#7-00: Sky Key Solution [Tier 10-11] (GM Andrew) (Inactive)

Game Master Yiroep

MAP
OVERSEER ANNOUNCEMENTS
CHRONICLES

Initiative:

[dice=Aru]1d20+9[/dice]
[dice=Garam]1d20+13[/dice] (+17 - Heightened Awareness)
[dice=Golsan]1d20+0[/dice]
[dice=Hassari]1d20+9[/dice]
[dice=Lightfoot Raven]1d20+9[/dice]


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The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

I am happy to tap you with your wand. Expends one use of investigative mind on the arcana check

Arcana: 2d20 ⇒ (3, 3) = 6, take best, add +25
Religion: 1d20 + 22 ⇒ (15) + 22 = 37

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

Take care everyone, these things are graven guardians, dedicated to the serpentfolk deity Ydersius. Smack them with adamantine if you have it and watch for their spell resistance. They might have some magic too and those daggers are wicked sharp! Best focus fire the stupid things. Get the one on the left, I will try and keep the others busy.

With his warnings given Garam sails up into the air and away from the monsters rising to a height of 30' and then he hammers the two on the right with the chill of winter. Ice and snow coat the area, creeping over the things and rendering the whole area treacherous.

Garam casts rime winter's grasp in the area I have marked on the map. It does not allow for SR and has no save. The whole area is difficult terrain, is icy and increases the DC of acrobatics checks by 5. Any creature starting its turn in the area takes 1d6 cold damage and a -2 penalty on saves versus cold spells for 1 round. If they take any cold damage they are entangled for the next two rounds. It is a spread so will go round corners assuming the area red is standing i some sort of building. The spell lasts for 11 rounds.

Entangled:
An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a concentration check (DC 15 + spell level) or lose the spell.

Cold damage on Yellow: 1d6 ⇒ 6
Cold damage on Red: 1d6 ⇒ 1


Garam flies up and slows down the two on the right.

The red one isn't standing in any sort of building. More like a raised altar.

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Initiative Order - Bolded Characters May Post Their Turn

Hassari (-0)
Garam (-0) - Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind , Mirror Image (4), Freedom of Movement
Golsan (-0)
Blue (-0)
Aru (-0)
Lightfoot Raven (-0) - Hype, Mage Armor
Red (-0)
Yellow (-0)

For Later:
- Entangled (2 rounds), -2 on saves vs. cold spells (1 round)

Edited statuses

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

OK, the corner sections of the central area look like raised walls which is why I asked. Do they impede movement at all? Just to note, neither become entangled until the start of their turn which is when they take damage.

Garam calls out to Goslan, might want to let that one on the left come at us so we don't get too spread out!


We'll call them 10 ft. raised walls on the corners, but there's no ceiling on the thing.

Scarab Sages

Sylph Sorcerer (Bloodline Elemmental Air) #9 / AC 16 / T14 / FF13 / hp (47)/25 / CMD 18 / CMB+4 / init +9 / Percep +1 / Fort +5, Ref +8, Will +8 http://goo.gl/yWkcd0

Before, Mage Armor from my wand

- We need to do this, faster.

I cast haste. I am thinking to cast scorching ray -efective level 11- but I prefer this.

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

Sadly seems I am out of range of haste, oh well, no biggie, it doesn't do that much for me

Scarab Sages

Sylph Sorcerer (Bloodline Elemmental Air) #9 / AC 16 / T14 / FF13 / hp (47)/25 / CMD 18 / CMB+4 / init +9 / Percep +1 / Fort +5, Ref +8, Will +8 http://goo.gl/yWkcd0

S%~@!

Dark Archive

Dwarf Fighter 11 (Two-handed) HP 114 | AC 25) | T 12 | FF 24 | CMD 27 | Fort +14 | Ref +8 | Will +10 | Init +0 | Perception +16 | Sense Motive +1 | Winged Boots 0/3 | Snapleaf 1/1 | Character

"Come on!"

Move Action: Draw +1 Adamantine Keen Greatsword
Standard: Ready Action (see below)

Hostile Approaches Within 10ft:
Golsan will 5ft step toward hostile creature, then attack!

+1 Keen Adamantine Greatsword: 1d20 + 22 ⇒ (10) + 22 = 324d6 + 26 ⇒ (5, 5, 5, 4) + 26 = 45

Haste +1, Vital Strike +2d6, Power Attack (-3/+9), Furious Focus (ignore -3), Devastating Strike (+2), Overhand Chop (double str instead of 1.5, or +3)


Hassari hastens the party.

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Golsan prepares for the attack.

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Blue's Turn
The blueish looking statue charges at Golsan, but Golsan is ready and released a devastating blow to it. It still stands, however, and finishes the charge attack.
Dagger Attack (Charge): 1d20 + 20 + 2 ⇒ (11) + 20 + 2 = 33
Dagger Damage: 1d8 + 12 + 1d6 ⇒ (3) + 12 + (6) = 21
It starts to chip away at Golsan. 21 damage to Golsan.

