[PFS PbP Gameday V] #7-00 The Sky Key Solution (tier 5-6) (Inactive)

Game Master SwampTing

Overseer thread

Battle map
Overview map

Initiative:
[dice=Twitter]1d20+4[/dice]
[dice=Torrag]1d20+1[/dice]
[dice=Blanmieux]1d20[/dice]
[dice=Hakime]1d20+1[/dice]
[dice=Van]1d20+3[/dice]
[dice=Bom]1d20+2[/dice]

Perception:
[dice=Twitter]1d20+6[/dice]
[dice=Torrag]1d20+1[/dice]
[dice=Blanmieux]1d20+8[/dice]
[dice=Hakime]1d20+10[/dice]
[dice=Van]1d20+1[/dice]
[dice=Bom]1d20+9[/dice]

Aid available? No

Aid Tokens:

Aid Tokens
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. An Aid Token’s benefits can take one of the following five forms.

Aid Another: Ralph gives advice via a sending spell to help you solve a puzzle, disable a trap, or accomplish some other task as if performing the aid another action for a PC. The bonus for this aid is +3.
Allied Offensive: Ralph happens to be in a battle nearby and spares a moment to direct a long-range magical attack on a creature at the same time as the PC, increasing the damage dealt by one attack by 2d8 points. In addition, after the attack, the target is momentarily disoriented and anyone attacking the target is considered to be flanking it until the beginning of the attacker’s next turn.
Burst of Healing: Ralph asks a nearby cleric to send a burst of positive energy through the token. This heals all of the PCs of 3d6 points of damage. Alternatively, Ralph can send one of these spells thorugh the token to one of you: neutralize poison, remove curse, or remove disease with a caster level of 6.
Spellcasting Synergy: Ralph sends a surge of magical energy through the token as you cast a spell increasing the save DC and caster level of the PC’s spell by 1.
Timely Inspiration: Ralph broadcasts the effects of a bard’s inspire courage bardic performance for 3 rounds. The competence bonus is +2.

Table successes: 22
The beast rider
Research Encounter: The sacred pools
The Serpentfolk guards
The Scales of Ydersius
Research Encounter: Festival Preparations
Temple attendants
Research Encounter: Words of a Dead God
Beasts of a Civilised Age
Scions of the Serpent God
Research Encounter: An Azlanti Perspective (double success)
Guardian Idols
______________________________
Finding the Vault
Fate's Anchor: Gad Gemple
Fate's Anchor: Binui Skostravalus
Fate's Anchor: Romnus Vagarti
Fate's Anchor: Alrule Shahan
The Many Arodeths x 4
The Operations Center


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The Exchange

HP: 21/21 | AC:16 /T:16/FF: 14/CMD: 6 | Fort:2 Ref:3 Will:8 | Perc: +6 | Init: +4

"Nope, I'm good, but thanks, Hakky."

"Hmm... let's see what this thing's all about, hey?" Twitter muses as she hops over the remains of the statues and starts poking at the remains with her beak.

knowledge Arcana: 1d20 + 6 ⇒ (15) + 6 = 21
knowledge Engineering: 1d20 + 6 ⇒ (9) + 6 = 15
pereption: 1d20 + 6 ⇒ (11) + 6 = 17

Dark Archive

Male Dwarf Wizard (Earth) 11- [HP 76/79][AC (16):T 12:F (15)][Fort +6:Ref +5:Will +9] [CMD 19][Init +1][Per +12]
Active Effects:
Mage Armor (22 hours); Deathwatch (constant); Overland Flight (7/9 hours); See Invisibility (75/220 minutes), Ring of Blinking

Torrag gets out his Penn and parchment again and starts recording information. . .

Know Arcana: 1d20 + 14 ⇒ (14) + 14 = 28
Know Engineering: 1d20 + 9 ⇒ (13) + 9 = 22
Spellcraft: 1d20 + 14 ⇒ (9) + 14 = 23

Grand Lodge

Border of War map Reign of Winter map

Working together, Torrag and Twitter not only fully analyze the graven guardians, but even complete a hypothetical schematic for a prototype of their own. (The building and testing of the prototype is beyond the scope of this scenario.)

You continue exploring the temple plaza at an easy pace, and it seems that the Pathfinders mostly have the area under their control now.

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.

Grand Lodge

Border of War map Reign of Winter map

As the landscape rapidly changes, the floor beneath you collapses and falls.

Make a reflex save to roll with the collapsing ground and avoid falling damage.

If you fail a DC 13 reflex save:

Twitter, see your PMs
falling damage: 4d6 ⇒ (6, 6, 6, 1) = 19

Knowledge Religion DC10:
The embroidered eye symbol on the newcomers’ robes is the holy symbol of Aroden, the vanished and
presumed-dead god of humans.

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.

DC 5 Knowledge (history) check:
You recognise from the rock in the sky falling towards you that you have arrived mere moments before Earthfall, the cataclysmic event in which of a swarm of meteoroids impacted Golarion in -5293 AR and destruction of the human empires of Thassilon and Azlant and created the Inner Sea.

If you scored 15 or more on the above check:
You deduce that have likely have less than 2 hours before the asteroid above crashes into Golarion and plunges the world into a thousand years of darkness.

Knowledge (engineering or history) or Profession (architect) check:
The architecture around you is Azlanti in origin. You are in old Azlant!

