Hazic Kel-Kalaar

GM Iff, on the go's page

33 posts. Alias of Iff.


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Maps: Absalom Initiation

Kramac, you may have missed that the Field medic background makes you trained in the Warfare Lore, which is usable for Earn Income. I'll use your roll above.

Regarding your question: since the scenario is replayable, I won't give the entire answer. There could have been combat here, and don't forget the haunt that Sylvia dealt with. I did cut out one element at the end, judging it better to wrap up now.


Maps: Absalom Initiation

Lleylo quickly figures that the glowing flask contains a lesser healing potion, strawberry-and-basil-flavored.

It heals 2d8+5 hit points.


Maps: Absalom Initiation
Lindevaile Tindome wrote:

Lindevaile Tindome will try to move silently in the front, looking around for anything interesting.

Unfortunately, it's not possible by the rules to do both at the same time. If you try to stay hidden, that takes al your effort and leaves you without them ability to spot traps and such. (Of course, when alerted to something interesting or dangerous, you'll again have the choice to interact with it, or stay hidden.


Maps: Absalom Initiation

Apologies, folks. I had a rather hectic day, didn't get the opportunity to post. Will update tomorrow.


Maps: Absalom Initiation

Kramac, thank you for updating your profile. I'll look over it in more detail this weekend.

I had some trouble interpreting the aid action with Lore (Bloodcover) on Sylvia's action, seeing as how she was talking about Sarkoris. I'm going to interpret it as a separate roll, which incidentally gives you the third success you needed. In the future for everyone, if you're going to aid, please make sure the skill and context is appropriate for doing do.

This is my secondary GM alias. It indicates that I'm posting with some haste, and might make a few more spelling errors than normal.


Maps: Absalom Initiation

Oops, they did. Both the readied attack and the AoO hit, and leave black severely Wounded. Will take that into account into next update. Will also get the buffs sorted by then. Kitajo should still have Mahe armor, probably a copy-paste error somewhere. I noticed that I also forgot Yanda's most recent buff.


Maps: Absalom Initiation

Yanda, it seems that way: "Against non-ooze creatures, an alkali flask functions as a normal flask of acid." And indeed, shield and cat's grace are still up.


Maps: Absalom Initiation

Yanda knows that the Urdefhan (black) is resistant to acid (10) and reacts to positive and negative energy like an undead would. The Yeth hound is not resistant or immune to any energy types. It can fly, though it seems to hide that capability from you currently. Furthermore, it's resistant to weapons not made of alchemical silver.


Maps: Absalom Initiation
Firewarden Yanda wrote:

I'm assuming all spells have expired and the trip took far longer that 3 minutes.

I had hoped that no one would notice this. :*) You are right to ask about it, though. Truth is, they haven't expired. The scenario offers a choice of maps, and one of the is the Vault room. There, its assumed that this fight occurs directly after the previous encounter, and that you can use all the buffs you got. To keep it fair, this is also the case when the group selects a different map (like I've done for you). It doesn't makes perfect sense, but it'll have to do. Yarricki, because of that I would rather not allow buffing in between the encounters. Others have used their first turn here to buff, which wouldn't really be fair in that case.


Maps: Absalom Initiation

Green is dead, red is at -18. That one still has a decent chunk of health left.


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Maps: Absalom Initiation

Ah, thanks for the explanation. In that case, I'm sorry that my hasty post (and a copy-paste from the scenario) gave you the wrong impression on the DC. Due to the nature of the scenario (lots of tiers), all DC's are stated as being Easy, Average or Hard. There's a table for what that means for each subtier. In this case, "Easy" isn't quite "DC 5 easy". You just missed it. :(


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Maps: Absalom Initiation

Yanda, please make a Diplomacy, Spellcraft, or Use Magic Device check in order to do so. I hadn't posted the DC's earlier, but you know that the UMD one is easier than the two others.


Maps: Absalom Initiation

Kitajo and Terra team up once more to neutralize the last threat.

Indeed, two new rounds for recovery, followed by another attempt at the puzzle for everyone. (Kitt, does Terra even understand Terran? Profile shows Common and Elven)

Edit: Also, feel free to position yourself on the map for the inevitable next wave of Ayrzul's defenders.


Maps: Absalom Initiation

Kitajo, the blue one that you were next to is dead. Only the other one is left. You go could for move and all single attack. Please move your token if you can; it could get crowded, so positioning will likely matter.


