Constantin.
|
Would Constantin also have got an AoO when the mephit moved (due to him threatening the square it moved from with his reach weapon)? If he did then here's the AoO...
longspear attack + flank: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
cold iron piercing damage + sneak attack: 1d8 + 6 + 2d6 ⇒ (8) + 6 + (6, 4) = 24
Constantin follows the mephit, looking to catch it while its distracted (The flank and sneak damage would only apply if Ecthelien has a weapon out to threaten with)...
longspear attack + flank: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
cold iron piercing damage + sneak attack: 1d8 + 6 + 2d6 ⇒ (5) + 6 + (2, 3) = 16
Mustaparta
|
The AoO was enough to kill it before it reached Ecthelien. Elemental continues slamming Daniel.
slam: 1d20 + 7 ⇒ (18) + 7 = 25
damage: 1d6 + 4 ⇒ (6) + 4 = 10
cold: 1d4 ⇒ 2
Party is up!
Daniel de Fehrn
|
Dan is getting awfully singed by the elemental. He might not last that much longer before he goes down. He just steps in 5 feet so he doesn't provoke any attack of opportunity, but still moves a little. He hopes to hit something significant.
attacks wth a bastard sword : 1d20 + 7 ⇒ (2) + 7 = 9
But he's back again to his old habits. Not again ...
Constantin.
|
Shaking the remains of the mephit of his spear, Constantin rushes over to help out Dan with the elemental...
longspear attack: 1d20 + 7 ⇒ (19) + 7 = 26
cold iron piercing damage: 1d8 + 6 ⇒ (7) + 6 = 13
Mustaparta
|
Elemental breaks into shards of ice which fall to ground. Combat over
Nothing of interest could be found so you continue forward. 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. Area is severe cold so you need to make Fortitude save DC 15 every 10 minutes or take nonlethal cold: 1d6 ⇒ 2 damage.
Navigating these tunnels in a timely fashion is a challenge, and one of the PCs needs to succeed at two DC 17 Climb or Survival checks to make progress. A successful check represents 5 minutes of exploration, but a failed check represents 10 minutes of getting lost and backtracking before the PCs can try the check again.
Azura ~bluedove
|
Azura rummages through her bag and pulls out her Climber's Kit and turns to Constantin. "You seem the best suited to lead us along this path, I will do my best to help."
Do we need to worry about the Fort Save if we took the spellcasting service at the beginning?
Fort Save: 1d20 + 2 ⇒ (3) + 2 = 5 Hoping my Cold Resistance prevents that if not the Adaptation spell.
Aid Another Climb w/ kit: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16 (+4 to Constantin's Climb check from Helpful and +2 more from the kit)
Azura Climb w/ kit: 1d20 + 5 + 2 ⇒ (14) + 5 + 2 = 21
Do we just need 2 successes or does the same character need to succeed twice?
Azura Climb w/ kit: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
Aid Another Climb w/ kit: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
Daniel de Fehrn
|
Dan is down bad so he's using 3 charges to get back up to full. @Azura : I think think the same character has to succeed twice
His full plate prevents him from taking the lead when it comes too climbing walls or obstacles, so he would risk make the party completely lost if he takes the lead. That said he will try to help his teammates to the best of his abilities, and reveals in the process he has his own climbing kit.
Aid climbing (either Azura or Constantin) : 1d20 + 4 ⇒ (12) + 4 = 16
It could have been far, far worse. At least he succeeds at helping.
Either it hinges on what Constantin will roll, or if Azura is main, it should be already ok I think, but the GM decides
Constantin.
|
Constantin nods to Azura and gets out his own climbing kit "I've done my fair share of scrambling along treacherous paths back home, although never somewhere quite so icy, but lets give this a go." he says as he presses carefully forward, looking to pick out a safe route with the capable assistance of his allies.
climb + aid: 1d20 + 10 + 6 ⇒ (10) + 10 + 6 = 26
climb + aid: 1d20 + 10 + 4 ⇒ (6) + 10 + 4 = 20
Hopefully the planetary adaptation will help with the cold as it give 'immunity to the harmful environmental effects of a particular world', but if not we also have the potions of endure elements that we found which would protect against severe cold.
| DM Carbide |
Sorrina Westyr urgently projects her image to speak to every Pathfinder, and appears to be holding tightly to a steel ring near an alien device.
