GM Gustavef
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Game Thread for the Upcoming Siege of Absalom Special starting in October.
MoSw Marcos Farabellus
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“Pathfinders, our beloved Absalom faces the threat of invasion and needs our help. Just as Absalom has been our Society’s home for centuries, so does it fall to us to aid in its defense. Find the group to which you’ve been assigned, lend a hand as the city prepares for the siege, and be ready for more instructions.”
GM Dennis
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***OVERSEER ANNOUNCEMENT***
Heavy clouds are gathering above Absalom, and the city is tense with anticipation of the coming battle. Suddenly, bright light patterns flash from atop Skyreach. A few minutes later, the sound of an explosion rumbles through the city as an old wooden granary erupts in flames. A little farther away, a stone bridge collapses, dropping a group of soldiers to their deaths. Soon the air is alive with frightened screams, the sound of hurried footsteps, and moments later, the booming blare of a brass horn that rises above the din of a city in chaos. A messenger runs past, shouting: “The horn! We should gather at the Grand Lodge! Let’s go!”
GMs, you have one day to complete the mustering and preparation section. I will signal the beginning of part 2 tomorrow (October 2nd).
GM Gustavef
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Hundreds of Pathfinders stand waiting at the Grand Lodge for news of the coming battle, and a murmur of anticipation has risen from the nervous crowd. Master of Swords Marcos Farabellus takes the lectern, raises his hand for attention, and speaks: “Pathfinders, thank you for answering my call. It has been two days since we received news of an army of demonic abominations building a siege castle in the Cairnlands north of Absalom. Today, the Grand Council of Absalom announced they have invoked an old wartime law, according to which a Siege Lord must be appointed to oversee the city’s defense. They’ve made an excellent choice: Wynsal Starborn, District Seat on the Grand Council and retired Captain of the First Guard.
“He has already organized scouting forays and evacuations of the outer towns in preparation for a siege. The Pathfinder Society has pledged to help the Siege Lord with the preparations. All of you have been assigned to teams, and if you have already found the other members of your team, you should get started. Go now, but be ready to return here when you hear the signal horn.”
Feel Free to introduce yourselves. Also there are a few tasks that can be done before the main event, Each character can try as many as they want. I will use the best roll:
CATCHING A SPY
Relevant Skills: Acrobatics (apply any Acrobatics modifiers for jumping) or Climb
DEFENSIVE WARDS
Relevant Skills: Knowledge (arcana or religion), Spellcraft, or Use Magic Device
EVACUATION NOTICE
Relevant Skills: Diplomacy, Intimidate, or combat maneuver check
RECONNAISSANCE
Relevant Skills: Acrobatics, Perception, or Stealth
STRANGE THINGS
Relevant Skills: Perception or Survival (apply any Survival modifiers to track)
URGENT REPAIRS
Relevant Skills: Craft (any relevant craft skill), Disable Device, Knowledge (engineering), Profession (teamster), or combat maneuver check
USEFUL GOSSIP
Relevant Skills: Diplomacy (gather information) or Knowledge (local)
Ridley Zane
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Before you stands a tall, very skinny man. He is bedecked in vials with unkempt hair, and some obvious scorch marks on his clothing.
Gah! The city is under attack by demons! This isn't good... this isn't good at all. Um, oh. Hi. I'm Ridley. Alchemist. I know pretty much everything...
He trails off and begins pulling vials off of his bandolier, quaffing them in rapid succession.
Ridley will drink his cognatogen, heightened awareness and investigative mind extracts
Defensive Wards, Kn Arcana, Heightened Awareness, Investigative Mind 1/2: 1d20 + 17 + 2 ⇒ (11) + 17 + 2 = 30
Defensive Wards, Kn Arcana, Heightened Awareness, Investigative Mind 2/2: 1d20 + 17 + 2 ⇒ (15) + 17 + 2 = 34
Reconnaissance, Heightened Awareness: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15
Urgent Repairs, Kn Engineering, Heightened Awareness, Investigative Mind 1/2: 1d20 + 16 + 2 ⇒ (6) + 16 + 2 = 24
Urgent Repairs, Kn Engineering, Heightened Awareness, Investigative Mind 2/2: 1d20 + 16 + 2 ⇒ (4) + 16 + 2 = 22
Useful Gossip, Kn Local, Heightened Awareness, Investigative Mind 1/2: 1d20 + 15 + 2 ⇒ (5) + 15 + 2 = 22
Useful Gossip, Kn Local, Heightened Awareness, Investigative Mind 2/2: 1d20 + 15 + 2 ⇒ (10) + 15 + 2 = 27
Sleeping Sword
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An elderly monk, weatherbeaten and wrinkled, leans against a wall snoozing through the speeches and call-to-arms. When the Master of Swords is finished, the monk jerks upright and awake:
"Uh, demons? Uh, Sleeping Sword! That's my Style!"
