Daisley Dogmar |
Daisley rushes in to help Brethi.
If they have ten feet of reach, Daisley doesn't provoke thanks to Escape Route. If they have fifteen feet of reach, she provokes from Yellow. If they have twenty feet of reach, she provokes from all of them.
silver light mace, inspired: 1d20 + 13 + 2 ⇒ (8) + 13 + 2 = 23
ouch!: 1d6 + 12 + 2 ⇒ (6) + 12 + 2 = 20
Edit: with Brethi down, Daisley provokes as normal. If Yellow goes down before her turn, she instead moves toward and attacks whichever one looks the most damage.
Imago Tor |
Tree Stabilize: 1d20 + 4 - 9 ⇒ (7) + 4 - 9 = 2
HP -10/81. 8 rounds from death. DO NOT CURE.
Helgar |
Helgar continues to sing fortifying his allies.
(Bard Song is up on the party. +2 to hit and damage,saves vs fear and charm)
He sees that Brethi is down and rushes forward to help. He calls upon his dark lord and the sky darkens momentarily. Four bolts of necrotic energy leap out from darkness striking all of the oozes and curing Brethi.
Spontaneous casting, Inflict Light Wounds, Mass, Will DC 21 for half damage: 1d8 + 11 ⇒ (3) + 11 = 14
I have two Heal spells prepared and a Breath of Life but they will not help your AC. :)
@Imago - That should put your AC back up into the positive Hit points for now and he should not need to roll to stabalize.
Helgar calls to the Kytons demanding that they try to be useful.
I will put up their post latter this afternoon.
Imago Tor |
"My thanks," Imago says gratefully as Brethí begins to stir.
G'look |
Hearing the music, G'look sidearms three more fire-bombs as his bandolier starts to thin.
Aiming for yellow first then green
fire bomb (bard song and range penalty): 1d20 + 15 + 2 - 4 ⇒ (19) + 15 + 2 - 4 = 32
fire damage (bard song): 6d6 + 4 + 2 ⇒ (5, 6, 3, 5, 1, 5) + 4 + 2 = 31
fire bomb (bard song and range penalty): 1d20 + 15 + 2 - 4 ⇒ (17) + 15 + 2 - 4 = 30
fire damage (bard song): 6d6 + 4 + 2 ⇒ (1, 5, 6, 5, 1, 3) + 4 + 2 = 27
fire bomb (bard song and range penalty): 1d20 + 15 + 2 - 4 - 5 ⇒ (9) + 15 + 2 - 4 - 5 = 17
fire damage (bard song): 6d6 + 4 + 2 ⇒ (5, 6, 2, 3, 5, 1) + 4 + 2 = 28
Amestra Veen |
Amestra follows Mira's route taking advantage of Daisley's tactical advice and steps in behind her friend. Like Garnit, she finds fighting giant amorphous blobs a little outside her normal realm.
"Can anyone get to the Harbringer? I can't see what he's doing behind this wall of blobs."
Attack Yellow, Song: 1d20 + 16 + 2 ⇒ (2) + 16 + 2 = 20
Damage, Song, Bludg: 1d6 + 13 + 2 - 5 ⇒ (1) + 13 + 2 - 5 = 11
I subtracted the Precision damage from Swash
Garmit |
Garmit continues to pester the oozes with a half-hearted swing with the least favourite weapon in his arsenal.
Silver Mace: 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27 Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Grandmaster TOZ |
Slam on Mira: 1d20 + 8 ⇒ (7) + 8 = 15
Slam on Mira: 1d20 + 8 ⇒ (6) + 8 = 14
Will Yellow: 1d20 - 2 ⇒ (15) - 2 = 13
Will Green: 1d20 - 2 ⇒ (7) - 2 = 5
Will Blue: 1d20 - 2 ⇒ (14) - 2 = 12
The assault does not free Brethi until G'Look's first explosive splatters the yellow tinged ooze, which does NOT regather itself. However, the acid of the three oozes seems stronger than the first (now that the GM remembers the effect), attempting to melt the weapons as they strike. Daisley manages to finish the last ooze off for G'Look as his second bomb explodes one but not the other.
