The Cosmic Captive PbP Gameday (Inactive)

Game Master SwampTing

Map

Clues: 1

[dice=Kromac]1d20+2[/dice]
[dice=Els]1d20+3[/dice]
[dice=Melicsa]1d20+3[/dice]
[dice=Doldrak]1d20+1[/dice]
[dice=enemies]1d20-1[/dice]


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The Exchange

Male Human Spell Sage 14 | HP:100/100| AC: 16/ FF 12/ T 14 |CMD: 17| Fort: +12 Ref: +12 Will: +13 | Perception: +18| Init: +3 [|] Uses Ring of Invisibility

"Ah good, there is a team nearby. And it is you lot? You will do. It has come to my attention that some explorers from the nearby planet of Akiton have sent a group of their own explorers to investigate the asteroid and learn its secrets. They are also installing devices of living red sand to disrupt the portals that are being caused by the asteroid's passing. Unfortunately, this is also interfering with our own portal, and while our power is enough to keep the portal open for now, we cannot let them continue for long. The duration of this spell is running out, so I will give you directions to their location. You will need to stop them by any means necessary. Use your words or sneak past them and disable their devices, or just employ brute force if you prefer, but whatever you do, make sure they stop setting up more of those damnable devices!"

Ralph gives you a few hurried directions before his image fades away.

Feel free to discuss how you want to do this. We are in an optional encounter now so we can go a little slower.

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

Els, you almost made me feel bad for that poor creature. Blind, knocked down, and disarmed... hardly a fair fight. You remind me of a friend I had when I was young. Tudo the snake we called him. We'd practice wrestling and fighting together - he'd slide all around you, trip you, flip you put you in choke holds, all without you even realizing what was happening, and then once it had happened, leaving you wondering how you ended up there.

Kramac listens as Ralph explains the situation with the Akitonian explorers.

Well, if they're just another group of explorers, I vote we try talking to them. Maybe we can convince them to delay setting up their equipment for a bit. Perhaps offer to share what the Pathfinder's have learned in exchange for them delaying their activities? I tend to rub people the wrong way, so I'm happy to let someone take the lead on talking to them. And if they won't listen and it comes to blows, we should try to avoid killing them. Based on what Ralph said, I don't think they mean us any harm. But before anything else, lets head to where they are and scope out the situation.

I provided a generic social roll check below. I don't have any diplo or bluff, so someone else should probably take the lead, but Kramac will chime in and help. This is assuming the group is ok with talking first. If they want to try to sneak in and disable the devices or just murderhobo, I'm ok with whatever.

Social roll aid check: 1d20 - 2 ⇒ (14) - 2 = 12

healing: 1d8 + 1 ⇒ (2) + 1 = 3
healing: 1d8 + 1 ⇒ (7) + 1 = 8

Back to full health. 6 wand charges used.

Grand Lodge

Female Half-Orc Cavalier(Constable, Order of the Hammer) 2.0 | HP:17/18 | AC:18 ( Tch 12, Fl 16) | CMB:+5 (Disarm, Trip +6, Grapple +8), CMD:17(19vsGrapple) | F:4 , R:2 , W:1 | Init:+3 | Perc:+7, SM:+8 (+10 vs humanoids) | Speed 20ft | Re-roll (+1) 1/1 | Active conditions: None.

"Don't feel bad, Kramac, the creature failed to appreciate the strength of Els cunning and was caught out by it."
She claps Els on the back,"Els, you are making us look good!"

"If these Akitonians disrupt our portal without knowing then I concur; we should let them know the trouble they cause us before it certainly comes to blows. If we can't negotiate a mutually beneficial solution, then at least it will give us time to assess their attitude and strengths."

"Perhaps there will be some way we can lend aid in return for their co-operation?"

Liberty's Edge

Male Dwarf Bloodrager/1 AC 18 T 11 FF 17 | HP 13/14 | F +6 R +1 W +2 | CMD 14 | Init +1 | Perc +2

Doldrak is nearly doubled over panting and leaning against the wall to catch his breath. "Yeah, I'm all for finding a peaceful solution. Now, I myself ain't much of a talker, believe it or not, but I can do my best to not antagonize them."
He tosses his wand to Els. "Here Els, you mind giving me one last zap?"

