Artemus Jarm |
Art moves forward and sends the hasted archons forward in pursuit. They move or double move as needed to try to catch the enemy. Unsure exactly how much movement they need to get to where they are but I think they can move and attack. If not they double move to the positions shown.
Blue Archon
Sword, Hasted: 1d20 + 11 + 2 + 1 ⇒ (15) + 11 + 2 + 1 = 292d6 + 6 ⇒ (1, 3) + 6 = 10
Yellow Archon
Sword, Hasted: 1d20 + 11 + 2 + 1 ⇒ (18) + 11 + 2 + 1 = 322d6 + 6 ⇒ (5, 6) + 6 = 17
LG Medium outsider (archon, extraplanar, good, lawful)
Init +4; Senses darkvision 60 ft., detect evil, low-light vision, scent; Perception +10
Aura aura of menace (DC 16), magic circle against evil
DEFENSE
AC 19, touch 10, flat-footed 19 (+9 natural; +2 deflection vs. evil)
hp 51 (6d10+6)
Fort +6, Ref +7, Will +5; +4 vs. poison, +2 resistance vs. evil
DR 10/evil; Immune electricity, petrification; SR 15
OFFENSE
Speed 40 ft.
Melee bite +10 (1d8+3), slam +10 (1d4+1) or mwk greatsword +11/+6 (2d6+6), bite +5 (1d8+4)
Spell-Like Abilities (CL 6th)
Constant—detect evil, magic circle against evil
At Will—aid, continual flame, greater teleport (self plus 50 lbs. of objects only), message
STATISTICS
Str 19, Dex 10, Con 17, Int 10, Wis 13, Cha 12
Base Atk +6; CMB +8; CMD 18
Feats Improved Initiative, Iron Will, Power Attack
Skills Acrobatics +9, Intimidate +10, Perception +10, Sense Motive +10, Stealth +13, Survival +14; Racial Modifiers +4 Stealth, +4 Survival
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (beast shape II)
Nilfyr Starshadow |
Nilfyr follows behind the archons and attempts to trip the remaining creature.
Swift action: Activate agile feet (if necessary)
Full-round action: Charge morlock
Trip (+2 Adamantine Fauchard (2H), Greater Trip, Gauntlets of the Skilled Maneuver (Trip), Ioun Stone (Thorny Brown), Charge): 1d20 + 13 + 4 + 2 + 2 + 2 ⇒ (19) + 13 + 4 + 2 + 2 + 2 = 42
AoO (+2 Adamantine Fauchard (2H), Power Attack (Furious Focus), Charge): 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25
Damage (+2 Adamantine Fauchard (2H), Power Attack): 1d10 + 8 + 6 ⇒ (1) + 8 + 6 = 15
GM BPChocobo TK2 |
Able to scramble over the barricade quickly thanks to their summoner's magic, the archons quickly make short work of the wounded morlock as it was pounding on the door.
Combat over!
GM BPChocobo TK2 |
By the time everyone gets out, there will be 1 more haste round left.
The party gets to the last door, and with their alacrity fading, opens the chamber!
This short rubble-choked passage ends in front of a door. The ruble mounds lining the passage are chest high.
As before, Faeros spots a trap path in the middle of the rubble.
Map updated!
Faeros89 |
Since haste is running out, and there are no obvious threats here, Faeros will cast invisibility on himself before entering the room and carefully disabling the trap if possible. If it is not possible, he will attempt to harmlessly trigger it or even dispel it.
GM BPChocobo TK2 |
It doesn't take Faeros any time to disable the crudely made trap which would have sent a pair of rusted axes towards whatever is in the center!
GM BPChocobo TK2 |
Actually... mwa ha ha ha!
As Faeros goes about disabling the trap, he gets the eerie feeling that he is being watched.
GM BPChocobo TK2 |
Moving things
Haste will have worn off as Faeros disables the trap
Edit: Sorry Faeros, I had this up and was working on it before you posted, but since there wasn't much of an action... and with your invisibility, you are safe. Nilfyr, not so much...
