M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
Well, Golarion doesn't have any elf-vs-dwarf animosity as far as I know. Though language might be an issue.
Dwarven:
"Your Majesty, we would welcome your aid. Might my comrade Aerel Truthseeker have the honor of bearing the vessel that carries you? He does not yet speak the tongue of the Dwarves, but your guidance to him would help us succeed in our quest. Do you speak the language of Taldor?"That is, Taldane Common. "If not, or if you would rather travel with a dwarf, then we have a dwarf among us."
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
Dwarven:
"Your Majesty, will you accompany us? Your knowledge of the Stone Road, the Onyx Key, the Onyx Citadel, and the Sardonyx Shard could be invaluable to us. With your advice, we may restore the Onyx Key to the realm of Kraggodan.
We could take this bottle along with us. We will not take you from your place of rest if you do not wish.
But as my friend Grum says - yes, this mighty orc has proven himself not only an honorable warrior but even at times a font of wisdom - Magrim may accept you into death if you atone through action. And should we find a way to enable your spirit to pass on and join those of your ancestors, we will do so."
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
"What, so I don't get to kill General Azaersi myself?"
Benedict sounds disappointed at the thought.
"I guess Grum's approach would be tactically sound if we could make it work."
He gives a grin. "Grum has the clever plan that wins by trickery, and I'm the one craving battle and bloodshed. Hah! We've been traveling together too long my friend, we're starting to rub off on one another."
Dwarven:
"Your Majesty, we will retrieve the Onyx Key. Would you have us bring any word of you back to the dwarves of Kraggodan? And, uh, begging your pardon for my questions, but what do you know of that glass bottle with blue smoke? It is on one of the sarcophagi in this room."
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
"Perhaps that will be the case, Grum, but I have a feeling that we will need to be the ones to kill the hobgoblins. Which is fine with me."
Benedict translates what the King says, then walks over to examine the small bottle.
Perception:1d20 + 25 ⇒ (2) + 25 = 27
Dwarven:
"Your Majesty, we will track down these thieves. We did find, in the Valley of Aloi, letters in a Hobgoblin command post indicating that the Ironfang Legion is using the Onyx Citadel as the base from which to launch its attacks. So if that is their base, would we would need the Sardonyx Shard to get there? Or the Onyx Key? Or both? Whatever the case, we will find these thieves - the same force as that behind the attack on my country - and make them pay."
He translates what he said for the party (everyone feel free to read the spoilers).
"William, what do you make of that bottle with the blue smoke?"
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
Are we still doing XP, or are we doing milestone leveling?
If the former, I think we might be missing for the following things:
1) Giant (purple?) worm
2) Magical trap that Aerel disabled
3) Stone golems
4) Any story XP for anything we might have accomplished (we got some for reaching Kraggodan, don't know if the Synod grants any, or anything we have done since)
The gug ghost we didn't defeat, so I don't expect anything there.
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
"The Enthroned King says that a snake being spoke with him about the Onyx Key. My guess is that this was the Ironfangs' naga, Zanathura. The one whose journal we found." Journal here
"What we slew in the morlock caves, that crumbled into ice and snow, was described by the morlock shaman as 'a shadow of the real Zanathura'."As the shaman said here
Dwarven:
"Your Majesty, we believe that snake being was a naga named Zanathura, who is one of the leaders of the army of hobgoblins and others that attacked my homeland. I believe her outward respect was a ploy to deceive you. I swear that we will destroy her for this treachery."
"Is there anything else we should ask of this Enthroned King? He saw no theft, no medusa, and no other spirits."
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
Sorry! Thought I had posted.
Dwarven:
"With your pardon, Your Majesty, I will translate your words into a language of humans so that my comrades may understand."
He addresses the party.
"The spirit is the Enthroned King. He ruled a long time ago, before the Synod. I will ask him about the theft of the Onyx Key, about ghosts, and about medusas. And offer our help if he needs it."
Then back to addressing the disembodied Dwarven voice.
Dwarven:
"Your Majesty, my name is Benedict. These others are Grum, Aerel, William, and Haela. We are investigating the theft of the Onyx Key from this Reliquary.
May I humbly request your assistance with our investigation? I have three questions.
First, did you witness the theft of the Onyx Key?
Second, can you tell us of other spirits present in this place? We believe there may be one or more ghosts.
Third, have you seen a medusa in this place?
If there is a service that we can do for you, name it. If something prevents your spirit from resting, perhaps we can assist."
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
Benedict looks around the chamber and addresses the disembodied voice.
