PFS1 #8-00: The Cosmic Captive, Tier 7-8 (GM Mike...R) [PbP Gameday XIII]

Game Master Mike...R

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Game dates: 8th of September - 23rd of October


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The Exchange

”Aoi” Female LN Samsaran Witch 7 | HP 51/51 | AC 20 T 12 FF 18 Mage Armor | CMB +3, CMD 13 | F +12, R +12, W +14 | Init +2 | Perc +15 | Speed 30+10 ft | Active conditions: PlanAdapt,DelayPoison,3xTimes,Heroism,BoF | Invoke Patron 5/7 | Sputnik HP 25/25 AC22

Sitting cross-legged on a patch of dew-kissed grass, the blue-skinned woman with pale, moonlit features tilts her wide-brimmed hat just enough to reveal her gaze. She nods to her fellow Pathfinders:
"Greetings, I am Aoi Rosenthal, protégée of Venture-Captain Colin Rosenthal," she begins, her voice smooth and composed. "I walk the path of witchcraft, and I specialize in twisting the fates of those who oppose us, clouding their minds and often lulling them into the embrace of sleep." With a graceful gesture, she extends her hand towards the hovering metallic orb beside her:
"This is Sputnik, my faithful arbiter. He watches over me, offering counsel and bridging the gap where words falter." Arbitor Inevitable familiar

Liberty's Edge

Female LG Gnome Rolling Pin-wielding Level 7 GOON! | HP 18/58 | AC 19 (T16, FF17) | CMD 16 | F:+11, R:+12, W:+5 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 | Speed 30ft Shirt: 1/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 1/1, Stun Fist 1/1, Bomb 3/4, Mutagen 0/1, Trick 3/3, Ki 3/3| Gn Mag (No DL); Extract: True Strike, Comp Lang| Mes Spell: 2/2 |Active: Ref Fear, Planet Adapt, ER(Fire)20, +10', Insp Cour +2

"Hiya!" A middle-aged gnome enters, cradling a rolling pin in her arms as if it were a sleeping infant. "I'm Jilla. Please ta meetcha!"

Silver Crusade

”Tippa” Female LG Warpriest 6/Student Of Perfection 1 | HP 67/67 | AC 27(29) T 13 FF 21(27), -2 shield ac when two-handed +2 against Evil | CMB +9(11), CMD 22(24) | F +11(13), R +8(10), W +9(11) +1 against evil | Init +3 | Perc +12(14) | Speed 20ft (30) | Active conditions: Defending Bone 25/30 Delay Poison Planar Adaption 3xTimes Heroism Bark skin FoM Bull's Strength Circle againtst Evil Divine Favor Haste Shield of Wings |Fervor: 1/5 | Sacred Weapon:4/6 | Ki pool:2/4

"Hi there!"This lady with full plate takes off her helmet, revealing her young face. "My name is Tippa. I am the warrior of Ragathiel and I'm on training to be a Crimson Templar. You can trust me and trust my blade."


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Sorina Westyr, the Society Master of Spells, addresses the assembly. “Pathfinders—welcome and well timed. Please, make your ways to the designated safe areas quickly and carefully, and please mind the wards. Try to keep the paths clear, as we have some very delicate equipment coming through. I have some amazing discoveries to share in just a few more moments.”

Table GMs, you may begin!


Starlight brightens the grassy plain surrounding the immense Spire of Nex. Overhead, a comet lazily streaks across the night sky. Heavily armed patrols guard the perimeter, and the shadow of great wings occasionally blots out the stars. Sharp flashes of amethyst light, quick shouts, and chanting briefly periodically rise above the waiting crowd’s chatter as spellcasters hurriedly construct and maintain crackling wards. These efforts revolve around a thirty-foot-tall upright gleaming metal ring constructed at the Spire’s base.

While you wait for the Master of Spells to brief you on the upcoming mission you can continue with introductions. You also notice that there are a number of vendors who have clearly spotted an opportunity and have temporarily set up shop in the area, offering an opportunity to make any last minute purchases. Rumour has it that this mission will involve traveling beyond Golarion's atmosphere and potentially into a low-gravity environment. This is reinforced by the fact that there are a number of high level spellcasters moving between the groups of gathered pathfinders offering castings of planetary adaptation (CL 11th at a cost of 1 Prestige Point) and that everyone has been handed a cache of supplies containing two pouches of air crystals, a potion of endure elements, and one snapleaf, along with a wand of cure moderate wounds (5 charges) to be shared between each group of pathfinders.

Some of you may know a bit more information based on knowledge checks...

Diplomacy (gather information) DC 12:
Absalom is all abuzz with numerous and colorful tales about the sudden appearance of a new light in the night sky. Fortunetellers and doomsayers crowd the streets, shouting stories and warnings of what this portends.
If you also made the below DCs you can open the corresponding spoilers...
DC 17:
Spoiler:
Messengers have been arriving in the Grand Lodge from around the Inner Sea with tales of strange gateways appearing around the world. Scholars have attended closed-door meetings with Master of Spells Sorrina Westyr to discuss this phenomenon as well as a sudden upheaval in the Elemental Planes.

DC 22:
Spoiler:
An ambassador from the elves of Kyonin met with members of the Decemvirate. Shortly afterward, the Society’s leaders commissioned scribes to copy a number of elven scrolls concerning the solar system and interplanetary travel.

DC 27:
Spoiler:
The Society has gathered a number of rare Numerian relics related to survival in airless environments. Additionally, the Society recently recovered fragments from a broken aiudara (also known as an elf gate) and shipped them to the Cairnlands north of Absalom.

Knowledge (arcana) or Knowledge (history) DC 10:
The Spire of Nex is a mile-high column of smooth grey stone a few hours north of Absalom. The Archmage Nex constructed the Spire during his unsuccessful siege of Absalom in 166 ar.
If you also made the below DC you can open the corresponding spoiler...
DC 20:
Spoiler:
The Spire has no obvious entrances on any surface, but is said to have contained Nex’s armies. The building seems to bend both space and magic around itself.

Knowledge (geography) or Profession (astronomer) DC 10:
A new comet appeared several months ago. It does not match any known comets, and its trajectory seems highly irregular.
If you also made the below DCs you can open the corresponding spoilers...
DC 15:
Spoiler:
The comet recently traveled past Akiton, and it should travel past Golarion within the next 24 hours. Initial observations showed it was rotating slowly, but it has now stopped spinning altogether.

DC 20:
Spoiler:
The comet is venting a tremendous amount of air, rather than the ice crystals and water vapor normally associated with such objects. A shallow atmosphere has formed around the celestial body.

DC 25:
Spoiler:
The comet is actually an asteroid known as Aucturn’s Tear, a piece of the Diaspora asteroid belt. Aucturn’s Tear passes through the solar system every 56 years, but according to records and eyewitnesses, it has never shone so brightly before.

