[PFS_CORE_Aerondor] 07-00 The sky key solution PbP Gameday 5: (Inactive)

Game Master Aerondor

CORE, Tier 1-2
Announcement about GD-V
GDV Scenarios
Overseer posts

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Overall Map

init:

[dice=Tere]1d20+4[/dice]
[dice=Kildrek]1d20-2[/dice]
[dice=Archybald]1d20+0[/dice]
[dice=Limney]1d20+8[/dice]
[dice=Haliphod]1d20+2[/dice]
[dice=Raven]1d20+3[/dice]
[dice=baddies]1d20+0[/dice]

Aid tokens:

Barred tables for support: 5,22
Received from: 15,19
Given to: 5(bad me),4, 24
Aid tokens
During the event, it is possible for characters at one table to assist those at another through the use of Aid Tokens. Each Aid Token represents the assistance of one or more allied Pathfinder agents who assist the PCs.

Once per encounter, any character at a table can use an Aid Token to assist the group in one of five ways described below. Once a table uses an Aid Token, the token grants no further benefit until the end of the encounter, at which point one of the players can pass the Aid Token to a neighboring table for them to use. It is very important that the players remember that there are a limited number of Aid Tokens, and hoarding one means that somebody else doesn’t get to use it.

So they are best used and then immediately passed on

An Aid Token’s benefits vary based on the table’s subtier, and these benefits can take one of the following five forms.

Aid Another: A Pathfinder agent helps the PCs solve a puzzle, disable a trap, or accomplish some other task as if performing the aid another action for a PC.

Allied Offensive: A Pathfinder agent strikes a creature at the same time as the PC, increasing the damage dealt by one attack by 1d8 points. In addition, after the attack, anyone attacking the target is considered to be flanking it until the beginning of the attacker’s next turn.

Burst of Healing: A Pathfinder agent heals all of the PCs of 1d6 points of damage.

Alternatively, the agent can instead cast neutralize poison, remove curse, or remove disease with a caster level of 5.

Spellcasting Synergy: A Pathfinder agent casts a spell at the same time as the PC, increasing the save DC and caster level of the PC’s spell by 1.

Timely Inspiration: A Pathfinder agent provides the effects of a bard’s inspire courage bardic performance for 3 rounds.

Sharing the love
I don't know whether we will start with an aid token, but if/when we get one, we will be told which table gives it to us. When we in turn pass it on, we cannot return it to the table that gave it to us. We cannot give a token to a table that one of us is GMing or playing at, nor can we give a token to a table that we have already given one to.
Aside from that, you are free to pass the token on as you see fit.

VP: 11 (BofCA; A1,A2, C1,C2, D1, E1, E2(2); Romnus; Omandi)

Chronicles


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Lantern Lodge

Silent tide map

I'm back. Thanks for your patience. Looks like things have moved apace

The blobs move forward trying to clean up the pathfinders

Limney sends a bolt of force at the one with a blue hue, while Raven does the same with a bolt of elemental substance. can you make it clear which element in the future? thanks Kildrek also aims a bolt of fire. It's pretty hard to miss the large but slow moving thing, but it sure looks like it can take the punishment.

The damaged blob oozes forward to try and clean up Tere
attack: 1d20 + 3 ⇒ (8) + 3 = 11
While the pink one tries the same technique on Kildrek
attack: 1d20 + 3 ⇒ (3) + 3 = 6
Neither succeed.

Party Status, bold may post
Haliphod (mage armour, 35 minutes) acid darts used: 1
Tere
Archybald (mage armour, 35 minutes) ; 2 points CON damage;
Limney (mage armour, 35 minutes) force missile used:2 ; 1 point CON damage;
Raven (mage armour, 35 minutes) elemental rays used:1 ; 2 point CON damage;

Kildrek fire bolts used: 1
Blobs
blue 12 damage
pink

Grand Lodge

Male Human Wizard 1 | AC 16 | T 12 | FF 14 | HP: 8/8 | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +2 | Perception +1

Archybald mentally reviews his selection of spells, and finds not much of use against mindless blobs. "I need me some of that bottled fire that alchemists make" he mumbles to himself.
Making the best of a bad job, he extends his hand and sends an icy ray shooting at the nearest blob.

