Marta - A.K.A. Telmar So-Melnop
|
Marta casts detect magic, pulls out some tools, and sets to work on a rune. No pro, but as she said she is a bit of a jack of all trades.
disable device: 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20
but will that be sufficient?
Kn Arcana: 1d20 + 4 + 2 + 2 ⇒ (8) + 4 + 2 + 2 = 16
| Dungeon Master S |
Will let others jump in before resolving.
Fade~
|
Fade also tries to help disable the runes.
Spellcraft: 1d20 + 19 ⇒ (19) + 19 = 38
And tries to figure out what it is.
Knowledge (Arcana): 1d20 + 19 ⇒ (20) + 19 = 39
"They're... swirling runes. I think we already knew that, but that's also their technical name."
Weaknesses, Resistances, Immunities
Magor Lavablood
|
@GM: Did you mean dispel magic? You said detect magic.
When nobody accepts Magor's help, he delivers the spell to himself and huffs, "Amateurs!"
Just outside the garden, the dwarf calls up another enchantment. "Let's see what these runes are all about, here."
Spellcraft: 1d20 + 16 ⇒ (19) + 16 = 35
Delay poison added to stat bar, guidance used on above check.
| Dungeon Master S |
Yes, Dispel magic. Sorry!
Fade recalls that these runes act like a construct and that includes how magic effects them. They're unaffected by things that affect biology (sickness, etc.) as well as psychology (mind-affecting.) Otherwise they're not particularly resistant to anything special.
As the party begins to try and disable the runes, they flash and swirl ever faster, looking to defend their charge! Marta's quick attempt doesn't seem to do much good, but as soon as Fade works his knowledge, the runes REALLY begin to swirl. It's almost like they're a swarm! A reminder, you can fight them or try to disable them, depending on your skill set and tactics.
Marta: Go
Theritis: Go
Fade: Go
Faeranduil: Go
Sue: Go
Rune Swarm: TBD
Magor: TBD
Enemy: 1d20 + 8 ⇒ (4) + 8 = 12
Fade: 1d20 + 5 ⇒ (11) + 5 = 16
Magor: 1d20 + 2 ⇒ (9) + 2 = 11
Marta: 1d20 + 12 ⇒ (13) + 12 = 25
Sue: 1d20 + 4 ⇒ (9) + 4 = 13
Faeranduil: 1d20 + 4 ⇒ (12) + 4 = 16
Theritis: 1d20 + 5 ⇒ (14) + 5 = 19
Successes: 2
Sue Basilbottom
|
Assuming the swarm is smaller than tiny...
Sue tumbles into place past Marta and helps out with some memory
"You can remember how to do this."
reroll with +3 insight bonus.
| Dungeon Master S |
Each rune is "Fine" in size
Sue helps Marta out quickly, hoping to get the jump on the Runes. Arcana: 1d20 + 4 + 2 + 2 + 3 ⇒ (18) + 4 + 2 + 2 + 3 = 29. Between Fade and Marta the runes begin to lock into place, becoming dormant. Still, there are a LOT of runes left.
Marta: Go
Theritis: Go
Fade: Go
Faeranduil: Go
Sue: Help Marta
Rune Swarm: TBD
Magor: Will use Spellcraft: 35
Successes: 3
Sue Basilbottom
|
Had some trouble with my post and editing vs previwing on the worlds worst wifi. Judging by GM response it finally stuck correctly. Going to have words with hotel staff in the morning.
Theritis
|
Theritis steps forward and looks at his useless sword.
A strange thought races through his mind, that of a curious creature who befriended him from an adventure past.
Tanbaru, grant me the wisdom to calm this runestorm.
Using my boon Tanbaru's Respect from Scenario 6-21 to cast Dispel Magic as an SLA
caster level check if needed: 1d20 + 11 ⇒ (13) + 11 = 24
Marta - A.K.A. Telmar So-Melnop
|
Marta starts a judgment, knowing how hard it will be to pierce the defenses, gaining smiting (to bypass damage reduction) and protection (a bonus to AC), then casts Divine Favor defensively (auto success), setting herself up for the next turn.
| Dungeon Master S |
Theritis calls in a favor, hoping to quickly unlock the run swarm. The spell seems to work, as hundreds more runes lock into place and stop swarming.
MArta instead prepares by girding herself for a fight!
Marta: Buff
Theritis: Dispel Magic
Fade: Go
Faeranduil: Go
Sue: Help Marta
Rune Swarm: TBD
Magor: Will use Spellcraft: 35
Successes: 6
Fade~
|
"Constructs and a swarm. Blast if ya got it, disable if that's more your thing."
