Waki Huro
|
Not being particularly strong, Waki will attempt to follow
Syllyn up the chain
Climb,heroism: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25
| GM supervillan |
It takes a great deal of effort for Malaz to free himself, and every attempt to fly is resisted by the tangling chains.
Climbing, however, does not trigger any such response. Waki and Syllyn make some progress, though they cannot see how far up they need to go. Above is only darkness. Many of the chains have blades, hooks, and spikes jutting from them at odd angles, and the chains sway of their own accord, but it's not an especially difficult climb.
It's a DC20 check to free yourself from the chains, and a DC30 Fly check to ascend without getting Entangled and Anchored. It is only a DC10 climb check to ascend, and Taking 10 is fine. So you may find that Climb is preferable. Bear in mind that a successful Climb check moves you up a quarter of your land speed, or you can take -5 on the check to attempt to go at half your land speed.
Current elevation:
Malaz: 5'
Waki: 10'
Syllyn: 5'
Makras: holding Malaz (5')
Grunjar: holding Malaz (5')
John: holding Malaz (5')
Syllyn
|
Syllyn will take it slow and steady, pausing frequently to rest and to avoid those nasty blades.
"These self-mutilators sure do like to inflict their abnormal passions on the rest of us."
John "the Antagonizer" Carlos
|
John frowns, ”They just hate flying creatures I assume. Ah well, might as well use these muscles before they rot away.”
Climb, take 10 for 12, Spear on his back is still lighted, which still works at half power, right?
Syllyn
|
"Hah. I think they just want you to climb these things and get all cut up. Whatever is up there, getting there has a cost they are not willing for us to circumvent. In fact, try this Malaz. Use the fly spell to 'help' you climb. As long as you are holding the chain and getting cut, it might let you use your flight to aid the ascent."
Waki Huro
|
Waki continues to climb as well.
take-10, heroism: 10 + 3 + 2 = 15
Grunjar
|
@GM supervillan: Mechanically speaking, do the chains (automatically) grapple Malaz? I'm asking because Grunjar has freedom of movement prepared, he could just cast it on Malaz. But I wouldn't want to waste the spell slot if it does not help...
Malaz Bourreau
|
I was also wondering about being able to placate the chains by staying in contact 'hand over hand' as I climb/fly upwards.
Climb (armor): 1d20 + 2 ⇒ (19) + 2 = 21 As a double move to catch up to the others.
| GM supervillan |
You might expect Freedom of Movement to be helpful, since the chains are certainly acting to impede movement and FoM negates such effects.
Grunjar
|
@GM supervillan: Thanks!
Grunjar looks at the moving chains and sighs. He then casts freedom of movement on Malaz.
"This should help with the chains."
Malaz Bourreau
|
Feeling virtually no resistance from the chains, "My thanks Grunjar." With that, Malaz waits for any of the others to 're-board' before racing toward the heights.
| GM supervillan |
Grunjar's spell is effective, and the hostile chains can no longer impede Malaz's progress.
So who's riding Malaz now? He's got the strength to lift all of you but not enough limbs to carry you under his arms :)
Grunjar
|
| 1 person marked this as a favorite. |
Grunjar never let go of Malaz. :)
Syllyn
|
Syllyn will climb aboard. If it becomes a problem he will detach himself and continue the slow grid of a climb.
John "the Antagonizer" Carlos
|
John hops back on, holding tight. Better to face the horrors above together than piecemeal.
| GM supervillan |
With Waki fast-climbing, everyone is ascending at a speed of 40' per round. Makras will hold on to Malaz.
I'll move us forward later today (Saturday).
| GM supervillan |
You continue your ascent, Waki to one side of the Malaz aerial troupe.
Grunjar: 1d20 + 16 ⇒ (4) + 16 = 20
John Carlos: 1d20 + 0 ⇒ (4) + 0 = 4
Makras: 1d20 + 5 ⇒ (16) + 5 = 21
Malaz: 1d20 + 17 ⇒ (11) + 17 = 28
Syllyn: 1d20 + 7 ⇒ (7) + 7 = 14
Waki Huro: 1d20 + 11 ⇒ (20) + 11 = 31
know.planes: 1d20 + 12 ⇒ (12) + 12 = 24
know.planes: 1d20 + 12 ⇒ (6) + 12 = 18
know.planes: 1d20 + 12 ⇒ (11) + 12 = 23
Suddenly, Malaz comes under attack from above!
