Just received my email confirmation so currently filling it
Weird that the special isn't on my list of available sessions to report, so I might get stuck with that detail, but everything else is there
boon (GM role) : 1d20 ⇒ 20
EDIT : You will have to manually modify the GMed scenario on the reporting because I have none of the specials on the available list, apparently.
I had to placeholder with the 2-00 Year of the Shadow Lodge for lack of a better solution, but report has been done for the specific character to credit to.
But it might be slow to arrive because given I got stuck with the mail thing, I didn't have HQ access,
EDIT 2 : Trying to check where to put my proof of ownership for that chronicle
The info I entered is there : https://www.rpgchronicles.net/session/5bf6c1bd-176c-47ee-bf73-6fe09747042e/ pregame
(When I edit it doesn't show the space after the / but if you want to copy paste, you'll have to manually remove that space)
Grunjar wrote: Aoi Rosenthal wrote: Big thank you to GM Mike (and Phill) for running! Good job everyone, we made it! I second that!
Day Job Roll: [dice=Profession: Scribe, MW tool]1d20+12+2
[dice=Boon]1d20 Nope. Thanks you all welcome !
It just feels a little weird for a short time to be a backup GM but you get used to it over time. And I needed to get back to PbP because last time was several years ago :p
I rolled as a player in Mustaparta's table, do I roll also for the GM role or it's only once in total ?
Okay so sounds like I still haven't received my confirmation mail despite asking for it again 2 minutes ago, so I won't be able to register my empty chronicle - somebody else might have to do it
Just in case of, my info
GM/Player Name : Philippe Lam
email : lamphilippe@hotmail.fr
discord : phil#0958
Advancement : Normal
PFS Number : 117194-31
Character Name : Zaga
Faction : Sovereign Court
Trying to setup rpgchronicles for that purpose, waiting for mail confirmation
I might be down for Outpost too - long time I didn't either play or GM around a PbP table, and it's a nice exp
@DM Carbide : no need to thank me but tyvm ! Probably I was a bit too slow at the start to grasp when to bot or no
Round 3 (solving puzzle) : UMD, another success
You can get your standard action, you succeeded the concentration check, I'll bot Xasay after that for pacing purposes

Use Magic Device (Jilla, Fear circle) : 1d20 + 9 ⇒ (16) + 9 = 25
Will save : 1d20 + 5 ⇒ (11) + 5 = 16
Jilla succeeded to tally another clue, but unfortunately she gets shaken bythe close contact with the magic energy, but not to the point that she starts to smother due to a lack of air She is shaken
Shasta does a good number on the remaining circle, half-erasing it from existance, one more and that might do the trick. Tippa hits the bone golem very well to the point of landing a super hit. Does your fists bypass DR/adamantine or not ?
The graven guardian continues to attack Tippa like there's nobody else, but strikes thin air due to a lack of accuracy :
attacks with a scimitar 1 :1d20 + 11 ⇒ (11) + 11 = 22
attacks with a scimitar 2 :1d20 + 11 ⇒ (8) + 11 = 19
attacks with a scimitar 3 :1d20 + 6 ⇒ (3) + 6 = 9
For the purposes of pacing I anticipate the actions of the bone golem but I will roll back if necessary
The bone golem automatically turns its attention to Tippa given she badly damages it.
bite : 1d20 + 14 ⇒ (20) + 14 = 34
slam 1 : 1d20 + 14 ⇒ (11) + 14 = 25
slam 2 : 1d20 + 14 ⇒ (3) + 14 = 17
confirm bite : 1d20 + 14 ⇒ (14) + 14 = 28
damage bite : 1d8 + 4 ⇒ (7) + 4 = 11
Tippa is well protected so both slams went wide, but the bite strikes and comes this close to confirm. Missed crit by 1
--Round 3--
Grunjar
Xasay
Bone golem (white) action anticipated
Aoi
Jilla
--Round 4--
Shasta
Tippa
Graven guardian (yellow)
Given Xasay told me about being off for today, I'll be considering whether to make the character act through botting or wait. Regardless, considering how the fight is evoluing, either way should be quick
Grunjar can act
Yeah sure no problem, I usually don't feel the need to disconnect unless big circumstances, but I can easily see the need.
If the titular GM has to step away for a bit, why would I blame a player for that !
Round 2 (solving puzzle) : UMD, 1 success
When Aoi kept working on the polyhedron, it produces a strange result, like the self-feeling that she's successful that she has a clue on how to remove the last layer. Tallying that to the successes I'll report to the overseer
Tippa's round, Jilla and Shasta still have to act, how you arrange yourselves in order as seen fit, Fear circle still there
Oh Tippa for the AoO ? Probably got confused a little bit because I had to take charge on the fly
Normally, Tippa's weapon would be enough to completely cut through this kind of material, but it sounds not enough. The weapon needs to be both adamantine and bludgeoning, but it's a DR 5/ only But her base strength is big enough that it doesn't matter as much and she still lands quite a hit on the golem.
Sorry didn't think I would have to cover for another table so I didn't check this topic too often - safe travels Mike
Xasay Xyu wrote: DM Carbide wrote: The Society’s discoveries have weakened the prison of the powerful being sealed within Aucturn’s Tear, and it can now offer a fraction of its power to the Pathfinders.
Table GMs, the Thunderous Aid condition is now in effect.
Well now!! What does that do? I'll cover for Mike R until he comes back - for the Thunderous Aid Conditions, I put the text of it on my post in Gameplay

