Gameday XIV Hao Jin Cataclysm w/GM R4i (Inactive)

Game Master roll4initiative

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Reaping What We Sow
Navatsiyk wrote:

The rat scurries behind undead and bites the green foe. Nava herself reloads her stonebow.

[Dice=bite, flank]1d20+1+2
[Dice=damage]1d4

The rat may get an AoO from the undead. Maybe both. Going up steps is considered difficult terrain. You didn't mark on the map the movement the rat took. On my update, which I'm going to do soon, I'll go ahead and make the opportunity attack, just let me know if the rat's movement was enough to avoid the AoO.

Dark Archive

CN Sylph Unc. Summoner 2; Init +3; AC 15, t13, ff12; hp 12; Fort -1, Ref +3, Will +3; +2 vs. air or electricity effects and electricity dmg, +2 racial vs. ench and div. spells, +2 vs. shadow spells and effects; spd 30 ft.
GM Roll4initiative wrote:
Navatsiyk wrote:

The rat scurries behind undead and bites the green foe. Nava herself reloads her stonebow.

[Dice=bite, flank]1d20+1+2
[Dice=damage]1d4

The rat may get an AoO from the undead. Maybe both. Going up steps is considered difficult terrain. You didn't mark on the map the movement the rat took. On my update, which I'm going to do soon, I'll go ahead and make the opportunity attack, just let me know if the rat's movement was enough to avoid the AoO.

Initially I planned the rat taking route indicated by arrows I drew. I'm not sure if 40 feet is enough in difficult terrain so I moved it two squares down where it would take AoO only from mint undead.


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Reaping What We Sow
Navatsiyk wrote:
GM Roll4initiative wrote:
Navatsiyk wrote:

The rat scurries behind undead and bites the green foe. Nava herself reloads her stonebow.

[Dice=bite, flank]1d20+1+2
[Dice=damage]1d4

The rat may get an AoO from the undead. Maybe both. Going up steps is considered difficult terrain. You didn't mark on the map the movement the rat took. On my update, which I'm going to do soon, I'll go ahead and make the opportunity attack, just let me know if the rat's movement was enough to avoid the AoO.
Initially I planned the rat taking route indicated by arrows I drew. I'm not sure if 40 feet is enough in difficult terrain so I moved it two squares down where it would take AoO only from mint undead.

Since the rat has an intelligence of 2, I'm going to rule that the rat would attack the closest threatening creature. I do not think it has the mental capacity to make tactically advantageous decisions like moving all the way around a combat just to get to a creature and position itself in a flank. It would most likely attempt to make a direct route, scampering under creatures legs.


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Reaping What We Sow

Brat steps towards the cavern wall and lobs a magical glob of acid at Amber...
acid splash: 1d20 + 2 ⇒ (3) + 2 = 5 for acid: 1d3 + 2 ⇒ (1) + 2 = 3 (+1 force damage)

Well, everyone else was rolling bad. *Shrug*.


Reaping What We Sow

The cavern itself feels unnatural—cursed or blessed, depending on one’s view. Some unseen force seems to shield you, turning aside danger. Blades glance off their marks, and missiles shatter harmlessly against the stone walls.

From the shadows, a trembling worker cries out, voice cracking in terror:
“Ghouls! Watch yerselves—they’ll paralyze ye if they land a hit!”

The shrieks and howls of the undead echo through the cavern as the creatures press their assault.

The amber-tinged ghoul lunges at Merisiel with frenzied fury, striking with everything it has.
Bite: 1d20 + 3 ⇒ (1) + 3 = 41d6 + 1 ⇒ (3) + 1 = 4
Claw: 1d20 + 3 ⇒ (19) + 3 = 221d6 + 1 ⇒ (6) + 1 = 7
Claw: 1d20 + 3 ⇒ (6) + 3 = 91d6 + 1 ⇒ (3) + 1 = 4
Landing a solid hit on Merisiel.
Elves are immune to the paralysis!

The pallid-green ghoul swipes a claw at Nava’s summoned rat...
Claw: 1d20 + 3 ⇒ (20) + 3 = 231d6 + 1 ⇒ (1) + 1 = 2
Crit Confirm: 1d20 + 3 ⇒ (15) + 3 = 181d6 + 1 ⇒ (1) + 1 = 2

...then wheels with startling speed, snapping its teeth and raking a claw toward Moe!
Bite: 1d20 + 3 ⇒ (17) + 3 = 201d6 + 1 ⇒ (5) + 1 = 6
Claw: 1d20 + 3 ⇒ (1) + 3 = 41d6 + 1 ⇒ (4) + 1 = 5
Moe, please make a DC 13 Fort save vs Disease.

Pathfinders are up!

