GM supervillan's #6-21 Tapestry's Toil [Outpost II] (Inactive)

Game Master supervillan

The Hao Jin Tapestry and the Sky Key! Oh My!

High tier, 4 player adjustment

Maps & Slides


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The Waking Rune

The treasure is a pile of gold and silver coins, jewels, bangles, and the like, resting on the bottom of the pool, a depth of around fifteen feet.

The stones in the midst of the pool might offer a way across, but look very slippery, being covered in spray constantly.

The water is fast moving, dropping over a small rapid the waterfall section in the middle of the map and running into a river. This is distinct from the large waterfall feeding the pool from higher up the mountain.

gm screen:
?: 4d20 ⇒ (3, 2, 20, 6) = 31

Flyn and Zaarah notice several spots in the pool where the earth seems to have been disturbed, although there is nothing there now. Marked these spots on the map with x's.

Grand Lodge

Female Kitsune Bard 4 /Gunslinger 1[ HP 32/32 (0 LN) | AC 18, Tch 13, FF 15 | Fort +4 Ref +9 Will +5 | CMD 14 | Init +5 | Perc +6 | Effects: none ]
tracked:
Bardic Performance 11/11, Dancing lights 3/3 1st:4/4 2nd:2/2 Wand:clw 17/50

at work and on mobile so short post and cant move token.

Gazing across the rapids Lynn tried to judge the gap of the rocks and the thought of jumping across.
"Does anyone happen to have a grapple, i've got a coil of about 50ft of rope, though i'm certain we'll need more. But we could use it as a tether to assist us in crossing... or perhaps that wand from earlier may have some sort of waterwalking spell?

She produced the said coil of rope.

Liberty's Edge

HalfOrc UC Rogue 5 Fighter 2 Brawler 1| HP:68/68 |AC:22 (24)[ T:17 FF:16 (18)| CMB:11 CMD:21 | Saves F:+10 R:+13 W:+3 | Init:+8 | Per:+13 (+2 hidden objects/+4 traps)

I am prepared for this!

"I have a potion that will allow me to swim underwater. And an extra 50ft of rope. If we wish it, I could scout and swim across and tie down the rope on the other side so that you may slide yourselves across."

Silver Crusade

“I also have rope and could fly across to the other side to secure it.”

“Lynn, if the group agrees to accept the risk, I am prepared to attempt the wand. I calculate the probability of a detrimental event occurring at approximately 15%.”

Antonella takes a closer look at the treasure from the bank and shakes her head. “A trap for those inclined to avarice if ever I’ve seen one.”

“Flyn, you mentioned Aspis as possible culprits for the damage at Grodel’s village. It follows that if we were hunting a component of the Sky Key, they would attempt to beat us to it.”

The paladin then looks to the disturbed spots in the water and thinks. “Could someone have fallen from the stepping stones into the water and made those marks? And the treasure remains in place. Hmm.”

“I have spoken enough for now. I would hear the thoughts of others.”

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Flyn nods to Lynn, Kelemur, and Antonella. "Good ideas all; seems as if we all had the same thought. I had figured on leaping from rock to rock to cross over and then shoot a rope back to here...and I think we'll need two ropes tied together in order for the rope to span from bank-to-bank no matter how we decide to do it..."

The Elf then shakes his head. "I agree, Antonella; the lure of gold in the pool and the disturbed ground there that Zaarah noticed still makes me sense something's not right here. We'll be exposed when we cross and an ambush at that time will hit us when we're weakest...and if there are Aspis here, they are cunning..."

He ponders while looking at the pool, then says, "Before we start to cross, let me fire an arrow at one of those 'spots' and see if it triggers something...or makes someone flinch. If nothing happens, we'll enact one of the plans and I'll cover whomever crosses with my bow..."

Flyn fires a cold iron arrow at the disturbed spot NW of the gold pile...and then awaits to see if it draws a response...

To Hit: Dex+Base, Magic, Weapon Focus, Lesser Bracers of Archery, PBS, Precise Shot, Point Blank Master, Deadly Aim, Improved Precise Shot

Damage: Strength, Magic, PBS, Deadly Aim

Magic Composite Longbow: 1d20 + 14 + 2 + 1 + 1 + 1 - 3 ⇒ (16) + 14 + 2 + 1 + 1 + 1 - 3 = 32
Magic/Cold Iron: 1d8 + 2 + 2 + 1 + 6 ⇒ (3) + 2 + 2 + 1 + 6 = 14


The Waking Rune

Flyn's arrow hits the water, and is carried away in the current. Nothing untoward happens.

Remember that a completely submerged target has total cover against any attack from land. so Flyn's arrow hits the water but can't get anywhere close to the disturbed ground 15 feet below the surface.

Silver Crusade

The monk stains her judogi with alchemical grease, while arrows hit the water. “That was well worth a try, Flyn.”

Zaarah wrote:
The grappling hook idea is good. Let’s try that but I have super low strength so Flyn could throw and someone else needs to pull.

“Another fine idea, Zaarah.”

Antonella hands over her grappling hook to Flyn and then follows the Arrow Adept’s lead by attempting to hurl the largest rocks she can manage into the area around the disturbed ground and treasure, hoping to flush out any hidden danger.

She spends around fifteen minutes doing this, looking over periodically to observe the team’s progress.

take 10 perception, did the rocks disturb anything in the water? : 10 + 7 = 17

Liberty's Edge

HalfOrc UC Rogue 5 Fighter 2 Brawler 1| HP:68/68 |AC:22 (24)[ T:17 FF:16 (18)| CMB:11 CMD:21 | Saves F:+10 R:+13 W:+3 | Init:+8 | Per:+13 (+2 hidden objects/+4 traps)

Kelumur soaks his edible sponge with his potion of touch of the sea as a precaution.

