[PbP Multi-Table special] #8-00The Cosmic Captive - GM Iff (Tier 3-4) (Inactive)

Game Master Iff

Maps


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Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

Perception: 1d20 + 9 ⇒ (14) + 9 = 23

Silver Crusade

Yarricki:
FATIGUED hp 42/42 | Ac 21 T 11 FF 19 (incl barkskin +2) | I+1 | F+8 R+3 W+5 +2 vs. illusions | Perception +9
Thunder:
hp 37/37 | Ac 18 T 12 FF 13 (incl barkskin +2 | I+3 | F+7 R+7+Evasion W+1 | Perception +4 | Hunter's Trick 1/2
Reroll 1/1 | Animal Focus 0/1

"I agree Kitajo, that seems a great spot!"

GM:

Clamber off
Thunder acrobatics: 1d20 + 16 ⇒ (10) + 16 = 26
Yarricki climb: 1d20 + 5 ⇒ (15) + 5 = 20

Navigating the tunnels
Yarricki survival, including Wayfinder bonus: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
Yarricki survival, including Wayfinder bonus: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
Yarricki survival, including Wayfinder bonus: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
sigh

Dark Archive

Half Elf Unchained Summoner 4 HP:27/27 | AC:15 T:12 FF:13 | CMB:3 CMD:14 | Saves F:+3 R:+4 W:+4(+2for enchantment) | Init:+2 | Per:+2 | Rod of Reach Lesser 2/3 Spells L1: 1/4 L2: 1/2

As the floating rock descends, Kitt seems to be extremely busy, refreshing Kitajo's armor with his own wand, Terra with his own wand, as well as healing terra up to full health. Later on, he takes close look at the magnificent fortress.

Mage Armor as per usual. And wasting wand charges to heal Terra.

Cure Eidolon Lesser: 1d10 + 1 ⇒ (5) + 1 = 6
Cure Eidolon Lesser: 1d10 + 1 ⇒ (7) + 1 = 8
Cure Eidolon Lesser: 1d10 + 1 ⇒ (7) + 1 = 8

perception: 1d20 + 2 ⇒ (19) + 2 = 21
Kn Eng: 1d20 + 8 ⇒ (9) + 8 = 17

"What? Kitajo didn't even say anything!" Kitt looks funnily at Yarricki's way. "There may be a structural anomaly right there though.. I think?" Kitt points at a stone wall with a loose brick.


Biped Azata 4 HP:26/26 | AC:15(19)(23) T:12 FF:14 | CMB:7 CMD:18 | Saves F:+4 R:+5 W:+3 | Init:+1 | Per:+14|

Terra has the scent ability if that counts for anything.
survival: 1d20 + 6 ⇒ (4) + 6 = 10

Terra looks on, and a little rock like bug catches her attention as she chases it around the floating rock trying to catch it. Flying rock!

Silver Crusade

Yarricki:
FATIGUED hp 42/42 | Ac 21 T 11 FF 19 (incl barkskin +2) | I+1 | F+8 R+3 W+5 +2 vs. illusions | Perception +9
Thunder:
hp 37/37 | Ac 18 T 12 FF 13 (incl barkskin +2 | I+3 | F+7 R+7+Evasion W+1 | Perception +4 | Hunter's Trick 1/2
Reroll 1/1 | Animal Focus 0/1

"Didn't you see him pointing that same way you are now pointing to? You must have been busy with Tara."


Maps: Absalom Initiation

Moving on. Feel free to do as many retro-active healing/buffing as desired.

As their miniature mountain is about to crash into the spherical Vault, Kitajo spots something. Kitt can confirm that there is an entry into the fortress close to where they're going to impact, and the path to it seems reasonably safe. The Pathfinders brace for impact as their ride collides with the adamantine shell of the Vault. All around there's debris from the rocks hurtled against the Vault, and it's a mad dash for the entrance! Yarricki and Thunder are the first to jump off the rock, and safely make it to the entrance.

Everyone should make one check to make it into the Vault safely. This is Acrobatics DC 14, Climb DC 14, or Reflex save DC 11. Failure on this check means you're hit by flying debris on the way in. Please roll 2d6 damage in that case.

--

One everyone is inside (and healed up, if necessary), the nature of the fortress becomes clear. The rock that comprises the Vault seems to be alive and it is riddled with claustrophobic tunnels. What's worse, the ground tremors constantly, and the passages aren't stable: they are constantly shifting, making the fortress a maze to navigate.

Yarricki takes the lead, opening her Wayfinder to try and make sense of the layout of the tunnels. The first tunnel she lead the group in suddenly closes in on itself (3 bludgeoning damage to everyone), and ends in a suddenly appearing pit trap that threatens Yarricki and Thunder.

Lucky for Yarricki, she has more luck on the second attempt and leads the group through a safe passage deeper into the center of the Vault.

Yarricki:
I resolved your first and second rolls already. I'll take the third as an 'Aid Another attempt' for the next check.

You're getting close! To reach the center of the Vault, I need 2 more successes on skill checks. This can be either Knowledge Dungeoneering or Survival. Success means you make progress, failure means the group heads into a dead end, possibly with a trap. A maximum of 3 people can attempt each check: The highest is the primary, the other two count as Aid another.

--

PENDING
Everyone except Yarricki/Thunder - Skill check to make it to the entrance unscathed. 2d6 damage otherwise.
Everyone - 3 damage from crushing walls
Yarricki/Thunder - Reflex save DC 20 to avoid the pit trap. Otherwise, 3d6 damage each.

