Korez |
Welcome back! Map 2, is that correct? I have heaven's leap available to use as well here to move people to the nets but if we are acting in initiative that will take a while.
Korez focuses his mental energy on floating to the nearest chunk of wreckage.
wisdom: 1d20 + 4 ⇒ (16) + 4 = 20
wisdom: 1d20 + 4 ⇒ (16) + 4 = 20
Xavian Slingblade |
If its Wisdom to move I better acquire a potion of Fly. I guess you'll mark that off on the chronicle? Otherwise, I do have the coin now if need be.
Xavian tries to move to the netting just in front of him.
Wisdom: 1d20 + 0 + 10 ⇒ (14) + 0 + 10 = 24
Wisdom: 1d20 + 0 + 10 ⇒ (5) + 0 + 10 = 15
Good thing that came in the correct order!
Inira McCullagh |
Wis DC 16: 1d20 + 5 ⇒ (12) + 5 = 17
Wis DC 12: 1d20 + 5 ⇒ (12) + 5 = 17
Inira pushes off with her mind, at a rather brisk speed, stopping off at one of the ship decks. "I'll check these ones over here."
With a decent Wisdom and a 40' move rate, Inira will take the farther areas to speed things up.
GM Batpony |
Forgot to mention something important, each net search will take a full round action. No perception roll required.
Map on slide 2 is correct.
And almost as if they were natural to the plane of air, Inira, Xavian, and Korez lift themselves gracefully towards the wreckage.
Those who haven't acted in round 1 are up.
Xavian Slingblade |
Xavian will take next round to search the net he is near. Might as well state that now.
GM Batpony |
JS Will +8: 2d20 ⇒ (17, 3) = 20
Glorin Will +1: 2d20 ⇒ (10, 4) = 14
Yliss, Jian Sheng, and Glorin on the other hand, don't get off to a very fluid start in the search for the horn. As luck would have it, they have no idea on to attune their minds to the gravity of the planes, leaving their feets firmly planted on the ground for now.
The two that have reached a netting point decide best to start searching for the horn. Xavian's search ends up with just piles of Junk.
Korez search ends up with a magnificent discovery, as he picks up the Horn from somewhere under the pile of rubble!
As a standard action, the horn is able to be blown to create a 30-foot cone of elemental lightning that deals 3d6 points of electricity damage The cone deals 6d6 points of electricity damage against creatures that have the air subtype. This damage ignores any immunities or resistances to electricity that such creatures have. A DC 17 Reflex save reduces the damage by half. Creatures with the air subtype take a –4 penalty on their saves against this effect. The horn can also simply be used in a mundane fashion to produce an echoing tone. However, if the Horn of the Hurricane is used magically more than once in a given day, there is a 20% cumulative chance with each extra use that it explodes and deals 10d6 points of electricity damage to the person who is sounding it.
Almost as if by bad luck, suddenly loud sounds of wind and thunder fill the air. You look up to see yourselves accompanied by some elemental like beings. Two of them look somewhat normal, regular lightning like elementals, evil looking clouds that bear lightning chains all around them.. Kn. Planes DC12. But the middle one, looking like a leader, looks like a few mini hurricanes with an evil face, nothing like you've ever seen before. Kn. Planes DC20
He speaks in an angry thunderous voice, surprisingly in a language you all understand, the common tongue. "YOU! You killed me once, but now I am reborn, and I shall kill you all." The face doesn't ring a bell, but the voice is awfully familiar somewhat. A sylph that you might have met throughout your journey.
Init, Yliss: 1d20 + 2 ⇒ (5) + 2 = 7
Init, Jian Sheng: 1d20 + 2 ⇒ (13) + 2 = 15
Init, Glorin: 1d20 + 2 ⇒ (15) + 2 = 17
Init, Inira: 1d20 + 1 ⇒ (11) + 1 = 12
Init, Xavian: 1d20 + 10 ⇒ (7) + 10 = 17
Air elemental: 1d20 + 9 ⇒ (5) + 9 = 14
Lightning elemental: 1d20 + 8 ⇒ (9) + 8 = 17
Combat Round 3 (Elevation with respect to map)
Conditions:
Korez, Glorin, Xavian, Jian Sheng
Elementals (+20ft)
Yliss, Inira
Bold is up! This is it! The last combat.