"Perhaps flying to secure is a better choice than none. If it is truly an ambush, we would seem to have no other choice than to thread through these waters carefully if we all cannot fly."

I say Antonella fly across secure the rope and everyone hope in the water to get across! Weapons at the ready and what not!


The Waking Rune

Perhaps it is Antonella's rock throwing, perhaps something else. But after a minute or two of her activity the treasure disappears before your eyes, and from the bottom of the pool, at each point where Zaarah or Flyn had noted disturbed earth (and one more spot besides), a creature rises up from a shallow grave.

The pool bursts over the river bank, plunging you all underwater in an instant.

Spellcraft DC21:
A Control Water spell or spell-like ability was used, originating from the spot where the treasure disappeared.

knowledge (religion) DC14:
The risen corpses are Draugr Captains - a form of undead that is created when a humanoid creature drowns in a region of increased necromantic energy. They are undead with the Water subtype.

DC19:
Draugr captains can drain life energy with their physical attacks, even channeling this ability through manufactured weapons.

DC24:
Draugr captains are resistant to piercing weapons and to fire.

DC29:
Draugr captains can conjure a sorcerous mist (Obscuring Mist SLA).

Flyn was essentially correct, but nothing you'd done was sufficient to trigger the encounter until now.

gm screen:

Lynn: 1d20 + 5 ⇒ (3) + 5 = 8
Antonella: 1d20 + 2 ⇒ (1) + 2 = 3
Zaarah: 1d20 + 6 ⇒ (5) + 6 = 11
Flyn: 1d20 + 6 ⇒ (4) + 6 = 10
Kelumur: 1d20 + 8 ⇒ (6) + 8 = 14
Martha: 1d20 + 5 ⇒ (7) + 5 = 12
DC: 1d20 + 3 ⇒ (17) + 3 = 20
not-treasure: 1d20 + 7 ⇒ (9) + 7 = 16

Combat round 1

Watery corpses
Not-treasure
Kelumur
Martha
Zaarah
Flyn
Lynn
Antonella

The watery corpses make straight for you, swimming rapidly through the floodwater. Swim speed. Each is clad in rotting leather armour and carries a greataxe.

perception DC15:
Each watery corpse also wears a bronze Aspis badge.

Kelumur and Martha feel a great force of water blast them through the flood.

CMB: 1d20 + 14 ⇒ (13) + 14 = 27

The water blast pushes them both backwards.

spellcraft DC18:
An Hydraulic Torrent SLA or spell was used, originating at the 'target' on the map. There is no visible assailant.

The bold may act!

Active effects: underwater combat you are 15 feet underwater.

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

Spellcraft : 1d20 + 8 ⇒ (18) + 8 = 26

Kn religion : 1d20 + 8 ⇒ (8) + 8 = 16

Perception : 1d20 + 11 ⇒ (12) + 11 = 23

Spellcraft : 1d20 + 8 ⇒ (20) + 8 = 28

I cannot communicate so I cannot share anything.

Zaarah retrieves a potion of touch of sea and drinks it.

She has a swim speed now. Does she still need swim checks then? If yes see below.

Swim, touch of sea : 1d20 + 1 + 8 ⇒ (13) + 1 + 8 = 22

Edit: just noticed that an enemy is in front of Zaarah so retrieving and drinking the potion provokes AoO.

Swift action: Spend one point of Arcane Pool to turn her Black Blade Scimitar +2 into a keen +3 weapon for 10 rounds.

Opportune Parry:

In case Zaarah is attacked she uses 'Opportune Parry' and parries by expending an AoO to parry and spends a panache point (so if the attack roll of tshe opponent is lower than Zaarah's parry then the opponent does not hit and Zaarah could potentially reposte)

Opportune Parry: 1d20 + 13 ⇒ (7) + 13 = 20

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Knowledge (Religion): 1d20 + 5 + 4 ⇒ (18) + 5 + 4 = 27

Flyn moves back 5', yelling out, "Draugr Captains...no piercing weapons and beware their touch!" as he fires blunt arrows at the yellow draugr before him...if he drops it before he's through firing, he'll fire at the next nearest one...

To Hit: Dex+Base, Magic, Weapon Focus, Lesser Bracers of Archery, PBS, Precise Shot, Improved Precise Shot, Rapid Shot, Deadly Aim, Deadeye Bowman, Point Blank Master, Manyshot, Favored Enemy

Damage: Strength, Magic, PBS, Deadly Aim, Clustered Shot, Favored Enemy

Magic Composite Longbow (Manyshot): 1d20 + 14 + 2 + 1 + 1 + 1 - 2 - 3 + 4 ⇒ (13) + 14 + 2 + 1 + 1 + 1 - 2 - 3 + 4 = 31
Magic/Bludgeoning Damage: 1d8 + 2 + 2 + 1 + 6 + 4 ⇒ (1) + 2 + 2 + 1 + 6 + 4 = 16
Magic/Bludgeoning Damage: 1d8 + 2 + 2 + 1 + 6 + 4 ⇒ (2) + 2 + 2 + 1 + 6 + 4 = 17

Magic Composite Longbow (Iterative): 1d20 + 9 + 2 + 1 + 1 + 1 - 2 - 3 + 4 ⇒ (19) + 9 + 2 + 1 + 1 + 1 - 2 - 3 + 4 = 32
Magic/Bludgeoning Damage: 1d8 + 2 + 2 + 1 + 6 + 4 ⇒ (8) + 2 + 2 + 1 + 6 + 4 = 23

Magic Composite Longbow (Rapid Shot): 1d20 + 14 + 2 + 1 + 1 + 1 - 2 - 3 + 4 ⇒ (4) + 14 + 2 + 1 + 1 + 1 - 2 - 3 + 4 = 22
Magic/Bludgeoning Damage: 1d8 + 2 + 2 + 1 + 6 + 4 ⇒ (6) + 2 + 2 + 1 + 6 + 4 = 21

Perception: 1d20 + 20 ⇒ (3) + 20 = 23

Noticing their badges after firing, Flyn spits in disgust, "They were Aspis!"

