[PBP Gameday V] 7-00 The Sky Key Solution (Inactive)

Game Master Kludde

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Sovereign Court

Elf HP:79, AC: 19/T:13/FF:16 - Percep: +19(LL) F: +8/R: +9/W: +12 - CMB: +5- CMD: 18, Speed: 30ft, Init: +6

Percy looks a little concerned by the arrival of so many opponents.

Percy blows gently in the large Serpents direction
Fort save DC20.
Ice Tomb
Damage 3d8 ⇒ (5, 4, 2) = 11
Fails his save, he is an iceblock

Sovereign Court

Female Half-Elf Bard (Arcane Duelist) 10 [ HP 73/73 | AC 25/14/23 | Fort +5, Ref +10, Will +7 (+2 vs. ench) | Init +4 (+4 from Banner of the Ancient Kings) | Perception +14 ]

Elindriel moves forward and casts a spell at the altar.

Move action: As indicated on map
Standard action: Cast silence at altar, affecting area on map


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The large serpent manages to avoid the freeze-over that Percy earmarked it for, while Elindriel silences the altar.

Fort: 1d20 + 9 ⇒ (18) + 9 = 27

Can I have an action for Grim?

---
Ceobryrn
Percy
Grim
Elindriel
---
Serpentfolk (in darkness)
Serpentfolk (in darkness)
Serpentfolk (2 images)
Serpentfolk Priest (62)
Large serpent (5)
---

Liberty's Edge

Two-handed Fighter-5/Hellknight-5 | AC 26 T 14 FF 24 | HP 39/99 | F +12 R +6 W +7 (+2 vs. compulsion)| Init +5 | Perc +13

Grim helped the spirit oni Tanbaru get revenge on the duergar in the past, and he gifted the giant human with a tiny portion of the power he retained. Grim channels this power to dispel magic around one of the serpentfolk! (You may use one of the following as a spell-like ability once, using your character level as your casting level: dispel magic)
Dispel: 1d20 + 9 ⇒ (18) + 9 = 27

He then moves towards the creature, prepared to strike it next round!


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Grimaldus drops the darkness on one of the serpentfolk and moves in, eagerly.

The priest atop the stone spiral looks frustrated, and throws a small bead at Ceobryrn

Bead of Force, Ceo: 1d20 + 15 ⇒ (18) + 15 = 33
Damage: 5d6 ⇒ (5, 6, 1, 1, 6) = 19 All except Elindriel
Ceobryrn must make DC 16 RFX save or be caught in resilient sphere

The darkness moves up to engulf Elindriel, followed by the sounds of claws making deep gashes.

At Elindriel
Bite: 1d20 + 11 ⇒ (7) + 11 = 18
Claw: 1d20 + 11 ⇒ (13) + 11 = 241d4 + 1 ⇒ (4) + 1 = 5
Claw: 1d20 + 11 ⇒ (15) + 11 = 261d4 + 1 ⇒ (2) + 1 = 3

The large serpent flies forward to constrict Elindriel, being briefly visible until it is covered in darkness again.

Bite, Elindriel: 1d20 + 16 ⇒ (9) + 16 = 251d8 + 7 ⇒ (7) + 7 = 14
Grab: 1d20 + 22 ⇒ (5) + 22 = 27
Constrict damage: 1d8 + 7 ⇒ (5) + 7 = 12

The last serpentfolk, now plainly visible, moves against Grim.
At Grim
Bite: 1d20 + 11 ⇒ (17) + 11 = 281d6 + 1 ⇒ (2) + 1 = 3 DC 17 Fort save
Claw: 1d20 + 11 ⇒ (14) + 11 = 251d4 + 1 ⇒ (4) + 1 = 5
Claw: 1d20 + 11 ⇒ (4) + 11 = 15

--
Ceobryrn
Percy
Grim
Elindriel

---
Serpentfolk (in darkness)
Serpentfolk (in darkness)
Serpentfolk (2 images)
Serpentfolk Priest (62)
Large serpent (5)
---

Sovereign Court

Elf HP:79, AC: 19/T:13/FF:16 - Percep: +19(LL) F: +8/R: +9/W: +12 - CMB: +5- CMD: 18, Speed: 30ft, Init: +6

In case that Fort save is about Poison - guys don't forget you are all under an extended delay poison, which means we may have to deal with it, bit not for hours and hours away

Percy repositions and hits the snake with a curse again!
Using Accursed Hex Feat

Fort save DC20.
Ice Tomb
Damage 3d8 ⇒ (7, 6, 8) = 21
Fails his save, he is an iceblock

Boffins gasps - "Not Elindriel!"

The little dragon casts a spell!
GREASE on Elindriel, hoping to aid her escape.

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

status: Hasted; Ceo HP 88-19=69 / 89; Lokie hp 76-19-57 / 76

reflex save vs DC16: 1d20 + 12 ⇒ (12) + 12 = 24

Avoiding being trapped in the magic sphere, Ceobryrn curses as he see Elindriel grabbed by the large serpent. He directs Lokie to go after the priest as he targets the large serpent after shifting five feet.

(+1 adaptive seeking darkwood composite longbow +13/+8 (1d8+5/×3) Quick draw, -2 rapid shot, -3/+6 deadly aim, Manyshot, +3 bard +2 banner, +1 haste)

seeking negating any miss chances that would otherwise apply, such as from concealment
Targeting Large Serpent's right side upper area, unadjusted for grapple.

