Sigríðr Jǫrðhamarr |
Sigríðr looks Kiddrik up and down, "Calm down ya daft man and jus' listen to what tha batty elf 'as tah say!"
She then mutters to herself, Lousy caster's, I warned 'em. I said, "don't ya be tryin' craziness wi' yer magic' but noooooooo, nobody listens ta the woman in the group."
Watching Kiddrik panic more and more she simply announces a plan, "We'll be goin' after that one," she points at a Pathfinder anchor in the distance. "An hop to it, ya wouldn't wanna get stuck 'ere would ya?"
Self heal Wand of CLW: 1d8 + 1 ⇒ (7) + 1 = 8
I'll recharge my two allowable spell levels.
Vash Swiftfeet |
When Vash sees Sigidr healing, "Anyone else need healing? I can use wands." He offer sheepishly.
For the benefit does that have to be used now or can they be used later since i havent really used any spells?
GMG |
Vash, benefit is the result of the timeshift. So yes, it happens now and you can't store it
"How do we cut the tethers to the Harbingers?"
“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.”
"And once we do—and we're pushed back forward in time—what will happen to all these folks?"
Kreighton Shaine sighs "I am afraid they will suffer the same fate that happened thousands of years before our time, Earthfall will happen and they will all die. Or maybe they come with us when we activate the sky key. Who knows?"
Kiddrik Brown |
I used the time-shift recovery thingy to gain back spell slots.
Kiddrik gives Sigríðr an annoyed look, but otherwise ignores her remark, focusing instead on the VC's responses with a shake of his head. "Then we'll do our best, I reckon. Aska, let's go cut us some tethers."
He hurries off with the team, moving towards the nearest tether as he and Aska watch for Harbinger threats.
GMG |
I am interpreting Kiddrik's post as going after one of the (multiple) harbingers instead of searching for the vault (and ignoring your discussion ;-)
In the distance you see a woman holding her hands up to the sky. She is dressed in the Aroden's robe and a green aura flickers over her body. It is clear this must be one of the harbingers. While you approach her she adreses you
"Bow before me and look at what Absalom was supposed to be! I am Omandi Mil and you shall pay me proper respect!"
You are uncertain how to proceed when a maelstrom of green energy appears, leaving a large glistening rock when the maelstrom disappaers again. The rock is suddenly revealed to be more as a terrible pseudopod lashes out...
Vash: 1d20 + 4 ⇒ (12) + 4 = 16
Dekion: 1d20 + 4 ⇒ (2) + 4 = 6
Sigríðr: 1d20 + 5 ⇒ (19) + 5 = 24
Girzog: 1d20 + 5 ⇒ (19) + 5 = 24
Belvica: 1d20 + 2 ⇒ (5) + 2 = 7 +2 in forest
Omandi Mill: 1d20 ⇒ 1
Rock: 1d20 - 5 ⇒ (17) - 5 = 12
Initiative
Kiddrik
Vash
Sigríðr
Girzog
- - -
Rock
- - -
Dekion
Belvica
- - -
Omandi Mill
Dekion the Defender |
I'm assuming the white square is the ooze.
Seeing the ooze, Dekion sheaths his sword and puts his shield away. "Kiddrik, you seem to understand what is going on here. Why don't you go ask the all powerful wizard there how she plans on stopping that comet coming to destroy everything."
GMG |
Belvica tells you that being grappled by a gray ooze hurts a lot and that it is immune to fire and cold.
Kiddrik Brown |
Dungeoneering: 1d20 + 8 ⇒ (14) + 8 = 22
Can I get any special defenses, then offenses?
Kiddrik nods to Dekion without taking his eyes off the Harbinger. ”I’ll do what I can, but be ready to put her down if she doesn’t immediately back down.”
Then, he raises his voice, stepping forward towards the green-aura’d Arodenite. ”You have unleashed something here that will bring ruin to everyone here … and everyone across Golarion in our time. Everyone will die, even you. And this won’t bring back your god! Release your connection to the power so we can work to correct this. Please.”
