Aldy Rolda |
Oh, it wants metal? Will an metal work? There was a mess hall on the previous level - they probably have lots of pots and pans and whatnot in there. If that would be acceptable to your god, I'll run up there and gather up a right proper offering for him.
Flint Jaycen |
As Flint pulls out his coin purse, he looks to Aldy with a smile. "Clever. That might just work."
Flint Jaycen |
Flint nods slowly. "Uh... yes. Please?" He shrugs his shoulders and looks at the others. I'm so thrown off here... This could go bad real fast.
Arkolo |
Arkolo is a bit jittery despite the apparent friendliness of their hosts.
"Perhaps it's best if we stick together? We don't want to be a burden on our new friends."
Aldy Rolda |
Yea, lets all head up - we'll bring back a nice big offering for your god.
If everyone is ok with this course of action, we'll head back up to the murder cult level and pillage as much metal as we can carry to bring back down here.
Flint Jaycen |
Flint nods and follows the others back up to grab the previously worthless metal loot.
DM MoFiddy |
The party heads back up to the previous level. There are quite a few pots and pans in the kitchen area. They load them into whatever packs and bags they can find and head back down to where the troglodytes are...
They find Slaagh waiting for them in the first room that they met him. He seems surprised to see them again. "You are back so soon! And with so many gifts for Skraa-orm thagh!", he says.
("Skraa-orm thagh...") you hear faintly from deeper in the troglodyte home.
"Come, come! You must make sacrifice now! Please, come!", and he leads you down the hall...
What...do you do?...
Breelajah |
"Let's just do this." Bree urges Slaagh along. "So what happens after we give your god a sacrifice? I'm not even sure why we're doing this." A large pan slips out of his hand but Bree is quick enough to grab it before it hits the ground.
Acrobatics: 1d20 + 3 ⇒ (18) + 3 = 21
Arkolo |
"We are being good guests! Got to play be their rules - this is their home!"
He starts forward as Bree drops a pan but halts his lunge as the Bloodrager catches it.
Aldy Rolda |
I guess show us the way yo Skraa-orm? We're really mainly here to explore this tower, and your god seems quite fascinating!
Breelajah |
Sense Motive@Slagh: 1d20 + 0 ⇒ (19) + 0 = 19
"It just seems odd. What kind of god just wants junk metal? In my life, any time something has looked strange like this it has always led to problems." He watches Slaagh carefully.
Brand Boulderstep |
"Perhaps it's something else but do go on ahead. I'll stick outside just in case."
Flint Jaycen |
Flint happily stays towards the back of the group, bag full of metal goblets. He speaks under his voice. "Agreed, this is quite odd. But, never look a gift horse in the mouth, right?" He shrugs and keeps walking.
DM MoFiddy |
Slaagh leads you through a door that you passed when he led you to the room with water.
Official boxed text:
A hexagonal, metallic structure about ten feet wide and almost twenty-five feet tall looms in the center of this high-ceilinged room, emanating a greenish-white light. All kinds of gears and armaments are stuck to its silvery sides, including dozens of weapons, shields, and pieces of armor, as well as lanterns, buckles, and tools. To the north and south of the object stand two large stone statues, each depicting a troglodyte with its arms upraised in adulation. Four copper-colored metal doors lead out of this chamber, one from each corner of the room.
Perception
Brand: 1d20 + 10 ⇒ (3) + 10 = 13
Flint: 1d20 + 8 ⇒ (14) + 8 = 22
Bree: 1d20 + 7 ⇒ (18) + 7 = 25
Arkolo: 1d20 + 11 ⇒ (11) + 11 = 22
Aldy: 1d20 + 15 ⇒ (4) + 15 = 19
As soon as you walk into the room you notice a strange force pulling at your metal armor and weapons.
"Ready to make sacrifice?!?!", Slaagh says with growing excitement.
Brand Boulderstep |
Brand does not enter the chamber upon noticing the gear stuck onto the structure...
Aldy Rolda |
Lets do it! So... what do we do? Just toss the metal in there?
Assuming Aldy gets the go ahead, he will grab a big cooking pot, and toss it into the room next to the 'god'.
Breelajah |
Bree feels a tug on his axe. "That's strange. Something is pulling on this." The junk metal he's holding also seems drawn to the central object. Following Aldy's lead, he tosses a metal cup towards the center of the room.
Flint Jaycen |
Flint feels the metal in the ground being pulled from the earth. Unnatural.. He gently tosses some junk metal towards the structure. Torag forgive me...
