Rise of a Regent Campaign Thread

Game Master Illydth

A prince sent into exile returns to his homeland to take back his throne, save the region, and maybe even the world.


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Male Human Fighter 5

DM: If Lash's check reveals no traps, I submit the following action to keep things moving.

Aware that everyone has noticed the fresh scrape marks on the floor, Dirk will make eye contact with the group to ensure they are alert as he silently puts his hand on the door and slowly pushes it open.

Welcome back Lash. :) Now if we could just find Selena.


F Human Rogue 5

Good to be back. Yeah I miss Selena as well


Lash's search on the door and surrounding frame turns up no triggers or wires or other devices that look dangerous and she gives Dirk the nod to go ahead and open the door.

The room you enter is filled with foodstuffs of all varying sorts: dried and bottled fruit, sacks of grain, moldy cheese, rotting meat, and smoked and dried fish. If all of it the grain would be fine (but useless, unless you could prepare/cook it), and the bottled fruit still looks fresh, the rest of it looks beyond being edible.

The door at the back of the room stands wide open, giving visiblity to a smaller storage area/pantry holding kitchen linens, spare dishes and other replacement items for kitchen and dining.

Footprints in the dirt floor lead into the room, to the various foodstuffs, to the pantry and back out into the stone floored cooredor.

A fast search of both rooms turns up a silver sugar bowl, in the room with the linens (9), up on a high shelf that obviously missed the casual scrutiny of the person or people who were in here. The bowl itself has some exceptional filigree work on it and would likely fetch a small sum on the market (about 50g).

This covers both room 10 and room 9. Anyone want to take other actions other than the standard "search the room"? Otherwise what is the next target?


"Dirk, let's head back down the hall to the room we past on our way to here. I think all of the really interesting stuff is going to be down those stairs."

Head back to investigate room 11


As the seven of you reach the door to room 11, you notice some differences.

The door here is unusual. It is made of a glossy black wood with iron hinges, and there is a plaque affixed to it. As you rub the plaque to polish it a bit and help remove some of the tarnish built up over time by the damp cavern you see some etchings, and can make out the words written in the common language:

"Do not enter! Guardian is hostile and very dangerous! K."

You notice no footsteps or scrape marks on the floor, this door has obviously been left alone by whoever or whatever is prowling around down here and stands firmly closed. Lash's quick examination notes that the door, however, is NOT locked.

Actions?


"NOW this Wizard decides to give us a warning. It seems a bit late for that. I'd suggest 'disabling' this thing now before we end up triggering it inadvertently later."


Male Human Fighter 5

Giving a nod of agreement to Thantos, Dirk says, "Well, we haven't been terribly subtle up until now... whatever is in that room certainly knows we're here. May as well be direct."

"If no one has a better idea, I'll head in first, followed closely by Lash, then the rest of you follow as you see fit."

Looking at Fyird, "How about it bard? Enter with a song?"


Male Wood Elf: AC-15, HP 9/5, INI +4, SPD 35', Passive Perception 16 Rogue / 1: Saves; STR -1, DEX +6, CON +1, INT +1, WIS +4, CHA +1

Ah! "Perhaps I shall recite the Ode to Feldon Stonefist, hero of the Battle of Oak Hill instead". "It is a most inspiring tale".


Male Human Cleric (4), Fighter (1)

Armand hefts his mace and shield and nods at you.

"I'm ready when you are."

Liberty's Edge

"Time for some action"

Says Mird taking his Longbow and carefully aiming at the door waiting for it to get opened.


The group agrees to move into room 11 in the order specified in Dirk's post.

"Let us see this guardian."

Thantos stows the map while bringing his crossbow to eye level pointing the tip just over Dirk's left shoulder.


Male Human Fighter 5

With a last look at the group, Dirk turns the knob and pushes the door open.


F Human Rogue 5

Lash follows Dirk, ready to strike at the first sign of danger.


And danger has, indeed found you.

As the various light sources plunge through the door your eyes take in a quick glimpse of the room around you.

Racks of weapons of all different shapes and sizes and some "dummies" with armor draped over them show to your eyes as you quickly scan the room. Movement from near the room's ceiling catches your attention as a bat winged form, not quite as big as a man, but bigger than a dwarf or gnome, glides down from the far side of the room, hands and feet ending in sharp claws.

The look on this monster's face is hideous but somewhat familiar to you as that appearing on statues and buttresses of upper class buildings across the realms.

The stone-like skin of the monster swooping down on you leaves you no doubt as to the fact that you are facing a real life gargoyle.

Roll init folks! :)
Armand Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Armand Attack: 1d20 + 3 ⇒ (14) + 3 = 17
Gargoyle Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
Gargoyle Attack: 1d20 + 3 ⇒ (8) + 3 = 11

Initiative will determine who gets through the door on the first round. Feel free to give me descriptions of actions but you've got a standard 3 foot wide door and a monster waiting for you to enter, so it's unlikely you'll ALL get through this turn. For all intents and purposes you can probably consider Dirk and Lash (depending again on initiative) in the square just in front of the doorway, Armand in the doorway, and Thantos just behind Armand. Mird, your shot is VERY unlikely to be able to get off this next round due to the door crowding but we'll see what happens...likely I'll give you a penalty to hit from that position with a possibility of striking a comrade if you try. Thantos your shot will likely be able to get off but you WILL be firing with a penalty due to the grouping at the door, again with a small chance of your bolt actually hitting one of the other players.

I'm sitting Selena for this fight while I try to determine what to do with her.


Initiative: 1d20 + 2 ⇒ (1) + 2 = 3

Thantos struggles to see what is going on inside the room. But his view is seriously compromised by his comrades.