Korez |
knowledge planes DC 12: 1d20 + 5 ⇒ (10) + 5 = 15
knowledge planes DC 20: 1d20 + 5 ⇒ (2) + 5 = 7
Korez, realizing how useful this horn would be against the elementals, flies towards them and sounds a long blast.
will save: 1d20 + 8 ⇒ (9) + 8 = 17
electricity damage: 6d6 ⇒ (6, 2, 3, 4, 3, 1) = 19
I'm pretty sure my current location should catch all of them in a cone. If not I will move wherever is needed for that.
Inira McCullagh |
knowledge planes DC 12: 1d20 + 2 ⇒ (18) + 2 = 20
knowledge planes DC 20: 1d20 + 2 ⇒ (18) + 2 = 20
Inira aims her +1 bow, and flurries arrows straight at the leader.
Attack, Deadly Aim, PBR: 1d20 + 9 ⇒ (20) + 9 = 29
Damage: 1d8 + 7 ⇒ (2) + 7 = 9
Crit Confirm?: 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 1d8 + 7 ⇒ (7) + 7 = 14
Attack, Deadly Aim, PBR: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 1d8 + 7 ⇒ (1) + 7 = 8
GM Batpony |
The two minion like beings are known to be lightning elementals; lightning elementals are the by-product of common air elementals spending too much time near these electrically charged storms. They are clearly hostile in this situation, and are known to be aggressive often fighting to death. As like all elementals, they bear the elemental traits (immune to bleed, paralysis, poison, sleep effects, and stunning and precision or critical damage) and on top of that is immune and can do electrical damage. They also are strong against objects of metallic nature that can conduct electricity.
The flying hurricane is somewhat a air elemental by nature, but does possess a much greater intelligence and magical ability. He was once a humanoid, with arcane abilities and now has transcended into a true elemental able to retain his arcane abilities. Immunity and resistances all are cthe same to this air elemental, nothing special except having arcane powers.
Attaining a powerful magic weapon, Korez is not shy to immediately attempt to use it's power against the threat at hand. He blows the horn to create an lightning filled hurricane towards the elemental beings. It creates a loud unnerving screechy sound.
Reflex, Black, Blue, Red: 1d20 + 9 ⇒ (8) + 9 = 171d20 + 8 ⇒ (10) + 8 = 181d20 + 8 ⇒ (19) + 8 = 27
Although a powerful blast was created, the elementals attuned to the gravity of the planes, easily move around avoiding the bulk of the blow from the horn.
Inira does what she knows best and fires a flurry of arrows in the leaders direction, one gets lucky to fly directly in his face. But being made of air, he does not feel as much pain as he would in his original form.
"HAH!" The being screams in an evil hurricanous tone.
Combat Round 3 (Elevation with respect to map)
Conditions:
Korez, Glorin, Xavian, Jian Sheng
Elementals (+20ft) Evil Air -19, Blue -9, Red -9
Yliss, Inira
Bold is up!
Inira McCullagh |
How large are these? Can I tell if this is like DR/bludgeoning or something that is causing no damage from +1 arrow hits? I might not have much to do here if I can't figure out how to damage them.
Xavian Slingblade |
So can I fly over to the enemy in order to attack? How does that work? Same way with two Wisdom checks?
GM Batpony |
They are medium sized, no DR. Inira did 9 damage last, just did not crit damage it since they do not take precision damage. Yes, Xavian is able to fly over with the two wisdom checks, note that one move action is two wisdom checks, so after you make that you can still attack.
