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

Game Master Agent Eclipse

Slides


251 to 300 of 380 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
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

Diplomacy: 1d20 + 18 + 1 ⇒ (17) + 18 + 1 = 36

"I would love to learn more about your culture. We Pathfinders come from a diverse group," Bedisa gestures. [/b]"Each of us brings different experiences to the table."[/b]

Bedisa decides to tell a bit about herself, hoping to draw more out of him. "Me? I'm just a humble half-orc. When I was young, I started hearing voices. At first, I could make no sense of it. I thought I was crazy. But as I aged, the voices became clearer. My ancestors were talking to me. Some voices would ramble on and on making no sense. But others were firm and direct. I learned to work with these spirits. They have taught me many things.". Bedisa holds her sword aloft. "Everything has a spirit inside of it. This longsword here included. I can feel the life and energy it gives off.". She closes her eyes to soak in the spirits around her.

Bedisa opens her eyes. "We would love to learn more about you and where you come from."

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

Cat says why you tied up if so great general?
intimidate for war stories: 1d20 + 3 ⇒ (2) + 3 = 5

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 tries a different track since he's pretty sure Bedisa has completely won over the general.

"Hello good sir, we are most definitely not from the future. That's crazy you would even think that. But could I interest you in some wonderful practical and sustainable healing methods?"

Bluff: 1d20 + 2 ⇒ (8) + 2 = 10

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 attempt to bluff him into telling us more info.

"We came to rescue you and return you to the safety of the empire. Tell me, how did you find yourself in this predicament?"
Bluff: 1d20 + 14 ⇒ (3) + 14 = 17 or 14 minimum (Sov Court faction card)

He will also at some point in the conversation attempt to recruit him for a certain secret international (and hopefully now cross-temporal) conspiracy.

Sov Court shenanigans in Azlanti:
"I work for a group of individuals devoted towards seeing that the Inner Sea is brought into another era of peace and prosperity under one enlightened hand. I believe you are in a unique position to help us."
The Rouge Rouge will hand him a copy of the Azlanti language edition of 'Noblesse Oblige or How The Nobles of The Inner Sea (And Eventually The Whole World) Can Create A New Era of Peace and Prosperity Through Cooperation and Paternalistic Policy-making'

Need a DC 18 Nobility check and I am using my once an adventure connections to give a +4 on top of the rest.
Nobility: 1d20 + 12 + 2 + 4 ⇒ (4) + 12 + 2 + 4 = 22

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

"Yes, indeed, we would be very interested in hearing more about the Empire."

Bluff: 1d20 + 9 + 5 ⇒ (14) + 9 + 5 = 28

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

"Our ancestors are extremely important, Bedisa. I am glad you understand and have a connection to yours" he smiles as he looks to her.

"I wonder if there are spirits in my grandmother's ittho bread. It was certainly delicious and made with the finest honey. She used her own bees and fed them from blossoms of the Western Colonies...oh pardon me for getting nostalgic around this time. Peacock's Dusk reminds me I need to take my boys to visit the Western Colonies so they can see the cities their little-folk nannies people built long ago. At least we can look up at the same red planet." he talks wistfully about his family for some time before a thoughtful pause.

“My wife is always trying to tie my chiton like an imperator, not like a general. See how it goes over, around, then under? I ask if she wants her husband flogged, and she just says she’d rather have her husband sit on the senate. Not a… not a subtle lady. Gods, I miss Vanaschen. I know, I know—am I crazy to have married a woman of the Eastern Colonies? I thought mother was mad when she arranged the marriage. I shouted out the garden blessing, I was so damn mad. But I suppose we’re all like that at that age. Once my whiskers came in and I stopped thinking of myself, I saw her for who she was: this fiery, passionate woman who didn’t need any of my excuses. Her father and my mother still argue over whose family officially joined whose—if we’re still Azlanti or perhaps tainted by Kellid blood. I swear Vanaschen would conquer both peoples just to quiet them, if she didn’t find it so damn funny. The way she pushes me to step up into mother’s senate seat, I think we’re still Azlanti.”