Though he looks decrepit, Sleeping Sword is surprisingly sprightly and moves with grace. As he busies himself with the various tasks that have been assigned, he talks to the other pathfinders:
"Uh, if I should be injured in the coming battles, do NOT attempt to revive me with positive energy! Such energy is deadly to me, for my birth was cursed! The curse gives me great power, but also terrible hunger, for I am a dhampir. By the Grace of the Empress of Heaven I came to know the Way of the Sleeping Sword, and it is the path I now walk on."
Sleeping Sword indicates a wand, several scrolls, and a potion, that can be used to revive him. The potion vial is clearly labelled in Tien and Taldane: Do NOT drink! Sleeping Sword ONLY!
CATCHING A SPY, climb: 1d20 + 9 ⇒ (20) + 9 = 29 The monk is a fast and agile climber, in part the result of his nosferatu heritage.
DEFENSIVE WARDS, Knowledge (religion): 1d20 + 4 ⇒ (20) + 4 = 24 Sleeping Sword recounts in minute detail Tien prayers against fiends.
EVACUATION NOTICE, CMB: 1d20 + 4 ⇒ (8) + 4 = 12 Add +2 if it's reasonable to use a katana for the combat manoeuvre, such as sundering a barrier.
RECONNAISSANCE, Perception: 1d20 + 8 ⇒ (2) + 8 = 10
STRANGE THINGS, Perception: 1d20 + 8 ⇒ (4) + 8 = 12
URGENT REPAIRS, CMB: 1d20 + 4 ⇒ (2) + 4 = 6 Add +2 if it's reasonable to use a katana for the combat manoeuvre, such as sundering something to make raw materials to use for repairs.
USEFUL GOSSIP, Diplomacy: 1d20 - 2 ⇒ (8) - 2 = 6
Savina Heterodinus
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Savina is a human woman in her early twenties. She is clearly of taldane descent, she has most of their traits, including a bronze skin but the has blonde hair. Her cloting seems more appropriate to an aristocrat than an explorer. They are also following the trend of Taldor. She is also wearing make-up and her perfume main odor is roses.
She has a rapier, a light mace and a hand crossbow at her side, and a mithral chainshirt can be seen under her clothing. She also has a backpack.
“Good day to you. I never have worked with any of you in the past, so let me present myself. I’m Savina Heterodynus, from Oppara. I can defend myself in combat as I learned fencing in my youth. I also know about many subjects due to my tutors. Lastly, I practice a bit of psychic magic.
I hope I’ll be helpful in fighting demons, I haven’t had to encounter such creature in the past.
I also have this potion and a this wand for healing, but I am not able to use the latter myself.”
CATCHING A SPY Acrobatics: 1d20 + 3 ⇒ (4) + 3 = 7
DEFENSIVE WARDS Spellcraft: 1d20 + 11 + 1d6 ⇒ (13) + 11 + (3) = 27 using free inspiration on Spellcraft
EVACUATION NOTICE Diplomacy: 1d20 + 7 ⇒ (13) + 7 = 20
RECONNAISSANCE Stealth: 1d20 + 7 ⇒ (11) + 7 = 18
STRANGE THINGS Perception: 1d20 + 7 ⇒ (3) + 7 = 10
URGENT REPAIRS Disable Device: 1d20 + 12 ⇒ (17) + 12 = 29
USEFUL GOSSIP Knowledge (local): 1d20 + 8 + 1d6 ⇒ (7) + 8 + (5) = 20 (free inspiration on knowledge with ranks)
Sleeping Sword
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Sleeping Sword would like to make a Prestige purchase at this point - 2PP for a Wand of Bless (will also grab a spring-loaded wrist sheath or two).
