#7-00: Sky Key Solution [Tier 10-11] (GM Andrew) (Inactive)

Game Master Yiroep

MAP
OVERSEER ANNOUNCEMENTS
CHRONICLES

Initiative:

[dice=Aru]1d20+9[/dice]
[dice=Garam]1d20+13[/dice] (+17 - Heightened Awareness)
[dice=Golsan]1d20+0[/dice]
[dice=Hassari]1d20+9[/dice]
[dice=Lightfoot Raven]1d20+9[/dice]


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Scarab Sages

Sylph Sorcerer (Bloodline Elemmental Air) #9 / AC 16 / T14 / FF13 / hp (47)/25 / CMD 18 / CMB+4 / init +9 / Percep +1 / Fort +5, Ref +8, Will +8 http://goo.gl/yWkcd0

Hassari casts another haste.

My name is Hassteri XDDD
For me ok looking for the vault

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

As he watches the depressingly small number of elementals hurry off Garam turns to his companions. I have one other trick which might help, I left one spell slot open in case of emergencies and I have a couple of spells which might locate the vault or the skykey.

I can prepare a locate object spell and go looking for the damn thing or try and scry the leader of the Harbringers...or, and at this he pauses, clearly concerned, I can try and contact a powerful planar entity to ask about it. Doing that is dangerous though, I could find myself bereft of most of my faculties, I wouldn't be able to cast spells although I can still make use of my Hexes.

I have two questions for our GM. Locate Object requires a specific and accurate mental image if looking for a particular object. Will that work if looking for the skykey?

Alternatively, if I go for Contact Other Plane are there sufficient pathfinders about that I could purchase a Heal spell, probably using prestige, if I manage to blow up my own brain? I am actually not at all sure Heal would reverse the effects so this may be irrelevant.


Yes, locate object can help with this for the Sky Key, as can Contact Other Plane. Actually, Contact Other Plane and the Elementals with Haste will be worth a total of one success all by themselves.

You can have someone heal that damage, but it wouldn't remove your ability to cast. However, you can contact one of the lesser planes (like an elemental one) and that will suffice for purposes of this. Let me know if that's what you want to do.

There's other options for this too, like Polling the Locals (Diplomacy or Intimidate) or Remembering where it was (Intelligence). Can also check for diplaced areas (Knowledge (Engineering or Geography) or Profession (Architect)).


@Aru: Alrule responds with, "Lady Arodeth is our leader. She should be with the Sky Key if I remember correctly. I'm only loosely a member of this cult... more of a mercenary."

Dark Archive

Dwarf Fighter 11 (Two-handed) HP 114 | AC 25) | T 12 | FF 24 | CMD 27 | Fort +14 | Ref +8 | Will +10 | Init +0 | Perception +16 | Sense Motive +1 | Winged Boots 0/3 | Snapleaf 1/1 | Character

"Ok, we're looking for a location underground...but, well, wasn't I just there? Surely I can remember what I saw scarcely more than an hour ago! But things look so...different."

Intelligence: 1d20 + 2 ⇒ (10) + 2 = 12

I doubt that gets me anything. :/

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

I will go with Contact Other Plane, looking at the table I will target an outer plane demigod as I cannot fail the Int check for that one (DC10, +9 Int mod, a natural 1 doesn't look like an auto failure). This will take at least 25 minutes, 15 minutes to fill the slot and a 10 minute casting time

Garam opens a small metal basket studded with holes hanging at his side. Reaching in he pulls out a bright green scorpion and settles into a seated position, the scorpion balanced on the back of his hand, stinger raised ready to strike...

I will not fear, fear is the mind killer, I will let it pass over me, I will not fear....

His chant murmurs on and on as he communes with his familiar which flickers in and out of view as if it doesn't actually exist.

Slowly Garams eyes open...I am ready..., the small scorpion skitters over back into its home.

As he invokes his spell Garam sinks into a deep trance. His mind flees his body and travels the strange pathways of the astral plane seeking information to help them. He spots a consciousness, vast, unknowable, but capable of communication, he dives towards it hoping it wont obliterate him for his presumption.

Help us great one! I seek your wisdom to avert a disaster! We must learn about the Sky Key and the actions of the Harbingers of Fate. Answer me the following I beg of you:

Does the Vault of the Sky Key currently lie above or below the streets of Sessegishoss in our current timeline?

Is the entrance to the Vault of the Sky Key guarded?

Has the Society severed enough of the tethers keeping this time bubble in place?

In her current state can Lady Arodeth be reasoned with?

