[Outpost II] 8-99D Solstice Scar D (Core) (Inactive)

Game Master chadius

Slides


1 to 50 of 482 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

1-23 (Thread|Slides)

Please dot in this thread with your character.


1-23 (Thread|Slides)

Solstice Scar version D – The story so far

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

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

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

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

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

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

The wizard wears a tunic that leaves bare his heavily muscled arms. On his back is a massive rune-carved waraxe. In his hand is a flagon of ale.
"Not used to being without my armor. But word is that this team needed a wizard more than a warrior. So a wizard I am today. Though if any enemy think me a soft target, they will think again, by Cayden. I am also a diplomat, should that be needed."

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 58/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

A tall, slender, pale-haired elf slouches silently into the tent. The hilt of a curve blade protrudes over one shoulder, and a cased longbow can be seen over the other shoulder. "Tere di Montefeltro. Scout, and warrior when needed."

The Concordance

Male NG Human (Bonuwat Mwangi) Druid 7 | HP: 59/59 | AC:21 (12 tch, 19 Fl) | CMB: +9 CMD: 21 | F: +8, R: +5, W: +9 (+4 vs fey and plant-targeted effects) | Init: +1 | Perc: +11 SM: +3 | Speed 30 | Wildshape 3/3 | Shirt Reroll: 1/1, Coin 1/1 | Active conditions: GMF 14h, Longstrider 14h

A mwangi man, tailed by a deinonychus enters the room. The dinosaur immediately rushes to Tere and starts sniffing into the elf's pack.

"Alaric Ysande. Shredder and I are front-liners, and I am often going to be in a form not unlike his. If I am, I can still cast a few spells. I've been a team diplomat by necessity, but if any of you are skilled in talking, I'll assist you rather than lead. To be honest, I am better in nature than I am with words."

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 58/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Unsurprised at the dinosaur's attention, Tere smiles. "Yes, Shredder, I have a treat for you. Here you are!" He takes a piece of dried meat out of a belt pouch and offers it. "Hello, Alaric. Good to see you again."

The Concordance

Male NG Human (Bonuwat Mwangi) Druid 7 | HP: 59/59 | AC:21 (12 tch, 19 Fl) | CMB: +9 CMD: 21 | F: +8, R: +5, W: +9 (+4 vs fey and plant-targeted effects) | Init: +1 | Perc: +11 SM: +3 | Speed 30 | Wildshape 3/3 | Shirt Reroll: 1/1, Coin 1/1 | Active conditions: GMF 14h, Longstrider 14h

"Good to see you, too, Tere." replies Alaric. "I heard that Thran will be joining us, again. Let us hope that is true.

"And LT. I hope that he has had a chance to take a nap since we left Jormurdun."

The Concordance

Male NG Human (Bonuwat Mwangi) Druid 7 | HP: 59/59 | AC:21 (12 tch, 19 Fl) | CMB: +9 CMD: 21 | F: +8, R: +5, W: +9 (+4 vs fey and plant-targeted effects) | Init: +1 | Perc: +11 SM: +3 | Speed 30 | Wildshape 3/3 | Shirt Reroll: 1/1, Coin 1/1 | Active conditions: GMF 14h, Longstrider 14h

"Kavor, well met!" says the Bonuwat man, addressing the dwarven wizard. "I am hopeful that you will be able to use our wand of mage armor on Shredder, and possibly myself, at times. It will help our survivability greatly. In turn, I would be honored to activate your wands of curing for you."

Liberty's Edge

Resources:
Rage rounds left 15/22
HP46/77, AC 15/T 9/F 14, Init +1, Perc +9/darkvision, Fort +10, Ref +4, Will +6, CMB +14/22, Speed 40
Active:
raging, power attack, flanking

LT is just a big brute front liner.

"Well met Tere, Alaric, and Shredder. Good to see you all again. Yes Alaric I had a glorious nap time and feel really well rested for this adventure."

Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

**OVERSEER ANNOUNCEMENT**

The long journey south from the slopes of the Tusk Mountains to the edge of Fangwood took several weeks, during which many of the Twinhorns and Pathfinders exchanged ancestral stories and tales of daring adventures to pass the time on the relatively uneventful trek. By the time the Fangwood rises ahead in the brisk morning air, both groups are eager to confront whatever lies ahead.

