Cwethan's Solstice Scar D (3-4) Outpost II (Inactive)

Game Master Cwethan

Maps & Handouts


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Grand Lodge

Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

**OVERSEER ANNOUNCEMENT**

Strands of purple energy whip across the battleground and begin to swirl above the remains of the giant flower. The continuous chant of the Twinhorn shamans reaches a fever pitch and then suddenly stops. After a breathless moment of silence, a loud reverberating boom echoes across the swamp as a column of purple energy pierces through the clouds, dissipating into the starry sky. Shouts of celebration begin to sound across the field as Medda makes her way to the heart of the blight. A shaft of moonlight shines on the site through the parted clouds as she rips through the withered roots of the blighted flower. Medda reaches in and draws out the shriveled remains of a female crusader. In stark contrast to the rest of the remains, her silvery breastplate glimmers in the moonlight. A grievous blow has scarred its surface where a golden engraved figure spreads out her wings. Trails of blood seep out from scars running across the figure. Medda lowers the remains gently upon a white cloak that a Twinhorn warrior has placed on the ground.

With a heavenly glow, the ghostly form of Ivvora appears in the clouds above. “She was my sister-in-arms against the vile Tar-Baphon. I now know that her sacrifice spared me all those years ago, as it will all of you in the days to come. Go with Vildeis’ grace and use this blessed plate to vanquish my hated adversary. Hurry back north, for the moment of Eshimka’s reckoning draws near!”

Medda looks up to the sky as the visage of Ivvora dissipates, the red phantom hand of Anok floating above her shoulder. After a moment, she kneels next to the crusader’s remains and carefully wraps them up in the white cloak, which is slowly soaked with red. She looks at the crowd gathered around her and speaks up. “We stand here triumphant, having rid this land of corruption. But this is a mere shade of the darkness that awaits us at the Solstice Scar! Fear not, for Vildeis’ blessing will guide our weapons to strike true and eradicate Eshimka for good!” Medda motions for the Twinhorn warriors to raise the bundled remains on their shields as one of the honored dead. “Pathfinders, you have done much for my tribe and our lands, but I ask you once more to lend us your weapons so that we might end the evil that haunts Solstice Scar. What say you?”

~~~~~~~~~~~End of Part 5 / Beginning of Part 6~~~~~~~~~~~

Part 6 begins after a long journey back to the Twinhorn territory.

Inspired by the events in the Fangwood, the Pathfinders and Twinhorn warriors have at last returned to the Kellid following’s territory. The scattered woodlands that once stood in the Tusk Mountains are now cast in perpetual shadow despite it being only a few hours after noon. The trees are bare, the grass crumbles at a touch, and even the accumulated snow of midwinter is melting in the freezing air as if surrendering to entropy.

Medda confers with some of the Twinhorn following who stayed behind, then she addresses the crowd. “The winter solstice does not peak until tonight, yet already Eshimka’s vanguard has escaped the Negative Energy Plane. They now control the area around the planar scar for several miles in each direction. If we’re to stop them, we need to break through these outer forces, regroup at the center, and take control of the rift. If that doesn’t draw Eshimka out, a few brave souls will need to pass through the rift to crush her lieutenants, destroy whatever is keeping the rift open, and draw her into our world. When they do, we need to ensure there are no reinforcements, and that means eliminating any commanders who have already broken through. That includes a corrupted dragon that has our scouts worried.”

She smiles grimly. “When the paladin Ivvora faced the beast Eshimka here centuries ago, she fought with Vildeis’s blessing and banished the fiend. Tonight, Eshimka would return to our world, but we are not one paladin; we are many!” She pricks her finger on her spear and paints a set of bloody wings upon her forehead. The Twinhorns follow suit “And we too carry Vildeis’s favor!” With these words, the painted wings blaze with light.

Table GMs, please begin Part 6


Reach of Corruption Map

Sigh. Well for what it's worth, you guys got it! Incoming double post since I have to entirely rewrite what I was putting up before finding out I'd been scooped :-p


Reach of Corruption Map

Vildeis's Blessings:
You can each use one of these sometime during this adventure:
Burning Radiance: As an immediate action when dealing damage to an evil creature, the PC can cause her attack to ignore that target’s damage reduction and deal an additional amount of damage equal to 1d6 plus twice the character’s level.

Healing Sacrifice: As a standard action, a PC can touch another creature to heal it. This functions either as breath of life or as restoration (CL 15th). The temporary negative level from this blessing’s breath of life effect lasts only until the end of the next encounter and is ignored for the purpose of determining whether a PC would die from having too many negative levels. This ability can be used offensively against creatures vulnerable to positive energy, but its damage does not exceed 4 × the character’s level.

Unstoppable Wrath: As a swift action, the PC can choose one of the following undead immunities: bleed, death effects, mind-affecting effects, paralysis, poison, sleep effects, or stunning. For the duration of that encounter, the PC’s abilities, equipment, and spells ignore that immunity for undead creatures. Additionally, the PC ignores the impeded magic property of the Negative Energy Plane during that encounter.

You're going to need to get past the undead patrols to reach the rift or any other priority targets. The only question is, will you fight your way through, sneak past the undying sentries, or borrow canoes and outrace them?!

Grand Lodge

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M Human Warpriest 6 | HP 39/39 | AC 20/12/18 | F+8 R+ W+9 | Perc +5 | Init +2 | Feather Fall 1/1 |Conditions Active: none

Dropped these on a slide, if that's ok.

