GM Fuzzfoot |
My bad! I wasn't done reconciling and hit submit instead of preview! I was trying to sort out if an attack that hits but does no damage still allows the free trip attempt. Turns out it doesn't matter because I forgot about magic fang. But then, I also needed to sort out some issues with flight! There is a lot going on...
Everyone moves into position, and Lantorth's magic missile scorches the serpentfolk.
Snowball claws and bites the serpent, but fails to penetrate his tough hide. Still, the cat is able to grab it's leg in powerful jaws and pull the priest down.
Pau takes another 1d2 ⇒ 2 Strength damage from the poison coursing through his veins. Still, he manages to punch the priest while his is down, shocking him with the power of the hit. (10 damage - DR absorbed 5)
The serpent folk bites the cat attached to his leg, and then flies up 20 feet!
Bite: 1d20 + 11 - 4 ⇒ (18) + 11 - 4 = 25
Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Snowball also needs to make a DC 17 fort save or take 1d2 Str Dmg each round.
Pau, Snowball and Garn all get AoO for movement, so let's resolve those first, then continue with round.
@Garn - my understanding is that trip won't work with a flying creature, so factor that in. Since it wasn't actively flying the first time, I let it work.
@Jayori, you may re-determine your action if you like. Otherwise the climb dc is 10.
Round 2: (Bold may act)
Garn & Snowball, Pau (14 dmg, 4 Str dmg)
Serpentfolk (red, 24 dmg)
Graf, Jayori, Radagast, Lantorth
Jayori Bissumbhur |
Ya, would do something different if it went airborne! No ranged into melee penalties then!
Seeing the priest go airborne, and the living sacrifice it was about to make, Jayori gets a serious look, and pulls out his javelin.
"Whatever evil this thing worships, it must be stopped! Irori guide my hand!"
He then calls out to the thing in Draconic. "Your foul rituals stop now!" As he hurls the weapon at the serpentfolk.
smite evil on the serpentfolk, then throw the javelin. Pretty sure its one range increment out (if not add the 2 points back in =))
Ranged Attack, Smite Evil, range penalty: 1d20 + 4 + 3 - 2 ⇒ (18) + 4 + 3 - 2 = 23, for [dice]1d6+4+3/dice] damage. (bypasses DR if Evil)
Lantorth the Sly |
"It's not much, but it seems to be working." Lantorth says as he sends another missile from his wand.
MM: 1d4 + 1 ⇒ (4) + 1 = 5
Hopefully Jayori fixes that missing bracket in his damage.
Garn Harlardorn |
It flies? And has +11 on each of 3 attacks per round? And poison? Oh oh. Anyone got knowledge(local) for monster lore?
On the DR matter, past GMs have allowed the trip on the basis that the attack hit, but I understand that it is ultimately the GM's call.
Snowball fort save: 1d20 + 4 ⇒ (1) + 4 = 5
str dmg: 1d2 ⇒ 2
Snowball screams in pain as the poison courses through its small body.
"Snowball!" Garn shouts out, as he sees the serpentfolk's fangs sink into his trusted companion. He swings hard against the vile priest in retaliation.
shillelagh, PA, prone: 1d20 + 6 - 1 + 4 ⇒ (20) + 6 - 1 + 4 = 29 for dmg, PA: 2d6 + 4 + 2 ⇒ (4, 2) + 4 + 2 = 12
confirm crit?: 1d20 + 6 - 1 + 4 ⇒ (3) + 6 - 1 + 4 = 12 for dmg, PA: 2d6 + 4 + 2 ⇒ (2, 1) + 4 + 2 = 9
The trip attack won't factor in anyway because the AOO happens while the target is still prone. Besides, I think in this case the serpentfolk is technically flying while prone? :) RAW breaks down...
bite, gmf, str dmg: 1d20 + 9 + 1 - 1 ⇒ (3) + 9 + 1 - 1 = 12 for dmg, gmf, str dmg: 1d4 + 1 + 1 - 1 ⇒ (3) + 1 + 1 - 1 = 4
Hmm, not sure why I bothered rolling the attack since even at max damage, it won't pierce the DR. :)
GM Fuzzfoot |
@Garn - yah, I struggled with the prone/flying thing for a while. Wasn't sure whether to allow 2 AoO or just one, but based on what google turned up, I went with 1. BTW, greater magic fang seems to get you past the DR - but the attack missed anyway.
