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

Game Master supervillan

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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 wrote:
Syllyn continues his performance, tapping his shield with various parts of his sword in various places an forming a magically infused rhythm as he moves forward.[/ooc]

Same action. With 20' speed and moving through difficult terrain, he does not get far enough to contribute.

Folks, remember to roll for the spirit attacks if you accept the song and get close to one of them.
Spirit Wisps +6/1d4+3;20x2;neg energy

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 accepts rage and invisibly double moves to get into flank…About all he can do with the difficult terrain


The Waking Rune

party buffs:

Syllyn; heroism, barkskin, protection from evil
Grunjar; guidance
John; shield (5m), monkey fish (5r)
Waki; heroism, invisible
Makras;
Malaz; shield, lead blades, allied cloak, fly, freedom of movement, see invisible, guidance, enlarge, prot. evil, bane: devil
All: moment of greatness, bless, raging song

Makras pronounces a prophecy of doom!

red will: 1d20 + 6 ⇒ (2) + 6 = 8
yellow will: 1d20 + 6 ⇒ (14) + 6 = 20

John's dark power twists the Outsider ahead of him...

Fort: 1d20 + 5 ⇒ (17) + 5 = 22

...the distortion is momentary, accompanied by rattling chains and a sigh from the intended 'victim' that sounds much more like pleasure than pain.

Syllyn and Waki advance. And though the tengu remains invisible, the spirits conjured by Syllyn's song attack!

wisp: 1d20 + 6 ⇒ (12) + 6 = 18damage: 1d4 + 3 ⇒ (3) + 3 = 6

The spirits' attack is effective, and the chain-shrouded foe turns to face Waki.

"Şumo fikr mekuned, ki mo gadoī mekunem?! Şumo az aql zaif va çism zaifed. Ustod sarnavişti turo parvo namekunad. Peşnihod kuned, jo ʙimired."

Infernal:
"You think we beg?! You are weak of mind and weak of body. The Master cares not for your fate. Submit, or die."

The chained man in the centre of the room calls back to Malaz and steps back, hidden once more amongst the barbed links that fall from the ceiling.

Round 2

Black
Malaz, -17hp
Red, baned
Grunjar
Yellow, -6hp
????
Syllyn
Waki
Makras
John Carlos

The bold may act!

Environment: the chains here impede your movement - traveling towards the left of the map counts as difficult terrain (except for Malaz). Anything more than 10 feet away has Concealment. Anything more than 30 feet away has Total Concealment.

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

"Nothing worth repeating Grun. Just the usual tropes. Pain and Suffering. Misery and Death." With little more than disgust, Malaz swings his axe in a backhanded stroke.

Allied Cloak:
In addition, once each round during your turn, you can take a free action to direct your cloak to use the aid another action to assist your skill check, attack roll, or AC.

Butchering Axe (Big/PA/aid) vs RED: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Damage (Big/LB/PA): 6d6 + 17 ⇒ (2, 6, 5, 5, 6, 2) + 17 = 43

**EDIT** Forgot to actually roll the aid.
Aid attack: 1d20 + 11 ⇒ (2) + 11 = 13

Possible AoO? (reach):
Butchering Axe (Big/PA): 1d20 + 9 ⇒ (17) + 9 = 26
Damage (Big/LB/PA): 6d6 + 17 ⇒ (3, 1, 1, 5, 3, 3) + 17 = 33


The Waking Rune

Party buffs:

Syllyn; heroism, barkskin, protection from evil
Grunjar; guidance
John; shield (5m), monkey fish (5r)
Waki; heroism, invisible
Makras;
Malaz; shield, lead blades, allied cloak, fly, freedom of movement, see invisible, guidance, enlarge, prot. evil, bane: devil
All: moment of greatness, bless, raging song

Malaz's mighty axe cleaves through chains and flesh, and his target drops to the ground oozing black blood.

Round 2

Black
Malaz, -17hp
Grunjar
Yellow, -6hp
????
Syllyn
Waki
Makras
John Carlos

The bold may act!

