GM BPChocobo TK2 |
@Thunderstealer: That would work... sorta. You'd have to go back up a floor and reach the Spire core before shapeshifting and hauling the bodies. We'll say it would take the party about 2 additional hours to do so, but sounds good otherwise!
@Art: Hast slowly walks up to you after your diatribe, and you somehow feel only 6 inches tall as he retorts: "Or we acted to spare our Hellknight the grief of your uncalculable presence as well as under an attempt to keep you safe from the dangers that lurk below. Your response to such kindness will be noted in the future.". The Signifer then turns around and grabs some notes from his desk before looking over his shoulder. "But yes, sharing intelligence is something we can accommodate."
"Our diviners have been given an ominous warning; an image of a dark skull surrounded by stone. We first thought it was referring to a sealed evil, but then the diviners have felt the presence of a massive burst of chaotic energy. It is our fear that the chaos will somehow release the more powerful evil and we moved in haste to try and find and combat the chaos. As far as what that evil is... every time one of the diviners tries to scry specific on the dark skull aura within the Spire, the poor Signifer is mentally assaulted and left in a brain-damaged stupor that require expensive magics to recover. And even then, the only knowledge they can impart is the sensation of cold darkness."
"Our more powerful troop have natural abilities to battle chaotic forces, so we have little in gear to aid you against them, but we can sell you some scrolls of align weapon to grant the power of law and order on your weapons."
At Nilfyr's comments of heat, Hast looks over the sulking DiViri. "If you cannot stand mortal heat, how can you walk along the fires of Hell? We shall discuss this later.", Hast scolds before answering the half-elf. "Unfortunately, preparations to handle extreme heat would be best left to your own talents as we do not have any equipment to handle such terrain. The lack of order of the Spire... it disturbs me, as if a dozen masters had created the structure, each to their own insipid whims."
Hast pauses as he looks over the room before commenting, "As far as compensation: I shall arrange for Commander Drovust to reimburse any paid taxes for your findings for the next four months. And given the reports of what you have been recovering, that would save your Society much precious coin. I assume this would be satisfactory?"
Artemus Jarm |
Letting you off the hook here GM BPChocobo TK2. Art could argue for days with this guy about the value of a contract that is broken to spare a little grief but it seems that is written into the mod so I'll, very reluctantly drop it. :) It might be important to note that Art is chaotic.
Tiring of this man's small perspective Art simply agrees.
GM BPChocobo TK2 |
There's a bit more to why, and I'll message you later on that :P Needless to say, story progresses much easier with your acquiescence :)
And sorry for the late reply; another couple interviews today and then network issues, but all is well.
"Very well. Please go at haste. Every second of my time you waste here is only letting the powers of chaos grow in this land of folly bandits and those who do not believe in the freedoms within order."
Despite what Hast said... you can rest up for the night and make new preparations for spells, particularly for you divine types :P This is from Thunderstealer. Will update with the return to the spire on Saturday morning.
Life Bubble (everyone)
Resist Energy Communal Fire (everyone, using 2 Liquid Ice and Cold Iron Reagents to boost casterlevel to 10 and resistance to 24)
Airwalk, Communal (everyone)
Freedom of movement (Thunderstealer)
Greater Magic Fang (Belcher) +1 to all
Barkskin (Belcher, Thunderstealer, Nilfyr) +4 Natural AC
Reduce Animal (Belcher)
Thunderstealer will also drink a dose of Troll Oil and apply alchemical grease on Belcher
GM BPChocobo TK2 |
Assuming the party will rest to reset their spells, rebuff etc.
The party quickly makes their way back to the Spire, with Thunderstealer spending more time adding protective magics to the group. They return to the room filled with the slain crysmals and prepare for their next movement.
Where to? The unexplored room to the north or towards the southeastern corner of the room with the stone bridge over the magma flow?
Artemus Jarm |
Some serious buffing Thunderstelaler!
Art provides Mage Armor for himself, Belcher and Thunderstelaler and casts False Life on himself. He also notes that he has scrolls of Resist Energy in case more is needed.
False Life: 1d10 + 9 ⇒ (1) + 9 = 10
Nilfyr Starshadow |
Nilfyr takes a moment and protects his companions as well.
Magic Circle against Chaos, lasts 90 minutes. Also, I haven't been doing this, but do you think Nilfyr's Lucky Presence blessing might be something he could pre-buff with?
