GMAndrewW Siege of Gallowspire [12-13 Champion] (Inactive)

Game Master andreww

Aid Token Effects

Aid Character Information

Maps and Handouts

Buff spreadsheet

PC Initiative:

[dice=Init, Brutus]1d20+3[/dice]
[dice=Init, Roary]1d20+5[/dice]
[dice=Init, Emberwick]1d20+10[/dice]
[dice=Init, Saarek]1d20+4[/dice], Heightened Awareness +4
[dice=Init, Lenny]1d20+9[/dice], Heightened Awareness +4
[dice=Init, Daxter]1d20+6[/dice], Heightened Awareness +4

PC Saves:

[dice=Will, Brutus]1d20+19[/dice]
[dice=Will, Roary]1d20+12[/dice], +3 when raging, +9 morale vs spells, SLA's and SU when raging, heroism +2 morale
[dice=Will, Emberwick]1d20+11[/dice]
[dice=Will, Sarek]1d20+14[/dice], +3 vs mind affecting
[dice=Will, Lenny]1d20+19[/dice], [ooc]+1 vs mind affecting

[dice=Will, Daxter]1d20+11[/dice], Heroism +2

All: +2 morale versus charm and fear if within 30' of the flag and it is being wielded

[dice=Reflex, Brutus]1d20+12[/dice]
[dice=Reflex, Roary]1d20+12[/dice], +9 morale vs spells, SLA's and SU when raging, heroism +2 orale
[dice=Reflex, Emberwick]1d20+10[/dice]
[dice=Reflex, Saarek]1d20+10[/dice]
[dice=Reflex, Lenny]1d20+13[/dice]
[dice=Reflex, Daxter]1d20+10[/dice], Heroism +2

[dice=Fortitude, Brutus]1d20+19[/dice]
[dice=Fortitude, Roary]1d20+19[/dice], +4 when raging, +9 morale vs spells, SLA's and SU when raging, heroism +2 morale
[dice=Fortitude, Emberwick]1d20+11[/dice]
[dice=Fortitude, Saarek]1d20+17[/dice]
[dice=Fortitude, Lenny]1d20+22[/dice]
[dice=Fortitude, Daxter ]1d20+13[/dice], Heroism +2

PC Perception:

[dice=Perception, Brutus]1d20+8[/dice]
[dice=Perception, Roary]1d20+18[/dice], Heroism +2 morale
[dice=Perception, Emberwick]1d20-1[/dice]
[dice=Perception, Saarek]1d20+27[/dice]
[dice=Perception, Lenny]1d20+10[/dice]
[dice=Perception, Daxter]1d20+14[/dice], Heroism +2

PC Spellcraft:

[dice=Spellcraft, Saarek]1d20+15[/dice]
[dice=Spellcraft, Emberwick]1d20+10[/dice]
[dice=Spellcraft, Daxter]1d20+22[/dice], Heroism +2

Knowledges:

[dice=Knowledge any, Daxter]1d20+17[/dice], Heroism +2

[dice=Arcana, Sarek]1d20+20[/dice]

[dice=Dungeoneering, Sarek]1d20+22[/dice]

[dice=Local, Brutus]1d20+1[/dice]
[dice=Local, Sarek]1d20+13[/dice]

[dice=Nature, Roary]1d20+13[/dice], Heroism +2 morale
[dice=Nature, Sarek]1d20+14[/dice]

[dice=Planes, Emberwik]1d20+30[/dice]
[dice=Planes, Sarek]1d20+23[/dice]

[dice=Religion, Brutus]1d20+2[/dice]
[dice=Religion, Emberwick]1d20+13[/dice]
[dice=Religion, Sarek]1d20+22[/dice]


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No, this was definately the boos level threat. One CR17 and two CR13 is more than enough for a group of 12-13's

Sovereign Court

Usable/Active:
Rage 35/35, Boots 10/10, Remove Fatigue 2/2, Reroll 1/1
HP 173(213)| DR 7/- | AC 22 | T 14 | FF 18 | CMD 33 | Fort +22 | Ref +16 | Will +13 | Init +5 | Perc +19
Situational Buffs:
+9 saves vs Spells/Sla's while Raging, +4 damage vs Spellcasters

Don't we have a resto token lying about? If so can I pay for it with scenario gold? I only have 356 on me atm, or would I just need to pay 100 since they aren't permanent neg levels yet? If not does anyone have a way to clear 7 negative levels? I also only have 1 round of rage left so someone else will have to do the heavy lifting lol.. Poor Roary is beat up and spent.. Roary has a wand of cure light you are welcome to sue. It has 26 charges.

Scarab Sages

Active Effects and Slots:
1st 4/7, 2nd 1/6, 3rd 5/5, 4th 0/5, 5th 0/3; overland flight
| NG Human male occultist 14 | hp 129/129 | DR 0 | AC 21, Touch , Flat-Footed 19 | Initiative +2* | Fort +17, Ref +10, Will +14 | Perception +26, Low-light, DV 60’, see invisibility
Implements and consumables:
Ill.Imp (Inv2,Cur2), Div.Imp (Inv 11,Cur8), Trans.Imp (Inv9,Cur2); Four-Leaf Clover 0/3, Boots of Speed 4/10, Lesser extend 2/6, Corset of vishkanya 10/10, GM reroll 0/1

"If you need restoration before we continue on, Roary, I'd gladly pay a cleric for the service. The least I can do to the man who killed a...well, whatever that thing was, anyway."

Sarek will track down a cleric to cast restoration on Roary, and another for himself, for a total of 760 gold.


I think you used your resto aid token. You can each buy a single restoration spell at half price. You could use that now or wait in case you need it for something bigger as it can also be applied to raise dead, resurrection etc.

As a group you head over towards the Black Caverns where the bulk of the Pathfinders are hunting down the ancient relic. You find yourselves moving along a deep cleft, close to a river of blood infused with negative energy! There is just about enough space to avoid getting too close but it is clear that if you draw near to it you will quickly wither. The river seems potentially very long, making death ward scrolls, while effective, a very short term measure.

The canyon you are in is 50' deep. If you move adjacent to or into the river of blood you will need to make a fortitude save. I have updated the buff sheet. Anything less than 10 minutes per level will expire.

As you emerge into a large cavern you see before you a massive pile of detritus and junk rise up to confront you. It is flanked by a pair of skeletal warriors riding glowing purple horses!

Rolls:

Init, Brutus: 1d20 + 3 ⇒ (19) + 3 = 22
Init, Roary: 1d20 + 5 ⇒ (20) + 5 = 25
Init, Emberwick: 1d20 + 10 - 1 ⇒ (6) + 10 - 1 = 15
Init, Saarek: 1d20 + 4 ⇒ (9) + 4 = 13
Init, Lenny: 1d20 + 9 ⇒ (10) + 9 = 19
Init, Daxter: 1d20 + 6 - 3 ⇒ (17) + 6 - 3 = 20

Init, giant pile: 1d20 ⇒ 10
Init, green knight: 1d20 ⇒ 18
Init, blue knight: 1d20 ⇒ 20

Tiebreak Roary and Blue, low Roary: 1d20 ⇒ 1

Round 1

Roary
----------------------------------
Blue Knight
Green Knight
----------------------------------
Brutus
Daxter
Lenny
Emberwik
Sarek
----------------------------------
Giant Pile

Bold may act: I need a DC26 will save at the start of each persons turn or you are shaken for 5d6 ⇒ (2, 5, 6, 5, 3) = 21 rounds

Group Effects: Life Link (Sarek, Roary, Ember, Daxter

Status, anyone can read:

Brutus 154|154
Sarek 121|129
Emberwik 120|120, fatigued
Lenny 113|114
Roary 161|161
Daxter 102|104, 2 negative levels, fatigued

Sovereign Court

Usable/Active:
Rage 35/35, Boots 10/10, Remove Fatigue 2/2, Reroll 1/1
HP 173(213)| DR 7/- | AC 22 | T 14 | FF 18 | CMD 33 | Fort +22 | Ref +16 | Will +13 | Init +5 | Perc +19
Situational Buffs:
+9 saves vs Spells/Sla's while Raging, +4 damage vs Spellcasters

Well thanks Sarek! I will pay you back if we make it outa here.

