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

Game Master Aerondor

CORE, Tier 1-2
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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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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

"Fight well general. We are off to explore the inner temple"

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

I agree, let's keep going!

Lantern Lodge

Silent tide map

You return to the inner temple area and search around for an area that has not already been extensively documented.

Glowing coals warm this shrine and cast an eerie under-lighting on the towering, snake-headed statue behind the altar. The reek of ammonia and rotting flesh fills the air and burns the eyes.

init:

Tere: 1d20 + 4 ⇒ (5) + 4 = 9
Kildrek: 1d20 - 2 ⇒ (15) - 2 = 13
Archybald: 1d20 + 0 ⇒ (20) + 0 = 20
Limney: 1d20 + 8 ⇒ (11) + 8 = 19
Haliphod: 1d20 + 2 ⇒ (19) + 2 = 21
Raven: 1d20 + 3 ⇒ (4) + 3 = 7
baddies: 1d20 + 6 ⇒ (5) + 6 = 11

You spot a small flying snake within the temple.

Status: bold may post
Haliphod acid darts used: 2 ; mage armor
Archybald ; 3 damage; 2 points CON damage; hand of the apprentice used: 2; mage armor;
Limney force missile used:4 ; 1 point CON damage; mage armor
Kildrek fire bolts used: 2 ; channels used: 3

Flying Snake
Raven elemental rays used:3 ; 2 point CON damage; ; mage armor
Tere 9 damage;

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

kn Nature to identify: 1d20 + 9 ⇒ (14) + 9 = 23
"I feel there is a witty quip to be had here but I shall forbear."

Pull wand, shoot flying poison monster.
Wand of MM: 1d4 + 1 ⇒ (3) + 1 = 4

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

GM A, Tere healed himself a bit with Haliphod's wand, HERE.

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 double move toward the enemy!

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

"Why'd we go looking for more trouble?"

Haliphod summons a storm burst around the flying serpent.

Storm Burst (Sp):
30' ranged touch attack for 1d6 points of nonlethal damage In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round.

Ranged Touch Attack: 1d20 + 3 ⇒ (15) + 3 = 18
NL Damage: 1d6 ⇒ 2

Lantern Lodge

Silent tide map

Actually knowledge(arcana) but Lim's bonus is the same

Limney identifies the flying snake as a Saru, a magic flying snake that can deliver a nasty poison either via bite or by spitting it. He takes out his wand and blasts a hole in one wing.

Kildrek closes the distance. He does realise the small thing is too high for him to reach with a melee weapon.

Technically Haliphod is out of range for a storm burst so you still have a standard action left this round.

Status: bold may post
Archybald ; 3 damage; 2 points CON damage; hand of the apprentice used: 2; mage armor;
Haliphod acid darts used: 2 ; storm burst used 0; mage armor (standard action only)

Seru (flying) 4 damage;
Raven elemental rays used:3 ; 2 point CON damage; ; mage armor
Tere 1 damage;
Kildrek fire bolts used: 2 ; channels used: 3
Limney force missile used:4 ; 1 point CON damage; mage armor

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

Unable to reach with his spells, Archybald moves across the chamber and takes cover behind a pillar.

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

Haliphoe will ready that action for if the snake comes within range.

Lantern Lodge

Silent tide map

The snake flys and around, directing a jet of nasty venom at the approaching Kildrek.

ranged touch: 1d20 + 6 ⇒ (7) + 6 = 13
The poison gets right into his eyes, and boy does it sting.
Fort DC15 required. If failed, 1 CON damaged and blinded

Status: bold may post
Archybald ; 3 damage; 2 points CON damage; hand of the apprentice used: 2; mage armor;
Haliphod acid darts used: 2 ; storm burst used 0; mage armor (standard action only)
Raven elemental rays used:3 ; 2 point CON damage; ; mage armor
Tere 1 damage;
Kildrek fire bolts used: 2 ; channels used: 3 ; Fort DC 15 required.
Limney force missile used:4 ; 1 point CON damage; mage armor

Seru (flying) 4 damage;

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

Haliphod you have s wand of magic missile listed in your equipment. This is a good spot to use it.

