Father Urzaia Conflict
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Will: 1d20 + 11 ⇒ (14) + 11 = 25
Grunjar
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well, that's a fail...*facepalm*
Mykel, you still have bit of luck. Please reroll the save.
Grunjar will save + Hardy + Birthmark: 1d20 + 13 + 2 + 2 ⇒ (14) + 13 + 2 + 2 = 31
Grunjar
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I could kiss you, Grunjar...seriously
Auto-fail turned into auto-success - nice! Praise Desna!
Remember: You should always, always listen to the spiritual leader(s) of the party... ;-)@GM Redelia: Is there a way to try and identify the spell that was cast from the staff?
Luurg
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Will Save, Heroism, Boon: 1d20 + 5 + 2 + 2 ⇒ (7) + 5 + 2 + 2 = 16
"Hey, stay outta Luurg's melon!"
Unwavering Resolve: The reports the Pathfinder Society has managed to piece together regarding the events at Wirholt’s Rictus paint a grisly picture. After hearing unnerving rumors about the Aspis Consortium’s recent activities, you have steeled yourself to face unspeakable horrors in the field. When you must attempt a saving throw against a fear or confusion effect, you can cross off this boon before rolling the save to grant a +2 bonus. Even if you fail the saving throw, your preparations give you some degree of protection. If you failed a saving throw against a fear effect, you experience a surge of adrenaline that grants a number of temporary hit points equal to twice your character level. These temporary hit points last as long as the fear effect persists. Alternatively, if you failed a saving throw against a confusion effect, you maintain unusual lucidity, which allows you to roll the d100 to determine your actions each round twice and take your preferred result. This benefit lasts until the confusion effect ends.
| GM Redelia |
Luurg, do you have a reroll you want to use on that save? Also, that boon does not apply, so do not cross it off.
The party may act now.
A spellcraft check would enable you to know what the magic was.
Mykel Therinor
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Mykel steps up the deal with the duergar spellcaster.
Your time of messing with people's minds comes to an end, fool. he says coldly as he slashes at the man. He prepares to fend off any attack if needed.
I'm not sure if the luck thing is still in existence..so I'll have my fairy godcleric Grunjar let me know if I do...lol
attack1: 1d20 + 15 ⇒ (7) + 15 = 221d8 + 7 + 6 ⇒ (5) + 7 + 6 = 18
attack2: 1d20 + 10 ⇒ (10) + 10 = 201d8 + 7 + 6 ⇒ (8) + 7 + 6 = 21
p/r: 1d20 + 15 ⇒ (8) + 15 = 231d20 + 15 ⇒ (7) + 15 = 221d8 + 7 + 6 ⇒ (8) + 7 + 6 = 21
intimidate: 1d20 + 13 ⇒ (17) + 13 = 30
intimidate if i het
Father Urzaia Conflict
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Focusing on his immediate foe Urzaia hacks at blue again with a single mighty chop,
War Mind, +1 to hit
Attack, Divine Favor, War Mind: 1d20 + 13 + 3 + 1 ⇒ (1) + 13 + 3 + 1 = 18
Damage, Divine Favor, Vital Strike: 1d6 + 7 + 3 + 1d6 ⇒ (1) + 7 + 3 + (5) = 16
but his swing is wild.
bad dice. bad.
Grunjar
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Spellcraft to ID: 1d20 + 5 ⇒ (16) + 5 = 21 I hope that is enough...
In order of initiative, Grunjar is first, so Mykel has not moved yet.
Grunjar moves 3 squares to the left and touches Mykel again, granting him bit of luck for another round.
"Finish him!" ;-)
@Mykel:
Please roll a second time for all D20-rolls (including intimidate). And if you crit, you may roll twice for the confirmation, too.
Also, I moved you 1 square diagonally northwest to show your step up to the duergar leader on the map.
Basically, my target can roll any D20 twice until my initiative count comes up again.
effects: none
Cleric Spells Prepared (CL 6th; concentration +12)
. . 3rd:
. . 2nd:
. . 1st: expeditious retreat;
. . 0 (at will): detect magic, read magic, guidance, virtue
Bit of Luck (Sp): 4/9 used
Doorsight (Su): 0/9 used
Good Fortune (Ex): 0/1 used
Las Lajas
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Las movs forward, and spit his adhesive spittle at the leader. Spell DC is 14
Las Lajas
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1d20 + 5 ⇒ (15) + 5 = 20 what is the modifier, level?
