GM Qronos's Strength of Thousands Campaign

Game Master Qronos

The first campaign for the GCPathfinders


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Handouts Tactical Map

New gear in hand, the party heads back to the cavern. The teachers and staff still have a lot of their efforts on the other tunnels, and there are signs of fighting, though no new casualties. Haibram, posted by entrance opens the door for you and says, "Take 'em through all the hells, lads." He catches himself, nods at Laesah, and adds, "And lass, of course."

You don't see any sign of activity from the previous day within the tunnels. Everything is as you left it, and the bees still drone from the room you didn't clear out. Where do you go?


Fem Great Gnoll|Percep +9, low-light| HP 58/58|AC 21|F+10 R+8 W+9|Hero 1/3|Stone Rope +13 (2d8+4 B), Trip +13

Much stands for a moment, the muffled conversation of the guards a counterpoint to the droning bees. Without much thought she scratches a line in dirt floor with her toe, squares her shoulders, and steps over it that much further into the tunnels.

She turns back to the pack, ears popping up and mouth wagging open.
"The first step is always the hardest, just thought I'd get it out of the way."

She looks again towards the bees as her hands begin weaving an intricate pattern.
"I like bees. I dislike leaving an unexplored room behind us even more though. Want to see if we can get through without crushing them?"
Much finishes casting shield, readies her stone rope, and awaits her companions' decision.


M Catfolk Thaumaturge 4 (Wiz Dedication) | Perception +7, low-light vis. | HP 44/44 | AC 21 | F+9 R +11 W +7 (+2 vs misfortune, +1 vs foes demoralized w/in 24 hrs) | Hero Points: 1/3 | Spells: 0 - ∞/5; 1 - 1/1 | +1 Striking Rapier +10 (2d6+1 P, ddly d8); Longbow +9 (1d8 P, ddly d10, range 100') | Add'l Damage: Pers. Ant. +4, Imp Emp +2/die | Esoteric Lore (E) +12 | Active* N/A

Haunt shifts his weight from one foot to the other, drinks his vial of eagle-eye elixir, stashes the empty vial in one of his vest pockets, takes a drink from his waterskin to wash it down, puts it back into his bookbag of holding, grabs his amulet, draws his rapier, lets go of the amulet, wipes some sweat out of his eye, lifts the amulet from where it hangs on his chest from an old leather thong, and nods. “Sure thing, but no promises - none of us need to end up like Ignaci.”

He watches the warrior cast her spell and thinks, Right! He casts the same spell on himself.

◆◆: Cast a spell, shield

“OK, now I’m ready. Let’s get going, I’m getting antsy.” He snorts. “Bug pun. Totally unintentional, but if I’d thought of it I would absolutely have said it anyway.”


Handouts Tactical Map

Out of curiosity, the party swings by the bees that remain. Without so many gremlins to whip them into a frenzy, they are pretty docile, though still standoffish. Giving them a wide berth, you're able to fully explore that area without conflict. There's nothing of note other than another gremlin sleeping quarter that is currently empty.

But does have 15GP for your stores.


Handouts Tactical Map

Following Binji's direction, the party heads to the southeast of the map. Finding a familiar crease in the rocky wall, Much pushes gently and the wall swings in. At the end of the corridor is a grim discovery.

Three masks and three cloaks are affixed to the south wall of this claustrophobic cave, as though in mockery of people, with arms extended to the sides. All look colorful, but dirty and bloodstained. One of the masks depicts a stern antelope, another a kindly hare, and the last a smiling warthog.

What do you do?


Fem Great Gnoll|Percep +9, low-light| HP 58/58|AC 21|F+10 R+8 W+9|Hero 1/3|Stone Rope +13 (2d8+4 B), Trip +13
GM wrote:
One of the masks depicts a stern antelope, another a kindly hare, and the last a smiling warthog.

I think we've seen that hare before...

Much gives her compatriots a worried glance before readying herself for whatever may be beyond the door. Drawing her weapon, casting shield and applying ghost oil to the head of her stone rope.

Comforted by her preparations, Much looks to the group again.

"Good luck, friends."

She steps into the room.


M Catfolk Thaumaturge 4 (Wiz Dedication) | Perception +7, low-light vis. | HP 44/44 | AC 21 | F+9 R +11 W +7 (+2 vs misfortune, +1 vs foes demoralized w/in 24 hrs) | Hero Points: 1/3 | Spells: 0 - ∞/5; 1 - 1/1 | +1 Striking Rapier +10 (2d6+1 P, ddly d8); Longbow +9 (1d8 P, ddly d10, range 100') | Add'l Damage: Pers. Ant. +4, Imp Emp +2/die | Esoteric Lore (E) +12 | Active* N/A
GM wrote:
One of the masks depicts a stern antelope, another a kindly hare, and the last a smiling warthog.

“Well, that’s just sick.”

Much wrote:

"Good luck, friends."

She steps into the room.