Medda addresses the crowd gathered before her. “South of here lies a battlefield where the paladin Ivvora risked her life in a daring ploy to help her battalion defeat an undead horde. For her selflessness, Ivvora earned a token of Vildeis’s favor: the dagger she used to deal a terrible blow to Eshimka! For all the crusaders’ heroism, I can sense an undead taint lingered here, and that stretch of the Fangwood has expanded in the centuries since to absorb it. It is now our turn to earn Vildeis’s blessing, risking ourselves to end this threat so that in turn we might slay Eshimka once and for all.

“The terrain favors small groups over larger formations, so we shall divide into smaller groups to navigate the forest and identify the corruption’s heart. May Ivvora’s example guide us to victory!” With that, Medda and her phantom Anok turn and enter the Fangwood, followed by Pathfinder and Twinhorn teams that fan out behind her.

GMs, you may begin Part 5.

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

A tired looking half-orc wearing still stained armor and muddy boots but now covered in a nice clean warm cloak greets the others with a nod

"Alaric, Shredder, Tere. Good to see you all again. And some new faces"

Grand Lodge

Male Half-Elf Druid 7 (HP 59/59) (AC 26/11/25) (CMD 20) (Fort +6, Ref +3, Will +8) (Init +3) (Perception +18)

A half-elf with wild hair, and a long, scraggy beard, cowled in the hide of a recently-butchered adolescent owlbear, nods.

"Hopefully, this will be the last time that we will be called upon to deal with Eshimka's foulness!"

He then frowns.

"I will need someone to help me into my armor, after I change..."

Radagast then shifts into the form of a velociraptor, and starts nosing a suit of white dragonhide full plate barding, meaningfully.


1-23 (Thread|Slides)

It is difficult to tell how much time has passed through the smothering canopy as Medda addresses the regrouped Pathfinder and Twinhorn forces. “The ancient battlefield is just beyond those trees. There, Ivvora and her comrades scattered an undead army, but the necromantic taint never left this land. Instead, the plants and animals have gradually absorbed the evil, encouraged by someone calling herself Mother Bloodleaf.

“We must strike as one, simultaneously attacking the corruption’s heart as well as the seedpods spread out around the swamp. Their destruction will unleash harmful energies, so we of the Twinhorn following shall head toward the center to ritually disperse that energy to keep it from festering anew! Each team should follow its Twinhorn mystic to an intended target, and from there, three blasts of a horn shall signal our attack. May Vildeis bless us as she did Ivvora before us!”

Medda, the Twinhorns, and the Pathfinders spread out and make their way through the woods to their striking positions.


1-23 (Thread|Slides)

Brambles grow wild throughout the edge of the wood where a thick canopy of trees begins to filter out sunlight, turning day into night. The overgrown plant life forbids easy access deeper into the forest and fills the air with the sickly-sweet smell of decay.

Make an DC 24 skill check in one of these skills: Acrobatics, Climb, Handle Animal, Knowledge (nature), or Survival. If you have the woodland stride class feature (or a similar ability), you receive a +4 bonus on any of these checks.

Alternatively, you can attempt a DC 20 wild empathy check, and if you have the woodland stride class feature (or a similar ability), you receive a +4 bonus on any of these checks.

If the check fails, you must succeed at a DC 15 Reflex save or a DC 17 Fortitude save. If you fail, you are sickened for the next encounter.

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

"I can help you with your armor."
Kavor Doan begins buckling on the full plate barding.

Does he have feathers in velociraptor form? And does Shredder have feathers too?

"And Alaric, I am happy to use your wand on you. Let me know when is the right time. May I also use a charge on myself if needed? I don't do much with Conjuration magic, but it has its uses on occasion."
---
Kavor Doan tries finding a path through the brambles, but the revolting smells leave him sickened.
The druids make this look easy.
Knowledge (Nature): 1d20 + 7 ⇒ (8) + 7 = 15
Fortitude: 1d20 + 8 ⇒ (3) + 8 = 11

The Concordance

Male NG Human (Bonuwat Mwangi) Druid 7 | HP: 59/59 | AC:21 (12 tch, 19 Fl) | CMB: +9 CMD: 21 | F: +8, R: +5, W: +9 (+4 vs fey and plant-targeted effects) | Init: +1 | Perc: +11 SM: +3 | Speed 30 | Wildshape 3/3 | Shirt Reroll: 1/1, Coin 1/1 | Active conditions: GMF 14h, Longstrider 14h

