Dien's #10-14: Debt to the Quah [Private game] (Inactive)

Game Master dien


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The Exchange

M Tengu 5|HP 36/36 |AC 27 /T 19/FF 14 F+5/R+12/W+3

Let's do the other room first

The Exchange

M Tengu 5|HP 36/36 |AC 27 /T 19/FF 14 F+5/R+12/W+3
GM Dien wrote:

Another issue at hand is that the axebeak does not have the Work trick trained. (Work: "The animal pulls or pushes a medium or heavy load.") Without that, you'd need to push the axebeak with a Handle Animal check (DC 25) to get it to do a trick it doesn't know.

Outside of combat this doesn't really matter that much. Ok, it might take longer as it would take a trained animal, but rolling 17+ happens 1 in 5 tries on average. No critical failure in PF1 ;-)

Scarab Sages

M Wayang Alchemist Male Wayang Alchemist 7|HP 45/45 AC 25 /T 17/FF 20| F+7/R+11/W+3, +2 shadows | CMB +3 | CMD 19 |init +9 | Perc +19| condition:

First, sure lets do this last. Second, a block and tackle approach is not the only engineering solution. We can build an earthen ramp and push/level it up. Imagine using a spear to lift up one side then fill under that side with earth and rubble. Next use level to lift the other side and fill under it. Repeat. Slow but sure. ?


Plaguestone Map | Gallows of Madness Combat Map
Greyveil wrote:
First, sure lets do this last. Second, a block and tackle approach is not the only engineering solution. We can build an earthen ramp and push/level it up. Imagine using a spear to lift up one side then fill under that side with earth and rubble. Next use level to lift the other side and fill under it. Repeat. Slow but sure. ?

Yes, my intent with that was not to say "the only solution presented to you by your roll is a block and tackle," but rather to say "Kn Eng would give you various clever ways around this, do you have the tools and equipment to actually implement them." Doing a LOT of earth moving with nothing more than what looks like bucklers and mess kits would definitely, as you say, be slow. Extremely slow, because the sarcophagus needs to be elevated ten vertical feet. Sorry, I should have repeated the room description, I know it was several pages ago and we went through it pretty fast the first time:

In the center of this circular room is a platform overlooking a shallow pit. Inside the pit is a heavily damaged sarcophagus and a broken skeleton. (And the 'shallow' pit is 10 feet deep, just to clarify).

Re: just spamming Handle Animal checks until a success-- yeah, as per RAW, Kuro is correct, nothing stops you guys repeating that indefinitely until there's a high enough roll (to manage that part of things; I'm still going to insist on some form of reasonable harness or equipment for the axebeak to vertically haul the weight out).

This is a challenge you guys are frankly poorly equipped for, and it probably should be challenging and/or use up resources to come up with a solution for it that isn't the one written. Sometimes, not everything DOES get solved, if a party isn't the right party to handle it. If this were a home game and I had leeway to impose reasonable consequences for things like 'using an animal, that is untrained for the task at hand, to do a physically-demanding thing with improvised gear,' I would. As it is, it's PFS. I'm gonna move us on for now and we can come back to this later.

After some study of the issue of the pit and an inventory of the gear the party has, it's decided to return once the remaining chamber has been dealt with.

The narrow hallway to the south is lined with four clay statues of Shoanti warriors (though not the same ones you saw in the Snake River room). Shoanti script, still legible thanks to comprehend languages, gives the name of each warrior. An animal symbol is also visible at the base of each statue.

An eagle - Story Seeker
A horse - Meadow Grass
A griffin - Meditates in Sunlight
A bat - Tranquil Shadow

Kn History or Kn Local, DC 18:
You realize that these warriors are arranged chronologically-- the one farthest west is the oldest statue, and as you go these Shoanti heroes become closer to the current day, as if the viewer was moving through time with the ancestors.

In the room beyond... Four sarcophagi occupy the lower level. The lids have been smashed open, and stones shards litter the floor here. A faint feeling of unease stifles the area. The staircase to the west leads to a dead end.

The lids themselves can be fixed easily enough with uses of the scavenger stone (four uses), and the bones of the dead respectfully tucked back in each sarcophagus that they are half-spilling out of, but the question then becomes which lid is meant to go on which of the four sarcophagi?

