Chaosorbit's PFS OutPost II - #8-99D: The Solstice Scar (Subtier 7-8) (Inactive)

Game Master Chaosorbit

Maps and Handouts

Initiative:

[dice=Anduris] 1d20 + 6[/dice]
[dice=Crios] 1d20 + 7[/dice]
[dice=Kivuli] 1d20 + 5[/dice]
[dice=Noldoli] 1d20 + 2[/dice]
[dice=Ranalus] 1d20 + 7[/dice]
[dice=Slaine] 1d20 + 11[/dice]


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Silver Crusade

Maps and Handout

The troll recoils for a moment.

Will: 1d20 + 13 ⇒ (20) + 13 = 33

He seems to recover, but the blast has still taken a toll on him.

Slaine and Noldoli are up.

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Agree that Timely Inspiration is the best for us for the Aid Token. I've applied it, but it can be removed if needed.

With smoke still curling around his head from his last salvo and the trolls fireball, Slaine pats out a small flame that still burns on the edge of his leather duster. He hollers above the din of battle. Now ye got 'em boys! Keep 'er up and les take care 'o this troll feller 'afore he alights 'agin. Yee-haw!

With that, taking the extra movement from Blessing of Fervor, Slaine dives into the magical tree portal and pops up right next to the troll. He ducks and rolls to try and avoid its reach and then spins and unloads 2 barrels of Lawful fury on the creature. Unfortunately, the blessing of the Holy Light is no longer with him and he squints to see his target in the dim light.

Acrobatics to avoid AoO: 1d20 + 13 ⇒ (15) + 13 = 28

Standard Attack-Point Blank Shot-Deadly Aim-Divine Fighting Bonus-Timely Inspiration-Fire both barrels/shot
Double-barrel Musket vs touch: 1d20 + 13 ⇒ (8) + 13 = 21
Damage: 1d12 + 14 ⇒ (1) + 14 = 15
Double-barrel Musket vs touch: 1d20 + 13 ⇒ (11) + 13 = 24
Damage: 1d12 + 14 ⇒ (9) + 14 = 23

Concealment (1-20 miss): 1d100 ⇒ 81

Silver Crusade

Maps and Handout

Timely Inspiration it is!

Rolls:

bite: 1d20 + 13 - 1 ⇒ (10) + 13 - 1 = 22
damage: 1d8 + 6 ⇒ (4) + 6 = 10
claw 1: 1d20 + 13 - 1 ⇒ (6) + 13 - 1 = 18
damage: 1d6 + 6 ⇒ (6) + 6 = 12
claw 2: 1d20 + 13 - 1 ⇒ (15) + 13 - 1 = 27
damage: 1d6 + 6 ⇒ (2) + 6 = 8

A nearby Pathfinder bard's song rises high above the battle sound all around you, it lifts your spirits!

Slaine arrives near the troll bounds out of its reach and unloads both barrels blast a big hole right in the troll's gut.

The troll is hurt, but fights on anger clear on its hideous face as it desperately defends the seedpod. It lashes out at the only target within reach, Crios. It misses with a bite and claw, but manages to catch him with the second claw.

Round 4 Effects Active: Timely Inspiration/Blessing of Fervor/Holy Light
Map

Troll Fury 89 dmg
Ranalus
Slaine
11 dmg
Noldoli 38 dmg - may take two rounds of actions
Kivuli
Anduris

Crios 8 dmg
seedpod

All Pathfinders are up, Noldoli may act twice.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Ranalus will remain where he is and use his Pearl of Power to regain Shield of Faith.

Dark Archive

Aasimar Staff Magus/Monk/Occultist 7: HP: 51/51 DR 5/blunt | AC 23(24),16T,18(19)FF, CMD:24 | Fort:+10*(15vs poison/disease) Ref:+8 Will:+8 | Init:+7, Perception:+11 | Arcane Pool: 4/7 |Mental Focus 5/6 |Condition:| Effects: Resist Energy 5 vs Acid/Cold/Electricity(Celestial), defending bone, barkskin,mage armor,antitoxin, antiplague

Crios reels slightly from the troll's wicked claw attack and then he waits for Kivuli to flank the troll before unleashing his counter offensive. Just before attacking, he focuses his mind, adding arcane power to every blow.

Two handed staff flurry w/PA, BoF, High Ground,Timely Inspiration,flank: 1d20 + 14 ⇒ (16) + 14 = 30 Please adjust for Timely Inspiration. I just didn't know how much the buff was.
Two handed staff flurry w/PA, BoF, High Ground,Timely Inspiration,flank: 1d20 + 14 ⇒ (13) + 14 = 27 Please adjust for Timely Inspiration.
Two handed staff flurry w/PA, BoF, High Ground,Timely Inspiration,flank: 1d20 + 14 ⇒ (1) + 14 = 15 Please adjust for Timely Inspiration.

Magic,blunt,arcane strike,bane,acid: 1d6 + 18 + 2d6 + 1d6 ⇒ (2) + 18 + (3, 1) + (1) = 25 Please adjust for Timely Inspiration.
Magic,blunt,arcane strike,bane,acid: 1d6 + 18 + 2d6 + 1d6 ⇒ (3) + 18 + (2, 6) + (3) = 32 Please adjust for Timely Inspiration.

Grand Lodge

Male M Dwarf | Occultist 7 | HP: 52 | AC: 22 T15, FF18 | CMD: 22 | F:+7 R:+6 W:+6| Init:+6 | Per:+14| SM:+9 | Speed 20' /60fly| Conditions: | Active Effects: Mental Focus(+2 DEX), Magic resistance 12 (dwarven racial trait)

Anduris changes his tactics and uses mind over gravity to give himself flight for 7 minutes. 60 speed then me makes his way toward the nearly dead troll.