Haunt taps Ot’s Anteater Charm. “The only luck I have around these jerks is bad luck. But let’s take a chance anyway.” Clutching his amulet in one hand and sword in the other, he follows Much into the room.*

* I don’t actually know which room Haunt is following Much into, but follow he does. I’ll ask in the Discord.


Barnabas mutters a small prayer under his breath.

"Hell's bells. In for a penny, in for a pound...

He follows the group in. Doing as much active searching towards the ceilings and back as he can.


M Catfolk Thaumaturge 4 (Wiz Dedication) | Perception +7, low-light vis. | HP 44/44 | AC 21 | F+9 R +11 W +7 (+2 vs misfortune, +1 vs foes demoralized w/in 24 hrs) | Hero Points: 1/3 | Spells: 0 - ∞/5; 1 - 1/1 | +1 Striking Rapier +10 (2d6+1 P, ddly d8); Longbow +9 (1d8 P, ddly d10, range 100') | Add'l Damage: Pers. Ant. +4, Imp Emp +2/die | Esoteric Lore (E) +12 | Active* N/A

Haunt moves forward slowly (max. 300’/minute), checking for secret doors, traps, hazards, and anything else of interest.

Haunt uses the Search Exploration Activity. +8 to find secret doors, +7 for everything else until the eagle-eye elixir wears off.


Handouts Tactical Map

Haunt notices that one of the outfits — the hare mask and its bloodstained yellow and white cloak — has been affixed to a secret door ready to easily swing in on its hinges. No traps are visible.

You also notice, when moving the hare mask that it has runes carved into it. Haunt can't make sense of it, but Barnabus recognizes it as a Mask of Mercy. The properties of this mask might be able to move into one of your masks, with effort and a little time, but you can also wear it now and get the benefits.

Looking at the carved runes and the hare masks sparks a memory from Haunt. He remembers seeing it in the Tree Library when he was cleaning out the rooms. It looks like the Smiling Hare was another victim of the Stone Ghost, some time in the past.

You've found a secret door and a treasure. What do you do?


Fem Great Gnoll|Percep +9, low-light| HP 58/58|AC 21|F+10 R+8 W+9|Hero 1/3|Stone Rope +13 (2d8+4 B), Trip +13

Much slinks into the room, flanking Haunt. She sees his eyes flick to secret door, but maintains a readied stance and makes no move to interact with the treasure or the door.
Much is defending.


Fem Great Gnoll|Percep +9, low-light| HP 58/58|AC 21|F+10 R+8 W+9|Hero 1/3|Stone Rope +13 (2d8+4 B), Trip +13

The silence stretches into awkwardness. Much looks around awkwardly, hoping someone else will open the door.

I have to be ready to bash things, it shouldn't be me! she thinks, before admitting to herself that Haunt and Laesah probably bash better than she does.

Fine then. No excuses. Embrace your fear and move forward.

Much opens the door.


M Catfolk Thaumaturge 4 (Wiz Dedication) | Perception +7, low-light vis. | HP 44/44 | AC 21 | F+9 R +11 W +7 (+2 vs misfortune, +1 vs foes demoralized w/in 24 hrs) | Hero Points: 1/3 | Spells: 0 - ∞/5; 1 - 1/1 | +1 Striking Rapier +10 (2d6+1 P, ddly d8); Longbow +9 (1d8 P, ddly d10, range 100') | Add'l Damage: Pers. Ant. +4, Imp Emp +2/die | Esoteric Lore (E) +12 | Active* N/A

Mask of mercy has been added to the loot sheet. Does anyone who is trained in Medicine already want to wear it?

“Hold on a second, Much.”

Haunt crouches down by the secret door before Much opens it, to check it for traps.

Perception, with eagle-eye elixir: 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22

If he doesn’t spot anything, he stands back up and holds his rapier and amulet ready before giving Much the nod. If he does find a trap, he pulls out his thieves’ tools and tries to disable it. Thievery +8


Handouts Tactical Map

The door slides inward to a remarkably clean room. This well-appointed bedroom and study almost makes one forget that it’s hidden deep underground. The space is neatly furnished with mismatched items, including a bearskin rug and extraordinarily comfortable-looking chair. A heavy professor’s desk sits off to one side, along with a massive, gently scuffed four-poster bed. Rugs and curtains hang in an inadequate attempt to make the space seem less like a cave, but craggy wall peeks through the gaps.

Most of the furniture looks barely touched; no dust sits on anything, and the bed is neatly made. The only exception is the desk, which bears several papers and journals and obviously sees frequent use. A large clay jug of water sits on the desk as well.

What do you do?


M Catfolk Thaumaturge 4 (Wiz Dedication) | Perception +7, low-light vis. | HP 44/44 | AC 21 | F+9 R +11 W +7 (+2 vs misfortune, +1 vs foes demoralized w/in 24 hrs) | Hero Points: 1/3 | Spells: 0 - ∞/5; 1 - 1/1 | +1 Striking Rapier +10 (2d6+1 P, ddly d8); Longbow +9 (1d8 P, ddly d10, range 100') | Add'l Damage: Pers. Ant. +4, Imp Emp +2/die | Esoteric Lore (E) +12 | Active* N/A

“Well, that’s not what I expected at all!” Haunt casts detect magic and looks around, ignoring his magic items and those of his friends. If he doesn’t notice any auras in the room, he starts flipping through the papers on the desk.


