GM zebeev |
Down the western corridor it is!
After walking to the west for about ten minutes, the corridor finally makes a sharp L-shaped turn to the north once more. As you come around the bend, you notice an unconscious half-orc in fighting harness sprawled on the ground. Above him, a wooden sledgehammer dangles from a rope beneath an open ceiling panel. A few feet past the half-orc up the corridor, another chalk “X” as seen before has been scrawled on the floor.
What do you do?
GM zebeev |
From what Safa can see, that white X marked out in chalk is most definitely marking a trap - one that has already been tripped by the unfortunate half-orc.
Sandokar turns the half-orc over, and a quick examination reveals a deep fatal gash across the half-orc’s torso in addition to the massive welt and obvious head injury that the sledgehammer trap dealt. You figure that he was likely knocked unconscious from the hammerblow, then succumbed to his previous wounds, bleeding out on the stone floor.
You can also plainly see that his face is covered in dye similar to the red one you saw before, however this one is a vibrant lime-green. Faint tracks in red dye can still be seen heading north.
What do you wish to do?
Cornelius "cork" Dornbirk |
Was the fatal gash fatal? Or it just will be if we don't heal him soon?
"I wonder what caused that gash. Somehow I was under the impression that this training was not meant to be lethal. You know, padded swords and all that." Cork peers up the passageway, willing himself to see farther. "I guess we'd better be extra cautious."
Safa Yuntha |
"We should move on." Safa digs through her bag looking for pen and journal. Of course I forgot to bring them. Safa lets out a sigh. "I doubt they left dead bodies for us to discover, so I'll report this when we finish. If anyone has paper and a pen, can you mark this location? Stay alert!"
When the party moves on Safa will take the lead and be perceptive.
Perception: 1d20 + 5 ⇒ (17) + 5 = 22
OG3-PreGen |
Kyra stumbles into the corridor where she finds the pathfinders. She gasps some words trying to catch her breath and report her lateness. So, so sorry. Valsin mixed up my orders. I was given your most recent location and have been rushing to find you. Just, just let me take a breath. Whew.
Kyra is an olive-skinned dame wielding scimitar and holy symbols of Sarenrae. Her clothes are blanched from long exposure to sun but her weapons and gear gleam with brilliance.
"Oops" Singebottom |
Oh It's quite alright Kyra, I'm oops this is Jinx, I'll let the others introduce theirselves when they've finished up. Basically we've found traps, trails of blood colored liquid and foot prints with the same liquid. I thinks Zeviss called it some kind of metallic liquid. Oh and this guy here...ya he unfortunately didn't make it..
Did we find any identifying symbols on the guy? Like a crest or way finder, tattoo, or anything?Oops will keep light cast on his dagger and lend it to anyone who needs the light source. Also about every 60 ft or so Oops will cast detect magic.
I guess we keep following the tracks?
Oops is perturbed by the body, though he tries not to show, it's obvious he's bothered by it.
GM zebeev |
Did we find any identifying symbols on the guy? Like a crest or way finder, tattoo, or anything?
Curiously, the half-orc is wearing no identifying symbols of the Grand Lodge, or the Pathfinder Society in general. He has various guild tattoos on his body, rings around the forearm signifying an apprenticeship as a mason and one as a blacksmith, but nothing related to the Society.
A Survival (Tracking) check can help to identify the faint red tracks, but it will be more difficult than before due to the marker dye drying up. Other than that, the only way is back the way you came, or forward.
Cornelius "cork" Dornbirk |
Survival: 1d20 + 0 ⇒ (14) + 0 = 14
Cork takes a moment more to examine the dead half-orc. He doesn't find anything more than what the others found. He grimaces. "This is getting more serious. Let's follow these tracks as best we can."
He points in the general direction that he thinks the tracks are going then looks to Safa. "Ready?" He steps up next to her as they move on.
GM zebeev |
Seems like in the outages, I forgot to mention a rather important point - the half-orc was also carrying a masterwork adamantine dagger, all shiny and new, its meteor-metal forged blade criss-crossed with otherworldly designs. Best to resolve who is going to wield it going forward now on the walk to the next room.
The hallway finally comes to a doorway, and as you approach it, you peer into it to see a room roughly 25 x 40 feet. The dungeon’s usual red hue is dramatically accented here with a fresh coating of red, and for once, you’re certain that this is no marker dye.
Three corpses lie scattered around the room, all hacked apart with great force. The arterial spray from the last moments of their lives spatters the walls and ceiling, and pools on the floor. A dim crimson glow spills from a wide archway to the north, casting a garish light upon the twisted faces of the dead. An open chest sits against the eastern wall, with a chain in two seperate links scattered on the floor around it.