“Everyone, brace yourselves. We have finished repairs on a strange craft on the bright side of the asteroid. The engines will fire shortly, hopefully causing this rock to spin and even out the extreme temperatures. This may get a bit bumpy though in three…two…one... Hold on!”
A sudden jolt shakes the entire asteroid, sending anything unsecured reeling as the stars begin to spin overhead.
Table GMs, the Engines benefit is now in play.
Mustaparta
|
The spellcasting at the beginning is enough. Forgot about that. 2 climbing successes is enough.
The team successfully climbs in tunnels. After some time Azura spots a terrible monster of the depths rushing upward through the ice.
Perception (Constantin): 1d20 + 7 ⇒ (11) + 7 = 18
Perception (Daniel de Fehrn): 1d20 + 5 ⇒ (7) + 5 = 12
Perception (Ecthelien): 1d20 + 6 ⇒ (11) + 6 = 17
Perception (Azura): 1d20 + 3 ⇒ (17) + 3 = 20
Knowledge (planes) Ecthelien: 1d20 + 8 ⇒ (2) + 8 = 10
Azura has one round to act before haunt. Everyone roll a Will save DC 20 against a mind-affecting fear effect.
Daniel de Fehrn
|
Dan isn't very happy that a ghostly effect is influencing him, he will try to shake it off to the best possible.
Will save : 1d20 + 7 ⇒ (3) + 7 = 10
But he panicks bad enough that he doesn't care where he might go, but in the process might trip over the sleet of ice. He's hoping Azura can do something before he goes full Benny Hill.
In the case I need to roll Acrobatics and else (and I also expect to have to do some healing) :
Acrobatics : 1d20 - 2 ⇒ (3) - 2 = 1
Climb : 1d20 + 4 ⇒ (15) + 4 = 19
Wand of Cure Light Wounds : 3d8 + 3 ⇒ (1, 5, 1) + 3 = 10
Azura ~bluedove
|
Will Save: 1d20 + 3 ⇒ (2) + 3 = 5
Azura points a trembling hand at the monstrous shape rushing up toward them. Do I still get to act or am I running? XD
Mustaparta
|
[dice=Will Save]1d20+3
Azura points a trembling hand at the monstrous shape rushing up toward them. Do I still get to act or am I running? XD
Your surprise round action is supposed to happen before your save. This is how I figured it. Yes it is a *Hard* save.
The enormous shadow terrifies you to your very core and you are panicked for 1 round. You run away from the sight on slippery ice. Everyone roll Acrobatics DC 17 or fall prone or even worse.
Mustaparta
|
All but Azura fall and slide toward one of the chasm precipices. If you cannot stop before edge you will fall down to bottom.
One more Reflex save from those who failed
falling damage on failing the Reflex save: 3d4 ⇒ (3, 1, 4) = 8
Climbing back up is DC 17 check.
Ecthelien the Grey
|
reflex: 1d20 + 5 ⇒ (2) + 5 = 7
Ecthelien desperately claws and grabs at the ice as he slides downwards
I am not sure if he is still afraid and or if he could try to dimensionally slide 40’ to a place safely off the ice (move action) ?
Azura ~bluedove
|
Seeing her friends start to slip toward the edge, Azura shouts a reminder. "Snapleaf! It will break the fall!"
I don't think I can actually do anything to help, can I? Maybe some of you have rerolls available?
Daniel de Fehrn
|
I already used my reroll, so yeah forgot, Snapleaf it is. Hopefully it is enough to not fall like a plank
Dan totally forgot one item he has from the briefing. Azura gives him a timely reminder to either use/munch that leaf.
Mustaparta
|
[Dice= reflex]1d20+5
Ecthelien desperately claws and grabs at the ice as he slides downwards
I am not sure if he is still afraid and or if he could try to dimensionally slide 40’ to a place safely off the ice (move action) ?
Panicked lasts only 1 round so yes, you could try that.
----When you're climbing to get back on track you meet other Pathfinders who help you out of slippery ice and inform you that the area is cleared of enemies. Vault entrance is now discovered, we will move there soon.
Constantin.
|
reflex save: 1d20 + 4 ⇒ (1) + 4 = 5
After he falls Constantin uses his wand of infernal healing to heal himself and then climbs back up.
climb: 1d20 + 10 ⇒ (5) + 10 = 15
climb: 1d20 + 10 ⇒ (17) + 10 = 27
...after a couple of attempts (although if anyone has a has a knotted rope they could drop for him to climb, he could make it on his first attempt).
