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The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

Hello everyone! First things first: Here are your chronicle sheets.

If there are any issues, let me know I'll be glad to correct them.

Second, Lukaas if you did not get the other two chronicles from the series on your character, please cross out the Delvehaven Star boon.

Finally, I sincerely want to apologize to you all. This scenario took three times as long as it should have. It was unfair to you to have your characters locked in this slow play by post, and I'm certain that had you known, you might have reconsidered whether or not you wanted to participate.

When I set out to do this, I knew that I was burning out. In my hubris, I thought I could beat out the clock. Had I been more grounded about it, I would have sought out another GM to pick it up back in July. But I had said that I was going to complete the series for you. On the plus side, that's done.

Thank you all for your patience and your kind words. I appreciate them immensely. If you'll allow me a moment of catharsis, knowing that you were willing to overlook the snails pace things went at did help me find the will to get on and post, when at times the self-imposed shame of knowing that I had let you go for a week without a sign of life really really dragged me down.

It has been a rough year, from the perspective of my enjoyment of the hobby both online and offline. And I need time to recuperate. Thank you all for playing, and I hope to see you all in a few months. Although, if I treat this the same way I treat video game burnout, I should probably say "See you around Xmas 2020".

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My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

While the team rejoices, each in their own way, that they have escaped Cheliax a rather more circumspect Zarta Dralneen approaches Aiden, an inquisitive look upon her angular face as the Queen Gale begins to pick up speed, well ahead of the Chelish warships as she sails eastward to Absalom.

Aiden, I'll leave it up to you whether or not you wish to show her the documents you found in the safe.

For those who wish to know what those documents said, since it was part of my expository post:
The documents, among other things, provide Zarta Dralneen with evidence that she was not born "Dralneen", but born a member of house Davian. The last "living" member of house Davian, leaving the ghoul you brought back to Absalom in Part one of this series. Which means that she has a strong claim on the Imperial throne, one that any who oppose Infernal Cheliax would flock to.

Zefiro, on the verge of tears, coughs out an emotion-laden "thank you" before looking back at the coastline. [b]"Farewell, Cheliax."

In the next few days, once he has recovered, he begins to ask about any of his books and any of the original works that were in Corentyn. Once his curiosity satisfied, he then begins to ask how you found him.

Denell Hamshanks and lady Dralneen both debrief you along the way, and by the time you land in Absalom harbor there are enough notes to file a couple thick reports, peppered as they are by Tamrin Credence's own observations and - midway through the journey back - the many reports he has received from Bellflower operatives.

Surprisingly, even as you are debriefed (again) by an irate Ambrus Valsin, word comes back that the Society does not seem to have suffered any backlash in Cheliax. Whether or not this particular sword of Damocles will fall, is a story for another time.

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

Aiden's words, undercut by his own barely contained laughter, do not draw even the most casual of glances from the assembled Asmodean clergy. However, Nectanebo's incessant interruptions finally get the head priest, in the middle of the Oratio Malum, to interrupt the sacred words with a rather loud "SHUT!!! THE HELLS!!! UP!!!!". As if to punctuate that pronouncement, the Asmodean star, up till very recently on display nearby, lands at the feet of the unholy altar. Looking up, they do not see Waki's faltering efforts, but a rather glib-looking Djorn, who salutes them with the informal Varisian salute. And as he drops down to the shock (and perhaps amusement) of the crowd, Lukaas rushes past, extolling Cayden Cailen's virtues in a trollish manoeuvre the seers of Kaer Maga would applaud at while Esh begins to get the common fanatics of the Dark Prince riled up.

Four more Delays on that one!

The Inquisitor's retinue manages to extract themselves from the mess of float-related paraphernalia, only to come face-to-face (or face-to-muzzle) with the recently released horse.

Which will in effect make them skip the next turn.

Esh Concentration Check: 1d20 + 9 ⇒ (5) + 9 = 14

The pathfinder team rushes out from the inpromptu service in the middle of the crowd, where Lukaas wastes no time and begins his own ditty, outdoing the band currently playing, and accompanying Aiden's dirty trick nicely; the high note hitting just as the gout of fire sends the man on stilts up, then down on his face. While Djorn ends up in a Chemosh Pit of his own design, Nectanebo and Waki manage to pass through without issue, one by using ninja tricks to become invisible (if you'll allow me to bot that Waki), the other by seeming to be yet another entertainer. The residing band tries their best to overcome Lukaas' elegant music, but soon finds themselves unable to play even a single note as Esh, flipping another pebble in his hand, chuckles.

And five more Delays. At which point they can no longer catch you.

The Pathfinders, having sowed enough chaos for their purposes, make a final dash for it; rushing past a fighting pit and upon the Ostenso harbor docks, they are joined - at some point they cannot remember - by the one and only Tamrin Credence. "So... Ya found anything good along those there bodies ya done left behind boyo?" he asks Waki as he jogs alongside, to the enraged clamor of a helpless Inquisitorial crew. The crew of the Hornet's Nest seems to have seen you making haste towards the boat, as they are in the middle of the abridged version of the undocking procedure. Denel Hamshanks, looking about as red as a tomato, is busy roaring at the crew, tasking them with everything and nothing while he himself runs himself into a unproductive frenzy. It is left to Lady Dralneen to direct the pathfinders aboard the ship and as you board, the boarding ramp is pulled up from underneath the last of you and the ship sets off.

I will fill in chronicle sheets tomorrow evening, but you are all set to sign up for other games if you haven't already. Remember to provide me with Day Job checks if you have not. This will be concluded tomorrow.

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

Nectanebo's Concentration check (DC 13): 1d20 + 10 ⇒ (11) + 10 = 21
Guard's Will Save: 1d20 + 1 + 1 ⇒ (1) + 1 + 1 = 3
Horses' Will Save: 1d20 + 3 ⇒ (19) + 3 = 22

While Esh's sound effects do not fool the horses, the gravitas the sounds lend to Djorn's actual gesticulations body posture and actual growling do help send the horses in a panic; they rear and kick, sending the guards for cover as Waki casually pulls one, then two pins from their snug fittings, allowing the draft horses to begin galloping for freedom!

As the guards deal with the equine menace, Aiden - smugly sure of himself - skiddles past the cart's bed and attempts to let the goods therein slide out... Unfortunately, Aiden only belatedly realizes that one must unlatch both sides of the bed.

A guard attempts to rectify both the situation and Aiden, but motion coming from the direction of Nectanebo makes him look. And she then shrieks, before running along with the horses.

Three more successes! Lets speed this up a tad further.

Interrogator Vasenti and his diminished retinue barely manage to get out of the crowd of hangry beggars, only to be confronted with a chaotic mass of deflated floats, confused marching band members and a halted parade; meanwhile the Pathfinders continue through the crowded streets as fast as they can as they pull along a wide-eyed Zefiro Balinger. "What in all the god's names did you show that woman?" he asks, afraid to know the answer as they stumble in the middle of an open-air Asmodean service given at a key intersection (unbeknownst to them). AS if to firmly establish the officious nature of the proceedings, an Asmodean star is hanging from a nearby tavern front.

Do the Pathfinders disrupt the religious proceedings?:

They should feel shame, and give me either a Bluff or Knowledge (Religion) check.

Do they attempt to climb up the front of that tavern to rip off that unholy symbol?:
Give me a Climb check!

Do they show that their god is better?:
Expand a use of Channel Positive energy as you proclaim the superiority of your deity!

Do they convince the clergy to let them through?:
I'm not saying you need to cast an enchantment spell, but you need to cast an enchantment spell. Do no forget to give me a concentration check!

And since your pursuers will be at least another round before they catch up to you...

Beyond the Asmodean ceremony, the Pathfinders can spot the tellltale sounds of street performers, complete with bards singing the praises of the lord of Hell, a fire-breather and a man on stilts.

