Cosmic Captive PbP Gameday June 9th-July 21st (Inactive)

Game Master nightdeath

Map

Initative:

Na'al the Healer [dice]1d20+2[/dice]
Nitkiflink Stormfizz [dice]1d20+6[/dice]
Fleur Roseleaf [dice]1d20+6[/dice]
Lannior Llarm [dice]1d20+5[/dice]
Arboreal [dice]1d20+2[/dice]
Electra Firemind [dice]1d20+8[/dice]

Perception:

Na'al the Healer [dice]1d20+0[/dice]
Nitkiflink Stormfizz [dice]1d20+7[/dice]
Fleur Roseleaf [dice]1d20+6[/dice]
Lannior Llarm [dice]1d20+9[/dice]
Arboreal [dice]1d20+10[/dice]
Electra Firemind [dice]1d20+11[/dice]

Success:

Fire - 1+1+1
Fire Engine Special - 1
Fire with Clue -1

Time Taken:

To Sea of Light - 19 mins
Crash Site - 10 mins
Labyrinth - 77 mins


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Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

status: 4 damage

Following the others and using her snapleaf too, Fleur drops down getting hit by a flying rock as she drops.

reflex: 1d20 + 5 ⇒ (13) + 5 = 18 failed.

Hitting the ground she moves attack the yellow Skeletal using her club.

club: 1d20 + 4 ⇒ (16) + 4 = 20 to hit
damage if hits: 1d6 + 2 ⇒ (2) + 2 = 4

Sovereign Court

Chronicle Sheets GM Busy At Work........

Round 1
Electra
Lannior
Nit
Fleur
Skeletal Champion Red
Arboreal
Bone Priest Yellow hp 6/37
Na'al the Healer

Bold may act

Lannior's arrow hits his target but he sees his arrow dealing less damage, it does knock off its hood to reveal the glowing red eyes in teh same manner of a Bone priest the arty fought prior to this!

Fleur delivers a club to its face but it stands there grinning. Nit on the other hand drives his spear through its bony rib cage finding no purchase.

Its bodyguard, steps forward and slashes at Nit!
Attack 1d20 + 7 ⇒ (12) + 7 = 191d8 + 3 ⇒ (4) + 3 = 7
Blood gushes from the wound!!

Scarab Sages

f Picture of Electra Elf
Stats:
HP 65/65 Ac 12 FF 10 T 12 F 7 R 7 W 7 (+2/+3vs Elemental Spells)/ Ini +8 Perc +15
Wizard Conjurer (9)

reflex: 1d20 + 4 ⇒ (12) + 4 = 16

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

Arboreal steps forward and hurls a last magic stone at the huelcava
magic stone: 1d20 + 4 + 1 - 4 ⇒ (10) + 4 + 1 - 4 = 11

"curse my human heritage "

Sovereign Court

Chronicle Sheets GM Busy At Work........

Round 2
Electra
Lannior
Nit
Fleur

Skeletal Champion Red
Arboreal
Bone Priest Yellow hp 6/37
Round 1
Na'al the Healer

Arboreal misses as the creature dodges despite its bony nature, pointing a finger at Arboreal.
"Sleep!" Will Save DC 14. Casting Command to make you lie prone.

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

will save: 1d20 + 9 ⇒ (20) + 9 = 29

"Commanding one of elven blood to sleep!? HA HA HA HA!"

Scarab Sages

f Picture of Electra Elf
Stats:
HP 65/65 Ac 12 FF 10 T 12 F 7 R 7 W 7 (+2/+3vs Elemental Spells)/ Ini +8 Perc +15
Wizard Conjurer (9)

Electra fires a Magic missle on the yellow bone priest.
MM: 1d4 + 1 ⇒ (2) + 1 = 3

The Exchange

Init +2; Senses darkvision 60 ft., Perception +0 AC 22, touch 12, flat-footed 20 hp 35/35 Fort +4, Ref +3, Will +1; +1 vs. fear

reflex save: 1d20 + 3 ⇒ (12) + 3 = 15
Unfortunately Na'al is unable to avoid the flying rock
Na'al lands light as a feather which is unusual for someone of his large frame. He moves towards yellow and takes out Mercy and swings it at yellow.
flail: 1d20 + 10 ⇒ (10) + 10 = 20 damage: 1d10 + 8 ⇒ (2) + 8 = 10
"Dese bone priests keep showin up and i just keep knockin' em down"

