GM Z..D.. PFC Cosmic Captive Special Tier 10-11 (Inactive)

Game Master Z...D...

Monster Knowledge Cheat Sheet

Gravity and Vacuum rules.:
Aucturn’s Tear is tied to the Elemental Plane of Earth and has stronger gravity than other objects its size, but it is still only one-fifth that of Golarion. PCs can jump five times as high and lift five times as much as normal, and projectiles have their range categories quintupled. Reduce the die size of damage dealt by falling to 1d4. Certain effects such as elemental interactions and areas may have different gravity. Creatures in a region of high gravity weigh twice as much, move at half speed, can jump only half as far, and can lift half as much. Their projectiles’ range increments are halved, and the die size of damage dealt by falling to 1d10. A creature under the effects of freedom of movement can ignore the personal effects, but projectiles remain affected.

500 feet above the asteroid, and certain areas inside, are in hard vacuum. Characters that enter hard vacuum immediately begin to suffocate (Pathfinder RPG Core Rulebook 445), and become depressurized, taking 3d6 points of damage each round (no save). Sound is muffled as per a silence spell.

thunderous aid:
Ranginori has sensed his saviors are near and attempts to grant them his power and wisdom. During combat, a PC adjacent to the puzzle orb can attempt an Average Diplomacy check, Average Spellcraft check, or Easy Use Magic Device check to direct the Duke of Thunder’s wrath. If successful, a PC can cast one of the following spells as a spell-like ability, using her character level as her caster level and either her own Charisma or 20 to determine the spell’s save DC. She can use any of the spells listed in her own subtier or in a lower subtier. This ability can only be used once per combat, and any summoned elemental disappears at the end of the combat.
Subtier 1–2: cure light wounds, shocking grasp, summon
nature’s ally II (air elemental only)
Subtier 3–4: cat’s grace, cure moderate wounds
Subtier 5–6: cure serious wounds, lightning bolt, summon
nature’s ally IV (air elemental only)
Subtier 7–8: call lightning storm, cure critical wounds,
summon nature’s ally V (air elemental only)
Subtier 10–11: summon nature’s ally VI (air
elemental only)


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Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

Watch out everyone, there's an invisible enemy nearby!

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

"Can you be more specific? Nearby covers a lot of area,"

Having nothing he can do about invisible enemies Ragnar continues to mildly annoy the elemental.

rolls:
Including: Rapid Shot, Manyshot, Deadly Aim, Logan's Haste, Improved Precise Shot, Haste, Pain effect

Manyshot: 1d20 + 16 - 2 + 1 - 4 ⇒ (8) + 16 - 2 + 1 - 4 = 19 for dmg cold iron, piercing, magic: 2d8 + 18 ⇒ (6, 8) + 18 = 32 plus Holy?: 2d6 ⇒ (2, 2) = 4
Haste: 1d20 + 16 - 2 + 1 - 4 ⇒ (2) + 16 - 2 + 1 - 4 = 13 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (1) + 9 = 10 plus Holy?: 2d6 ⇒ (4, 3) = 7
Shot #1: 1d20 + 16 - 2 + 1 - 4 ⇒ (9) + 16 - 2 + 1 - 4 = 20 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (7) + 9 = 16 plus Holy?: 2d6 ⇒ (3, 4) = 7
Shot #2: 1d20 + 11 - 2 + 1 - 4 ⇒ (15) + 11 - 2 + 1 - 4 = 21 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (4) + 9 = 13 plus Holy?: 2d6 ⇒ (1, 3) = 4

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

"I'm afraid there's not much I can do about a creature I can't locate. Point me in its direction and I've got a fair chance of having at it, as it were!" New threat or no, he only has one target in sight; which is large and directly in front of him. Sir Godfrey will continue to thrash heavily at the elemental in return for it's own attempt to club him.

Full attack on the Elemental.

