| GM BPChocobo TK1 |
Hey guys, because the next PbP Game day has started and I wanted to run you all through the next level of Thornkeep for it, we're going to call the dungeon complete by Friday. I'll try to hand out Chronicle sheets by then so you can level up and by Monday we start going in deeper!
Thus, to expedite this, please post any Day Job checks you have, then PM me your PFS # for this PC, faction, email address, and name before Friday.
| GM BPChocobo TK1 |
Also to move things along... the searchings!
Among the various goblins, only one has anything of interest: a bag tucked into its belt that contains an emerald ring worn by a severed human finger. It is non-magical, but still in good shape and valuable (about 100 gold crowns).
Pelkin Norwind
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I forgot about that! To speed things along we will heal up as needed and then go and find the next/last encounter and take care of that threat. Then, hopefully, we'll find the entrance to the next level.
| GM BPChocobo TK1 |
Taking preparations and securing threats (only the single unconscious goblin, who I will assume is either CDG or bound), the party reaches the door on the other side of the goblin's lair. Despite double checking for any potential threats, no noise can be heard from the other side.
Guido opens the door, exposing a room that might have once been a study, but it has fallen into complete ruin. The entire southeast corner has collapsed, apparently because of some sort of drilling machine that emerged from the northwest corner and is now half-buried under the rubble. Another wooden door appears to the southwest.
Map updated!
Pelkin Norwind
|
Pelkin will cautiously enter the room, checking for pitfalls and nasty things along the way as he is not sure the room is safe from all the drilling. He'll peek into the NW passageway once he has position to do so.
Perception: 1d20 + 10 ⇒ (18) + 10 = 28
Know Engineering: 1d20 + 1 ⇒ (7) + 1 = 8
Horgrym
|
Horgrym investigates the drilling machine.
Perception: 1d20 + 5 ⇒ (10) + 5 = 15
Knowledge (dungeoneering): 1d20 + 5 ⇒ (4) + 5 = 9
| GM BPChocobo TK1 |
@Pelkin: You can tell that the rubble surrounding the drilling machine is not stable; if it's significantly disturbed it could slide further down trapping anyone nearby.
To the northwest, another chamber seems to have partially collapsed; jagged openings peer into a dark cavern. While most of the area is covered in dust, you can tell that some of it has been disturbed.
@Horgrym: As you approach to inspect the drilling machine, you can tell a faint light still glows from inside the machine.
However, its inspection will have to wait as a being made of rock and earth rises from the rubble and approaches menacingly!
EE: 1d20 - 1 ⇒ (1) - 1 = 0
Amarthecthel: 1d20 + 2 ⇒ (10) + 2 = 12
Dyn: 1d20 + 1 ⇒ (13) + 1 = 14
Guido: 1d20 + 1 ⇒ (5) + 1 = 6
Horgrym: 1d20 + 1 ⇒ (17) + 1 = 18
Pelkin: 1d20 + 4 ⇒ (17) + 4 = 21
Twigg: 1d20 + 1 ⇒ (3) + 1 = 4
Mexel: 1d20 + 3 ⇒ (18) + 3 = 21
Init Order:
Pelkin
Horgrym
Dyn
Amartechtehl
Guido
Twigg/Mexel
EE
Go go go!
Pelkin Norwind
|
Know Dungeon or Planes? for this creature: 1d20 + 4 + 3 ⇒ (13) + 4 + 3 = 20
Pelkin will activate his Judgment of Profane Destruction as he moves forward to attack this new threat! If my knowledge rolls tells me anything that would change my actions I'll let you know.
Falcata: 1d20 + 5 ⇒ (9) + 5 = 14 for Damage: 1d8 + 5 ⇒ (1) + 5 = 6
Amarthecthel
|
On that note, who is injured, and how much?
I think folks missed this. Looking at their class/level lines, only Horgrym is injured, to the tune of 9/21.
__________________________________________________________________________Hopefully, the drilling machine gets no AoO's...
