| Dungeon Master S |
After a welcomed vacation....
A hulking half-orc, Venture-Captain Calisro Benarry of the Arcadian
Mariner’s Lodge—the official title used by the Pathfinder Society
to identify the refitted merchant vessel named the Grinning
Pixie—stoops in her lavishly appointed cabin. Her surprisingly
soft voice purrs, “Five days, that’s all you got. After that, if I don’t see your pretty faces rowing towards the Pixie, I’m weighing anchor and you’ll have to find your own way home. Nothing personal, but these aren’t the friendliest of waters.” Even with her ultimatum, a genuine look of concern washes over her sunkissed face. Her gaze hardens as she glances to her captain’s chair, currently occupied by a confident Zarta Dralneen. “Just like any trip to Rachikan, this is no vacation,” the half-orc adds before loudly clearing her throat.
Zarta’s dark eyes meet the captain’s before the Chelish woman playfully remarks, “I assure you, I’m here on business. A personal friend of mine, the Pathfinder spy Marianix Karn, has been working in Rachikan as an archaeologist. Up until now, the Society has been content to let the Chelish government deal with the ruins’ morlock infestation; however, as of Karn’s last report, the Society’s stance has changed drastically.” A hand tipped with vibrantly polished fingernails places an envelope on the suspended table. “Here, take a look at this. I think you’ll find it quite interesting."
I am writing in haste, as we were recently hit with another earthquake. In its aftermath, we discovered a passage leading to a formerly sealed section of the city. It is breathtaking; the marvels of this glorious civilization are unparalleled. In our explorations, we came across a great keep, and within was the most curious door I have ever set eyes upon. The door’s runes claim it leads to the tomb of Inperantike Severina Helsprex—Rachikan’s former ruler. No matter what we tried, the door remained barred.
Venture-Captain Benarry glances at the letter to double-check its contents before speaking. “The Pathfinder Society charges you to enter Rachikan, and, if Karn’s report is true, find a way through that sealed door. The Society believes that if it is the tomb of Rachikan’s former ruler, she would be buried with a substantial number of golem soldiers. Having several to study would forward our goal to record history. Having them all would be a great help in the Society’s Worldwound expedition. Take a jolly boat and row to the eastern edge of the central pillar. Several years ago one of our expeditions discovered a staircase there that descends into Rachikan’s heart.” Pulling her hood over her head, she adds, “You can use my cabin to plan. If there are no questions, I will ensure the boat is ready.”
Omrax the Bold
|
Omrax listens to the mission briefing and then shows a puzzled look on his face. He bows in respect to the two distinguished women.
"Very good, Venture-Captain Benarry. We will see it done. I have one question. Many of the golems we have encountered have been hostile and quite large. They are unlikely to accompany us back to this ship. We have had to destroy several already. Do you need the golems complete or just parts? And if complete, do we have some means to transport them to this ship? I do not think a rowboat would hold their weight."
| Dungeon Master S |
"The Society has sent you into Rachikan twice before. During your first expedition, we learned the existence of artifacts called ivory batons, which allowed Jistkan artificers to command their golems. After your second trip, we discovered several jet obelisks located within the half-submerged citadel near the Retriever. The agents after you surmised that the obelisks are connected and may allow for teleportation throughout the city— maybe beyond. Whether you walk the golems out yourselves or use the magic of an obelisk, it matters not. Just get them to my ship. Worry not, the ship can take it. I have read the report, and I know you've hewn your way through quite a few golems, but I'd like these intact. A dozen would be excellent, but I'll take what I can get.”
Galdur XXI
|
"Yes the destruction of these creatures was sad I am glad to hear of alternatives. Do we have access to these baton's then?" . Galdur is excited by the possibility and also and to see the hold where the captain will store the creatures. The dwarf studies the area for as long as possible to gain a familiarity of it. for teleport
| Dungeon Master S |
Duly noted on the teleport recon.
"It is our hope that you find an actual example of these batons. We only learned about them through primary source documents in the follow up to your first trip there."
