[PFS] 8-00 The Cosmic Captive by GMUpaynao - Subtier 7-8 (Inactive)

Game Master Upaynao

Asteroid Map
A Rough Landing
Broken Tower

The Lost Temple
Environmental Conditions Key
In the midst of Cultists
Island hoping
The Heart of the Matter


351 to 400 of 505 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

August will try to join the fight as fast as he can!

I assume I have to jump down?

Liberty's Edge

Male Human Inquisitor of Ragathiel 8 - HP: 61/75 - Init: +7 - Fort/Ref/Will: +13/+7/+13 - Perception: +18 - AC: 24, T: 14, FF: 21 - CMD: 25 - Judgment: 1/3 - Destructive Smite: 2/6 - Rage 4/8 - Bane: 1/8 - Discern Lies: 8/8 - Spells: 1st: 0/5, 2nd: 3/5, 3rd: 3/3 - Active Buffs: Heroism, Shield of Faith +3

Lyan calls upon even more of Ragathiel's might and strikes down the blue-robed crypt thing while flanking with Ethendril.

Swift to active judgement (protection + destruction), free to maintain bane, 5 ft step, full attack bæue.

Attack, PA, rage, bane, flank: 1d20 + 13 - 2 + 2 + 2 + 2 ⇒ (7) + 13 - 2 + 2 + 2 + 2 = 24
Damage, PA, rage, bane, destruction: 1d10 + 6 + 4 + 2 + 2 + 2d6 + 2 ⇒ (7) + 6 + 4 + 2 + 2 + (5, 2) + 2 = 30

Attack, PA, rage, bane, flank: 1d20 + 8 - 2 + 2 + 2 + 2 ⇒ (6) + 8 - 2 + 2 + 2 + 2 = 18
Damage, PA, rage, bane, destruction: 1d10 + 6 + 4 + 2 + 2 + 2d6 + 2 ⇒ (10) + 6 + 4 + 2 + 2 + (3, 4) + 2 = 33

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

You do need to jump down again.

The first crypt thing collapses, a pile of broken bones.

Current Initiative wrote:

Round 2-3

Barnaby - Frightened - 2 rnds
Rowanna
Jal
Lyan - 45 dmg
Tessara
Ethendril

Red
August - 6 dmg
Battle Map

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

August drops down, bracing for impact! Assuming he doesn't suffer serious injury he will then stand up and look for a fight!

I'm not sure where that would put me on the map but he'd try to get as close to an enemy as he could... even drop on top of them if he could!

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

It would be one move to drop down and assuming you take damage, another to get back up. You'd end up right where you are on the map,
unless you really want to be prone next to the bad guy, in which case you can try a long jump acrobatics check.

Fall Damage: 3d6 ⇒ (3, 6, 5) = 14

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

August will try to long jump to a point where he is 10 feet from the bad guy (so he can stand up safely).

Acro!: 1d20 - 3 ⇒ (17) - 3 = 14

The Exchange

N Half-elf 7 :: HP 57/60 :: AC 22 T 15 FF 18 CMD 27 :: Fort +8 Ref +9 Will +6 :: Init +7 Perception +18 (Low-Light)

Do we still need to be attempting saves to be able to take actions? Or should we just post?

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

Everyone except for Rowanna, Tessara and August should be fine. August, I moved you according to your jump check. If you get within 10 feet of the remaining bad guy I will need you to give me a Will save, DC 16

Dark Archive

F Human (Chelaxian) Witch 8 - HP 50/50 [7 Temp] - AC 19*/T: 14/FF: 17* - Perception +8 - Fort: +7, Ref: +8, Will +9 (+1 vs. Curses, +1 vs. Acid or Earth) - CMB +4, CMD 17 (+1 vs. Grapple) - Speed 30 - Init. +9

Do I need to make a Will save? Not entirely sure...

Will Save: 1d20 + 8 ⇒ (9) + 8 = 17

Jal has the Fortune Hex active for two rounds.

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

You don't but I'll use that if ever you need to on this guy.

@Everyone: If you are up, you may post!

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Tess uses her Fortune Hex on August and cackles To continue its effects.

August, remember the effects of Fortune Hex next round on you.

