Torrin Garr
|
Torrin puts away his shield and takes a mighty swing at the yellow circle.
Round 1
atk rd1, lt flail , 2-handed: 1d20 + 4 ⇒ (12) + 4 = 16
dmg rd2, lt flail , 2-handed: 1d8 + 4 ⇒ (1) + 4 = 5
Round 2
atk rd2, lt flail , 2-handed: 1d20 + 4 ⇒ (15) + 4 = 19
dmg rd2, lt flail , 2-handed: 1d8 + 4 ⇒ (2) + 4 = 6
Allanarion
|
Allanarion decides to try disabling the orange circle next, to make it safer for themself and others to help solve the orb's puzzle. But first, they draw on the power to they've invested in their wayfinder for some insight.
Sudden Insight (swift action): expend 1 mental focus to gain +1 insight to next check (included below).
Disable Device: 1d20 + 5 - 1 + 1 ⇒ (13) + 5 - 1 + 1 = 18
If it's down, try to solve puzzle: Knowledge (religion): 1d20 + 8 ⇒ (11) + 8 = 19
Koli and Thor
|
Oh sure. *Now* Torrin gets double digits. :D
Koli ponders the orb, hoping for inspiration.
Perception: 1d20 + 4 ⇒ (18) + 4 = 22
Will: 1d20 + 0 ⇒ (11) + 0 = 11 This will go well...
Moe "The Fighting Caydenite"
|
Moe continues to ask for a divine blessing on Allanarion.
Continues to cast guidance.
Micah Elum
|
UMD the Orb: 1d20 + 9 ⇒ (8) + 9 = 17
Did we disable the will save circle yet?
| Ponya |
Ponya tries to help disable a circle.
Bite v Yellow Circle: 1d20 + 4 ⇒ (6) + 4 = 10 for Magic/B: 1d6 + 2 ⇒ (4) + 2 = 6
| DM Carbide |
The Society’s discoveries have weakened the prison of the powerful being sealed within Aucturn’s Tear, and it can now offer a fraction of its power to the Pathfinders.
Table GMs, the Thunderous Aid condition is now in effect.
| cmlobue |
During combat, a PC adjacent to the puzzle orb can attempt an Average Diplomacy check, Average Spellcraft check, or Easy Use Magic Device check to direct the Duke of Thunder’s wrath. If successful, a PC can cast one of the following spells as a spell-like ability, using her character level as her caster level and either her own Charisma or 20 to determine the spell’s save DC. She can use any of the spells listed in her own subtier or in a lower subtier. This ability can only be used once per combat, and any summoned elemental disappears at the end of the combat.
Subtier 1–2: cure light wounds, shocking grasp, summon nature’s ally II (air elemental only)
| cmlobue |
Torrin tries to smash one of the circles, but barely chips it.
Allanarion keeps altering the orange circle until it fails to function. (I assme your spoilered action meant orange, not purple, for your second action)
Koli and Micah work on the puzzle. Luckily for them, the fear-inducing circle has been disabled.
Dora is puzzled. Unsurprising, as it is a puzzle.
Ponya tries to bite a circle. It's... not easy.
Moe continues to provide guidance while dreaming of a place with more alcohol and less wards.
Moe
Micah (1 round left)
Torrin
Koli (1 round left)
Allanarion
Dora (1 round left)
Thor (2 rounds left)
Ponya (1 round left)
purple circle (disabled)
cyan circle (disabled)
red circle (reinforce circles)
orange circle (disabled)
yellow circle (-1 HP, reinforce circles)
Micah Elum
|
UMD the Orb: 1d20 + 9 ⇒ (20) + 9 = 29
”Haha! This is easier now, good work everyone.”
| Ponya |
*Chomp*
Bite v Yellow Circle: 1d20 + 4 ⇒ (5) + 4 = 9 for Magic/B: 1d6 + 2 ⇒ (6) + 2 = 8
Koli and Thor
|
"Heck with this thinking," Koli growls as she hauls off and smacks the circle.
scizore: 1d20 + 6 ⇒ (9) + 6 = 15 for slashing: 1d10 + 4 ⇒ (9) + 4 = 13
| Thor Steggy |
Thor aims at the circles, too. I forgot to do that last round, so I'm including both.
tail slap: 1d20 + 4 ⇒ (8) + 4 = 12 for bludgeoning: 2d6 ⇒ (5, 3) = 8
tail slap: 1d20 + 4 ⇒ (7) + 4 = 11 for bludgeoning: 2d6 ⇒ (3, 6) = 9
Allanarion
|
Allanarion keeps altering the orange circle until it fails to function. (I assme your spoilered action meant orange, not purple, for your second action)
Yes, that's what I meant.
| cmlobue |
The Pathfinders bash the final two circles until they are no more, and make some progress with the puzzle box as well. You think you are well past halfway through unlocking it, but more of the statues interrupt their work, however.
