Kenta Faux
|
As his grip fails, Kenta sees the ground rushing tow... away from him as he is shoved up to the top of the plateau. "Huh... well uh, that must have been a divine gift! Thank you Lady Taramyth, your gift won't be in vain!"
He moves up to the skulls and pulls out his weapon*.
It appears, based upon the description, that the skulls are floating ten feet in the air. If they are out of melee reach, Kenta pulls out his bow. If they are in melee reach, he pulls out his greatclub. Either way he moves up to engage blue & magenta.
Sionnach 'Onna' Brummagem
|
Onna mutters a quick incantation and disappears from view.
Vanish
Using her Wand of CLW as a weapon, Onna will attempt to harm a skull with positive energy if it gets too close.
Wand of CLW (harm undead) Inspire: 1d20 + 1 + 1 ⇒ (8) + 1 + 1 = 10 for Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Hiiragi
|
With Kenta now off the rope, Hiiragi scrambles up it; the miko is back on her feet in surprisingly good time, given that she's not in the most amazing shape.
"Holy blessings coming shortly!" she informs Onna.
| GM supervillan |
With a little "spiritual" assistance Kenta makes it to the top.
Yes, the skulls are flying 10' above the level of the ledge, so out of melee reach.
Juzo focuses his psychic powers, but finds that they have no effect.
Toshiko makes it to the top of the rope and dispatches one of the skulls handily when you add in Inspire Courage
Onna disappears. Barring some kind of special ability that I am unaware of, you cannot activate a spell trigger item as an Attack of Opportunity - you can utilise a wand as an improvised melee weapon and whack someone with it if you like though.
Onna I assume you're using an Audible performance for inspire courage? The passage leading into the rock is dark - too dark for your lowlight vision alone to penetrate.
Fola Barun slowly attempts to climb the rope.
She gets to within 5' of the top.
The fiery skulls scream in unholy unison.
Everybody please attempt 3 DC10 Will saves vs Fear.
Combat round 2, 3
Juzo
Toshiko
Onna (-4hp)
Kenta
Hiiragi
Fola Barun
skulls - 10' in the air above ledge
Takabe
Active effects: inspire courage.
The bold may act! Will saves needed!
Hiiragi
|
Will Save + Inspire Courage: 1d20 + 6 ⇒ (12) + 6 = 18
Will Save + Inspire Courage: 1d20 + 6 ⇒ (18) + 6 = 24
Will Save + Inspire Courage: 1d20 + 6 ⇒ (2) + 6 = 8
Inspire Courage is +1, yeah? Actions coming later.
Kenta Faux
|
Will Save DC 10 + IC: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Will Save DC 10 + IC - Shaken: 1d20 + 7 + 1 - 2 ⇒ (12) + 7 + 1 - 2 = 18
Will Save DC 10 + IC - Shaken: 1d20 + 7 + 1 - 2 ⇒ (16) + 7 + 1 - 2 = 22
Kenta feels the fear creeping into his mind and then he just gets pissed off and turns his attention to the closest skull, aiming with his bow. A powerful glow seems to emanate from his body, making his hair stand on end. "DIE EVIL SKULLS!"
Smite Evil (Swift Action, 0 uses remain) vs. Blue, Standard to Shoot Blue, AC vs. Blue is 21, Touch 15.
Composite Longbow + IC + Smite Evil - Shaken: 1d20 + 4 + 1 + 3 - 2 ⇒ (18) + 4 + 1 + 3 - 2 = 24 for Piercing (and ignores all DR) + IC + Smite vs. Undead: 1d8 + 1 + 4 ⇒ (7) + 1 + 4 = 12
Toshiko
|
Will Save: 1d20 - 1 ⇒ (6) - 1 = 5
Will Save: 1d20 - 1 ⇒ (17) - 1 = 16
Will Save: 1d20 - 1 ⇒ (5) - 1 = 4
I'll leave it to you whether and how I flee
Takabe Tashiro
|
Takabe steps forward and unfurls his flag.