The lids, once reassembled, each have an animal in bas relief upon them: eagle, horse, griffin, and bat. Surprise, surprise.

Shoanti script on the base of each sarcophagus reads:

Story Seeker 4430–4571
Meadow Grass 4457–4482
Meditates in Sunlight 4481–4565
Tranquil Shadow 4595–4692

Okay, this room listed a whole bunch of checks to be done on my first read-through of it, and now that I'm looking at it more closely, I realize they are pretty much meaningless and not necessary if you can read Shoanti-- which you can thanks to the comprehend languages extract. So yes, it really is as simple as you think it is. Sorry, I thought there was more to do in this room. :\

In that case, it is basically a fait accompli to put the lids back on the correct coffins, leaving you only the room with the big sarcophagi. Ultimately, you guys are correct that with time not being an issue, you could in fact do something like transport earth in by hand and move the sarcophagus upwards an incremental bit at a time. Or, IDK, something else. Basically I'll give it til this time tomorrow to see if anyone has an interesting rabbit they want to pull out of their hat, so to speak, and if not, I will assume you guys do one of the more time-consuming solutions and narrate forward appropriately.

Scarab Sages

M Wayang Alchemist Male Wayang Alchemist 7|HP 45/45 AC 25 /T 17/FF 20| F+7/R+11/W+3, +2 shadows | CMB +3 | CMD 19 |init +9 | Perc +19| condition:

Knowledge (History): 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28

At least Grey understands that age puzzle.

Scarab Sages

M Wayang Alchemist Male Wayang Alchemist 7|HP 45/45 AC 25 /T 17/FF 20| F+7/R+11/W+3, +2 shadows | CMB +3 | CMD 19 |init +9 | Perc +19| condition:

Two other things we can do. 1) we have extra nonmagical clothing and leather products - we can make rope. And 2) If we rest Grey can give Gery both Bull's Strength and Heroism (heroism might not help if lifting is not a skill check). Could also bestow Ant Haul but I don't think it helps strength checks. Still Bull's Strength gets him to a 17 strength. Then with an assist or two we roll until we succeed? If he can take 20 that is a 23 by himself.

Silver Crusade

Condition: Male halfling fighter (Ustalavic duelist) 3 | HP 28/28 | AC 21/22 , T 15, FF 17 | F: +6, R: +5, W: +3 | CMD 17 | Perc. +4 | Init. +3

Yeah we should be able to create makeshift ropes by cannibalizing our clothing here. Gery will eagerly accept all the help he can get ;)


Plaguestone Map | Gallows of Madness Combat Map

When the last of the broken lids with their animal motifs are slotted into place, the air in the room seems to lighten. The oppressive heaviness is righting itself, with every chamber that you put to order!

Returning to the central sepulcher, the agents put their heads together. Greyveil sketches diagrams in the air with a finger, proclaiming aloud how they might best be able to use their resources-- as always for the Society, an unexpected problem becomes a chance to problem solve, using occasionally unconventional tactics! The four agents take the time to have a meal, rest from the challenges so far, and brainstorm together.

In the end it is a combination of their efforts that solve the issue. Greyveil's knowledge of physics and engineering helps guide the endeavor and allows the agents to construct a rudimentary harness out of belts, cloaks, and other spare articles of clothing. Greyveil also lends his alchemical expertise to brew some extracts to strengthen Gery's muscles and lend him heroic might and prowess as he pushes and guides the sarcophagus from below... while above, Kuro's axebeak strains and grunts to provide additional vertical lift, coaxed in this task by Kuro himself and also Aatish's innate charm to encourage the animal on!

It's a monumental task and you can easily imagine that the Shoanti warriors will be shocked that your group has managed it. The sarcophagus is pulled out of the pit and then painstakingly maneuvered back onto its ledge. The remains of the man inside, now half-spilled into the pit, are replaced gently.

Perception DC 20:
As you do that, you notice a worn spot on the withered fingers of one hand of the deceased. It looks like something might have been meant to go there.

With the task done and muscles ready for a deserved rest, you start to head back to the entry chamber and to Hearth Keeper-- perhaps her shade can let you know if all the tomb has been put to rest...

