Google Slides
Hagrym wrote:
Hagrym: 70 hpsSaves F/R/W: +13/+8/+13 Speed rises to 20 feet since your Str modifier is now +3 AC: 22 Medicine, Nature, and Religion all +13 Defy Darkness seems like the best 5th level ancestry feat but you are free to choose whatever you like. Cleric Spell DC: 21 (+11 to spell attacks) All your other changes seem right.
By the way, in the AP, during the battle with Volluk, if you take out his portrait and show it to him during combat, it would have slowed him 1. However, I do not see how any party would have figured to do that in game. I stressed how vain he was in life and even put a picture of the portrait in the Monsters slides to stress that it was important, but still do not know how the AP expects any party to try that strategy in combat. Thankfully, you guys won without resorting to that.
Google Slides
Ok, will address the last posts:
Round 4: Volluk
With his laughter in your ears, the drow swarm apprentice begins casting magic, and for a brief second, you see his physical form begin to fade from reality..... No one can prevent his escape.....except for Mac and his damn reactionary strike, because the spell has the manipulate trait. Volluk also could not step and cast because he needs his 3rd action, so he is risking it all on the chance that the strike misses. So Mac, let's see what you got....
Google Slides
Hagrym, you have +12 on your Medicine check and Assurance so you automatically heal 2d8+15 without rolling. The only reason to roll the check would be to try and hit DC 30 so you can heal 4d8+15. but to do so, you would have to roll 18 or higher on the die, which means 15% chance. I do not see a reason to risk it unless your ally is at 1 hp and about to die. Otherwise the assured 2d8+15 without rolling is the obvious choice. Therefore, I assume you do not roll and get to keep your Hero Point. You extend, move, and use Battle Medicine on Mac, healing him for 20.
Round 3: Volluk Volluk smiles that he took no damage that round. He laughs at Mac's pathetic swings, convinced his leeches are protecting him. 54 damage. He enjoys that his leeches continue to feast on Mac, but is angered by Hagrym healing the dwarf. "You will pay for your interference!" Volluk lashes out and infests Hagrym with leeches. He then does the same to Pen. ◆Volluk attacks Hagrym with a tendril: 1d20 + 18 ⇒ (11) + 18 = 29 --- hit, but not a critical.
Hagrym and Pen are subject to possible persistent damage. Party is up.
Google Slides
Volluk has no more images. Thanks Hagrym. Hagrym's vial misses but inflicts an additional 8 damage to Volluk for a total of 43. Mac takes 2 damage - 1 from Jon's splash and 1 from Hagrym's splash. Moved you Hagrym with your 3rd action this round to get everyone within range of Bless.
Google Slides
I was going to have the party roll a Society check to recognize the name of Ayla, but Mac beat me to the punch. :) It is in fact Kaleeno's wife and that was Jaul. Mac takes the werewolf's head. When Jaul died, he reverted back to his human face, not the hybrid one. There are tidbits galore spread through the campaign if you are attentive enough to remember/find them. With regard to the wisps, you have faced the corpselights and the flickerwisps, but none of the others as they are CR 6 and above. There is no need to roll for healing - we can say the party rests for an hour and you are healed up. Jon's comment about the runes reminded me. The striking runes you just found affect your power level, as they make your weapons do double standard damage, so that could help Jon and Pen and even Hagrym. So if the party wants to go back to town now to get the runes inscribed on your weapons, please let me know. There is no clock on this AP - true, the lighthouse beam might go off in 30 days, but you are on Day 2-3 of that countdown so you have plenty of time. Up to you. You can go back to town, turn in Jaul's head, Pen can heal his drained status, and you can get the weapon upgrades and then come back to this same place where we can pick up again. Or you can be hardcore and continue right now. Let me know.
Google Slides
Ok, wild round!
Google Slides
Will saves:
Hagrym channels energy and the 3 undead crawling hands are caught in the blast and they all turn to dust! Only the 3 wisps remain. Nicely done! Mac is up and you are still Frightened 1, despite 1 round passing.