The Exchange

Elf Ranger Lvl 4 (Core) HP 31/32 | AC 19 (FF 16 Touch 13) CMD 20| Init +5 | Saves (Fort +5, Reflex +7, Will +3)| Per +10, SenMot +1| Spd 30' Effects Active: None | Low-Light Vision | Favored Enemy: Humans | Spells Prep: Entangle | Favored Terrain: Urban

Lannior takes a step forward and let's loose another arrow at the bone priest.

Darkwood Composite Longbow + PBS: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
damage: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9

Grand Lodge

CORE Gnome (3.0A) Sorc/Pal | HP 25/25 | AC 15; T11; FF11 | F +8; R +3; W +7 | CMB +3; CMD 13 | INIT +6
Consumables:
Spells (1) 4/4 | Claws 6/6 | Smite 1/1 | LoH (1d6) 3/4 | Wand of CLW 40/50

Nit places a hand on his wound as it begins to close.

Lay on Hands: 1d6 ⇒ 3

Stepping back he thrusts his spear at the skeletal frame once again.

+1 Longspear; PA: 1d20 + 6 - 1 ⇒ (4) + 6 - 1 = 9

His wound tears back open causing him to wince in pain.

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

status: 4 damage

Sticking with the club, Fleur swings again at the yellow bone priest.

club: 1d20 + 4 ⇒ (19) + 4 = 23 to hit
damage if hits: 1d6 + 2 ⇒ (6) + 2 = 8

Sovereign Court

Chronicle Sheets GM Busy At Work........

Round 3
Electra
Lannior
Nit
Fleur

Skeletal Champion Red
Round 2
Arboreal
Na'al the Healer

Redirecting al attacks to Red as Na'al decimates the Bone priest. In case you've forgotten, Snapleaf also makes you invisible.....until you all attacked.

Bone flies in all directions at Na'al's announcement with some of the fragments peppering his companions.....as Arboreal stands steadfast against its compulsion.

The skeletal compariot smacks the arrow mid flight, shattering it while at the same time ignoring Nit's attacks as his spear bounces off supernaturally hardened bones but gets smacked full in the face by Electra's magical bolt. Moments later its skull takes a beating from Fleur's club!

The Exchange

Init +2; Senses darkvision 60 ft., Perception +0 AC 22, touch 12, flat-footed 20 hp 35/35 Fort +4, Ref +3, Will +1; +1 vs. fear

(round 2)
"I am Na'al the healer, you have a whole head (well...) I can heal that for you!
Na'al makes another powerful swing at the skeletal champion
flail: 1d20 + 10 ⇒ (13) + 10 = 23 damage: 1d10 + 8 ⇒ (10) + 8 = 18
"Badabing Badaboom, dats how you do it

Scarab Sages

f Picture of Electra Elf
Stats:
HP 65/65 Ac 12 FF 10 T 12 F 7 R 7 W 7 (+2/+3vs Elemental Spells)/ Ini +8 Perc +15
Wizard Conjurer (9)

Electra starts another incanation, summong a celestial eagle.

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

[oocc]status: 4 damage[/ooc]

Moving around Na'al, Fleur get into position and attacks the red skeletal champion with her club since it's been working good so far.

club: 1d20 + 4 ⇒ (16) + 4 = 20 to hit
damage if hits: 1d6 + 2 ⇒ (5) + 2 = 7

Grand Lodge

CORE Gnome (3.0A) Sorc/Pal | HP 25/25 | AC 15; T11; FF11 | F +8; R +3; W +7 | CMB +3; CMD 13 | INIT +6
Consumables:
Spells (1) 4/4 | Claws 6/6 | Smite 1/1 | LoH (1d6) 3/4 | Wand of CLW 40/50

Nit stabs once again at the skeletal champion with his spear.

+1 Longspear; PA: 1d20 + 6 - 1 ⇒ (11) + 6 - 1 = 16
Damage: 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7

Seeing his spear get of little use against these undead Nit slide next to the skeletal champion, dropping his spear and growing a set of claws as he flanks with Na'al.

