DM Kludde |
.
DM Kludde |
The sun beats down across this muddy plain, a scant five miles from the walls of Absalom. Fellow Pathfinders gather on all sides, including well-traveled field agents and more permanent staff from the Grand Lodge itself. In the center of the field stands a wooden platform, raised some ten feet off the ground. The excited chatter drowns out the buzz of summer insects as the gathered adventurers speculate on what’s to come.
You can already roll some Diplomacy, K(Arc) or K(hist) to get the latest rumors. You can do this before the official start.
Ceobryrn |
Diplomacy: 1d20 + 0 ⇒ (13) + 0 = 13
Not one to hobnob about, the ranger hears only the common news.
perception: 1d20 + 15 ⇒ (11) + 15 = 26
As he is common to do, Ceobryrn looks to the sky and horizon as he waits for the gathering to get down to business.
DM Kludde |
Overseer Thread (also linked above)
Gatherings of Pathfinders always bring great excitement and great anticipation. They also usually take place in more interesting places than a mildly muddy field outside of Absalom.
Master of Scrolls Kreighton Shane observes the Pathfinder agents arriving into the field and calls out "Yes, Pathfinders. A lot of you, certainly. Lovely! Well, find your places in an orderly fashion. We’ve got some truly exciting news today and I can’t wait to get started!”
Kreighton moves around while we zoom in on our four pathfinders here:
Grim, the mobile armor, who knows something has been abuzz around the Grand Lodge the past several weeks, keeping many Society scholars and casters busy and away from the public eye. There was a recent conflict at the Grand Lodge that the Society kept from spilling into the rest of the city.
He also know that the Society has reassembled the Sky Key, a dwarven relic it started piecing back together a year ago - which means his loss of life hasn't been for nothing. The Society has been “secretly” buying up large quantities of sky metal whenever it appears in the market. The Pathfinders have also been recruiting dozens of arcane spellcasters, especially evokers.
Elindriel, who knows the same, but can also add that the Grand Lodge has been importing all kinds of experts on Dwarven artifice, which seems reasonable— but also experts on Numerian science and conjurers and mathematicians and even experts on Absalom’s earliest history.
Apparently today is about a “big test,” and it sounds like the Decemvirate needs a large number of assistants to handle whatever happens next.
Ceobryrn looks around and sees the field has been marked out with a series of circles, which seems unusual for a social event.
Lord Sinclair 'Percy' Blakros |
Lord Blakros and Boffins the Faerie Dragon move towards the event.
Boffins assists, and friend of the family boon for Diplomacy
Know (Arc) 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30
Diplomacy 1d20 + 17 + 2 + 1 ⇒ (13) + 17 + 2 + 1 = 33
GM Mars |
Kreighton Shaine, the Pathfinder Society’s Master of Scrolls and de facto Master of Spells in the wake of Aram Zey’s untimely assassination, steps forward. A broad smile graces his youthful, elven features, and his golden hair shines in the sunlight.
You can find the rest of this message at the overseer thread.
DM Kludde |
Before the ritual, Percy already inspected the strange circles that Ceobryrn pointed out: The assemblage of circles suggests a conjuration ritual, but there are enough variations that even this seems unlikely. The markings across the eld don’t align correctly for any sort of magical ritual. It seems to be something completely new.
----
I've put up a map for the block of earth. Topside is 300 feet up. Let me know where you want to go first.
Also, if your PC has one or more chronicle sheets that recovered a sky key component, you get some assists:
Chronicles -> Reward
5 -> A potion of haste (CL 10th)
3–4 -> The benefits of air walk for 30 minutes, starting at the beginning of Part 2
2 -> A potion of tongues (CL 5th)
1 -> An elixir that gives the imbiber the benefit of comprehend languages for 1 hour
Lord Sinclair 'Percy' Blakros |
"Well, that is something..." Percy's eyes go wide, "Time for me to re-don the mantle of Professor Percy, gentleman explorer it seems. I haven't had a good field expedition in oh so long. Boffins, make ready for a journey!" he exclaims with excitement.