+1 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects. Stacks with bard song. Also, don't forget your seance boon.
He then hurls a ball of acid at Blue.
inspire, flag: 1d20 + 2 + 1 ⇒ (19) + 2 + 1 = 22
acid damage: 1d3 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Edit: Forgot my will saves
will save: 1d20 + 4 + 1 + 1 ⇒ (15) + 4 + 1 + 1 = 21
will save: 1d20 + 4 + 1 + 1 ⇒ (19) + 4 + 1 + 1 = 25
will save: 1d20 + 4 + 1 + 1 ⇒ (5) + 4 + 1 + 1 = 11
Sionnach 'Onna' Brummagem
|
@GM supervillan: Yes, the performance is sonic. Was also unaware of the trigger/readied action rule. Thank you for that. One would think after five years I would that already.
Will vs DC 10 {sonic}: 1d20 + 3 + 4 ⇒ (12) + 3 + 4 = 19
Will vs DC 10 {sonic}: 1d20 + 3 + 4 ⇒ (5) + 3 + 4 = 12
Will vs DC 10 {sonic}: 1d20 + 3 + 4 ⇒ (12) + 3 + 4 = 19
Onna pops into view as an arrow flies at the red tinged skull.
Shortbow {IC/Flag} Flat Footed?: 1d20 + 4 + 1 + 1 ⇒ (4) + 4 + 1 + 1 = 101d6 + 2 ⇒ (1) + 2 = 3
Inspire Courage, Round 3 of 10. 7 remain
| GM supervillan |
No worries Onna - it is possible to use a held charge to make an AoO, and this also works with wands that carry touch spells like CLW.
takabe: 1d4 ⇒ 4
hiiragi: 1d4 ⇒ 4
kenta: 1d4 ⇒ 1
toshiko: 1d4 ⇒ 3
Takabe unfurls the Kitsune flag, and destroys a flaming skull with a blast of acid!
Toshiko is unnerved, and attempts to get right back down the rope:
climb, frightened: 1d20 + 4 - 2 ⇒ (7) + 4 - 2 = 9
She gets to the rope, but cannot pass Fola Barun who is coming up the other way. You're effectively at the level of the ledge, but on the rope, Fola Barun immediately below you.
Onna's arrow goes wide.
Kenta smites an evil skull to oblivion!
Combat round 3
Juzo will saves needed
Toshiko (frightened)
Onna (-4hp)
Kenta (shaken)
Hiiragi (shaken)
Fola Barun
skull - 10' in the air above ledge
Takabe (shaken)
Active effects: inspire courage, flag
The bold may act!
Takabe Tashiro
|
I'm listed as shaken, but passed all three saves
| GM supervillan |
Botting Hiiragi per request
Hiiragi-bot moves along the ledge to make room for those on the rope (whichever direction they may be going in). She draws her yellowheart terbutje and calls upon the Lady of Foxes, as Onna requested.
channel energy vs undead: 1d6 ⇒ 4
skull will save: 1d20 + 2 ⇒ (18) + 2 = 20
The last flaming skull is damaged by the light of Daikitsu, but not destroyed.
Combat round 3
Juzo will saves needed
Toshiko (frightened)
Onna (-4hp)
Kenta (shaken)
Hiiragi (shaken)
Fola Barun
skull - 10' in the air above ledge
Takabe
Active effects: inspire courage, flag
Juzo is up! Will bot if we don't hear from him soon.
Jūzō Mitsumata
|
Will: 1d20 + 2 ⇒ (7) + 2 = 9 Shaken.
Will: 1d20 + 2 ⇒ (16) + 2 = 18
Will: 1d20 + 2 ⇒ (6) + 2 = 8 Frightened.
Juzo flees from the creatures after his spell has no effect.
Takabe Tashiro
|
Juzo, don't forget that inspire courage was up, so you'll at least get a +1 to those saves against fear. My flag wasn't up yet though, otherwise you'd pass both of those fails.
Jūzō Mitsumata
|
Ah sweet!
Juzo barely shakes off the fear but is able to hold himself together...if a little shaky thanks to the inspiration from Takabe.