He continues for some time talking about his family and the lands they were from till the topic was thoroughly exhausted. Diplomacy was easily crushed with that roll!

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

"What was your name?" he says looking down a bit at Derkhan, but he does take the opportunity to talk on more serious matters when he is prodded...almost as if complaining.

"You wonder why I miss my wife and kids...it isn't just the distance that keeps us apart. We married to help avert a war. The dissent in the colonies is always growing, that is the only thing Imperator Emalliandra was right about. Better than her father even when drunk! Who cares if his great-great-great-something or another gave us ioun stones and water itself...he was still a damn headstrong fool who wanted to raise mankind to godhood. What would we do if we were all gods?" he raises his voice as a vein pops out on his forehead.

He lets out a deep sigh...

"Lost a brother to the Silent Servitors too. Urterre ran coded messages to the colonies but one trip he was lost at sea for weeks. It changed him...he spoke like a half-mad man at that point. Still, when I found him with a dagger still warm in his back he gave me a message before he died. [i]'Minister Erodel wears the veil. Amaznen save the senate'[i]. I still wonder what it meant."

Bluff DC has been beaten as well.

Apparently Krahnaliara Lac Suhn has been bottling up many topics which he speaks freely on to strangers.

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

The general narrows his eyes at Voices.

"The general asks why you talk to cats." he says not revealing anything else.

That is technically enough to get both Victory points but others can feel free to use Intimidate to get more information from him, even if it is hard to decipher as he is speaking of a time so long ago.

He takes the book from TRR and flips through it quickly, "I am no great philosopher or ruler myself but it seems your organization is on the right track." You realize he will likely be stuck in this time like all inanimate objects but he does offer to pen some thoughts for you in the book. I will put the Faction card success on your Chronicle sheet.

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
GM Eclipse wrote:

The general narrows his eyes at Voices.

"The general asks why you talk to cats." he says not revealing anything else....

In shock, Becaussse isss Cat! Why not talk to Cat. Cat isss best cat Ssself knowsss.

Grand Lodge

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

**HOUSE GM ANNOUNCEMENT**

A crack of thunder and the tang of ozone cut through the complex. The figures before you, and indeed the walls, the floor, even the air itself seem to crumble and fall away like glittering sands through an hourglass. Unfamiliar figures—their heavy, hooded robes embroidered with the symbol of a winged eye—stand about the field, their hands crackling with lightning. Dozens of Pathfinder spellcasters lie dead at their feet.

A gargantuan image of a woman appears and shimmers like a desert mirage. She has a regal bearing, but her features are lined as if by years of endless duty. “Arrogant Pathfinders! Your ridiculous Society spends fortunes and lives to reassemble a treasure that turns time itself like the pages of a book—a key that could undo all the misery and suffering our world now knows—and you use it for this? Poking at snakes and playing at heroism? Golarion knew a true hero once! Our Lord Aroden—who raised the Starstone from the sea and imprisoned the undead tyrant Tar-Baphon—could already walk the world again were it not for your petty games and delays. Every death in your hours of playtime now hangs as a weight around your collective necks, you spoiled children.

“I am Lady Arodeth, and on behalf of the Harbingers of Fate and the God of Mankind himself, I have seized your Sky Key. Its defenders threw their lives away trying to stop compassion and destiny from returning to this world. I advise you not to throw your own lives away attempting to do the same.

“Behold the return of the Last Azlanti! Behold Aroden!”

The robed Heralds begin casting, and arcs of lightning leap to the rods made of skymetal. A deep thrum from somewhere below reverberates with chest-tightening force, then the earth begins to heave and quake. Emerald green miasma lashes out, snaking back along the arcs of arcane lightning and infecting hooded casters throughout the crowd. Your body—or perhaps the whole world—crumbles to dust and you hear a distant scream of “She’s overloaded it!”

