| GM Pauljathome |
Ok, I'm skipping Sho to keep things moving. I'll let her retroactively take her turn (she is unlikely to outright kill one).
These are outsiders so you need knowledge planes to identify them.
Fenna knows a little about Chaos Beasts. They are medium outsiders with the chaotic extraplanar traits.
What one thing would you like to know about them? The have interesting defensive abilities, an interesting attack, or of course you can ask something else.
Vexas's rapier hits the Blue Creature for 11.
All the other attacks miss.
Blue : currently down 24 points, Red unharmed.
Blue steps up and attacks Sosche
claw attack: 1d20 ⇒ 7
claw attack: 1d20 ⇒ 11
claw attack: 1d20 ⇒ 4
claw attack: 1d20 ⇒ 18
2 of those hit!!.
damage: 1d6 + 3 ⇒ (5) + 3 = 8
damage: 1d6 + 3 ⇒ (2) + 3 = 5
And I need 2 Fort saves DC 15 please
Red attacks Brannart
claw attack: 1d20 ⇒ 5
claw attack: 1d20 ⇒ 1
claw attack: 1d20 ⇒ 5
claw attack: 1d20 ⇒ 18
1 of those hit!!.
damage: 1d6 + 3 ⇒ (4) + 3 = 7
And I need 1 Fort save DC 15 please
Am I right in remembering that you have Hero Points or something similar? If so, I recommend making these Fort saves :-). Failure is quite, quite nasty.
PCs all up
| Sosche Pinn |
Weapon Equipped = Ranseur
Conditions = Comprehend languages (70m)
Ranseur: Attack: BAB 5 Str +4 Magic +1 Focus +1 (PA -2) Damage: Str +6 Magic +1 (PA +6) Crit: x3
Greatsword: Attack: BAB 5 Str +4 MW +1 (PA -2) Damage: Str +6 (PA +6) Crit: 19-20
Heavy Pick: Attack: BAB 5 Str +4 (PA -2) Damage: Str +4 (PA +4) Crit: x4
Javelin: Attack: BAB 5 Dex +1 Damage: Str +4 Range: 30’
Healer’s Hands (7/7d)
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 7, Concentration +12, DC 13+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/7): Bless, Cure Light Wounds, Comprehend Languages, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (7/7): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud, Protection from Evil Communal
. . 3rd (5/5): Cure Serious Wounds, Free Swim, Magic Vestment, Water Breathing
Fort: 1d20 + 5 ⇒ (14) + 5 = 19 vs DC 15
Fort: 1d20 + 5 ⇒ (17) + 5 = 22 vs DC 15
whew
(Remember, you are Blessed (+1 att/saves vs fear (morale))
"Sosche, we should fall back!"
"Fall back? In our moment of triumph? I think you overestimate their chances.” he looks around though, and sees the wisdom of Brannart's suggestion and steps back to form a wall. He drops his ranseur and draws his greatsword, attacking blue.
Greatsword: 1d20 + 8 + 3 ⇒ (13) + 8 + 3 = 24 (bless, inspire)
Damage P: 2d4 + 12 + 2 ⇒ (3, 1) + 12 + 2 = 18 (inspire)
| Vexas Flamespark |
Vexas frowns at the bodies dancing in front of him. He'll have to take great care to not hit Sosche or Bannart in the back with his blade I assume some amount of cover applies now.
[standard] Cast hand of the apprentice RED
+1 rapier attack (bless, inspire), piercing damage: 1d20 + 8 + 2 + 1 ⇒ (10) + 8 + 2 + 1 = 211d4 + 5 + 2 ⇒ (4) + 5 + 2 = 11
| Brannart Teskerwill |
Fort DC 15: 1d20 + 8 ⇒ (10) + 8 = 18
"At least we can't get flanked now, Sosche."
Brannart drops his polearm and attacks with his sword.