Dwarven:
"Pardon our intrusion, noble elder of the realm of Kraggodan. We have been tasked by the Evenhanded Synod with investigating the theft of a great Dwarven relic, the Onyx Key, from this Reliquary. An army of hobgoblins now has the Onyx Key, and with it, control of the Stone Road. They have overrun our lands. It has been our great pleasure, during this course of this investigation, to cleanse the Reliquary of the Gugs that had infested it.
How may I address you, noble elder?
I myself was not born to the Dwarven race, as you can see, though I learned the ways of war from this daughter of Kraggodan, Haela Sturm."
He indicates the Drill Sergeant next to him.
If Diplomacy is needed, he would Take 10 for a 32.
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
"Yeah, I think William might be right. More likely guardian golems than works of art. Haela, be ready to use that Sigil of Kraggodan if needed to be unseen by any golems."
Benedict takes a look around the room. Is there any writing anywhere? Anything else of note?
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
Benedict slams his fist against the Gug-statue in frustration.
"As I said... I hate not knowing what we are up against. Maybe everyone who was turned to stone by the medusa is now present as a ghost? But then why would the dwarf's spirit lie to us? Was that spirit an illusion from a nearby spellcaster? And this Gug ghost too, with a fear spell?
There's a lot I don't know about how magic works. And I don't know that much about ghosts and their abilities either.
When we head back to Kraggodan, we can ask Karburtin what he makes of our foe based on the evidence we have. We can get equipment to battle ghosts, or use the Manual of War to train to fight them. We can also pick up equipment to battle medusas; whatever is making the ghosts appear, recall that Bellachal Dergik was petrified not that long ago, so the medusa is probably still here.
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
"What are we dealing with??"
Benedict is immune to fear, and has a 10' radius Aura of Courage. Everybody within that aura (the whole party, I think) gets a +4 morale bonus to saves vs fear.
Can he act? If so, Warrior Spirit as a standard action to add +3 to his axe: Ghost Touch (+1), Undead-Bane (+1), and Keen (+1).
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
"Let's stick together."
The hall is wide enough for three abreast. If Aerel needs to be in front to search for traps, he can have Benedict and Grum right next to him, with Haela behind for Tactician and William behind for spells and archery.
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
"I wasn't looking to restore the human for his own sake, but rather for information, like Aerel suggested. Especially about what petrified him. Information is power and I don't like not knowing what we are up against. But if you want to press on, I will. At least we have some resources to protect ourselves."
Benedict puts on the Lidless Charm Bracelet.
"Grum, do you want the Amulet of Proof Against Petrification?" It will take the place of your current amulet and so would hurt your AC, but would provide a nice backup if the RNG is against you. If not you, then Aerel or William might want it. I'm hoping that if we encounter the medusa they can be far enough away to not be affected, but Grum is definitely going to be within gaze range.
"Aerel, your keen eyes could work against you if there is a medusa, so I don't think having you scout ahead is best at this time. If we stick together, you can benefit from Haela's tactics." That is to say, she has one more use of Tactician and can share out Shake it Off as as a swift action. Bonus to saves.
Once whoever wants it takes the Amulet, Benedict opens the doors to the south.
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
"We do have one use of Stone Salve. It can restore someone who was petrified. I might want to save it to use on one of us... but then, maybe we can exit the Reliquary and come back in again supplied with more. Or with other items that protect against petrification."
"We now can establish that the dwarf wasn't petrified centuries ago, and so the apparent spirit was lying to us. The human... I guess we could try putting his remains together to see if a spirit appears and says something. Even if we have good reason to suspect that the 'spirit' may lie, there could be value in hearing what they have to say."
"Reassembling the human means retracing our steps, bringing the legs back to the upper torso. Maybe we do that, see if we conjure a spirit, restore him, and then exit the Reliquary to resupply? We can bring Bellachal Dirgek's statue on our way out and maybe the dwarves can restore her. It should weigh... what, three times what she weighed in life? Maybe two of us working together, then."
Thoughts?
1) Press on and explore one more room;
2) Go back, reassemble the human, and then exit the Reliquary with Bellachal's statue; or,
3) Rest in the Folgrit room and then continue on.
I am thinking (2).
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
UMD is Grum's thing. Have at it! A scroll of a CL7 spell is DC 27 and Grum has a +20 so those are good odds. I asked about the Wisdom because Sending is an Oracle spell also (which would be Cha-based) but it makes sense that it defaults to the Clr list (needing Wis 14 and so a potion). Drink the potion and then just one check is needed.