"Now! I'll distract it."

The Exchange

Elf Ranger Lvl 4 (Core) HP 31/32 | AC 19 (FF 16 Touch 13) CMD 20| Init +5 | Saves (Fort +5, Reflex +7, Will +3)| Per +10, SenMot +1| Spd 30' Effects Active: None | Low-Light Vision | Favored Enemy: Humans | Spells Prep: Entangle | Favored Terrain: Urban

Lannior closes in and let's fly.

Darkwood Composite Longbow + PBS v. Red: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
damage: 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10

Sovereign Court

Chronicle Sheets GM Busy At Work........

Nit spears his target right through the ribs as Lannior sends an arrow into its eye socket.

The Skeleton makes to chuckle but explodes into fine dust as Na'al punts its head off with Fleur smacking it right back!

Electra seeing the fight over, ceases her spell, saving ts arcane energies for another fight.

You and other fellow pathfinders cling to the rock for dear life as gravity pulls it back toward the fortress.

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

The floating Vault is nearly a half-mile wide with defenses established in every direction. An adamantine shell encloses the structure; however this has been ruptured, and strands of the sky metal practically bleed from the holes in a vain attempt to repair the damage and reseal the area completely. The ground bulges all about, and chunks of earth and metal explode periodically as blasts of air billow out from within, driven by an unseen force.

As the falling rock you're on accelerates and closes in on the fortress, the party finds that every second counts as........

DC 20 Knowledge (engineering), Perception, or Survival check:

To identify a prospective breach in the fortress.

.............your miniature mountain crashes into the side of the fortress, the Party have only a brief window in which to clamber off, make their way toward an entrance, and slip inside.

DC 17 Acrobatics or Climb check or Reflex save from each PC.:

or take 2d6 ⇒ (4, 2) = 6 damage for slamming into the walls hard....

Only to confront the ardorous task of navigating its claustrophobic confines, only allowing 3 of the party to advance at a time.

DC 20 three Hard Knowledge (dungeoneering) or Survival checks:

Best 3 checks from each member please.

Grand Lodge

CORE Gnome (3.0A) Sorc/Pal | HP 25/25 | AC 15; T11; FF11 | F +8; R +3; W +7 | CMB +3; CMD 13 | INIT +6
Consumables:
Spells (1) 4/4 | Claws 6/6 | Smite 1/1 | LoH (1d6) 3/4 | Wand of CLW 40/50

As the skeleton falls Nit grabs his spear and pulls out his wand, tending to his wounds.

CLW: 2d8 + 2 ⇒ (3, 8) + 2 = 13 Full

The rock suddenly begins to accelerate and Nit holds onto one of the outcroppings for dear life as it hurtles towards teh Fortress.

Perception: 1d20 + 7 ⇒ (20) + 7 = 27

He points towards the fortress. "Look there is a breach!"

Reflex: 1d20 + 3 ⇒ (14) + 3 = 17

As the rock slams into the fortress Nit is thrown into a pile of soft asteroid dust that covers him from head to toe.

Survival 1: 1d20 - 1 ⇒ (1) - 1 = 0
Survival 2: 1d20 - 1 ⇒ (2) - 1 = 1
Survival 3: 1d20 - 1 ⇒ (7) - 1 = 6

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

perception: 1d20 + 12 ⇒ (2) + 12 = 14
reflex: 1d20 + 4 ⇒ (5) + 4 = 9

"What where? OW"

Arboreal doses himself with his CLW wand clw: 2d8 + 2 ⇒ (3, 8) + 2 = 13

Before trying to navigate the labyrinth

survival: 1d20 + 10 ⇒ (4) + 10 = 14
survival: 1d20 + 10 ⇒ (18) + 10 = 28
survival: 1d20 + 10 ⇒ (5) + 10 = 15

Scarab Sages

f Picture of Electra Elf
Stats:
HP 65/65 Ac 12 FF 10 T 12 F 7 R 7 W 7 (+2/+3vs Elemental Spells)/ Ini +8 Perc +15
Wizard Conjurer (9)

