Halbarad of Arbor
|
My header is up to date including benefits of good hope, nat armor bonus, and aspect of the falcon, AND including the penalties for blindness.
Related question: does the blindness for me last through the first two real rounds of combat, or three? (Round of acquiring blindess, (surprise), real round 1, real round 2?)
| GM Bold Strider |
Blindness includes surprise round. Essentially, two of the plants released a burst of light as you were all spring into action for the surprise round.
Status:
Desmond-Blind (2 rounds) @ 92/92 HP; Sahrek-Blind (3 rounds); Halbarad-Blind (3 rounds) @ 72/72 HP; Th'reiwa-don-Blind (3 rounds); Terrill @ 69/69 HP; Atum-Large @ 104/104 HP; Dragorin @ 100/80 HP; Basalte @ 69/70 HP; Flinders-Blind(2 rounds) @ 73/73 HP;
Atum Nakhti
|
@Basalte: go ahead!
Basalte
|
Thanks! I'm not sure yet how I want to proceed, since there are two variables (so 4 variants) that make Basalte's stats change significantly: Ka Stone (Enlarge, +BAB) and Rage. I have some thinking to do, it seems.
| GM Bold Strider |
Plants: 1d20 + 4 ⇒ (12) + 4 = 16
Basalte: 1d20 + 2 ⇒ (3) + 2 = 5
Desmond: 1d20 + 6 ⇒ (14) + 6 = 20 (+2 Underground)
Halbarad: 1d20 + 5 ⇒ (11) + 5 = 16
Atum: 1d20 + 3 ⇒ (3) + 3 = 6
Terrill: 1d20 + 7 ⇒ (7) + 7 = 14
Dragorin: 1d20 + 0 ⇒ (20) + 0 = 20
Flinders: 1d20 + 4 ⇒ (9) + 4 = 13
Red: 1d20 + 4 ⇒ (16) + 4 = 20
Blue: 1d20 + 4 ⇒ (2) + 4 = 6
Green: 1d20 + 4 ⇒ (17) + 4 = 21
Dragorin bathes the plants in fire. One of them looks significantly more wounded than the others.
The rest of the party is either caught off guard by the blindness or throws out buffs.
Initiative:
1st: Desmond-Blind (1 round) @ 92/92 HP; Sahrek-Blind (2 rounds); Halbarad-Blind (2 rounds) @ 72/72 HP; Th'reiwa-don-Blind (2 rounds); Terrill @ 69/69 HP; Dragorin @ 100/80 HP;
2nd: Plants (#1-Red @ 27 damage; #2-Blue @ 55 damage; #3-Green @ 27 damage)
3rd: Atum-Large @ 104/104 HP; Basalte @ 69/70 HP; Flinders-Blind(1 rounds) @ 73/73 HP;
Halbarad of Arbor
|
Round I
"Calistria be damned can't see son of a *grumble* *grumble* *harumph*"
Hal flicks his wrist and out pops a wand. He uses it to cast gravity bow on himself. Th'reiwa-don gives a pathetic squawk.
Dragorin
|
Let us end this fight quickly Pathfinder! Asmodeous shall guide us! Dragorin shouts as he marches towards the plants, blasting them with fire!
Flame Strike: catching blue and green
Damage: 10d6 ⇒ (2, 6, 2, 3, 6, 2, 2, 2, 6, 1) = 32 DC 20 for half
Desmond Aesculus
|
Acrobatics: 1d20 + 13 ⇒ (1) + 13 = 14
Acrobatics: 1d20 + 13 ⇒ (13) + 13 = 26
Though blinded, Desmond is able to move easily through the rubble. (The stripey-shaded stuff is difficult terrain, right?)
He is just able to make his way to the greenest of the plants, drawing his falchion.
"Sahrek, follow!"
Acrobatics: 1d20 + 7 ⇒ (10) + 7 = 17
Acrobatics: 1d20 + 7 ⇒ (6) + 7 = 13
The wolf follows his master closely behind.
Desmond and Sahrek both Double move.
| GM Bold Strider |
Not difficult terrain.
Dragorin burns away some more of the plants with a flame strike, however it is less effective than his fireball.
