Thunderhoof
|
Okay, let’s do it.
With a *SPLASH* the back half of Thunderhoof’s enormous bulk slides off the back of the canoe into the rapids as the big skald completes his bovine transformation.
He paddles powerfully with his back hooves as his front holds tightly to the tiny canoe.
Strength: 10 + 6 + 4 + 3 = 23
Chaine "The Butcher" Alazario
|
LOL!
Charlie Robert McGee
|
I'm feeling bullish about our chances...
GM Worg
|
Hark! Is that a pun I see?
Lookout: Success.
Navigator: Success.
Paddlers: 2 Successes: 4 Successes.
Second challenge: Success!
The final challenge is from the churning rapids, the river broadens but becomes shallower, exposing the canoe to sharp rocks and frothing rapids that jostle everyone.
3 Successes needed.
Brother Grimaldus
|
Muttering something about water, rapids, sea sickness and all the evil things in the world he keeps his hand on chak to guide Guidance him into his quest for his navigation certificate!
Charlie Robert McGee
|
Charlie keeps a sharp lookout for any rocks lurking beneath the surface.
Perception: 1d20 + 25 ⇒ (13) + 25 = 38
Chaine "The Butcher" Alazario
|
Chaine Strength: 1d20 + 3 + 4 ⇒ (15) + 3 + 4 = 22
Chain to Push Silvermane to do the 'Work' or 'Serve' the Navigator trick, as appropriate: 1d20 + 17 ⇒ (18) + 17 = 35
Silvermane...
|
Push DC 25 --> Success
Silvermane Strength: 1d20 + 6 + 4 ⇒ (16) + 6 + 4 = 26
Chak Yuen Chen
|
Chak tries to help navigate again.
Survival: 1d20 + 19 + 1 + 4 ⇒ (9) + 19 + 1 + 4 = 33
GM Worg
|
Alrighty, that one is beat. You bypassed the undead without damaging your canoe!
You have a few options for where to go after landing...
You can head for the rift to attempt to secure it, this will involve combat and be particularly dangerous. It is recommended, but not necessary, to do this AFTER...
Going into the Void, where the lieutenants of Eshimka await. The plane of negative have many traits worth noting, and you can learn some with a Knowledge Planes check.
What do, Pathfinders?
Ikit
|
"I think we should disrupt the command structure."
Ikit gets a 24 knowledge(planes) if allowed to take 10.
Charlie Robert McGee
|
"It'd be kinda cool to see where all this negative energy I channel comes from..."
Charlie has Resist Negative Energy 10
Kn-Planes: 1d20 + 13 ⇒ (8) + 13 = 21
Ikit
|
Thinking about it if an easy strength check was a 21, I better roll. Planes: 1d20 + 14 ⇒ (17) + 14 = 31
Chaine "The Butcher" Alazario
|
With Charlie's assist that becomes a 33 I think
GM Worg
|
Planes with this trait are vast, empty reaches that suck the life out of travelers who cross them. They tend to be lonely, haunted planes, drained of color and filled with winds bearing the soft moans of those who died within them. There are two kinds of negative-dominant traits: minor negative-dominant and major negative-dominant.
On minor negative-dominant planes, living creatures take 1d6 points of damage per round. At 0 hit points or lower, they crumble into ash.
Major negative-dominant planes are even more dangerous. Each round, those within must attempt a DC 25 Fortitude save or gain a negative level. A creature whose negative levels equal its current levels or Hit Dice is slain, becoming a wraith. The death ward spell protects a traveler from the damage and energy drain of a negative-dominant plane.
Spells and spell-like abilities that use negative energy are enhanced, functioning as if their caster level were 2 higher than normal. Class abilities that use negative energy, such as channel negative energy, gain a +4 bonus to the save DC to resist the ability.
Spells and spell-like abilities that use positive energy (including cure spells) are impeded. Characters on this plane take a –10 penalty on saving throws to remove negative levels bestowed by an energy drain attack. To cast an impeded spell, the caster must attempt a concentration check (DC = 20 + the level of the spell). If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally.