Male Wood Elf: AC-15, HP 9/5, INI +4, SPD 35', Passive Perception 16 Rogue / 1: Saves; STR -1, DEX +6, CON +1, INT +1, WIS +4, CHA +1

1d20 + 4 ⇒ (14) + 4 = 18 Initiative


Male Human Fighter 5

Initiative: 1d20 + 6 ⇒ (12) + 6 = 18

Knowing many gargoyles speak common, Dirk taunts with, "We were expecting something more impressive!" as he raises his elven sword over his head and rushes to meet the creature halfway!

Attack on Gargoyle: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 2d6 + 6 ⇒ (4, 2) + 6 = 12

Feeling his sword land a powerful blow, Dirk offers another taunt, "Exceptionally soft!"

Dirk will move as far into the room as possible attempting to give those behind him a better opportunity to engage the Gargoyle.

Liberty's Edge

Initiative: 1d20 + 6 ⇒ (6) + 6 = 12

Mird will be the last to enter the room, waiting to get a clear shot

Attack: 1d20 + 6 ⇒ (16) + 6 = 22

Damage 1d8 ⇒ 3


Male Wood Elf: AC-15, HP 9/5, INI +4, SPD 35', Passive Perception 16 Rogue / 1: Saves; STR -1, DEX +6, CON +1, INT +1, WIS +4, CHA +1

EVERYBODY!!! Don't forget Fyird's +1 to Hit and Damage for his ode!!!

Fyird swings his axe at the stone effigy...1d20 + 4 ⇒ (19) + 4 = 23; 1d8 + 3 ⇒ (5) + 3 = 8


Male Human Fighter 5

Damn, Dirk even requested it! And still forgot. DM: please add +1 to Dirks Attack and Dmg rolls


As the door is a choke point, I'm going to have to handle this differently. While I don't have an initiative roll from Lash yet, Dirk did go before the gargoyle. That clears part of the door for the next two participants...that would be Lash and Armand. Dirk is able to move through and engage so that leaves room for two more through the door. I forget if Fryid is before Thantos on the marching order or if Thantos is before Fyird. Lash and Armand will make it through, so that leaves the question of whether or not Lash is above the gargoyle on initiative or not. If so Fyird, you'll be able to get through, if not then you'll have to wait one more round before you can get in striking distance.

However, if Thantos is ahead of you in initiative order (Particularly with a natural 1) he's going to end up blocking you out this turn regardless of Lash's init. Once we get Lash in (if I don't have something by 2:00 I'll use the roll below) I'll carry forward.

Lash Initiative Roll (Backup): 1d20 + 5 ⇒ (16) + 5 = 21


F Human Rogue 5
Illydth-DM wrote:

[

Lash Initiative Roll (Backup): 1d20 + 5

I'll take the roll.

Lash dashes forward alongside Dirk.Attempting to skewer one of the little monsters.

1d20 + 4 ⇒ (11) + 4 = 15 1d6 + 1 + 1d6 ⇒ (1) + 1 + (6) = 8Extra d6 is sneak attack since gargoyle should still be flat footed.


Here's the way this will work. Lash and Dirk both managed to get in before the attack so the door is open to the next two. That would be Armand and Fyird. Thantos and Mird are still stuck outside at least till next round.

Lash, while I agree with you that in normal circumstances flat footed would work in this case, you couldn't reach the gargoyle till it starts moving toward you, it starting about 15 feet off the floor. If you'd had a crossbow/bow handy and prepped I'd give you sneak damage but as it is you're sort of having to "hold attack" in this case till the gargoyle swoops at you. Odd situation and I promise not to put too many of these in your way as I realize a rogue without sneak attack is pretty hamstrung.

Gargoyle 2 Initiative (Round 2) 1d20 + 4 ⇒ (10) + 4 = 14
Gargoyle 2 Attack 1 (Claw - Lash) (Round 1) 1d20 + 3 ⇒ (9) + 3 = 12
Gargoyle 2 Attack 2 (Bite - Dirk) (Round 1) 1d20 + 3 ⇒ (17) + 3 = 20
Gargoyle 2 Attack 3 (Horn - Dirk) (Round 1) 1d20 + 3 ⇒ (6) + 3 = 9
Gargoyle 2 Attack 4 (Claw - Dirk) (Round 1) 1d20 + 3 ⇒ (14) + 3 = 17

Lash and Dirk Burst ahead through the doorway and get about 10 feet into the room when the creature swoops down at both of them. Swords at the ready both Dirk and Lash manage a swipe/stab at the creature heading toward both of them. Metal on stone rings out as a chip of stone flies off the right arm of the monster from lash's stab. Dirk's overhead chop rings out as it connects with the Gargoyle's left thigh and a large chunk of what looks like stone flies off the menace.

What you both missed, however, was the gargoyle hanging just above the frame of the door which drops down on the both of you, your attention captivated by the gargoyle flying at you from the front...your only warning from the attack the screech just before this hidden adversary lands it's attacks.

In the mean time, Fyird and Armand slide into the room and both are within striking distance of the Gargoyle that dropped down on top of Lash/Dirk. Fyird's Axe takes a chunk out of the gargoyle's side, barely missing the wing, while Armand's Mace catches the gargoyle squarely in the back (1d8 + 2 ⇒ (8) + 2 = 10).

Neither Gargoyle looks seriously hurt but each has some definite damage.


Lash can feel the claw from the second gargoyle's attack as it slashes into the leather armor at her back, but miraculously or maybe due to the desperate twist Lash makes at the very last second, she can feel the claw snag and rip the leather at her back but it doesn't seem to penetrate to the skin.

Dirk is another story, being unprepared for the attack and unaware of what was coming, he's just too slow to dodge the gargoyle as it practically lands on top of him, pain lances through you as you feel the gargoyle's teeth penetrate through a chain link in the backing between plates at your shoulder and a claw as it scratches you across the back of the neck. (Dirk Claw Damage: 1d3 ⇒ 2, Dirk Bite Damage: 1d6 ⇒ 3).

