GM Turmoil's Cosmic Captive (Tier 1-2) (Inactive)

Game Master ckelley83

Maps and Visuals

Time Passed: 133 minutes

Scenario Bonuses:

+2 initiative in next combat
+2 initiative in Areas D & E
Can call on small water elemental for one encounter (x2)
Wish: next foe weakened


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Dark Archive

Goblins|| ...||Heresy

Menarul draws his hammer and moves in for close combat. Kronas stabs at the creature with his blade, and though he hits it, doesn't seem to really do any damage. Not to worry though, as Artus slashes at the zombie with his blade in retaliation, ending its existence.

Out of combat!

Feel free to heal up!

With the floating platform now free of aggressors, you and several dozen other Pathfinders cling to the rock as gravity pulls it down towards the fortress, which gets bigger and bigger as you descend. The floating vault is nearly a half-mile wide with defenses established in every direction. An adamantine shell encloses the structure; however this has been ruptured, and strands of the sky metal practically bleed from the holes in a vain attempt to repair the damage and reseal the area completely. The ground bulges all about, and chunks of earth and metal explode periodically as blasts of air billow out from within, driven by an unseen force.

The fortress is practically a life form in its own right—a vile construction of the elemental lords. Its contortions and regeneration make it difficult for the Pathfinders to alight on its surface, find an open passage, and make their way inside before another gust flings their island back toward the cavern’s edge.

First step is for someone to spot a way in! Someone needs to pass a DC 18 Knowledge Engineering, Perception, or Survival check.

The second step is to make your way off the moving platform into the opening. Everyone will need to attempt a DC 15 Acrobatics or Climb check, OR a DC 11 Reflex save.

Dark Archive

Tiefling Herald Caller of Lamashtu 8.2| HP: 51/51 | AC: 21 [25] T: 14 [18] FF: 17 [20] CMD: 17 [21]| F+9 R+8 W+13 | Init +9 | Perception +22, See in Darkness, Low-Light Vision Endure Elements
Tracked Resources:
Channel Negative 3/3; Copycat 8/8 Spells: 1st 4+1/6+1, 2nd 3+0/4+1, 3rd 2+1/4+1; 4th 1+0/3+1; Extend 1/3

Lutorinus doles out healing in the moment of calm. "Asmodeus' blessing upon you all! Remember how the Dark Prince has come to your aid when you needed it!" Unlikely to sway these fools in such a short time, but it never hurts. If not me, then another who has been given the mantle shall succeed.

As they close in on the fortress, he does his best to locate an entrance, but to no avail. "Too much is changing all at once, I can hardly make out a path!"

________
Roll your charges with the party wand!

Rolls:

CLW on Self: 1d8 + 1 ⇒ (4) + 1 = 5 Full health
Perception, DC 18: 1d20 + 9 ⇒ (1) + 9 = 10 -_-
Reflex Save, DC 11: 1d20 + 3 ⇒ (1) + 3 = 4 FFS. Using my reroll.
Reroll +1 Reflex Save, DC 11: 1d20 + 4 ⇒ (16) + 4 = 20 Hooray! :D

The Exchange

Male Human Telekineticist 4/Sorcerer 1 | HP 47/47 (5NL) | AC 14 22 T 14 FF 10 18 | F+9 R+9 W+9 | Perception +10 +12| Init +5 | CMB +1 | CMD 15

Zandu stares at the fortress for a long time, visually following one spot before having it close up on him a moment later. Impossible to follow all that... After a time, he shakes his head in frustration. "There is a pattern there, I think, but I can't quite get a handle on it."
Perception: 1d20 + 5 ⇒ (9) + 5 = 14

-------

Assuming someone makes the spot check...

Zandu jumps off the platform and gracefully lands right where his companion had indicated, a clear opening as promised.
Acrobatics: 1d20 + 6 ⇒ (17) + 6 = 23

Liberty's Edge

M Half-elf | Alchemist (bramble brewer, grenadier) 4 | HP 31/31 | AC: 22 (18) T: 14 FF: 19 (15) | F: +5 R: +7 W: +3 (+2 vs. Enchantment) | CMB +5 | CMD 17 | Speed 30 | Int. +3 | Perc. +9 | S.M. +0 | Bombs 1/8, Mutagen 0/1, CLW wand 41/50 | Active conditions: none

Menarul takes out his notebook again and starts taking quick memos and sketches of the place as the piece floats down. "You know this would be an amazing place for a fireworks display, you could set the people up on the cavern edge and fire them off from down there. It'd be remarkable in that you'd be above or on level with many of them." When he finishes getting his ideas down on paper he turns to Lutorinus and asks if he could get the cleric to look at the bruising on his back.

When they get closer, he puts his notebook away again and starts to look at the fortress with an almost unnerving intensity. He doesn't find anything promising, but does feel he can easily get wherever his companions tell him to go, should they find a good place to get in.

______

Keeping things tidy:

Perception DC 18: 1d20 + 6 ⇒ (3) + 6 = 9
Relex DC 11: 1d20 + 4 ⇒ (16) + 4 = 20

Going to pull a use off the communal wand, unless it's used up in which case he's going to use his own.
Also sorry about the slight character change but I've never had a great grasp on Menarul's character or motivation, but I'm thinking about making him interested in making and using fireworks.

