GM Baerlie |
sorry, the scenario requests a hard check wich is DC24 :(
Qualif tries to calm down the Azlanti humen, but speaking a 'dead language' with native speakers is very uncommon and his pronunciation was a bit awkward so the Azlanti did not understand all of it and instead of asking they attack.
Darkpaw: 1d20 + 3 ⇒ (10) + 3 = 13
Kentel: 1d20 + 1 ⇒ (17) + 1 = 18
Mylvwara: 1d20 + 2 ⇒ (20) + 2 = 22
Peribras: 1d20 + 6 ⇒ (10) + 6 = 16
Q'Lystra: 1d20 + 10 ⇒ (7) + 10 = 17
Qualif: 1d20 + 5 ⇒ (10) + 5 = 15
Raul: 1d20 + 2 ⇒ (12) + 2 = 14
Verna'th: 1d20 + 2 ⇒ (6) + 2 = 8
Mercenary blue: 1d20 + 2 ⇒ (4) + 2 = 6
Mercenary red: 1d20 + 2 ⇒ (6) + 2 = 8
Soldier green: 1d20 + 0 ⇒ (1) + 0 = 1
Round 1
Mylvwara
Kentel
Q'Lystra
Peribras
Qualif
Raul
Darkpaw
Verna'th
-----
Mercenary red
Mercenary blue
Soldier green
I'll reveal the map later tonight, I don't have access currently :(
Qualif |
Qualif sighs are the guards come towards the group and casts Heroism on Verna'th before getting back into the saddle.
"Don't kill them, as their fate is sealed anyways."
Verna'th |
Nodding at the comment, Verna'th picks up her weapon and stands to her full height, unfurling her wings and readying for their battle.
"So they can be with family, right?"
Double move by Verna'th and a standard/move from Qualif. Ready for battle! How long has it been since the beginning of the scenario, as I do have certain buffs ticking.
Kentel Manseur |
The tall armoured figure swears under his breath; too quiet for anyone to pick up. Turning to his companions, he asks "Could someone translate for me?" Then fitting his helm and drawing his sword, he walks slowly, and deliberately, forward to stand in front of the warriors.
"I am Kentel Manseur, priest of Arqueros, the Divine Bulwark. Stay where are. Do not do battle with us; it will mean your death. My companions mean you no harm, but there are not to be trifled with.
With a determined look on his face, he holds his sword tightly ready to smack the first to advance with the flat of his blade.
............................
Readied Action to attack the first enemy to close with him; without their hand extended in friendship ;-)
Readied Non-Lethal (Soldier of Peace) Longsword Attack: 1d20 + 9 - 4 + 2 ⇒ (20) + 9 - 4 + 2 = 27
confirm Crit: 1d20 + 9 - 4 + 2 ⇒ (13) + 9 - 4 + 2 = 20
damage: 1d8 + 4 ⇒ (8) + 4 = 12
plus crit damage: 1d8 + 4 ⇒ (4) + 4 = 8
Q'Lystra |
Q'Lystra moves towards the group of men.
"I know just the right spell..."
A vivid cone of clashing colors springs forth from Q'Lystra's hand, engulfing the three azlantis.
Color Spray! Will DC 18
"It's like painting a vivid scene!"
Mylvwara Elberion |
"Great idea."
Mylvwara steps up and delivers another burst of flashing, clashing colours to disorientate their foes.
Color Spray (DC15)
Obviously, if Q'Lystra drops them all then she will save her spells.
GM Baerlie |
I'd say about three hours passed. You had several encounters and it also took you some time to take notes about everything.
Qualif casts a spell on his eidolon before she moves closer to the foes. Kentel tries to calm the Azlanti down, but since they don't understand him they do not lower their weapons so the warpriest gets himself ready for action. Q'Lystra and Mylvwara cast color sprays at the guards.
Will red DC18: 1d20 + 3 ⇒ (14) + 3 = 17 2d4 + 1d4 ⇒ (4, 2) + (2) = 8
Will blue DC18: 1d20 + 3 ⇒ (9) + 3 = 12 2d4 + 1d4 ⇒ (4, 3) + (1) = 8
Will green DC18: 1d20 + 3 ⇒ (16) + 3 = 19 success
Will green DC15: 1d20 + 3 ⇒ (15) + 3 = 18 success
Round 1
Mylvwara
Kentel
Q'Lystra
Peribras
Qualif
Raul
Darkpaw
Verna'th
-----
Mercenary red unc./bl./st. 6R, bl. 2R, st. 1R
Mercenary blue unc./bl./st. 7R, bl. 1R, st. 1R
Soldier green
Peribras Sandlock |
Peribras clambers onto the platform and loads his sling staff. I'm a thief catcher; I'm supposed to be working with the city guard, not knocking them out! He frowns and yells for Darkpaw to go trip the guard in the middle.
