Nakgu 'Stag Lord' Xoknath
|
Nakgu spins around at the two demons surrounding him. "Let them come. We will kill them all for ruinng my seclusion."
Antlers (Blue): 1d20 + 15 ⇒ (12) + 15 = 27
Damage, Bloody Blows, Rage: 2d10 + 4 + 2 ⇒ (6, 9) + 4 + 2 = 21
Crit- 1d4 Persistent Bleed on a crit and DC 22 Fort or Slowed 1
Antlers (Blue): 1d20 + 15 - 5 ⇒ (20) + 15 - 5 = 30
Damage, Bloody Blows, Rage: 2d10 + 4 + 2 ⇒ (2, 7) + 4 + 2 = 15
Crit- 1d4 Persistent Bleed on a crit and DC 22 Fort or Slowed 1
Antlers (Blue): 1d20 + 15 - 10 ⇒ (12) + 15 - 10 = 17
Damage, Bloody Blows, Rage: 2d10 + 4 + 2 ⇒ (10, 1) + 4 + 2 = 17
Crit- 1d4 Persistent Bleed on a crit and DC 22 Fort or Slowed 1
◆ Rage (+9 Temp HP | +2 Damage | -1 AC)
◆◆ Sudden Charge
HP 98/98 (Raging +3 Temp HP)
AC 24 (Raging 23)
Hero Points 2/3
| GM chadius |
Nakgu's rage sends two of the demons straight to the Abyss. The elven daughter gives a quick "Woo!" As his antlers critically tear into the Yellow hide.
Round 2
Red Demon (57 damage)
Tao (Bane 10 ft)
Isaku
Nakgu (1 action remaining)
Mandoo
Mork (Personal Antithesis vs all)
Emdi (19 Damage, Smiting Blue)
Mork the Orc
|
Mork reassures the family, "Fear not. Pathfinders will destroy evil visitors." With only one enemy remaining, Mork moves into a flanking position with Nakgu and stabs twice with his trident.
+1 Striking Returning Trident: 1d20 + 15 ⇒ (11) + 15 = 26 (vs flatfoot due to flanking)
Piercing Damage (+Implement +Weakness): 2d8 + 4 + 4 + 5 ⇒ (8, 4) + 4 + 4 + 5 = 25
+1 Striking Returning Trident +MAP: 1d20 + 15 - 5 ⇒ (19) + 15 - 5 = 29 (vs flatfoot due to flanking)
Piercing Damage (+Implement +Weakness): 2d8 + 4 + 4 + 5 ⇒ (5, 1) + 4 + 4 + 5 = 19
◆ Stride, ◆◆ Strike x2
Isaku Beru
|
Isaku runs forward and concentrates before sending a fireball at the remaining demon.
Produce Flame, Ranged: 1d20 + 12 ⇒ (4) + 12 = 16 for Fire Damage: 3d4 + 4 ⇒ (3, 4, 4) + 4 = 15 Double + 3d4 Persistent Fire
◆ Stride
◆◆ Produce Flame
Emdi Emmay
|
Emdi Smites Red, and hopefully puts two arrows into it point-blank.
Shortbow: 1d20 + 15 ⇒ (13) + 15 = 28
Piercing: 2d6 + 1 ⇒ (2, 3) + 1 = 6 plus 4 good
Crit?: 1d10 ⇒ 2
Shortbow, MAP: 1d20 + 15 - 5 ⇒ (10) + 15 - 5 = 20
Piercing: 2d6 + 1 ⇒ (2, 1) + 1 = 4 plus 4 good
Crit?: 1d10 ⇒ 7
↺
Shortbow: 1d20 + 15 ⇒ (4) + 15 = 19
Piercing: 2d6 + 1 ⇒ (6, 2) + 1 = 9 plus 4 good
Crit?: 1d10 ⇒ 5
| GM chadius |
The final demon doesn't have much time to contemplate its existence. Mork's trident finishes the final demon just as Nakgu approaches it.
Combat Over. Emdi took 19 Damage
"Blessed be Yuelral." The father of the group prays to himself before pulling out a prayer book the size of a slab of steak (and about as thick.) "She watches over us and grants us luck."
