| Dungeon Master S |
I know this one has been slow, and most everyone here is American, so I'm assuming this week will be sporadic at best. (Nor has Roakar been around.) Post when you can, but don't feel pressure to do so. Come Monday we'll make a solid push to wrap up.
Roos is up!
Roos Randermin
|
Roos moves closer to the lower target to attack...
Holy Adm Rapier+PA: 1d20 + 19 + 2 ⇒ (8) + 19 + 2 = 29...DMG: 1d6 + 27 + 2 ⇒ (5) + 27 + 2 = 34
| Dungeon Master S |
Roos can't seem to get through the calikang's defenses to score a hit, but he comes close.
The calikang turns on Roakar on account of his massive attack:
ATK 1: 1d20 + 22 ⇒ (11) + 22 = 33 for DMG: 2d6 + 10 ⇒ (1, 3) + 10 = 14
ATK 2: 1d20 + 17 ⇒ (18) + 17 = 35 for DMG: 2d6 + 10 ⇒ (3, 5) + 10 = 18
ATK 2 Confirm: 1d20 + 17 ⇒ (8) + 17 = 25 for DMG: 2d6 + 10 ⇒ (5, 3) + 10 = 18
ATK 3: 1d20 + 12 ⇒ (11) + 12 = 23 for DMG: 2d6 + 10 ⇒ (1, 5) + 10 = 16
ATK 4: 1d20 + 7 ⇒ (5) + 7 = 12 for DMG: 2d6 + 10 ⇒ (6, 5) + 10 = 21
ATK 5: 1d20 + 22 ⇒ (16) + 22 = 38 for DMG: 2d6 + 10 ⇒ (4, 1) + 10 = 15
ATK 6: 1d20 + 17 ⇒ (1) + 17 = 18 for DMG: 2d6 + 10 ⇒ (2, 4) + 10 = 16
The other, invisible calikang lays into Ignatious:
ATK 1: 1d20 + 22 ⇒ (18) + 22 = 40 for DMG: 2d6 + 10 ⇒ (6, 6) + 10 = 22
ATK 1 Confirmation: 1d20 + 22 ⇒ (19) + 22 = 41 for Extra DMG: 2d6 + 10 ⇒ (1, 3) + 10 = 14
ATK 2: 1d20 + 17 ⇒ (18) + 17 = 35 for DMG: 2d6 + 10 ⇒ (5, 4) + 10 = 19
ATK 2 Confirmation: 1d20 + 22 ⇒ (16) + 22 = 38 for Extra DMG: 2d6 + 10 ⇒ (3, 3) + 10 = 16
ATK 3: 1d20 + 12 ⇒ (5) + 12 = 17 for DMG: 2d6 + 10 ⇒ (3, 4) + 10 = 17
ATK 4: 1d20 + 7 ⇒ (1) + 7 = 8 for DMG: 2d6 + 10 ⇒ (2, 1) + 10 = 13
ATK 5: 1d20 + 22 ⇒ (20) + 22 = 42 for DMG: 2d6 + 10 ⇒ (4, 6) + 10 = 20
ATK 5 Confirmation: 1d20 + 22 ⇒ (19) + 22 = 41 for Extra DMG: 2d6 + 10 ⇒ (3, 2) + 10 = 15
ATK 6: 1d20 + 17 ⇒ (16) + 17 = 33 for DMG: 2d6 + 10 ⇒ (5, 5) + 10 = 20
The remaining concierge begins a bardic performance and casting Haste on his party!
Round 3:
Roos: Miss
Baddies: ATK
Hugo: Go
Atum: Go
Ignatious: Go
Roakar: Go
Black: (50 NL)
Calikang Blue: 97
Calikang Red: 27 (Imp. INVS.)
Hugo Victor
|
Hugo will cast invisibility purge to reveal the missing calikang.
We will have none of this skulking about. A hidden agenda is not good for fostering a strong business partnership for this audit.
Meanwhile the Zelekhut will take his chains to the bardic concierge.
