PFS 6-01: Trial By Machine (Inactive)

Game Master Wilmannator

Intersection Map
Machine Soldier - Tactical Map
Main Map

More than a millennium has passed since the "machine mage" Karamoss's failed siege of Absalom, and for years the Pathfinder Society has used upper reaches of his subterranean siege tower as a training ground for initiates. During a routine drill, the once-dormant dungeon springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive.


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Scarab Sages

HP: 76/76 | AC:27 FF: 23 Touch: 13 | Saves: Fort: +7 Ref: +10 Will: +6 (+4 vs enchant) | Init: +4 | CMB: +18 | CMD: 32 | Speed: 20/40 | Perception: +12, Sense Motive +8 | Darkvision 60' |SQ: Evasion On-going effects: Mage armor, shield, barkskin
Amaranti wrote:
Keeping his face still, Amaranti sends a voiceless whisper to his eidolon: "Amaranti confused. You understand what this about?"

Kaisharga raises up, the serpentine body now standing as high as it's master. The eidolon leans closer to the map and dials, studying them carefully.

"Small shadow-man say, apparatus needed. Apparatus in room above. Room above you get via shaft." Kaisharga sends back, and moves next to the shaft door.

BTW, did we check the rooms D and E yet, or the doors leading to them?

Sovereign Court

Male NG Elf Magus 8 | HP: 57/57| AC: 22[21] (16[15] Tch, 16Fl) | CMB: +6, CMD: 22 | F: +9, R: +10[9], W: +8 | Init: +6 | Perc: +9, SM: +2 | Speed 30ft | Arcane Pool Point 8/9, GM Reroll: 1/1, Pearl of Power: 1/1 | Active conditions: Fatigued, Shaken, Haste; 5 images

Should have rolled up a Scoundrel for this adventure

Finarin glances around at all the mechanical devices. "What if we were to put the glove on, and then it appears we put our ... hand to that door where Miro is? Honestly friends, much of this makes little sense to my eyes."

Liberty's Edge

Male CG Wayang Sorcerer (Linnorm-Draconic Bloodline) 5 | HP: 23/23 | AC: 15 (14 Tch, 12 FF) Fire Resist: 5 | CMB: +0, CMD: 13 | F: +2, R: +5, W: +4 | Init: +3 | Perc: +10, SM: -1 | Speed 20ft | Fire Spit 7/7 | Spells: 2nd 5/5, 1st 8/8 | Daily Abilities: [Ghost Sound] [Pass without Trace] [Ventriloquism] | Active Conditions: None

I don't believe we checked them, probably a good bet to find the clue that gives us the 'passcode' to this 'elevator'. I don't want to assume that nothing happens from Miro's actions, so I will wait until GM Damo posts, then if we don't shoot up the elevator shaft, I will post something about exploring the other rooms...


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Gunari and Meleren trade stories. Not much more to be learned at this stage, but Merelen certainly appears to appreciate the chat. He is already questioning some of his life choices and will continue to question them further.

Miro puts his hand up to the hand-print. His hand neatly fits into the palm of the print, and he can clearly feel ridges within. They would match exactly to the strange gloves worn by the plasma skeletons.

Eventually, someone tries a glove against the hand-print. The keypad beeps and illuminates, but nothing else happens.

"My guess is you need to enter in an access code," says Meleren from behind the pathfinders, "Only the correct combination will activate this shaft." Seeing the puzzled gazes of the adventurers, Meleren adds, "I've studied engineering for as long as I can remember. Technology has always captivated me... and this and the table behind me are the most fascinating things I've ever seen. No idea what the code is, though."

I've rolled in advance for everyone, and not a single trap may be found on this entire level. The doors are both unlocked.

Liberty's Edge

Male CG Wayang Sorcerer (Linnorm-Draconic Bloodline) 5 | HP: 23/23 | AC: 15 (14 Tch, 12 FF) Fire Resist: 5 | CMB: +0, CMD: 13 | F: +2, R: +5, W: +4 | Init: +3 | Perc: +10, SM: -1 | Speed 20ft | Fire Spit 7/7 | Spells: 2nd 5/5, 1st 8/8 | Daily Abilities: [Ghost Sound] [Pass without Trace] [Ventriloquism] | Active Conditions: None

Jaender slaps his hand on his forehead. Silly me, being so excited to move along that I've forgotten to finish what we started here! He scurries over to the east room, and flings the door open, moving inside to search for clues as to the access code.

Can someone look in the other room? If our atmosphere is truly about to be nullified, we best search in haste for the trick to get to the upper level...

Sczarni

Male Half-Orc Ranger 1 | HP: 13/13 | AC: 16 (13 Tch, 13 Fl) | CMD: 16 | F: +4, R: +5, W: +2 | Init: +3 | Perc: +6 (+8 vs undead and secret doors; +9 traps), SM: +2 | Active conditions: None

Mors checks out the west room.


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**EDIT: sorry guys, got east and west confused. Fixed the descriptions but Mors and Jaender ended up in the opposite rooms to what they may have expected. Leaving as is, since nothing much would change anyway.**

HOLOGRAPHIC INTERFACE APPARATUS LAST LOGGED IN MONITOR ROOM TO ACCESS ATMOSPHERIC CONTROLS FOR ATMOSPHERIC NULLIFICATION

"Um... Jaender, is it?" asks Meleren, "I understood the message on the readout to mean that the atmosphere has already been nullified. That would explain the vacuum in every room."