Liberty's Edge

Male Half Elf Unchained Rogue (Rake/Scout Archtypes) / Level 2 | AC 17 T 13 FF 14 | HP 17/17 | F +1 R +6 W +2 (+2 vs Enchantment) | CMD 14 | Init +3 | Perc +9 Low light vision

Wand of Clw clw: 1d8 + 1 ⇒ (3) + 1 = 4

Looking for the way forward.

perception: 1d20 + 9 ⇒ (2) + 9 = 11

Jump down if some is able to guide us.

acrobatics: 1d20 + 8 ⇒ (6) + 8 = 14

Silver Crusade

2 people marked this as a favorite.
Spells:
-/0/0/0/0/0 | arcane mark 1/1 | comprehend languages 1/1 | message 0/1 | read magic 1/1 | wand CLW 5/5, wand CLW 50/50
Male Gnome Bard (arcane duelist) 2 | HP 17/17 | AC 19 T 14 FF 16 | CMD 13 | F +2 R +6 W +2 | Spd 20' | Perc +5 (low-light) | Init +5 | Performance 1/9 | Eternal Hope 1/1 | Conditions:

"Oooooh! I've never seen the top of a firework before... I wonder it's just as colourful as the bottom?" Kronas says before giggling and quietly repeating "bottom!" Seconds later, a glimpse of the fortress distracts him from his train of thought "Wow! Look..." Kronas points at a seemingly random point on the dome "It looks almost alive!" He scampers back and forth excitedly, occasionally leaning precariously over the edge for a better look "Oh, oh! Look... there... can you see it?" he points at another crack just before the island is blown back towards the cavern walls "I think I see an opening." When the island gets near the fortress once again, Kronas backs away from the edge to give himself a good run up "Follow MEEEeeeeeeeeeee...." he cries as he leaps off the side of the island with a huge smile on his face.
________

Rolls:
Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Acrobatics: 1d20 + 8 ⇒ (20) + 8 = 28

Dark Archive

Goblins|| ...||Heresy

Pushing us forward to get to the stuff that matters quicker
Robyyn Reflex: 1d20 + 2 ⇒ (10) + 2 = 12

As the rock descends towards the fortress like vault, Kronas skitters around the edge, staring for a way in. He finally spots a crack large enough to squeeze through, and jumps for it, not sure how long it will stay open. The others all follow, and somehow, miraculously, nobody is hit by any flying debris in the process.

Now inside the vault, you find your predicament isn't much better than it was outside. You now have no choice but to navigate the twisting passages found within the fortress itself. The way forward is claustrophobic and cramped, with the walls constantly shifting and bumping into you.

Next phase! I need three of you to give me three Knowledge Dungeoneering or Survival checks each, to attempt to find the way forward.

Scarab Sages

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

Robyyn begins poking around the looming corners of the passageway. The walls are actually moving around; we'll never find our way through this. His frustration at the complicated maze is obvious.

_____________
Is anyone allowed to check, or only three of us? Robyyn isn't trained in either and only has a +1 to Survival from Wis. If anyone may try, I've spoilered some rolls below, but if not, it's probably best to let some other three check.

Survival:

Survival: 1d20 + 1 ⇒ (13) + 1 = 14
Survival: 1d20 + 1 ⇒ (6) + 1 = 7
Survival: 1d20 + 1 ⇒ (5) + 1 = 6

Ayrii actually has a +2 from Wis, so--again, only if this is a check we can all make--here are some rolls for him too.

Survival, Ayrii:

Survival: 1d20 + 2 ⇒ (1) + 2 = 3
Survival: 1d20 + 2 ⇒ (5) + 2 = 7
Survival: 1d20 + 2 ⇒ (7) + 2 = 9

Liberty's Edge

Male Half Elf Unchained Rogue (Rake/Scout Archtypes) / Level 2 | AC 17 T 13 FF 14 | HP 17/17 | F +1 R +6 W +2 (+2 vs Enchantment) | CMD 14 | Init +3 | Perc +9 Low light vision

survival: 1d20 + 2 ⇒ (18) + 2 = 20

Dark Archive

Tiefling Herald Caller of Lamashtu 8.2| HP: 51/51 | AC: 21 [25] T: 14 [18] FF: 17 [20] CMD: 17 [21]| F+9 R+8 W+13 | Init +9 | Perception +22, See in Darkness, Low-Light Vision Endure Elements
Tracked Resources:
Channel Negative 3/3; Copycat 8/8 Spells: 1st 4+1/6+1, 2nd 3+0/4+1, 3rd 2+1/4+1; 4th 1+0/3+1; Extend 1/3

"Stand aside, I'll figure this out," Lutorinus declares as he tries to make sense of the constantly twisting tunnels. Reminds me of the sewers of Elidir.

________

Rolls:

Survival: 1d20 + 3 ⇒ (4) + 3 = 7
Survival: 1d20 + 3 ⇒ (18) + 3 = 21
Survival: 1d20 + 3 ⇒ (12) + 3 = 15

Does anyone have either of those skills trained?

Silver Crusade

Spells:
-/0/0/0/0/0 | arcane mark 1/1 | comprehend languages 1/1 | message 0/1 | read magic 1/1 | wand CLW 5/5, wand CLW 50/50
Male Gnome Bard (arcane duelist) 2 | HP 17/17 | AC 19 T 14 FF 16 | CMD 13 | F +2 R +6 W +2 | Spd 20' | Perc +5 (low-light) | Init +5 | Performance 1/9 | Eternal Hope 1/1 | Conditions:

"Please do! This place is making my head hurt..." Kronas says, a little of his enthusiasm draining as he fiddles with a shining silver wayfinder That way's north! Umm, how does that help me?
_______

Rolls:

Survival: 1d20 - 1 ⇒ (14) - 1 = 13
Survival: 1d20 - 1 ⇒ (11) - 1 = 10
Survival: 1d20 - 1 ⇒ (19) - 1 = 18

I don't think we do. I only have a -1 survival or a +1 if wayfinders work, but in the interest of keeping things going, I made some rolls anyway. Edit: Spoke too soon :) I will defer my rolls in favour of Manual's if possible, since he's trained and all.