I know elementals aren't subject to flanking. I'm actually moving as I am to allow as many melee allies as possible to attack the creature.
Amarthecthel dashes around the drilling machine to flank the rock creature and stabs at it with his rapier.
masterwork cold iron rapier: 1d20 + 5 ⇒ (8) + 5 = 131d6 + 2 ⇒ (1) + 2 = 3
| GM BPChocobo TK1 |
I know Horgrym is the only injured one; if Dyn or anyone else wants to heal him before combat, I'm assuming it has happened and they can roll for the results :)
@Pelkin: Your blade hits the creature, but bounces off to no effect, unable to actually wound it past its touch structure.
Luckily, an elemental of this size does not have damage reduction capabilities; however it still hits hard, being able to land slams and punches that can swing off to adjacent foes. Further, its natural earth sense allows it to attack opponents also on the ground with greater ease and devastation. Finally, it can burrow through earth, leaving no trace.
@Amarthecthel: Your blade will bounce harmlessly off of the hard exterior of the elemental. The drilling machine is still inert.
Pelkin Norwind
|
What does my knowledge check tell me, if anything? If I need to have a magical or special weapon to hit the creature that would be important to me, though it sounds like you're telling us it has none of that.
| GM BPChocobo TK1 |
@Pelkin: Your Knowledge was the following text: Luckily, an elemental of this size does not have damage reduction capabilities; however it still hits hard, being able to land slams and punches that can swing off to adjacent foes. Further, its natural earth sense allows it to attack opponents also on the ground with greater ease and devastation. Finally, it can burrow through earth, leaving no trace.
Thought I'd make the knowledge more flavorful... but for hard stats, 18 AC, no DR, has Cleave and Power Attack feat, and has Earth Glide and Earth Mastery powers.
Pelkin Norwind
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I figured it might have been, just checking the magic weapon part. Thanks much!
_Twigg
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"This guy looks mean, Mexel stay back! Guido want to be REAL big, like the size of THREE gnomes?"
Assuming Guido is okay with this Twigg will whip out his Scroll of Enlarge Person and begin to read it.
Casting time will be 1 round so it won't kick in until next round.
Horgrym
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Horgrym draws his Cold Iron Bec de Corbin and stabs at the rocky beast with the benefit of a little distance.
Bec de Corbin: 1d20 + 6 ⇒ (7) + 6 = 131d8 + 3 ⇒ (8) + 3 = 11
| GM BPChocobo TK1 |
Just need Guido! I'll wait 4 hours before continuing.
Guido Sansone
|
I'm supposing the potion is still up since we took so little time on that combat, but if you want to randomize how long until it falls, that sounds fun.
To Twigg: "Bigger sounds fun."
Rage! +4 Str, +4 Con
Flurry: 1d20 + 10 ⇒ (19) + 10 = 29
Damage: 1d6 + 8 ⇒ (2) + 8 = 10
Flurry: 1d20 + 10 ⇒ (12) + 10 = 22
Flurry: 1d6 + 8 ⇒ (6) + 8 = 14
| GM BPChocobo TK1 |
@Guido: Both hits deal incredible damage to the elemental, but it still stands strong and looks to exact the damage dealt.
@Horgrym: Your metal bounces off of the rocky exterior, causing no harm.
Elemental cleave slam @ Guido: 1d20 + 7 + 1 - 2 ⇒ (4) + 7 + 1 - 2 = 10
Damage on hit: 1d8 + 7 + 6 + 1 - 1 ⇒ (2) + 7 + 6 + 1 - 1 = 15
Amazingly, the powerful blow is easily avoided by the angry Guido, whose earlier strikes knocked the thing off balance!
The elemental has -2 AC due to using Cleave, so go get 'em!
Round 2: Fight!
Pelkin Norwind
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Pelkin will attack the creature once more!
