| GM Abraham |
With an adamantine weapon and plenty of time the group manages to get the chest open. Go ahead and read the spoiler above - the item appears on your chronicle sheet with a detailed explanation of how you can use it.
When the pathfinders free the inevitable it is not particularly thankful - such pleasantries lying beyond the ken of such creatures - but it recounts the circumstances of how it came to be trapped here, saying it was sent to join its kind, who are at war with proteans in the depths below. Unless the pathfinders stop it, it quickly moves to the area where the Spire is, touches it with a Spire transport token, and vanishes.
Continuing on their march back to Fort Inevitable, the pathfinders also stop in one more unexplored chamber Pink arrow where they find the encampment of the slain hellknights whose corpses they had found earlier. Supply packs and bedrolls lie strewn between rocky protrusions. Scattered cooking implements surround a vent near the rear of the chamber, which hisses a thin line of steam. However, the group finds little of interest amidst the Hellknights' abandoned gear.
This concludes Level 10 The Magma Vault. Congratulations, pathfinders!
Jeydahvu
|
Dotting
| GM Abraham |
Conditions:
Current time: 12:00 (the level was entered at 12:00)
=== Out of Initiative ===
Dolgar Ironfist - dmg; Current AC: ;
Shiva - dmg; Current AC: ; resist acid 5;Bardic Performance (+2 enhancement & Spirit Totem: 20% miss chance vs non-adjacent, 1d8 vs adjacent, 1d6 slam 15');
Yanda - dmg; Current AC: ;
Jeydahvu - dmg; Current AC: ;
Welcome, Jeydahvu! And welcome back, Yanda!
The pathfinders rest and recover back at Fort Inevitable. As usual, much of their time is occupied with filling out reports in triplicate for the satisfaction of the resident Hellknights. Two of the group depart for new adventures but it isn't long before they are reinforced by the return of the alchemist, Yanda, and a new victim hero, Jeydahvu.
When ready, they make their purchases, stock up on supplies, and return once more to the depths.
Go ahead and complete your leveling up, make any purchases, and note any spells or abilities that you wish to activate when you arrive at the entrance to the level. Please also update or add the information for saves and initiative on slide 2.
The stairs reach a small, level chamber of dressed stone blocks. To the north, the stairs curve around the Emerald Spire where it protrudes from the western wall as they descend. But to the east stand bronze double doors sealed with red-and-black wax and hung with lead seals suspended from rotting silk ribbons. Runes are engraved around the door frame.
Please post here (and add your icon on the map) when you are ready to proceed.
Dolgar Ironfist
|
Dolgar is a stout dwarf in heavy armor engraved with an holy symbol representing a Crook and a flail.
On his back, a warhammer in a black metal, and on his side different dwarven weapons and a light flail, as well as a small shield, easily reachable.
His hair are tied the way Osiriani are wearing it and his copper skin shows that he has not always been underground.
Spitting on the flour he says, seeing the new guy joinging their team, Dolgar Ironfist. Ready to crush some skulls and put some hole on this cursed place!
Looking at the door he adds Someone knows how to read these runes?
Dolgar will cast:
- With his rod of extend (lesser):
Heroism, 200mn
See Invisibility, 200mn
- Without:
Magic Vestment +2 (on his shield), 10h
Firewarden Yanda
|
Active spells:
Shiva Parashurama
|
Welcome Jeydahvu. I am Shiva. When the spirits of the ancestors come to our aid Welcome their assistance. They are bound to steel and will not cloud your mind.
Shiva is a spell warrior skald so her raging song applies bonuses directly to weapons. She also provides the lesser, standard, and greater Spirit Totem rage powers.
Spirit Attack: +14, Negative energy damage: 1d8 + 7, 15 ft reach against living foes.
20% miss chance if the attacker isn't adjacent to you.
1d8 negative energy damage if they are adjacent to you
Shiva Parashurama
|
I don't know what they say yet..., but...
Shiva cats comprehend languages.
It says it's the tomb of someone named Yarrix.
Knowlege (History): 1d20 + 11 ⇒ (10) + 11 = 21
Firewarden Yanda
|
"Name sounds familiar and it sounds like we might be facing undead."
| GM Abraham |
Shiva recalls that Yarrix was a deeply evil human priestess involved in a cult focused on burning human sacrifices. The human sacrifices of Yarrix and the Cult of Shadowed Fire were said to empower her to create new breeds. The cult was allied with a corrupt race called the neothelids.
Yanda, please also list the duration for your various buffs. It simplifies things for me! Thx.
Firewarden Yanda
|
Active spells:
Jeydahvu
|
A short yet very muscular creature strolls in. His skin is shiny and black like onyx stone, and his eyes are like two shining green emeralds. With each step, the ground shakes in the manner they would do with a large Ulfen man, and you feel the vibrations through your feet as he advances, hinting at a very dense body. A fine mithral breastplate adorns him, clasped at the front with a large belt bearing an almost ridiculously large front buckle. Two greatswords are strapped on his back, and his shining bald pate is circled with a silken blue sling doubling as a bandanna.