Silver Crusade

Yarricki:
FATIGUED hp 42/42 | Ac 21 T 11 FF 19 (incl barkskin +2) | I+1 | F+8 R+3 W+5 +2 vs. illusions | Perception +9
Thunder:
hp 37/37 | Ac 18 T 12 FF 13 (incl barkskin +2 | I+3 | F+7 R+7+Evasion W+1 | Perception +4 | Hunter's Trick 1/2
Reroll 1/1 | Animal Focus 0/1

Reflex Yarricki: 1d20 + 3 ⇒ (20) + 3 = 23
Reflex Thunder: 1d20 + 7 ⇒ (10) + 7 = 17
Damage Thunder: 3d6 ⇒ (1, 4, 2) = 7

As the pit opens in front of Thunder Yarricki tries to stop the Axebeak. Unfortunately it slides in and takes the gnome with him, the giant bird tries everything to avoid landing top down on Yarricki and while he succeeds at that is not able to avoid the shock to it's legs. Once they clamber out Yarricki takes out her healing wand and cures the bird.

2*CLW: 2d8 + 2 ⇒ (3, 8) + 2 = 13 that also takes care of the nonlethal damage

"Sorry people, that was the wrong way. Can someone else take the lead?"


Biped Azata 4 HP:26/26 | AC:15(19)(23) T:12 FF:14 | CMB:7 CMD:18 | Saves F:+4 R:+5 W:+3 | Init:+1 | Per:+14|

Acrobatics: 1d20 + 8 ⇒ (15) + 8 = 23

Terra eases her way through the vault with some extraordinary acrobatic skills. After taking some damage, she attempts to take lead. "I lead!" She barks.

Terra has the highest survival out of the group, so will make the roll anyway.

Survival: 1d20 + 6 ⇒ (18) + 6 = 24

Dark Archive

Half Elf Unchained Summoner 4 HP:27/27 | AC:15 T:12 FF:13 | CMB:3 CMD:14 | Saves F:+3 R:+4 W:+4(+2for enchantment) | Init:+2 | Per:+2 | Rod of Reach Lesser 2/3 Spells L1: 1/4 L2: 1/2

Reflex: 1d20 + 4 ⇒ (14) + 4 = 18

Kitt isn't as agile as Terra but uses his wits to dodge any debris flying his way. "Right behind you guys!"

Am not healing the 3 dmg on Kitt and Terra for now.


Maps: Absalom Initiation

Terra is indeed in her element here (please don't hit me :P), and leads the group through the tunnels, ever deeper into the fortress. Your destination must be real close now!

Need one more success on the Survival/Dungeoneering check to move you through.

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 52/66 (8 non-lethal damage) | AC/FF/Tch: 29/20/18 20/15/15 | CMD 25 21 | Fort/Ref/Will +9/15/4 +8/14/5 | Init: +5 +5 | Speed 30 ft | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +11, Sleight of Hand +1, Spellcraft +12, Stealth +10, Survival +9, UMD +12 | Active Conditions: ant haul, false life (0/0), protection from arrows (90/90), ablative barrier (30/45), barkskin (+4), mutagen (+2 dex/NA), heroism, targeted bomb admixture, blessing of fervor (+2)

Reflex: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12

Yanda is nearly swiped by a large rock but is able to stretch out her abnormally elongated frame and thin and multi-jointed hand and snag another rock going by to pull herself out of the way.

Too bad the mutagen will not last much longer.

Yanda will aid the final survival roll.

survival: 1d20 ⇒ 8

But she's not very good at it.

Silver Crusade

Yarricki:
FATIGUED hp 42/42 | Ac 21 T 11 FF 19 (incl barkskin +2) | I+1 | F+8 R+3 W+5 +2 vs. illusions | Perception +9
Thunder:
hp 37/37 | Ac 18 T 12 FF 13 (incl barkskin +2 | I+3 | F+7 R+7+Evasion W+1 | Perception +4 | Hunter's Trick 1/2
Reroll 1/1 | Animal Focus 0/1

Survival, incl wayfinder: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22

Yarricki puts up a finger "I feel a blast of air coming from the left, we should head that way!"


Biped Azata 4 HP:26/26 | AC:15(19)(23) T:12 FF:14 | CMB:7 CMD:18 | Saves F:+4 R:+5 W:+3 | Init:+1 | Per:+14|

survival: 1d20 + 6 ⇒ (19) + 6 = 25

"I feel it too!" Terra agrees to Yarricki's astute observations.

Sovereign Court

3.0

Acrobatics: 1d20 + 7 ⇒ (19) + 7 = 26
3 damage taken. Looks like Dovian doesn't need to aid the survival check

Dovian avoids the debris in the mad rush to the entrance, but the collapse of the first tunnel takes him by surprise. Brushing the rocks and dirt off him, Dovian gamely follows the rock dog deeper into the fortress...


Maps: Absalom Initiation

Yarricki makes up for her early error and sends the group into the right direction this time, along with Terra, who's still on the right trail. Indeed, after twenty minutes of navigating the twisting tunnels and only the one instance of being trapped in a closing tunnel, the party reaches a set of stairs.

