GM supervillan's 5-23 Cairn of Shadows [Outpost V] (Inactive)

Game Master supervillan

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Sovereign Court

Male Tengu Ninja 5/Bloodrager 2 | HP: 52/52 | AC:20| T: 15 | FF: 15 | CMD: 21 | Fort: +7 | Ref: +11 | Will: +4 | Init: +7 | Perc: +11| Speed 40 ft. Ninja 5 (2/6 ki used) / Bloodrager 2 (0/7 rage) Destined Strike+1 (0/3) Stealth (+21) {s}

Not being particularly strong, Waki will attempt to follow
Syllyn up the chain
Climb,heroism: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25


The Waking Rune

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')

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

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."

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

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?

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

"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."

Sovereign Court

Male Tengu Ninja 5/Bloodrager 2 | HP: 52/52 | AC:20| T: 15 | FF: 15 | CMD: 21 | Fort: +7 | Ref: +11 | Will: +4 | Init: +7 | Perc: +11| Speed 40 ft. Ninja 5 (2/6 ki used) / Bloodrager 2 (0/7 rage) Destined Strike+1 (0/3) Stealth (+21) {s}

Waki continues to climb as well.

take-10, heroism: 10 + 3 + 2 = 15

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9

@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...

The Concordance

Aphorite Occultist ~7 | HP: 66/66 | AC: 17 (f:17, t: 11) | F:+10|R:+4|W:+7 |Perception: +18 | Initiative: +2
Spell Tracking:
1st: 6/6 | 2nd: 4/4 | 3rd: 2/2
| Active Conditions/Buffs:
Mental Focus:
Transmutation 7/13 {+4 STR} | Divination 2/13 {+1 Perception} | Abjuration 4/13 {+2 resistances} |Spent: 13/13

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.


The Waking Rune

You might expect Freedom of Movement to be helpful, since the chains are certainly acting to impede movement and FoM negates such effects.

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9

@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."

The Concordance

Aphorite Occultist ~7 | HP: 66/66 | AC: 17 (f:17, t: 11) | F:+10|R:+4|W:+7 |Perception: +18 | Initiative: +2
Spell Tracking:
1st: 6/6 | 2nd: 4/4 | 3rd: 2/2
| Active Conditions/Buffs:
Mental Focus:
Transmutation 7/13 {+4 STR} | Divination 2/13 {+1 Perception} | Abjuration 4/13 {+2 resistances} |Spent: 13/13

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.


The Waking Rune

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 :)

Silver Crusade

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#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9

Grunjar never let go of Malaz. :)

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

Syllyn will climb aboard. If it becomes a problem he will detach himself and continue the slow grid of a climb.

Sovereign Court

Male Tengu Ninja 5/Bloodrager 2 | HP: 52/52 | AC:20| T: 15 | FF: 15 | CMD: 21 | Fort: +7 | Ref: +11 | Will: +4 | Init: +7 | Perc: +11| Speed 40 ft. Ninja 5 (2/6 ki used) / Bloodrager 2 (0/7 rage) Destined Strike+1 (0/3) Stealth (+21) {s}

Waki keeps climbing on his own…taking 10x

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

John hops back on, holding tight. Better to face the horrors above together than piecemeal.


The Waking Rune

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).


The Waking Rune

You continue your ascent, Waki to one side of the Malaz aerial troupe.

gm screen:

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!

initiative:

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.

Spellcraft DC22 (modified for distance):
The spell being cast is a form of Shadow Evocation, but of reduced power. It will mimic only simple evocations. If you passed this Spellcraft check you will receive a +4 bonus to any Will save caused by these spells.

Four bolts of force slam into Malaz

zzzap!: 2d4 + 2 ⇒ (4, 3) + 2 = 9
pew!: 2d4 + 2 ⇒ (3, 4) + 2 = 9

Malaz:
You may attempt 2 DC16 Will saves, modified if you pass the Spellcraft check above. If you pass a save, you take only 30% of normal damage as you realise that the attack is mostly shadow-stuff. (2 damage on a save).

