[PbPV] GM Zoomba's 7-00 Sky Key Solution (Inactive)

Game Master Zoomba

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Silver Crusade

Male Human Warpriest 5 | HP 30/38 | AC 22 T 14 FF 20 | F +5 R +3 W +7 | Init +6 | Perc +7 | Blessings 5/5 | Fervor 2/5 | Sacred Weapon (+1) 4/5

Kasei sighs and nods. He draws his katana and murmurs a prayer to Shizuru to blunt the edge of his blade, to avoid killing these people who are, ultimately, only trying to defend themselves from what they see as a threat -- and the Eidolon's attack didn't exactly refute that assessment.

attack nonlethal: 1d20 + 9 - 4 ⇒ (3) + 9 - 4 = 8


Blooming Catastrophe Return to Grave

Will: 1d20 + 3 ⇒ (6) + 3 = 9

Wadi's conjuration leaves the lead guardsman covered in golden motes blinking furiously as he turns left and right, blinded. The other two look at him then turn back to you, nervous and shaken but still standing fast.

Initiative

Odo
Red guard -10 hp
Xander 25/35hp
Kuwabara (delaying)
Jane Doe
Green guard -8hp
Blue guard
Kuwabara
Wadi

Midri

Grand Lodge

Female Half Elf Unchained Summoner 5 | HP 33/33 | AC:16 /20 W-Shield / T:11 / FF:15 / F: +2 / R: +2 / W: +3 | CMB +5 | CMD 16 | Speed 30 | Init: +1 | Perc: +2 | Bond Sense 5/5 | Summon Monster III 7/7

Midri yells in draconic at the guards hoping that the perhaps understand that language.

"Flee you fools and you and your village will be spared if you continue to fight you pt your life in grave peril."

Midri then raises her Nodachi above her head a sad grimace on her face before her eyes harden and with a almost completely silent "I'm sorry" attempts to punch the guard with the pommel of her blade as she brings it down in an attempt to knock the guard out.

Nodachi, nonlethal: 1d20 + 6 - 4 ⇒ (11) + 6 - 4 = 13


Blooming Catastrophe Return to Grave

Midri's pommel thunks harmlessly off the guard's armor. He turns to her, as he moves back, but saves his swing for the fiery eiodlon beside him.

attack: 1d20 + 4 ⇒ (4) + 4 = 8 for damage: 1d8 + 3 ⇒ (4) + 3 = 7

Initiative

Odo
Red guard -10 hp

Xander 25/35hp
Jane Doe

Green guard -8hp
Blue guard
Kuwabara
Wadi
Midri

Grand Lodge

Xander shift over keeping the guard between him and Midri.

Xanders low frustrated growl is the only warning the guard gets before Xander begins his all out assault.

Gore: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12 if it hits it does so for Gore damage: 1d6 + 8 ⇒ (5) + 8 = 13

Claw1: 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18 if it hits it does so for Claw1 damage: 1d6 + 8 ⇒ (3) + 8 = 11

Claw2: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10 if it hits it does so for Claw2 damage: 1d6 + 8 ⇒ (4) + 8 = 12

Bite: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14 if it hits it does so for Bite damage: 1d6 + 8 ⇒ (5) + 8 = 13

wow all below average rolls to hit...i dont think any of these hit.

As Xander finishes his attacks his frustration reaches his peak and with a volume approaching a roar "Midri you fool, do you not understand that these people are dead no matter if you show them kindness or not. They are locked in this time. They either die here now or when earthfall occurs. I for one refuse to be a part of that historic event. If you really must not kill them then drop them now and stabilize them afterward."

Grand Lodge

| HP:45/45 | AC: (Tch, 16 Fl) | CMB: +4, CMD: 15 | F: +8, R: +5, W: +7 | Init: +4 | Perc: +1, SM: +1 | Speed 30ft | Phrenic Pool: 8/8 | Memory 8/8 Dark Half 9/9|Inq. Lvl 1 (2/2) | Spells: 1st 8/8 | 2nd 6/6 | 3rd 4/4 |Physical Mutation 6/6 | Active conditions:, Lesser Versatile 3/3 charges

Xander's appeal seems sensible to Jane. She steps back from the Azlanti, and sends a focused stream of painful memory fragments into the man's brain.

Mind Thrust II on Green. DC 16 Will Half. Jane's earlier attack was for nonlethal, so this hopefully won't kill him.

Mind Thrust: 5d8 ⇒ (7, 4, 5, 6, 7) = 29


Blooming Catastrophe Return to Grave

Will: 1d20 + 3 ⇒ (17) + 3 = 20

As Jane concetrates, one of the guardsman crumbles down with a gasp, wounded but alive and stable.

Seeing this, his companion across the way breaks off towards the blind captain and drags him back. {Azlanti}Sir, we’re outmatched. Retreat back to the garrison and the homes. We’ll need the mages for this!

The still standing duo retreat, as does the crowd around you.

COMBAT OVER

Xander is down 10 hp

You are left alone in a small pocket of the dome-hedged village only for a moment before a familiar figure 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 this cult, the Harbingers of Fate, have seized control of the Sky Key. They’re a small group, always declaring that Aroden’s death changed the timsestream for the worse and kept trying to bring him back to life by making one of their broken prophecies come true. Apparantly, they’ve become a bit more proactive than the reports have indicated. The same sort of temporal bubble that brought the serpentfolk city of Sessegishoss to us now keeps our forces, errr, stuck here. Which given the circumstances,” he glances up at the giant growing star above. ”is rather unfortunate.”

“Some agents are attempting to uncover the Sky Key Vault now. While the vault itself seems to be here in this time period, the entrance we dug 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 again. “We will need to work together to uncover the vault and cut the tethers that anchor this time period to the Harbingers’ spellcasters. Finding the door and unlocking the lock, so to speak. 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. Oh!”

