GM Worg
|
Battlefield Conditions: The Circle is Desecrated and Makes Undead stronger! Everyone Starting or Moving into the Darkness takes 3d8+3 Damage
Blue Harianago(-179,Fine)
Red Harianago(-141,Fine)
Trade Prince Charlie Robert McGee Thronfiddle Blackros(-0,Fine)
Grimaldus(-74,Fine)
Chak Yuen Chen(-0,Fine)
Thunderhoof(-103,Fine)
Chaine(-55,Fine)
Ikit(-55,Fine)
That Raging Song is keeping Thunderhoof up by a thread.
Chak Yuen Chen
|
Chak unloads several more arrows at the remaining creature.
+1 Composite Longbow: 1d20 + 21 ⇒ (7) + 21 = 28 Damage: 1d8 + 7 ⇒ (2) + 7 = 9
+1 Composite Longbow: 1d20 + 21 ⇒ (17) + 21 = 38 Damage: 1d8 + 7 ⇒ (3) + 7 = 10
+1 Composite Longbow: 1d20 + 16 ⇒ (11) + 16 = 27 Damage: 1d8 + 7 ⇒ (5) + 7 = 12
+1 Composite Longbow: 1d20 + 11 ⇒ (11) + 11 = 22 Damage: 1d8 + 7 ⇒ (8) + 7 = 15
Chaine "The Butcher" Alazario
|
Weary of this negative energy, Chaine issues a challenge to the blue-robed undead and charges, Silvermane flying above the creature.
+1 Cold Iron Heavy Pick, Mounted charge vs. Challenged target, Banner, Haste, With Skald-fueled Rage in Ma Heart!!: 1d20 + 21 + 1 + 3 ⇒ (4) + 21 + 1 + 3 = 29 for dmg: 2d6 + 34 + 6 ⇒ (6, 4) + 34 + 6 = 50 cold iron, good, piercing damage.
lesser celestial blood: +1d6 if evil outsider: 1d6 ⇒ 5
LASTWALL PHALANX (+1 sacred bonus per adjacent ally to AC and saves vs. evil creatures)
AC 32; 38 vs. Undead; F+16, R+9 W+10
Thunderhoof
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Thunderhoof has 123 hp on his own. He's got 145 with inspire rage.
The enormous bull bellows in victory when Chaine strikes down the last undead monster.
Is there anything we can do to address the negative energy? If not, Thunderhoof will heal himself this round.
CLW: 1d8 + 5 ⇒ (3) + 5 = 8
Ikit
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Realizing he was protected, Ikit stands up and says a quick incantation before healing Thunderhoof.
Cure Serious: 3d8 + 9 ⇒ (8, 6, 1) + 9 = 24
"I can try to dispel the desecration."
Chaine "The Butcher" Alazario
|
Are we sure it's dead? I didn't roll that high...
Brother Grimaldus
|
Reeling back from the damage caused to him by the last desperate attack he seemed to stumble for a moment before standing tall once more and calling upon the power of Sarenrae to heal his allies and him, excluding the 2 creatures ofcourse.
Channel Energy: 6d6 ⇒ (1, 5, 5, 2, 4, 5) = 22
GM Worg
|
Oh yeah its dead; the thing was on its last legs.
@Thunderhoof I will have to fix my excel doc then.
By defeating the Undead here, we have 1 success. As far as clearing up the site...
Directed by Medda, Twinhorn mystics have begun preparing the stone circle to close the rift—ideally forever, assuming the allied forces can destroy Eshimka. The planar tear seems to have a will of its own, though, and it actively fights back and even tries to rip itself wider. If the mystics are to succeed, they need help.
There are four primary ways in which the PCs can help with the ritual. If you have another creative solution, feel free to include try it.
There will be 3 Events that these skills will be needed on.
Although skillful practitioners perform the ritual, magical energy helps sustain it. By expending one prepared spell or unused spell slot from their highest or second-highest spell slot (minimum 1st level), a PC can fuel the ritual with their raw magical power. Doing so requires no check.
Until the ritual concludes, undead continue to emerge from the rift, and monsters encroach from the wilderness. With a successful Average attack roll or Craft (traps) check, a PC neutralizes one or more of these threats as they approach, keeping the ritual’s participants safe. A PC can also succeed at this task by using a spell or ability that harms undead; this succeeds if the ability deals damage equal to at least 3 × APL (33) to a single target or 2 × APL (22) to multiple creatures.
