Elbesamiya dy Bulaka
|
Elby ducks out of the way.
Reflex Save: 1d20 + 8 ⇒ (6) + 8 = 14
| DM Carbide |
The Dark Archive has recovered the missing codebook, allowing Zarta Dralneen and her agents to create contradictory signals that confuse the Black Echelon undead.
The Dark Archive faction’s special condition is in effect.
Rociagota
|
Rociagota does his best to evade the danger, with all the urgency a nearly 7,000 year-old plant soul can muster.
Reflex: 1d20 + 10 ⇒ (6) + 10 = 16
Duende Muerde
|
Once again in the city, once again like the old times following the old enemym that training has to be useful now.
Reflex: 1d20 + 19 ⇒ (14) + 19 = 33
| EbonFist |
Sorry, folks, I thought Redelia was back. Moving on!
Duende simply side steps a ballista bolt, finding the clearest path easily and followed by both the Pathfinders and Muckruckers.
As arrows rain upon you and the Muckruckers, you must lead your allies away from the killing field.
Predict AttacksSense Motive check
Zigzag Acrobatics check
Elbesamiya dy Bulaka
|
"When do I get to hit something?"
Sense Motive: 1d20 + 3 ⇒ (14) + 3 = 17
| DM Carbide |
The gathering clouds momentarily part as a beam of sunlight shines upon the Ascendant Court, heralding the return of Sarenrae’s holy warriors and the arrival of a small host of celestial guardians. These reinforcements rally alongside the paladin Ollysta Zadrian before dispersing to aid Absalom.
The Silver Crusade faction’s special condition is in effect.
Flynn29-1
|
Flynn zigs then zigs THEN zags throwing off the enemy!
Acrobatics: 1d20 + 16 ⇒ (15) + 16 = 31
| DM Carbide |
Led from Misery Row by agents of Liberty’s Edge, most of Absalom’s slaves have cast off their chains to contribute to Absalom’s defense.
The Liberty’s Edge faction’s special condition is in effect.
| EbonFist |
With Elbesamiya and Philthy's assistance, Flynn 29-1's extra zig proves unpredictable by the occupants of the fort and avoid the worst of the incoming missiles.
You must pick a route that doesn’t leave you exposed to focused fire.
As a Shadow Stealth check
Optimal Route Perception check
Flynn29-1
|
Flynn points to what he thinks is a decent route.
Perception: 1d20 + 21 ⇒ (6) + 21 = 27
Elbesamiya dy Bulaka
|
Ugh.
Perception: 1d20 - 1 ⇒ (16) - 1 = 15
| GM Redelia |
OK, I'm going to give us a push forward. It looks like those who have not yet posted can't fail to at least achieve 10 on perception. With Flynn's roll, that is enough to succeed.
With the entire team's aid, Flynn reveals a route that moves everyone forward safely.
COORDINATED MOVEMENT
Running from cover to cover, you must coordinate the Muckruckers so they don’t just rush to their death.
On My Mark: Diplomacy check
Go Go Go!: Intimidate check
Elbesamiya dy Bulaka
|
Sensible is good.
Diplomacy: 1d20 + 10 ⇒ (5) + 10 = 15
Duende Muerde
|
Coodinating people . lovely, this creatures obviously need a leader to help then to get their goals further, so he can provide.
Diplomacy: 1d20 + 14 ⇒ (18) + 14 = 32
No, no. not overthere . the other left!!
Assuing this is not to persuadle in that cae is +22 instead
Flynn29-1
|
Flynn yells for them to clear the path!
intim: 1d20 + 26 ⇒ (6) + 26 = 32
Rociagota
|
Yes, Rociagota couldn't have managed less than 19 on Perception. Apologies, he got distracted at waving at some of his friends among the Silver Crusade's celestial guardians.
Wanting to help, he'll do his best to try and be diplomatic (he's not really that, nor mean and scary, but being nice to muckrucking humanoids just feels more... natural).
Diplomacy: 1d20 - 2 ⇒ (13) - 2 = 11
Elbesamiya dy Bulaka
|
Elby dismantles things the quick and easy way.
Combat Maneuver Bonus: 1d20 + 16 ⇒ (15) + 16 = 31
| GM Redelia |
Actually, it doesn't matter if you succeed at this challenge or not mechanically, and there is supposed to be a House GM announcement in a few hours, so I will just narrate us forward.