The Exchange

”Aoi” Female LN Samsaran Witch 7 | HP 51/51 | AC 20 T 12 FF 18 Mage Armor | CMB +3, CMD 13 | F +12, R +12, W +14 | Init +2 | Perc +15 | Speed 30+10 ft | Active conditions: PlanAdapt,DelayPoison,3xTimes,Heroism,BoF | Invoke Patron 5/7 | Sputnik HP 25/25 AC22

Activate Righteous Medal of Clarity and wand myself Heightened Awareness
Diplomacy take 10: 10 + 18 + 1 = 29 All Diplomacy spoiler open
Knowledge(Arcana): 1d20 + 13 + 1 + 2 ⇒ (5) + 13 + 1 + 2 = 21 All Arcana spoiler open
Knowledge(Geography) take10: 10 + 8 + 1 + 2 = 21 First 3 geography spoiler open

Aoi will also seek paid help from other Pathfinder spellcasters...because she realized that she didn't buy a wand for that spell.
Lucky Number spellcasting service: 1d20 ⇒ 2

Question for the GM: is it 1 Prestige Point per person? or 1 prestige point for the whole group? And do we pick the energy type that the spell gives resistance to?

Silver Crusade

CG male Wayang Macabre Puppeteer 8
Spoiler:
|AC 21*, T 14*, FF 18|HP: 43/45|F +2, R +9*, W +4 (+2 vs shadow, +4 vs fear/drain/death/Necromancy)|Init +2, Perc +4|CMB +7* CMD 18|12/23 Performance, 3/3 Shadow Speaker, 3/3 Phantasm, 1/1 comic relief, #7

"It is good to be back! After that confusing business in Andoran, I had almost started to wonder if I had been forgotten, or lost in the First World without ever realizing it!" Announces what is unmistakably a Wayang, his skin blacker than tar and his features sharp and alien even by the standards of his own kind, with an oversized grin that is meant to be friendly, but comes across just as much as a disturbing rictus.

His face is framed by an elegant mane of indigo hair and set with large, infrared eyes (though naturally, they merely appear ghostly-white to Human or Halfling eyes), and he wears dark, exotic finery that is rather jolly by Wayang standards. Over it he wears a lacquered breastplate made of teak, a fine bow and sword, and most impressively, a silvery buckler reminiscent of a full moon, with a sheen to match; in a sweatless death-grip he clutches a 'bouquet' of stylized, black metal...well, you're not sure what to call them, but they're all tipped with incredibly detailed and stylized wrought images of various beings, mostly exotic animals and monsters.

Gather Information: 1d20 + 9 ⇒ (15) + 9 = 24

"I am certain you have all seen and heard the hedge-mages in the streets, and the new stain on the darkness above - but that is only the beginning, so I understand! Apparently there have been portals popping up like mushrooms all over the world, something to do with the Elemental Planes, and Spellmistress Westyr has been in closed-door meetings with elemental scholars night in and night out! Oh, to be a fly on their walls...wait. Do any of you know that trick...?"

Knowledge (Arcana): 1d20 + 11 ⇒ (1) + 11 = 12

The bizarre little man seems suddenly distracted, then his gaze wanders to the Spire.

"The Spire! It has been a while since I've gotten to come this way to see it, last time I couldn't get a good view, it was the middle of the day! Constructed by the great Nex during his bid to conquer Absalom, so they say; I wish I understood why..."

Knowledge (Geography): 1d20 + 10 ⇒ (18) + 10 = 28

"...But if we've all been dragged here, perhaps it has something to do with the stranger to our skies, this new comet that flies with all the regularity of a bewitched moth? Exciting, isn't it?!? I am no Lirgen star-magus, but I have been following it: It is no stranger at all, it is Aucturn's Tear. You know that one, right? Comes this way every 56 years? It is different this time, though, isn't it?" He looks to the longer-lived members of the group for affirmation. "It is brighter this time, brighter than ever before. It passed right by Akiton not long ago," He points with his metal 'bouquet' to a bright red 'star' above, and slightly to its side, "and should pass us sometime today; but that is not the most interesting part: You see, as a comet flies, its icy body spins as orbs do - but this one? Well, it WAS spinning, but now it has stopped altogether! And it is venting air! AIR! There should be none, comets are supposed to be ice and void! By now, there would be enough around it that a mortal body could visit without suffocating...."

Aoi Rosenthal wrote:


Lucky Number spellcasting service d20

Bah, ninja'd! Are you paying Prestige for lucky number? Don't do that, allow me:

He then draws a long wand consisting of three rods (one of coral, one of quartz, and one of tar pitch) bound by three rings (one of copper, one of silver, and one of gold), all etched in a strikingly colorful mercury-sulfur compound with what the suitably educated would recognize as long strings of Lirgeni mathematical equations. Holding it at both tips, he twiddles it in his hands, then points it with a flourish at everyone in turn, and you are suddenly struck by a strange premonition....

Aoi: Already rolled
Jilla: 1d20 ⇒ 13
Tippa: 1d20 ⇒ 3
"It is good to be back! After that confusing business in Andoran, I had almost started to wonder if I had been forgotten, or lost in the First World without ever realizing it!" Announces what is unmistakably a Wayang, his skin blacker than tar and his features sharp and alien even by the standards of his own kind, with an oversized grin that is meant to be friendly, but comes across just as much as a disturbing rictus.

His face is framed by an elegant mane of indigo hair and set with large, infrared eyes (though naturally, they merely appear ghostly-white to Human or Halfling eyes), and he wears dark, exotic finery that is rather jolly by Wayang standards. Over it he wears a lacquered breastplate made of teak, a fine bow and sword, and most impressively, a silvery buckler reminiscent of a full moon, with a sheen to match; in a sweatless death-grip he clutches a 'bouquet' of stylized, black metal...well, you're not sure what to call them, but they're all tipped with incredibly detailed and stylized wrought images of various beings, mostly exotic animals and monsters.

Gather Information: 1d20 + 9 ⇒ (3) + 9 = 12

"I am certain you have all seen and heard the hedge-mages in the streets, and the new stain on the darkness above - but that is only the beginning, so I understand! Apparently there have been portals popping up like mushrooms all over the world, something to do with the Elemental Planes, and Spellmistress Westyr has been in closed-door meetings with elemental scholars night in and night out! Oh, to be a fly on their walls...wait. Do any of you know that trick...?"

Knowledge (Arcana): 1d20 + 11 ⇒ (17) + 11 = 28

The bizarre little man seems suddenly distracted, then his gaze wanders to the Spire.

"The Spire! It has been a while since I've gotten to come this way to see it, last time I couldn't get a good view, it was the middle of the day! Constructed by the great Nex during his bid to conquer Absalom, so they say; I wish I understood why..."

