Alvin~
|
Not true.
If the user meets all the requirements noted above, and her caster level is at least equal to the spell’s caster level, she can automatically activate the spell without a check. If she meets all three requirements but her own caster level is lower than the scroll spell’s caster level, then she has to make a caster level check (DC = scroll’s caster level + 1) to cast the spell successfully. If she fails, she must make a DC 5 Wisdom check to avoid a scroll mishap. A natural roll of 1 always fails, whatever the modifiers. Activating a scroll is a standard action (or the spell’s casting time, whichever is longer) and it provokes attacks of opportunity exactly as casting a spell does. If the caster level check fails but no mishap occurs, the scroll is not expended.
Logan Gallonica
|
@Logan: Since your wisdom isn't 14, you need to make a second roll @ DC 29.
scrolls in PFS are all considered both arcane and divine and therefore you can use your casting stat
Auriferous
|
If Logan can use it, go ahead, otherwise...
Auri tries to puzzle out the scroll...
Caster level check (as paladin): 1d20 + 1 ⇒ (13) + 1 = 14
| GM Z..D.. |
The mountain crashes into the fortress. Everyone makes it safely down and heads into the fortress. Inside, the passages shift and change as the group progresses. It soon becomes obvious that the tunnels start to narrow, to where only three people can walk side by side.
for the next part,I will need three knowledge engineering or survival chechks to make it through the passages. Only three characters can contribute to these checks.
Auriferous
|
Knowing there is little she can do to help here, Auriferous lets the others take the lead in navigating the tunnels.
Logan Gallonica
|
Logan will try and help out Gwynnis.
Survival Assist, including wayfinder: 1d20 + 5 ⇒ (6) + 5 = 11
Survival Assist, including wayfinder: 1d20 + 5 ⇒ (9) + 5 = 14
Survival Assist, including wayfinder: 1d20 + 5 ⇒ (14) + 5 = 19
| GM Z..D.. |
If I am reading this right. I am guessing that Gwynnis is leading the way and everyone is just following behind. This way it will take 15 minutes to travel through the tunnels. But will avoid the damage and traps. With the assists and heroism, Gwynnis has enough to take 10 and make the checks. So I am going to say that is a success and moving on.
Stand by for follow up post.
Ragnar "Handy" Sorvino
|
Did Restoration cure the Pain effect? How long has it been since that encounter?
| GM Z..D.. |
lost time #1: 2d10 + 10 ⇒ (10, 2) + 10 = 22
lost time #2: 1d6 + 4 ⇒ (6) + 4 = 10
Time on Asteroid 01:33
Restoration would have gotten rid of the negative level. However, I do not think it would cover the symbol of pain effect. But since you got that effect at the 34 minute mark, I will wave the final minute, so you are clear of that condition. Anyone else who was effected by it is clear now as well
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.
Notes on the map. Disregard all the walls. The colored circles are on the ground, meaning you can step on them. It is dim light in here which might make reading harder.
Knowledge Arcana or Planes
Each round, each PC can attempt to either Break a Circle or Attempt to solve the puzzle orb. If you choose to break a circle, you can do a round worth of attacks to it or you can attempt a disable device check as a full round action, to take break.
To solve a piece the puzzle orb, you can attempt a Appraise, Disable Device, Knowledge (religion), Use Magic Device or a strait intelligence or Wisdom. If you use one of these checks, the next check with the same skill DC increases.
You could also use any other Knowledge, Linguistics, or Perception check, but these are harder; but do not get harder after the first time
You get a cumulative +1 bonus for each of the following languages you speak; Abyssal, Aquan, Auran, Ignan, and Terran.
Now with all these rules, go ahead and take the first round worth of options. I will allow Riddywipple to make checks as well since he is very intelligent
Ragnar "Handy" Sorvino
|
"So it is like a big nut. We just have to crack it."
Feeling a lot better. Ragnar will take a careful look in hopes of helping to solve the puzzle.
Including Underground and Heroism.