Attack vs Red, PA -2, IC +2, Defensively Bless: 1d20 + 13 - 2 + 2 - 4 + 1 ⇒ (20) + 13 - 2 + 2 - 4 + 1 = 30
Damage: 1d8 + 7 + 6 + 2 ⇒ (3) + 7 + 6 + 2 = 18
Confirm?: 1d20 + 13 - 2 + 2 - 4 + 1 ⇒ (6) + 13 - 2 + 2 - 4 + 1 = 16
Crit Damage: 1d8 + 7 + 6 + 2 ⇒ (1) + 7 + 6 + 2 = 16
Iterative: 1d20 + 8 - 2 + 2 - 4 + 1 ⇒ (6) + 8 - 2 + 2 - 4 + 1 = 11
AC 29
Sho"yarhine Nebdhel
|
Stepping near Fenna, Sho aims and shoot at the foe attacking Soshe
Shoot, Bless, IC, DA: 1d20 + 11 + 1 + 2 - 2 ⇒ (14) + 11 + 1 + 2 - 2 = 26
dmg, IC: 1d8 + 2 + 4 + 2 ⇒ (2) + 2 + 4 + 2 = 10
Shoot, Bless, IC, DA: 1d20 + 6 + 1 + 2 - 2 ⇒ (6) + 6 + 1 + 2 - 2 = 13
dmg, IC: 1d8 + 2 + 4 + 2 ⇒ (7) + 2 + 4 + 2 = 15
Sho"yarhine Nebdhel
|
Hey, where's my yesterday post??? Will post again!
shoot: 1d20 + 11 + 2 + 1 - 2 ⇒ (5) + 11 + 2 + 1 - 2 = 17
dmg: 1d8 + 2 + 4 + 2 ⇒ (1) + 2 + 4 + 2 = 9
shoot: 1d20 + 6 + 2 + 1 - 2 ⇒ (5) + 6 + 2 + 1 - 2 = 12
dmg: 1d8 + 2 + 4 + 2 ⇒ (4) + 2 + 4 + 2 = 12
Sho sends two arrows flying, but she has more trouble than usual for aiming at the foes in the melee
| Fenna Pender |
Fenna warns the others. "These are chaos beasts. Their forms are no set so they change in unpredictable ways. Makes them harder to hurt."
She casts Haste on the group.
| GM Pauljathome |
I'm going to retroactively apply Fenna's haste and roll additional attacks
Sosche's first blow strikes into bluw, damaging it.
Then his haste attack also goes off
Greatsword: 1d20 + 8 + 3 + 1 ⇒ (18) + 8 + 3 + 1 = 30
Damage: 2d4 + 12 + 2 ⇒ (1, 1) + 12 + 2 = 16
34 total, putting Blue at -58
Vexas's rapier strikes true, putting red at -11. Unfortunately, no second attack for him :-(
Brannart drops his polearm and seizes his sword
Drawing a weapon is a move action so you only get the one hit
His blow strikes true but fails to confirm
Red is now at -29
Sho's first shot hits blue, despite the cover
Blue is now at -67
Her haste attack goes off
Shoot Blue: 1d20 + 11 + 1 + 2 - 2 + 1 ⇒ (11) + 11 + 1 + 2 - 2 + 1 = 24
Damage Blue: 1d8 + 2 + 4 + 2 ⇒ (1) + 2 + 4 + 2 = 9
Blue is now at -76 and clearly on its last tentacles but it is still fighting
Blue attacks Sosche
claw attack: 1d20 ⇒ 7
claw attack: 1d20 ⇒ 18
claw attack: 1d20 ⇒ 1
claw attack: 1d20 ⇒ 20
Crit Confirm: 1d20 ⇒ 10
2 hits, one of which is a crit!
