Chronicle looks good. Nico is going to spend the prestige to recruit a new Patsy (I'll make note of it myself, unless you feel the need/desire to do so yourself).
Thanks a heap for running. I apologize for pushing the "let's try to not kill the guardian" issue, but it seemed like a potential pitfall when we were supposed to be fixing everything in the place...
"I had thought to spare your guardian, but if you have no objections, I'd be delighted..." Nicodemus quickly studies his enemy then takes a 5' step and attacks.
Azra, retreat further into the room so the thing follows you in, then everyone can rush out after I move in and provoke it." Nicodemus delays to see if the party can draw the creature further in.
"If we want to get out the door, EVERYONE retreat further back into the room so the creature follows you. THEN I'll provoke its attack and everyone can run out..."
Again assuming total defense, Nicodemus moves into the chamber then retreats back outside, his movement through the chamber provoking at attack of opportunity from the creature.
To be clear, the bone giant did not attack Nicodemus even though he deliberately provoked him? Is that correct, or did it not have attack of opportunity? If that's the case, Nico would delay until after it acted in order to provoke and find out if it's attacking him while he's outside the tomb...
Again using his standard action to assume a posture of total defense, Nicodemus moves five feet to the south, trying to provoke an attack of opportunity from the bone giant, both in the hopes to find out if it'll attack someone who is outside the tomb, and if so, to hopefully use up it's only attack of opportunity.
Nicodemus, can you break down your AC bonuses for me? My calculations have you at AC 33 after fighting defensively.
Buried at the bottom of the description of the Acrobatics skill:
"Special: If you have 3 or more ranks in Acrobatics, you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2, and a +6 dodge bonus to AC when taking the total defense action instead of the usual +4." Nicodemus has more than enough ranks in Acrobatics to gain the extra +2 dodge to his AC
As a standard action, Nicodemus will go into total defense. Then he will move five feet away--but it is no five foot step that he takes. Instead, he deliberately tries to provoke an attack of opportunity from the bone giant.
Total Defense AC=35 until Nicodemus' next turn Do we know if this thing has reach? Not that it matters now, but it will affect next round's actions.
To be clear: the following is roleplay for Nicodemus. He may be yelling at his fellow pathfinders, but I am not yelling at y'all. Everyone should act according to their own character's conscience. No worries.
And I can drop the RP, if it's buggin' anyone. Feel free to say so.
Nicodemus practically shrieks at the top of his lungs: "This is the guardian of THE TOMB
"We are here to RESTORE THE TOMB.
"We should draw it into the room and flee this place, leaving it intact!!!"
Nicodemus calls upon inspiration as he tries to dodge between the thing's legs to get to the other side.
acrobatics v CMD+5 of bonehead:1d20 + 15 + 2 + 1d6 ⇒ (18) + 15 + 2 + (2) = 37 It's CMD+5 to move through an opponent's square. He'll double-move at half speed, in order to not increase the DC any higher.
If he beats its CMD+5, then he makes it through enemy's square and should be on the far side of bonehead in the Northern square between bonehead and the doubledoors. If Acrobatics fails, Nico'll be stopped in the square with the spiritual and takes an AoO from the thing, which he will attempt to parry (he's holding off on riposte until he thinks there's no other choice but to destroy the thing). If no AoO, then feel free to use Parry if he's attacked on enemy's turn.
"Rather than destroy the guardian, perhaps we should just try to flee the tomb and leave it intact! Retreat and try to draw it into the room. Then everyone run out. Let me flee first, for I can potentially parry some of their attacks of opportunity."
Nicodemus moves and takes an extract of shield.
Out of character, y'all want to murderhobo this, no worries. In character, Nicodemus most adamantly does not want to destroy the guardian. Goes against the mission.
"Indeed, much of this sacred place has now been restored. Clearly it is time for us to fix your plate as well. Melea, why don't we use the scavenger's stone on the Hearth Keeper's plate?"