And just as swiftly, the world is whole again, but in place of a flower-speckled field stands the sprawling marketplace of a small city. Ivory-white buildings and columns feature reliefs and endless statuary all depicting physically perfect human specimens in poses of glory over serpentfolk. A chiton-clad crowd of gawkers stares, both at you and at the roiling dome of green light that encompasses nearly a square mile of territory, beyond which this strange city stretches on.

Robed Heralds panic as they sprint beyond the edges of the glistening dome, only to collapse just beyond its border. There they scream and writhe, their bones cracking as flesh and sinew age to dust in mere moments. Meanwhile, those unfortunates consumed by the green miasma scream and stagger, their features warping and bloating as if the power seeking refuge within them were too big for mere flesh to contain.

And high overhead, a looming stone glows with a light visible even in the growing light of dawn.

GMs, please adjudicate the time-bubble collapsing and begin part 3.

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

Darn it! I could have recruited Aroden instead!

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

The vision of Lac Suhn begins to slowly fade as the Ophidian Rectory starts to crumble. Your group is able to navigate the tunnels sloping downward to get close enough to ground level and avoid any serious damage as you crash into the earth.

Knowledge (Religion) DC 10:

You recognize the embroidered eye symbol as they holy insignia of Aroden, the vanished and dead god of humanity.

As the temporal bubble shifts away from the Sessegishoss, any equipment gathered within (like any remaining Potions of CMW) turn to dust. However, you feel some measure of rejuvenation as time begins to twist and turn again.

Each PC can select two (including the same option twice) of the following:
• Recover one or more spells or spell slots whose total levels are equal to your character level.
• Regain one daily use of a class feature. If you would normally be able to use the feature five or more times in one day, instead regain two uses.
• Heal 1d2 points of damage to all ability scores.
• Heal 1d8 hit points. Add your character level to the number of hit points recovered.

---

The Pathfinders have a few scarce moments to realize the significance of the situation they have been thrust into.

Spoiler:
=Knowledge (History) DC 5+]
The stone looming in the sky above is almost assuredly the star-stone asteroid that caused Earthfall.

Spoiler:
=Knowledge (History) DC 15+]
The stone will likely impact within 2 hours judging by the height it is at. After Golarian will be plunged into a thousand years of darkness.

---

Knowledge (History/Engineering) or Profession (Architect) DC 15:

The buildings surrounding you are of ancient Azlanti make meaning this is likely one of the cities that once existed on the Isle of Kortos.

---

The citizens are at first shocked by the appearance of the cultists and Pathfinders, but they soon turn to anger after the chaos takes hold. Hostilities are likely to break out soon if the Pathfinders do not de-escalate the situation. Diplomacy or Intimidation checks could work.

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

Will take one spell and one the ability reuse.

Uhmm... Big rock not Ssself. Ssself not fight with big rocksss. Good idea, but Ssself not know how. Maybe bad sssnake peoplesss over there fight with big rocksss?!?

diplomacy: 1d20 + 3 ⇒ (10) + 3 = 13

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

Looks like I fudged up those two spoilers. They are pretty easy and obvious anyways when you look up at the meteorm lol.

Knowledge (History) DC 5+:

The stone looming in the sky above is almost assuredly the star-stone asteroid that caused Earthfall.

Knowledge (History) DC 15+:

The stone will likely impact within 2 hours judging by the height it is at. After Golarian will be plunged into a thousand years of darkness.

The crowd only yells louder as Voices attempts to reason with them, apprehensive of the scaled humanoid.

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

I'm back, happy and healthy baby to show for it. Dexter will refresh his spells used (1 lvl 2, 2 lvl 1's). No other resources were used up.

Common K: Religion DC 5: 1d20 + 1 ⇒ (12) + 1 = 13

"HOLY SHINIKEES THAT'S THE STAR-STONE THAT CAUSED EARTHFALL!!!"

Knowledge: Engineering DC 15: 1d20 + 6 ⇒ (12) + 6 = 18

"Uh so, I think I know where we are location wise. The buildings surrounding us are of ancient Azlanti make meaning this is likely one of the cities that once existed on the Isle of Kortos. This is not good."