"I can't read the scroll, Grum. We need you to do it. Does that message sound good to you? I believe the spell has a strict word count so there's no time for small talk. But Karburtin knows you. I bet he'll answer."
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
"Okay, we've got 25 words, and Karburtin can send a response? Well, how about something like this:
'Gugs defeated. Still investigating. Alleged spirit of petrified Bellachal Dirgek claims medusa attacked centuries ago. Did prior investigators see her? Are petrified beings truly dead?'
Any suggestions? The petrified dwarf right near the entrance is something that the other investigators should have found. If they didn't, then I think the 'spirit' was lying to us about the length of time that petrified dwarf has been there. And if petrified beings aren't dead, then that was not her spirit we saw but rather some kind of trick. I guess a petrified being could maybe manifest an apparition if the being had been a psychic or something like that, but I think it might have been an illusion from a hidden spellcaster nearby."
2 questions for the GM. 1) do we have a complete 'statue' for the petrified human, and 2) is Grum's Cha 16 enough to cast Sending from a scroll, or does he need Wis 14 meaning a potion of Owl's Wisdom?
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
Aerel Truthseeker wrote:
You deserve a lot of credit for keeping the story straight, thank you for that.
"Why would a human be in these chambers? Seems suspicious. And more concerning at the moment - have we met anything down here that would turn a man to stone?"
"You're right, Aerel. It's suspicious. The dwarves believed the Molthuni to be behind the theft of the Onyx Key. But we know the Ironfang Legion ended up with it and have taken control of the Stone Road to move their troops.
So was a human Molthuni thief involved?
Then there was also the dwarf petrified when we first entered the Reliquary. Bellachal Dergik. She said it was 'a medusa, long ago'... saying that maybe centuries had passed... and yet the dwarves of Kraggodan had sent investigators before us into the Reliquary to investigate the break-in. They told us about the gugs but made no mention of a petrified dwarf or her ghost.
And if this human was petrified relatively recently - if he was associated with the break-in - then at least a medusa is still around after centuries.
I don't think it quite adds up. Something is off. But I am reluctant to expend our very limited de-petrifying magic for the sake of getting answers."
Suddenly his face lights up.
"Wait a minute! We have three scrolls of Sending! We can use one to ask Karburtin about Bellachal Dergik. We'd have to think how to word it... and make sure Grum has the best possible chance of activating the scroll... but it could work."
As best as I can tell, the party found 3 Potions of Owl's Wisdom in the troglodyte caves that we distributed to Grum, Amkarang, and Benedict and never used. Any one of those would boost Grum's Wisdom to 14 - if his 16 Cha isn't enough to natively use a scroll of a Cleric/Oracle spell. People interpret that part differently.
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
DM Stalwart wrote:
Aerel cannot read the script, but he recognizes some of the symbols as what's used in Undercommon.
During his inspection of the room, he also realizes that the strange pedestal holding up the gruesome faces is actually a stone pair of legs going up to roughly the waist, either as a broken statue or the lower half of a petrified person.
DM Stalwart wrote:
While the group plans on using Grum's teleportation to avoid the spike stones, they notice the small chamber to the east is lit by bronze sconces. The room is bare except for the upper torso of a statue of a young human man. His face would be handsome if it were not contorted into a terrified expression.
"I think there may be a complete petrified person. A human, though; not a dwarf."
Can't exactly tell from the description. Maybe the arms are there? Or maybe they are missing.
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
We could rest or press on. I think we are okay on healing for now. Haela still has 3 uses of Healer's Hands, plus the mundane Treat Deadly Wounds once per person per day, plus we have wands and potions. But the teleportation abilities are really useful and I think all used up (Haela definitely, Grum probably). I think William's higher-level spells are all used up. Maybe do 1 more room?
"What about the petrified torso and legs? Should we put those together and try to restore them?
Or maybe not... I believe we have but one use of Stone Salve. Maybe we should save that in case one of us gets petrified."
@GM - can Break Enchantment reverse petrification? We have a scroll of it.
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
"Okay, Aerel, I think we can continue. Lead on."
Remaining daily resources:
Benedict Barroom Brawler 0/0 (swapped it out today via the Manual of War for Warrior Spirit)
Benedict Warrior Spirit 2/4.
Benedict Alter Self 1/1.
Benedict Tactician 0/1.
Benedict Deific Obedience SLAs 0/1.
Benedict Smite 0/1.
Haela Healer's Hands 3/10.
Haela Tactician 1/3.
Haela Warrior Spirit 1/3.
Haela Teleportation Mastery 0/1
Also corrected Potions of CLW on inventory; now 7 left, not- 8 (Haela had used one earlier today).
