GM Elberion |
While the rest of the party struggles, despite great efforts, with the magical winds, Aaftaab manages to soar through the air on his powerful legs.
Once he reaches the bottom of the tower, Aaftaab clambers into the top room of the tower. There, the magical winds no longer buffet and any vertigo is lessened by the protective walls.
The room glows gently in a dim, magical light that illuminates several floating lenses as broad as Aaftaab's torso. They seem unaffected by the forces, protected by some kind of cushioning levitation effect.
Of the dozen lenses, only three are fully intact.
Aaftaab |
Aaftaab is glad that no traps are visible, and tries to pull the lenses down.
He also directs Parvaaz to fly up to him.
fly, -8 : 1d20 + 9 - 8 ⇒ (1) + 9 - 8 = 2
fly, -8 : 1d20 + 9 - 8 ⇒ (9) + 9 - 8 = 10
fly, -8 : 1d20 + 9 - 8 ⇒ (19) + 9 - 8 = 20
fly, -8 : 1d20 + 9 - 8 ⇒ (20) + 9 - 8 = 21
fly, -8 : 1d20 + 9 - 8 ⇒ (18) + 9 - 8 = 19
Aaftaab |
Assuming that Parvaaz made it up.
“You are unbelievable! A true friend and you always have my back! Thanks Parvaaz!!“ Aaftaab says while petting his Roc companion.
Aaftaab takes the lenses and puts them in Parvaaz’s saddle bags.
He then flies down to the others.
Ischell |
Ischell maintains his flight, just below the buffeting wind.
"This whole flying thing was, like, harder than I expected man. I can come up if you need me though, just say the word my dude."
Reginald Gerbin III |
"Or maybe we can catch it!" Reginald offers. "Just toss it down!"
Yep. Absolutely no way that could go wrong. XD
GM Elberion |
Perception (Aaftaab ): 1d20 + 10 ⇒ (10) + 10 = 20 +1 vs traps
GM Elberion |
Aaftaab is surprised by a discharge of stored energy from the lenses, like super-charged magical static.
electricity damage: 4d6 ⇒ (5, 5, 6, 1) = 17
Reflex (Aaftaab has Evasion): 1d20 + 13 ⇒ (7) + 13 = 20
Aaftaab |
GM Elberion |
But he avoids the discharge and is unharmed.
Parvaaz flies up and together the pair bring down the lens.
It is a DC30 spellcraft check to replace the lens. You get a +2 bonus for listening at the quicksilver graveyard, another +2 for reading the stelae and a +5 to whoever is wearing the armillary amulet (the one from the lizard's stomach).
Reginald Gerbin III |
Spellcraft, Circumstance vs DC 30: 1d20 + 14 + 2 + 2 + 5 ⇒ (18) + 14 + 2 + 2 + 5 = 41
"Alright, now twist it counter-clo - no, counter-clockwise. You know, like a clock- Nevermind, just turn it the other way. No, the other other way. Like this!" The wizard makes a very complex motion with his hands. "See?"
GM Elberion |
Reginald perfectly positions the lens and you feel the magical energies settle. It is clear, at least to Reginald with that check! that the orrery has been reset and whatever magic is was amplifying has been reset.
After a few moments, Sara and Castinus enter the orrery, "Did you hear that? Something's happening at the excavation. Raised voices!"
You can head over to the excavation or do something else. Let me know.
Aaftaab |
Aaftaab claps his hands.
“No idea Mr. Wizard Reginald but it seems to be working!!“ he says smiling!
Ischell |
"Whoa. That's crazy. It feels like some of the magic, like, changed."
Ischell, giving up his flying position, makes his way gingerly back down to the ground.
"Let's go, dudes. Seems like there might be something happening over at that excavation place"
GM Elberion |
Rule of two, let's go!
As you approach you can instantly see a change in the villagers. Their eyes seem more alert, their body language less passive and, most of all, they are talking freely.
Extraordinarily, they seem to be deep in discussion with the skum guards who were once their captors.
