[Gameday IX] GM Eclipse's The Sky Key Solution (Tier 3-4) (Inactive)

Game Master Agent Eclipse

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Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

The serpentfolk dodges the strike from Bedisa only to take a hit from Derkhan. It remains standing but begins to look tired.

---

Combat Round 3/4: Bold may act.

Voices and his Cat (-22)
Derkhan
Dexter
Sal

Blue Serpentfolk (-35)
Green Lizardfolk

The Rouge Rogue
Bedisa (-3)

---

Active
Sal: Barkskin

Silver Crusade

NG Gnome Wild Whisperer (Druid) 6 | Mods: None | Salazar II | HP 45 (-0) | AC/Tch/FF 19/12/18 (+4 vs. Giants) | CMD 13 | F/R/W +9/+5/+11 (+2 vs. Illusions & Neg Energy, 5 Neg Energy Resist) | Speed 20ft | Perc: +15 (low-light), SM: +4+1d6 | Init: +3 | 2 Star Reroll 1/1, Inspiration 4/4, Spells Tracked on Sheet

The gnome steps back to his earlier position, providing a flank for his ally and tries his bit of distraction again.

5-ft, Aid to boost Salazar's next attack

Mithral Spiked Gauntlet - Non-proficient + Flank AC 10: 1d20 + 5 - 4 + 2 ⇒ (17) + 5 - 4 + 2 = 20

Silver Crusade

N Medium Boar 6 | Mods: Haste, Good Hope, Inspired Rage, feather step, Swarmbane Clasp | HP 51 57 (-0) Ferocity | AC/Tch/FF 25/11/24 25/12/23| CMD (trip) 18 (22) | F/R/W 8/6/3 10/9/5 (evasion, +4 vs. Enchantments, Deathless) | Speed 40ft | Perc: +5 (low-light & scent) | Init: +1 (or acts with Dexter)

The boar swings wildly, frustrated at these devious snakes and their slithery ways.

Attack Green

Gore - Power Attack + Aid: 1d20 + 7 - 1 + 2 ⇒ (1) + 7 - 1 + 2 = 9 for Piercing + P.A.: 1d8 + 6 + 3 ⇒ (6) + 6 + 3 = 15

Just... lol

Grand Lodge

Nagaji Barb 1/Sum 4, HP:46/46, AC:19, Touch:12, Flat Footed:17 F:+5, R:+3, W:+5 (+2 vs mind affecting & poison), Init:+2, Perc:+4, lowlight vision

HP: 24 of 46

Sssquash ssspiteful sssnake isss Ssself job!
still raging, std attack, flank
earth breaker att: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31, if hits, damage: 2d6 + 10 ⇒ (4, 4) + 10 = 18

Ha ha!

Sovereign Court

Male Kitsune UnRog (Kitsune Trickster) 2 Vig (Psychometrist) 2 | HP 27/27 | AC 17 (+1 if 1 foe), T 14, FF 13 | CMD 16 | F +1, R +10, W +2| Init +4 | Perc +3 | Speed 30ft

Attack Blue
Rapier: 1d20 + 11 ⇒ (7) + 11 = 181d6 + 1d6 ⇒ (6) + (6) = 12

Grand Lodge

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

**HOUSE GM ANNOUNCEMENT**

Veteran Pathfinders have gained control of the temple and have opened the entrance to the chamber below!

GMs, Area D is now controlled and Area E is now accessible.

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

The Rouge Rogue finishes off the blue serpentfolk with a calculated strike, just enough to cause it to pass out from pain.

Even though Sal continues to thrash around with excitement, missing attacks, it is Voices to switches his attention to the remaining lizardfolk. His earthbreaker crashes down on the crown of its head nearly killing it outright.

Combat Over

Voices and his Cat (-22)
Bedisa (-3)

---

Feel free to heal up. Each player still has their Potion of CMW. Will post the new area in a few moments.

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

With the group finishing their business within the Temple Interior, the Pathfinders find a secret tunnel leading into a deeper chamber.

Deep within the temple lies a truly unholy site: a pinprick in reality where Ydersius once reached through reality to sire a demigod thousands of years earlier. Here, the temple’s high priest and Ydersius’s blessed descendants gather to pray and make sacrifices to their god. For the occasion of Spent Coils, they have captured an incredible prize to feed the serpent god: The Azlanti general Krahnaliara Lac Suhn. Lac Suhn managed to kill one priest in his struggles, but he has finally been restrained and is ready for sacrifice as the Pathfinders arrive.