Ceobryrn |
The human ranger looks up to the top, "I think the cave may be a better point of entry, unless someone has a way to get us to the top other than climbing."
Ceobryrn pats his dog and get ready to lead the way into the cave.
perception: 1d20 + 15 ⇒ (4) + 15 = 19
Elindriel Firesong |
Elindriel smiles broadly, "Funny you should mention...I could get the four of us to the top in a much more convenient fashion."
Elindriel knows dimension door and can transport herself plus 3 additional people. In addition, Elindriel has the Sky Key Component (Numeria) boon, so will have that elixir of comprehend languages.
Grimaldus |
Grim has 3 Sky Key Component boons (Hao Jin Tapestry, Numeria, & Sargave)!! He will have the Air Walk benefits later =)
Grim looks about nervously, a bit nervous standing in the middle of a magical lightning storm in +2 mithril Full Plate Armor... Luckily, the skymetal rods are excellent conductors and he isn't even jolted!
Looking at Elindiel, he looks up at the block of earth and stone and says, "I always like being on top...if you can get us up there we will have a unique vantage point other Society members may not enjoy!"
DM Kludde |
Actually, part 2 is right now, so Grim will have received the air walk spell.
Ceobryrn gets ready to move into the cave, but Elindriel gestures that she has a spell ready. With a >poof< the party moves to the top of the block of earth.
Wide flagstones cover the plaza leading to a stepped pyramid. Larger-than-life statues of serpentfolk and snakes line the plaza, alongside pictograph-covered pillars and small cages filled with all manner of furry, chattering creatures.
init, Elindriel: 1d20 + 8 ⇒ (9) + 8 = 17
init, Ceobryrn: 1d20 + 5 ⇒ (3) + 5 = 8
init, Percy: 1d20 + 5 ⇒ (20) + 5 = 25
init, Grim: 1d20 + 6 ⇒ (15) + 6 = 21
init, statues: 1d20 + 0 ⇒ (20) + 0 = 20
In reaction to the group's presence, two huge statues of snake-like gods spring to life.
---
Percy
Grim
---
Statue
Statue
---
Elindriel
Ceobryrn
---
Elindriel Firesong |
FYI: Elindriel has the Flagbearer feat and the Banner of the Ancient Kings, so everyone gets a +2 morale bonus on attack rolls, weapon damage rolls, and saving throws against fear and charm effects, as well as a +2 resistance bonus on all saving throws against mind-affecting effects.
DM Kludde |
RFX: 1d20 + 3 ⇒ (7) + 3 = 10
A loud thunk resonates on the plaza as the giant statue crashes to the floor.
---
Percy
Grim
---
Statue - Blue
Statue - Red (prone)
---
Elindriel
Ceobryrn
---
Grimaldus |
Grim snarls as he grows to twice his already larger than average size, then moves forward to attack the still-standing statue with his +1 Shocking Adamantine Greatsword.
Power Attack + Vital Strike + Banner: 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29
Electric Damage: 4d6 + 19 + 1d6 + 2 ⇒ (1, 1, 1, 2) + 19 + (4) + 2 = 30
DM Kludde |
Grim makes it a battle of the colossal as he lands a ringing blow on the huge construct. The serpent-like form retaliates with a lash from the dagger, which just makes a clanging noise on Grim's armor. The second strike is true, and tears into the armored man.
The other statue casts a spell while remaining prone.
Dagger, Grim: 1d20 + 20 ⇒ (3) + 20 = 23
Dagger, Grim: 1d20 + 15 ⇒ (20) + 15 = 351d8 + 12 ⇒ (3) + 12 = 15
Confirm, Grim: 1d20 + 15 ⇒ (14) + 15 = 291d8 + 12 ⇒ (6) + 12 = 18
---
Elindriel
Ceobryrn
Percy
Grim
---
Statue - Blue (30)
Statue - Red (prone, haste)
---
Elindriel Firesong |
Elindriel begins singing an inspiring tune, and casts a spell to speed her steps and blade.