As Faeros finishes disabling his trap and motions for the party to come in, a pair of assailants leap from the shadows on either side of the rock walls, striking at Nilfyr as they land!
No AoO Nilfyr!
Blue Morlock pick @ FF Nilfyr: 1d20 + 8 ⇒ (3) + 8 = 11
Damage on hit: 1d6 + 3 + 3d6 ⇒ (6) + 3 + (5, 1, 6) = 21
Red Morlock pick @ FF Nilfyr: 1d20 + 8 ⇒ (10) + 8 = 18
Damage on hit: 1d6 + 3 + 3d6 ⇒ (5) + 3 + (3, 5, 6) = 22
Luckily, Nilfyr's chain is strong enough to dampen the blows. Two morlocks now dart back and forth from the same area.
Morlock Blue: 1d20 + 10 ⇒ (7) + 10 = 17
Morlock Red: 1d20 + 10 ⇒ (15) + 10 = 25
Artemus: 1d20 + 3 ⇒ (4) + 3 = 7
Faeros: 1d20 + 10 ⇒ (14) + 10 = 24
Nilfyr: 1d20 + 3 ⇒ (2) + 3 = 5
Thunderstealer: 1d20 ⇒ 12
One of the morlocks attack again, mauling Nilfyr with pick and teeth.
Red morlock pick @ FF Nilfyr: 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
Damage on hit: 1d6 + 3 + 3d6 ⇒ (2) + 3 + (2, 3, 6) = 16
Red morlock bite @ Nilfyr: 1d20 + 6 ⇒ (9) + 6 = 15
Damage on hit: 1d4 + 1 + 3d6 ⇒ (1) + 1 + (4, 4, 4) = 14
Amazingly Nilfyr's armor continues to protect him from harm!
Init Order (bold = up)
Morlock Red
Faeros
Morlock Blue
Thunderstealer/Belcher
Artemus + archons
Nilfyr
Faeros89 |
Faeros dimensional steps out of the way of his melee allies before using Bane to shoot red once. (deadly aim, point blank)
arrow: 1d20 + 8 - 2 + 15 + 1 ⇒ (13) + 8 - 2 + 15 + 1 = 351d8 + 4 + 5 + 6 + 2d6 + 2d6 ⇒ (2) + 4 + 5 + 6 + (6, 3) + (2, 1) = 29
GM BPChocobo TK2 |
Faeros fires a single arrow that strikes one of the morlocks, severely wounding it but not felling the creature.
The uninjured morlock tries to assault Nilfyr again!
Blue morlock pick @ Nilfyr: 1d20 + 8 ⇒ (2) + 8 = 10
Damage on hit: 1d6 + 3 + 3d6 ⇒ (4) + 3 + (6, 2, 6) = 21
Blue morlock bite @ Nilfyr: 1d20 + 6 ⇒ (19) + 6 = 25
Damage on hit: 1d4 + 1 + 3d6 ⇒ (2) + 1 + (5, 2, 3) = 13
The morlock finally scores a hit, biting Nilfyr after he dodges a painful pick swing.
Init Order (bold = up)
Morlock Red (29 damage)
Faeros
Morlock Blue
Thunderstealer/Belcher
Artemus + archons
Nilfyr (13 damage)
Nilfyr Starshadow |
Ah, sorry, GMBPC - it doesn't hit after all. Thunderstealer gave Nilfyr a barkskin back here, adding +4 to his listed AC.
In other news, rather than hold up the fight, please do not apply this action until Belcher and Thunderstealer are in place.
Nilfyr attempts to trip the two morlocks!