Liberty's Edge

M Half-elf | Alchemist (bramble brewer, grenadier) 4 | HP 31/31 | AC: 22 (18) T: 14 FF: 19 (15) | F: +5 R: +7 W: +3 (+2 vs. Enchantment) | CMB +5 | CMD 17 | Speed 30 | Int. +3 | Perc. +9 | S.M. +0 | Bombs 1/8, Mutagen 0/1, CLW wand 41/50 | Active conditions: none

Menarul follows Kronas from the debris into the fortress as well. When they land he comments, "Yes a fireworks should look the same or similar from above, but it..." He gets cut off when he notices from the corner of his eye that the walls are indeed moving. "Oh, interesting I wonder if there's a pattern? Let's see..." After spending a moment analyzing their movements, he pipes up, "I think I see a pattern, if we go this way, maybe..." before heading off down a corridor.

_________
I don't know if I can make a check now as lots of others have already, but Menarul is Trained (ooh, wow) in survival (not that his bonus is amazing or anything, though). If he can use his wayfinder here, please add +2 to these.

Rolls:

Survival: 1d20 + 4 ⇒ (14) + 4 = 18
Survival: 1d20 + 4 ⇒ (2) + 4 = 6
Survival: 1d20 + 4 ⇒ (17) + 4 = 21

Dark Archive

Goblins|| ...||Heresy

Only 3 players are allowed to attempt it, and you need a total of three successes to find the way through. Artus, Lutorinus, and Menarul have the highest modifiers, so I'm going to say they're the 3 attempting it.

Lutorinus Reflex: 1d20 + 3 ⇒ (12) + 3 = 15 Damage: 2d6 ⇒ (6, 4) = 10
Menarul Reflex: 1d20 + 4 ⇒ (16) + 4 = 20

Artus, Lutorinus, and Menarul take the lead, and try to find the way forward through the ever shifting passageways. The tiefling and the alchemist both end up taking a wrong turn somewhere however, and lead the party right towards a large crevasse. Though Menarul spots it just in time to avoid falling, Lutorinus isn't as lucky and takes a hard fall. It takes a bit of time to finally make it to the inner vault, and everyone is left a bit battered from the ordeal.

Everyone takes 2 points of damage from being the walls crashing into you during the journey. The whole trip takes 25 min.

Finally, you reach your destination: A heavily worn set of stairs leads from claustrophobic tunnels into an eroded cavern studded with sand-scoured crystals that emit cool, faint light. The jagged foundations are all that's left of metal walls - the fragments of which now jut from the wall like throwing knives. An immense, intricate, thousand-sided polyhedron made of sky metals floats within a tight series of binding circles. As blasts of air erupt from the polyhedron, the surface's shattered facets regenerate before being blasted apart on another side.

Mechanics for this section
- The goal here is to decipher the orb over a period of time. Each passed check will accumulate successes that are then reported to HQ.
- However, solving the puzzle comes with a cost. The polyhedron has five major magic circles that function as wards against anyone trying to get too close.
- You can attempt to identify the magical properties of a gemstone circle with Knowledge Arcana or Planes. If the check is high enough, you will identify all of them at once.
- You can attempt to destroy a circle either by attacking it or with a Disable Device check.
- Regardless of whether the circles are destroyed yet or not, you can attempt to solve the puzzle orb via Appraise, Disable Device, Intelligence, Knowledge Religion, Wisdom, or Use Magic Device. Alternatively, a Knowledge (any besides Religion), Linguistics, or Perception check also work, though they won't be as useful. If you speak Abyssal, Aquan, Auran, Ignan, or Terran, let me know, as you get stacking bonuses!
- Lighting is dim and their is wind constantly gusting, making ranged attacks more difficult.

So everyone can attempt one action for now, either attempting to solve the puzzle or destroy a circle. Trying to identify the properties of the circles is not considered an action.

Scarab Sages

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

Before beginning to make any attempt to solve this puzzle, Robyyn stands in rapt attention, clearly in awe of this fantastic... well, whatever it is! All of that skymetal....

As his eyes travel over the polyhedron in the center, and the various rings (probably wards?) that fly around it, his mind instinctively looks for some kind of pattern.

Actions:

Knowledge (arcana): 1d20 + 9 ⇒ (12) + 9 = 21 to identify properties of the magic circles

Use Magic Device: 1d20 + 9 ⇒ (16) + 9 = 25 to solve the puzzle


__________
Robyyn speaks Aquan, Auran, Ignan, and Terran!

Dark Archive

Goblins|| ...||Heresy

Robyyn's knowledge of the arcane arts helps him quickly identify the markings on the gemstone circles.

Warding circles (2): Each of these two circles toughens up the remaining three circles and transfer energy to them, keeping them sturdy should someone try to destroy them.

Earth circle: An empowering circle which seems to lend energy to any earth subtyped creature in this area.

Distortion circle: Causes the facets of the polyhedron to become blurred and difficult to analyze. Increases the difficulty of solving one of them substantially.

Fear: Approaching the puzzle orb while this circle is active instills the fear of being buried alive in you, causing you to become shaken, or worse - to suffocate.

@ Robyyn: Knowing the purpose of the circles, do you wish to change your action at all? You have have figured that out before your UMD attempt. Also, you will get a +4 bonus on your puzzle attempts because of the languages you know.

Scarab Sages

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

_______
I take it that solving the puzzle involves moving over to it, and suffering the effects of the circles if they are still there? If so, yes, Robyyn will wait. But I sure would like to preserve that 25 + 4 = 29 if I could.

What options do we have for disabling the circles? Would burning hands be effective? Are there any combat maneuvers that would do anything (i.e. bull rush via Robyyn's 'Breeze-kissed' ability)?

