nightdeath |
Round 3
Naevys 11 dmg
Wadley/Gerry IV. 0/6 dmg
Felix 12 dmg
Krezbiznet
Aaftaab/Parvaaz 3/3 dmg
Commander Riko 79
You may use your Aid tokens to intercept bombardment.
Inspire in effect.
No grapple.
Fort save 1d20 ⇒ 20
1d20 + 7 ⇒ (18) + 7 = 25
Commander Riko shakes off the spell from Wadley though it's clear it has done its fair share of damage.
Then she blinks out from everyone's grasp though not before giving Wadley and Feliz a demented glare.
Naevys Driltormidan |
Naevys double moves up toward the one remaining visible creature. Watch out, the commander might come back.
Parvaaz |
Aaftaab directs his Roc companion to fly to the enemy that is farther away!!
Double move with 80 ft fly speed.
Aaftaab |
”Yes Parvaaz, do not let them escape!!“ Aaftaab says when his Roc companion circles around to attack from above.
Aaftaab then attacks with his negative energy blade.
- Void Kinetic blade with outflanking +15, negative energy hitting TOUCH AC (1d6+1+3d6; 20/x2) To hit: BAB +4, Finesse +6, Size +1, +4 Flank with ’Outflank’ / Damage: d6+ ½ Con + 2d6 Sneak Attack + d6 Precise Strike Feat // bless, inspire +2: 1d20 + 15 + 1 + 2 ⇒ (7) + 15 + 1 + 2 = 251d6 + 1 + 2 + 2d6 + 1d6 ⇒ (3) + 1 + 2 + (3, 3) + (6) = 18
Caster level check in case of spell resistance : 1d20 + 1 ⇒ (7) + 1 = 8
nightdeath |
Random Burning from Blight 3d6 ⇒ (1, 2, 6) = 9
Naevys 11 dmg
Wadley/Gerry IV. 0/6 dmg
Felix 12 dmg
Krezbiznet 0 dmg
Aaftaab/Parvaaz 12/12 dmg
Tokens gained and unused would not be used in future after this.
With the Aaftaab/Parvaaz combo threat, Commander Riko falls to their combined attacks with Aaftaab's blade slicing through her armor.
The Assimar honor guard and Twenty four mask takes care of the winged ambushers and subdue the remaining forces.
With the attack blunted, the forces regather as they wait for you to decide what to do.
You recognize that some of the deserters are suffering from some sort of mental affliction in addition to their physical maladies.
The deserters claim that they acted in the way they believed was best for Tianjing, readily admitting to the influence Riko held over them and the Shepherd’s convincing arguments.
The captured deserters wholeheartedly believe that they
were acting in Tianjing’s best interests.
1) Spend a token to have a cohort guard and eventually escort the deserters back to the fort to stand trial.
2) Execute them on the spot
3) Spend a token to ask for Buff Spells, spend a token to convince their
allies to cast heroism on two PCs
4) Can also spend a token for healing. If they choose this benefit, each PC heals 6d6 points of damage.
Available Tokens:
Twenty Four Masks: 3/3
North Winds Watch 4/4
Felix C. Jaeger |
Sense Motive: 1d20 + 14 ⇒ (10) + 14 = 24
Sense Motive: 1d20 + 14 ⇒ (14) + 14 = 28
Something is attacking their minds. They truly believed they were doing the best they could for Tianjing... but they still deserted their posts.
Felix sighs,
It's not our place to decide their fate. We should have someone escort them back to base.
Aaftaab |
"We did it! It hurt a little but we prevailed! Good!"
He looks at the deserters and then at the North Winds Watch.
"Please escort the deserters back to the fort to stand trial. You should decide what to do with them!"
I am for this for the team:
3) Spend a token to ask for Buff Spells, spend a token to convince their allies to cast heroism on two PCs
Naevys Driltormidan |
Do the garrisons have any clerics available for healing? there are a number of us who sustained injuries during this combat.
we have 7 aid tokens, so I think 1 on healing, 1 to escort the prisoners back, and the remainder on buff spells.
nightdeath |
Some of the twenty four masks stepped forward their voices already chanting healing spells on the party as requested while a cohort of the Assimar group prepares the prisoners to be sent back under guard.
1 Token for Escort.
1 Token for Healing 6d6 ⇒ (1, 6, 4, 1, 1, 5) = 18, excluding Gerry
3 Tokens for Heroism for party, excluding Gerry
5 Tokens used.
I think that's about all.
With that, the party parts ways with the rest as it is determined that it is far easier for a small force to make their through while the remaining warriors attempts to clear the forest of any other mutated beasts.
--------------------------------------------------------------------------- -------------------------------------
A scorched, barren clearing marks what must be the center of the blight. Pale orange flames occasionally burst from tears across the ground, bathing the area in an unnatural light. A ruined building sits atop a nearby rise, its half-crumbled walls featuring imagery of angelic beings attempting to hold back a horde of alien horrors pouring forth from gaping wounds in the land.