(Will give people a chance to make that Per roll. I'll also consider that Gery still has the buffs running on him at this moment)

The Exchange

M Tengu 5|HP 36/36 |AC 27 /T 19/FF 14 F+5/R+12/W+3

"Lumketel's notes mention 'Big round room - almost fell into pit. Took ring from skeleton but knocked everything into the pit' I assume that he was taking about this room."

perception (take 10): 1d20 + 14 ⇒ (20) + 14 = 34

"I notice a worn spot on this withered finger. The ring must have been on here."

Scarab Sages

M Wayang Alchemist Male Wayang Alchemist 7|HP 45/45 AC 25 /T 17/FF 20| F+7/R+11/W+3, +2 shadows | CMB +3 | CMD 19 |init +9 | Perc +19| condition:

Then by all means, replace it.

Perception: 1d20 + 14 + 2 ⇒ (4) + 14 + 2 = 20

Now that you point it out I can see it too.

The Exchange

M Tengu 5|HP 36/36 |AC 27 /T 19/FF 14 F+5/R+12/W+3

Kuro will put the ring on the finger


Plaguestone Map | Gallows of Madness Combat Map

With the ring put into position, it seems like a sort of sigh passes through the entire crypt, the sensation of a breath released. The last sarcophagus lid practically jumps closed in your hands, as if eager to be back in its normal position. The dead seem satisfied.

You make your way back to the entrance without trouble, perhaps hoping to see Hearth Keeper's shade there and relate your triumph. But there's no sign of her.

As you step all the way into the room, the detritus of bones and animal tusks, sinew and stone rubble, starts to shift and draw together!

Initiative
Aatish: 1d20 + 6 ⇒ (18) + 6 = 24
Gery: 1d20 + 3 ⇒ (1) + 3 = 4
Greyveil: 1d20 + 11 ⇒ (20) + 11 = 31
Kuro: 1d20 + 8 ⇒ (7) + 8 = 15
Big?: 1d20 + 5 ⇒ (11) + 5 = 16
Smaller?: 1d20 + 9 ⇒ (6) + 9 = 15

You see the larger collection of bones is comprised of both human and animal bones, augmenting the corpse of the ogre that had been felled within the chamber's bounds!

The smaller entity seems more fluid, as if bones and teeth and rubble were bound into the mere suggestion of a wolf, constantly shift and re-shifting, the pieces of matter seemingly suspended in a web of spiritual force.

Kn Arcana DC 18, Small Wolf-Bone-Force-Thing:
This is strange and very rare construct known as a graven guardian. As the name implies, it is often found in gravesites, and is usually bound to some sort of host. +1 question for every five beyond the DC

Kn Arcana DC 20, Big-Ogre-Ugly:
This is a rare and unusual type of construct called a sepulcher warden. The energies that animate it can utilize any deceased creature as part of its enchantment. As the name implies, it is often found in gravesites, and often accompanied by lesser constructs that assist in its tasks.+1 question for every five beyond the DC

Round 1
Greyveil
Aatish

Big Thing of Bones
Small Thing of Bones
Kuro
Gery

I swear, Gery's dice have hated him nearly all scenario, whether or not he's rolling or I am for him. Greyveil and Aatish are up! Map updated

The Exchange

M Tengu 5|HP 36/36 |AC 27 /T 19/FF 14 F+5/R+12/W+3

Knowledge (arcana) DC 18: 1d20 + 11 ⇒ (17) + 11 = 28
Defenses, Attacks, Special Abilities

Knowledge (arcana) DC 20: 1d20 + 11 ⇒ (3) + 11 = 14

I think the axebeak would be out, as it helped with the sarcophagus. Also as we are facing a construct, Kuro is wearing a clockwork key.

The Concordance

Female CN Humanoid (Gnome, Orc) follower of Gorum | Sorcerer 5 (Tattooed Sorcerer archetype / Orc bloodline) | HP 48/48 | ‘Besuuz’ Familiar HP 24/24 | AC 18, T 13, FF | CMD 10 | F: +8/+10 vs. death eff., R: 5, W: +6/+10 vs. fear | Init: +2 | Perc: +2, SM: +0, Dipl: +18, Bluff: +15 | Darkvision 60ft & Light Sensitivity | Spells: 1st 6/8, 2nd 2/5 | Reroll 1/1 | Ghermez (riding dog) HP 13/13 | Active conditions: None

Kn Arcana: 1d20 + 7 ⇒ (15) + 7 = 22 DR please
Kn Arcana: 1d20 + 7 ⇒ (18) + 7 = 25 DR please

Aatish then casts magic missile on the medium-sized creature in red.

magic missile, orc bloodline +1 damage per die, spell specialisation +2 CL : 4d4 + 4 ⇒ (2, 3, 3, 1) + 4 = 13

"Aatish kills every opponent!!"