Grand Lodge

Male M Dwarf | Occultist 7 | HP: 52 | AC: 22 T15, FF18 | CMD: 22 | F:+7 R:+6 W:+6| Init:+6 | Per:+14| SM:+9 | Speed 20' /60fly| Conditions: | Active Effects: Mental Focus(+2 DEX), Magic resistance 12 (dwarven racial trait)

Keeping out of reach of the troll as I am moving

Dark Archive

Amazing Inspiration (1d8): 8/8 | Disolution's Child: 1/1 | GM Reroll: 1/1 Wayang Unchained Rogue 3/ Investigator 7 | ~HP: 60/60 | AC: 22 (16 Tch, 17 Flat), CMD:23, Fort:+4, Ref:+13, Will:+7, Init:+5, Perception:+22 (+23 for traps) / Trap Spotter 10'

Working in conjunction with his long time ally, the rogue seeks out a vulnerable spot in the troll's guard.

Acrobatics to avoid AoO: 1d20 + 11 ⇒ (6) + 11 = 17
Estoc (PA/ST/HL/Fervor/Timely/Flank): 1d20 + 10 + 2 + 1 + 2 + 2 ⇒ (14) + 10 + 2 + 1 + 2 + 2 = 311d6 + 14 + 2 + 1 + 3d6 ⇒ (1) + 14 + 2 + 1 + (1, 4, 1) = 24

Silver Crusade

Maps and Handout

Rolls:

claw AOO: 1d20 + 13 ⇒ (6) + 13 = 19
damage: 1d6 + 6 ⇒ (5) + 6 = 11

Ranalus regains his spell. As Kivuli moves on the troll, it takes a swipe on the wayang. Kivuli then drives his estoc into the troll. Anduris takes to air fly toward the fight, just in time to watch Crios land two deadly blows, the troll drops in a heap. Leaving the seedpod undefended.

Round 4 Effects Active: Timely Inspiration/Blessing of Fervor/Holy Light
Map

Troll Fury 164 dmg
Ranalus
Slaine 11 dmg
Noldoli 38 dmg - may take two rounds of actions
Kivuli
Anduris
Crios 8 dmg
seedpod

Slaine and Noldoli x2 are up

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Slaine smiles to himself as he sees the troll go down. He swivels and levels his musket at the seed pod, chuckling. Like shootin' candy from a baby.

Full-round attack:
Full-round Attack-Rapid Shot-Deadly Aim-Fire both barrels/shot
Double-barrel Musket vs touch: 1d20 + 12 ⇒ (3) + 12 = 15
Damage: 1d12 + 11 ⇒ (9) + 11 = 20
Double-barrel Musket vs touch: 1d20 + 12 ⇒ (1) + 12 = 13
Damage: 1d12 + 11 ⇒ (12) + 11 = 23
Concealment (1-20 miss): 1d100 ⇒ 5

Double-barrel Musket vs touch: 1d20 + 12 ⇒ (2) + 12 = 14
Damage: 1d12 + 11 ⇒ (5) + 11 = 16
Double-barrel Musket vs touch: 1d20 + 12 ⇒ (20) + 12 = 32
Damage: 1d12 + 11 ⇒ (11) + 11 = 22
Concealment (1-20 miss): 1d100 ⇒ 66

Double-barrel Musket vs touch: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d12 + 11 ⇒ (2) + 11 = 13
Double-barrel Musket vs touch: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d12 + 11 ⇒ (6) + 11 = 17
Concealment (1-20 miss): 1d100 ⇒ 15

Vaults and Scales! Th' durn gun done gone an' jammed agin. Slaine curses after the first shot fizzles. Guessin' Abadar didn't like that comment abou' th' baby too well. Better clean up yer act, Slainey

Silver Crusade

Maps and Handout

Not sure if the misfire cancels the other shots...I'll find out.

Nevertheless...everyone may go in Round 5...
All Pathfinders are up!
full update later.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Are both purple lines on the map active teleportation options? Ranalus is not good at Climb or Escape Artist, so having given his Fly to Kivuli it might take him a bit to get past the big tree. But Slipstream lasts 90 minutes - how long has it been since the Test of Speed?

Dark Archive

Amazing Inspiration (1d8): 8/8 | Disolution's Child: 1/1 | GM Reroll: 1/1 Wayang Unchained Rogue 3/ Investigator 7 | ~HP: 60/60 | AC: 22 (16 Tch, 17 Flat), CMD:23, Fort:+4, Ref:+13, Will:+7, Init:+5, Perception:+22 (+23 for traps) / Trap Spotter 10'

Knowing his allies will be quick to follow, the rogue plans to position himself in the most advantageous position possible. Kivuli darts into the portal, then flies behind plant.

Double move

Grand Lodge

Rusthenge || 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

Dark Archive

Aasimar Staff Magus/Monk/Occultist 7: HP: 51/51 DR 5/blunt | AC 23(24),16T,18(19)FF, CMD:24 | Fort:+10*(15vs poison/disease) Ref:+8 Will:+8 | Init:+7, Perception:+11 | Arcane Pool: 4/7 |Mental Focus 5/6 |Condition:| Effects: Resist Energy 5 vs Acid/Cold/Electricity(Celestial), defending bone, barkskin,mage armor,antitoxin, antiplague

What I almost posted in time...:
Swooping through the air after finishing the troll, Crios smiles as his companion slips into the perfect position to flank the plant.