Silver Crusade

Human Paladin 5 / Oracle 3 | HP 86/86 | AC 24; Tch 12; FF 23 | F +12; R +7; W +10 | CMB+11; CMD 22 | Speed 20 ft | Init +2 | +1 Greatsword (adamantine): +12 (2d6+7/19-20) | Perc +12

Ethendril steps toward the red-clad creature and takes two massive swings with his greatsword.

+1 Greatsword (adamantine)(power attack): 1d20 + 10 ⇒ (12) + 10 = 222d6 + 13 ⇒ (6, 2) + 13 = 21
+1 Greatsword (adamantine)(power attack): 1d20 + 5 ⇒ (20) + 5 = 252d6 + 13 ⇒ (5, 1) + 13 = 19

CRIT?: 1d20 + 5 ⇒ (4) + 5 = 92d6 + 13 ⇒ (3, 1) + 13 = 17

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

Rowanna can you maintain a fortune hex on two PCs? If so, I would encourage Ethendril to use that reroll on the crit so we can call this fight.

Dark Archive

F Human (Chelaxian) Witch 8 - HP 50/50 [7 Temp] - AC 19*/T: 14/FF: 17* - Perception +8 - Fort: +7, Ref: +8, Will +9 (+1 vs. Curses, +1 vs. Acid or Earth) - CMB +4, CMD 17 (+1 vs. Grapple) - Speed 30 - Init. +9

Yes, she can maintain multiple Fortune Hexes. If Rowanna uses Feather Fall as an at-will instead of a flight move action this round, then she can use Cackle to give Ethendril another round of Fortune.

The Exchange

N Half-elf 7 :: HP 57/60 :: AC 22 T 15 FF 18 CMD 27 :: Fort +8 Ref +9 Will +6 :: Init +7 Perception +18 (Low-Light)

Awesome. :)

Once again, Jal darts forward, his blade flashing out at the remaining threat as he tumbles by.

Make Red Studied Target. Spring Attack it (including: Studied Target, Power Attack, Furious Focus)
+1 keen katana: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33 <— CRIT?
Luck hex re-roll: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24
damage: 1d8 + 7 + 6 + 2 ⇒ (6) + 7 + 6 + 2 = 21
— confirm: 1d20 + 12 + 2 ⇒ (3) + 12 + 2 = 17
— add'l damage: 1d8 + 7 + 6 + 2 ⇒ (8) + 7 + 6 + 2 = 23

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

Well, if August still has an action left he will move to engage the bad guy!

Will Save with Fortune Hex +6: 2d20 ⇒ (2, 11) = 13 Looks like that saved me!

Silver Crusade

Human Paladin 5 / Oracle 3 | HP 86/86 | AC 24; Tch 12; FF 23 | F +12; R +7; W +10 | CMB+11; CMD 22 | Speed 20 ft | Init +2 | +1 Greatsword (adamantine): +12 (2d6+7/19-20) | Perc +12

CRIT reroll?: 1d20 + 10 ⇒ (11) + 10 = 212d6 + 13 ⇒ (1, 6) + 13 = 20

Actually, since this round hasn't been resolved yet, it occured to me I could use the Fortune hex to reroll my crit confirmation roll, if that is okay.

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

The creature collapses, the ancient magics holding its frame together fraying, leaving only dust.

As the Pathfinders look down, they can see the approaching surface of the fortress which their little island seems to orbit. An impressive defensive structure of stone and adamantine, it's surface buckles and in places collapses or breaks open as tremendous blasts of air escape from within.

Bear with me, because we're going to attempt to do this quickly.

As the Pathfinders get closer, they all look about, trying to spot an entrance to the cave system within. Assuredly, it isn't the surface's defenders they must content with yet, but whatever is keeping the being within trapped; a being strong enough to bend starmetal with a puff of his breath.

I need one of the following from everyone (your choice of which): a Perception, a Knowledge (Engineering) or Survival check at a DC of 28

Furthermore, I need one of the following from everyone (your choice of which): Acrobatics or Climb check. If neither of these is appealing, you may try a Reflex save.

These checks are to determine whether you as a party spot a good path of egress within and then jump off at the right time. If you fail the second check, you will be taking damage.

Once inside, the group looks about, unsure of which path to take. The paths have been carved to confuse lesser adventurers.

At this point, only three of you can make one of the following (your choice of which):Knowledge (Dungeoneering) or Survival, at a DC of 28. You must succeed at three of these in a row.