All of these are added to the Slides.
Chaine "The Butcher" Alazario
|
Is it Major Negative Dominant or Minor Negative Dominant?
Brother Grimaldus
|
if the planes knowledge is being relayed, Grimaldus is less then inclined to go, but will go with the party if they decide to go for that
Charlie Robert McGee
|
Crud. Charlie doesn't prep Death Ward, in no small part because he has Nexus Crystal (Resist Neg Energy 10) and Unlife Gem (+2 more on saves v Death effects, plus can absorb up to five negative levels) But neither of those are good enough if it's Major Negative Dominant. Is there a way to know if it's going to be Minor or Major?
If there is no way to know without checking it out, do we know if there's easy way to get into rift and back out again? If we know he can just pop in and then back out again, Charlie could maybe try a quick scouting mission go in for a round then come back and report. If he has to save/absorb versus negative level, then fuggedaboutit. And he won't do it if he's not sure he can come right back...
Unless our Occultist has something for this?
Chak Yuen Chen
|
Having run this recently, I need to abstain from making a decision for the party.
Ikit
|
Unfortunately, I do not have anything that would help with negating the negative effects. I'm incline to avoid the negative energy plane at this point.
Chaine "The Butcher" Alazario
|
If it's Minor Dominant I'd be willing to risk the 1d6dmg per round as it seems that doing this encounter first will ease up the other encounter; if it's Major Dominant, a Negative level each round is absolutely ridiculous at our level... no way
Ikit
|
I agree with Thunderhoof and Chaine. If we can confirm minor dominant, I'm in to assault the lieutenants, otherwise I say we stay here.
Charlie Robert McGee
|
I'm with you fellas. And if there's no way to confirm, then no LTs.
Chak Yuen Chen
|
"I have some scrolls that can restore, rejuvenate, and return vital energy. I am willing to give it a test."
I have scrolls of restoration available if we want to test the features of the plane.
GM Worg
|
The part you would be entering is minor due to its connection point with the material plane.
Chaine "The Butcher" Alazario
|
ok lets go into that minor negativity then! :)
GM Worg
|
Medda looks on with some concern. “The rift has already torn open and released many undead, but this is only a fraction of what Eshimka could bring to bear. Anok has examined what lies beyond: a crumbling fortress being used as a staging ground for the assault expected at midnight. Eshimka is nowhere to be found, yet she has left a sub-chief in charge. I suspect she is away mustering her invasion force, and we can’t afford to give her that time. We need to lure her here before she’s at her full strength.”
Several Twinhorn mystics arrive and begin preparing ritual focuses. Medda gestures toward them as she continues. “That involves two steps. First, we need to start closing the rift to force her hand. Second, we need someone to enter that fortress and weaken the forces she already has. I’m hoping that could be you. We can push back against the Negative Energy Plane, creating a small area that’s merely painful rather than deadly. It’s all we can do to keep even a corner of such a powerful plane at bay.”
You pass through the rift and emerge onto a shattered stone bridge that stretches above a dark, endless expanse—the virtually empty Negative Energy Plane. The bridge leads toward a towering fortress of charcoal-gray stone, accessible by steep steps. Gruesome gargoyles line the crumbling walls and towers. Inside, three low pedestals bear large, violet crystals that intermittently arc with energy. Where this energy strikes the building, a chunk of façade slowly begins crumbling. A second flight of steps deeper inside the room leads up to a gargantuan black gate.
The crystals and portal glow with enough light to provide dim light in this area.
A giant of frost and shadow awaits inside, looking down at you upon entering.
"AND HERE I THOUGHT I WAS GOING TO BE BORED." He bellows, as he draws a potion and drinks it.
GM Worg
|
Thunderhoof: 1d20 + 2 ⇒ (9) + 2 = 11
Chak Yuen Chen: 1d20 + 7 ⇒ (3) + 7 = 10
Ikit: 1d20 + 5 ⇒ (18) + 5 = 23
Grimaldus: 1d20 + 2 ⇒ (4) + 2 = 6
Trade Prince Charlie Robert McGee
Chaine: 1d20 + 2 ⇒ (1) + 2 = 3
Jarl Bloodfrost: 1d20 + 7 ⇒ (12) + 7 = 19
Void Bear: 1d20 + 9 ⇒ (19) + 9 = 28
Battlefield Conditions: Dim Light, Suffer 1d6 Negative energy at the end of each turn.
