Numair Salmalin
|
Numair nods his gratitude to Theodore.
"Thanks! That really hit the spot!"
Considering the opinions of everyone present, Numair muses for a moment, before putting in his own thoughts on the matter.
"Whilst we might lose the Temple if we aid the Hellknights, technically, the latter was what we were hired to do. Moreover, a continued alliance with them will likely make access to other sites easier in the future. I would prefer to lose one site, instead of many."
Vote 1: Help the Hellknights.
Lem aka Uktar
|
"So, Amina, what do you think?" Lem asks with intense curiosity. "Do you want to go with the Hellknights to stop the evil beast from summoning more, or do you want to go to the Temple of the Sky to save the tablets?"
Amina Tuncay
|
Amina remains silent for most of the discussion, weighing arguments, before weighing in.
I'm one of those who's already played this in Standard, so ideally people going in fresh will decide. My IC thoughts in spoilers below. My OOC thoughts are more in line with Theodore's.
"While I may have some significant ideological disagreements with the Hellknights, I must agree that driving the chaotic fiends out of this region is of utmost importance. If the Abyss is allowed to gain a foothold here, we risk losing much more than just one temple, as our colleagues in the Nerosyan Lodge can attest."
My IC vote is the Hellknights, OOC vote would be the Temple.
Lem aka Uktar
|
Full disclosure: I too played it in Standard mode. In character, given Lem's character history, I think I portrayed it spot on. And I'm happy to go either route.
Theodore~
|
I think lots of people want to do temple because I think 95% of parties are going to choose the other option. :p
| Dungeon Master S |
So we're at a quandary. Looks like the majority of the characters vote Hellknights, but players vote Temple. Just so we're clear, let's do it this way; one official vote - however you'd like to vote. Even if you've already voted, this is the one that counts.
Theodore:
Lem:
Amiri:
Numair:
Amina:
Lem aka Uktar
|
Being of one mind, in character and out, LemUktar votes Temple (with empathy to those conflicted).
Amiri, Angry Barbarian
|
Amiri: Hellknights. I do understand the appeal of the temple, but keeping the opportunity to return to Cheliax seems more dear than one find.
| Dungeon Master S |
Theodore:
Lem: Temple
Amiri: Hellknights
Numair:
Amina:
Theodore~
|
"Perhaps Lem is right. We may be able to fight away the demon, or whatever it is, at a later time. Knowledge lost to time can never be recovered."
Temple
Numair Salmalin
|
"I stand by my statement: Better to ensure future access to other sites, by sacrificing one, than lose access to many others in the future, as well as a potentially useful ally."
Hellknights.
| Dungeon Master S |
Theodore: Temple
Lem: Temple
Amiri: Hellknights
Numair: Hellknights
Amina:
No pressure Amina...
Amina Tuncay
|
Yikes! Since I really can't decide, I'm going to leave it in the hands of the dice gods. 1=Temple, 2=Hellknights
1d2 ⇒ 1
After weighing the arguments from both sides, Amina ultimately decides to follow the recommendation of Theodore, the party member she knows best, and put loyalty to the Decemvirate first.
This season has been good at providing some seriously tough choices in scenarios!
| Dungeon Master S |
To the temple it is!
Signifer Karva curses you profusely, "Pathfinders for going back on their word! What good is this. I shall see that your fickle sense of honor is known to my ENTIRE ORDER!" She and her Hellknights storm off away immediately. There are no looks back from the Hellknights.
.......
The temple rests at the top of a nearby spire of rock. A single winding trail leads up the cliffs and eventually becomes lost in the low-hanging clouds that obscure the top of the peak.
A temple carved from white stone hangs off the side of this rocky spire. A pillow-like layer of clouds rests just below the temple and stretches outward for miles. Chill winds gust around the temple and, from time to time, they seem to carry airy whispers with them. Twenty engraved pillars are arrayed across the temple and a circular hole opens up in the center of the ruins. Perched atop each pillar is a crude statue of a bearded man wearing flowing robes and brandishing a lightning bolt in his hand. A white marble altar rests on the northern wing of the temple. The temple is shaped like a cross and has no walls or handrails—a fall from the edge leads to a long drop to the ravine below.
Ahead you can hear the sounds of destruction...
