| Crummock-i-Phail |
Did you move the wrong guard? Isn't the one at the doors one of the ones that I stunned?
Round 1:
Crummock moves forward, and pours Alchemist's Fire over the troll, ending its life.
Meanwhile, Nadya fires at the fleeing guard...
Longbow: 1d20 + 3 ⇒ (3) + 3 = 6, for 1d8 + 1 ⇒ (3) + 1 = 4 damage.
Longbow: 1d20 + 3 ⇒ (17) + 3 = 20, for 1d8 + 1 ⇒ (6) + 1 = 7 damage.
Someone may want to help finish-off the injured guards ;-)
| Einar 'Kinslayer' Bjornson |
'Well at least it's dead.' Spewing out the mouthful of troll, Einar, clears his head as his size diminishes. While momentarily fatigued, he smiles at Ziva, "Vell done!" and reaching into his pouch removes a flask of acid and pours it on the dead troll.
do I need to roll to attack if i'm just standing there over it pouring acid on it?
| Crummock-i-Phail |
Seeing that Einar beat him to the punch with the Acid, Crummock instead attempts to stun the fleeing guard.
Sound Burst: 1d8 ⇒ 8 Sonic damage. DC 18 Fort save, or be Stunned for 1 round.
| GM Mort |
Probably. Changed the guard.
Fort: 1d20 + 5 ⇒ (16) + 5 = 21
The guard fights off the worst effects of the spell but Nadya's arrow catches him in the back. He reaches out to the battlements to steady himself.
Einar pours acid over the troll, and the body shudders and it finally dies.
Acid damge: 1d6 ⇒ 2
Yeah Trololol is dead
| Mr. Whiskers |
Mr. Whiskers fires off three projectiles of some sort, which unerringly hit the fleeing guard.
Magic Missile, +1 CL from Arcane Reservoir
Magic Missile damage: 3d4 + 3 ⇒ (2, 3, 4) + 3 = 12
| GM Mort |
The fleeing guard gets hit in the back by 3 magic missles, falls on the battlements and breaks his neck.
| Mr. Whiskers |
Looking up towards where the guard was fleeing, Mr. Whiskers says "That made quite a bit of noise. Do you think the alarm is already raised?"
Are there any other opponents immediately visible?
| GM Mort |
There's still 1 guard stunned by Crummock's sound burst. Won't get a move till next round. Sorry, GM screwup, you got them all. No other visible opponents available.
Once you get in, interior heights are 10 ft unless I tell you otherwise, in the description of the room.
"The portcullis will stay down for only 9 rounds, unless someone can keep the lever pulled down!"Hatch exclaims.
What party be doing?Basically-continue without looting, or Einar goes up to DD the portcullis lever to jam it?
| Ziva Suadela |
Or could Vernai hold the Portcullis, drop it, then fly back over? Forgive me if this is a dum question, I have a very low ability to translate something I can view as 2D into 3D.
| Mr. Whiskers |
Watching in amazement as Ziva commands Vernai, Mr. Whiskers comments "Wouldn't a rope and grapnel be easier?"
| GM Mort |
One of the guards is still alive, but unconscious. The party finds on the each of the bodies the following items:
Potion of endure elements; chain shirt, light steel shield, cold iron longsword, dagger, light crossbow with 10 bolts, cold-weather outfit, 15 gp
On the body of the troll there is a large battle axe.
In south eastern kennel, there is a stash of 500 gp.
Slide 28, you're moving into Q3 now
The party opens the door and heads into the entrance hall.Steamy air fills this inner gallery, emanating in lazy wisps from a bubbling pool recessed into the floor of a raised dais surrounded by six pillars of ice. Four foggy mirrors hang from the walls near ice sculptures of helmeted pike-wielding warriors. In the centre of the pool, a spinning column of water hums tunelessly to itself.
"A se păstra apa curată și curată,
Sarcina mea a fost întotdeauna.
Păstrați toate incendiile afară,
Dacă vedeți da un strigăt!"
Then it notices the party and turns towards them."cine esti?"
Keep the water pure and clean,
My task has always been.
Keep all fires out,
If you see any give a shout!
Who are you?
| GM Mort |
Mr Whiskers knowledge planes: 1d20 + 11 ⇒ (13) + 11 = 24
Its a Medium water elemental.
Now...no commencement of murderhoboing until Mr Whiskers has a chance to respond...
| Mr. Whiskers |
Mr. Whiskers immediately responds "Noi prieteni. Ma bucur sa te cunosc! De tine pentru a păstra totul curat și pur!"
I wasn't expecting that language to come up like this!