1st +3 Adamantine Great Sword(Power Attack, Haste, Flank): 1d20 + 18 - 3 + 1 + 2 ⇒ (5) + 18 - 3 + 1 + 2 = 23
Damage(Power Attack): 2d6 + 21 ⇒ (5, 4) + 21 = 30

2nd +3 Adamantine Great Sword(Power Attack, Haste, Flank): 1d20 + 13 - 3 + 1 + 2 ⇒ (1) + 13 - 3 + 1 + 2 = 14
Damage(Power Attack): 2d6 + 21 ⇒ (3, 6) + 21 = 30

Haste +3 Adamantine Great Sword(Power Attack, Haste, Flank): 1d20 + 18 - 3 + 1 + 2 ⇒ (16) + 18 - 3 + 1 + 2 = 34
Damage(Power Attack): 2d6 + 21 ⇒ (3, 1) + 21 = 25

The dice and I are having an argument.

Scarab Sages

Incorporeal Undead | HP 48/48 | AC 15 | T 15 | FF 12 | CMD 22 | Fort +8 | Ref +6 | Will +7 | Incorporeal, +2 vs Channel, +4 vs positive energy | Init: +2 | Perception +8 (Darkvision) | Atk +11 (1d6 str)
Active Spells:
Prayer, Haste

The shadow will continue to try and weaken the elemental from tearing into the party quite so brutally.

Creepy Shadow Touch: 1d20 + 10 ⇒ (8) + 10 = 18
Strength Damage: 1d6 ⇒ 2

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Want to borrow my dice? Remember Logan is invisible. More details on the location might help Alvin or Riddy but he can't really point.

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

Top of the stairs, right of the elemental! Logan whispers through the message spell.

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

Oops, just noticed that I haven't actually posted my action for this round

I can do better than give you an idea of where he is... whispers Logan through the message spell as he hurls a ball of bright blue and green energy at the far corner of the room where it silently detonates into a mass of clashing multi-coloured energy.

As the glowing light subsides Logan, now quite visible, flies around the corner and into the air drawing a wand as he goes.

Logan glitterdusts the invisible person, DC22 will save or blind but now also visible to all. He moves drawing a wand of Bless as he does so, ending up 35' in the air.

Blinded:
Blinded: The creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.


Knowledge Checks -Sky Key Solution Aid Token

will save: 1d20 + 13 ⇒ (17) + 13 = 30 not blinded, but looking fabulous

Gwynnis, still needs to act. Everyone can now see the figure by the building.

Grand Lodge

Full Retreat.

Acrobatics: 1d20 + 21 ⇒ (5) + 21 = 26


Knowledge Checks -Sky Key Solution Aid Token

I made a mistake in the opening rounds of combat, the elemental would not have gotten an AOO from gwynnis, so you will get 26 hp back.

The shimmering silouette moves closer to the group and shouts in common DROP!!

Sir Godgrey, Gwynnis, Auri, Ranger, Alvin need to give me a DC 20 will save or drop what ever they are holding, and the item cannot be picked up on the next turn. This is a mind affecting compulsion effect. It will last for 10 rounds, receiving a new saving throw each round after the first to break the enchantment.

The elemental brings one fist down on Sir Godfrey
1d20 + 21 ⇒ (18) + 21 = 39
damage: 2d10 + 22 ⇒ (8, 8) + 22 = 38

and the other down on the shadow...miss anyway, had to try it

Round 2
Bold May Act
Auri

Round 3
Bold May Act
Alvin-invisible
Logan-Invisible
Gwynnis
Sir Godfrey
Ragner

GM
Auri

Grand Lodge

Will: 1d20 + 23 ⇒ (15) + 23 = 38

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

Do keep in mind that Godfrey has Displacement, so there's a 50/50 shot that attack will miss anyways.

Will Save: 1d20 + 11 ⇒ (11) + 11 = 22

The brave paladin pauses in his intense combat of the elemental to point at the now sparkling figure and simply shout. "NO!" He then continues to focus on keep the elemental at bay, and hopefully completely taking it out of the fight, before it can pound its way through the party.

Snicker Snack his blade goes.

