| GM Chyro |
I have not yet had the situation come up, but i reckon so.
After all, it says that a wizard needs 8 hours of rest to memorize spells of his choice.
I will browse the board, but i think it to require the full rest.
Guinfa Mlumbi
|
We had selected the wrong path. I'm a man of cities and, maybe, jungles. But not an atlete that climbs and simws in the middle of a cold place exclaims Guinfa completely frustated by the situation at hand.
I don't know how can I contribute.
We have air crystals and snapleaf, the last can be useful if someone climbs and falls, but I hope our plan doesn't inclued falling
Guinfa moves around using his "detect magic" to see if he finds something relevant, before suggesting; [b]Some of you looks strong enough to climb and break those chains.What f you do that[/dice]
K. arcana in case some auras are found: 1d20 + 4 ⇒ (1) + 4 = 5
Archon the Divine Caller
|
I have not yet had the situation come up, but i reckon so.
After all, it says that a wizard needs 8 hours of rest to memorize spells of his choice.
I will browse the board, but i think it to require the full rest.
Yes, swapping out prepared spells, normally, does require a full 8 hour rest. There are certain Feats and options that can augment this, and it doesn't really apply, per se to Divine Casters who do not need rest, but do require a specific time of day.
To my knowledge, Specials are not really an exception to if a group can rest or not, except that they typically are under a time crunch (in game). I'm not really sure if that's the case here, so it is sort of up to the DM. If we could feasibly rest for 8 hours, and nothing really changes, it should be fine. If spending 8 hours, off screen would not be allowed, than no. It's hard to judge, because the overall principle is that multiple teams are sent into a location and supposed to be acting in unison, (hence all of the announcements as different numbers of overall success are reported). But, at the same time, we are also doing many of the things by ourselves, so for instance it's not 40 teams all tackling the proverbial BBEG at the same time, but rather we are all doing it by ourselves, unrelated to the overall population. It might take another table 2 rounds to overcome two challenges back to back, and another table 2 hours, but these things sort of work out, even if in both cases, these things only take 5 minutes of real time.
If that makes sense. All prepared casters can also fill spells into open slots with much less time, BUT that requires that they had purposefully left those slots open from the start. Basically at the start you can opt to leave Spell Slots open, and then take 15 minutes to fill those slots at any point later. But, if the slot was already filled, you can not change out spells for something else without a full rest.
----
Having gotten a little ground now, Archon will try to look over and examine the giant hanging ice cube with his divine sight, but also see if perhaps a different perspective reveals anything he couldn't have seen before.<Detect Magic>
Perception: 1d20 + 3 ⇒ (9) + 3 = 12
Spellcraft: 1d20 + 5 ⇒ (2) + 5 = 7
Know Planes or Arcana: 1d20 + 7 ⇒ (11) + 7 = 18
As far as I can tell now, does the huge cube appear to be solid ice, or perhaps sort of like only walls of ice? Is it correct to assume that this cube is basically a 50ftx50ftx50ft sized block of ice, with a 20ft gap between the ground level and the bottom of the cube? Do we see anything actively keeping the cube frozen, such as vents spraying cold air or ice on it? Is there any sort of panel, switch, lever, etc... that might lower the cube?
-
I could be wrong here, assuming to speak for the party, but we are all 3rd or 4th level, and don't really have access to many options that might seem to even be possible. A small Fire Elemental probably isn't going to even make a dint, even if we quadrupled the duration, and larger area spells are outside of our ability. What I'm trying to say is, from our perspective, with the little information we seem to have, I don't think anyone has anything they can actually do here except maybe climb up and cut the chains, which we assume are strong enough to suspend a block of ice and a few hundred creatures of varying sizes within, is probably also outside of our ability to get through even with an Adamantine weapon, and if we do, wouldn't that just crush everyone beneath it and probably kill everyone inside?
Xukong
|
Xukong lurches up the walls in a steady staccato, and once at the top, begins hacking viciously at the chains. It may not be the most ideal implement for doing so, but the chains gradually degrade nick by nick as sparks fly, while Shard remains mysteriously immaculate.
| GM Chyro |
Right, take 10 and climbing 70 feet, of which the initial 20 is cavern wall.
I believe i had spoilered your impressions of it being potentially harmful.