Shredder does have feathers
"Kavor, you are welcome to use a charge, if needed. We should probably do that as we enter these woods. At least for Shredder."

survival, woodland stride: 1d20 + 12 + 4 ⇒ (17) + 12 + 4 = 33


Male N deinonychus (medium animal) | HP: 51/51 | AC: 25 (14 tch, 121 Fl, Incorp 18) | CMB: +8 CMD: 22 | F: +9, R: +8 (evasion), W: +3 | Init: +3 | Perc: +5 (lowlight, scent) SM: +1 | Speed 60 | Active conditions: GMF, Mage Armor

Assuming Shredder also needs to make the rolls
Shredder acrobatics DC24: 1d20 + 8 ⇒ (6) + 8 = 14
Shredder Reflex DC15: 1d20 + 8 ⇒ (15) + 8 = 23

Although Shredder's curiosity keeps him from staying completely on the path, he is able to keep himself out of any dangerous brambles.

Liberty's Edge

Resources:
Rage rounds left 15/22
HP46/77, AC 15/T 9/F 14, Init +1, Perc +9/darkvision, Fort +10, Ref +4, Will +6, CMB +14/22, Speed 40
Active:
raging, power attack, flanking

"Someone should have cleared a path here first, this is a mess to climb through."

Climb: 1d20 + 10 ⇒ (20) + 10 = 30

"Although I think I can make it, does anyone else need any help through this mess."

Grand Lodge

Male Half-Elf Druid 7 (HP 59/59) (AC 26/11/25) (CMD 20) (Fort +6, Ref +3, Will +8) (Init +3) (Perception +18)

Knowledge(Nature): 1d20 + 11 + 4 ⇒ (2) + 11 + 4 = 17.
Fort: 1d20 + 6 ⇒ (13) + 6 = 19.

Radagast stoically ignores the effects of the brambles.

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 58/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Acrobatics check: 1d20 + 12 ⇒ (19) + 12 = 31

The elf moves like a shadow among the brambles, without so much as a snag of his cloak.

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

Acrobatics: 1d20 + 4 ⇒ (9) + 4 = 13
Reflex: 1d20 + 5 ⇒ (10) + 5 = 15

Thran tries to weave through the vines but gets tripped up and almost falls face first into a huge patch of thorns just able to avoid getting a nose full of pricklies at the very last second.

After getting back up on his feet and rubbing the dirt of his pants
"I'm starting to dislike being back in this place..again"


1-23 (Thread|Slides)

Radagast, can you post your character information in the discussion thread?

You push your way through the brambles. Kavor seems to have a nasty rash as he emerges from the woods that tires him a bit.

The forest floor is blanketed with eerie dark flowers that paint the otherwise lightless woods with their purple incandescence. Disorienting paths cut through the trees, forward-facing paths seem to lead back to where they started, and retracing one’s steps leads to unfamiliar terrain. Glowing eyes glare hungrily from within the impenetrable thickets where the vines slowly curl around anyone who gets too close.

Survival or Perception checks, whichever is better:

Kavor: 1d20 + 6 ⇒ (13) + 6 = 19
Tere: 1d20 + 11 ⇒ (4) + 11 = 15
Alaric: 1d20 + 12 ⇒ (2) + 12 = 14
Shredder: 1d20 + 5 ⇒ (20) + 5 = 25
Thran: 1d20 + 4 ⇒ (20) + 4 = 24
LT: 1d20 + 9 ⇒ (2) + 9 = 11
Radagast: 1d20 + 17 ⇒ (20) + 17 = 37
3 of you beat the DC 24 check.

Two large creatures emerge from the forest, their eyes glow a faint purple. The dark flowers found throughout the forest grow all over their body. The plants lash out at you as they turn feral.

DC 21 K Arcana check:
The magical beasts are known as Hodags. Their spiked tails can be used to Toss their foes at least 10 feet away if they hit.

If you need to escape, you can flee through the edges of the map.

Crossing a thickets cost 4 squares of movement (or 6 diagonally.)

If you stop your turn within 5 feet of the thickets, make a DC 15 Reflex Save or you are entangled. This is a plant-based hazard, so Resist Nature’s Lure will help. You can spend a move action to make a DC 15 Escape Artist or DC 13 Strength check. You can also deal 6 slashing damage to snap the vines.