Zelekhut Lawful Chain, bard, flank: 1d20 + 17 + 2 + 2 ⇒ (4) + 17 + 2 + 2 = 25
for dmg, electric: 2d6 + 7 + 1d6 ⇒ (1, 3) + 7 + (5) = 16
trip Lawful Chain, bard, flank: 1d20 + 17 + 2 + 2 ⇒ (17) + 17 + 2 + 2 = 38 vs CMD
Zelekhut Lawful Chain, bard, flank: 1d20 + 17 + 2 + 2 ⇒ (17) + 17 + 2 + 2 = 38
for dmg, electric: 2d6 + 7 + 1d6 ⇒ (1, 1) + 7 + (3) = 12
trip Lawful Chain, bard, flank: 1d20 + 17 + 2 + 2 ⇒ (13) + 17 + 2 + 2 = 34 vs CMD
| Dungeon Master S |
Hugo purges the spell with one of his own, bringing the calikang back to the large target he is. Meanwhile the Zelekhut whips the concierge and trips him up.
Round 3:
Roos: Miss
Baddies: ATK
Hugo: Spell
Atum: Go
Ignatious: Go
Roakar: Go
Black: 28 (50 NL)
Calikang Blue: 97
Calikang Red: 27
Hugo Victor
|
Sadly, Hugo was too far from Ignatious to try a divine interference on the crits.
I did not tally the damage, so he was hoping both Iggy and Roakar are in condition to retaliate.
Ignatious the Seeker of Flame
|
Defending Bone I think saved my life.
Bleeding from multiple brutal wounds, Iggy knows he is going to have to take one more possible crit to the face for the team, and moves what he hopes is 15ft back away from the invisible creature (drawing an AoO), and asking for one of his divine parents to send a blasting heat wave to reveal the unseen.
Move 15ft, Swift Action activate Greyflame, Cast Invisibility Purge as a Stand Action.
37 HP, 20HP left on Defending Bone.
Roakar charges against the hopefully now visible enemy, doing what some claim brings what is best in life.
<+1 Haste, +2 Bard, +1 Heroe's Feast, +2 Charge, -4 Power Attack, +3 Rage, +4 Reckless Abandon>
Lich Bane vs RED: 1d20 + 34 ⇒ (7) + 34 = 41
Magic/Bludgeoning Damage: 1d12 + 36 ⇒ (11) + 36 = 47
extra Damage vs Casters???: 4d1 ⇒ (1, 1, 1, 1) = 4
Vicious: 1d6 ⇒ 3
Lich Bane vs RED (Haste): 1d20 + 34 ⇒ (9) + 34 = 43
Magic/Bludgeoning Damage: 1d12 + 36 ⇒ (9) + 36 = 45
extra Damage vs Casters???: 4d1 ⇒ (1, 1, 1, 1) = 4
Vicious: 1d6 ⇒ 5
Lich Bane vs RED (Pounce 1): 1d20 + 29 ⇒ (1) + 29 = 30
Magic/Bludgeoning Damage: 1d12 + 36 ⇒ (8) + 36 = 44
extra Damage vs Casters???: 4d1 ⇒ (1, 1, 1, 1) = 4
Vicious: 1d6 ⇒ 4
Lich Bane vs RED (Pounce 2): 1d20 + 24 ⇒ (1) + 24 = 25
Magic/Bludgeoning Damage: 1d12 + 36 ⇒ (3) + 36 = 39
extra Damage vs Casters???: 4d1 ⇒ (1, 1, 1, 1) = 4
Vicious: 1d6 ⇒ 3
It looks like Roakar has 50% Fortification, and also DR 7. 01-50 = negates Crit: 1d100 ⇒ 29
Hugo Victor
|
Invis purge was already cast, so use a different action Iggy. :)
BTW - The Zelekhut would be flying 5' up if people want to move under him.
Ignatious the Seeker of Flame
|
Dang it. I swear that post wasn't there when I started. In that case, just to be sure, and because I don't want to try to edit and possibly mess up all the rolls I already made for Roakar, I'll just use the Withdraw Action.
Atum Nakhti
|
Heedless of the rest of the right, Atum maintains his stony focus on the creature in front of him, once again swinging his polearm around in surprisingly graceful yet devastatingly powerful arcs.