Related post.
When Xukong climbs, in a full round 15ft is traversed.
4 rounds of Climbing to get up top.
When Xukong comes near the ice mass itself, immense cold radiates from it.
Xukong had earlier suspected this to be potentially harmful, and this confirms suspicions. Despite that, Xukong braves the icy mass and advances upwards.
Taking subzero cold dmg every round of Climbing.
Round 1: 1d6 + 3 ⇒ (6) + 3 = 9
Round 2: 1d6 + 3 ⇒ (5) + 3 = 8
17 cold dmg.
Round 3: 1d6 + 3 ⇒ (4) + 3 = 7
24 cold dmg.
Round 4: 1d6 + 3 ⇒ (4) + 3 = 7
Xukong has taken 31 cold dmg, and passes out, before falling the 70ft down.
7d6 ⇒ (6, 2, 1, 6, 1, 5, 1) = 22 falling dmg.
Xukong
|
WHOAHHH! Wait, I take that all back, I didn't understand that the chains were close enough to the ice that doing this would hurt me, I was under the impression I'd be safe as long as I didn't try to hack at the ice itself, and Xukong definitely wouldn't have done that if it understood that! At the very least, it would have recoiled as soon as it started taking damage.
Guinfa Mlumbi
|
Even if he wasn't sure being in the chains is harmful, after suffering the first damage he should have an opportunity to decide if he brave it or if he comes back. Yes?
Xukong
|
Yeah, no way would I just stubbornly march right into the jaws of death once I realized that's where I was heading.
Let me be clear: Based on what you told me, I was under the clear impression that while hacking at the ice would be dangerous, simply climbing the wall or hacking at the chains would not (since they're at least a short distance away from the ice).
| GM Chyro |
Guinfa, he wouldn't be climbing the chains, he would be climbing the ice mass itself, where the cold is.
I posted that climbing up would meant climbing the ice, not via chains.
Refraining from Climbing the ice is entirely up to you.
Guinfa Mlumbi
|
@Chyro, ok I didn't understand it well.
@Xukong, Refrain. Refrain!!!!!!!!!!!
Everybody. We don't have how to melt ice, how to climb without dying and no ideas. Shall we go on to see what's foward? Or go to another region?
Xukong
|
I certainly do.
As Xukong approaches the cavern wall, it realizes that the cold emanating from the block is even more overwhelming than it thought, and thinks better of climbing up at all.
"If they are to be freed, let others do it," Xukong decides.
Quan Tai
|
"I do not see what we can do here. We must leave them for the better equipped."
Archon the Divine Caller
|
| 1 person marked this as a favorite. |
Stopping where he is, Archon has a plan. He begins chanting another prayer for help, and it is answered as a Celestial giant ant appears on the wall just beside him, clinging to the wall with ease. Converting Bull's Strength to Summon Monster 2 -> Giant Ant
Both being heavenborn, they have some resistance to the cold, but not total.
Next round action: Climbing on the ants back, it easily climbs to the top, (run action with 20ft climb speed).
Once there, if there is no issue with this, we will either try to both attack, or attack and heal as needed. If anyone else wants to jump up here too, Im cool with that. The ant has an 18 Str and is a "quadroped", so should be able to carry more than just me, or I could drop a rope. I was planning on using positive energy, but with one full round to climb, that could let other use wands on the way up?
Also need a GM call. I just realized that my character sheet does not specifically call out torches. I do have torches, or rather I should, as I buy a lot of the kits, like the Mwk Survival Kit, Cleric Kit, etc. Herolabs sometimes breaks these items down individually rather than including the kit under gear, and I, to make it look better, have deleted a lot of those things from the sheet. But, because I did, (sort of preimptively if it comes up later that you don't see any torches listed), I just wanted us both to be on the same page. If you want to rule that since its not listed, it doesnt exist, Im cool with that, I just wanted to know before I try to use a torch and you later ask if I have any. I was suppossed to, I just removed them, and a lot of other things like candles, pens, knives, nubs, normal rope, etc ... to make the sheet easier to read and find things more quickly.
| GM Chyro |
Archon, can you speak to your summoned animals?
Summon monster mentions you can have them perform actions other than attack your enemies, but you need to speak a language they know.
