18 | CMB:+2 CMD:14 | F:+4 R:+4 W:+6 | Init:+8 | Perc:+6 Low-light | Move:30ft) | Ranged Touch +4 (as spell/20x2) Crossbow +5 (d8/19-20x2) | FM 6/6
Skills:
Acro +3 Blu +1 Dip +1 DD +3 EA +2 HA +2 Inti +1 (Arcana) +7 (Dung) +7 (Eng) +7 (Geog) +7 (Hist) +7 (Local) +7 (Nature) +7 (Nobil) +7 (Planes) +7 (Relig) +7 Perc +6 Ride +2 SM +3 SC +14 SoH +3 Stlth +2 Surv +1 Swim +0 UMD +6
Aragostina:
Tiny Female Vermin (Greensting Scorpion) (HP 18/18 | AC:21 T:15 FF:18 | F:+2 R:+5 W:+4 Improved Evasion | Init:+3 | Perc:+4 Darkvision 60ft | Move:30ft) | Sting +7 (1d2-4/20x2 + poison DC10

Will DC15: 1d20 + 5 ⇒ (1) + 5 = 6

HP 22/30

Kara cries out softly as the negative energy tears at her body, but she grits her teeth, moves closer, and calls forth a ray of...well, it can only be described as "disappointment" at Pink.

Admonishing Ray, vs. Touch: 1d20 + 4 ⇒ (5) + 4 = 9 Damage, Evoker: 4d6 + 2 ⇒ (3, 4, 4, 4) + 2 = 17 Why do you hate me, Dicebot?

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

Alessio pushes past the demon stepping into the water and trudges toward the team.

Not a lot of great options and I need to get to y'all to throw a healing bomb!

Sovereign Court

“Floria Avernathus” | Female NG Medium Human Psychic 7 | HP 33/48 33 | AC 16 / 11 T / 15FF | CMD +1 CMD 12 | F +8, R +5, W +6 | Init +8 | Perc +6 SM +3 |Speed 30ft | Spells 1st:0/8, 2nd: 2/8; 3rd 2/5 Detect Thoughts SLA 1/1; CI bolts 36; Phrenic Pool 0/5; Dark Half 2/8 Reach Rod 3/3| Active Conditions: Ant Haul, 3 negative levels, investigative mind

Will: 1d20 + 5 ⇒ (11) + 5 = 16

Steeling herself against the negative energy, Floria keeps up the pressure on the now bodyless Vermlek, reasoning that if she can drop that one permanently she will at least give her allies a better chance.

She uses the power of her metamagic rod for the last time today, and focuses her anger toward green, again using her phrenic expertise to try to overcome its spell resistance.

Mind Thrust II: 5d8 ⇒ (4, 8, 1, 4, 2) = 19
SR: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
SR: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
Will DC 18 this time without the dark half, and no bleed

She then takes a step toward the path Kara took, because she's going to have to get closer to do any more mind-thrusting


GM Screen:
will: 1d20 + 5 ⇒ (12) + 5 = 17
AoO vs Alessio: 1d20 + 4 ⇒ (16) + 4 = 20
Twice in a row it's failed that save by 1 =)

As Huni slowly wilts to the ground, no longer able to stay on his feet, Kara clambers out of the latest water trap, her clothes now covered in cloying mud. She quickly moves closer to the fray, until her path forward is blocked by another break in the walkway, and her own, earlier conjured, pit. She quickly starts an arcane chant, and this time forgoes missiles for a more potent ray of force. She sends it lancing towards the nearest vermlek. Her aim is not great, but luckily, the worm-like creatures are not particularly agile inside their skin suits, and her ray manages to catch it as it tries to dodge away. It's hard to tell how much damage it did to the creature beneath the skin, however.

Their touch ac is pretty crappy =)

Alessio, seeing no other way past the dretch, leaps unsteadily into the water, and instantly sinks into the silty bottom almost up to his knees. The water comes higher though, his shoulders barely breaching the surface. The Dretch tries to latch its putrid claws onto him and to keep him from getting by, but Alessio's alchemical shield easily brushes them aside.

Jeeze, I need a 20 to hit you with the Shield up, boo! =)

In his nauseated state, he can't slog far though, barely making any headway through the deep water, his foot almost buried in mud.

Floria watches the demon she thought she'd taken from the fight, get healed back into it again, with only slight frustration, as she continues to the onslaught on its mind, its change of form not enough to hide it from her own. The demon starts to burrow into one of the corpses on the pile, blood and flesh flowing out behind it almost as if liquefied by the process. Before it can get more than half way in though, Floria lashes out with her own thoughts once again. She almost trips up trying to get past its resistances this time, but her phrenic training keeps her mind steady, and again the vile creature finds its alien mind under attack, the psychic energy pounding it physically into the ground, until it stops moving once more... only a slight twitch of its four tails, partially exposed in the dead body, indicating any sign of life at all.

- Round 5 ------
Alrik (-19/-14*)
Floria (-4*)
Alessio (nauseated)
Huni (-39, unconscious, dying, prone)
Sangkip
yellow vermlek (-6), cyan 'commoner', black 'commoner'
pink vermlek (-3, 17 nl), red 'commoner'
green vermlek (-33), red dretch (-15, 2 bleed), green dretch
Kara (-8)

Sangkip, and Alrik to go (and technically a roll to stablize from Huni)

Will save pending from Alrik
Stabilization roll needed for Huni

Dark Archive

LG M Dwarf Paladin (Tortured Crusader) 5 - HP 44/44 - AC 22, T 11, FF 21 - F+8*, R+4*, W+8* - Init: +1 - Perc +10 (DV, SC), SM +10 - Smite Evil 2/2 - Lay on Hands (2d6+4) 4/4 - Divind Bond 1/1 - Lesser Restoration 1/1 - Liberating Command 1/1 - Active Conditions: Nil

Finally in the thick of things, Alrik roars out a wordless challenge. The sword and moon symbol embossed on his chestplate flashes white before a shining blue aura quickly surronds him and his equipment. He winds up and lashes out with his axe....

Will Save: 1d20 + 6 + 5 ⇒ (9) + 6 + 5 = 20

Swift Action: Activate Smite Evil (+4AC)vs Yellow
Attack: 1d20 + 9 + 4 ⇒ (19) + 9 + 4 = 32
Damage: 1d10 + 5 + 8 ⇒ (9) + 5 + 8 = 22 -4 Damage if not Evil Outsiders or Undead

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

HELL YES ALRIK. We've been in need of a beat stick like that.

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