Theodric de LaMontagne
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Theodric takes the potion of enlarge person
GM Batpony
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You are still able to distribute treasure if you have the need to.
After what seems to be a week's journey gathering unusual articles at the guidance and request of the Oracle Etena, you return to her chambers for the progression in relighting Minderhal's forge.
"Yes.. Yes.. You have done well. We are one step closer to relighting the forge and bringing Minderhal back into glory!" She proceeds to explain the steps require of bringing the forge back to life." At first, you must secure the cathedral floor as the task will clearly attract unwanted attention. Following that, you must line the forge with the sacred clay, repairing what damages it might have seen over time, place the geodes inside it, and ignite it white saying the sacred prayer as it is written on the circular disk found in the underwater ruins.
Etena of course translates the sacred writing for you, and reminds you that legends have said that the fire geodes must be lit by dragon fire!
There were a few skill checks throughout the journey that make this substantially easier, without that information the task is still doable, but there's going to be some guessing involved. But you are still free to ask any questions to Etena of what she knows of the articles you recovered. At this point, the next steps you can take are relatively open so I'll leave it to the groups decision on how to go about next steps.
Harsk Hammerfist dwarf
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Harsk looks at the prayer.
Linguistics: 1d20 + 3 ⇒ (1) + 3 = 4 "Anyone know what it says? Beats me?"
He greets Biter when they return to the surface of the area.
- - -
After the weeks journey, Harsk looks skeptical at the oracle. "What do these artifacts do lady?"
hope these don't summon more giants. This isn't what the area needs. They're stretched this as it is
Devko Obradev
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Yes, lady Etena, can you explain to us what are these artifacts, what they can do, and how to use it exactly?
Turning to his comrades he adds May be it will be good to take spells to be able to read giant?
Asking again the oracle he says Do you know how many giants are guarding the cathedral? How are they? Did the Cathedral has some selfdefense?
Have you a rudimentary map of it?
GM Batpony
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Etena explains that most of the objects are sacred items used in the ceremony for calling upon the blessing of Minderhal. She knows that the fire geodes have some magical property allowing it to burn for centuries without losing heat. Lastly, with regards to the actual artefact, the horn, she only heard legends and has not seen it with her own eyes, but it was told to be able to summon a dragon if one uses it.
The cathedral is not with magical defensive abilities, or physical traps built into it. During the day, the myriad of giants roaming the floor are plentiful, perhaps in the fifties, but at night, only half a dozen remain with active guard duties.
As far as rudimentary map, she has none, but she can describe it in enough detail. I've uploaded a map of the cathedral floor. There is also a 4 level spire that might be of interest depending on how to approach the next step. The giant leader Urathash makes his chambers in the spire.
Harsk Hammerfist dwarf
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"Maybe we should go at night?"
Sorry if I missed something. did we decipher the ritual to bring the blessing? Do we have to bring all the artifacts with us?
GM Batpony
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Etena would have translated the ritual prayer on the disk. The only item that is not actual used part of the ritual is the horn (the only artefact). Everything else has some component to enacting the ritual.
GM Batpony
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To help you guys out a bit on what actions you can take now. You're unable to pursue the ritual because you do not have dragon fire and the cathedral floor is guarded.
Options:
1. Clear Cathedral floor
2. Blow the horn? Possibly summon a dragon?
3. Find a dragon, (Etena would inform you if you asked her, that a dragon could be found on top of the cathedral tower)
4. Something else completely?
Devko Obradev
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Attacking at night seems better Harsk. There is fewer people in the Cathedral and we could if we are as effective as we have been so far take care of the guardians without raising the alarm.
So I propose to first clear the Cathedral floor, prepare the ritual and then blow the horn to summon the Dragon.
Theodric de LaMontagne
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"Before we do any of this... Brother Theo, Glaube: do you know prayers that could protect us all from dragon fire? Perhaps we should wait until dawn so as to re-adjust your prayers accordingly. Perhaps the dragon has been tamed by the giant leader, and fighting giants could mean fighting the dragon... We need a professional scout to wander these halls and gather intelligence for us! perhaps under the cover of invisibility..."
Brother Theo
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"We might want deal with the guards tonight and in the morning, we can pray for some divine protection to help us with the dragon. We will need to do it before the other giants return, as the timing might be a bit close." Brother Theo said.