Alessio Imeroni
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He stands towards the back and takes out his mustache comb to groom for a moment. He is a medium-build with cracked facial features and a bushy mustache. His hands bear the sign of cuts and burns. A number of belt pouches line his waist.
Situation seems pretty dire. We should get to work preparing. My name is Alessio, I am the...lesser... alchemist. I am at your disposal.
Consuming DEX mutagen and extracts of Jump and Heightened Awareness.
CATCHING A SPY: acro jump: 1d20 + 14 ⇒ (4) + 14 = 18
DEFENSIVE WARDS: kn arcana: 1d20 + 11 ⇒ (14) + 11 = 25
EVACUATION NOTICE: Intimidate: 1d20 + 7 ⇒ (10) + 7 = 17
RECONNAISSANCE: perception: 1d2 + 7 ⇒ (1) + 7 = 8
STRANGE THINGS: perception: 1d2 + 7 ⇒ (1) + 7 = 8
URGENT REPAIRS: Disable Device: 1d20 + 12 ⇒ (19) + 12 = 31
nice, i contributed :)
GM Gustavef
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Sleeping Sword, yes you can. Also this would the the time for anyone else to make purchases. It seems like the shops may close soon with the siege itself starting.
Sleeping Sword
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I think I should also grab a few scrolls: comprehend languages, magic weapon, obscuring mist, protection from evil (1 of each).
GM Dennis
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***OVERSEER ANNOUNCEMENT***
Several agents assist in marshaling Pathfinders as Marcos Farabellus unfurls several maps of Absalom’s districts. Once a crowd has gathered, he straightens to address the gathered Society. “Pathfinders, Absalom is under attack. We have received many reports of undead saboteurs attacking armories, granaries, water supplies, and guard outposts—targeted strikes to undermine our city’s infrastructure. Absalom is losing key resources, and enough people are panicking that it’s difficult to organize an effective defense.”
Zarta Dralneen, head of the Dark Archive faction, steps forward and interjects. “I have learned someone—someone who knows our home well—has stolen the Black Echelon codebook from our archives. A force of Taldan agents attacked Absalom long ago while following those encoded orders, and with the right combination of illuminated signals, one could draw these oathsworn operatives from beyond the grave to continue their attack.”
Farabellus narrows his eyes. “That explains the acts of sabotage. Absalom’s First Guard is struggling to restore order, and they need our help. Pathfinders, stand by for instructions!”
Ollysta Zadrian of the Silver Crusade raises her sword high, announcing, “We should not wait—Absalom needs us now!” Clasping the paladin’s upraised hand with her own, Lady Gloriana Morilla adds, “Each of us has accumulated considerable influence and resources in recent years, and this is the prime opportunity for each of us to lend Absalom our strength in its our of need. We may call ourselves factions, but today we can act as one!”
Nodding with approval, Marcos Farabellus calls out to the assembled Pathfinders. “It’s decided. Pathfinders, we’re deferring to the specialized expertise of these seven organizations to rally Absalom. Seek out the leaders for instructions, and make the city proud.”
Table GMs, Part 2 has begun.
Noke Tiiz
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Noke is a small Wayang woman with shadowy long hair that almost darkens her surroundings. She has a crossbow in one hand and wears a custom-fit Haramaki suit that looks like it has been recently oiled.
Resting on top of her chest, an amulet showing the holy symbol of Chaldira Zuzaristan is visible.
Noke is sitting on a military saddle on top of a riding dog that looks like a mixture of a black wolfhound and a mastiff. It is clear that this dog can fight while carrying a rider and Noke is clearly in control.
On Noke's shoulder you see a tiny horned lizard that has dark black scales which in some areas have a red coloring that curiously forms the holy symbol of Chaldira and glows.
Noke, her riding dog 'Happu' and her tiny horned lizard familiar 'Divune' approach your group and you see that Noke is almost out of breath.
Noke's eyes turn white when she sees you and hears about the danger that we are in!
"Team, great meeting you all! Divune, Happu and I were sent to aid you and it seems that we arrived in time! We have to use the defenses of the city first!" Noke says to the team.