--

STATUS TRACKER
Shera (-5)
Dovian (-3)
Yarricki (-3. -1 Con damage), Thunder
Yanda (-3)
Kitt (-3), Terra (-3. mage armor, 40 minutes left)
Kitajo (-3. mage armor, 40 minutes left)

PENDING
Shera, Kitajo - Skill check to make it to the entrance unscathed. Choice of Acrobatics DC 14, Climb DC 14 or Reflex save DC 11. If failed, 2d6 damage from flying debris.


Maps: Absalom Initiation

The heavily worn set of stairs leads from claustrophobic tunnels into an eroded cavern studded with sand-scoured crystals that emit cool, faint light. The jagged foundations are all that’s left of metal walls—the fragments of which now jut from the wall like throwing knives. An immense, intricate, thousand-sided polyhedron made of sky metals floats within a tight series of binding circles. As blasts of air erupt from the polyhedron, the surface’s shattered facets regenerate before being blasted apart on another side. This must be the prison that holds whomever is trapped on Aucturn's Tear, and the circles on the floor must be the last line of defense.

One knowledge check (either Arcana or Planes) to identify the properties of the circles:

DC 17+:
- The two blue circles are Warding circles. They increase the hardness of the other three circles, and periodically repair them. They do not protect or repair each other.

DC 20+:
- The teal one is a Distorting circle. It increases the difficulty of all checks to solve facets of the puzzle.
- The red one is a Fear circle. It will affect anyone trying to solve a facet with a fear effect.
- The green one is an Earth circle. It bolsters the followers of Ayrzul in the area.

From all sides, Pathfinders rush in and start to work on the facets. Each facet seems to resemble a puzzle of sorts: some extraplanar truth, an elemental koan, a symbolic meaning within the facet's mineral composition or any number of other esoteric aspects. Unlocking the polyhedron must a "as simple" as solving all of the facets. Already, the Pathfinders of Team Kydnys can solve two. The portent foretold by the Voice of the Seven Winds, the oracle in the pool, holds a clue to unlock one. And the sentence that Zhaleh Sesat heard on the winds unlocks another. Two down, so many more to go...

--

New map up on slide 6. Please note that there are no interior walls. The black lines are only remains of what used to be walls. The entire area is one open cavern.

For 'solving' the polyhedron, we're going to work in phases. Each phase, every character can do one of the following:
1. Damage one the rings, using Disable Device or an attack that deals hit point damage
2. Solve one of the many facets of the polyhydron, using your choice of:

  • Appraise
  • Disable Device
  • Intelligence
  • Knowledge (any)
  • Linguistics
  • Perception
  • Wisdom
  • Use Magic Device
3. Do something else, like casting a spell or anything that takes no more than 1 round.
Disclaimer: Not all checks to solve the polyhedron have the same DC, and the DC’s are dynamic. There’s math and modifiers at work that might not be apparent at first.

--

PHASE TRACKER - Phase 1 - Characters in bold may act.

Shera (-5)
Dovian (-3)
Yarricki (-3. -1 Con damage), Thunder
Yanda (-3)
Kitt (-3), Terra (-3. mage armor, 40 minutes left)
Kitajo (-3. mage armor, 40 minutes left)

ENVIRONMENT
Dim light (negated by copious amounts of wayfinders). Intermittent burst of wind: -2 penalty on all ranged attacks.

PENDING
Shera, Kitajo - Skill check to make it to the entrance unscathed. Choice of Acrobatics DC 14, Climb DC 14 or Reflex save DC 11. If failed, 2d6 damage from flying debris.

Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

You guys know I am Australian, yeah? I go to bed and wake up to 15 posts. You game while I sleep :P

Acrobatics: 1d20 + 8 ⇒ (2) + 8 = 10
damage: 2d6 ⇒ (6, 6) = 12

AWESOME

Kitajo tries to jump gracefully to the entrance, but manages to slip on a loose stone and falls flat on his back banging the back of his head pretty hard.

As he stands back up he hold out a wand kinda woozy. On his second attempt he manages to hold out the cure light wound wand.


Maps: Absalom Initiation

Sorry, Kitajo. It couldn't be helped in this case. You can go ahead and roll your own healing, by the way. One of the others will surely operate the wand for you.

Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

Thanks. It was great to wake up to. I am not complaining about the pace of this game at all. I wake up to action every day. Loving the pace.

Cure Light Wand: 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light Wand: 1d8 + 1 ⇒ (4) + 1 = 5
Cure Light Wand: 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light Wand: 1d8 + 1 ⇒ (2) + 1 = 3

Dark Archive

Half Elf Unchained Summoner 4 HP:27/27 | AC:15 T:12 FF:13 | CMB:3 CMD:14 | Saves F:+3 R:+4 W:+4(+2for enchantment) | Init:+2 | Per:+2 | Rod of Reach Lesser 2/3 Spells L1: 1/4 L2: 1/2

Kitt eyes glows as he looks into the most beautiful and intricate puzzle he has ever seen! "I...I...can solve this!" He exclaims with a burning passion. And he joins the folds of the pathfinder legion into attempting to disable the sphere like thingamajig.

UMD: 1d20 + 9 ⇒ (12) + 9 = 21


Biped Azata 4 HP:26/26 | AC:15(19)(23) T:12 FF:14 | CMB:7 CMD:18 | Saves F:+4 R:+5 W:+3 | Init:+1 | Per:+14|

Terra runs heads on and does what she does best. Violently attempting to break down the defences of the sphere. Kitt gives Terra a dirty look but pays not much attention as he is much too concentrated on his own task.

magic bite,PA: 1d20 + 6 - 1 ⇒ (8) + 6 - 1 = 131d6 + 4 + 3 ⇒ (6) + 4 + 3 = 13

Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

Kitajo will use his knowledge of religion to try to solve a facet.