Amestra
Helgar
Brethi (Damage: 76)
G'Look
Daisley
Garmit
Imago
Everyone making melee attacks on the oozes needs to make a Reflex save for each successful hit (which is anything that rolls a 2 or higher). Combat is over, after that is resolved.
The Harbinger nods approvingly as the party dispatches the oozes. "Masterfully handled, Pathfinders!"
Daisley Dogmar |
Reflex: 1d20 + 10 ⇒ (18) + 10 = 28
Reflex: 1d20 + 10 ⇒ (3) + 10 = 13
Reflex: 1d20 + 10 ⇒ (13) + 10 = 23
"Thank you. Are you injured?"
Grandmaster TOZ |
"They were clearly summoned by Aroden to test you. As a scion of the Last Azlanti, arisen to godhood myself, they did not even perceive me."
Even the undiscerning among the party recognize that he fully believes in what he speaks.
Acid Damage to Daisley's weapon: 2d6 ⇒ (2, 2) = 4
Amestra Veen |
Reflex: 1d20 + 16 ⇒ (11) + 16 = 27
Reflex: 1d20 + 16 ⇒ (18) + 16 = 34
Reflex: 1d20 + 16 ⇒ (19) + 16 = 35
"So, was that a test? Did we pass?" Amestra asks the Harbringer with a bit of snark as she shakes the blob-acid off her blade.
Grandmaster TOZ |
"Are you not victorious? If Aroden chose to test you, then I would say you have passed."
Imago Tor |
Does Brethí have to make those saves? She should have a near-limitless supply of limbs to make natural attacks.
Wand of Inflict Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Wand of Inflict Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Wand of Inflict Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2
Wand of Inflict Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2
Wand of Inflict Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Wand of Inflict Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Wand of Inflict Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Wand of Inflict Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8
Wand of Inflict Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Wand of Inflict Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Wand of Inflict Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Wand of Inflict Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2
Wand of Inflict Light Wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Wand of Inflict Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
Good thing I had a fresh one before this adventure.
Amestra Veen |
"So now that we've passed Aroden's test, what next?" Amestra asks using some basic interrogation techniques to get the bad guy to reveal his plans in a monologue. Maybe he'll even cap it off with an evil laugh at the end and a nice cliche of "You can't stop it now." {sigh}
Grandmaster TOZ |
"Next? I supposed we await Aroden's return. Or if that prophecy is not to be fulfilled, I would be willing to take up the role."
Helgar |
Helgar looks at the strange delusional man who thinks that he is a god.
"Would it be possible for you to release your hold on the Sky-Key? We would like to go home to our time."
Grandmaster TOZ |
"An interesting question. What is the relation of this energy to your desires, fiend caller?"
Grandmaster TOZ |
In addition to normal influence skills, you think Knowledge Religion might allow you to make an argument based in scripture to him.
Helgar |
Helgar attempts to persuade the harbinger to allow them to return home as they were victorious in their test.
Diplomacy,Heroism,4-leaf-clover: 1d20 + 22 + 2 + 2 ⇒ (16) + 22 + 2 + 2 = 42
Grandmaster TOZ |
"Very well. What is the Sky Key compared to godhood?" With a focused look of concentration, the green aura around the Harbinger separates, arcing to the green dome above. A look of consternation crosses his face as he sags slightly. "Ah. A mistake, perhaps." he observes, turning to walk away.
"Well done, Pathfinders. I sense the way to our opposition's leader is open. Your fellow Pathfinders have cleared the way. Let us hurry!" Kreighton Shaine advises, taking the lead to guide the party to the vault of the Sky Key.
Veins of strange metal line the walls of this massive chamber. Enormous bronze devices connected to the walls by massive cables spark and spew steam, almost obscuring the large vault door at the far end of the room. The door is labeled with a single word in a plethora of languages: danger. Stagnant water collects at the bottom of a ten-foot wide pool in the middle of the room.
You see Pathfinder teams battling with what appears to be multiple figures identical to the one that spoke through projection magic to the gathered expedition. "She has learned to create temporal copies of herself, as I have." Shaine explains. "You are the most capable of our allies to confront the true Lady Arodeth. The same energies that infected her casters above have also seized her soul. However noble her goals may have been, if Lady Arodeth forces us to remain in this time, we will all die. If the Sky Key is still functional, you must reactivate it before the Starstone arrives."