CLW: 1d8 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

Good idea Melisca. We found a few potions of endure elements that I don't think we'll need. Maybe we can offer those as a token of goodwill

The Exchange

Human monk/druid AC 19 T 19 FF 15 | HP 17/17 | F +5 R +5 W +7 | CMD 19 | Init +3 | Perc +10| CLW wand 9/10

"Sounds like a plan. I'm far from the best the Society has to offer by way of diplomat, but I will aid in any way I can."

Melisca looks like she probably has the best modifier, so perhaps she should make the main roll? If I can take 10 I will auto-succeed at an assist.

Grand Lodge

Border of War map Reign of Winter map

You follow Ralph's directions and eventually come across a trio of red-skinned humanoids. Apart from their skin-tone, they look remarkably human-like. They meet your appearance with evident suspicion, but from their exchanged words you recognise a few snatches of Taldane (common) to realise that they might understand you a little if you spoke in common to them.

Someone make me a speech and roll a diplomacy/intimidate/bluff check. The others can assist.

Grand Lodge

Female Half-Orc Cavalier(Constable, Order of the Hammer) 2.0 | HP:17/18 | AC:18 ( Tch 12, Fl 16) | CMB:+5 (Disarm, Trip +6, Grapple +8), CMD:17(19vsGrapple) | F:4 , R:2 , W:1 | Init:+3 | Perc:+7, SM:+8 (+10 vs humanoids) | Speed 20ft | Re-roll (+1) 1/1 | Active conditions: None.

"Greetings," Melissa approaches slowly, open handed, and with her weapons bound. "Like you we are visitors to this rock; explorers. We were hoping we might provide assistance or advice to you and, in return, you might assist us with a difficulty we are having?"
Assuming silence to be a concord she continues.
"It would seem that you are attempting to disrupt the portals, gateways opening from here to your own world,rather successfully I might add, for you have been unknowingly disrupting the portals we have created that are our only way to return to our homeworld. We would appreciate it if you could delay your efforts for a short while or work with us to eliminate the disruption to our portals, for otherwise a large number of my friends will be unable to ever return to their homes.
In return we can offer maps, and information about this rock and perhaps a few supplies. But really we stand at your mercy. Only the strong make the rules and you have the strength here"

Melicsa bows her head and kneels.
Diplomacy: 1d20 + 10 ⇒ (10) + 10 = 20

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

And once we have told you all we know, perhaps we can give you some sort of letter of introduction and you can go speak with other Pathfinders who are exploring the asteroid. They may be able to give you more information than what we have.

My aid roll is above - I succeeded with a 12, despite my negative 2 modifier :D

Grand Lodge

Border of War map Reign of Winter map

The red-skinned humans look at each other, then at Melisca, and nod.

"We wait. You stop portals, we wait. Watch. Fast go. Or more rock monster fight planet us."

That's a diplomatic success. The next part starts soon. We'll wait for the overseer's post before going to the next encounter.

Grand Lodge

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Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

Well, it looks like we have a few moments to rest.

Kramac stands and stares into the sky, with Golarian visible in the distance.

This place is so different from where we all come from. No air, no weather, unlivable without potent magic. Being a Pathfinder sure has sent me places I never thought I'd go before, growing up in the Mwangi expanse. Who'd have thought that helping out some strangers in a bar fight against some a$+*&#~s from the Aspis Consortium would lead me beyond my own planet? Comapnions - how'd you get mixed up these Pathfinders... where are you from?

Grand Lodge

Female Half-Orc Cavalier(Constable, Order of the Hammer) 2.0 | HP:17/18 | AC:18 ( Tch 12, Fl 16) | CMB:+5 (Disarm, Trip +6, Grapple +8), CMD:17(19vsGrapple) | F:4 , R:2 , W:1 | Init:+3 | Perc:+7, SM:+8 (+10 vs humanoids) | Speed 20ft | Re-roll (+1) 1/1 | Active conditions: None.

"I'm from Absolom, former watch constable, from a family of watch constables. Got tired of too many weak-minded Sergeants and limp-wristed Captains telling me what to do." Missy flexes a bicep, "So I got strong," she taps her forehead, "and I learned more about the law than they'll ever know. One day I'll help write better laws, ones that protect the vulnerable and keep power from those too weak to wield it selflessly. Joining the society was a stepping stone towards that goal."


