GM Batpony's PFS Scarab Sage Special (Inactive)

Game Master Batpony

Maps & Handouts

Low tier (3-4)

GM:
CP:2


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Scarab Sages

Male Human Monk (Perfect Scholar) 3/Champion 3 - HP 43/43 ,- AC 17/T: 17/FF:12 - Perception +6 - F: +4 / R: +7 / W: +3 - CMB: +6 - CMD:23, Speed: 40, Init. +7;

Dashing forward, Amun-Heth shrieks an Osirian war-cry and lashes out with whirling roundhouse kick to the face.

Improved Unarmed Strike: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Liberty's Edge

Mosquito Witch Handouts

Catching up from my games after a throat infection!

Nefti and Kafar notice Untir releasing the burning hands and avoid some of it!

Reflex Nefti: 1d20 + 8 ⇒ (18) + 8 = 26
Reflex Kafar: 1d20 + 10 ⇒ (16) + 10 = 26

Kafar falls ill to more enchantments placed on him by Hoprah and Robyyn!

Will Nefti: 1d20 + 9 ⇒ (13) + 9 = 22
Will Kafar: 1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 5

Amun and Lebraerio go for the direct attack but is unable to knock Nefti with his many images. One of the images disappears as Amun knocks hard into it.

Amun hit on 1: 1d3 ⇒ 2

Leb,Short bow: 1d20 + 6 ⇒ (3) + 6 = 91d6 ⇒ 1

Unable to see through the glitter, Kafar risks it by throwing a stink bomb into Untir's direction in hopes to hinder your advances. It misses Untir, but burns him a little nonetheless, soon a stink cloud engulfs Nefti, Untir, Robyyn, and Amun!

Miss=<50: 1d100 ⇒ 3
Miss?: 1d8 ⇒ 7

Robyyn, Untir, and Amun.. DC14 Fort or be nauseated for 1d4+1 rounds.

Nefti: 1d20 + 4 ⇒ (11) + 4 = 15

Realising his own life to be in eminent danger from all his current wounds, Nefti raises his hand and retreats begging for mercy. "Stop! Stop! Let's talk things out! I surrender!" However Kafar still looks mean...

