GM ZD #8-99D The Solstice Scar, Version D [Outpost II] (Inactive)

Game Master Z...D...

GM:

SKILL CHECK DCS
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18 23 28

SAVING THROW DCS
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15 17 19


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Solstice Scar version D – The story so far

The Pathfinder Society received a call for help from the Blakros Museum, where intruders tripped the many defences and barricaded themselves inside the building. Upon overcoming these safeguards, they encountered Medda and her Twinhorn warriors. Medda was willing to discuss the Kellids’ reason for attacking. Valsin was angered to learn that museum agents resorted to theft to gain relics and promised Medda that Pathfinders would accompany them back to the Tusk Mountains to return the hilt.

The Pathfinders secured passage for their convoy through the Hold of Belkzen and fought off renegade tribes’ raiders.

However, they arrived at the Twinhorn encampment too late; Eshimka’s forces had begun flooding through a portal at the standing stones. The Pathfinders needed to fight back the undead and close the rift. Once sealed, they learned that the attack left an extraplanar scar. Expecting an even greater invasion the next solstice, the Pathfinders must prepare to defeat Eshimka and end the threat forever.

The Society members followed in the footsteps of the paladin Ivvora, seeking the place where she died battling a powerful white dragon. There, Medda hoped to commune with Ivvora in the afterlife, learning how to reforge the broken dagger or create a new weapon to destroy Eshimka. In the process, those present had to fight the new generations of white dragons and their kobold servitors who inhabited the area.

Now preparations are being made to travel to an ancient battlefield where Ivvora and her comrades fought against an overwhelming undead force.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Dortlin is a muscular, medium height human. He wears light armor and uses a big sword.
Rambi is of course a skinny rhino who is wearing light barding.

Dortlin is a former farmer, sometimes sailor, avid reader, and a devout worshiper of Milani though he doesn't bug others about it much.

The Exchange

Aasimar AC 20, touch 19, flat-footed 18 (+8 armor, +2 Dex) hp 68 Fort +13, Ref +10, Will +12 DR 2/evil; Immune charm, disease, fear; Resist acid 7, cold 7, electricity 7, fire 10; SR 13

A young, beautiful woman, clutching a book of hymns to her chest and wearing nothing but a white robe with a small dagger at her side and holding a shield on her left arm. She hums softly as they wait for preparations to be made, her voice sweeter than any songbird.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Teric looks around at his traveling companions. The Society always made for odd circumstances. The Varisian nods to Dortlin as he readies himself and Rambi. It was good to have them with him again, though the mage pitied those who had to rely on weapons. With his own magical power, he never need to doubt his abilities.

He strokes his oiled beard and looks down as Darla slithers her way out of his shirt. "Yes, my dear. We seem to be going dragon-hunting. Perhaps we can scavenge some scales or teeth later to sell at a high price. Stupid adventurers will pay whatever we ask for things like that. We can likely make a profit fifty times over. Luckily the cold is rarely a problem for us." Unlike many of the others in thick furs, the Varisian is dressed in light linens. He has a dagger on his belt, but no one has ever seen him even draw it.

Teric motions and suddenly the air seems to wrinkle slightly. A horse appears before him where there wasn't one before. He mounts it quickly. The small snake slithers back into the man's shirt and you see a stylized tattoo of a snake appear on his chest. He looks back at the others. "Come on! We must fight for the future of the Twinhorn tribe and their honorable spirit." He rolls his eyes.

The Exchange

Aasimar AC 20, touch 19, flat-footed 18 (+8 armor, +2 Dex) hp 68 Fort +13, Ref +10, Will +12 DR 2/evil; Immune charm, disease, fear; Resist acid 7, cold 7, electricity 7, fire 10; SR 13

Teric sees the young woman's eyes light up at the mention of gold. Despite her decidedly impoverished appearance, Teric can tell that she is healthy and that her incredibly simple robe is none the less made of high quality fabric and stitching.

I have heard. She says sweetly, That mages will pay quiet a sum for blood and other internal organs. Perhaps my friend, you will allow me to assist you in butchering the beast once we've slain it? I will admit that I have little knowledge of draconic anatomy, but I know just who we could sell it to if you would guide me to the various bits to jar and collect...

She stops and then bows.

Forgive me, I took leave of my manners. I am Lailah, Legate of the goddess of song Shelyn.