Working together, the team gets over the wall. You take no damage, and the Muckrakers take only minimal casualties.
| DM Carbide |
The combined strength of the Muckruckers and the Grand Lodge have broken through the Black Echelon’s defenses and retaken Fort Tempest. Absalom’s flag flies over the fortress once more, encouraging the city’s defenders.
The Grand Lodge faction’s special condition is in effect.
Having dealt with the chaos that ensued from the Black Echelon’s attack, the Pathfinders return to the Grand Lodge.
While awaiting additional instructions, each table should send one or two Pathfinders to neighboring tables to share information about the faction missions they completed and learn about the ones they didn’t. You can also boost any Aid Token in your possession once, and this is an excellent opportunity to pass it to another group.
| GM Redelia |
Ok, everyone, we are on a brief intermission. During that time, you are welcome to go read the other tables participating in this special if you are interested in what the other missions are that we did not have time for. You may get to them by looking at our House GM's campaign list.
Also, we have an aid token which we should boost and pass on. Please see the last slide to find out more about the aid tokens.
Elbesamiya dy Bulaka
|
Elby will share some tips on hitting enemies really hard with other Pathfinders.
+1 Greyflame Impact Shrinking Adamantine Lucerne hammer: 1d20 + 19 ⇒ (18) + 19 = 37
Boosting Allied Offensive and sending to the lowest-tier table that doesn't have an aid token.
| DM Carbide |
The sound of brass signal horns echoes across Absalom from the northern walls, warning the city that the enemy onslaught has begun. Sergeants of the First Guard shout warnings to attend the walls, when suddenly another warning sounds from the area of the docks. A messenger brings news of a second attack: “An enemy fleet is approaching from the south!” The messenger tells of a strange mist rising in the Flotsam Graveyard, and dozens of ships with tattered sails approaching Absalom’s harbor with long-dead marines on board.
Back at the Grand Lodge, Master of Swords Marcos Farabellus addresses the Pathfinders: “You and the factions you represent have greatly helped our city; however, the worst is still to come, and Absalom needs our help! We must fight the enemy on land and at sea. Those of you who choose to bolster Absalom’s defenses against the demon-flesh army attacking from the Cairnlands to the north, report to Captain of the First Guard, Rothos of House Vastille. Those of you who choose to fight the undead armada, report to Captain Sevana Kinhan of the Wave Riders.”
Table GMs, Part 3 has begun.
Flynn29-1
|
" I would like to avoid the undead if at all possible. Much of what I can do relates to non lethal and precision. I also can't swim for a damn, and might mess up my awesome hair!"
Philthy
|
"I don't mind Demons or Undead, but I do prefer the ground under my feet" the surly dwarf scowls "So if Flynn has better faith in his standing against demons over undead, then I say we go to thne Carinlands"
Philthy rubs his axe longingly "Soon...soon"
Rociagota
|
Demons or undead, both are important foes that Rociagota will be happy to fight against, and foes he considers himself adept at fighting. Water is nice (if salt water is slightly less so), but solid ground is also fine.
He'll let his teammates decide, taking 3 points of kinetic burn in order to gird himself for likely combat. A greater number of sparkly motes evocative of Elysium begin to swirl around him.
"Viva Viva! Dilly Dilly!"
| GM Redelia |
Your team chooses to defend Absalom’s walls against the horde of fiend-flesh creatures. You witness the following as you approach the Petal District:
In the distance, a brass horn sounds a warning signal. A moment later, a Captain of the First Guard shouts for her force to ready for impact—a command that guards relay up and down the wall. A dark swarm of thousands of strangely misshapen creatures charges, throwing themselves against the stone walls and clambering over each other to reach the top. Despite many volleys of arrows raining down and boiling oil poured on them, the stubborn fiend-flesh creatures press on. In multiple places along the ramparts, soldiers of the First Guard have to draw their swords and engage the creatures in melee. Here and there, groups of nightmarish creatures spill through the line of defense.
The horde of demon-flesh creatures Thurl assembled is not the largest force ever to attack Absalom, but it’s among the more intimidating ones. His army has built an imposing siege castle in the Cairnlands outside Absalom, from which his commanders are coordinating the siege.