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Initiative Order - Bolded Characters May Post Their Turn

Hassari (-0) - Mage Armor
Garam (-0) - Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind , Mirror Image (4), Freedom of Movement
Golsan (-21)
Blue (-45)
Aru (-0)
Lightfoot Raven (-0) - Hype, Mage Armor
Red (-0)
Yellow (-0)

Group Buffs: Haste (Except Golsan)

Dark Archive

Dwarf Fighter 11 (Two-handed) HP 114 | AC 25) | T 12 | FF 24 | CMD 27 | Fort +14 | Ref +8 | Will +10 | Init +0 | Perception +16 | Sense Motive +1 | Winged Boots 0/3 | Snapleaf 1/1 | Character

Point of order, I think I got the haste. I think it was Garam that didn't.

Scarab Sages

Half-Elf Rogue 10 | HP 81/83 | AC 20 | T 14 | FF 20 | CMD 25 | Fort +7 | Ref +16 (+3 to avoid traps)| Will +5 | Init +9 | Perception +13/Trapfinding +18 | Stealth +40 | Sense Motive +8

As combat begins, Aru quickly asserts the area for a place to hide. Once she finds a spot, she quickly makes a distraction.

Move action: Run for cover. Roll sense motive to beat my bluff. If you can't beat my bluff, you're distracted and lose sight of me while stealthing.
Bluff(distraction): 1d20 + 8 ⇒ (16) + 8 = 24
Stealth: 1d20 + 40 - 10 ⇒ (11) + 40 - 10 = 41
Move action: Draw +1 corrosive longbow

Aru hides behind the wall next to Garam, and gives him a "shhh" look, winking as she pulls out her bow.

Grand Lodge

Male TN Half Elf "Warpriest" (Sacred Fist) 4, Rogue (Unchained) 7 | HP: 91/91 | AC: 28 (23 Tch, 21 Fl (Uncanny)), Mobility, Danger Sense +2 | CMB: +9, CMD: 32 | F: +9, R: +13 (Danger Sense +2), W: +12 (+2 Enchant) | Init: +13 | Perc: +30 (+3 Traps, +2 Surprise, Trapspot), SM: +11 | Speed 40ft (50 w/Hype) | Blessings: 5/5, Fervor: 7/7 | Spells: 1st 5/5, 2nd 2/2 | Active conditions: Hype (1hr), MA

Raven says a quick prayer to the Lost Prince for his defense Swift Action, Fervor cast Shield of Faith, then lets loose, dashing across the stone 70ft = 30 base, 10 Hype, 30 Haste, up the altar and back out the other side, behind the creature in combat with Golsan.

Path should help me avoid AOO, AC 34 while moving, 30 standing w/Haste/Mage Armor/SoF

Once behind the creature, Raven stabs at it with his spear.

+1 Adamantine Elven Branched: 1d20 + 15 ⇒ (12) + 15 = 27
Damage: 1d8 + 10 ⇒ (6) + 10 = 16

Current Effects: Haste, SoF, Hype, Mage Armor
AC: 30/26/22 CMD: 34

7 AOOs ready at +17

Scarab Sages

Sylph Sorcerer (Bloodline Elemmental Air) #9 / AC 16 / T14 / FF13 / hp (47)/25 / CMD 18 / CMB+4 / init +9 / Percep +1 / Fort +5, Ref +8, Will +8 http://goo.gl/yWkcd0

Yeah, Golsan has haste, Garam nop


Aru hides from the creatures. None of them seem capable of seeing her.

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Lightfoot Raven speeds himself around the enemy.

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Red's Turn
The reddish colored statue moves up to Lightfoot Raven and tries to stab at him.
Dagger Attack (Entangled): 1d20 + 20 - 2 ⇒ (14) + 20 - 2 = 32
Dagger Damage: 1d8 + 12 ⇒ (6) + 12 = 18
It strikes at him with the huge dagger, causing discomfort. 18 damage to Lightfoot Raven.

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Yellow's Turn
The yellow stone statue seems quick, but it is counteracted by the entanglement. It moves as far as it can.

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Initiative Order - Bolded Characters May Post Their Turn

Hassari (-0) - Mage Armor
Garam (-0) - Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind , Mirror Image (4), Freedom of Movement
Golsan (-21)
Blue (-61)
Aru (-0)
Lightfoot Raven (-18) - Hype, Mage Armor, Shield of Faith
Red (-1) - Entangled (2 rounds), -2 on saves vs. cold spells (1 round)
Yellow (-6) - Entangled (2 rounds), -2 on saves vs. cold spells (1 round)

Group Buffs: Haste (Except Garam) - @Haste: Just typed the wrong G-name. That's what I get for doing this when I'm tired.

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

Flying forward and rising slightly Garam gives a little sigh. Raven, I was trying to slow that one on the altar down so it had to waste its time getting to us, having you run up to it is NOT helping! Hassari, you might want to get out of there, that one on the right looks like it is coming for you..

Stopping above the altar platform he considers his options. Raising his hands he addresses two of the constructs. Foolish, mindless beasts, your fates are mine to control, you shall dance to my tune!

Streams of silvery blue light flow from his hands and lash out at the two closest constructs, as they strike them they fade away into nothingness...

