Horgus Gwerm

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Organized Play Member. 2,826 posts (22,405 including aliases). No reviews. No lists. 1 wishlist. 26 Organized Play characters. 22 aliases.


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Lesser restoration is an excellent choice for keeping around on a scroll. Caster level is no issue. Heck, even if you can't cast it yourself you can always hand it off to the resident druid to do the honors.

by the way, those were really nice fort saves there Robert. If the gnolls were still alive, they would be congratulating each other on a fine trap well sprung.


Lesser restoration is an excellent choice for keeping around on a scroll. Caster level is no issue. Heck, even if you can't cast it yourself you can always hand it off to the resident druid to do the honors.


'Gnasher' Red Claw wrote:
miteke, I realize it's only one point, but Gnasher never raged, so he never healed.

Noted


And that takes care of the last one.

Combat Over

You are presented with the usual goods from common gnoll warriors and a double door at the end

Any preparations before you advance? Anyone want to identify the poison on the caltrops under the stair?

Note: A character who attempts to identify an infused poison with a Perception check (as if it were a potion) has a 5% chance of poisoning herself, unless she has the poison use ability.


con damage: 1d6 ⇒ 3
Though Gnasher's wound seals up nicely under the effects of his rage, he can feel that something is definitely wrong inside as he feels a wave of discomfort and a stabbing pain in his leg. In a fit of annoyance he swings and connects, removing yet another gnoll from the battlefield. Malgrim, on the other hand manages to bounce a water bolt off the stairs and give everyone a much needed shower.

Combat Card
Ongoing effects not mentioned below:
Bold may go.

Urah Pyr (-0 HP)
Dino Tarak (-0 HP)

Blue Gnoll (-0 HP, bane)

Gnasher (-0 HP, Bull's Strength, -4 con)
Malgrim Gryh (-0 HP)


Urah's wild shot misses as he hangs out from a safe distance, having felt he did his part.

to hit Green on Gnasher, Bane: 1d20 + 3 - 1 ⇒ (6) + 3 - 1 = 8
damage: 1d8 + 2 ⇒ (7) + 2 = 9

to hit Blue on Tarak, Bane: 1d20 + 3 - 1 ⇒ (10) + 3 - 1 = 12
damage: 1d8 + 2 ⇒ (6) + 2 = 8

Swings are made, misses are inevitable, and the group getss a chance to end the fight early

Combat Card
Ongoing effects not mentioned below:
Bold may go.

Urah Pyr (-0 HP)
Gnasher (-0 HP, Bull's Strength, -1 con, need second fort ST)
Malgrim Gryh (-0 HP)
Dino Tarak (-0 HP)

Green Gnoll (-0 HP, bane)
Blue Gnoll (-0 HP, bane)


So Gnasher takes 1d6 con damage from the poison but barely feels it.

poison damage: 1d6 ⇒ 1

Yes, Gnasher does need to make a second save again this round or take another 1d6 con.

Gnasher slices his bardiche and takes out yet another opponent!

Urah is up.


Tatak is also whiffed at by the one gnoll that escaped the bane and then both Dino Tarak and Malgrim drop another Gnoll. This is a walk in the park compared to the gargoyles.

Combat Card
Ongoing effects not mentioned below:
Bold may go.

Urah Pyr (-0 HP)
Gnasher (-0 HP, Bull's Strength, need fort ST)

Orange Gnoll (-0 HP, bane)
Green Gnoll (-0 HP, bane)
Blue Gnoll (-0 HP, bane)

Malgrim Gryh (-0 HP)
Dino Tarak (-0 HP)


Combat Card
Ongoing effects:
Bold may go.

