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

Game Master Yiroep

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OVERSEER ANNOUNCEMENTS
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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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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

Do we have haste? I thought you activated the air elemental gem? Happy if we do.

Turning to the southern ooze Garam brings his power to bear, ice, snow and sleet whirl around the giant mass of unpleasantness as he tries to freeze it where it sits, slouches, wobbles?

Then, deciding discretion is the better part of valour he flies further into the air.

Ice Tomb Hex on the misfortuned Pink Ooze, Fortitude save DC24 and cold damage. Passing negates the unconsciousness and halves the cold damage. If he fails the save he wont bother to maintain misfortune. If it passes he will cackle as a swift action using his cackling hags blouse. Regardless of the result he flies directly up as far as he can, another 20' if not hasted, 35' if they are. I believe red has taken its OA so he may provoke from Pink depending on distance and whether or not it gets entombed

Cold damage: 3d8 ⇒ (7, 7, 2) = 16


Garam tries to entomb the misfortuned one.

Fort Save: 2d20 ⇒ (2, 5) = 7 - +11, so 13.

It has turned from pudding to ice cube.

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Blue's Turn
The blue-hued ooze does what it knows and attacks Lightfoot Raven.
Slam Attack: 1d20 + 8 ⇒ (13) + 8 = 21
Slam Damage: 3d6 + 7 ⇒ (4, 1, 3) + 7 = 15
Acid: 3d6 ⇒ (4, 3, 6) = 13
However, it knows little of how futile the attempt is.

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Red's Turn
It also does what it knows and attacks the air elemental, slaming into it
Slam Attack: 1d20 + 8 ⇒ (15) + 8 = 23
Slam Damage: 3d6 + 7 ⇒ (3, 4, 5) + 7 = 19
Acid: 3d6 ⇒ (4, 3, 5) = 12
26 damage from attack

Grab Attempt: 1d20 + 20 ⇒ (17) + 20 = 37
Constrict: 3d6 + 7 ⇒ (4, 6, 3) + 7 = 20
Acid: 3d6 ⇒ (5, 3, 3) = 11
26 damage from constrict, for a total of 52 damage. (Yes, took off DR 5/- from that)

It slams into elemental and pulls it closer, taking hold and constricting it. The Air Elemental appears to be on its last legs.

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Initiative Order - Bolded Characters May Post Their Turn

Lightfoot Raven (-62) - Enlarge Person, Hype, Mage Armor
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 - Air Elemental (-52) - Grappled
Golsan (-57) - Freedom of Movement
Aru (-2)
Pink Ooze (-18) - Entombed
Blue Ooze (-102)
Red Ooze (-15) - Grappled (Controller)
Yellow Kreighton Shaine (-0) - Delayed

Group Buffs: HASTE

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

"Golsan, I do hope you have the mage," Raven shouts desparately as he lets loose another flurry on the ooze in front of him.

Flurry, Haste, Enlarge: 1d20 + 10 ⇒ (13) + 10 = 23
Damage: 2d6 + 2 ⇒ (1, 4) + 2 = 7

Flurry, Haste, Enlarge: 1d20 + 10 ⇒ (8) + 10 = 18
Damage: 2d6 + 2 ⇒ (2, 2) + 2 = 6

Flurry, Haste, Enlarge: 1d20 + 10 ⇒ (4) + 10 = 14
Damage: 2d6 + 2 ⇒ (5, 5) + 2 = 12

Flurry, Haste, Enlarge: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 2d6 + 2 ⇒ (6, 5) + 2 = 13


Lightfoot Raven lays into the blue-tinted ooze, and black pudding chunks start flying everywhere. On the third hit, it slumps into a small pile of goo.

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

Green's Turn
"You cannot win!"