1st att 2 arrows: 1d20 + 13 - 2 - 3 + 3 + 2 + 1 ⇒ (18) + 13 - 2 - 3 + 3 + 2 + 1 = 32
damage: 1d8 + 5 + 6 + 3 + 2 + 1d8 + 5 + 6 + 3 + 2 ⇒ (8) + 5 + 6 + 3 + 2 + (5) + 5 + 6 + 3 + 2 = 45

2nd att 1 arrow: 1d20 + 13 - 2 - 3 + 3 + 2 + 1 ⇒ (14) + 13 - 2 - 3 + 3 + 2 + 1 = 28
damage: 1d8 + 5 + 6 + 3 + 2 ⇒ (4) + 5 + 6 + 3 + 2 = 20

3rd att 1 arrow: 1d20 + 13 - 2 - 3 + 3 + 2 + 1 ⇒ (9) + 13 - 2 - 3 + 3 + 2 + 1 = 23
damage: 1d8 + 5 + 6 + 3 + 2 ⇒ (2) + 5 + 6 + 3 + 2 = 18

4th att 1 arrow: 1d20 + 8 - 2 - 3 + 3 + 2 + 1 ⇒ (12) + 8 - 2 - 3 + 3 + 2 + 1 = 21
damage: 1d8 + 5 + 6 + 3 + 2 ⇒ (2) + 5 + 6 + 3 + 2 = 18

Lokie hasten zooms counter clockwise around the center spire and partway up the stairs.
Hasted moves 140'

Liberty's Edge

Two-handed Fighter-5/Hellknight-5 | AC 26 T 14 FF 24 | HP 39/99 | F +12 R +6 W +7 (+2 vs. compulsion)| Init +5 | Perc +13

DC 17 Fort: 1d20 + 10 ⇒ (15) + 10 = 25
Despite (or perhaps because of...) the wounds taken from the force bead and his opponent, Grim counter-attacks with extreme prejudice! Using an overhand strike with all of his power, Grim...
Power Attack + bard + banner + haste: 1d20 + 13 + 3 + 2 + 1 ⇒ (20) + 13 + 3 + 2 + 1 = 39
Overhand Chop + electrical damage: 2d6 + 19 + 1d6 + 2 + 3 + 2 ⇒ (3, 3) + 19 + (1) + 2 + 3 + 2 = 33

Power Attack 2 + bard + banner + haste: 1d20 + 8 + 3 + 2 + 1 ⇒ (15) + 8 + 3 + 2 + 1 = 29
Overhand Chop + electrical damage: 2d6 + 19 + 1d6 + 2 + 3 + 2 ⇒ (4, 5) + 19 + (6) + 2 + 3 + 2 = 41

Confirm with crit focus: 1d20 + 13 + 3 + 2 + 1 + 4 ⇒ (11) + 13 + 3 + 2 + 1 + 4 = 34
Killer damage: 2d6 + 19 + 1d6 + 2 + 3 + 2 + 2 ⇒ (2, 4) + 19 + (2) + 2 + 3 + 2 + 2 = 36

Sovereign Court

Female Half-Elf Bard (Arcane Duelist) 10 [ HP 73/73 | AC 25/14/23 | Fort +5, Ref +10, Will +7 (+2 vs. ench) | Init +4 (+4 from Banner of the Ancient Kings) | Perception +14 ]

When the serpent attempts to grapple Elindriel, she casts a spell to help her slip out of the thing's grasp.

Immediate action: Cast liberating command
Escape Artist (Liberating Command, ACP): 1d20 + 2 + 20 - 1 ⇒ (17) + 2 + 20 - 1 = 38

Free of the snake, she steps around the serpentfolk that wounded her and attempts to dish out some of her own punishment...

Not an action: 5' step, as indicated on map
Full-round action: Attack serpentfolk
Attack (+1 Keen Adamanatine Falcata, Inspire Courage, Flagbearer, Power Attack, Haste): 1d20 + 12 + 3 + 2 - 2 + 1 ⇒ (2) + 12 + 3 + 2 - 2 + 1 = 18
Damage (+1 Keen Adamanatine Falcata, Inspire Courage, Flagbearer, Power Attack): 1d8 + 5 + 3 + 2 + 4 ⇒ (5) + 5 + 3 + 2 + 4 = 19
Miss Chance (high hits): 1d100 ⇒ 58

Attack (+1 Keen Adamanatine Falcata (Haste), Inspire Courage, Flagbearer, Power Attack, Haste): 1d20 + 12 + 3 + 2 - 2 + 1 ⇒ (6) + 12 + 3 + 2 - 2 + 1 = 22
Damage (+1 Keen Adamanatine Falcata, Inspire Courage, Flagbearer, Power Attack): 1d8 + 5 + 3 + 2 + 4 ⇒ (6) + 5 + 3 + 2 + 4 = 20
Miss Chance (high hits): 1d100 ⇒ 76

Attack (+1 Keen Adamanatine Falcata (Iterative), Inspire Courage, Flagbearer, Power Attack, Haste): 1d20 + 7 + 3 + 2 - 2 + 1 ⇒ (7) + 7 + 3 + 2 - 2 + 1 = 18
Damage (+1 Keen Adamanatine Falcata, Inspire Courage, Flagbearer, Power Attack, Arcane Strike): 1d8 + 5 + 3 + 2 + 4 + 3 ⇒ (7) + 5 + 3 + 2 + 4 + 3 = 24
Miss Chance (high hits): 1d100 ⇒ 19


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Fort: 1d20 + 9 ⇒ (7) + 9 = 16

Rime quickly accumulates on the serpent, as it is entombed in ice - ablock that is pierced by arrows from Ceobryrn, with the last one killing it. Grim has no trouble smashing the serpentfolk to bits.

Elindriel, in the darkness, manages to find her opponent, missing once, then dealing a solid blow.

