GM BPChocobo TK2 |
Belcher dives in, but is unaware that the warrior was expecting this and swings its axe straight at Belcher's legs before it can leap!
Blue readied trip @ Belcher: 1d20 + 15 ⇒ (8) + 15 = 23
However, Belcher is too fast and leaps into the air before the warrior can trip the dinosaur, leaving himself open to its clawed wrath. It is the last mistake the warrior ever made.
Nilfyr shows off more of his polearm work, bringing the last foe to the floor and smashing his chest hard with the blade.
Down to its last few HP and cannot survive whatever Belcher or Nilfyr will do if he tries to stand up, so calling it; heck a single potshot from Faeros will take care of him
Without the enemies, the room is now quiet. However, the door to the south that Artemus is watching pops open quickly, then is shut closed.
Artemus Jarm |
We seem to have attracted some attention back here.Art notes. Might be good I was watching this way. Search the bodies and then lets see who was looking in on us.[/b] Art continues to watch.
GM BPChocobo TK2 |
Artemus doesn't see anything else as he watches the door. Combined, the warriors had 12 potions of cure light wounds, 4 potions of bull's strength, 4 +1 battleaxes, 4 sets of +1 chainmail, 4 +1 wooden shields, 4 boots of the hinterland, and 4 anchor feather tokens.
If nothing else posted, will push into the room Artemus is watching tomorrow.
GM BPChocobo TK2 |
Gathering their gear, the party makes their way to the other side, ready for something to come out. Nilfyr doesn't spot anything off with the door and polearm readied, opens the door.
This ruined chamber must have once been a bedroom, but the furniture has since rotted away.
The party doesn't see anyone awaiting them.
GM BPChocobo TK2 |
Nilfyr's magic emanates into the room... but nothing shows. Artemus' orbs of light don't reveal anything either. However, the party doesn't have to wait long as a woman in fullplate gallops into view on a massive mount, another warrior with axe and shield right behind her. With her massive greatsword raised, she rears the horse and prepares to charge forward shouting in Azlanti, "Death will come swiftly!"
[spoiler=GM Dice]
E Dice: 1d20 + 5 ⇒ (12) + 5 = 17
V Blue: 1d20 + 2 ⇒ (4) + 2 = 6
V red: 1d20 + 2 ⇒ (18) + 2 = 20
Art: 1d20 + 5 ⇒ (4) + 5 = 9
Faeros: 1d20 + 13 ⇒ (18) + 13 = 31
Nilfyr: 1d20 + 3 ⇒ (4) + 3 = 7
Thunderstealer: 1d20 ⇒ 13
Init Order (bold = up)
Faeros
Knight
Thunderstealer
Artemus
Nilfyr
Rider
Map updated
GM BPChocobo TK2 |
Ah, you can swap your position with Belcher's; for the longest time it was the other way around, but I guess with Belcher pounce its better to have the clear line anyway.
Faeros89 |
Any applicable knowledge for this enemy? If religion it is +22 after studying them.
religion: 1d20 ⇒ 3
Faeros spends this round studying both enemies and then casts Greater Invisibility, preparing for a tough opponent. (If the knowledge reveals that this enemy is immune to sneak attack, he casts divine favor instead of greater invisibility)
GM BPChocobo TK2 |
Faeros identifies the armored foe as a graveknight, an undead soldier comparable to a lich in that it will often reform itself eventually after defeat. They emit a sacrilegious aura that inhibits holy and positive energy effects and require magic to fully harm them. They are also bonded to a type of energy that they are both resistant to and can deal with their strikes. He then removes his visible presence, ready to
GM BPChocobo TK2 |
Okay, not sure where the rest of my post went, so here we go again. /sigh
Faeros identifies the armored foe as a graveknight, an undead soldier comparable to a lich in that it will often reform itself eventually after defeat. They emit a sacrilegious aura that inhibits holy and positive energy effects and require magic to fully harm them. They are also bonded to a type of energy that they are both resistant to and can deal with their strikes. He then removes his visible presence, ready to unleash his barrage.
The graveknight seems to pay no mind, her eyes set on Nilfyr. She charges forward, using her heels to guide her mount as she raises her blackened greatsword up to slice the Desnan.
Nilfyr reacts swiftly, trying to take out the horse and break the knight's momentum!
Nilfyr Trip AoO: 1d20 + 23 ⇒ (3) + 23 = 26
The rider however tries to use her skills to deflect the swing.
Graveknight Ride: 1d20 + 19 ⇒ (10) + 19 = 29
Unfortunately, luck seems to be on the rider's side as she gets the horse to leap just before Nilfyr's blade makes contact.