Round 2 Initiative
-------------------
Lash (21)
Fyird (18)
Dirk (18)
Gargoyle 1 (17)
Gargoyle 2 (14)
Armand (14)
Mird (12)
Thantos (3)

Gargoyle 1 Attacks: (Claw - Lash, Bite/Claw/Horn - Dirk) 1d20 + 3 ⇒ (12) + 3 = 15, 1d20 + 3 ⇒ (14) + 3 = 17, 1d20 + 3 ⇒ (12) + 3 = 15, 1d20 + 3 ⇒ (17) + 3 = 20
Gargoyle 2 Attacks: (Claw/Bite/Claw/Horn - Armand) 1d20 + 3 ⇒ (12) + 3 = 15, 1d20 + 3 ⇒ (18) + 3 = 21, 1d20 + 3 ⇒ (15) + 3 = 18, 1d20 + 3 ⇒ (1) + 3 = 4
Armand Attack: 1d20 + 4 ⇒ (17) + 4 = 21

Armand will be moving right from the door. If Fyird moves left, it will allow space for Thantos/Mird to get into the room and in clear range of the Gargoyles.

Combat rules I'm applying for this particular fight:

Each gargoyle is using it's movement action in the round to launch up to the ceiling and swoop away and back, in essence you're all being divebombed on a round to round basis so the "attack of opportunity" rules aren't applying here (neither for you nor your opponents since no square is actively being "threatened" for more than a second or two)...unless you manage to ground one.

The gargoyles are rather large and have long enough arms to reach two players standing near each other...if two players are standing near enough to attack the same gargoyle the gargoyle will have the ability to spend one of it's 4 attacks on the secondary PC and 3 of the 4 on the primary target. Each gargoyle will only be able to attack 2 players in any given square and will only be able to assult a single given square in a round.

If the party chooses to stay together anyone within the square (remember 4 players to a 10x10 square) or in an adjacent square will be able to attack the gargoyles with melee. If the party chooses to separate only those players in the same square or adjacent squares to the gargoyle's chosen attack target will get an opportunity to strike: ranged of any kind will be able to properly strike at either gargoyle on each round and due to their method of attack (being well above the PC's heads) they are "clear" for a shot at least once in the round without danger of shooting into your comrades.

Rules for "flanking" or otherwise maneuvering around your opponent will be different for this combat. Due to the fluid nature of the flying creatures and the 3D effect of this combat it will be hard to attempt to outmaneuver these two creatures. If you wish to attempt something like a flank, I will allow it, but it will cost you a round of inaction (you can "defend" if you so wish) to observe the flight/attack pattern of the gargoyle to properly get in place at the exact correct second to be able to flank with the right timing. This applies to charge as well as any other movement based attack.

On the upside, I am giving each melee player an additional +1 to hit (please include in your calculations) due to the fact that you will be able to prepare on a round by round basis for the incoming attack. Unlike normal melee sword play which is strike and counterstrike, in this case it's attack and fly off, attack and fly off. During the circling around "down" period each round you would each have the opportunity to prepare your attack for the incoming strike, making it slightly more accurate. The additional +1 does NOT apply to ranged attacks simply due to their flexibility in this battle (no penalties for shooting into your friends, etc.)

Any questions, please let me know.

Please give me actions, targets, and rolls (hit and damage)


Male Wood Elf: AC-15, HP 9/5, INI +4, SPD 35', Passive Perception 16 Rogue / 1: Saves; STR -1, DEX +6, CON +1, INT +1, WIS +4, CHA +1

So just to be clear these guys are moving and getting their full attack each round...ie. pounce, and fly by attack...


Male Human Fighter 5

Dirk grunts as the gargoyle finds an opening in his armor, "So that's how it's going to be! Hit and run!"

Watching the timing of the swoops Dirk lines up for another powerful attack. On the next downward flight, Dirk will act!

Attack on Gargoyle 1: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 2d6 + 7 ⇒ (5, 6) + 7 = 18

DM: I show Dirk down 8hp, leaving him with 15.


Male Wood Elf: AC-15, HP 9/5, INI +4, SPD 35', Passive Perception 16 Rogue / 1: Saves; STR -1, DEX +6, CON +1, INT +1, WIS +4, CHA +1

Fyird swings away at one of the aggravating beasts again.

1d20 + 4 ⇒ (15) + 4 = 19Battleaxe attack
1d8 + 3 ⇒ (5) + 3 = 8Battleaxe damage


Fyird: For this specific combat, you have it correct, the gargoyles are getting the benefit of both movement and full attack, which I DO understand to fall outside the normal rules. Let me explain the difference between a normal combat situation and this one.

In normal combat/swordplay it doesn't take 6 seconds (a round) to thrust a sword. Given the "light" combat mechanics of D&D Like Combat Systems, there is an assumption that combatants aren't swinging their sword for a half second and standing around socializing with each other for the other 5.5. *swipe* "Oh good show ol' chap! That was an amazing swing!" "Well thank you ol'buddy, I thought that was fairly good myself, why don't you give me one now?" "Ok, here it comes" *swipe*...Not really what we all envision.

I assume a normal combat round of 6 seconds generally involves a combination of thrusting/swinging, parrying, locking blades up, feints, and other standard combat moves. Given two well matched combatants, a "round" of combat could include 3 - 6 different strike attempts, only one of which has a chance of getting through...that's the one you're rolling. The rule, then, to get multiple attacks by removing the movement step makes some sense...when ducking, dodging, blocking, feinting, and striking, how are you going to manage to get in more than one attack? And if you're good enough to do so, you're never going to be fast enough to do all that AND still maneuver 10 - 30' as well...you're doing good to hold your own without getting skewered.