Environment: the chains here impede your movement - traveling towards the left of the map counts as difficult terrain (except for Malaz). Anything more than 10 feet away has Concealment. Anything more than 30 feet away has Total Concealment.

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

Grunjar moves up and casts Beacon of Luck.


The Waking Rune

party buffs:

Syllyn; heroism, barkskin, protection from evil
Grunjar; guidance
John; shield (5m), monkey fish (5r)
Waki; heroism, invisible
Makras;
Malaz; shield, lead blades, allied cloak, fly, freedom of movement, see invisible, guidance, enlarge, prot. evil, bane: devil
All: moment of greatness, bless, raging song, beacon of luck

Grunjar adds to the magical defences of the group.

The chain-wielder betwixt Malaz and Waki redoubles his efforts to bring the giant down...

chain: 1d20 + 8 ⇒ (15) + 8 = 23damage: 1d8 + 1 ⇒ (2) + 1 = 3
chain: 1d20 + 8 ⇒ (14) + 8 = 22damage: 1d8 + 1 ⇒ (8) + 1 = 9

Peril quickens his limbs and although the chains slide off Malaz the impact if the blows is significant. With a glance over his shoulder towards Waki, the assailant shifts position.

Across the bridge, another figure comes into Malaz's view. A human male, richly garbed. He points at Malaz and a thin, grey-green ray flashes forwards...

ranged touch: 1d20 + 5 ⇒ (14) + 5 = 19miss chance: 1d100 ⇒ 76

The ray saps the golden giant's strength.

STR penalty: 1d6 + 2 ⇒ (5) + 2 = 7 DC14 Fort save to halve the penalty.

"Come!" says the human. "Fight, or die! You cannot defeat the Master of the Cairn! A-ha-ha-ha!"

Round 2

Black
Malaz, -29hp, enfeebled
Grunjar
Yellow, -6hp
The Master
Syllyn
Waki
Makras
John Carlos

The bold may act!

Environment: the chains here impede your movement - traveling towards the left of the map counts as difficult terrain (except for Malaz). Anything more than 10 feet away has Concealment. Anything more than 30 feet away has Total Concealment.

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, seeing the foe step out of flank between him, decides to take the fight to the human caster instead (double-move again, spending 1 ki to add 20' to movement (60' total) - but with difficult terrain etc).

He attempts to tumble past the threatened square to get past yellow if he sees him looking directly at him...

acrobatics,heroism: 1d20 + 15 + 2 ⇒ (11) + 15 + 2 = 28 vs Yellow's CMD? Half speed thru those squares...

I am sure there is some sort of penalty or extra roll I need under these weird conditions, so adjust accordingly.

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 trudges towards the sound of the shouting, curious to see what new doom awaits him.

Double move.

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)

Still unable to make his way to the front and attack, Syllym pulls up short and casts a DC 15 ear-piercing scream on the foe harassing Malaz.

damage: 3d6 ⇒ (3, 3, 4) = 10

If Malaz fails his save, Syllyn will use Saving Finale and end his performance, otherwise he will use a free action to continue the performance.

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

Fort vs DC 14: 1d20 + 11 ⇒ (8) + 11 = 19

Half rounded down? For 3?

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 moves up and points at the only enemy he can see, "Did you hear that Brother Makras? He said they were talking about 'Pain, Suffering, Misery, and Death.' Perhaps after we kill them we can baptize their bodies into our religion?"

His talk might confuse the one he points at. Or it might throw them into an orgasmic coma. Either way, it works.

Warp Touch, Yellow is Dazed for One Round, Fort DC 17 to Negate.

Warp Touch:
Starting at 1st level, you create brief, disorienting changes in a creature's physical form. This ability affects one creature within 30 feet, which is dazed for 1 round (Fortitude negates; DC 10 + 1/2 your sorcerer level + your Charisma modifier). You can use this ability a number of times per day equal to 3 + your Charisma modifier.


