OMB's Hao Jin Cataclysm Tier 10-11 PBP (Inactive)

Game Master James Martin


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Bonekeep Slides

Who wants to break the tie?

Sovereign Court

AC 26 T 15 FF 23| HP 60/84| F +13 R +15 W +11 (see profile for conditional mods)| Init +5| Perc +7 (low-light vision) | Challenge 1/1, Tactician 1/1, Bardic Performance 21/22 Nagaji
Spells Per Day Remaining:
3-0/3 2-3/5 1-4/5
Spells/Effects Active:
Heroism (extended), Heightened Awareness, Haste, Good Hope

"Wow, I wasn't expecting to need to fight things. Maybe this hippy-dippy crap won't be so bad."

Attack Roll (heroism): 1d20 + 14 + 2 ⇒ (4) + 14 + 2 = 20

Serpent Shogun's heroism lasts 200 minutes (so 3 hours and 20 minutes) because of his extend rod. If it would have fallen off, he would have recast it with the rod again


Bonekeep Slides

Attacking it is! With SS's aid, we have a success!

You elect to beat back the undead and with several tense moments of combat, manage to defeat the hated foe!

You head down a dimly lit corridor to C2 - The Library!

Two young acolytes sit facing each other on the floor. They read aloud from unholy texts, and tears of blood drip onto the pages from their unblinking eyes.

OPTIONS: You can Find a Holy Text with a Perception check OR Speak the Words of Korada with a Religion check!

First two to agree choose!

Sovereign Court

AC 26 T 15 FF 23| HP 60/84| F +13 R +15 W +11 (see profile for conditional mods)| Init +5| Perc +7 (low-light vision) | Challenge 1/1, Tactician 1/1, Bardic Performance 21/22 Nagaji
Spells Per Day Remaining:
3-0/3 2-3/5 1-4/5
Spells/Effects Active:
Heroism (extended), Heightened Awareness, Haste, Good Hope

"Uh...when people do unholy things, you're supposed to do holy things back them, right? Is there a book like that around here?"

Perception (heroism): 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21

Liberty's Edge

Male Human Ranger-13 (DivineTracker)/Sanct Rogue-1 AC23/T16/F18/CMD21 |HP 121/121| Fort:+14;Ref:+17 Will+12| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

Roland helps with the perception

” Zhere could be one here “

Perception aid : 1d20 + 21 ⇒ (3) + 21 = 24

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11

Undy doesn't need to rest at this point - I've been carefully conserving his spells because specials can be tough on casters - but knowing that we can have an 8 hour rest at some point is helpful. I'll let everyone know if I start feeling like it would be helpful for him.

If it takes an hour to travel between locations, Undy will activate Mage Armor on himself and Riddy (from a wand) before each new spot.

Perception: 1d20 + 13 ⇒ (5) + 13 = 18
Riddy Perception: 1d20 + 14 ⇒ (1) + 14 = 15

Undy and Riddy missed the commotion with the skeletal hands but they try to make up for it by throwing themselves into looking for any books that seem interesting and relevant.

Liberty's Edge

Male Ifrit Sorcerer 10 HP 64/68 | AC 20 T 16 FF 16 | CMB +5 CMD 21 | F +8 R +11 W +9 | Init +13 | Perc −1, SM −1 | Speed 30 | Mage Armor (10h), Cushioning Bands (10h, 0/120), protection from energy fire 87 elec 120 | 5th 2/4 4th 5/6 3rd 5/8 2nd 6/8 1st 7/8

Naalij tries to help however he can, but finding stuff is usually not for him.

Perception: 1d20 - 1 ⇒ (15) - 1 = 14

Grand Lodge

Spells 3/2/1| Controlled Rage 12/12 | GM Folio Reroll +2 | HP 109/109 | AC 23 T 14 FF 22 | Saves: 13/9/8 (Evasion, +2 vs Evil, +2 vs Spells and Spell-Like) | CMD 28 | Perception +17 | Init +1 Female Tiefling | Urban Ranger 10, Urban Barbarian 1 | Animal Companion |

"Give a hoot."

Perception: 1d20 + 17 ⇒ (5) + 17 = 22

"Read a book."


HP 67/67 | AC 26 T 14 FF 22 | Saves: 9/9/6 (Devotion, Evasion) | CMD 25 | Perception +8 | Init +3 Male Animal Companion 11 |

"Hoot"


Bonekeep Slides

Rufeo Perception: 1d20 + 21 ⇒ (7) + 21 = 28

It take the lot of you to find a holy book in the mentalscape of the poor monk's mind, but at last you do. Reading the words of the holy tome seems to calm the poor acolytes and they drop the unholy tome and cease their bleeding.

