Hakon PBP |
perception: 1d20 + 3 ⇒ (4) + 3 = 7
perception: 1d20 + 3 ⇒ (1) + 3 = 4
Assuming someone that made the first perception roll points out the weapons, Hakon will grab a longsword from the pile, holster his axes, and rely on the sword while in the tomb.
I assumed that when someone makes a spoiler roll all players are allowed to open the spoiler. Correct me if I'm wrong.
GM Z..D.. |
That is how I usually play it. Unless the player wants to with hold information. Which is really going against the pathfinder code?
Enchanter's Pregen |
Perception : 1d20 + 5 ⇒ (5) + 5 = 10
Perception : 1d20 + 5 ⇒ (7) + 5 = 12
-Posted with Wayfinder
GM Z..D.. |
Going through the door. Stairways lead up to a marble dais, where rotted wooden offerings lie in splinters. The tiles of the floor are scorched black, and the smell of magical ozone fills the air. A sickly pale glow sputters amid a pile of debris, illuminating a shattered sword upon the ground. In the chamber’s walls, rows of niches bear ceramic urns labeled with bronze plaques. A repetitive grinding sound echoes through the chamber, erratic and yet unceasing.
The shattered sword has the same design and style as the longswords in the previous area. The grinding sound and pale glow come from the tomb’s last remaining guardian.
Formerly a statue of a proud, doglike creature, it now lies in fragments, only able to move its intricate metal frame with its magical animating force. The guardian’s jaws spark wildly as the disparate pieces drag themselves towards the PCs, struggling to destroy the intruders.
Kyra: 1d20 + 0 ⇒ (4) + 0 = 4
Quinn: 1d20 + 1 ⇒ (4) + 1 = 5
Merisiel: 1d20 + 6 ⇒ (1) + 6 = 7
Hakon: 1d20 + 2 ⇒ (18) + 2 = 20
jirelle: 1d20 + 4 ⇒ (4) + 4 = 8
Seelah: 1d20 + 0 ⇒ (15) + 0 = 15
Guardian Dog: 1d20 + 2 ⇒ (11) + 2 = 13
red: 1d20 ⇒ 9
blue: 1d20 ⇒ 7
green: 1d20 ⇒ 7
Combat Order: Round 1
Bold May Act
Hakon
Seelah
Guardian Dog
Red
Jirelle
Merisiel
Blue
Green
Quinn
Kyra
Merisiel the Pregen |
Merisiel takes one of the longswords from the assortment.
Might come in handy...
wos: 1d20 + 1 ⇒ (19) + 1 = 20
That dog looks ready to explode....watch yourselves!
Hakon PBP |
Knowledge Arcana Dog: 1d20 + 2 ⇒ (9) + 2 = 11
Knowledge Arcana others: 1d20 + 2 ⇒ (5) + 2 = 7
Hakon starts an inspired rage performance and moves left.
Raging Song (Su): A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level beyond 1st, he can use raging song for 2 additional rounds per day.
Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces.
A raging song has audible components, but not visual components. Allies must be able to hear the skald for the song to have any effect on them. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit.
When the skald begins a raging song and then on each ally's turn, if the ally can hear the raging song, that ally must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects on that ally last for that ally's turn or until the song ends, whichever comes first.
Inspired Rage (Su) At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike the barbarian's rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features.
GM Z..D.. |
Hakon starts his raging song.
Seelah misses her target.
The Guardian Dog moves to seelah but does not attack.
Red provokes an attack of opportunity from Hakon has it jumps at him and attacks. The stone hand ends of flying past hakon, as it was going for his neck.
claw: 1d20 + 5 ⇒ (8) + 5 = 13
Combat Order: Round 1
Bold May Act
Hakon
Seelah
Guardian Dog
Red
Jirelle
Merisiel
Blue
Green
Quinn
Kyra
Merisiel the Pregen |
Merisiel strides over and tries to slice the hand that attacked Hakon.
attack: 1d20 + 2 + 1 + 2 ⇒ (7) + 2 + 1 + 2 = 121d8 + 2 + 1 ⇒ (6) + 2 + 1 = 91d6 ⇒ 6
on phone...cant move token...movibg in to flank...rolled with flank and sneak attack...if it doesnt appky just remove them
GM Z..D.. |
Jirelle and Merisiel move in and strike simultaneously, JIrelles bade connects, but merisiels misses.
Blue provokes an attack from Seelah as it goes after her. And the claw misses.
claw: 1d20 + 5 ⇒ (3) + 5 = 8
Green moves in with kyra and attacks. It manages to scratch Kyra's neck but failed to grab hold.
claw: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 1d1 + 1 ⇒ (1) + 1 = 2
grab: 1d20 ⇒ 9
Combat Order: Round 1/2
Bold May Act
Hakon
Seelah
Guardian Dog
Red
Jirelle
Merisiel
Blue
Green
Quinn
Kyra
Hakon PBP |
Hakon takes a step and takes his newly acquired word and gives it a try, with an axe in his left hand.