Move Action
Fade heads back, not wanting to take damage from a swarm.
Standard Action
He casts Fireball hoping to take it down quickly. Gonna aim it somewhat in the air so will miss the building and the party.
Fireball: 10d6 ⇒ (3, 3, 3, 6, 6, 2, 2, 5, 5, 5) = 40 - DC 18 Reflex for half
Does not include 1.5x damage for swarms.
Faeranduil
|
Knowledge (Arcana): 1d20 + 26 ⇒ (5) + 26 = 31
special attacks
Faeranduil casts dispel magic
Caster Level: 1d20 + 11 ⇒ (15) + 11 = 26
and tries to determine if there is still any power left in the runes. If there is he follows up with a quickened fireball, aiming it so that his fellow pathfinders are not included in the blast.
Intensified Fireball: 13d6 + 5 ⇒ (3, 4, 5, 5, 1, 1, 3, 1, 5, 1, 3, 5, 5) + 5 = 47
expending a chain lightning for that, DC23
| Dungeon Master S |
Fade steps back to let fly REF: 1d20 + 12 ⇒ (2) + 12 = 14 and the ball of flame explodes among the runes! Faeranduil knows that these runes likely control magical traps, so if there's one close by it can move the trigger point to directly underneath someone's feet...
The elf steps back and tries to dispel as much of the swarm as possible, and indeed many more lock up. Not all of them do though, so he utters a swift incantation and a second ball of flame explodes REF: 1d20 + 12 ⇒ (13) + 12 = 25. This time the remaining runes twirl and twist out of the way.
The swarm immediately moves towards the tightest concentration of agents. Despite their reduced number, it's still a massive swarm.
Marta, Theritis, and Magor: each take NONLETHAL: 4d6 ⇒ (3, 4, 6, 5) = 18 and you need to make a FORT DC 16. Magor, your check is dependent upon you passing this save.
Marta - A.K.A. Telmar So-Melnop
|
Fort ST: 1d20 + 15 ⇒ (19) + 15 = 34
Marta laughs off the effect, whatever it is.
Theritis
|
fort save: 1d20 + 12 ⇒ (8) + 12 = 20
Theritis braces for the swarm's effect.
Also, Theritis has DR 10/lethal if it is a physical attack
Magor Lavablood
|
"Keep working on the runes!"
After analyzing the runes himself, Magor's body visibly turns into stone for a brief moment, and then he sinks down into the earth.
Free Activate Earth Glide (assuming the ground isn't worked stone)
Free Activate Crystal Sight
Free 5-ft. step down into the earth
Fortitude: 1d20 + 9 ⇒ (17) + 9 = 26 +3 vs. spells & SLAs, poison effects are delayed
Faeranduil
|
Faeranduil takes out his selective rod while moving away. He then casts another fireball, excluding his allies in the blast.
Empowered Fireball: 10d6 + 5 ⇒ (1, 1, 3, 5, 6, 3, 5, 4, 2, 4) + 5 = 39 For 56 damage, Reflex DC 23 for half
| Dungeon Master S |
Magor et al withstand the onslaught, and as they crash over the dwarf he works diligently to undo their magic. With a flash, he gets enough of the remaining to undo the magic.
For now.
There's a sigh of relief from others, but crashes from within the museum remind you that there's still much work to be done.
Where to Pathfinders?
Theritis
|
Theritis will hand his wand over to Magor, with a nod.
"Please heal me after our battles. I will likely need it."
Ignoring this little bit of nonlethal damage for now, though
Edit: Seems like the front doors are next up?
Fade~
|
Fade follows along. No objections here anyway.
Marta - A.K.A. Telmar So-Melnop
|
Magor stuffs the wand in his belt. "Anybody else got a wand to take care of their own wounds?"
I have a couple of cure light wounds wands, but nothing that powerful. "
Marta marches out quickly too, hoping some of her buffs will last until the next fight.
Faeranduil
|
"Sure do, but I do not intend to take damage"
| Dungeon Master S |
The party goes back and makes their way inside the storied museum.
Place yourselves in the red rectangle on the map.
Under a sign that reads “The Shining Armory,” priceless Shining Crusade artifacts displayed on pedestals creak and move by some unseen force. Eerie light seems to dart between the objects while the din of a raging battle echoes throughout the chamber. The central feature is a low, artificial hill atop which stand two stuffed owlbears surrounded by shattered undead foes. Each of the beasts wears chainmail barding and an orange-and-black caparison depicting a stylized owlbear. A dead man dressed in furs lies on the floor before a suit of full-plate armor.