As though deliberately accentuating Meleren's point, the air rushes from this room into the next when Jaender opens the door. His clothing whips into his face in the powerful winds.

"If these rooms do seal, though, and the positioning on the holographic readout is to be believed, we may run out of air to breathe eventually. I don't think we need to hurry too much, but we certainly can't stay here for hours on end."

While Meleren drones on, Jaender surveys the room he's just opened (room E).

Rows of metal shelving fill this room. The shelves bear the look of long disuse but are surprisingly dust-free, considering the age of this place. Most of the shelves hold assorted pieces of machinery: wires, gears, and cases of bolts and screws, though nothing seems organized in any logical fashion.

Jaender's attention is immediately drawn to a box painted with numbered buttons, broadly identical to those on the keypad in the shaft room. A sequence of numbers (9, 2, 7, 4, 6) is painted on the underside of the box lid, along with a short message:

“Komentaja tappaa seuraava vartija hän saaliinsa huomata muistaa hissin koodi. Joten käytämme laatikko ei huomata.”

For those who understand goblin:
“The commander will kill the next guard he catches using a note to remember the lift code. So we use box not note.”

The pathfinders also manage to locate two brown e-picks and a subsonic vermin manipulator (Meleren helps to identify their functions, see below).

Shortly thereafter, Mors opens the eastern door (to room D), an action that is accompanied by the customary stiff wind. The room itself seems to be an infirmary of some kind:

Two shiny metal tables or beds stand across from one another in the center of this oval room, with metal restraints positioned at the head, foot, and middle of each table. Metal racks along the north and south walls hold assorted sharp-looking implements. A rounded hutch protrudes from the eastern wall.

The only thing of real note in the room is a hutch at the far end. There is a five-fingered handprint on it identical to that in the shaft-room. The quick-thinking pathfinders try one of the gauntlets on it and it springs open. Inside are three vials of glowing liquid - which the magically inclined party members identify to be three potions of cure light wounds and a medlance (again, see below - it takes Meleren a good 2 minutes before he figures out what this can do).

Please let me know how you intend to divvy up the treasure.

Rolls:
Meleren perception assist: 1d20 + 7 ⇒ (2) + 7 = 9

Amaranti perception: 1d20 + 0 ⇒ (18) + 0 = 18
Finarin perception: 1d20 + 3 ⇒ (1) + 3 = 4
Gunari perception: 1d20 + 3 ⇒ (15) + 3 = 18
Jaender perception: 1d20 + 3 + 2 ⇒ (13) + 3 + 2 = 18
Kaisharga perception: 1d20 + 4 ⇒ (4) + 4 = 8
Miro perception: 1d20 + 7 ⇒ (8) + 7 = 15
Mors perception: 1d20 + 6 ⇒ (20) + 6 = 26

Item descriptions:

Brown E-Pick: An e-pick (short for “electronic lock pick”) is a small device that can be used to unlock and disable electronic locks and devices, much in the same way that thieves’ tools can be used to dismantle mechanical locks and devices. A brown e-pick is the lowest quality type, and allows a user to make Disable Device checks against electronic devices without penalty. A brown e-pick can be used 10 times before losing power.

Subsonic Vermin Manipulator: For all of its technological wonders, even the Red Redoubt was infested with vermin. This device is a hand-held disk with indentations that hum softly when pressed. A subsonic vermin manipulator helped neutralize the nuisance by attracting groups of rats for incineration. It functions as pipes of the sewers, except that it requires successful Perform (keyboard instruments) check rather than Perform (wind) check to use. It functions for a total of 60 rounds before it loses power and becomes useless.

Medlance: This wand- like device contains a reservoir at one end and a small pad at the other. A medlance can be filled with a single dose of liquid, such as a pharmaceutical, a potion, or a poison. It can then be used to administer the liquid to a creature—if the target does not wish to be injected with the medlance’s contents, the wielder must succeed at a touch attack to dispense it as a standard action. Otherwise, administering liquid via a medlance is a move action. A medlance doesn’t use charges, but after being used to administer 10 injections, its internal sterilization mechanisms are depleted and the device becomes useless.

Sovereign Court

Male CG Halfling Bard 6 | HP 33/33 | AC 24 (15 Tch, 21 FF) | CMB +1, CMD 14 | F +7, R +10, W +8 | Init +7 | Perc +11, SM +12 | Speed 20 ft | [ooc| Inspire 16/18[/ooc] | Spells: 1st 5/5, 2nd 4/4 | Active Conditions: Short Sword shrunk

Miro will abstain from the treasure-divvying, as he will stay well in the back on most occasions, especially combat.

Miro will memorize the numbers on the box, then retreat back to the command center, waiting for those within to emerge before prompting one with a glove to put it on the panel after he keys in the code.

Liberty's Edge

Male CG Wayang Sorcerer (Linnorm-Draconic Bloodline) 5 | HP: 23/23 | AC: 15 (14 Tch, 12 FF) Fire Resist: 5 | CMB: +0, CMD: 13 | F: +2, R: +5, W: +4 | Init: +3 | Perc: +10, SM: -1 | Speed 20ft | Fire Spit 7/7 | Spells: 2nd 5/5, 1st 8/8 | Daily Abilities: [Ghost Sound] [Pass without Trace] [Ventriloquism] | Active Conditions: None

Jaender stands in an attempt to be stoic as the wind whips his robe and hood around in his face. When the rush of air stops, he remains still, with his robe half twisted around his small frame. After a moment, without fixing his robe, he says, rather sheepishly, Already nullified. I knew that. Seems logical.