The mage steps back, and to her surprise finds that Golsan goes with her. She changes her mind about casting and opts to use a breath weapon on him instead. A bolt of lightning escapes her throat and shocks Golsan. (Supernatural)

Breath Weapon (Electricity): 10d6 ⇒ (1, 6, 6, 5, 5, 2, 3, 2, 1, 3) = 34

Save DC:
20

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Initiative Order - Bolded Characters May Post Their Turn

Lightfoot Raven (-62) - Enlarge Person, Hype, Mage Armor
Green Mage (-49) - 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 - Air Elemental (-52) - Grappled
Golsan (-57) - Freedom of Movement - Need Reflex Save for 34 or 17 Elec damage
Aru (-2)
Pink Ooze (-18) - Entombed
Red Ooze (-15) - Grappled (Controller)
Yellow Kreighton Shaine (-0) - Delayed

Group Buffs: HASTE

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 ⇒ (7) + 8 = 15 <--eh, 7 on the die, and I'm getting below half. But I think I can take her out this round, so I'll take the roll. I'm sure I failed. Looking at spoiler...Heh...would've only taken an 8 with my stars. Oh well!
.
"Yer starting to annoy me, lass!"
Fly (to hover): 1d20 + 1 + 4 ⇒ (19) + 1 + 4 = 24<--DC15. And I would've smashed the reflex save out of the water. Oh well again! But it's better here.

Full Attack!
+1 Kn/Ad GSwd(S) - Primary (Haste, PA, FF, HG): 1d20 + 21 + 1 - 3 + 3 + 1 ⇒ (8) + 21 + 1 - 3 + 3 + 1 = 31 <--Yeah, I would've fallen out of the sky!
Damage: 2d6 + 12 + 9 ⇒ (2, 4) + 12 + 9 = 27

+1 Kn/Ad GSwd(S) - Haste (Haste, PA, HG, BS): 1d20 + 21 + 1 - 3 + 1 ⇒ (15) + 21 + 1 - 3 + 1 = 35
Damage: 2d6 + 12 + 9 + 3 ⇒ (1, 4) + 12 + 9 + 3 = 29

+1 Kn/Ad GSwd(S) It. 1 (Haste, PA, HG, BS): 1d20 + 21 + 1 - 3 + 1 - 5 ⇒ (16) + 21 + 1 - 3 + 1 - 5 = 31
Damage: 2d6 + 12 + 9 + 3 ⇒ (6, 3) + 12 + 9 + 3 = 33

+1 Kn/Ad GSwd(S) It. 2 (Haste, PA, HG, BS): 1d20 + 21 + 1 - 3 + 1 - 5 - 5 ⇒ (15) + 21 + 1 - 3 + 1 - 5 - 5 = 25
Damage: 2d6 + 12 + 9 + 3 ⇒ (5, 5) + 12 + 9 + 3 = 34

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

Edit - as long as she doesn't cast and hold a touch spell, I will continue to use step-up. Assuming she doesn't fall out of the sky.


Golsan swings away at the mage and end up slicing her in two on the second hit. The lime green glow fades from the mage and the magic surrounding these temporal events fades ever so slightly more.

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Initiative Order - Bolded Characters May Post Their Turn

Lightfoot Raven (-62) - Enlarge Person, Hype, Mage Armor
Garam (-18) - Mirror Image (2), Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind, Freedom of Movement
Hassari (-2) - Mage Armor - Air Elemental (-52) - Grappled
Golsan (-91) - Freedom of Movement
Aru (-2)
Pink Ooze (-18) - Entombed
Red Ooze (-15) - Grappled (Controller)
Yellow Kreighton Shaine (-0) - Delayed

Group Buffs: HASTE

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

Seeking to bring an end to things quickly Garam flies forward and engulfs the red ooze in swirling ice and snow.

Icy Tomb Hex, DC24 fortitude, we know the drill by now

Cold damage: 3d8 ⇒ (4, 8, 2) = 14


Garam tries to end the combat quickly.
Fort Save: 1d20 + 11 ⇒ (6) + 11 = 17
And does so, as the two oozes have been frozen solid.

Calling it now.

Out of Initiative!

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Status Wrap-Up

Lightfoot Raven (-62) - Enlarge Person, Hype, Mage Armor
Garam (-18) - Mirror Image (2), Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind, Freedom of Movement
Hassari (-2) - Mage Armor - Air Elemental (-52)
Golsan (-91) - Freedom of Movement
Aru (-2)


Pathfinders continue to run around in a hurry to try to get the situation under control.

More tethers or the vault? (If you want to know my opinion, might as well finish off all the tether encounters. I think many went into the vaults. :p )

For spell purposes, will take 2 minutes to go to the next one.

