#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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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 definitely said you moved into the room, but I wasn't sure if your token ever moved.


Lightfoot Raven attacks the Troglodyte, finding that he has hit thrice! The Troglodyte reels in pain.

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Golsan heads up to try to take it out also, but accidentally fumble the attempt.

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The Cheetah swipes at the Serpentfolk in Blue garments, but doesn't manage to hit. It does manage to rid it of one image, however. Hassari tries to hit as well and is unsuccessful.

@Hassari: Yeah, I'm fine with that.

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Initiative Order - Bolded Characters May Post Their Turn

Garam (-1) - Mirror Image (6), Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind, Freedom of Movement
Blue Serpentfolk (-11) - Mirror Image (1), Other mystery spells?
Aru (-18) - Sickened (8 rounds)
Hassari (-1) - Mage Armor, Sickened (10 rounds) (Cheetah also sickened)
Lightfoot Raven (-1) - Divine Favor, Hype, Mage Armor, Sickened (8 rounds), Shaken (4 rounds)
Golsan (-1) - Freedom of Movement
Red Serpentfolk (-14) - Encased in Ice, Other mystery spells?
Yellow Troglodyte (-91) - Asleep (10 rounds), Barkskin, Blind (8 rounds), Glittered
White Troglodyte (-72) - Barkskin, Glittered

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

Spellcraft: 1d20 + 19 - 2 ⇒ (3) + 19 - 2 = 20

Take care, it has cast some sort of spell which reduces your resistance to poison. Don't let it touch you!

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 I moved the token .. but I am not very skilled with GDrive

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 quickly pops around the edge of the pillar she is hiding behind as she shoots Blue!

Try casting now, snakeman!

+1 Corrosive Short Bow: 1d20 + 17 + 1 - 2 ⇒ (3) + 17 + 1 - 2 = 19
regular damage: 1d6 + 6 ⇒ (1) + 6 = 7
sneak attack: 5d6 ⇒ (3, 6, 2, 5, 2) = 18
acid damage: 1d6 ⇒ 3

Mirror Image: 1d2 ⇒ 1

She smirks as she hides behind the pillar yet again.

stealth: 1d20 + 40 - 20 - 2 ⇒ (18) + 40 - 20 - 2 = 36


Aru doesn't manage to hit the Serpentfolk with her sniper shot (even flatfooted), but does manage to take care of the last image.

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Red's Turn
The still lifelessness of this Serpentfolk is picturesque inside the ice tomb that was created for it. Its mouth is gaping open, with poison visible inside its fangs. It stands with a wand at the ready to shoot at the sleeping Troglodyte, but never got a chance.

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Yellow's Turn
The Troglodyte in Yellow garments continues to eat dirt.
Will Save vs. Glitterdust: 1d20 + 8 ⇒ (14) + 8 = 22
It can finally see... but it is still asleep.

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White's Turn
The Troglodyte reels from the attack from Lightfoot Raven and steps up to him. As he does so, Golsan does the same. Uncaring, the Troglodyte decides to grab onto Lightfoot Raven. Strangely enough, it is built for grapple, but it is still provoking an AoO from you Lightfoot Raven if you can attack adjacent.
Grapple: 1d20 + 17 ⇒ (18) + 17 = 35 - Less Lightfoot Raven's Attack

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Initiative Order - Bolded Characters May Post Their Turn

Garam (-1) - Mirror Image (6), Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind, Freedom of Movement
Blue Serpentfolk (-11) - Shield, Other mystery spells?
Aru (-18) - Sickened (7 rounds)
Hassari (-1) - Mage Armor, Sickened (9 rounds) (Cheetah also sickened)
Lightfoot Raven (-1) - Maybe Grappled?, Divine Favor, Hype, Mage Armor, Sickened (7 rounds), Shaken (3 rounds) - Can take AoO on White Troglodyte if have non-reach weapon available
Golsan (-1) - Freedom of Movement
Red Serpentfolk (-14) - Encased in Ice, Other mystery spells?
Yellow Troglodyte (-91) - Asleep (9 rounds), Barkskin, Glittered
White Troglodyte (-72) - Barkskin, Glittered

Group Buffs: Haste (6 rounds)

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 step up. Since grappling only provokes from the target, it's of little use. But it does give Lightfoot flanksies :). I think anyway...