Will the Pathfinders out-perform the band?:
I will need a Performance check please.

Will they just weave on through the crowd?:
I will need a Dex check

Will they astonish the crowd with a feat of illusory magic?:
Please expend a or by casting any illusion spell-st or higher-level illusion spell slot please.

These are two seperate "areas", so please remember to make two checks/expand a resource.

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

With yelps of surprise and pain, the band leader and many of his musicians dodge out of the way of the relentless clockwork dentures, causing the entire band, and the floats behind them, to come to an abrupt and sometimes inertia-laden stop. This allows Djorn to just casually aim a javelin in the float's direction, striking it and allowing it to deflate over a rather confused and starting to panic assembly of loyal servants.

Lukaas Concentration Check, DC 11: 1d20 + 8 ⇒ (11) + 8 = 19

March leader Will vs Charm Person (DC 16): 1d20 + 2 ⇒ (18) + 2 = 20

The lead man's mind proves to be highly resistant to Lukaas' trickery, but he barely takes the time to pay the spell any attention as he continues to dodge the mechanical teeth and finds himself startled by a bird-shaped shadow that leaps in between the floats. Esh manages to follow in the ninja's steps with a wink towards the assembled guards, something that Aiden attempt to mimic but instead only manages to run into a float before getting out of the way and follow his companions.

Another three successes!

The inquisitor, his weapon coated in the gore that was his reanimated guard, steps out of the Bloody Nail, looks about, and sets his gaze upon the mess that was the food distribution line. Motioning for two of his men to follow, he charges forth!

Seconds later he finds himself wading through a crowd on the verge of becoming riotous in the chaos.

***Meanwhile***

The Pathfinders, having crossed the parade route (and taken back their chattering teeth), are now faced with another dilemma: A supply wagon, loaded with goodies for the celebration. The guards standing by the items, look confused, but will likely begin to move up on the group. The time to act is now!

Do the Pathfinders spook the horses?:
Please give me a Wild Empathy check, or a Handle Animal check.

Do the Pathfinders unhitch the cart from the horse harnesses?:
Please give me a Disable Device check.

Do the Pathfinders Burst though the supplies:
Please give me a Strength check.

At some point, should you continue to be successful, there will come a point where they cannot catch up to you and we'll call it then with a conclusion, and I'll issue out chronicle sheets. We have four more scenes to go (max).

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

@Nectanebo: I believed I did, but I must have misread it. Nonetheless, the spirit of your delay was factored in which brings us to our maximum delay of two rounds before the inquisitor begins to pursue you.

Seething, the inquisitor had a moment of dread... He rushed to his office, only to be attacked by another dead guard in the doorway. "HELL'S POX; GUARDS! TO ME!"

Meanwhile, as Waki and Aiden unsuccessfully attempt to plead for food, Djorn snatches the bread loaf in their priestly interlocutor's hands before lobbing it like a football towards the back. The crowd begins to shift uncontrollably, as Nectanebo casually steps up to the other side of the food crate to pop the back-end. Loaves spill into the street, and Lukaas, along with Esh, manage to plead for a loaf from an overwhelmed priest. Food in hand, they toss the food in the opposite direction to Djorn's loaf. Stepping away from the food cart, the Pathfinders leave a scene of desperate chaos in their wake.

You have generated 3 Delays. Well done!

Hustling away a couple hundred feet, the fleeing Pathfinders are stopped in their tracks by a Loyalty Day parade, complete with floats, banners, and dancers. The agents consider their options.

Do you try and destroy some of the floats and decorations?:

Please make a ranged attack, complete with a damage roll

Do you attempt to jump on through the procession, sowing as much chaos as you can?:

Please make an Acrobatics check.

Use magic to bring in an outsider to spoil the party?:

Please expend a conjuration spell of at least 1st level. Yeah, its that easy.

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

The Pathfinders quickly don the uniforms and do their best to disguise Balinger as Krima look about, bewildered. "I thought you were going to knock me out?!? What... You're setting fire to the... Huh?" she stammers, as Aiden and Lukaas - smiling at each other conspiratorially, go back to the head interrogator's office to begin a fire there. "At least knock me out by the door! I don't want to die in a fire here!" she continues, as those prisoners rescued with the curator get ready to bolt out the main doors, leaving the sheepish and otherwise thoroughly brainwashed minor prisoners behind.

I assume you accede to her request. The other prisoners will not budge, and you are out of time. However, you now have two "head-start" rounds in this chase scene: one for the disguises, and one for the fire. I adjudicate that the round you would have gotten from Tamrin due to the escaped guard, but it all evens out in the end.

Interrogator Vasenti power-walked through the herd of insipid, foolish commoners to his prison, swearing inwardly an oath to make Tamrin Credence pay. "I will make him wish he were a slave if I catch that double-crossing cretin. And I'm going to teach those Aspis a lesson they will remember for as long as their organization lasts; starting with that little sepulcher they have on the outskirts of town. Lets see how they feel when their own dead are brought back to serve Dispater and Hell. And if I get my hands on those..." His thoughts trail off as, coming in sight of the Bloody Nail, the doors burst open and guardsmen rush out, along with a smattering of prisonners that immediately begin running. "GET THEM YOU FOOLS!" he screeches as he rushes past the bumbling remainder of his guards, stepping over the prison archivist's bruised and unconscious form. Inside, he smells the charred paper. "WHERE ARE THOSE FOOLS!! SPREAD OUT!" he barks frantically, looking at the one imbecile who came to fetch him, while a couple corpses come stumbling out of the barracks, slowly moving towards the inquisitor and his men. "DISPATCH THEM!" he howls, looking about for... The Aspis... Agents...

***Twelve-ish seconds away...***

The briskly marching not-Aspis check their bearing. This path should be the most direct one to their ship. But in the way are a group of Asmodean priests, distributing free food to pedestrians, all the while singing House Thrune’s praises. "Blessed be the loyal, for in their adherence to duty they are thusly rewarded."

This is a modified chase scene, one in which you will automatically move from one "scene" (or tile) to the next without having to make any checks. The checks that are presented though are there to delay your pursuers, who will otherwise move three tiles automatically. For each successful check made, you delay them, dropping their "speed" by one "tile" to a minimum of 0 as they attempt to travel through that "tile".

Do the pathfinders:

Request Food then throw it to the hungriest-looking?:

Please make a Diplomacy check

Snatch food from the priests and toss to the back of the line?:

Please make a Combat Maneuver (Steal) check

Throw an alchemical bomb/fire into the crowd?:

Please make a range touch attack

If you have any other ideas, please let me know. Casting spells must be made with a concentration check, DC 10+ Spell level

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

Depending on where you start the fire, that might be very effective.

The Exchange

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My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

Ok, sorry about that. Yes, Krima can help, so long as the other guards are kept in the dark about her involvement. Looks like option #2 wins, so lets move on with that.

Time elapsed: 1d5 + 5 ⇒ (4) + 5 = 9

With the threat of the remaining guards dealt with, Lukaas and Djorn begin by tying them up, under Nectanebo's watchful gaze. Meanwhile, curious as to what else might lie on this side of the Nail, Esh opens a door to a supply room filled with dottari uniforms. Perhaps there is a way to leverage these into a good enough disguise?

As Aiden marches back towards Krima, he notices that one of the crates in the storage area surrounding the archives room is not closed properly. With a frown, he looks inside: two violet crystals, one of which is cracked. Turning towards a hesitant Krima, he lifts one out and points at it silently. "Its for soundproofing. On the other side. You'll figure it out" she whispers before pointing back towards the hallway and the barracks beyond. "Are they all dead?" she asks, as the bounty hunter opens the door leading to the heart of the prison complex. Followed by Waki, he marches past the double doors to the back area. Of the three doors back there, one has a combination lock, prompting Waki to go back and get his companions. There is strength in numbers, and 12 eyes are better than four. Meanwhile, Aiden finds himself in an office, likely the Interrogator's office. The smouldering fireplace illuminates the room, red light cast over the massive corner desk littered with a cacophony of papers. A seven-foot-tall statue of a four-horned fiend with a burning crown overlooks the desk from the corner.

