GM supervillan's Krune campaign (Inactive)

Game Master supervillan

Current scenario: Words of the Ancients

Maps and Slides


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Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Quiella activates a life link on Nina, Inky, Pai, and Seldanna.

it will end for them when they go beyond 140ft from Quiella, but if they stay within it she will be able to heal them at a distance

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

"Hum...that's probably a good idea," Nina agrees, nodding at Teric. "All of the baddies we've ran across have been pretty strong...so we probably shouldn't split up any unless we absolutely have to."

Nina focuses for a moment and mutters a few words, conjuring up four small spheres of light. "They'll only go so far, but it's better than nothing!"

The gnome sends the four lights up through the mist and up the tower's interior...
______________

Nina will use her Dancing Lights SLA to try and scope out the tower a bit further; should have a maximum range of 170 ft.

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 awaits impatiently, tightly gripping his bow, to see what the lights reveal...

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 looks over and casts a light spell on one of Daedîn's arrows.

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 nods to Teric, then nocks the lighted arrow and pulls it back as far as he can...and then launches it into the tower's interior...

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 |

Preparing for imminent danger, Seldanna applies some magical protection to herself.

Use a charge of Mage Armor.
False Life: 1d10 + 10 ⇒ (7) + 10 = 17


The Waking Rune

Teric, I think See Invisibility will reveal the scrying sensor, yes.

With the aid of her new mask Nina guides her faerie lights through the fog; and Daedîn shoots an illuminated arrow straight up.

Nina, Pai and Teric:
The lights reveal that the ceiling is 90 feet high. The passages that lead off from the atrium are almost as high. You recall that from the outside the tower looked to be extremely tall, as much as 1000 feet.

Teric:
High above the mist, clustered near the ceiling and the passageways, are six invisible dog-like creatures hovering in the air. Several are looking down at you. There's a knowledge check, of course, but these monsters are going to attack now so it's posted below for everyone.

A cold, alien voice sounds from high above you.

"আমরা সনাক্ত করা হয়।"

A reply comes.

"হান্ট শুরু হয়।"

Aklo:

"We are detected."

"The Hunt begins."

initiative:

Quiella: 1d20 + 1 ⇒ (14) + 1 = 15
PetSèriè: 1d20 + 5 ⇒ (16) + 5 = 21
Seldanna: 1d20 + 9 ⇒ (12) + 9 = 21
Pet Lonan: 1d20 + 2 ⇒ (9) + 2 = 11
Teric: 1d20 + 1 ⇒ (7) + 1 = 8
Nina: 1d20 + 2 ⇒ (11) + 2 = 13
Pet Incandescence: 1d20 + 3 ⇒ (17) + 3 = 20
Pai: 1d20 + 6 ⇒ (14) + 6 = 20
PetCallie: 1d20 + 2 ⇒ (8) + 2 = 10
Daedin: 1d20 + 14 ⇒ (14) + 14 = 28
blue dogs: 1d20 + 11 ⇒ (14) + 11 = 25
red dogs: 1d20 + 11 ⇒ (17) + 11 = 28
green dogs: 1d20 + 11 ⇒ (13) + 11 = 24

Pai and Seldanna I've left your familiars out of the combat tracker. Where do they start? I know Seldanna has a familiar satchel (cage) - does Pai? If not, Callie will need to make a number of saving throws.

Teric:
One of the creatures activates a spell-like ability, then the rest of the beasts rip holes in space and pass through them to emerge amongst you and your companions.
Spellcraft DC18
Spoiler:
It cast Haste.

All around you, horrific monstrous hounds appear! They snap with large, powerful jaws. Even worse, some alien aspect of their being pulls at your limbs, as if your flesh would rather discorporate than suffer the sight of the things a moment longer.

Dark Red bite vs Seldanna: 1d20 + 18 + 2 ⇒ (16) + 18 + 2 = 36vital strike: 4d6 + 5 ⇒ (4, 6, 1, 1) + 5 = 17
Dark blue target, 1=Sèriè, 2=Quiella: 1d2 ⇒ 2
Dark blue bite: 1d20 + 18 + 2 ⇒ (3) + 18 + 2 = 23vital strike: 4d6 + 5 ⇒ (4, 3, 6, 2) + 5 = 20
bright blue target, 1=Inky, 2=Nina: 1d2 ⇒ 2
bright blue bite: 1d20 + 18 + 2 ⇒ (4) + 18 + 2 = 24vital strike: 4d6 + 5 ⇒ (2, 3, 4, 2) + 5 = 16
dark green bite vs Daedîn: 1d20 + 18 + 2 ⇒ (8) + 18 + 2 = 28vital strike: 4d6 + 5 ⇒ (6, 4, 5, 2) + 5 = 22
bright green target, 1=Pai, 2=Teric: 1d2 ⇒ 2
bright green bite: 1d20 + 18 ⇒ (9) + 18 = 27vital strike: 4d6 + 5 ⇒ (3, 3, 6, 3) + 5 = 20

After the creatures' physical attacks they become visible - and this triggers their gaze attacks. Each of you except Daedîn will need to make Five DC20 Fort saves at the start of your 'turn' in the surprise round, one vs each enemy within 30' of you, with results as follows.

