[PbPV] GM Zoomba's 7-00 Sky Key Solution (Inactive)

Game Master Zoomba

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Silver Crusade

Male Human Warpriest 5 | HP 30/38 | AC 22 T 14 FF 20 | F +5 R +3 W +7 | Init +6 | Perc +7 | Blessings 5/5 | Fervor 2/5 | Sacred Weapon (+1) 4/5

attack with power attack and battle cry: 1d20 + 9 - 1 + 1 ⇒ (1) + 9 - 1 + 1 = 10

Kasei stumbles on loose ash underfoot as he moves to attack, missing the snake entirely.


An Enkindled Carnival

Odo's scimitar takes a chunk out of the massive serpent, but as Kuwabara stumbles around to its flank the serpent bites out at him as well, but misses once again.

AoO: 1d20 + 10 ⇒ (7) + 10 = 17 for damage: 2d6 + 9 ⇒ (3, 4) + 9 = 16

Meanwhile, the Ydersian priest moves from the altar and around the room opposite one of the large smoking braziers. As he goes, his outline appears to shift and distort. He seems to have cast blur

Initiative
Bttle Cry: +1 morale bonus to attack and +4 morale bonus to saves vs fear

Cobra -7hp
Kuwabara 23/31 hp (unhealed from Plaza)
Odo
Priest, blurry

Jane 27/38 (unhealed from Plaza)
Wadi 28/36 (unhealed from Plaza)
Midri 25/33 (unhealed from Plaza)
Xander 23/33 hp (unhealed from Plaza/un-fully healed from slave pens)

Bold are up. Again, you would have had the chance to heal from the last location if you choose to, just note the charges/potion/spell etc before you act.

Liberty's Edge

Male Halfling Paladin 8 | HP 68/68 | AC: 23 /T: 12 /FF: 22 | F: +12 /R: +8 / W: +12 | CMB +10 | CMD 21 | Speed 30 | Init. +3 | Perc. +3 | S.M. +11 | Lay on Hands 8/8 | Lucky Halfling 1/1 | Smite 3/3 | Battle Cry 4/4 |

Yeah, don't forget that heaing. I've got a second wand I can tap as needed. We're getting lucky with the snake's attacks. If the GM rolls better, that thing will be taking chunks out of us.

Dark Archive

Conditions: Male Human Sorcerer 8 HP 58/58 | AC 14/18/22: (MA,Shield), T 12, FF 14 | F: +6, R: +3, W: +7 | CMD 15 | Perc. +2 | Init. +1
Resources:
Elemental Ray 7/7; 1st L spells 7/7; 2nd L spells 7/7; 3rd L spells 5/5; 4th L Spells 3/4; Fires of Hell 1/1

Wadi would have accepted the healing from Odo, more to appease the paladin's conscience than anything else he he.
Wand CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Wand CLW: 1d8 + 1 ⇒ (2) + 1 = 3 deduct 2 charges.

Wadi moves to the other side of the serpent, unworried about the flaming braziers (He has Fire Resistance 10) and sends forth a fiery ray at the shifting form of the priest.

Move: Move to position on map.
Attack: Use Elemental Ray on the priest.
Ranged Touch: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Fire damage: 1d6 + 3 ⇒ (2) + 3 = 5
Concealment 1-20%: 1d100 ⇒ 48

Grand Lodge

Female Half Elf Unchained Summoner 5 | HP 33/33 | AC:16 /20 W-Shield / T:11 / FF:15 / F: +2 / R: +2 / W: +3 | CMB +5 | CMD 16 | Speed 30 | Init: +1 | Perc: +2 | Bond Sense 5/5 | Summon Monster III 7/7

About how long would it have taken to reach this point? Xander's shield would have lasted only 5 minuted which is why i ask.

Midri would have asked Odo to heal both her and Xander as she doesn't want to risk being half healed as they go through the temple.
For Midri
CLW Wand:: 1d8 + 1 ⇒ (1) + 1 = 2

CLW Wand:: 1d8 + 1 ⇒ (8) + 1 = 9

for Xander

CLW Wand:: 1d8 + 1 ⇒ (5) + 1 = 6

CLW Wand:: 1d8 + 1 ⇒ (8) + 1 = 9

Minus 4 charges from her new CLW wand (46/50)

Midri draws her Nodachi on move and once reaching her chosen spot begins to whirl her nodachi around intent on making any meaningful strike harder to land. Fighting Defensively for +4 AC for a total of 20

Grand Lodge

Xander moves forward with an almost frightening speed and a low growl can heard as he is determined to help kill this snake creature before it can inflict harm on his allies.

gore: 1d20 + 6 ⇒ (16) + 6 = 22 if it hits the gore does Gore Damage: 1d6 + 8 ⇒ (5) + 8 = 13 Counts as magic and cold iron for piercing any DR

move location on map standard is attack

Silver Crusade

Male Human Warpriest 5 | HP 30/38 | AC 22 T 14 FF 20 | F +5 R +3 W +7 | Init +6 | Perc +7 | Blessings 5/5 | Fervor 2/5 | Sacred Weapon (+1) 4/5

CLW: 1d8 + 1 ⇒ (1) + 1 = 21d8 + 1 ⇒ (5) + 1 = 6 That heals it.


