GMDQ's Forces of Nature (Inactive)

Game Master DeathQuaker

Can the world's most powerful heroes save the Free Coast from catastrophe?
Game References
Battle Map


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Forces of Nature Battlemap

Mara adds one more thing: "There's two councilors and Zax. He got closest to the wellspring."

No one can see, hear, or sense anything (magically or mundanely) through the portal until they step through.

Trer, enlarged, must step through the portal on her own, but Lazur comes through quickly behind her. As they do so, the portal flashes brightly on either side. They find themselves floating in a vast, endless sky, filled with yellowish misty clouds, one of which they seem to be in the middle of (you can see through the yellowish cloud, so it does not block line of sight, but offers 20% concealment). An even thicker, bluish cloud sits right ahead of them, obscuring their vision from what is directly ahead of them (The bluish clouds are much thicker and you can only see 5 feet ahead of you; these offer 50% concealment. A few rocks float amid and around the area, with no sign of what anchors them where they are.

While the blue clouds block a clear view of it, about 60 feet ahead of you is a very wide rock "island," with a 20 foot tall structure built on top of it made of stone and bronze. You cannot see into the structure from here, but it is probably where your "wellspring" is.

To your left about 80-100 feet away is a large swirling portal that looks like a watery whirlpool.

Sounds of thunder occasionally roll through the area.

@Lazur Anil: Please check your PMs before proceeding.

You are probably not surprised to see a creature has been watching the portal in case people arrive. It is roughly horse-sized, clawed, serpentine creature with swirling, iridescent green scales with a glowing "crown" of light around its head. It hisses as you come through, and prepares to attack...

Ariston Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Krowys Initiative: 1d20 + 7 ⇒ (5) + 7 = 12
Lazur Anil Initiative: 1d20 + 4 ⇒ (6) + 4 = 10
Mirabelle Initiative: 1d20 + 14 ⇒ (3) + 14 = 17
The Mighty Trer: 1d20 + 4 ⇒ (11) + 4 = 15
Keketar: 1d20 + 5 ⇒ (20) + 5 = 25

Mirabelle, I hope I am interpreting your buff list correctly that I should assume you spend your heightened awareness on your initiative check; I have added it in here

Here is the battlemap. Those not yet through the portal: your icon is to the left of the map. Please add it where you arrive/move to on your turn, if you come through the portal. You cannot see, sense, or affect anything on the Air plane until you move through the portal. Mirabelle, your icon is in a "negative" color scheme to reflect your invisibility.


Forces of Nature Battlemap

Initiative Order
Keketar 1 (Green): hp 287/287 DR ???, ??? | AC 32 T14 FF27 | CMD 48 (can't be tripped) | Fort +22 Ref +14 Will +22 | Immune ????| Resist ??, SR ??| amorphous anatomy (50% chance to ignore crits and sneak attack, fast recovery from blind/deaf), freedom of movement
Unseen creature that is probably but not necessarily Keketar 2 that I am just going to go ahead and put a placeholder in for
Mirabelle: hp 186/172| Init +10/14; Perc +37, Darkvision, Blindsight 40' | AC 24 (T16 FF19) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Mind Blank, Freedom of Movement, invisibility, 8 mirror images[/b], [i]life bubble, overland flight, darkvision, mage armor, ant haul, false life, greater shapechanger's gift, echolocation, heroism, resist fire 30, shield
The Mighty Trer: HP:195/195 |AC:34(35) T:19 FF:26 (+1 if opp is bigger)|CMD:46(45)|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment) | life bubble, ant haul, enlarge person, fly, resist fire 30, mind blank
Krowys: hp 121/121 | AC 31 (T20 FF26) | CMD 27 | Fort +12 Ref +15 Will +15 (+2 v. Poison & Mind-Affecting) | Resist 5 Electricity | Resist Fire 30, overland flight
Ariston: HP 105/105 |TEMP AC 34 (T18 FF30) | CMD 27/23 | Fort +15 Ref +15 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 | Ring of Force Shield, Moment of Prescience (17 hrs), Shield of Faith (17 min), Fly (17 min), resist fire 30

Ariston: HP 105/105 | TEMP AC 34 (T18 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +15 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 | Ring of Force Shield, Moment of Prescience, Shield of Faith, Fly[/i], resist fire 30
Lazur Anil: hp 156/156 | AC 31 (T19 FF27) | CMD 34 | Fort +13 Ref +18 Will +15 (+1 versus enchantments; roll twice vs mind-affecting) | Immunities: Illusions that allow a save | displacement, freedom of movement, life bubble, overland flight, resist fire 30

If I've missed anything critical to combat tracking here please let me know.

Folks who wish, on their turn, to identify the monster, can make 1 Knowledge (Planes) check. The spoilers below represent not separate rolls, but different degrees of success. Read all of the spoilers that are equal to or less than your result.

Knowledge (Planes) DC 27:
This is a Protean creature, native to Maelstrom and in the service of the primordial forces of pure creation and destruction. They can warp reality and one's sense of reality, and likewise being able to control their form, are resistant to being altered or polymorphed. As a creature of Chaos, it hurts but can be hurt best by Axiomatic/Lawful forces.

Knowledge (Planes) DC 32:
This is a keketar, sort of a "priest-king" of Maelstrom, who works to serve the mysterious godly overlord(s) of the plane of Chaos. It needs to be struck by Lawful weapons to fully damage it and can heal quickly. Like all proteans, it cannot be harmed by acid or polymorph effects, and is resistant to sonic and electricity damage. It's safe to assume given how powerful a creature it is, it is likely resistant to spells as well.

Knowledge (Planes) DC 37:
The keketar has DR Lawful 15 and SR 28. It can create a powerful "illusory" terrain a la mirage arcana that is partially made of real shadowstuff, and it like many proteans, actively warps flesh in unpredictable ways when it attacks.

Knowledge (Planes) DC 42:
Just go ahead and read the Bestiary statblock.


Forces of Nature Battlemap

Well, I honestly wasn't expecting to have to go first. Sheesh, this is a lot of writing.

The serpentine creature hisses and, the giant barbarian being the most visible and obvious target, points at the Mighty Trer, causing reality to bubble and warp around her.

Trer Will save vs quickened confusion DC 21, mind blank, elf: 1d20 + 11 + 3 + 2 ⇒ (8) + 11 + 3 + 2 = 24

Fortunately, Mirabelle's preparedness pays off, and Trer blinks away the confusing pressure upon her mind.

So the creature decides to take a more direct approach, moving forward lunging at her with a long, serpentine snout full of teeth.

Declaring Improved Vital Strike
Bite attack: 1d20 + 31 ⇒ (4) + 31 = 35
Unless I'm missing anything, that should hit, since (a) Trer is same size as Keketar currently, and (b) since she's enlarged she should have a size penalty to AC

Regular Damage + Improved Vital Strike: 4d8 + 9 + 8d8 ⇒ (7, 7, 1, 1) + 9 + (3, 6, 3, 7, 5, 1, 8, 2) = 60

Trer, you have DR 4 currently, right? So that's 56 damage.

Mighty Trer Fortitude Save DC 28 vs warpwave: 1d20 + 21 ⇒ (14) + 21 = 35

The creature slices into armor and through flesh. Mighty Trer feels her whole body sort of not want to be her body but she, being Mighty, resists the effects effortlessly.