Grand Lodge

”Psycho” | Male N Human Psychic 10 | HP 42/62 0/8 temp | Mage armor on AC 22, T18, FF 21 (AC 19, T 18, FF 18) | CMB +3 CMD 20 | F +9 R +11 W +18 | Init +1 | Perc +17 SM +4 | Speed 30ft | Spells: 1st 6/8, 2nd 5/8, 3rd 4/7, 4th 2/6, 5th 3/4; Detect thoughts 1/1; Phrenic pool 9/9; Third eye 1/1; | Active Conditions: Echolocation, fly and mage armor;; scroll of spell immunity

Relying on techniques he’d read in an archaic manuscript, Psycho Dread closed his eyes and concentrated, pushing his consciousness beyond his physical body.
A life filled with travel has only heightened Psycho Dread’s wanderlust. Always fixated on the next stop on his journey, he’s kind and friendly, yet avoids deep connections with others. Through all of this, he’s begun to develop his own philosophy, yet knows it will take many more adventures before he’s ready to share it.

Grand Lodge

| Witch 12 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 86/86 (14 temp HP)| F+12,R+11,W+13 | Evasion | Init +3 | Perc +18 | 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 |

The elf glided through her teammates, listening to the others. She’d a,ways orepeffered her assignments to come when she could sit and consider the ramifications, typically while she was knitting. This time however, she knew the drill all too well.

”Yes, well, I am Tessara. Might as well just call me Tess. It’s a pleasure to meet all you youngsters. Glad to see the future of the Society is in good hands.”. As she speaks, a tiny monkey pokes it’s head out from underneath her robes and chitters in excitement. ”And this is Zeriah,” she smiled.

As the group travelled, she cast Flase Life on herself, gaining 1d10 + 9 ⇒ (5) + 9 = 14 Temporary hitpoints for the next 18hours, using her lesser wand of extend spell.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Teric smiles at Lailah. "Since when does a Shelynite concern herself with profit margins?" He bows. "Trade Prince Teric Cain at your service. The only problem with internal organs is knowing how to harvest them. I admit I lack knowledge of the proper way to harvest a dragon's liver or bile duct. Someone could be hired." He considers it for a moment.

"Alternatively, scales and teeth are much more straightforward. Blood though. I hadn't thought of that. Don't forget that dragon's love to hoard gold too though, me dear." He laughs and smiles.

Seeing Tess, he waves. "Ah, Lailah, come meet Tessara, a master of the arcane herself. Some might say she's more knowledge than I. More talented though, is very debatable!" He winks and chuckles.

The Exchange

Aasimar AC 20, touch 19, flat-footed 18 (+8 armor, +2 Dex) hp 68 Fort +13, Ref +10, Will +12 DR 2/evil; Immune charm, disease, fear; Resist acid 7, cold 7, electricity 7, fire 10; SR 13

Lailah bows low to Tess.

I must admit, I'm a bit... strange for a follower of my goddess.

She smiles.

My goals, I admit, are simple. A divine weapon exists... a perfection of the craft, both in goodness and in beauty.

She sighs softly, more like a woman talking about a lover than a weapon.

The magnificence of it's craft... to hold it, to wield such a piece of artistic perfection... I can think of no better way to bring myself closer to my goddess than to sing as I hold that weapon and to bath in it's holy light.

She coughs as if recognizing just how intense she was getting.

But, the weapon is rightfully owned, and I have no claim upon it. After much begging, pleading, and singing for days on end, it's owner agreed to sell it to me.

She smiles weakly.

For... well, more gold than many will see in many lifetimes. Less than it is worth, a fair deal, but more than a simple singer on the streets could over hope to achieve. I suspect he had hoped I would give up my hopes at the astronomical sum. But, any work of art worthy of a goddess is worth devoting a life to. So I have devoted myself to the art of commerce, and have earned the title of trade princess myself.

She smiles.

No coin i earn goes towards my own desires of course. Only towards the purchase of that beautiful holy artifact so that I may devote myself ever more fully towards Sheyln's beauty.

Grand Lodge

Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

**OVERSEER ANNOUNCEMENT**

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.

GMs, you may begin Part 5.


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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 their way through the area safely using one of the following skills: Acrobatics, Climb, Handle Animal, Knowledge (nature), or Survival. Alternatively, a PC can attempt an wild empathy check, and any PC with the woodland stride class feature (or a similar ability) receives a +4 bonus on any of these checks.

Grand Lodge

| Witch 12 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 86/86 (14 temp HP)| F+12,R+11,W+13 | Evasion | Init +3 | Perc +18 | 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 |

Acrobatics 1d20 + 14 ⇒ (4) + 14 = 18

Tess tries to carefully pick her way through the forest.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Teric will have cast Mage Armor on himself using his Extend rod

Knowledge, nature: 1d20 + 6 ⇒ (8) + 6 = 14

Teric tries to navigate the forest, trying to avoid the more treacherous plants and paths as he sees them. He complains loudly, however, the entire time.

