Cleric of Erastil (current hp 25, total hp 25; F+4 R+4 W+7; AC19, t12, ff17, Initiative +3, Perception +9)
Okay, any votes for me flicking through the adventure and figuring out how to kill the golem? I own everything Paizo, pretty much, but can't remember any thing about this adventure beyond 'infiltrate the cult'. Or, y'know, I could PM Doug? Maybe he's just annoyed that ear-piercing scream makes the golem auto-implode and he's missed his TPK?
Cleric of Erastil (current hp 25, total hp 25; F+4 R+4 W+7; AC19, t12, ff17, Initiative +3, Perception +9)
Swoop has 7 hit points. Swoop takes to the air to get away from the swarm scraping the cieling in F16. I step away F15 and channel His power to heal my allies and myself. channel positive energy to heal: 2d6 ⇒ (3, 3) = 6
Cleric of Erastil (current hp 25, total hp 25; F+4 R+4 W+7; AC19, t12, ff17, Initiative +3, Perception +9)
Swoop flies up and over the battleground withdraw action, will still provoke an AoO from one hellhound, I think to land behind Lorant. I step into Kaylee's place and swing for the mask-thing.
Cleric of Erastil (current hp 25, total hp 25; F+4 R+4 W+7; AC19, t12, ff17, Initiative +3, Perception +9)
I noticed another map thing. I moved Swoop to F17 but you have him at F18 which makes him more threatened. To be honest, I was posting from my phone and the wall didn't really show up to me. If I'd known, I would have kept him behind the danger-funnel. Lorant and Swoop, backed up by three casters, might have been able to hold-the-line a little better than Lorant and Kaylee backed up by two casters. It also renders my attempt to flank pointless. I can't 5ft-step through a wall: I just couldn't see the wall on my phone... Kaylee, if you 5ft-step back and I 5-ft step into your place then I could play meat-shield-basher with Lorant. Kaylee and Kerret, between the three of us we should be able to boost Lorant's AC to 17 (with Mage Armour) and heal some of his wounds. We won't defeat a golem/construct (which the spell immunity suggests) without solid melee that overcomes DR. And that's Lorant. In a better environment, I would suggest running away until the summoned hell hounds faded but I don't think we can do that here. However, casting Protection From Evil on our two door-fillers would render the summoned creatures out of the fight. Swoop has 7 hit points and is, in all likelihood, about to die. However, if we could get him back on our side then mage armour could boost his AC to 23 and Shield Other could double his hit points.
Cleric of Erastil (current hp 25, total hp 25; F+4 R+4 W+7; AC19, t12, ff17, Initiative +3, Perception +9)
I send swoop to harass Egarthis. F17 attack: 1d20 + 6 ⇒ (2) + 6 = 8
While I pray for Erastil's aid bless +1 to attack for everyone and then step forward beside Kaylee. Lorant, we should be able to 5ft step into a flank which will give me a chance of hitting.
Cleric of Erastil (current hp 25, total hp 25; F+4 R+4 W+7; AC19, t12, ff17, Initiative +3, Perception +9)
I look taken aback at Lector's question, "The god who I have sworn my life and soul to has directly intervened and sent this gift to me. Don't imagine I will turn him away or abandon His gift to these cut-throats and charlatans." Kaylee's plan puts more cheer in my face, "Swoop could accompany you and serve as a guard while we climb. How do we get up there?" My confusion, edited.
Cleric of Erastil (current hp 25, total hp 25; F+4 R+4 W+7; AC19, t12, ff17, Initiative +3, Perception +9)
I grin at the bird and strokes it's plumage, "Old Deadeye provides for his flock." Then I take the mace as it heads for Lector, "He knows his way around that rapier; let me swing this lump. Once we are away from the dying I call on His aid again. channel energy: 2d6 ⇒ (5, 6) = 11
Cleric of Erastil (current hp 25, total hp 25; F+4 R+4 W+7; AC19, t12, ff17, Initiative +3, Perception +9)
The failure of Lector's spell might mean that Krant has a magical club! If so, we need to get it into Lorant's hands. Has anyone taken non-lethal damage? I have an ability to heal that which I can use seperately from the wider healing.