Your group quickly enters one of the tunnels leading into the Ophidian Rectory, it quickly narrows to the point you can only proceed single file.

Placed y'all on the new map, allowing you to decide how you want to proceed.

Grand Lodge

Nagaji Barb 1/Sum 4, HP:46/46, AC:19, Touch:12, Flat Footed:17 F:+5, R:+3, W:+5 (+2 vs mind affecting & poison), Init:+2, Perc:+4, lowlight vision

potion CMW: 2d8 + 3 ⇒ (2, 1) + 3 = 6
plus 2 charges from wand IH

Can we assume with Cat in front, we have enough warning to buff?

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

Yeah, was giving this spot as an opportunity to buff or possibly sneak a few in. There are faint sounds of fighting throughout the caverns due to other Pathfinders. You are pretty sure there will be enemies below.

Silver Crusade

NG Gnome Wild Whisperer (Druid) 6 | Mods: None | Salazar II | HP 45 (-0) | AC/Tch/FF 19/12/18 (+4 vs. Giants) | CMD 13 | F/R/W +9/+5/+11 (+2 vs. Illusions & Neg Energy, 5 Neg Energy Resist) | Speed 20ft | Perc: +15 (low-light), SM: +4+1d6 | Init: +3 | 2 Star Reroll 1/1, Inspiration 4/4, Spells Tracked on Sheet

Dexter pulls his wand and quickly heals up his slightly injured ally, "Gotta keep us all in fighting shape."

CLW on Bedisa: 1d8 + 1 ⇒ (8) + 1 = 9 (23 charges left)

No pre-buffs to activate, is Barkskin still up on Salazar?

Grand Lodge

Nagaji Barb 1/Sum 4, HP:46/46, AC:19, Touch:12, Flat Footed:17 F:+5, R:+3, W:+5 (+2 vs mind affecting & poison), Init:+2, Perc:+4, lowlight vision

Buffs:
Shield - dur 3 minutes
Barbarian Chew - 1 round in next hour
Summoned Giant Worker ant - dur 3 minutes

Cat sssaysss get ssset, sssoundsss ahead. Cat sssaysss follow Cat. Cat looksss around tunnel.
Voices tells everyone while casting a few spells. Then a hugantic ant appears on the ceiling of the tunnel and begins moving forward.
Shield on self, Summoned Monster II (Giant Worker Ant), barbarian chew for 1 extra round of rage.


Giant Ant Worker, Celestial:

N Medium vermin
Init +0; Senses darkvision 60 ft., scent; Perception +5
DEFENSE
AC 15, touch 10, flat-footed 15; (+5 natural)
hp 18 (2d8+9)
Fort +6, Ref +0, Will +1
Immune mind-affecting effects
OFFENSE
Speed 50 ft., climb 20 ft.
Melee bite +3 (1d6+2)
STATISTICS
Str 14, Dex 10, Con 17, Int —, Wis 13, Cha 11
Base Atk +1; CMB +3; CMD 13 (21 vs. trip)
Feats ToughnessB
Skills Climb +10, Perception +5, Survival +5; Racial Modifiers +4 Perception, +4 Survival
ECOLOGY
Environment any
Giant ants are as industrious as their normal-sized kin. While their nests generally don’t consist of thousands, their greatly increased size more than compensates.

The ant chitters quietly and crawls across the ceiling over Dexter's head.

Liberty's Edge

LG halfling male paladin 1/UnRogue 3 | hp 33/33 | AC 21, Touch 16 , Flat-Footed 17 | Initiative +4 | Fort +6, Ref +8, Will +3 | Perception +8, Sense Motive +6 | Smite Evil 1/1 | GM Reroll 0/1
Active Effects:
None

Derkhan activates his wand of divine favor as close to the next encounter as possible.

Sovereign Court

Male Kitsune UnRog (Kitsune Trickster) 2 Vig (Psychometrist) 2 | HP 27/27 | AC 17 (+1 if 1 foe), T 14, FF 13 | CMD 16 | F +1, R +10, W +2| Init +4 | Perc +3 | Speed 30ft

The Rouge Rogue will consult his Heritage Book for information on Gen. Krahnaliara Lac Suhn.
+2 to nobility checks. What, I don't have any pre-fight buffing and I'm Sov Court, so you all know what I have to do with the opportunity to speak with an Azlanti General.

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

Barkskin would still be up, gotta love those nice 10/min level spells.

Cat peeks out from the tunnel looking over the chamber before reporting back:

Some heavy presence within this massive, domed chamber claws at the chest and weighs the air itself down. Strange glows emanate from the cardinal points of this massive, circular chamber. In the center of the room, an elevated, spiraling staircase entwines a column of stone, atop which sits an altar.

