
GM BPChocobo TK2 |

@Elindriel: The water is quite real... the only illusion that you can guess is the quality of the water. The magic kept it looking pristine as well as adding the kelp and coral, but it seems to have ended upon the baby mammoth anemone's demise.
With the light to aid you, all you can see are the 4 bodies (3 sharkwomen and the anemone) and their spears made of waterproofed steel and blackened tip that appears to be obsidian. You do find anything else of value in the room.

![]() |

Elindriel nods at Maul. "I think so, though we didn't see the same kind of transformation here as in the other rooms when we were done. Still, unless someone wants to go swimming, I suggest we take a look through this door." she says, indicating the southern door.

GM BPChocobo TK2 |

Sorry guys, just got finished running a con this weekend and needed a decompress day. Let's kick more Thornkeep butt now!
Upon Elindriel's inquiry, the helmet responds. "That is the sluice engine room; that area is not part of the tour. To proceed, please head towards the northwest exit, then east, to head to the Red Sky Desert exhibit."

GM BPChocobo TK2 |

So where to? To the engine room the helmet mentioned or head towards the Red Sky Desert?

GM BPChocobo TK2 |

The door is indeed unlocked and T20, appears to be safe, although the noises behind it are quite audible.
The room is full of massive rusty cogs and enormous, toothed, clockwork wheels that move in rhythmic, clanking ticks like a gigantic clock. The huge mechanism is powered by water streaming down into the buckets of a mill wheel. It pours from a chute near the ceiling in the southwest corner of the room. The wheel turns an axle along which most of the cogs turn. These cogs then turn other, smaller cogs and cams that seem to mark out time. At intervals, they trigger rods that direct water into channels in the floor, which run various directions out from under the room through narrow gratings in the floor.
The groaning, squeaking din of this mechanism is deafening and constant and a fishy carrion reek emanates from the water. The axle with all the cogs turns in two huge sockets, above a dark pool of water. Only the two largest cogs are big enough to reach down into the water. A series of stone catwalks span the room thirty feet above the churning waterways.
It's obvious that falling off the side of the catwalks would you into the path of the gears and could be very dangerous if that were to occur! However, it appears that safe access to the ground floor is possible due to a rusty iron ladder in the southeastern side of the room.
Elindirel Percep: 1d20 + 9 ⇒ (19) + 9 = 28
@Elindriel: You also notice a glowing light coming from the dark pool; it's faint possibly due to the depth of the water, but there is something there. You also thought you saw something else moving in the water, too, but it's hard to tell with the catwalks as they are without looking over and possibly falling down below.
Map updated!

![]() |

"I see a light in the pool, but there may also be some form of creature in the pool. I suggest we find a way to take care of the creature, then we can try to retrieve whatever is making that light."
She tries to glean more information from the situation with a timely casting of detect magic.

GM BPChocobo TK2 |

@Elindriel: It's hard to get a solid reading thanks to the many moving metal parts on top of the thick stone, but you are getting a moderate magical aura, but without getting closer, you can't discern anything else but that.

GM BPChocobo TK2 |

@Elindriel: Do you try to hang from the side? I was going to tell you that you'd need a DC 10 Acrobatics, but you can't fail that, so let me know if you do that or just wish to work your way towards the ladder
@Jostrum: Thanks for the heads up! Enjoy your vacation and I'll position you as intelligently as possible and try to point out the nasty stuff trying to hurt the party so you have an idea of location.

GM BPChocobo TK2 |

@Elindriel: Looking down from the catwalk, you can see a source glowing... it appears to be a long, thin item, but your perspective is skewed from the numerous gears and cogs spinning down below. You can guess that the water looks to be roughly 5 to 6 feet deep, give or take.
The helmet finally speaks up again. "Again, this location is not part of the tour. Lord Athemon is not responsible for any maimings, fatalities, or severed limbs that occur from getting caught in the machinations required to supply air and water to the exhibits."
You also note something coming up, moving from gear to gear, following the mechanical path along to reach the catwalk up ahead. It's hard to make out, but you're sure that it's some amorphous blob, although it was weird that you could have sworn there eyes on its back... and front... and elsewhere. Same with teeth, nostrils, and other humanoid parts that make up the approaching target Given it's pace, it should arrive shortly!
G: 1d20 + 3 ⇒ (8) + 3 = 11
Elindriel: 1d20 + 4 ⇒ (9) + 4 = 13
Jostrum: 1d20 + 6 ⇒ (4) + 6 = 10
Julian: 1d20 + 2 ⇒ (9) + 2 = 11
Ki/Sty: 1d20 ⇒ 4
Miss Dominique: 1d20 - 1 ⇒ (7) - 1 = 6
Init Order (bold = up!)
Elindriel
???
Julian
Jostrum
Miss Dominique
Ki/Sty
Map updated!

