Ijo Ibn Son
|
ijo casts a spell now. Bless for the party.
Mr Teeny is healed a bit from the Life Link. +5 HP to Mr Teeny, -5 to Ijo.
Najam takes the opportunity and bites into the ogre.
bite: 1d20 + 6 ⇒ (5) + 6 = 11
damage, rage: 1d6 + 5 ⇒ (5) + 5 = 10
Mr. Teeny
|
Mr Teeny will tumble into a flank position.
acrobatics: 1d20 + 14 ⇒ (14) + 14 = 28
rapier: 1d20 + 11 ⇒ (1) + 11 = 124d6 + 6 ⇒ (2, 2, 3, 3) + 6 = 16
| GM Ietsuna |
Najam's jaws snap powerfully, but only catch air as Mr Teeny performs a flip and spin confusing the Ogre and getting by it. After the acrobatics Mr Teeny stabs his rapier at the enemy but is still a little dizzy and misses.
Combat Round 1/2 - Bold May Act
Omar
Mr Teeny (24 damage)
Red -39
Ijo (5 damage)
Professor F
Kalten
Zzorn
Professor F
|
The Professor hobbles ahead squinting at the brute.
"As I said, the only good ogre is a dead ogre..."
He lobs a fiery bolt in it's general direction.
Fire Bolt (melee; ranged touch): 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21 for 1d6 + 5 ⇒ (5) + 5 = 10
Fire Bolt (melee; ranged touch; crit confirm): 1d20 + 5 - 4 ⇒ (13) + 5 - 4 = 14 for 1d6 + 5 ⇒ (3) + 5 = 8
| GM Ietsuna |
That cornfirms
The Professor lays down a massive firebolt right on the Ogre's head.
1 Teeny, 2 Zzorn: 1d2 ⇒ 2
In a rage the Ogre swings its club at Zzorn.
greatclub: 1d20 + 15 ⇒ (12) + 15 = 27 Damage: 3d6 + 14 ⇒ (2, 1, 4) + 14 = 21
greatclub: 1d20 + 10 ⇒ (13) + 10 = 23 Damage: 3d6 + 14 ⇒ (6, 3, 2) + 14 = 25
It strikes twice with cracking blows.
Combat Round 2 - Bold May Act
Omar
Mr Teeny (24 damage)
Red -57
Ijo (5 damage)
Professor F
Kalten
Zzorn (46 Damage)
Ijo Ibn Son
|
Ijo absorbs more damage from his compatriots.
+5 HP tor Teeny and Zzorn, -10 HP for Ijo.
Ijo levels his morningstar in the direction of the ogre and sends it across the room with his mind.
Mind Arsenal morningstar, in melee. Song. Bless: 1d20 + 12 - 4 ⇒ (5) + 12 - 4 = 13
damage: 1d8 + 4 ⇒ (5) + 4 = 9
Mind Arsenal special ability.
Najam unleashes a full range of natural attacks.
bite: 1d20 + 7 ⇒ (19) + 7 = 26
damage: 1d6 + 5 ⇒ (5) + 5 = 10
claw 1: 1d20 + 7 ⇒ (12) + 7 = 19
damage: 1d4 + 5 ⇒ (3) + 5 = 8
claw 2: 1d20 + 7 ⇒ (6) + 7 = 13
damage: 1d4 + 5 ⇒ (3) + 5 = 8
Zzorn
|
Guessing my overrun wasn't good enough to make him prone?
"... ... ....ouch... that... was... a good... two-hit... combo... well done.... ogre... my turn now..."
Zzorn attacks the resilient ogre!
+1 Falchion, Flank, Rage: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
slashing magic dmg: 2d4 + 16 ⇒ (1, 2) + 16 = 19
| GM Ietsuna |
Nope you didn't knock him prone, you missed it by. However....
Ijo and Zzorn team up and take down the Ogre between them with a healthy assist from Najam.
Ijo Ibn Son
|
Najam comes back over to Ijo as Ijo assesses the state of the party.
perception: 1d20 + 4 ⇒ (9) + 4 = 13
clw from wand: 1d8 + 1 ⇒ (6) + 1 = 7
clw from wand: 1d8 + 1 ⇒ (3) + 1 = 4
clw from wand: 1d8 + 1 ⇒ (6) + 1 = 7
Ijo offers his spellcasting ability to any others in need of healing from wands.
| Beat It Flat |
Mr Teeny will certainly accept healing, and also says that he has a wand that can be used as well.
perception: 1d20 + 17 ⇒ (2) + 17 = 19
"Hey look here. Help clean these bones away so we can see what it says."
| GM Ietsuna |
As you finish clearing away the bones you notice that the stone plate is cracked. The spirit of an elderly Shoanti woman rises from the area of the stone plate and greets you with a hearty Be welcome, my cousin!