Dark Archive

Goblins|| ...||Heresy
Robyyn wrote:

_______

I take it that solving the puzzle involves moving over to it, and suffering the effects of the circles if they are still there? If so, yes, Robyyn will wait. But I sure would like to preserve that 25 + 4 = 29 if I could.

What options do we have for disabling the circles? Would burning hands be effective? Are there any combat maneuvers that would do anything (i.e. bull rush via Robyyn's 'Breeze-kissed' ability)?

Yes, you approach the puzzle to try to solve it, and the circles act as wards to protect it. I don't mind you using the d20 roll for whatever your action ends up being, but you can't hold it until you do decide to attempt the puzzle. Basically, after everyone makes their first action, some things are going to happen.

As for disabling the circles, they can either be damaged directly, or a Disable Device check. It's just like attacking inanimate objects, but you wouldn't know if energy attacks affect it differently than physical.

Silver Crusade

Spells:
-/0/0/0/0/0 | arcane mark 1/1 | comprehend languages 1/1 | message 0/1 | read magic 1/1 | wand CLW 5/5, wand CLW 50/50
Male Gnome Bard (arcane duelist) 2 | HP 17/17 | AC 19 T 14 FF 16 | CMD 13 | F +2 R +6 W +2 | Spd 20' | Perc +5 (low-light) | Init +5 | Performance 1/9 | Eternal Hope 1/1 | Conditions:

Kronas enters the room rubbing a bruised shoulder "Woooah! What is that?" He asks, suddenly very excited, all thoughts of nasty moving walls forgotten. He takes a couple of steps towards the polyhedron and raises a hand, transfixed by its otherworldliness "I want to touch it soo bad!"
________

Rolls:

Use Magic Device: 1d20 + 8 ⇒ (11) + 8 = 19

All hail Robyyn the Polyglot! :) There's nothing I can do that can realistically damage or disable the circles, so I'll attempt the puzzle amd hope that I don't make things worse for everyone else.

The Exchange

Male Human Telekineticist 4/Sorcerer 1 | HP 47/47 (5NL) | AC 14 22 T 14 FF 10 18 | F+9 R+9 W+9 | Perception +10 +12| Init +5 | CMB +1 | CMD 15

Zandu eyes the polyhedron in wonder, the whole room causing him to just stare for a moment in wide-eyed speculation. Coming to his senses, he notices the warding circles. Following the other's lead, he will begin to examine them, seeing if he can help approach the puzzle.

I'm assuming we have to disable the warding circles before we can disable the other circles, so targeting one of them with this roll.
Disable Device: 1d20 + 7 ⇒ (13) + 7 = 20

Dark Archive

Tiefling Herald Caller of Lamashtu 8.2| HP: 51/51 | AC: 21 [25] T: 14 [18] FF: 17 [20] CMD: 17 [21]| F+9 R+8 W+13 | Init +9 | Perception +22, See in Darkness, Low-Light Vision Endure Elements
Tracked Resources:
Channel Negative 3/3; Copycat 8/8 Spells: 1st 4+1/6+1, 2nd 3+0/4+1, 3rd 2+1/4+1; 4th 1+0/3+1; Extend 1/3

Lutorinus eyes the polyhedron enviously before moving to disable a warding circle. What an incredible prison! That much of skymetal would be enough to mint a kingdom overnight! Such potential...
________

Rolls:

Identify: Planes: 1d20 + 8 ⇒ (11) + 8 = 19 I know Auran
Destroy Ward Circle: Disable Device: 1d20 + 11 ⇒ (3) + 11 = 14

If there was time to heal his 10 points of falling damage, Lutorinus will use a charge of his Infernal Healing wand to do so. I am assuming there was time,
given it took 25 minutes, but please let me know if this is not the case!

Dark Archive

Goblins|| ...||Heresy

Yes, I highly encourage you to heal up during the travel

For every language on that list that you know, add +1 to all attempts to solve the puzzle. Add it to the rolls yourself, it will make it easier for me in case I forget who knows what.

Liberty's Edge

M Half-elf | Alchemist (bramble brewer, grenadier) 4 | HP 31/31 | AC: 22 (18) T: 14 FF: 19 (15) | F: +5 R: +7 W: +3 (+2 vs. Enchantment) | CMB +5 | CMD 17 | Speed 30 | Int. +3 | Perc. +9 | S.M. +0 | Bombs 1/8, Mutagen 0/1, CLW wand 41/50 | Active conditions: none

Menarul takes a moment when they step into the room to examine it. He then comments, "I wonder if that's the trapped elemental?" before staring at the marks on the floor. He can't make heads or tails of them until Robyyn points them out to the group. Marking the warding circle that Zandu isn't working on, Menarul takes another glass bottle out and gives it a violent shake. He then tosses it onto the circle and watches the fireworks as it expodes.

______

Rolls:

Bomb vs. Square w/PBS? Flag bearer?: 1d20 + 2 + 1 + 1 ⇒ (13) + 2 + 1 + 1 = 17
Damage, w/PBS and Flagbearer?: 1d6 + 6 ⇒ (1) + 6 = 7
Menarul has access to all four elemental languages as well, but he can't do anything about the circles skill wise. He'll be very useful when he feels he can approach the puzzle. I'm also assuming that Flagbearer is still active and that Robyyn has explained the circles to us.

Scarab Sages

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

"Sorry, got kinda lost in them. Yeah, It's pretty simple to work out what they all do, once you see the pattern." Robyyn absent-mindedly explains all 5 circles to everyone after Menarul asks about them.

Robyyn watches Lutorinius and Menarul both make different attempts to shut down the warding circles. He draws a vial of acid from his pouch, holding it close to his midsection as he tests the swirling winds once or twice, then tosses it towards the circles when he feels that the wind is right.