Grand Lodge

male Alchemist 3, Init +5(+7), Perc: +7(+6), |AC 18(21), T13(14), FF15(17)|hp 24/24, BAB2,CMB2, CMD15(17), Fort +5, Ref+7(+9), Will+3(+2)| Elf Alchemist 3 (8XP), dex mutagen (+4 dex, -2 will, +2 natural armor, adjusted stat in ())

"I like fighting the patrols. Sneaking is my second choice. And the canoe drowning does not appeal to me.
"I feel our best course is to make for the rift and fight what gets in our way. But I might be talked into evading the patrols too. But I don't like boats especially animal skin thin walled canoes."

Dark Archive

LN Halfling Investigator Secretary 7 | HP: 29/45 | AC: 19 (T 13, FF 16) Concealed | CMB: +5, CMD: 17 | F: +6, R: +10, W: +9 (+2 vs illusion) | Init: +2 | Perc: +17+1d6, SM: +15+1d6 | Speed 30ft (20 w/ pack) | Extracts:TBD | Inspiration 4/8 | Active conditions: Displacement

Angela gives the group a good look over and contemplates their situation. As Haska speaks up she gives a frown for a second. "I agree heading for the rift is exactly what we should do, but I would argue we should save resrouces and avoid fighting as much as we can. We certainly should deal with the undead and cratures roaming about, but the if we waste too much time and effort on them, and don't actually fix the cause of them, then it'd be a futile effort. And I for one would also prefer avoiding the river, it's too big of an unknown."

I'd prefer going in order of sneaking, then fighting and prefer to avoid the boats, Angela ain't a good swimmer. Angela can aid someone with stealth if they wish, she has a good enough modifier (+10) to be able to aid automatically.

Dark Archive

N Elf Magus 4 | HP: 27/27 | AC: 21 T: 19 FF: 12 | CMB: +4, CMD: 23 | F: +5 R: +6 W: +4 | Init: +7 | Perception: +2 (Low-Light Vision) | Speed 30ft | Active conditions: Shield/Arcane Pool (+1)/Black Blade Strike - 1 Min
Resources:
| Arcane Pool: 3/5 | Black Blade Arcane Pool: 0/1 | Spells: (1st): 1/3 | (2nd): 0/1 | Shirt Re-roll: 0/1 | Wands: CLW: 43/50 | Shield: 47/50

My stealth is low but greater than zero. I have a preference to fighting then stealth. I too would prefer avoiding a boat race.

Forsake cowardice. Let me taste their energy.

"Hmm, if we sneak and even one of us is caught the fight could turn against us quickly. I would rather carve our path through ensuring not only our safe passage but those that follow. The boats seem more of a fool's errand to me. Far too many things out of our control there." Malvic adds his preference.

Grand Lodge

M Human Warpriest 6 | HP 39/39 | AC 20/12/18 | F+8 R+ W+9 | Perc +5 | Init +2 | Feather Fall 1/1 |Conditions Active: none

Umberto looks at his build and armament. I too prefer the direct approach. Although if it came to a swim, I can make do.

I've got some tricks for being around water but it seems like we are majority for the fighting.

The Exchange

Male CG Gnome Unchained Summoner 4 | HP 38/38 | AC 16 T 12 FF 15 | CMB 1, CMD 13 | F: +5, R: +4, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 20ft | Summon Monster 6/6 | Spells: 1st 4/4 2nd 2/2 | Active conditions:

None of the options sound ideal, but I think I can do more in a fight than I can to sneak. Last time I was on a boat, it went surprisingly well, but that is not something I want to try to press my luck on.

I also vote fight. Seems like most groups would pick. Unless all people are built for stealth or water, it seems like fighting would be the only option.


Reach of Corruption Map

You press forward towards the standing stones, Twinhorn warriors and fellow Pathfinders race ahead just in sight. Their breath is visible in the cold air, but they are all too easily lost in the prematurely dim afternoon light.

You hear them meet their foes before you see it. Cries of horror, of anger, of fear ring out strangely in the still air. All around you, teams of Pathfinders and Twinhorns clash with not only the walking dead, but also still-living members of the Twinhorn following, marked out by a dreadful pallor, and awful bloodlust.

Knowledge (planes) DC 17 or Knowledge (local) DC 20:
These warriors have been infused with some sort of insidious curse from the Negative Energy Plane, but you think they could possibly be cured if they were subdued, removed from this tainted place, and given time to recover.

Initiative:
Angela: 1d20 + 2 ⇒ (9) + 2 = 11
Haska: 1d20 + 5 ⇒ (11) + 5 = 16
Kahwen: 1d20 + 6 ⇒ (14) + 6 = 20
Malvic: 1d20 + 6 ⇒ (7) + 6 = 13
Nigel: 1d20 + 2 ⇒ (10) + 2 = 12
Umberto: 1d20 + 2 ⇒ (12) + 2 = 14
Twinhorns: 1d20 + 3 ⇒ (18) + 3 = 21
Skellies: 1d20 + 5 ⇒ (8) + 5 = 13

Longbow @ Haska: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10
Piercing: 1d8 + 2 ⇒ (4) + 2 = 6
Longbow @ Haska: 1d20 + 5 - 2 ⇒ (11) + 5 - 2 = 14
Piercing: 1d8 + 2 ⇒ (5) + 2 = 7

Longbow @ Umberto: 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 21
Piercing: 1d8 + 2 ⇒ (5) + 2 = 7
Longbow @ Umberto: 1d20 + 5 - 2 ⇒ (1) + 5 - 2 = 4
Piercing: 1d8 + 2 ⇒ (7) + 2 = 9

Showing no signs of hesitation, the Twinhorns rain down arrows on your flanks, Haska emerges unharmed, but one punches through Umberto's armor!

