Sojourner Hanif |
That first shot would knock me unconscious, if you want to direct the second shot elsewhere.
Falling: 3d6 ⇒ (5, 4, 2) = 11
When I get home, I'm going to check and see if I have a boon that let's me cast feather fall. I'll update tonight.
LeGuin |
I believe between Theodorus longbow, and the guard, followed by the channel, LeGuin is at -15
Sojourner Hanif |
Also, Kyra does have Selective Channel.
Annalise Wilblund |
Annalise holds fourth her merciful rod and centers a fireball 15' south of Theodorus
It will hit theodorus and blue, i marked on the map where I centered it
Conduit Surge: 1d4 - 1 ⇒ (2) - 1 = 1
Fireball
Fireball: 8d6 + 2 ⇒ (3, 3, 5, 5, 6, 3, 5, 1) + 2 = 33 Non-lethal fire
DC 20 for half
Sojourner Hanif |
Unfortunately, no feather fall boons on this character. So, after your first arrow I would be on the ground at -3 with 7 non-lethal.
DM DoctorEvil |
I believe between Theodorus longbow, and the guard, followed by the channel, LeGuin is at -15
I am not sure how. Theodorus targeted LeGuin with first round shot, but second and third rounds hit Sojourner, downing him. LeGuin also got the benefit of the first channel while Sojourner did not. By my count, before this round, LeGuin should've been down 17hp. Now, I will direct Theodorus' third shot, which is silver at LeGuin, since first two shots (manyshot) downed the aasimar. That means Leguin gets 16 more, for a total of 33 off total, before Kyra channelled again.
DM DoctorEvil |
The Moonlit Path - Round 3 - concluded
As the stricken Sojourner falls from the sky, Annaliese evokes a non-lethal fireball that explodes among her foes. The inquisitor-leader is able to avoid some of the damage, but his minion is not so fortunate. Both are battered by the blast, but stay in the fight.
Kyra moves up and calls forth the healing power of Sarenrae once again, helping to restore Sojouner's lost vitality and keep LeGuin in the fight.
Blue Guard readies an attack on Sojourner, ready to skewer him if the flying Pathfinder tries to move.
End of Round 3
Theodorus DC 20 Reflex: 1d20 + 8 ⇒ (16) + 8 = 24
Blue Guard DC 20 Reflex: 1d20 + 4 ⇒ (14) + 4 = 18
DM DoctorEvil |
The Moonlit Path - Round 4
23 LeGuin (hybrid; 19hp dmg)
13 Yellow Guard (48hp dmg, readied action)
12 Theodorus (45 hp dmg+16 NL)
12 Sojourner (69hp dmg, prone)
8 Annaliese (hybrid)
5 Helikon/Kyra (hybrid)
4 Blue (12 dmg+33 NL, readied action)
Round 4 starts with LeGuin again. Pretty sure the HP totals listed above are accurate. LMK if you disagree).
LeGuin |
You’re missing the 19 dmg the yellow guard did to LeGuin, so I think now with the bow attack and the channel he should be at -38.
LeGuin’s frustration, and fear for Sojourner, motivate him to deal with the leadership. He uses some of the power in his implements to give him uncanny speed, and he circles around to strike at the inquisitor of another faith.
attack w/ PA and large: 1d20 + 10 ⇒ (4) + 10 = 14
Using Determination (aggresion to reroll as free action
attack w/ PA and large: 1d20 + 10 ⇒ (7) + 10 = 17
Blah!
dmg: 3d6 + 15 ⇒ (3, 5, 2) + 15 = 25
1 pt of mental focus as swift action for “sudden swiftness” that gives +30 ft for 1 min. He also circles around enough to not get next to yellow on his way.
Preacher: Determination 3 times a day: (X) () ()
Abjuration: 2/2 Deific Focus
Divination: 4/4 Deific Focus
Transmutation: 4/6 Deific Focus
Spells:
3rd: 2/2
2nd: 4/4
1st: 5/5
DM DoctorEvil |
The Moonlit Path - Round 4 - continued
LeGuin moves rapidly through the difficult terrain and attempts to stab Theodorus, but his attempt misses, even with his aggressive enhancement.
Yellow Guard sidesteps and pivots and attacks LeGuin with a pair of sweeping sword cuts. Both strokes hit the enlarged inquisitor, but they are not silvered weapons, so their damage is a bit less.
LeGuin takes 35dmg, but the werewolf powers take 10 of that away from DR. So, by your count, you are down 63hp.