Liberty's Edge

HalfOrc UC Rogue 5 Fighter 2 Brawler 1| HP:68/68 |AC:22 (24)[ T:17 FF:16 (18)| CMB:11 CMD:21 | Saves F:+10 R:+13 W:+3 | Init:+8 | Per:+13 (+2 hidden objects/+4 traps)

Zaarah, I'm under the impression underwater potion consumption is not practical, that's why potion sponges exist.

"Tsk!" Kelumur quickly digest the potion he was preparing right before the ambush occurred.

Full round action to chew on my potion sponge.

Grand Lodge

Female Human Fighter (two-handed fighter) 8 (HP: 83/83) (AC:21 FF:20 T:12) (Fort: +11 Ref: +6 Will: +5) (Init: +5) (Perc: +0)

Caught without means to restore the efficiency of her moves underwater, Martha simply wades along the ground towards the nearest Draugr and slowly swings her falchion at it. She looks around at her allies, annoyed with herself for not being as prepared for the situation as them.

Falchion - Power Attack (+ Furious Focus) - Underwater: 1d20 + 16 - 2 ⇒ (14) + 16 - 2 = 28, Damage + Power Attack + Overhand Chop: 2d4 + 12 + 6 + 3 ⇒ (1, 1) + 12 + 6 + 3 = 23/2 = 11 damage.

Silver Crusade

Knowledge (religion): 1d20 + 8 ⇒ (7) + 8 = 15
Perception: 1d20 + 7 ⇒ (2) + 7 = 9

Round #1: AC 38 vs green, 34 otherwise (full defense crane wing); CMD 42 vs green, 38 others, +6 vs grapple; hold breath (2/28)

Amazed by the pace of unfurling events, Antonella takes a moment to NOT catch her breath.

With a firm footing beneath her, she raises one leg and spreads her arms like a wading bird, applies an osyluth-like guile to green and assumes a total defense.

swift action crane wing, standard total defense


The Waking Rune

Flyn, did you want to retcon your actions, if you hadn't noticed that you were underwater? It's fine with me if you'd like to.

Zaarah, unfortunately Kelumur is correct, potions can't be drunk underwater and you need a potion sponge to consume one (or some other cunning method of getting a liquid into your gut without spilling it into the surrounding water). Do you wish to change your actions?

Martha goes immediately on the offensive, striking the draugr in the red leather shirt. She finds it difficult to get the usual force behind her chopping blade, but is accurate despite the resistance of the water.

Kelumur consumes a potion via a sponge and transforms into a more fish-like version of himself.

Antonella goes on the defensive like some sort of devilish underwater bird.

If you have a Swim speed, such as is granted by Touch of the Sea, you can always take 10 on your swim checks. The difficulty of the swim checks to move in the section of water 'north' of the rapids is 15. You can also walk along the bottom. Underwater combat link

Combat round 1

Watery corpses (Red -11hp)
Not-treasure
Kelumur (breath -2)
Martha (breath -2)
Zaarah - retcon?
Flyn - retcon?
Lynn
Antonella (breath -2)

The bold may act!

Active effects: underwater

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

I'll retcon but it might take me just a bit...looking at the map, trying to figure out my options...I'm guessing if I swim away the draugr gets an AoO as there's no free 5' move in the water. I should be 5' SE of my current position as I moved before I fired in my faulty turn; I'll be posting by phone till Sunday evening and won't be able to move on the map till then so I'll do my best to describe where I move...

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Flyn will go total defense...

Grand Lodge

Female Kitsune Bard 4 /Gunslinger 1[ HP 32/32 (0 LN) | AC 18, Tch 13, FF 15 | Fort +4 Ref +9 Will +5 | CMD 14 | Init +5 | Perc +6 | Effects: none ]
tracked:
Bardic Performance 11/11, Dancing lights 3/3 1st:4/4 2nd:2/2 Wand:clw 17/50

know:religion: 1d20 + 8 ⇒ (8) + 8 = 16
swim: 1d20 - 1 ⇒ (13) - 1 = 12

Caught mid backstep as the water in the river suddenly churns over the edge in a massive standstill tidal wave Lynn takes a deep breath expecting to get swept away by the obvious magical nature of the event, only to find herself simply floating in place. Rope in hand she quickly pulls herself closer to the bottom of the water and uses the soft dirt and tufts of grass to pull herself across the watery floor towards the tree's. Planting her feet near the base and kicking up about ten feet towards the surface pulling her rapier free as she did so.

She would turn back to the others and give a hand signal, simply pointing up. Although she was born and raised on a ship she was not one for swimming as her lack of deep water skill would show, but she knew what to do when one was in the water and shouldn't be.

assuming we gain the benefits of firm footing since you said we can walk along the bottom? If not then disregard the pulling across the ground and assume she launches herself directly towards the surface.
Standard to hold breath, move to well.. move and pull her weapon free.
Reminder: 2 standard shots wasted(ball retrievable since i didn't fire?) 23 more rounds of life.

