Grumelda

Mazra's BBEG's page

54 posts. Alias of Mazra.


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Urathash spouts off non-sense about the glory and greatness of Stone Giants as he lands a solid blow against Kaos. But only one blow did damage to the Dragon Disciple, and was not enough to clear the way.

Warhammer 1st Attack with Bane: 1d20 + 21 ⇒ (17) + 21 = 382d6 + 11 + 2d6 ⇒ (1, 2) + 11 + (6, 6) = 26

warhammer 2nd Attack: 1d20 + 16 ⇒ (2) + 16 = 182d6 + 11 ⇒ (4, 4) + 11 = 19

warhammer 3rd Attack: 1d20 + 11 ⇒ (13) + 11 = 242d6 + 11 ⇒ (3, 4) + 11 = 18


Uruthash changes his tact and tries to simply hit the dragon-like humanoid in his way. Kaos was able to hastily dodge the Stone Giant's next blow. But the big Stone Giant was able to hit Kaos on its next, but misses the rebound.

warhammer 1st Attack with Bane: 1d20 + 21 ⇒ (4) + 21 = 252d6 + 11 + 2d6 ⇒ (5, 2) + 11 + (1, 3) = 22

warhammer 2nd Attack: 1d20 + 16 ⇒ (12) + 16 = 282d6 + 11 ⇒ (2, 5) + 11 = 18

warhammer 3rd Attack two-handed PA: 1d20 + 11 ⇒ (7) + 11 = 182d6 + 11 ⇒ (4, 4) + 11 = 19

Kaos takes a whopping 18 points of damage. That is twice I have missed with my +21 Bane attack.

Your turn!


Oh yeah. Uruthash goes first in the round. Since he is surrounded, I guess he will attack what is in his way.

Uruthash spouts off a litany of inane judgments against the party. They are essentially meaningless. Just like his attacks against Kaos, meaningless.

warhammer 1st Attack two-handed PA, with Bane: 1d20 + 21 - 4 ⇒ (3) + 21 - 4 = 202d6 + 11 + 12 + 2d6 ⇒ (3, 6) + 11 + 12 + (5, 3) = 40

warhammer 2nd Attack two-handed PA: 1d20 + 16 - 4 ⇒ (6) + 16 - 4 = 182d6 + 11 + 12 ⇒ (5, 6) + 11 + 12 = 34

warhammer 3rd Attack two-handed PA: 1d20 + 11 - 4 ⇒ (9) + 11 - 4 = 162d6 + 11 + 12 ⇒ (1, 6) + 11 + 12 = 30

It looks like all his attacks missed. Good thing too. That would have been 104 points of damage.


"Hold them back!" the leader calls out, then moves toward a flight of stairs heading up.


Round Four Complete

Haskyll backs up to a point where he can call forth a wave of energy that effects the party, but does not heal the enemy.

Round Five

GM Screen:
+2 Justice, +6R, Bane +2d6

The leader continues to pull rocks and launch them at wielder of Agrimmosh. Only one of the three rocks hits the Ranger Barbarian to cause damage.

Rock 1 w/ Bane,+: 1d20 + 16 + 2 ⇒ (15) + 16 + 2 = 331d8 + 10 + 2d6 ⇒ (3) + 10 + (4, 2) = 19
Rock 2: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 141d8 + 10 ⇒ (5) + 10 = 15
Rock 2: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 221d8 + 10 ⇒ (4) + 10 = 14

Uruthash 25 (AC? -11/?)
Dire Bear 24 (AC18 0/95)
Kaos 20 (AC21SH25H26 92/92)
Leira 19 (AC19H20 42/57)
Anga 16 (AC17/MA21/H22/G26 53/53)
Haskyll 12 (AC22/H23/G27 57/57)
Stone Giants 6 (AC22 D,D,-13U,31/102)
Ulfgard 3 (AC20/H21/G25 (57-19)/103)
Droja 2 (AC16/H17 55/55)
Ragnir 1 (AC22/H23/G27 69/69)

Go ahead with your Round Five actions.


Round Four

GM Screen:
Bane on a rock +2d6

Rock 1 w/ Bane: 1d20 + 16 ⇒ (9) + 16 = 251d8 + 10 + 2d6 ⇒ (1) + 10 + (3, 6) = 20
Rock 2: 1d20 + 11 ⇒ (17) + 11 = 281d8 + 10 ⇒ (4) + 10 = 14
Rock 2: 1d20 + 6 ⇒ (17) + 6 = 231d8 + 10 ⇒ (4) + 10 = 14

Again the big Stone Giant hits Ulfgard with a pair of rocks. It takes a step up.