The Waking Rune

party buffs:

yllyn; heroism, barkskin, protection from evil
Grunjar; guidance
John; shield (5m), monkey fish (5r)
Waki; heroism, invisible
Makras;
Malaz; shield, lead blades, allied cloak, fly, freedom of movement, see invisible, guidance, enlarge, prot. evil, bane: devil
All: moment of greatness, bless, raging song, beacon of luck

Waki tumbles past the chained fighter, fighting through the chains with ki-enhanced speed. As he crosses the bridge, the Master's chained companion comes into view. The chains' resistance becomes active, as they attack the tengu en masse!

Waki reflex, heroism: 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25

But the canny swordsman evades the slashing, tangling chains with grace.

"Ustod, duşmani noajon ʙa şumo nazdik meşavad!" the chained companion says as he looks straight at the invisible Waki. The human male nods in response.

Infernal:
"Master, an invisible foe approaches you!"

Makras advances steadily, but still can't see the enemies beyond the bridge.

Syllyn makes a sonic attack against the nearest chain-wielder.

Fort DC15: 1d20 + 5 ⇒ (14) + 5 = 19

Though a trickle of black blood oozes from the enemy's ear, he shakes his head and goes on fighting. Have you got some effect that raises your caster level for Ear Piercing Scream Syllyn? Damage is 1d6 per 2 caster levels, rounded down.

John Carlos follows up with his own eldritch assault.

Fort DC17: 1d20 + 5 ⇒ (5) + 5 = 10

...and although his target shudders with evident pleasure, the 'attack' occupies the enemy's full attention for a short while as its flesh twists and compresses.

The Master's dark companion steps forwards, chains whirling...

chain vs Waki: 1d20 + 8 ⇒ (10) + 8 = 18damage: 1d8 + 1 ⇒ (6) + 1 = 7miss chance: 1d100 ⇒ 33miss chance: 1d100 ⇒ 17
chain vs Waki: 1d20 + 8 ⇒ (12) + 8 = 20damage: 1d8 + 1 ⇒ (7) + 1 = 8miss chance: 1d100 ⇒ 64miss chance: 1d100 ⇒ 21

grab?: 1d20 + 15 ⇒ (17) + 15 = 32constrict damage: 1d8 + 6 ⇒ (2) + 6 = 8

A chain wraps around Waki and constricts.

"Cunin ʙa nazar merasad, ki şumo ūro dored, a'lo" says the Master, coolly.

Infernal:
"It seems you have him, excellent."

Round 3

Black, grappled
Malaz, -29hp, enfeebled (-3 STR)
Grunjar
Yellow, -9hp, dazed.
The Master
Syllyn
Waki, -16hp, grappled
Makras
John Carlos

The bold may act!

Environment: the chains here impede your movement - traveling towards the left of the map counts as difficult terrain (except for Malaz). Anything more than 10 feet away has Concealment. Anything more than 30 feet away has Total Concealment.

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

"Careful Waki, the chained form can see you." Malaz is about to swing at the last of the fodder, but sees its eyes roll back. With a wicked smile, the giant gold form nods his thanks to John before stepping onto the bridge. Extending his arms, he swings at 'The Master'.

Aid attack: 1d20 + 11 ⇒ (12) + 11 = 23
Butchering Axe (Big/PA/aid/Enfeebled) vs PURPLE: 1d20 + 9 + 2 - 1 ⇒ (17) + 9 + 2 - 1 = 27 {+2 vs Devils}
Damage (Big/LB/PA/enfeebled): 6d6 + 17 - 1 ⇒ (1, 2, 5, 4, 1, 3) + 17 - 1 = 32
Vs Devil? Add...: 2d6 + 2 ⇒ (3, 6) + 2 = 11
Miss?: 1d100 ⇒ 57

Planes vs Black: 1d20 + 13 ⇒ (15) + 13 = 28

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}

”Discovered this I have. “ he calls back to 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)
GM supervillan wrote:
Have you got some effect that raises your caster level for Ear Piercing Scream Syllyn? Damage is 1d6 per 2 caster levels, rounded down.