He pulls out his yellowheart spear and heaves it at the skull.
Spear: 1d20 + 6 + 1 - 2 ⇒ (7) + 6 + 1 - 2 = 12
Damage: 1d8 ⇒ 5
Takabe Tashiro
|
Don't forget you're getting +2 attack and damage between me and Onna
| GM supervillan |
It looks like Juzo already included the spear's masterwork bonus and inspire courage, but not the flag bonus, so that is a miss.
Also note that the bonus against fear and charm effects from Flagbearer does not stack with the similar bonus from Inspire Courage, they are both Morale bonuses. Flagbearer does provide a stacking bonus to attack and damage though, because IC grants a Competence bonus whilst the flag is Morale again.
Fola Barun climbs to the top of the ledge. "Great spirits!" she exclaims "What has happened here? These are ekujae remains!" She draws her crossbow.
The last flaming skull belches fire at Onna again.
fire belch: 1d20 + 4 ⇒ (7) + 4 = 11fire damage: 1d6 ⇒ 2
She just dodges the blast.
Combat round 3/4
Juzo (shaken)
Toshiko (frightened)
Onna (-4hp)
Kenta
Hiiragi (shaken)
Fola Barun
skull - 10' in the air above ledge
Takabe
Active effects: inspire courage, flag
The bold may act!
Kenta you are no longer Shaken.
Kenta Faux
|
Kenta squints as he aims at the last skull, the bowstring pulled tight. ”Eekuuja? Look like demon fire skulls to me.”
Composite Longbow + Flag + IC: 1d20 + 4 + 1 + 1 ⇒ (20) + 4 + 1 + 1 = 26 for Piercing + Flag + IC: 1d8 + 1 + 1 + 1 ⇒ (7) + 1 + 1 + 1 = 10
Crit? Composite Longbow + Flag + IC: 1d20 + 4 + 1 + 1 ⇒ (17) + 4 + 1 + 1 = 23 for Piercing + Flag + IC: 2d8 + 2 + 2 + 2 ⇒ (7, 2) + 2 + 2 + 2 = 15
Feast or Famine continues!!!
Toshiko
|
With Fola gone Toshiko climbs the rest of the way down. Her face is ashen.
Climb, Frightened: 1d20 + 4 - 2 ⇒ (10) + 4 - 2 = 12
| GM supervillan |
Kenta destroys the last flaming skull, his bowshot shattering the evil thing to pieces.
"I do not know about those horrors, but these severed heads are ekujae. Our missing hunters. Please help me take them down, their remains must be returned to the village for proper burial." Fola Barun asks for your help, indicating the rotting, severed heads impaled on spikes arranged around the entrance to the dark passageway into the plateau.
Toshiko recovers from her terror and returns to the cliff ledge, as the rest of you who had been unnerved also regain your full faculties.
Party status
Onna -4hp
Kenta Faux
|
Kenta's pure agathial fire and adrenaline fades as the last skull shatters under the might of his bow. He simply says, "This is a good weapon." Nodding to Fola, he begins the process of carefully removing the remains for transport.
He asks no on in particular, "Shall we take these back or continue?"
Hiiragi
|
Hiiragi considers as she helps with the heads, doing her best not to look too disgusted. "I believe that should be your decision," she says to Fola Barun. "In mercenary terms, you're effectively our client; if you want it done any particular way, we'll do our best to accommodate."
| GM supervillan |
"You have a debt to fulfil. You must see to the cause of all this.... this death. In there." Fola Barun points to the dark passageway.
"We will lay my brothers and sisters to rest in the proper way afterwards."
Kenta Faux
|
Kenta nods and pulls his club, leading the way into the caverns (super) quietly, keeping an eye out for dangers.
Stealth - ACP: 1d20 + 2 - 2 ⇒ (8) + 2 - 2 = 8
Perception: 1d20 + 1 ⇒ (3) + 1 = 4
| GM supervillan |
It is pitch-black dark in the passageway.