Ulfgard takes 34 points of damage.


Round Three

GM Screen:
Bane on Attack +2d6

The big Stone Giant screams at the fourth Stone Giant.

Giant:
"Get in there and kill them all"

The big Stone Giant growls as he throws several rocks at Ulfgard. Two more hit the over-sized Dwarf.

Rock 1 w/ Bane: 1d20 + 16 ⇒ (12) + 16 = 281d8 + 10 + 2d6 ⇒ (2) + 10 + (6, 4) = 22
Rock 2: 1d20 + 11 ⇒ (6) + 11 = 171d8 + 10 ⇒ (1) + 10 = 11
Rock 3: 1d20 + 6 ⇒ (20) + 6 = 261d8 + 10 ⇒ (6) + 10 = 16
Rock 3 Confirm Crit: 1d20 + 6 ⇒ (5) + 6 = 11

Ulfgard takes 38 more points of damage.

Avatar selection is not working in Account Settings. :(


Round Two

GM Screen:
Justice and Resistance Round Two

The large Stone Giant begins pulling boulders out of a bag at his side and heaves them at the party's giant, aka, Ulfgard. Two of the rocks strike the Ranger Barbarian. One of the rocks missed a critical strike.

Rock 1: 1d20 + 16 + 1 ⇒ (16) + 16 + 1 = 331d8 + 10 ⇒ (3) + 10 = 13
Rock 2: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 321d8 + 10 ⇒ (2) + 10 = 12
Rock 3: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 231d8 + 10 ⇒ (4) + 10 = 14
Rock 2 Confirm Crit: 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 201d8 + 10 ⇒ (3) + 10 = 13

Ulfgard takes 25 points of damage.

The Dire Bear moves closer, climbing over a chair.


Now with two weapons in hand, the Hill Giant Chieftess works in an attempt to secure Agrimmosh, ignoring the attacks from the Dwarf Warpriest.

Grenseldek's shiny handaxe 1st: 1d20 + 16 - 2 ⇒ (17) + 16 - 2 = 311d8 + 9 - 2 ⇒ (2) + 9 - 2 = 9
Grenseldek's shiny handaxe 2nd: 1d20 + 11 - 2 ⇒ (1) + 11 - 2 = 101d8 + 9 - 2 ⇒ (6) + 9 - 2 = 13
Grenseldek's less shiny handaxe offhand: 1d20 + 15 - 2 ⇒ (13) + 15 - 2 = 261d8 + 2 - 2 ⇒ (6) + 2 - 2 = 6

Grenseldek does 15 points of damage to Ulfgard.


With a ferment desire to obtain Agrimmosh, Grenseldek hacks at the Dwarf Ranger Barbarian, then steps back drawing a second handaxe.

Grenseldek Handaxe 1st attack: 1d20 + 16 - 2 ⇒ (12) + 16 - 2 = 261d8 + 2 - 2 ⇒ (6) + 2 - 2 = 6

Ulfgard took 6 points of damage.


Grenseldek becomes enraged when she sees Agrimmosh, "Agrimmosh! You are Ruby's Champions. Oh yes, I have heard of you. My spies in Trunau have told me much. It looks like my trophy has come to me."

The Giantess pulls out a well-crafted handaxe, and attacks the Dwarf Warpriest. The Hill Giant Chieftess barely manages a strike against Ragnir.

Grenseldek Handaxe: 1d20 + 16 - 2 + 2 ⇒ (12) + 16 - 2 + 2 = 281d8 + 9 - 2 ⇒ (4) + 9 - 2 = 11

Ragnir takes 11 points of damage.


Round One

When the door flies open the Hill Giantess lays the geode on the raised table and peers through the door. She sees the Orc Leira, "How dare you barge in like this. I ordered that I am not to be disturbed. You will pay for your insolence."

Everyone is up. The a avatar is a poor representation. But it looks to be a fierce redhead. Close enough.


Sandpoint Devil's Will Save vs. Glitterdust: 1d20 + 7 ⇒ (12) + 7 = 19

It just made its Saving Throw. It is covered in Glitterdust, but not blinded. Trees are still providing partial cover.

@Garrath and Elektra - You can both take Round Four actions, since you go before the Sandpoint Devil. The party did a lot of damage to the Sandpoint Devil in Round Two. A few lucky arrows may do the trick.


Slowed by the trees and its many wounds, the Sandpoint Devil turns and flees.

