Qwerty's PFS#8-00 Cosmic Captive Classic (1-2) (Inactive)

Game Master qwerty1971

Cosmic Captive
CHRONICLES

INIT:

[dice=Ree]1d20+10[/dice]
[dice=Kaya]1d20+4[/dice]
[dice=Huckleberry]1d20+4[/dice]
[dice=Fentar]1d20+1[/dice]
[dice=Razdin]1d20+6[/dice]
[dice=Jogun]1d20+6[/dice]
[dice=Foe]1d20+1[/dice]


251 to 300 of 318 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

GoM//Glass WotW Maps//WOGH Map //

Ree and Razdin fail to damage the creature who is slowly being surrounded by the group.

Jogun and Huck, the two boomstickers, are up

Grand Lodge

HP: 12/12 |AC:17 T:14 FF:13,| CMD: 14 | Fort: +4, Refl: +6, Will: +2 | Perc: +6, Init: +4, Speed 30ft 2 of 2/day Grit left, CG Human Musket Master 1, Battered Rifle +6, 1d12 (20/x4)

Huck steps over, lines up a clear shot and fires at the undead abomination!

"Watch out, pretty sur' if that kills ya, ya die!"

Musket + PBS - DA: 1d20 + 5 + 1 - 1 ⇒ (16) + 5 + 1 - 1 = 21
damage: 1d12 + 1 + 2 ⇒ (1) + 1 + 2 = 4

The Exchange

| Active spells/effects: none | HP 40/40 | Panache: 4/4 | Charmed life 3/3 | AC 21 T 15 F 16 | Fort +3 | Ref +8 | Will +0 | Init +12 | Perception +3 | Primary attack: Adamantine Rapier +10 (1d6+4+4) 18-20/x2 | Female Ifrit Swashbuckler (Inspired blade) 4

Did 20 not confirm the crit? if so DR 10 in a 1-2 Ouch!

Also! I forgot my parry riposte for this round!

Parry: 1d20 + 6 ⇒ (17) + 6 = 23
Riposte: 1d20 + 6 ⇒ (1) + 6 = 7
Damage: 1d6 + 4 ⇒ (2) + 4 = 6

Silver Crusade

Male NG Halfling Musket Master 1 | HP: 11/11 | AC: 17, T: 15, FF: 12 | CMB: -3, CMD: 11 | F: +4, R: +7, W: +4 | Init: +5 | Perc: +9, SM: +3 | Speed 30' | Ammo: 8/8 | Grit: 3/3 | Active conditions: None

Jogun takes stock of the situation as he finishes climbing down the rope. He knows exactly what to do before his boots touch the floor. As Jogun moves round his companions to get a clear shot he carefully swings his musket around from his back and takes aim. With a slow squeeze of the trigger Jogun's musket launches a bullet towards the target.

Musket: 1d20 + 7 - 4 ⇒ (12) + 7 - 4 = 151d10 + 1 ⇒ (9) + 1 = 10


GoM//Glass WotW Maps//WOGH Map //

it did confirm, not all went through, i just forgot to update the damage on the creature. no worries.

Eventually the group surrounds the last foe and Jogun finishes it off with a well placed blast. out of combat

Feeling they have no time to congratulate themselves on winning a tough fight the group decides to press on and look around.

The floating Vault is nearly a half-mile wide with defenses established in every direction. An adamantine shell encloses the structure; however this has been ruptured, and strands of the sky metal practically bleed from the holes in a vain attempt to repair the damage and reseal the area completely. The ground bulges all about, and chunks of earth and metal explode periodically as blasts of air billow out from within, driven by an unseen force.

The floating rock you are on is slowly approaching the adamantine shell, and will crash into it in a matter of seconds! You need to get to safety!

The next part is a series of skill challenges. To move through as quickly as possible I present the entire challenge underneath

1 Identify a good place to scramble of your floating rock as it connects
One roll: Knowledge (engineering), Perception, or Survival

2 Time the moment when you scramble into one of the tunnels traversing the adamantine shell
One roll: Acrobatics or Climb check or a Reflex Save

3a Navigate the twisting passages found within the adamantine core
One roll: Knowledge (dungeoneering) or Survival checks.
Each attempt (entire party) represents 5 minutes of navigation.

3b Navigate more of the twisting passages
One roll: Knowledge (dungeoneering) or Survival checks.
Each attempt (entire party) represents 5 minutes of navigation.

3c Navigate the final stretch of twisting passages
One roll: Knowledge (dungeoneering) or Survival checks.
Each attempt (entire party) represents 5 minutes of navigation.