So what do you do for light, the GM asks the party full of characters who can cast Dancing Lights multiple times each day?
Takabe Tashiro
|
I believe we also have low light, but I actually can't cast any light spells other than our racial ones so, good luck there.
Takabe uses one of his dancing lights racial spells to light the way for now, keeping us in dim light while the lights stick ahead of us.
| GM supervillan |
Fola Barun casts a Light spell upon her crossbow, which she keeps drawn as she follows you.
The persistent heat and humidity of the jungle fades away quickly, as you walk along a sloping passageway. A subtle breeze, tinged with the odour of bat guano, flows from deeper within.
Juzo: 1d20 + 5 ⇒ (4) + 5 = 9
Kenta: 1d20 + 1 ⇒ (4) + 1 = 5
Onna: 1d20 + 0 ⇒ (10) + 0 = 10
Takabe: 1d20 + 5 ⇒ (9) + 5 = 14
Hiiragi: 1d20 + 7 ⇒ (6) + 7 = 13
Toshiko: 1d20 + 4 ⇒ (15) + 4 = 19
Takabe. Hiiragi and Toshiko notice paintings on the walls of the passageway, some twenty feet up. There are two layers of art. The older layer depicts humans and some type of bat-winged creatures worshiping a massive shadowy figure that resembles a gigantic bat. Over top of this layer are depictions of human figures battling and trapping the older figures. In fact, the newer art incorporates these older images into its own, imprisoning the old artwork within the new.
Toshiko
|
Shadowy bats... Right. You people are INSANE.
Toshiko pats her pockets and finds her flask. Taking a sip she stares around at the others just waiting to see what they will do next.
Toshiko
|
I go for a few drinks in a tavern and I wake up on some hair-brained mission with all of you. I just want a drink and a quiet lie down.
Sionnach 'Onna' Brummagem
|
Assuming we can roll now that they have pointed it out...
Religion: 1d20 + 2 ⇒ (6) + 2 = 8
History: 1d20 + 2 ⇒ (20) + 2 = 22
"I recognize that guy! What was his name? Jutabe...Jeteboy...Jatembe! Yeah. He was a wizard of some kind. Ran about protecting the people of Garund with his 'Ten Warriors of Magic'. They fought countless evil forces and established schools of arcane learning. They are even credited with founding the world-famous Magaambya academy in Nantambu." She pauses a moment as she stares at the other etchings, "Nope, that's all I got."
Takabe Tashiro
|
religion: 1d20 + 7 ⇒ (7) + 7 = 14
| GM supervillan |
Since Kenta and Juzo can't hit the Knowledge check DC for the Religion check, I'll move you on.
You descend the twisting passage, Takabe's lights showing the way, and soon reach a large cavern. A cool breeze flows through this cavern from a ten-foot diameter hole near the centre, carrying with it the metallic tang of blood. The floor and walls look to have been shaped long ago and stained with mineral deposits over time, but the ceiling fifty feet above remains in its natural state, covered with stalactites. East of the hole is a crude stone altar formed of rock. Just past the altar to the east, a massive stalactite hangs from the ceiling and stops five feet from the floor. It has been carved into the shape of a gigantic bat, its wings outspread and its fangs exposed as if about to consume a victim bound to the altar below. Bloodstains cover the altar. Across the cave you spot a cage containing captives.
PC Perception
Juzo: 1d20 + 5 ⇒ (15) + 5 = 20
Kenta: 1d20 + 1 ⇒ (19) + 1 = 20
Takabe: 1d20 + 5 ⇒ (12) + 5 = 17
Hiiragi: 1d20 + 7 ⇒ (16) + 7 = 23
Toshiko: 1d20 + 4 ⇒ (10) + 4 = 14
initiative
Juzo: 1d20 + 6 ⇒ (7) + 6 = 13
Kenta: 1d20 + 2 ⇒ (7) + 2 = 9
Onna: 1d20 + 3 ⇒ (9) + 3 = 12
Takabe: 1d20 + 3 ⇒ (5) + 3 = 8
Hiiragi: 1d20 + 2 ⇒ (12) + 2 = 14
Toshiko: 1d20 + 4 ⇒ (18) + 4 = 22
K: 1d20 + 2 ⇒ (16) + 2 = 18
Z: 1d20 ⇒ 6
Fola: 1d20 + 1 ⇒ (15) + 1 = 16
Suddenly, in one dark corner of the cave, three headless corpses rise from the ground! They wear only a few soiled rags; their flesh hangs off their bones as they reach out towards you.
