GMF's Shattered Star (Inactive)

Game Master Fanguar

Current map Crystal Palace - Workshops


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All dialogue is in Thassilonian.

The man's head swings towards Spasi an the embers of his injuries flare. He rises to his 'feet', the stumps of his legs hovering above the floor. "I am the Emperor!" He intones, before breaking into a fit of coughing. "Even savages such as you should have better manners." He looks past you, "Why did my chamberlain let you past? Now is not the time for audiences."

"Chamberlain! How comes my clockwork body? It must be completed before those ungrateful traitors make a second attempt. With it my army will be invincible." He begins to wheeze and sits back down. "And bring me my Sihedron."

He turns his attention back to the party, "You. Have you brought your armies? Do they stand ready to defend?"


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

”Armies? Oh no, we’re big fans. We’re here to worship and stuff. We just love you, probably,” Spasi says, trying to avoid a confrontation…

1d20 + 20 + 2 ⇒ (19) + 20 + 2 = 41 Bluff

Spasi warms up to the subject.

”Yeah, we’re like you’re biggest fans. What is the plan? How are we going to assault our enemies? And who are our enemies, we should kick them in the nuts first!” Spasi agrees.


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Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Bibic aids Spasi.

Bluff: 1d20 + 27 + 2 ⇒ (4) + 27 + 2 = 33 (heroism)

"So, yeah, we're your strike force you see. You point us at danger and we take care of it. We've been waiting for you. So what's the plan?"

While chatting with him, he eyes him for information. He uses his loremaster ability to take-20 as a standard action.
Knowledge Arcana, Local, or Nature: 20 + 16 + 2 = 38 (heroism) (knowledge religion -1)

If he gets any questions, he'll wonder about DR, special defenses, and special attacks in that order.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Realizing that he isn't quite understanding what is being spoken, Clement opts to aid the conversation.

Cast Tongues.

Spells Left Today: 1st - 6/8 | 2nd - 7/8 | 3rd - 5/7 | 4th - 5/7 | 5th - 7/7 | 6th - 6/7 | 7th - 4/4

Clement arches an eyebrow and glances at Rhesus as he catches Spasi and Bibic vowing to aid Xin's armies.

Taking to a greater height, he spreads he angel wings and gestures below at those speaking and those silent-but-imposing.

"Lo, Mighty Emperor Xin! Behold before you some of Golarion's Greatest Warriors and Mages!"

Clement gestures towards Rhesus.

"See before you! Rhesus the Invincible! He-Who-Smashes-Giants! Slayer-Of-Dragons! None who have stood opposed to Rhesus have stood living after a mere thirty seconds in the face of his might!"

It is possible such grandiosity assists Spasi...

Bluff Assist: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20


"No armies? What use are you then? My ungrateful apprentices march upon us with the might of their legions, and this is the best your pitiful tribes can be bother to send to your liege lord? Pathetic..."

"Once my glorious new body of skymetal is complete, it will awaken my army, and all will bow before my might! I shall remake my world out of the ashes of yours, and it will be glorious."

His tirade seems to tire him and he slumps in his throne, waving a dismissive hand. "Be gone from sight. If you wish to still be of use, set yourselves to guard the gates of the palace. And send in my chamberlain. I would have words with them for allowing such a disturbance."


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Did I learn anything at all from my ~38 knowledge check?

GM Fanguar wrote:

"No armies? What use are you then? My ungrateful apprentices march upon us with the might of their legions, and this is the best your pitiful tribes can be bother to send to your liege lord? Pathetic..."

"Once my glorious new body of skymetal is complete, it will awaken my army, and all will bow before my might! I shall remake my world out of the ashes of yours, and it will be glorious."

His tirade seems to tire him and he slumps in his throne, waving a dismissive hand. "Be gone from sight. If you wish to still be of use, set yourselves to guard the gates of the palace. And send in my chamberlain. I would have words with them for allowing such a disturbance."

"Oh yeah, armies? Oh we got tons of armies! We're just the Generals. And where did you say your new armor was?”

“Oh, and we had to kill your chamberlain because they were plotting against you. I think he was working with that rat bastad Karzoug.”

Bluff: 1d20 + 27 + 2 ⇒ (13) + 27 + 2 = 42 (heroism) to lie like a rug

Diplomacy: 1d20 + 27 + 2 ⇒ (13) + 27 + 2 = 42 (heroism) to convince him of our sincerity


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Spasi keeps a straight face as Bibic effectively communicates total truth, not even lying one bit.

1d20 + 20 + 2 ⇒ (2) + 20 + 2 = 24 Bluff to aid
1d20 + 1 + 2 ⇒ (18) + 1 + 2 = 21 Diplomacy to aid

"Yeah, our armies are great and stuff, just for you."

1d20 + 28 + 2 ⇒ (16) + 28 + 2 = 46 Knowledge (Planes/Local?) on Xin


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Clement, still aloft, flaps his angel wings and resists shaking his head in disbelief that Bibic would press the bold claims he is making between their possession of armies and the rationale behind dispatching the chamberlain.

Clement is basically waiting to see if we tax him into initiating violence or giving us a bone to assist in our end-game here.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Rhesus shrugs. "Uh, Bibic Clem and me are better than any army, and Spasi here knows more about camp followers than anybody I know."

The barbarian isn't sure if they're leaving or smashing, but he follows Clem's lead.


@Spasi: What are you trying to figure out?

Xin scoffs, "My chamberlain is beyond reproach. They are not built for betrayal." His eyes blaze and he rises once more to his 'feet'. "Who dares to speak falsehoods in my presence."

His body seems to swell to fill the room, but before you can act, your vision begins to blur.

The palace walls around you fade, as sunlight streams through a circle of fantastic spires looming over a large courtyard. Thousands of cheering people in extravagant clothing surge forward, many with the distinctive features of ancient Thassilonians, but some looking more like Varisians or Shoanti.

A young King Xin holds a huge diamond, its inner facets gleaming with a multitude of glowing runes. His voice booms, "A seed of power is only as powerful as one who plants it!" Thunderous cheers erupt, and the man drops the gigantic diamond to the ground below. The diamond sinks into the earth, and jagged, rune-covered walls of blindingly bright crystal erupt from the earth with lightning speed. The erupting walls dampen the outside cheers, and the man stoops, ages, and burns as the hall returns to it's current decrepit state.

Ten thousand years pass in a flash, imparting all the loneliness, madness, despair, and frustration that builds in during that time. You watch from above as the island rises anew from the sea and an endless legion of clockwork soldiers march from the sea, led by a clattering shape carrying a skeleton housed in glass. You see this clockwork army dismantling Magnimar and replacing it with a new city of clockwork and crystal ruled by triumphant Xin.

The vision fades, and you find yourselves alone in the room. The throne empty, and no sign of Xin.

In the silence, there is a hiss of steam and rusty creak of metal as a few of the ancient automatons standing at attention being to reactivate.

Initiative:

Rhesus: 1d20 + 2 ⇒ (5) + 2 = 7
Spasi: 1d20 + 12 ⇒ (18) + 12 = 30
Bibic: 1d20 + 3 ⇒ (5) + 3 = 8
Clement: 1d20 + 0 ⇒ (9) + 0 = 9
Enemy: 1d20 + 6 ⇒ (2) + 6 = 8

Combat
30 Spasi
9 Clem
8 Bibic
8 Robots
7 Rhesus

Everyone except Rhesus is up.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Re: Xin: was that actually Xin? And what kind of creature is he? How might he be kilt?

Spasi looks at the automatons and tries to think how best to deal with them.