The Exchange

M Tengu 5|HP 36/36 |AC 27 /T 19/FF 14 F+5/R+12/W+3
Aatish wrote:

[dice=Kn Arcana] d20+7 DR please

[dice=Kn Arcana] d20+7 DR please

Aatish then casts magic missile on the medium-sized creature in red.

[Dice= magic missile, orc bloodline +1 damage per die, spell specialisation +2 CL ] 4d4 + 4

"Aatish kills every opponent!!"

Isn't Magic Missle d4+1 per missle already? AKA shouldn't it be +8?

The Concordance

Female CN Humanoid (Gnome, Orc) follower of Gorum | Sorcerer 5 (Tattooed Sorcerer archetype / Orc bloodline) | HP 48/48 | ‘Besuuz’ Familiar HP 24/24 | AC 18, T 13, FF | CMD 10 | F: +8/+10 vs. death eff., R: 5, W: +6/+10 vs. fear | Init: +2 | Perc: +2, SM: +0, Dipl: +18, Bluff: +15 | Darkvision 60ft & Light Sensitivity | Spells: 1st 6/8, 2nd 2/5 | Reroll 1/1 | Ghermez (riding dog) HP 13/13 | Active conditions: None

Ohh, yes, you are right! ;-) So 17 damage.


Plaguestone Map | Gallows of Madness Combat Map

Kuro knows that the smaller, wolf-like form is a unique form of graven guardian. It can can absorb some of the damage of the other entity it is bound to, and also strikes back more painfully against those who harmed its host/partner entity. Its attacks deal force damage rather than physical, and the fluid nature of its movement means that it can move around a battlefield unimpeded (no AOOs against it).

(Duly noted re both axebeak and the key, that's a fun item)

Aatish knows that the smaller, wolf-like construct has no particular resistances to damage. Its larger companion, however, must either be smashed (bludgeoning) or struck with adamantine weaponry to fully hurt it.

Additionally, Aatish knows that the larger one is immune to any sort of magic to which spell resistance would apply-- excepting healing magics, which function as a slowing spell on the construct.

Bolts of energy fly from Aatish's slim hands and blast into the wolf-shape, hurting it but not dissipating it!

-17 to Red, Greyveil still up

Scarab Sages

M Wayang Alchemist Male Wayang Alchemist 7|HP 45/45 AC 25 /T 17/FF 20| F+7/R+11/W+3, +2 shadows | CMB +3 | CMD 19 |init +9 | Perc +19| condition:

Unsure of what buffs, if any might still be running. Could be significant buffs I am not including.

Greyveil flies up to get a good clear shot at the undead ogre and thows a fire bomb.

bomb range touch: 1d20 + 14 ⇒ (2) + 14 = 164d6 + 6 ⇒ (3, 2, 4, 3) + 6 = 18

The Exchange

M Tengu 5|HP 36/36 |AC 27 /T 19/FF 14 F+5/R+12/W+3
Greyveil wrote:
Greyveil flies up

As someone who plays a lot of alchemists I think activating alchemist discovery fly is a standard action (although the rules are totally unclear on this). Also care for some knowledge rolls? ;-)


Plaguestone Map | Gallows of Madness Combat Map

Even if you aren't flying, and even if you had to throw from where you stand, I believe you still hit, so it's a moot point for that attack at least. As to whether or not they do have to be activated... *scratches head* My gut leans towards the whole 'unspecified action is by default a standard' but the text for the discovery itself would imply 'you just have wings all the time', it's not like they go away when you're not flying? Very arguable either way, and indeed I can see that people have argued it on the boards before. I think I'm gonna roll with it requiring a standard action, but I also think it's probably not going to matter much for this fight.