One of the children tugs his pants. "Daaad, they saved us." she points at your group. "Go thank them."
"You children don't understand the power of miracles." He harumphs as the older child rolls her eyes, snatches the book out of his hands, and pulls out one of the loose pages. "Thank you, Pathfinders. Please take this. None of us can use it. But the priest said it could heal wounds instantly. We're going to seek shelter with the other townsfolk. Right dad?" She turns at the man, who looks embarrassed but reluctantly agrees.
It's a scroll of >heal< (heightened to 3rd rank.)
The mother thanks all of your profusely, and recognizes Mork. "These are your friends? Well, when you're done, you can come down to my candy shop. You can have all the smores you can eat, alright?" She waves goodbye before leading her starstruck son towards the communal shelter.
| GM chadius |
“No, no, you have to hold this position! Where are you going?” Eando Kline growls in exasperation as a squadron of terrified volunteer guards breaks rank and flees. Noticing the approaching agents, he gestures to the remaining locals nervously holding defensive positions around the square. “These folks have depended on the wards that protected this place for too long. Now that things have turned sour, they’re panicking.” He sighs and gestures to the guards. “Do a lap around, see if you can’t get their heads right. If they can’t hold these positions, the whole town will be lost.”
There are many ways you might rally the townsfolk to the town’s defense, such as:
- Diplomacy to give an inspirational speech
- Deception to break the tension with a joke
- Warfare Lore to quickly impart some battle-won wisdom
- Crafting to help erect barricades and other battlements.
- You can also try some other skill check, as long as you can justify it.
Tao Lavinia Heron
|
"Defending one's home is as natural as it gets, for it is you who knows the terrain, and the spirit stands taller in defense of what one must do. It's gonna be okay, and we will help you, and what happens now enters the stories you will tell your grandchildren. So, let's get going huh? Your most comfy shoes and your sharpest kitchen knife. Let's send these demons back to where they came from!"
Tao rabble-rouses in an area where she can project her voice - she pats Bedwick's head as he stands by, taking it all in.
Diplomacy (Trained): 1d20 + 12 ⇒ (12) + 12 = 24
| Laurel "Desna" |
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Until he pipes in with "Yeh! Aincha all alves!?! Means yuh gots thet mejick, yeh, you kin use yer Alvun Mejick! Gittem with thet!"
He pretends to "cast a spell" waving his fingers and making a face while enunciating "oohs" and "woohs" and bugging his eyes out followed by a "KABLUEY" and he hits the deck...
Isaku Beru
|
Isaku heads over and helps build more barricades.
Crafting(E): 1d20 + 14 ⇒ (15) + 14 = 29
Mork the Orc
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Mork cleans off his trident and smiles to the family. "Yes, madam, these are Mork's very capable frriends. Thanks for scroll! And yes, Mork love s'mores. We'll have nice chat at store when all is over."
[Later, with the panicked villagers...]
Mork encourages the townsfolk, "Mork knows how you feel. Mork's tribe was raided once. We were scared, but orc shaman reminded us how glorious it would be if we band together. No greater feeling than defeating evil." He looks around at each family. "You can make that happen. You will have glorious story to tell of your tribe! Join us in victory!"
Diplomacy: 1d20 + 15 ⇒ (12) + 15 = 27
Nakgu 'Stag Lord' Xoknath
|
Athletics: 1d20 + 14 ⇒ (18) + 14 = 32
Nakgu begins crabbing sections of loose stone and splintered wood as he works on setting up makeshift barricades. "Help me haul this up here and we can carry the wounded back."
| Laurel "Desna" |
"I gotcha mister oar-kh!"
The boys helps gather a couple of cool rocks, sets them beside the makeshift barricades "Fer throwin' at 'em, yeh" it seems to make sense.
Emdi Emmay
|
Warfare Lore: 1d20 + 8 ⇒ (6) + 8 = 14
Emdi tries to gather the villagers together, giving them quick lessons on how to form a makeshift militia. But he has no weapons to offer.
