GM Abraham: 8-17 Refugees of the Weary Sky CLASSIC [PFS Gameday VII] (Inactive)

Game Master Abraham Z.

Tier 10-11
8-17 CLASSIC Map
Knowledge Checks
Spell Templates
GM Cheat Sheet


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Emerald Spire slides |

GM Abraham: 8-17 Refugees of the Weary Sky CLASSIC [PFS Gameday VII]


Emerald Spire slides |

A letter arrives, addressed to you, from one Venture-Captain Obo:

Greetings Pathfinder!
Please make your way to Manaket, a port city in Rahadoum, where I would like to meet with you and a few other Pathfinders to discuss a mission of great importance. I shall be awaiting you at the Swordmeet Lodge.
Until soon, VC Obo

Your travel to Rahadoum is uneventful and when you arrive at the Swordmeet Lodge you are ushered by servants into a secluded area of the lodge gardens. The servants provide you with refreshments after your long journey; one of them grins slyly at you and comments, "Must be quite a mission you've got ahead of you for the Sapphire Sage, Amenopheus himself, to be taking an interest. He and the Captain are inside talking but I'm sure they'll be out to greet you soon enough. Please entertain yourselves until then."

We won't actually be getting started until Gameday starts on August 13 but feel free to introduce your characters and have idle banter until then.

Grand Lodge

Ifirit Unchained Barbarian 3/ Fighter 2/Techslinger 1/ Horizon Walker 4: HP 101/101 AC21 FF18 T13 Int +9 (+4 in Urban/Desert +2 in )Fort 15 Reflex 9 Will 3/ FireR 10/ Aligned CG

A massive, burly Ifirit with a great big bright red beard that runs half way down his chest stands in the gardens. He is covered from head to toe in scars, and carries a strange weapon across his back that looks like a paddle with spikes on the edges. What's odd about the weapon besides the shape is how BIG it is, nearly as large as the massive giant himself. He smiles, but it is clear to anyone that speaks to him that not to much is going on upstairs. He holds in his hands, almost daintily, a small letter, that seems even smaller in his massive hands. It seems rather old and well worn, like it's been carried, refolded, and tucked away into pockets many times.

HELLO! He says to the others gathered in a booming voice full of enthusiasm.

I is Obtrivi! Obtrivi Heavyhand! Obtrivi happy to see pathfinder friends!

He looks at the assembled group for a bit and holds out the letter in his hands to the most obviously magical member of the group.

Letter is from Obtrivi's Sister, Helgra! Helgra say give letter to smartest person in the room. Pathfinder Friend look very smart!

Obtrivi's letter:

To Whatever Poor Sod Pathfinder Gets This Letter,

Hello, and I hope you receive this letter in good health. My name is Helgra Heavyhand, Obtrivi's Sister. My brother is a fine warrior, but not much of a thinker, especially since he was hit in the head as a child. He also has a bit of a temper, so rather than letting him get in trouble, I signed him up with the pathfinders. So, Obtrivi lives by these rules, try to keep him safe for me, and let him do his thing.

Rule 1: Whenever a Venture Captain calls you, go do whatever they want you to do.
Rule 2: Find the smartest looking, most magic person in the room and give them the letter.
Rule 3: Do whatever they say to get the mission done. They're smarter than you, so listen close.
Rule 4: No killing unless the letter holder says it's okay.
Rule 5: Unless somebody hurts you. Then kill them dead.
Rule 6 and most important rule: Come home safe, even if you have to break other rules to do it.

Good luck to you.

Sincerely
Helgra Heavyhand

Grand Lodge

Grit 3/3, Boots of Speed 7/10 LG Tiefling Musketmaster 6/Karmic Monk 2 Init+8 Per +19| mage armor AC 27 t 23 ff 18 | HP 67/67 Svs F +12/R +16/W +10 | Resist cold 7, electricity 7, fire 7 Evasion Speed 30

Lurking in the shade of a flowering tree is a lean man dressed in loose black robes. His heavy hood is pulled up as if to conceal his face but it is clear to anyone looking at him that his skin is scaly and dark red in color and his eyes gleam with a sickly yellow light. The legs of his robes occasionally twitch as if there is a small animal moving around underneath. He grips a gnarly darkwood quarterstaff with one gloved hand.

Ignatius silently glides up to the hulking ifrit and deftly pulls the letter out of his hands. He quietly reads the letter and hands it back. I suppose for now I am the smartest one in this room; but perhaps someone better suited will come along.

He looks the ifrit up and down calmly and softly hisses, "My name is Ignatius, but I let my friends call me Iggy. You may call me Iggy." He holds his hand out to Obtrivi to let him shake it.

Grand Lodge

Ifirit Unchained Barbarian 3/ Fighter 2/Techslinger 1/ Horizon Walker 4: HP 101/101 AC21 FF18 T13 Int +9 (+4 in Urban/Desert +2 in )Fort 15 Reflex 9 Will 3/ FireR 10/ Aligned CG

IGGY! Obtrivi Like Iggy. Is good name, Strong name!

He clasps Iggy's hands, and it's all the Tiefling can do not to wince as he grips them a little to tightly, though it's obviously in no way with malice, and shakes it a little to enthusiastically.

Scarab Sages

Male Nagaji Druid (Naga Aspirant) 8/Monk (Tetori) 2 HP: 73/73, AC 27/Touch 18/FF 26, F+13/R+8/W+15, Init +1, Percep +24
Buffs:
Mage Armor (+4 Armor), Barkskin (+3 NAB), Heightened Awareness, Freedom of Movement, Resinous Skin

A green-scaled serpentine humanoid with intense amber eyes wanders amidst the plants in the garden, appearing to take more interest in the scenery than towards the unusual pair in conversation. Clad in sky blue and white monk robes, though adorned with a large amount of trinkets and tools, the nagaji makes low approving hissing sounds as he takes note of how the garden is maintained. He shifts his attention towards Obtrivi as he crushes shakes Ignatius' hands, seeming to gauge the warrior's strength. The nagaji moves closer during a lull in their interchange.

"Greetings," he says towards the two, though with a slight hissing lisp on the "s" sounds and an odd mix of Tian and Osiriani accents. "I am Soren Treewhisper, pleasure to meet you both. It appears that we are to be working together on this mission" He pauses, a forked tongue occasionally darting from his mouth as is to taste the air of his surroundings while Soren continues to take measure of the pair.

