Wight

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528 posts. Alias of KhaozKnight.


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Grand Lodge

Kitajo, your Sheet is ready in the above mentioned folder =)

I'll be marking this as inactive on Tuesday, if anyone wants me to remove you from the player roster before that, just post here, and I'll take care of it tomorrow.

Grand Lodge

Sorry for not reading this yesterday, your CS is ready Mun!

I'm only waiting for Kitajo now.

Grand Lodge

@Mun: Can you please choose two of these boons?

Foes of the Forge Father (Monument District): Extensive wall carvings document the dwarves’ struggle against their ancestral enemies, and having read the atrocities committed by giants, goblins, and orcs, you have dedicated yourself to defeating them. You gain a +2 bonus on attack rolls made to confirm critical hits against humanoids with the giant, goblin, or orc subtype, and you deal additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit against such a foe; this additional damage is added to the final total, and is not multiplied by the critical hit modifier itself.

Shrine Savior (Temple District): Thanks to your efforts, the shrines of Jormurdun are better understood and cleansed of evil influence. You may use this boon to reduce the Prestige Point cost of a spellcasting service by 2 (minimum 0 Prestige Points). When you use this boon, cross it off your Chronicle sheet.

Sight of the Unseeing (Seer’s District): You exposure to Jormurdun’s prophecies and ancient cults has given you exceptional insight into future events. You gain a +1 insight bonus to AC and on saving throws when flat-footed or during a surprise round. You may cross this boon off your Chronicle sheet before rolling attack roll, initiative check, ability check, skill check, or saving throw to add 1d6 to the result. Alternatively, you may cross this boon off your Chronicle sheet before rolling d% as part of a divination spell (such as augury, divination, or contact other plane) to either add or subtract 1d6 from the result.

That's all I need before signing your CS.

Grand Lodge

Smarmy wrote:
Hmm.. was going to request this go inactive before Monday, to ease on the campaign lists with the onset of Outpost II...

I don't like to keep campaigns active longer than necessary, it'll vanish from your list as soon as possible =) I can also mark you as inactive after you receive and double check your CS.

And on the ASAP note, I usually fill the Sheets when I have the info for all of them, but with out next PbP Con just around the corner, I'll start shippping out the ones I have to the following Drive folder.

Grand Lodge

Con Boon rolling-bot

Barbo's Boon: 1d20 ⇒ 191d4 ⇒ 3
Kitajo's Boon: 1d20 ⇒ 9
Mun's Boon: 1d20 ⇒ 8
GM Khaoz' Boon: 1d20 ⇒ 4

Grand Lodge

Chronicle Boon wise, each of you can choose two different boons from the following list, the rest will be crossed.

Foes of the Forge Father (Monument District): Extensive wall carvings document the dwarves’ struggle against their ancestral enemies, and having read the atrocities committed by giants, goblins, and orcs, you have dedicated yourself to defeating them. You gain a +2 bonus on attack rolls made to confirm critical hits against humanoids with the giant, goblin, or orc subtype, and you deal additional damage equal to your weapon’s critical hit modifier when you score a successful critical hit against such a foe; this additional damage is added to the final total, and is not multiplied by the critical hit modifier itself.

Shrine Savior (Temple District): Thanks to your efforts, the shrines of Jormurdun are better understood and cleansed of evil influence. You may use this boon to reduce the Prestige Point cost of a spellcasting service by 2 (minimum 0 Prestige Points). When you use this boon, cross it off your Chronicle sheet.

Sight of the Unseeing (Seer’s District): You exposure to Jormurdun’s prophecies and ancient cults has given you exceptional insight into future events. You gain a +1 insight bonus to AC and on saving throws when flat-footed or during a surprise round. You may cross this boon off your Chronicle sheet before rolling attack roll, initiative check, ability check, skill check, or saving throw to add 1d6 to the result. Alternatively, you may cross this boon off your Chronicle sheet before rolling d% as part of a divination spell (such as augury, divination, or contact other plane) to either add or subtract 1d6 from the result.

Grand Lodge

FUDGE!

Had you noticed I forgot to ask for sheet stuff? So I'll quietly leave this here.

Can you please provide me with the following for your CS?

Player:
Character:
Pathfinder Society Number:
Faction:
Slow Track or Normal:

This Chronicle #:
Starting XP:
Initial Prestige:
Initial Fame:
Prestige Spent on this Chronicle:
Starting Gold:
Day Job Roll:
Gold Spent on this Chronicle:
Anything else you want me to note on your Chronicle:

Grand Lodge

OOC from here on out.