DC15
Blood! Blood! Open your veins and give your lifeblood to the Hungry Dark! - a bodiless voice sounds throughout the cave.
Combat round 1
Toshiko
K
Fola Barun
Hiiragi
Juzo
Onna
Kenta
Takabe
Z
Active effects: profane aura
Light conditions (with lowlight vision) - normal within 40' of Dancing Lights, then dim light
There are 4 elevated areas inside the cave - each is 20 feet high; climbing up is a DC15 Climb check.
Toshiko is up!
Kenta Faux
|
Common Knowledge Religion, capped at DC 10: 1d20 - 2 ⇒ (18) - 2 = 16
Kenta shouts out a warning, "ZOMBIES! And they aren't slow rotting corpses, be careful." His teeth seem to ache with the oppressive aura in the cave.
Hiiragi
|
Knowledge Religion: 1d20 + 2 ⇒ (5) + 2 = 7
This is what happens when you dump Int!
"Why does it matter how quickly they're rotting?" she inquires.
Toshiko
|
Toshiko flicks a dagger at Blue.
Dagger: 1d20 + 7 ⇒ (18) + 7 = 25 Damage: 1d4 + 2 ⇒ (2) + 2 = 4
| GM supervillan |
Toshiko's dagger embeds itself in the foremost zombie.
It is answered by an arrow from the dark!
arrow vs Kenta, flatfooted: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8damage: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8
The arrows shatters against the cavern wall about ten feet above Kenta's head.
K: 1d20 + 7 - 20 ⇒ (19) + 7 - 20 = 6
PC Perception
Juzo: 1d20 + 5 ⇒ (2) + 5 = 7
Kenta: 1d20 + 1 ⇒ (6) + 1 = 7
Takabe: 1d20 + 5 ⇒ (12) + 5 = 17
Hiiragi: 1d20 + 7 ⇒ (15) + 7 = 22
Toshiko: 1d20 + 4 ⇒ (14) + 4 = 18
A weak elven voice calls from within the cage:
"Kaghaze?" asks Fola Barun. "Did I just hear someone say 'Kaghaze'? She casts a spell to aid you. Bless is up.
Combat round 1
Toshiko
K
Fola Barun
Hiiragi
Juzo
Onna
Kenta
Takabe
Zombies (blue -4hp)
Active effects: profane aura, bless
Light conditions (with lowlight vision) - normal within 40' of Dancing Lights, then dim light
There are 4 elevated areas inside the cave - each is 20 feet high; climbing up is a DC15 Climb check.
The bold may act!
Kenta Faux
|
Kenta moves over towards the zombies, club out ready to strike. He stops just short, forcing them to move to him. "I'll keep these abominations busy, get a couple of those lights out over to see what else is shooting at us!"
Move, Ready to Attack the first zombie that comes into range.
Jūzō Mitsumata
|
Juzo moves up with rapier in hand and prepares for the zombies to descend.
"These slow things shouldn't pose much of a threat!" he scoffs.
Move Action: Move. Standard Action: Ready Attack (When in range).
Rapier+Bless: 1d20 + 7 + 1 ⇒ (8) + 7 + 1 = 16
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
If attacked will use an AoO to activate Opportune Parry and Riposte.
Parry: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
Rapier Riposte (If parry succeeds): 1d20 + 7 + 1 ⇒ (5) + 7 + 1 = 13
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Takabe Tashiro
|
Takabe moves forward while unfurling his flag once again. "There's something on that ledge over there, but we need to clear out these zombies first before we move forward."