As you draw near, you hear snatches of conversation. A skum beseeches one of the gillmen villagers, "“Kindred, free the Master and you can return to peaceful lives!” and another speaks, “Now is the time to repay the sea’s debts!”
These are two separate checks.
Robyyn |
Sense Motive DC 20: 1d20 + 1 ⇒ (1) + 1 = 2
Sense Motive DC 15: 1d20 + 1 ⇒ (12) + 1 = 13
Robyyn shrugs his shoulders and looks to the other Pathfinders. "What do you guys think?" he whispers.
Reginald Gerbin III |
Sense Motive vs DC 20: 1d20 + 1 ⇒ (1) + 1 = 2
Sense Motive vs DC 15: 1d20 + 1 ⇒ (9) + 1 = 10
Reginald shrugs back. "Maybe the guards know there's too many of them to contain and want to try to prevent a riot?" he suggests.
Casovir |
Sense Motive vs DC 20: 1d20 + 2 ⇒ (12) + 2 = 14
Sense Motive vs DC 15: 1d20 + 2 ⇒ (5) + 2 = 7
Casovir ruffles his oily feathers and huffs miserably.
GM Elberion |
Sense Motive (Aaftaab ): 1d20 + 10 ⇒ (3) + 10 = 13
Sense Motive (Parvaaz ): 1d20 + 1 ⇒ (2) + 1 = 3
Sense Motive (Castinus): 1d20 + 3 ⇒ (10) + 3 = 13
Sense Motive (Ischell): 1d20 + 4 ⇒ (4) + 4 = 8
Sense Motive (Mist): 1d20 + 7 ⇒ (19) + 7 = 26
Sense Motive (Aaftaab ): 1d20 + 10 ⇒ (8) + 10 = 18
Sense Motive (Parvaaz ): 1d20 + 1 ⇒ (1) + 1 = 2
Sense Motive (Castinus): 1d20 + 3 ⇒ (20) + 3 = 23
Sense Motive (Ischell): 1d20 + 4 ⇒ (9) + 4 = 13
Sense Motive (Mist): 1d20 + 7 ⇒ (8) + 7 = 15
GM Elberion |
I don't know why I didn't just roll those sense motives myself straight away...
Ischell |
With a loud voice, Ischell calls out- hoping to draw attention to himself. "Whats the problem here dudes? Can we, like, talk about this?"
Ischell appears oblivious to what is happening around him, only that the noise and tension can only mean bad things. He stands tall, but doesn't attempt to use his physical presence as an intimidation tactic.
Diplo: 1d20 + 8 ⇒ (4) + 8 = 12
He turns back to his other companions- What do you think is going on here?
Aaftaab |
“The scum really seem sincere! It is really strange that everything changed so quickly!“ he answers Ischell.
Can you guys feel anything different about yourselves? I mean, our body was somehow changed, too?“[/b] he asks specifically Reginald and Robyyn.
He then walks to the scums.
“Hey, I do not understand what you mean exactly?! What Masters are you talking about and what sea are you talking about? What exactly do you want the villagers and maybe even us to do? We can surely help but need to know everything you know!“ he asks.
diplomacy : 1d20 + 13 ⇒ (6) + 13 = 19
Ischell |
"I'll trust you on the sincere part, man. It seems chill enough though."
Ischell steps up, moving along side Aaftaab towards the scum and the newly freed workers.
"We could help you, if you'd like. Seem like you were under some wicked enchantment, or something. There is some magic thing in the tower over there- and it was, like, controlling you or something. Now that it is stopped, I am thinking we need to figure out who is in charge of this whole thing. I am sure its not a good dude, ya know?"
Diplo, aid: 1d20 + 8 ⇒ (20) + 8 = 28
GM Elberion |
Castinus nods, "Yeah, exactly."
aid: 1d20 + 6 + 1d6 ⇒ (7) + 6 + (5) = 18
GM Elberion |
Our heroes arguments are much more convincing than those of the skum and the villagers begin to move up from the beach toward the safer ground in the centre of the island, "Yeah, we shouldn't be digging here. We need to get home."