+3 impact adamantine bec de corbin: 1d20 + 20 + 1 + 2 ⇒ (15) + 20 + 1 + 2 = 38
damage: 3d8 + 27 + 2 ⇒ (5, 2, 1) + 27 + 2 = 37
+3 impact adamantine bec de corbin: 1d20 + 15 + 1 + 2 ⇒ (20) + 15 + 1 + 2 = 38
damage: 3d8 + 27 + 2 ⇒ (4, 8, 2) + 27 + 2 = 43
+3 impact adamantine bec de corbin: 1d20 + 10 + 1 + 2 ⇒ (6) + 10 + 1 + 2 = 19
damage: 3d8 + 27 + 2 ⇒ (4, 2, 3) + 27 + 2 = 38
+3 impact adamantine bec de corbin: 1d20 + 20 + 1 + 2 ⇒ (2) + 20 + 1 + 2 = 25
damage: 3d8 + 27 + 2 ⇒ (3, 4, 6) + 27 + 2 = 42
Confirm:
+3 impact adamantine bec de corbin: 1d20 + 15 + 1 + 2 ⇒ (13) + 15 + 1 + 2 = 31
damage: 6d8 + 54 + 4 ⇒ (6, 1, 1, 1, 2, 5) + 54 + 4 = 74
Hugo Victor
|
Make sure all attack rolls include +5 (1 haste, 2 bard, 2 blessing) and +2 damage (bard)...
if you are using the +2 blessing...especially since these seem hard to hit.
Atum Nakhti
|
I've got haste and bard in there, I forgot about the +2 from blessing.
| Dungeon Master S |
Roakar crushes his enemies, but they are not quite driven before him as the spell casting calikang manages to keep his feat under the withering attack. Ignatious slides away to safety.
Atum's barrage really turns the tables as he brings down one calikang!
Round 4:
Roos: Go
Baddies: ATBD
Hugo: TBD
Atum: TBD
Ignatious: TBD
Roakar: TBD
Black: 28 (50 NL)
Calikang Red: 127
Roos Randermin
|
Roos moves to attack again as he continues singing his song of bravery and foolishness...using the blessing to bump AC
Holy Adm Rapier+PA: 1d20 + 19 + 2 + 1 ⇒ (14) + 19 + 2 + 1 = 36...DMG: 1d6 + 27 + 2 ⇒ (5) + 27 + 2 = 34
Hugo Victor
|
Roos, are you attacking the previously invisible 4-armed creature? The inevitable flying centaur creature is on our side.
| Dungeon Master S |
Roos slids in, drawing the attention of the calikang:
AoO: 1d20 + 22 ⇒ (16) + 22 = 38 for DMG: 2d6 + 10 ⇒ (6, 5) + 10 = 21
The dashing hero scores a solid stab in the massive creature. He stumbles, and just barely keeps his feat.
The calikang slides a bit to the side and lays in, not to Roos who just hurt him, but the inevitable. [ooc]Unsure if the inevitable has a template to change its AC. I'm just going to roll damage for all the attacks.
ATK 1: 1d20 + 22 ⇒ (8) + 22 = 30 for DMG: 2d6 + 10 ⇒ (2, 2) + 10 = 14
ATK 2: 1d20 + 17 ⇒ (11) + 17 = 28 for DMG: 2d6 + 10 ⇒ (2, 5) + 10 = 17
ATK 3: 1d20 + 12 ⇒ (1) + 12 = 13 for DMG: 2d6 + 10 ⇒ (3, 6) + 10 = 19
ATK 4: 1d20 + 7 ⇒ (12) + 7 = 19 for DMG: 2d6 + 10 ⇒ (6, 4) + 10 = 20
ATK 5: 1d20 + 22 ⇒ (3) + 22 = 25 for DMG: 2d6 + 10 ⇒ (4, 5) + 10 = 19
ATK 6: 1d20 + 17 ⇒ (5) + 17 = 22 for DMG: 2d6 + 10 ⇒ (6, 5) + 10 = 21
Round 4:
Roos: ATK
Baddies: ATK
[b]Hugo: Go
Atum: Go
Ignatious: Go
Roakar: Go
Black: 28 (50 NL)
Calikang Red: 161
Hugo Victor
|
Zelekhut: AC 24, dr/10 chaotic, regen-5,
so 3 hits for 4+7+9. 95/115 hp.
Hugo Victor
|
The zelekhut will flail its chain-arms at the human and let the fighters deal with the larger creature.