Nefti Withdraws!

~~~
Chase/Combat Round 9/10
Condition:Severe Winds, Heroism(50 minutes - Aspis)

Hoprah, Untir -3
Kafar -5 (EE -2Savesx?, Blindx3) , Nefti -37 (1xMirror Image)
Amun , Robyyn, Bat, Lebraerio

Scarab Sages

Female CN Human Sorcerer 4 | HP 27/27 | AC 10/10/10 14 T 10 FF 14 (mage armor) | CMB +0 CMD 10 | F: +6 R: +3 W: +6 (additional +6 vs charm and compulsion) | Init +10 | Perc +3 | SM +2 | Speed 30ft | Active conditions: Mage Armor

Recalling that the journal they found suggested that one (or both?) of the Aspis agents might be open to switching allegiance, Hoprah is very amenable to accepting Nefti's surrender. "Tell your friend to surrender as well, or it will not go well for him! We know that the Aspis have not treated you well, and you can be sure that they are not worth giving your life for!"

If Kafar does not surrender...

Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5

Scarab Sages

Male Human Monk (Perfect Scholar) 3/Champion 3 - HP 43/43 ,- AC 17/T: 17/FF:12 - Perception +6 - F: +4 / R: +7 / W: +3 - CMB: +6 - CMD:23, Speed: 40, Init. +7;

Now fully aroused to anger, Amun-Heth is a blur of sweeps, kicks and jabs all directed at taking down Nefti before she can hurt anyone else.

Mythic Ki - Free Action: Recover 2 ki w/mythic power, monk weapons & unarmed attacks bypass DR for rest of turn.

Ki Flurry - Spend 1 ki to gain an extra attack.

Flurry of Blows: 1d20 + 8 ⇒ (17) + 8 = 251d6 + 4 ⇒ (4) + 4 = 8
Flurry of Blows: 1d20 + 8 ⇒ (20) + 8 = 281d6 + 4 ⇒ (3) + 4 = 7 +1d6 if first blow hits
Flurry of Blows: 1d20 + 8 ⇒ (6) + 8 = 141d6 + 4 ⇒ (5) + 4 = 9 +1d6 if any previous blow hit this round

EDIT:Critical Hit Confirmation: 1d20 + 8 ⇒ (15) + 8 = 231d6 + 4 ⇒ (1) + 4 = 5

Mirror Image? Image on 1, Nefti on 2: 1d2 ⇒ 1

Extra damage on 2nd hit: 1d6 ⇒ 6

So the first blow should destroy the last image. The second blow is a critical hit (assuming AC<24) and does 12 damage. The third blow should also hit (assuming AC<24) and does 11 damage.

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Before I post my action, Amun, can you please confirm that after Nefti asked for mercy, and Hoprah offered mercy, you're still trying to take Nefti down?

Scarab Sages

Male Human Monk (Perfect Scholar) 3/Champion 3 - HP 43/43 ,- AC 17/T: 17/FF:12 - Perception +6 - F: +4 / R: +7 / W: +3 - CMB: +6 - CMD:23, Speed: 40, Init. +7;

Oops. No. He may or may not have accepted her surrender himself but Amun-Heth won't ignore Hoprah's acceptance of the surrender. He will, however, attack Kafar. My mistake.

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Fortitude DC 14: 1d20 + 3 ⇒ (8) + 3 = 11
Duration, rounds: 1d4 + 1 ⇒ (1) + 1 = 2

Robyyn begins coughing at the smoke, then suddenly gags and retches, emptying his stomach before he knows what's happening. Unable to do anything else, he back away until he has a cliff wall to lean against, seeking clean air.

Move: 20'

Scarab Sages

Male NG Familiar Bat | HP: 11/11 | AC: 18 (16 Tch, 16 Fl) | CMB: +0, CMD: 5 (3 Fl) | F: +0, R: +4, W: +6 | Init: +2 | Perc: +15, SM +2 | Speed 5 ft, fly 40 ft (good) | Active conditions: Blindsense, Low-Light Vision

Ayrii, undisturbed by the smoke that's bothering his master, has only Robyyn's original command still on his mind. He circles in place above Kafar. Suddenly his shadow on the ground seems to grow larger as the bat screeches noiselessly at the Aspis agent. The no-longer bat-like shadow stretches and grows in ways that assault primal fears, hearkening back to the beginnings of life on Golarion, and the dark things that used to call this plane home!

Actions:

Standard: fearsome shadows vs Kafar

Fearsome Shadows wrote:

Once per day, the familiar can use cause fear as a spell-like ability as long as it is in an area of normal or dim light, affecting a single living creature with a number of Hit Dice up to the familiar’s Intelligence score (7). Thus, creatures normally immune to cause fear because they have 6 or more Hit Dice may not be immune to the familiar’s cause fear spell-like ability.

Cause Fear wrote:

The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear.

I don't read anything in either Fearsome Shadows or cause fear to indicate that sight is required for it to work, though obviously the presence of light and use of shadows strongly suggests it. So, I hope this still works!

Also, I'm not sure how to calculate the Will save for this effect, and HeroLab didn't calculate it for me.

Liberty's Edge

Mosquito Witch Handouts

Mechanically in my real life games, I only let characters speak during their turn. Because you know, it's a free action to speak, and that's why in combat scenes in anime, they can talk for 5 minutes before they strike, because mechanically it's a free action!

But...with that said, Kafar looks nothing close to surrendering, but does have a concern look on his face for Nefti. Does Hoprah attack?

Amun, you have not made your save against nausea.

Ayrii, it is a DC8 save.. 10 + Spell Level + Charisma Mod

SLA:
Spell-Like Abilities (Sp) Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance.