First, for the record, Smarmy did swap the parchments from the blind seer, that happened before the bubble dissipated.

Of note, you guys were absolute combat monsters!

Thanks for playing at my table, I hope y'all had a great time and I apologize once again for those days where I was less available than I should have been.

Grand Lodge

GM Hiyami wrote:
Er, my 1-2 group was towards the end of a fight, getting ready to kill the last of the three common enemies. Do they count as being 'safe'? ;A;

Redelia had said the following some days ago,

GM Redelia wrote:
If we end early because we got enough successes, I will assume that the remaining time would be used to move back to the cathedral, so they will be fine.

Grand Lodge

Smarmy wrote:

Don't think we have need of most of those spell... though a restoration on the bear I suppose would do something!

And I think the bear's still down 16 hp's.
Not that Smarmy's going to suggest either! =)

Don't be so mean Smarmy, you could've eaten that crit instead of Selûne.

Smarmy wrote:
Hmm.. not sure what options are available here. But would have have an opportunity to steal one, and replace it with a rolled up blank sheet of parchment? (always looking for chances to use sleight of hand! =)) And they're blind, that's gotta help, right?

Like a large number of stuff in PFS, you can CHA your way out of a bind, be it Diplomacy or Bluff, but Sleight of Hand works for this one too. Now, before I post the result of your action, I'll wait a bit to see if anyone else wants the wordy way too. =P

Also... we just received a new Aid Token, we can use it for Smarmy or whoever wants to charm your way into a new scroll.

Grand Lodge

Smarmy wrote:
Looks like someone else rotated a couple of those pieces, and fitted them in.

I did rotate the last two pieces, to show the success your PC's had in remembering the future.

Smarmy wrote:
Not sure if that's the actual pattern they're in now, but if so, having just three tiles rotated differently, was mean! (if a good way to stop us overthinkers from attempting to reverse engineering the graphic =))

I didn't cut out the pieces, just moved them around a bit to make space for a grid, but your meta analysis paid off =P

Grand Lodge

Tables Holding Tokens

Aid Token 1 since 02-8
GM Elinnea

Aid Token 2 since 02-4
GM Hiyami

Aid Token 3 since 02-15
GM Z..D..

Aid Token 4 since 02-8
GM Ladile

If I can get in for one of those, my table will greatly appreciate it.

Grand Lodge

To try and get you back to the cathedral, I'll start the next bit, still in the Seer's District.

This large cave’s condition is strangely similar to that witnessed three millennia later: dirt and stony debris lie scattered across the floor along with discarded scrolls, bits of bone, and several jawless skulls. Crouched over the seven natural pools on all fours are seven humanoid figures clad in dusty, rust-colored robes. The seven sway back and forth in unison muttering an inaudible mantra.

Perception DC 18:
"Lass mich durch meine Blindheit sehen, lass die Zukunft durch mich hindurchschauen."

In Dwarven:

Spoiler:
“Through my blindness let me see, let the future peer through me.”

When addressed, they cease chanting and stand, which causes the hoods of their robes to fall back. Each sage has gouged-out eyes partially filled with scar tissue from years of natural healing. Two also draw out jawless skulls with tightly rolled scrolls stuffed into their eye sockets. As the seers speak with you—a process that is more like chanting than conversational speech—they pass the skulls back and forth as if using them as the focus for some supernatural sense.

One seer challenges the Pathfinders to explain themselves by intoning, “Some say the future is unwritten. I say it is written right here. Should others be enlightened?”

Seer's District Tasks

Grand Lodge

My plan was to use the Wis roll to help your PCs "remember the future", but you've done an amazing job sorting them out! Instead...

After a bit of probing, and seeing the pattern being put in place, the whole group brainstorming as a unit decides on the correct placement on the last two tiles. Happy with your choice, Holuqui shares on several of the cult's secrets and offers to heal some of the damage you may be sufffering.

From the following list, you can choose up to seven levels worth of spells. Pets are fair game.

Holuqi's spells:
4th—cure critical wounds, neutralize poison, restoration
3rd— cure serious wounds, remove curse, remove disease
2nd— cure moderate wounds, lesser restoration
1st— cure light wounds, protection from evil, remove fear[/ooc]

Grand Lodge

Hopefully my days of spotty connection are done...