Looking around in wonder
Perc: 1d20 + 12 ⇒ (7) + 12 = 19
but tries to quickly jump off
Refl: 1d20 + 4 ⇒ (1) + 4 = 5 searching for the best way to navigate
KnowDungeon: 1d20 + 10 ⇒ (6) + 10 = 16
KnowDungeon: 1d20 + 10 ⇒ (4) + 10 = 14
KnowDungeon: 1d20 + 10 ⇒ (3) + 10 = 13

The Exchange

Init +2; Senses darkvision 60 ft., Perception +0 AC 22, touch 12, flat-footed 20 hp 35/35 Fort +4, Ref +3, Will +1; +1 vs. fear

survival: 1d20 ⇒ 12 Na'al is unable to perceive any crack in the rock
climb: 1d20 + 4 ⇒ (13) + 4 = 17 Although he is able to avoid smashing into the rock by using his strong climbing arms
survival: 1d20 ⇒ 13
survival: 1d20 ⇒ 19
survival: 1d20 ⇒ 17
Na'al looks and looks but is unable to navigate the maze-like passages

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

After the last skeleton is killed then Fleur uses her wand to fully cure her injuries.

wand CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Perception : 1d20 + 6 ⇒ (4) + 6 = 10

Fleur is no help in selecting an entrance.

Climb : 1d20 + 6 ⇒ (9) + 6 = 15

Hitting hard Fleur takes damage on landing. Which she heals using another charge from her wand.

wand CLW 2 charges: 2d8 + 2 ⇒ (3, 1) + 2 = 6

K(dung) : 1d20 + 6 ⇒ (9) + 6 = 15

K(dung) : 1d20 + 6 ⇒ (11) + 6 = 17

K(dung) : 1d20 + 6 ⇒ (6) + 6 = 12

Scarab Sages

f Picture of Electra Elf
Stats:
HP 65/65 Ac 12 FF 10 T 12 F 7 R 7 W 7 (+2/+3vs Elemental Spells)/ Ini +8 Perc +15
Wizard Conjurer (9)

We have just awesome rolls. REAL Awesome.

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

After rushing around like a mad thing Arboreal will go back to basics on his survival training taking ten for two 20 checks for survival

The Exchange

Elf Ranger Lvl 4 (Core) HP 31/32 | AC 19 (FF 16 Touch 13) CMD 20| Init +5 | Saves (Fort +5, Reflex +7, Will +3)| Per +10, SenMot +1| Spd 30' Effects Active: None | Low-Light Vision | Favored Enemy: Humans | Spells Prep: Entangle | Favored Terrain: Urban

Perception DC20: 1d20 + 9 ⇒ (11) + 9 = 20
Climb DC17: 1d20 + 7 ⇒ (20) + 7 = 27

Survival DC20: 1d20 + 7 ⇒ (12) + 7 = 19
Survival DC20: 1d20 + 7 ⇒ (19) + 7 = 26
Survival DC20: 1d20 + 7 ⇒ (7) + 7 = 14

Lannior spots the breach and is able to climb up to it. He then begins to pick his way through the claustrophobic confines.

Sovereign Court

Chronicle Sheets GM Busy At Work........

Those were really horrible rolls.

As the party attempts to find their way amidst the chaos, the shifting walls of their confines smashes into them dealing 12 points of damage each.

Thanks to the more alert party members, escaping a cunningly hidden trap by a hair's breadth, the party finally fins themselves in a different area.

For you to do healing.

A heavily worn set of stairs leads from claustrophobic tunnels into an eroded cavern studded with sand-scoured crystals that emit cool, faint light. The jagged foundations are all that’s left of metal walls—the fragments of which now jut from the wall like throwing knives. An immense, intricate, thousand-sided polyhedron made of sky metals floats within a tight series of binding circles. As blasts of air erupt from the polyhedron, the surface’s shattered facets regenerate before being blasted apart on another side.

The Exchange

Init +2; Senses darkvision 60 ft., Perception +0 AC 22, touch 12, flat-footed 20 hp 35/35 Fort +4, Ref +3, Will +1; +1 vs. fear

"Anyone want to use this little wand on me?"