Father Urzaia Conflict
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d20 + caster level, add spell penetration and the like if you have them
Luurg
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According to the spell description, spell resistance doesn't apply. Also, the leader is a her? I didn't realize!
| GM Redelia |
Mykel's swings hit, but Father Urzaiah is unable to connect. Luurg is unable to act right now. Las spits goo at the leader. Grunjar watches the magic and helps his companions.
Grunjar, the spell was greater command. It will last for a length measured in rounds, but a significant number of rounds.
save vs adhesive spittle: 1d20 + 3 ⇒ (9) + 3 = 12
The enemy leader is unable to avoid the goo.
Old Ironfin returns and bites at blue
attack: 1d20 + 15 ⇒ (12) + 15 = 27
damage: 2d8 + 12 ⇒ (7, 8) + 12 = 27
Blue slumps over also.
sigh... I somehow missed that Old Ironfin's attack last turn killed green, so green was not able to attack Dornarnus last turn.
Dornarnus moves closer and continues to swing at the enemy leader.
attack: 1d20 + 15 ⇒ (14) + 15 = 29
attack: 1d20 + 10 ⇒ (19) + 10 = 29
combined damage: 2d8 + 10 ⇒ (6, 8) + 10 = 24
status:
leader -87 HP,
Dornarnus uninjured
The enemy tries to back away before casting
1d20 + 3 ⇒ (4) + 3 = 7
but is unable to.
She still tries to cast with her staff.
Mykel and Dornarnus get attacks of opportunity.
Dornarnus AOO: 1d20 + 15 ⇒ (11) + 15 = 26
damage: 1d8 + 5 ⇒ (1) + 5 = 6
Mykel, I'm going to use your parry attack roll and riposte damage rolls for AoO to keep things moving.
Mykel and Dornarnus both wound the caster significantly.
rolls for concentration checks: 3d20 ⇒ (7, 2, 5) = 14
She loses her spell.
enemy now -114 HP
The party is up.
OK, team, finish her off!
Father Urzaia Conflict
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Urzaia moves between Mykel and Grunjar, planning his attack,
War Mind, +1 to hit
Attack, Divine Favor, War Mind: 1d20 + 13 + 3 + 1 ⇒ (3) + 13 + 3 + 1 = 20
Damage, Divine Favor, Vital Strike: 1d6 + 7 + 3 + 1d6 ⇒ (1) + 7 + 3 + (3) = 14
and taking a single mighty swing to try and end the fight.
Mykel Therinor
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Mykel flicks his blade back and forth in a blur as he tries to down the leader.
attack1: 1d20 + 15 ⇒ (10) + 15 = 251d8 + 7 + 6 ⇒ (7) + 7 + 6 = 20
attack2: 1d20 + 10 ⇒ (12) + 10 = 221d8 + 7 + 6 ⇒ (7) + 7 + 6 = 20
Grunjar
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Grunjar moves up to touch Mykel again, granting him bit of luck for another round.
"Come on, Mykel, will you please finish her?!"
@Mykel: You know what to do. ;-)
Bit of Luck (Sp): 5/9 used
| GM Redelia |
OK, was waiting to give Las a chance, but maybe he's trying to save resources...
Under your final assault, the leader falls over dead.
Looking around, you see that the battles the mongrelmen are fighting are also tapering off. Nearby, you see the captive dwarfs you are looking for.
Mykel Therinor
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Is everyone all right? We should get these captives free and get out of here. Mykel says as he flicks the blood of his blade. He checks the fallen foes for anything the captives can use to defend themselves.
Do any of you need healing? he asks urgently as he frees them of their bonds.
Grunjar
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"Luuuuuuuui, you ok?", Grunjar asks Luurg who is still standing around doing nothing.
Are the captive dwarves alone or are there some guards left?
Grunjar picks up the staff of the dead leader, then he looks around.
"There are the guys we're looking for!"
Grunjar points at the captive dwarves. He is also looking for any signs of domination among them.
Sense Motive: 1d20 + 10 ⇒ (2) + 10 = 12 Dear dice bot, I hate you, too... :-(
Mykel Therinor
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Dornarus, my friend, I think this will help on your path to redemption. I assume that was the one that messed up your mind? We took her down...that has to feel good. the Taldan says as he looks around and checks with the mongrelmen to see if they are fine.
Father Urzaia Conflict
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Is this everyone? All of the dwarves are with us and all of the duergar dispatched?
Las Lajas
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Sorrry, should have posted as such.
