DM Carbide's Quest #6: Archaeology in Aspenthar (Inactive)

Game Master John Woodford

SLIDES


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Radiant Oath

Male Halfling (Aiuvarin/Elf) Monk/1 | HP: 17/17 | AC 20 | F/R/W: +6/+8/+7 | Init: +5 | low-light vision | Speed 25 ft (10' step) | Acrobatics +6, Athletics +5, Perc +5, Stealth +5, Thievery +5, Medicine +5 | Active Conditions: None
Herkemer Halfshanks wrote:
Is that space on the northeast side of the map accessible? Hate to leave an unexplored area behind us.

There is a door, but it is blocked by rubble as signified by the X. I'm thinking the railroad leads us to it by travelling in a counter-clockwise direction.

Chén fú moves on from room to room, checking as he goes. If all are empty he opens the door to the south (assuming the others follow).


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

The detailed search yields a lot of junk that will probably be of great interest to the archaeological team coming after you, as well as another sealed vial that feels like it still holds liquid.

Grand Archive

female (she/her) Human Wizard (Evoker) 1 (Emissary) Perc +6, AC 15; Fort +3, Ref +4, Will +8 HP 14/14 | Focus Points 1/1 | Active Spells: Mystic Armor

Vivekanandra takes a moment to see if she can detect any magic on the liquids using a cantrip. If they do detect magic, she can spend ten minutes per liquid to try to identify the effect. If she would know, let me know if there is a particular skill that would apply. She has Arcana +7, Nature +6, Occultism +7, and Religion +6. I would expect Arcana or Occultism if I had to guess.

Identify Magic Skill rolls, if applicable:
Arcana: 1d20 + 7 ⇒ (11) + 7 = 18
Nature: 1d20 + 6 ⇒ (15) + 6 = 21
Occultism: 1d20 + 7 ⇒ (17) + 7 = 24
Religion: 1d20 + 6 ⇒ (4) + 6 = 10


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

One is an oil of potency, and the other is a moderate quicksilver mutagen.

Grand Archive

female (she/her) Human Wizard (Evoker) 1 (Emissary) Perc +6, AC 15; Fort +3, Ref +4, Will +8 HP 14/14 | Focus Points 1/1 | Active Spells: Mystic Armor

Vivekanandra concludes her analysis and announces the results, explaining the effects of the magic for those who don't know.

Oil of Potency
Moderate quicksilver mutagen

Radiant Oath

Male Halfling (Aiuvarin/Elf) Monk/1 | HP: 17/17 | AC 20 | F/R/W: +6/+8/+7 | Init: +5 | low-light vision | Speed 25 ft (10' step) | Acrobatics +6, Athletics +5, Perc +5, Stealth +5, Thievery +5, Medicine +5 | Active Conditions: None

Chen gives a disinterested look.

"Not useful to me. We can sell them though, right?"


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

There's one more accessible door. I shall resist the urge to blow a whistle and shout, "All aboard!"

Radiant Oath

Male Halfling (Aiuvarin/Elf) Monk/1 | HP: 17/17 | AC 20 | F/R/W: +6/+8/+7 | Init: +5 | low-light vision | Speed 25 ft (10' step) | Acrobatics +6, Athletics +5, Perc +5, Stealth +5, Thievery +5, Medicine +5 | Active Conditions: None

Chén (chuga chuga) opens that door.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Wooden limbs and glassware containing both the dried remains of ancient reagents and still-liquid alchemical solutions in closed flasks are strewn across the floor of this apparent workshop.

DC 17 Arcana:
These are alchemical golems in varying states of disrepair/construction.

Grand Archive

female (she/her) Human Wizard (Evoker) 1 (Emissary) Perc +6, AC 15; Fort +3, Ref +4, Will +8 HP 14/14 | Focus Points 1/1 | Active Spells: Mystic Armor

Arcana: 1d20 + 7 ⇒ (1) + 7 = 8

Vivekanandra recognizes nothing new, just more evidence of the already noted presence of alchemical and mechanical crafting. "The difficulty in accessing this site has at least prevented it from being looted by tomb raiders," she observes. "I wonder if these blocked off passages lead to entrances on the surface or just deeper chambers? Maybe in the past, it was easier to get in from the sea side."

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

"Maybe," says Herkemer looking around at the ruined laboratory. "But clearing the ruin out seems pretty easy as a result of its isolation. Where to next?"

