Adivion Adrissant

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5,863 posts. Alias of Justin L. Warren.


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Vailis casts another Slow spell, this time on the newly arrived giant and the human woman, but both enemies resist its magic.

Meanwhile, his summoned apes continue to pound at the newcomers, with the orange and blue apes successfully removing 4 images of the woman, leaving her with only 2 duplicates. The green ape hits the purple giant with its first slam, but the rest of the attacks directed at that giant miss.

Melufiuos fires an arrow at the white giant that goes through the creature's eye and into its brain, killing it instantly. His second arrow also hits the red giant, but doesn't quite kill it.

Valik, however, takes advantage of the red giant's weakened state and critically strikes it in an artery, knocking it unconscious.

Heccan steps out of the reach of the purple giant and uses a spell to create 6 duplicates of himself.

GM Screen:

Formoch Will: 1d20 + 11 ⇒ (17) + 11 = 28
Atga Will: 1d20 + 9 ⇒ (19) + 9 = 28
Miss Chance; hit on 1: 1d4 ⇒ 2

Vanzetti and Quiella


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As Vivian falls from her injuries, Silas focuses his full attention to the destruction of the air elemental, hitting the creature with his first strike but missing with the second.

Sophie, Tara, Stefan.


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Heccan recognizes the spell as Invisibility Purge.


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Vailis summons more apes, this time against the teleporting enemies behind him. The orange ape misses the woman, but the blue enemy strikes her twice. The other two apes attack the giant with the hammer, but all of their attacks miss.

Quiella casts a spell in an attempt to force the woman to attack her, but that particular enemy completely resists it.

Melufiuos hits with his first arrow, but misses with the second despite Valik's helpful advice.

Heccan quickly casts an invisibility spell and fades from view.

Valik keeps his attention on the white giant, hitting it with his first and third attacks. Despite all of its injuries, the creature remains standing.

Vanzetti steps out of the purple giant's reach while he decides what to do next. Not sure exactly what Vanzetti would do, since the character has a lot of moving parts and he didn't leave botting instructions. So, I'm going to delay him, but I'll allow the retcon posting of his firework damage for this turn.

The giants in the north now swarm on Valik, with the White and Red making failed attacks on Valik, while the blue merely moves up due to being magically slowed.

Ignoring the apes around him, the giant with the hammer pulls out a wand and uses it. Afterwards, Heccan finds his himself visible once again.

The female human then casts a spell defensively and suddenly 6 more images of her appear around her, making her exact location uncertain.

GM Screen:

Atga Will save: 1d20 + 9 ⇒ (18) + 9 = 27
White attack: 1d20 + 11 + 2 ⇒ (7) + 11 + 2 = 20
Red attack: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
Atga Defensive Cast: 1d20 + 12 ⇒ (20) + 12 = 32
Mirror Images: 1d4 + 2 ⇒ (4) + 2 = 6

Initiative (Round 4)
Vanzetti [Life link; Life Pact with Quiella] <= Up
Vailis [V: Life link; Life Pact with Quiella] <= Up
Valik [Flying] <= Up
Quiella [5 damage; 10 damage on her turn from Life Link] <= Up
Melufiuos [Life link; Life Pact with Quiella] <= Up
Heccan [44 Damage, 39 on Quiella's turn. Life link; Life Pact with Quiella] <= Up
3 Hill Giants
1 Hill Giant with hammer
Human in robes with 6 images

Group Effects
Bear's Endurance: +4 Con (additional HP granted)
Haste: +1 att, ref, AC. +30 mvmt (+20 small). One additional attack if full round attack.
Advice: +2 morale to charm/fear & +2 competence to atk/dmg
Rally Cry: +2 morale to att/dam

Everyone is up! Invisibility doesn't function around the purple giant.


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Tara defensive cast: 1d20 + 10 ⇒ (12) + 10 = 22

Tara casts a healing spell defensively due to the elemental's apparent reach, while Dr. Von Herzog takes a few moments to assess the situation before using more of his magic.

The air elemental turns its full fury against Vivian, hitting her with its slam attacks twice in a row, with the first hit being a critical strike. Vivian collapses to the ground from her injuries, although she still appears to be alive. Vivian takes 38 damage from the elemental, which with the 8 damage she has taken already puts her at 46 damage.

GM Screen:

Slam vs. Vivian: 1d20 + 17 ⇒ (20) + 17 = 37
Confirmation: 1d20 + 17 ⇒ (4) + 17 = 21
Damage: 4d6 + 12 ⇒ (4, 1, 5, 3) + 12 = 25

Slam vs. Vivian 2: 1d20 + 17 ⇒ (19) + 17 = 36
Damage: 2d6 + 6 ⇒ (3, 4) + 6 = 13

Initiative (Round 3)
Huge Air Elemental
Vivian [46 Damage; Prone and Dying] <= Up
Silas [16 Damage] <= Up
Stefan <= Up
Tara <= Up
Sophie <= Up

PC's are up!