Action:

Ranged Touch: 16 + 2 = 18 (using the aborted UMD roll, from above)
Damage, acid: 1d4 ⇒ 3

Depending on the results of Luto and Menarul's actions, Robyyn targets the circles in this order:

  • Menarul Ward
  • Luto Ward
  • Distortion

Dark Archive

Goblins|| ...||Heresy

Since Artus is having some technical difficulties I'm going to go ahead and bot him. He has Disable Device so I'm going to guess that's what he would do.

Artus Disable Device: 1d20 + 10 ⇒ (16) + 10 = 26

Once Robyyn points out the different gemstone circles and what they do, the Pathfinders get to work. Zandu goes for one of the warding circles, and manages to completely disable it with ease. Lutorinus tries the same tactic on the other, but doesn't have the same results. So Menarul and Robyyn step up with a different tactic, one with a fire bomb, the other with a flask of acid. The gemstones weather the attacks, however, and look no worse for wear. Artus comes in with his set of thieving tools though, and manages to disable it with ease. While the others work on the circles, Kronas takes the direct approach and heads straight for the orb. He reaches out to tinker with the device, but is suddenly overcome with dread, and feels quite certain that they are all about to be buried alive. But before you can continue to work, two metallic humanoid sculptures seems to come come out of the walls towards you.

Kronas Will: 1d20 + 2 ⇒ (8) + 2 = 10 You are shaken for this entire upcoming battle.

Initiative:

Robyyn: 1d20 + 2 ⇒ (3) + 2 = 5
Kronas: 1d20 + 5 ⇒ (2) + 5 = 7
Menarul: 1d20 + 2 ⇒ (3) + 2 = 5
Artus: 1d20 + 3 ⇒ (16) + 3 = 19
Zandu: 1d20 + 4 ⇒ (18) + 4 = 22
Lutorinus: 1d20 + 3 ⇒ (19) + 3 = 22
BG: 1d20 ⇒ 10

Round 1
Active Conditions: Flag bearer

Zandu
Lutorinus
Artus

==========================
Red
Blue
==========================
Kronas (shaken)
Robyyn
Menarul

DC 11 Knowledge Arcana to identify the creatures. By the way, those aren't actual walls on the map, the scenario says they are the remains of demolished walls and can easily be stepped over.

Dark Archive

Tiefling Herald Caller of Lamashtu 8.2| HP: 51/51 | AC: 21 [25] T: 14 [18] FF: 17 [20] CMD: 17 [21]| F+9 R+8 W+13 | Init +9 | Perception +22, See in Darkness, Low-Light Vision Endure Elements
Tracked Resources:
Channel Negative 3/3; Copycat 8/8 Spells: 1st 4+1/6+1, 2nd 3+0/4+1, 3rd 2+1/4+1; 4th 1+0/3+1; Extend 1/3

Lutorinus moves over to Menarul as he summons a solid Asmodean pentagram and passes it off to him. It orbits around the half- elf a few times before maintaining a position between it's subject and his enemies. "I've struck a deal, resulting in your increased protection. You're welcome," he explains. He better not break it, devils drive a hard bargain for such trinkets.

________
Shield of faith on Menarul for a +2 deflection bonus.

Liberty's Edge

Male Half Elf Unchained Rogue (Rake/Scout Archtypes) / Level 2 | AC 17 T 13 FF 14 | HP 17/17 | F +1 R +6 W +2 (+2 vs Enchantment) | CMD 14 | Init +3 | Perc +9 Low light vision

Artus will delay and move to try and flank when they get closer if they do. If not he will charge one of them.

Dark Archive

Goblins|| ...||Heresy

@ Artus: You can't make a conditional delay, like you do with a readied action. You either delay your initiative, or you act on it.

Scarab Sages

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

Knowledge (arcana) DC 11: 1d20 + 9 ⇒ (16) + 9 = 25

Before he has an opportunity to take action, Robyyn eyes are already scanning the creatures, trying to figure out what they might be.

The Exchange

Male Human Telekineticist 4/Sorcerer 1 | HP 47/47 (5NL) | AC 14 22 T 14 FF 10 18 | F+9 R+9 W+9 | Perception +10 +12| Init +5 | CMB +1 | CMD 15

Those creatures came out of the wall, might best be served disabling the Earth Circle... Zandu ignores the new arrivals for the time being, and sets to work on the Earth Circle, trying to disable it before these new creatures get within range.

Rolls:

Disable Device: 1d20 + 7 ⇒ (8) + 7 = 15

Dark Archive

Goblins|| ...||Heresy

Construct traits, bardic performance, have a stun touch attack.

Robyyn recognizes the creatures as celedons, and passes along what he knows about them. Celedons are contructs made in the idealized form of their deity, in this case, oreads. Zandu continues to work on the wards, and though he does make some progress, doesn't disable it completely. Lutorinus shields Artus with Asmodeus's strength, who hangs back for now. The two statues march dutifully towards the party, and the mouth on one of them creaks open before letting out a melody that sounds like a harpsichord. The other reaches Zandu, and tries to swing a small sword, but the rusty arm seems to need some oil.

Red vs Zandu: 1d20 + 2 + 1 ⇒ (1) + 2 + 1 = 41d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5

Round 1/2
Active Conditions: Flag bearer

Zandu
Lutorinus

==========================
Red
Blue
==========================
Artus
Kronas (shaken)
Robyyn
Menarul

Dark Archive

Tiefling Herald Caller of Lamashtu 8.2| HP: 51/51 | AC: 21 [25] T: 14 [18] FF: 17 [20] CMD: 17 [21]| F+9 R+8 W+13 | Init +9 | Perception +22, See in Darkness, Low-Light Vision Endure Elements
Tracked Resources:
Channel Negative 3/3; Copycat 8/8 Spells: 1st 4+1/6+1, 2nd 3+0/4+1, 3rd 2+1/4+1; 4th 1+0/3+1; Extend 1/3

Lutorinus steps further away from the beings and begins to weave a spell, a red haze materializing around him.

