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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As it's been over 24 hours I'll bot Grunjar and Xasay...

Knowing that it is hard to harm a veela with non-magical attacks Xasay moves forward and resummons his shadow lantern to blast the still active veela with its light rays...

caster level check vs blue (SR 18): 1d20 + 8 ⇒ (8) + 8 = 16

...but sadly it fails to get past the creatures resistance to magic.

Grunjar also advances and commands the same veela to approach (casts command), so that it is not tempted to try and wake its ally...

caster level check vs blue (SR 18): 1d20 + 8 ⇒ (4) + 8 = 12

...but this is once again thwarted by the creatures magical resistance.


The entangled veela moves around behind the rock (which provides it with total cover) and then wakes up its ally. The formaly sleeping veela stands up, takes a step and then subjects the party to a icey blast, which catches everyone except Xasay and his lantern...

cold damage (reflex DC 20 for half): 9d6 ⇒ (2, 5, 4, 6, 5, 2, 1, 6, 6) = 37

Initiative wrote:

-- ROUND 3 --

Grunjar (37 damage, DC 20 reflex for half)
Veela (Blue) (entangled)
Veela (Cyan)
-- ROUND 2 --
Jilla (37 damage, DC 20 reflex for half)
Shasta (37 damage, DC 20 reflex for half)
Xasay
Aoi (37 damage, DC 20 reflex for half)
Tippa (37 damage, DC 20 reflex for half)

(Bold may act)

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

Reflex: 1d20 + 4 ⇒ (5) + 4 = 9 (DC 20)

"Ouch! That's c-c-cold..."

Grunjar positions himself so that everyone that was hit by the cold and also the injured Veela will be affected by his channel, but the bad guys are not.

"Десна, ты мне снова нужна!"

Dwarven:
"Desna, I need you again!"

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 ⇒ (5, 5, 5, 2) = 17

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

Reflex: 1d20 + 10 ⇒ (17) + 10 = 27 Knowing that the veela have dangerous damaing spell, Aoi dodge out of the way. Thanks for the heal.
"Spell resistance statistically cut your success rate by half and is wasting our time if you're using something that can't ignore it. Try something like THIS!" Aoi throws a Glitterdust that capture both enemies, then move around the rock. She will says in Celestial so the casters can understand it "Blind them so they can't dance or target us!"
DC 19 Will for Glitterdust

Meanwhiles Sputnik will takes out the generic healing wand from the handy haversack and ready to heal Aoi should another cone of cold comes.
Sputnik Improved Evasion: 1d20 + 5 ⇒ (8) + 5 = 13UMD: 1d20 + 14 ⇒ (8) + 14 = 22CLW: 1d8 + 1 ⇒ (7) + 1 = 8

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 gets caught by the freezing cold of the icy blast and the warmth of Grunjar's channeled energy almost simultaneously. She's almost knocked to the ground, but keeps her footing.

She shakes her fist at the veelas. "That was a jerk move! I'm gonna show you a little trick I picked up in the First World!" She concentrates for a moment and then one of the strange conifers uproots itself and launches it towards them!

Reflex save vs cold blast: 1d20 + 12 ⇒ (5) + 12 = 17

Using a kineticist wood blast vs Blue. (attack is versus normal AC, is treated as a magic weapon, no SR)

Wood Blast vs Blue: 1d20 + 5 ⇒ (14) + 5 = 19
damage (B): 1d6 + 3 ⇒ (1) + 3 = 4

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)

Reflex: 1d20 + 12 ⇒ (9) + 12 = 21

Shasta makes a graceful turn to limit the damage of the cold blast, before going on the offensive herself. 18 damage. What she didn't avoid was almost completely healed by Grunjar's healing magic. Heals 17. Net 1 damage.

As she moves, she continues her song, improvising a new inspiring verse.
"Warmth of love casts out your cold.
Sparks and glitter turns you gold.
Virtue's armor makes us brave.
Sends you to a watery grave!"

Maintains Inspire Courage +2

GM:
Shasta will employ her Szarni Swindler archetype ability Let Fate Decide to either attack blue with her whip or tumble around blue to get on the west side opposite Jilla. 1=whip,2=Tumble: 1d2 ⇒ 1

Shasta moves past Jilla and considers either attacking with her whip or tumbling past the Veela on the north side of the rock. She senses the lucky option is to attack, which she does with her enchanted whip, which crackles to life leaving sparks in its wake.