@All - if you want monster info here, try Knowledge(planes).
Pau swipes the creature as it rises, but fails to hurt it, while Snowball misses completely. Garn, however, gets a significant blow landed that causes the priest to wince in pain.
Then Jayori throws a javelin that pierces right through the serpentfolks stomach, and he hisses in extreme anguish.
I also forgot SR...Lantorth, can you roll for SR for the last magic missile? I am going to give you the first for free because I missed it.
Round 2: (Bold may act)
Garn & Snowball (6 dmg, 2 str dmg), Pau (14 dmg, 4 Str dmg)
Serpentfolk (red, 49 dmg - pending 5 from MM, flying 20' above top of stairway)
Graf, Jayori, Radagast, Lantorth (just roll to beat SR)
Graff Leogil |
I may have it wrong but Could Graff run up straight to the tied up prisoner? Or DO I have to move along the sides like stairs to where the prisoner is? I have left my avatar where I think the start of teh steps is.
GM Fuzzfoot |
The stairs are circular, so you can run up those normal, or you can climb straight to the top at 1/4 movement (or 1/2 if you choose DC 15 instead of 10). Feel free to clarify, but it sounds like you are moving in any case, right?
Yes, the shillelagh did some decent damage with that AoO. It didn't require SR, though, because it was passive - the club was enchanted, not the creature.
The magic missile fizzles as it hits the priest.
Round 3: (Bold may act)
Garn & Snowball (6 dmg, 2 str dmg, needs save), Pau (14 dmg, 4 Str dmg, needs save)
Serpentfolk (red, 49 dmg, flying 20' above top of stairway)
Graf, Jayori, Radagast, Lantorth
Round 1:
Garn & Snowball double move
Pau double moves
Serpentfolk attacks Pau for 14 dmg and poison
Graf - moves
Jayori - double move
Radagast double moves
Lantorth magic missile for 4pt dmg (Should have rolled for SR)
Round 2:
Snowball attacks 3 times with greater magic fang (bypass DR), doing 10 pts and tripping (14 total)
Garn climbs and misses with Shillelagh
Pau hits, crit due to prone, for 10 dmg (after DR reduction) (24 total)
Serpentfolk bites snowball, then flies away, provoking aoo from Pau, Garn, Snowball
-- Pau AoO - doesn't exceed DR
-- Snowball - AoO misses
-- Garn - AoO threat for 12 dmg (shillelagh bypasses DR) (36 total)
Graf - moving
Joyori throws javelin with smite (13 dmg - 49 total)
Radagast - delay
Lantorth magic missile fails to beat SR
Pau |
Pau pulls an alchemist's fire and throws it at the beast, not knowing what else could be effective.
RTA 1d20 + 4 ⇒ (17) + 4 = 21
Damage 1d6 ⇒ 4
Garn Harlardorn |
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Snowball fort save: 1d20 + 4 ⇒ (17) + 4 = 21
Fearing whatever magic or weapons the serpentfolk might toss down from above, and seeing that Snowball has little effectiveness against a flying creature, Garn commands his faithful companion to retreat and get out the way. Snowball dashes down the mound, shaking off the final vestiges of the poison.
That done, Garn follow's Pau example, pulling out a vial of alchemist's fire and throwing it at the serpentfolk.
alchemist fire: 1d20 + 4 ⇒ (9) + 4 = 13 for dmg: 1d6 ⇒ 1
Think there should be range increment penalty to that. Should be -2? Not 100% certain so didn't include it in the roll. Oh oh, falling bomb.
GM Fuzzfoot |
Unfortunately, 1 save isn't sufficient to end the poison (but 2 is). Pau - still need a Fort save from you for this round too.