"Well met all. My name is Jeydahvu. Nice to meet you all," says the oread, with a slight bow for everyone.
The odd-looking earth-blooded creature then turns towards Dolgar, and says, "It is an honor to serve with you, Father Ironfist. I have heard that you also serve the Pathfinder Society. The Lord of the Living is showing his eternal gifts by allowing his faithful servant to grace us with his presence. We are in his debt and my sword is here to repay."
So far only see invisibility, antitoxin and antiplague
| GM Abraham |
Shiva is a spell warrior skald so her raging song applies bonuses directly to weapons. She also provides the lesser, standard, and greater Spirit Totem rage powers.
Spirit Attack: +14, Negative energy damage: 1d8 + 7, 15 ft reach against living foes.
20% miss chance if the attacker isn't adjacent to you.
1d8 negative energy damage if they are adjacent to you
Just to clarify the mechanics of Shiva's raging song when it's active:
* The song gives a +2 enhancement bonus to all of your weapons. This WON'T stack with whatever enhancement you already have so be sure to not double add. I'll expect you to add this bonus to your attacks when relevant. It makes everyone's life easier if you note in your attack roll that the song was noted, so Shiva or myself don't have to post follow up reminders 'hey did that include the raging song'?
Shiva, am I correct in thinking that characters CANNOT opt to use this +2 to add properties (like 'flame' or 'shock') to their weapons instead of the flat +2?
Everyone, when Shiva is rage singing you'll also get a single Spirit Attack each round, +14 bonus (with no modifiers from heroism etc.), 1d8+7 negative energy dmg; 15' reach (from you, not from Shiva). Please roll this attack as part of your turn.
Everyone, when Shiva is rage singing everyone will have a 20% miss chance on attacks against them from non-adjacent foes. I'll roll this as part of my attacks. I always follow the rule that 'higher is better for the one rolling' so a 20% miss chance would auto miss on a 1-20 on a d100 roll.
Everyone, when Shiva is rage singing you all (or actually the spirits swirling around you) will do 1d8 negative dmg to living foes adjacent to you at the start of your turn. Please roll this yourself as part of your post.
Śiva, did I forget anything or mess any of this up?
Jeydahvu, I vaguely recall that there are rules about what happens when raging song overlaps with a character who has their own rage, such as a bloodrager, but I can't recall them off the top of my head. Will you please advise us of anything relevant?
| GM Abraham |
Some miscellaneous and - I promise - completely irrelevant questions:
Any Saranrae worshippers among you?
What are your alignments?
What kind of vision does everyone have? And what are you using for light sources?
Does anyone have Spell Resistance?
Does anyone have a clear spindle ioun stone
| GM Abraham |
Conditions:
Current time: 12:00 (the level was entered at 12:00)
=== Out of Initiative ===
Dolgar Ironfist - dmg; Current AC: 25; Heroism (15:20); See Invis (15:20); Magic Vestment (22:00);
Shiva - dmg; Current AC: ; resist acid 5;Bardic Performance (+2 enhancement & Spirit Totem: 20% miss chance vs non-adjacent, 1d8 vs adjacent, 1d6 slam 15');
Yanda - dmg; 16 temp hp; Current AC: ; Ant Haul (21:00); False Life (21:00); Prot Arrows (90) (21:00); Ablative Barrier (45) (21:00); Barkskin (13:30); Mutagen (13:30); Heroism (13:30);
Jeydahvu - dmg; Current AC: ; See Invis (13:30?); Antitoxin (13:00); Antiplague (13:00)
It looks like everyone is checked in and ready to go. Good luck!
This level includes eldritch, non-Euclidean elements of irrational geometry. The doors are bronze plates bolted onto a bronze frame. Though they’re made of normal masonry, the walls are lined with numerous false columns and archways. The floors are well-fitted flagstone. Copper vessels filled with continual flame are suspended from the ceilings by chains. However, the vessels are few and far between, so some rooms are quite dim.
Before you stands a forbidding looking double door Yellow arrow on the map. Shiva has already determined that the runes advise you not to enter. Feel free to read the language spoiler above. To save time I'll inform you that the door is locked.
There are also stairs to the south leading down. This is the path to level 12. If you would prefer not to deal with Yarrix you are free to skip this level and just head on down. It might be advisable...
What would you like to do?
Firewarden Yanda
|
No to everything above, Lawful Neutral, and darkvision 60'.
"Me either. We were asked to clear this insidious place, and that is that I hope to do. thought this place will probably be the death of me. It does not seem to be favorable to alchemists like myself, and this level is probably no different. My bombs tend to mess with the mind and body and undead are mostly resistant to that wort of thing."