The creature is still on the map. It is now about 60 feet off the ground above the trees. It is considered to have partial cover. (20% miss chance)


The Sandpoint Devil clumsily flies between two trees. Small limbs and leaves are torn from their branches raining down to the ground twenty feet below.

The demon horse spews forth fire down upon three members of the party along the more open trail area. Leaves and thin branches near the edges catch fire.

Sandpoint Devil Hellfire Breath: 6d6 ⇒ (6, 2, 2, 3, 5, 3) = 21

Brandark, Flynn, and Garrath take 21 points of damage or 10 if you save. (See below for Save DC and additional affects from the Hellfire Breath.

Hellfire Breath (Su) The Sandpoint devil can unleash blasts of infernal flame in a  30-ft cone (damage 6d6d fire, DC 20 Reflex Save for half). Any creature that fails the save also takes a –4 penalty on attack rolls, saves, ability checks, and skill checks. This effect lasts for a number of days equal to the damage taken.

@Elektra - Haste has a 40 foot range. Also, no two creatures can be more than 30 feet apart. Who does Elektra affect?

Brandark and Stone have actions. Depending on who is affected by Elektra's spell, Flynn may have another shot. To move things along, Elektra and Garrath go ahead with Round Three actions. The Sandpoint Devil is still about twenty feet off the ground.


Working to hover in place, the black winged horse screams. Birds flee. Small woodland animals scury away.

Every creature needs to make a saving throw. Bay (Su) When the Sandpoint devil screams, all creatures within a300-foot-radius spread must succeed on a DC 19 Will save or become panicked for 2d4 rounds. This is a sonic, mind-affecting, fear effect. Whether or not the save is successful, a creature is thereafter immune to the Sandpoint devil’s bay for 24 hours. The save DC is Charisma-based.


With Garrath and Brandark distracting the Xanesha, the Lamia Matriarch misses her chance to take out the Lord Mayor. So, she turns her attention to those causing the distraction. She move back five feet splashing in the three feet deep waters and goes, once again, after the Shoanti Barbarian.

The Lamia Matriarch slowed by the water can only manage a single thrust at Garrath. Xanesha does activates the polearm's special ability. A wave of despair emanates from the exotic polearm.

Polearm Attack 1: 1d20 + 17 ⇒ (2) + 17 = 192d6 + 9 ⇒ (5, 6) + 9 = 20

Garrath takes 20 points of damage.

Brandark, Garrath, Elektra, Uriana, and Devora must succeed at DC 16 Will saves or become overwhelmed with sadness and despair, taking –2 penalties on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls for 6 minutes. Stone and Flynn were just outside the affected radius and do not need to make a saving throw.


You can't see the Lamia Matriarch smiling under her mask. Xanesha flies up five feet and looks at the Shoanti Barbarian. The eyes of her exotic mask glows with a pale green light.

Garrath must make a DC 15 Fort Save or be petrified as if hit with a Flesh to Stone spell.

Xanesha is now 15 feet above the ground. Garrath, you did what you needed to do to distract Xanesha from slaughtering the Lord Mayor.


Surprise Round

GM Screen:
Mage Armor=AC28,Fly 10 minutes, Invisible

Suddenly and appearing behind the Lord Mayor, Xanesha with her wicked looking pole arm attacks Grobaras. In her excitement to finally get her prey, she misses the fat you know what.

Polearm: 1d20 + 17 ⇒ (1) + 17 = 182d6 + 9 ⇒ (3, 4) + 9 = 16

The Lord Mayor begins to scream like a small child as he turns to see the hideous large creature.

Xanesha is flying 10 feet off the ground.

Garrath's Initiative: 1d20 + 9 ⇒ (19) + 9 = 28
Elektra's Initiative: 1d20 + 7 ⇒ (6) + 7 = 13
Flynn's Initiative: 1d20 + 6 ⇒ (8) + 6 = 14
Stone's Initiative: 1d20 + 4 ⇒ (12) + 4 = 16
Brandark's Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Devora's Initiative: 1d20 + 6 ⇒ (4) + 6 = 10
Uriana and the City Guard's Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Xanesha's Initiative: 1d20 + 7 ⇒ (18) + 7 = 25

Round One

Garrath goes first in the Round. Xanesha will continue to go after the Lord Mayor, unless Garrath does something to intervene. I will wait to take Xanesha's actions after Garrath makes his move.

Edited. The Lord Mayor is really lucky.


Xanesha goes invisible.

Round Five

The tower continues to shake.

Everybody is still Hasted. Did you take all your actions in Round Four?