We'll start combat in a bit, when I have more time.


1-23 (Thread|Slides)

Initiative:

Kavor: 1d20 + 2 ⇒ (18) + 2 = 20
Tere: 1d20 + 4 ⇒ (11) + 4 = 15
Alaric: 1d20 + 1 ⇒ (9) + 1 = 10
Shredder: 1d20 + 4 ⇒ (20) + 4 = 24
LT: 1d20 + 1 ⇒ (9) + 1 = 10
Radagast: 1d20 + 3 ⇒ (11) + 3 = 14
Thran: 1d20 + 2 ⇒ (2) + 2 = 4
Enemy: 1d20 + 2 ⇒ (11) + 2 = 13

Round 1
Shredder
Kavor
Tere
Enemy
Radagast
Alaric
LT
Thran

Shredder, Kavor and Tere notice the enemies approach and move quickly.

Combat Map

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

Knowledge (Arcana), Sickened: 1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 15

Kavor Doan casts Haste. He can affect 6 targets, so he'll affect everybody except himself. While he hates taking a backseat in a fight, he is sickened and unarmored.


Male N deinonychus (medium animal) | HP: 51/51 | AC: 25 (14 tch, 121 Fl, Incorp 18) | CMB: +8 CMD: 22 | F: +9, R: +8 (evasion), W: +3 | Init: +3 | Perc: +5 (lowlight, scent) SM: +1 | Speed 60 | Active conditions: GMF, Mage Armor

As Shredder has not yet received a command to attack, he remains on his standing command to defend Alaric, though his eyes dart between Alaric and the beasts.

Shredder delays for Alaric's command

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 58/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Tere suddenly finds himself moving much more quickly. He advances towards the red creature and looses a cold iron arrow at it!

Arrow to red, vs. flatfooted AC, including haste: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
Arrow damage, if applicable, including sneak attack: 1d8 + 2 + 2d6 ⇒ (2) + 2 + (3, 4) = 11

Note that Tere has the bleeding attack rogue talent, so if he does sneak attack damage a susceptible target will have 2 points of bleed damage.


1-23 (Thread|Slides)

Tere's arrow finds its mark and penetrates the beast's hide before it can defend itself. The wound bleeds profusely, yet it doesn't seem to care. It charges up to Tere and tries to bite him.

Bite, Charge: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32
Damage: 1d8 + 4 ⇒ (7) + 4 = 11
CMB: 1d20 + 13 ⇒ (4) + 13 = 17

The teeth sink deep into Tere's skin. He feels the creature trying to lift and hurl him across the canopy, but he holds his ground.

Tere's Reflex vs DC 15: 1d20 + 9 ⇒ (5) + 9 = 14
The vines from the nearby shrugs reach out to grab Tere, and he finds himself soon entangled. The beast in front of him makes no reaction, except it prepares to attack again.


1-23 (Thread|Slides)

You hear another similar roar around the corner, as a second beast rounds the corner. The forest seems to come to life as flora and fauna repel your approach.

Round 1
Enemy (Red solid 13 damage, bleed 2)
Radagast
Alaric and Shredder
LT
Thran

Round 2
Kavor
Tere (Entangled)

Combat Map

Crossing a thickets cost 4 squares of movement (or 6 diagonally.)

If you stop your turn within 5 feet of the thickets, make a DC 15 Reflex Save or you are entangled. This is a plant-based hazard, so Resist Nature’s Lure will help. You can spend a move action to make a DC 15 Escape Artist or DC 13 Strength check. You can also deal 6 slashing damage to snap the vines.

The Concordance

Male NG Human (Bonuwat Mwangi) Druid 7 | HP: 59/59 | AC:21 (12 tch, 19 Fl) | CMB: +9 CMD: 21 | F: +8, R: +5, W: +9 (+4 vs fey and plant-targeted effects) | Init: +1 | Perc: +11 SM: +3 | Speed 30 | Wildshape 3/3 | Shirt Reroll: 1/1, Coin 1/1 | Active conditions: GMF 14h, Longstrider 14h

Alaric moves in, drawing his scimitar as he does. He calls out, "Shredder, attack!" while pointing at the nearest creature. "This thing is not natural!"

Alaric provokes if it has reach!
+1 scimitar, PA, haste: 1d20 + 8 + 1 - 1 ⇒ (16) + 8 + 1 - 1 = 24 slashing, magic, PA: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11

"We have this one, LT! Help out Tere!"