Knowledge Religion: 1d20 + 5 ⇒ (15) + 5 = 20

Grand Lodge

Female human (Varisian) cleric of Erastil 4 LG | Init +4 | Perception +9 AC 17, T 13, FF 14 | hp 27/27 | Fort +5, Ref +6 Will +7

Reflex: 1d20 + 4 ⇒ (19) + 4 = 23

Shera manages to dodge flying rocks as she lands on her feet. When the walls crush the group she uses her Cure Light Wand on everyone.

CLW: 1d8 + 1 ⇒ (1) + 1 = 2 Shera
CLW: 1d8 + 1 ⇒ (2) + 1 = 3 Dovian
CLW: 1d8 + 1 ⇒ (6) + 1 = 7 Yarricki
CLW: 1d8 + 1 ⇒ (4) + 1 = 5 Yanda
CLW: 1d8 + 1 ⇒ (1) + 1 = 2 Kitt
CLW: 1d8 + 1 ⇒ (2) + 1 = 3 Kitajo

She looks amazed at the vault itself, and moves up to the facets.

Know Religion: 1d20 + 5 ⇒ (3) + 5 = 8

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 52/66 (8 non-lethal damage) | AC/FF/Tch: 29/20/18 20/15/15 | CMD 25 21 | Fort/Ref/Will +9/15/4 +8/14/5 | Init: +5 +5 | Speed 30 ft | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +11, Sleight of Hand +1, Spellcraft +12, Stealth +10, Survival +9, UMD +12 | Active Conditions: ant haul, false life (0/0), protection from arrows (90/90), ablative barrier (30/45), barkskin (+4), mutagen (+2 dex/NA), heroism, targeted bomb admixture, blessing of fervor (+2)

Kn Arcana: 1d20 + 8 ⇒ (9) + 8 = 17

"Guys, the blue circles toughen the other circles and repair them, but the blue circles are not repaired. We need to destroy them first or we fight a losing battle."

Yanda will attempt to use her modest skill in Appraise to try to deactivate a side, figuring it is likely to be a skill most of the other more militarily minded pathfinders do not have.

Appraise: 1d20 + 8 ⇒ (9) + 8 = 17

Sovereign Court

3.0

Dovian gets down to work trying to deactivate one of the facets, humming a Varisian drinking song as he works.

Disable Device: 1d20 + 9 ⇒ (11) + 9 = 20

Silver Crusade

Yarricki:
FATIGUED hp 42/42 | Ac 21 T 11 FF 19 (incl barkskin +2) | I+1 | F+8 R+3 W+5 +2 vs. illusions | Perception +9
Thunder:
hp 37/37 | Ac 18 T 12 FF 13 (incl barkskin +2 | I+3 | F+7 R+7+Evasion W+1 | Perception +4 | Hunter's Trick 1/2
Reroll 1/1 | Animal Focus 0/1

"Dovian, I think we can use your skill best with disabling these circles first!"

Yarricki and Thunder attack one of the blue circles

Thunder bites: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 1d8 + 9 ⇒ (1) + 9 = 10
Yarricki’s lance: 1d20 + 7 - 1 ⇒ (9) + 7 - 1 = 15
Damage: 1d6 + 5 + 3 ⇒ (4) + 5 + 3 = 12


Maps: Absalom Initiation

Kitt is the first to dig into the puzzle. He finds a riddle in Terran. The words seems blurry to the summoner, but he still manages to decipher them. Kitajo is next. The monk finds a puzzle consisting of several holy and unholy symbols. The symbols seem to shift a bit under his vision, but he manages to pick the correct one. Shera moves up next to Kitajo, but she doesn't find a puzzle that suits her expertise of the divine.

Yanda picks a facet that consists of depictions of kinds of gemstones. The object of this puzzle seems to put them in order of rarity. The depictions are blurry and hard to distinguish, but she finds them labeled in Ignan, which helps her just enough to solve the puzzle. Dovian is next, who just starts picking one of the facets apart. He too finds his vision on the facet blurred, but that doesn't stop him from disabling the facet.

All in all, the Pathfinders have had a good start. Hoewver, they have a nagging feeling they may have picked the low-hanging fruit now. Additionaly, woroking on the prison turns out not to be without its dangers: As they are working on the facets the Pathfinders suddenly see the world through a red haze, like blood pouring over their eyes.
Kitt, Kitajo, Yanda, Dovian, Shera: Please make a Will save DC 15 versus fear. If you fail this check, you are shaken until further notice. If you fail by 5 (i.e. roll 9 or less), you additionally start to suffocate.

Terra uses her horns on the first of the blue circles. The gemstones seem pretty tough, but she makes a good mess of it. Thunder and Yarricki aid in damaging this circle. They both add some damage but she circle still seems functional, if barely.

PHASE TRACKER - Phase 1 recap.
Success count this phase: 4

Blue 1 (Warding) (-11)
Blue 2 (Warding) -
Green (?) -
Red (?) -
Teal (?) -

PENDING
Kitt, Kitajo, Yanda, Dovian, Shera - Will save vs fear effect.


Maps: Absalom Initiation

The Pathfinders' work on the puzzle also seems to have alerted Ayrzul's forces. From the walls emerge two rough-hewn creatures made of very hard-looking rock, with humanoid bodies but heads like a vicious dinosaur. They roar, a sound like millstones, and move to attack the intruders.