Zelekhut Lawful Chain: 1d20 + 17 + 2 ⇒ (19) + 17 + 2 = 38
for dmg, electric: 2d6 + 7 + 1d6 + 2 ⇒ (5, 2) + 7 + (1) + 2 = 17
trip Lawful Chain: 1d20 + 17 + 2 ⇒ (18) + 17 + 2 = 37 vs CMD
Zelekhut Lawful Chain: 1d20 + 17 + 2 ⇒ (19) + 17 + 2 = 38
for dmg, electric: 2d6 + 7 + 1d6 + 2 ⇒ (6, 3) + 7 + (4) + 2 = 22
trip Lawful Chain: 1d20 + 17 + 2 ⇒ (3) + 17 + 2 = 22 vs CMD
Hugo will move a bit north and expend a regular (non-quick) burst of healing on his allies.
channel: 7d6 ⇒ (2, 4, 5, 2, 6, 1, 6) = 26 (does not affect Zelekhut)
| Dungeon Master S |
Hugo's ally continues the battle. The human foe can't take the attacks and on the second whip from the Inevitable he drops to the ground, motionless. The calikang shows no signs of letting up, even as Hugo helps close the Pathfinders' wounds.
Round 4:
Roos: ATK
Baddies: ATK
Hugo: ATK
Atum: Go
Ignatious: Go
Roakar: Go
Black: KOed
Calikang Red: 161
Ignatious the Seeker of Flame
|
Iggy will Delay until after Roakar goes.
<+1 Haste, +2 Bard, +1 Heroe's Feast, +2 Charge, -4 Power Attack, +3 Rage, +4 Reckless Abandon>
<Haste> Lich Bane vs RED: 1d20 + 32 ⇒ (1) + 32 = 33
Magic/Bludg Damage: 1d12 + 36 ⇒ (5) + 36 = 41
Extra Damage vs Casters: 4d1 ⇒ (1, 1, 1, 1) = 4
Vicious: 1d6 ⇒ 4
Lich Bane vs RED: 1d20 + 32 ⇒ (11) + 32 = 43
Magic/Bludg Damage: 1d12 + 36 ⇒ (12) + 36 = 48
Extra Damage vs Casters: 4d1 ⇒ (1, 1, 1, 1) = 4
Vicious: 1d6 ⇒ 2
Lich Bane vs RED: 1d20 + 27 ⇒ (8) + 27 = 35
Magic/Bludg Damage: 1d12 + 36 ⇒ (11) + 36 = 47
Extra Damage vs Casters: 4d1 ⇒ (1, 1, 1, 1) = 4
Vicious: 1d6 ⇒ 4
Lich Bane vs RED: 1d20 + 22 ⇒ (1) + 22 = 23
Magic/Bludg Damage: 1d12 + 36 ⇒ (10) + 36 = 46
Extra Damage vs Casters: 4d1 ⇒ (1, 1, 1, 1) = 4
Vicious: 1d6 ⇒ 3
After Roakar unleashes his fury once more, IF the enemies are still up, I'll take the extra movement speed to fly longway around the battle and burn a spell (Righteous Might) in order to Spontaneously cast Cure Light Mass.
However, if all the enemies are down, I'll instead gather everyone close, away from any possibly still living enemies (I had dealt Non-lethal to one for questioning), and Channel to Heal instead.)
Cure Light Mass Allies only: 1d8 + 15 ⇒ (1) + 15 = 16
| Dungeon Master S |
Roakar slams the creature repeatedly, breaking it down until with a final swing he undoes the creature completely.
Then, as suddenly as it started, the combat is over.
Ignatious gathers everyone closer to heal wounds.
Then it sinks in, you've "infiltrated" the heart of the Aspis Consortium. Your mission hasn't changed, stop Suliji.
Take a moment to heal and prepare. Once someone posts that the party is pushing on, I'll push you on.
Atum Nakhti
|
As the last foe falls, Atum slowly shrinks back to his normal size and motions for Ignatious to use his wand to tend his wounds as he sets his weapon against the wall for a moment.
37/128
clw: 18d8 + 18 ⇒ (7, 2, 7, 3, 4, 2, 3, 1, 1, 7, 5, 3, 6, 4, 3, 8, 6, 3) + 18 = 93
128/128
"Well, we had better hurry before Suliji completes her deed." Atum retrieves his polearm and slams the butt against the ground to emphasize his point.