Void Bear(-0,Fine)
Ikit(-0,Fine)
Jarl Bloodfrost(-0,Fine)
Trade Prince Charlie Robert McGee Thronfiddle Blackros(-0,Fine)
Thunderhoof(-0,Fine)
Chak Yuen Chen(-0,Fine)
Grimaldus(-0,Fine)
Chaine(-0,Fine)
Jarl Bloodfrost, Frost giant vampire rogue
CE Large undead (augmented humanoid, cold, giant)
1 Question @32, 2 Questions @37
Void Bear, Advanced void-ravaged polar bear
N Large animal
1 Question @30, 2 Questions @35
The Giant vanishes!
The bear moves to the top of the stairs, and growls menacingly, claws ready to swipe at whoever approaches it.
Ikit is up!
Ikit
|
Religion: 1d20 + 12 ⇒ (2) + 12 = 14
Ikit moves to Chak and tap him on the shoulder with his rapier.
Spend one point of Trans focus for Quickness- 9 rds. This functions as haste, but the bonus to AC and on Reflex saving throws increases to +2. This effect lasts for 1 round per occultist level you possess. You must be at least 5th level to select this focus power.
Worg do you want us to roll for our negative energy damage at the end of our turns?
GM Worg
|
Battlefield Conditions: Dim Light, Suffer 1d6 Negative energy at the end of each turn.
Void Bear(-0,Fine)
Ikit(-0,Fine)
Jarl Bloodfrost(-0,Fine)
Trade Prince Charlie Robert McGee Thronfiddle Blackros(-0,Fine)
Thunderhoof(-0,Fine)
Chak Yuen Chen(-0,Fine)
Grimaldus(-0,Fine)
Chaine(-0,Fine)
NEGATIVE ENERGY DAMAGE(-0,Fine)
@Ikit: I'll just add it to the initiative at the end, and roll it whenever it comes up.
The Frost Giant is still invisible.
Pathfinders are up! Suffer...
Negative Energy: 1d6 ⇒ 6
6 Damage.
Chak Yuen Chen
|
Seeing someone disappear, Chak pulls out his scroll of see invisibility, reads it, and then steps forward.
If he sees the giant, he will try to point him out to the others.
Chaine "The Butcher" Alazario
|
Before entering the portal, Chaine applies a potion of fly to Silvermane and a potion of bear's endurance to himself, then they each drink a potion of protection from evil, and he uses his tactician ability twice for Distracting Charge and Lastwall Phalanx on the party.
"Someone needs to paint that giant for me... faerie fire or glitterdust! I can't charge what I can't see!"
Brother Grimaldus
|
Seeing the giant fade from view he grins for a moment and looks up at Chaine with a mere smile "Go play tag with the giant..." Looking topwards where Chak points he moves forward before letting go a prayer to Saranrae "Oh Merciful one, guide us in defeating those who opose us, and show us those who hide themselves from our sight so that we may vanquish them..." And with that The giant becomes visible to the party as his invisibility is purged.
Purge invisibility is a go!
Chaine "The Butcher" Alazario
|
Chaine 'starts his engine', revving the horse several times, and lowers his visor, looking at Thunderhoof's skald signal expectantly...
Thunderhoof
|
Thunderhoof begins his rousing chant, prepared to see Chaine effortlessly strike down another mighty foe in a single blow.
Casting heroism on Thunderhoof as a standard. Inspiring rage as a move action.
If you accept the raging song into your heart you gain the following effects:
+4 strength (morale)
+4 constitution (morale)
+4 strength (enhancement)
+3 will saves (morale)
-1 armor class
Access to savage dirty trick (DC 24)
Access to lesser celestial blood
no spellcasting
Charlie Robert McGee
|
Charlie chucks a Persistent Fireball, paying careful attention to see how much these critters are affected by fire.
