Galdur XXII 'Fichead sadhà' |
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"Oh! Come! On!"
hehe :)
Wilen Proudbrew |
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Wilen becomes exasperated at the sudden barrage of redirected blame.
"What?.... what! No! Galdur, it wasn't me!"
The Dire GM |
Sanity Check: 1d100 ⇒ 72
Wilen professes his innocence as a free action while Galdur avoids developing a complex as part of the same action! ;)
Vili continues to hold his fire (which may or may not be in Galdur's best interests, considering that he's now alone with the metallic canine guardian) as the proverbial junkyard dog wheels and tries to take a bite out of Mr. wizard!
Bite: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d4 + 2 + 1d4 ⇒ (3) + 2 + (2) = 7 (Bite + Electricity)
Trip: 1d20 + 3 ⇒ (8) + 3 = 11
Galdur is bitten and dragged to the ground!
ROUND 4
Vili (Held Action)
ROUND 5
Altorin
Hullric (-7 Damage)
Wilen
Galdur (-7 Damage, Prone)
Necuametl
Ayri
Guardian (-18 Damage)
Yellow (Destroyed)
Red (Destroyed)
Blue (Destroyed)
The whole party is up!
Wilen Proudbrew |
Wilen backs off of the stairs and imbibes his other extract.
move 10', move action
consume extract of targeted bomb admixture, standard action
"Hang in there Galdur! We'll have this thing beat in short order!"
Ayri Fukai-Sagashi |
"Perhaps if you could move away from the monster, Galdur-kun." Ayri says launching another wooden spear into the fray.
Splintered spear (into melee): 1d20 + 4 - 4 ⇒ (17) + 4 - 4 = 17 damage: 1d6 + 4 ⇒ (5) + 4 = 9
The Dire GM |
Suddenly, Ayri's splintered spear strikes the Guardian, and even though less than half of its force seems to be effective (DR 5/Alcasti Weapons), the metallic beast collapses to the ground...and then explodes with electricity in a 10 foot burst!
Electricity Damage: 2d6 ⇒ (5, 3) = 8
Hullric and Galdur DC 13 Reflex Save for Half Damage!
Wilen, you can keep that Extract as if you didn't drink it, if you'd like.
When the smoke clears, all that remains is silence (and scorch-and-bite marks on a couple of you). You are now out of combat!
Wilen Proudbrew |
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Suddenly, Ayri's splintered spear strikes the Guardian, and even though less than half of its force seems to be effective (DR 5/Alcasti Weapons), the metallic beast collapses to the ground...and then explodes with electricity in a 10 foot burst!
...
Wilen, you can keep that Extract as if you didn't drink it, if you'd like.
Just as Wilen imbibes his extract he watches Ayri drop the metallic beast with one of her wooden spears. He coughs and hacks as he spits the extract back into its tube, corks it, and puts it on his belt.
He looks around to see if anybody noticed.
Galdur XXII 'Fichead sadhà' |
"Oww. Owww. OWWW. OWWW!"
reflex: 1d20 + 1 ⇒ (4) + 1 = 5
"Really people, you... you've got... got to..." the young dwarf starts on his way to join other previous twenty Galdurs. "Grand... pa... pa...?"
NECUAMETL COATL |
Necuametl moves quickly to Galdur "you'll not be ssseeing him yet"
He hisses and bites Galdur's neck CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Hullric Torsol |
Reflex DC13: 1d20 + 1 ⇒ (4) + 1 = 5
Hullric is blown back by the electrical blast and isn't moving.
That Fail put me at -1 HP.
Stabilize: 1d20 ⇒ 3
Ayri Fukai-Sagashi |
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Horrified that she has inadvertently killed a third of the party Ayri climbs the railing, and hops down to the floor beside Hullric.
climb (rail): 1d20 - 2 ⇒ (15) - 2 = 13
acrobatics: 1d20 + 2 ⇒ (3) + 2 = 5
She floats down if necessary using her racial feather fall ability.
heal: 1d20 + 1 ⇒ (4) + 1 = 5
She begins performing chest compressions on the masked man.
"Out with the bad blood. In with the good blood. Wait! Where is the good blood!"
NECUAMETL COATL |
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omg thank you all this has been a funny turn of events
Vili Borrson |
Vili, happy that it wasnt him this time, will run down and tap Hullric with his wand of cure light wounds.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Wilen Proudbrew |
Also recall that the ratfolk dropped two potions of CLW. Use those before your own wands.