Shiva Parashurama
|
NG; don't think so, but I can't double check at the moment; low light vision; Wayfinder for light; no; no
Jeydahvu
|
Jeydahvu, I vaguely recall that there are rules about what happens when raging song overlaps with a character who has their own rage, such as a bloodrager, but I can't recall them off the top of my head. Will you please advise us of anything relevant?
Those rules do not apply here as she does not grant inspired rage; she grants Enhance Weapons (Su) and she sets whether we get +2 or ghost touch or whatever, and we all get the same enhancement when she sings. My rage will be completely separate from hers and it will stack with her weapon enhancement. If she would grant Inspired Rage I could use my rage bonuses instead of hers (i.e. +4 STR, +6 CON, +2 Will) and use her bardic rounds instead of my rage rounds; however, I would not be able to use my own bloodrager bloodline powers.
Jeydahvu
|
Any Saranrae worshippers among you? No
What are your alignments? N
What kind of vision does everyone have? And what are you using for light sources? Darkvision 60'
Does anyone have Spell Resistance? No
Does anyone have a clear spindle ioun stone No
Jeydahvu
|
Does anyone have a way to open the door?
Would big adamantine sword solution work here? I ask because the answer varies from GM to GM.
Dolgar Ironfist
|
My god is Osiris and Dolgar is NG with darkvision 60ft. No SR, no Aeon Stone
My hammer is a good key to that door.
| GM Abraham |
GM Abraham wrote:Does anyone have a way to open the door?Would big adamantine sword solution work here? I ask because the answer varies from GM to GM.
I'm going to say no since a sword isn't really an appropriate tool for cutting open a thick metal door, adamantine or no.
| GM Abraham |
Conditions:
Current time: 12:00 (the level was entered at 12:00)
=== Out of Initiative ===
Dolgar Ironfist - dmg; Current AC: 25; Heroism (15:20); See Invis (15:20); Magic Vestment (22:00);
Shiva - dmg; Current AC: ; resist acid 5;Bardic Performance (+2 enhancement & Spirit Totem: 20% miss chance vs non-adjacent, 1d8 vs adjacent, 1d6 slam 15');
Yanda - dmg; 16 temp hp; Current AC: ; Ant Haul (21:00); False Life (21:00); Prot Arrows (90) (21:00); Ablative Barrier (45) (21:00); Barkskin (13:30); Mutagen (13:30); Heroism (13:30);
Jeydahvu - dmg; Current AC: ; See Invis (13:30?); Antitoxin (13:00); Antiplague (13:00)
Dolgar bashes at the door and succeeds at denting it. The noise also echoes resoundingly, certainly alerting anyone who might be listening. However, unfortunately, the door does not open.
You could try Disable Device to unlock it, a Str check to bust the door down, teleportation magic to bypass it, a knock scroll, or other means I haven't thought of...
Jeydahvu
|
Jey has a boon for 'untrained disable device check' but it would be laughably low... back to town for some knock or dim door scrolls?
Jey tries to shoulder the door open, waiting for anyone who would assist with a crowbar or battering ram or warhammer...
STR check with rage!: 1d20 + 8 ⇒ (18) + 8 = 26 plus any assists around the group...
Firewarden Yanda
|
Yanda will check try to unlock it if Jeydahvu fails
"Amusing as it is to watch you both pound on the door like that, finesse might work better here."
disable device, mutagen, heroism: 1d20 + 14 + 2 + 2 ⇒ (18) + 14 + 2 + 2 = 36
| GM Abraham |
Reminders for GM: Dolgar stonecunning 10'; Shiva - counterspell;
Conditions:
Current time: 12:00 (the level was entered at 12:00)
=== Round 1 ===
Yanda - dmg; 16 temp hp; Current AC: ; Darkvision 60; Ant Haul (21:00); False Life (21:00); Prot Arrows (90) (21:00); Ablative Barrier (45) (21:00); Barkskin (13:30); Mutagen (13:30); Heroism (13:30);
Dolgar Ironfist - dmg; Current AC: 25; Darkvision 60; Heroism (15:20); See Invis (15:20); Magic Vestment (22:00);
Red ? - dmg;
Green ? - dmg;
Jeydahvu - 15 dmg; Current AC: ; DR 1/-; Resist Acid 10; Darkvision 60; See Invis (13:30?); Antitoxin (13:00); Antiplague (13:00)
Shiva - dmg; Current AC: ; Lowlight vision; DR 1/-; resist acid/cold/elec/fire 5; resist negative 10; Comp Lang (13:40);Bardic Performance (+2 enhancement & Spirit Totem: 20% miss chance vs non-adjacent, 1d8 vs adjacent, 1d6 slam 15');
Jeydahvu manages to muscle the door open while Yanda stands by. Map updated - I've taken the liberty of presuming the two melee types are at the front.