We have one more question remaining which I will leave to suggestions from the group

Dark Archive

Dwarf Fighter 11 (Two-handed) HP 114 | AC 25) | T 12 | FF 24 | CMD 27 | Fort +14 | Ref +8 | Will +10 | Init +0 | Perception +16 | Sense Motive +1 | Winged Boots 0/3 | Snapleaf 1/1 | Character

Can the sky key be preserved and still end its current effect?

What is the airspeed velocityof an unladen swallow? (I know, I know, it's not a yes-or-no question)
Also, this is why Golsan is not a spellcaster! His player doesn't have the temperament for such things!

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

That seems like a great question, let's go with that.

Can we reclaim the Sky Key intact while still ending this effect?

After completing his spell Garam will also conduct his own quick aerial survey of the area, trying to estimate where the Vault might be with his knowledge of the landscape.

Investigative Mind to roll twice, including Chronicle circumstance bonus and another charge of Heightened Awareness

Knowledge Geography 1: 1d20 + 16 ⇒ (15) + 16 = 31
Knowledge Geography 1: 1d20 + 16 ⇒ (7) + 16 = 23

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.


Ah, great timing there. So, you no longer need the Earth Elementals or Contact Other Plane, as the Vault has been discovered. (You can keep those spells if you wish) Would you still like to cast Contact Other Plane with those questions?

Also, now you can either continue to search for tethers or head into the vault itself.

Scarab Sages

Half-Elf Rogue 10 | HP 81/83 | AC 20 | T 14 | FF 20 | CMD 25 | Fort +7 | Ref +16 (+3 to avoid traps)| Will +5 | Init +9 | Perception +13/Trapfinding +18 | Stealth +40 | Sense Motive +8

I'm game for whichever. Too bad we can't see where all the other tables are going. :(

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

I will hold off on using the Summon Monster but will keep the Contact Other Plane


Garam casts his spell, and in his mind enters another plane of existence. He asks some questions out loud, and receives some answers inside his consciousness.

Garam Gallonica wrote:
Does the Vault of the Sky Key currently lie above or below the streets of Sessegishoss in our current timeline?

"Below."

Garam Gallonica wrote:
Is the entrance to the Vault of the Sky Key guarded?

"Unclear."

Garam Gallonica wrote:
Has the Society severed enough of the tethers keeping this time bubble in place?

"No."

Garam Gallonica wrote:
In her current state can Lady Arodeth be reasoned with?

"Yes."

Garam Gallonica wrote:
Can we reclaim the Sky Key intact while still ending this effect?

"Unclear."

GM Rolls:
5d100 ⇒ (34, 94, 13, 12, 33) = 186
1d2 ⇒ 2

Dark Archive

Dwarf Fighter 11 (Two-handed) HP 114 | AC 25) | T 12 | FF 24 | CMD 27 | Fort +14 | Ref +8 | Will +10 | Init +0 | Perception +16 | Sense Motive +1 | Winged Boots 0/3 | Snapleaf 1/1 | Character

With this information and what we know from gm Mars, should we try to find the vaults, or should we keep snipping tethers?

Seems like busy work, but might be worth doing.

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

Seems like we need to clear more tethers, but I personally think the Vault sounds more interesting, happy to go with the group decision.


Truthfully, both are worth doing until the situation is under control in both areas. Either task would be useful.

Grand Lodge

Male TN Half Elf "Warpriest" (Sacred Fist) 4, Rogue (Unchained) 7 | HP: 91/91 | AC: 28 (23 Tch, 21 Fl (Uncanny)), Mobility, Danger Sense +2 | CMB: +9, CMD: 32 | F: +9, R: +13 (Danger Sense +2), W: +12 (+2 Enchant) | Init: +13 | Perc: +30 (+3 Traps, +2 Surprise, Trapspot), SM: +11 | Speed 40ft (50 w/Hype) | Blessings: 5/5, Fervor: 7/7 | Spells: 1st 5/5, 2nd 2/2 | Active conditions: Hype (1hr), MA

We're handling tethers quickly, I think we could clear another or two. But I'm fine with either.

Dark Archive

Dwarf Fighter 11 (Two-handed) HP 114 | AC 25) | T 12 | FF 24 | CMD 27 | Fort +14 | Ref +8 | Will +10 | Init +0 | Perception +16 | Sense Motive +1 | Winged Boots 0/3 | Snapleaf 1/1 | Character

Miss Tethers? Did someone say Miss Tethers?

j/k. For the tethers!

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

OK, tethers it is!