Sovereign Court

The Pathfinders have worked their way through the Temple Interior, and have discovered that the serpentfolk are performing some kind of ritual in a basement level called the Ophidian Rectory. Perhaps if you rush there you can learn all about the serpentfolk's ancient sacrificial techniques.

Oh, also potential save some people. That could be important too.

The Temple Interior is now claimed and the Ophidian Rectory is now discovered! Can we stop the ritual in time? The map is now updated with both the district unlock and the recent aid token transfers. Remember, you still count as one subtier higher for the purpose of your aid token benefits!

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 turns to the remaining serpent priest.

Why don't you just chill out...

Cold damage: 3d8 ⇒ (3, 4, 2) = 9

Icy Tomb the second priest, DC24 fortitude. Busy day so short post.


Garam tries to encase the Serpentfolk in Blue robes in ice.
Fort Save: 1d20 + 7 ⇒ (4) + 7 = 11
Another one bites the dust.

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Blue Serpentfolk
The Blue serpentfolk appears ready to try to hit Golsan with a touch attack, but just before he was about to step away, he is frozen.

Gonna strike out those encased in ice below.

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Initiative Order - Bolded Characters May Post Their Turn

Garam (-1) - Mirror Image (6), Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind, Freedom of Movement
Blue Serpentfolk (-20) - Encased in Ice, Shield, Other mystery spells?
Aru (-18) - Sickened (7 rounds)
Hassari (-1) - Mage Armor, Sickened (9 rounds) (Cheetah also sickened)
Lightfoot Raven (-1) - Maybe Grappled?, Divine Favor, Hype, Mage Armor, Sickened (7 rounds), Shaken (3 rounds) - Can take AoO on White Troglodyte if have non-reach weapon available
Golsan (-1) - Freedom of Movement
Red Serpentfolk (-14) - Encased in Ice, Other Mystery Spells?
Yellow Troglodyte (-91) - Asleep (9 rounds), Barkskin, Glittered
White Troglodyte (-72) - Barkskin, Glittered

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

"I think I understand why the tunnels are so awful! These creatures befoul anything they inhabit! Never met a troglodyte I liked!"
.
.
.
.
Full Attack yellow!

+1 Kn/Ad GSwd(S) Primary - Haste, PA, FF: 1d20 + 21 + 1 - 3 + 3 ⇒ (9) + 21 + 1 - 3 + 3 = 31
Damage: 2d6 + 12 + 9 ⇒ (5, 1) + 12 + 9 = 27

+1 Kn/Ad GSwd(S) Hasted - Haste, PA, BS: 1d20 + 21 + 1 - 3 ⇒ (8) + 21 + 1 - 3 = 27
Damage: 2d6 + 12 + 9 + 3 ⇒ (3, 5) + 12 + 9 + 3 = 32

+1 Kn/Ad GSwd(S) Iterative - Haste, PA, BS: 1d20 + 21 + 1 - 5 - 3 ⇒ (11) + 21 + 1 - 5 - 3 = 25
Damage: 2d6 + 12 + 9 + 3 ⇒ (1, 4) + 12 + 9 + 3 = 29

+1 Kn/Ad GSwd(S) Iterative 2: 1d20 + 21 + 1 - 3 - 5 - 5 ⇒ (3) + 21 + 1 - 3 - 5 - 5 = 12
Damage: 2d6 + 12 + 9 + 3 ⇒ (3, 3) + 12 + 9 + 3 = 30

can't roll for crap today

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

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

*gasp* A real reason for my Improved Unarmed Strike!

As the trog comes in for a grapple, Raven goes for the headbutt over his spear.

