GM NovelEnigma's #8-24 Raid on the Cloudborne Keep (5-9) #2 (Inactive)

Game Master zer0darkfire

Maps


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B19 Grim Tidings ||

Discussion thread


B19 Grim Tidings ||

Just letting you know I'm still here, just waiting for everyone to be ready!

The Concordance

NG f Sylph Sky Druid 7 | HP 45+9/51 | AC 22, t14, ff18 | F +7, R +7, W +10 | Perc +13 (Darkvision 60') | Init. +6 | Resist: Sonic 5, Elec 10 | Stealth +10 | speed 30', fly 60' | CMB +5 CMD 19 | cold-iron arrows x20 | Active Conditions: Aspect/falcon, Delay Poison, barkskin +3 (70 mins), resist energy (fire), haste, PfE

I still need to note some purchases. Will be getting a cloak of resistance +1 and some scrolls.

The Concordance

NG f Sylph Sky Druid 7 | HP 45+9/51 | AC 22, t14, ff18 | F +7, R +7, W +10 | Perc +13 (Darkvision 60') | Init. +6 | Resist: Sonic 5, Elec 10 | Stealth +10 | speed 30', fly 60' | CMB +5 CMD 19 | cold-iron arrows x20 | Active Conditions: Aspect/falcon, Delay Poison, barkskin +3 (70 mins), resist energy (fire), haste, PfE

I need to redo the gold earned on my chronicle sheets. Out of the 12 chronicles I applied to this PC for GM credit, I gave myself the wrong gold for the tier. I gave her low tier gold instead of out-of-tier in a few cases.

Edit: turns out it was only 5 chronicles I gave myself wrong gold.


B19 Grim Tidings ||

No problem! It looks like we are just about ready to start!

The Concordance

NG f Sylph Sky Druid 7 | HP 45+9/51 | AC 22, t14, ff18 | F +7, R +7, W +10 | Perc +13 (Darkvision 60') | Init. +6 | Resist: Sonic 5, Elec 10 | Stealth +10 | speed 30', fly 60' | CMB +5 CMD 19 | cold-iron arrows x20 | Active Conditions: Aspect/falcon, Delay Poison, barkskin +3 (70 mins), resist energy (fire), haste, PfE

Navi's stats & header are all finished.

Also, those of you without the ability to fly may want to consider picking up a scroll/potion or two of the fly spell. I have no idea how much of the scenario will take place in the open air of the plane, but it might be helpful to have the ability to fly, just in case.

The Concordance

NG f Sylph Sky Druid 7 | HP 45+9/51 | AC 22, t14, ff18 | F +7, R +7, W +10 | Perc +13 (Darkvision 60') | Init. +6 | Resist: Sonic 5, Elec 10 | Stealth +10 | speed 30', fly 60' | CMB +5 CMD 19 | cold-iron arrows x20 | Active Conditions: Aspect/falcon, Delay Poison, barkskin +3 (70 mins), resist energy (fire), haste, PfE

If it matters, I have completed all three Tyranny of Winds scenarios and also have the "Uneasy Alliance" boon from Part 2.


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B19 Grim Tidings ||

If you have played 8-12 Tyranny of Winds Part 3 on this PC:

If any PC has the Stored Hurricane boon from Pathfinder Society Scenario #8–12: Tyranny of Winds, Part 3: Caught in the Eclipse, Norden Balentiir presents the party with the horn of the hurricane from that scenario’s Chronicle sheet, advising them to make good use of it. A PC can use the horn during the adventure without checking the box on her Chronicle sheet. PCs who overuse the horn and cause it to break still lose 1 Prestige Point, as detailed on the Chronicle sheet

If you have the Uneasy Alliance Boon:

Ashasar provides each PC with the Uneasy Alliance boon from Pathfinder Society Scenario #8–10: Tyranny of Winds, Part 2: Secrets of the Endless Sky with a potion of fly and thanks them for their part in creating the alliance between the Concordance and the Pathfinder Society.