Mandoo
|
[Aaaand Mork takes care of the straggler]
{They were not much of a challenge}
[I don't suppose our mistress will get a chance to decide their fate]
{No. Their fate was decided long ago}
[So straight back to the Abyss for them? How sad]
{Their acts in life determined their final fate. They do not deserve your pity}
[I was being ironic, dear]
{Ah. Verbal irony. The stating of something you do not actually believe}
[It is a rhetorical device often used by mortals]
{It seems unnecessary and confusing}
[You'll get the hang of it one day]
{Seems unlikely}
Mandoo gratefully accepts the scroll for the older child. "Why, thank you kindly young woman. Doubtless we will require it in the near future."
When the volunteers turn and run and the Venture Captain directs them to round them up, Libitina corals a couple of them and holds them in place until Mandoo catches up. "This is no way to behave my good fellows. Your town; your neighbors; your friends; your wives and children are in peril and must be defended. Do not fear. With our help we are sure to vanquish this evil"
Mandoo Diplomacy: 1d20 + 13 ⇒ (16) + 13 = 29
| GM chadius |
Some of the town defenders chuckle as Bedwick "conjures" a protective ward. "He's right. This has been our home for a long time. We mustn't flee at the first sign of danger." A middle aged elf takes a moment to correct his posture and level his spear. The crowd begins to nod in agreement.
"The orcish fellow is right. This is our day to win, not to run!" A young elven male picks up some of his dropped arrows and begins refilling his quiver. "Look at how quickly his friends rebuilt our barricades! We can't let that go to waste!"
The defenders seem to crowd up and are swept up in their own fervor, and begin directing themselves to take up positions and sing local Folien songs to revive their morale.
One shopkeeper emerges from a nearby storefront, carrying bags of supplies. He leaves it in front of the defenders to distribute, but he holds one for you. "Inside this bag are four >lesser elixirs of life<. If you hadn't rallied them, well, I would have had to flee. This town won't last if we don't hold strong."
He pulls out a smaller bag. "Ah, I almost forgot the >Cold Iron Blanch<. 10 swings of your blade, or 10 arrows- whatever you choose, it will be covered in cold forged iron. Take it."
Success.
| GM chadius |
Fola Barun waves and jogs over, talking quickly as she arrives. “I’m sure you haven’t a moment to catch your breath, but I have an urgent task and I need a few more hands. I caught a glimpse of some dretches dragging a wagon full of crates through town a few moments ago. I tried to catch up but was distracted by an agent in trouble. Others have seen similar things. I don’t know what’s in the carts or what it’s for, but I’m sure it’s no good. Please, find one of these carts and see what they’re hauling around.”
Your first step is to find a cart drawn by fiends.
Each of you should make a skill check to search for a cart. Some possibilities include:
- Perception to spot one
- Athletics to climb to a better vantage point
- Diplomacy to quickly ask around
- Other skill checks are allowed as long as they make sense.
Tao Lavinia Heron
|
Hoisting her cousin up, Tao asks "What can you see from there?"
Athletics (Expert): 1d20 + 14 ⇒ (17) + 14 = 31
| Laurel "Desna" |
"Yeh - them is truckin' some-at but uh kinnot zactly see zactly whut..."
Making himself useful - scared not to understand what exactly it was that he saw - Bedwick approaches the shopkeep "Thankee" and brings the potion over to Emdi "Yuh hurt? Quick an' jes drink thes"
Lesser Elixir of Life @ Emdi: 3d6 + 6 ⇒ (4, 5, 6) + 6 = 21
"Ah'll keep watch yuh" he dedicates himself to the champion's protection!
Isaku Beru
|
Isaku takes some time to make Fola's request his current investigation. He looks for any suspicious looking carts.
Perception, Pursue a Lead: 1d20 + 12 ⇒ (16) + 12 = 28
Emdi Emmay
|
Diplomacy: 1d20 + 12 ⇒ (18) + 12 = 30
Emdi finds a cart, and offers Bedwick a ride, in return for the tasty nonalcoholic beverage provided.
| GM chadius |
Emdi gets some advice from a group of elven children who talk about a weird sludge monster pushing a big wagon through town. Isaku and Bedwick notice the sludge-like creatures, as well as small winged creatures running around a wagon.