Again, you walk through the streets of the Azlanti City. Many of the Pathfinders start shouting, "The vault is this way! Come quickly!" and others shouting, "We need to stick to releasing the magical energy!" The Pathfinders are clearly divided in their tasks, but progress is certainly happening amidst the chaos.

You travel the streets and see a blob of goo attack a bunch of newly recruited Pathfinders. However, you see that the aid that you sent them not so long ago is helping them in their task.

You come across yet another individual with a lime green glow. She is a human, and looks to have a longspear and a blue hue to her skin. Her left arm is scarred. She wears extremely elaborate and well fashioned clothing, albeit a bit gaudy.

She looks towards the sky, not even noticing you yet, and states, "We have done it! The Harbingers have succeeded at our task of restoring fate to what it once was! Now all shall revel in our glory as a powerful organization who can change the world and bring justice to everyone who deserves it! Absalom has never looked so good!" She seems to think she is in Absalom right now.

She finally notices the party. "You are... the Pathfinders... are you? PFT. PEASANTS! You cannot even dare come close to our power. We now control the riches and the city for justice, so kneel before me in reverence! You should respect me!"

Bluff, Diplomacy, and Intimidate are the name of the game here. Again, these are not equal in difficulty.

THIS IS SLIDE 10!

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

I think at this point my freedom of movement will have expired, I will reactivate it along with heightened awareness

I don't know who you are but look around you, does this look like Absalom? Things have gone very awry here and it is down to the Harbringers to fix what has been broken. Only you, it seems, possess the knowledge necessary to stop this madness!

Diplomacy: 1d20 + 28 ⇒ (12) + 28 = 40

Dark Archive

Dwarf Fighter 11 (Two-handed) HP 114 | AC 25) | T 12 | FF 24 | CMD 27 | Fort +14 | Ref +8 | Will +10 | Init +0 | Perception +16 | Sense Motive +1 | Winged Boots 0/3 | Snapleaf 1/1 | Character

"You should listen to him! There is grave danger approaching! Do you see the shooting star? That marks the end of all of us, but you have the power to end it and take us all to safety! Do your part! "

Diplomacy (to aid): 1d20 + 1 ⇒ (12) + 1 = 13


"The times have changed! We have created a new universe." Seems that's the wrong angle to approach her on. She's too far gone into her own universe to realize her own reality, but may be convinced through other means.

"It is a new order my friends. One which..."

Her speech is cut off at three green lightning bolts rain from the sky, and nasty oozes flash into existence out of the temporal essence. They ignore the mage and attack the party.

"Ah, gifts from my god! Let's see how you can deal with them!"

Monster Knowledge

Knowledge (Dungeoneering) DC 17:
These appear to be Black Pudding. Not only are they Black Pudding... they appear to be Giant sized! They have ooze traits, and slashing or piercing weapons do not hurt these things. Instead, they split every time you try to do so. It's pretty decent against bull rush and can't be tripped.

Knowledge (Dungeoneering) DC 22:
When they hit, they can do acid damage, grab, and constrict. Whenever they are hit with a weapon, it does acid damage to the weapon. Whenever it grabs something, their clothes and armor also take acid damage.

Knowledge (Dungeoneering) DC 27:
This ooze actually has pretty decent capability to climb out of things. They have 15 ft. reach in their giant size. They are practically impossible to miss with any attack (of course, ones always miss).

Knowledge (Dungeoneering) DC 32:
Lowest save is tied for Reflex and Will.

--------------------------------------------------------------------

Initiative:

Aru: 1d20 + 9 ⇒ (5) + 9 = 14
Garam: 1d20 + 17 ⇒ (7) + 17 = 24
Golsan: 1d20 + 0 ⇒ (17) + 0 = 17
Hassari: 1d20 + 9 ⇒ (15) + 9 = 24
Lightfoot Raven: 1d20 + 9 ⇒ (18) + 9 = 27
Blue: 1d20 - 5 ⇒ (14) - 5 = 9
Green: 1d20 + 5 ⇒ (20) + 5 = 25
Pink: 1d20 - 5 ⇒ (17) - 5 = 12
Red: 1d20 - 5 ⇒ (1) - 5 = -4

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Status Wrap-Up

Lightfoot Raven (-2) - Fly, Hype, Mage Armor
Green Mage (-0)
Garam (-0) - Mirror Image (7), Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind, Freedom of Movement
Hassari (-2) - Mage Armor
Golsan (-1) - Freedom of Movement
Aru (-2)
Pink Ooze (-0)
Blue Ooze (-0)
Red Ooze (-0)
Yellow Kreighton Shaine (-0)

