Thran
|
I think your turn order might be off a little bit; Azar, Osborn and me moved..so only Andrezi and Larksong still have to act. Also Andrezi would be out of internet range for a while and Larksong has some delay as well..so I suggest having Andreiz move and using his force missile on the closest target (as in his tactics) and have Larksong move closer and shoot her bow at the same target
In case you want a player to do dice rolls
force missile: 1d4 + 1 ⇒ (4) + 1 = 5
to hit ac with bow: 1d20 + 4 ⇒ (15) + 4 = 19
piercing damage if hit: 1d8 + 2 ⇒ (7) + 2 = 9
| Fjuri |
Both Andrezi and Larksong Shoot at the closest 'green' operative.
20% mist chance Larksong: 1d100 ⇒ 13 Larksong shot misses though.
The operatives seem to be content with just keeping the organ silent.
20% mist chance Osborn: 1d100 ⇒ 95Osborn shot hits! I made an error so you got a free action
Combat!
-------
Party
BE (-4,0,0,0,0,0)
Thran
|
Thran moves over to the green shirt wearing man and swings his falchion in a low arc, trying to cut him off at the knees
to hit AC Green: 1d20 + 4 ⇒ (18) + 4 = 22
Slashing damage if hit: 2d4 + 6 ⇒ (1, 3) + 6 = 10
I'm suggesting that Andrezi and Larksong keep shooting (and moving to prevent cover)at whom ever is still standing targeting something that has already taken damage and moving to a different target if someone drops
Force missile damage: 1d4 + 1 ⇒ (4) + 1 = 5
To hit with bow: 1d20 + 4 ⇒ (16) + 4 = 20
Damage if hit: 1d8 + 2 ⇒ (2) + 2 = 4
| Fjuri |
I'll keep the combat rules in my posts so you can see better what is happening. Everyone needed a Climb check DC10.
Climb Osborn: 1d20 + 7 ⇒ (5) + 7 = 12
Climb Azar: 1d20 + 2 ⇒ (16) + 2 = 18 Need to be adjusted with gear-penalty
Thran can't seem to lift himself on top of the keys of the Organ, Osborn and Azar do get on top. As each of them lift themselves on a key, a note is sounding, they seem to have picked unguarded keys.
Osborn hits and cuts deep into the Blue Echelon Operative. Azar finishes off the Green Echelon Operative.
20% mist chance Andrezi: 1d100 ⇒ 67
Andrezi fires his force missile at the Blue Echelon Operative, which finishes off the that one.
20% mist chance Larksong: 1d100 ⇒ 50
Larksong hits the center Black Echelon Operative, but the damage can be shrugged off.
Tharn climbs onto the white keys, but can't reach anyone. Take 10 since no longer close to enemies. Need to be adjusted with gear-penalty though.
The remaining Echelon Operatives on top of the pipes seem to move around, in order to keep the music as silent as possible.
All players on top of the key-board get a free perform (keyboard) check. Osborn and Azar get +2 to their roll since they moved on 2 keys. DC10. This is the second round no real music is played. Knowledge Religion DC5 allows you even to play the correct song.
• The Metro-Cathedral’s massive organ is played by dancing
upon the gigantic white keys. Traveling from white key
to white key requires a DC 5 Jump, Tumble, or Perform
(dance) check. The DC increases by 2 for each additional
key someone attempts to cross in a given round.
• To play the more slender black keys, one either needs to
stand on an adjoining white key and reach up and yank the
key down with a DC 5 Strength check, or climb directly on
top of the black key (Climb DC 10). Leaping from black key
to black key requires a DC 10 or 20 Jump check depending
on the distance between the keys as indicated on the map.
• Anyone who successfully depresses multiple keys in a round
may also make a Perform (keyboard) check as a free action.
A success of 10 or more contributes to the hymn and keeps
the music alive. The higher the result, the more melodious
and impressive the contribution. Provide each PC with a
+2 circumstance bonus to their check for each key they
manage to depress in a single round. If the same PC can
further succeed on a DC 5 Knowledge (Religion) check, they
can actually play the correct popular morning hymns.