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White will still be up. Mel's second attack misses due to firing into melee.


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If you think you might need to botted in the near future, it would be helpful to me if you can let me know what sort of actions your character would take.

Vanzetti, I'm fine with those changes, although to avoid retconning too much, we'll say you did not direct the fireworks against anyone the first round you cast it.

Vanzetti directs a firework into the face of the red giant, and it becomes dazed for a few crucial seconds. The sorcerer then shouts a helpful rallying cry.

Melufiuos fires two arrows at the white giant, and both hit causing magically enhanced injury to the enemy.

While the red giant drools on itself while being dazed, the blue giant attacks the nearby ape and sends it back to its home plane. The remaining ape took 28 damage from the club attack.

The white giant then charges at Valik, but misses with its club. The attack missed by more than 4.

Immediately behind Heccan then appears a giant with a warhammer and a human female in robes. From their sudden appearance, some sort of teleportation magic was probably used. Nevertheless, the giant attacks Heccan with his hammer twice, hitting the sorcerer twice. Heccan takes 49 damage in total from the teleported giant's two attacks. The second attack threatened a crit which thankfully was not confirmed.

GM Screen:

Red Giant Ref: 1d20 + 1 ⇒ (2) + 1 = 3
Red Target 1 V 2 Q: 1d2 ⇒ 2

Blue Club: 1d20 + 11 ⇒ (10) + 11 = 21
Damage: 2d8 + 16 ⇒ (6, 6) + 16 = 28

White Charge Club: 1d20 + 13 ⇒ (18) + 13 = 31

Purple Hammer 1: 1d20 + 19 ⇒ (6) + 19 = 25
Damage 1: 2d6 + 17 ⇒ (3, 1) + 17 = 21

Purple Hammer 2: 1d20 + 13 ⇒ (20) + 13 = 33
Confirmation: 1d20 + 13 ⇒ (7) + 13 = 20
Damage 2: 2d6 + 17 ⇒ (5, 6) + 17 = 28

Initiative (Round 3)
Vanzetti [Life link; Life Pact with Quiella] <= Up
Vailis [V: Life link; Life Pact with Quiella] <= Up
Valik [Flying] <= Up
Quiella [5 damage on her turn from Life Link] <= Up
Melufiuos [Life link; Life Pact with Quiella] <= Up
Heccan [49 Damage, 44 on Quiella's turn. Life link; Life Pact with Quiella] <= Up
3 Hill Giants
1 Hill Giant with hammer
Human in robes

Group Effects
Bear's Endurance: +4 Con (additional HP granted)
Haste: +1 att, ref, AC. +30 mvmt (+20 small). One additional attack if full round attack.
Advice: +2 morale to charm/fear & +2 competence to atk/dmg
Rally Cry: +2 morale to att/dam

Advice does the same thing as the Book of War Prayers, but I will include that bonus if advice ends.

Everyone is up!


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Tara and Stefan are still up. I'll give them at least one more day before botting.


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My apologies, I failed to update the "Current Map" link. It should take you to the right map now.


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Heccan casts Haste on the party, speeding up his allies.

Valik attacks the giant next to him, missing with his first two attacks, but hitting with the last haste attack.

Quiella also attacks the same giant, hitting with her second and third attacks.

Vailis then casts a Slow spell on the giants, affecting all three of them. The remaining summoned ape then attacks the white giant three times, missing with each attack.

GM Screen:

White resist to Slow: 1d20 + 3 ⇒ (4) + 3 = 7
Blue resist to Slow: 1d20 + 3 ⇒ (8) + 3 = 11
Red resist to Slow: 1d20 + 3 ⇒ (15) + 3 = 18

Vanzetti and Mel. I'll give them a couple of days before botting.


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Neither of Silas' sword attacks hit the nimble elemental.

Sophie's force nodachi does hit the enemy, but her longspear attack misses primarily due to the soft cover of her allies.

Vivian's sword swing does not fair much better than the others, as the elemental dodges her blow.

Tara and Stefan.


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I'll assume everyone will accept Life Pact in the order Quiella proposed.

I'll also assume that Vanzetti casts the buffs he mentioned earlier. Since I'm not sure what else he would do this round, I'll continue to go down the list of buffs until he weighs in.

After a few moments of buffing, the group prepares to meet the giants head on. Valik places himself in an extremely defensive posture, then moves forward.

Vailis summons four fiery apes that go on immediate attack against the giants. Of their number of attacks, only the first slams by the blue and yellow apes hit the giants.