The Concordance

M Male N Tiefling Kinetecist 15 | HP: 301/301 | AC: 22 (15 tch, 16 Fl) | CMB: +13 CMD: 29 | F: +26, R: +20, W: +14 | Init: +8 | Perc: +19 (Darkvision 60) SM: +1 | Speed 20 | Active conditions: Sickened | Non-Lethal: 165 | DR 15/Adamantine | Resist 7 cold, acid, fire, elec | Internal Buffer 0/2 | 55% negation of crits/snk attks | Burn: 11 (max 15)

The door knob turns and then opens to reveal a.....man? This humanoid figure has the standard basics and shape of a human, though the proportions are slightly off from that of a human. It stands around 6'3" with, what appears to be dark stone for skin which occasionally chips off as it moves. These features would lead one to assume that this is an Oread due to the stoney skin and reflective sheen that makes its appearance. However, all specific proportions as mentioned previously do not lean toward Oread but more demonic in nature. This creature wears a cloth that wraps loosely around its body and covers a large majority of the torso region and nothing else. It also wears some sandals, a familiar amulet, a standard cloak, and a belt that constricts the cloth at the waist.

He walks toward the group and gives a nod, little bits of stone crumbling away, "I am Obsidian."


Emerald Spire slides |

“Welcome Pathfinders, please sit and be comfortable.” Venture- Captain Obo motions to various benches. A gentle breeze of sea air carries with it fragrances from the lush gardens surrounding Swordmeet Lodge. In the distance, the low rumble of the ocean surf echoes throughout the port city of Manaket on Rahadoum’s northern coast.

“Millennia ago, when Ahriman, the Lord of the Divs, attacked the famed Jaizun Citadel, a few of the resident artificers and elementalists of the Jistka Imperium made their escape. Their whereabouts, and the secrets they took with them, were lost to the desert sands and the ages. Soon after, the Citadel of the Weary Sky, as the Jaizun Citadel became known, was demolished by a fierce elemental storm.” Obo glances over to the thin man standing to his side, “The Sapphire Sage, Amenopheus, is lending a hand in the nascent partnership between the Pathfinder Society and the Concordance of Elements. This new alliance is already beginning to bear fruit. The Concordance was particularly interested in the information we had about the Citadel of the Weary Sky. Recently, they detected an unusual elemental energy to the south, in the Napsune Mountains, and asked us to investigate this disturbance.”

Amenopheus clasps his robes tightly about himself, “We have long suspected that the Jistkan refugees from the citadel may have made their way into the mountains and constructed a hidden stronghold there. There appears to be some connection between this refuge and the elemental storms that battered the Citadel of the Weary Sky. This connection made our new friends in the Concordance of Elements nervous; they do not wish a resurgence of violent elemental storms any more than we do. Now that we’ve identified this lingering elemental imbalance, it must be corrected.”

Obo steels his gaze, “If we’ve truly discovered the ancient elementalists’ retreat, then it may well pose a very real danger. Our alliance with the Concordance is tentative at best and I wish to show our goodwill, but I cannot in good conscience order you to investigate. Instead, I offer you the right of first refusal—more an invitation—to explore.”

Obo withdraws a map from a scroll tube. “The Concordance gave us this map to the location of the disturbance. An ancient Jistkan mechanism blocks the entrance. The Concordance was unable to gain passage, but described it as some kind of sealed portal. From my collection of Jistkan puzzle-boxes, I’d wager it will take keen minds, such as you possess, to unlock this portal and gain entry.”

Venture-Captain Obo holds out the map. “If you are all in agreement, then good luck, Pathfinders. May the gods look down upon you and grant you good fortune. Do you have any questions?”

Knowledge (History) or Knowledge (Planes) 15+:

There are several ruins in northern Garund left behind by long-lost human civilizations, most famously the Jistka Imperium. The Jistkans were famous for building golems and other mighty constructs.

Knowledge (History) or Knowledge (Planes) 20+:

Turmoil led the Jistkan magistrates to build Jaizun Citadel to focus the power of their elementalists and extraplanar allies.

Knowledge (History) or Knowledge (Planes) 25+:

The Jistkan elementalists bound the spirits of elementals into golems and constructs during their crafting. They used these golems as guards and soldiers.

Knowledge (History) or Knowledge (Planes) 30+:

The ancient people of the emerging nation of Osirion made peaceful pacts with genies and similar outsiders. Many genies bound by the Jistka Imperium betrayed their masters. After the genies proved unreliable, Jistkan artificers powered their golems with the spirits of daemons, devils, and demons, and they developed notorious behemoth golems that could stand against Osirion’s allied divs and elemental outsiders.

Grand Lodge

Ifirit Unchained Barbarian 3/ Fighter 2/Techslinger 1/ Horizon Walker 4: HP 101/101 AC21 FF18 T13 Int +9 (+4 in Urban/Desert +2 in )Fort 15 Reflex 9 Will 3/ FireR 10/ Aligned CG

Obtrivi listens intently and raises his hand, looking to Iggy as the current holder of his letter.

Obtrivi make sure Obtrivi understand mission. Find Jistkan Badguys, Crush Jistkan Badguys. Make New Concordance Friends Happy. Dat right?

Obtrivi gives a big smile.

Obtrivi like crushing missions! Obtrivi GOOD at crushing.

Scarab Sages

Male Nagaji Druid (Naga Aspirant) 8/Monk (Tetori) 2 HP: 73/73, AC 27/Touch 18/FF 26, F+13/R+8/W+15, Init +1, Percep +24
Buffs:
Mage Armor (+4 Armor), Barkskin (+3 NAB), Heightened Awareness, Freedom of Movement, Resinous Skin

Knowledge History: 1d20 + 4 ⇒ (13) + 4 = 17

The nagaji pensively mulls the information presented by the Venture-Captain. "An imbalance of the elemental forces is certainly a concern to the outlying areas nearby. Should we be concerned about any changes in the weather or surroundings from this...imbalance?" Soren turns to his compatriots. "I am not very familiar with the Jistka, do you all have any further information to provide?"

Silver Crusade

LN Cleric 3/Wizard 1/Mystic Theurge 10

A tall osiriani man arrives, looking distinctly uncomfortable in basic artisan clothes.

"Strange country this." He says, absently, not really talking at anyone in particular. "They rail against the injustices of the gods, whilst their people wither from diseases easily healed with a few simple prayers. It has made for many opportunities to study some of these infections in a more natural ecosystem. Quite exciting."

He pulls at his collar, frowning. "Sadly, I had to buy an all new wardrobe from a seedy-looking fellow on the docks, just in case my usual trappings offended local sensibilities. I think he overcharged me... and wouldn't be surprised if it were made from goblin dog fur, from how much it itches."

"Oh, sorry. Meant to get here earlier, but got distracted. Interesting city, Manaket." He glances up at the others, and bows slightly. "Doctor Menes Strang. Was asked to come for my arcane and divine magical expertise..."

He stops suddenly, looking towards Obtrivi with some surprise. "Oh my... is that...?"