Arkolo |
Arkolo promptly exits the room and lets those carrying the godly sacrifice to get on with it.
DM MoFiddy |
Flint, Bree, and Aldy toss their metal items into the room. A strange, invisible force yanks each piece of metal into the air straight toward the hexagonal object in the center of the room. The items stick to it along with the weapons, armor, another items.
Slaagh is hoping back and forth. He can barely contain his glee. "Quick! Now! Your friends must make sacrifice to Skraa-orm thagh!"
("Skraa-orm thagh...")
"The sacrifice is not complete until all make sacrifice!", he says to you.
Arkolo |
Arkolo gestures at the others... ”The others were carrying mine. I tend to be clumsy and drop everything. In fact, when we were collecting all this stuff from the other level I tripped and made a hell of a noise. Surprised you didn’t hear it. T’was very loud!”
Bluff w/ Blessed Infiltration 1: 1d20 + 11 ⇒ (6) + 11 = 17
Bluff w/ Blessed Infiltration 2: 1d20 + 11 ⇒ (17) + 11 = 28
Breelajah |
"Final sacrifice? What are you talking about. Do you mean you just need one more?" Bree throws another metal plate towards the object in the middle of the room.
Brand Boulderstep |
"Best to understand what he wants... Something is strange about all this...." Brand explains.
Aldy Rolda |
I'm pretty sure he just wants metal... toss a pot in everyone, and maybe we can finish the tour and move on to the next level.
Flint Jaycen |
Flint bends his knees, grabs a bit of dust and rubs it between his hands. Here we go...
Brand Boulderstep |
Brand grabs a pot and tosses it in with a scowl.......
GM Mike Hallet |
With the last pot tossed into the Godbox, an audible click is heard. The troglodytes thank you for your sacrifice and lead you to the exit to the next level. You take some time to resupply and eventually return to the ramp which descends into the darkness.
It seems like everyone except Breelajah has darkvision. I am going to assume that Arkolo is using a light cantrip to help Breelajah see, unless someone tells me otherwise.
The ramp winding down from the level above ends in a flight of stairs leading to a dank, low-ceilinged room. The curved surface of the Emerald Spire takes up the northwest corner, and to the east is a broad stairway leading down to a dark passage from which the soft sound of lapping of water emanates. A small, closed door stands in the south wall. Several toad-sized crabs skitter about.
As Aldy reaches the bottom he sees three creatures in addition to the crabs. A small. winged imp-like creature whose body appears to be in an impossible state somewhere between solid and liquid. It constantly drips as it flies. A man-sized humanoid with blue skin and webbed fingers and larger crablike creature that seems to be interposing itself between you and the others.
The humanoid speaks:
Currently only Aldy and Brand can see the creatures the rest of you are still on the ramp and blocked by a wall.
Aldy Rolda |
Sense Motive: 1d20 + 4 ⇒ (9) + 4 = 13
Aldy holds up his hands, showing he has no weapons and begin to speak,
Um... we don't speak aquan. Any chance you speak common? We're explorers from the Pathfinder Society. We have been tasked with exploring and cataloging this spire. We won't be here long, and will do our best not to interrupt you while we are here.
Flint Jaycen |
Flint calls out to Aldy in Dwarven. "What do you make of him? Can we take him?" He grips his axe even tighter, ready for anything after the surprising pacifist trogolodytes.
Aldy Rolda |
Aldy calls back in dwarven,
Eh, probably. There's only one of him and that water-imp thing. I think we could take them
GM Mike Hallet |
Sense Motive: 1d20 + 2 ⇒ (11) + 2 = 13
Sense Motive: 1d20 + 7 ⇒ (18) + 7 = 25
Sense Motive: 1d20 ⇒ 5
The crab creature, getting the feeling that you are not leaving, raises his claws in a sign of aggression. Seeing this the humanoid and the imp creature spring into action.
Knowledge Checks: Knowledge (planes) for each.
Aldy: 1d20 + 6 ⇒ (4) + 6 = 10
Arkolo: 1d20 + 8 ⇒ (3) + 8 = 11
Brand: 1d20 + 6 ⇒ (15) + 6 = 21
Breelajah: 1d20 + 3 ⇒ (2) + 3 = 5
Flint: 1d20 + 5 ⇒ (5) + 5 = 10
H: 1d20 + 0 ⇒ (2) + 0 = 2
C: 1d20 + 3 ⇒ (4) + 3 = 7
I: 1d20 + 6 ⇒ (15) + 6 = 21
TB: 2d20 ⇒ (19, 18) = 37
Brand
"Imp"
Arkolo
Aldy
Flint
"Crab"
Breelajah
"Humanoid"
BOLD my act.