Dark Blue:

Fail DC20 Fort save:
You take magic slashing damage: 5d6 ⇒ (4, 1, 5, 3, 2) = 15

Dark Red:
Fail DC20 Fort save:
You take magic slashing damage: 5d6 ⇒ (3, 1, 6, 1, 4) = 15

Bright Blue:
Fail DC20 Fort save:
You take magic slashing damage: 5d6 ⇒ (6, 4, 2, 3, 1) = 16

Dark Green:
Fail DC20 Fort save:
You take magic slashing damage: 5d6 ⇒ (5, 1, 6, 4, 2) = 18

Bright Green:
Fail DC20 Fort save:
You take magic slashing damage: 5d6 ⇒ (5, 4, 2, 1, 2) = 14

Daedîn you will need to attempt this same set of saves on the start of your turn in round 2, however you'll have the option to avert your eyes or to close your eyes. (Everyone else will gain these options in future rounds too - you effectively dodge the surprise gaze attacks by virtue of beating the monsters' initiative). Averting your eyes gives you a 50% chance of not needing to save against each gaze, but grants the monsters concealment against you; closing your eyes avoids the gaze attacks completely but gives the monsters total concealment.

Surprise round

Daedîn, -22hp
red dogs; bright red is 90' up and invisible
blue dogs
green dogs
Seldanna, -17hp
Sèriè
Pai
Inky
Quiella
Nina, -16hp
Teric, -20hp

Teric may act in the surprise round, then Daedîn may act in round 2.

What are those creatures?

Knowledge (Planes) DC18:
These evil outsiders are Hounds of Tindalos. The Hounds are implacable trackers who enjoy the hunt. These are particularly large and strong specimens Advanced template.
DC23
Spoiler:
The Hounds are immune to mind-affecting effects and to poison.

DC28
Spoiler:
Hounds of Tindalos are renowned for their ability to bend space in a unique fashion. They are able to rapidly teleport at will, so long as their emerge from a fixed angle in the physical environment. They cannot teleport to a location bounded entirely by curved architecture. In addition, contacting the alien mind of a Hound is extremely dangerous, likely to cause confusion or render a humanoid unconscious Nonlethal damage and a save vs Confusion

DC33
Spoiler:
Hounds of Tindalos possess a terrifying gaze weapon that tears apart the flesh of those who look upon them too closely. Gaze weapon, range 30 feet.

DC38
Spoiler:
Hounds of Tindalos resist attacks from mundane weapons, but enchanted weapons prove effective.

DC43
Spoiler:
Hounds of Tindalos possess a range of spell-like abilities to help them track their prey, including invisibility, greater scrying, haste and slow.

This could be very very nasty. Good luck!

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

Fort Save (Dark Blue): 1d20 + 8 ⇒ (17) + 8 = 25
Fort Save (Dark Red): 1d20 + 8 ⇒ (9) + 8 = 17 Fail
Fort Save (Bright Blue): 1d20 + 8 ⇒ (2) + 8 = 10 Fail
Fort Save (Dark Green): 1d20 + 8 ⇒ (12) + 8 = 20
Fort Save (Bright Green): 1d20 + 8 ⇒ (2) + 8 = 10 Fail

Ouch, 45 damage

Knowledge, Planes: 1d20 + 8 ⇒ (13) + 8 = 21

"Hounds of Tindalos!" Teric yells before blood flies out from his body in ripping tears. The man's eyes roll back before he forces them to focus. He steps back towards the door as he dodges while casting a spell. Two globes of cold lightning appear directly in front of the two closest hounds and unleash a freezing lightning.

Concentration check (DC23): 1d20 + 20 ⇒ (5) + 20 = 25

Cold Ball Lightning (Reflex DC 24 negates): 3d6 ⇒ (5, 3, 1) = 9
Cold Ball Lightning (Reflex DC 24 negates): 3d6 ⇒ (6, 1, 5) = 12
Failure means they are slowed 1 as well as taking full damage.

Is the door open to retreat back outside?


The Waking Rune

The door outside is still open - retreat is possible.

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

Fort - Dark Blue (DC 20): 1d20 + 12 ⇒ (4) + 12 = 16
Fort - Dark Red (DC 20): 1d20 + 12 ⇒ (11) + 12 = 23
Fort - Bright Blue (DC 20): 1d20 + 12 ⇒ (14) + 12 = 26
Fort - Dark Green (DC 20): 1d20 + 12 ⇒ (9) + 12 = 21
Fort - Bright Green (DC 20): 1d20 + 12 ⇒ (4) + 12 = 16

"ARGH!" Nina yelps as she's chomped and then subjected to two of the strange hounds' gaze attacks, leaving her noticeably injured.