This combat isn't like that combat. There are no tit for tat trades of blows going on, there is no banging your sword upside the other guy's to try to maneuver his weapon or shield out of line for a follow up strike that might have a chance to land. There are no feints, there is no maneuvering your opponent into a bad situation. IN this case, this combat works more like my joking example of above, a second of furious throwing of blows at each other and 5 seconds of doing absolutely nothing...just waiting. In this case, 2 very large rocks are dropping out of the sky at 9.8 meters per second squared with a long spiked horn in the lead, followed by two clawed hands and a sharp toothed mouth. Once they drop out of the sky on top of someone they're shooting back up into the air and out of reach. The entire attack sequence is taking a second or two at most. The "To hit" roll you're getting is not so much "do I hit" as "does my sword strike chip the stone skin of these creatures or is it turned aside." Really, come to think of it, this would probably have been better served giving these creatures a high hardness value and a very very low armor class...it's the same concept but to a better mental effect.

Specifically regarding the "movement" and "full attack" I also see a difference between falling out of the sky and moving on the ground. In this situation, guiding themselves in flight is like falling in a straight line, there's not much you need to do to "fall" and there's very little subtlety involved in their straight forward brute force attack method. Due to this simplicity, I've granted these two creatures the ability to use their full attacks as well as move.

So how are these creatures getting back off the "ground" after an attack? Ever seen a stone fly? Particularly a stone probably weighing at least 4 - 500 LBS? Not too likely. The shear amount of wind force that would be required over their wings to keep them airborne certainly could not be accounted for in a 20x30' room. They're magical creatures endowed with the gift of magical flight and levitation. Their maneuvers are entirely magical and fall WELL outside the realm of physics.

EXCELLENT question.

Due to Fyird's engagement in combat, he and Armand will have cleared the doorway allowing Mird and Thantos to step in and engage as well. Again, neither of you are hindered from firing your ranged weapons in this combat (no penalties for cover or firing into companions) so feel free to step up and take a couple of pot shots.

I'll give it till tomorrow morning for people to get their turns in on this one before I close the round down and go with what we've got...want to keep this moving.

Also, while I have you all here, are any of you going to have problems posting over the XMas/New Years holiday? If so let me know and I'll see what I can do to either take over your character for a short period or hold posts.


Male Wood Elf: AC-15, HP 9/5, INI +4, SPD 35', Passive Perception 16 Rogue / 1: Saves; STR -1, DEX +6, CON +1, INT +1, WIS +4, CHA +1
Illydth-DM wrote:

Fyird: For this specific combat, you have it correct, the gargoyles are getting the benefit of both movement and full attack, which I DO understand to fall outside the normal rules. Let me explain the difference between a normal combat situation and this one.

In normal combat/swordplay it doesn't take 6 seconds (a round) to thrust a sword. Given the "light" combat mechanics of D&D Like Combat Systems, there is an assumption that combatants aren't swinging their sword for a half second and standing around socializing with each other for the other 5.5. *swipe* "Oh good show ol' chap! That was an amazing swing!" "Well thank you ol'buddy, I thought that was fairly good myself, why don't you give me one now?" "Ok, here it comes" *swipe*...Not really what we all envision.

I assume a normal combat round of 6 seconds generally involves a combination of thrusting/swinging, parrying, locking blades up, feints, and other standard combat moves. Given two well matched combatants, a "round" of combat could include 3 - 6 different strike attempts, only one of which has a chance of getting through...that's the one you're rolling. The rule, then, to get multiple attacks by removing the movement step makes some sense...when ducking, dodging, blocking, feinting, and striking, how are you going to manage to get in more than one attack? And if you're good enough to do so, you're never going to be fast enough to do all that AND still maneuver 10 - 30' as well...you're doing good to hold your own without getting skewered.

This combat isn't like that combat. There are no tit for tat trades of blows going on, there is no banging your sword upside the other guy's to try to maneuver his weapon or shield out of line for a follow up strike that might have a chance to land. There are no feints, there is no maneuvering your opponent into a bad situation. IN this case, this combat works more like my joking example of above, a second of furious throwing of blows at each other and 5 seconds...

I agree with what you're saying in principle, and it does make a lot of sense (Something Rules systems have trouble with), however this is the situation that "Attacks of Opportunity" are made for. If the creature is moving, and full attacking, then retreating, he shouldn't have time to defend himself as well. I understand you've made hitting him easier, but with their full attacks and DR(I'm assuming) we need to have more chances to damage them. Just my opinion...I'd give AOO when they retreat from the attack. This is almost being treated like they're teleporting. If you have in theory given these guys "Fly by attack", and "Pounce" then you have raised their CR significantly...and hopefully the rewards will reflect this ;-).

Sorry don't mean to be a rules lawyer here, but another point is if they are indeed Gargoyles they have (Average) flight ability, which means to turn 180 degrees in flight they must spend 10 ft of movement, and make a DC20 Fly check. By doing this twice per round they don't have a lot of movement left in their 6 seconds. Of course if these aren't standard Gargoyles then everything I just said is Thrown out...just keep in mind the CR rating if they are special


First of all, don't worry about being a "rules lawyer". Keep in mind that it's been a while since i've DM'd or played under official rules systems and Pathfinder is still new to me, never hesitate to point out where my handling of a situation differs from the official rules. There's as good a chance that I'm missing something as that I have an idea what is going on.

While I shouldn't say this, lets take this opportunity to "build some trust" between DM and players. This is, what i'll call, a "boss" encounter. Yea, I'm one of those DM's that will "bend" the rules a bit (only if needed, and only when the situation makes sense to do so) when it comes to "epic" encounters. Some of my epic encounters will include something that doesn't exactly fit well within the normal rules (more on this in a sec). Also understand that the module I'm working through right now is not tuned either for Pathfinder/3E NOR for 7 people...The original encounter has a single gargoyle and it has 14 HP...Dirk alone will take that out in 1 hit...not very epic. :)

I am actually not providing "Damage Reduction" to these creatures, you're doing full damage. As I said I should have upped the difficulty level by including a significant hardness on the two creatures and then used normal rules including AOO's and normal flight rules. It'd encounter the same concepts with the same end result without "breaking" rules. I'll get better with this as we go along. Call this one a "learning" opportunity for your DM.

