OMB's Outpost 2: Solstice Scar D (Inactive)

Game Master James Martin

Slides and Maps!


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Holly delays!

The Green mound ambles forward, ready for action. The other two try to burst the web!
Yellow Strength: 1d20 + 5 - 4 ⇒ (17) + 5 - 4 = 18
Blue STrength: 1d20 + 5 - 4 ⇒ (18) + 5 - 4 = 19

Blue and Yellow remain entangled, but soldier forward at half speed!

Smert and Holly are up!

Dark Archive

CN Human Wizard 9 | HP 56/56 | AC10 tch10 FF10 | CMD 14/FF 14 | F+4 R+4 W+8 | Init +2 | Perception +1

Fort: 1d20 + 4 ⇒ (6) + 4 = 10 1 Con damage

"Get the things you webbed Spencer!" Smert shouts as he foldles one of Spencer's legs. Bolster! He then runs toward Yami's splashing and tries jumping to get out of the deadly fog.

Acrobatics: 1d20 ⇒ 15 Woot!

Spencer and Spicer stagger closer.

Spencer (Red) AOO:

1d20 + 26 ⇒ (14) + 26 = 40
6d8 + 24 ⇒ (5, 7, 4, 7, 5, 3) + 24 = 55


Smert escapes the fog, while the spiders slosh through the muck!

The Blight Flower's vine begin to whip around and assault Fandral!
Vine vs Fandral: 1d20 + 22 ⇒ (13) + 22 = 35 for 1d8 + 12 ⇒ (6) + 12 = 18 and Grab attempt: 1d20 + 26 ⇒ (12) + 26 = 38 on a successful hit!
Vine vs Fandral: 1d20 + 22 ⇒ (13) + 22 = 35 for 1d8 + 12 ⇒ (4) + 12 = 16 and Grab attempt: 1d20 + 26 ⇒ (2) + 26 = 28 on a successful hit!
Vine vs Fandral: 1d20 + 22 ⇒ (15) + 22 = 37 for 1d8 + 12 ⇒ (3) + 12 = 15 and Grab attempt: 1d20 + 26 ⇒ (8) + 26 = 34 on a successful hit!
Vine vs Fandral: 1d20 + 22 ⇒ (18) + 22 = 40 for 1d8 + 12 ⇒ (5) + 12 = 17 and Grab attempt: 1d20 + 26 ⇒ (2) + 26 = 28 on a successful hit!

Holly, Yami and Adsal are up!


If the grab attempts succeed, you also take constrict damage, Fandral!

Constrict damage: 1d8 + 12 ⇒ (8) + 12 = 20 additional!
Constrict damage: 1d8 + 12 ⇒ (2) + 12 = 14 additional!

The Exchange

Male CN Kelish Human Swashbuckler 7/ Gunslinger 5 | HP 100/100 Temp 24/24| AC 27(41 vs AOO); T 198; FF 18 | Fort +13; Ref +17; Will +8 | Init: +9 | Perc: +10, SM: +6 | Speed 30ft | Grit/Panache 6/6 | Charmed Life: 4/4 | Active conditions:

The first vine is parried and I riposted, which was a crit, and it would have taken 28 damage. The second vine hits but fails to grab. The third and fourth it. So I take a total of 82 damage. It wipes out my temp hit point pool and puts me down to 32hp. And I am down to 1 crit point.


So Fandral is grabbed? Gotcha!

Holly, Yami and Adsal are up! Would someone like to NPC Holly for me? It seems her player has disapparated...


KnowNature: 1d20 + 15 ⇒ (2) + 15 = 17
Resistances please.


On which creature?

Grand Lodge

M Aasimar, Garuda-Blooded
spells:
Active Mage Armor, Heroism, False Life,Ca4/4
Arcanist(Occultist)-5 Evangelist 5
Stats:
hp 82/82 AC 18|T 14 |FF 15, F +9|R +9|W +9, Init +3, Per +20

For the blight flower.
And Nature: 1d20 + 15 ⇒ (5) + 15 = 20 Green mounds.