Time Keeping:

Since First Fight with Statues: 1 hour 21 minutes.
Since Leaving First Temple Area: 1 hour 16 minutes.
Since Starting Studying the Columns: 1 hour 14 minutes.
Since Leaving the Temple Plaza: 54 minutes.
Since Battle with Snake & Serpentfolk: 48 minutes.
Since Leaving Shrine: 46 minutes.
Since Finding the Tablet: 44 minutes.
Since Leaving Temple Interior: 39 minutes.
Since Battle with Troglodytes: 29 minutes.
Since Leaving Slave Pens: 27 minutes.
Since Wibbly Wobbly Timey Wimey: 18 minutes.
Since First Mage (Gab): 16 minutes.
Since Second Mage (Alrule): 14 minutes.
Since finishing Contact Other Plane: 12 minutes.
Since Third Mage (Olmadi): 2 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

I am happy to go with more tethers if we don't have enough yet. I will expend 2 charges of infernal healing to recover and reapply heightened awareness.

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

Any loot worth mentioning? Anyone keep a loot list so far? I need heavy healing.


Loot from Mage:

  • potion of cure serious wounds
  • wand of acid arrow (15 charges)
  • mwk longspear
  • amulet of natural armor +1
  • cloak of resistance +1
  • headband of alluring charisma +2
  • ring of protection +1
  • signet ring
  • diamond dust (worth 500 gp)
  • 825 gp

Unfortunately, due to wibbly wobbly time stuff, you lost all loot you had picked up from the previous encounters.

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'd like the Amulet of Natural Armor if I can.

"Oy, I need someone to swing these wands for me!"

11 Level 1 Cure spells and 2 Infernal Healing: 11d8 + 11 + 20 ⇒ (6, 8, 2, 1, 7, 5, 8, 5, 4, 7, 7) + 11 + 20 = 91

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 have plenty of resources available so feel free to take anything from the loot you want really


Looks like there's a couple of minutes spent healing as well. Added that to Time Keeping.

Time Keeping:

Since First Fight with Statues: 1 hour 23 minutes.
Since Leaving First Temple Area: 1 hour 17 minutes.
Since Starting Studying the Columns: 1 hour 16 minutes.
Since Leaving the Temple Plaza: 56 minutes.
Since Battle with Snake & Serpentfolk: 50 minutes.
Since Leaving Shrine: 48 minutes.
Since Finding the Tablet: 46 minutes.
Since Leaving Temple Interior: 41 minutes.
Since Battle with Troglodytes: 31 minutes.
Since Leaving Slave Pens: 29 minutes.
Since Wibbly Wobbly Timey Wimey: 20 minutes.
Since First Mage (Gab): 18 minutes.
Since Second Mage (Alrule): 16 minutes.
Since finishing Contact Other Plane: 14 minutes.
Since Third Mage (Olmadi): 4 minutes.

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

I'll take the Cure Serious then..

Serious: 3d8 + 5 ⇒ (1, 8, 1) + 5 = 15 -47... wow.
Spont Cast Cure Mod: 2d8 + 6 ⇒ (7, 2) + 6 = 15 -32
Wand: 1d8 + 1 ⇒ (4) + 1 = 5 -27
Wand: 1d8 + 1 ⇒ (8) + 1 = 9 -18
Wand: 1d8 + 1 ⇒ (8) + 1 = 9 -9
Wand: 1d8 + 1 ⇒ (2) + 1 = 3 -6
Wand: 1d8 + 1 ⇒ (6) + 1 = 7 0

Raven: 5 charges. I'll use a 2nd level Pearl to pull back my 2nd level spell.

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

hassari can use the IH wand. Garam and Raven can both use the CLW wands. I'm thinking some of that would happen concurrently, though I don't think those little minutes will matter.

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'll take the GM hint! ;) I'm game for more tethers!

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

"Oy, That was fun. But the" <rrgh> "confounded field STILL WON'T DROP! How many of these blasted mages do we have to turn?!" Golsan shouts, grimacing through the pain as positive energy mixes with devilish fast healing.

"Whatever we do now, I'm strictly land-based." At this, Golsan shifts his weight a little too suddenly and starts floating upward."Ah, blast it!"

Fly: 1d20 + 5 ⇒ (4) + 5 = 9

Golsan does a quick turn around the area and promptly sits down. "When this wears off at least. I have a potion, but it's strictly for emergencies!"

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

- This awful green dome don`t fall!! Bloody hell!!

More Heralds!


You again walk around. The streets are still loud, although many of the Pathfinders have gone down below to the vaults, and thanks to you the magic is beginning to fade from the dome.