Malgrim Gryh (-0 HP)
Tarak (-5 HP, need AC)
Urah Pyr (-0 HP)
Gnasher (-0 HP, need fort ST)

Red Gnoll (-0 HP, bane)
Orange Gnoll (-0 HP, bane)
Green Gnoll (-0 HP, bane)
Blue Gnoll (-0 HP, bane)
Purple Gnoll (-0 HP)


will ST Red: 1d20 ⇒ 10
will ST Orange: 1d20 ⇒ 6
will ST Green: 1d20 ⇒ 7
will ST Blue: 1d20 ⇒ 11
will ST Purple: 1d20 ⇒ 16

The gnolls are not exactly magically adept and most of them fall victim to the spell of ill luck. Most all of them attack Gnasher, two with flanks as they shift around, but the one that avoided the effects of the spell takes on Tarak.

to hit Red, Bane, flank: 1d20 + 3 - 1 + 2 ⇒ (4) + 3 - 1 + 2 = 8
damage: 1d8 + 2 ⇒ (5) + 2 = 7
to hit Orange, Bane: 1d20 + 3 - 1 ⇒ (10) + 3 - 1 = 12
damage: 1d8 + 2 ⇒ (4) + 2 = 6
to hit Green, Bane: 1d20 + 3 - 1 ⇒ (16) + 3 - 1 = 18
damage: 1d8 + 2 ⇒ (2) + 2 = 4
to hit Blue, Bane, flank: 1d20 + 3 - 1 + 2 ⇒ (1) + 3 - 1 + 2 = 5
damage: 1d8 + 2 ⇒ (8) + 2 = 10
to hit Purple: 1d20 + 3 ⇒ (14) + 3 = 17
damage: 1d8 + 2 ⇒ (3) + 2 = 5

In spite of the flanking Gnasher comes away unharmed as the Gnolls practice armor smithing on his chain mail with their battle axes. Very noisy but completely ineffective.

@Tarak, let me know what your AC is in dino form, I'm guessing it is lower than 18 so I'm recording that one blow on him as a hit until and uless you tell me otherwise.[/ooc]

@Gasher, remember that I need a ST vs that poison from you.


LOL!

I tend to do the same thing and post out of order. Just need Urah to do his awesome, fantastic, gnoll reducing attack. On the bright side even flat footed you have an AC of 21 and these are just plain vanilla gnolls from what you can see.


Malgrim obliterates the gnoll.


Looks like that worked. Gnasher you are a lot stronger now.


Map is available. Check out the Great Dome link at top.


Gnasher sets his foot on the first step and his foot caves right through it.

to hit: 1d20 + 10 ⇒ (17) + 10 = 27

As his foot gets stabbed by a spike (1 point of damage) he is also forced to fight off the poison it injects into his body. (DC 18 fort save, 1d6 con/1d6 con).

From locations off to the sides and out of your sight comes 6 gnolls, rushing in to attack.
stealth: 1d20 - 1 ⇒ (15) - 1 = 14

perception Gnasher: 1d20 + 6 ⇒ (3) + 6 = 9
perception Malgrim Gryh: 1d20 + 14 ⇒ (3) + 14 = 17
perception Tarak: 1d20 + 10 ⇒ (18) + 10 = 28
perception Urah: 1d20 - 1 ⇒ (15) - 1 = 14

Gnasher is surprised but not the others, apparently due to the fact that his attention is otherwise occupied.

init Gnasher: 1d20 + 4 ⇒ (6) + 4 = 10
init Malgrim Gryh: 1d20 + 3 ⇒ (3) + 3 = 6
init Tarak: 1d20 + 2 ⇒ (1) + 2 = 3
init Urah: 1d20 + 5 ⇒ (10) + 5 = 15
init gnolls: 1d20 + 1 ⇒ (19) + 1 = 20

fortunately the gnolls have to close the distance before they can attack and spend their surprise time surrounding Gnasher.

Combat Card
Ongoing effects:
Bold may go.

Malgrim Gryh (-0 HP)
Tarak (-0 HP)
Urah Pyr (-0 HP)

Gnolls

Gnasher (-0 HP, surprised, need fort ST)

Well, that went poorly for our intrepid berserker. Hopefully he will make the save and not add injury to injury. The gnolls seem quite happy with the results though. Give me a few minutes to set up the battle map.


Done. Looks like Tarak is prepared. Anyone else want to take any precautions before yo ascend the stairs and enter the dome?


Rising from the center of the temple grounds is a tremendous dome of stone, brass, and crumbling plaster. The great dome sits on a octagonal base, inlaid in intricate geometric patterns with thousands of colored glass tiles. Time and the elements have reduced their once bright colors to faded pastel hues of blue, green, and yellow. In several places, the tiles have been completely worn away, exposing plaster and brickwork beneath.

