GMEuan's War for the Crown

Game Master Euan

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Taldor Map - Oppara Map - Meratt County


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Female Half-Elf aka Katherine Weaver

While she discovered several fine brews in her travels, Kamari failed to find anyone that might make a good ally. She ruminates on the city and hopes her exposure to the locals has improved her knowledge of the area.

knowledge local: 1d20 + 6 ⇒ (16) + 6 = 22


Roll20 Map - Tracking Sheet

Edelmira thinks she can successfully enter the gate (and likely can!), but yes, once inside limitations abound.

Kamari knows that there is a spell, on the main gates of the city, Invisibility Alarm (link) that covers and protects each of the gates into the city. You all expect if that sort of magic is on the gates, it’s likely on the keep too. It can be confirmed by getting close enough to the walls and checking with detect magic.

The keep is definitely a tough nut to crack. You can get in to the courtyard at least (via the secret tunnel or the main gates), but you can’t move around. You can’t dimension door within 20’ of a surface. Of course once the alarm is raised, you’ll need to move quickly to avoid being overwhelmed by the forces within.

A quick surgical strike seems more effective, but difficult to achieve.

I had no idea how you would get in when I read the AP the first time through. The fortress is designed to be impenetrable, but there are a few small holes. After your researches, and some discussions (especially with the Major and Elen), I think I found a way to your target that doesn't involve killing everyone in the place.

Your characters are smart and motivated and have hinted at solutions. I don’t want to get too hung up on this ‘door’. So please chat a bit more, but if you’re truly stuck, I can suggest my solution (which is by no means ‘clean’ but it might work).


M Half Elf
Stats:
Arc25,Dun25,Eng14,Geog12,Hist23,Loc/Nat/Pla/Rel25,Nob18, Perc 23, Sense 29, Spell25,Stlh22,DisDev27,UMD28
Edelmira Karthis wrote:
”There are rumors of a secret entrance on the east side, but we would have to investigate ourselves and potentially spend time and be no better for it.”

”That secret entrance might be the best we have,” The Socratic Professor Kart responds with Edelmira, ”And we should pursue it. I’m not sure the other approaches will work, and of course we’ll keep looking.”

”I have to wonder if the invisibility alarm is just on the outside, or is systematically placed inside as well. That would be good to know.”

Continuing to ponder things. This is a tough ‘door’ for the party. And we, as a party, are pretty awful against doors. Bad guys we can handle. But doors? We’re screwed.


Male Halfling Herder/15

"Is it the same thing, if we use magic to alter our form? I've heard of vampires turning into mist to sneak through the smallest cracks..." Gaseous Form? "Or we could become gnats, and wriggle into the mane of horses entering? Or birds bent on landing, despite the high winds?" Muri shrugs his shoulders, not set on any one thing.


Roll20 Map - Tracking Sheet

Remember that the secret tunnel, should you find it (likely), only leads to the courtyard.

You're not sure about whether there are invisibility alarms inside the castle. It is possible, but most magical defenses seem focused on the gates and walls (except the dimensional lock which sort of by definition needs to be everywhere or nowhere). Layering magics like this is difficult and expensive, so you suspect the invisibility thing might not be everywhere because of the dimensional lock.

Gaseous form has no obvious flaws (other than maybe a move of 10', sloooow). Mist does rise up from the river, though not often to the top of the wall. Knowledge Nature anyone?

You could time your approach to be between guard rotations. Easier to do with spider climbing, harder to do with gaseous form (due to the speed issue) but maybe less important.

I like becoming gnats, though I'm not sure how to do that in a way that's easy to wriggle out of. You doubt anything as small as a bird could make it to the roof with those winds though. It can push medium creatures, so a bird would have a tough time of it indeed.

The windows are barred arrow slits, so a small enough bird could conceivably fit (or a gas), but not anything much larger.


M Half Elf
Stats:
Arc25,Dun25,Eng14,Geog12,Hist23,Loc/Nat/Pla/Rel25,Nob18, Perc 23, Sense 29, Spell25,Stlh22,DisDev27,UMD28

Kart paces back and forth in his room, clearly favoring his good leg (which might switch based on the day).

"Not sure we have a good plan just yet. Seems like Kamari and Edelmira have a good start, but not sure yet how to put all the pieces together," Kart pauses to bemoan. "I think we'll definitely need the scrolls and potions mentioned, but also we just might have to try to get lucky. This fortress has been designed to be impregnable, and so far it seems to be just that."

"Could be that we stone shape a bigger hole if needed, to make an arrow slot bigger, but not sure that actively helps, but is an option with the right scroll," Kart adds in thought as he continues to kick around ideas.


Female Jininese Elf Lvl 14

”Well,” Elen reconsiders thoughtfully. ”Instead of invisibility, maybe with a bit of clever camouflage, we could spider climb and just stealth up the pillar. Then we can either go over the top, or through an arrow slit as that could be more advantageous...”