Knowledge (Geography): 1d20 + 10 ⇒ (17) + 10 = 27

"...But if we've all been dragged here, perhaps it has something to do with the stranger to our skies, this new comet that flies with all the regularity of a bewitched moth? Exciting, isn't it?!? I am no Lirgen star-magus, but I have been following it: It is no stranger at all, it is Aucturn's Tear. You know that one, right? Comes this way every 56 years? It is different this time, though, isn't it?" He looks to the longer-lived members of the group for affirmation. "It is brighter this time, brighter than ever before. It passed right by Akiton not long ago," He points with his metal 'bouquet' to a bright red 'star' above, and slightly to its side, "and should pass us sometime today; but that is not the most interesting part: You see, as a comet flies, its icy body spins as orbs do - but this one? Well, it WAS spinning, but now it has stopped altogether! And it is venting air! AIR! There should be none, comets are supposed to be ice and void! By now, there would be enough around it that a mortal body could visit without suffocating...."

Aoi Rosenthal wrote:

Lucky Number spellcasting service d20

Bah, ninja'd! Are you paying Prestige for lucky number? Don't do that, allow me:

He then draws a long wand consisting of three rods (one of coral, one of quartz, and one of tar pitch) bound by three rings (one of copper, one of silver, and one of gold), all etched in a strikingly colorful mercury-sulfur compound with what the suitably educated would recognize as long strings of Lirgeni mathematical equations. Holding it at both tips, he twiddles it in his hands, then points it with a flourish at everyone in turn, and you are suddenly struck by a strange premonition....

Aoi: Already rolled
Jilla: 1d20 ⇒ 13
Tippa: 1d20 ⇒ 4
yours truly: 1d20 ⇒ 7


Aoi Rosenthal wrote:

Question for the GM: is it 1 Prestige Point per person? or 1 prestige point for the whole group? And do we pick the energy type that the spell gives resistance to?

It would be per person. I suspect technically the spellcasters are grouping people up and using mass planetary adaptation, as the non mass version has a range of personal. But mechanically it's 1PP per recipient.

The available energy types that you can choose between for this casting would be fire and cold.

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 8 | HP 39/59 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +4, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9

A dwarf, taller than average, in a masterfully forged heavy armor introduces himself:

"Lady Luck's blessing, Pathfinders. I am Grunjar, humble cleric of Desna. Pleased to meet you!"

On his face you can see a birthmark in the shape of a butterfly, the well known symbol of Desna. The wooden necklace he is wearing shows the same symbol.

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 8 | HP 39/59 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +4, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9

Diplomay (Gather Information), guidance: 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18
Knowledge (Arcana), guidance: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
Knowledge (Geography), guidance: 1d20 + 1 + 1 ⇒ (6) + 1 + 1 = 8

"Right back at you."

The dwarf quickly draws a similar looking wand and points it at Xasay Xyu (who is immediately struck by the same strange premonition, too) and then at himself.
Grunjar also has a wand of lucky number. ;-)

lucky number Xasay Xyu: 1d20 ⇒ 18
lucky number Grunjar: 1d20 ⇒ 9

"It would be strange if I didn't have such a wand, wouldn't it? Desna is the master of the Luck domain after all." He winks.

Liberty's Edge

Female LG Gnome Rolling Pin-wielding Level 7 GOON! | HP 18/58 | AC 19 (T16, FF17) | CMD 16 | F:+11, R:+12, W:+5 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 | Speed 30ft Shirt: 1/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 1/1, Stun Fist 1/1, Bomb 3/4, Mutagen 0/1, Trick 3/3, Ki 3/3| Gn Mag (No DL); Extract: True Strike, Comp Lang| Mes Spell: 2/2 |Active: Ref Fear, Planet Adapt, ER(Fire)20, +10', Insp Cour +2

"This is so neat!" says Jilla, clapping her hands as she jumps a little into the air. "And I have no idea what's happening! It's all so complicated. . . . But in a good way!"

I'll spend 1 PP on the planetary adaptation.

Silver Crusade

”Tippa” Female LG Warpriest 6/Student Of Perfection 1 | HP 67/67 | AC 27(29) T 13 FF 21(27), -2 shield ac when two-handed +2 against Evil | CMB +9(11), CMD 22(24) | F +11(13), R +8(10), W +9(11) +1 against evil | Init +3 | Perc +12(14) | Speed 20ft (30) | Active conditions: Defending Bone 25/30 Delay Poison Planar Adaption 3xTimes Heroism Bark skin FoM Bull's Strength Circle againtst Evil Divine Favor Haste Shield of Wings |Fervor: 1/5 | Sacred Weapon:4/6 | Ki pool:2/4

"I appreciate you help!" after accepting the divine power from the wand, Tippa thanks to its owner.
"I have some scroll that our team may need, but I cannot cast the spells. Can anyone use them when needed?"
Tippa shares Scroll of Haste 2/2 and Scroll of Barkskin 5/5

I will need to check my last chronicle to see I have any PP left, if not, may I get planetary adapation by gp?

Silver Crusade

”Tippa” Female LG Warpriest 6/Student Of Perfection 1 | HP 67/67 | AC 27(29) T 13 FF 21(27), -2 shield ac when two-handed +2 against Evil | CMB +9(11), CMD 22(24) | F +11(13), R +8(10), W +9(11) +1 against evil | Init +3 | Perc +12(14) | Speed 20ft (30) | Active conditions: Defending Bone 25/30 Delay Poison Planar Adaption 3xTimes Heroism Bark skin FoM Bull's Strength Circle againtst Evil Divine Favor Haste Shield of Wings |Fervor: 1/5 | Sacred Weapon:4/6 | Ki pool:2/4

I double checked my chronicle and it has 8 PP on it. I will spend PP on Planetary adaption. I prefer cold resistance.


Just as a reminder of what planetary adaptation does, it provides the same benefits as planar adaptation but for a single world rather than a plane. Planar adaptation grants you immunity to the harmful environmental effects of a particular plane of existence, including such hazards as toxicity, extreme temperatures, and lack of air. Additionally, you gain energy resistance 20 to a single energy type prevalent on that plane. For this casting you will need to chose between gaining either fire or cold resistance 20 for the duration of the spell.

I also need to make one slight correction to my earlier post, you didn't get given a wand of cure moderate wounds, I forgot that was only for the lower tier tables!

The Exchange

”Aoi” Female LN Samsaran Witch 7 | HP 51/51 | AC 20 T 12 FF 18 Mage Armor | CMB +3, CMD 13 | F +12, R +12, W +14 | Init +2 | Perc +15 | Speed 30+10 ft | Active conditions: PlanAdapt,DelayPoison,3xTimes,Heroism,BoF | Invoke Patron 5/7 | Sputnik HP 25/25 AC22

Aoi nods in gratitude to the Wayang for both the casting of Lucky Number and the additional geography information.

She looks at the supplies that are given to us, "You see? That is how people trick you into buying things. First they show you the 'free' stuff that's vastly inferior (2 Air Crystal that only last 1 mins each for potentially hours of adventuring in the Dark Tapestry and Endure Elements that only enough for 1 person), THEN give you the vastly superior option a.k.a Planetary Adaptation for 11 hours of energy resistance and other benefits, so that it looks like you're getting a good deal on it. In reality, a casting of Mass Planetary Adaptation" is 660gp that average out to be 110gp each for a team of 6. That's a 36.6% price increase if you think 1 PP is worth 150gp and 340.9% price increase if you think 1 PP is worth 375gp." she says as she transfer 1PP to a Pathfinder spellcasters, "But I am not going to say no to hours-long cold resistance."