Garam moves forward, rising to 35' elevation. He applies the misfortune hex to blue and uses split hex to also target red. Given blue is huge (and therefore 15' tall or thereabouts) he should still be within range. It is SU so is not subject to spell resistance. DC24 will save from both. Misfortune is not mind affecting and lasts for 2 rounds if they fail the save.

Misfortune:
Misfortune (Su): The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day

Scarab Sages

Sylph Sorcerer (Bloodline Elemmental Air) #9 / AC 16 / T14 / FF13 / hp (47)/25 / CMD 18 / CMB+4 / init +9 / Percep +1 / Fort +5, Ref +8, Will +8 http://goo.gl/yWkcd0

Hassari move away fast and sends three electric blast at the stone statue (blue).

-We have to finish them!

Touch attack: 3d20 + 7 ⇒ (14, 5, 18) + 7 = 44
Touch 21 12 25

1st Scorching Ray: 4d6 ⇒ (4, 5, 1, 5) = 15
2nd Scorching Ray: 4d6 ⇒ (1, 2, 6, 3) = 12
3rd Scorching Ray: 4d6 ⇒ (3, 2, 3, 6) = 14

SR: 1d20 + 11 ⇒ (17) + 11 = 28

Scorching eay casted as 11th:
Sylph,
Spell Specialization (Scorching Ray) Pick one spell and cast it as if you were higher level
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.


Garam flies overhead and lays ill fortune on the two unfortunate statues below him.
Will Save (Blue): 1d20 ⇒ 4
Will Save (Red): 1d20 ⇒ 2
They are unfortunate indeed.

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Hassari shoots a few electric rays at the bluish statue. They all strike true (even firing into melee) and start to break apart the statue. It seems like it's about to crumble.

Actually, you would be CL 12 for that spell as Spell Specialization adds 2 to the level, so your SR check would have been one higher. :p

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Initiative Order - Bolded Characters May Post Their Turn

Hassari (-0) - Mage Armor
Garam (-0) - Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind , Mirror Image (4), Freedom of Movement
Golsan (-21)
Blue (-102) - Misfortune (2 rounds)
Aru (-0)
Lightfoot Raven (-18) - Hype, Mage Armor, Shield of Faith
Red (-1) - Entangled (2 rounds), -2 on saves vs. cold spells (1 round), Misfortune (2 rounds)
Yellow (-6) - Entangled (2 rounds), -2 on saves vs. cold spells (1 round)

Group Buffs: Haste (Except Garam)

Scarab Sages

Sylph Sorcerer (Bloodline Elemmental Air) #9 / AC 16 / T14 / FF13 / hp (47)/25 / CMD 18 / CMB+4 / init +9 / Percep +1 / Fort +5, Ref +8, Will +8 http://goo.gl/yWkcd0

Oooops! I only worried about have three rays XDD

Dark Archive

Dwarf Fighter 11 (Two-handed) HP 114 | AC 25) | T 12 | FF 24 | CMD 27 | Fort +14 | Ref +8 | Will +10 | Init +0 | Perception +16 | Sense Motive +1 | Winged Boots 0/3 | Snapleaf 1/1 | Character

"That's the way to do it! It's coming apart!"

5-foot step left, Full Attack

.

+1 Keen Adamantine Greatsword (Furious Focus): 1d20 + 24 ⇒ (8) + 24 = 322d6 + 21 ⇒ (3, 6) + 21 = 30
+1 Keen Adamantine Greatsword (Haste): 1d20 + 21 ⇒ (17) + 21 = 382d6 + 24 ⇒ (5, 3) + 24 = 32
+1 Keen Adamantine Greatsword (Iterative 1): 1d20 + 16 ⇒ (18) + 16 = 342d6 + 24 ⇒ (3, 4) + 24 = 31
+1 Keen Adamantine Greatsword (Iterative 2): 1d20 + 11 ⇒ (11) + 11 = 222d6 + 24 ⇒ (4, 3) + 24 = 31

Power Attack (-3/+9), Flank +2, Haste +1; Backswing (all but first attack 2x strength instead of 1.5) +3


Golsan strikes the statue multiple times, rendering the construct in twain.

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Initiative Order - Bolded Characters May Post Their Turn

Hassari (-0) - Mage Armor
Garam (-0) - Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind , Mirror Image (4), Freedom of Movement
Golsan (-21)
Aru (-0)
Lightfoot Raven (-18) - Hype, Mage Armor, Shield of Faith
Red (-1) - Entangled (2 rounds), -2 on saves vs. cold spells (1 round), Misfortune (2 rounds)
Yellow (-6) - Entangled (2 rounds), -2 on saves vs. cold spells (1 round)

Group Buffs: Haste (Except Garam)

Scarab Sages

Half-Elf Rogue 10 | HP 81/83 | AC 20 | T 14 | FF 20 | CMD 25 | Fort +7 | Ref +16 (+3 to avoid traps)| Will +5 | Init +9 | Perception +13/Trapfinding +18 | Stealth +40 | Sense Motive +8

I delay until after yellow, seeing as it will probably come towards Golsan and I can get sneak off. ;)

Grand Lodge

Male TN Half Elf "Warpriest" (Sacred Fist) 4, Rogue (Unchained) 7 | HP: 91/91 | AC: 28 (23 Tch, 21 Fl (Uncanny)), Mobility, Danger Sense +2 | CMB: +9, CMD: 32 | F: +9, R: +13 (Danger Sense +2), W: +12 (+2 Enchant) | Init: +13 | Perc: +30 (+3 Traps, +2 Surprise, Trapspot), SM: +11 | Speed 40ft (50 w/Hype) | Blessings: 5/5, Fervor: 7/7 | Spells: 1st 5/5, 2nd 2/2 | Active conditions: Hype (1hr), MA

Seeing the first statue fall, Raven changes direction again, heading behind the red one.