My wand of MM: 1d4 + 1 ⇒ (2) + 1 = 3

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 hurls his last javelin at the flying snake, but is unable to hit the agile flier.

To hit: 1d20 + 5 ⇒ (8) + 5 = 13

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

Fort: 1d20 + 6 ⇒ (3) + 6 = 9
Folio Reroll: 1d20 + 6 ⇒ (20) + 6 = 26 Overkill!

Kildrek moves closer and uses a Fire Bolt! Range Touch within 30': 1d20 + 0 ⇒ (11) + 0 = 11 for Fire!: 1d6 ⇒ 5

Sovereign Court

A crack of thunder and the tang of ozone cut through the complex. The figures before you, and indeed the walls, the floor, even the air itself seem to crumble and fall away like glittering sands through an hourglass. Unfamiliar figures—their heavy, hooded robes embroidered with the symbol of a winged eye—stand about the field, their hands crackling with lightning. Dozens of Pathfinder spellcasters lie dead at their feet. A gargantuan image of a woman appears and shimmers like a desert mirage. She has a regal bearing, but her features are lined as if by years of endless duty.

”Arrogant Pathfinders! Your ridiculous Society spends fortunes and lives to reassemble a treasure that turns time itself like the pages of a book—a key that could undo all the misery and suffering our world now knows—and you use it for this? Poking at snakes and playing at heroism? Golarion knew a true hero once! Our Lord Aroden—who raised the Starstone from the sea and imprisoned the undead tyrant Tar-Baphon—could already walk the world again were it not for your petty games and delays. Every death in your hours of playtime now hangs as a weight around your collective necks, you spoiled children.
“I am Lady Arodeth, and on behalf of the Harbingers of Fate and the God of Mankind himself, I have seized your Sky Key. Its defenders threw their lives away trying to stop compassion and destiny from returning to this world. I advise you not to throw your own lives away attempting to do the same.
“Behold the return of the Last Azlanti! Behold Aroden!”

Table GMs, you may begin Act 3.

As a reminder to everyone, this scenario ends at Midnight Eastern US Time, when October 11th becomes October 12th. You should work on resolving anything bad that happens by then. I mean, not that this is bad or anything.

Time Zones:
To make this perfectly clear, I am in the US Eastern Daylight Time Zone, which is UTC-4. Convert to your time zone as necessary.

Lantern Lodge

Silent tide map

While distracting, the team has more pressing concerns, just at the moment.

Limney sends another magical missile at the flying snake. That must have hurt. Tere's javelin just mises it.

Kildrek ignores the foul venom of the serpent, but his firebolt is easily dodged by the small creature.

know(religion) DC10:
The eye symbol on the mages robes is that of Aroden, the vanished and presumed dead god of humans.

Status: bold may post
Archybald ; 3 damage; 2 points CON damage; hand of the apprentice used: 2; mage armor;
Haliphod acid darts used: 2 ; storm burst used 0; mage armor (standard action only)
Raven elemental rays used:3 ; 2 point CON damage; ; mage armor

Seru (flying) 7 damage;
Limney force missile used:4 ; 1 point CON damage; mage armor
Tere 1 damage;
Kildrek fire bolts used: 3 ; channels used: 3 ; reroll used;

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 gets within range, and tries to summon another storm. Unfortunately, he slips and his aim is way off.

Ranged Touch Attack: 1d20 + 3 + 1 ⇒ (3) + 3 + 1 = 7

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 steps around the pillar, and then uses Hand of the Apprentice to send his quarterstaff flying at the serpent.

HotA: 1d20 + 4 ⇒ (7) + 4 = 11
damage: 1d6 ⇒ 5

Lantern Lodge

Silent tide map

Neither the storm nor the quarterstaff hurt the snake
fly: 1d20 + 4 ⇒ (3) + 4 = 7
The magic missile does cause it to lose some height. It turns and wings back up to near the 20' ceiling. There it spits at Archybald, who is the closest.
ranged touch: 1d20 + 6 ⇒ (18) + 6 = 24

Archybald, Fort DC15 or lose a point of CON and blinded.