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

Retcon of my action. Withdraw as a move action with quarter speed.


The Waking Rune

Lynn makes for the surface. Yes, the ground will give firm footing. Although you failed the swim check, it wasn't a disastrous failure and you don't need to spend a standard to hold your breath, so you can reach the surface by kicking off from the ground.

Zaarah flees the oncoming undead.

Flyn, knowing his bow is little use underwater, defends himself against inevitable attack.

The attack comes... the drowned dead employ noxious, rotting, vermin-infested limbs to crush and break.

red smash vs Martha: 1d20 + 9 ⇒ (12) + 9 = 21damage: 1d10 + 12 ⇒ (7) + 12 = 19
orange smash vs Martha: 1d20 + 9 ⇒ (5) + 9 = 14damage: 1d10 + 12 ⇒ (6) + 12 = 18
yellow smash vs Flyn: 1d20 + 9 ⇒ (4) + 9 = 13damage: 1d10 + 12 ⇒ (8) + 12 = 20
forlorn hope (green) vs Antonella: 1d20 + 9 ⇒ (17) + 9 = 26damage: 1d10 + 12 ⇒ (8) + 12 = 20

Martha takes a hit from one of the draugr, and feels her life energy ebbing.

As Lynn breaks the surface and takes a lungful of air, she hears the most beautiful harp music. Looking for its source, she notices a pale and strikingly handsome man strumming an ethereal instrument. Oh, how wonderful it would be to experience his embrace! Will save please Lynn. This is a sonic, mind-affecting, compulsion so you should have some bard bonuses to apply.

Lynn only may also attempt the following Knowledge check to identify the musician.

know.nature DC16, Lynn only:
The musician is a Fossegrim of unusual potency. Fossegrim are evil fey who live in waterfalls and take great delight in drowning unsuspecting travellers.

DC21:
Fossegrim play unearthly music to lure travellers. Those entranced by the music are compelled to approach the fey, even if they are unable to swim or breathe water. The Fossegrim can then flood their lungs with a kiss!

DC26:
A Fossegrim is transparent in water. This functions like natural invisibility, except that it does not leave a displaced 'void.' A Fossegrim can transform itself into a pile of false treasure and back again at will - this is just a lure, and anyone foolish enough to touch the treasure is affected by the fey's drowning touch as if the fey had kissed her.

DC31:
A Fossegrim is resistant to weapons not made of Cold Iron, like most fey.

Anyone else who crests the surface and sees this creature can also attempt the knowledge check.

Combat round 2

Watery corpses (Red -11hp)
Not-treasure
Kelumur (breath -2)
Martha (breath -2, -19hp, 1 negative level)
Zaarah (breath -1)
Flyn (breath -1)
Lynn (Will save needed)
Antonella (breath -2)

The bold may act!

Active effects: underwater

Liberty's Edge

HalfOrc UC Rogue 5 Fighter 2 Brawler 1| HP:68/68 |AC:22 (24)[ T:17 FF:16 (18)| CMB:11 CMD:21 | Saves F:+10 R:+13 W:+3 | Init:+8 | Per:+13 (+2 hidden objects/+4 traps)

KElumur moves somewhat gracefully underwater thanks to the effects of the potion. Taking a relatively safe route, Kelumur spins his hands in a way that creates bubbling vortex in hopes to blind the undead nearby giving his teammates some breathing space.

5ft step (swim), Dirty Trick vs Red, Move to draw +1 ghost touch silver dagger

Improved Greater Dirty Trick (Blind) vs CMD: 1d20 + 16 ⇒ (15) + 16 = 31

Grand Lodge

Female Kitsune Bard 4 /Gunslinger 1[ HP 32/32 (0 LN) | AC 18, Tch 13, FF 15 | Fort +4 Ref +9 Will +5 | CMD 14 | Init +5 | Perc +6 | Effects: none ]
tracked:
Bardic Performance 11/11, Dancing lights 3/3 1st:4/4 2nd:2/2 Wand:clw 17/50

will: 1d20 + 5 + 4 ⇒ (19) + 5 + 4 = 28
know:nature: 1d20 + 8 ⇒ (13) + 8 = 21
cant move my token, so i'll do that once i get home, yay overtime.... just wanted to get my rolls out of the way while i had a quick minute.


The Waking Rune

Kelumur temporarily blinds a draugr, whilst Lynn resists the charms of the fey.

Combat round 2

Watery corpses (Red -11hp; blind)
Not-treasure
Kelumur (breath -4)
Martha (breath -2, -19hp, 1 negative level)
Zaarah (breath -1)
Flyn (breath -1)
Lynn (surfaced)
Antonella (breath -2)

The bold may act!

Active effects: underwater

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

Sorry, but can we 5 step in the water or not?


The Waking Rune
Zaarah Katsu wrote:
Sorry, but can we 5 step in the water or not?

Only if you have a swim speed, or have firm footing and are walking along the bottom (which requires you to be carrying at least 16 pounds of gear if you are medium sized, to weigh you down sufficiently).