Grand Lodge

”Psycho” | Male N Human Psychic 10 | HP 42/62 0/8 temp | Mage armor on AC 22, T18, FF 21 (AC 19, T 18, FF 18) | CMB +3 CMD 20 | F +9 R +11 W +18 | Init +1 | Perc +17 SM +4 | Speed 30ft | Spells: 1st 6/8, 2nd 5/8, 3rd 4/7, 4th 2/6, 5th 3/4; Detect thoughts 1/1; Phrenic pool 9/9; Third eye 1/1; | Active Conditions: Echolocation, fly and mage armor;; scroll of spell immunity

Acrobatics: 1d20 + 1 ⇒ (7) + 1 = 8

"I hate forests!"

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

purchasing a bunch of blunt arrows before the trip. I'll figure out the exact number when I have a chance to take a closer look at the price, but I'm expecting around 40. May also fill up any other arrow categories that are low; again, when I have a chance to look. Peribras typically carries some cold iron, silver, ghost salt, blunt, and adamantine arrows. I'll look at his inventory soon to see what he is low on and post in discussion when I do.

The quiet halfling with serious eyes peaking out from beneath his wide-brimmed hat navigates his way through the wilderness with ease.

survival, woodland stride: 10 + 11 + 4 = 25

Does Darkpaw, the animal companion, also need to make a check

He sits astride a wolf that is easily the size of a horse, and he sometimes leans all the way down to duck under branches as she picks her way through the woods at his direction.

An astute observer might notice a pair of rats hiding under his jacket, and a thrush perched in his hat.

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

Dortlin Rides Rambi through the overgrown area.

Dortlin survival including woodland stride: 1d20 + 14 + 4 ⇒ (5) + 14 + 4 = 23

Rambi Climb including woodland stride: 1d20 + 14 + 4 ⇒ (6) + 14 + 4 = 24

The Exchange

Aasimar AC 20, touch 19, flat-footed 18 (+8 armor, +2 Dex) hp 68 Fort +13, Ref +10, Will +12 DR 2/evil; Immune charm, disease, fear; Resist acid 7, cold 7, electricity 7, fire 10; SR 13

"Cityfolk" apparently applies to Lailah, because she doesn't do very good at this.

Survival: 1d20 + 3 ⇒ (8) + 3 = 11


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Animal companions need to make the check, but I only count the PC's for the success/failure for the mission

Wow, everyone failed, hopefully your luck improves. Everyone needs to give me either a fortitude or reflex save. Please only open the spoiler after you rolled.

Reflex roll:
DC 17 vs poison. Failure means you are sickened for the next encounter.

Fortitude roll:
DC 19 vs poison. Failure means you are sickened for the next encounter

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.

Now I need everyone to make either a perception or a survival check. If you get bonus vs magical beast. Go ahead and add them to your check

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

24 failed? Ouch.

Dortlin reflex save: 1d20 + 11 ⇒ (14) + 11 = 25
Rambi reflex save with evasion: 1d20 + 10 ⇒ (9) + 10 = 19

Dortlin Perception: 1d20 + 14 ⇒ (3) + 14 = 17
Rambi Perception: 1d20 + 5 ⇒ (19) + 5 = 24 +8 more if scent is involved.

Grand Lodge

| Witch 12 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 86/86 (14 temp HP)| F+12,R+11,W+13 | Evasion | Init +3 | Perc +18 | 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 |

Reflex 1d20 + 9 ⇒ (2) + 9 = 11

Perception 1d20 + 15 ⇒ (16) + 15 = 31

For some reason, Tess felt terrible after getting caught up in the forest.

The Exchange

Aasimar AC 20, touch 19, flat-footed 18 (+8 armor, +2 Dex) hp 68 Fort +13, Ref +10, Will +12 DR 2/evil; Immune charm, disease, fear; Resist acid 7, cold 7, electricity 7, fire 10; SR 13

Fort: 1d20 + 11 ⇒ (6) + 11 = 17
Perception: 1d20 + 2 ⇒ (7) + 2 = 9

Lailah spends her time as they move resisting the urge to vomit.

I... I do not find beauty in woods... She whimpers out.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Fort Save: 1d20 + 6 ⇒ (4) + 6 = 10
Perception: 1d20 + 3 ⇒ (5) + 3 = 8

Teric blinks several times. "Bloody plants. This tromping around in the forest is quite silly for us all!" He feels the need to sit several times as they move.

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

if 25 is a fail then I think Darkpaw auto fails. +4 acrobatics after ACP and I don't think Woodland Stride applies to her.

reflex: 1d20 + 12 ⇒ (3) + 12 = 15


Female N animal (wolf) ranger animal companion 8 | HP 66 | AC 23  T 11 FF 21 | CMB +12, CMD 24 | F: +10, R: +7, W: +5; +4 will vs. enchantments; evasion | Perc: +6, SM: +1, low-light vision, scent | Speed 50ft

fortitude: 1d20 + 10 ⇒ (2) + 10 = 12

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Peribras clutches at his stomach and grips Darkpaws fur in an attempt to distract himself from how he's feeling.

perception: 1d20 + 13 ⇒ (3) + 13 = 16


Female N animal (wolf) ranger animal companion 8 | HP 66 | AC 23  T 11 FF 21 | CMB +12, CMD 24 | F: +10, R: +7, W: +5; +4 will vs. enchantments; evasion | Perc: +6, SM: +1, low-light vision, scent | Speed 50ft

wow. I hope I'm getting all my bad rolls out now...