And before I worry the heck out of you guys, however, when I talk about bending the rules a bit during a boss encounter I'm not talking about playing under a rule system no one can predict or understand. You're not going to find 5th level mages casting Meteor Swarm just because I think they should be able to. At the end of the day, I'm not out to get you guys, and anything "special" I put in (Like these gargoyles) will both be increased difficulty rating as well as tuned to what I know your capabilities are. At the end of the day, I like to avoid "army" battles, with seven of you against 10 or 12 opponents to make sure difficulty is correct. I could have thrown an ogre in instead of a gargoyle (for instance) but how do I explain that? :)

[ooc]In this case we're not too far outside the norm if you understand what this mage has already done...created a semi-sentient chandileer with the ability to cast light at random party members, animated undead, created a magic mouth that has the ablity to trigger a 'mechanical' trap unless a proper password is given, and not to mention permanency spells on magical fire...not too far out of the concept then to animate a couple of gargoyles and give them the gift of both magical flight and magical levitation.

Besides, lets look at it this way. If I were to ground these guys or give you all standard attacks of opportunity you'd mince them in a matter of about 3 rounds. A single pass has already taken one to about half health. 7 on 2 is simply impossible odds, particularly when 2 of your party members are sporting an AC requiring an 18 or 19 out of 20 to hit...and doing 15 - 20 damage a round (at level 2). This isn't a flaw with character creation and it's not my commentary on overpowered characters, but if I want to throw a challenge at you, particularly at lower levels, I've got to do SOMETHING to even the odds.

All this said, I agree with you that there is probably a better method to have handled this. I've got to start "playing smarter" with the mechanics than going outside the rule system for my difficulty. Chalk this one up to "bad design" on your DM's part and have faith that I'll get better at this. :)

Still nothing from Thantos, Mird or Lash, I'll go ahead and handle next round actions and issues after my Kids get done with their presents in the morning. :) Sorry for the delay.


Male Daytona 500 DM / 12
Illydth-DM wrote:

First of all, don't worry about being a "rules lawyer". Keep in mind that it's been a while since i've DM'd or played under official rules systems and Pathfinder is still new to me, never hesitate to point out where my handling of a situation differs from the official rules. There's as good a chance that I'm missing something as that I have an idea what is going on.

While I shouldn't say this, lets take this opportunity to "build some trust" between DM and players. This is, what i'll call, a "boss" encounter. Yea, I'm one of those DM's that will "bend" the rules a bit (only if needed, and only when the situation makes sense to do so) when it comes to "epic" encounters. Some of my epic encounters will include something that doesn't exactly fit well within the normal rules (more on this in a sec). Also understand that the module I'm working through right now is not tuned either for Pathfinder/3E NOR for 7 people...The original encounter has a single gargoyle and it has 14 HP...Dirk alone will take that out in 1 hit...not very epic. :)

I am actually not providing "Damage Reduction" to these creatures, you're doing full damage. As I said I should have upped the difficulty level by including a significant hardness on the two creatures and then used normal rules including AOO's and normal flight rules. It'd encounter the same concepts with the same end result without "breaking" rules. I'll get better with this as we go along. Call this one a "learning" opportunity for your DM.

And before I worry the heck out of you guys, however, when I talk about bending the rules a bit during a boss encounter I'm not talking about playing under a rule system no one can predict or understand. You're not going to find 5th level mages casting Meteor Swarm just because I think they should be able to. At the end of the day, I'm not out to get you guys, and anything "special" I put in (Like these gargoyles) will both be increased difficulty rating as well as tuned to what I know...

Thanks for the response, and Merry Christmas! I really wasn't complaining...I like this game...just had some fears about changing RAW on Pathfinder/d20. Much of it's structure and rulings frustrates me...as I'm sure it does you, but though not realistic it is balanced, and that is where the problem comes with tinkering with the rules. If you create a character based upon certain rules as written, then find out through play that the rules have changed it can be frustrating. Often I find myself playing more flexible/realistic rules sets, but unfortunately the d20 is where the bulk of the published adventures lie, and I don't have time to create my own so I keep coming back to d20. Again the game is fun...And I was afraid these creatures had DR, More HP...etc and this teleporting flight ability when I spoke up. I'll try to let things play out before speaking up next time since I'm now aware of your philosophy.


Fyird: Keep speaking up, it's fine, it'll help me when I stray from a rule at least to understand that I've done so, I suspect you have a better familiarity with the pathfinder rules than I do, so don't hesitate to at least say "the normal rule in this situation is", I'll simply explain the differences.

Rolling for Missing

Thantos: Shooting, Gargoyle 1: 1d20 + 1 ⇒ (6) + 1 = 7 Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Lash: Attack: Gargoyle 1: 1d20 + 4 ⇒ (1) + 4 = 5 Damage: 1d6 + 1 ⇒ (4) + 1 = 5
Mird: Shooting Gargoyle 2: 1d20 + 6 ⇒ (12) + 6 = 18 Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Gargoyle 2: Horn Damage: 1d4 ⇒ 3
Armand Damage: 1d8 + 2 ⇒ (6) + 2 = 8


*LOLOL* I roll for Lash and Critically Fail, DOH!

The gargoyles come in for another pass swooping down from the ceiling at the far end of the room to strike again.

The first of the two monstrosities comes lunging back in at Lash/Dirk. Lash drops into a low crouch and shoves her rapier up at the passing gargoyle but the blade catches in a crevice on the gargoyle's arm and the sword is wrenched backwards, twisting Lash's wrist painfully and taking a small chunk out of the gargoyle (The gargoyle (#1) is taking 1 point of damage but so are you from the twisted wrist). It's left arm, however, is thrown just out of angle and the claw swishes just over the top of Lash's head, ruffling her hair with the breeze of the attack.

