Zandu K. Rool
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Zandu prods about looking for some way to contact allies in the pathfinder organization. Before looking at the darkness above and pulling out a dark and oily potion and reluctantly drinking it.
will go ahead and drink a potion of dark vision
Butyl Ithyomsson
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Butyl examines the half geode. "I think I've seen this before. It's a communication devices used by some Venture-Captains, right? I don't know who has the other half, but we could use whatever allies we can get."
Butyl whispers into the geode. "Adril Hestram is a traitor. Skyreach under attack."
Don't remember the scenario, but there was definitely one where you were supposed to report back to the VC by speaking into half of a geode.
Also, how many ambassador rooms were there?
After speaking into the geode, Butyl doubles back and examines the Mwangi totem pole. Something about it seemed significant...
Spellcraft: 1d20 + 9 ⇒ (6) + 9 = 15
Perception: 1d20 + 11 ⇒ (9) + 11 = 20
Adaxis
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Adaxis examines the ledgers with names and dates and visitors in the well furnished room (#12). He signs his own name and offers it to his friends to sign.
We don't want to be disrespectful visitors, am I right?
Then, he attempts to find the referenced journals or notes supposedly filed elsewhere within the chamber before going upstairs.
Perception, t10: 10 + 38 = 48
Let's find some more clues before we go up dose stairs.
| DM Feral |
Adaxis finds nothing useful among the journals.
The party ascends the stairs into a hall that displays architectural artifacts recovered from the ruined islands of lost Azlant, far to the west. Renderings of strange designs hang as backdrops behind scale models of various structures. Excerpts from Pathfinder journals document the post-Starfall migration and cultural progression of the survivors of Azlant’s destruction.
The pair of large clockwork creatures standing guard here immediately move to attack the party!
Adaxis: 1d20 + 1 ⇒ (7) + 1 = 8
Butyl: 1d20 + 7 ⇒ (14) + 7 = 21
Zandu: 1d20 + 9 ⇒ (8) + 9 = 17
Zarzuket: 1d20 + 13 ⇒ (11) + 13 = 24
Clockwerks: 1d20 + 1 ⇒ (9) + 1 = 10
Butyl, Zandu, and Zarzuket are up.
Zandu K. Rool
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Zandu sighs and clicks his heels together and steps towards blue and attacks.
attack 1 Pa: 1d20 + 24 - 2 + 1 ⇒ (16) + 24 - 2 + 1 = 39 Pa damage: 1d6 + 38 - 2 ⇒ (4) + 38 - 2 = 40
crit 1 Pa: 1d20 + 24 - 2 + 1 ⇒ (11) + 24 - 2 + 1 = 34 Pa damage: 1d6 + 38 - 2 - 13 ⇒ (4) + 38 - 2 - 13 = 27
attack 2 Pa: 1d20 + 19 - 2 + 1 ⇒ (12) + 19 - 2 + 1 = 30 Pa damage: 1d6 + 38 - 2 ⇒ (4) + 38 - 2 = 40
attack 3 Pa: 1d20 + 14 - 2 + 1 ⇒ (15) + 14 - 2 + 1 = 28 Pa damage: 1d6 + 38 - 2 ⇒ (3) + 38 - 2 = 39
haste Pa: 1d20 + 24 - 2 + 1 ⇒ (7) + 24 - 2 + 1 = 30 Pa damage: 1d6 + 38 - 2 ⇒ (5) + 38 - 2 = 41
crit attack 3 Pa: 1d20 + 14 - 2 + 1 ⇒ (2) + 14 - 2 + 1 = 15 Pa damage: 1d6 + 38 - 2 - 13 ⇒ (3) + 38 - 2 - 13 = 26
Butyl Ithyomsson
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"Whoa!"
Butyl casts a spell to drop the creature in a pit.
DC 26 Reflex for Hungry Pit on the red one.
Fall damage: 6d6 ⇒ (1, 5, 2, 2, 4, 6) = 20
Zandu K. Rool
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reflex: 1d20 + 20 + 1 - 2 ⇒ (17) + 20 + 1 - 2 = 36
evaded
Zandu turns around just as the construct explodes striking a heroic pose as he does so.
"the trick is not to look at the explosion... Also we may want to watch out these guys explode"
Butyl Ithyomsson
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Crushing Damage: 4d6 ⇒ (6, 1, 2, 2) = 11
"Well, Adaxis and Zandu, be ready for when he gets out."
Wand of CLW: 1d8 + 1 ⇒ (8) + 1 = 9
Zandu K. Rool
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Zandu will move closer to the pit and wait for the monster to climb out of the hole tapping his shoes impatiently occasionally tossing his scimitar and catching it again.
"think it can use a rope?"
will also deactivate the shoes for now
Adaxis
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Adaxis flies above the pit (as far up as possible) and casts Stone Discuss at the construct.
RTA: 1d20 + 11 ⇒ (17) + 11 = 28
magic cold iron, silver, blunt dmg: 4d6 ⇒ (6, 2, 5, 2) = 15
RTA: 1d20 + 11 ⇒ (12) + 11 = 23
dmg: 4d6 ⇒ (1, 4, 4, 5) = 14
RTA: 1d20 + 11 ⇒ (7) + 11 = 18
dmg: 4d6 ⇒ (1, 5, 4, 1) = 11
| DM Feral |
I'm going to assume Zarzuket continues delaying.
Adaxis hits once but his discus doesn't seem to do much damage to the construct.
Climb: 1d20 ⇒ 9
It emerges from the pit and unfolds itself into a wall of grinding gears.