Grunjar: 1d20 + 6 ⇒ (7) + 6 = 13
John Carlos: 1d20 + 0 ⇒ (18) + 0 = 18
Makras: 1d20 + 4 ⇒ (1) + 4 = 5
Malaz: 1d20 + 2 + 4 ⇒ (15) + 2 + 4 = 21
Syllyn: 1d20 + 1 + 4 ⇒ (6) + 1 + 4 = 11
Waki Huro: 1d20 + 7 ⇒ (4) + 7 = 11
S1: 1d20 + 6 ⇒ (8) + 6 = 14
S2: 1d20 + 6 ⇒ (16) + 6 = 22
S3: 1d20 + 6 ⇒ (11) + 6 = 17
Surprise round
S2
Malaz
John Carlos
S3
S1
Grunjar
Waki Huro
Syllyn
Makras
You see the dim glow of spell manifestations 40 feet above you as long as you have lowlight or darkvision that is; if you do you can attempt the following Spellcraft check, if trained.
Four bolts of force slam into Malaz
zzzap!: 2d4 + 2 ⇒ (4, 3) + 2 = 9
pew!: 2d4 + 2 ⇒ (3, 4) + 2 = 9
Malaz feels as if he's burning alive...
fire damage: 3d6 ⇒ (4, 1, 6) = 11
At 40 feet distance, anyone with Darkvision sees that there are three attackers; anyone with Lowlight vision can make out the attackers but they have concealment; anyone with normal vision cannot see the attackers.
Then, a fierce blast of wind shakes Malaz and his cohort.
Everyone except Waki attempt a DC16 Will save, modified if you passed the Spellcraft check above. Fly checks are at -4, ranged attacks and perception checks are at -4.
Round 2
Blue, cover, elevation 200'
Malaz, flying, elevation 160'
John Carlos, on Malaz, elevation 160'
Green, cover, elevation 200'
Orange, cover, elevation 200'
Grunjar, on Malaz, elevation 160'
Waki Huro, climbing chains, elevation 160'
Syllyn, on Malaz, elevation 160'
Makras, on Malaz, elevation 160'
active conditions: Wind Blast (all except Waki affected)
The bold may act!
Technically we are 'between' maps, but see Slide 6
As long as you have better than normal vision, you can attempt the following Knowledge check to id the attackers:
DC19
DC24
DC29
DC34
Flying straight up requires a DC20 Fly check; prior to combat Malaz could do this by Taking 10 but that is not possible now he's under attack.
John "the Antagonizer" Carlos
|
Will DC 16: 1d20 + 5 ⇒ (4) + 5 = 9
John can’t see anything, but if he isn’t knocked to the ground by the wind he pulls out a scroll and readies to cast it if anyone in the group falls.
Scroll of Feather Fall
Malaz Bourreau
|
Spellcraft: 1d20 + 14 ⇒ (14) + 14 = 28
Will vs DC 16: 1d20 + 7 + 4 ⇒ (9) + 7 + 4 = 20
Will vs DC 16: 1d20 + 7 + 4 ⇒ (5) + 7 + 4 = 16
Will vs DC 16: 1d20 + 7 + 4 ⇒ (15) + 7 + 4 = 26
Fort vs DC 16: 1d20 + 10 ⇒ (20) + 10 = 30 (+4 for making the Spellcraft?)
Spellcraft: 1d20 + 14 ⇒ (17) + 14 = 31
Affect on 1-30: 1d100 ⇒ 35
Planes: 1d20 + 13 ⇒ (7) + 13 = 20
Fly vs DC 20: 1d20 + 6 + 4 ⇒ (10) + 6 + 4 = 20
"Bah! The Shea. Natives to this plane. They rely on Shadow Magic. We have to close the distance. Otherwise they will try to pick us off from afar. Do not waste your efforts looking for a perfect attack. They are hard to pin down and get a bead on. With that, the giant golden form races toward their assailants.