Undergrowth spaces are difficult terrain. Standing Stones are 10' tall
The Bold may Go! (Please sing out with any buffs you would have cast before beginning your march, but you didn't know exactly when you'd reach the battlelines.)
Traitorous Twinhorn Archers
Kahwen
Haska
Umberto -7
Malvic

Skellies
Nigel
Angela

Dark Archive

N Elf Magus 4 | HP: 27/27 | AC: 21 T: 19 FF: 12 | CMB: +4, CMD: 23 | F: +5 R: +6 W: +4 | Init: +7 | Perception: +2 (Low-Light Vision) | Speed 30ft | Active conditions: Shield/Arcane Pool (+1)/Black Blade Strike - 1 Min
Resources:
| Arcane Pool: 3/5 | Black Blade Arcane Pool: 0/1 | Spells: (1st): 1/3 | (2nd): 0/1 | Shirt Re-roll: 0/1 | Wands: CLW: 43/50 | Shield: 47/50

Shield is a minute if that could be cast from my wand before the battle.

Knowledge (Planes): 1d20 + 10 ⇒ (19) + 10 = 29

"These brutes have fallen to the curses of the Negative Energy Plane. They could eventually recover if you spare them...but don't throw your life away for it." Malvic warns having read about the effects of this plane in the past.

Your allies will die trying! Not if I can help it. Mercy is a waste.

After he shakes away the intrusive prodding of his weapon he moves forward to attack.

"I will do what I can to leave the archers alive." he mentions.

Double Move: North towards archer.

Grand Lodge

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[Init +9, Per +19, Spd 40'] M Tengu Unchained Rogue (Swordmaster/Scout) 12th [HP 63/63, AC 30(34) |ff 19 |t 21, Fort +9, Ref +21, Will +9,] CMD 28

Back during the ending of the Blight, Kahwen had undertaken a similar personal ritual inspired by and in sympathy to the Twinhorns. Rather than marking his face with wings, though he marked the longest feather on each of his arms with his own blood.

He was a little too slow in the discussion about how to approach the latest threat and, honestly, they're taking his least favorite of the choices. Although, all three seemed pretty appealing.

He's spent the time since they started out trying to convince them all (but mostly Angela) to take a boat trip with him after this is over. He's gone on and on about the majesty of the waves, the relief of the cooling breezes, the calm of the hiss of waves against hull.

"...and at night, it is so dark and you're so far away from anyone it seems like it's just the two of you and the stars and moon."

"Ahem...I mean...just you and your companions and the stars and..."

Fortunately, arrows come flying at them just then.

"And this is why I carry a bow," he comments, pulling out said weapon and fires off a shot at the one Malvic is approaching.

Shortbow minus Range Penalty: 1d20 + 9 - 2 ⇒ (14) + 9 - 2 = 21
Arrow: 1d6 ⇒ 3

Was the "long" trip back long enough to regain my lost HP or do I need to spend some wand charges?

You know...as well indexed and organizes as the Core Rulebook is, I can never find the Range Penalty rules. It's like one sentence buried somewhere and then referenced in lots of places but not actually written out again.

Grand Lodge

M Human Warpriest 6 | HP 39/39 | AC 20/12/18 | F+8 R+ W+9 | Perc +5 | Init +2 | Feather Fall 1/1 |Conditions Active: none

As they come upon an engaged battle, he will protect himself from the forces of evil.

Pre-combat, cast Protection from Evil, 4 minute duration.

Approaching the enemies, Umberto calls for further assistance from his deity. Decrepit undead. They must be cleansed.

Cast Divine Favor and approach with mace and tankard equipped.


Reach of Corruption Map

Kahwen's arrow punches through the Twinhorn's thick hides, but though you can see blood trickling from the wound and her eyes filling with pain, she makes no sound.

A minute's longer than it took between setting out and battling, but if you want to eat 3 charges off the wand to have it up, that's fine.
They don't give me a specific number of days, but I'm fine assuming you all stood next to a cleric while they were healing someone else at some point on the way up ;-)

Undergrowth spaces are difficult terrain. Standing Stones are 10' tall
The Bold may Go! (Please sing out with any buffs you would have cast before beginning your march, but you didn't know exactly when you'd reach the battlelines.)

Traitorous Twinhorn Archers (Yellow -3)
Kahwen
Haska
Umberto -7 Protection from Evil (more than half gone, and didn't stop the arrow), Divine Favor
Malvic (Shield?)
Skellies
Nigel
Angela

Grand Lodge

male Alchemist 3, Init +5(+7), Perc: +7(+6), |AC 18(21), T13(14), FF15(17)|hp 24/24, BAB2,CMB2, CMD15(17), Fort +5, Ref+7(+9), Will+3(+2)| Elf Alchemist 3 (8XP), dex mutagen (+4 dex, -2 will, +2 natural armor, adjusted stat in ())

Haska follows the cleric pulling his rapier.
Double move

"Maybe we can make our way around behind them, hopefully without becoming arrow catchers the hard way.

Just now catching up. Dex mutagen lasts 45 minutes. Just skimmed the above and sure of the time passage from the flower fight.
if it has been a day or more Haska will take his Dexterity mutagen as they start towards the rift.


