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Unless the boxes are checked (and I just uploaded a new Pig chronicle to reflect his brush with disease) then you can safely ignore that boon.
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The chronicles are here! Let me know if anything needs altering. Otherwise, thanks for playing and I'll set this to inactive by Friday.
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Aroden, I agree. It was written for a simpler time, when the APG had only just come out and there were many less feats, spells and options in the mix. If it were written today, with the benefit of all that 1st edition eventually came to be, I think it would be much different and much deadlier.
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For reference, you guys managed to trigger two CR 10 encounters at once - the golem and the alchemist and her hench-demons. You guys did pretty well against them and I'm 75% sure you would have been able to win without character death. Still working on chronicles. Work has been... busy recently.
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A sudden surge of spectral rats erupts from the stairs behind the throne, rushing forth like a tidal wave! You try to fight, but you are driven from the dungeon without mercy, without cease. It is only when you finally see the light of day above that you stop running and take stock of your allies and find them all with you, though sorely wounded by bites and claws! Heading back to the Lorespire, you report your news. Ambrus Valsin listens to your reports and congratulates you on surviving the ordeal, telling you that another expedition deeper into the 'Keep is being planned, and to standby in case your expertise is needed again. Until then, Pig finds himself strangely cured of his disease when he left the dungeon, but a persistent sniffle may always plague him. For the diseases of Bonekeep are strange and terrible, and who knows what effects they may yet have on him? Or what effect they may have on the world should the dark masters below ever escape? Thus ends Bonekeep 1. I will work on chronicles and get them posted as soon as I can.
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I have forgotten how much Pathfinder 1st edition knowledge I have already filed away in mental boxes for storage. So many hours devoted to this system and it burned me out about three years ago. I had moved on and really hadn't noticed how much. NostalgiaCon ends March 6th. I will report this game at that point. Go ahead and roll any dayjob checks you have.
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Possible Crit vs Vrothum, Red Claw: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33 for 1d6 + 5 ⇒ (3) + 5 = 8 additional damage!
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Per discussion thread. Instead of flying off she lays on the ground and draws a dagger! Selune steps and attacks! Only her second attack lands, and she takes 1 point of acid damage as vials break! Vrothum attacks demon rats!
He deals less damage than he hoped! Round 3:
Red steps into flank with yellow and both attack Vrothum! Red bites vs Vrothum, flanking: 1d20 + 13 + 2 ⇒ (17) + 13 + 2 = 32 for 1d8 + 5 ⇒ (8) + 5 = 13 damage plus Fort Save vs Disease at a -2! Miss chance 20%: 1d100 ⇒ 32
Yellow bites vs Vrothum, flanking: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31 for 1d8 + 5 ⇒ (3) + 5 = 8 damage plus Fort Save vs Disease at a -2! Miss chance 20%: 1d100 ⇒ 52
Pig, Mun, Aroden are up!
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Okay, realized that the act of alchemy provokes specifically before the ranged attack occurs, so Poh interrupts and trips!
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Okay, after thinking this through, reading Aroden's linked threads, and then reading the alchemist class entry, I realized it's moot. Because as alchemist states: Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity. Therefore the AoO is provoked before the throwing can occur either way. So, here goes! The rat draws her vial and begins to mix it. Poh lashes out, tripping her. She falls to the ground and cannot throw! However, she does suddenly fly away! Marked her route on the map. AoO from Poh for the movement! The bomb is negated. Khugron is still on fire from the last one. Selune is up!
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This gets weird. I think I need some rules reference, Poh. For example, here is my thought process. Making a ranged attack provokes an attack of opportunity. Not ATTEMPTING a ranged attack. So the ranged attack happens. You trip her. She falls. Not she attempts a ranged attack, you trip her, she completes the ranged attack, except she cannot. Unless you have a rules adjudication I'd say it's the ranged attack happening that triggers the attack, not an attempt at a ranged attack. I'm open to persuasion, but let's move this to discussion while we do it. Also, Pig and Mun: stop by discussion and roll a d20 for boon winning chances. If you get a 19 or 20, roll a 1d2. Selune is up!