See map
Fire dmg: 10d6 + 20 ⇒ (1, 1, 1, 3, 6, 6, 6, 5, 2, 2) + 20 = 53
DC: 19 Reflex, roll twice and take worse save
IF the bear still ends up with an 11 or better on its die roll after 2 dice, Charlie will use Msifortune on it to make it re-roll again.
Kn-Religion: 1d20 + 17 ⇒ (4) + 17 = 21
Kn-Nature: 1d20 + 10 ⇒ (19) + 10 = 29
Resist Neg Energy 10, so no need for 1d6 roll
Chaine "The Butcher" Alazario
|
Upon Thunderhoof's inspiring signal, Chaine issues a challenge to the vampire and charges, Silvermane flying high, 10 feet above the giant. On the way there, Chaine unsheathes his lance from the special scabbard he keeps for special occasions. On the pass-by, Chaine tries to spear down the vampire, well away from the gigantic bear's claws!
+1 Cold Iron Valiant Lance, Mounted charge vs. Challenged target, Banner, Weapon enhanced to +3 via Scabbard of Vigor, With Skald-fueled Rage in Ma Heart!!: 1d20 + 21 + 2 + 3 ⇒ (18) + 21 + 2 + 3 = 44 for dmg: 3d6 + 3d8 + 51 + 6 + 15 ⇒ (6, 1, 5) + (4, 4, 8) + 51 + 6 + 15 = 100 cold iron, silver, good, magical piercing damage.
lesser celestial blood: +1d6 if evil outsider: 1d6 ⇒ 1
LASTWALL PHALANX (+1 sacred bonus to AC and saves vs. evil creatures) and DISTRACTING CHARGE (+2 to hit vs. vampire giant if Chaine's attack is successful) in effect for entire party
AC 32; 38 vs. Vampire Giant; F+16, R+8 W+10
Chaine "The Butcher" Alazario
|
If anyone wants to charge, please note that you get +2 from Chaine's banner ability, for a total of +4 to hit when you include bonus from Chaine's Distracting Charge (not including Thunderhoof's goodness...)
GM Worg
|
Jarl Reflex 1: 1d20 + 12 ⇒ (2) + 12 = 14
Jarl Reflex 2: 1d20 + 12 ⇒ (17) + 12 = 29
Void Bear Reflex 1: 1d20 + 12 ⇒ (14) + 12 = 26
Void Bear Reflex 2: 1d20 + 12 ⇒ (1) + 12 = 13
Void Bear Reflex 3: 1d20 + 12 ⇒ (10) + 12 = 22
Both the Void Bear and Jarl Bloodfrost take damage from the fireball.
The Jarl is startled that he was bypassed so quickly from Chaine's attack, but his readied action still goes off!
Sunder Chaine's Weapon: 1d20 + 27 ⇒ (17) + 27 = 44
Damage: 2d6 + 14 ⇒ (5, 4) + 14 = 23
The Jarl attempts to Sunder Chaine's weapon, and strikes it hard as Chaine passes and damages the Jarl! The sound of metal striking metal is hard and resounding.
GM Worg
|
Battlefield Conditions: Dim Light, Suffer 1d6 Negative energy at the end of each turn.
Void Bear(-53,Fine)
Ikit(-6,Fine)
Jarl Bloodfrost(-143,Fine)
Trade Prince Charlie Robert McGee Thronfiddle Blackros(-0,Fine)
Thunderhoof(-6,Fine)
Chak Yuen Chen(-6,Fine)
Grimaldus(-6,Fine)
Chaine(-6,Weapon taken 7 damage)
NEGATIVE ENERGY DAMAGE(-6,Fine)
Jarl Bloodfrost, Frost giant vampire rogue
CE Large undead (augmented humanoid, cold, giant)
1 Question @32, 2 Questions @37
Void Bear, Advanced void-ravaged polar bear
N Large animal
1 Question @30, 2 Questions @35
The bear moves down onto the party and attacks Grimaldus!