Brat:
Aurelia:
Merisiel: -7 hp
Navatsiyk:
Rat: -4 hp
Ekadan:
Moe: -6 hp
Amber undead: -7 hp
Mint undead:


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

***OVERSEER ANNOUNCEMENT***

The waters of the Eternal Lake flow once more, and our repair teams have patched the nearby rift. The kappas make for strange companions, but they have pledged unending loyalty to the Society. The Eternal Lake is secured!


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

***OVERSEER ANNOUNCEMENT***

The repair teams have patched the rift at Slave Mountain. Many slaves are now free, and they have pledged their aid! Slave Mountain is secured!

Dark Archive

CN Sylph Unc. Summoner 2; Init +3; AC 15, t13, ff12; hp 12; Fort -1, Ref +3, Will +3; +2 vs. air or electricity effects and electricity dmg, +2 racial vs. ench and div. spells, +2 vs. shadow spells and effects; spd 30 ft.

The rat still clings to life and continues to bite undead.

bite: 1d20 + 1 ⇒ (13) + 1 = 14
damage: 1d4 ⇒ 3

Silver Crusade

GM R4i's Hao Jin Cataclysm female CG Gnome Tattooed Sorcerer (draconic) 1 | HP 8/8 | AC 13(16) T 12 FF 12(15) (mage armor) | CMB -4 CMD 7 | F: +2 R: +1 W: +1 (+2 vs. fear, despair and death effects)| Init +9 | Perc +5 (darkvision 60) | SM +1 | Speed 20ft | Nat. 1 reroll: 1/1

Frustrated by her bad aim, Brat moves in a good position for her next spell. She spreads her fingers like a fan, utters a short incantation and a cone of searing flame shoots from her fingertips.

casting burning hands that covers Amber and Mint for fire damage: 3d4 + 3 ⇒ (1, 4, 3) + 3 = 11 +1 force damage (from Havoc of the Society trait), Reflex DC 16 for half

Liberty's Edge

CG male human (Chelaxian) warpriest of Cayden Cailean 2 | HP 14/17 +1 THP AC 18, touch 13, flat-footed 15 | Hit Points: 8/17 | Init +3; Senses Perception +1, Sense Motive +1 | Languages: Common | Fort +4, Ref +3, Will +4; +2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol | Blessings: 3/4
Skills:
Acrobatics -1 (-5 to jump), Craft (alchemy) +5, Diplomacy +5, Profession (barkeep) +6

Fort: 1d20 + 4 ⇒ (14) + 4 = 18

Moe takes a swig and a swing the nearest undead.

Melee (unarmed strike) v mint: 1d20 + 5 ⇒ (13) + 5 = 18
Damage (B): 1d6 + 3 ⇒ (4) + 3 = 7

Grand Lodge

Male N Dwarf Barbarian 1 / Cleric 1| HP 30 / 30 | AC 16 / 12 T / 14 FF | CMD 16 | Fort + 7 Ref + 3 Will + 4 (+2 vs. charm and compulsion) (+2 to save vs. spells, poison, SLA) Init + 2 | Perception + 6 (Darkvision 60') | Speed 40' ft. | Conditions: None | Effects: Bless, Rage| Rage: 9/10 | Channels: 2/2 | Spells: 1st Level (2/2) | Agile Feet: (2/4) | AC 14, +2 Will, +3 Fort

@GM: Both are in range of Ekadan's reach so if one of the ghouls falls he'll obviously hit the other one.

Ekadan swings at a gnarly ghoul:

MW Dwarven giant-sticker: 1d20 + 5 ⇒ (15) + 5 = 202d6 + 4 ⇒ (2, 3) + 4 = 9

Grand Lodge

Female CG Elf Gunslinger 1 | HP 11/11 | AC 17 T 15 FF 12 | CMB -1, CMD 14 | F: +3, R: +7, W: +0 | Init: +7 | Perc: +6, SM: +0 | Speed 30ft | Active conditions: None.

Aurelia will shoot at Amber, taking careful aim...

Gub: 1d20 + 5 ⇒ (9) + 5 = 141d12 ⇒ 3

Grand Lodge

Female CN Elf Rogue 1 | HP 6/10 | AC 17 T 14 FF 13 | CMB +2, CMD 16 | F: +2, R: +6, W: +1 | Init: +6 | Perc: +7 | Speed 30ft | Active conditions: None.

Merisiel, recognizing she’s in a bit of a risky position, will attack Amber and then take a step back.

attack: 1d20 + 4 ⇒ (19) + 4 = 231d6 + 2 ⇒ (2) + 2 = 4


Reaping What We Sow

Reflex Amber: 1d20 + 2 ⇒ (12) + 2 = 14
Reflex Mint: 1d20 + 2 ⇒ (18) + 2 = 20

It appears the tide has turned for the Pathfinders.

Gouts of flame are unleashed, fists are thrown, a bullet strikes its target, and blades find their mark.

The Pathfinders quickly dispatch the undead!