Male N deinonychus (medium animal) | HP: 51/51 | AC: 25 (14 tch, 121 Fl, Incorp 18) | CMB: +8 CMD: 22 | F: +9, R: +8 (evasion), W: +3 | Init: +3 | Perc: +5 (lowlight, scent) SM: +1 | Speed 60 | Active conditions: GMF, Mage Armor

Shredder moves in to attack, now that his master has given the command!

talon, haste, PA, GMF: 1d20 + 9 + 1 - 1 + 1 ⇒ (3) + 9 + 1 - 1 + 1 = 13 GMF talon. PA: 1d6 + 1 + 2 + 1 ⇒ (4) + 1 + 2 + 1 = 8

Gets way better next round!

Liberty's Edge

Resources:
Rage rounds left 15/22
HP46/77, AC 15/T 9/F 14, Init +1, Perc +9/darkvision, Fort +10, Ref +4, Will +6, CMB +14/22, Speed 40
Active:
raging, power attack, flanking

Moving up to help Tere. Raging, Power Attack.

attack details:
Using +1 Adamantine Greatsword (19-20/x2), Power Attack, Rage

melee: 1d20 + 13 ⇒ (9) + 13 = 22 damage: 2d6 + 17 ⇒ (5, 6) + 17 = 28

Reflex Save: 1d20 + 5 ⇒ (4) + 5 = 9 Blasted plants everywhere.

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

Haste also gives +1 to Reflex saves, which should be just enough for Tere to avoid being entangled, but cannot help LT.


1-23 (Thread|Slides)

Whoops, I forgot about Haste. That +1 will save Tere from entanglement.

Shredder's claws catch nothing but air. It distracts the creature's gaze long enough for Alaric to approach. The creature reaches forward and tries to bite Alaric. It also bites nothing than air, giving Alaric a chance to slice into its head.

Bite AoO: 1d20 + 11 ⇒ (1) + 11 = 12
Damage: 1d8 + 4 ⇒ (2) + 4 = 6

LT channels primal rage into himself and runs up to help Tere, risking a bite from the creature as it reaches towards him. It bites into his side, but he hits the thing twice as hard.

Bite AoO: 1d20 + 11 ⇒ (7) + 11 = 18
Damage: 1d8 + 4 ⇒ (8) + 4 = 12

Round 1 (Haste)
Enemy (Red solid 41 damage, bleed 2, Purple 11 damage)
Radagast
Alaric and Shredder
LT (12 damage, Entangled, Raging)
Thran

Round 2
Kavor
Tere

Combat Map

Crossing a thickets cost 4 squares of movement (or 6 diagonally.)

If you stop your turn within 5 feet of the thickets, make a DC 15 Reflex Save or you are entangled. This is a plant-based hazard, so Resist Nature’s Lure will help. You can spend a move action to make a DC 15 Escape Artist or DC 13 Strength check. You can also deal 6 slashing damage to snap the vines.

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

Kavor Doan moves towards LT and uses Total Defense.
I don't feel a need to use a spell every round if the fight seems in hand - we don't know how long a day we're going to have.

Grand Lodge

Male Half-Elf Druid 7 (HP 59/59) (AC 26/11/25) (CMD 20) (Fort +6, Ref +3, Will +8) (Init +3) (Perception +18)

Radagast adjusts across, and starts swinging.

Talon: 1d20 + 9 ⇒ (19) + 9 = 28, for 1d8 + 10 ⇒ (2) + 10 = 12 damage.
Talon: 1d20 + 9 ⇒ (18) + 9 = 27, for 1d8 + 10 ⇒ (1) + 10 = 11 damage.
Talon, Haste: 1d20 + 9 ⇒ (18) + 9 = 27, for 1d8 + 10 ⇒ (5) + 10 = 15 damage.
Bite: 1d20 + 9 ⇒ (17) + 9 = 26, for 1d6 + 10 ⇒ (5) + 10 = 15 damage.
Foreclaw: 1d20 + 4 ⇒ (3) + 4 = 7, for 1d4 + 5 ⇒ (1) + 5 = 6 damage.

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

Thran starts up a inspirational battle humm which sounds a lot like
"Kill, kill, kill those guys who ain't us!"