Quickly casting a spell, his staff glows blue for a moment as the air around it frosts up. With a minor effort he focuses his senses, gaining arcane accuracy. Crios then dives in, just within reach of the plant and shoves his staff at it with a single hand, remaining defensive to fend off any counter attack.

one handed staff attack+PA+BoF+TI+flank+high ground-defensive: 1d20 + 19 ⇒ (16) + 19 = 35
Magic, blunt, bane(plant)+acid+cold+rime: 1d6 + 18 + 2d6 + 1d6 + 4d6 ⇒ (2) + 18 + (5, 2) + (6) + (1, 2, 3, 1) = 40

Cast rime infused frigid touch:Target staggered for 1 round if it hits(no save)+rime(see below), Swift action for arcane accuracy, Move in to flank with kivuli, use free attack from spell to attack defensively.

Rime=A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell(2 rounds).

Silver Crusade

Maps and Handout

No doubt by tomorrow you would have finished off the seedpod with ease...but now we move on to our exciting conclusion!
Mucj time has past since the last part, your hp are full, all spells and abilities fresh and ready to go.

The entire area is in dim light! Your welcome Slaine.

You'll need to get past the undead patrols if you’re to reach the rift and other high-priority targets. You have three options: canoes, combat, or evasion!

You can borrow canoes and proceed down the cold rapids; fight your way forward; or "sneak" your way past trouble.

Both canoes and evasion are "chase" type encounters similar to test of speed. Combat is well combat!

What say you Pathfinders?
When 2 agree we'll go in that direction.

Dark Archive

Amazing Inspiration (1d8): 8/8 | Disolution's Child: 1/1 | GM Reroll: 1/1 Wayang Unchained Rogue 3/ Investigator 7 | ~HP: 60/60 | AC: 22 (16 Tch, 17 Flat), CMD:23, Fort:+4, Ref:+13, Will:+7, Init:+5, Perception:+22 (+23 for traps) / Trap Spotter 10'

I am good with evasion (obviously) or combat. We seem to be comfortable when in conflict with the bad guys.

Silver Crusade

Male Gnome (holy tactician, warrior of the holy light) Paladin 8 AC 29 T 14 FF 27| CMD 20 | hp 76| F+13 R+9 W+11 (+2 v ill,fear,despair)| Spd 25| Init +2| Kn(Rel)+6, Perc+2(low-light), SensM +8|

"I am basically a small green haired tin can."

Silver Crusade

Maps and Handout

I'm a tin can = combat, I guess :)

In my haste earlier I forgot something cool.

Blessing of Vildeis

The most direct route toward the standing stones involves fighting your way through the undead creatures emerging from the rift. Twinhorn warriors and fellow Pathfinders race ahead just in sight, their breath visible in the cold air.

You find yourselves face to face with 4 Twinhorn warriors, part of the rear guard left behind. They stalk the region alongside an undead creature. They seem in league with it and have apparently been corrupted by the rift. As for the undead, a thick tangle of discolored entrails clings to this lurching skeleton’s torso and winds upward to loll from its jaw like a clawed tongue.

Kivuli alone gets a jump on the undead!

Rolls:

Anduris: 1d20 + 6 ⇒ (6) + 6 = 12
Crios: 1d20 + 7 ⇒ (12) + 7 = 19
Kivuli: 1d20 + 5 ⇒ (19) + 5 = 24
Noldoli: 1d20 + 2 ⇒ (13) + 2 = 15
Ranalus: 1d20 + 7 ⇒ (9) + 7 = 16
Slaine: 1d20 + 11 ⇒ (4) + 11 = 15
undead: 1d20 + 10 ⇒ (12) + 10 = 22
Kellids: 1d20 + 4 ⇒ (12) + 4 = 16

Round 1
Map

Kivuli
Undead
Crios
Ranalus
Kellids
Slaine
Noldoli
Anduris

Kivuli is up first

Dark Archive

Amazing Inspiration (1d8): 8/8 | Disolution's Child: 1/1 | GM Reroll: 1/1 Wayang Unchained Rogue 3/ Investigator 7 | ~HP: 60/60 | AC: 22 (16 Tch, 17 Flat), CMD:23, Fort:+4, Ref:+13, Will:+7, Init:+5, Perception:+22 (+23 for traps) / Trap Spotter 10'

Wow! That blessing is awesome. Is it in effect already? Burning Radiance for me. Is it for every attack, or just for a single attack (or single combat)?

Kivuli waits for any buffs that might be offered before activating his vanishing wayfinder and moving forward invisibly.

Silver Crusade

Maps and Handout

Re: The blessings - Burning Radiance and Healing Sacrifice are one shots; Unstoppable Wrath is for an entire encounter. Burning Radiance can be add to an already revealed successful attack. And yes in effect right now.

And obviously Know Religion and Local are applicable, also Know Planes might be a thing.

So technically, Kivuli delays for buffs, right?

Kivuli decides on his course of action, the undead creature advances. double move

Round 1
Map

Kivuli
Undead
Crios
Ranalus

Kellids
Slaine
Noldoli
Anduris

Crios and Ranalus are up

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Switched around prepared spells a bit on the intervening days. And he'll take Healing Sacrifice as the boon that he has access to.

Ranalus casts Blessing of Fervor - since Kivuli was delaying for buffs, this should catch everyone. For his bonus this round, he will take the +2 AC/Reflex/attacks.

He tries to identify the various foes, although scholarship is not his strong suit.
Knowledge (Religion): 1d20 + 5 ⇒ (4) + 5 = 9
Knowledge (Planes): 1d20 + 9 ⇒ (9) + 9 = 18

Silver Crusade

Maps and Handout

My understanding is you don't have to choose your mode for the Blessing until you are ready to use it!

Ranalus casts his fey lord blessing. Nothing on the knowledge checks.