Malaz feels as if he's burning alive...

fire damage: 3d6 ⇒ (4, 1, 6) = 11

Malaz:
Attempt a DC16 Will save, modified as above. If you pass, you take only 30% of normal damage as you realise that the attack is mostly shadow-stuff, not real fire. Also attempt a DC16 Fort save for half damage. If you fail the Fort save you Catch on Fire. (So, if you fail both that's 11 damage and On Fire; fail the Will but pass the Fort and you take 5 damage; Pass the Will and fail the Fort and it's 3 damage and On Fire)

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.

if you pass the save:
You realise that the blast of air is really mostly shadow-stuff. It has only a 30% chance of imposing the penalties above on you (you can roll d%, a result of 1-30 affects you).

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:

Knowledge (planes) DC14:
They are Shae, denizens of the Shadow Plane who claim to have transcended the limits of the flesh and accordingly sometimes attract humanoid worshipers.
DC19
Spoiler:
The Shae are not divine, merely Outsiders, however they do exhibit peculiar physical defences: their bodies are not fixed in form and they often wear masks just to give those they interact with something to focus on. Amorphous, and a constant Blur effect.

DC24
Spoiler:
Shae are adapted to the Shadow Plane, and are completely immune to Cold.

DC29
Spoiler:
A Shae's physical attacks suck the heat from those they strike, whether they use melee weapons or a touch. Cold damage

DC34
Spoiler:
Shae attack with shadow evocations - albeit reduced in power compared to those used by powerful illusionists. They are capable of using this magic at will. If you pass this DC you get a +4 to your Will save if attacked by a shadow evocation.

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.

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

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

The Concordance

Aphorite Occultist ~7 | HP: 66/66 | AC: 17 (f:17, t: 11) | F:+10|R:+4|W:+7 |Perception: +18 | Initiative: +2
Spell Tracking:
1st: 6/6 | 2nd: 4/4 | 3rd: 2/2
| Active Conditions/Buffs:
Mental Focus:
Transmutation 7/13 {+4 STR} | Divination 2/13 {+1 Perception} | Abjuration 4/13 {+2 resistances} |Spent: 13/13

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.

GM SV:
So, by my math, -16 hp and NOT on fire, correct?
Also, Malaz has Shield up an running. If those were Magic Missiles and not illusions, wouldn't they be negated?

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

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.

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9

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."


The Waking Rune

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!

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

"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:

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 Effects:

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.
Spirit Totem, Lesser (Su):
If you accept the rage you are surrounded by spirit wisps that harass your foes. These spirits make one slam attack each round against a living foe that is adjacent to you. The attack is +6/1d4+3 and does negative energy damage.

Sovereign Court

Male Tengu Ninja 5/Bloodrager 2 | HP: 52/52 | AC:20| T: 15 | FF: 15 | CMD: 21 | Fort: +7 | Ref: +11 | Will: +4 | Init: +7 | Perc: +11| Speed 40 ft. Ninja 5 (2/6 ki used) / Bloodrager 2 (0/7 rage) Destined Strike+1 (0/3) Stealth (+21) {s}

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?

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

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


The Waking Rune

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.

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9

@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).

CL check vs. Spell Resistance (if needed):
CL check: 1d20 + 7 ⇒ (9) + 7 = 16

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

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?


The Waking Rune

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.

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

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 :)

Sovereign Court

Male Tengu Ninja 5/Bloodrager 2 | HP: 52/52 | AC:20| T: 15 | FF: 15 | CMD: 21 | Fort: +7 | Ref: +11 | Will: +4 | Init: +7 | Perc: +11| Speed 40 ft. Ninja 5 (2/6 ki used) / Bloodrager 2 (0/7 rage) Destined Strike+1 (0/3) Stealth (+21) {s}

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?

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

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.


The Waking Rune

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!

The Concordance

Aphorite Occultist ~7 | HP: 66/66 | AC: 17 (f:17, t: 11) | F:+10|R:+4|W:+7 |Perception: +18 | Initiative: +2
Spell Tracking:
1st: 6/6 | 2nd: 4/4 | 3rd: 2/2
| Active Conditions/Buffs:
Mental Focus:
Transmutation 7/13 {+4 STR} | Divination 2/13 {+1 Perception} | Abjuration 4/13 {+2 resistances} |Spent: 13/13

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.

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

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.


The Waking Rune
Malaz wrote:
I cannot realistically attack while everyone is hanging on me.

Valid, Malaz. You can go with Total Defence though, so I'll assume that.

