Krago of the Mountains
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Krago fires the staff into the mist.
UMD, Heroism: 1d20 + 13 + 2 ⇒ (14) + 13 + 2 = 29
Damage: 8d6 ⇒ (6, 5, 6, 5, 2, 3, 6, 4) = 37
Lady Sugarsnap
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Sugar waits to see the after effects of the fireball before acting.
If the creature still stands she will step out and form a ball of fire in her hand and hurl it at the creature.
range touch: 1d20 + 10 ⇒ (13) + 10 = 23
fire damage: 1d6 + 5 ⇒ (3) + 5 = 8
produce flame spell, summon nature's ally will be a full round to cast and the fight may be over or near over by the time I get the spell off
Frēodwēn
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I apologize for my posting rate, everyone. It has been atrocious and I'm sure it has been bringing us down. I am taking action to cut back so that I can more easily focus on this game.
Frēodwēn
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Frēodwēn moves closer to the door. "Well done! One down, one to go!"
He readies an attack against the creature should it come back into sight.
Longbow, attack, deadly aim, inspired, haste, point blank, heroism, arcane strike: 1d20 + 15 - 2 + 2 + 1 + 1 + 2 ⇒ (3) + 15 - 2 + 2 + 1 + 1 + 2 = 22 for piercing, cold iron, Magic, holy: 1d8 + 4 + 4 + 2 + 1 + 2 ⇒ (3) + 4 + 4 + 2 + 1 + 2 = 16. additional damage if evil: 2d6 ⇒ (4, 3) = 7
| GM Harker |
Sugarsnap, Truffles is currently confused and attacking you. I'll assume you'll forgo your spell to avoid triggering an AoO from your companion.
Despite being confused, Truffles makes only a half-hearted attack on Sugarsnap, missing the halfling.
Krago uses the magical staff to send another Fireball into the room and those near the door smell the odor of fried worm emanating from mists.
The white enemy then closes on the door, taking an arrow to the face.
The remaining enemy then makes a few impotent strikes with its shortsword, only to quickly meet its doom to Xakon's rapier and Freodwen's arrow.
The momentum was completely on your side, so to speed things up I just assumed the inevitable.
Truffles attack: 1d20 + 10 ⇒ (3) + 10 = 13
White Reflex: 1d20 + 8 ⇒ (3) + 8 = 11
Combat Over
On the worm creature's bodies you discover 3 masterwork short swords, a wand of web (6 charges), and 2 wands of magic missile (CL 5th, 12 charges). Around the neck of one of them, you also discover a pouch containing an Emerald Spire transport token.
A closer examination of the mist-filled room also reveals that when shifting air currents thin the fog, they reveal that the walls connect at precise, unnatural angles and are decorated with strange geometric designs.
Having examined all the rooms, the group decides to head back to the surface. After reporting your findings to your superiors, they agree to send a team of spellcasters down later to clear out the spider creature with fireballs.
End of The Tomb of Yarrix.
GM Upaynao
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It has been many months since the Pathfinder Society has taken enough of an interest in the Emerald Spire to send in a team to explore the many levels of the Azlanti structure. But as with anything, situations change, and upon your reemergence to resupply within Fort Inevitable and renew your licences a message, or rather a plethora of messages, arrive for various members of your team. Most of them are requests from Venture-Captain Valsin, requesting reports. One of them though is a message for Olaf, requiring him to return to Absalom urgently.
And thus you find yourselves down to four; hoping that perhaps the Ten, in their infinite wisdom, will manage to send in replacements before you attempt the next leg of your journey to the root of the strange green rock that transfixes, and indeed gives its name to, the Emerald Spire.
Setting you all up for a meet-and-greet with new players. RP if you wish!
GM Upaynao
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Not looking like you are getting any reinforcements Pathfinders. Make the purchases you need.
After a few days of waiting and lurking about Fort Inevitable, a missive arrives for you from Ambrus Valsin.
"Pathfinders,
In spite of my requests for assistance, the Ten and my fellow Venture Captains have either not responded or denied me any further help in the exploration of the ruin. I wish it were not so, but we must make do with the hand we have, and not the one we dream of. Be careful. There is no telling what kind of Azlanti trickery remains within.
The gods watch over you all. Explore, Report, Cooperate.
Venture Captain Ambrus Valsin."
And it is thus that you find yourselves returning to the ancient tomb you had last uncovered and begin heading downward, along paths that go ever deeper into the bowels of the earth. By Krago's silent reckoning, you are well beyond the upper layers of the Darklands. These corridors bear the trappings of caverns only mentioned in the oldest of Dwarven records. Nar Voth. The long-forgotten, long-abandoned homelands of the dwarven people.