Status: bold may post
Raven elemental rays used:3 ; 2 point CON damage; ; mage armor ; May act twice.
Archybald ; 3 damage; 2 points CON damage; hand of the apprentice used: 3; mage armor;
Haliphod acid darts used: 2 ; storm burst used 1; mage armor (standard action only)
Limney force missile used:4 ; 1 point CON damage; mage armor
Tere 1 damage;
Kildrek fire bolts used: 3 ; channels used: 3 ; reroll used;

Seru (flying, 20') 7 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

Fort Save: 1d20 ⇒ 7

Archybald shrieks and claws at his face.

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

"You know chaps, These wands are quite handy. They are relatively cheap and never miss. Let us end this snake so we can focus on the latest threat."

Dmg from wand of Magic Missile, No attack roll needed and range of 110 feet: 1d4 + 1 ⇒ (1) + 1 = 2

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

You know, I think I have one of those, Raven thinks as she fumbles in her bag and pulls out a wand of her own.

Magic missile (previous round): 1d4 + 1 ⇒ (3) + 1 = 4
Magic missile (current round): 1d4 + 1 ⇒ (2) + 1 = 3

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

"Bah. Magic missiles, so pedestrian! I picked up this used one just to cover emergencies... not really sure this qualifies."

Haliphod tries his storm burst one more time.
Ranged Touch Attack: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17
NL damage: 1d6 ⇒ 5
And -2 to the snakes attack rolls for a round, if this hit

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

Lacking a ranged weapon and not wanting to scramble around looking for his javelin while the snake is active, Tere watches it intently and prepares to dodge if necessary.

Total defense; +4 AC.

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

Liminy has made it pretty clear he doesn't mind sharing his wands, You are right next to him, and I notice you have UMD. We could pass the wand back and forth.

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 channel to heal his friends, excluding the enemy!

Heal!: 1d6 ⇒ 5

Lantern Lodge

Silent tide map

The snake is badly buffeted by magical blows.

fly: 1d20 + 4 ⇒ (6) + 4 = 10
fly: 1d20 + 4 ⇒ (7) + 4 = 11
fly: 1d20 + 4 ⇒ (2) + 4 = 6
fly: 1d20 + 4 ⇒ (4) + 4 = 8

It is knocked out of the sky by the force of the blows it has taken.

Tere and Kildrek I'll give you a chance to change you action as it is on the ground at the moment.

Status: bold may post
Tere 1 damage;
Kildrek fire bolts used: 3 ; channels used: 3 ; reroll used;

Archybald ; 3 damage; 3 points CON damage; hand of the apprentice used: 3; mage armor; BLIND; (More Fort required post battle) (assume delaying but may still act if he wants to)[/b]
Seru 16 damage; 5 NL damage; buffeted (-2 to hit)
Raven elemental rays used:3 ; 2 point CON damage; ; mage armor ;
Haliphod acid darts used: 2 ; storm burst used 2; mage armor
Limney force missile used:4 ; 1 point CON damage; mage armor

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 can't reach the downed snake and still attack, so he advances not quite all the way to it.

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

Ah, Kildrek would have tried to attack him so I'll have him do that.

Scimitar: 1d20 + 4 ⇒ (16) + 4 = 20 for Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Lantern Lodge

Silent tide map

And the snake falls!

As the world stars to shake, you try to quickly make some notes on the rituals and regalia you see around the area.

Given one of the checks is perception, I know the DC and you can easily make it with a take ten, I'll skip making you roll for what you can discover...

-=-=returning to the scene above -=-=-=

A crack of thunder and the tang of ozone cut through the complex. The figures before you, and indeed the walls, the floor, even the air itself seem to crumble and fall away like glittering sands through an hourglass. Unfamiliar figures—their heavy, hooded robes embroidered with the symbol of a winged eye—stand about the field, their hands crackling with lightning. Dozens of Pathfinder spellcasters lie dead at their feet. A gargantuan image of a woman appears and shimmers like a desert mirage. She has a regal bearing, but her features are lined as if by years of endless duty.