Diplomacy to calm the hearth keeper?:1d20 + 12 + 1d6 ⇒ (19) + 12 + (1) = 32
Nicodemus dramatically smacks himself in the forehead. "Losing my stalwart companion Patsy has left me a bit out of sorts. Please excuse my inattentiveness."
Nicodemus quickly pulls out his notes from the mission briefing. "Ah yes, we should have returned the ring to the skeleton whose remains we restored in the round room. I was spending too much time admiring the strength of my compatriots, instead of using my own strong wits."
Nicodemus will lead the party back to the round room and place the scarab beetle ring on the hand of the skeleton. He'll do his best to judge which finger might have been the right one when the skeleton was alive.
Perception?:1d20 + 15 + 1d6 ⇒ (13) + 15 + (3) = 31 If it should be a Knowledge check, reduce the result by 7. Not sure if there even is an appropriate skill for this one. Profession-mortician?
Nico summons inspiration and all the derring-do he can muster as he attempts the climb.
An Inspired Climb of Derring do:1d20 + 4 + 1d6 + 1d6 ⇒ (10) + 4 + (3) + (1) = 18
Kn-Religion:1d20 + 8 + 1d6 ⇒ (20) + 8 + (6) = 34 If this haunt is susceptible to positive energy:
Nicodemus hurls a flask of holy water at the brazier.
range touch:1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28 holy water dmg:2d4 ⇒ (2, 3) = 5
"Wait for a moment, my friends.
Nicodemus examines both the sarcophagus and both the path and intended final resting place, looking for traps or perhaps secret compartments.
Nicodemus smacks his head. "Stupid, stupid, stupid. I believe those statues were arranged in chronological order outside, and they had animals on them. Their order was Eagle, Horse, Griffon, Bat. And if these dates are years for the lives of these famous members, we should probably go with:
Story Seeker EAGLE
Meadow Grass HORSE
Meditates in Sunlight GRIFFON
Tranquil Shadow BAT.
That should match the hallway statues, and thematically, they do make sense as well. What do you think?"
Linguistics:1d20 + 8 + 2 + 1d6 ⇒ (14) + 8 + 2 + (2) = 26
Nicodemus carefully reads each plaque aloud. "I would assume the large bat belongs Meditates in Sunlight. Let us repair these other lids, if we can."
If there's any smaller repairs, we can try and use mending, but these stone lids are obviously too heavy.
"Hmmm, Shoanti tradition would suggest that these statues are arranged by generation. Thus, moving through the passage could be interpreted as moving through time. Do any of you detect any magic in the hall?"
Does anything look disturbed or amiss in the hallway?
linguistics:1d20 + 8 + 1d6 ⇒ (15) + 8 + (3) = 26
Nicodemus offers thanks in Shaonti--he hopes--then takes a sip of water, before also nodding his thanks to the oracle. "Once we've finished in this tomb, i'd love to hear more about this Pei Zin you practice..."
Nicodemus then heads over to the doors to check them for traps.
perception Southern door:1d20 + 15 + 1d6 ⇒ (3) + 15 + (6) = 24 perception Northern door:1d20 + 15 + 1d6 ⇒ (18) + 15 + (4) = 37
"THere! on the fountain! Place them in the indentation!" Nicodemus struggles to move through the mud as he moves to the SW corner of the fountain and offers a small prayer to Nivi for a bit of luck that this will work. He places the klar in the indentation.
"THose of you without weapons to place, get out of here! Or maybe create or pour water into the fountain?!?!?"
Nicodemus desperately examines the stele, seeing if there's some place he could place or attach {or stab!} the klar to make it stick to the stele. Any Shaonti depicted with an empty hand, perhaps? He'll place the klar in the most likely spot.
Perception:1d20 + 15 + 1d6 ⇒ (16) + 15 + (6) = 37 or if Linguistics would be appropriate while he examines it Linguistics:1d20 + 8 + 1d6 ⇒ (10) + 8 + (6) = 24
Nicodemus grabs the Klar and struggles toward the southwest stele.
