[Retrocon] GM Blazej Cosmic Captive 1-2 CORE (Inactive)

Game Master Zynete


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Pavo's rapier hits true, but has a difficult time doing damage to the already dead flesh. It is more than what the zombie itself can manage however with another of its slow blows missing entirely.

The dead priest seethes with rage as the holy power tears at the rotting flesh. "You dare bring your pathetic god of your puny rock to this place! You spit in the very face of Ayrzul and I will not tolerate it!" In an explosive motion the undead leaps at Bemmer and goes for his throat in an attempt to rend the cleric into pieces caring less for the other surrounding Pathfinders.

The huecuva has provoked attacks from Ironshanks (flanking), Nahko, and Khargrom (flanking).

One Huecuva Will Save: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8

B. Zombie Slam vs Agon: 1d20 + 4 ⇒ (7) + 4 = 11
Slam Damage: 1d6 + 4 ⇒ (5) + 4 = 9

W. Huecuva Claw vs Bemmer: 1d20 + 4 ⇒ (19) + 4 = 23
Slam Damage: 1d4 + 1 ⇒ (1) + 1 = 2

This will hit and deal 2 damage to Bemmer if the AoOs don't kill the huecuva.

- Round 4 -
Bemmer (4 damage, 2 damage incoming)
Ironshanks (AoO on White)
Pavo (6 damage)
Agon
Kuti
Nahko (AoO on White, *, 3 damage)
Khargrom (AoO on White, *, 4 damage)
White Huecuva (7 damage)
Black Zombie (6 damage)

Buffs: Inspire Courage +1 (from Agon)

Silver Crusade

HP 21/21 | AC 17 T 11 FF 16 | Init 5 | Perception 9 | Saves 5/3/2 | 1 Fighter/1 Bard | Male Half-Elf | CMD 14 | Spells -/2 | Inspire Courage 5/7 |

"Oh, I've heard that rant before! Kregmire the Unclean was so angry at the paladins of Iomaede for smiting him he let loose a rant about the gods that made even the angels blush!"

Masterwork longsword, flanking, Inspire Courage: 1d20 + 4 + 1 + 2 ⇒ (1) + 4 + 1 + 2 = 8
2H Damage: 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8

Agon swings and whiffs. "What is with this zombie? Is it Azuryl in disguise? I am not strong enough to fell a god!"

Continuing to Inspire Courage for +1 attack/+1 damage.

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

AOO: Adamantine Waraxe, Power Attack, Flank, Inspire: 1d20 + 8 - 1 + 2 + 1 ⇒ (18) + 8 - 1 + 2 + 1 = 281d10 + 3 + 2 + 1 ⇒ (10) + 3 + 2 + 1 = 16

Ironshanks hacks out of reflex as the priest goes in for a holy cat fight with Torag's local representative. The elder Dwarf takes particular offense as he too is QUITE fond of Torag himself. "Woah now, yer goin' too far!" He buries his axe into its shoulder, then swings at it again just in case.

Adamantine Waraxe, Power Attack, Inspire: 1d20 + 8 - 1 + 1 ⇒ (12) + 8 - 1 + 1 = 201d10 + 3 + 2 + 1 ⇒ (3) + 3 + 2 + 1 = 9

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Khargrom also attempts to hack the priest in two, though with likely less success, "hey dumby, that ain't no way to get converts to your religion!"

AoO Battleaxe + Flanking + IC: 1d20 + 3 + 2 + 1 ⇒ (11) + 3 + 2 + 1 = 17 for Slashing + Sneak Attack + IC: 1d8 + 2 + 1d6 + 1 ⇒ (4) + 2 + (4) + 1 = 11

If the enemy is still up after that flurry of damage, Khargrom steps into flanking position again and takes another hack at it.

AoO Battleaxe + Flanking + IC: 1d20 + 3 + 2 + 1 ⇒ (6) + 3 + 2 + 1 = 12 for Slashing + Sneak Attack + IC: 1d8 + 2 + 1d6 + 1 ⇒ (7) + 2 + (4) + 1 = 14

If down, he moves towards the zombie (to the red x) instead.

Dark Archive

Male N Human Druid 2 | HP: 15/19 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 (15 Fl) | F: +6, R: +3, W: +5 | Init: +4 | Perc: +6, SM +1 | Speed 20ft | Active conditions: none

Attack of Opportunity:

Scimitar, IC: 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Damage, S, IC: 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7

The sudden lunge from the heucava startles Nahko; he swings his scimitar quickly, but to little effect. He calls back to Kuti over his shoulder as he closes with the heucava again. "Kuti, to me, now! Can't you see we're in a bit of a mess! No, wait; go get that zombie instead!" His gesture clearly indicates the shambling foe between Agon and Pavo.