C3 Meditation Room

A strange sight greets you here as you enter the meditation space. Several monks perform grotesque contortions and throw glass spheres to one another while reciting the mantra, “bind my soul to Sifkesh.” Countless worms carpet the floor and walls.

Options: You can Spin the Sacred Spheres with a Sleight of Hand check OR you can Practice Proper Technique with an Acrobatics check!

First two to agree make the choice.

Liberty's Edge

Male Ifrit Sorcerer 10 HP 64/68 | AC 20 T 16 FF 16 | CMB +5 CMD 21 | F +8 R +11 W +9 | Init +13 | Perc −1, SM −1 | Speed 30 | Mage Armor (10h), Cushioning Bands (10h, 0/120), protection from energy fire 87 elec 120 | 5th 2/4 4th 5/6 3rd 5/8 2nd 6/8 1st 7/8

No opinion on this one but as Sleight of Hand is a trained skill, Naalij can only try Acrobatics. I’m not sure we have someone with sleight of hand, so:
Acrobatics: 1d20 + 4 ⇒ (10) + 4 = 14

Grand Lodge

Spells 3/2/1| Controlled Rage 12/12 | GM Folio Reroll +2 | HP 109/109 | AC 23 T 14 FF 22 | Saves: 13/9/8 (Evasion, +2 vs Evil, +2 vs Spells and Spell-Like) | CMD 28 | Perception +17 | Init +1 Female Tiefling | Urban Ranger 10, Urban Barbarian 1 | Animal Companion |

Swayaah shrugs, drops some of her gear, and begins flipping, stretching and handstanding as necessary.

Acrobatics: 1d20 + 10 ⇒ (16) + 10 = 26

"And that's how you Practice Proper Technique!"

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11

Acrobatics: 1d20 + 3 ⇒ (20) + 3 = 23
Riddy Acrobatics: 1d20 + 6 ⇒ (20) + 6 = 26

Neither Undy nor Riddy are too fond of acrobatic maneuvers - too much time spent eating too much sushi, probably - but somehow they each channel their inner gymnastics star!

Sovereign Court

AC 26 T 15 FF 23| HP 60/84| F +13 R +15 W +11 (see profile for conditional mods)| Init +5| Perc +7 (low-light vision) | Challenge 1/1, Tactician 1/1, Bardic Performance 21/22 Nagaji
Spells Per Day Remaining:
3-0/3 2-3/5 1-4/5
Spells/Effects Active:
Heroism (extended), Heightened Awareness, Haste, Good Hope

Serpent Shogun cracks his wrists then goes into practice with the rest, his flexible nagaji body serving him well.

Acrobatics(heroism: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30


Bonekeep Slides

Serpent Shogun begins the graceful movements with encouragement from the others as the monks stop to watch the proper movements and soon seem happy and smiling, no longer chanting.

Leaving the meditation room you head into the Chapel C4!

A bloated corpse stands upon a balcony at the front of this vaulted chapel, preaching heresy and ugly truths to a crowd of rapt worshipers.

Options: You can Drown Him Out with a Perform (Sing or Oratory) check OR Distract the Congregation with a Bluff check!

As before, first two in agreement determine the course!

Grand Lodge

Spells 3/2/1| Controlled Rage 12/12 | GM Folio Reroll +2 | HP 109/109 | AC 23 T 14 FF 22 | Saves: 13/9/8 (Evasion, +2 vs Evil, +2 vs Spells and Spell-Like) | CMD 28 | Perception +17 | Init +1 Female Tiefling | Urban Ranger 10, Urban Barbarian 1 | Animal Companion |

Swayaah shrugs. "I'm not good at this..."

Does not matter which skill I pick, did I aid?: 1d20 ⇒ 11

Sovereign Court

AC 26 T 15 FF 23| HP 60/84| F +13 R +15 W +11 (see profile for conditional mods)| Init +5| Perc +7 (low-light vision) | Challenge 1/1, Tactician 1/1, Bardic Performance 21/22 Nagaji
Spells Per Day Remaining:
3-0/3 2-3/5 1-4/5
Spells/Effects Active:
Heroism (extended), Heightened Awareness, Haste, Good Hope

Serpent Shogun waves his arms in the air and shouts as loud as he can—which is quite loud—toget peoples’ attention.