More thunder rumbles in the distance.

Everyone else up! Reminder that you don't have to post perfectly in order, though I will put what happens in initiative order in summary. Please roll saves for the monsters; once you make your knowledge checks and/or attacks I will confirm its various annoying stats like DR and SR.


Human Empiricist Investigator 1 | hp 10/10 | Init +2; Perc +7/8 v. Traps | AC 15 T12 FF13 | CMD 13 CMB +1 | Fort +2 Ref +4 Will +2|

Lazur steps up and attacks the creature stabbing it twice with his rapier. When the others arrive through the gate he yells out "The terrain is shadow stuff so things arn't like they look and there is another large creature in the building. Hit this thing with lawful attacks to stop it's regeneration."

Kn: Planes: 1d20 + 27 ⇒ (15) + 27 = 42 + Inspiration (better of 2d8): 2d8 ⇒ (1, 4) = 5 46

+5 Inspired Mithral Rapier PA 1: 1d20 + 21 - 4 ⇒ (19) + 21 - 4 = 36 Damage: 1d6 + 9 + 8 ⇒ (3) + 9 + 8 = 20
+5 Inspired Mithral Rapier PA 2: 1d20 + 16 - 4 ⇒ (7) + 16 - 4 = 19 Damage: 1d6 + 9 + 8 ⇒ (1) + 9 + 8 = 18
+5 Inspired Mithral Rapier PA 3: 1d20 + 11 - 4 ⇒ (20) + 11 - 4 = 27 Damage: 1d6 + 9 + 8 ⇒ (5) + 9 + 8 = 22


Forces of Nature Battlemap

Just to clarify with the success on the Knowledge check, the creature does not have regen, it has fast healing 10 and DR 15/lawful which are two different things.

I've also already instantly forgotten to roll for concealment, as the whole green cloud area has a 20% miss chance for everyone.

Miss Chance for the Keketar's attack on Trer, miss on 20 or less: 1d100 ⇒ 48

Miss Chance for Lazur Anil's first attack against Keketar, miss on 20 or less: 1d100 ⇒ 21
Miss Chance for Lazur Anil's second attack against Keketar, miss on 20 or less: 1d100 ⇒ 86
Miss Chance for Lazur Anil's third attack against Keketar, miss on 20 or less: 1d100 ⇒ 53

And fortunately or unfortunately no one missed. Keketar takes a total of 15 damage from Lazur when Lazur acts.

Folks who hear Lazur's warning (which is contingent on everyone entering first) will be able to attempt a DC 26 Will save if to disbelieve if they interact with the aspects of the terrain that are are quasi-real. His warning (understandably brief given the limitations of what one can say during a free action) is not adequate to identify which aspects those are so I will let you know if you interact with it (and roll the save if need be).


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
8/6/7/8/5/5/5/5

Mara floats through the portal and looks around. She notes the large, serpentine creature and Lazur up front stabbing it. She shakes her head why do they never listen

Focusing, she peers intently at the weird monster.

Planes, Heroism: 1d20 + 37 + 2 ⇒ (17) + 37 + 2 = 56

Careful now, the thing cannot be impeded, it can negate critical attacks, cant be polymorphed and has some terrifying magical powers. Oh, and it has blindsense, deep joy. Bunch of other stuff too but no time.

With a wave of her hand Mira casts quickened haste on herself, Trer and Lazur. She then moves further away from the thing, just in case.

My init is right. I assume it was a move action to go through the portal. I dont need to deal with miss chance for Haste as I have blindsight. Mira uses her standard action to move away. It will know I am there but I believe I have total concealment as it only has blindsense so it shouldnt provoke although I think I am outside of its reach in any event. Stat block updated for Haste.

If floating through the clouds counts as interaction here is my will save.

Will: 1d20 + 23 ⇒ (20) + 23 = 43


Aphorite Pact Witch of Axis Witch 5 / Pathfinder Savant 2| hp 49/49 | Init +2; Perc +10 | AC18 (T14 FF14) | CMD 13 CMB +2 | Fort +5 Ref +5 Will +6 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5

Planes (Krowys): 1d20 + 29 ⇒ (2) + 29 = 31
Planes (Liber): 1d20 + 31 ⇒ (16) + 31 = 47

Oh boy. Proteans. Something tells me that Krowys and Liber are going to have targets on their backs this entire campaign, being quite literally in a pact with Axis.

Upon the pair floating through the portal Liber can immediately feel the very presence of the beast from the Maelstrom, their senses being assaulted by a chaotic aura. "It seems the Maelstrom is behind at least some of the recent events, given the Keketar in front of us," the Arbiter goes on to detail pretty much what Lazur has already stated. "It is not an animated object, though, so both raw energy and lawful damage should bypass any resistances. Note that its fast healing will not be stopped by lawful damage , but it will deal more damage that way."

Both Liber and Krowys back up, with Krowys casting Protection from Chaos (The aphorite SLA, not the spell) , while slowly taking a 5 foot step back, gathering the supplies necessary for the next spell.

Protection from Chaos has a Somatic component, so use the listed ACs. I also updated Liber's sheet a bit since I forgot how familiars worked again, the saves and BAB were updated to reflect that. Will update the mini-block here in a bit as well.


Forces of Nature Battlemap

Sorry should have clarified that: moving through the portal uses 15 feet of movement. You come through on the left side of the gate.

In the direction which Mira floats, she finds everything to be quite real.

Correct, Mira, it can't actually see you, so your invisibility spell still gives you 50% concealment, but it knows your exact location.

Krowys, please assume some good faith that, even as I am adapting a pre-written adventure, I would not choose every potential enemy to be a particular thorn in the side of a particular player. Different enemies and regions may cause different challenges for some, each, or all of you.

Folks can post in any order but their actions will still go off in initiative order, so Lazur, you can add another attack since you got hasted by Mirabelle first, technically.

Waiting on Trer and Ariston. (No big rush yet, just noting.)


Human Empiricist Investigator 1 | hp 10/10 | Init +2; Perc +7/8 v. Traps | AC 15 T12 FF13 | CMD 13 CMB +1 | Fort +2 Ref +4 Will +2|

Lazur quickly strikes with Mira's haste in place.

+5 Inspired Mithral Rapier PA Haste: 1d20 + 21 - 4 ⇒ (20) + 21 - 4 = 37 Damage: 1d6 + 9 + 8 ⇒ (1) + 9 + 8 = 18

+5 Rapier overcomes DR/Lawful. This just isn't fair, two nat 20s and a 19. :)


Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing

I think I am subject to Mira's haste since I went through the gate before her. But if not, that's fine. If I have to full attack anyone... we are in serious trouble.

Ariston steps through the gate and invokes a bit of the luck of Varan. He then flies to take up a spot near Trer’s shoulder – as if he were the angel (or devil) that sits on the massive warrior’s shoulder. He conveys the luck to the warrior through a simple touch.

@ Trer, for the next round, every time you roll a d20 of any sort, roll 2d20 and take the better result. Go forth and wreck Protean face! :D

STAND: Invoke a Bit of Luck
MOVE: On Map (I’ll follow Trer to do the SP ability, if needed.)

Knowledge: Planes: 1d20 + 16 ⇒ (16) + 16 = 32

BOOM:

Bit of Luck
duh rulez wrote:
Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result.