Kn. Planes (DC 18; Heroism): 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14

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

Fort - Dark Blue (DC 20): 1d20 + 7 ⇒ (18) + 7 = 25
Fort - Dark Red (DC 20): 1d20 + 7 ⇒ (7) + 7 = 14
Fort - Bright Blue (DC 20): 1d20 + 7 ⇒ (1) + 7 = 8
Fort - Dark Green (DC 20): 1d20 + 7 ⇒ (13) + 7 = 20
Fort - Bright Green (DC 20): 1d20 + 7 ⇒ (15) + 7 = 22

Inky also finds herself horribly cut by the slashing gaze of the hounds, yowling with pain and surprise!

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Pai’s saves Fort - Dark Blue (DC 20): 1d20 + 10 ⇒ (20) + 10 = 30
Fort - Dark Red (DC 20): 1d20 + 10 ⇒ (7) + 10 = 17
Fort - Bright Blue (DC 20): 1d20 + 10 ⇒ (14) + 10 = 24
Fort - Dark Green (DC 20): 1d20 + 10 ⇒ (6) + 10 = 16
Fort - Bright Green (DC 20): 1d20 + 10 ⇒ (7) + 10 = 17

Callie’s saves

Pai’s saves Fort - Dark Blue (DC 20): 1d20 + 10 ⇒ (10) + 10 = 20
Fort - Dark Red (DC 20): 1d20 + 10 ⇒ (20) + 10 = 30
Fort - Bright Blue (DC 20): 1d20 + 10 ⇒ (3) + 10 = 13
Fort - Dark Green (DC 20): 1d20 + 10 ⇒ (19) + 10 = 29
Fort - Bright Green (DC 20): 1d20 + 10 ⇒ (20) + 10 = 30

47 points of damage to Pai. 16 points to Callie.

Knowledge Planes 1d20 + 19 ⇒ (16) + 19 = 35

These hounds are immune to mind affecting magic and to poison and their gaze attack is awful within 30’,” Pai calls out.

”We need to get out of here and regroup,” Pai yells as she moves 80’ toward and through the door.

Could someone please move me on the map?


The Waking Rune

No action for you yet Pai - it's a surprise round. Daedin is first to act in Round 2 but everyone needs to roll their saves vs the gaze attacks first.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

fortitude save: 1d20 + 15 ⇒ (15) + 15 = 30

fortitude save: 1d20 + 15 ⇒ (6) + 15 = 21

fortitude save: 1d20 + 15 ⇒ (15) + 15 = 30

fortitude save: 1d20 + 15 ⇒ (19) + 15 = 34

fortitude save: 1d20 + 15 ⇒ (6) + 15 = 21

safe!


Female N animal (reindeer) paladin mount 10 | HP 67 | AC 31 T 16 FF 25 | CMB +10-1, CMD 25 | F: +9, R: +11, W: +6, may reroll 1/day | Init: +5 | Perc: +8, SM: +1, low-light vision, scent | Speed 50ft, snow adaptation (ignore difficult terrain from ice and snow) | Active conditions: None.

Sèriè, fortitude: 1d20 + 9 ⇒ (7) + 9 = 16

Sèriè, fortitude: 1d20 + 9 ⇒ (16) + 9 = 25

Sèriè, fortitude: 1d20 + 9 ⇒ (14) + 9 = 23

Sèriè, fortitude: 1d20 + 9 ⇒ (19) + 9 = 28

Sèriè, fortitude: 1d20 + 9 ⇒ (7) + 9 = 16

oof. 29 dmg. And I forgot to put Sèriè in life link.

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

Avert Eyes <= 20: 1d100 ⇒ 32
Will: 1d20 + 10 ⇒ (20) + 10 = 30

Avert Eyes <= 20: 1d100 ⇒ 47
Will: 1d20 + 10 ⇒ (10) + 10 = 20

Avert Eyes <= 20: 1d100 ⇒ 9
Will: 1d20 + 10 ⇒ (10) + 10 = 20

Avert Eyes <= 20: 1d100 ⇒ 36
Will: 1d20 + 10 ⇒ (15) + 10 = 25

Avert Eyes <= 20: 1d100 ⇒ 72

Daedîn tries to avert his eyes...but doesn't have much luck in doing so...but he is somehow able to avoid the damage from their gaze...

Not wanting to abandon his friends, he moves back 5' SW and unloads at the most wounded hound that Teric cast the spells on...

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

Longbow (Manyshot): 1d20 + 15 + 2 + 1 + 1 + 1 - 2 - 2 ⇒ (12) + 15 + 2 + 1 + 1 + 1 - 2 - 2 = 28
Miss <= 20: 1d100 ⇒ 61
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 1 + 4 ⇒ (6) + 2 + 2 + 1 + 4 = 15
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 1 + 4 ⇒ (5) + 2 + 2 + 1 + 4 = 14

Longbow (Iterative): 1d20 + 10 + 2 + 1 + 1 - 2 - 2 ⇒ (6) + 10 + 2 + 1 + 1 - 2 - 2 = 16
Miss <= 20: 1d100 ⇒ 62
Magic/Cold Iron Damage: 1d8 + 2 + 2 + 1 + 4 ⇒ (1) + 2 + 2 + 1 + 4 = 10