Cleric of Erastil (current hp 25, total hp 25; F+4 R+4 W+7; AC19, t12, ff17, Initiative +3, Perception +9)
I move forward and stabilise Kaylee with my sacred touch while talking to the remaining priest. "We all know this is Krant's fault. Just tell us where our things are being kept and we'll leave. Nobody needs to die here." diplomacy: 1d20 + 6 ⇒ (12) + 6 = 18
Cleric of Erastil (current hp 25, total hp 25; F+4 R+4 W+7; AC19, t12, ff17, Initiative +3, Perception +9)
I command DC14 the priest who attacked Swoop to drop his weapon. Meanwhile, the focused Roc continues to assault Krant. beak attack: 1d20 + 5 ⇒ (11) + 5 = 16
talon attack 1: 1d20 + 5 ⇒ (8) + 5 = 13
talon attack 2: 1d20 + 5 ⇒ (12) + 5 = 17
Cleric of Erastil (current hp 25, total hp 25; F+4 R+4 W+7; AC19, t12, ff17, Initiative +3, Perception +9)
The bird continues to attack Krant from a flanking position with Lorant. Lorant should get +2 as well.. beak attack: 1d20 + 7 ⇒ (20) + 7 = 27
talon attack 1: 1d20 + 7 ⇒ (6) + 7 = 13
talon attack 2: 1d20 + 7 ⇒ (3) + 7 = 10
While I rush to Kerret's side and call on Erastil healing warmth.
critical confirm: 1d20 + 7 ⇒ (10) + 7 = 17
Cleric of Erastil (current hp 25, total hp 25; F+4 R+4 W+7; AC19, t12, ff17, Initiative +3, Perception +9)
Looks like the mace is available and right next to Lorant. "Erastil be praised! We fight for a real god!" Instinctively, I understand my bond with the over-sized bird and send it in to harrass Krant.
Then I call on Erastil to bind our foe casting Hold Person on Krant: DC15.
Cleric of Erastil (current hp 25, total hp 25; F+4 R+4 W+7; AC19, t12, ff17, Initiative +3, Perception +9)
Actually, Doug, while I have my head screwed on a little, I am concerned that us players are spoiling the adventure... definitely not for PCs: The first adventure was all set up for us to make small-town farm-folk: so, we made those kind of characters.
The adventure did a good job of motivating us to leave Kassen but now we're fish-out-of-water. Not because we're in a town but because we're doing sneaky espionage stuff. You were smart to bring in Lector but, ultimately, these aren't espionage characters. Lorant and Vastar are square-jawed and honest. We don't really trust lies to get the job done.
I am a modules subscriber and always flick through them. I vaguely remember that the whole thing is meant to play out in the temple... seems like we've blown that gig. You might want to consider putting the McGuffin somewhere a bit more appropriate for us (we can do RP, espionage is the problem) and sending us off on more adventures there. If you don't want to design something then use a cool 3PP or somesuch? Written modules have expectations on the players to colour insie the lines and design appropriate characters. We haven't done that (for good reasons) and are probably screwing up the whole written adventure. Don't be afraid to bail on the written adventure when us players screw it up.
Cleric of Erastil (current hp 25, total hp 25; F+4 R+4 W+7; AC19, t12, ff17, Initiative +3, Perception +9)
Updated, but I need to deal with two things. 1. I have an elemental gem of water. I can't see any use for it so should/would have sold it.
2. How to introduce my Animal Companion.
Cleric of Erastil (current hp 25, total hp 25; F+4 R+4 W+7; AC19, t12, ff17, Initiative +3, Perception +9)
I embrace the manual labour: a chance to clear my mind and replicate the feeling of helping the community that I get in my ordinary service. If we are with others, I do my best to muck in, help others and offer the odd encouraging noise or supportive statement. In the long run, it seems like the other novices could help us to get ahead of ourselves. diplomacy, if necessary: hoping for some circumstance bonuses for being helpful: 1d20 + 5 ⇒ (6) + 5 = 11
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