He immediately goes over, and starts examining the strange weapon on the man's back. "Never thought I'd see another one of those. Does it work? Frightfully noisy these, but brutally effective. Do wonders for shock and awe. Wherever did you find it?"

Yes, he's ran into a chainsaw wielding bad guy before =) It's even on the chronicle. (only 675 gp!)

His questions come probably a little to quick and peppered with a few too many fancy words, that Obtrivi might not be able to follow all that's being said, though Strang seems oblivious to the man's confusion.

Luckily, any further fallout is interrupted by the Venture-captain getting everyone's attention.

Strang sighs, then turns to pay attention to their host, though the man's words quickly make him forget the fancy piece of technology.

Knowledge (history): 1d20 + 14 ⇒ (19) + 14 = 33

"The Jistka Imperium? Outstanding!" He exclaims, excitedly. "I've read about the existence of ruins all across northern Garund, and even some in southern Avistan. A chance to study some of them!"

His tone seems to change, going into what you would later identify as his 'teacher voice' as he starts spouting historical facts like he was standing in front of a classroom.

"Would have been over eight thousand years ago, when the Jistkan Imperium held sway." He explains. "They were quite famous for their constructs. Powered them using bound spirits. Divs. Genies. Other powerful elemental outsiders."

"But they eventually turned those constructs on the early incarnations of my home country," He smiles slightly. "They were able to turn many of those spirits against them. They might have had the knowledge to create the constructs... but Osirion... they had the influence over the djinn, efreet and divs that powered them. If Ahriman himself got involved, they must have ruffled some very powerful feathers with their methods."

"I think they started binding demons, devils, perhaps even daemons, after that." He shakes his head slightly, at the wisdom of that course. "Created some truly amazing things I hear. Constructs the size of cities! Though I'm sure none of those survived the millennia since."

"I would not doubt that those spirits eventually turned on them as well, for the Imperium didn't last much longer, falling apart over itself eventually. Though there are rumors of a genetically targeted pathogen..." He shrugs slightly.

He glances over at Amenopheus. "You say they found Jaizun Citadel? Where was it?"

Grand Lodge

Ifirit Unchained Barbarian 3/ Fighter 2/Techslinger 1/ Horizon Walker 4: HP 101/101 AC21 FF18 T13 Int +9 (+4 in Urban/Desert +2 in )Fort 15 Reflex 9 Will 3/ FireR 10/ Aligned CG

Obtrivi smiles as his big weapon is pointed to and smiles.

Obtrivi get as gift from friend! He spend long time teaching Obtrivi how to use NoisySaw, but it Obtrivi's favorite weapon now!

He pats the thing with a big grin.

Obtrivi Crush many baddy's with NoisySaw.

Grand Lodge

Grit 3/3, Boots of Speed 7/10 LG Tiefling Musketmaster 6/Karmic Monk 2 Init+8 Per +19| mage armor AC 27 t 23 ff 18 | HP 67/67 Svs F +12/R +16/W +10 | Resist cold 7, electricity 7, fire 7 Evasion Speed 30

Upon seeing the entire group essembled Ignatius quietly observes, "I see that most of us are creatures that have been affected by contact with the other Planes. For better," he says with a pause, looking profoundly at Obsidean "or for the worse."

Ignatius whispers in a low voice, "I cannot say that I know much about them, but I have encountered golems for. Creatures of quickened metal or stone. They are very hard to destroy but I have destroyed several in my lifetime. The key is to hit them decisively, with everything that you have."

After speaking, Ignatius silently slides back under the shade of the tree, his yellow eyes flickering brightly under the shadow of his hood.

The Concordance

M Male N Tiefling Kinetecist 15 | HP: 301/301 | AC: 22 (15 tch, 16 Fl) | CMB: +13 CMD: 29 | F: +26, R: +20, W: +14 | Init: +8 | Perc: +19 (Darkvision 60) SM: +1 | Speed 20 | Active conditions: Sickened | Non-Lethal: 165 | DR 15/Adamantine | Resist 7 cold, acid, fire, elec | Internal Buffer 0/2 | 55% negation of crits/snk attks | Burn: 11 (max 15)

Obsidian stands quietly off to the side of the main discussion.

Scarab Sages

Female Oread Spiritualist (Ectoplasmatist) 11 | HP 80/91 | AC 25(29), T 14, FF 23(27) | Fort +13(15), Ref +9(11), Will +15(17) | Init +3 | Perc +14(16) | Sense Motive +17(19) | Spells Remaining: level 1 4/6, level 2 4/5, level 3 1/4, level 4 0/2 |

Knowledge (History) (Osiron bonuses) (Assorted Boons): 1d20 + 13 + 3 + 1 + 2 ⇒ (12) + 13 + 3 + 1 + 2 = 31

Dunia is broadly built, but very short, barely cresting over 4 feet. She has dark brown skin, thick black hair, and remote black eyes. She would nearly look like a particularly squat Mwangi woman if it weren't for the obsidian sheen she gives when light hits her, a sheen only heightened by the ectoplasm that covers her in a thin coating.

Dunia sits quietly as Dr. Strang explains. Since he seems to know what he's talking about, she isn't too concerned about chiming in. The idea of bringing Obtrivi on any mission that involves puzzle boxes or learning fills her with dread. I can only hope there are enough golems to distract him.

Grand Lodge

Ifirit Unchained Barbarian 3/ Fighter 2/Techslinger 1/ Horizon Walker 4: HP 101/101 AC21 FF18 T13 Int +9 (+4 in Urban/Desert +2 in )Fort 15 Reflex 9 Will 3/ FireR 10/ Aligned CG

Obtrivi gives a grin.

Golems! Stone Men and Metal Men! Obtrivi CRUSH Stone Men and Metal Men and Flesh Men and many other kinds! Obtrivi keep pathfinder friends safe so they can Explore and Report and Cooperate!

The smile he gives is so wide you'd think he was a child who just managed to complete his recitations without stumbling.

Which, perhaps, is not far from the truth.


Emerald Spire slides |

In the interest of moving us along, I’m going to just give you the Q&A information

What is the Concordance of Elements?:

“The Concordance of Elements is an extraplanar organization of elementals and genie-kin who seek to bring balance to elemental energies by any means necessary.”

What is the Jistka Imperium?:

“An ancient empire that collapsed 8,000 years ago. Jistka was home to powerful wizards who made pacts with outsiders, mainly genies, to guard the Imperium’s borders. They were also peerless artificers who crafted elaborate mechanisms and golem guardians, using summoning magic to call forth elementals and bind elemental spirits into their constructs.”

