[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 ◆|↺|◇

Even with the blades having trouble against the skeleton, Derkhan dismantles the orange cloaked skeletal warrior.

The summoned hound quickly moves in to fetch a bone from the purple skeleton, snatching away a leg and causing it to fall to the ground.

The remains of the two skeletons fade to dust.

---

Seeing the two skeletons fall, the demeanor of Omandi beings to falter.

"Alright, the rabble has proven themselves! What is is you want of Omandi Mil?" she says as a sheen of magical energy encases her like armor.

The party can attempt to parley with the sorceress now. She seems headstrong but is surely aware of her position. Diplomacy, Bluff, and Intimidate would likely be effective. Or you can press the attack.

---

Combat Round 2: Bold may act.

Voices and his Cat
Derkhan (-6)

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

Voices moves over to the woman, hammer in hand. Then he looks at the rest of the group, Ssself sssmasssh?

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 eyes his allies, "Well, I suppose you aren't an evil skeleton. Though you seemed pretty quick to claim you summoned them, so maybe you are an evil necromancer bent on world domination? Why don't you prove your innocence by dismissing all your spells and leaving?"

Diplomacy Aid: 1d20 + 7 ⇒ (3) + 7 = 10

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

Hsss... Pleassse... Ssself ssseriousssly wantsss sssmasssh!
intimidate aid: 1d20 + 3 ⇒ (5) + 3 = 8

Cat spits and yowls by the females ankles.
intimidate aid: 1d20 - 2 ⇒ (13) - 2 = 11

Yet somehow, the mangy alley cat seems more threatening than the large hammer wielding Nagaji.

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 ⇒ (6) + 18 + 1 = 25

"You need to leave, yes. We wont harm you if you do."

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

She furrows her brow as Voices speaks up and almost prepares to attack but Bedisa quickly changes her mind with the help of Dexter.

"I just need to leave? Fine, I have better things to do now, anyways." she says huffing and packing her things. She snaps her fingers as the power from the beacon blinks out of existence. She walks away quickly mumbling under her breath.

Victory Point. With the Vault now open going to move us along to that encounter.

Having head the Vault was discovered and that the Pathfinders needed help inside, the group begins to rush to the location. The group musters outside the entrance to the vault knowing that this is where the last of the Harbingers will reside alongside their leader.

Feel free to make any preparations. The tunnel leading down into the vault is single-file.

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

Barkskin on Sal (40m), scroll of Magic Fang in hand.

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

Shield on self

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

If anyone needed any other preparations before, like Derkhan healing. Let me know. Kreighton did give you more potions, well an image of him.

GM Rolls:

Perception: 1d20 + 2 ⇒ (4) + 2 = 6
Perception: 1d20 + 2 ⇒ (13) + 2 = 15
Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Perception: 1d20 + 5 ⇒ (9) + 5 = 14

Harbinger Grunts: 1d20 + 2 ⇒ (15) + 2 = 17
Harbinger Spy: 1d20 + 2 ⇒ (18) + 2 = 20
Smell Lightning Elemental: 1d20 + 6 ⇒ (7) + 6 = 13

Voices: 1d20 + 2 ⇒ (13) + 2 = 15
Dexter & Sal: 1d20 + 3 ⇒ (12) + 3 = 15
Derkhan: 1d20 + 4 ⇒ (3) + 4 = 7
Bedisa: 1d20 + 2 ⇒ (15) + 2 = 17
Rouge Rogue: 1d20 + 4 ⇒ (13) + 4 = 17

The group hustles down the winding tunnel till it opens into the vault below. 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 with a ladder on each side. A gasping, bleeding elf who looks like an aged version of Kreighton Shane lies across the room.

As the group squeezes into the room, you hear a sharp whistle from one of the back corners as you are spotted. The cloaked character that whistled, sprints behind the pylons while reading a scroll. Then two armored Hargbingers come from around the pylons before firing their heavy crossbows at the party.

UMD: 1d20 + 11 ⇒ (11) + 11 = 22

Heavy Crossbow Versus Dexter: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
Damage: 1d10 ⇒ 1

Heavy Crossbow Versus Derkhan: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
Damage: 1d10 ⇒ 2

Both bolts strike the forward members of the party but the distance softens the blows.

---

Combat Round 1: Bold may act.

Orange Grunt 1
Red Grunt 2
Purple Spy

Voices and his Cat
Dexter (-1)
Sal
The Rouge Rogue
Bedisa

Teal Lightning Elemental

Derkhan (-9)

---

Active:
Barkskin on Sal.
Shield on Voices.