Actions:

Free: Handle Animal (attack any target) DC 10, link: 1d20 + 3 + 4 ⇒ (6) + 3 + 4 = 13
[ooc]Move: 5' (10' cost through difficult terrain)

Standard: attack heucava

Scimitar, IC: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
Damage, S, IC: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10


Female N Cheetah | HP: 5/19 | AC: 17 (16 Tch, 12 Fl) | CMB: +2, CMD: 17 (12 Fl) | F: +4, R: +8, W: +2 | Init: +5 | Perc: +5, SM +1 | Speed 50ft | Active conditions: STR damage: 1

Something in Nahko's voice catches Kuti's attention; her ears snap up and her eyes follow the motion of his scimitar to where the zombie stands cornered. She darts across the more comfortable landscape and tries to dig her jaws into the creature's calf.

Actions:

Move: 45'
Standard: attack zombie

Bite, IC: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Damage, IC: 1d4 + 1 + 1 ⇒ (1) + 1 + 1 = 3


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Bemmer is not hit by the Huecuva's attack

The party is subject to no additional ranting as the huecava is torn apart before he can even reach the cleric of Torag. Without any guidance, even the most powerful zombie cannot stand against the full onslaught about to descend upon it.

GM Screen:
Z: 1d20 + 4 ⇒ (1) + 4 = 5
1d6 + 4 ⇒ (1) + 4 = 5
N: 1d20 + 5 ⇒ (1) + 5 = 6
K: 1d20 + 3 ⇒ (1) + 3 = 4

- END -
Bemmer (4 damage)
Ironshanks
Pavo (6 damage)
Agon
Kuti
Nahko (*, 3 damage)
Khargrom (*, 4 damage)
White Huecuva (28 damage)
Black Zombie (9 damage)


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You all have a chance to heal.

As you ride your newly claimed island you see the Vault that lies at the center of this cavern and your ultimate destination in more than one way as your island is set on a crash course.

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.

As your island approaches, the party needs to form their plan to infiltration, execute it, and navigate the constantly shifting passages.

You each must perform one of the checks in the following steps. Either to aid or making a check for yourself.

Each of the Pathfinders only had a short amount of time to look head and find safe passage into the constantly battered Vault.

Step 1: Identify the Point of Entry.
Knowledge (engineering), Perception, or Survival ooc

After the island crashes into the Vault each of the Pathfinders needed to quickly get into the Vault before any other large mountains crushed them, be cut on the Vaults harsh exterior, or be caught in a collapse.

Step 2: Get to the Point of Entry.
Acrobatics check, Climb check, or Reflex save

Even once inside the Pathfinders weren't entirely safe as the twisting passages of the fortress refused to be easily navigated as walls constantly shifted and pushed back against forward progress.

Step 3: Navigate the Vault. (Only three PCs can make these checks to be in front of the party. Unless you have different strategies or have abilities that let you help from farther behind, I will use the rolls from PCs with the largest relevant bonuses. Let me know if you have any special strategy or plan you want to execute on any part, but especially for this section)
Knowledge (dungeoneering) or Survival checks

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

Ironshanks has a good perception and survival, not to mention prefers to lead the crew into hostile territory. This may be a good spot to use a channel heal on the group with light group damage out there.

Ironshanks lops the head off the Huecava, finally ending the barrage of hate and lunacy coming from its mouth "Thar. Much bettah." He quickly stows his shield and axe as it looks like their ride is going to end in a crash landing.

"Bemmah, ya think Torag will reward us fer defendin' 'is honor? Maybe heal up some of them scratches n bruises bafore we crash into that floating rock?"

Ironshanks sets about looking for the best place to get inside the vault, his Dwarven instincts kicking in thanks to the stone... "Bloody hell that thing is made of adamantine! Jackpot!" His distraction is obvious.

Step 1: Perception, Stonecunning?: 1d20 + 9 + 2 ⇒ (1) + 9 + 2 = 12

"Look out! Keep yer fingers back else we'll be callin' ya ole paddle fists from now on." The old Dwarf pulls his appendages into his steel shell and rolls with it, bouncing around like a ping pong ball but managing to avoid injury.

Step 2: Reflex vs getting crunched: 1d20 + 3 ⇒ (19) + 3 = 22

"Follow me n my wayfinder kids, this ain't my first asteroid rodeo if ya know what I mean." Well, I guess it kinda is, but they don't know that!"

Step 3: Survival to Navigate, Wayfinder: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13

Dark Archive

Male N Human Druid 2 | HP: 15/19 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 (15 Fl) | F: +6, R: +3, W: +5 | Init: +4 | Perc: +6, SM +1 | Speed 20ft | Active conditions: none

Nahko gathers Kuti near him as their little island asteroid approaches the Vault. Kneeling down, arm around her shoulder, he scans the landing area looking for a point of entry.

Survival: 1d20 + 7 ⇒ (7) + 7 = 14 +2 to avoid getting lost?

Silver Crusade

HP 21/21 | AC 17 T 11 FF 16 | Init 5 | Perception 9 | Saves 5/3/2 | 1 Fighter/1 Bard | Male Half-Elf | CMD 14 | Spells -/2 | Inspire Courage 5/7 |

"Congratulations everyone- your aim is better than mine." Agon sheathes his sword. "Pavo, how do you manage to inspire for so long? I'm... running out of things to say."