Knowledge Arcana DC 13:
These creature resemble caryatid columns. They have all the construct traits, and hardness 5/-. Like many golems, they are immune to most forms of magic. (one question per 5 by which you beat the DC)

--

Initiative:

[spoiler=Initiative]
Dovian: 1d20 + 5 ⇒ (1) + 5 = 6
Yanda: 1d20 + 3 ⇒ (6) + 3 = 9
Kitajo: 1d20 + 2 ⇒ (12) + 2 = 14
Kitt: 1d20 + 2 ⇒ (17) + 2 = 19
Shera: 1d20 + 3 ⇒ (13) + 3 = 16
Yarricki: 1d20 + 0 ⇒ (12) + 0 = 12
pink, orange: 1d20 - 1 ⇒ (11) - 1 = 10

COMBAT TRACKER - Round 1 - Characters in bold may act.

Kitt (-1), Terra (-3. mage armor, 40 minutes left)
Shera (-3)
Kitajo (mage armor, 40 minutes left)
Yarricki (-1 Con damage), Thunder
Living statues: Pink, Orange
Yanda ()
Dovian ()

ENVIRONMENT
Dim light (negated by copious amounts of wayfinders). Intermittent burst of wind: -2 penalty on all ranged attacks.

PENDING
Kitt, Kitajo, Yanda, Dovian, Shera - Will save vs fear effect.

Silver Crusade

Yarricki:
FATIGUED hp 42/42 | Ac 21 T 11 FF 19 (incl barkskin +2) | I+1 | F+8 R+3 W+5 +2 vs. illusions | Perception +9
Thunder:
hp 37/37 | Ac 18 T 12 FF 13 (incl barkskin +2 | I+3 | F+7 R+7+Evasion W+1 | Perception +4 | Hunter's Trick 1/2
Reroll 1/1 | Animal Focus 0/1

Yarricki charges!
Thunder bites: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12
Damage: 1d8 + 9 ⇒ (7) + 9 = 16
Trip: 1d20 + 10 + 2 ⇒ (11) + 10 + 2 = 23

natural 1

Yarricki’s lance: 1d20 + 7 + 2 - 1 ⇒ (6) + 7 + 2 - 1 = 14
Damage: 2d6 + 10 + 6 ⇒ (5, 2) + 10 + 6 = 23

Dark Archive

Half Elf Unchained Summoner 4 HP:27/27 | AC:15 T:12 FF:13 | CMB:3 CMD:14 | Saves F:+3 R:+4 W:+4(+2for enchantment) | Init:+2 | Per:+2 | Rod of Reach Lesser 2/3 Spells L1: 1/4 L2: 1/2

Will save: 1d20 + 4 ⇒ (12) + 4 = 16

Kitt is unperturbed by the disturbing images that run through his mind. His focus on the task at hand is far more important that his mind continues unceasingly to break the codes.

Going to continue to solve it!
UMD: 1d20 + 9 ⇒ (11) + 9 = 20


Biped Azata 4 HP:26/26 | AC:15(19)(23) T:12 FF:14 | CMB:7 CMD:18 | Saves F:+4 R:+5 W:+3 | Init:+1 | Per:+14|

Terra attempts to damage the barriers even more but comes around to protect the group from the strange like creatures. "I got these foul beast. grrr."

Dmg barrier first, and then move around to threaten the other creature. 10ft reach :)

Magic bite, PA: 1d20 + 6 - 1 ⇒ (12) + 6 - 1 = 171d6 + 4 + 3 ⇒ (3) + 4 + 3 = 10

AoO:

AoO 1,Magic bite, PA: 1d20 + 6 - 1 ⇒ (14) + 6 - 1 = 191d6 + 4 + 3 ⇒ (1) + 4 + 3 = 8
AoO 2,Magic bite, PA: 1d20 + 6 - 1 ⇒ (13) + 6 - 1 = 181d6 + 4 + 3 ⇒ (2) + 4 + 3 = 9


Maps: Absalom Initiation

Sorry, Kitt. I maybe could have been clearer with that. Once we're in combat, no additional actions can be taken against the puzzle or against the rings. Once the combat threat has been dealt with, there is another opportunity to do so. I will disregard those two posts, and allow you to make combat actions.

Yarricki hits the closest living statue with the dinosaur head. However, its hard body seems quite resistant to the damage. (There's hardness to deal with). Additionally, the impact sends a jolt through the lance, causing it to creak dangerously. However, it bends and does not sustain damage from the impact. Weapon attacks against the creatures have a chance to cause damage to the weapon. This does not affect natural or unarmed attacks.

GM rolls:

Damage, Yarricki lance: 3d6 ⇒ (1, 4, 1) = 6

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 52/66 (8 non-lethal damage) | AC/FF/Tch: 29/20/18 20/15/15 | CMD 25 21 | Fort/Ref/Will +9/15/4 +8/14/5 | Init: +5 +5 | Speed 30 ft | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +11, Sleight of Hand +1, Spellcraft +12, Stealth +10, Survival +9, UMD +12 | Active Conditions: ant haul, false life (0/0), protection from arrows (90/90), ablative barrier (30/45), barkskin (+4), mutagen (+2 dex/NA), heroism, targeted bomb admixture, blessing of fervor (+2)

Will ST: 1d20 + 1 ⇒ (16) + 1 = 17
Kn Arc: 1d20 + 8 ⇒ (10) + 8 = 18 - how about resistances (particularly to fire, acid, and alkali)

Though not distracted by the warding rings, Yanda is most definitely distracted by the attackers.