"Sorry we can't all fly above the enemies," he shouts as he tumbles around the outside wall of the altar, attempting to distract the statue. Oh Prince help me...

Fervor Cast Fallback Strategy - allows one reroll on a Attack/Skill/Combat Maneuver after roll, before result.

Canny Tumble - If I use acrobatics to move through an opponents area without provoking an attack, I gain a +2 Circumstance bonus on my next attack and he is denied his dex bonus on my next melee attack.

Moving up, then right, acrobatics at half speed
Acrobatics: 1d20 + 19 ⇒ (9) + 19 = 28
And blowing it already...
Acrobatics Fallback: 1d20 + 19 ⇒ (20) + 19 = 39 ...I hope that makes it.

He then stabs out at the (hopefully) unaware construct.
+1 Ada Branched Spear: 1d20 + 15 ⇒ (6) + 15 = 21 +2 and against Flat Footed if Acrobatics succeeded
Damage: 1d8 + 10 ⇒ (5) + 10 = 15
If Flat Footed: 4d6 ⇒ (4, 3, 3, 2) = 12 And Disoriented, -4 on Attacks vs me, -2 against others

Current Effects: Haste, SoF, Hype, Mage Armor
AC: 30/26/22 CMD: 34
7 AOOs ready at +17


Lightfoot Raven tumbles nimbly around the reddish statue and strikes it in the leg. It seems disoriented from the blow.

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Red's Turn
The reddish statue tries to retaliate on Lightfoot Raven in kind.
Dagger Attack 1 (Entangled, Disoriented, Misfortuned): 2d20 ⇒ (9, 11) = 20 +20-2-4, so 23.

Dagger Attack 2 (Entangled, Disoriented, Misfortuned): 2d20 ⇒ (2, 17) = 19 +15-2-4, so 11.
But it just has such bad luck.

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Yellow's Turn
Still entangled, the yellowstone statue inches forward towards the party. Double Move

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Initiative Order - Bolded Characters May Post Their Turn

Aru (-0)
Hassari (-0) - Mage Armor
Garam (-0) - Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind , Mirror Image (4), Freedom of Movement
Golsan (-21)
Lightfoot Raven (-18) - Hype, Mage Armor, Shield of Faith
Red (-28) - Entangled (1 round), Misfortune (2 rounds (ticks on Garam's turn)), -2 on attacks (-4 vs. Lightfoot Raven)
Yellow (-6) - Entangled (1 round)

Group Buffs: Haste (Except Garam)

Scarab Sages

Sylph Sorcerer (Bloodline Elemmental Air) #9 / AC 16 / T14 / FF13 / hp (47)/25 / CMD 18 / CMB+4 / init +9 / Percep +1 / Fort +5, Ref +8, Will +8 http://goo.gl/yWkcd0

Hassari send two rays to the statue on the pyramid and one to the other.

1 touch / damage / SR to stone -pyramid-: 1d20 + 7 ⇒ (18) + 7 = 254d6 ⇒ (3, 1, 2, 5) = 111d20 + 12 ⇒ (4) + 12 = 16
2 touch / damage / SR to stone -pyramid-: 1d20 + 7 ⇒ (8) + 7 = 154d6 ⇒ (6, 4, 2, 1) = 131d20 + 12 ⇒ (17) + 12 = 29

touch / damage / SR to stone RED: 1d20 + 7 ⇒ (14) + 7 = 214d6 ⇒ (1, 5, 6, 4) = 161d20 + 12 ⇒ (14) + 12 = 26

- Come on Golsan! They are no enemy for you!

Grand Lodge

Male TN Half Elf "Warpriest" (Sacred Fist) 4, Rogue (Unchained) 7 | HP: 91/91 | AC: 28 (23 Tch, 21 Fl (Uncanny)), Mobility, Danger Sense +2 | CMB: +9, CMD: 32 | F: +9, R: +13 (Danger Sense +2), W: +12 (+2 Enchant) | Init: +13 | Perc: +30 (+3 Traps, +2 Surprise, Trapspot), SM: +11 | Speed 40ft (50 w/Hype) | Blessings: 5/5, Fervor: 7/7 | Spells: 1st 5/5, 2nd 2/2 | Active conditions: Hype (1hr), MA

Raven lets loose with his spear, stabbing at the statue thrice.

