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

Game Master Abraham Z.

Tier 7-8
8-17 CORE Map
Knowledge Checks
Spell Templates
GM Cheat Sheet


151 to 200 of 522 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Grand Lodge

female Rog 7 HP 56 | AC 23; Touch 17; FF 17 | F +4; R +11; W +3 | CMB +7; CMD 24 | Speed 30 ft | Init +9 | Perc +12 | Stealth: +15 Rogue 7

"Great job Doodle for figuring that out"


Emerald Spire slides |
GM’s Status Report wrote:

Out of initiative - just for record keeping

Conditions:
Tonkk - dmg;
Doodle - dmg; 1 Con dmg;
Electra - dmg;
Merisiel - dmg;
Jair - dmg;
Lasaraleen - dmg; Freedom of Movement (80 min)

When Tonkk rubs sand into the brown stone, you all hear a deep grinding sound that seems to emanate from far beneath you.

When Jair blows air onto the white rectangle, somewhere in the distance you hear a faint hum, as if something has started functioning that was previously inactive.

When you return to the room with the platform, you notice that the clear quartz tiles on the wall by the platform now glow briefly when touched.

Please be sure to put your token where you want to be on the map.

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

Seems like we finish by activate the machinery! Well done all.

After congratulating her comrades she adds Now, who want to test the teleportation device?

Sovereign Court

Female Gnome Sorcerer 6/Silver Draconic Disciple 4 | AC (26)18/18/16 | HP 90/90 | F+10(12), R+8(10), W+11(13), (+2 vs. Illusions) | Init. +6 | Perception +13 | Lowlight Vision | Resist Cold 10

If someone would put Doodle next to the glowing tiles, that would be awesome.

Doodle volunteers to test the machine. If she can’t figure it out, she will try to activate it blindly again.

UMD if necessary 1d20 + 9 ⇒ (13) + 9 = 22

Sovereign Court

CORE Female Half-Elf Cleric Sarenrae 11 (HP 91/91) AC 22[18] /12[12]/20[16] (CMD 15) (Fort +12[+9], Ref +8[+4], Will +15[+11]) (Init +2) (Perception +17[+12]) Immune Sleep, RezFire/10, +2 Ench 1/7 channels used {airwalk cir v evil } | glory+9 (0/9) used. Fire bolts 0/10 | 1 reroll

It worked! Hooray! This is great. But now what do we do? Jair, do you think it will teleport us? I always get dizzy after teleporting.
Doodle, do you think you can figure out what to do next to activate it?

IF there was anything inside the golem, or any hollow areas, Lasaraleen will check it while waiting.

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

To activate it, it's easy! You need jump on the platform and use your intellect or your ability to manipulate an object to make it believe you can use its magic! and Tada!

you need to make an Int check or an UMD check

She adds But I don't know if it will teleport us all or only one person at a time.

Liberty's Edge

M Human Barbarian 5/Fighter 3, + AC18 (T13,FF16) CMD26| HP 93/103*| F +12 R +3 W +2 | Init +3, Perc +10, Sense Motive -1 |

Tonkk scratches his head. "What does in-tell-ect mean?"

Grand Lodge

female Rog 7 HP 56 | AC 23; Touch 17; FF 17 | F +4; R +11; W +3 | CMB +7; CMD 24 | Speed 30 ft | Init +9 | Perc +12 | Stealth: +15 Rogue 7

Merisiel scratches her head.

"Can someone try for all of us?"


Emerald Spire slides |

The person activating it can take up to 2 people with them. Any volunteers to go with Doodle? Doodle, left, right, middle button?

Sovereign Court

Female Gnome Sorcerer 6/Silver Draconic Disciple 4 | AC (26)18/18/16 | HP 90/90 | F+10(12), R+8(10), W+11(13), (+2 vs. Illusions) | Init. +6 | Perception +13 | Lowlight Vision | Resist Cold 10

”If you go right, you are never wrong I was once told,” Doodle says as she pushes the right button after waiting to see if there were other volunteers.

Liberty's Edge

M Human Barbarian 5/Fighter 3, + AC18 (T13,FF16) CMD26| HP 93/103*| F +12 R +3 W +2 | Init +3, Perc +10, Sense Motive -1 |

Tonkk follows along like a confused puppy.

Grand Lodge

female Rog 7 HP 56 | AC 23; Touch 17; FF 17 | F +4; R +11; W +3 | CMB +7; CMD 24 | Speed 30 ft | Init +9 | Perc +12 | Stealth: +15 Rogue 7

Merisiel jumps next to Tonkk.

Sovereign Court

CORE Female Half-Elf Cleric Sarenrae 11 (HP 91/91) AC 22[18] /12[12]/20[16] (CMD 15) (Fort +12[+9], Ref +8[+4], Will +15[+11]) (Init +2) (Perception +17[+12]) Immune Sleep, RezFire/10, +2 Ench 1/7 channels used {airwalk cir v evil } | glory+9 (0/9) used. Fire bolts 0/10 | 1 reroll

Lasaraleen will catch the next bus, casting guidance on Jair if she is willing to drive.

"The first shuttle is away! ." :)

Scarab Sages

f Picture of Electra Elf
Stats:
HP 65/65 Ac 12 FF 10 T 12 F 7 R 7 W 7 (+2/+3vs Elemental Spells)/ Ini +8 Perc +15
Wizard Conjurer (9)

"Godspeed!"

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

When Lasaraleen want to cast guidance on her, Jair says no.

No need for that, first, I can cast it myself, second, I think that what you've made the last time will be better to fool the rune. I already have a competence bonus but the glory domain give me an untyped bonus on a charisma's roll.