Handouts Tactical Map

Haunt speaks the words of incantation as he casts his spell and detects an aura under the bed. He begins to move to investigate when the a figure steps out from behind the tapestry near a desk, speaking his own words of magic.

The figure resembles a young man with a body made out of chunks of stone, his faceted skin matching the blocks that make up the Magaambya campus. His hair and face are made of ruined mosaics, and his body is covered in fragmentary runes.

In one hand is a large morning star, his other stretches towards you, finishing the casting of a spell, turning the floor below you all to grease.

Everyone failed a perception check here, so there's a "surprise round" in play. Here are the reflex saves:

Much's reflex: 1d20 + 7 ⇒ (8) + 7 = 15
Haunt's reflex: 1d20 + 10 ⇒ (17) + 10 = 27
Baranbus's reflex: 1d20 + 7 ⇒ (18) + 7 = 25
Laesah's reflex: 1d20 + 11 ⇒ (2) + 11 = 13

Much and Laesah, normally the two most dexterous members of the party, go down. The figure smirks cruelly and says, "Perhaps you were expecting something more like that? Thank you for delivering yourselves to me. There are enough wards on the campus now it was a bit of a puzzle figuring out exactly how I was going to kill you all. On with it, then."

Much Initiative: 1d20 + 8 ⇒ (13) + 8 = 21
Haunt Initiative: 1d20 + 6 ⇒ (8) + 6 = 14
Laesah Initiative: 1d20 + 8 ⇒ (4) + 8 = 12
Barnabus Initiative: 1d20 + 8 ⇒ (17) + 8 = 25
Unseen Combatant #1 (red) Initiative: 1d20 + 7 ⇒ (14) + 7 = 21
Unseen Combatant #2 (green) Initiative: 1d20 + 7 ⇒ (16) + 7 = 23
Stone Ghost Initiative: 1d20 + 13 ⇒ (10) + 13 = 23

Round 1

Initiative

1. Barnabus <-- We are here
2. Stone Ghost
3. Unseen (Green)
4. Much
5. Unseen (red)
6. Haunt
7. Laesah


Barnabas is going 5o play defensive out of both surprise and an effort to support the team until they're back on their feet, literally. He burts into an old song roughly about staying cool under pressure (Inspire Courage) and cast shield on himself while backing into as optimal a space as possible. If he can get into range to assist a teammate geating out of the grease, the better.

Silver Crusade

Female Anadi Monk 4 (Druid Dedication - Wave Order) | HP 30/48 | AC 24 | F+8* R+12 W+11 | Perception +9 | fist +11 (2d6+1 B) | dart +10 (1d4+1 P) | Conditions: none

Previously, on Laesah's in the House...

Laesah thanks Madame Yao effusively. "To the glory of the Magaambya, grand-----chef. Yes, chef." Scampering away, she makes certain to share the cooperative waffles with Much. She then also eats her power journeybread as they pass through the entrance to the catacombs.

Much, we now both have a +1 to Follow the Expert checks with one another, if needed.

Haibram wrote:
"Take 'em through all the hells, lads....And lass, of course."

The anadi almost chokes on her journeybread as she walks past the dwarf. She makes eyes with Much.

Is he racist and sexist against gnolls, or just dimmer than I thought? Much and Laesah smirk wordlessly at the dwarf's gaffe.

At the discovery of the secret door behind the mask/cloak effigy, Laesah takes the opportunity to apply her ghost oil to her handwraps. She perks up at the discovery of the mask of mercy.

"I could use it, if it would be helpful."

I notice that it needs to be invested. I'll use it if no one else wants to do so.

Just prior to the secret door being opened, Laesah makes use of her scroll of fleet step.

"I've got a feeling..." she says, her grim visage masked by the alabaster hare mask.

Well-prepped: fleet step, power journeybread, cooperative waffles, ghost oil, mask of mercy.


Handouts Tactical Map

The Stone Ghost extends an arm, palm down, gesturing as though pulling something from the earth. Suddenly a crystalline scorpion appears among the party, stabbing out at Much...

Stinger 1: 1d20 + 10 ⇒ (12) + 10 = 221d6 + 5 ⇒ (4) + 5 = 9
Stinger 2: 1d20 + 6 ⇒ (2) + 6 = 81d6 + 5 ⇒ (6) + 5 = 11

...Striking her in the hip once before Much adjusts and fends off the other attacks.

Then, from under the bed, a tiny gremlin rushes out to join the fight, taking a flanking position against Much and attacking with a (very) shortsword.

Thrust 1: 1d20 + 9 ⇒ (3) + 9 = 121d6 + 5 ⇒ (3) + 5 = 8
Slash 2: 1d20 + 6 ⇒ (19) + 6 = 251d6 + 5 ⇒ (2) + 5 = 7

Much, distracted by the crystal monster, is open to some extra damage from the gremlin.