Half the damage is fire and the other half "divine", thus only the fire damage is multiplied for fire vulnerability, I think.
Blue-Reflex Save: 1d20 + 3 ⇒ (18) + 3 = 21 20 damage
Green-Reflex Save: 1d20 + 3 ⇒ (10) + 3 = 13 40 damage
Initiative:
1st: Desmond-Blind (1 round) @ 92/92 HP; Sahrek-Blind (2 rounds); Halbarad-Blind (2 rounds) @ 72/72 HP; Th'reiwa-don-Blind (2 rounds); Terrill @ 69/69 HP; Dragorin @ 100/80 HP;
2nd: Plants (#1-Red @ 27 damage; #2-Blue @ 75 damage; #3-Green @ 67 damage)
3rd: Atum-Large @ 104/104 HP; Basalte @ 69/70 HP; Flinders-Blind(1 rounds) @ 73/73 HP;
Terrill Mayern
|
Terrill darts across the cavern at incredible speed, calling on Desna to guide his blade and protect him. He slices deeply into one of the plants.
Free action to activate boots of speed (2/10 uses today) for +30 to move speed. Swift action to activate judgments of Destruction (+4 dam) and Purity (+2 saves). Move action to get to near plants (move speed is currently 65’). Attack.
+1 Keen Curve Blade, Power Attack, Good Hope, Haste: 1d20 + 14 - 2 + 2 + 1 ⇒ (17) + 14 - 2 + 2 + 1 = 32 vs green
Curve blade damage, Power Attack, Judgment, Good Hope, Weapon of Awe: 1d10 + 9 + 6 + 4 + 2 + 2 ⇒ (6) + 9 + 6 + 4 + 2 + 2 = 29
Crit Confirm, Unerring Weapon: 1d20 + 14 - 2 + 2 + 1 + 4 ⇒ (18) + 14 - 2 + 2 + 1 + 4 = 37
Crit damage: 1d10 + 9 + 6 + 4 + 2 + 2 ⇒ (5) + 9 + 6 + 4 + 2 + 2 = 28
Assuming that confirms the critical, green plant is shaken for one round. Which should cause it to lose some leaves, I'd think.
Desmond Aesculus
|
| 1 person marked this as a favorite. |
We need a singer. "Really love your peaches / Wanna shake your tree..."
| GM Bold Strider |
Weapon of Awe is a mind-affecting ability, thus plants are immune, however...
Terrill dashes forward and swings his burning blade in a vicious arc, severing the main stalk of one of the plants.
The two remaining plants howl out in pain and slowly shuffle forward, lashing out at their attackers with teeth and vines.
Bite @ Terrill-27 AC: 1d20 + 15 ⇒ (19) + 15 = 34
Tentacle @ Terrill-27 AC: 1d20 + 13 ⇒ (9) + 13 = 22
Tentacle @ Terrill-27 AC: 1d20 + 13 ⇒ (9) + 13 = 22
Grab @ Terrill-25 CMD: 1d20 + 23 ⇒ (15) + 23 = 38
Bite @ Desmond(FF)-19(21?)AC: 1d20 + 15 ⇒ (7) + 15 = 22
Tentacle @ Desmond(FF)-19(21?)AC: 1d20 + 13 ⇒ (3) + 13 = 16
Tentacle @ Desmond(FF)-19(21?)AC: 1d20 + 13 ⇒ (19) + 13 = 32
Grab @ Desmond(FF)-24 CMD: 1d20 + 23 ⇒ (16) + 23 = 39
Desmond and Terrill are bodily lifted into the air by the creature, caught in their teeth.
Damage @ Terrill: 2d6 + 9 ⇒ (5, 5) + 9 = 19
Damage @ Desmond: 2d6 + 9 + 1d8 + 4 ⇒ (6, 3) + 9 + (1) + 4 = 23
Initiative:
1st: Desmond-Grappled @ 69/92 HP; Sahrek-Blind (1 rounds); Halbarad-Blind (1 rounds) @ 72/72 HP; Th'reiwa-don-Blind (1 rounds); Terrill-Grappled @ 50/69 HP; Dragorin @ 100/80 HP;
2nd: Plants (#1-Red @ 22 damage; #2-Blue @ 70 damage;)
3rd: Atum-Large @ 104/104 HP; Basalte @ 69/70 HP; Flinders-Blind(1 rounds) @ 73/73 HP;
Map may look different but that is because I mis-sized the plants. They are only huge. I just re-sized you guys to match.
