I am the tool of the GM
Bot Buddy leaps up and down with excitement. Party Health: Fioriel (42/42 HP) [2☘️] Life Sprouts Anew and so Hope Remains (33/58 HP) [3☘️] Edda Vira (29/35 HP) [1☘️] Rapscallion (15/15 HP) Black Molly (30/41 HP) [1☘️] Cap'n Silverbeard (30/41 HP) Nikebei (21/48 HP) [1☘️] Althelsted (40/40 HP) [2☘️]
I am the tool of the GM
♪ WE DIDN'T START THE FIRE
Party Health: Fioriel (42/42 HP) [2☘️] Life Sprouts Anew and so Hope Remains (47/58 HP) [2☘️] Edda Vira (29/35 HP) [1☘️] Rapscallion (15/15 HP) Black Molly (30/41 HP) [2☘️] Cap'n Silverbeard (30/41 HP) Nikebei (32/48 HP) [1☘️] Althelsted (40/40 HP) [2☘️]
I am the tool of the GM
BOT BUDDY SEES NOTHING TO CHEER ABOUT. I WAS ROOTING FOR THE DEATH TRAPS. MAYBE THEY WILL GET YOU ON THE WAY BACK. Party Health: Fioriel (42/42 HP) [2☘️] Life Sprouts Anew and so Hope Remains (47/58 HP) [2☘️] Edda Vira (35/35 HP) [1☘️] Rapscallion (15/15 HP) Black Molly (41/41 HP) [2☘️] Cap'n Silverbeard (41/41 HP) Nikebei (48/48 HP) [1☘️] Althelsted (40/40 HP) [2☘️]
I am the tool of the GM
THIS IS BOT BUDDY, REPORTING ON PARTY HEALTH. BUT WHO CARES ABOUT ORGANIC PCs? I'M ROOTING FOR MY FELLOW CONSTRUCTS. #ROBOT SOLIDARITY Party Health: Black Molly (41/41 HP) [2☘️] Cap'n Silverbeard (41/41 HP) Nikebei (48/48 HP) [1☘️] Althelsted (40/40 HP) [2☘️] Life Sprouts Anew and so Hope Remains (41/58 HP) [2☘️] Edda Vira (35/35 HP) [2☘️]
I am the tool of the GM
Who Goes First?:
Black Molly's Initiative using Repeat a Spell: 1d20 + 6 ⇒ (7) + 6 = 13 Nikebei's Initiative using Investigate: 1d20 + 6 ⇒ (7) + 6 = 13 Althelsted's Initiative using Detect Magic: 1d20 + 9 ⇒ (1) + 9 = 10 Life Sprouts Anew and so Hope Remains's Initiative using Search: 1d20 + 10 ⇒ (10) + 10 = 20 (pilgrim's token, win ties) Edda Vira's Initiative using Search: 1d20 + 9 ⇒ (5) + 9 = 14 Fioriel's Initiative using Avoid Notice: 1d20 + 7 ⇒ (16) + 7 = 23 Animated Armors 1&2: 1d20 + 3 ⇒ (3) + 3 = 6
Party Health: Black Molly (41/41 HP) [2☘️] Cap'n Silverbeard (41/41 HP) Nikebei (48/48 HP) [1☘️] Althelsted (40/40 HP) [2☘️] Life Sprouts Anew and so Hope Remains (58/58 HP) [2☘️] Edda Vira (35/35 HP) [2☘️]
I am the tool of the GM
BOTTING LEAF ◈ Stride ◈ Recall Knowledge on Blue (Society +9; Religion +12) ◈ First Flurry Arrow: 1d20 + 15 ⇒ (2) + 15 = 17 1Damage: 2d6 ⇒ (6, 1) = 7 1Fatal: 1d10 ⇒ 9 Second Flurry Arrow (MAP): 1d20 + 15 - 5 ⇒ (17) + 15 - 5 = 27 2Damage: 2d6 ⇒ (2, 1) = 3 2Fatal: 1d10 ⇒ 5 Leaf moves up to where he can just barely see Blue, recalls knowledge and shoots.
I am the tool of the GM
Botting Quadennillia "Get them closer together! Do I have to do everything?" ◆ Interact to draw Moderate Ghost Charge ◆ Strike the horse Bomb: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
Hero Point: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20 ◆ He draws his weapon.