damage: 1d6 + 3 ⇒ (5) + 3 = 8
damage: 2d6 + 6 ⇒ (1, 6) + 6 = 13
And I need 2 Fort saves DC 15 please
21 more damage to Sosche
Red attacks Brannart
claw attack: 1d20 ⇒ 9
claw attack: 1d20 ⇒ 16
claw attack: 1d20 ⇒ 19
claw attack: 1d20 ⇒ 1
Being a tank is working for Brannart. Only one of those is a hit
damage: 1d6 + 3 ⇒ (2) + 3 = 5
And I need a Fort save DC 15 please
And all of the PCs are up. Time to end this!!!!
| Sosche Pinn |
Weapon Equipped = Ranseur
Conditions = Comprehend languages (70m)
Ranseur: Attack: BAB 5 Str +4 Magic +1 Focus +1 (PA -2) Damage: Str +6 Magic +1 (PA +6) Crit: x3
Greatsword: Attack: BAB 5 Str +4 MW +1 (PA -2) Damage: Str +6 (PA +6) Crit: 19-20
Heavy Pick: Attack: BAB 5 Str +4 (PA -2) Damage: Str +4 (PA +4) Crit: x4
Javelin: Attack: BAB 5 Dex +1 Damage: Str +4 Range: 30’
Healer’s Hands (7/7d)
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 7, Concentration +12, DC 13+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/7): Bless, Cure Light Wounds, Comprehend Languages, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (7/7): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud, Protection from Evil Communal
. . 3rd (5/5): Cure Serious Wounds, Free Swim, Magic Vestment, Water Breathing
Fort: 1d20 + 5 ⇒ (12) + 5 = 17 vs DC 15
Fort: 1d20 + 5 ⇒ (13) + 5 = 18 vs DC 15
whew
(Remember, you are Blessed (+1 att/saves vs fear (morale))
”Thanks for the haste!” Sosche grins as he feels himself speeded up.
He presses his attacks targeting ‘last legs’ blue. If he drops, he'll swing on red with his second attack.
Greatsword: 1d20 + 8 + 4 ⇒ (17) + 8 + 4 = 29 (haste, bless, inspire)
Damage P: 2d4 + 12 + 2 ⇒ (1, 1) + 12 + 2 = 16 (inspire)
hasted Greatsword: 1d20 + 8 + 4 ⇒ (10) + 8 + 4 = 22 (haste, bless, inspire)
Damage P: 2d4 + 12 + 2 ⇒ (2, 3) + 12 + 2 = 19 (inspire)
| Vexas Flamespark |
The last one is so close to Vexas, he doesn't even need to send his blade through the air. Just a quick jab...
[standard] attack
+1 rapier attack, piercing damage: 1d20 + 10 ⇒ (20) + 10 = 301d4 + 6 ⇒ (4) + 6 = 10
crit on natural 18+
confirm?, crit piercing damage: 1d20 + 10 ⇒ (14) + 10 = 241d4 + 6 ⇒ (4) + 6 = 10
!!!
| Brannart Teskerwill |
Brannart drops his polearm and seizes his sword
Drawing a weapon is a move action so you only get the one hit
Yes, so it was two rounds ago that I drew the sword (move action) and made a single one-handed attack. Last round I dropped the polearm (free action) and made a full attack, two-handed.
Holding his polearm in one hand (no longer threatening with it), he draws his longsword in the other and attacks, trying to stay on his guard.
"At least we can't get flanked now, Sosche."
Brannart drops his polearm and attacks with his sword.
DC 15 Fort: 1d20 + 8 ⇒ (10) + 8 = 18
Brannart throws caution to the wind and attacks all-out.
Attack vs Red, PA -2, IC +2, Haste, Bless: 1d20 + 13 - 2 + 2 + 1 + 1 ⇒ (8) + 13 - 2 + 2 + 1 + 1 = 23
Damage: 1d8 + 7 + 6 + 2 ⇒ (7) + 7 + 6 + 2 = 22
Hasted Attack: 1d20 + 13 - 2 + 2 + 1 + 1 ⇒ (20) + 13 - 2 + 2 + 1 + 1 = 35
Damage: 1d8 + 7 + 6 + 2 ⇒ (7) + 7 + 6 + 2 = 22
We now know they are Amorphous so no crits.