As Shaine begins fishing in his robe, you spy beyond him this conversation being played out with hundreds of Pathfinders across the village square. Several are moving about, jotting down measurements and digging to try and locate the obscured vault, while others seem to be chasing down men and women cloaked in the garb of these Harbingers. You notice several of these cultists appear to be surrounded by a sickly green aura, the same color as the crackling dome above and around you.

The Master of Scrolls finishes his search and pulls free five vials of liquid. ”In case there’s another scrap. Cure Moderate Woundses. Now are there any further questions before we move on? I will admit that this is not the kind of history I would prefer to be a part of.”

Dark Archive

Conditions: Male Human Sorcerer 8 HP 58/58 | AC 14/18/22: (MA,Shield), T 12, FF 14 | F: +6, R: +3, W: +7 | CMD 15 | Perc. +2 | Init. +1
Resources:
Elemental Ray 7/7; 1st L spells 7/7; 2nd L spells 7/7; 3rd L spells 5/5; 4th L Spells 3/4; Fires of Hell 1/1

Wadi nods in response to the Master while accepting one of the potions. "Could you tell us if there are any magical auras tied to the Vault? If not it will take us longer to track it down. Also do you know if killing the Harbinger casters is the only way to release the green energy they are storing?" Turnin to his fellow Pathfinders he adds, "I am willing to search for the Vault entrance but my skills are not suited to that, I am afraid."

Grand Lodge

| HP:45/45 | AC: (Tch, 16 Fl) | CMB: +4, CMD: 15 | F: +8, R: +5, W: +7 | Init: +4 | Perc: +1, SM: +1 | Speed 30ft | Phrenic Pool: 8/8 | Memory 8/8 Dark Half 9/9|Inq. Lvl 1 (2/2) | Spells: 1st 8/8 | 2nd 6/6 | 3rd 4/4 |Physical Mutation 6/6 | Active conditions:, Lesser Versatile 3/3 charges

"I agree that we seem better suited to dealing with the Harbingers. We should head towards the closest one we can find."

I assume Detect Magic would only help if they're really close by, but any particular way to know where to go? While it probably doesn't help for mechanical effect, I'm going to continue calling upon assorted Lastwall residents for help:

Jane rummages through her bag for a moment, before calling out to a man loaded high with surveying and cartographical supplies. As she hands him a map of modern-day Absalom, she adds,

"Jerem, take this and help them search!"

Grand Lodge

Female Half Elf Unchained Summoner 5 | HP 33/33 | AC:16 /20 W-Shield / T:11 / FF:15 / F: +2 / R: +2 / W: +3 | CMB +5 | CMD 16 | Speed 30 | Init: +1 | Perc: +2 | Bond Sense 5/5 | Summon Monster III 7/7

Midri will kneel before Xander tapping him with her wand of infernal healing (41 charges remain) as she stays kneeling before the massive beast it is evident silent communication is going on between the two before Midri smiles and rises giving Xander a quick chin scratch before voicing her opinion.

"I agree as well. My companion can fly, not burrow through the ground and im not positive our abilities to locate the vault will be fast enough."


Blooming Catastrophe Return to Grave

”Magical auras?” Shaine says as he wipes some sweat from his face. ”Plenty. Unfortunately, while the Vault is made of steel and skymetal, it’s also buried approximately 30 feet below the earth somewhere around here, which shield it from most of our divinations so far. We were trying to allow any excess heat or energy to be dispersed in the soil rather than the open field. It…seemed like a good idea at the time. There may be some signs around the area that could hint at its location, but I am open to suggestions on that front.”

”As for the harbingers,” the elf muses. ”Finding them shouldn’t be too hard. Being bound to something this unnatural is a difficult thing to hide. I’m not exactly sure how to separate them from the temporal power inside however. We’re in slightly new territory here and advanced magical theory was always more a field for Aram Zey.” He frowns momentarily as he made himself sad. ”Still, it does seem to be a magical effect, which would imply anything that could dispel or shut down arcana should work. Also if that is true then killing them as you suggest would also work. A tragedy of course, but better the few than all of us dying here.”

”Though, in order to have hijacked this ritual the Harbingers must be of at least some level of skill. Perhaps they could be coaxed into dismissing the effects themselves. They do seem to be behaving…erratically after the chronal investitures…” Zey trails off, though whether due to his concentration being spread across dozens of copies or just his typical nature is unclear.

Looking around the square, you think you understand what Shaine meant by the anchors being difficult to hide. Several figures moving about the domed section of Lacsuhnollo seem to glow with an unearthly green radiance that matches the tint of the dome overhead and the color of the strange lightning that is occasionally stabbing down from the dome’s ceiling to deposit strange creatures and monsters. The three figures cloest to you, though each in a different direction, are a gnome sitting imperiously atop a stack of crates, a Varisian man fiddling with a deck of cards, and an armed figure ransacking market stalls and a storefront nearby while two creatures seemingly birthed of green lighting float nearby and watch.

If you have more questions, feel free to ask them. If you’d like to confront an anchoring Harbinger, let me know which one you wish to approach.

Also Jane, hold that boon until/unless your group would like to spend some time searching.

Grand Lodge

Female Half Elf Unchained Summoner 5 | HP 33/33 | AC:16 /20 W-Shield / T:11 / FF:15 / F: +2 / R: +2 / W: +3 | CMB +5 | CMD 16 | Speed 30 | Init: +1 | Perc: +2 | Bond Sense 5/5 | Summon Monster III 7/7

start with the first one and then work our way down the list? So the gnome would be my first pick if we wanted to confront a harbinger.

Midri looks back and forth between the three visible harbingers clearly trying to decide which one she things they would have the most luck with.


