| Shifty |
*******************
OVERSEER ANNOUNCEMENT
*******************
Pandora Soulkeeper
|
Pandora lies against the wall exhausted by the battle, she then observes the Cage pulsating "Oh no! What now?!"
The woman starts singing again and casts haste while she tries to understand the nature of the Cage and what is happening with it.
Bardic knowledge+HR: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30
GM Evil
|
Dr V, got it. I'll put it on your chronicle when this is over. I didn't expect this battle to get cut short, but real life got kinda wonky over the weekend. I feel like I'm letting you guys down this scenario.
The goblins, and the swarm, are easily dealt with by the veritable carpet bombing You guys damn near one rounded the whole room anyway with those attacks, and after the smoke, fire, and acid clears, not much is left other than bug carcasses and smoking goblin bones. Moving forward, the rest of the pathfinder army catches up with you, and makes quick work of the rest of the foes on the way to Charvion. You arrive in the room Charvion broke into, and it becomes quickly apparent that he just busted the roof open and dropped the cage, and himself, inside. The cage is currently going haywire, as multiple bodies flop and convulse around it, and wisps of etheric energy lash all about.
The pathfinders all begin to organize again, trying to figure out a way past the machine to continue the pursuit of Charvion.
PCs entering this room have three choices. They can attempt to bypass the haywire artifact, partially shut it down, or shut it down completely.
Bypassing the artifact: This approach requires a run through the room, avoiding the wispy tendrils of ether—a reasonable task, as the ether isn’t intelligent. Determine the results with three Fortitude saves as determined by level (see below). These Fortitude saves represent the random tendrils of the ethereal plane snapping about the room. PCs who reach the door to area D8 find it locked and have a 25% chance each turn to get hit by the ether while they wait for the other tables.
Shutting down the haywire artifact: Accomplishing this action requires some skill. If a group attempts to shut down the device, each player who can must make a Disable Device check (see the trap entries below), and then the Table GM must send a runner to inform the Overseer GM of the total number of successes for their table. Once the total number of successes equals the number of tables, the Overseer GM announces a Code Gray to the Table GMs. This means the machine is partially incapacitated, reducing all damage dealt by the machine by half (after rolling, round down). Once the total number of successes equals twice the number of tables, the Overseer GM announces a Code Black to the Table GMs. This means the machine is entirely incapacitated. Its tendrils dissipate and the artifact folds up again, locking tightly. Anyone attempting to shut down the artifact has a 50% chance each round to be hit by the tendrils snaking through the room (see below).
If after 15 minutes the machine still remains active, it reaches a point where it overloads, and starts working backward. The artifact begins flickering in and out of the ethereal plane. It is only substantial enough to touch every 1d4 rounds. The tendrils begin sucking matter into the ethereal plane. Anything touching the tendril or the cage must succeed on the appropriate Fortitude saving throw (by Tier) or instead of taking damage, it is jettisoned into the ethereal plane for 1d4 rounds. Anyone pulled into the ethereal plane has a 50% chance each round to be touched by the tendrils, thus forcing another Fortitude save.
Quiven Glist
|
Well, I have Disable Device (+24) if we want to shut it down. If you rather try to run for it we can, though my Fort isn't all that great.
Dr. Zephyrus Vitruvian
|
Well, I have Disable Device (+24) if we want to shut it down. If you rather try to run for it we can, though my Fort isn't all that great.
With a modifier like that (and I can help), I'm all in favor of the "shut it down" approach.
Artian Shirinez
|
Artian is equally bad at both tasks. But waiting until the other tables shut down it doesn't look like a good idea, so go for it.
Knowing this kind of problem is beyond his capabilities, Artian turns to Quiven. It looks it's your turn, I'll help a little and cure you if you get badly wounded, he says moments before casting a guidance on the halfling.
Dr. Zephyrus Vitruvian
|
"I can assist you in both regards," adds Dr. Vitruvian, taking out his tinker's tools.
Oswin Durnhelm
|
"Please, allow me to share the blessing of the Inheritor with both of you."
I'd like to use touch of good to help you both if I can. It would add a +4 sacred bonus to your skill checks for one round. If I can only help one I'd probably aid Dr. Vitruvian. It sounds liek you both need to make a separate check? Or working together pass 2 checks? Let me know if I can be of use, GM.
Quiven Glist
|
Quiven sets to work!