The chief augur interrupts Smarmy before he begins talking in the tongue of their race, introduces herself as Holugi, "I know you seek to erode the duergar's presence in Jormurdun, but before you can partake in the prophecies, your intentions must be judged." She then makes a small pause, and starts muttering while examining each of you, on several passes.

When she's done judging your intentions, she praises Kitajo and cautions the others against forsaking discipline, encourages Mun and Edmund to continue a life of good-deeds, advises Jey to put others’ needs ahead of his own, and finally chastises Smarmy for placing too much value on freedom.

She leads you to the altar, where there are 16 brightly colored tiles and a small silver hourglass.
"None of you possess a heart that would displease Torag, but I need only one of you to step forward for the next test, all others may assist you in word but not in deed. The way one arrays the tiles speaks volumes about their character and motivations, and before we, augurs, leave this shrine forever, we intend to place the tiles in a way that will honor Torag and his family." You can see a four by four grid to place these tiles.

Altar Puzzle
Since Religion or Intelligence bear no part in this puzzle, anyone can be the "main solver", the rest can help for possibilities without moving the tiles. (Do you think using Comments in the Slide would be faster than the forums for this part?)

One you know who'll be the main solver, can I get a WIS roll from each of you? No pets, though.

Grand Lodge

I need each player to roll a d20. A 19 or a 20 wins a boon. All boon winners need to roll 1d4 to see which one. I'll be bot-rolling on Monday at 11PM.

So... Boon roll time!

Grand Lodge

Dwarven:
"The statue was there before my father's time, perhaps some cult thought that paying some respect to it could help ward against darker dangers, clearly, they were not in the correct state of mind. I'm not aware of any worshipers.

Seer's Tasks

Getting to the Seer's District a large two-tier platform with a rectangular stone altar and four braziers filled with burning coals dominates this chamber. A narrow channel runs red with oily liquid, twisting in strange patterns. The platform is flanked by six statues of demonic mien that reach out with wicked claws.

Four hooded dwarves in dingy brown robes linger near the altar, and one acknowledges your presence when you enter the chamber. She lowers her hood, revealing a very old female dwarf. She extends one hand in welcome and speaks.

“Strange travelers visit our shrine, perhaps seeking the wisdom of the Vision Unveiled in these troubled times. I am the chief augur of its mysteries. What draws you here?”

Sorry for not showing up yesterday, I felt we where getting on a getting on a good rhythm, and then my day job decided to hit me with a 12 hour shift... But I may have some good news, surprise in Discussion.

Grand Lodge

The apparent leader of the dwarven guard replies to Mun in broken common, "Of course, if it pleases your grace, we can continue your imprisonment in the tongue of the taldan people." But the traveling dwarf makes a compelling argument. Perplexed and dumbfounded the leading guard apologizes directly to Mun, in Taldane.

"My apologies sir, it was unknown to us that you had the King's blessing." Looking back at Smarmy, but still speaking in dwarven for the benefit of his party, "Most of the district is currently overrun, but the news that King Gutheran thinks that we can still survive this ordeal will travel fast along our kin. We will keep fighting those duergar as soon as we lay eyes on them! Please don't let us keep you any longer, King Gutheran needs your aid!"

Grand Lodge

The hound statues don't move when Jeeves passes between them, and he removes the bronze axe from the larger toad-like stone. Seeing that the room's defenses are inactive, the group of Pathfinders moves forward, and after making some noise, removing the opals from the Dweller Below is an easy task. Without enough time to place the second eye in a pouch, members of the Jormurdun city guard arrive with weapons drawn.

"Was? Diebe auch? Als ob die hasserfüllten Duergar Eindringlinge nicht genug beleidigen würden! Lassen Sie Ihre Beute fallen und wir ziehen Sie sanft zu Ihren Zellen, wo Kriminelle gehören!

Dwarven:
“What? Thieves as well? As if the hateful duergar invaders weren’t insult enough! Drop your loot and we’ll drag you gently to your cells where criminals belong!”

There was supposed to be a 'minutes' after that 3, but after removing the opal eyes, let's call that 4 minutes now, for any buffs that need tracking since you got to the Brothers' Arches.

Grand Lodge

Double posting to add that it's only a short distance from the Plaza to the Hounds, let's go with 3. And it's been just over 1 hour since the tomb temple raiding began, I think Mun asked for that timer.

Grand Lodge

Taking notes of the translation provided by Smarmy, with a few pointers by Kitajo, the Pathfinders are ready to continue their exploration.