Blooming Catastrophe Return to Grave

Your party makes your way through the chaotic masses around the town followed closely by Shaine, one of them anyway. You notice that most of the Azlanti townsfolk have made their ways off of the streets or into tight throngs in out-of-the-way alleys. While some Pathfinder teams pass you by examining the soil and directing earth elementals to dig underground, you see another quarter pushing back a pair of displaced neanderthals.

Reaching the gnome, he looks down at you as you approach and holds out his hand. You spot a strange metal disc hanging from his neck, with a drawing on it that looks like a crude likeness of the gnome himself.

"HALT! You lot. Is this how you treat the blood of the divine? Do you come bearing tribute to Aroden's heir? Approach is so, but with proper obeisance lest my wrath be invoked."

Dark Archive

Conditions: Male Human Sorcerer 8 HP 58/58 | AC 14/18/22: (MA,Shield), T 12, FF 14 | F: +6, R: +3, W: +7 | CMD 15 | Perc. +2 | Init. +1
Resources:
Elemental Ray 7/7; 1st L spells 7/7; 2nd L spells 7/7; 3rd L spells 5/5; 4th L Spells 3/4; Fires of Hell 1/1

Ohhh boy, this is not going to be easy...

Wadi gives the gnome a winning smile. "We have no quarrel with you Sir Gnome, but we do need to tell you news of import. Your presence here is holding not only ourselves, but all of your compatriots prisoner here. The energies that brought you here have also anchored you here as well. We ask you to release the energies that have engulfed you and influenced your minds, so we can ALL return home."

Diplomacy: 1d20 + 7 ⇒ (10) + 7 = 17

Liberty's Edge

Male Halfling Paladin 8 | HP 68/68 | AC: 23 /T: 12 /FF: 22 | F: +12 /R: +8 / W: +12 | CMB +10 | CMD 21 | Speed 30 | Init. +3 | Perc. +3 | S.M. +11 | Lay on Hands 8/8 | Lucky Halfling 1/1 | Smite 3/3 | Battle Cry 4/4 |

Odo cocks an eyebrow at the gnome (detect evil) and his impertinence.

"Besides, I don't think you'd really like be here any more than us when that rock makes landfall."

Diplomacy - aid another: 1d20 + 11 ⇒ (1) + 11 = 12

Grand Lodge

Female Half Elf Unchained Summoner 5 | HP 33/33 | AC:16 /20 W-Shield / T:11 / FF:15 / F: +2 / R: +2 / W: +3 | CMB +5 | CMD 16 | Speed 30 | Init: +1 | Perc: +2 | Bond Sense 5/5 | Summon Monster III 7/7

Midri tries her hardest to keep her mouth shut but the sounds of fighting nearby cause her to reach for her weapon several times which undoubtedly ruin the peaceful intent she is trying to give off.

Diplomacy - aid another: 1d20 + 4 ⇒ (4) + 4 = 8

Grand Lodge

Xander stays silent and still as he knows from past experience his mere presence tends to put people on edge.

Diplomacy - Aid: 1d20 - 1 ⇒ (18) - 1 = 17

......clearly the Eidolon is superior in every respect...just need to figure out how to get the Eidolon class levels in sorcerer/wizard


Blooming Catastrophe Return to Grave

”You accuse GADOUS GIMBLICOSE of being INFLUENCED! Of having PEERS!” The gnome raises his voice until it is a high-pitched squeak. ”I, anointed by ritual and called out by fate? I, who is the true avatar of the last Azlant? I, who – wait, what rock?”

Odo’s words distract the gnome from his thoughts and he looks up. You notice his eyes widen for several seconds as he seems confused before he snaps his head back down towards you and continues imperiously. ”Oh, you fear the sky’s crash do you? Worry not, Golarion has no need to fear. For I will raise it back to the heavens once again! Again, was this, before…. Still,” an expression of pity comes across the Harbinger’s face as he looks down at your group from his throne. ”I can see by your marks that you are devout souls, mortal as you may be,” he nods towards Odo and Kuwabara’s holy symbols. ”And as a drop of water does not dry the sea so true omniscience cannot be dimmed by a single boon. Perhaps…”

Suddenly all conversation is cut off a new bolt of green lightning slices down from the dome above. It smashes into the ground near you, and in a flash three forms appear in its wake: two skeletal creatures bearing swords and shields and another creature with ashen dried flesh and surrounded by a wreath of smoke.

DC 10 Perception:
One of the skeletons’ skull is unusually oblong. The chest bones of the other have strange markings seared into them, almost as if something akin to Sarenrae’s symbol had been branded upon them in some massive blaze. The ashen figure’s ears are slightly pointy, and the smoke that trails off it occasionally wisps into a claw, horn, or cat-like maw before receding back into the cloud.

The gnome anchor seems as startled as you at the creature’s arrival, but then swings back again to call out. ”Yes, see the forces that I, the last scion of true humanity have called down. Pass this test new petitioners, and perhaps your prayers will be answered!”

GM:

Sk b: 1d20 + 5 ⇒ (13) + 5 = 18

Sk r: 1d20 + 5 ⇒ (11) + 5 = 16

B: 1d20 + 8 ⇒ (8) + 8 = 16

Odo Init: 1d20 + 3 ⇒ (13) + 3 = 16

Wadi Init: 1d20 + 1 ⇒ (8) + 1 = 9

Jane Doe Init: 1d20 + 3 ⇒ (10) + 3 = 13

Midri Init: 1d20 + 1 ⇒ (19) + 1 = 20

Xander Init: 1d20 + 3 ⇒ (2) + 3 = 5

Kuwabara Init: 1d20 + 6 ⇒ (12) + 6 = 18

Initative

Midri
Kuwabara

All three of them
Odo
Jane
Wadi
Xander

Know Religion for both of these creatures

Grand Lodge

Female Half Elf Unchained Summoner 5 | HP 33/33 | AC:16 /20 W-Shield / T:11 / FF:15 / F: +2 / R: +2 / W: +3 | CMB +5 | CMD 16 | Speed 30 | Init: +1 | Perc: +2 | Bond Sense 5/5 | Summon Monster III 7/7

Midri looks at the skeletons hoping to gleam any weaknesses she may have read about in her studies.

