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GM Z..D..'s page

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GM Z..D.. wrote:

Pip Pip, Sillass and The Mad Hopper can follow the link below to the The Breaking the Storm Arc.

Link

If anyone else wants to join in on the excitement, feel free to take the link and reserve a spot. Still have 3 left.

We will be playing these in order. So recommend a level 6, that can be level 7 when we wrap up part 1, or higher.

As Watery Soup advises, there are no level 7 pregens for society play. So will need a character to play in parts 2 and 3.

Players can still sign up for part 1 with lower level characters, but preference will go to those who can play the whole arc.


Pip Pip, Sillass and The Mad Hopper can follow the link below to the The Breaking the Storm Arc.

Link

If anyone else wants to join in on the excitement, feel free to take the link and reserve a spot. Still have 3 left.


The Mad Hoppper wrote:
GM Z..D.. wrote:
I can hold off until then. Welcome aboard Pip and Salliss. Just need a few more recruits.
Hey, I would be interested. Right now Hopper is lvl 6(needs lvl'ing) but soon I will get 12 xp worth of chronicle that would bring him lvl 7. So straight away he is eligible to play the first scenario of the arc, and definitely will be lvl 7 after the first scenario. I PM'ed you with details, but decided to post it here as well

Sounds good. That will make a party. I will go ahead and create a thread and get it ready to go.


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I can hold off until then. Welcome aboard Pip and Salliss. Just need a few more recruits.


Trying to put together a team take on the Breaking the Storm Arc. It would have to be a team of 7-8's to be eligible for all three. Would need three players, bout would rather have 4+.

Any takers..

4/5 *****

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Jared Thaler wrote:


(Personally I had been hoping to be able to upgrade sturdy shields.)

SAME!!!!


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Kindle, your chronicle has been added to the file.

I'll keep the campaign open for a few more days.


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I can change the resurrection to raise dead and twp restorations. That will run you 24 PP. 16 for the raise dead and 8 for the two restorations, if that works for you.


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Chronicles


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Resurrection brought Kindle back to life with full hit points and spells and only 1 negative level.

Raise dead brings them back with about 10 hp, 2 negative levels and there was a 50 % chance of losing each spell prepared.

So tactically, Resurrection, I think was a better call.


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I also need Kitajo to roll for his boon so I can report it. Again, if you win, PM your email address.


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Kindle. So far I have you spending the 32 PP for resurrection.

You still would need a restoration to remove the permanent negative level. Which is an additional 4 prestige points. Or you could pay a spell caster to remove it. You would have to provide the 1000 gp worth of diamond dust thout.


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I'll work on chronicles and getting this scenario reported sometime this weekend.

It was a pleasure running for you all.


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Time for boons.

Everyone roll a d20. If you get a 19 or 20, roll a d3 to determine which boon you will receive. I will also need your email address, so that the boon can be delivered to you. A PM will be fine.

GM boon?: 1d20 ⇒ 12


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@Kindle, it is on the list. So, guess it works.

"Well, I do like strawberries." She says with a smile. "Fine. Help me with this machine"

Got the five successes needed before three failures. Combat with her is avoided

“I have learned something of these controls, and I fear the damage my Heralds and I have inflicted in our zealotry has damaged your Sky Key. It now acts less as a projector and instead like a bridge… And a bridge must be anchored at both ends. For any of you to return now, something—someone—must remain behind or else the path home will collapse.

“I have earned this fate. As I said before, I can think of no finer way to die than in the fiery cataclysm that spurs on Lord Aroden’s journey to divinity. It will never be enough to make up for the blood we have shed here, Pathfinders, but know that I truly regret what I have done here today.”

As Lady Arodeth begins messing with the Sky Key, a swirl of green energy fills the room.

And we are on pause until the conclusion. Which should occur within the next 12 hours


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You got 2 successes and 2 failures there.

Kitajo goes with history, however, it just seems to bore her. "Of course I know the history, that is why I want to change it."

Listening to Zaarah and Bernard, "If we do work together, I am pretty sure we can work our way through it."

"I care little about Sarereae and her redemptions."

Even through her calm demeanor, you sense she is growing impatient.

If you choose to speak to her again. You have to use different checks.