I don’t think there’s a combat-use of Diplomacy, but on the off-chance that it can be made to work in this situation…
Diplomacy: 1d20 + 15 ⇒ (15) + 15 = 30
GMG |
"You have to prove your worth to me! Defeat the least of my minions and I might listen to you" she shouts back at Kiddrik.
Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
Kiddrik, I am using your action for the use of diplomacy. You are right, there is normally no combat-use but you attempt to talk to her, so forfeit the chance to do something else (and it might actually have helped you...)
Initiative
Vash
Sigríðr
Girzog
- - -
Ooze (white square on map)
- - -
Dekion
Belvica
- - -
Omandi Mill
- - -
Kiddrik
Kiddrik Brown |
That's fair. :)
"Deal!" he shouts back.
Then, to his teammates, "It has no mind and it's immune to poison, sleep, paralysis, polymorph, and stunning. It also has no weak spots (no sneak attack/crits/flanks) so just beat it into splatters, folks!"
Sigríðr Jǫrðhamarr |
Sigríðr sighs at the situation and grumbles nearly verbally, 'a group of all melee fighters we must now fight perhaps one of the most frustrating dungeon denizens Dwarves have ever encountered. This wench is going down, I don't care what kind of negotiations we've got going on, she's going to suffer for this.' She again hefts her shield, but this time holds forth her holy symbol before uttering magic words. A golden glow forms around her body as holy light protects her. She pulls out a hurlbat, getting ready for combat.
Standard: Cast Shield of Faith (+2 deflection bonus to AC)
Move: Draw hurlbat
Vash Swiftfeet |
Vash and milly charge past the ooze!
Charge, Ride by Attack: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
Damage: 2d6 + 8 ⇒ (5, 6) + 8 = 19
GMG |
Vash charges past the ooze, scoring a significant hit! The ooze wriggles after the halfling on his eagle. A pseudopod lashes out and grabs Vash straight from the saddle! The touch of the ooze's flesh bites through clothing and armor. To make matters worse it starts crushing the halfling to bits!
Attack: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d6 + 4 + 1d6 ⇒ (2) + 4 + (4) = 10
Grab: 1d20 + 10 ⇒ (14) + 10 = 24
Constrict: 1d6 + 1 + 1d6 ⇒ (5) + 1 + (2) = 8
Initiative
Girzog
Dekion
Belvica
- - -
Omandi Mill
- - -
Kiddrik
Vash 14/32 hp, grappled
Sigríðr
- - -
Ooze (white square on map): 19 damage, grappling
- - -
Dekion the Defender |
Dekion pulls out his bow and takes aim at the ooze when Vash and Belvica charge ahead into his line of sight. "Doesn't anyone use strategy anymore?" he says shaking his head as he re-positions himself to get a better shot.
He is surprised that the blob is able to grab the halfling right out of his saddle. "Ouch, that's gotta hurt," he says as he fires off an arrow.
Attack: 1d20 + 6 - 4 ⇒ (9) + 6 - 4 = 11
Damage(P): 1d8 ⇒ 5
GMG |
Dekion and Belvica easily damage the ooze, now that it is occupied with crushing Vash...
Initiative
Girzog
- - -
Omandi Mill
- - -
Kiddrik
Vash 14/32 hp, grappled
Sigríðr
- - -
Ooze (white square on map): 43 damage, grappling
- - -
Dekion
Belvica
GMG |
Girzog is still contemplating whether he should go for the ooze or let his companions handle it. Delay
The woman stands with her hands on her haps, studying how you are handling the ooze.
Initiative
Girzog
Kiddrik
Vash 14/32 hp, grappled
Sigríðr
- - -
Ooze (white square on map): 43 damage, grappling
- - -
Dekion
Belvica
- - -
Omandi Mill
- - -
Sigríðr Jǫrðhamarr |
Sigríðr nods to Dekion with clearly frustrated look on her face, "Aye, I cannae believe I'm agreein' wi' one a yah 'uman whelps, but y'ad 'ave thought Pharasma would'a weeded 'em out by now."
