[PFS Gameday V] #7-00: Sky Key Solution (Inactive)

Game Master Dinuci


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Dark Archive

Female Female Elf Wizard/3 (HP 17/17 | AC:14 (18 Current) | T:14 | FF:14 | CMB: -1 | CMD:13 | Fort:+2 | Ref:+6 | Will:+3 | Init:+17 | Perc: +6 | Speed 30)

Since I'm at the top of the order I'm also going to repost my actions for round 2. Hope that's okay Dinuci.

Round 2 ini 30

Syndra again stands solid and points to the red skeleton "Ma nimetan edasi pall happe leida see blend alum" she says again while cupping her free hand. She finishes speaking and holds a glowing green and yellow ball in her hand. She reaches out in the direction of the skeleton, and the ball shoots from her hand hurtling towards the creature. standard action

Ranged Touch Attack: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
Acid Damage: 1d3 + 1 ⇒ (2) + 1 = 3

Liberty's Edge

Ninja 2 - HP 19/19, Ki 4/4, AC 18/T: 15/FF: 11 - Perception +6 - F: +3/ R: +8/ W: +0 - CMB: 0 - CMD: 14, Speed: 30, Init. +4
Syndra Gwavirin wrote:
RAW says that you can move through friendly squares, so it would take one acrobatics roll to move through the enemy. Be aware though that the snake is still to go, and you would be the only target available for attack.

Yes, but I can only move at half-speed without increasing the DC by 10. Even then, I'm short a space without having to stop on an occupied friendly space.


Guild map | Jade regent

Jimmy kills the black skeleton and the snake shoots forward. It tries to bite and grab hold of Doran. The creature misses as Doran ducks aside from the acid blob flying past him. Syndra takes out the red skeleton and the other two run forward. The yellow skeleton takes a swing at Doran but it also misses.

Combat Round 2:
- Syndra
- Skeletons
- Verhaal
- Jimmy
- Doran
- Falshin
- Roscoe

- Snake

In bold may act!

Rolls:

Atk: 1d20 + 5 ⇒ (9) + 5 = 14
Grab: 1d20 + 5 ⇒ (11) + 5 = 16
Dmg: 1d4 + 4 ⇒ (3) + 4 = 7

Atk: 1d20 ⇒ 7
Dmg: 1d6 ⇒ 1

Grand Lodge

male human slayer 6, HP 64/64, AC 22, T14, FF 20, F +8, R +8, W +6, Init. +4, Perc. +12(+15 traps)

Doran swings his weapon at the skeleton in front of him angrily.

To the depths with you!

attack: 1d20 + 5 + 1 + 1 ⇒ (12) + 5 + 1 + 1 = 191d8 + 4 + 1 + 1 ⇒ (7) + 4 + 1 + 1 = 13

assuming that drops the skeltonb, Doran will move into the space it was in using a 5ft step...I'll let you take the token off so I don't screw the map up...


Guild map | Jade regent

Doran drops the skeleton and makes space for the others to move forward.

Combat Round 2:
- Syndra
- Skeletons
- Verhaal
- Jimmy

- Doran
- Falshin
- Roscoe

- Snake

In bold may act!

Liberty's Edge

Ninja 2 - HP 19/19, Ki 4/4, AC 18/T: 15/FF: 11 - Perception +6 - F: +3/ R: +8/ W: +0 - CMB: 0 - CMD: 14, Speed: 30, Init. +4

I'm hoping Jimmy can melee from his current position. I plan to engage from here and then use acrobatics to get further in next round.

Darting through the tunnel and between the legs of his peers, Roscoe bolts into action to assist Doran.

Wakizashi: 1d20 + 5 ⇒ (20) + 5 = 25
damage: 1d4 ⇒ 2

crit check: 1d20 + 5 ⇒ (17) + 5 = 22
damage: 1d4 ⇒ 1

Post roll edit - I forgot the +1/+1 for inspire courage. Please add those into the above.

Liberty's Edge

Female Aasimar (Azata-Blooded) Bard/2 [HP 17/17 | AC:18 | T:13 | FF:15 | CMB: +2 | CMD:15 | Fort:+1 | Ref:+6 | Will:+3 | Init:+3 | Perc: +4 | Speed 20 (30 without backpack)]

Verhaal continues singing to encourage her teammates.