Best to not waste a bomb on these guys. The wind is pretty nasty.

Yanda pulls an acid flask out and tosses it at the nearest enemy (orange) with poor accuracy. Fortunately nobody is near it at the moment and she does not fry any allies. Note that if it turns out it is resistant to acid but not alkali or fire she will toss an alkali flask/alchemists fire instead respectively.

To Hit Ranged Touch: 1d20 + 7 - 2 - 2 ⇒ (4) + 7 - 2 - 2 = 7
Damage: 1d6 + 4 ⇒ (4) + 4 = 8, 5 splash

Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

Last post before bed

Will save: 1d20 + 4 ⇒ (6) + 4 = 10

Kitajo is shaken by the red in his vision. He begins to panic.

In his panic Kutajo runs at orange and throws a running kick, Charge. Someone please move me to orange. Cant move on tablet

Unarmed strike: 1d20 + 7 - 2 + 2 ⇒ (5) + 7 - 2 + 2 = 12

Not bothering to roll damage on that.

Dark Archive

Half Elf Unchained Summoner 4 HP:27/27 | AC:15 T:12 FF:13 | CMB:3 CMD:14 | Saves F:+3 R:+4 W:+4(+2for enchantment) | Init:+2 | Per:+2 | Rod of Reach Lesser 2/3 Spells L1: 1/4 L2: 1/2

Retcon Combat post

"Come on! I was in the middle of it!"Kitt yells annoyingly as his concentration is broken by the threat of attack. He looks at Terra and nods at her, granting her a touch of strength. "You'll regret this!"

Cast bull's strength on Terra.


Biped Azata 4 HP:26/26 | AC:15(19)(23) T:12 FF:14 | CMB:7 CMD:18 | Saves F:+4 R:+5 W:+3 | Init:+1 | Per:+14|

Retcon combat post

With renewed vigor, the eidolon grins, and makes her way quickly to eliminate the threat of human dinosaurs. "You die! grrll"

magic bite,bull's strength,PA: 1d20 + 8 - 1 ⇒ (8) + 8 - 1 = 151d6 + 7 + 3 ⇒ (4) + 7 + 3 = 14

AoOs:

AoO 1, magic bite,bull's strength,PA: 1d20 + 8 - 1 ⇒ (14) + 8 - 1 = 211d6 + 7 + 3 ⇒ (3) + 7 + 3 = 13
AoO 2, magic bite,bull's strength,PA: 1d20 + 8 - 1 ⇒ (15) + 8 - 1 = 221d6 + 7 + 3 ⇒ (4) + 7 + 3 = 14

Bull's strength for 4 minutes.

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 52/66 (8 non-lethal damage) | AC/FF/Tch: 29/20/18 20/15/15 | CMD 25 21 | Fort/Ref/Will +9/15/4 +8/14/5 | Init: +5 +5 | Speed 30 ft | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +11, Sleight of Hand +1, Spellcraft +12, Stealth +10, Survival +9, UMD +12 | Active Conditions: ant haul, false life (0/0), protection from arrows (90/90), ablative barrier (30/45), barkskin (+4), mutagen (+2 dex/NA), heroism, targeted bomb admixture, blessing of fervor (+2)
Firewarden Yanda wrote:


Yanda pulls an acid flask out and tosses it at the nearest enemy (orange) with poor accuracy. Fortunately nobody is near it at the moment and she does not fry any allies.

Just noticed that it was not Yanda's turn to go. I saw the bolding, but the bolding was on the request for ST. If the two thingies are engaged by the time her turn comes around, she will quaff a targetting admixture instead.


Maps: Absalom Initiation

Yanda realizes that the animated statues are essentially objects. All kinds of energy attacks would be less effective, and would have to deal with hardness.

Edit: I redacted the portion above, because apparently I can't read. The creatures are counted as objects and would take half damage from energy attacks. However, they have DR which does not matter for energy attacks. I was somehow confused with hardness. Apologies for any confusion I caused.
Yanda, you still have time for another combat post after the bad guys act, if the above information changes what you'd like to do. If you don't post again, I'll assume you go with the targeting admixture.

Kitajo is quite shaken, and whiffs his attack. Kitt boosts Terra's prowess, and the eidolon then charges to Kitajo's aid. She hits the living statue and takes a chunks out of its side. However, the attack doesn't do as much damage as it would have on a living creature, and the dinosaur-headed monster still seems in fairly good shape.

--

COMBAT TRACKER - Round 1 - Characters in bold may act.

Kitt (-1), Terra (-3. mage armor, 40 minutes left. Bull's Strength, 4 minutes left)
Shera (-3)
Kitajo (shaken. mage armor, 40 minutes left)
Yarricki (-1 Con damage), Thunder
Living statues: Pink (-18), Orange (-9)
Yanda ()
Dovian ()

ENVIRONMENT
Dim light (negated by copious amounts of wayfinders). Intermittent burst of wind: -2 penalty on all ranged attacks.

PENDING
Dovian, Shera - Will save vs fear effect.