The Concordance

NG f Sylph Sky Druid 7 | HP 45+9/51 | AC 22, t14, ff18 | F +7, R +7, W +10 | Perc +13 (Darkvision 60') | Init. +6 | Resist: Sonic 5, Elec 10 | Stealth +10 | speed 30', fly 60' | CMB +5 CMD 19 | cold-iron arrows x20 | Active Conditions: Aspect/falcon, Delay Poison, barkskin +3 (70 mins), resist energy (fire), haste, PfE
GM NovelEnigma wrote:

** spoiler omitted **

** spoiler omitted **

Woah... Awesome! I'll post the stats for the Hurricane Horn since it's a special item found only on the chronicle (I think). I was also considering placing all the stat-blocks of creatures we learned about into one post for easy reference.

The Concordance

NG f Sylph Sky Druid 7 | HP 45+9/51 | AC 22, t14, ff18 | F +7, R +7, W +10 | Perc +13 (Darkvision 60') | Init. +6 | Resist: Sonic 5, Elec 10 | Stealth +10 | speed 30', fly 60' | CMB +5 CMD 19 | cold-iron arrows x20 | Active Conditions: Aspect/falcon, Delay Poison, barkskin +3 (70 mins), resist energy (fire), haste, PfE

Plane of Air qualities:

Air-Dominant: The Plane of Air consists mostly of open space, with occasional solid masses floating in it. Creatures with the earth subtype feel uncomfortable here, but this discomfort conveys no mechanical penalties.
Enhanced Magic: Spells and effects with the air descriptor or that use, manipulate, or create air (including those of the Air domain and the elemental [air] bloodline) function as if their caster level were 2 higher than normal.
Impeded Magic: Spells and effects with the earth descriptor or that use, manipulate, or create earth (including those of the Earth domain and the elemental [earth] bloodline) are impeded, requiring the caster to make a concentration check (DC = 20 + the level of the spell) or the spell fails and the prepared spell or spell slot is lost.
Subjective Directional Gravity: In most parts of the Plane of Air, each individual chooses the direction of gravity’s pull. When walking on solid surfaces, choosing the direction of the surface to be “down” is relatively intuitive and does not require a skill check. In midair, creatures with natural flight can fly normally. Those without the ability to fly, or those who would prefer to move faster, can attempt to set the direction of gravity.
Once per round as a free action, an individual can attempt a DC 16 Wisdom check to pick a new direction for gravity. If she succeeds, she begins falling in that direction, moving 150 feet in a straight line on the first round and 300 feet on each following round. If she fails, she can attempt the Wisdom check again on the next round. The DC decreases to 12 on successive checks until she succeeds in changing gravity’s direction. Once an individual starts falling in a direction, stopping requires a successful DC 16 Wisdom check to set gravity in the exact opposite direction. If she succeeds, she continues 150 feet in her original direction for 1 round, and then stops.

Because an individual in free fall cannot stop quickly, performing actions during the fall is difficult. However, the PCs may ready actions and perform them during the free fall, such as readying an action to grab an object or to attack an opponent while soaring past it. Moving past an opponent in this manner provokes an attack of opportunity. A PC under the effects of a feather fall spell falls at only 60 feet per round and gains a +2 circumstance bonus on the Wisdom checks to change direction.

-----------------------------

Invisible Stalker

-----------------------------

Belker

Grasping Storm's special abilities:

Before Grasping Storm fell out of Hshurha’s favor, the elemental lord granted the belker a measure of power over air. As a standard action, it can summon forth an air blast as a ranged attack with a range of 120 feet. Creatures that take damage from the air blast must succeed at a DC 19 Fortitude save or be permanently deafened (the save DC is Constitution-based). In addition, Grasping Storm gains a daily pool of 14 points, which it can spend as a free action for any of the following effects. For effects that enhance a blast, it must choose how many points it wants to spend before rolling its attack roll. Grasping Storm gains a +2 bonus on combat maneuvers that it makes as a part of using this ability.
• Grasping Storm can spend 1 or more points to enhance its air blast with the ability to push its target back. This functions as a bull rush combat maneuver, except that it can push the target back a maximum distance of 10 feet for every point that the belker spends.
• Grasping Storm can spend 3 or more points to drag its target closer. If it succeeds at a combat maneuver check against a creature of size Large or smaller, that creature is pulled 30 feet closer to it, plus an additional 10 feet for every point that the belker spends.
• Grasping Storm can spend 4 points to issue forth two air blasts in the same round. If it does so, it takes a –2 penalty on both attack rolls. It must select two different targets within 30 feet of each other for its two attacks.

-----------------------------

Horn of the Hurricane (20,000 gp):

Slot: none CL: 7th Weight: 2 lbs.