I'll take the liberty of rolling two Kn checks for you just to keep info flowing:

Arcana dc 18: 1d20 + 15 ⇒ (11) + 15 = 26
Arcana dc 20: 1d20 + 15 ⇒ (19) + 15 = 34 Yeah, you know all the knowings. Gery, apparently you were cursed with crummy luck so the rest of the party could thrive, or something.

Greyveil knows, and is able to communicate, that the smaller construct will dissipate if its host/partner entity is destroyed-- in this case, it seems a safe assumption that would be the larger one.

He also knows that the big ugly can heal the little one. Additionally, it can hurl bones at a foe and trap them in a cage of carrion, effectively grappling them into a new, mini-construct that can then act quasi-independently of the host creature. He is about to get a demonstration of this ability.

Greyveil also knows that the big guy burns just fine, a fact he determined using empirical research. There's no bellow of cry from the collection of bones and ogre-flesh, but fire blasts impressive chunks out of its form. It retaliates by wrenching a spare, human-sized ribcage from its body and hurling it towards Greyveil.

Ranged touch attack vs Greyveil: 1d20 + 8 ⇒ (6) + 8 = 14 Miss, even before cover penalties taken into account

The loping wolflike form snarls without sound and goes for Greyveil as well, unable to reach Aatish.

Bite vs Greyveil: 1d20 + 8 ⇒ (15) + 8 = 23

Damage, force: 1d6 + 2 ⇒ (6) + 2 = 8

Party is up (Gery and Kuro for their round 1 actions, Aatish and Greyveil for their r2)

The Concordance

Female CN Humanoid (Gnome, Orc) follower of Gorum | Sorcerer 5 (Tattooed Sorcerer archetype / Orc bloodline) | HP 48/48 | ‘Besuuz’ Familiar HP 24/24 | AC 18, T 13, FF | CMD 10 | F: +8/+10 vs. death eff., R: 5, W: +6/+10 vs. fear | Init: +2 | Perc: +2, SM: +0, Dipl: +18, Bluff: +15 | Darkvision 60ft & Light Sensitivity | Spells: 1st 6/8, 2nd 2/5 | Reroll 1/1 | Ghermez (riding dog) HP 13/13 | Active conditions: None

Aatish casts magic missile on the medium-sized creature in red.

magic missile, orc bloodline +1 damage per die, spell specialisation +2 CL : 3d4 + 3 + 3 ⇒ (2, 2, 3) + 3 + 3 = 13

"Aatish kills all … yes!! War!!"

Silver Crusade

Condition: Male halfling fighter (Ustalavic duelist) 3 | HP 28/28 | AC 21/22 , T 15, FF 17 | F: +6, R: +5, W: +3 | CMD 17 | Perc. +4 | Init. +3

Gery wonders if maybe he should have stayed in bed here, even as he takes out a trusted alchemist fire and lobs it at the large construct!

Alchemist fire (sepulcher warden): 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19; Fire damage: 1d6 ⇒ 5 Gery will move to where he can see the large creature before tossing it.

The Exchange

M Tengu 5|HP 36/36 |AC 27 /T 19/FF 14 F+5/R+12/W+3

Handle Animal: 1d20 + 6 ⇒ (9) + 6 = 15

Kuro commands the axebeak to attack the smaller construct

To Hit: 1d20 + 7 ⇒ (20) + 7 = 27 for damage: 1d8 + 10 ⇒ (6) + 10 = 16
Confirmation: 1d20 + 7 ⇒ (4) + 7 = 11 for damage: 1d8 + 10 ⇒ (1) + 10 = 11

Kuro casts reduce person and then walks towards the exit


Plaguestone Map | Gallows of Madness Combat Map

Aatish calls more sorcery to blast the wolf-thing, further disrupting its energy, but the creature is still active! ...at least right up until the axebeak pecks the hell out of it. The 'wolf' dissolves into nothing but clattering bones.

Gery hurls a vial of fire at the big pile of bones, and it connects, lightly singing the necromantic guardian.

Kuro, meanwhile, aims to edge around the big bad.

Bite AOO vs Kuro: 1d20 + 10 ⇒ (4) + 10 = 14

But Kuro is far too nimble for that.