Diplomacy: 1d20 + 8 ⇒ (16) + 8 = 24
With a friendly gesture, he tells the others in Skald "This is the one responsible for keeping the water pure and fires out!"
If Mort allows, try to look friendly as a way to aid me.
| GM Mort |
"Ah vizitatori aici? Probabil ai vrea să meargă la sala de mese." It gestures to the ice crystal teleporters on the north and south of the hall. "Faza de trecere este, "A gathering within the hall, take one, take us all."
The pass phase was spoken in common. And yeah Mr Whiskers's new friend probably has a horrible accent for the pass phase in common. The elemental isn't going to bother you, Mr Whiskers can ask it questions if he likes.
Ah visitors here?You'd probably want to go to the dining hall.
The pass phase is, "A gathering within the hall, take one, take us all."
| GM Mort |
A teleporter can transport one creature at a time. The target is encased in ice for 1 round, during which time it is paralyzed, then fades away. At the end of the round, the target is teleported to its keyed destination, and the ice immediately melts away.
| Crummock-i-Phail |
Question: If only one person can use the teleporter at a time, how are we supposed to get non-speaking creatures (like, say, animal companions) to use them?
I think we should check-out the rest of this level, before moving on.
Crummock nods to the elemental, then heads for one of the doors on this level.
| GM Mort |
Eh.I copied it out da book. Didn't think too much about it. Houserule, master speaking phase activates for animal companion as well, but they still must go one after the other.
Really? Moving to murderhobo? :( You don't need to, technicaly, you know :(
| GM Mort |
Crummock finds the privies, (Q4).
Running water flows through the open latrines of these privies, carrying wastewater out of the tower and into an underground river. The doors to the east of the privies lead to stairs that climb up to the battlements atop the outer wall.
As Crummock heads towards another door on the level, the water elemental protests, "Hei, asta e zona restrictionata! Turnul palid de Gardă numai!"
Hey, that's restricted area! Pale Tower Guards only!
Sorry, mistake on celling height. Celling is 30 ft unless otherwise stated. That's the only way I'm going to comply with written room descriptions as per the book. Also, on map 31, the blue stuff showing breaks in the walls are windows. Just for clarification.
| Mr. Whiskers |
Mr. Whiskers quickly says "La un moment dat, el nu înțelege!"
Then he calls out "Crummock, wait! It says that is an area restricted, guards only! We are only visitors right now."
Turning back to the elemental, Mr. Whiskers adds "Ne pare rău, că unul este întotdeauna atât de curios! Ea vrea să exploreze peste tot!
Turning back to the group, he asks "I'm going to need some time to talk with it a bit. If any of you need the privy, might as well use it now."
He then approaches the elemental and says "Vă rugăm să nu vă alarmați dacă auzi niște zgomote puternice mai târziu. Avem niște afaceri cu gardienii de aici - nimic care va interfera cu sarcina dumneavoastră, deși! Ea are de a face cu politica umanoide. Cel mai bine este, dacă ne permite să-l lucreze, bine?"
Assuming no combat immediately ensues, he will tell everyone what he said and ask if anyone has advice for how to further convince it to stay out of what is to happen.
| GM Mort |
"Oh, el nu vorbește Aquan?" The elemental twists to one side as if considering Mr Whisker's words
Oh he doesn't speak Aquan?
"Da, cele mai multe două leggers sunt ..." It replies.
Yeah most two leggers are.
"Ahh, două leggers sunt ciudate. Voi merge verifica privies. Cred că au nevoie de curățare. Chiar urăsc popotelor. Spune-mi când ai terminat, OK?" The water elemental replies, then shuffles off to the northern privy and shuts the door behind him.
Ahh, two leggers are strange. I'll go check the privies. I think they need cleaning. I really hate messes. Tell me when you're done, ok?
| GM Mort |
Crummock opens the room.
Eight bunk beds fill this narrow room, separated by a small partition between the tower’s icy walls. Several wooden chests and a weapons locker furnish the rest of the chamber. 4 guards are sharing a drink with their commander.
No shields but their swords are in their hands. Not prone either.
Ziva and Mantis Init: 1d20 + 4 ⇒ (19) + 4 = 23
Einar Init: 1d20 + 2 ⇒ (17) + 2 = 19
Mr Whiskers Init: 1d20 + 2 ⇒ (9) + 2 = 11
Crummock Init: 1d20 - 2 ⇒ (16) - 2 = 14
Pale Tower Guards Init: 1d20 + 1 ⇒ (3) + 1 = 4
Yana Init: 1d20 + 2 ⇒ (11) + 2 = 13
Ziva, Einar, Crummock, Yana, Mr Whiskers, Pale Tower Guards
"The last time I looked, Tigers were NOT allowed in the Tower!" Yana growls at Geist. "Ema, Hackett, Baldric, raise the alarm!"