Melee Sword +1 (1d8+3/×3) and handaxe +2 (1d6+1/×3)
+1/+1 for inspire, which he maintains
To Hit Sword: 1d20 + 2 ⇒ (19) + 2 = 21
damage: 1d8 + 4 ⇒ (6) + 4 = 10
To Hit Axe: 1d20 + 3 ⇒ (1) + 3 = 4
damage: 1d6 + 2 ⇒ (3) + 2 = 5
The sword with the pegasus crest hits solidly, but his axe does not.
Kyra, Flame of the Dawnflower |
If that's a longsword, you threaten a crit there, Hakon.
And aren't crawling hands supposed to be undead? Or are these different?
Kyra swats at the strange stone claw trying to get hold of her neck, as she does her best to get out from underneath it.
She waits for Quinn, then attacks in with him.
5' step away, then ready for Quinn to step into the flank, then attack.
She is using her regular scimitar, not one of the crypt weapons, if it matters.
Melee vs green, flank?: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20, for 1d6 + 2 ⇒ (1) + 2 = 3 damage.
Hakon PBP |
Thanks, not used to a character wielding a longsword. Odd, since it is a common weapon. I should have looked it up but I just copy pasted from his axe template.
Crit Confirm: 1d20 + 2 ⇒ (8) + 2 = 10
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Jean-Pierre de Suis |
Seelah takes a swing with her borrowed longsword, as the hand tries to jump her.
AoO: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18, for 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10 damage.
She then delivers a follow-up swing, which goes wide.
Longsword: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12, for 1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6 damage.
Enchanter's Pregen |
Quinn steps back to flank with Kyra and stabs at the claw with his spear.
Attack (flank): 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
GM Z..D.. |
@kyra, these are different crawling hands.
Quinn manages to off the hand in one swing.
Kyra you may restate you actions.
Hakon sliced the hand in half in one swing.
Seelah manages to swat the hand away in mid air, but fails to hit the dog.
The guardian dog attempts to bite Seelah, but misses.
bite: 1d20 + 5 ⇒ (6) + 5 = 11
damage: 1d4 + 2 + 1d4 ⇒ (3) + 2 + (2) = 7
Combat Order: Round 2/3
Bold May Act
Hakon
Seelah
Guardian Dog
Jirelle
Merisiel
Quinn
Kyra
Merisiel the Pregen |
Merisiel shifts over a step to get a better angle to attack.
5 ft step to flank...on phone atm...
attack: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 61d8 + 2 ⇒ (2) + 2 = 41d6 ⇒ 2
Hakon PBP |
Hakon just moves closer and keeps up the tooting on his horn for the inspire rage going. He does not have enough movement to get there. If it matters he hugs the walls as he moves.
Enchanter's Pregen |
Quinn moves up behind Kyra and them clamors up onto the platform. He gets up and holds out his spear ready for the weird dog.
Taking a move action to climb up.
Jean-Pierre de Suis |
Seelah shifts her attention to the dog, nodding her thanks to Merisiel for the flank.
Longsword: 1d20 + 4 + 1 + 2 ⇒ (8) + 4 + 1 + 2 = 15, 1d8 + 3 + 1 ⇒ (4) + 3 + 1 = 8 damage.
GM Z..D.. |
Jirelle moves closer to the dog
Merisiel moves in as well, moving into flank with the dog.
Quinn move in as well and pulls out his spear.
Kyra cast shield of faith on Seelah
Hakon moves up hugging the wall, maintaining his song.
Seelah swings at the dog, managing to wound it.
The dog bites back at the paladin.
bite: 1d20 + 5 ⇒ (19) + 5 = 24
damage: 1d4 + 2 + 1d4 ⇒ (1) + 2 + (1) = 4 3 points physical 1 point electricity
Combat Order: Round 3/4
Bold May Act
Hakon
Seelah
Guardian Dog -8
Jirelle
Merisiel
Quinn
Kyra
Enchanter's Pregen |
Quinn steps forward and drives his spear at the dog-creature.
Attack (inspiration): 1d20 + 3 + 1d6 ⇒ (14) + 3 + (1) = 18
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Hakon PBP |
Hakon steps forward and takes his best shot, blowing a short note to continue the inpired rage.
To Hit Sword: 1d20 + 3 ⇒ (5) + 3 = 8
damage: 1d8 + 4 ⇒ (3) + 4 = 7
To Hit Axe: 1d20 + 4 ⇒ (13) + 4 = 17
damage: 1d6 + 2 ⇒ (3) + 2 = 5
Unfortunately, he favors his axe instead of the house sword.
GM Z..D.. |
The guardian dog falls from all of the attacks.
Its starts to crack with electricity and eventually explodes, sending the the built up energy to everyone.
electricity damage: 2d6 ⇒ (2, 4) = 6Reflex DC 13 for half
Heal up if needed. I will assume you do prior to entering the next door.