GM BPChocobo TK2 |
The party checks out the room they passed following the kyton's path the day before. This chamber is filled with supply packs and bedrolls that lie strewn between rocky protrusions. Scattered cooking implements surround a vent near the rear of the chamber which hisses with a line of steam. Nearly a dozen packs are piled up into a pyramid shape in the center of the room.
Map update!
GM BPChocobo TK2 |
Artemus finds a single magical aura hidden within one of the backpacks, but will need to dig it out to identify it further.
Meanwhile, Thunderstealer calls his trusty dino-friend to wait for him near the land bridge room.
Anyone else following Thunderstealer or going to wait for Artemus to finish his magical inspection?
GM BPChocobo TK2 |
C Blue: 1d20 + 12 ⇒ (17) + 12 = 29
C Red: 1d20 + 12 ⇒ (5) + 12 = 17
C White: 1d20 + 12 ⇒ (19) + 12 = 31
Art: 1d20 + 5 ⇒ (8) + 5 = 13
Faeros: 1d20 + 11 ⇒ (15) + 11 = 26
Nilfyr: 1d20 + 3 ⇒ (19) + 3 = 22
Thunderstealer: 1d20 ⇒ 15
With Artemus' guidance, Faeros taps the set of packs... causing a muffled ringing sound to echo in the chamber!
It's probably an alarm of some sort.
After a few seconds of ringing, a gaseous form seeps through the crack, and seeing the party, it angrily makes its way to the party!
You're waiting for a bit in the steamy room, trying to not inhale too much of the lightly caustic fumes which still have a bit of an odor despite the magic making the area much more breathable.
Waiting is boring, so you look around for a bit, and notice that near the ceiling, there are some swirling clouds. Suddenly, you hear a ringing sound echoing from where you came from, towards the others. You're barely able to react in time, though, when one of the clouds darts through a crack in the wall, while another makes its way to you as a cloud under the bridge moves closer, both taking a more humanoid shape!
The angry gas cloud takes a more humanoid shape and flies closer, releasing a blast of acid that shoots out towards everyone!
Artemus Reflex vs DC 18: 1d20 + 8 ⇒ (7) + 8 = 15
Faeros Reflex vs DC 18: 1d20 + 8 ⇒ (13) + 8 = 21
Nilfyr Refex vs DC 18: 1d20 + 5 ⇒ (8) + 5 = 13
Acid damage (reflex halves): 6d6 ⇒ (4, 5, 1, 4, 4, 6) = 24
Would have been worse, but luckily Thunderstealer prep is making this much less dangerous.
Round 1 Init Order (bold = up)
Gas Blue
Faeros (12 damage)
Nilfyr (24 damage)
Artemus (24 damage)
Both gaseous beings move faster than you can react and coat both you and Belcher in acidic gas!
Thunderstealer Reflex1 vs DC 18: 1d20 + 4 ⇒ (5) + 4 = 9
Thunderstealer Reflex2 vs DC 18: 1d20 + 4 ⇒ (17) + 4 = 21
Belcher Reflex1 vs DC 18: 1d20 + 9 ⇒ (1) + 9 = 10
Belcher Reflex2 vs DC 18: 1d20 + 9 ⇒ (5) + 9 = 14
Acid damage 1: 6d6 ⇒ (6, 1, 3, 6, 3, 5) = 24
Acid damage 2: 6d6 ⇒ (2, 4, 4, 1, 6, 4) = 21
The acid burns, but magic prevents a deadly toxin from from entering your bodies!
Yay for Life Bubble stopping the poison!
Round 1 Init Order (bold = up)
Gas Red
Gas White
Thunderstealer (34 damage)
Belcher (45 damage)
Artemus Jarm |
Art wonders what sort of creature is attacking them.
Knowledge stuff: 1d20 + 14 ⇒ (8) + 14 = 22 +5 if Arcana, -1 if local
He has n protection from acid and begins to back away as he tries to figure out what to do.
How large was the acid area attack? Was it a cone? Line? Breath? Spell? My thinking is that An alarm item is a magical trap that might be detected or disarmed. No?
Belcher. |
Belcher will pounce charge!
