Horgus Gwerm

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Organized Play Member. 753 posts (13,159 including aliases). No reviews. No lists. 1 wishlist. 23 Organized Play characters. 19 aliases.


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As mentioned int he spoiler above, after you break down the door you see A massive arcane machine that takes up the majority of this room, its various cogs, gears, and canisters nearly covering the southern wall and branching out toward the various other corners of the chamber. Tubes and pipes stretch like tendrils into holes in the badly weathered walls. The center of the room's ceiling has sunken in considerably and reaches a height of barely 15' in the center of the room.

Make a knowledge arcane check to get an idea of what the machine is meant to do.


No such luck. Just a dead end. Not sure why they put that there. Perhaps I'm missing something as I did not read any text about it. It is just there on the map.


The team carves the ooze up into shiny little pieces. Oozes are nasty if they can get their special attack to land and have lots of HP, but this one was doomed. Which is good. That attack was naaaasssty. You search the room but find nothing of interest unless you are a Tengu. Thus you are faced with the choice, move forward or move backward.

I'm going to make you say it! But once you do (move forward of course), open the spoiler. Of course, if you do not, then don't open the spoiler. But I'm betting your do.

the way forward:

You open the door and find a hallway that goes over 100' west and then makes a right turn to the north and eventually dead ends in a cave in. Another long passage leads to the south to another locked door. If you break down the door open this spoiler.
Spoiler:

A massive arcane machine takes up the majority of this room, its various cogs, gears, and canisters nearly covering the southern wall and branching out toward the various other corners of the chamber. Tubes and pipes stretch like tendrils into holes in the badly weathered walls. The center of the room's ceiling has sunken in considerably and reaches a height of barely 15' in the center of the room. Make a knowledge arcane check to get an idea of what the machine is meant to do.


Oozes are not the most nimble of creatures and Goldur spanks it.

The ooze takes its best shot on Aurus, but of course it misses. Again, that whole nimble thing? Not so accurate either.

to hit: 1d20 + 4 ⇒ (11) + 4 = 15

COMBAT CARD
--------------------------
Conditions: Uldar Inspire +1

Aurus
Jack
Nemrok
Goldur
Uldar

Ooze (-31)

Bolded are are up.


Goldur:
No special immunities or defenses other than the standard ooze ones:
  • mindless so no mind affecting attacks will work.
  • Blind so no vision affecting attacks will work.
  • Immunity to poison, sleep effects, paralysis, polymorph, and stunning
  • No flanking, precision damage, or crits.
  • Aurus waits until he hears Uldar start his inspiring bit and then swings on the ooze dealing a mighty slice.

    COMBAT CARD
    --------------------------
    Conditions: Uldar Inspire +1

    Aurus
    Jack
    Nemrok
    Goldur
    Uldar
    Ooze (-25)

    Bolded are are up.


    Jack:
    Well it has a nasty mercury poison effect that could end up in insanity if not treated. That would be the main thing. The other big thing it can do is to grab and squeeze its victim, which will soon become obvious. That would be two special attacks.
    Goldur still has two questions if he would like to ask for special defenses. I'm assuming Uldar stays put and starts orating from a safe distance.

    Nemrok gingerly steps into the room and zaps it with his wand.

    COMBAT CARD
    --------------------------
    Conditions: Uldar Inspire +1

    Aurus (move done, still need attack roll)
    Jack
    Nemrok
    Goldur (need monster questions and actions)
    Uldar
    Ooze (-3)

    Bolded are are up.


    ooze init : 1d20 - 4 ⇒ (3) - 4 = -1

    Aurus, to nobodies surprise, decides to NOT close the door and retreat, but to instead charge right in. The ooze happens to be within 30' of him and Aurus able to make it there quickly enough to take a shot before it can move. Jack and Goldur enter the room and a split second before Gioldur can say anything Jack blurts out 'Mercury Ooze'.

    COMBAT CARD
    --------------------------
    Conditions:

    Aurus
    Jack
    Nemrok
    Goldur
    Uldar

    Ooze

    PCs are are up.

    The mercury ooze is about 8 feet long and 6 inches thick and resembles a swirling thick pool of silvery-white mercury. Aurus has an attack and the rest of you go before it does too. Both Jack and Goldur have two questions.