Longbow (Rapid Shot): 1d20 + 15 + 2 + 1 + 1 - 2 - 2 ⇒ (20) + 15 + 2 + 1 + 1 - 2 - 2 = 35
Confirm: 1d20 + 15 + 2 + 1 + 1 - 2 - 2 ⇒ (18) + 15 + 2 + 1 + 1 - 2 - 2 = 33
Miss <= 20: 1d100 ⇒ 33
Magic/Cold Iron/Critical Damage: 3d8 + 6 + 6 + 3 + 12 ⇒ (3, 3, 3) + 6 + 6 + 3 + 12 = 36

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 |

FORT - Dark Blue (DC 20): 1d20 + 8 ⇒ (9) + 8 = 17
Shirt reroll
FORT - Dark Blue (DC 20): 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12 Fail!
FORT - Dark Red (DC 20): 1d20 + 8 ⇒ (1) + 8 = 9 Fail!
FORT - Bright Blue (DC 20): 1d20 + 8 ⇒ (6) + 8 = 14 Fail!
FORT - Dark Green (DC 20): 1d20 + 8 ⇒ (18) + 8 = 26
FORT - Bright Green (DC 20): 1d20 + 8 ⇒ (16) + 8 = 24

OUCH! Another 46hp of damage!

Letting out a scream of pain, Seldanna joins Pai in a retreat from these creatures. "Fall back! These things will tear us to shreds with their eyes !"

Full withdraw back the way we came, and into cover if possible.


The Waking Rune

life link note for GM: Nina, Inky, Pai, and Seldanna.

In the surprise round, Quiella's lifelinks heal 5hp to Inky, Pai and Seldanna. Quiella takes 15hp damage.

Teric conjures icy lightning:

reflex DC23 dark red: 1d20 + 14 ⇒ (8) + 14 = 22
reflex DC23 bright green: 1d20 + 14 ⇒ (3) + 14 = 17

The spell causes some injury and cold crystals form all over the alien hounds. I put blue circles on the map to show the ball lightnings.

Daedîn, you have the gaze percentages slightly off. Averting your eyes gives a 50% chance to not have to save, and gives the gaze attacker 20% concealment against you. So you only had to make one save against the fifth hound, bright green, and I'll take your first rolled save - a nat 20. I'll allow your 5' step but it leaves you Squeezing up against the wall, imposing a -4 penalty on your attack rolls and AC. There isn't a full square to move into.

Daedîn puts his back up against the wall and avoids looking straight at any of the hounds. He aims at the legs of the nearest wounded monster. Three arrows strike home. crit confirmed

holy damage: 6d6 ⇒ (3, 3, 2, 3, 6, 2) = 19 ... because you forgot again ;)

But the hound survives.

A sixth hound appears behind the others, and invokes its innate magic.

spellcraft DC18:
It uses a Slow SLA.

Everyone must attempt a DC18 Will save or be Slowed.

Slow:
You are Staggered. You may take a move or a standard action each turn, but not both. You move at half normal speed and take -1 to AC, attack rolls and Reflex saves.

The hounds attack with tooth and claw...

dark red bite vs Seldanna: 1d20 + 17 ⇒ (3) + 17 = 20damage: 2d6 + 5 ⇒ (2, 6) + 5 = 13
dark red claw 1 vs Seldanna: 1d20 + 17 ⇒ (19) + 17 = 36damage: 1d8 + 5 ⇒ (1) + 5 = 6
dark red claw 2 vs Seldanna: 1d20 + 17 ⇒ (17) + 17 = 34damage: 1d8 + 5 ⇒ (5) + 5 = 10

Seldanna is slashed by the claws of the rimed hound.

dark blue bite vs Sèriè: 1d20 + 17 + 1 ⇒ (17) + 17 + 1 = 35damage: 2d6 + 5 ⇒ (4, 5) + 5 = 14
dark blue bite vs Sèriè: 1d20 + 17 + 1 ⇒ (16) + 17 + 1 = 34damage: 2d6 + 5 ⇒ (2, 2) + 5 = 9
dark blue claw 1 vs Sèriè: 1d20 + 17 + 1 ⇒ (9) + 17 + 1 = 27damage: 1d8 + 5 ⇒ (5) + 5 = 10
dark blue claw 2 vs Sèriè: 1d20 + 17 + 1 ⇒ (20) + 17 + 1 = 38damage: 1d8 + 5 ⇒ (1) + 5 = 6
dark blue confirm claw 2 vs Sèriè?: 1d20 + 17 + 1 ⇒ (5) + 17 + 1 = 23damage: 1d8 + 5 ⇒ (3) + 5 = 8

Sèriè falls to a rapid onslaught.

bright blue bite vs Nina: 1d20 + 17 + 1 ⇒ (12) + 17 + 1 = 30damage: 2d6 + 5 ⇒ (4, 6) + 5 = 15
bright blue bite vs Nina: 1d20 + 17 + 1 ⇒ (8) + 17 + 1 = 26damage: 2d6 + 5 ⇒ (2, 1) + 5 = 8
bright blue claw 1 vs Quiella: 1d20 + 17 + 1 ⇒ (11) + 17 + 1 = 29damage: 1d8 + 5 ⇒ (3) + 5 = 8
bright blue claw 2 vs Quiella: 1d20 + 17 + 1 ⇒ (13) + 17 + 1 = 31damage: 1d8 + 5 ⇒ (5) + 5 = 10

Nina is savaged - the gnome falls unconscious, and her eidolon vanishes. The hound facing her turns its claws on Quiella.

