GM supervillan's Krune campaign (Inactive)

Game Master supervillan

Current scenario: Words of the Ancients

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The Exchange

Male LN Dwarf from Qadira | Follower of Erastil | Monk 3 & Inquisitor 7 | Freedom of Movement 3/3 | Spells 1st 5/6, 2nd 5/5, 3rd 3/3 | HP 106/106 | Normal: AC 22 T 20 FF 20 | CMB +6, CMD 27 | F: +18, R: +12, W: +22 | Init: +9 | Perc: +22, SM: +18, Diplomacy: +26 | Discern Lies 7/7 | BoSpeed 3/10 | Reroll 1/1 | Lucky Horseshoe 1/1 | Bane 15/15 | Perfect Strike 4/4 | Darkvision | Speed 30ft | Active conditions: Divine Favor

Almaas continues his undead bane ability and shoots arrows at the Graveknight.

Undead bane 4/13.

Longbow to hit:+1 Longbow +19 (6 BAB, +7 Wis (Zen Archer), +1 Enhancement Bonus, +1 Weapon Focus, -2 Deadly Aim, +2 Wood Mystery Wood bond, +1 haste, bane +2, pbs +1 ]
Longbow damage: 1d8+8+2d6, 20/x3 [+4 Deadly aim, +1 Enhancement bonus, bane +2+2d6, pbs +1]

Almaas has deadeye bowman but he still has to cope with cover for all these shots below.

* *

Haste Attack, rapid shot -2 : 1d20 + 19 - 2 ⇒ (10) + 19 - 2 = 27

Damage: 1d8 + 8 + 2d6 ⇒ (2) + 8 + (6, 5) = 21

-

Primary Rapid Shot 1: 1d20 + 19 - 2 ⇒ (5) + 19 - 2 = 22
Damage: 1d8 + 8 + 2d6 ⇒ (7) + 8 + (5, 6) = 26

-

Primary Rapid Shot 2: 1d20 + 19 - 2 ⇒ (9) + 19 - 2 = 26
Damage: 1d8 + 8 + 2d6 ⇒ (3) + 8 + (6, 2) = 19

-

Secondary , Rapid Shot -2: 1d20 + 19 - 2 - 5 ⇒ (5) + 19 - 2 - 5 = 17
Damage: 1d8 + 8 + 2d6 ⇒ (4) + 8 + (5, 5) = 22


The Waking Rune

Daedîn launches his arrows. The first double-shot is swatted out of the air by the graveknight. Deflect arrows - which didn't work against Almaas in round 1 because she was flatfooted. But still, two holy arrows find their target.

Shel beats a hasty retreat.

Shel wrote:
wondering what evil god she had pissed off that morning.

Lissala, obvs.

Teric flings balls of cold lightning at the evil knight, but they have no effect. Immune.

Inky and Nina enter the chapel and begin a deadly joust. Nina's lance pierces the graveknight's chest, but it doesn't stop her! One hit.

Seldanna uses her hexcraft...

Will DC21: 1d20 + 11 ⇒ (16) + 11 = 27

...the graveknight's faith in her goddess protects her.

Almaas sends yet more cold iron flying through the air, but none of his darts pierce the enemy's armour.

The unholy warrior advances, and thrusts her lance through the doorway:

greater disarm vs Daedîn, expertise: 1d20 + 23 - 4 ⇒ (11) + 23 - 4 = 30

The lance strikes not at the elf, but instead it hooks the archer's bow out of his grasp and flings it across the room! Yellow crescent on the map is the bow.

direction, 1=north: 1d8 ⇒ 4

The graveknight then stabs at Daedîn with her flaming weapon.

lance, expertise: 1d20 + 18 - 4 ⇒ (19) + 18 - 4 = 33damage: 1d8 + 14 ⇒ (7) + 14 = 21fire damage: 3d6 ⇒ (5, 2, 5) = 12
lance, expertise: 1d20 + 13 - 4 ⇒ (7) + 13 - 4 = 16damage: 1d8 + 14 ⇒ (6) + 14 = 20fire damage: 3d6 ⇒ (6, 6, 4) = 16

The lance finds Daedîn's flesh. 1 hit.

Round 2 / 3

Seldanna
Almaas
Graveknight, -126hp
Inky
Daedîn, -41hp
Nina
Shel, -73hp
Teric

The bold may act!

The Exchange

Male LN Dwarf from Qadira | Follower of Erastil | Monk 3 & Inquisitor 7 | Freedom of Movement 3/3 | Spells 1st 5/6, 2nd 5/5, 3rd 3/3 | HP 106/106 | Normal: AC 22 T 20 FF 20 | CMB +6, CMD 27 | F: +18, R: +12, W: +22 | Init: +9 | Perc: +22, SM: +18, Diplomacy: +26 | Discern Lies 7/7 | BoSpeed 3/10 | Reroll 1/1 | Lucky Horseshoe 1/1 | Bane 15/15 | Perfect Strike 4/4 | Darkvision | Speed 30ft | Active conditions: Divine Favor

Almaas continues his undead bane ability and shoots arrows at the Graveknight.

Undead bane 5/13.

Longbow to hit:+1 Longbow +19 (6 BAB, +7 Wis (Zen Archer), +1 Enhancement Bonus, +1 Weapon Focus, -2 Deadly Aim, +2 Wood Mystery Wood bond, +1 haste, bane +2, pbs +1 ]
Longbow damage: 1d8+8+2d6, 20/x3 [+4 Deadly aim, +1 Enhancement bonus, bane +2+2d6, pbs +1]

Almaas has deadeye bowman but he still has to cope with cover for all these shots below.