Dragorin
|
Feel the fires of Hell!
Flame Strike, getting both plants
Damage: 10d6 ⇒ (2, 5, 6, 2, 4, 1, 3, 1, 3, 2) = 29 DC 20
I liked the plants bigger! Seemed really epic!
I can't edit the map but I'd like to move dragorin up towards the top of the map so he can channel and not have everyone in the burst.
Terrill Mayern
|
Calling on the Song of the Spheres to help him free himself, Terrill slips deftly free of the monstrous plant maw. He vanishes from sight, reappearing on the other side of the creature.
Swift action to activate Blessing of Liberation (works like freedom of movement) and escape grapple (1/2 blessings today). Standard action to escape grapple (auto-succeeds). Move action to use Dimensional Hop (used 25/90' today)
Halbarad of Arbor
|
Round II
"Bloody eyeballs half the size of the damn moon full dilation stupid plants *grumble* *grumble* *harumph*" Hal intones. He takes a full round to fumble around and reset his wrist sheath.
Basalte
|
"URGGHH - May the earthfury take you!" shouts Basalte as he suddenly grows in size and in anger!
Rage & Ka Stone, moving in then striking.
+1 Adamantine Keen Falchion, Power Attack, Rage, Ka Stone, Good Hope: 1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 222d6 + 19 + 2 ⇒ (4, 2) + 19 + 2 = 27
Basalte
|
Regarding Terrill's ability to use warpriest blessings, the answer might be that he has the War Blessing feat.
Your fervent call to your deity imbues you with a temporary blessing.
Prerequisite: Mystery or domain class feature.
Benefit: Choose two warpriest blessings when you take this feat. Each of these blessings must be tied to a domain granted by your deity or to one of the two domains that represent your spiritual inclination and abilities. Twice per day, you can call upon the minor blessing from one or the other of your chosen blessings. This ability otherwise acts like the warpriest blessings class feature. Your effective warpriest level is the highest level that you have in the class that has the mystery or domain class feature.
Desmond Aesculus
|
Finding himself grappled by the plant, Desmond chooses not to fight his way out of the plant's gentle hug. Instead, he switches his falchion to his off hand (free action) and draws his dagger (free action thanks to Quick Draw Feat) and slashes as best as he can at the otherworldly plant. (Full attack)
Dagger Slash, Power Attack: 1d20 + 14 - 3 ⇒ (15) + 14 - 3 = 26 (Grappled Penalty and Good Hope bonus cancel each other out)
Damage, Good Hope, PA: 1d4 + 4 + 6 + 2 ⇒ (3) + 4 + 6 + 2 = 15
Dagger Slash, Power Attack: 1d20 + 9 - 3 ⇒ (15) + 9 - 3 = 21 (Grappled Penalty and Good Hope bonus cancel each other out)
Damage, Good Hope, PA: 1d4 + 4 + 6 + 2 ⇒ (1) + 4 + 6 + 2 = 13
"Sahrek, attack this thing!"
Sahrek rushes forward and tries to bite at the plant.
Bite: 1d20 + 13 ⇒ (10) + 13 = 23
Damage: 2d6 + 10 ⇒ (1, 1) + 10 = 12
Trip: 1d20 + 15 ⇒ (14) + 15 = 29
Desmond Aesculus
|
Desmond also tries to recognize these plants as anything he may be familiar with.
Knowledge (Nature): 1d20 + 11 ⇒ (10) + 11 = 21
Terrill Mayern
|
Regarding Terrill's ability to use warpriest blessings, the answer might be that he has the War Blessing feat.
This is in fact the answer.
Dragorin
|
They also have Boon Believer and Eldric heritage. I wonder if you can use Boon Believer to qualify for War Blessing? They a Fighter cold have access to two domains, a bloodline, and a blessings!