Hullric Torsol |
Hullric opens his eyes and looks at Ayri. "Ah.. the feather touches of a maiden on my heart." He chuckles and slowly gets up. Still feeling wasted, he touches himself and watches as some of his wounds heal.
Divine Favor into CLW: 1d8 + 1 ⇒ (2) + 1 = 3
Bless into CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Puts me at 11 HP.
The Dire GM |
You have all survived the exploded guardian, Vili and Necuametl first stabilizing Hullric and Galdur before waking them up, allowing you time to use magical and/or alchemical healing until their wounds are nothing more than scarred reminders that will live on in memory.
Remaio Alcasti's key fits perfectly to the lock of this final door. This sparse room holds little beyond a lacquered wooden coffin. A human skull sits on a plate in front of the casket, while a mangled clockwork owl lies a few feet away as if thrown into the corner of the chamber. An engraved plaque is propped up behind the skull against the wooden pall. The smell of corrosion fills the air.
The plaque reads, “Here lies Honaria Alcasti, betrayed by her inferiors and those she served. We shall remember her deeds and restore her honor.”
The letters are faded and the plaque appears to be centuries old. Resting next to the plaque is a large hairpin with a noble crest on it.
Wilen Proudbrew |
Knowledge (arcana), clockwork owl: 1d20 + 7 ⇒ (9) + 7 = 16
This clockwork owl is a wizard's familiar. It looks inert, but not destroyed. Perhaps we can repair it and get clues about anything interesting it has observed. I think I can neutralize the leaking acid...
Use Magic Device, neutralize clockwork owl acid leak: 1d20 + 6 ⇒ (16) + 6 = 22
Okay, lemme know what the acid damage (or save) is
The Dire GM |
To fix the leak, it will take...
1d4 ⇒ 4 Round(s), requiring that many Reflex Saves
Will Wilen be able to repair the damage before succumbing to the acidic leakage? Stay tuned!!!
Wilen Proudbrew |
*gulp*
Wilen constantly checks the path of the acid pooling on the ground near his feet, always shifting to avoid it as he attempts to work the clockwork owl...
Reflex: 1d20 + 6 ⇒ (20) + 6 = 26
Reflex: 1d20 + 6 ⇒ (11) + 6 = 17
Reflex: 1d20 + 6 ⇒ (7) + 6 = 13
Reflex: 1d20 + 6 ⇒ (6) + 6 = 12
Hmm, that could have been worse...?
Hullric Torsol |
Watching Wilen work on ending the acid threat, Hullric pulls out his healing wand and is prepared to use it to keep Wilen up and then heal him afterwards.
Galdur XXII 'Fichead sadhà' |
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He hisses and bites Galdur's neck [dice=CLW]1d8+1
Galdur's eyes flutter open, then widen in terror. "Oh! My! GAWD! Now what are my allies doing?"
I don't have a wand yet. It is the first scenario for this character, so this is a situation where we might not have the resources to be fully healed.
In the next room Galdur tries to inspire Wilen in his work with tales of the Galdur's before him who were much better at this sort of thing.
Flavor for guidance which this character doesn't actually have.*
The Dire GM |
2 Passed Saves
2 Failed Saves
Acid Damage: 1d6 + 1d6 ⇒ (3) + (2) = 5
Wilen avoids most of the corrosive spillage, and is able to repair the clockwork owl enough that it can right itself, and speak to you!
The clockwork owl is Amantius, the former familiar of Italice Cenabri, a once-prominent adviser to the crown. He tells you the tale of Syagra Tetranella, one of Honaria’s comrades in arms, who, when Honaria Alcasti died in public ignominy, chose Italice as a scapegoat for her rage and sorrow. Syagra assassinated Italice and broke into the tomb, leaving the head as an offering after using one of the swords in the hallway to break past the wards and guardians. Amantius caught up to and tried to confront Syagra in this chamber, but was struck down and left as another twisted offering, and has remained here in a broken state ever since.
He punctuates his answers with black humor, self-recrimination, and violent shaking fits. Though he initially blamed Honaria for Italice’s death as well, his centuries of reflection in her tomb have changed his
opinion. Despite his bitterness and despair, he admits that he believes in Honaria’s innocence — though he does not hold a high opinion of Honaria, he does not believe any of this to be something she would have wanted.
Amantius wishes to make the truth of Italice's death known to all, and asks if you would arrange for him (and Italice's skull) to be returned to the Cenabri family.
With all of this information now at your disposal - what decision would you like to make about it?
Ayri Fukai-Sagashi |
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Galdur's eyes flutter open, then widen in terror. "Oh! My! GAWD! Now what are my allies doing?"