Diplomacy: 1d20 + 7 ⇒ (3) + 7 = 10

He speaks calmly to the crowd, "Easy now, there is no reason to get crazy. We've got some really big magical anomalies happening. Take a breath and let's all figure this out together."

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 recovery 4 uses of Bloodrage.

DC 10 knowledge (religion), untrained: 1d20 + 1 ⇒ (1) + 1 = 2

DC 5 knowledge (history), untrained: 1d20 + 1 ⇒ (2) + 1 = 3

Diplomacy, guidance: 1d20 + 18 + 1 ⇒ (18) + 18 + 1 = 37

"No need to be hostile everyone. Yes, take a breath and stay calm.". Bedisa smiles, hoping her calming aura will deescalate the situation.

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

The crowd starts to grow and swell around as Dexter attempts to help calm them down, yelling louder. Luckily, Bedisa steps forward and breaks through to a good portion of them. They start to disperse and talk amongst themselves as a familiar figure limps out from between two buildings. The weight of years seems to hang over Kreighton Shaine, the Pathfinder Society’s illustrious Master of Scrolls, his face more deeply lined than it was this morning.

“My apologies for not reaching you more quickly, but I have been quite distracted,” he pants. To the left and right across the ancient marketplace, other versions of Kreighton Shaine are speaking to other, equally bewildered Pathfinders. It seems redundant to say so at this point, but the Harbingers of Fate have seized control of the Sky Key, and we all appear to be trapped in what the Isle of Kortos used to be eons ago. The same sort of temporal bubble that brought the serpentfolk city of Sessegishoss to us now keeps our forces pinned down here. We are attempting to uncover the Sky Key Vault now. While the vault itself seems to be here in this time period, our entrance to it wasn’t projected back, and we’ve lost our bearings relative to its location in this new landscape. What’s more, I worry simply reclaiming the Sky Key will not be enough to allow our escape— that green surge we all witnessed seems to have invested many of the Harbingers with enough of the Sky Key’s energy to maintain our chronological exile.”

Shaine looks worriedly up at the sky. “We will need to work together to uncover the vault and cut the tethers that anchor this time period to the Harbingers’ spellcasters. We must do both so we can use the Sky Key to escape.” A crack of thunder sounds overhead as the dome of green light twists and arcs down to the surface with a thunderous crash, and strange, hairy beasts stride where it struck. “And we would be wise to move quickly.”

The image quickly hands out a single Potion of Cure Moderate Wounds to each Pathfinder and stays for a moment to answer any questions.

Feel free to ask questions and decide on what you want to work on: Finding The Vault or Dealing with The Anchors. Combat potential in both, "vault" has lots of variety in how to handle the skill checks and "anchor" has social options. Will go with the first to get two votes.

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

I will take the healing and does regaining a point of mental focus count as a class feature? If so I'll regain the point of Transmutation MF I spent.
Healing: 1d8 + 4 ⇒ (1) + 4 = 5

I'm fine with either.

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

We aren’t good at many skills, but we have a couple good social characters. I say try Anchor side first.

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

Agreed. Social is probably the way to go for now.

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

Dice of Doom, eh thats a little excessive, Dice of Discomfort!: 1d5 ⇒ 2

The group says their farewells to the Master Shaine image before darting through the maze-like city streets towards the first green beacon of light, they notice that many of the courtyards share a design. Only one map for all these encounters, haha!

They finally arrive at the location of the first beacon, a sickeningly green pillar of light tears from the fountain and into the sky. The water churns and bubbles like a vat of acid.

Standing nearby, entranced by the spell they are maintaining, is a small man of Varisian blood. In front of him fluorescent green images of harrow cards float in formation.

"Aha, yes, everything is as it says! The Tower and the Reaper! A coming oblivions that looms over us all!" he exclaims before noticing the Pathfinders out of the corner of his eye. Rather than turn to them he continues his work while speaking further.

"What is it you have come here for? My readings haven't foretold this...perhaps you wish to take your chance with Binui Skostravalus? Have you ever played Towers?" he asks.