With a successful Average Knowledge (arcana), Knowledge (planes), Knowledge (religion), or Spellcraft check or a Hard Perform (dance or sing) or Use Magic Device check, a PC applies her expertise to the ritual, increasing its power.
The ritual includes numerous powerful focuses and material components, and the Twinhorn mystics brought most of what they need. However, the rift’s resilience requires far more materials than anticipated. With a successful Average Appraise, Craft (alchemy), Heal, Knowledge (nature), or Profession (herbalist) check, a PC adeptly prepares additional ritual focuses that are quickly incorporated into the incantations.
Event 1
During this time, the ritual participants are preparing the stone circle and beginning the rites. There are relatively few undead threats emerging during this time, so the PCs can earn only two successes using the Defend the Site task.
Chaine "The Butcher" Alazario
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Defend the Site:
MW Cold Iron Heavy Pick, Mounted charge, Banner: 1d20 + 21 ⇒ (5) + 21 = 26
Charlie Robert McGee
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Perform the ritual
Kn-Religion: 1d20 + 17 ⇒ (17) + 17 = 34
GM Worg
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3 Successes: Event 1 Complete.
Event 2—Planar Surge
As the ritual progresses, the rift contorts in response as if angry. The building negative energy releases violently, washing over the area and causing many of the ritual focuses to crumble. During this event, each successful Prepare Reagents action grants two successes.
There are four primary ways in which the PCs can help with the ritual. If you have another creative solution, feel free to include try it.
There will be 3 Events that these skills will be needed on.
Although skillful practitioners perform the ritual, magical energy helps sustain it. By expending one prepared spell or unused spell slot from their highest or second-highest spell slot (minimum 1st level), a PC can fuel the ritual with their raw magical power. Doing so requires no check.
Until the ritual concludes, undead continue to emerge from the rift, and monsters encroach from the wilderness. With a successful Average attack roll or Craft (traps) check, a PC neutralizes one or more of these threats as they approach, keeping the ritual’s participants safe. A PC can also succeed at this task by using a spell or ability that harms undead; this succeeds if the ability deals damage equal to at least 3 × APL (33) to a single target or 2 × APL (22) to multiple creatures.
With a successful Average Knowledge (arcana), Knowledge (planes), Knowledge (religion), or Spellcraft check or a Hard Perform (dance or sing) or Use Magic Device check, a PC applies her expertise to the ritual, increasing its power.
The ritual includes numerous powerful focuses and material components, and the Twinhorn mystics brought most of what they need. However, the rift’s resilience requires far more materials than anticipated. With a successful Average Appraise, Craft (alchemy), Heal, Knowledge (nature), or Profession (herbalist) check, a PC adeptly prepares additional ritual focuses that are quickly incorporated into the incantations.
Chak Yuen Chen
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Defend the Site:
Attack: 1d20 + 22 ⇒ (9) + 22 = 31
GM Dennis
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**OVERSEER ANNOUNCEMENT**
The combined Pathfinder and Twinhorn forces shatter undead bones and topple the walking dead, even while sustaining wounds of their own. However, their momentum seems unstoppable. The holy approval of the empyreal lord Vildeis grows stronger, as if recognizing the Pathfinders’ righteousness by causing their weapons, armor, and even blood to shimmer with angelic power.
Table GMs, the Empyreal Approval condition on pg. 23 is now in effect, restoring the PCs’ expended blessings of Vildeis.
Charlie Robert McGee
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Y'know, I met this gnome once, named Alnnar min Alhaya. Now, he knew a lot about herbs...
Going for the gusto: Prepare Reagents...big money, big money, no whammy!
Kn-Nature: 1d20 + 10 ⇒ (18) + 10 = 28
GM Dennis
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**OVERSEER ANNOUNCEMENT**
An anguished draconic roar echoes across the landscape. Within minutes, reports begin circulating that some of the Society’s newest agents single-handedly defeated a powerful drake, ensuring that will be no threat during the final assault. Competing rumors suggest these agents actually convinced the drake to fight by their side! Whatever the case, it is a great boon in the fights to come.
Table GMs, the Dangerous Drake condition on page 23 is in effect, providing an edge in the final battle.