Example: Ignan vs fire elemental, or speak with animals like a druid.
Animals are mindless normally.
Archon the Divine Caller
|
I can. One of the benefits of this archetype is that I can always speak to any creature I Summmon via Summon Monster, regardless of Languages. Im on my tablet, but I'll see if I can find a link, and put it in the Discussion. I also added a little to the above post you may have missed in my editting.
Velinov
|
| 1 person marked this as a favorite. |
Assuming Archon's ant can communicate with other ants on his behalf, I could use the want to summon another one, if an additional 3 rounds would make a difference for the work?
| GM Chyro |
@ Archon:
1) To be clear, you are clamping onto the ant, not riding, correct?
As a medium creature can ride a large creature, but not medium. Unless you shrink yourself a little. ;)
2) How many kits are we talking about here?
3) A creature with Climbing speed cannot take the run action while Climbing.
Whichever way Archon is holding on to the ant, lets see how this proceed to turn out.
----------------
The PDF calls out the cold dmg applies to those Climbing or within melee range. Archon would share a square with the ant, holding onto it, similar to a rider with a mount.
The ant climbs 20 feet up the normal wall, after which it carefully touches the surface of the ice to move further up.
Round 1 cold for Ant: 1d6 + 3 ⇒ (4) + 3 = 7
Round 1 cold for Archon: 1d6 + 3 ⇒ (3) + 3 = 6
With 30 feet left to go, the ant continues its climb.
Round 2 cold for Ant: 1d6 + 3 ⇒ (5) + 3 = 8
Round 2 cold for Archon: 1d6 + 3 ⇒ (5) + 3 = 8
During the climb, the ant took 5 cold dmg, Archon took 4 cold dmg.
The duo gets on top of the ice, where the chains hold it up.
If anyone else is also holding onto the ant, the cold dmg also applies. Of note, while the chains are 70 feet up, a rope is 50ft long.
Ok, once you've reached the top, what's the plan?
The cold radiates as long as the ice remains intact.
Archon the Divine Caller
|
Heading towards the chained section hanging from the above, both Archon and his friendly neighborhood ant go to work on severing it. "Make sure everyone is safe below, in case this thing falls!" he shouts down to his friends, not wanting anyone to get hurt, and glancing into the ice, "If you can hear me, I'm trying to free you."
Once atop the ice, Archon will dismount and attempt to slash at the chains with his spear, while the ant tries to bite through it, offering up it's insectoid "battle cry" as it does.
Ant Bite vs Chain: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d6 + 4 ⇒ (2) + 4 = 6 +2 for Smite Evil, just in case. . .
Longspear vs Chain: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 7 ⇒ (4) + 7 = 11
LG Medium vermin
Init +0; Senses darkvision 60 ft., scent; Perception +5
AC 15, touch 10, flat-footed 15; (+5 natural)
hp 17/22
Fort +8, Ref +0, Will +1
Immune mind-affecting effects
Speed 50 ft., climb 20 ft.
Melee bite +5 (1d6+4)
Str 18, Dex 10, Con 21, Int —, Wis 13, Cha 11
Base Atk +1; CMB +5 (+9 grapple); CMD 13 (21 vs. trip)
Skills Climb +12, Perception +5, Survival +5; Racial Modifiers +4 Perception, +4 Survival
My intent, if we can even break the chains, is to utilize the Snapleaf on myself, while the and plummets with the block of ice, continuing to try to break through it.
| GM Chyro |
A~~~~~~nyway..
(cough...ahem)
----------------
[Camera zooming in on scene of a cleric lighting torches on top of the ice]
He places 9 torches across the surface, and hurries to light them.
-----------------
You might want to get another ant to get down safely.
Like before, he directs his ant to climb down.
Round 1 cold for Archon: 1d6 + 3 ⇒ (3) + 3 = 6
Round 2 cold for Archon: 1d6 + 3 ⇒ (2) + 3 = 5
He takes 1 cold dmg before having descended back to rejoin the rest of the group.
=============================
The ice slowly but surely melts, releasing its prisoners.
Elementals and other water dwellers gather near the giant woman.
| Meraati |
| 1 person marked this as a favorite. |
Surprise surprise, it's moi. :3
The giant woman stands tall and with grace.