The mounds Adsal recognizes as Shambling Mounds. He has no idea what the blight flower is.

Dark Archive

Male Wayang Wizard (Sin Specialist) 11 [HP 48+16/48][AC 17][Init +2][F+5/R+7/W+9][Perc +18]
Buffs:
False Life (+20 HP), Mage Armor (+4 Armor), Mirror Image (5 images), Fly, Prot v. Evil

Yami moves and will fling the blue spider at the Blight Flower using telekinetic charge. Not sure of the spider's stats at the moment, will leave the free immediate action attack with +2 bonus to Smert to roll for the spider. Will attempt to bot Holly, her character's mechanics are a bit complex.

Holly advances forward to intercept the shambling mound, engaging her battle dance as a swift action and attacking with her weapon.

Attack vs. Green Shambling Mound: 1d20 + 21 ⇒ (9) + 21 = 30
Magic Adamantine Holy Pierce/Slash Damage: 1d6 + 13 ⇒ (1) + 13 = 14
If evil: 2d6 ⇒ (6, 3) = 9

Dark Archive

CN Human Wizard 9 | HP 56/56 | AC10 tch10 FF10 | CMD 14/FF 14 | F+4 R+4 W+8 | Init +2 | Perception +1

Not that I expect you to bot them to any degree, but if you feel it easy or appropriate, the stats are at the bottom of my profile.

bite: 1d20 + 26 + 1 + 2 ⇒ (17) + 26 + 1 + 2 = 46
noms: 6d8 + 24 ⇒ (4, 3, 8, 8, 2, 7) + 24 = 56

Note: after reading the spell, this movement does provoke AOOs


The vine lashes out at the flying spider! Vine: 1d20 + 22 ⇒ (5) + 22 = 27 for 1d8 + 12 ⇒ (1) + 12 = 13 damage! However the Spider's bite munches down on the poor Blight Flower, drawing green ichor!

Holly attacks the SHambling Mound, slashing a huge chunk off of it!

Round 3:
Fandral and Holly
Shambling Mounds
Smert
Mother Bloodleaf and Heart of the Blight
Yami and Adsal

Fandral and Holly are up!

Grand Lodge

Bandits of Immenwood | DWK4 || Spell Templates

**OVERSEER ANNOUNCEMENT**

Several blasts of purple energy momentarily light up the battlefield. The initial shouts of celebration are quickly drowned out by the agonized screech emitted by the heart of the blight.

Table GMs, the Weakening Blight condition on page 8 is in play.

Dark Archive

Male Wayang Wizard (Sin Specialist) 11 [HP 48+16/48][AC 17][Init +2][F+5/R+7/W+9][Perc +18]
Buffs:
False Life (+20 HP), Mage Armor (+4 Armor), Mirror Image (5 images), Fly, Prot v. Evil

I will be at a convention this weekend, so my posting will be a bit sporadic. If needed, feel free to bot Yami as needed.

The Exchange

Male CN Kelish Human Swashbuckler 7/ Gunslinger 5 | HP 100/100 Temp 24/24| AC 27(41 vs AOO); T 198; FF 18 | Fort +13; Ref +17; Will +8 | Init: +9 | Perc: +10, SM: +6 | Speed 30ft | Grit/Panache 6/6 | Charmed Life: 4/4 | Active conditions:

Unless the blight flower has something special up its sleeve, it can not take AOO while it is grappled.

Fandral, knowing he is in a bad situation, continues to hack at the vine furiously.

Keeping boots of speed going. Since we are both grappled, the penalties off set
attack #1: 1d20 + 20 ⇒ (10) + 20 = 301d6 + 7 + 6 ⇒ (6) + 7 + 6 = 19
attack #2: 1d20 + 20 ⇒ (16) + 20 = 361d6 + 7 + 6 ⇒ (5) + 7 + 6 = 18
attack #3: 1d20 + 15 ⇒ (20) + 15 = 351d6 + 7 + 6 ⇒ (3) + 7 + 6 = 16
attack #4: 1d20 + 10 ⇒ (14) + 10 = 241d6 + 7 + 6 ⇒ (4) + 7 + 6 = 17

confirming attack #2: 1d20 + 20 + 1 ⇒ (1) + 20 + 1 = 221d6 + 7 ⇒ (5) + 7 = 12 fail
confirming attack #3: 1d20 + 15 + 1 ⇒ (12) + 15 + 1 = 281d6 + 7 ⇒ (2) + 7 = 9 May get a grit point back

After giving it all, he says a little prayer. [smaller]Please Besmara, be enough


Alas, it has something special. It does not gain the grappled condition while grappling.