Knowledge Religion: 1d20 + 6 ⇒ (14) + 6 = 20

Midri relays anything she remembers quickly before moving to the side and drawing her Nodachi before muttering a few words in draconic and then pulls her fist downward creating a pit underneath the skeletons.

Move action move to map location and draw weapon, Standard create pit at map location.

DC 17 reflex save for all three skeletons. The RED and WHITE skeletons get a +2 to their reflex save being on the edge of the pit. Pit is 30 feet deep and will last for six rounds. DC 25 climb to get out of the pit if they fall in.

Grand Lodge

| HP:45/45 | AC: (Tch, 16 Fl) | CMB: +4, CMD: 15 | F: +8, R: +5, W: +7 | Init: +4 | Perc: +1, SM: +1 | Speed 30ft | Phrenic Pool: 8/8 | Memory 8/8 Dark Half 9/9|Inq. Lvl 1 (2/2) | Spells: 1st 8/8 | 2nd 6/6 | 3rd 4/4 |Physical Mutation 6/6 | Active conditions:, Lesser Versatile 3/3 charges

Religion 1: 1d20 + 11 ⇒ (10) + 11 = 21
Religion 2: 1d20 + 11 ⇒ (15) + 11 = 26


Blooming Catastrophe Return to Grave

The armed skeletons appear to be standard skeletons, though their appearance seems oddly familiar. They are immune to cold and mental effects, as their bony makeup is resistant to non-bludgeoning assaults.

The ashen clawed undead however is different: a Blast Shadow. Borth from violent death in flames and explosions, they are immune to fire, and cloak themselves in a cloud of smoke that can conceal it and burn nearby living flesh. They also tend to be explosive in death, unleashing dark fire to those nearby when they are put to rest. This does leave those revenants vulnerable to cold assaults however.

R ref: 1d20 + 1 + 2 ⇒ (19) + 1 + 2 = 22
B ref: 1d20 + 1 ⇒ (3) + 1 = 4
Blast Shadow: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14

The closest skeleton tumbles into the yawning pit that opens below him, but the other two undead keep their footing on the sloped edge.

fall damage: 3d6 ⇒ (5, 5, 1) = 11


Blooming Catastrophe Return to Grave

You hear scratching from the pit and the skeletal figure still standing charges forward swiping at Midri with its longsword.
longsword: 1d20 + 7 ⇒ (3) + 7 = 10 for damage: 1d8 + 3 ⇒ (1) + 3 = 4

A cloud of ash and smoke erupts from the blast shadow meanwhile, as it dances around the pit to Jane. The undead claws at the elf's face even as the stinging soke and ash around it sears the pyschic's and Midri's flesh.

claw: 1d20 + 11 ⇒ (12) + 11 = 23 for damage: 1d8 + 2 ⇒ (5) + 2 = 7 +fire damage: 1d6 ⇒ 4

Jane and Midri also take 1d6 ⇒ 2 for damage as the smoke around the blast shadow burns their flesh. The smoke also grants the blast shadow concealment.

Initative

Midri 31/33 hp
Kuwabara

Blue skeleton -11hp
Red skeleton, charged
Blast shadow, 20% concealment

Odo
Jane 25/38 hp
Wadi
Xander

Grand Lodge

| HP:45/45 | AC: (Tch, 16 Fl) | CMB: +4, CMD: 15 | F: +8, R: +5, W: +7 | Init: +4 | Perc: +1, SM: +1 | Speed 30ft | Phrenic Pool: 8/8 | Memory 8/8 Dark Half 9/9|Inq. Lvl 1 (2/2) | Spells: 1st 8/8 | 2nd 6/6 | 3rd 4/4 |Physical Mutation 6/6 | Active conditions:, Lesser Versatile 3/3 charges

Jane grows furious at the gnome and undead. Unable to contain her emotions, a change in her composure signals something is different.

Entering my Dark Half

Her change this time is not as dramatic physically, but her skin takes on the demonic red sheen of a babau.

DR Type: 1d100 ⇒ 38
Jane now has DR 5/Cold Iron

Falling back from the skeleton, she retrieves the rod she used when fighting the Slaugrak. Placing it on her forehead, she concentrates her transformational energy at the gnome, and shouts in a horrific tongue.

Aklo:

"Foolish little creature! A gnome as the avatar of humanity? Let's see if we can twist you into something more appropriate."

Provoking from the blast shadow, then using the versatile metamagic rod for Reach Excruciating Deformation

Ranged Touch: 1d20 + 4 ⇒ (17) + 4 = 21 DC 19 Fort negates for this round, but will still need to save again.
Nonlethal: 2d6 ⇒ (1, 1) = 2 Plus two bleed, 1 Dex damage, 1 Con damage, and reduce speed by 10 feet.

Dark Half 8/9 remaining

Grand Lodge

Female Half Elf Unchained Summoner 5 | HP 33/33 | AC:16 /20 W-Shield / T:11 / FF:15 / F: +2 / R: +2 / W: +3 | CMB +5 | CMD 16 | Speed 30 | Init: +1 | Perc: +2 | Bond Sense 5/5 | Summon Monster III 7/7

Midri steps to the side and swings her Nodachi at the skeleton that charged her.

Nodachi: 1d20 + 6 ⇒ (1) + 6 = 7 I dont think ive rolled above a 10 with Midri for a combat roll yet.

Midri eyes water from the smoke causing her strike to go wide and she struggles to clear her vision. She manages to overhear and understand what Jane shouts but is unable to see her due to her blurry vision from the smoke.