    How do you determine the rarity of a monster. I figure this is not common but not rare and put it in the middle, but the monster stats do not seem to give any suggestions.


    Hmmm. I need to see who enters the room first.

    init rolls:

    Uldar init : 1d20 + 0 ⇒ (3) + 0 = 3
    Goldur init : 1d20 + 0 ⇒ (8) + 0 = 8
    Nemrok init : 1d20 ⇒ 18
    Aurus init : 1d20 + 2 ⇒ (17) + 2 = 19
    Jack init : 1d20 + 6 ⇒ (12) + 6 = 18

    Aurus is the first to enter the room and just as he steps inside he sees one of the pools quiver off to the left (thanks to the 29 perception roll). It is out of sight from the others still in the hallway. He has no idea what it is, but a pool of liquid just won't do that unless it is a Bad Thing.

    Aurus may duck back inside the corridor and close the door before it can react if he would like - or he could just charge (carefully - remember the glass and metal sharpies) the thing and start splashing about with his sword.


    The door leads to a long hallway that ends in another door to a circular room with a high domed ceiling, the highest point being over 60'. Smashed glass orbs, pools of odd liquids, and various metallic objects litter the floor, though their sheen is hidden under a thick layer of dust.

    perception rolls:

    Uldar Perception: 1d20 + 5 ⇒ (5) + 5 = 10; darkvision
    Goldur Perception: 1d20 + 9 ⇒ (15) + 9 = 24; darkvision
    Nemrok Perception: 1d20 ⇒ 6; darkvision
    Aurus Perception: 1d20 + 10 ⇒ (19) + 10 = 29
    Jack Perception: 1d20 + 9 ⇒ (7) + 9 = 16

    You realize that the glass shards and broken metallic object makes for difficult terrain. You will need to move slowly when traversing the room.

    Please give me a knowledge dungeoneering roll.


    Pick a door.


    From the looks of things, the room is filled with constructs in all degrees of disrepair. It is doubtful that Vos had anything to do with them as he would not send junk down. Much more likely these are just remnants from the old fortress left to decay when the basement levels were lost. Though most if not all of these constructs were in working order at some point, the only one to have retained any degree of functionality was the wood golem.


    Goldur is raised to -20 HP (-27 -1 bleed +8 CLW)


    Botting Aurus...

    to hit, power attack: 1d20 + 7 ⇒ (12) + 7 = 19
    damage = overkill

    Aurus puts the final touch on the combat and separates various parts from one another. Heck, if a stone door couldn't stop his blade, why should an overpriced piece of wood?

    The party may turn their attention to the wounded who all look like they had an unfortunate encounter with a giant porcupine. The room is quite empty other than the golem so take this time to figure out where you head off to next too.


    uldar:
    This is a worn down wood golem. Normally a wood column can do this sort of thing every 20 seconds or so. Chances are it will never get the chance to do so again considering how lethal the party is.

    COMBAT CARD
    --------------------------
    Conditions:

    Aurus (-27 HP, save needed)
    Goldur (-27 HP)

    Jack (-13 HP)
    Nemrok (-21 HP)
    Uldar (-13 HP)
    Construct (-45 HO)

    Bolded are are up.

    DC 21 knowledge arcana for more info. Does Nemrok get an action having been KOed and restored in the same round?


    Perhaps you need to unclick Miteke from the Character list as well as Kitoro from the Player list?


    Please delete my character from the campaign so she no longer shows. Or did you? It is still showing but my character is not listed on top. Weird.


    In response the wood golem launches a splinter barrage that deals

    slashing: 6d6 ⇒ (6, 5, 4, 5, 5, 2) = 27, DC 14 reflex save for half

    to the entire party

    COMBAT CARD
    --------------------------
    Conditions:

    Aurus (-27 HP)
    Goldur (-27 HP)

    Jack (-27 HP)
    Nemrok (-27 HP)
    Uldar (-27 HP)

    Construct (-45 HO)

    Bolded are are up.

    DC 21 knowledge arcana for more info.


    Aurus starts making headway into the door. Given that it is thick stone I will say that it will take 2 minutes to cut through with the sword. Once through the battered door the party sees a square chamber covered on all sides by strange canisters, chains, and metal tubes. Dusty statues and shells of slumped-over constructs are lined up against the walls next to the strange apparatuses.