As other Pathfinders contend with the twisted serpentfolk cleric, Xassvissec, it falls to you to deal with another exemplar that threatens the group, calling down from the altar in your chamber.

Initiative:

Voices: 1d20 + 2 ⇒ (14) + 2 = 16
Dexter & Sal: 1d20 + 3 ⇒ (7) + 3 = 10
Derkhan: 1d20 + 4 ⇒ (5) + 4 = 9
Bedisa: 1d20 + 2 ⇒ (16) + 2 = 18
Rouge Rogue: 1d20 + 4 ⇒ (4) + 4 = 8
Voices’ Cat: 1d20 + 2 ⇒ (1) + 2 = 3
Enemy: 1d20 + 12 ⇒ (11) + 12 = 23

Due to Cat's (really high) stealth, the group can take a surprise round action at the mouth of the tunnel. I moved you up on the map to get you closer.

Climbing up the ramp (as opposed to going around it the proper way) would be considered an Obstacle costing 2x movement.

The group gets ready at the mouth of the tunnel to rush in on the elaborately dressed Serpentfolk Warrior atop the spire. He is quick to react to the group after they move in however.

---

Combat Round 1: Bold may act.

Everyone: Surprise Round. 1 Action.

Red Serpentfolk

Voices and his Cat
Derkhan
Dexter
Sal
The Rouge Rogue
Bedisa

---

Active
Sal: Barkskin
Voices: Shield & Chew
Ant (3 Minutes)

Silver Crusade

NG Gnome Wild Whisperer (Druid) 6 | Mods: None | Salazar II | HP 45 (-0) | AC/Tch/FF 19/12/18 (+4 vs. Giants) | CMD 13 | F/R/W +9/+5/+11 (+2 vs. Illusions & Neg Energy, 5 Neg Energy Resist) | Speed 20ft | Perc: +15 (low-light), SM: +4+1d6 | Init: +3 | 2 Star Reroll 1/1, Inspiration 4/4, Spells Tracked on Sheet

The gnome and his boar dart into the room, but keep their distance to allow allies to move where they wish.

Dexter Moves, Sal Moves, map positions updated.

Sovereign Court

Male Kitsune UnRog (Kitsune Trickster) 2 Vig (Psychometrist) 2 | HP 27/27 | AC 17 (+1 if 1 foe), T 14, FF 13 | CMD 16 | F +1, R +10, W +2| Init +4 | Perc +3 | Speed 30ft

The Rouge Rogue will run into the room, readying his rapier.

Grand Lodge

Nagaji Barb 1/Sum 4, HP:46/46, AC:19, Touch:12, Flat Footed:17 F:+5, R:+3, W:+5 (+2 vs mind affecting & poison), Init:+2, Perc:+4, lowlight vision

Buffs:
Shield - dur 3 minutes
Barbarian Chew - 1 round in next hour
Summoned Giant Worker ant - dur 3 minutes

Voices moves into the room where he can see the thing on top of the altar. Is there still someone tied up? Do you have a description for the figure on top of the altar?

Cat sneaks over to the left to look in at the red glow.


The celestial worker ant moves toward the altar.

Grand Lodge

Bedisa | Female NG Medium Half-Orc Bloodrager (Id Rager) 4 / Shaman (Animist) 2
Bloodrage Stats:
HP 42/66 | AC 19, T 11, FF 17 | CMD 22 | F +10, R +7, W +11 |
HP 54/54 | AC 21, T 13, FF 19 | CMD 22| F +8, R +7, W +7 | Init +2 | Perc +8 | Speed 30ft | Bloodrage 6/12, | Active Conditions: n/a

Bedisa jogs up, drawing her sword.

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

"Sssso many intruders. To be this far into our sssanctum!" the ssserpentfolk priest ssays before pulling a vial off of his belt, and downing the liquid. His fangss and claws begin to glow with an eerie light.

---

Combat Round 1: Bold may act.

Everyone: Surprise Round. 1 Action.

Red Serpentfolk

Voices and his Cat
Derkhan
Dexter
Sal
The Rouge Rogue
Bedisa

---

Active
Sal: Barkskin
Voices: Shield & Chew
Ant (3 Minutes)

Liberty's Edge

LG halfling male paladin 1/UnRogue 3 | hp 33/33 | AC 21, Touch 16 , Flat-Footed 17 | Initiative +4 | Fort +6, Ref +8, Will +3 | Perception +8, Sense Motive +6 | Smite Evil 1/1 | GM Reroll 0/1
Active Effects:
None

Derkhan runs towards the spiral and starts scrabbling up it.