Alan Baird a'Lorien
|
Alan sits perched on a desk looking at the map, having appeared to have grown board he begins playing hacky sacky on the ship find the motion to be added difficulty.
K. History: 1d20 + 7 ⇒ (20) + 7 = 27
K. Local: 1d20 + 9 ⇒ (5) + 9 = 14
K. Religion: 1d20 + 7 ⇒ (3) + 7 = 10
| Dungeon Master S |
You know the following:
Rachikan was considered the premier forge city of the Jistka Imperium and created countless golems of all shapes and sizes. Earthquakes buried much of the city just as the rest of Jistka collapsed due to infighting and attacks by Ancient Osirion. The Pathfinder Society rediscovered the lost city in 4709 ar, though Cheliax quickly took control of the site. Frequent attacks by morlocks have slowed the excavations, but a company of Hellknights has kept the morlocks in check. The crowning glory of the golem-crafting industry was an immense, powerful war machine known as a behemoth golem, said to be able to crush a dozen soldiers with a single stomp. Artwork recovered from Rachikan suggests the city likely produced several of these constructs.
Severina Helsprix was the last ruler of Rachikan and was said to have perished during the earthquakes that buried the city. Records suggest her remains were never found. Records recovered from other Jistkan sites suggest that Severina was not only a capable, though feared, magistrate, but also a talented spellcaster capable of binding outsiders to her will. Such skills were not uncommon among the Jistkan royalty.
"Well Galdur, you're the first team to figure out the answer your own question."
Omrax the Bold
|
Omrax stands by, ready to depart once his more experienced team members finish asking their questions.
"Master Galdur, do you think you will know how to operate the batons to control the golems?"
Galdur XXI
|
"If there is one thing these bearded faces are not good at, its convincing others to do our bidding." The dwarf runs a hand through his beard trying not to dwell too much on the time he locked his healing wand in the rune-giant's lair. Finally he nods, "Items of magic in general, I'm OK with. I suppose I do have knowledge of the extra-planar travel and that will have to do for these columns. Fortunately I grabbed a couple of scrolls that will help with translating when I heard we were coming back here," he smiles.
retcon comprehend languages into purchases?
| Dungeon Master S |
Technically you haven't left the boat, and the quartermaster is there to sell the "always available" stuff.
Galdur, check the discussion tab
| Dungeon Master S |
Welcome back. If there are no other questions, let's get started.
| Dungeon Master S |
You pilot your dinghy into the Pillars of Anferita, where countless gulls build nests on small perches in the towering, salt-encrusted columns of rock. You have no difficulty finding the stairs—first discovered earlier by the Pathfinder Benton Grone—hidden partway up the guano-speckled cliff. You take a moment to flash back to your old missions...
The claustrophobic stairs lead to lower Rachikan, which resides within a series of huge cathedral-like caverns. Unless otherwise noted, lower Rachikan is lightless. Sloping walls of crumbling rock and protruding Jistkan architecture rise to the ceiling between fifty and a hundred feet above. Masonry walls make up the remains of any ruined buildings, and natural columns stretch from floor to ceiling in particularly large chambers. The only other known means of reaching lower Rachikan is through a vertical shaft and Helllknight-controlled elevator that leads to the surface. After your last foray, you know this isn't an option.
Several decrepit Jistkan buildings protrude from a sea of stone amid an ancient skyline, the building’s original ground floors now buried long ago by frequent earthquakes. The entire floor is buried under yards of debris.
Knowledge, Engineering or Nature, as well as a Perception check from everyone.
| Dungeon Master S |
Galdur, you notice that the shifting nature of the debris is indicative of a burrowing creature in the area. A BIG burrowing creature.
Galdur XXI
|
"Maybe we should spread out a little bit as well. Lots of creatures in the dark, like my planar companion, recognize steps on the floor better than the color of your coat," the dwarf says.