+1 Ada Spear: 1d20 + 15 ⇒ (16) + 15 = 31
Damage: 1d8 + 10 ⇒ (4) + 10 = 14
+1 Ada Spear: 1d20 + 15 ⇒ (14) + 15 = 29
Damage: 1d8 + 10 ⇒ (6) + 10 = 16
+1 Ada Spear: 1d20 + 10 ⇒ (2) + 10 = 12
Damage: 1d8 + 10 ⇒ (5) + 10 = 15

Debilitate falls off.

Current Effects: Haste, SoF, Hype, Mage Armor
AC: 30/26/22 CMD: 34
7 AOOs ready at +17


Hassari tries to electrocute both of the enemies, but only successfully zaps the reddish statue.
There's only one SR check per target, no matter how many times one spell affects it, so the first SR check failed on the yellowstone one, which makes it immune to that whole casting.

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Lightfoot Raven stabs the reddish statue twice with his spear, chipping off larges chunks of the statue with each hit.

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Initiative Order - Bolded Characters May Post Their Turn

Aru (-0)
Hassari (-0) - Mage Armor
Garam (-0) - Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind , Mirror Image (4), Freedom of Movement
Golsan (-21)
Lightfoot Raven (-18) - Hype, Mage Armor, Shield of Faith
Red (-74) - Entangled (1 round), Misfortune (2 rounds (ticks on Garam's turn))
Yellow (-6) - Entangled (1 round)

Group Buffs: Haste (Except Garam)

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

Surveying the scene playing out below him Garam chuckles, foolish, mindless beasts, you dance to my tune now, BWHAHAHAHAHAHAHAHAHA, he turns to the southern beast threatening Goslan and gestures imperiously with one hand. A blazing red pentacle appears above its head and sinks into its skull. Your strength is mine to command minion, it shall turn on you and serve my purposes!

Garam hovers in place (he cannot fail the fly check), he uses a move action to cackle, extending the duration of the misfortune hex on red for another round and uses his standard action to apply the Retribution Hex to yellow, DC24 will save to negate. It lasts 9 rounds if it fails.

Retribution Hex:
Retribution (Su): A witch can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target's flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for a number of rounds equal to the witch's Intelligence modifier. A Will save negates this effect.

Scarab Sages

Sylph Sorcerer (Bloodline Elemmental Air) #9 / AC 16 / T14 / FF13 / hp (47)/25 / CMD 18 / CMB+4 / init +9 / Percep +1 / Fort +5, Ref +8, Will +8 http://goo.gl/yWkcd0

Yes GM, you are right, sorry


Garam cackles madly, and places a hex of self-harm on the yellowstone statue.
Will Save: 1d20 ⇒ 2
It's not gonna have a good day.

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@Hassari - No problem. I just want to make sure I'm clear when I do something outside of what a post says so that I am clear where things are coming from. Side note - I'm much more of a caster player than martial, so my expertise in the rules lies more in that direction. :p

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Initiative Order - Bolded Characters May Post Their Turn

Aru (-0)
Hassari (-0) - Mage Armor
Garam (-0) - Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind , Mirror Image (4), Freedom of Movement
Golsan (-21)
Lightfoot Raven (-18) - Hype, Mage Armor, Shield of Faith
Red (-74) - Entangled (1 round), Misfortune (2 rounds (ticks on Garam's turn))
Yellow (-6) - Entangled (1 round), Retributed

Group Buffs: Haste (Except Garam)

Scarab Sages

Half-Elf Rogue 10 | HP 81/83 | AC 20 | T 14 | FF 20 | CMD 25 | Fort +7 | Ref +16 (+3 to avoid traps)| Will +5 | Init +9 | Perception +13/Trapfinding +18 | Stealth +40 | Sense Motive +8

Aru pops out from behind the wall's corner, closing her right eye for precision simultaneously. She smirks, whispering, "hook... line.. sinker." And with that, an arrow whizzes through the air at yellow from what appears to be the wall!

+1 Corrosive Shortbow with deadly aim: 1d20 + 15 ⇒ (13) + 15 = 28 to flatfooted AC since they didn't see what was coming!

normal damage with deadly aim: 1d6 + 6 ⇒ (3) + 6 = 9
sneak attack (precision damage): 5d6 ⇒ (4, 6, 4, 5, 3) = 22
acid damage: 1d6 ⇒ 6

Aru, now in plain sight, attempts to hide again, hoping to fire another shot without being noticed!

stealth: 1d20 + 40 - 20 ⇒ (14) + 40 - 20 = 34 Caught flatfooted again if they fail their perception check!

Dark Archive

Dwarf Fighter 11 (Two-handed) HP 114 | AC 25) | T 12 | FF 24 | CMD 27 | Fort +14 | Ref +8 | Will +10 | Init +0 | Perception +16 | Sense Motive +1 | Winged Boots 0/3 | Snapleaf 1/1 | Character

"You're looking a little cold, there, big lad! Lemme chop some of that ice off of you!"

Golsan looks around. The elf is on the other side of the pavilion. The archer is nowhere to be found. (Not that it's surprising. He can't usually see her anyway, at least not if she means him not to!)

The whiz of an arrow catches Golsan's ear, and he instinctively glances around to find the source.
Perception: 1d20 + 16 ⇒ (5) + 16 = 21

The arrow strikes (or clatters off of / flies away over) the creature ahead.