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The agents prep themselves and head into face Lady Arodeth

Heavy walls and strange panels in this room all focus on the strange orrery in its center. Raised on a small dais, and separated from the rest of the room by a wide trench, the device oozes a thick, emerald light. The air smells of ozone, like standing amid a roaring thunderstorm.

"I was wondering when you all would have shown up. Seeing as my Harbingers are still alive and the walls are weakening, means you have spared their lives." She looks down at the sky key that sits in the middle of the chasm. "Have I become too desperate in my actions to change the course. Did I falter and lose sight of what really matters."

You all have a chance to talk the BBEG down. Due to you sparing her Harbingers, Lady Arodeth is unfriendly instead of hostile.

To persuade Lady Arodeth away from her destructive path, rekindle her sense of duty, or recall some of the beauty in the world despite the absence of fate and prophecy: Bluff, Diplomacy, Heal, Knowledge (history, nobility, or religion), Perform (any), Profession (any), and Sense Motive. A PC cannot use the same skill more than once, though other PCs can use that skill.

Round 1 of checks. If you wish to stay silent on the matter you may


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will save red: 1d20 ⇒ 18
will save blue: 1d20 ⇒ 4

Blue fights off the urge to kill his allies.

Red decides to take a nap.

Calling this fight. A single CR 9 you all is not right.

“Good show, Pathfinders,” the injured form of Kreighton Shaine manages between blood-soaked coughs. “But Lady Arodeth is a true savant and driven to fanatical extremes. The same energies that infected her casters above have also seized her soul, and I fear she has already killed several of your fellow chroniclers. Or will have killed them. Blast, but this is confusing.”

Shaine props himself up to continue speaking. “However noble her goals may have been, if Lady Arodeth forces us to remain in this time, we will all die. If the Sky Key is still functional, you must reactivate it before the Starstone arrives.”

The machines in this chamber begin to spark and smoke, and female bodies take shape from the green miasma.

Shaine continues, “She has learned to create temporal copies of, as I have. She can produce an army, left unchecked. Some teams will need to hold the line here, in this chamber, so that anyone confronting the true Lady Arodeth in the room beyond isn’t overwhelmed by these simulacra. You know your team’s capabilities better than I, but I promise you Lady Arodeth will be not yield easily.”

With that, the chorus of murky green figures announce, “I would have brought destiny back to this world.”

So do you wish to confront Lady Arodeth or fight her army of clones


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Gilgrim moves up and whiffs on his hammer strike.

will: 1d20 ⇒ 6

Zaraah hexes the rapier wielder. She falls to the ground.

Trokkus and Kindle both move up and around.

red vs trokkus: 1d20 ⇒ 132d8 ⇒ (4, 8) = 12
blue vs Kitajo: 1d20 ⇒ 52d8 ⇒ (6, 1) = 7

Red and Blue both fire arrows at the agents, but unable to land.

Agents go


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Kitajo moves up. Green swings as he approaches.

Green vs Kitajo: 1d20 ⇒ 121d6 ⇒ 6

Kitajo ducks underneath the blade and swings a fist.

kitajo miss chance, low bad: 1d100 ⇒ 54

It connects the blurry target.

GM:

Green: 52/68

Gilgrim, Zaraah and Kindle may act


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pink: 1d20 ⇒ 6
white: 1d20 ⇒ 3

Both elementals can not withstand the bright colors of Bernard ferocious rainbow attack...They are out for 10 rounds.

Kitajo, Gilgrim, Zaraah and Kindle may act


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The agents move over and console their fallen comrade.

Kitajo realizes that the body has sustained to much damage to continue on, unless some powerful magic intervenes.

Realizing time is of the essence, the PCs move to the vault and rally up with the other agents.

Once at the vaults, a society healer is able to resurrect Kindle. "You will be a bit off from the spell. Make sure not to over exert yourself."

Not sure how long it takes to summon your companion, if it is not too long, say under 30 minutes, you can bring Rose back

Veins of strange metal line the walls of this massive chamber. Enormous bronze devices connected to the walls by massive cables spark and spew steam, almost obscuring the large vault door at the far end of the room. The door is labeled with a single word in a plethora of languages: danger. Stagnant water collects at the bottom of a ten-foot wide pool in the middle of the room. A gasping, bleeding elf who looks like an aged version of Kreighton Shane lies across the room.