Silver Crusade

Round #2: AC 35 vs green, 35 vs yellow, 31 otherwise (crane wing, smite evil, osyluth guile); hold breath (4/28)

With 17lb of additional gear weighing her down Antonella declares a holy smite on Yellow and takes a 5’ step to engage the undead. (swift)

Keeping her peripheral vision on Green, she maintains her guileful dodge against her original opponent.

flurry defensively + smite evil - underwater on Yellow: 1d20 + 17 - 2 + 4 - 2 ⇒ (9) + 17 - 2 + 4 - 2 = 26
magic bludgeoning damage + smite + deliquescent gloves: 1d8 + 4 + 9 ⇒ (7) + 4 + 9 = 20 smite damage overcomes all DR + acid: 1d6 ⇒ 2

First successful hit against undead, does an extra 9 hp damage. Halving bludgeoning damage, I make 16 dmg for this hit.

flurry defensively + smite evil - underwater on Yellow: 1d20 + 17 - 2 + 4 - 2 ⇒ (8) + 17 - 2 + 4 - 2 = 25
magic bludgeoning damage + smite + deliquescent gloves: 1d8 + 4 + 9 ⇒ (8) + 4 + 9 = 21 smite damage overcomes all DR + acid: 1d6 ⇒ 5

Halving bludgeoning damage, I make 15 dmg for this hit.

flurry defensively + smite evil - underwater on Yellow: 1d20 + 12 - 2 + 4 - 2 ⇒ (4) + 12 - 2 + 4 - 2 = 16
magic bludgeoning damage + smite + deliquescent gloves: 1d8 + 4 + 9 ⇒ (4) + 4 + 9 = 17 smite damage overcomes all DR + acid: 1d6 ⇒ 1

If it hits! Halving bludgeoning damage, I make 9 dmg for this one.

Burn 1 ki for an extra attack as a swift action My bad, she has already taken a swift action this round :(

flurry defensively + smite evil - underwater on Yellow: 1d20 + 17 - 2 + 4 - 2 ⇒ (1) + 17 - 2 + 4 - 2 = 18
magic bludgeoning damage + smite + deliquescent gloves: 1d8 + 4 + 9 ⇒ (8) + 4 + 9 = 21 smite damage overcomes all DR + acid: 1d6 ⇒ 2

If Yellow drops she switches to Green, though smite evil does not apply. (let me know which is which, GM and I can recalculate for you)

GM SV, does Martha get a saving throw to avoid the energy drain, like one gets against the stench ability of a standard draugr or a wight?

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Has something happened to the map? I could view it earlier but now I can't...

Grand Lodge

Female Kitsune Bard 4 /Gunslinger 1[ HP 32/32 (0 LN) | AC 18, Tch 13, FF 15 | Fort +4 Ref +9 Will +5 | CMD 14 | Init +5 | Perc +6 | Effects: none ]
tracked:
Bardic Performance 11/11, Dancing lights 3/3 1st:4/4 2nd:2/2 Wand:clw 17/50

Same it's requiring permission now

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Thanks Lynn. I was trying to see where I was in relation to the other Draugrs on the map...and I'm not sure if yellow is still standing...guess I'll wait till morning to post my move as it depends on all that...

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

GM, I cannot access the map either although I have no problems with any other maps.


The Waking Rune

I didn’t change anything, but I’ll see if i can fix it.

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

Thanks, seems to be a bug. Had it in another case. Just worked again after a while.


The Waking Rune

I refreshed the link at the top of the page anyway.

Antonella strikes the draugr threatening Flyn twice. The monster takes heavy damage from the paladin's holy smiting, but still comes at you!

The saves against negative levels in this case are only to remove the negative levels after 24 hours. I believe there are a few monsters that give saves against certain negative energy attacks when they hit, but draugr captains do not. See Bestiary p.299.

Combat round 2

Watery corpses (Red -11hp; blind; 5thp. Yellow -31hp)
Not-treasure
Kelumur (breath -4)
Martha (breath -2, -19hp, 1 negative level)
Zaarah (breath -1)
Flyn (breath -1)
Lynn (surfaced)
Antonella (breath -4)

The bold may act!

Active effects: underwater

Scarab Sages

Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

Thanks GM. Map works again for me to view the map but I cannot manipulate the map. Calculated weight: Zaarah can take a 5ft step.

Move action: Zaarah retrieves clw wand.

Zaarah decides to counter attack now.

Cast touch spell Shocking Grasp, 5 ft step and free action to deliver touch spell with Scimitar (spellstrike). Can you please move her on the map.

Zaarah successfully casts shocking grasp and delivers her touch spell with her Scimitar.

Empowered shocking grasp damage as level 1 spell due to traits: 5d6 ⇒ (4, 6, 6, 2, 4) = 22 +50% = 33

Free action to deliver SG with Keen Scimitar Black Blade +3 attack roll, slashing underwater-2: 1d20 + 13 - 2 ⇒ (19) + 13 - 2 = 30
Scimitar Black Blade +3, Dex mod +6, Damage roll : 1d6 + 9 ⇒ (2) + 9 = 11 Half = 5

Potential crit confirm roll : 1d20 + 13 - 2 ⇒ (15) + 13 - 2 = 26
Potential crit damage: 1d6 + 9 ⇒ (3) + 9 = 12 Half = 6
Empowered shocking grasp damage : 5d6 ⇒ (3, 4, 1, 3, 2) = 13 +50% = 19

* * *

In case Zaarah is attacked she uses 'Opportune Parry' and parries by expending an AoO to parry and spends a panache point (so if the attack roll of tshe opponent is lower than Zaarah's parry then the opponent does not hit and Zaarah could potentially reposte)

Opportune Parry: 1d20 + 13 ⇒ (20) + 13 = 33

No reposte as this doesn’t do much damage and I might need my swift action next round.

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

Seeing Martha hurt the yellow draugr in front of him, Flyn moves 5' east next to Martha, striking with his dagger twice...