Double move.

Silver Crusade

NG Gnome Wild Whisperer (Druid) 6 | Mods: None | Salazar II | HP 45 (-0) | AC/Tch/FF 19/12/18 (+4 vs. Giants) | CMD 13 | F/R/W +9/+5/+11 (+2 vs. Illusions & Neg Energy, 5 Neg Energy Resist) | Speed 20ft | Perc: +15 (low-light), SM: +4+1d6 | Init: +3 | 2 Star Reroll 1/1, Inspiration 4/4, Spells Tracked on Sheet

Dexter moves farther along the wall to get a clear shot, then sends a sickening beam of energy at the serpent's gut. With a quick followup command he sends Salazar into combat, "Go gore the slaver, buddy!"

Move, Cast Ray of Sickening on Purple, To Hit Touch AC: 1d20 + 5 ⇒ (2) + 5 = 7 +1 if this is considered a Reptilian Foe. DC 14 Fort or target is sickened for 4 minutes.

To Hit Touch AC 1 star GM ReRoll: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26 +1 if this is considered a Reptilian Foe

Silver Crusade

N Medium Boar 6 | Mods: Haste, Good Hope, Inspired Rage, feather step, Swarmbane Clasp | HP 51 57 (-0) Ferocity | AC/Tch/FF 25/11/24 25/12/23| CMD (trip) 18 (22) | F/R/W 8/6/3 10/9/5 (evasion, +4 vs. Enchantments, Deathless) | Speed 40ft | Perc: +5 (low-light & scent) | Init: +1 (or acts with Dexter)

Salazar takes the stairs two at a time and swings his tusks at the target, snakes taste good... if he could ever hit one.

Move 40 ft to get there, Attack Purple.

Gore - Power Attack: 1d20 + 7 - 1 ⇒ (18) + 7 - 1 = 24 for Piercing + P.A.: 1d8 + 6 + 3 ⇒ (6) + 6 + 3 = 15

Grand Lodge

Bedisa | Female NG Medium Half-Orc Bloodrager (Id Rager) 4 / Shaman (Animist) 2
Bloodrage Stats:
HP 42/66 | AC 19, T 11, FF 17 | CMD 22 | F +10, R +7, W +11 |
HP 54/54 | AC 21, T 13, FF 19 | CMD 22| F +8, R +7, W +7 | Init +2 | Perc +8 | Speed 30ft | Bloodrage 6/12, | Active Conditions: n/a

Bedisa runs and leaps up the ramp to the next level then leaps up again. The snake person looms up above her, but she is ready to smack it down.

Double move

Sovereign Court

Male Kitsune UnRog (Kitsune Trickster) 2 Vig (Psychometrist) 2 | HP 27/27 | AC 17 (+1 if 1 foe), T 14, FF 13 | CMD 16 | F +1, R +10, W +2| Init +4 | Perc +3 | Speed 30ft

The Rouge Rogue will leap over the stairs to the top and make his rapier a +1 Serpentfolk-bane Spiresteel Rapier for 1 minute.
Psychometrist lets me use the Occultist's legacy weapon feature.

Grand Lodge

Nagaji Barb 1/Sum 4, HP:46/46, AC:19, Touch:12, Flat Footed:17 F:+5, R:+3, W:+5 (+2 vs mind affecting & poison), Init:+2, Perc:+4, lowlight vision

Buffs:
Shield - dur 3 minutes
Barbarian Chew - 1 round in next hour
Summoned Giant Worker ant - dur 3 minutes

Voices runs around to the other side of the altar and begins climbing.
climb: 1d20 + 7 ⇒ (16) + 7 = 23 double move into position

Cat scampers over to look in the room with the green glow.

Quote:
... Lac Suhn managed to kill one priest in his struggles, but he has finally been restrained and is ready for sacrifice as the Pathfinders arrive....

Where is he located? Is he bound with ropes or chains?


The celestial ant scuttles forward. Mandibles clacking menacingly.
bite att: 1d20 + 3 ⇒ (17) + 3 = 20, if hits, bite dam: 1d6 + 2 ⇒ (1) + 2 = 3
has a climb speed so can move and attack

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

The word of Lac Suhn has reached you from the advance agents. He isn't in this exact chamber but one you are fighting to further in. Mission wise it will come up after you deal with your current threat.