Grand Lodge

Xander seamlessly fills the gap Midri left and begins to unleash a torrent of blows on the skeletons relying more on brute strength then normal, Xander knowing the skeleton is resistant to slashing and piercing weapons.

Xanders attacks have all the damage types (B/P/S) as well as cold iron and magical so hopefully that can beat the DR of the skeleton

Gore: 1d20 + 6 ⇒ (9) + 6 = 15 if it hits it does Gore Damage: 1d6 + 8 ⇒ (6) + 8 = 14

Claw1: 1d20 + 6 ⇒ (9) + 6 = 15 if it hits it does Claw1 Damage: 1d6 + 8 ⇒ (5) + 8 = 13

Claw2: 1d20 + 6 ⇒ (2) + 6 = 8 if it hits it does Claw2 Damage: 1d6 + 8 ⇒ (6) + 8 = 14

Bite: 1d20 + 6 ⇒ (7) + 6 = 13 if it hits it does Bite Damage: 1d6 + 8 ⇒ (3) + 8 = 11

Liberty's Edge

Male Halfling Paladin 8 | HP 68/68 | AC: 23 /T: 12 /FF: 22 | F: +12 /R: +8 / W: +12 | CMB +10 | CMD 21 | Speed 30 | Init. +3 | Perc. +3 | S.M. +11 | Lay on Hands 8/8 | Lucky Halfling 1/1 | Smite 3/3 | Battle Cry 4/4 |

Odo steps forward in an effort to keep this shadowy creature from advancing further.
"For the Sun and the Fury!" he cries out as he smites the foul fiend with his scimitar.

enchanted scimitar: 1d20 + 9 + 3 ⇒ (11) + 9 + 3 = 23
damage: 1d4 + 3 + 10 ⇒ (1) + 3 + 10 = 14 first hit with smite 2x smite bonus for damage added

AC 23 vs the thing

Dark Archive

Conditions: Male Human Sorcerer 8 HP 58/58 | AC 14/18/22: (MA,Shield), T 12, FF 14 | F: +6, R: +3, W: +7 | CMD 15 | Perc. +2 | Init. +1
Resources:
Elemental Ray 7/7; 1st L spells 7/7; 2nd L spells 7/7; 3rd L spells 5/5; 4th L Spells 3/4; Fires of Hell 1/1

Wadi glances up at the gnome with a concerned look. I hope this does not come back to harm us later! Electing to concentrate on the main threat here, he sends a volley of fiery bolts into the Blast Shadow.

Cast Magic Missile at the Blast Shadow.
Damage: 3d4 + 3 ⇒ (1, 1, 2) + 3 = 7


Blooming Catastrophe Return to Grave

gnome Fort: 1d20 + 3 ⇒ (10) + 3 = 13

AoO: 1d20 + 11 ⇒ (10) + 11 = 21 for damage: 1d8 + 2 + 1d6 ⇒ (1) + 2 + (4) = 7

A Jane’s form takes on a crimson red hue that shrugs off some of the blast shadows claws as she moves, the gnome feels staggered by the wrenching pain brought upon him. ”YOU, YOU DARE! Is this test not enough that you would seek to face a God’s full wrath? So be it!”

Gad initiative: 1d20 + 2 ⇒ (6) + 2 = 8

Angry, he shoots back at Jane with a dart of sickly green acid that clings to the elf (Acid Arrow)

rng touch: 1d20 + 4 ⇒ (18) + 4 = 22 for acid damage: 2d4 ⇒ (1, 4) = 5

The undead seem to pay no attention to the ‘godling’s demands as they remain fixated on those swinging at them. Xander’s flurryof attack trades quantity for quality as his strikes glance off the skeletons’ armor and shield. Odo’s scimar lands a better blow on the blast shadow, divine righteousness flaring up around the wound.

Concealment, high good: 1d100 ⇒ 96

Initiative

Midri
Kuwabara
Blue skeleton -11
Red skeleton
Blast shadow -21
Odo
Jane 16/38hp
Wadi
Gad -2, 2nl, 1Dex, 1Con
Xander


Blooming Catastrophe Return to Grave

Kuwabara takes a step forward and slashes down at the blast shadow. As he cuts into its dead flesh, instead of blood dark ash spill out.

botting Kuwabara
Attack: 1d20 + 9 ⇒ (14) + 9 = 23 for damage: 1d8 + 7 ⇒ (5) + 7 = 12

From down below in the pit, you hear the skeleton attmepting to climb out, as its fellow strikes at Xander and the blast shadow slashes with both claws at Odo. The dwarf and warpriest continue to cough and wince as the stinging smoke burns their flesh (the eidolon shakes off the sensation).

skeleton attack: 1d20 ⇒ 11 for damage: 1d8 + 3 ⇒ (3) + 3 = 6
Blast claw 1: 1d20 + 11 ⇒ (13) + 11 = 24 for damage: 1d8 + 2 + 1d6 ⇒ (3) + 2 + (1) = 6
Blast claw 2: 1d20 + 11 ⇒ (3) + 11 = 14 for damage: 1d8 + 2 + 1d6 ⇒ (1) + 2 + (2) = 5

smoke damage: 1d6 ⇒ 2

Then, meekly from behind you you hear chanting. You turn to notice your Kreighton Shaine finish muttering a spell and suddenly all six of you feel faster, more alert, and your movmements accelerated. The Master of Scrolls then quickly backs up into an alley.

HASTE has been cast on the party. Extra attack on full attacks, +1 to hit, AC, and Reflex saves, better movement - it's haste, you know the drill

Initiative
HASTE is up

Midri
Kuwabara 29/31
Blue skeleton -11
Red skeleton
Blast shadow -21

Odo 31/39hp
Jane 16/38hp
Wadi

Gad -2, 2nl, 1Dex, 1Con, needs Fort saves
Xander

Dark Archive

Conditions: Male Human Sorcerer 8 HP 58/58 | AC 14/18/22: (MA,Shield), T 12, FF 14 | F: +6, R: +3, W: +7 | CMD 15 | Perc. +2 | Init. +1
Resources:
Elemental Ray 7/7; 1st L spells 7/7; 2nd L spells 7/7; 3rd L spells 5/5; 4th L Spells 3/4; Fires of Hell 1/1

Wadi sees things rapidly deteriorate, but still holds out hope the issue can be resolved peacefully. He watches the gnome closely, ready to cast a spell upon Gad should he try to do the same.