”HEY IDIOTS. STOP LISTENING TO THE STUPID CORPSE AND LISTEN TO ME, YOU FOOLS. TAKE IT FROM A REAL EXPERT IN BULLSHITTING: THAT CORPSE IS FULL OF IT.”

Bluff (heroism): 1d20 + 17 + 2 ⇒ (8) + 17 + 2 = 27

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11

Riddy Bluff: 1d20 + 9 ⇒ (6) + 9 = 15

Riddy flies about, flapping his wings and making a general distraction of himself, in hopes of distracting the crowd from the horrible sermon!

Liberty's Edge

Male Ifrit Sorcerer 10 HP 64/68 | AC 20 T 16 FF 16 | CMB +5 CMD 21 | F +8 R +11 W +9 | Init +13 | Perc −1, SM −1 | Speed 30 | Mage Armor (10h), Cushioning Bands (10h, 0/120), protection from energy fire 87 elec 120 | 5th 2/4 4th 5/6 3rd 5/8 2nd 6/8 1st 7/8

Naalij is also trying to distract them by putting a firework show by casting snapdragon fireworks.

Bluff: 1d20 + 11 ⇒ (8) + 11 = 19

“Come and see the show, explosive fireworks aplenty and only once today!” and with that a tiny dragon goes up in the sky and explode with orange sparks. It is followed by 9 others.

Grand Lodge

Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

**OVERSEER ANNOUNCEMENT**

The repair teams have patched the rift beneath the Muckmouth. They discovered that the tapestry itself is generating massive amounts of necromantic energy around the rifts. The Muckmouth is secured!

GMs, the Muckmouth Secured condition on Page 10 is now in effect!


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Tiny Male CG Faerie Dragon | HP 39/40 | AC 23 T 16 FF 19 (+4 vs AoO) | CMB +6, CMD 16 | F: +4, R: +6 (imp. evasion), W: +9 | Init: +3 | Perc: +15 (darkvision), SM: +8 | Speed 10ft, Fly 60 (Perfect), Swim 30 | Active conditions: Good Hope, Inspired Rage | Constant: SR 13

Riddy watches Naalij's ten tiny fiery dragons with amazement and then, as they each explode in turn, horror. When the display is completed, the faerie dragon berates the ifrit telepathically with a barrage of draconic cursing, the gist of which seems to be, "Well, I never...!"

Liberty's Edge

Male Human Ranger-13 (DivineTracker)/Sanct Rogue-1 AC23/T16/F18/CMD21 |HP 121/121| Fort:+14;Ref:+17 Will+12| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

Roland watches and waits silently.


Bonekeep Slides

Despite your shouting, you cannot drown out the corpse and move onward.

You enter into C5: the Refectory! A table covered in scorched dirt and vermin sits at the center of this dining room. Two dozen acolytes choke and gag as they feast on the roiling mess.

Options: You can Flip the Table with a Combat Maneuver Check OR Treat the Sick with a Heal check!

Sovereign Court

AC 26 T 15 FF 23| HP 60/84| F +13 R +15 W +11 (see profile for conditional mods)| Init +5| Perc +7 (low-light vision) | Challenge 1/1, Tactician 1/1, Bardic Performance 21/22 Nagaji
Spells Per Day Remaining:
3-0/3 2-3/5 1-4/5
Spells/Effects Active:
Heroism (extended), Heightened Awareness, Haste, Good Hope

Serpent Shogun is pissed at so many people not listening to him, so he lets out his frustration on the table, not even realizing yet that it’s full of bad food.

Since it’s a move action, would it be okay for Serpent Shogun to use his inspire courage to buff everyone’s combat maneuvers for the check?

Combat Manuever Check (heroism): 1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22+2 higher if inspire courage is kosher

Grand Lodge

Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

**OVERSEER ANNOUNCEMENT**

The repair teams have patched the rift at the Temple of Empyreal Enlightenment. The nightmare is over, and Korada’s faithful now lend us their aid! The Temple is secured!

GMs, the Temple Secured condition on page 11 is in effect!