He non-chalantly fixes his robe as he peruses the room, then comes out to share his findings about the numbers. Alas, while I can speak a multitude of languages, I cannot speak this one written on this box, though I suspect it just states the purpose of the numbers, which I think we can all surmise.

After helping to identify the potions, he mentions, If you don't mind, I will take the medlance, and load one of these cure potions into it. Should our drunken priest fall for reasons not related to his mug, I will be there to help him back up. Besides, how many chances does someone as small as me get to pick someone as big as you back up?!

Once the treasure has been divvied and the part is ready, Jaender will join Miro in the elevator.

Don't worry, we can all fit right? There is always room for one more!

If no one claims the other potions, I will take them so that they are with us for the final encounter

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

"Who write the message? The metal man?" Amaranti ponders at the writing on the box.

And since your "goblin" grammar is a bit rusty, I'll take the liberty to correct: "Komentaja tappaa seuraavan vartijan, jonka hän saa kiinni kirjoittamasta hissin koodin lapulle. Joten käytämme laatikkoa, emme lappua" ;)

"So we go up, now?"

Sovereign Court

Male NG Elf Magus 8 | HP: 57/57| AC: 22[21] (16[15] Tch, 16Fl) | CMB: +6, CMD: 22 | F: +9, R: +10[9], W: +8 | Init: +6 | Perc: +9, SM: +2 | Speed 30ft | Arcane Pool Point 8/9, GM Reroll: 1/1, Pearl of Power: 1/1 | Active conditions: Fatigued, Shaken, Haste; 5 images

[pittyparty]As I have no skills in Perform (keyboard instruments) not interested in the Pied Piper thingy, I can't pick a lock so give the e-pick to Mors, and I don't seem to be involved in any damaging combat so I care not who has the heals. [/pittyparty]

Meleren wrote:

"Um... Jaender, is it?" asks Meleren, "I understood the message on the readout to mean that the atmosphere has already been nullified. That would explain the vacuum in every room."

"If these rooms do seal, though, and the positioning on the holographic readout is to be believed, we may run out of air to breathe eventually. I don't think we need to hurry too much, but we certainly can't stay here for hours on end."

"I for one am most grateful for your knowledge, Meleren. I fear that without your expertise we would be pressing dials and looking at blinking lights like ... imbeciles." Finarin exhales deeply and looks around to see if anyone has caught him holding his breath these last few moments.

He walks casually into the elevator shaft, ready to prove his worth to his comrades.


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Thanks for correcting my Goblin! I had a GM who spoke Finnish, and I used that when my half-orc spoke Orcish. I figured Goblin would be much the same. I used Google Translate, though - and didn't know you were a Fin! Anyway, that's 4 votes for up. Rule of 2 says move forwards, so...

Everyone crams into the circular room at the base of the shaft. Gunari holds the gauntlet up to the keypad while Miro taps in the combination that Jaender found.

With a lurch, this circular chamber begins to rise, but it jolts to a halt after a dozen seconds or so. A flashing red light appears next to the door-opening panel, accompanied by a faint buzzing sound.

Shortly thereafter the doors open.

The characteristic blast of wind ruffles everyone's hair and clothing, but stops very abruptly a split second after it began. The air is sucked out of everyone's lungs and all start to suffocate in the near vacuum that the elevator is now part of. Thinking quickly, Meleren taps in the combination again. Agonizing seconds later, the doors open once more to the bottom level and air fills the circular room again.

Just prior to the descent, everyone catches a glimpse of the room above.

A series of glassy panels form a semicircular array along the southern walls of this circular room. Some of the panels are lit but blank, while others flicker with a jarring, black- and-white dotted pattern. Many are cracked or simply dark. A throne-like chair sits before a mechanical table in the center of the room. A skeleton slumps in the chair, one bony hand grasping a large lever. Its other hand, wearing a strange, silvery glove, rests upon a glowing plate.

Arriving back in the room, the same question is on everyone's mind: How do we proceed?

Sovereign Court

Male CG Halfling Bard 6 | HP 33/33 | AC 24 (15 Tch, 21 FF) | CMB +1, CMD 14 | F +7, R +10, W +8 | Init +7 | Perc +11, SM +12 | Speed 20 ft | [ooc| Inspire 16/18[/ooc] | Spells: 1st 5/5, 2nd 4/4 | Active Conditions: Short Sword shrunk

"Is there any way to de-pressurize these other rooms and suck the air back into this room?" Miro asks no one in particular. He can't imagine he can hold his breath longer than a minute or two, so going up as is is certainly not an option.

Liberty's Edge

Male CG Wayang Sorcerer (Linnorm-Draconic Bloodline) 5 | HP: 23/23 | AC: 15 (14 Tch, 12 FF) Fire Resist: 5 | CMB: +0, CMD: 13 | F: +2, R: +5, W: +4 | Init: +3 | Perc: +10, SM: -1 | Speed 20ft | Fire Spit 7/7 | Spells: 2nd 5/5, 1st 8/8 | Daily Abilities: [Ghost Sound] [Pass without Trace] [Ventriloquism] | Active Conditions: None

Did the skeleton appear to be...active? Or just left-over bones?

Well if you all saw what I saw, It appears that above us is certainly the monitor room this warning mentions... Jaender says, catching his breath.