Ready action to cast Glitterdust on Gad should he attempt to cast a spell. DC 16 Will save or be Blinded for 5 rounds.

Liberty's Edge

Male Halfling Paladin 8 | HP 68/68 | AC: 23 /T: 12 /FF: 22 | F: +12 /R: +8 / W: +12 | CMB +10 | CMD 21 | Speed 30 | Init. +3 | Perc. +3 | S.M. +11 | Lay on Hands 8/8 | Lucky Halfling 1/1 | Smite 3/3 | Battle Cry 4/4 |

Odo feels the rush of speed as he slashes away at the blast shadow again and again. The joy of light flows through him and he begins to sing a hymn to the Dawnflower as he fights.
"The dawning is beautiful,
In the horizon of the land.
Rising in the eastern sky,
You fill every heart with your grace."

enchanted scimitar 1: 1d20 + 9 + 3 + 1 ⇒ (8) + 9 + 3 + 1 = 21
damage 1: 1d4 + 3 + 5 ⇒ (1) + 3 + 5 = 9

enchanted scimitar 2: 1d20 + 9 + 3 + 1 ⇒ (12) + 9 + 3 + 1 = 25
damage 2: 1d4 + 3 + 5 ⇒ (3) + 3 + 5 = 11


Blooming Catastrophe Return to Grave

Under Odo's blows (and the damage from Kuwabara I forgot to add above), the blast shadow stands and stares at the halfling for a moment. The smoke around it rushes back into its body, before exploding out into a burst of scorching heat. When it clears, the shadow is gone, you hear no movement in the pit beyond, and the remaining skeleton looks significantly scorched. "Gadous Gimblicose" is also singed, but still infuriated at your termacity.

blue skeleton ref: 1d20 + 1 ⇒ (8) + 1 = 9
Red skeleton ref: 1d20 + 1 ⇒ (15) + 1 = 16
Gad ref: 1d20 + 6 ⇒ (13) + 6 = 19

Fire damage: 4d6 ⇒ (5, 3, 3, 2) = 13

All of you take the above fire damage, with a DC 17 Reflex save for half

Jane is up, and takes another 2d4 ⇒ (3, 4) = 7 acid damage at the start of it as the last of the acid arrow burns off of her.

Dark Archive

Conditions: Male Human Sorcerer 8 HP 58/58 | AC 14/18/22: (MA,Shield), T 12, FF 14 | F: +6, R: +3, W: +7 | CMD 15 | Perc. +2 | Init. +1
Resources:
Elemental Ray 7/7; 1st L spells 7/7; 2nd L spells 7/7; 3rd L spells 5/5; 4th L Spells 3/4; Fires of Hell 1/1

Reflex save DC 17: 1d20 + 2 ⇒ (11) + 2 = 13 Fail. Wadi only takes 3 points of damage due to his Fire resistance.

Liberty's Edge

Male Halfling Paladin 8 | HP 68/68 | AC: 23 /T: 12 /FF: 22 | F: +12 /R: +8 / W: +12 | CMB +10 | CMD 21 | Speed 30 | Init. +3 | Perc. +3 | S.M. +11 | Lay on Hands 8/8 | Lucky Halfling 1/1 | Smite 3/3 | Battle Cry 4/4 |

Reflex save: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
Odo saves and takes 6

Grand Lodge

Reflex Save: 1d20 + 7 ⇒ (7) + 7 = 14

Xander stands still as the flames consume him before chuckling quietly and as the flames die down Xander is revealed completely unscathed and picking a morsel stuck between two of teeth with a extended claw.

Xander is immune to all fire damage so he takes 0

Grand Lodge

Female Half Elf Unchained Summoner 5 | HP 33/33 | AC:16 /20 W-Shield / T:11 / FF:15 / F: +2 / R: +2 / W: +3 | CMB +5 | CMD 16 | Speed 30 | Init: +1 | Perc: +2 | Bond Sense 5/5 | Summon Monster III 7/7

Reflex Save: 1d20 + 2 + 1 + 2 ⇒ (10) + 2 + 1 + 2 = 15

[ooc] Midri cant get out of the way and takes the full 13 points.

Grand Lodge

| HP:45/45 | AC: (Tch, 16 Fl) | CMB: +4, CMD: 15 | F: +8, R: +5, W: +7 | Init: +4 | Perc: +1, SM: +1 | Speed 30ft | Phrenic Pool: 8/8 | Memory 8/8 Dark Half 9/9|Inq. Lvl 1 (2/2) | Spells: 1st 8/8 | 2nd 6/6 | 3rd 4/4 |Physical Mutation 6/6 | Active conditions:, Lesser Versatile 3/3 charges

Jane Reflex: 1d20 + 5 ⇒ (9) + 5 = 14

The combination of fire and sizzling acid leads Jane to tumble to the ground.

At -4. Caster will still need to save, but it's now DC 18 since she falls out of Dark Half.


Blooming Catastrophe Return to Grave

Gad Fort: 1d20 + 3 ⇒ (16) + 3 = 19

The gnome stands up on his stacked box throne and swats down a strand of his cloak that still smolders. Peering down at the fallen Jane, he decrees. "BEHOLD! Thus is the fate of mortals betraying the generosity of their progenitors! Let your friends fate be lesson to you as you - hold on -"

Still bleeding from Jane's disfigurating curse, the 'god' takes out a vial and drinks it.
2d8 + 3 ⇒ (7, 4) + 3 = 14
Looking far more refreshed, his hand waves out towards those of you still standing and the skeleton. "Well? Proceed? Thoust test is not yet come to its end." The gnome then sits again.

