Milton Smithson |
KaKaw: your turn is up. Green dragon head, 20 ft. cone of acid. High winds will make arrows next to impossible.
Hmmmm, I don't have any ideas on how to kill a flying critter that don't involve arrows.
What does "next to impossible" equate to as a game mechanic?
Ka Kaw |
I'll vanish and ready an action to attack if it comes closer to the party within 30'
damm I wish this wind out die down
short bow: 1d6 + 8 ⇒ (1) + 8 = 9
damage: 1d6 ⇒ 5
sneak if within 30' and invisibile: 3d6 ⇒ (5, 1, 6) = 12
Fendel, CSI: Absalom |
Fendel pulls a flask out of his haversack move action and drinks a potion. Acid Resistance 10 .
Venture Teller Play b'Post |
What does "next to impossible" equate to as a game mechanic?
Arrows flying wildly off mark? Maybe crashing into a flying branch and cracking? Perhaps carried hundreds of feet into the air? GM prioritizing flavor over crunch to prevent metagaming? :) Not to worry however, as even a Large flying creature can't fly very well in the wind. It is on the ground.
The massive head of a lion bites at Milton.
The scaled head of a dragon bites at the tiefling.
The horned head of a goat tries to remove the guts of the 'paladin'. Each time it moves, some of the fungus growing from its body falls to the ground or bursts into cloud of spores. It only manages to connect twice, but those spores bits of fungus stick to the wound.
lion bite: 1d20 + 12 ⇒ (2) + 12 = 14, lion bite: 2d6 + 4 ⇒ (4, 3) + 4 = 11
dragon bite: 1d20 + 12 ⇒ (18) + 12 = 30, lion bite: 1d8 + 4 ⇒ (8) + 4 = 12 (plus a Fortitude save (I dinnae have the DC right now)
ram gore: 1d20 + 12 ⇒ (16) + 12 = 28, lion bite: 1d8 + 4 ⇒ (8) + 4 = 12
Party is up!
Round 2
Infected C (20): goes ferocious on the Paladin
Nivik (19): <-- here now
Fendel (12): drinks potion
Milton (12): <-- here now
Ka Kaw (12): <-- here now
Infected C (20): moves and breaths acid
Nivik (19): casts scorching ray
Fendel (12): casts shield
Milton (12): casts CSW
Ka Kaw (12): readies/loses an arrow in the rain.would you like to make a different action? It is obvious arrows will not work in the storm
Milton Smithson |
Milton drops his bow and draws his mace. As a swift action, he makes the mace bane vs magical beasts, and he proceeds to whack at the thing.
+1 Cold Iron Heavy Mace Hit: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23 +4 if it is prone
+1 Cold Iron Heavy Mace Damage: 1d8 + 8 + 2 + 2d6 ⇒ (8) + 8 + 2 + (2, 6) = 26
That is effectively a +3 attack, so it would overcome DR magic, cold iron, and silver.
If the creature was only allowed one attack this round, then I believe I am all healed up now, since its first attack missed. However, if it did get all three attacks along with its move action, then I have 22/45 hit points, and I rolled a 17 on the save.
Venture Teller Play b'Post |
Nivik's arcane power continues to cut into the opponent, but not nearly as well as Milton's divinely imbued mace of destructive destruction. Blood and spores spew everywhere from the blow.
R1 moved & breathed, R2 full attacked. Ka Kaw is up!
(XXX X VI, not tripped.)
Venture Teller Play b'Post |
So probably my bad for not realizing the thing was on the ground and right next to me.
No problem, can you see the map? I know you said you couldn't always affect it, but if you can't see it, that's on me. I could have made its nearness more obvious had I AoO when you cast a spell, but that just seemed a bad idea... :)
Rock is 25 or 30 feet up, so yes with a climb check. Or you can move through your allies along the trail easily enough.EDIT: OOPS yes that is a good enough climb on the rock.