Upon a slightly raised dais stand six wide stone columns inlaid with tiles made from bits of colored glass. On either side, stairs twist inward, leading up to a large atrium. Heaps of yellowed skulls lie piled about in the alcoves to the north and south of the central walk that approaches a large pair of doors to the east.


No, the second set of guards kind of snuck up on you, though they dis come from the eastern side, perhaps from the site of your previous fight with them, when they attacked.


Along the southern side of the great dome curves a set of crumbling marble stairs that climbs to a forty-foot-wide stage and a pair of rust-encrusted doors.

There does seem to be another opening to the west. When you passed it before, from a distance, you saw some stairs leading up into the dome, similar to the south, but different looking.

Nothing to the north and east except walls.


No scrolls? As a caster, I like to stock up on buff scrolls since caster level and DC are not as much of an issue. And with the inventory reset every level in this campaign there really is no reason not to.


No comment.


I would highly recommend some buffs before doing that.


The approach to the stairs is lined with walls but open to the sky, making it impossible to get to the stairs without inviting attack. You are correct in that there is no door. And the stairs seem to be open to the outside, so climbing the stairs without dealing with the gargoyles would be nearly suicidal. But there is cover inside the structure though there is nothing to keep the gargoyles from following you inside. In short, if the gargoyles have a mind to do so, you could be forced into combat.


They are eerily silent. Tarak knows they are not the talkative type, preferring to eat folks much more than talk to them. Like everything else around here (except the snake and slaves) the things are decidedly evil, malicious, and cruel.


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The gargoyles seem to watch you intently as you approach, though it is hard to tell with creatures that resemble statues so far away.

Note that if you are to be heard you will need to shout. Loudly. Perhaps they are up for a game of charades?


Yep, 4. On the bright side they are just watching you - for now.

Do I sense some paranoia?


When you approach the tower you notice that this time there are 4 new statues perched at the top of the spire. All of them fixedly facing towards you.


Changing the active item in a slot is a standard action.


Just let me know where you go in gameplay.


No problem. Math and record keeping is the bane of Pathfinders. If I can minimize that in an acceptable way and still keep the play balanced, it's a no brainer.

Organized play still has a lot of record keeping, forcing you to keep track of expendables and sell at half price. I use a spreadsheet so it is not too bad. Don't know of anyone that actually uses the tracking sheet they 'require' you to use. Most every GM hands out a blank chronicle sheet and dumps the inventory maintenance on the players, who typically ignore the tracking sheet. Never been asked for one, but I keep myself honest without the tracking sheet by using Excel.

You guys ready to head out to a new destination now that you've rested?


Tarak Stromblessed wrote:

Gnasher, Bulls Strength is still useful for you right? The rage and/or items aren’t going to override or equal the enhancement bonus?

Also, I can Greater Magic Fang myself in Dino form, right?

Yes. Keep in mind that it affects one weapon, like bite or claws, so unless you use multiple castings you will not be likely to get all of your attacks. I do thing that if you have two claw attacks, greater magic fang affects both. Probably should research that though. Anyone know off-hand?


Right, forgot about that.


Yep, either conjuration or healing would work, and since you spontaneously cast conjurations, you are the perfect wand of infernal healing charger.


The slave girl fumbles through the movements, wielding it more like a kitchen knife than a weapon.


'Gnasher' Red Claw wrote:

yeah, if the slave girl is going to follow them, he's going to teach her how to fight...

Maybe we should give her the pepperbox rifle. miteke, what do you think of the idea of running a DMPC musketeer :)

Uh-huh. Training her will take a lot of time and effort. Some folks are not meant to do battle, as alien as that is to Gnasher.

Tarak Stromblessed wrote:
After the infernal healing I should only be down one Hp and the non lethal will all go away with rest. I have one charge down on my wand but am out of first level spells, can I charge with a second level spell slot?

Yes, of course. It just has to have the right school and be at least the level as the spell in the wand.


The night goes well, and you rest uneventfully though you can feel eyes watching you.

Any healing and/or wand recharging before you retire?


The girl shies away from the knife, but takes it and holds it uncertainly.


Grundmoch scowls, which is rather fearsome on a face with so many teeth.