Crios is up

Dark Archive

Aasimar Staff Magus/Monk/Occultist 7: HP: 51/51 DR 5/blunt | AC 23(24),16T,18(19)FF, CMD:24 | Fort:+10*(15vs poison/disease) Ref:+8 Will:+8 | Init:+7, Perception:+11 | Arcane Pool: 4/7 |Mental Focus 5/6 |Condition:| Effects: Resist Energy 5 vs Acid/Cold/Electricity(Celestial), defending bone, barkskin,mage armor,antitoxin, antiplague

Crios eyes the approaching undead, doing his best to size up the threat.

Know Religion: 1d20 + 11 ⇒ (12) + 11 = 23 Resistances, special abilities
Know Planes: 1d20 + 11 ⇒ (13) + 11 = 24
Know Local: 1d20 + 9 ⇒ (16) + 9 = 25

He then activates his flight hex and enhances his staff as he takes to the air in a typical fashion.

Standard action: flight hex, move action fly strait up 30', swift action to enhance staff with appropriate energy type(based off knowledge roll).

Dark Archive

Amazing Inspiration (1d8): 8/8 | Disolution's Child: 1/1 | GM Reroll: 1/1 Wayang Unchained Rogue 3/ Investigator 7 | ~HP: 60/60 | AC: 22 (16 Tch, 17 Flat), CMD:23, Fort:+4, Ref:+13, Will:+7, Init:+5, Perception:+22 (+23 for traps) / Trap Spotter 10'

Local: 1d20 + 9 + 1d6 ⇒ (13) + 9 + (3) = 25
Planes: 1d20 + 10 + 1d6 ⇒ (8) + 10 + (2) = 20
Religion: 1d20 + 10 + 1d6 ⇒ (9) + 10 + (4) = 23

Well, it looks like Crios has me matched or better on everything. So, no additional info.

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None
Chaosorbit wrote:

Mucj time has past since the last part, your hp are full, all spells and abilities fresh and ready to go.

The entire area is in dim light! Your welcome Slaine.

Does that mean there was enough time to swing by the magic shop and pick up some Nightdrops? :D

Silver Crusade

Maps and Handout

@Slaine - you can find nightdrops, but they only provide low-light which doesn't remove concealment in dim light; you can also find a potion of darkvision or 2 (they last 3 hours).
@Kivuli - your knowledge may be different than Crios, so you get you own questions.

Rolls:

Yellow mwk composite longbow + rapid shot + deadly aim: 1d20 + 9 - 2 - 2 ⇒ (1) + 9 - 2 - 2 = 6
damage: 1d8 + 2 + 4 ⇒ (8) + 2 + 4 = 14
Yellow mwk composite longbow + rapid shot + deadly aim: 1d20 + 9 - 2 - 2 ⇒ (5) + 9 - 2 - 2 = 10
damage: 1d8 + 2 + 4 ⇒ (3) + 2 + 4 = 9

Blue mwk composite longbow + rapid shot + deadly aim: 1d20 + 9 - 2 - 2 ⇒ (17) + 9 - 2 - 2 = 22
damage: 1d8 + 2 + 4 ⇒ (5) + 2 + 4 = 11
Blue mwk composite longbow + rapid shot + deadly aim: 1d20 + 9 - 2 - 2 ⇒ (10) + 9 - 2 - 2 = 15
damage: 1d8 + 2 + 4 ⇒ (3) + 2 + 4 = 9

Purple mwk composite longbow + rapid shot + deadly aim: 1d20 + 9 - 2 - 2 ⇒ (1) + 9 - 2 - 2 = 6
damage: 1d8 + 2 + 4 ⇒ (2) + 2 + 4 = 8
Purple mwk composite longbow + rapid shot + deadly aim: 1d20 + 9 - 2 - 2 ⇒ (2) + 9 - 2 - 2 = 7
damage: 1d8 + 2 + 4 ⇒ (1) + 2 + 4 = 7

Green mwk composite longbow + rapid shot + deadly aim: 1d20 + 9 - 2 - 2 ⇒ (12) + 9 - 2 - 2 = 17
damage: 1d8 + 2 + 4 ⇒ (6) + 2 + 4 = 12
Green mwk composite longbow + rapid shot + deadly aim: 1d20 + 9 - 2 - 2 ⇒ (6) + 9 - 2 - 2 = 11
damage: 1d8 + 2 + 4 ⇒ (5) + 2 + 4 = 11

Crios takes to the skies!

He and Kivuli both recognize the undead as mohrg, this one seems stronger than you would think. Crios knows they have undead immunities and if killed by a mohrg a person rises as a zombie. Kivuli gets a question as well.

They also know quite a bit about the Twinhorn tribes people. They are typically rangers and favor composite longbows. Feel free to ask other specifics

Crios also knows that the Twinhorn's exposure to the Negative Energy Plane has begun transforming many of them, numbing their minds and bodies to their former lives. Nonetheless, these warriors are still alive, and it’s likely possible to rehabilitate them if they’re subdued, removed from the affected region, and given time to recover.

True to what he expected, the twinhorn archers take aim on Crios as he rises into the air. Each firing a pair of arrows rapidly. Crios bobs and weaves every arrow misses him!

Round 1
Map

Kivuli
Mohrg
Crios
Ranalus
Kellids
Slaine
Noldoli
Anduris

Round 2
Kivuli

Slaine, Noldoli, Anduris, and Kivuli are up

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

As soon as they enter the dimly lit area, Slaine downed his newly purchased Potion of Darkvision. Thanks Chaosorbit!
Dang! Ain't this the weirdest way ter see things. Ain't any 'a yer ever see things in color? Ev'rything looks grayer then a cloudy day in the Holds o' Belkzen!

Hearing Crios, Slaine wrinkles his brow in thought for a moment. Dem fellers got their minds tainted wit negative energy, eh? Well, don' seem right to put 'em down if'n they ain't even really part o' the fight. Then, with his newfound vision, Slaine slides forward 5' underneath Crios (Don' be fallen' on me ye' blueskin whatever-ye-are.) and then takes a full-round action using his gun's Far-reaching Sight to target Yellow's bow.
Y'all git that nasty beastie, I'll try'n keep those fellers from shootin' at us.