She then tries to maneuver into a better position as the slow creature was not drawn to the group as she had hoped.
Double Move
GM Mars |
Pathfinders have found and uncovered the Sky Key Vault. It is there that the Sky Key—the Society’s ticket home—awaits. However, the dome of green energy remains strong, suggesting that too many Harbinger spellcasters are still anchoring the Society in this time period.
GMs, it is now possible to gain Vault successes. Map is also updated.
Sigríðr Jǫrðhamarr |
Sigríðr watches as Vash starts to struggle to get loose. She hears him cry to his Roc, "Milly, attack!"
Free action: Command Milly to attack the ooze (Push since the Roc is not trained in "Attack Any". 1d20 + 5 ⇒ (12) + 5 = 17
Standard action: CMB to break free: 1d20 + 5 ⇒ (3) + 5 = 8
Milly, not being trained in the attack any creature command, stares blankly at Vash as his command goes unheard.
GMG |
Thanks!
Vash struggles to get loose but fails. The ooze squeezes the halfling some more and then drops Vash' limp body to the ground.
CMB: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 1d6 + 4 + 1d6 ⇒ (1) + 4 + (3) = 8
Constrict: 1d6 + 1 + 1d6 ⇒ (2) + 1 + (6) = 9
Initiative
Dekion
Belvica
Girzog
Kiddrik
Vash -3/32 hp, stabilize needed
Sigríðr
- - -
Ooze (white square on map): 43 damage, grappling
- - -
I have removed Omandi Mill from initiative order as it is obvious she is watching you battling the ooze and you are ignoring her in comnbat
Sigríðr Jǫrðhamarr |
Sigríðr, seeing Vash fall and having no idea how badly wounded he is, other than seeing blood pool out of his ears, drops her Hurlbat to the ground and begins moving her free hand, "Drangviit, give this Halfling the where withall to find vengeance again"
Standard: Cast Stabilize on Vash
Move: Start moving forward to give Girzog a flank.
I have spiked gauntlets, I do threaten.
Kiddrik Brown |
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"Aska!" Kiddrik shouts as he casts a spell and reaches out to the little thrush, "Take this to Vash!"
Aska flits away, dodging over the fray to touch briefly on the halfling's cheek.
Kiddrk casts CLW, and hands it off to Aska, who flies up and over the fight to touch Vash.
CLW, CL3 on Vash: 1d8 + 3 ⇒ (1) + 3 = 4; sheesh, at least it gets him back on his feet. :/
Girzog |
Girzog starts swinging and biting at the ooze
Claw B,S: 1d20 + 9 ⇒ (11) + 9 = 20
Damage: 1d3 + 1 ⇒ (2) + 1 = 3
Claw B,S: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 1d3 + 1 ⇒ (3) + 1 = 4
Bite B,P,S: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d3 + 1 ⇒ (1) + 1 = 2
That's not how that was supposed to go...
GMG |
Belvica swings her waraxe in a mighty arc, cleaving the ooze in two equal parts. Unfortunately the two parts still quiver and seem ready to lash out at the pathfinders. Girzog then comes in and stops that!
The woman slowly claps in her hands and says "I suppose you want me to release part of my magical might? You have shown yourself capable warriors, so I will grant your request. Now begone and enjoy the beauty of Absalom as it was supposed to be"
That is an Anchor Success for you!
A bit further away you see a man sitting behind a table, he seems to be shuffling some cards...
Or you can enter the vault, I suggest you heal Vash and then decide what to do.
Kiddrik Brown |
Vash, if you do't have a CLW Wand, you can use Kidd's.
As Aska alights once more on Kiddrik's shoulder, he looks over at the woman, making a motion like he's tipping a hat at her (if he were wearing one). "Much appreciated, ma'am. And we will, as time allows."
I'm curious about the man with the cards.
