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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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

Grunjar could cast Communal Resist Energy again. He also has a Fly spell prepared (domain slot).

Grunjar stows his weapon, draws his healing wand cures his own frostburned wounds.

CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (1) + 1 = 2


Aoi's fireball blossoms across the surface of the huge block of ice, causing some sections of it to shatter or melt, releasing the creatures trapped within. Those prisoners that initially escape then work frantically together to break apart the remaining bits of the ice. As the cracks in the ice reach the regal looking giant at the front of the block, she blinks as if waking from some sort of slumber, then flexes her muscles and what remains of the ice explodes outwards vaporizing into a fine mist which fills the cavern.

The giant shakes the remaining chunks of ice from herself and looks around. Seeing the Pathfinders she bows in acknowledgement.

"You have my thanks strangers. I am Zhaleh Setat of clan Tiamezi, you have done me and my people a great service by freeing us. May I ask who you are and what brings you to this place?"

Knowledge (planes) DC 21:
You recognise the 'giant' as a Noble Marid (a Shahzada).

The fire damage wasn't enough to destroy the chains but it was enough to melt the ice, especially as this side of the asteroid is now beginning to warm a bit due to it starting to spin again.

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

Diplo: 1d20 + 20 ⇒ (14) + 20 = 34
"We're Pathfinders, adventurous scholars and archeologists from the planet of Golarion. We happened to learn about the existence of an powerful entity trapped on Aucturn’s Tear, and expedition teams like us were sent here to learn more about this entity. We encountered servants of the Kelizandri and rescues a water veela, who help us arrive at this place to set you free."

Kn Plane: 1d20 + 15 ⇒ (7) + 15 = 22


"It is a pleasure to meet you Pathfinders." says Zhaleh.

"If you have met the servants of Kelizandri then you will know that this is a dangerous place. I once served the Brackish Emperor, although only in exchange for him sparing my city and my people. For centuries I despaired that this would always be my lot, but then after we came to this asteroid and the great wind began issuing from its core, I started listening to the voice that the winds carried. A voice that was both thundering but also very faint. The winds brought me hope... Perhaps we could throw off Kelizandri's tyranny... So I rebelled. But to my shame the rebellion failed, the Brackish Emperor and his allies were too powerful."

"I now have no hope now that we can defeat him here. All we can do now is fall back... leave this place. Perhaps we can regroup elsewhere to continue the fight, but my insurrection here has failed." her voice is despondent. "I can aid you in your escape as well if you wish?"

Although clearly badly mauled and disheartened by their failed rebellion, Zhaleh and her forces could be extremely useful allies to the Pathfinders. If only they could be convinced that continuing the fight against Kelizandri here is not doomed to failure. If you want you can try and persuade her that victory is still achievable here with the arrival of the Pathfinders. To do that would require a Diplomacy, Knowledge (history) or Perform (oratory) check, to reassure Zhaleh that the Pathfinders could be capable allies (aid another can be used for these rolls if you want).

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

"Nice to meet you Zhaleh. I believe it is too early to retreat. You should trust the voice of wind. Last time you failed because you were on your own but the Brakish Emperor has his allies. Now we have a chance: Pathfinders can be your honorous friend. We have experienced agents resolved several crisis and beat all kinds of foes like devils, demons, undeads ...etc. You can trust us. I belive the righteousness will always overcome the evil! Your people and you will finally be free!"

diplo aid + faction pin: 1d20 - 2 + 1d4 ⇒ (15) - 2 + (3) = 16

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

Just in case that 34 doesn't count...
Diplo: 1d20 + 20 + 2 ⇒ (9) + 20 + 2 = 31 Aoi speaks at length of what the Society has in plan to aid other elemental creatures, and are capable enough to defeat a runelord and fight back demon invasion, so Zhaleh shouldn't need to worry.
Sputnik auto aid with +12

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)
GM Mike...R wrote:
Note - There is no natural illumination in the Ice Reservoir and it is also severely cold, so let me know if you have not either got planetary adaptation, endure elements or similar protection on yourself. It took the party 14 minutes to get here with Shasta's movement buff.

Shasta has the planetary adaptation benefit. She uses a scroll of darkvision to give her darkvision 60 ft. for 3 hours. The Triple Time masterpiece lasts for 1 hour, but it can be reapplied in 1 minute, in case it runs out during our travels.

When the giant tells her story and her plan to retreat, Shasta calls out, saying, "You now have powerful allies you did not have before. There are many more Pathfinder agents at work all over the asteroid. Please consider joining us that we might help you achieve your worthwhile goals."

Diplomacy: 1d20 + 17 ⇒ (13) + 17 = 30
Consider that an aid to Aoi's effort, if it helps.


Zhaleh considers the Pathfinders words as they speak and then a look of firm resolve crosses her face. "Perhaps there is hope after all." she muses. "You say there are more of you here, who is it who leads you? I will speak with them so that we may combine our efforts."

After receiving instructions on how to make contact with Sorrina Westyr, Zhaleh continues. "In addition to working with your organisation, perhaps I may be able to assist your specific team as thanks for releasing me and my people from this prison. As you may have realised, I am a marid, a distant relative of the last Saline Padishah. As such I have the power to grant a wish and I would like to offer one such wish to you in order to aid you with your current mission. Perhaps I can remove all of your armaments, or grant you fine armament, or maybe weaken the strength of those foes who oppose you? Let me know what you wish?"