1d8 ⇒ 3
Pau slams an alchemist's fire on the flying foe, but he seems to ignore the flames that erupt around him. Garn misses with his throw, but the fire falls harmlessly away from everyone.
The priest performs a short ritual, and suddenly there are multiples of him flying around. (1d4 + 1 ⇒ (2) + 1 = 3 copies)
Round 3: (Bold may act)
Garn & Snowball (6 dmg, 2 str dmg), Pau (14 dmg, 4 Str dmg, pending for save)
Serpentfolk (red, 49 dmg, 3 copies flying 20' above top of stairway)
Graf, Jayori, Radagast, Lantorth
Graff Leogil |
Graf double moves all the way up towards the prisoner via circular stairs.
Jayori Bissumbhur |
Going to let Lantorth go first... in case he does his magic missile thing again and removes an image! Improve my chances!
Jayori moves higher up the stairs, drawing a club as he goes, and heaves it towards the flying serpent-creature, trying to figure out which is the real one.
Ranged Attack, smite, 1 range increment: 1d20 + 4 + 3 - 2 ⇒ (18) + 4 + 3 - 2 = 23, for 1d6 + 4 + 3 ⇒ (3) + 4 + 3 = 10 damage. (Bypasses DR)
(am assuming the GM will decide if we hit an image or not?)
One javelin and his trident left that he can toss =)
GM Fuzzfoot |
Pau takes another 1d2 ⇒ 2 strength damage.
Magic missile doesn't require a roll to hit, so it can auto hit him, or be used to destroy an image. Let's see what Lantorth wants to do...Then I will resolve Jayori.
Lantorth the Sly |
So the way magic missile works with mirror image is that it is an automatic hit, but I still have to roll the mirror image miss chance.
"That's a neat spell, I'll have to see about picking it up." Lantorth comments as he slings another missile from his wand.
Mirror image 1 is priest: 1d4 ⇒ 1 not what I was going for.
SR: 1d20 + 1 ⇒ (10) + 1 = 11
MM damage: 1d4 + 1 ⇒ (3) + 1 = 4
GM Fuzzfoot |
Jayori hits: 1d4 ⇒ 1
Lantorth hits the priest, but unfortunately the missile fizzles again (DC 17 SR). Using the missile as a tracker, though, Jayori aims and skewers the priest, who drops from the sky with a thud.
Nicely done!
As a group, you can attempt a single check to earn a victory point by using one of the following skills: Heal, Knowledge (dungeoneering, planes, or religion), Profession (scribe), or Survival. Aid is allowed.
A man is strapped to the altar. He seems a little out of it.
GM Mars |
A crack of thunder and the tang of ozone cut through the complex. The figures before you, and indeed the walls, the floor, even the air itself seem to crumble and fall away like glittering sands through an hourglass. Unfamiliar figures—their heavy, hooded robes embroidered with the symbol of a winged eye—stand about the field, their hands crackling with lightning. Dozens of Pathfinder spellcasters lie dead at their feet. A gargantuan image of a woman appears and shimmers like a desert mirage. She has a regal bearing, but her features are lined as if by years of endless duty.
”Arrogant Pathfinders! Your ridiculous Society spends fortunes and lives to reassemble a treasure that turns time itself like the pages of a book—a key that could undo all the misery and suffering our world now knows—and you use it for this? Poking at snakes and playing at heroism? Golarion knew a true hero once! Our Lord Aroden—who raised the Starstone from the sea and imprisoned the undead tyrant Tar-Baphon—could already walk the world again were it not for your petty games and delays. Every death in your hours of playtime now hangs as a weight around your collective necks, you spoiled children.
“I am Lady Arodeth, and on behalf of the Harbingers of Fate and the God of Mankind himself, I have seized your Sky Key. Its defenders threw their lives away trying to stop compassion and destiny from returning to this world. I advise you not to throw your own lives away attempting to do the same.
“Behold the return of the Last Azlanti! Behold Aroden!”
Table GMs, you may begin Act 3.