Double move straight up. That should put everyone with me at the same height as the bad guys.
Also, Malaz has Shield up an running. If those were Magic Missiles and not illusions, wouldn't they be negated?
Syllyn
|
spellcraft, heroism: 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 22
"This is true, and since their spells are shadow spells, they are a lot like illusions! Quasi-real."
will, heroism, spellcraft bonus: 1d20 + 2 + 4 ⇒ (16) + 2 + 4 = 22
kn planes, heroism, heightened awareness: 1d20 + 2 + 2 + 2 ⇒ (10) + 2 + 2 + 2 = 16
I see you burned the heightened awareness for Syllyn on init, which is good. The roll above on the knowledge planes assumes that his sighting of the creatures occurs before he burned the spell for init and he gets the +2 bonus. If that is not how it works, then that roll is at 2 less.
Grunjar
|
Spellcraft: 1d20 + 5 ⇒ (18) + 5 = 23
"Syllyn and Malaz are right - the evocations are mostly not real. If you know that, you should not be affected very much."
Will + hardy + spellcraft bonus: 1d20 + 13 + 2 + 4 ⇒ (8) + 13 + 2 + 4 = 27
Affect on 1-30: 1d100 ⇒ 80
Knowledge: Planes t: 1d20 + 4 ⇒ (2) + 4 = 6
"The Shea? Never heard of them."
| GM supervillan |
Apologies for the delayed update folks, normal service shall be resumed presently :)
Malaz I believe shadow magic missiles will still be stopped by your Shield spell, so no damage from Blue's barrage and Green will switch to a different evocation - a flaming sphere.
shadow/fire damage: 3d6 ⇒ (3, 1, 3) = 7
malaz reflex: 1d20 + 5 - 1 ⇒ (19) + 5 - 1 = 23 and you avoid the sphere completely; you've take a grand total of 1hp damage, having passed every save!
Malaz flies through the shae shadow-barrage practically unscathed, and reaches the top of the shaft - albeit the opening is narrow. Malaz is now squeezing.
John Carlos readies a scroll: an insurance against a deadly fall.
Where spell failed, the shae switch to steel. They slash at Syllyn with wickedly curved falchions..
green: 1d20 + 8 ⇒ (18) + 8 = 26damage: 2d4 + 4 + 1d6 ⇒ (3, 1) + 4 + (4) = 12
blue: 1d20 + 8 ⇒ (13) + 8 = 21damage: 2d4 + 4 + 1d6 ⇒ (1, 1) + 4 + (6) = 12
confirm? green: 1d20 + 8 ⇒ (8) + 8 = 16
The shae's swords leave freezing wounds.
Round 2
Blue, elevation 200'
Malaz, -1hp, flying, elevation 200', squeezing
John Carlos, on Malaz, elevation 200'
Green, elevation 200'
Orange, elevation 200'
Grunjar, on Malaz, elevation 200'
Waki Huro, climbing chains, elevation 160'
Syllyn, -24hp, on Malaz, elevation 200'
Makras, on Malaz, elevation 200'
active conditions: Wind Blast (all except Waki affected)
The bold may act!
Syllyn
|
"Well, dang. I need better armor."
Though, since he was not raging his AC should be 22, unless he was flat-footed, in which case the second attack missed.
Syllyn starts taping and batting things, starting a martial rhythm which is oddly inspiring, and the spirits that accompany it form from the ether and attack one of his enemies.
- Spirit Wisp to hit on blue: 1d20 + 6 ⇒ (1) + 6 = 7
- Spirit Wisp damage: 1d4 + 3 ⇒ (2) + 3 = 5
Raging Song (Su): When the skald begins a raging song and then on each ally's turn, if the ally can hear the raging song, that ally must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects on that ally last for that ally's turn or until the song ends, whichever comes first.
Inspired Rage (Su) Affected allies gain a +2 morale bonus to Strength and Constitution and a +2 morale bonus on Will saving throws (+1, +1 per 4 levels), but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
Waki Huro
|
Waki continues his climb
Climb heroism : 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21
can he make it to the top in one move with a std left?