Heccan uses one of found scrolls to cast Mass Bear's Endurance on his companions.

Quiella then uses a wand to give her a magical Shield against the enemy attacks as she also moves forward.

The invisible Melufiuos fires an arrow at the white giant, but with the large-sized apes in the way, his attack misses. The elf appears in sight afterwards.

Vanzetti casts Message on the group, allowing everyone is stay in communication in case the group is separated.

The white giant attacks the ape in front of him, missing with the first strike of his club, but hitting critically with the second, sending the ape back to its home plane. Orange ape took 55 damage from the crit.

The blue giant similarly turns its ire against the companion blue ape, sending it away when both club attacks hit. Blue ape took 48 damage in total.

The red giant takes out its ape with only one swing of its club and then advances on Valik. Red ape took 28 damage from the attack.

GM Screen:

White Club: 1d20 + 12 ⇒ (3) + 12 = 15
White Club 2: 1d20 + 7 ⇒ (20) + 7 = 27
Crit Confirmation: 1d20 + 7 ⇒ (18) + 7 = 25
Crit Damage: 4d8 + 32 ⇒ (7, 4, 8, 4) + 32 = 55

Blue Club 1: 1d20 + 12 ⇒ (18) + 12 = 30
Damage: 2d8 + 16 ⇒ (5, 1) + 16 = 22
Blue Club 2: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 2d8 + 16 ⇒ (3, 7) + 16 = 26

Red Club 1: 1d20 + 12 ⇒ (6) + 12 = 18
Damage: 2d8 + 16 ⇒ (7, 5) + 16 = 28
Red Club 2: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 2d8 + 16 ⇒ (1, 2) + 16 = 19

Initiative (Round 2)
Vanzetti [Life link; Life Pact with Quiella] <= Up
Vailis/Coco [V: Life link; Life Pact with Quiella] <= Up
Valik [Flying] <= Up
Quiella <= Up
Melufiuos [Life link; Life Pact with Quiella] <= Up
Heccan [Life link; Life Pact with Quiella] <= Up
3 Hill Giants

Group Effects
Bear's Endurance: +4 Con (additional HP granted)

If you used a buff that increases your AC, please make sure your status line reflects the changes to make it easier to track.

PC's are up!


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I'm pretty sure that a creature with reach still threatens even when there's other creatures in the way, so that's what we'll go with here.

Spiritual Weapon uses the power stat of the caster, so it should be based on Sophie's Charisma, not Wisdom. If I stated otherwise, then I was mistaken at the time.

Tara channels positive energy to heal Silas and Vivian of their most recent wounds.

Dr. Von Herzog steps five feet back to escape the elemental's reach, then casts a Magic Missile spell at the enemy, hitting it with three projectiles.

Sophie defensively casts a Spiritual Weapon spell, but the weapon misses with its first attack. Adding in Sophie's Charisma still wasn't enough to hit.

Undaunted by the party's attack, the elemental lashes out at Vivian and Silas, hitting them both with it slam attacks. Vivian takes 8 more damage, while Silas takes 10 damage.

GM Screen:

Slam vs Vivian: 1d20 + 17 ⇒ (16) + 17 = 33
Damage: 2d6 + 6 ⇒ (1, 1) + 6 = 8

Slam vs. Silas: 1d20 + 17 ⇒ (12) + 17 = 29
Damage: 2d6 + 6 ⇒ (3, 1) + 6 = 10

Initiative (Round 2)
Huge Air Elemental
Vivian [8 Damage] <= Up
Silas [16 Damage] <= Up
Stefan <= Up
Tara <= Up
Sophie <= Up

PC's are up!


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Sorry to hear that the fires are getting close to your home, Silas. I hope things turn out okay and stay safe.


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PC Initiative
Heccan's Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Melufiuos' Initiative: 1d20 + 6 ⇒ (10) + 6 = 16
Quiella's Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
Vailis' Initiative: 1d20 + 3 ⇒ (15) + 3 = 18
Valik's Initiative: 1d20 + 7 ⇒ (10) + 7 = 17
Vanzetti Initiative: 1d20 ⇒ 19

GM Screen:

Hill Giant Init: 1d20 - 1 ⇒ (2) - 1 = 1
Formach Init: 1d20 + 2 ⇒ (7) + 2 = 9
Atga Init: 1d20 + 2 ⇒ (18) + 2 = 20

The three hill giants keep moving forward, finally closing near melee range.

Combat Map. Please remember that the squares are all 10 feet.

Initiative (Round 1)
Vanzetti [Life link with Quiella] <= Up
Vailis/Coco [V: Life link with Quiella] <= Up
Valik <= Up
Quiella <= Up
Melufiuos [Life link with Quiella] <= Up
Heccan [Life link with Quiella] <= Up
3 Hill Giants

The PC's go first!