GM Dennis
|
**OVERSEER ANNOUNCEMENT**
The combined Pathfinder and Twinhorn forces have beaten back the worst of Eshimka’s vanguard, and their spellcasters are hard at work repairing the damage around the planar rift. It seems there is at last a lull when a pair of blade-like arms stab through the rift and tear it wider. The wound releases a wave of negative energy that crashes into the mystics’ wards, though the shock causes the trees for hundreds of feet around to wither, their limbs snapping off and turning to ash before hitting the ground. Through the widened rift steps a towering giant with sinister horns, shaking the ground with every step as her army follows her: vampires, towering suits of armor, hungry corpses, and even a powerful dragon! Medda’s shout carries over the din. “Eshimka is here! Strike now!”
The giant laughs thunderously as it regards the mortals around it and tears of pieces of her own flesh that turn into nightmarish beasts. “The living are no match for my might. Spread out, and reduce every one of these mortals to dust!”
Table GMs, please begin the encounter Eshimka’s Assault.
Thunderhoof
|
I don't know if we need more of these still.
Thunderhoof slams into the coming dead.
Defend the Site: 1d20 + 15d2d6 + 24 ⇒ (15) + (3, 3, 3, 3, 6, 2, 4, 4, 3, 3, 3, 1, 1, 2, 3, 5, 1, 2, 5, 6) + 24 = 102
Have we been in rounds this whole time or was there time after the first encounter?
GM Worg
|
Nah, we are good.
There is the usual amount of time to get to this next part.
So here I basically get to give you a choice. Battle Eshimka, the Final Boss of Solstice Scar, or a dragon. Whats your poison everyone?
Thunderhoof
|
If anyone is going to take the fight to Eshimka it should probably be us. How many 10-11 tables are there?
CLW Charges: 12d8 + 12 ⇒ (2, 1, 7, 4, 1, 2, 1, 3, 3, 8, 1, 6) + 12 = 51
GM Worg
|
Sorry for the delay - I am going to just go ahead with Eshimka.
Thunderhoof: 1d20 + 2 ⇒ (9) + 2 = 11
Chak Yuen Chen: 1d20 + 7 ⇒ (14) + 7 = 21
Ikit: 1d20 + 5 ⇒ (10) + 5 = 15
Grimaldus: 1d20 + 2 ⇒ (16) + 2 = 18
Trade Prince Charlie Robert McGee
Chaine: 1d20 + 2 ⇒ (9) + 2 = 11
Eshimka: 1d20 + 2 ⇒ (11) + 2 = 13
Battlefield Conditions: Dim Light
Chak Yuen Chen(-0,Fine)
Grimaldus(-52,Fine)
Ikit(-33,Fine)
Trade Prince Charlie Robert McGee Thronfiddle Blackros(-0,Fine)
Eshimka(-0,Fine)
Thunderhoof(-30,Fine)
Chaine(-33,Fine)
Eshimka, Nightwalker, CE Huge undead (extraplanar, nightshade)
"This towering, night-black giant has demonic features, including
a huge pair of ram-like horns. Its arms end in massive blades."
1 Question @31, 2 Questions @36
If you are healing before the ritual, which was before Eshimka, just patch up 12 rounds of health.
GM Worg
|
Battlefield Conditions: Dim Light
Chak Yuen Chen(-0,Fine)
Grimaldus(-52,Fine)
Ikit(-33,Fine)
Trade Prince Charlie Robert McGee Thronfiddle Blackros(-0,Fine)
Eshimka(-0,Fine)
Thunderhoof(-0,Fine)
Chaine(-33,Fine)
Eshimka, Nightwalker, CE Huge undead (extraplanar, nightshade)
"This towering, night-black giant has demonic features, including
a huge pair of ram-like horns. Its arms end in massive blades."
1 Question @31, 2 Questions @36
Strange, it didnt register it. Now fixed.
You have 12 rounds to patch up before this fight for simplicity, and you can start 30-60ft away from Eshimka The Stone Circle.
Brother Grimaldus
|
Grimaldus will use 8 rounds to tap him with a CLW wand to get himself back to full health after that, studying a soon to be dead Eshimka And learns that it seems like an overgrown giant...
CLW: 8d8 + 8 ⇒ (5, 2, 8, 7, 5, 4, 7, 7) + 8 = 53
Knowledge Religion: 1d20 + 15 ⇒ (4) + 15 = 19
Chaine "The Butcher" Alazario
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Chaine will request someone's help with his wand.