Ack. Ignore that last die. for some reason I was thinking he was 7th level. Brain glitch.

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

Grunjar moves up and casts Burst of Radiance. (Reflex DC 18)

@supervillan: As the radius of the spell is halved to 5 feet, Grunjar aims at the grid intersection a point that is exactly 30 feet away (right before the total concealment starts).
Malaz ignored the chain humanoid and attacked someone/something in that direction, so it's reasonable to think they are a bigger threat.
Also, his gut feelings (*cough* Wisdom 23 *cough*) tell him to do so.

damage (if evil): 5d4 ⇒ (3, 4, 1, 2, 3) = 13
blinded/dazzled for: 1d4 ⇒ 3 rounds

Burst of Radiance wrote:
This spell fills the area with a brilliant flash of shimmering light. Creatures in the area are blinded for 1d4 rounds, or dazzled for 1d4 rounds if they succeed at a Reflex save . Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not.


The Waking Rune

party buffs:

Syllyn; heroism, barkskin, protection from evil
Grunjar; guidance
John; shield (5m), monkey fish (5r)
Waki; heroism, invisible
Makras;
Malaz; shield, lead blades, allied cloak, fly, freedom of movement, see invisible, guidance, enlarge, prot. evil, bane: devil
All: moment of greatness, bless, raging song, beacon of luck

Malaz now recognises the chained men as Chain Slaves. They are Outsiders native to the Plane of Shadow. Although they resemble Kytons in form and nature, they are a separate and distinct race. They are no less evil.

Chain Slaves posses Tremorsense - an acute sensitivity to vibrations in the ground, or through the chains that surround them. Like other Outsider races they also have Darkvision.

Like many kytons, Chain Slaves have an uncanny control over chains. They use chains as both weapons and armour, grappling and entangling foes and rendering them helpless. Free action to also Entangle if they Pin you. They cannot be disarmed of their chains for more than a moment, and they climb on chains as easily as they walk on the ground.

The golden giant strides across the bridge. The chains animate and attack - although they cannot stop his progress.

Malaz reflex: 1d20 + 5 - 1 ⇒ (13) + 5 - 1 = 17

Malaz avoids the chains' barbs, and strikes out at the Master. Although the Master's form is indistinct, it makes no odds to the aphorite and his enormous axe. The blow Malaz deals is punishing, but the Master survives it.

Then there is a glimmer of light in the dark...

Master, Will: 1d20 + 4 ⇒ (14) + 4 = 18

Screaming, the Master clutches at his burning eyes and falls to the ground.

Round 3

Black, grappled
Malaz, -29hp, enfeebled (-3 STR)
Grunjar
Yellow, -9hp, dazed.
The Master, -45hp, dying, dazzled
Syllyn
Waki, -16hp, grappled
Makras
John Carlos

The bold may act!

Environment: the chains here impede your movement - traveling towards the left of the map counts as difficult terrain (except for Malaz). Anything more than 10 feet away has Concealment. Anything more than 30 feet away has Total Concealment.

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 moves up behind the giant, hums along with the little tune provided by his ally, and stabs the dazed one.

"Thank you Malaz for recognizing the largest threat. We will take care of the one back here. I honestly didn't want to tell you to ignore this dude, because frankly you are really big and scary."

Accept Rage, Move and Stab Yellow.

MW Cold Iron Longspear + Rage + Bless: 1d20 + 6 + 1 + 1 ⇒ (6) + 6 + 1 + 1 = 14 for Cold Iron/Piercing + Rage: 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10

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 trudges a bit further until he can see across the chasm. "Huh. With freaks like this running about, the apocalypse might be a good thing!"

Casting murderous command on Yellow. DC 13 Will negates.

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 will attempt to break free of his grappler

”Enough of this I have had… “

Escape, hero : 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26 vs CMD

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, there you are."