If you succeed at these checks, we will move on to the main event! Remember, only 3 people can contribute (meaning no assists, although magic/divination might still be applicable. I'll let you figure that part out :P)

Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

My Know Dungeoneering is at +15+1d6. So an auto aid at least :)
I'm fine going primary for the latter three checks unless someone else has better.

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Barnaby, you are the skills guy. Go to town on these checks!

Perception 1d20 + 14 ⇒ (17) + 14 = 31
Acrobatics 1d20 + 11 ⇒ (3) + 11 = 14

Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

All right then. If anyone's got a wayfinder to lend (and if that'll help when trying to not get lost in the fortress) that'd be nice too.

Still shameful about his performance in the last fight, Barnaby tries to spot a good entry point as they approach.
Know Engineering: 1d20 + 11 + 2 + 1d6 + 2 ⇒ (20) + 11 + 2 + (5) + 2 = 40

Thinking he may have found one, the detective then tries to scamper over towards it - and away from the rocks as they crash into the place!

Acrobatics: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17 Gonna use an Inspiration. Add 1d6 + 2 ⇒ (1) + 2 = 3

Finally, inside, Barnaby cautiously takes point, trying to navigate as best he can to the source of these strange air blasts.

Casting heightened awareness for the next hour+ if that's all right.
Know Dungeoneering 1: 1d20 + 11 + 2 + 2 + 1d6 + 2 ⇒ (3) + 11 + 2 + 2 + (5) + 2 = 25
Know Dungeoneering 2: 1d20 + 11 + 2 + 2 + 1d6 + 2 ⇒ (5) + 11 + 2 + 2 + (1) + 2 = 23
Know Dungeoneering 3: 1d20 + 11 + 2 + 2 + 1d6 + 2 ⇒ (7) + 11 + 2 + 2 + (4) + 2 = 28

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

So at least Barnaby's got the last check. Keep them coming!

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

Perception: 1d20 + 1 ⇒ (5) + 1 = 6
Climb: 1d20 + 5 ⇒ (9) + 5 = 14

Dark Archive

F Human (Chelaxian) Witch 8 - HP 50/50 [7 Temp] - AC 19*/T: 14/FF: 17* - Perception +8 - Fort: +7, Ref: +8, Will +9 (+1 vs. Curses, +1 vs. Acid or Earth) - CMB +4, CMD 17 (+1 vs. Grapple) - Speed 30 - Init. +9

Rowanna does her best to help the others find a good spot to enter.

Perception: 1d20 + 8 ⇒ (19) + 8 = 27

She then relies on her reflexes to jump at the right time.

Reflex: 1d20 + 7 ⇒ (7) + 7 = 14

If the damage comes from falling, she'll Feather Fall.

No Dungeoneering and Survival is too low to make that DC. If someone else makes a Survival check, she'll try to aid.

Survival check aid: 1d20 ⇒ 18

Liberty's Edge

Male Human Inquisitor of Ragathiel 8 - HP: 61/75 - Init: +7 - Fort/Ref/Will: +13/+7/+13 - Perception: +18 - AC: 24, T: 14, FF: 21 - CMD: 25 - Judgment: 1/3 - Destructive Smite: 2/6 - Rage 4/8 - Bane: 1/8 - Discern Lies: 8/8 - Spells: 1st: 0/5, 2nd: 3/5, 3rd: 3/3 - Active Buffs: Heroism, Shield of Faith +3

Lyan heals himself with a wand as the rock hurtles towards the central structure.
CLW x7: 7d8 + 7 ⇒ (3, 4, 8, 8, 3, 2, 7) + 7 = 42

Once there, he tries to transition into the massive thing.
Perception: 1d20 + 18 ⇒ (3) + 18 = 21
Reflex: 1d20 + 7 ⇒ (2) + 7 = 9

In the tunnels, he tries to follow whatever tracks that might lead the party in the right direction.
Survival: 1d20 + 18 ⇒ (1) + 18 = 19
Survival: 1d20 + 18 ⇒ (1) + 18 = 19
Survival: 1d20 + 18 ⇒ (1) + 18 = 19

F$%!ing dicebot...