An unmistakeable and sharp cold greets the pathfinders as the door opens.
This wide corridor is finished in dark, glossy stone. The walls feature prominent stone ribs every two feet, and meet in a pointed arch twenty feet above the floor. Narrow passageways lead north and south from this hall, and there are large bronze double doors at each end of the hall.
Before the pathfinders have a chance to investigate any of this, however, they must deal with a more immediate and pressing threat: two rusted metal forms lying in wait just behind the door, who leap to attack! Both are covered with some sort of brown substance and illuminated from within by an orange-brown light the color of fire agate or golden tourmaline. This sheds an eerie glow which shines through the seams of these mechanical creatures' armor.
Yanda: 1d20 + 7 ⇒ (19) + 7 = 26
Shiva: 1d20 + 3 ⇒ (6) + 3 = 9
Dolgar: 1d20 + 6 ⇒ (12) + 6 = 18
Jeydahvu: 1d20 + 4 ⇒ (7) + 4 = 11
Red: 1d20 + 3 ⇒ (14) + 3 = 17
Green: 1d20 + 3 ⇒ (10) + 3 = 13
Surprise Round
Red Guisarme vs Dolgar ff, PA: 1d20 + 15 - 3 ⇒ (9) + 15 - 3 = 21
dmg, PA: 2d4 + 10 ⇒ (4, 4) + 10 = 18
Green Guisarme vs Jeydahvu ff, PA: 1d20 + 15 - 3 ⇒ (9) + 15 - 3 = 21
dmg, PA: 2d4 + 10 ⇒ (3, 3) + 10 = 16
Red's guisarme clanks harmlessly off of Dolgar's armor but Green manages to just catch Jeydahvu, appropriately welcoming him to the Emerald Spire!
Beginning of Round 1
Yanda and Dolgar are up!
Jeydahvu
|
| GM Abraham |
GM Abraham wrote:Jeydahvu manages to muscle the door open [...]what?
Not sure what’s unclear. It was a DC 25 STR check to get the door open so you succeeded.
Firewarden Yanda
|
You posted first so your brute method approach is what opened the door.
Not sure what will or will not work against these warriors, yanda hurls an explosive vial at the encroachers and backs off a bit.
+15/6d6+7, 13 splash bomb [rng: 20 ft; 20/x2*; fire] {+6[BAB] +5[dex] +1[throw anything] +1[pblank] +2[mutagen]/1d6 +5d6[(level+1)/2] +6[int] +1[pblank}
Jeydahvu
|
Jeydahvu wrote:Not sure what’s unclear. It was a DC 25 STR check to get the door open so you succeeded.GM Abraham wrote:Jeydahvu manages to muscle the door open [...]what?
It's all clear! just surprised it worked! :)
| GM Abraham |
Reminders for GM: Dolgar stonecunning 10'; Shiva - counterspell;
Conditions:
Current time: 12:00 (the level was entered at 12:00)
=== Round 1 ===
Yanda - dmg; 16 temp hp; Current AC: ; Darkvision 60; Ant Haul (21:00); False Life (21:00); Prot Arrows (90) (21:00); Ablative Barrier (45) (21:00); Barkskin (13:30); Mutagen (13:30); Heroism (13:30);
Dolgar Ironfist - dmg; 15 non-lethal dmg; Current AC: 25; Darkvision 60; Heroism (15:20); See Invis (15:20); Magic Vestment (22:00);
Red ? - 6 dmg;
Green ? - 24 dmg; blind
Jeydahvu - 15 dmg; 15 non-lethal dmg; Current AC: ; DR 1/-; Resist Acid 10; Darkvision 60; See Invis (13:30?); Antitoxin (13:00); Antiplague (13:00)
Shiva - dmg; Current AC: ; Lowlight vision; DR 1/-; resist acid/cold/elec/fire 5; resist negative 10; Comp Lang (13:40);Bardic Performance (+2 enhancement & Spirit Totem: 20% miss chance vs non-adjacent, 1d8 vs adjacent, 1d6 slam 15');
Yanda's bomb easily hits Green...
Green Fort: 1d20 ⇒ 6... who is blinded by the blast.
Red Ref: 1d20 ⇒ 20
Red, however, is only modestly harmed by the splash.
The brown substance covering the two foes grows dramatically in response to Yanda's bomb, much to Jeydahvu's and Dolgar's discomfort as they experience a shock of cold! See brown outline on the map.
Non-lethal Cold dmg: 3d6 ⇒ (5, 4, 6) = 15
Dolgar is up!
Dolgar Ironfist
|
Know. Nature: 1d20 + 4 + 5 + 2 ⇒ (16) + 4 + 5 + 2 = 27
Be careful, the brown substance is brown mold!