    What a surprise, a creature with the tactics of attack on sight. Though I did mess up with the fish guy who was supposed to flee and not attack.

    Immediately, one of the constructs jerks to life and staggers up to Aurus. The figure is made of wood and has bits of rot and wear.

    location: 1d9 ⇒ 7

    init rolls:

    Uldar init : 1d20 + 0 ⇒ (14) + 0 = 14
    Goldur init : 1d20 + 0 ⇒ (19) + 0 = 19
    Nemrok init : 1d20 ⇒ 20
    Aurus init : 1d20 + 2 ⇒ (12) + 2 = 14
    Jack init : 1d20 + 6 ⇒ (7) + 6 = 13
    Construct init: 1d20 + 3 ⇒ (18) + 3 = 21

    COMBAT CARD
    --------------------------
    Conditions:

    Aurus
    Goldur
    Jack
    Nemrok
    Uldar

    Construct

    PCs are are up.

    DC 21 knowledge arcana for more info.


    Well? Anyone want to try their hand at disable device? Shall Aurus battle his way through? Or will the party move on in hopes of finding some kind of key?


    There is no keyhole to put a key into. You are not sure how it has been locked, but it is not by any ordinary key.

    The doors are stone, though I'm sure adamantine with a hefty bit of muscle behind it would eventually reduce even a stone door to rubble (stone has a hardness of 8). Heck, it's not like this place isn't already crumbling to pieces! But it would take a while and be extremely tiring. Think cutting down a thick tree with an axe. Then again that might be just like Aurus's normal morning exercises!


    Since the southwest door was the storage room, I'm going to assunme you work your way counter clockwise. But when you get to this door you discover that it is locked.


    "The way is clear?! All the way to the tops with no traps left? I guess I could tag along at a safe distance of course."

    That roll will do quite nicely. The mephit joins your party. On to the next door? Which one did you pick?


    "I don't think so. I expect you will all be dead before the hour is up."

    Though he talks like he's certain, you might be able to persuade him to leave his little hidey hole with a decent diplomacy roll.


    "Me searching? Not a chance. Vos sent a bunch of men down and I was with one of them. A trap was sprung and scythed through the lot of them. Left on my own in this little cave of horrors, I found the first safe location I could and hid. And I've been hiding ever since. I have no interest in any artifact."


    The thing does not seem to brighten up any at your announcement.

    knowledge local, untrained: 1d20 - 3 ⇒ (20) - 3 = 17

    "Pathfinders? I think I've heard of your sort. Archaeologists with swords or something? So, you decided to take over for Vos did you? Bet he didn't like that or his little tart either. Interesting. So you are doing your own dirty work. Very interesting. I was part of a group sent down here by Vos but my sorcerer got decapitated. Left me in an awkward place. Fortunately that nasty little redheaded madman didn't see me when I slipped by. Is he still dancing about in a pool of blood? I've been keeping out of trouble here. Boring but safe enough. Good luck."


    Goldur goes methodically looking for the source of the crying, scouring inch by inch of the room, and finds a little red person hiding amidst the broken fragments of something that was once glass and red. At least one of you recognize it as a fire mephit. When discovered it just slumps there despondently. In a voice laced with cynicism, he asks, "So, did Vos finally succeed in his mad mission or were you sent to keep looking? I assume you were sent by Vos?"


    Hint: Under the circumstances you could take 20 to search the room thoroughly since you are pretty dang sure someone is in there. On the other hand, though it develops the plot there is no practical ooc reason to do this.


    Uldar realizes that the bracelet has some history behind it. The bracelet dates back to the ancient land of Sarkosis and this type of bracelet used as a was part of a ritual exchange of gifts to pledge an alliance by one of their kellid warlords. to a collector of such things it would be worth upwards of 900 gp, three times what it would be worth if it were just a golden bracelet without history!


    Nothing registers as magical. Now that the bracelet is found, give me a history and/or appraise roll.


    perception rolls:

    Uldar Perception: 1d20 + 5 ⇒ (14) + 5 = 19; darkvision
    Goldur Perception: 1d20 + 9 ⇒ (3) + 9 = 12; darkvision
    Nemrok Perception: 1d20 ⇒ 17; darkvision
    Aurus Perception: 1d20 + 10 ⇒ (14) + 10 = 24
    Jack Perception: 1d20 + 9 ⇒ (19) + 9 = 28

    As you all line up outside the door preparing to enter in combat formation when you notice that there is a quiet - sobbing - sound coming from within. Goldur has to be convinced, but one you all stop moving and he really concentrates, he can heat it too. As soon as you open the door it stops.

