Pirate GM |
Sabi: You've probably at least heard of derro. Some sort of Darkworld slavers, related to gnomes or dwarves somehow. Beyond that could be researched back in town via a variety of methods. Here is the Pathfinder Wiki about them in case that is a question regarding player knowledge instead of character knowledge.
NarThere's a low workbench that Klarkosh is currently behind (providing partial cover). The pillar itself is in a single square although it has almost 5ft long blades that allow it to attack all squares adjacent. It could be destroyed/disabled via damage but is mechanically written as a trap. You would guess hardness 10 and HP 15[/ooc]
Valya Sunrider |
Valya grits her teeth and simply runs past the pillars, trusting in her speed and armor to protect her.
Moved next to Klarkosh as per the map
Nar Ibn Saif |
Nar There's a low workbench that Klarkosh is currently behind (providing partial cover). The pillar itself is in a single square although it has almost 5ft long blades that allow it to attack all squares adjacent. It could be destroyed/disabled via damage but is mechanically written as a trap. You would guess hardness 10 and HP 15
Thanks, more or less what I thought might be the case, just was running between our game day and work and thought I'd check (also I didn't account for the workbench.
Not seeing any great options with at least one pillar of blades and quite probably another, and Klarkosh across the room behind a workbench, Nar hesistates a moment and furtively looks about the room.
He decides that closing in on Klarkosh and getting a better angle while chance the swinging blades is his best bet and fires off a single arrow at the so called master of the spire.
Attack: 1d20 + 11 ⇒ (10) + 11 = 21DMG: 1d8 + 6 ⇒ (3) + 6 = 9Probably still has cover, though it is unaccounted for in the roll
Tico Marvillos |
Tico moves forward, away from the blades and calls the power of Sarenrae, once more:
"Burn, you damned!"
And a cone of searing flame shoots from his fingertips at his enemy direction.
Tico casts intensified burning hands (Ref DC 17, to halves).
Burrrn!: 7d4 ⇒ (4, 3, 4, 2, 1, 1, 2) = 17
Pirate GM |
Reflex: 1d20 + 2 ⇒ (13) + 2 = 15
V: 1d20 + 10 ⇒ (15) + 10 = 25
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
N: 1d20 + 10 ⇒ (4) + 10 = 14
damage: 1d8 + 1 ⇒ (5) + 1 = 6
burning: 1d20 + 2 ⇒ (6) + 2 = 8
Klarkosh takes the cold blast to the face and seems to slow down a bit.
Despite her tough hide and armor Valya gets hit by the second pillar as she crosses the field of battle. 7 damage
Nar is luckier and avoids getting cut though.
Tico brings the fight with some flames. Klarkosh's flesh seems lightly singed, but his metal bitts seem unaffected. Fire Resist
Nar's arrow easily gets past the low bench an in between metal plates but it bounces harmlessly off, Klarkosh's skin must be alost as tough as the metal plates!
Klarkosh steps back from his console, pinning his back to the wall.
Concentration DC 18: 1d20 + 12 ⇒ (7) + 12 = 19
With a wave of his hand and a few magic words, a toxic smelling greenish gas fills most of the room.
Nar, Tico and Valya: Fort DC 18 or be nauseated.
Initiative
Nar
Sabi
Valya
Tico
Klarkosh 18 entangled
6
Everybody is up!
Tico Marvillos |
@Pirate GM record our damage at the turn order, please. ;)
Tico Marvillos |
Knowledge (arcana) DC 24: 1d20 + 5 ⇒ (20) + 5 = 25
"He is using magic ways to become more resistant, both physical damage as elementals" - Tico alerts the others.
Fort DC 18: 1d20 + 7 ⇒ (18) + 7 = 25
The cleric starts to cast a prolonged spell...
Tico will cast summon monster III.
Nar Ibn Saif |
Fort: 1d20 + 11 ⇒ (12) + 11 = 23
Nar takes a breath just as Klarkosh fills the room with nastiness but seems unfazed. He returns fire with his own arrows.