Blinking: 1d7 ⇒ 2

Sovereign Court

Usable/Active:
Rage 35/35, Boots 10/10, Remove Fatigue 2/2, Reroll 1/1
HP 173(213)| DR 7/- | AC 22 | T 14 | FF 18 | CMD 33 | Fort +22 | Ref +16 | Will +13 | Init +5 | Perc +19
Situational Buffs:
+9 saves vs Spells/Sla's while Raging, +4 damage vs Spellcasters

Oops.. I didn't realize I was first.. That hardly ever happens.

"One more time into the fray it seems!"

He rages and pounces blue.

Rage, Charge, Blink, PA

Attack 1: 1d20 + 33 + 2 + 2 - 5 ⇒ (11) + 33 + 2 + 2 - 5 = 43
Dam: 2d4 + 21 + 15 ⇒ (1, 1) + 21 + 15 = 38 +4 more if it has spells of slas
Miss: 1d100 ⇒ 71

Attack 2: 1d20 + 28 + 2 + 2 - 5 ⇒ (4) + 28 + 2 + 2 - 5 = 31
Dam: 2d4 + 21 + 15 ⇒ (3, 3) + 21 + 15 = 42 +4 more if it has spells of slas
Miss: 1d100 ⇒ 79

Attack 3: 1d20 + 23 + 2 + 2 - 5 ⇒ (9) + 23 + 2 + 2 - 5 = 31
Dam: 2d4 + 21 + 15 ⇒ (4, 3) + 21 + 15 = 43 +4 more if it has spells of slas
Miss: 1d100 ⇒ 48

Damage is +5 magic slashing/adamantine.


Roary, you missed the start of turn will save. You are shaken fo 21 rounds from frightful presence. Your attacks still hit.

Roary, will: 1d20 + 12 ⇒ (3) + 12 = 15

Roary crashes into the blue knight, delivering three punishing blows but he remains standing.

The knights have no spells or SLA's, all of their abilitis are SU

The Knight reels in the saddle and lashes out at Roary! Fortunately blink saves his from two savage blows. However, it does not save him when the second knight leans forward in his saddle and charges, driving his greatswod into Roarys side with deadly intent.

Roary takes 64 damage after DR

Rolls:

Blue full attacks Roary

Greatsword, power attack, mounted: 1d20 - 3 + 1 ⇒ (6) - 3 + 1 = 4
Damage: 2d6 + 19 + 9 - 6 ⇒ (6, 4) + 19 + 9 - 6 = 32
Acid damage: 2d6 ⇒ (3, 3) = 6
Blink: 1d100 ⇒ 10

Greatsword, power attack, mounted: 1d20 - 3 + 1 ⇒ (18) - 3 + 1 = 16
Damage: 2d6 + 19 + 9 - 6 ⇒ (1, 2) + 19 + 9 - 6 = 25
Acid damage: 2d6 ⇒ (6, 5) = 11
Blink: 1d100 ⇒ 25

Green charges Roary using spirited charge
Greatsword, power attack, mounted: 1d20 - 3 + 1 ⇒ (17) - 3 + 1 = 15
Damage: 4d6 + 38 + 18 - 6 ⇒ (1, 1, 4, 5) + 38 + 18 - 6 = 61
Acid damage: 2d6 ⇒ (1, 2) = 3
Blink: 1d100 ⇒ 87

River of Blood heal: 4d6 ⇒ (5, 1, 4, 3) = 13

Round 1

Roary
----------------------------------
Blue Knight
Green Knight
----------------------------------
Brutus
Daxter
Lenny
Emberwik
Sarek

----------------------------------
Giant Pile

Bold may act: I need a DC26 will save at the start of each persons turn or you are shaken for 5d6 ⇒ (4, 2, 3, 6, 6) = 21 rounds. Lenny I have accounted for Life Link

Group Effects: Life Link (Sarek, Roary, Ember, Daxter

Status, anyone can read:

Brutus 154|154
Sarek 121|129
Emberwik 120|120, fatigued
Lenny 108|114
Roary 102|161, blink 1, shakem
Daxter 102|104, 2 negative levels, fatigued

Blue Knight 110 damage

Dark Archive

LN Ifrit Oracle(Shadow/Blackened) 13| HP 98/120 | AC24 T14 FF20| CMD 21 | Fort 11 Ref 11 Will 11 | Speed 30ft | Initiative +8| Buffs: Cloak of Darkness, Shadow's Endurance, Delay Poison, Death Ward
Abilities:
Flying 11/13 Minutes, Shadow Form 13/13 Minutes, Cloak of Darkness 9/13 Hours

Will Save: 1d20 + 11 ⇒ (1) + 11 = 12
Well thank you for getting the natural 1 out of the way, dice.

Emberwik draws his staff of fire once more, and calls forth dark forces.

"Darkness blacker than black and darker than dark, I beseech thee, combine with my deep crimson. The time of awakening cometh. Justice, fallen upon the infallible boundary, appear now as an intangible distortions! I desire for my torrent of power a destructive force: a destructive force without equal!
Return all creation to cinders, and come frome the abyss!"

"Explosion!"

Staff of Fire Fireball @ Selected Area: 10d6 ⇒ (4, 1, 3, 1, 6, 1, 2, 5, 1, 5) = 29 Reflex Save DC23

Remaining Resources:

Staff of Fire Charges Left 2/10
Staff of Healing Charges Left 6/10
1st Level Spells Remaining 8/8
2nd Level Spells Remaining 3/8
3rd Level Spells Remaining 7/8
4th Level Spells Remaining 5/8
5th Level Spells Remaining 1/5
6th Level Spells Remaining 1/4

Save and SR Math:

Feats: Spell Penetration (+2), Greater Spell Penetration (+2), Elemental Focus: Fire (+1), Metamagic Tenebrous Spell (+1)
Traits: Affinity to Elements (Fire) +1 to Save DC for Fire Spells

Caster Stat (Charisma): 26
Caster Stat Modifier: 8
Caster Level: 13
Spell Penetration Total: 17

Save DC Base
0 Level Spell: 18
1 Level Spell: 19
2 Level Spell: 20
3 Level Spell: 21
4 Level Spell: 22
5 Level Spell: 23
6 Level Spell: 24

Fire Spells Save DC
0 Level Spell: 20
1 Level Spell: 21
2 Level Spell: 22
3 Level Spell: 23
4 Level Spell: 24
5 Level Spell: 25
6 Level Spell: 26

Tenebrous Spell Save DC
0 Level Spell: 19
1 Level Spell: 20
2 Level Spell: 21
3 Level Spell: 22
4 Level Spell: 23
5 Level Spell: 24
6 Level Spell: 25

Tenebrous Fire Spell Save DC
0 Level Spell: 21
1 Level Spell: 22
2 Level Spell: 23
3 Level Spell: 24
4 Level Spell: 25
5 Level Spell: 26
6 Level Spell: 27

Grand Lodge

Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

**OVERSEER ANNOUNCEMENT**

Pathfinders! Thanks to your efforts, the Whispering Tyrant’s ritual is starting to falter. Necromantic energy from throughout Gallowspire is draining to the Pillar in an attempt to maintain the ritual, and you’re still gaining ground.

