Seraphimpunk's [core] Crypt of the Everflame (Inactive)

Game Master Seraphimpunk

[core campaign] pathfinder society Crypt of the Everflame.
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Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

"Ok, here's a plan. After we rest three well armored people go down while in total defense. One will stay in total defense and trigger attacks of opportunity. The other two will try and grapple it, pin it and tie it up! If the decoy gets hurt badly switch tasks."

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Vanovar remains skeptical. "Pin that thing? It's more than twice my size, all I can do is hump its leg!
Luckily, Gorum does give me True Strike as a domain spell, so I can at least grapple him in one go. It just sucks I more or less pull triple duty: I'm the most heavily armoured person, the strongest one to grapple him, and capable of healing. Luckily, we also have Venja for that."

Okay, if we're going to do this, my plan of action: True Strike lasts for one round, so I'll need to cast it out of reach (or wait until attacks of opportunity are resolved), then walk into his reach and grapple him (also ideally after AaO, since it provokes). Then hope to Gorum he doesn't break my CMD (16. I don't know how high his CMD is, but probably a lot), then attempt to pin him the round thereafter, with a measly +4.

"Okay, and what if that fails? We can do this once or twice, then we'll be too beat up to continue. Do the same as just now, and hope we'll escape again? We saw how this nearly went tits up, I don't feel like tempting fate. I still say continue deeper into the Crypt, this thing doesn't seem like an immediate threat to us."

If you think, "why is a cleric of Gorum avoiding a fight," good question. Inner Sea Gods (not Core, I know :P) says worshipers of Gorum like to fight, but see the value of a tactical retreat to fight another day. They're bloodlusty, but don't throw their lives away in vain.

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

"It still has to hit the decoy... As it had a hard time hitting Venja on a rope I think we have a solid chance. We might need a bit of luck, but I think we'll manage."

Liberty's Edge

Male Alf-Helf Champion of Bravery, Freedom and Liver Damage | HP 13 | AC 16 T 11 FF 15 | F+3 R+1 W+7 (+2 vs Fear) | Init +1 Perc+6 |
Goat Master wrote:

Omorose looks around, and with cyrixs spotting something funny with the curve of the statues back as it swings at Venja, she spots it: a small keyhole on the back of the golem!

Omorose, do you intend to tell us about this?

Silver Crusade

Female Human Palladin 1 (hp 12/12 | AC: 17 | T: 13 | FF: 14 | Fort +3 | Ref: +3 | Will: +2 | Init +5 | Perception -1 | Human-o-vision

"Sure I can fire some arrows at it. But its made of wood. It doesnt bleed out and I doubt its going to hurt it very much. We could experiment a bit with how it activates. Maybe if we sneak round the back we can tie ropes to the statues legs? Or glue it down?"

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |
Venja Bela Prestor wrote:
Goat Master wrote:
Omorose looks around, and with cyrixs spotting something funny with the curve of the statues back as it swings at Venja, she spots it: a small keyhole on the back of the golem!
Omorose, do you intend to tell us about this?
Omorose Mosi wrote:
"Okay... I guess we need a plan. We do have that magic key from the fountain, but I'm not in a hurry to see if it fits."

I assumed that with these remarks the presence of the keyhole would be public knowledge... But if it isn't clear you can ask "Fits where?"

Liberty's Edge

Male Alf-Helf Champion of Bravery, Freedom and Liver Damage | HP 13 | AC 16 T 11 FF 15 | F+3 R+1 W+7 (+2 vs Fear) | Init +1 Perc+6 |

Missed that.

Let's have a rest first, then we try Omo's thing. Wouldn't hurt trying that key out, as long as we don't supercharge it. That thing hurts enough as is

I could summon something to distract it.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Didn't we also get a key from the fire? It's been a while, I remember there being two things in the fire with the Shadow. A dagger, and something else.

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |
Vanovar Taleishin wrote:
Didn't we also get a key from the fire? It's been a while, I remember there being two things in the fire with the Shadow. A dagger, and something else.

The key from the fire opened the door to the gauntlet statue hallway


>> horn level 1 << -- Way of the Wicked

camping outside? or going to see if Roland will let you in with him?

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

Let's camp outside. Don't want to run the risk my partymembers get infected with cowardice!

Grand Lodge

Male Half-Orc Bard 1 (hp; 10/10 | AC: 12 | T: 10 | FF: 12 | Fort: +1 | Ref: +2 | Will: +2 | Init: +2 | Perception: +0 | Darkvision 60ft.)

