Samhain Galanodel |
Samhain aims with the harpoon gun loaded.
Harpoon!: 1d20 + 18 ⇒ (6) + 18 = 24
5d10 + 20 ⇒ (2, 3, 8, 7, 7) + 20 = 47
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drbuzzard |
As you catch up with Adril's vessel, he nose dives it into the ground crashing it.
His party then rushes to some ruins to make their stand. You land your vessel and move to confront him.
Map is updated. Place your icon in the area designated.
bad guy init: 1d20 + 4 ⇒ (9) + 4 = 13
Savage init: 1d20 + 9 ⇒ (15) + 9 = 24
Hugo Victor |
Hugo Init : 1d20 + 4 ⇒ (20) + 4 = 24
Hugo Victor |
Not sure how long that entire chase was...as far as spell durations since the arena combat. I suspect FoM is still up but fly maybe not
Hugo will cast Blessings of Fervor on the party once they land and see the white markings in the sand beneath their feet.
"Abadar...bless us in this exchange, that we may profit with no losses."
Samhain Galanodel |
I can't edit the map from mobile, but please place Samhain on the bottom row of thw starting area, beneath the word 'here'. Civetta, too.
As they land and approach, Samhain heals his owl's wounds.
CMW: 2d8 + 3 ⇒ (8, 3) + 3 = 14
CMW: 2d8 + 3 ⇒ (8, 7) + 3 = 18
If he has time, he will also cast Strong Jaw on its talons.
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drbuzzard |
Ablin init1d20 + 6 ⇒ (1) + 6 = 7
Samhain init 1d20 + 8 ⇒ (13) + 8 = 21 you can cast the heals on the way down (or during the early pursuit when you had time). Do you want to cast Strong Jaws on your first action in combat?
Savage charges using blessing of fervor +2.
power attack, charge, blessing of ferfor, CaGM
to hit: 1d20 + 24 ⇒ (12) + 24 = 36 damage: 2d6 + 28 ⇒ (2, 3) + 28 = 33
Samhain Galanodel |
Yeah, will go with that. Take +2 defenses from BoF and cast the spell.
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drbuzzard |
The soldiers in front of Adril move to form a defensive wall in front of him. Two of them engage Savage.
CaGM kicks in
to hit: 1d20 + 22 ⇒ (4) + 22 = 26 miss
to hit: 1d20 ⇒ 9 damage: 1d10 + 11 ⇒ (3) + 11 = 14
CaGM kicks in
to hit: 1d20 + 22 ⇒ (14) + 22 = 36 damage: 2d6 + 28 ⇒ (5, 6) + 28 = 39
to hit: 1d20 ⇒ 8 damage: 1d10 + 11 ⇒ (6) + 11 = 17
Adril taunts you "You stupid lackeys of the Decemvirate! Chasing me to another world like hound dogs at their command. You don't realize that I'm going to be saving you all when I and the Shadow Lodge take over. "
Rest are up.
Hugo Victor |
Hugo steps 5' NE and starts a summon monster from behind the trees.
Hugo Victor |
So we are just awaiting Samhain and Savage round 1 actions?
Samhain Galanodel |
Apologies, I've been without a computer for the last week and keeping up via mobile isn't very optimal. Got a work-around going, though.
Samhain moves to the south to get a better angle while sending Civetta high into the skies to attack Adril next round in a divebomb.
drbuzzard |
Savage again goes after those between him and Adril.
power attack, blessing of fervor for an extra attack, CaGM
to hit: 1d20 + 20 ⇒ (15) + 20 = 35 damage: 2d6 + 28 ⇒ (4, 2) + 28 = 34
to hit: 1d20 + 20 ⇒ (14) + 20 = 34 damage: 2d6 + 28 ⇒ (1, 4) + 28 = 33
to hit: 1d20 + 25 ⇒ (15) + 25 = 40 damage: 2d6 + 28 ⇒ (6, 1) + 28 = 35
to hit: 1d20 + 10 ⇒ (18) + 10 = 28 miss
And the target in front of him falls so he steps 5' south.
The Soldier adjacent tries a shield bash.
CaGM
to hit: 1d20 + 20 ⇒ (15) + 20 = 35 damage: 2d6 + 28 ⇒ (3, 2) + 28 = 33
1d20 ⇒ 19 damage: 1d6 + 9 ⇒ (3) + 9 = 12
The one at 10' stabs away.