Liberty's Edge

Male Ifrit Sorcerer 10 HP 64/68 | AC 20 T 16 FF 16 | CMB +5 CMD 21 | F +8 R +11 W +9 | Init +13 | Perc −1, SM −1 | Speed 30 | Mage Armor (10h), Cushioning Bands (10h, 0/120), protection from energy fire 87 elec 120 | 5th 2/4 4th 5/6 3rd 5/8 2nd 6/8 1st 7/8

Combat Maneuver: 1d20 + 5 ⇒ (6) + 5 = 11

Naalij tries to lend a hand in flipping the table.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11

Undy CMB: 1d20 + 2 ⇒ (3) + 2 = 5
Riddy CMB: 1d20 + 5 ⇒ (8) + 5 = 13

Undy and Riddy also both try to help out as well, but it's clear that they both would rather be eating sushi.

Liberty's Edge

Male Human Ranger-13 (DivineTracker)/Sanct Rogue-1 AC23/T16/F18/CMD21 |HP 121/121| Fort:+14;Ref:+17 Will+12| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

Roland will also give it a go.

”Zhis is something I may be able to help. “

COmbat maneuver : 1d20 + 16 ⇒ (15) + 16 = 31 to flip table

Grand Lodge

Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

**OVERSEER ANNOUNCEMENT**

The waters of the Eternal Lake flow once more, and our repair teams have patched the nearby rift. The kappas make for strange companions, but they have pledged unending loyalty to the Society. The Eternal Lake is secured!

GMs, the Eternal Lake Secured condition on page 11 is in effect!

Grand Lodge

Spells 3/2/1| Controlled Rage 12/12 | GM Folio Reroll +2 | HP 109/109 | AC 23 T 14 FF 22 | Saves: 13/9/8 (Evasion, +2 vs Evil, +2 vs Spells and Spell-Like) | CMD 28 | Perception +17 | Init +1 Female Tiefling | Urban Ranger 10, Urban Barbarian 1 | Animal Companion |

"Sorry I couldn't help more back there. Usually people are yelling at me..." Swayaah recoils back a bit.

When it's time to flip a table though...

CMB check: 1d20 + 14 ⇒ (8) + 14 = 22

Grand Lodge

Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

**OVERSEER ANNOUNCEMENT**

The repair teams have patched the rift at Round Mountain. Be on the lookout! Before closing the rift, the team glimpsed a mysterious sailing vessel lurking in the Astral Plane. Round Mountain is secured!

In addition, the repair teams have patched the rift at Slave Mountain. Many slaves are now free, and they have pledged their aid! Slave Mountain is also secured!

GMs, the Round Mountain Secured (page 10) and Slave Mountain Secured (page 11) conditions are both in effect.


Bonekeep Slides

At this point, you guys have succeeded enough to pass the successes, so I'm going to scoot ahead because Part 2 is JUST about to happen!

You flip the table, releasing the monks from their self-abuse and with a gasp, awaken from the vision! The monks are beside you, helping you to your feet with wide grins and gratitude on their faces. "You have freed our Master! You will long be remembered and of course we will aid your Society! Peace be upon you!" The Master is slowly getting to his feet, with help from his acolytes, but he stops them and bows deeply to you. "Because of you, I am free. You have my eternal gratitude, Pathfinders." Because of this, you can Boost a Healing Token without expending any resources. You probably want to do this, because we have a Token and need to send it onward soon. Part 2 will start shortly, but feel free to roleplay until then!

Grand Lodge

Ratrod's Revenge || Spell Templates | Starship Roles | ◆◇↺

**OVERSEER ANNOUNCEMENT**

Our new allies on the patchwork plane have granted the repair teams access to the rift, and it is repaired. These allies can help in the coming battles. The Patchwork Allies are secured!

GMs, the Patchwork Allies Secured condition on page 11 is in effect!

Liberty's Edge

Male Human Ranger-13 (DivineTracker)/Sanct Rogue-1 AC23/T16/F18/CMD21 |HP 121/121| Fort:+14;Ref:+17 Will+12| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

Zhat was very strange. Your gratitude we will accept, but zhis was all part of a day's job for us Pathfinders. Zhere is more to be done before zhis tapestry unravels.

Grand Lodge

Male NG Halfling Druid 11 | HP 80/80 | AC 22 T 13 FF 20 | CMB +12, CMD 23 | F: +12, R: +5, W: +13 | Init: +2 | Perc: +21, SM: +12 | Speed 30ft | Wild Shape: 5/5 11 hours | Spells: See Stat Block | Active conditions: Barkskin (110 minutes)

It looks like the token we got is already boosted for healing. I don not think we can double boost.

During this downtime, do we have the opportunity to rest and get back some resources?

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11

Undy used a scroll of Lesser Res to boost the aid token earlier, if it's the same token.

