Eluaria Valkyria Passion Frosia
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Elu will loads a alchemical ordnance into the barrel of her paddle-foot pistol, and makes a scatter shot to disperse the swarm.
Scattershot: 1d20 + 11 ⇒ (18) + 11 = 29
Weapon Damage + Fire Damage: 1d6 + 6 + 5d6 ⇒ (4) + 6 + (4, 5, 2, 1, 4) = 26 20ft cone AoE so extra effective vs swarm
| GM 7thGate |
Elu blows a hole through part of the swarm, while Andirke flies over. Elu's blast creates a hole big enough for most of the group to pass, and Ashwell picks up the stragglers that don't make it by Dimension Dooring across.
The combined efforts are sufficient to get through this one.
On the other side of the swarm, the group is approaching the edge of the hills. There are many winding paths that could be taken to try and reach safety.
Sandstorm Round 4: Higher Ground
A precarious path up a hillside offers a chance to duck out of the sandstorm’s way.
You can make a Ride check to push your mounts up the slopes, or a Knowledge Geography to find the best route, or use a relevant spell or ability.
| GM 7thGate |
Elu easily plots the best course, and the Pathfinders quickly ascend into the foothills. It looks like the Pathfinders will get out of the storm's path, when suddenly the winds shift and start blowing directly at the group!
Sandstorm Round 5: Changing Winds
Just as it looks like the Pathfinders are about to get out of the sandstorm’s path, it suddenly changes direction. This is no ordinary sandstorm!
You can make a Stealth check to seek cover, or a Sense Motive check to realize the storm is following you and take appropriate evasive action, or use a relevant spell or ability.
Elise Leafy
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Sense Motive: 1d20 + 5 ⇒ (15) + 5 = 20
Elise tries to understand the storm
| GM 7thGate |
Duende realizes that the storm is definitely following the group, and with some assistance from his companions is able to choose a path through the foothills to help throw it off.
The sky darkens further, and the first bits of sand reach the group. Crashes of thunder begin in the distance, rapidly marching towards the pathfinders. Suddenly, lightning bolts strike the ground nearby, shattering rock with an earsplitting roar.
Sandstorm Round 6: Thunderstruck
Lightning bolts strike the ground, spraying the area with rocky shrapnel.
You can make an Acrobatics check to duck and cover from the shrapnel, or a Spellcraft check to see the pattern in the force creating the lightning and dodge the bolts preemptively, or use a relevant spell or ability.
Elise Leafy
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Elise tries her best to remember what is the characteristic of this kind of lighting
Spellcraft: 1d20 + 4 ⇒ (14) + 4 = 18
Eluaria Valkyria Passion Frosia
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| GM 7thGate |
Elu notices that the lightning strikes seem to be related to several other spells, including Control Weather and Call Lightning, though different from both. Using this information, she quickly directs the group to specific places at specific times, and the group is
As the Pathfinders begin to approach a series of caves at the top of a steep slope, the lightning abruptly cuts off. The wind howls with rage, and the pathfinder feel the storm itself is angry at their escape. With one final burst of thunder, the sky turns red, then opens up and a rain of blood pours forth. Everything is covered in a sticky red liquid. Each pathfinder feels something dark and sickly try to seep into their soul from the blood.
Sandstorm Round 7: Raining Blood
The sky turns dark red, and a downpour
of sticky, corrosive blood begins.
You can make a Fortitude save to Tough it Out, or make a Will save to recognize it as Just and Illusion, or use an appropriate spell or ability.
I will say this is mind affecting, since its implied to be illusionary.
| GM 7thGate |
Elu points out the inconsistencies in the illusionary nature of the rain, and the feeling of the bloody rain fades. Now, a steep and winding path lies before the pathfinders leading to a cave for shelter.
Sandstorm Round 8: To The Caves
There are safe-looking caves ahead, but reaching them requires climbing and leading the animals up the slope.
You can make a Climb check to scramble up, or a Ranged Attack Roll to use improvised grapnels to help bring the animals up, or use a relevant spell or ability.
Elise Leafy
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Elise has a pair of Slippers of Scamperling in her backpack. She could take them on and climb.
How many rounds it will consume?
| GM 7thGate |
Andirke shoots rapid, perfectly places shots to anchor the lines. Elise considers getting out her magical slippers, but it becomes apparent they will be unnecessary.
The group gets the animals into the cave, and the storm rages outside. Gusts of wind blow sand into the cave, but it is deep enough the group has no trouble safely waiting out the storm. Although there are some minor abrasions from the sand, the group made excellent time fleeing and does not appear to have suffered any significant damage.
After some time, the sandstorm dies down, the sun returns to normal and the pathfinders can continue on their journey. Following the crystal, the pathfinders soon descend into a canyon.
The soil type and rock formations suggest this geographical feature was a riverbed thousands of years ago. Now only barren, rocky terrain remains, though several of you note that the canyon once would have been green with vegetation. After a few bends and twists in the canyon, two large stone pillars come into sight. The canyon walls here are 100 feet high, while two stone pillars stand 50 feet tall.
Go ahead and place yourselves at the top of the map on slide 4.
Ashwell
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Ash uses his mage armor wand and casts the spell on himself. He tucks the wand and pulls out a small rod (of extend spell). He then casts False life, gaining 1d10 + 10 ⇒ (10) + 10 = 20 temporary hit points.
Mage armor for one hour.
False life extended for 20 hours.
Would someone please place Ash anywhere on the map? Thanks so much.
Eluaria Valkyria Passion Frosia
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| 1 person marked this as a favorite. |
Would someone please place Ash anywhere on the map? Thanks so much.
Done
"Can someone use this wand on me please?" Andirke asked as he pulled out a wand.
