Zephyr the White
|
"I was thinking a stomp to the neck - preferably with Brak's axe - would do the job." But Zephyr remains ready, heading into the chamber's mouth (if others do). He makes an inexpert one-two punching motion into the air, and fists of force appear to mimic the move.
TK Fist vs. Touch: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Kord Shatterspine
|
I'm just guessing that it is immobilized or helpless if Kavor commands it to close its eyes (effectively blinding it).
"Hold still sunshine. I'm going see if I can knock some sense into ya."
Coup de Grace {PA/Haste}: 2d10 + 22 ⇒ (2, 9) + 22 = 33
| GM chadius |
I think we can fast forward this here.
Kord carefully aims and brings his axe down upon the Morgh. It opens its eyes and screams before Kord destroys it utterly.
Combat Over. Pau took 9 damage.
With the Cenotaph clear, you finally have a chance to search the chambers. You find a strange object stuck on one of the catacomb’s walls.
After investigating the catacombs, you have a chance to sanctify the Centopath.
Brak Thunderstriker
|
"Oi! This is really weird. You guys know that right? I've fought plenty of undead in my day, but I've never had to write an after-action that includes dancing, commanding the undead, and chilling with spirits. I feel bad, but there's not much I can to do to help clean this place unless someone can confirm that scrubbing this place with soap would help. THAT I can do."
Zephyr the White
|
Arcana: 1d20 + 18 ⇒ (15) + 18 = 33
"I doubt it'll aid us in the ritual, but it wouldn't be amiss," Zephyr says, investigating. "Just stay away from that beacon over there, it's the source of the problem. That goes for everyone. We'll focus our efforts on purifying it, but from a ways away." He then turns to the task at hand.
Arcana: 1d20 + 18 ⇒ (7) + 18 = 25
Kavor Doan
|
"Sorry about the discomfort, Kord. I wasn't going to make a pet of the undead.
Thank you, Zephyr. I will do my best to do my part in the ritual. And Brak, you might as well try your best soothing voice or your best dancing skills... Cayden might be with you again."
That's one check per PC, right? And we need a certain number of successes?
Spellcraft: 1d20 + 9 ⇒ (18) + 9 = 27
Pimwrick Swiftfeather
|
"Brak, just think of it as scrubbing the spirits with a kind of...um, soul soap," Pimwrick offers, before continuing the awkward metaphor. "You just need to be sure to wash behind their ears and...you know what? Never mind."
He turns his attention to the sanctification ritual, still feeling a bit awkward as he attempts to speak in soothing tones in the direction of the strange beacon.
Diplomacy: 1d20 + 8 ⇒ (7) + 8 = 15
Brak Thunderstriker
|
Ha! Soul soap! If only it wasn't core.
"Right, well, I can't do much else, so it's a good place to start!"
Kord Shatterspine
|
Wiping off his weapon, Kord responds to Kavor. "I know you were just looking out for Pau. It's just ...weird is all. Never just had one listen to orders like that. You're not some kinda necromancer are you?" This last line could be taken as a joke, but is the paladin really kidding, or suspicious?
"I think I can help bless this place." Kord pulls forth his holy symbol and, in the dwarven tongue, begins to chant a prayer.
Religion: 1d20 + 4 ⇒ (20) + 4 = 24
Pau
|
Pau waits, seeing the others doing so well. If it seems his joining in isn’t necessary, he’s fine with that. If not, he tries to search through his limited knowledge of religious ceremonies for something that might help.
Know. Religion 1d20 + 4 ⇒ (7) + 4 = 11
Kavor Doan
|
"No, Kord, although wizards learn a bit about most types of magic. Sometimes a breadth of knowledge is necessary to handle problems. I believe that Torag is a pragmatic sort, and understands the need to use the right tool for the job. Not too sentimental.
Necromancy includes the Disrupt Undead spell as well as Gentle Repose. Though most of its spells are of a darker nature, that is true, and so I use them sparingly. My focus is Transmutation. Spells that make a warrior faster or stronger, or his weapons sharper."