![]() |

Elindriel begins singing as she runs to the other end of the catwalk, drawing her falcata as she moves.
Free action: Drop shortbow
Move action: As indicated on map, drawing falcata
Standard action: Bardsong (Inspire Courage (+2), 12/14 rounds remaining)

GM BPChocobo TK2 |

@Elindriel: Your singing attracts the creature and it approaches a bit more than expected! Before you is a horrid mass of unshaped flesh, with sets of eyes, teeth, and ears all around. Although it used all of its momentum climbing up the gear system, the multitude of mouths now begin to babble all at the same time, producing a maddening cacophony that boggles everyone's minds!
Note, this is a mind affecting, sonic, compulsion, insanity effect. Please post accordingly if I missed something for your PC that relates to one of those properties!
Elindriel Will vs DC 13: 1d20 + 4 ⇒ (1) + 4 = 5
Jostrum Will vs DC 13: 1d20 + 3 ⇒ (16) + 3 = 19
Julian Will vs DC 13: 1d20 + 1 ⇒ (1) + 1 = 2
Ki Will vs DC 13: 1d20 + 3 ⇒ (14) + 3 = 17
Sty Will vs DC 13: 1d20 + 2 ⇒ (8) + 2 = 10
Miss Dominique vs DC 13: 1d20 + 11 ⇒ (7) + 11 = 18
Jostrum, Ki, and Miss Dominique all manage to drown out the madness, but the others aren't so lucky; it boggles their minds and causes them to be confused!
Elindriel, Julian, and Sty, please use the percent die and the Confusion Chart on your initiatives!
Further more, the creature's many mouths began shooting out spittle in all directions, and one of the globs is aimed at Elindriel!
Spittle @ Touch Elindriel: 1d20 + 6 ⇒ (2) + 6 = 8
However, it's aim is horrible and none of the spittle lands on the half-elf!
Init Order (bold = up!)
Elindriel
???
Julian
Jostrum
Ki/Sty
Miss Dominique
Buffs: Inspire Courage +2
Corrected Initiatives

![]() |

Feeling her sensibilities slipping away, and seeing the same happening with Julian and Sty, Elindriel quickly casts a spell on Julian, hoping that he will be able to overcome the same fate.
Immediate action: Cast saving finale on Julian, allowing for a reroll.

![]() |

Jostrum fires arrows!
Rapid?, PBS?, Inspire: 1d20 + 10 - 2 + 1 + 2 ⇒ (14) + 10 - 2 + 1 + 2 = 25
Damage: 1d8 + 3 + 1 + 2 ⇒ (6) + 3 + 1 + 2 = 12
Rapid?, PBS?, Inspire: 1d20 + 10 - 2 + 1 + 2 ⇒ (10) + 10 - 2 + 1 + 2 = 21
Damage: 1d8 + 3 + 1 + 2 ⇒ (1) + 3 + 1 + 2 = 7

GM BPChocobo TK2 |

@Jostrum: Both arrows hit... although the gelatinous form of the creature means that your arrows got stuck in various rolls of fat and blob and didn't deal their full damage.
Rerolling Julian's Will save: 1d20 + 1 ⇒ (15) + 1 = 16
Luckily, Elindriel's words reaches the alchemist and he is in full control of his senses... or at least as much control as Maul lets him have!
Julian, you are not confused and may do your turn as normal instead of babbling!
Init Order (bold = up!)
Elindriel
???
Julian
Jostrum
Ki/Sty
Miss Dominique
Buffs: Inspire Courage +2

![]() |

One more level and Mr. Pigy will have Devotion and get +4 on those will saves…
Confusion: 1d100 ⇒ 6 Hey! act normally. >:)
Warpig and rider charge forward, attempting to end the terrible gibbering of the new enemy.
Spirited Charge: 1d20 + 12 + 4 + 2 ⇒ (20) + 12 + 4 + 2 = 383d6 + 24 ⇒ (3, 5, 1) + 24 = 33 [Oh, threat. That does not bode well for the Mouther… IF it can be critted. I know a lot of amorphous creatures can not be.[/ooc]
Spirited Charge: 1d20 + 12 + 4 + 2 ⇒ (14) + 12 + 4 + 2 = 326d6 + 48 ⇒ (4, 2, 4, 5, 1, 6) + 48 = 70 For a total of 103 points of damage. But I have this sinking feeling that the crit should not count.