________
Begin Summon Monster 1 at the cost of my obscuring mist spell. Just to avoid confusion, Shield of Faith was cast on Menarul.

Dark Archive

Goblins|| ...||Heresy
Lutorinus Exsuberia wrote:
Begin Summon Monster 1 at the cost of my obscuring mist spell. Just to avoid confusion, Shield of Faith was cast on Menarul.

No idea why I read Artus.

Liberty's Edge

M Half-elf | Alchemist (bramble brewer, grenadier) 4 | HP 31/31 | AC: 22 (18) T: 14 FF: 19 (15) | F: +5 R: +7 W: +3 (+2 vs. Enchantment) | CMB +5 | CMD 17 | Speed 30 | Int. +3 | Perc. +9 | S.M. +0 | Bombs 1/8, Mutagen 0/1, CLW wand 41/50 | Active conditions: none

Menaul smiles hapily as his bomb sucessfully lands, and gives an impressive, if slightly lacking in sarkle, display. It shortly becomes a frown as it doesn't seem to affect the circle whatsoever. He reaches back for his hammer,grumbling about having to do it hte hard way, when Lutorinus spurprises hime with a spell.

Menarul gives Lutorinus a hard look. "I guess I should say thank-you for the spell, but I didn't really need it, especially if you've put me in a contract with Asmodeus, as I don't know the terms. I appriciate the thought, but I would like to deal with the gods on my own terms."

Menarul then turns and realizes while he'd been talking with the cleric, the costructs had moved closer. "Dang i had been hoping they didn't want to fight. Oh, well, let's finish this quickly!" He quickly draws his hammer from the brace on his back and takes a large metal flask from the front of his bandolier. He pops the lid open and the contents start to give small pops and sparks of light shoot out the top. Menarul downs the contents of the flask in one gulp and gives a shudder. Immediately, his muscle mass expands out a magnitude. He leisurely takes a step forward as his exposed skin starts to harden into bark-like grooves and his brown hair starts to tangle up into large thick vines covered in small thorns. He gives a smile at the metal creatures, "I hope everyone can handle the circles and puzzle! Leave the fighting to me!"

________
Drawing the lucerne hammer for a move action; taking his strength dendrite mutagen for a +4 natural armor bonus, +2 strength bonus and a -2 int penalty; and taking a five foot step. Finally, What is the light condition in here? I don't think it's bright light but I should check just in case. And thank-you Lutorinus, I apprciate it, even if Menarul dosen't!

Silver Crusade

Spells:
-/0/0/0/0/0 | arcane mark 1/1 | comprehend languages 1/1 | message 0/1 | read magic 1/1 | wand CLW 5/5, wand CLW 50/50
Male Gnome Bard (arcane duelist) 2 | HP 17/17 | AC 19 T 14 FF 16 | CMD 13 | F +2 R +6 W +2 | Spd 20' | Perc +5 (low-light) | Init +5 | Performance 1/9 | Eternal Hope 1/1 | Conditions:

"B... But they've c... come to bury us alive, Menarul!" Kronas shouts in a mini panic attack "D... Don't let them get too c... close!" He quickly dips his hand into a pouch on his belt and removes it again with his fingers covered in grease. "They're g... g... going to collapse the roof on us!" Hastily, he traces arcane runes in the air with his now buttery fingers and a jet of grease shoots out from his hand straight towards one of the constructs. Only then does he notice Menarul's impressive transformation and some of Kronas' usual courage is restored. He draws his sword and steps closer to the fight.
________

Actions:

Move action to draw sword, 5' step, standard to cast grease at the blue construct, DC 14 reflex save or fall prone, duration 2 minutes (the 10' orange square on the map).
Grease wrote:

A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.[/grease]

Liberty's Edge

Male Half Elf Unchained Rogue (Rake/Scout Archtypes) / Level 2 | AC 17 T 13 FF 14 | HP 17/17 | F +1 R +6 W +2 (+2 vs Enchantment) | CMD 14 | Init +3 | Perc +9 Low light vision

move to alongside red drawing my masterwork blade to strike

elvencurvedblade: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8
damage: 1d10 + 1 ⇒ (4) + 1 = 5

Scarab Sages

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

"Constructs, of course. My hexes won't do a thing." Robyyn grumbles.

He steps up between Menarul and Lutorinius, fanning his fingers and chanting a short incantation: "ಬರ್ನಿಂಗ್ ಹ್ಯಾಂಡ್ಸ್"

A short burst of flame leaps from between his fingers, bathing one of the celadons in fire.

Actions:

Move: 10'
Standard: Cast burning hands for Fire damage: 1d4 ⇒ 4
(Reflex DC 16 for 1/2 damage)

PRD wrote:
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.

The Exchange

Male Human Telekineticist 4/Sorcerer 1 | HP 47/47 (5NL) | AC 14 22 T 14 FF 10 18 | F+9 R+9 W+9 | Perception +10 +12| Init +5 | CMB +1 | CMD 15

Zandu, having ducked the lumbering blow from the incoming statue, steps slightly away from it and continues to try to disable the same circle.