Trusting his guards to take on LeGuin, Theodorus concentrates his fire on Annaliese who has been hurting his side with her spellcraft. His first two shots, fired together are silver-tipped, but his last shot is an entangling arrow.
Unless she has some defensive ability, the witch is hit for 47 dmg (the last arrow is not silver), which may outright kill her? If not, she is unconscious, bleeding and entangled by the tangle arrow, glued to the floor if fails a DC 15 Reflex. Rest of the party is up, Sojourner can obviously see the other guard ready to stab him if he makes a threatening move.
Yellow longsword 1: 1d20 + 15 - 2 ⇒ (17) + 15 - 2 = 30
Yellow longsword 2: 1d20 + 10 - 2 ⇒ (18) + 10 - 2 = 26
Dmg attack 1, PA: 1d8 + 7 + 4 ⇒ (7) + 7 + 4 = 18
Dm, attack 2, PA: 1d8 + 7 + 4 ⇒ (6) + 7 + 4 = 17
Theodorus manyshot, bane, judgement: 1d20 + 12 + 2 + 1 ⇒ (14) + 12 + 2 + 1 = 29
Theodorus shot 3, bane, judgement: 1d20 + 7 + 2 + 1 ⇒ (6) + 7 + 2 + 1 = 16
dmg. manyshot, bane: 2d8 + 10 + 4 + 4d6 ⇒ (6, 7) + 10 + 4 + (3, 2, 1, 1) = 34
dmg, tangle arrow, bane: 1d8 + 5 + 2 + 2d6 ⇒ (5) + 5 + 2 + (4, 2) = 18
Sojourner Hanif |
If I recall correctly, tangleshot arrows do not do damage.
DM DoctorEvil |
If I recall correctly, tangleshot arrows do not do damage.
Per the text, that is not what these are. They are "tangle arrows (as tangle bolt)" from APG, which does do damage, in fact with magical +1 enhancement, which I have not been using, and the seeking special quality.
Sojourner Hanif |
Gotcha. Sorry, it's tough to keep everything straight when there are so many types of ammunition!
DM DoctorEvil |
The Moonlit Path - Round 4 - continued
Moving forward a bit in order to incorporate all of the Pathfinders, Kyra channels once again, excluding the bad guys.
Channel #3: 6d6 ⇒ (6, 5, 1, 3, 5, 3) = 23
This should bring Annaliese back up, and restore quite a bit for Sojourner and LeGuin. Annaliese and Sojourner up. I will run the witch if no post soon.
Sojourner Hanif |
Sojourner is going to stand up, which is presumably going to trigger blue's readied action and an attack of opportunity.
He'll then 5-foot step back toward Kyra and shoots another blast of lightning at Theodorus.
kinetic blast (touch, PBS, overflow): 1d20 + 9 + 1 + 1 ⇒ (10) + 9 + 1 + 1 = 21 for electric: 4d6 + 2 + 1 + 2 ⇒ (2, 6, 3, 4) + 2 + 1 + 2 = 20
DM DoctorEvil |
The Moonlit Path - Round 4 - continued
As Soourner moves to stand, the Blue Guard's readied attack triggers, along with another free attack on the off-balance aasimar. All the attacks hit, including one critical.
Absorbing the damage, but Sojourner is able to just get out of reach of the deadly sword, then turns and sends a lightning blast at the ringleader. The bolt sizzles and snaps through the air, and Theodorus, weakened by past attacks, gives in and collapses in a fried heap.
Seeing his master fall and feeling is own grievous wounds, Blue Guard turns tail, running out of reach of LeGuin and down the forest path.
Hanif takes 30pts of dmg but 10 is eaten up by the DR/silver. I think he is still up after that to deliver the knock out blow to Theodorus. Annaliese is up, I will run tomorrow if no post.
Blue longsword, readied, vs prone, shaken: 1d20 + 15 - 2 ⇒ (4) + 15 - 2 = 17
Blue longsword, AoO, vs prone: 1d20 + 15 - 2 ⇒ (19) + 15 - 2 = 32
Crit confirm, vs prone: 1d20 + 15 - 2 ⇒ (5) + 15 - 2 = 18
Dmg readed: 1d8 + 7 ⇒ (2) + 7 = 9
Crit dmg, AoO: 2d8 + 14 ⇒ (1, 6) + 14 = 21
Sojourner Hanif |
Yeah, my HP was up to date so I'll survive that crit. Also--and not a big deal for this fight now--I realized that I wasn't including my natural armor bonus to my AC from the lycanthropy. That's fixed now.