Will update later today. This is a tricky one. I ran this 4 times at Gen Con, no one has chosen the temple yet.
| Dungeon Master S |
Indeed the temple looks LOADED with text and information. It will take a long time to decipher it all. Each pillar is 10' tall and full of writing from the ground to the top.
Just based on your brief look, you think you could gain a snippet with a quick look, but it would take a DC 15 INT or Linguistics check and a standard action. Still... you sense great power from the pillar.
The pillars, however, look fragile and cracked from age.
A solid push, exploding spell, or hurled foe could easily knock any one of them down....
The altar looks powerful and ancient It is built from white marble and carved into the shape of clouds. Coded runes are also engraved into this altar. You're confident with alittle bit of time you could unlock this power (DC 15 Linguistics or INT check.
It wouldn't be an issue, but the orcs and their beasts have set to destroying everything here. First you see a massive quadruped with a thick, wrinkled hide, curving horns, and shaggy hair that frames its leonine face.
A rare beast known as a Gorthek! This orcish brute of a beast has a massively strong charge. Ask anything for each 5 over the DC.
Standing near it is an orc witch doctor shouting profane words and orders. About the temple are a half dozen rune carved warriors also set to destroy everything.
Looks like you got here in the nick of time!
Sorry for the massive map. This was a pain in person as both end maps are huge and custom. Lots of ink died to bring that Gen Con to life...
| Dungeon Master S |
Baddies: 1d20 + 2 ⇒ (15) + 2 = 17
Theodore: 1d20 + 8 ⇒ (9) + 8 = 17
Lem: 1d20 + 2 ⇒ (2) + 2 = 4
Amiri: 1d20 + 2 ⇒ (3) + 2 = 5
Numair: 1d20 + 6 ⇒ (11) + 6 = 17
Amina: 1d20 + 6 ⇒ (11) + 6 = 17
| Dungeon Master S |
Round 1:
Theodore: Go
Numair: Go
Amina: Go
Baddies: TBD
Amiri: TBD
Lem: TBD
Theodore~
|
If we knew we were getting close, Theodore would have done a few longer term buffs. He would have cast Freedom of Movement, Magic Circle against Evil, and Deathwatch on himself. Those would all last 70 minutes.
Not sure we had enough time for 1 minute/level spells so I won't includes those yet.
Arranged what I would think is a typical party order.
Theodore~
|
"Lem, any chance of speeding us up?" He's asking if we should stay in Haste formation for the time being.
Numair Salmalin
|
Numair shakes his head.
"As a loyal ally of House Thrune, in good standing with the Hellknights, I cannot in good conscience go against them. It would appear that this is where we part ways."
I am perfectly happy to forgo whatever treasure, boons, and/or prestige are tied to the final encounter, in order to simulate my decision to go with the Hellknights, instead, in order to preserve my standing with them.
| Dungeon Master S |
I don't mind the long term buffs. Minute/level are okay too. Not round per level.
Sadly, it's not possible. When you try, you get this:
“A unit of battle is one body. Any division in the unit is a rift into chaos, a cancer that proliferates until the unit dies. If you are not capable of acting as a unit, I will not subject my Hellknights to your disorderly behavior. You gave your word that you would assist us. If you plan to betray that word, lay your true nature bare and betray it, but do not play at loyalty and attempt to weasel your way into our good graces with poisonous offers. If you don't all come, I want none of you.”
Theodore~
|
Theodore would have distributed 3 castings of Shield of Faith then.
One to Amiri, one to Amina, and one to himself. +3 deflection bonus to AC.
Lem aka Uktar
|
Indeed before the group even departed to go to the temple, Lem casted Extended Heroism on himself, Amiri and Amina.
140 minute duration. +2 morale bonus on attack rolls, saves, and skill checks.
In between the heavy puffing on the fast march to the temple, while the group discussed tactics if they encounter the orcs, Lem would have wheezed out that indeed, his likely first move would be to buff the group with inspire courage and haste in the first round (move and standard). If surprised, just haste.
And while Theodore cast Shield of Faith a few times when the Temple came in sight, Lem would've and cast his Scroll of Comprehend Languages on himself then pounded his potion of Expeditious Retreat for the final dash potion probably expired by the time when group reaches temple, since it lasts just 1 minute--doing it for flavor because Lem doesn't want to slow the group down/arrive too late.
Theodore~
|
In that case, Theodore will just buff here for now.
Standard Action
Theodore casts a Fly spell on Amiri.
Theodore waits patiently for the Haste to come.