As Xanesha chases a figment, Brandark stumbles and drives his axe into a wooden beam.

The tower begins to shake.

Round Three

Elektra cast Slow on the snake woman. Sadly, the big bad evil woman resisted the attempt.

Xanesha's Will Save: 1d20 + 10 ⇒ (17) + 10 = 27

Flynn puts up his bow and draws his scimitar. He concludes that Xanesha is a Lamia Matriarch.

With Haste, Flynn has another action.

Garrath, hanging back to get some healing, throws a pair of axes at Xanesha. Both axes appear to glance off the large snake woman before making any contact.

Stone and Devora both provide healing to Garrath.

Brandark tries to hack and slash at the large snake-like creature.

Xanesha is quick and agile. She maneuvers around each attack. Xanesha then flies up and back about five feet, and attacks the Dwarf Cavalier.

Snake woman's wicked polearm 1: 1d20 + 20 ⇒ (7) + 20 = 272d6 + 9 ⇒ (3, 2) + 9 = 14
Snake woman's wicked polearm 1 Hasty: 1d20 + 20 ⇒ (2) + 20 = 222d6 + 9 ⇒ (3, 6) + 9 = 18
Snake woman's wicked polearm 2: 1d20 + 15 ⇒ (5) + 15 = 202d6 + 9 ⇒ (5, 4) + 9 = 18
Snake woman's wicked polearm 3: 1d20 + 10 ⇒ (20) + 10 = 302d6 + 9 ⇒ (3, 2) + 9 = 14
Snake woman's wicked polearm 3 confirm crit: 1d20 + 10 ⇒ (12) + 10 = 222d6 + 9 ⇒ (4, 4) + 9 = 17

Xanesha hits Brandark twice and does not confirm its crit, for 28 points of damage. Xanesha is ten feet from Brandark, and flying off the tower and above.

Elektra 27 (AC13/14HA/15FV 39/39)
Flynn 26 (AC19/20HA/21FV 43/43)
Garrath 24 (AC18/19HA/20FV 60/77)
Stone 24 (AC22/23HA/24FV 51/51)
Devora 10 (AC17/18HA/19FV 40/40)
Brandark 10 (AC21/22HA/23FV 13/55)
Xanesha 13 (AC31 -6/It is still really Ugly)

Round Four


Round One (Complete)

Garrath, with his Greatsword, strikes at the snake woman. One of Xanesha's Mirror Images dissipates. Three Mirror Images plus Xanesha remain.

1 hits Xanesha, 2-5 takes out a Mirror Image: 1d5 ⇒ 4

Stone and Devora move up to the top of the tower.

Brandark hacks at Xanesha, but misses the snake woman.

Round Two

Elektra moves up and fires a Magic Missile at the snake woman. Two of the missiles strike Xanesha and two others destroy Mirror Images. Only one of Xanesha's Mirror Images and herself remain.

Glistenwing tries to Confuse the large snake woman.

Xanesha's Will Save: 1d20 + 10 ⇒ (5) + 10 = 15

Flynn continues to fire his bow. But the arrows appears to bounce off a force field surrounding the large snake woman or its remaining Mirror Image.

Garrath comes out of his rage and begins to sling Chakrams at Xanesha. One of the sharp round rings appears to take out Xanesha's remaining Mirror Image. Yes. You missed with a 29. But it was enough to take down the Mirror Image.

Stone weaves a spell to provide greater attack and defense for the party.

Xanesha become momentarily confused and hesitates. The affect is to act normally, but it may be easier to just have Xanesha go last in the Rounds.

Effects of Confusion: 1d100 ⇒ 18

As Devora continues to tell her tale of the brave Heroes, she adds a spell to her repertoire. A winged woman rises from the darkness of the city below.

Brandark gives it some of his best hacks and slashes, but none of the blows seem to land true on the large snake woman.

Xanesha sees the winged woman rising from the city below. She turns away from Brandark, moves, and attacks the brightly shining angelic looking creature. The image disappears as quickly as it appears. It was just a figment. Xanesha is now just off the top of the tower.

Xanesha's Will Save: 1d20 + 10 ⇒ (7) + 10 = 17

Brandark gets an Attack of Opportunity on Xanesha.