1d20 + 30 + 2 ⇒ (8) + 30 + 2 = 40 Know (Arcana)


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

HP: 86/86; AC: 26 (T19/FF20)
F: +12, R: +19, W: +13
Location: Back row
Opponent: None
Move: Inspire Courage (Su) +3 att/dam (competence), +3 vs fear (morale), & +d6 sonic damage within 30’
Standard: Cast Haste

Conditions:
Heroes Feast (1/12h, +1 att/save, +4 fear/poison), Heroism (1/300m), Echolocation (blindsight 40’, 1/150m), Protection from Evil (3/12m), Haste (1/16r)
Weapon Equipped = Longbow
Cold Iron, Silver Salted Arrows = 54/54
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Undead Bane Arrows = 7/7
Human Bane Arrows = 20/20
+3 arrow of ooze slaying = 1/1
Bardic Performance = 30/36 (+2 round lingering, move action)
LoreMaster = 0/1 (take-20 on any knowledge check, standard action)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
First Aid Gloves = 10/10
Wayfinder = 10/10 (Detect Secret Doors, Knock(1), Dimension Door(2), Word of Recall(4)(no target))
- Clear Spindle = 0/1 (Protection from Evil, 12m)
Rod of Extend, lesser = 0/3 (Heroism Bibic, Heroism Rhesus, Heroism Clement)
Bow Attack Mods: BAB +12/7/2, Dex +6, Weapon Focus +1, Bow +4, (Rapid Shot -2), (Deadly Aim -4)
Bow Damage Mods: Composite Bow +4, Bow +4, (Deadly Aim +8)
Bow DR: magic, cold iron, silver
Bard Spells: (CL 16, Con: +21, SR +18, DC: 15+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (7/7) Cure Light Wounds, Feather Fall, Grease, Liberating Command, Timely Inspiration, Unseen Servant
2) (3/6) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism, Oppressive Boredom
3) (2/5) Cure Serious Wounds, Daylight, Dispel Magic, Haste, Invisibility Sphere
4) (4/5) Bountiful Banquet, Break Enchantment, Echolocation, Secure Shelter
5) (1/2) Cure Light Wounds Mass, Dispel Magic Greater, Shadow Walk, Suggestion Mass

”Yeah, that’s not good.” Bibic tries to shake his head clear of the visions so he can pay attention to the battle slowly unfolding before him. He takes a 5’ step further from danger as he beings to inspire his allies and cast haste to their mutual advantage!


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 1
HP 169/195 | AC 29 (T15/FF29)
F: +14 R: +9 W: +15
Location: Next to Rhesus (front line)
Readied Action: Swing Rod

Conditions:


Effects: Lifelink (Rhesus, Bibic, Spasi), Shield Other (Rhesus), Heroes Feast, Tongues, Heroism (from Bibic), Haste
**
Spells Left Today: 1st - 6/8 | 2nd - 7/8 | 3rd - 5/7 | 4th - 5/7 | 5th - 7/7 | 6th - 6/7 | 7th - 5/5 | 8th - 3/3
Channels Left Today (10d6+1 each): 8/9
Boots Left Today: 1/1
Summon Nature's Ally II Left Today: 1/1
Combat Healer Left Today: 3/3

Clement glides towards Rhesus, standing shoulder-to-shoulder with the barbarian and nods towards the slowly animating devices.

"Well, not sure if that was the old man or an illusion? But I'm pretty sure we're about to break his little toys!"

Clement will ready an attack as something approaches Rhesus to give the his smashing pal flank.

Readied Action: Rod of Resolve (haste, flank): 1d20 + 14 + 2 + 2 ⇒ (10) + 14 + 2 + 2 = 28 for 1d6 + 12 ⇒ (6) + 12 = 18


@Spasi: They're some sort of advanced clockwork soldier. The have DR, construct traits, immunity to fire and have a weakness to lighting. Feel free to take another action, but I want to post to keep things moving while I've got the chance.

The rumbling and creaking automatons advance on Clem and Rhesus, with Clem landing a solid blow, denting some of the machine's plates. They raise ancient rune etched axes, and bring them down with terrible force.

Vital Strike vs Rhesus: 1d20 + 24 ⇒ (20) + 24 = 44 Damage: 2d12 + 14 ⇒ (1, 9) + 14 = 24
Confirm?: 1d20 + 24 ⇒ (6) + 24 = 30 Crit Damage?: 2d12 + 28 ⇒ (9, 11) + 28 = 48
Vital Strike vs Rhesus: 1d20 + 24 ⇒ (18) + 24 = 42 Damage: 2d12 + 14 ⇒ (9, 12) + 14 = 35

Vital Strike vs Clem: 1d20 + 24 ⇒ (8) + 24 = 32 Damage: 2d12 + 14 ⇒ (5, 6) + 14 = 25
Vital Strike vs Clem: 1d20 + 24 ⇒ (6) + 24 = 30 Damage: 2d12 + 14 ⇒ (9, 11) + 14 = 34

The last machine begins to glow faintly, and for a moment, you think you see the cackling face of Xin superimposed over the featureless metal of the machine.

It raises its mechanical arms and intones an arcane invocation. From its metal fingers flies 4, 2-foot wide flaming spheres, one launched towards each of you.

Ranged touch vs Spasi: 1d20 + 16 ⇒ (16) + 16 = 32 Damage: 2d6 ⇒ (2, 2) = 4
Ranged touch vs Bibic: 1d20 + 16 ⇒ (8) + 16 = 24 Damage: 2d6 ⇒ (1, 5) = 6
Ranged touch vs Clem: 1d20 + 16 ⇒ (9) + 16 = 25 Damage: 2d6 ⇒ (3, 3) = 6
Ranged touch vs Rhesus: 1d20 + 16 ⇒ (6) + 16 = 22 Damage: 2d6 ⇒ (2, 6) = 8

Each sphere explodes on impacting the target or the floor nearby, unleashing an explosion of fire. Will just assume with the exception of Rhesus and Clem, everyone is spread out enough to avoid overlap.

Fire damage Spasi: 6d6 ⇒ (5, 5, 3, 4, 4, 6) = 27
Fire damage Bibic: 6d6 ⇒ (1, 2, 3, 4, 2, 3) = 15
Fire damage Clem and Rhesus: 6d6 ⇒ (1, 1, 4, 5, 5, 6) = 22
Fire damage Clem and Rhesus: 6d6 ⇒ (4, 1, 6, 4, 6, 3) = 24

DC24 Ref saves for 1/2 damage.

The party is up.

Hps:

80/93


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

HP: 73/86; AC: 26 (T19/FF20)
F: +12, R: +19, W: +13
Location: Back row
Opponent: None
Reaction: Reflex: 1d20 + 19 + 2 ⇒ (12) + 19 + 2 = 33 (heroism) vs DC 24 for 7hp damage
Free: Continue Inspire Courage (Su) +3 att/dam (competence), +3 vs fear (morale), & +d6 sonic damage within 30’
Full: Longbow: 1d20 + 17 + 7 ⇒ (5) + 17 + 7 = 29 (PB, haste, hero, inspire) damage: 2d8 + 32 + 4 + 1d6 ⇒ (1, 3) + 32 + 4 + (3) = 43 (PB, inspire, sonic)
Longbow: 1d20 + 17 + 7 ⇒ (9) + 17 + 7 = 33 (PB, haste, hero, inspire) damage: 1d8 + 16 + 4 + 1d6 ⇒ (8) + 16 + 4 + (2) = 30 (PB, inspire, sonic)
Longbow: 1d20 + 12 + 7 ⇒ (8) + 12 + 7 = 27 (PB, haste, hero, inspire) damage: 1d8 + 16 + 4 + 1d6 ⇒ (4) + 16 + 4 + (6) = 30 (PB, inspire, sonic)
Longbow: 1d20 + 7 + 7 ⇒ (16) + 7 + 7 = 30 (PB, haste, hero, inspire) damage: 1d8 + 16 + 4 + 1d6 ⇒ (3) + 16 + 4 + (2) = 25 (PB, inspire, sonic)
Hasted Longbow: 1d20 + 17 + 7 ⇒ (6) + 17 + 7 = 30 (PB, haste, hero, inspire) damage: 1d8 + 16 + 4 + 1d6 ⇒ (2) + 16 + 4 + (5) = 27 (PB, inspire, sonic)