Mechanically the wish is for the whole group and can provide you with one of three benefits. You can wish for 'health', which will restore everyone to full hit points and remove any negative status effects. You can wish for 'armaments', in which case you will be granted magical weapons and armour with a combined value of 40,000 gold pieces (the combined total is across the party not per PC, and the equipment will only last for the duration of the adventure, so you don't get to keep it). Finally you can wish for wrath, which will cause you to face the enemies from the 5-6 sub-tier in your next combat encounter rather than the ones from the 7-8 sub-tier.

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 vote for armament. Will give gear recommendation later.

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 has a magic weapon and magic armor, so she could work with the armament wish, but I would vote for the wrath to make enemies less dangerous.

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

'Armament' sounds the most fun!

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

armament sounds good to me


It looks like armaments has the majority. In the interests of keeping things moving let me know what armaments the party want and in the mean time I'll move us on to the next encounter.

After granting the wish Zhaleh bids the Pathfinders good luck and then heads off in search of one of the messengers who have been tasked with providing co-ordination between pathfinder teams. Meanwhile the party continue to head deeper into the frozen passageways which riddle the Ice Reservoir. Powerful gusts of warm air howl through these twisting tunnels of ice. The passages turn upon themselves and end in sudden precipices. The footing is treacherous, and a step to either side drops into chasms clouded by freezing mist.

Eventually the party reach the far side of the Ice Reservoir. The frozen tunnel that they have been following terminates at the site of a jagged rent in the rock wall of the reservoir, as if some immense force has exploded the stone outward from the other side. The warm wind howls through the gap.

Pressing on beyond this the party find themselves in a complex of constructed chambers which have been calved out of the rock. Vaulted arcs of stone create a bizarre network of geometric recesses, like a petrified beehive but orders of magnitude larger. These chambers are warm and brightly lit. As they enter the area some members of the party also notice a slight tingling sensation.

knowledge (nature) DC23:
You think that the tingling sensation is caused by radiation. It doesn't seem to be enough at this stage to be dangerous to the party, but if the levels increase it could start causing ongoing (hit point) damage. Radiation is a poison and an environmental effect so anything which provides immunity to poison or can shield from environmental effects (e.g. life bubble, planetary adaptation etc...) will provide immunity to damage from radiation.

In one cell stands an altar smeared with blood and ochre. Next to the alter are a number of creatures who immediately move to attack. Members of the party who noticed the tingling sensation earlier realise that it seems to have become much more intense in this area, in fact it is becoming somewhat painful.

GM Rolls:
2d10 + 10 ⇒ (4, 7) + 10 = 21

Initiative:
Init(Jilla): 1d20 + 1 ⇒ (9) + 1 = 10
Init(Tippa): 1d20 + 3 ⇒ (16) + 3 = 19
Init(Shasta): 1d20 + 3 ⇒ (6) + 3 = 9
Init(Grunjar): 1d20 + 6 ⇒ (14) + 6 = 20
Init(Xasay): 1d20 + 2 ⇒ (14) + 2 = 16
Init(Aoi): 1d20 + 2 + 4 ⇒ (5) + 2 + 4 = 11HA
Init(Orange): 1d20 + 8 ⇒ (13) + 8 = 21
Init(Yellow): 1d20 + 6 ⇒ (15) + 6 = 21
Init(White): 1d20 + 6 ⇒ (2) + 6 = 8

It takes the party 14 minutes to get here from the encounter with Zhaleh. This encounter takes place a short while after the party left the Ice Reservoir, so you would have had time to put up or refresh any long running buffs. The creatures spotted you at the same time as you spotted them so you would not have had time to put up any round per level buffs. Can everyone also remind me who currently has planetary adaptation cast on them (as it may become relevant at some stage).

You can adjust your starting position to anywhere in the cyan box on the map. Identifying these creatures would be a knowledge (religion)

The first creature, which appears to be a mass of earth, bones and rotting flesh lurches towards the Pathfinders, it slams its fist into the ground and great stone spikes erupt across the battlefield (The orange squares show the areas affected by this. You can only move at half speed on foot across them, and will also take 1d8 damage for every 5 feet moved. If you take damage you also need to make a reflex save to avoid your speed being reduced to half for 24 hours or until you receive a cure spell. Also note that the ground around orange seems to ripple and shudder unnaturally, as a result the area in a 30 radius of orange also counts as difficult terrain).

spellcraft DC 19:
It cast Spike Stones

The second of the creatures, a skeleton in robes, moves away from the alter where it was standing and casts a spell causing a Morningstar made of force to appear and attack...

1 Grunjar, 2 Tippa, 3 Xasay, 4 Aoi, 5 Jilla, 6 Shasta: 1d6 ⇒ 2

...Tippa...

Morningstar vs Tippa: 1d20 + 6 ⇒ (11) + 6 = 17

...but it misses.

Initiative wrote:

-- ROUND 1 --

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

(Bold may act)

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

Not liking the look of the spiky ground, Jilla starts (quickly) sneaking along the back way!

Double move.

Silver Crusade

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#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

Aid Knowledge: Nature t: 1d20 + 1 ⇒ (15) + 1 = 16

Knowledge: Religion t: 1d20 + 11 ⇒ (1) + 11 = 12 mass of earth, bones and rotting flesh
Knowledge: Religion t: 1d20 + 11 ⇒ (1) + 11 = 12 skeleton in robes
Knowledge: Religion t: 1d20 + 11 ⇒ (18) + 11 = 29 third creature (if applicable)

Two nat. ones in a row? Really, dicebot? :-/

Right before Jilla starts to move away from the group, Grunjar draws his magical(?) warhammer and then casts Blessing of Fervor on everyone in the party.

@Jilla: You can increase your movement speed and double move a greater distance.

Blessing of Fervor wrote:

With this blessing, you call your allies to move forth and empower them to conquer and become victorious. Each round for the duration of this spell, each of your allies can choose one of the following bonuses for that round at the beginning of its turn (their choice).