Bite, Eli: 1d20 + 11 + 2 ⇒ (8) + 11 + 2 = 21
Claw, Eli: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 241d4 + 1 ⇒ (4) + 1 = 5
Claw, Eli: 1d20 + 11 + 2 ⇒ (5) + 11 + 2 = 18
Bite, Eli: 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 241d6 + 1 ⇒ (3) + 1 = 4
Claw, Eli: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20
Claw, Eli: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 301d4 + 1 ⇒ (4) + 1 = 5

The serpentfolk priest takes a shortcut, jumping down on ledge, then down the next. The second time, he stumbles to fall on his face.
Note that he's behind that stone pillar now

Acrobatic: 1d20 + 5 ⇒ (11) + 5 = 16
Acrobatic: 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d6 ⇒ 3

--
Ceobryrn
Percy
Grim
Elindriel
---
Serpentfolk (in darkness)
Serpentfolk (20, in darkness)
Serpentfolk Priest (65)
---

Sovereign Court

Female Half-Elf Bard (Arcane Duelist) 10 [ HP 73/73 | AC 25/14/23 | Fort +5, Ref +10, Will +7 (+2 vs. ench) | Init +4 (+4 from Banner of the Ancient Kings) | Perception +14 ]

Beginning to become a bit worried, Elindriel steps around the serpentfolk once more and attempts to bring it down.

Free action: Maintain bard song (Inspire Courage @ level 14 (Banner of the Ancient Kings), 15 rounds remaining)
Not an action: 5' step, as indicated on map
Full-round action: Attack serpentfolk
Attack (+1 Keen Adamanatine Falcata, Inspire Courage, Flagbearer, Power Attack, Haste): 1d20 + 12 + 3 + 2 - 2 + 1 ⇒ (15) + 12 + 3 + 2 - 2 + 1 = 31
Damage (+1 Keen Adamanatine Falcata, Inspire Courage, Flagbearer, Power Attack): 1d8 + 5 + 3 + 2 + 4 ⇒ (6) + 5 + 3 + 2 + 4 = 20
Miss Chance (high hits): 1d100 ⇒ 96

Attack (+1 Keen Adamanatine Falcata (Haste), Inspire Courage, Flagbearer, Power Attack, Haste): 1d20 + 12 + 3 + 2 - 2 + 1 ⇒ (10) + 12 + 3 + 2 - 2 + 1 = 26
Damage (+1 Keen Adamanatine Falcata, Inspire Courage, Flagbearer, Power Attack): 1d8 + 5 + 3 + 2 + 4 ⇒ (2) + 5 + 3 + 2 + 4 = 16
Miss Chance (high hits): 1d100 ⇒ 93

Attack (+1 Keen Adamanatine Falcata (Iterative), Inspire Courage, Flagbearer, Power Attack, Haste): 1d20 + 7 + 3 + 2 - 2 + 1 ⇒ (16) + 7 + 3 + 2 - 2 + 1 = 27
Damage (+1 Keen Adamanatine Falcata, Inspire Courage, Flagbearer, Power Attack, Arcane Strike): 1d8 + 5 + 3 + 2 + 4 + 3 ⇒ (6) + 5 + 3 + 2 + 4 + 3 = 23
Miss Chance (high hits): 1d100 ⇒ 48

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

(+1 adaptive seeking darkwood composite longbow +13/+8 (1d8+5/×3) Quick draw, -2 rapid shot, -3/+6 deadly aim, Manyshot, +3 bard +2 banner, +1 haste)

seeking negating any miss chances that would otherwise apply, such as from concealment

Shifting 5ft, Ceobryrn listens to the battling Serpentfolk in the darkness pinpointing the one on the left 5ft away from Elindriel. The ranger sends a volly of arrows at the Serpent he hears.

perception w/+2 underground to pinpoint unseen 20+20-20=DC20: 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23

1st att 2 arrows: 1d20 + 13 - 2 - 3 + 3 + 2 + 1 ⇒ (13) + 13 - 2 - 3 + 3 + 2 + 1 = 27
damage: 1d8 + 5 + 6 + 3 + 2 + 1d8 + 5 + 6 + 3 + 2 ⇒ (8) + 5 + 6 + 3 + 2 + (4) + 5 + 6 + 3 + 2 = 44

2nd att 1 arrow: 1d20 + 13 - 2 - 3 + 3 + 2 + 1 ⇒ (9) + 13 - 2 - 3 + 3 + 2 + 1 = 23
damage: 1d8 + 5 + 6 + 3 + 2 ⇒ (6) + 5 + 6 + 3 + 2 = 22

3rd att 1 arrow: 1d20 + 13 - 2 - 3 + 3 + 2 + 1 ⇒ (8) + 13 - 2 - 3 + 3 + 2 + 1 = 22
damage: 1d8 + 5 + 6 + 3 + 2 ⇒ (3) + 5 + 6 + 3 + 2 = 19

4th att 1 arrow: 1d20 + 8 - 2 - 3 + 3 + 2 + 1 ⇒ (19) + 8 - 2 - 3 + 3 + 2 + 1 = 28
damage: 1d8 + 5 + 6 + 3 + 2 ⇒ (7) + 5 + 6 + 3 + 2 = 23

Hastily Lokie continues to chase after the priest jumping down from the upper spiral path attack onto the prone Serpentfolk.

Lokie acrobatics: 1d20 + 11 ⇒ (9) + 11 = 20

bite w/-2PA +3bard +2flag +1 haste: 1d20 + 12 - 2 + 3 + 2 + 1 ⇒ (9) + 12 - 2 + 3 + 2 + 1 = 25
damage if hits: 1d6 + 9 + 4 + 3 + 2 ⇒ (1) + 9 + 4 + 3 + 2 = 19

Liberty's Edge

Two-handed Fighter-5/Hellknight-5 | AC 26 T 14 FF 24 | HP 39/99 | F +12 R +6 W +7 (+2 vs. compulsion)| Init +5 | Perc +13

Grim double moves to take on the priest with Loki...

Sovereign Court

Elf HP:79, AC: 19/T:13/FF:16 - Percep: +19(LL) F: +8/R: +9/W: +12 - CMB: +5- CMD: 18, Speed: 30ft, Init: +6

just awaiting an outcome of all that outbound carnage...

Sovereign Court

A crack of thunder and the tang of ozone cut through the complex. The figures before you, and indeed the walls, the floor, even the air itself seem to crumble and fall away like glittering sands through an hourglass. Unfamiliar figures—their heavy, hooded robes embroidered with the symbol of a winged eye—stand about the field, their hands crackling with lightning. Dozens of Pathfinder spellcasters lie dead at their feet. A gargantuan image of a woman appears and shimmers like a desert mirage. She has a regal bearing, but her features are lined as if by years of endless duty.