Everyone read this and rejoice:

One of the few beneficial side effects of the time shift is that some of your expended powers and class abilities are once again available as though they had not been expended for the day. Each PC 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. (None of you should need this.)
• Heal 1d8 hit points. Add your character level to the number of hit points recovered. (Note that none of you are currently injured, unless you fail your reflex save.)

Roll your reflex saves and post what benefits you select from the time-shift. I will wait awhile for you to take this in before starting the next encounter.

The Exchange

HP: 21/21 | AC:16 /T:16/FF: 14/CMD: 6 | Fort:2 Ref:3 Will:8 | Perc: +6 | Init: +4

Twitter flies up into the air, then dives back down and grabs Hakime's sleeve, vainly flapping her little wings to try to help arrest her fall. No real effect.

"Heave! Heave! Heave!"

I'll take the spells and class ability.

The Exchange

HP: 21/21 | AC:16 /T:16/FF: 14/CMD: 6 | Fort:2 Ref:3 Will:8 | Perc: +6 | Init: +4

Oopsie, forgot the knowledge checks. Was in a rush when I last posted.

knowledge history 1: 1d20 + 6 ⇒ (6) + 6 = 12
knowledge history 2: 1d20 + 6 ⇒ (19) + 6 = 25
knowledge engineering: 1d20 + 6 ⇒ (16) + 6 = 22

"Hey guys? So that big rock coming down from the sky at us? Psst. Brace yourselves, some of you may not have realised, but it is NOT A GOOD THING! Oh hey, lookie! Azlanti architecture! If only I had a device that I could use to take a picture of myself with all these buildings! I mean seriously, we have spells to raise people from the dead, but not capture images?"

Dark Archive

Male Dwarf Wizard (Earth) 11- [HP 76/79][AC (16):T 12:F (15)][Fort +6:Ref +5:Will +9] [CMD 19][Init +1][Per +12]
Active Effects:
Mage Armor (22 hours); Deathwatch (constant); Overland Flight (7/9 hours); See Invisibility (75/220 minutes), Ring of Blinking

Reflex Save: 1d20 + 4 ⇒ (12) + 4 = 16

Torrag will take 10 on the first History Check for a 19.
Know History 2: 1d20 + 9 ⇒ (3) + 9 = 12

"That's a big meteor. It looks like we've time shifted to 2 hours before that crashes into us thus beginning of the Age of Darkness. We need to find our way home."

Time Shift Benefits:

Torrag will regain use of his Arcane Bond and Recover his Fireball spell.

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

reflex: 1d20 + 3 ⇒ (10) + 3 = 13 Blanmieux jumps to collapsing floor by collapsing floor using his boot of the cat and his natural resistance to damage.

history: 1d20 + 1 ⇒ (8) + 1 = 9

"Earthfall!" shout with joy Blanmieux. "My childhood dream come true. I am gonna withness earthfall. All this meaningless destruction. A pure ode to Rovagug.

A spectacle of two hours, you says dwarf? I am gonna savour each second of it. "

Blanmieux turns to twitter. "That why painter exist. Surely some agent are painter."

-Posted with Wayfinder

time shift:
4 round of rage regained

Silver Crusade

hp 36/36; AC19 17t 18ff; saves F 9 refl 7 will 13; bab 5 melee 7 ranged 10 (12 flurry); cmb 7, cmd 24; init 1; loh 4/4; ki 6/6; folio reroll 0/1 | qlippoth spawn tiefling paladin (divine hunter) 2 | monk (zen archer) 4 | -5 * | image
skills:
Acro 5 (9 jump) Climb 6, Diplo 7, Escape 7, Handle Animal 6, Intim 6, Know hist +3, Know rel +4, Perc +11, Perf oratory 6, Prof soldier 8, SM 8, Stealth 5, Surv 6

refl save dc 13: 1d20 + 7 ⇒ (1) + 7 = 8

Hakime, despite Twitter's attempts to aid her, falls and falls hard.

know religion, dc 10, taking 10: 10 + 4 = 14

know history dc 5/15: 1d20 + 4 ⇒ (10) + 4 = 14

Hakime will choose to recover hit points lost from the fall.

hit points recovered: 2d8 + 10 ⇒ (4, 5) + 10 = 19 perfect - exactly what she lost!

Silver Crusade

2 people marked this as a favorite.
hp 36/36; AC19 17t 18ff; saves F 9 refl 7 will 13; bab 5 melee 7 ranged 10 (12 flurry); cmb 7, cmd 24; init 1; loh 4/4; ki 6/6; folio reroll 0/1 | qlippoth spawn tiefling paladin (divine hunter) 2 | monk (zen archer) 4 | -5 * | image
skills:
Acro 5 (9 jump) Climb 6, Diplo 7, Escape 7, Handle Animal 6, Intim 6, Know hist +3, Know rel +4, Perc +11, Perf oratory 6, Prof soldier 8, SM 8, Stealth 5, Surv 6

"Blan, you may want to stay and watch this, and die while doing so, but I have no desire to expire here in this time.. let's go home - back to the future!"

now where's my DeLorean?

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.
Hakime wrote:

"Blan, you may want to stay and watch this, and die while doing so, but I have no desire to expire here in this time.. let's go home - back to the future!"

now where's my DeLorean?