Her own weapon then swings down towards the half-elf.
Graveknight Spirit Charge PA Greatsword @ Nilfyr: 1d20 + 25 - 3 ⇒ (20) + 25 - 3 = 42
Damage on hit: 2d6 + 28 ⇒ (6, 6) + 28 = 40 x2 for Spirited Charge
Acid damage on hit: 2d6 ⇒ (6, 4) = 10
Crit confirm: 1d20 + 25 - 3 ⇒ (18) + 25 - 3 = 40
@Nilfyr: Do you have any form of reroll available to use on the AoO? Currently, that is the only thing that will prevent instant because the e-dice got savage. Technically the rest of the party is up, but I imagine if Nilfyr is alive or not will alter the other's decisions.
Init Order (bold = up)
Faeros
Knight charged
Thunderstealer
Artemus
Nilfyr Checking for a reroll or dead
Rider charged
GM BPChocobo TK2 |
@Thunderstealer: His sheet shows +23 (+15 base and +8 due to his feat and gear. If it is higher from something else, I would like to know! Also, as I read it, Mounted Combat's ride check roll thing outride negates the attack, it doesn't replace the AC so I do not believe the AC penalty from charging would affect that.
@Artemus: Typically Nilfyr trips; that's how he has always played so I went with what he does.
Thunderstealer |
@Thunderstealer: His sheet shows +23 (+15 base and +8 due to his feat and gear. If it is higher from something else, I would like to know! Also, as I read it, Mounted Combat's ride check roll thing outride negates the attack, it doesn't replace the AC so I do not believe the AC penalty from charging would affect that.
@Artemus: Typically Nilfyr trips; that's how he has always played so I went with what he does.
You are missing the weapon enhancement +2 and the (greater) weapon focus +2. In Nilfyr's macros, it is noted down correctly.
GM BPChocobo TK2 |
@Thunderstealer: Ahh, I see! That will just give him the edge he needs!
Rider Ride: 1d20 + 3 ⇒ (1) + 3 = 4
Falling damage: 1d6 ⇒ 6
The graveknight manages to have enough skill to keep on her feet, but the rider behind her is knocked to the ground as the horse itself is brought to the ground. The momentum broken, she growls out in an anger that echoes through the hall.
Init Order (bold = up)
Faeros
Knight (charged)
Mount
Thunderstealer
Artemus
Nilfyr Can make your AoO against the mount before taking full turn
Rider (charged, 6 damage, prone)
Belcher. |
Belcher goes in for some horsemeat!
Don't know if it's an EVIL horse, but with a hellknight it might just be! If not remove the 2d6 from each attack
Power Attack, Holy
Bite : 1d20 + 12 ⇒ (2) + 12 = 14 for Damage (Good,BPS): 1d6 + 11 + 2d6 ⇒ (3) + 11 + (2, 2) = 18
Claw (BS): 1d20 + 12 ⇒ (19) + 12 = 31 for Damage (Good,BS): 1d4 + 11 + 2d6 ⇒ (4) + 11 + (2, 3) = 20
Claw (BS): 1d20 + 12 ⇒ (14) + 12 = 26 for Damage (Good,BS): 1d4 + 11 + 2d6 ⇒ (3) + 11 + (4, 4) = 22
Talon (S): 1d20 + 13 ⇒ (16) + 13 = 29 for Damage (Good,S): 2d6 + 11 + 2d6 ⇒ (5, 5) + 11 + (6, 1) = 28
Talon (S): 1d20 + 13 ⇒ (8) + 13 = 21 for Damage (Good,S): 2d6 + 11 + 2d6 ⇒ (4, 2) + 11 + (5, 6) = 28
Nilfyr Starshadow |
Sorry for the delay - holidays, time off work, and just general disruptions to "normal". Thanks for working through Nilfyr not dying immediately. :-)
AoO (+2 Adamantine Fauchard (2H)): 1d20 + 19 ⇒ (17) + 19 = 36
Damage (+2 Adamantine Fauchard (2H)): 1d10 + 11 ⇒ (3) + 11 = 14
Critical Confirm (+2 Adamantine Fauchard (2H)): 1d20 + 19 ⇒ (9) + 19 = 28
Critical Damage (+2 Adamantine Fauchard (2H)): 1d10 + 11 ⇒ (7) + 11 = 18
Nilfyr gets a glimpse of what might have been had he not tripped successfully, but then sets his mind to the task at hand.