The Ritual Disturbed condition on page 27 is in effect.

The Exchange

Cheliaxan Enchanter 12 HP:114/114(+18) | AC:18 FF:16 T:13 F:+13 R:+10 W:+11 Perception +14 Effects: Mage Armor, Life Bubble, False Life(+18)

Are the negative levels permanent or temporary?

Liberty's Edge

conditional buffs to allies:
bonus Teamwork feat: Outflank / Paired Opportunist; Weal's Champ +3 att, +2 dmg (competence); Raging Song +2 Str/Con, -1 AC, +Lesser Celestial Totem (extra healing)
Init 8(12)|Perc+10|AC 15|CMD 27|F+22|R+14|W+19|HP 114/114|Haste 5/10 | LoH 4/13 |Bardic 2/15|Weal's Champ 1/3|Channel 3/7|S Medallion 0/1|S Brand 0/1|Horseshoe 0/1|Bracers 1/1|Reach Rod 3/3
typical buffs to allies:
Flagbearer+Banner: 30' aura of +2 att, dmg, charm, fear (morale); Insp Courage: +2 att, +1d6+2 dmg (competence, sonic)

Lenny will start his inspirational medley and approach one of the undead knights.


@Daxter, they are temporary

Emberwiks fireball explodes in amongst the enemy, scorching and burning them. The blue knight crumbles to dust and the green knight leaps from his spectral horse as it vanishes in the flames.

Lenny moves forward, inspiring his companions.

Rolls:

Blue SR: 1d20 + 17 ⇒ (15) + 17 = 32
Green SR: 1d20 + 17 ⇒ (5) + 17 = 22

Blue reflex: 1d20 ⇒ 8
Green reflex: 1d20 ⇒ 5
Big Pile reflex: 1d20 ⇒ 6

Round 1

Roary
----------------------------------
Blue Knight
Green Knight
----------------------------------
Brutus
Daxter

Lenny
Emberwik
Sarek
----------------------------------
Giant Pile

Bold may act: I need a DC26 will save at the start of each persons turn or you are shaken for 21 rounds.

Group Effects: Life Link (Sarek, Roary, Ember, Daxter), Inspire, Banner

Status, anyone can read:

Brutus 154|154
Sarek 121|129
Emberwik 120|120, fatigued, shaken
Lenny 108|114
Roary 102|161, blink 1, shakem
Daxter 102|104, 2 negative levels, fatigued

Blue Knight DEAD
Green Knight 29
Big Pile 29


Lenny you missed the will save

Will, Lenny: 1d20 + 19 ⇒ (19) + 19 = 38

Scarab Sages

Active Effects and Slots:
1st 4/7, 2nd 1/6, 3rd 5/5, 4th 0/5, 5th 0/3; overland flight
| NG Human male occultist 14 | hp 129/129 | DR 0 | AC 21, Touch , Flat-Footed 19 | Initiative +2* | Fort +17, Ref +10, Will +14 | Perception +26, Low-light, DV 60’, see invisibility
Implements and consumables:
Ill.Imp (Inv2,Cur2), Div.Imp (Inv 11,Cur8), Trans.Imp (Inv9,Cur2); Four-Leaf Clover 0/3, Boots of Speed 4/10, Lesser extend 2/6, Corset of vishkanya 10/10, GM reroll 0/1

Will: 1d20 + 14 ⇒ (17) + 14 = 31 +3 if Mind Blank applies.

Sarek steps forward and strikes out at the green knight.

Attack, Power Attack, Inspire, Banner: 1d20 + 24 - 3 + 2 + 2 ⇒ (5) + 24 - 3 + 2 + 2 = 30
Damage, power attack, Inspire, sonic: 1d10 + 17 + 9 + 2 + 1d6 ⇒ (4) + 17 + 9 + 2 + (5) = 37

Grand Lodge

M Half-Orc Paladin/Monk/Stalwart Defender 12 | HP: 159/159 l Fort: +19 (+21 with stance), Ref: +12, W: +19 (+21 with stance) l Init: +1 l Per: +8 l Movement: 30
AC:
Default: 23/T: 21/FF: 20 | This Round: 42*/T: 29* (40* vs incorporeal)/FF: 28
Resources:
LoH 3/7 | Fist 3/4 | Smite 2/2 | Stance 3/8 | Reroll (X)
CMD:
39/41 vs Grapple

Will: 1d20 + 19 ⇒ (15) + 19 = 34

Brutus triggers a wand and then moves toward the melee.

Activate wand of divine favor. Move to jump over the blood river.

Fort: 1d20 + 19 ⇒ (9) + 19 = 28

The Exchange

Cheliaxan Enchanter 12 HP:114/114(+18) | AC:18 FF:16 T:13 F:+13 R:+10 W:+11 Perception +14 Effects: Mage Armor, Life Bubble, False Life(+18)

Then I will pay for a restoration.

Will: 1d20 + 11 ⇒ (14) + 11 = 25

Daxter will use his power over emotions to manipulate his allies into courageousness. Standard Action to activate Shape Emotions to ward and then move.

Shape Emotion:

Daxter can emit a 30-foot aura to either ward off or welcome emotional influence for a number of rounds per day equal to your wizard level. If he chooses to ward, he and his allies within this aura receive a +4 morale bonus on saves against mind-affecting spells and effects, and any fear effects targeting him or his allies are reduced by one step (shaken has no effect, frightened becomes shaken, and panicked becomes frightened). If he chooses to enhance emotional influence, enemies within the aura receive a –2 penalty on saves against mind-affecting spells and effects. These rounds do not need to be consecutive.

So people should stay within 30 feet of Daxter.


Sarek lands a solid blow on the green knight while Brutus leaps over the river of blood. Fortunatley it seems that whatever power was pumping negative energy through it has now dispersed.

The massive pile of detritus shambles forward and slams repeatedly against Roary. It lands three crushing blows and Roary's flesh withers! This thing inflicts energy drain as well!

Roary takes 64 damage and 3 negative levels

Rolls:

Slam, pa: 1d20 - 4 ⇒ (1) - 4 = -3
Damage: 2d6 + 20 - 6 ⇒ (4, 5) + 20 - 6 = 23
Blink: 1d100 ⇒ 62

Slam, pa: 1d20 - 4 ⇒ (19) - 4 = 15
Damage: 2d6 + 20 - 6 ⇒ (1, 5) + 20 - 6 = 20
Blink: 1d100 ⇒ 54

Slam, pa: 1d20 - 4 ⇒ (5) - 4 = 1
Damage: 2d6 + 20 - 6 ⇒ (1, 6) + 20 - 6 = 21
Blink: 1d100 ⇒ 56

Slam, pa: 1d20 - 4 ⇒ (3) - 4 = -1
Damage: 2d6 + 20 - 6 ⇒ (5, 4) + 20 - 6 = 23
Blink: 1d100 ⇒ 74

Round 2

Roary
----------------------------------
Green Knight
----------------------------------
Brutus
Daxter
Lenny
Emberwik
Sarek
----------------------------------
Giant Pile

Bold may act:

Group Effects: Life Link (Sarek, Roary, Ember, Daxter), Inspire, Banner

Status, anyone can read:

Brutus 154|154
Sarek 121|129
Emberwik 120|120, fatigued, shaken
Lenny 108|114
Roary 23|146, may need to add rage HP, blink 1, shakem
Daxter 102|114, shaken

Blue Knight DEAD
Green Knight 66
Big Pile 29

Dark Archive

LN Ifrit Oracle(Shadow/Blackened) 13| HP 98/120 | AC24 T14 FF20| CMD 21 | Fort 11 Ref 11 Will 11 | Speed 30ft | Initiative +8| Buffs: Cloak of Darkness, Shadow's Endurance, Delay Poison, Death Ward
Abilities:
Flying 11/13 Minutes, Shadow Form 13/13 Minutes, Cloak of Darkness 9/13 Hours

Not feeling great today. Feel free to bot me if needed. Either heal someone or blow something up.