Meanwhile Fyird steps into his axe swing with a solid hit, lopping off the thing's right stone leg, the majority of the leg crumbling to the floor followed by an unearthly wail and screech from the monster. (8 Points of Damage, I show 26 total points of damage at this point). Bits of dust and debris seem to keep falling from the second Gargoyle as it flies in to attack Armand...the gargoyle doesn't look entirely "stable".

At the same time as the second gargoyle screeches it's hatred for the party, the first gargoyle barrels into Dirk, and flies right into Dirk's downward slash of his sword. The powerful blow cleanly swipes through the gargoyle's left shoulder and back into it's center of mass. The ring of steel on stone fills the chamber followed by the thud of the already crumbling arm, severed at the shoulder socket. The force of the blow splinters the gargoyle at it's center of mass. Thankfully the gargoyle was on an upswing or what looks like a half ton of stone would have burred the man as the gargoyle, literally, goes to pieces around Dirk. (I show 33 total points of damage.).

The second gargoyle tries to barrel right into Armand full force as the thing takes a swipe with both claws, it's horn, and a bite at Armand. The squeal of stone claws on Armand's metal shield sends shivers through all of you as Armand manages to block the worst of the attacks (claws and bite), however, the gargoyle's horn manages to slip over the top of the shield and finds a chink in his shoulder armor, you hear Armand grunt as the thing punctures the padding under his metal plates and gouges a small hole in Armand's shoulder (3 Damage).

Smiling all the while however Armand understands the creature's mistake. In gouging his shoulder with the horn, it has extended it's neck and opened it's defenses to an upper hand smash with Armand's untangled mace. Up comes the mace, finding a crack in the stone caused by Fyird's axe strike at the base of the creature's neck, where it's neck and chest meet. (Another 8 points, I show 34 points of damage). Again, the creature immediately starts to disintegrate as the magic that binds it simply unravels.

The dust and debris in the air makes all of you cough as you cover your mouths with your sleeves, cloaks or other cloth and shut your eyes against the worst of the flying irritant. When all settles you manage to see small rocks and dust scattered throughout the room, and, as you watch, another rock breaks apart and turns into a fine powder on the floor. Soon enough, all that is left of the two hideous creatures is a fine film of sand across the floor and several small piles of the stuff in various parts of the room.

As you all manage to collect yourselves, Armand steps over to Dirk and presses his hand against the worst of Dirk's wounds (Casting Cure Light wounds, Dirk is healed for: 1d8 + 2 ⇒ (2) + 2 = 4). With a quick prayer some of those wounds heal over and Dirk immediately starts feeling better.

Things you were unable to notice before start coming into focus. This is, indeed, an armory. Weapons of all sorts and types are laying around on tables or hanging from racks along the far wall or among the center of the room. In all there must be a hundred weapons of all shapes and sorts in the sixty square feet of room. A small "portable" smithy stands in one corner (unlighted) and the wood of the weapons racks seems to be semi-rotted but still sturdy. Around the smithy you see the normal tools of the trade (hammers, tongs, etc.) which look mostly unused and are also showing signs of decomposition such as rust...all in all you'd worry whether these tools would hold up to any real use.

A quick glance at the weaponry in the room, however, shows at least most of it to be serviceable.

If anyone wants any normal (read non-exotic) weaponry from the Players Handbook you can find it here. The most common items (like longswords, shortswords, daggers, etc.) will have multiples, the more expensive or uncommon items (flails, two handed swords, bows of any sort) will unlikely be plentiful and will likely only have one or two copies. Just let me know if you're looking for any specific items and I'll probably let you have them.

That said to inventory what is down here and/or to search for anything specific (especially checking for anything of quality) will take you about a half an hour of looking. Please let me know if you'd like to make the search or not. Anyone attempting to search around please make me a perception check.


Quick Damage Summary:

Lash: 1 point
Dirk: 8 Points, with 4 points healed (4 points down)
Armand: 3 Points


F Human Rogue 5

Lash massages her wrist with a grimace. "I hate fighting things that fly"

Liberty's Edge

Mird will do the search specially looking for special arrows.

Perception: 1d20 + 6 ⇒ (9) + 6 = 15

By the way, how are them being controlled? I can't find the number of the arrows that I have on Mird's sheet


Arrow / ammunition tracking is something I do like my players to do. As we're in an armory, you will find useable arrows. Make sure to follow the Players Handbook weights on the arrows and you can carry as many as you care to (Remember encumberence rules ARE implemented in this campaign).

My rules for "ammo loss" are: 1/2 the misses are lost (round up), you can recover all hits if you take the time after the battles to "retrieve" them. Any "misses" of a natural 1 guarantee loss (regardless of the 1/2 rule). Picking up "spent" ammunition is not something that I expect to be declared in a normal situation and is something I expect your characters are doing after each battle...please calculate your own "losses" to ammo. I'm working on the Honor system with this one.

BTW If there are handbook rules on this (I haven't seen them) we'll switch to using them. The only thing I might change is the general consensus that "hits" are unrecoverable. Many systems I've played in only allow recovery of half the misses. I find this a penalization for being a good shot. Being an archer myself (I shot archery semi-seriously for about 6 years around and after college) I don't buy that my shots that land where I want them to aren't recoverable so, depending on the official rules (if there are any), I may change that.


Male Human Fighter 5

Dirk stoically accepts the healing from his friend, but there is obvious relief in his eyes as Armand's spell completes. With a nod of thanks, Dirk looks away from Armand at the sound of Lash's voice.

After giving Lash a smile of agreement, Dirk says to the group, "I doubt what we are looking for is in this room, but we might as well make sure. Let's take a few minutes to look around."

Perception: 1d20 ⇒ 7

Dirk is mainly searching for the quest items, but will also keep his eye out for any quality weapons or armor that might be of use to him.

I added a long winded post on the discussion forums. Read or ignore at your leisure.