Full-round action: Attack rider
Attack (+2 Adamantine Fauchard (2H), Power Attack (Furious Focus)): 1d20 + 19 ⇒ (8) + 19 = 27
Damage (+2 Adamantine Fauchard (2H), Power Attack): 1d10 + 11 + 9 ⇒ (5) + 11 + 9 = 25
Swift action: Trip rider
Trip (+2 Adamantine Fauchard (2H), Greater Trip, Gauntlets of the Skilled Maneuver (Trip), Ioun Stone (Thorny Brown)): 1d20 + 19 + 4 + 2 + 2 ⇒ (13) + 19 + 4 + 2 + 2 = 40
Attack (+2 Adamantine Fauchard (2H, Iterative), Power Attack (Furious Focus)): 1d20 + 14 ⇒ (16) + 14 = 30
Damage (+2 Adamantine Fauchard (2H), Power Attack): 1d10 + 11 + 9 ⇒ (2) + 11 + 9 = 22
Critical Confirm (+2 Adamantine Fauchard (2H, Iterative), Power Attack (Furious Focus)): 1d20 + 14 ⇒ (6) + 14 = 20
Critical Damage (+2 Adamantine Fauchard (2H), Power Attack): 1d10 + 11 + 9 ⇒ (7) + 11 + 9 = 27
GM BPChocobo TK2 |
Horse is a phantom steed, so didn't take much to remove it from the world
Belcher goes after the horse, but is shocked when it fades from existence after the second talon strike.
Nilfyr, however, continues his martial superiority by slicing into his foe, then taking down her ally, cutting him so hard it in leg that he is brought to his knees. His head then rolls along the ground from the powerful finishing cut.
Init Order (bold = up)
Faeros
Knight (charged) (32 damage)
Thunderstealer
Belcher
Artemus
Nilfyr Can make your AoO against the mount before taking full turn
Artemus Jarm |
Happy that this potentially deadly fight is going well, but sure that the remaining foe is still dangerous, Art decides to Haste the party. He then move back and watches the rear.
Nilfyr Starshadow |
That will add +1 to all of Nilfyr's rolls to hit, and grant him an extra attack at his full bonus
Attack (+2 Adamantine Fauchard (2H), Power Attack, Haste): 1d20 + 19 - 3 + 1 ⇒ (7) + 19 - 3 + 1 = 24
Damage (+2 Adamantine Fauchard (2H), Power Attack): 1d10 + 11 + 9 ⇒ (1) + 11 + 9 = 21
GM BPChocobo TK2 |
Nilfyr would have just missed his mark, but bolstered by Artemus' magic, his blade wounds the graveknight even more.
Giving Thunderstealer until tomorrow morning, then botting and moving forward.
GM BPChocobo TK2 |
Thunderstealer steps up with his polearm and hacks at the Graveknight some more!
Thunderstealer horsechopper @ Graveknight: 1d20 + 16 ⇒ (2) + 16 = 18
Damage on hit: 1d10 + 22 ⇒ (6) + 22 = 28
Thunderstealer horsechopper @ Graveknight: 1d20 + 16 - 5 ⇒ (13) + 16 - 5 = 24
Damage on hit: 1d10 + 22 ⇒ (5) + 22 = 27
His first swing she backs away from, but with her back to the wall, she just can't avoid the blade and takes another solid slice.
Another soldier moves in from around the corner and swings his axe violently at Belcher!
Soldier axe @ Belcher: 1d20 + 16 - 3 ⇒ (5) + 16 - 3 = 18
Damage on hit: 2d8 + 15 ⇒ (3, 7) + 15 = 25
However, the battle-proven Belcher instinctively ducks under the swing, ready to pounce upon this new prey.
Init Order (bold = up)
Faeros
Knight (charged) (80 damage)
Thunderstealer
Belcher
Artemus
Nilfyr
Blue soldier
GM BPChocobo TK2 |
1 person marked this as a favorite. |
Thats okay, cookies are tasty at least.
Faeros continues the party's assault on the undead monster, blessing his weapon against undead before launching his arrow-neous barrage!
Faeros DA Invis Bane arrow @ Graveknight: 1d20 + 18 - 3 + 3 ⇒ (16) + 18 - 3 + 3 = 34
Damage on hit: 1d8 + 5 + 3 + 6 + 2d6 + 3d6 ⇒ (6) + 5 + 3 + 6 + (1, 5) + (6, 5, 3) = 40
Faeros DA Invis Bane arrow @ Graveknight: 1d20 + 18 - 3 + 3 ⇒ (20) + 18 - 3 + 3 = 38
Damage on hit: 1d8 + 5 + 3 + 6 + 2d6 + 3d6 ⇒ (8) + 5 + 3 + 6 + (1, 2) + (6, 5, 3) = 39
Faeros DA Invis Bane arrow @ Graveknight: 1d20 + 13 - 3 + 3 ⇒ (9) + 13 - 3 + 3 = 22
Damage on hit: 1d8 + 5 + 3 + 6 + 2d6 + 3d6 ⇒ (6) + 5 + 3 + 6 + (4, 3) + (1, 3, 4) = 35
Not even bothering with the crit confirm, all three hitting is enough
The trio of holy arrows strike the green crystal embedded in the graveknight's chest, and with one last echoing howl, she slumps over, unmoving.