"You, the ones who melted my icey prison.
I'm grateful, on behalf of myself and my many companions.
Our predicament was a dire one, one i was ready to face, had you not freed us."
She glances up and around, as if aware of some impending event.
She looks over her shoulder towards the gathered crowd.
"Friends, comrades. We have been given a new chance. Everyone, move out of here, i have a feeling something dire is about to happen."
Then she turns back to you.
"It is not safe here, we must evacuate. With our prison gone, i have no doubt more forces will be sent to attack us. In our thawed state, we are not yet in prime condition for anything wild."
Here is where silver tongues come in.
If you pass a DC 20 diplomacy check, DC 20 Kn. History, or DC 20 Perform [Oratory], you could inspire & convince her to aid the society in its conflict on the asteroid. RP with whatever subject this inspiring thing is to your heart's content.
>> As the overseer mentioned, you have an IRL time limit for this.
Archon the Divine Caller
|
| 1 person marked this as a favorite. |
"Um, we thought we where doing you a favor. We can put you back, if that's really what you want." looking back at the rest of the party with a curios, questioning expression.
"Why don't you come with us. We shall do the best we can to protect you, and we agree, we need to get going."
Enhanced Diplomacy: 1d20 + 9 ⇒ (19) + 9 = 28
But then he stops, kneeling down to scratch behind Lady Maby's antenna for a moment, and thanking her for her timely assistance before she fades away to return home.
"So, what was that all about, anyway. You make it sound like you entered the ice on purpose, and where hiding from something. You also seem to know a little bit about this place. What is it? What is the danger you fear, and what can we" motioning around the room to everyone, "all of us do about it"?
Quan Tai
|
| 1 person marked this as a favorite. |
Quan Tai speaks up to bolster Archon's suggestion. "We are Pathfinders. Seekers of knowledge. We are here to find and free whomever is trapped at the center of this flying rock, as we have freed you from this prison. Will you come with us and aid in bringing freedom to another?"
Diplomacy(aid): 1d20 + 4 ⇒ (7) + 4 = 11
| Meraati |
The woman's face frowns.
"You, put me back? Hah, the very idea is to laugh about."
She radiates confidence and grace as she says this.
Archon's words seem poorly chosen, and not inspiring to her, as a quick Hmpf, comes as he speaks of 'her own choice'.
"Your words could not be further from the truth. We were encased for defying our former superior, Kelizandri, the elemental lord of water.
A voice called to us from within this asteroid, and we answered its pleas, getting frozen for our defiance."
She is a marid, a genie of the water kind.
Quan's words of freedom are far more appealing to her.
"That is a worthy cause, indeed. Very well, my companions will aid your effort where they can, fighting Kelizandri's forces."
She ponders for a moment, then raises her indexfinger in front of her chin.
"You may wish for something, as a gift for our freedom.
I can restore you to prime health, bestow upon you resources, or you may call upon my power to decimate your foes once.
Think carefully."
In effect, she can restore the party to full hit points and remove any status effects.
She can give you items, with a combined worth of 15k in gold.
Of note: any items you ask for, involve minimum CL. So for example a wand of CLW is at CL 1.
Or, she can decimate the group of enemies in your next encounter, forcing a group of a lower tier to fight you instead.
Well, now you know where Shiba's revival came from.
| GM Hmm |
Huzzah! Congratulations on getting your wish and clue. You may negotiate your wish in Flextime spoilers, because this is PbP. Meanwhile... We're moving on!
| GM Hmm |
★ - OVERSEER ANNOUNCEMENT - ★
The asteroid groans as if an invisible weight had been lifted from it, leaving the air cleaner and breathing easier. The reassuring breeze emanating from tunnels suddenly drops in intensity, leaving a feeble stream that whistles weakly as it drifts off into space. A moment later, portals wreathed in tumbling stone open all across the asteroid, and Sorrina Westyr urgently beckons everyone to come through.
“We've truly grabbed the scorpion by the tail. Whatever entity was holding us at bay has loosened its grip, but it has redirected its efforts to cutting off the source of air that allows us to survive in this place. The path forward is no longer filled with lethal energy. We have at most…an hour or two before we must return home or face asphyxiation. But if we press forward and find the source of the air, I believe it is tied to whatever captive is imprisoned here. Our portal minders will stand ready in case we need to evacuate quickly.”