* *

Haste Attack, rapid shot -2 : 1d20 + 19 - 2 ⇒ (16) + 19 - 2 = 33

Damage: 1d8 + 8 + 2d6 ⇒ (7) + 8 + (2, 2) = 19

-

Primary Rapid Shot 1: 1d20 + 19 - 2 ⇒ (13) + 19 - 2 = 30
Damage: 1d8 + 8 + 2d6 ⇒ (3) + 8 + (2, 6) = 19

-

Primary Rapid Shot 2: 1d20 + 19 - 2 ⇒ (7) + 19 - 2 = 24
Damage: 1d8 + 8 + 2d6 ⇒ (7) + 8 + (3, 4) = 22

-

Secondary , Rapid Shot -2: 1d20 + 19 - 2 - 5 ⇒ (8) + 19 - 2 - 5 = 20
Damage: 1d8 + 8 + 2d6 ⇒ (3) + 8 + (5, 6) = 22

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Teric's mouth twists as he sees the graveknight shrug off the cold. He snarls an arcane word and clenches his fist. Five points of light swirl lazily around the grave knight and them slam into her violently.

Magic Missile: 5d4 + 5 ⇒ (4, 4, 1, 2, 3) + 5 = 19

The Concordance

Female Human Witch 11 | HP: 78/61| AC: 18 (21 Mage Armor) | T: 15| FF: 15 (Mage Armor)| CMD: 20| Fort: +8 | Ref: +8| Will: +9 | Init: +9 | Perc: +13 | Sense Motive: +2 |

Seldanna continues to send nasty hexes the way of the graveknight, the brand on her arm itching like hell as she secretly curses Lissala and the strength she gives her unholy minions.

Retribution hex. WILL DC21.

Silver Crusade

HP: 49/54 l AC: 25 (34), T 13 (14), FF 22 (30) l CMD 23 l F +7, R +8 (+9), W +4; +4 vs. enchantments l Immune: Fire, Paralysis, Sleep l Resistance: Electricity 10 I Init +7 l Senses: Darkvision, Perception +10
Skills:
Acrobatics +11, Diplomacy +4, Fly +13, Intimidate +10, Kn. Planes +2, Sense Motive +6, Stealth +7
Female Elemental Unchained Eidolon 9 | Active Conditions: Extended Barkskin, Endure Elements, Haste, Mage Armor

With the graveknight now quite literally up in her face (and ignoring her and Nina for the moment) Inky snaps and swipes at it before taking a step back...

Bite (Haste, Magic Attacks): 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d6 + 3 ⇒ (6) + 3 = 9

Claw (Haste, Magic Attacks): 1d20 + 9 ⇒ (16) + 9 = 25
Damage: 1d4 + 3 ⇒ (3) + 3 = 6

Claw (Haste, Magic Attacks): 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d4 + 3 ⇒ (2) + 3 = 5

Bite (Haste, Magic Attacks): 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Inky Bodyguarding:

Aid Another (+2 AC): 1d20 + 9 ⇒ (13) + 9 = 22

Aid Another (+2 AC): 1d20 + 9 ⇒ (17) + 9 = 26

Aid Another (+2 AC): 1d20 + 9 ⇒ (11) + 9 = 20

Silver Crusade

HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
Skills:
Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

"This thing's strong..." Nina scowls as she continues needling the graveknight with her lance. This time she shifts her grip slightly, offering more control over her strikes at the expense of sheer striking power...

Attack (+1 Adamantine Lance; Arcane Strike, Haste): 1d20 + 13 ⇒ (7) + 13 = 20
Damage: 1d6 + 9 ⇒ (5) + 9 = 14

Attack (+1 Adamantine Lance; Arcane Strike, Haste): 1d20 + 13 ⇒ (17) + 13 = 30
Damage: 1d6 + 9 ⇒ (4) + 9 = 13

Attack (+1 Adamantine Lance; Arcane Strike, Haste): 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 1d6 + 9 ⇒ (1) + 9 = 10

Mounted Combat:

Ride: 1d20 + 10 ⇒ (3) + 10 = 13


The Waking Rune

Inky and Nina fail to breach the graveknight's defences as she furiously parries and blocks the both the gnome's and the eidolon's attacks. Combat Expertise - underrated feat imho.

Teric CL check vs SR: 1d20 + 10 ⇒ (18) + 10 = 28

Teric's magic missiles slam into the undead guardian, who lets out a grating hiss of anger in response. SR penetrated.

Round 2 / 3

Seldanna
Almaas
Graveknight, -145hp
Inky
Daedîn, -41hp
Nina
Shel, -73hp
Teric

The bold may act!

Will resolve all round 2 actions before Seldanna and Almaas' round 3.

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Shel continues to move away from the graveknight, not wanting to get caught by a stray lance.

Sorry, I cant do much about this guy while I’m on death’s door here.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Daedîn tumbles towards his bow to try to avoid an AoO...

Acrobatics: 1d10 + 25 ⇒ (7) + 25 = 32

...and picks up his bow...


The Waking Rune

Daedîn evades the graveknight's lance (narrowly) and retrieves his bow, whilst Shel, in grievous pain from her wounds, continues her retreat.

Seldanna peeks round the corner and tries her hexcraft again.

Will DC21: 1d20 + 11 ⇒ (3) + 11 = 14

...this time the young witch dooms the undead knight, though Lissala's defender doesn't know it yet.