For the rolls in part 3 I will take the highest roll as leader

Grand Lodge

Male Nagaji Bloodrager 3: Hit Points 31; AC 18/11/17; Fort+6 Ref+4 Will+3 (+4); Init+1; Perc+7

challenge 1: perception: 1d20 + 3 ⇒ (11) + 3 = 14
challenge 2: reflex: 1d20 + 2 ⇒ (2) + 2 = 4
challenge 3a: psurvival: 1d20 + 3 ⇒ (9) + 3 = 12
challenge 3b: psurvival: 1d20 + 3 ⇒ (8) + 3 = 11
challenge 3c: psurvival: 1d20 + 3 ⇒ (3) + 3 = 6

Silver Crusade

Male NG Halfling Musket Master 1 | HP: 11/11 | AC: 17, T: 15, FF: 12 | CMB: -3, CMD: 11 | F: +4, R: +7, W: +4 | Init: +5 | Perc: +9, SM: +3 | Speed 30' | Ammo: 8/8 | Grit: 3/3 | Active conditions: None

1. Perception: 1d20 + 9 ⇒ (12) + 9 = 21
2. Acrobatics: 1d20 + 8 ⇒ (15) + 8 = 23
3a. Survival: 1d20 + 3 ⇒ (9) + 3 = 12
3b. Survival: 1d20 + 3 ⇒ (10) + 3 = 13
3c. Survival: 1d20 + 3 ⇒ (4) + 3 = 7

Jogun takes a second to see where everything is flying. Taking a deep breather he sees an opening. Jogun then dashes into the tunnel with a lot more speed and grace that you were expecting from someone of his size and stature. Once Jogun gets into the tunnels he points out a track here and there but allows someone else to take the lead.

Looks like the old legs work when they need to.

The Exchange

Female NG Kitsune Rogue 5 | HP: 24/33 | AC: 17 (14 Tch, 13 Fl) | CMB: +3, CMD: 17 | F: +2, R: +9, W: +2 | Init: +4 | Perc: +8 (+2 Trapfinding), SM: +5 | Speed 30ft | Dancing Lights: 0/3 | Sneak Attack +3d6 | Active conditions: None.

1. Perception: 1d20 + 1 ⇒ (9) + 1 = 10
2. Acrobatics: 1d20 + 4 ⇒ (20) + 4 = 24
3a. Survival: 1d20 + 1 ⇒ (2) + 1 = 3
3b. Survival: 1d20 + 1 ⇒ (5) + 1 = 6
3c. Survival: 1d20 + 1 ⇒ (12) + 1 = 13

Kaya grimaces. Glad someone's on top of things - this is... not my best showing.

Grand Lodge

M Human Rogue (Trapsmith) 1 | HP 6/8 | Init +6 | Per +6 | AC 18 : T 15 : FF 13 | Fort +0 : Ref+ 6 : Will +2 | Shortsword×2 +3 (1d6/19-20×2)+1, LCrossbow +5 (1d8/19-20×2)

Razdin zigs and zags throughout the maze. Trying to assist his team as best he can when possible.

1.Perception: 1d20 + 6 ⇒ (11) + 6 = 17
2.Acrobatics: 1d20 + 8 ⇒ (11) + 8 = 19
3a.Survival: 1d20 + 6 ⇒ (15) + 6 = 21
3b.Survival: 1d20 + 6 ⇒ (11) + 6 = 17
3c.Survival: 1d20 + 6 ⇒ (5) + 6 = 11

Grand Lodge

HP: 12/12 |AC:17 T:14 FF:13,| CMD: 14 | Fort: +4, Refl: +6, Will: +2 | Perc: +6, Init: +4, Speed 30ft 2 of 2/day Grit left, CG Human Musket Master 1, Battered Rifle +6, 1d12 (20/x4)

Perception: 1d20 + 5 ⇒ (15) + 5 = 20

Reflex: 1d20 + 6 ⇒ (6) + 6 = 12

Survival 3a: 1d20 + 3 ⇒ (15) + 3 = 18
Survival 3b: 1d20 + 3 ⇒ (20) + 3 = 23
Survival 3c: 1d20 + 3 ⇒ (15) + 3 = 18

Huck searches for a good vantage point to being climbing and traversing the adamantine shell before helping his team with the navigation of the inner maze!