A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.

For creatures with spell-like abilities, a designated caster level defines how difficult it is to dispel their spell-like effects and to define any level-dependent variables (such as range and duration) the abilities might have. The creature's caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature's Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature's Charisma modifier.

Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster's spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order.

Kafar Will: 1d20 + 5 - 2 ⇒ (11) + 5 - 2 = 14

Scarab Sages

Human (Garundi) Shaman L5 | HP: 38/38 | AC:20 T:11 FF:20 | CMB:+2 CMD:13 | Saves F:4 R:3 W:11 | Init:+7 | Per:+16 | Spd: 20+10 | Reroll: 1/1 | channel energy 2/4 | stardust 6/6 | spirit magic: 3/3 | Condition: longstrider (1h)

Generally, spells that have target (as opposed to area) would require the caster to be able to see and designate the target, and SLAs work as per spells. But neither Ayrii nor Kafar are in the smoke so I think that's fine.

No, not fort save... fort: 1d20 + 3 ⇒ (12) + 3 = 15 Whew...

Untir quickly holds his breath just in time before the vial smashes onto the ground. Holding his breath, he pushes himself out through the smoke and past the bomberman. Then, turning back around, he calls his spirits to swarm towards Kafar!

Misfortune hex, will DC18 on Kafar. If Kafar is holding a melee weapon, Untir will take the AoO

Scarab Sages

Female CN Human Sorcerer 4 | HP 27/27 | AC 10/10/10 14 T 10 FF 14 (mage armor) | CMB +0 CMD 10 | F: +6 R: +3 W: +6 (additional +6 vs charm and compulsion) | Init +10 | Perc +3 | SM +2 | Speed 30ft | Active conditions: Mage Armor

Hoprah readies to attack if Kafar doesn’t surrender.

Scarab Sages

Male Human Investigator 6 Init +3 HP 45/45 AC 19 T 14 FF 16 Fort +4 Ref+9 Will +6 Per +10+1d6 Move 30 Insp 5/5

In fact, it would be better for everyone if you put your weapons down and surrender. No need to get anyone wounded, or more wounded anyway.

Intimidate, Underworld Inspiration: 1d20 + 4 + 1d6 ⇒ (5) + 4 + (1) = 10

Lebraerio would like to act tough in front of Kafar ..but fails.

Amusing fact: in french, Kafar (spelled "cafard") means cockroach. Maybe he'll be hard to kill! ^^

Liberty's Edge

Mosquito Witch Handouts

Going to stop combat for now to help us move along from that long chase/combat!

Kafar eventually yields and drops his weapon as he realises the imminent threat on his partner's life. "Okay, okay, we yield!"

What do you do now?

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Once his stomach settles, Robyyn steps forward. While the stronger Pathfinders work on securing the two Aspis agents, Robyyn addresses Kafar. "Good. That was a smart decision. Now, you stole some jewels, and we're here on behalf of the owner. Return them to us, now. Anything less and we're going to have problems."

Liberty's Edge

Mosquito Witch Handouts

Kafar responds accordingly, but not in a way that Robyyn or any of you would have expected. "Well, you see... We've kind of sold the jewels."

Nefti nods, and pulls out a couple of documents from his bag and present them to you. Two terms of sale and a letter of credit worth 6,000 gp, all three signed by some buyer named Angvar Branmaz.

Kn. Local DC20:
Angvar Branmaz as one of Grandmaster Torch’s aliases.

Linguistics DC20:
one of the terms of sales—the one matching the value on the letter of credit—is genuine, but the other is an underpriced forgery.

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Knowledge (local): 1d20 + 9 ⇒ (17) + 9 = 26

"You did what?!?" Robyyn asks, incredulous. He rips the papers out of Nefti's hands and continues berating them as he begins to read. "Did you even know what you had? 6,000 gold is all you got? You've been completely bamboozled!"

He lifts his eyes from the page. "And this is why..." he says, ominously, pointing to the name. "There's no 'Angvar Branmaz.' That's just an alias for Grandmaster Torch. You sold Sage Jewels to Grandmaster F-ing Torch."

"Idiots..."

Scarab Sages

Male Human Investigator 6 Init +3 HP 45/45 AC 19 T 14 FF 16 Fort +4 Ref+9 Will +6 Per +10+1d6 Move 30 Insp 5/5

Know Local: 1d20 + 8 + 1d6 ⇒ (4) + 8 + (6) = 18
Linguistics: 1d20 + 8 + 1d6 ⇒ (10) + 8 + (3) = 21

Branmaz.. that name should ring a bell, I'm sure, but I can't put my finger on it. If anyone has some clues, you would be most welcome. As far as the legitimacy of those documents, only this one

He shows the one matching the six thousand gold value on the letter of credit
is real. Could you please explain?

Hearing Robyn's angry burst of words, he continues with an amused smile

Ah. That's the clue I was missing. Of course it was Torch.

Scarab Sages

Female CN Human Sorcerer 4 | HP 27/27 | AC 10/10/10 14 T 10 FF 14 (mage armor) | CMB +0 CMD 10 | F: +6 R: +3 W: +6 (additional +6 vs charm and compulsion) | Init +10 | Perc +3 | SM +2 | Speed 30ft | Active conditions: Mage Armor

While the others are interrogating the Aspis agents, Hoprah attempts to rejoin them by painstakingly squeezing through the crack in the mountain.