Conditions:
Heroes Feast (1/12h, +1 att/save, +4 fear/poison), Heroism (1/300m), Echolocation (blindsight 40’, 1/150m), Protection from Evil (4/12m), Haste (2/16r)
Weapon Equipped = Longbow
Cold Iron, Silver Salted Arrows = 54/54
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Undead Bane Arrows = 7/7
Human Bane Arrows = 20/20
+3 arrow of ooze slaying = 1/1
Bardic Performance = 30/36 (+2 round lingering, move action)
LoreMaster = 0/1 (take-20 on any knowledge check, standard action)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
First Aid Gloves = 10/10
Wayfinder = 10/10 (Detect Secret Doors, Knock(1), Dimension Door(2), Word of Recall(4)(no target))
- Clear Spindle = 0/1 (Protection from Evil, 12m)
Rod of Extend, lesser = 0/3 (Heroism Bibic, Heroism Rhesus, Heroism Clement)
Bow Attack Mods: BAB +12/7/2, Dex +6, Weapon Focus +1, Bow +4, (Rapid Shot -2), (Deadly Aim -4)
Bow Damage Mods: Composite Bow +4, Bow +4, (Deadly Aim +8)
Bow DR: magic, cold iron, silver
Bard Spells: (CL 16, Con: +21, SR +18, DC: 15+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (7/7) Cure Light Wounds, Feather Fall, Grease, Liberating Command, Timely Inspiration, Unseen Servant
2) (3/6) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism, Oppressive Boredom
3) (3/5) Cure Serious Wounds, Daylight, Dispel Magic, Haste, Invisibility Sphere
4) (4/5) Bountiful Banquet, Break Enchantment, Echolocation, Secure Shelter
5) (1/2) Cure Light Wounds Mass, Dispel Magic Greater, Shadow Walk, Suggestion Mass

Knowledge Engineering, Planes: 1d20 + 13 + 2 ⇒ (4) + 13 + 2 = 19 (heroism, Arcane +3 more) If he gets a question, he wants to know DR. Also, are any of these creatures golems? If so, thanks to his Golembane Scarab, he’ll attack that one first.

If none are golems, he’ll use adamantine arrows and attack the one hammering Rhesus, as I imagine it’s injured by my turn. If DR still applies, I have clustered shots so it only applies once per round instead of once per hit.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 1&2

hp 131/131+16-4 temp hp; AC 16/12T/14FF; CMD 18
+14F/+12R/+16W

Back row.
Opponent:
SA: Cast Lightning Arc.
MA: Fly back, out of range, and up, as needed.

Spasi offers a Lightning Arc at the two toy soldiers on the Isle of Misfits.

15d6 ⇒ (2, 5, 2, 3, 4, 4, 3, 6, 3, 2, 4, 1, 3, 4, 4) = 50 Lightning vs. DC 24 to save for half

And again, because he's feeling lazy.

15d6 ⇒ (1, 5, 6, 6, 4, 6, 2, 4, 2, 3, 6, 5, 2, 4, 6) = 62 Lightning vs. DC 24 to save for half

Spellz:

7th 0/5 (Banish*0(DC30),SMVII*0,GTele*0)
6th 1/7 (ChainLight*0(DC25),Disintigrate*0,TruSee*1,GrDispMag*0)
5th: 3/8 (Lightning Arc*2 (DC24),LifBub*0, Overland*1,Echolocation*0, TePort*0,WallForce*0) DC 23
4th: 1/8 (Gr Invis*0, Stone Shape,DDoor*0,SMIV*0, Ext Heroism*1,WallFire*0)
3rd: 2/8 (See Invis (ext)*0,fireball*0,Haste*0,Heroism*1,DisMag*1) DC 21
2nd: 1/8 (FalseLife*1, Glitterdust*0,Resist Energy*0,Invisibility*0, ScRay*0) DC 21
1st: 2/15 (MageArmor*1,Snowball*0,MMissile*1,Vanish*0,Grease*0)

Wand of Magic Missile 21/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used

Haste Round 1/15: +1 to all the things. You know what to do.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 2
HP 110/195 | AC 29 (T15/FF29) -59 +44 chan +49 megaform -RhesusTBD
MegaClem 202/243 -RhesusTBD
F: +14 R: +9 W: +15
Location: Near some golems
StdAct: Divine Vessel
Swift: Quick Channel

Conditions:


Effects: Lifelink (Rhesus, Bibic, Spasi), Shield Other (Rhesus), Heroes Feast, Tongues, Heroism (from Bibic), Haste, Resist Fire 30
**
Spells Left Today: 1st - 6/8 | 2nd - 7/8 | 3rd - 5/7 | 4th - 5/7 | 5th - 7/7 | 6th - 6/7 | 7th - 5/5 | 8th - 2/3
Channels Left Today (10d6+1 each): 6/9
Boots Left Today: 1/1
Summon Nature's Ally II Left Today: 1/1
Combat Healer Left Today: 3/3

Remember the party is fire resistant from this earlier post

59 direct damage to Clem plus some incoming from Rhesus...

Clement takes a step back after the axes slash at his body.

"Alright, enough! How many times am I going to be cut up this year?!"

Cast Divine Vessel to become SuperMegaClem (Large Sized)

+6 Str +6 Con (48hp). +3 natural AC bonus replaces the +2 from his amulet but offset by -1 from size. Spell resist 28.

Upon reaching his full size, Clement bursts with brilliant radiant celestial energy (Quick Channel) for 10d6 + 1 ⇒ (5, 5, 5, 4, 5, 5, 4, 3, 3, 4) + 1 = 44hp.

Clement gestures towards the spell-wielding XinBot for Rhesus to pounce upon.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Status:

HP 211/211 DR 8/-, 16/lethal, fire 4
AC 35/T24/FF31
CMD 37
Fort +22, Ref +14, Will +13; +2 insight bonus vs. transmutation spells, +6 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies', +4 bonus to Will saves vs. enchantment spells.
Rage: 33/39
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +5 damage vs spellcasters while raging, +1 damage while flanking
Row: Front

Flat footed AC with Crowd Control and Haste is 26 since I wasn't raging yet.

Ref DC 24: 1d20 + 13 ⇒ (7) + 13 = 20
Ref DC 24: 1d20 + 13 ⇒ (15) + 13 = 28

72-8=64/2=32R32C-5=27R37C;35-8=27/2=14R13C-5=9R18C;36R55C.

Rage Haste Power Attack Pounce on the magic casting jerk with my +5 weapon.

Attack 1: 1d20 + 32 ⇒ (13) + 32 = 45
Damage: 2d6 + 34 + 5 ⇒ (5, 6) + 34 + 5 = 50
Sonic: 1d6 ⇒ 2

Attack 2: 1d20 + 32 ⇒ (20) + 32 = 52
Damage: 2d6 + 34 + 5 ⇒ (1, 6) + 34 + 5 = 46
Sonic: 1d6 ⇒ 5

Attack 3: 1d20 + 27 ⇒ (11) + 27 = 38
Damage: 2d6 + 34 + 5 ⇒ (2, 2) + 34 + 5 = 43
Sonic: 1d6 ⇒ 1

Attack 4: 1d20 + 22 ⇒ (1) + 22 = 23
Damage: 2d6 + 34 + 5 ⇒ (3, 3) + 34 + 5 = 45
Sonic: 1d6 ⇒ 6

Attack 5: 1d20 + 17 ⇒ (12) + 17 = 29
Damage: 2d6 + 34 + 5 ⇒ (4, 2) + 34 + 5 = 45
Sonic: 1d6 ⇒ 3

Attack 2 Confirm?: 1d20 + 32 + 1 ⇒ (9) + 32 + 1 = 42
Damage: 4d6 + 68 + 10 ⇒ (2, 5, 6, 5) + 68 + 10 = 96


@Spasi: Don't forget Ref save to avoid fireball

@Bibic: Not golems, but adamantine arrows will by-pass DR

Ref DC24: 1d20 + 8 ⇒ (7) + 8 = 15
Ref DC24: 1d20 + 8 ⇒ (15) + 8 = 23
Ref DC24: 1d20 + 8 ⇒ (16) + 8 = 24
Ref DC24: 1d20 + 8 ⇒ (8) + 8 = 16

Bibic's arrows and Spasi' magic thin the crowd around Rhesus, leaving only one badly damaged clockwork soldier left. Ignoring it, Rhesus charges the magic wielding oddity, obliterating it in a shower of metal fragments. As it collapses in a heap, you hear the faint cackle of laughter.