Silver Crusade

Male Varisian 2nd Level Kinetic Chirurgeon | HP 21/21 (NLD 0) (THP 2/2) | AC 16 | T 12 | FF 14 | CMD 13 | Fort +7 | Ref +5 | Will +2 | Init +3 | Perc +6 | Burn: 0/7

Oy!

Falshin, seeing an opening, rushes forward into the room!

Double Move

Liberty's Edge

Male Human Oracle/2 (HP 17/17 | AC:18 | T:12 | FF:16 | CMB:5 | CMD:17 | Fort:+1 | Ref:+2 | Will:+3 | Init:+4 | Perc:+4 | Speed:20) PFS#: 115025-16
Spells/Abilities:
Lv1: 5/5

Jimmy aims for the snake that took the place of the skeleton he dropped.

Heavy Flail, Pa: 1d20 + 6 - 1 ⇒ (12) + 6 - 1 = 17 Damage: 1d10 + 6 + 3 ⇒ (5) + 6 + 3 = 14


Guild map | Jade regent

Jimmy moves in and swings at the snake, nearly killing it in a single stroke. Roscoe moves past Jimmy and smashes his sword into the snake's skull, with a few shudders the creature dies. Verhaal continues her powerful song whilst Falshin bolt for the open space.

Combat Round 3:
- Syndra
- Skeletons
- Verhaal
- Jimmy
- Doran
- Falshin
- Roscoe

In bold may act!

Liberty's Edge

Female Aasimar (Azata-Blooded) Bard/2 [HP 17/17 | AC:18 | T:13 | FF:15 | CMB: +2 | CMD:15 | Fort:+1 | Ref:+6 | Will:+3 | Init:+3 | Perc: +4 | Speed 20 (30 without backpack)]

I will stop singing this turn, so Syndra is the last one that benefits from it

Dark Archive

Female Female Elf Wizard/3 (HP 17/17 | AC:14 (18 Current) | T:14 | FF:14 | CMB: -1 | CMD:13 | Fort:+2 | Ref:+6 | Will:+3 | Init:+17 | Perc: +6 | Speed 30)

Since Syndra is blocked by most of her allies, she takes out her crossbow and readies to fire at the snake if she has clear line of sight.

Ranged Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d8 ⇒ 8


Guild map | Jade regent

Syndra can't see the dead snake or the skeleton. The skeleton attack Doran, missing all its attacks again.

Combat Round 3:
- Skeletons
- Verhaal
- Jimmy
- Doran
- Falshin
- Roscoe
- Syndra

In bold may act!

Rolls:

Atk: 1d20 ⇒ 11
Dmg: 1d6 ⇒ 1
Atk: 1d20 - 3 ⇒ (11) - 3 = 8
dmg: 1d4 + 1 ⇒ (4) + 1 = 5

Grand Lodge

male human slayer 6, HP 64/64, AC 22, T14, FF 20, F +8, R +8, W +6, Init. +4, Perc. +12(+15 traps)

Doran swings at the last skeleton.

attack: 1d20 + 5 + 1 + 1 ⇒ (11) + 5 + 1 + 1 = 18

edit...damage

dmg: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7


Guild map | Jade regent

COMBAT OVER

Doran finishes off the last skeleton and you inspect these odd servants.

Need a heal, kn dungeoneering, kn planes, kn religion, profression scribe or survival check.

Dark Archive

Female Female Elf Wizard/3 (HP 17/17 | AC:14 (18 Current) | T:14 | FF:14 | CMB: -1 | CMD:13 | Fort:+2 | Ref:+6 | Will:+3 | Init:+17 | Perc: +6 | Speed 30)

Syndra takes a look around making notes as needed. She allows aid from her friends, but suspects that the Pathfinders will want to add her information to the archives. "My how interesting, can anyone believe all of the information that we've gained. I can only imagine how this will enhance our knowledge of this time!" she exclaims.

Knowledge Planes: 1d20 + 9 ⇒ (12) + 9 = 21
Knowledge Religion: 1d20 + 9 ⇒ (20) + 9 = 29

Silver Crusade

Male Varisian 2nd Level Kinetic Chirurgeon | HP 21/21 (NLD 0) (THP 2/2) | AC 16 | T 12 | FF 14 | CMD 13 | Fort +7 | Ref +5 | Will +2 | Init +3 | Perc +6 | Burn: 0/7

Heal: 1d20 + 8 ⇒ (6) + 8 = 14 Oy! Another low roll...