Darkpaw, bite, attack: 1d20 + 6 ⇒ (11) + 6 = 17 for b/p/s: 1d6 + 3 ⇒ (1) + 3 = 4 plus free trip attempt: 1d20 + 6 ⇒ (1) + 6 = 7
-Posted with Wayfinder
GM Baerlie |
Peribras moves up some stairs while Darkpaw attacks the Azlanti with green eyes. The attack hits, but Darkpaw's teeth do not get through the Azlanti's armor. Raul hides behind his campanions and starts to pray.
The conscious Azlanti tries to hit Darkpaw on the head with his heavy flail.
Green vs. Darkpaw #1: 1d20 + 9 ⇒ (19) + 9 = 28
Green vs. Darkpaw #2: 1d20 + 4 ⇒ (15) + 4 = 19
Crit Confirm #1: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d10 + 3 ⇒ (4) + 3 = 7
Round 2
Mylvwara
Kentel
Q'Lystra
Peribras
Qualif
Raul
Darkpaw
Verna'th
-----
Mercenary red unc./bl./st. 5R, bl. 2R, st. 1R
Mercenary blue unc./bl./st. 6R, bl. 1R, st. 1R
Soldier green
Qualif |
"Let's give you some protection Miss Verna'th," Qualif calmly mutters as he presses his hand to the eidolon's shoulders before he grabs the handle on the saddle.
Casting Mage Armor before things get rough!
Verna'th |
"Thank you sir!" she yelps just before flying in to attack the only one up. With the others moaning on the ground, Verna'th hopes to do something similar with this green soldier in the same fashion.
Heroism, fly: 1d20 + 24 + 2 ⇒ (12) + 24 + 2 = 38
Heroism, Nonlethal Power Attack: 1d20 + 8 + 2 - 4 ⇒ (15) + 8 + 2 - 4 = 21
Nonlethal Power Attack Damage: 1d8 + 13 ⇒ (3) + 13 = 16
Q'Lystra |
Q'Lystra touches Kentel.
"Nethys guides your actions now, Kent."
So its +2 insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws.
Kentel Manseur |
And for a third time since they were pulled through time, the knight-cleric feels the power of another god flow through him. Throwing caution to the wind, he once again puts himself in danger to protect his new-found friends.
The knight dashes past the wolf in front of him, and circles the local still on his feet, stepping right, forward, then left to get behind him. Sword held before him, he smiles beneath his helm, "Surrender mortal. There is no way you will survive if you continue. We mean no harm to you or your people."
Then to reinforce his point, he slams his cold iron sword across the side of the man's head.
............................
Insightful Non-Lethal (Soldier of Peace) Longsword Attack: 1d20 + 9 - 4 + 2 + 2 ⇒ (18) + 9 - 4 + 2 + 2 = 27
Non-Lethal Damage: 1d8 + 4 ⇒ (3) + 4 = 7
If someone (Raul!) can take advantage of the flanking bonus to do non-lethal damage, Kent would be extremely grateful :-)
Mylvwara Elberion |
I've not got anything left to disabled, only to kill
Mylvwara steps back as her capable allies subdue the foe. She takes some time to examine the architecture and cultural signifiers around her, even considering getting out her notebook.
Raul |
Raul approaches from the other side of the man and swings his dangerous blade, trying to avoid cutting off any limbs.
"Aren't these people already dead anyway?"
flanking non-lethal: 1d20 + 9 - 4 + 2 ⇒ (19) + 9 - 4 + 2 = 26, damage: 2d6 + 6 ⇒ (4, 1) + 6 = 11
confirm: 1d20 + 9 - 4 + 2 ⇒ (4) + 9 - 4 + 2 = 11, damage: 2d6 + 6 ⇒ (2, 5) + 6 = 13
-Posted with Wayfinder
GM Baerlie |
Qualif gives Verna'th some protection before the eidolon attacks the remaining foe. Q'Lystra blesses Kentel and the warpriest hits the soldier with the flat side of his sword. Mylvwara lets the others deal with the attackers and starts to study the village. Raul hits the soldier hard on the head.