Full-round action: Attack morlocks
Trip vs. Red Morlock(Greater Trip, Gauntlets of the Skilled Maneuver (Trip), Ioun Stone (Thorny Brown), Flanking(?)): 1d20 + 11 + 4 + 2 + 2 + 2 ⇒ (15) + 11 + 4 + 2 + 2 + 2 = 36
AoO vs. Red Morlock (Cestus, Power Attack, Flanking(?)): 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19
Damage (Cestus, Power Attack): 1d4 + 5 + 4 ⇒ (3) + 5 + 4 = 12
Trip vs. Blue Morlock (Greater Trip, Gauntlets of the Skilled Maneuver (Trip), Ioun Stone (Thorny Brown), Flanking(?)): 1d20 + 6 + 4 + 2 + 2 + 2 ⇒ (5) + 6 + 4 + 2 + 2 + 2 = 21
AoO vs. Blue Morlock (Cestus, Power Attack, Flanking(?)): 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19
Damage (Cestus, Power Attack): 1d4 + 5 + 4 ⇒ (3) + 5 + 4 = 12
Thunderstealer |
Thunderstealer steps forward and attacks the morlocks.
Bite: 1d20 + 14 + 2 ⇒ (3) + 14 + 2 = 19 for damage: 1d6 + 12 ⇒ (5) + 12 = 17
Talon: 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17 for damage: 1d8 + 12 ⇒ (4) + 12 = 16
Talon: 1d20 + 14 + 2 ⇒ (1) + 14 + 2 = 17 for damage: 1d8 + 12 ⇒ (3) + 12 = 15
Foreclaws: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15 for damage: 1d4 + 6 ⇒ (2) + 6 = 8
Impressive low numbers on the D20s
GM BPChocobo TK2 |
Both Thunderstealer and Belcher fail to impress with their strikes. Nilfyr launches his own attack, tripping the wounded morlock and nearly felling it with a swift punch. He fails to do anything to the other. Artemus and his temporary entourage move in closer.
Blue will 1: 1d20 + 3 ⇒ (9) + 3 = 12 Blue will 2: 1d20 + 4 - 1 ⇒ (13) + 4 - 1 = 16 Red will 1: 1d20 + 3 ⇒ (2) + 3 = 5 Red will 2: 1d20 + 3 ⇒ (6) + 3 = 9
Both morlocks succumb to the divine aura! The wounded red one holds his position, defensively swiping at Thunder dino!
note Belcher and thunderstealer get an AoO against red
Red prone pick at Thunder if it lives: 1d20 + 9 - 4 + 2 - 4 ⇒ (10) + 9 - 4 + 2 - 4 = 13 Damage on hit: 1d6 + 4 ⇒ (2) + 4 = 6
Faeros and the 2 AoO s against prone red are up!
-Posted with Wayfinder
Faeros89 |
Faeros continues his bane and tries to shoot blue, assuming he's standing and in sight.
3 Shots at same bonuses as before, minus invis.
arrow1: 1d20 + 18 ⇒ (8) + 18 = 261d8 + 2d6 + 15 ⇒ (7) + (3, 4) + 15 = 29
arrowRapid: 1d20 + 18 ⇒ (1) + 18 = 191d8 + 2d6 + 15 ⇒ (3) + (5, 4) + 15 = 27
arrow-5: 1d20 + 13 ⇒ (11) + 13 = 241d8 + 2d6 + 15 ⇒ (6) + (5, 6) + 15 = 32
Thunderstealer |
AoO Thunderstealer: 1d20 + 14 + 2 ⇒ (13) + 14 + 2 = 29 for damage: 1d8 + 12 ⇒ (5) + 12 = 17
AoO Belcher: 1d20 + 11 ⇒ (17) + 11 = 28 for damage: 1d6 + 8 ⇒ (5) + 8 = 13
I don't mind if you roll the AoOs. You know the attackbonus and damage, so I don't mind if the GM rolls the virtual dice if that speeds things up! ;-)
GM BPChocobo TK2 |
A pair of arrows and a couple of savage strikes from Thunderstealer and Belcher end the morlock threat!
Just past the barricade, a lone partially open door shows a stairway down... but after several hours of travel, the party makes their way topside to continue exploration for another day.
This will make sense story-wise
You guys are done with this floor! Working on Chronicles right now. I believe it is to be slow tier for a couple of levels now, correct?