Standard to start inspire courage for a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls


1-23 (Thread|Slides)

Radagast moves in with tooth and maw, hitting 4 times. Once he's done the creature is nothing more than a heap of dead flesh.

Round 2 (Haste, Inspire Courage +1)
Kavor (Total Defense)
Tere

Round 3 (Haste, Inspire Courage +1)
Enemy (Red solid 41 damage, bleed 2)
Radagast
Alaric and Shredder
LT (12 damage, Entangled, Raging)
Thran (Inspiring)

Combat Map

Crossing a thickets cost 4 squares of movement (or 6 diagonally.)

If you stop your turn within 5 feet of the thickets, make a DC 15 Reflex Save or you are entangled. This is a plant-based hazard, so Resist Nature’s Lure will help. You can spend a move action to make a DC 15 Escape Artist or DC 13 Strength check. You can also deal 6 slashing damage to snap the vines.

Tere realizes he was hasted just in time to avoid the brambles. What does he do now?

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 58/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Unable to move around the creature to flank it, Tere drops his bow and draws his sword, cutting at the enemy.

Don't forget the bleed damage.

Curve blade attack, including inspire: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
Damage, if applicable, including inspire: 1d10 + 4 + 1 ⇒ (3) + 4 + 1 = 8


1-23 (Thread|Slides)

Tere slices the beast once more, yet it doesn't even react to the pain. With two targets, it lashes blindly with tooth, claw, and tail.

Even is LT: 1d2 ⇒ 1
Bite: 1d20 + 11 ⇒ (6) + 11 = 17
Damage: 1d8 + 4 ⇒ (3) + 4 = 7

Even is LT: 1d2 ⇒ 2
Claw: 1d20 + 11 ⇒ (20) + 11 = 31
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Crit Confirm?: 1d20 + 11 ⇒ (13) + 11 = 24
Crit Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Even is LT: 1d2 ⇒ 1
Claw: 1d20 + 11 ⇒ (5) + 11 = 16
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Even is LT: 1d2 ⇒ 2
Tail Slap: 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 1d4 + 4 ⇒ (2) + 4 = 6

The beast's claws tear into Tere while it takes advantage of LT's entanglement.


1-23 (Thread|Slides)

Round 3 (Haste, Inspire Courage +1)
Enemy (Red solid 51 damage, bleed 2)
Radagast
Alaric and Shredder
LT (27 damage, Entangled, Raging)
Thran (Inspiring)

Round 4 (Haste, Inspire Courage +1)
Kavor (Total Defense)
Tere (26 damage)

Combat Map

Crossing a thickets cost 4 squares of movement (or 6 diagonally.)

If you stop your turn within 5 feet of the thickets, make a DC 15 Reflex Save or you are entangled. This is a plant-based hazard, so Resist Nature’s Lure will help. You can spend a move action to make a DC 15 Escape Artist or DC 13 Strength check. You can also deal 6 slashing damage to snap the vines.

Liberty's Edge

Resources:
Rage rounds left 15/22
HP46/77, AC 15/T 9/F 14, Init +1, Perc +9/darkvision, Fort +10, Ref +4, Will +6, CMB +14/22, Speed 40
Active:
raging, power attack, flanking

It looks like I should be -38 HP

Full attack the blasted plants.

attack details:
Using +1 Adamantine Greatsword (19-20/x2), Power Attack, Rage

melee: 1d20 + 12 ⇒ (20) + 12 = 32 damage: 2d6 + 18 ⇒ (2, 6) + 18 = 26
melee: 1d20 + 7 ⇒ (6) + 7 = 13 damage: 2d6 + 18 ⇒ (1, 4) + 18 = 23
melee: 1d20 + 12 ⇒ (13) + 12 = 25 damage: 2d6 + 18 ⇒ (3, 2) + 18 = 23 Haste

melee crit confirm?: 1d20 + 12 ⇒ (6) + 12 = 18 damage: 2d6 + 18 ⇒ (3, 4) + 18 = 25

If it happens to die before I run out of hits, I'd redirect one of my hits to the plants entangling me.

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 58/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

It looks like it should have missed Tere both times--his AC is 20, and the two attack rolls on him were a 17 and a 16.


1-23 (Thread|Slides)

Whoops, I wrote one targeting system and followed the other. You are correct, LT is at 38 damage, and Tere is unharmed.

LT kills the thing dead and then hacks his way free.