Sovereign Court

Usable/Active:
Rage 35/35, Boots 10/10, Remove Fatigue 2/2, Reroll 1/1
HP 173(213)| DR 7/- | AC 22 | T 14 | FF 18 | CMD 33 | Fort +22 | Ref +16 | Will +13 | Init +5 | Perc +19
Situational Buffs:
+9 saves vs Spells/Sla's while Raging, +4 damage vs Spellcasters

Must be neg level Roary out day.. Still have another death ward scroll floating about if someone wants to use it..

Roary finally runs out of rage for the day, shrinking back to his normal size.. Being in dire straights and thinking clearly he will as a swift action use Boon: Pathfinders Excellence(Resilience), Siege of Serpents to gain some hp before withdrawing from combat as a full round action.

Heal: 1d8 + 26 ⇒ (2) + 26 = 28

Sorry folks, if the thing beat his miss chance it would kill him next round.


Roary heals himself and takes a tactical retreat. He is fortunate that the massive pie of bones, old bits of armour and weapons doesnt have reach.

The green knight steps forward and returns the blow Sarek delivered to him. Sarek sustains two powerful blows in quick succession. His flesh burns with acid!

Sarek takes 87 damage

Rolls:

GAword, pa: 1d20 - 3 ⇒ (9) - 3 = 6
Damage: 2d6 + 19 + 9 ⇒ (6, 2) + 19 + 9 = 36
Acid: 2d6 ⇒ (2, 5) = 7

GAword, pa: 1d20 - 3 ⇒ (12) - 3 = 9
Damage: 2d6 + 19 + 9 ⇒ (5, 6) + 19 + 9 = 39
Acid: 2d6 ⇒ (3, 2) = 5

Round 2

Roary
----------------------------------
Green Knight
----------------------------------
Brutus
Daxter
Lenny
Emberwik
Sarek

----------------------------------
Giant Pile

Bold may act: Lenny, I have accounted for Life Link

Group Effects: Life Link (Sarek, Roary, Ember, Daxter), Inspire, Banner

Status, anyone can read:

Brutus 154|154
Sarek 39|129
Emberwik 120|120, fatigued, shaken
Lenny 98|114
Roary 56|146, shakem
Daxter 102|114, shaken

Blue Knight DEAD
Green Knight 66
Big Pile 29

Scarab Sages

Active Effects and Slots:
1st 4/7, 2nd 1/6, 3rd 5/5, 4th 0/5, 5th 0/3; overland flight
| NG Human male occultist 14 | hp 129/129 | DR 0 | AC 21, Touch , Flat-Footed 19 | Initiative +2* | Fort +17, Ref +10, Will +14 | Perception +26, Low-light, DV 60’, see invisibility
Implements and consumables:
Ill.Imp (Inv2,Cur2), Div.Imp (Inv 11,Cur8), Trans.Imp (Inv9,Cur2); Four-Leaf Clover 0/3, Boots of Speed 4/10, Lesser extend 2/6, Corset of vishkanya 10/10, GM reroll 0/1

"Take care, Daxter!"

Sarek steps back, activates his boots of speedand attacks the knight.

Attack, Power Attack, Inspire, Flagbearer, Haste: 1d20 + 24 - 3 + 2 + 2 + 1 ⇒ (18) + 24 - 3 + 2 + 2 + 1 = 44
Damage, power attack, inspire, sonic: 1d10 + 17 + 9 + 2 + 1d6 ⇒ (8) + 17 + 9 + 2 + (2) = 38

Attack, Power Attack, Inspire, Flagbearer, Haste: 1d20 + 24 - 3 + 2 + 2 + 1 ⇒ (3) + 24 - 3 + 2 + 2 + 1 = 29
Damage, power attack, inspire, sonic: 1d10 + 17 + 9 + 2 + 1d6 ⇒ (4) + 17 + 9 + 2 + (1) = 33

Attack, Power Attack, Inspire, Flagbearer, Haste: 1d20 + 19 - 3 + 2 + 2 + 1 ⇒ (3) + 19 - 3 + 2 + 2 + 1 = 24
Damage, power attack, inspire, sonic: 1d10 + 17 + 9 + 2 + 1d6 ⇒ (4) + 17 + 9 + 2 + (4) = 36

Liberty's Edge

conditional buffs to allies:
bonus Teamwork feat: Outflank / Paired Opportunist; Weal's Champ +3 att, +2 dmg (competence); Raging Song +2 Str/Con, -1 AC, +Lesser Celestial Totem (extra healing)
Init 8(12)|Perc+10|AC 15|CMD 27|F+22|R+14|W+19|HP 114/114|Haste 5/10 | LoH 4/13 |Bardic 2/15|Weal's Champ 1/3|Channel 3/7|S Medallion 0/1|S Brand 0/1|Horseshoe 0/1|Bracers 1/1|Reach Rod 3/3
typical buffs to allies:
Flagbearer+Banner: 30' aura of +2 att, dmg, charm, fear (morale); Insp Courage: +2 att, +1d6+2 dmg (competence, sonic)

Sorry about missing the will save. Just slipped my mind once my turn came up. It was just one and done, right? No new saves each round like with pillar, right?

"Whoa that big pile of crap hits hard! Daxter, or any of you other brainy guys know anything about how we fight it?"

From a metagame perspective I suspect that it may be considered a swarm. Either way it seems like we need to be careful in how we fight it, so some monster knowledge rolls will be super useful here. I will go ahead and take my pitiful bardic knowledge attempt.

bardic knowledge on big pile: 1d20 - 1 ⇒ (7) - 1 = 6

lol nada there. I am not sure what to do with my turn just yet. I will delay until after the others go (but before I will definitely come off of delay before the Big Pile's turn). I am hoping that you guys can bring down the knight to narrow my choices. I am currently considering channeling to heal Roary and Sarek, using Shield Other on one of those two, or full attacking the knight.


Its frightful presence so one roll and done. Knowledge checks on the big pile would be religion.

Sarek lands two solid blows on the knight but it remains standing.

Round 2

Roary
----------------------------------
Green Knight
----------------------------------
Brutus
Daxter
Lenny
Emberwik

Sarek
----------------------------------
Giant Pile

Bold may act: Lenny, I have accounted for Life Link

Group Effects: Life Link (Sarek, Roary, Ember, Daxter), Inspire, Banner

Status, anyone can read:

Brutus 154|154
Sarek 39|129
Emberwik 120|120, fatigued, shaken
Lenny 98|114
Roary 56|146, shakem
Daxter 102|114, shaken

Blue Knight DEAD
Green Knight 137
Big Pile 29

Dark Archive

LN Ifrit Oracle(Shadow/Blackened) 13| HP 98/120 | AC24 T14 FF20| CMD 21 | Fort 11 Ref 11 Will 11 | Speed 30ft | Initiative +8| Buffs: Cloak of Darkness, Shadow's Endurance, Delay Poison, Death Ward
Abilities:
Flying 11/13 Minutes, Shadow Form 13/13 Minutes, Cloak of Darkness 9/13 Hours

Emberwik flies up to behind Sarek, drawing his Staff of Healing and dropping his Staff of Fire, then casts a spell to ease his wounds.