Jair casts air walk and freedome of movement on herself then is ready to follows Doodle.

UMD: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17 add +8 if Lasaraleen touch of glory

Sovereign Court

CORE Female Half-Elf Cleric Sarenrae 11 (HP 91/91) AC 22[18] /12[12]/20[16] (CMD 15) (Fort +12[+9], Ref +8[+4], Will +15[+11]) (Init +2) (Perception +17[+12]) Immune Sleep, RezFire/10, +2 Ench 1/7 channels used {airwalk cir v evil } | glory+9 (0/9) used. Fire bolts 0/10 | 1 reroll

"Absolutely! You go girl!."


Emerald Spire slides |

The transportation mechanism appears to be working, as the bodies of the three adventurers seem to disappear.

Electra, Jair, Lasaraleen: please don't look at the map until you have also managed to use the device.

Doodle, Tonkk, Merisiel only:

GM Abraham’s Status Report wrote:

Surprise Round

Conditions:

Merisiel - dmg;
Electra - dmg; Sage Jewel;
Green - dmg;
Yellow - dmg;
Doodle - dmg; 1 Con dmg;
Tonkk - dmg;
Jair - dmg;
Lasaraleen - dmg; Freedom of Movement (80 min)
Blue - dmg;
Red - dmg;

The Bold may post! - Merisiel may post a single move or standard action.

Only a moment later, you feel yourselves reappearing in a new place. Map updated

You are in a massive chasm with a grand domed ceiling studded with stalactites, barely visible within the multitude of colors racing across the surface. The entire cavern mirrors both the outside weather, including clouds, and the skyline to the horizon. This skyline is interrupted in jagged pieces where chunks of rock have fallen from the ceiling.

You are standing atop a black crystal platform, with 3-foot-high crenellations, which is hovering in the air, 10 feet above the windows of the room from which you have just come. A portion of the platform appears to have collapsed or broken off.

On the floor of the platform, you see the same inlaid gold “travel” rune that you saw on the floor of the blue platform in the previous room. The platform also contains two triangular controls, one situated above the other (These are where you see the yellow dot in the rune on the map).

Nearby, you see two similar platforms, also floating in the air; the one closest to you is 10 feet higher, and the further one is 20 feet higher than your current position.

You can also see nearby that there is more of the complex beyond the chasm, 10 feet lower than your current position; a portion of the wall of the complex seems to have fallen into the chasm, though you are currently unable to see what may lie within this portion of the complex.

The bottom of the chasm is lost in darkness.

(A word of explanation about the "elevations" here: you don't know how far down the chasm goes, so I am treating the level of the room from which you just came as +0'. Saying that the platform you are currently on is at +10' does NOT mean that the ground is only 10' below you - you have no idea where the ground is - it simply means that you are 10' higher than where you just were.)

However, before you have a chance to investigate any of this, fearsome creatures come hurtling at you. Red, Green, and Yellow are translucent ghostly figures, their faces distorted by wrath into a hideous mask. Blue is a spectral, horrifying figure, gliding silently through the air.

Surprise Round
With their keen senses, both Merisiel and Tonkk recognize the threatening figures as they loom up (and can act in the surprise round). Merisiel is up - you may do a single move or standard action (but not both).

I'm fine with assuming that you had weapons in hand before you teleported.

GM screen - no peeking:

Where are they? 1=a; 2=b; 3=c
Starting Location, Red: 1d3 ⇒ 3
Starting Location, Green: 1d3 ⇒ 1
Starting Location, Yellow: 1d3 ⇒ 1
Starting Location, Blue: 1d3 ⇒ 1

Stealth, Red: 1d20 + 14 ⇒ (7) + 14 = 21
Stealth, Green: 1d20 + 14 ⇒ (1) + 14 = 15
Stealth, Yellow: 1d20 + 14 ⇒ (2) + 14 = 16
Stealth, Blue: 1d20 + 10 ⇒ (5) + 10 = 15

Perception checks to see who can act in surprise round
Meriseil: 1d20 + 12 ⇒ (18) + 12 = 30
Tonkk: 1d20 + 10 ⇒ (14) + 10 = 24
Doodle: 1d20 + 9 ⇒ (4) + 9 = 13

Doodle, Tonkk, Merisiel only, Knowledge (Religion) DC 17 - Red, Green, Yellow:
These are spectres, medium incorporeal undead. They are evil undead that hate sunlight and living things. Most are the remnants of murdered or evil humans, their anger preventing them from entering the afterlife. For every 5 by which you beat the DC, you may ask 1 piece of information from this list.

Doodle, Tonkk, Merisiel only, Knowledge (Religion) DC 17 - Blue:
This is a human ghost, a medium incorporeal, augmented humanoid undead. When a soul is not allowed to rest due to some great injustice, either real or perceived, it sometimes comes back as a ghost. Such beings are in eternal anguish, lacking in substance and unable to set things right. For every 5 by which you beat the DC, you may ask 1 piece of information from this list.

initiative:

Initiative, Red: 1d20 + 7 ⇒ (3) + 7 = 10
Initiative, Green: 1d20 + 7 ⇒ (15) + 7 = 22
Initiative, Yellow: 1d20 + 7 ⇒ (14) + 7 = 21
Initiative, Blue: 1d20 + 2 ⇒ (11) + 2 = 13
Jair: 1d20 + 1 ⇒ (18) + 1 = 19
Doodle: 1d20 + 6 ⇒ (13) + 6 = 19
Merisiel: 1d20 + 9 ⇒ (13) + 9 = 22
Electra: 1d20 + 8 ⇒ (14) + 8 = 22
Tonkk: 1d20 + 3 ⇒ (16) + 3 = 19
Lasaraleen: 1d20 + 2 ⇒ (12) + 2 = 14

Electra, Jair, Lasaraleen only:
As noted above, please don't look at the map until you have successfully activated the device. Although we have entered initiative, you have no way of knowing that, or of knowing what is going on wherever your comrades have gone.