The badly wounded hound moves to take down its more deadly attacker...

bright green bite vs Daedin: 1d20 + 17 ⇒ (20) + 17 = 37damage: 2d6 + 5 ⇒ (4, 3) + 5 = 12
bright green claw1 vs Daedin: 1d20 + 17 ⇒ (8) + 17 = 25damage: 2d6 + 5 ⇒ (3, 4) + 5 = 12
bright green claw2 vs Daedin: 1d20 + 17 ⇒ (16) + 17 = 33damage: 2d6 + 5 ⇒ (2, 2) + 5 = 9
bright green bite confirm vs Daedin?: 1d20 + 17 ⇒ (6) + 17 = 23damage: 2d6 + 5 ⇒ (4, 4) + 5 = 13

...Daedîn is bitten almost in two.

One of the hounds tears through space and emerges from the floor to harass the three casters in the back...

gm screen:
top down or bottom up? 1/2: 1d2 ⇒ 1

dark green bite vs Seldanna: 1d20 + 17 + 1 ⇒ (3) + 17 + 1 = 21damage: 2d6 + 5 ⇒ (4, 1) + 5 = 10
dark green bite vs Pai: 1d20 + 17 + 1 ⇒ (6) + 17 + 1 = 24damage: 2d6 + 5 ⇒ (1, 2) + 5 = 8
claw 1 vs Pai: 1d20 + 17 + 1 ⇒ (17) + 17 + 1 = 35damage: 1d8 + 5 ⇒ (8) + 5 = 13
claw 1 vs Pai: 1d20 + 17 + 1 ⇒ (6) + 17 + 1 = 24damage: 1d8 + 5 ⇒ (5) + 5 = 10

Seldanna falls, and Pai is badly wounded.

Gaze attacks: you have a choice - you can avert your eyes, which gives you a 50% chance to avoid needing to save against each hound (check for each). OR you can close your eyes, avoiding the gaze attacks entirely. Averting your eyes grants the hounds concealment against you. Closing your eyes grants them total concealment (as well as making you effectively blind for a round). Or, you can keep your eyes open and take your chances. Gaze damage spoilered below. If you have successfully saved against a hound's gaze you have immunity for 24 hours. If you are unconscious your eyes are closed ;)

Bright red:

Fail DC20 Fort save:
You take magic slashing damage: 5d6 ⇒ (4, 6, 5, 3, 5) = 23

Dark red:
Fail DC20 Fort save:
You take magic slashing damage: 5d6 ⇒ (3, 5, 1, 5, 3) = 17

Bright blue:
Fail DC20 Fort save:
You take magic slashing damage: 5d6 ⇒ (1, 6, 5, 3, 1) = 16

Dark blue:
Fail DC20 Fort save:
You take magic slashing damage: 5d6 ⇒ (5, 2, 5, 5, 6) = 23

Bright green:
Fail DC20 Fort save:
You take magic slashing damage: 5d6 ⇒ (1, 4, 1, 5, 6) = 17

Dark green:
Fail DC20 Fort save:
You take magic slashing damage: 5d6 ⇒ (6, 2, 5, 4, 3) = 20

round 2 / 3

Daedîn, -68hp (15/83) immune: bright green
red dogs; dark red -9hp s1
blue dogs
green dogs; bright green -86hp s1
Seldanna, -84hp (-5/61), unconscious, dying @-5; immune: dark green, bright green
Sèriè, -68hp (68/67), unconscious, dying @-1; immune: dark red, bright blue, dark green
Pai, -73hp (9/70) immune: dark blue, bright blue
Inky, -26hp (21/47); banished; immune: dark blue, dark green, bright green
Quiella, -33hp (47/80), immune: all except bright red
Nina, -68hp (-8/60), unconscious, dying @-8; immune: dark red, bright blue, dark green
Callie, -16hp (19/35) immune: dark blue, dark red, bright green, dark green
Teric, -65hp (6/58) immune: dark blue, dark green

The bold may act!

Some of you need to stabilise - though Nina and Seldanna are lifelinked to Quiella. All of you need to attempt a DC18 Will save vs Slow. Depending on your choices you may need to make saves vs gaze attacks.

Again, good luck! :o

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Will 1d20 + 12 ⇒ (17) + 12 = 29

Pai closes her eyes and tries to cast Dimension Door defensive and get 800’ away ASAP.