”Arrogant Pathfinders! Your ridiculous Society spends fortunes and lives to reassemble a treasure that turns time itself like the pages of a book—a key that could undo all the misery and suffering our world now knows—and you use it for this? Poking at snakes and playing at heroism? Golarion knew a true hero once! Our Lord Aroden—who raised the Starstone from the sea and imprisoned the undead tyrant Tar-Baphon—could already walk the world again were it not for your petty games and delays. Every death in your hours of playtime now hangs as a weight around your collective necks, you spoiled children.
“I am Lady Arodeth, and on behalf of the Harbingers of Fate and the God of Mankind himself, I have seized your Sky Key. Its defenders threw their lives away trying to stop compassion and destiny from returning to this world. I advise you not to throw your own lives away attempting to do the same.
“Behold the return of the Last Azlanti! Behold Aroden!”

Table GMs, you may begin Act 3.

As a reminder to everyone, this scenario ends at Midnight Eastern US Time, when October 11th becomes October 12th. You should work on resolving anything bad that happens by then. I mean, not that this is bad or anything.

Time Zones:
To make this perfectly clear, I am in the US Eastern Daylight Time Zone, which is UTC-4. Convert to your time zone as necessary.


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Elindriel brings down one of her assailants with two swift strokes, while Ceobryrn takes out the other ones with magically seeking arrows.

Lokie takes a good bite out of the serpentfolk priest.

--
Ceobryrn
Percy
Grim
Elindriel
---
Serpentfolk Priest (84)
---


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GM Mars wrote:

A crack of thunder and the tang of ozone cut through the complex. The figures before you, and indeed the walls, the floor, even the air itself seem to crumble and fall away like glittering sands through an hourglass. Unfamiliar figures—their heavy, hooded robes embroidered with the symbol of a winged eye—stand about the field, their hands crackling with lightning. Dozens of Pathfinder spellcasters lie dead at their feet. A gargantuan image of a woman appears and shimmers like a desert mirage. She has a regal bearing, but her features are lined as if by years of endless duty.

”Arrogant Pathfinders! Your ridiculous Society spends fortunes and lives to reassemble a treasure that turns time itself like the pages of a book—a key that could undo all the misery and suffering our world now knows—and you use it for this? Poking at snakes and playing at heroism? Golarion knew a true hero once! Our Lord Aroden—who raised the Starstone from the sea and imprisoned the undead tyrant Tar-Baphon—could already walk the world again were it not for your petty games and delays. Every death in your hours of playtime now hangs as a weight around your collective necks, you spoiled children.
“I am Lady Arodeth, and on behalf of the Harbingers of Fate and the God of Mankind himself, I have seized your Sky Key. Its defenders threw their lives away trying to stop compassion and destiny from returning to this world. I advise you not to throw your own lives away attempting to do the same.
“Behold the return of the Last Azlanti! Behold Aroden!”

The robed Heralds begin casting, and arcs of lightning leap to the rods made of skymetal. A deep thrum from somewhere below reverberates with chest-tightening force, then the earth begins to heave and quake. Emerald green miasma lashes out, snaking back along the arcs of arcane lightning and infecting hooded casters throughout the crowd. Your body—or perhaps the whole world—crumbles to dust and you hear a distant scream of “She’s overloaded it!”

And just as swiftly, the world is whole again, but in place of a flower-speckled field stands the sprawling marketplace of a small city. Ivory-white buildings and columns feature reliefs and endless statuary all depicting physically perfect human specimens in poses of glory over serpentfolk. A chiton-clad crowd of gawkers stares, both at you and at the roiling dome of green light that encompasses nearly a square mile of territory, beyond which this strange city stretches on.

Robed Heralds panic as they sprint beyond the edges of the glistening dome, only to collapse just beyond its border. There hey scream and writhe, their bones cracking as flesh and sinew age to dust in mere moments. Meanwhile, those unfortunates consumed by the green miasma scream and stagger, their features warping and bloating as if the power seeking refuge within them were too big for mere flesh to contain.

And high overhead, a looming stone glows with a light visible even in the growing light of dawn.

Wibbly wobbly timey wimey stuff:

One of the beneficial side effects of the time shift is that some of the PCs’ expended powers and class abilities are once again available as though they had not been expended for the day. Each PC can choose two of the following benefits, and the same bene t can be selected twice to double its effects.
• Recover one or more spells or spell slots whose total levels are equal to your character level.
• Regain one daily use of a class feature. If you would normally be able to use the feature five or more times in one day, instead regain two uses.
• Heal 1d2 points of damage to all ability scores.
• Heal 1d8 hit points. Add your character level to the number of hit points recovered.

DC 5 Knowdledge (History):

You are at the brink of one of the most important moments in Golarion history. It is the year –5293 ar, mere hours before the Starstone collides with Golarion—an event known as Earthfall that plunges the world into a millennium of darkness and chaos.

DC 15 K(history/engineering):

The architecture around here is clearly Azlanti

The group finds themselves in a crowd of shocked onlookers, unfamiliar as they are with the metal-clad warrior in their midst. Soon, the demeanor of the crowd of onlookers grows angry, then defensive, yelling threats in an ancient language.

Azlanti:

"Get these strangers out of our city!"

You might try a diplomacy check (hard) or intimidate check (moderately hard)

Sovereign Court

Female Half-Elf Bard (Arcane Duelist) 10 [ HP 73/73 | AC 25/14/23 | Fort +5, Ref +10, Will +7 (+2 vs. ench) | Init +4 (+4 from Banner of the Ancient Kings) | Perception +14 ]

Elindriel opts for the spells option (recovering her uses of dimension door, haste, silence, and liberating command) and the healing option (recovering 1d8 + 10 ⇒ (7) + 10 = 17 hp)

I'm a little confused by the reference to a metal-clad warrior - who is that?