Round about now the world starts to crumble. Unfortunately you are high, high up in the time bubble and the ground is a long, long way below you. Reflex save DC 10 to avoid...falling damage: 1d6 ⇒ 1 damage

Arrogant Pathfinders! Your ridiculous Society spends fortunes and lives to reassemble a treasure that turns time itself like the pages of a book—a key that could undo all the misery and suffering our world now knows—and you use it for this? Poking at snakes and playing at heroism? Golarion knew a true hero once! Our Lord Aroden—who raised the Starstone from the sea and imprisoned the undead tyrant Tar-Baphon—could already walk the world again were it not for your petty games and delays. Every death in your hours of playtime now hangs as a weight around your collective necks, you spoiled children. "

I am Lady Arodeth, and on behalf of the Harbingers of Fate and the God of Mankind himself, I have seized your Sky Key. Its defenders threw their lives away trying to stop compassion and destiny from returning to this world. I advise you not to throw your own lives away attempting to do the same."

Behold the return of the Last Azlanti! Behold Aroden!

The robed Heralds begin casting, and arcs of lightning leap to the rods made of skymetal. A deep thrum from somewhere below reverberates with chest-tightening force, then the earth begins to heave and quake. Emerald green miasma lashes out, snaking back along the arcs of arcane lightning and infecting hooded casters throughout the crowd. Your body—or perhaps the whole world—crumbles to dust and you hear a distant scream of “She’s overloaded it!

And just as swiftly, the world is whole again, but in place of a flower-speckled field stands the sprawling marketplace of a small city. Ivory-white buildings and columns feature reliefs and endless statuary all depicting physically perfect human specimens in poses of glory over serpentfolk. A chiton-clad crowd of gawkers stares, both at you and at the roiling dome of green light that encompasses nearly a square mile of territory, beyond which this strange city stretches on.

Robed Heralds panic as they sprint beyond the edges of the glistening dome, only to collapse just beyond its border. There they scream and writhe, their bones cracking as flesh and sinew age to dust in mere moments. Meanwhile, those unfortunates consumed by the green miasma scream and stagger, their features warping and bloating as if the power seeking refuge within them were too big for mere flesh to contain. And high overhead, a looming stone glows with a light visible even in the growing light of dawn.

Status:
Tere 1 damage;
Kildrek fire bolts used: 3 ; channels used: 3 ; reroll used;
Archybald ; 3 damage; 3 points CON damage; hand of the apprentice used: 3; mage armor; (More Fort required post battle)
Raven elemental rays used:3 ; 2 point CON damage; ; mage armor ;
Haliphod acid darts used: 2 ; storm burst used 2; mage armor
Limney force missile used:4 ; 1 point CON damage; mage armor

So, reflex saves required by everyone (DC10); Archy, you still need to make more Fort saves I'm sorry. DC 15, up to four of them. Stop when you make one successfully. Each time you fail you get another point of CON damage. On the plus side, the blindness eventually goes away.

Oddly, you all feel somewhat refreshed...

some of your expended powers and class abilities are once again available as though they had not been expended for the day. Each of you can choose two of the following benefits, and the same benefit can be selected twice to double its effects.
• Recover one or more spells or spell slots whose total levels are equal to your character level.
• Regain one daily use of a class feature. If you would normally be able to use the feature five or more times in one day, instead regain two uses.
• Heal 1d2 points of damage to all ability scores.
• Heal 1d8 hit points. Add your character level to the number of hit points recovered.

If you could include which of these you are doing along with your reflex saves and anything else you are doing that would be good. Lets assume the restoration happens after the falling damage.

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

Ref save: 1d20 + 3 ⇒ (14) + 3 = 17

My spells were pretty useless here so I guess I'll get back 2 uses of my force missile and heal my con dmg. Shame I can't give my refresh to someone else.