Sorrina leads the assembled Pathfinders toward the edge of an immense, steeply sloped tunnel that descends into a miles-wide, spherical cavern. A crude stone fortress floats near the cave's center as if it were a rocky sun, and enormous slabs of earth orbit it like a miniature asteroid belt. These slabs gravitate inward toward the fortress, but periodic blasts of air slow their approach and cast the jagged masses back toward the edge of the cavern. Each gust is slightly weaker than the last.
Robed figures cling to the rocky slabs and chant loudly, as if empowering the stone. Unimpressed, Sorrina Westyr casts a spell at one of the distant cultists and flings him off his crude platform.
“Aiiiiiiiiiiieeeeeeee!” The cultist screams, arms and legs askew as he hurtles toward the fortress and collides with its surface with a faint splat.
“Woo hoo, Bullseye!” Drandle Dreng claps, then goes back to organizing a party of Pathfinders who are busily unpacking knotted ropes. “Hurry, there’s not a moment to lose!”
“We must get to that fortress,” Sorrina announces before signaling others to lower knotted ropes down to the cavern. “Clear off the opposition, then we'll make our way inside. I find it reassuring that whatever lies within the fortress has an aura of good, and no doubt seeks our aid.”
Part III Begins!
We have 25 of the 150 Clues We Need -- Now, go find the rest!
Archon the Divine Caller
|
"Our predicament was a dire one, one i was ready to face, had you not freed us."
Was this a typo, or is she saying that she is no longer prepared to face something now that she is freed? Should it have been "I was NOT ready to face".
I think there is a misunderstanding, as I was offering to help her back, as it seems what she wants.
Know Planes DC 24: 1d20 + 7 ⇒ (12) + 7 = 19 <um, she's a girl person. . .> :P
"How did you defy her, friend? This Kelizandri, is not the only Elemental Lord of Water, as I understand it. Earlier, we encountered something that mentioned him Are we in his realm, now?"
"And you mentioned a voice, calling to you. What do you know of this voice? We too, where called to, from somewhere far away, and brought here to investigate it as well. But we are not entirely sure what this place is. We expected a large floating rock out in the pitch, but instead it seems to have areas, and areas related to the different Elements, almost as if one holds sway in different regions of this thing mages call a comet.
Archon the Divine Caller
|
| 1 person marked this as a favorite. |
Later in Part 3
Hearing that whatever it is seems to have an aura of holiness about it, Archon will attempt for a moment to center his mind, reaching out to it to see if he can make some sort of contact with it. To see if, perhaps it might speak to him directly. He is also fully aware that simply having an aura doesn't actually mean it IS good.
Archon, with the help of the others, and offering to help the others as needed, will begin to make his way down there.
| Meraati |
Not a typo. She defied her former master, Kalizandri, and was ready to face the penalty for it. The words of helping were too plain, sorry to say. :P
--------------------
You actively needed to inspire her to help you guys as well.
Some could give a motivation speech, others could describe what the Society had accomplished, that sort of thing.
"No, he is not the only one. Nor are we in -his realm-, technically speaking. From what i have heard, he imprisoned an opposing elemental lord within the asteroid, leaving many of his minions to guard the asteroid, should any individuals ever come here to free it....and here you are."
"The one within the asteroid pleaded for release, of injust imprisonment. We answered but were caught, and the power of Kalizandri froze us in here, until the day would come we would have to face his judgment."
Archon the Divine Caller
|
"Interesting. I've suspected something of this, but finding lore has been, difficult." Offering a formal bow, "I am simply called Archon, after my people, and it is an honor, lady."
"Perhaps we could help each other? I'm a member of something we call the Silver Crusade, a group of individuals that believes that offering a hand to others is the best way to save the world."
"There is darkness all about us, and it knows just when to circle in close, to blind us of what is truly important, and to cut us off from others. To make us forget that sometimes, often times, the best way to drag ourselves up from the darkness before it drowns us is to hold out a hand to others, and to help them up, first. For when we do, we might just find someone in more need than ourselves, two can stand against darkness better than one."