Staff of Healing Cure Serious Wounds @ Sarek: 3d8 + 13 ⇒ (3, 7, 7) + 13 = 30

Remaining Resources:

Staff of Fire Charges Left 2/10
Staff of Healing Charges Left 5/10
1st Level Spells Remaining 8/8
2nd Level Spells Remaining 3/8
3rd Level Spells Remaining 7/8
4th Level Spells Remaining 5/8
5th Level Spells Remaining 1/5
6th Level Spells Remaining 1/4

Save and SR Math:

Feats: Spell Penetration (+2), Greater Spell Penetration (+2), Elemental Focus: Fire (+1), Metamagic Tenebrous Spell (+1)
Traits: Affinity to Elements (Fire) +1 to Save DC for Fire Spells

Caster Stat (Charisma): 26
Caster Stat Modifier: 8
Caster Level: 13
Spell Penetration Total: 17

Save DC Base
0 Level Spell: 18
1 Level Spell: 19
2 Level Spell: 20
3 Level Spell: 21
4 Level Spell: 22
5 Level Spell: 23
6 Level Spell: 24

Fire Spells Save DC
0 Level Spell: 20
1 Level Spell: 21
2 Level Spell: 22
3 Level Spell: 23
4 Level Spell: 24
5 Level Spell: 25
6 Level Spell: 26

Tenebrous Spell Save DC
0 Level Spell: 19
1 Level Spell: 20
2 Level Spell: 21
3 Level Spell: 22
4 Level Spell: 23
5 Level Spell: 24
6 Level Spell: 25

Tenebrous Fire Spell Save DC
0 Level Spell: 21
1 Level Spell: 22
2 Level Spell: 23
3 Level Spell: 24
4 Level Spell: 25
5 Level Spell: 26
6 Level Spell: 27

The Exchange

Cheliaxan Enchanter 12 HP:114/114(+18) | AC:18 FF:16 T:13 F:+13 R:+10 W:+11 Perception +14 Effects: Mage Armor, Life Bubble, False Life(+18)

Knowledge on Knight: 1d20 + 17 ⇒ (17) + 17 = 34
Knowledge on Pile: 1d20 + 17 ⇒ (16) + 17 = 33


The Knights are Graveknights, undead warrios called to service who remember their past. The befoul the area around them, making it difficult to use positive energy near them. They are immune to acid, cold and electricity. They are resistant to spells, can unleash massive cones of acidic energy and control the undead.

The massive pil of detritus is a Warsworn. It is capable of absorbing dying creatures it rolls over. Such creatues can only be returned to life with wish or miracle unless the Warsworn is destroyed.

Emberwik flies forward and draws on the power of his staff to heal Sarek. He can feel the pressure from the Graveknights aura but he is far too strng for it.

The DC is relatively low, too low to bother Emberwick given his caster level and charisma but it may give others more of an issue...

[look]@Lenny[/looc]

Round 2

Roary
----------------------------------
Green Knight
----------------------------------
Brutus
Daxter
Lenny

Emberwik
Sarek
----------------------------------
Giant Pile

Bold may act: You have 24 hous to post before I put you on delay and move us forward.

Group Effects: Life Link (Sarek, Roary, Ember, Daxter), Inspire, Banner

Status, anyone can read:

Brutus 154|154
Sarek 69|129
Emberwik 120|120, fatigued, shaken
Lenny 98|114
Roary 56|146, shakem
Daxter 102|114, shaken

Blue Knight DEAD
Green Knight 137
Big Pile 29

Liberty's Edge

conditional buffs to allies:
bonus Teamwork feat: Outflank / Paired Opportunist; Weal's Champ +3 att, +2 dmg (competence); Raging Song +2 Str/Con, -1 AC, +Lesser Celestial Totem (extra healing)
Init 8(12)|Perc+10|AC 15|CMD 27|F+22|R+14|W+19|HP 114/114|Haste 5/10 | LoH 4/13 |Bardic 2/15|Weal's Champ 1/3|Channel 3/7|S Medallion 0/1|S Brand 0/1|Horseshoe 0/1|Bracers 1/1|Reach Rod 3/3
typical buffs to allies:
Flagbearer+Banner: 30' aura of +2 att, dmg, charm, fear (morale); Insp Courage: +2 att, +1d6+2 dmg (competence, sonic)

lol, okay super glad I waited on my turn! I'd better just finish off this bastard, and try to get the heck out of the trampling path of the Warsworn. 5' step back, click my heels for haste, and full attack on Graveknight.

1st attack, haste, song: 1d20 + 22 + 1 + 2 ⇒ (8) + 22 + 1 + 2 = 33
damage: 1d10 + 14 + 2 ⇒ (5) + 14 + 2 = 21
sonic: 1d6 ⇒ 1

haste attack, flag, song: 1d20 + 22 + 1 + 2 ⇒ (12) + 22 + 1 + 2 = 37
damage: 1d10 + 14 + 2 ⇒ (2) + 14 + 2 = 18
sonic: 1d6 ⇒ 4

iterative attack, flag, song: 1d20 + 22 + 1 + 2 - 5 ⇒ (2) + 22 + 1 + 2 - 5 = 22
damage: 1d10 + 14 + 2 ⇒ (9) + 14 + 2 = 25
sonic: 1d6 ⇒ 4


The graveknight collapses on Lenny's first blow.

It had 2HP left

You have a move action left but cannot move as you took a 5' step.

Liberty's Edge

conditional buffs to allies:
bonus Teamwork feat: Outflank / Paired Opportunist; Weal's Champ +3 att, +2 dmg (competence); Raging Song +2 Str/Con, -1 AC, +Lesser Celestial Totem (extra healing)
Init 8(12)|Perc+10|AC 15|CMD 27|F+22|R+14|W+19|HP 114/114|Haste 5/10 | LoH 4/13 |Bardic 2/15|Weal's Champ 1/3|Channel 3/7|S Medallion 0/1|S Brand 0/1|Horseshoe 0/1|Bracers 1/1|Reach Rod 3/3
typical buffs to allies:
Flagbearer+Banner: 30' aura of +2 att, dmg, charm, fear (morale); Insp Courage: +2 att, +1d6+2 dmg (competence, sonic)

Dammit. I had a feeling it was nearly dead based on how quickly the first one dropped, but I didn't trust that a single blow from my armor spikes would have done it in. Turns out I should have tried it, then I could have always taken a 5' step and swung with the fauchard if necessary.
Ah well. I can't think of anything useful to do with my move action since I want to keep my weapon readied after reading the phrase "creatures it rolled over." Lenny is ready to make Emberwik and his god very happy with his impending suffering.
@Daxter, unless of course you've got something up you sleeve to hold this thing at bay? Even just a big meatshield summon between us and it might slow it down enough.

The Exchange

Cheliaxan Enchanter 12 HP:114/114(+18) | AC:18 FF:16 T:13 F:+13 R:+10 W:+11 Perception +14 Effects: Mage Armor, Life Bubble, False Life(+18)

Keeping Aura of Shape Emotions up.

Daxter will cast Glitterdust on the warsworn.

DC21 will save or be blinded.