Hasted Full attack on the elemental

1st +3 Adamantine Great Sword(Power Attack, Haste, Flank): 1d20 + 18 - 3 + 1 + 2 ⇒ (10) + 18 - 3 + 1 + 2 = 28
Damage(Power Attack): 2d6 + 21 ⇒ (1, 4) + 21 = 26

2nd +3 Adamantine Great Sword(Power Attack, Haste, Flank): 1d20 + 13 - 3 + 1 + 2 ⇒ (4) + 13 - 3 + 1 + 2 = 17
Damage(Power Attack): 2d6 + 21 ⇒ (4, 1) + 21 = 26

Haste +3 Adamantine Great Sword(Power Attack, Haste, Flank): 1d20 + 18 - 3 + 1 + 2 ⇒ (16) + 18 - 3 + 1 + 2 = 34
Damage(Power Attack): 2d6 + 21 ⇒ (2, 3) + 21 = 26

Scarab Sages

Incorporeal Undead | HP 48/48 | AC 15 | T 15 | FF 12 | CMD 22 | Fort +8 | Ref +6 | Will +7 | Incorporeal, +2 vs Channel, +4 vs positive energy | Init: +2 | Perception +8 (Darkvision) | Atk +11 (1d6 str)
Active Spells:
Prayer, Haste

Will continue to provide flank for the rest of the melee with its shadowy blows.

Creepy Shadow Touch: 1d20 + 10 ⇒ (11) + 10 = 21
Strength Damage: 1d6 ⇒ 1

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

Logan is now visible having cast glitterdust.

Spellcraft: 1d20 + 14 ⇒ (8) + 14 = 22

What are you up to!


Knowledge Checks -Sky Key Solution Aid Token

Logan it is greater command.[

The elemental fist lands in the dirt as it went after where godfrey just was.forgot to take that into account, will call it a miss for this round.

Sir Godfrey lands two solid blows against the elemental. While his shadow continues to do its thing.

Round 2
Bold May Act
Auri

Round 3
Bold May Act
Alvin-invisible
Logan
Gwynnis

Sir Godfrey-displacement
Ragner
GM
Auri

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

Logan will hold off until he can see who is affected as it may change what I do

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

Alvin is no longer invisible.

Will Save: 1d20 + 10 ⇒ (20) + 10 = 30 - Well then... fantastic since he wasn't carrying anything anyway lol.

Standard Action
Sure, I'll try it out.
Alvin casts Heightened Phantasmal Killer at the new figure.
DC 26 Will Save then Fort Save or die.
Damage if Will Save if failed but Fort Save is made: 3d6 ⇒ (6, 3, 6) = 15

Move Action
He moves further away from the elemental.

Dark Archive

Faerie Dragon Familiar | HP 66/51 | AC 27* | T 16 (20 incorporeal)* | FF 23* | CMD 15 | F +7 | R +9 | W +12 | improved evasion | Init +3 | Perc +16 | Sense Motive +2 | Greater Invisibility 2/3 | Spells: Level 1: 6/6 | Active Spells: False Life (15 temps), Mage Armor (*)

Standard Action
Riddywipple continues to concentrate on the path to make sure no one forgets.


Knowledge Checks -Sky Key Solution Aid Token

will: 1d20 ⇒ 8failed

The cleric sees something truly horrifying and fear grabs hold, killing her instantly.

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

She gets a fort save after the will save, she only dies if she fails both


Knowledge Checks -Sky Key Solution Aid Token

fort: 1d20 ⇒ 8
Yeah she's still dead

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

DC 20 will save: 1d20 + 7 ⇒ (3) + 7 = 10

Ragnar drops his bow. And just kinda stares at it while the other party members search around for loot and so forth.

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

I think the elemental is still active, if so Logan does the following

Seeing Ragnar affected by the clerics mind control magic Logan weaves a quick spell of protection and flies down behind him. Placing a hand on his shoulder he mutters into his ear, come on old chap, snap out of it

Logan casts protection from evil on Ragnar which should give him an extra save with a +2 morale bonus if the cleric is evil.

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

Actually thought the elemental was dead.

Will save if Logan's plan works: 1d20 + 7 ⇒ (3) + 7 = 10

"Right. Gotta use what I got."