* Increase its speed by 30 feet.
* Stand up as a swift action without provoking an attack of opportunity.
* Take one extra attack as part of a full attack action, using its highest base attack bonus.
* Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
* Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.

These effects are not cumulative with similar effects, such as those provided by haste or a speed weapon, nor do they actually grant an extra action, so you can't use it to cast a second spell or otherwise take an extra action in the round. Blessing of fervor does not stack with haste.

(but if both are active you have a +2 bonus instead of +1 on AR and reflex saves, or you can use the metamagicked spellcasting or stand up as a swift action without provoking an attack of opportunity)

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

Picking the +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves from BoF

Kn Nature take 10: 10 + 15 = 25 Aoi has both Planetary Adaptation and Delay Poision, and Sputnik is immune
Spellcraft: 1d20 + 19 ⇒ (3) + 19 = 22 "Spike Stones, that's annoying."
Spellcraft: 1d20 + 19 ⇒ (5) + 19 = 24 Spiritual Weapon? still annoying
Kn Religion: 1d20 + 12 ⇒ (17) + 12 = 29 mass of earth, bones and rotting flesh
Kn Religion: 1d20 + 12 ⇒ (13) + 12 = 25 skeleton in robes

"I cast Martial ! Go get them, Tippa!" Aoi takes out a scroll to cast Freedom of Movement and have Sputnik deliver to Tippa.
UMD: 1d20 + 19 ⇒ (10) + 19 = 29

Tippa's Barkskin from scroll will expire during travel time. Will re-cast if she desired.


Grunjar isn't sure what either of the creatures are.

Aoi knows that the mass of earth, bones and rotting flesh is a guecubu (CE undead (earth)). Guecubu are immune to the normal things undead are immune to as well as electricity. They are also resistant to the cold and non bludgeoning weapons (Resist cold 10, DR 5/bludgeoning). They have an aura which causes the ground around them to churn (difficult terrain within 30 foot of them) although this is unable to affect the ground within a consecrated area, or a magic circle (vs chaos or evil). Their attacks also bring misfortune on those struck by them (if hit by them you must make a DC 20 will save or become permanently cursed with misfortune. The victim takes a -4 on all attack rolls, saving throws and skill checks, and any critical threats against the victim auto confirm. If the guecubu hits a creature which is already cursed like this, the victim needs to make another will save or is staggered for a round. This is a curse effect).

Aoi also knows that the skeletons are bone priests (LE undead). Bone priests are immune to the same things as most undead as well as cold. They are resistant to weapons that are not both bludgeoning and magical (DR 5/bludgeoning and magic). If a bone priest reduces a creature to 0 hp or less it can cast death knell on them as a free action and does not need to be touching them to do this. They also have an unnerving gaze which strikes fear into foes (30 foot radius gaze attack, victim needs to make a DC 15 will save or be shaken for 1d4 rounds. It is a mind affecting fear effect)

Finally Aoi recognises the morningstar as a spiritual weapon spell.

Also can everyone remember to remind me who does or doesn't have planetary adaptation up as it is relevant to this encounter.

Initiative wrote:

-- ROUND 1 --

Guecubu (orange)
Bone Priest (yellow)
Grunjar
Tippa
Xasay
Aoi
Jilla
Shasta
Bone Priest (white)

(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 guess I will have the +3 mithrall full plate for sure, my rolls will base on that. Also, Tippa will ask for another Bark Skin

Tippa takes the magic power and boosts her speed, step back a little bit and starts to move and jump 30 feet toward the Guecubu.

acrobatic+extra dex+reduced ACP+extra speed+heroism VS DC30: 1d20 + 7 + 2 + 3 + 12 + 2 ⇒ (7) + 7 + 2 + 3 + 12 + 2 = 33

Swift actionConsumes a fervor cast Bull's Strength

"Die you rotting flesh"

VS+PA: 1d20 + 11 - 1 - 2 + 2 + 2 ⇒ (1) + 11 - 1 - 2 + 2 + 2 = 13

damage: 2d10 + 9 + 6 ⇒ (2, 8) + 9 + 6 = 25


Tippa wrote:
I guess I will have the +3 mithrall full plate for sure, my rolls will base on that.

I'll allow the +3 mithral full plate to count, but will say that as its now been used that item is now confirmed as one of the items obtained via the wish. Just to make sure we have a confirmed list of items from the wish before we progress too much further I'll give a cut off of 24 hours from now to confirm the list of items that the party get.

Tippa successfully jumps over the spikes and lands next to the Guecubu, but her attack is less successful and goes wide.

As its been over 24 hours I'll bot Xasay and Shasta.

Shasta starts inspiring courage while Xasay summons his lantern archon to blast the Guecubu...

light ray, Courage: 1d20 + 5 ⇒ (16) + 5 = 21
damage: 1d6 + 2 ⇒ (6) + 2 = 8
light ray, Courage: 1d20 + 5 ⇒ (10) + 5 = 15
damage: 1d6 + 2 ⇒ (4) + 2 = 6

...with both attacks hitting.

Both of them can use their remaining action to move if they want.

The bone priest in white gestures towards the party's unarmoured caster (Aoi) and a second spiritual weapon appears to attack the samsaran...

morningstar vs Aoi: 1d20 + 6 ⇒ (1) + 6 = 7

...but it misses and the bone priest then moves.

The other bone priest redirects its spiritual weapon onto Xasay...

morningstar vs Xasay: 1d20 + 6 ⇒ (8) + 6 = 14

...But its attack also misses, while the bone priest casts a spell on itself.