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Year of Fortune's Fall // DA Duology Maps

★ - OVERSEER ANNOUNCEMENT - ★

The asteroid groans as if an invisible weight had been lifted from it, leaving the air cleaner and breathing easier. The reassuring breeze emanating from tunnels suddenly drops in intensity, leaving a feeble stream that whistles weakly as it drifts off into space. A moment later, portals wreathed in tumbling stone open all across the asteroid, and Sorrina Westyr urgently beckons everyone to come through.

“We've truly grabbed the scorpion by the tail. Whatever entity was holding us at bay has loosened its grip, but it has redirected its efforts to cutting off the source of air that allows us to survive in this place. The path forward is no longer filled with lethal energy. We have at most…an hour or two before we must return home or face asphyxiation. But if we press forward and find the source of the air, I believe it is tied to whatever captive is imprisoned here. Our portal minders will stand ready in case we need to evacuate quickly.”

Sorrina leads the assembled Pathfinders toward the edge of an immense, steeply sloped tunnel that descends into a miles-wide, spherical cavern. A crude stone fortress floats near the cave's center as if it were a rocky sun, and enormous slabs of earth orbit it like a miniature asteroid belt. These slabs gravitate inward toward the fortress, but periodic blasts of air slow their approach and cast the jagged masses back toward the edge of the cavern. Each gust is slightly weaker than the last.

Robed figures cling to the rocky slabs and chant loudly, as if empowering the stone. Unimpressed, Sorrina Westyr casts a spell at one of the distant cultists and flings him off his crude platform.

Aiiiiiiiiiiieeeeeeee!” The cultist screams, arms and legs askew as he hurtles toward the fortress and collides with its surface with a faint splat.

“Woo hoo, Bullseye!” Drandle Dreng claps, then goes back to organizing a party of Pathfinders who are busily unpacking knotted ropes. “Hurry, there’s not a moment to lose!”

“We must get to that fortress,” Sorrina announces before signaling others to lower knotted ropes down to the cavern. “Clear off the opposition, then we'll make our way inside. I find it reassuring that whatever lies within the fortress has an aura of good, and no doubt seeks our aid.”

Part III Begins!
We have 25 of the 150 Clues We Need -- Now, go find the rest!

Grand Lodge

Border of War map Reign of Winter map

A rune-scribed floating island begins drifting beneath the tunnel and brushing against the lowered ropes.

“These rocky fragments gravitate toward the fortress,” Sorrina shouts as she hangs from a rope. “If we can cling on before it travels out of reach, it should carry it toward our destination.”

The iceberg-sized rock spins slightly, revealing a host of undead cultists that cease their chanting, point toward the Pathfinders, and let loose unholy wails.

“Now!” cries the Master of Spells, and agents begin rappelling
down to the crude platform.

Unless you can fly several miles, attempting a controlled fall with feather fall is dangerous due to the orbiting rocks that move in hard-to-predict orbits and are likely to crash into plummeting adventurers. The safer way is to claim one of the floating islands to reach the fortress.

At the beginning of the encounter, you begin suspended 15 feet above the surface of the rock, and must climb down the knotted rope or drop in order to reach the ground and fend off the undead cultists. Remember that you need both hands free to climb, and you can cling to the rope with one hand in order to use the other to fight. Each round, the floating island moves further, providing you a limited amount of time to reach the surface before your ropes are left dangling over the edge!

GM:
Kromac: 1d20 + 2 ⇒ (5) + 2 = 7
Els: 1d20 + 3 ⇒ (9) + 3 = 12
Melicsa: 1d20 + 3 ⇒ (20) + 3 = 23
Doldrak: 1d20 + 1 ⇒ (10) + 1 = 11
enemies: 1d20 + 6 ⇒ (8) + 6 = 14
enemies: 1d20 + 0 ⇒ (11) + 0 = 11

Melicsa down 0hp wand used up; elevation 15ft
Doldrak down 0 hp wand used up; elevation 15ft
Els down 5hp 0 wand charges used; elevation 15ft
Kromac down 0hp 6 wand charge used; elevation 15ft

Melisca, Els and Doldrak are up.

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

climb: 1d20 + 8 - 3 ⇒ (3) + 8 - 3 = 8

climb: 1d20 + 8 - 3 ⇒ (20) + 8 - 3 = 25

Kramac spends a few moments foundering on the rope, trying to find a good grip. He quickly finds a good grip on the rope and scurries down 10 feet. Once he reaches that point, he lets go and drops the last 5 feet.