He does not seem hostile, rather focused on his readings. Getting him to stand down would require a creative Bluff or possibly taking part in his Harrow games with a Sleight of Hand or Profession (Gambler). Those with powerful enough magic could attempt to dispel the beacon's magic entirely or just kill the spellcaster powering it. Sparing the spellcasters may prove useful.

With these checks, there are penalties for failure so you may wish to strategize.

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 watches closely and bides his time as his allies work their magic. He tries to wait for the opportune time to provide aid.

Aid DC 10: 1d20 ⇒ 13 (Bluff at +2, Sleight of Hand at +1, both succeed at the Aid)

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

Look! Giant rock in sssky isss changing direction.

bluff aid: 1d20 + 3 ⇒ (17) + 3 = 20

Cat takes off. Scampering around the building.

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

I'm not opposed to rolling Sleight of hand, but it seems like the Rouge Rogue may be better suited for this task, although I'm not sure since I can't see his skills.

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 attempt to use slight of hand to take part in his game.
Slight of Hand: 1d20 + 8 ⇒ (16) + 8 = 24

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

The Rouge Rogue steps up, willing to try his hand at a game of Towers.

"Good good! Let me set the scene..." he says dealing out images of Harrow cards into the air, tapping them to flip various ones over.

After a few moments of learning the rules, Voices and Dexter make an extremely convincing diversion as even Binui looks away. Taking the moment of advantage TRR checks his cards to make the optimal play.

"What?! Oh yes...of course there is a messenger of doom hurtling towards us. That is obvious. Back to the game." he exclaims before being bested by the Kitsune.

He quickly waves a hand as the energy cards are pulled back into a runed deckbox. The beacon's energy begins to weaken before blinking out of existence.

"Something is off today...everything pointed towards me winning that game. I won't be taking anymore chances...I bid you all adieu." he says before disappearing in a cloud of oily green smoke.

Victory Point! To the next anchor? Anchor!: 1d4 ⇒ 4

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 don't get to sssmasssh bad cardsss man?!?

Yes, on to the next.

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

The group quickly makes for the next closest beam of light, this time the one standing near the beacon is more hardy and flanked by two elementals. Beneath the feet of the man is a sizeable hoard of trinkets and items from the various stalls throughout the city.

Perception: 1d20 + 2 ⇒ (1) + 2 = 3
Perception: 1d20 + 5 ⇒ (19) + 5 = 24
Perception: 1d20 + 5 ⇒ (2) + 5 = 7

One of the elementals starts to crackle and point at the group.

"Halt, who are you lot? You don't look like Harbingers. My contract told me that I would just be maintaining the spell while others fought! Still if you press me...I finish my jobs." he says warning the newcomers.

This one seems less amenable to talking but hasn't begun to attack just yet. Intimidate may send him over the edge but Diplomacy and Bluff may work if convincing enough. He also seems to have a fascination with treasure and is likely a hired hand...

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 tries to keep things sorta calm, but he recognizes a fight is probable this time.

”Hey there bud, you can see how unnatural this is. Why don’t we work something out and everyone can be happy.”

Diplomacy Aid?: 1d20 + 7 ⇒ (11) + 7 = 18

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

Diplomacy: 1d20 + 18 + 1 ⇒ (14) + 18 + 1 = 33

Bedisa takes some to collect her thoughts.

"We are but humble servants. Do you have time to talk, perhaps. I see you have a fascination with treasure. Perhaps we can come to some sort of arrangement."

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

Dexter and Bedisa easily catch his attention, "Another group that understands business! And this stuff? Just a few simple requisitions...it got left behind so it is clearly safer with me. I am always willing to talk business, if only we had some entertainment." he says with a smirk.

1 Success for the Diplomacy, he would accept a bribe that could make subsequent checks easier but you still have the option of continuing with Diplomacy, Bribe, or even Perform now.

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

Sleight of Hand: 1d20 + 10 ⇒ (9) + 10 = 19

"Not much of a singer, but..." Derkhan shows empty hands, before revealing 10 platinum pieces, which he begins running across the back of his knuckles.