+1 Shock Whip, 1st, Let Fate Decide, IC: 1d20 + 11 + 1 + 2 ⇒ (9) + 11 + 1 + 2 = 23
+1 Shock Whip damage, lethal, electricity, IC: 1d3 + 3 + 1d6 + 2 ⇒ (2) + 3 + (3) + 2 = 10
15 foot reach, no AOO for ranged attack, no protection from AC


veela (blue) will vs glitterdust (DC 19): 1d20 + 6 ⇒ (7) + 6 = 13
veela (cyan) will vs glitterdust (DC 19): 1d20 + 6 ⇒ (6) + 6 = 12

Both veela are blinded by Aoi's glittery explosion. (Although the spot where Aoi is stood is in the ice filled water, so I'm assuming she probably went into the trees to the north which are not thick enough to block sight over a short distance, so she could still see the target from there)

The troubles of the one nearest to Jilla are then compounded when it is bombarded by bits of the tree that the gnome uprooted and then electrocuted by Shasta's whip.

Initiative wrote:

-- ROUND 3 --

Grunjar -20
Veela (Blue) (entangled, blind)
Veela (Cyan) -14 (blind)
-- ROUND 2 --
Jilla -20
Shasta -1
Xasay
Aoi -1 (Sputnik -1)
Tippa (37 damage, DC 20 reflex for half)

(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

Ah, I thought those are frozen lake that I can walk on.Adjusted Aoi's location to moving 40ft into the wood, assuming woods is difficult terrain.
I believe Aoi has line of effect to the grid intersection of Glitterdust before she move, since she was at the same "row" as the cyan veela.

Regeneration also kick in for Sputnik and should heal it to full.

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

reflex: 1d20 + 8 ⇒ (15) + 8 = 23

"Thanks for the heal! I am good right now"Fey Founding grants me extra 8 hp heal from that channel

Tippa drops her bow and moves toward the foes and draws her bastardsword. She jumps over the rock and flanks to the back of the foes.

My acrobatics +7 so it will pass the DC anyway


Shasta:
Looking at the ability it looks like it says Let Fate Decide takes a standard action to activate and then another standard action the next round to perform the selected action, unless I'm misreading the ability (which I may well be!).

Aoi Rosenthal wrote:
assuming woods is difficult terrain.

Yeah, the trees would count as difficult terrain.

I'll bot Xasay...
Xasay moves up to the rest of the group (double move) while his lantern drops down a little and sees if it has move luck targeting the second veela (cyan)...

caster level check vs cyan (SR 18):: 1d20 + 8 ⇒ (18) + 8 = 26

light ray, Courage: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 1d6 + 2 ⇒ (1) + 2 = 3
light ray, Courage: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 1d6 + 2 ⇒ (5) + 2 = 7

...which doesn't resist the illusion and gets blasted twice.

The veela behind the rock tries to work it's way north (provoking from Tippa), but runs into the warpriest and lashes out with its dagger...

blind dagger (blue) miss chance (high hits): 1d100 ⇒ 27

...however it's attack targets the air next to Tippa.

The other veela stumbles forward towards where it was attacked from and tries to attack Shasta (again provoking from Tippa)...

blind dagger (cyan) miss chance (high hits): 1d100 ⇒ 38

...but again attacks the air instead.

veela (blue) will vs glitterdust (DC 19): 1d20 + 6 ⇒ (1) + 6 = 7
veela (cyan) will vs glitterdust (DC 19): 1d20 + 6 ⇒ (11) + 6 = 17

Both veela also remain blinded by the glitterdust.

Initiative wrote:

-- ROUND 4 --

Grunjar -20
Veela (Blue) (entangled, blind)
Veela (Cyan) -24 (blind)
-- ROUND 3 --
Jilla -20
Shasta -1
Xasay
Aoi -1
Tippa

(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

Tippa's figures changes made by her enemy.

AoO #1: 1d20 + 11 - 1 + 1 - 2 + 2 ⇒ (18) + 11 - 1 + 1 - 2 + 2 = 29
damage #1: 1d10 + 1 + 6 + 6 + 2 ⇒ (5) + 1 + 6 + 6 + 2 = 20

AoO #2: 1d20 + 11 - 1 + 1 - 2 + 2 ⇒ (16) + 11 - 1 + 1 - 2 + 2 = 27
damage #2: 1d10 + 1 + 6 + 6 + 2 ⇒ (6) + 1 + 6 + 6 + 2 = 21