Milton Smithson |
Soooo, when my action in that round was to tell people to scatter, activate a judgement, do my movement while drawing my bow, and then casting a spell once I got there. Yes, I'm at a loss as to why I'd have pulled a ranged weapon while running into melee with the big ugly, and then casting a spell while standing next to it. The description of the monster's action was "it flew" and then "it breathed acid." I certainly didn't interpret "it landed" from that, and thus my decision to scatter.
Yes, I can see the map, I just can't manipulate it, and thus my request that someone move me on the board to accomplish my part of "scattering"
Fendel, CSI: Absalom |
I saw the chimera on the map, but did not want to have you run "under it" as part of the scatter as I was not certain of the reach or have you be singled out and separated from the party with the beast in between, cutting you off from us. Hard to 'scatter' on a ledge.
Ka Kaw |
Rock is 25 or 30 feet up, so yes with a climb check. Or you can move through your allies along the trail easily enough.EDIT: OOPS yes that is a good enough climb on the rock.
Thanks so I'll double move up the rock
Fendel, CSI: Absalom |
Is round 2 over? I did not see Ragnar in the initiative order (other that being grouped with everyone else). Are we going to 'bot' him, just straight attack? I don't want to post out of order, so I have been waiting.
Ragnar Northman |
not sure if Ragnar can act, but if so: he'd just shoot two arrows at the flying lion head thing.
Arrow #1: 1d20 + 12 ⇒ (11) + 12 = 23 Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Arrow #2: 1d20 + 7 ⇒ (17) + 7 = 24 Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Fendel, CSI: Absalom |
Damn this wind, arrows ineffective, this pile of rock about to give way. Wait a moment, perhaps I can trigger a landslide to take out the chimera now that it has landed! It's worth a try.
Knowledge (engineering): 1d20 + 18 + 1d6 ⇒ (10) + 18 + (6) = 34
If possible, I will warn Milton and the others to get clear and use the battleground to our advantage. If not, well, it's going to get messy.
Venture Teller Play b'Post |
Thanks for your patience I am back & catching up. Ragnar, if you didn't roll initiative I didn't add you. If you did & I missed it I apologize. As arrows are useless I will use those two rolls as your R1 & R2 rounds (adjusted for sword) & add an iterative attack.
As Ka Kaw circles around the beast, Ragnar closes with it and smashes it with his longsword. He then takes another attack while standing closer.
iterative: 1d20 + 4 ⇒ (2) + 4 = 6
The investigator finds a boulder he can dislodge and bring down the whole hillside. The chimera is probably above its effects, and the Hellknights are certainly below it. This is a 'creative solution' I can work with, but it will take a round for the Hellknights to retreat.
The chimera, seeing itself surrounded bites at the three nearest morsels.
lion at Milton: 1d20 + 12 ⇒ (14) + 12 = 26, lion bite: 2d6 + 4 ⇒ (5, 1) + 4 = 10
dragon at Ragnar: 1d20 + 12 ⇒ (13) + 12 = 25, dragon bite: 2d6 + 4 ⇒ (5, 4) + 4 = 13
ram at Ka Kaw: 1d20 + 12 ⇒ (5) + 12 = 17, ram gore: 1d8 + 4 ⇒ (3) + 4 = 7
R3
Infected C (20): attacks three Pathfinders.
Nivik (19): <-- here now
Fendel (12): <-- here now
Milton (12): <-- here now
Ka Kaw (12): <-- here now
Ragnar (11): <-- here now
R2
Infected C (20): goes ferocious on the Paladin (XXX XXX I)
Nivik (19): casts magic missile
Fendel (12): drinks potion
Milton (12): mace smash
Ka Kaw (12): double move
Ragnar (11): full attack (if you want to retcon this please let me know.)
Fendel, CSI: Absalom |
"Get away from beasts and I will endeavor to bring the mountain down around them!"
Milton Smithson |
The map doesn't appear updated. If others are in melee with the chimera, I don't see it on the map. If possible, using Escape Route with Solo Tactics, I would like to move into a flank to help myself and my allies. What I don't want to do is take any AOOs. And if nothing else, I want to move away from my allies and stay in melee, so when that thing breathes it won't get all of us again.