Almaas' arrows fail to breach the graveknight's defences, as she bats away the only one that might have pierced her armour.

lance vs Nina, expertise: 1d20 + 23 - 4 ⇒ (16) + 23 - 4 = 35damage: 1d8 + 14 ⇒ (8) + 14 = 22fire damage: 3d6 ⇒ (2, 1, 1) = 4 13 damage to Emketta, the graveknight

The graveknight continues her joust with Nina, exchanging lance blows. As she stabs the gnome, impossible flames burn away at her and she cries out in alarm. But the graveknight knows no purpose but to destroy intruders on her sacred ground, and presses the attack.

lance vs Nina, expertise: 1d20 + 18 - 4 ⇒ (2) + 18 - 4 = 16damage: 1d8 + 14 ⇒ (8) + 14 = 22fire damage: 3d6 ⇒ (3, 4, 5) = 12
lance vs Nina, expertise: 1d20 + 13 - 4 ⇒ (19) + 13 - 4 = 28damage: 1d8 + 14 ⇒ (5) + 14 = 19fire damage: 3d6 ⇒ (3, 5, 4) = 12 15 to Emketta

The undead's lance burning pierces Nina a second time, almost felling the halfling, and now the impossible flames burn all around the graveknight as her undead flesh is torn apart by Seldanna powerful hex. With a final indignant scream, the undead guardian collapses in a broken heap. Her skeletal charge fades into nothingness. All that remains is the battered armour and few pieces of gear.

Combat over!

Party status

Daedîn, -41hp
Nina, -57hp
Shel, -73hp

Silver Crusade

1 person marked this as a favorite.
HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
Skills:
Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

"Ooooh...is, uh...medic?" Nina groans, bleeding profusely and quite clearly on the verge of collapsing right there in her saddle. She fishes into a pocket and pulls out a wand, waving it about.

"If someone can use this, I'd reeeeeally appreciate it!"

Still, even as wounded as she is, Nina doesn't call for Inky to retreat and instead the pair remain where they are, trying to stay vigilant.

"Never give up, never surrender..." the gnome smiles, possibly a bit loopy from blood loss.
______________

Nina has her old trusty CLW wand; GM do you prefer charges being rolled or may I take the average?

The Exchange

Male LN Dwarf from Qadira | Follower of Erastil | Monk 3 & Inquisitor 7 | Freedom of Movement 3/3 | Spells 1st 5/6, 2nd 5/5, 3rd 3/3 | HP 106/106 | Normal: AC 22 T 20 FF 20 | CMB +6, CMD 27 | F: +18, R: +12, W: +22 | Init: +9 | Perc: +22, SM: +18, Diplomacy: +26 | Discern Lies 7/7 | BoSpeed 3/10 | Reroll 1/1 | Lucky Horseshoe 1/1 | Bane 15/15 | Perfect Strike 4/4 | Darkvision | Speed 30ft | Active conditions: Divine Favor

"That was an unbelievable enemy! Very tough! What do we do now!"

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Teric takes the wand and eases Nina out of her saddle. "Good show, little gnome. Quite a strategy to let it hurt you to hurt it." He uses the wand on her until her wounds close.

12 charges on average to get you back to full


The Waking Rune

I'm fine with average wand results for calculating charges out of combat, though you can roll if you prefer (or feel lucky).

Also, that last GM post needed another editing pass - but my toddler woke up before I finished it!

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Shel uses several charges from her wand as well.

17 to be exact using the average roll!

”Wehave got to stop nearly getting me killed today. Does that sound like a plan,” Shel grumbles as the healing magic takes hold.

Silver Crusade

HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
Skills:
Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

"Uh yes, definitely all part of the plan," Nina chuckles awkwardly. It totally wasn't, but she's glad whatever Seldanna did managed to work out so good.

Once Teric is done making use of her wand she smiles as she stows it back into her pack. "Thank yoooouuuuu! It's amazing how handy these things are."

Charges remaining (23).

She then, finally, turns her attention back to the large chamber proper. "Well, this is definitely a room, isn't it? Maybe there's something really valuable or important here since that graveknight was hanging around..."

Mindful of magical traps after the rather painful encounter with the priest back in Kaer Maga, Nina begins a sweep for magical auras.

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Shel searches the room with Nina, looking for anything out of sorts.

Perception 1d20 + 18 ⇒ (7) + 18 = 25

The Exchange

Male LN Dwarf from Qadira | Follower of Erastil | Monk 3 & Inquisitor 7 | Freedom of Movement 3/3 | Spells 1st 5/6, 2nd 5/5, 3rd 3/3 | HP 106/106 | Normal: AC 22 T 20 FF 20 | CMB +6, CMD 27 | F: +18, R: +12, W: +22 | Init: +9 | Perc: +22, SM: +18, Diplomacy: +26 | Discern Lies 7/7 | BoSpeed 3/10 | Reroll 1/1 | Lucky Horseshoe 1/1 | Bane 15/15 | Perfect Strike 4/4 | Darkvision | Speed 30ft | Active conditions: Divine Favor

Almaas also looks into the room and detects magic.


The Waking Rune

As you patch yourselves up you search for magical or mundane secrets.

The graveknight's armour, bent and blackened, possesses a powerful magical aura. Examining it you find it now contains only ash.

Several other magical items survive, and lie next to the armour: a ring, an amulet, and a tattered black cloak. The graveknight's weapons no longer burn with unholy flame, but are enchanted (a lance and a longsword). Lastly, she carried a potion.

loot (all may open):
None of this is high level gear, so it's easy enough to Spellcraft it. The potion is Inflict Serious Wounds. Everything else is 'pluswhuns' - cloak of resistance, ring of protection, amulet of natural armour, weapons +1.

Your detect magic spells also show the last fleeting whisps of magic fade from the circular door in the northeast section of the room: whatever spell held the portal has elapsed with the defeat of the undead guardian.

Shel finds nothing of note in the chapel - the pews and the altar are simply rotten wood.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Daedîn will do likewise with his wand, if someone would be so kind as to tap him with it...

Use the average for 7 hits = 38 (currently -3)

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Teric takes Daedîn's wand and heals him with it. He snaps his fingers and waves over to the graveknight's armor. An invisible force sweeps the ash into a belt pouch, then carries it back over to the Varisian who tucks it away.

"Well, that's done." He picks up the amulet of natural armor. "Would anyone mind if I used this for a bit?"