How do we get air into that room? If I had to guess, I would think that the poor soul above was unaware of what he was doing to himself when he nullified the atmosphere in this place. I wonder if we could find a way to flip that lever the bones were holding? I also wonder if his hand on that panel was holding something in position?

Jaender purses his lips, tapping his finger as he thinks.

While this seems rather... brutish... Do we have anything heavy we could throw at the skeleton in the chair, to perhaps hit the lever, or knock his hand off of the panel? It may not even matter, but I figured I would just throw out an idea. He says with a wink.

That joke is only funny in my head... but at least it makes me chuckle!

Sovereign Court

Male NG Elf Magus 8 | HP: 57/57| AC: 22[21] (16[15] Tch, 16Fl) | CMB: +6, CMD: 22 | F: +9, R: +10[9], W: +8 | Init: +6 | Perc: +9, SM: +2 | Speed 30ft | Arcane Pool Point 8/9, GM Reroll: 1/1, Pearl of Power: 1/1 | Active conditions: Fatigued, Shaken, Haste; 5 images

Still shaken from his near death experience, Finarin offers the only suggestion he can come up with in his oxygen deprived state. "Is there some safety mechanism on that panel we typed the security code in? Can we bypass it with the brown e-pick? I for one would not like to experience that ever again."


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@Jaender: The skeleton was definitely not active. He seemed like the sort of skeleton that other skeletons might get so angry at that they would animate as plasma skeletons.

As a quick estimate, someone could hold their breath long enough to pull the lever. The skeleton didn't have a death grip on it or anything.

It would take 1 round to get to and pull the lever, and another round to get back to the elevator, 1 more round to enter in the key combination and then 2 rounds to get back to the ground floor... the latter steps of which will only be necessary if the lever doesn't restore the air flow.

Also, my apologies, but a key fact was missing from the main description and is buried far into the explanatory text:

There was a hologram on the mechanical upstairs matching the hologram on the table downstairs. It is a smaller version. The skeleton's gloved hand was resting on the glowing plate that forms that hologram.

Starting to get agitated at the ridiculously incomplete descriptions. They mention the glove and the glowing plate, even the white noise on the "glass plate" monitors, but completely neglect the exact duplicate hologram of the complex. Sigh.

Meleren steps forwards, "If you like, I can go back and pull that lever. I'm pretty sure I can hold my breath for long enough. I also seem to be the most familiar with these technologies."

Shechera looks shocked, but steps up to Meleren and sticks out her jaw defiantly, "If you're going, then so am I. If you pass out, I'll drag you back downstairs."

"So, what say you all?" asks Meleren, "Would you like me to do that?"

Sovereign Court

Male NG Elf Magus 8 | HP: 57/57| AC: 22[21] (16[15] Tch, 16Fl) | CMB: +6, CMD: 22 | F: +9, R: +10[9], W: +8 | Init: +6 | Perc: +9, SM: +2 | Speed 30ft | Arcane Pool Point 8/9, GM Reroll: 1/1, Pearl of Power: 1/1 | Active conditions: Fatigued, Shaken, Haste; 5 images

"Jaender, you might be on to something. I think that I can run and pull the lever. I think that it might be ... prudent to have one accompany me ... just in case."

Finarin would run to pull the lever, but would have his shiny new master work longsword in one hand.

Sczarni

Male Half-Orc Ranger 1 | HP: 13/13 | AC: 16 (13 Tch, 13 Fl) | CMD: 16 | F: +4, R: +5, W: +2 | Init: +3 | Perc: +6 (+8 vs undead and secret doors; +9 traps), SM: +2 | Active conditions: None

"Isn't the problem just that only the tiny bit of air from the elevator was spread out into the big room above? If that's the case, couldn't we just take a bunch of trips up and down, eventually filling the upper chamber with enough air for us to survive in?"


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"Huh. That would work, Mr Mors," says Meleren. He jots down some figures. "By my calculations, based on the relative height and width of the shaft room and the control panel room, it would take approximately 40 trips to get breathable. At current speed, that is 20 minutes."

Sovereign Court

Male CG Halfling Bard 6 | HP 33/33 | AC 24 (15 Tch, 21 FF) | CMB +1, CMD 14 | F +7, R +10, W +8 | Init +7 | Perc +11, SM +12 | Speed 20 ft | [ooc| Inspire 16/18[/ooc] | Spells: 1st 5/5, 2nd 4/4 | Active Conditions: Short Sword shrunk

"I don't want to be the naysayer, but wouldn't that thin our already thin supply of air? Thirty seconds or so to return, by our estimates." Miro shrugs. "I vote breath-holding. I will go, so no one thinks I wish it on another."

Liberty's Edge

Male CG Wayang Sorcerer (Linnorm-Draconic Bloodline) 5 | HP: 23/23 | AC: 15 (14 Tch, 12 FF) Fire Resist: 5 | CMB: +0, CMD: 13 | F: +2, R: +5, W: +4 | Init: +3 | Perc: +10, SM: -1 | Speed 20ft | Fire Spit 7/7 | Spells: 2nd 5/5, 1st 8/8 | Daily Abilities: [Ghost Sound] [Pass without Trace] [Ventriloquism] | Active Conditions: None

Well we seem to have no shortage of volunteers... I have another option that may save much breath holding and running into the room, though I would prefer to have some company to send the elevator back down, just in case something happens. I have a cantrip that is capable of opening and closing rather simple doors and devices. Perhaps we can accomplish all of this from the relative safety of the elevator. What say Miro, Finarin and I all go up, and if my cantrip doesn't work, one of you two brave souls can run out and flip the lever.