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Vivian recognizes this creature as a huge air elemental. As an elemental, she knows it is immune to critical strikes and precision damage. She also recalls that it has a moderate resistance to all weapon attacks.

Silas strikes the elemental with his first attack, but misses with his cleaving follow up. Vivian also misses with her sword attack.

Stefan, Tara, Sophie.


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Vanzetti uses the scroll of Heal to bring Rova back to his senses and repair his hand, but his amputated leg remains gone. Rova explains that he is a Chelish courier who had the ill fortune to run afoul of the harpies, who kept him as a playmate in their nest, even after a disease had robbed him of most of his senses. His leg was removed to stop him from fleeing. If asked, he says he has no affiliation with the Aspis Consortium.

Feel free to ask any further questions you would like, but he has no bearing on the final encounter so let's get it started.

GM Screen:

Hours: 1d6 ⇒ 2
Valik P 300 Away: 1d20 + 22 ⇒ (17) + 22 = 39
Valik P 240 Away: 1d20 + 22 ⇒ (1) + 22 = 23
Valik P 180 Away: 1d20 + 22 ⇒ (16) + 22 = 38
Mel P 180 Away: 1d20 + 12 ⇒ (3) + 12 = 15

Two days after getting settled at your position at the top of the stairs, and two hours after sunset with a night sky that is partially lit by a crescent moon, Valik hears the rumbling of giant footsteps. Looking north at about 180 feet away, he spots three hill giants.

You have two rounds before the giants arrive into melee range and we start initiative. I'll give you a bit to decide what preparations you would like to take, but I'll try to get another update done by Wednesday.

Here is a link to the new map. The square are all still 10 feet. The top map's grid doesn't quite match the bottom grid, but I'll give you the benefit of the doubt if there are any issues. The giants are coming from the north (top), but I haven't placed them on the map yet since they are 180 feet away. If you want to start targeting them from afar, feel free to label your target Red, Blue, or White.


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Vivian unlocks the door easily and it slides open seemingly by itself before she can make another attempt to disable the trap or before Dr. Von Herzog can investigate further.

Looking inside the room, you see a huge portrait hanging above an enormous, lit fireplace in this large entry chamber. A set of steep stairs rises to the right. The door opening also finally completes the trap and a huge sized cloud-like creature appears out of thin air in the room and begins to move aggressively against the group.

It's Knowledge (planes) to identify the creature.

Indeed, it makes the first move in the combat, directing one of its windy fists at Vivian while the other is focused on Silas. Both slam attacks easily hit the two adventurers, injuring them somewhat. Vivian takes 11 damage, while Silas takes 13 damage.

PC Initiative
Silas Initiative: 1d20 ⇒ 15
Sophie's Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Stefan's Initiative: 1d20 + 5 ⇒ (4) + 5 = 9
Tara's Initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Vivian's Initiative: 1d20 + 5 ⇒ (14) + 5 = 19

GM Screen:

Elemental Init: 1d20 + 13 ⇒ (13) + 13 = 26

Slam vs Vivian: 1d20 + 17 ⇒ (18) + 17 = 35
Damage: 2d6 + 6 ⇒ (1, 4) + 6 = 11

Slam vs. Silas: 1d20 + 17 ⇒ (13) + 17 = 30
Damage: 2d6 + 6 ⇒ (6, 1) + 6 = 13

Initiative (Round 1)
Wind Creature
Vivian [11 Damage] <= Up
Silas [17 Damage] <= Up
Stefan <= Up
Tara <= Up
Sophie <= Up

PC's are up!


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My apologies, I had thought that I had made a small post earlier in the week to let you all you know that I was still here but extremely busy irl, but apparently either I forgot it or it got eaten. I'll update today.


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My apologies, but I'm working a bunch of 12 hours shifts in a row at my job. I'll try to update soon.


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My apologies, but I'm working a bunch of 12 hours shifts in a row at my job. I'll try to update soon.


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The DC is 31, yes.

Quiella attempts to use the Heal scroll on Rova, but something goes wrong and she quickly realizes it'll be some time before she can try again.

Rolling a '1' means she'll have to wait 24 hours before trying again. I'm assuming someone else will try first.


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The Heal skill can be used untrained.

RE: Mirror Image and Blur. The mirror image effect is taken into account first, then if it would hit the real person, then the miss chance goes into effect.

I believe at your level, you can only add a +2 enhancement bonus to your weapon, Mel, but Speed is a +3 enhancement bonus so you cannot use this until you are level 9. When you can add that, it just gives you one extra attack (when performing a full attack action). If Haste is present, then you still only get one extra attack, you don't get two extra attacks.

Mel, everything you typed in your third paragraph is correct.