Bah, we are gonna be fine. It is not like those cultist wish to die also...Look, they have stop to suicide themselves going at the outside of the dome. Surely, this is just a transition. We should be after Earthfall after all.

Grand Lodge

1 person marked this as a favorite.
Border of War map Reign of Winter map

Torrag, you can "Recover one or more spells or spell slots whose total levels are equal to your character level.", so you can regain another 3 spell levels of spells in addition to your fireball.

Twitter, post or PM me which spells and class abilities you want to regain. I think I know, but I need you to state specifically.

Hakime, surprised you didn't go for smite evil, but that's your choice. :)

Blan, I think that's your only limited-use resource anyway.

Van, post your choices in your next post.

While you discuss your new situation, you notice that the locals are beginning talking in excited tones and point at you nervously, especially Torrag, Van and Hakime. Soon they are yelling at you, and it looks like unless you do something to calm the crowd, something unfortunate may soon happen.

If you speak Azlanti, Ancient Azlanti, Taldane, Polyglot, Hallit or Varisian:
Unless you actually speak Azlanti or ancient Azlanti, you can only partially make out what the locals are saying. It seems they have never seen beings like Torrag, Van and Hakime, and believe your sudden appearance to have something to do with their impending disaster.

They are yelling threats in Azlanti to order you out of their city, and some of them are talking about summoning the guards.

You can attempt to calm the crowd down by speaking to them diplomatically or outright intimidate them into fleeing. Twitter, you will really need to describe to me how you do either option, since you will have the most circumstantial difficulty. If you speak Azlanti or Ancient Azlanti, you will get bonuses. If you do not speak Azlanti, Ancient Azlanti, Taldane, Polyglot, Hallit or Varisian, you will have severe penalties trying to use diplomacy as they cannot understand what you are saying at all.

Silver Crusade

hp 36/36; AC19 17t 18ff; saves F 9 refl 7 will 13; bab 5 melee 7 ranged 10 (12 flurry); cmb 7, cmd 24; init 1; loh 4/4; ki 6/6; folio reroll 0/1 | qlippoth spawn tiefling paladin (divine hunter) 2 | monk (zen archer) 4 | -5 * | image
skills:
Acro 5 (9 jump) Climb 6, Diplo 7, Escape 7, Handle Animal 6, Intim 6, Know hist +3, Know rel +4, Perc +11, Perf oratory 6, Prof soldier 8, SM 8, Stealth 5, Surv 6

I forgot I used my smite... can I then regain 9 hp (based on the first of my 2 rolls) and my smite?... I can always wand the other 10 i need

Silver Crusade

hp 36/36; AC19 17t 18ff; saves F 9 refl 7 will 13; bab 5 melee 7 ranged 10 (12 flurry); cmb 7, cmd 24; init 1; loh 4/4; ki 6/6; folio reroll 0/1 | qlippoth spawn tiefling paladin (divine hunter) 2 | monk (zen archer) 4 | -5 * | image
skills:
Acro 5 (9 jump) Climb 6, Diplo 7, Escape 7, Handle Animal 6, Intim 6, Know hist +3, Know rel +4, Perc +11, Perf oratory 6, Prof soldier 8, SM 8, Stealth 5, Surv 6

"I don't speak their language... can someone speak to these people and try to calm them, before there is a need to defend ourselves? I have no wish to harm anyone here in defense of self or others."

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

I use the spell recovery time shift benefit twice to recover 2 third level spell slots, 2 second level spell slots, and 2 first level spell slots. With those additions, total spell slots at the moment are 3rd: 2, 2nd: 3, 1st: 4.

Reflex Save: 1d20 + 6 ⇒ (20) + 6 = 26

"Okay, this is finally a good use for time travel, although I don't think it's the best place to stop. Anyway, let me try talking them down so they don't hurt us. Although, I mean, you know, uh...if we do have to fight them, they're probably dead anyway for the rock. That's pretty cold, forget that I said it."

Van turns his attention to the crowd and attempts to communicate in Hallit, "We...good...people. We...try...to stop bad dropping thing from hurting...you."

Diplomacy in Hallit: 1d20 + 8 ⇒ (9) + 8 = 17

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

So we are doing the diplomacy? ok. In by the way... Taldane is also call Common! Unless this is Ancient Taldane.

Try to be non treatening Hakime.... Even if you look like you are gonna be eating their soul. Maybe showing you symbol of Erastil. I heard he is very old.

Blanmieux turns to the crowd.

We...also...like... to...beat...Serpentfolktries diplomaticly Blanmieux with imitating the human on the statues.

"Look, we are not glowing green. Just normal trouble magnet pathfinders" In Hallit and showing the wayfinder.

diplomacy aid: 1d20 + 3 ⇒ (5) + 3 = 8

The Exchange

HP: 21/21 | AC:16 /T:16/FF: 14/CMD: 6 | Fort:2 Ref:3 Will:8 | Perc: +6 | Init: +4

I'll PM you which spells and abilities I want to recover.

GM:

I'll also PM you a plan to intimidate the people, which might not be apparent to the rest of the crew.

If it works, intimidate roll: 1d20 + 7 ⇒ (18) + 7 = 25

Dark Archive

Male Dwarf Wizard (Earth) 11- [HP 76/79][AC (16):T 12:F (15)][Fort +6:Ref +5:Will +9] [CMD 19][Init +1][Per +12]
Active Effects:
Mage Armor (22 hours); Deathwatch (constant); Overland Flight (7/9 hours); See Invisibility (75/220 minutes), Ring of Blinking

This is why I like books.