30 feet apart or so?
| Dungeon Master S |
Sorry guys, I'll get a full on post later today.
| Dungeon Master S |
The refuse in this area is very very deep, but reasonably stable. If you make a DC 15 Acrobatics check at the start of your round, you can walk atop it. If you fail you don't stay on top and treat the area as difficult terrain.
Alan Baird a'Lorien: 1d20 + 10 ⇒ (7) + 10 = 17
Galdur XXI: 1d20 + 1 ⇒ (5) + 1 = 6 (or 4)
Omrax the Bold: 1d20 + 4 ⇒ (16) + 4 = 20
Wreck: 1d20 + 0 ⇒ (1) + 0 = 1
DC 33-20 = 11. 11*10=110
Despite being cautious, as you travel towards the ruins, you're ambushed by a group of morlocks and a pair of SOMETHING (Knowledge (Dungeoneering) to identify.) jump out from below. You were nearly upon them. The terrain is treacherous, and as a result no one gets the leg up.
Enemy: 1d20 + 6 ⇒ (13) + 6 = 19
Alan Baird a'Lorien: 1d20 + 4 ⇒ (8) + 4 = 12
Galdur XXI: 1d20 - 1 ⇒ (16) - 1 = 15
Omrax the Bold: 1d20 + 3 ⇒ (13) + 3 = 16
Wreck: 1d20 + 3 ⇒ (17) + 3 = 20
| Dungeon Master S |
Initiative Repost (Remember difficulty of moving, so start with Acrobatics.)
Wreck:
Enemy:
Omrax the Bold:
Galdur XXI:
Alan Baird a'Lorien:
| Dungeon Master S |
That's only if you want to move. You're essentially rooted otherwise. If you fail the check it's simply difficult terrain.
So it's still Wreck's turn, he just considers the area difficult terrain.
| Dungeon Master S |
As Wreck Advances, the morlocks do the same (though their sill at moving makes it a sure thing.) A pair get close enough to the half orc to swing with their clubs:
Club 1: 1d20 + 7 ⇒ (3) + 7 = 10
Club 2: 1d20 + 7 ⇒ (12) + 7 = 19
but they bounce like children's toys. The sharks, however, are FAR more frightening. Their very bodies drip with ichor and acid. While no one recognizes their exact species, it's obvious that their very touch will cause harm, and even touching the beast will expose you and your equipment to it.
One bites at Wreck: Bite: 1d20 + 19 ⇒ (16) + 19 = 35 and grabs his leg for DMG: 2d6 + 13 ⇒ (1, 2) + 13 = 16 and it's teeth drip with poison. FORT: 1d20 + 15 ⇒ (7) + 15 = 22. It's vile saliva works it's way into Wreck doing DMG: 1d3 ⇒ 2 points of CON damage.
The other goes for Alan:Bite: 1d20 + 19 ⇒ (2) + 19 = 21, but the brawler dodges it.
Round 1 Update
Wreck: Advances
Enemy: Advances and one shark gets Wreck
Omrax the Bold: Current
Galdur XXI: On deck
Alan Baird a'Lorien: in the hole
Wreck: Poisoned
Rounds: 1
Saves: 0
Morlock 1:
Morlock 2:
Morlock 3:
Morlock 4:
Morlock 5:
Morlock 6:
Morlock 7:
Morlock 8:
Shark 1:
Shark 2:
| Dungeon Master S |
Yeah, it's a step up in difficulty, welcome back to Season 5!
Galdur XXI
|
Galdur sparks an emerald flame which he throws at the creature opposite Wreck. A force of nature erupts where it lands and begins slamming fists of stone at the creature.
slam: 1d20 + 14 + 2 ⇒ (15) + 14 + 2 = 31, smash: 2d6 + 7 ⇒ (1, 5) + 7 = 13
slam: 1d20 + 14 + 2 ⇒ (20) + 14 + 2 = 36, smash: 2d6 + 7 ⇒ (4, 3) + 7 = 14
confirm: 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24, smash: 2d6 + 7 ⇒ (6, 4) + 7 = 17
| Dungeon Master S |
The force of nature slams the beast twice, the second hit making a massive impact! The beasts uncanny make up prevents the worst of the hits to make it through. Some of the ichor drips off of its hide and hurts the elemental.