I think the GM said we can rest once during the entire special. Undy has been conservative with spells so far, so I'm fine to keep going without rest for now, but am fine with resting whenever others wish.

Sovereign Court

AC 26 T 15 FF 23| HP 60/84| F +13 R +15 W +11 (see profile for conditional mods)| Init +5| Perc +7 (low-light vision) | Challenge 1/1, Tactician 1/1, Bardic Performance 21/22 Nagaji
Spells Per Day Remaining:
3-0/3 2-3/5 1-4/5
Spells/Effects Active:
Heroism (extended), Heightened Awareness, Haste, Good Hope

I’m nowhere near running out of resources yet, so I’m good to keep going

Liberty's Edge

Male Human Ranger-13 (DivineTracker)/Sanct Rogue-1 AC23/T16/F18/CMD21 |HP 121/121| Fort:+14;Ref:+17 Will+12| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

Plenty of arrows here. Maybe rest between the next act.

Roland readies his bow and gear for the next phase.

Grand Lodge

Spells 3/2/1| Controlled Rage 12/12 | GM Folio Reroll +2 | HP 109/109 | AC 23 T 14 FF 22 | Saves: 13/9/8 (Evasion, +2 vs Evil, +2 vs Spells and Spell-Like) | CMD 28 | Perception +17 | Init +1 Female Tiefling | Urban Ranger 10, Urban Barbarian 1 | Animal Companion |

"I can keep going if you guys are ready. I will eventually need to help Ilvan with whatever that undead thing did to him."


Bonekeep Slides

You can certainly take an 8 hour rest now. Once the next portion starts, there may be no opportunity for it!

Grand Lodge

**OVERSEER ANNOUNCEMENT**

Aram Zey stands once more before the tapestry, a renewed light in his sunken eyes. “The Hao Jin Tapestry is stable at last. While you were performing your duties, I have reached a better understanding of the chaos you faced. The tapestry is still in dire condition. Lacking Hao Jin’s own magic, the tapestry has been using small pieces of departing souls to maintain itself over the centuries. This mechanism is depleting the tapestry’s water sources and spawning undead horrors. However, thanks to you, we have time to search for a more permanent fix. For now, get some rest, and—”

The former Master of Spells staggers back as a three-foot tear down the center of the fabric gouts sudden flame. Pathfinder agents flock around him, scrambling to assess the damage. A vein pops out on his forehead, and he yells sharply, “Pathfinders! What have you done?” He cuts himself short, taking a deep breath and muttering to himself, “Keep it together. Don’t take it out on the agents.” Frowning, he returns his gaze to the tapestry, his eyes darting wildly across its surface. When he speaks again, his voice is low and determined, “This new rift is no accident. Something is attacking the tapestry from the Astral Plane. Damage of this magnitude must have spawned hundreds more undead. Quickly, re-enter the demiplane and fend off the invaders!”

GMs, please begin part 3!


Bonekeep Slides

Would you like to face the Undead or beat back the Astral Invaders? Choose! First two in agreement win!

Sovereign Court

AC 26 T 15 FF 23| HP 60/84| F +13 R +15 W +11 (see profile for conditional mods)| Init +5| Perc +7 (low-light vision) | Challenge 1/1, Tactician 1/1, Bardic Performance 21/22 Nagaji
Spells Per Day Remaining:
3-0/3 2-3/5 1-4/5
Spells/Effects Active:
Heroism (extended), Heightened Awareness, Haste, Good Hope

Serpent Shogun pounds his fist against his shield. ”These new invaders must be Aspis and/or Aspis allies! We must crush them!

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11
Our Mysterious Benefactor wrote:
You can certainly take an 8 hour rest now. Once the next portion starts, there may be no opportunity for it!

So, based on this, it sounds like we are now fully rested.

If so, Undy does his usual buffs: False Life, Overland Flight, and (wand) Mage Armor x2 (himself and Riddy)

Grand Lodge

Spells 3/2/1| Controlled Rage 12/12 | GM Folio Reroll +2 | HP 109/109 | AC 23 T 14 FF 22 | Saves: 13/9/8 (Evasion, +2 vs Evil, +2 vs Spells and Spell-Like) | CMD 28 | Perception +17 | Init +1 Female Tiefling | Urban Ranger 10, Urban Barbarian 1 | Animal Companion |

"Let's crush some Astral fools." Swayaah pets Ilvan and readies her earthbreaker.