Getting closer to Ranginori's prison, the party can sense he's trying to break from his prison however possible, in any shape or form. He can't directly help them, but they feel he's channeling his energy towards the orb and that successfully decoding the puzzle could help them quite a bit.
Thunderous Aid: Ranginori has sensed his saviors are
near and attempts to grant them his power and wisdom.
During combat, a PC adjacent to the puzzle orb can attempt
an Average Diplomacy check, Average Spellcraft check, or
Easy Use Magic Device check to direct the Duke of Thunder’s
wrath. If successful, a PC can cast one of the following spells
as a spell-like ability, using her character level as her caster
level and either her own Charisma or 20 to determine the
spell’s save DC. She can use any of the spells listed in her
own subtier or in a lower subtier.
This ability can only be
used once per combat, and any summoned elemental
disappears at the end of the combat.
Subtier 1–2: cure light wounds, shocking grasp, summon
nature’s ally II (air elemental only)
Subtier 3–4: cat’s grace, cure moderate wounds
Subtier 5–6: cure serious wounds, lightning bolt, summon
nature’s ally IV (air elemental only)
Subtier 7–8: call lightning storm, cure critical wounds,
summon nature’s ally V (air elemental only)
The bone golem mindlessly moves forward to check who to attack but having two possible choices, decides to throw a bone cage at Grunjar. If Aoi has an AoO possible to take it
range touches Grunjar : 1d20 + 12 ⇒ (14) + 12 = 26
This cage starts to act as a grappling prison, impeding his ability to do anything nonverbal.
These bones magically duplicate and form a cage surrounding struck creatures. Each round, the cage makes a combat maneuver check to deal the golem’s slam damage, using the golem’s CMB. If the check fails, the target is still trapped but takes no damage. The target can escape the grapple normally, or can break out of the bones by dealing 15 points of damage to the prison, which has the same AC, DR, and saves as the bone golem itself. Damage to the prison has no effect on the golem. The golem can only have one bone prison active at a time. If it wishes to create a second one, it (or some other creature) must first destroy the existing one.
-- Round 2 --
Aoi
Jilla
-- Round 3 --
Shasta
Tippa
Graven Guardian (yellow)
Grunjar
Xasay
Bold can act. Grunjar is now technically grappled
Was thinking about it for a bit, but given you're saying that they have 66 percent chances of missing the check, I would just shortcut that sequence and make 3 characters take the listed amount of damage, two times.
But I'd think there's better ways to deal with that
I'm pretty much waiting to explore the next part - not injured, maybe a bit empty on the spellcasting, but I can run without it. Maybe taking a potion of endure elements but that's about it
Just wrapping up the current encounter then waiting until part 3, probably not enough time to start another combat
@GM Redelia : ugh, hopefully no long-lasting effect and everybody being well soon
I don't know by rules if I should align with the highest or the lowest number, not ideal but it's better then if I cut the apple in half and say 17500
@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
Given the wording of the text, it's pushing the limits of the button because the intent is probably to create brand new items, but nothing explicitly forbids adding enchantments to an existing equipement, so I'd say yes.
Wouldn't make too much difference from having to create said item from zero anyway since you're in tier 3-4. If it was tier 10-11 then I think I would have probably told you this would not be ok.
If you choose equipment, you can pick a mix of everything up to 20000 GP in value, it's 5000 x APL (which disappears at the end of the scenario). Just don't fight each other about it :p

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.
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
How do I solve that walking back given the party includes :
2 Two-handed fighters
Bard
Ranger
There was enough activity in the gameplay topic today to plausibly think the party would have at least been able to defeat the tier 3-4 encounter in F2.
But if I have to start from the 3-4 encounter in F1, then the table likely won't have enough time to get to the ship, or it wouldn't matter ? (I know their average damage, some of the PCs can two-shot the hellhounds if I have to restart from F1)
To put a small comparison : in the case G1 was opened, as I rolled it, they would have resolved the encounter at least, and might have resolved the worm haunt too.
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
The party chose to go to the Fire Path after finishing with Earth, I was assuming G1 was opened because at least one table finished F, but is it the case ? If it isn't, I would have made them fight F2 instead. If it's the latter case, I'll roll back and adjust accordingly. The party is strong enough to defeat the 3 skeletal champions in tier 3-4 before the deadline to start part 3
In any case, it was a slow burn, but when it's rolling, it's rolling hard.