Then she Flurry Blows the enemy (blue foe) in front of her.
1st attack: 1d20 + 11 - 1 + 1 - 2 + 2 ⇒ (12) + 11 - 1 + 1 - 2 + 2 = 23
damage #3: 1d10 + 1 + 6 + 6 + 2 ⇒ (8) + 1 + 6 + 6 + 2 = 23

2nd attack: 1d20 + 11 - 1 + 1 - 2 + 2 ⇒ (9) + 11 - 1 + 1 - 2 + 2 = 20
damage #3: 1d10 + 1 + 6 + 6 + 2 ⇒ (8) + 1 + 6 + 6 + 2 = 23

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

"LOOKS like your luck might be running out today. Oops, sorry, I forgot that you cannot SEE." Aoi will hex the blue veela with Misfortune.
DC 21 Will save to avoid roll twice take worse for 1 round

She will Crackle if hex is successful, and will move to the left (white arrow) if hex failed.

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 races over to help one of her new teammates. She hasn't learned anyone's name yet, but a Pathfinder in need is a friend indeed!

Double move (movement would provoke an AoO, but as they're blinded, I'm probably okay).

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 shifts her performance from song to comedy to inspire courage through humor making light of the enemies' conditions. Maintains Inspire Courage +2.

"Looks like we'll finish these two off soon. Be careful when they die or you may receive a golden shower! AmIright?"

She steps back from the blind veela that is thrashing around trying to hit her Five-foot Step, east. and lashes out with her whip.

+1 Shock Whip, 1st, IC: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14
+1 Shock Whip damage, lethal, electricity, IC: 1d3 + 3 + 1d6 + 2 ⇒ (2) + 3 + (4) + 2 = 11 + Sneak Attack Damage: 1d6 ⇒ 5

+1 Shock Whip, 2nd, IC: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
+1 Shock Whip damage, lethal, electricity, IC: 1d3 + 3 + 1d6 + 2 ⇒ (2) + 3 + (6) + 2 = 13 + Sneak Attack Damage: 1d6 ⇒ 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

"I'll help you out, Shasta."

Grunjar hustles behind the electrocuted Veela (provokes from cyan, see map) to help with flanking, drawing his cold iron battleaxe while moving. double move


Tippa manages to land multiple savage blows on the two veela (all of them hit), while Shasta successfully adds to the damage using her whip.

veela (blue) will vs misfortune (DC 21): 1d20 + 6 ⇒ (14) + 6 = 20

Meanwhile Aoi brings misfortune down upon the veela behind the rock.

No one triggered AoOs as they moved past the veela as sadly for the veela they are currently not able to see.

Initiative wrote:

-- ROUND 4 --

Grunjar -20
Veela (Blue) -66 (entangled, blind, misfortuned)
Veela (Cyan) -62 (blind)
-- ROUND 3 --
Jilla -20
Shasta -1
Xasay
Aoi -1
Tippa

(Bold may act)


I'll bot Xasay...

Xasay's shadow lantern shoots two more rays at its new target (cyan)...

light ray + IC: 1d20 + 5 ⇒ (5) + 5 = 10
damage + IC: 1d6 + 2 ⇒ (1) + 2 = 3
light ray + IC: 1d20 + 5 ⇒ (1) + 5 = 6

...one of which hits causing some more damage. Xasay meanwhile attempts to use auditory trickery to distract the veela, summoning forth the sound of a new foe just to the north of Shasta (casts ghost sound)...

veela (cyan) will vs ghost sound (DC 15): 1d20 + 6 ⇒ (9) + 6 = 15

...the veela is almost fooled, but not quite enough.

The veela being assulted by Tippa (blue) launches a hail of knife blows in the direction of the warpriest...

blind dagger (blue) miss chance (high hits): 1d100 ⇒ 66
dagger (blue) misfortune #1 + entangled: 1d20 + 13 - 2 ⇒ (19) + 13 - 2 = 30
dagger (blue) misfortune #2 + entangled: 1d20 + 13 - 2 ⇒ (10) + 13 - 2 = 21

blind dagger (blue) miss chance (high hits): 1d100 ⇒ 24

blind dagger (blue) miss chance (high hits): 1d100 ⇒ 100
dagger (blue) misfortune #1 + entangled: 1d20 + 8 - 2 ⇒ (2) + 8 - 2 = 8
dagger (blue) misfortune #2 + entangled: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19

blind dagger (blue) miss chance (high hits): 1d100 ⇒ 69
dagger (blue) misfortune #1 + entangled: 1d20 + 8 - 2 ⇒ (11) + 8 - 2 = 17
dagger (blue) misfortune #2 + entangled: 1d20 + 8 - 2 ⇒ (19) + 8 - 2 = 25

...none of which find their target due to the veela's various current issues.