Luurg
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The spell holding Luurg at bay ends as the woman falls over dead. Luurg blinks a few times, rubs his nose and then immediately grabs for a pear snack. "Huh, she wuz gud wid her werds. Glad she gone now." He smiles and inhales his sweet snack, stowing his oversized axe on his back and taking in the scene.
He moves about the battle field on butterfly wings, making his way around to help his allies and cold conk any duergar that seem to be stirring too much for his liking. NL Boots to the head!
"Hey dare half mangs. I'mma Luuuurg n we here ta help ok? Ok." He introduces himself to the captive Dwarves.
Diplomacy Aid, Heroism: 1d20 - 2 + 2 ⇒ (10) - 2 + 2 = 10
| GM Redelia |
The captive dwarves greet you warmly, although they are obviously tired after their ordeal. They explain that the leader who you fought was disgraced because she lost the fight to keep Janderhoff, and was planning to regain her people's respect by executing all the prisoners within sight of the walls of the duergar's city. Tormenting a paladin of Torag along the way was just a bit of extra fun.
Your mongrelman allies celebrate the victory and return to their home. They encourage you to hurry back to Janderhoff.
The liberated dwarves trudge through the tunnels, eager to be returning home but exhausted after weeks of travel. Most of the return journey is uneventful. However, with only a few dozen miles left between the dwarves and Janderhoff, a scout reports that a duergar raiding party followed the group from Fellstrok. The raiding party is far too large to fight, and there are many dwarven stragglers who will certainly die unless someone takes quick and decisive action.
Dornarnus offers to stay behind and buy time for everyone. You know this will make your work easier, but result in his death or worst.
OK, you now need to make a plan how to get the captives safely to Janderhoff. Please discuss what you want to do. Then I will assign you a few skill checks to model carrying through your plan. I'll try to give you a few options where that makes sense so everyone can contribute. You also need to choose between three options: a. You can let Dornarnus sacrifice himself; doing so will make your checks easier, but he dies. b. You can ignore the stragglers and concentrate on getting the main group of the dwarves to safety; this will result in more dwarves dying. c. You can work to protect the stragglers; this will make your checks more difficult, but it will reduce casualties and Dornarnus will survive.
Mykel Therinor
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no dwarf left behind!
Dornarus, you are indeed a fine fellow. But I'm not letting you do that. I think if we put our heads together, we can save everyone. We could set up a trap to cut the duergar off in one of the tunnels...and if it takes a few of the runt with it, all the better. Ideas, guys?
Father Urzaia Conflict
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No, you should come with us. You need a chance to atone for what happened down here and you won't get that dying in front of a horde of duergar. Let's see if we can't delay them other ways.
Grunjar
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We did not rescue the dwarves only to sacrifice (some of) them later! This also applies to Dornanus, he deserves a chance to atone.
"Dornarus, that's a very noble thing to do. Offering to sacrifice yourself for the good of others - I'm honoured to have you as a comrade! But there has to be another way, we will save everyone!"
Hm, ideas... Grunjar picked up the staff with the greater command spell of the deceased duergar leader. That spell is above his caster level, but it is on the cleric spell list. I'm not completely familiar how this works - it seems I'm not required to make any UMD check (my Wisdom-Score is high enough, too):
Use a Wand, Staff, or Other Spell Trigger Item: Normally, to use a wand, you must have the wand’s spell on your class spell list. This use of the skill allows you to use a wand as if you had a particular spell on your class spell list. Failing the roll does not expend a charge.
I would love to use the staff - I could buy the stragglers more time when they are being attacked (command the duergar to flee or halt).
@GM Redelia: Are there any other restrictions (maybe there is a command word for the staff) or may I use the staff as I see fit? Can I determine how many charges are left?
Luurg
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Just how many survivors are we talking about? Between him and Grunjar I'm sure we can fix them up to fighting strength on the way back. Just curious. Luurg's big thing is physical health so that's the first route he'd want to take in helping the Dwarves. If there aren't a huge number of them then air lifts to higher ground/avoiding blockages, and/or survival/routes.
Grunjar
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Healing of HP should not be a problem at all - Grunjar alone has three 3D6 channels and several cure spells per day.
He can and would also prepare up to eight lesser restorations if needed.
Father Urzaia has access to the same spells, so he can help them in the same way.
If the trip took a few days, I would expect the ex-prisoners to be at full health no, and neither fatigued nor exhausted.