Guild map | Jade regent

You have defeated Xassvissec and her minions, you now have the unique opportunity to interview the Azlanti hero Krahnaliara Lac Suhn—a figure whose name still appears on several ancient monuments left by the dead civilization, even if his specific deeds are largely forgotten. You can use social interactions skills to coax information from him about Azlanti history, religion, and life, and even learn the location of now-forgotten Azlanti outposts that the Pathfinder Society might one day uncover. The general is polite, and his years of military service that required honoring temporary alliances with non- Azlanti have softened the arrogance common in his homeland.

I will need a bluff or dilpomacy check DC 12. If you succeed you may ask him questions using social interaction skills. You can attempt to coax descriptions of Azlanti culture from Lac Suhn with Diplomacy, goad the general into boasting about military conquests with Intimidate, or trick him into revealing state secrets with Bluff. You can't attempt a check using the same skill more than once.

Dark Archive

Female Female Elf Wizard/3 (HP 17/17 | AC:14 (18 Current) | T:14 | FF:14 | CMB: -1 | CMD:13 | Fort:+2 | Ref:+6 | Will:+3 | Init:+17 | Perc: +6 | Speed 30)

What languages does he speak. I'd me happy to interpret if I can.

Silver Crusade

Male Varisian 2nd Level Kinetic Chirurgeon | HP 21/21 (NLD 0) (THP 2/2) | AC 16 | T 12 | FF 14 | CMD 13 | Fort +7 | Ref +5 | Will +2 | Init +3 | Perc +6 | Burn: 0/7

Diplomacy DC 12: 1d20 + 5 ⇒ (3) + 5 = 8 Oh come on!

Falshin approaches the general in hopes of getting the hero to speak more of his exploits, but instead trips over his tongue which suddenly seems extremely thick in his mouth....

Who is next?

Liberty's Edge

Ninja 2 - HP 19/19, Ki 4/4, AC 18/T: 15/FF: 11 - Perception +6 - F: +3/ R: +8/ W: +0 - CMB: 0 - CMD: 14, Speed: 30, Init. +4

Roscoe makes a ceremonial display of respect and attempts to introduce the party.

diplomacy: 1d20 + 7 ⇒ (9) + 7 = 16

Liberty's Edge

Female Aasimar (Azata-Blooded) Bard/2 [HP 17/17 | AC:18 | T:13 | FF:15 | CMB: +2 | CMD:15 | Fort:+1 | Ref:+6 | Will:+3 | Init:+3 | Perc: +4 | Speed 20 (30 without backpack)]

Verhaal also tries to engage in a formal conversation with the Azlanti hero, asking about the great deeds of his raze.

Diplomacy: 1d20 + 9 ⇒ (3) + 9 = 12 (+1 if he could feel attracted to me because of charming trait)

I leave the other checks here in case we can try more than one

Bluff: 1d20 + 7 ⇒ (11) + 7 = 18 (the same as above)
Intimidate: 1d20 + 7 ⇒ (2) + 7 = 9 (no bonus here)


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Guild map | Jade regent

Languages are the same as before, so no problem :)

Falshin asks the general how he bakes his bread and the man looks utterly confused at him. Roscoe comes to the rescue and stands in front of Falshin, pushing him aside. He introduces the party and the general looks interested. Aided by Verhaal he starts telling about himself, in exchange for information about the group.
"I have always loved my grandmother’s ittho bread. Only used the honey from her own bees, and only fed them blossoms her grandmother brought back from the Western Colonies. Nothing ever tastes the same now."
He trails off, not completely sure why he responded to Falshin
"Sorry. I start to get nostalgic around Peacock’s Dusk. These damn family holidays. They always remind me I still haven’t taken my boys to the Western Colonies. They love their little-folk nanny, and I thought they’d like to see one of the cities her people built."
He says with a fond smile.
"Do you have family you want to celebrate with? Or are you going to celebrate it with your friends?"
After getting a satisfying answer he continues his story.
"...It has also been many years since we heard from my great-grandmother’s descendants, but I sometimes imagine that when I gaze into the sky and see the red planet, they can hear my prayers for the health of them and our empire’s colony..."
He trails off again until Verhaal interrupts his thoughts. She tells him about secrets of modern day society, trying to lure him into telling more about the Azlanti secrets. She pries him some more about his relationship and children and he sighs.
"I never do get to see the wife and kids anymore. Marrying into a colonial family may have helped avert a war, but these years of separation are a heavy burden on anyone’s shoulders. But enough about my family, it saddens me to think about them."
He suddenly jumps topic, going on about political issues.
"...Imperator Emalliandra was right about the political dissent rising in the colonies. Drunkard or not, she’s got twice the political insight her father ever did..."
He thinks for a short time and continues his story.
"...I don’t care if his great-great-greatwhatever grandfather gave us ioun stones or water itself ! Imperator Illsmus is a headstrong fool, and his notions about raising mankind to godhood will end in embarrassment at best..."