The other veela moves in the direction of the previous attacks on it (provoking from Grunjar) and after running into Shasta, attempts to stab her...

blind dagger (cyan) miss chance (high hits): 1d100 ⇒ 80
dagger (cyan): 1d20 + 13 ⇒ (11) + 13 = 24
damage + 1d6 cold: 1d4 + 5 + 1d6 ⇒ (1) + 5 + (3) = 9

...successfully landing the blow.

veela (blue) will vs glitterdust (DC 19): 1d20 + 6 ⇒ (12) + 6 = 18
veela (cyan) will vs glitterdust (DC 19): 1d20 + 6 ⇒ (6) + 6 = 12

Both of the veela remain blinded by the glitter dust.

Initiative wrote:

-- ROUND 5 --

Grunjar -20
Veela (Blue) -66 (entangled, blind, misfortuned)
Veela (Cyan) -65 (blind)
-- ROUND 4 --
Jilla -20
Shasta -10
Xasay
Aoi -1
Tippa

(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

Aoi will let Sputnik flies on top of the rock and taunts the veela with Truespeech "Why don't you dance?" and flies back. Aoi herself will tries to take away cyan's luck as well and Crackle.
DC 21 Will save for Cyan vs Misfortune

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

"Hey where are you looking at?"Tippa mocks the missed attacks and answering with slashes.

+1 Adamantine Bastard Sword PA Flurry Blow vs blinded + entangled: 1d20 + 11 - 1 - 2 + 1 + 2 ⇒ (2) + 11 - 1 - 2 + 1 + 2 = 13
damage: 1d10 + 6 + 1 + 6 + 2 ⇒ (6) + 6 + 1 + 6 + 2 = 21

+1 Adamantine Bastard Sword PA Flurry Blow vs blinded + entangled: 1d20 + 11 - 1 - 2 + 1 + 2 ⇒ (7) + 11 - 1 - 2 + 1 + 2 = 18
damage: 1d10 + 6 + 1 + 6 + 2 ⇒ (6) + 6 + 1 + 6 + 2 = 21

If that makes the kill, Tippa will takes a 5-foot step toward the Cyan foe.

"Repent in Ragatheil's name!"


veela (cyan) will vs misfortune (DC 21): 1d20 + 6 ⇒ (20) + 6 = 26

The two outnumbered veela seem a little busy defending themselves to pay much mind to Sputnik, but the one fighting Shasta is able to stave of the effects of misfortune.

Tippa's first attack fails to land a telling strike, but her follow-up does find its mark knocking the veela she is fighting unconscious.

Initiative wrote:

-- ROUND 5 --

Grunjar -20
Veela (Blue) -87 (entangled, blind, misfortuned, unconscious)
Veela (Cyan) -65 (blind)
-- ROUND 4 --
Jilla -20
Shasta -10
Xasay
Aoi -1
Tippa

(Bold may act)

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

AoO cold iron Battleaxe, IC, bless: 1d20 + 7 + 2 + 1 ⇒ (5) + 7 + 2 + 1 = 15
Slashing, IC: 1d8 + 1 + 2 ⇒ (1) + 1 + 2 = 4

Grunjar follows and attacks the Veela again. (5-foot-step, full attack)

cold iron Battleaxe, IC, bless: 1d20 + 7 + 2 + 1 ⇒ (9) + 7 + 2 + 1 = 19
Slashing, IC: 1d8 + 1 + 2 ⇒ (3) + 1 + 2 = 6
cold iron Battleaxe, IC, bless: 1d20 + 2 + 2 + 1 ⇒ (15) + 2 + 2 + 1 = 20
Slashing, IC: 1d8 + 1 + 2 ⇒ (7) + 1 + 2 = 10


Grunjar strikes the veela as it moves away and then follows up with two more hits. All three blows find their target, however the veela's resistance to non-magical weapons saves it from taking any damage. (I believe Grunjar's weapon is non-magical, but let me know if not)

I'll bot the remaining PCs...
Shasta maintains her performance, while stepping backwards and striking at the remaining veela twice more with her whip...