Dolgar steps towards the creatures and strikes defensively at them!
+1 Adamantine Warhammer vs Red: 1d20 + 12 + 2 - 4 ⇒ (2) + 12 + 2 - 4 = 12
Damages, B (adamantine): 1d8 + 12 + 1 ⇒ (3) + 12 + 1 = 16
+1 Adamantine Warhammer vs Red: 1d20 + 12 + 2 - 5 - 4 ⇒ (5) + 12 + 2 - 5 - 4 = 10
Damages, B (adamantine): 1d8 + 12 + 1 ⇒ (7) + 12 + 1 = 20
| GM Abraham |
Reminders for GM: Dolgar stonecunning 10'; Shiva - counterspell;
Conditions: Brown Mold
Current time: 12:00 (the level was entered at 12:00)
=== Round 1-->2 ===
Yanda - dmg; 16 temp hp; Current AC: ; Darkvision 60; Ant Haul (21:00); False Life (21:00); Prot Arrows (90) (21:00); Ablative Barrier (45) (21:00); Barkskin (13:30); Mutagen (13:30); Heroism (13:30);
Dolgar Ironfist - dmg; 40 non-lethal dmg; Current AC: 25; Darkvision 60; Heroism (15:20); See Invis (15:20); Magic Vestment (22:00);
Red ? - 6 dmg;
Green ? - 24 dmg; blind
Jeydahvu - 15 dmg; 21 non-lethal dmg; Current AC: ; DR 1/-; Resist Acid 10; Darkvision 60; See Invis (13:30?); Antitoxin (13:00); Antiplague (13:00)
Shiva- dmg; Current AC: ; Lowlight vision; DR 1/-; resist acid/cold/elec/fire 5; resist negative 10; Comp Lang (13:40);Bardic Performance (+2 enhancement & Spirit Totem: 20% miss chance vs non-adjacent, 1d8 vs adjacent, 1d6 slam 15');
Dolgar, you can ask 3 questions about Brown Mold.
Dolgar swings twice at Red but misses both times.
non-lethal cold: 3d6 ⇒ (6, 4, 3) = 13
The cold continues to eat at him.
Red steps backwards and swings twice at Dolgar.
Guisarme, PA: 1d20 + 12 ⇒ (4) + 12 = 16
dmg, PA: 2d4 + 10 ⇒ (1, 1) + 10 = 12
Guisarme, PA: 1d20 + 7 ⇒ (7) + 7 = 14
dmg, PA: 2d4 + 10 ⇒ (3, 2) + 10 = 15
But it misses both times.
Green blindly swings again at Jeydahvu.
Guisarme, PA: 1d20 + 12 ⇒ (7) + 12 = 19
50% miss chance: 1d100 ⇒ 70
dmg, PA: 2d4 + 10 ⇒ (2, 4) + 10 = 16
Guisarme, PA: 1d20 + 7 ⇒ (6) + 7 = 13
50% miss chance: 1d100 ⇒ 46
dmg, PA: 2d4 + 10 ⇒ (1, 3) + 10 = 14
However, it too misses.
Round 1 --> Round 2
As he gets ready to act, Jeydahvu realizes that he too is now standing too close to the cold of the brown mold.
non-lethal cold: 3d6 ⇒ (4, 1, 1) = 6
As is Dolgar when his turn comes around again...
non-lethal cold: 3d6 ⇒ (6, 3, 3) = 12
The cold aura is a bit tricky to execute in PBP but basically it triggers immediately when you first come within 5' of the brown mold (damage last post to Dolgar and Jeydahvu) and then again on your turn if you are within 5' of the mold. Dolgar triggers this twice in this current post (once for his already posted round 1 actions and once for his about to posted round 2 actions). Which I know looks weird but it's just because of the oddness of block initiative in PbP. Hope that makes sense!
Pathfinders are up! The bold may act!
Firewarden Yanda
|
What kind of roll can we make to identify the rusted metal men?
Yanda switches over to tossing sonic bombs instead.
+15/6d4+7, 13 splash bomb [rng: 20 ft; 20/x2*; sonic] {+6[BAB] +5[dex] +1[throw anything] +1[pblank] +2[mutagen]/1d4 +5d4[(lvl+1/2] +6[int] +1[pblank}
Preserving her bombs she only throws one.
"They do not seem like much of a threat as long as you don't use fire damage."
Shiva Parashurama
|
Knowlege (Nature): 1d20 + 9 ⇒ (14) + 9 = 23
Sorry I missed the question earlier. Short version is Shiva picks the bonus at the start of each performance. There is a small selection of non-enhancement options available. If she doesn't give everyone the bonus she can raise the enhancement from +2 to +3.