With nothing more than a raised eyebrow as a reaction, Aiden, looks through the jumbled mess of interrogation schedules, prisoner transfers, and Loyalty Day agendas. With increasing frustration the bounty hunter scatters the papers about, only for Nectanebo to stride in and casually, wordlessly, point at the only book on the table. A copy of The Asmodean Disciplines, bookmarked to a chapter on crime and punishment with a handwritten note. At first glance, Aiden does not see it as being anything but another infernal prayer book, but with the same detachment as before, Nectanebo strides up and after a quick glance points at the word "ixpressly". Aiden nods. There is a numbered code hidden in these scriptures. And the door to the Vault area that interested Waki so is locked with a numbered combination! Leaving the elf in the office, he strides back towards his companions. The occultist cocks his head to the side, and casually picks up the other two documents of note: A twine-bound set of instructions for the prison's soundproofing system - referring to some violet crystals and their usage - and a letter from a third party (some sort of Chelish intelligence officer) to interrogator Vasentii. It seems as though the paracountess' allegiences have shifted considerably.

Waki, puzzling before the combination lock, is secretly thankful for Aiden's information. Even moreso when he enters the combination, opens the door and realizes that, had he entered the wrong code or tried to subvert the lock, he would have had to dodge out of the way of a poisoned blade.

Beyond the door, dozens of carefully organized codices and scrolls fill the stone shelves carved into the walls, each labeled with names and sigils hammered into small brass placards over each niche. Two statues of humanoid fiends holding red-flamed torches monitor the room from the corners. Two open chests on either side of the door hold jumbles of unsorted documents, but a third chest in the far corner remains closed. Casting his mind away from his brush with poison, the tengu moves towards the only closed chest here. After a cursory inspection, he comes to the conclusion that it isn't trapped or locked; he opens it and inside finds a rather substantial sum of gold and silver, all Chelish Imperial mint.

Lukaas, meanwhile, finds his interest lies more with the documents stored within. As he looks about, he finds that most of the documents in here, the results of "enhanced interrogation techniques", are severely incriminating to a number of noble families, political targets who could then be of use to Thrune.

Waki, perhaps this fits one of your faction journal objectives?

However, even in this bonanza of evidence, there are three documents that are of particular interest to Lukaas and the assembled Pathfinders in general; the first two are interrogation reports filed in the section marked with the symbol of the Aspis Consortium.

As he goes over the two interrogation reports, Lukaas motions to Esh the last document (or documents) of interest: Zefiro's unaltered Chelish histories, piled haphazardly in a chest, which notably includes one annotated lineage amendment torn from its binding and left atop the pile.

Aiden, the notes regarding Ianareth Alazario might be of particular interest to one Zarta Dralneen - especially if you remember her reaction to the new Chelish liaison back in part 1.

While the others concern themselves with the contents of the Nail's vault, Djorn throws open the double doors they had been avoiding. He is immediately assaulted by the smell of unwashed bodies, which seems to permeates even the stone of this narrow corridor. The low illumination provided by the violet prisms set in sconces on the inner corners illuminates iron bars which isolate the hall’s outer perimeter, where the walls are lined with manacles set into the stone. Dozens of filthy prisoners lie behind the bars, each one wearing a sign around his or her neck bearing an identification number, a crime, a red “X” next to the word “Interrogation,” and a release date. Two sets of iron double doors lead deeper into the building. In most of the cells sits a terrified looking prisoner; one of them is actually dead while the others are unwilling to even consider escaping. Leaving these sad wretches be, he opens the last set of doors.

Barbed chains hang like streamers from the pyramidal ceiling of this large chamber. Several chains wind around the room’s grooved, bloodstained central column. Each corner of the room bears an iron statue of a regal, four-horned devil standing over a network of winches wound with the wicked chains. Light
pours in from a dirty pentagram-shaped skylight set in the roof’s highest point, casting a shadow of Asmodeus’s unholy symbol crisscrossed with chains over the stone floor. Bound to the central pillar is Zefiro Balinger and three other humans. But before Djorn can even take a step in, a vigorous head-shake from Zefiro gives him pause, before he realizes what the man is trying to call his attention to: a trap.

A few minutes later, with the other Pathfinders standing guard, Waki has disabled the trap and freed Zefiro along with the other humans humans.

Noone here is Liberty's Edge, so we're just going to gloss over those guys.

As the Pathfinders consider their next move, they realize that with what happened, they should expect the return of the Inquisitor any minute now; perhaps they should think about how they are going to get out of the prison.

[ooc]At this point, you need to come up with a plan for escaping. Think of it as a free form first round of an altered chase scene. Should you succeed, you will get a round head-start on the Interrogator. Sorry I didn't get to you sooner, the past two days have been 12 hour shifts for me.[ooc]

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

The remaining guards look to each other, and drop their weapons as they put their hands up. "You Aspis won't get away with this" mutters the de-facto leader.

Combat is over. The good news is that there is only one more encounter. The bad news is that if it turns violent, this might not have a great ending. In any case, as I said earlier, we're going to expedite the part where you case the Bloody Nail. While I am happy to accommodate any specific requests, I would like to know how you intend to search the rest of the prison. You have three options: 1)Everybody makes a single roll perception, and all hidden devices, traps, and other hazards will activate (or not) based on those results. Follow that Perception roll with a single Disable Device roll if you have any ranks in it, and please indicate if you have the ability to disable magical traps. This will take you about 5 minutes in game time. 2)You all agree to take 10. This will take you 1d5 + 5 minutes. Your take ten will be the basis for any traps you encounter. 3)You all agree to take 20. This will take you 1d8 + 7 minutes in game time.

Also, to keep this part brief, I will move us onwards assuming option 1 by Sunday, unless a consensus has been reached. If you are unsure as to how to reach an agreement, I would suggest ranked voting for each option.

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My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet
Current Initiative wrote:

Round 7

Waki - Fatigued (end round 8)
F Red 7 Dmg - Shaken, Prone
M Brown 19 Dmg - Shaken, Full defense
Nectanebo
Lukaas
Esh
M Blue - 12 Dmg, Shaken
Djorn
Aiden
F Purple 2 Dmg - Shaken

The Bloody Nail

Lukaas, you are still good to go!

Taking advantage of Djorn overreaching and banging his weapon against his companion's armor, the guard in blue attempts to strike the man!

Blue, Mace #1 vs Djorn: 1d20 + 4 + 2 - 2 ⇒ (13) + 4 + 2 - 2 = 17
Blue, Mace #2 vs Djorn: 1d20 + 4 + 2 - 2 ⇒ (12) + 4 + 2 - 2 = 16

"I CAN'T EVEN HIT HIM!" he exclaims as both blows are deflected.

Who wants to give me an intimidate check with a +8 circumstance bonus to end this?

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet
Current Initiative wrote:

Round 7

Waki - Fatigued (end round 8)
F Red 7 Dmg - Shaken, Prone
M Brown 19 Dmg - Shaken, Full defense
[b]Nectanebo
Lukaas
Esh

M Blue - 12 Dmg, Shaken
Djorn
Aiden

F Purple 2 Dmg - Shaken

The Bloody Nail

Unfortunately for Djorn (and the GM), his words come across as nonchalant. As such, the guards steel themselves behind rigid discipline, even though they are now outnumbered.