Time Keeping:

(Took 2 minutes to travel from Alrule, then 10 minute break for Contact Other Plane)
Since First Fight with Statues: 1 hour 19 minutes.
Since Leaving First Temple Area: 1 hour 14 minutes.
Since Starting Studying the Columns: 1 hour 12 minutes.
Since Leaving the Temple Plaza: 52 minutes.
Since Battle with Snake & Serpentfolk: 46 minutes.
Since Leaving Shrine: 44 minutes.
Since Finding the Tablet: 42 minutes.
Since Leaving Temple Interior: 37 minutes.
Since Battle with Troglodytes: 27 minutes.
Since Leaving Slave Pens: 25 minutes.
Since Wibbly Wobbly Timey Wimey: 16 minutes.
Since First Mage (Gab): 14 minutes.
Since Second Mage (Alrule): 12 minutes.
Since finishing Contact Other Plane: 10 minutes.

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

My Mirror Image will have expired, I will have used a scroll before this encounter

Images: 1d4 + 1 ⇒ (1) + 1 = 2

I will use the last use of my current investigative mind on the dungeoneering check

Dungeoneering: 1d20 + 22 ⇒ (1) + 22 = 23
Dungeoneering: 1d20 + 22 ⇒ (7) + 22 = 29

Be careful everyone, these are giant black puddings, they can grab you and melt your face and your weapons and gear! Kill them fast but don't use stabby or slashy weapons, you need to bludgeon them to death!

*Raises hand* I would like to register a complaint with the PFS overgods please. As a witch with many mind affecting abilities we have now fought constructs, mind immune snakes and now bloody oozes! Could we have something with a brain please...:)

Dark Archive

Dwarf Fighter 11 (Two-handed) HP 114 | AC 25) | T 12 | FF 24 | CMD 27 | Fort +14 | Ref +8 | Will +10 | Init +0 | Perception +16 | Sense Motive +1 | Winged Boots 0/3 | Snapleaf 1/1 | Character

It's not my turn, but I'll go ahead and tell everyone that I'll not be particularly useful until the second round. Locking gauntlets are great until they're not. :/

Grand Lodge

Male TN Half Elf "Warpriest" (Sacred Fist) 4, Rogue (Unchained) 7 | HP: 91/91 | AC: 28 (23 Tch, 21 Fl (Uncanny)), Mobility, Danger Sense +2 | CMB: +9, CMD: 32 | F: +9, R: +13 (Danger Sense +2), W: +12 (+2 Enchant) | Init: +13 | Perc: +30 (+3 Traps, +2 Surprise, Trapspot), SM: +11 | Speed 40ft (50 w/Hype) | Blessings: 5/5, Fervor: 7/7 | Spells: 1st 5/5, 2nd 2/2 | Active conditions: Hype (1hr), MA

"What if we just split it lots of times?"

Raven sighs, pulling out a potion and drinking it, growing in size as he says a quick prayer.

Pull and Drink Enlarge, Fervor Cast Blessed Fist.

He then falls into a combat stance, dropping his spear.


Lightfoot Raven prepares to battle the unusual foe.

--------------------------------------------------------------------

Green's Turn
"My minions, get them!" They seemed to be doing that anyway...
She casts a spell on her and begins ascending in the air.

Spellcraft DC 18 (+1 per 10 ft.):
Fly

She then casts a quickened spell at Lightfoot Raven.
Magic Missile: 5d4 + 5 ⇒ (1, 4, 4, 4, 3) + 5 = 21

--------------------------------------------------------------------

Initiative Order - Bolded Characters May Post Their Turn

Lightfoot Raven (-23) - Enlarge Person, Hype, Mage Armor
Green Mage (-0) - Fly
Garam (-0) - Mirror Image (2), Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind, Freedom of Movement
Hassari (-2) - Mage Armor
Golsan (-1) - Freedom of Movement
Aru (-2)
Pink Ooze (-0)
Blue Ooze (-0)
Red Ooze (-0)
Yellow Kreighton Shaine (-0)

Dark Archive

Dwarf Fighter 11 (Two-handed) HP 114 | AC 25) | T 12 | FF 24 | CMD 27 | Fort +14 | Ref +8 | Will +10 | Init +0 | Perception +16 | Sense Motive +1 | Winged Boots 0/3 | Snapleaf 1/1 | Character

"Ah ha! Minions, eh? So you ARE in control. 'Severing' tethers...heh heh...got any haste left for me, Hassari?"

