GM Engleaktig |
The governor's expression shows great concern and alarm as you convince her of the severity of the situation.
"This is suprising news. I will do what I can, but many will be dubious. I recommend that you go speak with the local priests about these matters; if you can convince them, they can help."
"I suggest that you think twice before approaching the eastern segment of the cavern floor, as a sizeable force of clockwork soldiers from Pan Majang have besieged one of the large entrances into the cavern."
"The Diguo-Dashu military is more than capable of holding the cavern entrance and should soon drive the horrors back. But, if you must, you can stop by the garrison anyway."
Harrow Tatterhood |
Harrow nods as he tries to understand the various factions here.
"Harrow glad you help get everyone out. Maybe you be governor of next place you go. We go talk to priest guys. We get them help us too. What you tell us about them? What they want? They not Raisin-miran guys, right?"
Glen Fiddich |
"Thank you, Excellency," Glen says, bowing.
"Let's speak with the priests first, then we can stop by the garrison inform them of the impending 'move,' and offer to lend a hand with the clockwork siege of the eastern entrance," the inquisitor suggests.
GM Engleaktig |
What sort of priests are we talking here?
Mareq accidentally voices his question out loud. :)
"Many of our people venerate Lao Shu Po. But, worship of other divine beings can be found here."
You can consider the people of this town as neutral. Please don't be overly defensive about their worship of a NE deity. They're just committed to the whole "rat motif," and they live in darkness.
Part of your mission was also to find out more of these people. Since you're here, you can can also spend time working through the town's extensive collection of archived government documentation. Knowledge (geography, history, local, or nobility)
Glen Fiddich |
"We're supposed to find out what we can about this place and its people. But let's do that after we warn the priests and the garrison, shall we?" Glen airs his sense of their priorities.
"While the good ratfolk prepare their departure, we'll have the opportunity to learn all that we can in the time available."
Harrow Tatterhood |
Harrow nods with a smile.
"We can find out what they like to eat!"
Imagining a wide array of cheeses, his expression turns neutral. "Maybe more important warn people, then eat their food. They probably not carry all of it with them when they leave."
Mareq Bolthune |
Kelson turns to the party "Do we want to check out the records while we're here?"
"Yes, but let's do it after we warn the garrison and speak with the priests."
GM Engleaktig |
As you wander around and warn the locals, you learn that the Big Ticker supports a profitable fungus farming industry. The local ratfolk diet consists primarily of mushrooms, which they supplement with locally harvested subterranean shellfish, and the occasional imported luxuries from the surface or elsewhere in the Darklands. The lumber trade serves an integral role in Zhotan’s fungus farming as the enterprising ratfolk repurpose excess wood and cuttings to support the growth of a larger variety of edible fungi and mosses.
In short, you're going to have to go out into the mushroom farmlands to get everyone.
The Diguo-Dashu mushroom and moss farmlands stretch across most of the Big Ticker’s cavern floor. Some mushrooms stand taller than a human, while numerous structures of partially rotted wood support the growth of smaller fungi. Other than the space set aside for farmhouses, access roads, and irrigation canals, the mushrooms form what could easily be mistaken for a dense subterranean forest.
How do you want to explore? Marching order? Weapons out? Etc.
Glen Fiddich |
"Looks like we'll need to head into the shroom farms to make sure no one gets left behind, but don't we want to speak to the priests and garrison first?" Glen asks his companions.
"Getting the ratfolk leadership of those institutions involved in the evacuation effort early seems like a good idea."
Mareq Bolthune |
"I agree with Glen," says Mareq. "We should speak to the priests and any other leaders to aid in the evacuation. THEN we can go into the farms and alert folk."
GM Engleaktig |
The wording of the scenario is weird. (Or maybe my reading comprehension is lacking.) You can talk to people whylst doing the mushroom subtask.
While wandering the countryside, chatting up the various movers and shakers (including priests and other social influencers), the party takes in their surroundings.
You can choose to make a perception, survival, knowledge nature, or knowledge dungeoneering check here. Please choose just one.
Glen Fiddich |
As the team makes its way through the underground pastoral countryside toward the temple and its priests, Glen keeps a sharp eye out for anything pertaining to the agribusiness of mushrooms.
Perception: 1d20 + 21 ⇒ (9) + 21 = 30
"See anything, guys?" the half-elf asks his companions.
Mareq Bolthune |
Mareq, terrible at observation, considers the situation. The darkness is fetching. Something about the underground realms appeals to the ifrit. It is a corrupted reflection of the surface world, played out in the darkness of the deeps.