Unarmed, Flank, Still FD: 1d20 + 10 ⇒ (14) + 10 = 24
Damage: 1d8 + 1 + 4d6 ⇒ (7) + 1 + (6, 2, 6, 1) = 23

Still fighting defensively from my turn before when this happens - puts my attacks down and my CMD up to... exactly 35.

I'll wait for the results to determine the rest of my turn.

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

He does provide flank! Please add 2 to my previous rolls. :)


Golsan and Lightfoot Raven easily take out the remaining Troglodyte.

Calling it with that. Between all the hits on the Troglodyte, one asleep and the Serpentfolk in ice, you can clean up the rest of them easily.

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Status Wrap-Up

Garam (-1) - Mirror Image (6), Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind, Freedom of Movement
Aru (-18) - Sickened (7 rounds)
Hassari (-1) - Mage Armor, Sickened (9 rounds) (Cheetah also sickened)
Lightfoot Raven (-1) - Maybe Grappled?, Divine Favor, Hype, Mage Armor, Sickened (7 rounds), Shaken (3 rounds)
Golsan (-1) - Freedom of Movement


Now for endless loot...

Serpentfolk Loot

  • potions of cure moderate wounds (x4)
  • scrolls of blur (x4)
  • scrolls of daze monster (x4)
  • scrolls of hideous laughter (x4)
  • scrolls of hold person (x2)
  • scrolls of invisibility (x2)
  • scrolls of mirror image (x4)
  • scrolls of touch of idiocy (x4)
  • wand of mage armor (19 charges) (x2)
  • masterwork dagger (x2)
  • amulet of natural armor +1 (x2)
  • ring of protection +1 (x2)
  • spellbook
  • 546 gp

Spellbook Contents:

1st: color spray, hypnotism, shield, silent image, vanish
2nd: blindness/deafness, detect thoughts, illusion of calm, invisibility, pernicious poison

Troglodyte Loot

  • cloak of resistance +1 (x2)
  • 2 potions, 2 amulets, 2 sets of bracers.

Spellcraft DC 20 (Potions):
potion of cure serious (x2)

Spellcraft DC 20 (Amulets):
amulet of mighty fists +1 (x2)

Spellcraft DC 22 (Bracers):
bracers of armor +2 (x2)


..and now the research.

I assume you let the human slaves free?

You star unlocking the cages (many with disable device make this automatically) and the slaves are greatful. They speak to you in Draconic telling you that Troglodytes were part of a tribe called the Aggrieved Fallows, which is in association with the Serpentfolk here. The Troglodytes are the slave keepers and treated them like dirt. They claim they have been subject to countless enchantments cast by the Serpentfolk slavers and no longer even know much about the outside world as their memories have started to fade from the countless amount of enchantment magic they have been subject to.

Only took a couple minutes to do that.

Alright, the last area, the Ophidian Rectory, is open. You can stay down here or can go up there. At this point, anyone could go anywhere... but I do recommend going for the last area.

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

Lightfoot will sniff at the unknown potions. 39 on Perception, DC = 15 + Spell Level, means I can identify 24th level spells!

"Lets refresh some buffs and head back up.." as he's looking at all the gear, he spots the amulets of natural armor and motions toward them. "One please."

Raven will try to get his Mage Armor wand to work, as well as redosing himself with Hype.

Mage Armor Wand: 1d20 + 8 ⇒ (9) + 8 = 17
Mage Armor Wand: 1d20 + 8 ⇒ (20) + 8 = 28

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

Spellcraft: 2d20 ⇒ (20, 3) = 23, +19 to each for amulets and bracers gets both

Garam rummages through the loot, scrolls, potions, amulet of mighty fists, rubbish bracers of armour, why does anyone make these when they are worse than a mage armour spell...I will grab a couple of invisibility and mirror image scrolls if that's OK with people? I could do with one of those protection rings too. Hassari, I recommend you take the rest of the scrolls.

Raven, this lot have a couple of mage armour wands, might want to use theirs before you use yours. I can activate it for you without all that waggling about.

Yes, let us investigate somewhere new!