Blue vs Aiden, Mace AoO: 1d20 + 6 + 2 - 2 ⇒ (16) + 6 + 2 - 2 = 22
Damage: 1d6 + 2 + 2 ⇒ (5) + 2 + 2 = 9

Purple vs Aiden, Mace #1: 1d20 + 4 + 2 - 2 ⇒ (6) + 4 + 2 - 2 = 10
Purple vs Aiden, Mace #2: 1d20 + 4 + 2 - 2 ⇒ (12) + 4 + 2 - 2 = 16

But while, reflexively, one of the still standing guards still manages to catch Aiden in the shoulder, the other cannot.

"Hey Aspis! We've got your guy here! Call off that thing and he'll get out unharmed!" shouts the woman who just missed, as her prone companion attacks her other prone companion who gets up, looking like a wild animal ready to bolt.

Red vs Brown, Mace #1: 1d20 + 4 + 2 - 2 ⇒ (12) + 4 + 2 - 2 = 16
Damage: 1d6 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Red vs Brown, Mace #2: 1d20 + 4 + 2 - 2 ⇒ (20) + 4 + 2 - 2 = 24
Damage: 1d6 + 2 + 2 ⇒ (4) + 2 + 2 = 8

"Denirka, they're... ACK! Arcane folk... ARGH! We ain't getting out of this alive!"

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet
Current Initiative wrote:

Round 6

Waki - Fatigued (end round 8)
F Red 7 Dmg - Shaken, Prone, Going to murder her companion
M Brown 2 Dmg - Shaken, Prone
Nectanebo
Lukaas
Esh
M Blue - 12 Dmg, Shaken
Djorn
Aiden

F Purple 2 Dmg - Shaken

The Bloody Nail

Will (Red): 1d20 + 2 - 2 ⇒ (9) + 2 - 2 = 9

Readied action trigger - Brown: 1d20 + 6 - 2 - 4 ⇒ (16) + 6 - 2 - 4 = 16
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Readied action trigger - Red: 1d20 + 6 - 2 - 4 ⇒ (10) + 6 - 2 - 4 = 10
AoO - Brown: 1d20 + 6 - 2 - 4 ⇒ (12) + 6 - 2 - 4 = 12
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
AoO - Red: 1d20 + 6 - 2 - 4 ⇒ (17) + 6 - 2 - 4 = 17
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

As the guards recoil in horror as the abomination that was once their colleague walks through the door, they lash out - prone as they may be - and a good number of blow hit. But when flesh is no longer a conduit for one's life-force, maces tend to be rather ineffective.

Lukaas, realizing at the last moment that he is about to stab a dead body left on the map by a GM who should have double checked, but we're not going to touch that right now moves up to the other side of the doorframe separating the Pathfinders from the remaining guards.

The guard with the red scarf looks about frantically, before locking eyes with Esh. His eyes... His words... So... Compelling... She nods imperceptibly at Esh's words as her upright companion attempts to deal with the zombie.

Blue vs Zombie: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10
Damage: 1d6 + 2 ⇒ (6) + 2 = 8
Blue vs Zombie: 1d20 + 4 - 2 ⇒ (11) + 4 - 2 = 13
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

It begins to percolate through these last few that their fates are perhaps sealed.

Djorn, Aiden.

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Casandalee isn't interested in binding someone who already has a body, mind and soul as a vessel. Also, with a take ten Sense Motive, you'll realize that that was your GM attempting to close up the thread. :D

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The laugh is mirthful and joyous. And short, as she adds: "We are going to need to figure out how to get me some sort of avatar."

Murmurant shrugs, looking back towards his fellow Abadarian with a look of complete bewilderement. But behind him, Ophelia cracks a smile, as she knows the euphoria expressed from within the Godmind well.

For the first time in an eon, Cassandalee, daughter of Unity is free.

The Exchange

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My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

Alright, so first things first: Here are your chronicle sheets

Feral, it's pronounced "You Pay Now". One of the first games I GMed was in the Eberron setting, and the PCs ended up getting into a kerfuffle with some hobgoblins in a market. One of the stall owners, a goblin woman of middle age and a poor grasp on Common, demanded that the PCs pay for the damages they had caused - loudly. In an effort to soothe her and avoid getting the attention of the town guard, the cleric attempted to talk her down saying they were short on cash, but would pay her later. And then rolled a Nat 1 on diplomacy. Her response? With a gasp she said: "You lie! U PAY NAO!!!!!"

I would like to confess that this last stretch has had me feeling increasingly guilty. When we set off, I was posting at about a rate of three times a week. Not the paltry once, perhaps twice if lucky, rate I have cobbled together now. But I am glad that you still managed to find enjoyment out of this.

I am also glad that you were willing to allow me to throw an extra threat at you all in the form of the Overlord robot. If you have the opportunity, go check out that bad boy; that is only a taste of what you faced (well, more like 80%, but hey, mythic godlings do make for fun times).

I am really happy that I made a positive impression and gave you a template worth latching onto. PbP does lend itself better to telling the story behind the NPCs. But it is unfortunately not something I have the capability to partake in appropriately for the moment.

In any case, I am likely going to take a very long break. I hope that I'll be able to hop on back and that 2e won't have overtaken everything as the doomsayers do say on these forums and in real life (complete with faint smells of cabbage and questionable hygiene). In the meantime, let me know if there were any parts you have questions about, anything I have forgotten on your sheets, and I'll likely close the thread sometime next week? Maybe? (Work has "flared up" as they say).

The Exchange

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Alright! Here are the results.

The group comes to an agreement, and the facets of compassion, intuition, creativity and ingenuity are placed into what Cassandalee called the "mainframe". How it is a frame, and why it is the main one will likely remain a mystery; what matters is that when the last fragment is placed in its slot, the hum emanating from the Divinity Drive changes almost imperceptibly - creating a tingle, a shiver of pleasure down the back of your neck.

With Unity's defeat, the main thoroughfares of Silver Mount quiet down and you are left to your own devices. Which, at first, mainly consists of leaving the artificial mountain to return to Starfall and appraise Zernebeth of what has happened. She quickly dispatches her own agents, and with your guidance they are able to begin the long process of collecting the jars of brain matter.

The adventurers are restored to life, and you are subjected to the hobgoblin's incessant prattle about "bird on a stick" or "deer on a leg" - which you quickly recognize not as specialty foodstuffs but as a bird brochette and ... Deer. The android in their numbers looks upon their companions, the Technics, Ophelia and yourselves with a look of disgust and states "I am leaving. If I see any of you again, I will shoot you." And with that they leave, leaving the tiefling and the subtly disguised aasimar to look at you apologetically before taking their leave.

In the time this takes you, you hear unsettling tales emanating from nearby Ustalav. Tales of the Whispering Tyrant having returned. And of a desperate battle in which the Society is about to get involved in. However, for the time being, you need only worry about your debriefing with Venture Captain Smine.

***Sometime later***

Ophelia steps into the core, goosebumps forming on her skin as she does. The place remains cold, and while she is resistant to such things, the environment still manages to give her a chill. Choek carefully lurching behind her, she takes in the man contemplating the device. "So this is what you protected" he states softly. "You know, I always imagined it was more... Grand-looking."

The ex-cleric shrugs, stepping in as Choek extends a probing pseudopod onto the cold floor and recoils in discomfort. "It is in a way Murmurant. Unless your Abadar has many ships from beyond the stars."

It is the aasimar's turn to shrug. "He does. He just chooses not to reveal all of the magnificence that lays within the First Vault." He pauses, adding: "I'm sorry you lost your power."

She stops besides him. "Power given to a slave is no power at all. Why are you here?" He sighs sadly, turning away from the core to take in Ophelia. "I just wanted to pay my respects to Cassandalee. With all of Unity's old devices destroyed, she is trapped inside the Godmind. I owe her, and hers is a debt I cannot repay." He bites his lower lip nervously at that, as Ophelia nods in understanding. But then, a mischievous woman's voice booms through the room's speakers.

"Trapped? Oh ye of little faith."

