Astronomers have marveled as the famous comet Aucturn's Tear once more soars through the solar system, yet this cycle, strange portals have begun opening on each planet the comet passes, and a powerful entity trapped on the other side of these gateways desperately calls for help. To the Pathfinder Society, this is a once-in-a-human-lifetime opportunity to discover what lies through these portals—and either free the captive trapped within or ensure that it remains sealed forever.
The Society's Master of Spells, Sorrina Westyr, looks up with approval upon the 30 foot platform the society is erecting around the base of the Spire of Nex. Her slate-gray skin seems to blend into the stonework behind her, but her manner is lively. Sorrina nods, then waves at the assembling crowd. “Pathfinders—welcome and well timed. Please, make your ways to the designated safe areas quickly and carefully, and please mind the wards. Try to keep the paths clear, as we have some very delicate equipment coming through. I have some amazing discoveries to share in just a few more moments.”
Meanwhile in the crowd, the aura of excitement continues to build. Rumors are flying everywhere as Pathfinders ask each other, “What’s this all about?”
Go ahead and continue with your mustering, introductions and the Countdown to departure portion of Part 1 GM's. We will begin this special on the 14th
Nearby stands a Garundi man with unpleasant features and fairly dull clothing with one exception, His boots are very well made and covered in gems. He has a well made bow and 2 fancy quivers but the only melee weapon you notice is a sap. He is eating some bread and shares it with a few nearby Pathfinders. If you decide to try it it tastes quite good.
"Amazing discoveries means wealth or danger. Probably both. Could be fun."
Starlight brightens the grassy plain surrounding the immense Spire of Nex. Overhead, a comet lazily streaks across the night sky. Heavily armed patrols guard the perimeter, and the shadow of great wings occasionally blots out the stars. Sharp flashes of amethyst light, quick shouts, and chanting briefly periodically rise above the waiting crowd’s chatter as spellcasters hurriedly construct and maintain crackling wards. These efforts revolve around a thirty-foot-tall upright gleaming metal ring constructed at the Spire’s base.
Those Pathfinder agents already gathered are introducing themselves to one another, trading war stories, trying to figure out anything about what’s going on. While many have heard pieces of what’s happening, few have been privy to the full details.
As you mingle with your fellows in the shadow of the towering Spire of Nex, you might hear rumors of the Society’s latest activities related to this gathering.
The Spire of Nex is a historical, arcane wonder. You try to recall its significance and what it might be used for.
You might know more about that new comet in the sky.
Vendors wander the area, hawking their wares, selling any last-minute supplies you may need; it appears they'll be departing the area shortly.
From what you've gathered about the mission, you're aware that you'll be traveling beyond Golarion’s atmosphere and into a potentially low-gravity environment.
The Society has put together caches of supplies to help Pathfinders trapped in hostile conditions make it back in one piece. Society logistics specialists hand each of you two pouches of air crystals, a potion of endure elements, and one snapleaf.
Spellcasters from each faction are busy offering their services. Many agents are queued up, awaiting their opportunity to purchase planetary adaptation.
[(CL 11th) as a spellcasting service for 1 Prestige Point.]
Haliban examines the trinkets he has been given then decides to cash in a favor to have that Planetary Adaptation spell cast on him. He will also pick up some more cold iron arrows (60) just in case. Can never have enough arrows.
gather information kn local?: 1d20 + 7 ⇒ (3) + 7 = 10
He listens to various conversations but it is mostly just chatter about the comet and excitement about what may be forthcoming.
With this many Pathfinders here Haliban assumes they will just pick teams based on whoever is near each other so he shares a bit about himself in case it becomes relevant later.
"Hi. I'm Haliban and as you can guess, I'm an archer. You would be amazed at what you can learn about people when you train yourself to pay careful attention to them. Especially where their weak points are. And I'm also good at both finding and disabling traps. If we get into a fight and it doesn't look like talking is an option, I'll give a nearby enemy a quick study then shoot them full of arrows until they surrender or are no longer a threat."
Theo Rosevale is a typically dour dwarf, with a somewhat surprising Tian accent when he speaks. The accent is supported by the shiny metal armor he wears, of a distinctly Tian design, and the large studded club that appears to be his weapon of choice.
A large axebeak, named Fairbeaks, accompanies him when outside, the predatory bird continually eyeing anyone that gets near as if trying to decide if they are prey or not.
Those who know him, seem to call him Little Foot, a nickname that draws the occasional put-upon scowl, but no actual reaction beyond that.
He merely scowls as news of the comet as it becomes clearly visible. He apparently is less interested in the 'discovery' as he is concerned about the trouble that is likely to follow in its wake!
