DoubleGold |
A lost treatise entitled “The Inward Facing Circle” written by
Coganaris the Wracker, a famed Chelish devil-binder, along with
scrolls of protection from evil and protection from good.
A collection of ancient stone miniatures of a Viking army from the
Land of the Linnorm Kings.
A collection of over 40 rare incenses along with a book of
instruction. If burned in the proper combination, the incense
collection can replicate a single use of incense of meditation.
And if you do open safes 4 and 5 but don't need too.
A collection of material components for a wealth of spells (value
500 gp but 70 lbs. of weight)
A scroll collection of a complete symphony written by a Taldan
master, now lost to time.
is what is found inside, as you show the evidence to him that you opened his safes, he directs you to another place and tells you not to disclose that info.
Yargo advises pcs to go to act 4, the cathedral, ACT 4: The Hymns of
Oathday though pcs have the option to ignore this advice and go to Nessian Lair act 5, ACT 5: The Pyramid of the Dog
Adeah Silversong |
Sure, all of it.
DoubleGold |
okay, I cannot copy the cathedral map, if anyone can put it up for me, it would be appreciated. I will adjust the size and whatever needed to it, as well as recopy the pcs if needed, I just need it copied onto the map link I have up, and I'll put the pcs on there. Yeah, it won't allow me to copy that specific picture.
DoubleGold |
thanks to some of the players, map is up and has been enlarged. The game does not state any rules about moving through the pughs, but that would be rough terrain. The Pughs would also provide partial cover, +2 ac. To move at your full speed while moving through the pughs, you would have to walk on the benches, and since I've go to a church, I can tell you it wouldn't be hard to do, but not an easy task either, acrobatics of 10 not to slip and fall prone, this is moving right and left by the way. you can also simply walk over top of the pughs as rough terrain, as it would be as simple as standing on the benches and moving your legs over the backs, no check needed as moving over top of the pughs would be easy to do, but would slow you down. The Pughs are also high enough, you can also stealth in the pughs as you hide behind them as you move, but you need to be ducked down and moving through rough terrain, ie. rough terrain, plus one half your movement for stealth, this will stack, so for a lot of you, you would be able to only move 5 feet. If you successfully stealth and attack in the same round the enemy is caught flat footed, because they don't see the attack until the last minute, so this is good for all you snipers out there who don't need to be close, and you don't need to move to stealth, you just have to duck down and come back up because the enemy does not know where you will appear, just that you are somewhere there and that 5 feet does make a difference, or if you stayed put, they thought you moved slightly to the left and didn't. See the altar? You can hide under the altar as well, I would know, because I go to church as usually there is a cloth that almost touches the floor on the altar, thus a perfect place to hide.
got all that, good? now for the rules that are set in stone that the module does answer, dealing with the piano and keys. The Metro-Cathedral’s massive organ is played by dancing
upon the gigantic white keys. Traveling from white key
to white key requires a DC 5 Jump, Tumble, or Perform
(dance) check. The DC increases by 2 for each additional
key someone attempts to cross in a given round.
• To play the more slender black keys, one either needs to
stand on an adjoining white key and reach up and yank the
key down with a DC 5 Strength check, or climb directly on
top of the black key (Climb DC 10). Leaping from black key
to black key requires a DC 10 or 20 Jump check depending
on the distance between the keys as indicated on the map.
• Anyone who successfully depresses multiple keys in a round
may also make a Perform (keyboard) check as a free action.
A success of 10 or more contributes to the hymn and keeps
the music alive. The higher the result, the more melodious
and impressive the contribution. Provide each PC with a
+2 circumstance bonus to their check for each key they
manage to depress in a single round. If the same PC can
further succeed on a DC 5 Knowledge (Religion) check, they
can actually play the correct popular morning hymns.
• The organ keys are elevated 15 feet off of the ground.
Anyone bull rushed off the keys falls to the stone church
floor below, taking 1d6 damage.
• The organ keys connect to the 30-foot pipes above.