Depending on time I think my mirror image should still be up as we reach the next area, its 22 minutes duration. If it runs out I will employ one of the scrolls we found. I will reactivate heightened awareness. Everything else should still be fine.

Images if needed: 1d4 + 1 ⇒ (3) + 1 = 4
UMD HA: 1d20 + 18 ⇒ (13) + 18 = 31


...missed something.

wand of magic missile (x2) (19 charges & 20 charges)

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

Missed the Mage Armor. I'll burn one of theirs instead if that's ok. And my own drugs.

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 indicates that he would like an amulet of natural armor, too.

I only just realized that the amulet stacks with the feat

And if nobody else wants to, I'll carry the leftover healing potions."

Let's head to the Rectory!

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

- Well, I want to take one wand of magic missile. We have to move on, but you have to heal you, Aru. One of this potions of healing will help you.

Spellcraft if we still need it: 1d20 + 14 ⇒ (16) + 14 = 301d20 + 14 ⇒ (14) + 14 = 281d20 + 14 ⇒ (3) + 14 = 17

I use one charge of mage armor from this wands
I will carry:
scrolls of blur (x4)
scrolls of daze monster (x4)
scrolls of hideous laughter (x4)
scrolls of hold person (x2)
scrolls of mirror image (x2)
scrolls of touch of idiocy (x4)
wand of mage armor (19 charges) (x1) (18?)
masterwork dagger (x2)
amulet of natural armor +1 (x2)
ring of protection +1 (x2)

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 would be amusing if Golsan managed to activate one of those mirror image scrolls. He has a UMD score. Hmm...he has +4 on UMD - I think that means he'd have to 19/20 to do it. BUT HE COULD!


The next area...

Some heavy presence within this massive, domed chamber claws at the chest and weighs the air itself down. Strange glows emanate from the cardinal points of this massive, circular chamber. In the center of the room, an elevated, spiraling staircase entwines a column of stone, atop which sits an altar.

Ceiling is 50 ft. at the highest peak of the dome and 20 ft. along the edges.

Inside, you see four Serpentfolk. One of them looks similar to the one with the room with the snake, and the other three look like they have something modified about them. Also inside is a great serpent with multicolored wings and eyes that glimmer with intense awareness.

The Serpentfolk next to the altar seems to be doing some sacrificial ritual on an Azlanti human. You have disrupted their ritual and they are not happy about it!

Per usual, all the Serpentfolk have mirror images.

Mirror Images (Blue): 1d4 + 1 ⇒ (2) + 1 = 3
Mirror Images (Orange): 1d4 + 1 ⇒ (1) + 1 = 2
Mirror Images (White): 1d4 + 1 ⇒ (3) + 1 = 4
Mirror Images (Yellow): 1d4 + 1 ⇒ (4) + 1 = 5

The blue Serpentfolk is the normal looking one. Orange/White/Yellow are the abnormal looking ones.

Monster Knowledge (Winged Beast)

Knowledge (Planes) DC 20:
This is a Couatl. While these creatures usually are good, this one seems to be a twisted version and very evil. It is a native outsider. They don't have spectacular special defenses.

Knowledge (Planes) DC 25:
They are actually spellcasters! They cast as a sorcerer, and also have lots of teleportation spell-like abilities to go with it. They always know what alignment anything within range of them is. They also have darkvision.

Knowledge (Planes) DC 30:
Their tail administers a poison that does strength damage.

Knowledge (Planes) DC 35:
Their lowest saving throw is typically Fortitude.

Monster Knowledge (Modified Serpentfolk)

Knowledge (Planes) DC 17:
These are not just Serpentfolk... these are Half-Fiend Serpentfolk. This means they resist all elements to some degree, have DR overcome by magic, immune to mind-affecting effects, paralysis, and poison.

Knowledge (Planes) DC 22:
They have the ability to Smite Good, and receive some spell-like abilities based on how their fiendishness was applied.