Will save : 1d20 + 5 ⇒ (9) + 5 = 14
Will save : 1d20 + 5 ⇒ (7) + 5 = 12
Will save : 1d20 + 6 ⇒ (16) + 6 = 22

Fandral's stabs seem to open more wounds on the flower, green ichor gushing! But they're not enough to end its menace! The crit did confirm for grit purposes.

The shambling mounds seem dazed and take no actions!

Holly and Smert are up!

Dark Archive

CN Human Wizard 9 | HP 56/56 | AC10 tch10 FF10 | CMD 14/FF 14 | F+4 R+4 W+8 | Init +2 | Perception +1

Smert stays in the muck giggling profusely as the zombie spiders savagely attack their respective enemies.

red bite on green: 1d20 + 26 + 1 ⇒ (10) + 26 + 1 = 37
red noms: 6d8 + 24 ⇒ (7, 6, 1, 2, 6, 1) + 24 = 47

blue bite on flower: 1d20 + 26 + 1 ⇒ (18) + 26 + 1 = 45
blue noms: 6d8 + 24 ⇒ (6, 2, 4, 3, 2, 7) + 24 = 48

The Exchange

Male CN Kelish Human Swashbuckler 7/ Gunslinger 5 | HP 100/100 Temp 24/24| AC 27(41 vs AOO); T 198; FF 18 | Fort +13; Ref +17; Will +8 | Init: +9 | Perc: +10, SM: +6 | Speed 30ft | Grit/Panache 6/6 | Charmed Life: 4/4 | Active conditions:

Figured...Well one can only hope. Go team undead spider.


Green takes a bite out of a Shambling Mound, who seems much diminished by the bite! Blue bites into the flower, who seems to resist as its vine haul Fandral closer to its central maw...

But it collapses under the assault, its vine releasing the very grateful Fandral!

Yami and Adsal and Holly are up!

Grand Lodge

Bandits of Immenwood | DWK4 || Spell Templates

**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


The shambling mounds are quickly dispatched and you see the scene above!

the Blessing of Vildeis:

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 can each expend the blessing to use ONE of the above!

I'm going to say that the spiders have to stay behind. They creep out some of the more holy members of the band...

As time has passed, you are at full HP and have all your spells/powers/etc back!

Ahead of you are patrols of the undead. You can choose to borrow canoes and bypass the undead on tricky rapids, or you can fight. First two of the same choice wins. Which way?

The Exchange

Male CN Kelish Human Swashbuckler 7/ Gunslinger 5 | HP 100/100 Temp 24/24| AC 27(41 vs AOO); T 198; FF 18 | Fort +13; Ref +17; Will +8 | Init: +9 | Perc: +10, SM: +6 | Speed 30ft | Grit/Panache 6/6 | Charmed Life: 4/4 | Active conditions:

Whew, saved by the overseer.

"I can sail any vessel, be it open see or narrow river"

The pirate votes boat all the way.

Dark Archive

Male Wayang Wizard (Sin Specialist) 11 [HP 48+16/48][AC 17][Init +2][F+5/R+7/W+9][Perc +18]
Buffs:
False Life (+20 HP), Mage Armor (+4 Armor), Mirror Image (5 images), Fly, Prot v. Evil

Yami would be open to boats, as long as he is in the boat Fandral is piloting. Team Necromancer might also make fighting through the hordes relatively easy, as an alternative.

GM:
Just to give a heads up, I ran a table for this special at our tier for a convention yesterday.