Maps: Absalom Initiation

Yanda's acid deals with the red ring very efficiently (disabled with roll of 26) While Thunder and Yarricki deal with the teal one by brute force.

All rings have been disabled. Only work on the Vault is needed now. Great job so far. Go go go! :D


Maps: Absalom Initiation

Terra and Kitajo makes a great team, and between the two of them they take the black-speckled statue apart.


Maps: Absalom Initiation
Yarricki wrote:
@GM: according to this post Dovian was attempting to disable a circle, not a polyhydron puzzle

Thanks for catching that, I misread. Will correct on my next update. This means the second warding circle might be disabled before your turn, or after Thunder's attack but before Yarricki's. What would be your next target in priority?


Maps: Absalom Initiation

Sorry, Kitt. I maybe could have been clearer with that. Once we're in combat, no additional actions can be taken against the puzzle or against the rings. Once the combat threat has been dealt with, there is another opportunity to do so. I will disregard those two posts, and allow you to make combat actions.

Yarricki hits the closest living statue with the dinosaur head. However, its hard body seems quite resistant to the damage. (There's hardness to deal with). Additionally, the impact sends a jolt through the lance, causing it to creak dangerously. However, it bends and does not sustain damage from the impact. Weapon attacks against the creatures have a chance to cause damage to the weapon. This does not affect natural or unarmed attacks.

GM rolls:

Damage, Yarricki lance: 3d6 ⇒ (1, 4, 1) = 6


Maps: Absalom Initiation

Sorry, Kitajo. It couldn't be helped in this case. You can go ahead and roll your own healing, by the way. One of the others will surely operate the wand for you.


Maps: Absalom Initiation

Terra is indeed in her element here (please don't hit me :P), and leads the group through the tunnels, ever deeper into the fortress. Your destination must be real close now!

Need one more success on the Survival/Dungeoneering check to move you through.


Maps: Absalom Initiation

Shera, could you please make a melee touch attack to see if you hit the skeleton with the wand?


Maps: Absalom Initiation

I will allow another destination for Terra, if you'd like. Normally, around the table, you could have discussed this during the move. Alternatively, smart use of delay next round might solve the issue as well.


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Maps: Absalom Initiation

Yarricki, I thought you could only Fast Mount when the size difference is one or less? Can you Fast Mount as a small character on a Large mount?


Maps: Absalom Initiation

Yarricki, I just noted that I forgot to bold Thunder in my latest update. She (?) can make an action this turn, probably delaying until end of turn. Thunder can either jump like Terra, or try to burst from her harnass on the rope once she touches ground at their end of the round (to avoid being dragged along).


Maps: Absalom Initiation

Sorry folks, very busy day today. Will update tomorrow morning.


Maps: Absalom Initiation

Please don't think I'm trying to steer your decision on the wish. However, I think you might take the 'armaments' too literal. There's nothing stopping you from asking for Yanda's bombs to be more effective, and/or for Kitajo's whole body to become a more effective weapon, for instance. (Edit: you could even ask for all of you to become protected from the weapons of Ayrzul's weapons, per Kitajo's suggestion.)

You're allowed to be creative. :)


Maps: Absalom Initiation
Yarricki wrote:

anyone willing to aid (if allowed)?

I normally don't allow Aid Another on Sense Motive, except in special circumstances. It's already hard to combine your knowledge of 'gut feelings', especially while in a conversation with the person you're trying to 'read'.


Maps: Absalom Initiation

I've wondered about that as well, but I don't think there is. The spell specifically protects against "environmental temperature extremes."


Maps: Absalom Initiation

Shera's channel is enough to hold back the haunt and disperse it for the moment. Will do a proper update tomorrow morning. No further saves are necessary.


Maps: Absalom Initiation

Dovian meets his fear with bravado, and doesn't budge.

After regrouping, it is indeed time to press on. Who knows when the haunt might strike again?

I need another round of Climb/Survival checks, to see if you go the right way for the next part of the trek through the tunnels.


Maps: Absalom Initiation

That's perfectly fine, Kitt, and sort of what I had assumed. I'm pushing you from one encounter to the other, so you have quite some leeway to make retroactive statements on what you do between the encounters to heal and buff.


Maps: Absalom Initiation

Thanks for being bold and pushing forward, Kitajo. I'm just off to bed, next update incoming tomorrow morning (7 AM CEST).


Maps: Absalom Initiation

Yanda nails it, and finishes the encounter. Will update when I get home, in about three hours.