Musket, single shot, 2nd range increment vs touch: 1d20 + 13 - 2 ⇒ (13) + 13 - 2 = 24

Gunslinger Targeting:
Targeting (Ex): At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.

Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.

Silver Crusade

Maps and Handout

Slaine blasts the bow right out of the twisted twinhorn's hand.

Noldoli, Anduris, and Kivuli are up

Dark Archive

Amazing Inspiration (1d8): 8/8 | Disolution's Child: 1/1 | GM Reroll: 1/1 Wayang Unchained Rogue 3/ Investigator 7 | ~HP: 60/60 | AC: 22 (16 Tch, 17 Flat), CMD:23, Fort:+4, Ref:+13, Will:+7, Init:+5, Perception:+22 (+23 for traps) / Trap Spotter 10'

Special attacks on the mohrg

Feeling the humans might be redeemed, Kivuli moves toward the undead to take a better look at him.

Studied Target

Fast Stealth {Invis}: 1d20 + 23 + 20 ⇒ (4) + 23 + 20 = 47

Potential AoO {PA/ST/BoF}: 1d20 + 10 + 2 + 2 ⇒ (8) + 10 + 2 + 2 = 221d6 + 14 + 2 + 3d6 ⇒ (2) + 14 + 2 + (4, 1, 3) = 26

Dark Archive

Aasimar Staff Magus/Monk/Occultist 7: HP: 51/51 DR 5/blunt | AC 23(24),16T,18(19)FF, CMD:24 | Fort:+10*(15vs poison/disease) Ref:+8 Will:+8 | Init:+7, Perception:+11 | Arcane Pool: 4/7 |Mental Focus 5/6 |Condition:| Effects: Resist Energy 5 vs Acid/Cold/Electricity(Celestial), defending bone, barkskin,mage armor,antitoxin, antiplague
Quote:

Hearing Crios, Slaine wrinkles his brow in thought for a moment. Dem fellers got their minds tainted wit negative energy, eh? Well, don' seem right to put 'em down if'n they ain't even really part o' the fight. Then, with his newfound vision, Slaine slides forward 5' underneath Crios (Don' be fallen' on me ye' blueskin whatever-ye-are.) and then takes a full-round action using his gun's Far-reaching Sight to target Yellow's bow.

Y'all git that nasty beastie, I'll try'n keep those fellers from shootin' at us.

"I like that plan Slaine" the aasimar says in a friendly tone from above. "It would really be a terrible waste to kill those Twinhorns."

A mohrg, and an unusual one at that! Once we vanquish it I really must make notes in my journal about it.

Negative plane infused Twinhorns: Weaknesses?

Grand Lodge

Male M Dwarf | Occultist 7 | HP: 52 | AC: 22 T15, FF18 | CMD: 22 | F:+7 R:+6 W:+6| Init:+6 | Per:+14| SM:+9 | Speed 20' /60fly| Conditions: | Active Effects: Mental Focus(+2 DEX), Magic resistance 12 (dwarven racial trait)

"If'n yeh be think'n this is called for I can speed everyone up with me most potent magics. What ya say to that? Or should we be save'n it for some other big bad?" will use haste if its called for otherwise he will run up to Slaine to make his weapon more potent against the mobs=bane + whatever they they are not resistant to
know religion: 1d20 + 9 ⇒ (14) + 9 = 23
know local: 1d20 + 4 ⇒ (13) + 4 = 17
know planes: 1d20 + 7 ⇒ (13) + 7 = 20

Silver Crusade

Maps and Handout

Rolls:

slam + charge v. Anduris: 1d20 + 17 + 2 ⇒ (18) + 17 + 2 = 37
damage: 2d8 + 7 ⇒ (5, 1) + 7 = 13
grapple: 1d20 + 21 ⇒ (11) + 21 = 32

Anduris weighs his options. Team quickly decide if you want haste up
Anduris you gets one question about Mohrgs

Crios knows the twinhorn's have no weaknesses and Anduris knows they have no resistances.

Kivuli sneaks up into position. He knows Mohrg's can grab with there slams and there tongues can cause paralysis.

The Mohrg charges at Anduris, his path takes him right passed Kivuli. Kivuli jabs with his estoc but the undead was moving quicker than he thought and his attack misses. It arrives at Anduris with a slam, it slams the dwarf and grabs hold of him, holding him loosely.

Round 2 Effects Active: Blessing of Fervor
Map

Kivuli
Mohrg
Crios
Ranalus

Kellids
Yellow disarmed
Slaine
Noldoli delay
Anduris Grappled 13 dmg

Noldoli, Crios, and Ranalus are up

Silver Crusade

Male Gnome (holy tactician, warrior of the holy light) Paladin 8 AC 29 T 14 FF 27| CMD 20 | hp 76| F+13 R+9 W+11 (+2 v ill,fear,despair)| Spd 25| Init +2| Kn(Rel)+6, Perc+2(low-light), SensM +8|

Knowledge Religion: 1d20 + 6 ⇒ (10) + 6 = 16

Noldoli comes back in, focuses a channel into his sword, and swings away:

+1 conc CI longsword: 1d20 + 8 ⇒ (3) + 8 = 111d6 + 8 ⇒ (4) + 8 = 12
+1 conc CI longsword: 1d20 + 3 ⇒ (14) + 3 = 171d6 + 8 ⇒ (6) + 8 = 14
positive energy damage(if either hits): 2d6 ⇒ (1, 5) = 6

Dark Archive

Amazing Inspiration (1d8): 8/8 | Disolution's Child: 1/1 | GM Reroll: 1/1 Wayang Unchained Rogue 3/ Investigator 7 | ~HP: 60/60 | AC: 22 (16 Tch, 17 Flat), CMD:23, Fort:+4, Ref:+13, Will:+7, Init:+5, Perception:+22 (+23 for traps) / Trap Spotter 10'

I vote to save the Haste

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Save the Haste, we have Blessing of Fervor active. Noldoli, that means you can get either +2 AC/attacks/Reflex or an extra attack (or a few other bonuses), your choice.