Any knowledge check applicable? I mean, Thedore only have Planes but might as well ask. :p
| Dungeon Master S |
No (Planes) to see here, though you know it's sacred to Gozreh and winds. Sorry Numair, the scenario is clear. I dig it though!
Since there are a ton of buffs out there, make sure you're good to go when rolling.
Theodore summons the power over wind and air, as he prepares for more magic.
Round 1:
Theodore: Fly
Numair: Go
Amina: Go
Baddies: TBD
Amiri: TBD
Lem: TBD
Amina Tuncay
|
Amina will have Mage Armor and Shield up. Anyone else who wants either of those or Protection from Evil can feel free to take it.
Arcana: 1d20 + 8 ⇒ (11) + 8 = 19 I'm going to use my faction pin for a +1 here...
Nature: 1d20 + 4 ⇒ (19) + 4 = 23
Unwilling to risk more destructive magic, Amina launches rays of fire at the massive Gorthek.
Scorching Ray: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Damage: 4d6 + 6 ⇒ (3, 4, 4, 3) + 6 = 20
Scorching Ray: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Damage: 4d6 + 6 ⇒ (6, 2, 5, 1) + 6 = 20
Apparently today is brought to you by the number 20...
| Dungeon Master S |
Both of Amina's rays slam into the beast's flank. It roars in pain and looks like it's going to stomp. the thing is solid enough that you're very worried about what it could do to the pillars if it bounded by. The burn wounds are massive though, and another good hit like that might be enough to put it down.
Theodore: Fly
Numair: Go
Amina: Scorching Ray
Baddies: TBD
Amiri: TBD
Lem: TBD
Gorthek: 40
Numair Salmalin
|
With a reluctant sigh, Numair tosses a ball of fire at the big thing.
Flaming Sphere: 3d6 ⇒ (2, 5, 4) = 11 Fire damage. DC 20 Reflex negates.
| Dungeon Master S |
You got it. I'll initial your chronicle to reflect it.
Numair keeps the fire attacks up as a sphere of flame appears near the beast REF: 1d20 + 5 ⇒ (10) + 5 = 15 and scorches its underbelly. The beast fights on!
The baddies can't go yet, I just realized Amina has to move as she is way too far away to use Scorching ray on the gorthek.
Theodore: Fly
Numair: Flaming Sphere
Amina: Move Action
Baddies: Go
Amiri: Go
Lem: Go
Gorthek: 51
Amina Tuncay
|
My bad! Apparently I thought it was medium range for some reason. In that case I'd rather delay for haste, if that's OK.
| Dungeon Master S |
It'll mean delaying until after the enemy, but okay. The gorthek is FAR less charred now, but no less mad.
The gorthek tramples forth towards the party as the orcs change to cries of battle.
The gorthek's path come DANGEROUSLY close to the pillars. It doesn't knock any over, but it's preparing for a true goring charge, which may destroy them...
The witch orc casts a spell and begins to hover above the field of battle, rising 30' in the air!
The remaining orcs all close distance, one actually charging Amina: Charge: 1d20 + 5 + 2 ⇒ (8) + 5 + 2 = 15, but can't connect
Theodore: Fly
Numair: Flaming Sphere
Baddies: ATK
Amiri: Go
Lem: Go
Amina:
Gorthek: 11
Lem aka Uktar
|
Lem shouts out words of encouragement to her compatriots, then casts Haste to make certain they're all up to speed...
To put it in one place—just buffs from Theo & Lem—-no personal buffs like rage, etc:
Amina: HASTE: extra attack when full attack, Speed: 60’
+5 on Attacks (Haste, +2 Morale, +2 Competence) /
+2 Competence on weapon Damage /
+2 Morale on Saves & Skills. +1 more on Reflex save
+4 AC (+3Deflection & +1Dodge)
.
Amiri : HASTE: extra attack when full attack, Speed: 60’/70’flying
+5 on Attacks (Haste, +2 Morale, +2 Competence) /
+2 Competence on weapon Damage /
+2 Morale on Saves & Skills. +1 more on Reflex save
+4 AC (+3Deflection & +1Dodge)
.
Lem: HASTE: extra attack when full attack, Speed 40’
+5 on Attacks (Haste, +2 Morale, +2 Competence) /
+2 Competence on weapon Damage /
+2 Morale on Saves & Skills. +1 more on Reflex save
+1 AC (Dodge)
.