Attack: 1d20 + 5 ⇒ (9) + 5 = 14 for Damage: 1d8 + 5 ⇒ (2) + 5 = 7
+2 to hit for flanking, but I thought someone said this thing wasn't affected by flanking?
| GM BPChocobo TK1 |
@Pelkin: Correct Despite the elemental's instability, your blow still fails to penetrate its shell.
| GM BPChocobo TK1 |
Actually, Guido is before you, but he can delay down!
Dyn Ramil
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Dyn hit Horgrym with a cure moderate in the interim.
I feel stupid, I had been completely missing the HP in the character line, sorry.
Cure Moderate Wounds: 2d8 + 3 ⇒ (3, 6) + 3 = 12
Horgrym
|
Horgrym watches how Guido's attacks made it through the elemental's defenses and takes a moment to anticipate its movements before throwing his weight behind a mighty swing.
Bec de Corbin (FE,PA): 1d20 + 6 ⇒ (10) + 6 = 161d8 + 7 ⇒ (4) + 7 = 11
| GM BPChocobo TK1 |
@Twigg: You get to keep your scroll!
@Horgrym: With a quick bit of studying, you aim your weapon better and smash the elemental with a felling blow.
Combat over!
Amarthecthel
|
Amarthecthel looks around the room, studying its treasures.
Amarthecthel's Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Glosrofel's Perception: 1d20 + 11 ⇒ (2) + 11 = 13
Seriously, dice roller?
Horgrym
|
With the distraction over, Horgrym goes to inspect the faint light from the drilling machine.
Do we have time to take 20 on perception to search the room?
| GM BPChocobo TK1 |
@Horgrym: Yep! The glowing is coming from a part of the machine under the rubble. You'd first have to pull it out to get to the part of the machine that it's under.
Anyone who looks under the rubble also finds a pair of tomes written in Draconic; Amarthecthel can see that they cover some alchemical and arcane lore.
Pelkin Norwind
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So, what's this glow all about? The books, are they useful?
If I can take 20 my perception would be 30 for the search.
Amarthecthel
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Amarthecthel will retrieve the books and glance through them, then look on as the others examine the drill.
Pelkin Norwind
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Did our search find anything else? What is there left to do other than open the portal to the next level? Pelkin seems distracted.
| GM BPChocobo TK1 |
As noted.. a Strength check to try to get the machine out to inspect it. Otherwise... you guys have completed the level for the most part. Only thing not done... is the how to open the iron door in the northwest.
| GM BPChocobo TK1 |
Guido Reflex: 1d20 + 3 ⇒ (13) + 3 = 16
Guido gets the machine out of the way, although some of the rubble spills out. Luckily, he manages to avoid it and the harm it would cause.
A light glows behind a now accessible panel, but it will take some finesse to pry it open safely.
Pelkin Norwind
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Finesse is not my strong suit. Perhaps someone with more deft hands than I might give this a try?
Pelkin will grant Guidance to whoever will attempt to open the panel.
| GM BPChocobo TK1 |
Guido, going for the direct route, simply tries to rip the panel off.
Guido Strength check: 1d20 + 4 ⇒ (18) + 4 = 22
??? Fort save: 1d20 + 2 ⇒ (11) + 2 = 13
He does so with ease, exposing a glowing yellow cylindrical crystal. It still pulses with magical energy, although a crack, long since deep, resides inside the stone.
| GM BPChocobo TK1 |
At this point... you guys have cleared all encounters of the dungeon! The only thing left is to figure out this mystery. The rubble area does have some treasure that isn't useful at this point; just some alchemist fires.
Really, you have completed the Forgotten Labs! While there is one additional mystery behind the purpose of the stone, it bears no use any more as far as this adventure is concerned.
I'd like for everyone to level up over the weekend so we can get the ball rolling come Monday! Everyone will get the following
3XP (a level, woo hoo!)
4PP
3,711 gp
And the following chronicle boons/items.
arcanolembic (2,000 gp; may use freely as a consumable while adventuring in Thornkeep)
bird feather token (300 gp)
pearl of power, 1st level (1,000 gp)
potion of cure moderate wounds (300 gp)
unguent of timelessness (150 gp)
wand of acid arrow (12 charges; 1,080 gp, limit 1)
Arcanolembic
Aura moderate transmutation; CL 10th
Slot none; Price 2,000 gp; Weight 2 lbs.