-----
For every 5 that you beat the DC, you may ask for one piece of information from this list.
For every 5 that you beat the DC, you may ask for one piece of information from this list.
| Dungeon Master S |
Will handle imitative once everyone is placed.
Fade~
|
Place myself in the red rectangle. Is that where we're supposed to go?
Knowledge (Arcana): 1d20 + 19 ⇒ (5) + 19 = 24
"Animated Owlbear Mascots!"
Resistances
Knowledge (Arcana): 1d20 + 19 ⇒ (12) + 19 = 31
"...and Animated Heroes' Regalia!"
Resistances, Immunities
Marta - A.K.A. Telmar So-Melnop
|
Marta is placed
| Dungeon Master S |
As a construct, those owlbears are really just objects, so they aren't wounded as easily (hardness 5)
The Regalia is even harder than the owlbears and you know it's straight up immune to things that effect the mind.
If you're a trusting party and are okay with the teamwork, I don't mind you placing each other.
Marta - A.K.A. Telmar So-Melnop
|
Dang. Marta's Amulet of Merciful fists is quite the liability so far. I strongly suspect that non-lethal damage won't cut it (pun intended), again. Icons are placed and I tried to tag Magor as being underground.
Fade~
|
"More objects... they have hardness so use Adamantine if you got it!" And unfortunately, counting as adamantine for overcoming DR doesn't beat hardness, so Fade will be taking minuses.
Faeranduil
|
Arcana: 1d20 + 26 ⇒ (13) + 26 = 39
immunities, weaknesses, special attacks, special defenses
Arcana: 1d20 + 26 ⇒ (14) + 26 = 40
weaknesses, special attacks, special defenses
"Well, well, are you standing in a magnificent fireball formation!" Faeranduil says, while rolling a small pellet of bat guano between his fingers.
| Dungeon Master S |
As a construct, those owlbears are really just objects, so they aren't wounded as easily (hardness 5). They don't have any special defneses beyond being hard to damage. Thankfully they don't have any strange attacks, though their beaks and claws seem VERY functional.
The Regalia is even harder than the owlbears and you know it's straight up immune to things that effect the mind. The regalia may have some vestige of its old mission, and if it singles out a target, it can challenge it like a living Cavalier.
Owlbears: 1d20 - 1 ⇒ (16) - 1 = 15
Regalia: 1d20 + 2 ⇒ (8) + 2 = 10
Fade: 1d20 + 5 ⇒ (16) + 5 = 21
Magor: 1d20 + 2 ⇒ (16) + 2 = 18
Marta: 1d20 + 12 ⇒ (3) + 12 = 15
Sue: 1d20 + 4 ⇒ (18) + 4 = 22
Faeranduil: 1d20 + 4 ⇒ (20) + 4 = 24
Theritis: 1d20 + 5 ⇒ (9) + 5 = 14
| Dungeon Master S |
Round 1:
Faeranduil: Go
Sue: Go
Fade: Go
Magor: Go
Marta: Go
Animated Owlbears: TBD
Theritis: TBD
Regalia: TBD
Sue Basilbottom
|
I am happy to be placed as needed.
Sue moves forward, vaulting over the table, activating her wand of Divine Favor and taking up a defensive stance.
Standard: Activate divine favor wand, Move: move up, Swift: Ki point for +4 AC. (AC 29)
Fade~
|
Move Action
Fade strides forward taking out a Wand of Shield.
Standard Action
He activates the wand on himself. Changed AC in stat bar.
Magor Lavablood
|
Positioning is good--and in general I don't mind being placed by another PC, but default is actually above ground. I can only go underground for 11 minutes/day, so I don't use the ability until its needed.
"Sue! Keep the red-feathered owlbear off our flank. Everybody else, focus your fire on the other one until it's down!" Magor shouts, then begins summoning help.
Faeranduil
|
"Do you mind if I catch them all? Excellent positioning Fade!"
Faeranduil casts a intensified shocking empowered fireball
Fireball DC23: 13d6 + 5 ⇒ (5, 4, 5, 3, 1, 3, 1, 3, 3, 1, 4, 6, 1) + 5 = 45 for 65 damage
"I guess electricity will do less damage to the exhibition than fire. There are priceless pieces here."
The cowardly elf then hides behind the dwarf
| Dungeon Master S |
Faeranduil opes with a powerful lightningball. From outside there are shrieks about collateral damage, but that's outside where it's safe...