First move action to try to climb, which I am assuming fails. Second move action to climb, which I assume succeeds to move at half speed 10 feet down the rope. Free action to drop the rest of it. I don't think a 5 foot fall results in any damage or anything, but I'll include an acrobatics roll below just in case I need to for the high gravity or something (are we still in high gravity?). If I can draw my Kukri as part of the second move action / dropping I will. Totally understand if you don't think that makes sense though :D

acrobatics: 1d20 + 7 - 3 ⇒ (14) + 7 - 3 = 18

edit: Reading comprehension for the win. I'm not up yet. I doubt everyone else acting will change what I do though...

Grand Lodge

Female Half-Orc Cavalier(Constable, Order of the Hammer) 2.0 | HP:17/18 | AC:18 ( Tch 12, Fl 16) | CMB:+5 (Disarm, Trip +6, Grapple +8), CMD:17(19vsGrapple) | F:4 , R:2 , W:1 | Init:+3 | Perc:+7, SM:+8 (+10 vs humanoids) | Speed 20ft | Re-roll (+1) 1/1 | Active conditions: None.

I'm going to do exactly what Kramac describes, I'll make two climb checks then let go and drop whatever distance remains. Won't draw a weapon yet, I have improved unarmed strike.
Climb 1,2: 1d20 + 2 ⇒ (1) + 2 = 31d20 + 2 ⇒ (19) + 2 = 21 Acrobatics: 1d20 + 3 ⇒ (16) + 3 = 19

The Exchange

Human monk/druid AC 19 T 19 FF 15 | HP 17/17 | F +5 R +5 W +7 | CMD 19 | Init +3 | Perc +10| CLW wand 9/10

Ooo! Update!

Per acrobatics rules, if I deliberately fall, I can make a DC15 acrobatics check to reduce the effective falling distance by 10ft. If we're 15ft up, I can reduce the effective fall to 5ft, which will result in 0 damage and not falling prone. I'll go for that. =)

acrobatics rol1: 1d20 + 6 ⇒ (12) + 6 = 18 That'll do it. =)

Els drops down to the floating island below and rolls as he lands to soften the impact. As he uses the momentum to push himself back to his feet, he gets ready to trip the first enemy that comes into range.

CMB roll: 1d20 + 4 ⇒ (18) + 4 = 22

Liberty's Edge

Male Dwarf Bloodrager/1 AC 18 T 11 FF 17 | HP 13/14 | F +6 R +1 W +2 | CMD 14 | Init +1 | Perc +2

climb 1; climb 2: 1d20 + 4 ⇒ (7) + 4 = 111d20 + 4 ⇒ (18) + 4 = 22
acrobatics: 1d20 - 1 ⇒ (7) - 1 = 6

Doldrak begins climbing down the rope as fast as he can. Then, seeing everyone else drop, he drops too, hoping the lower gravity helps with the landing.

Grand Lodge

Border of War map Reign of Winter map

Down with flu. Posting slow. My apologies.

Melisca and Doldrak spend their turns getting down safely. Els just drops down and prepares to fight.

GM:

3d20 ⇒ (3, 6, 6) = 15
Melicsa down 0hp wand used up
Doldrak down 0 hp wand used up
Els down 5hp 0 wand charges used
Kromac down 0hp 6 wand charge used; elevation 15ft

Els is rushed by the two undead but he blocks their attacks. When he tries to trip the nearest one, his opponent tries an attack of opportunity but misses and is thrown off his feet.

Pathfinders are up. None of you have weapons in hand because you needed 2 hands to climb.
Kromac can change his action or keep it the same. He is still on the rope 15ft above ground.

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

I'm cool with leaving my actions as is

The Exchange

Human monk/druid AC 19 T 19 FF 15 | HP 17/17 | F +5 R +5 W +7 | CMD 19 | Init +3 | Perc +10| CLW wand 9/10

"Usually I like it better when the dead don't move and try to eat my brains. Just saying," Els quips as he darts around to flank with Kramac and Melisca.

acrobatics vs turban-zombie: 1d20 + 6 ⇒ (17) + 6 = 23
acrobatics vs necktie-zombie: 1d20 + 6 ⇒ (15) + 6 = 21

Grand Lodge

Female Half-Orc Cavalier(Constable, Order of the Hammer) 2.0 | HP:17/18 | AC:18 ( Tch 12, Fl 16) | CMB:+5 (Disarm, Trip +6, Grapple +8), CMD:17(19vsGrapple) | F:4 , R:2 , W:1 | Init:+3 | Perc:+7, SM:+8 (+10 vs humanoids) | Speed 20ft | Re-roll (+1) 1/1 | Active conditions: None.