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

na'al's wand: 2d8 + 2 ⇒ (3, 4) + 2 = 9

arboreal wand: 2d8 + 2 ⇒ (3, 3) + 2 = 8

na'al's wand: 2d8 + 2 ⇒ (1, 1) + 2 = 4

even the healing dice want to go home

Scarab Sages

f Picture of Electra Elf
Stats:
HP 65/65 Ac 12 FF 10 T 12 F 7 R 7 W 7 (+2/+3vs Elemental Spells)/ Ini +8 Perc +15
Wizard Conjurer (9)

clw: 2d8 + 2 ⇒ (6, 8) + 2 = 16
Electra asks Arboreal to heal her too, handing him her wand.

The Exchange

Elf Ranger Lvl 4 (Core) HP 31/32 | AC 19 (FF 16 Touch 13) CMD 20| Init +5 | Saves (Fort +5, Reflex +7, Will +3)| Per +10, SenMot +1| Spd 30' Effects Active: None | Low-Light Vision | Favored Enemy: Humans | Spells Prep: Entangle | Favored Terrain: Urban

Lannior hands his wand to Arboreal or Fluer and gets healed before proceeding.

Wand CLW: 3d8 + 3 ⇒ (2, 1, 5) + 3 = 11

Lannior stares at he strange polyhedron. What in the world is that? Is it some kind of prison, what with all the binding circles, but Electra, Arboreal, and Fluer do you know more with your know of the arcane?

The Exchange

Init +2; Senses darkvision 60 ft., Perception +0 AC 22, touch 12, flat-footed 20 hp 35/35 Fort +4, Ref +3, Will +1; +1 vs. fear

"Thanks Arboreal"

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

Fleur gladly activates any cure wands handed to her as well as her own

wand CLW: 2d8 + 2 ⇒ (7, 4) + 2 = 13

Sovereign Court

Chronicle Sheets GM Busy At Work........

Slide 19.

The metal walls here are demolished, in fact the lowest several inches
that remain from the walls, resulting in a mostly open cavern. Near its center floats the 20-foot-diameter faceted orb, which hovers within a series of concentric arcane circles, each a rune-carved solid ring of gemstone inlaid in the ground.

The lighting here is dim, and the intermittent bursts of wind impose a –2 penalty on ranged attack rolls in this area.

In this chamber you are not alone as several other teams are wandering the area with fights breaking out every now and then as the walls disgorged defenders.

You may each post an action you wish to do.
Knowledge (arcana or planes) check required to identify circles.

Grand Lodge

Female human Bard 3 (CORE): HP 23 | AC 17, T 12, FF 15 | F: +2, R: +5, W: +3* | CMD 16 | Perc. +6 | Init. +6

k(planes): 1d20 + 6 ⇒ (20) + 6 = 26

Fleur looks around at the 20-foot-diameter faceted orb and the gemstone inlaid arcane circles. She lets the team know any information she has.

The Exchange

Elf Ranger Lvl 4 (Core) HP 31/32 | AC 19 (FF 16 Touch 13) CMD 20| Init +5 | Saves (Fort +5, Reflex +7, Will +3)| Per +10, SenMot +1| Spd 30' Effects Active: None | Low-Light Vision | Favored Enemy: Humans | Spells Prep: Entangle | Favored Terrain: Urban

@GM - So is the thousand-sided polyhedron the same as the 20-foot-diameter faceted orb?

Lannior stares at what's before them marveling at it, bow at the ready.

Not a lot to offer to this in the know department.

Grand Lodge

CORE Gnome (3.0A) Sorc/Pal | HP 25/25 | AC 15; T11; FF11 | F +8; R +3; W +7 | CMB +3; CMD 13 | INIT +6
Consumables:
Spells (1) 4/4 | Claws 6/6 | Smite 1/1 | LoH (1d6) 3/4 | Wand of CLW 40/50

CLW: 2d8 + 2 ⇒ (3, 8) + 2 = 13
Knowledge Arcana: 1d20 + 5 ⇒ (16) + 5 = 21

Nit takes a few steps forward as he investigates the arcane runes a bit more. "Those look dangerous."