Grand Lodge

M Human Rogue (Trapsmith) 1 | HP 6/8 | Init +6 | Per +6 | AC 18 : T 15 : FF 13 | Fort +0 : Ref+ 6 : Will +2 | Shortsword×2 +3 (1d6/19-20×2)+1, LCrossbow +5 (1d8/19-20×2)

Huck coming in clutch!

The Exchange

| Active spells/effects: none | HP 40/40 | Panache: 4/4 | Charmed life 3/3 | AC 21 T 15 F 16 | Fort +3 | Ref +8 | Will +0 | Init +12 | Perception +3 | Primary attack: Adamantine Rapier +10 (1d6+4+4) 18-20/x2 | Female Ifrit Swashbuckler (Inspired blade) 4

Immediately after the battle Ree would breathe an adrenaline fueled sigh/grin then look over to Fentar. "Any chance I could get a hit from the wand I loaned you cutie?"

1 Perception 1d20 + 3 ⇒ (10) + 3 = 13
2 Acrobatics + derring do 1d20 + 7 + 1d6 ⇒ (2) + 7 + (5) = 14
3a Survival 1d20 - 1 ⇒ (3) - 1 = 2
3b Survival 1d20 - 1 ⇒ (18) - 1 = 17
3c Survival 1d20 - 1 ⇒ (16) - 1 = 15


GoM//Glass WotW Maps//WOGH Map //

The party preps and studies where best to exit their floating rock. The two musket-ers point towards the same point on the floating rock "If we stand just there we should have an easy time getting into that adamantine sphere!" they conclude.

Kaya is the first to jump, followed by Jogun and Razdin. Huck is next and also easily makes the jump. Ree is hesitating and Fentar urges her to move quick as the floating rock is about to connect with the adamantine sphere. Finally she makes the jump, but the best moment has passed. The others have already moved a bit inside and Fentar jumps safely but is pelted with debris coming from their floating rock.
Fentar debris damage: 1d6 ⇒ 2

Again the team take a bit of time to prepare. Razdin and Huck take the lead, moving the team expertly through the winding tunnels. After what seems like an eternity the team makes it out of the tunnels.

A 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.

The polyhydron hovers within a series of concentric arcane circles, each a rune-carved solid ring of gemstone; red ruby, white diamond, green emerald, blue sapphire and purple amethyst.

The polyhdron must be the inner prison that holds the captive entity! Now you 'just' need to find a way to open it...

This part is done in phases. In each phase you can do one thing:
Identify the outer ring: Knowledge (Arcana) or Knowledge (Planes)
Damage the outer ring: Weapon / Spell damage or Disable Device
Solve one of the many facets of the polyhydron: Average Appraise, Disable Device, Intelligence, Knowledge (any), Linguistics, or Perception, Wisdom or Use Magic Device
Something else: cast a spell, do whatever you want, as long as it takes no more than 1 round

Note: some skills might have easier DCs then others.

Round 1
Fentar
Huck
Jogun
Kaya
Razdin
Ree

Grand Lodge

Male Nagaji Bloodrager 3: Hit Points 31; AC 18/11/17; Fort+6 Ref+4 Will+3 (+4); Init+1; Perc+7

pre-skill challenge healing for Ree: 1d8 + 1 ⇒ (1) + 1 = 2

second tap if she wants: 1d8 + 1 ⇒ (1) + 1 = 2

Grand Lodge

Male Nagaji Bloodrager 3: Hit Points 31; AC 18/11/17; Fort+6 Ref+4 Will+3 (+4); Init+1; Perc+7

"Ouch, darnit!"

Fentar rubs dust out of his hair and checks the lumps on his head.

knowledge (planes): 1d20 + 5 ⇒ (13) + 5 = 18

knowledge (arcana): 1d20 + 5 ⇒ (14) + 5 = 19

Grand Lodge

M Human Rogue (Trapsmith) 1 | HP 6/8 | Init +6 | Per +6 | AC 18 : T 15 : FF 13 | Fort +0 : Ref+ 6 : Will +2 | Shortsword×2 +3 (1d6/19-20×2)+1, LCrossbow +5 (1d8/19-20×2)

Razdin begins working on one of the facets. "Looks like we are in the final stretch! Don't give up now!"