As a reminder to everyone, this scenario ends at Midnight Eastern US Time, when October 11th becomes October 12th. You should work on resolving anything bad that happens by then. I mean, not that this is bad or anything.
Jayori Bissumbhur |
Just in under the wire! =)
Of those, Jayori's best modifier is a +5 on K:religion. He can attempt to assist on all but the profession
Jayori collects his weapons, as the strange image appears in the sky.
"Aroden?" He says, "That is not a name I expected to hear."
He glances at the others. "Though whoever she is, she is not totally wrong."
Radagast the Brown |
Let me try - I have +11 on Survival.
Survival: 1d20 + 11 ⇒ (12) + 11 = 23.
Just as he is about to check on the man strapped to the altar, Radagast's eyes become wide as saucers at the woman's display.
"Ooo! This is an interesting turn of events! Can she really bring back a dead God using the Sky Key?"
Garn Harlardorn |
Just in case Radagast's roll wasn't good enough, will aid.
survival: 1d20 + 9 ⇒ (1) + 9 = 10
Garn steps up to assist Radagast to examine the area.
Shortly after though, the world falls apart...
GM Fuzzfoot |
Success! Unfortunately, we are moving on to Part 3, so you won't have a lot of interaction with your rescued Azlanti hero, Krahnaliara Lac Suhn.
The general is polite, and his years of military service that required honoring temporary alliances with non-Azlanti have softened the arrogance common in his homeland. He thanks you, his saviors, and halfheartedly excuses himself to reassemble his army. His curiosity about his strange rescuers competes with his duty, though.
Lac Suhn speaks Azlanti, Cyclops, Elven, and an archaic form of Hallit to coordinate with his allies and neighbors, and he knows Aklo and Draconic to better understand his enemies in the field. So surely, you were able to communicate!
You are just beginning to get comfortable with each other when the above scene unfolds.
The embroidered eye symbol on the newcomers’ robes as the holy symbol of Aroden, the vanished and presumed-dead god of humans.
“Behold the return of the Last Azlanti! Behold Aroden!”
The robed Heralds begin casting, and arcs of lightning leap to the rods made of sky-metal. A deep thrum from somewhere below reverberates with chest-tightening force, then the earth begins to heave and quake. Emerald green miasma lashes out, snaking back along the arcs of arcane lightning and infecting hooded casters throughout the crowd. Your body—or perhaps the whole world—crumbles to dust and you hear a distant scream of “She’s overloaded it!”
And just as swiftly, the world is whole again, but in place of a flower-speckled field stands the sprawling marketplace of a small city. Ivory-white buildings and columns feature reliefs and endless statuary all depicting physically perfect human specimens in poses of glory over serpentfolk. A chiton-clad crowd of gawkers stares, both at you and at the roiling dome of green light that encompasses nearly a square mile of territory, beyond which this strange city stretches on.
Robed Heralds panic as they sprint beyond the edges of the glistening dome, only to collapse just beyond its border. There they scream and writhe, their bones cracking as flesh and sinew age to dust in mere moments. Meanwhile, those unfortunates consumed by the green miasma scream and stagger, their features warping and bloating as if the power seeking refuge within them were too big for mere flesh to contain.
And high overhead, a looming stone glows with a light visible even in the growing light of dawn.
Essentially, you have been transported back in time - any items you have acquired so far in this scenario disappeared with the transformation. However, this provides you some benefit as well! Each of you can choose two of the following benefits right now.
• Recover one or more spells or spell slots whose total levels are equal to your character level.
• Regain one daily use of a class feature. If you would normally be able to use the feature five or more times in one day, instead regain two uses.
• Heal 1d2 points of damage to all ability scores.
• Heal 1d8 hit points. Add your character level to the number of hit points recovered.
You can choose the same benefit twice, if you like.
You recognize this as a moment in history: the Azlanti city of Lacsuhnollo, a sizable colony city in the region that will one day become the Isle of Kortos. The Azlanti citizens here have endured a long conflict with the aboleth and their ulat-kini minions, yet for the past several hours, they have fearfully watched a star in the sky grow brighter and more ominous.