AoO vs Rhesus: 1d20 + 24 ⇒ (10) + 24 = 34 Damage?: 1d12 + 14 ⇒ (12) + 14 = 26

The last automaton takes a swing at Clem, Vital strike: 1d20 + 24 ⇒ (14) + 24 = 38 Damage: 2d12 + 14 ⇒ (3, 3) + 14 = 20 before it is quickly dispatched by the party.

#loots: +1 greataxe x5

Now alone in the empty room, you have the chance to give a good once over. There are three doors along the southern wall, another to the north and one more to the west. On the floor, on the far side of the room, you find a large black square of stone that Spasi quickly detects as radiating strongly of transmutation magic.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

1d20 + 14 + 2 ⇒ (4) + 14 + 2 = 20 Reflex

Spasi completely evades the fireball...except that he doesn't, and takes 13 damage.

He, grumpily, re-casts False Life. He is visibly annoyed by the prospect. 1d10 + 10 ⇒ (9) + 10 = 19 temp hp

"Okay then, what to do next? Do we have to track down and kill that 'Xin' in his magical magic armor of magics?" Spasi rhetorically asks.

Spasi moves over to examine the black square of stone.

1d20 + 29 + 2 ⇒ (10) + 29 + 2 = 41 Know (Arcana)

After the stone, happy to go any direction. Probably south. Nothing ever goes south. That's right.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

"Sounds like he got away. Yeah, we should find him. He's going to come at us."

Bibic also agrees to go south once healing is accomplished.

He'll cast CLW on himself to top up.
CLW: 1d8 + 5 ⇒ (5) + 5 = 10 (83/86hp)


@Spasi: It's a device to allow for transportation between different levels of the palace. It's activated by standing on it.

There's three doors to the south, any preference?


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Spasi declines to use the teleporters as he doesn’t know where they go, and so going in the direction of the doors is the better option.

”Which door, Rhese? Bibic? I like heading through the second door, myself, because that makes sense to me,” Spasi offers, but isn’t willing to go through any door first and will let others lead.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

"Sure, the middle door is fine." Bibic lines up so he has a clear shot with his bow.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Rhesus shrugs. "What's the worst that could be behind them? Tigers and Calistrians?" He moves to the middle door.


Middle door it is.

Rhesus pushes the onyx door, revealing the room beyond. Dozens of copper spheres float hypnotically at various heights here, each humming quietly as runes engraved on its surface flicker chaotically. Sheaves of thin, bronze plates, or the dust of their corroded remains, orbit each sphere. Runic scripts pulsate on the room's crystal walls, and several steps lead up to a podium with stilted, spiderlike legs holding a large black crystal that shimmers with a nauseating light. To the south, a curved pillar set into the wall features a single shelf on which sits a small coppery orrery, with a bright flame burning at its heart.

As you move into the room, there's a creak of ancient metal joints, as the podium quivers into motion.

Initiative:

Rhesus: 1d20 + 2 ⇒ (13) + 2 = 15
Spasi: 1d20 + 12 ⇒ (8) + 12 = 20
Bibic: 1d20 + 3 ⇒ (17) + 3 = 20
Clement: 1d20 + 0 ⇒ (12) + 0 = 12
Enemy: 1d20 ⇒ 8

Combat?
20 Spasi
20 Bibic
15 Rhesus
12 Clem
8 Enemy.

Before anyone asks, the spider-legged pillar appears to be some sort of animated object.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

1d20 + 29 + 2 ⇒ (12) + 29 + 2 = 43 Know (Arcana) - that spider thing

"A big lame spider. Should we squash it?"

Spasi pauses and will explain what he thinks about the creature, but then let Rheese or Clem or Bibs decide if they want to engage with it.

Delay until after they go, but before the monster.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

HP: 83/86; AC: 26 (T19/FF20)
F: +12, R: +19, W: +13
Location: Back row
Opponent: None
Move: Inspire Courage (Su) +3 att/dam (competence), +3 vs fear (morale), & +d6 sonic damage within 30’
Standard: Cast Haste

Conditions:
Heroes Feast (1/12h, +1 att/save, +4 fear/poison), Heroism (1/300m), Echolocation (blindsight 40’, 1/150m), Protection from Evil (4/12m), Haste (2/16r)
Weapon Equipped = Longbow
Cold Iron, Silver Salted Arrows = 54/54
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Undead Bane Arrows = 7/7
Human Bane Arrows = 20/20
+3 arrow of ooze slaying = 1/1
Bardic Performance = 28/36 (+2 round lingering, move action)
LoreMaster = 0/1 (take-20 on any knowledge check, standard action)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
First Aid Gloves = 10/10
Wayfinder = 10/10 (Detect Secret Doors, Knock(1), Dimension Door(2), Word of Recall(4)(no target))
- Clear Spindle = 0/1 (Protection from Evil, 12m)
Rod of Extend, lesser = 0/3 (Heroism Bibic, Heroism Rhesus, Heroism Clement)
Bow Attack Mods: BAB +12/7/2, Dex +6, Weapon Focus +1, Bow +4, (Rapid Shot -2), (Deadly Aim -4)
Bow Damage Mods: Composite Bow +4, Bow +4, (Deadly Aim +8)
Bow DR: magic, cold iron, silver
Bard Spells: (CL 16, Con: +21, SR +18, DC: 15+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (6/7) Cure Light Wounds, Feather Fall, Grease, Liberating Command, Timely Inspiration, Unseen Servant
2) (3/6) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism, Oppressive Boredom
3) (2/5) Cure Serious Wounds, Daylight, Dispel Magic, Haste, Invisibility Sphere
4) (4/5) Bountiful Banquet, Break Enchantment, Echolocation, Secure Shelter
5) (1/2) Cure Light Wounds Mass, Dispel Magic Greater, Shadow Walk, Suggestion Mass

Bibic warms up by inspiring courage on the group as usual, and casting Haste so everyone is speedy.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15


HP 175/211 DR 8/-, 16/lethal, fire 4
AC 35/T24/FF31
CMD 37
Fort +22, Ref +14, Will +13; +2 insight bonus vs. transmutation spells, +6 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies', +4 bonus to Will saves vs. enchantment spells.
Rage: 32/39
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +5 damage vs spellcasters while raging, +1 damage while flanking
Row: Front

Attack: 1d20 + 32 ⇒ (12) + 32 = 44
Damage: 2d6 + 34 + 5 ⇒ (6, 3) + 34 + 5 = 48
Sonic: 1d6 ⇒ 5

Attack: 1d20 + 32 ⇒ (4) + 32 = 36
Damage: 2d6 + 34 + 5 ⇒ (5, 4) + 34 + 5 = 48
Sonic: 1d6 ⇒ 4

Attack: 1d20 + 27 ⇒ (4) + 27 = 31
Damage: 2d6 + 34 + 5 ⇒ (1, 2) + 34 + 5 = 42
Sonic: 1d6 ⇒ 5

Attack: 1d20 + 22 ⇒ (10) + 22 = 32
Damage: 2d6 + 34 + 5 ⇒ (4, 1) + 34 + 5 = 44
Sonic: 1d6 ⇒ 6

Attack: 1d20 + 17 ⇒ (8) + 17 = 25
Damage: 2d6 + 34 + 5 ⇒ (3, 5) + 34 + 5 = 47
Sonic: 1d6 ⇒ 2


Wheel of chance: 1d100 ⇒ 81

Rhesus rushes forward and shatters the pedestal before it has the chance to do more than rise shakily on its mechanical limbs. The crystal top goes flying, striking the floor with a dull thud. It flares briefly with a baleful light before dimming one more.