He looks at the ring he discovered in the suq of Katheer. It seems to twist and decay around his finger, a corrupted reflection of a beautiful silver band. It tarnishes and slithers about his finger before freshening to silver again. Another might find it disconcerting. Even disgusting. But Mareq likes it. He looks closely at it, enamored, before slowly licking it, sensuously.
Then he spits languorously upon the ground and the globule of spittle bubbles and grows until...
Summoned Aghash Div: 1d3 ⇒ 1
a single figure forms, draped in rags and hunched over on goatlike legs. It is a corrupted genie, horrid and dessicated. This creature possesses a featureless face, save for a large eye ringed by fangs.
It looks about with its fanged eye and then speaks telepathically to Mareq in Abyssal.
Perception: 1d20 + 11 ⇒ (10) + 11 = 21
I see mushrooms and perhaps more, little mortal. If I tell you what I see, will you give me your ear? Or perhaps your bottom lip? My help comes at the cost of your mortal beauty.
Berosius |
Knowledge (Dungeoneering): 1d20 + 6 ⇒ (6) + 6 = 12
"Gosh! I've never picked mushrooms before! I must say they taste better than I'd expect from looking at how they're grown. There was that little place in Almas that made the best Mushroom quiche. And the one in Irrisen with those strange blue mushrooms in the the bread. They were good though."
Glen Fiddich |
Knowledge (arcana), Monster Lore +4: 1d20 + 10 + 4 ⇒ (11) + 10 + 4 = 25 (Special Attacks, Special Defenses, Resistances [in order of preference])
"Game on, friends!" Drawing his elven curve blade, Glen tries to discern the nature of whatever danger approaches, pronouncing judgment, as soon as the situation is clear. (Swift action, awaiting the result of the Knowledge checks)
Readying for possible combat, the inquisitor casts a spell, animating a wolf's femur with necromantic energy, giving it the power to float near his body and interpose itself against physical attacks.
Kelson Bard character |
Kelson looks at the mushroom farms.
Knowledge (nature): 1d20 + 15 ⇒ (5) + 15 = 20
- -
In preparation for the fight, Kelson casts haste on the party.
"What did you see Glen?"
Mareq Bolthune |
Knowledge (Arcana): 1d20 + 13 ⇒ (12) + 13 = 25
Mareq considers the weird noises, clankings and whirrings. Some sort of construct?
He intones words in Ignan, sweeping his hands around himself. With every turn of his hands, he erases himself from existence more and more, until... he is gone.
Greater Invisibility
While hidden from prying eyes, Mareq moves away from the group.
Harrow Tatterhood |
Harrow grins as the sounds of some creature comes toward them.
"Harrow thought about time!" he says, his metallic teeth glinting in the low light. His new cloak shimmers around him as he looks slightly displaced.
He casts a spell, bolstering his protection.
Cast shield of faith.
Mareq Bolthune |
The div's fanged eye clicks and clacks in anticipation. Mareq silently tells the aghash, My face is my own and you are my servant. Do as I bid and prepare a curse for whatever is coming!
The goat-legged, corrupt genie concentrates and a gnarled, spectral version of its own hand appears and begins floating towards the noise.
Casts Spectral Hand
The div, also, moves away from the group, seeking to remain hidden or unseen. Stealth/Hide: 1d20 + 10 ⇒ (8) + 10 = 18
Berosius |
"Oh, my! What could that be?"
Berosius casts Haste on the party, then moves to get some distance -behind- the team.
He should already have Life Link up with each member of the team.
Mareq Bolthune |
"Oh, my! What could that be?"
Berosius casts Haste on the party, then moves to get some distance -behind- the team.
He should already have Life Link up with each member of the team.
Kelson already cast Haste.
GM Engleaktig |
Berosius still gets a round to prep. In the meantime, here are the initiative rolls.
Glen Init: 1d20 + 6 ⇒ (16) + 6 = 22
Harrow Init: 1d20 + 4 ⇒ (16) + 4 = 20
Kelson Init: 1d20 + 2 ⇒ (9) + 2 = 11
Mareq+Husarq Init: 1d20 + 2 ⇒ (10) + 2 = 12
M init: 1d20 + 9 ⇒ (11) + 9 = 20
H1 init: 1d20 + 10 ⇒ (8) + 10 = 18
H2 init: 1d20 + 10 ⇒ (5) + 10 = 15
M (enemy)
Harrow
H1 (enemy)
H2 (enemy)
Berosius
Mareq+Husarq
Kelson
Between you all, you think you can hear three creatures headed your way.