Move action: Begin bard song (Inspire Courage @ level 13 (Banner of the Ancient Kings), 23 rounds remaining)
Standard action: Cast haste
Total bonuses: +6 to hit (+3 competence from inspire courage, +2 morale from flagbearer/Banner of the Ancient Kings, +1 from haste), +5 damage (+3 competence from inspire courage, +2 morale from flagbearer/Banner of the Ancient Kings), +3 to save vs. charm/fear (morale from inspire courage)
Grimaldus |
Grim is now fully engaged with the statue, and he swaps power for the chance to hit multiple times, his greatsword arcing with blue electricity as it swings faster than one would think it should!!
Attack 1 + bonuses: 1d20 + 16 + 6 ⇒ (2) + 16 + 6 = 24
Damage 1 + electricity + bonuses: 2d6 + 10 + 1d6 + 5 ⇒ (3, 4) + 10 + (6) + 5 = 28
Attack 2 + bonuses: 1d20 + 11 + 6 ⇒ (19) + 11 + 6 = 36
Damage 2 + electricity + bonuses: 2d6 + 10 + 1d6 + 5 ⇒ (2, 2) + 10 + (3) + 5 = 22
Critical confirm + trait: 1d20 + 16 + 6 + 4 ⇒ (2) + 16 + 6 + 4 = 28
Crit damage + trait: 2d6 + 10 + 1d6 + 5 + 2 ⇒ (2, 5) + 10 + (5) + 5 + 2 = 29
Ceobryrn |
Gathering his footing after the sudden dimension door shift, Ceobryrn quick draws his bow while shifting 5ft forward and hastily fires a volley of adamantine arrows at the prone statue.
(+1 adaptive seeking darkwood composite longbow +13/+8 (1d8+5/×3) Quick draw, -2 rapid shot, -3/+6 deadly aim, Manyshot, +3/+3 bard, +2/+2 banner, +1/0 haste)
1st att 2 adamantine arrows: 1d20 + 13 - 2 - 3 + 3 + 2 + 1 ⇒ (11) + 13 - 2 - 3 + 3 + 2 + 1 = 25
damage: 1d8 + 5 + 6 + 3 + 2 + 1d8 + 5 + 6 + 3 + 2 ⇒ (6) + 5 + 6 + 3 + 2 + (2) + 5 + 6 + 3 + 2 = 40
2nd att 1 adamantine arrow: 1d20 + 13 - 2 - 3 + 3 + 2 + 1 ⇒ (10) + 13 - 2 - 3 + 3 + 2 + 1 = 24
damage: 1d8 + 5 + 6 + 3 + 2 ⇒ (8) + 5 + 6 + 3 + 2 = 24
3nd att 1 adamantine arrow: 1d20 + 13 - 2 - 3 + 3 + 2 + 1 ⇒ (5) + 13 - 2 - 3 + 3 + 2 + 1 = 19
damage: 1d8 + 5 + 6 + 3 + 2 ⇒ (4) + 5 + 6 + 3 + 2 = 20
4rd att 1 adamantine arrow: 1d20 + 8 - 2 - 3 + 3 + 2 + 1 ⇒ (9) + 8 - 2 - 3 + 3 + 2 + 1 = 18
damage: 1d8 + 5 + 6 + 3 + 2 ⇒ (6) + 5 + 6 + 3 + 2 = 22
DM Kludde |
Elindriel inspires the group, waving the glyph of the open road and casting a spell.
Grim smashes the standing statue to bits, while Ceobryrn focuses on the second. The prone statue is somewhat hard to hit, and only his first arrow manages to damage the construct
---
Elindriel
Ceobryrn
Percy
Grim
---
Statue - Red (40, prone, haste)
---
Lord Sinclair 'Percy' Blakros |
Percy knows that the fate of the downed creature is pretty much sealed but he aims the end of his ebony and ivory staff at the creature and looses to magic bolts that resemble a pair of balck and white asps that streak out at the downed statue.
Magic Missile 2d4 + 2 ⇒ (2, 4) + 2 = 8
DM Kludde |
Two magic missiles slam into the last construct as it moves to its feet and toward the party.