Now that the three other Pathfinders have seemingly teleported away, you may also choose to activate the device if you wish. (As noted earlier, it requires an INT check or a harder UMD check to activate; you can (collectively) only make one attempt per round, so please be in agreement about who is making the check before you roll for it. Otherwise I'll just take whichever roll is attempted first. Also please let me know which tile you are pressing (Left, Middle, Right).

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

Sorry girls! I'll try again.

Says Jair who take again, Lasaraleen's guidance to help her activate the platform.
She activates the same symbol than her comrades.

UMD: 1d20 + 11 + 2 + 8 ⇒ (8) + 11 + 2 + 8 = 29

Liberty's Edge

M Human Barbarian 5/Fighter 3, + AC18 (T13,FF16) CMD26| HP 93/103*| F +12 R +3 W +2 | Init +3, Perc +10, Sense Motive -1 |

Tonkk's first reaction is, as usual, violence. He, rages (3/17) Lunges at red, hoping his weapon can strike true to the wispy thing.

Rage, Power Attack, Lunge

Attack: 1d20 + 14 ⇒ (6) + 14 = 20

damage: 1d10 + 21 ⇒ (1) + 21 = 22

Tonkk then 5' steps in hopes of getting an attack of opportunity as it closes.

Sorry if I've left Doodle in harm's way. Hopefully we can set up a flank for Merisiel soon.

HP +16, AC-4

Scarab Sages

f Picture of Electra Elf
Stats:
HP 65/65 Ac 12 FF 10 T 12 F 7 R 7 W 7 (+2/+3vs Elemental Spells)/ Ini +8 Perc +15
Wizard Conjurer (9)

Electra nods and prepares for the transportation feeling
Pretty good roll!

Sovereign Court

CORE Female Half-Elf Cleric Sarenrae 11 (HP 91/91) AC 22[18] /12[12]/20[16] (CMD 15) (Fort +12[+9], Ref +8[+4], Will +15[+11]) (Init +2) (Perception +17[+12]) Immune Sleep, RezFire/10, +2 Ench 1/7 channels used {airwalk cir v evil } | glory+9 (0/9) used. Fire bolts 0/10 | 1 reroll

"Good job, Jair. This should be interesting. I wonder if the others have arrived somewhere ."

Grand Lodge

female Rog 7 HP 56 | AC 23; Touch 17; FF 17 | F +4; R +11; W +3 | CMB +7; CMD 24 | Speed 30 ft | Init +9 | Perc +12 | Stealth: +15 Rogue 7

"Yikes...I don't think I'm much use here!"

partial defense


Emerald Spire slides |
GM Abraham’s Status Report wrote:

Round 1

Conditions:
Reminder about how negative levels work.
Merisiel - 1 dmg; partial defense; 2 negative levels;
Electra - dmg; Sage Jewel;
Green - dmg; charging; +10 temp hp;
Yellow - dmg; charging; +10 temp hp;
Doodle - 1 dmg; 1 Con dmg; 2 negative levels;
Tonkk - dmg; rage, lunge;
Jair - dmg;
Lasaraleen - dmg; Freedom of Movement (80 min)
Blue - dmg;
Red - dmg; damage pending resolving Tonkk's surprise round attack

The Bold may post! - Merisiel and Electra are up!

Not going to continue with all the spoilers - it's too cumbersome and you will all be reunited by the end of this post.

While the advance team is dealing with a messy situation, the reinforcements hastily gather themselves around the teleportation device and make preparations to follow them. Electra and Lasaraleen prepare themselves for what awaits and fortunately, with Lasaraleen's help, Jair is able to figure out what to do fairly easily, and it is not long before they too are teleported to the same platform as their friends. Team 2 will be present as of the start of Round 1; I see that you had already posted your roll earlier, which was sufficient, so no need to use a second use of Lasaraleen's Touch of Glory.

Merisiel, perhaps sensing that her roguish abilities may have limited effectiveness in this situation, adopts a defensive stance.

Green charges across the distance that separates them, passing directly through the platforms as if they were not even there, and easily closing with Merisiel...
Incorporeal Touch, charge: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
... even with her defensive stance, the creature reaches out and touches her in a horrible way.
dmg: 1d8 ⇒ 1 +energy drain: 2 negative levels

Yellow similarly charges at Doodle, also touching her with its horrific attack.
Incorporeal Touch, charge: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
dmg: 1d8 ⇒ 1 +energy drain: 2 negative levels

Tonkk flies into a rage and lunges towards Red. Let me know if you would prefer to attack Yellow without Lunge, since they have charged into your reach; note though that they are not flat-footed, while Red still is. Also, I need to know about your weapon before resolving your attack.

Blue flies forward, also passing through the stone parapets of the platforms as if they were not there.

Red steps forward 5' and reaches out towards poor Doodle...
Incorporeal Touch: 1d20 + 10 ⇒ (4) + 10 = 14
dmg: 1d8 ⇒ 1 +energy drain: 2 negative levels
... but even with her flat-footed, in its eagerness to take her life force, Red misses.

As this mayhem draws to a close, reinforcements arrive, in the form of the other Pathfinders, who successfully manage to activate the device. Team 2: feel free to read the spoilered text in the previous text - it will save me from writing it all out again.