And you finished this part of research as well, if only just barely this time ;) However! If you continue to coax information out of him you might get a special reward!

Grand Lodge

male human slayer 6, HP 64/64, AC 22, T14, FF 20, F +8, R +8, W +6, Init. +4, Perc. +12(+15 traps)

Doran bows his head in salute to the general.

I was wondering, sir. How did you deal with the scourge of the undead? Were your armies and outposts equipped with special arms and defenses? I am curious as I am dedicating some of my abilities towards dealing with them myself. Have you any insight?

bluff: 1d20 - 2 ⇒ (17) - 2 = 15worth a shot

Dark Archive

Female Female Elf Wizard/3 (HP 17/17 | AC:14 (18 Current) | T:14 | FF:14 | CMB: -1 | CMD:13 | Fort:+2 | Ref:+6 | Will:+3 | Init:+17 | Perc: +6 | Speed 30)

Syndra not being very skilled with any of these skills assists as best as she can with the translations aiding in any way she can with finding the right words. Seeing the party struggle just a bit, she focuses and again looks into the future to see how she can help.

Prescience: 1d20 ⇒ 11
Aid Bluff: 1d20 - 2 ⇒ (7) - 2 = 5
Aid Diplomacy: 1d20 - 2 ⇒ (16) - 2 = 14
Aid Intimidate: 1d20 - 2 ⇒ (18) - 2 = 16

Highest Diplomacy is now at +18
Highest Bluff is now at +18, +20 if Doran's roll is counted as an assist
Highest intimidate is now at +11


Guild map | Jade regent

Military questions can only be made with intimidate. You haven't yet made the DC for intimidate so you get no information of that front.

Grand Lodge

male human slayer 6, HP 64/64, AC 22, T14, FF 20, F +8, R +8, W +6, Init. +4, Perc. +12(+15 traps)

ah...my bad...had wrong skill...tryong again....

intimidate: 1d20 - 2 ⇒ (1) - 2 = -1

Liberty's Edge

Female Aasimar (Azata-Blooded) Bard/2 [HP 17/17 | AC:18 | T:13 | FF:15 | CMB: +2 | CMD:15 | Fort:+1 | Ref:+6 | Will:+3 | Init:+3 | Perc: +4 | Speed 20 (30 without backpack)]

Can I roll more times or are we limited to one roll of each skill per character?


Guild map | Jade regent

You may roll each skill only once.

Dark Archive

Female Female Elf Wizard/3 (HP 17/17 | AC:14 (18 Current) | T:14 | FF:14 | CMB: -1 | CMD:13 | Fort:+2 | Ref:+6 | Will:+3 | Init:+17 | Perc: +6 | Speed 30)

If my math is right though, we reach DC 12 on intimidate with one more assist which is a DC 10

Liberty's Edge

Male Human Oracle/2 (HP 17/17 | AC:18 | T:12 | FF:16 | CMB:5 | CMD:17 | Fort:+1 | Ref:+2 | Will:+3 | Init:+4 | Perc:+4 | Speed:20) PFS#: 115025-16
Spells/Abilities:
Lv1: 5/5

Intimidate: 1d20 + 2 ⇒ (16) + 2 = 18

"Jimmy thinks man will tell military secrets if Jimmy impresses him!" Jimmy announces, and smashes the nearest wall with his heavy flail. The impact creates a small crater with cracks going outward. Jimmy suddenly looks a bit concerned when one of the cracks reaches the ceiling.