Initiative
HASTE is up

Midri 20/33
Kuwabara 29/31, need Ref save

Red skeleton -13hp
Odo 25/39
Jane -4hp
Wadi 33/36
Gad 1Dex, 1Con, needs Fort saves

Xander

Grand Lodge

Female Half Elf Unchained Summoner 5 | HP 33/33 | AC:16 /20 W-Shield / T:11 / FF:15 / F: +2 / R: +2 / W: +3 | CMB +5 | CMD 16 | Speed 30 | Init: +1 | Perc: +2 | Bond Sense 5/5 | Summon Monster III 7/7

Midri carefully steps over a patch of low rubble can 5ft step? if not AoO is fine

The haste spell surges thru Midri and she brings the massive Nodachi down twice upon the skeleton.

Nodachi 1:: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9 if it hits it does Nodachi 1 Damage:: 1d10 + 4 ⇒ (9) + 4 = 13

Nodachi 2:: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27 if it hits it does Nodachi 2 Damage:: 1d10 + 4 ⇒ (10) + 4 = 14

Nodachi 2 Crit Confirm:: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8 i doubt an 8 will confirm

Grand Lodge

Xander roars a challenge to the undead skeleton and after a quick reposition to pen the skeleton in between Midri and himself, unleashes a far faster flurry of blows upon the skeleton determined to ends its ability to harm Xanders allies any more then they already have.

Gore1: 1d20 + 6 + 2 + 1 ⇒ (8) + 6 + 2 + 1 = 17 if it hits it does Gore Damage: 1d6 + 8 ⇒ (4) + 8 = 12

Bite: 1d20 + 6 + 2 + 1 ⇒ (2) + 6 + 2 + 1 = 11 15 missed earlier so this misses

Claw1: 1d20 + 6 + 2 + 1 ⇒ (10) + 6 + 2 + 1 = 19 if it hits it does Claw1 Damage: 1d6 + 8 ⇒ (4) + 8 = 12

Claw2: 1d20 + 6 + 2 + 1 ⇒ (12) + 6 + 2 + 1 = 21 if it hits it does Claw2 Damage: 1d6 + 8 ⇒ (1) + 8 = 9

Gore2: 1d20 + 6 + 2 + 1 ⇒ (2) + 6 + 2 + 1 = 11 15 missed earlier so this misses

Silver Crusade

Male Human Warpriest 5 | HP 30/38 | AC 22 T 14 FF 20 | F +5 R +3 W +7 | Init +6 | Perc +7 | Blessings 5/5 | Fervor 2/5 | Sacred Weapon (+1) 4/5

Sorry about that. More computer glitches. Should be good now.

Reflex: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20

power attack: 1d20 + 9 + 1 - 1 ⇒ (9) + 9 + 1 - 1 = 18
damage: 1d8 + 7 + 3 ⇒ (8) + 7 + 3 = 18


Blooming Catastrophe Return to Grave

The skeleton's armor and shield prove their worth in deflecting most of the seven attacks the lone undead suffers, howeve, even as its bony structure absorbs some of the damage from the nodachi and the claw that slip past it, the force of the blows is enough to knock the abomination to the ground, where it falls apart.

COMBAT OVER!! Someone wmay want to help Jane, the rest of your health is:
Midri 20/33
Kuwabara 23/31
Odo 25/39
Jane -4hp
Wadi 33/36

You hear a small clapping sound from behind you and turn to see the gnome anchor standing and giving faint applause. "Very good. Very good. Of course your triumph was not exactly flawless against even a sliver of my might but you have amused me. Thus, as a token of your faith, and so you can spread the word of GADOUS GIMBLICOSE's mercy and charity -"

The gnome closes his eyes and the green aura around him flickers, then vanishes. You notice the confining dome surrounding the area pulses and recoils for a moment before returning to normal, but its color seems to be a bit less vibrant than before.

Blinking, the gnome atop the crates smiles at you, satisfied. Then his eyes widen, and he looks around confused. "Oh, hey. So who are you again? And where is..." he takes in his surroundings with a start. "Ohnoohnoohno no no no I knew it, the Harbingers said this'd be different, but now I'm gonna be killed for a gone god again Gotta learn Gad, gotta learn..." Muttering in a panic, the gnome tries to run away, but his leap leads him to crash down off of the boxes poorly, knocking him out.

Emerging from the alley, Shaine congratulates you. Well, tht's one anchor down, I think. An admirable attempt at restraint against him too, though if that does not work with another we must be ready to use more final means. I hope that spell helped,Spread out like this I only have a fraction of my reserves left for you, but I believe that I could conjure one more. Oh, and I understand several other Pathfinder have been able to find the Vault's entrance. Though taking control of it is another matter."[/b]

He looks up at the sky, where the Starstone seems to have gotten unsettlingly closer. "So, where to next?"

Heal up, then decide where to go next. The dome is still anchored firmly in place, with the cloest anchors being a Varisian Man an Armed Figure, and a Woman hiding amidst a group of Azlanti The Vault has also been found.