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Roll20 Map - Tracking Sheet

The secret tunnel leads to the courtyard, which is lit at night (the courtyard not the tunnel), so tricky. Might be a better exit if you need it.

Here’s what I’m hearing, collected and edited for ease and with a few additions for clarity.

Climb (spider climb) up the outer wall, then float (gaseous form) to the highest tower and enter via an arrow slit after a short swim from a nearby sewer outlet to the wall. You should have enough gaseous form time to examine two rooms through the arrow slits and pick one to enter and reform.

Do battle and grab the High Strategos. Probably kill him and stuff him in a bag of holding because carrying him out otherwise is tricky due to escape spell options. They want to put him on trial, but they can raise him to do so. You’ll probably want a gentle repose (oil - 500gp for 5 days so get two just in case) too as your journey home is a little over a week and he’ll get pretty ripe (and be harder to raise) otherwise.

As you can’t dimension door once inside, you’ll need to spider climb/gaseous form back out (spider climb lasts a while so you’ll need another gaseous form). A potion of spider climb is 300gp and lasts a half hour, gaseous form is 300gp and lasts 6 minutes. The silence spells are trickier as a regular potion (300gp) will only last 3 rounds - not even a full fight. You could up that to a minute for 1,000gp a pop each one has a 20’ radius of quiet.

Once you’re out of the keep, ideally without being detected, I suggest teleport (1,500gp) instead of dimension door (1,200gp) ‘cause if it works, you can go all the way back to your coach, halfway to Oppara! That leaves just four days on the road and a lot of distance between you and pursuit. This is especially useful in case you left a mess or an alarm and the hunt is on. Otherwise, you dimension door outside the city where horses are waiting and ride like the wind.

Not what I had planned, better in some ways, and it should work well - as well as can be expected. You won’t be able to go tonight as you need supplies, but you can go tomorrow night - soon enough that Milon’s absence should still be missed (so no extra guards). I think poor Underfoot will need to be tucked away (oil of carry companion 300gp) as the teleport/dimension door options are already stretched.

So, to sum up:
Potion Spider Climb (x5) 1,500gp
Potion Gaseous Form (x10) 3,000gp
Potion Silence (x5) 5,000gp
Scroll of Teleport (x2) 3,000gp (a spare for mistakes)
Scroll of Stone Shape (x2) 600gp (just in case)
Oil of Gentle Repose (x2) 1,000gp
Oil of Carry Companion (300gp)
Total Prep cost: 14,400gp

A king’s ransom just to get in and out, but there’s plenty of cash floating around (I’ll take it off the group sheet) and potions and scrolls are easy enough to come by in such a large metropolis.

This feels like a good and final plan. Still, let me know your thoughts, tweaks, etc. and we’ll proceed to morning, where you have a tour of the military academy scheduled. You can shop first thing, go do the tour, and pick up finished supplies in the afternoon.


M Half Elf
Stats:
Arc25,Dun25,Eng14,Geog12,Hist23,Loc/Nat/Pla/Rel25,Nob18, Perc 23, Sense 29, Spell25,Stlh22,DisDev27,UMD28

Kart ponders the options, and the plan though he is not sure it is a good one. He does not have bettte….but thinks this is what they have. He is ready to go.

Meh. This door is killing us.


Female Half-Elf aka Katherine Weaver
Major K'Aldrian Kort 1ATD, Ret. wrote:
Meh. This door is killing us.

Frustrating, but interesting puzzle though. Not a perfect solution, but probably still faster and safer than a slog of room to room combat.

Grateful for the inspiration of unnamed muses, Kamari pushes to move forward with the plan.


Female Jininese Elf Lvl 14

Elen agrees and prepares accordingly.


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Roll20 Map - Tracking Sheet

Remember to track your purchases.

The party spends the evening in planning and rises early the next day (Arodus 30, Oathday) to make a series of totally unrelated purchases. You visit a variety of shops in a variety of disguises (thanks in part to the pins of disguise and other magics you possess) and make your purchases and requests. Some things are available right away, some will be ready by evening.

Then you make your way to the Gennaris Academy for your guided tour at ten. Posing as curious prestigious guests, you meet briefly with a commissioned officer, who sort of looks you over and decided you’ll pass muster, though with a frown. He explains a few rules (blah, blah, blah) and advises you to follow them. Then he hands you off to a pair of young cadets who give you the actual tour.

Though your minds are on the nights activities, you find the Academy to be somewhat interesting.

They’ve been training officers for the Taldan Military longer than any other extant school. It was constructed on site of an old fort which Colonial General Benedict Anul conspired to turn over to the Taldans during a prior Quadiran war. The fort had been built near the castle as a counter-offensive structure, largely by magic. As such, its flat gray and black granite walls stand out in the city. The campus is a tourist destination, with the oldest museum by and for the Taldan army. In the museum Major Kort even sees the colors of his old regiment!

The students are excited to be cutting class, and they’re enjoying telling stories about their current billet. It’s clear though that the history of the place is important, and they share it with knowledgeable insight and enthusiasm.