    The room looks like it used to be a storage area but now it is littered with smashed bottles, rotted barrels, shelving that couldn't hold a baby gnome without breaking, and is cluttered with all manner of crumbled debris. It would take hours to clean the place up even if you had brooms and big garbage bins.

    DC 28 perception:
    stealth: 1d20 + 12 ⇒ (16) + 12 = 28
    There is a fire mephit making itself one with a mound of broken red glass, quietly observing the team and trying to remain unobserved.

    Separate DC 15 perception:
    You are able to find an intact bracelet of some value


    The final zombie has a very, very messy death. The groups successfully identify the items and move on. work out who has what at your leisure. You return to the door not taken and find yourselves presented with another door choice.


    EbonFist wrote:
    Anyone have any others? Anything that struck you as a cool idea while you were perusing a rulebook but you just can't get to or can't quite figure out how to make work effectively?

    An inquisitor of Ghenshau that smacks anyone around that tries to make him do anything and is the laziest pathfinder you will ever find.


    Nemroks wand is enough to take down the injured zombie, and Jacks arrows do a fair bit of damage to the other.

    COMBAT CARD
    --------------------------
    Conditions: Inspired +1 (Uldar)

    Jack
    Nemrok
    Uldar
    Aurus
    Goldur

    Blue Yellow Musk Zombie (-15)

    Bolded are up. After all that running, would you like to be the one to lay the final blow, Goldur?


    Goldur finally makes it to the front in time to see Aurus, feeling rather sporting, stepping into a flank. Not the kind most sensible veterans do, however, but into position to give the ENEMIES a flank.

    slam, flank: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12

    slam, flank: 1d20 + 4 + 2 ⇒ (2) + 4 + 2 = 8

    The brilliant plan works and Laurel and Hardy both miss.

    COMBAT CARD
    --------------------------
    Conditions: Inspired +1 (Uldar)

    Jack
    Uldar
    Aurus
    Goldur
    Nemrok

    Green Yellow Musk Zombie (-16)
    Blue Yellow Musk Zombie

    Bolded are up.


    Jack hits but these zombies seem unnaturally resistant to his weapons and it keeps on going. Nemrok's missile isn't enough to finish it off either. Aurus's shot misses entirely.

    COMBAT CARD
    --------------------------
    Conditions: Inspired +1 (Uldar)

    Jack
    Uldar
    Aurus
    Goldur
    Nemrok
    Green Yellow Musk Zombie (-16)
    Blue Yellow Musk Zombie

    Bolded are up.


    The two remaining zombies close in on Aurus, not even bothering to flank because they are waaay to stupid.

    to hit: 1d20 + 4 ⇒ (8) + 4 = 12
    to hit: 1d20 + 4 ⇒ (14) + 4 = 18

    and clumsy. Such is the life (so to speak) of a zombie. And now it is up to the PCs to lay them to rest, permanently this time.

    COMBAT CARD
    --------------------------
    Conditions: Inspired +1 (Uldar)

    Jack
    Uldar
    Aurus
    Goldur
    Nemrok

    Green Yellow Musk Zombie
    Blue Yellow Musk Zombie

    PCs are up.

    These guys are a road bump. Though I will give you the pleasure of destroying them, I am also going to progress and let you know what you find in the box...

    After the fight - which we all know will be a short one - you examine the box and find that it is untrapped and conatains a wand, a scroll, and two potions.

    detect magic and DC 16 spellcraft on wand:
    This is a wand of detect animals and plants, 13 charges

    detect magic and DC 16 on scroll, or read magic:
    This is a scroll of delay poison.

    detect magic and DC 17 spellcraft or DC 18 perception to identify the potions:
    2 potions of cure moderate wounds


    It just stands there, recognition still not in its eyes when Aurus bursts into the room and brings the (figurative) hammer down. And another one bites the dust.