Reach of Corruption Map

In lockstep the skeletons advance, swords falling in unison to clash against Umberto's armor and holy protections.

Longsword: 1d20 + 7 - 1 ⇒ (11) + 7 - 1 = 17
Slashing: 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Longsword: 1d20 + 7 - 1 ⇒ (7) + 7 - 1 = 13
Slashing: 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6

Undergrowth spaces are difficult terrain. Standing Stones are 10' tall
The Bold may Go! (Please sing out with any buffs you would have cast before beginning your march, but you didn't know exactly when you'd reach the battlelines.)

Traitorous Twinhorn Archers (Yellow -3)
Kahwen
Haska
Umberto -7 Protection from Evil (more than half gone, and didn't stop the arrow), Divine Favor
Malvic (Shield?)
Skellies
Nigel
Angela

Grand Lodge

M Human Warpriest 6 | HP 39/39 | AC 20/12/18 | F+8 R+ W+9 | Perc +5 | Init +2 | Feather Fall 1/1 |Conditions Active: none

I don't think an attack has ever missed Umberto. Amazing.

The Exchange

Male CG Gnome Unchained Summoner 4 | HP 38/38 | AC 16 T 12 FF 15 | CMB 1, CMD 13 | F: +5, R: +4, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 20ft | Summon Monster 6/6 | Spells: 1st 4/4 2nd 2/2 | Active conditions:

I do not have many options to take things down in a nonlethal way. I can try making them drop their bows in a moment, but first I want help with the skeltons. Nigel draws his magic circle in the air with his arcane words and the circle opens to the earth plan and a ball of living earth comes flying through it and lands on the other side of the blue looking skeleton.

Move action to move and stand action to cast SMII (5/6 left).


Hp 17/17 AC 17 Fort 5 Reflex -1 Will 3 Perception +4 Slam + 8 (1d6 + 7) or Powerattack Slam + 7 (1d6 + 10) | 20 ft land/burrow| rounds 39/40

Rocky is back for his third performace. He takes a swing at the blue skeleton, hoping to knock out the bag of bones.

Slam (powerattack, earth mastery): 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
damage (B): 1d6 + 10 + 1 ⇒ (5) + 10 + 1 = 16

Standard action to attack once.


Reach of Corruption Map

A great clang of rock on metal echoes through the silent field as the skeletal warrior manages to keep Rocky's fists at bay!

Undergrowth spaces are difficult terrain. Standing Stones are 10' tall
The Bold may Go! (Please sing out with any buffs you would have cast before beginning your march, but you didn't know exactly when you'd reach the battlelines.)

Traitorous Twinhorn Archers (Yellow -3)
Kahwen
Haska
Umberto -7 Protection from Evil (more than half gone, and didn't stop the arrow), Divine Favor
Malvic (Shield?)
Skellies
Nigel
Angela


Reach of Corruption Map

Malvic's lone assault quickly makes him the target of the bewitched Twinhorns, and they maintain a fearsome hail of arrows, though the swift-footed elf proves to be quite evasive.

Longbow @ Malvic: 1d20 + 5 - 2 ⇒ (8) + 5 - 2 = 11
Piercing: 1d8 + 2 ⇒ (4) + 2 = 6
Longbow @ Malvic: 1d20 + 5 - 2 ⇒ (5) + 5 - 2 = 8
Piercing: 1d8 + 2 ⇒ (3) + 2 = 5

Longbow @ Malvic: 1d20 + 5 + 1 - 2 ⇒ (17) + 5 + 1 - 2 = 21
Piercing: 1d8 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Longbow @ Malvic: 1d20 + 5 + 1 - 2 ⇒ (1) + 5 + 1 - 2 = 5
Piercing: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7

Undergrowth spaces are difficult terrain. Standing Stones are 10' tall
The Bold may Go!

Accursed Twinhorn Archers (Yellow -3)
Kahwen
Haska
Umberto -7 Protection from Evil, Divine Favor
Malvic (-6? Shield?)

Skellies
Nigel
Angela

Grand Lodge

M Human Warpriest 6 | HP 39/39 | AC 20/12/18 | F+8 R+ W+9 | Perc +5 | Init +2 | Feather Fall 1/1 |Conditions Active: none

Umberto splashes the skeleton on front of him with his tankard of ale and follows with a mace strike.

dirty trick to blind, dirty fighter, flanking: 1d20 + 12 + 4 ⇒ (7) + 12 + 4 = 23

+1 mace, flanking: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30
damage: 1d6 + 4 ⇒ (5) + 4 = 9

Dark Archive

N Elf Magus 4 | HP: 27/27 | AC: 21 T: 19 FF: 12 | CMB: +4, CMD: 23 | F: +5 R: +6 W: +4 | Init: +7 | Perception: +2 (Low-Light Vision) | Speed 30ft | Active conditions: Shield/Arcane Pool (+1)/Black Blade Strike - 1 Min
Resources:
| Arcane Pool: 3/5 | Black Blade Arcane Pool: 0/1 | Spells: (1st): 1/3 | (2nd): 0/1 | Shirt Re-roll: 0/1 | Wands: CLW: 43/50 | Shield: 47/50

Sorry, forgot to confirm he would use his wand of Shield.

Malvic grimaces as the volley of arrows fall around him.

NOW! Stop them now before you die!

"I will kill you if I must." Malvic says as his ice becomes encased once again in a jagged layer of rime.

Swift: Arcane Point to increase weapon enhancement by 1.
Spellstrike: Frostbite.