”Koli Initiative”: 1d20 + 6 ⇒ (16) + 6 = 22
”Thor Initiative”: 1d20 + 4 ⇒ (20) + 4 = 24
”Micah Initiative”: 1d20 + 3 ⇒ (15) + 3 = 18
”Ponya Initiative”: 1d20 + 3 ⇒ (18) + 3 = 21
”Moe Initiative”: 1d20 + 3 ⇒ (20) + 3 = 23
”Dora Initiative”: 1d20 + 9 ⇒ (4) + 9 = 13
”Torrin Initiative”: 1d20 + 4 ⇒ (20) + 4 = 24
”Green Initiative”: 1d20 ⇒ 13
”Yellow Initiative”: 1d20 ⇒ 17
Round 1 - bolded may go
Torrin
Thor
Moe
Koli
Ponya
Micah
Yellow
Allanarion
Dora
Green
Moe "The Fighting Caydenite"
|
Spying the newcomer, Moe moves in to strike at the statue.
Move
Melee (unarmed strike) w/divine favor v yellow: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
Damage (lethal;B) w/divine favor: 1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Confirm Crit?: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
Add Crit Damage: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8
I got the impression that it has only been a few rounds, but if more than 1 minute has passed since beginning of last combat, then remove divine favor.
Koli and Thor
|
"I'd rather hit things anyway," Koli shrugs as she moves around the orb towards the green one.
gladius: 1d20 + 6 ⇒ (4) + 6 = 10 for slashing: 1d6 + 4 ⇒ (4) + 4 = 8
"Go flank, boy!" she directs the stegosaurus.
| Thor Steggy |
Thor gallumphs to the far side of green and tries to smack it with his tail.
tail slap, flank: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14 for bludgeoning: 2d6 ⇒ (4, 5) = 9
| DM Carbide |
Even as the many-faceted prison spins and reconfigures itself, it cannot keep pace with the combined efforts of the Pathfinder Society. A refreshing breeze pours from the immense orb, restoring the agents’ will to fight.
Table GMs, the Winds of Restoration condition is now in effect.
| cmlobue |
Ranginori unleashes a refreshing breeze that restores the Pathfinders’ fighting spirits. Each PC heals 1d8+1 hit points, heals 1d2 points of ability damage to each ability score, and regains one daily use of a class feature. In addition, each PC recovers one or more spells that has total levels equal to his character level (minimum 3).
Torrin Garr
|
Torrin guages distance and moves to topple the statue within reach.
trip, lt flail, improved trip, 2-handed: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Does it ever get old?
Micah Elum
|
Micah keeps focus on the task, trying to activate the orb.
UMD: 1d20 + 9 ⇒ (10) + 9 = 19
| Ponya |
The fire horse elemental rushes over to help fight a statue thingy, ”Hahah! Just what I don’t like, chewing rocks.”
Bite Green: 1d20 + 4 ⇒ (10) + 4 = 14 for Magic/B: 1d6 + 2 ⇒ (2) + 2 = 4
Allanarion
|
The Winds condition heals Allanarion to full with even a minimum roll. They haven't expended any spell slots, and their class features are all based on mental focus points rather than times per day, so I think that's it for them.
| cmlobue |
Moe punches the statue much harder than should be possible. Torrin, unfortunately, cannot follow up with a trip.
Ponya and Thor use their natural attacks on the other statue. Koli tries to stab it, but apparently 'barehanded' (or 'bare-hand-analogue-d') is the word of the day.
Dora and Micah do not stop working on the puzzle.
The yellowish statue strikes out at Moe.
Short Sword: 1d20 + 2 ⇒ (19) + 2 = 21
Piercing Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Team construct manages a hit!
Round 1 - bolded may go
Torrin
Thor
Moe (-7 HP)
Koli
Ponya
Micah
Yellow (-14 HP)
Allanarion
Dora
Green (-13 HP)
Allanarion
|
Now that the warding rings are finally gone, Allanarion can finally concentrate on the orb itself.
Knowledge (religion): 1d20 + 8 ⇒ (17) + 8 = 25
| cmlobue |
Allanarion moves on to the puzzle box.
The green statue moves on to (1=Ponya 2=Thor: 1d2 ⇒ 2) the dinosaur that smacked it.
Short Sword: 1d20 + 2 ⇒ (15) + 2 = 17
Piercing Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Thor nimbly gets out of the way.
Round 2 - bolded may go
Torrin
Thor
Moe (-7 HP)
Koli
Ponya
Micah
Yellow (-14 HP)
Allanarion
Dora
Green (-13 HP)
Moe "The Fighting Caydenite"
|
Moe smiles, wipes the blood from his lip, then swings again.
Melee (unarmed strike) w/divine favor v yellow: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11
Damage (lethal;B) w/divine favor: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9
| DM Carbide |
Sorrina Westyr’s image manifests to the Pathfinders, standing before a floating metallic cube scribed with countless shifting glyphs. “We have done it! Now how to open this—”
A great crack interrupts the Master of Spell’s musings, as an immense three-eyed giant with skin like hewn stone steps through a tear in space, with an army pouring out past her. The giant bellows so that all can hear. “I acknowledge your strength, little ones, for you have angered my benefactor enough to send me. I and my warriors, the Daemon Prayers, honor it with unyielding death. Seize the Vault! Slay them all!”