Azura ~bluedove
|
With nothing looming up to attack in the aftermath of the panic, Azura concludes that the monstrous form was some sort of apparition meant to startle them into falling. A tactic that has worked unfortunately well.
Setting to work, she draws out her rope and sets to tying knots and secures it in place before lowering it down to aid her comrades in their climb back up.
Aid another, Climb: 1d20 + 5 ⇒ (14) + 5 = 19
Noticing Daniel struggling some, she watches his progress closely and calls out guidance to help him along the way. "See that outcropping there, brace your feet against it and use the rope to pull yourself up. You can do this, one step at a time!"
Knotted rope plus Aid Another should equal a +6 to Daniel's climb and get him back up.
Mustaparta
|
From icy tunnels you arrive into warm, brightly lit chambers. Vaulted arcs of stone create a bizarre network of geometric recesses, like a petrified beehive but orders of magnitude larger. In one cell stands an altar smeared with blood and ochre. Reusing the map on slide 5
Two creatures stand near the altar. Rotting vestments hang across the withered flesh of the dark blue and its mouth hangs open in a silent scream. The yellow is a skeletal creature that wears rotting robes, and carries a sword in its talon-like hands. An evil blue light dances in its
empty eye sockets. They both advance toward you.
Constantin: 1d20 + 2 ⇒ (8) + 2 = 10
Daniel de Fehrn: 1d20 ⇒ 6
Ecthelien: 1d20 + 5 ⇒ (8) + 5 = 13
Azura: 1d20 + 5 ⇒ (10) + 5 = 15
yellow square: 1d20 + 6 ⇒ (18) + 6 = 24
dark blue: 1d20 + 6 ⇒ (15) + 6 = 21
Party is up!
Azura ~bluedove
|
Recognizing some form of undead when she sees them, she tries to discern what sort and their specific dangers and weaknesses.
Knowledge(Religion): 1d20 + 7 ⇒ (17) + 7 = 24
Drawing her bow, she begins to sing an inspiring melody informing her fellows of the dangers she recalls of these foes.
4th round of Bardic Performance, verbal components; Inspire Courage: +2 to attack, damage and saves vs charm/fear.
Constantin.
|
Just to check, was there any warning that a fight might be imminent or did we only realise the danger when we saw the foes (i.e. was there any opportunity to buff or did we only spot the enemy when it was to late for that)?
Ecthelien the Grey
|
Ecthelien shrugs.
I am not as well versed with undead or religious matters in general. Promptly share if these can be hurt by fire or spells, and I will do my utmost to thwart them.
If possible to align both with a flame arc (30' line) then he will do that, but otherwise just blast the closer of the two.
Flame Arc DC 13) (Su) : 2d6 + 1 ⇒ (1, 2) + 1 = 4 Bleh!
Daniel de Fehrn
|
The only thing that changes pre-buffing or not is whether I'll be able to use my War Blessing or not. Assuming we have time to buff then yes, otherwise I will only have Divine Favor, which I'll cast regardless because I can do it as a swift action
Dan just has enough move to sprint towards the skeletal creature, because he doesn't see any obstacle in the straight line he's using for his move. He has nothing left in the tank for the next six seconds given he doesn't have enough speed otherwise to charge and attack once.
If it's not possible to run there, I'll just double move and feel free to move me back where it's still a legal move. If it's a run, I'm flat-footed but given I have 0 dex modifier, I don't care that much
Divine Favor is +2 luck bonus to attack rolls and damage (I have the Fate's Favored trait) and the War Mind Blessing, I choose the +1 dodge bonus to AC (assuming I got it)
Constantin.
|
If he did get an opportunity to buff Constantin would have gone with his standard enlarge person and then shield, but I'll assume for now that he didn't get them up and if he did then we might just need to tweak his positioning and damage to reflect his extra reach and size.
Constantin looks a little conflicted about which adversary to go for, before deciding he would probably be most useful attacking the foe who is already distracted in melee. He takes a step forward and appears to step out of existence through an invisible crack in reality, before reappearing a fraction of a second later through a similar crack on the other side of the nearest enemy (he uses a point from his arcane reservoir to activate Dimensional Slide and teleport 20 feet as part of his move action) and then continues to move until he is behind the foe that Dan has engaged. Once in position he attacks...
longspear AoO attack + IC + flank: 1d20 + 7 + 2 + 2 ⇒ (17) + 7 + 2 + 2 = 28
cold iron piercing damage + IC + sneak attack: 1d8 + 6 + 2 + 2d6 ⇒ (4) + 6 + 2 + (3, 3) = 18
Mustaparta
|
No, this time you did not have time to use buffs.