Ray Of Frost: 1d20 + 2 ⇒ (20) + 2 = 22
Damage: 1d3 ⇒ 1

ooh, ooh

Confirm Crit: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d3 ⇒ 2

oh

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

I pull out my wand of Magic Missile and hold it towards Archybald.
"Try my missile wand. The activation word is Stubbins."

Force Missile on blue: 1d4 + 1 ⇒ (1) + 1 = 2

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Tere slashes at the one on him.

Perforate the protozoan: 1d20 + 5 ⇒ (11) + 5 = 16
Slashing damage: 1d10 + 3 ⇒ (4) + 3 = 7

The Exchange

CORE Female Human Sorceress 2/Fighter 1| AC: 14/13/11 | HP: 21/21 | Fort +4, Ref +3, Will +3 | CMB +2, CMD 15 | Init +3 | Perc +1

Cold, my elemental rays are always cold. I don't think I have the option of changing them.

Raven flings another icicle at the creature.

Elemental ray (cold): 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Silver Crusade

Male {CORE} Dwarf Cleric of Sarenrae [2] | HP 19/19 | AC 16 T 8 FF 16 | F +6 R -2 W +7 | CMB +2 CMD 10 (14 vs bullrush/trip) | Init -2 | Perc +4 (Darkvision) | Diplo/Intim +2 | SM +4 | Heal +12

Kildrek tries again, despite the close quarters! If it provokes, so be it.

Fire!: 1d20 - 1 ⇒ (18) - 1 = 17 for Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Sovereign Court

Thanks to the efforts of the Pathfinders, the Slave Pens are now claimed! Sources say that there's something weird going on in that temple! Hurry up and check it out Pathfinders!

The map has been updated.

Lantern Lodge

Silent tide map

Archeybald sends a ray of frost at the blue blob, causing it a little discomfort. As he does so though, it lashes out at him.
AOO
attack: 1d20 + 3 ⇒ (17) + 3 = 20
damage: 1d3 + 1 + 1d3 ⇒ (2) + 1 + (2) = 5
And tries to absorb him into it.
grb: 1d20 + 5 ⇒ (6) + 5 = 11
He narrowly avoids being absorbed!

Limney senses the danger of the situation and throws another force missile at it, causing it to split apart into a host of small blobs that seem to lack the motive force of the whole.
Blue dead

Tere turns on the remaining one and slashes it, but its a blob, and it doesn't care! Raven sends another ray of cold out at the pink ooze. Which Kilkren finishes off with a bolt of fire. Those two look to be a dangerous combination.

Word from other pathfinder teams is passed and maps updated. It seems there are a couple of other areas that can be explored, either the slave pens, or the temple. You'll have to go through the slave pens to get to the temple.

Which area would you like to explore next?

Party Status,
Haliphod (mage armour, 35 minutes) acid darts used: 1
Tere
Archybald (mage armour, 35 minutes) ; 7 damage; 2 points CON damage;
Limney (mage armour, 35 minutes) force missile used:3 ; 1 point CON damage;
Raven (mage armour, 35 minutes) elemental rays used:2 ; 2 point CON damage;
Kildrek fire bolts used: 2

Archy, can you put your AC and hp in your status bar?

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

"Let's go to the Temple."


"Psst...hey buddy. Want an Aid Token, slightly used?
check out Overseer thread for details on how it can be used.

Lantern Lodge

Silent tide map

To keep the pace up, I'm going to dash you ahead to the temple, if you end up with time left, you can always go back to explore the slave pits. Gota reclaim that week I was on holiday

Following directions carven into the walls by other pathfinders, you dash through the slave pens and emerge onto the surface into sunlight. Ahead is a temple...