Radiant Oath

Male Halfling (Aiuvarin/Elf) Monk/1 | HP: 17/17 | AC 20 | F/R/W: +6/+8/+7 | Init: +5 | low-light vision | Speed 25 ft (10' step) | Acrobatics +6, Athletics +5, Perc +5, Stealth +5, Thievery +5, Medicine +5 | Active Conditions: None

"Might as well try another door."

Chen moves through the room to the door on the far end and opens it.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

The monk gets only ten feet or so into the room when one of the less-dilapidated piles of parts snaps together into a roughly humanoid form and lurches towards the party!

Round 1:

Initiative order
Herkemer
Vivekanandra
Enemy
Navo
Chen

Herkemer and Vivekanandra can act!

Dice rolls:
Herkemer Initiative: 1d20 + 7 ⇒ (16) + 7 = 23
Vivekanandra Initiative: 1d20 + 6 ⇒ (14) + 6 = 20
Chen Initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Navo Initiative: 1d20 + 6 ⇒ (2) + 6 = 8

Enemy Initiative: 1d20 + 6 ⇒ (3) + 6 = 9

Enemy: AC ? HP taken: 0

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

"Spoke too soon," sighs Herkemer as a monster appears from the wreckage. He enters the room, readies his bow, and fires once at the pile of spare parts.

Herk shortbow: 1d20 + 7 ⇒ (18) + 7 = 25
Piercing Dmg, if hit: 1d6 ⇒ 1
Sneak Attack Dmg, if off-guard: 1d6 ⇒ 5
Deadly Dmg if crit: 1d10 ⇒ 3

Likely that hits, not sure if its a critical or if sneak attack applies, but if sneak, its 6hp dmg, if critical its 15hp dmg with the deadly added in. Not sure if a regular weapon will even hurt it...

-Move, 15' into the southwest corner
-Interact to ready bow
-Strike


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Round 1 (ongoing):

Herkemer hits the humanoid pile of junk (for a picture, see the background image on the first slide) and does it a little bit of damage...less than he would have expected.

Vivekanandra?

Grand Archive

female (she/her) Human Wizard (Evoker) 1 (Emissary) Perc +6, AC 15; Fort +3, Ref +4, Will +8 HP 14/14 | Focus Points 1/1 | Active Spells: Mystic Armor

As Chhaya screeches in alarm and hides behind Vivekanandra, the wizard makes three quick motions tracing out runes in the air. After each motion, a jagged shard of magical force forms. As the third one materializes, the shards rush at the animated pile of debris, ripping into it.

All three actions put into casting.
Force Barrage, 3 shards: 3d4 + 3 ⇒ (1, 3, 4) + 3 = 11


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

From your current position you can't see the target; you'll have to spend an action Striding to get line of sight on it.

Grand Archive

female (she/her) Human Wizard (Evoker) 1 (Emissary) Perc +6, AC 15; Fort +3, Ref +4, Will +8 HP 14/14 | Focus Points 1/1 | Active Spells: Mystic Armor

I didn't realize the black lines were walls. V will move 10' south and cast, which will take off 5 from the damage.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Round 1 (ongoing):

Twin shards of force impact the creature, but don't appear to affect it.

It shambles forward and lashes out at Chèn twice with a syringe-bearing limb. Chén, take 16 HP and make 2 DC 15 Fort saves to avoid being Sickened 1.

Chén and Navo can act!

Dice rolls:
First attack: 1d20 + 14 ⇒ (8) + 14 = 22
Damage: 1d8 + 4 ⇒ (6) + 4 = 10
Alchemical effect: 1d6 ⇒ 3

Second attack: 1d20 + 14 - 5 ⇒ (17) + 14 - 5 = 26
Damage: 1d8 + 4 ⇒ (2) + 4 = 6
Alchemical effect: 1d6 ⇒ 3

Radiant Oath

Male Halfling (Aiuvarin/Elf) Monk/1 | HP: 17/17 | AC 20 | F/R/W: +6/+8/+7 | Init: +5 | low-light vision | Speed 25 ft (10' step) | Acrobatics +6, Athletics +5, Perc +5, Stealth +5, Thievery +5, Medicine +5 | Active Conditions: None

fort save: 1d20 + 6 ⇒ (5) + 6 = 11
Chen is nearly flattened by the blow and beats a fast retreat and downs a minor healing potion.

healing: 1d8 ⇒ 1; He feels a teensie bit better.