Taking 20 on Escape Artist for a 20. Is that sufficient?

Liberty's Edge

Mosquito Witch Handouts

That would be sufficient!

Scarab Sages

Human (Garundi) Shaman L5 | HP: 38/38 | AC:20 T:11 FF:20 | CMB:+2 CMD:13 | Saves F:4 R:3 W:11 | Init:+7 | Per:+16 | Spd: 20+10 | Reroll: 1/1 | channel energy 2/4 | stardust 6/6 | spirit magic: 3/3 | Condition: longstrider (1h)

After the combat, Untir reverts to his usual composed and serene self. "Robyyn, what is done is done. The jewels are sold, and we next need to figure out how to retrieve them." Turning to Kafar and Nefti, he continues, "That, however, leaves the question of what to do with you? The two of you are clearly talented and brilliant operatives to have stolen the jewels, yet you did not return to the Consortium and instead, sold them away. My conjecture is that perhaps, just perhaps, being a part of the Aspis might not have turned out to be quite an attractive deal as it turns out. It would be a waste for such talents to be wasted."

If Amun's information gathering is accurate, these two might be ready to turn against their former masters. Let's see if we can nudge them along. He gives the rest of the team a knowing look.

diplomacym take 10: 10 + 10 = 20 (figured safer this way, with everyone else attempting aids)

Scarab Sages

Female CN Human Sorcerer 4 | HP 27/27 | AC 10/10/10 14 T 10 FF 14 (mage armor) | CMB +0 CMD 10 | F: +6 R: +3 W: +6 (additional +6 vs charm and compulsion) | Init +10 | Perc +3 | SM +2 | Speed 30ft | Active conditions: Mage Armor

Having rejoined the rest of the group, Hoprah attempts to aid Untir's efforts to turn the two Aspis agents towards a new allegiance to the Pathfinders. "It doesn't seem like your Aspis masters have treated you very well. Nor recognized the true value of your talents. Why throw your lives away for such ungrateful masters?"

Diplomacy, aid another: 1d20 + 7 ⇒ (10) + 7 = 17

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Robyyn allows Untir to cool him down a bit. "Of course, Untir. The Society always makes room for a reformed Aspis agent."

"Even the fools..."

Diplomacy, aid: 1d20 - 2 ⇒ (17) - 2 = 15

Liberty's Edge

Mosquito Witch Handouts

Their eyes immediately lit up at the discussion of inclusion into the Society. Kafar and Nefti look at each other as if an opportunity of a lifetime has dropped on their feet. Kafar speaks, "The Aspis have no longer our hearts, and we do look to forward out of it. But they have been hot on our tails as of recent, and betrayal to them would mean punishment. But we would not refuse the Societies goodwill to take us in as one of your own. For we too seek grand adventures and hidden treasures."

Is there any other thing you'd like to do with the pair? Else we shall proceed to the Sanctum itself!

Scarab Sages

Female CN Human Sorcerer 4 | HP 27/27 | AC 10/10/10 14 T 10 FF 14 (mage armor) | CMB +0 CMD 10 | F: +6 R: +3 W: +6 (additional +6 vs charm and compulsion) | Init +10 | Perc +3 | SM +2 | Speed 30ft | Active conditions: Mage Armor

Sense Motive: 1d20 + 2 ⇒ (1) + 2 = 3

Hoprah feels confident. "These two are now Pathfinders to their core and will never ever never betray us!"

Scarab Sages

Male Human Monk (Perfect Scholar) 3/Champion 3 - HP 43/43 ,- AC 17/T: 17/FF:12 - Perception +6 - F: +4 / R: +7 / W: +3 - CMB: +6 - CMD:23, Speed: 40, Init. +7;

Very Belated Nausea save: 1d20 + 4 ⇒ (18) + 4 = 22

"From all I have heard, Grandmaster Torch is a slippery fellow, but no fool. Perhaps he will do well with a Sage Jewel. Oh, I know that is heresy to the Society, but it seems for good or ill our fates are intertwined with his."

On to the Sanctum, I say!

Scarab Sages

Male Human Investigator 6 Init +3 HP 45/45 AC 19 T 14 FF 16 Fort +4 Ref+9 Will +6 Per +10+1d6 Move 30 Insp 5/5

Lebraerio nods to Amun-Heth

The Sanctum seems to be the only next logical step.

Scarab Sages

Human (Garundi) Shaman L5 | HP: 38/38 | AC:20 T:11 FF:20 | CMB:+2 CMD:13 | Saves F:4 R:3 W:11 | Init:+7 | Per:+16 | Spd: 20+10 | Reroll: 1/1 | channel energy 2/4 | stardust 6/6 | spirit magic: 3/3 | Condition: longstrider (1h)

sense motive: 1d20 + 8 ⇒ (19) + 8 = 27

Untir studies the two men carefully. (If they're not lying...)

"You have much to make amends for, but there are few that can claim to have made no mistakes in their past." Those more astute notices a strange catch in his voice. "If you can prove yourselves, we will recommend your entry to the Society upon our return. But until then, be assured that I will watch you like a hawk." As if to emphasise that point, the spirits fleeting around him flares briefly.

Liberty's Edge

Mosquito Witch Handouts

Untir:
You believe whole heartedly that they are truthful about their predicament. They feel a growing desire to be part of the society as you continue the discussions.

The two of them nod synchronously and shake your hands to display their affection and sign of trust towards the society. As you turn towards the direction of the Sanctum, a familiar face appears from behind you.