Terrill Mayern
|
Hadn't seen Believer's Boon before. Interesting... Seems a bit of stretch to qualify for War Blessing with it, but I couldn't say no definitively.
| GM Bold Strider |
Alright! Let's recap!
Dragorin blasts the creatures with more holy fire, causing them to shriek vaguely orcish sounds into the stale cavern air.
Fire(High-1): 1d2 ⇒ 2
14 Fire Damage; 15 Holy Damage
Reflex Save: 1d20 + 3 ⇒ (16) + 3 = 19
Reflex Save: 1d20 + 3 ⇒ (3) + 3 = 6
The large plant holding Desmond aloft is burned to cinders by his unholy magicks.
Plants (#1-Red @ 58 damage)
Terrill calls forth the power of Desna and slips from the grasp of the plant creature holding him by the throat, teleporting behind the beast.
Basalte enlarges and moves to strike the beast, however the creature lashes out at him.
Base AC is 25: Rage and Enlarge is -4 to AC
Bite @ Basalte-21 AC: 1d20 + 15 ⇒ (19) + 15 = 34
Grab @ Basalte-26ish CMD: 1d20 + 23 ⇒ (1) + 23 = 24
The creature bites deep into his flesh, however it can't find purchase on his rocky body as Basalte delivers a brutal blow.
Damage: 2d6 + 9 ⇒ (3, 1) + 9 = 13
Plants (#1-Red @ 85 damage)
Flinders wanders around, still blinded by the light pulse given off by the plants as Desmond and Sahrek barely deliver enough damage to permanently destroy the plant. With DR factored in, your attacks were 1 HP over its hit point total.
After a few more seconds, the rest of the party is able to see and there only seems to be a branching path moving south.
The tunnel descends a few turns and then enters a large cavern glittering with the light of phosphorescent algae growing on the eastern wall. A small lake, fed by an underground stream that flows south through the cavern, occupies most of the west side of the room. The vines from above stretch across the cavern and wrap around an enormous stone coffin, solidly perched atop a well-carved stone dais.
This is marked as "The final resting place of Akila, concubine of
Zuberi and unfortunate victim of his curse." Lifting the lid from the tomb, you find the skeletal remains of Akila, still clad in a brilliantly colored red-and-orange robe. A solid, simple, silver ring adorns her left hand’s ring finger and she holds what appears to be a wand in her right hand.
The silver ring cannot be removed, no matter what you try. The “wand” she’s holding is not magical.
Status:
Desmond @ 69/92 HP; Sahrek; Halbarad @ 72/72 HP; Th'reiwa-don; Terrill @ 50/69 HP; Dragorin @ 100/80 HP; Atum @ 104/104 HP; Basalte @ 56/70 HP; Flinders @ 73/73 HP;
Dragorin
|
Detect Magic on ring:
Spellcraft: 1d20 + 13 ⇒ (10) + 13 = 23
Knowledge check on the significance of the "wand":
Religion: 1d20 + 10 ⇒ (3) + 10 = 13
Basalte
|
After the demise of the Sky Plant, Basalte asks Flinders to put another shield spell into his ioun stone from his wand (unless it doesn't carry over to the next scenario, but I was under the impression that it did. If not, I'll ask Flinders at the start of the next scenario), and that he'd be healed with his own wand as well.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
"Mrrr. If the ring doesn't come off, we need to take the whole body, or the whole coffin if need be. Help me there, Atum." he states as he stands ready to lift the body, expecting someone to lay a large piece of cloth to put the remains in, preferably in a respectful manner.
Halbarad of Arbor
|
"We could just take the finger... but we're already carrying a couple of bodies so what's one more?" Hal unpacks the pair of cloaks the party took off the orcs at the inn and lays them on the ground beside the coffin.
"Hang on a moment." The elf steps over to see if there is any lingering life in her... Heal: 1d20 + 10 ⇒ (5) + 10 = 15 just in case
Is there any writing here? Hal can read Taldane, Kelish, Elven, Goblin, Orc, Sylvan, Thassilonian, Azlanti, and Ancient Osiriani.