Black Blade (Whip): 1d20 + 2 + 4 + 1 + 2 ⇒ (5) + 2 + 4 + 1 + 2 = 14
NL Damage+Frostbite NL Damage: 1d3 + 1 + 2 + 1d6 + 4 ⇒ (2) + 1 + 2 + (1) + 4 = 10
Target is fatigued until NL damage is cured (if hit). 3 Charges of Frostbite left.


Reach of Corruption Map

The archer twists out of the way of Malvic's lash, but Umberto is entirely successful in giving the skeleton a solid thumping!

Undergrowth spaces are difficult terrain. Standing Stones are 10' tall
The Bold may Go!
Accursed Twinhorn Archers (Yellow -3)
Kahwen
Haska

Umberto -7 Protection from Evil, Divine Favor
Malvic Shield
Skellies (Blue -9, blind)
Nigel
Angela

Grand Lodge

[Init +9, Per +19, Spd 40'] M Tengu Unchained Rogue (Swordmaster/Scout) 12th [HP 63/63, AC 30(34) |ff 19 |t 21, Fort +9, Ref +21, Will +9,] CMD 28

Not particularly fond of ranged combat, Kahwen drops his bow and starts moving toward the skeleton that has taken a pounding from Umberto. Along the way he reaches over his shoulder for the hilt of his sword but then changes his mind and grabs the mace from the loop on his belt.

He takes a swing with the vaguely familiar weapon.

Silvered Light Mace: 1d20 + 9 ⇒ (19) + 9 = 28
Bludgeoning plus Sneak Attack: 3d6 ⇒ (6, 3, 4) = 13

Dark Archive

LN Halfling Investigator Secretary 7 | HP: 29/45 | AC: 19 (T 13, FF 16) Concealed | CMB: +5, CMD: 17 | F: +6, R: +10, W: +9 (+2 vs illusion) | Init: +2 | Perc: +17+1d6, SM: +15+1d6 | Speed 30ft (20 w/ pack) | Extracts:TBD | Inspiration 4/8 | Active conditions: Displacement

oops moved and looked at options but didn't actually post!

Angela drops her bag and slides in closer to the skeletons, hoping they'd screen against the longbows of the corrupted Twinhorns.

Grand Lodge

male Alchemist 3, Init +5(+7), Perc: +7(+6), |AC 18(21), T13(14), FF15(17)|hp 24/24, BAB2,CMB2, CMD15(17), Fort +5, Ref+7(+9), Will+3(+2)| Elf Alchemist 3 (8XP), dex mutagen (+4 dex, -2 will, +2 natural armor, adjusted stat in ())

Haska pulls out a clay ball and jams something into it. He hurls it at the red tinged skeleton spinning it laterally as he releases.
point blank shot, precise shot and precise bomb excluding Rocky an Umberto.
bomb throw with cover penalty: 1d20 + 7 - 4 ⇒ (13) + 7 - 4 = 16
dmg fire: 2d6 + 4 ⇒ (6, 4) + 4 = 14
miss locator: 1d8 ⇒ 5; splash dmg is 5 or 2 with dc14 reflex save
"Burn, baby, burn!"
I am still confused on the time line. Is this still the same day? Or did the travelling back to Twinhorns territory take a few days? That above was either bomb#3 or bomb#1.


Reach of Corruption Map

Reflex: 1d20 + 1 ⇒ (11) + 1 = 12

Kahwen's surprise battering and the cacophonous eruption of Haska's first bomb of the day shatter one of the skeletons and leave the other one in tatters. Cautiously withdrawing, it backhands Umberto with its blade, trying to draw the Pathfinders out of position...

Longsword: 1d20 + 7 - 1 ⇒ (17) + 7 - 1 = 23
Slashing: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10

Undergrowth spaces are difficult terrain. Standing Stones are 10' tall
The Bold may Go!

Accursed Twinhorn Archers (Yellow -3)
Kahwen
Haska
Umberto -17 Protection from Evil, Divine Favor
Malvic Shield
Skellies Red -14
Nigel
Angela

The Exchange

Male CG Gnome Unchained Summoner 4 | HP 38/38 | AC 16 T 12 FF 15 | CMB 1, CMD 13 | F: +5, R: +4, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 20ft | Summon Monster 6/6 | Spells: 1st 4/4 2nd 2/2 | Active conditions:

Ugh, this gods forsaken underbrush! Nigel moves towards an archer, but is getting caught up in bushes.

Double move


Hp 17/17 AC 17 Fort 5 Reflex -1 Will 3 Perception +4 Slam + 8 (1d6 + 7) or Powerattack Slam + 7 (1d6 + 10) | 20 ft land/burrow| rounds 39/40

Rocky takes a step toward the skeleton and tries to punch it!

Slam (powerattack, earth mastery): 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
damage (B): 1d6 + 10 + 1 ⇒ (3) + 10 + 1 = 14

5ft step and a stand action to attack once.

Owner - Gator Games & Hobby

**Ktaaang!**

The skeleton manages to interpose its shield, once more warding off Rocky's mighty strike!

Undergrowth spaces are difficult terrain. Standing Stones are 10' tall
The Bold may Go!

Accursed Twinhorn Archers (Yellow -3)
Kahwen
Haska
Umberto -17 Protection from Evil, Divine Favor
Malvic Shield
Skellies Red -14
Nigel
Angela


Reach of Corruption Map

Gasp! My avatar's helmet fell off!

