Awen
|
In the name of all the gods.. does that roll make you omnipresent?? At least temporarily? As Sai points out, you should be able to tells us exactly who is where inside the house!
Fendel, CSI: Absalom
|
As I have said, my job it to see and know everything and tell you guys how to kill it. Just living up to my responsibilities.
| Venture Teller Play b'Post |
Aww... lost a post yesterday :(
retcon loot grab
On a table in the barracks is a lens of detection the salamander uses to help detect thieves and locate any weapons on visitors. There is also a bin of confiscated items that Hsalkar has not yet processed. Specifically a balm of impish grace, among some other meaningless chatchke like the neck of a red-glass bottle, a locket with green hair, and three wooden pencil with teeth marks that might be from a tiny dog.
Fendel does not discover the source that Sai describes. No one within range of his vision can be seen spying on the party. Sai, please make a spellcraft check.
The footprints lead to the back door and it seems obvious to the investigator and even the tengu, that the tracks were made by a single medium humanoid.
How do you want to enter?
Ka Kaw: I know you weren't with us in the first part, but have you played it? If so what boons did you earn? Also have you played scenario #6-17 Fires of Karamoss with this character?
Sai'Dothwyn
|
Spellcraft: 1d20 + 7 ⇒ (19) + 7 = 26
Sai keeps pace with the others as they follow the tracks to the back door. She signals to the group to go in, since they are there already.
| Venture Teller Play b'Post |
Emberhearth is the estate of the Cinderfury family: elegant, grand, and opulent. Made entirely of living brass, it rises to a height of 60 feet and is proportioned almost entirely for the massive genies. Unless otherwise noted, small braziers that hang from the 25-foot-high
ceilings illuminate each room. Each room has one or more 5-foot-wide windows placed evenly around the building, with maroon curtains currently drawn for privacy.
Sai, the presence you felt is consistent when a spell fails to penetrate your mental defenses.
A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack.
Are we agreed on using the backdoor?
Awen
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Gm, I must have missed Miltons post asking for more details. Thank you for the clarification.
Awen looks to be sure that the others have caught up to him and Ka-Kaw, and ghosts through the door as quietly as he can.
Perception: 1d20 + 16 ⇒ (4) + 16 = 20
Stealth: 1d20 + 21 ⇒ (20) + 21 = 41
Sai'Dothwyn
|
stealth: 1d20 + 7 ⇒ (16) + 7 = 23
As Sai slips in the back door, close behind Awen, she scans ahead looking for trouble.
perception: 1d20 + 21 ⇒ (18) + 21 = 39
Fendel, CSI: Absalom
|
The detective moves up to join the team.
Stealth: 1d20 + 17 ⇒ (8) + 17 = 25
The entry was unlocked? Either the azer's are with us or we are being set up.
Perception: 1d20 + 26 + 2 + 1d6 ⇒ (12) + 26 + 2 + (6) = 46
| Venture Teller Play b'Post |
This room has few decorations and only simple furnishings, such as stone cots, a makeshift table, and a chest of drawers to the south. On the map the Azer's drew for you, this room is marked 'Azer's quarters'
Under the table the Pathfinders find a small satchel with a note attached that reads, “Strangers, your help has been invaluable to saving the azers.”
Double doors fill one wall, set at a diagonal to the rest of the room. According to your notes this will lead to the 'foyer.' An opening in the south wall leads to another room, marked 'kitchen.' Stone countertops neatly organized with cooking utensils line its north and west walls. The once-overflowing cabinet to the south contains only an odd assortment of ingredients leftover from past cooking projects. The stove to the northwest burns with a small, magical flame.Another door leads south from the kitchen. map updated.
Awen,no worries. At the time the only description I had was that it was a gift from a previous Sultan for war victories. Now I see nothing physical is mentioned anywhere. errr... Etched with a phoenix clutching whirlwinds in its flaming talons, the surface of this beautiful gorget bears many scars from battle. Numerous red pearls glow with cool heat along its bottom edge....
Awen
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Awen moves into the room, keeping his eyes and ears open. Finding the satchel, he rummages through the contents for a moment as he discerns what is in there. He tosses the scroll over to Nivik to inspect, then sets the potions out on the table with a nod to his companions inviting them to look them over. While that is happening, he moves first to the large doors in the south west slant and listens carefully before checking the door past the kitchen.