CLW: 6d8 + 6 ⇒ (2, 5, 3, 8, 2, 8) + 6 = 34
He will then apply a protection from evil to Silvermane and himself, as well as feather steps on Silvermane.
Chaine will also ask someone to cast mending on his lance.
Mending: 4d4 ⇒ (1, 2, 3, 3) = 9
Just before heading into the fray, Chaine rallies the troops and grants everyone the Lastwall Phalanx teamwork feat (+1 sacred bonus to AC and saves for each adjacent ally)
Brother Grimaldus
|
will do the the following in regards of round 9, 10, 11 and 12
round 9: cast Airwalk (110mins)
round 10: can give someone a shield of faith +3 deflection AC
Round 11: Cast Protection from evil , if no dim door, will cast divine favor on myself, and prot from evil will go in round 12
Round 12: if we dim door in, Blessing of fervor, else swap this with round 11 action
Ikit
|
Cure Light Wounds Wand: 1d8 + 1 ⇒ (5) + 1 = 6
Cure Light Wounds Wand: 1d8 + 1 ⇒ (8) + 1 = 9
Cure Light Wounds Wand: 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light Wounds Wand: 1d8 + 1 ⇒ (7) + 1 = 8
Cure Light Wounds Wand: 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light Wounds Wand: 1d8 + 1 ⇒ (5) + 1 = 6
Ikit uses his wand for 6 charges. Ikit is fully healed.
Religion: 1d20 + 12 ⇒ (13) + 12 = 25
RD 5 Casting Lead Blades on himself
RD 6 I can do one casting of fly
Chaine "The Butcher" Alazario
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round 9: cast Airwalk (110mins)
Want to cast Airwalk on Silvermane instead? (he gets to retain his land-based speed 80) and you can use my potion of fly (speed 60) instead of Silvermane getting it?
Brother Grimaldus
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Brother Grimaldus wrote:round 9: cast Airwalk (110mins)Want to cast Airwalk on Silvermane instead? (he gets to retain his land-based speed 80) and you can use my potion of fly (speed 60) instead of Silvermane getting it?
cCan do, not that I really gonna need Fly / Airwalk :D
Chaine "The Butcher" Alazario
|
If you want to cast Airwalk on the horse and *not* take my potion of fly that's fine too! :)
GM Worg
|
Battlefield Conditions: Dim Light
Chak Yuen Chen(-0,Fine)
Grimaldus(-0,Fine)
Ikit(-0,Fine)
Trade Prince Charlie Robert McGee Thronfiddle Blackros(-0,Fine)
Eshimka(-0,Fine)
Thunderhoof(-0,Fine)
Chaine(-0,7 Weapon Damage)
Eshimka, Nightwalker, CE Huge undead (extraplanar, nightshade)
"This towering, night-black giant has demonic features, including
a huge pair of ram-like horns. Its arms end in massive blades."
1 Question @31, 2 Questions @36
Adjusted Numbers are in.
Remember everyone; the majority of you still have Ivora's Blessing.
Standing before you is a giant of a monster. You know it as Eshimka, and it looks onto you. "You are the best I could expect? Pathetic. Even now, as you think you will hold me back, I slaughter the rest of your allies." You look around to see that Eshimka's dark powers are causing other Pathfinders and Twinhorn to suffer greatly in their fights against all manner of undead and nightmare.
"Your light of hope flickers, and now I will extinguish it." Her massive arm blades at the ready. "Come forth, and meet your fate."
Charlie Robert McGee
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| 1 person marked this as a favorite. |
On himself, Charlie will cast Air Walk, Freedom of Movement, Shield of Faith, Moment of Greatness, Tap Inner Beauty and Longstrider from wand.
He'll cast Air Walk on Thunderhoof
On the party, he'll cast resist energy, communal (Fire):
Everyone gets Resist Fire (30)
And then he'll cast Protection from Evil on himself and Bless (from Wands) just before the start of combat
+1 Morale to Hit and Saves v Fear.
(if we have a way of knowing it's about that time. Otherwise, just the longer term buffs, i.e. not these last 2)
UMD?: 1d20 + 13 + 2 ⇒ (3) + 13 + 2 = 18
UMD?: 1d20 + 13 + 2 ⇒ (13) + 13 + 2 = 28
Kn-Religion: 1d20 + 17 + 2 ⇒ (14) + 17 + 2 = 33
Resistances
GM Worg
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Eshimka is a Nightwalker, and thus is a very powerful creature. She bolsters a hefty spell resistance, as well as DR penetrated only by weapons of both Good Alignment and Silver. She is also immune to the Cold and has undead traits. Interestingly though, light annoys her.