The guecubu attacks Tippa...

guecubu bite vs Tippa: 1d20 + 14 ⇒ (3) + 14 = 17
guecubu slam vs Tippa: 1d20 + 14 ⇒ (12) + 14 = 26
guecubu slam vs Tippa: 1d20 + 14 ⇒ (3) + 14 = 17

...however all three attacks miss.

Initiative wrote:

-- ROUND 2 --

Guecubu (orange) -14
Bone Priest (yellow)
Grunjar
Tippa
Xasay
Aoi
Jilla
Shasta
Bone Priest (white)

(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 full round attack! Bless of Feveror choose extra attack
Also she kicks her foe after her slashes consume ki to strike

1st attack PA+heroism+IC: 1d20 + 11 - 1 - 2 + 2 + 2 + 2 ⇒ (2) + 11 - 1 - 2 + 2 + 2 + 2 = 16
damage: 1d10 + 9 + 6 + 2 ⇒ (1) + 9 + 6 + 2 = 18

2nd attack PA+heroism+IC: 1d20 + 11 - 1 - 2 + 2 + 2 + 2 ⇒ (18) + 11 - 1 - 2 + 2 + 2 + 2 = 32
damage: 1d10 + 9 + 6 + 2 ⇒ (5) + 9 + 6 + 2 = 22

3rd attack PA+heroism+IC: 1d20 + 11 - 1 - 2 + 2 + 2 + 2 ⇒ (19) + 11 - 1 - 2 + 2 + 2 + 2 = 33
damage: 1d10 + 9 + 6 + 2 ⇒ (7) + 9 + 6 + 2 = 24

crit confirm: 1d20 + 11 - 1 - 2 + 2 + 2 + 2 ⇒ (6) + 11 - 1 - 2 + 2 + 2 + 2 = 20
damage: 1d10 + 9 + 6 + 2 ⇒ (1) + 9 + 6 + 2 = 18

Ki strike PA+heroism+IC: 1d20 + 9 - 2 + 2 + 2 + 2 ⇒ (3) + 9 - 2 + 2 + 2 + 2 = 16
damage: 1d6 + 6 + 4 + 2 ⇒ (3) + 6 + 4 + 2 = 15

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

Sputnik default to +2s option for BoF, Aoi will get +30ft movement this round

UMD: 1d20 + 19 ⇒ (16) + 19 = 35 Aoi swift action pops a wand of Shield from her wrist sheath and use it on herself, then follow Jilla to go around the Spike Stones.

If we get a reach weapon or Sarissa from Wish for Sputnik:

Sputnik double move and flies round the guecubu and flank it with Tippa.
It's exact square determine by whether he got a normal reach weapon or Sarissa for longer reach

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 utilizes her tambourine to tap out inspiring rhythms. As she runs north along the western side see note below.. If she can draw an item from her Handy Haversack as part of her move action, she'll draw a scroll of fly.

I put Shasta at the starting point in the square (SW corner). For her Blessing of Fervor boon this round she'll take the increase to speed, putting her speed at 60 ft. Assuming the west side of the map is difficult terrain for being within 30 feet of the orange spike squares, she'll be able to move 30 feet north from her position.

Confirming the selection of +2 Elven Chain and +2 Buckler. Shasta has planetary adaptation and darkvision spell active, plus Triple time for +10 ft speed.


Two of Tippa's attack find their target, one landing an especially damaging blow after Sputnik distracts the guecubu (the crit confirmed as a result of the flank).

Shasta Lux wrote:
If she can draw an item from her Handy Haversack as part of her move action, she'll draw a scroll of fly.

Taking an item from a Handy Haversack is its own move action, that said, it looks like Shasta's only other actions this turn were to move and maintain her performance which was started last round, so she would still have an action free to take out the scroll as well. Incidentally the difficult terrain is only within 30 feet of the guecubu rather than the orange squares, so Shasta would be able to move full speed (she also optionally have the move action from last round which I'm happy for her to use now if it is needed).

Initiative wrote:

-- ROUND 2 --

Guecubu (orange) -78
Bone Priest (yellow)
Grunjar
Tippa
Xasay
Aoi
Jilla
Shasta
Bone Priest (white)

(Bold may act)

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's little legs pump with effort, as the spunky gnome gets closer and closer to . . . well, whatever that thing is!

Double move.

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

Spellcraft: 1d20 + 5 ⇒ (5) + 5 = 10 (spell of the bone priest)

BoF: Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
(Enlarge Spell)

Grunjar moves up a bit and casts murderous command on the nearer priest. yellow, Will DC 19 negates
"Go and kill your ally."


Grunjar wasn't sure about the spell being cast by the bone priest.

As Jilla makes a beeline towards one of the party's skeletal foes, Grunjar commands the second one to attack its ally, however he is disappointed when the creature appears to be unmoved by his words (sadly undead traits includes immunity to mind affecting spells).

As its been over 24 hours I'll bot Xasay.

Xasay moves closer to the action (double moves with move bonus from BoF) while his lantern continues to attack the guecubu...

light ray, Courage: 1d20 + 5 ⇒ (10) + 5 = 15
damage: 1d6 + 2 ⇒ (4) + 2 = 6
light ray, Courage: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 1d6 + 2 ⇒ (4) + 2 = 6

...again hitting twice.