Knowledge (geography): 1d20 + 3 ⇒ (2) + 3 = 5
He knows little about extra-planetary bodies, more concerned about things on the ground, then up in the sky.
|Hector, The Flame of Liberty!|
Hector is a striking Ifrit, looking like the archetypal swashbuckler, with a jaunty air and a rapier at this side. It’s an open secret that he occasionally puts on a domino mask and calls himself “The Flame of Liberty” during missions. It is unclear why he does this. Very popular around the Lodge, Hector circulates, greeting friends from his many missions on behalf of the Society. The ghost of a Pathfinder archivist in his head also recognizes some people, and insists he says hello to them as well.
Gather info: 1d20 + 14 + 1d6 ⇒ (16) + 14 + (3) = 33
Kn(arcana) re: Spire of Nex: 1d20 + 9 + 1d6 ⇒ (7) + 9 + (5) = 21
Hector shares what he knows and passes along information to others as he gathers it. feel free to look at all the spoilered info
Kn(geography) re: Comet using Focused Trance: 1d20 + 9 + 20 ⇒ (13) + 9 + 20 = 42
At one point, Hector looks up at the comet, giving it a quizzical look; he then sits down and closes his eyes and seems to be mumbling to himself for about a minute, when his eyes pop open and he announces to anyone in earshot: ”Jeeves tells me that the comet is actually an asteroid known as Aucturn’s Tear, a piece of the Diaspora asteroid belt. Aucturn’s Tear passes through the solar system every 56 years, but according to records and eyewitnesses, it has never shone so brightly before.”
Hector also joins a queue to get planetary adaptation cast on him.
Psychic Searcher Oracle gets free Inspiration use on Diplo and most knowledges.
A human man with vaguely Chelish features in what appears to be custom tailored adventuring garb joins the milling throng, smiling and nodding slightly to any he may recognize. His eyes are dark and seem to burn with a reddish hue briefly in the light of the nearby torches. He bows slightly and formally in introduction to those he does not yet know and introduces himself of Viscount Urien in a vaguely aristocratic drawl.
Diplomacy Check (add +1 if Charming Trait would apply): 1d20 + 16 ⇒ (3) + 16 = 19
Knowledge-Arcana: 1d20 + 9 ⇒ (20) + 9 = 29
Knowledge-Geography: 1d20 + 7 ⇒ (5) + 7 = 12
Urien will also use his smile and influence for a casting of planetary adaptation. With one prestige as well, of course, GMs.
After talking to some of the other field agents assembling at the foot of the Spire, Uriel shares what he learned. "Absalom is all abuzz with numerous and colorful tales about the sudden appearance of a new light in the night sky. Fortunetellers and doomsayers crowd the streets, shouting stories and warnings of what this portends."
Hector nods and adds a great deal more. "Messengers have been arriving in the Grand Lodge from around the Inner Sea with tales of strange gateways appearing around the world. Scholars have attended closed-door meetings with Master of Spells Sorrina Westyr to discuss this phenomenon as well as a sudden upheaval in the Elemental Planes."
"An ambassador from the elves of Kyonin met with members of the Decemvirate. Shortly afterward, the Society’s leaders commissioned scribes to copy a number of elven scrolls concerning the solar system and interplanetary travel."
"The Society has gathered a number of rare Numerian relics related to survival in airless environments. Additionally, the Society recently recovered fragments from a broken aiudara (also known as an elf gate) and shipped them to the Cairnlands north of Absalom."
Urien and Hector are familiar with this place. "The Spire of Nex is a mile-high column of smooth grey stone a few hours north of Absalom. The Archmage Nex constructed the Spire during his unsuccessful siege of Absalom in 166 AR."
"The Spire has no obvious entrances on any surface, but is said to have contained Nex’s armies. The building seems to bend both space and magic around itself."
Urien points up at the comet crossing the night sky. "A new comet appeared several months ago. It does not match any known comets, and its trajectory seems highly irregular."
Hector reveals a few lesser-known facts. "The comet recently traveled past Akiton, and it should travel past Golarion within the next 24 hours. Initial observations showed it was rotating slowly, but it has now stopped spinning altogether."
"The comet is venting a tremendous amount of air, rather than the ice crystals and water vapor normally associated with such objects. A shallow atmosphere has formed around the celestial body."
"The comet is actually an asteroid known as Aucturn’s Tear, a piece of the Diaspora asteroid belt. Aucturn’s Tear passes through the solar system every 56 years, but according to records and eyewitnesses, it has never shone so brightly before."
Everybody grabs the supplies from the Society's supply sergeants, then Haliban, Hector, and Urien get in line and have their faction's spellslingers cast planetary adaptation on them.
(Theo and Fairbeaks, you foregoing the spellcasting service? Familiars/companions/mounts will need a way to deal with the extra planetary conditions/hazards, too, in case you're wondering.)
Heavily armed and armored is this man in armor of blackest night. His armor absorbs light rather then reflects it giving it a rather dull polish though on his tabard is the insignia of the Hellknight Order of the Chain.
He moves easily in his armor, the soft chinks made by his flail hardly heard.