As the villagers move away, the skum turn on the pathfinders in a rage!
Initiative(Aaftaab): 1d20 + 9 ⇒ (2) + 9 = 11
Initiative (Parvaaz - always acts in surprise round): 1d20 + 4 ⇒ (2) + 4 = 6
Initiative (Robyyn): 1d20 + 8 ⇒ (1) + 8 = 9
Initiative (Castinus): 1d20 + 7 ⇒ (7) + 7 = 14
Initiative (Reginald): 1d20 + 8 ⇒ (11) + 8 = 19
Initiative (Ischell): 1d20 + 4 ⇒ (20) + 4 = 24
Initiative (Mist): 1d20 + 7 ⇒ (11) + 7 = 18
skum: 1d20 + 1 ⇒ (20) + 1 = 21
GM Elberion |
Only Ischell manages to react before the skum can advance!
Ischell
Skum
Reginald
Mist
Castinus
Aaftaab
RobyynBold are up!
Ischell |
Ishell steps forward, seeing the conversation switch to a threat... his kama swinging at his side.
"This isn't the best choice, dudes. I am sorry for what is about to happen..."
Readied attack, first thing to come in 10 ft range
+1 DC Kama, PA, Flurry: 1d20 + 12 ⇒ (3) + 12 = 15
Adamantine, S, PA: 1d6 + 14 ⇒ (4) + 14 = 18
+1 DC Kama, PA, Flurry: 1d20 + 12 ⇒ (1) + 12 = 13
Adamantine, S, PA: 1d6 + 14 ⇒ (4) + 14 = 18
+1 DC Kama, PA, Flurry: 1d20 + 12 ⇒ (1) + 12 = 13
Adamantine, S, PA: 1d6 + 14 ⇒ (1) + 14 = 15
I think the RNG broke...
GM Elberion |
Ischell's chains flash out but only the first catches an advancing foe, seriously injury the fishy humanoid.
The skum move forward to attack with their tridents.
vs Ischell
attack: 1d20 + 4 ⇒ (4) + 4 = 8
damage: 1d8 + 2 ⇒ (3) + 2 = 5
attack: 1d20 + 4 ⇒ (8) + 4 = 12
damage: 1d8 + 2 ⇒ (7) + 2 = 9
attack: 1d20 + 4 ⇒ (6) + 4 = 10
damage: 1d8 + 2 ⇒ (4) + 2 = 6
attack: 1d20 + 4 ⇒ (8) + 4 = 12
damage: 1d8 + 2 ⇒ (3) + 2 = 5
vs Aaftaab
attack: 1d20 + 4 ⇒ (12) + 4 = 16
damage: 1d8 + 2 ⇒ (7) + 2 = 9
attack: 1d20 + 4 ⇒ (4) + 4 = 8
damage: 1d8 + 2 ⇒ (6) + 2 = 8
attack: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 1d8 + 2 ⇒ (1) + 2 = 3
GM Elberion |
None of them can land a blow.
Ischell
Rune-marked scum (-18)
SkumReginald
Mist
Castinus
Aaftaab
RobyynBold are up!
Robyyn |
Robyyn retrieves his gruesome-looking poppet and steps forward, concentrating internally for a moment; an unsettling aura arises around him, affecting everyone on the beach.
Aura of desecration: +1 DC for channeled negative energy, +1 turn resistance for undead within the aura
Mist the Tian Shapechanger |
Mist concentrates for a second then disappears.
Spend a ki to become invisible for 2 rounds
She then moves into a strategic position, poised for the kill.
Ischell |
Surrounded, Ishell turns his Kamas into close range weapons- slashing and swiping in a blur of action.