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. )
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
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

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 ... !
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
We'll go to the Vault entrance soon, it has been unlocked
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.
Earth success done, they finished the fight in C3
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
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.

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
You can anticipate your actions, I'll solve these and write mine when I get back from work
Party reached the C3 fight, might get the Earth success before the deadline for part 2
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
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
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
Typo on my last post, I wanted to quote Tusk, but I quoted Tri'gar instead, my bad
Jarlaxle hits the ball quite a bit, the main thing that stands out is the creature's ability to absorb a little part of the hit. Tri'gar then tries to finish the same target, but misses the target.
attacks with the double orc axe : 1d20 + 9 ⇒ (1) + 9 = 10
Daeron then attempts to do it with his longbow, but it is the same problem. Such unluckiness only happens very rarely ...
attacks with the longbow : 1d20 + 9 ⇒ (1) + 9 = 10
Tusk can act

Daeron's initiative : 1d20 + 6 ⇒ (4) + 6 = 10
Tri'gar's initiative : 1d20 + 3 ⇒ (2) + 3 = 5
How the initiatives are unfolding, both sides are in a single bloc, given Tusk is first, floating ball and winged creatures right after, and everybody else behind
Tri'gar, despiite his haphazard strike, surprisingly manages to hit the winged creature, and everybody goes through, thanks to catching his opponent flat-footed. But the floating immediately flies in and lashes a tendril at him in retaliation.
attacks with a tendril : 1d20 + 11 ⇒ (6) + 11 = 17
The attack misses by quite a bit despite benefiting from a flank. Everybody has the ill-feeling that the floating ball directly helps the winged one to fight better somehow, like a sort of aura. The other creature doesn't hesitate to try to exploit both advantages to the maximum extent with a high volume of throws, and three hits are landing.
attacks with a bite : 1d20 + 11 ⇒ (2) + 11 = 13
attacks with a claw : 1d20 + 11 ⇒ (19) + 11 = 30
attacks with a claw : 1d20 + 11 ⇒ (15) + 11 = 26
attacks with a gore : 1d20 + 11 ⇒ (9) + 11 = 20
Damage gore : 1d4 + 4 ⇒ (3) + 4 = 7
Damage claw : 1d6 + 4 ⇒ (3) + 4 = 7
Damage claw : 1d6 + 4 ⇒ (3) + 4 = 7
Yeah you can go ahead and post it
Tusk Two-Blade wrote: Has Tusk taken 11 points of damage? And I believe he was botted and is not up again yet, right? You can assume you all get healed, there's enough time between fights for that. I won't track the resources spent that hard, unless it's tier 1-2 and you count each charge you have

Tri'gar and Jarlaxle combine to knock down the sksleton down for good. even with the thickness of the bones again making their life a bit more difficult. They're now free to loot the place how they wish.
The Bone Priest has a masterwork bastard sword, and a quick perception of the room yields the party further loot : four potions of endure elements, two potions of cure light wounds, and a potion of remove disease. In Subtier 3–4, the PCs also find a wand of lesser restoration (5 charges)
Normally, you should have suffered the effects of the radiation hazard there which amounts to 1d4 acid damage, but thanks to the Planar Adaptation, you didn't really notice the effects.
It is fast and furious, they immediately move forward in the search of more rooms to explore and more enemies to get down, given they didn't get scratched at all. They speed up through the corridor and arrive right into some sort of training ground for earthly creatures, whereas the previous room had the feel of a room dedicated to cultists.
The ceiling of this deep chamber is barely visible in the distance. Stairways designed for giants connect multiple levels, and bright illumination wipes away the shadows, unlike most other areas on the asteroid. A central platform inscribed with arcane runes hangs carefully balanced in the center of this network of enormous pathways paths. The floor of the platform appears to be a never-ending cascade of earth, forever falling into a black void.
You can go to slide 6
Two creatures are standing there, one is a tiny floating ball and the other is a monstruous humanoid with wings. Unlike last time though, no creature has been enslaved. It seems the humanoid us there on own accord, not compelled by anything.
You can all roll initiative
Init winged creature : 1d20 + 6 ⇒ (6) + 6 = 12
Init floating ball : 1d20 + 1 ⇒ (17) + 1 = 18
As expected, this better skeleton moves forwards and invites the attack from Jarlaxle's sword, which is landing well and big despite the resistance to anything that sounds slashing.
Nonplussed, the monster then tries to land a hit in return, but misses by quite a bit.
attack with a bastard sword ; 1d20 + 7 ⇒ (9) + 7 = 16
Tusk then tries to attack with his weapon, hoping it connects this time around.
attack with an orc double-axe ; 1d20 + 9 ⇒ (8) + 9 = 17
Damage ; 1d8 + 12 ⇒ (7) + 12 = 19
Again despite the resistance to slashing, Tusk hits hard and the sksleton doesn't feel holding on for much more time.
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