An Enkindled Carnival

The shield cast back in the slave pens would have defintiely faded by now. Even ignoring the time moving between locations, you spent about 10 minutes cataloging the Plaza.

Wadi's ray shoots extremely wide at the distorted priest, but Xander lands a solid gore on the cobra. In retaliation, it lashes out at the eidolon with a bite, just barely being deflected by the invisible force surrounding the fire beast.

Attack: 1d20 + 10 ⇒ (11) + 10 = 21 for damage: 2d6 + 9 ⇒ (5, 2) + 9 = 16

Initiative
Bttle Cry: +1 morale bonus to attack and +4 morale bonus to saves vs fear

Cobra -20hp
Kuwabara
Odo

Priest, blurry
Jane 27/38 (unhealed from Plaza), delaying
Wadi
Midri
Xander

Grand Lodge

| HP:45/45 | AC: (Tch, 16 Fl) | CMB: +4, CMD: 15 | F: +8, R: +5, W: +7 | Init: +4 | Perc: +1, SM: +1 | Speed 30ft | Phrenic Pool: 8/8 | Memory 8/8 Dark Half 9/9|Inq. Lvl 1 (2/2) | Spells: 1st 8/8 | 2nd 6/6 | 3rd 4/4 |Physical Mutation 6/6 | Active conditions:, Lesser Versatile 3/3 charges

CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (6) + 1 = 7

Lacking much else that would harm the cleric, Jane aims to disrupt further casting.

5 foot back, ready magic missile if the Serpentfolk casts.

Mag Missile: 3d4 + 3 ⇒ (1, 1, 4) + 3 = 9

Liberty's Edge

Male Halfling Paladin 8 | HP 68/68 | AC: 23 /T: 12 /FF: 22 | F: +12 /R: +8 / W: +12 | CMB +10 | CMD 21 | Speed 30 | Init. +3 | Perc. +3 | S.M. +11 | Lay on Hands 8/8 | Lucky Halfling 1/1 | Smite 3/3 | Battle Cry 4/4 |

Odo presses his attack against the giant cobra and is rewarded with a notable strike.
enchanted scimitar: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29 crit threat
crit confirmation: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
normal damage: 1d4 + 3 ⇒ (3) + 3 = 6
additional damage (if it applies): 1d4 + 3 ⇒ (3) + 3 = 6 +2 points of fire damage.

Silver Crusade

Male Human Warpriest 5 | HP 30/38 | AC 22 T 14 FF 20 | F +5 R +3 W +7 | Init +6 | Perc +7 | Blessings 5/5 | Fervor 2/5 | Sacred Weapon (+1) 4/5

Kasei sidesteps to catch the great snake between himself and Odo, and calls for the aid of his Goddess to make his sword strike more surely. 1 round of sacred weapon to increase enhancement by +1

attack with power attack, battle cry, sacred weapon, flank: 1d20 + 9 - 1 + 1 + 1 ⇒ (20) + 9 - 1 + 1 + 1 = 30
crit confirm: 1d20 + 9 - 1 + 1 + 1 ⇒ (11) + 9 - 1 + 1 + 1 = 21
damage: 1d8 + 7 + 3 + 1 ⇒ (4) + 7 + 3 + 1 = 15
crit damage: 1d8 + 7 + 3 + 1 ⇒ (3) + 7 + 3 + 1 = 14

He matches the halfling's precision strike with a masterful slash of his katana.

Nice! Between the two of us, we should have some snake sashimi right now.


An Enkindled Carnival

As Odo and Kuwabara tear into the snake (especially Kuwabara), it falls to the floor, bleeding out.

Behind you, the priest circles behind the warpriest and stabs at him with a dagger. (in Draconic) "You will die for this blasphemy!"

attack: 1d20 + 13 ⇒ (3) + 13 = 16 for damage: 1d4 + 1 ⇒ (3) + 1 = 4

Initiative
Battle Cry: +1 morale bonus to attack and +4 morale bonus to saves vs fear

Cobra
Kuwabara
Odo
Jane

Priest, blurry
Wadi
Midri
Xander

Grand Lodge

Xander runs along the edge of the wall completely ignoring any fire braziers in his way. As a fire eidolon Xander is immune to ALL Fire damage

Xander then closes the gap and lunges at the Priests blurry form seeking to tear chunk out of the priests arm.

Bite: Flank, Battlecry: 1d20 + 6 + 2 + 1 ⇒ (10) + 6 + 2 + 1 = 19 for Bite Damage: 1d6 + 8 ⇒ (2) + 8 = 10

Not sure how to roll for the percentage miss chance so I will have to leave that for GM Zoomba to do, sorry.