Aaftaab |
Aaftaab flies over the blight and tries to assess the situation.
perception: 1d20 + 10 ⇒ (1) + 10 = 11
"Let me scout ahead." Aaftaab says to the team.
Krezbiznet |
Well that was certainly an ordeal, eh? the gnome says with a chuckle as he restores his form, then helps with the recovery after the back to back attacks.
---------
Krezbiznet whistles at the sight of the barren, torn landscape before the party, shaking his head. That... that's a lot of damage. Were we expecting this place to be this bad? I certainly wasnt...
He nods to Aaftab Good Call he said with a nod, his gnomish appearance giving way to the rocky one already, not wanting to be caught unaware.
Felix C. Jaeger |
Felix joins Wadley and mutters to himself as they examine the area.
Knowledge (take your pick) : 1d20 + 10 ⇒ (18) + 10 = 28
nightdeath |
The scenario doesn't' give much info on the blight fire or how the land became like this but...I'll try.
The party looks around the land and it seems to the more knowledgeable of them that the blight is but merely a symptom of something else. The Blight as they have found out is a form of mystical fire that is cold to the touch but burns just as fiercely as real fires. No books have being written about it which means this is a first for the group as well.
With the Grippli scouting ahead, it is easy to see that the blight has spread far and wide with many places with the land weeping fires in some places. Signs of dead mutated animals and withered trees litter the landscape.
In the distance, there seems to be a tengu in robe attempting some form of ritual.
Yellow checkered box in top left side of map.
Naevys Driltormidan |
Can we see what the Tengu is doing or learn anything about the ritual? Naevys has +13 Arcana.
There is a creature there, looks like they are attempting a ritual. Perhaps we should approach and speak with them to ensure they are not up to something nefarious.
nightdeath |
Not really. Hunched figure doing small gestures and can't be seen clearly, though you can roll for the arcana to learn about the ritual this Tengu is doing.
Naevys Driltormidan |
Naevys knows all the things!
Kn(Arcana): 1d20 + 13 ⇒ (19) + 13 = 32
nightdeath |
From what Naevys can tell, the ritual is incomplete with it missing several components as well as manpower. As it's incomplete she can't tell exactly what the ritual was intended to do except that it would take far longer then one person doing it would take.
The tengu raises his head and upon spotting you calls out.
"Reinforcements? I bid you aid me in closing this riff!! I can't do it alone and the brave soldiers that accompanied me has paid a high price to buy me time in performing this ritual!"
Felix C. Jaeger |
Sense Motive: 1d20 + 14 ⇒ (2) + 14 = 16
What help do you need? What can you tell us about the ritual?
Knowledge (arcana): 1d20 + 10 ⇒ (19) + 10 = 29
Aaftaab |
Aaftaab immediately flies over with Parvaaz.
GM: detect evil on the Tengu.
nightdeath |
SR check for detect evil.
Felix feels that the Tengu's plea is genuine and that the ritual indeed requires more then one person to perform.
"I need all of you to stand in position according to the ritual's ley lines and channel your energy and only then will this crisis be resolved." the tengu continues.
Aaftaab |
Hi GM, there is no spell resistance vs detect evil.
nightdeath |
Oh? It appears I have being lied too. I was told it's SP so subject to SR in one of my previous games.
Aaftaab detects a strong aura of evil from the Tengu.
Aaftaab |
“Team, beware the Tengu!! Some evil aura is visible. Maybe the Tengu is possessed?!? Maybe it is something else?!?“ he shouts.
He then flies nearer to the Tengu.
nightdeath |
lol where is everybody on the map?
"No games! I spent a long time in these blighted forest, some of this misma may have rubbed of on me." The tengu protests, gesturing wildly.
Of course if you still wish to do so, Sense Motive checks as needed. Other then Felix who's made his.
Naevys Driltormidan |
Sense Motive: 1d20 + 3 ⇒ (16) + 3 = 19
What is the purpose of this ritual? we need to understand to be able to aid you.
Bluff: 1d20 - 1 ⇒ (20) - 1 = 19
of all the times to roll a nat 20...
nightdeath |
He seems trustworthy to both Wadley and Naevys.
Sense Motive 1d20 ⇒ 8
"It's to close the rift that's causing all these to happen." the Tengu explains.
"It needs more energy and points to disperse it, I can't do it alone. Since you're here I need help."
Aaftaab |
Aaftaab continues to concentrate to detect evil.
@gm: is the evil aura really from the Tengu or the rift?
nightdeath |
Both actually. Both Tengu and Rift pings on your detect evil. Strong Auras..
The tengu hastily explains the positions, pointing them out and when he expects them to channel their energies to him so that he can use it to close the rift.
Aaftaab |
”Do not trust the Tengu!! It is evil!! Very evil!! Lady Luck, aid me! You are known to charge into battles without much planning … we now have to do so as well!!“ Aaftaab shouts.
He charges towards the Tengu on his Roc companion Parvaaz.
nightdeath |
No check for Tengu's alignment due to rift. At least none that I know of since lingering evil would not show on an active effect. :P Also Wadley has no detect evil right?