"If you will, it seems like we have a similar goal, to find out what this being is calling for help, and if we can, and it truly does need it, to do what we can to free it. You are free, and I have no claim over you. But, if you and yours wish, we could really use your help, and I believe that we would all be the better for it. Perhaps we can do something you could not, and perhaps we shall face something far beyond us. You are not bound any way, though, so the choice is yours, my friends"
"I'm sorry, what is your name?", slightly embarrassed it took so long to ask this.
Shiba Hokuto
|
"Archon speaks true. We are here because we do not know what is here. We seek to illuminate, to understand- -we've answered the same call- -the call of the unjustly imprisoned, the call of the hidden and forgotten."
Hokuto nods to her companions as well as to the genie's companions.
"We are all here because we've made the same choice. There is work to do."
While she would never suggest it herself (duty first, sometimes terminally so), Hokuto wouldn't mind a bit of healing- -considering the negative levels and Con damage we might be able to clear up.
Velinov
|
knowledge planes: 1d20 + 11 ⇒ (3) + 11 = 14
knowledge history: 1d20 + 11 ⇒ (19) + 11 = 30
Ok, so it looks like Velinov made the Knowledge History check. But I'm afraid what aspect of the history is he supposed to talk about to convince her to help?
| Meraati |
"I'm sorry, what is your name?",
"I am Zhaleh."
@ Velinov: Perhaps positive events involving either the society, or her kin. Undines perhaps, too, as they are Union between marids and mortals.
===========When the team arrivés at part III==========
With dozens of ropes being tossed over the edge of the tunnel, the most obvious way of descending is clear. You are currently elevated about fifteen feet from the cavern below, however, as you peer down, a rune-scribed floating island begins drifting beneath the tunnel and brushing against the lowered ropes.
"These rocky fragments gravitate toward the fortress," Sorrina shouts as she hangs from a rope. "If we can cling on before it travels out of reach, it should carry it toward our destination."
The iceberg-sized rock spins slightly, revealing a host of undead cultists that cease their chanting, point toward the Pathfinders, and let loose unholy wails.
"NOW!" cries the Master of Spells, and agents begin rappelling down to the crude platform. The fragments slowly descend further and further out of reach from the ropes, and Pathfinders scramble to get there before the gap becomes too wide.
Your actions?
Guinfa Mlumbi
|
Talking with the giant extraplanar girl
Having discarded the idea of forcing her cooperation with magic, Guinfa takes part in the conversation. Well met Zhaleh. I’m Guinfa M´lumbi and I’m also a member of the Pathfinder Society as all of my friends are.
As they had told you, we’ve been sent here due a call. We are here to investigate and now you’re free we want to join forces. And our offers are not a vain one as some of us had even killed dragons and protected whole tribes. he pauses dramatically for a moment before going on. Some months ago I was in the northern region of our world; dealing with some human traffickers and their pet dragon. They were defeated and, in the subsequent interrogation we discover their organization was trying to obtain a powerful artifact, one that lied in the lands of the tribe they were slaving as a way of funding they’re expedition. Our society was interest in this artifact, yes, but for academic purpouses, so we offer the tribe our help in exchange of their stories and help in our studies. We fight those slavers, our group and the some of their warriors. It was a hard fight, with loses in both bands, but our superior training prevailed and now the Snowmask tribe is free, they keep their artifact and our understanding of their customs had improved. And that’s just me and a handful of our companions that are scattered in this realm
He then points to his companions. Before joining them I was told of their stories. Different from mine, but remarkably as well. Some had explored untamed lands, hidden by dense fog and volatile orography. Some had needed to convince leaders all over our world to join forces against the norther demons that attack our worlds. Some of the companions we had out there had defy dead, changing themselves into undead creatures to further our cause and becoming alive again.
Dozens of worthy companions had come to this realm to investigate the call. Join us and together we’ll finish what you had done!
diplomacy aid: 1d20 + 10 ⇒ (4) + 10 = 14
----------------------------
In the act III
It seems we need to go down, but don't ask me to be the first to jump Guinfa says as he looks down.