Milton will swing away at the critter, if he has a choice, he'll work on the dragon head! Power attacking and Bane.
+1 Cold Iron Heavy Mace Hit: 1d20 + 11 + 2 - 2 ⇒ (19) + 11 + 2 - 2 = 30 +2 if flanking
+1 Cold Iron Heavy Mace Damage: 1d8 + 8 + 2 + 2d6 + 6 ⇒ (5) + 8 + 2 + (3, 2) + 6 = 26
That is effectively a +3 attack, so it would overcome DR magic, cold iron, and silver.
I believe I am all healed up, so as a swift action, I will change my judgment to Protection, giving me a 30 AC.
Venture Teller Play b'Post |
Reflex: 1d20 ⇒ 10
Puff of fungal spores explode under the jet of flame from the elf, the the fire seems to hurt it little. Milton's mace however splits the ram's skull open. The neck crumples under the blow and bones join the thunder with a loud crack!
The chimera drops, and with the aid of the Pathfinders the smaller creatures are quickly dispatched. None of the Hellknights have fallen, and they settle into the routine of first aid.
Fendel, CSI: Absalom |
"I wonder if it was sent to attack us directly or if we were close to it's den." Fendel searches the area looking for any clues.
perception: 1d20 + 25 + 1d6 ⇒ (12) + 25 + (2) = 39
Venture Teller Play b'Post |
Sorry the other two tables have had really long posts. I'll get you a better post tomorrow. In the meantime, how about a Knowledge (religion), Spellcraft, Appraise checks please?
Nivik Klist |
Religion: 1d20 + 9 ⇒ (1) + 9 = 10
Spellcraft: 1d20 + 13 ⇒ (14) + 13 = 27
Appraise: 1d20 + 5 ⇒ (17) + 5 = 22
Nivik will also ask that someone please heal him as for some weird reason I don't see a CLW wand on my character sheet in Hero Lab... please note on my chronicle that he will use 2 PP to get one.
Fendel, CSI: Absalom |
Know, Religion: 1d20 + 22 + 1d6 ⇒ (7) + 22 + (5) = 34
Spellcraft: 1d20 + 13 + 1d6 ⇒ (7) + 13 + (1) = 21
Appraise: 1d20 + 10 ⇒ (10) + 10 = 20
Taps Nivik with a charge off my wand of Infernal Healing. He feels a little devious and itchy for a minute, but gains 10HP!
Venture Teller Play b'Post |
The cythnigot attack deeply troubles Signifer Karva, "This many qlippoths is a sign that the corruption of this region runs deep. Karva orders the expedition to make camp to rest and prepare for the battles ahead. The Hellknights begin an orderly camp constructions. Manius and Solungus gather wood and construct a firepit. Aspexia sets up a rain collecter to start water boiling while most of the others set up tents. Rutila and Karva see to the wounded, including the pathfinders. Save your charges, there are dedicated healers here. :)
Fendal sees no indication the infected chimera was sent here specifically, but all the fungus infested creatures seem to have been moving together. He does notice a small shrine to Gozreh resting at the top of the slope. The eruption of cythnigots from the mountainside disturbed the unstable ground, revealing a hidden cache beneath the shrine. The cache contains a collection of ancient jugs filled with 25 pale moonstones.
Later, under a tarp and around Aspexia's cooking fire, the party are able to determine the value of the gems (100 gp each). Among the moonstones Nivik pulls out a single air elemental gem.
The Hellknight diviners add some things to the fire while chanting. The cooking fire stops giving heat for a moment, instead sucking it from those sitting around it. The flames then grow incredibly hot as a devilish face protrudes from the fire. It growls at Aspexia who answers it with a stern voice that seems to burn. The converse for a moment in the strange tongue, Aspexia nodding at the answers it provides to her questions. Finally there is the sound of a gate crashing shut as she dismisses the spell and turns to the Signifier. Karva shrugs. "I guess knowing we are close is more information than we had before. And the rains might be gone by then too."