Theodric de LaMontagne
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"Agreed! let's do this! proper timing is everything on this one! ...although... part of me thinks we should go room by room tonight and eliminate giants in their sleep. THEN do the ritual when the keep is empty... so to speak.... because, you know, when we start this ritual, and if it involves a DRAGON... then won't the whole keep of giants descend on our heads? then what? we fight them all? PLUS a dragon?! I.... don't get it."
@GM: I, the player, do not get it either... :P
GM Batpony
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There's some liberties to be taken here. The scenario wants you to do both clearing the floor and ritual in quick succession. The cathedral is extremely large, so it assumes that getting rid of the giants on the floor will likely not alarm anyone else. But if you cleared and waited, giants would wander in during the morning and be alarmed at dead bodies, raising a hypothetical alarm and the opportunity for the ritual will be lost.
With regards to the dragon, It helps if you know what the horn actually does mechanically, but without that knowledge, you really have to take a leap of faith on that one!
Assuming someone wants to do some quick scouting of the whole first floor, I will reveal the enemies on the map in a short while.
Theodric, does this help?
Theodric de LaMontagne
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Yes thank you. Can Devko spellcraft or bardic knowledge the horn?
Devko Obradev
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I don't have bardic knowledge and with my low score in spellcraft I don't think I will be able to reach the DC to uncover its magical properties (artefact usually are level 20, so you need a 35 to know what it does and Devko has only +11 in the skill.
GM Batpony
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Yeah, Devko's right, my adventuring party got it a little easier in campaign mode with some AP traits.
GM Batpony
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Map updated
A quick scan of the perimeter reveals there are six large hostile presently on night duty on the cathedral floor.
Theodric de LaMontagne
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Sure GM Batpony: I'm inclined to follow your recommendations in this one as I don't understand truly why we're helping the lady giants revive a lawful evil forge...
GM Batpony
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| 1 person marked this as a favorite. |
Its actually an option not to help her if you don't believe it's right, but then it becomes a complete brainless dungeon crawl. But from the scenario standpoint, why you would help her is an enemy of my enemy is a friend kind of deal.
Theodric de LaMontagne
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Awesome! good enough for me!
| Female Marsh Giant |
Along with the usual Heroism, Blessing of Fervor, and Heroes' Feast enchantments from his teammates, and the Protection from Evil from his Ioun Stone, Theodric drinks the following potions before emerging on the Cathedral floor, and asks the others to cast their long and medium term spells before opening the door:
-enlarge person;
-feather step; and
-jump.
He then sets his hat of disguise to the female marsh giant. Theodric also places holds a potion of vanish in his left buckler hand.
"Friends, you want to do the same deception again and hold on to my rope so we can pretend I captured you? Let us start with these hill giants to the south. Glaube or Brother Theo: mind putting a silence spell on me and I'll pretend I'm sick and lost my voice... it will cover the sound of our battle."
Glaube Hoffnung Liebe
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Sure. If this is a new day, I'll swap out one 2nd level spell for silence. Also here's everyone's temp HP for the day:
Temp HP from Heroes' Feast: 1d8 + 5 ⇒ (1) + 5 = 6
GM Batpony
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I can roll with that. Assuming you're ready to attack, you make take a surprise round and then immediately move to Round 3. (You would have taken 1 round to reach here, and I'll consider Round 2 as the surprise round)
Cleverly taking advantage a hat of disguise, Theodric transforms his form into that of a giant and walks cautiously towards the merry band of rowdy hill giants, who seem to be making a ruckus for no apparent reason.
Upon immediately noticing the female marsh giant form of Theodric and his fellow "enslaved" Pathfinders, they call out to her!
Theo: 1d20 ⇒ 14
Devko: 1d20 + 3 ⇒ (11) + 3 = 14
Theodric: 1d20 + 3 ⇒ (10) + 3 = 13
Harsk: 1d20 ⇒ 7
Glaube: 1d20 ⇒ 11
Hill Giant: 1d20 - 1 ⇒ (2) - 1 = 1
Hill Giant Fighter: 1d20 - 1 ⇒ (1) - 1 = 0
~~~
Round 2 (Surprise Round)
All Pathfinders are up!
Round 3
All Pathfinders are up!