Candidates for admission must apply directly to the academy and receive a sponsor, usually from one of the few members of the Senate or even the Grand Prince. Students are officers-in-training and are referred to as “cadets” or collectively as the “Taldan Corps of Cadets” (TCC). The army fully funds tuition for cadets in exchange for an active duty service obligation upon graduation. About three hundred cadets enter the academy each July, with fewer than a hundred graduating some two years later. Some of the two hundred muster out, and some even die in the grueling physical process.

The academic program is rigorous with a curriculum that grades cadets’ performance upon a broad academic program, military leadership performance, and mandatory participation in competitive athletics. Cadets are required to adhere to the Cadet Honor Code, which states that “a cadet will not lie, cheat, steal, or tolerate those who do.” The academy bases a cadet’s leadership experience as a development of all four pillars of performance: academics, character, physical, and military.

Most graduates are commissioned as second lieutenants in the army. And most (if not all according to one of your cadets) of the inspiring military leaders of the last several centuries come from these hallowed walls.

The tour takes a little more than two hours and ends with lunch in the main dining hall, which has the school Coat of Arms (image) done up in tile on the floor. The food isn’t up to your high standards as lords and ladies, but it’s passably fair for institutional grub. They may work the cadets hard, but they care for them too.

After the tour, the original officer dresses you down a bit for various infractions that were reported (I’m sure he could find something…), but he also manages to thank you, politely, for spending some of your time in Zimar with them. He doesn’t offer to answer questions exactly, and you are escorted back off the campus. Tour complete. (Feel free to ask questions or do more on the tour. Happy to oblige. Just making this all up.)

You return to the bathhouse where you have an afternoon and evening free. The smarter of you might use this time to rest and sleep, for once the night begins it may be a harrowing and lengthy one.

Any last requests or activities before you enter the sewers and approach the keep, speak now. Remember not to leave anything in your rooms - you won’t be coming back!


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Female Half-Elf aka Katherine Weaver

Kamari finds the tour curious but her mind is mostly on the night's adventures.

You noted to track purchases, but also said you would deduct the items from the party's profits. I'll put the items in her haversatchel and track.

Edit: I see it now on a different page.


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Female Jininese Elf Lvl 14
GMEuan wrote:
Candidates for admission must apply directly to the academy and receive a sponsor, usually from one of the few members of the Senate or even the Grand Prince.