Wide flagstones cover the plaza leading to a stepped pyramid. Larger-than-life statues of serpentfolk and snakes line the plaza, alongside pictograph-covered pillars and small cages filled with all manner of furry, chattering creatures.

A statue of a snake stands proudly in the courtyard. It slowly turns towards your group and slithers forward...

init:

Tere: 1d20 + 4 ⇒ (11) + 4 = 15
Kildrek: 1d20 - 2 ⇒ (6) - 2 = 4
Archybald: 1d20 + 0 ⇒ (8) + 0 = 8
Limney: 1d20 + 2 ⇒ (19) + 2 = 21
Haliphod: 1d20 + 2 ⇒ (3) + 2 = 5
Raven: 1d20 + 3 ⇒ (13) + 3 = 16
baddies: 1d20 + 1 ⇒ (5) + 1 = 6

You have prep time for healing if you want, and have the healing waters you discovered and bottled back in the first area available. Essentially one dose of CLW at level 3 available to each of you, but the waters will soon lose their potency so best not to save it too long

Party Status, (healing potions available, one each, they will run out soon, so you may want to use them prior to this encounter) Bold may post.
Limney (mage armour, 35 minutes) force missile used:3 ; 1 point CON damage;
Raven (mage armour, 35 minutes) elemental rays used:2 ; 2 point CON damage;
Tere
Archybald (mage armour, 35 minutes) ; 7 damage; 2 points CON damage;

STATUE
Haliphod (mage armour, 35 minutes) acid darts used: 1
Kildrek fire bolts used: 2

Archy, can you put your AC and hp in your status bar?

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

Archybald should drink some healing water on the way.

Attempt to identify the snake statue.

Kn Arcane: 1d20 + 9 ⇒ (6) + 9 = 15

In Common
"Halt! Stand down and let us pass."

If it is still clearly hostile I will pull my wand of Magic Missile and use it.
missile: 1d4 + 1 ⇒ (3) + 1 = 4

Lantern Lodge

Silent tide map

Liminy recognizes it as a construct, and as such it is immune to mind affecting spells.

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Tere advances slowly into the temple precinct, blade high and ready to dodge. Single move, total defense. Current AC 22 T 19

Lantern Lodge

Silent tide map

Potion use of Archy
CLW potin CL3: 1d8 + 3 ⇒ (6) + 3 = 9

The artificial snake continues to slither forward

Party Status, (healing waters available, one each apart from Archy, they will run out soon, so you may want to use them prior to this encounter) Bold may post.
Raven (mage armour, 20 minutes) elemental rays used:2 ; 2 point CON damage;
Archybald (mage armour, 20 minutes) ; 2 points CON damage;

STATUE
Haliphod (mage armour, 20 minutes) acid darts used: 1
Kildrek fire bolts used: 2
Limney (mage armour, 20 minutes) force missile used:3 ; 1 point CON damage;
Tere

Archy, could you put your AC and hp in your status bar please

The Exchange

CORE Female Human Sorceress 2/Fighter 1| AC: 14/13/11 | HP: 21/21 | Fort +4, Ref +3, Will +3 | CMB +2, CMD 15 | Init +3 | Perc +1

Pulling more water from her waterskin, Raven flings an icicle at the statue.

Elemental ray (cold) : 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

-Posted with Wayfinder

Lantern Lodge

Silent tide map

Neither Liminey's missile nor Raven'sray do as much damage as they think they should. But both definitely damage the statue.

Party Status, (healing waters available, one each apart from Archy, they will run out soon, so you may want to use them prior to this encounter) Bold may post.
Archybald (mage armour, 20 minutes) ; 2 points CON damage;

STATUE 8 damage
Haliphod (mage armour, 20 minutes) acid darts used: 1
Kildrek fire bolts used: 2
Limney (mage armour, 20 minutes) force missile used:3 ; 1 point CON damage;
Tere
Raven (mage armour, 20 minutes) elemental rays used:3 ; 2 point CON damage;

Archy, could you put your AC and hp in your status bar please

Grand Lodge

Male Human Wizard 1 | AC 16 | T 12 | FF 14 | HP: 8/8 | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +2 | Perception +1

"Nethy's Rent Mind - does nothing in this place need to sleep?" grumbles Archybald as his spell selection comes up short again. He extends his arm, and tries another Ray of Frost...