Perception double doors: 1d20 + 16 ⇒ (2) + 16 = 18
Perception kitchen door: 1d20 + 16 ⇒ (10) + 16 = 26
Fendel, CSI: Absalom
|
The detective heads to the kitchen's south door. He places his hand to the door then listens intently for a moment.
Perception: 1d20 + 28 + 1d6 ⇒ (4) + 28 + (3) = 35
Stealth: 1d20 + 17 ⇒ (17) + 17 = 34
Trait ~ Alabaster Odalisque Once per day as a swift action, you can brush your fingers against a closed door or stone wall up to 1 foot thick. Doing so allows you to ignore penalties on Perception checks to listen through the designated object for 1 minute.
| Venture Teller Play b'Post |
The scuffle of a boot, the squeak of a chair, clatter of a scabbard & blade indicate there is someone in the large room through the double doors. Patience indicates whatever presence is there is unaware of the infiltrators.
Fendel is about to place his hand on the south door when he notices a strange blue shimmer on the door. It is warded with powerful cold magic.
Awen
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Awen waves to the team to get their attention, then places a solitary finger across his lips before pointing to his ear and then the closed door behind him. Carefully and quietly, he loosens his sword in its sheath and rechecks his quiver of arrows.
Fendel, CSI: Absalom
|
The detective moves to join the others and alerts them to the trap on the other door. As he moves up, Fendel looks for traps and tripwires on the double doors.
Perception: 1d20 + 28 + 1d6 ⇒ (12) + 28 + (5) = 45 +2 for traps
Disable Device: 1d20 + 26 + 1d6 ⇒ (8) + 26 + (3) = 37 Just in case.
He then knocks an arrow as he moves to the rear and prepares for combat.
Sai'Dothwyn
|
Sai leans in, listening at the door, Our movement should come as no surprise to any guards on station beyond. These are the quarters of the azer servants after all. We should have the edge of surprise in dealing with any resistance.
perception: 1d20 + 21 ⇒ (4) + 21 = 25
Unable to ascertain herself the numbers of guards beyond, or their type based off foot falls or slithering, she motions to Fendel, asking how many and what kind? with signals, knowing the legendary perception of the detective.
Her fire resistance and mage armor still in place, she is ready to deal with salamanders and even efreeti should they be present. She holds her wand of shield in her left hand, ready to activate it just before rushing into combat.
She will cast shield off wand, then blessing of destruction, both last one minute, just before combat. Btw, the trapped room is likely off limits to the servants, so we need to look there for sure once we neutralize any guards and traps. This door is not likely trapped as it is seems like a regular entrance door to the mansion from the servant's quarters, but it pays to be cautious.
Fendel, CSI: Absalom
|
Seeing Sai use magical protection, the detective follows suit.
Use Magic Device: 1d20 + 18 ⇒ (11) + 18 = 29
Also using my wand of Shield and drinking my extract of Barkskin just before we open the doors.
Sai'Dothwyn
|
Since Milton is away on a cruise, we can wait for him or bot him. Let the group decide.
Seeing the party is ready, Sai quickly activates her spells before she moves into the room as silent as she can.
stealth: 1d20 + 7 ⇒ (11) + 7 = 18
She looks to see if there is a guard or patrol, then she darts in to attack, circling behind the target leaving a clear shot for the archers while also attempting to stun the target.
Attack, stunning fist, dragon style: 1d20 + 15 ⇒ (17) + 15 = 32 DC18 Fort or stunned
blunt, magic damage: 2d6 + 12 ⇒ (3, 6) + 12 = 21
initiative for after the surprise round or if I'm noticed. : 1d20 + 4 ⇒ (3) + 4 = 7
-Posted with Wayfinder
| Venture Teller Play b'Post |
Hopefully I will get back to the computer (and the flavor text) tonight, but in the meantime, everyone should take a surprise round. You will have a chance to prep 1 or 2 spells before hand. Then Milton will open the door, giving everyone else a standard or move action. Please also roll initiative.
The large room has but one occupant, the butler standing near the front doors waiting to greet visitors. She wields an impressively large falchion, like most efreeti.