The guecubu persists with its attacks on Tippa...

guecubu bite vs Tippa: 1d20 + 14 ⇒ (14) + 14 = 28
damage: 1d8 + 6 ⇒ (3) + 6 = 9
guecubu slam vs Tippa: 1d20 + 14 ⇒ (15) + 14 = 29
damage: 1d6 + 6 ⇒ (3) + 6 = 9
guecubu slam vs Tippa: 1d20 + 14 ⇒ (2) + 14 = 16

...landing two blows (assuming Tippa's current AC is 27) and potentially cursing Tippa with misfortune (Tippa needs to make two DC 20 will saves vs the misfortune curse, see this post for details of the curse). While the bone priest's morningstars attack their previous targets...

morningstar vs Aoi: 1d20 + 6 ⇒ (1) + 6 = 7
damage: 1d8 + 1 ⇒ (8) + 1 = 9
morningstar vs Xasay: 1d20 + 6 ⇒ (17) + 6 = 23
damage: 1d8 + 1 ⇒ (1) + 1 = 2

...with the one attacking Xasay proving to be successful.

The two bone priests then move up brining Tippa and Jilla in range of their baleful gazes (Tippa and Jilla both need to make a DC 15 will save or are shaken) and each extends a bony finger in the direction of the two Pathfinders (Tippa and Jilla also need to make a second DC 15 will save or become paralysed).

spellcraft DC 17 to ID the spell they cast:
Hold Person

Initiative wrote:

-- ROUND 3 --

Guecubu (orange) -90
Bone Priest (yellow)
Grunjar
Tippa -18 (2 DC 20 will saves vs misfortune curse, then DC 15 will save vs shaken, then DC 15 will save vs paralysed)
Xasay -2
Aoi
Jilla (DC 15 will save vs shaken, then DC 15 will save vs paralysed)
Shasta
Bone Priest (white)

(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

yes, my AC is 27
I forgot my enhancement bonus on my previous damages!
will save #1 against misfortune: 1d20 + 11 ⇒ (8) + 11 = 19
will save #2 against misfortune: 1d20 + 11 ⇒ (2) + 11 = 13
will save against shaken: 1d20 + 11 - 4 ⇒ (6) + 11 - 4 = 13
will save against paralyse: 1d20 + 11 - 4 - 2 ⇒ (15) + 11 - 4 - 2 = 20

I will use my shirt reroll on 1st will save
will save #1 against misfortune reroll: 1d20 + 12 ⇒ (11) + 12 = 23

Tippa still can fight, even though she is cursed and shanken
She consumes a fevor casts Divine favor to minimize those negative effects
extra attack from BoF
1st attack PA+heroism+IC: 1d20 + 11 - 1 - 2 + 2 + 2 + 2 + 3 - 4 - 2 + 2 ⇒ (3) + 11 - 1 - 2 + 2 + 2 + 2 + 3 - 4 - 2 + 2 = 16
2nd attack PA+heroism+IC: 1d20 + 11 - 1 - 2 + 2 + 2 + 2 + 3 - 4 - 2 + 2 ⇒ (10) + 11 - 1 - 2 + 2 + 2 + 2 + 3 - 4 - 2 + 2 = 23
damage: 1d10 + 1 + 9 + 6 + 2 + 3 ⇒ (8) + 1 + 9 + 6 + 2 + 3 = 29
3rd attack PA+heroism+IC: 1d20 + 11 - 1 - 2 + 2 + 2 + 2 + 3 - 4 - 2 + 2 ⇒ (12) + 11 - 1 - 2 + 2 + 2 + 2 + 3 - 4 - 2 + 2 = 25
damage: 1d10 + 1 + 9 + 6 + 2 + 3 ⇒ (3) + 1 + 9 + 6 + 2 + 3 = 24

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

"Darn undead!"

Spellcraft: 1d20 + 5 ⇒ (18) + 5 = 23 (spell of the bone priest)

Hold person? I think I should shut down their spellcasting...

BoF: Cast a single spell of 2nd level or lower as if it were an enlarged, extended, silent, or still spell.
(Extend Spell)

Grunjar casts Silence, centered right over one corner of the altar. (see map, lasts 16 rounds, points in space do not get a save)

"I have silenced them all!"

None of the undead should be able to hear this sentence.

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 manages to shake off the bone priest's magic, but only barely! "These crazy comet guys are really playin' for keeps!"

She fumbles in her pack and pulls out a turquoise wand. "Ooh, let's see what this one does!" She shakes it furiously and suddenly a glowing beetle the size of a housecat appears out of thin air. Jilla jumps and fist pumps. "Neat!"

The giant beetle proceeds to try to take some (skeletal) flesh off the mean bone priest with a bite!

Made the two saves (the first one barely!). 5' step and drawing a CL3 wand of summon monster and trying to activate it with UMD (DC 20). Result: Success. Will summon a giant fire beetle (which I guess has the Celestial template?

Will save vs shaken (+2 bonus vs fear effect): 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15
Will save vs paralysis (+1 bonus vs enchantment effect): 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
UMD to activate wand: 1d20 + 9 ⇒ (18) + 9 = 27
giant fire beetle bite vs White bone priest: 1d20 + 1 ⇒ (20) + 1 = 21
damage: 1d4 ⇒ 2
giant fire beetle bite critical confirmation roll vs White bone priest: 1d20 + 1 ⇒ (16) + 1 = 17
crit damage: 1d4 ⇒ 2


Tippa's flurry of attacks destroys the guecubu, while Grunjar silences the area around the alter.

Jilla's fire beetle lands an especially savage blow on the bone priest, which surely should have given the bony monster pause for thought. But sadly the priest appears to walk away unscathed (The damage wasn't enough to get past the bone priest's DR. I'm assuming as the beetle can have the celestial template it would have smited the bone priest, but that would still not do quite enough damage to cut through the DR and unlike a paladin smite wouldn't negate the DR).

duration of shaken on Tippa: 1d4 ⇒ 1

Initiative wrote:

-- ROUND 3 --

Guecubu (orange) -143 (dead)
Bone Priest (yellow)
Grunjar
Tippa -18 (guecubu misfortune curse)
Xasay -2
Aoi
Jilla
Shasta
Bone Priest (white)

(Bold may act)

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)

With BOF bonus to speed, Shasta reaches her current point on the map with her movement last turn. She is 55 feet west of yellow bone priest.