Red: 1d20 + 4 ⇒ (17) + 4 = 21
Blue: 1d20 + 4 ⇒ (10) + 4 = 14
Regalia: 1d20 + 12 ⇒ (9) + 12 = 21
The blast leaves all three crackling with a charge to make your hair stand on end.
Sue and Fade steps up, girding themselves for the finale of the fight. Meanwhile Magor begins a complex spell.
Round 1:
Faeranduil: Litball!
Sue: Buff
Fade: Buff
Magor: SMIII
Marta: Go
Animated Owlbears: TBD
Theritis: TBD
Regalia: TBD
Blue: 65
Red: 65
Regalia: 65
Sue Basilbottom
|
I'm headed back to California first thing tomorrow morning. Going to be our of contact for about 36 hours from this post. Feel free to have Sue attack more as below, using LoH as appropriate.
hopefully making a 5ft step next to the red owl bear, preferably next to both red and yellow if possible. If Sue gets next to 2 opponents and not next to any allies she'll get +2 to hit/AC (not included in header or following attacks)
open hand spear: 1d20 + 13 ⇒ (19) + 13 = 32
damage+d6 acid: 4d6 + 7 + 6 ⇒ (3, 4, 5, 4) + 7 + 6 = 29
fist slam: 1d20 + 13 ⇒ (10) + 13 = 23
damage+d6 acid: 4d6 + 7 + 6 ⇒ (2, 6, 5, 4) + 7 + 6 = 30
Upward Elbow: 1d20 + 8 ⇒ (6) + 8 = 14
damage+d6 acid: 4d6 + 7 + 6 ⇒ (6, 4, 5, 4) + 7 + 6 = 32
Fur Rake: 1d20 + 8 ⇒ (2) + 8 = 10
damage+d6 acid: 4d6 + 7 + 6 ⇒ (5, 6, 6, 5) + 7 + 6 = 35
Sue then takes a moment to heal her wounds.
vicious feedback: 4d6 ⇒ (5, 5, 2, 2) = 14
Lay on Hands: 3d6 ⇒ (1, 5, 2) = 8
Marta - A.K.A. Telmar So-Melnop
|
Marta activates the shield spell from her ioun stone and advances.
Note: She has reach due to her longspear.
| Dungeon Master S |
Marta too girds for combat!
Both animated owlbears erupt into a flurry of claw and beak. Their long reach affords them an advantage:
Blue attacks Fade
Bite: 1d20 + 13 ⇒ (12) + 13 = 25
Left Claw: 1d20 + 13 ⇒ (1) + 13 = 14
Right Claw: 1d20 + 13 ⇒ (13) + 13 = 26
But all of the attacks fail to his defenses!
Red attacks Marta
Bite: 1d20 + 13 ⇒ (12) + 13 = 25
Left Claw: 1d20 + 13 ⇒ (19) + 13 = 32 DMG: 2d6 + 6 ⇒ (5, 5) + 6 = 16
Right Claw: 1d20 + 13 ⇒ (9) + 13 = 22
And a claw sneaks through her defenses!
Round 1:
Faeranduil: Litball!
Sue: Buff
Fade: Buff
Magor: SMIII
Marta: Buff
Animated Owlbears: ATK
Theritis: Go
Regalia: TBD
Blue: 65
Red: 65
Regalia: 65
Theritis
|
Theritis angrily lumbers to engage an owlbear, drawing his long-reached hammer as he approaches.
PA/VS attack with adamantine lucerne hammer vs blue: 1d20 + 19 ⇒ (20) + 19 = 39
PA/VS damage with adamantine lucerne hammer: 2d12 + 25 ⇒ (6, 11) + 25 = 42
Free to controlled rage (strength), move and draw weapon, power-attacking vital strike at the end.
confirm with adamantine lucerne hammer: 1d20 + 19 ⇒ (15) + 19 = 34
additional damage (plus killer trait) with adamantine lucerne hammer if confirmed: 1d12 + 25 + 2 ⇒ (4) + 25 + 2 = 31
| Dungeon Master S |
Post mosnter ate my post!
Theritis matches the beast with reach. His swing is immense and the owlbear pieces shatter into a myriad of shards as the magic holding it together is undone.
The animated regalia does an end around to get to Theritis, bringing a mithral blade to bear ATK: 1d20 + 21 ⇒ (12) + 21 = 33 for DMG: 1d8 + 6 ⇒ (1) + 6 = 7
Round 2:
Faeranduil: Go
Sue: Go
Fade: Go
Magor: Go
Marta: Go
Animated Owlbears: TBD
Theritis: TBD
Regalia: TBD
Red: 65
Regalia: 65
Fade~
|
"Here we go."