Grand Lodge

Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

**OVERSEER ANNOUNCEMENT**

At last, the ritual reaches a critical point, With the ritual’s anchoring stones disrupted and its guardians slain, the Pillar struggles in vain to stop its magic from collapsing. The Pillar trembles, and a psychic scream echoes through the minds of everyone within Gallowspire. The lasts wisps of magic drift away from the pillar’s surface, filling the room with a quiet fog. The taste of corruption fades from the air.

Utter silence falls, as if all the air in Gallowspire has been drawn away by the inhalation of some massive being. But the peace does not last for long. The stillness is broken a moment later by a titanic crack. Fissures form in the walls, and the ground shifts. Silently, a pitch-black nothingness begins to ooze forth from the newly formed cracks in the walls, floors, and ceilings. The cracks spread with supernatural speed, reaching out like grasping fingers to tear the dungeons to pieces. In the Black Caverns, small rocks begin to rain down from above. Gallowspire is falling apart!

GMs, please apply the Speeding Up the Encounters conditions on page 16 and finish up your encounter quickly.


The Warsworn roars as it is engulfed by the bright lights. It cannot see!

Round 2

Roary
----------------------------------
Green Knight
----------------------------------
Brutus
Daxter
Lenny
Emberwik
Sarek
----------------------------------
Giant Pile

Bold may act:

Group Effects: Life Link (Sarek, Roary, Ember, Daxter), Inspire, Banner

Status, anyone can read:

Brutus 154|154
Sarek 69|129
Emberwik 120|120, fatigued, shaken
Lenny 98|114
Roary 56|146, shakem
Daxter 102|114, shaken

Big Pile 29 damage, blinded

Scarab Sages

Active Effects and Slots:
1st 4/7, 2nd 1/6, 3rd 5/5, 4th 0/5, 5th 0/3; overland flight
| NG Human male occultist 14 | hp 129/129 | DR 0 | AC 21, Touch , Flat-Footed 19 | Initiative +2* | Fort +17, Ref +10, Will +14 | Perception +26, Low-light, DV 60’, see invisibility
Implements and consumables:
Ill.Imp (Inv2,Cur2), Div.Imp (Inv 11,Cur8), Trans.Imp (Inv9,Cur2); Four-Leaf Clover 0/3, Boots of Speed 4/10, Lesser extend 2/6, Corset of vishkanya 10/10, GM reroll 0/1

"Thank you, Emberwik."

Grand Lodge

M Half-Orc Paladin/Monk/Stalwart Defender 12 | HP: 159/159 l Fort: +19 (+21 with stance), Ref: +12, W: +19 (+21 with stance) l Init: +1 l Per: +8 l Movement: 30
AC:
Default: 23/T: 21/FF: 20 | This Round: 42*/T: 29* (40* vs incorporeal)/FF: 28
Resources:
LoH 3/7 | Fist 3/4 | Smite 2/2 | Stance 3/8 | Reroll (X)
CMD:
39/41 vs Grapple

Brutus rushes forward to capitalize on the monstrosity's weakness.

Move. Crane style. Attack defensively.

Attack (Lenny stuff, fighting defensively, divine favor): 1d20 + 19 + 4 - 1 + 2 ⇒ (7) + 19 + 4 - 1 + 2 = 31
Damage: 1d6 + 8 + 4 + 2 ⇒ (6) + 8 + 4 + 2 = 20


Brutus crashes into the mass of armourr, wea pons and bone and it shudders under the impact. Blind it still spins round in his direction and lashes out multiple times at Brutus but none come even close to touching him.

Rolls:

Slams: 4d20 ⇒ (5, 12, 6, 7) = 30

Round 3

Roary
Brutus
Daxter
Lenny
Emberwik
Sarek

----------------------------------
Giant Pile

Bold may act: Lenny, I have accounted for Life Link

Group Effects: Life Link (Sarek, Roary, Ember, Daxter), Inspire, Banner

Status, anyone can read:

Brutus 154|154
Sarek 74|129
Emberwik 120|120, fatigued, shaken
Lenny 88|114
Roary 61|146, shakem
Daxter 102|114, shaken

Big Pile 138 damage, blinded

Liberty's Edge

conditional buffs to allies:
bonus Teamwork feat: Outflank / Paired Opportunist; Weal's Champ +3 att, +2 dmg (competence); Raging Song +2 Str/Con, -1 AC, +Lesser Celestial Totem (extra healing)
Init 8(12)|Perc+10|AC 15|CMD 27|F+22|R+14|W+19|HP 114/114|Haste 5/10 | LoH 4/13 |Bardic 2/15|Weal's Champ 1/3|Channel 3/7|S Medallion 0/1|S Brand 0/1|Horseshoe 0/1|Bracers 1/1|Reach Rod 3/3
typical buffs to allies:
Flagbearer+Banner: 30' aura of +2 att, dmg, charm, fear (morale); Insp Courage: +2 att, +1d6+2 dmg (competence, sonic)

"Brutus! A little to your right! Remember that trick I showed ya!"

Lenny will use another round of haste from his boots for the extra movement to hug the walls of the canyon and take a round-about approach to set up a flank. (You did say it doesn't have reach, right? Well I hope so anyway. Heh, and I suppose hopefully this thing can even be flanked!) I will ready an action to attack once Brutus takes a step over to set up a flank.

readied attack once Brutus steps over for flank:

attack, haste, inspire courage, outflank: 1d20 + 22 + 1 + 2 + 4 ⇒ (1) + 22 + 1 + 2 + 4 = 30
damage, inspire: 1d10 + 14 + 2 ⇒ (3) + 14 + 2 = 19
sonic: 1d6 ⇒ 1

Grand Lodge

M Half-Orc Paladin/Monk/Stalwart Defender 12 | HP: 159/159 l Fort: +19 (+21 with stance), Ref: +12, W: +19 (+21 with stance) l Init: +1 l Per: +8 l Movement: 30
AC:
Default: 23/T: 21/FF: 20 | This Round: 42*/T: 29* (40* vs incorporeal)/FF: 28
Resources:
LoH 3/7 | Fist 3/4 | Smite 2/2 | Stance 3/8 | Reroll (X)
CMD:
39/41 vs Grapple

Brutus raises one massive fist to the heavens. "Goddess, grant me the strength to strike this ugliness for our world!"

Step. Swift to smite. Free for defensive stance. Full attack defensively.

Flurry (Lenny stuff, fighting defensively, divine favor, smite, defensive stance): 1d20 + 18 + 4 - 1 + 2 + 1 + 2 ⇒ (16) + 18 + 4 - 1 + 2 + 1 + 2 = 42
Damage: 1d6 + 8 + 4 + 2 + 8 + 2 ⇒ (3) + 8 + 4 + 2 + 8 + 2 = 27

Flurry: 1d20 + 18 + 4 - 1 + 2 + 1 + 2 ⇒ (15) + 18 + 4 - 1 + 2 + 1 + 2 = 41
Damage: 1d6 + 8 + 4 + 2 + 8 + 2 ⇒ (6) + 8 + 4 + 2 + 8 + 2 = 30

Iterative: 1d20 + 13 + 4 - 1 + 2 + 1 + 2 ⇒ (6) + 13 + 4 - 1 + 2 + 1 + 2 = 27
Damage: 1d6 + 8 + 4 + 2 + 8 + 2 ⇒ (6) + 8 + 4 + 2 + 8 + 2 = 30

Second Iterative: 1d20 + 8 + 4 - 1 + 2 + 1 + 2 ⇒ (20) + 8 + 4 - 1 + 2 + 1 + 2 = 36
Damage: 1d6 + 8 + 4 + 2 + 8 + 2 ⇒ (2) + 8 + 4 + 2 + 8 + 2 = 26
Confirming: 1d20 + 8 + 4 - 1 + 2 + 1 + 2 ⇒ (5) + 8 + 4 - 1 + 2 + 1 + 2 = 21
Extra Damage: 1d6 + 8 + 4 + 2 + 8 + 2 ⇒ (3) + 8 + 4 + 2 + 8 + 2 = 27

Was this thing undead? If so, add an extra +8 from the first attack that hits.