REF: 1d20 + 1 ⇒ (20) + 1 = 21
REF: 1d20 + 1 ⇒ (12) + 1 = 13
Despite the quick movements, the elemental can't pull away fast enough and takes a total of 3d8 ⇒ (6, 2, 6) = 14 acid damage.
Omrax and Alan! (Alan also has an AoO to take for the missed bite IRRC)
Wreck: Poisoned
Rounds: 1
Saves: 0
Morlock 1:
Morlock 2:
Morlock 3:
Morlock 4:
Morlock 5:
Morlock 6:
Morlock 7:
Morlock 8:
Shark 1: 24
Shark 2:
Omrax the Bold
|
Acrobatics : 1d20 - 5 ⇒ (4) - 5 = -1 nope, not going anywhere fast.
Omrax looks at the beasts and it reminds him of some skeletal demons he fought once.
"Alas Sir Wreck, I have no protection from their acid for you. But I shall smite them if I can. The Inheritor will guide our blades. "
Call smite as swift action vs closer beast then cast lance of light.
Aoo vs AC 31?
If he gets the spell off, then he will drop his Greatsword, otherwise he will move over towards Wreck.
| Dungeon Master S |
AoO: 1d20 + 19 - 4 ⇒ (15) + 19 - 4 = 30. The silver lining of being caught in the refuse is the cover it provides. The shark's bite falls just short of the paladin.
Alan Baird a'Lorien
|
Sorry got busy, and when I checked yesterday the website was down.
At the attempt to bite, Alan brings his foot back and then snaps it forward, hitting the creature in the jaw.
1d20 + 14 + 1 ⇒ (7) + 14 + 1 = 222d6 + 8 ⇒ (6, 4) + 8 = 18
On his turn Alan will release a flurry of fists and feet at his foe.
1d20 + 14 - 2 - 1 ⇒ (7) + 14 - 2 - 1 = 182d6 + 8 ⇒ (2, 5) + 8 = 15
1d20 + 14 - 2 - 1 ⇒ (2) + 14 - 2 - 1 = 132d6 + 8 ⇒ (4, 5) + 8 = 17
1d20 + 9 - 2 - 1 ⇒ (13) + 9 - 2 - 1 = 192d6 + 8 ⇒ (4, 6) + 8 = 18
| Dungeon Master S |
Unfortunately all of Alan's attacks (and the AoO) fail to harm the shark.
Wreck, begin Round 2 (and start with a fortitude save.)
Wreck: Poisoned
Rounds: 1
Saves: 0
Morlock 1:
Morlock 2:
Morlock 3:
Morlock 4:
Morlock 5:
Morlock 6:
Morlock 7:
Morlock 8:
Shark 1: 44
Shark 2:
Wreck
|
Wreck takes a step forward and sarts to hack into every enemy around him, attacking the shark thing third
This excludes bonuses from other members
Attack 1: 1d20 + 18 ⇒ (18) + 18 = 36
Attack 2: 1d20 + 18 ⇒ (7) + 18 = 25 No Dex bonus to armor
Attack 3: 1d20 + 18 ⇒ (20) + 18 = 38
Confirm: 1d20 + 18 ⇒ (11) + 18 = 29
Attack 4: 1d20 + 18 ⇒ (3) + 18 = 21
FS: 1d20 + 15 ⇒ (1) + 15 = 16
Damage 1: 1d12 + 23 ⇒ (3) + 23 = 26
Damage 2: 1d12 + 23 ⇒ (6) + 23 = 29
Damage 3: 3d12 + 69 ⇒ (7, 2, 10) + 69 = 88
Damage 4: 1d12 + 23 ⇒ (1) + 23 = 24