Diplomacy 1d20 + 2 ⇒ (13) + 2 = 15
Knowledge (History) 1d20 + 3 ⇒ (8) + 3 = 11
Joining in the queue to obtain much needed supplies, the man once done pauses to undo the clasp on his hellish looking helmet to approach one of the spellcasters.
"A casting of this spell and make it quick. Others will not bear me to tary further so be honored that you can cast it on me." his looks maybe striking and even attractive but the sneer on it destroys any possible allusion that this man is shallow. One can only wonder how one such as he managed to get this far.....perhaps via familial connections?
1 pp spent.
Theo frowns at the sight of all the people getting spellcasting services, with no explanation as to why they should need it.
Still, the mere idea that they are traveling off of the planet entirely is far enough outside his comfort zone, that he too tries to ensure he and Fairbeaks are protected.
For the record, it seems unfair that folks with pets (or familiars or the like) have to pay double, for what seems like something that is required. 8P
2 more prestige points gone
|Ninlil of Dilmun|
A sylph with white skin and electric blue hair, wearing a strange angular white mask (and a pterosaur) flits into your group. A compass hangs from her neck (the magnetic kind, not the drafting kind), although it seems to float almost weightlessly. Only the chain keeps it from floating away.
"Sorry, sorry! Previous mission ran long. What's been going on?" The ends of her hair look singed. She begins taking stock of the situation as the pterosaur begins pointing out quirks in the surrounding pathfinders with what must be an exceptionally keen eye. The pterosaur's image flickers slightly, as if it's not entirely real.
"Oh, I'm sorry. This is Snaggletooth."
Knowledge (arcana): 1d20 + 18 ⇒ (17) + 18 = 35
Knowledge (geography): 1d20 + 18 ⇒ (18) + 18 = 36
|Ninlil of Dilmun|
Ninlil finally stops flitting around long enough to introduce herself. "Oh, apologies. I'm Ninlil. I'm an arcanist and spellcaster from the lands of Dilmun on the Elemental Plane of Air. I've been training all of my life to journey outside of my secretive home city, and found my way to the Pathfinder Society. When Snaggletooth deems me ready, I'll go home to Dilmun, but until then..." She shrugs.
"I've mastered many spells in my time away. It sounds as though many of you would prefer that I start with haste should things get violent? I can also zap people with electricity, but I'm finding that it's not always as effective as helping others cut with a blade or smash with a mace."
Any other requests for buffs? Ninlil's a generalist caster with access to a wide variety of spells. Haste is the easy one, but she might be able to accommodate other requests too.
Ninlil will make sure that she has mage armor cast, from her wand, on both herself and Snaggletooth. She'll also cast an extended false life at CL 10: 1d10 + 10 ⇒ (7) + 10 = 17 that will last for 20 hours, using her metamagic rod of extend spell, lesser.
On hearing that the woman is a spell caster of sorts even if her companion is a little strange, this is after all the society. Strange is the norm!
"Greetings Mage, I am Alden Darkcrown, a hellknight of the prestigious Order of the Crown. Your magic sounds incredibly useful. if you could cast the magic of flight upon us like your flying pet here. It'll be useful to us. With your magic and our steel, it'l make our encounter a breeze." of course the way he says 'our' steel, it's clear he meant it as a nod to his own martial skill.
|Ninlil of Dilmun|
Ninlil nods. "I will need to be judicious with such powerful magic, but yes, the ability of flight is something I can grant. If you have other means of flying, you may wish to keep them handy as well."
The vendors begin packing up their wares, and the Society's spellcasters are preparing to return to Skyreach.
"Last chance to make your purchases!"
"If you need some gear, get it now, before it's gone!"
"Last call for planetary adaptation. If you don't think you'll need it, good luck!"
Janira Gavix cuffs a young Pathfinder summoner up side the head. "Don't be a moron, newb. Spend the prestige you've earned, and stop whinging. The air between your ears won't last long in the vast reaches of outer space!" She looks at the gnome's eidolon. "If you can't afford it, leave the poor beast here on Golarion."
Urien nods a brief smile at Alden, his own familial connections in mind.
Pleased to meet you. As you and I seem to be at something of a disadvantage in the dark compared to most of our companions, is there any chance I could impose on you to carry a pair of sunrods? I fear her Imperial, er rather my mule would suffer greatly on this particular mission and you seem to be the strong sort that shrugs off burdens almost as well as our dwarven companion likely does.
His smile broadens as he greets Ninlil with a bit of a bow.
An even greater pleasure to meet you. I fear I find being the only one capable of casting haste a burden even greater than being the one who activates everyone's curing wands, so thank you for so graciously volunteering.
He nods politely at the talking dinosaur. A pleasure to meet you as well, of course.
Haliban is a bit surprised.
"Err hi Snaggletooth."
Haliban offers the dinosaur some bread.
"I see well in dim light but even I can't see in pure darkness."
"These spells they offer, They last for hours. Do we know how long we have before we must return?"