Surprise round
Party
ini: 1d20 + 7 ⇒ (1) + 7 = 8
EDIT: I see where this is going :)
Sai'Dothwyn
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Hey, she beat me, lol. I placed myself after a move of 50, leaving a bit of room for the archers to have a clear shot as mentioned, but not so much room for her to close with anyone without provoking. If she provokes, use my attack above and I can re-roll on my turn. I forgot she had her blessing of destruction up, so add 2 to the damage from that attack, for a total of 23.
Nivik Klist
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Initiative: 1d20 + 10 ⇒ (19) + 10 = 29
Nivik sees a single target and elects to use his metamagic wand of cold to cast Flaming Sphere (of cold?), Reflex DC 16 or take Damage: 3d6 ⇒ (3, 4, 3) = 10 damage.
Sai'Dothwyn
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I added a little icon of a blue flaming sphere for you to move around Nivik. I placed it in her square to start. :)
Awen
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Awen readies his bow and motions for his animal friends to come close before the door is thrown open. He then takes a moment to cast a spell on his bow, grinning as he feels Erastil's blessings flow through him and into the bow. Once it is he charges forward, owlbear and dog on his heels, and heads for the lip overlooking the foyer where the butler stands.
Casting Gravity Bow
Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Surprise Round:
Move action
First Round:
5' step, full attack,
Reaching a antage point from where he can begin launching his arrows, Awen takes a step closer the edge and begins firing his bow.
Attack: 1d20 + 12 + 1 - 2 ⇒ (12) + 12 + 1 - 2 = 23
Attack: 1d20 + 7 + 1 - 2 ⇒ (19) + 7 + 1 - 2 = 25
Rapid Shot: 1d20 + 12 + 1 - 2 ⇒ (19) + 12 + 1 - 2 = 30
1: 2d6 + 2 ⇒ (6, 5) + 2 = 13
2: 2d6 + 2 ⇒ (5, 2) + 2 = 9
3: 2d6 + 2 ⇒ (2, 4) + 2 = 8
| Venture Teller Play b'Post |
This large room contains sofas and chairs upholstered in leather with a metallic sheen. A steel table is set with stone plates, crystalline cutlery, and gold-lined goblets. Doors to the north open onto a narrow terrace, and the portrait of a stern efreeti hangs along the west wall.
The north part of the room, under the balcony.
Two immense staircases sweep up each side of this entry hall, joining at a second floor twenty feet above. A well-furnished room extends to the north, and small doors lead to both the east and west.
The south part of the room, near the main door.
As the party blitzes into the room they notice a second creature curled up in the corner. Sai charges the efreeti, while Nivik drops a freezing ball of arcane onto her. My apologies, she has a pet in this tier. Nivik if you would rather change your target let me know. Sai, I adjusted her position to fit the drake in. I am treating your earlier post as a standard charge. Again if you would like to alter things let me know.
Fort: 1d20 + 9 ⇒ (10) + 9 = 19
Ref: 1d20 + 12 ⇒ (7) + 12 = 19
drake: 1d20 + 7 ⇒ (12) + 7 = 19
Surprise round
Nivik (29): flaming sphere
Fendel (26)
Awen (23): moves
drake (19): surprised
Ewari (7): surprised
Sai (4): strikes efreeti
EDIT Awen, you too can change your target if you would like. You posted before I finished my preview.
Fendel, CSI: Absalom
|
The detective moves into the room and takes a moment to study the drake.
Know Arcana and/or Planes: 1d20 + 22 + 1d6 ⇒ (10) + 22 + (4) = 36
Making the drake my Studied Target
Just because I do not see him listed...
Initiative ~ MILTON: 1d20 + 5 ⇒ (20) + 5 = 25
On his round, Milton will bane for outsiders {swift?} and double move into the room.
Awen
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I will attack the large orange token.. I think that's the effreeti? Since it's so close, I also get to add +1/+1 to each shot for PBS, as well as I forgot to note that if they are FF, I need to add 1d6 to each shot.
1: 1d6 ⇒ 2
2: 1d6 ⇒ 2
3: 1d6 ⇒ 6
Milton Smithson
|
On his round, Milton will bane for outsiders {swift?} and double move into the room.
Let's not do that. Waste of a round of the ability.
How about, "May the blessings of the Prince of Darkness be upon you all," as Milton casts bless on his allies for +1 to hit.
And move me into the room where 20' will get me?
| Venture Teller Play b'Post |
Milton opens the door as a blast of arcane energy is followed by Sai's flailing fists and the other pathfinders. Caught unaweres the efreeti and her pet drake barely react as the now closed party begins cutting into the pair.