Dark Archive

CN Human Wizard 9 | HP 56/56 | AC10 tch10 FF10 | CMD 14/FF 14 | F+4 R+4 W+8 | Init +2 | Perception +1

Smart gives an excited and almost hungry smile, "Oooh! We must go find new friends!"

My vote is to make new friends amongst the undead


Yami:
No worries. Just try to keep your meta-knowledge separate from your player knowledge.

I have one vote for boats, one for undead and one for either. I need a tie breaker. I'm putting the question of the spiders on hold for right now pending GM input.

Sovereign Court

Female Human Bard (Dawnflower Dervish) 11 l HP 54/79 l AC 24/T 18/FF 17 l CMB +10 l CMD 28 l Fort +7/Ref +16/Will +10 l Perc +15 l Init +13 l Speed 30 ft. l BP 20/30

I vote for boats.

"You had best not be bloviating Fandral. I am not aiming to wind up in the water during this."

The Exchange

Male CN Kelish Human Swashbuckler 7/ Gunslinger 5 | HP 100/100 Temp 24/24| AC 27(41 vs AOO); T 198; FF 18 | Fort +13; Ref +17; Will +8 | Init: +9 | Perc: +10, SM: +6 | Speed 30ft | Grit/Panache 6/6 | Charmed Life: 4/4 | Active conditions:

"Have confidence my dear Holly. I have captained many boats, big and small, and none have been sunk under my watch. Fandral says puffing up his chest.


OK! Boats ahoy! There are roles to determine. Any number of PCs can be paddlers, and there are two optional roles—lookout and navigator—each of which a single PC can fill. As the PCs approach a challenge, the PCs attempt checks in three stages:
• The lookout is in charge of spotting rocks and other hazards. This character must attempt an Average Perception check. If successful, the navigator gains a +4 circumstance bonus to her check.
• The navigator is in charge of steering the canoe and picking out an optimal course. She attempts a Hard Knowledge (nature), Survival, or relevant Profession check to direct the paddlers. If successful, double the number of successes earned by the paddlers.
• The paddlers propel the canoe, dodging obstacles or powering past them. Each paddler attempts an Easy Strength, Dexterity, or Constitution check. The number of successes determines the group’s success in overcoming the obstacle.

So, who is going to do what? Smert, see the discussion thread.

The Exchange

Male CN Kelish Human Swashbuckler 7/ Gunslinger 5 | HP 100/100 Temp 24/24| AC 27(41 vs AOO); T 198; FF 18 | Fort +13; Ref +17; Will +8 | Init: +9 | Perc: +10, SM: +6 | Speed 30ft | Grit/Panache 6/6 | Charmed Life: 4/4 | Active conditions:

I will be navigator. I am guessing profession sailor would be a relevant profession.

To keep this moving, will go ahead and roll my first check.

profession sailor: 1d20 + 20 ⇒ (13) + 20 = 33

Dark Archive

CN Human Wizard 9 | HP 56/56 | AC10 tch10 FF10 | CMD 14/FF 14 | F+4 R+4 W+8 | Init +2 | Perception +1

Str: 1d20 + 0 ⇒ (14) + 0 = 14

Dark Archive

Male Wayang Wizard (Sin Specialist) 11 [HP 48+16/48][AC 17][Init +2][F+5/R+7/W+9][Perc +18]
Buffs:
False Life (+20 HP), Mage Armor (+4 Armor), Mirror Image (5 images), Fly, Prot v. Evil

Adsal might be the best bet for lookout, based on his Perception bonus.

GM, would the use of possess object be useful here in navigating the skill challenges or not so much?

Sovereign Court

Female Human Bard (Dawnflower Dervish) 11 l HP 54/79 l AC 24/T 18/FF 17 l CMB +10 l CMD 28 l Fort +7/Ref +16/Will +10 l Perc +15 l Init +13 l Speed 30 ft. l BP 20/30

I'll paddle.

Holly hops into a canoe and takes up a paddle. She begins humming a little grade school song as she helps bring the canoe downstream.