Darkpaw whimpers slightly, a loud sound coming from such a large frame.

perception: 1d20 + 5 ⇒ (19) + 5 = 24 she also has Scent

Grand Lodge

”Psycho” | Male N Human Psychic 10 | HP 42/62 0/8 temp | Mage armor on AC 22, T18, FF 21 (AC 19, T 18, FF 18) | CMB +3 CMD 20 | F +9 R +11 W +18 | Init +1 | Perc +17 SM +4 | Speed 30ft | Spells: 1st 6/8, 2nd 5/8, 3rd 4/7, 4th 2/6, 5th 3/4; Detect thoughts 1/1; Phrenic pool 9/9; Third eye 1/1; | Active Conditions: Echolocation, fly and mage armor;; scroll of spell immunity

FORT: 1d20 + 8 ⇒ (17) + 8 = 25
perception: 1d20 + 12 ⇒ (11) + 12 = 23


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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.

initiative:

Peribras: 1d20 + 6 ⇒ (6) + 6 = 12
Dortlin: 1d20 + 5 ⇒ (11) + 5 = 16
Psycho: 1d20 + 1 ⇒ (19) + 1 = 20
Teric: 1d20 + 1 ⇒ (10) + 1 = 11
Laliah: 1d20 + 2 ⇒ (14) + 2 = 16
Tess: 1d20 + 3 ⇒ (2) + 3 = 5
GM: 3d20 ⇒ (12, 10, 7) = 29

Bold May Go
Psycho
Dortlin
Laliah
Peribras
Teric

GM
Tess

[spoiler=Knowledge Arcana DC 22] It is a Yaoguai. A huge magical beast. You get one peice of information and an additional piece of information per 5 you beat the DC. Follow the link in my tag line for Info you can obtain

Grand Lodge

”Psycho” | Male N Human Psychic 10 | HP 42/62 0/8 temp | Mage armor on AC 22, T18, FF 21 (AC 19, T 18, FF 18) | CMB +3 CMD 20 | F +9 R +11 W +18 | Init +1 | Perc +17 SM +4 | Speed 30ft | Spells: 1st 6/8, 2nd 5/8, 3rd 4/7, 4th 2/6, 5th 3/4; Detect thoughts 1/1; Phrenic pool 9/9; Third eye 1/1; | Active Conditions: Echolocation, fly and mage armor;; scroll of spell immunity

Knowledge (arcana): 1d20 + 15 ⇒ (15) + 15 = 30

Special Attacks, Immune, Weaknesses

Psycho casts mage armor on himself.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Teric shouts in surprise as the creatures close in. He pulls out a rod and closes his fist, muttering an incantation. A ball of freezing cold flame spawns in the middle of the forest, blocking the nearest creature from Teric.

Cast Rime Flaming Sphere, modified to Cold, using his Rime metamagic rod. If the creature passes through it, it takes 3d6 ⇒ (1, 3, 5) = 9 cold damage. DC 19 Reflex save to negate it. If it fails the save, it is also slowed for 1 round and entangled for 2 rounds.


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Just noticed I messed that format up. Anyway, it as constrict if it grabs you with its tentacle attack. It is immune to both nauseated and sickened conditions. And if it targeted by polymorph spells, it takes damage as its already magically morph body is strained.

Bold May Go
Psycho
Dortlin
Laliah
Peribras

Teric
GM
Tess

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

"I'll handle this one."

Dortlin seems to change slightly as he takes on aspects of both Bull and Snake. Swift action gain snake and bull animal focus.

And he can't pass up the opportunity so he pulls his Nodachi and has Rambi charge.

Powerful Charge vs flat-footed blue including Power Attack and Broken Wing Gambit if it hits: 1d20 + 17 + 2 ⇒ (5) + 17 + 2 = 24
piercing/magic: 4d6 + 24 ⇒ (4, 4, 4, 5) + 24 = 41

Dortlin takes a swing.