Grand Lodge

Male CG Undine Wizard 10 | HP 81/81+12| AC 13+4 T 13 FF 10 | CMB +3, CMD 16 | F: +11, R: +9, W: +10 | Init: +4 (+8 with H. Awareness) | Perc: +16, SM: +2 | Speed 30ft (Swim 30) | Timelost Chronicler (1/scenario): used Active conditions: Overland Flight, Mage Armor Know (U/R): Arcana +20/12, Dung +18/10, Local +14/6, Nature +18/10, Planes +20/12, Relig +19/11

I vote Astral Invaders, just for a change since we've already fought a bunch of undead (who knew there were so many undead lurking in the tapestry...)

Liberty's Edge

Male Human Ranger-13 (DivineTracker)/Sanct Rogue-1 AC23/T16/F18/CMD21 |HP 121/121| Fort:+14;Ref:+17 Will+12| Evasion : Percept.+23| Init.+7 | { } {Blessings 0/9, Liberation 0/1 reroll 0/1 - { }

Zhat sounds good to me! Bring zhem astral fools.


Bonekeep Slides

Astral invaders it is! Yes, consider yourselves healed and rested and ready for danger!

You're teleported back into the Tapestry in time to see a strange sight! A gaping hole mars the sky of the tapestry. Beyond the rift, dozens of strange vessels float in the Astral Plane, crawling with invaders. Every surface of the tapestry realm stretches and tears as it tries to repair itself, creating more rifts in a slow but devastating chain reaction. The vessels deploy invaders to wreak havoc as the demiplane disintegrates.

You spot a group of giants moving among ruins below! You head that direction. As a horde of towering humanoids approaches, Aram Zey’s voice booms. “Pathfinders, these giants may be simpleminded, but
our allies can’t outwit them without your help. Get out there and teach them a lesson.”

initRufeo: 1d20 + 2 ⇒ (9) + 2 = 11
Init Swayaah: 1d20 + 1 ⇒ (12) + 1 = 13
Init Naalij: 1d20 + 13 ⇒ (3) + 13 = 16
Init Undy: 1d20 + 4 + 4 ⇒ (12) + 4 + 4 = 20 +4 more if Heightened Awareness
Init Serpent Shogun: 1d20 + 3 ⇒ (9) + 3 = 12
Init Zartan: 1d20 + 2 ⇒ (5) + 2 = 7
Init Roland: 1d20 + 6 ⇒ (1) + 6 = 7
Single Giant: 1d20 + 2 ⇒ (20) + 2 = 22
Two Giants: 1d20 - 1 ⇒ (6) - 1 = 5
Big Bugs: 1d20 + 7 ⇒ (2) + 7 = 9

ROUND 1:
Single Giant!
Undy, Naalij, Swaayah, SS, Rufeo
Big Bugs!
Zartan, Roland
Two Giants!

Towering above a typical human, this misshapen giant’s pale flesh is covered in purulent sores and bulbous tumors. It lets out a war-cry when it spots you approaching and flings a rock at Zartan! Rock: 1d20 + 12 ⇒ (1) + 12 = 13 for 1d8 + 16 ⇒ (7) + 16 = 23! If the rock hits, Zartan must make a fortitude save vs disease!

Undy, Naalij, Swaayah, SS, Rufeo are up!


Bonekeep Slides

Also between the parts, you can boost an aid token for free. You should probably pass this one onward to another table.

Sovereign Court

AC 26 T 15 FF 23| HP 60/84| F +13 R +15 W +11 (see profile for conditional mods)| Init +5| Perc +7 (low-light vision) | Challenge 1/1, Tactician 1/1, Bardic Performance 21/22 Nagaji
Spells Per Day Remaining:
3-0/3 2-3/5 1-4/5
Spells/Effects Active:
Heroism (extended), Heightened Awareness, Haste, Good Hope

Looks like the rock was a nat 1, so a miss

Also, if we rested, Serpent Shogun would have extended heroism'd again and used heightened awareness before re-entering the tapestry, which he will not expend

Serpent Shogun points his sword at the assembled giants et al. "There they are! Strike at them, my minio--I mean allies!" This time, as he begins his usual berating and micro-managing, his allies (who are most certainly not minions) feel themselves empowered and hastened as well as his usual effects!"[/b]

As a move action, Serpent Shogun will begin to Inspire Courage +2. And as a standard action, he will cast HASTE on the party, hitting everyone! He has harmonic spell, so this means he doesn't have to expend a bardic performance round this round

No moving yet for Serpent Shogun, as that happens on Zartan's turn

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