Syllyn finally catches up with the fight and has more to tap on than his shield. But other than make a lot of noise batting around chains, his big debut is all sound and no fury.
- Scimitar to hit, heroism, bless, flank: 1d20 + 8 + 2 + 1 + 2 ⇒ (2) + 8 + 2 + 1 + 2 = 15
- Scimitar damage, adamantine: 1d6 + 8 ⇒ (4) + 8 = 12

The wisps on the other hand fare a little better.
- Spirit Wisp to hit: 1d20 + 6 ⇒ (18) + 6 = 24
- Spirit Wisp damage: 1d4 + 3 ⇒ (2) + 3 = 5

Continuing rage of course.

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 forgot his wisp again…

atk: 1d20 + 6 ⇒ (8) + 6 = 14 for dmg: 1d4 + 3 ⇒ (2) + 3 = 5

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

@supervillan: The Master should have made a Reflex save, not a Will save. But it won't matter now as he is down, right?


The Waking Rune

Indeed, Grunjar. I added the right modifier though :)

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

Technically, with reach, Malaz should provide a flank bonus to Syllyn agains YELLOW. Makes his attack a 17. Might be enough.

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)
Malaz Bourreau wrote:
Technically, with reach, Malaz should provide a flank bonus to Syllyn agains YELLOW. Makes his attack a 17. Might be enough.

The flank bonus is in there, as well as heroism and bless, but with a roll of 3 even that was not enough. At least the wisps did better.

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 was thinking about giving Syllyn a bit of luck for a better chance against yellow, but then I decided otherwise.
And luckily, it seems it was the better decision. Praise Desna! ;-)


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The Waking Rune

party buffs:

Syllyn; heroism, barkskin, protection from evil
Grunjar; guidance
John; shield (5m), monkey fish (5r)
Waki; heroism, invisible
Makras;
Malaz; shield, lead blades, allied cloak, fly, freedom of movement, see invisible, guidance, enlarge, prot. evil, bane: devil
All: moment of greatness, bless, raging song, beacon of luck

John gets into position to stab at yellow-chains. As he does so, the chains over the bridge animate and attack him.

John reflex: 1d20 + 2 ⇒ (13) + 2 = 15

The sorcerer just manages to evade the slashing barbs, but it's enough to send his aim off and his spear fails to connect.

Malaz turns his powers on yellow-chains...

will: 1d20 + 6 ⇒ (1) + 6 = 7

...and as the chain-wielder recovers from his stupor, he glances back towards the bridge with a glint in his dark eye.

Waki heroically bursts free of black-chains. Syllyn's angry wisps shroud the tengu, but don't land a blow. You are now visible - a CMB roll is an attack.

Syllyn's own wisps do manage to strike yellow-chains, but the nagagi's blade just draws sparks from the dangling chains.

Heroism and Bless are both Morale bonuses.

Undaunted by the Master's fall, black-chains renews his attack upon Waki.

chain: 1d20 + 8 ⇒ (3) + 8 = 11damage: 1d8 + 1 ⇒ (8) + 1 = 9
chain: 1d20 + 8 ⇒ (14) + 8 = 22damage: 1d8 + 1 ⇒ (6) + 1 = 7

grab?: 1d20 + 15 ⇒ (13) + 15 = 28
constrict: 1d8 + 6 ⇒ (3) + 6 = 9

Waki's freedom is short lived.

Round 4

Black, grappled
Malaz, -29hp, enfeebled (-3 STR)
Grunjar
Yellow, -14hp, murderous command
The Master, -45hp, dying, dazzled
Syllyn
Waki, -32hp, grappled
Makras
John Carlos

The bold may act!

Environment: the chains here impede your movement - traveling towards the left of the map counts as difficult terrain (except for Malaz). Anything more than 10 feet away has Concealment. Anything more than 30 feet away has Total Concealment.

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}

could waki have 5’ stepped after break free ? He would have but did not know if CMb was enough. Or difficult terrain in here as well?