Will: 1d20 + 8 ⇒ (11) + 8 = 19

Derkhans ray nails the priest but it is able to shake off the effects, only to be gored by a now focused Sal. The others quickly ascend the spiral mound to surround their foe.

The celestial ant strikes out with it's mandibles but the serpentfolk pulls away.

---
This spell calls for a looot of rolls and effects so going to do them below to speed things along, if I missed anything from your character sheet just let me know.

It quickly steps away from most of the enemies before beginning to cast a spell, provoking an attack from the nagaji clambering up behind him.

Voices Earthbreaker: 1d20 + 9 ⇒ (2) + 9 = 11

Dodging the attack, the exemplar corrupts the very ground covering the spire. A cold and cloying miasma seeps up from the ground, the greasy darkness threatening to draw out the life force of those within. Good creatures also begin to feel sick as they breath in the mist.

Voices Will: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 2d8 ⇒ (1, 3) = 4 Halved for being Neutral=2

SR Check 7: 1d20 + 4 ⇒ (9) + 4 = 13
Ant Will 18: 1d20 + 1 ⇒ (19) + 1 = 20
Damage: 2d8 ⇒ (6, 1) = 7 Halved for being Neutral and for the save=2

Derkhan Will 18: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 2d8 ⇒ (2, 7) = 9
Sickened Rounds: 1d4 ⇒ 1

Sal Will 18: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 2d8 ⇒ (3, 4) = 7 Halved for being Neutral=3

TRR Will 18: 1d20 + 2 ⇒ (9) + 2 = 11
Damage: 2d8 ⇒ (3, 5) = 8

Bedisa Will 18: 1d20 + 6 ⇒ (17) + 6 = 23
Damage: 2d8 ⇒ (8, 5) = 13 Halved for the save (also negating sickened)=6

Okay, that was a dozy and I have been a bit under the weather so let me know if something didn't add up. I tried to account for anything like Spell Resistance on the Celestial summon and what not.

---

Combat Round 2: Bold may act.

Everyone: Surprise Round. 1 Action.

Red Serpentfolk (-15)

Voices and his Cat (-2)
Ant (-2)
Derkhan (-9)(Sickened 1/rnd)
Dexter
Sal (-3)
The Rouge Rogue (-8)
Bedisa (-6)

---

Active
Sal: Barkskin
Voices: Shield & Chew
Ant (3 Minutes)

Grand Lodge

Nagaji Barb 1/Sum 4, HP:46/46, AC:19, Touch:12, Flat Footed:17 F:+5, R:+3, W:+5 (+2 vs mind affecting & poison), Init:+2, Perc:+4, lowlight vision

Buffs:
Shield - dur 3 minutes - AC=21
Barbarian Chew - 1 round in next hour - used this round
Summoned Giant Worker ant - dur 3 minutes
HP: 44 of 46

Cat scampers over to look in the room with the purple glow.

Well, my will save is +4. If it is a poison or mind affecting I have another +2. But with a 5 on the die, probably makes no difference.

Voices is too stupid to have any spellcraft. But does the miasma look like a cloud that might continue to affect us?

if the cloud appears to linger:

Voices attempts to knock serpentfolk off the top of the altar.
raging bull rush: 1d20 + 10 ⇒ (4) + 10 = 14
don't have the improved, so it gets an attack of opportunity on me.

if the miasma appears to be done:
Voices attempts to adjust the skull structure of the sepentfolk.
earth breaker rage att: 1d20 + 11 ⇒ (1) + 11 = 12, if hits, earth breaker dam: 2d6 + 10 ⇒ (2, 6) + 10 = 18

damn, both rolls suck hind teat


The celestial ant again scuttles forward. Mandibles clacking menacingly.
bite att: 1d20 + 3 ⇒ (19) + 3 = 22, if hits, bite dam: 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4
I forgot it can smite for a whopping +1 damage

Silver Crusade

NG Gnome Wild Whisperer (Druid) 6 | Mods: None | Salazar II | HP 45 (-0) | AC/Tch/FF 19/12/18 (+4 vs. Giants) | CMD 13 | F/R/W +9/+5/+11 (+2 vs. Illusions & Neg Energy, 5 Neg Energy Resist) | Speed 20ft | Perc: +15 (low-light), SM: +4+1d6 | Init: +3 | 2 Star Reroll 1/1, Inspiration 4/4, Spells Tracked on Sheet

Spellcraft: 1d20 + 5 ⇒ (1) + 5 = 6

Dexter does NOT know what the spell was, but he cringes as Sal is hurt by it.

He darts forward drawing his curative wand, points at Voices and yells to Salazar, "Flank it!"