@Aerel, you still have the incorporeal use of the Spirit Shroud for the day? I had Benedict charge the worm so that it wouldn't get you, but I had forgotten that you had an escape option.
@Grum - you were at 60 damage taken after the Gug fight, but then were healed by Haela for 65 back here bringing you to full. In this fight you were hit once for 16 damage and poison. You do need a DC 27 Fort save vs poison. But as to the HP damage, if only down 16, a potion or two would do it (we have 13 CMW and now 8 CLW).
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
Benedict shrugs. "No better options that I saw - that worm was going to get somebody. That was a pretty miraculous escape that you made.
I have a Talisman of Freedom that maybe I should start wearing."
The Talisman takes up the neck slot - although you can wear up to 3 Talismans, you can't wear them with an Amulet of Natural Armor. So Benedict can swap out the neck slot and drink a Potion of Barkskin if he has advance notice that we are going up against a grappling enemy. Wasn't really an opportunity to do so here.
"But let's get you healed up. Haela, can you help Aerel?"
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
A swallowed creature can just try to escape the grapple with a CMD check, and I would assume that a dead worm has 0 BAB, 0 Str, and so basically 0 CMD.
Benedict crawls up the worm's gullet and out of its maw.
He is badly hurt, but still breathing.
"Just as planned..."
"Thank you, Aerel, Grum, William, Haela. I owe you my life yet again."
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
Just like the Behir...
Benedict stabs furiously with his dagger as he is swallowed, hoping to do enough damage to the beast's gullet that he either cuts his way out or is vomited out.
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
"I've got its attention!" Benedict is almost certainly getting swallowed on the worm's next turn. But it does count as Grappled for right now at least so that is -4 Dex to it. Hopefully will help Grum and William do a lot of damage.
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
Benedict takes Total Defense, and moves up drawing his dagger in his buckler hand. He tries to do his best to draw the worm's attention while avoiding its attacks. He was previously swallowed by a Behir and hopes to not repeat the experience, but he has the dagger in hand should it come to that.
It will get an AOO against his AC 37. If it does hit him, his CMD is 36 with Total Defense which means it Grapples him on anything but a 1. But if it is Grappling him, it won't get AOOs against anyone else, and if it misses him, hopefully it doesn't have Combat Reflexes so it still won't get AOOs against anyone else.
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
Benedict and Haela move to guard William.
Haela takes a single move, uses Total Defense, and enters Dwarven Hatred Style. She is AC 35, or 37 vs evil foes, and if she is hit she will apply Dwarven Seething as an immediate action for +4 AC vs that foe until she changes foes.
Benedict takes a single move and uses Total Defense. He is AC 37, or 39 vs evil foes.
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
Benedict moves up and attacks, fighting cautiously Provokes an AOO, against AC 31. I don't think the CE bonus to AC applies vs the AOO since he hasn't attacked yet at that point. Benedict Attack, Deific Obedience, CE:1d20 + 21 + 1 - 4 ⇒ (2) + 21 + 1 - 4 = 20 Damage:1d10 + 11 ⇒ (2) + 11 = 13
Haela moves up and attacks Also provokes if it has Combat Reflexes, and AC 31. If it hits her, she will apply Dwarven Seething for a +4 Dodge against it for the remainder of the combat.
Once they are in position, their defenses are better. AC 37 for Benedict (+4 CE, +2 Lastwall Phalanx) and AC 33 for Haela (+2 Lastwall Phalanx, but another +4 to 37 if it has hit her at least once).
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
Benedict decides that the best offense is a good defense, to allow the archers to continue their work.
He steps 5' closer to the Gugs, but maintains Total Defense.
As before, AC 39 for Benedict vs evil foes, and AC 37 for Haela. Benedict would not have survived that last round at his base AC of 31 with them Smiting him.
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
Benedict and Haela both move up and use Total Defense, hoping that they can blunt the Gugs' attacks.
With Total Defense, Benedict is AC 37, or 39 vs evil foes (+2 sacred from Haela since she gives an extra +1). Haela is AC 35, or 37 vs evil foes.
Haela also enters Dwarven Hatred Style. If a foe hits her, she will use an immediate action to apply her Defensive Training against it for another +4 dodge bonus to AC that lasts until she designates a new opponent.
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
Not sure where we can line up before we get our surprise round. If we can be just out of line of sight, then we can use our surprise round to get into a good position?
I have always found the transition from "out of initiative" to "in initiative" to be one of the most awkward things in 3.X.