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That would be grimaldus

Sovereign Court

Female Half-Elf Bard (Arcane Duelist) 10 [ HP 73/73 | AC 25/14/23 | Fort +5, Ref +10, Will +7 (+2 vs. ench) | Init +4 (+4 from Banner of the Ancient Kings) | Perception +14 ]

Elindriel speaks Azlanti, but if there's a need for her to drink her potion of comprehend languages, so be it.

Elindriel notifies her comrades that the natives are less than thrilled by their presence, then speaks to the assembled masses.

Azlanti:

"We are not your enemies! We are travelers from times yet to be, and mean you no harm!"

Diplomacy: 1d20 + 20 ⇒ (17) + 20 = 37


Ceobryn uses the Wibbly wobbly timey wimey stuff to heal Lokie and himself. Also he uses a pearl of power 1st level to restore his liberating command spell.

k(history)w/+6 vs humans, max DC10 vs DC5: 1d20 + 1 + 6 ⇒ (18) + 1 + 6 = 25

k(engineering)w/+6 vs humans vs DC15: 1d20 + 2 + 6 ⇒ (2) + 2 + 6 = 10

Ceobryn takes all the surroundings in and comments "I believe we are just a few hours before Earthfall event!"

The ranger don't speak Azlanti, but he does read body language.

sense motive w/+6 vs humans: 1d20 + 5 + 6 ⇒ (19) + 5 + 6 = 30

Liberty's Edge

Two-handed Fighter-5/Hellknight-5 | AC 26 T 14 FF 24 | HP 39/99 | F +12 R +6 W +7 (+2 vs. compulsion)| Init +5 | Perc +13

It's astounding! Time is fleeting. And with a jump to the left, Grim uses the time warp to heal himself...1d8 + 9 ⇒ (5) + 9 = 14

Kn(Eng): 1d20 + 6 ⇒ (3) + 6 = 9
Grim looks around, taking a defensive stance as the crowd becomes more aggressive.
"Here we go again..." he says to the group.

Sovereign Court

Elf HP:79, AC: 19/T:13/FF:16 - Percep: +19(LL) F: +8/R: +9/W: +12 - CMB: +5- CMD: 18, Speed: 30ft, Init: +6

Percy admires all the scenery and hearing Azlanti spoken by native speakers, counting himself fortunate to know the tongue and the architectural style.

'Bravo! What fun!"

He awaits the outcome of the diplomatic overtures from Elindriel.

Will just regain spells - if that means old effects are wiped, he will recast delay poiso on the party as well as Whispering Lore.


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Azlanti:

Times yet to be? What are you talking about, the world is ending!

The crowd seems to be still in an uproar, but their anger is no longer directed at the pathfinders. A familiar figure limps out from between two buildings. The weight of years seems to hang over Kreighton Shaine, the athfinder Society’s illustrious Master of Scrolls, his face more deeply lined than it was this morning.

“My apologies for not reaching you more quickly, but I have been quite distracted,” he pants. To the left and right across the ancient marketplace, other versions of Kreighton Shaine are speaking to other, equally bewildered Pathfinders.

“It seems redundant to say so at this point, but the Harbingers of Fate have seized control of the Sky Key, and we all appear to be trapped in what the Isle of Kortos used to be eons ago. The same sort of temporal bubble that brought the serpentfolk city of Sessegishoss to us now keeps our forces pinned down here.

“We are attempting to uncover the Sky Key Vault now. While the vault itself seems to be here in this time period, our entrance to it wasn’t projected back, and we’ve lost our bearings relative to its location in this new landscape. What’s more, I worry simply reclaiming the Sky Key will not be enough to allow our escape— that green surge we all witnessed seems to have invested many of the Harbingers with enough of the Sky Key’s energy to maintain our chronological exile.”

Shaine looks worriedly up at the sky. “We will need to work together to uncover the vault and cut the tethers that anchor this time period to the Harbingers’ spellcasters. We must do both so we can use the Sky Key to escape.” A crack of thunder sounds overhead as the dome of green light twists and arcs down to the surface with a thunderous crash, and strange, hairy beasts stride where it struck. “And we would be wise to move quickly.”

He distributes a number of potions among the party. (Cure serious, one each). Any further questions?

Sovereign Court

Female Half-Elf Bard (Arcane Duelist) 10 [ HP 73/73 | AC 25/14/23 | Fort +5, Ref +10, Will +7 (+2 vs. ench) | Init +4 (+4 from Banner of the Ancient Kings) | Perception +14 ]

After defusing the situation as much as she is able, Elindriel sets to healing herself, first with her new potion, then with her wand.

Cure Moderate Wounds: 3d8 + 5 ⇒ (1, 3, 1) + 5 = 10
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Cure Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3
Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2

Healed to full, but wow...what horrible rolls...

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

Ceobryrn shakes he head "So the sky is falling and we have to find an escape before it does. Best start looking for the vault. Elindriel see if you new friends might know where this vault is?"

The ranger looks around for a likely place the vault could and or an access point to it.

perception w/+4 urban: 1d20 + 15 + 4 ⇒ (20) + 15 + 4 = 39

k(geography)w/+4 urban: 1d20 + 5 + 4 ⇒ (19) + 5 + 4 = 28

Liberty's Edge

Two-handed Fighter-5/Hellknight-5 | AC 26 T 14 FF 24 | HP 39/99 | F +12 R +6 W +7 (+2 vs. compulsion)| Init +5 | Perc +13

Grim is watching the crowd and for a more defensible position. Perhaps one of the places he sees is the entrance to the area they now sought...
Perception: 1d20 + 12 ⇒ (2) + 12 = 14 =/

Sovereign Court

Female Half-Elf Bard (Arcane Duelist) 10 [ HP 73/73 | AC 25/14/23 | Fort +5, Ref +10, Will +7 (+2 vs. ench) | Init +4 (+4 from Banner of the Ancient Kings) | Perception +14 ]

Elindriel nods at Ceobryn and speaks to the assembled persons.