John wrote:
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!

Sovereign Court

Male Tengu Ninja 5/Bloodrager 2 | HP: 52/52 | AC:20| T: 15 | FF: 15 | CMD: 21 | Fort: +7 | Ref: +11 | Will: +4 | Init: +7 | Perc: +11| Speed 40 ft. Ninja 5 (2/6 ki used) / Bloodrager 2 (0/7 rage) Destined Strike+1 (0/3) Stealth (+21) {s}

is there space over their heads into the hall, if someone, hypothetically (of course) wanted to drop behind them?

The Concordance

Aphorite Occultist ~7 | HP: 66/66 | AC: 17 (f:17, t: 11) | F:+10|R:+4|W:+7 |Perception: +18 | Initiative: +2
Spell Tracking:
1st: 6/6 | 2nd: 4/4 | 3rd: 2/2
| Active Conditions/Buffs:
Mental Focus:
Transmutation 7/13 {+4 STR} | Divination 2/13 {+1 Perception} | Abjuration 4/13 {+2 resistances} |Spent: 13/13

Total Defence works. Thank you much.

Sovereign Court

Male Tengu Ninja 5/Bloodrager 2 | HP: 52/52 | AC:20| T: 15 | FF: 15 | CMD: 21 | Fort: +7 | Ref: +11 | Will: +4 | Init: +7 | Perc: +11| Speed 40 ft. Ninja 5 (2/6 ki used) / Bloodrager 2 (0/7 rage) Destined Strike+1 (0/3) Stealth (+21) {s}

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

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

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

Sovereign Court

Male Tengu Ninja 5/Bloodrager 2 | HP: 52/52 | AC:20| T: 15 | FF: 15 | CMD: 21 | Fort: +7 | Ref: +11 | Will: +4 | Init: +7 | Perc: +11| Speed 40 ft. Ninja 5 (2/6 ki used) / Bloodrager 2 (0/7 rage) Destined Strike+1 (0/3) Stealth (+21) {s}

Forgot to roll rage spirit hit/damage.

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

You just remembered and it is not too late.

Sovereign Court

Male Tengu Ninja 5/Bloodrager 2 | HP: 52/52 | AC:20| T: 15 | FF: 15 | CMD: 21 | Fort: +7 | Ref: +11 | Will: +4 | Init: +7 | Perc: +11| Speed 40 ft. Ninja 5 (2/6 ki used) / Bloodrager 2 (0/7 rage) Destined Strike+1 (0/3) Stealth (+21) {s}

wisp: 1d20 + 6 ⇒ (17) + 6 = 23 for dmg: 1d4 + 3 ⇒ (4) + 3 = 7

Grand Lodge

Male CN Dwarf Oracle 7 | HP 51/59 | AC 21 (T13 FF19) (uncanny dodge, +4 vs giants) | CMB +7, CMD 17 (21 vs BR & Trip)| F: +7, R: +6, W: +8 (Add+2 vs poison/madness/confusion & +4 vs spells) | Init: +4 | Perc: +5, SM: +7 | Speed 20ft | Special Abilities: Shirt Reroll 1/1; Omen 1/1; Blood Scarab 1/1; Horacalcum Boon 1/1 | Spells: Level 1 [6/7], Level 2 [5/7], Level [4/4] | Active conditions: 1 Dex damage,"12", Weapon of Awe

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

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9

No rage.

Grunjar retrieves his wand of CLW from his Handy Haversack and uses it on Syllyn.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

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.


The Waking Rune

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!

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

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.

The Concordance

Aphorite Occultist ~7 | HP: 66/66 | AC: 17 (f:17, t: 11) | F:+10|R:+4|W:+7 |Perception: +18 | Initiative: +2
Spell Tracking:
1st: 6/6 | 2nd: 4/4 | 3rd: 2/2
| Active Conditions/Buffs:
Mental Focus:
Transmutation 7/13 {+4 STR} | Divination 2/13 {+1 Perception} | Abjuration 4/13 {+2 resistances} |Spent: 13/13

No song. Full Defense

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Sovereign Court

Male Tengu Ninja 5/Bloodrager 2 | HP: 52/52 | AC:20| T: 15 | FF: 15 | CMD: 21 | Fort: +7 | Ref: +11 | Will: +4 | Init: +7 | Perc: +11| Speed 40 ft. Ninja 5 (2/6 ki used) / Bloodrager 2 (0/7 rage) Destined Strike+1 (0/3) Stealth (+21) {s}

Also, traveling for middle school band competition and only have phone and could not adjust map transparency on Waki. He is visible now.