Status:

HP: 105 / 105 | AC:28 / T:14 / FF:24 | CMD:27/23
TEMP TOTAL -> AC:35 / T:19 / FF:30 | CMD:27/23 w/Haste

Channel Energy (11):
Quick Bit of Luck (3):
Bit of Luck (8): x
Dimensional Hop (170’):
Daylight (1):
Agile Feet (11):
Good Fortune (2):
Brilliant Spell Prep (1):

Boots of Speed (10):
Pearl of Power 4th (1):
Wand of CLW (50):

9th Spells
> Implosion:
> Miracle:

8th Spells
> Antimagic Field:
> Fire Storm:
> Moment of Prescience: x
> Stormbolts:

7th Spells
> Destruction:
> Holy Word:
> Resurrection:
> Spell Turning:
> <Brilliant Open Slot>:

6th Spells
> Find the Path:
> Heal (2):
> Mass Planar Adaptation (3):

5th Spells
> Breath of Life:
> Commune with Plane:
> Life Bubble:
> Spell Resistance:
> Teleport: x
> True Seeing:

4th Spells
> Freedom of Movement:
> Holy Smite:
> Communal Protection from Energy (3):
> Restoration:
> <Open Slot>:

3rd Spells
> Aura Sight:
> Dispel Magic (2):
> Fly: x
> Invisibility Purge:
> Prayer:
> <Open Slot>:

2nd Spells
> Aid:
> Blinding Ray:
> Communal Endure Elements:
> Grace:
> Ghostbane Dirge:
> Spear of Purity:
> Spiritual Weapon:

1st Spells
> Bless:
> Murderous Command:
> Remove Fear:
> Shield of Faith (3): x
> True Strike:

Effects:
Ring of Force Shield = Indefinite
Moment of Prescience = 17 hours
Shield of Faith = 17 mins
Fly = 17 mins
Haste


Half-Elf Titan Mauler Barbarian 16, Cad Fighter 1|HP:195(+51 with rage)|Init:+4|Perc:+22|BaB:17|AC:35 T:19 FF:26 (+1 if opp is bigger)(-2 when rage)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment)|Speed:75 30ft swim when ra

"Ow." Trer states. "Wanna see how that s#&# is really done?" Trer rage enters rage as a free action, swift action reduces this things reach against her, enters accurate stance as a move, and then vital strikes it.
miss chance, 1 is bad: 1d5 ⇒ 5
Hasted raging power accurate enlarged greater vital smack, roll 2 d20 take the better: 2d20 + 38 ⇒ (11, 3) + 38 = 52 45 to hit.
damage with a +5 equivalent weapon: 24d6 + 44 ⇒ (5, 2, 4, 1, 1, 4, 2, 1, 2, 5, 5, 2, 3, 2, 4, 3, 2, 4, 1, 5, 5, 6, 1, 5) + 44 = 119

cannot edit my profile on mobile, so I'll put this here, HP 139/195 with a bunch of temp HP on top.


Human Empiricist Investigator 1 | hp 10/10 | Init +2; Perc +7/8 v. Traps | AC 15 T12 FF13 | CMD 13 CMB +1 | Fort +2 Ref +4 Will +2|

miss chance haste low bad: 1d100 ⇒ 95

+5 Inspired Mithral Rapier PA 1: 1d20 + 21 - 4 ⇒ (14) + 21 - 4 = 31 Damage: 1d6 + 9 + 8 ⇒ (4) + 9 + 8 = 21 Works >50: 1d100 ⇒ 85
+5 Inspired Mithral Rapier PA Haste: 1d20 + 21 - 4 ⇒ (2) + 21 - 4 = 19 Damage: 1d6 + 9 + 8 ⇒ (4) + 9 + 8 = 21 Works >50: 1d100 ⇒ 16
+5 Inspired Mithral Rapier PA 3: 1d20 + 11 - 4 ⇒ (5) + 11 - 4 = 12 Damage: 1d6 + 9 + 8 ⇒ (2) + 9 + 8 = 19 Works >50: 1d100 ⇒ 16

No crits confirmed as I believe it's AC is 32


Forces of Nature Battlemap

After the keketar's opening salvo, Mirabelle enters through the portal and casts haste on herself, the Mighty Trer, and Lazur Anil (Haste should therefore be on those three as it won't penetrate through to those on the other side of the portal). She then moves away from the melee and finds at least the yellowy-green cloudstuff she floats in is real.

The Mighty Trer delivering over twice the pain the protean priest-king caused her, and it shrieks both physically and in an echoing, warbling voice in your minds.

Krowys follows through the portal, and with Liber seeing the absolutely blinding chaotic aura of the planar creature, both Krowys protects them both with a spell. Ariston then comes through and gives the Mighty Trer a bit of luck.

Lazur, while not as damaging as Trer, nonetheless somehow finds ways to stab flesh that warps with chaotic flesh multiple times. Its flesh already begins to warp and close, but what it recovers is little compared to the damage you've already done.

The creature glares balefully at all of you, and a voice in your minds, sounding simultaneously like a cat screaming and a melodious crystal flute, screams at you. Those of you who do not speak Protean receive a sense that it sees you as... foolish? heretical? Breaking something that should not be broken? You sense you are being chided, like while it is full of rage, it is also disappointed in you.

Protean, Telepathy:
"Fools! The forces of nature are not toys to be played with! I thought the Clueless people of your pathetic Prime would have learned that lesson by now!"

It flies backward [ooc](5 foot step) and points at you, shaping magic in a warp-burst around you. Casting greater dispel magic, targeting a 20' radius burst which hits all of you. I've put a 20 foot radius template on the board so you can see its coverage.

Caster Level Check, DC 11 + your CL: 1d20 + 17 ⇒ (11) + 17 = 28

The spell works like dispel magic on each of you, checking the result of the CL check versus the CL of your spells, dispelling the first spell that the CL check beats. I truly have no idea what the highest caster level of the spells that are on you right now because of metamagic and ioun stones and whatnot. So I will trust you to identify which is the highest caster level spell and thus which spell that affects first, and if not that one, and so on. Mirabelle, I expect you've got the highest CL so do you mind helping me out here?

Thunder rumbles again.

Lazur:
You see the other creature, if barely, gesture and summon something large and shimmering within the building on the island.