You need to secure at least one of the crates.
Each of you should make a skill check to secure a crate. Some possibilites include:
- Stealth or Thievery to surreptitiously steal a crate
- Intimidation to temporarily scare off the fiends pulling the cart
- Athletics to knock the cart over
- Other skill checks are allowed as long as they make sense.
Alternatively, one of you can make a Crafting check to build a barrier that will slow the demons down and lower the skill DCs for your teammates.
Emdi Emmay
|
Intimidation: 1d20 + 14 ⇒ (6) + 14 = 20
"Hey! Get away from there!"
| Laurel "Desna" |
Emdi finds himself shoved over from the driver seat into riding shotgun "Yeh I know bout 'orses and allwhut but less git closer see if we kin..." he tumbles off the wagon and into the cargo hold of the demon truck and:
Thievery (Expert, Hireling): 1d20 + 10 ⇒ (12) + 10 = 22
Isaku Beru
|
Isaku builds a barrier and tries to block the cart.
Crafting, PaL: 1d20 + 14 + 1 ⇒ (14) + 14 + 1 = 29
Mork the Orc
|
[When Fola Barun asks to find the wagon...]
Mork nods and quickly agrees to help, "Townspeople like Mork. We'll ask them."
Diplomacy: 1d20 + 15 ⇒ (6) + 15 = 21
[When the wagon is spotted...]
Mork steps up next to Emdi to admonish one of the fiends, "This wagon belongs to town. Leave now!" The thaumaturge rattles his wind chimes violently in the enemy's face.
Intimidation: 1d20 + 13 ⇒ (18) + 13 = 31
| GM chadius |
The dretch stops infront of Isaku's barrier, unsure of how to pass. "k-k-keep out..." it trails a muddy finger across the wording.
Emdi catches it off guard with a quick shout, but Mork's chimes shake in a critical manner than scares the thing off. "R-run!" It mumbles, scampering away from the wagon.
Turns out the quasits spent this time airlifting some of the crates away and the wagon appears empty. Until you see Bedwick sitting on top of a crate about 10 paces away, rather proud of himself.
Inside the crates are candles, chalk, bags of dead rats and snakes, jars of larvae, and other bizarre items. Why would they push this into town?
Each of you should make a skill check to figure out its purpose. Some possibilites include:
- Perception, Crafting, Mercantile Lore to catalog the items
- Arcana, Nature, Occultism, or Religion (or an appropriate Lore) to determine their use
Mandoo
|
| 1 person marked this as a favorite. |
Maaan! Wake up a little late and the scenario is almost over.
[I'm glad we managed to get the townsfolk back on the barricades]
{Our task will be made easier with their assistance}
[What do you think of these dretches the Venture Captain mentioned?]
{More demons. Not particularly dangerous ones though}
[Given your natural height advantage maybe you could climb up one of these buildings to see if you can spot them]
[Whoops, Never mind. Looks like someone else found one]
{How unfortunate. I was so looking forward to clambering up onto a roof}
[That sounds a little like verbal irony to me]
{I believe it falls into the category of sarcasm}
[Pretty much the same thing really]
{I beg to differ}
[I guess we better head over there and try to knock the cart over]
{I believe you are using the wrong pronouns again}
[WE're a team here dearest. I'm just being inclusive]
{This inclusivity of yours appears to end when the work actually begins}
[Aaaand once gain we're late to the party. Seems Mork and Emdi scared off the dretches]
{I wonder if our presence here is even needed. The others appear able to handle the situation without us}
[Whaaat? Nonsense. We are an integral part of this operation. Without us the whole endeavor would fall apart]
{Is this more of your verbal irony?}
[Hmph! I am being deadly serious. Now, let's have a look inside this crate]
Mandoo heads over to the cart and examines the contents trying to figure out why the demons were so intent on bringing all this garbage into town.
Mandoo Perception: 1d20 + 14 ⇒ (15) + 14 = 29
Mork the Orc
|
With Mandoo studying the odd items in the cart, Mork steps beside him and is looks longingly at this wondrous collection of oddities. Unfurling his cloak, the thaumaturge shows off his own wares, some of which are eerily similar to those in the crates. "In travels, Mork has seen many uses of occult items."