”Hmm, I’ll be sure to call His Highness on that favor!” Elen jokes.

~~~

GMEuan wrote:
Remember not to leave anything in your rooms - you won’t be coming back!

Oh s%!%! ” What did we do with Gannaius?!”


M Half Elf
Stats:
Arc25,Dun25,Eng14,Geog12,Hist23,Loc/Nat/Pla/Rel25,Nob18, Perc 23, Sense 29, Spell25,Stlh22,DisDev27,UMD28

The Socratic Professor Kart enjoys his time pretending to be a Professor, wondering if he might have come of it if he had not joined the army so young. It's an entertaining way to dream that he had chosen a different path, and he can see himself doing it in his next life.

That is a heck of a tacky coat of arms. Would rather have a hand sewn flag with 13 stars than that assault upon good taste.

Kast will definitely enjoy the day.

* * *

Kart will pack up all his stuff and be ready to move in the morning.


Roll20 Map - Tracking Sheet

LOL. You can have put poor Gannaius on a horse and sent him out of the city toward Oppara yesterday. So he’ll be no where near the place when the lid blows. He should be fine.

Once darkness has well and truly settled, you make your way to a sewer outlet in the city nearest the keep. Slipping into the scummy water you swim quietly to the keep walls. The drawbridge, which you can see, is closed, barring the main doors for access. They’re also well lit, which only serves to deepen the shadows nearby where you lie in wait.

The guards on the walls (well lit also to observe any fliers or normal climbers) pass by and you quaff your spider climbs! Rushing up the walls, you take out your potions of gaseous form as you near the crest. Quaffing those quickly too, you float over the wall, keeping some distance from the light to avoid even a misty reflection. You climb sloooowly to the keep itself and up that wall to the topmost arrow slits.

Your information has Maxillar’s chambers on the southern portion of the keep tower. You do not have a lot of time to spare with your gaseous form potions, so you’ll need to pick an arrow slit and rush inside. No time to do a lot of peaking through the windows and little noise from within to give you any clues as you approach.

So let me know which window you wish. I’ve marked them on the map 1,2,3,4. Windows one and two are dark if that helps, while the others are lit. When there’s a majority I’ll place you inside.


Female Half-Elf aka Katherine Weaver

Kamari's whispy form snakes towards arrow slit #1 hoping to maintain some stealth when she becomes whole again.


Male Halfling Herder/15

Muri enjoys the tour of the Academy, taking particular interest in the Code, respecting it for its nature, and accepting any dressing down, as is the nature of military life, a constant diminution of the individual to expand the hivemind.

...

Muri spends a little time with Underfoot, adorning her with the Circlet of Speaking, so he's sure she's willing to undergo the spell which will transform her into stone. The dog asks what kind of stone, and the halfling has no answer, but promises to tell her what she looked like when he finds out...

Presuming Underfoot will be transformed back, once they're in the Pillar, Muri will need two Carry Companions to cover both infiltration and exodus...

...

Murimist follows Kamarimist.


M Half Elf
Stats:
Arc25,Dun25,Eng14,Geog12,Hist23,Loc/Nat/Pla/Rel25,Nob18, Perc 23, Sense 29, Spell25,Stlh22,DisDev27,UMD28

The Airily Socratic Professor Kart follows Gasimari though slot #1. He has magicked himself up, per usual.

Kort's usual protections: See Invisibility (110 min), extended Heroism on himself and Kamari (220 min), Magic Circle Against Evil 10' (220 min). Daybreak Arrows (110 min) Resist Fire 30.


Roll20 Map - Tracking Sheet

I figured Underfoot would remain a stone, but sure, I’ve deducted for a second potion just in case.

You all quickly flow through the arrow slit and solidify within.

A statue of a knight astride a great stallion and a dozen marble busts of ancient generals stare across this extravagantly decorated room. A large four‐poster fit for a king lies at the north end of the chamber. It looks untouched, and books and other items sitting on shelves are arranged meticulously. There’s also a shrine with elaborate brass statuary and filigree against the south wall under the other arrow slit. It is dedicated to the Taldan Pantheon (Abadar, Aroden, Cayden Cailean, Norgorber, and Shelyn).

A mahogany display stand just south of the bed briefly takes your breath away however, for it contains the Primogen Rod (image)! The Primogen Rod is the symbol of the Grand Princes office, and rulership. It is immediately recognizable to every citizen of Taldor as the authority to rule - and Maxillar has it! When you saw it last, it was in the hands of Grand Prince Stavian III in the Senate when all hell broke loose. Reveal this at the right time, and some on-the-fence folk would rally behind it - whomever wields it.