Ranalus casts Liberating Command as an immediate action, so Anduris gets an immediate-action Escape Artist check with a +18 competence bonus.

Then he activates Feyskinned and moves, taking the +2 AC from Blessing of Fervor.

DR 10/Cold Iron

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Feeling Anduris' blessing of weapon bane hit his musket, Slaine's eyes widen with excitement.
Save yer haste for the big bad'un later on. I don' know what ye did ter my musket, but I kin tell that things are abou' to go bad for that ghouly critter. Then, quickly loading his musket with alchemical cartridges, he levels the gun at the Mohrg's head and unloads 6 barrelfuls of fury. Hold still, ye dang creep. This won't hurt for long.

Full-round Attack-Rapid Shot-Point Blank Shot-Deadly Aim-Fire both barrels/shot
Effects: Blessing of Fervor (Attk/AC/Ref bonus) and Weapon Bane (Undead)
Precise shot and Anatomist

Double-barrel Musket vs touch: 1d20 + 10 ⇒ (6) + 10 = 16
Damage: 1d12 + 11 + 2d6 ⇒ (4) + 11 + (5, 5) = 25
Double-barrel Musket vs touch: 1d20 + 10 ⇒ (20) + 10 = 30
Damage: 1d12 + 11 + 2d6 ⇒ (8) + 11 + (2, 3) = 24
Double-barrel Musket vs touch: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 1d12 + 11 + 2d6 ⇒ (12) + 11 + (5, 2) = 30
Double-barrel Musket vs touch: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d12 + 11 + 2d6 ⇒ (3) + 11 + (6, 4) = 24
Double-barrel Musket vs touch: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d12 + 11 + 2d6 ⇒ (9) + 11 + (3, 4) = 27
Double-barrel Musket vs touch: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d12 + 11 + 2d6 ⇒ (5) + 11 + (5, 5) = 26

Confirm CRIT Double-barrel Musket vs touch: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 1d12 + 11 + 2d6 ⇒ (9) + 11 + (4, 3) = 27
Damage: 1d12 + 11 + 2d6 ⇒ (4) + 11 + (3, 2) = 20
Damage: 1d12 + 11 + 2d6 ⇒ (3) + 11 + (2, 3) = 19

Unless otherwise, I'm assuming the Mohrg is undead and that undead bane will be the best option. If Anduris identifies a different weakness to exploit, will bane that way. Also, if he IDs any DR of the Mohrg, Slaine will load his musket with adamantine, silver or cold iron bullets if GM will allow that retcon.

Dark Archive

Aasimar Staff Magus/Monk/Occultist 7: HP: 51/51 DR 5/blunt | AC 23(24),16T,18(19)FF, CMD:24 | Fort:+10*(15vs poison/disease) Ref:+8 Will:+8 | Init:+7, Perception:+11 | Arcane Pool: 4/7 |Mental Focus 5/6 |Condition:| Effects: Resist Energy 5 vs Acid/Cold/Electricity(Celestial), defending bone, barkskin,mage armor,antitoxin, antiplague

If the mohrg is still up:
Crios casts a spell that causes his staff to frost over before he drops down behind the twisted undead nightmare, flanking with Noldoli. Once positioned, he delivers a fierce blow to the vile mohrg. BoF +2 bonus to Attack, AC and Ref saves.
Two Handed staff attack+PA+BoF+HighGround+flank: 1d20 + 13 ⇒ (17) + 13 = 30
Magic, blunt+arcane strike+cold+cold(rime): 1d6 + 14 + 1d6 + 4d6 ⇒ (1) + 14 + (6) + (5, 4, 1, 3) = 34
Cast rime infused frigid touch:Target staggered for 1 round if it hits(no save)+rime(see below), Swift action for arcane strike, Move in to flank with Noldoli, use free attack from spell to attack.

Rime=A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell(2 rounds).

if the mohrg is down:
Crios casts a spell before he flies over to the Twin Horn archers in blue and purple, dropping amidst them.

Cast long arm to extend melee reach, then move within 10 of them but stay slightly above. They will not be able to reach him with melee hopefully, so they may try to shoot him again, provoking. BoF +2 to Attack, AC and Ref and non-lethal attacks should they provoke. Crios has Combat Reflexes.

Possible AoO on Twin Horns:
one handed staff attack+PA+BoF+HighGround-nonlethal: 1d20 + 11 - 4 ⇒ (20) + 11 - 4 = 27 vs>Blue
Magic, blunt+arcane strike+cold: 1d6 + 11 + 1d6 ⇒ (1) + 11 + (6) = 18
one handed staff attack+PA+BoF+HighGround-nonlethal: 1d20 + 11 - 4 ⇒ (7) + 11 - 4 = 14 vs>Purple
Magic, blunt+arcane strike+cold: 1d6 + 11 + 1d6 ⇒ (2) + 11 + (1) = 14

Silver Crusade

Maps and Handout

Rolls:

Green mwk composite longbow + PBS + deadly aim v. Ranalus: 1d20 + 9 + 1 - 2 ⇒ (4) + 9 + 1 - 2 = 12
damage: 1d8 + 2 + 4 ⇒ (3) + 2 + 4 = 9

Blue mwk composite longbow + PBS + deadly aim v. Ranalus: 1d20 + 9 + 1 - 2 ⇒ (2) + 9 + 1 - 2 = 10
damage: 1d8 + 2 + 4 ⇒ (4) + 2 + 4 = 10

Purple mwk composite longbow + PBS + deadly aim v. Noldoli: 1d20 + 9 + 1 - 2 ⇒ (18) + 9 + 1 - 2 = 26
damage: 1d8 + 2 + 4 ⇒ (6) + 2 + 4 = 12

Ranalus casts liberating command on Anduris!
Noldoli moves on the mohrg, but misses his attacks. Crios drops down and lands a blow on the undead, that staggers and entangles it in cold. Ranalus then activates his feyskinned.