GM - that spell might be taking some liberty with the way it is written, but my case would be that flipping a lever isn't much different than opening a small chest, so it seems to fit the intention. I am totally ok with however you want to rule that. Either way, if that doesn't work then we have a back-up plan to have someone run out and flip the lever.

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

"What if trouble upstairs? Maybe we keep together, and all go up?"


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**EDIT** Incorporated some of Gunari's subsequent post.

@Jaender: Sorry, it looks like it would come close to working, but we'd need to ignore that a more appropriate spell, mage hand, exists. If opening and closing could pull the lever, then mage hand becomes less useful... just as if mage hand could be manipulated to open and close things, that spell would become less useful. If it were a home brew rather than a PFS game, I'd allow it, but not this time. Sorry. Regardless, since you can hold your breath for a number of rounds equal to twice your constitution score...

A group of pathfinders and bandits go up the elevator, taking in deep breaths as the doors open. Jaender tries his spell, but to no avail. It does, however, seem to activate some of the monitors. You get brief random flashes of the complex, including some very disturbing images showing rows and rows of dormant machine soldiers.

Seeing the spell fail to take hold, Miro and Gunari both rush forwards to pull the lever. Amaranti and the other safe-guard pathfinders tense themselves, ready for whatever may come. In their struggle to be the first to pull the lever, Miro and Gunari disturb the skeleton and its gloved hand moves away from the glowing plate. The hologram winks out.

It is several moments, with everyone literally holding their breath, before a deep humming sound can be heard. A surprisingly fresh breeze blows through the vents, becoming stronger and stronger.

Two vaguely visible mini-tornadoes appear in front of the group. They look exceedingly angry at having been trapped for so long. It looks as though they might attack the pathfinders, but instead they dip their airy heads in gratitude for freeing them (a much more likely result from freeing intelligent neutral creatures) before flying into another vent, never to be seen again.

Meleren points to the silvery, wire-mesh glove on the skeleton's hand, "At a guess," he says, "I would say that is the 'holographic interface apparatus' mentioned in the message below."

Nothing more may be found in this room. The monitors eventually go back to being black or static, and the hologram on the main console here cannot be revived. It appears as though time has ravaged these controls here more than those downstairs. Perhaps being "on" for so long has had a detrimental effect.

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

In a case of drunken heroism, Gunari takes a deep breath, and rushes forward. 'Some people just talk too much! This is what Cayden Cailean would do!' He'll trigger his Travel blessing, to avoid taking penalties for difficult terrain. He rushes forward and pulls the lever.

If he starts taking damage enough to risk death, he'll use at least one Fervor to heal himself as a swift action.
fervor, if needed: 1d6 ⇒ 4

EDIT: Ninja'd by the GM! I'll leave this hear, in case we want revisionist history ;)

Liberty's Edge

Male CG Wayang Sorcerer (Linnorm-Draconic Bloodline) 5 | HP: 23/23 | AC: 15 (14 Tch, 12 FF) Fire Resist: 5 | CMB: +0, CMD: 13 | F: +2, R: +5, W: +4 | Init: +3 | Perc: +10, SM: -1 | Speed 20ft | Fire Spit 7/7 | Spells: 2nd 5/5, 1st 8/8 | Daily Abilities: [Ghost Sound] [Pass without Trace] [Ventriloquism] | Active Conditions: None

No worries GM! Its always worth a try... well, usually :) Half the fun of this game is figuring stuff out, and the other half of the fun is figuring out what to do when you botch something... :) The risk of something going wrong, or simply not working, is part of the point!

Fascinating... Jaender smiles as the whirlwinds bow and leave through the vents, and as soon as he can comfortably breath again.

To chat with one of those one day... how enlightening that might be...

Well if this is the apparatus we are looking for, let us grab it and get back down so we can re-align this contraption and get out of here, though it looks like now that the vents are open, we shouldn't have to worry about running out of air. Speaking of that... how much food do I have? He wonders as his words trail off.

Before he finds the answer to his question however, he eagerly walks over to the body and removes the glove from the bony hand, slipping it on his hand.

Shall we? He says as he walks towards the elevator.


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The pathfinders cram once more into the elevator and descend to the main control room, led by the strange Wayang with the ill-fitting silver-mesh glove. The hologram on the table sits there as before.

The Exchange

Male CG Human (Varisian) Warpriest 10 | HP:83/83| AC: 32 (15 tch, 30 Fl) | CMB: +10, CMD: 24| F: +13 (+5 vs cold weather), R: +9, W: +16 (+2 vs mind effecting) | Init: +1 | Perc: +7, SM: +18 | Blessing: 8/8, Fervor 3/10, SacWeap (9/10r), SacArm (7/10m), Shirt 0/1 | Pearl 1 1/3, Pearl 2 0/1, Extend: (2/6), Heroism (0/1), Chalices (2/4), Corset 0/1 | Active: Divine Favor +4, BoF

"Such an odd place, this is. Airless rooms, trapped elementals, odd mechanical devices. What shall we encounter next?"

Gunari makes sure that no one is injured, and then watches the wayang play with the console.

