[GD XIII] Redelia's Cosmic Captive (Inactive)

Game Master Redelia

Chronicle Sheets


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

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.

Grand Lodge

Yeah my bad, forgot to explicit, you took 21 damage

After getting badly hurt, Tusk retaliates in a big fashion. He attacks the creature twice, and the latter falls to the ground in an unceremonious fashion. Seeing that, the floating ball tries to get back at him in revenge, but is only partially successful. One hit lands but the other one misses.

attacks with a tendril : 1d20 + 8 ⇒ (14) + 8 = 22
attacks with a tendril : 1d20 + 8 ⇒ (3) + 8 = 11
Damage : 1d4 + 5 ⇒ (1) + 5 = 6

Tusk is at 27 damage, everybody else can act

Sovereign Court

Tri'gar moves up to attack.

Power Attack with Slitherbane: 1d20 + 12 - 2 ⇒ (16) + 12 - 2 = 26

Damage: 1d10 + 8 + 6 ⇒ (8) + 8 + 6 = 22

Grand Lodge

Male Half-Elf Bard 7 (HP 45/45) (AC 20/11/19) (CMD 20) (Fort +3, Ref +6, Will +3) (Init +3) (Perception +13)

Jarlaxle tries to double-tap the floating ball with Tri'Gar.

Gamin the Reforged: 1d20 + 12 ⇒ (16) + 12 = 28, for 1d8 + 9 ⇒ (1) + 9 = 10 Magical Slashing damage.

Grand Lodge

Male Half-Orc Fighter 5

Jarlaxle, can Slitherbane and Gamin be friends? First time I have played with 2 intelligent weapons at one table... ;)

Grand Lodge

The party overhears the faraway sounds of mechanical engines from what looks like a spacecraft from another world. They have the sense it might benefit some of their teammates who went in the other pathways. Sadly, in their case it wouldn't be of any real benefit because the temperature around them is moderate already. The other parties will get their atmospheric temperatures stabilized instead of being either very cold or very hot, going down to something more temperate.

As for their own direct fight, Tri'gar manages to defeat the floating ball. A couple of seconds lapse and they thought it would mean they can push forward, except that as before dying, it explodes in a wave of energy that heals the winged one who suddenly wakes up on the ground, and ready to counterattack, sadly not having time to react further when Jarlaxle also lands a blow to get it down for good.

I will put another map soon. you can re-sort your buffs and heal

Grand Lodge

I make a separate post because it might be possibly the last fight of that part, you can look at slide 7.

Tunnels twist and turn into dozens of dead-ends, each of which terminates in a rapidly shifting portal through which other locations on the asteroid are visible.

The party has to navigate quite a bit in order to find the center of this chamber. They stumble upon three fey-like creatures who do not take kindly to intrusion.

You can all roll initiative

Fey init 1 : 1d20 + 1 ⇒ (17) + 1 = 18
Fey init 2 : 1d20 + 1 ⇒ (14) + 1 = 15
Fey init 3 : 1d20 + 1 ⇒ (3) + 1 = 4

Silver Crusade

N/G Male Half-orc Fighter/5 | HP: 49/49| AC Norm/Tch/FF: 21/15/17 | CMD: 22 | F/R/W: +8/+6/+3 | Init: +4 | Speed 30 ft | Acrobatics +3, Climb +5, Intimidate +5, Perception +1, Ride +6, Stealth +2 | Active Conditions:

Tusk gets himself (mostly) healed up before continuing.

CLW: 4d8 + 4 ⇒ (7, 2, 4, 7) + 4 = 24

init: 1d20 + 4 ⇒ (8) + 4 = 12

Grand Lodge

Male Half-Elf Bard 7 (HP 45/45) (AC 20/11/19) (CMD 20) (Fort +3, Ref +6, Will +3) (Init +3) (Perception +13)

Initiative: 1d20 + 3 ⇒ (5) + 3 = 8.