1d20 + 2 ⇒ (12) + 2 = 14
1d3 ⇒ 3

Lantern Lodge

Silent tide map

Archybald's ray of frost hits the statue straight on, but it totally ignores it.

The creature has hardness which reduces all damage. In particular elemental damage is halved and then has the hardness applied. I calculated Raven's ray of frost damage wrong above. Damage below is correct, it is not healing.

The stone statue charges towards Tere, slithering with a horrible, grinding sound.

attack, charge: 1d20 + 3 + 2 ⇒ (12) + 3 + 2 = 17

But she narrowly dodges it.

Party Status, (healing waters available, one each apart from Archy, they will run out soon, so you may want to use them prior to this encounter) Bold may post.
Haliphod (mage armour, 20 minutes) acid darts used: 1
Kildrek fire bolts used: 2
Limney (mage armour, 20 minutes) force missile used:3 ; 1 point CON damage;
Tere
Raven (mage armour, 20 minutes) elemental rays used:3 ; 2 point CON damage;
Archybald (mage armour, 20 minutes) ; 2 points CON damage;

STATUE 4 damage

NB for those using missile fire, the snake is in melee so -4 to hit if you don't have precise shot. Also Tere provides cover from most of you, which may be an additional -4 to hit.

Grand Lodge

Male Human Wizard 1 | AC 16 | T 12 | FF 14 | HP: 8/8 | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +2 | Perception +1

Archybald decides to stop trying to do things himself, and leave melee to the professionals.

"Get it, Tere" he yells,. before launching into a lengthy spellcasting.

Casting Enlarge Person on Tere

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

Hardness or no gotta keep chipping away. I have been using the wand because the cantrip rays and most class abilities are short range.

wand of Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4

Silver Crusade

Male {CORE} Dwarf Cleric of Sarenrae [2] | HP 19/19 | AC 16 T 8 FF 16 | F +6 R -2 W +7 | CMB +2 CMD 10 (14 vs bullrush/trip) | Init -2 | Perc +4 (Darkvision) | Diplo/Intim +2 | SM +4 | Heal +12

Kildrek will cast Bless and then move toward the creature! I only have 20' of movement so I can't quite reach it.

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Tere takes a tentative cut at the snake, then takes a short step back and prepares for the spell to take hold. "Attack it after me!"

Attack the asp, incl. bless: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10

Lantern Lodge

Silent tide map

Archybald starts to cast a spell. Full round, will finish next round, while Tere makes a quick but ineffective stab. Kildrek calls down a blessing on the group, and Liminy continues to knock fragments from the statue.

Party Status, (healing waters available, one each apart from Archy, they will run out soon, so you may want to use them prior to this encounter); Bless; Bold may post.
Haliphod (mage armour, 20 minutes) acid darts used: 1
Raven (mage armour, 20 minutes) elemental rays used:3 ; 2 point CON damage;

STATUE 11 damage (recalculated again, and with MM)
Kildrek fire bolts used: 2
Limney (mage armour, 20 minutes) force missile used:3 ; 1 point CON damage;
Tere
Archybald (mage armour, 20 minutes) ; 2 points CON damage; Casting Enlarge person.

Dark Archive

Male Gnome Druid 2 / Conjurer 1 HP 23/23 AC 13, T 13, FF 13 F: +4, R: +2, W: +7; Init: +2, Perc +12, SM +4. Active Conditions: none

Haliphod shoots an acid dart at the serpent.

Ranged Touch Attack: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23
Damage: 1d6 ⇒ 1

Lantern Lodge

Silent tide map

Haliphod's acid glances off the stone statue, taking nothing but a bit of moss with it.