Google Slides
After you heal and Pen fixes his shield, you head north and find the central room under the lighthouse: This vast octagonal chamber is mostly empty. The walls are carved and painted to resemble a sprawling graveyard half-sunken into a swampy morass, yet all the graves in the mural are open and empty. Carved images of shrieking ghosts parade upward and into the hungry pupil of a malevolent eye at the apex of this room, thirty feet above. A circular fifteen-foot-diameter platform sits in the middle of the room, raised three feet off the surrounding floor. The platform supports an altar stone made of an irregular slab of rock marked by seven deep indentations, almost as if a huge, seven-fingered hand had gripped the stone with enough force to leave grooves behind. Now and then, a faint blue light flickers and pulses inside one of these indentations. Small objects lie heaped atop the altar. Two doors, one leading east, and one leading west flank the room. Hagrym K religion: 1d20 + 12 ⇒ (16) + 12 = 28 Hagrym identifies this chamber as a shrine dedicated to Nhimbaloth, the Outer God of despair, ghosts, and swamps. Her shrines are often empty of additional furnishings, such as statues or benches, symbolizing the emptiness of death itself. Worshipers typically kneel or prostrate themselves on the stone floor while priests lead sermons and sacrifices at the altar. Mac identifies the small objects on the altar as four severed hands. You have not yet entered the room. What do you do?
Hagrym, you took Panic the Dead class feat at 2nd level. I do not see it on your character profile. You should add it to remind yourself. Also, your AC is 21. Chain mail is 14 + 1 Dex = 15 + proficiency bonus, which is 2+4(class level) = 21, not 20. And if you use an action to raise your shield, you will have 23 AC and you have shield block trigger also. You may want to get a steel shield for the hardness. Try to remember. You are not squishy at all - you have potential to be party tank. I want to thank everyone for keeping up with this PbP game this year and making this a very enjoyable experience. Happy New Year to all!
Google Slides
Actually, Hagrym, if you hit with a Channel Smite, as you did, the target auto-fails the save vs. the vitality damage. If you critically hit with the attack roll, it critically fails the save. The red wight takes another 14 damage for a total of 42 damage total. Round 3: Cairn Wight
Attacks on Hagrym:
The wight is no longer off-guard and has +5 temporary hit points.Party is up.
Google Slides
You guys have been doing great, don't sell yourself short! The open hatch in this room and this fight gave me a convenient way to get Garidan out of the way so that it makes some sense! So let's see how this fight goes!
Google Slides
The chainmail is noisy so gives a -2 penalty so total of 18 for Hagrym's Stealth check. The female ghost is stunned by Mac's speech, as her anger dissipates at the weight of his words. She pauses as if replaying the relationship with Volluk in her mind. She murmurs "It's always Belcorra this and Belcorra that. She does always come first...." The ghost is lost in her internal reflection that she does not notice Hagrym move toward the skeleton and pry the object from its grasp. It is a framed portrait of a handsome drow. The name "Volluk Azrinae" appears on a tiny gold plaque at the portrait's base. Added a pic of the portrait to the Monster slides. Perception:
1d20 + 10 ⇒ (4) + 10 = 14 The ghost excuses herself, as she looks back at the party. "Keep working...I need to think." She phases through the wall to the east. Mac notices the wall that the ghost phased through is an actual secret door. There are no further exits from this room. Now what? Back to the library or something else?
Ok, I am back. The applications were really great. At one time, I debated taking 7 players..lol. In the end, I selected the following players and it was not my intent to take such a diverse group, but that's what happened: Pileus: Leshy Monk
To those selected, please report to: Discussion Thread Thanks again to all who applied!
Final List of Applicants:
Ok, will be back in the morning with the selected players. Thanks everyone for applying - I will have to make some hard decisions.
Google Slides
Hagrym wrote:
Staff of Healing is universally recommended for a cleric - it's a level 4 item but costs 90 gp.
Google Slides
Side note: Maybe one game with me is your limit (lol) but I am going to start an Age of Ashes PbP, so if you're interested, you can apply with an entirely new concept and will have preference. If not, I will not hold it against you. :)
Google Slides
Hagrym wrote:
This is absolutely correct - you can proceed to level up.
Google Slides
Hagrym, I apologize if I was not clear. Pen's conducive weapon and mirror image and your Bless were pre-bufs that you cast before opening the door (the round right before Round 1 so your Bless buff has 9 rounds left.) Therefore, you can take your full round of actions in Round 1.
Google Slides
Special attacks: It can increase its reach with its trident to 10'.