Once back in the Hall of Hounds, This torch-lit chamber is decorated with extravagant carvings, canine statues and polished pillars. A grotesque statue on the western platform stares toward the eastern door with sparkling gems for eyes and a bronze axe planted firmly in its head.

Monument's District Handout

Grand Lodge

Based on this, Editing to remove a Code tag, it appears to be breaking the layout

Quote:
Each district-specific encounter includes a task—typically accompanied by another encounter—that the PCs can perform to contribute to this goal. Each time the PCs successfully complete a task, the Table GM should send a Runner to HQ Staff or flag down a Courier to report the success. The number of tasks the House completes determines the level of their success at the end of the adventure.

I believe it's per task, for example one in F1 (The Brothers' Arches Restored) and another in E1 (Cohort confrontation), the latter can also give an exceptional success. So 3 possible successes in areas E-F (?)

Since I just finished F1 I'll hold my reporting for that success until we get some clarification =)

Grand Lodge

Smarmy wrote:
Are these things constructs? (who's got the arcana knowledge?) Or just 'traps' of a sort?

These things were just traps, not constructs of any kind.

Our friendly dwarf doesn't seem to find whatever triggers the gigantic trap.

Both Barbo and Smarmy speak the name of the king, and Jeeves make it across the room in complete safety. He gets to the bottom of the western statue, and ponders about dusting the runes to make himself useful before his master moves towards him, but he just awaits his next command.

With the Plaza safe for the Pathfinders, they cross the hall, and may begin to examine the statue. The legs of the western statue are covered with an archaic form of Dwarven runes.

Can I get some rolls, please? DC 20 Knowledge (history), Linguistics, or relevant Craft or Profession check. A character who can read Dwarven receives a +5 circumstance bonus on the check and can attempt such a check untrained. (Although some cinnamon rolls would be great right now)

Grand Lodge

Backtracking Mun and Selûne.

Mun notices that the larger statues appear to have articulated elbows, and their hammers are separate pieces of rock, as if they were meant to be thrown. Perhaps this are some of the defenders the king mentioned.

Grand Lodge

Jey can see the same inscriptions as Kitajo, but is too far away to make sense of them.

Grand Lodge

Updated map. That's the map where you should be moving westward.

From the distance, Kitajo sees some inscriptions on the legs of one of the westernmost statues.

Grand Lodge

The ravages of time erased, this grand hall sweeps open before you. A gigantic archway is formed by the arms of enormous twin statues, each proudly holding a hammer aloft. Other smaller statues stand at attention, firm and resolute, painted in lifelike detail. A pool of cool water fills the center of the chamber, lit by mirror-reflected sunlight cast through skylights cleverly carved into the ceiling.

By the time any of you gets to the center of the Plaza, please roll for Perception.

Grand Lodge

About the Plaza of the Brothers' Arches, your stupid GM (me) used the wrong slide, and didn't realize until you were way too deep in battle. (Remember those endless waves of Jey fodder, I mean, animated objects?)

This is what it should've looked like the first way through.

This is where you currently stand.

Grand Lodge

Mun of Ashava delivers a passionate speech, while Kreighton Shaine hastily writes notes on several sheets of paper.

“Very well. It seems circumstances have brought me the enemy of my enemy. You have come at a difficult time. The duergar have breached our defenses, and despite our bravest efforts, they are winning Jormurdun. I have sent my heirs from this dying place to forge a new future for our people, that they might one day return and claim these halls as their own. Some have stayed behind out of duty or out of love for their homes. I do not know if the duergar or some worse threat still plagues the citadel. Slay my enemies, but spare my people; they are the only legacy left to Jormurdun. If a dwarf should trouble you, inform them that you travel with King Gutheran’s blessing.”

Kreighton Shaine looks up from his writing and says, “Thank you, your majesty. Pathfinders, I’ve studied our surroundings and can conclude that whatever has shifted our place in time is unstable and cannot last. We have perhaps an hour—maybe two—before it collapses, and when that happens, I think it wise that we not be inside. Make your way back to the Grand Cathedral in a timely fashion. But…” he trails off while gazing at the beautiful throne room. “We can’t ignore this splendid opportunity to explore Jormurdun as it was thousands of years ago! Retrace the steps you took to get here, see what has changed, and document what you see. I’ve been able to record brief instructions based on what I have already learned of your earlier discoveries. Be wise, be brave, and make haste!”