CATCHING A SPY Acrobatics: 1d20 + 3 ⇒ (1) + 3 = 4
DEFENSIVE WARDS Spellcraft: 1d20 + 8 ⇒ (8) + 8 = 16
EVACUATION NOTICE Diplomacy: 1d20 + 4 ⇒ (16) + 4 = 20
RECONNAISSANCE Stealth: 1d20 + 9 ⇒ (3) + 9 = 12
STRANGE THINGS Perception: 1d20 + 6 ⇒ (18) + 6 = 24
USEFUL GOSSIP Knowledge (local): 1d20 + 5 ⇒ (15) + 5 = 20
GM Gustavef
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For your efforts in preperations you have recieved the following [https://docs.google.com/presentation/d/1wLsfS_rmfj4ZbpT8pJe0PPiqW-WHnPsc1GWT-BP1Vqs/edit?usp=sharing]Advantages (Slide 2)[/url]
It has been decided. The factions of the Pathfinder Society will coordinate the Society’s efforts to help Absalom survive from the attack. Each faction has identified a task ideally suited to its strengths and its agents’ skills, so choose your missions wisely. Most of you are best equipped to serve the needs of your own factions, but there are considerable opportunities to help Absalom by assisting other factions directly. Now is not a good time to be selfish—you’re all in this together!
See Slide 1 for Mission choices
First one with two votes will start
GM Gustavef
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Basic Demon lore known at this point:
They have DR either good, cold iron, or both
They are immune to electricity and poison
They will also have other energy resistances but that varies per type.
Ridley Zane
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I vote for Dark Archive, but am happy to vote for any of them except Grand Lodge or Soverign Court.
Noke Tiiz
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Dark Archives!
GM Gustavef
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The Black Cipher--- (Dark Archives)
An overburdened table creaks in protest under the weight of ledgers and indices as Zarta Dralneen examines the records. “Hopefully you’ve already heard about the missing Black Echelon codebook, Pathfinders. It’s a centuries-old volume that details scores of colored light patterns, each of which directed Taldan saboteurs to destroy a particular facility or perform some other action. Somebody—somebody who knew their way around the Grand Lodge and its vaults—stole the codebook and has used it to bring the oathbound Taldan spies back from the grave.
“Fortunately, the codebook that was stolen from the Grand Lodge is not the only copy; it was an approved copy of the original, which in turn is kept in a restricted wing of the Forae Logos library. With the original codebook, we might be able to disrupt their operation by sending contradictory signals of our own. The Forae Logos is a close ally of the Dark Archive, and you have Second Archivist Sandaril’s blessing to retrieve the codebook from the library.”
As the party approach the entrance to the library, you can hear a racket coming from inside. As you enter the building, you notice signs of disarray and violence: books strewn about on the floor, blood spatters on the walls, and a smell of smoke in the air. Second Archivist Sandaril is nowhere to be seen.
Black Echelon operatives are rummaging through the library and are now chasing a group of librarians about the center of the reading room. Purple dashed square
You can move though the mob of librarians, but it counts as difficult terrain and grants soft cover
Init, Sleeping Sword: 1d20 + 2 ⇒ (10) + 2 = 12
Init, Ridley Zane: 1d20 + 4 ⇒ (14) + 4 = 18
Init, Savina: 1d20 + 3 ⇒ (8) + 3 = 11
Init, Alessio: 1d20 + 5 ⇒ (5) + 5 = 10
Init, Noke Tiiz: 1d20 + 3 ⇒ (3) + 3 = 6
Init, Agent (blues): 1d20 + 5 ⇒ (6) + 5 = 11
Init, Operative (red): 1d20 + 6 ⇒ (7) + 6 = 13
Init, Libraians: 10 = 10
Bold may act
Ridley
Black Operative (red)
Sleeping Sword
Black Agents
Savina
Alessio
Librarian Mob
Noke
Black Echelon -- Undead Knowledge Religion DC 15+
Success gets one of the following. And another for every 5
Undead immunities, DR 5/bludgeoning or slashing
Black Echelon agents are perfectly silent. This silence dampens all noise in the agent’s own square as well as all adjacent squares, just as a silence spell. In addition, although it has no game effect, creatures caught within the silent aura have the creepy sensation that they are moving in slow motion
Poisoned attacks with dart-- Damaging Cha
Enshrouding Mist (Su) As a standard action, a Black Echelon agent can expand the fog that swirls around its body. This creates a pea-soup fog which extends around the agent in a 30- foot radius, centered on its body as it moves. The mist replicates natural fog conditions; anyone attacking a target inside the mist has a 20% miss chance. Attackers inside the mist who are adjacent to their opponents, however, do not suffer a miss chance. The mist affects both normal and darkvision alike, and the agent has no special ability to attack through its own mist; it suffers the same penalty on its ranged attacks.