Syllyn
|
Hmmm. Forgot Syllyn still has a move action.
He will attempt to climb up a bit;
climb, heroism: 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12
| GM supervillan |
I missed your Uncanny Dodge, Syllyn. I recommend adding it into your taglines. You do have a move action, but you're at the top of the chains. You can climb off Malaz to hold on to the chains with a move action if you wish.
Waki, you start your turn 40' below Malaz and the rest. You can climb 20' with one action (standard or move) by accepting a -5 penalty on the Climb check. If I take your initial roll as an accelerated climb, that puts you 20' below the action with a move or standard action remaining - you can attempt a second Climb check to cover that.
Grunjar
|
@GM supervillan: Didn't you mean orange attacked (instead of blue)? Because blue is at the top of initiative and acted right before Malaz...
"You want war? I'll give you peace! a piece of my mind!" ;-)
Grunjar casts murderous command on blue the one shea who has not attacked us with weapons yet.
Will DC 18 negates (it's a level 1 spell in a level 2 spell slot).
Syllyn
|
Added to tag line. So is there anywhere to stand up here or go besides the chains? Or do the chains seem to dead end in the ceiling?
| GM supervillan |
A downside of flying up on the Malaz express is that it's very crowded up top now. The chains terminate at a ceiling, 10 feet above a landing. The landing runs around a gap of 15 feet by 5 feet. Makras, Syllyn, and Waki's tokens are in that gap although until he finishes his climb Waki is below Malaz.
I've adjusted your positions on the map to hopefully make it a little clearer. Malaz is Squeezing. The three shae stand on the landing - whilst you were ascending the landing gave them cover against you but once you're at the same level the landing offers no protection.
Grunjar, you're right the sword attacks were from Orange and Green :o. Re: Murderous Command, unless you use the Heighten Spell metamagic feat the DC remains as it is for the spell's normal level.
Waki keeps on climbing Move or Standard action still availabile
Syllyn taps out a martial rhythm, calling forth ethereal wisps that harass the shae.
Everybody be sure to say whether or not you accept Syllyn's raging song at the start of your turns.
Grunjar attempts to ensorcel the shae...
blue will: 1d20 + 7 ⇒ (2) + 7 = 9
She turns away from you to look at her comrades.
Makrasbot aims a blow of his filthy pick at Orange Mask shae...
pick vs orange: 1d20 + 5 ⇒ (7) + 5 = 12damage: 1d6 + 7 ⇒ (6) + 7 = 13
...he takes a chunk out of the stone floor.
Round 2
Blue, elevation 200', murderous commanded
Malaz, -1hp, flying, elevation 200', squeezing
John Carlos, on Malaz, elevation 200'
Green, elevation 200'
Orange, elevation 200'
Grunjar, on Malaz, elevation 200'
Waki Huro, climbing chains, elevation 180'; Move or Standard
Syllyn, -12hp, on Malaz, elevation 200';Move
Makras, on Malaz, elevation 200'
active conditions: Wind Blast (all except Waki affected)
The bold may act!
In an effort to keep things simple on a crowded map, I will say that only Malaz is squeezing at present.
Syllyn
|
Since there is nowhere to go without drawing three AoO, Syllyn will stay where he is. I am going to assume he cannot 5' step anywhere since Malaz's back is difficult terrain :)
Waki Huro
|
As a swift action Waki turns invisible (ki, 5rnds)
accepting the rage strength and finishes his climb
climnb,hero,rage: 1d20 + 3 + 2 + 2 ⇒ (16) + 3 + 2 + 2 = 23
@GM - trying to climb above them/landing to avoid crowd. Wiggling chain's but not sure if provokes?
Syllyn
|
Remember to make the spirit attack if you spend any time during the round next to the enemy and you accepted the rage. Unless you all want me to make those rolls? Hey, GM Supervillan, if they are immune to negative energy it is moot anyway and I can skip the rolls.
| GM supervillan |
The Shae are not immune to negative energy and are living, so Syllyn's totem power (that he grants to everyone who accepts Raging Song) works against them. The spirit totem slams do suffer a 20% miss chance though, same as the rest of your physical attacks, because of the Shae's "unbound flesh".