1d20 ⇒ 12 damage: 1d10 + 13 ⇒ (2) + 13 = 15
and Adril continues to taunt.
"You are but foolish pawns that have fallen into my trap. You don't even know who it is you work for, and yet you still slave away. "
PCs up once more.
Ezrek Filosten |
Ezrek flies toward the scrum, dropping his altitude five feet, then tosses an explosive bomb at Adril.
RTA, PBS: 1d20 + 18 + 1 ⇒ (13) + 18 + 1 = 32
Damage: 6d6 + 5 + 1 ⇒ (4, 2, 2, 6, 5, 2) + 5 + 1 = 27 And on fire
10 splash for 11 damage, DC 21 for half.
Hugo Victor |
Hugo completes his spell, summoning a huge earth elemental 55' from him and within reach of the southern guards.
Hugo will move forward 40' to get closer to Savage and the elemental and speaks an inspiring word on the elemental.
"Abadar will guide you, my rocky friend"
The elemental will swing at the southern guard with two massive arms of sand/soil with 15' reach.
slam, inspired, pa: 1d20 + 17 - 3 + 1 + 2 ⇒ (11) + 17 - 3 + 1 + 2 = 28
for dmg: 2d8 + 9 + 6 + 1 ⇒ (6, 4) + 9 + 6 + 1 = 26
slam, inspired, pa: 1d20 + 17 - 3 + 1 + 2 ⇒ (14) + 17 - 3 + 1 + 2 = 31
for dmg: 2d8 + 9 + 6 + 1 ⇒ (3, 1) + 9 + 6 + 1 = 20
AC 19, HP 95/95
Hugo Victor |
"By Abadar, this Adril has more false motives than a duke of the lower planes!"
Hugo will call off the elemental attacking.
Hugo Victor |
"Great. So where is the real Adril?. "
Hugo checks the remains for any dropped items or clues.
Perception : 1d20 + 24 ⇒ (10) + 24 = 34
Samhain Galanodel |
"So we caught one slime, but the main slime still eludes us. He will run out of time."
Samhain goes to one of the guards. "Where has he gone? Obviously he left you to be pummeled by that one," he says, pointing to Savage, then to Ezrek and Ablin, "and torched by those ones. What loyalties do you have to him? Where has he gone?"
Diplomacy: 1d20 + 10 ⇒ (10) + 10 = 20
Hugo Victor |
We will rescue and release the prisoner. I think her brother is dead on the ship if I remember correctly. Is the star sword or any other belongings amidst the goo or just goo?
Hugo will use his last channel to heal up the party and princess. If the guards are treating us well, he will include them.
channel: 6d6 ⇒ (4, 3, 1, 6, 4, 1) = 19
Ezrek Filosten |
Ezrek speaks to the genuflecting people, in Azlanti, not entirely uncomfortable with the attention. "Please, tell us anything you can, about the melted god. When he arrived, who he may have arrived with, if he had gone anywhere else while here...."
Ezrek Filosten |
Switching to Common, Ez looks over to his companions. "As much as the idea of being adored as god appeals to me, I feel I've yet to earn it. What shall we do for these people?"
Hugo Victor |
Hugo will recover the star-sword from the goo.
Turning to Ezrek in response to his question.
"Well, I recommend the Princess rule them as your agent in your absence.
We meanwhile need to get back to Absalom to figure out where the real Adril is located before he strikes again."
drbuzzard |
It’s a simple journey back to Arl with the princess (otherwise, it’s several days of open, frigid desert to return). Either way, once they’re back in the city with the rescued princess, Arl turns out to welcome the PCs back as heroes. Princess Verrish fulfills her brother’s longtime goal of uniting Arl beneath an Akitonian ruler when she assumes the throne as Thurok and puts a new council and cabinet in place. She relinquishes the Starsword to the PCs and declares to the people of Arl that the time has come for them to shrug off the coarse mantle of their superstitious barbarian ways and become a civilized people. Many in Arl grumble about this change and things are neither perfect nor peaceful as the PCs leave, though they are better than the city’s short time under the Beast.
While the PCs enjoy the celebration of their victory over King Adril’s tyranny, Venture-Captain Eliza Petulengro herself comes through the portal, finds the PCs, and gives them dire tidings: Adril Hestram is in the Grand Lodge of Absalom and his assault is underway. If the PCs don’t come with her immediately, the future of the Society may very well be no future at all.