The Waking Rune

You could 5' step up or down on the map Waki but not left. If you do 5' step down/south, black-chains will follow you on his turn and full attack again.

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}

understand he will just move and attack but wand to move him closer to doorway. Will step to south…updated map for Waki but not chains location:)

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

Grunjar gently touches Syllyn's shoulder for a Bit of Luck, then moves towards John. (carefully avoiding an AoO)

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

Malaz watches 'The Master' fall in a heap with small satisfaction. He is not really surprised that the minions keep on fighting. "Got some spit and vinegar in ya. I can appreciate your loyalty. However, it will not be enough to save you. Your flame will be extinguished in this cairn. An eternity of darkness and silence. I think Makras may be a little jealous."

Aid attack (Allied Cloak): 1d20 + 11 ⇒ (4) + 11 = 15
Butchering Axe (Big/PA/aid/Bless/Enfeebled) vs BLACK: 1d20 + 9 + 2 + 1 - 1 ⇒ (10) + 9 + 2 + 1 - 1 = 21
Damage (Big/LB/PA/enfeebled): 6d6 + 17 - 1 ⇒ (5, 1, 3, 4, 4, 4) + 17 - 1 = 37
Miss?: 1d100 ⇒ 50

No Raging Song


The Waking Rune

party buffs:

Syllyn; heroism, barkskin, protection from evil, bit of luck
Grunjar; guidance
John; shield (5m), monkey fish (5r)
Waki; heroism, invisible
Makras;
Malaz; shield, lead blades, allied cloak, fly, freedom of movement, see invisible, guidance, enlarge, prot. evil, bane: devil
All: moment of greatness, bless, raging song, beacon of luck

Grunjar implores Lady Luck to improve Syllyn's fortunes.

Malaz pronounces doom upon black-chains. His axe strikes true, and deals a terrible wound, but the chain-wielder does not fall.

Yellow-chains ignores the pathfinders and climbs the dangling, barbed chains, passing along them as easily as he would walk upon the floor.

Provokes AoOs from Syllyn, Malaz and Waki!

If Yellow isn't killed by AoOs:
yellow vs black: 1d20 + 8 ⇒ (2) + 8 = 10 The murderous blow does not succeed.

gm screen:
Master: 1d20 + 1 - 4 ⇒ (13) + 1 - 4 = 10

Round 5

Black, -32hp, grappled
Malaz, -29hp, enfeebled (-3 STR)
Grunjar
Yellow, -14hp
The Master, -45hp, stable, unconscious, prone, dazzled
Syllyn
Waki, -32hp, grappled
Makras
John Carlos

The bold may act!

Environment: the chains here impede your movement - traveling towards the left of the map counts as difficult terrain (except for Malaz). Anything more than 10 feet away has Concealment. Anything more than 30 feet away has Total Concealment.

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

"Nah, Malaz--I'm a'thinking the apocalypse ain't coming with chains, but blood!" The dwarf pushes his hand into the gore-encrusted but still sharp head of his mining pick. Blood begins to drip down his arm as he holds up his palm with satisfaction.

Casting bloodbath. Both foes get a DC 14 Fort save to avoid taking the same bleed damage as Makras for the next five rounds.

Bleed: 1d6 ⇒ 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)

AoO

- Scimitar to hit, heroism: 1d20 + 8 + 2 ⇒ (8) + 8 + 2 = 18
- Scimitar damage, adamantine: 1d6 + 8 ⇒ (3) + 8 = 11

Syllyn struggles forward, unable to get past the roadblock that is Malaz. Unable to move any closer he lets loose with a silent scream on black while continuing his performance.

DC 14 EP Scream: 2d6 ⇒ (5, 1) = 6

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

AoO: 1d20 + 1 - 1 ⇒ (5) + 1 - 1 = 5
Damage: 6d6 + 17 - 1 ⇒ (1, 2, 3, 5, 3, 1) + 17 - 1 = 31
Miss?: 1d100 ⇒ 12

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

I'm assuming John also gets an AoO with his reach spear. I'm also assuming it may very well not matter, but I'll do it anyway!