Sorrina Westyr urgently pipes in. “We just need a few more minutes to secure our prize and escape. Hold them off as long as you can!”
Table GMs, begin the final encounters.
| cmlobue |
The Pathfinders finish off the statues, and their combined efforts with the other teams help complete the puzzle. Numerous gates open around the vault and enemy forces pour through. The team must choose where they can best face the incursion.
The encounter can take place here (i.e. Slide 8), in a network of tunnels or inside a broken stone tower. The enemies are the same, but the terrain will be different. First location with two votes will be the setting for the battle.
Micah Elum
|
Tower! No real reason, just sounds coolest.
Micah shouts, ”Haha! Demons trying to stop us, we must be doing the right thing. SMITE THEM ALL!”
It looks like the winds ability also restored all three of Micah’s level 1 spells.
Moe "The Fighting Caydenite"
|
As good a place as any and to keep things moving...
"Smites all around!" Moe agrees. "To the tower!"
"Or, at least, what is left of it."
Allanarion
|
Do we have time to use the party CLW wand on Moe? If so, it looks like he badly needs a boop (and I think he was the one carrying it). I think that would leave us with 6 charges.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Allanarion
|
"I should be able to enhance one or two of our weapons to better damage these demons, once I see what we're dealing with," Allanarion offers, speaking calmly and coolly as they accompany their teammates to the tower. But they have their sword and shield at the ready, just the same.
Torrin Garr
|
Tower... in case you needed the word.
| cmlobue |
You have a few minutes for buffs and healing, as long as they can mostly be done while you travel.
The heroes rush to fight demons in an eeeeevil ruins.
A broken stone tower at the center of the city resonates with an unnerving note as wind forcefully billows out as if it were some manner of alien pipe organ. Ice creeps around the entrance, and the howls of hunting predators ring through the surrounding structures.
Starlight provides only dim illumination in this area. Although it appears that this area was once a frozen wasteland, the rotation of the asteroid is moving this area into the sunlight, starting the process of melting the ice. No environmental hazards here.
Two wispy, ghostly figured with humanoid shape stand at the altar.
”Koli Initiative”: 1d20 + 6 ⇒ (12) + 6 = 18
”Thor Initiative”: 1d20 + 4 ⇒ (14) + 4 = 18
”Micah Initiative”: 1d20 + 3 ⇒ (12) + 3 = 15
”Moe Initiative”: 1d20 + 3 ⇒ (12) + 3 = 15
”Dora Initiative”: 1d20 + 9 ⇒ (19) + 9 = 28
”Ponya Initiative”: 1d20 + 3 ⇒ (9) + 3 = 12
”Torrin Initiative”: 1d20 + 4 ⇒ (17) + 4 = 21
”Red Initiative”: 1d20 ⇒ 16
”Blue Initiative”: 1d20 ⇒ 16
Round 1 - bolded may go
Dora
Torrin
Koli
Thor
Red
Blue
Micah
Moe
Ponya
Allanarion
Allanarion
|
Allanaruion casts lead blades on their longsword as the Pathfinders hurry to the tower. (Duration 2 minutes.)
I also have a 1/day protection from chaos SLA. Which of our 1st-level heroes wants it?
I will wait to use legacy weapon (+1 enhancement) and/or philosopher's touch (cold iron or silver) until I know what we're up against.
Koli and Thor
|
Koli takes a moment to remember how to gang up on opponents, then moves closer. Thor stays on her heels.
Martial Flexibility: Gang Up (move) and move. Thor will move and ready.
Torrin Garr
|
Cursing himself for being so far away, Torrin hustles closer.
Double Move.
| cmlobue |
The Pathfinders approach the enemy.
The creature in red moves in on Koli.
Slam: 1d20 + 2 ⇒ (17) + 2 = 19
Bludgeoning Damage: 1d4 ⇒ 2
The blue-clad creature goes after Torrin.
Slam: 1d20 + 2 ⇒ (7) + 2 = 9
Bludgeoning Damage: 1d4 ⇒ 2
Round 1-2 - bolded may go
Dora
Torrin
Koli (-2 HP)
Thor
Red
Blue
Micah
Moe
Ponya
Allanarion
Planes to identify.
Moe "The Fighting Caydenite"
|
Moe rushes toward one of the ghostly figures.
Double move
| Thor Steggy |
Thor takes a (readied) bite out of crime ghost, as it moves up to Koli.
tail slap: 1d20 + 5 ⇒ (1) + 5 = 6 for bludgeoning: 2d6 ⇒ (2, 4) = 6
Koli and Thor
|
Koli draws her gladius and stabs the ghosty thing.
Gladius: 1d20 + 6 ⇒ (4) + 6 = 10 for slashing: 1d6 + 4 ⇒ (6) + 4 = 10
| Thor Steggy |
Thor takes a (regular) bite out of crime ghost, as it moves up to Koli.
tail slap: 1d20 + 5 ⇒ (11) + 5 = 16 for bludgeoning: 2d6 ⇒ (2, 3) = 5