Perception: 1d20 + 14 + 2 + 2 ⇒ (2) + 14 + 2 + 2 = 20
| GM Z..D.. |
Ragner approaches the giant stone and attempts to decipher the it. His eyes open wide as the wards around the stone begin to assault his mind. Ragner, I will need a will save DC 23, vs fear effect.
Auriferous
|
arcana: 1d20 + 8 ⇒ (4) + 8 = 12
"I hate riddles!" sighs Auriferous. "I don't understand why dragons find them so attractive."
She takes a swing at the outermost circle.
power attack: 1d20 + 13 ⇒ (4) + 13 = 17
damage: 2d6 + 19 ⇒ (4, 2) + 19 = 25
Not sure if we are allowed to full attack, if so..
power attack: 1d20 + 8 ⇒ (6) + 8 = 14
damage: 2d6 + 19 ⇒ (2, 4) + 19 = 25
| GM Z..D.. |
Gwynnis is able to notice some patterns in the orb and begins to fit the pieces together ...
While Auri begins to bust open the blue seal in the ground.
Still to act
Sir Godfrey
Alvin
Logan
Ragnar "Handy" Sorvino
|
1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27
Nice. I get to make a save.
Alvin~
|
2 charges of Wand of Mage Armor used for Alvin and Riddywipple.
Knowledge (Planes): 1d20 + 16 ⇒ (18) + 16 = 34
"Blue and maroon are warding circles that protect the inner layers."
"The green circle distorts the area, making cracking it harder. The yellow circle seems to empower those who guard this area. The black circle seems to instill fear to those who attempt to read the orb."
Alvin attempts to solve the orb.
Knowledge (Religion) (2 languages): 1d20 + 16 + 2 ⇒ (7) + 16 + 2 = 25
Will Save: 1d20 + 10 ⇒ (4) + 10 = 14
Fort Save (Shaken): 1d20 + 10 - 2 ⇒ (13) + 10 - 2 = 21
Riddywipple
|
"I LOVE PUZZLES!"
Riddywipple goes up and also tries to solve.
Linguistics: 1d20 + 7 ⇒ (6) + 7 = 13
Will Save: 1d20 + 8 ⇒ (1) + 8 = 9
Fort Save (Shaken): 1d20 + 4 - 2 ⇒ (17) + 4 - 2 = 19
No idea how this is interacting with Necklace of Adaptation?
Logan Gallonica
|
Logan tries to work out what the hell this puzzle is all about, attuning himself to the swirling magical energies.
UMD, speaks Terran: 1d20 + 24 + 1 ⇒ (7) + 24 + 1 = 32
| GM Z..D.. |
Very good question. I would say he still begins to suffocate, since it is not being brought by an outside force. More of his mind making him think he is suffocating. Each round he gets a new save fort save to end the suffocation.
Logan, you will need to make a will save as well. As long as the wards stay up, everyone who attempts to decipher the orb has to make it.
Alvin, Logan and Riddywipple all go work on the orb. However, with the wards still up, can not make sense of anything.
Riddywipple's mind is assaulted and starts to choke as if he is being crushed and swallowed by dirt and gravel.
The group notices the ground begin to shake. Out of the wall materializes a guardian of the vault. Fossilized bones make up the body of this animated construct, from its horned shoulders to its tyrannosaur-skulled hands.
Knowledge Arcana
DC 27+ choose category from cheat sheet
Logan: 1d20 + 7 ⇒ (10) + 7 = 17
Ragner: 1d20 + 8 ⇒ (15) + 8 = 23 +2 underground
Gwynnis: 1d20 + 9 ⇒ (12) + 9 = 21
Alvin: 1d20 + 7 ⇒ (5) + 7 = 12
Sir Godfrey: 1d20 + 2 ⇒ (10) + 2 = 12
Auri: 1d20 + 1 ⇒ (3) + 1 = 4
GM: 1d20 + 1 ⇒ (7) + 1 = 8
Bold May Act
Ragner
Gwynnis
Logan
Alvin
Sir Godfrey
GM
Auri
| GM Z..D.. |
the first save was will, I will just substitute it, either way you make it with an 18. So you are not even shaken.
Additional note on this combat, you can not work on the orb, until after the guardian is dealt with. Those checks must be made in between combats.