Elektra 27 (AC13/14HA/15FV 39/39)
Flynn 26 (AC19/20HA/21FV 43/43)
Garrath 24 (AC18/19HA/20FV 15/77)
Stone 24 (AC22/23HA/24FV 51/51)
Xanesha 13 (AC31 -6/It is still really Ugly)
Devora 10 (AC17/18HA/19FV 40/40)
Brandark 10 (AC21/22HA/23FV 41/55)

Round Three

Everyone can now act before Xanesha again. Also, everyone gets an additional +1 from Devora's Courage, +1 from Elektra's Haste and a +1 from Stones Fervor.


Surprise Round

A large snake-like creature comes out of invisibility and strikes the Dwarf Cavalier.

Round One

Elektra begins by asking Glistenwing about the magic in effect. Since they were able to communicate, Elektra goes ahead and cast Haste.

Flynn moves a little further up the stairs to get a good look at the scary monster. He fires an arrow at the creature, but it deflects off what appears to be a magical field surrounding the snake woman. Flynn can tell that the creature is evil. So don't touch it! I moved Flynn's token to the top floor map.

Garrath tries to tumble his way closer to the creature, but the snake woman is too quick. She stabs at the barbarian.

Snake woman's wicked polearm: 1d20 + 20 ⇒ (3) + 20 = 232d6 + 9 ⇒ (5, 1) + 9 = 15

Garrath takes 15 points of damage.

Garrath, in a rage now attempts to sunder the creature's Mirror Image spell. It does not work. (But, I like the attempt.)
However, one of snake-like creature's Mirror Images shimmers and fades away. Now there are five.

Stone backs down the stairs silently humming, until it is no longer silent. He then dispels the zone of Silence.

The snake-like lady taunts, "The Heroes of Sandpoint cannot defeat Xanesha. Oh yes, I know who you are." As she talks she flies up and partially over the crude parapet wall at the top of the tower (5'). She then with incredible speed stabs at the big Barbarian.

Snake woman's wicked polearm 1: 1d20 + 20 ⇒ (6) + 20 = 262d6 + 9 ⇒ (2, 4) + 9 = 15
Snake woman's wicked polearm 1 hasty: 1d20 + 20 ⇒ (10) + 20 = 302d6 + 9 ⇒ (1, 4) + 9 = 14
Snake woman's wicked polearm 2: 1d20 + 15 ⇒ (10) + 15 = 252d6 + 9 ⇒ (4, 5) + 9 = 18
Snake woman's wicked polearm 3: 1d20 + 10 ⇒ (5) + 10 = 152d6 + 9 ⇒ (2, 1) + 9 = 12

Garrath takes another 47 points of damage.

Devora, with the Silence down, tells tales of the Heroes valor. She knocks an arrow and moves up the stairs.

Brandark swiftly readies his Shield. He then moves up and attacks the snake woman, but misses the heavily fortified creature. None of the Mirror Images dropped.

[ooc]Elektra 27 (AC13/14HA 39/39)
Flynn 26 (AC19/20HA 43/43)
Garrath 24 (AC18/16RA/17HA 29/91)
Stone 24 (AC22/23HA 51/51)
Xanesha 13 (AC24+Ugly Really/Ugly)
Devora 10 (AC17/18HA 40/40)
Brandark 10 (AC21/24SH/25HA 41/55)

Everybody after Elektra can take an extra action in Round One. Remember you get a +1 from the Haste and Brandark gets an additional +1 from Devora. @Garrath - Is the Sunder Spell a standard or full Round action? If standard, you also get another attack.

Round Two

Go ahead with Round Two actions. Please indicate if it is your Round One Hasted action or your Round Two actions.


Stone moves up enough to touch Brandark before the Dwarf heads on up to the top of the tower. But when the Cleric tries to speak to cast the spell no words come out. Stone is unable to cast the spell.

The demon-like creature continues to fly around the top of the tower and then begins to dissipate.

GM Screen:
Stealth: 1d20 + 20 + 6 - 4 ⇒ (16) + 20 + 6 - 4 = 38, Mirror Images: 1d4 + 3 ⇒ (2) + 3 = 5, False Life: 1d10 + 5 ⇒ (8) + 5 = 13 (146) Mage Armor (AC29), Mirror Image 93 Rounds, Shield 94 (AC32) Invisibilty, Fly 96 Haste 7 Rounds {AC33}, Divine Favor (+20/+15/+10;+17/+12/+7) 8 Rounds, Silence 9 Rounds

No one at the top of the tower could see this coming.

Surprise Round

Six identical large snake-like creatures appear from invisibility wielding a wicked looking longspear. The creatures are female and wearing exotic masks. They are flying about a meter off the ground and strike at Brandark with their longspear. It is obvious that the creature has a Mirror Image spell up.