The Waking Rune

I've adjusted your token Waki.


The Waking Rune

I need to report this game tomorrow (16 May) as part of Outpost V.

Please make your convention boon rolls now. A 19 or 20 wins a boon, if you are lucky please also roll a D3. Please also pm me your email address where the boon will be sent to.

boony?: 1d20 ⇒ 15

The Concordance

Aphorite Occultist ~7 | HP: 66/66 | AC: 17 (f:17, t: 11) | F:+10|R:+4|W:+7 |Perception: +18 | Initiative: +2
Spell Tracking:
1st: 6/6 | 2nd: 4/4 | 3rd: 2/2
| Active Conditions/Buffs:
Mental Focus:
Transmutation 7/13 {+4 STR} | Divination 2/13 {+1 Perception} | Abjuration 4/13 {+2 resistances} |Spent: 13/13

Boon!...please: 1d20 ⇒ 4

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

Boon: 1d20 ⇒ 16

Grand Lodge

Male CN Dwarf Oracle 7 | HP 51/59 | AC 21 (T13 FF19) (uncanny dodge, +4 vs giants) | CMB +7, CMD 17 (21 vs BR & Trip)| F: +7, R: +6, W: +8 (Add+2 vs poison/madness/confusion & +4 vs spells) | Init: +4 | Perc: +5, SM: +7 | Speed 20ft | Special Abilities: Shirt Reroll 1/1; Omen 1/1; Blood Scarab 1/1; Horacalcum Boon 1/1 | Spells: Level 1 [6/7], Level 2 [5/7], Level [4/4] | Active conditions: 1 Dex damage,"12", Weapon of Awe

boon roll: 1d20 ⇒ 11
selection: 1d3 ⇒ 3

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

boon: 1d20 ⇒ 14

Sovereign Court

Male Tengu Ninja 5/Bloodrager 2 | HP: 52/52 | AC:20| T: 15 | FF: 15 | CMD: 21 | Fort: +7 | Ref: +11 | Will: +4 | Init: +7 | Perc: +11| Speed 40 ft. Ninja 5 (2/6 ki used) / Bloodrager 2 (0/7 rage) Destined Strike+1 (0/3) Stealth (+21) {s}

boon: 1d20 ⇒ 3

Thanks for adjusting token/map/rage+dmg for me while on the road. We are safely back home from band trip. :)

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9

I CAN HAZ BOON?: 1d20 ⇒ 1 No...

The Concordance

Aphorite Occultist ~7 | HP: 66/66 | AC: 17 (f:17, t: 11) | F:+10|R:+4|W:+7 |Perception: +18 | Initiative: +2
Spell Tracking:
1st: 6/6 | 2nd: 4/4 | 3rd: 2/2
| Active Conditions/Buffs:
Mental Focus:
Transmutation 7/13 {+4 STR} | Divination 2/13 {+1 Perception} | Abjuration 4/13 {+2 resistances} |Spent: 13/13

Just wondering what the penalty would be for attacking with a two-handed weapon with one hand while holding an unconscious ally in the other hand. I am already at a -4 for squeezing (but if I can set Syllyn down I can end that). It feels like more than just -2, so I want to confirm.

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

John would wear the girdle, but doesn't need it. His stuff weighs less than his carrying capacity.

But it would let him carry 130 lb of extra stuff if we find more things. Others may provide more group benefit, but may also already have belts.

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

As long as Syllyn does not pass out we should be able to free him, so if you cannot harm the chains, heal Syllyn.

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9

That's why Grunjar chose a healing spell over his warhammer. ;-)

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

Yep. His action caused me to realize that healing to counteract the chains, even a few CLW per round, would almost guarantee success.