Summary; monsters are at the bottom because they've already gone, they don't get a second turn this round. :)

Combat Round 2
Mirabelle: hp 186/172| Init +10/14; Perc +37, Darkvision, Blindsight 40' | AC 25/24 (T16 FF19) | CMD 20 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Mind Blank, Freedom of Movement, invisibility, 8 mirror images[/b], [i]life bubble, overland flight, darkvision, mage armor, ant haul, false life, greater shapechanger's gift, echolocation, heroism, resist fire 30, shield, haste
The Mighty Trer: HP:139+15/195 |AC:36/35 T:19 FF:26 (+1 if opp is bigger)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment) | life bubble, ant haul, enlarge person, fly, resist fire 30, haste, bit of luck RAGING
Krowys: hp 121/121 | AC 32/31 (T20 FF26) | CMD 27 | Fort +12 Ref +15 Will +15 (+2 v. Poison & Mind-Affecting) | Resist 5 Electricity | Resist Fire 30, overland flight, protection from chaos
(And Liber)

Ariston: HP 105/105 | TEMP AC 35/34 (T18 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +15 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 | Ring of Force Shield, Moment of Prescience, Shield of Faith, Fly[/i], resist fire 30
Lazur Anil: hp 156/156 | AC 32/31 (T19 FF27) | CMD 34 | Fort +13 Ref +18 Will +15 (+1 versus enchantments; roll twice vs mind-affecting) | Immunities: Illusions that allow a save | displacement, freedom of movement, life bubble, overland flight, resist fire 30, haste
Keketar 1 (Green): hp 100/287 DR 15/lawful, fast healing 10 | AC 32 T14 FF27 | CMD 48 (can't be tripped) | Fort +22 Ref +14 Will +22 | Immune acid, polymorph | Resist electricity 10, sonic 10, SR 28 | amorphous anatomy (50% chance to ignore crits and sneak attack, fast recovery from blind/deaf), freedom of movement
Unseen creature that is probably but not necessarily Keketar 2 that I am just going to go ahead and put a placeholder in for


Human Empiricist Investigator 1 | hp 10/10 | Init +2; Perc +7/8 v. Traps | AC 15 T12 FF13 | CMD 13 CMB +1 | Fort +2 Ref +4 Will +2|

Lazur begins to fall as the spell removes his ability to fly. Thinking quickly he uses his armor's ability to fly to stay where he is. He yells out "The one in the building just summoned something."

Overland flight is the only spell I cast and it's DC is 28. Mira's spells are 29. For some reason I am thinking that Trer's reach is 15'. If so he get's an AoO and the dispel may not go off.


Aphorite Pact Witch of Axis Witch 5 / Pathfinder Savant 2| hp 49/49 | Init +2; Perc +10 | AC18 (T14 FF14) | CMD 13 CMB +2 | Fort +5 Ref +5 Will +6 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5

Meets beats, time to flip a coin, since they're both DC 28!
1 Flight - 2 Protection: 1d2 ⇒ 2

Krowys braces himself for impact, but as he realizes which magic was dispelled, muttering a few quick words in both Infernal and Celestial to Liber, before calming down slightly. (Utopian doesn't exist in 1e, sadly.)

Liber, having truespeech, relays what the keketar has said to the rest of the group: "The Keketar's issue seems to be the mere nature of the disaster-averting device. " Liber states coldly, still being a tad bit disoriented at the chaotic aura emanating from two party members and a Keketar.

Will have Krowys and Liber's actual actions up some time later.


Half-Elf Titan Mauler Barbarian 16, Cad Fighter 1|HP:195(+51 with rage)|Init:+4|Perc:+22|BaB:17|AC:35 T:19 FF:26 (+1 if opp is bigger)(-2 when rage)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment)|Speed:75 30ft swim when ra

I think that dispels the fly? If Mira's spells are 29, then fly is the highest level thing it can dispel. That would be bad if I didn't also have some shoes.

Trer starts to plumet, but quickly activates her winged sandals, reactivating her flight. As a swift action, she reduces the reach this creature has in regards to her by 15ft, and as a move action, moves to right on top of it. I think all that's legal? A bit strange for me playing such a high level character in 3d space, but I'm sure someone will let me know if I messed up!


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
8/6/7/8/5/5/5/5

Mira's buffs are CL18 due to my Ioun Stone. As such its dispel doesnt affect any of them. Trer, you remain in place. Mira does have a shield spell from a wand which will be dispelled. She has Invisibility and Freedom of Movement active but they are both from magical rings and se I dont think are affected unless they are specifically targeted. Mira delays until after Trer to see if the Keketar survives.

A note for other people's buffs. I did offer you the chance to have used my Ioun Stone to increase your caster level. If you plan to reapply anything you may want to take me up on the offer!

Summoning? Keketar's cant normally summon things unless its reshaping reality. Keep your wits about you.


Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing

OK, since I didn't declare I would use Mira's Ioun stone, any one of my spells is fair game. Looks like I lose Moment of Prescience which hurts but at least I'm still flying.

Feeling a valuable spell slip away, Ariston growls, "I'm beginning to actively dislike these Proteans."


Aphorite Pact Witch of Axis Witch 5 / Pathfinder Savant 2| hp 49/49 | Init +2; Perc +10 | AC18 (T14 FF14) | CMD 13 CMB +2 | Fort +5 Ref +5 Will +6 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5

"That has been the case for us for quite a while." The disdain in Krowys's voice, usually fairly monotone and emotionless, is clearly apparent, at the creatures and plane that actively seek to undo his patron and all it represents. Seeing the enlarged half-elf take the creature on, he decides to wait a bit before doing anything, hoping the foul creature in front of him plummets before he even has a chance to act.

Krowys delays until after Mirabelle, also waiting to see if the creature is finished off before potentially wasting any spells, saving them for the summoning one. Also going to roll the pair's knowledge Planes to see if they know what the summoning creature could be, or if there's any precedent to Keketars summoning

K (Planes), Krowys: 1d20 + 29 ⇒ (20) + 29 = 49
K (Planes), Liber: 1d20 + 31 ⇒ (17) + 31 = 48


Half-Elf Titan Mauler Barbarian 16, Cad Fighter 1|HP:195(+51 with rage)|Init:+4|Perc:+22|BaB:17|AC:35 T:19 FF:26 (+1 if opp is bigger)(-2 when rage)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment)|Speed:75 30ft swim when ra

Yeah, but my fly spell was off of a potion, I'm pretty sure, which is not using your CL. All your other buffs are still on me though, so I appreciate that!


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
8/6/7/8/5/5/5/5

A good point. OK, I am not delaying then.

I am really not that interested in its philosophical viewpoint Krowys, just kill the stupid thing!

Mira casts another spell on herself. Swooping through the clouds she begins another cast, this one much faster. Her position is revealed as a massive brass dragons head appears and unleashes a torrent of flame at the Keketar.

Standard: Cast greater invisibility on self
Move: Flies off to the side
Swift: Cast quickened dragons breath (4th level slot due to spell perfection)

SR Penetration, SF, GSF: 1d20 + 17 + 4 + 4 ⇒ (7) + 17 + 4 + 4 = 32 Success
Fire damage: 12d6 ⇒ (4, 5, 6, 4, 4, 1, 2, 5, 3, 3, 3, 4) = 44
Reflex Save, DC31: 1d20 + 14 ⇒ (6) + 14 = 20 Fail


Aphorite Pact Witch of Axis Witch 5 / Pathfinder Savant 2| hp 49/49 | Init +2; Perc +10 | AC18 (T14 FF14) | CMD 13 CMB +2 | Fort +5 Ref +5 Will +6 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5

If it isn't dead by Trer beforehand, then I'll not delay either and just cast this. If Trer and Mirabelle do kill it off, pretend all of this never happened!

"Oh, I am all for that!", he says with venom in his voice as he flies over to a point where a cone of magic will not harm anyone else, and casts Cone of Cold at the Keketar, uncharacteristic snarl on his face as he does so.