Liberty's Edge

Male CG Wayang Sorcerer (Linnorm-Draconic Bloodline) 5 | HP: 23/23 | AC: 15 (14 Tch, 12 FF) Fire Resist: 5 | CMB: +0, CMD: 13 | F: +2, R: +5, W: +4 | Init: +3 | Perc: +10, SM: -1 | Speed 20ft | Fire Spit 7/7 | Spells: 2nd 5/5, 1st 8/8 | Daily Abilities: [Ghost Sound] [Pass without Trace] [Ventriloquism] | Active Conditions: None

Jaender approaches the console, and hesitates for a moment. He peers at the hologram again, making sure he has a full understanding of where they are, and where they need to go in order to get out.

Suddenly so much pressure... I shudder at the though of messing this up, and the others here paying the price for my mistake...

Indeed Gunari, fascinating to be sure... Well, lets see what mysteries are still in store for us, shall we?

He regains his composure, and just before putting his hand on the panel he believes gives control, he quips to his companions, Hold on to your butts! and places his gloved hand on the panel.


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Jaender holds up the glove, looking very much like a child putting on his father's winter clothing. The glove reacts as though the hologram itself were solid. Carefully, Jaender tries to realign the exit. The hologram flashes red and locks up as he attempts to place the machine soldier room (room A) back into place.

A new message flashes on the panel:

COUNTER-CLOCKWISE ROTATION NOT POSSIBLE.

CLOCKWISE REALIGNMENT NECESSARY.

Almost of its own volition, the glove moves the other direction and the hologram becomes green again. As with before, a loud grinding sound may be heard throughout the complex. Shortly thereafter, the sound stops as suddenly as it began. The hologram briefly shows that the room to the right of the room you entered through (room G) should now allow egress from this level.

As though this action took all of the remaining energy from the place, the hologram winks out completely. The more perceptive pathfinders also notice that the sound of the ventilation system can no longer be heard. Any closed doors open just before their hand panels stop glowing.

The entire complex is left in eerie, dark silence.

As you move out of the complex (assuming you do) please also place yourselves on the newly updated map.

Liberty's Edge

Male CG Wayang Sorcerer (Linnorm-Draconic Bloodline) 5 | HP: 23/23 | AC: 15 (14 Tch, 12 FF) Fire Resist: 5 | CMB: +0, CMD: 13 | F: +2, R: +5, W: +4 | Init: +3 | Perc: +10, SM: -1 | Speed 20ft | Fire Spit 7/7 | Spells: 2nd 5/5, 1st 8/8 | Daily Abilities: [Ghost Sound] [Pass without Trace] [Ventriloquism] | Active Conditions: None

Have I mentioned yet how fascinating this place is? He smiles triumphantly at the control he had over the holographic image.

Now I wonder if we woke anything else up in this place? He mutters, mostly to himself. I believe it is high time we exit, I am looking forward to reporting this back to the venture captain!

Jaender waits to allow some of his larger companions to filter through the door first, but is quick to follow along in the middle of the group.

Sovereign Court

Male CG Halfling Bard 6 | HP 33/33 | AC 24 (15 Tch, 21 FF) | CMB +1, CMD 14 | F +7, R +10, W +8 | Init +7 | Perc +11, SM +12 | Speed 20 ft | [ooc| Inspire 16/18[/ooc] | Spells: 1st 5/5, 2nd 4/4 | Active Conditions: Short Sword shrunk

Can't update map at work. Someone please move me to R8. Thanks!

"It HAS been a rather exciting adventure, hasn't it. I am sure the Venture Captain will want to hear all about it. Let's make sure he has living souls to hear it from and exit, as Jaender suggests!"


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**EDIT** Forgot the knowledge rolls. Now included.

@Jaender: Moved you back a little to reflect you allowing your companions to go through the door first. Something's in that room, but if you're in the middle, of the pack, you'll need to be in the stairwell when it is spotted.

@Miro: As with Jaender, moved you back a touch. Since you're not too worried about being at the front, you're the first to see...

Numerous alcoves are set along the walls of this round chamber, but only a few are occupied by seemingly inactive guardians. A wide archway to the south stands open.

After drinking in the sight of the alcoves, gazing longingly at the red steel coating the chamber and contemplating the wideness of the open archway, Miro realizes he is in mortal danger.

At the center of the circular chamber is a deranged robot, similar in appearance to a robed scarecrow. Its face is a transparent glass oval encasing a system of whirring mechanical parts. Disturbing imagery and light patterns swirl across this faceplate, showing scenes of abstract horror as it turns to face you all.

I've placed you all in what seems to be your regular marching order, with Miro out the front. Initiative order: Shechera, Mors, Meleren, Finarin, Jaender, Miro, Fearmonger Prototype, Amaranti, Kaisharga, Gunari. You know the drill.

Meleren and Shechera quickly rush behind the mechanical scarecrow. At first, it seems as though they might be fleeing, but they move into position behind the creature to help provide easy flanking for the pathfinders.

As he moves, Meleren shouts out some warnings, "This thing is most likely vulnerable to fire, but immune to cold. If it hits you, you may be overcome by waves of fear... and if I'm correct, looking its faceplate can fascinate you! The good news for Finarin is that these constructs are not particularly difficult to damage... though they are still quite hard to kill." Vulnerable to fire, immune to cold, fascinating gaze, its successful slam attacks also cause fear, bonus hit points.

Miro also recalls that scarecrows are particularly vulnerable to critical hits, and notices that this particular one should be vulnerable to electricity. As with all constructs, this one will most likely be immune to all mind affecting effects and almost anything that requires a fortitude save.