Nothing good remains within this layer.
You finally arrive within a narrow chamber, with what seems to be a narrow corkscrew stairwell going downwards. Time has not been kind to the mortar, stone and clay that once composed this stair, leading to a rather treacherous path down. The landing is at the edge of the dwarf's darkvision. Old flagstones, barely kept. Dim light filters up.
GM Upaynao
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In case there was any confusion, I am now waiting on your input. Game on!
Frēodwēn
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As Krago checks for traps, Frēodwēn scans the room with detect magic and then casts heroism on himself.
By SOP I believe we go through the door to the west, since it is right of the ladder we must have just climbed down. Assuming that there is nothing in this room to interact with. Before we cast buffs I figure we have time to search this room with a take 10 from Krago. I think the rest of us auto succeed on aiding his perception check.
also, GM, I post almost exclusively from my phone and tablet; could you move the map to Google slides so I can move my token? Otherwise I'll usually be asking someone else to move it for me, which sucks for everyone
GM Upaynao
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I can switch to Google Slides; I'll take care of that later on tonight. And no, you have not climbed down the ladder. You need to figure out how you are climbing down that ladder before you even get into the first room on the map as, if you read my description, it is heavily damaged and timeworn. The standard check to get down would be Acrobatics, but I'll leave it up to you since you might have methods that don't require an acrobatics check.
Lady Sugarsnap
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Sugar looks down the spiral crumbling stairway, I can fly down there and scout it out, then maybe we use a rope just in case. Sugar offers as a suggestion.
Frēodwēn
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Frēodwēn glances down. "I can probably handle it, but why don't you check it out?"
28 on an Acrobatics check like this while heroism is active
Krago of the Mountains
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Krago is +17 on Acrobatics (27 if he can Take 10 or 28 with a Guidance from Sugarsnap) and is willing to go first.
Between Trap Spotter and Stonecunning he is the person you want checking this out.
He makes his way down the ladder as carefully as possible. Take 10 if possible.
GM Upaynao
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Alright, lets not forget "" for when we speak and ooc tags when talking over the table matters. Also, I will change it over to Slides when I get home tonight, work has interfered with my initial goal of doing it Sunday evening.
Krago begins to step down the circular steps, followed by his companions. As he begins the final descent on the rickety metal rungs, he stops as something catches his eye. After careful inspection, it appears that some sort of cube made of transparent matter lays directly at the bottom of the ladder, waiting patiently for its next meal.
Krago of the Mountains
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Knowledge (Dungeoneering): 1d20 + 6 ⇒ (8) + 6 = 14
"Hold up - there's something here. Some sort of transparent cube creature."
I think that should be enough to identify it if it is what I think it is.
GM Upaynao
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It only takes Krago a few moments to figure out that this is not just a Gelatinous Cube, but a prime member of the species.
Advanced Gelatinous Cube. It goes up to ten feet in height. From where you are, at the top of these rungs, it is 40 feet down.
Lady Sugarsnap
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Sugar decided it best to stay as Sugar right now as some are very proficient at finding unusual stuff.
know cube?: 1d20 + 3 ⇒ (19) + 3 = 22
wonder if that cube can be burned? she thinks trying to figure out if she remembers anything about this creature.
I can blast it with fire if needed. just make sure everyone is out of the way.
unless stopped by someone and once everyone is out of the way cast flame strike to hit the cube creature
damage: 10d6 ⇒ (3, 6, 2, 1, 1, 1, 4, 6, 3, 4) = 31 -- DC 18 reflex for half, 16 fire, 15 divine damage.
Krago of the Mountains
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"Whoa whoa! Hold on, Sugarsnap! If it can't climb stairs then we can just shoot it from a distance. Assuming that arrows and such can hurt it. I do like you using your powerful spells when needed, but I don't think this is a case where they're needed."
As usual, do whatever you think best. Krago is saying IC that he doesn't think the big guns are needed.
Waiting to see if anybody knows its defenses/immunities.
Frēodwēn
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Frēodwēn makes his own way down to sight of the cube to check it out.
acrobatics, heroism: 10 + 16 + 2 = 28
knowledge, dungeoneering, heroism: 1d20 + 8 + 2 ⇒ (17) + 8 + 2 = 27
GM Upaynao
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With Krago pointing out the creature to his allies, Lady Sugarsnap not only identifies the creature, but remembers that it is immune to electricity and, owing to it's lack of clearly defined organs, anything to do with precision work or anything to do with hitting it in a sweet spot. However, nothing with regards to fire. And as she begins to cast the spell, Frēodwēn manages to pop his head in to confirm the identity of their obstacle, but also a couple of key features.