This curved length of opaque crystal twists and expands from its mouthpiece, ending in a small raging tornado. Angry lightning dances within the crystal whenever the horn is sounded. The horn can be blown, as a standard action, to create a 30-foot cone of eviscerating elemental lightning that deals 5d6 points of electricity damage. This cone deals 10d6 points of electricity damage to creatures with the air subtype, and it ignores any immunities or resistances to electricity that such creatures may possess. A successful DC 17 Reflex save reduces the damage by half. Creatures with the air subtype take a -4 penalty on their saves against this effect.
If the Horn of the Hurricane is used magically more than once in a given day, there is a 20% cumulative chance with each extra use that it explodes and deals 10d6 points of electricity damage to the person sounding it.

Silver Crusade

Female PFS #76925-22 Dwarf Paladin (Stonelord) 6/ Evanglist 2| HP: 88/88 | AC: 26/14/23 | Fort: +11 | Ref: +7 | Will: +10 | Init: +2 | Perc: +8 | CMB: +10| CMD: 22| CI Warhammer +1: +12; 1d8+4| Slitherbane: +12;1d10+5| Longbow +10;1d8|
Skills:
Acro:+4| Diplo: +3| Heal:+7| Sense Motive: +8 | K.Noble: +5| K.Religion +9 |Lingus:+1| SM:+8| Survival:+8|

Thanks for putting up all that information.

I'm mostly landlocked so have none of those Chronicle sheets on this character.

Liberty's Edge

Female N, looks like a Tian-Taldane human (actually mostly human Ifrit) | Psychic 9 | Reroll 1/1 | Chaldira reroll 1/1| Rod Extend 2/3 | Rod Piercing 3/3 | HP 66/66 + temp hp 0/0 | AC 20 T 7 FF 20 | CMD 9 | F: +10, R: +4, W: +13 | Init: +1| Perc: +13, SM: +16, Dipl (Influence): +21, Bluff (Deceive): +13 | Focused Trance 0/3 | Expanded Awareness 3/3 | Phrenic Pool 6/7 | Spells: 1st 5/8 + 1/1 DT, 2nd 8/8, 3rd 8/8; 4th 5/6 | Darkvision 60ft | Speed 20ft | Active cond: heroism

Ha ha, crazy that worked... just in case the others did notice ... Dana is so looking forward to giving elemental beings a beating as she lost her memories and became so forgetful because of torture by the hands of evil elementals. So she is a little crazy.

That these mercenaries so willingly threw their employer under the bus is exactly the kind of untrustworthy behavior that made her go crazy in other scenarios...

If anyone vetoes she is not going to throw magic missiles into their faces.

The Concordance

NG f Sylph Sky Druid 7 | HP 45+9/51 | AC 22, t14, ff18 | F +7, R +7, W +10 | Perc +13 (Darkvision 60') | Init. +6 | Resist: Sonic 5, Elec 10 | Stealth +10 | speed 30', fly 60' | CMB +5 CMD 19 | cold-iron arrows x20 | Active Conditions: Aspect/falcon, Delay Poison, barkskin +3 (70 mins), resist energy (fire), haste, PfE

I'm just worried that those items in the trunk we're supposed to return are items on the chronicle sheet.
However, we're also not to be penalized for "creative solutions" to avoid certain encounters. ;)

Liberty's Edge

Female N, looks like a Tian-Taldane human (actually mostly human Ifrit) | Psychic 9 | Reroll 1/1 | Chaldira reroll 1/1| Rod Extend 2/3 | Rod Piercing 3/3 | HP 66/66 + temp hp 0/0 | AC 20 T 7 FF 20 | CMD 9 | F: +10, R: +4, W: +13 | Init: +1| Perc: +13, SM: +16, Dipl (Influence): +21, Bluff (Deceive): +13 | Focused Trance 0/3 | Expanded Awareness 3/3 | Phrenic Pool 6/7 | Spells: 1st 5/8 + 1/1 DT, 2nd 8/8, 3rd 8/8; 4th 5/6 | Darkvision 60ft | Speed 20ft | Active cond: heroism

Hmmm ... did not think about that. ;-)

But Dana wants to fight them anyway!!!


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B19 Grim Tidings ||

Oh heck no, I'm never going to penalize non-violent or creative solutions. We have a terrible reputation of being murder-hobos, so I love when people can talk through things and find alternatives to murdering things.