When the PCs arrive, four Black Echelon operatives
will have already climbed up the pipes to block the
possibility of sound coming out. (There are not yet
enough of them to block all of the pipes.) Climbing
the giant twisting maze of brass
You don't have to keep the music going as you have 14 rounds to take these guys out if you do nothing about the music, seriously, are you going to not complete this battle in 14 rounds? I couldn't see that happening
You walk inside the cathedral, you hear screams and a bunch of weird music, and you see dead religious people in the place that have been slaughtered.
init: 4 + 1d20 ⇒ 4 + (8) = 12 mia
init: 5 + 1d20 ⇒ 5 + (15) = 20 our level 4 fighter
init: 1 + 1d20 ⇒ 1 + (15) = 16 chyras
init: 6 + 1d20 ⇒ 6 + (4) = 10 adeah
init: 4 + 1d20 ⇒ 4 + (5) = 9 Fronar
init: 3 + 1d20 ⇒ 3 + (4) = 7 bukku
init: 1 + 1d20 ⇒ 1 + (6) = 7 the enemies, ie. the green squares.
Fronar Gossamar |
Fronar hops up on the 1st pew, and leaps to the next, all the way up to the last pew. then takes cover behind the alter.
"Let's do this!"
acrobatics: 1d20 + 7 ⇒ (17) + 7 = 24
you don't need an acrobatics check for each aisle do you? meaning I need to complete 8 acrobatic checks?
Chyras LeBlanc |
@ Fronar, seems you do.
Chyras looks if there is any of the clergy left alive, if so it's a focus to evacuate said survivor and he'll move there accordingly.
Mia Kusanagi |
Mia will attempt to do the same as Fronor and leap over the different pews.
I went 30ft as I read it's difficult terrain so it's just a double move. Don't yet have that faster monk speed yet.
Fronar Gossamar |
if needed]
acrobatics 2: 1d20 + 7 ⇒ (2) + 7 = 9
acrobatics 3: 1d20 + 7 ⇒ (17) + 7 = 24
acrobatics 4: 1d20 + 7 ⇒ (14) + 7 = 21
acrobatics 5: 1d20 + 7 ⇒ (4) + 7 = 11
acrobatics 6: 1d20 + 7 ⇒ (5) + 7 = 12
acrobatics 7: 1d20 + 7 ⇒ (15) + 7 = 22
acrobatics 8: 1d20 + 7 ⇒ (17) + 7 = 24
DoubleGold |
you don't need acrobatics to hop over the phews unless you are trying to move full speed and the dc for that is 8, but you need it to move full speed while walking right and left on the seats and the dc for that is 10, and you still need acro to walk right and left on the seats even if moving half speed with a dc 9, so if you are going to move half speed, you might as well not walk on the seats and just move between the phews.
Also if you are walking right down the middle, you can move your full speed as there is more than enough space to move full speed for that.
Alana and our fighter could easily get there with one move unless there speed is 20, so go ahead and finish your round.
Adeah Silversong |
Double move as well.
DoubleGold |
for those of you stopped between the phews, are you on the seats at the end of the move, in between the phews or are you ducked down? This makes a difference for ranged attacks as to what cover you get and a difference for what moves you can take next turn. As it is a 5 foot step to stand back onto a seat if not on one.
None are left alive, except 1 and he is held hostage at the far end of the church.
Chyras LeBlanc |
Was there any survivor? Chyras would move towards said survivor and try to get the person to safety.
Clarification on turn: cast mage armor on self, then head for survivor if any to help evacuate.
Edit: ninja'd by GM, so mage armor and a move down the middle.
Adeah Silversong |
Ducked down behind, for cover.
DoubleGold |
Many of the undead things move up, taking double moves, the ones in the door definitely double move.
some of the get on top of the altar while double moving climb: 0 + 1d20 ⇒ 0 + (8) = 8 and they make it, just barely. dc to climb the altar would be 8.
two of them get to our heroes and attack with their undead claws. hit: 0 + 1d20 ⇒ 0 + (1) = 1
hit: 0 + 1d20 ⇒ 0 + (6) = 6 and they miss
Round 2 start
Adeah Silversong |
She lines up a shot at the one closest to her attacking Chyras's eidolon.
Musket shot (touch): 1d20 + 8 - 4 ⇒ (4) + 8 - 4 = 8
Damage: 1d12 + 1 ⇒ (11) + 1 = 12
The shot goes wide, and she ducks back down to reload.