---
Elindriel
Ceobryrn
Percy
Grim
---
Statue - Red (40, haste)
---
Elindriel Firesong |
Elindriel stops singing, her voice lingering in the air as she steps forward and brings her falcata down against the statue twice in rapid succession.
Not an action: 5' step, as indicated on map
Swift action: Imbue falcata (arcane strike)
Full-round action: Attack statue
Attack (+1 Keen Adamanatine Falcata, Inspire Courage, Flagbearer, Power Attack, Haste): 1d20 + 12 + 3 + 2 - 2 + 1 ⇒ (20) + 12 + 3 + 2 - 2 + 1 = 36
Damage (+1 Keen Adamanatine Falcata, Inspire Courage, Flagbearer, Power Attack, Arcane Strike): 1d8 + 5 + 3 + 2 + 4 + 3 ⇒ (1) + 5 + 3 + 2 + 4 + 3 = 18
Critical Confirm (+1 Keen Adamanatine Falcata, Inspire Courage, Flagbearer, Power Attack, Haste): 1d20 + 12 + 3 + 2 - 2 + 1 ⇒ (2) + 12 + 3 + 2 - 2 + 1 = 18
Critical Damage (+1 Keen Adamanatine Falcata, Inspire Courage, Flagbearer, Power Attack, Arcane Strike): 2d8 + 10 + 6 + 4 + 8 + 6 ⇒ (8, 3) + 10 + 6 + 4 + 8 + 6 = 45
Attack (Haste, +1 Keen Adamanatine Falcata, Inspire Courage, Flagbearer, Power Attack, Haste): 1d20 + 12 + 3 + 2 - 2 + 1 ⇒ (19) + 12 + 3 + 2 - 2 + 1 = 35
Damage (+1 Keen Adamanatine Falcata, Inspire Courage, Flagbearer, Power Attack, Arcane Strike): 1d8 + 5 + 3 + 2 + 4 + 3 ⇒ (1) + 5 + 3 + 2 + 4 + 3 = 18
Critical Confirm (Haste, +1 Keen Adamanatine Falcata, Inspire Courage, Flagbearer, Power Attack, Haste): 1d20 + 12 + 3 + 2 - 2 + 1 ⇒ (20) + 12 + 3 + 2 - 2 + 1 = 36
Critical Damage (+1 Keen Adamanatine Falcata, Inspire Courage, Flagbearer, Power Attack, Arcane Strike): 2d8 + 10 + 6 + 4 + 8 + 6 ⇒ (3, 5) + 10 + 6 + 4 + 8 + 6 = 42
Attack (Iterative, +1 Keen Adamanatine Falcata, Inspire Courage, Flagbearer, Power Attack, Haste): 1d20 + 7 + 3 + 2 - 2 + 1 ⇒ (2) + 7 + 3 + 2 - 2 + 1 = 13
Damage (+1 Keen Adamanatine Falcata, Inspire Courage, Flagbearer, Power Attack, Arcane Strike): 1d8 + 5 + 3 + 2 + 4 + 3 ⇒ (7) + 5 + 3 + 2 + 4 + 3 = 24
Ceobryrn |
Ceobryrn drops his bow shift 5 feet forward as he quick draws his greatsword striking at the statue.
Ceobryrn's attacks Adamantine/-3PA/+3IC/+2flag/+1Hasted
+2 adamantine greatsword: 1d20 + 16 - 3 + 3 + 2 + 1 ⇒ (4) + 16 - 3 + 3 + 2 + 1 = 23
damage if hits: 2d6 + 8 + 6 + 3 + 2 ⇒ (6, 6) + 8 + 6 + 3 + 2 = 31
+2 adamantine greatsword: 1d20 + 16 - 3 + 3 + 2 + 1 ⇒ (13) + 16 - 3 + 3 + 2 + 1 = 32
damage if hits: 2d6 + 8 + 6 + 3 + 2 ⇒ (1, 6) + 8 + 6 + 3 + 2 = 26
+2 adamantine greatsword: 1d20 + 11 - 3 + 3 + 2 + 1 ⇒ (2) + 11 - 3 + 3 + 2 + 1 = 16
damage if hits: 2d6 + 8 + 6 + 3 + 2 ⇒ (6, 6) + 8 + 6 + 3 + 2 = 31
DM Kludde |
Grim bides his time, and watches on as Elindriel and Ceobryrn narrowly dodge the shrieking magic missiles to finish off the last statue.