*move
*interact
*quaff

Horizon Hunters

M Cavern Elf Ranger 1 (Flurry) | Darkvision | HP 17/17 | AC 18 | F +6 R +8 W +3 | Perc +5 | ◆◆◆◇↺| 35" | Hero 1/3 | Nimble | Natural Medicine | Avoid Notice +6 |

Navo marks his prey. He draws his hatchet and shortsword.

◆hunt prey
◆draws hatchet
◆draws short sword


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Chén fú wisely retreats, feeling a bit green around the gills. Navo readies his weapons and marks the strange enemy as his prey.

Round 2:

Initiative order
Herkemer
Vivekanandra
Enemy
Navo
Chen

Herkemer and Vivekanandra are up!

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Herkemer fires at the thing made from spare parts once again. Then he rushes forward, past the creature, entering one of the side doors in the room, hopefully out of sight.

Herk shortbow: 1d20 + 7 ⇒ (16) + 7 = 23 likely a hit
Piercing Dmg to creature: 1d6 ⇒ 4

-Strike
-Stride 25'
-Interact with door

Not sure if the doors are locked or not, or if the creature will have an opportunity attack, but he is ultimately trying to get behind it, with the idea that it will move forward on its next turn.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Round 2 (ongoing):

Initiative order
Herkemer-acted
Vivekanandra
Enemy
Navo
Chen

Herkemer, you've seen that the creature attacked Chén fú from ten feet away, and if you stop just the other side of the open door it can reach you, too (though you'd have cover from the door frame). Do you still want to do that?

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

The intent is to get out of sight as much as possible but that's the extent of his move, if the door requires an Interact action. Will take cover if that's as good as it gets.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

OK.

Round 2 (ongoing):

Initiative order
Herkemer-acted
Vivekanandra
Enemy
Navo
Chen

Herkemer's arrow hits the creature but doesn't damage it. The more it moves, incidentally, the more it looks like an actual humanoid construct--albeit one sorely impacted by the ravages of time. The halfling is able to get past it without being attacked.

Vivekanandra?

Grand Archive

female (she/her) Human Wizard (Evoker) 1 (Emissary) Perc +6, AC 15; Fort +3, Ref +4, Will +8 HP 14/14 | Focus Points 1/1 | Active Spells: Mystic Armor

Vivekanadra casts her shield cantrip in anticipation of melee. Then she follows with a caustic blast spell.

Shield uses 1 action, Caustic Blast uses 2 actions.
Spell Attack: 1d20 + 7 ⇒ (1) + 7 = 8
Casutic Blast Damage, acid: 1d8 ⇒ 3


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Round 2 (ongoing):

Initiative order
Herkemer-acted
Vivekanandra-acted
Enemy-acted
Navo
Chen

The wizard's spell misses, and the splash of acid as it impacts next to the creature has no apparent effect on it.

It focuses its attention on the target furthest into the room, lashing out repeatedly at Herkemer. The first strike hits for 9 HP, plus DC 15 Fort save or Sickened 1, but the halfling is able to dodge both of the followup attacks.

Navo and Chen are up! Also, in case I hadn't made it clear a lot of the creature's construction is glassware. Just saying.

Dice rolls:
Attack Herkemer: 1d20 + 14 ⇒ (12) + 14 = 26
Iterative attack: 1d20 + 9 ⇒ (1) + 9 = 10
Third attack: 1d20 + 4 ⇒ (8) + 4 = 12

Damage: 1d8 + 4 ⇒ (5) + 4 = 9
Alchemical effect: 1d6 ⇒ 4

Radiant Oath

Male Halfling (Aiuvarin/Elf) Monk/1 | HP: 17/17 | AC 20 | F/R/W: +6/+8/+7 | Init: +5 | low-light vision | Speed 25 ft (10' step) | Acrobatics +6, Athletics +5, Perc +5, Stealth +5, Thievery +5, Medicine +5 | Active Conditions: None

Chén fú moves cautiously forward, staying behind the safety of the corner, and cucks a couple of darts at it.

to hit, dart: 1d20 + 6 ⇒ (18) + 6 = 24
piercing damage: 1d4 + 3 ⇒ (4) + 3 = 7

to hit, dart, MAP: 1d20 + 6 - 4 ⇒ (12) + 6 - 4 = 14
piercing damage: 1d4 + 3 ⇒ (3) + 3 = 6

Wish I had something blunt to throw.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Round 2 (ongoing):

Initiative order
Herkemer-acted
Vivekanandra-acted
Enemy-acted
Navo
Chen-acted

The monk's first dart hits, doing a bit of damage to the enemy.