Melicsa draws her sword and attacks the undead in front of her.

Greatsword: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24 for damage: 2d6 + 4 ⇒ (1, 3) + 4 = 8

Liberty's Edge

Male Dwarf Bloodrager/1 AC 18 T 11 FF 17 | HP 13/14 | F +6 R +1 W +2 | CMD 14 | Init +1 | Perc +2

Doldrak steps in front on the undead and draws his axe and shield and swings and the undead.

attack: 1d20 + 2 ⇒ (14) + 2 = 16
damage: 1d8 + 4 ⇒ (7) + 4 = 11

Grand Lodge

Border of War map Reign of Winter map

GM:
1d20 ⇒ 11
Melicsa down 0hp wand used up
Doldrak down 0 hp wand used up
Els down 5hp 0 wand charges used
Kromac down 0hp 6 wand charge used

Kromac makes it to the bottom just before the island moves further.
Els jumps around.
Melisca and Doldrak hack one of the undead into pieces.

The other undead gets to his feet and swipes at Els with a claw, but misses again.

Els gets to take an attack of opportunity.

Pathfinders are up again.

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

attack 1: 1d20 + 5 - 2 + 2 ⇒ (16) + 5 - 2 + 2 = 21
damage 1: 2d6 + 3 ⇒ (3, 1) + 3 = 7
attack 2: 1d20 + 5 - 2 + 2 ⇒ (2) + 5 - 2 + 2 = 7

Having an opponent in front of him, Kramac decides to forgo his Kukri and unleashes a flurry of kicks and punches, landing one solid now on the creature.

Grand Lodge

Female Half-Orc Cavalier(Constable, Order of the Hammer) 2.0 | HP:17/18 | AC:18 ( Tch 12, Fl 16) | CMB:+5 (Disarm, Trip +6, Grapple +8), CMD:17(19vsGrapple) | F:4 , R:2 , W:1 | Init:+3 | Perc:+7, SM:+8 (+10 vs humanoids) | Speed 20ft | Re-roll (+1) 1/1 | Active conditions: None.

Missy steps forwards and swings at the next foe.

Greatsword: 1d20 + 6 ⇒ (13) + 6 = 19 for damage: 2d6 + 4 ⇒ (2, 4) + 4 = 10

The Exchange

Human monk/druid AC 19 T 19 FF 15 | HP 17/17 | F +5 R +5 W +7 | CMD 19 | Init +3 | Perc +10| CLW wand 9/10

Els tries to trip the creature again, knowing that this time the undead creature would be surrounded by his allies.

CMB: 1d20 + 4 + 2 ⇒ (10) + 4 + 2 = 16

Liberty's Edge

Male Dwarf Bloodrager/1 AC 18 T 11 FF 17 | HP 13/14 | F +6 R +1 W +2 | CMD 14 | Init +1 | Perc +2

Doldrak steps up and swings an axw at the creature.

Power Attack: 1d20 + 2 ⇒ (3) + 2 = 5
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Grand Lodge

Border of War map Reign of Winter map

GM:
3d20 ⇒ (10, 9, 1) = 20
Melicsa down 0hp wand used up
Doldrak down 0 hp wand used up
Els down 5hp 0 wand charges used
Kromac down 0hp 6 wand charge used
7

The undead monster tries to strike Els as he tries to trip it, but misses.
Despite his target being prone on the floor, Doldrak misses him. Kormac and Melisca hit once each, but their weapons are only semi-effective.

THe undead monster sees that it is surrounded and chooses to fight prone instead of provoking four attacks. It strikes at Els from the ground but misses.

Pathfinders up again.

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

attack 1: 1d20 + 5 + 2 - 2 ⇒ (7) + 5 + 2 - 2 = 12
damage1: 2d6 + 3 ⇒ (5, 1) + 3 = 9

attack 2: 1d20 + 5 + 2 - 2 ⇒ (15) + 5 + 2 - 2 = 20
damage2: 2d6 + 3 ⇒ (1, 3) + 3 = 7

Kramac never passes up the opportunity to kick a foe while they are down. So he does so. Twice. Sneakily.