Congratulations! You have successfully completed the second encounter in Round Mountain! There should be an announcement from the Overseer GM soon. I'll move us on to the next encounter tonight.

Silver Crusade

GM R4i's Hao Jin Cataclysm female CG Gnome Tattooed Sorcerer (draconic) 1 | HP 8/8 | AC 13(16) T 12 FF 12(15) (mage armor) | CMB -4 CMD 7 | F: +2 R: +1 W: +1 (+2 vs. fear, despair and death effects)| Init +9 | Perc +5 (darkvision 60) | SM +1 | Speed 20ft | Nat. 1 reroll: 1/1

Brat looks at the still smoking remains of the undead and a creepy smile forms on the gnome's face.
She blows on her fingertips and states: "Well done, everyone!"

Grand Lodge

Female CN Elf Rogue 1 | HP 6/10 | AC 17 T 14 FF 13 | CMB +2, CMD 16 | F: +2, R: +6, W: +1 | Init: +6 | Perc: +7 | Speed 30ft | Active conditions: None.

”Great job…everyone…” Merisiel pants, holding at her side ”Can anyone tend to my wounds? I’m afraid they got the better of me”

Grand Lodge

Male N Dwarf Barbarian 1 / Cleric 1| HP 30 / 30 | AC 16 / 12 T / 14 FF | CMD 16 | Fort + 7 Ref + 3 Will + 4 (+2 vs. charm and compulsion) (+2 to save vs. spells, poison, SLA) Init + 2 | Perception + 6 (Darkvision 60') | Speed 40' ft. | Conditions: None | Effects: Bless, Rage| Rage: 9/10 | Channels: 2/2 | Spells: 1st Level (2/2) | Agile Feet: (2/4) | AC 14, +2 Will, +3 Fort

Ekadan flicks his wrist and drops his wand into his hand, "No worries lass I can heal you."

CLW Wand: 1d8 + 1 ⇒ (1) + 1 = 2

CLW Wand: 1d8 + 1 ⇒ (3) + 1 = 4

CLW Wand: 1d8 + 1 ⇒ (3) + 1 = 4

Bah those were 2 stinky starter rolls. :(

Grand Lodge

Female CG Elf Gunslinger 1 | HP 11/11 | AC 17 T 15 FF 12 | CMB -1, CMD 14 | F: +3, R: +7, W: +0 | Init: +7 | Perc: +6, SM: +0 | Speed 30ft | Active conditions: None.

Aurelia smiled, giving her gun a bit of a clean while she had a chance.

"Ayyy, they were no match for us, high five!"

Aurelia held her hand up for a high five.

Grand Lodge

Male N Dwarf Barbarian 1 / Cleric 1| HP 30 / 30 | AC 16 / 12 T / 14 FF | CMD 16 | Fort + 7 Ref + 3 Will + 4 (+2 vs. charm and compulsion) (+2 to save vs. spells, poison, SLA) Init + 2 | Perception + 6 (Darkvision 60') | Speed 40' ft. | Conditions: None | Effects: Bless, Rage| Rage: 9/10 | Channels: 2/2 | Spells: 1st Level (2/2) | Agile Feet: (2/4) | AC 14, +2 Will, +3 Fort
Aurelia Woodshadow wrote:

Aurelia smiled, giving her gun a bit of a clean while she had a chance.

"Ayyy, they were no match for us, high five!"

Aurelia held her hand up for a high five.

Ekadan reaches up to high-five the elf, "Nice shot kid."

Dark Archive

CN Sylph Unc. Summoner 2; Init +3; AC 15, t13, ff12; hp 12; Fort -1, Ref +3, Will +3; +2 vs. air or electricity effects and electricity dmg, +2 racial vs. ench and div. spells, +2 vs. shadow spells and effects; spd 30 ft.

"Yay! We are such a great team! Or plain lucky."

Grand Lodge

Male N Dwarf Barbarian 1 / Cleric 1| HP 30 / 30 | AC 16 / 12 T / 14 FF | CMD 16 | Fort + 7 Ref + 3 Will + 4 (+2 vs. charm and compulsion) (+2 to save vs. spells, poison, SLA) Init + 2 | Perception + 6 (Darkvision 60') | Speed 40' ft. | Conditions: None | Effects: Bless, Rage| Rage: 9/10 | Channels: 2/2 | Spells: 1st Level (2/2) | Agile Feet: (2/4) | AC 14, +2 Will, +3 Fort
Navatsiyk wrote:
"Yay! We are such a great team! Or plain lucky."

"Great and lucky! With Abadar and Cayden behind us there's no stopping us!"