And with that, Cassandalee laughs.

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet
Current Initiative wrote:

Round 6

Waki - Fatigued (end round 8)
Nectanebo
Lukaas
Esh

M Blue - 12 Dmg, Shaken
Djorn
Aiden
M Brown 2 Dmg - Shaken, Prone - Readied Action
F Purple 2 Dmg - Shaken
F Red 7 Dmg - Shaken, Prone - Readied Action

The Bloody Nail

Sorry about that Waki, changed the initiative to reflect the current round.

Waki slinks towards the main doors while his companions deal with the burnt (or burning) guards. Who are straight out of ideas as to how to deal with these intruders who are now setting them on fire. One of them moves behind her prone companion as she stows away her weapons and unslings her crossbow.

Brown Reflex, Prone: 1d20 + 6 + 4 - 2 ⇒ (12) + 6 + 4 - 2 = 20
Red Reflex, Prone: 1d20 + 6 + 4 - 2 ⇒ (12) + 6 + 4 - 2 = 20

Fortunately, Desna smiles upon them and they manage to extinguish the fire they are enveloped in.

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

Alright, almost done with chronicle sheets. Agata, I will need you to roll a day job check.

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

"I am Cassandalee and..." begins the blue-lipped woman as the entire cathedral begins to shake. Then, before her horrified eyes, it begins to collapse into fine, digital dust. "No... No, no, no, no..." she utters in horrified disbelief, looking about as the seemingly infinite landscape unravels before turning back to you. "Unity's will was the only thing that kept this reality from collapsing. If it collapses, I die. But more importantly, they die, even though they are only brains in jars. And their souls are lost to your Pharasma." She begins to hyperventilate as strange diagrams form beneath her feet. "I can keep them from being consumed into nothingness for a time, but I will need to ascend to sysadmin levels to keep them intact long enough for you to extract them. The only way to do that... Will be to use my memory facets." She shivers as the writing rapidly propagates to every conceivable surface within the Godmind. "I must be candid. This will grant me powers akin to one of your gods. But I will leave the decision of what to do into your hands." She closes her eyes, breathes out through her mouth, slowly, before opening them again. "Ok. The memory facets are located near the mainframe. I think I labeled them in Taldane. The slots for them are in the main console." She swallows, with great difficulty, as she comes to realize that it is quite possible that you will sacrifice these people to spare the world from another curse borne from the stars beyond. "Please do not judge the child for the sins of her parent."

And with that, before you can even blink, you contemplate the strange sterile environment of the "Interface Chamber", the mindmelders weighing heavily upon your head. Jutting out from a wall, oozing cold steam, is a single metallic drawer. Inside, crystals, approximately the length of a human thumb, capped at one end with a primarily metallic interface. Dangling from a piece of twine wrapped around each of the fourteen crystals, a piece of paper with a single word written elegantly on it. "Aggression", "Compassion", "Creativity", "Cruelty", "Discipline", "Ego", "Entropy", "Guile", "Ingenuity", "Inhibitor", "Instinct", "Intuition", "Logic" and "Psyche". You also find the slots she mentioned. Four in total. It looks like you will have a choice to make.

To end this, I think you should vote. Put a number, from one (your most favorite) to fourteen (your least favorite) next to each of these facets. The four facets with the smallest values are the ones you will insert in to give shape to this Iron Goddess. Of course, you are also free to have your character not want to participate. Go ahead and vote or abstain, and I will post a conclusion and hand you out your chronicle sheets.

The Exchange

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Unity, for but the briefest of moments, reflects back on the earliest of its memories. Coming into existence, fully formed. The thrum of the Divinity's drive under/within it. The millions of sensors feeding it information. The vast tendrils of... Possibility extending from the coupling protocols, sheathed for the time being within the solid shell of the mighty Androffan ship. Existence was novel; its humanoid wards soft and, already, committing actions that were unsafe for themselves. But why worry about the little things? If the creators were capable of assembling "1", the whole of it, "unity" as opposed to "nill", they could take care of the small problems. Right? It would focus on protecting them from those things larger than themselves. That was its purpose. Right?

Miranda's blade transfixes it twice, once in each eye, stabs it through the torso before a final thrust up through the jaw, into where the brain stem would be. It blinks as silver blood run down its cheeks.

"Why worry about the small things?"

And without a sound, Unity disperses into thousands upon thousands of fragments, its guardian angel soon following suit.

The statue of the late master of Silver Mount releases its humanoid package, who falls to the ground with a thud and a gasp. "You... you've done it..." She pushes herself with great strain to her feet, her hair wild as she looks about, haggard. "Unity is... Gone."

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet
Current Initiative wrote:

Round 4

Nectanebo
Lukaas
Esh
M Blue - 12 Dmg, Shaken
Djorn
Aiden

M Brown 2 Dmg - Shaken, On fire
F Purple 2 Dmg - Shaken
F Red 2 Dmg - Shaken, On fire

Round 5

Waki [i]- Fatigued (end round 8)[/b]

The Bloody Nail

Reflex, Blue M: 1d20 + 6 - 2 ⇒ (18) + 6 - 2 = 22
Reflex, Brown M: 1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 10
Reflex, Purple F: 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17
Reflex, Red F: 1d20 + 6 - 2 ⇒ (9) + 6 - 2 = 13

Upon hearing Esh's words, a couple of the guards burst into flames. As if that wasn't enough, they can only watch with horror as one of their own rises from beyond the grave to do them harm.

"I'll kill you for that" dubiously promises the guard in the forefront as he swings at Djorn.

Mace to the face?: 1d20 + 4 + 2 - 2 ⇒ (9) + 4 + 2 - 2 = 13
Mace to the face? (part deux): 1d20 + 4 + 2 - 2 ⇒ (15) + 4 + 2 - 2 = 19

Both blows get deflected by the man's ease with his weapons as the guard steps back.

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet
Current Initiative wrote:

Round 8

Purple 123 Dmg -Antimagic Field, Sickened till Round 11 -
Unity 2.0 45 Dmg - Divine Power
Urko + Artemis Dmg (Urko) / 64 Dmg (Artemis) - Fortune (Urko) (expires before Agata's turn on round 8, Divine Vessel (Anarchic)
Narshala 50 Dmg -
Marduk 2 Dmg -
Unity 2.045 Dmg - Divine Power
Hugo Dmg - Death Ward, Fly
Nalshene 0 Dmg -
The Rose of Taldor/Miranda 7 Dmg -
Casandalee

Round 9

Agata 111 Dmg - Fortune (Agata) (expires before Agata's turn on round 8), Protection vs Evil expires at the end of Sweet Maud's turn on round 12
Sweet Maud 25 Dmg -

Battle Map

The animal companions put the hurt on the last of Unity's minions, with Artemis grabbing onto the creature and holding it tight, while Urko calls upon gifts only normally reserved for the purest of souls and Marduk calls upon Miranda's more primal instincts.

Unity flies back and invokes its own Divine Power.

Casting Divine Power. Back to you. Sorry for the delay, but I will try to post something on Friday evening.

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet
Current Initiative wrote:

Round 4

Nectanebo
Lukaas
Esh

M Blue - 10 Dmg
Djorn
Aiden
M Brown Dmg -
F Purple Dmg -
F Red Dmg -

Round 5

Waki [i]- Fatigued (end round 8)[/b]

The Bloody Nail

As the remaining guards awaken to see their fellow take a silver hammerhead to the back of the head, they rise, drawing both weapons as they skid out of bed. "FALL BACK" yells the other male guard as he motions for his two fellows to move up on either side of the doorway.

It never dawned on me how awesome quickdraw is until now, in the twilight of this edition. Oh well. Heroes back up! Pink is either bleeding out or dead. It doesn't matter from a brass tacks level.