Agon is down to 2 rounds of IC.

"Huh, we're hurtling through space. Ironshanks, pay attention! These adamantine shards will tear you in half if you don't take care!"

Perception: 1d20 + 9 ⇒ (5) + 9 = 14

"So. We're about to crash. Get ready to... avoid the debris!"
Reflex Save: 1d20 + 3 ⇒ (7) + 3 = 10

"We're in a maze of twisty passages, all alike?"
Agon has a +2 to K(Dungeoneering) and +0 Survival, so he will aid.
1d20 ⇒ 16 Of course, that's when I roll well.

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Healing after the fight w/ Bemmer using his CLW Wand on him: 2d8 + 2 ⇒ (2, 8) + 2 = 12

______________________________________________

Khargrom keeps his eye out for a safe entry point.

Perception: 1d20 + 7 ⇒ (1) + 7 = 8 (Traps +1, Stonework +2, Stonetraps +3)

Then tries to nimbly dart around the falling debris.

Acrobatics: 1d20 + 7 ⇒ (7) + 7 = 14

Trying to lead the group the right way, he points out common dungeon dangers as well as keeping a good feel for where they have been. "See, ya keep the left hand against the wall and just keep moving. It'll get ya out eventually."

Knowledge: Dungeoneering: 1d20 + 5 ⇒ (12) + 5 = 17


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This is the current list of checks I'm looking for right now. I'll describe the results of 2 and 3 after I better know the successes of part 1

Nahko: For clarification, I meant one check in each section, and not one check overall

Bold requires checks Check list
Agon
Bemmer
Ironshanks
Khargrom
Kuti & Nahko (Still need to make "Get to the Point of Entry" check)
Pavo

The Exchange

CG Human (Taldane) Bard 3 | HP 25/25 | AC 19 T 13 FF 16 | F +4 R +6 W +3/+4 | CMD 16 | Perc +6 SM +8 | Init +3 | Speed 30 ft | Bardic Performance 13/16 | 1st 4/4 | Active Effects:

"Is that a window?" Pavo asks, pointing at an indistinct shadow on the looming vault.

Step 1 (Perception): 1d20 + 6 ⇒ (2) + 6 = 8
Step 2 (Reflex): 1d20 + 6 ⇒ (5) + 6 = 11


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Bemmer Perception: 1d20 + 8 ⇒ (17) + 8 = 25
Bemmer Reflex: 1d20 ⇒ 17

Nahko Reflex: 1d20 + 2 ⇒ (7) + 2 = 9

Despite some close calls, the party is able to make scramble to a cavern Bemmer locates leading deeper into the vault. Nahko takes some cuts from an errant avalanche, but is able to escape critical damage.

Nahko Damage: 1d6 ⇒ 4

Nahko takes 4 damage

=

The Pathfinders continue exploring the twisting and turning caverns.

I'm assuming the party will continue unless there are repeated failures or something serious occurs.

Nahko Survival: 1d20 + 9 ⇒ (18) + 9 = 27
Ironshanks Survival to Aid: 1d20 + 8 ⇒ (2) + 8 = 10
Khargrom Dungeoneering: 1d20 + 5 ⇒ (15) + 5 = 20

Nahko Survival: 1d20 + 9 ⇒ (7) + 9 = 16
Ironshanks Survival to Aid: 1d20 + 8 ⇒ (15) + 8 = 23
Khargrom Dungeoneering: 1d20 + 5 ⇒ (15) + 5 = 20

Early into the exploration the shifting passages actively close on the party an attempt to stall progress and crush the Pathfinder team.

All Party members will take 2 points of damage from the passages.


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Opportunity to heal up again before this next section.

After twenty or so minutes of walking through the seemingly endless 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 light in the room is dim, which is not an issue for the dwarves, but in addition the constant blasts of wind would certainly interfere with ranged combat.

Other Pathfinders are entering the area alongside you everyone studying the vast artifact before them before this place finds some way to eject the Pathfinder intrusion.

While there are matters of debate, a few major items come to the forefront.

The polyhedron upon inspection looks like the prison the crysmal had drawn for you and there are various koans and puzzles strewn about it that magically seal it until solved.

In addition their are a number of magical warding circles that seem to be serving as some sort of defenses for the prison. There are five unique circles in total each inlaid with different gemstones. They are colored onyx, opal, red ruby, sapphire, and emerald.

Each PC can choose to do one of the following:
Identify the Circles using Knowledge (arcana or planes). DC 15 will let you identify the two of the circles of your choice. DC 18 will allow you to identify all of the circles.

Destroy the Circle: Choose one of the circles and strike it with either damaging weapon, spell, or use disable device to neutralize it.
Solve the Puzzles of the Prison: These skills can be used to unlock the prison: Appraise, Disable Device, Intelligence, Knowledge (religion), Wisdom, or Use Magic Device.
Any other Knowledge check, Linguistics, or Perception check can also be made to solve these puzzles or a way to open it up, but will be slightly harder than the first list.

I will assume these are done in this order in case anyone needs to change their mind for what is discovered or smashed.