+1 Shock Whip, 1st, IC, bless, flank: 1d20 + 11 + 2 + 1 + 2 ⇒ (12) + 11 + 2 + 1 + 2 = 28
+1 Shock Whip damage, lethal, electricity, IC,sneak: 1d3 + 3 + 1d6 + 2 + 1d6 ⇒ (1) + 3 + (2) + 2 + (2) = 10
+1 Shock Whip, 1st, IC, bless, flank: 1d20 + 6 + 2 + 1 + 2 ⇒ (16) + 6 + 2 + 1 + 2 = 27
+1 Shock Whip damage, lethal, electricity, IC,sneak: 1d3 + 3 + 1d6 + 2 + 1d6 ⇒ (1) + 3 + (6) + 2 + (2) = 14

...both blows hit rendering the veela unconscious.

veela stabilisation rolls:
veela (blue) stabilisation: 1d20 + 4 - 2 ⇒ (14) + 4 - 2 = 16
veela (cyan) stabilisation: 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 16

As the fight ends both veela stabilise.

Initiative wrote:

-- END OF COMBAT --

Grunjar -20
Veela (Blue) -87 (entangled, blind, misfortuned, unconscious, stable)
Veela (Cyan) -89 (blind, unconscious, dying)
Jilla[/b] -20
Shasta -10
Xasay
Aoi -1
Tippa


As the battle ends the badly injured veela on the rock looks up. "Thankyou for your aid. Had you not intervened they would have killed me like they killed my companions. But please don't think ill of them, they were once our allies in Zhaleh's resistance."

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 will ask the white veela to temporarely lower his spell resistance so that she can heal him. 4 poke of Infernal Healing to heal 40 for the veela "Let's get you patch up first, then you can explain to us what is going on here."

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 coils her whip as she glares at the fallen Veela. "I'll tie these two up and then we can revive them in case they want to offer a defense of their near lethal assault." She pulls some silk rope from her haversack and ties their hands behind their backs and then sits them back to back and wraps the remaining rope around their torsos. She also removes anything that might serve as a weapon or magical aid.

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

"Let us introduce ourselves. We are agents from pathfinder society, an explorer community from the planet Golarion."After picking up all quipments, Tippa comes to the Veela, "We are curious about this asteroid and we may need a tour guide. Can you tell us where we are and what happened to you?"

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
Shasta Lux wrote:

Shasta coils her whip as she glares at the fallen Veela. "I'll tie these two up and then we can revive them in case they want to offer a defense of their near lethal assault." She pulls some silk rope from her haversack and ties their hands behind their backs and then sits them back to back and wraps the remaining rope around their torsos. She also removes anything that might serve as a weapon or magical aid.

"They don't need to speak or waves their hand to blast Cone of Cold to our face due to being Spell-like ability, so bondage won't be as effective as you think."


The wounded veela allows itself to be healed.

"We are the followers of shahzada Zhaleh Setat of the clan Tiamezi, who were tasked with the occupation of this part of the asteroid by the Brackish Emperor Kelizandri. Our mistress Zhaleh lead a rebellion against Kelizandri, but the Brackish Emperor's allies stopped the rotation of the asteroid, causing this area to freeze, entombing most of us in ice and leaving those who escaped vulnerable to a counter attack by other forces loyal to Kelizandri. We fled into this forest aiming to regroup, but some fell to despair believing that the only way they could save themselves from a terrible frozen death was to turn back to Kelizandri."

"There are still some of us who remain loyal to the shahzada, but our mistress Zhaleh was captured and is imprisoned somewhere in the great frozen reservoir which sits beneath the fortress beyond the trees."

You can make diplomacy rolls to see how good an impression the party make on the veela.

Searching the two unconscious veela, Tippa finds that the only items of note they carry are a couple of masterwork daggers each.

If you want to speak to the two defeated veela you can also use diplomacy on them if they are brought back to consciousness.

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

Diplomacy: 1d20 + 18 ⇒ (19) + 18 = 37 Aoi speaks in Aquan, "Maybe we can liberate your mistress, if you help us."


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

The image of Sorrina Westyr appears as she helps an enormous water elemental dispatch a band of gargoyles. “We do not stand alone in our efforts, my friends. Our teams discovered a band of rebels fighting back against our adversaries and we have begun to coordinate with them. Some much needed assistance should be arriving shortly.”

Table GMs, the Allies benefit is now in play.


The rescued veela is able to supply the party with useful information regarding the minions of Kelizandri defending this area of the asteroid and also offers to aid them in a future battle should they call for assistance.

This provides the party with a +2 untyped bonus on initiative checks while exploring the frozen city and the reservoir below it. It also allows the party to call on the veela to aid them in one future encounter.