"Earthfall! We have to stop the Harbingers of Fate and get back to our own time."

Any knowledges I can make here?

Lantern Lodge

Silent tide map

Knowledge(history) DC5:
: but it is pretty obvious the sky key has been tampered with and you have been taken to a new time. There seems to be a real big rock in the sky heading rapidly in the direction of... here. But Lim has already realised that. How many pathfinders gets to say they really experienced Earthfall?

DC 15:
You would guess you have maybe two hours before it hits. Should be a great view! For maybe half a second.

know(engineering or history) or profession(architect) DC15 (different check):
The buildings are Azlanti in design

Status: bold still to save and restore
Tere 1 damage;
Kildrek fire bolts used: 3 ; channels used: 3 ; reroll used;
Archybald ; 3 damage; 3 points CON damage; hand of the apprentice used: 3; mage armor; (More Fort required post battle)
Raven elemental rays used:3 ; 2 point CON damage; ; mage armor ;
Haliphod acid darts used: 2 ; storm burst used 2; mage armor

Limney force missile used:2 ; mage armor

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

History: 1d20 + 9 ⇒ (17) + 9 = 26
History second check: 1d20 + 9 ⇒ (9) + 9 = 18

"Earthfall in about 2 hours from the looks of it. We are in an Azlanti city. I truly hope our meddling with time didn't cause Earthfall somehow."

I have 5 missiles left out of 8 so have 3 used.

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

While cowering during the battle with the snake, Archybald will cast resistance on himself.

Fort Save: 1d20 + 1 ⇒ (16) + 1 = 17

So no more CON damage - am I still blind?

Reflex Save: 1d20 + 3 ⇒ (6) + 3 = 9 - you didn't say how much falling damage.

Archybald will choose to recover 1d2 CON damage and 1 uses of Bonded Object (let's him cast any spell in his book).

CON damage healed: 1d2 ⇒ 2

Lantern Lodge

Silent tide map

The blindness wears off when you make the fort save. Fall damage was rolled at the top of the long post. Just the one point.

Status: bold still to save and restore
Tere 1 damage;
Kildrek fire bolts used: 3 ; channels used: 3 ; reroll used;
Raven elemental rays used:3 ; 2 point CON damage; ; mage armor ;
Haliphod acid darts used: 2 ; storm burst used 2; mage armor

Limney force missile used:3 ; mage armor
Archybald ; 4 damage; 1 points CON damage; hand of the apprentice used: 3; mage armor;

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

Even if Tere fails his Reflex save, he'll be down 2 HP, and that's the minimum he can recover with the heal effect. So he should be at full HP now.

Tere looks around frantically. "What do we do? I think we have to get out of the bubble now!" And I don't like the looks of those green things....

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

Reflex: 1d20 + 3 ⇒ (7) + 3 = 10

Raven chooses to regain two elemental rays and two spell slots.

Raven feels her waterskin refill with water-- as though the bag itself were going back in time. "What's going on?"

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

"Everyone who left the bubble died a quick and painful death. We are trapped here until we fix this."

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

"We can't leave the bubble. We can't stop Earthfall. We may snap back to our own time reference before the stone hits, but... If I remember my history, Aroden is still mortal at this time. Has that insane harpy gone to warn Aroden, to tell him he dies in the future so he can avoid it?"

He pauses a moment.

"Would that be so bad?"

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

"A dead god becomes alive again? That seems like a pretty drastic altering of history. Would the present we go back to be better, or worse?"

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

Ref Save: 1d20 + 2 ⇒ (18) + 2 = 20

Since no damage, Haliphod will regain 1 use of acid dart and both uses of storm burst (which is 5x per day)

"Well, we need a plan. If we can't escape the bubble,what can we do?"

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

"We could try to reach the Sky Key itself. I don't know what we could do there, but there might be something."

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 think we didn't all fully read the GM's post. The cult that murdered our wizards and brought us here are currently being filled with power and are transforming before our very eyes. We should probably do something about that.