Bonus damage: 1d6 ⇒ 1

Much is left reeling, suffering a total of 17 damage.

Round 1

Initiative

1. Barnabus
2. Stone Ghost
3. Gremlin (Green)
4. Much 26/43 HP | Prone <-- We are here
5. Unseen (red)
6. Haunt
7. Laesah | Prone


Fem Great Gnoll|Percep +9, low-light| HP 58/58|AC 21|F+10 R+8 W+9|Hero 1/3|Stone Rope +13 (2d8+4 B), Trip +13

Much hits the ground, is stabbed, and stung in rapid succession.
She manages to articulate a solid "Oof!" in retort.
That is followed by a distinct and mournful "Owwww..."
Much pulls herself to her feet and moves to engage her assailants.

She sweeps out at the gremlin with stone falls in the pond.
Trip: 1d20 + 14 ⇒ (15) + 14 = 29

The stone rope swings in arc beneath the gremlin, rises up, and crashes down at the scorpion in unfolding the fan.
Strike: 1d20 + 8 ⇒ (4) + 8 = 122d8 + 4 ⇒ (8, 5) + 4 = 17

◆Stand
◆Trip
◆Strike


Handouts Tactical Map

The green gremlin shouts and falls down, but the stone rope glances off the scorpion to no effect.

Then, a gremlin wearing red comes charging out from beneath the same bed, looking to take some cheap shots at the prone Laesah. It underestimates the reflexes of Much, who lashes out to protect her friend with a textbook Boar in the Cattails.

AoO: 1d20 + 14 ⇒ (1) + 14 = 152d8 + 5 ⇒ (3, 4) + 5 = 12

Not so textbook! - Hero point reroll

AoO: 1d20 + 14 ⇒ (9) + 14 = 232d8 + 5 ⇒ (3, 7) + 5 = 15

...And smashes the stone rope into the gremlin, crushing it's ribs. The gremlin screams, hastily rethinks its life choices, and quickly shambles out of the room, gasping ragged breaths.

Round 1

Initiative

1. Barnabus
2. Stone Ghost
3. Gremlin (Green)
4. Much 26/43 HP
5. Unseen (red) | Fleeing
6. Haunt <-- We are here
7. Laesah | Prone


M Catfolk Thaumaturge 4 (Wiz Dedication) | Perception +7, low-light vis. | HP 44/44 | AC 21 | F+9 R +11 W +7 (+2 vs misfortune, +1 vs foes demoralized w/in 24 hrs) | Hero Points: 1/3 | Spells: 0 - ∞/5; 1 - 1/1 | +1 Striking Rapier +10 (2d6+1 P, ddly d8); Longbow +9 (1d8 P, ddly d10, range 100') | Add'l Damage: Pers. Ant. +4, Imp Emp +2/die | Esoteric Lore (E) +12 | Active* N/A

I take it that the scorpion is going on the same turn as the Stone Ghost? It isn’t in the initiative tracker.

Haunt peers at the crystal scorpion, looking for its weak spots. He yanks a small tuning fork from one of his vest pockets and quickly strikes it against the blade of his sword. The fork peals out a clear, high note, and the amurrun’s rapier quivers with a barely perceptible vibration. He lunges forward and stabs twice at the scorpion.

◆: Exploit Vulnerability (Esoteric Lore): 1d20 + 11 ⇒ (10) + 11 = 21

◆: Strike, +1 rapier, Exploit Vulnerability (+3), Implement’s Empowerment (+2): 1d20 + 9 ⇒ (6) + 9 = 151d6 + 1 + 2 + 3 ⇒ (6) + 1 + 2 + 3 = 12
◆: Strike, +1 rapier, Exploit Vulnerability (+3), Implement’s Empowerment (+2): 1d20 + 9 - 5 ⇒ (17) + 9 - 5 = 211d6 + 1 + 2 + 3 ⇒ (5) + 1 + 2 + 3 = 11
If either of these are a hit and the scorpion has a weakness greater than 3, please add the difference to the total damage.
↻: Amulet's Abeyance (resistance 4 to all damage if triggered, benefits either Haunt or one ally within 15')

Silver Crusade

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Female Anadi Monk 4 (Druid Dedication - Wave Order) | HP 30/48 | AC 24 | F+8* R+12 W+11 | Perception +9 | fist +11 (2d6+1 B) | dart +10 (1d4+1 P) | Conditions: none

"Thunder and gales!" Laesah curses as she falls in the greasy enchantment. She watches, a bit stunned, as her allies engage the barrage of foes, wincing as Much takes a beating. When her wounded gnoll companion maintains presence of mind enough to lash out at a charging gremlin, neatly repelling it, she shakes her head and slowly looks up at the Stone Ghost.

Focus. Your promise to A'mino is in sight.

"Stone Ghost," the anadi pronounces from the ground, "you are a mortal enemy to Magaambya Academy. You are responsible for the murder of my friend, Hatsi. I will now kill you."

Actions coming!