Charlie Robert McGee
|
"I will do everything in my power to destroy you, vile creature!" Charlie vows.
Then he unleashes his last empowered fireball of the day:
Empowered Fireball: 10d6 + 20 ⇒ (5, 3, 2, 2, 6, 3, 4, 5, 1, 5) + 20 = 56
Empowered dmg = 84 fire damage
Reflex save DC: 19 for half
Charlie will use his vow and moment of greatness to boost this SR check:
SR check: 1d20 + 12 + 8 ⇒ (16) + 12 + 8 = 36
Chaine "The Butcher" Alazario
|
Ivora's Blessing: is that Handout #1? PS: badass art on Eshimka... I thought she was a girl. I stand corrected. By art. :)
GM Worg
|
Ivora's Blessing is on the slides as handout 1. I know its Vildeas but Ivora is easier to remember.
Reflex: 1d20 + 11 ⇒ (16) + 11 = 27
The fires wash over Eshimka, and she looks mildly annoyed but somewhat unscathed.
Chak Yuen Chen
|
Dim door works for me.
Before going in, Chak will use scrolls of barkskin, fly, bear's endurance, and darkvision.
Brother Grimaldus
|
Active Spells:Protection from Evil, 1/11 Blessing of fervor (cast on round 12) AC/Ref one, Last wall +3 to sacred AC (negated by vindicator sacred shield) and saves (Chaine), Longstrider
Current AC (with prot from evil and fervor): 41
Grinning for a moment he looked at the creature, bowed for a brief moment before reaching to Chak, Ikit and ensuring Thunderhoof was within reach as well before they seemed to blink out of sight and then right in front of Eshimka, looking up to the creature he grinned. "Today is your last day walking on this earth..."
placed Thuderhoof, Chak and Ikit next to Eshimka due to Dim Door, party is on boys!
Chak Yuen Chen
|
It looks like I was not placed next to him and I don't have reach. Would it be possible to place me so that I can get a full attack on him? I would be getting sneak attack this round which would add a fair amount of damage.
Waiting to see what Ikit does.
Ikit
|
Ikit enchants his weapon and moves to the side of Eshimka. Legacy Weapon (is a supernatural ability) on rapier for Holy. 5' step.
Chak Yuen Chen
|
Chak gives Eshimka a quick study and then steps to the other side.
+1 Keen Adamantine Nodachi: 1d20 + 19 + 2 ⇒ (3) + 19 + 2 = 24Damage: 1d10 + 22 ⇒ (10) + 22 = 32Sneak Attack: 4d6 ⇒ (3, 3, 2, 5) = 13
+1 Keen Adamantine Nodachi: 1d20 + 14 + 2 ⇒ (3) + 14 + 2 = 19 Damage: 1d10 + 22 ⇒ (4) + 22 = 26Sneak Attack: 4d6 ⇒ (6, 1, 6, 2) = 15
+1 Keen Adamantine Nodachi: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22 Damage: 1d10 + 22 ⇒ (7) + 22 = 29Sneak Attack: 4d6 ⇒ (1, 5, 1, 5) = 12
Bite (Secondary): 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30Damage: 1d3 + 12 ⇒ (2) + 12 = 14Sneak Attack: 4d6 ⇒ (6, 3, 2, 6) = 17
Well, that was a pathetic set of rolls. If any of the attacks hit I will expend the blessing for burning radiance to ignore any DR on the attack and deal an additional 1d6 + 22 ⇒ (6) + 22 = 28 damage.
Brother Grimaldus
|
You have blessing of Fervor up, so you can use movement, extra attack or +2 on attacks ;)
Chak Yuen Chen
|
Thanks. Choosing extra attack this turn.
+1 Keen Adamantine Nodachi: 1d20 + 19 + 2 ⇒ (18) + 19 + 2 = 39Damage: 1d10 + 22 ⇒ (5) + 22 = 27Sneak Attack: 4d6 ⇒ (5, 5, 1, 6) = 17
Confirm: 1d20 + 19 + 2 ⇒ (11) + 19 + 2 = 32Damage: 1d10 + 22 ⇒ (9) + 22 = 31