Outside is fine by me

Liberty's Edge

Male Alf-Helf Champion of Bravery, Freedom and Liver Damage | HP 13 | AC 16 T 11 FF 15 | F+3 R+1 W+7 (+2 vs Fear) | Init +1 Perc+6 |

Same watches as before? I'm taking long-term care of Vano and Rowanne, taking 10 using guidance, to aid recovering ability scores.

Grand Lodge

Male Half-Orc Bard 1 (hp; 10/10 | AC: 12 | T: 10 | FF: 12 | Fort: +1 | Ref: +2 | Will: +2 | Init: +2 | Perception: +0 | Darkvision 60ft.)

sounds like a plan


>> horn level 1 << -- Way of the Wicked

Theres some wolves howling in the woods, in the distance, and you take watches. but nothing untoward happens to you. The night passes swiftly, and you feel better rested

can yo take 10 on the heal check for tended rest? i think this night clears most of you of the worst of the ability score damage from the shadow. at least 2 points of damage. no?

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

If I read the Heal skill correctly, 8 hours of rest will cure me of 2 STR damage, sleeping for a night cures me of 1. Maybe I should switch with Venja at that point so he can sleep and I take care of Rowanne (Heal of +6).
I don't think we can stack two long-time cares and heal her for 4 in 8 hours, right?

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

A certain amount of time passes, we are healed fully and we return. Does it actually matter if this is 8, 16, 24 or 48 hours? ;-)

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

If we try the key approach, how do we do that? Someone grapples it, someone else uses the key? Or does the grappler need to use the key the next round?
I don't have much hope in pinning the statue, my guess is that it can break out fairly easily.

Grand Lodge

Male Half-Orc Bard 1 (hp; 10/10 | AC: 12 | T: 10 | FF: 12 | Fort: +1 | Ref: +2 | Will: +2 | Init: +2 | Perception: +0 | Darkvision 60ft.)

Well if we go for metagaming/creative thinking...toss a rope around it's feet from above..hoping it only animates when someone walks on the lower part and not when it's attacked and try to tie it up before we even approach it...even if we only have enough rope for it's legs..it either can't move..or it might fall prone..and then we can jump on it and try the key. Or even try to jump on it - hopeing that doesn't set it off and climb down it's back and try the key.

Silver Crusade

Female Human Palladin 1 (hp 12/12 | AC: 17 | T: 13 | FF: 14 | Fort +3 | Ref: +3 | Will: +2 | Init +5 | Perception -1 | Human-o-vision
Cyrixs wrote:
Well if we go for metagaming/creative thinking...toss a rope around it's feet from above..hoping it only animates when someone walks on the lower part and not when it's attacked and try to tie it up before we even approach it...even if we only have enough rope for it's legs..it either can't move..or it might fall prone..and then we can jump on it and try the key. Or even try to jump on it - hopeing that doesn't set it off and climb down it's back and try the key.

I like these ideas.

Silver Crusade

Female Human Palladin 1 (hp 12/12 | AC: 17 | T: 13 | FF: 14 | Fort +3 | Ref: +3 | Will: +2 | Init +5 | Perception -1 | Human-o-vision

let me elaborate. I am all for silly plans. This is a fesh character with no knowledge of constructs. Combine shenanigans with the scientific approach: see how/when it activates, use rope to foil a statue. I think its a fun AND semi-logical plans for a bunch of fresh faced adventurers.

Grand Lodge

Male Half-Orc Bard 1 (hp; 10/10 | AC: 12 | T: 10 | FF: 12 | Fort: +1 | Ref: +2 | Will: +2 | Init: +2 | Perception: +0 | Darkvision 60ft.)

Well I'm certainly not against trying it ;)

Liberty's Edge

Male Alf-Helf Champion of Bravery, Freedom and Liver Damage | HP 13 | AC 16 T 11 FF 15 | F+3 R+1 W+7 (+2 vs Fear) | Init +1 Perc+6 |

The key seems very reasonable to try, so how 'bout we try the original 'total defense and swarm' plan?

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

The two plans could work together. If I was the GM the most the tie up plan would do is give the golem the entangled condition... It would give us an extra edge though!