Disable Device: 1d20 + 9 ⇒ (5) + 9 = 14

Silver Crusade

Male NG Halfling Musket Master 1 | HP: 11/11 | AC: 17, T: 15, FF: 12 | CMB: -3, CMD: 11 | F: +4, R: +7, W: +4 | Init: +5 | Perc: +9, SM: +3 | Speed 30' | Ammo: 8/8 | Grit: 3/3 | Active conditions: None

Untrained Identify - Either: 1d20 + 0 ⇒ (18) + 0 = 18
Damage - Musket: 1d10 + 1 ⇒ (5) + 1 = 6
Solve - Perception: 1d20 + 9 ⇒ (11) + 9 = 20

Jogun isn't much help at identifying the materials involved. When it comes time to damaging the outer ring his musket doesn't care what it is pointed at. With the puzzles Jogun isn't particularly good at solving anything but he is excellent at spotting hidden clues and extra details.

"Have you seen the symbol just to the top right?"

Grand Lodge

M Human Rogue (Trapsmith) 1 | HP 6/8 | Init +6 | Per +6 | AC 18 : T 15 : FF 13 | Fort +0 : Ref+ 6 : Will +2 | Shortsword×2 +3 (1d6/19-20×2)+1, LCrossbow +5 (1d8/19-20×2)

I misunderstood the phase thing. I can't identify but here's my damage via disable.

Damage Outer Ring with Disable Device: 1d20 + 9 ⇒ (3) + 9 = 12

The Exchange

Female NG Kitsune Rogue 5 | HP: 24/33 | AC: 17 (14 Tch, 13 Fl) | CMB: +3, CMD: 17 | F: +2, R: +9, W: +2 | Init: +4 | Perc: +8 (+2 Trapfinding), SM: +5 | Speed 30ft | Dancing Lights: 0/3 | Sneak Attack +3d6 | Active conditions: None.

I'm a bit confused as to whether we get each of those actions or just the one. That said, here's all of 'em in the order I'd do 'em in?

Int? (Identify): 1d20 + 2 ⇒ (13) + 2 = 15
Disable Device (Damage): 1d20 + 9 ⇒ (14) + 9 = 23
Disable Device (Solve): 1d20 + 9 ⇒ (11) + 9 = 20

Grand Lodge

HP: 12/12 |AC:17 T:14 FF:13,| CMD: 14 | Fort: +4, Refl: +6, Will: +2 | Perc: +6, Init: +4, Speed 30ft 2 of 2/day Grit left, CG Human Musket Master 1, Battered Rifle +6, 1d12 (20/x4)

Huck tries to solve one of the many facets of the polyhedron.

"Dat der don't look right, hmmmm"

Perception: 1d20 + 5 ⇒ (17) + 5 = 22

The Exchange

| Active spells/effects: none | HP 40/40 | Panache: 4/4 | Charmed life 3/3 | AC 21 T 15 F 16 | Fort +3 | Ref +8 | Will +0 | Init +12 | Perception +3 | Primary attack: Adamantine Rapier +10 (1d6+4+4) 18-20/x2 | Female Ifrit Swashbuckler (Inspired blade) 4

Damage outer ring? 1d6 + 4 ⇒ (4) + 4 = 8 ?


GoM//Glass WotW Maps//WOGH Map //

The group comes together and believe they figured the rings out and some started trying to affect the rings. The five gem circles around the orb provide numerous external defenses that should ward off intruders. These respective effects cease when they would be destroyed, some in the group also believe the warding circles make the other circles more sturdy and will also regenerate any damaged gems in the other circles.

The main effects of each circle are:
Red Ruby (Distortion): This circle increases the difficulty of all your checks to solve the massive polyhydron.
White Diamond (Earth): This circle empowers any guardian creatures
Green Emerald (Fear): This circle instills the fear of being buried alive
in those who attempt to solve the puzzle orb
Blue Sapphire and Purple Amethyst (Warding): Each of these two circles protects the other three circles, but not the other warding circle.

Round 1
Fentar- ID'd
Huck- Perception
Jogun- ID'd
Kaya ID'd
Razdin Disable Device
Ree- damaged outer ring

Round 2
Fentar
Huck

Jogun Damaged outer ring
Kaya Disable
Razdin
Ree

I took the multiple actions of some for their actions in round 2. Fentar, Huck, Razdin and Ree are up.

Grand Lodge

M Human Rogue (Trapsmith) 1 | HP 6/8 | Init +6 | Per +6 | AC 18 : T 15 : FF 13 | Fort +0 : Ref+ 6 : Will +2 | Shortsword×2 +3 (1d6/19-20×2)+1, LCrossbow +5 (1d8/19-20×2)

Razdin tries to destroy one of the warding gems.