Amenopheus manages to catch up with you, though he seems exhausted, and although any wounds he may have sustained have been healed, his clothing is scorched and torn badly. He deigns not to go into details about his recent travels, but he notes with grim satisfaction that the Pillars of the Sun are now a safer place. Instead he takes a greater interest to your situation and inquires how you caught up with the (former?) Aspis duo and ask of your explanation on your way. And after your detailed explanation, he assures confidence in your actions. "You have proved to be capable candidates of taking this task, and it looks like we are near to where the supposed Sanctum lies." He tells and for a moment stops and mutters a few words under his breath dispelling away an illusion built into the canyon.

Behind the seamless illusion of a rock wall lies the mountain pass to the Sanctum of the Sages. Beautifully engraved columns support the ornate entablature topped by a wide tapered cornice. The style hearkens back to Osirion’s golden age, and the impeccable design and craftsmanship lives up to the standards set by the ancient dynasties. A short flight of stairs ascends to stone door in the mountain.

Map is updated, I'm going to go ahead and skip the entrance room (B2) as it is decorative, and is more of a sanctuary in nature.

Pressing in to the sanctum, you stop in the second chamber. This chamber’s floor angles upward as it meets the walls, which in turn angle inward like those of a pyramid, creating a space shaped like a cut diamond. The walls are smooth and somewhat transparent, like foggy quartz, save for where three opaque doors stand to the north, east, and west. In the center of the room, a clear 5-foot diameter crystal hovers a short distances from the floor and spins slowly. Amenopheus stops and beckons you to do the same. "I recognizes this from the visions of my crystal, the stone is the gatekeeper, it only allows the worthy through." Then Amenopheus presents himself to the crystal. "I am the Sapphire Sage, and I come here in seek of the Diamond Sage." . The crystal briefly shows an image of a Garundi man walking toward the north door in the room, then a small, keyshaped sliver breaks off of the crystal. Amenopheus nods, picks up the key, and tells, "This door will lead us onwards." And as the sage approaches the door, it opens for him and closes as he walks through.

As you approach the crystal, you receive an empathic feeling of curiosity and inquiry. What do you do?

Scarab Sages

Male Human Investigator 6 Init +3 HP 45/45 AC 19 T 14 FF 16 Fort +4 Ref+9 Will +6 Per +10+1d6 Move 30 Insp 5/5

Having now better idea, Leb mimics Amenopheus's words and attitude, presenting himself to the crystal

Worth trying..

I am Lebraerio Hantwell, and I come here in seek of the Diamond Sage

He then waits to see if he gots a key too.

Liberty's Edge

Mosquito Witch Handouts

An image of the Ruby Sage in whole appears as a reflection in the crystal to Lebraerio and nods, as if in accepting and understanding your identity.

Lerbaerio:
You feel and know that you are able to will the door open as you approach it.

Kafar and Nefti look at each other in concern. "The crystal bids us a warning not to travel further." Kafar announces.

Scarab Sages

Male Human Investigator 6 Init +3 HP 45/45 AC 19 T 14 FF 16 Fort +4 Ref+9 Will +6 Per +10+1d6 Move 30 Insp 5/5

Follow me, fellow Pathfinders.

Smiling kindly to Kafar and Nefti

As for you two, just wait for our return, safely installed here. I hope this won't be too long

Scarab Sages

Human (Garundi) Shaman L5 | HP: 38/38 | AC:20 T:11 FF:20 | CMB:+2 CMD:13 | Saves F:4 R:3 W:11 | Init:+7 | Per:+16 | Spd: 20+10 | Reroll: 1/1 | channel energy 2/4 | stardust 6/6 | spirit magic: 3/3 | Condition: longstrider (1h)

UMDing wands:

UMD wand of longstrider: 1d20 + 5 ⇒ (12) + 5 = 17
UMD wand of longstrider: 1d20 + 5 ⇒ (11) + 5 = 16
UMD wand of longstrider: 1d20 + 5 ⇒ (1) + 5 = 6 Ah!
UMD wand of heightened awareness: 1d20 + 5 ⇒ (20) + 5 = 25

Before entering the sanctum, Untir pulls out a couple of wands and attempts to activate them on himself. He can't quite the knack for one and eventually gives up on that, but quickly activates the other.
Failed to activate wand of longstrider. Activated wand of heightened awareness. In combat, will dismiss to get +4 to initiative.

---

Untir studies what the Sapphire Sage does, followed shortly by Leb. He nods in understanding and walks up to the diamond.

"I am Untir Jonrot, and I come here to seek the Diamond Sage."

Liberty's Edge

Mosquito Witch Handouts

An image of the Ruby Sage in whole appears as a reflection in the crystal to Lebraerio and nods, as if in accepting and understanding your identity.

Untir:

You feel and know that you are able to will the door open as you approach it.

Anyone who declares the same thing will see the same image and have the same spoiler. Am going to let others post though, so that they can do any pre-dungeon crawl preps as needed.

Kafar and Nefti and nods, and opts to stay in the room here while waiting for your re-emergence.

Scarab Sages