Silver Crusade

1 person marked this as a favorite.
Female PFS #76925-22 Dwarf Paladin (Stonelord) 6/ Evanglist 2| HP: 88/88 | AC: 26/14/23 | Fort: +11 | Ref: +7 | Will: +10 | Init: +2 | Perc: +8 | CMB: +10| CMD: 22| CI Warhammer +1: +12; 1d8+4| Slitherbane: +12;1d10+5| Longbow +10;1d8|
Skills:
Acro:+4| Diplo: +3| Heal:+7| Sense Motive: +8 | K.Noble: +5| K.Religion +9 |Lingus:+1| SM:+8| Survival:+8|
GM NovelEnigma wrote:
Oh heck no, I'm never going to penalize non-violent or creative solutions. We have a terrible reputation of being murder-hobos, so I love when people can talk through things and find alternatives to murdering things.

What reputation?

Ha ha ha ha ha ha ha haha

The Concordance

NG f Sylph Sky Druid 7 | HP 45+9/51 | AC 22, t14, ff18 | F +7, R +7, W +10 | Perc +13 (Darkvision 60') | Init. +6 | Resist: Sonic 5, Elec 10 | Stealth +10 | speed 30', fly 60' | CMB +5 CMD 19 | cold-iron arrows x20 | Active Conditions: Aspect/falcon, Delay Poison, barkskin +3 (70 mins), resist energy (fire), haste, PfE

Since this eerie green mist creature is comprised of mist and not ooze, it would not be able to move through a Wind Wall. I think it would be quite helpful to cast that spell and attack it with spells and weapons that can pass through the wall. Anyone opposed to this tactic?

Wind Wall wrote:

An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).

While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points.

Liberty's Edge

Female N, looks like a Tian-Taldane human (actually mostly human Ifrit) | Psychic 9 | Reroll 1/1 | Chaldira reroll 1/1| Rod Extend 2/3 | Rod Piercing 3/3 | HP 66/66 + temp hp 0/0 | AC 20 T 7 FF 20 | CMD 9 | F: +10, R: +4, W: +13 | Init: +1| Perc: +13, SM: +16, Dipl (Influence): +21, Bluff (Deceive): +13 | Focused Trance 0/3 | Expanded Awareness 3/3 | Phrenic Pool 6/7 | Spells: 1st 5/8 + 1/1 DT, 2nd 8/8, 3rd 8/8; 4th 5/6 | Darkvision 60ft | Speed 20ft | Active cond: heroism

I think our melee characters here would need to be close and have little ranged options.

The Concordance

NG f Sylph Sky Druid 7 | HP 45+9/51 | AC 22, t14, ff18 | F +7, R +7, W +10 | Perc +13 (Darkvision 60') | Init. +6 | Resist: Sonic 5, Elec 10 | Stealth +10 | speed 30', fly 60' | CMB +5 CMD 19 | cold-iron arrows x20 | Active Conditions: Aspect/falcon, Delay Poison, barkskin +3 (70 mins), resist energy (fire), haste, PfE

I just encircle the thing with a wind wall and we hack away at it.

Silver Crusade

Female PFS #76925-22 Dwarf Paladin (Stonelord) 6/ Evanglist 2| HP: 88/88 | AC: 26/14/23 | Fort: +11 | Ref: +7 | Will: +10 | Init: +2 | Perc: +8 | CMB: +10| CMD: 22| CI Warhammer +1: +12; 1d8+4| Slitherbane: +12;1d10+5| Longbow +10;1d8|
Skills:
Acro:+4| Diplo: +3| Heal:+7| Sense Motive: +8 | K.Noble: +5| K.Religion +9 |Lingus:+1| SM:+8| Survival:+8|

Sounds good to me.
I'm mostly defence melee.


B19 Grim Tidings ||

Simplifying this out of character, you have five rounds to prepare for another encounter. Remember that your PCs won't know that it's exactly five rounds, but otherwise, do what you would normally do after the previous combat.

The Concordance

NG f Sylph Sky Druid 7 | HP 45+9/51 | AC 22, t14, ff18 | F +7, R +7, W +10 | Perc +13 (Darkvision 60') | Init. +6 | Resist: Sonic 5, Elec 10 | Stealth +10 | speed 30', fly 60' | CMB +5 CMD 19 | cold-iron arrows x20 | Active Conditions: Aspect/falcon, Delay Poison, barkskin +3 (70 mins), resist energy (fire), haste, PfE

Should we assume it took 3 rounds for the party to hack the misty death fog to... death?