As the evening progresses only the rain and winds raise any ruccous. Having earned the respect of the hellknights everyone is offered a dry place to sleep, unless they have one already. Karva pulls Milton aside and offers him a small vial. Impressed with his knowledge of Chelish laws, she says "Please take this spare, just in case you need it."
cure serious wounds potion. Anyone who met the barrister or knowledge local (DC 20) above is similarly offered a spare csw potion. Again, please feel free to add in some RP with the Hellknights. (see that is a long post :)
Venture Teller Play b'Post |
The following morning, the march resumes with even greater urgency. The party is now entering Severed Hand territory, so Signifer Karva orders the Hellknights to be especially vigilant. For the most part, the remainder of the second day’s journey is uneventful. Near dusk, the group reaches Gozreh’s Fork, where Signifer Karva hopes to learn more about the region.
Gozreh’s Fork is a rocky plateau that affords a commanding view of the surrounding terrain. It acquired its name from its trident-like shape. The top of this flat peak shows signs of magic and combat. The
smell of rotting flesh is thick in the air and roughly a dozen corpses litter the area. In the center of the plateau, a circle of runes is scratched into the earth, and staked to the ground nearby are the corpses of two humanoid creatures with great black wings. Patches of wriggling worms and centipedes swarm over the rocky ground.
Signifer Karva pauses the expedition and orders her Hellknights to begin investigating. "Pathfinders, she says in a tone that is slightly softer than a direct order, "I strongly suggest you assist in the investigation, as per your strengths."
Several things to look at, just let me know what you want to look at and then give me an appropriate role. If your skill set doesn't suggest an appropriate roll, give me a d20 & I will work it from there. :) & the next post will be another long one too :p
Fendel, CSI: Absalom |
Pulling out some tomes, paper and ink, Fendel gets to work. "It is indeed the reason you brought us along Signifer."
Heal: 1d20 + 3 + 1d6 ⇒ (7) + 3 + (1) = 11 Trying to determine the specifics of their death.
Knowledge (arcana): 1d20 + 24 + 1d6 ⇒ (9) + 24 + (6) = 39
Knowledge (dungeoneering): 1d20 + 23 + 1d6 ⇒ (3) + 23 + (3) = 29
Knowledge (engineering): 1d20 + 20 + 1d6 ⇒ (4) + 20 + (2) = 26
Knowledge (geography): 1d20 + 21 + 1d6 ⇒ (10) + 21 + (5) = 36
Knowledge (history): 1d20 + 21 + 1d6 ⇒ (9) + 21 + (6) = 36
Knowledge (local): 1d20 + 22 + 1d6 ⇒ (13) + 22 + (3) = 38
Knowledge (nature): 1d20 + 22 + 1d6 ⇒ (1) + 22 + (2) = 25
Knowledge (nobility): 1d20 + 22 + 1d6 ⇒ (17) + 22 + (3) = 42
Knowledge (planes): 1d20 + 24 + 1d6 ⇒ (14) + 24 + (5) = 43
Knowledge (religion): 1d20 + 22 + 1d6 ⇒ (9) + 22 + (2) = 33
All results include Clear Ear and the Pathfinder Chronicles
Perception: 1d20 + 25 + 1d6 ⇒ (19) + 25 + (2) = 46
Sense Motive: 1d20 + 16 + 1d6 ⇒ (15) + 16 + (3) = 34
Spellcraft: 1d20 + 13 + 1d6 ⇒ (4) + 13 + (1) = 18
Linguistics: 1d20 + 14 + 1d6 ⇒ (6) + 14 + (6) = 26 <-- for the runes
After taking detailed notes (as well as drawings of the scene) and consulting with the team, the investigator shares his findings with the Pathfinders, Signifer Karva and the Hellknights. "Here is what we have discerned thus far..."
Venture Teller Play b'Post |
Whose deaths? The orcs? The winged humanoids? The Pathfinders?