Ignatious the Seeker of Flame
|
Ill just channel to heal everyone, as I didnt really track Roakar, and I know Im very hurt. Can top off with wands afterwards if needed.
Channel Energy: 22d6 ⇒ (5, 2, 6, 2, 5, 3, 4, 5, 1, 1, 2, 3, 1, 3, 3, 5, 2, 6, 4, 5, 6, 1) = 75
| Dungeon Master S |
Hey guys, rather than continuing to bot Matt, I'm thinking the best thing is to leave Roakar, and move on with Tier 14-15 with the 4 player adjustment. How do you guys feel about that?
Hugo Victor
|
That probably is more sustainable .
Ignatious the Seeker of Flame
|
I'm not sure. I don't mind rolling for him, but at the same time it's been over a month now. Has he responded at all? My main concern is that if he is dropped at part 3, it might be incredibly difficult to find another game to finish it, and I believe the character is literally locked out of playing until then. This is all under the assumption that he might come back.
| Dungeon Master S |
True. I actually tracked his Facebook down as we have a mutual friend. He hasn't responded.
-Posted with Wayfinder
| Dungeon Master S |
Ignatious makes a good argument, and since he's willing to roll, let's do it. Update in a bit.
| Dungeon Master S |
Now that you're in the belly of the beast, you make your way through the labyrinthine passages, avoiding agents and disabling traps. Thankfully, you chose an entrance with easy access to much of the complex. Getting information from the erstwhile Patron doesn't hurt either.
Ominous: 1d6 ⇒ 1
| Dungeon Master S |
Enter a minigame....
You pass through countless halls and doors. Ironically, Suliji's disruption draws much of the attention away from a second intrusion (you.) Under the watchful eye of Ignatious you choose to avoid most agents. You didn't become Seekers because you're brash, you earned the title because you're the BEST.
Unfortunately, one platoon of agents looks to put that to the test. In avoiding a larger issue you find yourself nearly cornered by eight agents who have yet to see you. Your options are limited. You KNOW you could crush them, they're barely out of training. You THINK you can avoid them. The question is, can you do it without drawing attention to yourself.
Simple vote. Do you face them and defeat them? After all they're Aspis agents. OR, do you try to find a place to hide in this sparse area? After all they're no match for you alone, let alone the party?
I will cast a vote for Roakar if there's a tie.
Hugo Victor
|
Hugo sees no advantage of confrontation if there is a chance it could jeopardize finding our primary target. While he is not fond of Aspis, these are not part of the mission at hand and would vote to avoid/hide.
Atum Nakhti
|
Atum, standing in his resplendent, gleaming gold armor with a bright red scarab etched on his chest, not to mention the large polearm in his hand and the other strapped to his back, comments, "I am actually quite stealthy... better than you might expect."
He kneels down and places his hand on the stone floor. "Mighty power of the Sphinxes, let me pass," he whispers as he slowly sinks into the stone floor.
Using at-will Atunement to Stone ability to meld with the stone and essentially disappear... awesome and surprisingly useful ability. I wish I had more opportunities to use it! Really I just need to invent opportunities.
| Dungeon Master S |
Atum melds into the walls, making his technique near infallible. That leaves the others.
I'll take any skill check you can justify for how you're going to get past them without raising an alarm.
Atum: Meld
Hugo: TBD
Ignatious: TBD
Roos: TBD
Roakar: TBD
Roos Randermin
|
"do we sneak by them or do we fight? We could win the fight, do we need to win the fight?....can we all sneak by them... I know I can and I suspect Hugo can be light of foot when he needs to be...but what of you others...? Huh Iggy? Roak? Atum..? Atum...where did he go? did he flee already? First sign of a fight and he flees...oh he went into the walls....my mistake. I guess we sneak then."
| GM Aarvid |
Hugo has a potion of invis he can use, unless there appears to a be a good hiding place nearby. If he can run up a wall and hide on ceiling with spiderclimb slippers or hat of disguise depending on time allowed. Preferably not use invis unless must or can share .
Ignatious the Seeker of Flame
|
Whispering the best he can, "I agree. There is no need for bloodshed when it can be avoided."
I can see three possibilities, but I'm not sure which would really be more feasible based on the terrain.