Brand Boulderstep |
Sense Motive 1d20 + 10 + 2 ⇒ (8) + 10 + 2 = 20
Patient Sensibility (Su): You gain a +2 bonus on Diplomacy, Perception, and Sense Motive checks.
Knowledge (Planes) 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
Monster Lore +2 from Wis.
Attack Crab 1d20 + 7 ⇒ (4) + 7 = 111d10 + 3 ⇒ (4) + 3 = 7
"He's not very friendly is he?" Brand grumbles as he steps in and takes a wide overhead slam against the crab.
GM Mike Hallet |
This strange crab-like creature is clearly some sort of unique outsider that marks it as an eidolon. The undine it guards is clearly its summoner.
The "imp" rushes out of the room where you hear a splash.
Brand
"Imp"
Arkolo
Aldy
Flint
Eidolon
Breelajah
Summoner
BOLD my act.
Flint Jaycen |
Flint runs down the stairs and into the room, hand scraping along the wall as he does so. Reaching the corner of the room, he lobs the ball of stone at the summoner with force!
Elemental Blast @ Summoner (Cover): 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d6 + 8 ⇒ (6) + 8 = 14
Aldy Rolda |
Aldy shifts and draws his whip, readying an action to aid bree fo +4 to hit on whoever's he decides to attack.
aid: 1d20 + 8 ⇒ (10) + 8 = 18
Aldy will bodyguard any allies for +4 ac should they be attacked.
bodyguard: 1d20 + 8 ⇒ (18) + 8 = 26
bodyguard: 1d20 + 8 ⇒ (19) + 8 = 27
bodyguard: 1d20 + 8 ⇒ (4) + 8 = 12
bodyguard: 1d20 + 8 ⇒ (8) + 8 = 16
bodyguard: 1d20 + 8 ⇒ (10) + 8 = 18
Breelajah |
Bree hears some voices echoing up from below. There is an unknown male voice in a curious liquid speech that Bree hasn't heard before but before he can puzzle it out the unmistakable sounds of combat rise.
Not my turn yet so I'm not taking any actions yet.
Flint Jaycen |
Flint, shouldn't your damage be higher?
Well... That's awkward. I won't say how long that's been wrong for. :/
Extra Damage, just for fun: 1d6 + 3 ⇒ (6) + 3 = 9
Arkolo |
Hearing the commotion, Arkolo dashes down the stairs pulling his bow as he goes. A quick glance lets him make a decision and he nocks an arrow and lets fly at the summoner.
Move, Activate Justice Judgement, Shoot
Twang! (PBS, JJ): 1d20 + 9 + 1 + 2 ⇒ (14) + 9 + 1 + 2 = 26
Thud! (PBS): 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Kn: Planes: 1d20 + 7 ⇒ (16) + 7 = 23
Kn: Planes: 1d20 + 7 ⇒ (15) + 7 = 22
Kn: Planes: 1d20 + 7 ⇒ (1) + 7 = 8
GM Mike Hallet |
Two well-placed shots cause the undine to slump against the wall, sending its eidolon back home.
Breelajah
Brand
"Imp"
Arkolo
Aldy
Flint
BOLD my act.
Breelajah |
Bree races down the stairs and pulls his axe into his hands. He quickly scans the room and sees only the blue-skinned creature lying on the ground. "Is that it? Where are all the bad guys?"
Brand Boulderstep |
Brand points at their one remaining target swimming away.
"I don't do to well in the water. Perhaps shoot it?"
GM Mike Hallet |
The remaining creature swims around the corner and out of sight.
Out of combat.
The stairs from this area lead down about 10 feet into a wide hallway filled with murky water. There are two hallways on the south wall and one on the east.
The wide part of this area is partially flooded to a depth of 2 feet and counts as difficult terrain for anyone on foot. The water provides concealment to anything in it.
Brand Boulderstep |
"This place here is flooded. We should watch our step. Who knows what lurks inside here." Brand warns the others as he steps forward.
Aldy Rolda |
Well that wasn't a very friendly welcome. That little guy probably raised the alarm. We should expect stiff resistance from here on out.
Unless anybody has anything else to do, Aldy will search the body of the summoner, and start wading into the sloshing water, searching for traps as he goes.