"And where's that idiotic water elemental Apa? He's supposed to be keeping intruders out!"
| Crummock-i-Phail |
Crummock sets off another Soundburst, catching the three closest guards.
Sound Burst: 1d8 ⇒ 5 Sonic damage. DC 18 Fort save, or be Stunned for 1 round.
"Ymosodiad!"
Geist then attacks...
Bite: 1d20 + 6 ⇒ (8) + 6 = 14, for 1d6 + 3 ⇒ (1) + 3 = 4 damage.
Claw: 1d20 + 6 ⇒ (9) + 6 = 15, for 1d4 + 3 ⇒ (3) + 3 = 6 damage.
Claw: 1d20 + 6 ⇒ (3) + 6 = 9, for 1d4 + 3 ⇒ (3) + 3 = 6 damage.
...whilst Nadya shoots (yes, I know there will likely be cover).
Longbow: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8, for 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3 damage.
Longbow: 1d20 + 3 + 1 ⇒ (19) + 3 + 1 = 23, for 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7 damage.
| Mr. Whiskers |
Talking with the elemental
"Scuze nu. Cu toate că îmi place modul în care curge limba, prietenii mei nu împărtășesc această încântare."
---
Mr. Whiskers then explains to the group that he told the water elemental to not be alarmed by loud noises. That we have business with the guards regarding a humanoid politics but it shouldn't interfere with it's task -- which includes putting out fires by the way.
And waiting until my initiative in combat.
| Einar 'Kinslayer' Bjornson |
I may retcon earlier later,
'Time to try the new hammer.' Smiling as Crummock opens the door and starts a fight with the guards, Einar, keeping his head, waits till he can cross the threshold and whack someone with the new hammer.
delay, till there is space to step in the room and attack, Move: walk in the room until he is within range of someone to attack, Attack: MW Lucern Hammer, power attack
attack: 1d20 + 8 ⇒ (15) + 8 = 23 for damage: 1d12 + 6 + 6 ⇒ (7) + 6 + 6 = 19
| GM Mort |
Yana's fort: 1d20 + 6 ⇒ (9) + 6 = 15
Guard fort: 1d20 + 3 ⇒ (10) + 3 = 13
Guard fort: 1d20 + 3 ⇒ (10) + 3 = 13
Yana and the other 2 guards drop their longswords, stunned while Geist manages to land a good bite and claw on Yana. Then Nadya's second arrow hits her in the chest. Yana still stays standing, barely.
| Mr. Whiskers |
They are stunned so I don't see why not. I'm hoping someone covers the other door though.
| GM Mort |
Moving through a square - Opponent
You can't move through a square occupied by an opponent unless the opponent is helpless. You can move through a square occupied by a helpless opponent without penalty. Some creatures, particularly very large ones, may present an obstacle even when helpless. In such cases, each square you move through counts as 2 squares.
Sorry, no. Unless he rolls acro and beats the CMD, which he did not indicate.
To put stunned as helpless is not a good idea because it opens up to CDG, just because you failed a fort save from a stunning fist/soundburst. And negates the feat dastardly finish
| Crummock-i-Phail |
In which case, Crummock would step to the side, allowing Einar to step in and attack around the corner, presumably taking out the guy at the front, and allowing other people to move into the space thereby opened up :-)
| GM Mort |
Can do. Cover applies.
Einar swings a mighty blow with his Lucene hammer and despite the door hindering his swing, he crushes Yana's head into a pulpy mess, just the way Shui bragged the hammer would do.(Apparently it works on humans as well)
You can take your turn if you like, Mr Whiskers. Yana is dead, so the pale tower guards move only after your init
Still waiting for Ziva's action
| Mr. Whiskers |
Mr. Whiskers goes out into the main area and readies a spell in case someone gets through the door.
Move, Ready Daze on first enemy moving through the door.
| Ziva Suadela |
Yay, boards back. Unable to see map or sheet since I'm now at work so going off memory here.
Ziva moves into the crowd of enemies aiming to hack and slash her way through.