Zephyr the White
|
"Kavor speaks true. I often make use of Blindness, which, while less benign than those two, is a relatively tame necromancy. While some spells are truly, irrevocably corrupt, for most it is a matter of how they are used.
"I also specialize in transmutation! The field is fascinating, not to mention the benefits. I don't exercise, of course. There's no need. But I could beat most any other follower of the Prophecies at arm wrestling - were we to do something so silly and unclean." A rare grin.
| GM chadius |
Zephyr, Kavor and Kord feel their energies working on the Centopath, but it's not enough to fully sanctify it.
As you leave, you find the Pharasmin priests are much more relaxed. ”Well, whatever you did, you did it well.” The half-orc leader chuckles. ”A few minutes ago the spirits here calmed down.”
Arthlo mentions how many spirits you calmed down, and she grins even wider. ”Wow, you guys are really good at this. Please, accept these gifts. I’m not sure we could have cleaned things up so quickly.”
The priests give you a scroll of restoration, a lesser talisman of life’s breath (Pathfinder RPG Occult Adventures 263) and a strand of prayer beads (lesser)
You are done with this location. Onto Founder’s Flame? It should take about an hour to get there.
Pimwrick Swiftfeather
|
"Hmm, don't feel like I did much there, but thanks for saying so," Pim says in response to the Pharasmins. A wide grin crosses his face as they are gifted with various magical items for their efforts, though it fades a bit as he wonders quietly, "Does she think we're going to need this stuff? Uh-oh..."
On to Founder's Flame!
Brak Thunderstriker
|
Brak takes a look at the cleaning he's done and nods. "Look, I know I didn't help, but gimme a nod like I did. "
Founder's Flame!
Kavor Doan
|
I was trying earlier to point out in character that Brak could have tried an untrained Diplomacy or Perform-Dance check to help with the ritual. Might have been enough for a complete success. But yes, on to Founder's Flame.
Pau
|
Pau puts the talisman around his neck if no one objects, hoping it would protect him if his innate quickness failed him.
He hands his wand of cure light wounds to a healer and asks their favor to activate the wand.
CLW 1d8 + 1 ⇒ (8) + 1 = 9
Brak Thunderstriker
|
I assumed it fell under the limitation on Aiding: In cases where the skill restricts who can achieve certain results, such as trying to open a lock using Disable Device, you can’t aid another to grant a bonus to a task that your character couldn’t achieve alone. In general too, the likelihood of Brak's Diplomacy being low to the point of backfiring is real. At the Founders Flame I'll try!
Kavor Doan
|
| 1 person marked this as a favorite. |
I believe the mechanic here is "the PCs must succeed at X separate checks," specifically prohibiting Aid Another to avoid the common PFS situation of one guy with a +32 solving the skill check and everyone else being largely irrelevant. To get everyone really involved. And hey, you might roll another nat 20 on Perform!
| GM chadius |
With your efforts done here, you proceed to the Founder's Flame.
This relatively unassuming monument stands at the center of a small park in Magnimar’s Naos district. The Founder’s Flame consists of a pedestal bearing a small bowl filled with green oil. Normally the flame burns in a swirl of multiple colors, but now it has a sickly green hue.
When you approach the flame, it surges violently. Some of the flames spew out and take form. Prepare yourself!
Kavor: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
Brak: 1d20 + 1 ⇒ (18) + 1 = 19
Pau: 1d20 + 1 ⇒ (8) + 1 = 9
Pimwrick: 1d20 + 4 ⇒ (5) + 4 = 9
Zephyr: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Kord: 1d20 + 1 ⇒ (4) + 1 = 5
| GM chadius |
Enemy Init: 1d20 + 5 ⇒ (10) + 5 = 15
Round 1
Brak
Kavor
Drakes are not flatfooted but will delay until the Enemy's turn
Zephyr
Enemy
Pimwrick
Pau
Kord
Brak and Kavor are able to get a jump on the Drakes.
Zephyr is too slow, but he is able to act before the Founder's Flame begins defending itself.
The Founder's Flame always activate on initiative 10, so I'll have the drakes delay until then so I don't have to manage 2 enemy initiative blocks.