Disable Device Blue Sapphire: 1d20 + 8 ⇒ (10) + 8 = 18

The Exchange

| Active spells/effects: none | HP 40/40 | Panache: 4/4 | Charmed life 3/3 | AC 21 T 15 F 16 | Fort +3 | Ref +8 | Will +0 | Init +12 | Perception +3 | Primary attack: Adamantine Rapier +10 (1d6+4+4) 18-20/x2 | Female Ifrit Swashbuckler (Inspired blade) 4

Ree continues to try and damage the rings for as long as there are no other threats to help the smarter ones in the team divine other ways past this puzzle!

will post multiple damages so you can use mine for multiple rounds if you'd like!

Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Grand Lodge

Male Nagaji Bloodrager 3: Hit Points 31; AC 18/11/17; Fort+6 Ref+4 Will+3 (+4); Init+1; Perc+7

"That ruby ring will just make everything harder..."

Fentar hits it with his morningstar.
damage: 1d8 + 1 ⇒ (7) + 1 = 8


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

★ - OVERSEER ANNOUNCEMENT - ★

Sorrina Westyr’s image appears, her hair windblown and a look of wonder on her face. “The Society's discoveries have weakened the prison of the powerful being sealed within Aucturn's Tear,” she pauses, studying a flotilla of crystal balls that hover around her. “Our divinations indicate that it’s now offering a fraction of its power to our forces!”

Behind Sorrina, a small army of Pathfinder mages are studying the floating globes. Then one of them whispers in Drandle Dreng’s ear. Abruptly, Drandle hurries to the forefront, his shaggy head appearing in the center of the Divination window. "ACG Warriors, make a run for it!" Hands gesticulating wildly, he shouts, “NOW!”

Table GMs, the Thunderous Aid condition is now in effect. ACG Tables, you may make a run for it.

We have 78/150 clues!

Grand Lodge

HP: 12/12 |AC:17 T:14 FF:13,| CMD: 14 | Fort: +4, Refl: +6, Will: +2 | Perc: +6, Init: +4, Speed 30ft 2 of 2/day Grit left, CG Human Musket Master 1, Battered Rifle +6, 1d12 (20/x4)

Huck loads his rifle and aims at one of the warding stones.

Attack + PBS - DA: 1d20 + 5 + 1 - 1 ⇒ (18) + 5 + 1 - 1 = 23
damage: 1d12 + 1 + 2 ⇒ (8) + 1 + 2 = 11

YEEEE-HAW, we dun a'most ther!"


GoM//Glass WotW Maps//WOGH Map //

Round 2
Fentar Damaged outer ring
Huck Damaged outer ring
Jogun Damaged outer ring
Kaya Disable
Razdin Disable
Ree Damaged outer ring

Your work on the puzzle and rings 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. You turn to meet the threat, the work on the polyhydron or the circles can wait after you have dealt with the threat.

GM:

Ree: 1d20 + 10 ⇒ (13) + 10 = 23
Kaya: 1d20 + 4 ⇒ (4) + 4 = 8
Huckleberry: 1d20 + 4 ⇒ (16) + 4 = 20
Fentar: 1d20 + 1 ⇒ (10) + 1 = 11
Razdin: 1d20 + 6 ⇒ (15) + 6 = 21
Jogun: 1d20 + 6 ⇒ (11) + 6 = 17
Foe: 1d20 + 0 ⇒ (20) + 0 = 20

Round 3
Ree, Razdin, Huck

Foes
Jogun, Fentar, Kaya

Grand Lodge

M Human Rogue (Trapsmith) 1 | HP 6/8 | Init +6 | Per +6 | AC 18 : T 15 : FF 13 | Fort +0 : Ref+ 6 : Will +2 | Shortsword×2 +3 (1d6/19-20×2)+1, LCrossbow +5 (1d8/19-20×2)

Razdin springs into action. Drawing both blades and rushing at the monster.

Shortsword#1: 1d20 + 3 ⇒ (10) + 3 = 131d6 + 4 + 1d6 ⇒ (4) + 4 + (1) = 9

Shortsword#2: 1d20 + 3 ⇒ (19) + 3 = 221d6 + 4 + 1d6 ⇒ (6) + 4 + (1) = 11

Shortsword#2 Confirm: 1d20 + 3 ⇒ (1) + 3 = 41d6 + 4 ⇒ (3) + 4 = 7

Grand Lodge

Male Nagaji Bloodrager 3: Hit Points 31; AC 18/11/17; Fort+6 Ref+4 Will+3 (+4); Init+1; Perc+7

Any way to learn about these things? I have the same bonus for all my knowledge skills.
knowledge (planes/arcana/religion) just in case any are relevant: 1d20 + 5 ⇒ (13) + 5 = 18


GoM//Glass WotW Maps//WOGH Map //

Fentar shouts to the others "I believe these are Celedons! Constructs shaped to favor their diety! These look like dinosaurs which I remember as Ayrzul’s sacred animal! They also have a stunning attack and bardic-like performance abilities!"

it was arcana

Razdin charges in and deals a nasty blow to his target as both blades hit...