Dark Archive

Conditions: Male Human Sorcerer 8 HP 58/58 | AC 14/18/22: (MA,Shield), T 12, FF 14 | F: +6, R: +3, W: +7 | CMD 15 | Perc. +2 | Init. +1
Resources:
Elemental Ray 7/7; 1st L spells 7/7; 2nd L spells 7/7; 3rd L spells 5/5; 4th L Spells 3/4; Fires of Hell 1/1

Wadi decides to try a different tactic here, sending some fiery bolts into the serpent priest instead.

Cast Magic Missile at the Priest.
Damage: 3d4 + 3 ⇒ (3, 4, 3) + 3 = 13
CL Check for overcoming SR: 1d20 + 5 + 2 ⇒ (10) + 5 + 2 = 17

Silver Crusade

Letting her body twist and warp again, Jane advances with her longspear, jabbing at the priest with her supernaturally enhanced muscles.

Swift to enter physical mutation.

Spear: 1d20 + 5 + 2 + 1 ⇒ (16) + 5 + 2 + 1 = 24
Miss: 1d100 ⇒ 62
Damage: 1d8 + 4 ⇒ (7) + 4 = 11


An Enkindled Carnival

Xander miss, high is good: 1d100 ⇒ 45

As Xander scurries around the fallen cobra to bite at the serpentfolk, his attack seems to hit the monster squarely but fail to penetrate its hide as the priests dodge the worst of the blow. Jane maneuvers around to skewer the priest while Wadi's force missiles punch through its defenses.

Initiative, Round 2
Battle Cry: +1 morale bonus to attack and +4 morale bonus to saves vs fear

Cobra
Kuwabara
Odo

Jane
Priest, blurry -24 hp
Wadi

Midri
Xander

Liberty's Edge

Male Halfling Paladin 8 | HP 68/68 | AC: 23 /T: 12 /FF: 22 | F: +12 /R: +8 / W: +12 | CMB +10 | CMD 21 | Speed 30 | Init. +3 | Perc. +3 | S.M. +11 | Lay on Hands 8/8 | Lucky Halfling 1/1 | Smite 3/3 | Battle Cry 4/4 |

Odo steps over the fallen form of the cobra and closes with the priest. "I do not know what you said, but your hostility is clear. Your venomous servant is dead. It is time to end this fight on our terms if needs be."

The halfling slashes high with his scimitar at the blurry priest.
enchanted scimitar: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14
blur check: 1d100 ⇒ 48
damage: 1d4 + 3 ⇒ (4) + 3 = 7 in the unlikely event a 14 actually hit

Grand Lodge

Female Half Elf Unchained Summoner 5 | HP 33/33 | AC:16 /20 W-Shield / T:11 / FF:15 / F: +2 / R: +2 / W: +3 | CMB +5 | CMD 16 | Speed 30 | Init: +1 | Perc: +2 | Bond Sense 5/5 | Summon Monster III 7/7

Midri charges forward her nodachi gleaming from the ambient light and as she cloes with the blurry serpent priest she strikes.

Nodach: Battle Cry, Charge: 1d20 + 6 + 1 + 2 ⇒ (15) + 6 + 1 + 2 = 24

Blur check:: 1d100 ⇒ 56

Nodachi Damage: 1d10 + 4 ⇒ (9) + 4 = 13 Counts as Magic and Adamantine for overcoming DR

Grand Lodge

| HP:45/45 | AC: (Tch, 16 Fl) | CMB: +4, CMD: 15 | F: +8, R: +5, W: +7 | Init: +4 | Perc: +1, SM: +1 | Speed 30ft | Phrenic Pool: 8/8 | Memory 8/8 Dark Half 9/9|Inq. Lvl 1 (2/2) | Spells: 1st 8/8 | 2nd 6/6 | 3rd 4/4 |Physical Mutation 6/6 | Active conditions:, Lesser Versatile 3/3 charges

Jane will translate at least the broad strokes into and out of Draconic, though in her mutated state, her voice is significantly more baritone than normal.

Silver Crusade

Male Human Warpriest 5 | HP 30/38 | AC 22 T 14 FF 20 | F +5 R +3 W +7 | Init +6 | Perc +7 | Blessings 5/5 | Fervor 2/5 | Sacred Weapon (+1) 4/5

Not continuing the sacred weapon bonus right now.

Kasei wheels about and strikes back with his long, curved blade.