Logan Gallonica
|
Arcana: 1d20 + 8 ⇒ (5) + 8 = 13
Ducking to one side Logan unleashes a burst of magical energy all over the creature.
He casts Glitterdust, DC22 will save
Sir Godfrey
|
Sir Godfrey, despite being bravely ready to dive at any threat realizes he can't effectively reach this creature before it will get to act due to his positioning. "So these wards are going to make the very large dinosaur thing scarier? I shall remove them as an issue in preparation for our grand battle!" And thus he will begin to lay into the warding circles with Auri.
Godfrey will full attack, starting on the blue circle and moving onto maroon if it collapses.
1st +3 Adamantine Great Sword(Power Attack, Heroism): 1d20 + 18 - 3 + 2 ⇒ (3) + 18 - 3 + 2 = 20
Damage(Power Attack): 2d6 + 21 ⇒ (1, 1) + 21 = 23
1st +3 Adamantine Great Sword(Power Attack, Heroism): 1d20 + 13 - 3 + 2 ⇒ (13) + 13 - 3 + 2 = 25
Damage(Power Attack): 2d6 + 21 ⇒ (5, 6) + 21 = 32
| GM Z..D.. |
Sir Godfrey adamantine greatsword finishes off the blue ward and completely demolishes the maroon in one swing.
okay, Now we are in combat. Godfrey can act again, since the first actions were supposed to be before combat started.
Bold May Act
Ragner
Gwynnis
Logan-already acted
Alvin
Sir Godfrey
GM
Auri
Logan Gallonica
|
Does it save against the glitterdust?
Was the action before combat working on the orb? If not Logan would have cast mirror image on himself for 1d4 + 3 ⇒ (1) + 3 = 4 images. if not he won't.
Sir Godfrey
|
Sir Godfrey can't manage to get into a good position against the T-rex handed monster for attacking, and isn't foolish enough to just give it the chance to attack him fully without at least returning the favor. So he pulls out his wand of shield to give his luck a try and shifts his body to better guard the softer members of the party.
5ft adjust, then move to draw his wand and a standard to try and activate it. Thanks for the extra action! I was running a gameday and GMing yesterday, so I didn't get around to checking this to reply until now.
UMD Shield (heroism): 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25
And with a modest splash of magical light the paladin appears more girded against the blows to come.
| GM Z..D.. |
Before combat started, you could either work on the orb or attempt to break the warding circles. Working on the orb and attempting to break the ward with a disable device is considered a full round action. Or you could take an round worth of actions attacking the warding circles. Once everyone attempted to either break the circles or solve the orb, the first combat kicks off.
Logan, yes your action before combat was working on the Orb.
will: 1d20 ⇒ 5 and no it does not save vs the glitter dust
Bold May Act
Ragner
Gwynnis
Logan-already acted
Alvin
Sir Godfrey-already acted
GM
Auri
Ragnar "Handy" Sorvino
|
"Bones should stay buried."
Ragnar will take a 5ft step, activate his boots of speed, and shoot the big skeleton thing a lot.
Manyshot: 1d20 + 16 - 2 + 1 + 2 ⇒ (6) + 16 - 2 + 1 + 2 = 23 for dmg cold iron, piercing, magic: 2d8 + 18 ⇒ (6, 4) + 18 = 28 plus Holy?: 2d6 ⇒ (5, 5) = 10
Haste: 1d20 + 16 - 2 + 1 + 2 ⇒ (8) + 16 - 2 + 1 + 2 = 25 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (1) + 9 = 10 plus Holy?: 2d6 ⇒ (1, 1) = 2
Shot #1: 1d20 + 16 - 2 + 1 + 2 ⇒ (8) + 16 - 2 + 1 + 2 = 25 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (7) + 9 = 16 plus Holy?: 2d6 ⇒ (4, 3) = 7
Shot #2: 1d20 + 11 - 2 + 1 + 2 ⇒ (17) + 11 - 2 + 1 + 2 = 29 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (5) + 9 = 14 plus Holy?: 2d6 ⇒ (4, 5) = 9
In light of Alvin's revelation I removed the +2 favored Enemy Undead. If it is somehow both a construct and an undead add +2 back. +4 on manyshot.