Alessio Imeroni
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I'll take a potion of Magic Circle of Protection vs Evil. Too late for purchases? Would pick up a Battle Aspergillum and 2 holy waters if i could.
Ridley Zane
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Ridley advances, pulling a crossbow and popping off a shot at the silver undead.
Kn Religion: 1d20 + 16 + 2 ⇒ (5) + 16 + 2 = 23
Ridley will share the info from the Defenses and Abilities tabs.
Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d8 ⇒ 4
GM Gustavef
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Yes you can still get the Aspergillum and holy water
The bolt solidly hits the undead but it is unphased by the piercing damage.
Ignoring the party the larger undead moves up and swipes at one of the librarians.
Sleeping Sword
Black Agents
Savina
Alessio
Librarian Mob -- 1 Hit
Noke
==Round==
Ridley
Black Operative (red)
Sleeping Sword
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know.religion: 1d20 + 4 ⇒ (12) + 4 = 16 Reveal Attacks.
Sleeping Sword has a charge of his Wand of Mage Armour applied before entering the library (we have a witch and a psychic investigator who can activate it, if they'd be so kind).
"Uh, undead! Watch out for their poison darts! By the grace of the Empress of Heaven, may I grant these restless spirits the sleep they have been denied."
Spotting the librarians, he shouts to them: "Flee! This way! We will cover your escape!"
Sleeping Sword advances, drawing his adamantine katana as he goes, and adopts a peculiar stance that almost makes him appear to be asleep and on the point of falling over. Single move + draw weapon, take Total Defense action. NB I have deflect arrows and am wielding the sword in one hand. Current AC = 23
GM Gustavef
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Not really seeing any threat, the remaining creature descend on the librarians.
Savina
Alessio
Librarian Mob -- 5 Hit
Noke
==Round==
Ridley
Black Operative (red)
Sleeping Sword
Black Agents
Over a third of the librarians have been taken down.
Alessio Imeroni
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Alessio will follow suit and attempt a crossbow attack after moving up next to Ridley.
light crossbow: 1d20 + 5 ⇒ (14) + 5 = 19
crossbow damage: 1d8 ⇒ 3
Sleeping Sword
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"We need to get closer, give those restless dead something else to worry about! Those crossbow bolts are useless!"
Damn this party needs a real melee character. Looks like I'll have to suffice - this is going to get ugly fast. Break out your bombs :)
Kramac
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Yeah, I was initially gonna try to conserve... If we don't get a rest I'll probably be tapped out by 2/3 of the way through...if we do I should be fine. This seems like one without a chance to rest though...
Sleeping Sword
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Both of you have Precise Bombs discovery right? There's still a small chance of splashing the librarians, but at this rate those undead are going to murderise the lot of them. DPR in this party is you alchemist guys - if that leaves us short in later stages we'll have to manage, or retreat, but some Specials offer partial resource replenishment. Alternatively, if the librarians all die, we can call this task a bust and try another.
GM Gustavef
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The purple square is the huddled mass of the Librarians. The are a moving area of difficult terrain and soft cover.
Seeing you the Librarians start to move towards you avoiding any additional attacks
Savina
Noke
==Round==
Ridley
Black Operative (red)
Sleeping Sword
Black Agents
Alessio
Librarian Mob -- 5 Hit
Savina, Noke, and Ridley are up
Ridley Zane
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How much time has passed since the beginning of the mod? My cognatogen lasts for 40 minutes - if it would have expired, please reduce the damage by 2(4 if it crit), and lower the save DC by 2
Save the librarians! Get off em' you undead scum!
Ridley will advance and toss a bomb at the fire-head undead.
Range touch Attack: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
Range touch Attack confirm: 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Damage: 2d6 + 8 ⇒ (6, 2) + 8 = 16
Extra Damage: 2d6 + 8 ⇒ (3, 1) + 8 = 12
The dark blue takes 10 damage, DC 20 reflex save for half.
GM Gustavef
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Reflex Agent: 1d20 + 1 ⇒ (16) + 1 = 17
With an explosive Boom. The larger undead as well as one of his followers are consumed in a blast of fire.