At 1st level, the spell warrior can grant a +1 enhancement bonus to the weapons (including ammunition) of allies within 60 feet. At 5th level and every 5 levels thereafter, this enhancement bonus increases by 1. The maximum bonus gained is based upon the number of weapons affected: +5 for one weapon, +4 for two weapons, +3 for three weapons, or +2 for four or more weapons. Fifty pieces of ammunition count as one weapon for this purpose. The wielder of a weapon enhanced by this raging song counts as if she were under the effect of an inspired rage raging song for all purposes involving the skald's rage powers.
These bonuses can also be used to add any of the following weapon special abilities to the weapons enhanced by this ability: dancing, defending, distance, flaming, frost, ghost touch, keen, mighty cleaving, returning, shock, seeking, or speed. Adding any of these special abilities consumes an amount of bonus equal to the special ability's base price modifier. These enhancement bonuses and special abilities overlap with any enhancements or special abilities the weapon already has, and duplicate special abilities do not stack. If an affected weapon is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be.
The bonus and special abilities granted by this raging song are determined when the song begins, and cannot be changed until the raging song ends and another is begun. These bonuses apply to only one end of a double weapon. This ability replaces the inspired rage raging song.
Shiva Parashurama
|
Knowlege (Arcana): 1d20 + 11 ⇒ (2) + 11 = 13
With that mold around here's a bit of cold.
beginning Weapon Song, add Frost to your Weapon attacks <+2d6 cold damage >, along with the spirit totems
Spirit Totem vs green: 1d20 + 14 ⇒ (9) + 14 = 23
negative energy: 1d8 + 7 ⇒ (2) + 7 = 9
And sparkles
Shiva points at the outsiders and covers them in dust.
glitterdust, DC 19 will from both
Jeydahvu
|
Jey moves past the dwarf and the golem so that he can be in reach of both golems. provokes from green
He takes a swing at green. swift to activate elemental strikes (+1d6 acid dmg); applying +2 weapon enhancement and frost property from Shiva's weapon song (+3 weapon enhancement total)
Spirit Attack: 1d20 + 14 ⇒ (2) + 14 = 16
neg energ dmg: 1d6 + 7 ⇒ (4) + 7 = 11
+2 Impervious Adamantine Greatsword, Rage, Power Attack, Furious Focus: 1d20 + 20 ⇒ (3) + 20 = 23
adam magic slash dmg: 2d6 + 23 ⇒ (4, 5) + 23 = 32
acid dmg, elem strikes: 1d6 ⇒ 5
cold dmg, frost weapon: 1d6 ⇒ 3
+2 Impervious Adamantine Greatsword, Rage, Power Attack, Furious Focus: 1d20 + 20 ⇒ (3) + 20 = 23
adam magic slash dmg: 2d6 + 23 ⇒ (4, 5) + 23 = 32
acid dmg, elem strikes: 1d6 ⇒ 3
cold dmg, frost weapon: 1d6 ⇒ 1
Shiva Parashurama
|
@GM what do we need to destroy these brown mold?
How to avoid the cold damages?
aoe cold damage destroys it. Avoiding the damage is just being far enough away.
| GM Abraham |
[Dice=Knowlege (Nature)]1d20 +9
Sorry I missed the question earlier. Short version is Shiva picks the bonus at the start of each performance. There is a small selection of non-enhancement options available. If she doesn't give everyone the bonus she can raise the enhancement from +2 to +3.
Quote:At 1st level, the spell warrior can grant a +1 enhancement bonus to the weapons (including ammunition) of allies within 60 feet. At 5th level and every 5 levels thereafter, this enhancement bonus increases by 1. The maximum bonus gained is based upon the number of weapons affected: +5 for one weapon, +4 for two weapons, +3 for three weapons, or +2 for four or more weapons. Fifty pieces of ammunition count as one weapon for this purpose. The wielder of a weapon enhanced by this raging song counts as if she were under the effect of an inspired rage raging song for all purposes involving the skald's rage powers.
These bonuses can also be used to add any of the following weapon special abilities to the weapons enhanced by this ability: dancing, defending, distance, flaming, frost, ghost touch, keen, mighty cleaving, returning, shock, seeking, or speed. Adding any of these special abilities consumes an amount of bonus equal to the special ability's base price modifier. These enhancement bonuses and special abilities overlap with any enhancements or special abilities the weapon already has, and duplicate special abilities do not stack. If an affected weapon is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be.
The bonus and special abilities granted by this raging song are determined when the song begins, and cannot be changed until the raging song ends and another is begun. These bonuses apply to only one end of a double weapon. This ability replaces the inspired rage raging song.