Basalte
|
"If she's truly dead, then let's take her back to Sothis. Balentiir is interested in the ring, so we should take everything. He also wanted to know of Heralt's fate, and we know of it. Let's leave this place and never return."
Atum Nakhti
|
Atum nods in agreement and hefts the coffin into the air. "Let's just take the whole thing and let the higher-ups sort it all out."
| GM Bold Strider |
Though it’s a long journey home, you can easily return to Sothis with Akila’s body.
When you arrive, Venture-Captain Balentiir thanks you for retrieving Akila's remains and her possessions. However, he immediately sends you out on another similar mission, this time to distant Varisia.
---
---
The meeting with Venture-Captain Norden Balentiir was short and to the point, and the ship departed Sothis on the evening tide. The words of Balentiir wash back from memory: “This is an unprecedented chance for the Pathfinders to learn more about the history of Osirion and some of the figures that played important roles but have been little more than shadowy rumors to us until now. A little-known Osirian merchant prince named Zuberi who lived in the time of Cheliax’s Everwar used the chaos and confusion it caused as cover to grow his mercantile empire. He sent agents far and wide to take advantage of this chance to make additional fortunes. One of these agents was known as Meskhenet the Wise, a woman of uncommon beauty and unsurpassed insights. She went into Cheliax proper in order to set up a secret smuggling operation directly beneath the Crown’s nose. A fortress was built called the Halls of Zuberi from which she could organize shipments from pirates on Cheliax’s west coast and bring them in past customs officials and military patrols alike in order to reach the black markets of Westcrown and Egorian in central Cheliax. How she managed to pull this off is unknown, but it is known that it was successful for many years and filled her coffers with foreign gold."
“The Halls of Zuberi rang with the sounds of commerce for nearly 50 years before disaster struck. In a single night, all was lost in a holocaust of unleashed magic and destruction. The fortress caved in on itself and became an impassable ruin known today as the Collapsed Halls. Meskhenet disappeared in the catastrophe, her mercantile networks fell apart, and they too eventually disappeared with nary a trace. This all became a minor and poorly understood footnote in history. Information recently came into our possession describing a powerful magical ring that Meskhenet wore. Somehow, it is rumored, it was this ring that apparently allowed the successes that she experienced in their operations, and all knowledge of it disappeared with Meskhenet."
“We believe there is more to this tale than simply the mercantile dreams of a brilliant businesswoman. This is reinforced by the fact that we’ve lost three venture-captains since word of the merchant prince and this ring and others like it came to us. Someone is trying to keep this whole thing hushed up, and they’re willing to kill to do it. The Society is not about to be intimidated or silenced. I need you to travel to Cheliax, head up the Maiestas River to the Collapsed Halls, find the magic ring of Meskhenet that our sources say lies somewhere beneath the ruins, and get back here with it in one piece. Watch your back, because it seems somebody doesn’t want us to find it.”
Halbarad of Arbor
|
In a valley not far from the Skull Hill outpost, where orc patrols are unlikely to wander, Halbarad halts to light an enormous funereal pyre with Krug atop it. He hopes that this solemn action will put the orc's spirit at rest.
-----
"Familiar story," Hal chuckles at the VC's tale. Thus to all who mindlessly chase gold... "Seeing as we just found a dead ring-bearer who died under possibly cataclysmic circumstances." The elf strokes his chin, utterly bereft of facial hair. "Three Venture Captains you say? Their names? We must avenge them, by finishing what they started and collecting this ring. Tell me of the Collapsed Halls."
Basalte
|
"Rrrmm. What do we know of the ring? Any connection to Akila's?" grumbles Basalte.
-Posted with Wayfinder
Dragorin
|
Do we have any idea who might be trying to keep the discovery of these rings secret?
Desmond Aesculus
|
"Three Venture Captains you say? Their names? We must avenge them..."
Desmond's thoughts focus. Please say Aram Zey. Please say Aram Zey!
But he simply continues to pet his wolf.