Jimmy wonders if that was a good idea...

Dark Archive

Female Female Elf Wizard/3 (HP 17/17 | AC:14 (18 Current) | T:14 | FF:14 | CMB: -1 | CMD:13 | Fort:+2 | Ref:+6 | Will:+3 | Init:+17 | Perc: +6 | Speed 30)

Syndra states at Jimmy in both slight terror and amazement. "I never knew that you could do something like that! Syndra exclaims!

To help our GM with tracking our scores, I think we are currently at:

Diplomacy: Roscoe = 18 (+2 with Syndra aid) = 20
Bluff: Verhaal = 18 (+2 if id Doran is an aid) = 20
Intimidate: Jimmy = 18 (+2 with Syndra aid) = 20

Hope that this helps Dimuci!


Guild map | Jade regent

Thanks for the summary :)

Jimmy smashes a wall and part of the ceiling collapses sending dust and rocks across the floor of the cavern. The general however looks impressed, he is just reminded of something and grows slightly angry.
"My warriors are no cowards! They didn’t surrender in the field, and if these snakes hadn’t taken their sikkar—their coiled knives—they never would’ve been taken alive."
He half growls. He looks a bit taken aback a moment later.
"Sorry, that was inappropriate. We had separated into two regiments, with shield walls, and I sent the left flank wide to take the serpentfolk from behind. We’d been clashing near the mouth of the Ilssele for years, trying to push the colonies’ eastern borders. They caught us by surprise with their odd weapons."
He continues.
"The key to battling serpent-men is the night battle, or making your main thrust at dusk. Then the fatigue of battle hits the same time as the cold reaches their hearts. Slows them down. That was General Akorian’s secret to victory at Esrogas, when they tried to land on the homeland itself, and it still works all these years later."
He eventually trails off, coming back to his family. He starts to talk nostalgically about them.
"We had a beautiful private island villa in the colonies. My whole family would come there on this holiday. South from the Mierani forests, hugging the coast east for about four days and then a shot southeast from the southern cape. A most beautiful place it was."

DC 18 geography, history or profession sailor check to discover the location of the site.

You've just earned a boon on your chronicle sheet!

Dark Archive

Female Female Elf Wizard/3 (HP 17/17 | AC:14 (18 Current) | T:14 | FF:14 | CMB: -1 | CMD:13 | Fort:+2 | Ref:+6 | Will:+3 | Init:+17 | Perc: +6 | Speed 30)

Syndra thinks back to her history lessons and the books that she has read on the subject, but does not seem to be able to recall the details of the specifics that would lead her to the discovery of the site.

Knowledge History: 1d20 + 9 ⇒ (4) + 9 = 13

"I am sorry my friends, I don't know where this could be. I have failed you, and the society." She says.

Liberty's Edge

Female Aasimar (Azata-Blooded) Bard/2 [HP 17/17 | AC:18 | T:13 | FF:15 | CMB: +2 | CMD:15 | Fort:+1 | Ref:+6 | Will:+3 | Init:+3 | Perc: +4 | Speed 20 (30 without backpack)]

Geography: 1d20 + 3 ⇒ (2) + 3 = 5
History: 1d20 + 3 ⇒ (16) + 3 = 19

"Worry not, my friend. We are a team, and I think I have a good idea about where it can be."

Bardic Knowledge FTW!


Guild map | Jade regent

Verhaal thinks back to the history books she's read and thinks that Lac Suhn's villa was located somewhere off the coast of Nidal. The society should have a rough location on where to find one of the ancient Azlanti sites.

Tomorrow the new part will start!

Liberty's Edge

Male Human Oracle/2 (HP 17/17 | AC:18 | T:12 | FF:16 | CMB:5 | CMD:17 | Fort:+1 | Ref:+2 | Will:+3 | Init:+4 | Perc:+4 | Speed:20) PFS#: 115025-16
Spells/Abilities:
Lv1: 5/5

Jimmy has no idea where the place may be, and while Verhaal shares it with the party he's crawled into a corner of the room.

"Jimmy doesn't want the ceiling to fall on his head now!" he tells anyone who asks him why the heck he's hiding in a corner.