Snake Lady's longspear: 1d20 + 20 ⇒ (16) + 20 = 362d6 + 9 ⇒ (1, 4) + 9 = 14

Brandark takes 14 points of damage.

Garrath's Initiative: 1d20 + 9 ⇒ (15) + 9 = 24
Elektra's Initiative: 1d20 + 7 ⇒ (20) + 7 = 27
Flynn's Initiative: 1d20 + 6 ⇒ (20) + 6 = 26
Stone's Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Brandark's Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Devora's Initiative: 1d20 + 3 ⇒ (7) + 3 = 10

Monster's Initiative: 1d20 + 6 ⇒ (7) + 6 = 13

Round One

Elektra 27 (AC13 39/39)
Flynn 26 (AC19 43/43)
Garrath 24 (AC18 56/77)
Stone 24 (AC22 51/51)
Monster 13 (AC Ugly Really/Ugly)
Devora 10 (AC17 40/40)
Brandark 10 (AC21 55/55)

Elektra, Flynn, Garrath and Stone can act before the monster. She is truly that by all meanings of the word.


Ironbriar looks at Flynn, "We are Skinsaws. We follow only Norgorber."

GM Screen:
Bluff: 1d20 + 12 ⇒ (18) + 12 = 30

Sense Motive DC30:
Ironbriar is correct about the Skinsaws. But you sense that there is something else going on here. Something that even Ironbriar is currently unable to betray.

If you roll below a DC 30 Sense Motive, you believe Ironbriar. And he is convincing in this as it is essentially the truth.


"I am speaking clearly," Ironbriar looks at the Shoanti Barbarian and fidgets a little, particularly when Brandark starts making kindling out of his office.

Flynn indeed senses that the Judge is not telling the whole story.


Ironbriar begins to look more nervous when Garrath starts putting on his face paint, "My liege requires sacrifices. If you know Norgorber, then you know it is true. The sacrifices were carefully chosen. I don't know what else to tell you? We all are under service in one way or another."


Ironbriar silently stares at Flynn.


Bound and gagged, Ironbriar does not respond to Elektra.


The judge looks at Elektra and holds his arms out toward the Mage. He brings them together at the wrist. Ironbriar let's out a sigh.


Ironbriar's Will Save: 1d20 + 7 ⇒ (20) + 7 = 27

The Judge is unaffected by the Archon's Aura of Menace.

Surrounded and realizing he cannot win, the Elf drops his shortsword, "Ok. Ok. You win. I knew you would be a meddlesome lot when you walk into my city." He scowls at the party, then orders the other Cultist to surrender.

The other Cultist seeing his dead cult members, quickly obeys and drops his hand crossbow.

Victory

What do you do now?


The Judge takes a step back, pulling out a nice looking Short Sword. He calls out to the remaining Cultist standing, "Move as far away as you can. Now!" The one standing Cultist remaining moves to the far end balcony.

Seeing the remaining Cultist moving to the far side of the room, Ironbriar calls forth a wave of negative energy the engulfs everyone else in the room. The two unconscious Cultist die.

Channel Negative Energy: 3d6 ⇒ (6, 6, 5) = 17

Everyone must make a DC 14 Will Save or take 17 points of damage. If you make the Save, you take 8 points of damage.


Judge Ironbriar Will Save: 1d20 + 9 ⇒ (7) + 9 = 16

Whew! That was close.

Judge Ironbriar is unaffected by Stone's spell.


Judge Ironbriar feels the effect of the slowness and sees his Lemures dissipate. He weaves a spell.

Dispel Magic

Ironbriar's Spellcaster check: 1d20 + 6 ⇒ (15) + 6 = 21

Elektra's Slow is dispelled.


Three devilish creatures are summoned out of nowhere and attack.

Here is another "if-then": If Garrath takes a step toward the Ninth Cultist, then two Lemures will appear behind the Barbarian and attack. A third one will appear on top of the dead Seventh Cultist no matter what. If Garrath does not take a step, then the Lemures will appear to the East and South of Garrath's current position.

GM Screen:
# of Lemures: 1d3 ⇒ 3

Lemure 1 Claw 1 vs Brandark: 1d20 + 2 ⇒ (3) + 2 = 51d4 ⇒ 3
Lemure 1 Claw 2 vs Brandark: 1d20 + 2 ⇒ (15) + 2 = 171d4 ⇒ 2

Lemure 2 Claw 1 vs Garrath: 1d20 + 2 ⇒ (1) + 2 = 31d4 ⇒ 3
Lemure 2 Claw 2 vs Garrath: 1d20 + 2 ⇒ (4) + 2 = 61d4 ⇒ 4

Lemure 3 Claw 1 vs Garrath: 1d20 + 2 ⇒ (9) + 2 = 111d4 ⇒ 3
Lemure 3 Claw 2 vs Garrath: 1d20 + 2 ⇒ (3) + 2 = 51d4 ⇒ 4

None of the attacks were successful.