"Uhhhh. . . good people. Calm down."

Aid Diplomacy: 1d20 - 1 ⇒ (13) - 1 = 12
Linguistics: 1d20 + 14 ⇒ (14) + 14 = 28 Top help get my message across.

Recover Glitterdust and Magic Missile as well.

Grand Lodge

Border of War map Reign of Winter map

Blan, DR does not help agianst falling damage, but the boots will help. Hakime you can get your smite back.

Blan waves his wayfinder around and mentions the Pathfinder Society, but they seem to mean in this ancient time. Van makes an attempt to talk down the people in Hallit, hoping that its roots in ancient Azlanti will enable him to convey enough meaning to get his message across, but even with Torrag's help it barely manages to keep the crowd at bay. Soon, one of the more adventurous souls starts talking to the crowd in an angry tone and pointing at you, especially Hakime. Suddenly he stops and looks around, confused, and then nervous. And then another person starts looking around. Nervous murmurs begin to ripple through the crowd, and slowly but surely people start to leave for their homes. They do not flee in terror - it is more of a slow, nervous retreat, and they keep their eyes on you as they retreat to their homes, watching you from behind closed doors and barred windows.

Shortly afterwards, 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. The strange sight is enough to disperse the remains of the local mob.

“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, if you have not already figured that part out. 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 hands each of you a potion of cure moderate wounds.

"If you have any questions, you'd best ask them now and ask them quickly. We have precious little time!"

Current status:
Blanmieux (Darkvision) -4hp
Hakime -10hp
Twitter
Van
Torrag

The Exchange

HP: 21/21 | AC:16 /T:16/FF: 14/CMD: 6 | Fort:2 Ref:3 Will:8 | Perc: +6 | Init: +4

"So, um... why are there, like, hundreds of you running around? Could we possible try to talk to these Harbinger idiots since they're about to get themselves killed as well as us? Any ideas on how to find the vault or cut those tethers?"

"Basically, what the hell are we supposed to do?"

As she speaks, Twitter hops onto the Kreighton Shaine talking to us to see if he is an illusion.

will: 1d20 + 8 ⇒ (10) + 8 = 18

Grand Lodge

Border of War map Reign of Winter map

Shaine gives Twitter a strange look, as if unsure of what to make of the fact that he is talking to a bird.

“Oh? Oh, this. It’s part of a rather questionable ritual I uncovered and performed in the Grand Lodge several years ago. It allows me to repeat a recent period in time so long as I do so close to Absalom. The eldritch power appears to function across time, but I have thus far been unable to extend its benefits to anyone else. Certainly hope there are no unspeakable consequences for it…”

“As for separating the Harbinger of Fate mages from the temporal energy inside them? That’s the lovely part: I’m not completely sure! Advanced magical theory was always more Aram’s bag. But then, it does seem to be a sort of magic, so anything you have to shut down magical effects should do the trick. And if it is a magical effect, it will certainly expire upon their deaths—tragic, certainly, but better than all of us dying here. Then again, these Harbinger spellcasters must be of some relative skill based on the spells they performed. You may be able to coax them into dismissing the effects themselves, though their temporal investitures seem to have made them a bit… erratic.”

“And as to how to find the Sky Key Vault, I don't know. Divine providence? I’m not sure, as it’s made of steel and sky metals, but also buried approximately 30 feet beneath the earth, which shields it from most of our available direct divinations. I remain open to suggestions.”

Despite his words, Shaine ponders the issue for a while longer before offering a few suggestions as to how clues as to the Sky Key Vault's location might be found:

Non-exhaustive list of options to explore:

• Attempt a straight Intelligence check to deduce the vault’s location by backtracking your own movements.
• Make a Knowledge (engineering or geography) or Profession (architect) check to identify displaced earth or foundations resulting from the vault’s appearance underground.
• Other creative skill uses
• Creative use of spells and abilities.

You will need a few 'successes' to gather enough clues to help the efforts to find the Sky Key Vault. If you want to use a skill, you will need to explain how you are using it to gather clues. Same with spell and abilities.

You can roll knowledge checks straight away, but if you are doing something that will take more time, like burrowing underground to search, then post one action or course of action at a time.

Dark Archive

Male Dwarf Wizard (Earth) 11- [HP 76/79][AC (16):T 12:F (15)][Fort +6:Ref +5:Will +9] [CMD 19][Init +1][Per +12]
Active Effects:
Mage Armor (22 hours); Deathwatch (constant); Overland Flight (7/9 hours); See Invisibility (75/220 minutes), Ring of Blinking

Torrag goes through his notes and ponders the group's movements and the information gathered throughout the day.

Intelligence: 1d20 + 5 ⇒ (15) + 5 = 20

Know Geography: 1d20 + 9 ⇒ (13) + 9 = 22

The Exchange

HP: 21/21 | AC:16 /T:16/FF: 14/CMD: 6 | Fort:2 Ref:3 Will:8 | Perc: +6 | Init: +4

"Well...ok then, but how do we find those spellcasters?"