Female CN Human Sorcerer 4 | HP 27/27 | AC 10/10/10 14 T 10 FF 14 (mage armor) | CMB +0 CMD 10 | F: +6 R: +3 W: +6 (additional +6 vs charm and compulsion) | Init +10 | Perc +3 | SM +2 | Speed 30ft | Active conditions: Mage Armor

Hoprah will tap herself with a wand of Mage Armor before approaching the crystal and affirming, "I am Hoprah, once of Minata, and I too seek the Diamond Sage."

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Robyyn refreshes his mage armor spell, if needed, then approaches the gem as the others have. "I am Robyyn, and with me is Ayrii. We seek the Diamond Sage."

Please let me know if I should mark off another charge for mage armor (1 hour duration, last cast here)

Liberty's Edge

Mosquito Witch Handouts
Robyyn wrote:


Please let me know if I should mark off another charge for mage armor (1 hour duration, last cast here)

Definitely need to mark another charge for mage armor, that would have been several hours ago.

Liberty's Edge

Mosquito Witch Handouts

After declaring yourself to the jewel, you are easily able to will the door open and follow Amenopheus through to the next area. Two curved ramps ascend gently from one end of this semicircular room toward its northwest entrance. More than a dozen statues line the intricately painted walls, and all face toward an immense crystal that projects from the southeast wall. The statues are carved in the Osiran fashion, some bearing the heads of animals, and many holding objects like staves, ankhs, oil lamps, and scepters in their supple marble hands. Four engravings in the likeness of gemstones are set into shallow circular recesses in the floor arrayed before the huge jewel.

Kn. Religion DC15:
one of these figures as Nethys depicted in an archaic style

Kn. Religion DC20:
the others are Ptah, the ancient Osirian god of architecture and inventions, and Thoth, the god of wisdom and writing

Perception DC15:
one figure that appears in several illustrations looks remarkably like Amenopheus.

Amenopheus approaches the crystal gate, and looks at the key he acquired. "I believe this will let us through."

Scarab Sages

Human (Garundi) Shaman L5 | HP: 38/38 | AC:20 T:11 FF:20 | CMB:+2 CMD:13 | Saves F:4 R:3 W:11 | Init:+7 | Per:+16 | Spd: 20+10 | Reroll: 1/1 | channel energy 2/4 | stardust 6/6 | spirit magic: 3/3 | Condition: longstrider (1h)

knowledge(religion): 1d20 + 7 ⇒ (7) + 7 = 14
knowledge(religion): 1d20 + 7 ⇒ (7) + 7 = 14
perception, heightened awareness: 1d20 + 15 + 2 ⇒ (1) + 15 + 2 = 18

Untir starts when he notices a figure that repeatedly occurs in various illustration. Pointing to you, Untir ask in a somewhat shaky voice, "Esteemed Sapphire Sage, I cannot help but notice that these few illustrations bear a remarkable resemblance to your likeness."

Liberty's Edge

Mosquito Witch Handouts

Should clarify, it's a single know check on the above! Formatting looks funny.

Scarab Sages

Female CN Human Sorcerer 4 | HP 27/27 | AC 10/10/10 14 T 10 FF 14 (mage armor) | CMB +0 CMD 10 | F: +6 R: +3 W: +6 (additional +6 vs charm and compulsion) | Init +10 | Perc +3 | SM +2 | Speed 30ft | Active conditions: Mage Armor

Perception: 1d20 + 3 ⇒ (2) + 3 = 5

Hoprah is blissfully oblivious to the resemblance with the Sapphire Sage, even after Untir has pointed it out. She gazes around in wonder. There is much here that will be of interest to the Society. I hope we will have an opportunity later to take proper notes...

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Knowledge (religion): 1d20 + 8 ⇒ (11) + 8 = 19
Perception DC 15: 1d20 + 11 ⇒ (19) + 11 = 30

Robyyn looks at their host with awe. "Untir is right! Amenophus, I would have to bet that these figures here are you. And this one is Nethys. Nethys! Did you meet Nethys?!?"

Liberty's Edge

Mosquito Witch Handouts

"Any resemblances might be coincidental. I certainly would know if I had met the great Nethys" Amenopheus smiles and calmly response as he attempts to use the key to open the crystal gate. Suddenly, the door flashes with blinding array of lights stunning your vision momentarily. As the light fades, and you come to your senses, Amenopheus is found trapped within a crystalline prism like an insect sealed in amber, and the four oil lamps held by the statues have lit with bright white light.

At the same time, a spoken message in Ancient Osiriani echoes through the room.

Ancient Osiriani:
“As the light aligns, so too do the sages stand.”

Amenopheus shouts, though his voice muffled, you are able to make out his warnings. "Behind you!" He points to two recently animated statues.

Kn Arcana DC16:
Invicible (Enhanced with Mythic powers) Graven Guardians.

In addition to that, you notice that two of the gem carvings on the floor now reflect light, the colours red and yellow. Turning around you notice that 4 of the statues carrying oil lamps have them now lit with different shades of colours, green, red, yellow, and blue.

You have a +2 bonus for the following check.

Appraise or Kn. History DC17:
Each gemstone carving is a different shape that is commonly used in Ancient Osiriani fashion when cutting four different precious gems: sapphire, emerald, topaz, and ruby respectively from southwest to northeast. The common colors for these gems are blue, green, yellow, and red respectively