DESCRIPTION
This glass flask looks similar to the alembics used by alchemists to distill various liquids, but this one is framed in a delicate silver brace and the glass is etched with various arcane runes. The arcanolembic can be used to hold one potion. When a creature consumes a potion from the arcanolembic, the potion is treated as if its caster level were 2 higher than the usual minimum for a potion of its level. Placing a potion into the arcanolembic is a full-round action that provokes attacks of opportunity.
CONSTRUCTION
Requirements Brew Potion, Craft Wondrous Item, 5 ranks in Craft (alchemy); Cost 1,000 gp
Note that if you wish to use the Arcanolembic for Thornkeep runs, you do not have to purchase it. Outside of Thornkeep though, you'll need to have purchased it on your ITS.
Finally, to save some time
Amarthecthel Craft Weapons: 1d20 + 10 ⇒ (17) + 10 = 27
Dyn Craft Alchemy: 1d20 + 7 ⇒ (8) + 7 = 15
| GM BPChocobo TK1 |
I've already prepared the map, so well... ignore this for now as not doing anything until the party has leveled up appropriately!
Pelkin Norwind
|
Could you give us the wrap-up to this level since its only a one-time gig and I'm curious as to how it all ties up?
| GM BPChocobo TK1 |
Well, you guys have done most of it; you defeated the lingering defenses as well as Krenar and his abominations. The only thing you guys didn't quite get to was the magic crystal; it's still a somewhat viable power source that could be used to power one of the two dormant gear automatons near Krenar's room for a few days. That's really about it :)
Amarthecthel
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GM - Are you sending chronicles? Please see my PMs to you mentioning that I didn't get the -previous- chronicle either. I'm not sure what you mean when you say 3XP. Just for the Forgotten Laboratory? That can't be right, can it?
As it happens, I'm planning to apply a chronicle to Amarthecthel I earned through GMing, and that will take him to 4th (it was a full module). So if you're saying we also got 3xp from this, I may need to rethink leveling him so fast. Please let me know.
Scott / Tarondor / Amarthecthel
| GM BPChocobo TK1 |
Each of the Thornkeep levels is a full module, so 3XP and 4PP each. It'll say that on the Chronicles. :) Level 5 is fine for the Enigma Halls, if that'll be Amarthecthel's final level. And check your messages.
| GM BPChocobo TK1 |
As before, the party once again receives a package from the Grand Lodge. Along with a request of equipment and supplies, there is another set of directions.
Return to the ruins under Thornkeep. In addition to exploring and taking notes on your findings, make note of any unusual people. After the alchemist incident, the Lodge wants to note any other strangers and to confirm if the Aspis Consortium may be involved.
| GM BPChocobo TK1 |
Using the key found on Krenar, the party unlocks the iron door that blocked further entry on the last excursion. A rush of cool air hits your faces as you step down further under Thornkeep.
The stairs end in a ten-foot-wide hallway, where a flight of stairs descends to a corridor leading into an octagonal central chamber. Iron bars separate this room from the western and southern hallways, and the floor of chamber is painted with what appears to be a night sky filled with stars.
The adventure has now begun!
Pelkin Norwind
|
Is there any way you could rename the threads so that they match what level we are actually on? I'm in another Accursed Halls game now and it might make things messy.
Pelkin will check the stairs and hallway for traps and nonsense and will also examine the iron bars and the double doors for the same. Interesting room, seems there's another way in however.
I'll take 10 for a 23 on Perception unless you want me to make rolls for them.
| GM BPChocobo TK1 |
I can, but you'll have to add yourselves to the new thread. I'll take care of that tomorrow.
Pelkin Norwind
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Oh, you can't just rename this one? Hmm, well if you want to keep all of Thornkeep together in a single thread then don't bother, leave it here.