Hill Giant, Hill Giant Figher
| Female Marsh Giant |
Round 2:
Not understanding a single bloody word, Theodric makes his best attempt at batting his eyelashes while putting on a dumb, brutish smile. He walks up the stairs and hands the rope to the hill giant as a gift. Once the giant has the rope in hand, Theodric draws his sword, but it looks like a giant turkey leg, and 'offers' it to the giant.
Round 3:
Still trying to be female-giant-dumb-pretty and batting his eyelashes, Theodric spends most of this round trying to 'feed' the giant turkey leg into the giant's mouth, making sure any blood that the giant squirts unto the 'turkey leg' turns into illusory barbecue sauce, so that the other giants just think this guy is the luckiest giant around!
Haste Attack Two-handed +1 adamantine Keen Turkey Leg err... Falcata, with Enlarge, Heroism, Inspire Courage, Haste, Blessing of Fervor vs. Flat-footed AC: 1d20 + 24 + 0 + 2 + 3 + 1 + 2 ⇒ (9) + 24 + 0 + 2 + 3 + 1 + 2 = 41 for dmg, enlarge, inspire: 2d6 + 18 + 2 + 3 ⇒ (3, 1) + 18 + 2 + 3 = 27 adamantine, magical, slashing dmg.
1st Attack Two-handed +1 adamantine Keen Turkey Leg err... Falcata, with Enlarge, Heroism, Inspire Courage, Haste, Blessing of Fervor vs. Flat-footed AC: 1d20 + 24 + 0 + 2 + 3 + 1 + 2 ⇒ (12) + 24 + 0 + 2 + 3 + 1 + 2 = 44 for dmg, enlarge, inspire: 2d6 + 18 + 2 + 3 ⇒ (5, 1) + 18 + 2 + 3 = 29 adamantine, magical, slashing dmg.
2nd Attack Two-handed +1 adamantine Keen Turkey Leg err... Falcata, with Enlarge, Heroism, Inspire Courage, Haste, Blessing of Fervor vs. Flat-footed AC: 1d20 + 19 + 0 + 2 + 3 + 1 + 2 ⇒ (2) + 19 + 0 + 2 + 3 + 1 + 2 = 29 for dmg, enlarge, inspire: 2d6 + 18 + 2 + 3 ⇒ (2, 6) + 18 + 2 + 3 = 31 adamantine, magical, slashing dmg.
AC 32 -2 enlarge +1 haste +2 blessing of fervor = AC 33 // +5 to Reflex Saves (haste, blessing of fervor, heroism), +2 Fort and Will (heroism), +3 vs. charm (inspire), +4 vs. poison/fear (heroes' feast) // CMB +10, CMD +6
Brother Theo
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Brother Theo does as he was asked, masking the marsh giant in silence and other spells for the upcoming battle.
Round 1- Silence. Round 2 Blessings of fervor. Round 3. Move so I can line up the giants and cast Sunbeam on as many as possible. DC 24 reflex for half and not blinded.
Sunbeam: 4d6 ⇒ (2, 3, 2, 1) = 8
Devko Obradev
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I will not cast haste. Will cast tongues, communal.
Adds alterself before to look like an orc.
Devko starts dancing, and moves next to one of the giant to cut it two.
Falcata (+arcane strike): 1d20 + 16 + 2 + 2 ⇒ (15) + 16 + 2 + 2 = 35
Damages: 1d8 + 23 + 3 ⇒ (2) + 23 + 3 = 28
GM Batpony
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The giants are certainly confused at Theodric's mannerism, and it shows in their facial expression as the marsh giant walks up towards them. In what seems to be forceful feeding, the hill giant immediately falls unconscious after the unexpected attack!
The hill giant falls but the impact of the giant crashing onto the stage bears no sound unusually due to the magic aura! But the sight of what is clearly blood spewing from his mouth is enough to alarm the other giants, and make the other Pathfinders jump off their feet into action with a surprise ambush!
Devko, that creature is down on Theodric's turn so you may Retcon.
In a similar way, Theo will not be able to get into a position to target to two remaining giant. Would you like to target only one or retcon your action?
~~~
Round 3
Theodric
Devko (Retcon?), Theo (Retcon?)
Glaube, Harsk
Hill Giant, Hill Giant Fighter
Harsk Hammerfist dwarf
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I don't know if I can full attack. if any are left?