Hazard:

The pool is 20 feet deep, though a ladder built into both sides allows anyone who gets knocked in to climb back out with a successful DC 5 Climb check. In Subtiers 5–6 and higher, the shallow water in the chasm is electrified, inflicting 1d6 points of electricity damage each round to any creature that begins its turn there

Initiative:

Gilgrim: 1d20 + 3 ⇒ (14) + 3 = 17
Zaarah : 1d20 + 7 ⇒ (9) + 7 = 16
Kitajo: 1d20 + 2 ⇒ (17) + 2 = 19
Bernard: 1d20 + 9 ⇒ (8) + 9 = 17
Trokkus: 1d20 + 0 ⇒ (19) + 0 = 19
Kindle: 1d20 + 5 ⇒ (10) + 5 = 15
GM2: 3d20 ⇒ (6, 16, 3) = 25

Green moves forward and readies her rapier.

Agents Go


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So you are now resurrected, and have 1 permanent negative.


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Looks like we have gotten a plenty good number of anchor success, I'd recommend moving to the vault.

On another note, Kindle. What would you like to do?


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Anchor success reported. Just hit 100%.


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will save: 1d20 ⇒ 9

self harm: 1d8 ⇒ 2

Calling the fight here. Zaarah, keep your spell.

The old man claps. "Chosen ones indeed". Gad concentrates and releases his energy.

Another anchor success. Would you like to go to the vault or try for another anchor?


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Kitajo lands another blow on the ooze.

Can Zarahh finish it off?

GM:

Green: 15 HP


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Gilgrim moves up and wallops the ooze.

will: 1d20 ⇒ 6 cue the stop hitting yourself jokes

Trokkus delays.

Zaraah and Kitajo Go

GM Screen:

Green: 33 HP


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We use the one we have and it passes to the next table.

We can not generate extra tokens.


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Forgot to add

Pathfinders Go!


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green will: 1d20 ⇒ 18
yellow: 1d20 ⇒ 2

The phantasm breath manages to trick the oozes. Yellow begins to shake and then deflates back into the earth.

Trokkus moves over to Gilgrim and removes the fatigue from the fighter.

Zaarah makes numerous copies of herself.

Green ooze absorbs kindle into is body. It then reaches a sticky tendril out at Bernard.

green ooze vs Bernard: 1d20 ⇒ 123d6 ⇒ (5, 5, 1) = 113d6 ⇒ (6, 2, 2) = 10

Bernard ducks out of the way in time.

GM Screen:

Green: 51 HP


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Well I guess that is a silver lining. I do not have to report you as dead and with plenty of agents running around, someone can do the spells.

Are you doing resurrection or raise dead + two restorations?

The problem with the latter is, you would still be down 1 negative level for the rest of the scenario. Can not have two restorations with out a week cool down period. After the scenario, you would be back to full strength though.


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Gilgrim obliterates the other pudding. The remnants filtering back through the cracks in the ground.

Bernard, Trokkus, Zaarah and Kindle to act.


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@Kitajo, it doesn't say anything about natural attacks. Just wooden and metal weapons. So, I am going with no for your unarmed attacks.

Kitajo continues his assault against the massive ooze.

Bernard, Trokkus, Golgrim, Zaarah and Kindle to act.

GM Screen:

White: 11 HP
Yellow: 39/88 HP 20NL
Green: 73 HP


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yellow will: 1d20 ⇒ 15 lol. can only succeed on a nat 20

white ooze vs Gilgrim: 1d20 ⇒ 43d6 ⇒ (2, 6, 3) = 113d6 ⇒ (2, 1, 2) = 5 NOPE

The white ooze slams a tendril against the dwarf. He is able to shrug off the blow.

green ooze maintain grapple: 1d20 ⇒ 23d6 ⇒ (2, 1, 3) = 63d6 ⇒ (4, 5, 4) = 13
constrict: 3d6 ⇒ (1, 2, 1) = 43d6 ⇒ (3, 6, 6) = 15