Attack, power attack, battlecry, flank: 1d20 + 9 - 1 + 1 + 2 ⇒ (15) + 9 - 1 + 1 + 2 = 26
damage: 1d8 + 7 + 3 ⇒ (2) + 7 + 3 = 12


An Enkindled Carnival

Kuwabara blur miss: 1d100 ⇒ 17

Midri, Odo, and Kuwabara close on the priest only the summoner's Nodachi hits home. Spitting a litany of curses upon the lot of you, the serpentfolk stabs and bites at Midri before cautiously retreating.

dagger: 1d20 + 13 ⇒ (11) + 13 = 24 for damage: 1d4 + 1 ⇒ (1) + 1 = 2
bite: 1d20 + 7 ⇒ (6) + 7 = 13 for damage: 1d6 ⇒ 2

Initiative
Battle Cry: +1 morale bonus to attack and +4 morale bonus to saves vs fear

Cobra
Kuwabara
Odo
Jane

Priest, blurry -37 hp
Wadi
Midri 31/33hp
Xander

Grand Lodge

Female Half Elf Unchained Summoner 5 | HP 33/33 | AC:16 /20 W-Shield / T:11 / FF:15 / F: +2 / R: +2 / W: +3 | CMB +5 | CMD 16 | Speed 30 | Init: +1 | Perc: +2 | Bond Sense 5/5 | Summon Monster III 7/7

Midri steps forward her guard up after barely managing to avoid most of the priests return dagger swing and after a few seconds of feinting Midri see's an opening lunges with her Nodachi.

Nodachi:: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18

Blur:: 1d100 ⇒ 97

If it blow lands it does (Counts as Adamantine and Magic for DR pen)

Nodachi: 1d10 + 4 ⇒ (6) + 4 = 10

Grand Lodge

Xander steps to side putting him behind the priest knowing that cutting off his escape route is more important then staying near Midri.

Xander's flames grow hotter as he begins to assault the serpent priest. He leads with a headbutt hoping to Gore the creature with his large horn.

Gore: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22 for Gore Damage: 1d6 + 8 ⇒ (2) + 8 = 10
Blur Gore: 1d100 ⇒ 79

Xander rears up and swipes with both claws seeking to tear massive strips of flesh off the creature.

Claw1: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15 for Claw1 Damage: 1d6 + 8 ⇒ (6) + 8 = 14
Claw2: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19 for Claw2 Damage: 1d6 + 8 ⇒ (4) + 8 = 12

Blur Claw1: 1d100 ⇒ 94
Blur Claw2: 1d100 ⇒ 62

Finally landing on his front feet Xander lunges forward his massvie teeth visible as Xander seeks to tear the priests head clean from the body.

Bite: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9 for Bite Damage: 1d6 + 8 ⇒ (4) + 8 = 12
Blur Bite: 1d100 ⇒ 39

Grand Lodge

| HP:45/45 | AC: (Tch, 16 Fl) | CMB: +4, CMD: 15 | F: +8, R: +5, W: +7 | Init: +4 | Perc: +1, SM: +1 | Speed 30ft | Phrenic Pool: 8/8 | Memory 8/8 Dark Half 9/9|Inq. Lvl 1 (2/2) | Spells: 1st 8/8 | 2nd 6/6 | 3rd 4/4 |Physical Mutation 6/6 | Active conditions:, Lesser Versatile 3/3 charges

Jane moves to cut off the priest's avenues for escape, before lashing out once more with her longspear.

Flanking with Midri, but she may have attacked before I moved, so not sure if she'll get a bonus.

Attack, Flank: 1d20 + 5 + 2 + 2 + 1 ⇒ (19) + 5 + 2 + 2 + 1 = 29
Blur: 1d100 ⇒ 100
Damage: 1d8 + 4 ⇒ (1) + 4 = 5


An Enkindled Carnival

Midir's Nodachi and most of Xander's attacks fail to wound the serpentfolk priest as his scale absorb some blows and he dodges others, but Xander's gore and Jane skewer him him once more. The Ydersian is left reeling and bleeding heavily.

Initiative
Battle Cry: +1 morale bonus to attack and +4 morale bonus to saves vs fear

Cobra
Kuwabara
Odo

Jane
Priest, blurry -52 hp, staggered

Wadi
Midri 31/33hp
Xander

Finishing blow!!!!

Liberty's Edge

Male Halfling Paladin 8 | HP 68/68 | AC: 23 /T: 12 /FF: 22 | F: +12 /R: +8 / W: +12 | CMB +10 | CMD 21 | Speed 30 | Init. +3 | Perc. +3 | S.M. +11 | Lay on Hands 8/8 | Lucky Halfling 1/1 | Smite 3/3 | Battle Cry 4/4 |

Odo grits his teeth and says, "This ends now! He strikes out with his blade and...

enchanted scimitar: 1d20 + 9 + 1 ⇒ (12) + 9 + 1 = 22
blur: 1d100 ⇒ 18 dang

Grand Lodge

| HP:45/45 | AC: (Tch, 16 Fl) | CMB: +4, CMD: 15 | F: +8, R: +5, W: +7 | Init: +4 | Perc: +1, SM: +1 | Speed 30ft | Phrenic Pool: 8/8 | Memory 8/8 Dark Half 9/9|Inq. Lvl 1 (2/2) | Spells: 1st 8/8 | 2nd 6/6 | 3rd 4/4 |Physical Mutation 6/6 | Active conditions:, Lesser Versatile 3/3 charges

Tomorrow's likely a busy day for me, so including a few skill roles that seem likely to be useful for the followup. If there are any magic items that need ID'ing, I can try at a +16. Anyone's welcome to roll that.