Nothing else moves in the wreckage of what must have once been an impressive repository of knowledge and even after so many millennia, treasures remain.

Amid the ruins you find 7 surviving volumes on ancient arcane theory, each worth 2,000 gp, as well as a scroll of summon monster IX and a scroll of limited wish. Investigating the crystal reveals it to be a massive black sapphire containing the bound soul of a thulgant
qlippoth, shattering the gem will release the creature.. It is worth 20,000gp.

There are also two other magic items of note that require a bit of analysis to determine their properties.

Tome of Infinite runes:
This massive, metal-bound tome is filled with 20 thin pages of beaten copper, each indented with arcane sigils and Thassilonian runes. These runes seem to shimmer and twist and writhe when read, and the phrases and words they spell out are utter nonsense.

By studying a page with a successful DC 20 Linguistics check, a person can make sense o f the runes and as a full-round action can cause the runes on that page to swim together into a single shape that immediately leaps off the page to serve the user in one of three ways.

The rune can manifest as a living rune (see page 88) that serves the user for 15 rounds, as if it had been summoned via a summon monster spell.

The rune can infest and deactivate any symbol, glyph of warding, or other trap made of magical writing with a +25 Disable Device check.

The rune can also be made to float around the user's head for 10 rounds, during which time it can be used as an additional material component when casting a spell that creates magical writing. Doing so causes the spell to be cast at +1 caster level. Once a rune is activated, the page in the tome of living runes on which the rune was written goes blank. Only one rune can be active at any one time.

Flamma Horacalcum:
The flamma horacalcum is tiny ball of fire harvested from a secret and hidden grotto on the Plane of Fire where the flames are infused with energies leaking from the Demi plane of Time. During the time of Azlant, dozens of flamma horacalcums existed, each of which had to be encased in an orrery-like container made of horacalcum to prevent the flame from burning away into another time. The flame itself is weightless, but the orrery that contains it weighs 7 pounds, and requires a free hand to carry and utilize.

As a free action, a flamma horacalcum's level of illumination can be adjusted by its carrier's thought to range from the brightness of a single candle to that shed by a daylight spell. This light is considered to be from a 9th-level spell for the purposes of overcoming magical darkness. Once the flamma horacalcum is set down, it continues to radiate its last level of light.

This light bends and warps time in slight ways for its carrier, granting her a +4 bonus on all initiative checks. Three times per day, the flame can be commanded to cast a haste spell as a swift action. The carrier can also use the flame as a standard action to unleash a thin beam of fi re equivalent to a searing light. A creature hit by this effect is slowed, as per the spell, for ld4 rounds if it fails at a DC 20 Will save.

Once per week as a standard action, the user of a flamma horacalcum can blow the flame out, snuffing it entirely. This triggers a time stop effect on the user that lasts for ld4 ro unds, after which the flame reign ites. Other observers see this effect only as a brief flickering of the flame, since the duration of the time the flame was extinguished is contained wholly by the time stop effect.

In certain areas that have been subjected to powerful destructive magical effects associated with fire, the light of the flamma horacafcum reveals images from the past. These images only manifest if the device's light is at its highest setting, and what exactly is revealed can vary-the light may reveal events from only a few hours past, or it may reveal things from hundreds of centuries gone.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Spasi will spellcraft the s~*# out of the more interesting items...

1d20 + 29 + 2 ⇒ (8) + 29 + 2 = 39 Spellcraft
1d20 + 29 + 2 ⇒ (14) + 29 + 2 = 45 Spellcraft

...and explain what he has learnt after he does.

"Holy Calistria during Fleet Week," Spasi after examining them both. "Huh, this is some quality old magickery here. The Asp...uh, the Pathfinders, will pay good money for these. I bet."

Spasi takes particular interest in the Horacalcum, which he carries. He grabs the scolls (unless Bibic wants them), and will be ready to explore further.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Prior Heals:

Clement will cast Heal to get back to full HP after "MegaClem" wears off without much fanfare.

Spells Left Today: 1st - 5/8 | 2nd - 7/8 | 3rd - 5/7 | 4th - 5/7 | 5th - 7/7 | 6th - 5/7 | 7th - 5/5 | 8th - 2/3

Clement, after having grown massive and shrunk in less than a minute shrugs at the tome and tiny flame-ball.

"Seems like useful stuff. Just in time for us to hunt down this runelord once and for all, right?"

Swift action haste 3X/day is pretty useful!

Returning to the prior chamber, Clement gestures towards the left door to the south.

Clem will top off Rhesus as well.

Cure Light (Rhesus): 1d8 + 16 ⇒ (8) + 16 = 24


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Bibic is impressed by the haul, though he passes on the scrolls.

"That's amazing." he says of the Horacalcum, though he is willing to let Spasi carry that too.


Yup the flamma horacalcum is a powerful artifact. Non-combat though its main purpose is to provide insights into the past. Crank up its intensity and learn about the history of this place.

Any preference for the next room to check?


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

I'm afraid I'm not completely sure where we've been. I'd say let's start with the northernmost room and work our way clockwise until we get to something we haven't seen yet. If that makes sense.

Bibic points in the obviously best direction and follows Rhesus and Clement that way.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Spasi follows Bibic, happy with the logic.

"Yeah, sure thing Bibs."


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Rhesus follows by leading where Bibic directs.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

I believe we've only tried the center door in the south? The north door is fine next? Then return to the two doors on the south, I suppose I said "left" door earlier which could either be the western door or would be the eastern door if it was the character's "left"...

Clement flaps his angel wings and glides towards the next door, timing his arrival with Rhesus's opening of the portal.

The big main room ~ I'm unsure if it's flooded and we are all flying/swimming, or if it's a glass floor and we see all the creepy underwater stuff below?


You are in A8. A3 is where you encountered Xin and fought the constructs and A2 was where you fought the chamberlain. Spasi identified the structure indicated as A3a on the map as some sort of activatible transportation device to facilitate movement between levels of the palace.

@Clem: The floor of A3 is 'glass' and you can see through it. It's still flooded.

@Spasi/whomever is carrying the Flamma: Are you cranking the illumination up to the max? Or are you going to do sweeps after a room is explored (or not at all)? If just need to know when/if I should be describe what it reveals (if anything).

A5

Moving back into the main hall, you head over to investigate the door opposite you. Pushing it open, you find an elaborate banquet hall. An enormous crystal table bearing no fewer than eighteen place settings grows from the floor, as do dozens of crystalline chairs still in the slow process of reforming and repairing themselves into high-backed seats.

Gigantic glowing glyphs pulsate on the ceiling, bathing the hall in an eerie, muted blue light that casts shadows on the crystalline furniture below. Against a wall stands nearly a dozen slumped mechanical figures.

@Spasi: I assume you're running the usual detect magic sweeps. While the whole palace radiates faint transmutation magic, the ceiling of this room has an aura of a different flavor. You can try to identify it, if you wish.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Spasi will be carrying the ridiculously overpowered Flamma because it pairs well with the ridiculously overpowered sihedron artifact floating around his head. Let’s say he has it on medium setting most of the time, unless he detects something interesting and then we’ll go to full power.