R1
Nivik (29): <-- here now
Fendel (26): <-- here now
Milton (25): casts bless, moves
Awen (23): fires at Efreet
drake (19.7):
Ka Kaw (19.4):
Ewari (7):
Sai (4):
Surprise round
Nivik (29): flaming sphere
Fendel (26): moves, study
Milton (25): opens door
Awen (23): moves
drake (19.7): surprised
Ka Kaw (19.4): moves
Ewari (7): surprised
Sai (4): strikes efreeti
I think i got these right :)
Fendel, CSI: Absalom
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Confident his allies can handle the efreet, Fendel moves up for a clearer shot at the drake.
Merciful Longbow DA/SF: 1d20 + 9 + 2 + 1 ⇒ (12) + 9 + 2 + 1 = 24 for Damage: 1d8 + 6 + 1d6 ⇒ (2) + 6 + (5) = 13
Nivik Klist
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Nivik continues to harass his original target with the sphere!
DC 19 Reflex: 3d6 ⇒ (3, 6, 6) = 15
Nivik then decides to see what a cold Fireball, with spell specialization, DC 20 Reflex for half: 6d6 + 2d6 ⇒ (1, 5, 4, 4, 6, 4) + (3, 2) = 29 does, centering it so that it only hits the enemies! I should be able to do that, it seems.
Sai'Dothwyn
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So am I right next to the one thing? The red large fiery thing? What is it?
The GM mentioned that was an efreeti. The other thing is its pet and a drake of some kind.
| Venture Teller Play b'Post |
Beset in a flash of chilling cold flames, the residents of the house twist and spin in unfamiliar ways.
Reflex Ewari (sphere): 1d20 ⇒ 9
Reflex Ewari (fb): 1d20 ⇒ 19
Reflex drake: 1d20 ⇒ 17
The drake uncurls iteself from its corner and steps toward Fendel with a lurching gate. It suddenly starts making strange noises. Its jaw opens as it neck stretches forward and its back arches convulsively. As if trying to clear its throat the creature continues its hurking sound, then it vomits a pyroclastic ball of molten rock that explodes as it contacts with the human.
pyroclastic vomit: 6d6 ⇒ (3, 2, 4, 1, 6, 5) = 21 v. Fendel (Reflex for half)
vomit splash: 3d6 ⇒ (4, 2, 4) = 10 v. Ka Kaw, Awen, & the two critters (20 ft.)
pyroclastic vomit: 1d6 ⇒ 5
Fendel identifies the drake as a lava drake, and can easily shout a few tidbits of information about it, such as it is a relative of dragons and have immunities to sleep & paralysis, etc.. what do you wish to recall?
Ka Kaw and Sai are up
Congratulate me on getting into an Eyes of the Ten with my first character... 7 years after he got is first chronicle! Alas less time for posting, but I will be back to regular posting on Tuesday.
Awen
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Congrats, VT! That's pretty cool!
Does Awen and his friends get a reflex save vs the splash dmg?
Grog: 1d20 + 6 ⇒ (13) + 6 = 19
Cuchulainn: 1d20 + 5 ⇒ (6) + 5 = 11
Sai'Dothwyn
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Congrats on Eyes of the Ten! That is great to hear! I am still deciding who I will take on that when the time comes. I have a few that are almost ready.
Swiftly calling upon Nethys to grant divine favor upon his devoted follower, Sai darts around Ewari in order to offer Milton a flanking attack. Knowing this will provoke from the efreet, Sai moves defensively, making herself even more difficult to strike. Once she is in place, she lashes out once with a stunning back handed fist.
Stunning Fist from Flank+Divine Favor-fight defensively: 1d20 + 15 + 4 + 3 - 2 ⇒ (9) + 15 + 4 + 3 - 2 = 29
Magic Blunt damage: 2d6 + 16 ⇒ (1, 5) + 16 = 22 Dragon Ferocity 1st UA attack does 50% more dmg from STR.
Ka Kaw
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Ka Kaw vanishes then shoots the Drake with his bow.
with bless and sneak attack
attack: 1d20 + 12 ⇒ (4) + 12 = 16
damage: 1d6 + 3d6 ⇒ (1) + (5, 1, 4) = 11
"Dammed dragon thing"
Sai'Dothwyn
|
Eyes of the Ten is a special 4 part series that you can only start once you have a character reach 12th level.