End Surprise Round

As she arrives on the battlefield, Electra senses that the sage jewel she bears is psychically projecting, reaching toward the creatures, commanding them to stay away from her and do as she commands. Electra Sense Motive: 1d20 + 2 ⇒ (3) + 2 = 5

Merisiel and Electra are up!

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

Know. (religion): 1d20 + 16 ⇒ (7) + 16 = 23

Jair recognizes incorporeal undead creatures decides to defensively cast death ward on herself. Need special attacks

Concentration: 1d20 + 15 ⇒ (20) + 15 = 35

Then she moves up I have air walk, provoking attacks of opportunity.

Grand Lodge

female Rog 7 HP 56 | AC 23; Touch 17; FF 17 | F +4; R +11; W +3 | CMB +7; CMD 24 | Speed 30 ft | Init +9 | Perc +12 | Stealth: +15 Rogue 7

do we get a save vs the negative levels?

The rogue stung by the undead tries to attack the creature near her.

"Ah...where's Lasaraleen!"

attack: 1d20 + 9 ⇒ (10) + 9 = 19

damage: 1d6 + 3 ⇒ (5) + 3 = 8

miss chance high good: 1d100 ⇒ 76

Scarab Sages

f Picture of Electra Elf
Stats:
HP 65/65 Ac 12 FF 10 T 12 F 7 R 7 W 7 (+2/+3vs Elemental Spells)/ Ini +8 Perc +15
Wizard Conjurer (9)

Electra tries to order the creatures to back down.

Liberty's Edge

M Human Barbarian 5/Fighter 3, + AC18 (T13,FF16) CMD26| HP 93/103*| F +12 R +3 W +2 | Init +3, Perc +10, Sense Motive -1 |

Tonkk's weapon is +2 Adamantine, no ghost touch

Sovereign Court

CORE Female Half-Elf Cleric Sarenrae 11 (HP 91/91) AC 22[18] /12[12]/20[16] (CMD 15) (Fort +12[+9], Ref +8[+4], Will +15[+11]) (Init +2) (Perception +17[+12]) Immune Sleep, RezFire/10, +2 Ench 1/7 channels used {airwalk cir v evil } | glory+9 (0/9) used. Fire bolts 0/10 | 1 reroll

I am coming. What is happening?

Lasaraleen anxiously awaits her chance.

No miss chance for weapons, right? Just half damage with magic weapons and spells (other than force effects) IIRC?

Grand Lodge

female Rog 7 HP 56 | AC 23; Touch 17; FF 17 | F +4; R +11; W +3 | CMB +7; CMD 24 | Speed 30 ft | Init +9 | Perc +12 | Stealth: +15 Rogue 7
Lasaraleen wrote:


No miss chance for weapons, right? Just half damage with magic weapons and spells (other than force effects) IIRC?

Doh...right

Sovereign Court

CORE Female Half-Elf Cleric Sarenrae 11 (HP 91/91) AC 22[18] /12[12]/20[16] (CMD 15) (Fort +12[+9], Ref +8[+4], Will +15[+11]) (Init +2) (Perception +17[+12]) Immune Sleep, RezFire/10, +2 Ench 1/7 channels used {airwalk cir v evil } | glory+9 (0/9) used. Fire bolts 0/10 | 1 reroll

Are we almost back to the top of the next round? Or who is up?


Emerald Spire slides |
GM Abraham’s Status Report wrote:

Round 1

Conditions:
Reminder about how negative levels work.
Merisiel - 7 dmg; 4 negative levels;
Electra - dmg; Sage Jewel;
Green Spectre - dmg; +16 temp hp;
Yellow Spectre - dmg; +20 temp hp;
Doodle - 9 dmg; 1 Con dmg; 4 negative levels;
Tonkk - dmg; rage, lunge;
Jair - dmg;
Lasaraleen - dmg; Freedom of Movement (80 min)
Blue Ghost - dmg;
Red Spectre - 11 dmg;
The Bold may post!

Jair recognizes that Red, Yellow, and Green are spectres, foul undead spirits that are known for their terrible touch, which can drain your very life force from you. (As you've already seen, their touch attack drains 2 negative levels and, unfortunately, you do not get a save against the drain. I'll just note, in passing, that I couldn't believe that there was no save the first time that a vampire took my 11th level Barbarian to 10 negative levels, but I've since confirmed this. There is a Fort save to be made within 24 hours to determine whether or not the negative levels are permanent - but we can worry about that later! First, survival.)

Jair also recalls that if a spectre slays a humanoid creature, the victims will themselves quickly become spectres as well, under the control of the spectre that slew them.

Jair, Knowledge (Religion): 1d20 + 16 ⇒ (7) + 16 = 23 Jair also recognizes that Blue is a human ghost, a medium incorporeal, augmented humanoid undead. When a soul is not allowed to rest due to some great injustice, either real or perceived, it sometimes comes back as a ghost. Such beings are in eternal anguish, lacking in substance and unable to set things right. Jair, you may ask one question about Blue

Jair: re your posted actions of casting death ward and air walk, that's 2 standard actions, so please choose one or the other. But in any case, it's not your turn yet and perhaps you'll want to do something else when your turn comes up.

Merisiel stabs out at the Green spectre before her with her magical rapier, hitting it, but doing less damage than she would ordinarily expect. Don't forget that you have a -2 to your attacks from the 2 negative levels; it will help me if you post in a way that shows that you are including them

Electra tries to order the creatures to obey her will, but they don't look too interested in her wishes.

Tonkk: your magical weapon harmed the Red spectre, but seemed to do only half as much damage as you would have expected.

Lasaraleen: that's correct: vs. incorporeal creatures there's no miss chance. Non-magical corporeal sources (like an ordinary weapon) do no damage at all, magical sources (like a magical weapon or a spell) do half damage, force effects (like Magic Missile) or ghost touch effects (like weapons that have been ghost salted) do full damage.