To hit: Base/Str, Favored Enemy
Damage: Str, Favored Enemy

Cold Iron Dagger: 1d20 + 10 + 4 ⇒ (17) + 10 + 4 = 31
Cold Iron Damage: 1d4 + 2 + 4 ⇒ (3) + 2 + 4 = 9

Cold Iron Dagger (Iterative): 1d20 + 5 + 4 ⇒ (20) + 5 + 4 = 29
Confirm: 1d20 + 5 + 4 + 3 ⇒ (14) + 5 + 4 + 3 = 26
Cold Iron Damage+Crit: 2d4 + 4 + 8 ⇒ (4, 3) + 4 + 8 = 19

Guessing it has DR5 vs piercing, so maybe 18 damage total?

Grand Lodge

Female Kitsune Bard 4 /Gunslinger 1[ HP 32/32 (0 LN) | AC 18, Tch 13, FF 15 | Fort +4 Ref +9 Will +5 | CMD 14 | Init +5 | Perc +6 | Effects: none ]
tracked:
Bardic Performance 11/11, Dancing lights 3/3 1st:4/4 2nd:2/2 Wand:clw 17/50

I can edit the map now so gonna wrap up the rest of my turn for round 2

Lynn surfaces to hear the most beautiful melody, searching for the source she curses. "Even here they've got creatures akin to sirens" With another deep breath she dives back down again letting the armor and other gear drag her more than she actively swam herself. As she floated down she began a slow dance with an unseen partner, it was mostly shifting too and fro until she sank to the floor once again but it was oddly inspiring. Once she hit the bottom she sprang and sprang over her companions and their underwater fight to the death, twirling overhead as gently as an otter.

Standard to begin bardic performance Inspire courage(anyone who takes their turn after me gets +1 attack and damage, anyone within 30ft is always benefiting +6 to saves against fear.
Move action to sink(i'm guessing we sink as per falling rules so 60ft/round, which would mean in half a round(standard action) i'd 'fall' 30 to the bottom, regaining footing, then a move action to move half my speed 15ft with some flair for flavor.
Also Zaarah, the map doesn't currently have you in melee with anyone, it may have gotten derped when it had that little glitch?


The Waking Rune

Zaarah attempts a daring magical counterstrike - concentration, underwater casting: 1d20 + 9 ⇒ (5) + 9 = 14 - but fumbles her spell in fear of taking a lungful of water. Underwater spellcasting requires a concentration check, DC 15 + spell level, if you cannot breathe water. If you reroll, or if you have a bonus to concentration that I have missed, I will retcon. I'll assume, with your spell fumbling, you won't 5' step closer to the monster.

Flyn draws a dagger and stabs at the draugr closeby. You don't have Quick Draw, so only one attack this round, but you hit with it.

Lynn sinks to the bottom (with a lungful of air) and begins an underwater dance.

Combat round 2

Watery corpses (Red -11hp; blind; 5thp. Yellow -35hp)
Not-treasure
Kelumur (breath -4)
Martha (breath -2, -19hp, 1 negative level)
Zaarah (breath -3)
Flyn (breath -3)
Lynn (breath -2)
Antonella (breath -4)

Martha is up!

Active effects: underwater, inspire courage +1


The Waking Rune

Botting Martha

Martha swings at the blinded draugr in front of her.

falchion vs draugr, power attack, bard, negative level: 1d20 + 16 - 2 + 1 - 1 ⇒ (14) + 16 - 2 + 1 - 1 = 28damage, overhead chop: 2d4 + 15 + 9 + 1 ⇒ (1, 2) + 15 + 9 + 1 = 28
falchion vs draugr, iterative, power attack, bard, negative level: 1d20 + 11 - 2 + 1 - 3 - 1 ⇒ (2) + 11 - 2 + 1 - 3 - 1 = 8damage, backswing: 2d4 + 15 + 9 + 1 ⇒ (3, 1) + 15 + 9 + 1 = 29

She strikes the foe once.

The draugr retaliate - though the creature that was distracted by Kelumur takes time to re-orient itself, and misses any opportunity to strike back. Standard action to clear Blind condition caused by Dirty Trick.

orange vs Martha: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31damage: 1d10 + 12 ⇒ (3) + 12 = 15

Seeking opportunity to outflank Antonella, two draugr gang up on her.

yellow vs Toni: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12damage: 1d10 + 12 ⇒ (9) + 12 = 21
green vs Toni: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31damage: 1d10 + 12 ⇒ (10) + 12 = 22

ouch, two nat 20's, sorry

crit confirm vs Martha: 1d20 + 9 + 2 ⇒ (10) + 9 + 2 = 21damage: 1d10 + 12 ⇒ (6) + 12 = 18
crit confirm vs Toni: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13damage: 1d10 + 12 ⇒ (5) + 12 = 17

Antonella is hit, and Martha is badly wounded by the draugr assault.

Another fierce current strikes Martha, Kelumur, and Zaarah. Origin marked by target on map.

torrent: 1d20 + 14 ⇒ (9) + 14 = 23

Martha is unmoved, but Kelumur and Zaarah are forced back.

Watery corpses (Red -25hp + 5thp: Orange 10thp: Yellow -35hp; Green 5thp)
Not-treasure
Kelumur (breath -4)
Martha (breath -4, -52hp, 3 negative levels)
Zaarah (breath -3)
Flyn (breath -3)
Lynn (breath -2)
Antonella (breath -4, -22hp, 1 negative level)

The bold may act!

Active effects: underwater, inspire courage +1

Silver Crusade

GM SV, Flyn suggested the draugr were originally Aspis agents.

May I burn this boon and ask you to re-roll the nat 20 on Toni, please? :

Nemesis of the Aspis (a tier 1-5 Season 4 scenario): During any scenario in which you encounter the Aspis Consortium, you may as an immediate action, force an enemy Aspis agent to reroll a single d20 and take the worse result.