Nodachi charge including power attack and broken wing gambit if it hits: 1d20 + 15 + 2 ⇒ (17) + 15 + 2 = 34
slashing/piercing/magic/cold iron: 1d10 + 15 ⇒ (10) + 15 = 25

Nodachi crit confirm: 1d20 + 15 + 2 ⇒ (8) + 15 + 2 = 25
slashing/piercing/magic/cold iron extra dmg: 1d10 + 15 ⇒ (6) + 15 = 21

If 25 confirmed the crit:

aoo from Rambi due to Outflank feat including power attack and +4 from Paired Opportunists and broken wing gambit if hit: 1d20 + 17 + 4 ⇒ (2) + 17 + 4 = 23
piercing/magic: 2d6 + 20 ⇒ (5, 6) + 20 = 31

If that hits
Fortuitous aoo from Rambi due to Outflank feat including power attack and +4 from Paired Opportunists: 1d20 + 17 - 5 + 4 ⇒ (7) + 17 - 5 + 4 = 23
piercing/magic: 2d6 + 20 ⇒ (2, 3) + 20 = 25

If blue enemy attacks Dortlin or Rambi:

If it attacks one of us that managed to hit it, it triggers Broken Wing Gambit and provokes aoos from both of us due to Paired Opportunists.

aoo from Dortlin including +4 from Paired Opportunists, +4 from Snake focus and Power Attack: 1d20 + 15 + 8 ⇒ (8) + 15 + 8 = 31
slashing/piercing/magic/cold iron: 1d10 + 15 ⇒ (6) + 15 = 21

If that hits Fortuitous aoo from Dortlin including +4 from Paired Opportunists, +4 from Snake focus and Power Attack: 1d20 + 15 + 8 - 5 ⇒ (2) + 15 + 8 - 5 = 20
slashing/piercing/magic/cold iron: 1d10 + 15 ⇒ (3) + 15 = 18

aoo from Rambi including power attack and +4 from Paired Opportunists and Power Attack: 1d20 + 17 + 4 ⇒ (17) + 17 + 4 = 38
piercing/magic: 2d6 + 20 ⇒ (5, 3) + 20 = 28

If Rambi's former aoo missed but this one hit.
Fortuitous aoo from Rambi including power attack and +4 from Paired Opportunists and broken wing gambit if hit: 1d20 + 17 + 4 ⇒ (19) + 17 + 4 = 40
piercing/magic: 2d6 + 20 ⇒ (5, 4) + 20 = 29

If enemy is still alive it gets +2 to hit and damage on it's first attack due to Broken Wing Gambit.
If it is attacking one of us that did not hit it yet no aoos occur and it does not get any bonuses.

If it hits Dortlin and is still alive:

Rambi will use an immediate action for the Skirmisher trick Vengeance Strike to attack it. This is not an aoo.
Vengeance Strike including power attack: 1d20 + 17 ⇒ (20) + 17 = 37
piercing/magic: 2d6 + 20 ⇒ (3, 2) + 20 = 25
crit confirm? including power attack: 1d20 + 17 ⇒ (7) + 17 = 24
piercing/magic: 2d6 + 20 ⇒ (3, 2) + 20 = 25

If it confirms it provokes an aoo from Dortlin.
aoo from Dortlin including +4 from Paired Opportunists, +4 from Snake focus and Power Attack: 1d20 + 15 + 8 ⇒ (11) + 15 + 8 = 34
slashing/piercing/magic/cold iron: 1d10 + 15 ⇒ (7) + 15 = 22

The Exchange

Aasimar AC 20, touch 19, flat-footed 18 (+8 armor, +2 Dex) hp 68 Fort +13, Ref +10, Will +12 DR 2/evil; Immune charm, disease, fear; Resist acid 7, cold 7, electricity 7, fire 10; SR 13

Lailah clasps her songbook to herself and begins to sing.

Oh goddess of beauty, protect your servant in this fight
oh goddess of beauty, lend your power to us this night.

Her body begins to shimmer as if covered in chainmail, and everyone feels a little bit of her power go out and cover you all.

Activate Legate Armor (+2 Chainmail Force) and begin singing for everyone to gain a +1 Moral bonus to attack and damage for bardic inspiration


Knowledge Checks -Sky Key Solution Aid Token

GM:

fortification, lo bad: 1d100 ⇒ 94

Dortlin:
The crit is confirmed, however it does not do extra damage. And since Outflank only says it has to confirm. I will allow it to work. With broken Wing, it looks like you only get the AOO if I take the bonus from Broken Wing, so it will not always trigger. Since these guys have low intelligence, they most likely will. It will be case by case.

The team of Rambi and Dortlin annihilate their opponent. Dropping it instantly.

Active for Party
Bard Inspire Courage: +1/+1 moral attack and damage; +1 vs fear

Bold May Go
Psycho
Dortlin
Laliah
Peribras
Teric
GM
Tess


Female N animal (wolf) ranger animal companion 8 | HP 66 | AC 23  T 11 FF 21 | CMB +12, CMD 24 | F: +10, R: +7, W: +5; +4 will vs. enchantments; evasion | Perc: +6, SM: +1, low-light vision, scent | Speed 50ft

At a gesture from Peribras, Darkpaw growls and lopes over to the nearer creature, biting at it viciously.

bite, Bard inspiration: 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13 for b/p/s: 1d8 + 9 ⇒ (4) + 9 = 13 plus free trip: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Peribras follows behind her and raises his bow to send an arrow sailing towards the monstrosity, expertly aiming as if there were nothing between him and his target.