Detect Magic and Spellcraft DC 34:
It is a relic of Taldor. Some of its powers and abilities have been lost to time and are still there waiting to be re-awakened. At its base however, it is a Rod of Lordly Might (link) with all that entails.
- - -

To wield, or even touch the Primogen Rod without authority is not just treasonous, it would imperil your very soul! Handily, there are a pair of white gloves next to the display.

You’ve solidified and can act, but please limit your actions to a full round for now.


Female Half-Elf aka Katherine Weaver

Kamari steps lightly and examines the area around the rod for traps.

perception + heroism: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25

She whispers to Kort, "Looks safe to me. How about you? We should grab this."

"After that, we can take out the big guy who is probably standing guard in the next room and then wait for Max. At least Elen, Edelmira and I should quaff the potions of silence before we move in."


The Night Swan nods, but does not move to take the rod or the gloves. ”I have gauntlets on, so one of you should take it.”

She stares at the rod, musing on her opinions on how she would handle such an object, were it up to her how they disposed of it. She considers most intensely the tensile strength of various kinds of metals.


Female Jininese Elf Lvl 14
NightSwan wrote:
”I have gauntlets on, so one of you should take it.”

Elen shakes her head. ”Gloves or no, I do not think we should take it – we only have the authority to take Maxillar.”

She readies the potion of slience for quaffing once the group is ready to move.


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Female Jininese Elf Lvl 14

"On second thought, I guess it would be worse to leave it behind."

She dons the gloves, wraps the rod in blue silk, and stuffs the rod into the bag of holding.

She awaits a tap of the wand of silence.


M Half Elf
Stats:
Arc25,Dun25,Eng14,Geog12,Hist23,Loc/Nat/Pla/Rel25,Nob18, Perc 23, Sense 29, Spell25,Stlh22,DisDev27,UMD28

The Gassy & Socratic Professor Kart nods at Kamari, casting Detect Magic and getting settled in the room. He has a mind to look for auras that specifically are drawn to invisible objects as that might be important to know.

1d20 + 19 + 2 + 1d8 + 2 ⇒ (9) + 19 + 2 + (4) + 2 = 36 Perception
1d20 + 20 + 2 ⇒ (4) + 20 + 2 = 26 Spellcraft

And then Kart will use the wand of Silence to grant 5 rounds of quiet, awkward hand gestures, and garbled silence conversation. Kart will tap himself, and keep count as it lasts 5 rounds and has a 20' spread.


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Male Halfling Herder/15

Murimist returns to its rightful meat, and Underfoot is reanimated from stone, which turned out to be a kind of tourmaline. The two mount up, and stay very close to the others, not interested in any slip from the magics being placed/consumed/mantled/applied. He is confident those in the strike team with better ears will have secured as much intelligence about this part of the Pillar, before the only door forward is breached...


Roll20 Map - Tracking Sheet

In a surprising move, the altar stands up, well, really forms up, into a clockwork creature! This sleek, one eyed construct crouches, ready for battle. Its arms end in weapons - a rapier and a compact crossbow bolt launcher. Immediately from the launcher, bolts fly! (The construct essentially waited for you to fully solidify, and then acts. Yes, it’s cheating with a full volley of attacks in a surprise round. Cheating I say!)

It targets Elen for having touched the Rod.
clockwork crossbow on Elen: 1d20 + 26 - 4 ⇒ (1) + 26 - 4 = 23 damage: 1d4 + 6 ⇒ (1) + 6 = 7
clockwork crossbow on Elen: 1d20 + 26 - 4 ⇒ (4) + 26 - 4 = 26 damage: 1d4 + 6 ⇒ (2) + 6 = 8
clockwork crossbow on Elen: 1d20 + 26 - 4 ⇒ (11) + 26 - 4 = 33 damage: 1d4 + 6 ⇒ (3) + 6 = 9
clockwork crossbow on Elen: 1d20 + 26 - 4 ⇒ (12) + 26 - 4 = 34 damage: 1d4 + 6 ⇒ (1) + 6 = 7

Thankfully, as a clockwork construct, it does not cry out ”Alarm!”, though it would be silenced if it did.

Knowledge Arcana DC 23:
You face a Clockwork Assassin. N Medium construct (clockwork). One question for each five you beat the DC.
- - -

- Round 1 -
Edelmira - 24
Good Folks - 20
Kamari - 19+
Major Kort - 19-
Muri - 17
Elen - 15 (-16hp)

Initiative Rolls:
Edelmira: 1d20 + 4 ⇒ (20) + 4 = 24
Elen: 1d20 + 5 ⇒ (10) + 5 = 15
Kamari: 1d20 + 6 ⇒ (13) + 6 = 19
Major Kort: 1d20 + 2 ⇒ (17) + 2 = 19
Muri: 1d20 + 3 ⇒ (14) + 3 = 17
Good Folk: 1d20 + 12 ⇒ (8) + 12 = 20

• First up Edelmira! Full round actions.


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M Half Elf
Stats:
Arc25,Dun25,Eng14,Geog12,Hist23,Loc/Nat/Pla/Rel25,Nob18, Perc 23, Sense 29, Spell25,Stlh22,DisDev27,UMD28

The Socratic Professor Kart asks some very pertinent questions about the surprise situation.

1d20 + 20 + 2 ⇒ (14) + 20 + 2 = 36 Know (Arcana)

DRs? Hardness?

He will explain, in great detail what he knows, but, sadly, no one will hear him, but he'll know how to respond.


The Night Swan takes a step forward and begins probing the clockwork being’s defenses.

Primary Attack with Aymr (power attack): 1d20 + 17 - 3 ⇒ (12) + 17 - 3 = 26
Primary Damage (power attack): 1d10 + 6 + 6 ⇒ (9) + 6 + 6 = 21

Secondary Attack with Aymr (power attack): 1d20 + 12 - 3 ⇒ (2) + 12 - 3 = 11
Secondary Damage (power attack): 1d10 + 6 + 6 ⇒ (10) + 6 + 6 = 22

Tertiary Attack with Aymr (power attack): 1d20 + 7 - 3 ⇒ (17) + 7 - 3 = 21
Tertiary Damage (power attack): 1d10 + 6 + 6 ⇒ (3) + 6 + 6 = 15

Edeltorials:

HP: 109/109
AC: 28/13/27
Saves: F9/R11/W12 (+2 vs ingested/inhaled diseases)
Hero Points: 2
Spells/Conditions Active: Fastidiousness, combat expertise

0: (Grasp, Light, Oath of Anonymity, Spark)
1: 1/3 used (Fastidiousnessx1, Serren’s Swift Girdingx0)

Aymr:
[ dice]1d20+17[/dice] to hit;
[ dice]1d10+6[/dice] damage.


Roll20 Map - Tracking Sheet

Major Kort:
DR 5/adamantine again, no hardness, but it is fast healing as you’ll soon see (rapid repair 5).
- - -

Edelmira steps forward and strikes it once, leaving a bit of a dent (DR 5).

The creature takes a 5’ step away from Edelmira and fires another volley at Elen.

clockwork crossbow on Elen: 1d20 + 26 - 4 ⇒ (10) + 26 - 4 = 32 damage: 1d4 + 6 ⇒ (2) + 6 = 8
clockwork crossbow on Elen: 1d20 + 26 - 4 ⇒ (19) + 26 - 4 = 41 damage: 1d4 + 6 ⇒ (2) + 6 = 8
critthreat clockwork crossbow on Elen: 1d20 + 26 - 4 ⇒ (13) + 26 - 4 = 35 damage: 1d4 + 6 ⇒ (3) + 6 = 9

clockwork crossbow on Elen: 1d20 + 26 - 4 ⇒ (17) + 26 - 4 = 39 damage: 1d4 + 6 ⇒ (2) + 6 = 8
clockwork crossbow on Elen: 1d20 + 26 - 4 ⇒ (16) + 26 - 4 = 38 damage: 1d4 + 6 ⇒ (2) + 6 = 8

It finds its rhythm, and hits Elen with every shot, one of them digging deep. Recognizing the inevitability of melee, it lowers its crossbow arm and raises its rapier.

Then it seems to heal as the deep dent Edelmira left, seems to pop somewhat back into place. It would have happened with a loud "Clang!" you imagine, but for the silence.

- Round 1 -
Kamari - 19+
Major Kort - 19-
Muri - 17
Elen - 15 (-57hp)
- Round 2-
Edelmira - 24
Good Folks - 20 (-11hp)

• Now up - everyone!


Female Jininese Elf Lvl 14

”Hey, this isn’t ordinary greed,” Elen challenges, not that anyone can hear. ”Have some respect.”

She looks rather haggard, and much like a porcupine at war. She attacks.

GreaterFeint: 1d20 + 27 ⇒ (2) + 27 = 29
DemandingChallenge: 1d20 + 18 ⇒ (2) + 18 = 20
for Damage: 1d8 + 10 + 12 ⇒ (2) + 10 + 12 = 24 +5 more damage on a successful feint, Challenge
On a successful feint the creature loses dex bonus (flatfooted) for one round. Due to the nature of the challenge it must focus on Elen and take -2 AC as long as Elen is in threat range.

Status:

Hits: 31/88
Current AC: 31 (Mage Armor, Challenge (Songbird))
Current Saves: Fort: +12; Ref +13; Will: +8, +10 if Enchant (Elf) (+2 cloak, Challenge)
(Normal) AC: 28 (not sure if this is with mage armor, normal would imply not?)
flat: 17 (ring +2, nat armor +1, mage armor +4)
touch: 23 (ring +2, Dex +5, Cha +5, Dodge +1)
CMD = 26
WandofMageArmorCharges = 30/50
Resolve = 8/8
Challenge = 4/5
Hero Pts: 3/3


Female Half-Elf aka Katherine Weaver

Round 1

Kamari takes a 5' step and goes rapier to rapier with the construct. The silent combat is eerie but comforting knowing that the rest of the tower is not being alerted.

1st attack with heroism: 1d20 + 21 + 2 ⇒ (7) + 21 + 2 = 30
damage: 1d6 + 10 + 11 ⇒ (1) + 10 + 11 = 22
2nd attack with heroism: 1d20 + 21 + 2 - 5 ⇒ (10) + 21 + 2 - 5 = 28
damage: 1d6 + 10 + 11 ⇒ (3) + 10 + 11 = 24
3rd attack with heroism: 1d20 + 21 + 2 - 10 ⇒ (6) + 21 + 2 - 10 = 19
damage: 1d6 + 10 + 11 ⇒ (1) + 10 + 11 = 22

Subtract 11 precision damage from each attack if immune


M Half Elf
Stats:
Arc25,Dun25,Eng14,Geog12,Hist23,Loc/Nat/Pla/Rel25,Nob18, Perc 23, Sense 29, Spell25,Stlh22,DisDev27,UMD28

Round 1, Init 19-

Hewing a mighty warcry that would shake the timbres of any nearby kittens, Kart 5' steps back, drops the wand of silence he was holding (with nary a clatter), draws his crossbow and fires a wild shot at the clockwork creature.

Dignity's Barb:
1d20 + 14 + 2 + 1 ⇒ (18) + 14 + 2 + 1 = 35 to hit; (+PBS,+heroism)
1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9 magic cold iron damage; (clustered)

K'alibrations:

hp: 70/70
AC: 20/15/17
Saves: F6/R12/W12 +4 vs. enchantment, +2 vs. illusions +6 vs. poison
Lowlight. PBS.

Aroden's Verve: 0/8 used
Adhere to the Law: 0/2 used
Extend PotionRadiation: 3/6 used