Grand Lodge

You can anticipate your actions, I'll solve these and write mine when I get back from work

Grand Lodge

Male Half-Elf Bard 7 (HP 45/45) (AC 20/11/19) (CMD 20) (Fort +3, Ref +6, Will +3) (Init +3) (Perception +13)

I mean, assuming they move forward to attack, Jarlaxle will try to get in, and take a swing...

Gamin the Reforged: 1d20 + 12 ⇒ (12) + 12 = 24, for 1d8 + 9 ⇒ (4) + 9 = 13 Magical Slashing damage.

...if they don't, I guess I will have to double move so that I can get into melee.

@Tri'gar: Heh. It would certainly be interesting! From what I remember, both have *very* different backgrounds, though :-P

Grand Lodge

Daeron's initiative : 1d20 + 4 ⇒ (8) + 4 = 12
Trigar's initiative : 1d20 + 3 ⇒ (13) + 3 = 16

The first fey charges towards Tri'gar like it's no tomorrow, heavy pick on hand, even at the cost of exposing the flank a little bit.

1 attacks with a heavy pick : 1d20 + 10 ⇒ (17) + 10 = 27
1 Damage : 1d4 + 9 ⇒ (4) + 9 = 13

Tri'gar is at 13 damage

Tri'gar tries to retaliate. He lands pretty hard, despite the creature resisting the hit quite a bit. There's some amount of DR there

attacks with Slitherbane : 1d20 + 8 ⇒ (14) + 8 = 22
Damage : 1d10 + 14 ⇒ (5) + 14 = 19

The second fey charges at Tri'gar too but horribly misses despite catching him flat-footed.

2 attacks with a heavy pick : 1d20 + 10 ⇒ (5) + 10 = 15
2 Damage : 1d4 + 9 ⇒ (3) + 9 = 12

Despite having somebody in front of him, Daeron tries to shoot at the target who has already been hurt, but the shot is going wide.

attacks with a longbow : 1d20 + 8 ⇒ (3) + 8 = 11

Tusk moves just enough to not provoke a heavy pick hit and then tries to pluck the same target. He manages to land the hit and that's enough to finish the first creature to move.

attacks with a orcish double axe : 1d20 + 9 ⇒ (8) + 9 = 17
Damage : 1d8 + 12 ⇒ (8) + 12 = 20

Jarlaxle only needs to move just enough to reach the second creature and manages to land the hit, managing it non-insignificantly. The last fey tries to normally move to not open a bigger window in the counterattack, but also misses.

3 attacks with a heavy pick : 1d20 + 8 ⇒ (8) + 8 = 16
3 Damage : 1d4 + 9 ⇒ (1) + 9 = 10

I bot a bit more aggressively because we're approaching the end of this part, and it's the last fight. It's the round 2, Tri'gar's turn, 1 is dead

Silver Crusade

N/G Male Half-orc Fighter/5 | HP: 49/49| AC Norm/Tch/FF: 21/15/17 | CMD: 22 | F/R/W: +8/+6/+3 | Init: +4 | Speed 30 ft | Acrobatics +3, Climb +5, Intimidate +5, Perception +1, Ride +6, Stealth +2 | Active Conditions:

So who is up now? All of us? If so, these are Tusk's attacks, for what good it does :(

  • to hit orc double axe: 1d20 + 5 ⇒ (5) + 5 = 10
  • slicing damage, adamantine, whetstone: 1d8 + 9 + 1 ⇒ (4) + 9 + 1 = 14
  • to hit orc double axe: 1d20 + 5 ⇒ (6) + 5 = 11
  • slicing damage, cold Iron, whetstone: 1d8 + 9 + 1 ⇒ (1) + 9 + 1 = 11

  • Grand Lodge

    Given how fast the first fey got down, it's faster if I do regroup init by opponent blocs, I'll say you can all act and which fey(s) remain after that will act.

    Grand Lodge

    Male Half-Elf Bard 7 (HP 45/45) (AC 20/11/19) (CMD 20) (Fort +3, Ref +6, Will +3) (Init +3) (Perception +13)

    Jarlaxle takes a 5' step to create some more room, and takes another swing at the same fey.