Silver Crusade

CG male Wayang Macabre Puppeteer 8
Spoiler:
|AC 21*, T 14*, FF 18|HP: 43/45|F +2, R +9*, W +4 (+2 vs shadow, +4 vs fear/drain/death/Necromancy)|Init +2, Perc +4|CMB +7* CMD 18|12/23 Performance, 3/3 Shadow Speaker, 3/3 Phantasm, 1/1 comic relief, #7
Grunjar wrote:


"It would be strange if I didn't have such a wand, wouldn't it? Desna is the master of the Luck domain after all." He winks.

I already gave myself one (with a WAY better result), but I'll accept your charge!

Liberty's Edge

Female LG Gnome Rolling Pin-wielding Level 7 GOON! | HP 18/58 | AC 19 (T16, FF17) | CMD 16 | F:+11, R:+12, W:+5 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 | Speed 30ft Shirt: 1/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 1/1, Stun Fist 1/1, Bomb 3/4, Mutagen 0/1, Trick 3/3, Ki 3/3| Gn Mag (No DL); Extract: True Strike, Comp Lang| Mes Spell: 2/2 |Active: Ref Fear, Planet Adapt, ER(Fire)20, +10', Insp Cour +2

"Wow, Aoi, you're really good at math and stuff! I usually just wander around and see what happens . . ."

Grand Lodge

Female Human Bard 7/UC Rogue (Szarni Swinder) 2 [HP: 52/53; AC 25| T 14| FF 18 ; CMD 21; Fort +3 Ref +12+2 Will +6; Init: +3; Perception: +10; bardic perf: 12/20; Lore Master: 1/1; Spells: 3rd 1/2; 2nd: 0/4; 1st: 5/5] | Active effects: Triple Time +10 feet Speed (40 ft), Planetary Adaption, Darkvision 60 ft,, Invisibility, Eagle's Splendor (+4 Cha)

A handsome young dark-haired man in expensive looking garb approaches the Pathfinders and says, "If I might have your attention, you are about to be joined by a Pathfinder and entertainer, owner of The Muse concert hall in Oppara and the Stars Stage theater in Absalom, where she has played to packed houses on her violin, guitar, and drums. She is a storyteller extraordinaire, many based on adventures she has had around the Inner Sea and several continents. She will be your companion for this adventure."

He turns and nods and then continues, "I present Shasta Lux."

A human woman with Varisian and Xian features strolls up and waves at everyone. She nods to the young man and he recedes.

"Sorry I'm late. Storms delayed my passage from Oppara. Came as soon as I could. What have I missed?"

She has thick black hair held out of her face with a colorful scarf. Her eyes are dark brown. She has a tattoo in the middle of her forehead, a geometrical shape with interlocking triangles enclosed in stylized lotus petals. She is slender, pretty, and graceful, with a disarming smile. She wears light armor; for weapons she carries a longsword, dagger, whip, and shortbow. A violin scroll and bow tip peak out of a section of her backpack.

Will spend a PP for the Planetary adptation, with cold resistance.

Diplomacy (gather information) DC 12
Diplomacy: 1d20 + 17 ⇒ (10) + 17 = 27

Knowledge (arcana) or Knowledge (history) DC 10
Knowledge (History): 1d20 + 9 ⇒ (17) + 9 = 26

Knowledge (geography) or Profession (astronomer) DC 10
Knowledge (Geography): 1d20 + 9 ⇒ (4) + 9 = 13

Shasta is up to speed on the activities relating to the new comet seen in the sky and is familiar with the history of the tower.

Liberty's Edge

Female LG Gnome Rolling Pin-wielding Level 7 GOON! | HP 18/58 | AC 19 (T16, FF17) | CMD 16 | F:+11, R:+12, W:+5 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 | Speed 30ft Shirt: 1/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 1/1, Stun Fist 1/1, Bomb 3/4, Mutagen 0/1, Trick 3/3, Ki 3/3| Gn Mag (No DL); Extract: True Strike, Comp Lang| Mes Spell: 2/2 |Active: Ref Fear, Planet Adapt, ER(Fire)20, +10', Insp Cour +2

Jilla squeals: "Wow, Shasta Lux, in person and everything! Today just might be the best day ever!"

Grand Lodge

Female Human Bard 7/UC Rogue (Szarni Swinder) 2 [HP: 52/53; AC 25| T 14| FF 18 ; CMD 21; Fort +3 Ref +12+2 Will +6; Init: +3; Perception: +10; bardic perf: 12/20; Lore Master: 1/1; Spells: 3rd 1/2; 2nd: 0/4; 1st: 5/5] | Active effects: Triple Time +10 feet Speed (40 ft), Planetary Adaption, Darkvision 60 ft,, Invisibility, Eagle's Splendor (+4 Cha)

"It's always a pleasure to meet a fan," Shasta says sincerely.

She pulls out her violin and rips off some reels while waiting for the briefing.

Perform (Strings, MWK instrument): 1d20 + 17 + 2 ⇒ (17) + 17 + 2 = 36

Liberty's Edge

Female LG Gnome Rolling Pin-wielding Level 7 GOON! | HP 18/58 | AC 19 (T16, FF17) | CMD 16 | F:+11, R:+12, W:+5 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 | Speed 30ft Shirt: 1/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 1/1, Stun Fist 1/1, Bomb 3/4, Mutagen 0/1, Trick 3/3, Ki 3/3| Gn Mag (No DL); Extract: True Strike, Comp Lang| Mes Spell: 2/2 |Active: Ref Fear, Planet Adapt, ER(Fire)20, +10', Insp Cour +2

Jilla dances an impromptu jig to the music--what she lacks in talent, she makes up for in enthusiasm!

Perform (dance): 1d20 + 2 ⇒ (16) + 2 = 18

The Exchange

”Aoi” Female LN Samsaran Witch 7 | HP 51/51 | AC 20 T 12 FF 18 Mage Armor | CMB +3, CMD 13 | F +12, R +12, W +14 | Init +2 | Perc +15 | Speed 30+10 ft | Active conditions: PlanAdapt,DelayPoison,3xTimes,Heroism,BoF | Invoke Patron 5/7 | Sputnik HP 25/25 AC22

Aoi can be seem arguing angrily with a Pathfinder spellcaster, who shrugs and shakes his head, before she returning back to the group. "What do you mean the void is too cold for cold resistance!" she speaks to herself, clearly not satisfy with the quality of the spellcasting serivce she got.
I looked everywhere, and somehow Extreme Cold environment does deal untype damage, which is different than let's say the fire immunity you need to live on the Sun.

She takes over the scrolls from Tippa and put it in her Handy Havorsack. "I can handle those spells for you."