Grand Lodge

HP: 12/12 |AC:17 T:14 FF:13,| CMD: 14 | Fort: +4, Refl: +6, Will: +2 | Perc: +6, Init: +4, Speed 30ft 2 of 2/day Grit left, CG Human Musket Master 1, Battered Rifle +6, 1d12 (20/x4)

Huck loads his rifle once more with a standard bullet and moves to a better angle for firing.

"WHOOO, look at dem rock dino's!"

The Exchange

| Active spells/effects: none | HP 40/40 | Panache: 4/4 | Charmed life 3/3 | AC 21 T 15 F 16 | Fort +3 | Ref +8 | Will +0 | Init +12 | Perception +3 | Primary attack: Adamantine Rapier +10 (1d6+4+4) 18-20/x2 | Female Ifrit Swashbuckler (Inspired blade) 4

Ree rushes in to take on the red celedon to protect the other side!

Attack!: 1d20 + 6 ⇒ (15) + 6 = 21
Damage!: 1d6 + 4 ⇒ (2) + 4 = 6

What does thundering aid do?


GoM//Glass WotW Maps//WOGH Map //

Thunderous Aid:

During combat, a PC adjacent to the puzzle orb can attempt
an Average Diplomacy check, Average Spellcraft check, or
Easy Use Magic Device check to direct the Duke of Thunder’s
wrath. If successful, a PC can cast one of the following spells
as a spell-like ability, using her character level as her caster
level and either her own Charisma or 20 to determine the
spell’s save DC. She can use any of the spells listed in her
own subtier or in a lower subtier. This ability can only be
used once per combat, and any summoned elemental
disappears at the end of the combat.
Subtier 1–2: cure light wounds, shocking grasp, summon
nature’s ally II (air elemental only)

many thanks for reminding me about that. Had to scroll up a bit to remember seeing it.

Ree strikes the red foe as Huck moves and fiddles around with his boomstick.

The dino-foes attack the team members to their front...
Red vs Ree: 1d20 + 2 ⇒ (12) + 2 = 14...DMG: 1d6 + 1 ⇒ (5) + 1 = 6 MISS
Blue vs Ree: 1d20 + 2 ⇒ (6) + 2 = 8...DMG: 1d6 + 1 ⇒ (1) + 1 = 2 MISS

Round 3
Jogun, Fentar, Kaya
Round 4
Ree, Razdin, Huck

Foes
Jogun, Fentar, Kaya

Grand Lodge

Male Nagaji Bloodrager 3: Hit Points 31; AC 18/11/17; Fort+6 Ref+4 Will+3 (+4); Init+1; Perc+7

spellcraft: 1d20 + 5 ⇒ (1) + 5 = 6

Fentar tries to call forth an air elemental from the puzzle orb.

...but fails.


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

★ - OVERSEER ANNOUNCEMENT - ★

Even as the many-faceted prison spins and reconfigures itself, it cannot keep pace with the combined efforts of the Pathfinder Society. A refreshing breeze pours from the immense orb, restoring the agents' will to fight.

Table GMs, the Winds of Restoration condition is now in effect.

Clue Count:
120/150! Almost there!

Silver Crusade

Male NG Halfling Musket Master 1 | HP: 11/11 | AC: 17, T: 15, FF: 12 | CMB: -3, CMD: 11 | F: +4, R: +7, W: +4 | Init: +5 | Perc: +9, SM: +3 | Speed 30' | Ammo: 8/8 | Grit: 3/3 | Active conditions: None

Jogun shouts out, "Deal with those rings. I'll try and get rid of this dinosaur."
Jogun moved slowly towards the dinosaur while the madness happens around him. With a bang a metal sphere is flung at the dinosaur.

Musket: 1d20 + 7 ⇒ (5) + 7 = 121d10 + 1 ⇒ (7) + 1 = 8

Grand Lodge

M Human Rogue (Trapsmith) 1 | HP 6/8 | Init +6 | Per +6 | AC 18 : T 15 : FF 13 | Fort +0 : Ref+ 6 : Will +2 | Shortsword×2 +3 (1d6/19-20×2)+1, LCrossbow +5 (1d8/19-20×2)

Razdin makes two more quick slices at the dino's head.

