GM PDK |
Kinshasa didn't hit as he was prone and suffered -4 to that swing, but your hits have been included yes!
Magdalyn Varus |
Bizarre. I could have sworn Kinshasa hit. Was there an edit? I thought I read something like it was cleaved nearly in two, but fought on held together by magic.
GM PDK |
Read the thread again if you like - there was quite a few edits along the way due to things like being prone, grappled, etc. But in the end,
a 16 minus four is 12, which is not enough to hit RoboDog... please take these questions to the Discussion thread in the future... thanks... I hate scrolling between pages to figure out initiative...
Kinshasa |
Kokina takes the bound guardian and attempts to pin it down.
Grapple to Pin: 1d20 + 3 + 5 ⇒ (19) + 3 + 5 = 27
Kinshasa speaks to Glory Glory, would you please heal me?
Cure Light Wounds: 1d8 + 5 ⇒ (7) + 5 = 12
Kinshasa then swings Glory at the downed opponent from his prone position.
Glory: 1d20 + 7 + 1 - 4 ⇒ (17) + 7 + 1 - 4 = 21 Damage: 1d8 + 6 ⇒ (2) + 6 = 8
GM PDK |
"You don't need healing! the magical aid field is nearly wasted, but your health is fine! I will see to you if you're not!" says Glory.
Correct me if I'm wrong but you're at full HP right? you can't 'heal' temporary hit points from the aid spell...
Kokina pins the dog construct down!!!
Casting Spells while Pinned: The only spells which can be cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler’s CMB + the level of the spell you’re casting) or lose the spell.
Following the pin, Kinshasa swings Soldier's Glory and there is a flash of white light as the Alcasti protective field is parted like water, enabling Kinshasa to deliver a devastating blow to the dog construct!
RoboDog at 15 damage now
Kinshasa |
I had me at 6/12 HP and 1 temp HP. I may have forgot to note that I healed up after the kobolds in the house. Actually, I probably did. Please disregard my heal. Bad book keeping my me.
Keandre Glasmiter |
He tries to poke the hand
1d20 + 1 + 2 ⇒ (18) + 1 + 2 = 21
1d6 + 2 ⇒ (4) + 2 = 6
Garr Nesteruk |
Garr slashes in tandem with Keandre, giving the last remaining hand a poke of his own. Roaring as he attempts to skewer the hand onto the blade like a shishkabob..
Longsword: 1d20 + 8 ⇒ (19) + 8 = 27
Damage: 2d6 + 9 ⇒ (1, 3) + 9 = 13
Perrine Ravella |
Perrine drops her star knife and pulled out the house spear, slicing it toward the pinned dog guardian.
Bless, Divine Favor, Fate’s Favored attack 1d20 + 2 + 1 + 2 ⇒ (2) + 2 + 1 + 2 = 7
Damage 1d4 + 4 ⇒ (1) + 4 = 5
Naruda Burada |
Naruda dashes up the staircase, hoping to get closer to the action. "Lure that thing out of the corner so we can surround it!"
GM PDK |
Doggie attempts to break the grapple:
Standard Action, CMB vs. Kokina's CMD 16: 1d20 + 3 ⇒ (13) + 3 = 16 [BREAKS THE GRAPPLE!]
ROUND 4 - Inititiative [bold can go]
Kinshasa [aid: +1 atk/fear saves and prone -4 to AC; TEMP: 1/14] and Kokina [blessed] and Soldier's Glory
Naruda [blessed]
Perrine [blessed, divine favor, fate's favored]
Magdalyn [blessed]
Keandre [blessed, HP: 8/10]
Garr [blessed, divine favor, fate's favored, enlarged]
guardian dog [15 dmg]
Naruda Burada |
Naruda hops onto Kokina's saddle and attempts to guide the snake with her knees so that she can stab at the dog with the spear.
Its's got a saddle, just like a horse. How hard can it be?
Ride check DC 5: 1d20 - 5 ⇒ (17) - 5 = 12
Spear Attack: 1d20 + 3 ⇒ (8) + 3 = 111d6 + 3 ⇒ (5) + 3 = 8
Kinshasa |
Kinshasa will stand up relying on his armour to protect him as he does so. In the name of the First Mother, I declare you my enemy Challenge, I finally remembers I could do that . He swings Glory and hopes for a solid strike.
Glory: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18 Damage: 1d8 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Kokina bites at the metal dog that has harmed Kinshasa.