Snaggletooth peers over his snout at Haliban. "You know, I do enjoy a good sourdough. If you're offering, I'm accepting! Oh, but I always forget--I can barely taste anything at all while I'm projecting! You save that, and when Ninlil has no further need of me for the day, I'll see if my wife has any of that baguette left. The advantage of being small in a sylph community--a copper's worth of bread lasts all week!"
|Ninlil of Dilmun|
Ninlil laughs. "Oh, how I do miss that bread. You know, though--you can get similar from a place called Galt, here! I wonder who stole what from whom."
"I'm happy to help. Urlen, right? If you get the wands, I'll bring the haste, and maybe we can survive without a trained clinician. You're right, though, I should have some sunrods too."
A woman wearing robes of black and white approaches, carrying a fine quarterstaff. Ninlil asks, "Oh, is this my order? Thank you so much. I hope the temple knows how grateful I am sure my donation will be put to good use, yes?" Her emphasis, combined with the shining silver wayfinder on her belt, carries a certain significance.
The woman replies, "If it makes you sleep better at night, then yes, we'll put your particular gold pieces toward the library and not the studies of experimental thaumaturgy. I'd best be off--I've got at least another two orders to deliver. You'd think all you wizards would be done with magic missiles, but no, you all want to play sorcerer..."
Ninlil starts to say something, then stops, then opens her mouth again, and at this point the woman's gone. "I hate how you never know the right thing to say to someone until they've wandered off. Anyway, I should be set now! You wouldn't believe the delay on these things.
Wrapping up some paperwork and I realized Ninlil had an extra chronicle sheet she needed to apply--which brings along with it enough money for a quarterstaff of entwined serpents!
She also finds an initiate and procures a handful (5) of sunrods,
One of the spellcasters, stowing her gear before she returns to Absalom, answers Haliban. "Wait to activate the spell, until one of the expedition leaders gives you the signal."
She points her chin at a domineering halfling Pathfinder nearby. "Janira said everyone should activate the planar adaptation, when she starts singing Space Oddity by some bard named David Bowie. Don't worry, the spell will last long enough to accomplish the mission," she reassures you.
"Unless you miss the ride home from the extraction point... "
Sorrina Westyr, the Pathfinder Society’s returning Master of Spells, hurriedly concludes conversations before stepping onto the platform in front of a giant metal ring the Society has constructed. The starlight glimmers in her crystalline white hair, though her obsidian oread features are visible only in flashes from the nearby glowing wards.
“I thank you all for traveling here on such short notice, Pathfinders. A unique opportunity has come to us from the stars. The asteroid Aucturn’s Tear quietly travels our solar system once every fifty-six years. For the first time it now flares with brilliance. We have learned this phenomenon is the work of an entity trapped on Aucturn’s Tear and, whatever this being is, it is calling out for help. We do not know its intentions, yet it is in our interest to learn more. If it is benevolent, it may prove a powerful ally and friend to the Society if we can free it. If it is malevolent, then we will do what we can to ensure it stays sealed away where it can do no harm.”
She casts a spell, briefly creating an image of Golarian’s solar system, and the asteroid’s trajectory within it.
“As it approaches planets, the entity has opened gateways in magic-dense regions, as if calling out to powerful champions that might come to its aid. Based on our calculations, the first of these gateways on Golarion should appear in a matter of minutes, and we have gathered in this magically infused site to draw the portal here and stabilize it, allowing us to travel to the asteroid ourselves. Our observations show billowing clouds pouring out from three locations on Aucturn’s Tear. These both create a livable environment we can navigate as well as provide three entrances to the asteroid’s interior so that we can find the source of these events." Red arrows appear at each entrance as the image keeps focusing closer and closer to the asteroid itself. "The first entrance is at the base of an enormous crater, where there are monumental fortifications— likely making that the most difficult approach. The second plume is coming from the remnants of a frozen fortress, which could contain incredible secrets in its own right. The third plume is coming from the sunward side of the comet and is issuing from a number of lava tubes. Our observers also spotted the wreck of a metal craft near there.”
Sorrina pauses a moment, letting the significance of all of these observations sink in, and then continues.
“This will be an unusual environment, so prepare for unusual conditions: extreme temperatures, low-gravity, and airless pockets are likely. Everyone should have received a package of supplies to assist in managing these hazards. While the gateway should remain stable, a contingent of conjurers is staying here to monitor it, and additional teams are on standby to provide escape routes to extradimensional shelters in case of complications. Perhaps most importantly, we’ve ringed this area with defenses to prevent any outside interference with this expedition, and the bronze dragon Ahelvetinn has agreed to keep watch in case any evil attempts to escape through the gateway into Golarion.”
The Spire of Nex begins to hum, the vibrations creating a stomach-churning resonance as a pinpoint of light appears in the center of the portal ring and begins to grow.
Sorrina Westyr shouts to be heard over the deafening noise, “It’s beginning! Be ready to move through and split into teams to investigate each of the three possible approaches. Once we’re inside we can regroup and compare notes.”