Golsan activates the last charge of his winged boots and flies up 20ft and above and behind Hassari (in a spiraling route to avoid turns >45 degrees).

Standard Action: activate winged boots
Move Action: Fly

Scarab Sages

Half-Elf Rogue 10 | HP 81/83 | AC 20 | T 14 | FF 20 | CMD 25 | Fort +7 | Ref +16 (+3 to avoid traps)| Will +5 | Init +9 | Perception +13/Trapfinding +18 | Stealth +40 | Sense Motive +8

Aru shoots at blue with blunt arrows, who is still flatfooted!
+1 corrosive short bow: 1d20 + 17 ⇒ (4) + 17 = 21
regular damage: 1d6 + 6 ⇒ (3) + 6 = 9
sneak attack: 5d6 ⇒ (1, 3, 3, 1, 1) = 9
acid damage: 1d6 ⇒ 5

+1 corrosive short bow: 1d20 + 17 ⇒ (18) + 17 = 35
regular damage: 1d6 + 6 ⇒ (4) + 6 = 10
sneak attack: 5d6 ⇒ (1, 4, 3, 3, 4) = 15
acid damage: 1d6 ⇒ 2

"I think haste would be awesome right about now!" Aru says through gritted teeth.

"Also, about that spell, Kreighton. Can I have greater invis, please?" Aru tries to whisper so that she doesn't give her plan away.


Ah, forgot senses in the spoilers, so I'll give to ya.

BLACK PUDDING HAS BLINDSIGHT 60 ft.

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

invis won't help neither will blinding the stupid things!

Garam misfortune hexes red splitting to purple then flies straight up as far as he can go. 20'If no haste, 35' with it. DC24 will save.

Scarab Sages

Sylph Sorcerer (Bloodline Elemmental Air) #9 / AC 16 / T14 / FF13 / hp (47)/25 / CMD 18 / CMB+4 / init +9 / Percep +1 / Fort +5, Ref +8, Will +8 http://goo.gl/yWkcd0

Hassari casts haste.

you only want me for my spells


Golsan begins to fly to try to catch up to the mage.

--------------------------------------------------------------------

Aru tries to get shots before they get to act, but quickly finds that these things are immune to sneak attack. Strangely, even though they do acid damage, they aren't immune to acid.

--------------------------------------------------------------------

Garam tries to lay the misfortune of the cosmos onto a couple of the oozes.

Will Saves (Pink): 1d20 - 2 ⇒ (13) - 2 = 11
Will Saves (Red): 1d20 - 2 ⇒ (20) - 2 = 18

The ooze with pink food coloring is affect but not the one with blood spilt in it.

Garam then flies straight up.

--------------------------------------------------------------------

Hassari casts Haste on the party.

--------------------------------------------------------------------

Pink Turn
It attacks its closest target, Garam.
Slam Attack: 2d20 ⇒ (12, 12) = 24 - +8, so 20.
Mirror Image: 1d3 ⇒ 1
Slam Damage: 3d6 + 7 ⇒ (2, 1, 1) + 7 = 11
Acid Damage: 3d6 ⇒ (2, 1, 4) = 7

Garam takes a hit, but is too slippery for its grasp. [ooc]11 damage and 7 acid.

--------------------------------------------------------------------

Blue's Turn
This ooze also attacks its closest target, which is Golsan.
Slam Attack: 1d20 + 8 ⇒ (4) + 8 = 12
Slam Damage: 3d6 + 7 ⇒ (3, 6, 6) + 7 = 22
Acid Damage: 3d6 ⇒ (4, 3, 5) = 12

Golsan is too elusive for the ooze.

--------------------------------------------------------------------

Red's Turn
Following the same pattern, this one attacks the closest target, which is Lightfoot Raven.
Slam Attack: 1d20 + 8 ⇒ (16) + 8 = 24
Slam Damage: 3d6 + 7 ⇒ (1, 1, 3) + 7 = 12
Acid Damage: 3d6 ⇒ (1, 3, 4) = 8

@Lightfoot Raven: Not sure that hits you or not with Enlarge Person? I don't think it does, but please confirm.

--------------------------------------------------------------------

Kreighton Shaine
"I do not believe that Improved Invisibility will help in this situation."

Delays until called upon.