• The organ keys are elevated 15 feet off of the ground.
Anyone bull rushed off the keys falls to the stone church
floor below, taking 1d6 damage.
• The organ keys connect to the 30-foot pipes above.
When the PCs arrive, four Black Echelon operatives
will have already climbed up the pipes to block the
possibility of sound coming out. (There are not yet
enough of them to block all of the pipes.) Climbing
the giant twisting maze of brass pipes requires a DC
10 Climb check each round.
• As long as the organ continues to play, anyone of lawful
alignment in the cathedral benefits from the effect of
a bless spell. The bless effect kicks in as long as any
key is depressed, whether it is truly musical or just a
random key which is pushed down during the course
of combat.
Enshrouding Mist (Su) As a full-round action, a Black Echelon
operative may expand the fog that swirls around its body. This
creates a pea-soup fog which extends around the operative in
a 30-foot radius, centered on its body as it moves. The mist
replicates natural fog conditions (DMG 94): anyone attacking
a target inside the mist receives a 20% miss chance. Attackers
inside the mist who are adjacent to their opponents, however,
do not suffer a miss chance. The mist affects both normal and
dark vision alike, and the operative has no special ability to
attack through its own mist. It suffers the same penalty should
it attempt a ranged attack.
Silent Aura (Su) Black Echelon operatives are perfectly silent.
Their silence dampens all noise in their own square as well as
all adjacent squares, just as a silence spell. In addition, although
it has no game effect, anyone caught within the silent aura has
the creepy sensation that he is moving in slow motion. Treat
an operative’s silent aura as caster level 5 for the purpose of
dispelling attempts.
The operatives on top of the Organ seem content in silencing any sounds coming from the organ. Two more operatives burst from the side room and start climbing up the keys from the side.
climb Green: 1d20 + 1 ⇒ (3) + 1 = 4
climb Blue: 1d20 + 1 ⇒ (6) + 1 = 7
Combat!
-------
Party
BE (0,0,0,0,0,0)
Osborn Brushgather
|
Perform (Keyboard): 1d20 + 2 ⇒ (14) + 2 = 16
I think that there are enough people in the region of teh keys to keep the music alive, so I would like to start climbing up around the pipes to pick off the silencing guys. From the rules I have to make a climb check DC 10. Is that right? Going to assume that one square is 5 feet (1/4 of my movement) which is a move action
Osborn leaps up into the pipes to get closer to the operatives there. He heads for the White operative and slashes at him with his rapier.
Climb: 1d20 + 7 ⇒ (17) + 7 = 24
Rapier to hit: 1d20 + 5 ⇒ (10) + 5 = 15
Rapier damage: 1d4 + 1 ⇒ (3) + 1 = 4
Thran
|
Sorry, missed an update
Free Perform (keyboard) check: 1d20 + 3 ⇒ (15) + 3 = 18
Seeing 2 more people walk into the room Thran skips over the keys before jumping down and ending up next to one of them and swinging his falchion mid air in an overland chop aiming for his targets head
To hit AC blue: 1d20 + 4 ⇒ (12) + 4 = 16
Slashing damage if hit: 2d4 + 6 ⇒ (2, 2) + 6 = 10
Thran
|
Sorry, was in an accident, pain meds made me forgetful.
Rest of the party still up.
In that case, glad to hear from you again and I hope the accident wasn't too bad (it being bad seeing that you need pain medications being a given)
Evoker Andrezi Nichols
|
Good to hear you're feeling better.
Andrezi continues marching forward and fires off another blue missile at the closest Green operative.
Force Missile: 1d4 + 1 ⇒ (4) + 1 = 5
Azar "Longspear"
|
Azar steps back five feet and attacks the nearest black echelon member who is silencing the organ. Yellow guy
Longspear: 1d20 + 3 ⇒ (10) + 3 = 13 Dmg: 1d8 + 3 ⇒ (4) + 3 = 7
| Fjuri |
Thran's slash cuts the blue echelon operative in half. The green echelon operative standing next to it looks unfased until he eats Andrezi's force missile. He's hurt, but not dead yet.