Liberty's Edge

CG male human (Chelaxian) warpriest of Cayden Cailean 2 | HP 14/17 +1 THP AC 18, touch 13, flat-footed 15 | Hit Points: 8/17 | Init +3; Senses Perception +1, Sense Motive +1 | Languages: Common | Fort +4, Ref +3, Will +4; +2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol | Blessings: 3/4
Skills:
Acrobatics -1 (-5 to jump), Craft (alchemy) +5, Diplomacy +5, Profession (barkeep) +6
Ekadan Joshi wrote:
"Great and lucky! With Abadar and Cayden behind us there's no stopping us!"

"I'll drink to that!" Moe chimes in.

Grand Lodge

Male N Dwarf Barbarian 1 / Cleric 1| HP 30 / 30 | AC 16 / 12 T / 14 FF | CMD 16 | Fort + 7 Ref + 3 Will + 4 (+2 vs. charm and compulsion) (+2 to save vs. spells, poison, SLA) Init + 2 | Perception + 6 (Darkvision 60') | Speed 40' ft. | Conditions: None | Effects: Bless, Rage| Rage: 9/10 | Channels: 2/2 | Spells: 1st Level (2/2) | Agile Feet: (2/4) | AC 14, +2 Will, +3 Fort
Moe "The Fighting Caydenite" wrote:
Ekadan Joshi wrote:
"Great and lucky! With Abadar and Cayden behind us there's no stopping us!"
"I'll drink to that!" Moe chimes in.

"Let's be honest: We'll drink to anything!"

Ekadan guffaws heartily.


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

***OVERSEER ANNOUNCEMENT***

The repair teams have patched the rift at Round Mountain. Be on the lookout! Before closing the rift, the team glimpsed a mysterious sailing vessel lurking in the Astral Plane. Round Mountain is secured!


Reaping What We Sow

If your PCs need to rest, there is a spot here at Round Mountain where PCs will get 8 hours of uninterrupted rest before we move on to the next encounter.

Also, if you don't think you're going to need that Aid token, we can pass it to another table.

I'll move us along soon!


Reaping What We Sow

TERROR AT THE TEMPLE OF EMPYREAL ENLIGHTENMENT

The Temple of Empyreal Enlightenment, crafted of white marble, rests atop a forested hill. Three aasimars stand guard before ornate double doors that bear an image of four spheres resting inside a lotus flower. Recognizing agents of the Pathfinder Society, the aasimars open the doors and lead the way to the temple’s garden courtyard. The garden’s plants are brown and withered. A Tian man sits at the edge of a dried-up fountain, staring forlornly at the noble turtle in its center. The man has hazel eyes and a streak of white in his hair. Several temple acolytes are busy preparing incense, meditating, and inscribing symbols on the fountain. One of the aasimar speaks. “This is Zhuang, our leader. After you Pathfinders defeated the demon, Dakang, and purged the temple of corruption, Zhuang was determined to set us on a better path. We now aid wayward travelers in the tapestry and spread Korada’s teachings. However, Dakang’s deceptions have always plagued Zhuang, and he is on the verge of abandoning the temple. He has been sitting like this for many days, and neither speaks nor eats. Will you help us with a ritual to bring peace to his mind?”

LAYING THE SPIRITS TO REST:
The acolytes can conduct a ritual that allows the PCs to enter Zhuang’s mind and see the temple as he does. This version of the temple is a desolate place, locked in perpetual dusk and filled with anguished screams and howling wind. In this encounter, the PCs work as a team to bring peace to the temple by overcoming a series of obstacles, each keyed to a location in the temple. Two options exist to overcome each obstacle without serious repercussions; each player group attempts only one option in each location before moving on to the next obstacle. At the end of each turn, use the highest check result among the PCs’ checks, and treat any other checks with a result of 10 or higher as though that PC had instead used the aid another action. Instead of rolling, a PC can use a spell or ability that seems helpful. The first player to roll will be the primary roller.


Reaping What We Sow

First Challenge!

Crypt (C1): Dozens of skeletal figures claw at one another, trying to crawl their way out of overflowing sarcophagi.

You can either attempt to...
Beat them Back: DC 18 melee attack roll.

or

Quick, Shut the Lids!: DC 15 Initiative check.

Remember, you can only choose one option as a group. The first PC to roll either an attack roll or initiative check is the primary roller. All others must attempt the same check and are considered to be aiding. If you need to discuss anything or have any questions, please use the discussion thread.

Silver Crusade

GM R4i's Hao Jin Cataclysm female CG Gnome Tattooed Sorcerer (draconic) 1 | HP 8/8 | AC 13(16) T 12 FF 12(15) (mage armor) | CMB -4 CMD 7 | F: +2 R: +1 W: +1 (+2 vs. fear, despair and death effects)| Init +9 | Perc +5 (darkvision 60) | SM +1 | Speed 20ft | Nat. 1 reroll: 1/1

Brat has an Ini modifier of +9 and the DC is also lower by 3 for the Initiative check, so I'd say she (we) will be rolling Initiative. Should be quite easy to make this check...