Rolls:
Amaranti initiative: 1d20 + 2 ⇒ (4) + 2 = 6
Finarin initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Gunari initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Jaender initiative: 1d20 + 5 ⇒ (3) + 5 = 8
Kaisharga initiative: 1d20 + 3 ⇒ (1) + 3 = 4
Miro initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Mors initiative: 1d20 + 3 ⇒ (17) + 3 = 20

Meleren initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Shechera initiative: 1d20 + 2 ⇒ (19) + 2 = 21

Fearmonger Prototype initiative: 1d20 + 4 ⇒ (2) + 4 = 6

Meleren, engineering: 1d20 + 8 ⇒ (16) + 8 = 24
Miro, bardic knowledge: 1d20 + 8 ⇒ (14) + 8 = 22

Sovereign Court

Male CG Halfling Bard 6 | HP 33/33 | AC 24 (15 Tch, 21 FF) | CMB +1, CMD 14 | F +7, R +10, W +8 | Init +7 | Perc +11, SM +12 | Speed 20 ft | [ooc| Inspire 16/18[/ooc] | Spells: 1st 5/5, 2nd 4/4 | Active Conditions: Short Sword shrunk

Miro starts singing a fearsome war chant, trying not to let his terror overcome him. He angles to the side, to allow easier access to his fellows, but does not move any closer to the robot. To his credit, he only cowers slightly behind his shield.

Inspire Courage - +1 to attacks and damage and saves vs fear.


CLW: 0 charges left (0 wands), CMW: 43 charges left (2 wands) | Tactical | Portraits | Loot | Wiki

Moved Miro to R6 and updated the above post with some knowledge checks.

Sovereign Court

Male NG Elf Magus 8 | HP: 57/57| AC: 22[21] (16[15] Tch, 16Fl) | CMB: +6, CMD: 22 | F: +9, R: +10[9], W: +8 | Init: +6 | Perc: +9, SM: +2 | Speed 30ft | Arcane Pool Point 8/9, GM Reroll: 1/1, Pearl of Power: 1/1 | Active conditions: Fatigued, Shaken, Haste; 5 images

Spend an arcane pool point to enchant Short bow.

Ranged attack Shortbow attack: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15

Damage1d6 + 1 ⇒ (6) + 1 = 7


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Frustratingly for the poor elf, his enchanted arrow fails to hit the mark - skating off one of the scarecrow's hard metal plates. (Didn't get over its flat-footed AC, sorry! Still, no DR for when you hit next round.)

Liberty's Edge

Male CG Wayang Sorcerer (Linnorm-Draconic Bloodline) 5 | HP: 23/23 | AC: 15 (14 Tch, 12 FF) Fire Resist: 5 | CMB: +0, CMD: 13 | F: +2, R: +5, W: +4 | Init: +3 | Perc: +10, SM: -1 | Speed 20ft | Fire Spit 7/7 | Spells: 2nd 5/5, 1st 8/8 | Daily Abilities: [Ghost Sound] [Pass without Trace] [Ventriloquism] | Active Conditions: None

Yikes! Jaender yips as the construct turns to the group. He pulls his hood a little lower at the advice of Meleran, to try to avoid looking directly at the screen.

Time for you to have a seat! He says with a smirk, as he waggles his fingers and mumbles something in draconic under his breath.

He finishes his finger waggle with a swipe of his hands through the air downward. As he completes the motion, several holes appear beneath the feet of the construct, daring him to dance and stay on his feet.

Cast Stumble Gap on the construct's square, DC 15 Reflex to avoid prone and damage.


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Fearmonger reflex save: 1d20 + 1 ⇒ (18) + 1 = 19

The floor lowers half a foot. Amazingly, the clumsy machine avoids tripping over. It is still, however, a little unstable on its feet and will suffer appropriately (-1) until it completely regains its balance.

Liberty's Edge

Male CG Wayang Sorcerer (Linnorm-Draconic Bloodline) 5 | HP: 23/23 | AC: 15 (14 Tch, 12 FF) Fire Resist: 5 | CMB: +0, CMD: 13 | F: +2, R: +5, W: +4 | Init: +3 | Perc: +10, SM: -1 | Speed 20ft | Fire Spit 7/7 | Spells: 2nd 5/5, 1st 8/8 | Daily Abilities: [Ghost Sound] [Pass without Trace] [Ventriloquism] | Active Conditions: None

Noticing that the construct has cleverly balanced through the obstacle he has conjured, Jaender quickly yells, Keep him there! Those holes will only last for a few more moments, it may trip him yet!

Sorry sorry if I am overloading the thread with posts, but I just wanted to point out the spell lasts for 2 rounds, hopefully he is stuck there for at least one more round!

Sovereign Court

Male NG Elf Magus 8 | HP: 57/57| AC: 22[21] (16[15] Tch, 16Fl) | CMB: +6, CMD: 22 | F: +9, R: +10[9], W: +8 | Init: +6 | Perc: +9, SM: +2 | Speed 30ft | Arcane Pool Point 8/9, GM Reroll: 1/1, Pearl of Power: 1/1 | Active conditions: Fatigued, Shaken, Haste; 5 images

Can't access the MAP at work, can I move back so I am out of the 30ft range? I'll hit something one of these days ...


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Updated Finarin's position. For the spell: "Any creature occupying the square when you first create the hole, or who later steps into the square containing the hole..." I take that to mean creatures who are already on the hole don't suffer the effects in subsequent rounds.