Alvin~
|
Knowledge (Arcana) (Shaken): 1d20 + 16 - 2 ⇒ (11) + 16 - 2 = 25
"It's a Fossil Golem Construct!"
Move Action
Alvin, thinking of what the implications of "Construct" usually means, decides to help the others fight it off. He takes out his Wand of Haste (CL 7) from Riddywipple's backpack...
Standard Action
...and uses it on the back end of the party.
HASTE for everyone except Alvin, Riddywipple, and Gwyinnis.
Riddywipple
|
Fort Save: 1d20 + 4 - 2 ⇒ (11) + 4 - 2 = 13
"Ughhhhhh......"
| GM Z..D.. |
DR 10/Adamantine AND Blunt, No SR, but is immune to magic.
Anything that Requires a SR check will not affect it.
Ragner Hammers the construct with arrows. While Alvin hastens the party and Gwynnis circles around.
Riddywipple starts to hold is breath. According to suffocation, he can hold is breath for 2 rounds per point of constitution, which will be 26 rounds. Pretty good for a little guy
The fossil golem heads in the direction of where it saw the group,however it bumps into the side of the cave and falls over.
It spends the remainder of its turn standing back up. It is unable to get over its blinded condition.
acrobatics: 1d20 ⇒ 7
will: 1d20 ⇒ 12
@ragner, it is not undead, it is a construct, it just happens to be made out of bones. Just FYI for future rolls
Bold May Act
Round 1
Auri
Round 2
Ragner
Gwynnis
Logan
Alvin
Sir Godfrey
GM
Sir Godfrey
|
Seeing the thing topple over, Godfrey is confident enough in its inability to hit him to charge at the creature, sword held high to strike at it. "If it is an automaton, then it is not evil, but it still must be stopped! I shall face the creature Logan has left bumbling about!" He doesn't have a particularly blunt weapon and will instead rely on pure force to beat it into submission.
Charging and smacking it for my round. AC is 34 vs movement AOOs if it still gets one, and 30 for normal attacks for the next round.
1st +3 Adamantine Great Sword(Power Attack, Heroism, Charge): 1d20 + 18 - 3 + 2 + 2 ⇒ (16) + 18 - 3 + 2 + 2 = 35
Damage(Power Attack): 2d6 + 21 ⇒ (5, 6) + 21 = 32
Ragnar "Handy" Sorvino
|
"So it's a golem that is pretending to be undead? Why would someone build that?"
Ragnar will activate his boots again and shoot it a few more times.
Manyshot: 1d20 + 16 - 2 + 1 + 2 ⇒ (19) + 16 - 2 + 1 + 2 = 36 for dmg cold iron, piercing, magic: 2d8 + 18 ⇒ (7, 8) + 18 = 33 plus Holy?: 2d6 ⇒ (6, 3) = 9
Haste: 1d20 + 16 - 2 + 1 + 2 ⇒ (18) + 16 - 2 + 1 + 2 = 35 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (5) + 9 = 14 plus Holy?: 2d6 ⇒ (1, 4) = 5
Shot #1: 1d20 + 16 - 2 + 1 + 2 ⇒ (2) + 16 - 2 + 1 + 2 = 19 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (4) + 9 = 13 plus Holy?: 2d6 ⇒ (1, 1) = 2
Shot #2: 1d20 + 11 - 2 + 1 + 2 ⇒ (9) + 11 - 2 + 1 + 2 = 21 for dmg cold iron, piercing, magic: 1d8 + 9 ⇒ (4) + 9 = 13 plus Holy?: 2d6 ⇒ (3, 2) = 5
Alvin~
|
Alvin is going to chill out for now. Not much left that he can do versus a golem.
REMEMBER: Alvin cast Haste on everyone but Gywinnis, Riddy, and himself last round.
Riddywipple
|
Fort Save (Shaken): 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14
"Get me outta here!"
Auriferous
|
Auri grows rapidly in size, all the better to combat the large undead.