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

Reflex: 1d20 - 2 ⇒ (4) - 2 = 2 I'll take the 1 point of damage and refresh all of my channels.

Lantern Lodge

Silent tide map

The citizens start to grow angry.. and scared. Words and said, and while there are no obvious weapons as such (yet) you can see people looking around for chunks of wood or other improvised implements....

Up to you about how you might want to do this, but there are a couple of obvious skill choices...

Status:
Kildrek fire bolts used: 3 ; channels used: 1 Damage ; reroll used;
Limney force missile used:3 ; mage armor
Archybald ; 4 damage; 1 points CON damage; hand of the apprentice used: 3; mage armor;
Tere
Raven elemental rays used:1 ; 2 point CON damage; ; mage armor ;
Haliphod acid darts used: 1 ; storm burst used 0; mage armor

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

In Ancient Azlanti

"These murdering cultists are here for Lord Aroden! Lead us to him quickly so that he may be warned!"

Diplomacy aid: 1d20 - 2 ⇒ (17) - 2 = 15


"Um...tell them we come in peace." mutters Archybald out of the side of his mouth. "They should let us deal with this, return to their homes, and prepare for the end of the world. Actually, don't say that last bit."

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

"Please, people! We are here to help you."

Diplomacy: 1d20 + 3 ⇒ (4) + 3 = 7

I may not be helping...

Lantern Lodge

Silent tide map

From the discussion thread: I'll let you get a circumstantial +1 from the channel, as it shows good intentions, which is enough to make the check along with the aid-another

Between Lim's words and Kildrek's actions the crowd is quietened and starts to disperse.

A familiar figure limps out from between two buildings. The weight of years seems to hang over Kreighton Shaine, the Pathfinder Society’s illustrious Master of Scrolls, his face more deeply lined than it was this morning.

My apologies for not reaching you more quickly, but I have been quite distracted,” he pants.

To the left and right across the ancient marketplace, other versions of Kreighton Shaine are speaking to other, equally bewildered Pathfinders. “It seems redundant to say so at this point, but the Harbingers of Fate have seized control of the Sky Key, and we all appear to be trapped in what the Isle of Kortos used to be eons ago. The same sort of temporal bubble that brought the serpentfolk city of Sessegishoss to us now keeps our forces pinned down here."

We are attempting to uncover the Sky Key Vault now. While the vault itself seems to be here in this time period, our entrance to it wasn’t projected back, and we’ve lost our bearings relative to its location in this new landscape. What’s more, I worry simply reclaiming the Sky Key will not be enough to allow our escape— that green surge we all witnessed seems to have invested many of the Harbingers with enough of the Sky Key’s energy to
maintain our chronological exile.

Shaine looks worriedly up at the sky. “We will need to work together to uncover the vault and cut the tethers that anchor this time period to the Harbingers’ spellcasters. We must do both so we can use the Sky Key to escape.

A crack of thunder sounds overhead as the dome of green light twists and arcs down to the surface with a thunderous crash, and strange, hairy beasts stride where it struck. “And we would be wise to move quickly.

He reaches into a bag and hands you each a healing potion.
You each get a potion of cure light wounds "Any questions before we move on?"

A Kreighton will be coming with you, but he is very short on spells. You can have him cast up to three levels of spells for you during this part of the adventure. The choice of spells he has available is: 1st: Enlarge person, Identify and Shield. 2nd: Bear's endurance; Bull's strength and resist energy.

Status:
Kildrek fire bolts used: 3 ; channels used: 2 Damage 1 ; reroll used;
Limney force missile used:3 ; mage armor
Archybald ; 4 damage; 1 points CON damage; hand of the apprentice used: 3; mage armor;
Tere
Raven elemental rays used:1 ; 2 point CON damage; ; mage armor ;
Haliphod acid darts used: 1 ; storm burst used 0; mage armor

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

OK, so with the channel we do heal up a little more. Heal: 1d6 ⇒ 5.

I elected to gain all of my channels back so that is just one used and I am at full health.

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