The Exchange

CG Human (Taldane) Bard 3 | HP 25/25 | AC 19 T 13 FF 16 | F +4 R +6 W +3/+4 | CMD 16 | Perc +6 SM +8 | Init +3 | Speed 30 ft | Bardic Performance 13/16 | 1st 4/4 | Active Effects:

Pavo draws out his wand and heals himself of the scrapes and bruises inflicted by the malignant tunnels. He also whistles a little tune, and his clothes magically clean and repair themselves.

Wand:

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

Once in side the great chamber, the bard's eyes widen at the sight of the mystic prison and its warding. "Well, why should it be easy?" he says with a chuckle. Pavo moves to inspect the arcane circles.

Knowledge (arcane), Suit of Books (boon): 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18 +1 more if this is 'research'

Silver Crusade

HP 21/21 | AC 17 T 11 FF 16 | Init 5 | Perception 9 | Saves 5/3/2 | 1 Fighter/1 Bard | Male Half-Elf | CMD 14 | Spells -/2 | Inspire Courage 5/7 |

Agon ignores the cave ins and rubble. 'Tis but a scratch.

He looks at the multiple colored rings. "Some wizard in Absalom bored me half to tears before I asked him on a date. But I did learn a few things about arcane theory..."

Knowledge (Arcana): 1d20 + 2 ⇒ (3) + 2 = 5

"Namely that it was boring. Time to just... scan for weakpoints."

Perception: 1d20 + 9 ⇒ (3) + 9 = 12

"Does anyone see anything? I'm out of my element here."

Grand Lodge

Male Dwarf Cleric (4)| HP: 39/39 | AC:17 T:11 FF:16 | CMB:+4 CMD:15 (19 v Bullrush & Trip) | Saves F:+8 R:+3 W:+8 | Init:+4 | Per:+8

Bemmer whips out his wand of Cure Light Wounds and taps himself and anyone else who needs it. Roll for yourself and I'll deduct charges from my wand

CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

He then steps forward and tries to solve the puzzle with religious knowledge.

Kn Religion: 1d20 + 5 ⇒ (1) + 5 = 6

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Khargrom has Bemmer use Khargrom's wand again on himself for 1d8 + 1 ⇒ (3) + 1 = 4 as they enter the room.

He looks at the rings and chuckles, "anyone have a clue about those? They're outside my circle of expertise."

When any are identified, he attempts to disable them.

Disable Device + MW Thieves Tools: 1d20 + 7 + 2 ⇒ (7) + 7 + 2 = 16 (+1 vs. traps)

Then, he sets to work on the puzzle.

Disable Device + MW Thieves Tools: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27 (+1 vs. traps)


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Pavo with excellent work is able to analysis and work out what the different warding circles do.


Onyx: Fear, Anyone who attempts to solve the puzzle orb while this ward is still functioning will need to make a Will save or become shaken for a short time. If they fail the DC by 5 or more, they will need to make a Fortitude save or suffocate as the powerful fear effect halts your ability to breathe. This is a compulsion and fear effect.
Ruby: Earth, This empowers any enemy creatures that may fight you here. This will grant them +1 to attacks and damage.
Sapphire: Distortion, this warps the patterns on the prison making it more difficult to solve the puzzles. All DCs will be approximately +3 higher as long as this active.
Opal and Emerald: Warding, this circles serve only to protect the other magic circles. It increases the hardness of the circles by +3 and and heals each of the circles by a few points every few rounds. These warding circles do not protect each other, but they do stack for other circles.

I know some of these might change actions, let me know if they do. You can only either attempt to solve the puzzle or destroy a magic circle. Not both. If you are attempting to destroy one of the circles with damage or disable device let me know which one you are targeting.

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

Ironshanks draws out his waraxe as Pavo describes what they're up against "So yer sayin' we can smash 'em up if need be? I'd say smash the one that causes that fear bit. My adamantine axe should cut right through that stuff like buttah on Ma's fresh hot biscuits."

He waits to see what the others thing about it.

Silver Crusade

HP 21/21 | AC 17 T 11 FF 16 | Init 5 | Perception 9 | Saves 5/3/2 | 1 Fighter/1 Bard | Male Half-Elf | CMD 14 | Spells -/2 | Inspire Courage 5/7 |

"Yikes, that's what they do?" Agon grimaces. "I think we can ignore the Ruby circle. No circle is going to steal my breath. I'd love to target Onyx first, but Ironshanks you're the only person who can cut through it while Opal and Emerald are reinforcing it. Maybe you go for Onyx first while we handle Opal?"

Agon readies his warhammer. "Should we ask the water elemental to help us shatter circles?"

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Khargom nods, ”good plan! I like working with a plan. I’ll get Emerald disabled then while ya hack Opal to bits and the tough guy manages Onyx.”

use the above roll/rolls?

Grand Lodge

Male Dwarf Cleric (4)| HP: 39/39 | AC:17 T:11 FF:16 | CMB:+4 CMD:15 (19 v Bullrush & Trip) | Saves F:+8 R:+3 W:+8 | Init:+4 | Per:+8

Bemmer thinks deeply about Torag and his teachings and tries to solve the riddle again.