Slashing Damage vs Zandu and Butyl: 15d6 ⇒ (6, 3, 5, 6, 4, 2, 4, 1, 3, 4, 5, 3, 1, 2, 4) = 53
Zandu and Butyl can make a DC 18 reflex save. If you succeed you can take half damage and stay in your square or take none and get shunted out of the wall.
The party is up.
Butyl Ithyomsson
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Reflex: 1d20 + 10 ⇒ (12) + 10 = 22
Butyl hurries out of the way of the grinding gears.
"Nope, nope, nope!"
Delay
Zandu K. Rool
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reflex: 1d20 + 20 - 2 ⇒ (3) + 20 - 2 = 21
Zandu will wait for Butyle and "Shade" to move out the danger zone and attack the golem tapping his heels together.
unless they chose not to
attack 1 Pa: 1d20 + 24 - 2 + 1 ⇒ (10) + 24 - 2 + 1 = 33 Pa damage: 1d6 + 38 - 2 ⇒ (3) + 38 - 2 = 39
attack 2 Pa: 1d20 + 19 - 2 + 1 ⇒ (5) + 19 - 2 + 1 = 23 Pa damage: 1d6 + 38 - 2 ⇒ (5) + 38 - 2 = 41
attack 3 Pa: 1d20 + 14 - 2 + 1 ⇒ (18) + 14 - 2 + 1 = 31 Pa damage: 1d6 + 38 - 2 ⇒ (1) + 38 - 2 = 37
haste Pa: 1d20 + 24 - 2 + 1 ⇒ (9) + 24 - 2 + 1 = 32 Pa damage: 1d6 + 38 - 2 ⇒ (4) + 38 - 2 = 40
crit 3 Pa: 1d20 + 14 - 2 + 1 ⇒ (6) + 14 - 2 + 1 = 19 Pa damage: 1d6 + 38 - 2 - 13 ⇒ (1) + 38 - 2 - 13 = 24
Adaxis
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Adaxis withdraws out of the danger zone.
| DM Feral |
Butyl moves in the room with the machinary.
The granite walls of this narrow chamber are mounted with metal plates supporting huge iron gears, all turning slowly, churning an array of chains, belts, cogs, and other devices. The west section of the chamber opens into a wider, clover-shaped chamber to the south, its walls armored in bronze and copper plates. Copper nozzles protrude from between the plates, dripping black grease. The grease stains the floor beneath in pools of scintillating rainbow.
When he rests his hands on the cogs, their purpose fills his mind: This machinery is used to repair and maintain the clockwork golems the party just destroyed. Someone came through this area recently and activated the golems and ordered them to guard this chamber from intruders.
| DM Feral |
Dozens of artistically displayed chunks of twisted, unidentifiable metal, embossed with alien symbols, decorate this chamber. Maps placed near individual chunks denote the locations and specific years in which the items were discovered. The north wall has two alcoves. On the floor in front of the eastern arch lies a metal door, apparently blown off its hinges. Numerous spatters of blood crisscross the floor.
Butyl Ithyomsson
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Perception : 1d20 + 11 ⇒ (15) + 11 = 26
-Posted with Wayfinder
Butyl Ithyomsson
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"The blood goes through the arch to the right. That's where we need to go."
-Posted with Wayfinder
| DM Feral |
Adaxis: 1d20 + 1 ⇒ (8) + 1 = 9
Butyl: 1d20 + 7 ⇒ (19) + 7 = 26
Zandu: 1d20 + 9 ⇒ (6) + 9 = 15
Zarzuket: 1d20 + 13 ⇒ (4) + 13 = 17
Ferocleus: 1d20 ⇒ 3
Pycerat: 1d20 + 8 ⇒ (13) + 8 = 21
Valicia: 1d20 + 3 ⇒ (14) + 3 = 17
Ranged Touch (flatfooted): 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22
Fire Damage: 4d6 ⇒ (1, 3, 3, 4) = 11
Sneak Attack: 2d6 ⇒ (3, 2) = 5
Ranged Touch (flatfooted): 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18
Fire Damage: 4d6 ⇒ (2, 3, 1, 2) = 8
As the party is studying the trail of blood, Zarzuket suddenly gets a flash of danger but it's too late! A pair of fiery rays streak through the air and slam into his chest.
In addition to the damage Zarzuket needs to make a DC 15 fortitude save vs death attack. If he succeeds he can act in the surprise round. The ? on the map is where the rays were fired from.
Zarzuket "Shade"
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Shade will walk back out of line of sight out of the room and start casting summon monster VII and will use telepathic bond which I cast earlier to warn the group.
if they are using see invisible I have non detection cast
| DM Feral |
Spellcasting can be heard within the room and suddenly a terrifying carpet of centipedes appears, swarming over the party.
Swarm Damage vs Butyl, Adaxis, and Zandu: 4d6 ⇒ (3, 5, 3, 2) = 13
Plus make a DC 21 fortitude save vs poison or take 1d4 ⇒ 1 dexterity damage and make a second DC 21 fortitude save or be nauseated for a turn.
Swarm Damage vs Butyl, Adaxis, and Zandu: 4d6 ⇒ (3, 1, 6, 3) = 13
Plus make a DC 21 fortitude save vs poison or take 1d4 ⇒ 1 dexterity damage and make a second DC 21 fortitude save or be nauseated for a turn.
Swarm Damage vs Zarzuket: 4d6 ⇒ (3, 4, 5, 2) = 14
Plus make a DC 21 fortitude save vs poison or take 1d4 ⇒ 4 dexterity damage and make a second DC 21 fortitude save or be nauseated for a turn.
Round 1: Butyl is up.