Silver Crusade

Female Anadi Monk 4 (Druid Dedication - Wave Order) | HP 30/48 | AC 24 | F+8* R+12 W+11 | Perception +9 | fist +11 (2d6+1 B) | dart +10 (1d4+1 P) | Conditions: none

The anadi stands up, then immediately leaps in fantastic fashion, landing on the other side of her aforementioned quarry.

If standing provokes an AoO, by all means take it. Laesah is using Quick Jump, followed by a Flurry of Blows, striking twice, once with her ghost-oil enhanced fist, and once with her normal fist.

Athletics Check: 1d20 + 6 ⇒ (16) + 6 = 22
Flurry of Blows #1, Ghost Oil, IC, Mystic Strike: 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 151d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Flurry of Blows #2, IC, Mystic Strike: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 281d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5

Laesah lashes out swiftly with a one-two punch, testing the corporeal nature of the Stone Ghost.

Taking notice of whether that non-Ghost Oil-enhanced blow did any notable damage.


Handouts Tactical Map

The Stone Ghost snaps his head to the side and out of the way of Laesah's first attack, but her second hits him right below the sternum. He frowns slightly, but the hit shows no effect.

"Hatsi?" Stone Ghost says. "The fop from recently? He was childish. Hard to believe he's missed by anyone. You though? I'll bet you will be missed by someone. You will have mourners...

Barnabus, you are up!

Round 2

Initiative

1. Barnabus <-- We are here

2. Stone Ghost 

3. Crystal Scorp
4. Gremlin (Green) 

5. Much 26/43 HP 

6. Unseen (Red) | Fleeing 

7. Haunt 

8. Laesah


Handouts Tactical Map

Updated slightly with scorpion damage

Round 2

Initiative

1. Barnabus <-- We are here
2. Stone Ghost
3. Crystal Scorp - 12 damage
4. Gremlin (Green) 

5. Much 26/43 HP 

6. Unseen (Red) | Fleeing 

7. Haunt

8. Laesah


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Barnabas continues singing his song about champions and friends and ends (Inspire Courage)

Seeing as how he is (for once) actually within the range of Phase Bolt, looks like it's worth a try. Phase bolting the Scorp.

Phase bolt: 1d20 + 9 ⇒ (16) + 9 = 25 2d4 + 4 ⇒ (3, 3) + 4 = 10


Also, I neglected my own Inspire Courage bonus (+1).


Handouts Tactical Map

The Phase Bolt smacks in to the crystal beast, sending rocks scattering from its craggy hide. Across the room, The Stone Ghost places a hand on Laesah and pushes her into the floor.

Athletics: 1d20 + 12 ⇒ (13) + 12 = 25

Laesah feels a strange tingling sensation as she is shoved waist deep into the rocky ground and held fast.

Flat footed and immobilized. DC 22 Escape check to get free.

He then strides away, out of her reach.

The gremlin facing Much sees the anadi in the ground and takes off after her, provoking an AoO from Much.

AoO: 1d20 + 14 ⇒ (3) + 14 = 172d8 + 5 ⇒ (8, 1) + 5 = 14

...Which it deftly ducks under before stabbing at Laesah

Stab: 1d20 + 11 ⇒ (2) + 11 = 132d6 + 5 ⇒ (1, 3) + 5 = 9

Stab2: 1d20 + 7 ⇒ (14) + 7 = 212d6 + 5 ⇒ (5, 6) + 5 = 16

Laesah deflects the first, but without the use of her legs, the second digs in, leaving a bloody gash below her right arm.

Round 2

Initiative

1. Barnabus

2. Stone Ghost 

3. Crystal Scorp - 23 Damage
4. Gremlin (Green) 

5. Much 26/43 HP 
<-- We are here
6. Unseen (Red) | Fleeing 

7. Haunt 

8. Laesah 22/38 HP


M Catfolk Thaumaturge 4 (Wiz Dedication) | Perception +7, low-light vis. | HP 44/44 | AC 21 | F+9 R +11 W +7 (+2 vs misfortune, +1 vs foes demoralized w/in 24 hrs) | Hero Points: 1/3 | Spells: 0 - ∞/5; 1 - 1/1 | +1 Striking Rapier +10 (2d6+1 P, ddly d8); Longbow +9 (1d8 P, ddly d10, range 100') | Add'l Damage: Pers. Ant. +4, Imp Emp +2/die | Esoteric Lore (E) +12 | Active* N/A

Haunt lunges at the scorpion again and again, his sword still vibrating at a frequency high enough to shatter crystal, before turning to glare for a moment at the Stone Ghost. The amurrun peers at their murderous adversary, searching for weaknesses.