Kn Religion: 1d20 + 5 ⇒ (15) + 5 = 20

Will Save: 1d20 + 6 ⇒ (12) + 6 = 18


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Khargrom Shadowband wrote:
use the above roll/rolls?

Yes.

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

Not sure if a regular attack roll or a sunder attempt is more appropriate. If sunder is then just add 2 to the attack roll.

When the time is right Ironshanks lines up a kill shot with his adamantine war axe on the pesky fear inducing part of that complicated doohicky.

"Pinpoint accuracy I got fellas, PIN POINT! Watch n learn!" He hacks away... straight into the stone ground. Well dang, time to cover...

2H Adamantine Waraxe, Power Attack: 1d20 + 8 - 1 ⇒ (1) + 8 - 1 = 81d10 + 4 + 3 ⇒ (3) + 4 + 3 = 10

"Who said stop? Bemmer! Why'd you tell me ta stop at the last second?"

Bluff: 1d20 - 2 ⇒ (4) - 2 = 2


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The circles aren't too difficult for Khargrom to unbind, but it will take a bit more time for him to disable to Emerald ward.

Even as Ironshanks casts blame the ground continues to rock and crumble from his blow. Despite the indirect hit, the cracks from the blow extend outward and destroy the bindings of the magical circle.

Magic Circles
Onyx (Fear) (Destroyed)
Ruby (Earth)
Sapphire (Distortion)
Opal (Warding)
Emerald (Warding) (5/9 hp)

Ironshanks, In this case I will say that given the circles are so large, unarmored, and immobile that attack rolls are not necessary hit them.
Agon can roll damage for a weapon swing on the circle. Seeing Khargrom's progress Agon can work on the Opal or the Emerald circles.
I'll assume the elemental is being called to help this process unless stated otherwise.

As you work at the sphere the walls continue to shift and move and chanting rise from the tunnels as enemies begin to pour out from them. A pair of humanoid statues composed of metal move toward the party, each with the head of large toothy lizards. Despite their odd stucture they sing with one another they prepare to rend the Pathfinders apart. "Ayrzul. We live in thy shadow and are gracious in your protection. May we see our enemies life crushed into powder by immense strength."

Initiative:

Agon: 1d20 + 5 ⇒ (18) + 5 = 23
Bemmer: 1d20 + 4 ⇒ (17) + 4 = 21
Ironshanks: 1d20 + 2 ⇒ (20) + 2 = 22
Khargrom: 1d20 + 4 ⇒ (3) + 4 = 7
Nahko: 1d20 + 4 ⇒ (12) + 4 = 16
Kuti: 1d20 + 5 ⇒ (2) + 5 = 7
Pavo: 1d20 + 3 ⇒ (6) + 3 = 9
Yellow Construct: 1d20 ⇒ 9
White Construct: 1d20 ⇒ 9

- Round 1 -
Agon
Ironshanks
Bemmer
Nahko
Pavo

Yellow Construct
White Construct
Khargrom
Kuti

Grand Lodge

Male Dwarf Cleric (4)| HP: 39/39 | AC:17 T:11 FF:16 | CMB:+4 CMD:15 (19 v Bullrush & Trip) | Saves F:+8 R:+3 W:+8 | Init:+4 | Per:+8

Bemmer moves into the group and casts guidance on Agon. Torag be with you


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Knowledge (arcana) DC 11 to Identify:
These are celedon. Constructs formed any given deity, in this case Ayrzul. They are devoted servants to their god acting on their wishes and singing their praises. Despite their metallic bodies, they are relatively fragile beings as this shell is largely decorative. As such any weapon could be used to damage them.

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

Sounds good to me!

"Eh, looks like that worked even with the distraction boys." He starts to puff out his chest when the two statues rumble out of the wall.

"Fer cripes sake, this Ayrzul thing needs to lay off and let go." He lifts his axe back up and grins "But til then, guess there's more rocks ta roll fer us fellas!"

He moves to block off their advance, and hopefully more than that. He moves head and straps on his shield, then swings at white.

Adamantine Waraxe, Power Attack: 1d20 + 8 - 1 ⇒ (18) + 8 - 1 = 251d10 + 3 + 2 ⇒ (5) + 3 + 2 = 10

Silver Crusade

HP 21/21 | AC 17 T 11 FF 16 | Init 5 | Perception 9 | Saves 5/3/2 | 1 Fighter/1 Bard | Male Half-Elf | CMD 14 | Spells -/2 | Inspire Courage 5/7 |

Agon swings his warhammer at the Opal circle.
2H Damage: 1d8 + 3 ⇒ (8) + 3 = 11

Bemmer asks Torag to guide Agon's next action. "Thank you Bemmer. And Torag. Now, what are those things?"

K Arcana: 1d20 + 2 + 1 ⇒ (9) + 2 + 1 = 12
"Celodons. These are Ayrzul- themed. Obviously they will sing his praises to high heav- er, wherever Ayrzul lies, like I care. Feel free to hit them with any weapon you want to. Speaking of which!"