The gaunt and withered Twinhorns continue their feathered assault with precision that belies their beleaguered appearances, punching through both Nigel and Malvic's defenses!

Longbow @ Nigel: 1d20 + 5 - 2 + 1 ⇒ (15) + 5 - 2 + 1 = 19
Piercing: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Longbow @ Nigel: 1d20 + 5 - 2 + 1 ⇒ (4) + 5 - 2 + 1 = 8
Piercing: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5

Longbow @ Malvic: 1d20 + 5 - 2 + 1 ⇒ (20) + 5 - 2 + 1 = 24
Piercing: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Longbow @ Malvic: 1d20 + 5 - 2 + 1 ⇒ (14) + 5 - 2 + 1 = 18
Piercing: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7

Confirm?: 1d20 + 5 - 2 + 1 ⇒ (3) + 5 - 2 + 1 = 7
Extra Damage?: 2d8 + 4 + 2 ⇒ (7, 5) + 4 + 2 = 18

Undergrowth spaces are difficult terrain. Standing Stones are 10' tall
The Bold may Go!

Accursed Twinhorn Archers (Yellow -3)
Kahwen
Haska
Umberto -17 Protection from Evil, Divine Favor
Malvic -9, Shield

Skellies Red -14
Nigel -9
Angela

Dark Archive

N Elf Magus 4 | HP: 27/27 | AC: 21 T: 19 FF: 12 | CMB: +4, CMD: 23 | F: +5 R: +6 W: +4 | Init: +7 | Perception: +2 (Low-Light Vision) | Speed 30ft | Active conditions: Shield/Arcane Pool (+1)/Black Blade Strike - 1 Min
Resources:
| Arcane Pool: 3/5 | Black Blade Arcane Pool: 0/1 | Spells: (1st): 1/3 | (2nd): 0/1 | Shirt Re-roll: 0/1 | Wands: CLW: 43/50 | Shield: 47/50

Malvic shudders as the sparks of magic fly about where the arrow pierced.

The whip ignites in a sheathe of magic in response to the damage.
Black Blade Strike: +1 Damage for 1 Minute.

Unacceptable!!!

The elf strikes out with the now further empowered weapon as ice shards streak after it.

Black Blade (Whip): 1d20 + 2 + 4 + 1 + 2 ⇒ (9) + 2 + 4 + 1 + 2 = 18
NL Damage + NL Frostbite Damage: 1d3 + 1 + 2 + 1d6 + 4 + 1 ⇒ (3) + 1 + 2 + (6) + 4 + 1 = 17
Fatigued if hit until damage is healed.

Grand Lodge

male Alchemist 3, Init +5(+7), Perc: +7(+6), |AC 18(21), T13(14), FF15(17)|hp 24/24, BAB2,CMB2, CMD15(17), Fort +5, Ref+7(+9), Will+3(+2)| Elf Alchemist 3 (8XP), dex mutagen (+4 dex, -2 will, +2 natural armor, adjusted stat in ())

Haska advances towards the archers pulling out a vial of mucus colored liquid. He shakes it and drinks it. Moves and drinks Dex mutagen

"I do not plan to be very nice in my tactics. They are not pulling in punchs."


Reach of Corruption Map

I think you need to move in order to reach the archer Malvic, plenty of reasonable paths, so I'll let you take care of it :-)

Malvic's frost-riddled lash loops around the dissipated Kellid, and after a muted groan of pain, she collapses to the ground.

Undergrowth spaces are difficult terrain. Standing Stones are 10' tall
The Bold may Go!

Accursed Twinhorn Archers (Yellow -3, 17nl, unconscious)
Kahwen
Haska - Mutated, but in a good way
Umberto -17 Protection from Evil, Divine Favor
Malvic -9, Shield
Skellies Red -14
Nigel -9
Angela

Dark Archive

LN Halfling Investigator Secretary 7 | HP: 29/45 | AC: 19 (T 13, FF 16) Concealed | CMB: +5, CMD: 17 | F: +6, R: +10, W: +9 (+2 vs illusion) | Init: +2 | Perc: +17+1d6, SM: +15+1d6 | Speed 30ft (20 w/ pack) | Extracts:TBD | Inspiration 4/8 | Active conditions: Displacement

Angela steps in and aournd the remaining skeleton, slowly analyzing it's movements and formulating a plan. "Hmm, Rocky looks like we're working together again! Just bludgeon anything you can lay your mits on, I think it'll be pretty effective!"
Aid another for Rocky!: 1d20 + 5 ⇒ (14) + 5 = 19

Grand Lodge

M Human Warpriest 6 | HP 39/39 | AC 20/12/18 | F+8 R+ W+9 | Perc +5 | Init +2 | Feather Fall 1/1 |Conditions Active: none

Umberto hops over some of the underbrush to get to the skeleton and swings his mace and tankard.

+1 mace, main, DF: 1d20 + 8 ⇒ (8) + 8 = 16
damage: 1d6 + 6 ⇒ (5) + 6 = 11

tankard, offhand, DF: 1d20 + 7 ⇒ (18) + 7 = 25
damage: 1d6 + 3 ⇒ (3) + 3 = 6

Grand Lodge

[Init +9, Per +19, Spd 40'] M Tengu Unchained Rogue (Swordmaster/Scout) 12th [HP 63/63, AC 30(34) |ff 19 |t 21, Fort +9, Ref +21, Will +9,] CMD 28

As his companions seem to have the final skeleton well in hand (and mace, and tankard, and spear...) Kahwen rushes the remaining archer. The nice thing about people with skin and flesh is that they're cuttable so he drops his mace along the way and pulls out his elven curve blade, though he doesn't get close enough in time to actually cut the archer.