----------------------------------------------------------------------

Twitter defers to Torrag's intelligence and starts checking out the buildings and terrain for unusual displacements.
knowledge engineering: 1d20 + 6 ⇒ (17) + 6 = 23

About "creative skill uses", after Twitter and Torrag compare notes about the terrain and structures and backtracking, can I use that as a basis to conduct an aerial inspection? Will that allow me to use perception to gain another success? If yes:
perception: 1d20 + 6 ⇒ (19) + 6 = 25

DO the successes need to be unique? If not:
knowledge geography: 1d20 + 6 ⇒ (17) + 6 = 23
Int check: 1d20 ⇒ 4

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

Intelligence check: 1d20 + 4 ⇒ (19) + 4 = 23
Knowledge (engineering): 1d20 + 13 ⇒ (16) + 13 = 29

Van attempts to use his brain power to ascertain the vault's position relative to where they previously walked, cross referenced with engineering knowledge of where displaced dirt and foundations might indicate the underground location.

I'll give a creative solution more thought if we don't quite got it yet.

Grand Lodge

Border of War map Reign of Winter map

"How do you find them? They are wearing hooded robes with Aroden's symbol emblazoned on, and they are glowing with green energy! How hard will they be to find!?"

The successes need to be unique. I will accept Twitter's fly-over idea. That gets you to 4.

Between Torrag, Twitter and Van, you manage to get a rough idea of where the Sky Key Vault might be. You narrow it down to 5 possible sites, but the Pathfinder Society does not have the time to dig in 5 different locations. If only you had a way to narrow it down further!

You need one more. What do the rest of you do while Twitter does her fly-over?

During her flyover, Twitter spots five ominously glowing figures dressed in the hooded robes. It is possible that they will have moved by the time she reports back to the party, but she will have a general idea of where to look for them later.

Current status:
Blanmieux (Darkvision)
Hakime -10hp
Twitter
Van
Torrag

Searching for the Sky Key Vault:
1. Intelligence check
2. Knowledge Engineering
3. Knowledge Geography
4. Perception-from-above

Dark Archive

Male Dwarf Wizard (Earth) 11- [HP 76/79][AC (16):T 12:F (15)][Fort +6:Ref +5:Will +9] [CMD 19][Init +1][Per +12]
Active Effects:
Mage Armor (22 hours); Deathwatch (constant); Overland Flight (7/9 hours); See Invisibility (75/220 minutes), Ring of Blinking

Torrag asks Twitter of the glowing figures and tries to recall any such findings in his studies regarding The Harbinger of Fate and their ritual activities and movement patterns to get an idea of where they might go and in what significant locations they might be hiding the vault.

Know Religion: 1d20 + 10 ⇒ (13) + 10 = 23

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

Blanmieux looks at the falling star with a smile in the face. He turns to looks at his companions and sighs.

You know, There could be a local oracle here. We could ask for a divination... even if I don't beleve in gods. Or you search for something that detect metal. I mean the vault is a big bunch of skymetal right? There must be the rods somewhere. It could narrow the search if we have found potential site.

Or

You know...The vault is a mix of metal and electricity right? Our wayfinder or any sort of campass wouldn't be acting weird close to this? Bird could be also acting weird disrupting their sense? Maybe our hair would stand up.
I have not idea what roll for this electromagnitic hypothese.

Silver Crusade

hp 36/36; AC19 17t 18ff; saves F 9 refl 7 will 13; bab 5 melee 7 ranged 10 (12 flurry); cmb 7, cmd 24; init 1; loh 4/4; ki 6/6; folio reroll 0/1 | qlippoth spawn tiefling paladin (divine hunter) 2 | monk (zen archer) 4 | -5 * | image
skills:
Acro 5 (9 jump) Climb 6, Diplo 7, Escape 7, Handle Animal 6, Intim 6, Know hist +3, Know rel +4, Perc +11, Perf oratory 6, Prof soldier 8, SM 8, Stealth 5, Surv 6

Hakime knows she's not the brightest torch in the sconce, but wracks her meager intelligence for some clue...

int: 1d20 ⇒ 11

and hits herself with the wand twice to heal up while Twitter is flying about.

clw: 1d8 + 1 ⇒ (4) + 1 = 5
clw: 1d8 + 1 ⇒ (6) + 1 = 7

Grand Lodge

Border of War map Reign of Winter map

Torrag's idea wouldn't reveal the location of the Sky Key Vault because it was dragged in here when the Harbingers of Fate overloaded and lost control of the Sky Key. That is to say, the Sky Key Vault was not actively hidden by them, and they have no idea where it is either (thought some of them are probably trapped inside). But he does realize that when you go looking for the Harbingers, at least one of them will probably be at some sort of temple to Aroden.

Blan's first idea will require you to speak ancient Azlanti. Also, you suspect that the Azlanti people retreated not because they were soothed by your words, but because something happened to scare them away and hide in their homes. None of them want to go near you right now. Do you have a plan?

His second idea is also tricky because although the Sky Key Vault is made of metal and has electricity running all over it, it is underground, meaning it is literally earthed. You would not detect anything from above ground without using a spell like detect metal or something similar. It would be possible if you had a way burrow below ground.

If you want to try one of Blan's ideas, you will need to somehow overcome those obstacles. So what's the plan?