Liberty's Edge

Male Dwarf Bloodrager/1 AC 18 T 11 FF 17 | HP 13/14 | F +6 R +1 W +2 | CMD 14 | Init +1 | Perc +2

Doldrak lifts his axe high. Then, letting his anger fuel his muscles, brings it down hard on the undead being.

Power Attack: 1d20 + 4 ⇒ (8) + 4 = 12
damage: 1d8 + 6 ⇒ (2) + 6 = 8

The Exchange

Human monk/druid AC 19 T 19 FF 15 | HP 17/17 | F +5 R +5 W +7 | CMD 19 | Init +3 | Perc +10| CLW wand 9/10

"Well if you're just going to lie down and take it..." Els snickers as he kicks sand into the undead thing's face.

dirty trick CMB roll to blind: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11 And his CMD is 4 lower for being prone.

Grand Lodge

Female Half-Orc Cavalier(Constable, Order of the Hammer) 2.0 | HP:17/18 | AC:18 ( Tch 12, Fl 16) | CMB:+5 (Disarm, Trip +6, Grapple +8), CMD:17(19vsGrapple) | F:4 , R:2 , W:1 | Init:+3 | Perc:+7, SM:+8 (+10 vs humanoids) | Speed 20ft | Re-roll (+1) 1/1 | Active conditions: None.

Melicsa keeps on swinging.

Greatsword: 1d20 + 6 ⇒ (8) + 6 = 14 for damage: 2d6 + 4 ⇒ (3, 5) + 4 = 12

Grand Lodge

Border of War map Reign of Winter map

Els kicks sand into the huecuva's face. Prone and blinded, there is nothing it can do to prevent itself from being brutally murder-hoboed.

With the undead monsters defeated, you and several dozen other Pathfinders are able to cling to the rock as gravity pulls it back toward the fortress.

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 fortress almost seems like a life form in its own right. Its contortions and regeneration make it difficult for you to alight on its surface, find an open passage, and make your way inside before another gust flings your island back toward the cavern’s edge.

GM:
4d20 ⇒ (20, 17, 16, 10) = 63

Fortunately, several of you are able to identify a suitable breach in the fortress as your miniature mountain crashes into its side.

You have only a brief window in which to clamber off, make your way toward an entrance, and slip inside.

Each of you will need to attempt an acrobatics check, climb check or reflex save.

Once inside, you are faced with a slowly shifting tangle of tunnels. You must navigate the twisting passages found within the fortress itself.

You will need to make Knowledge (dungeoneering) or Survival checks attempt to find your way through the tunnels. Due to the claustrophobic nature of the tunnels, only three creatures can contribute to these checks.

Each of you
Make your acrobatics/climb/reflex roll, then decide which of you will attempt to navigate.

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

reflex: 1d20 + 7 ⇒ (6) + 7 = 13

Kramac jumps off the rock and attempts to roll with the impact as best he can.

I have a +6 to knowledge dungeoneering. I'm going to put a few rolls in a spoiler below. If someone has a higher bonus, they should take the lead and just use my rolls as an assist.

Kn Dungoneering Rolls:

1: 1d20 + 6 ⇒ (9) + 6 = 15
2: 1d20 + 6 ⇒ (18) + 6 = 24
3: 1d20 + 6 ⇒ (6) + 6 = 12
3: 1d20 + 6 ⇒ (18) + 6 = 24

Grand Lodge

Female Half-Orc Cavalier(Constable, Order of the Hammer) 2.0 | HP:17/18 | AC:18 ( Tch 12, Fl 16) | CMB:+5 (Disarm, Trip +6, Grapple +8), CMD:17(19vsGrapple) | F:4 , R:2 , W:1 | Init:+3 | Perc:+7, SM:+8 (+10 vs humanoids) | Speed 20ft | Re-roll (+1) 1/1 | Active conditions: None.

Acrobatics to jump: 1d20 + 7 ⇒ (2) + 7 = 9

Melicsa attempts to jump into the breach; her timing is badly off.
That cannot be good.

"Might be best if someone else takes point in this maze."

The Exchange

Human monk/druid AC 19 T 19 FF 15 | HP 17/17 | F +5 R +5 W +7 | CMD 19 | Init +3 | Perc +10| CLW wand 9/10

Acrobatics: 1d20 + 6 ⇒ (17) + 6 = 23

Els jumps off, executes a somersault mid-air for style, and lands lightly on his feet.

"I on the other hand am quite at home in the wilds, so perhaps I should help navigate," Els replies.

