Owyn Moravic |
Turning to the fallen creature, Owyn begins digging through his belt pouch, mumbling "I know I had it here somewhere...Ah, here we are!"
He holds up a strange looking key before trying it on the opening.
Skeleton key: non-magical item that allows owner to make a disable device check with a +10 to the check. Found in ultimate equipment.
Disable Device: 1d20 + 10 ⇒ (16) + 10 = 26
Not to be a meta-gamer, but I think we need a 30 to pop the lock. A couple of people can attempt to aid my roll or Ozak can keep rolling until he gets a 14.
GM Sior |
Indeed. I was sad that I had no characters who could use a shield to make use of that chronicle sheet. Though one of the other boons I got and used... even though that fighter doesn't often use a longsword. Couldn't pass it up, though.
Ozak and Aelurus both have difficulty in getting the door to yield and it remains locked!
No one has any spells or buffs up, do they? So duration is not an issue? Just a matter of time before Ozak rolls a 14 or higher. Aelurus would need a 16.
It takes a little more time before the lock finally yields with a satisfying click.
The Aspis agents still run amok throughout this district and the others. Would you like to chance another opportunity to rout the bloody snakes of the Aspis?
Owyn Moravic |
With the creature clain and his ally freed, Owyn draws forth a wand and begins tapping himself with it.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
He then turns to the rest of the party and asks "Would anyone else like a few hits from this?"
*chuckles
Owyn Moravic |
"That was not fun..." Ozak mutters. Drawing out a wand of infernal healing and healing up over the next couple of minutes. "Where too?"
"I'd say wherever innocent people need help and stubborn enemies won't surrender." says the paladin with a grin.
I'm up for clearing the last region. I know we've only got a few days left until something big happens but hell, why not give it a go?GM Sior |
To the third district, then!
After a 10 minute jog through the chaos, you come up to a recognizable building in this area of the Lodge: The Quadrangle.
The solitary figure of Ambrus Valsin himself jogs out of the Quadrangle’s courtyard. “You lot, we have a crisis here that can’t wait.” He turns and gestures to the Quadrangle. “When the banquet started, I dismissed the first-year initiates back here to continue their studies for a few more hours. The damned Aspis were waiting inside two of the dormitories,” the venture-captain says, pointing to two ivy-covered stone buildings. “I think their plan is to leverage the initiates as hostages if they have no other escape route.”
Venture-Captain Valsin regards you with an inscrutable look. “This situation can only become more desperate. The safety of our initiates can’t wait another minute. Consider yourself drafted, because you’re all I’ve got. I’m heading to the southern dormitory. You head to the northern dormitory. Talk them down, or hit them hard and fast.”
Looking at the Quadrangle, all of the doors and windows have been shuttered and barred. The main door, however, seems accessible. As you near, you hear a voice from inside shout out, "Get back, Pathfinder scum! You come close and the initiates are dead! You hear me?! DEAD!"
Owyn Moravic |
Diplomacy: 1d20 + 15 ⇒ (12) + 15 = 27
Anybody want to aid that? A 30 would probably go over really well at this point.
Owyn slowly sheathes his sword but keeps Glorymane raised (we're not lawful stupid here.) as he calls out "Calm yourself, my good man. There's no need for this to end in death. Now you've gotten yourself caught in a rather bleak situation and we're in a position to help you. You simply need to release the initiates and I'm sure we can come to an agreement from there."
IronHelixx |
********************
Overseer Announcement
********************
A dull hum emanates from Skyreach as the ground trembles, trees sway, and glass shatters. A moment later, most of Skyreach’s northwest tower tears free from the keep; however, rather than crash to the ground, a visible aura holds the structure aloft and causes it to float above the Grand Lodge. Even the shower of stone blocks floats, swirling around the airborne tower in a nimbus of speeding debris.