Once again, you get to pick a destination. This time, based on the districts you visited earlier. But since you have to go through the statues hall, you can decide on your way back, I'll prepare the map. (And I'm making another post in Discussion explaining a brain fart on my end)

Handout 5: Monument District Tasks:
First and foremost, avoid harming any subjects loyal to King Gutheran. We are their guests here.

In our time, the plaza known as the Brothers’ Arches was too damaged to study in detail. When passing through that area, take time to note if the ages wore away any rune work from these masterful monuments, and record what you find. In the Hall of Hounds there stood a statue once fitted with gems for eyes, but they were gone by our time. Since we know they’re going to get removed, I’d rather we were the ones removing them, for the sake of posterity and research. Make it happen.

Handout 6: Seer’s District Tasks:
Jormurdun’s strange seers followed divination practices now lost to time. Learn what wisdom you can from them, and attempt to obtain a copy of their prophetic verses. Such a text would be priceless.

Handout 7: Temple District Tasks:
We found at least one of the shrines to Torag desecrated. Discover what happened and do what you can to right the wrong. Also, learn what you can about this strange cult of the Dweller Below. It is hard to reconcile the worship of Torag and the apparent veneration of this repugnant entity. Any texts you recover on the topic would expand our understanding considerably, especially if they were complete.

One of the other side effects of the time shift is that some of the PCs’ expended powers and class abilities are once again available as though they had not been expended for the day. Each PC can choose two of the following benefits, and the same benefit can be selected twice to double its effects.

Time shift benefits:
• Recover one or more spells whose total levels are equal to your character level.
• Regain one daily use of a class feature. If you would normally be able to use the feature five or more times in one day, instead regain two uses.
• Heal 1d2 points of damage to all ability scores.
• Heal 1d8 hit points. Add your character level to the number of hit points recovered.

Grand Lodge

The stout, middle-aged dwarf wears a simple crown of iron on his balding pate and stands before a throne made of the same blackened metal. An honor guard of six armor-clad warriors wielding blood-spattered halberds crowd him protectively. He looks at you and barks, “Has the Dweller Below chewed off your tongue? Begin making sense!”

What Kreighton Shaine commands in technical knowledge, he lacks in simple information. It is up to you to mollify the last king of Jormurdun.

Calming the king requires a successful Diplomacy or Perform (Oratory) check. Please make your arguments, and in case of aiding another, let me know who is making the main roll.

Grand Lodge

@Smarmy: You beat my CMD by nil!

Edmund whistles to Kissan, his arrows whistle to the demon, it shrieks in pain. Before the babau can lift its spear again, a dwarf appears from behind the bear, driving his battleaxe into the babau's skull, any strength leaving its body as it lumps to the floor. Maybe the demon was dead before Smarmy got there, he could have a falling corpse for all we know. For now, he'll take the credit.

The group of Pathfinders begin huddling for survival, as they realize that battles are still going, both above and below them. They have to choose wisely.
Above: More challenging foes await. Below: Less dangerous, but more numerous foes.

Either way, you have one round to gather your wits. (Patching up Selûne is also a valid answer)

Grand Lodge

Kitajo lands his first and third punch, pushing the demon a little closer to death, but it's still fighting.

Round 4.2 Update
Mun
Kissan
Selûne
Barbo
Delayed

Round 5.1 Update
Smarmy
Edmund

Grand Lodge

My table should also be getting a success in a few hours.

Grand Lodge

Edmund DeCarth wrote:
Does the cold iron arrow make a difference for DR? In my metagame knowledge I thought babou's had DR Cold Iron OR Good. Edmund doesn't even carry regular arrows, just cold iron and blunt

Somewhere up there are the resistances for the Babau, in a spoiler from Barbo's knowledge check. But I was mostly going for description, based on the first arrow being the first source of "big" damage on the demon. It is going through fully.

The bear climbs to the demon's level, but the Babau evades her bite. The cornered demon moves westward, annoying Smarmy once again, then tries to get the bear with its spear. The first thrust runs clean through Mun's companion, the second bounces off the column.
Attack 1; Crit confirm; Damage: 1d20 + 10 ⇒ (20) + 10 = 301d20 + 10 ⇒ (20) + 10 = 303d8 + 21 ⇒ (4, 6, 1) + 21 = 32
Attack 2: 1d20 + 10 ⇒ (9) + 10 = 19

Round 4.1 Update
Barbo Delayed
Mun
Kissan
Selûne
Jey

Round 5 Start
Smarmy
Kitajo
Edmund

Grand Lodge

Kissan's attacks prove ineffective against the demon's hard skin, and while Edmund's second arrow dug deep into the babau, the first barely made a scratch. Jey hits the ground, proving it's hard to hit an enemy nearly 5 feet above you. Smarmy believes to be expertly hidden from the demon. Kitajo... he knows he could fell a blackwood tree faster than this red skeleton in front of him.