Attack 1: 1d20 + 9 ⇒ (4) + 9 = 13DMG: 1d8 + 6 ⇒ (5) + 6 = 11
Attack 2: 1d20 + 9 ⇒ (3) + 9 = 12DMG: 1d8 + 6 ⇒ (4) + 6 = 10
Masao Sabiumi |
Sabi again quickly gathers elemental energy toward himself with a flash of light and a noise of compressed air before releasing its fury toward the mage.
As before, extended range and entangle on hit. Failing this second entangle DC 17 Ref makes the target rooted/anchored/immobile.
ranged touch: 1d20 + 8 ⇒ (4) + 8 = 12 Bah. I hope this hits after accounting for target's partial cover.
cold dmg: 3d6 + 4 ⇒ (6, 3, 2) + 4 = 15
Pirate GM |
This probably would have been better to mention in my last post but, the stinking cloud provides concealment after 5ft and total concealment after 5ft. Also both my wife and my parents are out of town for a couple of weeks, meaning our baby supportnetwork is all on vacation. My posting is likely to be slow than normal for a bit, but should still manage at least a post a day, and probably several.
Valya Sunrider |
dc 18 fort check: 1d20 + 6 ⇒ (10) + 6 = 16
Coughing and gagging at the noxious smell, Valya doubles over and retches, staggering sideways as she tries to escape the fumes.
Nar Ibn Saif |
Not a problem on both the baby front and concealment. Take the time you need.
Is Klarkosh holding a weapon?
Pirate GM |
Klarkosh is not holding a weapon, but that metal arm looks capable of a mighty slam.
Valya coughs and sputters, and will continue to be nauseated for Round: 1d4 + 1 ⇒ (4) + 1 = 5
Tico stands at the edge of the cloud and begins summoning. You might want to 5ft step out of the cloud.
Initiative
Nar
Sabi
Klarkosh 18 entangled (6)
Valya 7 Nauseated5
Tico 2
Nar and Sabi are up!
Masao Sabiumi |
Sabi fires blindly into the room.
(Blast as previously described, at last known location. I don't even know if he's moved since then, so there's no player knowledge going into effect here!)
total concealment: 1d100 ⇒ 62 Yay!
"Is everyone okay in there, or do I need to come and rescue you?"
Tico Marvillos |
You might want to 5ft step out of the cloud.
Done. :)
Nar Ibn Saif |
FORT: 1d20 + 11 ⇒ (13) + 11 = 24 Starting in the cloud
Nar will move up out of the cloud and to Valya and tell her Get behind me
Unfortuantely while nauseated is the mercy I will go for can't have it yet.
And he'll fire a shot off at Klarkosh
Attack: 1d20 + 11 ⇒ (12) + 11 = 23DMG: 1d8 + 6 ⇒ (5) + 6 = 11 I think I should be able to see him just fine, though that was a secondary concern
Pirate GM |
ConcentrationDC 18: 1d20 + 12 ⇒ (20) + 12 = 32
Damage: 7d6 + 3 ⇒ (1, 1, 4, 4, 4, 1, 3) + 3 = 21
Sabi's blast through the cloud is rewarded with a satisfying curse from the metal mage. The spinning blades in front of him are starting to slow down, looks like another couple rounds and they may stop.
Nar gets out of the cloud and hits Klarkosh with an arrow that barely nicks him. DR, Tico even knows its stoneskin.
With a perverse grin Klarkosh steps up to Valya and fires a lightning bolt point blank into her and Nar.
22 damage, reflex 18 for half.
Initiative
Valya 18/29 Nauseated4
Tico 2
Sabi
Nar 11/22
Klarkosh 34 entangled (16)
Everybody is up. Valya is still puking.