The Green spectre attempts once again to touch Merisiel.

Incorporeal Touch: 1d20 + 10 ⇒ (13) + 10 = 23
dmg: 1d8 ⇒ 6 (+2 negative levels)

And Yellow attempts to do the same to Doodle.

Incorporeal Touch: 1d20 + 10 ⇒ (5) + 10 = 15
dmg: 1d8 ⇒ 8 (+2 negative levels)
Incorporeal attacks ignore Natural Armor, so I think that's a hit. Let me know if I'm wrong.

Doodle, Tonkk, Lasaraleen, and Jair are up!

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

@GM Jair casted air walk before activating the portal, here :)

Lasaraleen, uses the power of your godess on these foul creatures!
note that channel energy also do full damages against incorporeal

@GM: Special attack for blue please :)

After Lasaraleen uses her channel or do something else Jair uses her god's power to try to control some of the creature!

Be the secret of unlife mine!
Channel: Command Undead, Will DC15 or be under my command (can control up to 8HD of undead)

Sovereign Court

CORE Female Half-Elf Cleric Sarenrae 11 (HP 91/91) AC 22[18] /12[12]/20[16] (CMD 15) (Fort +12[+9], Ref +8[+4], Will +15[+11]) (Init +2) (Perception +17[+12]) Immune Sleep, RezFire/10, +2 Ench 1/7 channels used {airwalk cir v evil } | glory+9 (0/9) used. Fire bolts 0/10 | 1 reroll

"Die vile undead! Back to your netherworld by the Dawn ."

She will channel

Positive : 4d6 ⇒ (2, 4, 4, 4) = 14 DC 18 for half

"I cannot undo their foul touch so we must end them quickly."

Sovereign Court

Female Gnome Sorcerer 6/Silver Draconic Disciple 4 | AC (26)18/18/16 | HP 90/90 | F+10(12), R+8(10), W+11(13), (+2 vs. Illusions) | Init. +6 | Perception +13 | Lowlight Vision | Resist Cold 10

Doodle tries to defensively cast Mirror Image.

Concentration check vs DC 19 1d20 + 7 + 4 ⇒ (15) + 7 + 4 = 26

If successful, 1d4 + 2 ⇒ (1) + 2 = 3 images appear.

Sovereign Court

CORE Female Half-Elf Cleric Sarenrae 11 (HP 91/91) AC 22[18] /12[12]/20[16] (CMD 15) (Fort +12[+9], Ref +8[+4], Will +15[+11]) (Init +2) (Perception +17[+12]) Immune Sleep, RezFire/10, +2 Ench 1/7 channels used {airwalk cir v evil } | glory+9 (0/9) used. Fire bolts 0/10 | 1 reroll

Remember Magic Circle vs Evil 10' adds +2 deflection if you do not already have a deflection AC and save bonus vs evil.

Liberty's Edge

M Human Barbarian 5/Fighter 3, + AC18 (T13,FF16) CMD26| HP 93/103*| F +12 R +3 W +2 | Init +3, Perc +10, Sense Motive -1 |

Assuming it is reasonable to drink a potion of Fly while raging, I get one out and drink it.


Emerald Spire slides |
GM Abraham’s Status Report wrote:

Round 2

Conditions:
Reminder about how negative levels work.
Merisiel - 7 dmg; 4 negative levels; Fort save vs. gaze needed at start of your turn;
Electra - 8 dmg; Sage Jewel; 2 negative levels; Fort save vs. gaze needed at start of your turn;
Jair's Green Spectre - dmg; +9 temp hp; Fort save vs. gaze needed at start of your turn;
Yellow Spectre - dmg; +13 temp hp;
Doodle - 9 dmg; 1 Con dmg; 4 negative levels; Mirror Image (2); Fort save vs. gaze needed at start of your turn;
Tonkk - dmg; rage, flying; Fort save vs. gaze needed at start of your turn;
Lasaraleen - 8 dmg; Freedom of Movement (80 min); Acid Arrow (2d4 - 2 more rounds); Fort save vs. gaze needed at start of your turn;
Jair - dmg; Air Walk; Freedom of Movement; Fort save vs. gaze needed at start of your turn;
Blue Ghost (Kalvanon) - dmg;
Red Spectre - 18 dmg; +10 temp hp;
The Bold may post!

@Jair, re air walk and freedom of movement - so you did, sorry I missed that - have added them to the status report. Please note that Death Ward is not in effect, though, because when you posted that it wasn't your turn yet, and for your round 1 action you've posted Command Undead (which seems like a great idea to me!).

Gazing across the chasm at the floating Blue Ghost, Jair recalls that such creatures often can harm their foes with their very gaze, at least if you are within 30' of it, corrupting their enemies beauty and even physically harming them. Further, its touch can cause significant physical damage by making the target seemingly age. Note that - as always - your knowledge check tells you about the ghost's racial abilities, not any that may come from any class levels it may have.

Jair delays for a brief moment to allow Lasaraleen to draw the power of positive energy down upon the foul spectres.

Green, Will save vs Channel Positive: 1d20 + 11 ⇒ (13) + 11 = 24 1/2 dmg = 7
Yellow, Will save vs Channel Positive: 1d20 + 11 ⇒ (10) + 11 = 21 1/2 dmg = 7
Red, Will save vs Channel Positive: 1d20 + 11 ⇒ (8) + 11 = 19 1/2 dmg = 7

Jair follows this burst of positive energy with an equally potent burst of negative energy, though this one aims to enslave the creatures, rather than destroy them.