Round 3.2 Update
Mun
Selûne

Round 4.1 Update
Barbo

Grand Lodge

Babau AoO vs Kitajo: 1d20 + 12 ⇒ (18) + 12 = 301d8 + 7 ⇒ (3) + 7 = 10
Babau AoO vs Kissan: 1d20 + 12 ⇒ (2) + 12 = 14

The demon catches Kitajo and Kissan as they close in, but its longspear only cuts into the monk. Desperate, it takes a step towards the column, and thrusts his spear twice, once for Kitajo and once for Kissan, Finally finding some accuracy.
Babau AoO vs Kitajo: 1d20 + 12 ⇒ (14) + 12 = 261d8 + 7 ⇒ (1) + 7 = 8
Babau AoO vs Kissan: 1d20 + 12 ⇒ (7) + 12 = 191d8 + 7 ⇒ (3) + 7 = 10

Working together, Jey and Selûne make short work of the clockwork soldier, the Pathfinder attention centered in the demon now, Smarmy still finding his way around the large hall.

Round 3.1 Update
Mun
Kissan
Selûne
Jey

Round 4 Start
Smarmy
Barbo
Kitajo
Edmund

Grand Lodge

@Kitajo: You are no longer under the effects of haste.
@Mun and Selûne: The magical energies from haste and divine favor have expired.

Jey swings wildly and misses his target. Kitajo is unable to strike the demon as it was backing up, stepping forward and lowering his guard the monk makes up for it landing a hard punch square on its' torso, to Kitajo's surprise it feels harder than he is used to. Smarmy is getting there, slowly but surely. Barbo flicks another small ball of acid, this time to the soldier. And Edmund nails one arrow deep into the construct's body.

Round 1 Ends
MunBot - Casts Bless and takes one step forward.
SelûneBot - Heels behind Mun, waiting for a command to attack.

Round 2.1 Update
Babau - Tries to take advantage of Kitajo's eagerness, AoO vs Kitajo: 1d20 + 12 ⇒ (8) + 12 = 20, and misses with the spear. Once the monk is at range, it'll try to bite him again, Bite;: 1d20 + 7 ⇒ (10) + 7 = 17, it's sharp teeth failing to rend anything. The demon tries to create another gap between the monk and itself, Acrobatics: 1d20 + 11 ⇒ (8) + 11 = 19 and leaves an opening for another punch. @Kitajo: Another AoO please.
Clockwork soldier - With an obvious threat, or four, right in front of it, the clockwork tries to attack the Jeys a couple of times, but did it find the right one? Attack 1; Damage: 1d20 + 18 ⇒ (7) + 18 = 251d10 + 14 ⇒ (5) + 14 = 19 Attack 2; Damage: 1d20 + 18 ⇒ (17) + 18 = 351d10 + 14 ⇒ (10) + 14 = 24 @Jey: Want to roll my miss chance? Low finds the real you.
Mun
Kissan
Selûne
Jey

Round 3 Start
Smarmy
Barbo
Kitajo
Edmund

Grand Lodge

@Barbo: Like Smarmy said, Haste ran short somewhere in the spiral staircase.
@Jey: I do not recall a channel, but you all certainly beat the metallic crap out of all those encounters, I think I didn't do any real damage with them.
@All: I got locked out yesterday during the maintenance period, let's keep this party rollin'.

Barbo remembers a little too late, that his acid splash won't be effective on the demon.

Barbo's knowledge of the babau.:
They have the following resistances: DR 10/cold iron or good; Resist acid 10, cold 10, fire 10; SR 17
And, Special Attacks: Sneak Attack, almost as good as a novice rogue. +2d6

The dwarf climbs the side of the stairs without losing his breath, and Kitajo lands a punch on the demon, barely makes a dent. Edmund's arrows whistle before getting lost somewhere to the east.
East is right,FYI =P

Round 1 Update
Babau (-2 HP) - Somewhat cornered between the monk and the stairs, it tries to bite Kitajo's ear off, Bite: 1d20 + 7 ⇒ (16) + 7 = 23 but isn't quick enough to taste the oread's blood. The demon takes a few steps back. Kitajo, AoO please.
Soldier - Tries to slash Kitajo with its' halberd. Halberd: 1d20 + 14 ⇒ (7) + 14 = 21 But the monk, easily sidesteps the wide arc. It then takes a step north.
Mun Delay-bot
Kissan
Selûne
Jey

Round 2 Start
Smarmy
Barbo
Kitajo
Edmund

Grand Lodge

No one's taking up the offer to patch up? Before all hell breaks loose?