What can you tell us about the elemental storm?:

“At the grand Jaizun Citadel, Jistkan elementalists and conjurers summoned a multitude of genies and elementals to bolster their armies. The magic expended in drawing these creatures from the elemental planes fractured reality around the citadel. The sky above the Jaizun Citadel constantly roiled with unfettered elemental energy and eventually attracted the Lord of Divs, Ahriman. He added to the elemental energy and directed it into a massive storm to destroy the citadel. The storm abated thereafter, but our research indicates that it never fully dissipated.”

What sorts of threats or defenses should we expect?:

Amenopheus answers. “If the outpost is truly secret, then it’s unlikely that you will encounter many people. I imagine there might be ancient Jistkan guardians, puzzles, or traps, so be careful and resourceful.”

How do we resolve the disturbance when we find it?:

“We are unsure of the answer to this, as we do not exactly know what the disturbance is. All we know is where it is, and that it is likely a remnant of the ancient elemental storm’s energy still bound in some manner.”


Emerald Spire slides |

Faction Missions

Ignatius, Obtrivi:

Venture-Captain Obo pulls you aside. ”Let’s have a private word, shall we? Our alliance with the Concordance of Elements is more tenuous than the Pathfinder Society likes to admit. I’d like you to pay particular attention to defusing the elemental energies in the least destructive manner possible so as to avoid another catastrophe, which could sour relations with the Concordance. Understood?”

Dunia, Soren:

Amenopheus asks you to remain in his company after Venture-Captain Obo dismisses the meeting. ”I’d like one of you to carry my sage jewel with you into Deep Sky - take good care of it! I believe that the sage jewels have some deeper connection to elemental forces—potentially malign forces. I’d like you to carefully evaluate how the sage jewel reacts to the energies within the Jistkan ruin and report back to me.”
For information on the powers of the sage jewel, see Player Handout #1: Sage Jewel.


Emerald Spire slides |

The Concordance’s map provides detailed directions leading through the Rahadoumi landscape into the Napsune Mountains. The trail leads up a hidden mountain pass to a small plateau. The map explains that the entrance to the Jistkan outpost can be found here. However, neither the Pathfinder Society nor the Concordance of Elements knows the secret to unlocking the entrance into the outpost, and no description of the sealed portal is provided on the map.

Before you depart, Amenopheus provides you with a piece of advice, “I likely don’t have to remind explorers as experienced as yourselves that understanding the situation in Deep Sky and chronicling your discoveries appropriately will almost certainly require fluency in the Jistka language. If none of you speaks the language, I highly recommend acquiring appropriate magical assistance before you depart.”

After you complete any necessary purchases or other preparations, Amenopheus secures camels for your journey. He also marks on the map good places to stop and secure shelter and watering holes. The journey through Rahadoum to the location provided on the Concordance’s map is uneventful.

The entrance to Deep Sky is high in the Napsune Mountains. The narrow, stony mountain path broadens as it ascends to a narrow ledge. The rock face to the south towers hundreds of feet in height. Two massive doors made of green marble loom within. They lack any hinges or handles but are carved with enormous, stern, scowling faces. Next to the doors is a shallow indentation containing a tiny stone door with a weathered metal handle.

You have an eerie sense of being watched.

Perception DC 25:

You notice that the faces on the doors subtly shift, as if they are following your movements.

Please place your tokens on the map. Also, please fill in your details on the GM cheat sheet.

Edit: just made the sheet editable.

Scarab Sages

Female Oread Spiritualist (Ectoplasmatist) 11 | HP 80/91 | AC 25(29), T 14, FF 23(27) | Fort +13(15), Ref +9(11), Will +15(17) | Init +3 | Perc +14(16) | Sense Motive +17(19) | Spells Remaining: level 1 4/6, level 2 4/5, level 3 1/4, level 4 0/2 |

Dunia nods solemnly at Amenopheus's charge; her voice thick with a Sargavan patois she responds, "Don' worry, I'll be sure t' take good care o' it." Think Gambit from the X-Men for her accent

As the party approaches Deep Sky she calls upon the spirits to lend them her strength extended heroism, and fishes a wand from her belt to sharpen her senses.

UMD (Heroism): 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
UMD (Heroism): 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Unfortunately, the wand misfires, and she tosses it into her bag with a curse.

Perception: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17 Good lord, that's one way to start an adventure!

"Hmmp. Don' like de looks o' dis."

Scarab Sages

Male Nagaji Druid (Naga Aspirant) 8/Monk (Tetori) 2 HP: 73/73, AC 27/Touch 18/FF 26, F+13/R+8/W+15, Init +1, Percep +24
Buffs:
Mage Armor (+4 Armor), Barkskin (+3 NAB), Heightened Awareness, Freedom of Movement, Resinous Skin
Amenophus wrote:
...require fluency in the Jistka language. If none of you speaks the language, I highly recommend acquiring appropriate magical assistance before you depart.

"I am unable to perform such magics," Soren says to his companions. "I am able to help with the costs for scrolls if someone is able to use them, if no one else is able to speak this ancient language."

I am willing to buy comprehend languages scrolls, or split costs on tongues. Neither is on the Druid spell list.

GM Abraham wrote:
Two massive doors made of green marble loom within. They lack any hinges or handles but are carved with enormous, stern, scowling faces. Next to the doors is a shallow indentation containing a tiny stone door with a weathered metal handle.

Upon approach within sight of the doors, Soren will cast the following spells on his self:

Mage armor (Wand)
Heightened awareness
Barkskin (+3 bonus)

Perception: 1d20 + 24 ⇒ (16) + 24 = 40

Soren stares intensely at the faces on the doors. "There appears to be some kind of effect on the doors. The faces...shift and adjust occasionally. Caution would be wise.," he says to his fellow agents.

Scarab Sages

Female Oread Spiritualist (Ectoplasmatist) 11 | HP 80/91 | AC 25(29), T 14, FF 23(27) | Fort +13(15), Ref +9(11), Will +15(17) | Init +3 | Perc +14(16) | Sense Motive +17(19) | Spells Remaining: level 1 4/6, level 2 4/5, level 3 1/4, level 4 0/2 |

Dunia speaks Jistkani temporarily, so we've got that, but she's not umm.... social...

Silver Crusade

LN Cleric 3/Wizard 1/Mystic Theurge 10

The good doctor is fluent in the ancient Jistkan tongue.

"Fortunately, I had to learn the Jistkan language to read one of the tomes on constructs in the library at the Grand Lodge." Dr. Strang says matter of factly, as if learning a language just to read a book is a normal thing.

"Will be interesting to see if the dialect is the same." He adds, excitedly.

Perception: 1d20 + 19 ⇒ (15) + 19 = 34

"Fascinating." He mutters, as they come within sight of the strange green marble doors. "It's almost as if it is aware of our presence."