Dark Archive

Female Female Elf Wizard/3 (HP 17/17 | AC:14 (18 Current) | T:14 | FF:14 | CMB: -1 | CMD:13 | Fort:+2 | Ref:+6 | Will:+3 | Init:+17 | Perc: +6 | Speed 30)

Syndra gives high fives to the group. Honestly this is one of the most active, best groups that I have seen here. The cooperation is immense, and I'm really enjoying it. Also, kudos to a great GM! You've keep things fun, fluid, and well organized, especially across all the different time zones. I'm impressed Dinuci, Oh, and I'm enjoying playing with you in our other game!!

Grand Lodge

male human slayer 6, HP 64/64, AC 22, T14, FF 20, F +8, R +8, W +6, Init. +4, Perc. +12(+15 traps)

Ah, a chance to explore an island...excellent. If I am right, there might be some unliving there...prepare accordingly. I have... Doran says as he pats his brutal looking morningstar.Holy water might be a good addition to your kit as well


Guild map | Jade regent

Thanks! It does indeed run very smoothly, but that's mostly because of all the effort you guys put in it. The players make the game ^^ I can only direct you.

The rebels thanks you and the general meets up with them. The general signals for everyone to leave...

Waiting for the message!

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.


Guild map | Jade regent

Text wall ahead!

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.

One of the beneficial side effects of the time shift is that 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.

Knowledge history DC 5:

Looking around you and up into the sky realization dawns on you... You have been thrown back just before Earthfall...

Knowledge history DC 15:

Looking around you and up into the sky realization dawns on you... You have been thrown back just before Earthfall... Judging by the size of the rock you have about two hours left before the meteor crashes into the earth, killing everyone.

Though the citizens of Azlant are more accustomed to everyday magic than even the cosmopolitan residents of Absalom, these humans of the past have never laid eyes upon dwarves, gnomes, or half-orcs. The sudden appearance of a massive crowd in their midst, combined with the long-standing war and chaos in the sky, proves too much. The crowd of onlookers grows angry, then defensive, yelling threats in Azlanti to order these strangers out of their city and summon the guards.

Three options:
1) Calm the crowd with diplomacy
2) Cow the crows with intimidate
3) Fight t
Failing one of the first two results in a fight.

Dark Archive

Female Female Elf Wizard/3 (HP 17/17 | AC:14 (18 Current) | T:14 | FF:14 | CMB: -1 | CMD:13 | Fort:+2 | Ref:+6 | Will:+3 | Init:+17 | Perc: +6 | Speed 30)

Syndra looks stunned at the new developments, but sets herself in firm conviction. "I will ready myself in case we have to use force, but I do not think it wise to kill the innocent."

I will choose to recover a spent spell slot, and Regain two uses of my Prescience class skill

Silver Crusade

Male Varisian 2nd Level Kinetic Chirurgeon | HP 21/21 (NLD 0) (THP 2/2) | AC 16 | T 12 | FF 14 | CMD 13 | Fort +7 | Ref +5 | Will +2 | Init +3 | Perc +6 | Burn: 0/7

Would Falshin be able to remove his 1 point of Burn by "regain" a daily usage of class feature? And thereby removing his nonlethal damage?

Diplomacy: 1d20 + 5 ⇒ (17) + 5 = 22 +1 if they are Hostile
Knowledge: History (Untrained): 1d20 + 1 ⇒ (2) + 1 = 3

Falshin looks around at the scene unfolding before him, not quite understanding where in time they were; however, one thing he did understand was the raising panic around him. "All of you, calm yourselves! You must not let panic override your senses. We are not here to harm, but rather to help you. We have been sent to this place by a foul woman seeking to harm us. Please, we need your help."

Dark Archive

Female Female Elf Wizard/3 (HP 17/17 | AC:14 (18 Current) | T:14 | FF:14 | CMB: -1 | CMD:13 | Fort:+2 | Ref:+6 | Will:+3 | Init:+17 | Perc: +6 | Speed 30)

Syndra stands besides Falshin watching the events unfold. She takes a look at her surroundings and the sky, and consults her knowledge of history, taking time to recall as much as she can while Falshin clams the crowd realization dawns on her, and she notifies her friends.

"My friends, we have been thrown back just before Earthfall... Judging by the size of the rock we have about two hours left before the meteor crashes into the earth, killing everyone. We must act quickly!"