You stand in the western half of the throne room, a veritable army of demonkind is here, scattered across the tiers. Image of these tiers are on the top-right corner of the new map.

Two enemies come to find you. The red one, an emaciated figure, looks like a horned human skeleton smothered within a bone-tight hide of slimy leather. For the second one, cogs and gears are visible in the gaps of this metallic creature’s armor. It wields a polearm as it stands ready at attention.

Initiative:
Barbo's Initiative: 1d20 + 8 ⇒ (2) + 8 = 10
Edmunds's Initiative: 1d20 + 10 ⇒ (17) + 10 = 27
Jeydahvu's Initiative: 1d20 + 0 ⇒ (4) + 0 = 4
Kissan's Initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Kitajo's Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Mun's Initiative: 1d20 + 6 ⇒ (20) + 6 = 26
Selûnes's Initiative: 1d20 + 2 ⇒ (5) + 2 = 7
Smarmy's Initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Enemies' Initiative: 1d20 + 5 ⇒ (4) + 5 = 9

Knowledge checks to identify, usual +5 overflow from here.

Knowledge (Planes) DC 16:
The babau is an assassin, a murderer, and a sadist—certainly not traits unusual in the demons, yet the babau’s penchant for stealth and surprise sets it apart from its generally less-subtle kin. With no need to eat (although most babaus relish the flavor of mortal meat on their thin, raspy tongues), a babau can wait in ambush for years or decades—their inhuman patience in anticipating a well-conceived murder also setting them apart from the other denizens of the Abyss. Babaus obsess over the act of killing and take great pride in their grisly art, often leaving behind some form of grim marker or obscure signature, whether it be a distinctive modus operandi, an unnerving token, or other profane evidence.

Knowledge (Arcana) DC 16:
The clockwork soldier is a mechanical mercenary that fights to the death for its creator. With the ability to wield most weapons with full proficiency, clockwork soldiers are versatile and wholly unpredictable foes. A magical halberd is their most common armament.

Round 1 Start
Edmund
Mun
Smarmy
Kitajo
Barbo

Enemies
Kissan
Selûne
Jey

Grand Lodge

Animated object (skeleton cage) has the pink circle, clockwork servant has the green circle. I'm hoping I don't need to do another round of cogs and gears, I know we are nearly done with this part.

Grand Lodge

The door continues to whir as it creates increasingly complex locks to seal itself against the intruders. One of you could try Disable Device, before Round 5 starts.

More disassembled constructs keep falling from the door behind the dwarf statues. Blue line.

Round 5
Edmund
Smarmy
Barbo
Kitajo
Selüne
Mun
Kissan
Jey

Constructs.

Grand Lodge

Perception vs Smarmy: 1d20 ⇒ 10
Round 4
Between Smarmy's aptly-placed warhammer and the flurry of punches and elbows thrown by Kitajo the animated object sustains enough damage to be destroyed.

Editing for Round 5.

Grand Lodge

Barbo Beezle wrote:
Acid splash

Damage noted.

Grand Lodge

@Smarmy: Yes! The foot should be on the way, moving the pink cage back a square, thanks for catching that. (I rolled back the slides to get the 4 enemy tokens back, and didn't add the white circles).

Between Edmund's accuracy and Selûne's raw strength, the yellow construct is brought down. While Jey puts on a strength show of his own, two swings of his axe is all that's needed to break the Red servant, he takes a single step forward to reach the last servant killing it in two swings as well.

70 damage on Green if you were wondering about it....

Round 3
Mun - Moves and casts.
Selüne - Moves.
Jey - Moves and attacks once.
Barbo
Kitajo
Kissan

Round 4
Mun - Casts.
Selûne - Bites once and tries again.
Jey - Becomes a construct breaking whirlwind.
Smarmy
Barbo
Kitajo
Kissan

Constructs. (Pink)

If your name is bolded on both rounds, you have two turns worth of actions.

Grand Lodge

@Smarmy: On this map, east is to the right, my bad.

Once again, Red and Green are servants, Pink and Yellow are animated objects. I've taken a few liberties to move you around the map to best fit your intent.