1d20 + 31 ⇒ (17) + 31 = 48 Arcana/Spellcraft on the transmutation auras

Spasi stops his explorations for a moment to get a handle on the Flamma and figure things out about where the party is and what they are doing here.

”Are those metal figures going to come to life or what?” Spasi asks, floating well out of reach.

1d20 + 31 ⇒ (8) + 31 = 39 Know (Arcana) - constructs?


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Clement observes the dining hall from the relative safety of the main chamber.

"You know, this could have made a good place to wait while they sorted out our requested meeting..."

Sharing the same though as Spasi, Clement adds, "unless it looks like the runelord has taken up possession of one of those, how about we shut this door tight and check those others?"

Clement gestures towards the door to the west behind the throne.

"Perhaps behind his throne? That's where I'd keep the good stuff... or a secret compartment under my throne?"

As Clement glides past the throne, he gives it another closer look.

Perception (throne secrets): 1d20 + 20 + 22 ⇒ (10) + 20 + 22 = 52


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Bibic stands a bit to the back as well, watching Rhesus and Clement search the chamber and covering them with his bow. He stays relatively close though, so they can benefit from his inspiration should it come to that.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Rhesus moves in and searches as well, keeping an eye on the potential golems.

Perception: 1d20 + 17 ⇒ (8) + 17 = 25


Sorry for the delay.

A5

@Spasi:The ceiling appears to be an illusion.

These constructs seem to have fared much more poorly than those in the main hall. Corrosion has seized their gears and there is little chance of them causing much of a fuss.

You do notice that the place settings on the table consist of fine crystal goblets and delicate mithral plates, bowls, and utensils. The entire set is quite well preserved, and is worth would be worth a pretty penny (18,000 gp in all.)

A3

@Clem:There does not appear to be anything special about the throne.

Who's in the dining room?


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Rhesus is wherever Clem is.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

When he sees no threat, Bibic would tromp into the dining room with the others to admire the set. "Wow."


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

”The ceilings might be illusions, I think,” Spasi explains. ”But that’s weird because on one hand I think it’s transmutation magics, but illusions usually fall under a different type…that is, illusions. It’s weird.”

Spasi continues to follow Clem and Rhese at a decent, but close, range.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

I believe the dining room looked mundane other than a bunch of clockwork contraptions that would animate and attack us, so Clem returned to the throne room (with Rhesus).

Clement takes a couple steps back from the throne, having landed to examine it closer, as he overhears Spasi mention something about illusory ceilings while Bibic disappears into the dining hall to apparently loot place settings.

"Bibs is thinking about his tavern. Don't need those...

Clement pats his rod of splendor.

"My settings just conjure themselves and clean themselves up after we feast."

Clement takes a couple steps for a change of pace alongside Rhesus to observe from the main hall as Bibic gathers the items up, staying alert given the strange ceiling.

"Is it just something fancy that a runelord would want? Customize the sky so he can feel like he's eating outside? I still don't understand why we couldn't have been asked to wait here if they have something nice like that.."


As Bibic is filching the table settings, a beam of searing light streaks down towards him from above:

Ranged touch attack: 1d20 + 19 ⇒ (9) + 19 = 28 Damage?: 10d6 ⇒ (2, 1, 4, 3, 4, 1, 6, 3, 2, 4) = 30

Initiative:

Rhesus: 1d20 + 2 ⇒ (8) + 2 = 10
Spasi: 1d20 + 12 ⇒ (12) + 12 = 24
Bibic: 1d20 + 3 ⇒ (16) + 3 = 19
Clement: 1d20 + 0 ⇒ (16) + 0 = 16
Enemy: 1d20 + 5 ⇒ (13) + 5 = 18

Combat
24 Spasi
19 Bibic
18 Baddies
16 Clem
10 Rhesus

Bibic and Spasi can act


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

HP: 83/86; AC: 26 (T19/FF20)
F: +12, R: +19, W: +13
Location: Back row
Opponent: None
Move: Inspire Courage (Su) +3 att/dam (competence), +3 vs fear (morale), & +d6 sonic damage within 30’
Standard: Cure Serious Wounds CSW: 3d8 + 15 ⇒ (4, 7, 4) + 15 = 30

Conditions:
Heroes Feast (1/12h, +1 att/save, +4 fear/poison), Heroism (1/300m), Echolocation (blindsight 40’, 1/150m), Protection from Evil (4/12m)
Weapon Equipped = Longbow
Cold Iron, Silver Salted Arrows = 54/54
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Undead Bane Arrows = 7/7
Human Bane Arrows = 20/20
+3 arrow of ooze slaying = 1/1
Bardic Performance = 27/36 (+2 round lingering, move action)
LoreMaster = 0/1 (take-20 on any knowledge check, standard action)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
First Aid Gloves = 10/10
Wayfinder = 10/10 (Detect Secret Doors, Knock(1), Dimension Door(2), Word of Recall(4)(no target))
- Clear Spindle = 0/1 (Protection from Evil, 12m)
Rod of Extend, lesser = 0/3 (Heroism Bibic, Heroism Rhesus, Heroism Clement)
Bow Attack Mods: BAB +12/7/2, Dex +6, Weapon Focus +1, Bow +4, (Rapid Shot -2), (Deadly Aim -4)
Bow Damage Mods: Composite Bow +4, Bow +4, (Deadly Aim +8)
Bow DR: magic, cold iron, silver
Bard Spells: (CL 16, Con: +21, SR +18, DC: 15+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (6/7) Cure Light Wounds, Feather Fall, Grease, Liberating Command, Timely Inspiration, Unseen Servant
2) (3/6) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism, Oppressive Boredom
3) (1/5) Cure Serious Wounds, Daylight, Dispel Magic, Haste, Invisibility Sphere
4) (4/5) Bountiful Banquet, Break Enchantment, Echolocation, Secure Shelter
5) (1/2) Cure Light Wounds Mass, Dispel Magic Greater, Shadow Walk, Suggestion Mass

Bibic warms up by inspiring courage on the group as usual, and trying to figure out who or what is shooting at him as he heals some of the damage.

Perception: 1d20 + 28 + 2 ⇒ (11) + 28 + 2 = 41 (heroism)

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Hey Folks,

I’m looking to run the Shattered Star AP and am in search of 4 brave adventures to take on this epic journey. To be honest, I might be over extending myself with this one, so you are warned, but even if I am, that will most likely only lead to a reduction in posting, rather than dropping the campaign.

Now that’s out of the way, I wanted to try something a little different with this recruitment. Instead of picking and choosing from individual submitted PCs, I want to select from finished 4-somes. So that puts the onus a bit more on you fine folks to discus and organize yourselves into adventuring parties. Once a group forms, have one member post the submission with links to each member’s alias page. I know this is asking a bit much from you all, but consider it a way of vetting your potential party members. As this will take a bit more effort and time, recruitment will remain open until the end of the month and I will make my selection on June 1st.

Since this is an AP recruitment, I will be somewhat biased towards players with a history on the boards and I will not be accepting anyone with less than 100 posts.

Notes on combat:
FYI, I will be doing map-less combat for this AP. As such, to simplify things a bit here are a couple of house rules:
1. No reach weapons.
2. The number of individuals attacking the same target determines flanking, e.g. If two players attack the same enemy in the same round, the second player will get the flanking bonus. Both players will get the bonus is subsequent rounds.
3. To reduce the one shotting of casters, I’m thinking of trying a front row/back row set up. Attacking a back row combatant with a melee attack would incur AoO from the front row fighters. This may evolve, but that’s what I’m thinking at present.
4. For splash and AoE attacks, I will determine the number of potential targets.

There may be others, but those are some things to keep in mind when designing your characters.

