River of Stars
|
Against his better judgement, River takes a step back toward the Medusa and stares grimly at her. He starts to intone a high-pitch shrill song that carries over the battlefield.
5 foot step, Evil Eye for -4 to AC for 11 rounds, or 1 round if she makes a DC 24 Will Save, and then Chant so it would be 12 or 2 on a success
Lord Sinclair 'Percy' Blakros
|
"Quite enough of this business!"
Vs Medusa
Frost Tomb
Damage 3d8 ⇒ (6, 7, 8) = 21
DC 21 Fort for Half.
If the save failed, Paralysed and Unconscious.
Tessara Omelion PFS
|
Tess waited on the summoned creatures to tear the archer limb from limb, not wanting to risk any possible petrification on her end.
Mörök of Darkland
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Mörök advances closer to medusa while trying not to look directly at the monstrosity.
Lucija Lal Rani
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Ultra-sorry, busy few weeks, please see Discussion.
Lucija Lal Rani
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There is a moment of (quite literally) low comedy as the Medusa teleports out of the pit, only to fall back in agaaain...!
Oh look Frodo, MORE falling damage: 3d6 ⇒ (4, 6, 6) = 16
Lucija Lal Rani
|
Sorry, somewhat busy Saturday.
Lucija primes her crossbow for the creature's return, looking into the sheen of Naghamadi's eyes...
enchanted piercing damage, plus fire: 1d6 + 2 + 1d6 ⇒ (4) + 2 + (3) = 9
20% concealment? High is good: 1d100 ⇒ 81
Naghamadi
|
...while Naghamadi primes itself...
damage, plus fire: 1d6 + 4 + 1d6 ⇒ (3) + 4 + (5) = 12
| Shau lynne |
reflex: 1d20 + 18 ⇒ (2) + 18 = 20 incase one is needed. ( I did 5' adjust away from the pit on my last action )
Shau waits for the party to act not knowing the beast has left the pit as of yet.
River of Stars
|
River glowers at the medusa. He draws a magic rod from his belt loop, and beseeches his ancestors to smite her.
He's casting Toppling Spiritual Weapon using his lesser toppling metamagic rod. This benefits from his spiritual guardian fear for attack and damage
A Shoanti bone warhammer appears next to the medusa and strikes at her!
Attack, lvl, wisdom: 1d20 + 12 + 8 ⇒ (8) + 12 + 8 = 28
Force, guardian: 1d8 + 4 + 2 ⇒ (2) + 4 + 2 = 8
As a reminder both her attack bonus and AC should be reduced by 4 due to River's hex and stardust, and she cannot benefit from invisibility or concealment. If that hits she may be toppled:
Trip: 1d20 + 12 + 8 ⇒ (20) + 12 + 8 = 40
Mörök of Darkland
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Moved my tokens to correct place. After this break its kind difficult to remember all the spells and conditions
Mörök strikes the medusa after she was tripped.
+2 greataxe, rage: 1d20 + 21 ⇒ (11) + 21 = 32
slashing: 1d12 + 12 ⇒ (9) + 12 = 21
Tessara Omelion PFS
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”Is everyone okay? We can still catch that nasty Raven if we hurry!”. Tess heads off trying to follow the trail.
River of Stars
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"I am well, thank you Tessera. To aid in our pursuit..."
He once again begins to chant and calls out the traditional Shoanti prayers to the spirits of the hunt.
He's casting hunters blessing on everyone for humans and whatever terrain they're currently in, Urban? That will give +2 sacrad attack and damage on humans (and some skills with respect to them), and on initiative and some others while in that terrain, all for 12 hours
"Let's go."
| Shau lynne |
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Shau is considering how to weaponize the medusa's head, thinks better of it and follows after the party.
| Shau lynne |
pulls out her clw wand and uses it 3 times.
phaeton_nz
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You follow the trail. Eventually, the Red Raven’s trail leads through the winding, leafy corridors of the Maze of the Open Road until it comes to a solid oaken door mounted on what otherwise appears to be a dead end. This door is neither tapped or locked. Passing through, you emerge in an underground tunnel. After a short distance, the tunnel opens into a much larger chamber that serves as the secret headquarters for Aric of Halvon’s Red Raven goons. Most of the Raven’s surviving agents lurk here in the cavern with Aric’s paramour Geppa and the elf sorcerer Cale the Calistrian.