The metal of the portal ring incandesces, and a blast of freezing air pours out as the gateway opens. The place beyond is a field of jagged grey stone, and once several dozen Pathfinders step through, the earth itself springs to life in the form of countless elemental creatures that swarm toward the gate. From further in, a terrible draconic roar accompanies the appearance of a flight of crystalline dragons sweeping out from the lip of a crater.
“Secure the gate! Do not let any of them through!” Westyr shouts as she sends a lance of swirling black and white energy into one of the wyrms, sending it careening end over end as the forces meet.
Begin Part 2!
Looking at the dapper man in front of him, Alden gives him a once over and nods.
"Of course, my good man. Purchasing sundries as such would be prudent and having recognized my strength marks you as a man with a keen eye." Turning to a vendor, he hooks his purse and beckons the merchant over.
Purchase 2 Sunrods.
As the portal opens, Alden sets back his helm and clasps it into place.
"Now let them taste our steel!" he roars with exuberance!
|Hector, The Flame of Liberty!|
Hector draws his rapier, looks to his comrades as if it gather them into a unit, and charges forward.
During the speech Haliban drinks his Endure Elements potion and pulls his bow. He has done enough tapestry travel to know travel through strange portals are risky.
"Wait. This "low gravity" they talk of. Will it effect arrows?"
|Ninlil of Dilmun|
Ninlil drinks her potion * of endure elements and charges forward! Snaggletooth holds on for dear life. As she's moving, she gets out her metamagic rod of extend spell (lesser) and uses it to cast heroism on herself. Spending an arcane reservoir point on CL, increasing the duration from 160 minutes to 200.
"Low-- gravity--? Huh--" Knowledge check of some persuasion to know about low gravity! Including heroism.: 1d20 + 2 ⇒ (15) + 2 = 17 Arcana, geography, nature, planes or religion are +18, the others +11
Ninlil of Dilmun shares what she knows about the asteroid's gravity and the vacuum of space. Some of the information answers Haliban's question about ranged combat, as well as questions you might have about effects on jumping, lifting, falling, your weight and movement speed, your ability to breathe, the damage from depressurization, and the muffling of sound.
500 feet above the asteroid, and certain areas inside, are in hard vacuum. Characters that enter hard vacuum immediately begin to suffocate (Pathfinder RPG Core Rulebook 445), and become depressurized, taking 3d6 points of damage each round (no save). Sound is muffled as per a silence spell.
The halfling bard Janira Gavix starts singing, and you activate your purchased planetary adaptation spell.
♫Ground Control to Major Tom
Take your protein pills and put your helmet on
Ground Control to Major Tom (ten, nine, eight, seven, six)
Commencing countdown, engines on (five, four, three)
Check ignition and may God's love be with you (two, one, liftoff)♫
David Bowie, Space Oddity
(Stand by; another post follows... )
The Society has succeeded in drawing the attention of the entity on Aucturn's Tear and created a stable gateway to travel to the asteroid, but not unnoticed.
Guardians quickly respond to drive away you interlopers. The Pathfinders' first task must be to secure a beachhead before splitting up to investigate the three possible entrances to the asteroid’s interior.
Pathfinder messengers travel between the teams, keeping everyone informed of the Society’s progress.
(You can see an overland depiction of Aucturn’s Tear as you explore by following the link in the GM's tagline.)
It seems the entity has created a limited atmosphere that trails behind the asteroid as a comet tail and extends 500 feet in each direction. Creatures that move beyond that enter the vacuum of space. Something must have recently halted the asteroid’s rotation, causing the dark side to freeze and the sunward side to bake. Air pressure has built up inside the sealed interior, causing sections of the surface to burst under the strain, leaving passages accessible that the guardians had not intended.
The defenders have focused their efforts on sealing the crater, the biggest breach in the surface, so hostile forces there are much more powerful and concentrated. The Frozen City faces out to the void. Powerful solar radiation bathes the Sea of Light on the sunward side.
(Stand by; another post follows... )
The gateway that the Pathfinders opened outside Absalom connects to Aucturn’s Tear on the ridge just outside the immense impact crater. The gateway is between the dark and bright sides of the asteroid and maintains a comfortable temperature and normal lighting. This region was once part of the planet Iovo’s crust, and broad rocky stripes crisscross the landscape, displaying countless stratigraphic layers.
The asteroid's guardians patrol the area and are on high alert. As soon as the Society’s gateway opens, they ferociously swarm toward the portal to drive you back to Golarion at all costs.