Round 2
Mylvwara
Kentel
Q'Lystra
Peribras
Qualif
Raul
Darkpaw
Verna'th
-----
Mercenary red unc./bl./st. 5R, bl. 2R, st. 1R
Mercenary blue unc./bl./st. 6R, bl. 1R, st. 1R
Soldier green -34 NL
GM Mars |
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.
Peribras Sandlock |
Peribras moves forward and swings his sling staff to send a bullet at the guard's head.
his bullets won't kill the guard with all the nonlethal damage you've given him. I don't know that ranged weapons can be used nonlethally, typically
sling staff, attack, deadly aim, favored enemy: 1d20 + 11 - 2 + 2 ⇒ (12) + 11 - 2 + 2 = 23 for bludgeoning, cold iron: 1d6 + 2 + 4 + 2 ⇒ (3) + 2 + 4 + 2 = 11
I forgot that Darkpaw gets Peribras's favored enemy bonuses as well, so that is +2 to all her attacks and damage last round
-Posted with Wayfinder
Peribras's Companion: Darkpaw |
Darkpaw bites at the guard's ankle again, trying to knock it to the ground.
bite, attack, favored enemy: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19 for b/p/s: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6 plus free trip: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16
-Posted with Wayfinder
GM Baerlie |
Peribras hits the conscious soldier with a sling stone while Darkpaw bites him. These additional wounds knock the soldier out.
combat over, three unconscious Azlanti
A familiar figure suddenly limps out from between two buildings. The weight of years seems to hang over Kreighton Shaine, the Pathfinder 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."
Shaine distributes a single potion of cure moderate wounds to each of you and asks the if you have any further questions before moving on.
You hear that other Pathfinders found an entrance to the Sky Key Vault, but there are still many Harbringers anchoring the Pathfinder agents in this time period.
You have now the possibility to reduce the number of Harbringers (whose life force sustains the time bubble, they are infected with some of the temporal energy), either by attempting to calm a spellcaster, convincing him to release the temporal energy willingly or knock him/her out.
Rolling Ini for now to speed things up, you can still decide to resolve this encounter non-violently.
Darkpaw: 1d20 + 3 ⇒ (4) + 3 = 7
Kentel: 1d20 + 1 ⇒ (14) + 1 = 15
Mylvwara: 1d20 + 2 ⇒ (17) + 2 = 19
Peribras: 1d20 + 6 ⇒ (19) + 6 = 25
Q'Lystra: 1d20 + 10 ⇒ (2) + 10 = 12
Qualif: 1d20 + 5 ⇒ (12) + 5 = 17
Raul: 1d20 + 2 ⇒ (12) + 2 = 14
Verna'th: 1d20 + 2 ⇒ (3) + 2 = 5
Ini Harbringer Shahan: 1d20 + 6 ⇒ (10) + 6 = 16
Round 1
Group
-----
Harbringer
You can convince her to stop the madness with two successful checks of the following: Bluff/Diplomacy DC24, Intimidate DC16, Kn. history DC20, aiding is fine.
Peribras Sandlock |
Peribras has pretty decent diplomacy (+10). Take 10 + a couple aids and we've got it
"Let's talk 'em down."
-Posted with Wayfinder
Verna'th |
Verna'th wil aid with taking 10 for 19 to help out. Qualif will also take 10 for helping aid with a 13.
"Yes, I don't want to hurt too many people and make master look bad!"
Q'Lystra |
Q'Lystra takes ten on both checks.
Take Ten, Kn. History: 10 + 12 = 22
Take Ten, Kn. History: 10 + 12 = 22
Q'Lystra gives the Harbringer a history lesson, picking her words carefully and explaining the situation with ease, taking her time.
Verna'th |
You may be right with the taking 10 for diplomacy. I'll have Verna'th and Qualif roll to aid in Diplomacy.
Verna'th Aid Diplomacy: 1d20 + 9 ⇒ (13) + 9 = 22
Qualif Aid Diplomacy: 1d20 + 2 ⇒ (7) + 2 = 9
GM Baerlie |
Diplomacy Kentel: 1d20 + 5 ⇒ (17) + 5 = 22
The Harbringer is obviously impressed by Q'Lystra's and Mylvwara's knowledge about the Earthfall event and she gets nervous. It's clear she does not want to die here. The wizard finally releases the temporal energy and the green light around the town gets weaker.
What do you want to do now? Spend more time with the Harbringers to weaken the time bubble or get to the Vault?