Iterative: 1d20 + 8 - 2 + 2 + 1 + 1 ⇒ (4) + 8 - 2 + 2 + 1 + 1 = 14
Damage: 1d8 + 7 + 6 + 2 ⇒ (3) + 7 + 6 + 2 = 18
| Vexas Flamespark |
We now know they are Amorphous so no crits.
Sad. As for haste, Vexas doesn't have mutiple attacks yet, but I did miss the +1 to hit
| GM Pauljathome |
And in a flurry of blows the final beast goes down, dead before it can inflict its terrible curse on you.
Now that you have the chance to fully search the cave, it is obvious that this WAS the home of the Faceless Stalkers but it was abandoned a few days ago.
You do manage to find a little bit of treasure hidden in the debris. A ring of the troglodyte and a quite heavy (100 lbs or so) jade statue of a humanoid/serpent hybrid creature.
It would be a knowledge religion check to see who the statue is of and an appraise check to determine the value of the statue.
Where do you wish to go from here?
| Vexas Flamespark |
Appraise statue (untrained): 1d20 + 3 ⇒ (5) + 3 = 8
It’s made of jade for sure…
| Sosche Pinn |
Weapon Equipped = Ranseur
Conditions = Comprehend languages (70m)
Ranseur: Attack: BAB 5 Str +4 Magic +1 Focus +1 (PA -2) Damage: Str +6 Magic +1 (PA +6) Crit: x3
Greatsword: Attack: BAB 5 Str +4 MW +1 (PA -2) Damage: Str +6 (PA +6) Crit: 19-20
Heavy Pick: Attack: BAB 5 Str +4 (PA -2) Damage: Str +4 (PA +4) Crit: x4
Javelin: Attack: BAB 5 Dex +1 Damage: Str +4 Range: 30’
Healer’s Hands (7/7d)
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 7, Concentration +12, DC 13+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/7): Bless, Cure Light Wounds, Comprehend Languages, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (5/7): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud, Protection from Evil Communal
. . 3rd (5/5): Cure Serious Wounds, Free Swim, Magic Vestment, Water Breathing
Knowledge religion: 1d20 + 7 ⇒ (5) + 7 = 12
Appraise: 1d20 + 1 ⇒ (2) + 1 = 3
"I dunno what it's worth, but it weighs a ton! Not sure how we'd shift it anyway. Sure is pretty though."
He's not sure where to go next. "We've lots of time yet. Oh! Anyone injured other than me?" he chuckles and doles out the healing. Let me know how much you're down and I'll take care of it.
CMW x2: 4d8 + 14 ⇒ (3, 2, 8, 1) + 14 = 28
He also sheathes his greatsword and picks up his ranseur of course.
| Brannart Teskerwill |
Brannart is not really interested in lugging the gigantic statue around.
If it is really valuable he could get a team to move it to the colony later.
Appraise: 1d20 ⇒ 8
Brannart is down 12 HP (so at 60/72). He'd take a CLW if Sosche can spare it.
"If the Faceless Stalkers aren't here, then we need to check other locations."
We started at A1, then went to A3?
"The spot on the coast marked 'Shipwreck and ENEMIES' A2 is probably not a spot the Stalkers would have taken prisoners, but it could be worth exploring later. And they're afraid of the Hollow Forest, so they wouldn't have gone there.
To the Wheels of Heaven? A4"
| Sosche Pinn |
Sosche is quite happy to apply some salve to Brannarts's injury.
CLW: 1d8 + 5 ⇒ (3) + 5 = 8
"Wheels of Heaven sounds fine. I agree, we should check out those other locations, but for now let's find those prisoners if we can."
| Vexas Flamespark |
Vexas nods. To the Wheels of Heaven. Eventually we have to run into them.
| GM Pauljathome |
Sho has a vague idea of the value of the statuette. She places it as kinda sorta maybe 500 gp or so.