Silver Crusade

Human Paladin 5 / Oracle 3 | HP 86/86 | AC 24; Tch 12; FF 23 | F +12; R +7; W +10 | CMB+11; CMD 22 | Speed 20 ft | Init +2 | +1 Greatsword (adamantine): +12 (2d6+7/19-20) | Perc +12

Ethendril follows Barnaby, glad he seems to know what he's doing. The paladin has a hard time seeing anything useful.

reflex save: 1d20 + 7 ⇒ (16) + 7 = 23

dungeoneering aid: 1d20 - 1 ⇒ (15) - 1 = 14
dungeoneering aid: 1d20 - 1 ⇒ (6) - 1 = 5
dungeoneering aid: 1d20 - 1 ⇒ (4) - 1 = 3

The Exchange

N Half-elf 7 :: HP 57/60 :: AC 22 T 15 FF 18 CMD 27 :: Fort +8 Ref +9 Will +6 :: Init +7 Perception +18 (Low-Light)

On the slow ride down, Jal also takes a moment to have Ethendril help him heal up, using his own wand.
Wand of CLW, x? charges: 2d8 + 2 ⇒ (8, 6) + 2 = 16; back to full

Check 1: Perception: 1d20 + 18 ⇒ (9) + 18 = 27
Check 2: Acro: 1d20 + 11 ⇒ (16) + 11 = 27

Jal doesn’t really have any of those necessary 2 checks to help on that third check, unfortunately.

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

August also asks to be healed.

CLW Wand: 4d8 + 4 ⇒ (1, 4, 6, 5) + 4 = 20

That wand is done, good thing I have another one.

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

Of the pathfinders, only Jal, Ethendril and Barnaby manage to jump into the passageway at the right time. As Tessara, August, Rowanna and Lyan attempt to jump on, a rogue island collides with theirs and throws off their timing.

Damage: 6d6 ⇒ (3, 1, 2, 1, 6, 2) = 15

Shards of basalt viciously slice their faces as they finally move on in. The trek through is harrowing, filled with wrong turns as Lyan, still concussed seems to make a habit of taking the group down the wrong path. Within what now seems to be a labyrinth, the walls batter the Pathfinders mercilessly.

And another 24 points of damage over three separate occasions.

So much so that the group falls into a trap not once, but twice.

Barnaby, Lyan and Ethendril, I need two reflex saves, one for each trap. The DC is 20.

Of course, you can absolutely heal in between each of these fun laden events.

Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

If it's a 'TRAP' trap, would I have been able to spot it (I have Trap Spotter, so auto-Perception check)?

If so:
Perception 1: 1d20 + 11 + 2 + 2 + 4 ⇒ (12) + 11 + 2 + 2 + 4 = 31
Perception 2: 1d20 + 11 + 2 + 2 + 4 ⇒ (18) + 11 + 2 + 2 + 4 = 37

If not:
Reflex 1: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
Reflex 2: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30

Dark Archive

F Human (Chelaxian) Witch 8 - HP 50/50 [7 Temp] - AC 19*/T: 14/FF: 17* - Perception +8 - Fort: +7, Ref: +8, Will +9 (+1 vs. Curses, +1 vs. Acid or Earth) - CMB +4, CMD 17 (+1 vs. Grapple) - Speed 30 - Init. +9

In order to heal her injuries, Rowanna uses her wand of Infernal Healing, her Healing hex on herself, and a scroll of Cure Light Wounds.

Healing Hex - CMW: 2d8 + 8 ⇒ (4, 3) + 8 = 15
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5

Infernal Healing heals 10 over 1 minute.

Afterwards, she'll apply her healing wand again to heal completely, unless someone heals the group first.

The Exchange

N Half-elf 7 :: HP 57/60 :: AC 22 T 15 FF 18 CMD 27 :: Fort +8 Ref +9 Will +6 :: Init +7 Perception +18 (Low-Light)

For clarity, are only those three characters taking the trap damage?

Jal fumes as he watches others do his job. "How the hells am I supposed to help scout on a gods-forsaken space rock?"

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

This is some place! I hope there is a better way to leave here!

CLW Wand: 7d8 + 7 ⇒ (5, 7, 5, 5, 5, 3, 6) + 7 = 43

Silver Crusade

Human Paladin 5 / Oracle 3 | HP 86/86 | AC 24; Tch 12; FF 23 | F +12; R +7; W +10 | CMB+11; CMD 22 | Speed 20 ft | Init +2 | +1 Greatsword (adamantine): +12 (2d6+7/19-20) | Perc +12

"It has depleted much of my ability to heal," Ethendril acknowledges. "Let's get out of here as soon as we can."

reflex: 1d20 + 7 ⇒ (20) + 7 = 27
reflex: 1d20 + 7 ⇒ (15) + 7 = 22

channel: 5d6 ⇒ (3, 4, 6, 2, 5) = 20 I'm going to use the last 5 of my oracle channels to heal the group up. Go ahead and put wand charges back.