Dexterity: 1d20 + 6 ⇒ (4) + 6 = 10

Grand Lodge

M Aasimar, Garuda-Blooded
spells:
Active Mage Armor, Heroism, False Life,Ca4/4
Arcanist(Occultist)-5 Evangelist 5
Stats:
hp 82/82 AC 18|T 14 |FF 15, F +9|R +9|W +9, Init +3, Per +20

Aye, Adsal will be the lookout!"

Dark Archive

Male Wayang Wizard (Sin Specialist) 11 [HP 48+16/48][AC 17][Init +2][F+5/R+7/W+9][Perc +18]
Buffs:
False Life (+20 HP), Mage Armor (+4 Armor), Mirror Image (5 images), Fly, Prot v. Evil

After thinking about it, Yami will use possess object on a canoe. Assuming the canoe is at least large size.

Canoe Strength Check: 1d20 + 6 ⇒ (13) + 6 = 19

Canoe Stats:
N Large construct
Init -1 Senses darkvision 60, low-light vision; Perception -5
DEFENSE
AC 14, touch 8, flat-footed 14 (-1 Dex, +6 natural, -1 size)
hp 52 (4d10+30 size)
Fort +1, Ref +0, Will -4
Defensive Abilities hardness 5 Immune Construct Traits

OFFENSE
Speed 30 ft., Swim 50 ft
Melee slam +9 (1d6+9)
STATISTICS
Str 22, Dex 8, Con -, Int -, Wis 1, Cha 1
Base Atk +4 CMB +11 CMD 20
SQ 3 construction points

SPECIAL ABILITIES
Construction Points
Large animated objects have 3 construction points:

Additional Movement (Ex, 1 CP): Gains a new mode of movement (burrow, climb, fly [clumsy], or swim) at a speed equal to its base speed.

Faster x 2 (Ex, 1 CP each): One of the object’s movement modes increases by +10 ft.


Yami, that is an interesting spell!

The placid river you push the canoe into soon changes to a rushing icy river! It doesn't help when the river narrows!

First Challenge!

Fandral's navigation seems spot on. Adsal Perception: 1d20 + 20 ⇒ (1) + 20 = 21 Adsal is battered to and fro by the sudden violent motion, and only the suddenly sentient canoe seems to stop you from absolute disaster! The canoe takes a battering, reducing its structure points from 4 to 3! Make Whole or similar spells can restore this if it gets too low.. Not sure how possess object interacts. Yami, can you heal the canoe since you're possessing it?

Second Challenge!

Ahead a series of small waterfalls looms, threatening to drop you three to six feet with each jolt!

Roll your checks! You can aid each other as rowers if you feel passing the check is unlikely.

Dark Archive

CN Human Wizard 9 | HP 56/56 | AC10 tch10 FF10 | CMD 14/FF 14 | F+4 R+4 W+8 | Init +2 | Perception +1

Aid rowing check: 1d20 ⇒ 14

Dark Archive

Male Wayang Wizard (Sin Specialist) 11 [HP 48+16/48][AC 17][Init +2][F+5/R+7/W+9][Perc +18]
Buffs:
False Life (+20 HP), Mage Armor (+4 Armor), Mirror Image (5 images), Fly, Prot v. Evil
OMB wrote:
Yami, can you heal the canoe since you're possessing it?

I cannot cast spells or speak while possessing the canoe, though I can activate supernatural or spell-like abilities that I possess. If you wanted to stretch things a bit, I could activate my "Light and Dark" ability; it would temporarily make the canoe an Undead Canoe that would be healed by negative energy. (This is a joke, and I fully expect that not to work)

Aid Canoe Strength Check: 1d20 + 6 ⇒ (9) + 6 = 15

The Exchange

Male CN Kelish Human Swashbuckler 7/ Gunslinger 5 | HP 100/100 Temp 24/24| AC 27(41 vs AOO); T 198; FF 18 | Fort +13; Ref +17; Will +8 | Init: +9 | Perc: +10, SM: +6 | Speed 30ft | Grit/Panache 6/6 | Charmed Life: 4/4 | Active conditions:

"ooh, that was a rough, jolt" Fandral says holding on to the rudder.

profession sailing: 1d20 + 20 ⇒ (17) + 20 = 37


Holly Dex Row check: 1d20 + 6 ⇒ (17) + 6 = 23
Adsal Lookout: 1d20 + 20 ⇒ (13) + 20 = 33

Death Canoe, you say?