Annalise Wilblund |
Annalise will cast another non-lethal fireball to try to get the remaining guards down
Non-lethal fire: 7d6 ⇒ (5, 4, 5, 2, 2, 4, 6) = 28
DC20 for half damage
DM DoctorEvil |
The Moonlight Path - Round 4 - concluded
As Theodorus goes down, Annaliese unleashes another fireball that blasts both the remaining soldiers. The explosion is just too much for them to take, and both go down falling unconscious from the non-lethal blast.
End of Combat
With the fight over, you are out of rounds. You can heal yourselves, loot the bodies or just move on down the strangely illuminated path.
Sojourner Hanif |
"Thanks for helping me with this healing wand, Kyra" :)
wand of CLW: 1d8 + 1 ⇒ (7) + 1 = 8
wand of CLW: 1d8 + 1 ⇒ (4) + 1 = 5
wand of CLW: 1d8 + 1 ⇒ (3) + 1 = 4
wand of CLW: 1d8 + 1 ⇒ (5) + 1 = 6
wand of CLW: 1d8 + 1 ⇒ (2) + 1 = 3
wand of CLW: 1d8 + 1 ⇒ (1) + 1 = 2
wand of CLW: 1d8 + 1 ⇒ (4) + 1 = 5
wand of CLW: 1d8 + 1 ⇒ (7) + 1 = 8
After getting healed up, Sojourner will check out the equipment of the fallen guards and Theodorus.
"This investigator is a menace. Why wouldn't he listen to reason?"
As Sojourner rifles through his equipment. "We can pick them up on our way out of the forest. Perhaps we should stow them in a tree until we get back. I wouldn't want actual wolves to eat them."
DM DoctorEvil |
Theodorus, who is also unconscious, carries a +1 chain shirt, MW composite longbow (+1 draw) with 20 cold iron arrows and 10 silver tipped arrows. He also has 2 tangle arrows remaining, a MW wooden stake, a cloak of resistance +1, an iron holy symbol of Abadar, his spell component pouch, and 5gp.
The two guards each carry a potion of cure moderate wounds, an elixir of hiding, +1 heavy steel shield, MW chainmail, MW longsword, sap, sling with 10 bullets, wooden stake, wooden holy symbol of Abadar, and 2gp apiece.
What next? The path to the Glade of Silver Sparks is still clearly illuminated for you as celestial creatures.
LeGuin |
Once we stabilize as many of them as we can, LeGuin takes one of the potions of cure moderate wounds and their coin pouches, and then is ready to keep following the illuminated path.
Sojourner Hanif |
Sojourner will take all of Theodorus's arrows and follow LeGuin's lead.
If there is a convenient tree, he'd stash the unconscious bodies in them until we can come back for them.
DM DoctorEvil |
Crumbling tombs and moss-covered gravestones stretch out along the northern and southern sides of the path. To the east, the way narrows and splits, plunging into thicker brambles and dense undergrowth. At the center of the fork in the road, a group of small, glowing carry the bloodied and inert body of a regal woman in silvery armor, whisking her away into the gloaming woods.
A disheveled woman in dented armor and a feathered cloak hobbles after the group, crying out to them. Her golden hair is a tangle of knots and twigs, and blood seeps from numerous cuts across her dirt-covered skin. "Cybella! No! Bring her back!"
She reaches out a trembling hand, and feathers start appearing on her arm. A sharp cry of pain escapes her as she shudders. Her arm goes limp at her side, and the feathers vanish. She turns hearing your approach and she pleads for aid. "I can see that you are Celestial creatures, and I beg your aid!"
Overwhelmed by exhaustion, the woman collapses to her knees and sobs, "Please, help! Those little fiends stole my daughter, Cybelle. They're in league with that terrible will-o-wisp. Please save her!"
Sojourner Hanif |
Any knowledge checks helpful here?