Dark Archive

F Human (Chelaxian) Witch 8 - HP 50/50 [7 Temp] - AC 19*/T: 14/FF: 17* - Perception +8 - Fort: +7, Ref: +8, Will +9 (+1 vs. Curses, +1 vs. Acid or Earth) - CMB +4, CMD 17 (+1 vs. Grapple) - Speed 30 - Init. +9

Taking back my Infernal Healing charges, thanks Ethendril!

The Exchange

N Half-elf 7 :: HP 57/60 :: AC 22 T 15 FF 18 CMD 27 :: Fort +8 Ref +9 Will +6 :: Init +7 Perception +18 (Low-Light)

Cool. :)


12/15/18 - 10/11/13 Social Media Booster (CPR),

Barnaby's well practiced expertise with traps of all kinds pays off, and he is able to spot, and with a take-10 to keep things moving disable the traps before anyone is harmed!

The damage from the shards of basalt sticks, but Barnaby, Lyan and Ethendril don't have to worry about those reflex saves.

Barnaby leads you up a heavily worn set of stairs that takes you from claustrophobic tunnels into an eroded cavern studded with sand-scoured crystals that emit cool, faint light.
The jagged foundations, barely a few inches tall, are all that’s left of metal walls—the fragments of which now jut from the wall like throwing knives.
And in the center of the room an immense, intricate, thousand-sided polyhedron made of sky metals floats within a tight series of binding circles emanating from rune-carved rings of gemstones inlaid in the ground.

As blasts of air erupt from the polyhedron, the surface’s shattered facets regenerate before being blasted apart on another side.

But there's definitely a pattern there. A pattern among the flickering images and glyphs that you think you might be able to solve.
Appraise, Disable Device, Knowledge (Religion) or Use Magic Device are natural fits for doing so, but any Knowledge, Linguistics, Perception, or even straight Intelligence or Wisdom check has a shot. Each of the following languages that you can read will give a +1 bonus on any of these checks: Abyssal, Aquan, Auran, Ignan, and Terran

Knowledge (Arcana) DC 23+:
You're not certain what all of the binding circles do, but you can see that the green circle seems to distort the facets of the Puzzle Orb, making it more difficult to solve, and the yellow circle seems to be designed to empower earthen guardians. Though there aren't any of those here right now...

Either way, it may be simpler to destroy some of these circles before you get to work on the Orb. While finesse Disable Device would prove effective, brute force will likely suffice.

Knowledge (Arcana DC 28+):
While the two blue circles are simple wardings, designed to protect and repair the others, the red circle will fill anyone who attempts to solve the puzzle with a terrible Taphophobia - the fear of being Buried Alive.

Everyone go ahead and give me no more than a round of actions.

The Exchange

N Half-elf 7 :: HP 57/60 :: AC 22 T 15 FF 18 CMD 27 :: Fort +8 Ref +9 Will +6 :: Init +7 Perception +18 (Low-Light)

Jal moves cautiously forward, trying to figure out how the device works … and if he can effect it for his team’s purposes.

Disable Device: 1d20 + 15 ⇒ (17) + 15 = 32

Liberty's Edge

Male Human Inquisitor of Ragathiel 8 - HP: 61/75 - Init: +7 - Fort/Ref/Will: +13/+7/+13 - Perception: +18 - AC: 24, T: 14, FF: 21 - CMD: 25 - Judgment: 1/3 - Destructive Smite: 2/6 - Rage 4/8 - Bane: 1/8 - Discern Lies: 8/8 - Spells: 1st: 0/5, 2nd: 3/5, 3rd: 3/3 - Active Buffs: Heroism, Shield of Faith +3

Assuming that the Knowledge (Arcana) is on top on our action:
Knowledge (Arcana): 1d20 + 8 ⇒ (19) + 8 = 27

"The green circle seems to distort the facets of the Puzzle Orb, making it more difficult to solve, and the yellow circle seems to be designed to empower earthen guardians.
Barnaby, Jal, perhaps you can destroy some of these circles before we get to work on the Orb."
With Disable Device.