Green, DC 15 Will save vs Command Undead: 1d20 + 11 ⇒ (3) + 11 = 14
Yellow, DC 15 Will save vs Command Undead: 1d20 + 11 ⇒ (15) + 11 = 26
Red, DC 15 Will save vs Command Undead: 1d20 + 11 ⇒ (15) + 11 = 26

Red and Yellow resist the temptation to join the Pathfinder Society, but Green has apparently always had a hankering for adventure and decides to submit to Jair's authority. @Jair, you sense that controlling one of these creatures is as much as you can handle.

Well that should make things interesting - now I have to go read the rules and figure out what happens if one of these things attacks another!

Meanwhile, Doodle summons up several illusory versions of herself in an effort to make herself a more elusive target. Note that your 4 negative levels reduce your effective spellcasting level by 4, so your concentration check would be 4 lower (but you still made it) and you get 1 less mirror image. Negative levels are bad news!

@Lasaraleen - re your comment about Magic Circle Against Evil - is that active? If so, I missed it so please let me know.

Tonkk retrieves a potion of Fly and consumes it.

The Blue ghost flies forward, screeching at the assembled Pathfinders, "You dare enter my domain!?! You shall rue the day that you met Kalvanon!" With that, she gestures and utters some phrases and an arrow of acid springs from her hand towards Lasaraleen...

Spellcraft DC 17:
Acid Arrow
Ranged Touch attack vs Lasaraleen: 1d20 + 5 ⇒ (9) + 5 = 14
... hitting her with acid that burns with some persistence. Acid dmg: 2d4 ⇒ (4, 4) = 8

The Red spectre stretches its ghastly hand towards Electra.

Incorporeal Touch, Sage Jewel: 1d20 + 10 - 4 ⇒ (18) + 10 - 4 = 24
dmg: 1d8 ⇒ 8 +2 negative levels

Blue stares unkindly at the assembled Pathfinders. "I shall feast upon your mortal energy!" she cries. As she looks towards each of you, you feel deeply unsettled.

@Everyone: If you are within 30' of Blue at the start of your turn you need to make a Fort save vs its gaze before doing any other actions. You can attempt to avoid the gaze attack by a) AVERTING YOUR EYES - this gives you a 50% chance of ignoring the gaze attack for this round, but it also gives her concealment (20% miss chance) against your attacks; b) CLOSE YOUR EYES - you are effectively blind for the entire round until the start of your next turn; but in this case you don't have to make the save vs the gaze attack at all; c) EYES OPEN AS NORMAL - make the save vs the gaze attack and act normally. IMPORTANT: If you don't post which of these options you are doing, I'll just assume that it is c) Eyes Open, and will roll your save for you if you haven't already done so. Lastly, don't forget that if you have negative levels you have a -1 on saves for each negative level (in addition to their other effects).

Merisiel, Electra, and Jair's pet spectre are up!

Sovereign Court

CORE Female Half-Elf Cleric Sarenrae 11 (HP 91/91) AC 22[18] /12[12]/20[16] (CMD 15) (Fort +12[+9], Ref +8[+4], Will +15[+11]) (Init +2) (Perception +17[+12]) Immune Sleep, RezFire/10, +2 Ench 1/7 channels used {airwalk cir v evil } | glory+9 (0/9) used. Fire bolts 0/10 | 1 reroll

@GM - yes, she cast it when we were all grouped right as we were entering the complex. It has an extended duration for a couple hours, so it should be up...

>Prot Evil Circle< is in the second last sentence

Lasaraleen shrieks as the acid burns her delicate skin.

spellcraft: 1d20 + 8 ⇒ (6) + 8 = 14 vs ACID

OHHHWWWWIE! What in the world was that? It burns dreadfully!

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

Jair smiles as the creature is under her control. But for now, the situation is critical she ask the Spectre to protect her companions.

Aid Electra (AC): 1d20 + 10 ⇒ (5) + 10 = 15

Grand Lodge

female Rog 7 HP 56 | AC 23; Touch 17; FF 17 | F +4; R +11; W +3 | CMB +7; CMD 24 | Speed 30 ft | Init +9 | Perc +12 | Stealth: +15 Rogue 7

avert eyes. No reroll on 11 Fort save and failed to avert eyes

Fort save: 1d20 + 4 ⇒ (7) + 4 = 11

The rogue cover's part of her face.

"Whoa I can't take much more of this"

high good: 1d100 ⇒ 8

attack yellow -4 with level drain: 1d20 + 7 ⇒ (13) + 7 = 20

damage: 1d6 + 1 ⇒ (6) + 1 = 7

Scarab Sages

f Picture of Electra Elf
Stats:
HP 65/65 Ac 12 FF 10 T 12 F 7 R 7 W 7 (+2/+3vs Elemental Spells)/ Ini +8 Perc +15
Wizard Conjurer (9)

Electra quickly makes a full retreat!


Emerald Spire slides |
GM Abraham’s Status Report wrote:

Round 2

Conditions: Protection From Evil in a 10' radius around Lasaraleen
Reminder about how negative levels work.
Merisiel - 17 dmg; 2 CHA dmg; 4 negative levels; Fort save vs. gaze needed at start of your turn;
Electra - 24 dmg; Sage Jewel; 2 negative levels; Fort save vs. gaze needed at start of your turn; +2 AC from Spectre Aid Another (round 2)
Jair's Green Spectre - dmg; +9 temp hp;
Yellow Spectre - dmg; +10 temp hp;
Doodle - 9 dmg; 1 Con dmg; 4 negative levels; Mirror Image (2); Fort save vs. gaze needed at start of your turn;
Tonkk - dmg; rage, flying; Fort save vs. gaze needed at start of your turn;
Lasaraleen - 8 dmg; Freedom of Movement (80 min); Magic Circle Against Evil, Acid Arrow (2d4 - 2 more rounds); Fort save vs. gaze needed at start of your turn;
Jair - dmg; Air Walk; Freedom of Movement; Fort save vs. gaze needed at start of your turn;
Blue Ghost (Kalvanon) - dmg;
Red Spectre - 18 dmg; +10 temp hp;
The Bold may post!