Bite: 1d20 + 10 + 2 ⇒ (2) + 10 + 2 = 14 for damage: 1d4 + 9 ⇒ (4) + 9 = 13
Claw: 1d20 + 10 + 2 ⇒ (18) + 10 + 2 = 30 for damage: 1d3 + 9 ⇒ (1) + 9 = 10
Claw: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15 for damage: 1d3 + 9 ⇒ (1) + 9 = 10
Talon: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17 for damage: 1d6 + 9 ⇒ (3) + 9 = 12
Talon: 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25 for damage: 1d6 + 9 ⇒ (5) + 9 = 14
Faeros89 |
Sorry for my absence lately.
Faeros will study the creature, then see how these gas creatures react to arrows
attackd: 1d20 + 14 - 2 + 1 + 2 - 2 + 2 ⇒ (15) + 14 - 2 + 1 + 2 - 2 + 2 = 301d8 + 4 + 3 + 1 + 2 ⇒ (4) + 4 + 3 + 1 + 2 = 14
attack: 1d20 + 15 ⇒ (16) + 15 = 311d8 + 10 ⇒ (5) + 10 = 15
attack: 1d20 + 10 ⇒ (12) + 10 = 221d8 + 10 ⇒ (6) + 10 = 16
With Clustered Shots
Nilfyr Starshadow |
Nilfyr attempts to bring his fauchard to bear against the gaseous form.
Full-round action: Attack gas creature
Attack (+2 Adamantine Fauchard (2H), Power Attack (Furious Focus)): 1d20 + 13 ⇒ (14) + 13 = 27
Damage (+2 Adamantine Fauchard (2H), Power Attack): 1d10 + 8 + 6 ⇒ (1) + 8 + 6 = 15
Attack (+2 Adamantine Fauchard (2H), Power Attack): 1d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16
Damage (+2 Adamantine Fauchard (2H), Power Attack): 1d10 + 8 + 6 ⇒ (10) + 8 + 6 = 24
GM BPChocobo TK2 |
Alright! So got a workaround to accessing the threads, although it sucks greatly. Still, thank you for your patience!
Blue wait: 1d4 ⇒ 2
Red wait: 1d4 ⇒ 4
White wait: 1d4 ⇒ 3
Kn: Planes!
This is a caustic stalker; an elemental from the Plane of Air that is infused with acid and toxins. It can release a cloud of acid (cone to answer your question) that can also poison those that inhale its fumes. They bear many of the same defenses of elementals, including an amorphic body and natural resistance to attacks.
Also, as far as the alarm goes... yes in most situations, although you nee the Trapfinding special rule or something similar to disarm magical traps.
Artemus tries to analyze the situation!
Faeros fires a bevy of arrows, at aroundthe same spot, preventing the gas from completely reforming and causing a gaping hole in its form, although it still moves angrily. Correct about DR
Nilfyr follows up with a pair of swings, although only the first one connects.
The green-hued air thing floats in front of Nilfyr and slams him twice!
Blue slam @ Nilfyr: 1d20 + 15 ⇒ (11) + 15 = 26
Damage on hit: 1d6 ⇒ 5
Nilfyr Reflex on hit vs DC 18: 1d20 + 5 ⇒ (2) + 5 = 7
Acid damage on failure: 1d6 ⇒ 6
Blue slam @ Nilfyr: 1d20 + 15 ⇒ (18) + 15 = 33
Damage on hit: 1d6 ⇒ 1
Nilfyr Reflex on hit vs DC 18: 1d20 + 5 ⇒ (9) + 5 = 14
Acid damage on failure: 1d6 ⇒ 3
While Thunderstealer's magic stops one of the slams from connecting, the other strikes true! The blow is minimal, but a large glob of chemicals begins to sizzle against the half-elf's armor! Constant acid damage every round until you get submersed in liquids or doused with over 1 gallon of water as a full round action.
Round 2 Init Order (bold = up)
Gas Blue (50 damage)
Faeros (12 damage)
Nilfyr (28 damage, chemical burning)
Artemus (24 damage)
Belcher leaps at the elemental thing, landing two strikes that seem to not have full effect against the gaseous being. You then follow up with a mighty wallop that injures the elemental, but doesn't fell it.
White Fly vs Thunderstealer CMD: 1d20 + 25 ⇒ (11) + 25 = 36
It slips in closer to Thunderstealer, agily flying around some reactive tail swings and slams at Thunderstealer twice!