The statue slithers forward, smashing into Kildrek.
bite: 1d20 + 3 ⇒ (8) + 3 = 11
slam: 1d20 + 3 ⇒ (18) + 3 = 21
damage: 1d4 ⇒ 1

Party Status, (healing waters available, one each apart from Archy, they will run out soon, so you may want to use them soon); Bless; Bold may post.
Raven (mage armour, 20 minutes) elemental rays used:3 ; 2 point CON damage; MAY ACT TWICE.
Kildrek fire bolts used: 2 ; 1 damage
Limney (mage armour, 20 minutes) force missile used:3 ; 1 point CON damage;
Tere
Archybald (mage armour, 20 minutes) ; 2 points CON damage; Casting Enlarge person.
Haliphod (mage armour, 20 minutes) acid darts used: 2

STATUE 11 damage

Remember, you have an aid token available to you.

Sovereign Court

The Pathfinders have allied with a group of Azlanti Rebels! They're joining up with Pathfinders as they make their way into the Serpentfolk Temple!

Each table now counts as one subtier higher for the purpose of calculating what benefits they get from Aid Tokens. Subtier 10-11 tables increase the Aid Another bonus to +5, the Allied Offensive option deals 4d8 points of damage, and Burst of Healing heals 6d6 points of damage.

Lantern Lodge

Silent tide map

Unfortunately for us, benefits from 3-4 subtier are the same as 1-2.

Silver Crusade

Male {CORE} Dwarf Cleric of Sarenrae [2] | HP 19/19 | AC 16 T 8 FF 16 | F +6 R -2 W +7 | CMB +2 CMD 10 (14 vs bullrush/trip) | Init -2 | Perc +4 (Darkvision) | Diplo/Intim +2 | SM +4 | Heal +12

Kildrek tries to slash the creature with his scimitar!

Attack: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15 for Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

"We are chipping away at it."

wand of MM: 1d4 + 1 ⇒ (3) + 1 = 4

Lantern Lodge

Silent tide map

Tere, you are now enlarged, as Archy finishes his spell

The missile knocks off another chunk of statue, but Kildrek's weapon doesn't quite land strongly enough.

Party Status, (healing waters available, one each apart from Archy, they will run out soon, so you may want to use them soon); Bless; Bold may post.
Raven (mage armour, 20 minutes) elemental rays used:3 ; 2 point CON damage; MAY ACT TWICE.
Tere Enlarged.
Archybald (mage armour, 20 minutes) ; 2 points CON damage;
Haliphod (mage armour, 20 minutes) acid darts used: 2

STATUE 13 damage
Kildrek fire bolts used: 2 ; 1 damage
Limney (mage armour, 20 minutes) force missile used:3 ; 1 point CON damage;

Grand Lodge

Male Human Wizard 1 | AC 16 | T 12 | FF 14 | HP: 8/8 | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +2 | Perception +1

Archybald finishes his casting and steps back, breathing deepply. Seeing the ineffective nature of elemental attacks, he changes tactics again, using Hand of the Apprentice to send his quarterstaff flying at the statue.

Quaterstaff: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d6 ⇒ 6

Lantern Lodge

Silent tide map

The flying quaterstaff knocks a big chunk off the statue.
And hits even with the -4 for into melee. I moved Archybald so the party didn't provide cover and another -4 to hit

Party Status, (healing waters available, one each apart from Archy, they will run out soon, so you may want to use them soon); Bless; Bold may post.
Raven (mage armour, 20 minutes) elemental rays used:3 ; 2 point CON damage; MAY ACT TWICE.
Tere Enlarged.
Haliphod (mage armour, 20 minutes) acid darts used: 2

STATUE 17 damage
Kildrek fire bolts used: 2 ; 1 damage
Limney (mage armour, 20 minutes) force missile used:3 ; 1 point CON damage;
Archybald (mage armour, 20 minutes) ; 2 points CON damage; hand of the apprentice used: 2

Dark Archive

Male Gnome Druid 2 / Conjurer 1 HP 23/23 AC 13, T 13, FF 13 F: +4, R: +2, W: +7; Init: +2, Perc +12, SM +4. Active Conditions: none

Halliphon pulls out his wand of magic missiles and fires one at the snake statue. Using aid token to provide additional 1d8 damage.