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 - 3 min

Voices steps forward and shouts, Cat sssaysss hiding mammal no like sssnakesss. Sssee if like thessse. Schrilthistan! And a small snake appears to find and attack the person behind the pillar.
num summoned: 1d3 ⇒ 1


Viper:

N Tiny celestial/fiendish animal
Init +3; Senses darkvision 60 ft., low-light vision, scent;Perception +9
 DEFENSE
AC 16, touch 15, flat-footed 13 (+3 Dex, +1 natural, +2 size)
hp 3 (1d8–1)
Fort +1, Ref +5, Will +1
SR 5
Fiendish - Resist Cold and Fire 5
 OFFENSE
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +5 (1d2–2 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks Smite evil/good
 STATISTICS
Str 4, Dex 17, Con 8, Int 1, Wis 13, Cha 2
Base Atk +0; CMB +1; CMD 8 (can't be tripped)
Feats Weapon Finesse
Skills Climb +11, Perception +9, Stealth +15, Swim +11; Racial Modifiers +4 Perception, +4 Stealth
 SPECIAL ABILITIES
Smite good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+1) against evil/good foes; smite persists until target is dead or the celestial/fiendish creature rests).

Poison (Ex) Bite—injury; save Fort DC 9; frequency1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.

bite att: 1d20 + 5 ⇒ (10) + 5 = 15, if hits, bite dam: 1d2 - 2 ⇒ (1) - 2 = -1 (min 1) and poison con damage: 1d2 ⇒ 2. fort save DC=9

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 watches the crossbow bolts hit her new friend. "That's not fun. You're going down!". Bedisa sprints ahead to one of the assailants.

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 quickly activates his scroll, touching Salazar with a gloved hand. He moves up into the room and directs his friend to go after one of the crossbow jerks.

Standard to Activate Magic Fang Scroll on Salazar, Move 20 ft, Can't Fail DC 10 Handle Animal to Command Salazar to attack Red.

Salazar charges into the fray!

Double Move for Sal

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

The group begins to engage their enemies as Voices summons a viper, it strikes out but fails to sing its fangs into the grunt.

---

Combat Round 1: Bold may act.

Orange Grunt 1
Red Grunt 2
Purple Spy

Voices and his Cat and his Viper
Dexter (-1)
Sal
The Rouge Rogue
Bedisa

Teal Lightning Elemental

Derkhan (-9)

---

Active:
Barkskin on Sal.
Shield on Voices.

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 advance into the room and add Keen to his rapier.

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

As TRR moves up and enchants his rapier, the teal ball of lightning lunges out at the viper.

Slam: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d4 + 1d3 ⇒ (2) + (2) = 4

The sparks flying forth from the elementals hands fries the serpent.

---

Combat Round 1: Bold may act.

Orange Grunt 1
Red Grunt 2
Purple Spy

Voices and his Cat
Dexter (-1)
Sal
The Rouge Rogue
Bedisa

Teal Lightning Elemental

Derkhan (-9)

---

Active:
Barkskin on Sal.
Shield on Voices.

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 moves forward, weapons at the ready. Double move.

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

"Yeah, well this will be fun!"

The grunt with the orange crest takes a drops his crossbow trading it for his longsowrd and allows Bedisa to strike out at him...

Bedisa's Longsword: 1d20 + 7 ⇒ (10) + 7 = 17

...but the grunts armor is able to absorb the blow before he puts the newly drawn sword to use.

Orange's Longsword: 1d20 + 4 + 1 - 1 ⇒ (20) + 4 + 1 - 1 = 24
Critical Confirm: 1d20 + 4 + 1 - 1 ⇒ (18) + 4 + 1 - 1 = 22
Damage: 2d9 + 10 ⇒ (7, 9) + 10 = 26

His swing digs deep into the chest of the bloodrager creating a puddle of blood between them.

---

On the other side of the room, the grunt with the red symbol takes a step towards the wall, drawing his weapon and an attack from Sal.

Sal's Gore w/ Magic Fang: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11

Sal misses his strike and the Harbinger swings at the boar...

Red's Longsword: 1d20 + 4 + 1 - 1 ⇒ (8) + 4 + 1 - 1 = 12

...but the bark-like growths easily deflects the sword.

---

The purple cloaked figure pulls out a vial as he moves back, tossing it at Derkhan...
Alchemist's Fire: 1d20 + 5 ⇒ (3) + 5 = 8
Miss: 1d8 ⇒ 8
...but his aim is off causing the vial to smash into the pylon but still dousing Derkhan in some flames.