The rest look towards Ridley. You have their attention now.
Savina
Noke
Sleeping Sword
Black Agents
Alessio
Librarian Mob -- 5 Hits
==Round==
Ridley
Noke Tiiz
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Noke rides forward on Happu and loads her crossbow.
Double move Happu, move Noke to load.
Divune starts to glow and casts ‘Guidance’ on Noke.
Noke shoots her crossbow at the white undead.
Crossbow, Guidance : 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Damage : 1d6 ⇒ 4
Savina Heterodinus
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Knowledge (Religion): 1d20 + 8 + 1d6 ⇒ (12) + 8 + (6) = 26 Going for Aura
“Beware the silence they will impose on you if you are close to them.”
Savina advances move, drawing her light mace. She looks intensely on the closest undead, looking at his moves and thinking of how to damage it best studied combat on white one as a move.
Not used to pbp so I hope it’s OK I moved my token myself.
Concerning initiative, it’s more loose to avoid being blocked by someone not posting, correct?
Ridley Zane
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It is generally accepted that people will move their own token. And, while there are exceptions, most GMs do some form of block initiative in PBP for exactly the reason you listed. Within block initiative, some GMs try to resolve things in exact initiative order as best as they can, while other just do it in posting order (unless you put some sort of caveat in there, ie, I will wait for the wizard to fireball the bad guys before my action of running into of the middle of them is executed). I'm sure Gustavef will chime in with his feelings, should he disagree with anything I've said.
Um.. well, that was certainly effective. Hey Sleeping Sword! Come stab this one in front of me. He doesn't look too happy with me right now...
Sleeping Sword
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"Huh? I have many techniques for granting peace to the restless dead, young one."
Sleeping Sword keeps pace with Ridley and presents his holy symbol forcefully.
"天国の皇后、これらの失われた魂に永遠の睡眠を与える!"
Channel Positive energy to Harm Undead, excluding Sleeping Sword.
Channel damage: 1d6 ⇒ 2 Will DC9 for half
no clear charge lane, and enemy was 35 feet away. @GM, were two undead already destroyed?
Everyone, we have an Aid Token! (see Discussion thread). It's best to use these quickly and get them passed on.
Noke Tiiz
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Boosting Token with ranged attack roll : 1d20 + 6 ⇒ (16) + 6 = 22
GM Gustavef
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Savina. Most of the time you should move your own token, just so you are specific. Ridley got most of my thought on the matter I will add more in the discussion
Will 1: 1d20 + 3 ⇒ (3) + 3 = 6
Will 2: 1d20 + 3 ⇒ (15) + 3 = 18
Will 3: 1d20 + 3 ⇒ (2) + 3 = 5
Noke's bolt hits but does not bother the creature
The Dark Blue tinted one seems to be the least affected. But the all take some damage
The Three remaining agents throw darts at Ridley (Dark blue had cover)
Dart Attack: 1d20 + 2 ⇒ (7) + 2 = 9
Dart Attack: 1d20 + 2 ⇒ (2) + 2 = 4
Dart Attack w/cover: 1d20 + 2 - 4 ⇒ (8) + 2 - 4 = 6
but they all go wide
The Mob of Librarians moves towards you more.
Librarians -- 5 Hits
Undead, Dark Blue - 1 hp
Undead, Light blue - 2 hp
undead, gray - 2 hp
Everyone is up.
Ridley Zane
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Ridley will lob another bomb at the rear-most undead (black outline).
Run away librarians! We have the undead taken care of!
Range Touch Attack: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
Damage: 2d6 + 8 ⇒ (2, 1) + 8 = 11
Sleeping Sword
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Sleeping Sword lurches forward, skymetal katana flashing:
katana flurry vs light grey: 1d20 + 5 ⇒ (13) + 5 = 18damage: 1d8 + 3 ⇒ (7) + 3 = 10
katana flurry vs light grey: 1d20 + 5 ⇒ (8) + 5 = 13damage: 1d8 + 3 ⇒ (5) + 3 = 8
"Sleep." says the monk (though perhaps no-one can hear, given the undead agents' auras).
Savina Heterodinus
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Savina moves twice, getting closer to her target the light grey/white undead (studied combat for 3 more rounds now), going through the librarians.