Brak Thunderstriker
|
"Right! No soap here, just a good ol'shave with me axe!" Brak boldly steps forward, smiling as he ramps up a wicked swing!
Power Attack, Vital Strike
1d20 + 14 ⇒ (18) + 14 = 32 for DMG: 2d12 + 18 ⇒ (10, 4) + 18 = 32
"Now someone start dancing and talking to this thing to calm it down!"
Kavor Doan
|
Knowledge (Planes): 1d20 + 7 ⇒ (5) + 7 = 12
Knowledge (Religion): 1d20 + 7 ⇒ (4) + 7 = 11
Kavor Doan doesn't know what these things are, but he casts Haste again, catching everybody.
Brak, just a note that sometimes it's worth waiting for buffs before acting. In this case, you were still barely close enough for me to get you and Pau.
Zephyr the White
|
If it's been an hour, I'll put Mage Armor back on Pau and I beforehand.
Planes: 1d20 + 12 ⇒ (16) + 12 = 28
Religion: 1d20 + 12 ⇒ (13) + 12 = 25
"Flame drakes. And the Flame has been taken by a spirit! No dancing will do here, but positive energy. And quickly, or it will bring forth more drakes!" Aware of the danger, Zephyr hurries closer, drawing and hurling a flask at the pedestal.
Holy Water, Haste: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 2d4 ⇒ (2, 4) = 6
| GM chadius |
Brak takes the initiative and chops into one of the drakes before it can act. Kavor enhances everyone's speed and Zephyr takes advantage, trying to extinguish the sickly green flame before it can act.
The drake Brak hit retaliates on him with teeth and tail.
Bite: 1d20 + 10 ⇒ (18) + 10 = 28 2d6 + 5 ⇒ (2, 1) + 5 = 8 plus 1d6 ⇒ 4 fire
Tail Slap: 1d20 + 5 ⇒ (15) + 5 = 20 1d6 + 2 ⇒ (6) + 2 = 8
The other drake takes off about 20 feet off the ground. It spews a ball of fire that explodes, engulfing all but Zephyr in raw fire. It deals 5d6 ⇒ (6, 1, 6, 1, 4) = 18 damage.
Reflex Save DC 16 to take half damage
The Founder's Flame swells and pulses, creating a humanoid-shaped flame right next to Zephyr. Its reactions seem a bit too slow though.
Zephyr, based on your rolls, you can ask additional questions. For every 5 that you beat the Knowledge DC you can ask an extra question.
| GM chadius |
Everyone except Zephyr must make a DC 16 Reflex Save to halve 18 Fire Damage. Remember your +1 bonus from Haste.
Round 1 - Haste
Flamespawn Spirit (9 damage)
Red Drake (32 damage)
White Drake
Yellow Enemy
Pimwrick
Pau
Kord
Round 2 - Haste
Brak (12 damage)
Kavor
Zephyr
Brak Thunderstriker
|
REF: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25, ready for action Brak dodges the worst of it. "Oi! Someone turn this thing off before it starts spouting actual dragons!"
Brak continues his grim work on the drake before him, using the magical rush to chop back and forth:
Power Attack, Haste
Forehand: 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 27 for DMG: 1d12 + 18 ⇒ (10) + 18 = 28
Backhand: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14 MISS
Haste overhead: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 30 for DMG: 1d12 + 18 ⇒ (4) + 18 = 22
Zephyr the White
|
Zephyr hastily backs up from the elemental, wishing he had acquired a more specific ring. He fumbles out more holy water and throws it. "I am trying!"
Spirit: Does it have any other vulnerabilities, and how often does it make elementals?
Elemental: Special Attacks, Defenses, and which saves are its best, middle, and worst?
Planes: 1d20 + 12 ⇒ (16) + 12 = 28
Holy Water, Haste: 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 2d4 ⇒ (3, 3) = 6
Next one'll be my last holy water.
Kavor Doan
|
Reflex, Haste: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
Kavor Doan moves and casts Resist Energy (Fire) on himself.