Navo to go!

Enemy: AC 19 HP taken: 5

Horizon Hunters

M Cavern Elf Ranger 1 (Flurry) | Darkvision | HP 17/17 | AC 18 | F +6 R +8 W +3 | Perc +5 | ◆◆◆◇↺| 35" | Hero 1/3 | Nimble | Natural Medicine | Avoid Notice +6 |

Navo moves to engage his designated foe. When he's within striking distance, he unleashes a twin takedown maneuver, cutting and thrusting simultaneously. Then he tries to pierce it one more time.

◆Move
◆Twin Takedown
strike: 1d20 + 7 ⇒ (17) + 7 = 24
damage: 1d6 + 4 ⇒ (5) + 4 = 9
strike: 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12
damage: 1d6 + 4 ⇒ (4) + 4 = 8
strike: 1d20 + 7 - 4 ⇒ (19) + 7 - 4 = 22
damage: 1d6 + 4 ⇒ (6) + 4 = 10


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Navo hits the enemy twice, doing less damage than he would have expected.

Round 3:

Herkemer and Vivekanandra can act!

Enemy: AC 19 HP taken: 16

Grand Archive

female (she/her) Human Wizard (Evoker) 1 (Emissary) Perc +6, AC 15; Fort +3, Ref +4, Will +8 HP 14/14 | Focus Points 1/1 | Active Spells: Mystic Armor

Vivekanandra is obviously flustered in her first real combat. During her time at the school of battle magic, they simulated many fights, but knowing this foe could do lethal harm gave her the jitters.

Since magic did not seem to work on the construct, Vivekanandra draws her crossbow and fires a bolt at the thing. Her aim is pretty good for all her lack of real fight experience. Then just in case the thing close to attack her, she recasts her shield cantrip.

Actions: Interact to draw crossbow, Attack, cast 1 action cantrip.

Crossbow: 1d20 + 4 ⇒ (14) + 4 = 18 (range 120 ft)
Damage, P: 1d8 ⇒ 6

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Herkemer reels from the hit, but remains upright even as a wave of nausea overcomes him, leaving him feeling quite sick. Fighting through the illness, and risking his life with this move, Herkemer adds the oil of potency to his rapier, than dashes to flank the golem with Navo, striking it from behind.

Herkemer DC 15 Fort: 1d20 + 5 ⇒ (4) + 5 = 9
Herkemer rapier, flanking vs Off-guard, sickened: 1d20 + 7 - 1 ⇒ (16) + 7 - 1 = 22
Piercing Dmg, sneak damage, striking weapon: 2d6 + 4 + 1d6 ⇒ (6, 2) + 4 + (1) = 13

◆Interact with oil of potency
◆Stride to flanking position (15ft)
◆Strike from flanking, so off-guard, adding sneak to potency

Not great damage rolls, but the DR is stopping us, so we need to get more damage per strike. Ot's a risky maneuver, so you'll have to save me if it hits me again..


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Round 3 (ongoing):

Initiative order
Herkemer-acted
Vivekanandra-acted
Enemy-acted
Navo
Chen

Vivekanandra narrowly misses the enemy, distracting it long enough for Herkemer to dash into position and land a solid blow. It splits its attention between the halfling and Navo, hitting the ranger once for 9 HP plus DC 15 Fort save or Slowed 1 for 1 round.

Navo and Chen are up!

Dice rolls:
Attack vs. Navo: 1d20 + 14 ⇒ (6) + 14 = 20
Attack vs. Herkemer: 1d20 + 14 - 5 ⇒ (3) + 14 - 5 = 12
Attack vs. Navo: 1d20 + 14 - 10 ⇒ (7) + 14 - 10 = 11

Damage to Navo: 1d8 + 4 ⇒ (5) + 4 = 9
Alchemical effect: 1d6 ⇒ 6

Enemy: AC 19 HP taken: 25

Radiant Oath

Male Halfling (Aiuvarin/Elf) Monk/1 | HP: 17/17 | AC 20 | F/R/W: +6/+8/+7 | Init: +5 | low-light vision | Speed 25 ft (10' step) | Acrobatics +6, Athletics +5, Perc +5, Stealth +5, Thievery +5, Medicine +5 | Active Conditions: None

Chen decides that he is going to risk it all. If Herk can do it so can he! Taking advantage of the flank he moves up an attacks.