◆: Strike, +1 rapier, inspire courage, Exploit Vulnerability (+3), Implement’s Empowerment (+2): 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 241d6 + 1 + 2 + 3 + 1 ⇒ (4) + 1 + 2 + 3 + 1 = 11
◆: Strike, +1 rapier, inspire courage, Exploit Vulnerability (+3), Implement’s Empowerment (+2): 1d20 + 9 - 5 + 1 ⇒ (7) + 9 - 5 + 1 = 121d6 + 1 + 2 + 3 + 1 ⇒ (5) + 1 + 2 + 3 + 1 = 12

If either Strike hits and the scorpion has a weakness greater than 3, please add the difference to the total damage.
◆: Exploit Vulnerability vs Stone Ghost (Esoteric Lore): 1d20 + 11 ⇒ (10) + 11 = 21
Any weaknesses?
↻: Amulet's Abeyance (resistance 4 to all damage if triggered, benefits either Haunt or one ally within 15')


Handouts Tactical Map

Another chuck of quartz flies off the scorpion when Haunt connects, but it still stands, tail swaying threateningly.

Haunt takes a look at Stone Ghost and realizes that somehow he does have ghostly properties and is therefore vulnerable (though not weak, exactly) to force damage and ghost touch weapons.

Round 2

Initiative

1. Barnabus

2. Stone Ghost 

3. Crystal Scorp - 34 Damage
4. Gremlin (Green) 

5. Much 26/43 HP 
<-- We are here
6. Unseen (Red) | Fleeing

7. Haunt 

8. Laesah 22/38 HP


Fem Great Gnoll|Percep +9, low-light| HP 58/58|AC 21|F+10 R+8 W+9|Hero 1/3|Stone Rope +13 (2d8+4 B), Trip +13

Stone-rope still weaving through the air around her, Much rushes forward to support her beleaguered companion.

Two long strides around the scorpion and she unleashes Arc of the Moon on the Gremlin.
Arc of the Moon: 1d20 + 13 ⇒ (18) + 13 = 312d8 + 5 ⇒ (5, 2) + 5 = 12

And then attempts to finish it with The Kingfisher Takes a Silverback.
The Kingfisher Takes a Silverback: 1d20 + 8 ⇒ (16) + 8 = 242d8 + 5 ⇒ (3, 4) + 5 = 12
If the second strike wasn't necessary, Much will apply oil to the stone rope.

◆◆Sudden Charge
◆ Strike or oil her weapon


Handouts Tactical Map

The Stone Rope arcs into the gremlin, hitting it for critical damage and removing its tiny head from its tiny shoulders. The head sails across the room and lands in a bowl on the desk.

Round 2

Initiative

1. Barnabus

2. Stone Ghost

3. Crystal Scorp - 34 Damage
4. Gremlin (Green) 
| Golfed
5. Much 26/43 HP 

6. Unseen (Red) | Fleeing

7. Haunt 

8. Laesah 22/38 HP <-- We are here

Silver Crusade

Female Anadi Monk 4 (Druid Dedication - Wave Order) | HP 30/48 | AC 24 | F+8* R+12 W+11 | Perception +9 | fist +11 (2d6+1 B) | dart +10 (1d4+1 P) | Conditions: none

Laesah lets out a low growl at sinking into the ground, but doesn’t respond to the gremlin slashing into her. She also doesn’t respond to the same goblin losing its head.

Concentrating, Laesah draws moisture from the air around her and lashes out from underneath the giant crystalline scorpion, hoping the spout she learned from her classes removes the assailant from the fray so that she and her mates can triangulate on the murderer.

Casting spout on the scorpion. Basic DC 18 Reflex save

Spout Bludgeoning, IC: 3d4 + 3 + 1 ⇒ (1, 2, 4) + 3 + 1 = 11

Laesah then struggles to pull herself free from the ground while instructing her comrades.

”The murderer is indeed incorporeal. Regular weapons do not work. Use your enhanced weapons or force damage.”

Acrobatics to Escape, Power Journeybread: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31 Free!

Tears of anger stream down Laesah’s face as she turns to face her quarry. ”Stone Ghost, this is your end.”


Handouts Tactical Map

Reflex save: 1d20 + 9 ⇒ (1) + 9 = 10

The crystal beast, focused on the fight with Haunt and Much is completely caught off guard by the gout of water from below. It blasts the monster into air where it smashes on the low ceiling, shattering into bits and scattering across the room.

Round 3

Initiative

1. Barnabus 

<-- We are here
2. Stone Ghost

3. Crystal Scorp | Shcattered
4. Gremlin (Green) | Golfed

5. Much 26/43 HP
6. Unseen (Red) | Fleeing

7. Haunt 

8. Laesah 22/38 HP


Hrm... Barnabas thinks for a moment while continuing to Inspire Courage. He doesn't actually deal the fancy damage types in question... so maybe preventing the Ghost from doing damage will help.

Perhaps attacking his mind will be a better use of Barnabas's time.

Barnabas casts Mind Games on the Stone Ghost, requiring him to make a willpower save or get stunned.


Handouts Tactical Map

Barnabas and Stone Ghost lock minds for a moment, each probing the other. It feels like banging your head against a rock.

Will Save: 1d20 + 15 ⇒ (13) + 15 = 28

The Stone Ghost's mind does not give way, and he shakes off the mental intrusion.

His attention turns to Laesah, who had just freed herself from the floor.