Double Move while drawing wand of CLW, Free to Command Sal to Flank, can't fail DC 12

Silver Crusade

N Medium Boar 6 | Mods: Haste, Good Hope, Inspired Rage, feather step, Swarmbane Clasp | HP 51 57 (-0) Ferocity | AC/Tch/FF 25/11/24 25/12/23| CMD (trip) 18 (22) | F/R/W 8/6/3 10/9/5 (evasion, +4 vs. Enchantments, Deathless) | Speed 40ft | Perc: +5 (low-light & scent) | Init: +1 (or acts with Dexter)

Sal recognizes the specialized command and moves around to get into position, goring away once there.

Move, Gore Purple

Gore - Power Attack + Flank: 1d20 + 7 - 1 + 2 ⇒ (11) + 7 - 1 + 2 = 19 for Piercing + P.A.: 1d8 + 6 + 3 ⇒ (1) + 6 + 3 = 10

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

It welled up around the Pathfinder before fading away. It won't continue affecting you. (After I read it over a few times since it had a duration but that only applies to the sickened effects.) It didn't have any tags like mind-affecting or poison.

The serpentfolk sighsss in relief as the earthbreaker sails past his head but the ant is quick to snap its mandibles around the torso of the creature.

Sal moves into position to flank but his target is able to avoid the attack.

---

Combat Round 2: Bold may act.

Red Serpentfolk (-19)

Voices and his Cat (-2)
Ant (-2)
Derkhan (-9)(Sickened 1/rnd)
Dexter
Sal (-3)
The Rouge Rogue (-8)
Bedisa (-6)

---

Active
Sal: Barkskin
Voices: Shield & Chew
Ant (3 Minutes)

Sovereign Court

Male Kitsune UnRog (Kitsune Trickster) 2 Vig (Psychometrist) 2 | HP 27/27 | AC 17 (+1 if 1 foe), T 14, FF 13 | CMD 16 | F +1, R +10, W +2| Init +4 | Perc +3 | Speed 30ft

The Rouge Rogue will acrobatics over to the other side to flank the priest. He will then attempt to strike the him with his +1 Serpentfolk-bane Spiresteel Rapier.

Acrobatics: 1d20 + 10 ⇒ (6) + 10 = 16
+1 Serpentfolk-bane Spiresteel Rapier: 1d20 + 9 + 2 + 2 ⇒ (19) + 9 + 2 + 2 = 321d6 + 2 + 2d6 + 1d6 ⇒ (6) + 2 + (2, 5) + (2) = 17
Crit?: 1d20 + 14 ⇒ (20) + 14 = 34
Extra Crit Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Will save DC 16 or be staggered for 1 round as a portion of Serpentfolk's soul is carved away.
I think since the bane weapon enhancement increases the enhancement bonus by +2 against its designated type it would also increase the Will save from Spiresteel to be 10+2(3)=16.

Liberty's Edge

LG halfling male paladin 1/UnRogue 3 | hp 33/33 | AC 21, Touch 16 , Flat-Footed 17 | Initiative +4 | Fort +6, Ref +8, Will +3 | Perception +8, Sense Motive +6 | Smite Evil 1/1 | GM Reroll 0/1
Active Effects:
None

Leaping up the stairs, Derkhan jabs at the serpent.

Attack, Piranha Strike: 1d20 + 9 - 1 ⇒ (4) + 9 - 1 = 12
Damage: 1d4 + 5 + 2 ⇒ (3) + 5 + 2 = 10

Grand Lodge

Bedisa | Female NG Medium Half-Orc Bloodrager (Id Rager) 4 / Shaman (Animist) 2
Bloodrage Stats:
HP 42/66 | AC 19, T 11, FF 17 | CMD 22 | F +10, R +7, W +11 |
HP 54/54 | AC 21, T 13, FF 19 | CMD 22| F +8, R +7, W +7 | Init +2 | Perc +8 | Speed 30ft | Bloodrage 6/12, | Active Conditions: n/a

Bedisa jumps up on the altar. Her body shakes as her ancestors take over her body (Free action to bloodrage). Her ancestors use her arms to swing down on the snake person.

Longsword attack, power attack, flank, bloodrage: 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24
Damage: 1d8 + 10 ⇒ (2) + 10 = 12

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

Will: 1d20 + 8 ⇒ (13) + 8 = 21

As the rapier pierces through the body of the serpentfolk, it looks down straining to keep its soul intact. However, it takes all of his concentration leaving Bedisa the chance to finish it with a downward strike. The priest falls to the ground from the force of the longsword.