The Exchange

Male LN Dwarf from Qadira | Follower of Erastil | Monk 3 & Inquisitor 7 | Freedom of Movement 3/3 | Spells 1st 5/6, 2nd 5/5, 3rd 3/3 | HP 106/106 | Normal: AC 22 T 20 FF 20 | CMB +6, CMD 27 | F: +18, R: +12, W: +22 | Init: +9 | Perc: +22, SM: +18, Diplomacy: +26 | Discern Lies 7/7 | BoSpeed 3/10 | Reroll 1/1 | Lucky Horseshoe 1/1 | Bane 15/15 | Perfect Strike 4/4 | Darkvision | Speed 30ft | Active conditions: Divine Favor

Almaas picks up all items of the Graveknight as well as the armor.

"Seldanna, you seemed to know a lot about this undead being. Do you think we will encounter more of its kind?"

The Concordance

Female Human Witch 11 | HP: 78/61| AC: 18 (21 Mage Armor) | T: 15| FF: 15 (Mage Armor)| CMD: 20| Fort: +8 | Ref: +8| Will: +9 | Init: +9 | Perc: +13 | Sense Motive: +2 |

"Another one? I certainly hope not...but we should be careful what we wish for, or we might end up against something even worse!" The red-headed witch shrugs in reply, a worried crease on her brow.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

"The Fat Man must have been allowed to go past the graveknight. It did seem to be ready to guard the door."

Before they open the previously sealed door, Teric re-casts two protection spells.

Recasting protection from Evil and Mirror Image
Images: 1d4 + 2 ⇒ (4) + 2 = 6

The Exchange

1 person marked this as a favorite.
Male LN Dwarf from Qadira | Follower of Erastil | Monk 3 & Inquisitor 7 | Freedom of Movement 3/3 | Spells 1st 5/6, 2nd 5/5, 3rd 3/3 | HP 106/106 | Normal: AC 22 T 20 FF 20 | CMB +6, CMD 27 | F: +18, R: +12, W: +22 | Init: +9 | Perc: +22, SM: +18, Diplomacy: +26 | Discern Lies 7/7 | BoSpeed 3/10 | Reroll 1/1 | Lucky Horseshoe 1/1 | Bane 15/15 | Perfect Strike 4/4 | Darkvision | Speed 30ft | Active conditions: Divine Favor

Almaas casts ‘protection from evil’ and ‘invisibility’ on himself, Daedin and Shel.

”Shel, Daedin, this will protect you a bit!“

Then he casts ‘bless’ on the party.

Right before opening the door, he casts ‘divine favor’.

”May Erastil be with us!!“

1st level: 5/6 cast, 2nd level: 4/5 cast.

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Shel moves to the door that the group is gathering around and takes a peek for any traps.

Perception 1d20 + 22 ⇒ (16) + 22 = 38

If no traps, Shel opens the door.

Silver Crusade

HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
Skills:
Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

Ready for pretty much anything now, Nina and Inky move into position just slightly to the side of the door. While Shel and the others examine it for traps, she takes the opportunity to cast a bolstering spell on herself and then pulls out two wands, giving Inky a tap with both before stowing them.

"Ready to go!"
______________

Nina will cast Heroism on herself and then use charges from her wands of Magic Fang and Shield for Inky. Charges remaining (21) and (37), respectively.


The Waking Rune

GM screen:
??: 1d3 ⇒ 1

After healing, you spend some time casting various protective and enhancing spells. Shel checks the door and finds no traps. It slides easily into the wall...

Even after millennia of decay, this room’s decor indicates that it was more important than any other in the shrine. Tapestries and rugs show Thassilonians at work, at rest, and at play, as well as giants hauling massive blocks to construct monuments to their lords. The rear of the room is full of thick white fog. Several creatures await you, armed with longspears.

knowledge (arcana) DC24:
That's a Solid Fog spell. It will be difficult to move through, and will effectively block arrows completely (although not magic rays).

Teric, when you can see into the room:
Your water sight pierces the fog. In an alcove at the rear of the room, a seven-sided chancel rises two steps off the ground. Atop it stands a statue of a six-winged, half snake, half human woman with a Sihedron disc for a head. That same rune glows red-hot on the handle of the whip she holds in her outstretched arm. Thassilonian text is chiseled all around the perimeter of the chancel. A small globe of light hovers near the edge of the fog. A fat human hovers ten feet off the ground, looking at the statue pensively.
Knowledge (planes) DC12
Spoiler:
That globe is a lantern archon, a minor angel.

DC17
Spoiler:
Lantern archons are immune to electricity and petrification.

DC22
Spoiler:
Like other archons, lantern archons exude an aura of menace that hampers opponents AC, attacks and saves until the opponent hits the archon with an attack. Lantern archons resist weapons that are not evil.

DC27
Spoiler:
Lantern archons attack with light rays that pierce any resistance.

"Δάσκαλε, είναι εδώ." says one of the misshapen creatures.

"Ξέρω. Να τους σκοτώσουμε όλους" replies a slow, masculine voice from somewhere in the fog.

Thassilonian:
"Master, they are here" says the first voice. "I know. Kill them all" says the second.

What are those creatures with the longspears?

Knowledge (dungeoneering) DC17:
They are sinspawn warriors - creations of Thassilonian sin magic. Specifically (and predictably) these are slothspawn.

DC22

Spoiler:
Slothspawn are immune to mind-affecting effects.

DC27

Spoiler:
These servants of the Runelords resist spells.

DC32

Spoiler:
Slothspawn can sense the sin that birthed them - they can detect slothfulness.