If someone is going to use the Heal scroll on poor Rova, please make the roll so we can move the final encounter.


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There are no burning torches, there was a cook fire in the room with the giants and Aspis agent, but no other fiery light sources otherwise.

Okay, so it looks like the Aspis agent is healed slightly with Infernal Healing, while the man found inside the statue shall remain in his current state. I'll assume the Aspis agent is being kept bound for the time being.

So, you'll wait at the top of the stairs with three watches: Heccan/Mel in the morning/afternoon, Quiella/Vanzetti in the afternoon/evening, Vailik/Vailis in the evening/morning. Vanzetti will set up a series of magic mouths that will serve as signal fires if enemies come from a different directions. Your waiting will last at least until the next day, so all spells and abilities will return before anything happens.

If there is something I missed, please let me know. I'll update tomorrow to give you time to respond and/or Quiella to give input if she wishes.


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Vivian believes she set off the trap, but there does not appear to be any immediate effect.

You can take 20 to unlock the door, you just can't take 20 to disarm a trap (due to the chance of failure).


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Mel, you can use your parrot as a general warning that something is happening, but you won't get specifics outside her emotional state.

If you are setting up watches, let me know. I'll give you guys at least another day to work that out, but someone should probably propose who is guarding when. I'm going to assume the group in general will be waiting at the top of the stairs where Vailis suggested.


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If you miss the DC by more than 5, you set the trap off. Your attempts haven't set it off yet. The lowest roll you made to disarm the trap is 28, so the DC can't be higher than 33.


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Assuming Tara agrees..

Vivian makes another attempt to disarm the magical trap, coming close but not quite removing it.

Her next attempt to unlock the door is also unsuccessful.


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We aren't in combat yet, so all I need is general strategies to prepare for an enemy's arrival at an unspecified time. If you are going to do guards, I need to know who is guarding and at what times. Also, the location where you wish to set the guard(s). Vailis made a suggestion in regards to that, but I'll leave that open for now in case there is additional input.


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Using Detect Magic, Vivian discovers the door has an aura of the Conjuration school of magic, leading her to believe it'll summon some extraplanar creature as per a Summoning spell.

She then attempts to disarm the trap and unlock the door, but isn't quite able to accomplish either goal. The trap still isn't triggered, however.

It looks like Stefan has Dispel Magic, but I'll leave it up to him if he wants to cast it or not.


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Vivian easily cuts the string to the bell, but she does not disable the magical trap. Fortunately, she doesn't set it off either.

On top of another roll to disable the trap, you'll also need to make a roll to unlock the door.


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I'm afraid you can't take 20 to disarm a trap since there is a penalty for failure.

A closer examination of the door reveals that there is a hidden bell pull hanging by the eastern side of the door.

Vivian also discovers a magical trap on the door. It appears like it might summon something if the door is opened.

With this new information, you can reroll your Disable Device checks if you wish, Vivian.


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With his sight restored (and now with a greater vision range than the nearsighted Quiella), Valik is the first to discover something unusual on near the head of the southwestern statue.

New location marked with a big red X on the map.

The view of the Varisian plains from the top of the statue’s head is breathtaking. On a clear day, it should be possible to see all the way to the coast. A haze of flies buzzes around the feces and rubbish that discolor the giant statue’s shoulder and the gap between its head and cowl. A small door between the cowl and the back of the head opens into a fifteen-foot-radius chamber in the figure’s hollow head.

The domed chamber inside is tidy in comparison to the mess outside. Small walkways of woven branches separate eight large nests, and a hammock-like arrangement suspends one larger nest in the peak of the room.

After a cursory examination of the room, Valik and Quiella first spot a human male bound and crumpled in a corner. While still alive, the man's right hand has been crushed into uselessness and his right leg has been amputated at the knee. Any attempt to speak with him quickly reveals he's barely more than a rambling idiot, although he does claim his name is Rova.

A heal check can tell you more, but I don't think Valik nor Quiella have that skill.

A search of the room also reveals 6 more +1 giant-bane arrows, several scrolls in an aluminum scroll tube (one scroll each of heal, mass bear’s endurance, mass enlarge person, raise dead, and speak with dead, and two scrolls of stoneskin), and three sleep arrows

If you are setting up guards, let me know what location and what times. Also let me know where everyone will be located otherwise.

Here is a map of the greater area again to help with any preparations you may want to do. All the tiles are 10 feet.


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A look of tangible fear falls over Tathos' features as the group intimidates him into telling you more, "Formoch is a hill giant who leads a gang of giants. He calls himself the King of the Storval Stairs. Shortly after Formoch took possession of the stairs, the Consortium approached him with a bargain: Rather than pay tribute in gold and livestock, the Consortium would provide the giant chief with captives for his sacrificial rituals. In exchange the Aspis Consortium and their allies could travel unhindered upon the Storval Stairs (assuming they led enough ritual captives with them)."