Shortsword #1: 1d20 + 3 ⇒ (11) + 3 = 141d6 + 4 ⇒ (3) + 4 = 7

Shortsword #2: 1d20 + 3 ⇒ (4) + 3 = 71d6 + 4 ⇒ (6) + 4 = 10

The Exchange

Female NG Kitsune Rogue 5 | HP: 24/33 | AC: 17 (14 Tch, 13 Fl) | CMB: +3, CMD: 17 | F: +2, R: +9, W: +2 | Init: +4 | Perc: +8 (+2 Trapfinding), SM: +5 | Speed 30ft | Dancing Lights: 0/3 | Sneak Attack +3d6 | Active conditions: None.

Kaya moves the long way around, easing behind Jogun and nearly brushing against the rings as she moves to help flank the enemy Razdin has chosen to take on. Once she's in position, she attacks with her rapier.
Attack w/ Rapier: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 + 1d6 ⇒ (2) + (5) = 7

It, uh... It doesn't go so well. "Stay on the rings!" she calls out before grumbling to herself, "Hopefully I can hit this stupid thing." It's not exactly the best way to handle the situation, but she was darned if this weird dinosaur thing was going to win a fight against her - she was a beast too, goshdarnit! A cool, pretty one even!

Grand Lodge

M Human Rogue (Trapsmith) 1 | HP 6/8 | Init +6 | Per +6 | AC 18 : T 15 : FF 13 | Fort +0 : Ref+ 6 : Will +2 | Shortsword×2 +3 (1d6/19-20×2)+1, LCrossbow +5 (1d8/19-20×2)

For future reference Kaya you should've gotten an extra +2 on attack roll for flanking. I don't think it would've made a difference here, but next time it may.

The Exchange

| Active spells/effects: none | HP 40/40 | Panache: 4/4 | Charmed life 3/3 | AC 21 T 15 F 16 | Fort +3 | Ref +8 | Will +0 | Init +12 | Perception +3 | Primary attack: Adamantine Rapier +10 (1d6+4+4) 18-20/x2 | Female Ifrit Swashbuckler (Inspired blade) 4

Ree continues to attack the red foe hoping to keep it busy while the others work on the rings!

Attack!: 1d20 + 6 ⇒ (1) + 6 = 7
Damage!: 1d6 + 4 ⇒ (4) + 4 = 8

If attacked again Ree will attempt to parry and riposte!

Parry!: 1d20 + 6 ⇒ (16) + 6 = 22
Riposte!: 1d20 + 6 ⇒ (13) + 6 = 19
Damage!: 1d6 + 4 ⇒ (5) + 4 = 9

The Exchange

Female NG Kitsune Rogue 5 | HP: 24/33 | AC: 17 (14 Tch, 13 Fl) | CMB: +3, CMD: 17 | F: +2, R: +9, W: +2 | Init: +4 | Perc: +8 (+2 Trapfinding), SM: +5 | Speed 30ft | Dancing Lights: 0/3 | Sneak Attack +3d6 | Active conditions: None.

Duly noted! I don't know why I forgot this time, orz. >^< Thank you. c:

Grand Lodge

M Human Rogue (Trapsmith) 1 | HP 6/8 | Init +6 | Per +6 | AC 18 : T 15 : FF 13 | Fort +0 : Ref+ 6 : Will +2 | Shortsword×2 +3 (1d6/19-20×2)+1, LCrossbow +5 (1d8/19-20×2)

Just making sure you knew about it. Being a rogue it comes into play quite a bit :)


GoM//Glass WotW Maps//WOGH Map //

Razdin manages to strike down the blue tinted foe as it crumples to dust after losing control of its structure...

Jogun manages to shoot and hit the red foe as Ree misses with her attack...
Red vs Ree: 1d20 + 2 ⇒ (6) + 2 = 8... but parries the red foes attack and strikes back with an accurate thrust chipping away parts of the reds structure...

Round 4
Ree, Razdin, Huck
Foe (-17)
Jogun, Fentar, Kaya


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GoM//Glass WotW Maps//WOGH Map //

Winds of Restoration:
The Society has nearly uncovered
the Untouchable Opal, and Ranginori unleashes a refreshing
breeze that restores the Pathfinders’ fighting spirits. Each PC
heals 1d8+APL hit points, heals 1d2 points of ability damage
to each ability score, and regains one daily use of a class
feature. In addition, each PC recovers one or more spells that
has total levels equal to his character level (minimum 3). the way i am rolling i dont think any of you need the healing at this moment.