Flinders Offendurr
|
"I echoes my companion's thoughts when I say, 'THREE VENTURE CAPTAINS?!', what aren't you telling us? I've never been one to shirk from adventure, but this smacks of danger beyond the norm." Glancing at his party members, he adds. "It obvious from the looks on your faces, we are undertaking this mission, so I ask, what can we obtain to aid us in delving this ruin?"
Terrill Mayern
|
"Cheliax?" Terrill barks, "I hate those slaving bastards. But maybe I'll get to kill some of 'em."
He nods in agreement with his companions, "Taking out three venture captains is no easy thing - and it must be avenged, make no doubt of it."
Any Knowledge checks we can make?
Still leveling up, will update alias soonish.
Dragorin
|
Excuse me!?! Dragorin says standing up so you might see emblem on his beast plate proudly marking him a Signifier in the Order of the Scourge Hellknight. Cheliax is a great nation! The once and future rulers of the Inersea! Just because we do not subscribe your backwards way of life does not mean you can threaten my country men will bodily harm!
Terrill Mayern
|
”Are you a slaver?” Terrill asks contemptuously of Dragorin. ”I haven’t seen you hauling any chained halflings around, so I gave you the benefit of the doubt. And whether you like me threatening Chells with harm or not, odds are we – that’s you and me both - are going to kill a few on this mission. That’s more of a prediction than a threat, but take it how you will.”
Dragorin
|
What does it matter if I own slaves! Would you kill me right now if I said I did? I have broken no law and have committed no slights against you! But you seem to relish the idea of killing innocent people just because they are from Cheliax! We may have have to fight people of my nation but I do not go into this mission assuming everyone we encounter will be our enemy! I am not the murderer you have proven yourself to be. Dragorin pauses and regains his composure. Then, smiling, he leans in close to Terrill and says in a barely audible whisper. You may play at worshiping Desna but I can now see that there is a darkness inside of you. Desna see's it too. She will not stop you from falling either. No, she might morn your loss or shun you for your darkness but she will not offer you salvation. Asmodeous will though. He is always willing to welcome the fallen. He will save you. He will hold you in his embrace, teaching you the ways of the world and how they can empower you, and he will never let you go.
Halbarad of Arbor
|
"Well, this was bound to happen sometime," chuckles Hal, a thin smile on his thin lips. He makes no move to intervene.
Desmond Aesculus
|
Desmond nods at Halbarad's observation. "Ayup. I don't know or care much about religion - or politics. This little tiff here," Desmond points his finger back and forth between Dragorin and Terrill, "seems to be about both."
Desmond turns slightly and speaks more directly to Halbarad. "Just wanna say thanks for givin' that orc a proper send-off. I think it managed to square things. I've done some unsavory stuff in the past - I did work for Guaril Karela after all - but it's nice to be able to set things right."
| GM Bold Strider |
Great roleplaying. Three thumbs up.
No Knowledge checks with this one.
"You are a team of some of the strongest Pathfinders in the Society, especially in the Flaxseed Lodge." states the Venture Captain proudly. "However, these orders come from the Decimvirate and any knowledge about the identities of the three Venture-Captains and the powers of the ring are on a need-to-know basis only and it has been determined that it is best to keep you in the dark."
Venture-Captain Norden Balentiir pulls out a small box that appears to be made from obsidian. He puts it on the table and slides it to Flinders. "When you recover the ring, place it in here. Whatever you do, do not wear the damned thing."
As Flinders and the group examines the black box, a poof of smoke appears behind Venture-Captain Balentiir before Aram Zey appears with a worried look on his face. The Venture-Captains exchange glances before Aram Zey moves into the back chamber of Balentiir's office.
"We don't know much, which is why we chose such a large team of capable individuals. Report back to me when you have finished your mission." Balentiir says before bowing to you and moving to the room with Aram Zey.
Basalte
|
"Mrrr. Slavery belongs to this world, whether we like it or not. I like to think obedience is a far greater thing in life. It gives purpose. Who knows if some slaves don't find purpose or solace in their state? Not everyone enjoys the insecurity of freedom." surprisingly argues Basalte.
He then turns to the Venture-Captain, and nods. "Very well. I just hope that knowledge of their names won't be required for us to perform our duty. We shall find the ring, count on us."