Mr. Teeny
|
wocl: 1d8 + 1 ⇒ (5) + 1 = 6
wocl: 1d8 + 1 ⇒ (7) + 1 = 8
wocl: 1d8 + 1 ⇒ (1) + 1 = 2
wocl: 1d8 + 1 ⇒ (2) + 1 = 3
wocl: 1d8 + 1 ⇒ (3) + 1 = 4
so 5 charges off Mr Teenys wand
linguistics: 1d20 + 5 ⇒ (2) + 5 = 7
Omar Posada
|
Roland ends his battle song and cheers
”Rock on! Strong work. “
Linguistic, hero : 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12
” Nice find. Unfortunately I cannot read any of it. I can cast a spell to get it unless one of you can.“
Zzorn
|
Perception: 1d20 + 9 ⇒ (6) + 9 = 15
56 + 2 temp hp - 46 dmg -10 hp end of rage = 2 HP
"Oi... I do not... *burps blood* ...feel so good..."
Shakily reaching for his unwrapped 'heal stick', he passes it to Ijo...
Wand of CLW: 8d8 + 8 ⇒ (2, 8, 8, 1, 2, 6, 7, 1) + 8 = 43
45/46 HP
Comprehend Language active
"Aaaaaaaaaah... feeling better now. Rotator cuff rotating again! let's see what this says... hmmm... yess..... The plate has two lines of carved Shoanti text, with each facing opposite directions as to be read by someone either entering or exiting the sepulcher: “Be Welcome, My Cousin” entering, and “May Your Spirit Guide You” exiting... ok... that's... not creepy at all!!"
| GM Ietsuna |
I am Hearth Keeper. In life I was an emissary between the clans of the Shoanti. In death I reside here, in the sepulcher. I am not a guardian as much as a resident spirit.
Ijo Ibn Son
|
We approach with respect. We found some ogres here just now defiling the place. They have been dispatched. I hope that was appreciated. Ijo hopes for a positive reaction.
We understand that about a year ago the sepulchre was damaged. We have come to right that wrong. Would you please direct us to where we can do the most good?
Omar Posada
|
Omar bows in respect as well. We have traveled far to make right the wrongs committed, so we gladly take any advice or suggestions you can offer us. There is nothing we are not willing to try to make amends.
diplomancy: 1d20 + 10 ⇒ (11) + 10 = 21
| GM Ietsuna |
Hmm, I think I remember something happening. It’s been a while, but I tend to lose track of time. There was a skeletal beast who looked over this place, but judging by the looks of things, it’s been blown up. And judging by the fact that I’m here, seems like something has gone wrong here!
At this point I will remind you of some items the VC game you. Inside the bag are four carved wooden weapons mounted on simple bases: a bolas, a bow, an earth breaker, and a klar. It also contains a small stone statue of a wolf cub and a ring stylized as a scarab beetle. The glowing egg-shaped rock is a scavenger’s stone.
Scavenger's Stone - This jagged, egg-shaped stone emits a faint red glow when not in direct sunlight. By rubbing a scavenger’s stone against a damaged (but not destroyed) construct or object as a full‑round action, you repair 1d6 points of damage to the object or construct. If this brings a broken object’s hit points above half its maximum hit points, it loses the broken condition. As a standard action, you can smash a scavenger’s stone against a destroyed object or damaged construct. Doing so immediately repairs the object to full functionality or heals a damaged construct of 10d6 points of damage. Destroyed magic items can be repaired in this manner if their caster level is no higher than 3rd—more powerful destroyed magical items cannot be repaired by a scavenger’s stone. A newly created scavenger’s stone has 50 charges—smashing a stone against an object uses up 10 charges.
Zzorn
|
"Maybe we should gently rub the egg on this cracked plate!"
Zzorn does just that, unless someone stops him.
| GM Ietsuna |
My thanks. Unless you have any further questions for me I will return to my rest.
Zzorn
|
How many charges were required to repair the plate?
| GM Ietsuna |
| 1 person marked this as a favorite. |
It takes 5 charges to repair the plate. You have 45 charges left.
Mr. Teeny
|
I move to the door above and to the right of me.
My ipad is not letting me move my token
percetion for traps: 1d20 + 20 ⇒ (7) + 20 = 27
| GM Ietsuna |
Mr Teeny does not find any traps on the door so he peeks inside.
