| GM DocHoliday45 |
As the group spent an extra day beating their heads against a wall trying to understand this ancient ritual. What made this tricky as the magic is ancient and far more complicated then it needs to be, the arcane equations and old elvish words that needs to be recited is intense. The rest of the group find themselves staring blankly at the scriptures, but Vomer it finally clicks for you after reviewing and breaking down the notes. All of your heads hurt as this knowledge is hard to retain but Vomer is confident he will be able to perform it.
The group prepares what they want and gain a new day’s rest. The battle will commence as the army has gathered. Thanks to your persuasion of the different factions, The conclave army numbers nearly 100, including centaurs, elves, half-elves, and a few nymphs, pixies, satyrs, treants, and unicorns. The strategy is that they will be doing various ambush attacks followed by quick retreats rather than direct assaults on large numbers of enemies. This draw the enemy away from the gates and into the forests. You see the massive army of Spriggans quickly barraged by arrows, tree arms, tiny pixie stabbing, and hooves. The factions are not too coordinated as this is the first time they are working together, but the enemy is drawn away from the gate. The unicorns you are riding quickly jump through a rainbow circle and arrive at the gate. The portal to the Fellnight Realm is a small hillock ringed with pale white mushrooms. The unicorns nods. “Please hurry. The Conclave will not hold them for long.”
Jangafzaar Kargar
|
Wow!! This is really an unbelievable scene!! Super inspirational!
Jang can hardly believe what he sees and feels.
He says more to himself to than to others.
“The forces of life and nature are here to fight with us against an evil that wants to corrupt this land. We all have to do everything we can to stop this faith queens unbelievable machinations of distruction! We fight for our families and fight for our communities! Let those that cannot fight remember the scene where unicorns, fey, elves, men and dwarves came together to fight!!!“
Naevys Driltormidan
|
Naevys looks around the group. Any other last minute preparations? If not, time is wasting and our allies are dying needlessly while we sit here. Let us enter the portal and destroy this fae queen.
| GM DocHoliday45 |
The group blue skidoo we can too there way into the gate. You watch as the color on your clothes begins to dim. You feel like the early day has a rapidly setting Sun. As group blinks and see brand new surroundings. Welcome to The Fellnight Realm. This plane lies coterminous to Golarion, the First World, and the Shadow Plane. The sky of the Fellnight Realm looks like a night full of bright stars, though its two moons match Golarion’s moons. The sun never shines here, though plants grow normally, partially sustained by energy of the First World. Ambient illumination outdoors is typically dim light at all times. You take a moment to look at your surroundings area to see rolling hills and off in the distance is the the ward stone circle. Between you and the circle are various small camps which you imagine have some Spriggans guarding the area. If you wish to sneak past guard camps, I will need a stealth check. Or if you want to just bum rush the guard camps go for it. You have to place the ward stones first to keep the Queen from extending her influence.
Brie Magnum
|
"Straight in or Sneak in?" Brie confers with her companions.
Jangafzaar Kargar
|
“How do we place the ward stones? Do we do that now?! I am really bad at sneaking so I’d rather attack!“ says the sad dwarf.
Vomer Nosebone
|
Vomer is a human but..... heart of the Fey so .... He has low-light vision. Vomer doesn't really want to fight but.... he's not much of a sneaker. Vomer wishes he had bought a couple of elixirs of hiding - D'oh... that said he does have one scroll of invisibility and some scrolls of disguise self so.... maybe use those somehow.... like invisibility on my dwarf friend Jang and disguise myself as some kinda fey (spriggand) or something..... or just go in guns a blazing.... whatever the group is good for. Jang I am not good at sneaking either but... I have a scroll of invisibility and scrolls to disguise myself if we want to try to sneak but... I have no problem going in a'blasting. What do you others think?
Felix C. Jaeger
|
We'll likely end up using the direct approach, but first we need you to repair ward.
Brie Magnum
|
"We're going to repair the ward and if those are going to stop us, then I'll say take them out first. If we can't sneak in then we cut our way through." Brie considers the options available to them and concludes that perhaps the direct method is for the best.
Vomer Nosebone
|
OK - - what checks or activities do I (we) need to do to repair the stones. I will do whatever is required to place the stones back in the ring. I will place the stones in the ring to repair the ward. Then we take the direct approach
| GM DocHoliday45 |
You have to place the stone by getting past the guard camps. As stealth was not an option, your group makes a break for the hill for where the stones need to be placed. As your group runs down the path, they are intercepted by three Spriggans riding worgs, and what seems to be another swarm of bees. You also see a familiar gnome at the top of the hill guarding the ring from your group.