Initiative: 1d20 + 9 ⇒ (6) + 9 = 15 See? Easy. ;-)

Also, I vote for passing (and boosting) the aid token!


Reaping What We Sow

With Brat quickly jumping into action, the group hurries to shut the lids of the sarcophagi, trapping the undead within! The mindscape shifts the group to the temple's Library.

Second Challenge!

Library (C2): Two young acolytes sit facing each other on the floor. They read aloud from unholy texts, and tears of blood drip onto the pages from their unblinking eyes.
Find a Holy Text: DC 21 Perception check.

Or

Speak the Words of Korada: DC 18 Knowledge (religion) check.

Grand Lodge

Female CG Elf Gunslinger 1 | HP 11/11 | AC 17 T 15 FF 12 | CMB -1, CMD 14 | F: +3, R: +7, W: +0 | Init: +7 | Perc: +6, SM: +0 | Speed 30ft | Active conditions: None.

Also totally fine with passing the aid token, I have decent perception of a +8, so I'll roll that, since we're WAY more likely to get good aid rolls on percy than knowledge religion

Aurelia will look around for a holy text to challenge the unholy ritual taking place.

Perception: 1d20 + 8 ⇒ (12) + 8 = 20

Gonna need a +1

Silver Crusade

GM R4i's Hao Jin Cataclysm female CG Gnome Tattooed Sorcerer (draconic) 1 | HP 8/8 | AC 13(16) T 12 FF 12(15) (mage armor) | CMB -4 CMD 7 | F: +2 R: +1 W: +1 (+2 vs. fear, despair and death effects)| Init +9 | Perc +5 (darkvision 60) | SM +1 | Speed 20ft | Nat. 1 reroll: 1/1

Aid Perception: 1d20 + 5 ⇒ (4) + 5 = 9

Well, I also need a +1! ;-)

Liberty's Edge

CG male human (Chelaxian) warpriest of Cayden Cailean 2 | HP 14/17 +1 THP AC 18, touch 13, flat-footed 15 | Hit Points: 8/17 | Init +3; Senses Perception +1, Sense Motive +1 | Languages: Common | Fort +4, Ref +3, Will +4; +2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol | Blessings: 3/4
Skills:
Acrobatics -1 (-5 to jump), Craft (alchemy) +5, Diplomacy +5, Profession (barkeep) +6

Moe takes a look.
Perception to Aid: 1d20 + 1 ⇒ (6) + 1 = 7

Grand Lodge

Male N Dwarf Barbarian 1 / Cleric 1| HP 30 / 30 | AC 16 / 12 T / 14 FF | CMD 16 | Fort + 7 Ref + 3 Will + 4 (+2 vs. charm and compulsion) (+2 to save vs. spells, poison, SLA) Init + 2 | Perception + 6 (Darkvision 60') | Speed 40' ft. | Conditions: None | Effects: Bless, Rage| Rage: 9/10 | Channels: 2/2 | Spells: 1st Level (2/2) | Agile Feet: (2/4) | AC 14, +2 Will, +3 Fort

Ekadan also looks for a holy text:

Perception: 1d20 + 6 ⇒ (16) + 6 = 22

Can we use the Aid Token after this encounter? I have no idea if we'll need it or not.

Grand Lodge

Female CN Elf Rogue 1 | HP 6/10 | AC 17 T 14 FF 13 | CMB +2, CMD 16 | F: +2, R: +6, W: +1 | Init: +6 | Perc: +7 | Speed 30ft | Active conditions: None.

"I agree, this is a great team!" Merisiel smirks cleans some blood off her and moves on with everyone

Later on, with Brat doing a great job closing the lid just in time, she will then help look for the holy raid.

perception: 1d20 + 7 ⇒ (20) + 7 = 27

Yeah I'm fine with giving it, we haven't needed it and might as well have it help others


Reaping What We Sow

If the DC is met/exceeded, no need for anyone else to roll and waste those nat 20s!

The group finds a holy text of Korada and read passages from it. The young acolytes fade away. The group is suddenly whisked through the mindscape and appear in a meditation room...

Third Challenge!

Meditation Room (C3): Several monks perform grotesque contortions and toss glass spheres to one another while reciting the mantra, “bind my soul to Sifkesh.” Countless worms carpet the floor and walls.

Spin the Sacred Spheres: DC 18 Sleight of Hand check,

Or

Practice Proper Techniques: DC 18 Acrobatics check.

You can attempt the checks untrained. Remember, you can only choose one option as a group. The first one to roll is the primary roller. All others are considered to be aiding, using the same skill. If you need to discuss anything, please do so in the discussion thread.

Grand Lodge

Female CG Elf Gunslinger 1 | HP 11/11 | AC 17 T 15 FF 12 | CMB -1, CMD 14 | F: +3, R: +7, W: +0 | Init: +7 | Perc: +6, SM: +0 | Speed 30ft | Active conditions: None.

