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

Game Master Z...D...

GM:

SKILL CHECK DCS
Easy Average Hard
18 23 28

SAVING THROW DCS
Easy Average Hard
15 17 19


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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 tries to break free.

CMB check: 1d20 + 14 ⇒ (7) + 14 = 21

Rambi attacks the closest enemy.

Horn attack including Power Attack, Good Hope, activating Broken Wing Gambit if it hits: 1d20 + 17 + 2 ⇒ (12) + 17 + 2 = 31
piercing/magic: 2d6 + 20 + 2 ⇒ (5, 1) + 20 + 2 = 28


Knowledge Checks -Sky Key Solution Aid Token

Forgot to add the constrict damage from the successful grab. 1d6 + 7 ⇒ (5) + 7 = 12 damage from the constrict.
Dortlin can not seem to break loose of the grab.

Rambi smashes his horn through the undead once more.

GM Screen:

Yellow: 20/76

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 moves closer to the enamy and one more time he casts.

Psycho casts Mind Thrust on yellow and he will spend 2 Phrenic pool points (Phrenic pool after casting 1/5] - Will of the Dead

Mind Thrust III damage: 7d8 ⇒ (1, 7, 6, 5, 2, 7, 1) = 29 DC 18 Will for half


Knowledge Checks -Sky Key Solution Aid Token

Psycho's spell resistance: 1d20 + 7 ⇒ (6) + 7 = 13

Psycho cast a spell at the Revenant but can not get past its magical resistance.

Bold May Act
Laliah
Dortlin
Yellow
Peribras
Tess
Psycho
Teric

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

Laliah steps over and takes a slash with her dagger.

Dagger: 1d20 + 11 ⇒ (12) + 11 = 23
damage: 1d4 + 5 ⇒ (1) + 5 = 6

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 delays, seeing her compatriots slice right through the attackers.

Grand Lodge

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

**OVERSEER ANNOUNCEMENT**

Her dark armor riddled with arrows and sliced by a dozen blades, Eshimka staggers back from the nearby Pathfinders attacking her. With one blade-arm she beckons for more of her shadowy minions to reunite with her body and heal her wounds, but other Pathfinders have slain too many for any to answer her call. For the first time, Eshimka seems worried, fighting for her survival rather than leading her army.

Table GMs, the Eshimka Defeated condition is now in effect, ending the ongoing hazard.

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

When did blue die

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

"Teric switches tactics and sends a flaming sphere at the one grabbing the paladin. It can not avoid the flame and is destroyed by it." Btw Dortlin is nearly dead. Could use some help.


Knowledge Checks -Sky Key Solution Aid Token

The revenant is slashed by Lailah.

yellow maintain grapple: 1d20 + 17 + 5 ⇒ (14) + 17 + 5 = 36
constrict damage: 1d6 + 7 ⇒ (5) + 7 = 12
claw damage: 1d8 + 7 ⇒ (6) + 7 = 13
Dortlin leg continues to be crushed by the claw of the dead. Bone begins to splinter and the blood loss gets to him. Takes an additional 25 points of damage. Should put you at -10.

EVERYONE GO

GM Screen:

Yellow: 14/76

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

"Kill it before it kills Dortlin!" Teric motions and the flaming ball rolls towards the undead. Then he whispers a word and streaks of light slam into the creature.

Flaming Sphere (Reflex DC19 negates): 3d6 ⇒ (4, 1, 4) = 9

Magic Missile: 4d4 + 4 ⇒ (2, 2, 2, 3) + 4 = 13

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 flies with a double move, getting behind Dortin, so she can try to heal him next round.

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 reaches out to Dortin.

Don't you die on me now!

Lay on Hands.

Lay on hands: 3d6 ⇒ (1, 5, 1) = 7

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 four missiles.

magic missile damage: 4d4 + 4 ⇒ (3, 4, 4, 2) + 4 = 17

SR: 1d20 + 7 ⇒ (17) + 7 = 24


Knowledge Checks -Sky Key Solution Aid Token

reflex vs flaming sphere: 1d20 + 4 ⇒ (16) + 4 = 20

Teric Sr check: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14

Teric moves the flaming sphere over to the other revenant. It manages to dodge it while holding on to Dortlin. Teric's magic missiles do not have enough umph to get past the undeads magical resistance.

Lailah and Tess go into medic mode and work on Dortlin.

Psycho cast his own magic missiles at the undead, which over powers its SR. The undead lets go of Dortlin's leg and drops to the ground.

Out of Combat.

The game is set to end on the 20th. So do any in game RP and wait for the successful conclusion...hopefully.

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 jumps off of Darkpaw's back and rushes over to Dortlin. "Dortlin! Are you okay?!"

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

saddle high is good: 1d100 ⇒ 77

stabilization check DC 10: 1d20 - 3 + 2 ⇒ (11) - 3 + 2 = 10

As the monster releases him Dortlin slumps in his saddle unconscious but isn't bleeding.

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 casts Cure Serious Wounds on Dortlin.

CSW 3d8 + 9 ⇒ (6, 3, 6) + 9 = 24

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 stirs then glances around real quick. Seeing no immediate threat he pulls and drinks one of the cure serious wounds handed to us earlier.

csw: 3d8 + 5 ⇒ (7, 3, 2) + 5 = 17

"Thanks. Now. Let's finish this."

Are there more fights?


Knowledge Checks -Sky Key Solution Aid Token

You could fight another wave undead. The scenario ends tomorrow when the overseer calls it. I know a good bit of tables are just standing by for the finish.

Grand Lodge

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

**OVERSEER ANNOUNCEMENT**

A screeching wail cuts across the battlefield as Eshimka falls to her knees, her undead horde routed to all sides by the combined Pathfinder and Twinhorn forces. The nightshade cries out in anger and dismay, “No! How could mortal worms like these strike me down?”

As if answering the question, Medda strides forward, battered and bleeding before her blessed armor begins to glow brighter and brighter. Cast in the shadow of a nearby standing stone, the dwarven apparition of the paladin warrior Ivvora seems to mirror Medda’s movements and guide her steps. As one they respond, “Eshimka, this battle began a millennium ago, and it ends tonight. Vildeis has judged you and found you wanting”. Producing a dagger of white fire in one hand, Medda and Ivvora both plunge their blades into the undead giant’s chest. Eshimka’s mouth opens in a silent scream as light pours from her eyes, mouth, and the wounds inflicted by the Pathfinders. The nightshade’s body crumbles into ash that the wind scatters across the snow, and the dying rift at last closes.

The towering dwarven ghost salutes the gathered heroes and announces, “You have all proved yourself worthy of Vildeis’ attention. Pathfinders, you have defeated a great evil, so let your tale of your bravery shatter your enemies’ courage while bolstering your own. Medda and Anok, you have made me proud and finished what I could not. Go with Vildeis’s blessing, and keep vigilant—evil never rests.” Ivvora smiles and looks up to the stars as she fades away and the blessed armor returns to its normal sheen.

Medda looks to the champions surrounding her. “Everyone, I cannot put into words how grateful I am to all of you. You have stood by my side through all these hardships, and at last we have triumphed! Eshimka is forever destroyed, and we the Twinhorn following have found true allies in the Pathfinder Society. Call on us in your hour of need, and we shall come to your aid. For now though, the danger has passed.” She and Anok give one last look to where the planar scar is already healing.

“Let us celebrate at last.”

Scenario (and series) concluded. Thanks for playing, everyone, and thanks for all your hard work, GMs!

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