Three of the guardians turn their attention on your team. Two of them are seemingly carved from a dark gray stone, sinister crouching humanoids resembling horned, winged demon demons. With them is a huge, hulking, roughly humanoid creature of dirt and stone exploding up from the asteroid's surface, faceless save for two glowing gemstone eyes
Haliban: 1d20 + 14 ⇒ (19) + 14 = 33
Hector: 1d20 + 12 ⇒ (20) + 12 = 32
Urien: 1d20 + 4 ⇒ (20) + 4 = 24
Ninlil: 1d20 + 6 ⇒ (8) + 6 = 14
Alden: 1d20 + 1 ⇒ (20) + 1 = 21
Theo: 1d20 + 2 ⇒ (13) + 2 = 15
Axebeak: 1d20 + 3 ⇒ (14) + 3 = 17
Red: 1d20 - 1 ⇒ (11) - 1 = 10
Pink & Purple: 1d20 + 8 ⇒ (4) + 8 = 12
Bold may act.
Theo & Axebeak
Everybody's up! Please post as often as you can, and I'll endeavor to update the situation as often as possible.
Also, Theo and Alden, please update the information on Slide 2.
|Hector, The Flame of Liberty!|
Hector eyeballs the creatures and silently asks Jeeves what he knows.
Kn(nature): 1d20 + 9 ⇒ (1) + 9 = 10
Kn(planes) w/ free Inspiration: 1d20 + 9 + 1d6 ⇒ (5) + 9 + (3) = 17
"What do you mean you skipped those lectures?! Bah!
Hector stalls a bit, to see where Alden, Theo and Haliban head.
Advancing boldly, the man hefts his deadly looking flail and looks about to smash it into the closest target he can.
Ready action to smash the first foe he can reach. Adamantine Heavy Flail 1d20 + 10 ⇒ (15) + 10 = 251d10 + 10 ⇒ (5) + 10 = 15
Knowledge (Planes) Demon looking ones. +3 if they are demons 1d20 + 10 ⇒ (4) + 10 = 14
Knowledge (Planes) Earth and stone 1d20 + 10 ⇒ (9) + 10 = 19
"An earth Elemental. Nothing much other then a over glorified guardian. An extraplanar outsider as my instructors once described." he calls out.
Haliban takes a step to the side and briefly studies the creature to the parties right.
"I don't think this a friendly welcome party. This is the other kind. I'll focus on the small ones."
His quick study gives him a feel for how the pinkish flier moves and he fires a volley of arrows at it.
Manyshot including Rapid Shot, Studied Target, Deadly Aim, Improved Precise Shot: 1d20 + 15 ⇒ (19) + 15 = 34
cold iron/magic/piercing: 2d8 + 22 ⇒ (6, 1) + 22 = 29
Shot #2 including Rapid Shot, Studied Target, Deadly Aim, Improved Precise Shot: 1d20 + 15 ⇒ (17) + 15 = 32
cold iron/magic/piercing: 1d8 + 11 ⇒ (8) + 11 = 19
Shot #3 including Rapid Shot, Studied Target, Deadly Aim, Improved Precise Shot: 1d20 + 10 ⇒ (10) + 10 = 20
cold iron/magic/piercing: 1d8 + 11 ⇒ (5) + 11 = 16
His initial shots were particularly accurate.
Manyshot crit? including Rapid Shot, Studied Target, Deadly Aim, Improved Precise Shot: 1d20 + 15 ⇒ (15) + 15 = 30
cold iron/magic/piercing extra dmg: 2d8 + 22 ⇒ (7, 1) + 22 = 30
The blue hued one is his next target if he has a shot. Otherwise he helps with the big pile of earth.
|Ninlil of Dilmun|
Ninlil stares through her mask. "We've covered them at least three times before, Snaggletooth. Do you expect me to forget a basic elemental? Besides, Alden already spoiled the surprise."
Knowledge (nature), heroism, aid: 1d20 + 18 + 2 + 2 ⇒ (20) + 18 + 2 + 2 = 42
Knowledge (planes), heroism, aid: 1d20 + 18 + 2 + 2 ⇒ (15) + 18 + 2 + 2 = 37
Gargoyles: 42 is 27 higher than the DC, so 5 questions. Saves > Resistances > Immunities > Weaknesses > Special Attacks
Elementals: 37 is 20 higher than the DC, so 4 questions. Saves > Resistances > Immunities > Special Attacks
"The others are especially dangerous gargoyles, guys. Watch out!" She drifts right and points her shiny new staff toward the larger of the foes.
Magic missiles at the earth elemental: 2d4 + 2 ⇒ (4, 4) + 2 = 10
Two snakes of energy, one brilliant white and the other deepest black, fly at the earth elemental--giving Ninlil quite a bit of recoil in the process. "I didn't think this staff was supposed to bring this much power to bear. Very nice!"
Chugging the potion of endure elements and casting heroism before he enters the portal, Urien also checks to make sure he knows the location of the air crystals he was given then holds his breath and steps through.
Seeing that they are likely under attack, Urien snaps his bow up, but slows to address the party. "Remember, we are Pathfinders, this is what we do and what our Society has done for centuries. These creatures have no idea the world of hurt that has just descended on them."