Raul |
I am useless for knowledge and Charisma checks. I'm ready to head to the vault or a harbinger's throat, but I'm not going alone! I'll await at least two party members.
-Posted with Wayfinder
Q'Lystra |
What do you want to do now? Spend more time with the Harbringers to weaken the time bubble or get to the Vault?
I'd say we vote on that. I say VAULT.
Peribras Sandlock |
you can take 10 on Diplomacy but NOT on aid checks. You can take 10 on knowledge as well, but not in combat or stressful situations (only Bards of a certain level can do that)
"Well done!"
I don't care. 1 or 2 more harbingers could be good; we've got their number
-Posted with Wayfinder
Kentel Manseur |
The frustrated rage at having to fight some local guardsmen dies within Kent. He acknowledges Raul's tap on the back with a slight nod.
"Thank you Raul, but I'm afraid you and I are on different hands. I am a shield, whereas I think your temperament is more suited to the blade."
The warrior-priest follows his companions as the calm down these Harbingers. Listening to the discussion, he steps forward.
"I will go with the majority, but I would rather engage with these cultists. Perhaps what we do now will make our task of getting home later that much easier?
-----------------------
Kent isn't much good at skill checks, but he can aid and cast Guidance for those that are. We have some pretty skilled members of the group, so I'm for spending a day or so of real time to calm some Harbingers. If the GM moves us on as soon as someone hits the check, we should be able to quickly make some progress. Whoever feels they can roll well and take the lead, can assume Kent will cast Guidance on them for a +1. Could we compromise with maybe, say 2 more Harbinger encounters, then head for the vault knowing we have done our bit? By the way, I have no insight into this, but simply how I am reading Kreighton's dialogue and the GM's comments. It seems to me we have to calm enough down to reduce the power of what is keeping us here and let us get home.
GM Baerlie |
Kentel's assumption is correct. The points you gain count towards the outcome/success of this mission. Although you can also gain points in the Vault, defeating/talking down more Harbringers might make the last encounter easier. We have one and a half week to get as many points as possible.
Let's begin with another Harbringer...
Next to you, you see another Harbringer glowing in an unearthily green. A sorcerer is supporting the anchor. Suddenly, an arc of green lightning gathers above and crashes to the surface, leaving something bizarre in its wake: an ochre pool jelly.
The ooze is a huge version of the ochre jelly. It's immune to electricity, piercing and slashing damage.
Darkpaw: 1d20 + 3 ⇒ (10) + 3 = 13
Kentel: 1d20 + 1 ⇒ (20) + 1 = 21
Mylvwara: 1d20 + 2 ⇒ (17) + 2 = 19
Peribras: 1d20 + 6 ⇒ (7) + 6 = 13
Q'Lystra: 1d20 + 10 ⇒ (17) + 10 = 27
Qualif: 1d20 + 5 ⇒ (4) + 5 = 9
Raul: 1d20 + 2 ⇒ (15) + 2 = 17
Verna'th: 1d20 + 2 ⇒ (6) + 2 = 8
Ochre Pool: 1d20 - 5 ⇒ (14) - 5 = 9
Round 1
Group
-----
Jelly
cinematic encounter...
Kentel Manseur |
A tall steel-skinned man covered entirely in a beautiful shining suit of plate mail, carrying in one hand a heavy steel shield embossed with the symbol of his deity and, in the other, a long-bladed sword, Kent jumps subconsciously back when the lightning strikes.
"By the balls of Abadar!"
Glancing around a little sheepishly at his companions for his less than heroic reaction, and for his taking in vain the name of another god.
"Sorry; with this much metal about my person, that much lightning could be a little vexing!."
-----------------------------
Well the great 'talking them down plan' didn't work out as expected this time - sorry folks!
I'm pretty new to PbP, so I'm not sure what 'cinematic encounter' means. Do you want us to forego dice rolls and describe how awesome we are being? :-))))
Mylvwara Elberion |
knowledge dungeoneering: 1d20 + 8 ⇒ (10) + 8 = 18
"That creature is strong against lightning, and against cutting weapons like bows and swords!"
Qualif |
Watching the Harbinger with a dour look on his face, the wayang frowns once the lightning strikes about. Jostling in his seat, he looks around and nods before whispering in Verna'th's ear.
"It may be best you are out of this fight for a moment, but let us see if the others have it handled."
Muttering a few words, the purple robed summoner of Asmodeus shouts at all who can hear.