I need to keep track of my fly spell in 1 minute increments & how long does the haste last? Is haste over?


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B19 Grim Tidings ||

Three rounds of hacking away at it seems reasonable. Just to be clear, those rounds don't count towards the next encounter timer so you still have 5 rounds

Silver Crusade

1 person marked this as a favorite.
Female PFS #76925-22 Dwarf Paladin (Stonelord) 6/ Evanglist 2| HP: 88/88 | AC: 26/14/23 | Fort: +11 | Ref: +7 | Will: +10 | Init: +2 | Perc: +8 | CMB: +10| CMD: 22| CI Warhammer +1: +12; 1d8+4| Slitherbane: +12;1d10+5| Longbow +10;1d8|
Skills:
Acro:+4| Diplo: +3| Heal:+7| Sense Motive: +8 | K.Noble: +5| K.Religion +9 |Lingus:+1| SM:+8| Survival:+8|

I don't have any spells to cast much.

So I'll just strike a pose. :P

Silver Crusade

Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None

If it's a clear indication we're headed for a fight Urzaia will cast a couple more buffs, but if it's just you heard a noise like someone is coming he's set with just the one spell.

The Concordance

NG f Sylph Sky Druid 7 | HP 45+9/51 | AC 22, t14, ff18 | F +7, R +7, W +10 | Perc +13 (Darkvision 60') | Init. +6 | Resist: Sonic 5, Elec 10 | Stealth +10 | speed 30', fly 60' | CMB +5 CMD 19 | cold-iron arrows x20 | Active Conditions: Aspect/falcon, Delay Poison, barkskin +3 (70 mins), resist energy (fire), haste, PfE

Hey NovelEnigma,

Would you consider Navi's wind subdomain power, Wind Blast, to be similar to Gust of Wind, maybe just having a lesser range, in regards to the slow effect on the cloud golems?

Wind Blast (Su):
As a standard action, you can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using your caster level as your base attack bonus and your Wisdom modifier in place of your Strength modifier. Treat the results as a bull rush attempt. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

-------------------

Gust of Wind:
Casting Time: 1 standard action
Components: V, S
Range: 60 ft.
Effect: line-shaped gust of severe wind emanating out from you to the extreme of the range
Duration: 1 round
Saving Throw: Fortitude negates
Spell Resistance: yes
Mythic: Has Mythic version
Source: Core Rulebook

Summary: Blast of wind blows away or knocks down creatures.
This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path. All flying creatures in this area take a –4 penalty on Fly skill checks. Tiny or smaller flying creatures must make a DC 25 Fly skill check or be blown back 2d6 × 10 feet and take 2d6 points of damage. Small or smaller flying creatures must make a DC 20 Fly skill check to move against the force of the wind.


B19 Grim Tidings ||

Technically, as a supernatural ability, it affects the cloud golems normally, so it would bull rush them.

If this was not PFS, I'd be more open to allowing it to slow them, but...

The Concordance

NG f Sylph Sky Druid 7 | HP 45+9/51 | AC 22, t14, ff18 | F +7, R +7, W +10 | Perc +13 (Darkvision 60') | Init. +6 | Resist: Sonic 5, Elec 10 | Stealth +10 | speed 30', fly 60' | CMB +5 CMD 19 | cold-iron arrows x20 | Active Conditions: Aspect/falcon, Delay Poison, barkskin +3 (70 mins), resist energy (fire), haste, PfE
GM NovelEnigma wrote:

Technically, as a supernatural ability, it affects the cloud golems normally, so it would bull rush them.

If this was not PFS, I'd be more open to allowing it to slow them, but...

"Supernatural abilities are magical attacks, defenses, and qualities. These abilities can be always active or they can require a specific action to utilize. The supernatural ability's description includes information on how it is used and its effects."

I see it just like gust of wind except it has a shorter range. It is probably stronger than gust of wind, too, since it assumes the creatures are land based.


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B19 Grim Tidings ||

1) Immunity to magic says
Immunity to Magic (Ex)
A "X" golem is immune to spells or spell-like abilities that allow spell resistance.

2) "Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field)."