I have a +11 on survival, thank you druid level. =) Can I take 10?

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

At level 2, I think +11 is going to be the winner. If I can use dungeoneering to assist his survival I will do so. Otherwise, change my modifier to +2 if I have to use survival.

Liberty's Edge

Male Dwarf Bloodrager/1 AC 18 T 11 FF 17 | HP 13/14 | F +6 R +1 W +2 | CMD 14 | Init +1 | Perc +2

climb: 1d20 + 4 ⇒ (20) + 4 = 24
Doldrak climbs down toward the breach and leaps in just as the rock passes by.
"If you think you can find a way through here then by all mean, leaf the way Els."

Grand Lodge

Border of War map Reign of Winter map

GM:
3d20 ⇒ (19, 12, 10) = 41
Melicsa down 1hp wand used up
Doldrak down 0 hp wand used up
Els down 5hp 0 wand charges used
Kromac down 1hp 6 wand charge used

Els jumps over safely and Doldrak finds the right handholds at the right time to climb over without incident. But both Kromac and Melisca land badly and are cut by the fortress' jagged surface.

Kromac and Melisca You each take 1d6 ⇒ 1 damage.

Els leads the party with his superior druid-sense. He easily finds the path with the most tracks and leads you past several traps to a heavily worn set of stairs.

The stairs lead from the 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 metal walls here are demolished; what appear as such on the map are in fact the lowest several inches that remain from the walls, resulting in a mostly open cavern. Near its center floats the 20-foot-diameter faceted orb, which hovers within a series of concentric circles, each a rune-carved solid ring of gemstone inlaid in the ground.
Each of these facets appears to represents some kind of riddle, conundrum, or digit in a massive combination lock. Several other Pathfinder agents are already here attempting to decipher the many facets, crack the lock, and open the orb.

The lighting here is dim, and the intermittent bursts of wind impose a –2 penalty on ranged attack rolls in this area.

The Exchange

Male Human Spell Sage 14 | HP:100/100| AC: 16/ FF 12/ T 14 |CMD: 17| Fort: +12 Ref: +12 Will: +13 | Perception: +18| Init: +3 [|] Uses Ring of Invisibility

"Ah, good, more have arrived. If I had time, I could easily do this myself, but our time here is limited, so it would be wisest to split the work as much as we can."

"In brief, the gemstone circles you see around you are magical wards. I have been resisting their effects thus far, but they are a faint nuisance, and might be more deadly to you than they are to me. Finding some way to suppress to destroy them would help."

"You can also try to decipher one of the facets. Even with your relative inexperience there are enough facets here that even deciphering one of the simpler ones will expedite the overall effort. I will be taking care of the facets that confound the most experienced agents. Ah, I believe I am being summoned. Hurry along now."

Without a second glance, Ralph flies over to a circle of flashing orange and blue lights conjured by another pathfinder flying several feet away.

You are on your own.

Grand Lodge

Border of War map Reign of Winter map

Your options are:
1. Try to identify what each of the stone circles (knowledge planes or arcana) do and try to break one of them, or just try to break one of them at random (deal damage).
2. Try to decipher a facet. Each facet represents some extraplanar truth, elemental koan, symbolic meaning within a facet’s mineral composition, or any number of other esoteric aspects. Any of the following skill checks will allow you to solve one of the facets: Appraise, Disable Device, Intelligence check, Knowledge (religion), Wisdom check, or Use Magic Device; the following skills can also be applied, but are less directly applicable and will be more difficult to employ towards solving a fact: Knowledge (any), Linguistics, or Perception check.

You do not have to all do the same thing. What do you wish to do?

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

Kramac will attempt to decipher one of the facets by examining it closely.

perception: 1d20 + 7 ⇒ (7) + 7 = 14

Grand Lodge

Female Half-Orc Cavalier(Constable, Order of the Hammer) 2.0 | HP:17/18 | AC:18 ( Tch 12, Fl 16) | CMB:+5 (Disarm, Trip +6, Grapple +8), CMD:17(19vsGrapple) | F:4 , R:2 , W:1 | Init:+3 | Perc:+7, SM:+8 (+10 vs humanoids) | Speed 20ft | Re-roll (+1) 1/1 | Active conditions: None.

Missy muses the meaning of a nearby facet. Maybe she'll get lucky.