Feel free to adjust your positions within the "PCs start here" area of the map. The enemy is coming from the general direction of the south--the bottom of the map.
Berosius |
Alrighty then. Berosius begins to order his spirits to manifest!
Begin casting summon monster IV. He'll be summoning 1d3 lantern archons. It's a full-round spell.
Glen Fiddich |
(Was the Knowledge (arcana) 25 too low to identify them, or do you want me to re-roll the check?)
Seeing the constructs approach, Glen cries, "Behold, Cayden Cailean's judgment!"
[Destruction +4 sacred bonus to damage & Protection +3 sacred bonus to AC (+6 vs attack rolls to confirm a critical threat)]
The inquisitor clicks the heels of his boots of speed together and raises his elven curve blade to his brow in a salute to his foes. "Have at thee!"
(Haste self-only)
Readied Attack vs first foe to get within his reach, Haste, Power Attack, Judgment; Damage: 1d20 + 13 ⇒ (18) + 13 = 311d10 + 17 ⇒ (2) + 17 = 19
Crit!?; additional damage, if confirmed: 1d20 + 13 ⇒ (7) + 13 = 201d10 + 17 ⇒ (9) + 17 = 26
GM Engleaktig |
Whoops! Apologies for the omission, Glen. :)
__________
+ The two quadrupeds look like clockwork hounds. But their jaws look supercharged somehow. (Swift action bite that essentially gives them an extra attack.)
+ Their design is remarkably faithful to biological hounds. (They get a free trip attempt with each successful bite.)
+ Given their gait and balance, there's obviously an empty space in their chest. Whether this means weal or woe for the Pathfinders is unclear.
+ Their design is sleek and artistic--but of middling quality from an engineering point of view. (Vulnerable to electricity.)
__________
+ The biped, however, is built of clearly superior material. (Both DR and SR, though still vulnerable to electricity.)
+ The biped crackles with eldritch energy. You can feel waves of heat coming off of it.
Glen Fiddich |
Ready for combat, Glen informs his friends about these foes.
"Two supercharged clockwork hounds with an extra bite that can trip you, too. Odd empty space in their chest; not sure what that portends. Looks like they're vulnerable to electricity."
He points his blade toward the biped construct. "That one's built of clearly superior material, protecting it from weapons and magic, though it's still vulnerable to electricity, too."
Seeing it crackling with eldritch energy, the inquisitor adds, "I can feel waves of heat coming off of it."
GM Engleaktig |
Farmlands Fracas
Round 1
MAP
__________
Having been spotted by Glen, the bipedal construct (who was trying to stay unnoticed) realizes that the ruse has failed. It assesses the situation and pulls an alternate tactic from its AI. It strides forward (move action) and directs three beams of fiery energy at Glen (standard action, essentially scorching ray) who takes 22 HP of fire damage.
Fiery Beam 1, ranged touch: 1d20 + 20 ⇒ (8) + 20 = 28, Damage: 4d6 ⇒ (1, 3, 1, 1) = 6
Fiery Beam 2, ranged touch: 1d20 + 20 ⇒ (1) + 20 = 21, Miss! (because that was a natural 1)
Fiery Beam 3: 1d1d20 + 20 ⇒ (16) + 20 = 36, Damage: 4d6 ⇒ (4, 6, 3, 3) = 16
__________
Glen -- Readied Action
M (enemy) -- Pew pew
Harrow
H1 (enemy)
H2 (enemy)
Berosius
Mareq+Husarq
Kelson
__________
Harrow is up!
Harrow Tatterhood |
Hearing what these creatures are, Harrow prepares his weapon to better hurt them.
"Harrow handle this! CHARGE!!!" he bellows as he rushes forward to confront them.
+1 cruel keen nodachi (adamantine, power attack, furious focus, studied target, charge, haste): 1d20 + 14 + 2 + 2 + 1 ⇒ (15) + 14 + 2 + 2 + 1 = 341d10 + 15 + 2 ⇒ (10) + 15 + 2 = 27
if hits, free intimidate check to demoralize: 1d20 + 34 ⇒ (8) + 34 = 42
GM Engleaktig |
Farmlands Fracas
Round 1
MAP
__________
Harrow charges forward and does some amount of damage to the construct. However, as Glen has surmised, the enemy resists some of the physical damage by virtue of its superior manufacture.