MW Cold Iron Longspear + Rage + Bless: 1d20 + 6 + 1 + 1 ⇒ (13) + 6 + 1 + 1 = 21 for Cold Iron/Piercing + Rage: 1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6

John calms down a bit, "Ack, that song. Really gets you going. I almost forgot I can cast spells and do like, other stuff. Alright then, how about we finish this off?"

He twiddles his fingers and brings great pleasure to the last* enemy.

Warp Touch, Black is Dazed for One Round, Fort DC 17 to Negate.

Warp Touch:
Starting at 1st level, you create brief, disorienting changes in a creature's physical form. This ability affects one creature within 30 feet, which is dazed for 1 round (Fortitude negates; DC 10 + 1/2 your sorcerer level + your Charisma modifier). You can use this ability a number of times per day equal to 3 + your Charisma modifier.

*Maybe?

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}

being grappled I would not think Waki can AOo. But looks like it is moot with the other attacks.

Waki tries to attack his grappling foe…

mw cold iron wakizashi, 2W, Rage, Hero: 1d20 + 11 - 2 + 2 + 2 ⇒ (11) + 11 - 2 + 2 + 2 = 24
for dmg,Rage: 1d6 + 1 + 2 ⇒ (3) + 1 + 2 = 6
+1 psy wakizashi, 2W,Rage: 1d20 + 11 - 2 + 2 + 2 ⇒ (11) + 11 - 2 + 2 + 2 = 24
for dmg,Rage: 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Bite bite,Rage: 1d20 + 4 + 2 + 2 ⇒ (18) + 4 + 2 + 2 = 26
for dmg,Rage: 1d3 ⇒ 3

not counting grapple penalty or buffs…

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

Syllyn, you can roll twice for your AOO. (Bit of Luck)

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)

Bit of Luck roll
- Scimitar to hit, heroism: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
- Scimitar damage, adamantine: 1d6 + 8 ⇒ (1) + 8 = 9


The Waking Rune

party buffs:

Syllyn; heroism, barkskin, protection from evil, bit of luck
Grunjar; guidance
John; shield (5m), monkey fish (5r)
Waki; heroism, invisible
Makras;
Malaz; shield, lead blades, allied cloak, fly, freedom of movement, see invisible, guidance, enlarge, prot. evil, bane: devil
All: moment of greatness, bless, raging song, beacon of luck

I did err with the AoOs - John gets one, the grappled Waki does not.

As yellow-chains goes by, he's struck by John's spear - though it barely scratches him - Syllyn also lands a blow, but the chain-wielder resists. DR. Malaz's axe is blocked by the ubiquitous chains. You seem to have missed most of your attack bonus from your roll Malaz but I've taken your net modifier as +11.

Yellow-chains swings for his comrade, but even the element of surprise isn't enough. The pair of chained warriors glower at each other.

"Çodui pojgoh moro maƣluʙ namekunad! Hama onhoro ʙikuşed."

"Mukofoti onho marg ast."

infernal:
"Base sorcery cannot defeat us. Kill them all." "Death shall be their reward."

Makras cuts himself...

black fort: 1d20 + 5 ⇒ (2) + 5 = 7
yellow fort: 1d20 + 5 ⇒ (20) + 5 = 25

...black-chains bleeds with him.

Syllyn screams - though only black-chains hears...

black fort: 1d20 + 5 ⇒ (18) + 5 = 23

Black blood oozes from his wounds, but black-chains still stands.

John works his eldritch trickery...

black Fort: 1d20 + 5 ⇒ (6) + 5 = 11

Black-chains shudders in pleasure.

Waki slashes and pecks, but his blows have little impact. You cannot use both hands whilst grappled - but you can use one sword and your bite attack. DR stops almost all of the damage though.

Finally, black-chains falls as his blood continues to flow.