Double move.


Reach of Corruption Map

Unfortunately the brush is difficult terrain, so only your first swing will count, Umberto

With the vestiges of its skill in life, the skeleton manages to parry Umberto's blade, though Umberto is likewise able to foil its riposte!

Longsword: 1d20 + 7 - 1 ⇒ (2) + 7 - 1 = 8
Slashing: 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6

Undergrowth spaces are difficult terrain. Standing Stones are 10' tall
The Bold may Go!

Accursed Twinhorn Archers (Yellow -3, 17nl, unconscious)
Kahwen
Haska - Mutated, but in a good way
Umberto -17 Protection from Evil, Divine Favor
Malvic -9, Shield
Skellies Red -14
Nigel -9 (Rocky aided)
Angela


Reach of Corruption Map

With an expression of muted alarm, the conscious archer backs away from Kahwen, hoping to gift him with additional feathers.

Longbow: 1d20 + 5 - 2 + 1 ⇒ (7) + 5 - 2 + 1 = 11
Piercing: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Longbow: 1d20 + 5 - 2 + 1 ⇒ (17) + 5 - 2 + 1 = 21
Piercing: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7

Undergrowth spaces are difficult terrain. Standing Stones are 10' tall
The Bold may Go!

Accursed Twinhorn Archers (Yellow -3, 17nl, unconscious)
Kahwen -7
Haska - Mutated, but in a good way
Umberto -17 Protection from Evil, Divine Favor
Malvic -9, Shield

Skellies Red -14
Nigel -9 (Rocky aided)
Angela

Dark Archive

N Elf Magus 4 | HP: 27/27 | AC: 21 T: 19 FF: 12 | CMB: +4, CMD: 23 | F: +5 R: +6 W: +4 | Init: +7 | Perception: +2 (Low-Light Vision) | Speed 30ft | Active conditions: Shield/Arcane Pool (+1)/Black Blade Strike - 1 Min
Resources:
| Arcane Pool: 3/5 | Black Blade Arcane Pool: 0/1 | Spells: (1st): 1/3 | (2nd): 0/1 | Shirt Re-roll: 0/1 | Wands: CLW: 43/50 | Shield: 47/50

Malvic maneuvers through the underbrush working his way towards the remaining archer getting within range (possibly? diagonals confuse me when it comes to attacks at range) to lash out.

Black Blade (Whip): 1d20 + 2 + 4 + 1 + 2 ⇒ (12) + 2 + 4 + 1 + 2 = 21
NL Damage + NL Frostbite Damage: 1d3 + 1 + 2 + 1d6 + 4 + 1 ⇒ (2) + 1 + 2 + (4) + 4 + 1 = 14
Fatigued if hit until damage is healed.
1 charge remaining.

Grand Lodge

male Alchemist 3, Init +5(+7), Perc: +7(+6), |AC 18(21), T13(14), FF15(17)|hp 24/24, BAB2,CMB2, CMD15(17), Fort +5, Ref+7(+9), Will+3(+2)| Elf Alchemist 3 (8XP), dex mutagen (+4 dex, -2 will, +2 natural armor, adjusted stat in ())

Haska reverses his direction, pulls a clay ball, and jams something it.

"The skeleton is moving away." "Well, eat fire!"

bomb#2: 1d20 + 9 ⇒ (1) + 9 = 10 PBS, Percise shot and Percise bomb at red tinged skeleton.
dmg: 2d6 + 4 ⇒ (6, 1) + 4 = 11
miss location: 1d8 ⇒ 7
splash damage is 5 hp; dc14 reflex for 2.


Reach of Corruption Map

Reflex: 1d20 + 1 ⇒ (19) + 1 = 20

Malvic's lash strikes true again, leaving the Twinhorn reeling, but the skeleton barely manages to avoid the worst of Haska's pyrotechnics...

Undergrowth spaces are difficult terrain. Standing Stones are 10' tall
The Bold may Go!

Accursed Twinhorn Archers (Yellow -3, 17nl, unconscious, Green 14 nl, fatigued)
Kahwen -7
Haska - Mutated, but in a good way
Umberto -17 Protection from Evil, Divine Favor
Malvic -9, Shield
Skellies Red -16
Nigel -9 (Rocky aided)
Angela

Grand Lodge

male Alchemist 3, Init +5(+7), Perc: +7(+6), |AC 18(21), T13(14), FF15(17)|hp 24/24, BAB2,CMB2, CMD15(17), Fort +5, Ref+7(+9), Will+3(+2)| Elf Alchemist 3 (8XP), dex mutagen (+4 dex, -2 will, +2 natural armor, adjusted stat in ())

Ignore the picture of Haska...botting Kahwen.

Kahwen closes with the greenish tinged traitor archer.

"Surrender, this is not your true path."

But looking into the tribesman's eyes he sees it is hopeless to ask.

Elven Curve Blade: 1d20 + 10 ⇒ (15) + 10 = 25
Slashing: 1d10 + 10 ⇒ (4) + 10 = 14


Reach of Corruption Map

The archer pitches over with a strangled cry, collapsing to the ground.

Undergrowth spaces are difficult terrain. Standing Stones are 10' tall
The Bold may Go!