GM Rolls:
travel time: 1d6 + 4 ⇒ (6) + 4 = 10
Continuing through he ice shrouded forest for a little while, the party eventually reach its edge and find themselves gazing upon the ruins of a frozen city. At its center broods the shattered tower of the fortress that the party observed as they journeyed through the forest.

Advancing into the ruins the gentle breeze brings a semblance of life and movement to the frozen metropolis. Failing enchantments causes stone to crumble and rebuild from moment to moment. A thick sheen of ice and snow covers every surface. A few structures around a temple plaza bear signs of recent repairs and habitation, and the icy, shattered remains of fifteen-foot-tall, willowy humanoids lie scattered across the cobbles.

At one end of the plaza the party see what appears to be an ancient shrine. It's doors are broken and beyond them can be seen a strange shimmering effect. Further investigation reveals that the shrine contains a frozen pool in cracked basin. As the party approach an ethereal humanoid figure manifests from the pool, bearing a benign expression. However, when it opens its mouth to speak, its face distorts wildly, and the runes around the pool glow white hot as it appears the magic allowing it to manifest begins to fail catastrophically. The spirit howls in pain and lashes out wildly at anyone in sight.

I've added a map of this area in the slides. With the speed buff from Shasta it took the party 3 minuets to get from the previous encounter to this one, which is on the edge of the city. You would have had time to do any healing etc after the previous encounter so feel free to do that before the start of this encounter.

Looking at the situation in the shrine it is clear that the magic that was triggered when you entered has gone catastrophically wrong. In order to fix it there are a number of skills which may help (specifically Diplomacy, Disable Device, Knowledge (arcana), Knowledge (religion), Linguistics, or Spellcraft), although each time a skill is successfully used by someone, the DC to use that skill again in this encounter is increased. I'll run this encounter on a round by round basis and anyone using a skill to help fix the situation will need to be stood within 10 feet of the pool. Spells or abilities that would allow you to control or banish (but not destroy) extraplanar creatures or haunts can also help here to reduce the DC of a skill check. Multiple failed skill checks in a round can reduce the amount of time that the party have to resolve this the problem before it has progressed to far. As the spirit is lashing out wildly, those trying to fix the problem could well get attacked by it. However, it is possible for members of the party not making skill checks to distract the spirit into attacking them instead by making a Bluff, Intimidate, or combat maneuver check, or dealing enough damage to the spirit to get its attention.

Initiative wrote:

-- ROUND 1 --

Aoi
Grunjar
Jilla
Shasta
Tippa
Xasay
Spirit

(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

Diplomacy +18, Kn(Arcana)+13, Kn(Religion)+10, Linguistic +14, Spellcraft +17
Going to start with the non-knowledge INT skills so that other can do the more common skills
Spellcraft: 1d20 + 17 ⇒ (14) + 17 = 31 Aoi start going through various arcane and esoteric topics in her mental library, trying to figure out this ancient shrine.

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

Quick question: does dealing damage need attack roll? Do we treat it as attacking an Incorporeal?


Tippa wrote:
Quick question: does dealing damage need attack roll? Do we treat it as attacking an Incorporeal?

It would need an attack roll if the thing doing the damage would normally need an attack roll (e.g. an attack with a weapon or targeted spell), but it could also be targeted with things like AoE spells. Attacks just need to hit a certain AC to be effective (it doesn't have a different touch AC and doesn't count as incorporeal or have DR etc...). It also has saves, so effects that need saves can also be used.

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 just has a minor scratch left from the cold blast that the channeled energy did not quite heal. She'll leave it be. She lets her lenses of situational sight expire and keeps them in reserve for later. What is the light level of the room we are entering? If low, Shasta will activate her purple lens of darkvision for 1 minute.

When things start to go haywire, Shasta reaches into her handy haversack and pulls out a small vial with stylized cold-iron casings etched with strange runes, necromantic designs, or other eldritch markings. Within the vial roils a small wisp of white vapor, churning as if caught in a miniature vortex of air. This is a Haunt Siphon.

She advances as she gets the siphon in hand and gets to within ten feet of the disturbance and opens the vial.

Damage to Haunt: 3d6 ⇒ (4, 1, 3) = 8

"You need to calm down," she says as she uncorks the vial and watches the energies interact with the haunt.


It's low light in the room (like outside), although I think a few members of the group have light sources so those would bump it up to normal light conditions if that's the case.

Just to check on Shasta's action, is she using the Haunt Siphon to damage the spirit in order to get its attention? I just wanted to check it's not to reduce the DC of someone's skill check as that would require an ability which doesn't damage the spirit.