Ini(Jang): 1d20 + 2 ⇒ (18) + 2 = 20
Ini(Magas): 1d20 + 4 ⇒ (11) + 4 = 15
Init(Naevys): 1d20 + 6 ⇒ (16) + 6 = 22]
Init(Brie): 1d20 + 9 ⇒ (17) + 9 = 26
Init(Vomer): 1d20 + 9 ⇒ (20) + 9 = 29
Init(felix): 1d20 ⇒ 16
Init(Spriggans): 1d20 + 3 ⇒ (15) + 3 = 18
Init(Bees): 1d20 + 1 ⇒ (4) + 1 = 5
Init(pixies): 1d20 + 5 ⇒ (14) + 5 = 19
Init(Tenzil): 1d20 + 2 ⇒ (2) + 2 = 4
Init(Big Bees): 1d20 ⇒ 14
Vomer Nosebone
|
Vomer will make a knowledge check on the Worgs knowledge arcane: 1d20 + 18 ⇒ (7) + 18 = 25 - - looking for weaknesses, weakest save and special attacks
Vomer will cast Ball Lightening. Placing a ball(#1) directly on our gnome friend on the hill and the second ball(#2) on the closer swarm - - the one just behind and to the right of the worgs. DC21 relex negates
Ball #1 electric damage: 3d6 ⇒ (3, 6, 6) = 15
Ball #2 electric damage: 3d6 ⇒ (1, 5, 6) = 12
School evocation [air, electricity];
Casting Time 1 standard action
Components V, S, M/DF (a small iron ring)
Effect
Range medium (100 ft. + 10 ft./level)
Effect two or more 5-ft.-diameter spheres
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance yes
Description
You create two globes of lightning that fly in whichever direction you indicate. For every 4 caster levels above 7th, you create an additional globe of lightning (3 globes at 11th, 4 globes at 15th, to the maximum of 5 globes at 19th). These globes fly at a rate of 20 feet per round and have perfect maneuverability. Wind does not affect a flying sphere’s course.
If a globe enters a space with a creature, it stops moving for the round and deals 3d6 points of electricity damage to that creature, though a successful Reflex save negates the damage. Creatures wearing metal armor take a –4 penalty on this saving throw.
Each globe moves as long as you actively direct it (it’s a move action for you to direct all the spheres created by a single casting of this spell); otherwise they stay at rest. These globes have no mass and cannot push aside unwilling creatures or move solid objects. A ball lightning globe winks out if it exceeds the spell’s range.
Then Vomer will draw his metamagic wand of reach as his move action.
DONE
Jangafzaar Kargar
|
Jang starts casting a summoning spell.
Summon good monster and sacred summons feats to standard action summon an augmented hound archon.
A canine-headed humanoid with well-groomed appearance and a polished greatsword appears.
“Aid us dear Archon from Heaven!!“ Jang shouts and points at the enemies.
Hound Archon:
51 hp, AC 19, touch 10, flat-footed 19, Fort +8, Ref +5, Will +5; +4 vs. poison, +2 resistance vs. evil; DR 10/evil; Immune electricity, petrification; SR 15; Diehard feat.
Protection from evil in 10 ft emanation around the archon
(yellow area).
The archon immediately creates an aura that is menacing for the enemies of the group.
DC 16 Will save for all within 20 ft of the archon. Aura of Menace (Su) A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.
(Larger yellow area)
The archon then attacks the blue spriggan.
Primary mwk greatsword, power attack : 1d20 + 10 ⇒ (15) + 10 = 252d6 + 9 ⇒ (2, 3) + 9 = 14
Iterative mwk greatsword, power attack : 1d20 + 5 ⇒ (12) + 5 = 172d6 + 9 ⇒ (2, 2) + 9 = 13
Bite, power attack : 1d20 + 4 ⇒ (5) + 4 = 91d4 + 6 ⇒ (2) + 6 = 8
| Magas |
Jang also sends Magas so that the insect aids the archon!
Magas attacks the wolf to east!!
bite : 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 231d8 + 7 ⇒ (5) + 7 = 12 plus grab
free CMB +14 Grapple (Grab) (+4 BAB, +1 Size (Hefty Brute Feat), +5 Str, +4 grab) : 1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 31
| GM DocHoliday45 |
Vomer you would know the worgs are just big vicious dogs that can been ridden. No overarching weaknesses. Just hit them a bunch.