DC37

Spoiler:
The bite of a slothspawn overwhelms the victim with sinful thoughts and emotions sicken on one bite, stagger if bitten whilst sickened; this is a curse effect.

initiative:

Shel: 1d20 + 9 ⇒ (6) + 9 = 15
Seldanna: 1d20 + 9 ⇒ (9) + 9 = 18
Pet Lonan: 1d20 + 2 ⇒ (17) + 2 = 19
Teric: 1d20 + 1 ⇒ (20) + 1 = 21
Nina: 1d20 + 2 ⇒ (16) + 2 = 18
Pet Incandescence: 1d20 + 3 ⇒ (17) + 3 = 20
Almaas: 1d20 + 8 ⇒ (2) + 8 = 10
Daedin: 1d20 + 14 ⇒ (10) + 14 = 24
Naroth Balam: 1d20 + 6 ⇒ (6) + 6 = 12
team blue: 1d20 + 6 ⇒ (10) + 6 = 16
team red: 1d20 + 6 ⇒ (16) + 6 = 22
team yellow: 1d20 + 6 ⇒ (5) + 6 = 11
glowball: 1d20 + 4 ⇒ (17) + 4 = 21

Round 1

Daedîn, -3hp, prot evil, invis
team red
glowball
Teric, prot evil, mirror image (6)
Inky, magic fang, shield
Seldanna
Nina, heroism
team blue
Shel, prot evil, invis
Naroth Balam
team yellow
Almaas, prot evil, invis

The bold may act!

Active effects: bless, white squares are fogged.

Silver Crusade

HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
Skills:
Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

I thiiiink Nina might be able to see into the room from her position, at least partially. But just in case...

If Nina Can See In:

Kn. Arcana (DC 24; Heroism): 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25

"Aw cripes, that's a Solid Fog spell! Moving through one of those is like moving through molasses...and forget trying to shoot into it unless you're using, like, Scorching Ray or something," Nina groans.

Kn. Dungeoneering (DC 17; Heroism): 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17

"Oh hey, sinspawn warriors - creations of Thassilonian sin magic. Or more technically, these are slothspawn..."

The Exchange

Male LN Dwarf from Qadira | Follower of Erastil | Monk 3 & Inquisitor 7 | Freedom of Movement 3/3 | Spells 1st 5/6, 2nd 5/5, 3rd 3/3 | HP 106/106 | Normal: AC 22 T 20 FF 20 | CMB +6, CMD 27 | F: +18, R: +12, W: +22 | Init: +9 | Perc: +22, SM: +18, Diplomacy: +26 | Discern Lies 7/7 | BoSpeed 3/10 | Reroll 1/1 | Lucky Horseshoe 1/1 | Bane 15/15 | Perfect Strike 4/4 | Darkvision | Speed 30ft | Active conditions: Divine Favor

kn arcana : 1d20 + 11 ⇒ (20) + 11 = 31

Kn dung. identify monster : 1d20 + 12 ⇒ (15) + 12 = 27

DR, immunities please.

”That is a solid fog so forget to shoot arrows! And these are slothspawn aberrations! Remember Erastil’s teachings! A community supports those in need!“ Almaas says with some anticipation.

”Can you please throw a couple of fireballs in there!!“

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Daedîn moves 5’ NW and fires at red and then yellowfin red drops...

To hit: Base/Dex, Weapon Focus, Magic, Rapid Shot, Deadly Aim, Precise Shot, Deadeye Bowman
Damage: Magic, Strength, Deadly Aim, HolySneak Attack

Longbow (Manyshot) vs FFAC: 1d20 + 15 + 2 + 1 + 1 - 2 - 2 ⇒ (1) + 15 + 2 + 1 + 1 - 2 - 2 = 16
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 4 + 2d6 + 4d6 ⇒ (4) + 2 + 2 + 4 + (1, 5) + (1, 3, 4, 3) = 29
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 4 + 2d6 + 4d6 ⇒ (6) + 2 + 2 + 4 + (1, 4) + (5, 1, 3, 5) = 33

Longbow (Iterative) vs FFAC: 1d20 + 10 + 2 + 1 - 2 - 2 ⇒ (9) + 10 + 2 + 1 - 2 - 2 = 18
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 4 + 2d6 + 4d6 ⇒ (3) + 2 + 2 + 4 + (5, 5) + (4, 4, 4, 6) = 39

Longbow (Rapid Shot) vs FFAC: 1d20 + 15 + 2 + 1 - 2 - 2 ⇒ (15) + 15 + 2 + 1 - 2 - 2 = 29
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 4 + 2d6 + 4d6 ⇒ (8) + 2 + 2 + 4 + (6, 1) + (5, 6, 2, 6) = 42


The Waking Rune

Nina can see in far enough to see the fog and some of the sinspawn, so everyone can open the "If Nina can see in" spoiler in her post above.

Almaas, you get info as per the nested spoilers. For everyone elses benefit (since I assume you communicate of course) sinspawn are immune to mind affecting effects and have Spell Resistance.

Daedîn opens fire - but his first shots catch the side of the open doorway and bounce away harmlessly, and his second doesn't pierce the slothspawn's chain armour. One arrow finds its target, the sniper's skill and the holy enchantment causing severe damage but not killing the thassilonian horror.

Note, there are 3 pairs of slothspawn - I will describe them as 'dark red, bright red, dark blue, light blue, dark yellow, bright yellow.' Let me know if you're not sure which is which.

"Ουχ, ένας τοξότης. Πόσο κουραστικό" says the wounded slothspawn as it slouches forwards, spear-tip first. "Ξέρω. Αιματηρή τυπική, έτσι δεν είναι?" its counterpart adds as they advance.

Thassilonian:
"Ugh, an archer. How tedious." "I know. Bloody typical, isn't it?"

dark red longspear vs Daedîn: 1d20 + 15 ⇒ (19) + 15 = 34damage: 1d8 + 9 ⇒ (2) + 9 = 11
bright red longspear vs Daedîn: 1d20 + 15 ⇒ (16) + 15 = 31damage: 1d8 + 9 ⇒ (3) + 9 = 12

Both longspears find their mark, pricking Daedîn.