(Greyveil is still up for this round)

The Exchange

M Tengu 5|HP 36/36 |AC 27 /T 19/FF 14 F+5/R+12/W+3
GM Dien wrote:

Kuro, meanwhile, aims to edge around the big bad.

Bite AOO vs Kuro

But Kuro is far too nimble for that.

It missed, so it doesn't really matter, but I'm not sure it is allowed to take AoO against me due to the clockwork key.

Scarab Sages

M Wayang Alchemist Male Wayang Alchemist 7|HP 45/45 AC 25 /T 17/FF 20| F+7/R+11/W+3, +2 shadows | CMB +3 | CMD 19 |init +9 | Perc +19| condition:
Kuro Satsujin Karasu wrote:
Greyveil wrote:
Greyveil flies up
As someone who plays a lot of alchemists I think activating alchemist discovery fly is a standard action (although the rules are totally unclear on this). Also care for some knowledge rolls? ;-)

I strongly disagree and have never run or GMed it that way. Also I do not see a reason to debate you here since neither of us are running this game.

Scarab Sages

M Wayang Alchemist Male Wayang Alchemist 7|HP 45/45 AC 25 /T 17/FF 20| F+7/R+11/W+3, +2 shadows | CMB +3 | CMD 19 |init +9 | Perc +19| condition:
GM Dien wrote:

Even if you aren't flying, and even if you had to throw from where you stand, I believe you still hit, so it's a moot point for that attack at least. As to whether or not they do have to be activated... *scratches head* My gut leans towards the whole 'unspecified action is by default a standard' but the text for the discovery itself would imply 'you just have wings all the time', it's not like they go away when you're not flying? Very arguable either way, and indeed I can see that people have argued it on the boards before. I think I'm gonna roll with it requiring a standard action, but I also think it's probably not going to matter much for this fight.

This is the third time I have used this ability in your game and have not used a standard action yet. Seems late to make that call. I have never played it that way yet and as I GM I have never required it. Wings are always in place. Magic is not involved. Not activating anything. Your game so you make the call. I do feel a little ganged up on though.

Scarab Sages

M Wayang Alchemist Male Wayang Alchemist 7|HP 45/45 AC 25 /T 17/FF 20| F+7/R+11/W+3, +2 shadows | CMB +3 | CMD 19 |init +9 | Perc +19| condition:

From the map I do no see what is biting at Greyveil. Is he threatened? Does activating his wings provoke?

The Exchange

M Tengu 5|HP 36/36 |AC 27 /T 19/FF 14 F+5/R+12/W+3
Greyveil wrote:
Kuro Satsujin Karasu wrote:
Greyveil wrote:
Greyveil flies up
As someone who plays a lot of alchemists I think activating alchemist discovery fly is a standard action (although the rules are totally unclear on this). Also care for some knowledge rolls? ;-)
I strongly disagree and have never run or GMed it that way. Also I do not see a reason to debate you here since neither of us are running this game.

I was just sharing my opinion, but I did some more research and SKR said that it wasn't an action on 2011, so you are right. I'm happy cause that makes my alchemists a lot stronger too!

The Exchange

M Tengu 5|HP 36/36 |AC 27 /T 19/FF 14 F+5/R+12/W+3
Greyveil wrote:
From the map I do no see what is biting at Greyveil. Is he threatened? Does activating his wings provoke?

The thing that attacked you died already

Scarab Sages

M Wayang Alchemist Male Wayang Alchemist 7|HP 45/45 AC 25 /T 17/FF 20| F+7/R+11/W+3, +2 shadows | CMB +3 | CMD 19 |init +9 | Perc +19| condition:

Hope I am not holding the game up. If nothing is threatening Greyveil he will use his turn to activate his wings and fly up to the ceiling for a clear shot next round.


Plaguestone Map | Gallows of Madness Combat Map

Sorry for my delay, as mentioned I was traveling yesterday. To address the points:

Kuro, valid point about the key, I was on autopilot for that post.

Greyveil, just to clarify, it didn't get brought up the other times you used your wings because we weren't in rounds at the time for those, the same way I wouldn't be like 'well it takes an action to get an item out of your pack' if we weren't in a situation where it mattered. That said, with the clarification about SKR's ruling, it really IS a moot point and you can be freely flying, no action required. Given that, I'm going to assume you'd prefer to actually attack for this round, let me know if you would like to to do something else. I moved you to a clear line of attack spot and assume you're flying as high as possible to avoid melee attacks.