    COMBAT CARD
    --------------------------
    Conditions: Inspired +1 (Uldar)

    Jack
    Uldar
    Aurus
    Goldur
    Nemrok
    Green Yellow Musk Zombie
    Yellow Yellow Musk Zombie (dead)
    Blue Yellow Musk Zombie
    Yellow Musk Creeper (dead)

    Goldur is up.


    Aurus and Goldur are up.

    Uldar, please move your icon into position.


    Not a lot though with 3 levels barbarian and 2 sorcerer. 6 HP goes away real fast.


    COMBAT CARD
    --------------------------
    Conditions: Inspired +1 (Uldar)

    Jack
    Uldar
    Aurus
    Goldur
    Nemrok

    Green Yellow Musk Zombie
    Yellow Yellow Musk Zombie
    Blue Yellow Musk Zombie
    Yellow Musk Creeper (dead)

    Bolded are are up.


    Sites acting off. Make sure you copy your submissions before you hit save.


    Sites acting off. Make sure you copy your submissions before you hit save.


    I don't think anyone is interested in talking to the zombies and I'm SURE the zombies are not interested in talking to any of you, so I see no other choice than to jump into initiative again.

    init rolls:

    Uldar init : 1d20 + 0 ⇒ (8) + 0 = 8
    Goldur init : 1d20 + 0 ⇒ (16) + 0 = 16
    Nemrok init : 1d20 ⇒ 9
    Aurus init : 1d20 + 2 ⇒ (19) + 2 = 21
    Jack init : 1d20 + 6 ⇒ (6) + 6 = 12
    Yellow Musk Creeper: 1d20 + 2 ⇒ (3) + 2 = 5
    blue Yellow Musk Zombie: 1d20 ⇒ 5
    green Yellow Musk Zombie: 1d20 ⇒ 8
    yellow Yellow Musk Zombie: 1d20 ⇒ 7

    COMBAT CARD
    --------------------------
    Conditions:

    Aurus
    Goldur
    Jack
    Nemrok
    Uldar

    Green Yellow Musk Zombie
    Yellow Yellow Musk Zombie
    Blue Yellow Musk Zombie
    Yellow Musk Creeper

    PCs are are up.

    Due to an appalling lack of responsiveness from the yellowry, the entire party gets the jump on the sluggish plant-folk. Thinking this is going to be a short battle.


    6 of one, half dozen of the other. I figured you would follow the passage to the end.


    Aurus heals himself back up to max. The next room proves to have normal gravity to the relief of the party and the doorway out of that room leads to a long and wide hallway. Aurus heals himself back up to max. The next room proves to have normal gravity to the relief of the party and the doorway out of that room leads to a long and wide hallway. The end of this hallway then terminates in another huge door like the rest. When the group opens this door they are met with an interesting display of strange stone and metal machinery in the east and west corners of the room. Most of the parts have been rusted or otherwise deteriorated for a while now. Vines, bushes, and other small flora jut through the walls in various places with an assortment of foliage choking the machines and bursting out th corners. Lone flumes of black stone just from the ceilings with each of these strange tubers pointed toward the decrepit machinery and similarly choked with vines.

    DC 12 Knowledge Engineering roll:
    The machine resemble waterwheels of an archaic, alien design. You figure they were driven by water fed from the Marideth river above, though there is no water feeding the machines now.

    DC 13 Perception:
    There is a small chest in similar shape amidst the jumble towards the back of the room.

    Also in the room are a trio of hobgoblins that look rather pale yellow and not quite themselves.

    DC 17 Knowledge Nature roll:
    One of the plants is a Yellow Musk Creeper, which you know would figure since they create yellow musk zombies. And, you guessed it, is what the ex-gobs are.

    Please situate yourselves by the door.


    miteke wrote:
    The creature goes limp when it is hit with the magic missile and Jack's hope for no more interruptions is granted.

    Since you now have time - and rope - I am going to assume you all manage the weird gravity in a safe way, deal with the unconscious fishy fellow, and move on to the next room, though I encourage you to role-play your character's dealing with the situations.

    when Jack opens the door it is into an unremarkable room much like the others with two doors leading out.


    Not me. I have no idea what is going on up there, but I can't guarantee Hekk is going to wait for much longer.


    The creature goes limp when it is hit with the magic missile and Jack's hope for no more interruptions is granted.


    killed!


    intimidate:
    As counter-intuitive as it seems, a roar is enough by RAW to demoralize. Go figure.

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