Grand Lodge

Male CN Dwarf Oracle 7 | HP 51/59 | AC 21 (T13 FF19) (uncanny dodge, +4 vs giants) | CMB +7, CMD 17 (21 vs BR & Trip)| F: +7, R: +6, W: +8 (Add+2 vs poison/madness/confusion & +4 vs spells) | Init: +4 | Perc: +5, SM: +7 | Speed 20ft | Special Abilities: Shirt Reroll 1/1; Omen 1/1; Blood Scarab 1/1; Horacalcum Boon 1/1 | Spells: Level 1 [6/7], Level 2 [5/7], Level [4/4] | Active conditions: 1 Dex damage,"12", Weapon of Awe

Away at a conference until Sunday--don't bring on the apocalypse until I get back!

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9

@Party: If you want blessing of fervor, Grunjar can cast it - but he has memorized it only once.
I don't believe this is the (final) boss fight, but I could be mistaken...

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

How about a detect secret doors or something? At the moment I don't see any enemies!

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

Anything over 30 ft has total concealment so I expect the enemies are beyond that range.

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9

Total concealment... also for dwarves with darkvision? :-O

@Party: Do you want a light spell next? Or more protection from evil? Or something entirely different?


The Waking Rune

Concealment is the result of the sheer mass of chains hanging down.

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

John has light up and will tend to stay to the middle or front of the group. Most of you have lowlight or darkvision, so the only limiting factor is the chains anyway.

Prot Evil never hurts but other fun things may also be fun....

...damn you have some nice spells. There are a couple really good higher level ones that could be quite nice for us. And we are all grouped together for them, so that would be my vote (Beacon of Luck, Blessing of Fervor or Aid on someone up front that might need the Temp HP).

Silver Crusade

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#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9
John "the Antagonizer" Carlos wrote:
...damn you have some nice spells.

A result of some research and finally getting to level 7. ^_^ Decided to build the spell list around buffing and support.

So I shall bring out the big guns, yes?


The Waking Rune

Will update gameplay later today. I've had a busy period with family birthdays :)

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9

Sorry for the low posting frequency.

I'm in the middle of moving to a new appartement and things are getting hectic sometimes...


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The Waking Rune

Absent any further actions or plans, I will resolve things based on you gathering Telendrak and the Master and exiting the cairn. I'll do this in 24 hours or so.


The Waking Rune

Congratulations on surviving the Cairn of Shadows!

You achieve 1PP for getting out alive with the shadow obelisk (even though the artifact turns to smoke in your hands).

You achieve your second PP for achieving three further tasks/objectives: rescue Golbrier Frosh (and make sure that he's at least Indifferent towards you), kill Lord Maravan (I'm giving you a success on that count - you could kill him at any time before you get to Absalom, and if you choose not to well your VCs can do it), and bring back information about the horselords of ancient Nidal (which needs you to rescue Telendrak or else question him, or another captive, extensively).

So that's 2PP :)

You missed a couple of things. There's a whole secret section that you can reach either by finding the secret door in the main hall, or by descending the chains from the trophy room on the upper level. It holds a couple of living prisoners (apprentice Telendraks) and some dead Onyx Alliance fetchlings. And also the pit trap conceals a trove of loot - missing this unfortunately means reduced gold reward. (I tried to lead you to this with the Divination clue - the treasure is mainly in the form of ruby songbird figurines).

I'll get chronicles done by the end of the weekend.


The Waking Rune

I mentioned when recruiting for this game that the scenario killed my -1. Here is Xan the Mountain Dragon's sad tale.

Xan was a budding Champion of Irori (Monk2/Paladin2/Cleric1). He took a similar approach to the bounty hunter encounter to John's, seducing the bad lass. But our party elected to break Frosh out of his room whilst Xan kept his captor busy. I had great fun 'flirting' with the GM in-character, though my wife found it very odd :)

But Xan's luck really ran out in the Cairn. If you think poor Syllyn had it rough, Xan's death occurred at odds of over 19,000-1. I've done the maths :o

It was the encounter with the shae that killed Xan. He was climbing the chains, and carrying another PC (my wife's sorcerer). He took a bunch of damage from their shadow magic missiles despite only needing around a 6 or 7 to save for 30% damage, fell despite only needing to roll a 3 on his Climb check, then the GM rolled maximum falling distance and over 40 damage, killing Xan outright. There are special rules for falling - you fall only 1d6 x 10 feet, but take double falling damage because of the barbs on the chains. The barbs halt your fall but do so painfully!