She uses her light mace a bit like a rapier, to keep her enemy at bay.
The expert duelist trait gives savina a +1 AC when adjacent to a single enemy.
GM Gustavef
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Ridley immolates the far undead as Sleeping Sword quietly cuts down the one closet to the librarians.
One Undead left. Noke, and Alessio can try to take it down before it can attack again.
Alessio Imeroni
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Alessio walks up and lobs a bomb as well.
bomb - range increment. Ranged touch. DC 14 reflex for half: 1d20 + 7 - 2 ⇒ (19) + 7 - 2 = 24
damage: 1d26 + 4 ⇒ (10) + 4 = 14
GM Gustavef
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And Boom.....Up in flames goes the last agent.
You push back the Black Echelon Agents and save the Librarian and the are able to show you where the codebook is located. However, Sandaril, the ranking librarian on duty, has been missing since initial assault before you arrived and was the only one that knew how to open the locks to the Vault.
The Vault: The door to the vault has three locks on it, which you can attempt to open in any order.
The Invisible Lock: A symbol depicting a closed eye adorns this brass-colored lock. The lock doesn’t seem to have a dial, keyhole, or other means of opening it. Studying the lock with detect magic reveals faint illusion magic on the lock.
Studying the lock with detect magic reveals faint illusion magic on the lock. You will need make a check to disbelieve the illusion to access the lock
The Dragon Lock: A symbol depicting a flying dragon adorns this gold-hued lock. The dragon’s mouth is wide open.
You identify the dragon as a gold dragon and realizes that its posture suggests it is about to breathe fire. Bringing fire near the lock should activate it
The Spider Lock: A symbol depicting a spider adorns this lock made of dark metal. The keyhole is perfectly round, with a diameter slightly larger than that of a human’s index finger. Looks like a small button is accessible from inside the hole
Pushing the button opens the lock but also triggers a trap.
Disabling it requires an DC 17 Disable Device check.
Ridley Zane
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Going to assume one of our illustrious casters will cast detect magic and tell us about the illusion
Will Save: 1d20 + 1 ⇒ (3) + 1 = 4
Kn Arcane: 1d20 + 16 + 2 ⇒ (3) + 16 + 2 = 21
Perception: 1d20 + 7 + 2 ⇒ (1) + 7 + 2 = 10
Well, that's a fine set of rolls.
I don't know what you're talking about - there is no lock there. This one over here though... I think we need to bring some fire near the lock to open it
Ridley will do just that. After he does that, hopefully someone else has examined the third lock by then. If not, he will recklessly give the lock a quick once over, declare it safe, and try to press the button.
Savina Heterodinus
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At the end of the fight Savina puts her light mace back on her belt.
Savina concentrates and faint blue light turn around her before going into her eyes casting detect magic.
She then look at all three locks illusion magic, trying to pierce the veil Will save: 1d20 + 4 ⇒ (4) + 4 = 8; then Perception DC 20: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22.“There is illusion magic on that one, but I can’t see if it’s a phantasm or not. The button is trapped, let me remedy that, that’s the kind of puzzle I like.” From her pocket, she gets out some nice thieves’ tools. She starts working on the mechanism to remove the trap Disable Device DC 17: 1d20 + 12 ⇒ (18) + 12 = 30 and after several seconds, she declares it safe, puts the tools back, and press the button.
Responding to Ridley, she nods (Knowledge (Arcana) DC 14: 1d20 + 9 + 1d6 ⇒ (20) + 9 + (6) = 35) “Alas I don’t have a mean to do fire on me”. She looks at the two alchemists, thinking they probably have a way to create fire as they throw fire bombs.
Noke Tiiz
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Noke tries her best to understand the lock after checking it’s magical properties
with some aid from Divune.
Will save, guidance : 1d20 + 3 ⇒ (12) + 3 = 15
—-
”I can help with fire! Here .. some flint and steel. Use it in this parchment. Ahhh ... fire!! What happens now?“ she says expectantly looking at he dragon lock.
—-
She looks at the last lock.
Perception : 1d20 + 6 ⇒ (12) + 6 = 18
Alessio Imeroni
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Wow, great work everybody. Illusion magic you say? I suppose I can try to will myself to see it. let's see.
will save to disbelieve: 1d20 + 2 ⇒ (10) + 2 = 12
meh