A reminder about the hall
This hall displays architectural artifacts recovered from the ruined islands of lost Azlant, far to the west. Renderings of strange designs hang as backdrops behind scale models of various structures. Excerpts from Pathfinder journals document the post-Starfall migration and cultural progression of the survivors of Azlant’s destruction.
Ref saves still required from Romulus and Wynn
As you gather your selves, you quickly check the room to the north.
The granite walls of this narrow chamber are mounted with metal plates supporting huge iron gears, all turning slowly, churning an array of chains, belts, cogs, and other devices. The west section of the chamber opens into a wider, clovershaped chamber to the south, its walls armored in bronze and copper plates. Copper nozzles protrude from between the plates, dripping black grease. The grease stains the floor beneath in pools of scintillating rainbow.
Status
Alie
Morrin
Kalendir
Wynn - one reflex save as above or 38 damage
Fletch 2 WIS damage
(Romulus) 41 damage reflex save as above or 45 damage
Tortuga
"Careful of that grease. It could be a product of that Black Blood" Kalendir warns "No telling what it could do."
He peers into the southern room but all of the gears and modern technology makes his head spin. "Any of you make heads or tails of what this room is supposed to be?"
This looks like an engineering bay where clockwork golems are created and repaired.
With little more to do, you open the large double doors which leads into an oddly shaped hall.
area 16
perception DC28:
You note gouges in thefloor and walls, all telltale signs of a scuffle.
Checking to the west you find a door that has been ripped from its hinges. It leads into a second room with stairs leading back down to the level you came from.
area 13
Atop the stair, a short hall opens into a small, rectangular room. The walls within are scarred and gouged. Gears, scrap metal, and other remnants of mechanical contraptions lie recklessly strewn about. Many of the scattered metal parts possess slightly anthropomorphic features. A fair amount of blood is splattered about the walls, floors, and ceiling. On the far side of the room, a metal-reinforced door hangs loosely, bashed open and dangling from a single hinge.
Status
Alie
Morrin
Kalendir
Wynn - one reflex DC18 save as above or 38 damage
Fletch 2 WIS damage
(Romulus) 41 damage
Tortuga
"I am a bit more worried with what ripped these gears straight from the wall." Kalendir gulps and grips his bow tightly. "Either way. Whatever happened here is here no longer."
"We should keep moving." Kalendir motions to the set of double doors far to the east.
Morrin follows Wynn, once again pulling out his masterwork tools, and looks the door over. "After the last two jumps, I'm going in carefully, and making sure these doors aren't trapped. Keep me covered, and we should be okay."
Dozens of artistically displayed chunks of twisted, unidentifiable metal, embossed with alien symbols, decorate this chamber. Maps placed near individual chunks denote the locations and specific years in which the items were discovered. The north wall has two exits. On the floor in front of the eastern arch lies a metal door, apparently blown off its hinges. Numerous spatters of blood crisscross the floor.
perception DC18:
You notice a line of blood leading towards the right hand door.
@Morrin, all you can see is stone covering the doorway. You have no idea how thick it might be.
spellcraft DC 24:
This is a wall of stone, it merges into the surrounding stonework.
Tortuga:
Lots of things on the wall, but nothing that would provide cover as such, apart from the two other archways.
A black ray springs from behind the right hand archway hitting the you in the chest.
Fort DC 16 or you are exhausted. If you make the save, you are fatigued
It is quickly followed by a volley of arrows, two of which strike home.
Ki Pool 7/13 | Stunning Fist 11/17 | Punishing Kick 15/15 | Touch of Serenity 13/15 | Winged Boots 1/3 | Reroll 0/1
Sorry, I didn't finish my turn. I got rushed because of dinner and didn't manage to explain properly. I was waiting on an answer regarding cover before I posted a move action.
No worries, what move would you like to make? Obvious options would be...(a) hiding in a corner so they cannot fire at you from beyond the archway; (b) going through the left hand archway; and (c) heading up to the archway that you heard movement from.
Ki Pool 7/13 | Stunning Fist 11/17 | Punishing Kick 15/15 | Touch of Serenity 13/15 | Winged Boots 1/3 | Reroll 0/1
Yes, it would have been going to the room on the left. If I can't see them at all, my plan is probably going to keep moving to try to limit them from taking full attacks.
The floor of this chamber is inlaid with giant circular mosaic of the four primary elements divided into quarters that swirl counter-clockwise. A brass plaque encircles the mosaic, engraved with a passage that reads: “The shortest year has five seasons of fire.” In the northwest corner, a short passage leads to a door.
You still need to make the fort save, but instead of through the right archway, the black ray came from the room you left
Status
Three - delayed
Kalendir
Wynn -
Morrin
One
Fletch 2 WIS damage
(Romulus) 41 damage
Tortuga
Two
Alie
Male CG Human (Taldan) Kineticist 11 / Unchained Rogue 3 | HP 235/235 42 Non Lethal : 26 Temp | AC 25 T 19 FF 18 | CMB +10, CMD 32 | F: +20, R: +23, W: +8 | Init: +9 | Perc: +14 | Speed 30ft, Fly 60ft (Good) | Burn 3/11 | Darkvision 60ft | Defensive Abilities danger sense +1, evasion, fortification 15%; Resist negative energy 10, positive energy 10
Sighing, Morrin tightens his hold on the masterwork thieves tools, forcing a tendril of aetheric energy to emerge from the item in his hand, and swings past Kalendir attempting to hit the wall.