Azlanti:

"The world is not ending; the wonders of the Azlanti culture will survive for thousands of years! However, we needs must find a vault - a chamber of sorts. Can you help us?"

Anything we can roll to get information out of them?


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Ceobryrn and Grimaldus look for signs of the vault, while Elidnriel questions the Azlanti citizens

Elindriel can roll diplomacy, Ceobryrn and Grimaldus (or anyone else) can roll Knowledge (engineering or geography)

Sovereign Court

Female Half-Elf Bard (Arcane Duelist) 10 [ HP 73/73 | AC 25/14/23 | Fort +5, Ref +10, Will +7 (+2 vs. ench) | Init +4 (+4 from Banner of the Ancient Kings) | Perception +14 ]

Diplomacy: 1d20 + 20 ⇒ (12) + 20 = 32

Liberty's Edge

Two-handed Fighter-5/Hellknight-5 | AC 26 T 14 FF 24 | HP 39/99 | F +12 R +6 W +7 (+2 vs. compulsion)| Init +5 | Perc +13

Kn(Eng): 1d20 + 6 ⇒ (18) + 6 = 24

Sovereign Court

Elf HP:79, AC: 19/T:13/FF:16 - Percep: +19(LL) F: +8/R: +9/W: +12 - CMB: +5- CMD: 18, Speed: 30ft, Init: +6

Percy and Boffins consider the Geography...

P know geo 1d20 + 7 ⇒ (6) + 7 = 13
B know geo 1d20 + 7 ⇒ (17) + 7 = 24

Boffins little dragon mind and curiosity seems to serve him well!

Liberty's Edge

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Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

anticipating the knowlage geography roll, Ceobryrn had rolled a 28 in his previous post.


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Ceobryrn points out the location of several shifts in the earth, and the locals indeed mention strange movement coming from that direction. As the group sets out to head in the direction of where they suspect the vault to be, an arc of green lightning gathers above and crashes to the surface, leaving something bizarre in its wake.

init:

init, Elindriel: 1d20 + 8 ⇒ (2) + 8 = 10
init, Ceobryrn: 1d20 + 5 ⇒ (1) + 5 = 6
init, Percy: 1d20 + 5 ⇒ (4) + 5 = 9
init, Grim: 1d20 + 6 ⇒ (6) + 6 = 12
Creatures: 1d20 + 6 ⇒ (11) + 6 = 17

Three creatures are shifted through time and deposited on the village square. The locals disperse as they see the shapes of three men appear, nothing more than charred husk shambling forward. One of the villagers is too slow to flee, and is turned to ash by the gaze of one of the new arrivals.

The creature move forward, and while one affixes stern gaze on Grim, the other two move to bring down the armored man.

I need three DC 18 fort saves from each of you. Grim needs four

Slam, Grim: 1d20 + 9 ⇒ (10) + 9 = 19
Slam, Grim: 1d20 + 9 ⇒ (6) + 9 = 15

---
Grim
Elindriel
Percy
Ceobryrn

---
Creature
Creature
Creature
---
---

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

Ceob: fort vs DC18: 1d20 + 12 ⇒ (1) + 12 = 13
Ceob: fort vs DC18: 1d20 + 12 ⇒ (9) + 12 = 21
Ceob: fort vs DC18: 1d20 + 12 ⇒ (15) + 12 = 27

Loki: fort vs DC18: 1d20 + 9 ⇒ (16) + 9 = 25
Loki: fort vs DC18: 1d20 + 9 ⇒ (17) + 9 = 26
Loki: fort vs DC18: 1d20 + 9 ⇒ (9) + 9 = 18

(Char Folio)Reroll Ceob first save w/+1 GM star fort vs DC18: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25

Ceob and Lokie delay to see what the others do first.

Sovereign Court

Elf HP:79, AC: 19/T:13/FF:16 - Percep: +19(LL) F: +8/R: +9/W: +12 - CMB: +5- CMD: 18, Speed: 30ft, Init: +6

Knowledge (?) 1d20 ⇒ 11 which knowledge skill? I have +7 to +ridiculous in the range - what are these things? And what are their immunities/vulnerabilities if possible

Fort 1d20 + 6 ⇒ (7) + 6 = 13
Fort 1d20 + 6 ⇒ (16) + 6 = 22
Fort 1d20 + 6 ⇒ (13) + 6 = 19

Liberty's Edge

Two-handed Fighter-5/Hellknight-5 | AC 26 T 14 FF 24 | HP 39/99 | F +12 R +6 W +7 (+2 vs. compulsion)| Init +5 | Perc +13

I AM THE IMMORTAL GOD OF MANKIND!! YOU CAN NOT SLAY ME FOOLS!!!

DC 18 fort save: 1d20 + 10 ⇒ (12) + 10 = 22
DC 18 fort save: 1d20 + 10 ⇒ (6) + 10 = 16
DC 18 fort save: 1d20 + 10 ⇒ (4) + 10 = 14
DC 18 fort save: 1d20 + 10 ⇒ (14) + 10 = 24

Sovereign Court

Female Half-Elf Bard (Arcane Duelist) 10 [ HP 73/73 | AC 25/14/23 | Fort +5, Ref +10, Will +7 (+2 vs. ench) | Init +4 (+4 from Banner of the Ancient Kings) | Perception +14 ]

Fort Save (DC 18): 1d20 + 5 ⇒ (2) + 5 = 7
Fort Save (DC 18): 1d20 + 5 ⇒ (2) + 5 = 7
Fort Save (DC 18): 1d20 + 5 ⇒ (7) + 5 = 12

...aaaand Elindriel's probably not looking too good. Waiting to see what happens before proceeding.


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Percy looks at the shambling men, and concludes that they are nothing but a forebode of what is to happen to the villagers once that bright star comes down: charred remains of a tremendous explosion. They are undead, and immune to electricity.