--------------------------------------------------------------------

Initiative Order - Bolded Characters May Post Their Turn

Lightfoot Raven (-23) - Enlarge Person, Hype, Mage Armor
Green Mage (-0) - Fly
Garam (-18) - Mirror Image (2), Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind, Freedom of Movement
Hassari (-2) - Mage Armor
Golsan (-1) - Freedom of Movement
Aru (-2)
Pink Ooze (-0)
Blue Ooze (-26)
Red Ooze (-0)
Yellow Kreighton Shaine (-0) - Delayed

Dark Archive

Dwarf Fighter 11 (Two-handed) HP 114 | AC 25) | T 12 | FF 24 | CMD 27 | Fort +14 | Ref +8 | Will +10 | Init +0 | Perception +16 | Sense Motive +1 | Winged Boots 0/3 | Snapleaf 1/1 | Character

I just want to point out that blue just demonstrated a 35ft reach. (!) Which I'm not contesting. However, did you mix up blue and red? Because I think it might have been me that got hit, if each of them went after their closest enemy. Except that a 24 is a miss. (My numbers are all jacked up!)


I did mix up the two, lol, so it will hit you and not Lightfoot Raven. Will update in the next big post.

The Exchange

Init +9-15 | HP 119/119 | AC21 | T15 | FF19 | Fort +15 | Ref +13 | Will +17, +1 vs fear, confusion, transmutation, death, Resist cold 10 | CMD 16 | Perception +28 | SM +23
Buffs:
Mage Armour, Overland Flight
Resources:
Patron 13|13, Reroll: Unused

just a note I dont think mirror image works against blindsight

Grand Lodge

Male TN Half Elf "Warpriest" (Sacred Fist) 4, Rogue (Unchained) 7 | HP: 91/91 | AC: 28 (23 Tch, 21 Fl (Uncanny)), Mobility, Danger Sense +2 | CMB: +9, CMD: 32 | F: +9, R: +13 (Danger Sense +2), W: +12 (+2 Enchant) | Init: +13 | Perc: +30 (+3 Traps, +2 Surprise, Trapspot), SM: +11 | Speed 40ft (50 w/Hype) | Blessings: 5/5, Fervor: 7/7 | Spells: 1st 5/5, 2nd 2/2 | Active conditions: Hype (1hr), MA

AC 27 w/Haste :)

Raven calls upon his martial prowess and begins flurrying the pile of pudding.

Flurry Attack Haste Blessed Fist: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 2d6 + 3 ⇒ (5, 4) + 3 = 12

Flurry Attack Haste Blessed Fist: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 2d6 + 3 ⇒ (1, 1) + 3 = 5

Flurry Attack Haste Blessed Fist: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 2d6 + 3 ⇒ (3, 2) + 3 = 8

Flurry Attack Haste Blessed Fist: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 2d6 + 3 ⇒ (5, 6) + 3 = 14


Lightfoot Raven flurries on the ooze, finding the ooze incredibly easy to hit and not missing a single time. He easily lays into it, and goo goes flying everywhere. It still looks like it has a fair bit of fight in it.

--------------------------------------------------------------------

Green's Turn
She looks at Golsan that seems to be flying just for her benefit. She decides that he is a threat and goes all out on him, and using Lightfoot Raven as a lightning rod. A bolt of lightning arcs between the two targets.
Electricity Damage (DC 22 Reflex for Half) (Golsan and Lightfoot Raven): 10d6 + 10 ⇒ (5, 2, 1, 3, 1, 4, 4, 2, 3, 4) + 10 = 39

Spellcraft DC 20 (+1 per 10 ft. away):
lightning arc

She then releases a barrage of Magic Missiles on Golsan.
Quickened Magic Missiles (Golsan): 5d4 + 5 ⇒ (2, 3, 2, 2, 3) + 5 = 17

Finally, she takes out her longspear. Assuming that Golsan going towards her, can go ahead and open the spoiler.

Attack of Opportunity:

Longspear Attack: 1d20 + 8 ⇒ (3) + 8 = 11
Longspear Damage: 1d8 + 3 ⇒ (4) + 3 = 7

"This is just a fraction of the power I have been given!"

--------------------------------------------------------------------

Initiative Order - Bolded Characters May Post Their Turn

Lightfoot Raven (-23) - Enlarge Person, Hype, Mage Armor - DC 22 Reflex save for 39 or no damage
Green Mage (-0) - Fly, Other Mystery Spells?
Garam (-18) - Mirror Image (2), Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind, Freedom of Movement
Hassari (-2) - Mage Armor
Golsan (-18) - Freedom of Movement - DC 22 Reflex save for 39 or 19 damage
Aru (-2)
Pink Ooze (-0) - Misfortuned
Blue Ooze (-65)
Red Ooze (-0)
Yellow Kreighton Shaine (-0) - Delayed

Dark Archive

Dwarf Fighter 11 (Two-handed) HP 114 | AC 25) | T 12 | FF 24 | CMD 27 | Fort +14 | Ref +8 | Will +10 | Init +0 | Perception +16 | Sense Motive +1 | Winged Boots 0/3 | Snapleaf 1/1 | Character

Reflex Save: 1d20 + 8 ⇒ (2) + 8 = 10 Yowsers.