Azar realizes he can't reach 30ft high with his spear and attacks the green echelon member as well. He kills it.
Larksong feels like a robot and shoots the yellow echelon operative.
Attack: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
missch: 1d100 ⇒ 91
She hits but it doesn't seem to do a lot of damage.
There are no operatives in range of attacking so they keep focused on keeping the organ silent.
Party is up
Osborn Brushgather
|
Osborn continues his ascent into the pipes in search of the operative.
Climbing at double speed with the -5 penalty
Climb: 1d20 + 7 - 5 ⇒ (7) + 7 - 5 = 9
Osborn lashes out at the operative with his rapier
Rapier to hit: 1d20 + 5 ⇒ (11) + 5 = 16
Rapier damage: 1d4 + 1 ⇒ (2) + 1 = 3
Evoker Andrezi Nichols
|
Andrezi continues moving forward, attempting to climb atop the large bench in front of the keys before launching yet another missile from his wand, this time at the operative Osborn is attempting to fight with White.
Climb: 1d20 - 1 ⇒ (10) - 1 = 9
Force Missile: 1d4 + 1 ⇒ (4) + 1 = 5
Thran
|
It's been a while..but I think we want to keep playing the organ right?
Thran seeing no enemies on the ground any longer climbs on the big keyboard and jumps around on the keys.
Perform (keyboard) check: 1d20 + 3 ⇒ (15) + 3 = 18
| Fjuri |
In an attempt to climb faster, Osborn slips and almost falls, he didn't fall, but if he climbs up anymore at the moment, he won't be able to strike the echelon operative right away. Second move to a climb? Andrezi's force missle might give him some cover though.
Meanwhile Thran seems to get the hang of playing the organ. A note is missing once in a while, but the rest is working on it.
Initiative Time
--------------
Azar, Larksong
Operatives (-5,0,0,0)
Andrezi, Osborn, Thran
Azar "Longspear"
|
Azar begins climbing to engage the yellow black echelon member.
Climb: 1d20 + 4 - 2 ⇒ (7) + 4 - 2 = 9
Second move to climb: Climb: 1d20 + 4 - 2 ⇒ (19) + 4 - 2 = 21
| Fjuri |
It seems Larksong isn't back yet. I've pm'd him on Monday, no answer so far.
As Osborn comes closer, the white black echelon operative attacks him with his claws.
Attack: 1d20 + 0 ⇒ (7) + 0 = 7
The others move around a bit, muffling the sound of the Organ again. They focus on the pipes Thran is using.
Azar "Longspear"
|
Azar, having climbed within reach of the Black Echelon operative, strikes with his spear.
Longspear: 1d20 + 3 ⇒ (18) + 3 = 21 Dmg: 1d8 + 3 ⇒ (2) + 3 = 5
| Fjuri |
Sorry for my absence, being confined to staying inside the hospital got me to gaming and I kind of lost myself in them. I'm not in the best place atm.
We're not going to run Ash's scenario though.
Azar reaches the top as well. The yellow black echelon operative attacks Azar, but clumsily misses. After a second to recover, it strikes again, and hits 1 damage.
yellow: 1d20 + 0 ⇒ (1) + 0 = 1
White: 1d20 + 0 ⇒ (10) + 0 = 10
Yellow: 1d20 + 0 ⇒ (19) + 0 = 19
Damage: 1d4 ⇒ 1
As Azar strikes the operative, he notices the wounds heal completely. His piercing trust with his longspear doing surprisingly little.
Initiative
-----------
Azar, Larksong, Andrezi, Osborn, Thran
Operatives (-5,0,0,0)
Osborn Brushgather
|
Osborn swings at the white operative with his rapier.
Rapier to hit: 1d20 + 5 ⇒ (8) + 5 = 13
Rapier damage: 1d4 + 1 ⇒ (4) + 1 = 5
Osborn shouts down to Thran Any chance of some inspiring music? I know you are busy with the keys but my spirits could use a lift
Azar "Longspear"
|
I'm a bit confused about the 3D spatial relationships of the operatives and us (and Azar, especially). To be clear, he's got a longspear, so he's ten feet away when he strikes. Does the operative move in and close the five foot gap to engage?