"Though, given the Jistkan penchant for such things, it is highly likely they've bound a spirit of some sort to these doors, as a guardian."

He will cast the following as they get close to their destination:
Greater False Life for Temp HP: 2d10 + 11 ⇒ (10, 10) + 11 = 31
Mage Armor
Heighten Awareness
Overland Flight

The Concordance

M Male N Tiefling Kinetecist 15 | HP: 301/301 | AC: 22 (15 tch, 16 Fl) | CMB: +13 CMD: 29 | F: +26, R: +20, W: +14 | Init: +8 | Perc: +19 (Darkvision 60) SM: +1 | Speed 20 | Active conditions: Sickened | Non-Lethal: 165 | DR 15/Adamantine | Resist 7 cold, acid, fire, elec | Internal Buffer 0/2 | 55% negation of crits/snk attks | Burn: 11 (max 15)

Perception: 1d20 + 15 ⇒ (10) + 15 = 25

"I am one with stone if needed," Obsidian blurts out after being silent for so long.

Grand Lodge

Ifirit Unchained Barbarian 3/ Fighter 2/Techslinger 1/ Horizon Walker 4: HP 101/101 AC21 FF18 T13 Int +9 (+4 in Urban/Desert +2 in )Fort 15 Reflex 9 Will 3/ FireR 10/ Aligned CG

Before they set out, Obtrivi pushes two sticks marked into his hands... rather crudely made wands. Or maybe they where once nice, and now have been abused in travels to seem worn and warped. One has a red cross etched into it, the other a small stick figure inside a bigger stick figure.

In fight,Obtrivi explains.Poke with stick man stick to make obtrivi big, and red cross to make obtrivi feel better if obtrivi hurt.

He says, with all the patience as if he where explaining something to a small child.

Obtrivi protect you and other pathfinder friends.

At the reminder of languages, Obtrivi snorts.
Not Obtrivi's job to talk. Obtrivi's job is to smash!

Perception: 1d20 + 7 ⇒ (16) + 7 = 23

As the others begin to mention the dangerous doors, Obtrivi pulls his gigantic weapon from his back and presses a button on it.

glitch?: 1d100 ⇒ 57PHEW! to close!

Suddenly, the machine makes a absolute din of noise before dying down to a continuous rumble. Obtrivi takes a -10 to stealth. >.>

Obtrivi crush door?

He asks to the others.

Grand Lodge

Grit 3/3, Boots of Speed 7/10 LG Tiefling Musketmaster 6/Karmic Monk 2 Init+8 Per +19| mage armor AC 27 t 23 ff 18 | HP 67/67 Svs F +12/R +16/W +10 | Resist cold 7, electricity 7, fire 7 Evasion Speed 30

Before going in, Iggy will nicely ask someone to mage armor him up with his wand.

Perception: 1d20 + 12 ⇒ (3) + 12 = 15
He doesn't notice anything special about the faces on the doors

Seeing Obtrivi start up his chainsaw, Ignatius hisses, "Let's see if we can get the door open without breaking it first."


Emerald Spire slides |

So what would you like to do? There is a set of massive green marble doors directly in front of you. They do not appear to have a keyhole, handles, or even hinges. There is no obvious way to open them (though you have not yet tried pushing on them).

There is, also, a tiny stone door with a weathered metal handle, set inside a small indentation, next to the green marble doors.

Obtrivi, you've turned on your chain saw? Does that use charges for each round? And what are you doing with it?

Silver Crusade

LN Cleric 3/Wizard 1/Mystic Theurge 10

Understandably, Strang has a rather extensive spell list... so if you have a wand that needs activating, he's happy to, and usually can, oblige.

Dr. Strang looks at Obrtrivi with an admonishing frown. "Absolutely not." He responds to the man's question. "These are historical relics, one's first response should not be to destroy them."

He moves up to get a closer look at the door. "Let us see what we're up against here."

Will cast detect magic, and take a look.
Knowledge (arcana): 1d20 + 19 + 2 ⇒ (16) + 19 + 2 = 37
Spellcraft: 1d20 + 16 ⇒ (18) + 16 = 34

"Admitedly, the last elaborate door I faced did try to kill us." He concedes. "But I'd like to view that more as an anomaly, than the norm."

Just how big is the smaller door?

He begins studying the door with great interest, muttering something at it in an ancient tongue, as he does so.

Jistkan:
"Well now. What secrets are you concealing."

Perception vs Door: 1d20 + 16 ⇒ (6) + 16 = 22

edit: holy crap, that went through!


Emerald Spire slides |

Wow, we seem to be back up and running! Fingers crossed...

Dr. Strang does not detect any magic at all. Interestingly, he does not even perceive the magical auras of the various items that the PCs are carrying.

When you look at the tiny stone door, you see that it opens freely. Within, five thin metal strips are attached to the rock face, with large rivets set at the top and bottom. Above the metal strips, a phrase is carved into the wall

If you can read Jistka:

“The spaces between notes are just as important as the notes themselves.”

Each metal strip bears faded images of hands with raised fingers. Don’t be confused by the existence of two similar handouts: the first is paizo’s, included in the scenario, and the second is one from pfsprep that perhaps better visually represents the same information.
Jistkan Harmonic Key
Chimes Handout

Trained in Perform (Percussion) OR DC15 Perform (Percussion):

The metal strips here can be played like a xylophone.

A delicate wooden mallet hangs from a hook. It looks very fragile.

Silver Crusade

LN Cleric 3/Wizard 1/Mystic Theurge 10
GM Abraham wrote:
Wow, we seem to be back up and running! Fingers crossed...

Still not entirely up 8(

Scarab Sages

Female Oread Spiritualist (Ectoplasmatist) 11 | HP 80/91 | AC 25(29), T 14, FF 23(27) | Fort +13(15), Ref +9(11), Will +15(17) | Init +3 | Perc +14(16) | Sense Motive +17(19) | Spells Remaining: level 1 4/6, level 2 4/5, level 3 1/4, level 4 0/2 |

"De spaces 'tween de notes are jus' as important as de notes demselves..."

Perform (Heroism): 1d20 - 3 + 2 ⇒ (18) - 3 + 2 = 17

Dunia ponders a moment while she examines the strange strips.

"It's an instrument. Like a big xylophone."

Silver Crusade

LN Cleric 3/Wizard 1/Mystic Theurge 10

"Yes, interesting." Strang replies, agreeing with Dunia's interpretation. "They key does indeed appear to be some sort of rhythmic tone. Though these notational styles are quite old."

He frowns slightly. "I am not very well versed in musical notations, but I do not think these are how percussive beats are written in modern scores."