Casting defensively vs DC 23 1d20 + 11 + 6 ⇒ (3) + 11 + 6 = 20

Use folio reroll, please.

Cast defensively vs 23 1d20 + 11 + 6 ⇒ (10) + 11 + 6 = 27

Sorry guys, but that encounter was pretty overwhelming.

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

Aren't dark red and bright green slowed and can only take a single attack?

Will Save (slow): 1d20 + 10 ⇒ (15) + 10 = 25

Teric closes his eyes, steps back and touches his emergency spell tattoo. He suddenly transforms into mist and floats away from the entrance. The balls of lightning continue to harry the two hounds.

Ball Lightning (Reflex DC24 negates): 3d6 ⇒ (5, 3, 1) = 9
Ball Lightning (Reflex DC24 negates): 3d6 ⇒ (1, 2, 6) = 9

The spell tattoo casts gaseous form.


The Waking Rune

All the hounds were hasted in the surprise round, hence Teric's Slow effect dispelled the haste on two hounds.

Pai you can bring up to three other Medium creatures with you if they are willing. I'll say that an unconscious PC is willing. You do have to be able to touch them so they'll need to be adjacent, but you can all coordinate actions to time the D Door.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Pai will happily take as many of her friends as possible.

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

Unfortunately, I think only Seldanna is adjacent to Pai...awaiting to see Nina's stabilization situation before I act...

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Quiella can retreat with Sèriè independently of the others, but she's going to go last


The Waking Rune

Anyone who can get adjacent to Pai can also be D-Doored out when Pai casts (up to the maximum of 3 medium creatures).

Grand Lodge

2 people marked this as a favorite.
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

"Pai, delay that spell!"

Will Save: 1d20 + 7 ⇒ (6) + 7 = 13

Nope that won't do...will use my folio re-roll...

Will Save (Folio re-roll): 1d20 + 7 ⇒ (20) + 7 = 27

Daedîn is able to overcome the hound's spell...knowing Nina to be in dire straits, he knows leaving her is not an option...he closes his eyes, picturing the maneuver he has in mind, and then he acts on it. The rogue makes an acrobatic move, sliding beneath the hound in front of him, reaching out to grab Nina's nearest arm or leg while sliding his feet towards Pai so she can touch him...

Acrobatics: 1d20 + 25 - 5 ⇒ (20) + 25 - 5 = 40

...once he has a grasp on one of Nina's limbs, he yells out to Pai, "NOW!"

Can't think of a better time for two nat 20's...hope that'll do it...


The Waking Rune

Fortunes favours the brave! (sometimes)

So Pai and Daedîn can get Nina and Seldanna out via Pai's Dimension Door; Teric bugs out with gaseous form; that just leaves Quiella and her unconscious mount Sèriè to act.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

will save: 1d20 + 14 ⇒ (7) + 14 = 21 phew

with Pai and co. bugging out over 800ft away, that ends all the life links. Can't believe I overlooked Sèriè. Kicking myself for that now.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

I think I'm trapped in here. Are any of the hounds flying so I could walk beneath them? If not I think my only route out is to stab green with the lance, do a lay on hands on Sèriè, and then eat 5 AoOs as she stands up and we move through the opening. Alternatively, Quiella could lay on hands herself... And move 15', which is not far enough to even leave the tower


The Waking Rune

All of the hounds are technically airwalking, but not above your heads. They came down to melee and did so by teleporting out of the floor (it's a condition of their teleport that they 'exit' through a straight angle).

Pai doesn't dimension door till the top of round 3, so lifelinks are still active for round 2.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

so I cannot move through them, yes?

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

Gah, just now catching up on all this - thanks for the save to Daedîn and Pai! Will roll Will/Stabilization now...

Will vs. Slow (DC 18): 1d20 + 10 ⇒ (20) + 10 = 30

Though she manages to resist the slowing effect of the sixth surprise hound, Nina quickly falls under the onslaught as Inky vanishes with a pained yowl.
Blissfully unaware of the dire straights she and her companions are in, Nina slowly bleeds out...

Stabilize (DC 10): 1d20 + 10 - 8 ⇒ (3) + 10 - 8 = 5

...and continues to do so even as Daedîn drags her within reach of Pai, who teleports her away.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

To begin with, Quiella heals herself

lay on hands, favored class, greater mercy, Fey foundling: 3d6 + 3 + 1d6 + 8 ⇒ (4, 6, 6) + 3 + (3) + 8 = 30

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Nina, you're not bleeding out. Quiella healed you 5hp twice

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Quiella withdraws, hot tears burning her eyes as she leaves Sèriè behind.

path laid out on the map


The Waking Rune

Overwhelmed by the sudden attack of the terrible alien hounds, the pathfinders beat a retreat - but Quiella has no choice but the leave poor Sèriè.