In the middle of the room. between you and a 20 foot wide archway is an grisly-looking automaton, its design evoking stylized hobgoblin features. It appears to be damaged from the battle, having lost a hand. In addition, the robot’s exposed gears and legs are gummed by what looks like a tanglefoot bag's residue, sticking it to the floor.
It tries to lurch towards you, but finds itself immobile. It begins hacking away at the viscous goo, and lets out a terrifying screeching sound.
Cork: 1d20 + 7 ⇒ (6) + 7 = 13
Kyra: 1d20 + 0 ⇒ (12) + 0 = 12
Oops: 1d20 + 2 ⇒ (17) + 2 = 19
Safa: 1d20 + 2 ⇒ (18) + 2 = 20
Sandokar: 1d20 + 3 ⇒ (4) + 3 = 7
Zeviss: 1d20 + 3 ⇒ (3) + 3 = 6
Haven: 1d20 + 2 ⇒ (19) + 2 = 21
Enemy: 1d20 + 0 ⇒ (16) + 0 = 16
Round 1:
BATTLEMAP
(those bolded may act)
21 Haven
20 Safa
19 Oops
16 **Enemy**
13 Cork
12 Kyra
07 Sandokar
06 Zeviss
I've placed your minis on the battlemap to roughly mirror the marching order established back in the corridors. Feel free to move it how you see fit, basically so as long as you start your first turn in the yellow dotted-line area, I'm fine with it.
So before we get knee-deep on combat, anyone who would potentially like to utilize the adamantine dagger found on the half-orc should roll off for it, or come to an agreement of sorts. We'll retcon such decision as having happened on the minutelong walk north from the bend in the corridor where the half-orc was found, and therefore able to be drawn in the first round of combat.
"Oops" Singebottom |
Ack!!!!Jinx come back to me!
Jinx suddenly vanishes from the air and a bright blue tattoo of a raven can be seen slightly glowing around Oops's neck. Oops shields his eyes with his arms and points his open hand at the strange creature, while cowering down to a squat.
Oops will cast burning hands angling the cone to keep it from catching Safa. I get a boost to my caster level from pyromaniac and mage's tattoo. So my Burning hands is cast as if 3rd level.
Burning Hands: 3d4 + 3 ⇒ (3, 1, 4) + 3 = 11
DC:16 Reflex save for half damage.
10+4+1+1( base+Cha mod+ Spell lvl+Spell Focus)
GM zebeev |
The demonic-looking construct thrashes and wrenches around in the sticky goop, burned horribly by Oops' gout of magical flame. In response, it aims a shoulder-mounted crossbow at the gnome sorcerer and lets loose its quarrel.
MWK light crossbow: 1d20 + 3 ⇒ (13) + 3 = 16
Damage (P): 1d8 ⇒ 3
The bolt sinks into Oops with a sickening sound.
Round 1b:
BATTLEMAP
(those bolded may act)
20 Safa
19 Oops
16 **Enemy**
21 Haven (delayed)
13 Cork
12 Kyra
07 Sandokar
06 Zeviss
OG3-PreGen |
Krya slams here eyes shut at the introduction of the golem. She finds her courage in Sarenrae. My god, join me in this battle. Kyra belts a prayer and an ethereal scimitar appears behind the golem.
Cast Spiritual Weapon and move to close with the golem.
spiritual scimitar: 1d20 + 7 ⇒ (12) + 7 = 19
force damage: 1d8 + 2 ⇒ (7) + 2 = 9
"Oops" Singebottom |
In response, as the bolt impacts Oops’ skin, he instantly *poofs* into a smoky vapor and the bolt passes all the way through and clanks against the wall.
Immediate action cast Windy Escape: DR 10 magic, Immune to crits, sneak attack, and poison.
Ugh woah! That was strange...ugh!... A wave of nausea washes over Oops in anticipation of the incoming bolt, but he manages to fight it off.
Cornelius "cork" Dornbirk |
Cork doesn't hesitate and steps straight towards the golem. He draws his cutlass in a smooth action and strikes at the creature. As he moves he draws on his magical powers and a shield of protection encompasses him.
cutlass@golem: 1d20 + 5 ⇒ (13) + 5 = 18
damage: 1d6 + 3 ⇒ (3) + 3 = 6
Arcane pool: spellshield +4 AC
Zeviss Gloomgale |
With a mournful sigh, Haven steps to her left and up to get in flanking position opposite Kyra and attempts to slam into the golem with her ectoplasmic arms.
Slam (Flank): 1d20 + 4 ⇒ (18) + 4 = 22
Slam Damage: 1d6 + 2 ⇒ (4) + 2 = 6 bludgeoning
Assuming it's immune to mind-affecting effects, it doesn't have to save against Miserable Strike.