Character Creation Details:

This campaign is mostly a series of dungeon crawls, so plan you PCs accordingly. The Shattered Star player’s guide also has some useful suggestions.

Stats: 15-point buy. Feel free to stat dump away. But any stat less than 8 requires a defining characteristic associated with it.

Classes: No Gunslingers, Summoners or 3rd party.

Traits: 2: One must be a campaign or society trait listed in the Shattered Star player’s guide, the other may be from any Paizo product.

HP: Max at first. Average +1 all subsequent levels.

Starting Wealth: Average

Alignment: Any non evil

House rule: Paladins can be of any alignment, but it much match that of their patron deity exactly. They must not knowingly break any tenants of their faith.

Character Background:
A short blurb is fine, but feel free to include more. You all start off the campaign as new Pathfinders, so there’s not much need for great detail. Consider it more of a writing sample than anything else. The AP is pretty much just one long dungeon crawl and McGuffin hunt and I plan on just running it as is. It's adventure for adventure's sake and more of a splatter vs chatter AP, so PC motivations don't really matter so much.

As for posting frequency, I’m not a huge stickler for daily posting, but obviously more is better. Being able to post on weekends is also a plus. I’ll be lurking to answer any questions and look forward to seeing what you come up with.


Interested. However I'm a bit hesitant in regards to your ideas of how to handle combat. do you have any experience with the method or any example combats?


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In the game I'm playing in now, not having a map isn't a big deal, and the GM basically tells you which enemies you can target. I could see that sort of thing streamlining things well.


It's just a theatre of the mind type thing. Maps are a pain to make when the average battle only lasts 3 rounds. Also shattered star has a lot of combat. I don't want to spend more time making maps than anything else.

I would say that probably half the games on the boards are mapless, here a link to a WotW campaign that runs mapless LINKY. It's pretty free form, but works well. I want to add the concept of front row/back row just for a smidgin of tactics.

I'm envisioning combat starting with me posting the initiative order, with whether the combatant is in front or back, and the starting distance between the groups (mostly for charging). It's a move action to engage an enemy and it'll require a successful tumble check to by pass the front row to go after the back, or you take AoOs.

If it fails completely, I'll revert to the usual google drive maps I normally run, but for this campaign, I want combat to be lean, mean and built for speed.


I could be interested, would be using a dwarf crossbow wielder, either fighter or ranger.


Alright, dwarf crossbow wielder sounds sweet! I'm looking at a barbarian brute swinging a two handed blade. If we can get some spell slinging backup we can round out the group (depending on what people want to do). I'll start putting the character together tonight.


With some healing and arcane support we should be good.

Grand Lodge

I could do a healing or arcane support character depending on wath the 4th wants to do...


Sweet! I was hoping you would show up in here.


I'd like to throw my hat in the ring, so to speak. I'm thinking an Elven Wizard - either divination or enchantment school. I'll start putting the character together this afternoon.


Okay, so that's an Elven Wizard (I'd suggest divination so that way you can always say that you saw it coming), a dwarven crossbow wielder, a human barbarian, and some sort of divine caster.

Grand Lodge

Roo utarah you again? :) that would be hat our 3rd campaign together?

Hum 15 points buy and Huge dungeon. ok i'll need to really sleep on it in order to make something that will contribute.

Btw may i suggest to everyone to grab darkvision?

The Exchange

Hey Everyone!

Man Fanguar, another campaign? For anyone thinking of applying, let me just say that Fanguar is an excellent GM. I am in two of his campaigns as a player and one campaign where I am his GM and if this AP is anywhere close to the others you will have a real treat on your hands.

BTW, I really like the houserule: Paladins can be of any alignment, but it much match that of their patron deity exactly. They must not knowingly break any tenants of their faith. This leads to all sorts of interesting combinations..Elven Female Paladin of the Sacred Sting with the Sacred Prostitute trait.. check. Human Male Paladin of the Drunken Hero with the Fortified Drinker trait.. check. Dhampir Male Paladin of Pharasma with the Undead Slayer trait.. check. This house rule opens up so many unconventional paths that work thematically but are impossible as RAW.


What can I say Celeador, I'm a sucker for PbPs and when I started reading Shattered Star, I just got super excited and had to run it. It's so pure and old school.

As for the the houserule, I always felt that paladins should be divine warriors and that any God should be able to have their own. Why they were ever so alignment restricted is a mystery to me.


Fanguar, are you okay with races from the ARG? I'm debating a tiefling or half orc for my character (riffing off the dark vision theme), but I didn't want to put one together that wasn't approved.

Grand Lodge

GM Fanguar, how do you sit on cleric with choosing Domains that represent his spiritual inclinations and abilities and no gods per say?

Utarah, looks like on my side i'll have low light vision at best so don't sweat about it.

and the GM hasn't put any race restriction (so far in original post)


I am assuming lvl 1 characters?

Grand Lodge

yes level one


I would be interested in playing a dwarven "warrior" of some type, dedicated to protecting a dwarven "holy man" on his journeys. If anyone is interested in playing a Divine dwarf for me to take hits for, let me know.


Going Ranger, Gravity bow and a wizard who hopefully can cast enlarge person, sounds like to much fun to pass up. I am fine with a 3d8 crossbow from time to time.


THIS campaign has been running for close to a year on combat without maps, and I think we are all enjoying it.

Depending on how you handle ranged combat into/across melee, it can get tricky, and there may be a few feats that either don't work as well (step up) or work much better (great cleave ftw), but this is another good model for how no-map combat can work.


Enlarge person doesnt affect ranged damage though.


ah missed that clause, that is dumb.

Shadow Lodge

"Longarm here. I heard some heads need cracking. I have an earthbreaker, and your face kinda looks like a rock."

I had his backstory fleshed out and a nice little RP sample, then the paizo boards ate it. Short version: Denlin is from a small tribe in northern Varisia. He left home in search of adventure and battle, and after making it to magnimar has found himself talked into participating in just about every shady enterprise around. Not knowing a lot besides his earthbreaker, he finally ended up signing on with the society for the prospect of riches and wild battle.

He should eventually be a really tough meat tank. His main downfall is that he can be talked into anything, and has had a run in with the guard thanks to poor judgement in the past.

This is the submission for Ashern. I ditched the odd race concept and just went with a human.


Anthony, I've seen your posts in numerous PbP recruitment threads (many of the ones I applied for, in fact) and I like your style! I'd be willing to give dwarves a try, though I've never played one and never felt much interest for it before. I'd probably play a Dwarven cleric of the Travel domain, because I hate having a speed below 30 feet.


Fanguar, thanks for explaining and yeah make sense. I'll try and see what I can come up with.

Grand Lodge

Ro thalrik is here also (so we are 3 peeps from Djello Man's RoTRL) applying amongst others....

Grand Lodge

Oh here goes:

Female Samsaran Cleric 1
Init +2; Senses Perception +3, Low-light Vision
==DEFENSE==
AC 20, touch 12, flat-footed 18 (+6 armor, +2 shield, +2 dex)
hp 9 (1d8)
SR 0
Fort +2, Ref +2, Will +5
Armor Steel Lamellar, Medium
Shield Heavy Steel Shield
Defensive Abilities Lifebound (PFCaS: DrEG)
==OFFENSE==
Spd 20 ft/x4
Melee Morningstar +0 (1d8) 20/x2
Ranged Light Crossbow +2 (1d8) 19-20/x2
==STATISTICS==
Str 10, Dex 14, Con 10, Int 10, Wis 16, Cha 14
BAB +0, CMB +0, CMD +12
Feats Armor Proficiency (LIGHT / MEDIUM) (PFCR 118), Point-Blank Shot (PFCR 131), Shield Proficiency (PFCR 133)
Skills Diplomacy +6, Handle Animal +3
SQ Cleric Channel Energy [5 / 1d6] (PFCR 40)
SU Domain Powers Surian, Heroisme(PFCR 40-41)
MC Cleric Bonus Languages (PFCR 41), Cleric Spontaneous Casting (PFCR 41), Forbidden Spell Alignment (PFCR 41, 49)
Languages Samsaran, Tien
Racial Mystic Past Lives

will chose traits in a little while.