I don't think Shel or Almaas is a particularly lazy or slothful person, are they? ;)

A snall glowing orb flies out of the mist. "Հայտնաբերվել են թշնամիներ: Ներգրավում" it says in a soft, pleasant tone.

celestial:
"Enemies detected. Engaging."

light ray vs Daedîn, touch: 1d20 + 3 ⇒ (3) + 3 = 6damage: 1d6 ⇒ 2

It fires a light beam at Daedîn but hits the arch of the doorway.

What is that cute menacing glowy laser-globe? (orange circle on map)

Knowledge (planes) DC12:

That globe is a lantern archon, a minor angel.

DC17

Spoiler:
Lantern archons are immune to electricity and petrification.

DC22

Spoiler:
Like other archons, lantern archons exude an aura of menace that hampers opponents AC, attacks and saves until the opponent hits the archon with an attack. Lantern archons resist weapons that are not evil.

DC27

Spoiler:
Lantern archons attack with light rays that pierce any resistance.

Daedîn, Shel, Almaas, and anyone who gets within 20' of the glowy orb:
Attempt a DC13 Will Save. If you fail you are 'Menaced' and take a -2 penalty to attacks, saves, and AC for 24 hours or until you hit the glowy orb with an attack of your own.

Round 1

Daedîn, -26hp, prot evil, Will DC13 needed
team red, dark red -42hp
glowball, flying 5' elevation
Teric, prot evil, mirror image (6)
Inky, magic fang, shield
Seldanna
Nina, heroism
team blue
Shel, prot evil, invis, Will DC13 needed
Naroth Balam
team yellow
Almaas, prot evil, invis, Will DC13 needed

The bold may act!

Active effects: bless, white squares are fogged.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

Not that it’ll matter for those attacks, but does Daedîn get soft cover while behind Shel and Almaas?

Will: 1d20 + 5 ⇒ (11) + 5 = 16


The Waking Rune

Yes - and no, it didn't matter ;)

The Exchange

Male LN Dwarf from Qadira | Follower of Erastil | Monk 3 & Inquisitor 7 | Freedom of Movement 3/3 | Spells 1st 5/6, 2nd 5/5, 3rd 3/3 | HP 106/106 | Normal: AC 22 T 20 FF 20 | CMB +6, CMD 27 | F: +18, R: +12, W: +22 | Init: +9 | Perc: +22, SM: +18, Diplomacy: +26 | Discern Lies 7/7 | BoSpeed 3/10 | Reroll 1/1 | Lucky Horseshoe 1/1 | Bane 15/15 | Perfect Strike 4/4 | Darkvision | Speed 30ft | Active conditions: Divine Favor

kn planes : 1d20 + 18 ⇒ (11) + 18 = 29

”These lights are immune to electricity and petrification.
They resist weapons that are not evil and attack with light rays that pierce any resistance!“

will save : 1d20 + 20 ⇒ (12) + 20 = 32

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Teric shifts over at the mention of fog, but sees the multitude of enemies and decides to let the ruse hold for another round. He flicks his wrist and a metamagic rod drops into his hand. He motions to the room and an explosion of cold frost covers the front of the room.

Cold Fireball with Persistent metamagic. See placement on the map. It gets everyone except dark blue

SR:

SR (dark red): 1d20 + 10 ⇒ (3) + 10 = 13
SR (light red): 1d20 + 10 ⇒ (16) + 10 = 26
SR (bright yellow): 1d20 + 10 ⇒ (10) + 10 = 20
SR (dark yellow): 1d20 + 10 ⇒ (8) + 10 = 18
SR (light blue): 1d20 + 10 ⇒ (7) + 10 = 17
SR (ball of light): 1d20 + 10 ⇒ (9) + 10 = 19

Cold Damage (two Reflex DC 23 for half): 10d6 ⇒ (1, 6, 4, 2, 3, 5, 5, 4, 4, 3) = 37

Failure to make both saves means full damage, plus the target is slowed

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Will 1d20 + 12 ⇒ (16) + 12 = 28

GM, Shel is many things, but lazy/slothful isn’t one of them, lol.


The Waking Rune

coldball results:

dark red - SR
light blue - SR
light red reflex 1: 1d20 + 5 ⇒ (19) + 5 = 24
light red reflex 2: 1d20 + 5 ⇒ (7) + 5 = 12
bright yellow reflex 1: 1d20 + 5 ⇒ (4) + 5 = 9
bright yellow reflex 1: 1d20 + 5 ⇒ (2) + 5 = 7
dark yellow reflex 1: 1d20 + 5 ⇒ (5) + 5 = 10
dark yellow reflex 1: 1d20 + 5 ⇒ (8) + 5 = 13
ball of light - poof!

Teric sends a ball of cold blue fire into the room. It catches most of the slothspawn, but two of them resist the magic completely. The remainder suffer the slowing ice.

Round 1

Daedîn, -26hp, prot evil
team red, dark red -42hp; light red -37hp, slow1
Teric, prot evil, mirror image (6)
Inky, magic fang, shield
Seldanna
Nina, heroism
team blue
Shel, prot evil, invis
Naroth Balam
team yellow, both -37hp + slow1
Almaas, prot evil, invis

The bold may act!

Active effects: bless, white squares are fogged.

Silver Crusade

HP: 49/54 l AC: 25 (34), T 13 (14), FF 22 (30) l CMD 23 l F +7, R +8 (+9), W +4; +4 vs. enchantments l Immune: Fire, Paralysis, Sleep l Resistance: Electricity 10 I Init +7 l Senses: Darkvision, Perception +10
Skills:
Acrobatics +11, Diplomacy +4, Fly +13, Intimidate +10, Kn. Planes +2, Sense Motive +6, Stealth +7
Female Elemental Unchained Eidolon 9 | Active Conditions: Extended Barkskin, Endure Elements, Haste, Mage Armor

Inky sighs a bit as a logjam forms at the doorway though she can certainly see the sense in blasting the room while all the foes are still inside and clustered.