Monster Knowledge already made on regular Serpentfolk - (Can open all Knowledge spoilers for the link)

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Initiative:

Aru: 1d20 + 9 ⇒ (13) + 9 = 22
Garam: 1d20 + 17 ⇒ (1) + 17 = 18
Golsan: 1d20 + 0 ⇒ (11) + 0 = 11
Hassari: 1d20 + 9 ⇒ (16) + 9 = 25
Lightfoot Raven: 1d20 + 9 ⇒ (2) + 9 = 11
Blue: 1d20 + 8 ⇒ (13) + 8 = 21
Orange: 1d20 + 10 ⇒ (7) + 10 = 17
Red: 1d20 + 7 ⇒ (9) + 7 = 16
White: 1d20 + 10 ⇒ (19) + 10 = 29
Yellow: 1d20 + 10 ⇒ (6) + 10 = 16

THIS IS SLIDE 7


For buffs that faded due to Time Keeping, I am cool with the refreshes. Just let me know. Also cool with retroactive healing before this battle if wanted. And cool with using the scenario's mage armor instead of your own. :)

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White's Turn
This Mutated Serpentfolk decides perhaps the best course of action is to blast his enemies.
Unholy Blight coming your way. DC 18 Will save for half.
Damage: 2d8 ⇒ (4, 5) = 9
He moves to get away, flying upwards.

Draconic:
"They will not disrupt our worship!"

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Initiative Order - Bolded Characters May Post Their Turn

White Mutated Serpentfolk (-0) - Mirror Image (4), Other Mystery Spells?
Hassari (-1) - Mage Armor - Need DC 18 Will Save for 4 or 2 damage.
Aru (-18) - Need DC 18 Will Save for 4 or 2 damage.
Blue Serpentfolk (-0) - Mirror Image (3), Other Mystery Spells?
Garam (-1) - Mirror Image (6?), Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind, Freedom of Movement - Need DC 18 Will Save for 4 or 2 damage.
Orange Mutated Serpentfolk (-0) - Mirror Image (2), Other Mystery Spells?
Yellow Mutated Serpentfolk(-0) - Mirror Image (5), Other Mystery Spells?
Red Outsider (-0) - Mystery Spells?
Lightfoot Raven (-1) - Hype, Mage Armor - Need DC 18 Will Save for 4 or 2 damage.
Golsan (-1) - Freedom of Movement - Need DC 18 Will Save for 9 (+ sickened) or 4 damage.

Time Keeping:

(Took 2 minutes to talk to slaves and then 1d6 + 4 ⇒ (5) + 4 = 9 minutes to get to this location)
Since First Fight with Statues: 63 minutes.
Since Leaving First Temple Area: 58 minutes.
Since Starting Studying the Columns: 56 minutes.
Since Leaving the Temple Plaza: 36 minutes.
Since Battle with Snake & Serpentfolk: 30 minutes.
Since Leaving Shrine: 28 minutes.
Since Finding the Tablet: 26 minutes.
Since Leaving Temple Interior: 21 minutes.
Since Battle with Troglodytes: 11 minutes.
Since Leaving Slave Pens: 9 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

Looks like I am applying a mirror image scroll. Everything else should still be up

Images: 1d4 + 1 ⇒ (4) + 1 = 5

Will save: 1d20 + 16 ⇒ (4) + 16 = 20

Ow, stop that!

I will make knowledge checks on my turn

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

will (with headband) save vs. Spell or SLA: 1d20 + 13 ⇒ (7) + 13 = 20

Also, Golsan is neutral


Ah. I was looking at the profile not the character sheet that time. :p

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

sorry! He started out CG but picked up a certain ioun stone... I'll update that.

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 blinks a few times as the blast comes up.

Will: 1d20 + 12 ⇒ (9) + 12 = 21

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

She'll have drank 2 of the cure mod potions to bring her back to full (hopefully) if no one minds.

Cure Mod Potion #1: 2d8 + 3 ⇒ (5, 1) + 3 = 9
Cure Mod Potion #2: 2d8 + 3 ⇒ (2, 6) + 3 = 11

Will Save: 1d20 + 5 ⇒ (15) + 5 = 20

Aru moves to hide, hoping to shoot yellow and catch him off guard soon.