Grand Lodge

Female human (Varisian) cleric of Erastil 4 LG | Init +4 | Perception +9 AC 17, T 13, FF 14 | hp 27/27 | Fort +5, Ref +6 Will +7

Will Save: 1d20 + 5 ⇒ (9) + 5 = 14
Know Arcana: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10

Shera moves up next to the dinosaur creature, and hits it with her cold iron moringstar. She is so shaken that she misses completely.

Cold Iron Morningstar: 1d20 + 2 ⇒ (1) + 2 = 3
Damage: 1d8 + 2 ⇒ (7) + 2 = 9


Maps: Absalom Initiation

Shera misses the living statue. They growl once more, and then retaliate. They seem rather mindless in their attacks, moving in to whomever struck them last.
The pink one focuses on Yarricki. It heaves its weapon upwards and sends it crashing into the gnome's shoulder. (8 damage to Yarricki.) The other one focuses on Terra, but its attack misses.

They are officially wielding longswords, should it matter.

--

COMBAT TRACKER - Round 1, 2 - Characters in bold may act.

Kitt (-1), Terra (-3. mage armor, 40 minutes left. Bull's Strength, 4 minutes left)
Shera (-3)
Kitajo (shaken. mage armor, 40 minutes left)
Yarricki (-8. -1 Con damage), Thunder
Living statues: Pink (-18), Orange (-9)
Yanda ()
Dovian ()

ENVIRONMENT
Dim light (negated by copious amounts of wayfinders). Intermittent burst of wind: -2 penalty on all ranged attacks.

PENDING
Dovian - Will save vs fear effect.

GM rolls:

Attack Yarricki: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
Damage: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Attack Terra: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12
Damage: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6

Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

Kitajo steps into a flank with Terra and launches a flurry of punches.

Flurry Unarmed Strike 1: 1d20 + 7 - 2 + 2 ⇒ (7) + 7 - 2 + 2 = 14 Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Flurry Unarmed Strike 2: 1d20 + 7 - 2 + 2 ⇒ (20) + 7 - 2 + 2 = 27 Damage: 1d6 + 4 ⇒ (2) + 4 = 6 Jabbing Style Damage: 1d6 ⇒ 2

Crit confirm: 1d20 + 7 - 2 + 2 ⇒ (20) + 7 - 2 + 2 = 27

Dark Archive

Half Elf Unchained Summoner 4 HP:27/27 | AC:15 T:12 FF:13 | CMB:3 CMD:14 | Saves F:+3 R:+4 W:+4(+2for enchantment) | Init:+2 | Per:+2 | Rod of Reach Lesser 2/3 Spells L1: 1/4 L2: 1/2

Kitt puts an hand over Shera's soldier. "Let some magic guide you efficiently!"

Guidance


Biped Azata 4 HP:26/26 | AC:15(19)(23) T:12 FF:14 | CMB:7 CMD:18 | Saves F:+4 R:+5 W:+3 | Init:+1 | Per:+14|

Terra continues to attempt to rip one into the creature. "Rarrr"

magic bite,bull's strength,PA,flank: 1d20 + 8 - 1 + 2 ⇒ (4) + 8 - 1 + 2 = 131d6 + 7 + 3 ⇒ (4) + 7 + 3 = 14

If creature is down before Terra gets to it, she will charge instead to the other one. So modifiers are the same.

Silver Crusade

Yarricki:
FATIGUED hp 42/42 | Ac 21 T 11 FF 19 (incl barkskin +2) | I+1 | F+8 R+3 W+5 +2 vs. illusions | Perception +9
Thunder:
hp 37/37 | Ac 18 T 12 FF 13 (incl barkskin +2 | I+3 | F+7 R+7+Evasion W+1 | Perception +4 | Hunter's Trick 1/2
Reroll 1/1 | Animal Focus 0/1

Yarricki and Thunder continue the attack on their target. Yarricki urges Thunder to step away and uses the moment to study their enemy

Thunder, flank: 1d20 + 9 + 2 ⇒ (19) + 9 + 2 = 30
Damage: 1d8 + 9 ⇒ (7) + 9 = 16

Yarricki’s lance, flank, power attack and study: 1d20 + 7 + 2 - 1 + 1 ⇒ (12) + 7 + 2 - 1 + 1 = 21
Damage: 1d6 + 5 + 3 + 1 ⇒ (3) + 5 + 3 + 1 = 12

Sovereign Court

Female L/N Sylph Alchemist/9 | HP: 52/66 (8 non-lethal damage) | AC/FF/Tch: 29/20/18 20/15/15 | CMD 25 21 | Fort/Ref/Will +9/15/4 +8/14/5 | Init: +5 +5 | Speed 30 ft | Disable Device +18, Fly +19, Heal +12, Kn Arc +10, Kn Dung +7, Kn Local +15, Kn Nat +12, Kn Planes +7, Perception +11, Sleight of Hand +1, Spellcraft +12, Stealth +10, Survival +9, UMD +12 | Active Conditions: ant haul, false life (0/0), protection from arrows (90/90), ablative barrier (30/45), barkskin (+4), mutagen (+2 dex/NA), heroism, targeted bomb admixture, blessing of fervor (+2)

Yea, they are now in the thick of things and missing in the wind is too great a possibility to be tossing flasks around. Yanda will down her admixture so there will be no splash if and when she finally takes a shot after moving to a position between the two animated nasties.

Grand Lodge

Female human (Varisian) cleric of Erastil 4 LG | Init +4 | Perception +9 AC 17, T 13, FF 14 | hp 27/27 | Fort +5, Ref +6 Will +7

Shera nods at Kitt. "Thank you." She swings at the creature in front of her again. With Kitt's guidance she manages to overcome the feeling of being shaken, and connects with the creature.