As the seven of you set off around the room looking through the various racks of items and equipment you each notice that the room is more organized than you would have first thought. Racks of long and short swords hang along the east wall stand with bows, arrows, and crossbows mounted on pegs above them. A couple maces and flails along with a few hand axes and battle axes and other more uncommon weapons stand in side by side racks on the west wall, broken by the door you came in. Two handed swords of different shapes and sizes line the northern wall but stop at an oddly shaped rack holding spears in the north west corner of the room.

The center of the room is dominated by what looks to be target dummies and weapons training dummies. On the south wall several bails of rotting and moldy hay are stacked against the wall and the tattered and rotting remains of a cloth target lay strewn on the floor.

The strange looking spear rack attracts Mird's attention as he moves around looking at the various quivers and bows hanging off the upper parts of the walls. Leaving his scouring of the bows for a moment, Mird moves over toward the oddly shaped rack and starts poking and prodding at it, trying to figure out what makes it so different, and stumbles onto the answer. While each of the other weapons racks are attached to the wall by thick bands of metal obviously driven into the stone of the wall itself, this rack seems not to be bound in the normal places. While the racks are generally bound to the wall on their exterior vertical mounts (the vertical wooden beams holding the various shelves) this particular rack seems to have it's shelves directly bound to the wall, leaving the vertical supports simply nailed on to the shelving.

With a smile, Mird removes a spear from the rack holder, exposing a small handle and a keyhole. Tracing the outline of the rack it becomes clear that this is actually a door, cleverly designed to be hidden from view. The cracks that clearly distinguish the door's outline are hidden behind the rack's frame.

A slight twist of the handle shows Mird that the Key hole is not decorative...the secret door is firmly locked.

While Mird is checking out the bows and the secret door, Dirk wanders over toward the two handed weapons and is examining the selection for quality and workmanship. As he gets close to the rack and starts looking through the collection of swords, he notices a two handed sword, slightly obscured by the frame and other swords in the rack.

Brushing some of the dust off the pommel, Dirk gasps in surprise as a large ruby glimmers back at him from the hilt. Wiping more of the sword down reveals several other smaller gems set into the pommel of the sword as well. Hefting it, Dirk notices it's lightness, a couple of swipes tells him, without question, that this must either be the best balanced two handed sword he's ever felt or that there's something more to this sword than that. The blade is exceptionally sharp and not a hint of rust or decay shows on the long blade, scratches and nicks, always common on a weapon not just newly made, are also non-existent. Remembering back to the goals of the contract, Dirk is absolutely CERTAIN he has found the sword Kaerin is looking for.

The other items in the room all seem fairly normal except for two of the bows and one axe. One of the longbows seems to be well made and "Thicker" than the others. Taking it down and pulling a draw on it, Mird recognizes the longbow as being harder to pull than others of it's type, much more powerful indeed. (The longbow is a strength longbow, allowing you to add your strength bonus to damage. You do, in fact have the strength to pull it as well.) The second bow is a light crossbow that seems almost to guide itself. Along with being exceptionally light and easy to draw, you can almost "feel" it when you're aimed at the right target...there is certainly something "special" about this weapon.

Lastly, one of the battle axes on the rack seems to be very well made, with silver filled etchings in a very fine piece of steel ground to a razor sharp point. The haft of the axe is made of what feels like ironwood but shows the deep deep almost black color of mahogany and shows no sign of wear. The leather handle wrap is exceptionally soft and even somewhat tacky, allowing you to get a better grip on the weapon. All in all, this axe seems to be an exceptional piece of work. (Masterwork Battleaxe).

Actions folks? Who's taking what? Where are you moving to next?


Male Wood Elf: AC-15, HP 9/5, INI +4, SPD 35', Passive Perception 16 Rogue / 1: Saves; STR -1, DEX +6, CON +1, INT +1, WIS +4, CHA +1

"Good eye Dirk". "That takes care of one of the items". "I get so distracted by things that I sometimes miss detail...s...Hey that is a mighty fine battleaxe", Fyird intones rubbing his fingers along the etchings to see if they mean anything to him, and comparing its heft to his existing Axe.

"Anybody have any objections to me carrying this bad boy for a while"?


Female Human Sorcerer (favored) 4 / Witch 1

So sorry everyone. I just now got back from a rather terrible ordeal. Due to financial concerns I've been working like crazy the past month or so, but still managed to miss paying the bills on time. I've been without internet connection for awhile now, and just now got back on. For some reason I can't access my hotmail account, so I'm using gmail for the time being. :( I'll try to catch up on what I missed and get into the swing of things again.

Liberty's Edge

"Hey! fine stuff here!"
"I will take this Longbow for me, but there is this crossbow that seems to be extraordinary if some one want to take a look, be my guest!"

"There is this secret door as well. Fyird, come over here, lets see those keys that you have. Lash, if we can't find the key we can use some of expertise around here."

Mird will take 20 arrows - which is the stard quiver. I was not monitoring the ammunition but I'll start doing that.

By the way DM, I've sent you Mird's sheet upgraded to L2 when I started the campaing, since I didn't get a response I am using that way.


Female Human Sorcerer (favored) 4 / Witch 1

Bear with me folks, this is a catch up post.

-----Treasure-----
Although she eyed the crystal decanter with an appreciative gaze as Fyird wraps it carefully in cloth, she moves forward to look at the wooden box with the inlay, gently lifting it from the shelf, and opening it to peer inside.

-----Dining Room-----

DM:
Do I recognize the painting of the man from any visions?

-----Armory-----
She peers around the room with little interest, though she had been raised in a military home. When the jeweled sword is found her eyes light up a bit and she glides forward into the center of the room.

Casting Detect Magic.

Appraise 1d20 + 5 ⇒ (19) + 5 = 24
Knowledge (Arcana) 1d20 + 5 ⇒ (18) + 5 = 23

Her eyes appear to glow with an inner light as she looks around the room, trying to take everything into account.