Nguyen An |
Sorry, just got message about moving forward, so now I am up in the action, if that is ok!
Taking a big swing with his no-dachi, An strikes at two of the creatures before him.
Using cleave and Power Attack
Attack-melee: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d10 + 15 ⇒ (7) + 15 = 22
And if the first attack hit, cleave to the next zombie
Attack-melee: 1d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d10 + 15 ⇒ (6) + 15 = 21
Fronar Gossamar |
Fronar darts through Nguyen and Alanya, and does a running flip over the enemy on the west side of her, to gain flanking.
this may draw AoOs from the enemy to right of Fronar and/or enemy on top of alter.
acrobatics to move past enemy square: 1d20 + 7 ⇒ (9) + 7 = 16
Once on the opposite side of enemy from Alanya, Fronar slices with both kukris.
kukri 1: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
damage 1: 1d4 + 4 + 1d8 + 1 ⇒ (4) + 4 + (7) + 1 = 16
kukri 2: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
damage 2: 1d4 + 4 + 1d8 + 1 ⇒ (1) + 4 + (2) + 1 = 8
Mia Kusanagi |
Mia moves up closer to the creatures and delivers a spinkick towards the nearest one.
Attack: 1d20 + 4 ⇒ (7) + 4 = 11
damage: 1d6 + 5 ⇒ (6) + 5 = 11
DoubleGold |
and that is a miss. the website that I get my info from is down, except for silent tide as they must have done something to the website.Hopefully we get this done quickly.
they retailiate claw: 0 + 1d20 ⇒ 0 + (8) = 8
claw: 0 + 1d20 ⇒ 0 + (8) = 8
claw: 0 + 1d20 ⇒ 0 + (4) = 4
the rest doublemove
Heroes are up
Fronar Gossamar |
Fronar hops on the alter and move over to flank with Alanya.
acrobatics: avoid AoO: 1d20 + 7 ⇒ (17) + 7 = 24
... and attacks
kukri 1: 1d20 + 5 + 2 ⇒ (4) + 5 + 2 = 11
damage 1: 1d4 + 4 + 1d8 + 1 ⇒ (2) + 4 + (4) + 1 = 11
kukri 2: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9
damage 2: 1d4 + 4 + 1d8 + 1 ⇒ (3) + 4 + (1) + 1 = 9
but with all the acrobatics, Fronar is winded. slowing his attacks dwn enough that the enemy is able to dodge them both.
Adeah Silversong |
She moves into the aisle to get a better shot, and fires at the one in the pews. (to Bukko's right)
Musket shot (touch): 1d20 + 8 ⇒ (20) + 8 = 28
Sweet!
Confirm: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d12 + 1 ⇒ (7) + 1 = 8
Extra damage: 3d12 + 3 ⇒ (10, 9, 11) + 3 = 33
Wow, 41 damage. Kind of a waste against a creature with single-digit hit points, but still...
Bukko |
Bukko squaks with disaprovement as blood and gore shower on him.
Then rushes toward the altar, swinging his naginata at the enemy in front of Mia.
Naginata: 1d20 + 1 ⇒ (3) + 1 = 41d8 + 1 ⇒ (3) + 1 = 4
I moved my character on the map. Also I hope this still makes sense, when we get to my initiative.
Mia Kusanagi |
Mia does a rapid series of punchest towards the enemy nearest to her.
FoB1: 1d20 + 3 ⇒ (2) + 3 = 5
FoB1: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d6 + 5 ⇒ (4) + 5 = 9
DoubleGold |
Last one moves up to Aheah, double move. I should have had people draw the last map ahead of time while the one link was up, now that is not even working. I'm sure at least one of you has the scenario right? So that we get the map drawn out. I don't remember how many enemies there were either. The good news is that we only need to play 2/3 of the game for full credit, so we can skip act 5 and still report the game and all get credit. Still if anyone has the scenario, drawing the next map and placing the enemies would be nice, just draw it underneath the current map, or draw it on top and then move it underneath.
Round 3, or is it round 4, start. Yeah, we will complete this in 14 or 15 rounds, so the music will continue.