"It is possible the the words refer to the pauses between the beats, as well as the beats themselves." He glances at the small mallet thoughtfully. "Or could be more literal, and implies we tap the mallet against the stone itself, between each metal strip."

He shrugs, looking unhappily at the strips in question. "Unfortunately, only the first two have an accompanying number, we'd likely be guessing at the last three."

"And I'm sure getting it wrong will have some repercussions beyond just not opening the ingress."

Don't think anyone has any perform skills =)

Is there anything else to give us any insights?

Scarab Sages

Male Nagaji Druid (Naga Aspirant) 8/Monk (Tetori) 2 HP: 73/73, AC 27/Touch 18/FF 26, F+13/R+8/W+15, Init +1, Percep +24
Buffs:
Mage Armor (+4 Armor), Barkskin (+3 NAB), Heightened Awareness, Freedom of Movement, Resinous Skin

Soren lets off a soft, prolonged hiss as he contemplates the situation. "Hmm...perhaps the numbers at the end indicate the order in which to strike the strips? The one marked '2' has less finger markings than '4,' perhaps you start with the least finger marked and go from there?" the nagaji proposes with uncertainty.

Sense Motive for hint/pattern?: 1d20 + 17 ⇒ (10) + 17 = 27

Grand Lodge

Grit 3/3, Boots of Speed 7/10 LG Tiefling Musketmaster 6/Karmic Monk 2 Init+8 Per +19| mage armor AC 27 t 23 ff 18 | HP 67/67 Svs F +12/R +16/W +10 | Resist cold 7, electricity 7, fire 7 Evasion Speed 30

Iggy looks at the puzzle, scratching his chin ponderously.
"Soren, that sounds as good as any other idea I can think of. I am willing to try it if no one else will."

I have no idea how this puzzle works...

Scarab Sages

Female Oread Spiritualist (Ectoplasmatist) 11 | HP 80/91 | AC 25(29), T 14, FF 23(27) | Fort +13(15), Ref +9(11), Will +15(17) | Init +3 | Perc +14(16) | Sense Motive +17(19) | Spells Remaining: level 1 4/6, level 2 4/5, level 3 1/4, level 4 0/2 |

"Stone got its own music, true, but it seem more like de keys are de key.

"Probably you s'posed to be able to figure out de order... I don' see what de number of fingers has t' do wit' de spaces 'tween notes, but I heard worse guesses."

The Concordance

M Male N Tiefling Kinetecist 15 | HP: 301/301 | AC: 22 (15 tch, 16 Fl) | CMB: +13 CMD: 29 | F: +26, R: +20, W: +14 | Init: +8 | Perc: +19 (Darkvision 60) SM: +1 | Speed 20 | Active conditions: Sickened | Non-Lethal: 165 | DR 15/Adamantine | Resist 7 cold, acid, fire, elec | Internal Buffer 0/2 | 55% negation of crits/snk attks | Burn: 11 (max 15)

"If there be penalty, I am hardy!"

Grand Lodge

Ifirit Unchained Barbarian 3/ Fighter 2/Techslinger 1/ Horizon Walker 4: HP 101/101 AC21 FF18 T13 Int +9 (+4 in Urban/Desert +2 in )Fort 15 Reflex 9 Will 3/ FireR 10/ Aligned CG

It's an hour per charge, and I can refuel with grit that i can replenish on kills.

Obtrivi grunts in annoyance and waits patiently, glaring at the door as if trying to will it open.


Emerald Spire slides |

Other than the information already provided, there are no obvious hints or patterns.

The door stands silently, almost as if it awaits the Pathfinders.

Scarab Sages

Female Oread Spiritualist (Ectoplasmatist) 11 | HP 80/91 | AC 25(29), T 14, FF 23(27) | Fort +13(15), Ref +9(11), Will +15(17) | Init +3 | Perc +14(16) | Sense Motive +17(19) | Spells Remaining: level 1 4/6, level 2 4/5, level 3 1/4, level 4 0/2 |

"Le's go wit' Soren's plan. Leas' fingers to most."

Silver Crusade

LN Cleric 3/Wizard 1/Mystic Theurge 10

Strang shakes his head. "No no. That completely ignores the words." He objects, clearly not thinking that is the right way to go.

Judging by his puzzled frown though, he's clearly not sure what a more logical solution might be, though seems eager to puzzle it out.

Int check?: 1d20 + 6 ⇒ (14) + 6 = 20

He mutters a quick arcane phrase, and starts making small glowing notations in the air, as if writing on a chalkboard with ink made of light. He mutters to himself as he goes, clearly talking through the puzzle.

"If each of the hands represents a note, then the space between would be..." He frowns, then makes a backhand gesture, wiping the sigils clean, clearly thinking he's on the wrong track.

"Perhaps each strips pattern represents the note," He continues, starting up a new sequence. "But that would then put the space between them on the stone itself. With still no clue as to an order to strike them."

"And are there notes with a percussive strike? You either hit it, or you do not, yes?"

He leaves the first set of notes floating in the air, and starts a new batch beside them in a different color. "So perhaps the numbers represent which strip to strike, and the fingers then would represent.... how the number is derived?"

He taps on his chin thoughtfully. "And what of spaces?"

"Soren's suggestion would have us striking the fourth, second, third, first, and then the fifth. So there is something to that, certainly." He waves absently at the Jistkan phrase written above. "But then the words written there become completely pointless."

"Well, unless they mean that..." He mutters suddenly, and starts furiously sketching out a new sequence in the air. "Which would match the four and the two, and then a three, a one, then a five."

He finishes his new calculations, then suddenly stops, frowning. You notice that, though the numbers are different, the sequence to strike the strips in ends up exactly the same as the one Soren suggested. "But that solution ends up no different than the nagaji's." He says, slightly exasperated. He waves both hands, wiping out all the glowing writing.

Feh, beats me... only thing I can think of, ends up the same sequence as Soren's. (4th, 2nd, 3rd, 1st, 5th)

"Well, I suppose the Scientific Method has its usefulness too." He finally concedes. "I'm sure a test will tell us something, just as well if we fail or succeed!"

He takes a number of steps back down the path. "Though I shall observe from back here... I would suggest the same of others."

Shrug, might as well! But suggest folks move to a safe distance =) So as not to block our line of sight... for research purposes!


Emerald Spire slides |

Obtrivi, I've put a green circle on the map to represent you - feel free to replace with a token with your PC image

Dr. Strang engages in a lengthy analysis of Soren's proposed xylophone composition, but in the end the scholar agrees with the initial suggestion. Fortunately, this is indeed just the correct tune. When you strike the strips in the proper sequence, the doors grind open, revealing a room.