Ayri points at Necuametl.
Wilen Proudbrew |
Wilen avoids most of the corrosive spillage, and is able to repair the clockwork owl enough that it can right itself, and speak to you!
Wilen finishes brushing off his clothes and surveying the holes the acid left in this shirt and breeches. "Well, I suppose that could have been worse." cough
Amantius wishes to make the truth of Italice's death known to all, and asks if you would arrange for him (and Italice's skull) to be returned to the Cenabri family.
"I suppose the story he wants to tell shouldn't conflict with the honor that our current client is trying to uphold. Either way we need to report back to Remaio first, though I wonder what he'll think of this new story."
Hullric Torsol |
"Agreed. We should take the owl-thing and anything else. All the information and clues might prove useful later on."
The Dire GM |
The owl looks at Hullric with its one working eye and squawks a bit. "My name's Amantius, mask-face."
The coffin itself contains Honaria's corpse and her accolades, including a very impressive collection of military ribbons and medals that remain in pristine condition. Since it seems (to your GM, at least) like you are willing to honor Amantius' request to return him and Italice's remains to her family, he is grateful, and extracts a wand from his insides and gives it to you as a gift - a wand of Heightened Awareness with 10 charges remaining in it. He remarks before you part ways that even if the Cenabri family pays for his repairs, he plans to keep his broken face to remember Italice.
When you return with Honaria’s laurels, Remaio is pleased with your efforts, eagerly explaining those that he recognizes and basking in secondhand pride. Hearing the tale of Amantius and Italice, however, makes him frown - he is concerned that this tale will taint his petition to restore Honaria's (and his) good name.
With that, you have complete the fourth quest - "Breakdown" - look for the fifth installment - "Blade" - to begin shortly!
(You can rest to full hp in between quests, so any damage/conditions taken can be healed without problem!)
The Dire GM |
Remaio Alcasti has arranged a comfortable carriage to take you to Omash - a fortress-city in Qadira just across the border from Taldor. After reviewing your instructions from Remaio, you set out. The journey is uneventful, and you can see the towering walls protecting Omash long before you arrive at its gates. The guards are helpful in directing you to the Ghazali family manor on the outskirts of the city.
A sandstone wall decorated with geometric mosaics surrounds the opulent Ghazali manor. Through the brass front gates, white cobblestone paths wind through a garden of flowering cacti and acacia trees to the manor’s entrance. A pair of guards clad in polished armor flanks the heavy wooden door to the residence.
After explaining your business, one of these guards nods and leads you inside, telling you that Lady Ghazali is in the study.
The domed ceiling of this grand room soars above red and white tiles whose pattern resembles roses in bloom. Between the mahogany bookshelves that line the chamber, suits of armor stand at attention. An empty weapon rack faces the doorway.
Arajida al-Fakhiri, Lady Ghazali, a middle-aged Keleshite woman, sits alone with her head in her hands. Her eyes are slightly bloodshot.
NECUAMETL COATL |
Galdur XXII 'Fichead sadhà' wrote:Galdur's eyes flutter open, then widen in terror. "Oh! My! GAWD! Now what are my allies doing?"Ayri points at Necuametl.
Necuametl toung darts out at ayri..."sssaved your life did it not"....
Wilen Proudbrew |
"Greetings Arajida! We come with what we hope is very simple business from Remaio Alcasti. He wishes to reclaim something of a family heirloom that he believes to be in your possession. A simple sword, that was granted to his ancestor Honaria by the church of Aroden. We have a record here of that transfer."
Wilen thumbs through the papers that Remaio sent them with and produces the single important transfer document.
Diplomacy: 1d20 + 1 ⇒ (7) + 1 = 8 Calling all fast-talkers for an assist...
Hullric Torsol |
Sensing that something is wrong, "Pray tell, Lady Ghazali. What causes you distress and ruins such beauty with red-shot eyes?"
Altorin |
"Wilen, your tact is as good as your aim! Can't you see that Lady Ghazali is distressed? It's at least common courtesy that we offer to get her a warm beverage and inquire about her troubles before stepping right into business. Lady Ghazali, it appears that ill-news has reached you before our arrival. Is there anything we can do?"
Diplomacy Untrained Assist: 1d20 + 0 ⇒ (19) + 0 = 19
Vili Borrson |
Preception: 1d20 + 8 ⇒ (3) + 8 = 11 - trying to see we are welcomed guests or not
If there is something we could do to help we would be willing....but of course at a price...