That poor guy, putting only one enemy against a party at this tier.

---

Combat Over. Status:

Voices and his Cat (-2)
Ant (-2)
Derkhan (-9)
Sal (-3)
The Rouge Rogue (-8)
Bedisa (-6)

---

Active
Sal: Barkskin
Voices: Shield & Chew
Ant (3 Minutes)

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

With the threat abated for the moment and Krahnaliara Lac Sun waiting to be freed, the group has a brief moment to catalogue their surroundings.

The group as a whole can only make one of these checks (others may assist): Heal, Knowledge (Dungeoneering or Planes or Religion), Profession (Scribe), or Survival.

---
An Azlanti Perspective (Research).
Social Encounter.

The Pathfinders all begin to finish their battles and your group helps free the Azlanti hero. With a multitude of questions swirl around in your mind as you prepare to coax as much information from him as possible.

"Thank you, the pitiful snakemen got the best of us once. I should reassemble my men." he thanks you before half-heartedly beginning to leave.

A proper Diplomacy or Bluff could get him to stay.

Grand Lodge

Bedisa | Female NG Medium Half-Orc Bloodrager (Id Rager) 4 / Shaman (Animist) 2
Bloodrage Stats:
HP 42/66 | AC 19, T 11, FF 17 | CMD 22 | F +10, R +7, W +11 |
HP 54/54 | AC 21, T 13, FF 19 | CMD 22| F +8, R +7, W +7 | Init +2 | Perc +8 | Speed 30ft | Bloodrage 6/12, | Active Conditions: n/a

Bedisa has +9 to Knowledge (planes). Doesn't have any of the other skills. She also has +18 to Diplomacy. Swaine (her familiar) can provide Guidance.

Silver Crusade

NG Gnome Wild Whisperer (Druid) 6 | Mods: None | Salazar II | HP 45 (-0) | AC/Tch/FF 19/12/18 (+4 vs. Giants) | CMD 13 | F/R/W +9/+5/+11 (+2 vs. Illusions & Neg Energy, 5 Neg Energy Resist) | Speed 20ft | Perc: +15 (low-light), SM: +4+1d6 | Init: +3 | 2 Star Reroll 1/1, Inspiration 4/4, Spells Tracked on Sheet

Dexter has a +12+1d6 to Survival, definitely his best skill of those. He could probably Aid a Heal check too.

He will be attempting to Aid the Diplomacy check as well once we figure the first skill thing out.

Do you all that need healing have wands? I don't want to have to keep burning all my charges if you do. I know Voices has his own healing covered.

CLW Wand on Sal: 1d8 + 1 ⇒ (7) + 1 = 8 22 charges left

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

Also don't forget your potions, thus far I think only Voices has used his. Should heal a chunk for some of you.

Grand Lodge

Bedisa | Female NG Medium Half-Orc Bloodrager (Id Rager) 4 / Shaman (Animist) 2
Bloodrage Stats:
HP 42/66 | AC 19, T 11, FF 17 | CMD 22 | F +10, R +7, W +11 |
HP 54/54 | AC 21, T 13, FF 19 | CMD 22| F +8, R +7, W +7 | Init +2 | Perc +8 | Speed 30ft | Bloodrage 6/12, | Active Conditions: n/a

Bedisa will chug her potion.

Potion CLW: 1d8 + 1 ⇒ (7) + 1 = 8 Fully restored!

Sovereign Court

Male Kitsune UnRog (Kitsune Trickster) 2 Vig (Psychometrist) 2 | HP 27/27 | AC 17 (+1 if 1 foe), T 14, FF 13 | CMD 16 | F +1, R +10, W +2| Init +4 | Perc +3 | Speed 30ft

The Rouge Rogue will have chugged his potion.
CLW: 1d8 + 1 ⇒ (5) + 1 = 6

In Azlanti:

"Hold up my good sir." As a nobleman trained in the archaic Azlanti traditions he will give a deferent, but dignified bow. "I am The Rouge Rogue, gentleman adventurer and righter of wrongs, and these are my humble compatriots. We wish to ask of you some questions."

Diplomacy: 1d20 + 12 ⇒ (2) + 12 = 14

Silver Crusade

NG Gnome Wild Whisperer (Druid) 6 | Mods: None | Salazar II | HP 45 (-0) | AC/Tch/FF 19/12/18 (+4 vs. Giants) | CMD 13 | F/R/W +9/+5/+11 (+2 vs. Illusions & Neg Energy, 5 Neg Energy Resist) | Speed 20ft | Perc: +15 (low-light), SM: +4+1d6 | Init: +3 | 2 Star Reroll 1/1, Inspiration 4/4, Spells Tracked on Sheet

Dexter does some survivaling, searching around for clues.