Golsan, Singed but not afraid, charges at the caster and (if he can) attacks! (Otherwise just a double move)
Do I have a charge line? Maybe not. If these things are 20ft tall, I barely clear the top of them. Of course, she's only one square down. So maybe.
.

Charge Attack:
+1 Kn/Ad GSwd(S) (Haste, Charge, PA, FF, OC, High Ground): 1d20 + 21 + 1 + 2 - 3 + 3 + 1 ⇒ (20) + 21 + 1 + 2 - 3 + 3 + 1 = 45
Damage: 2d6 + 12 + 9 + 3 ⇒ (6, 1) + 12 + 9 + 3 = 31
Crit Confirm (Haste, Charge, PA, FF, OC): 1d20 + 21 + 1 + 2 - 3 + 3 + 1 ⇒ (2) + 21 + 1 + 2 - 3 + 3 + 1 = 27
Damage: 2d6 + 12 + 9 + 3 ⇒ (3, 6) + 12 + 9 + 3 = 33

Abbreviations:
Ad - Adamantine
BS - Backswing
DS - Devastating Strike
FF - Furious Focus
GS - Greater Sunder
GSwd(S) - Greatsword (Slashing)
Kn - Keen
OC - Overhand Chop
PA - Power Attack
PD - Pile Driver
SS - Shattering Strike
VS - Vital Strike

Scarab Sages

Sylph Sorcerer (Bloodline Elemmental Air) #9 / AC 16 / T14 / FF13 / hp (47)/25 / CMD 18 / CMB+4 / init +9 / Percep +1 / Fort +5, Ref +8, Will +8 http://goo.gl/yWkcd0

The sorcerer throws a gem that explotes in the ground.

Elemental gem (air), at "Air" in the map. 5 foot step back


@Golsan: Totally OK with you charging her.

@Hassari: Don't forget to post your elemental's actions.

Dark Archive

Dwarf Fighter 11 (Two-handed) HP 114 | AC 25) | T 12 | FF 24 | CMD 27 | Fort +14 | Ref +8 | Will +10 | Init +0 | Perception +16 | Sense Motive +1 | Winged Boots 0/3 | Snapleaf 1/1 | Character

Good! Dat crit tho!

Scarab Sages

Half-Elf Rogue 10 | HP 81/83 | AC 20 | T 14 | FF 20 | CMD 25 | Fort +7 | Ref +16 (+3 to avoid traps)| Will +5 | Init +9 | Perception +13/Trapfinding +18 | Stealth +40 | Sense Motive +8

Aru, cursing under her breath since she can't sneak it, fires three more shots into blue (with blunt arrows)!

+1 corrosive short bow: 1d20 + 16 + 1 ⇒ (2) + 16 + 1 = 19
regular damage: 1d6 + 6 + 1 ⇒ (2) + 6 + 1 = 9
acid damage: 1d6 ⇒ 1

+1 corrosive short bow: 1d20 + 16 + 1 ⇒ (11) + 16 + 1 = 28
regular damage: 1d6 + 6 + 1 ⇒ (4) + 6 + 1 = 11
acid damage: 1d6 ⇒ 1

+1 corrosive short bow: 1d20 + 16 + 1 - 5 ⇒ (15) + 16 + 1 - 5 = 27
regular damage: 1d6 + 6 + 1 ⇒ (5) + 6 + 1 = 12
acid damage: 1d6 ⇒ 2

She looks up, seeing Golsan deliver a devastating blow to the caster. "Get 'em, Golsan!" she cheers.

Scarab Sages

Sylph Sorcerer (Bloodline Elemmental Air) #9 / AC 16 / T14 / FF13 / hp (47)/25 / CMD 18 / CMB+4 / init +9 / Percep +1 / Fort +5, Ref +8, Will +8 http://goo.gl/yWkcd0

The air elemental slams the (red) ooze and goes up (5 foot step)

slam 1: 1d20 + 14 ⇒ (1) + 14 = 151d8 + 4 ⇒ (1) + 4 = 5
slam 2: 1d20 + 14 ⇒ (3) + 14 = 171d8 + 4 ⇒ (6) + 4 = 10

[ooc] http://www.d20pfsrd.com/bestiary/monster-listings/outsiders/elemental/eleme ntal-air/large-air-elemental [ooc]


Golsan slams into the mage, hitting her hard. Necromatic energy repairs some of the damage, albeit that vast majority still remains.