    "Their hide is a bit tougher than I was expecting, but it is nothing a little more strength can't power through!"

    Knowledge(Nature) 'Take 10' = 19.

    Mechanically, I am sure they have DR/Cold Iron if they are fey, but I can't do anything about that, so it is academic ;-)

    He then obligingly takes another swing at the same one he hit last round.

    Gamin the Reforged: 1d20 + 12 ⇒ (9) + 12 = 21, for 1d8 + 9 ⇒ (6) + 9 = 15 Magical Slashing damage.

    Grand Lodge

    Tusk tries to attack twice, but using both sides of the axe causes a worse accuracy and both miss. Jarlaxle though doesn't miss his and puts a good swing. It's up to Tri'gar next to do his part and attacks the same target.

    attacks with Slitherbane : 1d20 + 9 ⇒ (9) + 9 = 18
    Damage : 1d10 + 13 ⇒ (3) + 13 = 16

    The hit is enough to kick out the second fey, and only one is remaining. Daeron tries to hit that one through Tusk. Although it's not a lot, damage is damage.

    attacks with a longbow : 1d20 + 9 ⇒ (13) + 9 = 22
    Damage : 1d8 + 4 ⇒ (3) + 4 = 7

    The last fey tries to land something in desperation, seeing being completely outnumbered, but this is not successful either.

    attacks with a heavy pick : 1d20 + 9 ⇒ (8) + 9 = 17
    Damage : 1d4 + 9 ⇒ (2) + 9 = 11

    Party can act

    Grand Lodge

    Male Half-Elf Bard 7 (HP 45/45) (AC 20/11/19) (CMD 20) (Fort +3, Ref +6, Will +3) (Init +3) (Perception +13)

    Jarlaxle steps into a flank, and takes a swing...

    Gamin the Reforged: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34, for 1d8 + 9 ⇒ (5) + 9 = 14 Magical Slashing damage.
    Crit Confirmation: 1d20 + 12 + 2 ⇒ (10) + 12 + 2 = 24, for 1d8 + 9 ⇒ (2) + 9 = 11 *ADDITIONAL* damage.

    Grand Lodge

    I'm checking the remaining HP of the last fey, and while the creature is still standing, it's pretty academic at this point. The critical hit accelerated the timetable by quite a lot

    Jarlaxle strikes hard enough it could have been an one-shot kill. The creature gives up, knowing that any following breeze will result on meeting the ground himself.

    At this point, the party can choose to either rest until being ordered to enter the vault, or they can try to help their teammates in either the Water Path or the Fire one.

    I tallied an Earth success for the multitable. Doing and succeeding the other end of path combats in the other paths might result in either Fire or Water Success.

    Grand Lodge

    We'll go to the Vault entrance soon, it has been unlocked

    Silver Crusade

    N/G Male Half-orc Fighter/5 | HP: 49/49| AC Norm/Tch/FF: 21/15/17 | CMD: 22 | F/R/W: +8/+6/+3 | Init: +4 | Speed 30 ft | Acrobatics +3, Climb +5, Intimidate +5, Perception +1, Ride +6, Stealth +2 | Active Conditions:

    "I am impressed. I think you lead the kill list at 4, Tri'gar, Jarlaxle next at 3, and I am the unfortunate laggard at 2."

    ...

    "Let's go help the others while we have time!"

    How about the fire path?

    Grand Lodge

    Male Half-Orc Fighter 5

    "It wasn't me alone, I'll take 2 and give the other 2 to Slitherbane! Mind you, I think he would take all 4 for himself..." and Tri'gar starts muttering seemingly to himself while having a telepathic debate with Slitherbane.

    "I agree, let's help our fellow agents out there in danger! Tusk, I will head your thoughts and cast my vote for the Fire Path as well."

    Grand Lodge

    Male Half-Elf Bard 7 (HP 45/45) (AC 20/11/19) (CMD 20) (Fort +3, Ref +6, Will +3) (Init +3) (Perception +13)

    "Fire Path works for me!"