I was going to use a scroll to cast fly, but I just realized the spell is not on the Bard spell list. Not sure how I missed that.

Shasta runs north until she reaches a gap in the crumbled wall, from which point she shoots an undead bane arrow at the nearest skeleton.

Using the BOF bonus: Gain a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves. That makes her AC 27 and Reflex 14. She uses a full round to fire two arrows, both +1 Undead Bane arrows.

MWK Composite Shortbow, 1st, undead bane bonus, IC: 1d20 + 10 + 2 + 2 ⇒ (17) + 10 + 2 + 2 = 31
Damage, P, undead bane bonus, IC: 1d6 + 2 + 2 + 2 ⇒ (4) + 2 + 2 + 2 = 10
Undead Bane extra damage: 2d6 ⇒ (4, 4) = 8

MWK Composite Shortbow, 2nd, undead bane bonus, IC: 1d20 + 5 + 2 + 2 ⇒ (15) + 5 + 2 + 2 = 24
Damage, P, undead bane bonus, IC: 1d6 + 2 + 2 + 2 ⇒ (2) + 2 + 2 + 2 = 8
Undead Bane extra damage: 2d6 ⇒ (1, 5) = 6

Since her hands are busy, Shasta shifts to comedy to inspire courage, calling out, "Hey! How does a bone priest know when it about to be destroyed? ... It can feel it in its bones! Shadump Bump!"
Maintain Inspire Courage +2

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

Sputnik flies around yellow to set up flanking with Tippa......
Ready Action Aid Another, to hit(IC, BoF, high ground): 1d20 + 3 + 1 + 2 + 2 + 1 ⇒ (10) + 3 + 1 + 2 + 2 + 1 = 19

Extra speed for Aoi from BoF
......While Aoi moves up to hex the white bone priest.
DC20 Will vs Misfortuned


As its been over 24 hours I'll bot Xasay.

As Tippa is struck by the guecubu Xasay ends his shadow performance with a saving finale to aid the warpriest in avoiding the creatures curse (Tippa gets a second save vs the misfortune curse). He then re-summons the lantern to attack the bone priest in yellow...

bone priest will save will save vs shadow magic (DC 21): 1d20 + 7 ⇒ (1) + 7 = 8
light ray, Courage: 1d20 + 5 ⇒ (4) + 5 = 9
damage: 1d6 + 2 ⇒ (3) + 2 = 5
light ray, Courage: 1d20 + 5 ⇒ (12) + 5 = 17
damage: 1d6 + 2 ⇒ (4) + 2 = 6

...with one attack hitting.


Both of Shasta's arrows slam into her target shattering bones and eliciting a pained noise from the wounded bone priest, although the undead's natural resistance to non-bludgeoning weapons helps it avoid even worse damage.

bone priest (white) will save vs misfortune (DC 20): 1d20 + 7 ⇒ (7) + 7 = 14

Meanwhile Aoi's target is afflicted with misfortune.

It's attention now drawn in Shasta's direction, the bone priest in yellow walks to the other side of the spiked ground from the bard and beckons to her. "Approach" it hisses in a hollow voice (Shasta needs to make a DC 14 will save vs a enchantment (compulsion) [language-dependent, mind-affecting] spell, or walk directly towards the bone priest).

spellcraft to ID the spell (DC 16):
Command

The second bone priest walks down the steps behind the fire beetle (which would provoke an AoO from the beetle), before walking back up to the top of the steps and trying the same trick as its colleague but this time on Aoi (Aoi also needs to make a DC 14 will save vs a enchantment (compulsion) [language-dependent, mind-affecting] spell or walk directly towards the bone priest)

Everyone who starts their round within 30 feet of a bone priest also needs to make a DC 15 will save vs their gaze attack or be shaken.

Initiative wrote:

-- ROUND 4 --

Bone Priest (yellow) -28
Grunjar
Tippa -18 (guecubu misfortune curse (can reroll DC 20 will save due to saving finale))
Xasay -2
Aoi (DC 14 will save or approach the bone priest, then DC 15 will save or shaken)
Jilla (DC 15 will save or shaken, also applies to Jillas beetle)
Shasta (DC 14 will save or approach the bone priest, then DC 15 will save or shaken)
Bone Priest (white) (misfortuned)

(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

will check reroll due to saving finale: 1d20 + 11 ⇒ (20) + 11 = 31

Thanks mate!

Tippa moves to flank on bone priest (white) BoF choose extra speed

I think shaken is due?
VS+PA+heroism+IC: 1d20 + 11 - 1 - 2 + 2 + 2 + 2 + 3 + 2 ⇒ (14) + 11 - 1 - 2 + 2 + 2 + 2 + 3 + 2 = 33
damage: 2d10 + 1 + 9 + 6 + 2 + 3 ⇒ (2, 4) + 1 + 9 + 6 + 2 + 3 = 27

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

Yellow is leaving Sputnik's threaten area so...
Sputnik AoO TripDisarm: 1d20 + 6 + 1 + 2 + 2 + 1 - 2 ⇒ (10) + 6 + 1 + 2 + 2 + 1 - 2 = 20
Apparently Tiny familiar use Dex for all attacks

Sputnik will follow Yellow and set up flanking for Shasta.
Sputnik Ready Aid Another to hit: 1d20 + 6 + 1 + 2 + 2 + 1 ⇒ (6) + 6 + 1 + 2 + 2 + 1 = 18

Will vs approach: 1d20 + 14 ⇒ (17) + 14 = 31
Will vs fear: 1d20 + 14 ⇒ (8) + 14 = 22

BoF: Speed for Aoi, +2s for Sputnik
Shrugging off the bone priest's futile attempts, Aoi will Crackle at White. If Yellow is trippeddisarmed, she will move closer to Yellow. "Alright alright, I'm coming." She will draw the wand of Cure Light Wound as she moves.