Numair: HASTE: extra attack when full attack, Speed: 60’
+3 on Attacks (+2 competence, +1 Haste)/
+2 Competence on weapon Damage /
+2 Morale on Saves v Fear and Charm. +1 Reflex save
+1 AC (Dodge)
.
Theodore: HASTE: extra attack when full attack, Speed: 60’
+3 on Attacks (+2 competence, +1 Haste)/
+2 Competence on weapon Damage /
+2 Morale on Saves v Fear and Charm. +1 Reflex save
+4 AC (+3Deflection & +1Dodge)
| Dungeon Master S |
Thank you for the summary!
Lem brings forth some magic to make the battle go faster, taking an edge over the orcs.
Theodore: Fly
Numair: Flaming Sphere
Baddies: ATK
Lem: Haste
Amiri: Go
Amina: Go
Gorthek: 11
Amina Tuncay
|
With the single largest threat now much closer, Amina rushes at the monster, infusing her blade with arcane energy and swinging with all her might.
Charge, Power Attack, Arcane Strike: 1d20 + 11 + 5 + 2 - 2 ⇒ (3) + 11 + 5 + 2 - 2 = 19 Yikes! Let's hope the sheer amount of buffs being thrown around adds up to enough.
Dam: 2d4 + 11 + 6 + 1 + 2 ⇒ (4, 3) + 11 + 6 + 1 + 2 = 27
Provokes from Green and possibly the big guy if he has reach. Effective AC is 25 at the moment. I have and will use Step Up if it comes up.
Amiri, Angry Barbarian
|
Amiri will five-foot between her buddy Lem and the orc (Free), rage (Free), then full-attack Green.
primary: 1d20 + 15 + 5 ⇒ (15) + 15 + 5 = 35
dmg: 2d8 + 12 + 2 ⇒ (2, 3) + 12 + 2 = 19
secondary: 1d20 + 10 + 5 ⇒ (1) + 10 + 5 = 16
dmg: 2d8 + 12 + 2 ⇒ (4, 7) + 12 + 2 = 25
haste: 1d20 + 15 + 5 ⇒ (19) + 15 + 5 = 39
dmg: 2d8 + 12 + 2 ⇒ (5, 2) + 12 + 2 = 21
HASTE: extra attack when full attack, Speed: 60’/70’flying
+5 on Attacks (Haste, +2 Morale, +2 Competence) /
+2 Competence on weapon Damage /
+2 Morale on Saves & Skills. +1 more on Reflex save
+4 AC (+3 Deflection & +1 Dodge)
Lem aka Uktar
|
Hey Amiri, that's a crit threat on the last one...yummy.
| Dungeon Master S |
Amina, showing no fear heads for a slugfest with the massive creature. The orc on the way wasn't expecting the move, so his swing is awkward AoO: 1d20 + 2 ⇒ (4) + 2 = 6, and has little effect.
Amina, however, scores a hi with her blade, though she'll have to hit harder as the thick hide lessens the damage.
Amiri's first swing is enough to behead the orc. The others seem to take it in stride, but the witch eyes the barbarian....
Round 2
Theodore: Go
Numair: Fo
Baddies: TBD
Lem: TBD
Amiri: TBD
Amina: TBD
Gorthek: 37
Theodore~
|
LEM, THAT IS AWESOME! I'm gonna modify it this turn LOL.
"We must stop them from destroying this knowledge!"
Non-Action
5 ft.
Standard Action
Theodore casts Prayer, helping his allies and hindering his opponents. -1 penalty on attack rolls, weapon damage, saving throws, and skill checks for Blue, Black, and White.
BUFFS (Only includes buffs from Lem and Theodore)
Amina: HASTE: extra attack when full attack, Speed: 60’
+6 on Attacks (Haste, +2 Morale, +2 Competence, +1 Luck)
+3 on Weapon Damage (+2 Competence, +1 Luck)
+3 on Saves (+2 Morale, +1 Luck), and another +1 for Reflex save
+4 AC and CMD (+3 Deflection & +1 Dodge)
+3 on all Skill Checks (+2 Morale, +1 Luck)
.