Aurelia will practice proper techniques

Acrobatics: 1d20 + 8 ⇒ (18) + 8 = 26

Grand Lodge

Male N Dwarf Barbarian 1 / Cleric 1| HP 30 / 30 | AC 16 / 12 T / 14 FF | CMD 16 | Fort + 7 Ref + 3 Will + 4 (+2 vs. charm and compulsion) (+2 to save vs. spells, poison, SLA) Init + 2 | Perception + 6 (Darkvision 60') | Speed 40' ft. | Conditions: None | Effects: Bless, Rage| Rage: 9/10 | Channels: 2/2 | Spells: 1st Level (2/2) | Agile Feet: (2/4) | AC 14, +2 Will, +3 Fort

Ekadan is impressed with Aurelia's display.

No need for an assist roll! :)


Reaping What We Sow

And just like that, Aurelia performs flawless Tai Chi moves. The vision fades and the group is whisked to...

The Fourth Challenge!

Chapel (C4): A bloated corpse stands upon a balcony at the front of this vaulted chapel, preaching heresy and ugly truths to a crowd of rapt worshipers.
Drown Him Out: DC 18 Perform (oratory or sing) check.

Or

Distract the Congregation: DC 21 Bluff check.

Remember, you can only choose one option as a group. The first one to roll is the primary roller. All others are considered to be aiding, using the same skill. If you need to discuss anything, please do so in the discussion thread.


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

***OVERSEER ANNOUNCEMENT***

The repair teams have patched the rift at the Temple of Empyreal Enlightenment. The nightmare is over, and Korada’s faithful now lend us their aid! The Temple is secured!

Dark Archive

CN Sylph Unc. Summoner 2; Init +3; AC 15, t13, ff12; hp 12; Fort -1, Ref +3, Will +3; +2 vs. air or electricity effects and electricity dmg, +2 racial vs. ench and div. spells, +2 vs. shadow spells and effects; spd 30 ft.

Bluff: 1d20 + 5 ⇒ (2) + 5 = 7

Nava tries to distract worshipers, but she couldn't divert attention from corpse.


Reaping What We Sow

Don't bother making any more rolls. Three other tables have completed the Temple of empyreal enlightenment mission. I'll move us along to the next and final mission of this chapter soon.

With Zhuang’s demons defeated, he comes out of his twisted nightmares. He gathers his pupils around him and begs forgiveness. Then he turns to the PCs, bowing and offering his deepest gratitude. He states that the temple will forever remain a haven for Pathfinders and offers his service to their mission. The PCs unlock a special boost option for the Burst of Healing Aid Token. If any PCs played The Temple of Empyreal Enlightenment, Zhuang turns to them, bows, and calls them “a blessing from Korada’s open hand.”

Grand Lodge

Male N Dwarf Barbarian 1 / Cleric 1| HP 30 / 30 | AC 16 / 12 T / 14 FF | CMD 16 | Fort + 7 Ref + 3 Will + 4 (+2 vs. charm and compulsion) (+2 to save vs. spells, poison, SLA) Init + 2 | Perception + 6 (Darkvision 60') | Speed 40' ft. | Conditions: None | Effects: Bless, Rage| Rage: 9/10 | Channels: 2/2 | Spells: 1st Level (2/2) | Agile Feet: (2/4) | AC 14, +2 Will, +3 Fort

Bad rolls happen but it looks like the other tables helped us out. :)


Reaping What We Sow

MISSION 5: ALLIES ON THE FRINGE

During their time within the tapestry, the Aspis Consortium sowed discord, turning several factions against the Pathfinder Society to gain allies for their assault on the Grand Lodge. Though some of those groups joined the battle, others remained behind—and their bitterness has not faded.

Even now, whispers of distrust linger. Some believe the Aspis’s claims that the Society is nothing more than a band of thieves and murderers. Others blame the Pathfinders directly, accusing them of ruining the Aspis’s escape and trapping them within this fraying demiplane.

Yet, with the tapestry unraveling around them, even old enemies see the need for dialogue. Reluctantly, they have agreed to meet with you...

This area of the tapestry is a strange patchwork of several environments: sand dunes abut jagged hills, and massive evergreen trees rise from a dry riverbed. Tense silence permeates the area, filling the space between three groups of humanoids: a group of stoic soldiers enshrouded in strips of cloth, a group of winged people with draconic features, and a group of lanky, owl- headed scholars.

The PCs can perform three different tasks listed in each group’s entry. The PCs must succeed at two or more tasks to convince each group to lend assistance. Encourage players to roleplay these interactions rather than simply rolling dice. The GM should consider granting a +2 bonus on a check for impressive roleplaying. The members of each group are wary of the PCs. They do not appreciate attempts that the PCs may make to all talk at once. Only one PC may attempt to use aid another to assist a check. A different PC may attempt to try a task that the group has failed previously, taking a cumulative –4 penalty for each previous failure. If the PCs are caught attempting to use magic to influence a group, that group immediately abandons the negotiations, stating that they should never have trusted the Pathfinders over the Aspis Consortium’s warnings.