Hiiragi
|
Hiiragi rounds the corner, her fingers tapping her forehead before raising them.
"Holy Daikitsu, return these bodies to the ground!"
Channel Positive vs. Undead: 1d6 ⇒ 3
Sionnach 'Onna' Brummagem
|
Onna moves into the larger cavern and coats the area beneath the zombies in a slick film.
| GM supervillan |
Kenta and Juzo advance, forming a front line to guard against the restless dead.
Takabe displays the kitsune flag.
Hiiragi invokes the divine power of Daikitsu:
red will: 1d20 + 3 ⇒ (12) + 3 = 15
green will: 1d20 + 3 ⇒ (15) + 3 = 18
blue will: 1d20 + 3 ⇒ (16) + 3 = 19
And Onna conjures a slick of Grease:
red reflex: 1d20 + 2 ⇒ (10) + 2 = 12
green reflex: 1d20 + 2 ⇒ (14) + 2 = 16
blue reflex: 1d20 + 2 ⇒ (10) + 2 = 12
The zombies show little sign of damage they all saved so take 1hp, but two of them fall prone in their eagerness to reach living prey!
The foremost zombie blue drags itself forwards along the floor, somehow sensing nearby life:
acrobatics, blue: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16
It reaches Juzo, who stabs it.
slam vs Juzo, prone: 1d20 + 4 - 4 ⇒ (14) + 4 - 4 = 14
Juzo parries easily, and stabs again. The monster stops moving, dead again.
red acro: 1d20 + 2 ⇒ (6) + 2 = 8
green acro: 1d20 + 2 ⇒ (5) + 2 = 7
red reflex: 1d20 + 2 ⇒ (5) + 2 = 7
green reflex: 1d20 + 2 ⇒ (6) + 2 = 8
The remaining zombies flounder in the grease. Green also falls prone.
Combat round 2
Toshiko
K
Fola Barun
Hiiragi
Juzo
Onna
Kenta
Takabe
Zombies (red -1hp, green -1hp; prone in grease)
Active effects: profane aura, bless, flag
Light conditions (with lowlight vision) - normal within 40' of Dancing Lights, then dim light
There are 4 elevated areas inside the cave - each is 20 feet high; climbing up is a DC15 Climb check.
The bold may act!
Toshiko
|
Toshiko moves to the other side of Onna and tosses another dagger at a zombie, red this time.
Dagger: 1d20 + 7 ⇒ (13) + 7 = 20 Damage: 1d4 + 2 ⇒ (1) + 2 = 3
| GM supervillan |
I think you missed the flag bonus, Toshiko.
Toshikop sticks a flying dagger in one of the prone zombies.
Kaghaze now serves the Master of Black Wings! Soon, you will as well! - the bodiless voice echoes.
An arrow flies at Onna from the winged shooter:
arrow vs Onna: 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11damage: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8 - the monster hisses as its attack falls short.
Fola Barun enters the cavern. Seeing the captives she cries out: "Some of the hunters still live!" She casts a spell of protection on herself as she fixes her attention on the altar.
Combat round 2
Toshiko
Kaghaze
Fola Barun
Hiiragi
Juzo
Onna
Kenta
Takabe
Zombies (red -5hp, green -1hp; prone in grease)
Active effects: profane aura, bless, flag
Light conditions (with lowlight vision) - normal within 40' of Dancing Lights, then dim light
There are 4 elevated areas inside the cave - each is 20 feet high; climbing up is a DC15 Climb check.
The bold may act!
Hiiragi
|
"Daikitsu!" yells Hiiragi, raising her hand once more.
Channel Positive vs. Zombies: 1d6 ⇒ 4
Figuring she's done most of what she can at this point, she starts moving toward the batty figure.
Sionnach 'Onna' Brummagem
|
Onna begins to rally the troops. "C'mon guys! Let's show them how Pathfinders get the job done!" With that, she sinks an arrow into the green skinned zombie.
Shortbow vs GREEN {FB}: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24 for Damage: 1d6 + 1 ⇒ (5) + 1 = 6