Also, appearing almost out of nowhere, you see an elf is heavy robes. You have seen this elf before. He showed up shortly after the Lord Mayor on the day the party defeated Choco's band of outlaws. You will recall that the Lord Mayor referred to him as Justice Ironbriar.

The Justice looks directly at Garrath, "These are Lemures from the pit of hell. You should leave. Now!"

Ironbriar cast the spell Suggestion. Garrath must make a DC15 Will Save. If he fails, he will agree to leave. Now!

Just a note of interest: The token on the map is from the Rise of the Runelords anniversary edition. The icon on this profile is from the original book two of the Pathfinder Adventure Paths, "The Skinsaw Murders." Both are of Justice Ironbriar.


This is where this format gets interesting. Enlarge has a casting time of One Round. Assuming Elektra begins casting on her initiative in Round One, then Garrath will not become Enlarged until Elektra's Initiative in Round Two. Also, Elektra would not have been able to move in Round One. I assume Garrath would hold his actions until he became Enlarged.

@Elektra - I am assuming that you cast Enlarge in Round One as Knowledge checks are Free actions. Also, since casting Enlarge is a full Round action, I assume you moved in Round Two. We all post at such varied times, it would be appreciated if you would indicate the Round your action occurs. It would prevent me from making too many assumptions in moving gameplay forward.

With the Barbarian waiting for an opportunity to strike, the big Bat flies to a position about 10 feet over Brandark and Kelvin's head. It lets out a horrific screech.

Everyone must make a DC 16 Fortitude save or be Stunned for 1d3 Rounds. This is a Supernatural Sonic based attack.


Haste is only a Round per level. It would have taken that long to remove the stuff off Aldern, not to mention the stink. ;)

The bat was flying, but low enough to the ground for Garrath to attack it.

Bat attack: 1d20 + 10 ⇒ (10) + 10 = 202d8 + 7 ⇒ (6, 2) + 7 = 15

Garrath takes 15 points of damage, less his DR. He also must make a Fort Save.

The bat flies up five feet just out of reach of the big Human's Greatsword.


Thinking Iesha is no longer a threat, the Skinsaw Man begins to attack the Dwarf.

Skinsaw Man Razor: 1d20 + 12 ⇒ (13) + 12 = 251d4 + 5 ⇒ (1) + 5 = 6
Skinsaw Man Bite: 1d20 + 6 ⇒ (7) + 6 = 131d6 + 2 ⇒ (5) + 2 = 7
Skinsaw Man Claw : 1d20 + 6 ⇒ (3) + 6 = 91d6 + 2 ⇒ (2) + 2 = 4

Hit Brandark with the razor for 6 points of damage. No saves required with the Razor. :)


When the Duplicate sees Elektra he swiftly removes what looks like a mask. It drops to the floor. You now see the Skinsaw Man, “You! You’ve come to me! I knew my letters would sway your heart, my love! Let us consummate our…our… hunger!”

He then glances at the woman, "She means nothing to me." He then attacks the woman.

@Brandark:
The creature as he is attacking the woman says, "Hi Iesha, you got real ugly." He says this at a level only Brandark and the woman would have been able to hear.

Skinsaw Man Razor: 1d20 + 12 ⇒ (16) + 12 = 281d4 + 5 ⇒ (1) + 5 = 6
Skinsaw Man Bite: 1d20 + 6 ⇒ (18) + 6 = 241d6 + 2 ⇒ (6) + 2 = 8
Skinsaw Man Claw: 1d20 + 6 ⇒ (17) + 6 = 231d6 + 2 ⇒ (1) + 2 = 3

GM Screen:
61/90 59/76


Elektra Duplicate Acrobatics: 1d20 + 16 ⇒ (1) + 16 = 17

The thing that looks like Elektra tries to make a move over the fallen Ghoul, but was clumsy in its attempt.

Brandark, Garrath, Shalelu and Elektra must make a DC 17 Fort Save or be Sickened. If you are already sickened, then you can't be sickened any more.

@Brandark - You so get an AoO.

The creature that looks like Elektra will then try to bite the Dwarf Cavalier. But his efforts will not even scratch Brandark's armor.