You've identified that it is immune to critical hits, precision damage, flanking, and electricity. You have two more questions. As a token of good faith, I will also include (for free) that it does not have any special defenses. In future, you will need to distinguish between resistances (which will cover DR as well as SR/elemental resistances) and immunities.
Lady Sugarsnap, are you committed to burning that thing into a crispy amalgam of cells? Or do you want to hold off on the big guns?
Krago of the Mountains
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Krago draws his crossbow, loads it, and fires.
Heavy Crossbow: 1d20 + 11 ⇒ (14) + 11 = 25
Damage: 1d10 ⇒ 4
"Frēodwēn, you are much better at this than I am. Want to give it a volley?"
Frēodwēn
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what modes of movememt does it have? Most importantly, can it reach us?
After that, what kinds of special attacks does it have?
"Indeed, Krago! I can turn it into quite the pincushion”
if it can't reach us, is there any point in rolling out the combat?
GM Upaynao
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Not really; we will be skipping it. There was a chance you somehow decided to be foolish about it. Each of your with a ranged weapon mark off 3 arrows/bolts/slingstones.
With the threat identified, the pathfinders decide not to take any chances and start firing at the beast from above. Unable to duck out of the way, it dies without even having the good sense to understand that it has ceased to be. Satisfied with their work, the group finally heads on down.
At the bottom of the shaft lies a chamber with walls formed from opaque green glass. Doors exit the chamber to the south and west. While there is nothing magical about the room or its contents, a strange handprint resides where a door handle would be on either aperture.
Opening the door to the south exposes the pathfinders to the aromas of old herbs. Tea to be specific. The odor wafts in from the room as the last pathfinder makes their way down.
Xakon
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"Who's ready for tea time? Yesterday's pint night has me sea sick."
The halfing draws a rapier and light hammer while (auto) assisting his fellow rogue in searching for traps in the herbal room.
Frēodwēn
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Frēodwēn keeps his bow at the ready. "Tea? What does this place have in store for us, I wonder."
is there anything magical in the room to the South?
Lady Sugarsnap
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know arcana: 1d20 + 2 ⇒ (1) + 2 = 3
Sugar decides to check out the hand prints but failing to figure anything out about them, she returns her attention to the open door.
well you gonna take any of it? might be interesting to see where it comes from, being underground and all.
Sugar goes to examine where the smell is coming from and examine it.
know nature: 1d20 + 11 ⇒ (12) + 11 = 23
GM Upaynao
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Looking through the rather large storeroom, the pathfinders find that it is bereft of anything that might interest you, magical or not, unless one is possessed with a desire to acquire ancient tea leaves.
Moving back to their starting point, Krago pushes the remaining door open to reveal a narrow hall, leading to a small foyer. Patterns of shadow, reminiscent of ripples on water, pass over the green glass walls. No light casts them; indeed they seem to be illusions, figments of the imagination. Of whose imagination remains to be seen. This chamber surrounds a low platform engraved with a massive mystical pattern.
Two points of egress lead from this chamber; a simple door alongside the corridor leading to the dais, and a double door, engraved with a scene of humanoids, relaxing in a pool of water.
GM Upaynao
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Sugar decides to check out the hand prints but failing to figure anything out about them, she returns her attention to the open door.
"Well you gonna take any of it? might be interesting to see where it comes from, being underground and all."
Sugar goes to examine where the smell is coming from and examine it.
Posted while I was finalizing my post I see. Well, lets account for that.
The smell of tea seems to emanate from a number of silk bags, packed to the brim with dried tea leaves. Lady Sugarsnap walks up to one such bag, picks it up and struggles to keeps the bag from escaping her grasp as the tea within turns to powder even under the most careful of ministrations. While it may have retained its potency, it'll have to be blended into hot water rather than soaked in.
Krago of the Mountains
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Krago is not terribly interested in the tea. Possibly of some value to the right person, but that could be left for later. The mystical pattern on the low platform is probably not a trap (or his Trap Spotter would have picked it up), but it could be important.
"Sugarsnap, Frēodwēn, any idea about this magical pattern?"