Okay, as per your mission briefing, now you need to wait for the King of the Storval Stairs to show up and defeat him. You aren't sure when that will be (Tathos doesn't know), but you have time to prepare in any fashion you wish as long as you keep a presence in the area. I would suggest perhaps that a person or persons search the area with some sort of flight since you ran into a group of harpies but haven't located their nest.


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Sorry if I sounded curt, but this comes up so much that I just wrote that previous post a couple of years ago and just c/p whenever it comes up again.


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The flesh golem hound attempts to bite Silas as he grabs his weapons, but its jaws miss the fighter. Silas then retaliates with a solid sword blow, destroying the construct.

GM Screen:

AoO: 1d20 + 13 ⇒ (6) + 13 = 19

I'll assume Tara still heals Silas.

Combat Over

Injury report with Tara's healing: Silas 4 Damage.

After Tara heals Silas with a cleric spell, Dr. Von Herzog examines the hound for a few moments. He notes that that the construct seems to be built slightly different from the flesh hound golem found at the chemical factory, but its stitching is quite similar to that of the Beast of Lepidstadt.

Once the group is ready to proceed, the arched bridge ends at a small cobbled terrace with a curious-looking iron door depicting a scowling sun being devoured by ravenous clouds. To the left, two hundred feet below, a huge waterfall plummets into the depths. A cursory examination reveals the door is locked.

I've moved the group to the door on the map.


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Real life has been busy for me again, I'll try to get an update done in the next couple of days.


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With Vanzetti's extra damage, Quiella will need to heal herself of 23 damage instead of 18.

Also, at the beginning of the encounter with the giants, the hound archon overhead the man mention that he was a member of the Aspis Consortium and that there was some kind of deal between the Consortium and 'King Formoch.'

After the combat winds down, Vailis uses the Heal scroll to restore Valik's sight, while those skilled in spellcraft identify the majority of the items.

On the hill giant corpses, you only find large sized greatclubs and makeshift earplugs.

Vailis helps the man in the previous room sit up, but his hands and feet are still tied up. "My name is Tathos. I was traveling with a caravan when the harpies attacked. Although we had a deal with the giants, but they were about to eat me instead of saving me."


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You can't take 10 on Spellcraft to identify magical properties. You have to concentrate on Detect Magic in order to identify something magical. This is a distracting task. You can't take 10 if you are distracted. Thus, you can't take 10 to identify magical objects.


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I don't believe Temporary HP gets healed with healing spells.

Quiella takes out the harpy with her second sword strike. The creature stops dancing and plummets to the ground.

The crossbow bolts and spells of the others can be saved.

Shortly afterwards, the harpy sealed away with Vailis' Wall of Ice emerges from some vents in the ceiling, but the single enemy is quickly dispatched by the combined force of the group.

Since the last harpy would be of little challenge at this point and prolong this combat even further, we'll just say you defeat her.

Combat Over

Injury report [Assuming Quiella takes the rest of Vailis' damage]: Hound Archon 19 damage, Quiella 18 damage, Mel 3 damage, Vanzetti 4 damage. Valik is blinded.

On the pink harpy's body, you find 5 magical arrows with blue fletching, 7 magical arrows with brown fletching, 5 magical arrows with red fletching, a scroll of displacement, a scroll of heal, a scroll of wall of stone, magic wand, a magical chain shirt, a masterwork morningstar, a masterwork short bow, 20 normal arrows, and a magical ring.

On the other harpies, you find 3 potions, three chain shirts, 3 masterwork morningstars, and three masterwork composite longbow (+3 Str) with 90 arrows.

Spellcraft: 5 arrows with blue fletching, DC 26:

These are elf-bane arrows (5)

Spellcraft: 7 arrows with brown fletching, DC 26:

These are giant-bane arrows (7)

Spellcraft: 5 arrows with red fletching, DC 26:

These are human-bane arrows (5)

Spellcraft: Wand DC 20:

It's a wand of Deep Slumber (CL 5; 3 charges)

Spellcraft: Chain Shirt, DC 18:

It's a +1 Chain Shirt.

Spellcraft: Ring, DC 20:

It's a Ring of Protection +1

Spellcraft: Potions DC 18:

They are Potions of Cure Moderate Wounds (3)

As the Confusion spell ends on the bound human in the previous room, he begins to moan in pain.


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I'm happy to surrender the thread to Upaynao if they are interested in still using it. If so, please set me as inactive whenever the changeover takes place. :)

In the meantime, I'll leave it active.