Tippa wrote:
I think shaken is due?

Shaken only lasted one round on Tippa and she was out of range of the gaze attack at the start of her turn so she wouldn't need to save against it this round as the save is only when you are in range at the start of your turn.

Aoi Rosenthal wrote:
[dice=Sputnik AoO Trip]

Normally you can only trip an opponent who is no more than one size category larger than you. But does Sputnik have something which allows larger creatures to be tripped?

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
GM Mike...R wrote:


Aoi Rosenthal wrote:
[dice=Sputnik AoO Trip]
Normally you can only trip an opponent who is no more than one size category larger than you. But does Sputnik have something which allows larger creatures to be tripped?

Totally forgot about the size part. Sputnik will use the AoO to try to Disarm whatever weapon the bone priest may carry then.

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

"Go Glowy Go!" shouts Jilla, cheering on her newly-named (and soon-departing) beetle friend. It continues trying to chew on the skeletal priest with absolutely no effect besides a minor distraction.

She looks a bit nervous, but then says "Ooh, I know what to do! I bet this bone-headed fiend isn't ready for my triple-reverse elbow lock!" She leaps at the bone priest and tries to get him in a wrestling hold!

The fire beetle is immune to mind-affecting effects (which I assume the shaken is).

Jilla fails the Will save and is shaken. She then does a move action and is then trying to grapple the bone priest (with Improved Grapple).

Fire Beetle AoO vs White Bone Priest: 1d20 + 1 ⇒ (11) + 1 = 12
damage: 1d4 ⇒ 4
Fire Beetle (flanking) vs White Bone Priest: 1d20 + 1 + 2 ⇒ (16) + 1 + 2 = 19
damage: 1d4 ⇒ 3
Jilla Will save vs shaken (+2 bonus vs fear, inspire courage): 1d20 + 5 + 2 + 2 ⇒ (1) + 5 + 2 + 2 = 10
Grapple (Improved Grapple, Shaken) vs White Bone Priest CMD: 1d20 + 4 + 2 - 2 ⇒ (8) + 4 + 2 - 2 = 12


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

The asteroid groans as if an invisible weight had been lifted from it, leaving the air cleaner and making breathing easier. The reassuring breeze emanating from tunnels suddenly drops in intensity, leaving a feeble stream that whistles weakly as it drifts off into space. A moment later, portals wreathed in tumbling stone open all across the asteroid, and Sorrina Westyr urgently beckons everyone to come through.

“We’ve truly grabbed the scorpion by the tail. Whatever entity was holding us at bay has loosened its grip, but it has redirected its efforts to cutting off the source of air that allows us to survive in this place. The path forward is no longer filled with lethal energy. We have at most…an hour or two before we must return home or face asphyxiation. But if we press forward and find the source of the air, I believe it is tied to whatever captive is imprisoned here. Our portal minders will stand ready in case we need to evacuate quickly.”

She leads the assembled Pathfinders toward the edge of an immense, steeply sloped tunnel that descends into a miles-wide, spherical cavern. A crude stone fortress floats near the cave’s center as if it were a rocky sun, and enormous slabs of earth orbit it like a miniature asteroid belt. These slabs gravitate inward toward the fortress, but periodic blasts of air slow their approach and cast the jagged masses back toward the edge of the cavern. Each gust is slightly weaker than the last.

Robed figures cling to the rocky slabs and chant loudly, as if empowering the stone. Unimpressed, Sorrina Westyr casts a spell at one of the distant cultists and flings him off his crude platform so that he hurtles toward the fortress and collides with its surface with a faint splat. “We must get to that fortress,” she announces before signaling others to lower knotted ropes down to the cavern. “Clear off the opposition, then we’ll make our way inside. I find it reassuring that whatever lies within the fortress has an aura of good, and no doubt seeks our aid.”

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)

Will, bonus for language dependent effects: 1d20 + 6 + 4 ⇒ (14) + 6 + 4 = 24

Shasta resists the attempt at making her walk across the spiky ground.

Spellcraft: 1d20 + 6 ⇒ (19) + 6 = 25


As the party will definitely be able to do enough damage to finish off the remaining bone priests before they can cause any more trouble I'll wrap this combat up so we can move on to the next part. I also forgot to roll for the bone priests spiritual weapons so here's the roles for those...

morningstar vs Aoi: 1d20 + 6 ⇒ (2) + 6 = 8
damage: 1d8 + 1 ⇒ (7) + 1 = 8
morningstar vs Xasay: 1d20 + 6 ⇒ (13) + 6 = 19
damage: 1d8 + 1 ⇒ (2) + 1 = 3

...which both miss.

The bone priest in white clearly must have had wrestling training in a former life and manages to evade Jilla's triple-reverse elbow lock and remains resilient to her fire beetle's bite. Sadly for the undead monster it turns out they are less resilient to being hit by Tippa's sword which cleaves through several ribs leaving the foe still standing but in a much poorer state of repair.

With the two bone priest now both seriously injured the rest of the party then pour further attacks into them and they both crumble to dust.