Scarab Sages

f Picture of Electra Elf
Stats:
HP 65/65 Ac 12 FF 10 T 12 F 7 R 7 W 7 (+2/+3vs Elemental Spells)/ Ini +8 Perc +15
Wizard Conjurer (9)

KnowPlanes: 1d20 + 14 ⇒ (20) + 14 = 34

Dark Archive

Init 6; Senses low-light vision; Perception +17 (+20 to sight-based checks in bright light) (storm burst 0/6 Acid Darts 0/6, AC 16, touch 12 , flat-footed 14 hp 46/46 reroll unused labyrinth Fort 6, Ref 7, Will 8; +2 vs. enchantments; +2 resistance vs. evil Immune sleep

know arcana: 1d20 + 10 ⇒ (15) + 10 = 25

Sovereign Court

Chronicle Sheets GM Busy At Work........

@Lannior yes but the scale doesn't look very huge or it's just me.

It becomes clear to the party that the five major magic circles around the orb provide numerous external defenses that ward off intruders. They may also be dependant on each other or standalone.

A brief study as well as comments from other pathfinders already in the room gives you insight on what the runes of each circle represent. It seems that the party would likely have to join in in attempting to break the circles.

How to do this:

Any of the following skill checks allow a PC to make a discovery: a DC 17 Appraise, Disable Device, Intelligence (use the skill DC), Knowledge (religion), Wisdom (use the skill DC), or Use Magic Device; or a DC 20 Knowledge (any), Linguistics, or Perception check.

If a PC exceeds the check DC by 5 or more, count it as two successes. If a PC successfully uses one of the DC 17 skills or abilities in this way, the DC of future checks with that skill or ability to solve the puzzle increases to DC 20. A PC gains a cumulative +1 bonus on his skill check for each of the following languages he can read and understand: Abyssal, Aquan, Auran, Ignan, and Terran.

In addition, it'll be Each check per PC. Good luck

The Exchange

Elf Ranger Lvl 4 (Core) HP 31/32 | AC 19 (FF 16 Touch 13) CMD 20| Init +5 | Saves (Fort +5, Reflex +7, Will +3)| Per +10, SenMot +1| Spd 30' Effects Active: None | Low-Light Vision | Favored Enemy: Humans | Spells Prep: Entangle | Favored Terrain: Urban

So we are just making one check per PC?

Lannior studies the strange orb as the other describe what there magical insights have disclosed to them, trying to find anything that might be helpful.

Perception DC20: 1d20 + 9 ⇒ (14) + 9 = 23

And something clicks. Oh! See how this circle intersects with this one here, and this one here, he excitedly adds.

Grand Lodge

CORE Gnome (3.0A) Sorc/Pal | HP 25/25 | AC 15; T11; FF11 | F +8; R +3; W +7 | CMB +3; CMD 13 | INIT +6
Consumables:
Spells (1) 4/4 | Claws 6/6 | Smite 1/1 | LoH (1d6) 3/4 | Wand of CLW 40/50

Use Magic Device DC 17: 1d20 + 7 ⇒ (12) + 7 = 19

Arcane energies form in Nit's hand as he begins to form the runes to his own uses and devices. "This should work, but stand back as it may also explode and kill us all."

Scarab Sages

f Picture of Electra Elf
Stats:
HP 65/65 Ac 12 FF 10 T 12 F 7 R 7 W 7 (+2/+3vs Elemental Spells)/ Ini +8 Perc +15
Wizard Conjurer (9)

knowrel: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
Looking at the device and taking a deep breath to Focus herself Electra with a smile adds."Only if we not first disarm the earthen one. Well brown one!

Sovereign Court

Chronicle Sheets GM Busy At Work........

One check per PC as there's scheduled Combat. :P

Lannior's keen senses of observation allows him to see how the many facets between the layers interact with each other despite a vague sense of something attempting to confuse his senses.

As he studies them, one of the orbs pulses followed by another, and he feels as the ground begins closing in on him!
Will Save DC 20 or be shaken. This is an evil compulsion and fear effect.

The energies that Nit tries to manipulate seems successful when suddenly it fizzles out, leaving Nit clueless on what just happened.
He too begins to feel the Oppresive aura begin to suffocate him.....
Will Save DC 20 or be shaken. This is an evil compulsion and fear effect.

Meanwhile the orbs twinkle merrily at the party.