Agon turns to smash the White Celodon.
Warhammer : 1d20 + 3 ⇒ (1) + 3 = 4
2H Damage: 1d8 + 3 ⇒ (8) + 3 = 11

The Exchange

CG Human (Taldane) Bard 3 | HP 25/25 | AC 19 T 13 FF 16 | F +4 R +6 W +3/+4 | CMD 16 | Perc +6 SM +8 | Init +3 | Speed 30 ft | Bardic Performance 13/16 | 1st 4/4 | Active Effects:

"This is our moment, my boon companions," Pavo says. "It is time to use our wit and skills to break open this cosmic prison and free the goodly power within. The enemy is desperate and sends its minions to stop us. Will we be stopped? No!"

Pavo draws his rapier. "Ironshakes, use your axe to destroy these wards. The rest of us can hold off these celodons."

Inspire Courage: +1


Prank War Map

Nahko launches a the construct only for the attack to connect with one of the shifting passages instead.

Sling at Yellow: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d6 + 4 ⇒ (1) + 4 = 5

The pure white celodon staggers back from the weight of Ironshank's axe, just knocking it out of range of Agon's follow up attack.

The sudden approach was unexpected by the constructs who have no powerful attacks ready to grant. One chastises you in a low booming voice as he swings back at Ironshanks. "Your actions disrupt the harmony of perfection."

The other adds, as it gives a unfocused attack at Agon, "Ayrzul forms the stone that shall hold firm. No other lord could contain something as intangible as air. While you grasp at nothing, the ultimate lord of earth already has you in his grasp."

White Sharpened Blade vs Ironshanks: 1d20 + 3 ⇒ (4) + 3 = 7
Blade Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Yellow Sharpened Blade vs Agon: 1d20 + 3 ⇒ (2) + 3 = 5
Blade Damage: 1d6 + 2 ⇒ (3) + 2 = 5

One of the water elemental allies the Society has contacted has come to your aid. Looking for commands it sees the request to destroy the circle which it doesn't question for a moment. It repeatedly hammers streams of water into the opal circle until there is one less warding circle impeding progress.

Elemental Slam the Circle: 1d6 + 6 ⇒ (1) + 6 = 7
Elemental Slam the Circle: 1d6 + 7 ⇒ (6) + 7 = 13

Magic Circles
Ruby (Earth)
Sapphire (Distortion)
Opal (Warding) (Destroyed)
Emerald (Warding) (5/9 hp)

- Round 1 -
Khargrom
Kuti

- Round 2 -
Nahko
Agon
Ironshanks
Bemmer
Pavo

Yellow Celodon
White Celodon (11 damage)
Elemental Ally

As Pavo suggests, if you wish, any one of you are able to continue to focus on the magical circles during combat. You will not be able to focus on solving any of the puzzles though while enemies are attacking however. Using disable device to try to destroy the circle is a full round action and attacking them is an attack action.

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Khargrom looks at his allies and at the enemies, ”gorramit I think they are just a distraction, I’m gonna keep working on this circle.”

Disable Device Emerald + MW Thieves Tools: 1d20 + 7 + 2 ⇒ (11) + 7 + 2 = 20 (+1 vs. traps)

Silver Crusade

HP 21/21 | AC 17 T 11 FF 16 | Init 5 | Perception 9 | Saves 5/3/2 | 1 Fighter/1 Bard | Male Half-Elf | CMD 14 | Spells -/2 | Inspire Courage 5/7 |

Agon continues on the White Celodon.
Warhammer : 1d20 + 3 + 1 ⇒ (15) + 3 + 1 = 19
2H Damage: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7

"They are distracting. I can't concentrate on the puzzle with their stupid pro-Azyrul agenda."

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

"Sooner we bust up these rocks, the sooner we be fixing that puzzle book ya got goin' down there. Just take me a few swings here..."

Ironshanks swings at White again, unless Agon finally destroyed it, otherwise he'll 5' step to the NW and swing at yellow.

Adamantine Waraxe, Power Attack, Inspire: 1d20 + 8 - 1 + 1 ⇒ (16) + 8 - 1 + 1 = 241d10 + 3 + 2 + 1 ⇒ (3) + 3 + 2 + 1 = 9

The Exchange

CG Human (Taldane) Bard 3 | HP 25/25 | AC 19 T 13 FF 16 | F +4 R +6 W +3/+4 | CMD 16 | Perc +6 SM +8 | Init +3 | Speed 30 ft | Bardic Performance 13/16 | 1st 4/4 | Active Effects:

"Ha! You don't think there'll be more?" Pavo says. "Have it your way. Find your glory in battle."

The bard turns his attention to the circle strengthening the guardians.