"Damn!" he curses as his next trick fails to work.

---

Combat Round 2: Bold may act.

Orange Grunt 1
Red Grunt 2
Purple Spy

Voices and his Cat
Dexter (-1)
Sal
The Rouge Rogue
Bedisa (-26)

Teal Lightning Elemental

Derkhan (-10)

---

Active:
Barkskin on Sal.
Shield on Voices.

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 26 rounds

No slice friend! Glucktengal! and the floor is covered in slimy oozing puddle of slippery gunk.
Grease, reflex save DC=14 or fall prone.

Cat slinks over to look/listen down one of the side halls.
perception: 1d20 + 15 ⇒ (8) + 15 = 23

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

Reflex: 1d20 + 2 ⇒ (13) + 2 = 15

The grunt only barely stays on his feet as he grimaces at the puddle of ooze beneath him.

Down the the hallway, Cat hears the grinding and clicking of various machinery.

---

Combat Round 2: Bold may act.

Orange Grunt 1
Red Grunt 2
Purple Spy

Voices and his Cat
Dexter (-1)
Sal
The Rouge Rogue
Bedisa (-26)

Teal Lightning Elemental

Derkhan (-10)

---

Active:
Barkskin on Sal.
Shield on Voices.

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 just moves as fast as his little legs can move.

Double Move

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 continues his earlier command, attempting to rip a large hole into his target.

Gore - Power Attack + Magic Fang vs. Red: 1d20 + 7 - 1 + 1 ⇒ (20) + 7 - 1 + 1 = 27 for Magic/Piercing + P.A. + Magic Fang: 1d8 + 6 + 3 + 1 ⇒ (6) + 6 + 3 + 1 = 16

Crit?: 1d20 + 7 - 1 + 1 ⇒ (1) + 7 - 1 + 1 = 8 for Magic/Piercing + P.A. + Magic Fang: 1d8 + 6 + 3 + 1 ⇒ (1) + 6 + 3 + 1 = 11

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

As Dexter hustles to catch up to the group, Sal runs his tusks through the armor of the grunt. He thrashes around before tossing his prey to the side. With one last groan they pass out from the pain.

---

Combat Round 2: Bold may act.

Orange Grunt 1
Purple Spy

Voices and his Cat
Dexter (-1)
Sal
The Rouge Rogue
Bedisa (-26)

Teal Lightning Elemental

Derkhan (-10)

---

Active:
Barkskin on Sal.
Shield on Voices.

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 growls in pain as it shocks her into a rage.

She slams down with all her might.

Longsword, Power Attack, Guidance: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14
Damage: 1d8 + 10 ⇒ (6) + 10 = 16

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 come up and attack Purple Spy.
+1 Keen spiresteel Rapier: 1d20 + 9 ⇒ (14) + 9 = 231d6 ⇒ 2

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

Bedisa carves a portion of the stone floor away when she misses but The Rouge Rogue has more luck as he opens up a wound on the spy.

---

The lightning elemental lurches at the new target with electrified fists.

Slam: 1d20 + 5 + 3 + 1 ⇒ (13) + 5 + 3 + 1 = 22
Damage (Bludgeoning and Electric): 1d4 + 1d3 ⇒ (4) + (1) = 5

Arcs of electricity pull the elemental towards the kitsune assisting it on landing the blow.

---

Combat Round 2: Bold may act.

Orange Grunt 1
Purple Spy (-2)

Voices and his Cat
Dexter (-1)
Sal
The Rouge Rogue (-5)
Bedisa (-26)

Teal Lightning Elemental

Derkhan (-10)

---

Active:
Barkskin on Sal.
Shield on Voices.

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 steps toward the lightning elemental and attacks.

Attack, piranha strike: 1d20 + 7 - 1 ⇒ (20) + 7 - 1 = 26
Crit confirm: 1d20 + 7 - 1 ⇒ (3) + 7 - 1 = 9
Slashing Damage: 1d4 + 5 + 2 ⇒ (2) + 5 + 2 = 9
Attack, piranha strike: 1d20 + 7 - 1 ⇒ (16) + 7 - 1 = 22
Slashing Damage: 1d4 + 4 + 2 ⇒ (4) + 4 + 2 = 10

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

Derkhan's first strike cleaves the elemental in two, showers of sparks erupt as the crackling visage is peeled apart.

---

The remaining grunt attempts to finish his job against Bedisa...
Longsword: 1d20 + 4 + 1 - 1 ⇒ (5) + 4 + 1 - 1 = 9
...but he is way off.