GM BPChocobo TK2 |

@Ki: Yes, no crit for you. Sorry to burst your awesome damage bubble :p
Ki brings Sty to his senses and charges the battle pig forth, his lance spearing right through the gibbering mass and showering Elindriel with its innards.
It still lives.
Like Jostrum, the anatomy allowed it to move some of its vital organs away from the point of impact, reducing the damage enough that it still hungrily moves to attack the party!
On that note, I don't expect this thing to live to turn 2 now that Julian gets a chance to smack it around.
Init Order (bold = up!)
Elindriel
???
Julian
Jostrum
Ki/Sty
Miss Dominique
Buffs: Inspire Courage +2

![]() |

Maul still in control recovers his faculties as much as he is able and advances on the ooze only to stop just before whole Julian takes over and drops a bomb on the amorphous blob
1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 122d6 + 3 + 2 ⇒ (1, 5) + 3 + 2 = 11

GM BPChocobo TK2 |

That is enough! Between fire, arrow, and lance, the creature is no more!
Combat over

![]() |

Elindriel recovers quickly, shaking her head to get rid of the last vestiges of the confusion brought on by the creature. After making sure the others are unharmed, she looks to Ki and grins. "So, how do you feel about doing some swimming?"

GM BPChocobo TK2 |

Just to move things forward
1d6 ⇒ 2
Jostrum, being lighter equipped than anyone other than Miss Dominique, carefully descends down the rickety ladder after receiving the blessing from Shelyn. After that, it's a slow but steady walk to the pool, the half-elf ducking occasionally to make sure he doesn't accidentally clip any of the gears. Once at the pool, he takes a deep breath and jumps in grabbing the glowing item. The ranger then returns topside, now with a glowing longsword.
Jostrum Perception check: 1d20 + 15 ⇒ (20) + 15 = 35
As he returns back to the catwalk, Jostrum notices that the pommel is hollow. After a minor bit of finagling, he pops the bottom to reveal a hidden scroll tube... with something still inside!
With the casters in the party, identifying the items would be successful so...
After spending a minute analyzing the goods, the party now has a +1 ghost touch longsword and a scroll of hold monster.
Almost with an impatient tone in its voice, the helmet speaks up in Elven.
"Perhaps we can continue the tour now."

![]() |

Elindriel responds to the helm. "Yes, I think that would be fine." She leads the group to the other door leading off the "water room".

![]() |

Nice Blade Ki comments. If a bit too long for me. Someone should carry the weapon in case we meet incorporeals.
Ki can use it but suffer -2 for using a medium weapon. Still he would be +10 to hit, and +14 on a charge.

GM BPChocobo TK2 |

The other hallway from the Deepsea room has two exits, both wooden doors. As Elindriel walks forward, the floating helmet stops at the first door to the east. "Please open this door to continue to the Red Sky Desert and enjoy a bit of the majesty of the Thuvian Desert."
Assuming a T20 on the door
Confirming that the door is safe, the sound of chittering can be heard from the other side.
Party is assumed to be prepared
Nodding to Julian, the alchemist opens the door.
Purple desert shrubs and a small oasis adorn this sandy valley, which is bordered on all sides by impossibly tall barriers of solid sand. The crimson sky above shows the sun at its highest point, and the valley's intense heat creates a rippling haze in the distance. Running east to west, a large dune makes up the floor of the valley, sloping gradually downward towards a narrow passage in the northern wall.
The party can see, at the bottom of the slanting dune, is an oasis of clear inviting water. However, it is currently surrounded by a quartet of giant scorpions that immediately begin moving up upon seeing prey for the first time in millennia!
Scorpion 1: 1d20 ⇒ 15
Scorpion 2: 1d20 ⇒ 13
Scorpion 3: 1d20 ⇒ 7
Scorpion 4: 1d20 ⇒ 5
Elindriel: 1d20 + 4 ⇒ (19) + 4 = 23
Jostrum: 1d20 + 4 ⇒ (1) + 4 = 5
Julian: 1d20 + 2 ⇒ (3) + 2 = 5
Ki/Sty: 1d20 + 2 ⇒ (14) + 2 = 16
Miss Dominique: 1d20 - 1 ⇒ (17) - 1 = 16
Init Order (bold = up!)
Elindriel
Ki/Sty
Miss Dominique
Scorpion 1
Scorpion 2
Scorpion 3
Jostrum
Julian
Scorpion 4
Map updated!