>> horn level 1 << -- Way of the Wicked

sounds like a plan. you all rest up overnight. whether you heal 3 damage or 2 damage doesn't make a difference. You rest, and come up with a plan. so you're going to kind of make snares, toss those down when everyone is in position, and try to tie it up at the start, so someone can get in and try the key?

go ahead and place yourselves on the map. What's going to be the "trigger" ? you'll just go into a regular round, the 'surprise' round is pretty much setting up this affari.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Note to self: Spells prepared: Bless x2, Domain spell is True Strike.
There aren't many spells that are useful here. Anyone got any requests? Shield of Faith could be useful, Magic Weapon is meh, IMHO.

Liberty's Edge

Male Alf-Helf Champion of Bravery, Freedom and Liver Damage | HP 13 | AC 16 T 11 FF 15 | F+3 R+1 W+7 (+2 vs Fear) | Init +1 Perc+6 |

I was going to go with shielding myself. Never hurts to not get hurt.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

I already have a decent AC, but if I'm down there in the pit with him, might as well use all the help I can get. Would two Shields of Faith be overkill? Maybe for later in the dungeon? Or should I go with the less-selfish Bless?
Right now, Bless, Shield of Faith, True Strike, considering to switch Bless to a second Shield.

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

I could go and prepare an Enlarge Person, but most of my spells are quite useless vs golems.

Silver Crusade

Female Human Palladin 1 (hp 12/12 | AC: 17 | T: 13 | FF: 14 | Fort +3 | Ref: +3 | Will: +2 | Init +5 | Perception -1 | Human-o-vision

enlarge would certainly help if we have to grapple the thing.

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

Ok, let's speed things up! IINM this is the current plan:

Surprise round
Rowanne & Cyrixs lasso the golem and so it is considered entangled
Omorose enlarges Vanovar (part 1.)
Vanovar casts Shield of Faith

Round 1
Omorose enlarges Vanovar (part 2.)
Vanovar casts true strike

Round 2
Rowanne decents the right stairs defensively provoking AoO
Venja decents the left stairs defensively provoking AoO
Vanovar steps down and grapples the golem

Round 3
Venja makes Vanovar lucky
Vanovar pins the golem
Rowanne inserts key and turns golem off (hopefully...)

If all fails, we just turn the thing into kindling.

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Ohh, I like the idea of Enlarge. If I'm to be enlarged, I won't prepare True Strike, as that lasts for one round, and I don't want to risk casting it defensively. My other domain spell is Shield of Faith, so I can prep Bless once, Shield once, and another thing once.
EDIT: ignore the previous bit, if someone provokes it, I can cast it normally. Spells prepped: True Strike (Domain), Bless, Shield of Faith.

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |
Vanovar Taleishin wrote:
Ohh, I like the idea of Enlarge. If I'm to be enlarged, I won't prepare True Strike, as that lasts for one round, and I don't want to risk casting it defensively. My other domain spell is Shield of Faith, so I can prep Bless once, Shield once, and another thing once.

You could go Guidance instead. poor man's true strike! ;-)

Grand Lodge

Human Cleric 1 (hp: 11/11 | AC: 19 | T: 13 | FF: 16 | Fort: +4 | Ref: +2 | Will: +4 | Init: +2 | Perception: +7 | Human-o-vision)

Missed your post. See above as to what I've prepped. Forgot cantrips though, I'll prep Light, Stabilize, and Guidance. If there's still time, I'd like to cast that on myself as well, to use in the round after True Strike.

Silver Crusade

Female Human Palladin 1 (hp 12/12 | AC: 17 | T: 13 | FF: 14 | Fort +3 | Ref: +3 | Will: +2 | Init +5 | Perception -1 | Human-o-vision

sounds like a plan!


>> horn level 1 << -- Way of the Wicked

ok. sounds good. you set up and are prepared.

Cyrixs and Rowanne lasso the golem with their ropes, Omorose enlarges Vanovar, and Vanovar casts SoF on himself. the enlarge happens, and vanovar casts true strike.

Rowanne descends, awakening the golem. She and venja finish descending the stairs in sync as the stairs flip and the golem wakes up.