Fendel, CSI: Absalom |
Heal: 1d20 + 3 + 1d6 ⇒ (1) + 3 + (1) = 5 <-- Orcs
Heal: 1d20 + 3 + 1d6 ⇒ (13) + 3 + (1) = 17 <-- Wings
All of the above I guess.
Also using Detect Magic throughout the investigation.
Just wondering if the 'worms and centipedes' are similar to the ones we have seen being forced or drawn to the surface..
Venture Teller Play b'Post |
OK. I will wait for other's rolls on the first two.
Ka Kaw |
Know Local: 1d20 + 7 ⇒ (15) + 7 = 22
Perception: 1d20 + 10 ⇒ (4) + 10 = 14
Linguistics: 1d20 + 10 ⇒ (14) + 10 = 24
Ka Kaw investigates the bodies of the creatures.
Nivik Klist |
I'm not sure I need to roll as Fendel is made for this.
Nivik will take a look at the runes and the area around it in general.
Perception: 1d20 + 10 ⇒ (15) + 10 = 25
Linguistics: 1d20 + 9 ⇒ (9) + 9 = 18
Spellcraft: 1d20 + 13 ⇒ (20) + 13 = 33
Venture Teller Play b'Post |
A circle of runes is carved into the dirt at the center of the plateau and inside the circle are the remains of dozens of sacrificed goats, birds, and other mountain animals. Nivik and Fendel is able to determine that multiple planar binding spells were cast at this circle. Likewise, they determine that circle was designed to bind creatures from the deepest layers of the Abyss—where qlippoths reside. The dead animals in the center of the circle were likely used as host creatures for the cythnogots.
By the time he is finished Ka Kaw and Fendel has traced a pretty good summation of what has transpired here. Ten dead orcs litter the battlefield, either crushed under rocks or pierced with strix javelins. The orc bodies are all horribly scarred with runes in Orc and Abyssal carved into their flesh. These words tell sinful stories, chronicling each orc’s entire life of evil deeds. The bodies are badly rotted, but the words were likely carved into the orcs before their death, rather than after as some have already healed. Fendal notes that the freshest runes on the orc warlord were recently carved and glow suspiciously with magic.
The winged corpses are dead strix that the orcs captured after the battle ended. Their bodies are branded with religious runes and a successful that reveal they were ritualistically sacrificed.
The worms in this area bear signs of minor mutation. Most are covered with small stingers, grasping claws, or terrible pincers. These sometimes appear as the result of the taint of powerful evil outsiders summoned into the world, so no they are not like you have seen up to this point. They also seem to be concentrated in specific ares. Kn (planes) & Survial checks please.
Fendel, CSI: Absalom |
Knowledge (planes): 1d20 + 24 + 1d6 ⇒ (2) + 24 + (1) = 27
Survival: 1d20 + 3 ⇒ (2) + 3 = 5
Milton Smithson |
I'm back from the weekend!
Knowledge (planes): 1d20 + 6 ⇒ (1) + 6 = 7
Survival: 1d20 + 8 ⇒ (18) + 8 = 26
As an aside, I do speak and read Abyssal, so I'll gladly relate everything I learned of the corpses and the rituals to my fellow Pathfinders.
Venture Teller Play b'Post |
The mutations like those on the worms sometimes appear as the result of the taint of powerful evil outsiders summoned into the world. having terrible cut & paste skills this go round. I apologize for all the minor errors & typos 9because they stop be minor and start being a swarm when there are this many!) Also the knowledge planes I asked for was already revealed above, but I repeated it here for your convenience.
Milton and Ragnar look at the ground and realize the worms are concentrated in some areas. Those areas turn out to be along uncovers strange serpentine tracks that seem to belong to a giant snake or a beast with tentacles. Large groups of worms seem to gather near these tracks.
Signifier Karva order that camp be made while she explores the area with her spyglass.
Milton Smithson |
Milton informs Signifier Karva, as well as his fellow Pathfinders, "it would seem that some large snake or tentacle beast came through here, and the taint of its passage has touched these worms. Does anyone have any ideas as to what sort of creature we might be dealing with?"