Vomer you drop the ball of lightning on Tenzekil who is not having a good day. 1d20 + 5 ⇒ (8) + 5 = 13
The second ball is put on the bees who are buzzing mad. 1d20 + 3 ⇒ (4) + 3 = 7
Jang your hulking buff Scooby Doo brings the pain blue spriggan with his first swing unfortunately his second swing and bite miss the mark as the Spriggans dodges the attacks.
Aura saves.
Red Spriggans
Blue Spriggans
Yellow Spriggans
1d20 + 1 ⇒ (9) + 1 = 10
1d20 + 1 ⇒ (9) + 1 = 10
1d20 + 1 ⇒ (15) + 1 = 16
Red worg
Blue worg
Yellow worg
1d20 + 3 ⇒ (12) + 3 = 15
1d20 + 3 ⇒ (17) + 3 = 20
1d20 + 3 ⇒ (9) + 3 = 12
Magas chops down on the worg. It is still standing.
Brie Magnum
|
With Magical Enchantments aiding her defense earlier as the group had decided on a frontal assault, Brie feels she's in her elmeent as she uses her superior speed to move closer to her enemies.
Assuming Mage Armor and Shield is up.
AC 26/26/18
One slash on red.
1d20 + 10 ⇒ (2) + 10 = 121d6 + 3 ⇒ (5) + 3 = 8
| GM DocHoliday45 |
As the battle rages. Brie you go for a quick slice but unfortunately miss the mark as the Spriggans are pretty quick in their small form. Two arrows are shot toward Vomer out of nowhere. 1d20 + 8 ⇒ (13) + 8 = 21 1d20 + 8 ⇒ (19) + 8 = 27
Two Spriggans will surround the Buff Dog and begin taking slashes on him. One will take a swing at Brie.
1d20 + 5 ⇒ (9) + 5 = 14
1d20 + 5 ⇒ (17) + 5 = 22
1d20 + 3 ⇒ (17) + 3 = 20
Naevys Driltormidan
|
Sorry, been afk for the holiday last few days. Can we make some knowledge checks here on what these beasts are? We've already fought spriggans, so we know to use fire, but the wargs I don't think we have.
Kn(Nature): 1d20 + 9 ⇒ (17) + 9 = 26
Naevys takes a 5 foot step foward, channels arcane energy through her Pistol, then fires twice at the warg ridden by blue.
swift to use arcane pool to enhance pistol for fiery and additional +1, full round for spell combat, casting Scorching Ray through the Pistol.
+2 Flaming Pistol with Deadly Aim, Point Blank and Precise Shot vs Touch AC: 1d20 + 9 - 2 + 2 + 1 ⇒ (10) + 9 - 2 + 2 + 1 = 20, Magic, P/B, fire, fire: 1d8 + 3 + 4 + 1 + 1d6 + 4d6 ⇒ (3) + 3 + 4 + 1 + (1) + (6, 1, 1, 6) = 26
+2 Flaming Pistol with Deadly Aim, Point Blank and Precise Shot vs Touch AC: 1d20 + 9 - 2 + 2 + 1 - 5 ⇒ (8) + 9 - 2 + 2 + 1 - 5 = 13, Magic, P/B, fire, fire: 1d8 + 3 + 4 + 1 + 1d6 ⇒ (6) + 3 + 4 + 1 + (3) = 17
Felix C. Jaeger
|
Felix moves up to bring everyone into range and sends forth a blessing of speed.
cast Haste
Brie Magnum
|
Brie Dodges the blade and seeing the increased number of foes, decides that she should get fast..........
And then Felix's spell washes over her and she grins.
Brie Magnum
|
Yep I think it's the bad guys and there's a lot of them.
| GM DocHoliday45 |
Naevy’s you know these are just simple beasts. Big dogs with big bites. Nothing special. As you fire both rounds into the worgs skull. Blue is dead. As the Spriggan is thrown from its dead Mount onto the ground.
Tenzekil moves away from the lightning and extends his hand to the buff dog trying to banish it from this plane. He is casting dispel magic on the Buff Dog summon. Dc 18.
1d20 + 9 ⇒ (3) + 9 = 12 dispel check.
The giant bee will fly and dash over directly towards Vomer
The two swarms fly towards Brie and Naevys.