"This happened several months ago, 3 to be exact. I have no idea what powers the imposter has other than bad advice and treachery. I fear he intends on supplanting the Carrion King and using the temple and gnolls to his own purposes. Probably devoted to Lamashtu instead of the Rovagug."

Obviously, since Gnasher is still in disguise, the priest has no idea that Gnasher would prefer that.

The scary-girl-who-could-be-a-nasty-shape-shifter looks startled when you ask her a questions, then shrugs and shakes her head no.


He was not. He was mind controlled by that daemon who used illusions to disguise himself, but only for a moment. No actual shape shifting.


You head for the lair and set up watch. The slave girl follows you. Unless you force her to leave you, she will be joining you in the room.

Grundmoch is there to greet you.

"So, we have seen proof that you are enemies of the Carrion King."

He nods thoughtfully.

"We wish you every success. Rokova, a gnoll friend of mine was the advisor of the Carrion King. But he disappeared a few month ago. And when he came back, he didn't even know me. I found the mutilated body of my friend and I know that the one who returned is an imposter. Be careful around him and do not trust him. Just kill him if you can. Kill them all. I do not know what he is up to, but when I challenged him the Carrion King believed him and not me. Thus our intolerable belittled circumstances."


Think of it as an unfriendly reminder to get that generator back.


They are not convinced nor happy. Their ticket out of here is on a suicide mission as far as they are concerned. Still....

"I sure hope you make it. Don't take too long trying, though, please."


They give you a blank stare as if to say, 'are you crazy?'

After a stunned pause, one of the women in the back tentatively asks, "Are you, um, sure that is wise? He's bound to be pretty powerful. And nasty and cruel. We could all just leave now and go somewhere safe. Why invite trouble?"


The girl obediently hauls what she can carry, which is not all that much.

The slaves are rather surprised to see you again so soon and so... healthy.

With amazement they pick through the gear and allocate it.

"Well, that settles it. You are definitely not with the Carrion King. When are you leaving this place?"

the last has a hopeful ring to it.


No issues here in Pittsbugh.


Speaking of being out of commission, I will be attending a wedding this weekend, travelling on Thursday and Sunday. I usually have time to post when vacationing, but weddings can get crazy. So it, by chance, it takes me a while to respond you will know why.


'Gnasher' Red Claw wrote:
were these gnolls armed as the others?

Yes. You have some good stuff to donate to the cause.

Also, the slave that was watching you WAS the mute girl. She followed you.


Current HP:

Malgrim Gryh (-6 HP)
Gnasher (-0 HP)
Tarak (-1 HP, plus another -5 non-lethal)
Urah Pyr (-7 HP)

Assume you have time to do healing at this point. So that was one change for healing Tarak, Urah. You can expend more to heal Malgrim and yourself if you want.


reflex: 1d20 + 4 ⇒ (9) + 4 = 13

The two gnolls are completely obliterated und the combined assault of the group, adding to the trail of bodies they have been leaving behind them. It is at this time that you realize you have not one, but two observers. The troglodyte and that mute slave you left back at the camp. The troglodyte turns and leaves while the slave tentatively approaches.


Malgrim fails to connect but does manage to wet the riders pants, though that does not give them pause. Unfortunately for the hyenadon as it expires as the end of Gnasher's blade.

ride: 1d20 + 4 ⇒ (15) + 4 = 19
The gnoll on top, ready for this, simply slides over the top of the bease and lands dextrously on his feet and allows the momentum to carry him forward until he is next to Gnasher, side-by-side with the other undaunted gnoll.

to hit: 1d20 + 7 ⇒ (7) + 7 = 14
damage: 1d6 + 4 ⇒ (2) + 4 = 6

to hit: 1d20 + 7 ⇒ (8) + 7 = 15
damage: 1d6 + 4 ⇒ (2) + 4 = 6

Neither swing is well aimed and they can sense their heroic lives coming to an end.

Ongoing effects:
Bold may go.

Malgrim Gryh (-6 HP
Gnasher (-6 HP)
Tarak (-11 HP, plus another -5 non-lethal)
Urah Pyr (-7 HP))

Red Gnoll (-10)
Red Hyenadon (dead)
Black Gnoll (-0 HP)
Black Hyenadon (dead)

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