Ragnar pulls out his not magic but still MW composite longbow meant for someone stronger then himself and shoots at the elemental.

roll:
Including: Deadly Aim, Improved Precise Shot, Haste, Crippling Pain effect, -2 for being the wrong bow
Shot #1: 1d20 + 16 + 1 - 4 ⇒ (4) + 16 + 1 - 4 = 17 for dmg cold iron, piercing, magic: 1d8 + 8 ⇒ (7) + 8 = 15 plus Holy?: 2d6 ⇒ (5, 3) = 8

The Exchange

HP 75/75; LoH 6/6 available (2d6); reroll @+4 0/1 avail; Smite 1/2; Wand CLW 48/50 Half Elf Paladin -4/Sorcerer-1/DDisciple-3; AC 34 (barkskin,SoF,Shield,haste) 23 (normal) (25 shielded and enlarged) (27 shielded) (29 shield&SoF); Fort +13; Ref +9; Will 13(+15 vs enchantments); Init +1; Perc +1; resist fire/5;electricity/10;

will: 1d20 + 9 ⇒ (1) + 9 = 10
Auri drops her Greatsword.
Why did I do that? Oh... I know..

She glares at the elemental, casts not a single look at the dropped piece of iron and rapidly grows large fangs and her fingers become cruelly sharp talons. A distinctly draconic Auriferous then rips into the elemental with tooth and claw.

bite, PA,flank: 1d20 + 13 - 2 + 2 ⇒ (1) + 13 - 2 + 2 = 14
claw, PA,flank: 1d20 + 13 - 2 + 2 ⇒ (15) + 13 - 2 + 2 = 28
claw, PA,flank: 1d20 + 13 - 2 + 2 ⇒ (4) + 13 - 2 + 2 = 17
bite damage(magic): 1d8 + 15 ⇒ (7) + 15 = 22
claw1 damage(magic): 1d6 + 12 ⇒ (5) + 12 = 17
claw2 damage(magic): 1d6 + 12 ⇒ (6) + 12 = 18

Well, that was an underwhelming set of rolls. First time Auri has gone full natural attack I think

Grand Lodge

Delay. Somebody got to the cleric before me :-p

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

We still have an enormous elemental to deal with


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

★ - OVERSEER ANNOUNCEMENT - ★

“We’ve discovered a path to the Vault Entrance!” Sorrina Westyr’s image appears drenched but defiant, in the midst of pouring heavy rain. Ignoring the water sleeting off her, the Master of Spells points with her wand as she illuminates the asteroid map behind her. “Reports from those traveling through the Ice Reservoir indicate that most of the enemies in that region have been mopped up, though a few scattered groups may still be dealing with ongoing fights.” She taps the map. “We’ve discovered an entrance to the Vault through this area. If you’re nearby, proceed here as fast as you can!”

Then a serious expression crosses her face. “Our efforts have not gone without notice. My divinations indicate that Kelizandri, the Brackish Emperor himself, is displeased and wreaking havoc. Beware of flash floods and rain! Take care, Pathfinders!”

AREA E: The Ice Reservoir, is claimed and free for travel! GMs, there is a Water Event happening now!


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Knowledge Checks -Sky Key Solution Aid Token

Rain starts to fail from the asteroids atmosphere. The elemental, not enjoying this sign of his impending doom, retreats into the asteroid from where it came....

OUT OF COMBAt, you may make parting shots if you wish...

time between encounters: 1d6 + 4 ⇒ (1) + 4 = 5
time on asteroid 00:34

While walking through this area, faces can be seen in the windows of one of the buildings. Two figures open the door and beckon the group of pathfinders.

Are you here to help us A small gnome ask, he wheres simple cleric vestments.We've been hiding in here since we landed, we were routed and then a foul woman wiped half of our party out like we were rats.

Another figure stands behind him, this one a human female. With a musket in her shoulder. Keeping watch, looking a little skittish.

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

Does the cleric have any useful loot?

Logan steps forward, an easy smile on his face.

Why hello, we are explorers and members of the Pathfinder Society. I know how we got here, how have you ended up on this rock and who is this woman who attacked you?