They are paying more attention to what is happening beyond them so have not noticed you approaching from behind. ((New map up - you are in R1))
The winding tunnel opens onto a high platform overlooking an enormous chamber lit by distant torches and small clumps of phosphorescent fungi. A relatively flat floor about 20 feet below falls away into a black abyss at the center of the huge chamber, bridged by a thin natural span at the center of the room about 40 feet away. Several torches light the bridge, illuminating a tall human warrior in red plate armor pacing nervously, sword in hand. You can just make out the forms of archers along the far ledge, and lurking shadows near the close edge suggest skulking humanoids somewhat larger than an average man. Immediately east of your high platform, about 20 feet below, is a pool of dark liquid, perhaps fed from some natural spring.
Any of you carrying obvious light sources?
Tessara Omelion PFS
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Tess has lowlight vision, so she is not carrying a light source here.
Mörök of Darkland
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Mörök has darkvision to 90 feet.
River of Stars
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River doesn't have a light source. His familiar Eska is surrounded by a small nimbus of light when she flies, but she mostly pads along the ground or stays in the familiar satchel. He can see in all forms of darkness, even magical up to 60 feet.
phaeton_nz
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Since Shau has a visible light source, you are instantly spotted by the bugbears on patrol at areas R2 and the fighter Teko upon the bridge at area R5 notice you immediately. The bugbears ascend the natural stair to engage you, while Teko cries out State your business or be slain!
[R2]: The steep, jagged ledge to the north drops into a yawning chasm that disappears into utter darkness far below. A thin bridge extends to another cliff about 30 feet to the north, where human archers in the livery of the Red Raven stand ready with shortbows. About 20 feet beyond the opposite side of the bridge, deeper in the huge cavern, is a natural balcony that seems to offer a commanding view of the entire chamber.
[R3]: The southern expanse of the huge cavern forms a natural grotto apparently fed by an unseen spring. A pool of absolutely still, dark water extends about 30 feet square in this area. Dark sediment within the water obscures vision within about a foot of depth, making it impossible to guess how deep the pool might reach.
[R5]: A thin natural stone bridge spans the dark chasm at the center of the cavern. A row of guttering torches on each side of the bridge cast the span in bright light.
Teko’s challenge triggers the attack of everyone in the cavern. Geppa and Cale the Calistrian, join the fray immediately from their perches in area R7, as do scally archers positioned at areas R6.
Initiatives:
Lucija: 1d20 + 1 ⇒ (16) + 1 = 17
Morok: 1d20 + 2 ⇒ (13) + 2 = 15
Naghamadi: 1d20 + 5 ⇒ (8) + 5 = 13
Percy: 1d20 + 7 ⇒ (8) + 7 = 15
River of Stars: 1d20 + 2 ⇒ (20) + 2 = 22
Shau Lynne: 1d20 + 16 ⇒ (11) + 16 = 27
Tessara: 1d20 + 3 ⇒ (20) + 3 = 23
red bugbear: 1d20 + 5 ⇒ (1) + 5 = 6
green bugbear: 1d20 + 5 ⇒ (16) + 5 = 21
Shau, Tessara and River get to react first.
Tessara Omelion PFS
|
Tess begins the battle by casting haste on as many of her group as she can include.
| Shau lynne |
Shau delays to see what River has planned.
River of Stars
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Sense Motive: 1d20 + 17 ⇒ (7) + 17 = 24
River shouts a reply to Teko.
"We are here to see the Red Raven about some stolen property. We do not need to fight, perhaps we can even help you with whatever has you so spooked if you return it to us"
he'll ready an action to cast the Fortune hex on Shau if any of the opponents take offensive actions
River of Stars
|
In that case River will simply cast Fortune on Shae, and chant to send the duration to 3 rounds. This means Shae can roll twice and take the better result on a ability check, attack roll, saving throw, or skill check once per round
| Shau lynne |
Shau swiftly enters crane style , cast longarm , drops wand and moves 60
Lord Sinclair 'Percy' Blakros
|
"Two on one? Looks like cheating - I don't like their odds though"
Percy flicks a hex in the direction og the GREEN foe!