Lyan starts studying the orb.

Perception: 1d20 + 18 ⇒ (17) + 18 = 35

Grand Lodge

Male Dwarf Fighter (Two-Handed) [8.1] : HP 88/92 | AC 24 T 12 FF 23 | CMB +14 (+16 sunder) CMD 26 (30 vs trip/bullrush, 28 vs sunder) | Fort +12 | Ref +5 | Will +6 (+2 to all vs poison, SP & SL) | Init +5 | Perc +1 | SM/Ride +0 | Climb/Swim/Surv +4

August takes a look, wondering what all this is really about. Maybe he'll notice something that the others overlooked.

Perception: 1d20 + 1 ⇒ (7) + 1 = 8


12/15/18 - 10/11/13 Social Media Booster (CPR),

Jal and Lyan are both able to make some headway at unraveling the Puzzle Orb, attacking the conundrum in different ways, but, as they and August work at the mystery, a terrible dread begins to seep into their mind.

All the power of Earth seems to be turned against you. How long will it be before they tire of trifling with you and lock you away here forever.
Buried. Alive.

Will saves for all three please. Keywords are Compulsion, Evil, and Fear.
Rowanna, Ethendril, Barnaby and Tessara may still take a turn.

Dark Archive

Half-elf Investigator (Psychic Detective) 10 | hp 41/76 | AC: 18* | T: 11* | FF: 17 | CMD 22 | Fort +10* | Ref: +14* | Will: +14* | Init +3* | Perception +15* | Trapfinding (+5 Perception vs Traps)| Low-Light vision
current buffs:
Herosim, DR 5/Adamantine, fatigued, hasted (both included in line above), Inspiration on checks is 1d6 +2 (favored class bonus)

Know arcana: 1d20 + 18 + 2 + 2 + 1d6 + 2 ⇒ (17) + 18 + 2 + 2 + (3) + 2 = 44

Staring cautiously at the circles as he approaches, Barnaby raises an eyebrow at Luna's warning. He raises another as he recognizes the rest. "Its a bit worse than that. THATred'll mess with your head, make you think you're trapped down here. The other two seem to be just 'warders' - making the other circles tougher."

The detective looks up from his examination only to see his comments about the last unique ring we're a bit too slow to stop the others from rushing forwards. "Cor!" he says, and races to attempt to stop the Taphophobia ring.

Using an Inspiration
Disable Device: 1d20 + 14 + 2 + 1d6 + 2 ⇒ (13) + 14 + 2 + (5) + 2 = 36

The Exchange

N Half-elf 7 :: HP 57/60 :: AC 22 T 15 FF 18 CMD 27 :: Fort +8 Ref +9 Will +6 :: Init +7 Perception +18 (Low-Light)

Will, +2 for Enchantment: 1d20 + 6 + 2 ⇒ (2) + 6 + 2 = 10


12/15/18 - 10/11/13 Social Media Booster (CPR),

Barnaby is able to remove some of the key stones of the Ruby Ring, and the power leaves it with an audible Pop.

Unfortunately, Jal is already under its spell. And maybe the others.

He begins to clutch at his throat, taking great gulping breaths before all the air's gone! You are shaken for until the next fight ends, and must take an additional fort save with the same keywords. Enchantment doesn't apply I'm afraid.

Silver Crusade

Human Paladin 5 / Oracle 3 | HP 86/86 | AC 24; Tch 12; FF 23 | F +12; R +7; W +10 | CMB+11; CMD 22 | Speed 20 ft | Init +2 | +1 Greatsword (adamantine): +12 (2d6+7/19-20) | Perc +12

Ethendril isn't sure what to make of the strange polyhedron, but examines it carefully.

knowledge religion: 1d20 + 7 ⇒ (8) + 7 = 15

Immune to fear, and +4 aura if that's what we're dealing with.


12/15/18 - 10/11/13 Social Media Booster (CPR),

Ethendril is having trouble making much of the strange glyphs and fragmentary tales of the Orb, and the fact that they keep changing while he's reading isn't helping at all.

Already factored in for Jal's saves on my end, but good reminder Eth.

Will saves still for August and Lyan and a Fort Save for Jal. Keywords are Compulsion, Evil, and Fear.
Rowanna and Tessara may still take a turn.