"Good thing you can do some razzle-dazzle when you have to Nina," the eidolon remarks as she moves up behind Almaas and readies to defend her allies.

Inky Bodyguarding:

Priority Nina, Teric, Shel, Daedîn, Almaas

Aid Another (+2 AC): 1d20 + 9 ⇒ (6) + 9 = 15

Aid Another (+2 AC): 1d20 + 9 ⇒ (12) + 9 = 21

Aid Another (+2 AC): 1d20 + 9 ⇒ (6) + 9 = 15

Silver Crusade

HP: 29/74 l AC: 26 (31), T 15, FF 24 (28) l CMD 24 l F +10 (14) , R +8 (13), W +8 (12); +2 vs. illusions, +2 vs. fear/despair l Bond Senses (9/9), Eternal Hope (1/1), Maker's Call (0/1), Summon Monster V (7/7) l L1: 5/6, L2: 3/5, L3: 3/4 l Init +6 l Senses: Low-Light Vision, Perception -1
Skills:
Craft: Carpentry +11, Intimidate +8, Kn. Arcana +9, Kn. Engineering +8, Kn. Dungeoneering/Religion +6, Kn. Planes +10, Ride +12, Spellcraft +12, UMD +8
Female Gnome Unchained Summoner 9/Fighter (Dragoon) 1 l Active Conditions: Extended Barkskin & Heroism, Endure Elements, Haste

"Yep yep," Nina agrees, sounding surprisingly cheerful. Rather than attempt to stab at anyone with her lance, she instead weaves some magic similar to what Seldanna used earlier...and the group is blessed with a feeling of alacrity!

Mounted Combat:

Ride Check: 1d20 + 10 ⇒ (18) + 10 = 28

______________

Nina will cast Haste, which should get everyone~

The Concordance

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Female Human Witch 11 | HP: 78/61| AC: 18 (21 Mage Armor) | T: 15| FF: 15 (Mage Armor)| CMD: 20| Fort: +8 | Ref: +8| Will: +9 | Init: +9 | Perc: +13 | Sense Motive: +2 |

"Nasty things!" Seldanna joins in the magical harassment of the slothspawn, casting into a existence a mass of writhing black tentacles to fill up the room.

I've placed a copy of the 20' radius spread where Seldanna's Black Tentacles spell is cast. Should catch all of the slothspawn except dark blue.

CMB: 1d20 + 10 + 4 + 1 ⇒ (19) + 10 + 4 + 1 = 34 Damage: 1d6 + 4 ⇒ (5) + 4 = 9


The Waking Rune

Nina hastens the pathfinders, whilst Inky keeps a guard.

Seldanna conjures black tentacles within the inner sanctum, grappling the slothspawn! Ouch.

"Παγκόσμια μαγεία και πλοκάμια!" one of the slothspawn calls back over its shoulder. A muffled voice replies, and though you can't catch the words the tone is indignant.

Thassilonian:
"ice magic and conjured tentacles, Master!"

The slothspawn light blue anyway struggle against the tentacles:

light blue CMB: 1d20 + 12 ⇒ (7) + 12 = 19

None get free. The one slothspawn not grasped by the tentacles merely sets his longspear, waiting concealed in the edge of the fog.

Round 1

Daedîn, -26hp, prot evil
team red, dark red -51hp, grappled; light red -46hp, grappled, slow1
Teric, prot evil, mirror image (6)
Inky, magic fang, shield
Seldanna
Nina, heroism
team blue, light blue -9hp, grappled; dark blue set spear
Shel, prot evil, invis
Naroth Balam
team yellow, both -46hp, grappled + slow1
Almaas, prot evil, invis

Shel may act!

Active effects: bless, white squares are fogged, black squares are tentacled (11r), haste (7r)

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Invisible Shel slices at the dark red demon, popping into sight after her first attack. That doesn’t stop her from continuing to slice and dice using the hastemagic.

Attack with Haste while invisible 1d20 + 15 + 1 ⇒ (15) + 15 + 1 = 31
Damage 1d3 + 4 ⇒ (3) + 4 = 7 plus
5d6 ⇒ (4, 3, 4, 4, 4) = 19 sneak attack

Haste attack 1d20 + 15 + 1 ⇒ (9) + 15 + 1 = 25
Damage 1d3 + 4 ⇒ (2) + 4 = 6

Offhand attack 1d20 + 14 + 1 ⇒ (19) + 14 + 1 = 34
Damage 1d3 + 2 ⇒ (1) + 2 = 3

Iterative attack 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21
Damage 1d3 + 4 ⇒ (1) + 4 = 5

Offhand attack 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Damage 1d3 + 2 ⇒ (1) + 2 = 3
——-

Possible critical on attack three 1d20 + 14 + 1 ⇒ (3) + 14 + 1 = 18
Damage 1d3 + 2 ⇒ (2) + 2 = 4


The Waking Rune

In a whirl of blades, Shel slices into the nearest slothspawn, taking advantage of both the tentacles and her invisibility. Her fourth cut takes the monster down! crit did not confirm - but it didn't need to

Teric:
In the back of the room, within the fog, you see the Fat Man Naroth Balam hovering in the air and casting another spell.
Spellcraft DC28 (penalised for distance)
Spoiler:
It's Summon Monster VII

The slothspawn continue to struggle against the black tentacles...

bright yellow CMB: 1d20 + 12 ⇒ (12) + 12 = 24
dark yellow CMB: 1d20 + 12 ⇒ (13) + 12 = 25

...but remain trapped.