The devil puts his hand to his chin, as Garidan's reason seems to set in. "You do make a good point about the sign - nice observation. I did not catch your name. It seems to be more of a strict liability situation - just your presence in this room is enough to trigger the consequences. Those were Belcorra's orders, well, when she was alive. Unfortunately, I signed a contract to enforce those rules...like..." The devil looks over to the hashes on the wall. "Like 500 years ago. And, as you know, those contracts are legally binding. So, unfortunately, for you, in you go into the prison. Unless, there was something else that you wanted to discuss?" The devil seems very relaxed talking with Garidan.
Google Slides
Perception checks:
As you analyze the room, Mac's sharp senses detect a trap in the room. Pen, via his magical scans, determines that the trap is not of an arcane nature. Hagrym, through his religious studies, can sense the presence of s restless spirit in the room that is related to fire. He determines that there is a haunt in the room emanating from the hatch. He can use his religious studies to quell the spirits, as he enters the room. Knowledge Religion: 1d20 + 11 ⇒ (12) + 11 = 23 Hagrym commands the spirit to leave and is successful in citing to holy text and exorcising the spirit. The room is now safe to explore and you find a Ventriloquist's Ring buried in the ashes. Where to next? The eastern door from the library, the northern door from the mist elemental room, or the southern door from the lighthouse center, where Rosk died?
Google Slides
You vist Carman Rajani who purchases your magical weapons. You can purchase the blazons and whip from him.
Google Slides
You discover the following information:
Slides
Ah, Destructive smite! Missed that. Goliath's blow caves in the drake's skull, while Jericho's blade crits, disemboweling the creature. Both creatures are dead and combat is over!
Google Slides
Hagrym studies the scene of the ghost and its almost compulsory pantomiming of repairing books, repeating actions it must have done a lot in life. Hagrym recalls his religious studies and he presumes that removing this room's tables and tools will allow the ghost rest eternally. The party proceeds to follow Hagrym's directions in a respectful manner. The human ghost does not respond to the party's attempts to speak to it. Once the party has completed its chore, under Hagrym's direction, the ghost smiles and fades from existence. Nicely done! A search of the room turns up a key, a gold paperweight worth 10 gp, and a crafter’s eyepiece. Where to?
Slides
Very noble of you, Goliath. Since the sailor was 5-10' away, since you both fell into the water together, Goliath grabs the drowning half-orc and swims back to the ship with the rest of his movement. You then both climb the rope that Jericho dropped down, just in time to avoid the crocs' massive jaws. The sailors pelt the crocs with rocks and oars and that drives them away, once they realize their prey has escaped. Well done! The sailor that Goliath saved is very grateful for the druid's intervention and gives him a big hug. The sailors are happy with the party's presence on board. Party can roll their skill checks for the day.
Slides
Hope everyone had nice Easter weekend. The party successfully and competently performs their duties causing no delays in the 1st day of travel, earning the crew's respect as you get claps on the back and handshakes from the half-orcs. Penny also cooked a delicious meal, which seems it irk the crew's cook a little. Day 2: The next morning, after breakfast, the day’s catch gets hoisted up on the deck first thing and the party is called in to help, which requires you to stand on the slippery deck and lean over the rail to haul in the nets. Ulmo and Goliath are recruited for their high strength, as the two of them along with three half-orc crew members get to work, while everyone else watches. Ulmo and Goliath need to roll Reflex saves.
Hagrym wrote:
Everything looks good, Hagrym, except I have your hps at 43, not 41.
Ok all, selection time! I want to try and change the AP as written as little as possible so going with the following 4 players: Grumbaki - Ulmo Nargrymkin - Dwarf Divine tracker/Infiltrator Ranger.
Thank you for everyone who applied. To those selected, please report to the Discussion Thread.
Google Slides
After 20 minutes of rest, Hagrym has healed the party back to full and you continue exploring. You head east and then north, all the way back to the undead minotaur room. You take the western door that heads east for 10' and then south, where you see some stairs. Secret Check:
Mac Perception: 1d20 + 10 ⇒ (20) + 10 = 30 Due to Mac's Stonemason's Eye ancestry feat, he spots at the top of the stairs, an incongruency in the western wall. The party stops to investigate and you discover a secret door in the western wall to a set of stairs leading down to Level 3. This is now the 3rd way of heading down to Level 3 the that you have found. You head south and see a short flight of stairs leading down 10' to a moldy beach and a flooded cavern. You piece the geography together and make the educated guess that this cavern connects to the drake's lair. Congratz - you have explored almost all of Level 2 except the drake's underwater cavern. I have posted map. You also have the other set of stairs down from Level 1 on the island to the north. Do you head there?