The green ooze easily keeps control of kindle and continues to squeeze the life from her. 13 bludgeoning and 13 acid from maintaining the grapple. 11 physical and 15 acid from the constrict. Pretty sure that takes you past your negative con score.

yellow ooze vs green ooze: 1d20 ⇒ 143d6 ⇒ (2, 4, 6) = 123d6 ⇒ (4, 1, 4) = 9
yellow ooze grapple vs green: 1d20 ⇒ 83d6 ⇒ (1, 6, 3) = 103d6 ⇒ (2, 1, 4) = 7

The yellow ooze slaps, pulls in and squeezes its fellow ooze, in what can only be explained as a sticky reunion.

Everyone GO!
Fingers crossed that someone prepped breath of life somehow

GM Screen:

White: 11 HP
Yellow: 88 HP
Green: 73 HP


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Zaarah takes to the sky.

white reflex: 1d20 ⇒ 15
red reflex: 1d20 ⇒ 14
Not sure what the DC of the flame strike was, but with negatives to reflex, I doubt those passed

Kindle manages to make the appropriate gestures and calls down divine flames.

Kitajo's first round
Kitajo moves to yellow and smacks yellow with the blunt end of his weapon.

Kitajo's second round
Kitajo lets loose on the ooze. Landing three blows.'

Trokkus goes on the defensive.

Gilgrim drops red with a single strike. So 3d6 damage can not get through adamantine's hardness. Especially since the damage is halved from energy damage.

Rose moves over to heal Kindle.

Bernard Go

GM Screen:

White: 11 HP
Yellow: 88 HP
Green:


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@ Kitajo, not sure which one you were attacking, just let me know and will apply the damage.


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Zaraah calls out the aberrations weaknesses and then buffs the party.

Gilgrim moves in and smacks the ooze hard with his hammer.

yellow will: 1d20 ⇒ 1

Bernard is able to tap into the ooze, somehow, and gets it to change its target.

Trokkus charges and drives his fist into the ooze. The spikes cut through the beast, dividing it into two.

red reflex: 1d20 ⇒ 8

Kindle tosses a sphere of electricity and manages to place it dead center on the red ooze, electrifying it.

white ooze vs Gilgrim: 1d20 ⇒ 163d6 ⇒ (2, 3, 4) = 93d6 ⇒ (5, 5, 3) = 13 Miss
red ooze vs trokkus: 1d20 ⇒ 33d6 ⇒ (2, 4, 1) = 73d6 ⇒ (5, 5, 4) = 14 Miss
green ooze vs Kindle: 1d20 ⇒ 123d6 ⇒ (5, 5, 5) = 153d6 ⇒ (5, 4, 4) = 13 Hit
green ooze vs kindle, grab & constrict: 1d20 ⇒ 203d6 ⇒ (5, 1, 1) = 73d6 ⇒ (6, 2, 5) = 13

Kindle is slammed by green and quickly pulled close to it. It does not take long before it begins to constrict her. From the hit. 22 bludgeoning damage and 13 acid. If you are wearing armor. Need a DC 23 reflex save or it takes 3d6 damage. From the constrict, you take an addition 14 bludgeoning and 13 acid damage. And need a second reflex save for the armor damage, this one at a -4 penalty.

yellow, murderous?, lo bad: 1d100 ⇒ 27
yellow vs green: 1d20 ⇒ 13d6 ⇒ (4, 2, 4) = 103d6 ⇒ (1, 1, 3) = 5 Miss?

GM Screen:

Red: 45 HP
White: 51 HP

Round 2-pathfinders go.

So will not retcon this for round 1, but if you attack the ooze with a metal or wooden weapon, you must make a DC 23 reflex save or the weapon takes 3d6 acid damage.


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@ Gilgrim, we are in initiative. I am trying to keep us on schedule. So letting you all go first. Besides these guys have a negative initiative. If the fight is actually important, I may start rolling again.


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It is a black pudding, a giant one. It has Ooze traits and has the defensive ability Splitwhen attacked by piercing or slashing weapons. They also have the ability to constrict their prey and are acid is very corrosive.