Xavian Slingblade |
Wisdom: 1d20 + 0 + 10 ⇒ (7) + 0 + 10 = 17
Wisdom: 1d20 + 0 + 10 ⇒ (13) + 0 + 10 = 23
Xavian manages to will himself to move toward the enemy! I can't quite get there so we'll have to throw a dagger!
Cold Iron Dagger: 1d20 + 9 ⇒ (9) + 9 = 18 for Damage: 1d3 + 4 ⇒ (2) + 4 = 6
GM Batpony |
Also remember they are 20ft higher than you lot with respect to elevation. Xavian, with that in mind there should be at least one increment range penalty, so you just barely missed,
Xavian flies to get up close and personal to the creatures and flings a dagger their way. But once again the elementals prove to be masterful in flight and easily dodge out of harm's way.
Glorin fumes and rages at the sight of the enemies, and drinks a potion of fly. He grumbles something about hating elementals and flying, and flying elementals.
The evil air elemental eyes the horn held by Korez and flies closer towards him, as he does, he withdraws a lightning lance made of pure energy and chucks it towards Korez. "Feel my power!"
Touch Attack: 1d20 + 10 ⇒ (18) + 10 = 28
dmg: 2d6 + 4 ⇒ (5, 4) + 4 = 13
DC14 Fortitude save or you vision is also impaired, causing the you to treat all creatures as if they had concealment (20%) for 1 round.
One of the elementals fly right down to Xavian to engage in melee. The creature seems somewhat skilful and overcomes Xavian's defences while they engage mid-air. He deals a deadly blow to Xavian.
slam: 1d20 + 8 + 3 ⇒ (13) + 8 + 3 = 241d6 + 3 + 1d4 ⇒ (6) + 3 + (3) = 12 d4 is electricity damage
For some odd reason, the other elemental looks at Inira, ignores her and flies straight towards Yliss, also attempting hand to hand combat, but is not as successful in it as his partner.
slam: 1d20 + 8 + 3 ⇒ (6) + 8 + 3 = 171d6 + 3 + 1d4 ⇒ (5) + 3 + (1) = 9 d4 is electricity damage
Combat Round 3 (Elevation with respect to map)
Conditions:
Korez -13, Glorin (fly), Xavian (fly) -12, Jian Sheng
Elementals Evil Air (+20ft) -19, Blue -9, Red -9
Yliss, Inira
Bold is up![/ooc]
Korez |
fort: 1d20 + 5 ⇒ (15) + 5 = 20
Korez reels from the electric blast but at least his vision isn't impaired. He curses the elemental then retreats.
Misfortune hex on the evil air elemental, Will save DC 15 to negate. Lasts one round. Then I'm moving.
wisdom: 1d20 + 4 ⇒ (6) + 4 = 10
wisdom: 1d20 + 4 ⇒ (11) + 4 = 15
Uhh.. Does that mean I can't move or I can't stop myself? I won't adjust the map yet but I would like to move southwest.
Yliss |
Assuming there is space for me to 5-ft. step out of reach . .
.
Yliss backs away several feet, draws a scroll and hastily reads it. His bodies crackles with electricity for a moment, but as the charge dissipates he smiles at the enemy in front of him. "Puny lightning. Yliss killss you!"
Move Retrieve a stored item
Standard Activate scroll of resist energy (electricity)
Caster Level (DC 4): 1d20 + 2 ⇒ (10) + 2 = 12
Jian Sheng |
Jian Sheng sighs when the elementals appear on the scene Lightning elementals...my techniques won't work agaisnt them
She rummages through her pack, retrieving a potion of fly and gulps it down in one go
move action=retrieve potion of fly; std action=consume
Xavian Slingblade |
Drawing his magical daggers, Xavian tries to fight off the attacker!
+1 Dagger: 1d20 + 8 ⇒ (17) + 8 = 25 for Damage: 1d3 + 5 ⇒ (2) + 5 = 7
+1 Dagger: 1d20 + 8 ⇒ (8) + 8 = 16 for Damage: 1d3 + 3 ⇒ (3) + 3 = 6
Inira McCullagh |
Inira continues to concentrate her volley on the evil air.