Rolls:

Continuing to try to disable the earth circle after taking a 5-foot-step away from the statue
Disable Device: 1d20 + 7 ⇒ (17) + 7 = 24

Dark Archive

Goblins|| ...||Heresy

It is dim lighting
Reflex #1: 1d20 ⇒ 2
Reflex #1: 1d20 ⇒ 12

Artus swings his blade at the closest celedon, but almost loses his grip and drops it. Though Kronas is in a panic about the possibility of being buried, he manages to coat the ground in grease, causing the other construct to full with a metallic thud, just as Robyyn sears it with flames. Menarul takes the opportunity to draw his hammer and call on some alchemical strength. Zandu continues his work against one of the rings, and manages to disable it completely, and the constructs seem to lose a bit of their luster. Nonetheless, one of them swings a blade, striking Artus on the arm, while the other slowly stands up and continues to march toward an intruder.

Red vs Artus: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 201d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Blue Acrobatics: 1d20 ⇒ 12

Round 2/3
Active Conditions: Flag bearer

Zandu
Lutorinus

==========================
Red
Blue (-4)
==========================
Artus (-3)
Kronas (shaken)
Robyyn
Menarul

Be happy you're not playing at a tier 3-4 table like I am. We are also fighting constructs, but your weapons get damaged if you hit them. Not very fun.

Liberty's Edge

Male Half Elf Unchained Rogue (Rake/Scout Archtypes) / Level 2 | AC 17 T 13 FF 14 | HP 17/17 | F +1 R +6 W +2 (+2 vs Enchantment) | CMD 14 | Init +3 | Perc +9 Low light vision

Artus will drop into a full defense stance and try parry dodge any blows.

Silver Crusade

Spells:
-/0/0/0/0/0 | arcane mark 1/1 | comprehend languages 1/1 | message 0/1 | read magic 1/1 | wand CLW 5/5, wand CLW 50/50
Male Gnome Bard (arcane duelist) 2 | HP 17/17 | AC 19 T 14 FF 16 | CMD 13 | F +2 R +6 W +2 | Spd 20' | Perc +5 (low-light) | Init +5 | Performance 1/9 | Eternal Hope 1/1 | Conditions:

Seeing another of the wards disabled restores even more confidence to the still visibly shaken Kronas, and he takes a moment to focus on the enemy for the first time "Look! It's footing is unsure in all that grease, Menarul. Wait for it to move and strike while it's off balance..." Sparing a glance at the ceiling Please don't collapse, please don't collapse, plea... he then rushes off towards the other Celedon "Great work Zandu! I've g... got your back!" he says as he waves a sword threateningly at the construct "St... stay back! You won't bury us today!"
_______

Actions:
Standard to inspire courage, move action to move 10'

Now inspiring courage! +2 to hit and damage with flag bearer :)

Liberty's Edge

M Half-elf | Alchemist (bramble brewer, grenadier) 4 | HP 31/31 | AC: 22 (18) T: 14 FF: 19 (15) | F: +5 R: +7 W: +3 (+2 vs. Enchantment) | CMB +5 | CMD 17 | Speed 30 | Int. +3 | Perc. +9 | S.M. +0 | Bombs 1/8, Mutagen 0/1, CLW wand 41/50 | Active conditions: none

Menarul gives yet another sigh when everyone but Zandu ignores his words and focuses on the constructs. "Kronas, that's the magic talking. I doubt these tings can drop the ceiling on us. But thanks for the grease, that'll make this much easier!" A cocky smile on his face Menarul steps forward, and brings his hammer down on the construct in front of him. He frowns as his attack goes wide. "Wait, that shouldn't happen. Something must be wrong with my hammer."

_________

Actions and rolls:

Five-foot step and Standard to attack
Attack, Lucerne Hammer, Mutagen, IC, Flag: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9
Damage, Lucerne Hammer, Bludgeoning, Mutagen, IC, Flag: 1d12 + 4 + 2 ⇒ (10) + 4 + 2 = 16

Dark Archive

Tiefling Herald Caller of Lamashtu 8.2| HP: 51/51 | AC: 21 [25] T: 14 [18] FF: 17 [20] CMD: 17 [21]| F+9 R+8 W+13 | Init +9 | Perception +22, See in Darkness, Low-Light Vision Endure Elements
Tracked Resources:
Channel Negative 3/3; Copycat 8/8 Spells: 1st 4+1/6+1, 2nd 3+0/4+1, 3rd 2+1/4+1; 4th 1+0/3+1; Extend 1/3

Completing his spell, an eagle with red eyes erupts into view in a shower of brimstone and sulfur. It caws in defiance and rips into the one slathered in grease!

Lutorinus makes his way to the edge of the grease, drawing a crossbow, and fires into the melee. Of course, the hammer made you miss. Must I do everything myself?

________

Actions:

Move Move to grease/draw crossbow
Standard Fire at enemy in grease

Rolls:

Talon (Flank, Inspire, Flagbearer): 1d20 + 3 + 1 + 1 ⇒ (11) + 3 + 1 + 1 = 161d4 + 2 ⇒ (4) + 2 = 6
Talon (Flank, Inspire, Flagbearer): 1d20 + 3 + 1 + 1 ⇒ (19) + 3 + 1 + 1 = 241d4 + 2 ⇒ (3) + 2 = 5
Bite (Flank, Inspire, Flagbearer): 1d20 + 3 + 1 + 1 ⇒ (2) + 3 + 1 + 1 = 71d4 + 2 ⇒ (1) + 2 = 3
Crossbow (Inspire, Flagbearer, Melee): 1d20 + 4 + 1 + 1 - 4 ⇒ (13) + 4 + 1 + 1 - 4 = 151d8 + 2 ⇒ (8) + 2 = 10

Posting from my phone, would someone be able to put an eagle adjacent to our two foes?

Scarab Sages

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

"Fine, half-elf. You fight the things. But I can bring down the circles no better than I can fight. You're closest, so you'll get my help instead." He lightly touches Menarul's shoulder as he utters a single word in Auran. "ಮಾರ್ಗದರ್ಶನ"

Actions:

Standard: cast guidance on Menarul, duration 1 minute

I would have Robyyn move over to Zandu instead, but the path is kinda clogged.