You can further deduce that you have about 2 hours before the asteroid above crashes into Golarion and plunges the world into a thousand years of darkness!
[/dice]
[spoiler=DC 15 Knowledge (engineering or history) or Profession (architect) check]
You can recognize the architecture around them as Azlanti.
The crowd of onlookers grows angry, then defensive, yelling threats in Azlanti.
What do you do?
Lantorth the Sly |
Lantorth will recover his mage armor and burning hands spells. Nothing else seems to be wrong with him...at the moment.
"This is quite the change of scenery. Normally I'd be up for such shenanigans, but it seems to be doing more harm then fun."
Jayori Bissumbhur |
OK... suppose I shall recover my one use of Smite Evil! =)
"It would seem we have shifted forward some, though I believe we are still on Kortos."
Jayori glances around at the increasingly unhappy locals with a concerned look.
"Does anyone speak Azlanti?" He adds hopefully.
Pau |
Pau will choose to heal 2d8 + 6 ⇒ (7, 2) + 6 = 15 hit points, from the above listed boons.
Know. History 1d20 + 4 ⇒ (13) + 4 = 17
Pau looks around at the scene, and his face grows pale. "We are smack in the middle of the Azlanti city of Lacsuhnollo right now. This was a sizable colony city in the region that will one day become the Isle of Kortos. The Azlanti citizens here have, for the past several hours, fearfully watched a star in the sky grow brighter and more ominous. We have about two hours to figure a way out of here before the asteroid above crashes into Golarion and plunges the world into a thousand years of darkness!"
Pau |
Awesome. If we had time for healing, Pau would definitely do that. DM, did I take 4 total points of Strength damage?
Str regained 1d2 ⇒ 1
If I did take four, then gaining one would put me down three. In Pathfinder, am I right that that would be a -1 to hit and damage, or would it be -2?
Lantorth the Sly |
"I can't speak it but if we need to I can understand it." Lantorth says in reply to Jayori's question.
Also you get two off that list Pau, so you can do another 1d2 of str again if you like.
Pau |
Depending on how much time we had for healing will decide what I choose. I was down to 13 HP, when I chose the two heals. If I had time for one LoH from Jayori, I would choose one heal and one lesser restoration effect. If I had time to be healed twice from various sources, I would select both lesser restoration effects.
GM Fuzzfoot |
This all happened fast, and lucky it did because it stopped the poison from doing even more strength damage to you! I had you at -6 str, which would be -3 Att and Damage from your norm. You do have enough time to cast CLW, use wands, etc., before things got crazy. So you might want 2 restorations...
Pau |
Restoration 1d2 ⇒ 1
So I am still down 4 points of Strength! Geez that's a minus two to everything for the rest of the scenario. Don't suppose anyone has a potion of lesser restoration I could buy off you?
Garn Harlardorn |
Does the time warp remove our current buffs? Garn will use one of the benefits to heal Snowball's strength damage, and another to restore spell slots (1 barkskin, 1 shillelagh). Then uses his wand of clw to cure Snowball. If Pau needs it, Garn can use his wand on him, too. Just roll for it and I'll deduct off the charges.
restore strength: 1d2 ⇒ 2
wand of clw, Snowball: 1d8 + 1 ⇒ (7) + 1 = 8
"No, it sounds gibberish to me." Noting Pau's words, Garn stares around in wonder and fear. His eyes, though, are eventually drawn up to stone looming overheard. Unlearned as he is, Garn is still familiar with the history of Earthfall. Never in his wildest dreams, however, did he imagine you would ever come directly under it. Desna, guide us out of this.
Garn Harlardorn |
Garn pulls out his scroll of lesser restoration. Reading off its incantations, Garn lays a hand on Pau, who feels divine magic flowing through him, restoring his strength.
scroll of lesser restoration: 1d4 ⇒ 4
There you go! :) Don't think you can buy things off fellow PCs in game, so just go and smash some more heads!
GM Fuzzfoot |
OK - I think that cleans everyone up nicely. Now, about these angry peasants....