I think we should jump down and trust in our Snapleafs to reach down unharmed and inviseble
| GM Chyro |
Wait, what? You'd have resorted to try make her cooperate through magic, while she has an army backing her up? You'd be dead thrice over. XD
Velinov
|
"Zhaleh, perhaps you'd consider that your fate is better served aiding the Pathfinder Society and continuing to try and do good in this world rather than face frozen aeons of an icy prison. The Society is a league of explorers, archaeologists, and adventurers dedicated to discovering and chronicling the greatest mysteries and wonders of the world. Often that path intersects with opportunities to stop those that would do harm to people, the area, even the timeline, where the Society steps up to right many wrongs. Take this excursion, for example. It's brought our path to you with the opportunity to free your allies."
Velinov uses his magic to illustrate some of the other adventures and noble battles the Society has fought, creating a three dimensional image portraying the stories he relays, such as gaining entry into the mythical Ruby Phoenix Tournament.
Quan Tai
|
Tai begins repelling down the ropes with his fellow Pathfinders.
Is there a map for this part? What is happening?
Shiba Hokuto
|
Previously:
"If the ability to fulfill the mission you started long ago isn't enough to sway you, words from us will not make the difference," Hokuto says, nonplussed, moving on.
Now:
Hokuto happily begins the rappel, snapleaf at the ready. "More work to do," she says, taking her first bound.
Climb, if necessary: 1d20 + 4 ⇒ (2) + 4 = 6
Guinfa Mlumbi
|
Wait, what? You'd have resorted to try make her cooperate through magic, while she has an army backing her up? You'd be dead thrice over. XD
No, Guinfa just think about it and discarded that idea.
I know it's a bad idea, but Guinfa still wants to use that spell in a mission. For him having powers and not using it is unfun, even if sometimes he has to abide to common senseGuinfa picks the rope and follows Quan and Shiba. Well, now I'm not the first.
climbing, if needed: 1d20 - 2 ⇒ (9) - 2 = 7
Xukong
|
Climb: 1d20 + 8 ⇒ (16) + 8 = 24
Xukong clings to the floating stone like some kind of fearsome and mysterious giant barnacle.
Xukong will also use its shield wand once we get within a round or two of reaching our destination.
| GM Chyro |
@ Quan Tai, pathfinders are climbing down the ropes. There were no particular landing spots, so like at another table, the landings will be random.
Everyone of 30ft speed reach the surface below.
Map switched to slide 1.
------------------
The slopes from the plateau, are their respective climb checks, but you can use acrobatics to deliberately fall a distance, turning some lethal to nonlethal dmg. By the map, slopes are typical 20ft down.
4 of you quickly climb down one of the 6 ropes. The winds make the ropes slightly waver during the descent.
Landing location good guys: 4d4 ⇒ (2, 4, 1, 1) = 8
Locations bad guys: 2d4 ⇒ (3, 4) = 7
Guinfa ends up on the western side, Shiba finds herself on the eastern side, and Quan Tai and Xukong find themselves upon a higher plateau.
While taking a quick look, you notice a welcoming duo.
A large skeleton wielding a greatsword, its eye sockets filled with an icey blue glow, and a hooded figure wielding a bastard sword.
The hooded one is to the north, the warrior to the east.
========================
Archon and Velinov are still up there.
When you climb down, roll a 1d4.
1= plateau, 2 is west, 3 is north, 4 is east. I've placed some landing zones. Any square in one is fine.
Guinfa: 1d20 + 4 ⇒ (14) + 4 = 18
Quan Tai: 1d20 + 1 ⇒ (1) + 1 = 2
Shiba: 1d20 + 3 ⇒ (17) + 3 = 20
Velinov: 1d20 + 6 ⇒ (17) + 6 = 23
Xukong: 1d20 - 1 ⇒ (17) - 1 = 16
Bone priest: 1d20 + 6 ⇒ (14) + 6 = 20
Skeletal warrior: 1d20 + 5 ⇒ (15) + 5 = 20
Hitching the ride, round 1
Velinov
--------------
Priest
Warrior
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Shiba & Guinfa
Xukong
Quan Tai
Archon the Divine Caller
|
Probably got lost above, but I'd already climbed down.
Archon, with the help of the others, and offering to help the others as needed, will begin to make his way down there.