Sczarni

Male Half-Orc Ranger 1 | HP: 13/13 | AC: 16 (13 Tch, 13 Fl) | CMD: 16 | F: +4, R: +5, W: +2 | Init: +3 | Perc: +6 (+8 vs undead and secret doors; +9 traps), SM: +2 | Active conditions: None

With a roar, Mors charges the strange mechanique.

Hammer; charging; reach; flanking: 1d20 + 3 + 2 + 2 ⇒ (9) + 3 + 2 + 2 = 16
Damage: 1d12 + 3 ⇒ (4) + 3 = 7


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@Mors: Can I interest you in holding until after Miro's inspire courage went off?

Sovereign Court

Male NG Elf Magus 8 | HP: 57/57| AC: 22[21] (16[15] Tch, 16Fl) | CMB: +6, CMD: 22 | F: +9, R: +10[9], W: +8 | Init: +6 | Perc: +9, SM: +2 | Speed 30ft | Arcane Pool Point 8/9, GM Reroll: 1/1, Pearl of Power: 1/1 | Active conditions: Fatigued, Shaken, Haste; 5 images

Yeah Mors, I should have done that too.

Sczarni

Male Half-Orc Ranger 1 | HP: 13/13 | AC: 16 (13 Tch, 13 Fl) | CMD: 16 | F: +4, R: +5, W: +2 | Init: +3 | Perc: +6 (+8 vs undead and secret doors; +9 traps), SM: +2 | Active conditions: None
GM Damo wrote:
@Mors: Can I interest you in holding until after Miro's inspire courage went off?

Sensible tactic.

Liberty's Edge

Male CG Wayang Sorcerer (Linnorm-Draconic Bloodline) 5 | HP: 23/23 | AC: 15 (14 Tch, 12 FF) Fire Resist: 5 | CMB: +0, CMD: 13 | F: +2, R: +5, W: +4 | Init: +3 | Perc: +10, SM: -1 | Speed 20ft | Fire Spit 7/7 | Spells: 2nd 5/5, 1st 8/8 | Daily Abilities: [Ghost Sound] [Pass without Trace] [Ventriloquism] | Active Conditions: None

Good call... dang subtleties that were probably completely intended from the beginning...


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It has been pointed out to me that its gaze attack should be always active. To circumvent this, we will say that it doesn't actually turn around until its turn - facing the other direction as it was. It was facing the other direction because that is where it was programmed to face - not expecting to have to defend against intruders from within.

Mors rushes up to the scarecrow. The distraction provided by Shechera, the encouragement from Miro and the momentum of his charge mean that Mors just barely manages to land a blow on the creature (using Mors' rolls above, total to hit of 17, damage 8).

Reeling from the hammer blow, but disturbingly lacking significant visible damage, the robotic embodiment of all of your fears turns its glass-plated face upon you all. The pathfinders struggle to tear their eyes from the flashing images within. Fascinating gaze.

Only Finarin escapes the creature's gaze, being far enough away that the images on its face plate blur together indistinctly.

Will saves (DC 16):
Amaranti: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20
Gunari: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
Jaender: 1d20 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Kaisharga: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20
Miro: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Mors: 1d20 + 2 + 1 ⇒ (10) + 2 + 1 = 13

Meleren: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Shechera: 1d20 + 0 + 1 ⇒ (20) + 0 + 1 = 21

Jaender, Mors and Meleren are fascinated. Unlike a regular fascination effect, however: Fascination lasts as long as the scarecrow remains within 300 feet of the fascinated creature. The approach or animation of the scarecrow does not count as an obvious threat to the victim of this particular fascination effect (although the scarecrow's attack does count as an obvious threat and ends the fascination immediately).


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Forgot to mention, up next: Amaranti, Kaisharga, Gunari

Scarab Sages

Male Human (Garundi), Summoner 10, HP: 93/93 | AC: 19[21] FF: 17[19] Touch: 13 | Saves: Fort: +11[+13] Ref: +9[+11] Will: +11[+13] | Perception: +2 SM +0| Init: +2 | CMB: +16 | CMD: 27 | Speed: 30 | Spells 1st: 6/6 2nd: 4/5 3rd: 2/4 4th: 1/1| Wand of MA 39/50(1) | Wand of IH 38 / 50 | Active conditions: heroism 200 min, greater invisibility 10 rounds

"No daydreaming on the job, monster to kill!" Amaranti shouts when seeing the empty stares on his comrades' faces. Without paying more attention to the matter, the man moves closer to this strange opponent, and tries to skewer it with his lance.

Swift action: Arcane strike
Is Amaranti flanking? I've never quite mastered flanking rules with reach weapons...
Lance attack, IC: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15 +2 if flanking...
Damage, IC, AS: 1d8 + 6 + 1 + 1 ⇒ (6) + 6 + 1 + 1 = 14

Scarab Sages

HP: 76/76 | AC:27 FF: 23 Touch: 13 | Saves: Fort: +7 Ref: +10 Will: +6 (+4 vs enchant) | Init: +4 | CMB: +18 | CMD: 32 | Speed: 20/40 | Perception: +12, Sense Motive +8 | Darkvision 60' |SQ: Evasion On-going effects: Mage armor, shield, barkskin

Kaisharga follows it's master, as if pulled by a leash. Once in range, the eidolon springs towards the scarecrow, snapping the opponent's legs.

Bite attack, IC: 1d20 + 3 + 1 ⇒ (8) + 3 + 1 = 12 +2 if flanking
Damage: 1d8 + 1 + 1 ⇒ (1) + 1 + 1 = 3

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