Waki disappears! You reach the level of the landing, so you haven't provoked any AoOs. You could go 10' higher to the ceiling, but also the landing is now adjacent to you and there are currently free spaces next to Green.
Waki raging song spirit slam: 1d20 + 6 ⇒ (11) + 6 = 17negative energy damage: 1d4 + 3 ⇒ (4) + 3 = 7miss chance: 1d100 ⇒ 66
The spirits conjured by Syllyn's percussion injure one of the shae, who gasps in surprise.
Syllyn holds position. You could only 5' step with a Climb speed.
Blue Mask turns on her comrades!
target, 1=orange 2=green: 1d2 ⇒ 2
murderous falchion: 1d20 + 8 ⇒ (5) + 8 = 13damage: 2d4 + 4 ⇒ (4, 2) + 4 = 10
The blow is parried. In their strange, sibilant tongue the dark sisters argue amongst themselves.
Round 3
Blue, elevation 200'
Malaz, -1hp, flying, elevation 200', squeezing
John Carlos, on Malaz, elevation 200'
Green, -7hp, elevation 200'
Orange, elevation 200'
Grunjar, on Malaz, elevation 200'
Waki Huro, climbing chains, invisible, elevation 200'
Syllyn, -12hp, on Malaz, elevation 200'
Makras, on Malaz, elevation 200'
active conditions: raging song; miss chance vs Shae roll 1d100, a result of 1-20 is a miss
The bold may act!
Malaz Bourreau
|
I am not certain what Malaz can do at the moment. As the world's largest golden-hued sherpa, I think I am limited. I cannot realistically attack while everyone is hanging on me.
John "the Antagonizer" Carlos
|
No Song.
John tries to climb off Malaz and onto the platform, at least give the big guy one less body to worry about.
Climb: 1d20 + 2 ⇒ (1) + 2 = 3
Climb Reroll + 2 star bonus: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9
I think you said it was DC 10? So that just fails. He will try again with his second action.
Climb: 1d20 + 2 ⇒ (19) + 2 = 21
And... that's his two actions. This little defensive setup these peeps have is brutal.
| GM supervillan |
I cannot realistically attack while everyone is hanging on me.
Valid, Malaz. You can go with Total Defence though, so I'll assume that.
This little defensive setup these peeps have is brutal.
Uh-huh. Remind me at the end of the scenario to tell you what happened to poor Xan :o
Malaz tries to protect himself whilst squeezed up against the wall with pathfinders hanging from his golden limbs.
John catches himself on a jagged chain...
chain damage: 1d6 ⇒ 6
...before climbing onto the landing.
A failed Climb check causes you damage - fail by 5 or more and you fall.
Green AoO vs John: 1d20 + 8 ⇒ (12) + 8 = 20damage: 2d4 + 4 + 1d6 ⇒ (3, 4) + 4 + (3) = 14
The freezing blade of the closest shae slashes John to add to the pain of the spiked chain injury.
The green-masked shae presses the attack...
green vs John: 1d20 + 8 ⇒ (8) + 8 = 16damage: 2d4 + 4 + 1d6 ⇒ (2, 3) + 4 + (1) = 10
...but this time John has his feet on solid ground and twists away from the attack.
Orange-mask focuses her anger on the invading pathfinders...
orange vs Syllyn: 1d20 + 8 ⇒ (17) + 8 = 25damage: 2d4 + 4 + 1d6 ⇒ (2, 2) + 4 + (2) = 10
...dealing Syllyn another blow that draws the warmth out from his blood.
Round 3
Blue, elevation 200'
Malaz, -1hp, flying, elevation 200', squeezing, total defence
John Carlos, -20hp, elevation 200'
Green, -7hp, elevation 200'
Orange, elevation 200'
Grunjar, on Malaz, elevation 200'
Waki Huro, climbing chains, invisible, elevation 200'
Syllyn, -22hp, on Malaz, elevation 200'
Makras, on Malaz, elevation 200'
active conditions: raging song; miss chance vs Shae roll 1d100, a result of 1-20 is a miss
The bold may act!
Waki Huro
|
is there space over their heads into the hall, if someone, hypothetically (of course) wanted to drop behind them?