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Poh's cold iron punch does damage, but the cold does much less than he expects! He reaches toward the bomber, but does he hit? Miss chance, 20%: 1d100 ⇒ 1 He misses, his hand catching only air! Khugron swings three times at the construct, but he misses the wily foe! Round 2:
The ratfolk bomber hisses at Poh! She takes a 5' step back from Pig westward and throws a bomb at Poh! AoO from Poh! Ranged Touch Bomb attack vs Poh: 1d20 + 16 ⇒ (20) + 16 = 36 Miss chance, 20%: 1d100 ⇒ 33 Possible Crit Bomb?: 1d20 + 16 ⇒ (10) + 16 = 26 It hits, dealing 6d6 + 3 ⇒ (6, 2, 6, 6, 5, 6) + 3 = 34 fire damage to the monk and catching him on fire! Pig and Vrothum must make Reflex Saves for half damage vs splash damage of 9 fire! The splash seems to miss the demons and herself! Vrothum and Selune are up! I forgot Khugron is on fire! Take another 1d6 ⇒ 3 fire damage! Apologies for the slow posting. Work is a beast.
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Okay, still need Mun and Pig's boon rolls. I'll report this by 3/6, but we should be done by then or shortly thereafter.
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Alright, we are approaching the end of Nostalgiacon! Please roll a d20 for possible boon winning.
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Pig's attacks hit hard, dealing wicked wounds to the Yellow rat demon! The construct takes a five foot step into the center of the room, and throws a vial of something steaming at Aroden! Ranged Touch Bomb: 1d20 + 17 ⇒ (12) + 17 = 29 for 8d6 ⇒ (2, 4, 2, 6, 4, 5, 5, 2) = 30 acid damage! The splash damage deals 1d6 ⇒ 3 damage to the adjacent table, which explodes! Fire damage: 4d6 ⇒ (2, 2, 6, 6) = 16 to anyone adjacent to the table, Reflex DC 15 for half damage and an additional Fortitude save vs disease! Round 2:
Khugron and Poh are up!
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Mun, you did and I missed it when I was assembling my posts. Thank you for including that, it is very useful to have!
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Pig, you could 5' step NE diagonally. WHich target will you attack? Construct AoO vs Mun: 1d20 + 21 ⇒ (11) + 21 = 32 for 2d8 + 10 ⇒ (6, 3) + 10 = 19 damage plus 1d6 ⇒ 5 acid damage and a Fort Save vs Disease! The construct lashes out as Mun moves through its threatened area! Mun moves and prays! Aroden uses his newly found ring and force smashes into the construct! A few vials on its person break and spray liquids!
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Good catch! I thought claws were P/S. Turns out they are B/S. I'll make the adjustment to damage dealt.
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You do. You get 4 reputation. I reported it correctly but forgot it on the chronicles.
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She has cover, but you can attempt an AoO, Khugron/ Vrothum bites and claws in a flurry on the dire rats, killing them both! Selune steps and attacks, but only her claw hits! However it deals less damage than Mun expects, and Selune takes 1 point of acid damage as a vial of acid on the construct breaks open! Round 2:
The yellow rat demon hisses from the ground. He concentrates and a cloud of disease spreads over the room! The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). Any creature in the cloud must make a Fortitude save vs disease EVERY ROUND THEY ARE IN THE CLOUD. Yellow then stands up, provoking an AoO! Red demon hisses happily as the greasy cloud rises! He takes a five foot step and attacks Poh!
Round 2:
Pig, Mun and Aroden are up!
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Thanks for pointing that out, Whitegourd! I have not been active in org play due to a new job for the last few years and I fear I missed changes. I'll just let you guys record your own then. I should have chronicles up soon!
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Okay, I forgot we need Downtime activities, too. If you could post them, I'd appreciate it!
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Khugron Fort Save vs Sickened effect: 1d20 + 12 ⇒ (13) + 12 = 25 Poh trips the yellow rat demon! Khugron smashes into the construct, breaking some vials on the creation! Round 1:
From the southern filth pile, two dire rats erupt! They each take a 5' step and attack Poh and Vrothum!