    Grand Lodge

    I was waiting for Daeron's view but with 3 out of 4 going for Fire, I'll make the switch later during the day

    Grand Lodge

    I see the table who went for the Fire path got the Fire success, so I think I'll make you do something else then, the optional encounters (or social sequences but who might bring some bonuses)

    When the party arrives in the Fire Path, they're seeing that while they might attempt to help with another derelict ship to make the atmospheric conditions even better the ship is the location of the Fire (or upgraded Fire) success, but that they're not strictly needed to do it, so they can go towards a giant palace they see on the horizon. But there's the ill-feeling that pathways towards it have been made at the expense of the local ecosystem, especially magma worms. While they don't see any of them in their immediate surroundings, they might encounter one in the future. Once they get closer to the location, that's what they see :

    Plumes of cool air grow hot and dry as they rush out from this network of igneous tunnels. A palace constructed of obsidian bricks stands high within a large cavern, surrounded by cultivated gardens containing brass mockeries of plant life and elegant pools of lava. The gates stand open without a guard in sight, while sounds of revelry emanate from within.

    From what the party sees, the guards that are posted at the entrance don't seem to be overly dedicated to their job. They also make the effort to talk to them in Common instead of in Ignan first. They explain that while they should nominally disallow them from moving further down the road, they won't actually do it, instead they offer them an escort towards the throne room, to talk to their leader, a malik efreeti named Fawaz Nahlam, who welcomes them like he's relieved.

    " Hello visitors ! That doesn't arrive very often nowadays. Assuming the guards briefed you good enough about who I am or why I have my current behaviour, you can guess why I don't even try to hide my body language. It's actually a big relief that you're there. I was waiting for something new to arrive, given my surroundings are just plain boring. What are your motives there ? I overheard quite a bit of commotion since you and your teammates arrived in that asteroid, but not much else. "

    The party understands that what he requires is a distraction, that could be either a fight between the party and some selected minions at his disposal, or good old talking to try to convince him to help them in some way, knowing that genies could grant wishes. But they also know that should they talk in the wrong way, it could result in a full blown fight, with Fawaz himself involved.

    There are several options :
    organized combat
    social skills Bluff, Diplomacy, Intimidate, Linguistics, Perform, or Profession (merchant) (you need three checks, using the same one more than once might result in a penalty for each successive use)

    You can make a will save when you arrive inside the room. You don't think it's anything aggressive. You can go to slide 8. I'm very sorry to shamelessly reuse a pic from a certain season 6 scenario, but given the time that's remaining ... !

    Grand Lodge

    To explain why there's a slight discrepancy between the first bolded paragraph and the non-bolded one that follows suit, it's to emphasize more how the creatures in this part of the special don't want at all to be there, though you could assume some of their colleagues indeed do party all day long as per the original writing

    Sovereign Court

    Tri'gar thinks about doing something intimidating to offer some entertainment and distraction...

    Intimidate: 1d20 + 7 ⇒ (8) + 7 = 15

    As for the will save...

    Will Save: 1d20 + 2 ⇒ (10) + 2 = 12 +1 vs Fear

    Grand Lodge

    Male Half-Elf Bard 7 (HP 45/45) (AC 20/11/19) (CMD 20) (Fort +3, Ref +6, Will +3) (Init +3) (Perception +13)

    Will: 1d20 + 3 ⇒ (1) + 3 = 4.
    +2 to saves Vs Enchantment spells or effects
    +2 trait bonus on all saving throws against charm and compulsion effects.
    +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects.

    "Well, we are here exploring, mostly. If you want a distraction, how about I tell you the tale of the nymph, the satyr, and the fire spirit..."

    Perform(Oratory): 1d20 + 12 ⇒ (2) + 12 = 14.
    Perform(Oratory), GM Star Re-roll: 1d20 + 12 + 5 ⇒ (4) + 12 + 5 = 21.