Was adjacent to Bielsi with sack with weapons. Move action to retrieve weapon. Move 15' of difficult terrain.
"This is a weird one, fellas. Not the usual blast-it-with-positive-energy kinda haunt. I don't sense malice behind it. Might want to see what manifests...though perhaps some should retreat."
Nico moves to the corner and keeps his eyes peeled.
Nicodemus will carefully examine the door for traps.
and to speed things up...
if he finds any, he'll attempt to disable them. Once his compatriots are arrayed behind him in whatever fashion they find suitable, he'll open the door, rapier in hand.
Nicodemus sets about seeking a way to stabilize the ceiling.
Kn-Engineering?:1d20 + 9 + 1d6 ⇒ (2) + 9 + (1) = 12 Disable Device?:1d20 + 21 ⇒ (1) + 21 = 22 Wow, need to start thinking about taking ten as much as possible...
Nicodemus thanks his friends for their caution and begins to take a closer look around.
Perception:1d20 + 1d6 + 15 ⇒ (12) + (5) + 15 = 32+2 more v traps Nicodemus is impetuous, and taking his mutagen lowers his wisdom, which never helps. As a player, happy to use caution. Feel free to tell Nico to slow down at any point.
"Perhaps it'd be best to assess the damage throughout and then prioritize the use of the stone? Whenever someone tells me a magic item 'should' work to complete a complicated task, I count on it having half as many uses as compared to what's needed to complete the job." Nico moves toward the door to southwest.
I would not have retconned like this if I hadn't actually mentioned Patsy at the beginning of the scenario.
So, who remembers Patsy? Y'know, Patsy:
So here's what really happened when the ogre struck his fatal blow:
Patsy, that loyal monosyllabic Ulfen bodyguard who had been following Nicodemus around since you first met Nico, without uttering so much as a word selflessly threw himself in front the ogre's blow. It literally cleaved poor Patsy in two, and still had enough force to cut Nicodemus down, leaving him near death as well...but only near.
Game mechanics: as a boon, Patsy absorbs up to 20 damage of a crit or sneak attack. If it's more than 20, Patsy dies. The rest of the damage still goes through, which was 45 damage, which left Nicodemus at -1hp. lotsa happy stick:8d8 + 8 ⇒ (2, 5, 3, 6, 8, 4, 2, 5) + 8 = 43 and one more charge for full hp. 9 wand charges, and the only death is Patsy's. And if Nico spends 4 prestige after the scenario, he won't be quite dead...in fact, he'll be fine. And nobody needs to donate anything for Nicodemus wellbeing...well, until the next crit. No more insurance policy's available for Nico.
I don't want to put you on the spot, so I'm spoilering this.
I completely forgot about Patsy, Nico's Personal Guard (Sovereign Court Faction Boon) from Nico's 13th chronicle:
"You have earned the service of a loyal Ulfen bodyguard who accompanies you on your adventures. This character functions as a follower vanity (Pathfinder Campaign Settings: Pathfinder Society Field Guide), not taking any space on the battlefield or otherwise serving as a combatant. The bodyguard grants you a constant +1 bonus to your AC against attack rolls to confirm critical hits. If you would take damage frmo a critical hit or sneak attack, you can choose for your bodyguard to absorb 20 points of damage from the attack, though this kills the follower. You can spend 4 Prestige Points between adventures to recruit a new bodyguard."
If you'd like, I could send you a pdf scan of the chronicle.
While the +1 ac v crit would NOT have prevented the confirmation, the 20 points of damage he absorbs would've left Nicodemus with 45 damage, i.e. -1hp. Poor Patsy would've selflessly saved his master's life at the cost of his own. Mechanically, it wouldn't have affected the battle whatsoever (Nico was still down, just unconscious), but it is a retrofix. Is it okay if we consider the demise to be Patsy's rather than Nicodemus'? If not, no worries. Totally your call.
Nicodemus uses his wands of longstrider and heightened awareness, thanks Grandblade for restoring his mage armor spell with Nico's wand and drinks his mutagen. "Fate favors the prepared...or at least, I hope it does so from here on out..."