Google Slides
To avoid dungeon delving taking days while i await for your responses, will make certain assumptions and proceed. You head through the NW door to find a pantry. Only a few fragments of the shelving that once lined the walls of this pantry remain today. You search the room but find nothing of interest. Two doors lead out of this room, one east and one west. You try the eastern door and it leads to a staircase leading down to the lower level. The western door leads to a passageway with stairs leading down 10' to some ruined rowboats. There is also a room to the south. You try the door leading south but it is locked. You can try 2 thievery checks to unlock the door or an Athletics check to force the door open. Mac has the highest score at +8 while Garidan has +7. Garidan Aid Another Athletics: 1d20 + 8 ⇒ (5) + 8 = 13 --- fails
Mac forces the door open and you find: The walls of this octagonal chamber are adorned with swirling runes carved into the stone and then filled with dull, silvery metal. The floor is polished smooth, as is the ceiling ten feet above. Per Arcana check: 1d20 + 7 ⇒ (14) + 7 = 21 The silvery metal and runes leads Pen to believe that this is some sort of teleportation chamber. However, it appears that a ritual spell is required to awaken the latent energy in the room. However, Pen is sure that he is unaware of the spell required and it is certainly not in his spell book.
Google Slides
Mac's two strikes land, the first one inflicting no damage and the second one inflicts 4 damage.
Google Slides
Mac's warpick pierces the devil's chest, as it slams into the wall dead, dissolving into foul ichor. Nice crit! He shouldn't have messed with your cousin! LOL..Combat over. There is nothing else of interest in this room. I have updated the Map slide to show your progress so far. You have cleared the eastern part of the map. You have 6 options to go:
Google Slides
Pen realizes that the magic of this structure, a lighthouse that has been around for 500 years, yet the base has no cracks or imperfections in its structural integrity, is beyond any he has ever seen. The most logical deduction that he can make to deactivate it would be to cut off its power source, which is must logically have, since it appears to be charging. What that power source could be, he has no idea. However, logically, it follows that it must come from down below, since the structure does not appear to be powered by the sun or any external force. With regard to his experiments, all the objects Pen throws harmlessly bounce off with no damage whatsoever to the structure. If you recall, Boss Scrawng drew you a crude map of the 2nd level where the "mushroom-eyed people", who kicked him and his tribe out, dwell as well as the lair of the "swamp dragon". I've added it to the Slides.
Google Slides
Whoa, the dice swing in the party's favor, dashing Mr. Beak's 22 AC! Jon's comment about the warning shots was true and his aim on the next shot is perfect, as he inflicts 22 points of damage on Mister Beak. Pen, barely standing, follows up with a burning strike that inflicts 16 damage to the doll and it drops to the floor dead, its wings singed! It had exactly 38 hit points. And even if that didn't kill it, Mac's 2 attacks would have dropped it. Well done! Combat over. Hagrym, seeing the results of the actions before yours, you can save the heal spell and try to cure Pen with Treat Wounds if you wish. Your call. If you wish to save the spell, you can roll a Medicine check instead.
Google Slides
Hagrym, your action occurs in Round 3, so if Pen fails the Balance check, he cannot act this round and gains the Dying 1 condition and has to roll a recovery check. Your heal goes off next round. We are technically at the bottom of Round 2 right now.
Google Slides
Hagrym, your Spell attack modifier is actually +7 not +1. Spells are based on casting stat and proficiency bonus, not Dex. Hagrym casts a bolt of divine energy at the doll, which misses the agile doll! Yes, a modified 20 attack roll misses! Round 2: Winged Doll
In its warbly voice, the doll scolds the elf. "You tried to hit me! No one hits Mr. Beak! You made me angry." The doll swoops in close to the elf and tries to punch him in the face but misses. It then times its punch perfectly and strikes Penflower in the throat, breaking his shield, and still nearly killing him! Since the doll does not have reach, it takes a step to move into Pen's square. It then tries to punch the elf twice. Strike (Punch): 1d20 + 12 ⇒ (2) + 12 = 14...miss
Party is up!
Jon, thank you for the Google doc! You can take off the rusted and ruined keys - those are useless and not worth anything.
Google Slides
The Blue skeleton takes 14 more damage from Mac. The second attack misses.
|