Pretty much, you have 3 options:
1. Play nice (Hard Diplomacy Check, DC 20)
2. Make them cower (Average Intimidate check, DC 17)
3. Crush them (and if you fail either above, this will be the default)
There are two guardsmen and three angry citizens paying particular attention to your group.
GM Fuzzfoot |
It also appears that you have just been passed an aid token, courtesy of table #23!
GM Fuzzfoot |
Unfortunately, with the time shift, that benefit has also disappeared/expired. But to answer your question, it would have added an additional +1 to the aid.
Jayori Bissumbhur |
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Ah! Darn... ok, well, unless someone objects, I'll use that shiny new token for the 'Aid Another' benefit, and try to 'pantomime' the locals down!
Unsure what the locals are upset about, but pretty sure they are indeed upset about the party's presence in general, Jayori steps forward, his hands raises in a peaceful gesture.
Will try to avoid draconic here, that might trigger the wrong sense memories =)
"I know you can not understand my words... but we mean you no harm."
He glances up towards the glowing ball in the sky.
"Though the same can not be said for what comes."
"I deeply regret what is about to happen, but it is not our doing."
He continues speaking in a soothing tone, trying to calm the locals down, as long as it takes, or until they make up their minds one way or the other.
Diplomacy + Aid Token: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20
GM Fuzzfoot |
With the aid token, you just made it! And that technically ends the encounter, so we can pass the token on to another table. Any suggestions?
Thanks to Jayori's quick and calm actions, the citizens calm down, although they remain wary of these strange intruders.
A familiar figure limps out from between two buildings. The weight of years seems to hang over Kreighton Shaine, the Pathfinder Society’s illustrious Master of Scrolls, his face more deeply lined than it was this morning.
“My apologies for not reaching you more quickly, but I have been quite distracted,” he pants. To the left and right across the ancient marketplace, other versions of Kreighton Shaine are speaking to other, equally bewildered Pathfinders. “It seems redundant to say so at this point, but the Harbingers of Fate have seized control of the Sky Key, and we all appear to be trapped in what the Isle of Kortos used to be eons ago. The same sort of temporal bubble that brought the serpentfolk city of Sessegishoss to us now keeps our forces pinned down here.
“We are attempting to uncover the Sky Key Vault now. While the vault itself seems to be here in this time period, our entrance to it wasn’t projected back, and we’ve lost our bearings relative to its location in this new landscape. What’s more, I worry simply reclaiming the Sky Key will not be enough to allow our escape— that green surge we all witnessed seems to have invested many of the Harbingers with enough of the Sky Key’s energy to maintain our chronological exile.”
Shaine looks worriedly up at the sky. “We will need to work together to uncover the vault and cut the tethers that anchor this time period to the Harbingers’ spellcasters. We must do both so we can use the Sky Key to escape.” A crack of thunder sounds overhead as the dome of green light twists and arcs down to the surface with a thunderous crash, and strange, hairy beasts stride where it struck. “And we would be wise to move quickly.”
He hands you a potion of cure moderate wounds. "Here - take this and use it when needed. Any questions?"
GM Fuzzfoot |
It was a single potion FOR EACH OF YOU. (edited)
I suggest table 13 or 18 for the aid token, neither appears to have gotten one yet.
"The Harbinger of Fate are an obscure Arodenite cult dedicated to resurrecting a dead god by forcing prophecies to come true. We need to separater them from the temporal energy inside them. How? That’s the lovely part: I’m not completely sure. Advanced magical theory was always more Aram’s bag. But then, it does seem to be a sort of magic, so anything you have to shut down magical effects should do the trick. And if it is a magical effect, it will certainly expire upon their deaths—tragic, certainly, but better than all of us dying here. Then again, these Harbinger spellcasters must be of some relative skill based on the spells they performed. You may be able to coax them into dismissing the effects themselves, though their temporal investitures seem to have made them a bit… erratic."
Pau |
Lets give it to lucky number 13.
"If there is convincing to be done, Jayori, you're the one to do it. And if it doesn't work, I'll help you beat down the casters until that magical effect is gone from them!"