Zeviss raises his crossbow and tries to get a clear shot amidst the fighting.
Crossbow Shot (Firing Into Melee): 1d20 - 2 ⇒ (17) - 2 = 15
Crossbow Damage: 1d8 ⇒ 5 piercing
Regardless of a hit or a miss, he immediately reloads his crossbow for another shot.
GM zebeev |
@Oops: Unfortunately, windy escape is a Sylph spell from Advanced Race Guide, and as such, can only be used by those races in Organized Play.
Note: Alternate racial traits, racial archetypes, racial evolutions, racial feats, and racial spells are only available for characters of the associated race.
Unless you've a boon or something that grants you access to the spell, I have to abide by the organized play rules and not allow it.
Kyra's spiritually summoned scimitar slices through the scarred synthetic sentry, and Cork's crafty cutlass cuts into the crimson construct, although not as effective as he might have hoped.
Haven's ghastly attack slams into the construct, and Zeviss' crossbow bolt finds its mark on the mechanical beast, but deflects off its armour wihtout so much as a scratch.
In the ensuing melee, Sandokar attempts to hit the mechanial threat with a dagger, but finds it difficult to accurately place his shot with the crowd around it.
From the archway to the north, the sounds of bursts of air ring out, and two darts attached to metal cords flit through the air toward the party!
1st Random Target, alphabetical: 1d4 ⇒ 4 - Cork/Haven/Kyra/Safa
Attack vs. Safa, ranged: 1d20 + 6 ⇒ (20) + 6 = 26 - Critical chance
Attack vs. Safa, ranged: 1d20 + 6 ⇒ (6) + 6 = 12 - not confirmed
Damage, electric: 1d3 + 1 ⇒ (2) + 1 = 3 plus staggered for 1 round, DC 13 Fort negates
Safa Fort Save: 1d20 + 5 ⇒ (19) + 5 = 24 - staggered condition successfully negated
2nd Random Target: 1d4 ⇒ 3 - Cork/Haven/Kyra/Safa
Attack vs. Kyra, ranged: 1d20 + 6 ⇒ (9) + 6 = 15 - miss
Now that the trap has triggered, the party can clearly see the ports from which the cabled darts are firing - four ports, but only two have fired. A clinking sound can be heard from beyond the archway, and the wires are beginning to re-wind.
These wires being exposed would give you a chance to disable the device by cutting them, although given they are electrically charged, you'd be risking electric shock in doing so.
Round 2a:
BATTLEMAP
(those bolded may act)
20 Safa (3 dmg)
19 Oops
16 Enemy (22 dmg)
21 15 Haven
13 Cork
12 Kyra
07 Sandokar
06 Zeviss
"Oops" Singebottom |
You are correct the app I was using to build him from didn’t have that annotated as a Sulph only spell, thanks for letting me know.
*Retcon*Oops lets out a yelp as the bolt impacts, and begins to freak out. Ugh! It hurts, Jinx! What do I do? Oops begins to gag as he holds his wound. Oops will move out of line of sight from the Robot and draw his crossbow.
GM zebeev |
Surrounded on all sides, the construct tries to move once more, but its feet are still attached firmly to the floor thanks to the tanglefoot admixture. The red-hued guardian brings it's remaining arm up, revealing a blade attached in lieu of a hand. It lashes out wildly, with reckless abandon.
Random target, alphabetical: 1d4 ⇒ 3 - Cork/Haven/Kyra/Safa
Melee, mwk longsword: 1d20 + 8 ⇒ (15) + 8 = 23
Damage, slashing: 1d8 + 4 ⇒ (6) + 4 = 10
The arm-blade slashes the cleric across her torso, and crimson rivulets begin to pool and peek through her orderly robes.
Round 2b:
BATTLEMAP
(those bolded may act)
20 Safa (3 dmg)
24 dmg
19 Oops
16 **Enemy**
21 15 Haven
13 Cork
12 Kyra
07 Sandokar
06 Zeviss
Zeviss Gloomgale |
Same routine as before - Haven with the slam, Zeviss with the shot.
Slam (Flank): 1d20 + 4 ⇒ (19) + 4 = 23
Slam Damage: 1d6 + 2 ⇒ (6) + 2 = 8 bludgeoning
Crossbow (Firing Into Melee): 1d20 - 2 ⇒ (2) - 2 = 0
Crossbow Damage: 1d8 ⇒ 5
GM zebeev |
Haven slams into the construct, and the light in its eyes fades to nothingness. It slumps over, and whatever force that powered it is no longer there. It is nothing more than a statue, a monument to those it seemingly slaughtered before you arrived.