Bite: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20 amage: 1d3 + 2 + 1 ⇒ (3) + 2 + 1 = 6
GM PDK |
The robodog takes an AoO on Kinshasa as he rises:
bite: 1d20 + 5 ⇒ (5) + 5 = 10 [MISS!]
Now on stable footing, Kinshasa swings Glory into the dog. For a split second there is a brief white flash as the protective field around the dog parts like water, allowing Glory to put a monstrous gash into the mechanical dog...
...the dog begin sparking wildly, and within a second or two, explodes in a massive electrical discharge!!
Electrical Explosion on Kinshasa, Naruda, Kokina and Perrine: 2d6 ⇒ (2, 4) = 6 electrical damage --> Ref Save DC 13 for half damage
COMBAT OVER!!!
The heroes swarm the dog construct and put an end to its extended service. Beyond the door, a sparse room holds little beyond a lacquered wooden coffin. A human skull sits on a plate in front of the casket, while a mangled clockwork owl lies a few feet away. An engraved plaque is propped up behind the skull against the wooden pall. The smell of corrosion fills the air.
The plaque reads, “Here lies Honaria Alcasti, betrayed by her inferiors and those she served. We shall remember her deeds and restore her honor.” The letters are faded and the plaque appears to be centuries old. You find a hairpin with a noble crest on it.
The coffin itself contains Honaria’s corpse and her accolades, including an impressive collection of military ribbons and medals.
If you approach the owl you realize that he's missing half of his face. He is immobile but he begins to speak in a broken and stuttering voice, "I am A-A-Amantius, the former f-f-f-familiar of Italice Cenabri, whose head now rest here atop Honoria's coffin. Syagra Tetranella did this to m-m-m-m-me. Do not a-a-a-a-approach closer: I a-a-a-am malfunctioning and g-g-g-generating a cloud of c-c-c-corrosive gas. If one of y-y-you is good at dismantling mechanisms t-t-try disconnecting the w-w-wand in my inner chassis. This w-w-will stop the corrosive gas. But during the dd-d-dismantling y-y-you will be exppppposed to the g-g-g-g-g-gas."
The acid cloud deals 1d6 points of damage per round (DC 14 Reflex negates). You can neutralize the broken wand if you succeed at a DC 15 Disable Device check, a DC 13 Craft (construct) check, or a DC 15 Use Magic Device check. Whichever skill you choose, neutralizing the wand takes 1d4 ⇒ 3 rounds. The owl's directions count as a +2 assist. Anything that can generate some wind or air movement can grant a bonus to the saving throw (and can also outright cancel the acid cloud if it's a spell effect that works against gases).
Kinshasa |
As the guardian begins to spark Kinshasa yells to Kokina Back Kokina
Kinshasa Reflex: 1d20 + 1 ⇒ (16) + 1 = 17
Kokina Reflex: 1d20 + 6 ⇒ (17) + 6 = 23
They both manage to avoid the worst of the lightning.
I am new to these shores and know little of the nobility of the region. Does anyone else know much heraldry?
Magdalyn Varus |
Magdalyn approaches the battered construct and listens to its words. When it finishes, she speaks. "You may rest easy. We will disable this mechanism and hear your story."
Disable Device Take 10, Assisted: 10 + 6 = 16
Reflex Save: 1d20 + 7 ⇒ (12) + 7 = 19
Reflex Save: 1d20 + 7 ⇒ (13) + 7 = 20
Reflex Save: 1d20 + 7 ⇒ (2) + 7 = 9
Acid Cloud Damage: 1d6 ⇒ 4
Magdalyn is easily capable of dismantling the simple mechanism and holds her breath while she works, but catches a deep breath of the cloud just as she finishes.
Alternatively, if taking 10 isn't allowed, Disable Device: 1d20 + 6 ⇒ (20) + 6 = 26
Garr Nesteruk |
Garr claps loudly at Magdalyn's success...
"Well done Magdalyn!, your a pathfinder of many interesting talents." Garr starts to slowly revert back to his normal form, shrinking down to his standard size
Naruda Burada |
"I will stand back and let someone more qualified handle repairing the owl. I can assist with healing the burns caused by the acid, along with any other wounds people have received. Just stay close by me and let Gozreh's light heal you."
Channel energy X 3: 1d6 ⇒ 41d6 ⇒ 11d6 ⇒ 5
Ugh, now there's a talking owl statue. I guess now that sword has someone to talk to.