------
Fluff

In her past incarnation, she remembered working for the Aspis Consortium as an evil druid. This Time around she figured that she would try the other side working for the pathfinder society as a good cleric.

----
Other question is you decided you are ok with her being affiliated with Domain concept rather than a god, would you be ok to allow weapon prof in Longbow as cleric received the weapon prof associated with their god?


Dot for interest, I could roll up a cleric or oracle, or whatever the group needs really. All Dwarven group? Yes please!

Grand Lodge

Is this campaign still open for applicants? I would like to join as a player. Been GM'ing just about 90% of the games I play. ~.~ I'm fine with matching race concepts or tying backstories with other players, if anyone is up for it. Do let me know what the party needs, if I get the slot. More than willing to roll what is needed.


@Dalton:

Woot im a board celebrity! I recognize your name ill admit, although I dont know your style :)

You dont need to be a dwarf, or even a divine class for that matter. The particulars are easy enough to make a backstory for. Im actually even thinking I might end up being a monk/cleric or fighter/cleric myself. He would be all about protecting his allies, and having things like healing spells and Shield Other would match that well.

So, throw me an idea of what YOU want to be, and we will hash something out based on that :)


Algar Lysandris wrote:

GM Fanguar, how do you sit on cleric with choosing Domains that represent his spiritual inclinations and abilities and no gods per say?

Utarah, looks like on my side i'll have low light vision at best so don't sweat about it.

and the GM hasn't put any race restriction (so far in original post)

I don't really mind if you just want to pick 2 domains, just run the pair by me first.

Yup no race restrictions(nobody ever plays racial based personalities anyways), the pathfinder society seems to be pretty inclusive.

Grand Lodge

They are in my crunch:

SU Domain Powers Saurian, Heroism(PFCR 40-41)

and i had wanted the Longbow for the cleric weapon prof ...


Obviously its the GMs decision, but I think the weapon proficiency loss is one of the tradeoffs for going with concepts instead of a specific god?


Okay, so I've got a barbarian character, Algar has a cleric. Looks like we could use some arcane backup and maybe a skill monkey, or ranged combatant.


I have my dwarven crossbow ranger almost done.


Artor has recently arrived in Magnimar.

His parents were born in the 5 Kings Mountains and slowly made their way to Varisia. His father working as a guard for merchants and caravans, his mother a trader herself. Once they arrived in Varisia, they settled in the Malgorian Mountains, his father working as a hunter and guide while his mother traded what he gathered in Sipplerose.

Upon reaching his 50th birthday, Artor decided that it was time to leave his parents and the training his father had given him as a hunter. He travelled Magnimar and upon his father's suggestion he sought out the pathfinders and met with his second cousin, Dorlin, a local barkeep who allowed him to stay in the bar until he could find work.

This is Browman's crossbow ranger.

Grand Lodge

Swivel
Ratfolk Cryptbreaker Alchemist 1
CN Small Humanoid (Ratfolk)
Init +5; Senses Darkvision 60ft., Perception +7 (+11 vs. statue-like creatures, +8 vs. traps)

DEFENSE
AC 18, touch 14, flat-footed 15 (+4 Armor, +3 Dex, +1 Size)
hp 10 (1d8+2)
Fort +2, Ref +2, Will +0

OFFENSE
Speed 20 ft.
Ranged Light Crossbow +4 (1d6+1/19-20), Alkahest bombs +5 (1d4 Acid +4) (Undead/Constructs: 1d8 Acid +4)
Special Attacks Crypt Breaker's Draught, Bombs 4/day
Alchemist Extracts Prepared Shield, <empty>

STATISTICS
Str 8, Dex 16, Con 14, Int 17, Wis 12, Cha 7
Base Atk +0; CMB -1; CMD 11
Feats Throw Anything, Point Blank Shot
Skills Appraise +8, Craft (alchemy) +9, Disable Device +8, Perception +7 (+11 vs. statue-like creatures), Sleight of Hand +7, Spellcraft +7, Survival +5
Traits Reactionary, Ruin Raider
Languages Common, Aklo, Draconic, Undercommon
Racial Unnatural, Cornered Fury, Tinker, +1/6 of a new Discovery
SQ -
Combat Gear Light crossbow, Leather Lamellar
Other Gear Formulae book, 20 crossbow bolts

MISC
Adventuring Gear Artisan's Outfit, 8gp
Total Weight 25.5 lbs.
Carrying Capacity 26lbs., 53lbs., 80lbs.

Formulae
1st - Anticipate Peril, Crafter's Fortune, Expeditious Retreat, Shield, True Strike


Algar Lysandris wrote:

They are in my crunch:

SU Domain Powers Saurian, Heroism(PFCR 40-41)

and i had wanted the Longbow for the cleric weapon prof ...

If you pick and choose your domains, you don't get to have a Deity related weapon. Other than that, the domains would be fine.

Grand Lodge

understood DM.

Ashern, i'll let you make our team. got lots of things to do in the next few days...

:)


Been pondering some options and I think I'll be submitting a Crusader of Iomedae. Second Son of Brevoy nobility who chose a life of adventure.

Grand Lodge

So... Is my Alchemist ok? Anything you'd like me to change? I'm working towards being a supportive rogue-like trap spotter. Swivel detests the unliving and meticulously goes out of his way to eliminate anything that might seem to not have a soul. Although, if you already have a ranged damage dealer in your lineup, I could always change up to a witch (skills and knowledge + support). I'm quite proficient with bards as well so that's another option. =)

Do let me know what you think, Fanguar! ^^


Tempted to assemble an all-Wizard foursome.

Eventually multi-classing out, of course. Might be sweet...


Eryda: looks like a really cool character. Could you put that into an Alias and add some backstory/fluff to tie her to the city?

Grand Lodge

Doh. Spent some time writing out a story only to realize that the AP was made to accommodate "Pathfinders". Before I paste my backstory, would the GM care to vet my character, most importantly his race?


I am interested! :D

I am new to the boards and pbp posting, but have been roleplaying since my teenage years.

I am thinking... Enchantress Kitsune, or something.

Probably Wildblooded and Crossblooded with Fey and Sylvan bloodlines.

I think it'd be interesting to roleplay that my animal companion is my sister who was transformed by an evil spellcaster of some sort.

As for my character, she would be flirty and confident, but would abhor actual hand to hand combat. Preferring to use her spells and silk tongue to take care of her adversaries.

She would also have a fear of transmutation magic, due to her sister being stuck in a form she doesn't desire.


Dotting


any race or book restrictions that we should know.

Thinking either a aasimar/tiefling or something else for race.
And thinking on what classes to take, paladin is on the list as are a few others.


GM Fanguar wrote:

Hey Folks,

.....
Since this is an AP recruitment, I will be somewhat biased towards players with a history on the boards and I will not be accepting anyone with less than 100 posts.

While I appreciate people's interest in applying for this game, I won't be taking on anybody that is brand new to the boards. While you all may end up being longterm and fantastic players, I hate having to re-recruit and as such wont be gambling on new blood.

@Azure zero: Anything Paizo should be fine and there are no real race restrictions within reason. (no drow, druegar etc)

@BT: Barring some fantastic luck on failed saves, an all wizard group would probably get TPKed almost immediately. Everyone multiclassing into wizard at level 2 might work though.


Black Thom - what about an all arcane group?

Wizard
Magus
Bard
Sorcerer
Witch

4 from the above??

Just my 2 runes worth... Already play a wizard in an Way of the Wicked game, but any of the others might pique my interest...

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