Diplomacy: 1d20 + 28 ⇒ (14) + 28 = 42


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Knowledge Checks -Sky Key Solution Aid Token

"You know the way of this rock, great." The gnome beams up at Logan. We came from some sort of gateway. We were trying to find a way home, but ran into that evil woman. She was last seen heading towards the gateway, from which you all just came from. You must of ran into her. Is they way clear? Can we use you gateway to get back?"

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

Gonna use the boon again to recall the Heightened Phantasmal Killer one more time.

Alvin sits back and lets others do the talking. They're better at it.

Dark Archive

Faerie Dragon Familiar | HP 66/51 | AC 27* | T 16 (20 incorporeal)* | FF 23* | CMD 15 | F +7 | R +9 | W +12 | improved evasion | Init +3 | Perc +16 | Sense Motive +2 | Greater Invisibility 2/3 | Spells: Level 1: 6/6 | Active Spells: False Life (15 temps), Mage Armor (*)

"I think she's dead. Are you sure you'll be fine on your own?"

Diplomacy Assist. Riddywipple can't fail to do so.

The Exchange

HP 75/75; LoH 6/6 available (2d6); reroll @+4 0/1 avail; Smite 1/2; Wand CLW 48/50 Half Elf Paladin -4/Sorcerer-1/DDisciple-3; AC 34 (barkskin,SoF,Shield,haste) 23 (normal) (25 shielded and enlarged) (27 shielded) (29 shield&SoF); Fort +13; Ref +9; Will 13(+15 vs enchantments); Init +1; Perc +1; resist fire/5;electricity/10;

dip assist: 1d20 + 14 ⇒ (7) + 14 = 21

Auriferous nods her head agreeably.

"We are somewhat pushed for time, but we came from " here she gestures "Over that way. There is a way back to our world...Where exactly did you come from?"

She quietly detects magic on the dead cleric and tries to asses her equipment. Then, remembering, she picks up her great sword with a slightly embarrassed look.

"I'm not sure what came over me."


Knowledge Checks -Sky Key Solution Aid Token

Don't know where I put dead, but oh well, we will roll with it.

You do not detect magic over there

We came from a different world from yours, but it seems we are all in this together though. That being said, you can take what we have stashed The gnome gestures over to a desk,piled with items.

There are two potions of cure light wounds. a potion of cure moderate wounds and potion of lesser restoration, a potion of haste, a scroll of heal, and finally a scroll of restoration.

With that the gnome and the human push past you guys and heads back the way you came.

With that diplomacy check,you all are good

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

I thank you for your kindness. You should know there is an enormous rock cliff you will need to climb up to escape. We were attacked by dragons on the way down so you need to be careful. Do you have the magic to scale such a cliff? We can probably loan you some rope if not... he says looking around at the group.

Logann will take the scrolls if no-one objects, he can probably UMD them if needed

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

After a minute Ragnar picked up his bow.

"This pain isn't natural."


Knowledge Checks -Sky Key Solution Aid Token

Heal up what you can and decide if you want to continue to do earth missions, or move some where else. There is an optional encounter for tier 10-11. I will warn you, this one is a doozie. By doozie, I mean CR 16. I will not run this unless I have a 100% agreement from everybody. Will start the next part, once I hear from everybody.

The Exchange

HP 75/75; LoH 6/6 available (2d6); reroll @+4 0/1 avail; Smite 1/2; Wand CLW 48/50 Half Elf Paladin -4/Sorcerer-1/DDisciple-3; AC 34 (barkskin,SoF,Shield,haste) 23 (normal) (25 shielded and enlarged) (27 shielded) (29 shield&SoF); Fort +13; Ref +9; Will 13(+15 vs enchantments); Init +1; Perc +1; resist fire/5;electricity/10;

Speaking as the baby in the group at level 8... I'd prefer to avoid dying. CR16 sounds like one failed (or maybe even made) save and I'd be gone. But if everyone else is keen I'll not be the party pooper

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

As we've had a near death already I'm voting to skip it. ;)

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

I have prepped the optional. No thanks.