First challenge coming soon!


Reaping What We Sow

MISSION 5: ALLIES ON THE FRINGE

During their time within the tapestry, the Aspis Consortium sowed discord, turning several factions against the Pathfinder Society to gain allies for their assault on the Grand Lodge. Though some of those groups joined the battle, others remained behind—and their bitterness has not faded.

Even now, whispers of distrust linger. Some believe the Aspis’s claims that the Society is nothing more than a band of thieves and murderers. Others blame the Pathfinders directly, accusing them of ruining the Aspis’s escape and trapping them within this fraying demiplane.

Yet, with the tapestry unraveling around them, even old enemies see the need for dialogue. Reluctantly, they have agreed to meet with you...

This area of the tapestry is a strange patchwork of several environments: sand dunes abut jagged hills, and massive evergreen trees rise from a dry riverbed. Tense silence permeates the area, filling the space between three groups of humanoids: a group of stoic soldiers enshrouded in strips of cloth, a group of winged people with draconic features, and a group of lanky, owl- headed scholars.

The PCs can perform three different tasks listed in each group’s entry. The PCs must succeed at two or more tasks to convince each group to lend assistance. Encourage players to roleplay these interactions rather than simply rolling dice. The GM should consider granting a +2 bonus on a check for impressive roleplaying. The members of each group are wary of the PCs. They do not appreciate attempts that the PCs may make to all talk at once. Only one PC may attempt to use aid another to assist a check. A different PC may attempt to try a task that the group has failed previously, taking a cumulative –4 penalty for each previous failure. If the PCs are caught attempting to use magic to influence a group, that group immediately abandons the negotiations, stating that they should never have trusted the Pathfinders over the Aspis Consortium’s warnings.

First challenge coming soon!


Reaping What We Sow

The Faithful of Xiwu: This sect of Tian soldiers came from the Lung Wa Empire, from a region that is now part of Lingshen. They used an obscure rite of self-mummification to extend their loyal service into eternity. The corruption of their spirits has increased with their centuries in the tapestry. They may be calm one moment, and then enraged the next. As their spirits have slowly unraveled, they have forgotten their names.

Give Aid: With a successful DC 15 Heal or Knowledge (religion) check, you can help the Xiwunese repair their frayed magical wrappings, which have suffered from centuries of degradation. This calms the soldiers’ spirits, making them more reasonable.

Sense Loyalty: With a successful DC 15 Sense Motive check, you can sense that these soldiers are fiercely loyal to the Lung Wa Empire, and are (perhaps willfully) ignorant of its downfall. The PC knows to play on the soldiers’ sense of duty but avoid mentioning their lost empire.

Command: With a successful DC 15 Intimidate or Profession (soldier) check, a PC can take charge of the soldiers, commanding them to be honorable in this time of need. This check is DC 12 if the PCs succeeded at the Sense Loyalty check (see above).

As a reminder, only one PC may assist a check. Also, roleplaying is encouraged! Please state which check you are attempting or aiding.


Reaping What We Sow

See discussion thread. Try to keep ooc discussion over there. I'm adding the other two groups here, and you can chat about which two groups you want to attempt to convince to help the Pathfinder Society.

The Hhruul: These owl-headed syrinxes hail from Arcadia and are eager to return to their ancestral homeland, but they have no sense of where they are in space and time. The Hhruul make a show of being calm and collected, but are obviously excited to speak with people from outside the tapestry and often interrupt the conversation to ask questions like, “what’s the sky like where you come from?” or “how many star cycles does it take you to get home from here?” This excitement is tempered only by their wariness of the PCs.

Impressive Knowledge: The PCs can succeed at a DC 15 Knowledge (geography) or Profession (sailor) check to describe where Arcadia is and how to get there.

Promise Assistance: The PCs can’t know precisely how to help the Hhruul get home, but with a successful DC 15 Bluff check they can give assurances that the Pathfinder Society possesses the knowledge and means to help. This check is DC 12 if the PCs succeeded at the Impressive Knowledge check (see above).

Philosophical Appeal: The syrinxes bluntly ask the Pathfinders about the philosophical implications of siding with the Society instead of fending for themselves. The PCs can succeed at a DC12 Will save to prevail in a drawn-out philosophical debate with the syrinx.

The Raegrigx Clan: These wyvarans are territorial and greedy. The Aspis Consortium convinced them that the Pathfinder Society abducted them centuries ago to steal their treasures. They distrust the Pathfinder Society even more since several of their kin went to attack the Grand Lodge and never returned. However, given the current state of the tapestry, they are willing to hear out the Pathfinders. The wyvarans insult and antagonize the PCs, calling them weak and blaming them for the tapestry’s problems. They begin the conversation by demanding to know why they should listen to “a band of thieves and murderers.”