Starting with Brown, and then working clockwise
+1 Kama, PA, Flurry: 1d20 + 12 ⇒ (6) + 12 = 18
Adamantine, S, PA: 1d6 + 10 ⇒ (3) + 10 = 13
+1 Kama, PA, Flurry: 1d20 + 12 ⇒ (20) + 12 = 32
Adamantine, S, PA: 1d6 + 10 ⇒ (1) + 10 = 11
+1 Kama, PA, Flurry: 1d20 + 7 ⇒ (19) + 7 = 26
Adamantine, S, PA: 1d6 + 10 ⇒ (1) + 10 = 11
Crit?: 1d20 + 12 ⇒ (2) + 12 = 14
Damage: 1d6 + 10 ⇒ (2) + 10 = 12
Aaftaab |
”Big mistake!!!“
Aaftaab attacks with his negative energy blade and his kukri by two weapon fighting.
- Touch Attack Void Kinetic blade with outflanking +15, negative energy hitting touch AC (1d6+1+3d6; 20/x2) To hit: BAB +4, Finesse +6, Size +1, +4 Flank with ’Outflank’, 2WF -2 / Damage: d6+ ½ Con + 2d6 Sneak Attack + d6 Precise Strike Feat : 1d20 + 15 - 2 ⇒ (18) + 15 - 2 = 311d6 + 1 + 2d6 + 1d6 ⇒ (2) + 1 + (1, 3) + (3) = 10
Adamantine Kukri +1 with outflanking +16 slashing (1d3+6+3d6; 18-20/x2), To hit: BAB +4, Finesse +6, Size +1, +4 Flank with ’Outflank’, 2WF -2, enhancement +1 / Damage: 1d3+ 6 Dex Finesse + 2d6 Sneak Attack + d6 Precise Strike Feat : 1d20 + 16 - 2 ⇒ (12) + 16 - 2 = 261d3 + 6 + 3d6 ⇒ (1) + 6 + (4, 5, 3) = 19
He directs Parvaaz to attack!
Parvaaz |
Parvaaz screeches and uses his claws and bites!
Bite : 1d20 + 12 ⇒ (6) + 12 = 181d6 + 11 + 1d6 ⇒ (5) + 11 + (2) = 18
Claw 1: 1d20 + 12 ⇒ (16) + 12 = 281d6 + 11 + 1d6 ⇒ (4) + 11 + (5) = 20
Claw 2: 1d20 + 12 ⇒ (15) + 12 = 271d6 + 11 + 1d6 ⇒ (1) + 11 + (6) = 18
To hit with power attack and outflank +12: Amulet of Mighty Fist +1, BAB +4, Str +6, Outflank +4, -2 power attack, Size -1
Damage with power attack +11+d6: Str +6, Power Attack +4, Amulet of Mighty Fist +1, +d6 Precise Strike
CMB +19 grapple* (BAB +4, Str +6, Size +1, Outflank +4) * Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.: 1d20 + 19 ⇒ (9) + 19 = 28
GM Elberion |
Three of the skum fall to the lethal barrage and one is grappled by Parvaaz after receiving bloody wounds.
Castinus bravely defends Sara.
Reginald is up!
Reginald Gerbin III |
Reginald bravely steps behind Castinus. "Hey, did you hear about the man who put a fish in his baby grand?" he asks the skum in front of Ischell. "He said he needed a piano tuna! Hah! Get it? A tuna..." The man's voice is quickly lost in his wheezing laugh.
5 ft step, Evil Eye to give Red a -2 penalty on attack rolls for 9 rounds (Will 18 to reduce duration to 1 round) and Cackle to extend duration of Evil Eye by 1 round.
GM Elberion |
This fight is ridiculous. These guys are so, so weak. I'm calling it now.
The party carve through the skum as the villagers weave up the path to the cliff top.
The villagers have made little more progress in their excavations and the coral is replenishing itself now that it is not being dug away.
When the party also climbs the cliff the villagers tell you about their experience. They reveal that Gerlach leads the skum and works “in a secret place, deep beneath the island” to create some magical elixir. They also reveal that the sorcerer discovered the desiccated husk of an
old Azlanti god, a creature called Mohl’omog, although their recollections of meeting this ancient being are hazy at best. Many recollect where they were taken when they were first brought to the island—down the steep steps of the natatorium (area B9).
Castinus offers to keep an eye on the villagers while the rest of the party continues to look for a cure to their conditions...