Thurl himself is watching the siege through a scrying device from a safe location in the Ivory Labyrinth and doesn’t take part in the fighting. Instead, he has recruited minotaurs from a Baphomet-worshiping tribe on the Isle of Kortos to lead his army.
| GM Redelia |
Philthy: 1d20 + 6 ⇒ (6) + 6 = 12
Elby: 1d20 + 2 ⇒ (9) + 2 = 11
Flynn: 1d20 + 12 ⇒ (19) + 12 = 31
Duende: 1d20 + 4 ⇒ (9) + 4 = 13
Rapunzel: 1d20 + 10 ⇒ (14) + 10 = 24
Rociagota: 1d20 + 9 ⇒ (4) + 9 = 13
bad guys: 1d20 + 4 ⇒ (6) + 4 = 10
You all go before the bad guys who you are in combat with. They are odd flying creatures. You start in the blue box, and then may take your turn. The creatures are flying, but can be reached from the ground.
Anyone who is trained may make a knowledge:planes check.
Flynn29-1
|
Swift enter style, moveget longarm wand , standard cast longarm umd no fail
Duende Muerde
|
K.Planes: 1d20 + 17 ⇒ (13) + 17 = 30
Would like to know about Inmunities, Weaknesses and Reistances in that order depending on the number of questions
(Depending on this will be the bomb used on them )
| GM Redelia |
sorry, but I don't believe the rules support characters asking questions with a knowledge check. The rules only say how many facts you learm, so the GM chooses which facts to provide.
These are unfettered eidolons; they are outsiders who are really good at dodging things (have improved evasion}, have 10 ft reach with their bite (but not their other attacks), and do electricity damage with their attacks.
Elbesamiya dy Bulaka
|
sorry, but I don't believe the rules support characters asking questions with a knowledge check. The rules only say how many facts you learm, so the GM chooses which facts to provide.
Most games I have been in, the GM allows you to select what you learn with your Knowledge check, but it is true that this is not specifically called out in the rules.
Elby steps toward the enemy and begins walloping them.
+1 Greyflame Impact Shrinking Adamantine Lucerne Hammer, Power Attack: 1d20 + 19 ⇒ (18) + 19 = 37
Bludgeoning Damage: 3d6 + 11 + 9 ⇒ (1, 5, 2) + 11 + 9 = 28
+1 Greyflame Impact Shrinking Adamantine Lucerne Hammer, Power Attack: 1d20 + 19 - 3 - 5 ⇒ (9) + 19 - 3 - 5 = 20
Bludgeoning Damage: 3d6 + 11 + 9 ⇒ (3, 1, 2) + 11 + 9 = 26
Yellow first, Red with the second attack if the first is a KO.
Rapunzel - Skater
|
Rapunzel yell
Flynn wait for me to grab 1
attempts to grapples yellow with her 15ft reach hard
n pull it beside her for flynn to get into a good flank position
Grapple: 1d20 + 21 ⇒ (5) + 21 = 26
the white box is the target area im aiming for pls keep the flank spot open for Flynn.
n if there is a possible knowledge check, Outsider right ?
planes: 1d20 + 23 ⇒ (14) + 23 = 37
| GM Redelia |
oh wait how do we do Init ?
do we all just go as a team coz player higher then enemies or
are we still going in normal order highest to lowest ?
im confused this is messy for mecoz its base on who post 1st
then i might change my choose of action on who to grab
I rolled initiative for everyone in the spoiler posted two days ago. The rolls for the PCs were better than the rolls for the enemies, so the PCs go first. The PCs by the rules can delay for each other as desired, so I resolve PC actions in the order they are posted.
| GM Redelia |
Elbisayama hits yellow with her first attack, but her second attack misses.
Rapunzel successfully grapples yellow and pulls yellow close with her hair. She also realizes this enemy does not have any energy resistances.
Everyone else is still up. In ordinary circumstances, I would bot everyone who has not yet acted, because it's been over 24 hours, but I'm not going to bot over half the party. This is a MTS, so please post promptly, everyone.
Rapunzel - Skater
|
Rapunzel yell in excited on successful grapple
Rapunzel Shirt of Immolation - Whenever the wearer is grappling (whether on the offense or defense) this shirt automatically bursts into flame
fire dmg: 1d6 + 10 ⇒ (4) + 10 = 14
the shirt does not do a lot of damage but if it can;t escape Rapunzel will slow cook it to death. (Rapunzel CMD 30)
GOT one ! quick Flynn, finish this yellow enemies off while i got him grapple n flanked for you
Rapunzel also threaten with her frying pan while using her hair to grapple