Greyveil's bomb (ranged touch): 1d20 + 14 ⇒ (16) + 14 = 30 Lol, definite hit

Damage, fire: 4d6 + 6 ⇒ (4, 1, 1, 1) + 6 = 13

Another accurate fire bomb from Greyveil further chars the big construct! Total damage to big guy is 36

Unable to fully sense Kuro as a combatant, the construct staggers nearer to Gery, and lashes out with bones and bits of rubble alike.

5-ft, full attack Gery

Bite: 1d20 + 10 ⇒ (1) + 10 = 11
Slam: 1d20 + 10 ⇒ (7) + 10 = 17
Slam: 1d20 + 10 ⇒ (15) + 10 = 25

But the small warrior is no easy target. Only one attack finds its mark.

Damage to Gery: 2d6 + 1 ⇒ (3, 4) + 1 = 8

Party is up

The Exchange

M Tengu 5|HP 36/36 |AC 27 /T 19/FF 14 F+5/R+12/W+3

Kuro commands his axebeak to attack the creature

1d20 + 6 ⇒ (16) + 6 = 22

Kuro steps into flank, battleshapes a set of horns and full attacks

Claw (PS): 1d20 + 11 + 2 + 1 ⇒ (1) + 11 + 2 + 1 = 15 for damage: 1d2 + 2d6 + 8 + 1 ⇒ (2) + (3, 6) + 8 + 1 = 20
Claw (PS): 1d20 + 11 + 2 + 1 ⇒ (9) + 11 + 2 + 1 = 23 for damage: 1d2 + 2d6 + 8 + 1 ⇒ (2) + (4, 3) + 8 + 1 = 18
Bite (PBS): 1d20 + 11 + 2 + 1 ⇒ (7) + 11 + 2 + 1 = 21 for damage: 1d2 + 2d6 + 8 + 1 ⇒ (1) + (3, 1) + 8 + 1 = 14
Gore (P): 1d20 + 11 + 2 + 1 ⇒ (2) + 11 + 2 + 1 = 16 for damage: 1d4 + 2d6 + 8 + 1 ⇒ (4) + (5, 2) + 8 + 1 = 20

Then the axebeak attacks

Bite (PBS): 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26 for damage: 1d8 + 10 ⇒ (8) + 10 = 18

The Concordance

Female CN Humanoid (Gnome, Orc) follower of Gorum | Sorcerer 5 (Tattooed Sorcerer archetype / Orc bloodline) | HP 48/48 | ‘Besuuz’ Familiar HP 24/24 | AC 18, T 13, FF | CMD 10 | F: +8/+10 vs. death eff., R: 5, W: +6/+10 vs. fear | Init: +2 | Perc: +2, SM: +0, Dipl: +18, Bluff: +15 | Darkvision 60ft & Light Sensitivity | Spells: 1st 6/8, 2nd 2/5 | Reroll 1/1 | Ghermez (riding dog) HP 13/13 | Active conditions: None

Thanks Kuro below.

"It is almost dead … yes!! War!!"

Delays.

The Exchange

M Tengu 5|HP 36/36 |AC 27 /T 19/FF 14 F+5/R+12/W+3
Aatish wrote:

Aatish casts magic missile on the large creature.

[Dice= magic missile, orc bloodline +1 damage per die, spell specialisation +2 CL ] 3d4 + 3 +3

"It is dead … yes!! War!!"

GM wrote:
Additionally, Aatish knows that the larger one is immune to any sort of magic to which spell resistance would apply-- excepting healing magics, which function as a slowing spell on the construct.


Plaguestone Map | Gallows of Madness Combat Map

Although Kuro's claws and strange horns are blunted in their efficacy by the creature's bony body, it ultimately does not matter-- his attacks are so precise and powerful that they simply overcome the reduction in damage. They don't all connect, but enough of them do.

The pile of guardian bones sustains too much damage to continue to be animate, and the energies that bind the body together dissipate. The warden falls....

The tomb is quiet for a moment in the silence following its destruction. Hearth Keeper's voice speaks after a pause.