"Ah, she's out there somewhere. Crazy lass. Now then!

"Oy! Lightfoot! If you finish that one before I finish this one, I'll buy you an ale! But just in case, I'm headed around back!"

Golsan moves around the creature, accepting whatever attack of opportunity the creature might attempt.
Move action: move
Standard action: Attack! (See below)

+1 Keen Adamantine Greatsword (VS, FF, Haste): 1d20 + 22 ⇒ (8) + 22 = 304d6 + 26 ⇒ (3, 4, 5, 3) + 26 = 41


Aru snipes at the south statue with an arrow, completely unknown to it. It hits it in the knee, taking off a good chunk of its kneecap.
Not adamantine, so not full damage, but it's not that much different. :p

-----------------------------------------------------------------

Golsan moves forward, and the statue attacks!
Dagger Attack (Entangled): 1d20 + 20 - 2 ⇒ (15) + 20 - 2 = 33
Dagger Damage: 1d8 + 12 + 1d6 ⇒ (4) + 12 + (6) = 22
It strikes, but looks damaged itself. 22 damage to Golsan.

Golsan strikes true and takes out a large chunk of the midsection.

-----------------------------------------------------------------

Red's Turn
The statue looks slightly better. ....keep forgetting that part

No longer entangled, it tries to strike twice at Lightfoot Raven!
Dagger Attack (Misfortune): 2d20 ⇒ (13, 7) = 20 +20, so 27.

Dagger Attack (Misfortune): 2d20 ⇒ (5, 7) = 12 +15, so 20.
Luck is not with it!

-----------------------------------------------------------------

Yellow's Turn
This statue attacks the most obvious target.... Golsan!
Dagger Attack: 1d20 + 20 ⇒ (12) + 20 = 32
Dagger Damage: 1d8 + 12 + 1d6 ⇒ (7) + 12 + (5) = 24

Dagger Attack: 1d20 + 15 ⇒ (13) + 15 = 28
Dagger Damage: 1d8 + 12 + 1d6 ⇒ (7) + 12 + (3) = 22
It strikes Golsan twice, but the last attack proves to be too much for itself to handle, and it crumbles.
46 more damage to Golsan.

-----------------------------------------------------------------

Initiative Order - Bolded Characters May Post Their Turn

Aru (-0)
Hassari (-0) - Mage Armor
Garam (-0) - Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind , Mirror Image (4), Freedom of Movement
Golsan (-89)
Lightfoot Raven (-18) - Hype, Mage Armor, Shield of Faith
Red (-72) - Misfortune (2 rounds (ticks on Garam's turn))

Group Buffs: Haste (Except Garam)

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

Garam turns to the northernmost statue, Your days were past milennia ago, return to the dust from which you came! MWHAHAHAHAHAHAHA

Sticks the red statue with Retribution Hex as well and then cackles while maintianing position. DC24 will save.

Grand Lodge

Male TN Half Elf "Warpriest" (Sacred Fist) 4, Rogue (Unchained) 7 | HP: 91/91 | AC: 28 (23 Tch, 21 Fl (Uncanny)), Mobility, Danger Sense +2 | CMB: +9, CMD: 32 | F: +9, R: +13 (Danger Sense +2), W: +12 (+2 Enchant) | Init: +13 | Perc: +30 (+3 Traps, +2 Surprise, Trapspot), SM: +11 | Speed 40ft (50 w/Hype) | Blessings: 5/5, Fervor: 7/7 | Spells: 1st 5/5, 2nd 2/2 | Active conditions: Hype (1hr), MA

Raven yells out and begins stabbing at the statue - once, twice, three times.

+1 Ada Branched Spear: 1d20 + 15 ⇒ (12) + 15 = 27
Damage: 1d8 + 10 ⇒ (2) + 10 = 12

+1 Ada Branched Spear: 1d20 + 15 ⇒ (14) + 15 = 29
Damage: 1d8 + 10 ⇒ (4) + 10 = 14

+1 Ada Branched Spear: 1d20 + 10 ⇒ (20) + 10 = 30
Damage: 1d8 + 10 ⇒ (1) + 10 = 11
Crit Confirm: 1d20 + 10 ⇒ (10) + 10 = 20
If Confirm (fat chance): 2d8 + 20 ⇒ (7, 7) + 20 = 34


Garam retributes the last statue.
Will Save: 1d20 ⇒ 9
More retribution happens.

-----------------------------------------------------------------

Lightfoot Raven stabs the thing thrice. The final thrust of the branch spear goes straight through its thigh, causing it to fumble over and crumble.

Didn't confirm the crit, but it was enough to topple it anyway.

Out of Intiative!

-----------------------------------------------------------------

Status Wrap-Up

Aru (-0)
Hassari (-0) - Mage Armor
Garam (-0) - Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind , Mirror Image (4), Freedom of Movement
Golsan (-89)
Lightfoot Raven (-18) - Hype, Mage Armor, Shield of Faith


At this point, the remains contain useful notes on the serpentfolk. Upon researching the ruins, you find that this is a shrine to Ydersius. You see many different rituals depicted on the shrine, often in contradictory forms, with portrayals ranging from a brutal embodiment of death and destruction to rituals of the charming, calculating, and deceptive nature. It shows Ydersius as the catalyst that both created the Serpentfolk and granted them magic, elevating their status from barbaric to civilized. You see depictions of them seeing Ydersius in their dreams, communicating with them.