Weird Occult Ritual Lore (via Diverse Lore): 1d20 + 14 - 2 ⇒ (18) + 14 - 2 = 30
With Diverse Lore, take a -2 penalty to Esoteric Lore to recall info on any topic.
GM Dennis
|
Paizo
**HOUSE GM ANNOUNCEMENT**
Our forces have risen to the defense of the town and are starting to push the attackers back!
Table GMs, the Turning Tides condition is now in effect
GM Dennis
|
**HOUSE GM ANNOUNCEMENT**
All available agents! Nathatel is up to something at the southern end of town. If we don’t put a stop to whatever he’s doing, it won’t matter how many quasits we kill. Get down there as quickly as you can! If we hurry, we might be able to interrupt him before he’s ready!
GMs, please swiftly wrap up your encounters and proceed to Defense Event 5/Area G. The Evil Interrupted condition is in effect.
Tao Lavinia Heron
|
"Hmm - what are those?"
Religion (Expert): 1d20 + 13 ⇒ (6) + 13 = 19
Isaku Beru
|
Isaku takes a peek inside to catalog the items.
Crafting, PaL: 1d20 + 14 + 1 ⇒ (9) + 14 + 1 = 24
| GM chadius |
After some inspection, a few minor tests, and some good old detective work, you realize this junk would be used for some kind of ritual. Knowing demons, it's not the good kind.
At the bottom of the crate, tucked away at a critical spot, lies a large shard of purple crystal. It's wrapped in rough paper with the word "impertent!!!" scribbled across it. Must be important for the ritual.
With the defense complete, you have a moment to rest. A pair of mated silver eagles land atop a building, seemingly watching over you. Although only 10 minutes pass, you feel as if you have taken a good night's rest.
Expedient Travel: The Pathfinders have reached the town of Folien much quicker than expected, giving the PCs some extra time to gather defenses. Once when the PCs would take a 10-minute rest, they gain instead gain the benefits of a full night’s rest.
As you prepare to intercept Nathatel, the townsfolk finally notice the eagles. "It is... a sign from Yuleral herself!" The pious father points. "She thinks they will lead us to victory?" He holds his religious tome like a club. "As she says! Let us help them!"
Turning Tides: The Pathfinder forces have gained the advantage, and brave townsfolk are rushing to lend a hand. Each PC can roll twice and take the better result on a single attack roll, saving throw, or skill check. This is a fortune effect.
Isaku Beru
|
Isaku scribbles Nathatel in his notebook and marks him as his next investigation. He pulls out his dueling pistol and makes sure that it's cleaned and loaded.
| Laurel "Desna" |
"Cool!"
Bedwick watches with keen interest as Isaku cleans his gun.
Tao will refocus completely, resetting herself back to mild curse ("strength 0" if you will) and refilling her spellslots to maximum
Isaku Beru
|
Isaku winks at Bedwick.
Emdi Emmay
|
Emdi polishes the cold iron arrows, and makes sure they're accessible when he's reaching for arrows.
Mandoo
|
[Is it just me or does it seem like the momentum of this battle is turning in our favor]
{That is a sentiment I have heard expressed by many impending visitors to the Boneyard over the centuries}
[Ah. I take your point]
{Celebrations are best reserved for after the victory}
[I didn't know you were a big party girl, Tina]
{I sense that you are being jocular. Yes?}
[Sigh! So it seems]
| GM chadius |
“Isn’t it glorious?” the tall elf calls from the dais, surrounded by candles and arcane sigils recently carved into the stone. He gestures at the chaos enveloping the town. “You meddling fools can’t imagine the power within my grasp. Soon, this town shall be razed and rebuilt anew, the first step in our glorious march across Kyonin! Those fools in Iadara are too stupid to see it, corrupted as they are by interlopers like you. But soon, soon they will see the truth! That we elves were meant to rule, and not just Kyonin! Once I have seized the reins and put this country back on its proper course, the world will kneel!” With an evil grin, he adds “It’s a shame you won’t be here to see our glory!” and raises his spear to attack!