F Human Rogue 5

"Let me check it before you go shoving keys into things...men"

Lash strides over to search for a trap at the door.

Perception 1d20 + 5 ⇒ (9) + 5 = 14


Female Human Sorcerer (favored) 4 / Witch 1

"Perhaps I'm not doing things correctly, but let's wait a moment before advancing on to the next room. We have fought zombies, been blinded by crystal chandeliers, paralyzed by stinging orbs, fallen into stone pits, and lastly attacked by statues with wings. While it is all well and good to think that any beautiful items we find along this course of disaster are treasures, I feel that a more thorough investigation is warranted. The items that have been picked up may not be trapped, nor carry insidious enchantments, but perhaps we can check them... just in case.... before we move on."

Selena looks at Lash, hoping she'll agree with her.

There I go again... My intelligence score isn't high enough to know the word insidious. Sigh. Se la vie.


Male Human Fighter 5

Dirk stands holding the incredible sword horizontally out in front of his chest with both hands - memorized by the craftsmanship.

In a barely audible whisper, "Unparalleled..."

Fyirds comment breaks his reverie.

With a slight hint of regret in his eyes, Dirk says, "Yes... it seems we've found our contractor's sword." He then shakes his head at Fyird indicating that he has no objections to the bard's acquisition of the axe.

Seeing Selena moving toward him with her eyes focused on the sword, Dirk presents the still horizontal weapon for her closer inspection.

"It's too perfect... unnaturally so. Magic must be at work here."

Dirk goes quiet awaiting the completion of Selena's spell.

Welcome back Selena.


Gesturing toward the rack with the crossbow, Thantos asks, "This crossbow looks useful. Anyone mind me keeping it?"

Appraising the crossbow, Appraise: 1d20 + 8 ⇒ (15) + 8 = 23


F Human Rogue 5

"She's right, it's probably a trap, probably coated in contact poison, or mummy rot or something like that. Don't you boys realize beautiful is usually dangerous?"

She flashes Selena a wink and a grin, looking pointedly at the sword Dirk is holding.


Welcome back Selena! Glad to see you! :) Take your time, read up and get re-acquainted. If you miss a post or two it's no issue, we'll work around it till you're back on your feet. Thanks for letting us know and welcome back to the campaign.

Fyird: Can you make me a knowledge:history roll? The heft of the axe, while not any lighter than your current battleaxe, simply "feels" better. It's blade is balanced by a large heavy metal ball and short spike at the bottom end of the wooden haft, and while actually slightly heavier than your current axe, the weight on the bottom causes the balance of the weapon to be just under the axe head making stopping a swing or turning the blade a different direction MUCH easier. Taking a few quick swipes you find the weapon exceptionally fluid, easy to maneuver, and very well balanced.

Mird: I've got your sheet, and yes, that's what you're using, no issues. Please track the fact you've gotten the bow and I'll get a hold of it when you next level up.

Selena:

Wooden Box - There is nothing inside the box, but the inlay, etchings and markings, and other attention to detail you suspect make this box worth at least a bit more than a normal box of this type.

Selena:
Given your close examination of the body of Kavorquian and seeing some of the pictures/paintings in his room you have no doubt that the man in the painting is, in fact, a slightly younger version of Kavorquian himself...you suspect somewhere around his early seventies.

As Selena mumbles the final syllables of her spell her eyes do appear to start glowing and she is obviously looking around the room with interest.

Selena:
Your detection pays off in more ways than one. I am assuming you are going the full 3 rounds for as much information as possible two items in the room glow significantly in the light of your detection spell. The sword in Dirk's hands is obviously the strongest enchantment, radiating a fairly bright aura in the "moderate" range. Moving over to the sword and using your arcane knowledge and appraise skills you gather the sword in Dirk's hands is a two handed sword + 2, and does not have any ill dweomers about it. It's also very obvious to you that this is the sword Kaerin wants.

The second room item you notice is the crossbow, indicated by Mird. This crossbow also radiates magic and a quick check indicates that it's radiation is lesser than that of the sword, it is a crossbow + 1.

While somewhat surprised, neither the bow Mird found nor the battleaxe Fyird found radiate magic, though both of them are obviously of exceptional quality.

More surprising, however, are two more faint magical radiations, one each coming from your pouch and Thantos's pouch. "The rings" you think, shaking your head at your forgetfulness. Opening up your belt pouch and slipping the ring out you check it and find it's a ring of protection +1.

After a few moments of studying the Sword in Dirk's hands, the crossbow indicated by Mird and both Mird's bow and Fyird's axe Selena looks down at her belt pouch and shakes her head, almost in disgust. Opening it, she pulls out an all but forgotten ring she took off of one of the orc shaman's corpses and studies it for several seconds.

Lash: In the mean time, Lash walks over to the indicated door and starts examining the hidden crack around the door itself, poking and prodding with her dagger and the tip of her rapier periodically. Next she starts poking into the door lock itself and wipes a white cloth over the door handle, checking for contact poisons. Satisfied of both the lack of traps and the working order of the lock, Lash steps back and allows Fyird to start trying keys.

Thantos: The crossbow is DEFINITELY a specimen of work unto itself. It practically floats in your grip as you pick it up, it's balance and build making it level itself almost exactly in the center of it's mass both left to right and front to back. It simply FEELS steady to hold and it's distinct lack of much weight means holding and aiming it takes almost no effort. You feel steadier, more sure.

BTW Selena: According to what I understand of "statistics" in 3rd Edition, 11 is considered an "average" score with 12 being slightly above average. According to my definition of "average", an appropriate grasp of "common" (read, the English language) is not beyond your character's abilities. I'm not sure "Insidious" would be beyond your character at all.

While Selena is examining the various items, Fyird moves over with his set of keys and starts trying them in the door. It becomes quickly apparent that this process is going to take some time. Several minutes later an audible "click" sounds from the door and Fyird steps back, awaiting the party to be ready.

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