"Ah... the magics that protect this place thought you, too, were intruders. But I have seen that you were working to restore and to preserve. For that I thank you, and I am pleased that the guardians dealt no significant injury to you. My spirit would be eased if you could, perhaps, remove that rubble and the ogre body from this chamber, however."

The Concordance

Female CN Humanoid (Gnome, Orc) follower of Gorum | Sorcerer 5 (Tattooed Sorcerer archetype / Orc bloodline) | HP 48/48 | ‘Besuuz’ Familiar HP 24/24 | AC 18, T 13, FF | CMD 10 | F: +8/+10 vs. death eff., R: 5, W: +6/+10 vs. fear | Init: +2 | Perc: +2, SM: +0, Dipl: +18, Bluff: +15 | Darkvision 60ft & Light Sensitivity | Spells: 1st 6/8, 2nd 2/5 | Reroll 1/1 | Ghermez (riding dog) HP 13/13 | Active conditions: None

Aatish is sad that it’s already over.

”Let us repair everything now!!“

Did we miss something?

The Exchange

M Tengu 5|HP 36/36 |AC 27 /T 19/FF 14 F+5/R+12/W+3

Kuro will coax his axebeak into moving the ogre's remains.

"If this doesn't work we might need to rethink. But as my teacher always told me: if you have a big problem that you don't know how to solve, cut it into smaller pieces."


Plaguestone Map | Gallows of Madness Combat Map

Together, you manage to work to move the ogre's battered corpse, as well as to clean the rest of the entrance chamber. Hearth Keeper's spirit lets out a soft sigh that seems to echo in the space.

As you carry debris outside, you see figures approaching-- closer, and you can see they are Shoanti, their skin marked with the symbols of the boneslayers that keep the dead in their rest among these fierce people. They look somewhat surprised to see you; when you go to meet them, they seem taken aback and a bit awkward. One of them volunteers, eventually, that Kemchet Flame-Stoker claimed your lack of swift return was a sign that you had failed, and they were sent to reseal the crypt.

But as they approach, they look with interest at the bodies of the ogres, and listen to your explanation of how the creatures had defiled the entrance chamber. When the first of them enters, Hearth Keeper's shade manifests again, and engages in a spirited (har har) conversation in Shoanti with the boneslayers.

At last the one among them who seems to be doing most of the talking turns back to you with a nod of respect.

"I see that our presence was not needed. You achieved this task with the persistence of a river that wears down what it cannot immediately overcome. There is much to admire in that. Hearth Keeper also says that you treated the remains of our ancestors respectfully. I will carry this knowledge back to the quahs, as proof that the Finders of Paths do what they swear they will do. Go in peace, Finders. The Shoanti count the debt satisfied."

****

When you return to the Storval Stairs, the teleport circle takes you back to Absalom. Ambrus Valsin debriefs you, and thanks you for your persistence and courage in the face of a myriad of challenges, both material and supernatural. After congratulating you on your work, he encourages you all to take a few days of well-earned rest in the Lodge's comfortable chambers.

A few days later, you are called again to his office. A package of wrapped furs rests on his desk, and Valsin presents it to your group a bit wryly.

"The quahs send their regards-- and gifts, as well. A number of interesting items come to us from Cousin-to-All-- a Shoanti-crafted shawl that keeps one's life forces close-- a bola enchanted to return-- and a sample of a plant they say protects from fire. I'd also like to make the scavenger's stone available to you to requisition for future missions, seeing how you used it so well. Thank you, agents, for your service."

The Concordance

Female CN Humanoid (Gnome, Orc) follower of Gorum | Sorcerer 5 (Tattooed Sorcerer archetype / Orc bloodline) | HP 48/48 | ‘Besuuz’ Familiar HP 24/24 | AC 18, T 13, FF | CMD 10 | F: +8/+10 vs. death eff., R: 5, W: +6/+10 vs. fear | Init: +2 | Perc: +2, SM: +0, Dipl: +18, Bluff: +15 | Darkvision 60ft & Light Sensitivity | Spells: 1st 6/8, 2nd 2/5 | Reroll 1/1 | Ghermez (riding dog) HP 13/13 | Active conditions: None

Aatish is delighted.

"We made friends and fought well! Gorum is glad!" the little gnome says grinning.

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