However, you still have the archway trap to contend with - the lines from the first two darts are still extended, but you think that it could fire again at any time now!
To clarify, there's four ports in which the darts fire from in this trap; two of which fired in Round 1 - at the end of the initiative order for Round 2, it'll fire again unless it's deactivated or destroyed. You can cut the exposed lines by attacking them in the round after it fires, or you can move to the green outlined area and disable the trap with a Disable Device check.
@Zeviss: Given that Haven's turn stopped the construct, I'll let you take a different approach for Zeviss' actions in Round 2.
OG3-PreGen |
Kyra takes a chop across the chest and her mind flashes back to the battlegrounds of her youth. I will not be bested this day! and before she extracts her satisfaction the golem is rendered inert, disappointingly. She quickly centers herself on the context of the melee and sends the spiritual weapon to sever the wires of the imminent trap.
move action sends the spectral weapon to the wires for disabling
spiritual weapon: 1d20 + 7 ⇒ (19) + 7 = 26
damage: 1d8 + 2 ⇒ (3) + 2 = 5
spiritual weapon crit confirm: 1d20 + 7 ⇒ (7) + 7 = 14
damage: 1d8 + 2 ⇒ (3) + 2 = 5
Kyra herself channels the healing power of Saranrae for the group.
channel: 2d6 ⇒ (4, 2) = 6
GM zebeev |
Kyra's spiritual weapon slices through the first wire with a twanging sound, and the dart is free of it's cable, never to be fired again.
One exposed wire remains, and the trap is priming itself to fire once more after everyone has taken their turn.
Round 2b:
BATTLEMAP
(those bolded may act)
20 Safa (3 dmg)
24 dmg
19 Oops
16 **Enemy**
21 15 Haven
13 Cork
12 Kyra
07 Sandokar
06 Zeviss
00 TRAP!
Cornelius "cork" Dornbirk |
Sorry. Lost track that I was up in this one...
As the construct stops moving, Cork turns his attention to the darts that came out of the wall. He moves to the one that Kyra didn't attack and slices with his cutlass.
cutlass@dart: 1d20 + 5 ⇒ (1) + 5 = 6
GM zebeev |
Cork attempts to cut the remaining line with his trusty cutlass, but the line retracts and his blade misses its mark.
With a clicking sound, two more darts launch at their targets!
Random Target, alphabetical: 1d4 ⇒ 4 - Cork/Haven/Kyra/Safa
Attack, ranged (dart): 1d20 + 6 ⇒ (18) + 6 = 24 - hit
Damage, electric: 1d3 + 1 ⇒ (3) + 1 = 4, plus staggered
DC 13 Fort save to negate staggered condition: 1d20 + 5 ⇒ (10) + 5 = 15
The first dart fires at Safa, impacting with a sickening sound. A moment after it pierces her flesh, a jolt of energy electrifies the attached wire, dealing 4 electric damage.
Random Target, alphabetical: 1d4 ⇒ 2 - Cork/Haven/Kyra/Safa
The second dart flits through the air towards Haven, but it passes harmlessly through her incorporeal form.
Round 3:
BATTLEMAP
(those bolded may act)
20 Safa (7 dmg)
19 Oops
15 Haven
13 Cork
12 Kyra
07 Sandokar
06 Zeviss
00 TRAP!
Two wired darts are now exposed (and can be severed with a successful attack against AC 11), and the third is retracted into the trap, ready to fire at Initiative 0 (this one can only be prevented with a DC 10 Disable Device check to disarm the trap).
GM zebeev |
Disable Device: 1d20 + 13 ⇒ (11) + 13 = 24
In the ensuing confusion, you see a lone male approach the archway, pry open a panel in the metal siding, then tinker with the innards. A clanking sound grumbles from the archway, and the wires fully retract into the firing ports. A small trap door closes up each hole, and the trapped archway appears to be rendered inert.
The man, stoic in his expression, lifts his hands in a show of neutrality. "I intend you no harm - I... came back when I heard the ringing of steel. I... assumed that... thing was coming back for us."
He looks around the room to the slaughtered bodies that lay haphazardly across it, which elicits nothing more than a wince. "... the others, they... they barely had a chance to defend themselves."
GM zebeev |
"My name is Meleren. With Harlo the Tooth's crew, the Blood-Red Raiders. Well, I was. Soon as blood started hitting the floor, damned coward ran off." the man's brows furrow slightly at the mention of Harlo.
"I threw a tanglefoot bag at the construct, then me and one other - Shechera - retreated through the archway. She's hurt real bad though, I can't get the bleeding to stop."
Sure enough, you spot a two pairs of bloody tracks heading north through the arch.