As Harrow yells at it, the construct merely tilts its head to the side.
__________
The two hounds circle around to flank Harrow. Though the big lug doesn't feel it, he takes 31 HP of damage.
Bite (standard action)+flank: 1d20 + 17 ⇒ (7) + 17 = 24, Damage: 1d6 + 8 ⇒ (1) + 8 = 9
Bite (standard action)+flank: 1d20 + 17 ⇒ (1) + 17 = 18, Miss!
Bite (swift action)+flank: 1d20 + 17 ⇒ (17) + 17 = 34, Damage: 1d6 + 8 ⇒ (5) + 8 = 13
Bite (swift action)+flank: 1d20 + 17 ⇒ (6) + 17 = 23, Damage: 1d6 + 8 ⇒ (1) + 8 = 9
Free Trip+Flank: 1d20 + 13 + 2 ⇒ (20) + 13 + 2 = 35
And Harrow is brought down. To his credit, the half-orc never stops yelling--though he is now prone before all three enemies.
Berosius, Mareq, and Kelson are up.
Traveling and posting on a mobile device. Unable to move the two hounds on the map, at the moment.
Mareq Bolthune |
Mareq, hidden behind his veil of invisibility, watches Harrow go down. He looks at the div quickly, realizing it will no him no good versus constructs...
But allies from the wild places of the Plane of Air, where the Sultan of Wind and Sky doesn't hold sway... where the natural energies of the plane itself infuse the inhabitants...perfect! he thinks to himself.
Begone, div. Trouble me now more. You are of no use.
He concentrates and weaves the eldritch energies inside his blood until they grab at the borders between worlds and tear them asunder. The div vanishes into the rent between planes and in its place charges a rhinoceros, flying through the air at full speed, lightning crackling off of its woolly body and hooves.
Summon Aerial Woolly Rhinoceros
Attacking H1, and then moving through, so that it finishes between the combat and Mareq.
Powerful Charge: 1d20 + 16 + 2 ⇒ (6) + 16 + 2 = 24
Gore: 4d8 + 20 ⇒ (7, 4, 1, 4) + 20 = 36 Electrical dmg: 1d6 ⇒ 2
Trample Reflex DC 25 Half dmg: 2d6 + 16 ⇒ (2, 4) + 16 = 22 Electrical: 1d6 ⇒ 4
Berosius |
Summon Aerial Woolly Rhinoceros
I love this ridiculous game!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
So first of all, Life Link heals 5 damage to HARROW and takes it from Berosius (who is now down to 62 hp.
Second, Berosius finishes summoning his spirits [ulr=https://www.d20pfsrd.com/bestiary/monster-listings/outsiders/archon/lantern-archon/](lantern archons)[/url]. I'm placing these on the map.
How many archons?: 1d3 ⇒ 3 Ehhhxcellent!
The three archons see Harrow's predicament and immediately begin to blast the construct with beams of hallowed light.
Ray of Light (1st): 1d20 + 3 ⇒ (3) + 3 = 6 <- vs. Touch AC Damage: 1d6 ⇒ 1
Ray of Light (2nd): 1d20 + 3 ⇒ (20) + 3 = 23 <- vs. Touch AC Damage: 1d6 ⇒ 4
Ray of Light (1st): 1d20 + 3 ⇒ (20) + 3 = 23 <- vs. Touch AC Damage: 1d6 ⇒ 2
Ray of Light (2nd): 1d20 + 3 ⇒ (7) + 3 = 10 <- vs. Touch AC Damage: 1d6 ⇒ 3
Ray of Light (1st): 1d20 + 3 ⇒ (18) + 3 = 21 <- vs. Touch AC Damage: 1d6 ⇒ 5
Ray of Light (2nd): 1d20 + 3 ⇒ (13) + 3 = 16 <- vs. Touch AC Damage: 1d6 ⇒ 5
Third, Berosius casts levitate and rises up about 15'.
Mareq Bolthune |
[dice=Ray of Light (1st)]1d20+3 <- vs. Touch AC [dice=Damage]1d6
[dice=Ray of Light (2nd)]1d20+3 <- vs. Touch AC [dice=Damage]1d6[dice=Ray of Light (1st)]1d20+3 <- vs. Touch AC [dice=Damage]1d6
[dice=Ray of Light (2nd)]1d20+3 <- vs. Touch AC [dice=Damage]1d6[dice=Ray of Light (1st)]1d20+3 <- vs. Touch AC [dice=Damage]1d6
[dice=Ray of Light (2nd)]1d20+3 <- vs. Touch AC [dice=Damage]1d6
You rolled two natural 20s! Crit confirms?