Grand Lodge

Female Human Bard 7/UC Rogue (Szarni Swinder) 2 [HP: 52/53; AC 25| T 14| FF 18 ; CMD 21; Fort +3 Ref +12+2 Will +6; Init: +3; Perception: +10; bardic perf: 12/20; Lore Master: 1/1; Spells: 3rd 1/2; 2nd: 0/4; 1st: 5/5] | Active effects: Triple Time +10 feet Speed (40 ft), Planetary Adaption, Darkvision 60 ft,, Invisibility, Eagle's Splendor (+4 Cha)

[Starfinder quote=Core Rulebook, p.394]Because a vacuum has no effective temperature, the void of outer space presents no dangers from cold temperatures. A creature retains its body heat for several hours in a vacuum.

The Distant Worlds source book has a section on vacuum that doesn't mention cold as a threat in vacuum.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Sorrina Westyr, the Pathfinder Society’s returning Master of Spells, hurriedly concludes conversations before stepping onto the platform in front of a giant metal ring the Society has constructed. The starlight glimmers in her crystalline white hair, though her obsidian oread features are visible only in flashes from the nearby glowing wards.

“I thank you all for traveling here on such short notice, Pathfinders. A unique opportunity has come to us from the stars. The asteroid Aucturn’s Tear quietly travels our solar system once every fifty-six years. For the first time it now flares with brilliance. We have learned this phenomenon is the work of an entity trapped on Aucturn’s Tear and, whatever this being is, it is calling out for help. We do not know its intentions, yet it is in our interest to learn more. If it is benevolent, it may prove a powerful ally and friend to the Society if we can free it. If it is malevolent, then we will do what we can to ensure it stays sealed away where it can do no harm.

“As it approaches planets, the entity has opened gateways in magic-dense regions, as if calling out to powerful champions that might come to its aid. Based on our calculations, the first of these gateways on Golarion should appear in a matter of minutes, and we have gathered in this magically infused site to draw the portal here and stabilize it, allowing us to travel to the asteroid ourselves. Our observations show billowing clouds pouring out from three locations on Aucturn’s Tear. These both create a livable environment we can navigate as well as provide three entrances to the asteroid’s interior so that we can find the source of these events. The first entrance is at the base of an enormous crater, where there are monumental fortifications—likely making that the most difficult approach. The second plume is coming from the remnants of a frozen fortress, which could contain incredible secrets in its own right. The third plume is coming from the sunward side of the comet and is issuing from a number of lava tubes. Our observers also spotted the wreck of a metal craft near there.

“This will be an unusual environment, so prepare for unusual conditions: extreme temperatures, low-gravity, and airless pockets are likely. Everyone should have received a package of supplies to assist in managing these hazards. While the gateway should remain stable, a contingent of conjurers is staying here to monitor it, and additional teams are on standby to provide escape routes to extradimensional shelters in case of complications. Perhaps most importantly, we’ve ringed this area with defenses to prevent any outside interference with this expedition, and the bronze dragon Ahelvetinn has agreed to keep watch in case any evil attempts to escape through the gateway into Golarion.”

The Spire of Nex begins to hum, the vibrations creating a stomach-churning resonance as a pinpoint of light appears in the center of the portal ring and begins to grow. Sorrina Westyr shouts to be heard over the deafening noise, “It’s beginning! Be ready to move through and split into teams to investigate each of the three possible approaches. Once we’re inside we can regroup and compare notes.”

The metal of the portal ring incandesces, and a blast of freezing air pours out as the gateway opens. The place beyond is a field of jagged grey stone, and once several dozen Pathfinders step through, the earth itself springs to life in the form of countless elemental creatures that swarm toward the gate. From further in, a terrible draconic roar accompanies the appearance of a flight of crystalline dragons sweeping out from the lip of a crater.

“Secure the gate! Do not let any of them through!” Westyr shouts as she sends a lance of swirling black and white energy into one of the wyrms, sending it careening end over end as the forces meet.

Table GMs, begin Part 2!


As the elemental defenders surge forward, senior Pathfinders begin ushering groups of agents through the newly opened gateway with instructions to secure a bridgehead on the other side.

The party join this stream of Pathfinders and upon reaching the gate and stepping through they find themselves stood upon a wide stone ridge which looms above a massive crater. The air is cold but not uncomfortably so and more importantly it is also breathable! Looking around the landscape is crisscrossed with broad rocky stratigraphic stripes and swarming with elemental creatures. As instructed the party advance towards the nearest group of creatures, who have taken up a position in the remains of a ruined building...

You would have had a small amount of time to do some basic preparation during Sorrina's speech and while you were getting ready to head through the portal, so feel free to outline any preparations and I should be able to get the initial combat kicked off in about 12 hours time. I've also revealed the first map (on page 6 of the slides), if you could add your tokens to it somewhere in the teal box that would be great.

The temperature in this area is not uncomfortable and the light levels are normal. One thing which definitely does not seem normal is the gravity which is somewhat weaker than on Golarion. While you are on the asteroid (unless told otherwise) this will have the following effects: PCs can jump five times as high and lift five times as much as normal, and projectiles have their range categories quintupled. Reduce the die size of damage dealt by falling to 1d4.

Silver Crusade

CG male Wayang Macabre Puppeteer 8
Spoiler:
|AC 21*, T 14*, FF 18|HP: 43/45|F +2, R +9*, W +4 (+2 vs shadow, +4 vs fear/drain/death/Necromancy)|Init +2, Perc +4|CMB +7* CMD 18|12/23 Performance, 3/3 Shadow Speaker, 3/3 Phantasm, 1/1 comic relief, #7

Acrobatics: 1d20 + 9 ⇒ (6) + 9 = 15

"WHHHEEEEEEEEEEEEEEEEEEEEEEEE...!!!"

Liberty's Edge

Female LG Gnome Rolling Pin-wielding Level 7 GOON! | HP 18/58 | AC 19 (T16, FF17) | CMD 16 | F:+11, R:+12, W:+5 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 | Speed 30ft Shirt: 1/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 1/1, Stun Fist 1/1, Bomb 3/4, Mutagen 0/1, Trick 3/3, Ki 3/3| Gn Mag (No DL); Extract: True Strike, Comp Lang| Mes Spell: 2/2 |Active: Ref Fear, Planet Adapt, ER(Fire)20, +10', Insp Cour +2

"Looks like these nasties need a good talkin' to!" says Jilla with a grin.

I've got my Reflect Fear trick implanted.

The Exchange

”Aoi” Female LN Samsaran Witch 7 | HP 51/51 | AC 20 T 12 FF 18 Mage Armor | CMB +3, CMD 13 | F +12, R +12, W +14 | Init +2 | Perc +15 | Speed 30+10 ft | Active conditions: PlanAdapt,DelayPoison,3xTimes,Heroism,BoF | Invoke Patron 5/7 | Sputnik HP 25/25 AC22

Mage Armor and Delay Poison up, familiar holds wand of Ill Omen. Put up Heighten Awareness
"Looks like violence is inevitable." she looks like the chaotic battlefield.


I'll kick of the combat now. If you've not placed your token yet feel free to place it anywhere in the box. Additionally if anyone still has stuff they wanted to do before the start of combat, I'm good with you covering that off until we reach the next enemy initiative.