Pillars of stone fill this space. Each is etched with some sort of writing, but the inscriptions are chipped, scorched, or otherwise damaged or obscured.
Restoring each pillar of stone to its former glory is fairly straight forward with the scavenger's stone, however there are fragments of the pillars missing.
Zzorn
|
Perception: 1d20 + 9 ⇒ (4) + 9 = 13 +2 assist for others
Zzorn tries to use his current Comprehend Language spell to assist the group's engineers and masons in piecing together the broken pillars...
Perception: 1d20 + 9 ⇒ (16) + 9 = 25
Zzorn then decide to scrounge around for the missing pieces and bring them back to central pillar to assemble them, getting the egg ready for the repair process.
Mr. Teeny
|
Mr Teeny will search the area.
perception: 1d20 + 17 ⇒ (2) + 17 = 19
perception: 1d20 + 17 ⇒ (13) + 17 = 30
Omar Posada
|
Perception,hero : 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
Bardic kn:engineer,hero : 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
” Very interesting. Well, except I can’t read it. But the ceiling looks dangerous. Maybe another use of the stone thing?“
He points up to his observations
| GM Ietsuna |
You have the pieces, it is just trial and error to fit them and use the stone. There are 10 pillars at one charge each to repair.
Professor F
|
We made those 2 checks right? Mr Teeny on the second and Omar on the first?
The Professor, eyes bulging wide through his thick lenses, exerts little physical effort while the "junior" Pathfinders right the wrongs of any broken stone objects.
Omar Posada
|
Mr. Teeny, I can give you a boost if you can reach zhe ceiling with zhe stone. Hopefully we do not need to fly up zhere.
Omar will start digging out his potion of fly unless there are some other options or climbers in the group.
| GM Ietsuna |
Yup, you made those checks. You avoid the sections of weaker ceiling (I don't think any of you are suidical) The ceilings here are 15 feet high, so you wont be able to reach them.
Mr. Teeny
|
yes let’s fix the pillars then move on. We can take care of the ceiling on the way out.
| GM Ietsuna |
Ok, That is two repair successes and 35 charges left on the stone. Where you off to next?
| GM Ietsuna |
Teeny checks the door, finds no traps and peeks inside. Inside are crates and sacks that seem to have once held foodstuffs and supplies, but they have long ago decayed into nothing.
Mr. Teeny
|
A quick search through the room.
perception: 1d20 + 17 ⇒ (10) + 17 = 27
Then move and check the next door
perception: 1d20 + 20 ⇒ (17) + 20 = 37
Ijo Ibn Son
|
Ijo fills the odd jar with water if it held liquids before. He leaves a trail ration. These were likely offerings for the spirits to sustain.
| GM Ietsuna |
Mr Teeny finds nothing of interest in the small store room. Ijo leaves a small offering.
Mr Teeny moves on the the next door and checks it over. Finding nothing suspicious he peers inside.
Pottery shards in a variety of vibrant hues litter the room here. The staircase leading to the east leads to a dead end. Doors exit to north and west.
The pots could be reassembled, but their pieces are jumbled. It would take an Appraise check or relevant Craft or Profession check to piece together the details. Alternatively, you may attempt to make such judgments by carefully assembling the pieces by hand using Sleight of Hand.
Zzorn
|
Appraise: 1d20 + 2 ⇒ (15) + 2 = 17
Zzorn attempts to put the various pieces in separate piles, one pile for each pot... Use as assist to someone else please
Mr. Teeny
|
Mr. Teeny will try to spin and throw the pieces together in a blur. We can make them fit.
sleight of hand: 1d20 + 9 ⇒ (9) + 9 = 18
| GM Ietsuna |
Zzorn and My Teeny both get close to sorting the pottery shards into piles for each of the pots, but cannot quite get there.
Ijo, you can mend them with the cantrip without a problem, but the shards are mixed up which is a problem. They'll need to be sorted first.
Professor F
|
Appraise: 1d20 + 6 ⇒ (10) + 6 = 16
The Professor waves his hands about.
"No, no, no! Haven't you ever done a puzzle before? That piece clearly goes... hmmm, wait, it is a bit oddly shaped now isn't it?"
There's no penalty here for trying again right? We have time? The Professor could "take 20" for 26 if that's the case?
Omar Posada
|
Sounds good. Have at it Professor. Puzzles were never my thing. But you! These are right in your wheelhouse I bet. Omar cheers the old man on.
| GM Ietsuna |
Yup, take 20 is fine.
The pots are restored, each taking 1 charge of the stone.
30 charges left