Quantum Leaps used:
Pathfinder Carry: 0/0
Staff of Courage: 0/0

0: (create water, detect magic/poison, light, stabilize,read magic)
1: 0/11 used (CLW*0,Shield*0,PfE*0,DF*0)
2: 2/9 used (Inv*0,RE*1,*CE*0,SInv*1,LesRest*0)
3: 4/9 used (H*2,DM*0,DayBreakArrow*1, MCaE10'*1)
4: 0/4 used (GrInv*0,CCW*0,FoM*0)

Kort's usual protections: See Invisibility (110 min), extended Heroism on himself and Kamari (220 min), Magic Circle Against Evil 10' (220 min). Daybreak Arrows (110 min) Resist Fire 30.

Cane:
[ dice]1d20+7[/dice] to hit;
[ dice]1d6-1[/dice] damage.

Dignity's Barb:
[ dice]1d20+14-2+2+1[/dice] to hit; (+PBS,+heroism,-Rapid)
1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7 magic cold iron damage; (clustered)

[ dice]1d20+14-2+2+1[/dice] to hit; (+PBS,+heroism,-Rapid)
1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9 magic cold iron damage; (clustered)

[ dice]1d20+9-2+2+1[/dice] to hit; (+PBS,+heroism,-Rapid)
1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11 magic cold iron damage; (clustered)
Bolts: 33/50 cold iron

1d20 + 11 + 2 + 1 ⇒ (11) + 11 + 2 + 1 = 25 touch to hit; (heroism,PBP)
4d6 + 1 ⇒ (4, 5, 4, 6) + 1 = 20 fire damage
35/50 left.


Male Halfling Herder/15

Round 1, Init 17

Status:

Muri
AC = 25
HP = 84/84
Weapon Equipped = +2 A.C. Longbow
Condition(s) = None? (Spider Climb, Hushamouse...)

Underfoot
AC = 29
HP = 99/99
Weapon Equipped = Teef
Condition(s) = None

Muri responds to the visuals of the clockwork affair, laying into it with arrows aplenty, speculating what spots on the construct are the most vulnerable to projectiles.

+2 AC Longbow, PB, DA: 1d20 + 21 + 1 - 4 ⇒ (16) + 21 + 1 - 4 = 34 for 1d6 + 6 + 1 + 8 ⇒ (5) + 6 + 1 + 8 = 20 piercing, magical damage

2nd: 1d20 + 16 + 1 - 4 ⇒ (20) + 16 + 1 - 4 = 33 for 1d6 + 6 + 1 + 8 ⇒ (6) + 6 + 1 + 8 = 21 piercing, magical damage

3rd: 1d20 + 11 + 1 - 4 ⇒ (6) + 11 + 1 - 4 = 14 for 1d6 + 6 + 1 + 8 ⇒ (4) + 6 + 1 + 8 = 19 piercing, magical damage

edit:

Confirm Critical?: 1d20 + 16 + 1 - 4 ⇒ (17) + 16 + 1 - 4 = 30 for 2d6 + 12 + 2 + 16 ⇒ (2, 1) + 12 + 2 + 16 = 33 piercing, magical damage


The Night Swan steps forward and continues to pound away at the clockwork creature.

Primary Attack with Aymr (power attack): 1d20 + 17 - 3 ⇒ (6) + 17 - 3 = 20
Primary Damage (power attack): 1d10 + 6 + 6 ⇒ (10) + 6 + 6 = 22

Primary Attack with Aymr (power attack): 1d20 + 12 - 3 ⇒ (15) + 12 - 3 = 24
Primary Damage (power attack): 1d10 + 6 + 6 ⇒ (7) + 6 + 6 = 19

Primary Attack with Aymr (power attack): 1d20 + 7 - 3 ⇒ (11) + 7 - 3 = 15
Primary Damage (power attack): 1d10 + 6 + 6 ⇒ (3) + 6 + 6 = 15

Edeltorials:

HP: 109/109
AC: 28/13/27
Saves: F9/R11/W12 (+2 vs ingested/inhaled diseases)
Hero Points: 2
Spells/Conditions Active: Fastidiousness

0: (Grasp, Light, Oath of Anonymity, Spark)
1: 1/3 used (Fastidiousnessx1, Serren’s Swift Girdingx0)

Aymr:
[ dice]1d20+17[/dice] to hit;
[ dice]1d10+6[/dice] damage.


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Roll20 Map - Tracking Sheet

Sorry - I should have checked Muri’s crit math sooner…

Kamari steps in and slices cleanly twice (well, with a little DR), and she attracts the creature’s attention as its self preservation servo kicks in. Major Kort plugs the clockwork and does a little damage after DR as well. Monstrous Muri hits twice, confirming the critical - which drops the poor construct! Elen discovers she cannot feint it (for future reference), and she misses as the creature begins to fall. Edelmira also misses as the creature drops.

Before even having an opportunity to pursue melee options, the clockwork construct is struck down. It collapses silently on the rug, leaving nothing of particular value behind but miscellaneous cogs and screws, mostly in brass.

• We are out of initiative.

A quick, but more thorough, search of the room reveals nothing of note save what you’ve already taken/encountered. With the silenced battle, no one opens the door for some time, so feel free to heal up and do whatever else you wish by way of preparation. The next door is unlocked and appears untrapped.


Female Half-Elf aka Katherine Weaver

Kamari pokes at the bits and pieces with her rapier to make sure it is truly out of commission. She then heads to the door and listens for a second before realizing there's no point to that. She gives a thumbs up and waits for the others.


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Female Jininese Elf Lvl 14

"Uh," Elen silently sputters, taking in the wand of CLW's benefits. When tapped with the wand, she sputters and coughs up some blood. Her healing body pushes the bolts out and they clatter silently to the floor.

-10 charges, + 55 heal

[obligatoryAwkwardBodyLanguage]