Perrine Ravella |
Reflex Electrical blast 1d20 + 1 ⇒ (9) + 1 = 10
Perrine is blasted by the lightning. Once she hears about the corrosive acid cloud, she retreats a good distance away, knowing her skills would not help in that scenario.
GM PDK |
Magdalyn's expert skills easily dismantle the malfunctioning wand from the clockwork owl! Amantius' speech, albeit still labored, appears to come out much easier now, and with the magical confluence ended, so doth the generation of corrosive gases. After a violent shaking fit, he finally settles and says the following:
"S-S-Syagra was one of Honaria's followers. After Honaria died in public ignominy, S-S-Syagra cast the blame on my mistress, Italice Cenabri, w-w-w-which was a prominent adviser to the crown. In truth, many factors led to Honaria's disgrace, but Italice served as a convenient scapegoat for Syagra’s rage and sorrow. I failed to notice Syagra's growing rage thus I failed my m-m-m-mistress...
After years of preparations, S-S-Syagra carried out her plan to assassinate Italice, fleeing from justice and escaping into the wilderness. Again I was out and not by my mistress' side when this happened... I am an extremely bad familiaaaaaaaaaaaaaaaaaaar...
Syagra eventually made her way here where the Alcasti family had given Honaria a hero’s burial in the family tomb. In her single-minded devotion, Syagra broke into the tomb, planning to leave Italice’s head as an offering to Honaria’s memory.
Ironically, in her attempts to honor her friend, Syagra was forced to smash apart the tomb guardians and vandalize most of the magical wards, a-a-a-as you have witnessed in coming here.
However, as she was about to leave this place I caught up with her and attempted to stop her and reason with her, great hero meeeeeeeeeeeee... She struck me down and left me as another twisted offering to Honaria’s memoryyyyyyyyyyyyyy......
First I blamed Honariaaaaaaaa for Italice’s death but centuries of reflection in her tomb have changed my opinion. Despite my bitterness and despaaaaaaaaaair, I must admit that Honaria was innocent in all this, and I do not believe any of this to be something she would have waaaaaaaaaaanted....
Now, will you do the honorable and please arrange for Italice’s remains to be returned to her familyyyyyyyyy?"
Kinshasa |
Kinshasa addresses the familiar A moment please.
Turning to the party Kinshasa speaks I can see no good reason not to return these remains to their rightful family for burial. What say the rest of you?
GM PDK |
Immediately following Naruda's noble words, a feeling of peace suffuses the tomb. All PCs are healed for 10 hit points.
GM PDK |
"By the way, could you please c-c-c-carry me to House Cenabri along with my mistress' remains?" says Amantius.
GM PDK |
As you return with Honaria’s laurels, Remaio is pleased with your efforts, eagerly describing to you the decorations that he recognizes and basking in secondhand pride.
As he sees you returning Amantius and Italice’s remains, Remaio complains in a sullen manner, "This may taint my petition to restore Honaria’s good name..." but otherwise does not push the subject.
After you arrange for Italice’s remains to be returned to her family, Amantius is grateful though somewhat lost after so many years spent hopeless and imprisoned. Before you leave him with House Cenabri, he insists that you take the partially charged wand of heightened awareness (10 charges) within his body, as it is the only means he has to repay you for their kindness. He informs you that even if the Cenabri family pays for his repairs, he plans to keep his broken face in memory of Italice.
===============================================================
ONE WEEK AFTER YOU RETURN TO OPPARA
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Remaio’s blood, sweat, and tears have finally paid off. You each receive a letter and an individual package
Please see the new letter handout linked at the top left of the page.
Kinshasa |
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After bathing and scubbing his scaled skin and hairless scalp Kinshasa dons his fine military uniform. The brass buttons shine and Glory hangs at his hip. His polished black boots click on the floor stones as he marches smartly down the corridor and down to the common room to await the arrival of the others.
Perrine Ravella |
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Perrine enjoys her week in the city. She takes in the opera, hearing about it all in her past travels. On the day of the gathering, she dons the fancy dress that was provided to her, surprised that it fit so well. She headed out to meet the others.
Naruda Burada |
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Naruda enjoys her time off, finding a quiet place to meditate and reflect on the events of the past few weeks. When the time comes for the dinner, she picks out a relatively simple green dress decorated with blue stone jewelry.