The penetrating gazes of the dead suck the adventurers to their graves
The gaze causes negative levels
Percy: 1d4 ⇒ 1
Grim: 2d4 ⇒ (1, 1) = 2
Elindriel: 3d4 ⇒ (1, 3, 3) = 7
I've seen worse rolls, though Elindriel looks pretty battered.

---
Grim
Elindriel
Percy
Ceobryrn

---
Creature
Creature
Creature
---
---

Sovereign Court

Female Half-Elf Bard (Arcane Duelist) 10 [ HP 73/73 | AC 25/14/23 | Fort +5, Ref +10, Will +7 (+2 vs. ench) | Init +4 (+4 from Banner of the Ancient Kings) | Perception +14 ]

Elindriel, haggard-looking but still standing, charges forward and swings her falcata at the nearest of the creatures.

Swift action: Imbue falcata (arcane strike)
Full-round action: Charge nearest undead
Attack (+1 Keen Adamanatine Falcata, Flagbearer, Power Attack, Negative Levels, Charge): 1d20 + 12 + 2 - 2 - 7 + 2 ⇒ (17) + 12 + 2 - 2 - 7 + 2 = 24
Damage (+1 Keen Adamanatine Falcata, Flagbearer, Power Attack, Arcane Strike): 1d8 + 5 + 2 + 4 + 3 ⇒ (8) + 5 + 2 + 4 + 3 = 22

Critical Confirm (+1 Keen Adamanatine Falcata, Flagbearer, Power Attack, Negative Levels, Charge): 1d20 + 12 + 2 - 2 - 7 + 2 ⇒ (19) + 12 + 2 - 2 - 7 + 2 = 26
Critical Damage (+1 Keen Adamanatine Falcata, Flagbearer, Power Attack, Arcane Strike): 2d8 + 10 + 4 + 8 + 6 ⇒ (1, 8) + 10 + 4 + 8 + 6 = 37

Casting gallant inspiration if needed to hit, for an additional 2d4 ⇒ (4, 1) = 5.

Sovereign Court

Elf HP:79, AC: 19/T:13/FF:16 - Percep: +19(LL) F: +8/R: +9/W: +12 - CMB: +5- CMD: 18, Speed: 30ft, Init: +6

Percy drops a Fireball on them in anger, he hold a rod as he does so.

Dazing Fireball 10d6 ⇒ (4, 6, 2, 2, 6, 2, 5, 1, 3, 6) = 37
DC18 Reflex for Half - if saving throw failed, creatures dazed for 3 rounds.
Hits all 3

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

(+1 adaptive seeking darkwood composite longbow +13/+8 (1d8+5/×3) Quick draw, -2 rapid shot, -3/+6 deadly aim, Manyshot, +2 banner, +2/+2 vs undead - 4 melee)

Ceobryrn sends Lokie to help attack the one one the right as the ranger shifts 5ft to attack the one on the left with his bow sending a volley of arrows at the burnt undead.

1st att 2 arrows: 1d20 + 13 - 2 - 3 + 2 + 2 - 4 ⇒ (11) + 13 - 2 - 3 + 2 + 2 - 4 = 19
damage: 1d8 + 5 + 6 + 2 + 2 + 1d8 + 5 + 6 + 2 + 2 ⇒ (7) + 5 + 6 + 2 + 2 + (5) + 5 + 6 + 2 + 2 = 42

2nd att 1 arrow: 1d20 + 13 - 2 - 3 + 2 + 2 - 4 ⇒ (6) + 13 - 2 - 3 + 2 + 2 - 4 = 14
damage: 1d8 + 5 + 6 + 3 + 2 ⇒ (6) + 5 + 6 + 3 + 2 = 22

3nd att 1 arrow: 1d20 + 8 - 2 - 3 + 2 + 2 - 4 ⇒ (17) + 8 - 2 - 3 + 2 + 2 - 4 = 20
damage: 1d8 + 5 + 6 + 3 + 2 ⇒ (6) + 5 + 6 + 3 + 2 = 22

Lokie moves to the right and in to attack the burnt undead.

bite w/-2PA +2flag: 1d20 + 12 - 2 + 2 ⇒ (11) + 12 - 2 + 2 = 23
damage if hits: 1d6 + 9 + 4 + 2 ⇒ (5) + 9 + 4 + 2 = 20

After the attack Ceobryrn closes his eyes to avoid seeing the deadly soul sucking gaze.


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Elindriel, weakened by the terror sight in front of her, decides to try and put one of the shambling men out of his misery, and strikes with forceful might.

Percy cruelly lets the shambling men relive their day of doom by bathing them in flames, dazing of them in the process.
RFX: 1d20 + 5 ⇒ (20) + 5 = 25
RFX: 1d20 + 5 ⇒ (5) + 5 = 10
RFX: 1d20 + 5 ⇒ (13) + 5 = 18

Ceobryrn fires off a volley of arrows, but has a hard time getting them on target, eager as he is to avert his gaze.

Lokie then deals the final gnaw to the once-a-man charged by Elindriel.

Reminder: you still have that aid token

---
Grim
Elindriel
Percy
Ceobryrn
---
Creature (18)
Creature (37, dazed, 3)
---

Liberty's Edge

Two-handed Fighter-5/Hellknight-5 | AC 26 T 14 FF 24 | HP 39/99 | F +12 R +6 W +7 (+2 vs. compulsion)| Init +5 | Perc +13

Grim feels the life energy sucked from him...he swings his greatsword with the strength remaining at the creature to his left, trying to end its miserable existence!
Power Attack 1 + banner: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28
Overhand chop damage + shock: 2d6 + 19 + 2 + 1d6 ⇒ (4, 4) + 19 + 2 + (6) = 35

Power Attack 2 + banner: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Overhand chop damage + shock: 2d6 + 19 + 2 + 1d6 ⇒ (1, 3) + 19 + 2 + (2) = 27


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Grim swings his sword, hitting the burnt man to his left with a ferocious blow. It is not enough to bring him down, and its evil gaze move around the group as he slams into Grim

Slam, Grim: 1d20 + 9 ⇒ (11) + 9 = 20
Slam, Grim: 1d20 + 9 ⇒ (18) + 9 = 271d8 + 1 ⇒ (8) + 1 = 9

Ceobryrn - does he manage to avert his eyes? (high is good): 1d100 ⇒ 77

Worse still, the gazes of both are still active. All except Ceobryrn should roll two DC 18 Fort saves. On a fail, roll 1d4 to determine the amount of negative levels.