She taps K[o|a]rt hard enough on the shoulder to garner his attention, points to the constructs remains, then to him, then to his eyes, then back to the construct.

[/obligatoryAwkwardBodyLanguage]

She silently nods to all in appreciation, and to the 'go ahead.'

CLW:

CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Status:

Hits: 86/88
Current AC: 31 (Mage Armor, Challenge (Songbird))
Current Saves: Fort: +12; Ref +13; Will: +8, +10 if Enchant (Elf) (+2 cloak, Challenge)
(Normal) AC: 28 (not sure if this is with mage armor, normal would imply not?)
flat: 17 (ring +2, nat armor +1, mage armor +4)
touch: 23 (ring +2, Dex +5, Cha +5, Dodge +1)
CMD = 26
WandofMageArmorCharges = 30/50
Resolve = 8/8
Challenge = 4/5
Hero Pts: 3/3


M Half Elf
Stats:
Arc25,Dun25,Eng14,Geog12,Hist23,Loc/Nat/Pla/Rel25,Nob18, Perc 23, Sense 29, Spell25,Stlh22,DisDev27,UMD28

The Silent and Socratic Professor Kart picks up his dropped wand of silence and keeps count to reuse the wand if and when sound returns. It doesn’t feel the need to keep it completely quiet all the time, but will try to keep it quiet when things are afoot.

He will make time for whispered conversation when others indicate it is needed. And right now, he feels it was needed (like for using healing wands or talking quietly).

”Was not expecting that. And when you all are ready, we can move. But also, I can do a bit of invisible exploration if that would help. It might….once we check that there are no magical invisibility alarms about.”


Roll20 Map - Tracking Sheet

The Major detects no particular magical auras other than the party, what he expects to see due to the magical walls, etc. There are no invisibility alarms in this area.

Do you ply invisibility at this door? Or are we opening it silenced to see what lies beyond as a group? Let me know the plan.


M Half Elf
Stats:
Arc25,Dun25,Eng14,Geog12,Hist23,Loc/Nat/Pla/Rel25,Nob18, Perc 23, Sense 29, Spell25,Stlh22,DisDev27,UMD28

The unplanned Professor Kart has no active plans save to keep the party as quiet as possible. He will let others post their whispered thoughts and we’ll go from there.


The Night Swan helps healing Elen up so as to save time, as every second could count here. The Night Swan nods for the Major to scout ahead in the meantime.


Female Half-Elf aka Katherine Weaver

Kamari will peak out the door as Kort exits and also be ready to defend him if something is lurking on the other side.


Female Jininese Elf Lvl 14

"Just keep an eye out for evil furniture."

Mostly healed Elen indicates that she is ready to move on.


M Half Elf
Stats:
Arc25,Dun25,Eng14,Geog12,Hist23,Loc/Nat/Pla/Rel25,Nob18, Perc 23, Sense 29, Spell25,Stlh22,DisDev27,UMD28

Kart moves to the door, reuses the wand of silence and opens the door. He will peek out carefully.

1d20 + 20 + 2 ⇒ (15) + 20 + 2 = 37 Perception


Roll20 Map - Tracking Sheet

GM Rolls:
stealth: 1d20 ⇒ 20perception: 2d20 ⇒ (1, 10) = 11

You open the door very slightly, and peer out into the next room. With all the doors and passages it’s a busy place. There is also a large table in the middle of the room with a map of Taldor, the various factions, and who they support.

Two Sentinel’s guard the room, one at each door, with their backs to the doors more or less. They’re half asleep, standing up, well leaning against the wall, and don’t notice your intrusion - silent as it is. You close the door again.

The party backs away from the door to discuss plans.

So what’s the plan? See map for placement and note the spiral staircase leading both up and down in the NW corner.


The Night Swan lowers her voice as she makes sure everyone is pulled in close for a huddle. ”Okay, we get a silence going right as we burst in and try to get the whole room quiet. We then take the 30 seconds or so to take out the guards before they raise the alarm. How does that sound?”


M Half Elf
Stats:
Arc25,Dun25,Eng14,Geog12,Hist23,Loc/Nat/Pla/Rel25,Nob18, Perc 23, Sense 29, Spell25,Stlh22,DisDev27,UMD28

’Sounds’ great,” Kart uses the wand on the Night Swan when others are ready to do some bursting and slashing.


Female Half-Elf aka Katherine Weaver

Kamari nods at the Night Swan's plan.


Roll20 Map - Tracking Sheet

You burst out into the beautiful ante-chamber in total silence. Everyone except Major Kort gets a surprise round before initiative. Single action only remember.

- Round 1 -
Muri - 19
Elen - 16
Kamari - 13
Major Kort - 11
Edelmira - 7
Good Folks - 3

Initiative Rolls:
Edelmira: 1d20 + 4 ⇒ (3) + 4 = 7
Elen: 1d20 + 5 ⇒ (11) + 5 = 16
Kamari: 1d20 + 6 ⇒ (7) + 6 = 13
Major Kort: 1d20 + 2 ⇒ (9) + 2 = 11
Muri: 1d20 + 3 ⇒ (16) + 3 = 19
Good Folk: 1d20 + 0 ⇒ (3) + 0 = 3

• First up everyone except Major Kort in surprise round, then everyone in round one. There won't be much left of me before I go.

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