Nathatel stands on a dais, 5 feet above the ground. He is surrounded by 2 elves, who lurch towards you. Two small humanoid goats raise their fiery swords and charge.
"Is that- is that my crystal?" He points at the "impertent" purple crystal you found in the crate. "Give that back! I had to drain my energy to power the ritual instead!" He growls.
Evil Interrupted: The Pathfinders have turned away many of Nathatel’s forces, causing him to rush his plans. He and his allies gain a –2 circumstance penalty to their initiative.
Nakgu: 1d20 + 12 ⇒ (18) + 12 = 30
Tao: 1d20 + 9 ⇒ (14) + 9 = 23
Mandoo: 1d20 + 14 ⇒ (4) + 14 = 18
Mork: 1d20 + 13 ⇒ (9) + 13 = 22
Isaku: 1d20 + 10 ⇒ (11) + 10 = 21
Emdi: 1d20 + 8 ⇒ (3) + 8 = 11
Nathatel: 1d20 + 14 - 2 ⇒ (3) + 14 - 2 = 15
Elves: 1d20 + 6 - 2 ⇒ (19) + 6 - 2 = 23
Goats: 1d20 + 12 - 2 ⇒ (4) + 12 - 2 = 14
| GM chadius |
Mork the Orc
|
Mork gives a hearty laugh upon hearing Nathatel's speech. "Mork would argue that the meddling fools are you and your dead frriends. However, the items in crate were most impressive. Especially purple crystal. Mork will study later." Upon seeing the new goat creatures, Mork studies the near one to Exploit Vulnerability.
Esoteric Lore vs Black Goat: 1d20 + 14 ⇒ (18) + 14 = 32
With Diverse Lore, in addition to learning the above info, Esoteric Lore functions as a RK check for purposes of learning further info.
After sharing what he knows of the goats, Mork moves in, rattling his chimes, and hurls his trident.
Thanks to Turning Tides, take better of following 2 attack rolls...
+1 Striking Returning Trident +Range vs Black: 1d20 + 13 - 2 ⇒ (4) + 13 - 2 = 15
+1 Striking Returning Trident +Range vs Black: 1d20 + 13 - 2 ⇒ (20) + 13 - 2 = 31
Piercing Damage (+Implement +Weakness): 2d8 + 4 + 4 + 5 ⇒ (1, 4) + 4 + 4 + 5 = 18
Personal Antithesis weakness +5 has been added. If fiery goat has actual weakness, please subtract 5 from damage and use highest weakness instead.
◆ Exploit Vulnerability, ◇ Esoteric Lore, ◆ Stride, ◆ Strike
Nakgu 'Stag Lord' Xoknath
|
These demons are everywhere!" Nakgu rages as he rushes the platform, knocking inot the demon on the stairs.
Antlers (Blue): 1d20 + 15 ⇒ (12) + 15 = 27
Damage, Bloody Blows, Rage: 2d10 + 4 + 2 ⇒ (6, 3) + 4 + 2 = 15
Crit- 1d4 Persistent Bleed on a crit and DC 22 Fort or Slowed 1
◆ Rage (+9 Temp HP | +2 Damage | -1 AC)
◆◆ Sudden Charge
HP 98/98 (Raging +9 Temp HP)
AC 24 (Raging 23)
Hero Points 2/3
Tao Lavinia Heron
|
"Oh boy. Gunna take over the world there, kill whoever gets in your way, eh? Yeah that's not very nice..."
A torrent of colors burst forth from our extroverted hero's clothing as she strides confidently forward, trying to anticipate the center of the fight now underway.