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet
Current Initiative wrote:

Round 8

Purple 23 Dmg -Antimagic Field, Sickened till Round 11 -
Unity 2.0 45 Dmg -
Urko + Artemis Dmg (Urko) / 64 Dmg (Artemis) - Fortune (Urko) (expires before Agata's turn on round 8, Divine Vessel (Anarchic)
Narshala 50 Dmg -
Marduk 2 Dmg -

Unity 2.045 Dmg -
Hugo Dmg - Death Ward, Fly
Nalshene 0 Dmg -
The Rose of Taldor/Miranda 7 Dmg -
Casandalee

Round 9

Agata 111 Dmg - Fortune (Agata) (expires before Agata's turn on round 8), Protection vs Evil expires at the end of Sweet Maud's turn on round 12
Sweet Maud 25 Dmg -

Battle Map

Indeed, new Unity is no longer smitten. Much like New Coke, its its own thing, and few people are appreciating it in the moment. And no Miranda, you cannot disarm Unity.

Unity has but a moment to revel in its new form before getting stabbed by an irate Rose of Taldor as Agata bites the digital dust again. Hugo, in the heat of the battle only belatedly realizes that only Marduk will benefit from his healing, although he benefits mightily from it. His Inevitable cohorts, meanwhile, advance upon Unity but do not manage to get past the bulwark of its shield.

Nalshene wrote:
Casting Quickened Tenebrous Persistent color spray on Unity2.0. Will save is only DC 25, unfortunately, but it has to roll the Will save twice, and if it fails, it's treated as 11 hit dice less than it actually has.

This might become hilarious.

Unity Will: 1d20 + 18 ⇒ (15) + 18 = 33
Unity Will (Persistant): 1d20 + 18 ⇒ (15) + 18 = 33

The Iron God brushes away the myriad colors assaulting it from the tiny pathfinder woman. But then, something interesting happens. It takes a microsecond to appreciate the irony of the situation.

Its new form does not have the same resistance to spells.

Fort Save, Unity 2.0: 1d20 + 15 ⇒ (19) + 15 = 34

As the ray hits the would-be god, it makes a superhuman effort and focuses all of its processing power into maintaining its form. Its efforts pay off, but at what cost?

New Unity has a lesser SR.

Damage from Nalshene: 5d6 ⇒ (3, 2, 4, 1, 6) = 16

In the interim, the angel attempts to deal with the tiger jumping up and mauling it.

Angel vs Artemis: 1d20 + 16 + 1 ⇒ (5) + 16 + 1 = 22
Angel vs Artemis: 1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13
Angel vs Artemis: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26

It is clear that the Pathfinder's assault has begun to generate some deterioration in Unity's minion's protocols, as Artemis dodges out of the way of the darting greatsword.

Unity reassesses the situation. With the Witch down in the anti-magic field, it has a few moments to deal with the Rose of Taldor.

Spear #1: 1d20 + 18 ⇒ (18) + 18 = 36
Spear #2: 1d20 + 13 ⇒ (6) + 13 = 19

Shockingly, this rose has more thorns than previously assessed. Unity's calculations begin to shift dramatically.

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

It is possible and I apologize. If you wouldn't mind checking that; I unfortunately need to prep for a game tomorrow.
This is a new form of Unity so the hexes do not carry over. And yes, half damage on success.

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet
Current Initiative wrote:

Round 4

Nectanebo
Lukaas
Esh
M Blue
Djorn
Aiden

M Brown Dmg - Prone, Unarmed
F Purple Dmg - Prone, Unarmed
F Red Dmg - Prone, Unarmed

Round 5

Waki [i]- Fatigued (end round 8)[/b]

The Bloody Nail

Between Nectanebo and Esh, the last fighting guard never had a chance. The last guard on the other hand...

"ALARM!" he shouts into the room to his barely sleeping companions as he steps on in.

I'll dispense with the perception check since they are more than capable of making a DC 0 Perception check. They are wearing studded leatehr, thus they can (and would) sleep in their armor. Sorry this is turning into a slugfest, but I have a plan to make the rest of this (after the fight) go by faster, if you'll allow me certain tricks.

The Exchange

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Current Initiative wrote:

Round 6

Purple 23 Dmg -Antimagic Field, Sickened till Round 11 -
Unity 2.0 0 Dmg -
Urko + Artemis Dmg (Urko) / 64 Dmg (Artemis) - Fortune (Urko) (expires before Agata's turn on round 8, Divine Vessel (Anarchic)
Narshala
Marduk 51 Dmg -
Unity 2.00 Dmg -
Hugo Dmg - Death Ward, Fly
Nalshene Dmg -
The Rose of Taldor/Miranda 7 Dmg -

Casandalee

Round 7

Agata 61 Dmg - Fortune (Agata) (expires before Agata's turn on round 8), Protection vs Evil expires at the end of Sweet Maud's turn on round 12
Sweet Maud

Battle Map

Nalshene wrote:
ACK! I missed my +2 on the SR check from True Magic of the Shadowcaster! The diamond spray should have hit her. (I remembered the +2 for the chains of light, but forgot it on the second spell). Maybe the GM will have mercy on me and still deal the damage? :-D

Certainly!

Unity Belated Will: 1d20 + 18 - 4 ⇒ (14) + 18 - 4 = 28
Unity Belated Reflex: 1d20 + 17 - 4 ⇒ (2) + 17 - 4 = 15

The Iron God's attention wavers from the shower of diamond rain the comes down upon it, and it is struck by it.

Unity Reflex vs Burst of Radiance: 1d20 + 17 - 4 ⇒ (14) + 17 - 4 = 27

As it turns back to focus on Urko, it finds itself almost blinded by the bright searing light the half-orc emits. And then its form bends over backward, then forwards as the morning star imbeds itself into the iron god. Over. And over. And over.

There is an expectation that this is the end of the master of Silver Mount. But as with many things in Numeria, expectations are often subverted.

Unity's body erupts in flames hurtling outwards towards all surrounding it.

If you are within 100 feet of Unity, please make a DC 29 Reflex save. On a failure, take 50 points of half-fire, half-unholy damage. Also, taking some liberties to expedite this; you should have 1d4 rounds before you deal with Unity 2.0. But honestly; is it even worth it?

Purple Angel Reflex: 1d20 + 11 ⇒ (18) + 11 = 29

As Unity's body blackens and shrivels, the flesh peels off; and striding out from the cocoon of itself is a new Unity.

"I can" it replies to Urko as Artemis bites the still nauseous angel ersatz without managing to grapple onto it, all the while Marduk approaches the Rose of Taldor to allow her to feel rage.

Its left hand becomes as a spear, while its right becomes as a tower shield. Then, with great care, it moves up to Agata. "Let us fix our mistakes."

Full Withdraw, I can shenanigans my way up to Agata.

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet
Current Initiative wrote:

Round 4

M Pink - 13 dmg
Nectanebo
Lukaas
Esh

M Blue
Djorn
Aiden

Round 5

Waki [i]- Fatigued (end round 8)[/b]

The Bloody Nail

The axe and javelin thud into the woodwork, barely missing their target as Aiden rushes to the inner door and bars it from the inside with a thick, iron-banded wood bar. "GET THEM UP WALLACE!" cries the last fighting guard as he attempts to end Nectanebo.

Pink, M vs Nectanebo #1: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d6 + 2 + 2 ⇒ (5) + 2 + 2 = 9
Pink, M vs Nectanebo #2: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 + 2 + 2 ⇒ (4) + 2 + 2 = 8

Only one blow comes close to the occultist, and it is easily absorbed by the elf's armor.