LeGuin |
sorry, was in a rush yesterday and forgot to heal . . .
potion of CMW: 2d8 + 3 ⇒ (5, 5) + 3 = 13
wand of CLW: 1d8 + 1 ⇒ (4) + 1 = 5
wand of CLW: 1d8 + 1 ⇒ (7) + 1 = 8
Annalise Wilblund |
healing from earlier
wand CLW: 1d8 + 1 ⇒ (3) + 1 = 4
wand CLW: 1d8 + 1 ⇒ (2) + 1 = 3
wand CLW: 1d8 + 1 ⇒ (2) + 1 = 3
wand CLW: 1d8 + 1 ⇒ (6) + 1 = 7
wand CLW: 1d8 + 1 ⇒ (6) + 1 = 7
"We haven't a moment to lose"
Annalise will begin following the group of kidnappers
She wont stray to far from the group if they decide not to follow
DM DoctorEvil |
So this part of the adventure uses a variant of the chase rules, which you may be familiar with. I have copied a bit about the rules for the chase into Discussion for review. In this case, you advance along the track of obstacles whether you make the required DC or not, but continued failure has consequences later. One PC must attempt each check, and may get aid from others. See the Discussion for other buffs/debuffs related to move speed etc.
Rushing in rescue of the wounded female, the captors lead you off the path a bit and into a bramble of patch. The thick growth of thorny brambles obstructs the area where the captors fled.
The team has two choices: Slip Between (DC 23 Dex) or Bust Through (CMD 30). Again, see the Discussion tab for how to conduct this and what buffs may apply.
Annalise Wilblund |
Kn Nature: 1d20 + 15 ⇒ (3) + 15 = 18
Those things up ahead seem kind of like lurkers in light, but dark
Annalise says, confused
She will then cast burning hands at the bramble patch, to help out her friends as they travel through
+2 aid another
Sojourner Hanif |
Dex check (60' speed): 1d20 + 4 + 6 ⇒ (8) + 4 + 6 = 18
Hanif zips through the scorched area.
(As long as he gets at least one aid!)
LeGuin |
LeGuin shifts into a full brawny wollf form and attempts to break through the brambles Annalise has damaged.
CMB + wolf speed vs. 21: 1d20 + 9 + 4 ⇒ (20) + 9 + 4 = 33 plus 4 from Sojourner and Annalise's aids?
DM DoctorEvil |
Annaliese stands in the front and sprays a torrent of flame in an arc in front of her, igniting the brambles and clearing the beginning of a path. Right behind her, LeGuin shifts himself to wolf form, and with his inherent strength and borrowed speed, he forces the brambles aside enough for the rest of the group to pass.
One obstacle passed! Well done!
Hurrying on after the lurkers who are in twilight, the party soon finds its footing treacherous as they have stumbled into an area with large patches of swampy quicksand. Before they are mired, they must jump over the patchy ground, or just swim through it to the other side.
Here the checks are DC 28 Acrobatics to Jump Over or DC 30 Swim to Wade In.
Sojourner Hanif |
And here I thought Air's Leap would be a wasted talent!
Acrobatics (jump): 1d20 + 10 + 7 + 6 ⇒ (18) + 10 + 7 + 6 = 41
Also, I technically jump 80 feet with that result. Ha! Kineticists are silly.
Annalise Wilblund |
Annalise will also attempt to aid
acro aid: 1d20 + 1 ⇒ (4) + 1 = 5
Unfortunately she falls face down in the mud, while hanif soars over
LeGuin |
Leguin Acro aid with move bonus?: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7
DM DoctorEvil |
Not only is Hanif able to clear the swampy land, he is able to help the others over the patchy ground with aerial viewe, and soon they are past the quicksand.
Beyond, a patch of stagnant murky water lies, an alligator floats lazily in the center, eyeing you hungrily. A wet log bridges the banks of the fetid pool while knots of thick green vines dangle precariously from the forest canopy above.
Here you can try to cross the log bridge with Balance Beam (DC 24 Reflex) or use the Vine Ropes (DC 28 Climb) to cross the obstacle.
Sojourner Hanif |
Reflex: 1d20 + 9 + 6 ⇒ (14) + 9 + 6 = 29
Hanif leads the way over the log bridge, skimming across the balance beam.
LeGuin |
Reflex save to aid?: 1d20 + 6 ⇒ (13) + 6 = 19
DM DoctorEvil |
Thinking this is pretty easy so far, Hanif leads the way over the bridge, almost lighter than air. The others keep up, if only barely, and the bridge, and its alligator guardian, are soon behind.
Almost before you realize it, the path ahead is filled with heavy clinging spiderwebs that tend to restrict movement, trying to hold the Pathfinders fast.
You can either Move Around (DC 30 Escape Artist) the webs or Rip 'Em Up (DC 22 STR)
Sojourner Hanif |
Hanif attempts to tear through the spider webs.
Strength check: 1d20 + 1 + 6 ⇒ (5) + 1 + 6 = 12
LeGuin |
LeGuin gives ripping a try. Str check: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17