1.) I could try to Summon something (anything really) more as a distraction, "Hey there she is!" and while they (hopefully) give chase, we all move on by. This one would kind of depend on there being multiple hallways, rooms, etc. . . and would also have to be done very quickly.
2.) Similar to the one above, I could call some cover directly on us with Obscuring Mist and then lead the party away while they look for us. (this one seems very risky, and probably difficult to pin on Suliji)
3.) I could simply attempt a Stealth check, assuming there is something to hide behind until they pass.
-
I'm going to go ahead and roll the Stealth check just so it's there, but will leave it up to the table which is the best option to try.
Stealth (Roakar): 1d20 + 3 ⇒ (6) + 3 = 9
| Dungeon Master S |
Through guile and skill the party manages to avoid the patrol. Once past them, the way seems clear for some time.
It appears that if you want to get to the upper part of the building, you've only got one way you can go. The only publicized means of accessing this restricted area is through the Argent Atrium, an interior plaza that serves as a meeting place for operatives of all stripes.
Polished flagstones and meticulous masonry line the floor and walls of this atrium, whose mirrored ceiling and small skylights seem positioned to channel sunlight throughout the entire chamber. The floor bears an intricate serpent design inlaid with silver, and two sets of stairs ascend to a balcony and two heavy doors.
In the room stands a single figure. He seems unimpressed with you. "Good afternoon. I am Mr. Khayn, head of security. I'll make this easy. I'll give you an opportunity right now to turn around and leave. Take it, please." He seems extremely capable and confident despite the odds....
Ignatious the Seeker of Flame
|
Before replying, is there time for a quick scan for a hidden ambush?
Perception <Darkvision Deathwatch>: 1d20 + 10 ⇒ (20) + 10 = 30
Hugo Victor
|
About how long has it been since the first fight? Invisibility purge lasts about 14 minutes. Is it safe to say we are well past that?
Hugo will look around before replying as well (for any traps in floor or hidden snipers etc).
perception: 1d20 + 28 ⇒ (8) + 28 = 36
| Dungeon Master S |
yes, we're well past that. There is, however, time to scan.
Ignatious surveils the room, but finds nothing other than this man, who wants a reply.
-Posted with Wayfinder
Roos Randermin
|
Roos looks at the man to see if he can see any weapons, armor, magic, using detect magic if possible.
"I am sorry I did not quite hear you, what was your name again and who do you work for?"
Ignatious the Seeker of Flame
|
Standing there, non-threateningly, "How curious, Mr. Khayn. We are Jhandorage Vaulnder Alexayn's, "envoys". Isn't he your founder? We have been asked to come here to deliver a message, and to actually help you, in a sense. I'd ask you to let us pass, as we do not want violence."
| Dungeon Master S |
"I'm head of security, Mr. Khayn. I'm guessing we're equals in our repsective organizations, so you know that this is going to go poorly for everyone if you don't take my offer. I'm not sure what your game is, but Jhandorage Vaulnder Alexayn is long since past. I also ask you consider how you'd take it if I showed up in your Grand Lodge and told you what you told me. I'm sorry, but given the skirmishes between our organizations, I can't accept an offer of help."
He cracks his knuckles.
"Last chance..."
Ignatious the Seeker of Flame
|
"Given how the Pathfinder Society works, I'd take it completely in stride and wait for you to beg me to do something for the "good of this or that"."
Hugo Victor
|
Hugo notices the cracking of knuckles and checks both his hands for a trio of rings. He will nod in respect to the man.
Mr. Khayn. I am certain you are quite capable in most matters in your charge. However, with all due respect, in this matter we would highly recommend cooperation between our two organizations. To the mutual benefit of both.
If there is any chance of diplomacy, Hugo will auto assist a colleague with +9
| Dungeon Master S |
He nods, "Well then, shall we?"
He adopts a fighting stance...
Sorry for the cliff hanger, but I'm AFK for most of the day.
-Posted with Wayfinder
Atum Nakhti
|
Atum waits for the others to finish talking, knowing this will inevitably end in a fight. He knows that during his employ as a palace guard he would not have been swayed to step aside and likely neither would Mr Khayn, for any reason.
When Mr Khayn finally adopts a fighting pose, Atum lowers his polearm to a horizontal position, ready to advance.