Your trip to The Wheels of Heaven is uneventful. Getting there, you find that there is a 20 ft tall building built into the slope near the summit of what appears to be the one of, if not the, tallest hillss on the island.
You approach stealthily but nothing attacks you and eventually you see inside the building.
Inside is a machine consisting of thousands upon thousands of gears. A giant tube similar to a a spyglass rises from the centre of the contraption.
On briefly examining the mechanism the only things that are immediately obvious are that it is some amlagam of magical object and technological device and that it is in exceptionally good shape. It MAY be possible to enable it to function again (although at the moment you have little idea of what that function might be).
If you want to do that it would take a minimum of an hour's work and you'd have to make one of a Craft (Clockwork), Disable Device, Knowledge (Arcana or Engineering) or Use Magic Device check
Alternatively, if you have a spyglass you can slowly scan the island from this vantage point and maybe see something of interest.
Or you can decide that there is nothing of immediate import here and move on.
| Fenna Pender |
"Sure, let's go." Fenna didn't really have a preference.
Looking at the device (or maybe devices?) inside the building, Fenna's reaction covers both the very and perhaps not so very obvious.
"This thing is huge! And it seems to be in very good condition. It might even still work with a little tickering."
Fenna messes with the mechanism some to see if she can get a response from it. She whistles while she works.
UMD: 1d20 + 13 + 3 ⇒ (14) + 13 + 3 = 30
Using Inspire Competence performance for an extra +3. I believe Fenna is always her own ally, correct?
| Brannart Teskerwill |
Unfortunately, Inspire Competence specifically says you can't use it on yourself.
Lacking the knowledge to help much with the giant arcane machine, Brannart considers other options.
"Can I borrow that spyglass we found on 'Carver Hastings'?"
Brannart takes a look around the island from near the summit of the hill.
Perception: 1d20 + 8 ⇒ (11) + 8 = 19
| Vexas Flamespark |
Indeed. That apparatus is very large.
He eyes it with admiration.
I wonder...
He cautiously approaches the composition of gears and treats it like so many of his puzzling locks to pick.
Disable Device: 1d20 + 16 ⇒ (7) + 16 = 23
Later he takes a turn on Carver Hastings' spyglass.
It is quite a view after all!
Perception: 1d20 + 15 ⇒ (14) + 15 = 29
| GM Pauljathome |
Combining your many knowledges and insights you manage to more or less sort of figure out what this thing is and activate it.
This was an observatory back in Azlanti days and the clockwork mechanism is designed to calculate and display astronomical information such as positions of the sun, moon, other planets, several constellations.
There was also a large telescope attached. While the lenses are now destroyed some of its magic still remains functional. If the telescope is pointed at a celestial object data is fed into the clockwork mechanism. A mere 2 entries allows one to calculate a linear trajectory and the objects speed, more data refining the trajectory and speed.
Once a trajectory has been determined the objects position at any point in time (past or future) can be determined with accuracy determined by how many data points.
All of these calculations are stored in a gem, a Ioun Memory Node
The mechanism also has an output panel composed of thousands of pins that can be slid up or down, showing letters, 3D graphs. These pins can also be used as input devices.
So, you've now figured out the mechanism. Do you wish to actually activate it? If you do so, you'll probably be able to figure out how to control it and run calculations of your own or see what calculations were last made on it.
Very slowly scanning the area with the Spyglass you eventually spot something that seems interesting. South West of here are 7 stone pillars set in a 1/2 circle, as you go clockwise around the circle from the northern pillar each pillar gets shorter and thinner than the previous pillar. The entire area seems shadowy compared to the neighbouring forest although there is no obvious cause for the shadow.
Note that these pillars are in the part of the island that was NOT on the plaque since it had eroded away.
| Vexas Flamespark |
Vexas is curious. He eyes the mechanism with admiration.
They had this... before Earthfall? Fascinating.