Knowledge History (take 10): 10 + 9 = 19

Liberty's Edge

Female Aasimar (Azata-Blooded) Bard/2 [HP 17/17 | AC:18 | T:13 | FF:15 | CMB: +2 | CMD:15 | Fort:+1 | Ref:+6 | Will:+3 | Init:+3 | Perc: +4 | Speed 20 (30 without backpack)]

Knowledge(history): 1d20 + 3 ⇒ (18) + 3 = 21
Diplomacy: 1d20 + 9 ⇒ (2) + 9 = 11 (+1 if they can be attracted to me) to help Falshin

"My friend speaks true! The rock in the sky is going to destroy everything in two hours, be need to help each other to survive!

I choose to recover my spent bardic performance


Guild map | Jade regent

I'm not sure what you mean, could you elaborate?

Falshin quickly manages to subdue the crowd with his calming words. They seem to go on about their 'normal' lives, choosing to ignore the new group of pathfinders.

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."

You instance of Kreighton:

This version of Kreighton joins the group to offer some basic support. Kreighton is not a formidable combatant by any measure, but he can cast spells on the group’s behalf to help supplement your depleted spells remaining. This instance of Kreighton Shaine has an AC of 20 and 47 hp, and he keeps to the rear in any combat encounters.

The copies of Kreighton Shane don’t possess the full spellcasting abilities of the Master of Scrolls. Instead, he has a limited number of spells prepared, and he can cast only a few of them. He can cast only a number of spells whose combined spell level equals to 2. His caster level is 10th, and he can cast the following spells.
2nd—bear’s endurance, bull’s strength, resist energy
1st—enlarge person, identify, shield

Shaine distributes a single potion of cure light wounds to each of you and asks you if you have any further questions before moving on.

There are two options in this part of the scenario:
1) Destroying the anchors, the harbingers that keep up the time bubble.
2) Searching for the vault,
I think it wise for our group to go for the first. The vault search, I think, would be very hard for our tier. Higher level parties would do better at this. Let me know what you want, it is after all your choice!

Liberty's Edge

Ninja 2 - HP 19/19, Ki 4/4, AC 18/T: 15/FF: 11 - Perception +6 - F: +3/ R: +8/ W: +0 - CMB: 0 - CMD: 14, Speed: 30, Init. +4

I'm tempted to say go for the vault, just to see what we're capable of doing. After all, no guts, no glory, right? @DM Dinuci - I don't suppose the temporal refresh can be used to overcharge HP or delayed for later use? Roscoe managed to survive unscathed and without class abilities at this point.

"Kreighton or Syndra, can you detect any traces of magic that might point us to these anchors?"

Dark Archive

Female Female Elf Wizard/3 (HP 17/17 | AC:14 (18 Current) | T:14 | FF:14 | CMB: -1 | CMD:13 | Fort:+2 | Ref:+6 | Will:+3 | Init:+17 | Perc: +6 | Speed 30)

Syndra nods at Roscoe "I will see what I can find with magical means. Perhaps someone can talk to the citizens and see if they can point us in the right direction as well."

Syndra casts detect magic, and focuses for three rounds. She also takes 10 on her knowledges if this helps at all for a DC 18

Liberty's Edge

Male Human Oracle/2 (HP 17/17 | AC:18 | T:12 | FF:16 | CMB:5 | CMD:17 | Fort:+1 | Ref:+2 | Will:+3 | Init:+4 | Perc:+4 | Speed:20) PFS#: 115025-16
Spells/Abilities:
Lv1: 5/5

@Falshin: If you receive any amount of healing you're also cured of an equal amount of nonlethal damage. So just choose the option to heal if you want to heal your point of NL damage.

@Everyone: I say we try to destroy the anchors, because we're quite good at mowing through combat encounters at a fast pace. Once we've done that, maybe we still have some time to search the vault.

Jimmy looks around and tries to make sense of the situation. His simple mind has trouble processing all the information, but one thing's clear to him: "Jimmy doesn't want himself and his friends to die! Jimmy wants to smash the bad people who keep him and friends here!"

By scanning the crowd with both his eyes and detect magic Jimmy tries to find the Harbingers that are using magic to keep the Pathfinders trapped.

Perception: 1d20 + 3 ⇒ (19) + 3 = 22

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