Ever since then I've wanted to run the scenario to see if from the other side of the screen. I think the shae encounter is really well designed. The one bad part of the scenario is the treasure hidden under the trap.

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

Yea, I would never have thought to look there.

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

Oooh, that’s a really cool way to pay off divination type PC abilities. As in, give a hint about a hidden section later in the mission. Sadly we missed it anyway.

But it was a fun run, I enjoyed using John and the opportunities he had.

Brutal end for your PC. Sometimes the dice just all go bad.

Grand Lodge

Male CN Dwarf Oracle 7 | HP 51/59 | AC 21 (T13 FF19) (uncanny dodge, +4 vs giants) | CMB +7, CMD 17 (21 vs BR & Trip)| F: +7, R: +6, W: +8 (Add+2 vs poison/madness/confusion & +4 vs spells) | Init: +4 | Perc: +5, SM: +7 | Speed 20ft | Special Abilities: Shirt Reroll 1/1; Omen 1/1; Blood Scarab 1/1; Horacalcum Boon 1/1 | Spells: Level 1 [6/7], Level 2 [5/7], Level [4/4] | Active conditions: 1 Dex damage,"12", Weapon of Awe

Thanks all, that was fun!

Sovereign Court

Male Tengu Ninja 5/Bloodrager 2 | HP: 52/52 | AC:20| T: 15 | FF: 15 | CMD: 21 | Fort: +7 | Ref: +11 | Will: +4 | Init: +7 | Perc: +11| Speed 40 ft. Ninja 5 (2/6 ki used) / Bloodrager 2 (0/7 rage) Destined Strike+1 (0/3) Stealth (+21) {s}

Good fun and interesting mix of characters and classes

The Concordance

Aphorite Occultist ~7 | HP: 66/66 | AC: 17 (f:17, t: 11) | F:+10|R:+4|W:+7 |Perception: +18 | Initiative: +2
Spell Tracking:
1st: 6/6 | 2nd: 4/4 | 3rd: 2/2
| Active Conditions/Buffs:
Mental Focus:
Transmutation 7/13 {+4 STR} | Divination 2/13 {+1 Perception} | Abjuration 4/13 {+2 resistances} |Spent: 13/13

I think this group worked well together. I was really happy Malaz had a chance to finally use the build I have designed for him. I usually only have a round to buff up, so all the pieces don't come together. This scenario allowed him to hit most of his potential.

Sovereign Court

Male Tengu Ninja 5/Bloodrager 2 | HP: 52/52 | AC:20| T: 15 | FF: 15 | CMD: 21 | Fort: +7 | Ref: +11 | Will: +4 | Init: +7 | Perc: +11| Speed 40 ft. Ninja 5 (2/6 ki used) / Bloodrager 2 (0/7 rage) Destined Strike+1 (0/3) Stealth (+21) {s}

Lol - I almost thought Waki was going to get his build concept full flurry flanking sneak attack until- incorporeal :(


The Waking Rune

I'm a little behind schedule with the chronicles, sorry. I'm sure I won't be later than Wednesday :)


The Waking Rune

I don't appear to have your day job rolls yet, so roll 'em if ya got 'em!

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

Perform: Flute + MW Instrument: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21

Dark Archive

Male Nagaji L/N Skald/6 | HP: 51/51 (-6 ~raging) | AC Norm/Tch/FF: 22/11/21 22/11/21 (20% miss if not adjacnt) (unc dodge) | CMD: 22 | F/R/W: +10/6/10 +8/4/8 | Init: +1 | (stats assume raging) | Speed 20 ft | Low-light Vision | Diplomacy +7, Intimidate +12, Kn Arcana +8, Kn Hist/ Local/ Nature/ Nobility +7, Kn Other: +3, Perc: +7, Perform (Percussion) +12 | Active Conditions: Heroism (140 minutes), Barkskin (+3, 140 minutes), Heightened Awareness (10 minutes)

perform day job: 1d20 + 12 ⇒ (19) + 12 = 31

Sovereign Court

Male Tengu Ninja 5/Bloodrager 2 | HP: 52/52 | AC:20| T: 15 | FF: 15 | CMD: 21 | Fort: +7 | Ref: +11 | Will: +4 | Init: +7 | Perc: +11| Speed 40 ft. Ninja 5 (2/6 ki used) / Bloodrager 2 (0/7 rage) Destined Strike+1 (0/3) Stealth (+21) {s}