He will activate it and I think? go about determining if it is already tracking any object in the cosmos. "calculations were last made on it"
| Sosche Pinn |
Sosche watches the others as they investigate. He wonders what they're going to learn from this... thing. It certainly is very unusual and worth the time it takes to learn about it.
| Fenna Pender |
Fenna can't find any practical use for calculating the positions of any celestial bodies, but it might be somehow helpful to know what it was last used for.
"I wonder if the stalkers were playing around with this while they were here? I'm gonna see what I can find..."
So an aid for Vexas's attempt I guess?
| GM Pauljathome |
It takes some time (40 odd minutes) but Vexas is able to activate the mechanism.
Running it with the current set of parameters you come to a terrible realization, that a huge number of massive objects are coming from space and headed directly for Golarion!!!
Almost all of you (Perception DC 13) hear the faint screaming of meteors through the sky and see a bright flash of light in the distance and feeling the rumbling as if an impact occurred nearby.
The roof of the observatory is blown away revealing 2 meteors in the sky approaching at a high speed. At the same time. a ghostly image of an Azlanti woman wearing a priests vestament appears hovering in the air, screaming out in Azlant a long drawn out "No!!!!!!".
The meteors are coming!! You have a round before they arrive! What do you do?
| Vexas Flamespark |
Firstly, in the immediate shock Vexas holds to disbelief.
An illusion? Or it’s conveying a prior experience. It must be…
will: 1d20 + 7 ⇒ (20) + 7 = 27
| Fenna Pender |
Fenna's immediate urge is to panic, but the coincidence is hard to square with reality, and an apparition doesn't help to create verisimilitude. She takes a second to really think about it.
K Religion (Haunt?): 1d20 + 9 ⇒ (15) + 9 = 24
| Brannart Teskerwill |
A reminder - Brannart grants a 30' radius of untyped +3 to saves vs all mind-affecting effects (combination of Inspiring Bravery, Improved Bravery, and Sash of the War Champion). All primary effects of haunts are mind-affecting fear effects.
If Brannart can see the meteors in the sky, can he determine which way to run? If so, he will move 30' away from the observatory in a (relatively) safer direction (move action). Then he will ready an action (standard) to move another 30' away if the rest of the party follows him. Basically, he wants to get away from the potential impact site, but he doesn't want to leave any of the party more than 30' from him.
There's nothing he can do directly against haunts, but hopefully his inspiring presence will help.
| Sosche Pinn |
Weapon Equipped = Ranseur
Conditions = Comprehend languages (70m)
Ranseur: Attack: BAB 5 Str +4 Magic +1 Focus +1 (PA -2) Damage: Str +6 Magic +1 (PA +6) Crit: x3
Greatsword: Attack: BAB 5 Str +4 MW +1 (PA -2) Damage: Str +6 (PA +6) Crit: 19-20
Heavy Pick: Attack: BAB 5 Str +4 (PA -2) Damage: Str +4 (PA +4) Crit: x4
Javelin: Attack: BAB 5 Dex +1 Damage: Str +4 Range: 30’
Healer’s Hands (7/7d)
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 7, Concentration +12, DC 13+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (4/7): Bless, Cure Light Wounds, Comprehend Languages, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (5/7): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud, Protection from Evil Communal
. . 3rd (4/5): Cure Serious Wounds, Free Swim, Magic Vestment, Water Breathing
Is there a way to pinpoint the source of the haunt?
If not, Sosche will try the mechanism itself. He'll cast Cure Serious Wounds on it.
CSW: 3d8 + 7 ⇒ (7, 3, 6) + 7 = 23
"Begone foul haunt and trouble us no more!"
| Fenna Pender |
After relaying the haunt news, Fenna cheers Sosche on. She also guesses the machine is the best target since it's the thing she and Vexas have been messing around with.
| Vexas Flamespark |
Does Fenna know if any other skills or damage types work against the haunt or is it just positive energy?