move, flurry, strike

to hit: 1d20 + 6 ⇒ (17) + 6 = 23; -2 AC from flank
bashing damage: 1d6 + 3 ⇒ (3) + 3 = 6

to hit, flurry, MAPx1: 1d20 + 6 - 4 ⇒ (2) + 6 - 4 = 4; -2 AC from flank
bashing damage: 1d6 + 3 ⇒ (6) + 3 = 9;

to hit, MAPx2: 1d20 + 6 - 4 - 4 ⇒ (14) + 6 - 4 - 4 = 12; -2 AC from flank
bashing damage: 1d6 + 3 ⇒ (1) + 3 = 4

Note: He is deliberately not entering tiger stance so that he can do bashing damage instead of slashing damage.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Good thinking!

Round 3 (ongoing):

Initiative order
Herkemer-acted
Vivekanandra-acted
Enemy-acted
Navo
Chen-acted

Chen rushes up and punches at the creature. His first strike hits and shatters glass in its body, but it manages to avoid the followup attacks.

Navo to go!

Enemy: AC 19 HP taken: 31

Radiant Oath

Male Halfling (Aiuvarin/Elf) Monk/1 | HP: 17/17 | AC 20 | F/R/W: +6/+8/+7 | Init: +5 | low-light vision | Speed 25 ft (10' step) | Acrobatics +6, Athletics +5, Perc +5, Stealth +5, Thievery +5, Medicine +5 | Active Conditions: None

"Try attacking with the flat of your blade or something."


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

In the interest of moving things along, I'll give Vivekanandra and Herkemer a chance to act. Navo will still get to go before the enemy.

Round 3:

Navo

Round 4:

Herkemer
Vivekanandra

Grand Archive

female (she/her) Human Wizard (Evoker) 1 (Emissary) Perc +6, AC 15; Fort +3, Ref +4, Will +8 HP 14/14 | Focus Points 1/1 | Active Spells: Mystic Armor

Assuming the creature is still fighting after Navo's action.

Seeing that smashing types of damage were most effective, Vivekanandra drops her crossbow, draws her light mace, steps forward and bravely (for a wizard) attacks the construct. She gets a break as the glass creature (she wonders if it might be a golem) leaves its most fragile part of its torso vulnerable.

Light Mace: 1d20 + 4 ⇒ (20) + 4 = 24
Damage, B: 1d4 ⇒ 3
Double for Critical strike: 6

Drops Crossbow (free), Interact (draws mace), Stride, Strike. Movement went through a threatened square if the creature has reach.


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

As a general note, this monster doesn't get Reactive Strikes. Re the attack, nice! There's good news and bad news, though....

Round 3/Round 4 (ongoing):

Vivekanandra moves in, mace in hand, winds up, and lands a blow that shatters something vital inside the creature. It staggers, spewing toxic fluids over the party. Everyone, DC 16 Reflex save to avoid being splashed. If you fail that save and are not already Sickened, DC 15 Fort save or become Sickened 1 (Sickened 2 on a crit fail).

I'm going to assume that everyone is acting in Initiative order, so Navo and Herkemer can act before resolving the effects of the fluid.

Dice rolls:
Reservoir hit: 1d6 ⇒ 4

Enemy: AC 19 HP taken: 37

Radiant Oath

Male Halfling (Aiuvarin/Elf) Monk/1 | HP: 17/17 | AC 20 | F/R/W: +6/+8/+7 | Init: +5 | low-light vision | Speed 25 ft (10' step) | Acrobatics +6, Athletics +5, Perc +5, Stealth +5, Thievery +5, Medicine +5 | Active Conditions: None

DC 16 reflex to avoid getting splashed: 1d20 + 8 ⇒ (2) + 8 = 10
DC 15 fort to avoid getting sick: 1d20 + 6 ⇒ (12) + 6 = 18

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Herkemer considers his rapier, but it doesn't really have a flat edge, and then he thinks about his lack of physical strength, and sticks with the flanking attack with the oil of potency imbuing it for more damage for the rest of a full minute. He has shaken off the effects of the sickness from his prior damage, so he can attack with a clear head.

He then strikes once, scoring a fairly significant hit on the machine creature. Knowing its now or never, he stays close and strikes a second time, hoping his pointy edge can do enough damage to fell the metal monster.

◆Strike with sneak and striking rune
◆Strike with sneak and striking rune
◆Stride to the far corner 10' (which I think is just out of reach...)