Combat over!
The remains of the statues are quite interesting, and it would be worthwhile to study them.
One of you can make an Appraise, Craft (sculptures or stonemasonry), Disable Device, Knowledge (arcana or engineering), Perception, Profession (architect, engineer, or miner), Spellcraft , or Use Magic Device check. I'll count the first that I see.
DM Kludde |
This massive stone plaza stretches out before a stepped pyramid at its far end. Buildings and stalls line either side, and heavily inscribed stone columns stand throughout the area, forming a spiral pattern. Banners and tarps hang between the columns, creating distinct areas of light and darkness. Smoldering coals surround the bases of large, heated ceramic cylinders, which glow softly. They’re warm enough to be felt from a distance, but not hot enough to ignite the blankets draped over them or the banners dangling around and above.
On display in the temple plaza is a dazzling array of serpentfolk religion, art, and civic engineering, all of which is sitting in the open for the Pathfinders to study.
There are many serpentfolk hiding out in the plaza, and as the group moves up, they start taking potshots at the adventurers.
You may attempt to assess which displays are most worth documenting and then make records that the Society might find useful. Use one of the following skills: Craft (calligraphy or painting), Knowledge (engineering, history, nature, or nobility), or Profession (architect, librarian, or scribe). An individual PC can’t attempt a check with the same skill twice, though multiple PCs can attempt checks with the same skill.
Any PC who is not documenting the plaza’s contents can instead stand watch, take shots at serpentfolk, and scare off the skirmishers. Use either Intimidate or Perception, or a ranged attack roll.
A PC who is either documenting or guarding can also attempt a Disguise or Stealth check to avoid being attacked altogether
Lord Sinclair 'Percy' Blakros |
Hex Heal - Grimaldus:
Heals 2d8 + 10 ⇒ (4, 7) + 10 = 21
***
The remains of the statues are quite interesting, and it would be worthwhile to study them.
"Fascinating, fascinating..."
Perception 1d20 + 17 ⇒ (20) + 17 = 37
***
"I suspect these serpents don't like us very much either - gather close"
Percy casts Communal Delay Poison using a magical Rod to extend the effects.
"Should last a while - I just get a theme of reptiles coming through, and that can mean venom"
Percy also casts Whispering Lore on himself.
He then adds a vial of anti-plague then a potion of anti-toxin to a new magical vial and drinks it. "Planning in advance, I survived a delve into Bonekeep, but was scarred with Paranoia about poisons and diseases" whilst splashing on some Vermin Repellent.
***
You may attempt to assess which displays are most worth documenting and then make records that the Society might find useful.
"Keep an eye out, I'll keep taking notes"
Boffins - Know Nature 1d20 + 8 ⇒ (3) + 8 = 11
Percy - Know Nature 1d20 + 11 + 4 ⇒ (10) + 11 + 4 = 25
Are we able to take 10?
Disguise 1d20 + 7 ⇒ (3) + 7 = 10
Ceobryrn |
Ceobryrn recovers any arrows that were not destroyed through via their use.
The ranger stands watch while taking cover from the potshots.
perception w/+4 urban?: 1d20 + 15 + 4 ⇒ (19) + 15 + 4 = 38
stealth w/+4 urban: 1d20 + 14 + 4 ⇒ (1) + 14 + 4 = 19
Grimaldus |
Grim studies the engineering involved in several objects, recallin ghis studies to try and make sense of their design and purpose.
Kn(Eng): 1d20 + 6 ⇒ (5) + 6 = 11
Once the serpentfolk start taking shots, however, he guards his companions with his keen perception.
Perception: 1d20 + 12 ⇒ (14) + 12 = 26
DM Kludde |
You're being pelted with stuff, which would count as a distraction, so taking ten would be hard.