Rolls:

Arcana: 1d20 + 16 ⇒ (13) + 16 = 29
History: 1d20 + 12 ⇒ (10) + 12 = 22
Religion: 1d20 + 11 ⇒ (8) + 11 = 19
Jane will also use object reading on any items we can't seem to learn about through more conventional means.

Silver Crusade

Male Human Warpriest 5 | HP 30/38 | AC 22 T 14 FF 20 | F +5 R +3 W +7 | Init +6 | Perc +7 | Blessings 5/5 | Fervor 2/5 | Sacred Weapon (+1) 4/5

katana: 1d20 + 9 + 1 - 1 + 2 ⇒ (3) + 9 + 1 - 1 + 2 = 14

"Stand still so we can give you a clean death! grumbles the samurai.


An Enkindled Carnival

Panting as his head turns from side to side at you all, the serpentfolk priest summons up the last of his strength and stabs at 1d3 ⇒ 2 Kuwabara.

In Draconic ”May this be just the first of Ydersius’ vengeful fangs!”

attack: 1d20 + 13 ⇒ (17) + 13 = 30 for damage: 1d4 + 1 ⇒ (2) + 1 = 3

Drawing a bit of blood, he then collapses from his injuries.

COMBAT OVER! Heal up now if you wish

As you catch your breath and your bearings, an unharmed Jane looks around at both the icons and implements on the altar and the priest’s own tattered vestments. Given that Ydersius has been half-dead for millennia, the room represents how the faith was practiced at the height of the god’s power, and the elf dutifully takes notes that would be of great interest to many of the grand Cathedrals back in Absalom.

You suspect that there may be more long lost religious works and items elsewhere within the temple, though the sounds of a struggle can also be heard down below, in the hidden Rectory Pathfinders discovered an hour before.

Once more, where would you like to move?

Grand Lodge

| HP:45/45 | AC: (Tch, 16 Fl) | CMB: +4, CMD: 15 | F: +8, R: +5, W: +7 | Init: +4 | Perc: +1, SM: +1 | Speed 30ft | Phrenic Pool: 8/8 | Memory 8/8 Dark Half 9/9|Inq. Lvl 1 (2/2) | Spells: 1st 8/8 | 2nd 6/6 | 3rd 4/4 |Physical Mutation 6/6 | Active conditions:, Lesser Versatile 3/3 charges

While I've generally tried to stay in the backseat on these decisions due to OOC knowledge, Jane's first reaction would be to follow the sounds of combat.

Grand Lodge

Female Half Elf Unchained Summoner 5 | HP 33/33 | AC:16 /20 W-Shield / T:11 / FF:15 / F: +2 / R: +2 / W: +3 | CMB +5 | CMD 16 | Speed 30 | Init: +1 | Perc: +2 | Bond Sense 5/5 | Summon Monster III 7/7

I'm all down to go to the next area (Midri would want to check out the sounds of fighting since she still has spells and is in good health.) but if the group wants to stay here I am cool with that as well. Anyone else have thoughts, opinions?

Dark Archive

Conditions: Male Human Sorcerer 8 HP 58/58 | AC 14/18/22: (MA,Shield), T 12, FF 14 | F: +6, R: +3, W: +7 | CMD 15 | Perc. +2 | Init. +1
Resources:
Elemental Ray 7/7; 1st L spells 7/7; 2nd L spells 7/7; 3rd L spells 5/5; 4th L Spells 3/4; Fires of Hell 1/1

Wadi still has some spells left so he would definitely head towards the fighting at this point.


An Enkindled Carnival

Very well, onwards and downwards...

The temple's halls twist and turn as you make your way through them. You come across an ajar massive stone slab, once flush with the wall but from the piles of clothing and a dropped wayfinder you suspect some of your fellows found the secret and pried it open. As you rush down to join them, the red stone of the temple turns to a deeper blue, and an uneasy aura of wrongness begins to grow.

The sound of cries and shouts and clanging metal intensifies as you continue. Finally, the secret passageway spills out into a massive domed chamber. The wrongness is at its apex here - a heavy presence that claws at the chest and weighs the air itself down. Strange glows emanate from nooks at each cardinal point of the room. In its center, an elevated, spiraling staircase entwines a column of stone, atop which sits an altar. And atop the altar, a bound and bloodied man.