It was a skill check here to know that information, but as it is a DC 21 in Appraise, Craft (sculptures or stonemasonry), Disable Device, Knowledge (arcana or engineering), Perception, Profession (architect, engineer, or miner), Spellcraft, or Use Magic Device, it is easily tapped on multiple fronts by multiple people in the party.

Do you wish to continue exploring the Plaza? (Right now, the only other option would be to go all the way back down to the other area)

Grand Lodge

Male TN Half Elf "Warpriest" (Sacred Fist) 4, Rogue (Unchained) 7 | HP: 91/91 | AC: 28 (23 Tch, 21 Fl (Uncanny)), Mobility, Danger Sense +2 | CMB: +9, CMD: 32 | F: +9, R: +13 (Danger Sense +2), W: +12 (+2 Enchant) | Init: +13 | Perc: +30 (+3 Traps, +2 Surprise, Trapspot), SM: +11 | Speed 40ft (50 w/Hype) | Blessings: 5/5, Fervor: 7/7 | Spells: 1st 5/5, 2nd 2/2 | Active conditions: Hype (1hr), MA

As the statue falls, Raven drops a hand from his spear, glancing around as a twist of his wrist produces a wand into his hand. He idly taps it against his side, muttering to himself as he looks through the ruins, pushing the bodies and stones around with his feet.

"An interesting god... I suppose," he idly muses. "How is everyone?"

CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
19 up, fine again.

Raven glances around, squinting. "More to explore..."

Scarab Sages

Sylph Sorcerer (Bloodline Elemmental Air) #9 / AC 16 / T14 / FF13 / hp (47)/25 / CMD 18 / CMB+4 / init +9 / Percep +1 / Fort +5, Ref +8, Will +8 http://goo.gl/yWkcd0

- It is as if we can find more information about this evil deity here, or near. Golsam ... you are a true rock!! but you are wounded ... Do you need help?

I have wand CLW ... but it is better that the cleric use it

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

Well done everyone, that was well handled. Goslan do you have a wand you want me to use on you? I am all for sticking with searching this area myself. We have buff spells running and it's a long way down.

While the group prepares to move out he taps himself with his Wand of Heightened Awareness.

Scarab Sages

Half-Elf Rogue 10 | HP 81/83 | AC 20 | T 14 | FF 20 | CMD 25 | Fort +7 | Ref +16 (+3 to avoid traps)| Will +5 | Init +9 | Perception +13/Trapfinding +18 | Stealth +40 | Sense Motive +8

Aru slowly moves out from behind the wall into plain sight. She sighs, not stowing her bow away.

"I wanted to hit another one..."

After pouting a bit, she looks around at the ruins and various depictions, nothing tripping her fancy. Her gaze then shifts to the bloodied Golsan. "Better heal up or you'll die again." She smirks and chuckles softly.

I'm game for staying here, since we ARE the high level party. ;)


Seems we have a consensus to stay in this area. In that case, I'll move on and let people retcon their healing.

This massive stone plaza stretches out before a stepped pyramid at its far end. Buildings and stalls line either side, and heavily inscribed stone columns stand throughout the area, forming a spiral pattern. Banners and tarps hang between the columns, creating distinct areas of light and darkness. Smoldering coals surround the bases of large, heated ceramic cylinders, which glow softly. They’re warm enough to be felt from a distance, but not hot enough to ignite the blankets draped over them or the banners dangling around and above.

--------------------------------------------------------------

There are serpentfolk everywhere watching you from hidden places. They don't approach, but may occasionally get brave and disrupt you.

There's three groups of stone columns to study.

  • Study Together: You can study these three areas one at a time as a unit, using aid another on party members if you're on the same group of columns.
  • Split Up the Studying: You can split up the columns into three groups to try to speed up the studying time.
  • Lookout: Alternatively, if you aren't good at the studying checks or want something else to do, you can keep a lookout for incoming trouble from the Serpentfolk. - There's a lot of them so it looks like it might take more than one PC to cover enough ground to scare all of them off.

Here are the checks involved. Please roll when you have decided your course of action.

  • Studying: Craft (calligraphy or painting), Knowledge (engineering, history, nature, or nobility), or Profession (architect, librarian, or scribe). - Once a PC has performed a skill studying, that PC cannot use that skill again to study (this includes aid another).
  • Lookout: Ranged Attack Roll, Intimidate, or Perception.

The longer you take, the more antsy the Serpentfolk will get (plus buffs wearing off etc.)

Remember: Your primary goal here is to study the culture and obtain information.

--------------------------------------------------------------

Below is a spoiler (You are free to open) just for keeping time with events for buff purposes. I haven't done this before, but might be useful for an event with so many timed intricacies such as this event.