Kahwen -7
Haska - Mutated, but in a good way
Umberto -17 Protection from Evil, Divine Favor
Malvic -9, Shield
Skellies Red -16
Nigel -9 (Rocky aided)
Angela

Grand Lodge

M Human Warpriest 6 | HP 39/39 | AC 20/12/18 | F+8 R+ W+9 | Perc +5 | Init +2 | Feather Fall 1/1 |Conditions Active: none

Umberto presses after the skeleton while renewing his vigor.

Fervor cast CMW spontaneously.
cmw: 2d8 + 4 ⇒ (2, 1) + 4 = 7

Umberto has the Step Up feat if the skeleton did a 5ft step.

+1 light mace, main hand, DF: 1d20 + 9 ⇒ (15) + 9 = 24
damage: 1d6 + 6 ⇒ (2) + 6 = 8

tankard, off hand, DF: 1d20 + 9 ⇒ (9) + 9 = 18
damage: 1d6 + 3 ⇒ (6) + 3 = 9


Reach of Corruption Map

The skeleton crumbles away beneath Umberto's mighty assault, earning you a brief respite to treat your wounds.

As you prepare to press on, a band of Medda's Twinhorn warriors arrive, faces grim with dismay as they see more of their corrupted brethren. "Thank you for sparing them. We will carry them to what safety we can find, but please, press on. Perhaps this will help."

They give you a potion of Cure Serious Wounds. Whoever claims it, gets it!

***

Having fought your way through the outer patrols, you reach the standing stones where Ivvora fought Eshkima so long ago. A dark tear ripples at the center of the snow-covered monument, and the pale moon struggles to pierce the supernatural gloom. You find a group of Twinhorn mystics preparing their reagents and conserving their power to close the rift.

"The undead keep coming through! If you can kill off a wave of them quickly enough though, we can close it!"

Lurking behind the standing stones you can see several walking corpses, most of them are unarmed and unarmored, but one has an axe in its withered fist, and an evil glint in its eyes...

Initiative:
Angela: 1d20 + 2 ⇒ (10) + 2 = 12
Haska: 1d20 + 5 ⇒ (2) + 5 = 7
Kahwen: 1d20 + 6 ⇒ (20) + 6 = 26
Malvic: 1d20 + 6 ⇒ (20) + 6 = 26
Nigel: 1d20 + 2 ⇒ (8) + 2 = 10
Umberto: 1d20 + 2 ⇒ (12) + 2 = 14
Axe Zombie: 1d20 + 2 ⇒ (5) + 2 = 7
Zombies: 1d20 ⇒ 13

Please post any healing with your first post. It's been three minutes since the fight finished.
The Bold may Go!

Kahwen
Malvic
Umberto

Zombies
Angela
Nigel
Haska
Axe-Wielding Zombie

Grand Lodge

M Human Warpriest 6 | HP 39/39 | AC 20/12/18 | F+8 R+ W+9 | Perc +5 | Init +2 | Feather Fall 1/1 |Conditions Active: none

clw: 1d8 + 1 ⇒ (2) + 1 = 3
clw: 1d8 + 1 ⇒ (7) + 1 = 8
Back to full. Pro Evil and Divine Favor are expired.

Umberto drinks from his tankard and swing his mace in the air. To battle, mates! We must fend off the evil!

Cast Bless for the party and advance.

Dark Archive

LN Halfling Investigator Secretary 7 | HP: 29/45 | AC: 19 (T 13, FF 16) Concealed | CMB: +5, CMD: 17 | F: +6, R: +10, W: +9 (+2 vs illusion) | Init: +2 | Perc: +17+1d6, SM: +15+1d6 | Speed 30ft (20 w/ pack) | Extracts:TBD | Inspiration 4/8 | Active conditions: Displacement

Angela, having stayed in the shadows of larger friends for most of the previous fight, brushes a little dust off her red pencil skirt and waits for everyone to heal up. She does get a little closer to Kahwen and in a business sounding voice underlined with just a hint of nervousness, states "I think you'd be telling us about the joys of traveling by boat. I'd enjoy hearing the rest of that conversation, if you don't mind."

After getting back to the rift, Angela gives the approaching zombies a good look over.
Knowledge (Religion), zombos: 1d20 + 7 + 1d6 ⇒ (1) + 7 + (3) = 11
Knowledge (Religion), Axe man!: 1d20 + 7 + 1d6 ⇒ (7) + 7 + (3) = 17

Dark Archive

N Elf Magus 4 | HP: 27/27 | AC: 21 T: 19 FF: 12 | CMB: +4, CMD: 23 | F: +5 R: +6 W: +4 | Init: +7 | Perception: +2 (Low-Light Vision) | Speed 30ft | Active conditions: Shield/Arcane Pool (+1)/Black Blade Strike - 1 Min
Resources:
| Arcane Pool: 3/5 | Black Blade Arcane Pool: 0/1 | Spells: (1st): 1/3 | (2nd): 0/1 | Shirt Re-roll: 0/1 | Wands: CLW: 43/50 | Shield: 47/50

During the lull Malvic requests one of the others to utilize his CLW to heal his wounds.

"Warn the others that they may spare the bewitched but don't throw away lives for it. Look at the eyes." he tells the warband.

Heal: 1d8 + 1 ⇒ (6) + 1 = 7 Good one charge needed!

Edit-Nvm it was -9 needed two charges.

Black Blade Strike and Shield expire. One charge of Frostbite still hanging on.

---

Malvic moves up with Umberto and stays on his guard.

Total Defense: +4 Dodge AC till my next turn.

"I am with you. I don't like this choke point though."

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