PRD wrote:
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

The Exchange

Male Human Telekineticist 4/Sorcerer 1 | HP 47/47 (5NL) | AC 14 22 T 14 FF 10 18 | F+9 R+9 W+9 | Perception +10 +12| Init +5 | CMB +1 | CMD 15

Zandu grins happily as his work on the Earth Circle pays off, weakening the foes around them. Best to stay focused, they can handle the fighting... Zandu goes to work on the next circle, the distortion circle.

Rolls:

Disable Device: 1d20 + 7 ⇒ (20) + 7 = 27

Dark Archive

Goblins|| ...||Heresy

After the blow from the celedon, Artus isn't interested in fighting and just tries to protect himself. Despite worrying about the ceiling collapse, Kronas manages to raise everyone else's spirits. Robyyn passes along some arcane aid to Menarul as he swings his hammer, but it's not enough and the attack goes wide. Zandu continues his work on the wards, and seems to be getting a hang on it as he disable another. Lutorinus summons an eagle to help, who claws at the construct, before the tiefling finishes it off with a bolt from his crossbow. The remaining statue dutifully swings its blade at Artus, but he easily dodges the blow.

Red vs Artus: 1d20 + 2 ⇒ (11) + 2 = 131d6 + 1 ⇒ (6) + 1 = 7

Round 3/4
Active Conditions: Flag bearer, Inspire

Zandu
Lutorinus

==========================
Red
Blue
==========================
Artus (-3)
Kronas (shaken)
Robyyn
Menarul

Scarab Sages

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

With one celadon gone, Robyyn has more freedom to move. He moves closer to Zandu, still hoping to aid telekineticist in his efforts. But the other celadon still threatens any path through to Zandu, so Robyyn instead lightly touches Menarul's other shoulder, uttering the same word in Auran. "ಮಾರ್ಗದರ್ಶನ"

Actions:

Move: move 15' NE
Standard: cast guidance on Menarul, duration 1 minute

PRD wrote:
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

The Exchange

Male Human Telekineticist 4/Sorcerer 1 | HP 47/47 (5NL) | AC 14 22 T 14 FF 10 18 | F+9 R+9 W+9 | Perception +10 +12| Init +5 | CMB +1 | CMD 15

"Only one ward left" Zandu mutters to himself, as he turns his gaze to the Fear circle.

Rolls:

Disable Device: 1d20 + 7 ⇒ (1) + 7 = 8

Liberty's Edge

M Half-elf | Alchemist (bramble brewer, grenadier) 4 | HP 31/31 | AC: 22 (18) T: 14 FF: 19 (15) | F: +5 R: +7 W: +3 (+2 vs. Enchantment) | CMB +5 | CMD 17 | Speed 30 | Int. +3 | Perc. +9 | S.M. +0 | Bombs 1/8, Mutagen 0/1, CLW wand 41/50 | Active conditions: none
GM Turmoil wrote:
Robyyn passes along some arcane aid to Menarul as he swings his hammer, but it's not enough and the attack goes wide.

Does that mean he doesn't have guidance any more? Dang. Edit:nvm I got it again, thanks Robyyn!

Menarul scowls as the eagle and crossbow take care of the construct he'd been aiming for. With a grunt, he drops his bag. "There that should help" His face settles into a look of determination as he walks up behind everyone else and takes a position opposite the eagle. This time he was going to hit!

______

Actions and rolls:

free to drop bag and lighten encumbrance
Move to move 25 feet
Standard to attack

Attack, Lucerne Hammer, Mutagen, IC, Flag, Flank, guidance! : 1d20 + 3 + 2 + 2 + 1 ⇒ (9) + 3 + 2 + 2 + 1 = 17
Damage, Lucerne Hammer, Bludgeoning, Mutagen, IC, Flag: 1d12 + 4 + 2 ⇒ (4) + 4 + 2 = 10

Dark Archive

Goblins|| ...||Heresy
Menarul wrote:
GM Turmoil wrote:
Robyyn passes along some arcane aid to Menarul as he swings his hammer, but it's not enough and the attack goes wide.

Does that mean he doesn't have guidance any more? Dang. Edit:nvm I got it again, thanks Robyyn!

The way I do combat, once everyone posts, I place the actions in initiative order. So the first guidance was used on the attack for last round.

Silver Crusade

Spells:
-/0/0/0/0/0 | arcane mark 1/1 | comprehend languages 1/1 | message 0/1 | read magic 1/1 | wand CLW 5/5, wand CLW 50/50
Male Gnome Bard (arcane duelist) 2 | HP 17/17 | AC 19 T 14 FF 16 | CMD 13 | F +2 R +6 W +2 | Spd 20' | Perc +5 (low-light) | Init +5 | Performance 1/9 | Eternal Hope 1/1 | Conditions:

Kronas is delighted to see one of the Celedrons clatter onto the ground, and when Zandu makes light work of yet another ward, he can't help but cheer "Ha ha! Pathfinders rule, weird metal things drool!" Kronas waves his flag in the Celedon's face as a distraction before taking a stab at it's knees with a sword that starts to glow mid strike.
______

Rolls / Actions:

Standard to attack, Swift to activate Arcane Strike, Free to maintain inspire courage.

Atk. Shortsword; Courage, Flagbearer, Flank, Shaken: 1d20 + 2 + 1 + 1 + 2 - 2 ⇒ (12) + 2 + 1 + 1 + 2 - 2 = 16
Dmg. Piercing (Magic); Courage, Flagbearer, Arcane Strike: 1d4 + 0 + 1 + 1 + 1 ⇒ (4) + 0 + 1 + 1 + 1 = 7


Wow, you're making light work of those wards, Zandu :)

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