Dark Archive

Male Dwarf Wizard (Earth) 11- [HP 76/79][AC (16):T 12:F (15)][Fort +6:Ref +5:Will +9] [CMD 19][Init +1][Per +12]
Active Effects:
Mage Armor (22 hours); Deathwatch (constant); Overland Flight (7/9 hours); See Invisibility (75/220 minutes), Ring of Blinking

Since the Knowledge check didnt' reveal anything, Torrag will use his arcane bond to cast Summon Monster III and summon 1d3 ⇒ 2 small Earth Elementals and tell them to look for something unnatural underground and to report back; splitting them up among the possible sites.

They have speed of 20' Burrow plus Earth Glide and Tremorsense 60'
Torrag speaks Terran so he can communicate with them.

The Exchange

HP: 21/21 | AC:16 /T:16/FF: 14/CMD: 6 | Fort:2 Ref:3 Will:8 | Perc: +6 | Init: +4

Hang on, Torrag. I have an alternate idea that might save you your arcane bond use. Those things are precious.

Instead of burrowing down, how about we look for things burrowing up? GM, my reasoning is that if there is something generating noise and electricity below the ground, it is going to disturb the creepy crawlies underground and drive them up nearer to the surface, meaning one of the 5 locations should have a greater concentration of creepy crawlies near or on the surface than the others. Would a perception or survival check do the job, or if I had a way to give myself scent temporarily, would I be able to sniff out which location smells the most of things that should be further below ground?

If that won't work, then let's go with the earth elementals.

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

we could ask our master of spell if he know azlantis.

-Posted with Wayfinder

Grand Lodge

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Border of War map Reign of Winter map

Twitter's idea could work if he executes it properly, and Torrag's idea will definitely work.

When you ask Kreighton Shaine if he can speak Azlanti, he replies, "well, yes, but I am much diminished in this form and will not be able to speak well on your behalf. What I DO have is some of my magic power. Not the full extent, but enough to cast a few spells to help you when you think you may have need of it."

Your personal copy of Kreighton Shaine will be traveling with you, but he is not much of a warrior in his current condition, nor can he help you with skills. He can cast any combination of the following spells up to a maximum combined spell level total of 6, at CL 10. He will need protection, and if you allow him to die, you will lose a valuable source of information and assistance. Use him wisely.
4th—greater invisibility, solid fog, wall of stone
3rd—fly, haste, tongues
2nd—bear’s endurance, bull’s strength, resist energy
1st—enlarge person, identify, shield

Twitter, how are you going to execute your plan? If I decide it does not work, you can choose to go with Torrag's plan, or have Kreighton Shaine use some of his power to cast tongues on one of you and attempt to find a "local oracle" to help you. Or come up with some other idea. Use your creativity.

The Exchange

HP: 21/21 | AC:16 /T:16/FF: 14/CMD: 6 | Fort:2 Ref:3 Will:8 | Perc: +6 | Init: +4

Oooh, some of those spells will be very useful to have on tap.

After reporting back about the 5 glowing people and the 5 possible locations of the vault, Twitter tells the group, "hey guys, I think I have an idea for telling which one the vault is most likely to be at. Just give me 5 minutes. Hakky, I'll be taking that pouch with me. I might need some of my tools in there."

GM, I've PMed you my plan.

After about 5 minutes, Twitter returns to the group again...

Let's see how this goes.

Silver Crusade

hp 36/36; AC19 17t 18ff; saves F 9 refl 7 will 13; bab 5 melee 7 ranged 10 (12 flurry); cmb 7, cmd 24; init 1; loh 4/4; ki 6/6; folio reroll 0/1 | qlippoth spawn tiefling paladin (divine hunter) 2 | monk (zen archer) 4 | -5 * | image
skills:
Acro 5 (9 jump) Climb 6, Diplo 7, Escape 7, Handle Animal 6, Intim 6, Know hist +3, Know rel +4, Perc +11, Perf oratory 6, Prof soldier 8, SM 8, Stealth 5, Surv 6

Hakime nods and removes the pouch from her belt for Twitter to take with.

Grand Lodge

Border of War map Reign of Winter map

Don't know why I was not seeing update alerts in this thread.

Twitter grants herself the scent ability temporarily and is able to use it to identify an area where the earthworms and insects below the ground seem to be closer to the surface than they should be and in large quantities. She flies back to report her findings to her group.

As she is giving her report to the other 4 of you, a sudden arc of green lightning gathers above and crashes to the surface, leaving something bizarre in its wake - 2 skeletal creatures accompanied by a desiccated humanoid corpse ravaged by magic.

Twitter: 1d20 + 4 ⇒ (3) + 4 = 7
Torrag: 1d20 + 1 ⇒ (9) + 1 = 10
Blanmieux: 1d20 ⇒ 5
Hakime: 1d20 + 1 ⇒ (7) + 1 = 8
Van: 1d20 + 3 ⇒ (5) + 3 = 8
BS: 1d20 + 8 ⇒ (14) + 8 = 22
SC: 1d20 + 5 ⇒ (8) + 5 = 13

1d4 ⇒ 2 They appeared nearest to Van.
You are caught completely by surprise by the new horrors that have appeared before you, and are slow to react. The obviously-undead monsters rush at you! The lead monster runs towards Van, whipping a swirling cloud of smoke around itself as it runs up to Van and slashes at the surprised arcanist with a flaming claw. Creature has concealment.
claw: 1d20 + 11 ⇒ (20) + 11 = 31
confirm: 1d20 + 11 ⇒ (11) + 11 = 22
damage: 2d8 + 4 + 1d6 ⇒ (3, 8) + 4 + (3) = 18
damage: 1d6 ⇒ 3
Van is caught completely off-guard and vulnerable. The flaming monstrosity takes the opportunity yo deal a devastating attack that knocks the wind of out Van as the scorching smoke sears his skin.