Aldaris Orionsgate |
Aldaris raises a curious eyebrow as the structure in the distance crumbles and yet still floats above the ground, suspended
"Fascinating. I've never seen a levitation spell on that level. I wonder how many mages and lawyers it took to see that spell come into fruition.Well at least it doesn't seem to be violating any safety codes"
Turning his attention to the situation at hand, Aldaris mutters to the paladdin
"They're no planar outsiders, but hopefully we'll be able to get through to them"
He gives a thumbs up to Ozak
"Or at least long enough that this will be a distraction Ozak can use to his advantage"
Aldaris raises his voice to aid in Owyn's effort
Diplomacy: 1d20 + 14 ⇒ (9) + 14 = 23
"I hear the in-charges are very reasonable people. And as the great wizard Auric-Thar once said, he who stands in the shadow of death, should probably find a way out of the shade. Wise words he had, wise words."
Bah i don't have many great boons, the best one i have is probably Personal physician.
GM Sior |
I'm going to wait a little longer for anyone else to chime in aids or other strategies. This is pretty much a one-check skill challenge, so no worries on time.
-Posted with Wayfinder
Devanandra Al'Kier |
"You have my word as a humble servant of the Dawnflower that we will treat with you fairly".
Roll to assist.
Diplomacy: 1d20 + 7 ⇒ (18) + 7 = 25
GM Sior |
The voice scoffs, saying that "Right, I'm holding them here to stop you from getting us out of here, and..." At this point, Skyreach begins to levitate away from the compound. "Bah, the work here is done anyway, so..." You swear you hear a raspberry being blown on the other side of the door before the distinct sound of someone teleporting away.
The door to the Quadrangle gives with a little effort and you find a large round table with ten initiates bound and gagged in their seats. All their gazes stare above the center of the table. In the rafters, there is a glass goblet with a small bead in it.
Seeing you are Pathfinders, they shout "Be careful! He put a bead from a necklace of fireball in a goblet up there! Don't let him magic it off the ledge!"
As you free them, they see that none of you are recently damaged and are thoroughly impressed that you were able to save them with such ease. One by one, they run to their dorms and bring back any mundane items they might think be of use to you or others in the fight against the Aspis. (This counts as a success and gains a Supply Point to tally in the event!)
Stay in this district or go for a different? May as well try before we transition to Act III on Saturday!
IronHelixx |
********************
Overseer Announcement
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GM Sior |
Indeed. I apologize for that. Yesterday was.... rough, to say the least. I'd imagine the transition to Act III will take place in the next 2-3 hours.
IronHelixx |
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Overseer Announcement
********************************
GM Sior |
Copied from the Overseer announcement.
With the outer grounds now secured, attentions turn to Skyreach. Marcos Farabellus makes rounds on the grounds and gathers all Pathfinder teams to him, calling for silence while he relays new information.
“Pathfinders, we have determined the nature of the threat which confronts us! As many of you have already ascertained, a number of Aspis Consortium agents remained trapped in the Hao Jin Tapestry after we captured their back door into it. To our surprise and regret, there remained a means to communicate with the outside world and the serpents have been conspiring. This raid is comprised of two different Consortium groups coordinating in a two-pronged attack. They are aided by creatures from within the tapestry, whom they have deceived about our goals and intentions.
"At this time, we’re still unsure about what is making Skyreach’s tower hover, but we know for certain that someone has activated the Hao Jin Tapestry. Normally the Master of Spells Aram Zey would be the one to troubleshoot this kind of problem, but he is nowhere to be found. We don’t have time to wait for him, and he may be in danger. I’m sending you in as search parties and giving you temporary clearance to travel into the restricted sections of lower and middle Skyreach. Check on the Sky Key and the archives while you’re there. Zey may have left notes around that could tell us how to shut down the tapestry.
"We must act with the utmost haste. I believe the Consortium’s plan has backfired on them, but there’s no telling how long before they regroup or, worse still, somehow make the situation worse.”
Map is updated to show the three areas accessible to you. We have till December 10th to get through three encounters. I think we can do it!
So where do we start?
GM Sior |
Sorry, Ozak. Little outnumbered there.
The team rushes into the restricted library. If there are any notes from Aram Zey about how to shut down the tapestry, they'd be in there!