Conclusion: Supernatural abilities are neither spells nor spell-like. They also are not subject to SR. Nothing in immunity to magic changes how a supernatural ability affects the creature.


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B19 Grim Tidings ||

Side note: This whole "testing your mercenaries" thing makes sense, right up to the point where you lose other parts of your forces as they fight to the death. Really seems like a heavy plot giving the players agency.

Silver Crusade

Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None

It's mercenary natural selection. You figure out how many you need, bring in some extras, and clear out the worst. It works especially well here because they're paying for the opportunity to try out.

The Concordance

NG f Sylph Sky Druid 7 | HP 45+9/51 | AC 22, t14, ff18 | F +7, R +7, W +10 | Perc +13 (Darkvision 60') | Init. +6 | Resist: Sonic 5, Elec 10 | Stealth +10 | speed 30', fly 60' | CMB +5 CMD 19 | cold-iron arrows x20 | Active Conditions: Aspect/falcon, Delay Poison, barkskin +3 (70 mins), resist energy (fire), haste, PfE
GM NovelEnigma wrote:

1) Immunity to magic says

Immunity to Magic (Ex)
A "X" golem is immune to spells or spell-like abilities that allow spell resistance.

2) "Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field)."

Conclusion: Supernatural abilities are neither spells nor spell-like. They also are not subject to SR. Nothing in immunity to magic changes how a supernatural ability affects the creature.

Ah! Good enough. It's weird, yet quite interesting, playing a sylph with the air/wind domain in a Plane of Air scenario.

Cheers!

Silver Crusade

Female PFS #76925-22 Dwarf Paladin (Stonelord) 6/ Evanglist 2| HP: 88/88 | AC: 26/14/23 | Fort: +11 | Ref: +7 | Will: +10 | Init: +2 | Perc: +8 | CMB: +10| CMD: 22| CI Warhammer +1: +12; 1d8+4| Slitherbane: +12;1d10+5| Longbow +10;1d8|
Skills:
Acro:+4| Diplo: +3| Heal:+7| Sense Motive: +8 | K.Noble: +5| K.Religion +9 |Lingus:+1| SM:+8| Survival:+8|

At least this thing doesn't have DR or hardness like some other constructs....

The Concordance

NG f Sylph Sky Druid 7 | HP 45+9/51 | AC 22, t14, ff18 | F +7, R +7, W +10 | Perc +13 (Darkvision 60') | Init. +6 | Resist: Sonic 5, Elec 10 | Stealth +10 | speed 30', fly 60' | CMB +5 CMD 19 | cold-iron arrows x20 | Active Conditions: Aspect/falcon, Delay Poison, barkskin +3 (70 mins), resist energy (fire), haste, PfE

Ah-haaa! I can cast gust of wind from my "Foe of All Winds" boon!

Woot!

Should I slow them or do you think we all got this?

Silver Crusade

Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None

Guess we're about to find out

Silver Crusade

1 person marked this as a favorite.
Female PFS #76925-22 Dwarf Paladin (Stonelord) 6/ Evanglist 2| HP: 88/88 | AC: 26/14/23 | Fort: +11 | Ref: +7 | Will: +10 | Init: +2 | Perc: +8 | CMB: +10| CMD: 22| CI Warhammer +1: +12; 1d8+4| Slitherbane: +12;1d10+5| Longbow +10;1d8|
Skills:
Acro:+4| Diplo: +3| Heal:+7| Sense Motive: +8 | K.Noble: +5| K.Religion +9 |Lingus:+1| SM:+8| Survival:+8|

I think we do. I want to think we do.


B19 Grim Tidings ||

Hazard in this room:

The storm glyph on the floor makes combat in this room more difficult. Anyone entering a square within 5 feet of a wall experiences winds over 100 miles per hour. This produces effects that are identical to being in a hurricane (Pathfinder RPG Core Rulebook 439). Creatures that are blown away roll around the tower walls in a counterclockwise direction. Escaping the hurricane requires a PC to succeed at a DC 20 Fly check as a part of movement or to brace himself against the wall and shove outward with a successful DC 10 Strength check as a standard action. PCs can also use subjective directional gravity to orient themselves so the opposite wall is ‘down,’ automatically falling out of the storm. Alternatively, they can reorient themselves to make a wall ‘down’ and stand upon it, but Medium or smaller creatures need to attempt Strength checks as normal for hurricane-force winds to avoid being blown away. A lightning bolt strikes a random creature each round (including the sylphs, but not Grasping Storm). Resolve this attack as a ranged touch attack with. If the bolt hits, it inflicts electricity damage. If a bolt deals damage to anyone, it ricochets to Grasping Storm, healing it for an equivalent amount.