Quiella avert eyes vs Bright Red: 1d100 ⇒ 98
Quiella Fort save vs Bright Red: 1d20 + 15 ⇒ (17) + 15 = 32

Quiella's lifelinks heals Nina, Pai and Seldanna before the paladin heals herself and makes a desperate bid to escape.

dark red AoO vs squeezing Quiella: 1d20 + 17 ⇒ (5) + 17 = 22damage: 2d6 + 5 ⇒ (1, 2) + 5 = 8
dark green AoO vs Quiella: 1d20 + 17 + 1 ⇒ (17) + 17 + 1 = 35damage: 2d6 + 5 ⇒ (3, 4) + 5 = 12

One of the Hounds snaps at Quiella's heels, but it's not enough to prevent the gnome's escape.

Teric slips out of the door and activates a magical tattoo - instantly becoming a misty insubstantial version of himself! If you direct the ball lightnings then you don't have a move action free to float away (you also 5' stepped), but you're out. His lightning balls crackle and zap...

Dark Red reflex DC24: 1d20 + 14 ⇒ (16) + 14 = 30
Dark Green reflex DC24: 1d20 + 14 ⇒ (17) + 14 = 31

The two hounds dodge the cold lightning.

Daedîn executes a daring manoeuvre, closing his eyes and sliding between the hounds to pull the unconscious Nina in close just in time for Pai to Dimension Door out with the two of them and Seldanna, just as the witch regains consciousness. This ends the lifelinks.

Teric and Quiella hold their breath (figuratively in the gaseous sorcerer's case), expecting the Hounds to come rushing out of the tower. But the Hounds do not come. There's a terrible baying sound, and even worse noises as Sèriè perishes. Then silence.

Out of combat

red dogs; dark red -9hp not-hasted
blue dogs
green dogs; bright green -86hp not-hasted

Daedîn, -68hp (15/83) immune: bright green
Seldanna, -79hp (0/61), disabled; immune: dark green, bright green
Sèriè, dead
Pai, -68hp (14/70) immune: dark blue, bright blue
Inky, -26hp (21/47); banished; immune: dark blue, dark green, bright green
Quiella, -30hp (50/80), immune: all hounds' gaze
Nina, -63hp (-3/60), unconscious, stable; immune: dark red, bright blue, dark green
Callie, -16hp (19/35) immune: dark blue, dark red, bright green, dark green
Teric, -65hp (6/58) immune: dark blue, dark green

Familiars are treated as part of the master for teleportation so both have travelled with Pai. I've left the dim-doored group at the bottom of the map, but consider yourselves to be 800 feet away from the tower.

The Hounds swift-action teleport away after killing Sèriè; I'm afraid given their nature, alignment and role there is no chance of them leaving her alive.

Quiella:
Your Paladin Oath (which I know that you wrote yourself) says "I will never leave an ally behind on the field of battle". I think that's what you've just done. Now, I'm not going to rule that you should Fall at this point but you might decide that you should. I leave the decision to you - it's your Oath. (If you were decide to completely abandon the mission at this point I might make a different decision though - but I'm pretty sure that's not something you're considering).

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

Feeling like hammered bird droppings, Daedîn looks and sees Nina appears to be breathing normally and no longer bleeding out...breathing a sigh of relief, he lets go of her leg and slowly rises from the sand where Pai's dimension door took them...

Once up, he draws his bow and awaits to see if any those damnable hounds are following...off in the distance, he sees only Teric and Quiella...but noticeably missing is Sèriè...he is crestfallen...

He mutters in despair, more to himself than to his companions, "We just got our @$$e$ spanked...what in hell 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 won't direct the Ball Lightnings, but they continue to strike in the same squares. But if the hounds were still there on his turn (and I think they were), then they'd be at risk of being struck again. But it's moot since they crushed their saves anyway.

The misty form of Teric motions to Quiella and keeps pace with her as they move further away from the entrance of the tower. He floats up and looks around for the others, before coming back down to stay with the gnome. He simply shakes his head as he regards her.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

”That was really bad. We are all half dead, and I don’t think some of us are going to make it out. As weak as we are, I don’t think we have a chance against those creatures. Should we go talk to the dragon after we heal? You think he’d have some answers, or could help? I don’t fancy a fair fight against the hounds again.”

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, a bit shaken by the terrifying encounter with the hounds, moves around the group offering to tend to their wounds. "Those hounds are indeed going to be hard to defeat. Any ideas?"

Seldanna will offer anyone who wants it, a once/day Healing Hex for 2d8+11 hp. I'll leave it up to anyone to roll for themselves if they want it, in case they would like to save this for later.

Heal hex on self: 2d8 + 11 ⇒ (8, 1) + 11 = 20
CLW Wand on self: 1d8 + 1 ⇒ (6) + 1 = 7
CLW Wand on self: 1d8 + 1 ⇒ (5) + 1 = 6
CLW Wand on self: 1d8 + 1 ⇒ (1) + 1 = 2
CLW Wand on self: 1d8 + 1 ⇒ (4) + 1 = 5
CLW Wand on self: 1d8 + 1 ⇒ (5) + 1 = 6
CLW Wand on self: 1d8 + 1 ⇒ (1) + 1 = 2
CLW Wand on self: 1d8 + 1 ⇒ (5) + 1 = 6
CLW Wand on self: 1d8 + 1 ⇒ (3) + 1 = 4

7 charges left on CLW wand. Anyone is also welcome to use any of these if they need them. Definitely time to buy a new one at next opportunity.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Pai takes a healing hex.