Straight Talk: With a successful DC 15 Diplomacy check, a PC can explain the truth about the Pathfinder Society and its long enmity with the Aspis Consortium, convincing the wyvarans that the Aspis told them outright lies.

Excessive Praise: With a successful DC 15 Knowledge (arcana or local) check, a PC recognizes that wyvarans are quite proud, like dragons. Heaping praise and adulation upon them can help win them over.

Proper Tribute: A PC who succeeds at a DC 18 Diplomacy or Bluff check can convince the wyvarans that, if they help, the Pathfinder Society will grant them treasure and territory as compensation. A PC who personally offers valuable tribute to the wyvarans (items or coins worth an amount of gp equal to 20 × the party’s APL) gains a +4 bonus on this check.

As a reminder, only one PC may assist a check. Also, roleplaying is encouraged! Please state which check you are attempting or aiding.


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

***OVERSEER ANNOUNCEMENT***

Our new allies on the patchwork plane have granted the repair teams access to the rift, and it is repaired. These allies can help in the coming battles. The Patchwork Allies are secured!


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

Aram Zey stands once more before the tapestry, a renewed light in his sunken eyes. “The Hao Jin Tapestry is stable at last. While you were performing your duties, I have reached a better understanding of the chaos you faced. The tapestry is still in dire condition. Lacking Hao Jin’s own magic, the tapestry has been using small pieces of departing souls to maintain itself over the centuries. This mechanism is depleting the tapestry’s water sources and spawning undead horrors. However, thanks to you, we have time to search for a more permanent fix. For now, get some rest, and—”

The former Master of Spells staggers back as a three-foot tear down the center of the fabric gouts sudden flame. Pathfinder agents flock around him, scrambling to assess the damage. A vein pops out on his forehead, and he yells sharply, “Pathfinders! What have you done?” He cuts himself short, taking a deep breath and muttering to himself, “Keep it together. Don’t take it out on the agents.” Frowning, he returns his gaze to the tapestry, his eyes darting wildly across its surface. When he speaks again, his voice is low and determined, “This new rift is no accident. Something is attacking the tapestry from the Astral Plane. Damage of this magnitude must have spawned hundreds more undead. Quickly, re-enter the demiplane and fend off the invaders!”

Table GMs, begin Part 3.


Reaping What We Sow

A gaping hole mars the sky of the tapestry. Beyond the rift, dozens of strange vessels float in the Astral Plane, crawling with invaders. Every surface of the tapestry realm stretches and tears as it tries to repair itself, creating more rifts in a slow but devastating chain reaction. The vessels deploy invaders to wreak havoc as the demiplane disintegrates.

It takes you 10 minutes to reach the area where you intercept the invaders at a set of ancient ruins in the desert.

As a horde towering humanoids approaches, Aram Zey’s voice booms. “Pathfinders, these giants may be simpleminded, but our allies can’t outwit them without your help. Get out there and teach them a lesson.”
However, you are only fighting one of these giants.

Please place your tokens in the box labeled "PC Starting Area" on slide 4.

Initiative:

Brat: 1d20 + 9 ⇒ (4) + 9 = 13
Navatsiyk: 1d20 + 3 ⇒ (10) + 3 = 13
Merisiel: 1d20 + 6 ⇒ (8) + 6 = 14
Aurelia: 1d20 + 4 ⇒ (15) + 4 = 19
Ekadan: 1d20 + 2 ⇒ (13) + 2 = 15
Moe: 1d20 + 3 ⇒ (19) + 3 = 22
Baddy: 1d20 + 4 ⇒ (16) + 4 = 20

Moe is up!

Moe
Moss Green
Aurelia
Ekadan
Merisiel
Brat
Navatsiyk

Liberty's Edge

CG male human (Chelaxian) warpriest of Cayden Cailean 2 | HP 14/17 +1 THP AC 18, touch 13, flat-footed 15 | Hit Points: 8/17 | Init +3; Senses Perception +1, Sense Motive +1 | Languages: Common | Fort +4, Ref +3, Will +4; +2 Trait bonus vs. mind-affecting effects for 1 hour after drinking alcohol | Blessings: 3/4
Skills:
Acrobatics -1 (-5 to jump), Craft (alchemy) +5, Diplomacy +5, Profession (barkeep) +6

Looks like Moe may be down 6 HP from earlier. If so, upon "fixing" the tapestry before it tore open, Moe would have asked Ekadan for a hit or two from the wand of cure light wounds,
that had Moe leant our previously.

CLW: 1d8 ⇒ 8

Anticipating a fight, Moe takes a drink, raises his fists in anticipation, and shuffles forward.
Using Strength surge (swift); casting guidance on self (standard); move 20 feet.

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