A PC who succeeds at a DC 15 Knowledge (arcana, nature, or religion) or Spellcraft check discerns that the storm glyph is the source of the weather effects. The effects count as a magical trap. Characters who can disable magical traps can deactivate the storm from a square adjacent to the rune with a successful Disable Device check. A character who fails this check by 5 or more is automatically hit with one of the lightning bolts. A PC can also attempt a Use Magic Device check to power down the effect. Alternatively, if the PCs hit the glyph with a targeted dispel magic, they can deactivate the effect. Finally, the PCs can stop the storm by fracturing the floor upon which the glyph rests. The floor is made of stone and 2 inches thick (hardness 8, 60 hit points). Each physical attack damages the attacker as though he was struck by lightning. Breaking a floor square ends the hurricane


B19 Grim Tidings ||

Odd choice for the scenario that I'm not a fan of: "Their preparations depend upon whether Bozhithar believed the PCs were Efwurwa’s Fury. If he did, the belker and his minions aren’t expecting a fight, and the sylphs have not cast any of their spells. Otherwise, the sylphs have cast the spells listed in their statistics. Whatever the circumstances, upon seeing the PCs, Grasping Storm realizes what is happening and rages that material beings dared set foot into Purest Air unbidden"

You managed to prevent them from pre-buffing, but Grasping Storm for some reason immediately realizes what is happening and attacks you.

The Concordance

NG f Sylph Sky Druid 7 | HP 45+9/51 | AC 22, t14, ff18 | F +7, R +7, W +10 | Perc +13 (Darkvision 60') | Init. +6 | Resist: Sonic 5, Elec 10 | Stealth +10 | speed 30', fly 60' | CMB +5 CMD 19 | cold-iron arrows x20 | Active Conditions: Aspect/falcon, Delay Poison, barkskin +3 (70 mins), resist energy (fire), haste, PfE

Ok. That is way too cool. How'd you get the obscuring mists to animate in the slides!?!


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B19 Grim Tidings ||

If you upload an animated gif to google slides, they stay animated. I've actually seen a couple of GMs do some cooler things like have little animated clouds like looked kind of like emojis as well, but I'm not sure how they did that or where they got them.


B19 Grim Tidings ||

One of my favorite things about 2e is that you can have "bosses" that actually feel like bosses. Fights like these in 1e always feel so anti-climatic.

Silver Crusade

Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None

This feels like they were really leaning on the hazards. A group that couldn't all fly would have a lot more trouble, same with dispelling the storm. Without those we were free to hammer away full force.

The Concordance

NG f Sylph Sky Druid 7 | HP 45+9/51 | AC 22, t14, ff18 | F +7, R +7, W +10 | Perc +13 (Darkvision 60') | Init. +6 | Resist: Sonic 5, Elec 10 | Stealth +10 | speed 30', fly 60' | CMB +5 CMD 19 | cold-iron arrows x20 | Active Conditions: Aspect/falcon, Delay Poison, barkskin +3 (70 mins), resist energy (fire), haste, PfE

Hooray for Sylph Sky Druids!

Silver Crusade

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Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None

Three cheers for Navi and Dispel Magic

Silver Crusade

Female PFS #76925-22 Dwarf Paladin (Stonelord) 6/ Evanglist 2| HP: 88/88 | AC: 26/14/23 | Fort: +11 | Ref: +7 | Will: +10 | Init: +2 | Perc: +8 | CMB: +10| CMD: 22| CI Warhammer +1: +12; 1d8+4| Slitherbane: +12;1d10+5| Longbow +10;1d8|
Skills:
Acro:+4| Diplo: +3| Heal:+7| Sense Motive: +8 | K.Noble: +5| K.Religion +9 |Lingus:+1| SM:+8| Survival:+8|
GM NovelEnigma wrote:
One of my favorite things about 2e is that you can have "bosses" that actually feel like bosses. Fights like these in 1e always feel so anti-climatic.