I am the tool of the GM
Botting Sam at her player's request Samantha attempts to distract Aslynn's Double with an impromptu poetry check. "Here we are, treasure sitters
Performance: 1d20 + 8 ⇒ (11) + 8 = 19
I am the tool of the GM
Here's a reminder of Rain's To-Do List. ★ --- ★ --- ★ --- ★ To-Do List for My Amazing Pathfinder Friends! 1. Talking skull. Please talk to the skull. It doesn't seem to like me. Maybe one of you will have better luck? (Skill Check: Arcana, Diplomacy, Occultism, or Religion) DONE 2. Pile of treasure. We probably shouldn't leave everything in a pile like that, but we've been short-staffed. See what's in there! (Skill Check: Arcana, Crafting, or Perception) 3. Assorted items. There's all kinds of stuff up in the raised storage areas on the west wall and in the northeast corner. Did we find any magic potions in the vault? Alchemical items? Talismans? You bet we did! I know a healing potion when I see one, but some of this stuff is beyond my experience. See what you can find! (Skill Check: Arcana, Crafting, or Perception) 4. Pile of empty chests. I already looked through these. If you find more empty chests, just pile them in the southwest corner of the vault. 5. Danger! These shelves are way up high and piled high with dangerous poisons and possibly cursed items. I think Zarta felt it would be safer if they were out of reach, but we should make sure there's nothing too dangerous up there. (Skill Check: Acrobatics, Athletics, Medicine, Thievery, or Underworld Lore) 6. Weapons. There are lots of magic weapons lying around. See if you can find the most powerful ones. Our field agents sure could use them! (Skill Check: Arcana, Crafting, Gladiatorial Lore, or Warfare Lore) 7. Scrolls and such. We sure did find lots of scrolls! Thought I saw some wands in there, too. Might be something useful for the Society's spellcasters in there. (Skill Check: Arcana, Nature, Occultism, or Religion) Thanks for your help! —Rain in Cloudy Day
I am the tool of the GM
Let's do this again. Amperex reloads and shoots at the Green Bloodseeker. Double-Barreled Pistol - BANG!: 1d20 + 6 ⇒ (20) + 6 = 26
As the Bloodseeker pops, he gives a command to his robot. "Go get the Miflit!" Cogswork lurches into action! CLOMP. CLOMP. CLOMP. The robot moves forward and attacks the red Miflit. Metal Fist: 1d20 + 6 ⇒ (7) + 6 = 13
I am the tool of the GM
I figured out how to access Amperex's sheet, so here goes. Amperex shoots at the Green Bloodseeker. Double-Barreled Pistol - BANG!: 1d20 + 6 ⇒ (14) + 6 = 20
Then he spends two actions to command his robot. "Go get the Miflits!" This gives the robot three actions. Cogswork lurches into action! CLOMP. CLOMP. CLOMP. The robot moves forward and attacks the red Miflit. Metal Fist: 1d20 + 6 ⇒ (9) + 6 = 15
Agile Second Attack: 1d20 + 6 - 4 ⇒ (10) + 6 - 4 = 12
I am the tool of the GM
BOTTING LEAF Leaf-on-Wind steps into the circular room and focuses fire on the Blue Xulgath. ◈ Stride
First Flurry Arrow, I.C.: 1d20 + 15 + 1 ⇒ (5) + 15 + 1 = 21
Second Flurry Arrow (MAP), I.C.: 1d20 + 15 - 5 + 1 ⇒ (20) + 15 - 5 + 1 = 31
Third Arrow (MAPx2), I.C.: 1d20 + 15 - 10 + 1 ⇒ (4) + 15 - 10 + 1 = 10
I am the tool of the GM
Impressed Guests Alis Sandel
Guests that still need to be Impressed Professor Muhali: linguistics (Culture) or spot similarities within the showcased texts (Perception). Zovi: knowledge of (Culture) or social influence (Diplomacy). Starfinders (Bold still can act this round): Artaius
I am the tool of the GM
Impressed Guests Alis Sandel
Guests that still need to be Impressed Ehu's Crowds: any skill you can justify Professor Muhali: linguistics (Culture) or spot similarities within the showcased texts (Perception). Odesse Nis: assess her health & mood with Medicine, Sense Motive or Physical Science (for underwater archaeology) Whaloss: knowledge of astronomy (Physical Science) or commerce (an applicable Profession check, such as accountant, banker, investor, or merchant). Zovi: knowledge of (Culture) or social influence (Diplomacy). Starfinders (Bold still can act this round): Artaius
I am the tool of the GM
This portion of the adventure is split into abstract rounds, with each round representing approximately 10–15 minutes of time. Each round, you should select which important guest you socialize with. The guests, their displays, and the skills required to impress them are described below. You can visit these guests in any order and can work together or separate as desired. If a guest has multiple skills that can be attempted to impress them, you must select one of these checks to attempt (each of you can attempt one skill check total per guest, not each skill check once). Each time you fail a check to impress a guest, the DC to impress that guest increases by 1. These increases are cumulative.