Harsk throws off the rope and fires.
attack with fav enemy: 1d20 + 25 ⇒ (19) + 25 = 44
damage: 1d10 + 9 ⇒ (1) + 9 = 10
fire: 1d6 ⇒ 6
crit confirm: 1d20 + 25 ⇒ (4) + 25 = 29
damage: 1d10 + 9 ⇒ (4) + 9 = 13
just this fire: 1d10 ⇒ 3
GM Batpony
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Harsk, you can full attack in round 3! There are still two giants remaining, and the last hill giant would be in clear view.
Harsk Hammerfist dwarf
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thanks including 1d6 fire damage
Harsk fires his crossbow at the nearest foe with speed.
attack: 1d20 + 23 ⇒ (5) + 23 = 28
damage: 1d10 + 9 + 1d6 ⇒ (10) + 9 + (6) = 25
2nd shot rapid shot
attack: 1d20 + 23 ⇒ (13) + 23 = 36
damage: 1d10 + 9 + 1d6 ⇒ (2) + 9 + (6) = 17
3rd shot
attack: 1d20 + 21 ⇒ (8) + 21 = 29
damage: 1d10 + 9 + 1d6 ⇒ (8) + 9 + (3) = 20
4th shot
attack: 1d20 + 16 ⇒ (7) + 16 = 23
damage: 1d10 + 9 + 1d6 ⇒ (10) + 9 + (5) = 24
GM Batpony
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Watching one giant immediately fall, Theo and Devko hold themselves back and play it defensively for the moment. Harsk turns his attention on what one can only presume to be the leader of this merry band of misfits, all his bolts pierce the body of the giant. Enraged by the ambush, both giants run forth and charge at the nearest opponent!
Fighter vs Theodric, Greatclub: 1d20 + 16 + 2 ⇒ (5) + 16 + 2 = 23
Giant vs Devko, Greatclub: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25
Image, 1 hits: 1d8 ⇒ 2
Theodric avoids the hit by deflecting it with his own weapon and Devko stays protected as the giant frustratingly swings his weapon in to a mirror image! "ARHGHGHGHH!!!"
~~~
Round 4
Theodric
Devko (Mirror Imagex6), Theo
Glaube, Harsk
Hill Giant, Hill Giant Fighter -86
Harsk Hammerfist dwarf
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Harsk fires at the last giant.
attack: 1d20 + 23 ⇒ (17) + 23 = 40
damage: 1d10 + 12 + 1d6 ⇒ (2) + 12 + (6) = 20
crit confirm: 1d20 + 23 ⇒ (16) + 23 = 39
damage: 1d10 + 12 ⇒ (3) + 12 = 15
just fire: 1d10 ⇒ 2
2nd shot rapid shot
attack: 1d20 + 23 ⇒ (12) + 23 = 35
damage: 1d10 + 12 + 1d6 ⇒ (2) + 12 + (1) = 15
3rd shot
attack: 1d20 + 21 ⇒ (1) + 21 = 22
damage: 1d10 + 12 + 1d6 ⇒ (1) + 12 + (1) = 14
4th shot
attack: 1d20 + 16 ⇒ (10) + 16 = 26
damage: 1d10 + 12 + 1d6 ⇒ (10) + 12 + (1) = 23
Devko Obradev
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Devko takes a 5ft. step toward the giant and strike, using the additional speed given by the cleric's spell to strike another time while dancing and charging his weapon in arcane energy.
Die, stupid!
Falcata: 1d20 + 16 + 2 + 3 ⇒ (19) + 16 + 2 + 3 = 40
Damages: 1d8 + 23 + 3 + 3 ⇒ (7) + 23 + 3 + 3 = 36
Falcata (BoF): 1d20 + 16 + 2 + 3 ⇒ (16) + 16 + 2 + 3 = 37
Falcata: 1d8 + 23 + 3 + 3 ⇒ (1) + 23 + 3 + 3 = 30
Falcata #2: 1d20 + 11 + 2 + 3 ⇒ (16) + 11 + 2 + 3 = 32
Damages: 1d8 + 23 + 3 + 3 ⇒ (8) + 23 + 3 + 3 = 37
Crit confirm: 1d20 + 16 + 2 + 3 ⇒ (9) + 16 + 2 + 3 = 30
Addtionnal Damages: 2d8 + 46 + 6 + 6 ⇒ (2, 6) + 46 + 6 + 6 = 66
Inspire Courage: +3 competence bonus to attack and damages, +3 moral bonus to will save against fear and charm effects
GM Batpony
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Harsk, I took the meaning of last giant as you are delaying your action till there is only one giant as there are two still standing at the time of your post.