Free Action
Fade drops his wand on the ground and looks as Faeranduil. "Don't burn it please."
Swift Action
Fade enchants Penumbrae to give her more power. Using Arcane pool to give her +2 and Keen, making her a +5 Keen Scimitar.
Full Round Action
He begins a spell combat by casting Shocking Grasp defensively. He can't fail to cast any of his spells casting defensively in spell combat unless the enemies have something that makes it harder.
Starting with Yellow, and then 5 ft. if necessary to get Blue if Yellow drops.
Shocking Grasp Damage: 5d6 ⇒ (3, 1, 3, 3, 1) = 11 - Apply this to the first attack that hits. If it's a crit, just roll 5d6 more for it.
-----------------------------------------------------------------
Spellstrike Attack
Black Blade Scimitar Attack (Power Attack, Pool +2 & Keen, Spell Combat): 1d20 + 17 - 2 + 2 - 2 ⇒ (11) + 17 - 2 + 2 - 2 = 26
Black Blade Scimitar Damage (Power Attack, Pool +2 & Keen): 1d4 + 11 + 4 + 2 ⇒ (2) + 11 + 4 + 2 = 19
-----------------------------------------------------------------
Main Attack
Black Blade Scimitar Attack (Power Attack, Pool +2 & Keen, Spell Combat): 1d20 + 17 - 2 + 2 - 2 ⇒ (20) + 17 - 2 + 2 - 2 = 35
Black Blade Scimitar Damage (Power Attack, Pool +2 & Keen): 1d4 + 11 + 4 + 2 ⇒ (1) + 11 + 4 + 2 = 18
CRIT - Black Blade Scimitar Attack (Power Attack, Pool +2 & Keen, Spell Combat): 1d20 + 17 - 2 + 2 - 2 ⇒ (14) + 17 - 2 + 2 - 2 = 29
EXTRA DAMAGE - Black Blade Scimitar Damage (Power Attack, Pool +2 & Keen): 1d4 + 11 + 4 + 2 ⇒ (3) + 11 + 4 + 2 = 20
-----------------------------------------------------------------
Iterative
Black Blade Scimitar Attack (Power Attack, Pool +2 & Keen, Spell Combat): 1d20 + 12 - 2 + 2 - 2 ⇒ (15) + 12 - 2 + 2 - 2 = 25
Black Blade Scimitar Damage (Power Attack, Pool +2 & Keen): 1d4 + 11 + 4 + 2 ⇒ (3) + 11 + 4 + 2 = 20
CRIT - Black Blade Scimitar Attack (Power Attack, Pool +2 & Keen, Spell Combat): 1d20 + 12 - 2 + 2 - 2 ⇒ (17) + 12 - 2 + 2 - 2 = 27
EXTRA DAMAGE - Black Blade Scimitar Damage (Power Attack, Pool +2 & Keen): 1d4 + 11 + 4 + 2 ⇒ (3) + 11 + 4 + 2 = 20
| Dungeon Master S |
Fade begins the dirty work of slashing repeatedly at the regalia. Alas only a single hit gets through, but what a hit! Sparks of the clash of metal and magic burst from the contact. Unfortunately, the regalia continues to fight.
Round 2:
Faeranduil: Go
Sue: Go
Fade: Crit
Magor: Go
Marta: Go
Animated Owlbears: TBD
Theritis: TBD
Regalia: TBD
Red: 65
Regalia: 104
Theritis
|
As the strange creature moves to strike him, Theritis suddenly meets its attack with two of his own.
power attack with adamantine lucerne hammer vs blue: 1d20 + 19 ⇒ (7) + 19 = 26
PA damage with adamantine lucerne hammer: 1d12 + 25 ⇒ (1) + 25 = 26
power attack with adamantine lucerne hammer vs blue: 1d20 + 19 ⇒ (17) + 19 = 36
PA damage with adamantine lucerne hammer: 1d12 + 25 ⇒ (2) + 25 = 27
Using Unexpected Strike Rage Power as an opportunity attack as he enters my threatened area and then another as he leaves a threatened square to close with me.
| Dungeon Master S |
Theritis makes a pair of quick swings, missing with the first, but connecting with the second. It's shocking that the items still fight on!
Round 2:
Faeranduil: Go
Sue: Go
Fade: Crit
Magor: Go
Marta: Go
Animated Owlbears: TBD
Theritis: TBD
Regalia: TBD
Red: 65
Regalia: 121