A curse is spouted by the cloaked harbinger as he steps away from TRR before pulling out and using anther scroll.

UMD: 1d20 + 11 ⇒ (2) + 11 = 13

As he finishes saying the words, the scroll fizzles in his hand. He shakes his head furiously and mutters profanities.

---

Combat Round 3: Bold may act.

Orange Grunt 1
Purple Spy (-2)

Voices and his Cat
Dexter (-1)
Sal
The Rouge Rogue (-5)
Bedisa (-26)
Derkhan (-10)

---

Active:
Barkskin on Sal.
Shield on Voices.

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 feels her ancestors take control of her body. They are suddenly dedicated to her cause - destruction of the grunt in front of her.

Longsword attack, Dutiful Strike, Power Attack: 1d20 + 10 ⇒ (19) + 10 = 29
Crit?: 1d20 + 10 ⇒ (11) + 10 = 21

Damage: 1d10 + 10 ⇒ (9) + 10 = 19
Crit damage: 1d10 + 10 ⇒ (7) + 10 = 17

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

With one quick and deadly strike from Bedisa, the grunt's now headless body drops to the floor. A surprised look painted on the Harbinger's face as the head rolls away.

---

Combat Round 3: Bold may act.

Purple Spy (-2)

Voices and his Cat
Dexter (-1)
Sal
The Rouge Rogue (-5)
Bedisa (-26)
Derkhan (-10)

---

Active:
Barkskin on Sal.
Shield on Voices.

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 maneuvers around to flank with Derkhan and strikes at the Harbringer.
+1 Keen spiresteel Rapier: 1d20 + 11 ⇒ (9) + 11 = 201d6 + 1d6 ⇒ (6) + (6) = 12

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 in and stabs at the last enemy, "Watch the shiny gloves... watch them closely... you're getting sleeeeeepy..."

Move, Strike

Mithral Spiked Gauntlet - Non-proficient Aid Another Salazar next hit AC 10: 1d20 + 5 - 4 ⇒ (6) + 5 - 4 = 7 for Piercing: 1d3 ⇒ 2 20x2 Crit

But he isn't very convincing. Waving the boar in to attack works fine though.

Handle Animal to Command Sal to Attack, can't fail DC 10

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)

Clippity Clop, Trippety Tromp, stab stab stab.

The boar darts in and attempts a vicious gore!

Move, Strike Purple

Gore - Power Attack + Magic Fang: 1d20 + 7 - 1 + 1 ⇒ (17) + 7 - 1 + 1 = 24 for Magic/Piercing + P.A. + Magic Fang: 1d8 + 6 + 3 + 1 ⇒ (5) + 6 + 3 + 1 = 15

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

The Rouge Rogue and Sal work together to drive more bleeding wounds into the spy, eventually bringing him down from the blood loss and shock.

---

Combat Over: Status

Dexter (-1)
The Rouge Rogue (-5)
Bedisa (-26)
Derkhan (-10)

---

Active:
Barkskin on Sal.
Shield on Voices.

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

As you dispatch the last of the guardians the door to the inner chamber looms before you and Kreighton Shaine begins to rise to his feet.

“Good show, Pathfinders,” the injured form of Kreighton Shaine manages between blood-soaked coughs. “But Lady Arodeth is a true savant and driven to fanatical extremes. The same energies that infected her casters above have also seized her soul, and I fear she has already killed several of your fellow chroniclers. Or will have killed them. Blast, but this is confusing.”

Shaine props himself up to continue speaking. “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.”

The machines in this chamber begin to spark and smoke, and female bodies take shape from the green miasma. Shaine continues, “She has learned to create temporal copies of, as I have. She can produce an army, left unchecked. Some teams will need to hold the line here, in this chamber, so that anyone confronting the true Lady Arodeth in the room beyond isn’t overwhelmed by these simulacra. You know your team’s capabilities better than I, but I promise you Lady Arodeth will be not yield easily.”

With that, the chorus of murky green figures announce, “I would have brought destiny back to this world.”

You have three choices at this point:
1. Proceed into the Operations Center to deal with Lady Arodeth. This is a Tier 7-8 encounter but due to your earlier actions you may be able to resolve it through excellent roleplay and various skill checks but would likely need to flee if it turns to combat.
2. Stand your ground as whatever guardians pour from the machinery, providing cover to those within.
3. Head back out and continue dismantling anchors.

Increasing Loudness: 1d4 ⇒ 2 You expect the guardians to fully coalesce within two rounds unless someone works to Disable or damage the pylons.