Disable Device (Ruby): 1d20 + 12 ⇒ (17) + 12 = 29

Inspire Courage: +1

Dark Archive

Male N Human Druid 2 | HP: 15/19 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 (15 Fl) | F: +6, R: +3, W: +5 | Init: +4 | Perc: +6, SM +1 | Speed 20ft | Active conditions: none

Healing:

cure light wounds, Nahko: 1d8 + 1 ⇒ (6) + 1 = 7
cure light wounds, Kuti: 1d8 + 1 ⇒ (1) + 1 = 2

Nahko abandons his attempt to fight these constructs; breaking the circles seemed more important to him, especially since one of the circles was bolstering the defenders! He runs past Pavo to get better access, calling Kuti to follow and defend him. "C'mon you stubborn cat, you know what to do!"

Actions:

Move: 20', drawing scimitar
Free: Handle Animal (defend), link: 1d20 + 3 + 4 ⇒ (5) + 3 + 4 = 12
Standard: attack emerald, unless Kargroum disabled it, then sapphire instead

Scimitar, IC: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 18
Damage, S, IC: 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8


Female N Cheetah | HP: 5/19 | AC: 17 (16 Tch, 12 Fl) | CMB: +2, CMD: 17 (12 Fl) | F: +4, R: +8, W: +2 | Init: +5 | Perc: +5, SM +1 | Speed 50ft | Active conditions: STR damage: 1

Kuti takes up a position defending Nahko, ready to strike any foe that comes near.

Actions:

Move: 10'
Standard: readied attack vs any foe that enters a threatened square

Bite, IC: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Damage, P, IC: 1d4 + 1 + 1 ⇒ (4) + 1 + 1 = 6


Prank War Map

With some slight adjustments to the ring Khargrom is able to disable the last of the warding circles. Soon after Pavo is able to do the same to the earth aligned circle.

Even still the others prove resistant to damage as Nahko's blade just scratches the surface and even the elemental's destructive blows are severly lessened. It burbles out, "With this we will complete what we set out to do when we heard the winds call. We defy the lords and free those they have imprisoned. With your help we will wash away the evil."

Bemmer deals a blow to the construct as it struggles to both fight and speak at the same time. "You attack the ground underneath your feet. Do you not know that is what you stand on? Do you think it beneath you?"

Bemmer Attack: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14
Damage: 1d8 + 1 + 1 ⇒ (3) + 1 + 1 = 5

Elemental Slam the Circle: 1d6 + 7 ⇒ (6) + 7 = 13

Celedon Slash at Bemmer: 1d20 + 2 ⇒ (1) + 2 = 3
Celedon Damage: 1d6 + 1 ⇒ (2) + 1 = 3

Magic Circles
Ruby (Earth) (0/9 hp)
Sapphire (Distortion) (3/9 hp)
Emerald (Warding) (0/9 hp)

- Round 2 -
Khargrom
Kuti

- Round 3 -
Nahko
Agon
Ironshanks
Bemmer
Pavo
Yellow Celodon (5 damage)
White Celodon (27 damage)
Elemental Ally

Silver Crusade

HP 21/21 | AC 17 T 11 FF 16 | Init 5 | Perception 9 | Saves 5/3/2 | 1 Fighter/1 Bard | Male Half-Elf | CMD 14 | Spells -/2 | Inspire Courage 5/7 |

Agon focuses on the Yellow Celodon. He hefts his shield and swings.
Warhammer : 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12
2H Damage: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12

"I'm standing on ground, yes, and you're displacing air. I guess Azyrul doesn't rule everything."

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Khargrom puts his tools to work on the last circle, "help me finish this off Pavo, you've got some good skills there. I can tell when I ain't the master at this kind of thing but I can prolly help. Nahko, can you take yur kitty and finish off that last attacker thing?"

Disable Device Sapphire + MW Thieves Tools: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22 (+1 vs. traps)

Grand Lodge

Male Dwarf Cleric (4)| HP: 39/39 | AC:17 T:11 FF:16 | CMB:+4 CMD:15 (19 v Bullrush & Trip) | Saves F:+8 R:+3 W:+8 | Init:+4 | Per:+8

Bemmer moves opposite Agon and swings his hammer.

Hammer: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18 Damage: 1d8 + 1 ⇒ (8) + 1 = 9

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

"Ah fine. These two rooks can use the work anyhow I guess." Ironshanks clomps his way back down to the ward and lays his axe into it.

Adamantine Waraxe, Power Attack, Inspire: 1d10 + 3 + 2 + 1 ⇒ (8) + 3 + 2 + 1 = 14

The Exchange

CG Human (Taldane) Bard 3 | HP 25/25 | AC 19 T 13 FF 16 | F +4 R +6 W +3/+4 | CMD 16 | Perc +6 SM +8 | Init +3 | Speed 30 ft | Bardic Performance 13/16 | 1st 4/4 | Active Effects:

"I would, but it looks like Ironshanks just finished it off," Pavo says. He leaves his tools where they are and moves to help Agon and Bemmer with the celodon, drawing his rapier along the way.

The blade crackles with silver energy as he thrusts.

"Just remember, we are the heroes of this story!"