Diplomacy: 1d20 + 8 ⇒ (14) + 8 = 22
The Dire GM |
The lady tries to compose herself, nodding at the sight of the papers Wilen bears. "I’ll gladly give you the sword if you bring my son home. Otherwise, I cannot give it to you, even if I wanted to. I woke this morning to find my son Aayef gone and the sword missing. He barely even knows how to use it! It was supposed to go to my eldest daughter."
Wiping her eyes, she continues, "I went to the city guard, but they refused to help me. They said that he was old enough to wield a sword, and
they weren’t going to bother sending off a search party to look for a young man who has been missing for less than a day. They don’t know my son. He’s not tough like the academy students in the city. I just know he’s gotten himself into trouble! Aayef has big dreams. He begged to be allowed to train at one of the war academies in the city, but I couldn’t bear the thought. I’m afraid he ran off on his own to slay some imaginary dragon - and found himself a real one!"
If you agree to find Aayef in exchange for the sword, Lady Ghazali will give you permission to search the estate and the grounds, allowing you to make Perception (estate) and/or Survival (grounds) checks to try and find a trail or something her own staff were unable to!
Wilen Proudbrew |
Sigh "Okay, we'll take a look for you."
Wilen tucks the document back away in the stack and stashes it back in his pack.
He begins to look around for tracks or clues.
Perception: 1d20 + 6 ⇒ (19) + 6 = 25
Galdur XXII 'Fichead sadhà' |
Lovely estates, I would enjoy the chance see more of them," Gawds, I hope it doesn't sound like I am avoiding homework.
Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Hullric Torsol |
"We'll be sure to bring your son back."
Hullric helps with the search for clues.
Perception (Aid Other): 1d20 + 2 ⇒ (13) + 2 = 15
The Dire GM |
Searching the estate itself does not seem to turn up any clues, even with Galdur and Wilen bringing their keen eyes to bear on Aayef's chambers.
The Dire GM |
Meanwhile, the rest of you search the grounds outside...
Survival:
Ayri: 1d20 + 1 ⇒ (8) + 1 = 9
Altorin: 1d20 + 1 ⇒ (14) + 1 = 15
Necuametl: 1d20 + 9 ⇒ (17) + 9 = 26
Vili: 1d20 + 2 ⇒ (8) + 2 = 10
Necuametl and Altorin find a scrap of bright blue silk sticking just barely out of the sand near a difficult to find gap in the wall surrounding the estate. The guards helping you search confirm that shade of blue is Aayef's favorite, and he has many garments in that color!
You gather up everyone and head out into the desert. With Necuametl's skills, following the tracks outside of Omash itself is child's play for him (DC 10, Necuametl can't fail).
A few hours after leaving Omash behind, you come across a chunk of twisted deadwood rests atop a pile of ashes in the lee of a fallen stone column. Cinders surrounding the driftwood suggest a recent fire.
Altorin: 1d20 + 11 ⇒ (19) + 11 = 30
Ayri: 1d20 + 1 ⇒ (14) + 1 = 15
Galdur: 1d20 + 3 ⇒ (16) + 3 = 19
Hullric: 1d20 + 2 ⇒ (17) + 2 = 19
NECUAMETL: 1d20 + 8 ⇒ (1) + 8 = 9
Vili: 1d20 + 8 ⇒ (11) + 8 = 19
Wilen: 1d20 + 6 ⇒ (15) + 6 = 21
You examine the site and find that whoever was here last did not have the skill to cultivate a true campfire, and also that this person was also not very adept at being aware of their surroundings - all of you (except Necuametl, ironically) notice a half-buried burlap sack sticking out of the ground nearby. Inside is a broken compass, one tindertwig, and two vials of antitoxin.
No sooner have you found this, though, that you hear an anguished cry from over the next sand dune! Coming over the rise, you see steps ascending the wreckage of sand blasted ruins to a smooth stone dais. A cracked stone shrine stands before the eastern wall. Bones and other detritus litter the floor around the altar.
The source of the cry is now obvious - a Keleshite boy in his late teens, badly wounded, inexpertly tries to fend off a giant scorpion with a shining longsword!