This chamber is 20’ high (as are other rooms unless otherwise noted). Large, clear windows to the south and east provide a view of a large cavern that appears open to the sky, illuminating the room. A stone staircase leads to a platform of blue stone, polished to a mirror-like finish. At the platform’s center is an inlaid gold rune five feet in diameter.

However, you do not yet have the opportunity to examine this more closely, as you are immediately charged by two large creatures. Resembling an unearthed vein of dull gray minerals, these crude, hunchbacked humanoid figures use their arms to support themselves.

Initiative:

Dunia: 1d20 + 3 ⇒ (14) + 3 = 17
Obsidian: 1d20 + 5 ⇒ (1) + 5 = 6
Dr. Strang, Heightened Awareness: 1d20 + 6 + 4 ⇒ (13) + 6 + 4 = 23
Ignatius: 1d20 + 7 ⇒ (6) + 7 = 13
Obtrivi: 1d20 + 9 ⇒ (7) + 9 = 16
Soren, Heightened Awareness: 1d20 + 1 + 4 ⇒ (2) + 1 + 4 = 7
Red: 1d20 + 0 ⇒ (16) + 0 = 16
Blue: 1d20 + 0 ⇒ (13) + 0 = 13

Surprise Round
Red slam, charge vs Ignatius Flat-footed AC: 1d20 + 23 + 2 ⇒ (9) + 23 + 2 = 34
Red slam dmg: 2d10 + 10 ⇒ (8, 2) + 10 = 20

Blue slam, charge vs Obtrivi Flat-footed AC: 1d20 + 23 + 2 ⇒ (10) + 23 + 2 = 35
Blue slam dmg: 2d10 + 10 ⇒ (5, 6) + 10 = 21

GM’s Status Report wrote:

Round 1 - bold may post

Conditions:
Dr. Strang - dmg;
Dunia - dmg;
Obtrivi - 21 dmg;
Red - dmg; charging
Ignatius - 20 dmg;
Blue - dmg; charging
Soren - dmg;
Obsidian - dmg;

Dunia:
You experience a subtle suggestion to incapacitate or bypass the creatures in this room rather than destroy them; this urge feels benign and helpful rather than malicious.

Knowledge (Arcana) DC 21:
These are Lead Golems, large constructs. Golems are magically created automatons of great power. They stand apart from other constructs in the nature of their animating force—golems are granted their magical life via an elemental spirit, typically that of an earth elemental. The process of creating a golem binds the spirit to the artificial body, merging it with this specially prepared vessel and subjecting it to the will of the golem’s creator. Being mindless, golems do nothing without orders from their creators. They follow instructions explicitly and are incapable of complex strategy or tactics. A golem’s creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, a golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple command to govern its actions in his absence, or can order the golem to obey the commands of another, but the golem’s creator can always resume control by commanding the golem to obey him alone. For every 5 by which your check exceeds the DC, you may ask 1 question, drawn from this list.

Dr. Strang, Dunia, and Obtrivi are up!

Silver Crusade

LN Cleric 3/Wizard 1/Mystic Theurge 10

Oh, I didn't even notice we had a post waiting to go here!
GM, I will not typically use the heightened awareness for the initiative boost. Its a knowledge buff as far as I'm concerned. So don't give me the +4, less I mention it ahead of time.

Knowledge (arcana): 1d20 + 20 + 2 ⇒ (10) + 20 + 2 = 32

As the door opens, on the first attempt, Strang seems a little surprised, but pleased.

Of course, that is quickly tempered by the appearance of the two constructs rushing to attack.

"Oh dear." He exclaims, "I expected them to use constructs to guard their stronghold, but... oh, my. These appear to be made of lead, that's new."

Hmm.. never heard of a lead golem before! As a golem, I assume they'll have the immune to magic thing going on, but those are usually tempered by a 'x actually helps them', and 'y causes an alternate thing to happen' type of effect... what do those fall under? That's what I want =)
I think that'd all be under Immunities?
Then add in Special Attacks, I suppose... can't imagine lead can be good for us. =)

Also, Ignatius, I don't see your hit points listed anywhere, for damage assessment!

He then mutters a quick arcane spell, and suddenly the ground beneath the golem on the left opens up beneath it.

Casting Create Pit under the red golem (green template), 30 feet deep, with part of the sloped section under the blue one as well, so it will have to save on its turn if it fails to move (can't imagine a mindless construct will think to do so, and not sure it has anywhere it could move to anyway).
Reflex save, DC 17 for red (DC 15 for blue if it doesn't move on its turn)

Scarab Sages

Female Oread Spiritualist (Ectoplasmatist) 11 | HP 80/91 | AC 25(29), T 14, FF 23(27) | Fort +13(15), Ref +9(11), Will +15(17) | Init +3 | Perc +14(16) | Sense Motive +17(19) | Spells Remaining: level 1 4/6, level 2 4/5, level 3 1/4, level 4 0/2 |

"Hmmp. Don' t'ink de Sage Jewel want us t' smash de golems less we have to. Can anyone get to de rune?"

Any knowledge checks to make on gently deactivating them?

Knowledge (arcana): 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14

The eclectic archaeologist fuzzes her outline with a quick glamer, and gives the golem farther from the pit a couple licks of her ghostly lash, not too concerned that she'll shatter the constructs on her lonesome.

Extended Blur

Ectoplasmic Lash (Spell Combat, Heroism): 1d20 + 17 - 2 + 2 ⇒ (11) + 17 - 2 + 2 = 28 Reach 15' Ignoring allies for cover
Lawful Good Ghost Touch Slashing: 1d8 + 9 ⇒ (1) + 9 = 10 hereafter LG GT Slashing
Ectoplasmic Lash (Spell Combat, Heroism): 1d20 + 12 - 2 + 2 ⇒ (14) + 12 - 2 + 2 = 26
LG GT Slashing: 1d8 + 9 ⇒ (5) + 9 = 14

Grand Lodge

Ifirit Unchained Barbarian 3/ Fighter 2/Techslinger 1/ Horizon Walker 4: HP 101/101 AC21 FF18 T13 Int +9 (+4 in Urban/Desert +2 in )Fort 15 Reflex 9 Will 3/ FireR 10/ Aligned CG

Unfortunately, Obtrivi doesn't seem to be listening to, well, anyone after getting sucker punched by the golem.

OBTRIVI CRUSH YOU METAL MAN! OBTRIVI CRUSH!

Furious Finish: 1d20 + 16 ⇒ (10) + 16 = 26
Damage: 93 = 93


Emerald Spire slides |
Obtrivi Heavyhand wrote:

Unfortunately, Obtrivi doesn't seem to be listening to, well, anyone after getting sucker punched by the golem.

OBTRIVI CRUSH YOU METAL MAN! OBTRIVI CRUSH!