Purple Dire Rat vs Poh, Bite, Possible Crit: 1d20 + 3 ⇒ (19) + 3 = 22 for 1d4 + 2 ⇒ (2) + 2 = 4 plus Fort Save vs Disease! The purple rat manages to get a bite in on Poh! From behind the throne, a ratfolk erupts! She lets out a screeching battlecry, scampers behind the Rat Demons and flings a vial of something bubbling at Khugron! Rat Bomb vs Khugron touch: 1d20 + 16 ⇒ (4) + 16 = 20 It hits for Fire damage: 6d6 + 3 ⇒ (6, 2, 6, 1, 3, 1) + 3 = 22 and Khugron catches fire! Poh and Aroden each take 9 fire damage (Reflex DC 18 for half). Round 1:
Vrothum and Selune are up!
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Sorry Mun, you'll need to keep track of your own buffs. I have enough to keep track of.
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Round 1:
Pig attacks the Yellow? I presume? Please call out your targets! demon! Only his first attack lands and deals damage! Aroden's images save him from injury and he withdraws down the stairs! Mun buffs and prays! The Construct moves with strange grace as it slams into Khugron twice!
Khugron and Poh are up! I will be at a convention this weekend and may be slow to post. I'll try to keep up but if I'm not responding quickly, that's the reason!
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Please note I will be at a convention this weekend so my posting may be sporadic. I will definitely try to post while there, though, as we are VERY close to the end!
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Hiding yes. No, you do not see any invisible people or things. Stairs are quite steep and count as difficult terrain.
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As Khugron, Mun and Selune round the corner, they see the room before them. This vast chamber contains a number of tables, shelves, and crates covered in alchemical equipment, much of which appears to be in use. Flasks bubble and boil, emitting strange smoke, while other bits of strange glassware contain liquids that seem to shift color at random intervals. In the center of it all is a tall statue made of steel, bedecked with odd crystal vials, tubes, and jars, bubbling with glowing green liquid. They also spot a rickety construction of glass tubing, metal, and wood convey the brain and two eyes afloat in this figure’s glass skull. However, it's not collapsed in a heap, it's standing and reared back to strike! At the same time, there is a soft POP and the remaining heroes appear on the floor above! A wide chamber overlooks the laboratory below. There are
Initiative
Round 1:
SURPRISE! Two rat demons erupt from the filth piles! They hiss and spit! Red Rat Demon steps forward and attacks Aroden! It bites and claws!
Yellow Rat Demon hisses springs forward! It bites at Pig!
Pig, Mun and Aroden are up! Round 1:
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ROUND 1:
Scratch, it does not say it's a Necromancy effect, so no. Scratch, FRanzine, Elsha, Azu and Nal connect! 1 action! Scratch, Franzine, Azu and Nal attune! 1 action! Elsha spends his last 2 actions trying to attune! Scratch tries to manipulate, but fails, spending 2 actions. Franzine spends 2 actions and succeeds fabulously! Azu spends 2 actions and succeeds! Whitegourd tries to keep their friends alive! Nal spends 2 actions and succeeds! Round 2: 1d4 ⇒ 2 Suddenly the ground heaves and bucks beneath your feet! The ground shakes violently. Each creature is knocked prone unless it succeeds at a DC 18 Reflex save. On a critical failure, a creature is knocked prone and releases the Eternity Arch if it’s in contact with it. Scratch, Franzine, Azu and Nal have spent 1 of their actions this round on the previous manipulation attempt. If you're still connected to the Arch, you can spend the remaining 2 actions on another Manipulate attempt. The Arch is responding but it needs more! Elsha and Whitegourd have all 3 actions to use.
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Azu hauls to the rift's edge and is able to drag the final dangling Agent from the rift. A copper coin falls from the Pathfinder's pocket and Azu has a front row seat as it plummets into the rift and is shredded through all time. He shudders to think what that would have done to a person! SUCCESS! “The rifts are pulling us into the past,” Jirneau counters. “We need to force the Eternity Arch to seal these rifts, or we’llbe stranded here!” To seal the rifts, the PCs must connect with the Eternity Arch, attune to it, and then manipulate the arch into sealing the rifts. Step one: Connect! To connect with the Eternity Arch, a creature must Interact to touch it. As you do, you take 4d4 ⇒ (3, 3, 1, 2) = 9 mental damage, DC 18 basic Will Save! Step two: Attune! To attune, you must make a DC 19 Fortitude save as a single action while connected! On a success, it attunes to the Eternity Arch. On a failure, it becomes clumsy 1 (or increases its clumsy value by 1, to a maximum of 3) as the Eternity Arch temporarily ages it. Once a creature is attuned to the Eternity Arch, it can attempt to manipulate it. Step three: Manipulate! To seal the rifts, the PCs must gain a total number of Manipulation Points equal to twice the number of PCs. A character attuned to the arch can attempt a DC 18 Arcana, Nature, Occultism, Religion, or Thievery check by spending 2 actions with the concentrate and manipulate traits. Let's take this by Rounds. We'll keep the Rift initative order! ROUND 1:
[ooc]Heroes are up for Round 1! Assume you begin standing adjacent to the Arch!