Stealth: 1d20 + 40 ⇒ (7) + 40 = 47

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

Fort: 1d20 + 5 ⇒ (9) + 5 = 14

I want to use a image mirror before, and in my turn, haste -I think Aru would be affected

Hassari cast a spell.

Planes1: 1d20 + 14 ⇒ (11) + 14 = 25

Planes2: 1d20 + 14 ⇒ (17) + 14 = 31

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

- Be careful! This is a his is a Couatl a twisted evil outsider. Can use magic and teleportation and know alignments
And these ... these are not just Serpentfolk... they ara fiendish serpentfolk. Resist all elements to some degree, magic, amd the are immune to mind-affecting effects, paralysis, and poison.
The can use their powers against Good and have some spell-like abilities.


Hassari hastens the party yet again.

Yup, you can get everyone there.

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Aru slinks into a better position for attacking yellow.

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Blue's Turn
The Serpentfolk next to the altar zones in on the party member with the heaviest armor (Golsan) and casts a spell. DC 17 Will save please, and it is a spell.

Spellcraft DC 17 (+1 per 10 ft. away):
Hold Person

If failed:
Hold Person

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Forgot an important detail about Orange, White, and Yellow. They have wings.

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Initiative Order - Bolded Characters May Post Their Turn

White Mutated Serpentfolk (-0) - Mirror Image (4), Other Mystery Spells?
Hassari (-5) - Mage Armor
Aru (-2)
Blue Serpentfolk (-0) - Mirror Image (3), Other Mystery Spells?
Garam (-3) - Mirror Image (5), Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind, Freedom of Movement
Orange Mutated Serpentfolk (-0) - Mirror Image (2), Other Mystery Spells?
Yellow Mutated Serpentfolk(-0) - Mirror Image (5), Other Mystery Spells?
Red Outsider (-0) - Mystery Spells?
Lightfoot Raven (-3) - Hype, Mage Armor
Golsan (-3) - Freedom of Movement - Need DC 17 Will save

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

Will Save vs. Spell or SLA (with Headband): 1d20 + 10 + 2 + 1 ⇒ (4) + 10 + 2 + 1 = 17

THANK YOU HEADBAND OMG! Also, would you mind including the DC in a spoiler? I probably would've rerolled that one not having known the DC already. And if it was a 3, I would feel conflicted about rolling (since you're supposed to do it before you know the result.)

Just a little thing, and if not that's ok. I'll just have to be very careful not to look at the DCs. Anyway, thanks!

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

Spellcraft: 1d20 + 19 - 6 ⇒ (20) + 19 - 6 = 33

Using investigative mind on the winged beastie

Planes for beastie: 2d20 ⇒ (16, 7) = 23 taking best +25
Planes for mutant serpent men: 1d20 + 25 ⇒ (1) + 25 = 26

Watch out Golsan, that one tries to paralyse you..., then via message, although with freedom of movement it couldn't succeed

Everyone, watch out for the winged snakes tail, it's poisonous. It isn't very hardy so target it with spells that strike at its bodily health if you have them!

Taking stock of the situation Garam decides he needs to try and level the odds a bit. He raises both hands and incants loudly, shadows swirl around him and the chill of outer darkness flows from him. The shadows coil across the room and rise up towards the altar, spreading as they move and growing until they become enormous rubbery tentacles which grab and crush and kill!

Garam casts black tentacles, I will center it about 10' to the right of the priest on the pathway leading up. As a spread it should get blue, yellow and red I think. Tentacles does not allow for SR

Tentacles CMB: 1d20 + 16 ⇒ (5) + 16 = 21

Via message, Golsan, the tentacles cannot harm you

Garam finally flies forward a little, staying off the ground but remaining at ground level. He doesn't quite want to test the efficacy of his mirror images against multiple flying snake men.