GM Rolls:
Initiative:
Init(Jilla): 1d20 + 1 ⇒ (14) + 1 = 15
Init(Tippa): 1d20 + 3 ⇒ (5) + 3 = 8
Init(Shasta): 1d20 + 3 ⇒ (16) + 3 = 19
Init(Grunjar): 1d20 + 6 ⇒ (16) + 6 = 22
Init(Xasay): 1d20 + 2 ⇒ (13) + 2 = 15
Init(Aoi): 1d20 + 2 + 4 ⇒ (5) + 2 + 4 = 11
Init(orange): 1d20 - 1 ⇒ (1) - 1 = 0
Init(yellow): 1d20 + 8 ⇒ (15) + 8 = 23
Init(white): 1d20 + 8 ⇒ (5) + 8 = 13

As they approach the party spot 3 opponents, two smaller flying creatures and a much larger creature that appears to be made of solid earth.
(Knowledge checks to identify the creatures would be knowledge (nature) for the flying creatures and knowledge (planes) for the other one)

One of the flying creatures moves towards the part and appears to be getting ready to attack.

Initiative wrote:

-- ROUND 1 --

Creature (yellow)
Grunjar
Shasta
Xasay
Jilla
Creature (white)
Aoi
Tippa
Creature (orange)

(Bold may act)

Silver Crusade

”Tippa” Female LG Warpriest 6/Student Of Perfection 1 | HP 67/67 | AC 27(29) T 13 FF 21(27), -2 shield ac when two-handed +2 against Evil | CMB +9(11), CMD 22(24) | F +11(13), R +8(10), W +9(11) +1 against evil | Init +3 | Perc +12(14) | Speed 20ft (30) | Active conditions: Defending Bone 25/30 Delay Poison Planar Adaption 3xTimes Heroism Bark skin FoM Bull's Strength Circle againtst Evil Divine Favor Haste Shield of Wings |Fervor: 1/5 | Sacred Weapon:4/6 | Ki pool:2/4

"I'm ready to engage"
Tippa casts Denfending bone and uses Scroll of Delay Poison before entering the portal.

Silver Crusade

”Tippa” Female LG Warpriest 6/Student Of Perfection 1 | HP 67/67 | AC 27(29) T 13 FF 21(27), -2 shield ac when two-handed +2 against Evil | CMB +9(11), CMD 22(24) | F +11(13), R +8(10), W +9(11) +1 against evil | Init +3 | Perc +12(14) | Speed 20ft (30) | Active conditions: Defending Bone 25/30 Delay Poison Planar Adaption 3xTimes Heroism Bark skin FoM Bull's Strength Circle againtst Evil Divine Favor Haste Shield of Wings |Fervor: 1/5 | Sacred Weapon:4/6 | Ki pool:2/4

Stepping out the portal, everything feels different."Oh, this is new to me"
Knowledge (Planes): 1d20 + 6 ⇒ (6) + 6 = 12
When noticed enemies approaching, Tippa:"These natives are really welcome"

Grand Lodge

Female Human Bard 7/UC Rogue (Szarni Swinder) 2 [HP: 52/53; AC 25| T 14| FF 18 ; CMD 21; Fort +3 Ref +12+2 Will +6; Init: +3; Perception: +10; bardic perf: 12/20; Lore Master: 1/1; Spells: 3rd 1/2; 2nd: 0/4; 1st: 5/5] | Active effects: Triple Time +10 feet Speed (40 ft), Planetary Adaption, Darkvision 60 ft,, Invisibility, Eagle's Splendor (+4 Cha)

Shasta purchases the following scrolls if she can: Scroll of Tongues,
Scroll of Locate Portal, Scroll of Allegro, 2 scrolls of Detect Radiation, 2 scrolls of Air Bubble (SL 1 CL 7)

A minute before the portal opens, Shasta gathers the team around, pulls out her tambourine, and begins playing a lively rhythm as she also stamps her feet in time and sings out a pretty melody. This bright and spritely tune mimics the sound of human feet, slowly building to a steady, ground-eating pace.

This is the Bardic masterpiece called Triple Time. It takes 1 minute to perform and it increases the affected target’s base land speed by 10 feet for 1 hour. Shasta and all others in the team are affected.

She casts a light spell on her belt buckle, just in case it is needed.

"OK! Here we go," Shasta sings out. "Let's see what we're up against."

Knowledge (Nature): 1d20 + 9 ⇒ (3) + 9 = 12
Knowledge (Planes): 1d20 + 9 ⇒ (7) + 9 = 16


Shasta Lux wrote:
Shasta purchases the following scrolls if she can: Scroll of Tongues, Scroll of Locate Portal, Scroll of Allegro, 2 scrolls of Detect Radiation, 2 scrolls of Air Bubble (SL 1 CL 7)

The vendors who have set up shop in the area would be able to provide all of those to Shasta.

Tippa and Shasta are both not sure what these creatures are, although they are sure that the creatures do not look very happy at the sudden arrival of a large number of Pathfinders!

Initiative wrote:

-- ROUND 1 --

Creature (yellow)
Grunjar
Shasta
Xasay
Jilla
Creature (white)
Aoi
Tippa
Creature (orange)

(Bold may act)

The Exchange

”Aoi” Female LN Samsaran Witch 7 | HP 51/51 | AC 20 T 12 FF 18 Mage Armor | CMB +3, CMD 13 | F +12, R +12, W +14 | Init +2 | Perc +15 | Speed 30+10 ft | Active conditions: PlanAdapt,DelayPoison,3xTimes,Heroism,BoF | Invoke Patron 5/7 | Sputnik HP 25/25 AC22

Kn Nature: 1d20 + 13 ⇒ (7) + 13 = 20
Kn Plane: 1d20 + 13 ⇒ (15) + 13 = 28
Aoi carefully analyzing the opponents...


Aoi recognises both creatures.

flying creatures:
These are Advanced Gargoyles (CE monstrous humanoids with the earth subtype). They have DR 10/magic and darkvision 60ft.
huge creature:
This is a Huge Earth Elemental (N outsider with the earth, elemental and extraplanar subtypes). It has DR 5/-, elemental trait immunities, and can earth glide.

The Exchange

”Aoi” Female LN Samsaran Witch 7 | HP 51/51 | AC 20 T 12 FF 18 Mage Armor | CMB +3, CMD 13 | F +12, R +12, W +14 | Init +2 | Perc +15 | Speed 30+10 ft | Active conditions: PlanAdapt,DelayPoison,3xTimes,Heroism,BoF | Invoke Patron 5/7 | Sputnik HP 25/25 AC22

"Gargoyles and Earth Elemental? What an earthy welcome. Watch out for the elemental's earth gliding."