    Grand Lodge

    You need to roll at least three successful checks before failing two. You can roll several times, probably up to six just in case of, I'll tally whether you successfully worked him or not

    While Tri'gar didn't manage to impress the efreeti with his show of force, it's not so bad as to make things worse, as far as he knows. The only thing that some of his underlings might say is that he needs to show more effort on his muscles.

    As for Jarlaxle, his tale is distracting enough that the efreeti feels relaxed. In other circumstances, he could pay him quite a bit to order a piece of music. 1 success, no fail

    Grand Lodge

    Male Half-Elf Bard 7 (HP 45/45) (AC 20/11/19) (CMD 20) (Fort +3, Ref +6, Will +3) (Init +3) (Perception +13)

    Gotcha. I'll make those extra rolls, then.

    Jarlaxle continues to talk, weaving fact and fiction as he attempts to entertain the efreeti with carefully exaggerated tales, and subtle flattery.

    Bluff: 1d20 + 12 ⇒ (17) + 12 = 29.
    Diplomacy: 1d20 + 12 ⇒ (8) + 12 = 20.

    ...and then the second cycle...

    Perform(Oratory): 1d20 + 12 ⇒ (17) + 12 = 29.
    Bluff: 1d20 + 12 ⇒ (20) + 12 = 32.
    Diplomacy: 1d20 + 12 ⇒ (14) + 12 = 26.

    EDIT: Heh. Apparently, after a false start, the bard does good at being a bard ;-)

    Silver Crusade

    N/G Male Half-orc Fighter/5 | HP: 49/49| AC Norm/Tch/FF: 21/15/17 | CMD: 22 | F/R/W: +8/+6/+3 | Init: +4 | Speed 30 ft | Acrobatics +3, Climb +5, Intimidate +5, Perception +1, Ride +6, Stealth +2 | Active Conditions:

    will ST: 1d20 + 3 ⇒ (13) + 3 = 16

    "I'm all for a fight if that will entertain them. Can your weird swords do anything interesting for them?"

    Grand Lodge

    If Jarlaxle didn't roll that high on the following checks, I would have only rolled it as a regular Fire success, but it's good enough to roll something potentially extra

    Tri'gar doesn't grasp it, but Tusk does, that part of the food isn't real, but not out of a deliberate attempt at starving guests, but to save appearances due to the relative paucity of the surroundings of this place, which aren't inducive to receive lots of food and drinks. As far as the party is concerned, he's doing an honest attempt at covering some of what is lacking by using spells like Create Food and Water, but that only goes so far.

    While Tusk is opened to the idea of staging a fight, he ultimately doesn't need to because Jarlaxle has a stroke of genius in all the aspect of what a bard should be. He effortlessly drives out stories about his previous adventures whether truthful or fiction. He also has the feeling that the efreeti doesn't care about everything, but focuses more on the effort he's putting, and he nods in approval.

    Roll a Wisdom or a Linguistics check, just in case of, you'll understand when I'll write what I'll write after that

    " Well well well, consider me impressed. I might consider granting a wish to you, although, I hope you understand, that we efreeti don't do that lightly. "

    ( The PCs may wish for health, restoring the PCs to full hit points and
    removing any status effects; armaments, gaining magical weapons and armor with a combined gold piece value of 5,000 × the APL that disappear at the end of the adventure; or wrath, causing the next encounter to use the creatures from the next lowest subtier (reduce the starting hit points of creatures by 50% in Subtier 1–2). Fahaz is too canny to trick into granting an inherent bonus to a PC’s ability score. )

    Grand Lodge

    Sounds like the palace map wasn't opened yet because not enough successes for that. I should have made you fight in the ship instead, probably. I'll check with the overseer how to resolve that.