Berosius |
Oh, right you are!
Critical Hit Confirmation?: 1d20 + 3 ⇒ (7) + 3 = 101d6 ⇒ 1 Probably not.
Critical Hit Confirmation?: 1d20 + 3 ⇒ (19) + 3 = 221d6 ⇒ 3 Pretty sure!
GM Engleaktig |
Farmlands Fracas
Round 1
MAP
__________
Thanks for moving the hound constructs! :)
Mareq's ally acts as a vessel for his fury and obliterates one of the hounds. The fire in the creatures eyes seems to reflect the anger in Mareq's hert.
Berosius, seeing his longtime friend injured on the battleground, acts swiftly and deals quite a bit of damage to the other hound.
__________
Glen -- Readied Action
M (enemy) -- Pew pew
Harrow -- attack
H1 (enemy) -- attack
H2 (enemy) -- attack
Berosius -- heal, summon
Mareq+Husarq -- summon
Kelson
__________
Kelson is up!
Glen, I'm also fine if you want to have held your action (rather than readied) so that you can act in round 1.
Glen Fiddich |
"Man down!" Glen races around the bipedal construct to flank it with Harrow.
+1 keen adamantine elven curve blade, Haste, Flank, Power Attack, Judgment; Damage: 1d20 + 15 ⇒ (20) + 15 = 351d10 + 17 ⇒ (2) + 17 = 19
Crit!? Additional damage, if confirmed: 1d20 + 15 ⇒ (15) + 15 = 301d10 + 17 ⇒ (5) + 17 = 22
[Judgments: Destruction +4 sacred bonus to damage & Protection +3 sacred bonus to AC (+6 vs attack rolls to confirm a critical threat)]
GM Engleaktig |
Farmlands Fracas
Round 1
__________
Kelson glitterdusts the enemy. The hound/quadrupedal construct paws at its eyes. (Might be blind, depends on Kelson's DC.) While the bipedal construct remains unaffected.
__________
Glen maneuvers around the biped and strikes hard, gaining some measure of payback for all the fire damage he received earlier.
__________
Round 2
__________
The bipedal clockwork strikes:
Attack v Glen: 1d20 + 18 ⇒ (12) + 18 = 30, Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Attack v Glen: 1d20 + 18 ⇒ (17) + 18 = 35, Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Attack v prone Harrow: 1d20 + 18 ⇒ (1) + 18 = 19, Miss!
Attack v prone Harrow: 1d20 + 18 ⇒ (4) + 18 = 22, Damage: 1d4 + 3 ⇒ (2) + 3 = 5
The construct then takes a 5-foot-step.
__________
Harrow is up!
After Harrow, the quadrupedal clockwork will go.
Harrow Tatterhood |
Sorry, on the road and have my laptop, but checking in sporadically. So, I've taken some hits, but as a reminder Harrow has his sweet new cloak of displacement (minor) with a chance of 20% miss. Since that looks like it was not yet remembered, is it all right if I roll it? It looks like I was attacked 6 times, but only hit 4 times.
miss chance (high good): 1d100 ⇒ 82 This is the only attack that would have been affected, which should reduce my damage by 9 hp.
miss chance (high good): 1d100 ⇒ 61
miss chance (high good): 1d100 ⇒ 36
miss chance (high good): 1d100 ⇒ 53
Harrow's new displacing cloak protects him from some of the damage he has taken, but doesn't keep him from being flat on his back. From his compromised position, the half-orc continues the battle, striking once with great accuracy.
"Harrow not like fighting off his feet!"
+1 cruel keen nodachi (adamantine)(studied target, bane, prone): 1d20 + 14 + 2 + 2 - 4 ⇒ (20) + 14 + 2 + 2 - 4 = 341d10 + 10 + 1 + 2d6 ⇒ (10) + 10 + 1 + (2, 5) = 28
+1 cruel keen nodachi (adamantine)(studied target, bane, prone): 1d20 + 9 + 2 + 2 - 4 ⇒ (7) + 9 + 2 + 2 - 4 = 161d10 + 10 + 1 + 2d6 ⇒ (1) + 10 + 1 + (3, 3) = 18
CRIT?: 1d20 + 14 + 2 + 2 - 4 ⇒ (3) + 14 + 2 + 2 - 4 = 171d10 + 10 + 1 + 2d6 ⇒ (4) + 10 + 1 + (3, 2) = 20