Ecthelien's flame arc burns closer enemy, but doesn't reach another.
Dark blue, Reflex save: 1d20 + 3 ⇒ (1) + 3 = 4
Constantin hits the skeletal priest, but its bones somewhat resist damage of spear.
Yellow gazes Daniel and Constantin menacingly and you feel cold shiver in your spine. DC 15 Will save or you are shaken. It then steps out of flank. Blue hustles to Daniel, its preferred target and slashes him with its sharp claws but swings miss.
claw: 1d20 + 4 ⇒ (8) + 4 = 12
claw: 1d20 + 4 ⇒ (10) + 4 = 14
Everyone is up
Constantin.
|
will save + IC: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12 (I've included the negative to hit from shaken in his attack roll below)
Constantin repositions himself so that the skeletal priest is once again between himself and Dan before repeating his attack...
longspear AoO attack + IC + flank - shaken: 1d20 + 7 + 2 + 2 - 2 ⇒ (9) + 7 + 2 + 2 - 2 = 18
cold iron piercing damage + IC + sneak attack: 1d8 + 6 + 2 + 2d6 ⇒ (4) + 6 + 2 + (3, 4) = 19
Ecthelien the Grey
|
Ecthelien steps closer and will call forth a pair of force missiles on the priest.
”Too crowded for fire. Let us try a spell. “
A pair of magic missiles dart from his hand.
MM : 2d4 + 2 ⇒ (2, 3) + 2 = 7
switch targets if first falls
Daniel de Fehrn
|
Will save : 1d20 + 7 ⇒ (9) + 7 = 16
Dan is luckily able to shrug off the sense of dread that was overwhelming him for a couple of seconds. He didn't have time to use his War Blessing, but he doesn't care. He buffed himself and he's flanking, hopefully this does the trick, because this is very weighted attack, but with an uncertain accuracy.
attacks with a bastard sword : 1d20 + 7 + 2 + 2 + 2 ⇒ (5) + 7 + 2 + 2 + 2 = 18
Damage : 1d10 + 7 ⇒ (9) + 7 = 16
Mustaparta
|
Constantin and Daniel hit the skeleton with sword and spear while Ecthelien sends magic force at it. That is enough to destroy it.
Azura is up
Azura ~bluedove
|
Azura maintains her performance, singing out that the remaining Hecueva harbors disease in it's claws and is vulnerable to magic and silver. She moves closer, charging her bow with Arcane energy and fires, though she misses the mark badly.
+1 Composite Shortbow attack, IC: 1d20 + 8 + 2 ⇒ (3) + 8 + 2 = 13
Damage, PBS, AS, IC: 1d6 + 3 + 1 + 2 ⇒ (5) + 3 + 1 + 2 = 11
5th round of Bardic Performance, verbal components; Inspire Courage: +2 to attack, damage and saves vs charm/fear.
Mustaparta
|
Azura misses the huecuva which attacks Daniel but doesn't succeed wounding him.
Claw: 1d20 + 4 ⇒ (17) + 4 = 21
Claw: 1d20 + 4 ⇒ (8) + 4 = 12
Party is up!
Azura ~bluedove
|
Azura maintains her performance, charges her bow with Arcane energy and fires again, this time with much better results.
+1 Composite Shortbow attack, IC: 1d20 + 8 + 2 ⇒ (18) + 8 + 2 = 28
Damage, PBS, AS, IC: 1d6 + 3 + 1 + 2 ⇒ (6) + 3 + 1 + 2 = 12
6th round of Bardic Performance, verbal components; Inspire Courage: +2 to attack, damage and saves vs charm/fear.
Mustaparta
|
This time the Aasimar hits and kills her target. Nearby you find small cache of supplies including four potions of endure elements, two potions of cure light wounds, potion of remove disease, and a wand of lesser restoration (5 charges).
Do you want to move to next location immediately?
Ecthelien the Grey
|
Ecthelien will come out of delay
” We will store this cache of items for distribution later. Is anyone seriously injured or are we ready to press onward? “
The elf will make sure the items are grabbed if not picked up by others.
| DM Carbide |
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.”