The other 2 skeletons run up to Blan and Hakime to attack using their pitted longswords.
attack roll: 1d20 + 7 ⇒ (19) + 7 = 26
confirm: 1d20 + 7 ⇒ (15) + 7 = 22
damage: 2d8 + 6 - 3 ⇒ (4, 6) + 6 - 3 = 13
attack roll: 1d20 + 7 ⇒ (4) + 7 = 11
Blan is also dealt a heavy blow, but Hakime's armor protects her.

Round 1
BS
SC
Torrag
Van -21hp
Hakime
Twitter
Blan -13hp

Dice really did not goo your way in that first round. All of you can now act in round 1. Remember the smoking undead creature has concealment (20% miss, roll 1d100, miss on 1-20).

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

religion squeleton: 1d20 + 1 ⇒ (2) + 1 = 3
religion flaming monster: 1d20 + 1 ⇒ (18) + 1 = 19

What happening?

Remember Blan. Bone mean earthbreaker!

The librarian drop his scythe and swings his earthbreaker. AHHH! Concentrate our attack!

1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27
2d6 + 13 ⇒ (1, 1) + 13 = 15

Dark Archive

Male Dwarf Wizard (Earth) 11- [HP 76/79][AC (16):T 12:F (15)][Fort +6:Ref +5:Will +9] [CMD 19][Init +1][Per +12]
Active Effects:
Mage Armor (22 hours); Deathwatch (constant); Overland Flight (7/9 hours); See Invisibility (75/220 minutes), Ring of Blinking

Torrag will pull out a wand and cast shield in himself.

Silver Crusade

hp 36/36; AC19 17t 18ff; saves F 9 refl 7 will 13; bab 5 melee 7 ranged 10 (12 flurry); cmb 7, cmd 24; init 1; loh 4/4; ki 6/6; folio reroll 0/1 | qlippoth spawn tiefling paladin (divine hunter) 2 | monk (zen archer) 4 | -5 * | image
skills:
Acro 5 (9 jump) Climb 6, Diplo 7, Escape 7, Handle Animal 6, Intim 6, Know hist +3, Know rel +4, Perc +11, Perf oratory 6, Prof soldier 8, SM 8, Stealth 5, Surv 6

Hakime takes a step back and fires two arrows at the flaming creature because arrows are usually useless against skeletons.

to hit: 1d20 + 9 - 4 ⇒ (10) + 9 - 4 = 15 minus 4 is for cover
dmg if hits: 1d8 + 2 ⇒ (5) + 2 = 7
miss chance, low misses: 1d100 ⇒ 96

to hit: 1d20 + 9 - 4 ⇒ (15) + 9 - 4 = 20 minus 4 is for cover
dmg if hits: 1d8 + 2 ⇒ (4) + 2 = 6
miss chance, low misses: 1d100 ⇒ 84

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

Van expends the last bit of his arcane reservoir to dimensional slide away from the monsters and retaliates with a Glitterdust spell.

Positioning the spell to hit all three enemies. No SR. DC 16 Will save or blinded.

Knowledge (religion) to ID lead monster: 1d20 + 8 ⇒ (16) + 8 = 24
Knowledge (religion) to ID skeleton minions: 1d20 + 8 ⇒ (15) + 8 = 23

The Exchange

HP: 21/21 | AC:16 /T:16/FF: 14/CMD: 6 | Fort:2 Ref:3 Will:8 | Perc: +6 | Init: +4

Twitter adds a white beam of energy to Hakime's assault on the burning creature.

attack roll: 1d20 + 9 ⇒ (17) + 9 = 26
damage roll: 1d6 ⇒ 6
miss chance: 1d100 ⇒ 86

knowledge religion on fire-creature: 1d20 + 6 ⇒ (3) + 6 = 9

Grand Lodge

Border of War map Reign of Winter map

Twitter for once does not know what she is up against, but Van identifies the lead monster as a blast shadow (2 questions) and its minions as skeleton champions (3 questions).

Torrag retrieves and activates his wand. Van slides away from the front lines and covers the enemies with a burst of glittering particles.

GM:

will: 1d20 + 9 ⇒ (11) + 9 = 20
will: 1d20 + 3 ⇒ (8) + 3 = 11
will: 1d20 + 3 ⇒ (17) + 3 = 20

It is hard to tell if the creature within the scorching smoke is affected by the dust (you need faerie fire for that), but the skeleton that had attacked Blan certainly seems to be alot less aware of its surroundings.

Hakime and Twitter fire into the smoke and with Van no longer in melee, are able to hit with every attack. Blan draws and slams his earthbreaker into the skeleton attacking him, but in his haste does not deal as hard a blow as he would have liked. The skeleton now has cracks all over its bone structure, but is still whole.