White slam @ Thunderstealer: 1d20 + 15 + 2 ⇒ (5) + 15 + 2 = 22
Damage on hit: 1d6 ⇒ 5
Thunderstealer Reflex on hit: 1d20 + 3 - 2 ⇒ (8) + 3 - 2 = 9
White slam @ Thunderstealer: 1d20 + 15 + 2 ⇒ (4) + 15 + 2 = 21
Damage on hit: 1d6 ⇒ 3
Thunderstealer Reflex on hit: 1d20 + 3 - 2 ⇒ (4) + 3 - 2 = 5
However, the thick armor plates are too much for the elemental to get through!
The other one tries to do the same thing!
Red slam @ Thunderstealer: 1d20 + 15 + 2 ⇒ (11) + 15 + 2 = 28
Damage on hit: 1d6 ⇒ 6
Thunderstealer Reflex on hit: 1d20 + 3 - 2 ⇒ (9) + 3 - 2 = 10
Red slam @ Thunderstealer: 1d20 + 15 + 2 ⇒ (6) + 15 + 2 = 23
Damage on hit: 1d6 ⇒ 5
Thunderstealer Reflex on hit: 1d20 + 3 - 2 ⇒ (3) + 3 - 2 = 4
Thunderstealer is dealt a blow... but the elemental seems confused that it hardly left a scratch. A sizzling glob of acid begins to burn on Thunderstealer, but causes no harm as celestial defenses hold true.
Round 2 Init Order (bold = up)
Gas Red (52 damage)
Gas White
Thunderstealer (35 damage, chemical burning)
Belcher (45 damage)
Nilfyr Starshadow |
Nilfyr casts a spell and moves effortlessly around the elemental, then swings his fauchard at the creature.
Swift action: Cast grace
Move action: As indicated on map
Standard action: Attack gas creature
Attack (+2 Adamantine Fauchard (2H), Power Attack (Furious Focus)): 1d20 + 13 ⇒ (5) + 13 = 18
Damage (+2 Adamantine Fauchard (2H), Power Attack): 1d10 + 8 + 6 ⇒ (9) + 8 + 6 = 23
I never got an answer regarding the Lucky Presence blessing; if I could pre-load it (as in, there is no requirement that it be used within a set amount of time) and this roll missed, I'll reroll now.
Attack (+2 Adamantine Fauchard (2H), Power Attack (Furious Focus)): 1d20 + 13 ⇒ (7) + 13 = 20
...and possibly waste it. Wow.
Belcher. |
Belcher will continue his assault
Bite: 1d20 + 10 ⇒ (7) + 10 = 17 for damage: 1d4 + 9 ⇒ (1) + 9 = 10
Claw: 1d20 + 10 ⇒ (19) + 10 = 29 for damage: 1d3 + 9 ⇒ (1) + 9 = 10
Claw: 1d20 + 10 ⇒ (14) + 10 = 24 for damage: 1d3 + 9 ⇒ (1) + 9 = 10
Talon: 1d20 + 11 ⇒ (19) + 11 = 30 for damage: 1d6 + 9 ⇒ (5) + 9 = 14
Talon: 1d20 + 11 ⇒ (12) + 11 = 23 for damage: 1d6 + 9 ⇒ (2) + 9 = 11
Artemus Jarm |
Hold a second. Glad our GM is back but the elemental things do not get to go again BEFORE Art goes once do they? I needed the info you just provided before Art acted.
Unaware of the threat to Thunderstelaler Art blasts the creature with arcane missiles, hoping to take it down.
Magic Missiles: 5d4 + 5 ⇒ (4, 1, 3, 4, 3) + 5 = 20
I think this happened before the creature acted. If so Art is up again. But I sorta need to know the status of blue.
Black Powder Chocobo RPG Superstar 2015 Top 16 |
@Art: Sorry, your post made it sound like you weren't going to do anything for the round instead of delaying. It will survive the magic missiles. And given its strange amorphous gaseous build, it is hard to make out exactly how damaged it is, but it has taken a lot of punishment.
@Nilfyr: Sorry I missed your question: I will take a look later, phone is almost dead and will be on my PC in a couple of hours.
@Thunderstealer, will post our update then, too.
GM BPChocobo TK2 |
@Nilfyr: I think as originally printed, the Lucky Presence blessing did not have a duration, but it looks like that was errata'ed. Check out the PRD for Warpriests which shows that it has a 1 minute duration (which honestly does keep it in line with other blessings). So plus side, you will not have wasted it! Downside, see below.
Artemus's blast of magic causes more bouts of the green gas to separate, but it still angrily approaches the party. Nilfyr casts a spell to safely slip behind the creature, but the focus on moving safely causes his attack to fall short.