The disarmed twinhorn draws a battleaxe and moves toward Crios.

The three archers move up and one fires at Noldoli, while two fire at Ranalus. The arrows miss Ranalus, while one arrow bounces of Noldoli's thick armor.

Weapon baned, Slaine unloads on the mohrg, in fact the first barrels blow the undead's head straight off!

@Slaine - 1st 2 shots down the undead, what do you want to do with the rest of your turn
@Anduris - Don't need to worry about rolling for lib command as the undead let's go when it gets obliterated.

Round 2 Effects Active: Blessing of Fervor
Map

Kivuli
Mohrg 1DEAD 49 dmg - Staggered/Entangled
Noldoli
Crios
Ranalus
Kellids
Yellow disarmed
Slaine
Anduris 13 dmg

Round 3
Kivuli
Noldoli
Crios
Ranalus

All Pathfinders up, Slaine, can take a move if he wants or redirect other shots onto another target.

Silver Crusade

Male Gnome (holy tactician, warrior of the holy light) Paladin 8 AC 29 T 14 FF 27| CMD 20 | hp 76| F+13 R+9 W+11 (+2 v ill,fear,despair)| Spd 25| Init +2| Kn(Rel)+6, Perc+2(low-light), SensM +8|

I think the mohrg is still on the map, unless there were 2 of them, and I am remembering wrong.

Noldoli moves up to one of the archers and uses his second action to give every one a free 5 ft of movement that doesn't provode.

Remeber to use your free movement

Silver Crusade

Maps and Handout

Yeah - it dead - forgot to move it

Noldoli moves up.

Grand Lodge

Male Half-Elf Clr5/Feysworn9 | AC 27 T 14 FF 27 CMD 24 | HP 129/129 | F+17 R +15 W +23 (+2 vs enchantments, immune to sleep) | Init +10 | Perc +36 | Stealth +15 | Active: Magic Vestment, FoM, Life Bubble

Ranalus takes his free 5' step.
Then he takes his own 5' step and tries to subdue the Twinhorn warrior. He uses Blessing of Fervor for the extra attack.
Since Green has a bow, they don't get an AOO if I use unarmed strikes?
Primary: 1d20 + 8 ⇒ (2) + 8 = 10
Damage, NL: 1d3 + 2 ⇒ (3) + 2 = 5

Iterative: 1d20 + 3 ⇒ (8) + 3 = 11
Damage, NL: 1d3 + 2 ⇒ (1) + 2 = 3

Fervor: 1d20 + 8 ⇒ (13) + 8 = 21
Damage, NL: 1d3 + 2 ⇒ (3) + 2 = 5

Having cast his better-than-Haste spell, now he will mostly just occupy the enemy's attention and soak attacks with his DR. He's not going to end this fight on his own anytime soon.

Dark Archive

Aasimar Staff Magus/Monk/Occultist 7: HP: 51/51 DR 5/blunt | AC 23(24),16T,18(19)FF, CMD:24 | Fort:+10*(15vs poison/disease) Ref:+8 Will:+8 | Init:+7, Perception:+11 | Arcane Pool: 4/7 |Mental Focus 5/6 |Condition:| Effects: Resist Energy 5 vs Acid/Cold/Electricity(Celestial), defending bone, barkskin,mage armor,antitoxin, antiplague

Crios nods his thanks to Nildoli as he shifts around the axe wielding Twinhorn. Continuing his movement, he smoothly glides back and around to the side of his enemy, offering a flank attack to any of his companions should there be a need after his own powerful flurry of blows.

"I regret what has befallen you, but for now we must render you unable to fight." he offers somberly.

TwoHanded Staff+PA+BoF+high ground+Arcane Accuracy-non lethal: 1d20 + 12 ⇒ (17) + 12 = 29
TwoHanded Staff+PA+Bof+high ground+Arcane Accuracy-non lethal: 1d20 + 12 ⇒ (11) + 12 = 23

magic, blunt(non lethal)+cold: 1d6 + 12 + 1d6 ⇒ (5) + 12 + (1) = 18
magic, blunt(non lethal)+cold: 1d6 + 12 + 1d6 ⇒ (5) + 12 + (5) = 22

5' shift from Nildoli, then his own 5' shift, and a full attack, using a point of his pool and a swift action for arcane accuracy. Taking +2 to Attack, AC and Ref again from BoF. The cold damage is lethal sadly, but he should be able to soften the physical portion of his attacks. I doubt it will drop the warrior, but with this team, it shouldn't be trouble to finish this one.

Dark Archive

Amazing Inspiration (1d8): 8/8 | Disolution's Child: 1/1 | GM Reroll: 1/1 Wayang Unchained Rogue 3/ Investigator 7 | ~HP: 60/60 | AC: 22 (16 Tch, 17 Flat), CMD:23, Fort:+4, Ref:+13, Will:+7, Init:+5, Perception:+22 (+23 for traps) / Trap Spotter 10'

Kivuli takes a moment to study the corrupted twin horn before striking the man. He pops into view as his blade lands.

5' (x2), studied target, attack.