Grand Lodge

| Witch 11| AC 15 (19 w/Mage Armor) T 14 FF 12 | HP 79/79 (16 temp HP)| F+10R+9W+12 | Init +3 | Perc +17 | Lowlight Vision | +2 to recover from continuous effects such as such as ongoing poison damage, daily saving throws against disease, a hold person spell, or lingering damage from an attack |

Know. Arcana 1d20 + 16 + 3 ⇒ (14) + 16 + 3 = 33

"The green circle distorts everything else. Someone needs to take their weapon and pound away until that's destroyed. The yellow circle strengthens earthen creatures. I don't see any of them yet, but it makes me think they are coming soon. The blue circles are there to repair the others, but the red is cursed. I think we need to pound that one into dust as well."

Dark Archive

F Human (Chelaxian) Witch 8 - HP 50/50 [7 Temp] - AC 19*/T: 14/FF: 17* - Perception +8 - Fort: +7, Ref: +8, Will +9 (+1 vs. Curses, +1 vs. Acid or Earth) - CMB +4, CMD 17 (+1 vs. Grapple) - Speed 30 - Init. +9

Rowanna attempts to use her knowledge of religion and various languages to help solve the puzzle.

Knowledge (religion) + 4 languages: 1d20 + 12 + 4 ⇒ (13) + 12 + 4 = 29

Liberty's Edge

Male Human Inquisitor of Ragathiel 8 - HP: 61/75 - Init: +7 - Fort/Ref/Will: +13/+7/+13 - Perception: +18 - AC: 24, T: 14, FF: 21 - CMD: 25 - Judgment: 1/3 - Destructive Smite: 2/6 - Rage 4/8 - Bane: 1/8 - Discern Lies: 8/8 - Spells: 1st: 0/5, 2nd: 3/5, 3rd: 3/3 - Active Buffs: Heroism, Shield of Faith +3

Will, paladin buddy: 1d20 + 13 + 4 ⇒ (17) + 13 + 4 = 34

"What's this? Voices in my head? Begone, foul whispers!"


12/15/18 - 10/11/13 Social Media Booster (CPR),

Botting non optional saves
August's Will Save + Aura of Courage: 1d20 + 6 + 4 ⇒ (11) + 6 + 4 = 21
August likewise throws off the creeping madness that tries to overthrow him
Jal's Fort Save + Aura of Courage - Shaken: 1d20 + 8 + 4 - 2 ⇒ (12) + 8 + 4 - 2 = 22
Though Jal's mind remains troubled, he is strong of body, and is able to keep his lungs happily full.

As Rowanna brings her mighty mind to bear on a particular elemental koan, she feels as though she may have glimpsed another part of a greater whole, though it may be easier to discover more through different means in the future. Perception, Knowledge (Religion), and Disable Device aren't tapped out for the Orb, but their difficulty has gone up.

But suddenly, the heroes are not alone.

The Circles flare as they create an impenetrable and violently colored dome around the puzzle orb - now does not seem like a time to trouble with them, as more of Ayrzul's minions come to trouble you!

From the left wall a velociraptor-headed, brightly painted clay statue lurches forward, hefting a wickedly spiked mace, while from the right comes a horrific figure of bones and skulls tied together in a towering mockery of humanity's form, again with the skull of Ayrzul's beast screeching atop it.

Initiative:
Jal Init: 1d20 + 7 ⇒ (15) + 7 = 22
August Init: 1d20 + 5 ⇒ (15) + 5 = 20
Tessara Init: 1d20 + 3 ⇒ (10) + 3 = 13
Rowanna Init: 1d20 + 9 ⇒ (5) + 9 = 14
Barnaby Init: 1d20 + 1 ⇒ (13) + 1 = 14
Lyan Init: 1d20 + 7 ⇒ (4) + 7 = 11
Ethendril Init: 1d20 + 2 ⇒ (10) + 2 = 12
Clay Init: 1d20 + 2 ⇒ (18) + 2 = 20
Bone Init: 1d20 + 6 ⇒ (8) + 6 = 14

Current Initiative wrote:

Round 1
Jal - Shaken
August

Clay
Rowanna
Bone
Barnaby
Tessara
Ethendril
Lyan

Battle Map

351 to 400 of 505 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [PFS] 8-00 The Cosmic Captive by GMUpaynao - Subtier 7-8 All Messageboards

Want to post a reply? Sign in.