Lady Sugarsnap
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Sugar leaves the tea powder. its just too messy. but her ears perk up at Krago's mention of a magical pattern.
let me see. she requests as she mutters a simple druidic phrase to detect magic
knowledge arcana: 1d20 + 2 ⇒ (13) + 2 = 15
studying the magic aura, looks like conjuration magic, old magic. its a little faded but still active
GM Upaynao
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Unsure as to what to make of the platform, the pathfinders double back to take a look at what lies beyond the single door. While the dim light makes it hard to see, Krago can make out a tasteful white marble basin in one corner of the room, which seems to serve as a latrine. A mirror and a crystal orb are mounted on the wall across from it.
[spoiler=Spellcraft or Knowledge (Arcana) DC 17]These magics are simple, yet intervowen they form a powerful enchantment that will dispose of waste and filth within moments.
***Moving on, unless someone cares to share their toilet/poo fetish with us***
The engraved double doors swing open, revealing a cozy room, seemingly untouched by time. The couch by the crackling fire is richly upholstered, and a massive painting hung above the fireplace depicts a fearsome wizard battling a titanic golem. A small door to the west lies closed, as do the set of double doors in the eastern wall. Embroidered place settings are daintily laid out at a warn chestnut table, surrounding the most incongruous piece here: the head of an automaton, much like those you have fought off as early as on the surface of the Spire.
Its eyes light up with glowing, pulsating green energy. And then...
"Aaah yes. Finally. Welcome honored guests. Please, make yourselves comfortable and be seated" it enunciates in impeccable Common, a rich almost Taldane accent in its voice. A contrast to the blurt of sound it emits, before continuing "Server Two? Guests for tea."
Krago of the Mountains
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Krago eyes the construct warily and moves to look at the small door to the west. He does not sit down for tea at this time.
Frēodwēn
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ugh. Don't draft long posts on your phone while the site is like this, folks. I really miss Wayfinder.
Sorry for not posting sooner; I misread the earlier post and did not see the DC20 arcana check.
Frēodwēn scans the tea storage room with detect magic.
knowledge, arcana: 1d20 + 9 ⇒ (14) + 9 = 23
"There is powerful teleportation magic here. We could make use of it if we were to repair it. I think I might be able to figure out what is wrong with it..."
Frēodwēn
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Frēodwēn scans the next room with detect magic as they walk through.
knowledge, arcana: 10 + 9 = 19
"Handy place."
Frēodwēn
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As they enter the next room, Frēodwēn decides to scan it for magic as well. He eyes the contract warily. "Did you know we were coming?"
are construct heads a thing that Frēodwēn would know about? Constructs are his favored enemy and he has decent knowledge.
GM Upaynao
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"We assumed you would return" replies the head laconically to Frēodwēn, as Krago moves towards the westernmost door, which he opens using his magic. Inside, three sad, decrepit looking clockwork automatons move with arthritic grace, preparing what smells like tea, along with what appear to be finger cakes. Seeing him peer in, the constructs attempt to increase their work cadence, leading the one doing the chopping to stumble and lose his knife hand as the string keeping it in place becomes undone.
As another clockwork creature goes to re-attach the loose limb, Frēodwēn considers the automaton head and believes that if he were to destroy it, a task that would be very easy, the creature would cease operating. He also believes that this clockwork robot used to have other pieces, but time and possibly other hazards have stripped that away from him. Looking to the others through the door, his opinion is further reinforced: these creatures are no challenge at all.
"Please good patrons, be seated for your refreshments. Might I be so bold as to add that you look rather tense, and the lady looks rather disheveled. I can arrange for a kinetic massage and perhaps a modest facial treatment if this would please you" the head continues, unperturbed by the wary demeanor on display.
They all have about 5 hp. Is there anything else you want to know about these creatures?
Frēodwēn
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Frēodwēn relaxes a little as he takes stock of the situation. He seats himself on a cushion, holding his bow in his lap.
"How long have we been gone? Tell me, how do you recognize us?"
He gives a friendly smile to Sugarsnap. "My lady prefers a natural look."
Xakon
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Xakon sits down sheathing his weapons. He nods at all three offers.
"I long for a good back massage. These shoulders could use a firm touch. What do we owe you for the pleasure?
GM Upaynao
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"If you speak of yourself in particular, I'm afraid I do not remember my lord's particular countenance. But the Patrons of this here Salon are unmistakable in their appearance. The flesh you see" replies the head unflappably, continuing as what could be described as a frail old clockwork construct begins to move towards the room, a tray with a piping hot kettle of tea in a tray in its hands, along with four porcelain cups, decorated with hand-painted multicolored petals. "Patrons such as yourselves have been absent for a pronounced amount of time my lord. But please, you must be weary from your travels. Do not hesitate to seat yourselves and enjoy these simple refreshments. I'm certain Chef Two will have fingerfoods available in no time."