GoM//Glass WotW Maps//WOGH Map //

With the help of dozens of other Pathfinders, all working together, the last of the circles and their strange guardians fall!

Sorrina Westyr's image manifests to the Pathfinders, standing before a floating metallic polyhedron scribed with countless shifting glyphs. “We have done it! Now how to open this—”

A great crack interrupts the Master of Spell's musings, as an immense three-eyed giant with skin like hewn stone steps through a tear in space, with an army pouring out past her. The giant bellows so that all can hear. “I acknowledge your strength, little ones, for you have angered my benefactor enough to send me. I and my warriors, the Daemon Prayers, honor it with unyielding death. Seize the Vault! Slay them all!”

Sorrina Westyr urgently pipes in. “We just need a few more minutes to secure our prize and escape. Hold them off as long as you can!”

Drandle Dreng’s shaggy head appears once again in the divination window. “You heard her, Pathfinders!” He says, fist raised. “Go get ‘em!”

Small talk amongst other pathfinders as you go forward:

When Sorrina Westyr makes the announcement that the Untouchable Opal is secure, numerous gates open around the Vault and enemy forces pour through. In desperation, Ayrzul has called upon the earth yai warlord Ename, who leads a band of planar mercenaries known as the Daemon Prayers to stop the Pathfinders.

You find that you have a brief respite (2 rounds to heal and/or buff) before you move forward with the others for what you hope is the final fight...

Two wispy, ghostly humanoid shapes step out of the stone just after you celebrated your victory over the dinosaur statues!

GM:

Ree: 1d20 + 10 ⇒ (11) + 10 = 21
Kaya: 1d20 + 4 ⇒ (3) + 4 = 7
Huckleberry: 1d20 + 4 ⇒ (6) + 4 = 10
Fentar: 1d20 + 1 ⇒ (17) + 1 = 18
Razdin: 1d20 + 6 ⇒ (16) + 6 = 22
Jogun: 1d20 + 6 ⇒ (5) + 6 = 11
Foe: 1d20 + 0 ⇒ (17) + 0 = 17

1st RND
Razdin, Ree, Fentar,

Foes
Jogun, Huck, Kaya

it all comes to this- from the initial beachhead fight soon after passing through the gateway; to following one of the the three paths to the asteroid’s interior and the sequestered prison where an ally was released; to the enormous spherical chamber hollowed out from the asteroid’s interior, within which a swarm of earth and metal fragments strained to contain the Untouchable Opal from your leaders... live through this and escape back to Golorian with a tale to tell...fall and your remains stay on this cold space rock...

Grand Lodge

Male Nagaji Bloodrager 3: Hit Points 31; AC 18/11/17; Fort+6 Ref+4 Will+3 (+4); Init+1; Perc+7

Two rounds to buff: Fentar casts Protection from Evil on himself and bless on the party.

Everyone gets +1 to attack rolls and saves against fear effects.

knowledge skills for the 'wispy, ghostly humanoid shapes' either religion, planes or arcana: 1d20 + 5 ⇒ (3) + 5 = 8

Grand Lodge

M Human Rogue (Trapsmith) 1 | HP 6/8 | Init +6 | Per +6 | AC 18 : T 15 : FF 13 | Fort +0 : Ref+ 6 : Will +2 | Shortsword×2 +3 (1d6/19-20×2)+1, LCrossbow +5 (1d8/19-20×2)

"Let's do this Ree! We should set up an ambush on the other side of the wall." Razdin yells as he waits to see her reaction.

Waiting to see where you end up so we can try and flank next round with a 5ft. Step.

The Exchange

| Active spells/effects: none | HP 40/40 | Panache: 4/4 | Charmed life 3/3 | AC 21 T 15 F 16 | Fort +3 | Ref +8 | Will +0 | Init +12 | Perception +3 | Primary attack: Adamantine Rapier +10 (1d6+4+4) 18-20/x2 | Female Ifrit Swashbuckler (Inspired blade) 4

"Yea for sure! Tell me where you want me!" she'll say with only a slightly suggestive wink.

Go ahead and put my mini/icon wherever you were thinking and we can do that for sure!

Grand Lodge

Male Nagaji Bloodrager 3: Hit Points 31; AC 18/11/17; Fort+6 Ref+4 Will+3 (+4); Init+1; Perc+7

Fentar sinks into depths of prayer, calling upon his god's aid.
summon monster I

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