◆) Stride
◆◆) Whirling Scarves (Concealed to melee DC 5 and ranged DC 6 - can snag failed melee attacks to penalize -1 circumstance subsequent)
+
↺) Retributive Strike
↺) Death's Call (If a creature dies w/in 20-ft, Tao gains temp HPs = 4 + level of fallen creature)
~) Whichever triggers first
You surround yourself in a vortex of whirling colorful scarves of force that obfuscate you and disorient your foes. You gain the benefits of the concealed condition, but only against ranged and melee attacks. When a melee attack fails to hit you because of the flat check for the concealed condition, the scarves snag the weapon or unarmed attack, and the creature takes a –1 circumstance penalty to further attacks with that weapon or unarmed attack until the end of its turn (or the end of its next turn, if it wasn’t the creature’s turn). The timing of the scarves’ movement is harder to predict for ranged attackers, so the flat check for the concealed condition against ranged attacks increases from DC 5 to DC 6. You can Dismiss this spell.
Bladed Scarf of Ghost Touch: 1d20 + 13 ⇒ (16) + 13 = 292d6 + 4 ⇒ (4, 4) + 4 = 12
Trigger A living creature within 20 feet of you dies, or an undead creature within 20 feet of you is destroyed.
Duration 1 minute
Seeing another pass from this world to the next invigorates you. You gain temporary Hit Points equal to the triggering creature's level plus your spellcasting ability modifier. If the triggering creature was undead, double the number of temporary Hit Points you gain. These last for the duration of the spell, and the spell ends if all the temporary Hit Points are depleted earlier.
Cursebound @ Ancestors: 1d4 ⇒ 4
Isaku Beru
|
I'm assuming weapons are out?
Isaku attempts to find the best angle on Nathatel.
Devise: 1d20 ⇒ 16 Hits AC 31
Confident of the shot, he pulls the trigger.
Concussive Damage: 2d6 ⇒ (6, 1) = 7 with Strategic Strike: 2d6 ⇒ (4, 6) = 10
Concussive, Strategic Strike, Critical Hit: 2d10 + 2d6 ⇒ (1, 1) + (6, 4) = 12 Doubled to 24
Fatal: 1d10 ⇒ 10
"Emdi! Hit him now while he's distracted"
Nathatel will be FF to Emdi
Isaku reloads and fires again.
+1 Striking Dueling Pistol, 60' range, Reload 1, MAP: 1d20 + 9 ⇒ (2) + 9 = 11 for Concussive Damage: 2d6 ⇒ (5, 2) = 7
◇ Devise
◆ BANG!
◆ Reload
◆ Whiff
If he had to spend an action to draw his weapon, then the last whiff didn't happen.
| GM chadius |
Nakgu flies into a rage and charges the short goatman covered in Black flames. As he hits, boiling blood sprays back on him.
Nakgu Reflex: 1d20 + 11 ⇒ (14) + 11 = 25
Fire Damage: 2d4 ⇒ (1, 3) = 4
The elves convulse and approach the back line, awkwardly holding a mace overhead.
Even is Emdi, Odd is Libitina: 1d2 ⇒ 1
Bonk: 1d20 + 9 ⇒ (10) + 9 = 19
1 is Emdi, 2 is Libitina, 3 is Mandoo: 1d3 ⇒ 2
Bonk: 1d20 + 9 ⇒ (20) + 9 = 29
Bludgeoning: 1d6 + 3 ⇒ (6) + 3 = 9
The elf in White catches Libitina Off Guard and critically hits her.
Tao wraps herself in scarves before moving forward.
Mork aims his trident, only to hear a woman's voice mumble "higher." He instinctively takes the advice and scores a critical blow. Who was that?
Nonetheless, he knows what the goats are: Brimoraks. The souls of arsonists condemned to hell can reform into these creatures. All of their weapons will deal fire damage as well as the evil sins of the Abyss. They can see perfectly through smoke as well as exhale clouds of them. They have vulnerabilities to cold iron as well as good effects from heavenly sources.
Isaku has heard enough and almost scores a critical shot on Nathatel. He follows up with a second shot but his aim is off.
You knew Nathatel was attacking so your weapons were drawn.