Fendel, CSI: Absalom
|
Reflex: 1d20 + 13 ⇒ (19) + 13 = 32
With a twist, the detective manages to avoid the brunt of the rake's attack.
Well, I guess I do not have to ask about special attacks. How about (1) SR (2) Vulnerabilities (3) DR
Milton Smithson
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Eyes of the Ten is a special 4 part series that you can only start once you have a character reach 12th level.
4 parts eh? does it push you all the way to 13 step 1?
Awen
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Sai'Dothwyn wrote:Eyes of the Ten is a special 4 part series that you can only start once you have a character reach 12th level.4 parts eh? does it push you all the way to 13 step 1?
Eyes of the Ten is a really big deal because it is considered the retirement grand finale for a character. Since you can only play this series once and at a very specific XP to start, some people tend to groom one character for this and people treat it as a really big spectacle and event.
| Venture Teller Play b'Post |
Ka Kaw's arrows bounce harmlessly from the drake's hide.
Ewani steps back from the sacred fist then she raises her large falchion and brings it down on the mortal mask. With a short gesture magic bolts of fire then fly at her.
The sacred fist moves behind her and strikes.
falchion: 1d20 + 18 ⇒ (1) + 18 = 19 dmg: 2d6 + 12 ⇒ (5, 4) + 12 = 21 plus fire: 1d6 ⇒ 5
falchion: 1d20 + 13 ⇒ (16) + 13 = 29 dmg: 2d6 + 12 ⇒ (1, 5) + 12 = 18 plus fire: 1d6 ⇒ 2
quickend: 1d20 + 16 ⇒ (3) + 16 = 19 dmg: 4d6 ⇒ (1, 1, 6, 5) = 13 v. touch
scor: 1d20 + 16 ⇒ (12) + 16 = 28 dmg: 4d6 ⇒ (4, 4, 3, 2) = 13
ching: 1d20 + 16 ⇒ (12) + 16 = 28 dmg: 4d6 ⇒ (2, 3, 2, 2) = 9
ray: 1d20 + 16 ⇒ (17) + 16 = 33 dmg: 4d6 ⇒ (1, 4, 2, 2) = 9
AoO: 1d20 + 18 ⇒ (12) + 18 = 30 dmg: 2d6 + 12 ⇒ (4, 4) + 12 = 20 plus fire: 1d6 ⇒ 5
Fort: 1d20 ⇒ 15
Fendel: the lava drake is not known for any resistance to spells but they are vulnerable to cold energy.
Top of the next round!
R2
Nivik (29): <-- here now
Fendel (26): <-- here now
Milton (25): <-- here now
Awen (23): <-- here now
drake (19.7):
Ka Kaw (19.4):
Ewari (7): attacks Sai
Sai (4):
R1
Nivik (29): casts (cold) fireball <-- here now
Fendel (26): shoots drake <-- here now
Milton (25): casts bless, moves
Awen (23): fires at Efreet
drake (19.7): vomits at Awen
Ka Kaw (19.4): misses drake
Ewari (7): attacks Sai
Sai (4): flurries on Ewari
Milton Smithson
|
Milton will place Bane on his weapon and 5' step SW and swing at the big critter twice...
+1 Cold Iron Heavy Mace Hit: 1d20 + 13 + 1 + 2 ⇒ (15) + 13 + 1 + 2 = 31
+1 Cold Iron Heavy Mace Damage: 1d8 + 10 + 2 + 2d6 ⇒ (2) + 10 + 2 + (6, 5) = 25
+1 Cold Iron Heavy Mace Hit: 1d20 + 13 + 1 + 2 - 5 ⇒ (15) + 13 + 1 + 2 - 5 = 26
+1 Cold Iron Heavy Mace Damage: 1d8 + 10 + 2 + 2d6 ⇒ (2) + 10 + 2 + (4, 4) = 22
Don't forget +1 for Bless folks.
I'm guessing each of those hit, so two Intimidates to Demoralize...
Intimidate: 1d20 + 17 ⇒ (8) + 17 = 25
Intimidate: 1d20 + 17 ⇒ (20) + 17 = 37
That oughta do it!
"Do not mess with the chosen of Asmodeus!"