Since I imagine that your melee types all have at least +2 weapons already, you may want to discuss whether to apply weapon properties instead. Just something to think about.
| GM Abraham |
[Dice=Knowlege (Arcana)]1d20 +11
With that mold around here's a bit of cold.
beginning Weapon Song, add Frost to your Weapon attacks <+2d6 cold damage >, along with the spirit totems
[Dice=Spirit Totem vs green]1d20 +14
[Dice=negative energy] 1d8+7And sparkles
Shiva points at the outsiders and covers them in dust.
glitterdust, DC 19 will from both
Frost only adds 1d6 of cold dmg (and only uses +1 of your total +2 bonus so you have another 1 point of property to apply).
| GM Abraham |
Reminders for GM: Dolgar stonecunning 10'; Shiva - counterspell;
Conditions: Brown Mold
Current time: 12:00 (the level was entered at 12:00)
=== Round 1-->2 ===
Yanda - dmg; 16 temp hp; Current AC: ; Darkvision 60; Ant Haul (21:00); False Life (21:00); Prot Arrows (90) (21:00); Ablative Barrier (45) (21:00); Barkskin (13:30); Mutagen (13:30); Heroism (13:30);
Dolgar Ironfist - dmg; 40 non-lethal dmg; Current AC: 25; Darkvision 60; Heroism (15:20); See Invis (15:20); Magic Vestment (22:00);
Red ? - 59 dmg; blinded (DC 19 Will); electrical sparks;
Green ? - 67 dmg; blind; deafened; electrical sparks;
Jeydahvu - 15 dmg; 21 non-lethal dmg; Current AC: ; DR 1/-; Resist Acid 10; Darkvision 60; See Invis (13:30?); Antitoxin (13:00); Antiplague (13:00)
Shiva- dmg; Current AC: ; Lowlight vision; DR 1/-; resist acid/cold/elec/fire 5; resist negative 10; Comp Lang (13:40); Bardic Performance (+1d6 Cold dmg to party weapons & Spirit Totem: 20% miss chance vs non-adjacent, 1d8 vs adjacent, +14 slam 15' 1d8+7);
Dolgar recalls that cold damage destroys the brown mold. He also recalls that fire causes it to grow. And staying more than 5' away from the mold is the best way to protect oneself from it.
Yanda, there's a DC 15 Knowledge Arcana spoiler several posts above for identifying the constructs.
Yanda hits Green with a sonic bomb.
Fort DC 20: 1d20 ⇒ 6
Besides being deafened and blinded, sparks now begin to fly out of the poor battered creature.
Red Ref DC 20 vs splash: 1d20 ⇒ 18
Red is unable to dodge the splash from Yanda's bomb.
Shiva begins her raging song, causing her spirits to further batter poor Green and also drops an enormous pile of glittery confetti on top of the hapless robots.
Green Will: 1d20 ⇒ 16
Red Will: 1d20 ⇒ 9
Green resists her glitterdust - but is already blinded anyway - but Red is not so fortunate.
Jey advances forwards and the blinded creatures are unable to make any attacks of opportunity. His spirits attack the creature and, due to its blinded condition, they hit it and destroy it! Redirecting Jey's main attack to Red. His adamantine weapons seems to bypass whatever defenses it might have had. It too begins to emit sparks!
Jeydahvu Reflex: 1d20 + 4 ⇒ (14) + 4 = 18 +2 saves vs. haunts, acid, air, cold, earth, fire, electricity, or water; +1 insight bonus to saves during surprise round; +2 bonus on saving throws vs spells that you or an ally cast
However, Jey is able to completely dodge the electricity shooting out of the damaged construct.
The coldness of Jey's weapon destroys the brown mold in Red's square. The rest of the brown mold is still present - you have to attack each square with cold to destroy it, or use an area effect.
Dolgar is up! Finish the poor robot off!
Dolgar Ironfist
|
my weapon is only +1 :D
Dolgar continues to attack defensively the creature.
+2 frost Adamantine Warhammer vs Red: 1d20 + 13 + 2 - 4 ⇒ (15) + 13 + 2 - 4 = 26
Damages, B (adamantine) + 1d6C: 1d8 + 13 + 1 + 1d6 ⇒ (4) + 13 + 1 + (5) = 23
+2 frost Adamantine Warhammer vs Red: 1d20 + 13 + 2 - 4 ⇒ (19) + 13 + 2 - 4 = 30
Damages, B (adamantine) + 1d6C: 1d8 + 13 + 1 + 1d6 ⇒ (4) + 13 + 1 + (3) = 21
| GM Abraham |
Reminders for GM: Dolgar stonecunning 10'; Shiva - counterspell;
Conditions:
Current time: 12:00 (the level was entered at 12:00)
=== Out of Initiative ===
Yanda - dmg; 16 temp hp; Current AC: ; Darkvision 60; Ant Haul (21:00); False Life (21:00); Prot Arrows (90) (21:00); Ablative Barrier (45) (21:00); Barkskin (13:30); Mutagen (13:30); Heroism (13:30);
Dolgar Ironfist - dmg; 40 non-lethal dmg; Current AC: 25; Darkvision 60; Heroism (15:20); See Invis (15:20); Magic Vestment (22:00);
Jeydahvu - 15 dmg; 21 non-lethal dmg; Current AC: ; DR 1/-; Resist Acid 10; Darkvision 60; See Invis (13:30?); Antitoxin (13:00); Antiplague (13:00)
Shiva- dmg; Current AC: ; Lowlight vision; DR 1/-; resist acid/cold/elec/fire 5; resist negative 10; Comp Lang (13:40);Bardic Performance (+1d6 Cold dmg to party weapons & Spirit Totem: 20% miss chance vs non-adjacent, 1d8 vs adjacent, +14 slam 15' 1d8+7);
Dolgar easily finishes off the remaining emerald automaton and after that it is simple work to apply the frost of their weapons to destroy the remaining patches of brown mold.