[Dice=Furious Finish]1d20+16
[dice=Damage]93

Obtrivi, it looks like you've just listed a flat damage amount instead of giving a dice expression. Please clarify.

Grand Lodge

Ifirit Unchained Barbarian 3/ Fighter 2/Techslinger 1/ Horizon Walker 4: HP 101/101 AC21 FF18 T13 Int +9 (+4 in Urban/Desert +2 in )Fort 15 Reflex 9 Will 3/ FireR 10/ Aligned CG

I'm using the Furious Finish Feat Combined with my horizon walker immunity to fatigue to prevent the ensuing fatigue (Which has been confirmed to combine that way) so that I can re-rage and re-furious finish the next round.

Silver Crusade

LN Cleric 3/Wizard 1/Mystic Theurge 10

Ya, the flat damage is right. 3d6 for the chainsaw, 4d6 for it being large, 6d6 for the impact enchantment, then twice that for using vital strike. Then max damage due to Furious Finish, for 72, plus 6 for 2-handed str, 3 for rage str, 1 enhancement, 9 for 2-handed power attack... for 91

Though not sure how the horizon walker thing override the specific language in the feat that says you become fatigued even if you wouldn't normally be. But that just affects later rounds, not this one =)


Emerald Spire slides |
GM’s Status Report wrote:

Round 1 - bold may post

Conditions: 30' Green Pit (end round 11)
Dr. Strang - dmg;
Dunia - dmg; Blur;
Obtrivi - 21 dmg;
Red - dmg;
Ignatius - 20 dmg;
Blue - dmg; charging
Soren - dmg;
Obsidian - dmg;

Dr. Strang, re Heightened Awareness, understood and of course it doesn't make a difference this time anyway.

Dr. Strang, it looks like you are off the ledge, which would have you falling (unless you are flying?). I've moved you to a spot on the ledge.

In his many travels Dr Strang has learned a thing or two about golems. Though he has never seen lead ones, he recalls reading that, in addition to being immune to magic like most golems (i.e. immune to anything that allows Spell Resistance), they are even more dangerous if magically attacked with acid, since the acid will simply coat them and make their slams even more deadly. Further, when an attack strikes the golem hard enough, it sends up a cloud of fine lead particles that form a cloud around the creature. Dr. Strang recalls that this cloud - "Retributive Miasma," he believes it is called - is known to be poisonous. And he's confident that directing a gust of wind or neutralize poison spell at the otherwise magic-immune golems might remove the miasma, at least for some time.

Red Reflex DC 17: 1d20 + 4 ⇒ (16) + 4 = 20

The creator of the Red Golem must have enjoyed dancing, for it nimbly skips out of the way of the pit.

Dunia, no relevant knowledge checks beyond what's already been mentioned.

Dunia, are you activating Extended Blur as a Swift action? How? @Everyone, please don't mind questions like this - I haven't had the time to review your PCs the way I normally would and the Spiritualist class is one that I know little about - so it will be a little bit before I understand all your various shenanigans.

Dunia lashes out at the Blue golem with her ghostly tendrils. Only her first attack strikes the charging creature, but it somehow seems completely unaffected!

Obtrivi angrily swings his fearsome chainsaw at the Blue golem but unfortunately misses. Obtrivi, this is not a reach attack, is it? I can't see any reason on your character sheet why it would be, so I'm moving you 5' forward to make it possible for you to make this attack. Let me know if this is incorrect.

Obtrivi, disregard my earlier question about your static damage - I figured it out once I looked up Furious Finish.

The Red golem, seeing itself teetering on the edge of the pit that it so nimbly avoided a moment ago, pushes forward to avoid falling in. (Note: as Dr. Strang pointed out, a mindless construct might not "think" to move away from the pit; however they do have tactics that make it clear that they are aware of their environment, so I think it's reasonable to have them move to avoid the pit for the same reason that they don't, for example, bump into the walls.)

Red Bull Rush vs Ignatius flat-footed CMD: 1d20 + 25 ⇒ (13) + 25 = 38 (Ignatius, I don't see your CMD listed anywhere, but I assume that this is sufficient to push you 10 feet (i.e. flat-footed CMD+5), which is enough to push you off the ledge unless you are blocked by Dunia. Also, note that this Bull Rush attempt would normally provoke an AoO from you but you are flat-footed and therefore unable to take it).

The Red golem pushes Ignatius back into Dunia, who is also now in danger of being pushed off the ledge!

Dunia, you have an AoO against the Red golem's combat maneuver against you.

Red Bull Rush vs Dunia CMD, 2nd in line, possible penalty from AoO: 1d20 + 25 - 4 ⇒ (19) + 25 - 4 = 40 This number will be reduced, if Dunia's AoO hits, by the amount of damage she does to it.

if the Bull Rush vs Dunia succeeds:
Both Ignatius and Dunia are hurled off the ledge and are now plummeting towards the canyon floor 200 feet below! Ignatius falling damage: 20d6 ⇒ (5, 3, 6, 1, 6, 2, 1, 6, 5, 1, 5, 1, 4, 6, 4, 6, 1, 6, 1, 1) = 71 Dunia falling damage: 20d6 ⇒ (6, 5, 4, 4, 1, 2, 3, 4, 4, 1, 4, 3, 4, 2, 1, 1, 2, 3, 4, 5) = 63 (Just checked and glad to see that Dr. Strang has Feather Fall! Note that one cast will get both of them)

(As part of the Bull Rush) Red moves forward into the square formerly occupied by Ignatius. It is no longer teetering on the edge of the pit, but it is now squeezing (-4 to attacks and -4 to AC). This movement provokes an AoO from Obtrivi (in executing your AoO, note that you are no longer in rage (from furious finish) and you should also apply the power attack penalty since furious focus no longer applies; I'll apply the AC penalty to the golem from squeezing)

If the Bull Rush vs Dunia fails:
Ignatius finds himself hurled backwards towards Dunia, who pushes him right back into the fray. With nowhere to go, the Red golem cannot move forward and remains stuck on the edge of the pit. Red Reflex DC 15: 1d20 + 4 ⇒ (15) + 4 = 19 Somehow the nimble Red golem continues to dance on the edge of the pit without falling in.

It's Ignatius' turn, but we should probably pause until the results of the above are resolved. I need: a) Ignatius' CMD; b) the results of Dunia's AoO; c) to know whether anyone has an Immediate action regarding falling party members; d) (possibly) an AoO from Obtrivi. Also, please don't move your tokens until we get this bull rush all sorted out since the map is crowded. Thx.

Whew, a complex turn - I promise they won't all be so involved!

Silver Crusade

LN Cleric 3/Wizard 1/Mystic Theurge 10

Strang cast Overlight Flight earlier. He is flying all day, pretty much.

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