Altorin: 1d20 + 3 ⇒ (11) + 3 = 14
Ayri: 1d20 + 2 ⇒ (1) + 2 = 3
Galdur: 1d20 + 2 ⇒ (6) + 2 = 8
Hullric: 1d20 + 3 ⇒ (5) + 3 = 8
NECUAMETL: 1d20 + 1 ⇒ (3) + 1 = 4
Vili: 1d20 + 3 ⇒ (11) + 3 = 14
Wilen: 1d20 + 3 ⇒ (14) + 3 = 17
Scorpion: 1d20 ⇒ 12
Aayef: 1d20 + 1 ⇒ (5) + 1 = 6
ROUND 1
Wilen
Altorin
Vili
Giant Scorpion
Galdur
Hullric
Necuametl
Ayri
Aayef
ROUND 2
Wilen, Altorin, and Vili are up! Map is updated!
Wilen Proudbrew |
Wilen moves up a bit and uncorks an extract that he may or may not have previously spit up....
20', move action
consume extract of targeted bomb admixture, standard action
Vili Borrson |
Vili will moves and throw a bomb, so that it hits the square away from the young man so he wont be in the splash, but so that the scorpion is in the splash damage.
Bomb: 1d20 + 7 ⇒ (2) + 7 = 9
The Dire GM |
Vili lands a direct hit with his bomb on the scorpion!
I'll roll damage for you if you don't see this before its turn comes upp.
Vili Borrson |
Damage: 1d6 + 5 ⇒ (1) + 5 = 6
The Dire GM |
Altorin is caught off-guard at the sight of the youth in peril, and holds his action.
The giant scorpion wheels on Vili after being struck by fire, allowing the boy to take a parting swipe with his longsword!
Aayef AoO: 1d20 + 6 ⇒ (20) + 6 = 26 (...wow!)
Damage: 1d8 + 2 ⇒ (1) + 2 = 3
Confirm?: 1d20 + 6 ⇒ (14) + 6 = 20 (First time I've seen that happen on this quest!)
Crit: 1d8 + 2 ⇒ (7) + 2 = 9
The pegasus motif on the hilt of the blade seems to almost harness the desert's morning light as the boy scores a deep hit on the scorpion's side as it moves to face its new threat, attempting to sting Vili!
Sting: 1d20 + 6 ⇒ (2) + 6 = 8
Perhaps off-balance after being struck with both fire and blade, its stinger instead hits the limestone wall, although it now threatens both alchemists!
ROUND 1
Altorin (Held Action)
Galdur
Hullric
Necuametl
Ayri
Aayef
ROUND 2
Wilen
Vili
Giant Scorpion (-18 Damage)
Altorin, Galdur, Hullric, Necuametl, and Ayri are up!
Hullric Torsol |
Dagger vs Scorpion: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Critical Threat: 1d20 + 4 ⇒ (10) + 4 = 14
Critical Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Hullric moves up to the giant scorpion and begins a conversation with it. "Is it fun to attack a young pup? Sounds fun. Let me join in the fun." Hullric then proceeds to ram his dagger into the giant scorpion's abdomen.
Move Action: 15'
Standard Action: Attack
Galdur XXII 'Fichead sadhà' |
Galdur casts a spell gaining some protection from the scorpion. He moves east staying out of the claw's reach.
Mage armor. moving 20 feet (without provoking), but getting closer.
Ayri Fukai-Sagashi |
Moving forward so she can get a clear shot, Ayri sends a bit of magically warped desert drift wood hurtling at the gigantic arthropod's tail section.
splintered spear: 1d20 + 4 ⇒ (5) + 4 = 9 damage: 1d6 + 4 ⇒ (5) + 4 = 9
The Dire GM |
Hullric's advance puts him in range of the scorpion's claws, which try to snip at the masked man!
Scorpion AoO: 1d20 + 6 ⇒ (20) + 6 = 26 (...seriously? What are the odds of two natural 20s on two NPC AoOs in a row?)
Damage: 1d6 + 4 ⇒ (6) + 4 = 10
Confirm: 1d20 + 6 ⇒ (11) + 6 = 17 (whew...but...)
Grab: 1d20 + 12 - 10 ⇒ (18) + 12 - 10 = 20 (-10 to be able to use other attacks in subsequent rounds) (...oy)
Constrict: 1d6 + 4 ⇒ (1) + 4 = 5
Even as Hullric was certain that he could land a strike against the giant arthropod, its claw cuts a horrifying wound in the warpriest. The claw snaps closed, exacerbating the injury and causing Hullric to drop to the ground, bleeding, before he was able to actually attack.
Galdur advances cautiously, and Ayri's attack misses.
ROUND 1
Altorin (Held Action)
Necuametl
Aayef
ROUND 2
Wilen
Vili
Giant Scorpion (-18 Damage)
Galdur
Hullric (-15 Damage, Unconscious and bleeding)
Ayri
Aayef
Necuametl and Altorin are still up!