Thran
|
If I remember correctly the check to play the organ is free as long as I move, right?
Thran starts to sing along with his jumping up and down the giant keyboard
Starting a bardic preformance to inspire (+1 to hit/damage, saves vs fear)
Perform (organ): 1d20 + 3 ⇒ (3) + 3 = 6
Evoker Andrezi Nichols
|
Andrezi moves to the edge of the bench and fires off another missile, against the Azar's target helping out where he can.
Damage: 1d4 + 1 ⇒ (3) + 1 = 4
| Fjuri |
You have different levels:
45ft.: On top of pipes
15ft.: On top of keys
00ft.: On top of ground floor
I messed the range thing up, he indeed needed to step closer, 5ft step for now.
Osborn's rapier pierces through the Operatives body, but as the weapon leaves the body, the wound closes up quickly.
Andrezi's Force Missile hits the target again.
Thran fails to combine the bardic performance with playing the organ. A DC10 is required next turn for moving around on the keys
Initiative
-----------
Azar, Larksong
Operatives (-5,0,0,-4)
Andrezi, Osborn, Thran
Azar "Longspear"
|
My rapier did nothing to this one, and Azar's spear too. Does anyone know why?
"Perhaps they are extra resilient to forge-hardened steel!" suggests Azar. He wonders if that is really the reason, though.
Undead with DR?
Knowledge (religion): 1d20 + 4 ⇒ (20) + 4 = 24
Azar "Longspear"
|
Azar realizes they are undead, and are harder to damage with piercing weapons. That might change your action?
Yes, changes my action.
Realizing these creatures are undead, Azar channels the holy power of Iomedae in an attempt to purge them from existence.
Channel Positive Energy DC13: 1d6 ⇒ 3
| Fjuri |
Will Black: 1d20 + 2 ⇒ (18) + 2 = 20
Will Red: 1d20 + 2 ⇒ (11) + 2 = 13
Will Yellow: 1d20 + 2 ⇒ (2) + 2 = 4
Two of the Echelon resists the full blast of the positive energy emanating from Azar, the third is hit by it fully and dies.
They are now focused on him and swarm towards him.
Climb Black: 1d20 + 0 ⇒ (20) + 0 = 20
AoO on Black?
Claw Black: 1d20 + 0 ⇒ (18) + 0 = 18
Damage: 1d4 ⇒ 2
Claw Red: 1d20 + 0 ⇒ (11) + 0 = 11
Initiative
-----------
Andrezi, Azar(-3), Larksong, Osborn, Thran
Operatives (-5,-2,-2)
Azar "Longspear"
|
Azar stabs at the Black operative as he climbs, hoping to keep him away from him. His skin crawls as he feels the unnatural, undead creature get close to him.
Longspear: 1d20 + 3 ⇒ (9) + 3 = 12 Dmg: 1d8 + 3 ⇒ (1) + 3 = 4
Evoker Andrezi Nichols
|
Andrezi grunts as he tries to work his way onto the keys.
Climb: 1d20 - 1 ⇒ (10) - 1 = 9
"You know," he breathes between exhertions, "I am limited in the number of daily spells I have..."
Force Missile Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Targeting the Black operative
| Fjuri |
Osborns rapier hits the floor with a "clang". He follows up slashing the Operative pretty hard, cutting it almost in half. Andrezi's missiles kills the black operative as well.
The last Operative attacks Azar, but fails completely.
Attack: 1d20 ⇒ 8
Azar and Osborn kill it, flanking it and pushing it off the organ in a slash, the solid "thumb" they hear confirms the operatives magic is no longer working.
Thran can now finish the morning hymn, with the help of the rest of the party for some of the high and lowest notes.
"Well done friends, the fleet will not come now. Hopefully we can now finally face Nessan and get the book from him.
This way."
Anything particular
Evoker Andrezi Nichols
|
Andrezi follows behind sweating profusely not used to having to exert himself so much. "I certainly...*huff*...hope we find Nessian soon...*puff*...I'm nearly spent."