Its probably also worth noting that this spirit isn't technically a haunt, it's a spirit whose nature means that things that affect haunts can also have some sort of effect on it. So for example it does not have hit point, which means damaging it is just useful for getting its attention but will not directly resolve the encounter (its the skill checks which will do that).

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

"You better stop that right now!" shouts Jilla, little fists clenched. "Or we're going to get really cross with you!"

I'll try an Intimidate check to distract the spirit and make a skill check easier to an ally.

Intimidate (demoralize): 1d20 + 8 ⇒ (15) + 8 = 23

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)

Can I retcon using the haunt siphon if she would have any indication it was not a normal haunt and attempt a disable device instead? I assume there are things that can be adjusted as one would adjust a trap mechanism or a lock near the pool. If I can't retcon, then she'll use the damage to try to distract the creature.

If allowed here is the disable device roll.

Disable Device: 1d20 + 18 ⇒ (2) + 18 = 20

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

Xasay whips out a phrasebook he'd been promised was ideal for travels to far-flung and unpredictable realms.

"*ah-hrm*...If I said you had a beautiful body, would you hold it against me?"

Linguistics: 1d20 + 12 ⇒ (6) + 12 = 18


Shasta Lux wrote:
Can I retcon using the haunt siphon

Yes, that's not a problem.

As its been over 24 hours I'll bot Tippa and Grunjar...

Tippa attempts to get the spirits attention by attacking it...

+1 Adamantine Bastard Sword PA Flurry: 1d20 + 11 - 1 - 2 ⇒ (6) + 11 - 1 - 2 = 14
damage: 1d10 + 6 + 1 + 6 ⇒ (8) + 6 + 1 + 6 = 21
+1 Adamantine Bastard Sword PA Flurry: 1d20 + 11 - 1 - 2 ⇒ (5) + 11 - 1 - 2 = 13
damage: 1d10 + 6 + 1 + 6 ⇒ (6) + 6 + 1 + 6 = 19

...however both blows miss.

While Grunjar sees if his religious knowledge can help at all...
Knowledge: Religion: 1d20 + 11 ⇒ (18) + 11 = 29

Aoi successfully uses her knowledge of spells to begin fixing whatever is causing the magic here to fail with the assistance of Grunjar's expertise in religion.

However, Shasta and Xasay are not as successful and the magical energies surrounding the pool deteriorate a little more.

Jilla manage to successfully get the distressed spirits attention and it lashes out at the gnome...

spirit attack vs Jilla: 1d20 + 17 ⇒ (4) + 17 = 21
force damage: 3d8 + 8 ⇒ (3, 8, 5) + 8 = 24

...landing a powerful blow on Jilla. (The damage also puts Jilla at -5 to any skill checks for the next round)

Number of successes = 2

Initiative wrote:

-- ROUND 2 --

Aoi
Grunjar
Jilla -24 (-5 to skill checks for 1 round)
Shasta
Tippa
Xasay
Spirit

(Bold may act)

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

Xasay flips his phrasebook upside-down.

"Oh, now I see! Ahh...Wenn ist das Nunstück git und Slotermeyer? Ja! Beiherhund das Oder die Flipperwaldt gersput!"

Linguistics: 1d20 + 12 ⇒ (19) + 12 = 31

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
GM Mike...R wrote:
Its probably also worth noting that this spirit isn't technically a haunt, it's a spirit whose nature means that things that affect haunts can also have some sort of effect on it. So for example it does not have hit point, which means damaging it is just useful for getting its attention but will not directly resolve the encounter (its the skill checks which will do that).

If it's a spirit, Grunjar could try his scroll of calm spirit, right? With the religion result he just got (with guidance it would be 30) he should know if that spirit is a valid target.


Grunjar wrote:
GM Mike...R wrote:
Its probably also worth noting that this spirit isn't technically a haunt, it's a spirit whose nature means that things that affect haunts can also have some sort of effect on it. So for example it does not have hit point, which means damaging it is just useful for getting its attention but will not directly resolve the encounter (its the skill checks which will do that).
If it's a spirit, Grunjar could try his scroll of calm spirit, right? With the religion result he just got (with guidance it would be 30) he should know if that spirit is a valid target.

Technically this spirit isn't a creature (its a hazard), however, Calm spirit would definitely count as a 'spell or abilities that would allow you to control or banish (but not destroy) extraplanar creatures or haunts' for the purpose of reducing the DC of someone's skill check to help fix the magic.