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
"I had thought of Fireball because it can spread and affect foes out of sight to a degree. Start the fight before they can see us and lure them out of that room." That is, if the origin point is in your line of sight but some of the spread area is not. Not sure the geometry here quite allows that.
"But I'll do whatever. Your plan sounds good, Aerel."
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
Benedict will hand the Golembane Scarab to William.
"Why don't you use this? It should help if we have to fight golems at any point."
It looks like William doesn't have a neck slot item? And he also doesn't have Clustered Shots (which Aerel does have). So I think the Scarab is best on William.
Benedict hands the +1 Construct-Bane Adamantine Battleaxe to Haela, and she takes it in hand.
Benedict himself has 1 more use of Warrior Spirit today, which is bound to his Dwarven Waraxe.
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
Aerel Truthseeker wrote:
I did not understand that there was actually an exit from here between the map and the description of what was found. If there is, Aerel will take the lead, sneaking and peeking as usual.
It looks like there is an exit to the west. We are in J6 on Slide 1, I think, a stone mausoleum.
"We know that the Ironfang Legion infiltrated this place to steal from the dwarves. That could explain hobgoblins. As to the human faces... I'm not sure.
Those stone legs here in the mausoleum might match up with the human torso that we saw in the room to the southeast." I think that was J3? If we saw it right before we teleported.
"When the Spike Stones end we can try to bring the legs to the torso and head."
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
"I speak and read Undercommon, Aerel. I will take a look.
And it seems you've found another way around so we don't have to wait for the Spike Stones to end!"
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
What we really lack is the ability to solve challenges like those Spike Stones. I guess I was thinking that if we were higher level we'd have had more options there (for example, William might have Dispel Magic). But in terms of sheer damage output we are hard to beat. And Benedict's AC has been for a couple of levels now where I think a fighter should be (20+level), but before Longshadow it was pretty poor.
So I see the point and I suppose we can just keep going as we are.
As to Haela's feat: Yes, the limit is removed, and no, it doesn't take an hour.
Healer's Hands wrote:
Benefit(s): You can use the Heal skill to treat deadly wounds as a full-round action. You do not take a penalty for not using a healer’s kit when treating deadly wounds this way, and you can do so on a given creature more than once per day. When treating deadly wounds this way, if your result exceeds the DC by 10 or more, add your ranks in Knowledge (planes) to the damage healed. These benefits do not apply to creatures that are not healed by positive energy.
It is a pretty weak and inconsistent ability at low levels but it ramps up with Signature Skill (Heal).
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
I hate to ask this, but it has been on my mind for a while. When we get the XP for the Gugs, are we going to split it 5 ways? Amkarang has been largely absent for a long time now.
7 posts in the past 12 months (and 1 round of combat).
We have been splitting the XP 5 ways while being functionally a 4-PC party most of the time.
Could we just switch to milestone leveling, be at the AP recommendation for levels at this part of Book 4, and do away with the random encounters? Our pace has slowed, so I think the random encounters would be better omitted, and they are really the only reason why tracked XP has any value over milestone.
I don't want Amkarang to leave the game, but I also don't like the XP drain of a frequently-absent PC. If the player's circumstances change such that he can rejoin us I would welcome it.
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
Aerel Truthseeker wrote:
I didn't realize the abandonment of Amkarang was intentional. I thought it was just that no one had thought to move him.
We didn't have the Teleportation capacity to bring him along. Grum could bring 4 others (as CL12), so that is Benedict, Haela, William, and Aerel. I did note that if Amkarang's player came back we could leave a Potion of Fly for him.
M Aasimar Fighter 9/Chevalier 3| HP 106/112 | AC 31 (33 vs goblins), T 14, FF 28, CMD 30 | Init +5 | Perception +25 (Darkvision) | F/R/W +14/+11/+9 (+4 vs mind-affecting, immune fear/poison) | Move 30' | Tactician 1/1 | BB 1/1 | Alter Self 1/1 | Active: None
And another +2 morale bonus to hit and damage on all of Grum's attacks since Haela had shared Blood for the Empire and Benedict hit the Gug caster within the past round!
Benedict follows Grum, stepping up to continue Smiting the caster.
Now that I have a full attack, dropping Combat Expertise in the hopes of getting the iteratives to hit.
Benedict is AC 35 against the Gug caster with no turtling up (net +3 deflection and +1 sacred at the moment). Grum is AC 31 right now.
The archers get a +2 morale bonus to attack and damage against the Gug caster from Blood for the Empire (if it is still up), or +3 against the demon (because Haela damaged that one and she grants a larger bonus from teamwork feats).