Liberty's Edge

Male Halfling Paladin 8 | HP 68/68 | AC: 23 /T: 12 /FF: 22 | F: +12 /R: +8 / W: +12 | CMB +10 | CMD 21 | Speed 30 | Init. +3 | Perc. +3 | S.M. +11 | Lay on Hands 8/8 | Lucky Halfling 1/1 | Smite 3/3 | Battle Cry 4/4 |

Odo bends down to aid Jane by laying his hands gently upon her brow and calling to her. "Jane, your tasks here on this world are not done. May the warmth of the sun heal your wounds."

lay on hands: 3d6 ⇒ (4, 2, 4) = 10

He then gets out his wand to attend to his own wounds.
cure light wounds: 1d8 + 1 ⇒ (5) + 1 = 6
cure light wounds: 1d8 + 1 ⇒ (7) + 1 = 8

Dark Archive

Conditions: Male Human Sorcerer 8 HP 58/58 | AC 14/18/22: (MA,Shield), T 12, FF 14 | F: +6, R: +3, W: +7 | CMD 15 | Perc. +2 | Init. +1
Resources:
Elemental Ray 7/7; 1st L spells 7/7; 2nd L spells 7/7; 3rd L spells 5/5; 4th L Spells 3/4; Fires of Hell 1/1

Wadi points out the woman who is surrounded by the Azlanti. "She looks like she is in trouble!"

What can I say? Wadi just has a weakness for members of the opposite sex :P

Grand Lodge

Female Half Elf Unchained Summoner 5 | HP 33/33 | AC:16 /20 W-Shield / T:11 / FF:15 / F: +2 / R: +2 / W: +3 | CMB +5 | CMD 16 | Speed 30 | Init: +1 | Perc: +2 | Bond Sense 5/5 | Summon Monster III 7/7

Midri will tap herself once with her wand of infernal heaing
(40 charges remaining) 30/33hp

Seeing Odo healing Jane with but a touch will cause a grimace to form on her face and she will mutter a few words very quietly to herself that results in Xander unfurling a wing and knocking her to the ground.

Hearing Wadi's voice as Midri gets up, and looking at who he is pointing at "Sure, I have a feeling we will need to deal with all of these anchors before we can escape, and this one looks like having the most potential of going south so lets get it out of the way now."

Midri will tap Jane with her wand if Jane does not heal herself once she awakens from the paladins lay on hands, no walking wounded allowed here.


Blooming Catastrophe Return to Grave

To the woman then…

The five of you, with a Shaine to your rear, make your way across the square to where the woman and the other Azlanti stand huddled close. As you approach, each of them scatter to the corners, though the green glow suffusing one woman makes her easy to spot.

Stepping towards the anchor, you note that the woman appears Taldan, but with very pronounced features that make her appear strikingly similar to the citizens nearby. As she retreats, the harbinger yells out at you in Common. ”What do you want with me? How did you curse me with this tongue, this glow? Lacsuhnollo’s been our home for thousands of years: please just let us be!”.

She dashes to put a fence between you and her, calling out in Common ”Now, now go! Go away! If its battle you want the guards are over there – leave us women and the children alone! Beth’s already dead, there are monsters in the streets, aren’t you satisfied enough to just go!?! ”

Her eyes look around in wild terror at not only you, but the other Pathfinders rushing about Lacsuhnollo, and even when her gaze lands on another Harbinger of Fate. A quick lift of her head upwards and her expression reveals that the inevitable descent of the Starstone frightens her most of all.

A few of the things she’s mentioned (the timeline of the town, the military being gender-segregated, ‘Beth’ being a bizarre Azlant name, etc.) don’t quite track with what you’ve seen in the better history books. A Knowledge History check could also be a way to snap back at her, on top of other Social checks.

Dark Archive

Conditions: Male Human Sorcerer 8 HP 58/58 | AC 14/18/22: (MA,Shield), T 12, FF 14 | F: +6, R: +3, W: +7 | CMD 15 | Perc. +2 | Init. +1
Resources:
Elemental Ray 7/7; 1st L spells 7/7; 2nd L spells 7/7; 3rd L spells 5/5; 4th L Spells 3/4; Fires of Hell 1/1

Knowledge History: 1d20 + 3 ⇒ (14) + 3 = 17

Liberty's Edge

Male Halfling Paladin 8 | HP 68/68 | AC: 23 /T: 12 /FF: 22 | F: +12 /R: +8 / W: +12 | CMB +10 | CMD 21 | Speed 30 | Init. +3 | Perc. +3 | S.M. +11 | Lay on Hands 8/8 | Lucky Halfling 1/1 | Smite 3/3 | Battle Cry 4/4 |

Odo makes sure his scimitar is sheathed as he steps forward to address the woman.
"We are not here to hurt you, miss. We too are interested in understanding more about the green glow about you. I understand being afraid of it and what it might mean. But we might be able to help you be rid of it, peacefully and safely. So I am asking you to be calm and talk to us."
"What is your name?"

diplomacy: 1d20 + 11 ⇒ (20) + 11 = 31

Lucky halfling seems to fit today.

Dark Archive

Conditions: Male Human Sorcerer 8 HP 58/58 | AC 14/18/22: (MA,Shield), T 12, FF 14 | F: +6, R: +3, W: +7 | CMD 15 | Perc. +2 | Init. +1
Resources:
Elemental Ray 7/7; 1st L spells 7/7; 2nd L spells 7/7; 3rd L spells 5/5; 4th L Spells 3/4; Fires of Hell 1/1

"Like my good friend Odo here says, we are not here to hurt you. We are looking for a way banish the green aura from you as we believe it is tied to the glow around Lacsuhnollo! I am Wadi by the way." He gives her a reassuring smile even as he looks her over.

Diplomacy, Aid Another: 1d20 + 7 ⇒ (16) + 7 = 23

Wadi is also lucky here...with his die rolls if nothing else :P

Grand Lodge

Female Half Elf Unchained Summoner 5 | HP 33/33 | AC:16 /20 W-Shield / T:11 / FF:15 / F: +2 / R: +2 / W: +3 | CMB +5 | CMD 16 | Speed 30 | Init: +1 | Perc: +2 | Bond Sense 5/5 | Summon Monster III 7/7

Know. History:: 1d20 + 6 ⇒ (10) + 6 = 16

Midri tries to put all the pieces together in her head as to why the situation in front her doesn't match what she has read in the history books.

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