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Okay on to the next. Just a heads up. Not all of the encounters with harbingers are skill checks or solved with diplomacy. But I do appreciate the forethought of it

An older male, swathed in robes, stands at his position. He holds onto a chain around his neck, a eye of Aroden hanging below his hands. "Well met travelers. You are lucky to meet me here, as many are not privileged to stand before divinity. Descended from the Living God himself, and now, his avatar for his power."

"Once this cataclysmic event occurs, then there will be no more chaos. Just darkness." The male thinks over it for a moment. "You are correct. Prophecies should not be forced, but allowed to form freely."

An arc of green lightning gathers above and crashes to the surface, leaving something bizarre in its wake.

Three black amorphous blobs rise from the craters, covering everything in their paths.

"It seems your are to be tested first." The man smiles and takes a seat on the steps by a fountain.

Round 1-Pathfinders go

Knowledge Dungeoneering DC 17


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With out going into too much detail, we need more harbingers to fall to escape.


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The harbinger's mood changes drastically."I have been bested. Not once, but twice. Maybe there is hope after all."

Success. Another Anchor managed. Keep going with harbingers,3 left, or head to the vault.


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My group is one success away from another Anchor success.


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Okay, going for another Harbinger.

You move across the dome and find another person radiating green light. He appears to be varisian. He sits behind a table, shuffling cards, and laying them out in front of him. He mumbles to himself, "death, pain, suffering. Always. Death, pain, suffering. again. Death, pain, suffering." He glances up noticing your presence and resumes shuffling cards. "Shall I tell you future. Although, it would not make a difference. Death pain suffering." He then begins laughing. "Or, we could play a game of Towers. We already know how this all ends."

This Harbinger seems a bit off and would rather play cards. Bluff, Profession (gambler), or Sleight of Hand to beat him.

Will count Zaarah's roll as one check, a success. Anyone else want to play a game?

Some one could roll for bernard. He has a decent bluff at +19


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Unfortunately we do not have an aide token. I double checked the pass along log and can confirm. We have not had on passed along to us at all.


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Of course and with that you get the second influence to pass her.

"I agree and will trust you." Alrule nods.

She concentrates and a moment later, she discharges the green energy around her. This leaves her weakened, but, unharmed.

Victory point acheived.

Another anchor or head to the vault?


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Zaarah is able to calm the anchor down a bit.

That is one success, need one more to sway her. Bluff, Diplomacy, Intimidate, Knowledge (history).


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It is to be taken now due to the time shift.


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Harbinger's it is then.

Luckily these anchors/harbingers are easy to find. They glow the same green radiance as the force shield covering the town.

breaking/releasing the temporal energy:
Each of the Anchors glows with an unearthly green radiance, similar to the dome overhead and the strange lightning that deposits monsters from the past. To escape before the Starstone collides with Golarion, the PCs must cleanse many of these figures of the Sky Key’s taint. The field automatically fades upon each spellcaster’s death. A PC can also disrupt the temporal energy by targeting an Anchor with dispel magic, lesser restoration, remove curse, or restoration and then succeeding at a caster level check.

The PCs can also attempt to calm a spellcaster, convincing him to release the temporal energy willingly. Doing so requires one or more successful skill checks specified in the Anchor’s encounter entry. By using emotion-manipulating magic (such as delusional pride or calm emotions), a PC can gain a +5 circumstance bonus on checks made to influence an Anchor—so long as the magic is appropriate to the skill check (for instance, cause fear would assist Intimidate checks, but not Diplomacy or Bluff checks).

The PC's come across a female figure, radiating a green light, surrounded by citizens of Lacsuhnollo. A bit weary, she looks over at the PC's and begins shouting, "These people showing up is a sign of the end times and brings star fall even close. We must band together and send them out."

knowledge history DC 33, taldor or sovereign court gain +2:
You recall her as Alrule Shahan. She was born into a family of exceptional breeding and pitifully little money in Taldor’s easternmost provinces. Her bloodline retains strong Azlanti features, for better or worse, but her family fortunes are so stricken that she took up mercantile work for one of her mother’s friends, learning to spin deals in distant Absalom. She fell in with the Harbingers of Fate

Sense motive DC 20:
You can tell that she is panicked and not acting as herself.

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