Round 1
Nakgu (2 damage)
Elves doing the Worm
Tao
Mork
Isaku
Mandoo (18 damage)
Nathatel (17 damage, Off Guard to Emdi's next attack)
Black Goat (53 damage)
Blue Goat
Emdi
Mandoo
|
[I believe we've finally made the acquaintance of the infamous Nathatel]
{So it seems}
[I'm not sure I like the look of these elves with the big worm things coming out of them]
{Unsurprisingly, the worms appear to be of demonic origin}
[I especially don't like it when they get that close to us]
"<Bonk!>"
{Your concern appears to have been well founded}
[Ouch! Even I felt that one dear. Try to be more careful]
{I'll do my best}
Mandoo casts some spells ("ଏହାକୁ ଅଧିକ ସମୟ ଦିଅନ୍ତୁ" and "ବ୍ଲେଡ୍କୁ ତୀକ୍ଷ୍ଣ କର") while Libitina moves into a more advantageous position before lashing out with her scythe.
Action 1 (◆): Act Together
- Mandoo Action (◇): Cast a Spell: Extend Boost
- Mandoo Action 1: Cast a Spell: Boost Eidolon vs Libitina
- Libitina Action 1: Stride (35 feet)
Religion (Extend Boost) vs DC 22?: 1d20 + 14 ⇒ (13) + 14 = 27
Success means that Boost Eidolon spell lasts 3 rounds
Libitina Action 2 (◆): Strike (+1 Striking Ghost Touch Vanth Scythe) with Boost Eidolon and Spirit Touch vs Flat-Footed White Worm Elf
Libitina Scythe Attack: 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 27 vs Flat-Footed
Libitina Scythe Damage: 1d8 + 1d8 + 4 + 4 ⇒ (5) + (3) + 4 + 4 = 16 slashing damage
Libitina Scythe Spirit Touch Damage: 1 = 1 negative damage
Libitina Action 3 (◆): Strike (+1 Striking Ghost Touch Vanth Scythe) with Boost Eidolon, Spirit Touch and MAP1 vs Flat-Footed White Worm Elf
Libitina Scythe Attack: 1d20 + 14 + 1 - 5 ⇒ (10) + 14 + 1 - 5 = 20 vs Flat-Footed
Libitina Scythe Damage: 1d8 + 1d8 + 4 + 4 ⇒ (6) + (2) + 4 + 4 = 16 slashing damage
Libitina Scythe Spirit Touch Damage: 1 = 1 negative damage
- Libitina Action: Strike (+1 Striking Ghost Touch Vanth Scythe) with Boost Eidolon and Spirit Touch vs Flat-Footed White Worm Elf
Libitina Scythe Attack: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30 vs Flat-Footed
Libitina Scythe Damage: 1d8 + 1d8 + 4 + 4 ⇒ (8) + (6) + 4 + 4 = 22 slashing damage
Libitina Scythe Spirit Touch Damage: 1 = 1 negative damage
| GM chadius |
Libitina counterattacks, tearing the elf with White robes apart with a single swing.
Mandoo, you have 1 action remaining.
"Imagine my shock when the Queen exiled me for quote unquote impure thoughts!" He jabs away with his spear. "All I said was that we should ally with the demons and sweep across Golarion, eliminating all of our enemies and making we elves rule supreme, as we should. You outsiders must have corrupted her thoughts!"
He raises his spear high, and it sparks with lightning. He unleashes a bolt of lightning at Emdi, Mandoo and Isaku. Then he conjures a magical shield to protect himself.
Electricity Damage: 4d12 ⇒ (1, 6, 3, 5) = 15 Lightning Bolt luck strikes again!
Emdi, Mandoo, Isaku: Make a basic Reflex Save DC 21 against 15 Electricity Damage.
The Brimorak in Black roars under the hail of fire and breathes a black cloud of smoke. Then it swings its fiery blade at Nakgu.
Black cloud round duration: 1d4 ⇒ 4
Flaming Sword: 1d20 + 15 ⇒ (11) + 15 = 26
Slashing: 2d8 + 4 ⇒ (7, 2) + 4 = 13
Evil: 1d6 ⇒ 2
Fire: 1d6 ⇒ 4
I forgot to apply Nakgu's 7 temp HP. Applying it now. I'm also assuming he's not vulnerable to Evil damage.
The Blue Goat hops off of the dais and runs over to Tao. It's too anxious to get started and misses her altogether.
Flaming Sword: 1d20 + 15 ⇒ (5) + 15 = 20