Valya Sunrider |
ref save: 1d20 + 6 ⇒ (19) + 6 = 25
Coughing and spluttering, Valya hears Nar's voice, heading towards it like a drowning man seeks air. she moves behind him, still retching.
hp 30/36
Nar Ibn Saif |
Reflex: 1d20 + 10 ⇒ (2) + 10 = 12
Reflex(reroll): 1d20 + 13 ⇒ (3) + 13 = 16
Oh I know about the stoneskin, I read it when Tico identified, Just my best option is still to chip it away.
Nar will use his new Silver Crusade LoH and his innate fire ability to try and deal with Klarkosh a bit.
(S.C. LoH): 2d6 ⇒ (6, 6) = 12
(Reflex DC 15 for half): 5d4 ⇒ (3, 2, 3, 1, 2) = 11
Catch your breath Valya, we got this. I hope
Two very below average sets of rolls and a great healing roll, okay.
Pirate GM |
Valya pukes but mostly avoids the lightning bolt. I see 12 damage on Valya now, 7 from the trap, half and resistance to the bolt is 5 more for 12.
Nar does take the full brunt of the lightning bolt and retaliates with fire.
Klarkosh is barely effected by it though, possessing some resistance to fire.
Reflex: 1d20 + 2 ⇒ (10) + 2 = 12
Initiative
Tico 2
Sabi
Klarkosh 35 entangled (16)
Valya 12 Nauseated4
Nar 22
Tico and Sabi are up.
Masao Sabiumi |
Sabi, hearing Nar help a struggling Valya, and not hearing any response from his query about whether is aid is required.
He takes a deep breath, and tried to hold it as he runs through the cloud trying to find his friends.
Fort: 1d20 + 9 ⇒ (20) + 9 = 29
Double move
Pirate GM |
Spinny Blades: 1d20 + 10 ⇒ (6) + 10 = 16
damage: 1d8 + 1 ⇒ (4) + 1 = 5
Sabi also manages to avoid the spinney blades as he advances
Pirate GM |
Tico finishes his summoning spell, conjuring a celestial snake that immediately smites and engages Klarkosh.
Tico aids the snake with a Blessing of the faithful, powering it with a channel (+2 attack rolls for 2 rounds.)
Bite: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
Damage: 1d4 + 4 + 3 ⇒ (2) + 4 + 3 = 9
Grab: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24
Constrict: 1d4 + 4 + 3 ⇒ (3) + 4 + 3 = 10
While the snake doesn't seem to wound Klarkosh it does manage to wrap around him.
Concentration: 1d20 + 12 ⇒ (7) + 12 = 19
Klarkosh struggles to cast a spell but can't get it off with the coilds of the snake wrapping around him.
Initiative
Valya 12 Nauseated 3
Nar 10
Tico 2 +Sarenrae's Snake.
Sabi
Klarkosh 35 entangled grappled(35)
Everybody is up.
I also try and do awesome things for your turns when I need to take them. :)
Nar Ibn Saif |
Nar will keep trying to plug away at Klarkosh.
Attack 1: 1d20 + 9 ⇒ (20) + 9 = 29DMG: 1d8 + 7 ⇒ (1) + 7 = 8
Attack 2: 1d20 + 9 ⇒ (3) + 9 = 12DMG: 1d8 + 7 ⇒ (5) + 7 = 12
Crit Confirmation: 1d20 + 9 ⇒ (16) + 9 = 25Add DMG, if Confirmed: 2d8 + 14 ⇒ (2, 3) + 14 = 19
And heal himself up a bit
LoH: 1d6 ⇒ 5
Nice snake that oughta keep him busy
Was the lightning bolt 21 or 22 damage, original roll is 21, and then there are conflicting notes, though the tracker suggests it was 22
Also, turns out I forgot to update my common rolls correctly with damage - but is now correct (1 STR+ 1 PBS + 1 Bow + 4 Deadly Aim)
Masao Sabiumi |
ranged touch: 1d20 + 9 ⇒ (1) + 9 = 10 Bah
Sabi takes the time to line up his attack so as not to hit the snake, but in the end finds that he was too cautious and misses entirely.