Action:

Free: Continue inspire courage
Move: Move 15 ft and draw weapon
Swift: Arcane Strike

Dice:

+1 rapier, IC: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
P, magic, IC, AS: 1d6 + 2 + 1 + 1 ⇒ (3) + 2 + 1 + 1 = 7

Inspire Courage: +1


Prank War Map

Pavo can keep one round of inspire courage.

As the construct recalls some hymn to answer the retort both it and the circle fall to weapon and technique. The water elemental has barely a chance to offer more to the defenses before it hears a cry from the opposite side of the room for more assistance. Still it looks to you and calls out in Common. "You have been guided here for a powerful reason. Your teams have brought us out of the cold and brought our hearts to a boil. Thank you, and good luck."

With the assault resolved the Pathfinders have a brief chance to investigate the prison.

Same as before except each PC will need to make a check to solve one of the puzzles on the orb. Either make one yourself or aid another of your party members checks. Position yourself around the room as you see fit. You have several rounds to perform anything you want, but will only have one chance in this period to solve a portion of the puzzle.

Solve the Puzzles of the Prison: These skills can be used to unlock the prison:
Easier Checks: Appraise, Disable Device, Intelligence, Knowledge (religion), Wisdom, or Use Magic Device. Once one of these easier checks are completed, they will be moved onto the harder list.
Harder Checks: Any other Knowledge check, Linguistics, or Perception check

Grand Lodge

Male Dwarf Cleric (4)| HP: 39/39 | AC:17 T:11 FF:16 | CMB:+4 CMD:15 (19 v Bullrush & Trip) | Saves F:+8 R:+3 W:+8 | Init:+4 | Per:+8

Kn Religion: 1d20 + 5 ⇒ (14) + 5 = 19

The Exchange

CG Human (Taldane) Bard 3 | HP 25/25 | AC 19 T 13 FF 16 | F +4 R +6 W +3/+4 | CMD 16 | Perc +6 SM +8 | Init +3 | Speed 30 ft | Bardic Performance 13/16 | 1st 4/4 | Active Effects:

"Let's see what we have here," Pavo says once free to study the prison.

Solve Puzzle: 1d20 ⇒ 12 +10 if Easy check, +8 if Hard check.

The Concordance

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4

Khargrom nods and lets Pavo and Bemmer take the first crack at the puzzle. He then settles in and gives it his best go.

I'll take the hard one and hope for a high roll!

Disable Device + MW Thieves Tools: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27 (+1 vs. traps)

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Blake's Tiger


Count Lucinean Galdana
The Exchange Pavo: the Crimson Nuthatch

CG Human (Taldane) Bard 3 | HP 25/25 | AC 19 T 13 FF 16 | F +4 R +6 W +3/+4 | CMD 16 | Perc +6 SM +8 | Init +3 | Speed 30 ft | Bardic Performance 13/16 | 1st 4/4 | Active Effects:
(395 posts)

chadius


Damiel
Silver Crusade Agon Abstruss

HP 21/21 | AC 17 T 11 FF 16 | Init 5 | Perception 9 | Saves 5/3/2 | 1 Fighter/1 Bard | Male Half-Elf | CMD 14 | Spells -/2 | Inspire Courage 5/7 |
(222 posts)

Ietsuna


Joran Vhane
Grand Lodge Bemmer Anvilbrow

Male Dwarf Cleric (4)| HP: 39/39 | AC:17 T:11 FF:16 | CMB:+4 CMD:15 (19 v Bullrush & Trip) | Saves F:+8 R:+3 W:+8 | Init:+4 | Per:+8
(233 posts)

Massee


Ecclesitheurge
Grand Lodge Ironshanks Magee

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!
(1,043 posts)

Pete H.


Worshipper of Torag
The Concordance Khargrom Shadowband

LN Dwarf Rogue 4 | 2 Star Reroll 1/1, Mods: Trap Spotter (talent), Step Up (feat) | HP 38 (-0) | AC/Tch/FF 19/12/-- (Uncanny Dodge, +4 vs. Giants, +1 vs. Traps) | CMD (bullrush/trip) 16 (20) | F/R/W +5/+7/+4 (+1 vs. Traps, Evasion, +2 vs. poisons/spells/spell-like, +1 vs. Fire from Boon) | Speed 20ft | Perception: +9 (+2 traps, +2 stonework, +4 stone traps, darkvision), SM: +6 | Init: +4
(536 posts)

Zin Z'arin


Sun Shaman
Dark Archive Beren Stane

Male N Human Druid 2 | HP: 15/19 | AC: 18 (12 Tch, 16 Fl) | CMB: +5, CMD: 17 (15 Fl) | F: +6, R: +3, W: +5 | Init: +4 | Perc: +6, SM +1 | Speed 20ft | Active conditions: none
(264 posts)
Droogami
Kuti

Female N Cheetah | HP: 5/19 | AC: 17 (16 Tch, 12 Fl) | CMB: +2, CMD: 17 (12 Fl) | F: +4, R: +8, W: +2 | Init: +5 | Perc: +5, SM +1 | Speed 50ft | Active conditions: STR damage: 1
(81 posts)
Ny'a