Liberty's Edge

Female LG Gnome Rolling Pin-wielding Level 7 GOON! | HP 18/58 | AC 19 (T16, FF17) | CMD 16 | F:+11, R:+12, W:+5 (+4 vs sleep, +2 vs fear & illusion, +1 vs enchant) | Init: +1 | Perc: +8 (+10 listen), SM: +6 | Speed 30ft Shirt: 1/1, Pin: 1/1|Martial Flex 4/4, Eternal Hope 1/1, Stun Fist 1/1, Bomb 3/4, Mutagen 0/1, Trick 3/3, Ki 3/3| Gn Mag (No DL); Extract: True Strike, Comp Lang| Mes Spell: 2/2 |Active: Ref Fear, Planet Adapt, ER(Fire)20, +10', Insp Cour +2

"I'll take the big guy!" shouts Jilla, huffing and puffing as she heads in the large earth elemental's direction.

Double move.

Grand Lodge

Female Human Bard 7/UC Rogue (Szarni Swinder) 2 [HP: 52/53; AC 25| T 14| FF 18 ; CMD 21; Fort +3 Ref +12+2 Will +6; Init: +3; Perception: +10; bardic perf: 12/20; Lore Master: 1/1; Spells: 3rd 1/2; 2nd: 0/4; 1st: 5/5] | Active effects: Triple Time +10 feet Speed (40 ft), Planetary Adaption, Darkvision 60 ft,, Invisibility, Eagle's Splendor (+4 Cha)

Shasta starts telling insulting jokes about the enemy, which inspires her and her allies to more effective fighting.

"How does a gargoyle like its drinks? On the rocks, of course!"

Shadump boom! She adds her own rimshot with her tambourine.

+2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls.

Then she runs toward the big guy, drawing her whip as she moves.

Remember you've all got 10 extra feet of movement.

Note: Shasta has whip mastery, so she gets AOO with a threat range of 15 feet.

Silver Crusade

CG male Wayang Macabre Puppeteer 8
Spoiler:
|AC 21*, T 14*, FF 18|HP: 43/45|F +2, R +9*, W +4 (+2 vs shadow, +4 vs fear/drain/death/Necromancy)|Init +2, Perc +4|CMB +7* CMD 18|12/23 Performance, 3/3 Shadow Speaker, 3/3 Phantasm, 1/1 comic relief, #7

This was then...:

Xasay grants everyone an appropriate ward for their impending giant leap into The Unknown.

...That is now:

Bardic Knowledge (Planes) VS big thing: 1d20 + 11 ⇒ (5) + 11 = 16
Bardic Knowledge (Planes) VS small things: 1d20 + 11 ⇒ (4) + 11 = 15
That appears to be an earth elemental, but in a place like this, WHO KNOWS..??

Xasay expertly shuffles through his strange metal 'bouquet' until he finds a piece tipped with a delicate, almost abstract design, which he angles against the ambient starlight...

...and suddenly there emerge 1d3 ⇒ 2 eerie, barely visible distortions in the air - of the air.

No sooner do they coalesce than they zip toward one of the gargoyles and begin aggressively buffeting it from either side!

As always, a DC 21 Will save will reduce them to 20% reality (in this case, I'm not sure whether or not each demands its own save). Subtract 2 from the following rolls if the Courage bonus wouldn't apply:
'Lefty' Slam, flank, Courage VS Yellow Peril: 1d20 + 10 ⇒ (15) + 10 = 25
damage: 1d4 + 3 ⇒ (4) + 3 = 7

'Righty' Slam, flank, Courage VS Yellow Peril: 1d20 + 10 ⇒ (17) + 10 = 27
damage: 1d4 + 3 ⇒ (1) + 3 = 4

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 8 | HP 39/59 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +4, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9

Preparation phase:

Grunjar spends 1 PP to get planetary adaptation (fire resistance 20).
Only if it makes sense: He also taps himself and everyone in the party who wants it with his wand of endure elements.

A minute before the portal opens he grabs his wand of bless to be ready to cast.
-----------------
Now:

Aid Knowledge: Nature t: 1d20 + 1 ⇒ (14) + 1 = 15
Aid Knowledge: Planes t: 1d20 + 4 ⇒ (3) + 4 = 7

Grunjar moves up a bit and casts bless with his wand.
+1 morale bonus on attack rolls and on saving throws against fear effects


As the party move to engage with their foes neither Xasay or Grunjar are sure about the 'Earth Elemental' but Aoi seems fairly confident she know that's what it is. The are however both sure that the flying things are Gargoyles (specifically Advanced Gargoyles). Xasay is aware that gargoyles are most vulnerable to effects that target their fortitude and will power. While Grunjar knows that they do not have any specific immunities to anything.

Xasay's summoned creatures move to surround the gargoyle which had originally advanced on the party. As the first of the elementals come into range the gargoyle lashes out with a claw (readied action)...

gargoyle (yellow) claw - air mastery vs shadow air elemental: 1d20 + 9 - 1 ⇒ (20) + 9 - 1 = 28
crit confirm?: 1d20 + 9 - 1 ⇒ (5) + 9 - 1 = 13 (I think that will still confirm as shadow summons have only have one filth of normal AC)
piercing/slashing damage: 2d6 + 8 ⇒ (3, 2) + 8 = 13

...destroying the elemental before it is able to attack. The gargoyle is however unable to do anything about the other elemental who successfully lands its strike on the flying monster (I'll use the first set of rolls for that attack as there is now only one elemental attacking)...

gargoyle (yellow) save vs shadow magic: 1d20 + 6 ⇒ (13) + 6 = 19

The gargoyle does not appear to realise the quasi-real nature of it's assailant. Despite this the gargoyle seems somehow resistant to the damage and comes away from the attack unscathed.

Elsewhere on the battlefield the second gargoyle gazes at the group of pathfinders towards the back of the party, deciding which one to attack...

gargoyle decision process 1. Aoi, 2. Tippa, 3. Xasay: 1d3 ⇒ 2

...and decides to charge at Tippa...

gargoyle (white) claw + charge vs Tippa: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15

...however it's attack is wildly off target.

Initiative wrote:

-- ROUND 1 --

Creature (yellow)
Grunjar
Shasta
Xasay
Jilla
Creature (white)
Aoi
Tippa
Creature (orange)

(Bold may act)

Shasta Lux wrote:
Note: Shasta has whip mastery, so she gets AOO with a threat range of 15 feet.

Is that just the standard whip mastery or the improved version? As I believe you need improved whip mastery to be able to threaten with a whip.

Grunjar wrote:

Grunjar spends 1 PP to get planetary adaptation (fire resistance 20).

Only if it makes sense: He also taps himself and everyone in the party who wants it with his wand of endure elements

On planetary adaptation note that it's effects are slightly different for this location (see here). For endure elements, its worth remembering that everyone got a potion of endure elements for free prior to the briefing which might save on wand charges.

The Exchange

”Aoi” Female LN Samsaran Witch 7 | HP 51/51 | AC 20 T 12 FF 18 Mage Armor | CMB +3, CMD 13 | F +12, R +12, W +14 | Init +2 | Perc +15 | Speed 30+10 ft | Active conditions: PlanAdapt,DelayPoison,3xTimes,Heroism,BoF | Invoke Patron 5/7 | Sputnik HP 25/25 AC22

Familiar UMD: 1d20 + 14 ⇒ (8) + 14 = 22
Familiar activate the wand of Ill Omen on the white gargoyle.