GM BPChocobo TK2 |
The party makes their way to rest up and resupply in Fort Inevitable, and are instantly aware that something is off. Porters are hauling equipment and a platoon of Hellknights are checking arms, securing armor, and finalizing what appears to be a military mobilization.
As the party makes their way to the inn that has been the base of their operations, a human of late teen years in mock Hellknight training armor approaches the party, giving Belcher a bit of a wide berth. He pauses for a second before stopping and incorrectly saluting the party. "Umm, sorry.", he apologizes as he tries to bear his composure before handing Faeros a scroll sealed with the wax sigil of pike run through a demon's head. "Sirs.", the young lad states as he steps back and runs towards the citadel.
The note is written by Commander Drovust, in crimson ink that you are not quite if it is infused with blood or not...
Pathfinders,
our agreement to explore the Emerald Spire is temporarily halted as we perform an investigation of our own within the ruins. You are not to enter the Spire while our operation is ongoing. Your lodging will be covered by the Order of the Pike for the mean time. You will be informed when we have completed our objective and may resume your efforts once more.
-Paralictor Audara Drovust, Commandant of Fort Inevitable
Faeros89 |
Regretably, the lawful Faeros probably wants to do as instructed by the Hellknights.
As a player, I'm hoping one of you will talk him out of that position.
Nilfyr Starshadow |
Nilfyr scoffs at the letter. "That's nice; now that we've cleared out the bulk of the tower, they feel they can tromp in and reap the benefits of our hard work? What about our responsibilities to the Society? We have a duty to explore; if we do as the Hellknights are asking, who knows what we might miss out on?"
GM BPChocobo TK2 |
Going to speak to a higher-ups about the ban? Or waltzing in anyway :p
-Posted with Wayfinder
Nilfyr Starshadow |
Nilfyr smirks at Thunderstealer.
I assume that you're talking bout the higher-ups on the Hellknight side, rather than traveling back to Absalom to speak with higher-ups in the Society? :-P
"Let's go see if we can figure out what's so important that they would renege on our contract."
Faeros89 |
We have a contract? That changes everything and must be honored! Recall that I missed the start of the campaign...
We are pretty sneaky and still have the key to go straight to our furthest level, I don't really see how they can stop us from going in unless they arrested us in town.
Nilfyr Starshadow |
@Artemus: As you read the document, everything seems on the up and order: it states the written permission by authority of Lady Commander that the Pathfinder Society may chronicle and collect relics and artifacts from within the Emerald Spire. Anything collected must be presented to the Hellknights for evaluation and appraisal with a charge then being billed to the Society. Note, you guys don't have to pay for this as the Society will cover the gold cost later.
There are two interesting points though. One, the 20 percent levy on finds can be paid by anyone willing to support your work into the tower and what lies below. Two, the Hellknights are not bound by the exclusive authority and may venture into the Emerald Spire if it is deemed necessary for the safety of the area or for justice and order to be implemented.
So, while the contract does allow for this circumstance, it doesn't appear to allow them to keep us from venturing into the spire...
Faeros89 |
I agree. I think they are welcome to go in there, but we still also can go in for the purposes of chronicles and relic collection. I worry that there may be some clash of ideologies between the groups within, which could be exacerbated by a dangerous situation.
GM BPChocobo TK2 |
Going down then!
@Faeros: My bad about the contract, I did forget that you joined part way through!
Heh, this will change the story somewhat for the floor now; I'll see how I can balance things. It'll make sense what I am talking about as you go through it :P
While Artemus argues that while potentially rewarding in magical knowledge on his part, the process of becoming a Hellknight is more grueling and time consuming than he would prefer. Faeros scours over their contact with Nilfyr, and finds that per their initial agreement that while
With Artemus' skill in the arcane, the party is quick to reach the spire axis, although as you navigate, you can tell that there are others who moved through there. Faeros spots about a dozen footprints, most of them armored, and heading down the stairs. He also surmises that they might match Hellknight plate.