Cold Iron Morningstar Attack: 1d20 + 4 - 2 + 1 ⇒ (18) + 4 - 2 + 1 = 21
Damage: 1d8 + 2 ⇒ (7) + 2 = 9


Maps: Absalom Initiation

Kitajo critical damage: 1d6 + 4 ⇒ (5) + 4 = 9
Dovian quarterstaff, aid another Terra: 1d20 + 2 ⇒ (17) + 2 = 19

Kitajo hits with his first punch, and smashes away a good chunk of rock. His second attack is a doozy that strike the creature in the jaw and causes stony teeth flying all around. Terra is overenthusiastic in her attack, but a timely distraction by Dovian causes her attack to his as well.

Both Yarricki and Thunder hit their target, and cause massive damage. The creature has not right to still be in fighting condition, but it seems to be held up by a force outside of its own. The living statue is on the verge of another retaliatory strike when Shera comes in, showing that Erastilians aren't only good with bow and arrow. She lands a solid hit and disables the creature.

The death of the creature is not without its cost, unfortunately. Shera finds that many of the cold iron flanges of her weapon are bent and distored from the impact with the statue. (Shera's morningstar takes 2 damage after hardness and gains the broken condition.)

--

The orange-hued statue roars at the sight of its companion destroyed, and it lashes out at Terra with fierce fury. It lands a very accurate blow and nearly snaps Terra's spine. (Critical hit on Terra for 15 damage)

--

COMBAT TRACKER - Round 2, 3 - Characters in bold may act.

Kitt (-1), Terra (-18. mage armor, 40 minutes left. Bull's Strength, 4 minutes left)
Shera (-3. Morningstar -2, broken)
Kitajo (shaken. mage armor, 40 minutes left)
Yarricki (-8. -1 Con damage), Thunder
Living statues: Pink (-40. Dead), Orange (-35)
Yanda ()
Dovian ()

ENVIRONMENT
Dim light (negated by copious amounts of wayfinders). Intermittent burst of wind: -2 penalty on all ranged attacks.

PENDING
Dovian - Will save vs fear effect.

GM rolls:

Damage Yarricki Lance: 3d6 ⇒ (4, 3, 2) = 9
Damage: 3d6 ⇒ (4, 3, 5) = 12
Orange attack Terra: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
Damage: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Orange confirm: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
Damage: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6

Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

Kitajo punches again, hoping to put down the orange statue quickly.

Flurry Unarmed Strike 1: 1d20 + 7 ⇒ (6) + 7 = 13 Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Flurry Unarmed Strike 2: 1d20 + 7 ⇒ (10) + 7 = 17 Damage: 1d6 + 4 ⇒ (6) + 4 = 10 Jabbing Style Damage: 1d6 ⇒ 4


Maps: Absalom Initiation

Kitajo has learned where to strike the living statues to hurt, and in two punches he fells the creature. The catharsis of dealing with this foe is also enough for the monk to shake his fear away. Shaken effects have worn off.

COMBAT OVER

Dealing with Ayrzul's stony followers has given the Pathfinders a little breather. However, this is probably not the last of the defenders they'll have to contend with. Time is short, and they also have to put their attention back to the rings and the prison.

Here's the rules: Now that you've defeated the creatures, you have two rounds of actions to spend on healing and recovering. Use them well. After that, we get one phase to deal with the circles or try and solve a puzzle. Please refer to Slide 7 for your options in this phase. Please post both of your actions during the two recovery rounds, and your (single) action to interact with the rings or the puzzle. For reference, I've posted below the current party status, and the current status of the rings.

--

STATUS TRACKER

Kitt (-1), Terra (-18. mage armor, 40 minutes left. Bull's Strength, 4 minutes left)
Shera (-3. Morningstar -2, broken)
Kitajo (mage armor, 40 minutes left)
Yarricki (-8. -1 Con damage), Thunder
Yanda ()
Dovian ()

Blue 1 (Warding) (-11)
Blue 2 (Warding) - ()
Green (?) - ()
Red (?) - ()
Teal (?) - ()

ENVIRONMENT
Dim light (negated by copious amounts of wayfinders). Intermittent burst of wind: -2 penalty on all ranged attacks.

Liberty's Edge

Male LN Human (Tien) Monk (Unchained) 10 | HP 94/94| AC 30 T 23 FF 27 | CMB +15, CMD 38 | F +9 R +10 Will +10 (+2 Vs enchantment spells and effects) | Init: +2 | Perc: +18, SM: +15 | Speed 60ft | Stunning Fist: 10/10 | Ki Pool: 10/12 | Active conditions: Mage Armour, Shadow Splinter, Barkskin

Kitajo retrieves 2 potions of cure light wounds from his backpack and tosses them to whoever needs them Take them if you need them, 2 rounds so we don't have time to wand up completely. My wand is here too if there is someone who can use it so that we can get 2 or 3 wands per round.

He moves up to the blue ring and launches a flurry of punches at it.

Flurry Unarmed Strike 1: 1d20 + 7 ⇒ (4) + 7 = 11 Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Flurry Unarmed Strike 2: 1d20 + 7 ⇒ (1) + 7 = 8 Damage: 1d6 + 4 ⇒ (4) + 4 = 8 Jabbing Style Damage: 1d6 ⇒ 5

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