Twelve bookcases line the walls of this cozy lounge room. Their shelves are crammed with books, scroll tubes, and tablets. Comfortable furnishings are arrayed so that scholars may examine the works without needing to remove them from the room.
As you arrive, three Aspis agents turn to you. "Dammit! Pathfinders! Take care of 'em!"
Aldaris: 1d20 + 2 ⇒ (8) + 2 = 10
Celie: 1d20 + 6 ⇒ (14) + 6 = 20
Devanandra: 1d20 + 10 ⇒ (13) + 10 = 23
Owyn: 1d20 + 1 ⇒ (7) + 1 = 8
Ozak: 1d20 + 8 ⇒ (17) + 8 = 25
Therisah: 1d20 + 7 ⇒ (18) + 7 = 25
Fixer 1: 1d20 + 2 ⇒ (8) + 2 = 10
Fixer 2: 1d20 + 2 ⇒ (3) + 2 = 5
Wizard: 1d20 + 3 ⇒ (8) + 3 = 11
Aldaris roll off: 1d20 ⇒ 5
Fixer 1 roll off: 1d20 ⇒ 11
Order:
Ozak, Therisah, Devanadra, Celie, Aelurus
Wizard, Fixer 1
Aldaris, Owyn
Fixer 2
Ozak Zhou |
Ozak walks up to the important looking one and stabs him.
Attack: 1d20 + 12 ⇒ (9) + 12 = 21 Vs Flat footed
Damage: 1d6 + 7 + 5d6 ⇒ (4) + 7 + (1, 5, 4, 3, 3) = 27
Then spends a ki Point to vanish.
GM Sior |
Ozak moves in and slices the caster before vanishing!
The man Celie taunts yells back, "NO IT ISsssssszzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz..." before promptly falling asleep.
Will: 1d20 + 7 ⇒ (6) + 7 = 13
Order
Ozak, Therisah, Devanadra, Celie, Aelurus
Wizard, Fixer 1 (sleeping)
Aldaris, Owyn
Fixer 2
Owyn Moravic |
Seeing how the one is being taken care of, Celie turns towards the blue one. "Isn't it past your bed time?" she says as she hexes him with sleep. DC 18 Will,
I must say that it's so nice to be on your side this time instead of having that used against me. You ruined many of my nefarious plans with that hex in Fortress of the Nail and Sniper in the Deep.
Therisah Bhakaduriatra |
Thersiah will race across the room, and with a meditative pause, trip the so called leader.
+3 meditative maneuver bonus to trip as a swift action.
trip attempt: 1d20 + 19 + 3 ⇒ (15) + 19 + 3 = 37
if they fall prone, a vicious stomp with stunning fist to follow
vicious stomp, unarmed aoo: 1d20 + 13 ⇒ (12) + 13 = 25
damage from stomp: 1d8 + 1 ⇒ (8) + 1 = 9
if it hits, DC 17 fort or stunned 1 round
Celie |
Celie wrote:Seeing how the one is being taken care of, Celie turns towards the blue one. "Isn't it past your bed time?" she says as she hexes him with sleep. DC 18 Will,I must say that it's so nice to be on your side this time instead of having that used against me. You ruined many of my nefarious plans with that hex in Fortress of the Nail and Sniper in the Deep.
Yeah, Celie is somewhat looppy, but she knows how to knock people off their feet.
Devanandra Al'Kier |
Dev leaps over to the third mook and attempts a Stunning Fist.
Attack, damage: 1d20 + 9 ⇒ (10) + 9 = 191d6 ⇒ 3
GM Sior |
Therisah quickly topples the hapless caster and follows with a stomp! The attack stuns the caster!
Fort: 1d20 + 8 ⇒ (4) + 8 = 12
Devanandra leaps in and has similar success in stunning the third thug!