Holly, Smert and the Canoe That is Definitely Not Yet Dead hear Adsal's shouted warning and Fandral is able to direct them to the less smashy part of the river. However the jolts still shake the canoe, dropping its structure points to 1 out of 4!

Challenge 3!

Suddenly the river widens, and the flow slows somewhat, just in time to spot some jagged rocks jutting from the bottom, directly in front of you!

Checks, please!

Dark Archive

Male Wayang Wizard (Sin Specialist) 11 [HP 48+16/48][AC 17][Init +2][F+5/R+7/W+9][Perc +18]
Buffs:
False Life (+20 HP), Mage Armor (+4 Armor), Mirror Image (5 images), Fly, Prot v. Evil

Canoe Strength: 1d20 + 6 ⇒ (18) + 6 = 24

The Exchange

Male CN Kelish Human Swashbuckler 7/ Gunslinger 5 | HP 100/100 Temp 24/24| AC 27(41 vs AOO); T 198; FF 18 | Fort +13; Ref +17; Will +8 | Init: +9 | Perc: +10, SM: +6 | Speed 30ft | Grit/Panache 6/6 | Charmed Life: 4/4 | Active conditions:

"Here we go"

profession sailor: 1d20 + 20 ⇒ (8) + 20 = 28


Adsal Perception: 1d20 + 20 ⇒ (5) + 20 = 25
Smert: 1d20 ⇒ 5
Holly: 1d20 + 5 ⇒ (7) + 5 = 12

The death canoe gives a mighty jerk, but avoids one jagged rock just to smash on another! It breaks apart, ejecting Yami's spirit back into his body and sending all the party into the drink! Everyone takes 20 pts of bludgeoning damage before you can struggle from the water onto the beach!

You spit out water and gasp for breath as you struggle up onto the beach, where two slightly rotting giant spiders wait for you! In the distance you spot stone circles and Medda waiting for you! A rift in the air that reeks of cold floats in the air nearby, and as soon as you struggle forward, Medda's phantom Anok emerges from the rift, his body bleeding spectral blood!

Medda looks on with some concern. “The rift has already torn open and released many undead, but this is only a fraction of what Eshimka could bring to bear. Anok has examined what lies beyond: a crumbling fortress being used as a staging ground for the assault expected at midnight. Eshimka is nowhere to be found, yet she has left a sub-chief in charge. I suspect she is away mustering her invasion force, and we can’t afford to give her that time. We need to lure her here before she’s at her full strength.”

Several Twinhorn mystics arrive and begin preparing ritual focuses. Medda gestures toward them as she continues. “That involves two steps. First, we need to start closing the rift to force her hand. Second, we need someone to enter that fortress and weaken the forces she already has. I’m hoping that could be you. We can push back against the Negative Energy Plane, creating a small area that’s merely painful rather than deadly. It’s all we can do to keep even a corner of such a powerful plane at bay.”

You have some time to prepare (though not long!), and you can make a Knowledge Planes check to determine what properties the Negative Energy plane holds. Also, you still have a Aid Token you MUST USE AND PASS ON, please. Burst of Healing would give you all 5d6 healing back.

Dark Archive

CN Human Wizard 9 | HP 56/56 | AC10 tch10 FF10 | CMD 14/FF 14 | F+4 R+4 W+8 | Init +2 | Perception +1

Burst of Healing it is.
BoH: 5d6 ⇒ (4, 4, 3, 6, 6) = 23

"Yay! We go for more friends!" Smert replies giddily.

Based on the information provided to us, do we think that min / level buffs will be relevant, or will the timing be different?


Before you leave? That's up to how long you guys take. Once you enter the Plane, Anok can tell you that it takes approximately 1 minute or less to get to the fortress site.