Valya Sunrider |
Apologies, forgot the trap damage as I was dancing the 'dodged plus resistance means the lightning bolt wasn't so bad!' dance :p
Valya continues to sputter and cough.
Tico Marvillos |
I'm back, guys. :)
Sarenrae's Snake seemed useful, huh?
Tico moves a little forward (5-foot step) and claims for The Dawflower's blessings:
"Heal our wounds, The Everlight!", and a wave of positive energy pulses from him in a 30-foot radius, healing all of his allies.
Tico is using selective channeling to exclude Klarkosh from the Channel.
Channel: 2d6 ⇒ (5, 1) = 6
Tico Marvillos |
The celestial snake bites and constricts Klarkosh, since the enemy is already grappled: I need to make any check to hold the grapple or to hit with the bite while he is grappled?
maintain the grapple: 1d20 + 9 + 5 ⇒ (13) + 9 + 5 = 27
Bite dmg: 1d4 + 4 + 3 ⇒ (1) + 4 + 3 = 8
Constrict dmg: 1d4 + 4 + 3 ⇒ (3) + 4 + 3 = 10
Masao Sabiumi |
Patterns of ice spread like tattoos across Masao's arms, and hints of elemental cold dance between his fingers as he prepares his next attack.
The sheath of ice that follows his movements shifts and settles between him and the armored wizard, continuing to behave like a shield that is an extension of the kineticist's own consciousness.
The temperature around the Tian warrior drops slightly as his anger grows colder.
Just a bit of descriptive fluff to help y'all realize how unusual awesome it is to have along someone that channels elemental water and cold.
Pirate GM |
Even though the snake is unable to penetrate Klarkosh's stoneskin, his eyes droop a bit as he sees your wounds close in addition to all the other problems he's got like arrows and such.
He'll raise his hands up "Alright, you win, make the snake let go and I'll dismiss the cloud."
Out of combat, unless you don't want to accept his surrender.
Nar Ibn Saif |
Nar will draw and nock an arrow but point his bow at the floor, accepting the surrender but ready to defend Valya while she remains naseuous in the corner.
I'm going to assume we accept the surrender and roleplay from there, if others disagree, I can change what I'm doing
As a paladin of Erastil, I accept your surrender and suggest we move onto the discussions of you little community here in the Spire. As we said we come with business from the Splinters above, and though you attacked us and we have proven ourselves strong we would like to continue those discussions
Dip.(aid Tico): 1d20 + 8 ⇒ (4) + 8 = 12 +2 to Tico's next diplomacy check, assuming we accept
Valya Sunrider |
Valya continues coughing, unable to contribute to the decision either way.
Tico Marvillos |
Is he lying?
Sense Motive: 1d20 + 9 ⇒ (13) + 9 = 22
Pirate GM |
Tico: He generally doesn't seem like a particularly trustworthy individual, but you do suspect very self interested, its likely a deal could be worked out, especially if you didn't pop too many of his ego balloons.
Klarkosh nods "Ahh the splinters, that band of ruffians. They've proven to be totally unsuitable subjects for the progress I can instill. Although I do have high hopes that one of them will prove viable. Perhaps I overstated my ownership a bit, it doesn't extend much beyond this level, certain forces below make it troublesome, perhaps a deal could be arranged..."
Nar Ibn Saif |
I'd really rather not lead, as Tico remembered and started the conversation about the Splinters (I had forgotten, tbh). Also, mechanically he's the better negotiator. I wanted to convey my help in the dialogue while also being distracted by concern for Valya, it's why I went for aid another.
Masao Sabiumi |
"Any deal would suggest you offer something of value in return."
"No need to be coy—out with it man! What is it you wish, and what is it you offer?"
Pirate GM |
Klarkosh responds [b]"Well... in exchange for ongoing safe passage, and let me assure you that further dangers to your health lurk about on this level, What I am suggesting an exchange of information. I know quite a bit about the spire although there are deeper secrets the elude me, I do know quite a bit about some of their guardians.
Valya Sunrider |
Still coughing and spluttering, Valya's eyes narrow in hatred of the being stood in front of the group.