Searching around the alter after the fight the party find a cache of similar items to the cache they found earlier at the ruined shrine. The cache contains four potions of endure elements, two potions of cure light wounds a potion of remove disease and an elixir that provides the benefits of the heal spell (as they are all the same items from previously I'm happy for you to recognise them without a spellcraft check).

I'll post an update for what happens in the new location shortly.

Initiative wrote:

-- END OF COMBAT --

Grunjar
Tippa -18
Xasay -2
Aoi
Jilla
Shasta

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

Feeling parched from the wrestling match, Jilla chugs one of the newly-discovered healing potions!

Drinking one of the two potions of cure light wounds we just found.

potion: 1d8 + 1 ⇒ (1) + 1 = 2

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

Take one other CLW potion
heal: 1d8 + 3 ⇒ (3) + 3 = 6

And chargess from her own wand
heal: 1d8 + 3 ⇒ (1) + 3 = 4
heal: 1d8 + 3 ⇒ (8) + 3 = 11


A rune-scribed floating island begins drifting beneath the tunnel and brushing against the lowered ropes. “These rocky fragments gravitate toward the fortress,” Sorrina shouts as she hangs from a rope. “If we can cling on before it travels out of reach, it should carry us toward our destination.” The iceberg-sized rock spins slightly, revealing a host of undead cultists that cease their chanting, point toward the Pathfinders, and let loose unholy wails.

“Now!” cries the Master of Spells, and agents begin rappelling down to the crude platform.

Note that gravity in this area is normal strength and angled down toward the fortress. The temperature is comfortable and illumination is dim.

I've revealed the new location on the main map and also the map of one of the the rocky island that the Pathfinders are trying to hitch a ride on. For this encounter the party all start the encounter 15 feet above the island hanging from one of the knotted ropes set up by the other Pathfinders. On the map the ropes are in the area marked by the cyan rectangle so you can pick one of those squares as a starting point. You have been climbing down the rope which required both of your hands to do (i.e. you would not be able to have a weapon out) and continuing to climb down will require a DC 5 climb check which would allow you to climb at quarter normal land speed down the rope. If you are just holding on to the rope but not moving you can do that with one hand, you also have the option of dropping off of the rope and taking any damage for the fall. The island below you is moving at a rate of 20 feet per round to the right so if you remain on the rope the island will move below you at the start of each round. You would have had time to buff yourself at the top of the rope if you wanted to do that before the start of this encounter. As you were teleported here it would only have been about three minutes between the end of the last fight and you heading down the rope.

As the party head down the ropes they spot two nearby foes, one is a guecubu like the creature they had previously fought and the other is a skeletal figure with motes of fiery light glowing deep within is eye sockets and to which shreds of leathery flesh cling (knowledge (religion to identify)).

GM Rolls:
Initiative:
Init(Jilla): 1d20 + 1 ⇒ (9) + 1 = 10
Init(Tippa): 1d20 + 3 ⇒ (5) + 3 = 8
Init(Shasta): 1d20 + 3 ⇒ (4) + 3 = 7
Init(Grunjar): 1d20 + 6 ⇒ (10) + 6 = 16
Init(Xasay): 1d20 + 2 ⇒ (20) + 2 = 22
Init(Aoi): 1d20 + 2 + 4 ⇒ (19) + 2 + 4 = 25HA
Init(Green): 1d20 + 6 ⇒ (8) + 6 = 14
Init(Orange): 1d20 + 8 ⇒ (4) + 8 = 12

Initiative wrote:

-- ROUND 1 --

Aoi
Xasay
Creature (green)
Guecubu (orange)
Grunjar
Jilla
Tippa
Shasta

(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

Knowledge: Religion t: 1d20 + 11 ⇒ (18) + 11 = 29 :-D That should do it, hopefully.

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

Deducing charges from my HA wand since it's used in initiative...
Kn Religion: 1d20 + 12 ⇒ (2) + 12 = 14 The details of this monsters ins fleeing Aoi's memory, she shakes her head.

Aoi will takes out a scroll of Magic Circle against Evil and cast it on Tippa. While Sputnik flies ahead and scoutsDouble move.


Grunjar recognises the creature at the back as a Crypt Thing. He knows that it is best to use bludgeoning or magic weapons against them (DR 10 bludgeoning or magic), that they have the usual immunities that all undead have (undead immunities) and that they have an aura of fear which extends for 10 feet around them (DR 16 will save to negate or frightened for 1d4 rounds).


As it's been over 24 hours I'll put Xasay into delay.

Spotting the approaching Pathfinders the Guecubu sinks into the ground and disappears. The Crypt Thing remains on its rock looking around for foes to attack.

@Aoi: What height is Sputnik at relative to the top of the rock that the Crypt Thing is stood on (e.g. level with the top, 20 feet above, 5 feet below, etc...)?

I'll hold off on opening up Aoi's next turn for the moment, pending on the question above but everyone else is up...

Initiative wrote:

-- ROUND 2 --

Aoi
Crypt Thing (green)
Guecubu (orange)
-- ROUND 1 --
Xasay
Grunjar
Jilla
Tippa
Shasta

(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
GM Mike...R wrote:
@Aoi: What height is Sputnik at relative to the top of the rock that the Crypt Thing is stood on (e.g. level with the top, 20 feet above, 5 feet below, etc...)?

Preferrably 5ft above the altitude of the Crypt Thing for high ground advantages (but Sputnik can't reach it this turn anyway). Sputnik double moved with 50ft fly speed.

GM Mike...R wrote:
I'll hold off on opening up Aoi's next turn for the moment, pending on the question above but everyone else is up...

That's totally fine. I would wait for my teammates to get their round of action in before I post to act again anyway.

"Did they mistakenly teleported us to Gallowspire? There are SO MANY UNDEAD..." Aoi complains.

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