That concludes part 3. GP award for the section is 11892.
Hugo Victor |
"We have no time to lose! Farewell faithful subjects. May all your transactions be equitable. "
Samhain Galanodel |
Samhain muses on the return trip to Absalom. "Though I am loathe to admit it, Adril's actions have yielded good fruit. An ally in the Maze for the Society. A secure lodge after the damage from those wurms is shored up. A people united under a better rule." He chuckles to himself. "But for fruit to yield, it needs proper gardening. We are good gardeners, are we not?"
drbuzzard |
You follow Eliza back to the portal.
The glowing red portal from Akiton to the Maze of the Open Road on distant Golarion rises from the pinnacle of the towering pyramid ahead, as howling, icy winds tear across the red sands, whipping them into an angry, biting torrent. Venture-Captain Eliza Petulengro rushes up the structure, turning back only briefly to ensure that she’s being followed. Reaching the top of the massive structure, she turns to speak, but pauses for a moment to think. Her voice wavers with a twinge of desperation and fear.
“I... we... We will never catch up to Adril if we take the Maze back. He’s already in Skyreach.”
Slowly, her pained expression surrenders to resolve. “I’m going to rift the portal. It’s the only way...”
drbuzzard |
No questions/comments, so she continues.
“I’m going to attempt to tear a rift into the portal chamber at Skyreach. It’s sort of foyer in the tower’s upper chambers— those reserved only for the use of the Ten and their most trusted aides. It should be the easiest chamber to access, as it doesn’t actually exist in Skyreach. It’s more of a hub connected to several dimensional corridors that run through the Grand Lodge. If and when we arrive, we shall be partially insubstantial. The Decemvirate uses this property to keep their identities obscured from one another when exiting and entering their private chambers. While the Decemvirate can enter and leave the chamber at will, we shall be visitors. In order to enter, each of us needs an envoy. Within the chamber stands a basin containing a small number of special ioun stones called eraminho. These stones act as vessels for the souls of the Society’s most trusted protectors, some even former members of the Decemvirate. By activating these stones, we can connect with the spirits to gain access to the inner chambers. Once inside, we should seek out the faction rooms first, and use them to make contact with whatever allies of the Society we each may have outside the Ten themselves. These rooms are the only neutral rooms within the upper tower, so even if Adril seizes command of Skyreach, the faction rooms will remain somewhat of a blind-spot. After that, we need to get to Shemis and protect her at all costs. All set?"
Hugo Victor |
Hugo would have offered to teleport the party closer if it would have helped.
"Lady Eliza, while there are other ways to travel quickly, I will trust your judgement. Who may we encounter in Skyreach beyond these ioun stones? And are there friends likely to aid us or foes likely to obstruct us? Adril seems to have been busy recruiting and obviously had access to high level information within the Society. Surely he must know what is planned? How much time would you estimate we will have once we arrive?"
Hugo will listen to her response carefully.
"Forgive me for asking, why is this Shemis person involved?"
Prior to departing, Hugo will cast longstrider, extended magic circle vs evil and freedom of movement upon himself.
drbuzzard |
After wrapping up their inquiries, she approaches the portal and sets to work, soon tearing a lightless hole in its undulating, glowing- red surface. A bone-numbing blast of frigid energy shoots from the rift, and all those within 20 feet must make a DC 30 Strength check to resist being pulled into the blackness. An inhuman shrieking emanates from the rift. Eliza tries to yell something to the PCs as she steps into the rift, though her message is wholly unintelligible, overpowered by the shrieking of the void. Seconds later she vanishes into the blackness. The portal leads to Skyreach. PCs who wish to proceed to the next section of the adventure must step through the portal and follow.
After stepping through the portal you find the darkness thins only slightly, ebbing into a deep, blackish- purple twilight. The surrounding space appears without clear definition or form. Distance is difficult to judge, though there appears to be some sort of a perimeter marked by darker, shadowed arches.
Need DC 19 fortitude checks from everyone.
Savage fort save: 1d20 + 13 ⇒ (15) + 13 = 28 pass
Within the foyer, all occupants appear as medium-sized silhouettes without distinctions of body shape, gender, voice, or even wielded equipment.
Hugo Victor |
Hugo will step into the void, trusting his allies to follow the woman as well.
"Abadar, guide us on this endeavor"
fort: 1d20 + 17 ⇒ (19) + 17 = 36