GM BPChocobo TK2 |

Yup, I can expect the party to be ready for something bad after identifying the activity

![]() |

Interesting choice of icons for scorpions on the map. lol
With lance in hand the small dark man spurs his mount forward to attack the announced threat. He charges around the corner and at the closest of the vermin.
Spirited Charge: 1d20 + 12 + 4 ⇒ (6) + 12 + 4 = 223d6 + 24 ⇒ (1, 2, 3) + 24 = 30 Add 6 damage if Bard Song.

![]() |

I lol'ed...:-P
Hearing the chittering, Elindriel would have started singing right before the door opened...if that's okay as well.
Move action: As indicated on map
Swift action: Imbue katana
Standard action: Attack scorpion 2
Attack (Falcata +1 (2H), Inspire Courage, Power Attack): 1d20 + 8 + 2 - 1 ⇒ (18) + 8 + 2 - 1 = 27
Damage (Falcata +1 (2H), Inspire Courage, Power Attack, Arcane Strike): 1d8 + 7 + 3 + 2 + 2 ⇒ (4) + 7 + 3 + 2 + 2 = 18

GM BPChocobo TK2 |

It was only appropriate. Also learned that gifs on Google Drawings will still animate. Also, okay for the singing!
Ki charges ahead after Elindriel moves slightly to the side; the bardess delivers a clean cut while Ki nearly fells the other frontline scorpion in a single blow.
Init Order (bold = up!)
Elindriel
Ki/Sty
Miss Dominique
Scorpion 1
Scorpion 2
Scorpion 3
Jostrum
Julian
Scorpion 4

GM BPChocobo TK2 |

If I'm reading it right, the bonuses don't actually kick in until the creature's initiative... The wording on it is a bit strange.
The scorpions, fighting out of dire hunger instead of self-preservation, begin their counter attack!
Scorp 1 claw @ Ki: 1d20 + 6 ⇒ (7) + 6 = 13
Damage on hit: 1d6 + 4 ⇒ (1) + 4 = 5
Scorp 1 claw @ Ki: 1d20 + 6 ⇒ (3) + 6 = 9
Damage on hit: 1d6 + 4 ⇒ (6) + 4 = 10
Scorp 1 Get over here... I mean stinger @ Ki: 1d20 + 6 ⇒ (19) + 6 = 25
Damage on hit: 1d6 + 4 ⇒ (1) + 4 = 5
Ki Fort save vs DC 17: 1d20 + 7 ⇒ (20) + 7 = 27
Str damage on failure: 1d2 ⇒ 2
The scorpion flails wildly... but Ki is caught off-guard by just how fast the stinger could move and it pieces the wayang's armor. Although his small body is injected with poison, the warrior steadfastly fights it off and prepares for the next attack.
Scorp 2 claw @ Elindriel: 1d20 + 6 ⇒ (12) + 6 = 18
Damage on hit: 1d6 + 4 ⇒ (2) + 4 = 6
Scorp 2 claw @ Elindriel: 1d20 + 6 ⇒ (17) + 6 = 23
Damage on hit: 1d6 + 4 ⇒ (2) + 4 = 6
Scorp 2 stinger @ Elindriel: 1d20 + 6 ⇒ (20) + 6 = 26
Damage on hit: 1d6 + 4 ⇒ (1) + 4 = 5
Stinger crit confirm: 1d20 + 6 ⇒ (11) + 6 = 17
Extra damage on success: 1d6 + 4 ⇒ (6) + 4 = 10
Elindriel Fort save vs DC 17: 1d20 + 7 ⇒ (6) + 7 = 13
Str damage on failure: 1d2 ⇒ 2
Grab @ Elindriel: 1d20 + 12 ⇒ (8) + 12 = 20
Constrict from claw: 1d6 + 4 ⇒ (1) + 4 = 5
Elindriel fares far worse; although she narrowly avoids the first claw, the second grabs her by the leg as the stinger goes for her neck. She jerks just in time to cause the barbed end to jab her shoulder, but the poison coursing through her body causes burning pain in her muscles. Finally, the scorpion's grip on her tightens as she's held in place by the vermin, chitinous claw digging in deeper.
Elindriel, total of 16 damage to you, plus 2 Strength damage for -1 to all Str based effects. Finally, you are grappled (it's CMD is 18 for your Escape Artist/Grapple checks to escape). Finally, while as stated above, my gut reaction is that the Blessing of Fervor does NOT kick in until character's turn, if you can find evidence pointing otherwise, then Elindriel bumping her AC would cause the Grapple to fail, removing 5 damage and the Grappled condition from Elindriel.
The next scorpion in line snaps its claws, waiting for an opening to get at fresh meat.
Init Order (bold = up!)
Elindriel
Ki/Sty
Miss Dominique
Scorpion 1
Scorpion 2
Scorpion 3
Jostrum
Julian
Scorpion 4
Buffs: Blessing of Fervor, Inspire Courage