1d3 ⇒ 3
The blast shadow decides to help the nearly-broken skeleton and moves to attack Blan together with it while positioning himself to catch Torrag in his personal ash cloud. The other skeleton keeps attacking Hakime.
attack: 1d20 + 11 ⇒ (13) + 11 = 24
damage: 1d8 + 2 - 3 + 1d6 ⇒ (7) + 2 - 3 + (4) = 10
burning smoke: 1d6 ⇒ 3
attack: 1d20 + 7 ⇒ (12) + 7 = 19
miss: 1d100 ⇒ 97
damage: 1d8 + 3 - 3 ⇒ (8) + 3 - 3 = 8
attack: 1d20 + 7 ⇒ (11) + 7 = 18
damage: 1d8 + 3 ⇒ (5) + 3 = 8
The undead horrors are very much on-form and hit with every strike.

Round 2
BS -19hp
SC1
SC2 (blinded) -15hp
Torrag -3
Van -21hp
Hakime -8
Twitter
Blan -34hp

Van, you can ask your questions about the undead. The skeleton champions are basically regular skeletons that have retained some of their warrior training in life. Not much interesting to ask about.

Pathfinders, please give my your round 2 actions.

Silver Crusade

hp 36/36; AC19 17t 18ff; saves F 9 refl 7 will 13; bab 5 melee 7 ranged 10 (12 flurry); cmb 7, cmd 24; init 1; loh 4/4; ki 6/6; folio reroll 0/1 | qlippoth spawn tiefling paladin (divine hunter) 2 | monk (zen archer) 4 | -5 * | image
skills:
Acro 5 (9 jump) Climb 6, Diplo 7, Escape 7, Handle Animal 6, Intim 6, Know hist +3, Know rel +4, Perc +11, Perf oratory 6, Prof soldier 8, SM 8, Stealth 5, Surv 6

Hakime steps away from the skeleton and fires at the flaming creature again.

to hit: 1d20 + 9 ⇒ (13) + 9 = 22
dmg if hits: 1d8 + 2 ⇒ (6) + 2 = 8
miss chance, low misses: 1d100 ⇒ 19

to hit: 1d20 + 9 ⇒ (2) + 9 = 11
dmg if hits: 1d8 + 2 ⇒ (6) + 2 = 8
miss chance, low misses: 1d100 ⇒ 10

And this time, both her arrows sail off into the distance.

Dark Archive

0 init:0 perp:+9 hp: 83/83 dr 3; 17\18 rounds of rage ac16 cmd 20 saves fort: +10 reflex +3 will +3 reroll 1\1.

"I gonna break you like a bone!" rage squeleton reckless stance: 1d20 + 15 ⇒ (5) + 15 = 20 damage: 2d6 + 9 ⇒ (1, 1) + 9 = 11

all people around 30ft of blanmieux can gain a +2 attack -2 ac

-Posted with Wayfinder

The Exchange

HP: 21/21 | AC:16 /T:16/FF: 14/CMD: 6 | Fort:2 Ref:3 Will:8 | Perc: +6 | Init: +4

"I suppose you could say you have a bone to pick with it?" Twitter quips as she aims a shot at Hakime's target.

attack roll: 1d20 + 9 ⇒ (11) + 9 = 20 -4 for firing into melee, but vs touch AC
damage roll: 1d6 ⇒ 6
miss chance: 1d100 ⇒ 77

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

Blast Shadow Questions: 1) DR/resistances/immunities, 2) SR?

I'm good on the skeletons, I assume that with questions Van knows that bludgeoning works best against them. I will post actions after Blast Shadow questions are answered.

Grand Lodge

Border of War map Reign of Winter map
Van Potter wrote:

Blast Shadow Questions: 1) DR/resistances/immunities, 2) SR?

I'm good on the skeletons, I assume that with questions Van knows that bludgeoning works best against them. I will post actions after Blast Shadow questions are answered.

Immune fire, undead traits, SR 0

Undead traits:
Undead are immune to death effects, Disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, Poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, Energy Drain, or nonlethal Damage. Undead are immune to Damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive Damage.

Dark Archive

Male Dwarf Wizard (Earth) 11- [HP 76/79][AC (16):T 12:F (15)][Fort +6:Ref +5:Will +9] [CMD 19][Init +1][Per +12]
Active Effects:
Mage Armor (22 hours); Deathwatch (constant); Overland Flight (7/9 hours); See Invisibility (75/220 minutes), Ring of Blinking

Know Religion (Blast Shadow): 1d20 + 9 ⇒ (13) + 9 = 22

Questions: Vulnerabilities? Special Attacks?

Torrag will take a 5' step back and cast Magic Missile at the Blast Shadow.

Force Damage: 3d4 + 3 ⇒ (2, 2, 1) + 3 = 8

He'll then stow his Wand of Shield.

The Exchange

M Gnome Arcanist 6 - HP 38/38 - AC 16/T: 15/FF: 13 - Perception: +1; Darkvision 60 ft. - Fort: +6, Ref: +7, Will: +6 (+2 vs. Illusions) - CMB: +2, CMD 15 - Speed 20 ft. - Init. +3

Thinking Torrag had a fine idea, Van also casts Magic Missile with all three arcane bolts targeting the Blast Shadow.

Magic Missile Force Damage: 3d4 + 3 ⇒ (4, 4, 4) + 3 = 15

The gnome then steps back 5 feet southwest to get a little further from melee.

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