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

HA! I was wondering why you thought a minutes per level spell was still active. Went back and read. 10min/level, or 90min at minimum. I'll be free-moving for ever!


Garam casts Black Tentacles and cover the ground with them. They attack to grab all those in the radius, but only manage to capture the Mutated Serpentfolk. Only got Yellow.
Black Tentacles Damage: 1d6 + 4 ⇒ (2) + 4 = 6
I think Black Tentacles bypasses Mirror Image? Not entirely sure.

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

Orange's Turn
This one decides to fly up and do the same as its comrade, throwing down an Unholy Blight. Getting everyone but Aru
Unholy Blight: 2d8 ⇒ (6, 2) = 8

Save DC:
18

It then flies up.

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Yellow's Turn
Caught by the tentacles, it tries to escape.
Escape Artist: 1d20 + 14 ⇒ (17) + 14 = 31
It does so, and flies out of it.

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Red's Turn
It flies out of the tentacles above the party, squawking loudly, looking right at the caster of those tentacles. It shoots a couple Scorching Rays at Garam.
Scorching Ray Attack: 1d20 + 14 ⇒ (18) + 14 = 32
Mirror Image: 1d6 ⇒ 2

Scorching Ray Attack: 1d20 + 14 ⇒ (17) + 14 = 31
Mirror Image: 1d5 ⇒ 2
It seems content with the result.

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

@Golsan: It's probably a good idea for me to start adopting that.

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Initiative Order - Bolded Characters May Post Their Turn

White Mutated Serpentfolk (-0) - Mirror Image (4), Other Mystery Spells?
Hassari (-5) - Mage Armor - Need Will save for 4 or 2 (DC up in spoiler)
Aru (-2)
Blue Serpentfolk (-0) - Mirror Image (3), Other Mystery Spells?
Garam (-3) - Mirror Image (3), Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind, Freedom of Movement - Need Will save for 4 or 2 (DC up in spoiler)
Orange Mutated Serpentfolk (-0) - Mirror Image (2), Other Mystery Spells?
Yellow Mutated Serpentfolk(-6) - Mirror Image (5), Other Mystery Spells?
Red Outsider (-0) - Mystery Spells?
Lightfoot Raven (-3) - Hype, Mage Armor - Need Will save for 4 or 2 (DC up in spoiler)
Golsan (-3) - Freedom of Movement - Need Will save for 4 or 2 (DC up in spoiler)

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

@Golsan, FoM is 70 minutes, it's from a wand so caster level 7

Will save: 1d20 + 16 ⇒ (15) + 16 = 31

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 stares up at the beast, taking a quick step back as he plans.

He pulls out a small potion, drinking it quickly, feeling himself get... higher. Potion of fly.

Next, he grips his weapon tight, causing it to begin glowing with power.

Fervor Cast: Weapon of Awe for +2 Sacred Bonus on Damage.

"Is someone going for the bird? I'm gonna go for the bird."

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

lol, it's a bad day for mathing.

Will Save vs. Spell (with Headband): 1d20 + 10 + 2 + 1 ⇒ (15) + 10 + 2 + 1 = 28

Golsan takes a 5-foot step away from the birdie (just in case), retrieves a Potion of Protection from Evil from his bag and drinks it.

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

Forgot my will save.

Will Save: 1d20 + 12 ⇒ (3) + 12 = 15

4 MORE DAMAGE!


Golsan and Lightfoot Raven opt to drink potions.

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

White's Turn
It calls Golsan out (it doesn't work) and charges, trying to bite!
Bite Attack (Charge): 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30
Bite Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Fort Save vs. Poison
It takes a small chunk out of Golsan.