    Sorry, I made you hope a bit mistakenly. I need to check if I had to make you start from the first fight in the Fire path or the second one, because it's the latter which has some loot, the first one has none, or if the overseer will consider that the group is strong enough to have made two fights in one pbp day is up in the air

    Silver Crusade

    N/G Male Half-orc Fighter/5 | HP: 49/49| AC Norm/Tch/FF: 21/15/17 | CMD: 22 | F/R/W: +8/+6/+3 | Init: +4 | Speed 30 ft | Acrobatics +3, Climb +5, Intimidate +5, Perception +1, Ride +6, Stealth +2 | Active Conditions:
    GM Philippe Lam wrote:
    Roll a Wisdom or a Linguistics check, just in case of, you'll understand when I'll write what I'll write after that

    wisdom: 1d20 ⇒ 9

    Are we wishing as a group or as individuals? If as individuals Tusk will wish for +1 weapon, +1 armor, and +1 ring of protection.

    Grand Lodge

    You wish as a group given the effects of some of the choices, but if you wish for equipment you can choose whatever mix you want. Sounds like the encounter will still get tallied as a regular Fire success, I don't need to roll back and make the group do something else

    Grand Lodge

    Male Half-Elf Bard 7 (HP 45/45) (AC 20/11/19) (CMD 20) (Fort +3, Ref +6, Will +3) (Init +3) (Perception +13)

    Wis: 1d20 - 2 ⇒ (8) - 2 = 6.

    Grand Lodge

    Daeron's wisdom check : 1d20 + 2 ⇒ (3) + 2 = 5
    Tri'gar wisdom check : 1d20 + 1 ⇒ (1) + 1 = 2

    Rerolling through GM reroll : I think I can give a reroll to somebody, but given I have nothing specific to boost it, you just reroll with the base check of the player

    Wisdom check : 1d20 + 2 ⇒ (16) + 2 = 18

    The party senses that the efreeti tried to sneak them a fast one by twisting the small lines in the wish at the end of the page, but it wasn't initially clear.

    The contract didn't seem to include anything hampering them, and they prepared to depart. But at the last second, an outside inspiration warned them that their host wanted to have some giggles watching them getting cursed by mishaps during their adventuring further. They rewatch the terms of the wish, and whoever warned them didn't lie. They turn back to point it out to the efreeti, and to uphold him to the terms of a regular wish, like the marids would do. Holding his hands up and not begrudging them much, he says the following sentence :

    " You're not just a bunch of brutes who hack and slash their way out of everything. I can appreciate that intelligence. Maybe we can encounter each other sometime in the future, I can use your services again. If you visit the Plane of Fire at some point in the future, I think my colleagues could use a bit of this honesty. Ah, efreeti politics ... "

    The party can use the wish in its original intent rather than getting twisted. Up to you to choose what to select.

    Grand Lodge

    Male Half-Orc Fighter 5

    So, can you give us a specific GP amount that we each get as our portion of wish if it is divided. I don't want to make a math error.

    Grand Lodge

    Male Half-Elf Bard 7 (HP 45/45) (AC 20/11/19) (CMD 20) (Fort +3, Ref +6, Will +3) (Init +3) (Perception +13)

    Jarlaxle bows politely.

    "I will certainly keep that in mind, if I ever find myself there."

    Grand Lodge

    @Tri'gar : In the discussion topic, I floated 20000 GP, but Jarlaxle said it might more be 15000. I'm myself not sure whether it's the highest number you align on, or the lowest. Not knowing that, I'll just cut the apple in half and say 17500

    Grand Lodge

    Male Half-Orc Fighter 5
    GM Philippe Lam wrote:
    @Tri'gar : In the discussion topic, I floated 20000 GP, but Jarlaxle said it might more be 15000. I'm myself not sure whether it's the highest number you align on, or the lowest. Not knowing that, I'll just cut the apple in half and say 17500

    That works out to be 4,375gp each, if I am doing my math right. If that is the case, and we are restricted to arms and armor, not sure what I can get apart from 3,000 gp to increase my armor from +1 to +2 if that works, and since it is communal party amount, I would offer up the balance to others.


    Venture Lieutenant, Play by Post (online)

    We are expecting a post from the House GM moving things forward soon, so once you are done picking gear, there will be a brief pause while we wait for that post.