Intelligence: 1d20 + 1 ⇒ (17) + 1 = 18

Liberty's Edge

Male Dwarf Bloodrager/1 AC 18 T 11 FF 17 | HP 13/14 | F +6 R +1 W +2 | CMD 14 | Init +1 | Perc +2

Wisdom: 1d20 + 2 ⇒ (5) + 2 = 7
Doldrak walks over to one of the facets and attempts to make some sort of sense out of it.

The Exchange

Human monk/druid AC 19 T 19 FF 15 | HP 17/17 | F +5 R +5 W +7 | CMD 19 | Init +3 | Perc +10| CLW wand 9/10

Els looks at one of the facets and tries to work it out using fundamental principles.

Wisdom check: 1d20 + 5 ⇒ (17) + 5 = 22

Grand Lodge

Border of War map Reign of Winter map

I forgot to mention that you gain a cumulative +1 bonus on the skill
check for each of the following languages you can read and understand: Abyssal, Aquan, Auran, Ignan, and Terran. I do not believe it makes a difference this round.

GM:
Melicsa down 1hp wand used up
Doldrak down 0 hp wand used up
Els down 5hp 0 wand charges used
Kromac down 1hp 6 wand charge used
4d20 ⇒ (7, 10, 20, 19) = 56

Kromac: 1d20 + 2 ⇒ (3) + 2 = 5
Els: 1d20 + 3 ⇒ (16) + 3 = 19
Melicsa: 1d20 + 3 ⇒ (10) + 3 = 13
Doldrak: 1d20 + 1 ⇒ (6) + 1 = 7
enemies: 1d20 ⇒ 3

The stone circles flare up as you approach the facets. You feel a noise in your psyche that confounds your efforts and only Els is able to decipher one of the simpler facets, and he only barely succeeds. Melsica and Doldrak are able to shake off the effect before it does more damage, but Els is shaken by the ordeal, and Kromac succumbs to it in the worst possible way as he begins to believe that the air in this room is fast disappearing and that he is suffocating!

What is worse is that before you have time to recover, the very earth and stone around you begins to shift and churn before taking concrete forms. All around you pathfinders cease their efforts at solving the facets, and you are no different.

The good news: You all go before the new enemies.

The bad news:
Els: You are shaken for this entire fight.
Kromac: You are suffocating and must make a fort save to avoid falling unconscious. Roll your save and then post your action. If you succeed you will take your action. If you fail, you will be unconscious instead.

Pathfinders are up.

Grand Lodge

Male Half-Orc M Half-Orc Normal AC: 36 Current AC: 36 T 14 FF 33 | HP 121/121| F +22 R +16 W +16 / +2 Heroism | CMD 28 | Init +5 | Perc +18(+4 On Beak)| Spells: Level 1 4/6 Level 2 5/5 Level 3 3/4 Level 4 0/1 | Bane 10/10 | Animal Focus 8/10 | Hunter Trick 4/7

fort save: 1d20 + 7 ⇒ (12) + 7 = 19

As Kramac examines the circles, and attempts to decipher them, he is struck by a magical sensation that he is suffocating. He panics for a moment, before calming himself, and closing his eyes for a moment, and focusing on what he knows is real. He shakes off the effect, and when he awakes, he is faced with two new opponents.

Wasting no time, Kramac advances and strikes the concrete foe.

attack: 1d20 + 5 ⇒ (16) + 5 = 21

damage: 2d6 + 3 ⇒ (6, 5) + 3 = 14

Grand Lodge

Female Half-Orc Cavalier(Constable, Order of the Hammer) 2.0 | HP:17/18 | AC:18 ( Tch 12, Fl 16) | CMB:+5 (Disarm, Trip +6, Grapple +8), CMD:17(19vsGrapple) | F:4 , R:2 , W:1 | Init:+3 | Perc:+7, SM:+8 (+10 vs humanoids) | Speed 20ft | Re-roll (+1) 1/1 | Active conditions: None.

Melicsa moves to engage the other attacker, relying on strength and her hammer.

Warhammer: 1d20 + 6 ⇒ (8) + 6 = 14 for damage: 1d8 + 4 ⇒ (4) + 4 = 8

The Exchange

Human monk/druid AC 19 T 19 FF 15 | HP 17/17 | F +5 R +5 W +7 | CMD 19 | Init +3 | Perc +10| CLW wand 9/10

Els darts around the stairs (or is that the facets thing?) to the other side of Kramac's opponent to give him a flank.

Double move.

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