Attack, Deadly Aim, PBR: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 1d8 + 7 ⇒ (4) + 7 = 11
Attack, Deadly Aim, PBR: 1d20 + 9 ⇒ (18) + 9 = 27
Damage: 1d8 + 7 ⇒ (2) + 7 = 9
GM Batpony |
Will Air: 1d20 + 2 ⇒ (3) + 2 = 5
Korez retaliates on the air elemental by casting a could of misfortune above him. The elemental seems undeterred and more convinced to kill you lot.
Yliss and Jian Sheng consume liquids to assist them in battle, allowing them to be much more prepared.
Xavian and Inira continue to react in a manner they know best, by releasing a flurry of attacks, they have limited success with one of two attacks connecting to the elementals.
Having a strong hatred of flying, Glorin approaches around the corner to assist Yliss in fending off the lightning being. He swings big and hard, knocking wind out of it, and it leaves itself barely standing.
urgosh: 1d20 + 11 ⇒ (13) + 11 = 241d8 + 10 ⇒ (3) + 10 = 13
The elementals react in the same manner as before. Spreading their attacks among the group.
evil air vs touch Korez: 2d20 + 10 ⇒ (2, 16) + 10 = 282d6 + 4 ⇒ (3, 2) + 4 = 9
slam Xavian: 1d20 + 8 + 3 ⇒ (8) + 8 + 3 = 191d6 + 3 + 1d4 ⇒ (3) + 3 + (2) = 8
slam Yliss: 1d20 + 8 + 3 ⇒ (18) + 8 + 3 = 291d6 + 3 ⇒ (6) + 3 = 9
Thanks to the misfortune placed upon the creature, Korez is unharmed as he watches the lightning bolt javelin fly right past him.
Xavian's agility allows him to deftly dodge the elemental's melee but not the same can be said on other end. Yliss's offender as he knocks a good one into Yliss. Yliss blow is somewhat soften by his now affinity to electricity.
Combat Round 3 (Elevation with respect to map)
Korez -13, Glorin (fly), Xavian (fly) -12, Jian Sheng (fly)
Elementals Evil Air (+20ft) -28 (misfortune) , Blue -16, Red -22
Yliss -9, Inira
Bold is up!
Yliss |
Enraged by the blow, even if it only hurt his dignity, Yliss' muscles suddenly grow to twice their normal size and his fingernails grow into claws.
Full Round Full attack (red)
Claw 1: 1d20 + 13 ⇒ (11) + 13 = 24 Magic, Piercing, Slashing: 1d8 + 9 ⇒ (5) + 9 = 14
Claw 2: 1d20 + 13 ⇒ (3) + 13 = 16 Magic, Piercing, Slashing: 1d8 + 9 ⇒ (4) + 9 = 13
Inira McCullagh |
Inira continues to shoot arrow after arrow, hoping to wear down this opponent.
Attack, Deadly Aim, PBR: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d8 + 7 ⇒ (7) + 7 = 14
Attack, Deadly Aim, PBR: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 1d8 + 7 ⇒ (2) + 7 = 9
GM Batpony |
Oh no, you were correct in post. I meant that Yliss recent attack took out red. And that your last two shots did just enough to knock out evil elemental. So all is good, can't do a proper update at work but thought this info should at least be provided for others that has not posted actions.
Jian Sheng |
Jian Sheng charges straight at the remaining elemental
wisdom: 1d20 + 2 + 10 ⇒ (17) + 2 + 10 = 29
wisdom: 1d20 + 2 + 10 ⇒ (12) + 2 + 10 = 24
double move
Xavian Slingblade |
Xavian contines his battle with the blue elemental creature!