I don't know how you got bardic inspiration to give A morale bonus instead of a competence bonus, but Peribras and his bracers of archery are a fan

improved precise shot means the creature has no cover

longbow, attack, inspired, deadly aim: 1d20 + 16 + 1 - 2 ⇒ (5) + 16 + 1 - 2 = 20 for piercing, cold iron, magic: 1d8 + 4 + 1 + 4 ⇒ (6) + 4 + 1 + 4 = 15

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

I'm up to 5 rolls of 5 or less and only two of 12 or higher!

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

A doubly good question since Street Performer gives up the Inspire Courage ability.


Knowledge Checks -Sky Key Solution Aid Token

Forgot about this.
As Rambi gets a bit too close to the trees, they seem to reach out and hold him.
Rambi reflex DC 17: 1d20 + 9 ⇒ (4) + 9 = 13
Rambi is entangled. He can free himself as a move action with a DC 23 escape artist check or a DC 13 strength check. Alternatively, he can deal 10 points of slashing damage to break free.

Dark paw moves up and attempts to bite the creature, but misses. Dark paw feels the trees attempt to capture him. The wolf manages to step out of it.
Dark paw reflex DC 17: 1d20 + 7 ⇒ (16) + 7 = 23

Peribras sticks an arrow into the beast.

Red:

bite+power attack vs Darkpaw: 1d20 + 12 - 3 ⇒ (1) + 12 - 3 = 102d6 + 6 + 6 ⇒ (1, 3) + 6 + 6 = 16
claw+power attack vs Darkpaw: 1d20 + 12 - 3 ⇒ (9) + 12 - 3 = 181d8 + 6 + 6 ⇒ (2) + 6 + 6 = 14
tentacle+power attack vs Darkpaw: 1d20 + 12 - 3 ⇒ (17) + 12 - 3 = 261d8 + 6 + 6 ⇒ (6) + 6 + 6 = 18
grab: 1d20 + 16 - 3 ⇒ (11) + 16 - 3 = 24
constrict: 1d6 + 6 + 6 ⇒ (4) + 6 + 6 = 16

Red misses with both the bite and the claw, but his hit hard with a tentacle. It quickly wraps the wolf around the midsection and constricts. Darkpaw takes a total of 34 damage this round

GM:

teric sr check: 1d20 + 8 ⇒ (10) + 8 = 18
yellow reflex: 1d20 + 6 ⇒ (2) + 6 = 8

Yellow moves towards the party, but seems to get hung up on the icey sphere?

Bard Inspire Courage: +1/+1 competence bonus to attack and damage; +1 morale vs fear
Bold May Go
Psycho
Dortlin
Laliah
Peribras
Teric

GM
Tess

GM:

red: 79/84
yellow: 75/84

Grand Lodge

Male NG Halfling Ranger 8 | HP 52 | AC 20 (19) T 15 FF 16 (15) (no buckler) | CMB +9, CMD 23 | F: +9, R: +13, W: +7; +2 vs. fear | Init: +6 | Perc +15, SM +2, (+5 to both w/perceive cues), low-light vision | Speed 20ft | Favored Enemies: Human +4, Undead +2; Favored Terrain: Urban +4, Underground +2 | Spells: 1st (2), 2nd (2) | Woodland Stride

Peribras looses a pair of arrows at the creature again, hoping to bring it down before it can hurt Darkpaw any further.

longbow, attack, deadly aim: 1d20 + 16 - 2 ⇒ (18) + 16 - 2 = 32 for piercing, cold iron, magic: 1d6 + 4 + 1 + 4 ⇒ (6) + 4 + 1 + 4 = 15

longbow, attack, deadly aim: 1d20 + 11 - 2 ⇒ (1) + 11 - 2 = 10 for piercing, cold iron, magic: 1d6 + 4 + 1 + 4 ⇒ (6) + 4 + 1 + 4 = 15

competence bonus on attack rolls doesn't stack with the one P already has from his bracers of archery. But the bracers don't affect damage rolls so the inspiration kicks in there. Also, I just realized I rolled a die one step too large on the last damage roll


Female N animal (wolf) ranger animal companion 8 | HP 66 | AC 23  T 11 FF 21 | CMB +12, CMD 24 | F: +10, R: +7, W: +5; +4 will vs. enchantments; evasion | Perc: +6, SM: +1, low-light vision, scent | Speed 50ft

Darkpaw emits a sound, part whimper, part growl, as she responds to the creature by biting at it aggressively.

bite, attack: 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22 for b/p/s: 1d8 + 9 + 1 ⇒ (7) + 9 + 1 = 17 plus free trip attempt: 1d20 + 12 + 1 ⇒ (19) + 12 + 1 = 32

The Exchange

Aasimar AC 20, touch 19, flat-footed 18 (+8 armor, +2 Dex) hp 68 Fort +13, Ref +10, Will +12 DR 2/evil; Immune charm, disease, fear; Resist acid 7, cold 7, electricity 7, fire 10; SR 13

Because your friendly neighborhood village idiot never played this character before and didn't realize that. >.< Sorry guys.