"I may not be a follower of a god of good, but he at least keeps his promises! We will survive, and we will be triumphant in our task! Take his blessings, and strike the enemy down!"
Haste is now good for 7 rounds.
Verna'th |
Nearly smacking her master in the head after he casts, Verna'th begins to fly about, as to make sure Qualif doesn't get hit.
"If I can't poke or claw it, I'll stick to protecting master and give him clear shots for his magics! As for that lightning Mister Kent, I don't think that's the bad part of the spell!"
Kentel Manseur |
Hearing the words of the elf conjurer, Kent drops his sword and grabs his heavy shield with both hands. The world around him slows as the Wayang's magic takes effect.
"I hear you Miss Vernath!", shouts out the priest. His voice strangely high-pitched to those not affected by the spell.
He strikes hard with his shield, bludgeoning the jellied creature again and again......
-----------------
2 attacks from Haste; 1 ½ STR from two-handed
First Two-handed Shield Bash Damage: 1d4 + 6 ⇒ (3) + 6 = 9
Second Two-handed Shield Bash Damage: 1d4 + 6 ⇒ (3) + 6 = 9
AC=25 (lost 2 for the shield, gained 1 from Haste)
GM Baerlie |
Qualif casts a spell while Verna'th tries to protect the summoner. You move more quickly and attack the jelly cube in front of you.
botting Peribras and Raul
Peribras shoots two sling stones at the huge jelly while Darkpaw bites. Raul also shoots two sling stones and Mylvara shoots a dart of acid at the creature.
Damage sling + haste: 2d6 + 6 ⇒ (3, 6) + 6 = 15
Damage bite + haste: 2d6 + 6 ⇒ (6, 3) + 6 = 15
Damage sling + haste: 2d4 + 6 ⇒ (3, 2) + 6 = 11
Acid dart: 1d6 + 2 ⇒ (5) + 2 = 7
The cube finally dissolves, covering the floor with liquid and pieces of jelly. The Harbringer stares at you but does not say a word.
only one check necessary: Bluff DC16, Diplomacy/Kn. religion DC20, Intimidate DC24; if you are visibly wearing a holy symbol of a good aligned god you get a +2 bonus
Kentel Manseur |
Kent wipes the scraps of jelly from his shield and picks and sheaths his sword. Stepping forward he approaches the Harbringer, but being careful not to touch him in case he discharges green lightning. Although he is not holding it aloft, the engraving of Arqueros mailed fist surrounded by thorny briars fills the front face. Closing his eyes, he asks for guidance from the Golden Bulwark himself. The knight speaks slowly and clearly, trying to settle the 'anchor'.
"If the Lord of Mankind were here now, he would not be pleased by what you are trying to do. Where in the The History and Future of Humanity does one find him supporting this kind of behaviour?".
But the Harbinger sorcerer does not react to the priest's words.
-------------------------
Cast: Guidance
Bonus Guided Know Religion: 1d20 + 5 + 2 + 1 ⇒ (8) + 5 + 2 + 1 = 16
Sorry, the dice are not with me!
GM Baerlie |
"To be honest, I'm not. And this thing on the sky is going to kill us all, is that right?" the Harbringer says and stops to support the bubble. "Run for your life!"
another success
Close to you you see another Harbringer with a scarred arm. Somehow another time storm deposits time-lost creatures nearby. This time an Ankylosaurus appears, snapping at everything around him. The Harbringer thinks he summoned the creature and joins the battle. "There must be something suspicious about you. The dinosaur doesn't like you."
Darkpaw: 1d20 + 3 ⇒ (2) + 3 = 5
Kentel: 1d20 + 1 ⇒ (9) + 1 = 10
Mylvwara: 1d20 + 2 ⇒ (2) + 2 = 4
Peribras: 1d20 + 6 ⇒ (4) + 6 = 10
Q'Lystra: 1d20 + 10 ⇒ (8) + 10 = 18
Qualif: 1d20 + 5 ⇒ (5) + 5 = 10
Raul: 1d20 + 2 ⇒ (15) + 2 = 17
Verna'th: 1d20 + 2 ⇒ (12) + 2 = 14
Sorcerer: 1d20 + 2 ⇒ (1) + 2 = 3
Round 1
You
-----
Foes
Map: slide #9 again
Qualif |
Qualif looks at the two before tapping Verna'th's shoulder as he casts Mage Armor on the eidolon. Once finished, the summoner hangs tight as he speaks up, "Go after the smaller one first, as the others can take the lizard."