The Waking Rune

Well, technically they are ex- Aspis agents, but yes, they still have their 'bronze agent' badges, so you're good!

nemesis effect: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26

No lately-deceased-and-not-quite-accepting-it Aspis is getting the better of Antonella just yet! At the last moment, Antonella turns aside and avoids a deadly blow.

Good boonage :)

Silver Crusade

Thank-you, GM!

Round #3: AC 35 vs yellow, 35 vs green, 35 vs orange, 31 otherwise (crane wing, smite evil, osyluth guile); hold breath (6/28)

Aware of her close call, Antonella concentrates on consigning these undead to their final resting place.

If Yellow drops, Antonella will declare a second smite evil and attack Green. She will also shift Osyluth Guile to Orange, and take a 5' step into Yellow's square once she's finished flurrying.

flurry defensively + smite evil – underwater + Lynn: 1d20 + 17 - 2 + 4 - 2 + 1 ⇒ (15) + 17 - 2 + 4 - 2 + 1 = 33
magic bludgeoning damage + smite + deliquescent gloves: 1d8 + 4 + 9 + 1 ⇒ (6) + 4 + 9 + 1 = 20 smite damage overcomes all DR + acid: 1d6 ⇒ 5

Halving bludgeoning damage, I make 15 dmg if this hit.

flurry defensively + smite evil – underwater + Lynn: 1d20 + 17 - 2 + 4 - 2 + 1 ⇒ (16) + 17 - 2 + 4 - 2 + 1 = 34
magic bludgeoning damage + smite + deliquescent gloves: 1d8 + 4 + 9 + 1 ⇒ (2) + 4 + 9 + 1 = 16 smite damage overcomes all DR + acid: 1d6 ⇒ 2

Halving bludgeoning damage, I make 10 dmg if this hit.

flurry defensively + smite evil – underwater + Lynn: 1d20 + 12 - 2 + 4 - 2 + 1 ⇒ (12) + 12 - 2 + 4 - 2 + 1 = 25
magic bludgeoning damage + smite + deliquescent gloves: 1d8 + 4 + 9 + 1 ⇒ (8) + 4 + 9 + 1 = 22 smite damage overcomes all DR + acid: 1d6 ⇒ 1

Halving bludgeoning damage, I make 12 dmg if this hit.

If Yellow is still up, instead of declaring the second smite, Antonella will burn 1 ki to make an additional attack as a swift action.

Grand Lodge

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Female Kitsune Bard 4 /Gunslinger 1[ HP 32/32 (0 LN) | AC 18, Tch 13, FF 15 | Fort +4 Ref +9 Will +5 | CMD 14 | Init +5 | Perc +6 | Effects: none ]
tracked:
Bardic Performance 11/11, Dancing lights 3/3 1st:4/4 2nd:2/2 Wand:clw 17/50

dont forget the +1attack/damage from inspire.

Liberty's Edge

HalfOrc UC Rogue 5 Fighter 2 Brawler 1| HP:68/68 |AC:22 (24)[ T:17 FF:16 (18)| CMB:11 CMD:21 | Saves F:+10 R:+13 W:+3 | Init:+8 | Per:+13 (+2 hidden objects/+4 traps)

Kelumur is unfazed by the pushback, swims forward and attempts to put the Duergr at a disadvantage once more by causing momentary blindness.

5ft, attempt to blind Orange.

Improved Greater Dirty Trick (Blind) vs CMD: 1d20 + 16 ⇒ (4) + 16 = 20

Grand Lodge

Male Elf Ranger 6 / Monk 6 / Shadowdancer 2 / Paladin 1 / Investigator 1 / Slayer 1 | LG | HP: 177/177 | AC:32 T:32 FF:23 | CMB:21 CMD:44 (Bow: 59) | Saves F:+25 R:+30 W:+22 (+2 vs enchant) | Init:+16 | Per: +30 | IP: 3/3 | Darkvision: 60’ | Speed: 50’

I'm going to assume Antonella took yellow out...

Flyn will move 5' NE and strike twice at the green draugr with his cold iron dagger...

From my faction sheet, will use Nemesis: +2 on my next attack (first attack only) on an Aspis Agent, +1 damage for each goal completed (for +6)

To hit: Base/Str, Favored Enemy, Inspired Courage, Nemesis (1st)
Damage: Str, Favored Enemy, Inspired Courage, Nemesis (1st)

Cold Iron Dagger: 1d20 + 10 + 4 + 1 + 2 ⇒ (20) + 10 + 4 + 1 + 2 = 37
Confirm: 1d20 + 10 + 4 + 1 + 3 + 2 ⇒ (20) + 10 + 4 + 1 + 3 + 2 = 40
Piercing/Cold Iron Damage+Crit: 2d4 + 4 + 8 + 2 + 12 ⇒ (4, 2) + 4 + 8 + 2 + 12 = 32

Cold Iron Dagger (Iterative): 1d20 + 5 + 4 + 1 ⇒ (20) + 5 + 4 + 1 = 30
Confirm: 1d20 + 5 + 4 + 1 + 3 ⇒ (14) + 5 + 4 + 1 + 3 = 27
Piercing/Cold Iron Damage+Crit: 2d4 + 4 + 8 + 2 ⇒ (2, 2) + 4 + 8 + 2 = 18

Just a note that Elven Rangers add 1/2 their level to confirm critical rolls...

Guessing 40 damage total?


The Waking Rune

natural 20s for everyone it seems :o

Antonella and Flyn destroy the two undead Aspis facing them!