Random Location: 1d4 ⇒ 1
Init: 1d20 + 3 ⇒ (17) + 3 = 20Init Roll Off Shiba: 1d20 + 3 ⇒ (12) + 3 = 15
Climb If Needed: 1d20 + 3 ⇒ (18) + 3 = 21
Hitching the ride, round 1
Velinov
--------------
Priest
Warrior
--------------
Shiba, Archon, & Guinfa
Xukong
Quan Tai
| GM Chyro |
My error C & P the other init list.
Thanks Archon. ;)
Archon the Divine Caller
|
No worries, like I said it was way up there and probably got lost.
Velinov
|
Velinov is truly a master illusionist. Even his posts go unnoticed :P
Did this convince Zhaleh to join us?
knowledge planes: 1d20 + 11 ⇒ (3) + 11 = 14
knowledge history: 1d20 + 11 ⇒ (19) + 11 = 30
Ok, so it looks like Velinov made the Knowledge History check. But I'm afraid what aspect of the history is he supposed to talk about to convince her to help?
"Zhaleh, perhaps you'd consider that your fate is better served aiding the Pathfinder Society and continuing to try and do good in this world rather than face frozen aeons of an icy prison. The Society is a league of explorers, archaeologists, and adventurers dedicated to discovering and chronicling the greatest mysteries and wonders of the world. Often that path intersects with opportunities to stop those that would do harm to people, the area, even the timeline, where the Society steps up to right many wrongs. Take this excursion, for example. It's brought our path to you with the opportunity to free your allies."
Velinov uses his magic to illustrate some of the other adventures and noble battles the Society has fought, creating a three dimensional image portraying the stories he relays, such as gaining entry into the mythical Ruby Phoenix Tournament.
| GM Chyro |
@ Velinov.
She would not have granted you a wish if she wouldn't have been convinced to help the society on the asteroid, by the team's inspiring words....save Archon's *cough* ^^ *cough*.
She will help as a whole, but will not serve the society, as she has a personal mission in life.
@ All, i assume you all healed up to max, so if you've any heals rolls to make, go ahead.
Mind you, Velinov, that the rock is moving every turn. Be sure to get down before you are separated, within 4 turns or so. ;)
=============================================================
Hitching the ride, round 1
Velinov starts summoning.
--------------
The Priestly looks to see two targets unattended, one who stays 'up there', starting something with a wand.
"A wand....my lord has granted me something for this situation as well."
The priest opens his palm, then clenches his fist, dark violet runes circling around it briefly while he mutters something in undercommon.
Spiritual weapon
A trident, blue as the ocean, appears above Velinov.
Attack, high ground: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22 Dmg: 1d8 + 1 ⇒ (2) + 1 = 3
Velinov is poked for 3.
Concentration DC 14 please, or this cast is lost.
The priest then moves towards Guinfa.
The skeletal warrior moves up to Shiba.
Sword, PA: 1d20 + 6 ⇒ (18) + 6 = 24 Dmg: 1d8 + 5 ⇒ (8) + 5 = 13
The bone warrior hits Shiba with maximum force.
--------------
Shiba, Archon, & Guinfa
Xukong
Quan Tai
Archon: 27/27 [31/31, 3 con dmg]
Guinfa: full
Quan Tai: full
Shiba: 5/18 [10/23, 1 negative lvl]
Velinov: 20/23
Xukong: 27/27 [con dmg]
Archon the Divine Caller
|
She would not have granted you a wish if she wouldn't have been convinced to help the society on the asteroid, by the team's inspiring words....save Archon's *cough* ^^ *cough*.
She will help as a whole, but will not serve the society, as she has a personal mission in life.
I'm still confused over this. To me it reads like her saying "Well jeeze, we where doing just fine until you broke us out", to which I offered "Oh, I'm sorry, we thought we where freeing you. We can try to put you back in if that will help".
Archon the Divine Caller
|
Seeing that Sheba is in immediate danger, Archon begins rushing to her, activating his Snapleaf just as he leaps down from the higher platform to the two lower ones.
Double Move, activating the Snapleaf as an Immediate Action.
It's difficult to assess the distance in 3D, beut I believe I have moved 60ft, accounting for the drop rates as well as horizontal movement. If not, feel free to adjust.
Shiba Hokuto
|
Do not fall again, Hokuto thinks to herself, wincing, as she sizes up the skeletal foe.
Know:Religion?: 1d20 + 6 ⇒ (3) + 6 = 9