Precise shot to eliminate -4 modifier for shooting into melee;
Shared Precision- All allies in 10 feet get precise shot
Holy- +2d6 damage if creature is evil
Cluster Shot
Wynn also fires his arrows into the wall. You have smashed through almost one foot of stone now, and it still looks pretty solid.
Tort:
You look on with horror as a writhing mass of small insects pour into the room you left, thousands of them head off toward you. swarm damage:4d6 ⇒ (5, 3, 6, 4) = 18; fort DC21 save vs poison too
Status - Wall - 181 damage
Three - delayed
Fletch 2 WIS damage
(Romulus) 41 damage
Tortuga - 18 damage; Fatigued; Fort DC 21 save (vs poison)
Two
Alie
Morrin
Kalendir
Wynn -
One
Ki Pool 7/13 | Stunning Fist 11/17 | Punishing Kick 15/15 | Touch of Serenity 13/15 | Winged Boots 1/3 | Reroll 0/1
Remember this part though:
Quote:
(S) Shapeable: If an area or effect entry ends with "(S)," you can shape the spell. A shaped effect or area can have no dimension smaller than 10 feet..
Even if you did allow a wall to immediately double back on itself (I wouldn't because the turn in the wall would not be 10 feet long), you still have to have at least a 10' by 10' sheet blocking the door, not a 5' by 5' one. So at best it's probably 3-5 times its thickness, not caster level times.
”I can use dimension door to teleport four of you into the room with me. There’s no telling what we will find, but I don’t want to leave Tortuga in there by himself. We could leave Romulus out here....”
Alie grasps hands with the other pathfinders and vanishes into the room beyond.
There she sees lots of bugs, thousands of them. Tens of thousands. Two archways lead out of the room, one to the left and one to the right.
Tort:
Beyond the right archway you see a long 5' wide corridor, hundreds of feet long. A grey haze borders the corridor to each side, while stone lines the ceiling and floor.
Status - Wall - 181 damage
Three - delayed
Fletch 2 WIS damage
Tortuga - 18 damage; Fatigued; Standard action still available;
Two
Alie
Morrin
Kalendir
Wynn -
One
(Romulus) 41 damage
Now for an admission. The campaign leadership are a little evil with this scenario in providing faction missions, as they actually detract from your ability to complete the overall campaign mission.
There are two boons special boons that you can potentially win one of, depending on the number of campaign points you accumulate during the series (these were recorded on your earlier character sheets). Doing your faction mission actually reduces your ability to get these, which I happen to think is kind of unfair.
I'm still going through counting these things up. Although with PF2 around the corner, I suspect the better of the boons is not quite as awesome as it once was.
Campaign point total prior to scenario 4, plus a bonus one for Shemis livng.
Alie 4+ 2+1+1=8
Fletch 2+2+1+1=6
Kalendir 4+2+1+1=8
Morrin 3+2+1+1=7
Tortuga 2+2+1+1=6
Wynn 2+2+1+1=6
Going through the other ways to get CPs in this scenario also help in calculating PP. And you all get a base 2pp.
Now we get into the fair/unfair bits with the campaign points. I think, and especially given that PFS2 has now been announced, I'm going to boost you all up to 8CP, which gives you the "Favored of the Ten" boon.
Unfortunately the boon that promotes you to VC is out of reach of any of you, and even if you had somehow managed to get the max CP out of this scenario, it would still have been. Only getting one CP in the third scenario really hurt there.
Male CG Human (Taldan) Kineticist 11 / Unchained Rogue 3 | HP 235/235 42 Non Lethal : 26 Temp | AC 25 T 19 FF 18 | CMB +10, CMD 32 | F: +20, R: +23, W: +8 | Init: +9 | Perc: +14 | Speed 30ft, Fly 60ft (Good) | Burn 3/11 | Darkvision 60ft | Defensive Abilities danger sense +1, evasion, fortification 15%; Resist negative energy 10, positive energy 10
Thanks for running for us, as it was quite the slog! Now to tell the people in my area that I can finally prep the games, so they can have a nice going out bash before PF2!
Also, as a side note for inspiration concerning the First World, I had just watched Annihilation, and some the visuals, critters, and scenarios are a pretty good influence.
Ki Pool 7/13 | Stunning Fist 11/17 | Punishing Kick 15/15 | Touch of Serenity 13/15 | Winged Boots 1/3 | Reroll 0/1
Interesting story, but the encounters definitely show their age. The phoenix was probably the most dangerous creature in the entire series and it appeared in Part 1.
The phoenix was part of a very complex encounter. You had some bubear road bumps, and a slighter larger one in a level 15 fighter with lots of improved critical feats on the bridge.
The phoenix himself was CR15, but you effectively bypassed him by taking out the sorcerer who had his control ring. One of the advantages of a party with no less than five characters with great ranged options (and the 6th able to pounce at will).
A final big thank-you to everyone for sticking through this very long series. While technically only four, the first counts double, which makes it (I think) the longest directly linked series of pathfinder scenarios.
Well done all. I'll probably mark this inactive after the weekend.
I have a been a silent specter watching your travels. I had just finished playing the Eyes of the Ten when I found this party and enjoyed watching how you handled the various tests interesting.
The phoenix we had to run from.
My party had a total of 4 characters. I played an Unchained Monk who actually died in the arena, but was saved by a well timed First Aid Glove.
Congrats on a well played and hard fought adventure.
And my admiration to GM Aerondor for a excellently ran adventure.
The Phoenix was one of the top five toughest encounters I’ve faced in Pathfinder. I ran and didn’t think I’d make it to the end of the finale alive after that!