Misfortune (2 rounds, DC 21) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg)
| Shau lynne |
Thank green for provoking
attack: 1d20 + 21 ⇒ (2) + 21 = 231d6 + 13 + 5 + 1d6 ⇒ (5) + 13 + 5 + (6) = 29 precision, acid
take better
attack: 1d20 + 21 ⇒ (20) + 21 = 411d6 + 13 + 5 + 1d6 ⇒ (3) + 13 + 5 + (5) = 26 precision, acid
confirm
attack: 1d20 + 21 ⇒ (17) + 21 = 381d6 + 13 + 5 + 1d6 ⇒ (3) + 13 + 5 + (1) = 22 precision, acid
and fortituous on aoo
attack: 1d20 + 21 ⇒ (7) + 21 = 281d6 + 13 + 5 + 1d6 ⇒ (2) + 13 + 5 + (3) = 23 precision, acid
| Shau lynne |
*for when red attacks me, stylish riposte if misses by more than 5, and a parry riposte on 2nd attack*
stylish: 1d20 + 21 ⇒ (3) + 21 = 241d6 + 13 + 5 + 1d6 ⇒ (6) + 13 + 5 + (4) = 28 precision, acid
parry at -2 size
attack: 1d20 + 21 ⇒ (19) + 21 = 401d6 + 13 + 5 + 1d6 ⇒ (3) + 13 + 5 + (1) = 22 precision, acid
riposte
attack: 1d20 + 21 ⇒ (10) + 21 = 311d6 + 13 + 5 + 1d6 ⇒ (5) + 13 + 5 + (2) = 25 precision, acid
Mörök of Darkland
|
Mörök rides down the stair and roars menancingly to green bugbear.
Intimidate to demoralize: 1d20 + 19 ⇒ (15) + 19 = 34
Lucija Lal Rani
|
"Short-sighted imbeciles," Sniffs Lucija as Naghamadi (double-moves and) ferries her toward the front, where she is content to rely on one of her oldest and simplest tricks, pelting the hapless goblinoid with a spray of otherworldly acid.
acid splash, melee penalty, power focus for +1 damage: 1d20 + 6 ⇒ (15) + 6 = 21 Please remind me if I am forgetting anything
acid damage: 1d3 + 1 ⇒ (2) + 1 = 3
phaeton_nz
|
That hits. Red gets splashed with acid.(-3) but attempts to hit Shau.
morningstar: 1d20 + 14 ⇒ (15) + 14 = 29 damage: 1d8 + 5 ⇒ (3) + 5 = 8
morningstar: 1d20 + 9 ⇒ (12) + 9 = 21 damage: 1d8 + 5 ⇒ (6) + 5 = 11
Meanwhile everyone else gets into the fight.
init(Teko): 1d20 + 1 ⇒ (20) + 1 = 21 - R5
init(scally1): 1d20 + 3 ⇒ (19) + 3 = 22 - R6
init(scally2): 1d20 + 3 ⇒ (20) + 3 = 23 - R6
init(Geppa): 1d20 + 1 ⇒ (13) + 1 = 14 - R7
init(Cale): 1d20 + 4 ⇒ (15) + 4 = 19 - R7
Shau and Tessara get to act.
[R6]The vantage from this edge of the chasm offers a good view of the southern reaches of the cavern, the well-lit bridge, and the perch along the northern wall that offers the best view of the entire chamber. An inclined path off the northwest reaches of the cavern extends into darkness.
[R7]A huge natural rock formation extending from the center of the cavern’s north wall sweeps up some 30 feet from the floor to provide a clear vantage of the entire chamber. Steep natural terraces at the formation’s west and east arms provide access to the top, but it looks like a far from easy ascent. Three “arms” of the formation act as perches from which a bowman or spellcaster might have a perfect view of the entire cavern.
| Shau lynne |
red should have taken 25 from the parry and riposte.
Shau starts raging.
Shau will take one attack with her roll 2x take best, a parry riposte as she leaves the threatened area, then move towards man on bridge within 15'
attack: 1d20 + 25 ⇒ (8) + 25 = 331d6 + 17 + 5 + 1d6 ⇒ (1) + 17 + 5 + (2) = 25 precision acid
take best
attack: 1d20 + 25 ⇒ (11) + 25 = 361d6 + 17 + 5 + 1d6 ⇒ (2) + 17 + 5 + (3) = 27 precision acid
parry at -2
parry: 1d20 + 23 ⇒ (12) + 23 = 35
riposte
riposte: 1d20 + 25 ⇒ (1) + 25 = 261d6 + 17 + 5 + 1d6 ⇒ (6) + 17 + 5 + (1) = 29 precision acid
Shau disappointed she missed her riposte, plans to take it out on the man on the bridge.
Tessara Omelion PFS
|
Tess uses her flight hex on herself, waiting for the rest of the group to close before she followed.