While the head cannot shift, it nonetheless attempts to look in Xakon's direction. "Excellent. I'm sure Massage One and Beauty Two will be delighted to help you soothe your weary flesh. Please, if you will, go through the double door to your left."
Assuming you do, with all the precautions you feel you might need.
The untrapped, unlocked doors open onto a large chamber with a similarly large pool at its center. Steam gently wafts out, the comforting scents of sandalwood, orange peel and mint reaching out invitingly. Faint chimes echo through and the light, while not quite dim, is definitely lowered in this room to allow for a premium experience. One automaton, looking rather bulkier than the other, stands besides a curved massage table. Another, equipped with many arms the ends of which possess fine, dainty brushes and puffs, looks to you and gracefully re-arranges salves, powders and other unguents at its station. Inviting lounging chairs await on the other side of the pool, and small bools of fresh fruits dot the scenery.
Krago of the Mountains
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Fresh fruit? How is that possible? Magic, I suppose.
Krago looks around, fascinated.
"This seems like a pleasant enough place. A welcome change from the last level, and not what I was expecting. If all these construct servants work as they are supposed to, one could sell access to this level for a substantial price. Is this what life was like in the Azlanti Empire?"
GM Upaynao
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"I imagine it must have been slightly more palatable than these simple accommodations my lord. Time and the distance of this outpost from Azlant have considerably altered the quality of care we are able to provide here" replies the robotic head. "As well as some more recent developments. But I am terribly rude. I am Steward, and it is my pleasure to provide service."
The clockwork servant sets the tray upon the coffee table and looks with an almost reverential awe to the Pathfinders. "Have the Patrons returned for good?" it attempts to whisper to the head. If a clockwork head could express disapproval, it would as it emits a micro-second burst of noise, to which the servant responds to with a chastised demeanor.
In the Oasis, Massage One states: "I humbly beg your pardon, but it will be incredibly difficult for me to apply my meager skills to your muscle groups should you remain armored and fully clothed my lord Patron. My most abject apologies."
Krago of the Mountains
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"Maybe later, Massage One. I am not in need of your skills at this time."
He looks at the clockwork servant, hesitates, then takes a cup of tea and has a sip.
"Steward, how long has it been since you last saw the Patrons? And what recent developments have made your work more difficult?"
GM Upaynao
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"Millennia to be certain" replies Steward as Krago tastes a potent, yet delicately spiced tea. "My timekeeping capabilities have somewhat deteriorated in the interval my lord Patron." It waits for you to take a seat before continuing. "The reclaimers have been somewhat of a nuisance over the past ten centuries. A pity. Might you desire to take some rest? I am told that the recliners within the Oasis are passably comfortable, suitable for a meaningful yet short rest."
Frēodwēn
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"Please tell us about how these reclaimers, and how they have been more difficult over the last... Ten... Centuries." Frēodwēn trails off, trying to fathom how much time that is.
GM Upaynao
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As Xakon, having removed his armor and most of his clothing begins getting a massage (gain the benefits of a lesser restoration Xakon) the Steward replies: "We all have our place. Ours is to maintain these quarters for the benefit of the Patrons. The Reclaimers maintain the remainder of the facility's automata. In the time since you have left us to our own devices they seem to have become possessed with the idea that we need to be smelted down, our gears reforged into spare parts for the defensive sentries you see. And while I wouldn't begrudge such a decision from yourselves, I do confess I have become quite fond of the state of existence I find myself in and disagree with the Reclaimer staff that they have purview over our parts, as insignificant as they may be. And the remaining staff does seem to share in this sentiment, if I may be so bold. Of course the Reclaimers are rather opposed to such a notion, and have repossessed Massage Three, Servants One, Four and Six, as well as Chef One."
He pauses and adds: "Might I inquire as to whether the tea is satisfactory?"
Krago of the Mountains
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"The tea was excellent. I will try those finger cakes when they are ready. You seem to be operational, and I do not see a need for you to be smelted down. Are the Reclaimers beings of flesh, or creatures of steel such as yourselves?"
GM Upaynao
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The Steward ponders Krago's question for a moment as the finger cakes come out of the kitchen area, their warm aroma filling the air as they are carried towards the couch by another clockwork servant. "The Reclaimers are for the most part creatures of steel. I do not believe any of their current number to be flesh. We share... A disturbing amount of similarities. Hmmm..."
His eyes flash on and off as the senior automaton begins to think.