"100 gold might buy you a lot of entertainment. Call it recompense, for your polite and fair dealings with us, despite these...unusual circumstances."

Diplomacy: 1d20 + 9 ⇒ (12) + 9 = 21

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

Diplomacy: 1d20 + 18 + 1 ⇒ (18) + 18 + 1 = 37

"I'm sure you have stories to tell. Instead of performing, how about we trade in stories. What's your name, good sir? Mine is Bedisa Zharvazhidse. Pleasure to meet you."

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 nods, "Ah excellent, you understand the value of keeping certain things safe. I think we can definitely work something out."

Diplomacy Aid: 1d20 + 7 ⇒ (19) + 7 = 26

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

"Aye, the name is Romnus Vagarti. I come from a lineage of the Band of Blades...our loyalty wasn't for any true belief in this mess but it was good money with how fast they grew. My family have all been sword swingers but the arcane has more appeal to me." he says taking a seat on the pile of goods.

He shakes his head at Derkhan, "My fees are a bit too high for you it seems...if you doubled it I would have taken ya up on it easy! No worries though as things are turning south here....what say you let me take as much of this abandoned hoard as I can carry as I leave for good?" he asks the group with a shrug.

Success without the bribe due to some killer rolls unless you want to beat up the merc. Victory Point here. Another Anchor: 1d3 ⇒ 3?

Grand Lodge

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

**HOUSE GM ANNOUNCEMENT**

Pathfinders have found and uncovered the Sky Key Vault. It is there that the Sky Key—the Society’s ticket home—awaits. However, the dome of green energy remains strong, suggesting that too many Harbinger spellcasters are still anchoring the Society in this time period.

GMs, Area G is now open. However, more Anchor successes are still needed!

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

Yeah, let’s crank out at least one more Anchor.

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

Slide 6.

Assuming the group lets Romnus take off with the items (which you know will likely turn to dust), you dash through the streets once more before nearly running into the next anchor sorceress.

Before you have the opportunity to speak to her, the dome crackles with fluorescent green lightning. The cacophony of thunder pauses before a bolt shoots down in front of you. Two azlanti skeletons step out of time distortions.

Initiative:

Voices: 1d20 + 2 ⇒ (15) + 2 = 17
Dexter & Sal: 1d20 + 3 ⇒ (5) + 3 = 8
Derkhan: 1d20 + 4 ⇒ (14) + 4 = 18
Bedisa: 1d20 + 2 ⇒ (2) + 2 = 4
Rouge Rogue: 1d20 + 4 ⇒ (1) + 4 = 5

Omandi Mil: 1d20 ⇒ 10
Skeleton 1: 1d20 + 5 ⇒ (7) + 5 = 12
Skeleton 1: 1d20 + 5 ⇒ (10) + 5 = 15

---

"It has succeeded! This is the true future, corrected. Even the magic of the world acts to protect a great sorceress as myself, Omandi Mil." she cackles assuming the time distortion to be of her doing, overcome with the temporal energy.

---

Combat Round 1: Bold may act.

Voices and his Cat
Derkhan

Purple Skeleton
Orange Skeleton
Omandi Mil

Dexter
Sal
The Rouge Rogue
Bedisa

---

Active

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

Voices steps forward, Doggiesss chew bonesss! Galthakisantar!!!
num sum: 1d3 ⇒ 1 Suddenly one dog appears behind the skeletons.

Cat dashes off around the building to the right to circle behind the foes.


Riding Dog:

N Medium celestial/fiendish animal
Init +2; Senses darkvision 60 ft., low-light vision, scent;Perception +8
 DEFENSES
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
SR 5
Fiendish - Resist Cold and Fire 5
 OFFENSE
Speed 40 ft.
Melee bite +3 (1d6+3 plus trip)
Special Attacks Smite evil
 STATISTICS
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +6 (+14 jumping), Perception +8, Survival +1 (+5 scent tracking); Racial Modifiers +4 Acrobatics when jumping, +4 Survival when tracking by scent
 SPECIAL ABILITIES
Smite good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+2) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).