Combat over. Pathfinders are victorious!
Investigating the fallen constructs, the pathfinders find that each contains a large emerald worth 1,000 gp as part of their workings.
There are narrow passageways leading north and south from the hall decorated with brightly painted murals and with gleaming bronze doors visible at the end of them. There are also large shiny bronze double doors directly ahead.
What would you like to do?
Dolgar Ironfist
|
Dolgar draws a wand and says Better to heal now. We don't know what awaits us beyond. Nothing good I'm sure.
Heal: 10d8 + 10 ⇒ (1, 6, 3, 5, 2, 2, 2, 1, 2, 3) + 10 = 37
He uses 10 charges of his wand.
Jeydahvu
|
Since I imagine that your melee types all have at least +2 weapons already, you may want to discuss
Speed is a +3 enchant and would work if we all have magic weapons already. It's especially useful if no one in the party can cast haste. If we have haste capacity already my vote would instead be: flaming, frost, shock.
Jey pulls a bunch of wands and casts in succession. starting with infernal healing x2, then mirror image 1d4 + 1 ⇒ (3) + 1 = 4 and then shield
"Anyone wants to lead and be on the lookout for traps?" he asks briefly. If no one volunteers, he nods and heads north to the first door.
Firewarden Yanda
|
"I can disarm them if you find them, but you might be better at spotting them so go for it. Besides, I work best from behind."
North door is fine with me.
| GM Abraham |
Reminders for GM: Dolgar stonecunning 10'; Shiva - counterspell;
Conditions:
Current time: 12:05 (the level was entered at 12:00)
=== Out of Initiative ===Yanda - dmg; 16 temp hp; Darkvision 60; Ant Haul (21:00); False Life (21:00); Prot Arrows (90) (21:00); Ablative Barrier (45) (21:00); Barkskin (13:30); Mutagen (13:30); Heroism (13:30);
Dolgar Ironfist - dmg; 3 non-lethal dmg; Darkvision 60; Heroism (15:20); See Invis (15:20); Magic Vestment (22:00);
Jeydahvu - dmg; 1 non-lethal dmg; DR 1/-; Resist Acid 10; Darkvision 60; See Invis (13:30?); Antitoxin (13:00); Antiplague (13:00); Mirror Image (4) (12:08); Shield (12:06);
Shiva- dmg; Lowlight vision; DR 1/-; resist acid/cold/elec/fire 5; resist negative 10; Comp Lang (13:40);
Bardic Performance (+1d6 Cold dmg to party weapons & Spirit Totem: 20% miss chance vs non-adjacent, 1d8 vs adjacent, +14 slam 15' 1d8+7);
The pathfinders take a few minutes to patch themselves up and cast a few buffs.
I've updated your positions to move you all inside the chamber.
Before they have a chance to proceed further into the dungeon a wind rushes in from the landing outside, and the bronze doors clang shut behind them! A golden rune glows over the door for a moment. The wind dies away, and the air seems stale and tinged with smoke. You appear to be sealed into the Tomb of Yarrix!
You can ask questions about this or investigate further but just to keep us moving along I'll also describe what happens when the group proceeds forward...
Once the group has determined that the door is solidly locked behind them (I'll just assume you do this) Jey leads the way towards the north. This narrow hallway is decorated with brightly painted murals showing human and inhuman forms dancing, fighting, and performing rituals. Down the hall is a gleaming bronze door. Shorter intersecting hallways link the longer north-south passage with perpendicular passages.
Yanda Perception: 1d20 + 12 ⇒ (15) + 12 = 27
Shiva Perception: 1d20 + 13 ⇒ (18) + 13 = 31
Dolgar Perception: 1d20 + 18 ⇒ (18) + 18 = 36 +2 vs unusual stonework.
Jeydahvu Perception: 1d20 + 16 ⇒ (4) + 16 = 20
Before Jey has a chance to reach the door at the far end of the corridor, however...
What would you like to do?