Well the writers are under constraints and the players are munchkins.... :P

The Concordance

NG f Sylph Sky Druid 7 | HP 45+9/51 | AC 22, t14, ff18 | F +7, R +7, W +10 | Perc +13 (Darkvision 60') | Init. +6 | Resist: Sonic 5, Elec 10 | Stealth +10 | speed 30', fly 60' | CMB +5 CMD 19 | cold-iron arrows x20 | Active Conditions: Aspect/falcon, Delay Poison, barkskin +3 (70 mins), resist energy (fire), haste, PfE

Yeah. I didn't think it was going to be that easy. I had that Horn of the Hurricane in mind if things got bad. I was expecting Grasping Storm to have, like, 300 hp, tons of resistances, etc...

It is a really cool scenario. Short but sweet. I'm looking forward to GMing this when i get comfortable running PbP games.

A ton of thanks, GM NovelEnigma!
Good game, all!

Liberty's Edge

Female N, looks like a Tian-Taldane human (actually mostly human Ifrit) | Psychic 9 | Reroll 1/1 | Chaldira reroll 1/1| Rod Extend 2/3 | Rod Piercing 3/3 | HP 66/66 + temp hp 0/0 | AC 20 T 7 FF 20 | CMD 9 | F: +10, R: +4, W: +13 | Init: +1| Perc: +13, SM: +16, Dipl (Influence): +21, Bluff (Deceive): +13 | Focused Trance 0/3 | Expanded Awareness 3/3 | Phrenic Pool 6/7 | Spells: 1st 5/8 + 1/1 DT, 2nd 8/8, 3rd 8/8; 4th 5/6 | Darkvision 60ft | Speed 20ft | Active cond: heroism

HELLO GM,
I unfortunately made a mistake and Dana is already level 8.

So please give her high tier gold instead of between tier gold for level 7.

Thanks


B19 Grim Tidings ||

So, you were a party of 7, 7, 8, 8. The APL for that party is 7.5. When you have four players and your level falls in the middle of the two tiers, the guide says you have to play low tier.

I did make one mistake by not asking the players if they wanted to round 7.5 up or down, because I didn't realize that was the player's choice until I rechecked just now.

Anyway, I was planning on giving everyone Out of Subtier gold because I ran this in low-tier based on rounding down to 7.

Had you been level 8, the APL would have been 7.75 so you would have been bumped up to high tier.

I'll leave it up to the players for an easy adjustment if everyone thought they were in high tier. A replay vote has to be unanimous otherwise we are forcing someone that doesn't want to replay a chance to have their character die or stay stuck in this game thread if they want to move on.

Replay last fight with Grasping Storm after Navi dispels the storm (her check still would have succeeded) in high tier?
Faerin: yes/no
Dana: yes/no
Navi: yes/no
Father Urzaia: yes/no

Reward: High tier gold and items on chronicle instead of out of tier. (5,391 vs 3,953. The most expensive item in high tier are winged boots, but I doubt that matters with fame etc.)

Liberty's Edge

Female N, looks like a Tian-Taldane human (actually mostly human Ifrit) | Psychic 9 | Reroll 1/1 | Chaldira reroll 1/1| Rod Extend 2/3 | Rod Piercing 3/3 | HP 66/66 + temp hp 0/0 | AC 20 T 7 FF 20 | CMD 9 | F: +10, R: +4, W: +13 | Init: +1| Perc: +13, SM: +16, Dipl (Influence): +21, Bluff (Deceive): +13 | Focused Trance 0/3 | Expanded Awareness 3/3 | Phrenic Pool 6/7 | Spells: 1st 5/8 + 1/1 DT, 2nd 8/8, 3rd 8/8; 4th 5/6 | Darkvision 60ft | Speed 20ft | Active cond: heroism

Yes!! Replay!! :-D

Silver Crusade

Female PFS #76925-22 Dwarf Paladin (Stonelord) 6/ Evanglist 2| HP: 88/88 | AC: 26/14/23 | Fort: +11 | Ref: +7 | Will: +10 | Init: +2 | Perc: +8 | CMB: +10| CMD: 22| CI Warhammer +1: +12; 1d8+4| Slitherbane: +12;1d10+5| Longbow +10;1d8|
Skills:
Acro:+4| Diplo: +3| Heal:+7| Sense Motive: +8 | K.Noble: +5| K.Religion +9 |Lingus:+1| SM:+8| Survival:+8|

yes. i don't mind

I always wanted to test how much defence Faerin has to go.

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