Lailah sings the correct song now that her player isn't an idiot, and her enemies now have to make a will save to see Darkpaw.Will save 17 or Darkpaw is considered invisible to enemies who fail the check.

She steps in front of Teric, pulling her dagger out as she moves.

I would appreciate... she weaves into her song. If the valiant magician would not let the bear thing eat me.

Despite her words she stands steady as she stares down the bear.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Teric grins a toothy and slightly feral grin at Lailah. "Charmingly valiant, my dear, but nonsense. The beast has been stopped for the moment. My magic will continue to hamper it, without a doubt. Now is the time we confuse it and allow the others to regroup. Stay calm, I'll return."

As the cold fire continues to free the creature, the mage steps out in front of Lailah and heads towards the creature. He stops several feet away and this time uses his will to harness divine power. A dark mist rises around him, enshrouding him, the creature, and Lailah. Through his own power, Teric can still see.

Cast Obscuring Mist defensively. Teric has Water Sight, but the creature should effectively be blinded. Cold Flaming Sphere continues to hurt it.

Cast Defensively (DC 16): 1d20 + 12 ⇒ (6) + 12 = 18

Cold Flaming Sphere (Reflex DC 19): 3d6 ⇒ (6, 2, 5) = 13

Same deal. If it fails the reflex save, it's slowed and entangled again.

Grand Lodge

”Psycho” | Male N Human Psychic 10 | HP 42/62 0/8 temp | Mage armor on AC 22, T18, FF 21 (AC 19, T 18, FF 18) | CMB +3 CMD 20 | F +9 R +11 W +18 | Init +1 | Perc +17 SM +4 | Speed 30ft | Spells: 1st 6/8, 2nd 5/8, 3rd 4/7, 4th 2/6, 5th 3/4; Detect thoughts 1/1; Phrenic pool 9/9; Third eye 1/1; | Active Conditions: Echolocation, fly and mage armor;; scroll of spell immunity

Psycho casts 4 magic missiles on blue.

damage: 4d4 + 4 ⇒ (3, 3, 1, 1) + 4 = 12

Grand Lodge

Rambi:
Animal Rhino 9 | AC 31 | T 14 | FF 27 | HP: 41/68 | CMD 32 | Fort +11 | Ref +9 | Will +6 | Perception +5 scent | combat reflexes
Male Human Hunter 9 | AC 17 | T 12 | FF 15 | HP: 74/75 | CMD 22 | Fort +11 | Ref +11 | Will +9 | Init +5 | Perception +15 | combat reflexes

The numbers in parentheses are Rambi's current buffed stats. He still failed the save though.

Dortlin seems surprised at Rambi being caught by plants.

"Look out. These plants must be magical."

Rambi tries to escape.

dc 13 strength check: 1d20 + 8 ⇒ (14) + 8 = 22

Success! Dortlin leads him over to the other creature and Dortlin slashes at it.

nodachi including power attack and broken wing gambit: 1d20 + 15 ⇒ (11) + 15 = 26
piercing/slashing/cold iron/magic: 1d10 + 15 ⇒ (7) + 15 = 22

If the creature attacks Rambi:

Since Rambi didn't attack and didn't activate Broken Wing Gambit nothing special happens.

If the creature attacks Dortlin:

It triggers an aoo from Dortlin. And due to Paired Opportunists from Rambi as well.

nodachi aoo including power attack and +8 from Paired Opportunists and snake focus: 1d20 + 15 ⇒ (15) + 15 = 30
piercing/slashing/cold iron/magic: 1d10 + 15 + 8 ⇒ (1) + 15 + 8 = 24

If that hits
nodachi fortuitous aoo including power attack and +8 from Paired Opportunists and snake focus: 1d20 + 15 ⇒ (15) + 15 = 30
piercing/slashing/cold iron/magic: 1d10 + 15 + 8 - 5 ⇒ (1) + 15 + 8 - 5 = 19

horn aoo including Power Attack and +4 from Paired Opportunists: 1d20 + 17 + 4 ⇒ (15) + 17 + 4 = 36
piercing/magic: 2d6 + 20 ⇒ (6, 2) + 20 = 28