"You'll end me?" He says to her, coarse voice grating with scorn "I'll put you back in the ground permanently worm. My end was my beginning. Yours will have more finality."

He charges her, and Much lashes out with the Stone Rope to defend her friend.

Smash: 1d20 + 13 ⇒ (7) + 13 = 202d8 + 5 ⇒ (3, 6) + 5 = 14

The stone head of the weapon connects, but the Ghost barely notices. Still, there's enough force behind the blow to put the first crack in the flesh of the enemy.

Then he reaches Laesah and delivers a brutal downswing.

Smash: 1d20 + 15 ⇒ (19) + 15 = 341d6 + 7 ⇒ (4) + 7 = 11

CRIT! 22 total damage, dropping Laesah to exactly 0HP by my math

The morningstar crashes into her head, and she drops to the ground, unconscious and dying. The Stone Ghost laughs, a sound like rocks sliding down a hill and steps to the side, disappearing into the south wall.




Round 3

Initiative

1. Barnabus

2. Stone Ghost 
- 4 damage | In the wall
3. Crystal Scorp | Shcattered

4. Gremlin (Green) | Golfed

5. Much 26/43 HP 
<--- We are here
6. Unseen (Red) | Fleeing 

7. Haunt 

8. Laesah 0/38 HP | Dying 2


Fem Great Gnoll|Percep +9, low-light| HP 58/58|AC 21|F+10 R+8 W+9|Hero 1/3|Stone Rope +13 (2d8+4 B), Trip +13

Much eyes the wall the Stone Ghost disappeared through and then sprints to Laesah's side.

"Wake up friend, you aren't finished yet."

Healing potion: 2d8 + 5 ⇒ (5, 5) + 5 = 15

◆Move
◆Administer potion
◆Regrasp weapon


M Catfolk Thaumaturge 4 (Wiz Dedication) | Perception +7, low-light vis. | HP 44/44 | AC 21 | F+9 R +11 W +7 (+2 vs misfortune, +1 vs foes demoralized w/in 24 hrs) | Hero Points: 1/3 | Spells: 0 - ∞/5; 1 - 1/1 | +1 Striking Rapier +10 (2d6+1 P, ddly d8); Longbow +9 (1d8 P, ddly d10, range 100') | Add'l Damage: Pers. Ant. +4, Imp Emp +2/die | Esoteric Lore (E) +12 | Active* N/A

Haunt stares at the Stone Ghost in horror. “What in the Hells are you?”

◆: Recall Knowledge (Esoteric Lore): 1d20 + 11 ⇒ (4) + 11 = 15

I’ll post the rest after my flight lands, in case this roll is good enough to get some info (but probably not).


Handouts Tactical Map

Haunt tries to figure out what they are dealing with and comes up with two facts:

1. The Stone Ghost is a Stone Ghost. As such, he seems to have high resistances to stone and earth attacks.

2. The Stone Ghost has such elevated control of his general incorporeality that he can flicker between states fast enough to be untouchable one moment but then still fully interact with the physical world the next.


M Catfolk Thaumaturge 4 (Wiz Dedication) | Perception +7, low-light vis. | HP 44/44 | AC 21 | F+9 R +11 W +7 (+2 vs misfortune, +1 vs foes demoralized w/in 24 hrs) | Hero Points: 1/3 | Spells: 0 - ∞/5; 1 - 1/1 | +1 Striking Rapier +10 (2d6+1 P, ddly d8); Longbow +9 (1d8 P, ddly d10, range 100') | Add'l Damage: Pers. Ant. +4, Imp Emp +2/die | Esoteric Lore (E) +12 | Active* N/A

Actions 2 and 3:

Haunt strides closer to Laesah and Much without getting within reach of the wall and pulls a scroll of magic missile out of his bookbag of holding.

◆: Stride
◆: Interact


Handouts Tactical Map

Because Laesah got knocked to Dying, her spot in the initiative moved, so we're now in round 4! (I think???)

Round 4

Initiative

1. Barnabus 
<--- We are here
2. Laesah 15/38 HP | Wounded 2
3. Stone Ghost

4. Crystal Scorp | Shcattered

5. Gremlin (Green) | Golfed 

6. Much 26/43 HP

7. Unseen (Red) | Fleeing

8. Haunt 



Barnabas thinks quickly. He can't perceive the GHost so can't be too aggressive, and looking to get away from the wall seems like a good idea, but if I do, I can't cast another heal spell...

Looks like I'll have to be the bait.

1) Sustain Mind Games
2) Cast Soothe on Laesah Soothe: 1d10 + 4 ⇒ (1) + 4 = 5

Don't forget the +2 to mental effects for a minute


Handouts Tactical Map

Updating!

Round 4

Initiative

1. Barnabus 

2. Laesah 20/38 HP | Wounded 2 <--- We are here
3. Stone Ghost

4. Crystal Scorp | Shcattered

5. Gremlin (Green) | Golfed 

6. Much 26/43 HP

7. Unseen (Red) | Fleeing

8. Haunt 


Silver Crusade

Female Anadi Monk 4 (Druid Dedication - Wave Order) | HP 30/48 | AC 24 | F+8* R+12 W+11 | Perception +9 | fist +11 (2d6+1 B) | dart +10 (1d4+1 P) | Conditions: none

Laesah stands up, her head ringing from the blow from the Stone Ghost. She speaks to her colleagues in the same voice she uses to audibly memorise the endless alchemical reagent combinations taught to her in her attendant classes.