You walk around until you see another unattended lime-green outlined individual. He is walking around with a deck of cards - a Harrow deck - in one of his hands, and is prancing around proclaiming, "I can tell the future! Who will challenge me to a game of Towers? I am confident I can win it all!" Obviously, he is more focused on trivial things at the moment.

He looks towards your party. "You! Any of you! Would you like to challenge me to a game?"

Towers is a game played with a Harrow deck, and it is assumed that your character knows how to play it.

If you would like to play the game, Bluff, Sleight of Hand, or Profession (Gambler) are the appropriate checks. It is a one-on-one game, so only one player at a time (and no aid another). You will have to win two games (hence two checks) to get his admiration.

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 looks around uncomfortably. "The last time I played cards like that, I lost half of my gold. No thanks, lad. Think I'll pass. But there may be others in my group?" He casts another anxious glance at his companions.

" Say, where'd you get that green glow about you?"

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

Garam raises a quizzical eyebrow at the clearly rather deranged man. He floats upward to keep an eye on things in case any other enemies try to get involved while the others hopefully deal with him.

Perception: 1d20 + 28 ⇒ (15) + 28 = 43


"My glow? Oh, I'm not so worried about that. I'll make a bet with you. If you beat me twice, I'll dismiss it. If I beat you twice, I'll give one of you..."

He circles his finger around, waving it in the air at each of the party members.

Random Pick: 1d5 ⇒ 3

He points at Golsan. "...you, the dwarven one, a foreboding fortelling of my choosing using the same Harrow deck. Sound like a deal?"

Garam, you don't see any enemies coming towards you, although flashes of lightning could always happen at any moment.


"So who will challenge me with the dwarf's fate on the line?"

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

Whispering, "It's a fair enough game. We dwarves played similar things as children. It's easy enough to cheat, though. There was a girl, Jalen, who won for like three weeks straight, until someone finally called her on it. Seems she was slipping more than one card into the stack at a time, so that she could get through the deck more quickly. I dunno if her hands were just that quick, or we were just too gullible to question, but if ye'r careful, I bet ya can beat him.

I've never been any good at it myself. They say I have a tell. I think it's my fat fingers."

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 sits in front of the gambler.

- Lets play your game

Bluff: 1d20 + 9 ⇒ (17) + 9 = 26


"Excellent, you wish to play! Let's start." He casts a spell to magically enhance his prowess before playing.

Anyone want to do the same to Hassari? HINT HINT

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 steps up to the strange man, eyeballing him weirdly. "I'll play. I've seen things like this before and it's always been... interesting. Why not?"

Aru speaks through Message: "I sure hope Hassari and I have what it takes, Golsan. I've heard some weird stuff about Harrow decks. Some bad stuff could happen. You kinda DO have a history of bad things happening to you..." Her voice tails off, as she stares back at the man.

Bluff: 1d20 + 9 ⇒ (18) + 9 = 27

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

If there is time before we start Garam will drop a Heroism spell from scrolls on Aru and Hassari as well as offering both the use of a cracked magenta ioun stone (replacing his sense motive and diplomacy stones).

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

Yes please, Garam give us some help :D


That's all it took. ;)

Hassari sits down with the mage and is given a bad hand. Through clever deception (and a wee bit of magical help), he is able to fool the man into playing his cards wrong and ends up coming out ahead. Binui seems impressed. "I see you're good at tricking me into thinking you have what you don't. Well done."

Hassari then steps aside to let Aru take her luck. She is dealt an even worse hand, but makes the man think she is having beginner's luck. He takes the bait and plays his cards wrong and ends up fumbling the game. He stands up, impressed yet slightly frustrated that he did not win a single game. "I did not know I was among experts of deception. I commend you on your triumph. True to my word, I will honor my part of the deal." With that, he waves his hand a the lime-green aura around him fades, yet again causing another slight disturbance in the dome that binds this all together.

He comes to his senses after the magic fades from him. He looks over the party, slightly concerned. He simply states, "It was weird. I thought that game was so important a few seconds ago..." He begins quietly picking up his Harrow deck.

Onto the next tether?

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 am up for more, Hassari and Aru, Heroism will last for 50 minutes for you two

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

I think we have to try it

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

"Oy! Thanks you two! I hate harrow cards!

I swear, it's easier to cut tethers with the edge of my blade. And after that, I need a good blade-swinging. Takes the edge off!"