Estoc vs PURPLE {PA/ST/BoF/Non-Lethal/Flank/ Flat Footed?}: 1d20 + 10 + 2 + 2 - 4 ⇒ (13) + 10 + 2 + 2 - 4 = 231d6 + 14 + 2 + 3d6 ⇒ (2) + 14 + 2 + (2, 6, 1) = 27

The Exchange

Male Human Gunslinger 7 (Musket Master) HP 62/62 | AC21-T17-F14 | CMD 26 | Init +12 | Saves (Fort+8 / Ref+11 / Will+8) | Perception +15 | Speed 30ft | Active effects: None

Slaine will forego his 2nd and 3rd shots. Moving instead after the Mohrg goes down. As he hustles to get over to help Ranalus, he puffs and grumbles.
I'm gittin' to old fer this sorta crap. Why'd the uppity-ups invite a gunslinger to a durn fist fight?

On round 2, Slaine will move to start to flank with Ranalus, just as he gets to the limit of his movement, he feels Nodoli's holy power allow him to move the last 5' to reach the flank. Once reaching the man, he goes to pistol-whip him with the butt of his musket. Cost=1 grit.

Pistol-whip: 1d20 + 10 ⇒ (1) + 10 = 11
Damage: 1d20 + 1 ⇒ (6) + 1 = 7
CMB to knock prone: 1d20 + 9 ⇒ (12) + 9 = 21

Deed: Pistol-whip:
Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

As he goes to swing his heavy musket, Slaine pulls a muscle in his back and misses by a mile.

Dark Archive

Aasimar Staff Magus/Monk/Occultist 7: HP: 51/51 DR 5/blunt | AC 23(24),16T,18(19)FF, CMD:24 | Fort:+10*(15vs poison/disease) Ref:+8 Will:+8 | Init:+7, Perception:+11 | Arcane Pool: 4/7 |Mental Focus 5/6 |Condition:| Effects: Resist Energy 5 vs Acid/Cold/Electricity(Celestial), defending bone, barkskin,mage armor,antitoxin, antiplague

I was using herolab to track Crios and reset the day when we rested. That reset his mental focus to 0 which dropped his strength from 18 to 16. I forgot to adjust it back before I posted. Please adjust his attacks to hit by +1 and his damage for each attack by +2. I know it's minor, but if it makes a miss into a hit, that could be important.

Grand Lodge

Male M Dwarf | Occultist 7 | HP: 52 | AC: 22 T15, FF18 | CMD: 22 | F:+7 R:+6 W:+6| Init:+6 | Per:+14| SM:+9 | Speed 20' /60fly| Conditions: | Active Effects: Mental Focus(+2 DEX), Magic resistance 12 (dwarven racial trait)

Anduris moves forward to the closest thing he can swing at.
non lethal greatsword: 1d20 + 10 + 2 - 4 ⇒ (10) + 10 + 2 - 4 = 182d6 + 5 ⇒ (2, 3) + 5 = 10

Silver Crusade

Maps and Handout

Rolls:

Blue mwk composite longbow + RS + DA + PBS v. Kivuli: 1d20 + 9 - 2 - 2 + 1 ⇒ (3) + 9 - 2 - 2 + 1 = 9
damage: 1d8 + 2 + 4 + 1 ⇒ (8) + 2 + 4 + 1 = 15
Blue mwk composite longbow + RS + DA + PBS v. Kivuli: 1d20 + 9 - 2 - 2 + 1 ⇒ (4) + 9 - 2 - 2 + 1 = 10
damage: 1d8 + 2 + 4 + 1 ⇒ (4) + 2 + 4 + 1 = 11

Purple mwk battleaxe v. Kivuli: 1d20 + 7 ⇒ (9) + 7 = 16
damage: 1d8 + 2 ⇒ (2) + 2 = 4

Green mwk battleaxe v. Ranalus: 1d20 + 7 ⇒ (15) + 7 = 22
damage: 1d8 + 2 ⇒ (2) + 2 = 4

Slaine moves forward. Anduris gives one of the twinhorns a non-lethal swipe with his great sword. Kivuli suddenly appears delivering a strong non-lethal blow. Crios then wacks the twinhorn, Anduris already damaged. The first blow leaves her reeling and the second blow drops her. Ranalus hits with the last of his unarmed blows.

The twinhorn with a blue cloak, takes a step back and fires 2 arrows at Kivuli. Both arrows misses the little wayang.

Likewise, the twinhorn flanked by Noldoli and Kvilui (purple), also drops his bow and draws his battleaxe, swinging it at Kivuli, he misses.

Finally, twinhorn next to Ranalus (green) drops her bow and draws a battleaxe, taking a swing at Ranalus. She also misses.

Slaine closes in and goes for a pistol whip, but misses.

Round 3 Effects Active: Blessing of Fervor
Map

Kellids
Yellow Down -54 dmg
Blue
Green 5 dmg
Purple 27 dmg
Slaine
Anduris 13 dmg

Round 4
Kivuli
Noldoli
Crios
Ranalus

Pathfinders up, other than Slaine

Silver Crusade

Male Gnome (holy tactician, warrior of the holy light) Paladin 8 AC 29 T 14 FF 27| CMD 20 | hp 76| F+13 R+9 W+11 (+2 v ill,fear,despair)| Spd 25| Init +2| Kn(Rel)+6, Perc+2(low-light), SensM +8|

Noldoli takes a swing, with flank bonus and the extra attack from the blessing:

+1 cons. CI longsword: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 261d6 + 8 ⇒ (1) + 8 = 9
+1 cons. CI longsword: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 211d6 + 8 ⇒ (6) + 8 = 14
+1 cons. CI longsword: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 151d6 + 8 ⇒ (4) + 8 = 12

Silver Crusade

Maps and Handout

Noldoli's first attack drops the twinhorn purple

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