The last soldier can't survive the party assault, so calling it.
The room is quiet now, allowing ample exploration of chamber which looks like a tattered bedchamber.
Computer is acting up for PDFs for some reason, but will post tonight or tomorrow for more room info and loots.
GM BPChocobo TK2 |
The graveknight's armor +1 fullplate rests on her body, along with a +1 greatsword, a belt of mighty strength +2, a composite longbow of massive strength (+11 Str), a key, and a spire token. The soldiers have the same gear as the others you slain, increasing your store of bolts and potions.
The rest of the room is sadly trashed, with little found upon a cursory glance.
Nilfyr Starshadow |
Too bad Nilfyr's already got +2 mithral full plate...
Nilfyr gives the room more than a cursory glance...
Perception: 1d20 + 22 ⇒ (10) + 22 = 32
..then, once he has established that there is nothing else to find, makes his way back to the previous room and readies himself to open the other double door.
Sorry, just noticing that there are still some blocks covering up the top and bottom of the room.
GM BPChocobo TK2 |
Ahh forgot to remove those, but indeed, nothing behind them.
Confirming the rest of the chamber has nothing else of interest, Nilfyr makes his way to the other door. Not sensing anything on the other side, he opens the doors.
Double doors open to reveal a 10-foot-wide corridor extending to the south. The final stretch of the hall is bathed in shifting energy—pink, scarlet, dusty rose, and incandescent blue.
Map updated
GM BPChocobo TK2 |
If you have any PCs that have played through the entire Thornkeep module arc, you can attempt the Intelligence check below!
And yep, after this, one more area to explore. Sorry it took so long for the response. Retail weekends are taking it out of me much more than normal this year!
Also, you may use Detect Magic with a single Spellcraft roll to get more information
You haave read the Pathfinder Chronicles about the Thornkeep dungeon system. One of the curiosities was about a strange phenomenon called a time lock, using various ioun stones to power an extradimensional space where time stood still; this magic was used to envelop part of the deepest layer of the Thornkeep ruins. That floor was home to the disciples of Nhur Athemon, who were punished for their treachery, but the Pathfinder agents who delved into the ruins were able to find a way to destroy the time lock portion on the Thornkeep side as part of their escape.
Strong transmutation radiates from the vortex.
The magic also bears some conjuration, similar to creating dimensional spaces while the transmutation magic seems to ebb and flow between similarities to haste and slow.
The entire area is part of a strange time system that has been disrupted. Walking into the area would likely cause the person going through to be subjected to rapid changes of personal time, including aging or "youthening" the subject. However, one with enough mental fortitude may be able to control what occurs as you step through, making it less erratic for the effects. In either case, you surmise that that this temporal effect intensifies as you step closer.
Nilfyr Starshadow |
Spellcraft: 1d20 + 10 ⇒ (6) + 10 = 16
Nilfyr casts detect magic, but is only able to get a simple impression from the cascade of colors at the end of the hall. "Artemus, would you?"
Once they're done investigating, he begins the trek back to the "throne room".
GM BPChocobo TK2 |
Seems like Nilfyr is ready to descend down to the next floor, but does anyone want to go into the time hall or check the curtain?
Nilfyr Starshadow |
Oh, we can certainly check the curtain; I didn't realize the throne room didn't join up with the blocked off area. I'm a bit wary of the time hall, but I suppose a +15 Will save would potentially allow some control...
Black Powder Chocobo RPG Superstar 2015 Top 16 |
Whoops, my bad, I thought it was Will, but it's actually Fort. Basically, as you go in, you have to make a Fort save. Fail and you will either age or youthen a random set of years. However, you can then make a second Fort save and CHOOSE if you age or youthen. Also, the farther down you go, the stronger the effect gets. Ie, it will be an increasingly larger of potential aging or youthing.
What I am going to do is if you choose to go through it, I will make all of the rolls as you go in; also rolling the second one if it applies and nothing the number of years. The module says I get to choose but I think I will keep it random for fairness.
With that, I just need to know who goes in... sounds like definitely Art, but Nilfyr as well?