Damage: 1d4 + 1 + 1d8 ⇒ (4) + 1 + (7) = 12

Creature is also now considered flanked for anyone in there.

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

The spell leaves Tere bereft of his normal agility, so there is nothing of subtlety in his two-handed swing. He is, however, lethally accurate.

Enlarged attack, incl. flanking and bless: 1d20 + 3 + 2 + 1 ⇒ (20) + 3 + 2 + 1 = 26
Confirm, if applicable: 1d20 + 3 + 2 + 1 ⇒ (9) + 3 + 2 + 1 = 15

Damage: 2d8 + 4 ⇒ (6, 5) + 4 = 15

Grand Lodge

Male Human Wizard 1 | AC 16 | T 12 | FF 14 | HP: 8/8 | CMD 12 | Fort +0 | Ref +2 | Will +5 | Init +2 | Perception +1

That's 15 BEFORE any possible crit, right?

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Yep. I thought Kildrek missed on his 15 and didn't roll crit damage, but Kildrek's results might have been because he didn't beat the DR. Just in case:

Crit damage, if applicable: 2d8 + 4 ⇒ (2, 5) + 4 = 11

The Exchange

CORE Female Human Sorceress 2/Fighter 1| AC: 14/13/11 | HP: 21/21 | Fort +4, Ref +3, Will +3 | CMB +2, CMD 15 | Init +3 | Perc +1

Maybe I should conserve water, Raven thinks, testing the weight of her waterskin. Pulling out just enough of it to coat her hand in ice, she moves up to the statue.

Casting before moving.

Shocking Frosting grasp, touch: 1d20 + 2 ⇒ (19) + 2 = 21
Presumably this spell would follow the same metal-armor rule even though the damage is cold, not electricity.
Damage: 2d6 ⇒ (4, 1) = 5

Then, she tries the same spell again.

Concentration (DC 17): 1d20 + 5 ⇒ (12) + 5 = 17
Shocking Frosting grasp, touch: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 2d6 ⇒ (1, 1) = 2

Lantern Lodge

Silent tide map

Under the massed assault the statue quickly falls apart.
Raven, you can save the frosted grasp, no need and you'll probably want that spell back for later!

The group carefully gathers around the fallen statue, examining it for clues as to its creators...

Okay, group can pick a skill - Aprraise, Craft(sculptures or stonemasonry), disable device, knowledge(arcana or engineering), perception, profession(architect, engineer or miner), spellcraft or use magic device. I'll take the first roll as the skill choice so you may want to discuss in OOC. Others may assist as per normal. Make it clear if you are assisting.

AidWhich table do you want to send the aid to? 1, 5, 8 and 22 are not options

The Exchange

CORE Female Human Sorceress 2/Fighter 1| AC: 14/13/11 | HP: 21/21 | Fort +4, Ref +3, Will +3 | CMB +2, CMD 15 | Init +3 | Perc +1

Ooo! I actually have Craft (sculptures) at a +6. Shame that so many other useful skills are on that list, though-- Haliphod's Perception is much higher.

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

Agreed. Let's have Haliphod Perception it. How about table 4 for the aid token?

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

I'm good with both of those--Halliphod and Table 4.

Tere finishes with the follow-through of his powerful stroke, then as the fragments of stone rain down before him he sheathes his sword in a smooth motion. "I'm unhurt, but I think it hit Kildrek."

Lantern Lodge

Silent tide map

As you work through what to do another team of pathfinders tosses you a bag of supplies.

Another aid token. See the advantages to passing them on quickly?

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

True that! Pending Halliphod rolling his check:

Tere looks over the gnome's shoulder as he studies, attempting to identify items of particular interest for the keener-eyed Pathfinder to examine in more detail.