Fort: 1d20 + 9 ⇒ (3) + 9 = 12
Order
Ozak, Therisah, Devanadra, Celie, Aelurus
Wizard (prone, stunned), Fixer 1 (sleeping)
Aldaris, Owyn
Fixer 2 (stunned)
Well, this won't take long. Finish it up! =)
Aelurus |
Aelurus dashes over to the stunned fixer and cuts at him with the point of her blade
halberd (vital strike): 1d20 + 14 ⇒ (19) + 14 = 33
damage: 1d10 + 1d10 + 11 ⇒ (5) + (7) + 11 = 23
Owyn Moravic |
Since the enemy is unable to do anything...
Feeling that the sleeping and the prone adversary are in good hands, Owyn turns his attention to the last man standing as he shouts "You will pay for the innocents you've slaughtered this day!"
Power Attack: 1d20 + 13 - 3 ⇒ (14) + 13 - 3 = 24
Physical Damage: 1d8 + 11 ⇒ (5) + 11 = 16
Fire Damage: 1d6 ⇒ 6
GM Sior |
The eidolon and Owyn move in to gang up on the gang member, slashing and stabbing!
I was just gonna call a party up after Aelurus' action, but you're right Owyn. They're pretty much done. Just a matter of taking 'em out before they're no longer stunned.
[ooc]Party up sans Owyn
Therisah Bhakaduriatra |
Therisah places a couple of punches to the caster's chest and then finishes by grabbing her free arm.
full round attack with flurry of maneuvers.
unarmed attack: 1d20 + 13 ⇒ (7) + 13 = 20 damage: 1d8 + 1 ⇒ (6) + 1 = 7
iterative unarmed attack: 1d20 + 8 ⇒ (9) + 8 = 17 damage: 1d8 + 1 ⇒ (3) + 1 = 4
grapple attempt: 1d20 + 20 ⇒ (15) + 20 = 35
Sorry, forgot the -2 to the grapple so 33
Devanandra Al'Kier |
5' step, activate Bane(Humanoid/Human, presumably?), slash with scimitar, follow up with a boot to the head.
Bane only on scimitar. Bonus added for Outflank to flanking, and damage for Precise Strike added
Attack: 1d20 + 14 ⇒ (5) + 14 = 194d6 + 8 ⇒ (1, 3, 2, 4) + 8 = 18
Attack: 1d20 + 11 ⇒ (5) + 11 = 161d6 ⇒ 6
Devanandra Al'Kier |
Oop. Precise strike would affect the unarmed strike as well. +1d6
Precise Strike damage: 1d6 ⇒ 2
Celie |
Celie confidently walks over to her sleeping fool and looks over at the wizard on the ground. Once he is tied up, she will take his spell book. If he is killed, she'll add a new finger to her collection.
GM Sior |
Therisah lays the smack down on the wizard before grabbing one of their arms!
Devanandra puts the thug down for good with her flanking strike!
Aelurus' target is down for the count. Want to redirect the blow somewhere?
Order
Ozak, Therisah, Devanadra, Celie, Aelurus
Wizard (prone, grappled), Fixer 1 (sleeping)
Aldaris, Owyn
Aldaris Orionsgate |
I'll redirect the blow to celie's target, leaving the fingers intact
Aldaris points out the inherent flaws in the wizard's filmsy robes
aid another(ozak): 1d20 ⇒ 16
Ozak Zhou |
Ozak steps into the flank and will attempt to end the Wizard.
Attack 1a: 1d20 + 12 ⇒ (13) + 12 = 25
Damage: 1d6 + 7 + 5d6 ⇒ (5) + 7 + (2, 1, 2, 3, 1) = 21
Attack 1b: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d6 + 7 + 5d6 ⇒ (1) + 7 + (2, 2, 2, 3, 1) = 18
Attack 2a: 1d20 + 12 ⇒ (12) + 12 = 24
Damage: 1d6 + 3 + 5d6 ⇒ (6) + 3 + (4, 2, 2, 1, 2) = 20
Attack 2b: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d6 + 3 + 5d6 ⇒ (5) + 3 + (5, 3, 3, 3, 4) = 26
As soon as he is out the attacks stop.