Round 1 /2

Daedîn, -26hp, prot evil
team red, dark red; light red -46hp, grappled, slow1
Teric, prot evil, mirror image (6)
Inky, magic fang, shield
Seldanna
Nina, heroism
team blue, light blue -9hp, grappled; dark blue set spear
Shel, prot evil
Naroth Balam
team yellow, both -46hp, grappled
Almaas, prot evil, invis

The bold may act!

Active effects: bless, white squares are fogged, black squares are tentacled (11r), haste (7r)

Sovereign Court

Ranger 2/Rogue 10 | HP 85/99| AC 29/ 22(23) touch/23(24)flatfooted | Sneak Attack +5d6 | Resiliency 1/day F+16,R+22,W+13 ((1/day can reroll Will save)| Init. +10(+12)| Perc +19/24*(+21/26)| Evasion | Trap Sense +4 | Improved Uncanny Dodge

Ah, I forgot Bless last round. I’ll remember it next time.

The Exchange

Male LN Dwarf from Qadira | Follower of Erastil | Monk 3 & Inquisitor 7 | Freedom of Movement 3/3 | Spells 1st 5/6, 2nd 5/5, 3rd 3/3 | HP 106/106 | Normal: AC 22 T 20 FF 20 | CMB +6, CMD 27 | F: +18, R: +12, W: +22 | Init: +9 | Perc: +22, SM: +18, Diplomacy: +26 | Discern Lies 7/7 | BoSpeed 3/10 | Reroll 1/1 | Lucky Horseshoe 1/1 | Bane 15/15 | Perfect Strike 4/4 | Darkvision | Speed 30ft | Active conditions: Divine Favor

Almaas activates his aberration bane ability and shoots arrows at the red monster. Should the red aberration fall, he will attack the slothspawn in light blue.

Swift action: aberration bane 5/13.

Longbow to hit:+1 Longbow +22 (+6 BAB, +7 Wis (Zen Archer), +1 Enhancement Bonus, +1 Weapon Focus, -2 Deadly Aim, +2 Wood Mystery Wood bond, +1 haste, bane +2, bless +1, divine favor +3 ]
Longbow damage: 1d8+10+2d6, 20/x3 [+4 Deadly aim, +1 Enhancement bonus, bane +2+2d6, divine favor +3]

* *

Haste Attack rapid shot -2 : 1d20 + 22 - 2 ⇒ (13) + 22 - 2 = 33
Damage: 1d8 + 10 + 2d6 ⇒ (1) + 10 + (4, 6) = 21 + +sneak attack damage : 1d6 ⇒ 5

If a sneak attack was successful then immediate action ‘Study Target’ as a slayer for +2 to hit and damage.

-

Primary Attack 1st rapid shot -2 : 1d20 + 22 - 2 ⇒ (18) + 22 - 2 = 38
Damage: 1d8 + 10 + 2d6 ⇒ (2) + 10 + (4, 1) = 17 potentially +2 with study target.

-

Primary Attack 2nd rapid shot -2 : 1d20 + 22 - 2 ⇒ (19) + 22 - 2 = 39
Damage: 1d8 + 10 + 2d6 ⇒ (2) + 10 + (5, 6) = 23 potentially +2 with study target.

-

Secondary Attack rapid shot -2 : 1d20 + 22 - 2 - 5 ⇒ (8) + 22 - 2 - 5 = 23
Damage: 1d8 + 10 + 2d6 ⇒ (2) + 10 + (1, 5) = 18 potentially +2 with study target.


The Waking Rune

red drops. Daedin is up.

Grand Lodge

Male Elf CG Sniper 8th / Slayer 3rd / Ranger 2nd| HP:108/108 | AC:31 T:20 FF:23| CMB:13 CMD:30 | Saves F:+13 R:+23 W:+9 (+2 vs enchantments) | Init:+14 | Per: +25

I'm assuming the red one in front of me is down via your last post...

Daedîn moves back 5’ fires at orange...

To hit: Base/Dex, Weapon Focus, Magic, Rapid Shot, Deadly Aim, Precise Shot, Deadeye Bowman
Damage: Magic, Strength, Deadly Aim, Holy

Longbow (Manyshot): 1d20 + 15 + 2 + 1 + 1 - 2 - 2 ⇒ (16) + 15 + 2 + 1 + 1 - 2 - 2 = 31
Magic/Cold Iron/Good Damage: 1d8 + 2 + 2 + 4 + 2d6 ⇒ (5) + 2 + 2 + 4 + (4, 6) = 23
Magic/Cold Iron/Good Damage: 1d8 + 2 + 2 + 4 + 2d6 ⇒ (3) + 2 + 2 + 4 + (4, 5) = 20

Longbow (Iterative): 1d20 + 10 + 2 + 1 - 2 - 2 ⇒ (19) + 10 + 2 + 1 - 2 - 2 = 28
Magic/Cold Iron/Good Damage: 1d8 + 2 + 2 + 4 + 2d6 ⇒ (4) + 2 + 2 + 4 + (4, 1) = 17

Longbow (Rapid Shot): 1d20 + 15 + 2 + 1 - 2 - 2 ⇒ (7) + 15 + 2 + 1 - 2 - 2 = 21
Magic/Cold Iron/Good Damage: 1d8 + 2 + 2 + 4 + 2d6 ⇒ (6) + 2 + 2 + 4 + (2, 5) = 21


The Waking Rune

The archers drop a couple of slothspawn and injure a third...

Round 2

Daedîn, -26hp, prot evil
team red
Teric, prot evil, mirror image (6)
Inky, magic fang, shield
Seldanna
Nina, heroism
team blue, light blue -50hp, grappled; dark blue set spear
Shel, prot evil
Naroth Balam
bright yellow, -46hp, grappled, dark yellow
Almaas, prot evil

The bold may act!

Active effects: bless, white squares are fogged, black squares are tentacled (10r), haste (6r)

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