Pimwrick Swiftfeather
|
Reflex, DC 16: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21
Pim manages to dodge much of the drake's fiery breath, though he still gets a bit singed. Following Zephyr's guidance, Pim using his renewed magical speed to hustle over next to the flame and touch it with Erastil's holy blessing!
Move action to get next to Flame (going under flying drake to avoid AoO), standard to use Lay on Hands on Flame (1/4 LoH today).
Touch attack if needed: 1d20 + 6 ⇒ (13) + 6 = 19
Positive energy: 2d6 ⇒ (3, 3) = 6 DC 14 save to resist, if that applies
Status: 24/33 hp
Kord Shatterspine
|
Reflex vs 16: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Kord races up to assist Brak finish off the drake. To the space just north of Brak.
Kord charges across the field of battle to engage the fiery elemental.
Charge as a full round action. +2 to hit, AC 19 for one round.
In either case...
Flail {PA/Haste}: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 251d10 + 11 ⇒ (6) + 11 = 17
Pau
|
Reflex with Haste and Evasion 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17
Pau deftly sidesteps the blast of fire. He then double moves to engage the yellow enemy next round.
Could someone move me, please?
| GM chadius |
Brak's first swing kills the drake. You can move, if your wish.
Zephyr throws another vial of holy water at the flame. Pimwrick's holy blast cleanses the flame fully.
With the grounded drake dead, Kord charges across the battlefield and wallops the elemental. Pau advances and prepares to back him up.
1d4 ⇒ 1
The drake flies overhead and spews more flame against the party, dealing 5d6 ⇒ (3, 2, 1, 4, 5) = 15 Fire Damage.
| GM chadius |
DC 16 Reflex Save to halve 15 fire damage. This hits everyone.
Round 2 - Haste
Flamespawn Spirit (18 damage)
White Drake
Yellow Enemy (17 damage)
Pimwrick (9 damage)
Pau (9 damage)
Kord (9 damage)
Round 3 - Haste
Brak (21 damage)
Kavor (9 damage, Resist Fire)
Zephyr
Pimwrick Swiftfeather
|
Reflex, Haste: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28 Takes 7 damage
Very pleased with the results of his application of Erastil's holy blessing, Pimwrick turns just in time to see another wall of drake fire roaring at him! He ducks to his right, dodging some of the fire, then uses his momentum to carry himself a bit further away, slipping his bow from his shoulder as he moves. Planting his feet, he aims at the flying drake and lets fly an arrow!
Move action to get into position, drawing bow as I move. Standard to shoot at flying white drake.
+1 Longbow, Haste: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25
+1 Longbow damage: 1d6 + 3 ⇒ (5) + 3 = 8
Status: 17/33 hp
Zephyr the White
|
Reflex: 1d20 + 6 ⇒ (6) + 6 = 12
Burned, Zephyr runs somewhere more isolated and throws force at the drake.
Magic Missiles: 3d4 + 3 ⇒ (4, 3, 4) + 3 = 14
Kord Shatterspine
|
Reflex vs DC {Haste}: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
The flames seem to dance around Kord as he tightens his grip on his flail. "Can someone please KILL THE FLYER?!?! We need to wrap this up before it gets ideas and starts to terrorize civilians." The holy warrior then swings, his arms infused with magical speed.
Flail of Fire Spirit Extinguishing {PA/Haste}: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 231d10 + 11 ⇒ (9) + 11 = 20
Flail of Fire Spirit Extinguishing {PA/Haste}: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 161d10 + 11 ⇒ (6) + 11 = 17
Zephyr the White
|
"It's being worked on. I don't see you throwing that glorified kendama at it. Or better yet, I'll use a fireball!" Zephyr's social battery was already low, and being charred has depleted it further.
Nah, it's all good!
Pau
|
Reflex with Haste and Evasion 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
Pau has evasion, GM, so he shouldn’t have taken any damage from the fire breath so far, unless there is something special about it.
Pau
|
Pau takes a 5’ step to flank with Kord, before kicking the creature twice in rapid succession.