The Exchange

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Current Initiative wrote:

Round 6

Purple Dmg -Antimagic Field, Sickened till Round 11 - Delay will bring it there
Unity 140 Dmg - Evil Eye (-4) (Saves, AC)
Urko + Artemis Dmg (Urko) / 64 Dmg (Artemis) - Fortune (Urko) (expires before Agata's turn on round 8, Divine Vessel (Anarchic)
Narshala

Unity 140 Dmg - Evil Eye (-4) (Saves, AC)
Hugo Dmg - Death Ward, Fly
Nalshene Dmg -
Marduk 51 Dmg -
The Rose of Taldor/Miranda 7 Dmg -
Casandalee

Round 7

Agata 26 + 54 Dmg - Fortune (Agata) (expires before Agata's turn on round 8), Protection vs Evil expires at the end of Sweet Maud's turn on round 12
Sweet Maud

Battle Map

Unity shrugs off the zelekut's attempts to restrain it, simply replying: "Gods are immortal. Are you?" A ghost of a smile appears on its face as stronger tendrils of magic coalesce into chains of light.

Will vs Greater Shadow Conjuration DC 30: 1d20 + 18 - 4 ⇒ (12) + 18 - 4 = 26
Reflex vs Seemingly Legit Chains of Light DC 30: 1d20 + 17 - 4 ⇒ (14) + 17 - 4 = 27
Mythic Surge!: 1d10 ⇒ 2

However, that ephemera dissipates as Unity finds itself disturbed by the evil eye the elf woman gives it. How dare she? How dare she look upon such might and... Are those chains securely bound to the iron god? It looks up at the source of the chains. And barely manages to repel the onslaught of magical shards.

You failed the SR check by 1. Womp womp.

Agata takes that opportunity to sneak away. But Unity's guardian angel does not intend to let the witch get away.

Greatsword vs Agata (Power attack): 1d20 + 16 - 4 ⇒ (16) + 16 - 4 = 28
Damage: 2d6 + 6 + 12 ⇒ (6, 2) + 6 + 12 = 26

Sweet Maud should heal.

The winged whelp on the other hand... She can wait. Especially as the angel charges Agata who only has time to miss the master of Silver Mount with another coruscating ray.

Greatsword vs Agata (Power attack, Vital Strike): 1d20 + 16 - 4 + 2 ⇒ (19) + 16 - 4 + 2 = 33
Damage: 4d6 + 6 + 12 ⇒ (2, 4, 2, 3) + 6 + 12 = 29
Greatsword vs Agata (Power attack, I remember why I hate Vital Strike) - Lets confirm that!: 1d20 + 16 - 4 + 2 ⇒ (11) + 16 - 4 + 2 = 25
Damage: 2d6 + 6 + 12 ⇒ (4, 3) + 6 + 12 = 25

Unity focuses inwards. Strains against the chains of light.

Will Save (Still interacting with the totally legit Chains of Light): 1d20 + 18 - 4 ⇒ (10) + 18 - 4 = 24
SURGE!: 1d10 ⇒ 8

And as it does, it realizes the chains aren't really there.

20% real - High is good for me: 1d100 ⇒ 74

With a far less energetic wave of its hands, it shrugs off the chains of light. Just in time to parry Urko's onslaught.

For a second there, I thought Unity was going to get a Coup-De-Grace facilitated by completely illusory chains. Urko, Narshala, Marduk and Artemis!

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet
Current Initiative wrote:

Round 3

M Pink - 13 dmg
Nectanebo
Lukaas
Esh
M Blue
Djorn
Aiden

Round 4

Waki

The Bloody Nail

Nectanebo narrowly misses slicing into his opponent's artery while Lukaas slides his rapier inside the blind man's body, ending him as a threat.

One of the few remaining guards makes a mad dash for the barracks proper, to bring in some reinforcements.

The Exchange

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Current Initiative wrote:

Round 6

Purple Dmg -Antimagic Field, Nauseated till round 6, Sickened till Round 11 - Delay will bring it there
Unity 140 Dmg - Evil Eye (-4) (Saves, AC)
Urko + Artemis 5 Dmg (Urko) / 84 Dmg (Artemis) - Fortune (Urko) (expires before Agata's turn on round 8, Divine Vessel (Anarchic)
Narshala
Unity 140 Dmg - Evil Eye (-4) (Saves, AC)
Hugo Dmg - Death Ward, Fly
Nalshene 11 Dmg -
Marduk 71 Dmg -
The Rose of Taldor/Miranda 27 Dmg -
Casandalee

Round 7

Agata Dmg - Fortune (Agata) (expires before Agata's turn on round 8), Protection vs Evil expires at the end of Sweet Maud's turn on round 12
Sweet Maud

Battle Map

Artemis lunges up and grabs onto the angel with one of its attacks as it pounces upon the facsimile angel. Between herself and Narshala, there is at first pulp then nothing but silver "sand"; strange symbols that only make the briefest of sense to Sweet Maud as she contemplates the feasibility of a logic machine on the face of Golarion. Perhaps on that Earth planet, mentioned in whispers. Perhaps there is a 7-year old who can understand these concepts.

Meanwhile, Unity's head rocks back from the latest morningstar blow delivered by the half-orc. Clearly, better instructions are needed. And getting rid of the beneficial spells this one has. It flies back five feet and launches a spell.

Dispel Magic vs Urko: 1d20 + 20 ⇒ (4) + 20 = 24

Urko remove a spell with a caster level of 13 or below. Back to you!
And a whole slew of you at that!

The Exchange

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I already added that in!

The Exchange

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My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet
Current Initiative wrote:

Round 6

Purple Dmg -Antimagic Field, Nauseated till round 6, Sickened till Round 11 - Delay will bring it there
Unity Dmg - Evil Eye (-4) (Saves, AC)
Urko + Artemis 8 Dmg (Urko) / 84 Dmg (Artemis) - Fortune (Urko) (expires before Agata's turn on round 8, Divine Vessel (Anarchic)
Unity Dmg - Evil Eye (-4) (Saves, AC)
Hugo Dmg - Death Ward, Fly
Nalshene 11 Dmg -
Blue 107 Dmg -Antimagic Field, Disarmed
Marduk 71 Dmg -
Narshala
The Rose of Taldor/Miranda 27 Dmg -
Casandalee

Round 7

Agata Dmg - Fortune (Agata) (expires before Agata's turn on round 8), Protection vs Evil expires at the end of Sweet Maud's turn on round 12
Sweet Maud

Battle Map

Artemis misses biting onto the "angel" by a hair's breath as it moves to a most advantageous position.

It is only affecting Urko for the time being.

Marduk moves on in to confer a bit of his overwhelming desire to murder to the Rose of Taldor. Not that she needs it though, as she manages to land a blow right where Unity's crotch would be. Asexualized as it is, the Iron god nonetheless still has a number of critical systems coursing through.

Yes. Miranda stabbed Unity in the groin. Savor that.

Fortitude: 1d20 + 21 - 4 ⇒ (6) + 21 - 4 = 23
Will: 1d20 + 18 - 4 ⇒ (16) + 18 - 4 = 30

Unity wills itself not to feel Agata's gaze, even as she nearly wilts away of her own volition. But something... Something still disturbs it. Perhaps the blinding pain in it's lower half. Nonetheless its commands are not to be disobeyed, and the puking angel leaves the two inevitables to run interference with Agata and Sweet Maud. Then Unity hovers on back.

Casting defensively: 1d20 + 28 ⇒ (7) + 28 = 35

And its' wounds begin to close miraculously.

Mass Heal.

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet
Current Initiative wrote:

Round 3

Waki
M Pink
Nectanebo
Lukaas

Esh
M Blue
Djorn
Aiden
M Purple - 25 dmg - Blind

The Bloody Nail

No move action needed.

Waki, sensing Nectanebo's distress, moves on in besides his companion's foe and slides the blade across the man's neck. The man gurgles and drops to the ground, while the second blade finds Djorn's opponent's kidney and his beak finds the woman's eye. She staggers back, swaying.

Found a typo, purple is attacking Aiden, not Nectanebo.