Uses her metamagic rod to cast a stilled enlarge person
| GM Z..D.. |
Ragner peppers the golem, however, only two do any real damage.
Gwynnis attempts to grapple the golem, but is unable to grab a hold.
Sir Godfrey charges ahead and slams the sword into the golem.
Bold May Act
Round 2
Ragner-acted
Gwynnis-acted
Logan
Alvin-Delay
Sir Godfrey-acted
GM
Auri
Alvin you can come in wherever, just let me know who you are going before
| GM Hmm |
★ - OVERSEER ANNOUNCEMENT - ★
Sorrina Westyr’s image appears, her hair windblown and a look of wonder on her face. “The Society's discoveries have weakened the prison of the powerful being sealed within Aucturn's Tear,” she pauses, studying a flotilla of crystal balls that hover around her. “Our divinations indicate that it’s now offering a fraction of its power to our forces!”
Behind Sorrina, a small army of Pathfinder mages are studying the floating globes. Then one of them whispers in Drandle Dreng’s ear. Abruptly, Drandle hurries to the forefront, his shaggy head appearing in the center of the Divination window. "ACG Warriors, make a run for it!" Hands gesticulating wildly, he shouts, “NOW!”
Table GMs, the Thunderous Aid condition is now in effect. ACG Tables, you may make a run for it.
We have 78/150 clues!
Logan Gallonica
|
Having blinded the golem Logan has precious little else that can affect the creature. He flies forward a little and casts one of his most basic of spells, turning the ground beneath its feet slippery and treacherous.
He casts Grease, DC21 reflex save or prone
| GM Z..D.. |
reflex: 1d20 ⇒ 3
With a loud crash, the golem falls to the ground once more. The golem stands once more and swings at Sir Godfrey but misses the target completely.
1 sir godfrey 2 gwynnis: 1d2 ⇒ 1
concealment, 0-50 miss: 1d100 ⇒ 43
will: 1d20 ⇒ 4 still blinded
Gwynnis and Godfrey get an AOO from it standing
Bold May Act
Round 2
Auri
Round 3
Ragner
Gwynnis
Logan
Alvin-Delay
Sir Godfrey
GM
You may now use the thunderous aid boon, spoiler will be at top of the page. This ability can only be used once per combat. between combats, it can be used once to grant you insight on a skill to solve the puzzle orb.
Sir Godfrey
|
This was not the grand, epic fight against a horrible skeleton beast the paladin was hoping to entertain himself with. His expression alternates between pleased at the efficacy of his allies and disappointment with the reality that his tale of "facing off against the giant dinosaur bone horror with jaws for hands in the pit of a comet surrounded by crashing earth... where it mostly just flailed into walls and fell over a lot" won't have the impact he wishes.
Good thing his sword certainly will as he begins to begrudgingly lay into it, the carelessness with which he brings his blade down at it expression more petulant frustration than his normal righteous zeal.
AoO hit, then full attacking it!
AoO hit +3 Adamantine Great Sword(Power Attack, Haste, Heroism): 1d20 + 18 - 3 + 1 + 2 ⇒ (7) + 18 - 3 + 1 + 2 = 25
Damage(Power Attack): 2d6 + 21 ⇒ (3, 2) + 21 = 26
1st +3 Adamantine Great Sword(Power Attack, Haste, Heroism): 1d20 + 18 - 3 + 1 + 2 ⇒ (11) + 18 - 3 + 1 + 2 = 29
Damage(Power Attack): 2d6 + 21 ⇒ (6, 1) + 21 = 28
2nd +3 Adamantine Great Sword(Power Attack, Haste, Heroism): 1d20 + 13 - 3 + 1 + 2 ⇒ (13) + 13 - 3 + 1 + 2 = 26
Damage(Power Attack): 2d6 + 21 ⇒ (5, 6) + 21 = 32
Haste +3 Adamantine Great Sword(Power Attack, Haste, Heroism): 1d20 + 18 - 3 + 1 + 2 ⇒ (9) + 18 - 3 + 1 + 2 = 27
Damage(Power Attack): 2d6 + 21 ⇒ (6, 5) + 21 = 32