Disable Device, with Guidance: 1d20 + 24 + 1 ⇒ (18) + 24 + 1 = 43
If I need to make more checks, let me know!
Dr. Zephyrus Vitruvian
|
If one check per round is required/allowed, I automatically succeed to aid Quiven's check, raising it to 45. On the other hand, more than one is allowed....
Disable Device, Touch of Good: 1d20 + 19 ⇒ (20) + 19 = 39
Was there time for me to have consumed my Mutagen since the last announcement? If so, I'd like to say I did (+4 CON, -2 CHA).
GM Evil
|
Waiting for Dr V to make his check and then I will report them!
Dr. Zephyrus Vitruvian
|
You mean the one I made...*omigods*...35 minutes ago?
Pandora Soulkeeper
|
"Ok! Let's disable this. You are the best one Quiven, the best disabler one! That you are!" sings Pandora inspiring competence on the man.
+3 for a total 46 disable device
GM Evil
|
The group of able pathfinders steadily works on the cage, and it seems to be weakening! You've figured out what needs to be done to disable it fully, and now you just have to keep at it!
Basically, more Disable Device Checks
Dr. Zephyrus Vitruvian
|
Disable Device: 1d20 + 15 ⇒ (19) + 15 = 34 + any bonuses/blessings anyone might have tossed me this round.
Quiven Glist
|
DD: 1d20 + 24 ⇒ (18) + 24 = 42
Ditto, plus any buffs.
Pandora Soulkeeper
|
Pandora keeps singing his high competence music for Quiven to be inspired "Locks and cages! Locks and cages! The pathfinder forces! Forces! Forces! Forces! Good!"
Will not make my life as a singer but Pandora gives a +3 to Quiven's roll for a 45 xD
Artian Shirinez
|
Count always witha guidance
Artian stays in the middle of Quiven an Dr. Zephyrs casting a guidance after guiden on then to strenghen their abilities and ready to cure them if a tendril happens to hit any of them.
Come on guys, you need to stop this before it scr** us, he mutters worried.
| Shifty |
*******************
OVERSEER ANNOUNCEMENT
*******************
Imbroglio "Vinnie" Guarini
|
"Eater of Bones! Let me introduce you to Sleeper of Shemhazians!" Vinnie mocks the man, staring him down and casting a spell! Casting Bungle on Charvion! Will Save DC 21, with a -2 to Will or take -20 on his next attack roll or check that requires a d20 roll!
SR check, just in case: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
GM Evil
|
The Cage is disabled and stops firing off its tendrils.
The spiked and stuck door lasts mere moments as the horde of Pathfinders simply blow through it, part fleeing the cage, part fuelled by visions of revenge!
The walls and floor of this room are made of pale, roughly finished sandstone. The walls curve upward to an almost domelike structure above, and the level of the floor is slightly lower than that of the entry door. Squared arches of polished sandstone are cut into the curved walls, creating fantastic columns. The walls are covered to a height of 30 feet with enormous bookshelves full of tomes, scrolls, and leather-bound books. Several ladders, used to climb to the higher shelves, are scattered about the room. At a half-dozen points throughout the room, the rough, sandstone floor has been breached—smashed open as though someone were looking for something—and from somewhere in the room you hear an angry pounding.
With a supernatural roar of fury, Charvion Eater-of-Bones raises his arms to the ceiling and screams in an ancient, guttural tongue. A nimbus of white flame erupts about him and then explodes, sending several different versions of Charvion flying about the room. Each Charvion stands and laughs, and in one loud chorus they say,
“Come and fight me, Pathfinders. Your days are numbered!”
GM Evil
|
To recap, there are dozens of "Charvions" flying about the room as you observe each Pathfinder squad apparently squaring off with one of them. Through the crowd, you spot the Charvion that you'll apparently be engaging at this time. For convenience, there are no other figures on the map, so you'll need to use your imaginations (the horror!) regarding the other tables each also fighting a Charvion in this room alongside you. To keep things simple, you don't have to deal with any cover or any complexities from the multiple fights occurring here.
Pandora Soulkeeper
|
At the sight of the enemy Pandora instantly casts haste and starts singing to inspire courage the group.
+3 to hit, +2 to damage, +1 AC, +1 Reflex, +2 vs charms and fear, +30' movement, +1 attack
"End of the game Charvion!" she shouts in the mist of her song.