Aoi's medal shines as her mind filled with righteous clarity, and she cast a hex on the monstrous humanoid. "Good night."
Swift action activate Righteous Medal of Clarity, standard action Hex, will move if Hex works.

DC 21 Will save roll twice take worst for white gargoyle, Slumber hex


Is the Righteous Medal of Clarity PFS legal (or obtained via a boon)? It's not showing as PFS legal in AoN and doesn't seem to be listed as one of the legal items from Sword of Valor in Additional Resources.

gargoyle (white) will vs slumber: 1d20 + 6 ⇒ (10) + 6 = 16
gargoyle (white) will vs slumber: 1d20 + 6 ⇒ (9) + 6 = 15

The gargoyle attacking Tippa is overcome with weariness and falls asleep, crashing to the ground prone.

Initiative wrote:

-- ROUND 1 --

Gargoyle (yellow)
Grunjar
Shasta
Xasay
Jilla
Gargoyle (white) (sleeping, prone)
Aoi
Tippa
Earth Elemental(orange)

(Bold may act)


Ah, the Medal was from a chronicle sheet that would explain it.

Silver Crusade

CG male Wayang Macabre Puppeteer 8
Spoiler:
|AC 21*, T 14*, FF 18|HP: 43/45|F +2, R +9*, W +4 (+2 vs shadow, +4 vs fear/drain/death/Necromancy)|Init +2, Perc +4|CMB +7* CMD 18|12/23 Performance, 3/3 Shadow Speaker, 3/3 Phantasm, 1/1 comic relief, #7
GM Mike...R wrote:

[dice=gargoyle (yellow) claw - air mastery vs shadow air elemental]1d20+9-1

[dice=crit confirm?]1d20+9-1 (I think that will still confirm as shadow summons have only have one filth of normal AC)

Wait. This would only be true AFTER the save to disbelieve was made. Also, my puppets and their armor are quite clean, thank you very much!

Silver Crusade

”Tippa” Female LG Warpriest 6/Student Of Perfection 1 | HP 67/67 | AC 27(29) T 13 FF 21(27), -2 shield ac when two-handed +2 against Evil | CMB +9(11), CMD 22(24) | F +11(13), R +8(10), W +9(11) +1 against evil | Init +3 | Perc +12(14) | Speed 20ft (30) | Active conditions: Defending Bone 25/30 Delay Poison Planar Adaption 3xTimes Heroism Bark skin FoM Bull's Strength Circle againtst Evil Divine Favor Haste Shield of Wings |Fervor: 1/5 | Sacred Weapon:4/6 | Ki pool:2/4

"It's a good chance" Tippa tries to CDG that gargoyle with her bastard sword (two handed with Power Attack).
CDG damage: 2d10 + 24 + 4 ⇒ (9, 7) + 24 + 4 = 44

Silver Crusade

”Tippa” Female LG Warpriest 6/Student Of Perfection 1 | HP 67/67 | AC 27(29) T 13 FF 21(27), -2 shield ac when two-handed +2 against Evil | CMB +9(11), CMD 22(24) | F +11(13), R +8(10), W +9(11) +1 against evil | Init +3 | Perc +12(14) | Speed 20ft (30) | Active conditions: Defending Bone 25/30 Delay Poison Planar Adaption 3xTimes Heroism Bark skin FoM Bull's Strength Circle againtst Evil Divine Favor Haste Shield of Wings |Fervor: 1/5 | Sacred Weapon:4/6 | Ki pool:2/4

If kill is confirmed, Tippa will take 5 foot step to the right and swift action gets the Wand of Divine Favor from the wrist sheath.


Tippa finishes off the sleeping gargoyle (the damage didn't kill it, but sadly for the gargoyle it can't make the fort save needed to survive that amount of damage!).

Meanwhile the earth elemental takes a step towards Jilla and lashes out at both her and Shasta...

earth elemental slam + earth mastery + PA vs Jilla: 1d20 + 17 + 1 - 3 ⇒ (12) + 17 + 1 - 3 = 27
bludgeoning damage + earth mastery + PA: 2d8 + 9 + 1 + 6 ⇒ (2, 6) + 9 + 1 + 6 = 24

earth elemental slam + earth mastery + PA vs Shasta: 1d20 + 17 + 1 - 3 ⇒ (9) + 17 + 1 - 3 = 24
bludgeoning damage + earth mastery + PA: 2d8 + 9 + 1 + 6 ⇒ (3, 6) + 9 + 1 + 6 = 25

...hitting both with heavy blows.

The remaining gargoyle claws at it's shadowy assailant...

gargoyle (yellow) claw vs shadow air elemental: 1d20 + 9 ⇒ (20) + 9 = 29
piercing/slashing damage: 1d6 + 4 ⇒ (4) + 4 = 8

...Landing the blow and causing the elemental to dissipate (This gargoyle keeps getting crit threats, although I realised I'd forgotten it was hitting an elemental last time and elementals are immune to crits!). The gargoyle then flies up and away to get a better view of the battlefield.

Initiative wrote:

-- ROUND 2 --

Gargoyle (yellow)
Grunjar
Shasta -25
Xasay
Jilla -24
Aoi
Tippa
Earth Elemental (orange)

(Bold may act)

Xasay Xyu wrote:
Wait. This would only be true AFTER the save to disbelieve was made. Also, my puppets and their armor are quite clean, thank you very much!

Frustratingly the wording in that particular bit of the Shadow Conjuration spell is not the clearest, as due to what seems to be some misplaced punctuation it's not clear if the statement about the armour class is linked specifically to what happens if the spell is disbelieved or more general. That said, given that the spell specifically calls out that 'A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it's recognized as shadowy).' and the statement about AC doesn't include that, I'm inclined to go with the interpretation that AC is only reduced if the illusion is disbelieved now I've re-read it. Having said that, as creatures summoned with Shadow Conjuration always only have a fifth of their normal HP, I think the elemental would still be vanquished even without the critical confirming (plus I also realised elementals can't be critted anyway).

As for my scurrilous accusation relating to the cleanliness of the shadow creatures, I blame that on my poor typing and the spellchecker, both of the elementals look perfectly clean to me.

Silver Crusade

#08-00 The Cosmic Captive Male CG Dwarf Cleric 8 | HP 39/59 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +4, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 9

"Ouch, that must have hurt!"

Sense Motive: 1d20 + 12 ⇒ (20) + 12 = 32

Why is this elemental(?) attacking us? The gargoyles, they are evil, sure. Hm...

Grunjar moves a bit over - to a position where he is certain that both Jilla and Shasta remain in the area of his channel, but the enemies are not.

"Десна, ты мне нужен!"

Dwarven:
"Desna, I need you!"

A silver flash of light emits from Grunjar's holy symbol, washing over everyone in a radius of 30 feet.

Channel Energy to heal: 4d6 ⇒ (4, 4, 2, 3) = 13

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