Percy does a great job studying the remains of the statue, but unfortunately the barrage of junk thrown at him makes an investigation of the artefacts hard.
Ceobryrn stand watch, pointing out the different skirmishers. Grim takes some time studying
Grim studies the artefacts, but can't tell much about them. (His watch will be for next round)
Note that each PC can attempt each skill check only once - if you run out of skills, you can just move on.
---
0 successes, +4 to save this round.
---
Elindriel
Ceobryrn
Percy
Grim
---
There's a new area open to explore - I've updated the map.
Elindriel Firesong |
Elindriel attempts to hide from the serpentfolk, until she decides to scare them off!
Intimidate: 1d20 + 20 ⇒ (8) + 20 = 28
Stealth: 1d20 + 15 ⇒ (16) + 15 = 31
DM Kludde |
Welcome to tier 10-11!
Fortunately for the boys, Elindriel manages to scare off the skirmishers that Ceobryrn pointed out, giving the Pathfinders some respite from their attacks... for now.
You can keep trying, or move on. The skirmishers are slowly starting to regroup...
---
0 successes
---
Elindriel
Ceobryrn
Percy
Grim
---
Ceobryrn |
Ceobryrn continues to look around at the displays using his stealth to avoid the skirmishers
k(nature): 1d20 + 14 ⇒ (15) + 14 = 29
stealth w/+4 urban: 1d20 + 15 + 4 ⇒ (8) + 15 + 4 = 27
Lord Sinclair 'Percy' Blakros |
Boffins and Percy get back to paying attention - "So Boffins, what do you suppose they have been using as heraldy to mark lineages and social structure?" Percy muses to the Faerie Dragon.
Know Nobility
Boffins - Aid another 1d20 + 4 ⇒ (8) + 4 = 12
Percy 1d20 + 12 + 2 ⇒ (18) + 12 + 2 = 32
"Quite right little fellow, quite right..."
Disguise 1d20 + 7 ⇒ (16) + 7 = 23
Percy still has Engineering and History he can have a crack with, his Profession skills aren't all that good, but he could likely assist another person.
DM Kludde |
Grim stands by, waiting for the rest of the troop to finish their business. Ceobryrn studies the displays, and identifies the particular serpentfolk origins of some depictions, while Percy identifies the regalia and heraldy that mark high rulers and nobility in the carvings.
Together, Ceobryrn and Percy feel like they're on the brink of an important discovery, but they're not quite there yet.
Grim, are you sure you don't want to roll perception or intimidate to fend off the serpentfolk this round?
---
2 successes - almost there!
Ceobryrn Stealthy
---
Elindriel
Ceobryrn
Percy
Grim
---
DM Kludde |
Grim keeps close track of the skirmishers regrouping around the plaza.
Can somebody post an action for Elindriel, so we can move this forward?
---
2 successes - almost there!
Ceobryrn Stealthy
---
Elindriel
Ceobryrn
Percy
Grim
---
Lord Sinclair 'Percy' Blakros |
Getting a bit ahead of myself here - but here goes..
Elindriel finishes leering at the passing creatures, warding them off.
Intimidate 1d20 + 20 ⇒ (16) + 20 = 36
***
(Next round)
"Confound it!" exclaims Percy, "all this nattering noise is putting me off, Elindriel, give us a song from the Operas of Oparra"
Elindriel - Inspire Competence (+3)
Percy and Boffins rather enjoy the tune and get back to work.
Know:History
Boffins (Aid) 1d20 + 3 + 4 ⇒ (19) + 3 + 4 = 26
Percy 1d20 + 11 + 3 + 2 ⇒ (16) + 11 + 3 + 2 = 32
DM Kludde |
Damage from pelting stuff: 6d6 ⇒ (1, 2, 1, 3, 4, 2) = 13 DC 20 RFX for half
While Elindriel completes the study of the serpentfolk artefacts, a barrage of rocks and other makeshift objects lands on the group. Also, Grim hears the words Why don't you kill your friends? and suddenly feels the urge to attack his comrades. Suggestion, DC 17 will to negate
You've completed all there is to investigate. You can move to the slave pens from here, or to the temple interior.