Round 6

Malaz, -29hp, enfeebled (-3 STR)
Grunjar
Yellow, -21hp
The Master, -45hp, stable, unconscious, prone, dazzled
Syllyn
Waki, -32hp
Makras, -4hp, bleed
John Carlos

The bold may act!

Environment: the chains here impede your movement - traveling towards the left of the map counts as difficult terrain (except for Malaz). Anything more than 10 feet away has Concealment. Anything more than 30 feet away has Total Concealment.

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

"Malaz, wait a sec! Hold out your hand!" (just fluff)

Grunjar moves to the only spot where he can reach Malaz and taps his arm for a Bit of Luck, carefully avoiding the axe.

"There, you have Desna's blessing now. Finish him!"

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

Malaz feels a warm sense of fortune and hope radiate from his back. It flows throughout his body. He steps across the bridge, hitches back his ax, and swings with Densna-enhanced prowess. "Looks like yer the last one standing. Gotta admit, I wasn't betting on you. Anyway, here's your prize!"

Aid attack (Allied Cloak): 1d20 + 11 ⇒ (10) + 11 = 21
Butchering Axe (Big/PA/aid/Bless/Enfeebled) vs YELLOW: 1d20 + 9 + 2 + 1 - 1 ⇒ (13) + 9 + 2 + 1 - 1 = 24
Bit of Luck? vs BLACK: 1d20 + 12 ⇒ (18) + 12 = 30
Damage (Big/LB/PA/enfeebled): 6d6 + 17 - 1 ⇒ (2, 4, 3, 5, 2, 5) + 17 - 1 = 37
Miss?: 1d100 ⇒ 71

No Raging Song

Looking at the map, I am not certain if I can move to my current position without provoking and AoO from YELLOW.


The Waking Rune

You'll definitely draw an AoO. Also the chains on the bridge will slash at you. I've assumed your attack is against Yellow since that's the only active enemy.

party buffs:
Syllyn; heroism, barkskin, protection from evil, bit of luck
Grunjar; guidance
John; shield (5m), monkey fish (5r)
Waki; heroism, invisible
Makras;
Malaz; shield, lead blades, allied cloak, fly, freedom of movement, see invisible, guidance, enlarge, prot. evil, bane: devil
All: moment of greatness, bless, raging song, beacon of luck

Malaz Reflex, enlarged: 1d20 + 5 - 1 ⇒ (19) + 5 - 1 = 23

Yellow AoO: 1d20 + 8 ⇒ (10) + 8 = 18damage: 1d8 + 1 ⇒ (5) + 1 = 6

Malaz dodges the slashing chains and the attempt of the last chain-warrior to clatter him. Once in position he brings his massive axe down, and 'rewards' the grim foe with a bloody death.

The pronouncement of the shadows thus reversed, all is still.

Out of combat!

Party status

Malaz, -29hp, enfeebled
Waki, -32hp
Makras, -4hp, bleed

The 'Master' lies at Waki's feet, unmoving.

The ground beneath your feet shudders.

"Master! Master! I told them nothing!" the terrified Telendrak screams.

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 sighs in relief as he throws off the chains.

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)

"Your 'master' is dead now. Do you wish to be free or die in this lonely place?"

He calls out even as he beings to loot the bodies.

Nearly knocked off his feet by the movement of the ground, Syllyn proclaims "I don't like the sound or feel of that."

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}

”Alone we may not be. Information quickly we must gather. “

The injured Tengu pulls out a wand and holds up to Grunjar

”Heal me with this kindly will you? “

Unless he objects or has a channel to spare for the bleeding, will take four charges worth…

Clw x4 : 4d8 + 4 ⇒ (5, 4, 4, 8) + 4 = 25

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 as the temple rumbles, ”That usually isn’t a good sign immediately after taking out an enemy. This whole thing might come down. Grab a body and get the hell out. The bodies can be our evidence of the cult, which I assume is what is going on here. It has been so long since we came in.”

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