Malaz Bourreau
|
Total Defence works. Thank you much.
Waki Huro
|
Waki (still invis 4 rds) will try to climb up and over to get behind foes…
assuming that is a double move check…
Climb up, hero, rage : 1d20 + 3 + 2 + 2 ⇒ (14) + 3 + 2 + 2 = 21
Climb over, hero, rage : 1d20 + 3 + 2 + 2 ⇒ (3) + 3 + 2 + 2 = 10
Syllyn
|
Syllyn regenerates 2 HP of damage as his martial rhythm bolsters his strength and vitality (Skald's vigor). His spirits lash out as he attacks the one that assaulted him.
- Scimitar to hit on orange, heroism: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
- Scimitar damage, adamantine: 1d6 + 8 ⇒ (1) + 8 = 9
- Spirit Wisp to hit: 1d20 + 6 ⇒ (1) + 6 = 7
- Spirit Wisp damage: 1d4 + 3 ⇒ (2) + 3 = 5
Syllyn
|
You just remembered and it is not too late.
Makras Vekker
|
Makras rouses himself from an ale-induced stupor, sees there are enemies about, and swings wildly with his pick before remembering he's dangling precariously hundreds of feet above the ground!
Attacking the middle shae. I didn't factor raging song in the rolls below, but I imagine Makras would happily accept the bonuses if available.
attack: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 1d6 + 7 ⇒ (4) + 7 = 11
miss chance: 1d100 ⇒ 59
Grunjar
|
No rage.
Grunjar retrieves his wand of CLW from his Handy Haversack and uses it on Syllyn.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Syllyn
|
You know that you can accept or deny the song each round. If you are doing an action not forbidden by the song and are next to an enemy there really is no reason not to accept it, even if you are a mage, just so you get the free attack.
| GM supervillan |
Raging Song does impose a -1AC penalty, which may be a consideration for some PCs.
Waki jumps from the chains, over the shaes' heads. The spirits strike at the shadowy foes.
miss chance, wisp: 1d100 ⇒ 36 hit vs green
Syllyn answers blade with blade...
miss chance, scimitar: 1d100 ⇒ 58
Makras' filthy pick bites into blue-mask.
Makras wisp attack: 1d20 + 6 ⇒ (9) + 6 = 15damage: 1d4 + 3 ⇒ (3) + 3 = 6miss chance: 1d100 ⇒ 60 miss
Grunjar mends the skald's wounds somewhat.
Blue-mask might realise that something is up, with spirits accompanying the pathfinders' movements, but she focuses her attacks on the injured Syllyn
blue vs syllyn: 1d20 + 8 ⇒ (19) + 8 = 27damage: 2d4 + 4 + 1d6 ⇒ (3, 2) + 4 + (1) = 10
confirm blue vs syllyn?: 1d20 + 8 ⇒ (10) + 8 = 18damage: 2d4 + 4 ⇒ (3, 3) + 4 = 10
Her blow is precise, but narrowly avoids nicking an artery.
Round 4
Blue, -8hp, elevation 200'
Malaz, -1hp, flying, elevation 200', squeezing, total defence
John Carlos, -20hp, elevation 200'
Green, -14hp, elevation 200'
Orange, -9hp, elevation 200'
Grunjar, on Malaz, elevation 200'
Waki Huro, climbing chains, invisible, elevation 200'
Syllyn, -28hp, on Malaz, elevation 200'
Makras, on Malaz, elevation 200'
active conditions: raging song; miss chance vs Shae roll 1d100, a result of 1-20 is a miss
The bold may act!
John "the Antagonizer" Carlos
|
No song
Finally on flat ground John focuses and carefully tries to build up crackling electricity into his palm.
DC 17 Defensive Cast: 1d20 + 12 ⇒ (1) + 12 = 13
Fizzled a Shocking Grasp
But between his injuries, the darkness, the jingling chains, the ghostly wisps, the flying big friend nearby and the shadow enemies, he just can’t seem to concentrate.
He pulls a shiny sharp dagger out. Perhaps just stabbing will be easier.
Malaz Bourreau
|
No song. Full Defense