The room itself is chaps, as dozens of other Pathfinders do battle with hordes of seprentfolk and worse. In one corner a trio battles a set of skeletons boxing themselves in. To the east a wizard lets out a massive bolt of lightning at a coatl diving at it through the air. But by far the greatest number of enemies are the snake-men themselves, scores fighting to prevent you from reaching the altar-lashed man.

As you enter, two serpentfolk notice your arrival and turn their full attention towards you. The pair are not just burly, but also sport hideous scaled wings and strangely discolored skin. As the ready their arms against you, one hisses in your minds.

{Draconic}More Azlanti allies come to rescue their general? You are too late. Lac Suhn will die. The sacrifice will bring Ydersius' blessings upon us. But come, join him to his fate if you wish.

GM:
Odo Init: 1d20 + 3 ⇒ (17) + 3 = 20
Wadi Init: 1d20 + 1 ⇒ (11) + 1 = 12
Jane Doe Init: 1d20 + 3 ⇒ (8) + 3 = 11
Midri Init: 1d20 + 1 ⇒ (20) + 1 = 21
Xander Init: 1d20 + 3 ⇒ (14) + 3 = 17
Kuwabara Init: 1d20 + 6 ⇒ (2) + 6 = 8

Red: 1d20 + 10 ⇒ (6) + 10 = 16
Blue: 1d20 + 10 ⇒ (9) + 10 = 19

Initiative

Midri
Odo

'Blue' serpentfolk
Xander
'Red' serpentfolk
Kuwabara
Wadi
Jane Doe

A Knowledge Planes could help ID why these seprentfolk look strange

Dark Archive

Conditions: Male Human Sorcerer 8 HP 58/58 | AC 14/18/22: (MA,Shield), T 12, FF 14 | F: +6, R: +3, W: +7 | CMD 15 | Perc. +2 | Init. +1
Resources:
Elemental Ray 7/7; 1st L spells 7/7; 2nd L spells 7/7; 3rd L spells 5/5; 4th L Spells 3/4; Fires of Hell 1/1

Knowledge, Planes: 1d20 + 6 ⇒ (17) + 6 = 23

Wadi wracks his brains as to why these serpent-folk look so strange. Once he figures it out he will inform his companions.

Liberty's Edge

Male Halfling Paladin 8 | HP 68/68 | AC: 23 /T: 12 /FF: 22 | F: +12 /R: +8 / W: +12 | CMB +10 | CMD 21 | Speed 30 | Init. +3 | Perc. +3 | S.M. +11 | Lay on Hands 8/8 | Lucky Halfling 1/1 | Smite 3/3 | Battle Cry 4/4 |

"Know not what transpires here, nor who that man is. But I do see a man about to be sacrificed by a base murderer and I will do my all to prevent that from happening," Odo says as he steps forward.
When he's in a better range, he casts a spell - knight's calling.
Will save DC 14 - targeting the red token - making an attempt to draw the serpent folk closest to the victim farther away


An Enkindled Carnival

For some reason, the Overseer is still not cross-posting with us. The new Overseer Post is here (and was before Odo, so keep that spell slot):

BIG NEWS wrote:

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!”


An Enkindled Carnival

As you find yourself prematurely flung back to the present day Bloodwatered Meadow, the robed Harbingers that surround the field 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!”

Everything fades to white....

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.

You notice robed men panic as they sprint beyond the edges of the glistening dome that surrounds the town only to collapse as soon as they pass the barrier. There they scream and writhe, their bones cracking as esh 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:
That light in the sky...it couldn't be, but, oh no. That's the Starstone: pre-Earthfall. But by the looks of it, not very 'pre'....

Same check, DC 15:
Based on the position, you guess you have around 2 hours before Earthfall occurs. Which would make you a part of one of the greatest events in Golarion history, just not in the good way like you want.


An Enkindled Carnival

While you take all of this in, you notice that your abrupt arrival in the town square has not gone unnoticed, and a throng of people stare out at you from a gathered crowd and mutter amongst each other. Their words are strange, but the tone seems increasingly nervous, then angry, as they seem to be getting more and more riled by your presence and the phenomena you have brought with you.

Azlanti:
While the crowd's din makes it hard to pull out infdividual conversations, they seem to be yelling defensively at you and there are frequent demands to call the guards as you still stand there silent.

DC 15 Know Engineering or Know History:
The architecture all around you in this slice of a city is late-Azlanti in style.

Grand Lodge

Female Half Elf Unchained Summoner 5 | HP 33/33 | AC:16 /20 W-Shield / T:11 / FF:15 / F: +2 / R: +2 / W: +3 | CMB +5 | CMD 16 | Speed 30 | Init: +1 | Perc: +2 | Bond Sense 5/5 | Summon Monster III 7/7

Midri quickly takes stock of her new surroundings as she gains her bearings and while the yelling is worrisome doubly so as she doesn't understand the language its in.