Knowledge-Nature: 1d20 + 7 ⇒ (2) + 7 = 9
Knowledge-Planes (add +2 circumstance if dealing with demons): 1d20 + 14 ⇒ (11) + 14 = 25
He then takes a single step and draws and fires his bow. Shooting at the flyers first, focusing fire until one is down then starting on the next.
Five Foot Step
Move: Inspire Courage +2
Swift:Activate Arcane Strike
Standard: Attack with Short Bow
1st Attack with +2 Short Bow (deadly aim, inspire +2): 1d20 + 11 ⇒ (18) + 11 = 29
damage for short bow arrow with inspire +2, arcane strike +2, enh +2, str +2, deadly aim +4: 1d6 + 12 ⇒ (1) + 12 = 13
Theo would cast Barkskin and Longstrider on himself before stepping through the portal, as both last a long time. =)
Theo takes a moment to cast a couple of longer duration protective spells, before moving up to the portal, Fairbeaks following in his wake.
Of course, walking up to a strange magical portal, and getting the giant bird to walk through it prove two different things. It takes some convincing, and a lot of colorful tian curse words, before he finally manages to coax the axebeak through. By the time he does, most of the others have already gone. He holds tightly to the bird's harness as it does so, stepping through right behind it.
When they appear on the strange alien landscape, the dwarf's eyes are instantly drawn to the strange rock formations, and then the crater, until finally they land on the giant elemental and the other foes, moving to intercept them.
He lets out a quiet curse, in Tian.
"Will be dangerous getting inside that thing's reach." he mutters, as he tries to judge the distance and how quick it would take to close.
He decides there's no way to get there before it can respond, so instead fires a single arrow at one of the gargoyles, before abandoning his bow, and rushing up to the ruins of the nearby wall. Throwing his back against it, testubo suddenly in hand, he tries to use it for cover as he waits for the elemental to get closer.
He calls a sharp command to the axebeak in Tian as he goes.
Fire one arrow (at whichever gargoyle is closest, or still up), then drop the bow, and move up to the nearby wall, hoping it will be enough cover to force the huge thing to get closer to get at him.
ranged vs gargoyle, bard: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33, for 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6 damage. (minus DR)
confirm?: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20, for an additional 2d8 + 6 + 4 ⇒ (7, 6) + 6 + 4 = 23 damage.
Fairbeaks, about to race after Theo, suddenly halts, his whole body quivering, stubby vestigal wings flapping in irritation.
Clearly he wants nothing more than to race off to battle, but apparently was told to stand fast. He seems to almost be crouching, neck extended, eyes glued to the elemental as it tracks its progress.
Fairbeaks stands ready, to charge that same elemental, once it gets within range of Theo. The axebeak has 10' reach
charge, bite, bard, PA: 1d20 + 10 + 2 + 2 - 2 ⇒ (19) + 10 + 2 + 2 - 2 = 31, for 2d6 + 14 + 2 ⇒ (3, 1) + 14 + 2 = 20 damage.
Powerful Charge trip: 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35
|Hector, The Flame of Liberty!|
Hector streaks forward, using the wall as cover. "Hey, rocky hulk! We're over here!"
Snaggletooth wrote:Snaggletooth points out the strange creatures!: 1d20 + 21 ⇒ (11) + 21 = 32
Can you explain what this means?
You all know your PCs and companions better than I. Help me, help you.
Sorry! I just meant to have some fun with it. He was using Perception to point out the big creatures that we all saw automatically. Think nothing of it!
Hector and Alden recognize a huge earth elemental, when they see the creature burst from beneath the asteroid's surface.
Haliban studies the pink creature for a moment, then looses a barrage of arrows. The first shot drops the pink thing from the sky. He turns his sights against its purple-hued twin. One arrow strikes true, but the other whizzes past the creature's ear.
*CLANK! CLANK* the hellknight tank marches forward, ready to swing his flail at anything that crosses his strike zone.
Snaggletooth rattles Ninlil's brain, and the arcanist warns her companions:
"Gargoyles have quick reflexes, better than their fortitude or willpower; they don't have any special resistances or immunities; they don't have any weaknesses, but magic weapons are best to penetrate their tough hide; and they attack with their claws, bite, and gore with their horns."
"Earth elementals have horrible reflexes, strong willpower, and amazing fortitude; they're tough enough to avoid damage from virtually any weapon; they have the immunities of their elemental kin; and they're know to have the earth mastery special attack."
Urien begins a bardic performance of some sort, inspiring courage in his companions, infuses his bow with arcane energy, and looses an arrow that strikes the purple gargoyle.
Theo drops the last gargoyle with a well-placed arrow of his own, then he takes cover behind a stone wall. Axebeaks paws the astroid's rocky soil, ready to open up a can of whup-beak on anything that gets in range.
Hector moves up and takes a position behind the wall near Theo.