Then Nico moves to the door on the south, carefully checking it for traps.
Given that it's "Large", I'm assuming this stone plate weighs more than 5 pounds? i.e. Too heavy for Grandblade to use Mending on it? We do have the special stone that mends that we were giving at briefing, but we probably want to use that sparingly. Perhaps wait to see the extent of damage, then make a list in order of priority, since we were told it has limited charges (iirc)--quote "it should have enough left for this mission".
”Repair? You mean it’s worse than this?” Hearth Keeper gestures to the mess in the entryway and frowns worriedly. ”Tell me, what happened? I only just woke up.”
"This is as far as our investigations have carried us thus far, but indeed, we suspect this is only the beginning of the damage that may lie beyond this chamber. Before we go any further with our investigations, could you provide guidance on how to best restore this chamber to its original state? Of course that's after my more doughty companions remove these offensive ogres." Nicodemus turns and nods to those in the party more stout in stature and strong of arm.
"Indeed, as my friend said, a misguided former member of our Society defiled this place, and we seek to make amends by restoring this somber place of repose and remembrance. After we received permission from the Council of the Quah to come here and make the attempt to restore this holy place."
Having been recently deceased, Nicodemus resists what his first impulse used to be when an incorporeal apparition appeared. Instead, Nicodemus sweeps his feathered cap off his head with aplomb, bowing deeply. "Nicodemus of the Pathfinder Society, at your service, Hearth Keeper. My friends and I are here to restore this resting place as best as we are able. Any guidance you might be able to provide in the best way to do so would be most appreciated." Under the guise of returning his cap to his head, Nicodemus keeps a sharp lookout to the apparition's reaction.
Does the scenario provide for those scrolls, or was that GM fiat to speed up the process and we'll settle up on the costs when it comes time for the Chronicles?
Gentlemen, Ladies, I've had the strangest dream. There were these hulking brutes wielding ginormous axes that appeared to forged in the very flames of the Underworld, and one of them cleaved me in two..." He pauses and looks about at the group. "That wasn't a dream, was it?"
He slowly rises and starts to shake off his recent demise like a rat emerging from a muddy river. "A little stiff, but none too worse for the wear. Shall we continue? I find I have the urge to give a little payback to whatever else may lurk in this place."
Nicodemus takes a look at the runes helpfully pointed out by Bielsi.
"The one closest to the Sepulcher says "Be Welcome, My Cousin" - the other, "May Your Spirit Guide You"."
Nico turns expectantly toward Zarisha. "Where to, Spirit Guide Zarisha?"
Nico has the expensive part covered: he can use prestige for the Raise Dead.
To pay to have Restoration cast as a spellcasting service is 1280gp, but unless this scenario spans more than a week, we can only get one resto anyway. (scroll would be 1700).
So anyone willing to kick in can cover an equal part of the 1280, and then see where the scenario winds up/how long it lasts. As long as Nico survives the rest, he should easily have the gold for the remaining restoration, if it comes to that.
Of course, this also hinges on whether Jia can/will teleport back with Nico's body, and then teleport the Raised Nico back, who'll still be down one level. (Luckily, Nico only needs to spend 100gp per dose to create Soul Stimulant to eliminate that one neg level penalty, due to his craft-alchemy as investigator.)
If we have to pay for teleport, it's 450gp per casting. (Don't know if scenario spells out availability of teleport by Jia in scenario, or if he was just plunked there as plot device.)
Highly doubt there's a breath of life/gloves of healing floating around at this level. (Although Azra, looks like your profile needs updating for your spells.)
Nicodemus is a bit light on gold, but he does have exactly 16 prestige in the bank. He could get the Raise Dead right away and live with the 2 negative levels.
Also, you have to wait a week to get a second restoration to remove a permanent negative level. Even if he could afford it.
of course, the party needs to get these ogres killed first...
Once his heightened awareness is up, he'll take a closer look at the seal, to see if it can be repaired, preferably without using up our stone of mending thingy.