Grand Lodge

CORE Gnome (3.0A) Sorc/Pal | HP 25/25 | AC 15; T11; FF11 | F +8; R +3; W +7 | CMB +3; CMD 13 | INIT +6
Consumables:
Spells (1) 4/4 | Claws 6/6 | Smite 1/1 | LoH (1d6) 3/4 | Wand of CLW 40/50

Will save DC 20: 1d20 + 7 ⇒ (1) + 7 = 8

Nit's whole body begins to shake. "Damn I messed it up. But...But it looked right." He looks back at the rest of the group apologetically as the oppressive aura suffocates him.

Sovereign Court

Chronicle Sheets GM Busy At Work........

Nit. DC 17 Fort Save or suffocate.
You may make the same fort save to end the effect.

And suffocates he does as Nit's fears begins to increase, the paranoia of getting buried begins to overwhelm him...............

I also forgot this. Also I'm reposting in case it may not be clear enough.

Breaking the Circles::

Between combats, a PC can choose to damage one of the five magic gemstone circles. If a PC succeeds at a DC 17 Knowledge (arcana or planes) check, he can identify the two basic properties of the warding circles, and if his checks meets or exceeds DC 20 Skill check, he also identifies the basic properties of the other three circles.
If the PCs do not identify the circles, they must damage the circles at random. Each circle has hardness equal to 9, has hit points equal to 23, and takes half damage from energy effects (except sonic, which deals full damage).

In between combat encounters, a PC can perform 1 round of actions to damage one of the circles. As a full round action, a PC can also attempt a DC 17 Disable Device check to deal damage to a circle equal to half its maximum hit points; if the PC exceeds the check DC by 5 or more, he instead deals damage equal to the circle’s maximum hit points. A circle is destroyed entirely if reduced to 0 or fewer hit points.

Making a Discovery:

Any of the following skill checks allow a PC to make a discovery: a DC 17 Appraise, Disable Device, Intelligence (use the skill DC), Knowledge (religion), Wisdom (use the skill DC), or Use Magic Device; or a DC 20 Knowledge (any), Linguistics, or Perception check.

If a PC exceeds the check DC by 5 or more, count it as two successes. If a PC successfully uses one of the DC 17 skills or abilities in this way, the DC of future checks with that skill or ability to solve the puzzle increases to DC 20. A PC gains a cumulative +1 bonus on his skill check for each of the following languages he can read and understand: Abyssal, Aquan, Auran, Ignan, and Terran.

The Exchange

Elf Ranger Lvl 4 (Core) HP 31/32 | AC 19 (FF 16 Touch 13) CMD 20| Init +5 | Saves (Fort +5, Reflex +7, Will +3)| Per +10, SenMot +1| Spd 30' Effects Active: None | Low-Light Vision | Favored Enemy: Humans | Spells Prep: Entangle | Favored Terrain: Urban

So can the circles be damaged by physical damage or only energy? And when are we allowed to attack...sorry for being dense.

DC20 Will: 1d20 + 3 ⇒ (12) + 3 = 15

Assuming I too will need a fort save

DC17 Fort: 1d20 + 4 ⇒ (17) + 4 = 21

Lannior begins to feel the ground closing in on him, but fights to keep is composure.

Something evil is afoot! Keep it together Pathfinders! He shouts as much to keep himself on afloat, as to buoy the others.

Sovereign Court

Chronicle Sheets GM Busy At Work........

I'm sorry for not posting properly. Have Homework to mark.
You may Attack or Discover once per round. You may of course attempt to damage during Combat as well.
Once everybody has done a check, I'll have my monsters attack.

Scarab Sages

f Picture of Electra Elf
Stats:
HP 65/65 Ac 12 FF 10 T 12 F 7 R 7 W 7 (+2/+3vs Elemental Spells)/ Ini +8 Perc +15
Wizard Conjurer (9)

Are we in combat at the moment? And what happened with Electras Know Rel 25

Grand Lodge

CORE Gnome (3.0A) Sorc/Pal | HP 25/25 | AC 15; T11; FF11 | F +8; R +3; W +7 | CMB +3; CMD 13 | INIT +6
Consumables:
Spells (1) 4/4 | Claws 6/6 | Smite 1/1 | LoH (1d6) 3/4 | Wand of CLW 40/50

Fort Save DC 17: 1d20 + 8 ⇒ (10) + 8 = 18

Nit breathes small shallow breathes as the oppressive weight weighs on his chest and throat.

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