Knowledge Checks -Sky Key Solution Aid Token

OK, so that was a no. Thank the stars, did not want to kill anyone or have a TPK during a special....so continue with earth or try another route. Earth still has a lot to clear..

Grand Lodge

LN Male Human Sorcerer 11 Init +8 | HP 90/90 | AC16, T12, FF14 | Fort +12, Ref +11, Will +12 | CMD 15 | Perception+23
Buffs:
Mage Armour, Overland Flight

Aren't we supposed to head to the vault?

The Exchange

Spot:
Animal Reptile 7 | AC 20 (28)| T 13 | FF 16 | HP: 51/51 | CMD 26 | Fort +8 | Ref +8 ev | Will +3 * | Perception +5*
Male Human Ranger 10 | AC 22 | T 18 | FF 17 | HP: 103/103 | CMD 30 | Fort +12 | Ref +17 ev | Will +11 | Init +9 | Perception +21

I'm below tier and seriously debuffed. Pass.

Scarab Sages

Male Human Pala 5/SD 6 | AC 30(31) | T 16 | FF 27 (IUD) | HP: 71/97 | CMD 29 | Fort +14 | Ref +12 (eva) | Will +13 | Immune Dis, Fear;(+3 Saves/AC vs undead/constructs) | Init +2 | Perception +11 (Darkv)
Active Spells:
Haste
LoH 4/4 | Smite Evil 1/2 | SJ 80/80 | Def Roll 1/1

"Well, that went remarkably well. I do hope they don't... GOOD LUCK!" He calls after the pair with a wave, then turns to the party. "I suggest we head for the vault our Master of Spells wants us to explore. And post-haste before something worse jumps out at us!" He shoulders his sword and tries to figure out where they need to go.

Yes, let's please avoid the CR16 nightmare! And I vote heading for the vault as Sorrina requested.

Grand Lodge

LOL, it sounds unanimous. No way I want to go APL+6 without a cleric.

cure light wounds: 6d8 + 6 ⇒ (8, 8, 7, 3, 4, 8) + 6 = 44


Knowledge Checks -Sky Key Solution Aid Token

So, going for the vault entrance means sticking to Earth.
time between encounters: 1d6 + 4 ⇒ (3) + 4 = 7
Time on Asteroids 00:41
encounter: 1d4 ⇒ 1

The adventurers come out of a cave tunnel into another open part of the asteroid. It goes deeper into the crater. From your vantage point you can see two strange looking creature.

Knowledge Dungeoneering

DC 20:
This six-eyed horror is vaguely shaped like a dead tree, but one with claws and tentacles and spidery legs. This is a Yengethe, a large aberration, Chaotic Evil

DC 25+:
See cheat sheet

Not in initiative yet, do a full round of options. Please mark your paths.

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

Knowledge (Dungeoneering): 1d20 + 16 ⇒ (1) + 16 = 17

"Riddy, you know what these are?"

Dark Archive

Faerie Dragon Familiar | HP 66/51 | AC 27* | T 16 (20 incorporeal)* | FF 23* | CMD 15 | F +7 | R +9 | W +12 | improved evasion | Init +3 | Perc +16 | Sense Motive +2 | Greater Invisibility 2/3 | Spells: Level 1: 6/6 | Active Spells: False Life (15 temps), Mage Armor (*)

Knowledge (Dungeoneering): 1d20 + 11 ⇒ (12) + 11 = 23

"It's kind of gross. It's a dead tree with claws, tenacles, and spidery legs. It's a Yengethe, and it's evil as it gets!"

Dark Archive

Gnome Illusionist (CORE) 11 | HP 127/112 | AC 16* | T 12 | FF 15* | CMD 14 | F +10 | R +7 | W +10 | +2 vs. illusion, +2 vs. death effects, +1 vs. curse effects | Init +7 | Perc +13 | Sense Motive +0 | Blinding Ray 10/11 | Invisibility Field 10/11 | Reroll 1/1 | Active Spells: False Life (15 hp), Mage Armor(*), Overland Flight

"Hrm, maybe before engaging I should do this again."

Alvin casts Detect Magic.

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