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 votes to hold the line here (2). He can send Sal to start bashing the pylons if we choose that route.

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 22 rounds

To Bedisa, Thisss helpsss. Wand infernal healing. Fast healing 1 for 10 rounds.

Dexter and Salazar wrote:
Dexter votes to hold the line here (2). ...

Yesss!!! Ssself sssurprissse foesss asss arrive! Yethentranan!

A small lumpy rocky humanoid-ish figure appears. Voices points at the right column. Smash that!
No, I don't speak Terran. but I'm hoping a 'smash that' type of directive is fairly universal. Voices would think an Earth Elemental would be most likely able to wreck a column and wouldn't consider that the electricity might destroy it.


Small Earth Elemental:

N Small outsider (earth, elemental, extraplanar)
Init –1; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC 17, touch 10, flat-footed 17 (–1 Dex, +7 natural, +1 size)
hp 13 (2d10+2)
Fort +4, Ref –1, Will +3
Immune elemental traits
OFFENSE
Speed 20 ft., burrow 20 ft., earth glide
Melee slam +6 (1d6+4)
Special Attacks earth mastery
STATISTICS
Str 16, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Base Atk +2; CMB +4; CMD 13
Feats Improved Bull Rush, Power Attack
Skills Appraise +1, Climb +7, Knowledge (dungeoneering) +1, Knowledge (planes) +1, Perception +4, Stealth +7
Languages Terran
SPECIAL ABILITIES
Earth Glide (Ex)
A burrowing earth elemental can pass through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. If protected against fire damage, it can even glide through lava. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other sign of its presence. A earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15Fortitude save.
Earth Mastery (Ex)
An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. (These modifiers are not included in the statistics block.)

With a rumbling grinding noise, the small figure turns and slams a fist into the column.
slam attack: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11, if hits, slam damage: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11

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 say we at least try to talk her down; we can always run away if necessary.

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 is open to ideas. If we can talk to her, hopefully that'll work. But if the rest want to hang back, that works too.

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 will himself while awaiting the next challenge.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Drop sword, draw wand, activate wand. Put away wand, pick up sword.

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

Looks like Two votes for talking and Two for holding the line here.

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'll also take healing.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

Yeah, does Derkhan wish to break the tie?

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 is also hurt. Will zap herself twice with her Wand of Infernal Healing to heal 20 HP.

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

Boo, Derkhan hates breaking ties. That said, we've got a pretty talky party, so sure, let's give talking a try.

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

Ok, assuming someone tells him the plan, you folks can stop Voices before he summons the earth elemental. But that means we need to head inside fast before creatures start showing up at the pillars.

Voices throws open the door and lets Cat sneak inside for a look see.
stealth take 10: 10 + 15 = 25

Dark Archive

|Negotiations for the Star Gun ◆|↺|◇

The group takes a few moments to patch their wounds as the machine whirs and coughs. They decide to head in just before Voices summons an elemental, saving his spell.

"These agents will hold the line while you head inside. Do not toss your lives away if it becomes too much!" Kreighton Shaine warns as another group prepares to face whatever the machine spits out.

Voices opens the chamber. Heavy walls and strange panels in this room all focus on the 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 near the orrery, manipulating the magic of the device.

Inside the trench is shallow electrified water. 20 feet deep, likely electric damage if you were to be in the trench.

"I did this for everyone! Not just the Harbingers! Imagine the suffering Aroden could have spared. I saw you spare the anchor mages, thank you." she says with a voice that begins to waver, turning to the group.

Lady Arodeth has begun to doubt her mission proved anything more than bloodshed. The PCs can talk her down through a series of difficult skill checks with related roleplay. Failures could turn her against you so I recommend doing 1 skill at a time and helping each other if possible. No PC may not use the same skill check more than once.

Possible skills: Bluff, Diplomacy, Heal, Knowledge (History, Nobility, Religion), Perform, Profession (Any), and Sense Motive. You goal is to talk her down and hopefully to your side. Your attempts should align to that goal in some way.

Since this is a conversation I won't make it strict rounds.

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 prostrates herself in front of Lady Arodeth.

Diplomacy: 1d20 + 18 + 1 ⇒ (11) + 18 + 1 = 30

"There is more to life than ruthless killing. We came here only as humble people." Bedisa stands back up and looks at Lady Arodeth. [b]"We would love to talk with you about life. Are you willing to talk?"[b]

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

Diplomacy Aid DC 10: 1d20 + 7 ⇒ (13) + 7 = 20

The young gnome adds to the plea, ”All we really want to do is talk, isn’t there at least enough time for that?”

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