The clerics stand ready should their brothers in arms fall, but that seems to be far from the reality at the moment. Devko turns, and with a single uppercut, spilts the giant in halve. A gory sight as blood and guts spew all across the platform. With the leader in a weakened state remaining, falls after a single bolt from Harsk strikes him in the chest.
Quickly post taking them out, you immediately tend to the remaining group whom seems to be on door duty. The chatter amongst themselves but likewise take an attention to you oddly as they approach one of their kind in the middle of the knight bringing would be prisoners.
Theo: 1d20 + 0 ⇒ (10) + 0 = 10
Devko: 1d20 + 3 ⇒ (11) + 3 = 14
Theodric: 1d20 + 3 ⇒ (6) + 3 = 9
Harsk: 1d20 + 5 ⇒ (6) + 5 = 11
Glaube: 1d20 + 0 ⇒ (6) + 0 = 6
THTRoll: 1d20 ⇒ 5
Barb Ogres: 1d20 - 2 ⇒ (5) - 2 = 3
Same deal as last time, one surprise round and one round worth of actions. Full round of actions would be round 8. Pathfinders are up!
| Female Marsh Giant |
Round 7:
This time the giant marsh lady already has a turkey leg out, towing her prisoners, one of them dancing somehow, and is showing significant side views of her boobies. She walks up to the giant and playfully taps him on the shoulder with the turkey leg, smiling and batting eyelashes like a cross-dressing bugs bunny impostor.
Two-handed +1 adamantine Keen Turkey Leg err... Falcata, with Enlarge, Heroism, Inspire Courage, Blessing of Fervor vs. Flat-footed AC: 1d20 + 24 + 0 + 2 + 3 + 2 ⇒ (13) + 24 + 0 + 2 + 3 + 2 = 44 for dmg, enlarge, inspire: 2d6 + 18 + 2 + 3 ⇒ (3, 1) + 18 + 2 + 3 = 27 adamantine, magical, slashing dmg.
Round 8:
Barbecue Courtship Begins!
Blessing of Fervor Attack: Two-handed +1 adamantine Keen Turkey Leg err... Falcata, with Enlarge, Heroism, Inspire Courage, vs. Flat-footed AC: 1d20 + 24 + 0 + 2 + 3 ⇒ (4) + 24 + 0 + 2 + 3 = 33 for dmg, enlarge, inspire: 2d6 + 18 + 2 + 3 ⇒ (4, 3) + 18 + 2 + 3 = 30 adamantine, magical, slashing dmg.
First Attack: Two-handed +1 adamantine Keen Turkey Leg err... Falcata, with Enlarge, Heroism, Inspire Courage, vs. Flat-footed AC: 1d20 + 24 + 0 + 2 + 3 ⇒ (2) + 24 + 0 + 2 + 3 = 31 for dmg, enlarge, inspire: 2d6 + 18 + 2 + 3 ⇒ (2, 6) + 18 + 2 + 3 = 31 adamantine, magical, slashing dmg.
Iterative Attack: Two-handed +1 adamantine Keen Turkey Leg err... Falcata, with Enlarge, Heroism, Inspire Courage, vs. Flat-footed AC: 1d20 + 19 + 0 + 2 + 3 ⇒ (1) + 19 + 0 + 2 + 3 = 25 for dmg, enlarge, inspire: 2d6 + 18 + 2 + 3 ⇒ (3, 5) + 18 + 2 + 3 = 31 adamantine, magical, slashing dmg.
GM Batpony
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The barbarian gags on Theodric's supposed turkey leg, and falls upon the floor gagging upon his own blood. The other giants are alarmed at the sight!
First Barbarian Ogre down after Theodric's second attack!
Everyone else is up!
Devko Obradev
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Devko continues to dance.
After drinking his potion of enlarge person, moves quickly, using the extra movement given by the BoF's spell, and strike the giant red after charging his weapon with raw arcane energy.
Falcata: 1d20 + 16 - 1 + 2 + 3 ⇒ (13) + 16 - 1 + 2 + 3 = 33
Damages: 2d6 + 23 + 3 + 3 ⇒ (6, 5) + 23 + 3 + 3 = 40