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Azu hauls Green up with a superheroic effort! SAVED: Pink, Light Blue, Black, Purple, Yellow, Grey, Green Only Blue remains in peril! ROUND 2: HEROES MAY ACT!
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Until you get in the room, you don't know positions of enemies. But entering the room triggers initiative, so stopping there is appropriate.
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ROUND 1:
Scratch fights his way to the edge and hauls Pink out of the pit! Franzine sets her legs and hauls not one, not two, but THREE pathfinders from the pit! Elsha moves closer and gets ready with a rope to catch anyone in need! Azu? Whitegourd summons a giant fly, who swoops in snag a slightly disgused but grateful grey Pathfinder from the column! Nal uses Elsha's secured rope to help haul Yellow out! SAVED: Pink, Light Blue, Black, Purple, Yellow, Grey Only Green and Blue remain! Azu is up!
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Also, feel free to be creative here! Just give me a good reason why your hare-brained idea would work. I'm quite gullible.
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Whitegourd flings fire at Green! The fire consumes the beast much quicker than it should, leaving a greasy stain behind! Scratch repositions and reloads! His shot hits the hound! It staggers, and seems to collapse in on itself, leaving behind a greasy spot as well! COMBAT OVER! You have completed the waves, so you can now go back and try the ones you missed! You may also decide to take 10 minutes and heal, refocus, etc. "HELP! HELP US!" the dangling Pathfinders cry out as you dispatch the Hounds! Eight Pathfinders are in danger of falling into the time rift. Six cling to the tiled floor at the edge of the rift, with their bodies dangling into it. One climbed partway up a pillar whose base has disappeared into the rift; they are 15 feet in the air. The final Pathfinder holds onto a rope tied to a grappling hook, which they tossed into the chamber at the last moment to save themself. The grappling hook is gripping the gap in a stone tile and is clearly not well secured. RULES: Each creature within 10 feet of the time rift is slowed 1 for as long as they remain in the area, unless they succeed at a DC 18 Fortitude save. All squares adjacent to the time rift are difficult terrain and uneven ground (DC 17 Acrobatics check to Balance) Perception
ROUND 1:
Initiative is just to track... things. No reason to pay any attention here... But we are still in rounds. Heroes are up! Your placement on the map is your approximate starting locations. Feel free to move your Token up to 15' from your starting position for free.
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I'm going to say we're at 5 minutes after searching, well-spelunking and healing. It's a good round number. Re-up your buffs as needed.
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Red should have been stepped to adjacent to Scratch, in which case Franzine's attack does full damage. The relevant skill on these pups is Occultism!
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Franzine slashes at Red, but receives 1d8 ⇒ 3 damage as she meets its gaze! Nal hits, but the creature seems resistant to her damage! She too takes 1d8 ⇒ 2 damage as wounds open on her body! Azu's first strike hits, and he too takes 1d8 ⇒ 2 damage as bloodless wounds open on his body! Elsha steps and strides and throws his bomb! His bomb hits, but there seems to be a feedback loop! Elsha Will: 1d20 + 6 ⇒ (10) + 6 = 16 Elsha takes 2d6 ⇒ (6, 1) = 7 mental damage as images of strange dimensions beyond human comprehension assail him! On top of that, his bombs seemed to do less damage than he thought they should! ROUND 2! FLASHBACK: “Hounds of Tindalos! These are the creatures that pursued Heraxia!” Ashasar exclaims. “They’ll weaken away from angles!” Scratch and Whitegourd are up!
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