Knowledge History:: 1d20 + 6 ⇒ (15) + 6 = 21 Glancing around Midri quickly identifies the amount of trouble she is in as she is well versed in exactly how much damage the star stone did when it impacted Earth.

"The Star stone and about two hours till impact, we uhh are going to need to work fast if we want to get out of this as we do not want to be here when the star stone hits our location."

Taking a second look at the surrounding buildings both to see what she has to work with and to partly calm her down as she is on the verge of hyperventilating at the sight of the star stone so close.

Knowledge History:: 1d20 + 6 ⇒ (6) + 6 = 12

Midri can see the buildings designs and while they look familiar and she should be able to place them the threat of the star stone seems to cause her to lose concentration before she can deduce the local's heritage.

Dark Archive

Conditions: Male Human Sorcerer 8 HP 58/58 | AC 14/18/22: (MA,Shield), T 12, FF 14 | F: +6, R: +3, W: +7 | CMD 15 | Perc. +2 | Init. +1
Resources:
Elemental Ray 7/7; 1st L spells 7/7; 2nd L spells 7/7; 3rd L spells 5/5; 4th L Spells 3/4; Fires of Hell 1/1

Wadi pales as Midri's words strike home.

I knew I should have stayed in Absalom!

As the crowd registers their presence Wadi gives the other members of his group a nervous look. "I don't understand their words, but they are definitely unhappy!"

Grand Lodge

| HP:45/45 | AC: (Tch, 16 Fl) | CMB: +4, CMD: 15 | F: +8, R: +5, W: +7 | Init: +4 | Perc: +1, SM: +1 | Speed 30ft | Phrenic Pool: 8/8 | Memory 8/8 Dark Half 9/9|Inq. Lvl 1 (2/2) | Spells: 1st 8/8 | 2nd 6/6 | 3rd 4/4 |Physical Mutation 6/6 | Active conditions:, Lesser Versatile 3/3 charges

Jane will call out in Elven, hoping at least a few in the crowd understand it.

"We mean you no harm! There was an accident involving magical travel. Where are we?"
Diplomacy: 1d20 + 2 ⇒ (4) + 2 = 6 Oops.

But, due to the stress of the impending apocalypse, her tone is anything but friendly. Frustrated, she tries to approach an authority figure, or, failing that, one of the louder voices in the crowd, and imitate their language. Unfortunately, all that comes out of her mouth is a nonsensical jumble of syllables.

Linguistics DC 25: 1d20 + 17 ⇒ (6) + 17 = 23


An Enkindled Carnival

Jane steps forward and yells in Elven to appease the crowd, but as she does so the masses stare aghast at her.

{Azlanti} Demon! A warped elf and her minions! Get them out of Lacsuhnollo! Guards, guards!

The mob grows more and more agitated as the elf speaks, and three men, armored and armed, break through the throng and ready their weapons at you. The one wielding a longspear Blue calls out to the others as they draw their weapons and advance.

{Azlanti} Come on men, drive them out. I don't care if its fire of new monsters: this colony belongs to us and those overgrown fish won't take it from us!

GM:
Odo Init: 1d20 + 3 ⇒ (18) + 3 = 21
Wadi Init: 1d20 + 1 ⇒ (7) + 1 = 8
Jane Doe Init: 1d20 + 3 ⇒ (12) + 3 = 15
Midri Init: 1d20 + 1 ⇒ (3) + 1 = 4
Xander Init: 1d20 + 3 ⇒ (15) + 3 = 18
Kuwabara Init: 1d20 + 6 ⇒ (11) + 6 = 17

Red: 1d20 + 2 ⇒ (19) + 2 = 21
Green: 1d20 + 2 ⇒ (12) + 2 = 14
Blue: 1d20 ⇒ 11

Initiative

Odo
Red guard
Xander
Kuwabara
Jane Doe
Green guard
Blue guard
Wadi
Midri

Liberty's Edge

Male Halfling Paladin 8 | HP 68/68 | AC: 23 /T: 12 /FF: 22 | F: +12 /R: +8 / W: +12 | CMB +10 | CMD 21 | Speed 30 | Init. +3 | Perc. +3 | S.M. +11 | Lay on Hands 8/8 | Lucky Halfling 1/1 | Smite 3/3 | Battle Cry 4/4 |

Odo isn't pleased with the prospect of fighting men because of a misunderstanding, yet with communication so difficult, he isn't sure what he can do to calm the situation. The hastiness of the attack upon them also sets him on edge, but that, at least, may be something he can investigate.

Odo focuses closely on the man with the longspear.
Detect Evil - if the man isn't evil, Odo will keep his sword sheathed and hold his empty hand out to his side and try to make a diplomatic appeal diplomacy: 1d20 + 11 ⇒ (2) + 11 = 13 using gestures and soothing tones to defuse the tension.

If evil, Odo will draw his scimitar and go on total defense until he can get the guy within his reach. AC 24.