Xasay successfully makes use of his mastery of language to help bring some order to the out of control magic.

Number of successes = 3

It feels like the party are starting to get the situation under control and should only need a few more successes to control the magic properly.

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

"Hey spirit! Look at me!" Tippa tries to attract its attention once again.
+1 Adamantine Bastard Sword Flurry: 1d20 + 11 - 1 ⇒ (16) + 11 - 1 = 26
damage: 1d10 + 6 + 1 ⇒ (8) + 6 + 1 = 15
+1 Adamantine Bastard Sword Flurry: 1d20 + 11 - 1 ⇒ (20) + 11 - 1 = 30
damage: 1d10 + 6 + 1 ⇒ (10) + 6 + 1 = 17

The dice crits at times crits doesn't work

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

Diplomacy: 1d20 + 18 ⇒ (6) + 18 = 24 "Shhhhh....we're here to help 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)

Shasta tries to block out all the commotion and danger so close by and concentrates on figuring out what is broken and fix it. She spots something that seems disconnected and connects it.

Disable Device: 1d20 + 18 ⇒ (13) + 18 = 31


Tippa wrote:
The dice crits at times crits doesn't work

As the scenario doesn't say the spirit is immune to crits, I'd allow a crit roll. That said without the crit she still did just about enough damage to get the spirits attention.

Aoi's efforts go some way to calming the spirit, before Shasta's repairs finally bring the situation fully under control. The spirit ceases its pained thrashing and bows, its benign expression once again restored.

"You have my thanks travelers. I am the Voice of Seven Songs, one of the oracles of Iovo. I sense that you are here searching for the entity imprisoned within this fragment of my former home. You will face many perils in your journey, some of which I see and others which are clouded from me. I see that you will fight great winged reptiles who can issue freezing mist from their maws. You will also be opposed by living statues and creatures made of bone. The bone creatures are impervious to magic and their hides are resistant to any weapon not bludgeoning in nature and made of adamantine."

Due to the insight provided by the oracle you get a +2 bonus on initiative checks for the next encounter. The spirit will also provide you with information which will aid the overall mission at a later stage.

Searching around the shrine the party also find a cache of useful looking supplies:

4 potions (Spellcraft DC 16 or Perception DC 16):
4 potions of endure elements
2 potions (Spellcraft DC 16 or Perception DC 16):
2 potions of cure light wounds
1 potion (Spellcraft DC 20 or Perception DC 18):
1 potion of remove disease
1 elixir (Spellcraft DC 26):
1 elixir that provides the benefits of the heal spell

Once you finish here the next location the party will be traveling to will be the tower at the centre of the city. I'll post what happens when you get there in around 12 hours from now. Feel free to do any healing and similar you want to do before then (although I think only Jilla has any significant injury).

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

With the information from the oracle Grunjar decides to commune with his goddess to ask for a few helpful spells.

Filling the two empty spell slots as proposed in discussion: Resist Energy, Communal and Protection from Energy, Communal to be aable to ward everyone against cold damage. I believe that takes 15 minutes.

The Exchange

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”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

Spellcraft 4 potion: 1d20 + 18 ⇒ (1) + 18 = 19
Spellcraft 2 potion: 1d20 + 18 ⇒ (17) + 18 = 35
Spellcraft elixir: 1d20 + 18 ⇒ (17) + 18 = 35

Aoi will heal herself to full with one of the CLW potion CLW: 1d8 + 1 ⇒ (1) + 1 = 2

Knowledge(Arcana) take 10: 10 + 13 = 23 +1 if I get Guidance
"Multiple dragons with cold breath, constructs, bone golems with DR/bludgeoning and adamantine. Got it" Aoi looks at her teammates' weapons and sighs, "The cold resistance could be really helpful against the the ice breath. The veela's Cone of Cold was also unpleasant, so if you would please..." she looks at Grunjar, signaling him to start preparing the Communal Resist Energy spells they agree upon beforehand. He posted 4 mins faster "I can't stop them from breathing out freezing cold this time, since none of our foes this oracle mentioned like to sleep..." All immune to Sleep or mind-affecting

Aoi would also like to ask Veela and/or the oracle to see if tehy know how long does it take for us to get to our next destination, the tower at the centre of the city. If travel time is known, we plan our combat preparation accordingly like professional Pathfinders.

She will also purposes that Sputnik holds on to the elixir of Heal, since it can fly around the battlefield and save people if needed while others fight.

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