![]() |

It occurs to me that, since these things are large, an acrobatics roll might be in order...
Acrobatics (to avoid reach AoO) (ACP): 1d20 + 10 - 1 ⇒ (13) + 10 - 1 = 22
Also, Elindriel will declare for the attack roll/AC/Reflex bonus, as well

![]() |

Taking +2 attack/AC blessing
Jostrum steps into the room and fires an arrow at the northwestern scorpion.
Attack, PBS, Inspire, Blessing, Deadly Aim: 1d20 + 10 + 1 + 2 + 2 - 2 ⇒ (2) + 10 + 1 + 2 + 2 - 2 = 15
Damage: 2d6 + 3 + 1 + 2 + 4 ⇒ (5, 1) + 3 + 1 + 2 + 4 = 16

GM BPChocobo TK2 |

Elindriel, because they were flat-footed at first, you're ok, the Acrobatics wasn't necessary.
@Julian: As you move up, a claw lurches forward to grab you!
Scorp 1 claw AoO @ Julian: 1d20 + 6 ⇒ (11) + 6 = 17
Damage on hit: 1d6 + 4 ⇒ (5) + 4 = 9
Assuming that you'll choose the +2 to hit and AC
Luckily, a bit of fervor causes you to step just a bit faster and avoid the claw. Fangs bared, you jump on the creature, biting through its back and causing it to fall limp to the ground.
@Jostrum: If it wasn't distracted by the squirming elf, the arrow would have failed... instead, it pierces its hard exterior and wounds it severely.
With a new opening caused by the alchemist, the creature steps up and prepares to rend the human apart.
Scorp 3 claw @ Julian: 1d20 + 6 ⇒ (19) + 6 = 25
Damage on hit: 1d6 + 4 ⇒ (5) + 4 = 9
Scorp 3 claw @ Julian: 1d20 + 6 ⇒ (20) + 6 = 26
Damage on hit: 1d6 + 4 ⇒ (1) + 4 = 5
Crit confirm @ Julian: 1d20 + 6 ⇒ (4) + 6 = 10
Damage on hit: 1d6 + 4 ⇒ (6) + 4 = 10
Scorp 3 stinger @ Julian: 1d20 + 6 ⇒ (17) + 6 = 23
Damage on hit: 1d6 + 4 ⇒ (1) + 4 = 5
Julian Fort Save vs DC 17: 1d20 + 9 ⇒ (11) + 9 = 20
Grab @ Julian: 1d20 + 12 ⇒ (12) + 12 = 24
Constrict damage on success: 1d6 + 4 ⇒ (6) + 4 = 10
Maul is still pummeling the innards of the scorpion when the other violently attacks, both arms caught in claws that rip into his muscly mass; one tries to squeeze hard enough to sever the arm, but the alchemist's muscles are too thick. A stinger follows up, jabbing into the Julian's chest, but once again, the enhanced mass from Maul dilutes the poison to only an itchiness in his blood.
Julian, a total of 29 damage to you and you are now grappled.
Once again, a scorpion lies in wait, hoping for something fleshy to approach... or for an opening to engage getting its meal.
Init Order (bold = up!)
Elindriel
Ki/Sty
Miss Dominique
Scorpion 1
Scorpion 2
Jostrum
Julian
Scorpion 3
Scorpion 4 (delay)

![]() |

I have to get going right now, but I forgot that I could cast Saving Finale to get another save. Performance ends, but it should still linger 2 more rounds. I'll post Elindriel's round 2 action later tonight.
Fort Save (DC 17): 1d20 + 3 ⇒ (20) + 3 = 23