This sparse room holds little beyond a lacquered wooden coffin. A human skull sits on a plate in front of the casket, while a mangled clockwork owl lies a few feet away. An engraved plaque is propped up behind the skull against the wooden pall. The smell of corrosion fills the air.
The plaque reads,Here lies Honaria Alcasti, betrayed by her inferiors and those she served. We shall remember her deeds and restore her honor. The letters are faded and the plaque appears to be centuries old. Upon closer examination of the plaque, you find a hairpin with a noble crest on it.
The coffin itself contains Honaria’s corpse and her accolades, including an impressive collection of military ribbons and medals.
The owl comes to life as you come close to the coffin.
"Vi-vi-visitor to the c-c-crypt. Are you fr-friend or foe"
Merisiel the Pregen |
reflex: 1d20 + 6 ⇒ (8) + 6 = 14
We are friends....we have been sent by one of Honaria's descendents, Remaio to clear her name after claims of her dishonor surfaced. We are here to prove her ho or's virtue.
GM Z..D.. |
"ah a fr-friend you s-s-say. But yet you s-seek to clear Honaria's n-n-name. I do know s-s-some things. Yes. she is the re-reason my m-m-master is dead, or at least p-p-partly"
As he is speaking to you you notice that he is emitting a fog of some sorts.
Hakon PBP |
Reflex: 1d20 + 2 ⇒ (5) + 2 = 7
Know Nobility: 1d20 + 2 ⇒ (18) + 2 = 20
"Is that fog dangerous? This place does not seem to welcome visitors."
GM Z..D.. |
"It m-m-may be. I wouldn't know. It st-st-started when I was br-broken, the connection between my b-b-body and the w-w-wand that powers me. And will pr-probably only end when I c-cease to exist.'
Now you have two choices, you can either choose to destroy the clockwork owl to end the effect. Or, you may attempt to disable what is wrong with it You can neutralize the broken wand if they succeed at a DC 15 Disable Device check, a DC 13 Craft (construct) check, or a DC 15 Use Magic Device check.you only need to make the check once which will take 1d4 ⇒ 3 rounds. And while you are attempting to do it, you will take 1d6 acid damage per round. DC 14 reflex negates
Merisiel the Pregen |
I'll see what I can do... Mersiel says as she gets out her tools.
disable device: 1d20 + 7 ⇒ (1) + 7 = 8
reflex: 1d20 + 6 ⇒ (20) + 6 = 26
reflex: 1d20 + 6 ⇒ (9) + 6 = 15
reflex: 1d20 + 6 ⇒ (19) + 6 = 25
oh ffs....I could use my re-roll I reckon...but man what a crap roll...
Hakon PBP |
Hakon will take a crack at it next, But before he does he asks Kyra to make sure he does not fall unconascious in the middle of attempting it.
UMD: 1d20 + 6 ⇒ (13) + 6 = 19
Reflex: 1d20 + 2 ⇒ (1) + 2 = 3
Reflex: 1d20 + 2 ⇒ (19) + 2 = 21
Reflex: 1d20 + 2 ⇒ (20) + 2 = 22
So he takes acid damage: 1d6 ⇒ 1 but succeeds in his attempt to fix it.
Enchanter's Pregen |
Reflex Save (dog): 1d20 + 3 ⇒ (7) + 3 = 10 Takes 6 dmg
After having been hurt by the dog's explosion, Quinn watches Hakon and Mersiel work. "Interesting. I believe our friends here can stop the gas. Now, who was your master?"
GM Z..D.. |
My m-master Italice Cenabri, was in adviser to C-c-countess Honaria Alcasti. When she d-d-died with out being exonerated her c-c-c-comrade Syagra Tetranella sought v-v-vengeance against anyone and everyone who did nothing, and Syagra found Italice as a convenient sc-sc-scapegoat.
After Syagra assassinated Italice, and fleeing from j-j-j-justice, she found her way to Alcasti's tomb. She thought it be a g-g-good idea to honor Honaria by placing Italice sk-sk-skull on a plate in front of c-coffin. On her way out, I c-c-confronted her, and she struck me d-down like a p-p-p-pest and left me another br-br-broken piece of Alcasti history.
So I ask th-this of you, return her remains to her family. And do not bl-bl-blame Honaria for Italice's d-d-death.
GM Z..D.. |
Forgot the mention that in the long winded summary. His name is Amantius
Enchanter's Pregen |
"What of you, Amantius? If we return your master's bones to his family, do you want to return to serve them? Or do you desire something else? Perhaps our patron, Remaio, could us eyour help in setting the story straight about Honoria."
Hakon PBP |
"Absolutely! He would be THRILLED to have you visit and perhaps stay."
Do you need any diplomacy rolls to convince him to come with us?"
Hakon PBP |
bump
GM Z..D.. |
No diplomacy checks needed to influence him to come or go. He just wishes that you take Italice's remains with you and return them to her family.