Move: Flies to somewhere where Lazur and Trer won't be hit.
Standard: Cone of Cold

CL Check, vs. SR: 1d20 + 17 ⇒ (13) + 17 = 30 Success
Miss Chance (low bad): 1d100 ⇒ 54 Success Regardless of Cloud
Keketar Fortitude, DC 10 + 6 + 9 = 25: 1d20 + 14 ⇒ (10) + 14 = 24 Full damage
Cone of Cold Damage: 15d6 ⇒ (4, 4, 3, 2, 6, 3, 2, 1, 5, 1, 3, 1, 3, 4, 5) = 47


Aphorite Pact Witch of Axis Witch 5 / Pathfinder Savant 2| hp 49/49 | Init +2; Perc +10 | AC18 (T14 FF14) | CMD 13 CMB +2 | Fort +5 Ref +5 Will +6 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5

That should say Reflex!


Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing

Sort of an EITHER/OR choice based on Trer’s actions… In either case:

Ariston flies to stay close behind Trer. THEN…

IF Trer is going for a single strike on the Keketar… then Ariston will heal her up with a spontaneous 3rd level spell swap.

CSW Healing: 3d8 + 17 ⇒ (4, 6, 1) + 17 = 28

IF Trer is going for multiple attacks… then Ariston will use Bit of Luck again so she rolls 2d20 for every d20 roll (attacks, crit confirmations, saves versus the baddies next round, AoOs, etc.)

Status:

HP: 105 / 105 | AC:28 / T:14 / FF:24 | CMD:27/23
TEMP TOTAL -> AC:34 / T:18 / FF:30 | CMD:27/23

Channel Energy (11):
Quick Bit of Luck (3):
Bit of Luck (8): x?
Dimensional Hop (170’):
Daylight (1):
Agile Feet (11):
Good Fortune (2):
Brilliant Spell Prep (1):

Boots of Speed (10):
Pearl of Power 4th (1):
Wand of CLW (50):

9th Spells
> Implosion:
> Miracle:

8th Spells
> Antimagic Field:
> Fire Storm:
> Moment of Prescience: x
> Stormbolts:

7th Spells
> Destruction:
> Holy Word:
> Resurrection:
> Spell Turning:
> <Brilliant Open Slot>:

6th Spells
> Find the Path:
> Heal (2):
> Mass Planar Adaptation (3):

5th Spells
> Breath of Life:
> Commune with Plane:
> Life Bubble:
> Spell Resistance:
> Teleport: x
> True Seeing:

4th Spells
> Freedom of Movement:
> Holy Smite:
> Communal Protection from Energy (3):
> Restoration:
> <Open Slot>:

3rd Spells
> Aura Sight:
> Dispel Magic (2): ?
> Fly: x
> Invisibility Purge:
> Prayer:
> <Open Slot>:

2nd Spells
> Aid:
> Blinding Ray:
> Communal Endure Elements:
> Grace:
> Ghostbane Dirge:
> Spear of Purity:
> Spiritual Weapon:

1st Spells
> Bless:
> Murderous Command:
> Remove Fear:
> Shield of Faith (3): x
> True Strike:

Effects:
Ring of Force Shield = Indefinite
Moment of Prescience = 17 hours
Shield of Faith = 17 mins
Fly = 17 mins
Haste


Forces of Nature Battlemap

Mirabelle loses her shield spell but none of her other magical defenses. She appears for just a moment as she summons an image of a fire-breathing metallic dragon, before she disappears from view once again. The fire scorches the protean quite badly.

Trer loses the fly effect from her potion but quickly recovers by activating her magic boots and recovers her position. Used to fighting large creatures, she finds a way to maneuver to deprive the keketar of its ability to slash at her as she nears it.

Krowys loses protection from chaos. He knows that despite being seen as "priests," keketars don't usually summon creatures. Although being a linguistic pedant, you consider that Lazur said a creature summoned something, which might not mean a creature, per se. So it is either another protean, possibly a keketar, that brought something into being, or it is something else. And so very many planar creatures can summon creatures, as can many different kinds of spellcasters, narrowing down what it could be simply based on the fact that it "summoned something" is not really possible.

Logic then dictates splattering the thing he can see, Krowys sprays an icy mist at the keketar, and it takes a great deal of damage. It is not quite dead, and heals back some of what it lost, but a single solid attack by any of you would be likely to send it back to Maelstrom.

Ariston loses his moment of prescience, but presciently enough heals Trer.

Lazur likewise loses his overland flight spell but activates his armor.

The keketar shouts something that sounds like utter nonsense--and is. It focuses hard...

Concentration, Cast SLA Defensively DC 29: 1d20 + 24 ⇒ (3) + 24 = 27

But even it is not immune to the fickle forces of chaos, and despite its prowess, it is unable to concentrate on its mighty magic abilities.

It tries something simpler, figuring it may as well do its best before it goes out.

Concentration, cast quickened SLA Defensively DC 23: 1d20 + 24 ⇒ (12) + 24 = 36

And a quickened wave of confusion washes over everyone in a 15 foot radius. I forgot about the radius the first time it cast the spell, so I'll just leave that as an opportunity lost, but this should potentially affect everyone but Mirabelle.

Mighty Trer Will Save DC 21, Mind Blank, raging, elf: 1d20 + 11 + 3 + 3 ⇒ (16) + 11 + 3 + 3 = 33

Krowys Will Save DC 21, mind affecting: 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 19

Liber Will Save DC 21: 1d20 + 15 ⇒ (9) + 15 = 24

Ariston Will Save DC 21 don't roll a 1[/dice: 1d20 + 23 + 2 ⇒ (18) + 23 + 2 = 43

Lazur Will Save DC 21 enchantment attempt 1 vs mind affecting: 1d20 + 15 + 1 ⇒ (15) + 15 + 1 = 31
Lazur Will Save DC 21 enchantment attempt 2 vs mind affecting: 1d20 + 15 + 1 ⇒ (12) + 15 + 1 = 28

Everyone resists except Krowys.

If the effect remains on Krowys by the time his turn comes up, he will do the following: 1d100 ⇒ 47 Do nothing but babble incoherently (which for a linguist may be most horrific).

You receive a telepathic sense of resignation that it accepts its fate just as it thinks you ought to accept yours.

Meanwhile a large something moves beyond the building ahead of you--as it clears the building, those of you who do not have a blue cloud blocking your line of sight may see it is another Keketar--and beelines for the swirling blue watery portal off a ways to the left of where you came out and disappears into it. I've put its icon on the portal just to show you where it went, but it is no longer present on this plane.