Round 3
Smarmy - Starts walking to shorten the distance and ducks behind a column.
Edmund - Bless and move. Bot-moving you to benefit from PBS.
Barbo
Kitajo
Selüne
Mun
Kissan
Jey

The constructs stand and turn to the Pathfinders.

Round 4
Edmund - Takes one last step forward, and looses his ammunition, all three make their target. Yellow object.
Smarmy
Barbo
Kitajo
Selüne
Mun
Kissan
Jey

Constructs. (Y -19/?)

If your name is bolded on both rounds, you have two turns worth of actions.

Grand Lodge

As soon as Kitajo punches the animated object, Edmund's arrows hit it as well, and it starts to break down.

More cogs and gears begin to fall from the gate to the east, the Pathfinders have about ten seconds to heal or prepare for the new enemies.

You have one round with no enemies, then one more with enemies, but they'll act after you on Round 4. I'll place them below the dwarves' arms, can't use Slides right now.

Grand Lodge

Mun's companion stops the servant with its bite, its' self-healing properties are now gone.

@Smarmy: Does that change your actions?

Round 2 Update
Kitajo
Pink
Kissan
Jey

Grand Lodge

Three times longer than expected.. but here I am.
@Jey: Both cages are within your reach, going by your description I'm assigning your attacks to those. (Not hitting Green)
@Edmund: Red is down, changing your target at Green?

Jey starts swinging at the animated objects, breaking the first one on the second strike, also lands his third blow against a construct. Edmund shoots three arrows, hitting his target twice. Barbo also connects with his acid blob.

You can see some of the damage on the greener servant start to repair, before it takes a step back, and somehow heals itself some more.
Self-Repair: 1d10 ⇒ 4 Doesn't provoke AoO.

Round 2 Update
Smarmy
Kitajo
Selüne
Mun

Pink
Kissan
Jey

Grand Lodge

Jeydahvu wrote:
...if white circles are enemies - uh.. skeleton cages, really?...

White circles are the legs of the statues, the only square that has a solid object below the statues, you can move between their lwgs, and below their arms. (Smarmy asked about the bottleneck on Discussion, that's where I said what the circles would be, sorry for not making it more clear.

@Barbo:
Clockwork servants:
No resitances.
Immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
They possess the following Special Ability:
Repair Clockwork (Ex) Clockwork servants are adept at repairing other clockwork constructs. As a standard action that does not provoke an attack of opportunity, a clockwork servant can repair damage done to either itself or an adjacent clockwork creature, healing 1d10 points of damage to the target.

Animated objects:
The hard iron around the cage reduces damage dealt. Hardness 5.
Immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
They possess no Special Abilities.

Also, ninja'd by Smarmy. I need to leave my office, else I'll be locked in. But I should be home in time to edit this post. (around 45 minutes)

Grand Lodge

Edmund's arrow strikes the redder construct right on its' center of mass. Selûne's bite, even boosted by Mun's prayers, is not enough to pierce the construct's metallic cover, and Kitajo is able to land just one of his blows. The dwarf nimbly finds his way to the front lines, but if flabbergasted when his spinning attack, instead of disorienting the construct, forces it to crumble down in bits and pieces!

Almost as if this was the cue they were waiting for, two cages holding skeletons rattle forward, only one tries to attack Smarmy. Attack; Crit confirm; Damage: 1d20 + 5 ⇒ (20) + 5 = 251d20 + 5 ⇒ (11) + 5 = 161d6 + 3 ⇒ (3) + 3 = 6 The dwarf missteps, perhaps recovering his balance, at the right time and turns a dangerous blow into a goblin-killing one.

Round 1 Update
Kissan
Jey

Round 2 Starts
Edmund
Barbo

Green
Smarmy
Kitajo
Selüne
Mun
Yellow and Pink
Kissan
Jey

To identify the creatures, you can roll Knowledge (Arcana). For every 5 points by which your check result exceeds the DC, you recall another piece of useful information, according to this table.

Green, Arcana DC 13:
Clockwork servants
Since clockwork engineers can’t always be present to make sure their devices are working at full capacity, the clockwork servant was invented to serve that role. Clockwork servants excel at repairing themselves and other clockworks on the battlefield, proving useful for skirmishes and campaigns alike.

Clockwork servants are about 5 feet tall and weigh over 400 pounds.


Pink and Yellow, Arcana DC 13:
Medium animated objects.
No fun tidbits on this one.

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