Las Lajas
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Las is in favor or saving the stragglers and their leader. If Las knows what types of checks he has to make, he might have some extracts that can help.
Las Lajas
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Las will attempt to use his skills dungeoneering to cause several cave-ins and block to tunnel. Las has +9 on Dungeon and +8 on Engineering. Would hope having both skills would be better than having one in this situation. Las also gets a a free 1d6 Inspiration on all K checks and + 1 Guidance and if he hasn't rolled a 1 on UMD, +2 from Heigtened Awareness. Las will Take 10, unless it's clear that doing an average job at his level is insufficient.
| GM Redelia |
OK, stage 1 is to prepare for your plan. Each of you needs to roll a relevant skill check. My suggestions would be survival or knowledge:dungeoneering, knowledge:engineering, or disable device. These would be to figure out where to block the tunnels. I'm willing to accept a different skill check if you can explain how you're using it to prepare. (placing the actual blocks will be a later phase)
edit: I'm not saying you're not allowed to take 10 by that phrasing, sorry if that was not clear
Luurg
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Sounds good!
Luurg helps lead the group through the tunnels, working on finding the narrowest areas with the most annoying terrain to slow down an army of evil, angry, overworked Duergar intent on smashing the group to a fine Orcish tar-tar.
Survival: 1d20 + 12 ⇒ (9) + 12 = 21
"Oh dis spot look gud, kinda slippy... half mang in big armors not like slippy stuff!" He tosses down a few extra spent banana peels to add to the effect.
Grunjar
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Grunjar tends to the wounded and exhausted dwarves while glancing occasionally at the surroundings, looking for spots for traps and barricades.
Survival + Guidance: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11 uh...
Reroll, using Good Fortune:
Survival + Guidance: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22 way better!
"There's one! Wait... no, there!"
At 6th level, as an immediate action, you can reroll any one d20 roll you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 6th level, and one additional time per day for every six cleric levels beyond 6th.
Father Urzaia Conflict
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Urzaia helps Grunjar with tending to the captives. While not specifically versed on surviving inthe wilds he has taken time to learn about the natural world and tries to apply what he knows from above now that they are below, a prays it will be useful.
Knowledge (Nature), guidance: 1d20 + 6 + 1 ⇒ (5) + 6 + 1 = 12
Good thing you have a better sense than me. Everything I see feels like it would be easier if we had some trees or scrub to break line of sight.
Mykel Therinor
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Mykel helps Grunjar with scouting the rocks to find a suitable place to drop the rocks to make a roadblock.
survival aid: 1d20 + 5 ⇒ (11) + 5 = 16
no sense wasting a chance to aid...
| GM Redelia |
Botting a knowledge dungeoneering check from Las Lajas, following his idea to take ten but need to roll for inspiration...
1d6 ⇒ 3
OK, working as a team, you are able to find good spots for your blockages.
Stage 2 of your plan: Now you need to carry through your plan. Even if you are using spells, you still need to make a skill check. I'll give you a situation bonus for using spells. I would suggest the same checks as in the last step to make sure your blockage is in exactly the right spot, but you can try other skills if you can explain them.
Father Urzaia Conflict
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Choke points found Urzaia begins turning the stone against the duergar.
Knowledge (Nature), guidance: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
Grunjar
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Using stone shape, Grunjar tries to make barricades...
Survival + Guidance: 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9 Dear dice bot: I love you, too... o_O
...but he quickly realises, that he has no idea what he is doing.
Admiring Father Urzaia's much better work, he asks him for guidance.
"Father Urzi... ahem... Father, could you guide me in melding the stone? I've hardly ever used this spell before... "
Mykel Therinor
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Mykel tries to inspire the dwarves into moving faster.
We're almost home, lads...another few hours quick march and we're safe. i know it's been a long, hard haul...but there's no quitting now! Dornarus wanted to sacrifice himself to save you...the least you can do is repay his valiant offer by trying your best!
diplomacy: 1d20 + 11 ⇒ (6) + 11 = 17I have a +2 from a chronicle if the dwarves are friendly with Magnimar...will find the relevant one if you need.
Luurg
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With the help of his survival smarts, and an oversized adamantine axe, Luurg makes sure the stone work is well placed, even adding in some fitting orcish insults for the Duergar.
"Duergar even shorter den Dwarves. Not know difference 'tween hammerz n axez. Raspberry emoji"
Survival: 10 + 12 = 22
Las Lajas
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using same skills and rolling inspiration Insp: 1d6 ⇒ 4