Amiri : HASTE: extra attack when full attack, Speed: 60’/70’flying
+6 on Attacks (Haste, +2 Morale, +2 Competence, +1 Luck)
+3 on Weapon Damage (+2 Competence, +1 Luck)
+3 on Saves (+2 Morale, +1 Luck), and another +1 for Reflex save
+4 AC and CMD (+3 Deflection & +1 Dodge)
+3 on all Skill Checks (+2 Morale, +1 Luck)
.
Lem: HASTE: extra attack when full attack, Speed 40’
+6 on Attacks (Haste, +2 Morale, +2 Competence, +1 Luck)
+3 on Weapon Damage (+2 Competence, +1 Luck)
+3 on Saves (+2 Morale, +1 Luck), and another +1 for Reflex save
+1 AC and CMD (Dodge)
+3 on all Skill Checks (+2 Morale, +1 Luck)
.
Numair: HASTE: extra attack when full attack, Speed: 60’
+4 on Attacks (+2 competence, +1 Haste, +1 Luck)
+3 on Weapon Damage (+2 Competence, +1 Luck)
+1 Luck bonus on all saves, and another +1 for Reflex save (+2 more if vs. fear)
+1 AC and CMD (Dodge)
+1 Luck Bonus all Skill Checks
.
Theodore: HASTE: extra attack when full attack, Speed: 40’
+4 on Attacks (+2 competence, +1 Haste, +1 Luck)
+3 on Weapon Damage (+2 Competence, +1 Luck)
+1 Luck bonus on all saves, and another +1 for Reflex save (+2 more if vs. fear)
+4 AC and CMD (+3 Deflection & +1 Dodge)
+1 Luck Bonus all Skill Checks
| Dungeon Master S |
Theodore adds another layer of power to the Pathfinder team!
Round 2
Theodore: Prayer
Numair: Go
Baddies: TBD
Lem: TBD
Amiri: TBD
Amina: TBD
Gorthek: 37
Numair Salmalin
|
Numair calmly tosses his ball of flame at the Red orc...
Flaming Sphere: 3d6 ⇒ (4, 6, 4) = 14 Fire damage. DC 20 Reflex negates.
...and then tosses a brace of force missiles at the Black orc.
Magic Missile: 3d4 + 3 ⇒ (1, 4, 4) + 3 = 12 Force damage.
| Dungeon Master S |
REF: 1d20 + 0 ⇒ (9) + 0 = 9 The sphere rolls right through the orc, leaving a flaming corpse. The fire dancing in the wind. The magic missiles blow another orc away.
The flying orc howls in rage, the wind amplifies the sound. With an ancient ritual he summons forth the magic to grab hold of Amiri and stop her in her tracks. Will DC 15 versus Hold Person.
The Gorthek rears and charges forth! He tramples right over Amina! Either take an AoO and take the damage in the spoiler, or try a REF save DC 15 to avoid.
The gorthek levels its horns at Amiri ATK: 1d20 + 16 + 2 ⇒ (15) + 16 + 2 = 33 for DMG: 4d6 + 22 ⇒ (5, 2, 3, 2) + 22 = 34
The remaining orcs laugh at the carnage! Near the melee a pair of pillars begin to wobble, and they'll fall if not stopped!
Two of the orcs are close enough to turn their falchions on Amina:
ATK: 1d20 + 5 ⇒ (19) + 5 = 24
ATK: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19
Round 2
Theodore: Prayer
Numair: Magic!
Baddies: ATK
Lem: Go
Amiri: Go
Amina: Go
Gorthek: 37
| Dungeon Master S |
Now is likely a good time to use your reroll...
Theodore~
|
I'm not convinced on that math. Heroism is giving +2 and Prayer is giving +1, so that's +3 normal, +2 rage, +3 heroism & prayer, so +8 total, and with a roll of 8 that's 16.
Theodore~
|
...aww. Well, if no reroll this may change my action next round.
Amina Tuncay
|
Amina launches another powerful swing at the charging beast.
AOO, Power: 1d20 + 14 + 6 - 2 ⇒ (19) + 14 + 6 - 2 = 37
Confirm: 1d20 + 14 + 6 - 2 ⇒ (12) + 14 + 6 - 2 = 30
Base Damage: 2d4 + 11 + 6 + 1 + 2 ⇒ (1, 1) + 11 + 6 + 1 + 2 = 22
Crit Damage: 2d4 + 11 + 6 + 1 + 2 ⇒ (4, 2) + 11 + 6 + 1 + 2 = 26
I'm not sure what I did to make the dice gods so happy, but I'm not complaining!