Vomer Nosebone
|
Vomer moves the lightening balls as his move action - - 1st on gnome and 2nd on worg furthest to right DC 21 reflex negates 1st ball damage: 3d6 ⇒ (5, 1, 3) = 9 2nd ball damage: 3d6 ⇒ (6, 5, 5) = 16 then, for standard action, and because a lot of enemies are in fireball postion, Vomer casts fireball - - I sized and moved yellow template over the enemies and, hopefully not hitting my fellow adventurers DC20 reflex for half fire damage: 8d6 ⇒ (4, 3, 5, 3, 2, 2, 3, 6) = 28. Burn baby burn
Jangafzaar Kargar
|
spellcraft to realize that the gnome wants to dispel the archon : 1d20 + 4 ⇒ (1) + 4 = 5
Jang starts casting a summoning spell.
1 round casting time.
The canine-headed humanoid attacks with a polished greatsword.
Hound Archon:
51 hp, AC 19, touch 10, flat-footed 19, Fort +8, Ref +5, Will +5; +4 vs. poison, +2 resistance vs. evil; DR 10/evil; Immune electricity, petrification; SR 15; Diehard feat.
Protection from evil in 10 ft emanation around the archon
(yellow area).
The archon continues to create an aura that is menacing for the enemies of the group.
DC 16 Will save for all within 20 ft of the archon. Aura of Menace (Su) A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.
(Larger yellow area)
The archon attacks the blue spriggan.
Primary mwk greatsword, power attack : 1d20 + 10 ⇒ (13) + 10 = 232d6 + 9 ⇒ (6, 4) + 9 = 19
Iterative mwk greatsword, power attack : 1d20 + 5 ⇒ (11) + 5 = 162d6 + 9 ⇒ (3, 5) + 9 = 17
Bite, power attack : 1d20 + 4 ⇒ (7) + 4 = 111d4 + 6 ⇒ (2) + 6 = 8
| Magas |
Jang orders Magas to get the caster.
60 ft fly speed means that Magas is with the gnome via a double move. Provokes AoO from the large wolf on the right.
Brie Magnum
|
Brie Dances Closer to the spriggans and their worg mounts.
Mage Armor and Shield is up. haste +1
AC 26/26/18
Attack red else it's worg companion.
Slash 1 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 231d6 + 3 ⇒ (1) + 3 = 4
Slash 2 1d20 + 14 + 1 ⇒ (11) + 14 + 1 = 261d6 + 3 ⇒ (2) + 3 = 5
Slash Haste 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 271d6 + 3 ⇒ (4) + 3 = 7
Her blades sings in the air thrice with such speed that her blade cuts once on her target.
| GM DocHoliday45 |
Tenzekil reflex save. 1d20 + 5 ⇒ (13) + 5 = 18
Worg reflex save 1d20 + 6 ⇒ (9) + 6 = 15
Now for fire. Save for basically death for the Spriggans. They’re made of wood.
Blue 1d20 + 7 ⇒ (11) + 7 = 18
Red 1d20 + 7 ⇒ (8) + 7 = 15
Yellow 1d20 + 7 ⇒ (2) + 7 = 9
Blue Worg reflex save 1d20 + 6 ⇒ (13) + 6 = 19
Red Worg reflex save 1d20 + 6 ⇒ (9) + 6 = 15
Yellow Worg reflex save 1d20 + 6 ⇒ (6) + 6 = 12
| GM DocHoliday45 |
As the fiery explosion goes off, the Spriggans realize they have a glaring weakness. Fire. As the worgs have the ashes of their former riders. As the remaining worgs were still standing as they are cut down by Brie and Buff Dog. Magas doesn’t need to provoke as the dog is dead.
As this happens two flashes of light occur, revealing two pixies who attempt to dispel buff dog and Brie buffs.
1d20 + 8 ⇒ (12) + 8 = 20
1d20 + 8 ⇒ (6) + 8 = 14
Dc 18
Felix C. Jaeger
|
See before you those who follow the path of the mortal turned divine. We quest ever onward for perfection and neither you nor your queen are the end of that journey.
Inspire courage +2
Naevys Driltormidan
|
Naevys steps away from the swarm and aim a fan of fire from her hands at it.
Damn, I hate bee swarms. Kill them with fire, only way to be sure.
Burning Hands on the Swarm DC 15 Reflex for half: 5d4 ⇒ (4, 1, 4, 4, 1) = 14