The mage responds to the hit, "You cannot stand against my power!"

--------------------------------------------------------------------

Aru bludgeons the ooze with arrows. It like a few more hits will do it for that one.

--------------------------------------------------------------------

Hassari summons an Air Elemental and pounds on the red ooze. The ooze is minorly damaged.

--------------------------------------------------------------------

Initiative Order - Bolded Characters May Post Their Turn

Lightfoot Raven (-23) - Enlarge Person, Hype, Mage Armor - DC 22 Reflex save for 39 or no damage
Green Mage (-0) - Fly, Other Mystery Spells?
Garam (-18) - Mirror Image (2), Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind, Freedom of Movement
Hassari (-2) - Mage Armor
Golsan (-57) - Freedom of Movement
Aru (-2)
Pink Ooze (-0) - Misfortuned
Blue Ooze (-102)
Red Ooze (-15)
Yellow Kreighton Shaine (-0) - Delayed

Dark Archive

Dwarf Fighter 11 (Two-handed) HP 114 | AC 25) | T 12 | FF 24 | CMD 27 | Fort +14 | Ref +8 | Will +10 | Init +0 | Perception +16 | Sense Motive +1 | Winged Boots 0/3 | Snapleaf 1/1 | Character

Golsan will use step up if given the opportunity.

Grand Lodge

Male TN Half Elf "Warpriest" (Sacred Fist) 4, Rogue (Unchained) 7 | HP: 91/91 | AC: 28 (23 Tch, 21 Fl (Uncanny)), Mobility, Danger Sense +2 | CMB: +9, CMD: 32 | F: +9, R: +13 (Danger Sense +2), W: +12 (+2 Enchant) | Init: +13 | Perc: +30 (+3 Traps, +2 Surprise, Trapspot), SM: +11 | Speed 40ft (50 w/Hype) | Blessings: 5/5, Fervor: 7/7 | Spells: 1st 5/5, 2nd 2/2 | Active conditions: Hype (1hr), MA

Raven, in his enlarged form, attempts to sidestep the lightning.

Reflex, Haste, Enlarge: 1d20 + 13 ⇒ (6) + 13 = 19

And takes the bolt full force.

Dark Archive

Dwarf Fighter 11 (Two-handed) HP 114 | AC 25) | T 12 | FF 24 | CMD 27 | Fort +14 | Ref +8 | Will +10 | Init +0 | Perception +16 | Sense Motive +1 | Winged Boots 0/3 | Snapleaf 1/1 | Character

BTW, I'm surprised that neither blue nor red would take an op attack on me. Is one still coming?


Sorry, I have been getting busier of late, but will try to make sure not to miss those. Will roll it now :)

Two of the oozes attack Golsan for daring to leave.

Slam Attack (Blue): 1d20 + 8 ⇒ (9) + 8 = 17
Slam Damage (Blue): 3d6 + 7 ⇒ (1, 2, 6) + 7 = 16
Acid Damage (Blue): 3d6 ⇒ (5, 4, 6) = 15

Slam Attack (Red): 1d20 + 8 ⇒ (6) + 8 = 14
Slam Damage (Red): 3d6 + 7 ⇒ (4, 5, 4) + 7 = 20
Acid Damage (Red): 3d6 ⇒ (2, 2, 6) = 10

Scarab Sages

Sylph Sorcerer (Bloodline Elemmental Air) #9 / AC 16 / T14 / FF13 / hp (47)/25 / CMD 18 / CMB+4 / init +9 / Percep +1 / Fort +5, Ref +8, Will +8 http://goo.gl/yWkcd0

GM we have Haste
Initiative Order - Bolded Characters May Post Their Turn
Lightfoot Raven (-23) - Enlarge Person, Hype, Mage Armor - DC 22 Reflex save for 39 or no damage
Green Mage (-0) - Fly, Other Mystery Spells?
Garam (-18) - Mirror Image (2), Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind, Freedom of Movement
Hassari (-2) - Mage Armor
Golsan (-57) - Freedom of Movement
Aru (-2)
Pink Ooze (-0) - Misfortuned
Blue Ooze (-102)
Red Ooze (-15)
Yellow Kreighton Shaine (-0) - Delayed

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