Lasaraleen, thanks for pointing out about Magic Circle Against Evil. @Everyone, please note that this may benefit you if you are within 10' of Lasaraleen. Also, note that the +2 deflection bonus to AC and the +2 resistance bonus to saves won't stack with other deflection or resistance bonuses you may have, so I'll count on you to let me know what your current AC and saves are

Lasaraleen is unable to identify what caused the arrow of acid to strike her, but she is certain that it still feels uncomfortable.

Jair instructs her pet Spectre to aid Electra's defense. Note that you can also have your Spectre attack your enemies if you want. I don't think the energy drain will do anything to them but it can still do some modest damage. Let me know if you wish to retcon this. Kalvanon's foul gaze falls upon the disloyal spectre, but it seems to do nothing.

Merisiel averts her eyes from Kalvanon's gaze, but cannot resist taking a quick peek, to her regret.
Physical dmg: 2d10 ⇒ (2, 8) = 10 CHA dmg: 1d4 ⇒ 2
She stabs out at the Yellow spectre with her magical rapier, hitting it, but unfortunately its incorporeal form is not easy to harm.

Electra does not avert her gaze and looks Kalvanon straight in the eye.
Fort, 2 negative levels: 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24
Fortunately, she does not allow the ghost to sap her beauty. Still, her gaze hits her like a physical blow.
physical dmg: 2d10 ⇒ (7, 9) = 16

Electra, you posted that you make a full retreat (I'm guessing this means a withdraw action?) but if you look on the map you'll see that you don't really have anywhere to go (I don't believe you are currently flying?). Are you sure you don't want to step back 5' and cast a spell of some kind at these creatures?

@Everyone, I'm going to pause and give Electra a chance to post an action (and also in case Jair wants to have her Spectre attack something). As you can all see, this fight has the potential to be quite deadly and I want to give you all every chance to survive it if you can. I will note that the negative levels are by far the most dangerous part of this, not only because they weaken you, but because if you reach 0 negative levels you die. At 2 negative levels per hit, and with them hitting vs touch, you don't have a lot of time. I would urge you all to draw upon your most effective tools here (including reviewing your chronicle sheets to see if you may have any boons that might be useful).

Electra is up!

Scarab Sages

f Picture of Electra Elf
Stats:
HP 65/65 Ac 12 FF 10 T 12 F 7 R 7 W 7 (+2/+3vs Elemental Spells)/ Ini +8 Perc +15
Wizard Conjurer (9)

Electra takes a step back and casts magic missle at her enemy. Then she takes a wand from her garter.
MM: 4d4 + 4 ⇒ (3, 4, 1, 3) + 4 = 15

Dark Archive

AC18(T12,FF16) CMD16| HP 61/70| F +9 R +5 W +14 | Init +1, Perc +7, Sense Motive +15 | Haste

The Spectre that Jair commands tries to grapple the one menacing Electra.

Grapple: 1d20 + 10 ⇒ (10) + 10 = 20


Emerald Spire slides |
GM Abraham’s Status Report wrote:

Round 2

Conditions: Protection From Evil in a 10' radius around Lasaraleen
Reminder about how negative levels work.
Merisiel - 17 dmg; 2 CHA dmg; 4 negative levels; Fort save vs. gaze needed at start of your turn;
Electra - 24 dmg; Sage Jewel; 2 negative levels; Fort save vs. gaze needed at start of your turn; +2 AC from Spectre Aid Another (round 2)
Jair's Green Spectre - dmg; +3 temp hp;
Yellow Spectre - dmg; +10 temp hp;
Doodle - 9 dmg; 1 Con dmg; 4 negative levels; Mirror Image (2); Fort save vs. gaze needed at start of your turn;
Tonkk - dmg; rage, flying; Fort save vs. gaze needed at start of your turn;
Lasaraleen - 8 dmg; Freedom of Movement (80 min); Magic Circle Against Evil, Acid Arrow (2d4 - 2 more rounds); Fort save vs. gaze needed at start of your turn;
Jair - dmg; Air Walk; Freedom of Movement; Fort save vs. gaze needed at start of your turn;
Blue Ghost (Kalvanon) - dmg;
Red Spectre - 19 dmg;
The Bold may post!

Moving Electra back 5' per her stated move

Electra draws a wand. What wand? You'll make my GM-ing a lot easier if you can just state these things when you post instead of waiting for me to ask you about it. Thanks.

Electra casts Magic Missile at one of the Spectres. Which one? I'll pick for you. Since Red has already taken damage I'll assume you targeted Red. Again, you'll make my life easier if you post such details yourself.

As noted in the link about negative levels, one effect of them is that they reduce your effective level for things such as spellcasting. So Electra casts the Magic Missile as a 6th level caster, not an 8th level one, which means 3 missiles, not 4.

Electra's Magic Missile vs Red: 3d4 + 3 ⇒ (3, 2, 3) + 3 = 11 This wipes Red's 10 temporary hp and 1 more hp dmg

Meanwhile, the Green Spectre attempts to incorporeally grapple the equally incorporeal Red.

Red AoO vs Green: 1d20 + 10 ⇒ (13) + 10 = 23
Red AoO dmg vs Green: 1d8 ⇒ 6 knocks 6 points off of Green's temp hp, reducing its temp hp to 3.