"...walks into stone....corporeal force doesn't damage him...can cause corporeal damage when he wants to do so....leaves stones and gravel behind as evidence of his passage....he's made of gravel! That's it! He's not a ghost at all! He's achieved particulate form! We should counter his stone elemental form with...."

Her eyes dart between her colleagues, awaiting an answer....or perhaps awaiting something else.

Stand. Delay action (2 actions).

GM:
Laesah will cast ki rush and move as quickly as she can at and then away from the Stone Ghost. She has 70 feet of movement; she's got this. For the next round, Laesah will be CONCEALED to any action (like an attack).


Handouts Tactical Map

Maybe it's some grim prescience, but The Stone Ghost emerges from the wall and heads straight for Barnabas, swinging his morning star...

Swing: 1d20 + 15 ⇒ (15) + 15 = 301d6 + 7 ⇒ (3) + 7 = 10

CRIT! 20 damage

...and solidly connecting with the Bard's shoulder.

"You would set your will against mine?" He growls. "My will supports the firmament. I am the foundation. You will break against me."

Round 4

Initiative

1. Barnabus 10/30 HP
2. Laesah 20/38 HP | Wounded 2
3. Stone Ghost

4. Crystal Scorp | Shcattered

5. Gremlin (Green) | Golfed 

6. Much 26/43 HP <--- We are here

7. Unseen (Red) | Fleeing

8. Haunt 



Fem Great Gnoll|Percep +9, low-light| HP 58/58|AC 21|F+10 R+8 W+9|Hero 1/3|Stone Rope +13 (2d8+4 B), Trip +13

Frustration at her opponent battering the pack with impunity boils out of Much in a low whine.

She dashes forward to support Barnabas, playing out the stone rope in tight ellipse over her head.

Phase through this, you son of b~&*$.

Falling Leaf: 1d20 + 14 ⇒ (8) + 14 = 22
The Stone Ghost hits the ground, hard.

"Ha!"

Much pulls hard to cinch her weapon around the Stone Ghost's ankles.
Wet the Silk: 1d20 + 8 ⇒ (7) + 8 = 15

◆: Stride
◆: Trip
◆: Grapple


Handouts Tactical Map

The Stone Ghost hits the ground, flat on his back, but is able to avoid the grapple.

Round 4

Initiative

1. Barnabus 10/30 HP
2. Laesah 20/38 HP | Wounded 2
3. Stone Ghost | Prone

4. Crystal Scorp | Shcattered

5. Gremlin (Green) | Golfed 

6. Much 26/43 HP

7. Unseen (Red) | Fleeing

8. Haunt <--- We are here


M Catfolk Thaumaturge 4 (Wiz Dedication) | Perception +7, low-light vis. | HP 44/44 | AC 21 | F+9 R +11 W +7 (+2 vs misfortune, +1 vs foes demoralized w/in 24 hrs) | Hero Points: 1/3 | Spells: 0 - ∞/5; 1 - 1/1 | +1 Striking Rapier +10 (2d6+1 P, ddly d8); Longbow +9 (1d8 P, ddly d10, range 100') | Add'l Damage: Pers. Ant. +4, Imp Emp +2/die | Esoteric Lore (E) +12 | Active* N/A

“Fire and water are opposed, so maybe air? I don’t know, Laesah, I don’t think I can blow hard enough to do any damage.” Letting his rapier drop to the floor so that he has a free hand (while holding his amulet in the other), Haunt unfurls his scroll. “But paper covers rock, so I’m going to try this instead!”

He reads the scroll aloud, stumbling a bit over the unfamiliar phonemes. When he finishes, three translucent darts hover before him, glowing faintly, then speed towards the Stone Ghost.

◆◆◆: Cast a Spell, Magic Missile (force damage): 3d4 + 3 ⇒ (4, 2, 4) + 3 = 13
@GM - I never noticed this part of the spell description in the 2E version, pasting it here in case it matters: “If you shoot more than one missile at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.”

↻: Amulet's Abeyance (resistance 4 to all damage if triggered, benefits either Haunt or one ally within 15')


Handouts Tactical Map

The darts of force slam into The Stone Ghost, sending chunks of rock flying from his side. He screams in pain and rage.

That certainly seemed to do all the expected damage. Also, I forgot to track the 4 damage Much got through with her AoO.

Round 5

Initiative

1. Barnabus 10/30 HP <--- We are here

2. Laesah 20/38 HP | Wounded 2
3. Stone Ghost 17 damage | Prone

4. Crystal Scorp | Shcattered

5. Gremlin (Green) | Golfed 

6. Much 26/43 HP

7. Gremlin (Red) | Fleeing

8. Haunt

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