Mage armor
UMD: 1d20 + 17 ⇒ (12) + 17 = 29 Elu uses the wand of Mage Armor on her tengu teammate without problem.
Duende Muerde
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Consume : Ant Haul, Invetigative mind , Heightened awareness ( wand ) for now
Well , i certainly hope that the next endeavours are a bit more intellectual in nature, the delving thru the nature has its charms, but that was too specific
Says as he is playing with a wand at hand
Elise Leafy
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Elise takes out her scrolls, and uses Scroll of Circle against Eviland Scroll of Delay Poison.
Then she says "Can someone help me on this Scroll of Bark Skin ?"
Elise Leafy
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"Thanks Ms. Snow White... Somthing.. Elu!"
| GM 7thGate |
Two large creatures with the torso of a man and a woman and the body of a giant scorpion step out from behind the edge of the canyon walls. The man hurls a javelin in a warning shot that lands 10 feet in front of the group and shouts a dire warning: “Turn back! Weaklings like you find nothing but death here!”
The woman adds, “And you have no right to enter this ancient place!”
useful information about the ancient ruins. You can also get bit of information, plus 1 extra bit for every 5 you exceed the DC.
Ashwell
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Ash turned to the others. ”Anyone know anything about these creatures? I’ve never seen them before. Don’t like them throwing javelins in our general direction, though…”
Elise Leafy
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I care if they are evil
Duende Muerde
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K.Nature: 1d20 + 25 ⇒ (2) + 25 = 27
Regeneration or healing capabilities, Assuming they are the guardians, if they have among their habits ,a way to bypass the duty (Be it a test or something ) , Weaknesss
| GM 7thGate |
Duende, I think you get to roll twice from Investigative Mind
Knowledge: 1d20 + 25 ⇒ (7) + 25 = 32
This particular collection of pathfinders is very knowledgeable, and knows a great deal about Girtablilus.
With that many successes, I will assume you can go ahead an look at the stat block here: https://www.aonprd.com/MonsterDisplay.aspx?ItemName=Girtablilu
These do appear to be fairly competent, and may have class levels in addition to their base racial stats.
Elise Leafy
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"Dear my friends, we are Pathfinders and my name is Elise. Shall we have your names? We are well-trained agents and may not as weak as you described. Now we are guided to find the missing amethyst sage jewel and to know what happened. May I know how we can have access to the permission moving forward?"
Diplo w./ faction pin: 1d20 + 20 + 1d4 ⇒ (12) + 20 + (1) = 33
+1 against hostile starting attitude; +2 to convince non-evil NPC not to perform evil actions
Duende Muerde
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Ah the dance of the words, one of his many guulty pleasures of ours, Elise seemed to have this on the bag, athough he would provide help, words can save the world or condemn it
Waht Miss Elise says its true, we are persuers of knowledge and meant no harm to the vault or that you are bound to protect, we are here to learn and become better, and at the same time to uncover the secret of the whereabouts or fate of the Sage jewel, Please let us go thru, and uncover this mystery
Diplomacy to persuade: 1d20 + 24 ⇒ (14) + 24 = 38
This was to aid
| GM 7thGate |
The male Girtabilu laughs. "Ha! You think you are strong? We are the guardians of an ancient evil, tested by the harsh desert. If you wish to pass it will take more than pretty words to prove your mettle."
The female Girtabilu looks much more thoughtful at the Pathfinder's words.
"Brother...I am not so sure. There is something about them that is compelling. I believe they may know more about the evil within than we might suspect. They may be able to help.
She points at herself, then at the other Girtabilu. "I am Anahita, and this is my brother, Ardashir. We are the guardians of this place. Our family has watched over this site for untold generations to keep the evil within from escaping to the outside world. I would hear from you regarding this Amethyst Sage Jewel, but my brother would have to agree to allow you access. None can pass without the will of both guardians." She turns to look at her brother.
"As it should be! For we each have our own strengths and our own judgement. Few should be worthy to tread on this ground, and those that are should have no trouble convincing us both."
Anahita and her brother are both presuadable with specific approaches/checks. Anahita will listen to arguments for why you are here, and can be presuaded with a DC 33 diplomacy check (among a few other methods), which you passed. Ardashir is more martially inclined, and can be persuaded through a show of force.
There are three methods for convincing Ardashir.
Boastful Story: A PC can impress Ardashir with a boastful story (DC 33 Intimidate or Perform [oratory]) of his martial prowess. If the story is made up, the PC must succeed at a DC 38 Bluff check instead.
Return Throw: A PC can impress Ardashir by hurling the javelin back to him in a similarly accurate fashion. This requires a ranged attack roll against AC 23 using Ardashir’s javelin (Medium size, no enhancement bonus). Since the PCs are 80 feet away from the girtablilus, most PCs take a –4 penalty due to the distance.
Weapon Drill: A PC can impress Ardashir by performing a skilful weapon drill. This requires a melee attack roll against AC 28 with any melee weapon, using the PC’s Charisma modifier instead of his usual ability modifier (usually Strength) when determining the attack bonus. I'll also allow Weapon Drill with a bow.
| GM 7thGate |
Ardashir raises his spear over his head, shaking it in appreciation. "Oho! You are more skilled than you look, little one! It seems you are correct sister. Come, come and tell us what you know of this place, and why you have come."
Anahita rolls her eyes and beckons to the pathfinders. "I'm usually right, brother. And yes, approach and let us discuss your intentions."
Ashwell
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Ash’s eyes went wide at seeing Elu’s successful toss of the javelin. He has been prepared to use his words to try and belittle the male, but held his tongue after the change in their tones.
He moved forward with the group.