---
Grim
Elindriel
Percy
Ceobryrn

---
Creature (53)
Creature (37, dazed, 2)
---

Liberty's Edge

Two-handed Fighter-5/Hellknight-5 | AC 26 T 14 FF 24 | HP 39/99 | F +12 R +6 W +7 (+2 vs. compulsion)| Init +5 | Perc +13

DC 18 fort save: 1d20 + 10 + 4 ⇒ (4) + 10 + 4 = 18
DC 18 fort save: 1d20 + 10 ⇒ (7) + 10 = 17 Negative levels: 1d4 ⇒ 2

Using a boon: Stinkeye’s Friend: Playing with a domesticated basilisk taught you to be careful around creatures with gaze attacks. When you are subjected to a gaze attack, you can cross this boon off to gain a +4 insight bonus on a saving throw to avoid the gaze’s effects.

Grim feels the life being sucked out of him again, and swears softly as he fights the taint of weakness enter his body. He focuses his mind for a single, powerful attack to finish the creature he just attacked!

Power attack with 5 negative levels =(: 1d20 + 9 ⇒ (19) + 9 = 28
Vital strike + electrical damage: 4d6 + 19 + 1d6 ⇒ (2, 1, 5, 4) + 19 + (1) = 32

Crit confirm + critical focus: 1d20 + 9 + 4 ⇒ (5) + 9 + 4 = 18
Vital strike + electrical damage + killer trait: 4d6 + 19 + 1d6 + 2 ⇒ (5, 2, 3, 3) + 19 + (4) + 2 = 38

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

perception w/+2 vs undead: 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 19

Lokie: fort save vs DC18: 1d20 + 9 ⇒ (5) + 9 = 14 Lokie: negative level: 1d4 ⇒ 4
Lokie: fort save vs DC18: 1d20 + 9 ⇒ (19) + 9 = 28

Not hearing them move Ceobryrn targets the rear creature with a volley of arrows.

Ceobryrn directs Lokie to help attack the rear one as well.

(+1 adaptive seeking darkwood composite longbow +13/+8 (1d8+5/×3) Quick draw, -2 rapid shot, -3/+6 deadly aim, Manyshot, +2 banner, +2/+2 vs undead - 4 cover)

seeking negating any miss chances that would otherwise apply, such as from concealment

1st att 2 arrows: 1d20 + 13 - 2 - 3 + 2 + 2 - 4 ⇒ (16) + 13 - 2 - 3 + 2 + 2 - 4 = 24
damage: 1d8 + 5 + 6 + 2 + 2 + 1d8 + 5 + 6 + 2 + 2 ⇒ (8) + 5 + 6 + 2 + 2 + (8) + 5 + 6 + 2 + 2 = 46

2nd att 1 arrow: 1d20 + 13 - 2 - 3 + 2 + 2 - 4 ⇒ (2) + 13 - 2 - 3 + 2 + 2 - 4 = 10
damage: 1d8 + 5 + 6 + 3 + 2 ⇒ (5) + 5 + 6 + 3 + 2 = 21

3nd att 1 arrow: 1d20 + 8 - 2 - 3 + 2 + 2 - 4 ⇒ (20) + 8 - 2 - 3 + 2 + 2 - 4 = 23
damage: 1d8 + 5 + 6 + 3 + 2 ⇒ (7) + 5 + 6 + 3 + 2 = 23
to confirm crit:
to confirm 3rd arrow: 1d20 + 8 - 2 - 3 + 2 + 2 - 4 ⇒ (12) + 8 - 2 - 3 + 2 + 2 - 4 = 15
if confirmed added damage: 1d8 + 5 + 6 + 3 + 2 + 1d8 + 5 + 6 + 3 + 2 ⇒ (4) + 5 + 6 + 3 + 2 + (5) + 5 + 6 + 3 + 2 = 41

Lokie moves to the rear one and in attack the burnt undead.

bite w/-2PA +2flag -4 neg level: 1d20 + 12 - 2 + 2 - 4 ⇒ (15) + 12 - 2 + 2 - 4 = 23
damage if hits: 1d6 + 9 + 4 + 2 ⇒ (6) + 9 + 4 + 2 = 21

Ceobryrn continues to avert his eyes.


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Grim, his strength slowly draining, hacks away the burnt man and chops his to the ground. Ceobryrn is somewhat menacing, turning his head away as he fires off his magical, self-seeking arrows as the last man, ending the threat.

Combat over, still need save for Percy and Elindriel

The group arrives at the sit of the fault lines that the villagers described, but there is not entrance.

Some further searching is required. An intelligence check is possible to remembers recent movements, and divination magic is possible. Perhaps you have more inventive ideas as well?

Sovereign Court

Pathfinders have found and uncovered the Sky Key Vault. It is there that the Sky Key—the Society’s ticket home—awaits. However, the dome of green energy remains strong, suggesting that too many Harbinger spellcasters are still anchoring the Society in this time period.

GMs, it is now possible to gain Vault successes. Map is also updated.

Liberty's Edge

Human Ranger 10 | AC 26 T 14 FF 23 | HP 89/89 | F +12 R +12 W +8 | Init + 4 | Perception +15
Animal (Dog):
AC27 T15 F22 | HP 76 | F+9, R+10, W+4*

Can we use the game Aid token to clear the negative levels? It requires a restoration spell without the expensive material component.

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