Liberty's Edge

conditional buffs to allies:
bonus Teamwork feat: Outflank / Paired Opportunist; Weal's Champ +3 att, +2 dmg (competence); Raging Song +2 Str/Con, -1 AC, +Lesser Celestial Totem (extra healing)
Init 8(12)|Perc+10|AC 15|CMD 27|F+22|R+14|W+19|HP 114/114|Haste 5/10 | LoH 4/13 |Bardic 2/15|Weal's Champ 1/3|Channel 3/7|S Medallion 0/1|S Brand 0/1|Horseshoe 0/1|Bracers 1/1|Reach Rod 3/3
typical buffs to allies:
Flagbearer+Banner: 30' aura of +2 att, dmg, charm, fear (morale); Insp Courage: +2 att, +1d6+2 dmg (competence, sonic)

nice! if that crit confirms, I'll get an AoO! :)


It is undead, it can be flanked, it has reach of 5' and is still blind

Between the two of you the Warsworn is hacked and bludgened to pieces...

COMBAT OVER!

We are very close to the end now so I dont plan to start another encounter, although the advanced nightwing plus two greater shadows or the hideous con draining nemhain might have been fun! However, we are still not finished so you may want to heal up in preparation for THE ESCAPE FROM GALLOWSPIRE!

Status, anyone can read:

Brutus 154|154
Sarek 74|129
Emberwik 120|120, fatigued
Lenny 88|114
Roary 61|146
Daxter 102|114

Dark Archive

LN Ifrit Oracle(Shadow/Blackened) 13| HP 98/120 | AC24 T14 FF20| CMD 21 | Fort 11 Ref 11 Will 11 | Speed 30ft | Initiative +8| Buffs: Cloak of Darkness, Shadow's Endurance, Delay Poison, Death Ward
Abilities:
Flying 11/13 Minutes, Shadow Form 13/13 Minutes, Cloak of Darkness 9/13 Hours

Emberwik casts the spell Greater Path of Glory upon the party, recovering everyone a significant amount.

65 HP to the most injured, and everyone else can recover 60 HP. According to the status, Roary will need an extra 20 healing.

Staff of Healing Cure Serious Wounds @ Roary: 3d8 + 13 ⇒ (7, 1, 8) + 13 = 29

Remaining Resources:

Staff of Fire Charges Left 2/10
Staff of Healing Charges Left 4/10
1st Level Spells Remaining 8/8
2nd Level Spells Remaining 3/8
3rd Level Spells Remaining 7/8
4th Level Spells Remaining 4/8
5th Level Spells Remaining 1/5
6th Level Spells Remaining 1/4

Save and SR Math:

Feats: Spell Penetration (+2), Greater Spell Penetration (+2), Elemental Focus: Fire (+1), Metamagic Tenebrous Spell (+1)
Traits: Affinity to Elements (Fire) +1 to Save DC for Fire Spells

Caster Stat (Charisma): 26
Caster Stat Modifier: 8
Caster Level: 13
Spell Penetration Total: 17

Save DC Base
0 Level Spell: 18
1 Level Spell: 19
2 Level Spell: 20
3 Level Spell: 21
4 Level Spell: 22
5 Level Spell: 23
6 Level Spell: 24

Fire Spells Save DC
0 Level Spell: 20
1 Level Spell: 21
2 Level Spell: 22
3 Level Spell: 23
4 Level Spell: 24
5 Level Spell: 25
6 Level Spell: 26

Tenebrous Spell Save DC
0 Level Spell: 19
1 Level Spell: 20
2 Level Spell: 21
3 Level Spell: 22
4 Level Spell: 23
5 Level Spell: 24
6 Level Spell: 25

Tenebrous Fire Spell Save DC
0 Level Spell: 21
1 Level Spell: 22
2 Level Spell: 23
3 Level Spell: 24
4 Level Spell: 25
5 Level Spell: 26
6 Level Spell: 27

Liberty's Edge

conditional buffs to allies:
bonus Teamwork feat: Outflank / Paired Opportunist; Weal's Champ +3 att, +2 dmg (competence); Raging Song +2 Str/Con, -1 AC, +Lesser Celestial Totem (extra healing)
Init 8(12)|Perc+10|AC 15|CMD 27|F+22|R+14|W+19|HP 114/114|Haste 5/10 | LoH 4/13 |Bardic 2/15|Weal's Champ 1/3|Channel 3/7|S Medallion 0/1|S Brand 0/1|Horseshoe 0/1|Bracers 1/1|Reach Rod 3/3
typical buffs to allies:
Flagbearer+Banner: 30' aura of +2 att, dmg, charm, fear (morale); Insp Courage: +2 att, +1d6+2 dmg (competence, sonic)

Yikes, those encounters sound nasty. Ok healing time. Using up the last of my Oracle channels and casting some of my oracle spell slots for cures since I still have most of my spell slots left.

Edit: Dang, ninja'ed by you again, Ember! Thank you very much for all of your life-saving healing in this scenario.
@Roary, I forgot to say after the last fight that I appreciate your willingness to share the CLW wand charges. Assuming we split 'em 50/50, it was 28 charges total, so 14 for each of us to mark off.


Restoring yourselves you find the situation turning even more dire.

Stalactites riddled with fingers of negative energy begin raining from the ceiling as the entire area shakes treacherously. It is clear that the time to go is now!

So, how do you plan to escape? This section is run almost entirely narrativey. Feel free to describe what you do to get out. There are still plenty of undead around but none present a combat challenge. You can also narrate in saving other pathfinders along the way. Make an appropriate skill check, save or other roll related to your escape or rescue efforts.

There is also an option for those who want this to be their final adventure!

Heroic Death:

Table GMs should mention that any players who want their Primary Characters or Aid Characters to meet a heroic end have an opportunity to narrate that moment. Table GMs should strive to work with players to create heroic moments for these sacrifices and provide a satisfying, emotional end for that character’s adventures. Example heroic moments include pushing a friend out of the way of a falling wall or bravely fending off a terrible monster while the others escape. Table GMs cannot, however, encourage players to sacrifice a character. This is provided only as an option for players who wish for a character’s story to end here.

Sovereign Court

Usable/Active:
Rage 35/35, Boots 10/10, Remove Fatigue 2/2, Reroll 1/1
HP 173(213)| DR 7/- | AC 22 | T 14 | FF 18 | CMD 33 | Fort +22 | Ref +16 | Will +13 | Init +5 | Perc +19
Situational Buffs:
+9 saves vs Spells/Sla's while Raging, +4 damage vs Spellcasters

Dang! It only took us like 14 hours to get down here lol..

"IT'S TIME TO GO FOLKS!"

He runs for the most obvious exit, helping his companions along the way..

If he see's any trapped Pathfinders he will do he best to get them out.

Not sure what if any checks I need here.