Forces of Nature Battlemap

Combat Round 3
Mirabelle: hp 186/172| Init +10/14; Perc +37, Darkvision, Blindsight 40' | AC 25/24 (T16 FF19) | CMD 20 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Mind Blank, Freedom of Movement, greater invisibility, 8 mirror images, life bubble, overland flight, darkvision, mage armor, ant haul, false life, greater shapechanger's gift, echolocation, heroism, resist fire 30, haste
The Mighty Trer: HP:167+15/195 |AC:36/35 T:19 FF:26 (+1 if opp is bigger)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment) | life bubble, ant haul, enlarge person, resist fire 30, haste, bit of luck RAGING, flying from item
Krowys: hp 121/121 | AC 32/31 (T20 FF26) | CMD 27 | Fort +12 Ref +15 Will +15 (+2 v. Poison & Mind-Affecting) | Resist 5 Electricity | Resist Fire 30, overland flight | confused 17 rds
(And Liber)

Ariston: HP 105/105 | TEMP AC 35/34 (T18 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +15 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 | Ring of Force Shield, Shield of Faith, Fly, resist fire 30
Lazur Anil: hp 156/156 | AC 32/31 (T19 FF27) | CMD 34 | Fort +13 Ref +18 Will +15 (+1 versus enchantments; roll twice vs mind-affecting) | Immunities: Illusions that allow a save | displacement, freedom of movement, life bubble, resist fire 30, haste, flying due to armor
Keketar 1 (Green): hp 19/287 DR 15/lawful, fast healing 10 | AC 32 T14 FF27 | CMD 48 (can't be tripped) | Fort +22 Ref +14 Will +22 | Immune acid, polymorph | Resist electricity 10, sonic 10, SR 28 | amorphous anatomy (50% chance to ignore crits and sneak attack, fast recovery from blind/deaf), freedom of movement


Half-Elf Titan Mauler Barbarian 16, Cad Fighter 1|HP:195(+51 with rage)|Init:+4|Perc:+22|BaB:17|AC:35 T:19 FF:26 (+1 if opp is bigger)(-2 when rage)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment)|Speed:75 30ft swim when ra

"Tired of this one now," Trer says, "It's boring me." With that she thrusts with her overly large sword.

Second Verse same as the first(bonuses the same as the last attack roll): 1d20 + 38 ⇒ (8) + 38 = 46
Damage: 24d6 + 44 ⇒ (5, 2, 4, 5, 2, 1, 1, 5, 4, 3, 6, 6, 6, 4, 2, 5, 2, 3, 3, 1, 5, 6, 4, 2) + 44 = 131

And assuming there are no more active hostiles that she can see, she'll end her rage.

"Right. Do your magic stuff quickly, we've got more gates to go through. I'll need a minute to catch my breath, and maybe drink another flight and enlarge potion. Don't want to tap out my items this early in the day."


Forces of Nature Battlemap

Miss Chance for Trer, 20%, 20 or less is bad: 1d100 ⇒ 43

With Trer's blow, the protean's body disrupts and it disappears into a whirl of ash, rainbows, the scent of peanut butter, and kittens screaming.

Bearing in mind that the blue clouds block line of sight, you can see nor hear other hostile creatures. However, Krowys remains confused for the next 16 rounds after this one (slightly more than a minute and a half), during which time he could potentially attack party members unless something is done about it. Letting the spell wear off naturally is an option; there are enough of you with high enough Spellcraft to know how long it is likely to last. Krowys fortunately can't hurt Liber, but there is a chance he might try to hurt one of you.

Folks could attempt to do something about that, or Krowys can roll on the confusion table 16 more times times and resolve what may happen.

Lazur Anil:
Reminding you that right now only you can see through the shadowy clouds and rocks fake walls and see the dead bodies they are, among other things, obscuring. You may wish to specify to the party that specifically the blue items and the walls are the things that are quasi-fake so they have a chance to save against it.


Half-Elf Titan Mauler Barbarian 16, Cad Fighter 1|HP:195(+51 with rage)|Init:+4|Perc:+22|BaB:17|AC:35 T:19 FF:26 (+1 if opp is bigger)(-2 when rage)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment)|Speed:75 30ft swim when ra

I'll just lightly punch him. Then he'll be stuck attacking me for the duration. Unless you think that attack means use spells, and not attack for d8+str, like the spell has for punch self. Then I'll grapple him instead. Point is, with that strength score he can't really hurt Trer.

"Had friends be confused before," Trer says gently. "None of that now."


Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing

Seeing no enemies, the cleric looks around. The rocks draw his attention. "Rocks seem strange here. What are the odds that the three bodies we've been sent to recover are hidden behind some of these rocks?"

IF I can target a Dispel Magic to that specific spell, I can give that a go. In that case...

Ariston asks to borrow Mira's Ioun Stone for a moment and...

Casts Dispel Magic attempting to clear the Translator's mind.
CL Check: 1d20 + 18 ⇒ (12) + 18 = 30


Human Empiricist Investigator 1 | hp 10/10 | Init +2; Perc +7/8 v. Traps | AC 15 T12 FF13 | CMD 13 CMB +1 | Fort +2 Ref +4 Will +2|

Lazur catches his breath and says "The blue clouds and parts of the walls are shadow illusions. There are three bodies on the rocks, there, there and there. I don't know what that other one was doing in the building so let's take a minute and move these bodies through the portal and cautious go to the building. I will need a moment if we need to fly much longer."


Aphorite Pact Witch of Axis Witch 5 / Pathfinder Savant 2| hp 49/49 | Init +2; Perc +10 | AC18 (T14 FF14) | CMD 13 CMB +2 | Fort +5 Ref +5 Will +6 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5

You should be able to, per the spell's description. I believe the Keketar's CL is 17. The post below is assuming the DM is okay with Ariston's course of action. 30 beats 21.

Krowys rights himself, a few confused words still slipping out of his mouth in Rover Pidgin before he fully gains his bearings,

Rover Pidgin:
"What in the Universe... happened?"

After a few seconds to regain his bearings however, he returns to a common shared language of the group, before continuing, "Ah. Presumably targeted by a spell of confusion, or the like." After which Krowys floats back over to Liber, making sure the Arbiter and former fox is okay, before taking a moment to sigh to himself. "Eugh. The rocks... seem strange, yes," he doesn't comment further, as he doesn't exactly remember specifics of what was said, as he was thoroughly confused and code-switching to high hell at the time, but Liber fills in the gaps: "I think that might be where they are hidden, if anywhere around here."


Forces of Nature Battlemap

Yes, confusion I think can be dispelled

Ariston successfully targets the confusion spell and dispels it before Krowys can do himself or others harm.

As he approaches Krowys, who is hovering not far from one of the blue clouds, he reaches into it, wondering about its status, all the more so when Lazur begins to describe the suspect terrain.

Will Save Disbelief: 1d20 + 23 ⇒ (18) + 23 = 41

Ariston:
And that's when Ariston realizes there's a dead body lying on a rock not far from his feet.

Indeed, as he blinks, he can see that the blue clouds and rocks are not fully illusion... but rather, they are made up of insubstantial shadow stuff enforced by illusion. So when he puts his hand through them on on them, there is something real there, and yet now that he is attuned to it, they are transparent enough he can see which rocks and clouds are real. The blue clouds still feel misty, the rocks feel somewhat solid. Many of the clouds or rocks directly obscured where dead bodies of people in robes of clergy of the Mechanosanctum lie, or splatters of blood and gore throughout the area.

Likewise, the building ahead on the "island" is not the intact building it appeared to be, but its walls are collapsed, and he can see something inside--something glowing and round, and a hint of pale gold metal.

If you go to the battle map and click once on the map to select it, and then click control + down arrow, you can see the map of the plane's reality. Note that the false clouds/rocks/walls are still there and have some substance to them, and still provide 20% concealment. Anything that is not blue or the wall of the building is real. There are two bodies by the portal that aren't really there, that was an element of the adventure I decided to ignore.

As Lazur identifies to the others the blue rocks, clouds, and walls of the building you can attempt to save against the Reshape Reality ability. If you succeed, read Ariston's spoiler. BTW I don't mind you reading spoilers for other players (I do all the time), but please don't assume you have the information until that player posts.


Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing

Thanks for rolling... and rolling so well! :D

With Krowys back to ‘normal’, Ariston begins moving the bodies he can see (starting with the one below him) to and through the gate. He doesn’t bother removing whatever traces of shadow-stuff still cling to them. That would be Mara’s problem to handle. They had to get these bodies through so they could descend on the building, tap the wellspring, and keep moving. Time was not on their side.


Half-Elf Titan Mauler Barbarian 16, Cad Fighter 1|HP:195(+51 with rage)|Init:+4|Perc:+22|BaB:17|AC:35 T:19 FF:26 (+1 if opp is bigger)(-2 when rage)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment)|Speed:75 30ft swim when ra

"Can't fly under my own power for very long." Trer pulls an immovable rod out from her pack, and activates it, before uncomfortably straddling it, and deactivating her flight. "This is about as cozy as it looks, so make it as quick as you can. Unless you think the building is trapped?"


Forces of Nature Battlemap

Ariston, I tend to roll well for PCs and not so well for NPCs, so the odds are generally--with rare exception--in your favor. ;)

Trer, you do you, but there are fairly solid-looking rocks, both of blue and gray kind, that you could probably fly to and stand on without issue. The island with the building is most definitely real even if some of its walls, according to the others, are not.

Ariston does the grisly task of finding three bodies floating on rocks nearby; one is tucked as though by someone safely into a crevice. They are dressed like Sanctum clergy. He and possible some others to move their bodies through the portal. This is probably going to take about 10 minutes, for those of you tracking durations on spells

None of the bodies resemble Zax Grierson, who Mara also asked you to find.

Blood spatters lead to the large island with the (ruined) building on it, and you'd need to go into it to see what is inside. It's also really likely to be where the Wellspring is.


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
8/6/7/8/5/5/5/5

As Ariston checks the bodies Mara heads directly to the building, wanting the first glimpse of the Wellspring.


Forces of Nature Battlemap

Mirabelle Will Save vs Illusion: 1d20 + 22 ⇒ (18) + 22 = 40

Mirabelle flies into the building, she too see the walls have been filled in with shadow-stuff, and the place is actually a ruin. While some of the ruined aspects are old--rotting wooden furniture broken on the floor--some of the breaks in the walls and damage done appears quite recent, done with strong claws such as those the keketars possess.

To her left, Mirabelle spots the fourth and final corpse, Zax Grierson, barely recognizable save that he is about the right size and he wears the same armor and cloak you saw him in a few months ago in Isenor.

Ahead, she sees a large, hexagonal device that clearly is of similar make to the Machine in the Mechanosanctum: this is Mercane's Wellspring of Air. A central column contains a shimmering golden substance that looks like gas one moment and liquid the next that is likely the fuel you seek. There is a a spout attached to the column that is the obvious place to attach the sphere to obtain the fuel. There is a lot of very fresh rubble in the area and very faint scratches on the Machine that suggests someone has tried and spectacularly failed to damage it.

The problem is that there is also an obviously magical shimmering iridescent hemisphere about 10 feet high and around that is covering the area you need to step into to reach the spout and use it. You are all savvy, very experienced adventurers and know that likely the hemisphere doesn't belong there and is probably not nice. While it looks like it is made of light, and therefore someone could walk through it, you've seen lesser adventurers die assuming they would be fine doing something like that. There is no apparent way to get to the spout without walking into the rainbowy dome.

I normally would have you respond and ask some questions, but as we're about to slow down for the holidays, I'm going to put some anticipated checks here in case I can't check back in quickly.

Engineering DC 20-trained only-:
Definitely no way to get to the spout without walking into the rainbowy dome. Even if you could get into and tamper with the machine--which looks nearly impossible, given a protean couldn't break it--it is likely that would make things worse rather than better.

Knowledge Planes DC 30:
Axis devices are very precise and designed to function very specific set out ways. There is probably no way to manipulate the device itself to get to the spout to attach the sphere to it without touching/moving through the rainbowy dome over it. You also know that many powerful Axis machines cannot be affected by magic in any way and may even cancel it, which means that solutions like transforming into something that could enter the machine are out of the question.

If you use Detect Magic on the area:
First, you can get a +1 circumstance bonus to a Spellcraft check to identify the spell. Secondly, you notice that just as the rainbowy globe is blindingly magical, you are reading NOTHING from the Wellspring. Sort of like maybe the Wellspring is protected by some kind of antimagic field or even more powerful magic cancelling properties perhaps rather more just an absolute non-magic (at least not magic as you know it).

Perception DC 30:
The hemisphere of iridescent light actually seems more likely to be a sphere that can go straight into the solid objects. For example, it goes all the way into the floor, with absolutely no gaps between it and the floor. However, strangely, you realize there is something odd at its edges where it comes into contact with the Wellspring. Or rather, it doesn't come into contact with the Wellspring. Something about the Wellspring is repelling the light, and so there is a tiny, tiny, ant-sized gap between the globe of light and the Wellspring.

Spellcraft DC 24:
This is a prismatic sphere, which is like a prismatic wall, but, you know, a sphere. The reason you can only see half of it is it centers on a caster and can go all the way into the floor, etc. to fully enclose an area. A caster can leave it once it is cast, and it remains where it was cast, which is obviously what has happened here.

This magical barrier of light that can do all kinds of unexpected and nasty things things to those who try to pass through it. While your group is experienced and tough enough to resist its potentially blinding light, the you are still subject to the effects if you try to move through it. The less nasty effects are various types of energy damage, and the more nasty effects involve turning to stone and having all items destroyed before being teleported to a random plane. Creatures who are resistant to spells are more likely to survive passing through it but they have to apply their resistance to each color-layer of the sphere.

Destroying it is tricky: each color must be dispelled by a specific effect before (greater) dispel magic might work on it (see prismatic wall description for the necessary spells). Antimagic field does not work on it, but mage's disjunction and rods of cancellation do.

What's worse for your particular situation is this is a very powerful spell, and it probably lasts 170 minutes at a minimum--almost three hours, which is more than enough time for serious damage to be done to Ramsmouth and the rest of the island, if not the Free Coast. It will last that long or until its caster chooses to dismiss it. Killing the caster is not the same as dismissing the spell; it will expire on its own in its normal time if the caster dies before then.

Spellcraft DC 29 AND if you succeed on the Perception check above and/or cast detect magic and/or the Knowledge Planes check:
This particular prismatic sphere will last for three hours unless removed or dismissed by the caster. However, while you know a normal antimagic field does not work on the sphere, you can see that the sphere cannot penetrate through the Wellspring's utterly magic-resistant properties. The teeny tiny gap between the Wellspring and the sphere could be another way through, but you absolutely cannot touch the sphere at all or risk its effects, so you'd need something Fine-sized or gaseous to carefully eke through the gap, and even then they'd need to be skilled acrobats or escape artists *cough* to make sure they get through without touching either the sphere or the machine which might cancel the magic used to transform you.