Bite: 1d20 + 17 ⇒ (5) + 17 = 22
Damage: 1d8 + 11 ⇒ (2) + 11 = 13
The bear misses entirely.
Ikit is up!
Ikit
|
Ikit turns and taps Thunderhoof, "Some quickness for you as well." Spend a trans focus for quickness on Thunderhoof.
GM Worg
|
Battlefield Conditions: Dim Light, Suffer 1d6 Negative energy at the end of each turn.
Void Bear(-53,Fine)
Ikit(-6,Fine)
Jarl Bloodfrost(-138,Fine)
Trade Prince Charlie Robert McGee Thronfiddle Blackros(-0,Fine)
Thunderhoof(-6,Fine)
Chak Yuen Chen(-6,Fine)
Grimaldus(-6,Fine)
Chaine(-6,Weapon Taken 7 Damage)
NEGATIVE ENERGY DAMAGE(-6,Fine)
The giant, now clearly annoyed by Chaine, turns all his attention upon the man.
He runs over to the strange glowing conduits, which seems to be making him feel better from the damage he has taken. He moves up to the cavalier, and swings at the horse Silvermane!
Slam: 1d20 + 23 ⇒ (13) + 23 = 36
Slam Damage: 1d8 + 19 ⇒ (6) + 19 = 25
If 36 hits Silvermane, take 19 damage and 1 Negative level.
Also, a gimmick I forgot.
???: 1d3 ⇒ 1
Negative Energy(Plane): 1d6 ⇒ 2
Well thats unfortunate.
The crystals pulse with dark energy, and suddenly spray our every direction! 10ft. The negative energy from the crystals wash over everything nearby.
Negative Energy(Crystals): 6d6 ⇒ (2, 1, 6, 5, 4, 4) = 22
Because of the Initiative order of the crystals, the Crystal pulse would not affect Chaine, but would heal the giant after the fireball hit him.
GM Worg
|
Battlefield Conditions: Dim Light, Suffer 1d6 Negative energy at the end of each turn.
Void Bear(-47,Fine)
Ikit(-8,Fine)
Jarl Bloodfrost(-110,Fine)
Trade Prince Charlie Robert McGee Thronfiddle Blackros(-0,Fine)
Thunderhoof(-8,Fine)
Chak Yuen Chen(-8,Fine)
NEGATIVE ENERGY CRYSTALS
Grimaldus(-8,Fine)
Chaine(-8,Weapon Taken 7 Damage)
NEGATIVE ENERGY DAMAGE(-8)
Had to clean that up a bit, but now we are back in proper action. Pathfinders are up!
Turns til Negative Energy Crystals spike again: 1d3 ⇒ 1
Chaine "The Butcher" Alazario
|
Chaine raises his heavy shield and attempts to deflect the giant's strike upon Silvermane!
Immediate Action, Mounted Combat Ride Check vs. DC 36 to cancel attack; Mounted Shield, Shield Focus: 1d20 + 22 + 2 + 1 ⇒ (7) + 22 + 2 + 1 = 32 Fail --> Silvermane takes 19dmg + 1 negative level
"Arggh! get out of here, Silvermane! CHARGE!!"
+1 Cold Iron Valiant Lance, Mounted charge vs. Challenged target, Banner, Weapon enhanced to +3 via Scabbard of Vigor, With Skald-fueled Rage in Ma Heart!!: 1d20 + 21 + 2 + 3 ⇒ (15) + 21 + 2 + 3 = 41 for dmg: 3d6 + 3d8 + 51 + 6 + 15 ⇒ (2, 2, 4) + (6, 5, 5) + 51 + 6 + 15 = 96 cold iron, silver, good, magical piercing damage.
lesser celestial blood: +1d6 if evil outsider: 1d6 ⇒ 2
LASTWALL PHALANX (+1 sacred bonus to AC and saves vs. evil creatures) and DISTRACTING CHARGE (+2 to hit vs. vampire giant if Chaine's attack is successful) in effect for entire party
AC 32; 38 vs. Vampire Giant; F+16, R+8 W+10