Herkemer rapier, off-guard, flanking: 1d20 + 7 ⇒ (19) + 7 = 26 hit
Piercing Dmg, striking dmg, sneak attack: 2d6 + 4 + 1d6 ⇒ (6, 4) + 4 + (4) = 18
Herkemer rapier, off-guard, flanking, MAP: 1d20 + 7 ⇒ (2) + 7 = 9
burn his Hero Point for a reroll.
Herkemer rapier, off-guard, flanking, MAP: 1d20 + 7 - 5 ⇒ (19) + 7 - 5 = 21 hit
Piercing Dmg, striking dmg, sneak attack: 2d6 + 4 + 1d6 ⇒ (5, 4) + 4 + (1) = 14

Think that is 22 dmg total after resistance? Hope that's enough

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Oh, forgot the saves...

Herkemer is far enough away to easily leap from any splashing goo from the battered enemy.

Herkemer Reflex DC16: 1d20 + 9 ⇒ (18) + 9 = 27 critical success


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

Whether Navo hits or not, Herkemer does enough damage to drop the creature before Vivekanandra can act. So no need to save against being splashed. Vivekanandra can keep the 20 for her Medicine check to Treat Wounds.

With a supreme effort, the rogue strikes deeply into the enemy's glassy guts. The cumulative damage is too much for whatever power animated it for so long, and it collapses. It does not move again.

The silence that follows is broken only by the panting of the party.

Out of combat! I'll post a wrapup later today.

Radiant Oath

Male Halfling (Aiuvarin/Elf) Monk/1 | HP: 17/17 | AC 20 | F/R/W: +6/+8/+7 | Init: +5 | low-light vision | Speed 25 ft (10' step) | Acrobatics +6, Athletics +5, Perc +5, Stealth +5, Thievery +5, Medicine +5 | Active Conditions: None

As soon as it drops, Chén fú mutters a muffled "OW!".

I'll take that treat wounds!


Rise of the Runelords Pt2|RotRL Pt 3| Giantslayer|Emerald Spire| CORE Emerald Spire

The rest of the complex is empty of anything hostile or immediately valuable, so you're able to button things up and return to the surface. The full excavation team arrives the next day. Their leader, a half-elf ranger named Kyreen Tael, is fascinated by your description of the site and conclusions as to its true nature. "I think you're right! Alchemy and mechanisms...definitely a Jistka Imperium site, not Osirion. I'll have to pass that along to Ambrus. But this is still an amazing find, and I expect that we'll learn a great deal from it. Thank you so much! There's a ship in harbor that should get you back to Absalom in a few days, weather permitting. Safe travels, my friends!"

It is on the ship home that Vivekanandra finds a reference in one of her books to an alchemical construct called a noxious needler, remembers reading about them in the past, and realizes that was what the party faced in the Jistkan ruin. Had it been at its full strength, you would likely all have perished...and there were parts of several such constructs present in the chamber, all but the one undone by the passage of time. The party was indeed fortunate....

And with that we are done! I'll get the chronicles together; if any of you want me to record downtime or purchases, let me know (Herkemer, I remember your shortbow and arrows.) Thanks for playing, and I hope you had a good time!

Grand Archive

Male Halfling Rogue 1 / HP 10/29, Perc +8, AC 19, Fort +6 Ref +10 Will +8 / Active conditions: Keen eyes

Thanks for running, it was quick and fun! Good luck in Outpost!

Herkemer Downtime:

Underworld Lore: 1d20 + 3 ⇒ (12) + 3 = 15

Grand Archive

female (she/her) Human Wizard (Evoker) 1 (Emissary) Perc +6, AC 15; Fort +3, Ref +4, Will +8 HP 14/14 | Focus Points 1/1 | Active Spells: Mystic Armor

Vivekanandra helps the wounded as best she can after the battle and makes notes on everything observed. On the boat ride home she writes her version of the report to the PFS.

Crafting: 1d20 + 7 ⇒ (20) + 7 = 27

Radiant Oath

Male Halfling (Aiuvarin/Elf) Monk/1 | HP: 17/17 | AC 20 | F/R/W: +6/+8/+7 | Init: +5 | low-light vision | Speed 25 ft (10' step) | Acrobatics +6, Athletics +5, Perc +5, Stealth +5, Thievery +5, Medicine +5 | Active Conditions: None

Earned income roll

lore roll: 1d20 + 3 ⇒ (18) + 3 = 21

Nice!

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