If you have the spell Color spray or hypnotic pattern prepared you gain a +5 bonus on the follow check.

Int, Kn. Arcana, or Kn. Nature DC15:
The order of colors in the light spectrum with relation to these 4 colours are red, yellow, green, and yellow

Additionally you may make 2 perception checks, and 1 Kn. Engineering check

Initiative:

Hoprah: 1d20 + 14 ⇒ (4) + 14 = 18

Lebraerio: 1d20 + 3 ⇒ (18) + 3 = 21

Untir: 1d20 + 9 ⇒ (18) + 9 = 27

Amun: 1d20 + 4 ⇒ (10) + 4 = 14

Robyyn: 1d20 + 11 ⇒ (1) + 11 = 12
Statues?: 1d20 + 2 ⇒ (9) + 2 = 11

Combat(?) Round 1

Pathfinders are up!
Statues?

Scarab Sages

Male Human Investigator 6 Init +3 HP 45/45 AC 19 T 14 FF 16 Fort +4 Ref+9 Will +6 Per +10+1d6 Move 30 Insp 5/5

Know Arcana, Free Inspi DC 16: 1d20 + 8 + 1d6 ⇒ (7) + 8 + (4) = 19
Know History, Free Inspi DC 17,+2 bonus: 1d20 + 8 + 1d6 + 2 ⇒ (20) + 8 + (3) + 2 = 33
Know Arcana, Free Inspi DC 15: 1d20 + 8 + 1d6 ⇒ (3) + 8 + (4) = 15

perception1: 1d20 + 8 + 1d6 ⇒ (20) + 8 + (6) = 34
Perception2: 1d20 + 8 + 1d6 ⇒ (15) + 8 + (6) = 29
Know Engineering, Free Inspi DC 16: 1d20 + 8 + 1d6 ⇒ (11) + 8 + (5) = 24

The quick witted Lebraerio informs his companions of the nature of the current threat, two mythically enhanced Graven gardians.

Seee that oil-carrying statues? THey reflects different colors; the natural order is red-yellow-green-blue, as can be seen in a rainbow. We should try to reproduce that patterns maybe

Scarab Sages

Male N Sylph Witch 6 | HP: 38/38 | AC: 12 (12 Tch, 10 Fl) | CMD: 14 (12 Fl) | F: +4, R: +5, W: +7 | Init: +8 | Perc: +10, SM +1 | Speed 30ft | Active conditions: none

Knowledge (arcana) DC 16: 1d20 + 13 ⇒ (14) + 13 = 27 Can I learn about resistances/immunities, and special defenses?
Knowledge (history) DC 17: 1d20 + 15 + 2 ⇒ (11) + 15 + 2 = 28
Knowledge (arcana) DC 15: 1d20 + 13 ⇒ (5) + 13 = 18

Perception: 1d20 + 9 ⇒ (15) + 9 = 24
Perception: 1d20 + 9 ⇒ (18) + 9 = 27
Knowledge (engineering), untrained DC 10 max: 1d20 + 7 ⇒ (6) + 7 = 13

Robyyn quickly begins trying to process the Osirian riddle, with his eyes darting between the gem-shapes and lights, but he gives up on that task, filing it away for later. "It's a riddle! I've got an idea, but we're going to have to neutralize those first!" He points to the two animated statues with urgency. "They've got the same kind of power Amenopheus granted to us! They're not going to be easy to defeat!" I.e. they're mythic

Without much indication of how he did it, Robyyn begins lifting off the ground, taking to the air and flying close to the ceiling.

Actions:

Standard: activate Eldritch Flight, 1 mythic point
Move: up to 50' up, if the ceiling allows, then 10' laterally

Eldritch Flight wrote:

You gain a bonus on Fly checks equal to your tier. As a standard action, you can expend one use of mythic power to fly (as the fly spell) for a number of minutes equal to your tier. At 6th tier, you instead gain a supernatural fly speed of 60 feet (40 feet if you wear medium or heavy armor, or are carrying a medium or heavy load).

Fly wrote:

The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears. The subject gains a bonus on Fly skill checks equal to 1/2 your caster level.

Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends safely in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.

Scarab Sages

Human (Garundi) Shaman L5 | HP: 38/38 | AC:20 T:11 FF:20 | CMB:+2 CMD:13 | Saves F:4 R:3 W:11 | Init:+7 | Per:+16 | Spd: 20+10 | Reroll: 1/1 | channel energy 2/4 | stardust 6/6 | spirit magic: 3/3 | Condition: longstrider (1h)

"That voice! It said, “As the light aligns, so too do the sages stand.” Untir calls out immediately after that voice fades away.

appraise: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7
knowledge(nature): 1d20 + 7 + 5 ⇒ (12) + 7 + 5 = 24
perception: 1d20 + 15 + 1 ⇒ (8) + 15 + 1 = 24
perception: 1d20 + 15 + 1 ⇒ (20) + 15 + 1 = 36

"I understand. Red, yellow, green, blue. But how do we get the correct sequence?"

With two creatures closing in on both sides, Untir decides that they need to delay one so that they can focus on the other. Reaching to the heavens, he quickly calls upon the mythic power granted to him to summon a small earth elemental which starts attacking the red-hued animated statue.

Spend 1 mythic point to cast summon nature's ally II as swift action. The spell is normally a 1-round casting time, so not sure if legendary magic can change it to swift action. If not, then just shift this attack to the next round.

small EE slam, earth mastery, vs red FF: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26 dmg: 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6

Almost immediately, Untir shifts his attention to the blue statue. He takes a step back and sends his horde of spirits to harangue and harass it!

misfortune hex vs blue, will DC18.

Small Earth Elemental: AC:17 T:10 FF:17 | HP: 13/13

Scarab Sages

Female CN Human Sorcerer 4 | HP 27/27 | AC 10/10/10 14 T 10 FF 14 (mage armor) | CMB +0 CMD 10 | F: +6 R: +3 W: +6 (additional +6 vs charm and compulsion) | Init +10 | Perc +3 | SM +2 | Speed 30ft | Active conditions: Mage Armor