Time Keeping:

(Took about 5 minutes to examine the ruins and 2 minutes to travel to the next area)

Since First Fight with Statues: 7 minutes.
Since Leaving First Temple Area: 2 minutes.


Also, each go around, each person make me a Disguise or Stealth check to avoid notice from the Serpentfolk (if you don't want to be the target of their attacks). This is in addition to whatever check you are making above.

Scarab Sages

Sylph Sorcerer (Bloodline Elemmental Air) #9 / AC 16 / T14 / FF13 / hp (47)/25 / CMD 18 / CMB+4 / init +9 / Percep +1 / Fort +5, Ref +8, Will +8 http://goo.gl/yWkcd0

Hassari seens worried about the serpentfolk.

- I don`t feel confortable with all these snakemen ... We have to be careful.

Lookout for me. Ranged and intimidate

Dark Archive

Dwarf Fighter 11 (Two-handed) HP 114 | AC 25) | T 12 | FF 24 | CMD 27 | Fort +14 | Ref +8 | Will +10 | Init +0 | Perception +16 | Sense Motive +1 | Winged Boots 0/3 | Snapleaf 1/1 | Character

"Aye, that I do!"

Let's start with infernal healing, followed by eight charges. I have a second one.

cure light cattle prod and IH: 8d8 + 8 + 10 ⇒ (4, 2, 4, 3, 6, 2, 6, 5) + 8 + 10 = 50

And then six more

cure light cattle prod: 6d8 + 6 ⇒ (4, 8, 8, 2, 4, 4) + 6 = 36

Once more
cure light cattle prod: 1d8 + 1 ⇒ (2) + 1 = 3

Dark Archive

Dwarf Fighter 11 (Two-handed) HP 114 | AC 25) | T 12 | FF 24 | CMD 27 | Fort +14 | Ref +8 | Will +10 | Init +0 | Perception +16 | Sense Motive +1 | Winged Boots 0/3 | Snapleaf 1/1 | Character

"Ok, you thoughtful types - this bit's not really my specialty. If at some point you decide to cut DOWN the columns, I'll be happy to help. But until then, I think I should probably stand lookout. And everybody be ready, because..."

Golsan notices the serpentfolk eyeing him. He absently locks his greatsword into his left gauntlet.

"...in this here armor, I'm likely to attract attention."

Does anyone have message? Might be useful, especially if Aru disappears again.

"That bein' said, if anyone needs a sounding board, I've picked up little bits here and there."

I'm happy to roll aid-another in Engineering or Nature.

With that, Golsan takes up a defensive posture opposite Hassari.

Perception: 1d20 + 16 ⇒ (5) + 16 = 21
Disguise: 1d20 + 1 ⇒ (18) + 1 = 19

Scarab Sages

Sylph Sorcerer (Bloodline Elemmental Air) #9 / AC 16 / T14 / FF13 / hp (47)/25 / CMD 18 / CMB+4 / init +9 / Percep +1 / Fort +5, Ref +8, Will +8 http://goo.gl/yWkcd0

Hassari keep his attention ready and meanwhile cast a spell from one of his wands to himself.

Shield, 9 minutes

Sovereign Court

A strong surge of Pathfinders have overtaken the Zoological Gardens. In doing so, they have found their way to the Slave Pens!

The Zoological Gardens are now claimed, the Slave Pens are now discovered. This is reflected in the updated map.

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

Golsan, an excellent idea, I totally forgot that I had message prepared today, must have been overcome by all of the excitement. It makes an excellent tool to keep us all in touch.

Casting Message on the group Garam then floats towards the nearest column drawing a small sheaf of loosely bound notes, journals and other documents from his handy haversack. My, these are quite fascinating, look here, I am sure this mosaic is similar to ones the society has found before, hmm, I think it's recorded by Adril Hestram himself..., hack buffoon that he is. As he moves around Garam touches one of the small ioun stones implanted into the back of his hand, slightly wary of the number of serpentfolk skulking about.

Oh, and I suggest we stick together people, we dont want to get split up and lost in here.

Making use of one charge of Investigative Mind, adding in Heroism, Heightened Awareness and the benefit of consulting a Pathfinder Chronicle. Changing the bonus for one of his cracked magenta ioun stones from sense motive to stealth.

Knowledge Nature: 2d20 ⇒ (8, 10) = 18 take the best +19 so 29
Stealth: 1d20 + 4 ⇒ (9) + 4 = 13

Scarab Sages

Half-Elf Rogue 10 | HP 81/83 | AC 20 | T 14 | FF 20 | CMD 25 | Fort +7 | Ref +16 (+3 to avoid traps)| Will +5 | Init +9 | Perception +13/Trapfinding +18 | Stealth +40 | Sense Motive +8

Aru intently eyes the columns as if she knows something, but nothing comes to mind. "I've got nothin'. I hate this kind of thinking. I'd do much better as lookout."

She looks around for places to hide nearby, definitely noticing the Serpentfolk watching her intently.

She tries to be quieter. "Besides, these snakes are starting to piss me off... Garam, are you casting message? If one of these snakes keeps looking me the same way, I swear..." She trails off, her right eye twitching as she grips her bow a little tighter.

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