Passing through the vault door, the party finds heavy walls and strange panels in this room all focus on the strange orrery in its center. Raised on a small dais, and separated from the rest of the room by a wide trench, the device oozes a thick, emerald light. The air smells of ozone, like standing amid a roaring thunderstorm.
Lady Arodeth stands across the room, on the other side of the trench dug around the Sky Key's platform. Flanked by towering figures of lightning, she glares at the party. "Turn back, Pathfinders. Do not make me destroy you here." she calls out in warning.
Daisley Dogmar |
"If we retreat, we die here anyway. You are leaving us with no choice but to fight you, which you must know. Please. Release your power on the Sky Key, and we can just go back to our own time with no further bloodshed."
Grandmaster TOZ |
"I have come too far to stop now. Everything will be for naught if I do not bring about a better world."
Convincing Lady Arodeth to turn away from her mission without violence is another influence encounter. Each PC may attempt the following skills to influence her. Once you have used a skill, you may not retry it but other PCs still may. The relevant skills are Bluff, Diplomacy, Heal, Knowledge (history, nobility, or religion), Perform (any), Profession (any), and Sense Motive.
Helgar |
Helgar tries to convince her that her path will lead to even greater danger for our world.
Diplomacy,Heroism,4-Leaf-Clover: 1d20 + 22 + 2 + 2 ⇒ (15) + 22 + 2 + 2 = 41
Imago Tor |
I guess I will explain to her why having a giant rock falling on us would be unhealthy? I have no idea how Heal helps, but the only other skill I have above +5 is Profession: Gardener.
Heal: 1d20 + 15 ⇒ (20) + 15 = 35
No, the Starstone is not part of a balanced breakfast.
Daisley Dogmar |
"How many people will you harm for this better world to come about? It is not a better world for them. There are better ways to do this. You are obviously powerful. Release the Sky Key and perhaps we can work together."
Diplomacy: 1d20 + 21 ⇒ (20) + 21 = 41
Grandmaster TOZ |
"Do not ask how many people have already been harmed! What good will their sacrifice be if I stop now?
Amestra Veen |
See, I knew they were going to say something about it being too late to stop it now. {sigh} Amestra sighs inwardly as she carefully watches Lady Arodeth, bringing all of her training in reading people to bear.
Sense Motive, Social Panache, Insp: 1d20 + 18 + 1d6 + 1d6 ⇒ (6) + 18 + (6) + (1) = 31
Exploding Social Panache die - limit 1: 1d6 ⇒ 6
Total = 37
Yes, I'm digging out another obscure class ability that no one ever hears of.
Noble Fencer Swashbuckler archetype
Social Panache (Ex): At 1st level, a noble fencer can spend 1 panache point when he attempts a Bluff, Diplomacy, Intimidate, or Sense Motive check to roll 1d6 and add the result to the check. He can do this after he rolls the check but before the result is revealed. If the result of the d6 roll is a natural 6, he rolls another 1d6 and adds it to the check. He can continue to do this as long as he rolls natural 6s, up to a number of times equal to his Charisma modifier (minimum 1). Her CHA mod is +1
This deed replaces the dodging panache deed.
Garmit |
Hoping his usual luck will return to him, Garmit reaches into his pocket and pulls out a pair of dice. "Tell you what, m'lady! Let's roll for this shall we? I win and you cut out this silly Sky Key nonsense...you win, and well I think we all know how that one's going to end!"
Profession (Gambler): 1d20 + 11 ⇒ (2) + 11 = 13
Shirt Reroll
Profession (Gambler): 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20
G'look |
G'look hangs on the periphery, speaking in barely audible tones. "Dying is bad"
heal: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Grandmaster TOZ |
"Do not mock destiny, Pathfinder! This is no roll of the dice." Lady Arodeth glares at Garmit. Amestra can sense that the Haribnger's leader is struggling to resist the truth of the Pathfinders words and could sway to either side with the next push.
Four successes so far.
Imago Tor |
Imago will speak at length about the beauty of the world that Arodeth is putting at risk with her plans.
Profession: Gardener: 1d20 + 11 ⇒ (20) + 11 = 31
Double crit!