GM Evil
|
Vinnie Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Pandora Initiative: 1d20 + 6 ⇒ (20) + 6 = 26
Dr. V Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Oswin Initiative: 1d20 + 5 ⇒ (18) + 5 = 23
Quiven: 1d20 + 12 ⇒ (9) + 12 = 21
Artian Initiative: 1d20 + 3 ⇒ (12) + 3 = 151d20 + 3 ⇒ (7) + 3 = 10
pick the higher
Charvion Initiative: 1d20 + 6 ⇒ (11) + 6 = 17
Charvion Will Save: 1d20 + 9 ⇒ (7) + 9 = 16
Round 1
Pandora-Haste, Inspire
Oswin-Up
Quiven-Up
Charvion-
Artian-
Vinnie- Casts Bungle (successful for Round 2!)
Dr. V-
Oswin and Quiven up! Haste and Inspire in effect!
Quiven Glist
|
Flank it with me! Quiven moves around the enemy using the added speed granted by Haste. I don't know if either Pandora or Oswin are the melee types so I'll roll without the +2 for flanking, however I should get sneak damage for it being on FFAC.
Attack: 1d20 + 18 ⇒ (11) + 18 = 29 for Damage: 1d4 + 9 + 5d6 ⇒ (4) + 9 + (6, 6, 6, 2, 4) = 37
Oswin Durnhelm
|
Oswin is indeed able to at least provide flanking.
Oswin moves in with Quiven, intent on stopping this enemy of the Society.
He draws his blade and takes a swing with his companion.
Power Attack, Haste, Inspire: 1d20 + 14 - 2 + 3 ⇒ (20) + 14 - 2 + 3 = 35
Damage: 1d8 + 11 ⇒ (1) + 11 = 12
Critical Confirmation?: 1d20 + 15 ⇒ (5) + 15 = 20
Extra Damage?: 1d8 + 11 ⇒ (8) + 11 = 19
I also did not include +2 for flanking. If I get there before Quiven, maybe I can ready my attack for when he's in position? That would give me a 22 to confirm, if it makes a difference.
Pandora Soulkeeper
|
Pandora sits calmly observing the remaining shards as the light dissipates "Only light can drive out darkness"
She places back her bow at place and after checking the cage she congrats all the pathfinders around, specially to her team "We had an outstanding victory today. I am proud to have battled with you."
GM Evil
|
You guys one rounded him. Flat out. Geez. I expected to be able to post yesterday but it didn't work out, and it didn't really matter because he wouldn't have gotten the chance to go anyway. Good job guys!
GM Evil
|
Does everyone want me to roll the boon rolls or do you want to do them yourselves? In either case...
GM Boon Roll: 1d20 ⇒ 3
Darn! Close though! You get a boon on a roll of 1 or 20, like usual.
GM Evil
|
Oswin and Quiven destroy this copy of Charvion before it even gains a foothold in combat, and the rest of them are destroyed shortly thereafter. The room quiets, and the pathfinders all look around at each other, and you, most with incredulous looks upon their faces. Eventually the masters come in and clear the room, and you all are base to go back to your inns, homes, or wherever you are staying so that the remains of the artifact and the residual magic left behind and can be studied and understood. The greatest piece of information uncovered this day, though, is that the Shadow Lodge is real, and it's working against the Society.
/end game! I'll have chronicles out later today. I'm sorry I was kind of spotty throughout. This move, on top of job hunting, on top of the family issue that had me move in the first place kept stalling me. Still, I hope you enjoyed it!
Quiven Glist
|
No worries! I'm sure we'll meet again!
Artian Shirinez
|
Don't worry, all had passed by similar things
boon roll: 1d20 ⇒ 9
So we have another enemy, one within our ranks.
Well, at least no one of us had died today, and for me that's better than a victory. Let's go to celebrate it, I'll pay the first. Artian`s mood had improved once he sees there's no deaths in his group to lament about.
Oswin Durnhelm
|
Many, many thanks GM Evil for sticking with it! I know from my own experience that RL stuff can make keeping up a game very challenging. I did enjoy this one!
Oswin turns to his allies and grins.
"Well fought, everyone. Truly the Inheritor graced our arms this day."
To Artian:
"Well spoken. I don't always imbibe, but given the circumstances, I think a toast is certainly in order."