Why don't we each go solo a 3-4 tether? We can rack up 5 successes really quickly :p


You leave the man to his own devices and head into the streets once again.

It's not long before you come across a man with a lime-green aura. He appears to be sneaking around and looting the stalls where Azlanti merchants once stood, abandoned their stalls in the panic. He has a some sort of magical bag he is carrying with him and he is just pouring valuables into.

As you approach him, he holds the bag tight and shouts to you, "You will not touch my hoard! I must keep this wealth safe. It is my duty! I, Romnus Vagarti, am the only one who can possibly keep these treasures safe."

You notice that there are 4 medium lightning elementals traveling with him, seemingly obeying his command.

If you want to try to talk him down, Bluff, Diplomacy, or (oddly) Perform are the appropriate checks.

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

Garam's eyes grow wide at the sight of this man looting the area. What are you doing, robbing these people in such times! Despicable. You should be helping to stop this madness not taking advantage of the chaos!

Diplomacy: 1d20 + 26 ⇒ (4) + 26 = 30

You can take that as an outraged prelude to battle or an attempt to shock him into sanity

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. It's not looking good up there."

Diplomacy: 1d20 + 1 ⇒ (1) + 1 = 2 To aid

Golsan goes on a tirade, ranting something about the sky, the end of the world, and impending doom, but he ends up sounding more like a fanatic than a reasonable individual.


Any more aid anothers coming? HINT ;P

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 nods at the weird man.

"It's only going to get worse."

Diplo, Drugged, to Aid: 1d20 + 4 ⇒ (7) + 4 = 11

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

- You have the power! Vagarti, show us how can use this gift to help others!

+4 +2 heroism. Raver, Have you only 20 hp?

Aid Diplomacy: 1d20 + 6 ⇒ (19) + 6 = 25


Romnus is loosens his grip on the magical bag for a brief second. Keeping him in touch with reality is working. However, he regrabs his bag and desperately states, "How do I know that you aren't just here to steal all these priceless relics of this time? There's no way someone like you would be able to hold onto them. It is a task I must do alone." He doesn't seem to be making much sense.

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

- Think, Vagarti. Sky is falling doing. Gold is useless if we are dead. Do you want treasure? I give you gold.
What can I do with the gold if we are trapped here?
If you use your huge magical power, we are going to be dead.

Hassari gives a bag with 500 pieces of gold.

Partners, May I use my bluff +9 (+11 for heroism) or Aid anyone else?

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

Listen to the Sylph you fool, the end is nigh and not all of the magical power you or I possess can do a damn thing about it. Snap out of it man, you need to get a grip!

Diplomacy: 1d20 + 26 ⇒ (2) + 26 = 28

I see my dice rolling is getting better...


He seems to lighten up when you give him gold ("You aren't here to steal from me?"), and he listens to Garam, but it's still not quite enough. Still need those aid anothers!

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

2nd Aid Diplo: 1d20 + 6 ⇒ (1) + 6 = 7

Oooops!

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 continues ranting about how the sky is LITERALLY falling, and how we are all in grave danger.

Diplomacy to Aid: 1d20 + 1 ⇒ (14) + 1 = 15

At one point, he leans in and says, "We don't want your loot, fool! We want our lives! That green magic you value so much won't help you keep it when your world becomes an inferno!"

Feeling the eyes of the crowd, he realizes that he's been gesticulating fairly wildly. And when you have a locked gauntlet, sometimes that's a bad idea. So he stops.

He then realizes that he's been ranting for a good minute, and gets quiet.

"But I'm not wrong, you know." he says quietly, as he's walking back to the group.


Any more aids? You still need it. ;) Alternatively, monetary donations could work as Hassari did. (Although it would have to be as monetarily significant as Hassari gave)

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 a cheapskate... not giving THAT much gold..

Aru steps up, as she's been planning what to say.

"If I wanted to steal your hoard, I would have already. I'm quite capable. But, right now, you won't be able to enjoy that hoard unless we fix what's going on. If we fix it, MAAAAAYBE you can keep your hoard. But first, let's worry about not dying. I've been there, and it's not fun." She folds her arms, trying to seem somewhat friendly, as she may have come off a bit agitated.

Diplomacy: 1d20 + 15 + 2 ⇒ (4) + 15 + 2 = 21

I auto-aid on my bonuses alone. Haha

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 am away this weekend again, I will do my best to post

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