+1 Dagger: 1d20 + 8 ⇒ (18) + 8 = 26 for Damage: 1d3 + 5 ⇒ (1) + 5 = 6
+1 Dagger: 1d20 + 8 ⇒ (5) + 8 = 13 for Damage: 1d3 + 3 ⇒ (1) + 3 = 4
GM Batpony |
Yliss delivers a mighty blow to completely knock the wind out of the electrically charged elemental. The lights flicker into nothingness.
After some warming up, Inira is able to produce consistently accurate arrows that fly right into the evil air elemental. Similarly she is able to neutralize the noisy threat. The elemental floats down into the nothingness below it. The rest of the group moves into range and attempts to take out the final threat, but before the final blow is accomplished, he flees for his own safety after he watches his leader fall in the abyss of despair.
You have some time to settle before Jamila returns the next day with Nix on board the broken looking ship. If you wish to do anything out of the norm.
You are greeted with smiles of joy and relief as they see you alive and with the mighty horn. They ask about how the search went and if you had run into any trouble on the way.
Janira discreetly returns with a letter from the Grand Lodge for Yliss.
Loyal Agents of the Decemvirate,
The Ten recently concluded important deliberations regarding the Pathfinder Society’s agreement to work with the Concordance of Elements. During the end of these negotiations, the Concordance asked for a group of agents to assist in retrieving a magical relic useful in battling the malign forces of the Plane of Air. The Decemvirate is divided on where this item should stay after its retrieval—be it with our new Concordance allies, or in the vaults of the Grand Lodge. This missive is sent to reinforce the Decemvirate’s trust in your judgment on this matter, as you’re to be the agents sent to retrieve the item. If this relic returns to the Grand Lodge, we’ll have another powerful item at our disposal. If the item is presented to the Concordance, we’ll cement our new alliance. The choice is yours.
—Venture-Captain Ambrus Valsin
Your journey back to Armun Kelisk is uneventfully for a 3 day journey, except maybe getting chased by a bunch of white dragon younglings. Back at the glass pyramid, you are immediately greeted by a jovial Ashasar who thanks you for your services in the pursuit of the Horn and also saving one of his agents. “Once again, you have my utmost thanks in retrieving the Horn of the Hurricane. This weapon will be invaluable in defending both our agents against the forces of the Duchess of All Winds. One matter remains: where will the horn be stored? The Concordance is best positioned to distribute the horn to those who need it most, but I’ve been informed that your Society has an impressive storage facility that keeps such relics safe. In the spirit of our growing relationship, I leave the choice with you.”
I'll get the chronicles out before Saturday comes around! But with this, we have come to an end!
Inira McCullagh |
Great run, GM Batpony! That was fun. Thanks for you hard work.
"As much as I work for the Society, I believe this is a case where we can benefit from making a stronger alliance, and I believe we should deliver it to the Concordance as we intended. They are better positioned, and can always call us back for help if needed."
Xavian Slingblade |
Well, I agree with Inira. I believe the horn should help fortify the alliance.
Korez |
"Having sounded the horn, I now have greater respect for its power. Such objects are not safer anywhere on Golarion than the Vault at the Grand Lodge. I believe our new alliance will continue to blossom most if peace and safety are preserved."
Thanks Batpony! This was really a terrific, fun run. And thanks everybody else for a memorable group. Good luck to you all in your GD6 games. :D
GM Batpony |
Seems like we're leaning as a group to have it back at concordance. This decision has an affect on Grand Lodge players, so while it may seem like we have concluded to pass it to the Concordance, I will let Yliss decide if he wants to intervene and persuade the group otherwise. If you're not rushing off to another game I appreciate it if you hold looking on the chronicle as it might affect the roleplay of this part.
Ashasar spirits are kept high as he hears your conversations. "I appreciate the trust that the Society has put in our people even after all we have put you through, I shall truly remember this." He looks around one more time before receiving the vault, as if he is waiting for any last objections to the decision.
GM Batpony |
Seems like there's no strong objections. We'll likely end it as it is then! I'll keep the thread up for a two or three days then close it down.