Helgar |
Helgar gestures to the others to wait for now. He is hopeful that Imago intriguing argument will tip the scales.
Please no more rolls for now. :)
Grandmaster TOZ |
The challenge is five successes before three failures. Either way the next roll was going to decide it.
Grandmaster TOZ |
Lady Arodeth considers Imago's pleas, looking to the rest of the party in turn before bowing her head. "I am a fool. All I wanted was a world that made sense! All I wanted was a better world for everyone. Instead, I have actively made it worse." As she speaks, the temporal energy around her dissipates. She lifts her head, gaze resolute. "It is not enough that I am sorry. But I am. I will do what I can to help you."
Moving quickly around the trench guarding the Sky Key, she approaches the panel of technological controls. “I have learned something of these controls, and I fear the damage my Heralds and I have inflicted in our zealotry has damaged your Sky Key. It now acts less as a projector and instead like a bridge… And a bridge must be anchored at both ends. For any of you to return now, something—someone—must remain behind or else the path home will collapse." Her lips settle in a grim line. “I have earned this fate. As I said before, I can think of no finer way to die than in the fiery cataclysm that spurs on Lord Aroden’s journey to divinity. It will never be enough to make up for the blood we have shed here, Pathfinders, but know that I truly regret what I have done here today.”
Imago Tor |
The challenge is five successes before three failures. Either way the next roll was going to decide it.
Glad I got those two crits, then. Imago is not the best character for skill checks. I definitely would have demurred if I knew we were staking everything on a single roll...
Helgar |
Helgar gives Lady Arodeth a solemn nod.
"A valiant sacrifice that will be well documented in our chronicles. No doubt a significant footnote in the history of your Lord Aroden."
With time running out and their lives hanging on a knife's edge with this unknown personality he feels it would be wise to depart immediately.
"Considering the condition of your machinery we should leave now. It is best not to test fate."
Amestra Veen |
Amestra furiously scribbles notes as fast as she can, drawing out the controls and mapping the conduits in a scrawling shorthand only she'll be able to decipher. Helgar's right, they don't have much time, but she's not going back without getting as much documentation as she can.
As she steps around Lady Arodeth to get one last look at the Sky Key and its mounting apparatus, she echoes their Caller's sentiment. "All any of us ever want is a better world for everyone. It's good that you'll help make it so now for us and for the future," she finishes as she taps her notebook before hustling off to join the others.
Daisley Dogmar |
"I understand redemption better than most. We shall honor your sacrifice."
MoSc Kreighton Shaine |
**HOUSE GM ANNOUNCEMENT**
The asteroid looms impossibly large overhead, and the air grows stiflingly hot as the world itself begins to rumble. High overhead, the dome of green energy shudders, twists, and finally shatters, and Pathfinders’ bodies begin melting into flowing particles as the world slips away.
Just as quickly, you stumble as Bloodwatered Meadow coalesces beneath your feet, as it does for countless other Society agents. The wildflowers bob lazily in the wind, and nothing but a few still bodies stand as testament to the bloodshed and struggle of the past five hours. Kreighton Shaine, looking several years older, staggers to his feet and gives a nervous chuckle before climbing up a small knoll and waving his arms for the crowd’s attention.
“What we have all witnessed here today has been a remarkably journey that included sights no living soul on Golarion has witnessed. The Sky Key has allowed us to walk among the serpentfolk and Azlanti, gazing upon several of the greatest events to shape Golarion and the region that would one day become the Inner Sea. Let the catastrophe that we witnessed and narrowly escaped humble us and teach us so that we might find value in preserving the messages and wisdom those lost people may have left behind for us to discover. I think we all have some responsibility to remember those who passed so that our modern world can exist.
“You have all observed great things and have notes to share. This much is certain. But for now, let us… let us simply take a few days to reflect. The Society, I imagine, will send agents to collect your notes and interview you about your experiences. Until then, find your families and loved ones, as I know I shall. Failing that, find some passion that ties you to the here and now, and embrace it.
“We survived, Pathfinders. I am proud of your unrivaled accomplishment!”
That’s the end! GMs, the house reached the Unrivaled Accomplishment level for determining boons. Thank you to everyone for playing, and especially to our hard-working GMs who put a lot of work into making this special happen.