Human Empiricist Investigator 1 | hp 10/10 | Init +2; Perc +7/8 v. Traps | AC 15 T12 FF13 | CMD 13 CMB +1 | Fort +2 Ref +4 Will +2|

Lazur takes a moment and sits on a rock, he says "I need a minute to whip up a new overland flight. I don't think this fly will last long enough for the work we have ahead." He then makes and consumes another overland flight. He helps with the bodies and then flys to the well and pulls out his lantern and observes the area. He then lets out a long whistle and says a nasty word.

Kn: Engineering: 1d20 + 14 ⇒ (14) + 14 = 28 + Inspiration (better of 2d8): 2d8 ⇒ (7, 2) = 9

Kn: Planes: 1d20 + 27 ⇒ (20) + 27 = 47 + Inspiration (better of 2d8): 2d8 ⇒ (8, 2) = 10

Perception: 1d20 + 33 ⇒ (18) + 33 = 51 + Inspiration (better of 2d8): 2d8 ⇒ (6, 5) = 11

Perception: 1d20 + 27 ⇒ (2) + 27 = 29 + Inspiration (better of 2d8): 2d8 ⇒ (1, 8) = 9


Aphorite Pact Witch of Axis Witch 5 / Pathfinder Savant 2| hp 49/49 | Init +2; Perc +10 | AC18 (T14 FF14) | CMD 13 CMB +2 | Fort +5 Ref +5 Will +6 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5

All checks are an auto success between one of the two of them, hooray for +9 Int.

As Krowys and Liber float over by the wellspring, they take a moment to examine the structure in front of them, with Krowys casting detect magic, before shielding his eyes, which are accustomed to text and words on a page, from the light in front of him.

Krowys Perception: 1d20 + 17 ⇒ (12) + 17 = 29.

"Axis-built devices are very precise and designed to function in very specific ways. I highly doubt there would be a way to manipulate the device to get the spout to attach the sphere to it without... interacting with this dome," Liber states, before allowing Krowys to continue, "Knowing what I do about spellcraft, there isn't much that would allow a hemisphere area of effect, so it is likely an entire sphere. And, given the light it seems to emit, it is likely a prismatic sphere, a variant of prismatic wall which, if I recall correctly, only differs in geometry. Given a protean could not break the Wellspring, I doubt even Trer could do the same. The sphere should last about 3 hours, unless dismissed by the spellcaster or removed entirely via some great form of dispelling magic. Given what seems to be the Wellspring's utterly magic-repellent effects, a very, very small creature or someone in the form of a gas could eek through there."

I imagine that most of the others can confirm this as well.


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
8/6/7/8/5/5/5/5

Mira succeeds at all of those checks with a take 10.

Mira spends several minutes carefully circling the machine, examining it in minute detail. She appears utterly focused on it, checking every last little part of it from outside the glowing sphere. Eventually she sighs and looks over at Lazur and Krowys.

Yes, I concur. The sphere is an annoying magical effect. It is possible to bring one down if you have the right spells available but they have to be used in a specific order. Cone of cold, gust of wind, disintegrate, passwall, magic missile, daylight and dispel magic. I can provide some of them but not all. I can probably come up with a way to become gaseous and I might be able to wriggle my way in without setting anything off...


Aphorite Pact Witch of Axis Witch 5 / Pathfinder Savant 2| hp 49/49 | Init +2; Perc +10 | AC18 (T14 FF14) | CMD 13 CMB +2 | Fort +5 Ref +5 Will +6 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5

"Out of those, I only have a few Cones of Cold, and one intensified variant, prepared. And you?"


Human Empiricist Investigator 1 | hp 10/10 | Init +2; Perc +7/8 v. Traps | AC 15 T12 FF13 | CMD 13 CMB +1 | Fort +2 Ref +4 Will +2|

Lazur shakes his head, "I can't be of any help bringing that wall down. The magic I use can't be used in that way even if I had those spells needed to take it down and I don't have any way of turning incorporeal."


Aasimar Cleric 17 | HP 105/105 | Init +4; Perc +21 (Darkvision) | TEMP AC 35 (T19 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +16 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 Buffs: Ring of Force Shield, Life Bubble, Shield of Faith, True Seeing

After sending all the bodies (including Zax’s) through the gate, the priest joins the rest of the group for the explanation and discussion of the sphere. ”Can you turn someone else to gas, Mira? I think our most flexible ally should attempt this feat. And I can attempt to shift the odds in their favor. If we need to bring down the sphere instead, I can assist with the final two colors. I can cast Daylight and I have one more Dispel Magic left.”

So, it seems like we need someone to:
1. Go gaseous.
2. Slink into the sphere.
3. Go corporeal and tap the wellspring.
4. Go gaseous again.
5. Slink out.
Unless we’ve got potions of gaseous form, it sounds like Mira is the only one capable of pulling that off because of steps 4 and 5. I’m happy to adjust her odds with Bit of Luck. That would make getting in a bit safer with 2 d20 rolls for every skill and save. Getting back would be more dangerous.


Forces of Nature Battlemap

In addition to finding your way into the sphere as a fine or gaseous form (incorporeality is not adequate), you can also try to dispel it, find the keketar that put it there and find a way to make it dismiss it, or leave it to expire on its own, though the last option involves allowing a great deal of damage to be done to the island.


Buffs:
Mage Armour, Mind Blank, FoM, Overland Flight, See Invis, Darkvision, Ant Haul, False Life, Veil, Life Bubble, Darkvision, Shapechangers Gift
Human Wildblood Sorcerer 17 | hp 185/172| Init +10/14; Perc +37, Darkvision | AC 20 (T16 FF15) | CMD 20 CMB +7 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement | Status
Magic Stats:
CL 18, Spell Pen +22 [Dragons Breath +26]; Con +28, +33 defensive cast
Spell slots:
8/6/7/8/5/5/5/5

Do we just need to get inside or are there any checks we need to make once inside to fix it?


Forces of Nature Battlemap

You just need to get inside to get the fuel, which will take 7 minutes. Nothing needs fixing and the mechanism for attaching the sphere to the spout is simple.


Forces of Nature Battlemap
GMDQ wrote:
In addition to finding your way into the sphere as a fine or gaseous form (incorporeality is not adequate), you can also try to dispel it, find the keketar that put it there and find a way to make it dismiss it, or leave it to expire on its own, though the last option involves allowing a great deal of damage to be done to the island.

I should add that it is also an option to go through the sphere and try to not die, or dispel as many layers as you can and then walk through, but I realize that is, along with letting it expire naturally, the two least appealing options, due to their potentially dire consequences.


Half-Elf Titan Mauler Barbarian 16, Cad Fighter 1|HP:195(+51 with rage)|Init:+4|Perc:+22|BaB:17|AC:35 T:19 FF:26 (+1 if opp is bigger)(-2 when rage)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment)|Speed:75 30ft swim when ra

"I could hit it," Trer calls from over on her perch, "Or run through it really fast. Or," she says, in a moment of rare brilliance, "I could hit the floor near the sphere, and then we could go under it. Unless it goes through the floor?"


Aphorite Pact Witch of Axis Witch 5 / Pathfinder Savant 2| hp 49/49 | Init +2; Perc +10 | AC18 (T14 FF14) | CMD 13 CMB +2 | Fort +5 Ref +5 Will +6 (+2 v. Poison & Mind-Affecting) | Resist Electricity 5

"It is a sphere. It goes through the floor," Krowys sighs. "Unless you want to be very much worse for wear, I would also advise running through it as well"

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