With Nilfyr's miss, the blue caustic stalker is still standing.. err floating.
Round 2 Init Order (bold = up)
Gas Blue (70 damage)
Nilfyr (28 damage, chemical burning)
Faeros (12 damage)
Artemus (24 damage)
Belcher's attacks are far more accurate, the dinosaur ripping apart his foe with a flurry of claws and talons. This frees you up to use your tail on the other, the powerful blow knocking much of the elemental's form!
White Fly vs Thunderstealer CMD: 1d20 + 26 ⇒ (15) + 26 = 41
Knowing that its attacks are now useless against the holy dinosaur, the elemental shakes a fist and flies back towards the ceiling, blending with the smoke fumes.
It seems to have run away from the powerful foe. Do you wish to do anything to harm it or let it be? The ceiling in this cavern is at least 30' tall, perhaps more, but it is hard to see through the dense fume clouds.
Artemus Jarm |
Surprised that the gas elemental is still up Art blasts it with a pair of scorching rays.
Ray 1 Touch Attack: 1d20 + 8 ⇒ (20) + 8 = 284d6 ⇒ (1, 2, 2, 5) = 10
Ray 2 Touch Attack: 1d20 + 8 ⇒ (15) + 8 = 234d6 ⇒ (4, 5, 6, 2) = 17
Ray 1Confirm: 1d20 + 8 ⇒ (4) + 8 = 124d6 ⇒ (5, 5, 5, 4) = 19
Artemus Jarm |
Elementals are not the same thing as having the elemental subtype so I rolled just in case. Likely missed anyway. Air types usually have good dex...
After the rays are fired, if the creature is still up Art backs up around the corner. he does not want to deal with more acid damage.
PlasmaRifleChocobo |
Hey guys! Due to lack of any response from Paizo higher ups, I am creating a second account just to get things moving; hopefully you call can vouch for me if things do go awry. I'll update by Tuesday night, but you are not forgotten!
Sincerely, Dave
PlasmaRifleChocobo |
Artemus' fire causes the elemental to dissipate into a harmless, though foul-smelling, cloud.
Meanwhile, Thunderstealer believes that his foe indeed out of the fight.
Combats over... and I hope you all are good after such an... annoying delay.
Thunderstealer |
Thunderstealer rolls on the ground till the burning stops, changes back to human form and returns to the group.
"I was just attacked by two weird cloud creatures. I managed to kill one and the other flew away, but it won't be returning. The things did quite a bit of damage."
Thunderstealer uses his wand of CLW to restore himself and belcher back to (almost) full health.
clw 7x on Thunderstealer: 7d8 + 7 ⇒ (7, 3, 1, 3, 5, 5, 3) + 7 = 34
clw 8x on Belcher: 8d8 + 8 ⇒ (7, 3, 6, 1, 3, 4, 5, 8) + 8 = 45
Thunderstealer |
Right. Art agrees. We dispatched one and with some difficulty. Are you badly hurt? Best stay together through here.
Thunderstealer looks at the tiniest of acidburns on his finger.
"Well.. I was, but now this is all that remains. I'll let it heal naturally as a little reminder"
66/67 hp
PlasmaRifleChocobo |
The party, now regrouped in a battle that seemed to take months in its precious few seconds, moves forward past the bridge.
The next chamber has a narrow passageway that looks like it will take some squeezing through to navigate (except for Belcher). However, a wretched-smelling breeze rushes through the narrow passageway.
Nilfyr Starshadow |
Nilfyr takes a moment to heal himself with his wand, then proceeds through the passageway.
Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3
Cure Light Wounds: 1d8 + 1 ⇒ (8) + 1 = 9
Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7
Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2
Cure Light Wounds: 1d8 + 1 ⇒ (4) + 1 = 5
Faeros89 |
Faeros joins in on the healing before continuing.
cure light wounds: 1d8 + 1 ⇒ (1) + 1 = 2
cure light wounds: 1d8 + 1 ⇒ (6) + 1 = 7
GM your new avatar does not have the map linked like your old one did, which was very helpful before =)
PlasmaRifleChocobo |
@Faeros: Updated!
The party heals themselves while Thunderstealer enters the passageway. He nimbly moves through the tight path, but the holy dino-man sees a large blob of iron pulsing at the end of the tunnel. The heat intensifies as Thunderstealer approaches it.
Anything you want to do, Thunderstealer?
Map updated