Elektra Duplicate Bite: 1d20 + 6 ⇒ (11) + 6 = 171d6 + 2 ⇒ (4) + 2 = 6


"I am not who you are looking for Iesha," The Ghoul puts on a mask and transforms before Shalelu's eyes into Elektra.


As the Giant howls in rage and pain, the Giant chokes up on his whip-like chains and goes after both the Dwarf Warpriest to his left and the big human to his right. It misses the Dwarf, but bits and pieces of Orc shower the big human and striking true.

Left chain w/ unconscious Orc: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 152d6 + 6 ⇒ (2, 5) + 6 = 13

Right chain w/ dead Orc: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 252d6 + 6 ⇒ (5, 6) + 6 = 17

Kaos takes 17 points of damage.


As Kaos approaches the Giant's great reach, gives the dense creature an opportunity to strike. Again bits and pieces of Orc goes flying in the missed attack.

Right chain w/ dead Orc: 1d20 + 9 + 2 ⇒ (7) + 9 + 2 = 18


GM Screen:
Will Save DC 14: 1d20 + 3 + 2 ⇒ (2) + 3 + 2 = 7 46/76+9

Struck by yet another bolt, the Cave Giant becomes enraged. He slashes his left chain with live Orc attached and right chain with dead Orc attacked at Ragnir. Bit and pieces of dead Orc goes flying. The live Orc and chain crashes into the Dwarf Warpriest.

Left chain w/ live Orc: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 252d6 + 6 ⇒ (4, 1) + 6 = 11

Right chain w/ dead Orc: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 102d6 + 6 ⇒ (2, 1) + 6 = 9

Ragnir takes 11 points of damage.


As Ragnir and Kaos sink deeper in the water, the Giant is lead by its remaining handler to throw a rock at the Dwarf Ranger, barely hitting Ulfgard.

Throw Rock: 1d20 + 6 ⇒ (12) + 6 = 181d8 + 6 ⇒ (1) + 6 = 7

Ulfgard takes 7 pts of dmg.


@Anga - That roll will hit the Orc handler.

The Orcs continue to spur the big Giant on as it tosses another rock at the Dwarf Warpriest. It splashes next to Ragnir.

Rock: 1d20 + 6 ⇒ (9) + 6 = 151d8 + 6 ⇒ (1) + 6 = 7


The Giant lead by his Orc handlers, picks up a large stone and tosses it at the Dwarf Warpriest. The rock splashes in the pond way short of its target.

Rock: 1d20 + 6 ⇒ (2) + 6 = 81d8 + 6 ⇒ (1) + 6 = 7

Haskyll up!


The Sandpoint Devil has only once before faced a foe as formidable as Garrath, and that was a Stone Giant. With Garrath Enlarged, he is like a Giant.

The Sandpoint Devil withdraws from combat, flying toward the southeast.

Upper right on map. Garrath, being big, gets an AoO on the beast. Elektra still has an action in the round. Garrath maybe the most powerful 5th level character I have ever seen. Even more powerful than Eleisa. (Wink to Stone.) Unless Garrath manages to take the creature out with its AoO, it will fly 120 feet and be over the woods.

GM Screen:
26 - 5 + 9 - 5 + 29 - 5 = 49.

I will recap evening this evening.


The winged devil surveys its prey and see a human leading a horse to the woods. It swoops down, touching the ground about 10 feet before Orik and continues to Trample over the brave humanoid.

Orik' Reflex Save: 1d20 + 2 ⇒ (18) + 2 = 20

SD's Trample: 2d6 + 12 ⇒ (6, 5) + 12 = 23

Orik just made his saving throw. He takes only 11 points of damage (31/42). Recap intiatives : Garrath leads, then Elektra, Stone (Higher Dex), Orik, Brandark, SD, Kelvin then Lyrie last. The devil is on the ground. I believe Garrath held his iniative. I will recap the events later. Also, moving Stone to be in range of both Elektra and Shalelu.


The ugly winged horse swoops in front of the party, flying about 25 feet off the ground. It lets out a horrific baying sound.

DC 19 Will Save or become panicked for 2d4 rounds. This is a sonic, mind-affecting, fear effect. Whether or not the save is successful, a creature is thereafter immune to the Sandpoint devil’s bay for 24 hours. The save DC is Charisma-based.

Panicked: A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.

Kelvin still has a Round One action. If you become panicked, I have provided random direction pointers using a d6.

Round Two

Go ahead with Round Two actions. I will catch up.

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