    Silver Crusade

    N/G Male Half-orc Fighter/5 | HP: 49/49| AC Norm/Tch/FF: 21/15/17 | CMD: 22 | F/R/W: +8/+6/+3 | Init: +4 | Speed 30 ft | Acrobatics +3, Climb +5, Intimidate +5, Perception +1, Ride +6, Stealth +2 | Active Conditions:

    Well, for the remaining 300 or so gp, Tusk will take a potion of barkskin, provided that counts as 'armor'. Probably not though and, if not, will leave the amount over 4000 gp 'on the table' for others to use.


    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

    Male Half-Elf Bard 7 (HP 45/45) (AC 20/11/19) (CMD 20) (Fort +3, Ref +6, Will +3) (Init +3) (Perception +13)

    Gripping Gamin the Reforged firmly in his hands, Jarlaxle nods.

    "No matter how stiff the opposition, we will power through!"

    Silver Crusade

    N/G Male Half-orc Fighter/5 | HP: 49/49| AC Norm/Tch/FF: 21/15/17 | CMD: 22 | F/R/W: +8/+6/+3 | Init: +4 | Speed 30 ft | Acrobatics +3, Climb +5, Intimidate +5, Perception +1, Ride +6, Stealth +2 | Active Conditions:

    "This will be interesting, no? I wonder if we will need to do a lot of rock hopping?"


    Venture Lieutenant, Play by Post (online)

    Society agents lower knotted ropes down the sloping tunnel that drops into the immense spherical cavern where the fortress awaits. The team clambers down the ropes.

    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 it 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.

    Silver Crusade

    N/G Male Half-orc Fighter/5 | HP: 49/49| AC Norm/Tch/FF: 21/15/17 | CMD: 22 | F/R/W: +8/+6/+3 | Init: +4 | Speed 30 ft | Acrobatics +3, Climb +5, Intimidate +5, Perception +1, Ride +6, Stealth +2 | Active Conditions:

    Tusk leads the charge, even though his climbing skill are minimal (though, at least, not non-existent).

    Would using a climbing kit help, or is it assumed that the other agents lowering the ropes are basically using climbing kits? Should one make a climbing roll if one is taking the direct approach like Tusk?

    Grand Lodge

    Male Half-Orc Fighter 5

    Tri'gar leaps forward and grabs ahold of one of the ropes. Does anyone in the party need a hand, he looks behind and reaches out his arm to grab hold of anyone who is lagging behind.


    Venture Lieutenant, Play by Post (online)

    The ropes are knotted, so you are all actually able to just take 10 to climb down the first ten feet. The last five feet you can't take 10 because there are enemies present down there, but you can all safely drop down.

    To keep things moving, I will assume that you all do that.

    Near where you drop on the ground are two creatures made of bones. (you can know they are undead; kn(religion if you want to know more). The red one is clearly the leader and stronger.

    Initiative:

    Jarlaxle: 1d20 + 3 ⇒ (18) + 3 = 21
    Tusk: 1d20 + 4 ⇒ (16) + 4 = 20
    Tri’gar: 1d20 + 3 ⇒ (2) + 3 = 5
    Daeron: 1d20 + 4 ⇒ (9) + 4 = 13 +2 underground
    red: 1d20 + 6 ⇒ (16) + 6 = 22
    yellow: 1d20 + 5 ⇒ (13) + 5 = 18

    Red casts a spell on Tri'gar. Will save, please, Tri'gar.

    bold may act:
    round 1:
    Jarlaxle
    Tusk

    yellow
    Daeron
    Tri'gar (will save needed)
    round 2:
    red

    Grand Lodge

    Male Half-Elf Bard 7 (HP 45/45) (AC 20/11/19) (CMD 20) (Fort +3, Ref +6, Will +3) (Init +3) (Perception +13)

    Knowledge(Religion) - 'Take 10' = 19 for both.

    Jarlaxle strides forward, and attacks Red.

    Gamin the Reforged: 1d20 + 12 ⇒ (11) + 12 = 23, for 1d8 + 9 ⇒ (6) + 9 = 15 Magical Slashing damage.

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