Flurry with flank and haste 1d20 + 7 + 2 + 1 ⇒ (20) + 7 + 2 + 1 = 30
Damage 1d8 + 5 ⇒ (6) + 5 = 11
Flurry 1d20 + 7 + 2 + 1 ⇒ (4) + 7 + 2 + 1 = 14
Damage 1d8 + 5 ⇒ (5) + 5 = 10
—————
Possible crit on attack one 1d20 + 10 ⇒ (1) + 10 = 11
Damage 1d8 + 5 ⇒ (5) + 5 = 10
Kavor Doan
|
Reflex, Haste: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
Kavor Doan dodges the flames, and his magical wards protect him. He moves and casts Magic Missile at the drake.
MM: 3d4 + 3 ⇒ (3, 4, 4) + 3 = 14
| GM chadius |
While Zephyr and Kord bicker about tactics, Pimwrick takes action and shoots the fiery drake. Zephyr follows up and bombards it with magic missiles, and Kavor helps him out.
Kord takes his flail and destroys the fire elemental before it can turn active.
Pau and Brak can take their turns. Only the drake remains.
Round 2 - Haste
White Drake (36 damage)
Pimwrick (16 damage)
Pau
Kord (16 damage)
Round 3 - Haste
Brak (21 damage) (Reflex Save DC 16 to halve 15 fire damage)
Kavor (9 damage, Resist Fire)
Zephyr
Brak Thunderstriker
|
"Keep it up! Keep it up!" I'm gunna need to swim in the freakin' fountain when we're done!"
REF: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Moved after kill. Brak then hastens to get nice and close before opting to hurl a francesca at the remaining foe:
Axe: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21 for DMG: 1d6 + 6 ⇒ (1) + 6 = 7
Pau
|
Pau pulls a shuriken and tosses it towards the drake.
Flurry with haste 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Damage 1d2 + 5 ⇒ (1) + 5 = 6
| GM chadius |
Brak's francesca hits the drake square in the face. It recoils wildly and Pau isn't able to compensate.
1d4 ⇒ 1
If it's going to die, it's going to spew one more fireball and deal 5d6 ⇒ (5, 6, 5, 6, 4) = 26 fire damage. Pimwrick, Zephyr and Kavor get to deal with it. Reflex Save DC 16 to halve the damage.
Round 3 - Haste
White Drake (43 damage)
Pimwrick (16 damage) (Reflex Save DC 16 to halve 26 fire damage)
Pau
Kord (16 damage)
Round 4 - Haste
Brak (28 damage)
Kavor (9 damage, Resist Fire) (Reflex Save DC 16 to halve 26 fire damage)
Zephyr (Reflex Save DC 16 to halve 26 fire damage)
Kavor Doan
|
Nice rolls on damage. And the 1d4 that keeps coming up 1 is recharge time?
Reflex: 1d20 + 6 ⇒ (20) + 6 = 26
"Nimble as a DWARF!! Hah!"
Kavor Doan dodges, barely singed after Resist Fire 3 damage, and retaliates with his other prepared Magic Missile spell on the drake.
MM: 3d4 + 3 ⇒ (4, 1, 3) + 3 = 11
Pau
|
Pau pulls another shuriken and tosses it towards the drake.
Ranged attack with haste 1d20 + 5 + 1 ⇒ (4) + 5 + 1 = 10
Damage 1d2 + 5 ⇒ (2) + 5 = 7
Pimwrick Swiftfeather
|
Reflex, Haste: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
Pimwrick dodges the full force of the astonishingly powerful fireball, though it still leaves him barely on his feet. He raises his bow and takes two quick shots, then lays a hand on his chest and calls on Erastil to heal at least some of his stinging, fiery wounds.
Full attack drake. If it doesn't fall, will Lay on Hands as a swift action.
+1 Longbow, Haste: 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20
+1 Longbow damage: 1d6 + 3 ⇒ (6) + 3 = 9
+1 Longbow, Haste: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16
+1 Longbow damage: 1d6 + 3 ⇒ (5) + 3 = 8
LoH: 2d6 ⇒ (6, 5) = 11 Wow, the d6 roller is on fire!