Survival + Inspiration + Guidance: 1d20 + 12 + 1d6 + 1 ⇒ (5) + 12 + (5) + 1 = 23

Aid attempts would be welcomed.

______________________

Then moves over and introduces the group, specifically Bedissa, "Hello my good sir, why don't you spend a couple minutes regrouping with us before heading back into the fray? We'd love to know more about what is happening. Bedissa, didn't you have something to say as well?"

Diplomacy Aid Bedissa DC 10: 1d20 + 7 ⇒ (18) + 7 = 25

Grand Lodge

Bedisa | Female NG Medium Half-Orc Bloodrager (Id Rager) 4 / Shaman (Animist) 2
Bloodrage Stats:
HP 42/66 | AC 19, T 11, FF 17 | CMD 22 | F +10, R +7, W +11 |
HP 54/54 | AC 21, T 13, FF 19 | CMD 22| F +8, R +7, W +7 | Init +2 | Perc +8 | Speed 30ft | Bloodrage 6/12, | Active Conditions: n/a

Survival aid, Guidance: 1d20 + 0 + 1 ⇒ (7) + 0 + 1 = 8

Bedisa attempts to help Dexter and Sal search for clues

Diplomacy, Guidance: 1d20 + 18 + 1 ⇒ (1) + 18 + 1 = 20 oof

Bedisa attempts to greet him in Azlanti, following The Rogue Rogue's initiative. She stumbles a bit but switches to common. "It's a pleasure to meet you. If you can, we'd love to have you sit and talk. Can we ask you a few questions? It will be quick."

Grand Lodge

Nagaji Barb 1/Sum 4, HP:46/46, AC:19, Touch:12, Flat Footed:17 F:+5, R:+3, W:+5 (+2 vs mind affecting & poison), Init:+2, Perc:+4, lowlight vision

Ssself sssaysss Lac Sssun ssshould ssstay here. Plansss to make or lossse again.
diplomacy assist: 1d20 + 3 ⇒ (14) + 3 = 17

Ooh look here isss lizard tracksss!
survival assist: 1d20 - 2 ⇒ (1) - 2 = -1
Uhmm.. no isss jussst dirt.

Everyone should try to assist on both rolls. Doesn't need to be trained and you might roll high. Can't hurt.

Liberty's Edge

LG halfling male paladin 1/UnRogue 3 | hp 33/33 | AC 21, Touch 16 , Flat-Footed 17 | Initiative +4 | Fort +6, Ref +8, Will +3 | Perception +8, Sense Motive +6 | Smite Evil 1/1 | GM Reroll 0/1
Active Effects:
None

Pot CLW: 1d8 + 1 ⇒ (1) + 1 = 2
Wand of CLW: 1d8 + 1 ⇒ (8) + 1 = 9

1 potion and 1 charge of my wand used.

"Yes, please, we would appreciate your counsel."

Diplomacy aid: 1d20 + 9 ⇒ (16) + 9 = 25

Derkhan also searches the chamber. Knowledge (Religion) to aid: 1d20 + 6 ⇒ (19) + 6 = 25

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

The Potions are CMW. The extra will top off TRR as well. Derkhan CMW: 2d8 + 1 ⇒ (2, 7) + 1 = 10 Derkhan can save that charge on his wand.

HP Status:

Voices and his Cat (-2)

The group is easily able to get the victory point back atop the spire and easily gain the interest of General Lac Suhn.

Atop the spire the group is able to take down detailed notes on the scratchings and tracks leading from each of the altars before rushing to meet the general.

---

When TRR starts to speak Azlanti, Lac Suhn quickly turns around to listen to the various members of the group.

With the assists, he is impressed enough to grant a +5 to subsequent checks!

"Well, your accent is quite impressive. So many different tongues from these Pathfinders but it is warming to hear my own. I have a few moments to talk seeing that your compatriots are handling these scaled monsters so well." he replies in Hallit so it is easier for the group to understand.

"Perhaps we can talk as we walk amongst the others, I am sure you have many questions." he says as he begins to lead them among the rebels and Pathfinders.

Now the group can attempt further Diplomacy to learn of their culture, Intimidate to goad him into boasting about his military power, or Bluff to see if you can squeeze some state secrets from him! Each PC can only attempt each check (Diplomacy/Intimidate/Bluff) once. I will take the highest modifier as lead and others as Aid by default.

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