Jair, Green's CMB is +6, which gives you a check result of 16.

Red eludes the hug from its former ally and appears to scowl at it.

It's late, so I will post my creatures' moves tomorrow.

Sovereign Court

CORE Female Half-Elf Cleric Sarenrae 11 (HP 91/91) AC 22[18] /12[12]/20[16] (CMD 15) (Fort +12[+9], Ref +8[+4], Will +15[+11]) (Init +2) (Perception +17[+12]) Immune Sleep, RezFire/10, +2 Ench 1/7 channels used {airwalk cir v evil } | glory+9 (0/9) used. Fire bolts 0/10 | 1 reroll

Lasaraleen awaits the dreaded attacks by the undead, hopeful the Dawn will protect them once more.


Emerald Spire slides |
GM Abraham’s Status Report wrote:

Round 3

Conditions: Protection From Evil in a 10' radius around Lasaraleen
Reminder about how negative levels work.
Merisiel - 17 dmg; 2 CHA dmg; 4 negative levels; Fort save vs. gaze needed at start of your turn;
Electra - 24 dmg; Sage Jewel; 2 negative levels; Fort save vs. gaze needed at start of your turn; before your turn, Fort Save needed vs Kalvanon's spell;
Jair's Green Spectre - dmg;
Yellow Spectre - dmg; +10 temp hp;
Doodle - 9 dmg; 1 Con dmg; 4 negative levels; Mirror Image (2); Fort save vs. gaze needed at start of your turn;
Tonkk - dmg; rage, flying; Fort save vs. gaze needed at start of your turn;
Lasaraleen - 8 dmg; Freedom of Movement (80 min); Magic Circle Against Evil, Acid Arrow (2d4 - 2 more rounds); Fort save vs. gaze needed at start of your turn;
Jair - dmg; Air Walk; Freedom of Movement; Fort save vs. gaze needed at start of your turn;
Blue Ghost (Kalvanon) - dmg;
Red Spectre - 19 dmg;
The Bold may post!

Kalvanon cackles maniacally. "Outlanders, you shall rue the day you disturbed my domain!" Then she begins to gesture and intone towards Electra.

Spellcraft DC 17:
She is casting Blindness/Deafness

Electra, I need a Fort save from you; remember you have a -2 from your negative levels;

The Red spectre turns towards its traitorous companion, Green, and attempts to claw it.

Red attack: 1d20 + 10 ⇒ (18) + 10 = 28
dmg: 1d8 ⇒ 3 This damage is absorbed by Green's 3 remaining temp hp

Beginning of Round 3

Meriseil, Electra, and Jair's Green Spectre are up! Don't forget to make your saves vs Kalvanon's gaze at the start of your turn (and remember that you can choose to avert your gaze, etc.)

Fyi, I'll be playing tabletop Pathfinder all day tomorrow, so will likely not be able to update until Sunday

Sovereign Court

CORE Female Half-Elf Cleric Sarenrae 11 (HP 91/91) AC 22[18] /12[12]/20[16] (CMD 15) (Fort +12[+9], Ref +8[+4], Will +15[+11]) (Init +2) (Perception +17[+12]) Immune Sleep, RezFire/10, +2 Ench 1/7 channels used {airwalk cir v evil } | glory+9 (0/9) used. Fire bolts 0/10 | 1 reroll

Did I miss a post, I think I only saw Tonkk and Lasaraleen bolded in round-1 but not in Round-2? Should I post her action now?


Emerald Spire slides |

Yep, I goofed. My apologies and thanks for catching that. It's too late to delete my last post but I'll simply say that Yellow attacked Green (instead of Red attacking Green), with the same result. And Kalvanon's spell casting has not happened.


Emerald Spire slides |
GM Abraham’s Status Report wrote:

Round 3

Conditions: Protection From Evil in a 10' radius around Lasaraleen
Reminder about how negative levels work.
Merisiel - 17 dmg; 2 CHA dmg; 4 negative levels; Fort save vs. gaze needed at start of your turn;
Electra - 24 dmg; Sage Jewel; 2 negative levels; Fort save vs. gaze needed at start of your turn;
Jair's Green Spectre - dmg;
Yellow Spectre - dmg; +10 temp hp;
Doodle - 9 dmg; 1 Con dmg; 4 negative levels; Mirror Image (2); Fort save vs. gaze needed at start of your turn;
Tonkk - dmg; rage, flying; Fort save vs. gaze needed at start of your turn;
Lasaraleen - 16 dmg; Freedom of Movement (80 min); Magic Circle Against Evil, Acid Arrow (2d4 - 1 more round); Fort save vs. gaze needed at start of your turn;
Jair - dmg; Air Walk; Freedom of Movement; Fort save vs. gaze needed at start of your turn;
Blue Ghost (Kalvanon) - dmg;
Red Spectre - 19 dmg;
The Bold may post!

@Everyone, please see my clarifying note just above. I goofed on the turn order. No big deal to fix - the attack that I posted by Red against Green up above is instead Yellow's attack on Green (with the same result). And the spell that Kalvanon has cast on Electra has not (yet) happened.

Lasaraleen feels the acid from the arrow continuing to burn her skin.
acid dmg: 2d4 ⇒ (4, 4) = 8

Doodle, Tonkk, Lasaraleen, and Jair are up! Don't forget to make a Fort save vs Kalvanon's gaze at the start of your turn (with the usual options of averting your gaze, closing your eyes, etc.)

151 to 200 of 522 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Abraham: 8-17 Refugees of the Weary Sky CORE [PFS Gameday VII] All Messageboards

Want to post a reply? Sign in.