Heal 2d8 + 11 ⇒ (8, 1) + 11 = 20

She uses two charges of her infernal healing wand to get to full HP.

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 offers his wand to Seldanna, asking her to use it on Nina to get her conscious...and then on himself to get back to full health...

CLW (Nina): 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (5) + 1 = 6

The Elf shakes his head and shrugs. ”They won’t surprise us again...but other than that, we’re overmatched...if I can sneak in there and one of you can make ‘em visible, I can put a hurtin’ on ‘em...but that’s all I got...”

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

"Urghhh..." Nina groans as Daedîn's wand is used to finally bring her back around to consciousness again. She looks around blearily and confusedly for a moment.

"What happened?"
______________

After getting quickly brought back up to speed, Nina sighs heavily. "Gosh...I don't know how useful my magics would be against those things. I could try dropping the razzle-dazzle on them again but conjuring pits won't work..."

She waves off Seldanna's offer of magical healing, at least for the moment. "Thanks but that might come in handy later on. Would you use this wand on me, though?" Nina asks, pulling out her own personal healing wand and offering it to her teammate.

Nina will have someone use her wand on her, unless Quiella wants to patch folks up with Lifelink.

Wand Healing Spam:

CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (6) + 1 = 7

"Guess I'd better call Inky back, too...hopefully the weird auras don't reach this far out..."
______________

Nina's mindful of the warning we got about summoning spells but is hoping the group might be far enough out to make it safe to re-summon Inky.

Grand Lodge

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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
Nina Brightspark wrote:

"Urghhh..." Nina groans as Daedîn's wand is used to finally bring her back around to consciousness again. She looks around blearily and confusedly for a moment.

"What happened?"

Daedîn tries to hide his gaunt look as Nina regains consciousness. ”How are you feeling, Hlao-roo? You gave us quite the scare...”

Elvish:
An Elvish term meaning small one; it is a term of affection, not derision...

He lets out a big sigh. ”To summarize, we got our as...er, I mean...butts handed to us...”

Looking mistily at Quiella, he adds, ”...Sèriè didn’t make it...we were extremely lucky more didn’t die...several of us almost did...”

Looking to the others, Daedîn shrugs. ”I’ll sneak back in the entrance and see if I can discern if they’re still there...they might not be able to detect me...the rest of you can stay outside, ‘bout 30’ or so back from the entrance...that way, if it blows up again, the whole party is not in danger...”


The Waking Rune

Pai, by my count you'll need another 2 charges of Infernal Healing to get back to full.

Nina calls Inky back to her side. Fortunately whatever strangeness the Thousand Columns might exert over conjuration magic does not interfere with the bond between summoner and eidolon. At least, not with the ritual that calls an eidolon back to the prime material.

Party status

Daedîn, 83/83 immune: bright green
Seldanna, 58/61 immune: dark green, bright green
Sèriè, dead
Pai, 54/70 immune: dark blue, bright blue
Inky, -26hp (21/47) immune: dark blue, dark green, bright green
Quiella, -30hp (50/80), immune: all hounds' gaze
Nina, (57/60), immune: dark red, bright blue, dark green
Callie, -16hp (19/35) immune: dark blue, dark red, bright green, dark green
Teric, -65hp (6/58); gaseous form; immune: dark blue, dark green

You've got some thinking and planning to do - and some of you still have wounds. You may want to have further discussion over in the Discussion thread.

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

Aye, we’re still badly beat up...even after the healing we’ve done thus far...

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

Wand of CLW:

CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Once Quiella and Teric find the others, he dismisses his spell and returns to solid form. He pulls out his wand and begins healing himself. "Indeed. If Daedîn can draw them out, we should hit them as hard as we can. And if you can do anything to keep yourself from succumbing to their gazes, that would help. I have some scrolls that could help, but not enough for all of us."

He pats Quiella on the shoulder. "We will avenge Sèriè."

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Pai uses two more charges from her wand, healing up as much as possible.

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

"Don't worry about Inky," Nina is quick to mention once her faithful steed eidolon has been returned to her side. "Got a wand 'specially for her - packs a bit more of a punch but it won't work on anyone else."

Wand of Rejuvenate Eidolon, Lesser:

1d10 + 1 ⇒ (9) + 1 = 10
1d10 + 1 ⇒ (5) + 1 = 6
1d10 + 1 ⇒ (5) + 1 = 6
1d10 + 1 ⇒ (9) + 1 = 10

Charges remaining (42).

And within a few moments, Inky's back to her usual self.

"Okay...now we gotta plan our next move..."

Silver Crusade

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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

"Hopefully it's a plan of attack that doesn't involve those f*~+ers ripping into us with no warning," Inky growls, clearly not happy about the close call her summoner had. "They'd have a devil of time trying to hit me in a straight-up fight!"

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