As the party descends deeper down, they feel gusts of warm air causing their pores to sweat.
Finally, the stairs melt and widen until they're little more than a broken ramp. As the passage descends, the temperature skyrockets, carrying with it the clinging, rotten smell of sulfur.
Map updated!
Artemus Jarm |
Back and ready to play again! Two notes before we dive into the next level. 1)I'd like to get the chronicle to shop and see what is available on it before we proceed. Artemus, while in agreement with the argument about the contract would strongly suggest we try to find out what is going on before venturing down and might even try to talk to the hellkights about their breach of contract. No?
GM BPChocobo TK2 |
@Artemus: I emailed the chronicles out a few days ago; if you didn't get it, let me know and I'll resend it!
I'm ok with the informational retcon too, if the others are amenable.
PS: Hope everyone had a happy Memorial Day weekend!
GM BPChocobo TK2 |
Sent again! And I know some people are coming back from PaizoCon goodness, but if nothing else, I'll let Artemus ask 1 question before going further in the dungeon.
That being said, I am going on vacation on Friday Jun 2nd to MOnday Jun 11th; couple days driving beginning and end as well as some camping, too, so I may have some Wayfinder access, but will be unable to edit the map during that period.
Faeros89 |
It's quite hot down here. Are there any adjustments we can make to our normal preparations we can make to accommodate this change? Faeros asks as he casts Heroism, Acute Senses, Protection from Evil
GM BPChocobo TK2 |
Still on vacation until the 12th, although I will have better reception from the 7th - 11th, barring that I can't update the map on my phone.
-Posted with Wayfinder
GM BPChocobo TK2 |
Faeros buffs himself, preparing for the worst.
Anything else? Otherwise, starting next room tomorrow!
Thunderstealer |
Thunderstealer will cast his regular buffs
reedom of movement (Thunderstealer & Belcher)
communal delay poison (Everyone)
greater magic fang (Thunderstealer & Belcher)
barkskin (Thunderstealer, Belcher & Nilfyr),
reduce animal (Belcher)
deadeye's lore (Thunderstealer)
longstrider (Thunderstealer & Belcher)
GM BPChocobo TK2 |
Regular buffs it is!
After about a minute of spellcasting, the party moves forward with a bit of trepidation.
Heavily armored bodies lie strewn across this cavern, their black armored sundered. Brilliantly colored crystals jut out among the corpses.
Bodies marked as red X'ed circles on the map
GM BPChocobo TK2 |
Thunderstealer's brain says, Yes
There are three usable suits of Hellknight plate among the bodies. Also, salvaging usable parts from the remaining suits will effectively add one more wholly usable set of armor, too. Three halberds also catch your eye.
The crystals jutting out of some of the Hellknight corpses are from crysmals; territorial crystalline creatures native to the plane of Earth, but can be found roaming Golarion.
Artemus Jarm |
Unsure if its worth going back at this point since we feel justified to go down into the spire based on our contract but I had indicated that artemus would try to go find out what was going on if he could. Note that his intent was to investigate and not have a confrontation about the situation. Perhaps a few rolls?
In preparation Art casts False Life on himself and Mage armor on himself, Thunderstealer and Belcher. And he casts Message to include everyone.
False Life: 1d10 + 9 ⇒ (5) + 9 = 14
Knowledge Planes: 1d20 + 14 ⇒ (11) + 14 = 25
Viewing the fallen bodies Art notes Yes Hellknight armor. There are three, maby 4 suites of valuable hellknight armor that could be recovered. But those crystals are crysmals, living creature usually native to the elemental plan of earth. They are quite territorial.
Artemus Jarm |
Speaking in Terran he calls out Привітання ближнього. Ми хотіли б допомогти вам позбавити вашу печеру металевого сміття, який впав там. Ми зробимо це для вас, якщо ви тільки дозволите нам пройти через недосаждавшій.
Greeting fellow beings. We would like to help you by ridding your cavern of the metal litter that has fallen there. We will do this for you if you will only let us pass through unmolested.