Details of Poison:
DC 17, 1d2 ⇒ 1 Strength Damage

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

Initiative Order - Bolded Characters May Post Their Turn

White Mutated Serpentfolk (-0) - Mirror Image (4), Other Mystery Spells?
Hassari (-5) - Mage Armor - Need Will save for 4 or 2 (DC up in spoiler)
Aru (-2)
Blue Serpentfolk (-0) - Mirror Image (3), Other Mystery Spells?
Garam (-5) - Mirror Image (3), Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind, Freedom of Movement
Orange Mutated Serpentfolk (-0) - Mirror Image (2), Other Mystery Spells?
Yellow Mutated Serpentfolk(-6) - Mirror Image (5), Other Mystery Spells?
Red Outsider (-0) - Mystery Spells?
Lightfoot Raven (-7) - Hype, Mage Armor
Golsan (-13) - Freedom of Movement - Need Fort save vs. Poison (DC up in spoiler)

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

Raven lunges out with his branched spear, trying to catch the serpentfolk mid charge.

Attack, Branched Spear bonus: 1d20 + 17 ⇒ (20) + 17 = 37
Damage: 1d8 + 12 ⇒ (5) + 12 = 17
Images: 1d5 ⇒ 2

Such a good roll too...

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

Fort Save vs. Poison: 1d20 + 14 + 2 ⇒ (20) + 14 + 2 = 36

Nat 20 saves. Must be the new dice! lol

By the way, my AC is now 25 (26 vs evil). I will update.

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

Will: 1d20 + 8 ⇒ (3) + 8 = 11

Hassari uses a scroll of glitterdust against the winged serpent and the (white) serpent.

DC 13? 10 + level 2 +1WIS at east?

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 yellow from her hiding spot!

+1 corrosive short bow: 1d20 + 17 + 1 ⇒ (8) + 17 + 1 = 26
regular damage: 1d6 + 6 ⇒ (3) + 6 = 9
sneak attack: 5d6 ⇒ (6, 3, 6, 4, 2) = 21
acid damage: 1d6 ⇒ 6

She quickly rehides.
Stealth: 1d20 + 40 - 20 ⇒ (8) + 40 - 20 = 28


Hassari tries to blind the white Serpentfolk.
Will Save: 1d20 + 8 ⇒ (3) + 8 = 11
It is blind!

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

Aru shoots at the yellow Serpentfolk.
Mirror Image: 1d6 ⇒ 5
She chooses the wrong version and gets rid of an image.

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

Blue's Turn
He chooses to move out of the tentacles.

Draconic:
"Keep attacking! They must pay for disrupting our sacrifice."

The Serpentfolk casts a spell.
Spellcraft DC 18 (+1 per 10 ft. away):
Chain of Perdition

Draconic:
"Blind the slender one!"

A chain appears in front of Golsan and tries to swipe at Lightfoot Raven!
Dirty Trick against Lightfoot Raven: 1d20 + 12 ⇒ (20) + 12 = 32 - ...welp
Lightfoot Raven is blind! Per the standard Dirty Trick rules. No Greater Dirty Trick or anything. How much does that beat your current CMD by?

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

Initiative Order - Bolded Characters May Post Their Turn

White Mutated Serpentfolk (-0) - Mirror Image (4), Blind, Other Mystery Spells?
Hassari (-9) - Mage Armor
Aru (-2)
Blue Serpentfolk (-0) - Mirror Image (3), Chain, Other Mystery Spells?
Garam (-5) - Mirror Image (3), Delay Poison, Mage Armour, Overland Flight, See Invisibility, Heroism, Investigative Mind, Freedom of Movement
Orange Mutated Serpentfolk (-0) - Mirror Image (2), Other Mystery Spells?
Yellow Mutated Serpentfolk(-6) - Mirror Image (4), Other Mystery Spells?
Red Outsider (-0) - Mystery Spells?
Lightfoot Raven (-7) - Blind, Hype, Mage Armor
Golsan (-13) - Freedom of Movement

Group Buffs: HASTE

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

Nobody bold-ed :D
Serpent has no throw salv for Glitterdust, has not?

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

Floating backwards out of the way Garam glares at the feathered serpent. That's quite enough of that he snaps as he engulfs the creature in ice and snow.

Cold damage: 3d8 ⇒ (1, 7, 2) = 10

Ice Tomb hex on the couatl, DC24 Fortitude save

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