Perception Aid Another: 1d20 + 4 ⇒ (19) + 4 = 23

Heh. Should've used that as the primary--ah, well. We're better off sticking with Halliphod, especially if he can take 10 on the check.

Lantern Lodge

Silent tide map

Actually, having done the checks, Halliphod could take one on that check and make it.

You learn a bit more about the serpentfolk, and in particular some of the magic they use in their religion.

Another victory point

This massive stone plaza stretches out before a stepped pyramid at its far end. Buildings and stalls line either side, and heavily inscribed stone columns stand throughout the area, forming a spiral pattern. Banners and tarps hang between the columns, creating distinct areas of light and darkness. Smoldering coals surround the bases of large, heated ceramic cylinders, which glow softly. They’re warm enough to be felt from a distance, but not hot enough to ignite the blankets draped over them or the banners dangling around and above.

Various serpentfolk hang around the edges, throwing stones at people who come close. However this would be a great place to study some more of their culture.

On display in the temple plaza is a dazzling array of serpentfolk religion, art, and civic engineering, all of which is sitting in the open for you to study.

You can each choose one of the following checks: Craft (calligraphy or painting), Knowledge (engineering, history, nature, or nobility), or Profession (architect, librarian, or scribe).

While you do the checks - which will take several minutes, you will be suffering odd things being thrown at you. Rather than making a check, one or more characters can try to drive off the throwers with an intimidate, ranged attack, or perception (harder - but to point out where the attackers are)

Silver Crusade

Male {CORE} Dwarf Cleric of Sarenrae [2] | HP 19/19 | AC 16 T 8 FF 16 | F +6 R -2 W +7 | CMB +2 CMD 10 (14 vs bullrush/trip) | Init -2 | Perc +4 (Darkvision) | Diplo/Intim +2 | SM +4 | Heal +12

Kildrek will try to protect those that are in study.

Perception: 1d20 + 4 ⇒ (10) + 4 = 14

Lantern Lodge

Silent tide map

Also, is anyone else going to use those healing waters while they are still effective?

Party Status, (healing waters available, one each apart from Archy, they will run out very soon);
Raven (mage armour, 15 minutes) elemental rays used:3 ; 2 point CON damage; MAY ACT TWICE.
Tere Enlarged.
Haliphod (mage armour, 15 minutes) acid darts used: 2
Kildrek fire bolts used: 2 ; 1 damage
Limney (mage armour, 15 minutes) force missile used:3 ; 1 point CON damage;
Archybald (mage armour, 15 minutes) ; 2 points CON damage; hand of the apprentice used: 2

Silver Crusade

Male {CORE} Dwarf Cleric of Sarenrae [2] | HP 19/19 | AC 16 T 8 FF 16 | F +6 R -2 W +7 | CMB +2 CMD 10 (14 vs bullrush/trip) | Init -2 | Perc +4 (Darkvision) | Diplo/Intim +2 | SM +4 | Heal +12

I'm only down 1 HP so not yet.

Scarab Sages

Male Human Wizard Evoker 7 | AC 12 (16) | T 12 | FF 10 (14) | HP: 53/58 | CMD 13 | Fort +9 | Ref +7 | Will +8 | Init +8 | Perception +18 | Force Missiles left 10/10

"This is fascinating..."

Kn History: 1d20 + 10 ⇒ (14) + 10 = 24

Liberty's Edge

Male Elf CORE Fighter/1 Rogue/4 Shadowdancer/3 HP 55/58 AC25|T 18|FF 19 CMD 26* Fort +7|Ref +14|Will +6*/+8* vs. enchantments Init +6* Perc +14/+16 vs. traps Low-light, darkvision|Sense Motive +9

Kildrek, I think the waters lose effectiveness shortly, so drink one now while it's still good.

Tere draws a javelin and tosses it in the general direction of one of the offending crowd.

Spear to serpent: 1d20 + 5 ⇒ (6) + 5 = 11
Damage, if applicable: 1d6 + 2 ⇒ (6) + 2 = 8

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