Scarab Sages

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Female N Kitsune, always in human form (auburn hair, freckles, dreamily observing and sometimes looking a little bit crazy) | Swashbuckler 1 / Magus 15 | Low-light vision | Speed 30ft, Fly 60ft | Boots of Speed 10/10 | Lucky Horses. 1/1 | HP 209/209 | Normal: AC 24 T 19 FF 16 | CMB +25 (Disarm, Trip, Sunder), CMD 28 | F +22, R +22, W +15 | Empower 1/1 | Quicken 1/1| FreeMove 4/4 | Panache 9/9 | Arcane Pool/Ring 11+4/13+4 | Black Blade Pool 4/4 | Concentr. reroll 2/2 | Chaldira reroll 1/1 | Reroll 1/1 | Flight 15/15 | Init +9 | Perc +26, SM +21, Bluff (Deceive) +28, Dipl. (Convince) +28 | Active cond: Ablative barrier, invisibility, fly, Defending bones

Zaarah starts her spell combat and tries to cast another shocking grasp spell ...

Concentration : 1d20 + 9 ⇒ (3) + 9 = 12

... but again the spell fizzles!

She moves a 5 step forward and activates her blue scarf Swashbuckler’s flair to gain 5 ft reach (Swift Action) and attacks with her spell combat.

Keen Scimitar Black Blade +3 attack roll, spell combat, slashing underwater-2: 1d20 + 13 - 2 - 2 ⇒ (18) + 13 - 2 - 2 = 27
Scimitar Black Blade +3, Dex mod +6, Damage roll : 1d6 + 9 ⇒ (4) + 9 = 13 Half = 6

Potential crit confirm roll : 1d20 + 13 - 2 - 2 ⇒ (20) + 13 - 2 - 2 = 29
Potential crit damage: 1d6 + 9 ⇒ (5) + 9 = 14 Half = 7

* * *

In case Zaarah is attacked she uses 'Opportune Parry' and parries by expending an AoO to parry and spends a panache point (so if the attack roll of tshe opponent is lower than Zaarah's parry then the opponent does not hit and Zaarah could potentially reposte)

Opportune Parry: 1d20 + 13 - 2 ⇒ (1) + 13 - 2 = 12

No reposte as this doesn’t do much damage and I might need my swift action next round.

Grand Lodge

Female Kitsune Bard 4 /Gunslinger 1[ HP 32/32 (0 LN) | AC 18, Tch 13, FF 15 | Fort +4 Ref +9 Will +5 | CMD 14 | Init +5 | Perc +6 | Effects: none ]
tracked:
Bardic Performance 11/11, Dancing lights 3/3 1st:4/4 2nd:2/2 Wand:clw 17/50

Lynn continues her floating dance away from the terrifying and dangerous aquatic undead, slowly spinning and kicking up a bit of the now loose and soggy dirt as she moves with her unseen partner. The light rays from the sun above the water adding quite well to the underwater forest scene she thought, perhaps this should become a sort of regular routine.

free 5ft and free to keep up the inspire


The Waking Rune

Zaarah lunges and chops at a draugr, whilst Lynn dances in the sun-dappled floodwater.

Kelumur has less luck, as his enemy seems wise to his deception.

The two remaining undead aspis let out low howls of watery hate, now surely realising that not only are their foes living creatures, but also: pathfinder agents!

Combat round 3

Undead Aspis Agents (Red -34hp: Orange 10thp)
Not-treasure
Kelumur (breath -5)
Martha (breath -4, -52hp, 3 negative levels)
Zaarah (breath -5)
Flyn (breath -5)
Lynn (breath -3)
Antonella (breath -6)

Martha is up!!

Active effects: underwater, inspire courage +1


The Waking Rune

Martha swings her falchion.

falchion vs draugr, power attack, bard, negative levels: 1d20 + 16 - 2 + 1 - 3 ⇒ (10) + 16 - 2 + 1 - 3 = 22damage, overhead chop: 2d4 + 15 + 9 + 1 ⇒ (3, 4) + 15 + 9 + 1 = 32
falchion vs draugr, iterative, power attack, bard, negative levels: 1d20 + 11 - 2 + 1 - 3 - 3 ⇒ (12) + 11 - 2 + 1 - 3 - 3 = 16damage, backswing: 2d4 + 15 + 9 + 1 ⇒ (2, 4) + 15 + 9 + 1 = 31

She cuts the red-shirted undead aspis in twain, then decides she's had enough of being energy drained and turns and steps into her own eddy, leaving the Tapestry.

End of Round 3. I will pause here whilst we decide whether to try to recruit a replacement for Martha. Please see discussion thread.

End of Round 3

Undead Aspis Agents (Orange 10thp)
Not-treasure
Kelumur (breath -5)
Zaarah (breath -5)
Flyn (breath -5)
Lynn (breath -3)
Antonella (breath -6)

Active effects: underwater, inspire courage +1


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The Waking Rune

Back in the basement of the Grand Lodge, Aram Zey is briefing another group of Pathfinder agents...

"...the monastery has some special significance. I want a full report on my desk in 24 hours - "

Suddenly a badly wounded warrior woman emerges from the Tapestry in a torrent of water! She collapses onto the ground, spewing out water from her lungs. "Undead... Apsis... underwater!" she gasps, before falling unconscious.

"Damn! what has that rogue Flyndyngylyn got his people into now?. You! Istvil! I'm diverting you - go make sure Flyn's team don't screw up."

Zey directs Ishell to touch the Tapestry, and speak a word of power. As Ishell touches the artifact, the wounded woman's eyes flicker open and she locks gaze with him: "Hold your breath!" she says, before passing out again.

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