Knowledge (Arcana): 1d20 + 8 ⇒ (16) + 8 = 24 Not sure how many questions that gets me but in order of preference: Special Attacks, Weakest Save, DR

"Those statues! The ones that have come to life - they are Graven Guardians but they - like us - possess some mythic power. Have a care!"

Knowledge (History): 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13

Knowledge (Arcana): 1d20 + 8 ⇒ (17) + 8 = 25

Noticing the colored lights on the floor, Hoprah reminds the others, "Don't forget - in the light spectrum, the order of the colors is red, yellow, green, yellow!" @GM, was that possibly a typo in the spoiler? Yellow is repeated twice.

Perception 1: 1d20 + 3 ⇒ (13) + 3 = 16
Perception 2: 1d20 + 3 ⇒ (7) + 3 = 10

Hoprah will wait on taking her actions until the results of the knowledge checks are known on the statues.

Liberty's Edge

Mosquito Witch Handouts

Typo indeed. Red yellow green blue!

Liberty's Edge

Mosquito Witch Handouts
Untir Jonrot wrote:

Spend 1 mythic point to cast summon nature's ally II as swift action. The spell is normally a 1-round casting time, so not sure if legendary magic can change it to swift action. If not, then just shift this attack to the next round.

I'll go with swift action just based on the Legendary magic wording.

A graven guardian as they are called, are constructs that are created in the image of a deity. As such, they are bounded to the deities ideals. They hold on them magical favoured weapons of their god. They both hold +1 keen quarterstuff. Enhanced with magic they are a little harder to hit than most constructs. DR 5/Epic. Weakest save Fort

DR/Epic:
A type of damage reduction, DR/epic can be overcome only by a weapon with an enhancement bonus of +6 or greater (Pathfinder RPG Bestiary 299). Weapons with special abilities also count as epic for the purposes of overcoming damage reduction if the total bonus value of all of their abilities (including the enhancement bonus) is +6 or greater.

As Lebraerio takes a quick glance around the room, he makes some keen observations. One of the statues have the likeness of Amenopheus, and another of the Ruby Sage. Four of the statues line perfectly against the gem carvings that if held their light would be reflected against the carvings. Highlighted on map.

It's a move action to take a lamp from a statue, and another move action to place a lamp on another statue.

In reaction, Robyyn gets himself to save situation away from the Graven guardians while Untir summons a distraction to keep the guardians occupied. The elemental immediately knocks into the guardian, but does barely any damage! 1 damage after DR.

Untir needs to make an SR check.

Lebraerio, Hoprah, Amun is up!

Scarab Sages

Human (Garundi) Shaman L5 | HP: 38/38 | AC:20 T:11 FF:20 | CMB:+2 CMD:13 | Saves F:4 R:3 W:11 | Init:+7 | Per:+16 | Spd: 20+10 | Reroll: 1/1 | channel energy 2/4 | stardust 6/6 | spirit magic: 3/3 | Condition: longstrider (1h)

Misfortune is a supernatural ability and so not subject to spell resistance.

Scarab Sages

Female CN Human Sorcerer 4 | HP 27/27 | AC 10/10/10 14 T 10 FF 14 (mage armor) | CMB +0 CMD 10 | F: +6 R: +3 W: +6 (additional +6 vs charm and compulsion) | Init +10 | Perc +3 | SM +2 | Speed 30ft | Active conditions: Mage Armor

Ok, so I tend to be super dense about these kinds of Pathfinder Puzzles, but this time I find myself extra confused and hopefully a few questions will help clarify what we need to do. First, are there 4 colored lamps on the floor (only 2 of which are currently alight - red and yellow)? Or are the lamps already in front of the 4 statues indicated on the map? Second, (and GM, I realize that you may not be able to answer this, but perhaps the other players can), is the idea that we need to align the lamps in front of the statues according to the same sequence that is found on the floor? And if so, what is the point of remembering the order of colors in the light spectrum? Man, I hate these kinds of puzzles. They make my head hurt! I hope y'all are better than I am!

Also, I believe that Amun's player is out sick and asked that we bot him. Given their epic DR, hopefully he has some kind of mythic ability to overcome that or he could have a tough time punching these things.

Drawing upon her reservoir of mythic power, Hoprah swiftly sends a spell that she heretofore did not even know - Drain Construct hurtling towards the (hopefully misfortunate) Blue guardian. Swift action to spend 1 mythic power, DC 19 Will negates, no SR check required.

If Blue fails its save:

Hoprah shouts at Amun, "I've softened its skin for you but the effect will only last for a brief time (4 rounds) so hit it hard quickly!"

Hoprah still has a move action and a standard action but if it's ok, I'd like to wait on those until I hear whether anyone else has any more clarity on the "puzzle" aspect of this than I do. Hoprah is standing right next to the yellow light, but I'm quite unclear what, if anything, to do with it. Puzzles, bah, humbug!

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