Attack: 1d20 + 9 ⇒ (4) + 9 = 13
Danage: 2d6 + 6 ⇒ (6, 1) + 6 = 13
Vernai Attack: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Not including Flanking because unable to view map from here.
| GM Mort |
Ziva opens the abdomen of one of the guards, and he falls to the floor. Vernai impales another guard on his chest and he goea down too.
stabilize: 1d20 - 8 ⇒ (6) - 8 = -2
stabilize: 1d20 - 1 ⇒ (2) - 1 = 1
One of the guards opens the door and steps out of it. He is caught by Mr Whisker's spell and stands there, dazed. The other guard makes a dash for the teleporter.
will: 1d20 ⇒ 4
Ziva, Einar, Crummock, Mr Whiskers, Pale Tower Guards
Since its party, then Pale Tower Guards, post in whatever order, I'll try to make sense of it later.
| Crummock-i-Phail |
Nadya adjusts her position, and takes a shot at the guard near the teleporter...
Longbow: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8, for 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10 damage.
...cursing when her arrow misses.
Meanwhile, Crummock hustles forward, and tries to take-out the dazed guard.
MW Cold Iron Starknife: 1d20 + 10 ⇒ (8) + 10 = 18, for 1d4 + 6 ⇒ (4) + 6 = 10 damage.
He then points in the direction of the teleporter that the guard headed for.
"Ymosodiad!"
Geist bounds forward.
Double Move.
Yeah, we need to stop the guard escaping...
| GM Mort |
Crummock stabs the guard in the chest and he goes down. The party hears splashing noises coming from the privy.
1 guard left!
| Einar 'Kinslayer' Bjornson |
'Crummock's right, we need to stop him' Seeing the guards shoot out the other door, Einar hears Crummock yell, moving to the other side of the fountain, dropping his hammer and drawing his bow as he moves, he lets fly a desperate arrow.
if Einar moves before Crummock, would Geist have gotten there already? Just hoping that Einar isn't firing into melee ;)
Move: 25 ft, drawing a weapon, attack: MW longbow
attack: 1d20 + 8 ⇒ (9) + 8 = 17 for damage: 1d8 + 4 ⇒ (8) + 4 = 12
| GM Mort |
What does party want to do, no cookiesguards left!
Open up another candoor?
stabilize: 1d20 ⇒ 8
stabilize: 1d20 - 2 ⇒ (1) - 2 = -1
| GM Mort |
"te superi, eu chiar urăsc popotelor."Comes a grumble from the water elemental in the privy.
Mind you, I really hate messes.
| GM Mort |
4 are still alive. Not sure for how long, though
stabilize: 1d20 - 1 ⇒ (10) - 1 = 9
stabilize: 1d20 - 3 ⇒ (5) - 3 = 2
stabilize: 1d20 - 9 ⇒ (7) - 9 = -2
stabilize: 1d20 - 2 ⇒ (16) - 2 = 14
BTW you guys left an unconscious, stable guard outside... in Q2.
On each of their bodies there is:
Potion of endure elements; chain shirt, light steel shield, cold iron longsword, dagger, light crossbow with 10 bolts, cold-weather outfit, 15 gp
On Yana's body there is:
2 potions of cure light wounds , potion of endure elements, potion of interrogation(CL 4th), screaming bolts (2); chain shirt, spiked light steel shield, dagger, mwk cold iron longsword, mwk light crossbow with 10 bolts, an attentive mirror, cold-weather outfit, 24 gp, and a strange ice crystal.
Mr Whiskers figures the ice crystal activates the teleporter Q5 without the need for a pass phase.
| Crummock-i-Phail |
Crummock breathes a sigh of relief when the last guard goes down.
When he sees Einar starting to search the bodies, though, he frowns, and shakes his head.
"We should quickly check the rest of this level, then loot everything."
He then moves to open the remaining door on this level (after the party moves into position, of course!).
| GM Mort |
Ziva and Mantis Init: 1d20 + 4 ⇒ (1) + 4 = 5
Einar Init: 1d20 + 2 ⇒ (13) + 2 = 15
Mr Whiskers Init: 1d20 + 2 ⇒ (6) + 2 = 8
Crummock Init: 1d20 - 2 ⇒ (17) - 2 = 15
Guards: 1d20 + 1 ⇒ (8) + 1 = 9
Einar, Crummock, Guards, Mr Whiskers, Ziva
Nine double bunks, little more than straw mattresses and heavy blankets on raised blocks of ice, occupy most of the space in this partitioned chamber. A single wooden chest and a weapons locker furnish the rest of the room. 5 weary, unarmored and unarmed guards are talking to each other, when the party bursts in.
| GM Mort |
stabilize: 1d20 - 2 ⇒ (1) - 2 = -1
stabilize: 1d20 - 4 ⇒ (8) - 4 = 4
stabilize: 1d20 - 10 ⇒ (8) - 10 = -2