The alien earth elemental doesn't seem the sentimental type. It sheds no stoney tear, when its gargoyle minions fall. It glides through the astroid's crystalline soil like a fish swims through water. Moving only 20 feet, it reaches over the wall and slams its powerful left fist into Hector. The battered and bruised ifrit flies ass-over-teakettle some 10 feet and lands prone on the ground.
Awesome Blow, -2 partial cover; Damage: 1d20 + 21 - 2 ⇒ (6) + 21 - 2 = 252d8 + 9 ⇒ (4, 2) + 9 = 15
Bold may act.
Hector (-15; prone)
Theo & Axebeak
Theo curses, as Hector is smashed back across the field, crashing to the ground a ways from where he started. Knowing they'll have to get inside the things reach eventually, he calls a command to Fairbeaks then, staying low to the wall so it provides as much cover as possible, he darts forward, before popping out at a break at the wall, and trying to dodge the incoming blows while he gets close.
Use 'Flank' trick on Fairbeaks (auto success at +13). Fighting defensively, he will move 20' along the wall to the opening, provoking as he clears the cover. CMD vs the attack will be 27
melee vs elemental, PA, bard, defensive: 1d20 + 15 + 2 - 4 ⇒ (12) + 15 + 2 - 4 = 25, for 1d10 + 14 + 2 ⇒ (4) + 14 + 2 = 20 damage.
Not enough to trigger the readied action? Alrighty then!
Fairbeaks lets out a loud, aggravated Squawk as its target seems to stop early. Hearing Theo's new command, he immediately breaks out across the field to the right, in long loping strides that cover the ground surprisingly quickly. He circles completely around the ruins on that side, coming at the huge elemental from the far side, opposite the dwarf.
Double move (100') to flanking position
|Ninlil of Dilmun|
The masked sylph glides to get a clearer shot, and points her staff at the earthen offender. You can see her eyes twitch into a wince as Hector goes flying.
5' step (east), standard to fire two magic missiles from the quarterstaff
quarterstaff of entwined serpents: magic missiles: 2d4 + 2 ⇒ (2, 4) + 2 = 8
She calls out to the earth elemental. "Сиз, бар! Биз урандылар сени сапырам алдында айтам!"
Haliban studies the massive pile of dirt as he moves slightly for a better shot.
He likes concerned,
"That looked painful."
He will take advantage of the distraction offered by the melee types to put a few arrows into the elemental.
manyshot including rapid shot, studied target, deadly aim, improved precise shot, inspire courage: 1d20 + 15 + 2 ⇒ (14) + 15 + 2 = 31
cold iron/magic/piercing: 2d8 + 22 + 4 ⇒ (8, 1) + 22 + 4 = 35
shot #2 including rapid shot, studied target, deadly aim, improved precise shot, inspire courage: 1d20 + 15 + 2 ⇒ (1) + 15 + 2 = 18
cold iron/magic/piercing: 1d8 + 11 + 2 ⇒ (6) + 11 + 2 = 19
shot #2 including rapid shot, studied target, deadly aim, improved precise shot, inspire courage: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16
cold iron/magic/piercing: 1d8 + 11 + 2 ⇒ (4) + 11 + 2 = 17
He frowns as at least one of his shots goes wide.
"Not sure how I can miss something that big."
Laughing as his companion gets sent flying.
"A mighty blow but my companions will not be bothered by such trifles. Come Earth Elemental! Let us battle! " as he strides boldly forward swinging his chain linked weapon above his head and send it crashing down into the creature!
Move in. Likely provoke Aoo as I have no reach.
Attack with Adamantine Flail 1d20 + 10 ⇒ (5) + 10 = 151d10 + 10 ⇒ (2) + 10 = 12
Taking his place beside the dwarf, his eyes narrows as his weapon fails to achieve what he wanted.
(Retcon: The earth elemental missed Hector with its awesome blow. Placed Hector back in his original position by the wall.)
Though the huge elemental couldn't reach over the wall to attack Theo before, when the dwarf exposes himself now, the creature throws a massive fist at the ranger. Only Theo's defensive stance prevents a crushing blow.
AoO Slam, Earth Mastery; Damage: 1d20 + 17 + 1 ⇒ (7) + 17 + 1 = 252d8 + 9 + 1 ⇒ (6, 3) + 9 + 1 = 19
While Fairbeaks moves into a flanking position, Theo attacks the elemental, confirming its hide is indeed quite tough, absorbing some of the blow.
Ninlil fires two serpentine bolts of white and black arcane energy into the creature. It cocks an amused eyebrow at her demand that it surrender. "Бүгүнкү күндө эмес, sylph!"
Haliban studies the elemental, then fires his bow. His first attack hits the target, but the next two arrows are wide of the mark. He observes that the two arrows that struck it aren't as deeply embedded in the creature as he would have expected.
Alden is relieved when the huge elemental doesn't try to crush him. A relief matched by his disappointment when his flail glances off the creature's granite skin.
Bold may act.
Theo & Axebeak
Earth Elemental (-48)
Hector and Urien, you're up!