GM PDK |
Taldor’s princess is a progressive one. Eutropia is the only child of Grand Prince Stavian III, the ruler of Taldor. She intends to inherit the throne upon the death of her father, even though according to the current laws of Taldor, only male heirs are eligible to inherit the throne.
Some Taldan nobles fear that Eutropia’s ambitions may lead to a costly civil war. I hear rumblings of a certain Taldor AP coming soon methinks. Others believe that Eutropia’s efforts to make a case for her inheritance to the Senate will eventually succeed, and believe that the progressive vision of Taldor that she supports is the best way to shake off centuries of stagnation.
Garr Nesteruk |
Garr enjoys the much needed respite filling his belly with all the food he can afford. He reflects as well upon the battles fought, and battles won. When the time draws near to get ready for the dinner, Garr chooses a fine courtesans outfit and polishes his Holy symbol of Gorum to a gleaming shine. Seemingly satisfied, Garr tries his best to not look akward nor uncomfortable is his attire
Perrine Ravella |
Untrained Know. Nobility 1d20 ⇒ 15
Perrine knew a bit about the princess. ”She is quite progressive. She’s an only child, and she fully intends to inherit the throne from her father. Only problem is that only male heirs are allowed to inherit the throne. I wonder how all that will shake out?”
Keandre Glasmiter |
The dwarf will bathe and get ready to attend court, armor and weapons are shined while he is immaculatley groomed.
GM PDK |
On the day of the event Remaio meets you outside the palace where Eutropia is holding court. He appears outwardly confident and cheerful!
When you are all ready Remaio accompanies you inside.
This ancient and grand palace is decorated with ornate arches of patterned stone. Robed greeters bow as the building’s massive iron doors swing open. Light illuminates the hall through dozens of windows in the ceiling. Shining panels of gold decorate the marble walls.
Since you arrive before official proceedings begin, you have time to converse with other guests before you are called upon to speak. Remaio does not talk to you during the event, nor does he speak with any of the important figures at the event at the same time you do. All court NPCs appear to be initially indifferent towards the PCs. You can improve an NPC’s attitude to Friendly with a successful DC 16 Diplomacy check, or Helpful if they succeed at this check by 5 or more. You can take 10 on all checks except if you're aiding another: for those you must roll against DC 10. GM Suggestion: since you already know the DC, do the math and see if best one at diplomacy could get close by taking 10, then have others attempt to aid. GM Hint: Failure makes the NPCs attitudes worse.
You can only improve a given NPC’s attitude with Diplomacy once, although you may use aid another to work together to make a favorable impression.
There will be variations for each NPC depending on what you did in certain previous missions.
So pick an NPC, pick a party face, have the party face write what he/she will say, have the 'aiders' write a short sentence to show how they 'aid another', and roll your aid checks. I will add specific details for each NPC as you go along.
MOTE: Aid is not automatic unless the one assisting has Diplomacy +9 or greater. 1st step: pick an NPC and do the rolls, and put a diplomatic intro as your character would; 2nd step: the GM will add some info as required and request additional rolls. If you need to figure out who's assisting, you can use the discussion thread to iron things out, then come back here and choose an NPC. The module does not put a limit on how many NPCs you can mingle with.
LIST OF NPCs:
GLORIANA MORILLA
DOMINICUS RELL
FATHER BASRI
INKA HELDOTOR
CAPTAIN SEFERI
SOLMON MENANDER
THEON CENABRI
Kinshasa |
Sense Motive: 1d20 - 1 ⇒ (19) - 1 = 18
Sensing Remaio's nervousness Kinshasa gives the man a reassuring pat on the shoulder and a friendly smile.
Kinshasa mingles, sipping his drink. He keeps an eye out for those of military bearing and those in uniform. He is keen to swap war stories and soldiers are soldiers no matter where they come from.
By taking 10 I can get a diplomacy roll of 16, just FYI.
GM PDK |
Last thing before we start, while you decide the diplomacy math in the Discussion thread: if anyone has Knowledge Nobility they may make a check for each of the following NPCs.
GLORIANA MORILLA
DOMINICUS RELL
FATHER BASRI
INKA HELDOTOR
CAPTAIN SEFERI
SOLMON MENANDER
THEON CENABRI
GM PDK |
I'm still waiting for the Diplomacy numbers to be finalized in the Discussion thread. We will resume Gameplay after the numbers are finalized. GAMEPLAY PAUSED