Combat Over

The forest seems to calm down as the rage of battle ends. You take a moment to recover from your wounds before pressing on.

Pause for healing.

Liberty's Edge

Resources:
Rage rounds left 15/22
HP46/77, AC 15/T 9/F 14, Init +1, Perc +9/darkvision, Fort +10, Ref +4, Will +6, CMB +14/22, Speed 40
Active:
raging, power attack, flanking

Having one of the nice casters use my wand on me.

Wand of Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6 (used 19/50 charges)
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9 (used 20/50 charges)
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6 (used 21/50 charges)
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7 (used 22/50 charges)
Wand of Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9 (used 23/50 charges)

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

Thran grins as he see's his party members just slaughter the beasts that had the audacity to try to attack us.

"Well done, does anyone need some magical healing?" he asks as he pulls out a wand of cure light wounds


1-23 (Thread|Slides)

With LT's wounds close, you move deeper into the forest.

The forest opens to a small clearing that is free of the dark flowers that seem to permeate the rest of the landscape. A ring of tall grey trees circles the clearing, their branches reaching toward each other to form a ceiling of black leaves. A chorus of whispering voices echoes within the clearing as countless faces form out of tree bark only to meld back in, flowing from tree to tree. Three of the faces remain in place and speak out in unison. “Who wanders these forlorn paths? Do you seek to join us? Join us!”

You notice how many faces are here, and how little they pay attention to you. Your time is limited, and each of you only have enough time to Observe and Present a case to one face.
Each PC must choose a single Face to communicate with. Make a Sense Motive check to observe the face’s likes and dislikes, and then make any skill check you think is applicable.


1-23 (Thread|Slides)

You can look at slide 1 to see their faces.

Top Face
”What are you doing here!” The mouth screams. ”Keep talking and I’ll steal your soul!”
Make a Sense Motive check.

DC 20:
This face dislikes intimidation or a show of strength.

DC 24:
It puts on a brave face, but really it’s trying to protect the other spirits. Use emotional and reassuring tactics to protect the spirits.

Right Face
”I don’t mean to bark, but I decided to grow my roots and plant myself here!” The face laughs. ”Don’t leaf just yet, stay a while and get in the grove!”
Make a Sense Motive check.

DC 20:
Avoid trying to appeal to its emotions or garner empathy.

DC 24:
Despite its carefree nature, this face is actually worried about the spirits and any other victims who may get caught. Try to use reason and logic to convince the face that helping the Pathfinders will help the forest as a whole.

Left Face
”I understand you wish to change things, but what’s done is done.” Its gaze remains stoic. ”Be at peace.”
Make a Sense Motive check.

DC 20:
Do not use reason and logic to appeal to it.

DC 24:
Beneath the calm demeanor, this face seethes with rage towards the blight and Mother Bloodleaf. Demonstrate your power and describe how you will eliminate the blight and make Mother Bloodleaf pay!

Liberty's Edge

Resources:
Rage rounds left 15/22
HP46/77, AC 15/T 9/F 14, Init +1, Perc +9/darkvision, Fort +10, Ref +4, Will +6, CMB +14/22, Speed 40
Active:
raging, power attack, flanking

Letting out a belly laugh at the Right face.
Sense Motive: 1d20 ⇒ 16

"You're kind of funny, I like yew.

I let out a laugh at my own joke.

Grand Lodge

Male Half-Elf Druid 7 (HP 59/59) (AC 26/11/25) (CMD 20) (Fort +6, Ref +3, Will +8) (Init +3) (Perception +18)

Sense Motive: 1d20 + 3 ⇒ (13) + 3 = 16.

Radagast just can't get a read on any of the faces.

But given that A) I can't speak right now, and B) my 'face' skills are terrible, I'll just stay quiet :-P

Grand Lodge

Half-Orc Bard 5 (hp; 15/38 | AC: 12 | T: 10 | FF: 12 | Fort: +3 | Ref: +5 | Will: +5 | Init: +2 | Perception: +3 | Darkvision 60ft.) Perform 14/19

Sense motive: 1d20 + 10 ⇒ (20) + 10 = 30
Sense motive: 1d20 + 10 ⇒ (12) + 10 = 22
Sense motive: 1d20 + 10 ⇒ (2) + 10 = 12

1 to 50 of 482 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [Outpost II] 8-99D Solstice Scar D (Core) All Messageboards

Want to post a reply? Sign in.