Aaftaab |
”Parvaaz, do not let him escape!!“ Aaftaab says when his Roc companion charges to attack from above.
Aaftaab then attacks with his negative energy blade.
- Void Kinetic blade with outflanking +15, negative energy hitting TOUCH AC (1d6+1+3d6; 20/x2) To hit: BAB +4, Finesse +6, Size +1, +4 Flank with ’Outflank’ / Damage: d6+ ½ Con + 2d6 Sneak Attack + d6 Precise Strike Feat // bless, inspire +2: 1d20 + 15 + 1 + 2 ⇒ (14) + 15 + 1 + 2 = 321d6 + 1 + 2 + 2d6 + 1d6 ⇒ (4) + 1 + 2 + (1, 2) + (1) = 11
Caster level check in case of spell resistance : 1d20 + 1 ⇒ (16) + 1 = 17
Parvaaz |
As directed by Aaftaab the Roc, Parvaaz, moves to hit with a talon.
To hit with power attack and outflank +12: Amulet of Mighty Fist +1, BAB +4, Str +6, Outflank +4, -2 power attack, Size -1; Damage with power attack +11+d6: Str +6, Power Attack +4, Amulet of Mighty Fist +1, +d6 Precise Strike : 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 181d6 + 13 + 1d6 ⇒ (1) + 13 + (1) = 15
CMB +19 grapple* (BAB +4, Str +6, Size +1, Outflank +4) * Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. , bless, inspire.: 1d20 + 22 ⇒ (17) + 22 = 39
nightdeath |
Naevys Driltormidan 1d20 + 7 ⇒ (20) + 7 = 27
Wadley/Gerry 1d20 + 4 ⇒ (5) + 4 = 9
Felix C. Jaeger 1d20 + 0 ⇒ (4) + 0 = 4
Aaftaab/Parvaaz 1d20 + 9 ⇒ (16) + 9 = 25
Krezbiznet 1d20 + 4 ⇒ (14) + 4 = 18
The Shepherd 1d20 + 7 ⇒ (6) + 7 = 13
The Friend 1d20 + 4 ⇒ (14) + 4 = 18
Round 1
Naevys
Aaftaab/Parvaaz
Krezbiznet
The Friend Yet to make his appearance.
The Shepherd 6 dmg, grappled, still flatfooted.
Wadley/Gerry
Felix C. Jaeger
Bold may act first.
Knowledge Plane to identify Shepherd and Friend once they pop out.
"What!!!!!" The tengu screams as the grippli and his ever faithful Roc swoops in! Blade and talon tearing at the Tengu, to their surprise the Tengu soft feathered body feels strangely hard like iron as their blows merely scratches them.
The Shepherd however is caught in Parvazz talons!
"Come Forth!!!" The Shepherd screams in anger!!!
Combat Music starts Beating in the background...
Aaftaab |
”You evil monsters will be destroyed!!“
Aaftaab attacks with his negative energy blade and his kukri by two weapon fighting.
Adamantine Kukri +1 with outflanking +16 slashing (1d3+6+3d6; 18-20/x2), To hit: BAB +4, Finesse +6, Size +1, +4 Flank with ’Outflank’, 2WF -2, enhancement +1 / Damage: 1d3+ 6 Dex Finesse + 2d6 Sneak Attack + d6 Precise Strike Feat : 1d20 + 16 - 2 ⇒ (14) + 16 - 2 = 281d3 + 6 + 3d6 ⇒ (3) + 6 + (1, 5, 4) = 19
Touch Attack Void Kinetic blade with outflanking +15, negative energy hitting touch AC (1d6+1+3d6; 20/x2) To hit: BAB +4, Finesse +6, Size +1, +4 Flank with ’Outflank’, 2WF -2 / Damage: d6+ ½ Con + 2d6 Sneak Attack + d6 Precise Strike Feat : 1d20 + 15 - 2 ⇒ (10) + 15 - 2 = 231d6 + 1 + 2d6 + 1d6 ⇒ (3) + 1 + (1, 1) + (4) = 10
caster level for spell resistance : 1d20 + 1 ⇒ (11) + 1 = 12
He directs Parvaaz to attack!
Parvaaz |
Parvaaz screeches and uses his claws and bites!
Bite : 1d20 + 12 ⇒ (18) + 12 = 301d6 + 11 + 1d6 ⇒ (1) + 11 + (6) = 18
Claw 1: 1d20 + 12 ⇒ (17) + 12 = 291d6 + 11 + 1d6 ⇒ (5) + 11 + (3) = 19
Claw 2: 1d20 + 12 ⇒ (4) + 12 = 161d6 + 11 + 1d6 ⇒ (5) + 11 + (1) = 17
To hit with power attack and outflank +12: Amulet of Mighty Fist +1, BAB +4, Str +6, Outflank +4, -2 power attack, Size -1
Damage with power attack +11+d6: Str +6, Power Attack +4, Amulet of Mighty Fist +1, +d6 Precise Strike
CMB +19 grapple* (BAB +4, Str +6, Size +1, Outflank +4) * Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.: 1d20 + 19 ⇒ (17) + 19 = 36