Woof! The hounds latches onto the skeletons leg.
bite att: 1d20 + 3 ⇒ (1) + 3 = 4, if hits, bite dam: 1d6 + 3 ⇒ (2) + 3 = 5 and trip: 1d20 + 3 ⇒ (1) + 3 = 4
But can't decide which leg to bite and misses both.

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 rushes up to one of the skeletons. Moving into flank with the dog, if that skeleton still exists. If it doesn't, moving up to the other one instead.

Attack, with piranha strike: 1d20 + 8 ⇒ (7) + 8 = 15 +2 higher with flank.

Damage: 1d4 + 7 ⇒ (2) + 7 = 9 Slashing damage
Sneak attack if applicable: 2d6 ⇒ (2, 6) = 8

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

The attacks of the summoned hound and Derkhan fail to connect with the skeletons.

---

The purple garbed skeleton shambles up to Derkhan to swing in tandem with the skeleton with the orang cloak...

Longsword: 1d20 + 7 ⇒ (1) + 7 = 8

Longsword: 1d20 + 7 ⇒ (20) + 7 = 27
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Critical Confirm: 1d20 + 7 ⇒ (11) + 7 = 18

...the first misses but the second opens a wound across the halflings chest.

Omandi begins to cast spells upon herself. Mirror Image: 1d4 ⇒ 2

"The world could always use more of me!" she says as extra images of the sorceress appear.

---

Combat Round 1: Bold may act.

Voices and his Cat
Derkhan (-6)

Purple Skeleton
Orange Skeleton
Omandi Mil (2 Images)

Dexter
Sal
The Rouge Rogue
Bedisa

---

Active

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 points at the witch in the back, "We'll go start messing up her plans. I think she's a bit delusional though, messing with pathfinders."

He pats the boar on his back, "Go get her Salazar!"

Double Move for him and Salazar

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 forward towards the skeletons. Her ancestors take over her body as she enters a rage. "Skeleton, begone!"

Longsword, Power Attack, Bloodrage: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d8 + 10 ⇒ (8) + 10 = 18

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 weave around the skeletons and up towards the sorcerer.
Double move avoiding the skeletons

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

Bedisa nearly scatters the bones of the first skeleton but it seemingly stays standing, her blade bouncing around the bones.

You are sure that attack should have defeated the skeleton, it likely has some DR.

The rest of the group starts to close in on the sorcerer as she looks a bit less sure of her situation.

"You dare approach me like that!" she says somewhat shakily.

---

Combat Round 2: Bold may act.

Voices and his Cat
Derkhan (-6)

Purple Skeleton (-13)
Orange Skeleton
Omandi Mil (2 Images)

Dexter
Sal
The Rouge Rogue
Bedisa

---

Active

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

Cat dashes to the bushes behind the foes.

Voices rushes forward winding up for a huge swing of the hammer. not raging yet
earth breaker att: 1d10 + 9 ⇒ (6) + 9 = 15, if hits, earth breaker silver and blunt dam: 2d6 + 7 ⇒ (3, 3) + 7 = 13

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 attacks with both gladii. If Orange drops after the first hit, I'll 5 foot step into flank and hit blue.

Attack, with flank: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
Attack, with flank: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
Slashing Damage: 1d4 + 5 + 2d6 ⇒ (2) + 5 + (4, 2) = 13
Slashing Damage: 1d4 + 4 + 2d6 ⇒ (2) + 4 + (5, 6) = 17


almost forgot to have the dog attack

Woof! The hounds latches onto the skeletons leg.
bite att: 1d20 + 3 ⇒ (16) + 3 = 19, if hits, bite dam: 1d6 + 3 ⇒ (4) + 3 = 7 and trip: 1d20 + 3 ⇒ (17) + 3 = 20

1 to 50 of 380 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [Gameday IX] GM Eclipse's The Sky Key Solution (Tier 3-4) All Messageboards

Want to post a reply? Sign in.