[r1]: [12:, Omorose], [6: Rowanne], [6: Golem], [5: Vanovar], [4: Venja], [3: Cyrixs]

If all fails, we just turn the thing into kindling.

init:

rowanne: 1d20 + 5 ⇒ (1) + 5 = 6
vanovar: 1d20 + 2 ⇒ (3) + 2 = 5
omorose: 1d20 - 1 ⇒ (13) - 1 = 12
venja: 1d20 + 1 ⇒ (3) + 1 = 4
cyrixs: 1d20 + 2 ⇒ (1) + 2 = 3
golem: 1d20 + 0 ⇒ (6) + 0 = 6

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

Delay


>> horn level 1 << -- Way of the Wicked

Rowanne stays defensive i guess, next round if all goes well she can try to insert the key once its pinned.

the golem takes a swing at Rowanne and Venja

shield slam @ rowanne : 1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 51d8 + 4 ⇒ (3) + 4 = 7
shield slam @ venja : 1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 51d8 + 4 ⇒ (4) + 4 = 8

both miss wildly, off balance as it is from the ropes.
anyone still holding on to the other ends of the ropes? or are they tied off to something? otherwise will say the entangle condition lasts 1d4 + 1 ⇒ (2) + 1 = 3 rounds

Grand Lodge

Male Half-Orc Bard 1 (hp; 10/10 | AC: 12 | T: 10 | FF: 12 | Fort: +1 | Ref: +2 | Will: +2 | Init: +2 | Perception: +0 | Darkvision 60ft.)

Let go I think, that way the loose ends can be used to tie it up if needed

Cyrixs starts an inspiration tale of a small halfling tripping a much large giant involving a banana, some butter and a inflated cow's stomage

Inspire courage, as far as I know a CMD check is still an attack roll..so should add another +1 to the attempt if the rest delays till after me

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

Omorose advices Vanovar to delay until Venja has provoked.

"Vanovar, wait for Venja to distract it!"

Liberty's Edge

Male Alf-Helf Champion of Bravery, Freedom and Liver Damage | HP 13 | AC 16 T 11 FF 15 | F+3 R+1 W+7 (+2 vs Fear) | Init +1 Perc+6 |

I don't know, Venja, I don't think that statue is a heavy drinker. You might still try it though.

Venja makes a strange move, and all of a sudden he is surrounded by an illusory double (Copycat). He then tries to move past the statue, trying not to get hit by it.

Move: Copycat. Move: Provoke

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |
Venja Bela Prestor wrote:
Copycat

Activating the Copycat ability provokes by itself. So it's better to go total defense as a standard and then copycat as a move to provoke!

Liberty's Edge

Male Alf-Helf Champion of Bravery, Freedom and Liver Damage | HP 13 | AC 16 T 11 FF 15 | F+3 R+1 W+7 (+2 vs Fear) | Init +1 Perc+6 |

Even better


>> horn level 1 << -- Way of the Wicked

provoked slam VS venja ac 20: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 101d8 + 4 ⇒ (6) + 4 = 10

not a 20 =(
you go defensive and copycat yourself, drawing the golems attention.

[r1]:

[r2]: [12:, Omorose (delay)], [6: Rowanne], [6: Golem], [4: Venja], [4: Vanovar],[3: Cyrixs],

i can guess now that vanovar moves into position and uses true strike on the grapple vs. the golem ?

something like : 1d20 + 25 ⇒ (13) + 25 = 38
its grappled. and entangled for now.

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

Venja makes Vanovar lucky, Vanovar pins, Rowanne inserts key and turns?

Liberty's Edge

Male Alf-Helf Champion of Bravery, Freedom and Liver Damage | HP 13 | AC 16 T 11 FF 15 | F+3 R+1 W+7 (+2 vs Fear) | Init +1 Perc+6 |

Bit of luck on Vanovar...

Grand Lodge

Male Half-Orc Bard 1 (hp; 10/10 | AC: 12 | T: 10 | FF: 12 | Fort: +1 | Ref: +2 | Will: +2 | Init: +2 | Perception: +0 | Darkvision 60ft.)

Sounds like a plan

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

"Go team! Go!"

Although Omorose was probably the prettiest girl in the village, she never imagined herself to act as a cheerleader ever!

Silver Crusade

Female Human Palladin 1 (hp 12/12 | AC: 17 | T: 13 | FF: 14 | Fort +3 | Ref: +3 | Will: +2 | Init +5 | Perception -1 | Human-o-vision

"Get him Vanovar!"

Scarab Sages

Female Human Wizard HP 12 | AC 9 T 9 FF 9 | F+2 R-1 W+1| Init -1 Perc-1 |

Hmm, if I would pull one of the ropes at just the right time, would I be able to trip the golem? Well, probably won't hurt to try...

Omorose picks up one of the ropes and gives a quick tug to bring the golem out of balance.

Trip attempt: 1d20 - 2 + 1 ⇒ (17) - 2 + 1 = 16

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