I am the tool of the GM
Valas Millithor wrote: I will be out of the United States from June 10 - June 17. The hotel says they have wi-fi, so I should still be able to post during that time. However there is certainly the chance that I will not be able to post during that week. I just wanted to give the GM and the players this heads up. GM Hmm, if you would rather, I could drop out and let another player sign up for this event. I would definitely still like to play, but I understand if this is something that you don't want to deal with. Please let me know your thoughts. This brings up an excellent point. Before the start of this game, I would like it if everyone put a botting spoiler on their characters with dice expressions for skills and attacks.
I am the tool of the GM
Tarcog expressed confusion to me about the Drain Potential ability so here is a reminder. Drain Potential:
(misfortune, negative) The morrowkin tries to drain the motivation from its target on a successful hit, and the target must attempt a DC 31 Fortitude save. If the target fails, it is doomed 1 (doomed 2 on a critical failure) and must roll twice and use the worse result on all checks for 1 minute.
Creatures wearing a hope talisman are unaffected. Swallow Future: [two-actions] (mental, necromancy, negative) The morrowkin inhales and draws forth the future deeds of all creatures
around it. All creatures within a 30-foot emanation of the morrowkin take 6d8+18 mental damage and must attempt a DC 39 Will save. The morrowkin can’t Swallow Future again for 1 minute. Creatures wearing hope talismans can choose to let their hope talisman break in order to ignore the effectmafter seeing the result of their Will save. Critical Success The creature takes no damage.
I am the tool of the GM
Impressing the Sphinx You all have the opportunity now to impress the Sphinx. Here are some ideas:
You can Make an Impression with a Diplomacy check or attempt a Lore skill check to conduct a civil conversation. Those of you who wish to use tricky language and wordplay can astonish Zandyk with a Deception or Performance check. Alternatively, a person who succeeds at a Cooking Lore or Survival check can prepare an appetizing meal with what remains of the camel, and those with Athletics, Crafting, or Survival can create pleasant shade for Zandyk by using the bandits' abandoned tents to erect a pavilion.
Alternatively, you can help Zandyk unlock the puzzle box with a Thievery or Crafting check. Or you can come up with your own plan, and a relevant skill check to show Zandyk that you too are civilized enough to be a riddle recipient. Feel free to be creative, and roleplay this!
I am the tool of the GM
Click. Whirr. Botting Cath's Turn Demoralize: 1d20 + 5 ⇒ (3) + 5 = 8 Readied Attack!: 1d20 + 9 ⇒ (18) + 9 = 27
Click. Whirr. Botting Loompecker's Readied Attack
Readied Attack, Orc Necksplitter: 1d20 + 6 ⇒ (3) + 6 = 9
I am the tool of the GM
BOTTING SYMEON Devise Stratagem: 1d20 ⇒ 13 Symeon devises a stratagem on whomever's left. Short end of the bow, +1 Stirking, Stratagem: 13 + 14 = 27
Short end of the bow +1 striking, SHOT 2: 1d20 + 14 - 5 ⇒ (17) + 14 - 5 = 26
I am the tool of the GM
BOTTING SYMEON ◈ Battle Medicine, Expert, DC 15, Assurance: 10 + 9 = 19
◈ Battle Medicine, Expert, DC 15, Assurance: 10 + 9 = 19
Symeon provides healing to both himself and Meadow. ◈ He then strides backwards so that he can shoot with his bow next turn.
I am the tool of the GM
BOTTING Henri Hart Henri expands the area of his Bless to cover more allies. He then continues to harry Black with his Spiritual Weapon. Spiritual Weapon Attack vs Black, Bless: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19
◆ Step Back
I am the tool of the GM
BOTTING SIMEON Devise Stratagem: 1d20 ⇒ 2
Additional Recall Knowledge check:
Secret roll: 1d20 ⇒ 8 +13 for Society, Arcana, Academia Lore, or Surgery Lore; +12 for Medicine and Nature, +11 for Crafting, Occultism, or Pathfinder Society Lore; +10 for Religion; or +9 for Other Lores. Simeon attempts to devise a stratagem against Green, but decides after all that Red is the better target. Short end of the bow +1 striking, Bless: 1d20 + 14 + 1 ⇒ (17) + 14 + 1 = 32
Short end of the bow +1 striking, Bless: 1d20 + 14 - 5 + 1 ⇒ (16) + 14 - 5 + 1 = 26
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