Unholy abomination... how can a man want to turn himself in to...
she shudders.
It were well the others accepted his surrender whilst I was incapacitated, I doubt I could have conquered my hatred even in the face of a flag of truce
Her hands tighten around her sword as she tries to think thoughts that don;t involve reducing machines to their component parts.
She busies herself scanning for trouble, in case Klarkosh's words were merely a distraction so something else can sneak up.
Tico Marvillos |
Tico doesn't dismiss the snake yet.
"You will need to offer more than this, Klarkosh. I was trying to speak to you when you suddenly attacked me, now you wanna talk, right? Informations about the spire? We can find it by ourselves, stay with yours. Our proposal is: we let you live and you come with us to the Fort Inevitable to speak with some friends. Or we can continue what we were doing. We got a deal?"
Before Klarkosh could answer, Tico interrupted him:
"And you will let the Splinters do their business without troubles, of course."
Zarta wrote this:
Delicate flesh morsels, your delves into the Spire are growing more and more interesting. It may please you to know that I was able to find the name Klarkosh in some old Pathfinder reports. While the pathfinders in question never met him, they did encounter his servents in Numeria, where Klarkosh was referred to as a local at least. Metal robots and clockwork monstrosities are how they decsribed his servants. An interesting note from their ranger noted that they did not all posses traditional construct weaknesses, but was unfortunately unable to elaborate. If you happen to meet this Klarksosh and don't immediatly need to fight for your lives I suggest parley. A powerful wizard such as him could be a scrumptious ally. Interestingly enough my records do not show an ancient thieves' den called the Splinters in the Spire, I suspect they may be quite a bit newer than they let on. -Zarta
So, if we could bring Klarkosh to the city and stay with him for enough time there, some of us could go to Tarrin and tell her that he was "removed" from the spire, she gives us the offered informations and the map, while we get some prestige with hellknights by bringing them closer to Klarkosh.
Diplomacy + Touch of Glory + Enhanced Diplomacy + Aid from Nar: 1d20 + 10 + 5 + 2 + 2 ⇒ (19) + 10 + 5 + 2 + 2 = 38
Masao Sabiumi |
Well done, Tico. Forge ahead!
Like Valya, Sabi remains wary of the deformed wizard. Something about the man makes his skin crawl.
Diplomacy(aid), take ten: 10 + 1 = 11
"And maybe some recompense for your injudicious and unvalorous actions earlier."
Pirate GM |
I am impressed by the remembering of various details like that. I always forget stuff like that in pbp land due to the long times.
Klarkosh responds "Be a bit more clear, if by speaking with some friends you mean turning me over to the Hellknights, that's not going to happen."
Valya is going to recover and the snake go poof during this conversation.
Tico Marvillos |
"And why not? Do you have any problem with them?", Tico asks with curiosity.
I am impressed by the remembering of various details like that. I always forget stuff like that in pbp land due to the long times.
I'll consider this as a compliment. LOL
Pirate GM |
Klarkosh sighs "They have claimed all territory for quite a bit around their little fort. At a bare minimum I'm sure they expect back taxes, and they aren't known for being too friendly about collecting them."
BartonOliver |
Well, if you prefer I think we could also arrange a different destination. Namely the Pathfinder Society has some interest in your exploits, we could instead send you off their way. I think Zarta would find you fascinating company.
Just a heads up, it's a con weekend here so not sure how much I'll be around to post over the next couple of days
Tico Marvillos |
Sense Motive: 1d20 + 9 ⇒ (20) + 9 = 29
"Don't worry, Klarkosh. They won't arrest you for your old troubles with the Splinters. As I told, it seems that they want you as a friend."
Pirate GM |
Klarkosh nods, reassured.
I'm generally assuming you're being truthful with your offers, Klarkosh isn't much for sense motive, but there's always a chance.
"Well, I believe a deal may very well work out. Perhaps as a show of good faith on my part you would like a tour of the rest of this level?"