GMG |
Spotting you, the man calls out. "Ah, more travelers. Welcome, welcome. I see you too have sought out Binui Skostravalus, master fortune teller! Come closer, and lets see what the fates have in store for your."
He appears to be of Varisian descend. As he beckons you closer, there appears to be no malice or subterfuge in his invitation.
"Do you want me to read your past, present and future or do we play a simple game of Towers?" he asks while shuffling a deck of harrow cards
Kiddrik Brown |
Kiddrik looks around incredulously, not sure if he should take this situation seriously. "WE're in the middle of trying' to clear this place out, fella. There' sa great big rock falling from the sky right now. Maybe you should do yourself a favor and clear out. I'd be happy to play a game with you then."
Diplomacy: 1d20 + 15 ⇒ (4) + 15 = 19
Vash Swiftfeet |
I have one! Its easy to find. Sorry everyone. Ive been working 14-15 hour days these past 3 days and havent had time to post.
GMG |
"The big rock is what connects us all, just as these cards connect past, present and future. Birdman, sit down and I will perform a harrowing for you."
He shuffles the cards expertly from one hand to another, moving them with the same sort of razzle-dazzle that one would expect from a street magician. “We’re in the end times, now, can’t you see? Portents of doom in the sky, portents of doom in the cards. Time storms, Pathfinders, these Azlanti fools and Harbingers of Fate like myself.” He lays down nine cards facedown onto the table, staring at each of you.
“These three columns are your life.” He points to the three cards in the left column. “This is the past.”
Flip. Although the card is labeled ‘The Peacock’, it looks more like a ravaged wyvern sitting on top of a skull. It wields a key.
“‘The Peacock!’ The Peacock is a creature of astonishing beauty, but it is a beauty that can only be retained if frozen like a cockatrice’s statues. Smarter people accept the passage of time and dance out of The Peacock’s way. Its appearance always signifies a sudden personal shift in attitude or societal change. Perhaps a change as momentous as what the Harbingers of Fate are creating right now. How appropriate that it belongs to the suit of keys, when the fate of a key and the fate of the world hang in the balance?”
Flip.
“‘The Publican’. Fellowship and Camaraderie, a place of refuge for those in need, but... it is misaligned. Perhaps the refuge is false. Perhaps it was a place where you once thought you belonged, but found out that you didn’t.” He looks you over and sneers. “This is the card of orphans, outcasts and Pathfinders.”
Flip.
“‘The Locksmith.’” He grins with satisfied glee, and points to a card that looks like a thief in the night, holding on to a host of keys. “The locksmith presents the subject with the keys she needs to unlock her destiny. He grants the tools to access a new location, clue, or treasure. He does not grant insight into how or where to use the tools granted. This card often represents a strange, ancient, or magical object.” He laughs. “Know of any of those that you might have lost, lately?”
He expertly gathers all the cards and shuffles them again "Now for that game of towers...."
To win or cheat at the game you need two Bluff, Profession (gambler), or Sleight of Hand checks.
Girzog |
I'm not a card playing man myself, I'll leave that to someone else. I had hoped your toy could give some answers we seek.
Girzog turns and steps behind the party to allow someone else to step forward and play
Kiddrik Brown |
”I’ve always heard I should take tarot-readings with a grain of salt,” Kiddrik says with an uncomfortable shrug.
Then, he’s caught off-guard by Dekion’s request, but shrugs, giving the tarot-wielding Harbinger a determined look. ”Towers, huh? I think I’ve seen it played before.”
As the game begins, he decides to simply forgo strategy for straight-up subterfuge.
Bluff 1: 1d20 + 6 ⇒ (9) + 6 = 15
Bluff 2: 1d20 + 6 ⇒ (15) + 6 = 21
GMG |
"Well played!" the man says after Kiddrik has managed to palm the bad cards and putting them back on top of the deck when his opponent would be up for a draw.
You ask him to release the energy and the unearthly green radiance that was covering him disappears.
You can continue searching for more anchors or since the Sky Key vault is now accessible you can search the vault itself to confront Lady Arodeth and recover the sky key.