Dark Archive

CN Human Wizard 9 | HP 56/56 | AC10 tch10 FF10 | CMD 14/FF 14 | F+4 R+4 W+8 | Init +2 | Perception +1

Smert will cast Undead Anatomy II before going though the rift. Taking the form of a lich. Thus gaining: DR 5/ Bludgeoning; Darkvision 60ft; +4 vs mind-affecting, disease, poison, sleep, and stunning; +2 size bonus to Str and +2 nat armor. Also, In this form, he will detect as an undead creature (such as with detect undead, but not with magic that reveals his true form, such as true seeing) and are treated as undead for the purposes of channeled energy, cure spells, and inflict spells, but not for other effects that specifically target or react differently to undead (such as searing light).

Grand Lodge

M Aasimar, Garuda-Blooded
spells:
Active Mage Armor, Heroism, False Life,Ca4/4
Arcanist(Occultist)-5 Evangelist 5
Stats:
hp 82/82 AC 18|T 14 |FF 15, F +9|R +9|W +9, Init +3, Per +20

Adsal casts Heroism and False life.
False Life: 1d10 + 9 ⇒ (8) + 9 = 17
KnowPlanes: 1d20 + 21 + 2 ⇒ (8) + 21 + 2 = 31


Adsal knows the following about the Negative Energy Plane:

This plane is utterly hostile to life, swiftly reducing living creatures to ash. The plane has the following traits.

Negative-Dominant: Planes with this trait are vast, empty reaches that suck the life out of travelers who cross them. They tend to be lonely, haunted planes, drained of color and filled with winds bearing the soft moans of those who died within them. There are two kinds of negative-dominant traits: minor negative-dominant and major negative-dominant. On minor negative-dominant planes, living creatures take 1d6 points of damage per round. At 0 hit points or lower, they crumble into ash.

Major negative-dominant planes are even more dangerous. Each round, those within must attempt a DC 25 Fortitude save or gain a negative level. A creature whose negative levels equal its current levels or Hit Dice is slain, becoming a wraith. The death ward spell protects a traveler from the damage and energy drain of a negative-dominant plane.

Enhanced Magic: Spells and spell-like abilities that use negative energy are enhanced, functioning as if their caster level were 2 higher than normal. Class abilities that use negative energy, such as channel negative energy, gain a +4 bonus to the save DC to resist the ability.

Impeded Magic: Spells and spell-like abilities that use positive energy (including cure spells) are impeded. Characters on this plane take a –10 penalty on saving throws to remove negative levels bestowed by an energy drain attack. To cast an impeded spell, the caster must attempt a concentration check (DC = 20 + the level of the spell). If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally.

The Exchange

Male CN Kelish Human Swashbuckler 7/ Gunslinger 5 | HP 100/100 Temp 24/24| AC 27(41 vs AOO); T 198; FF 18 | Fort +13; Ref +17; Will +8 | Init: +9 | Perc: +10, SM: +6 | Speed 30ft | Grit/Panache 6/6 | Charmed Life: 4/4 | Active conditions:

Fandral has nothing to prepare before he enters the negative energy plane. He looks over to Smert, "Neat trick. But what can you do for the rest of us?"

This is going to be rough

Dark Archive

Male Wayang Wizard (Sin Specialist) 11 [HP 48+16/48][AC 17][Init +2][F+5/R+7/W+9][Perc +18]
Buffs:
False Life (+20 HP), Mage Armor (+4 Armor), Mirror Image (5 images), Fly, Prot v. Evil

False Life: 1d10 + 10 ⇒ (10) + 10 = 20

Also uses wand of mage armor on self as well. GM, how long generally would you estimate we have for preparation? I would be willing to dip my teleport and burn my arcane bond to use teleport again to make a trip to grab death ward scrolls for the party. Magnimar or other large cities in Varisia would be within range for my caster level; familiarity level of "Viewed Once" for the departing trip and familiarity level for the Scar area of "Studied Carefully" for the return trip.

If Needed:

Teleport Roll away: 1d100 ⇒ 7
Teleport Roll return: 1d100 ⇒ 56

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