If that hits
horn fortuitous aoo including Power Attack and +4 from Paired Opportunists: 1d20 + 17 + 4 ⇒ (4) + 17 + 4 = 25
piercing/magic: 2d6 + 20 ⇒ (6, 2) + 20 = 28

Confirming crit for both of Dotlin's aoos.
nodachi aoo including power attack and +8 from Paired Opportunists and snake focus: 1d20 + 15 ⇒ (18) + 15 = 33
piercing/slashing/cold iron/magic: 1d10 + 15 + 8 ⇒ (8) + 15 + 8 = 31

nodachi fortuitous aoo including power attack and +8 from Paired Opportunists and snake focus: 1d20 + 15 ⇒ (19) + 15 = 34
piercing/slashing/cold iron/magic: 1d10 + 15 + 8 - 5 ⇒ (10) + 15 + 8 - 5 = 28

Each triggers an aoo from Rambi due to Outflank if they confirm.

horn aoo #1 including Power Attack and +4 from Paired Opportunists: 1d20 + 17 + 4 ⇒ (14) + 17 + 4 = 35
piercing/magic: 2d6 + 20 ⇒ (5, 3) + 20 = 28

horn aoo #2 including Power Attack and +4 from Paired Opportunists: 1d20 + 17 + 4 ⇒ (7) + 17 + 4 = 28
piercing/magic: 2d6 + 20 ⇒ (4, 2) + 20 = 26

If the enemy lives it gets +2 to hit and damage on it's first attack against Dortlin.

Grand Lodge

| Witch 12 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 86/86 (14 temp HP)| F+12,R+11,W+13 | Evasion | Init +3 | Perc +18 | 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 uses her Fortune hex on Peribras, and begins cackling to keep the strong magic affecting him next round.


Knowledge Checks -Sky Key Solution Aid Token

Since Tess goes last in initiative prior to the new turn. I will reroll the nat 1 with the effect from the fortune hex

Tess hexes Peribras in a good way.

Peribras reroll: 1d20 ⇒ 19

Peribras feeling a bit lucky, sinks two arrows in to the creature.

The wolf manages to bite the beast, and causes him to go down.

GM:

will save: 1d20 + 8 ⇒ (20) + 8 = 28
Pyscho CL: 1d20 + 7 ⇒ (20) + 7 = 27

Lailah's attempts to muddle the mind of the beast. Unknown if it took effect.

Psycho shoots off a magic missile and it strikes yellow in the chest.

Dortlin moves in on Rambi and slashes at the beast.

Teric finally shrouds the party in mist.

Yellow:

reflex: 1d20 + 6 ⇒ (20) + 6 = 26
bite vs Dortlin: 1d20 + 7 ⇒ (10) + 7 = 172d6 + 12 ⇒ (6, 4) + 12 = 22
concealment, lo bad: 1d100 ⇒ 19
claw vs Dortlin: 1d20 + 7 ⇒ (18) + 7 = 251d8 + 12 ⇒ (3) + 12 = 15
concealment, lo bad: 1d100 ⇒ 3
tentacle vs Dortlin: 1d20 + 7 ⇒ (6) + 7 = 131d8 + 12 ⇒ (3) + 12 = 15
concealment, lo bad: 1d100 ⇒ 91

The beast manages to avoid the sphere this time around. It swings wildly in the direction of Dortlin, but fails to land a single blow.

Red:

grapple check: 1d20 + 16 + 5 - 4 ⇒ (13) + 16 + 5 - 4 = 30
Constrict: 1d6 + 12 ⇒ (4) + 12 = 16

Red keeps hold of Darkpaw and continues to squeezeDark Paw takes 16 damage

Teric, Rambi and Darkpaw:

Need you all to make a DC 17 reflex save or you are entangled by the surrounding forest. You can free yourselves as a move action with a DC 23 escape artist check or a DC 13 strength check. Alternatively, You can deal 10 points of slashing damage to break free.

Active Effects-Inspire Courage is up +1/+1 and Obscuring Mist is also active.
Bold May Go
Psycho
Dortlin
Laliah
Peribras
Darkpaw-Grappled
Teric

Red-Grappled+Prone
Yellow-Entangled
Tess

GM:

red: 64/84
yellow: 51/84

Grand Lodge

| Witch 12 | AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 86/86 (14 temp HP)| F+12,R+11,W+13 | Evasion | Init +3 | Perc +18 | 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 continues cackling, keeping Peribras supported with her Fortune hex.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Reflex Save: 1d20 + 5 ⇒ (15) + 5 = 20

Teric quickly moves away from the grasping branches and the creature. "Dortlin, excellent timing! Take care of this, will you?" He waves his hand and the mist disappears. Meanwhile, the frozen sphere continues rolling.

Move away and dismiss the mist

Cold Flaming Sphere (Reflex DC 19): 3d6 ⇒ (1, 3, 3) = 7

Same song. If it fails, it's slowed and entangled.

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