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I believe the PfE aspects would give Valik a +2 bonus to defend against the spell, but that's not enough to make the save. Conjuration effects aren't completely blocked by it as most Enchantment spells are.

Despite his resistance, the harpy's spell robs Valik of his sight.

Vanzetti's fireworks hits the harpy near the face, but does not dazzle her. The sorcerer then readies a crossbow attack in case the harpy tries to cast another spell.

GM Screen:

Reflex vs. Fireworks: 1d20 + 15 ⇒ (20) + 15 = 35

Vailis attempts to give Valik some guidance on the position of the harpy in the air, while making a crossbow attack that misses the enemy. The hound archon then casts another Aid spell, this time on Melufiuos.

Pulling out a scroll, Melufiuos then takes a five-foot step and casts Fly on Quiella.

With some angry invective, Heccan casts a Scorching Ray spell and both fiery bolts hit the remaining harpy.

Quiella takes to the sky as she charges up to the harpy and slashes at her with a greatsword. Despite her injuries, the harpy still seems ready and eager to fight.

Quiella Charge with PA, Heroism, Aid, Charge bonus: 1d20 + 13 - 2 + 1 + 1 + 2 ⇒ (18) + 13 - 2 + 1 + 1 + 2 = 33
Damage: 1d10 + 7 + 6 ⇒ (4) + 7 + 6 = 17

Perhaps emboldened by her success with Valik, the harpy flies back 5 feet and begins to cast another spell. Vanzetti's readied action goes off, cutting into a feathered leg with a bolt. Unfortunately, it's not enough to prevent her from casting and now Quiella feels her sight dimming as well. Quiella needs to make a DC 18 Fort save or become permanently blinded.

GM Screen 2:

Concentration Check: 1d20 + 13 ⇒ (5) + 13 = 18

Initiative (Rounds 8-9)
Valik [Blinded; Fly active] <= Up
Vailis/Archon [V: 10 Damage, 5 on Quiella's Turn. Life Link with Quiella; A: 19 Damage] <= Up
Quiella [Fort save needed. 21 Damage; 26 Damage on her turn from Life Link; Aid Active]<= Up
Melufious [3 damage + 14 Temp HP. Life Link with Quiella; Aid Active] <= Up
Heccan [Life Link with Quiella]<= Up
Vanzetti [4 Damage. Life Link with Quiella] <= Up
1 Harpy [2nd Harpy currently entombed in an ice wall.]

Current Effects
Haste: +1 att/AC/Ref, +30 (+20 small) speed, +1 extra attack when full round attack.

Everyone is up!


Gamemaster | CC Map | S4 Map

I'm fine with saying Silas dropped his sword and shield on the bridge before almost falling over.

Tara assists Silas with pulling him back up on the bridge, while Sophie pulls out her rope and moves up to the group.

The flesh golem hound takes advantage of Silas's distraction as it takes a bite out of the fighter. Afterwards, it goes in for another bite, but misses the second time. Silas takes 18 damage from the hound's AoO bite.

GM Screen:

1d100 ⇒ 85
FGH bite AoO: 1d20 + 13 ⇒ (18) + 13 = 31
Damage: 2d6 + 7 ⇒ (5, 6) + 7 = 18
FGH bite 2: 1d20 + 13 ⇒ (9) + 13 = 22

Initiative (Round 4)
Tara <= Up
Stefan <= Up
Vivian <= Up
Sophie <= Up
Silas [19 Damage] <= Up
Flesh Golem Hound

Everyone is up!


Gamemaster | CC Map | S4 Map

I'm setting Olaf inactive. If anyone else wants to be inactive, let me know.

I'm happy to have run this for so long, and I wish you luck finding another GM. If you have trouble finding someone, I might be able to run again after a long hiatus to recharge my batteries and get past the busy season at my job. That would not be until after December.


Gamemaster | CC Map | S4 Map

The green harpy is hit with a burst of Snapdragon Fireworks, then is struck with one of Vanzetti's Scorching Rays and catches on fire. The pink enemy avoids the second ray.

Valik flies up to the pink harpy, but his punch misses her.

The invisible Heccan hits both enemies with some Magic Missiles.

Already on fire, the green harpy manages to avoid the worst of Melufious' wand blast.

The green harpy continues to burn from Vanzetti's spell, however, and that is enough to knock her unconscious. She then crashes to the ground.

Green is defeated.

The pink harpy flies back five feet from Valik and casts a spell. The monk feels his eyesight dimming from the magical effect.

Valik needs to makes a DC 18 Fort save or he is permanently blinded.