An Enkindled Carnival

Odo does not detect an evil aura nearby, but the guards seem uninterested in parley as the closest one moves towards the dwarf and swings.

attack: 1d20 + 4 ⇒ (9) + 4 = 13 for damage: 1d8 + 3 ⇒ (4) + 3 = 7

Initiative

Odo
Red guard

Xander
Kuwabara
Jane Doe

Green guard
Blue guard
Wadi
Midri

Grand Lodge

| HP:45/45 | AC: (Tch, 16 Fl) | CMB: +4, CMD: 15 | F: +8, R: +5, W: +7 | Init: +4 | Perc: +1, SM: +1 | Speed 30ft | Phrenic Pool: 8/8 | Memory 8/8 Dark Half 9/9|Inq. Lvl 1 (2/2) | Spells: 1st 8/8 | 2nd 6/6 | 3rd 4/4 |Physical Mutation 6/6 | Active conditions:, Lesser Versatile 3/3 charges

In hindsight should have tried to assist someone more competent. C'est la vie. Standard: Cast Shield. Move: Draw Longspear. Swift: Physical Mutation. Current effective AC of 21.

Embarrassed by her rash decision. Jane readies her spear and calls up magic to defend herself, hoping to fend of the scared humans in the least destructive way possible.

AOO (if needed):

Nonlethal: 1d20 + 6 - 4 ⇒ (19) + 6 - 4 = 21
Damage: 1d8 + 4 ⇒ (4) + 4 = 8

Grand Lodge

Xander will angle away to avoid AoO's but still get the flank with a move action

Xander will swiftly manuever around the human who swung at the halfling and promptly take a bite out of his backside

Bite:: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28 possible crit

Bite Crit Confirm:: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19 Hopefully a crit

Bite Damage:: 1d6 + 8 ⇒ (2) + 8 = 10

Bite Crit Damage:: 1d6 + 8 ⇒ (5) + 8 = 13

Tearing a huge mouthful of flesh from his victim Xander spits the offending man's flesh out of his mouth, the flesh already having been partially seared from Xanders constant flames in his mouth.

Silver Crusade

Male Human Warpriest 5 | HP 30/38 | AC 22 T 14 FF 20 | F +5 R +3 W +7 | Init +6 | Perc +7 | Blessings 5/5 | Fervor 2/5 | Sacred Weapon (+1) 4/5

"Stop, stop! These people are not our enemies!"


An Enkindled Carnival

Xander's bite tears through the guards armor, taking a huge chunk out of him. though not a crit

Reacting to their compatriot's wound, the other guards advance, one swinging at Jane (but not before taking a jab from her spear) and the other attacking the fire-fiend.

attack v Jane: 1d20 + 4 ⇒ (11) + 4 = 15 for damage: 1d8 + 3 ⇒ (2) + 3 = 5
attack 1 v Xander: 1d20 + 8 ⇒ (16) + 8 = 24 for damage: 1d8 + 3 ⇒ (7) + 3 = 10
attack 2 v Xander: 1d20 + 3 ⇒ (7) + 3 = 10 for damage: 1d8 + 3 ⇒ (7) + 3 = 10

Initiative

Odo
Red guard -10 hp
Xander 25/35hp

Kuwabara (delaying)
Jane Doe
Green guard -8hp
Blue guard

Wadi
Midri

Dark Archive

Conditions: Male Human Sorcerer 8 HP 58/58 | AC 14/18/22: (MA,Shield), T 12, FF 14 | F: +6, R: +3, W: +7 | CMD 15 | Perc. +2 | Init. +1
Resources:
Elemental Ray 7/7; 1st L spells 7/7; 2nd L spells 7/7; 3rd L spells 5/5; 4th L Spells 3/4; Fires of Hell 1/1

Wadi nods in agreement with Kuwabara, "I agree, but they don't seem to agree with you!" He then spreads his hand out sending a fiery miasma of glowing particles to engulf the guard standing on the platform.

Round 1:
Standard: Cast Glitterdust on the Blue guard. Will save DC 16 or be Blinded for 5 rounds.
Hopefully we can slip around him and retreat here. Wadi really does not want to hurt the guards.

Liberty's Edge

Male Halfling Paladin 8 | HP 68/68 | AC: 23 /T: 12 /FF: 22 | F: +12 /R: +8 / W: +12 | CMB +10 | CMD 21 | Speed 30 | Init. +3 | Perc. +3 | S.M. +11 | Lay on Hands 8/8 | Lucky Halfling 1/1 | Smite 3/3 | Battle Cry 4/4 |

"Then we shall have to teach them the error of their ways, Wadi! Perhaps we can take the fight out of them without killing them."

Odo turns his attention to the one who attacked him and strikes with his hilt, aiming to take him down a peg without killing him. But he fails to penetrate the man's armor.
enchanted scimitar! non-lethal: 1d20 + 9 - 4 + 2 ⇒ (6) + 9 - 4 + 2 = 13

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