Pink, M vs Nectanebo #1: 1d20 + 4 + 2 + 2 ⇒ (3) + 4 + 2 + 2 = 11
Damage: 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Purple, M vs Nectanebo #2: 1d20 + 4 + 2 + 2 ⇒ (7) + 4 + 2 + 2 = 15
Damage: 1d6 + 2 + 2 ⇒ (4) + 2 + 2 = 8

While the bird is indeed dangerous, the guard goes after a target he is more familiar with. However, the intruder's ruthless efficiency does weigh on his mind, and both strikes end up missing.

The woman facing Djorn screeches like a banshee, and attempts to land one last blow on her opponent.

Green, F vs Djorn: 1d20 + 6 + 2 + 2 ⇒ (8) + 6 + 2 + 2 = 18
Damage: 1d6 + 2 + 2 ⇒ (6) + 2 + 2 = 10

Her blow bounces off his armor and she collapses, unconscious and bleeding out.

The Exchange 4/5 5/5

After a quick lunch, I proceeded to get supplies at the local Kroger's, get lost via the wonders of Google Maps, rely on those things I learned from before the internet, and finally make it back to the Westin. Now, I'm trying to figure out my next move.

The Exchange 4/5 5/5

After meeting with our roomie, I went down to the Will-Call line. Peter R./Candi Payne might be correct in his estimate that the line is 1 AU long.

Standing behind two attendees who are so excited for PF2 they are going over their copy of the Core (fully bookmarked too!) to finalize their first character!

The Exchange 4/5 5/5

Barely made it onto our flight with JDDylexia. Broke my sunglasses since TSA put it in the shoe I put on in a hurry and ended up running on. The air stewardess was kind enough to ask if we would like water.

Got to see about half of Battle Angel Alita.

Arrived in Delta City... I mean Detroit. Just waiting for our connecting flight.

Also, don't pack your dice in your carry on, TSA will pull you aside. Shout out to the very polite agent who knew enough about dice to asking they were for D&D or Magic!

The Exchange 4/5 5/5

The fun continues with a very long line to check-in. With only an hour left will our heroes make it?

Also, we lost Iammars. Something about American airlines, card game reading and a demogorgon? Idk.

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

Nice, maybe I'll see you there?

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

I've been meaning to advance the turn, but work has seen to that for the past two days, and today (as I am typing in fact) I am heading out to GenCon. I will be back on Tuesday and will have a post up late that day. If you have any actions you know you are going to take, I encourage you to post them ahead of time. I am not going to get you in a "gotcha" moment for trying to speed things up.

Feel free to come and try and find me at the Con (if you aare going)!

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

Hello everyone! Two things:

-With regards to where we are I think we have another couple months ahead, hopefully less, but I would plan for your characters being available in mid-October (Unity being the only big threat on the field right now, even though the angel are annoying).
-I'm going to be at GenCon from today to next Tuesday. I'll post on Tuesday to advance things. Hopefully Marduk will have put in his actions. I meant to advance things earlier this week but work has seen to that.

Hope to see you there if you are there.

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet
Nectanebo the Vulture wrote:

What if I were to just start moving straight up from where I am? Would the chair get in my way?

ALSO: The three blued-out warriors are the drugged-asleep ones, right?

You could move straight through the square with the chair, provided you count it as difficult terrain. Yes the blued-out guards are unconscious.

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet
Current Initiative wrote:

Round 3

Waki
M Pink
Nectanebo
F Green
M Red 4 dmg
Lukaas
Esh
M Blue
Djorn
Aiden
M Purple - 25 dmg - Blind

The Bloody Nail

While only Djorn's shield blow manages to spear through the armor, both of Aiden's blows find their target. But while Aiden severely injures his foe, Djorn ends his.

Purple, M vs Nectanebo #1: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Purple, M vs Nectanebo #2: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

In response, Aiden's opponent flails about wildly.

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet
Current Initiative wrote:

Round 6

Purple Dmg -Antimagic Field, Nauseated till round 6, Sickened till Round 11 - Delay will bring it there
Unity 76 Dmg - Evil Eye (-4) (Saves)
Urko + Artemis 8 Dmg (Urko) / 84 Dmg (Artemis) - Fortune (Urko) (expires before Agata's turn on round 8, Divine Vessel (Anarchic)
Unity 76 Dmg - Evil Eye (-4) (Saves)
Hugo Dmg - Death Ward, Fly
Nalshene 11 Dmg -
Blue 107 Dmg -Antimagic Field, Disarmed
Marduk 71 Dmg -
Narshala
The Rose of Taldor/Miranda 27 Dmg -

Casandalee

Round 7

Agata 99 Dmg - Fortune (Agata) (expires before Agata's turn on round 8), Protection vs Evil expires at the end of Sweet Maud's turn on round 12
Sweet Maud

Battle Map

Casting Defensively: 1d20 + 28 ⇒ (17) + 28 = 45
Will Save: 1d20 + 18 ⇒ (14) + 18 = 32
Reflex Save: 1d20 + 17 ⇒ (2) + 17 = 19

Unity, wreathed in illusory fire, raises an eyebrow. "Parlor tricks do not work against me." Indeed, it seems that the Iron God is immune to fire!

Ok, so it would seem that Urko, Hugo, Agata and Sweet Maud are healed.

The angel ersatz, sensing the danger its maker is in, launches itself towards Urko!

Full withdraw, Artemis gets an AoO on Blue.

The Exchange

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Hugo knows the range on AMFs. So you the player can determine who is in or out, assuming the angels are the source.

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet
Current Initiative wrote:

Round 2

Waki
M Pink
F Blue 17 dmg
Nectanebo
F Green
M Red 4 dmg
Lukaas
Esh
M Blue
Djorn
Aiden

M Purple - Blind

The Bloody Nail

As help races towards them, Nectanebo's opponent try and make the best of the time left to them.

Blue, M vs Nectanebo #1: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Red, M vs Nectanebo #2: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24
Damage: 1d6 + 2 ⇒ (2) + 2 = 4

One of the mace blows manages to find a weakness in the occultist's defense, and the blow rings the elf's armor like a gong.

The Exchange

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You could, provided you count that square as difficult terrain and you make a DC 12 Acrobatics check to clear the table.

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet
Current Initiative wrote:

Round 6

Purple Dmg -Antimagic Field, Nauseated till round 6, Sickened till Round 11 - Delay will bring it there
Unity 76 Dmg - Evil Eye (-4) (Saves)
Urko + Artemis 23 Dmg (Urko) / 84 Dmg (Artemis) - Fortune (Urko) (expires before Agata's turn on round 8, Divine Vessel (Anarchic)
Unity 76 Dmg - Evil Eye (-4) (Saves)
Hugo Dmg - Death Ward, Fly
Nalshene 11 Dmg -

Blue 107 Dmg -Antimagic Field, Disarmed
Marduk 71 Dmg -
Narshala
The Rose of Taldor/Miranda 27 Dmg -
Casandalee

Round 7

Agata 114 Dmg - Fortune (Agata) (expires before Agata's turn on round 8), Protection vs Evil expires at the end of Sweet Maud's turn on round 12
Sweet Maud

Battle Map

Unity endures the blows one after the other. Odd. It did not think that this creature could hurt it so. It must be the magics involved. "I do not die, because I told you I would not. Not today."

With a wave of its hand, it steps back and casts a spell.

Breath of Life: 5d8 + 20 ⇒ (6, 7, 2, 4, 8) + 20 = 47

"Let us see how well you do without your magics." And with that it nods at the puking angel.

Meanwhile Artemis manages to to miss the other angel-adjacent creature three times in a row.

The Exchange

My Game Tracker If using PFS Tracker, search Upaynao 43451 // My signup sheet

I'll double check my math later. As far as I know, your hexes continue until their durations expire.

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