You can make any check you think might help in doing what you are doing. Its for you to decide and narrate for yourself. There is no real penalty here, its a chance for you to narrrate your own escape. Think of it as the final splash page of the comic of your adventures

Liberty's Edge

conditional buffs to allies:
bonus Teamwork feat: Outflank / Paired Opportunist; Weal's Champ +3 att, +2 dmg (competence); Raging Song +2 Str/Con, -1 AC, +Lesser Celestial Totem (extra healing)
Init 8(12)|Perc+10|AC 15|CMD 27|F+22|R+14|W+19|HP 114/114|Haste 5/10 | LoH 4/13 |Bardic 2/15|Weal's Champ 1/3|Channel 3/7|S Medallion 0/1|S Brand 0/1|Horseshoe 0/1|Bracers 1/1|Reach Rod 3/3
typical buffs to allies:
Flagbearer+Banner: 30' aura of +2 att, dmg, charm, fear (morale); Insp Courage: +2 att, +1d6+2 dmg (competence, sonic)

"C'mon, everybody! It's time to go! Hey, no dawdling!"

diplomacy to encourage: 1d20 + 16 ⇒ (18) + 16 = 34

"Wasn't that just the best adventure! First we met a nice plant lady in the woods, but then she turned out to be mean, even though she did smell awfully nice. She made Mr. Roary extra mad cuz she wouldn't let him get mad..." he trails off for a while as he seems to have confused himself.

Eventually he continues excitedly, "Then we met Mr. Daxter and he joined our team and we got to fight these great big lady zombies that flung poop or something at us. Ugh, so gross! Mr. Sarek did this thing where he was all ZOOM! ZOOM! SLASHITY SLASH! ZOOM! It was so cool!"

"After that found these nasty globs and these singing rocks. They sang terribly, not like me. But Mr. Daxter went all WOM-WOM-WOM and put up a force field and made 'em wait in the corner while we splattered 'em one by one! Then we had to walk through this creepy hall of mirrors and I saw sad things..." again he trails off.

"Then we got attacked by this angry skull who MURDERED poor Archie! Poor Archie, you were killed in your prime. No one could glow-ball, like you glow-balled." he heaves a sad sigh and continues. Mr. Floaty played hide and seek for a while, and I almost died a lot, and Mr. Wik had to leave cuz he remembered he left the stove on at home, but with hard work and cooperation we avenged poor archie!"

"Umm, after that we fought more dead giants, but these guys really gave me the munchies, and some of 'em were hungry enough that they ate people. You could still see the little guys in their bellies! So gross! But they were no match for Mr. Roary who went all ROAR! SMASH! and Mr. Sarek who was all WHOOSH! WHOOSH! SLICE!"

"Then we found this secret note with directions to this powerful old sword, so away we went! There we found more of those giants that smelled awful, but still made me super hungry... but behind them was this ginormous ghost dragon! He kept trying to steal our souls, and seemed to really not like me, but he was no match for our teamwork! I did my part by falling down a lot. I almost died like five times, and once for realsies! But then Mr. Wik said I had to suffer more. I like Mr. Wik. He's the nicest demon I ever met."

"Ooo! Ooo! And then, and then, we got to fight a great big pile of bodies floating on a river of blood! They tried to hit Mr. Brutus, but he was all HII-YAAH! and they couldn't even touch him. In fact I don't think he hardly got touched all day. That dude is invincible! So anyway... we all surrounded it and KABOOM! WHACK! BIFF! STABBY-STAB! and then Boom! no more Gallowspire!"

Oratory to distract the wounded from their pain and hurry them along to get out of earshot: 1d20 + 19 ⇒ (10) + 19 = 29

I will also heal any wounded I come across, Remove Sickness and Remove Fear as appropriate, etc.

Dark Archive

LN Ifrit Oracle(Shadow/Blackened) 13| HP 98/120 | AC24 T14 FF20| CMD 21 | Fort 11 Ref 11 Will 11 | Speed 30ft | Initiative +8| Buffs: Cloak of Darkness, Shadow's Endurance, Delay Poison, Death Ward
Abilities:
Flying 11/13 Minutes, Shadow Form 13/13 Minutes, Cloak of Darkness 9/13 Hours

All around him, Emberwik saw the spire starting to collapse and fluctuates dark energies. Waves of skeletons poured in from any entrance that the Oracle would hope to use to escape. With time not being on their side, he takes no time in making for an exit with his allies.

At a junction where he and his allies fled, a collapse suddenly separates him from his party. Emberwik then threw his last ball of fire at a wave of rushing skeletons, and conjures forth a wall of bones to cover his escape. Desperately he searches for another exit. Lost in the winding tunnels without time on his side, he burns through every last resource of power to survive.

From the distance, he hears something that doesn’t sound like undead. Flying as fast as his body can, Emberwik reaches the source and finds Momoko and Deep Tofu. The Psychic conjures all manner of force magic to blast back undead, while the Witch tries to pick up a wounded Pathfinder over his back.

The shadowy oracle flies to their aid at once, calling upon a wall of flames to blast back more of the undead. ”How do we get out of here?!” he shouts to Momoko. She turns confused by the sudden aid, but relieved it is help. ”The tunnel down this way leads to an exit!” She points to a long straight stretch that is larger than most tunnels here. The tunnel starts to collapse as well, however, and their moments are turning fleeing fast. ”Quick, get in!” Emberwik uses Shadow Conjuration to call forth a Conjured Carriage. Tofu hops in with the wounded Pathfinder, Slamming the door shut behind him. Momoko and Emberwik quickly hop on top.

”Swiftly, drive now!” he shouts at the invisible driver, and the carriage then starts moving. More boulders fall from the ceiling, and begin to crash haphazardly around the trio. One falls dangerously close to Emberwik, but he was protected at the last moment by the Psychic’s magic as it reflects off him.

One last wave of skeletons approaches the party, blades drawn. Emberwik and Momoko both call upon their last healing magic to scour the undead with positive energy. The oracle and psychic launch a large wave at the horde, and many of them or are repelled. The caravan then pulls the trio into daylight before anyone could even realize it.

Emberwik has escaped Gallowspire.

The Exchange

Cheliaxan Enchanter 12 HP:114/114(+18) | AC:18 FF:16 T:13 F:+13 R:+10 W:+11 Perception +14 Effects: Mage Armor, Life Bubble, False Life(+18)

Daxter sighs as the spire starts to collapse. He runs out alongside his fellow pathfinders. Despite his disdain for other pathfinders, he will also aid any that he finds to be in trouble. At one point, the floor gives way and the wizard casts Dimension Door, magically transporting them across. Though there are several close calls, Daxter and the other pathfinders are able to make it to safety.

Grand Lodge

Wheel of Monsters! || Spell Templates | Starship Roles | ◆◇↺

**OVERSEER ANNOUNCEMENT**

Through the terrible dark and palpable evil of the dungeons of Gallowspire, the expedition fights its way to the surface. The earth beneath and around them continues to shake, and undead monstrosities continue to fight, but the Pathfinders are implacable in their progress. Finally, after many more hours, the dim light of day greets the surviving Pathfinders who emerge from the outskirts of the Gallowgarden. Most show signs of desperate battle and deep exhaustion. As the light grows and shatters the clearing clouds, a few shouts of congratulations soon become a rousing cheer.

Marcos Farabellus steps forward triumphantly. “My friends, I have never been so proud to call myself a Pathfinder as I am today. Thanks to you, and to everyone who gave their lives to this mission, the world does not need to fear a terrible undead blight. The Whispering Tyrant may be a figure of legend, but you have challenged his plots, and you have emerged victorious. Your bravery and determination stand as a shining example, not just to your fellow agents, but to the world. Let us face the challenges ahead in the same spirit. Let us honor our dead and carry their memory and stories with us as we move forward into a new day. Explore! Report! Cooperate!”

That’s the end! Thanks for playing everyone, and thanks especially to the table GMs for all your hard work! GMs, the house has earned the full Necromantic Surge boon (4 boxes remaining).

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