Fortitude (Aaftaab): 1d20 + 11 ⇒ (13) + 11 = 24
Fortitude (Parvaaz): 1d20 + 7 ⇒ (12) + 7 = 19
Fortitude (Robyyn): 1d20 + 3 ⇒ (4) + 3 = 7
Fortitude (Castinus): 1d20 + 4 ⇒ (20) + 4 = 24
Fortitude (Reginald): 1d20 + 3 ⇒ (11) + 3 = 14
Fortitude (Ischell): 1d20 + 14 ⇒ (15) + 14 = 29 Immune to disease
Fortitude (Mist): 1d20 + 3 ⇒ (12) + 3 = 15
Speaking of which...
GM Elberion |
Robyyn and Reginald's warping seems to have become worse.
Aaftaab is weeping thick, black blood.
Mist and Parvaaz are also weeping thick, black blood. On top of that, there eyes have turned inky black and they gain +10' darkvision.
Robyyn's eyes bulge, his nose flattens and his lips crack. Now his hair - what was left - begins to shed and his eyes seem to have moved towards the side of his head perception +2
Ischell joints are knobbly and webbing grows between his fingers and toes.
Casovir and Reginald's skins becomes clammy and moist, with an oily sweat. Reginald's skin has got worse, oozing a vinegar-smelling mucus +2 to escape artist and CMB vs grapple.
Castinus' eyes bulge, his nose flattens and his lips crack. His hair has almost all fallen out and his eyes have moved to the side of his head +2 to perception now his mouth widens, his tongue expands and he croaks out his words -2 charisma and 15% verbal spell failure.
Aaftaab |
”Oh dear Chaldira!! What is happening to us!! I .. I cannot endure this any longer!! Let us make haste and find this Gerlach!!!“ he says in desperation.
survival ?? to continue the search? : 1d20 + 8 ⇒ (19) + 8 = 27
GM Elberion |
Sorry for the delay. I was expecting a bit more follow up.
The villagers basically point you in the direction of the natatorium. It's where Gerlach works and where they met the "desicated corpse of an Azlanti god".
Unless you want to do anything else first, I will take the action to the natatorium tomorrow.
Robyyn |
Robyyn rubs his eyes, noting their new positions, but seems nonplussed. "These aren't all problems, you know. Being farther apart seems to have improved my vision somewhat..."
GM Elberion |
Slight delay on the natatorium, busy at work.
Ischell |
"Well, it seems like this Gerlach dude is our focus, right? I am not sure what this elixir does, but it can't be, like, good... ya know?"
Ischell uses his webby fingers to scratch his face.
"What do you think we need to be prepared for? I hate walking into places like this without a little bit of prep."
Reginald Gerbin III |
"Why, for the desiccated corpse of an old Azlanti god!" Reginald answers cheerfully. "Of course, it might not actually be a deific body - but if it was, imagine the research possibilities! The journals we'd be published in! The conferences we'd get to attend and speak at and eat those fancy cheeses afterwards with the rich amateurs!"
GM Elberion |
As you approach the natatorium, tall, cracked walls surround this structure. They are punctuated by two grand arched entryways, only one of which still stands. Massive, verdigris-coated mounts for huge lenses hover lazily over the complex, their glass long ago shattered, while ruined aqueducts lead away from the structure in sweeping curves, disappearing into the island’s foliage.
Standing at the entrance, you can see that whtin graceful, crumbling archways open into a large bathing room. Two pools stand in the center of the room, full of stagnant water.
Aaftaab |
Aaftaab casts detect magic and looks around.
perception : 1d20 + 10 ⇒ (6) + 10 = 16 + 1 for traps
GM Elberion |
Aaftaab detects no magical auras and no traps here.
Ischell |
Ischell's eyes flash gold, before slowly reverting back to their normal coloration. Detect Evil
Standing tall, Ischell strides into the chamber- Kamas in hand, and slowly glances over the pools. He turns back to his companions, who are trickling in behind him.
Where do you suppose we go, anyhow?
GM Elberion |