Sleight of hand: 1d20 + 9 ⇒ (18) + 9 = 27

Grand Lodge

Male CN Dwarf Oracle 7 | HP 51/59 | AC 21 (T13 FF19) (uncanny dodge, +4 vs giants) | CMB +7, CMD 17 (21 vs BR & Trip)| F: +7, R: +6, W: +8 (Add+2 vs poison/madness/confusion & +4 vs spells) | Init: +4 | Perc: +5, SM: +7 | Speed 20ft | Special Abilities: Shirt Reroll 1/1; Omen 1/1; Blood Scarab 1/1; Horacalcum Boon 1/1 | Spells: Level 1 [6/7], Level 2 [5/7], Level [4/4] | Active conditions: 1 Dex damage,"12", Weapon of Awe

Profession (Street Preacher): 1d20 + 8 ⇒ (5) + 8 = 13

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 9 | HP 66/66 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +5, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9

Day Job Roll: Profession: Scribe: 1d20 + 10 ⇒ (15) + 10 = 25

The Concordance

Aphorite Occultist ~7 | HP: 66/66 | AC: 17 (f:17, t: 11) | F:+10|R:+4|W:+7 |Perception: +18 | Initiative: +2
Spell Tracking:
1st: 6/6 | 2nd: 4/4 | 3rd: 2/2
| Active Conditions/Buffs:
Mental Focus:
Transmutation 7/13 {+4 STR} | Divination 2/13 {+1 Perception} | Abjuration 4/13 {+2 resistances} |Spent: 13/13

Caravan (Intimidate): 1d20 + 14 ⇒ (9) + 14 = 23


The Waking Rune

Chronicles are here!

Let me know if there are any issues.

(The gold reduction is significant, sorry).

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

Looks great!

Was this FJC goal met?

Participate in an adventure that directly assists an NPC Pathfinder agent or agent of an allied organization, such as by mounting a rescue, recovering an important object, or defending that group’s resources and reputation.

Grand Lodge

Male CN Dwarf Oracle 7 | HP 51/59 | AC 21 (T13 FF19) (uncanny dodge, +4 vs giants) | CMB +7, CMD 17 (21 vs BR & Trip)| F: +7, R: +6, W: +8 (Add+2 vs poison/madness/confusion & +4 vs spells) | Init: +4 | Perc: +5, SM: +7 | Speed 20ft | Special Abilities: Shirt Reroll 1/1; Omen 1/1; Blood Scarab 1/1; Horacalcum Boon 1/1 | Spells: Level 1 [6/7], Level 2 [5/7], Level [4/4] | Active conditions: 1 Dex damage,"12", Weapon of Awe

Looks good, many thanks. That's a nice boon!

Sovereign Court

Male Tengu Ninja 5/Bloodrager 2 | HP: 52/52 | AC:20| T: 15 | FF: 15 | CMD: 21 | Fort: +7 | Ref: +11 | Will: +4 | Init: +7 | Perc: +11| Speed 40 ft. Ninja 5 (2/6 ki used) / Bloodrager 2 (0/7 rage) Destined Strike+1 (0/3) Stealth (+21) {s}

Excellent! Thanks GM and all. It was a hoot!


The Waking Rune
John "the Antagonizer" Carlos wrote:

Looks great!

Was this FJC goal met?

Participate in an adventure that directly assists an NPC Pathfinder agent or agent of an allied organization, such as by mounting a rescue, recovering an important object, or defending that group’s resources and reputation.

You're all good for that Goal, John.

Grand Lodge

TN Isgeri Sorcerer 6 | Mods: Mage Armor 24 Hrs, Barbed Vest | HP 50 (-0) | AC/Tch/FF 15/11/15 | CMD 15 | F/R/W +5/+3/+6 | Speed 30ft | 2 Star Reroll 1/1, Skill Boon 1/1, Warp Touch 8/8 | Spells 1st 6/8, 2nd 6/6, 3rd 4/4 | Perc +0, SM +0 | Init +0

Good group and session, thank you GM. Other than the disappointing scenario design, it all went great!

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