GM Screen:

Green Save vs Dazzle: 1d20 + 11 ⇒ (7) + 11 = 18
Green Save vs S I: 1d20 + 10 ⇒ (16) + 10 = 26
Fire Damage on Green: 1d6 ⇒ 5

Initiative (Rounds 7-8)
Valik [Fort Save needed; Fly active] <= Up
Vailis/Archon [V: 15 Damage, 10 on Quiella's Turn. Life Link with Quiella; A: 19 Damage] <= Up
Quiella [18 Damage + 2 Temp HP; 21 Damage on her turn from Life Link]<= Up
Melufious [3 damage. Life Link with Quiella] <= Up
Heccan [Life Link with Quiella]<= Up
Vanzetti [3 Damage. Life Link with Quiella] <= Up
1 Harpy [2nd Harpy currently entombed in an ice wall.]

Current Effects
Haste: +1 att/AC/Ref, +30 (+20 small) speed, +1 extra attack when full round attack.

Everyone is up!


Gamemaster | CC Map | S4 Map

Vailis steps behind the archon to cast Fly on Valik.

Unable to initially resist the glitterdust effect, the hound archon is blinded but continues a series of attacks against the black harpy. The first swing of its sword hits the enemy, but the remaining attacks all miss. Afterwards, its sight returns.

Quiella follows up with her greatsword and finally defeats the black harpy, dropping it to the floor.

Black harpy is defeated, so Valik, Mel, Heccan, and Vanzetti are all up. Valik just had the Fly spell cast on him.


Gamemaster | CC Map | S4 Map

The steel of Silas sword cuts into the flesh golem hound, but its not enough to stop it from pushing him over.

As the fighter begins to fall, Vivian reaches out to try to stop him, but she only succeeds in slowing his fall. After that self-preservation takes over and Silas manages to grab the edge of the bridge, preventing him from plummeting to his doom.

Dr. Von Herzog makes his way quickly to the center of the bridge and fires another acid bolt at the construct that hits, although not critically.

The seams of the flesh golem's body are starting to pull apart, the creature probably can't take much more injury.

Tara and Sophie. Silas and Vivian can take actions as well, although if Silas wants to pull himself up, he'll probably want to toss his sword up on the bridge then pull himself up. Pulling himself up on the bridge will provoke an AoO.


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The session has been reported and I have sent the Chronicle sheets to the email addresses provided. Let me know if there are any issues.

I'll keep the thread open as you look for another GM.


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Dr. Von Herzog attempts to test a theory about the golem's lack of protection from conjuration spells, but his acid arrow bolt misses its target.

Sophie fires another arrow at the creature and hits it.

The flesh golem hound continues to keep its attention concentrated on Silas as it attempts once again to bull rush him off the bridge. This time, it manages to push him off the edge.

Okay, first Silas gets an AoO against the hound from the bull rush maneuver. Assuming that doesn't kill the creature and no one has Feather Fall, I'll allow Silas to makes a DC 20 Reflex save to avoid falling. If he succeeds, he'll be hanging off the edge of the bridge. Vivian and Tara can make DC 10 Strength checks to give him a +2 to his save for every success. I also just made the DC, so if Silas has anything that increases his CMD past 21, let me know.

Flesh Golem bull rush: 1d20 + 13 ⇒ (8) + 13 = 21

Initiative (Round 3)
Tara <= Up
Stefan <= Up
Vivian <= Up
Sophie <= Up
Silas [1 Damage; potentially falling] <= Up
Flesh Golem Hound

Everyone is up!


Gamemaster | CC Map | S4 Map

Sugarsnap, Truffles is currently confused and attacking you. I'll assume you'll forgo your spell to avoid triggering an AoO from your companion.

Despite being confused, Truffles makes only a half-hearted attack on Sugarsnap, missing the halfling.

Krago uses the magical staff to send another Fireball into the room and those near the door smell the odor of fried worm emanating from mists.

The white enemy then closes on the door, taking an arrow to the face.

The remaining enemy then makes a few impotent strikes with its shortsword, only to quickly meet its doom to Xakon's rapier and Freodwen's arrow.

The momentum was completely on your side, so to speed things up I just assumed the inevitable.

Truffles attack: 1d20 + 10 ⇒ (3) + 10 = 13

White Reflex: 1d20 + 8 ⇒ (3) + 8 = 11

Combat Over

On the worm creature's bodies you discover 3 masterwork short swords, a wand of web (6 charges), and 2 wands of magic missile (CL 5th, 12 charges). Around the neck of one of them, you also discover a pouch containing an Emerald Spire transport token.

A closer examination of the mist-filled room also reveals that when shifting air currents thin the fog, they reveal that the walls connect at precise, unnatural angles and are decorated with strange geometric designs.

Having examined all the rooms, the group decides to head back to the surface. After reporting your findings to your superiors, they agree to send a team of spellcasters down later to clear out the spider creature with fireballs.

End of The Tomb of Yarrix.

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