Volsung Dreamborn
|
Volsung casts detect magic to see if he can learn anything about the malady affecting Darrioos.
Spellcraft plus Wand of Burst of Insight: 1d20 + 9 ⇒ (2) + 9 = 11
Seeing that both Las Lajas and Darrioos would like to understandably move one, he says
"Let us off to Armillary Tower to see if we can find some missing orrery lenses."
GM Worg
|
Does Las know what action triggered the affliction?
Las has high reason to suspect that staying on the island for a long time, perhaps one hour, is what triggered it. Maybe in another hour it will happen again.
The party makes their way to Armillary Tower B8.
Nothing remains of the Armillary Tower but crumbling, broken walls; its upper levels were long ago destroyed. However, a dark shadow passes overhead as the tumbling top of the ruined steeple floats in its perpetual orbit above the island, narrowly missing the tower’s ruined foundations.
The information you gathered reveals that the lenses are stored in the upper spire, but only shattered walls remain rooted to the ground. The tower’s top room still exists, however, long broken off but held in an elliptical orbit around the island. To access the room and gain the lenses stored within, you must enter the floating spire.
The spire orbits the island every 10 minutes, and only the lower of two levels is accessible from the outside. Inside the tower’s base, an old stone staircase climbs 70 feet to the upper broken edges of the tower.
At its closest point, the orbiting spire passes within 10 feet of the crumbling upper stair of the tower, but there is no room for a running start on the stairs. Based on the party's marching order, these are the checks required to run and jump it.
Volsung: DC15
Edwin, Darrioos, Las Lejas, Dolph, Victor, and Tesson: DC17
I recommend reading over everything, and deciding if you want to run and jump or come up with another plan (Spells, Grappling Hooks, etc..) when the spire passes into the narrow gap for getting in.
Time Until the Spire passes again: 1d10 ⇒ 3 Minutes.
Tesson
|
Tesson looks at the floating spire with astonishment.
"Wow, that's something."
Tesson can fly (hex) still several minutes. I guess he doesn't need a check. He has decent acrobatics if needed anyway.
Volsung Dreamborn
|
DC 15 Acrobatics, correct?
And after we get the lenses, we're going to have to hit a DC 40 Spellcraft check?
I'm a little uncertain about the order in which we are supposed to do things.
GM Worg
|
DC15 Acrobatics to jump over and get a new lense, DC40 Spellcraft with a +5 bonus from Necklace and possible bonus from listening to another lecture, and people need 4 ranks of spellcraft to aid on that check.
If you wanted, you could attempt the DC40 Spellcraft at any point, but these extra options just make it easier.
Edwin Towerfall
|
"Guys I can't jump over there. I am to heavy in my armor. Can I get some help?"
Volsung Dreamborn
|
Volsung leaps to the spire, casting burst of adrenaline.
Jump: 1d20 + 11 ⇒ (8) + 11 = 19
Las Lajas
|
Las will quickly ask someone in the party if they havea a(silk?) rope, tie one end around his waist, and hand it to Edwin, invoke his Wayfinder, and attempt the jump.
Jump: 1d20 + 7 ⇒ (9) + 7 = 16 and using a serving of Inspiration 1d6 ⇒ 4
Las exhales audibly, "Let's not do that again."
Las will quickly look to tie the rope to something ask the others to help secure it as the others attempt to climb it.
GM Worg
|
The party so far manages to jump across, but Tesson decides to take a shortcut...
AND SUDDENLY HE FINDS HIMSELF CAUGHT IN THE ORBITAL CURRENT!
Tesson must act quickly to not get sucked away into the current and sent flying off in a tumble!
DC20 Fly Check, Tesson.
Tesson
|
Woopsie! As a matter of fact, Tesson is very not proficient in flight! He only has dex+bonus from fly (½CL)
Hopeful Fly DC 20: 1d20 + 1 + 3 ⇒ (17) + 1 + 3 = 21
Thanks to his ability to maintain balance in uncanny situations, like drunkenness, Tesson manages to make it!
GM Worg
|
The replacement lenses hover serenely in the uppermost room of the tower and are cushioned from the erratic movements of the spire by a stationary levitation effect. Several lenses are shattered, their shards still hanging in place. Only three intact lenses remain.
The person wearing the amulet touches the lens and takes it, negating a trap that would have been devastating to the party without it.
Now that you have the lens, and ride the tower back around, waiting another 10 minutes to do so, it will be a separate Spellcraft DC30 to replace the lens.
Edwin Towerfall
|
If we can aid spellcraft.
I can try to help with those lenses.
spellcraft aid: 1d20 + 4 ⇒ (10) + 4 = 14
Tesson
|
Spellcraft DC 30, amulet, aid from Edwin: 1d20 + 14 + 5 + 2 ⇒ (13) + 14 + 5 + 2 = 34
Tesson tries to figure out how to replace the lens and seems to make it.
Volsung Dreamborn
|
Would have been happy to aid also, but looks like no need to do so.
GM Worg
|
Tesson begins to work on replacing the Orrey Lense...
How Long does it take to replace?: 2d4 ⇒ (4, 1) = 5
??: 1d100 ⇒ 5
??: 1d100 ⇒ 27
??: 1d100 ⇒ 95
??: 1d100 ⇒ 91
??: 1d100 ⇒ 73
The shaking of the tower threatens the work to replace the lense!
Reflex DC20 from Tesson. If anyone can buff him, this would be the time to do so.
Las Lajas
|
Las tries to steady Tesson.
Aid Another Reflex: 1d20 + 6 ⇒ (5) + 6 = 11
Volsung Dreamborn
|
Volsung casts another [b]burst of adrenaline[/i] on himself and moves to aid Tesson.
Ref Aid: 1d20 + 14 ⇒ (7) + 14 = 21
Not exactly sure what I need to beat, so I'm throwing everything in.
Tesson
|
Tesson tries his best to focus on balance, aided by three of his companions...
Ref save DC 20: 1d20 + 5 + 6 ⇒ (3) + 5 + 6 = 14
Reroll! GM 2 stars: 1d20 + 5 + 6 + 2 ⇒ (13) + 5 + 6 + 2 = 26
Thinking he won't make it, Tesson makes a silent and swift prayer to Cayden. Desna seems to answer.
GM Worg
|
Tesson manages to maintain his grip, and prevents dropping the lens. He manages to get it replaced, to which the lens is pulled suddenly
into orbit, where it hovers in place and collects starlight in an increasingly tight-focused beam. A single, glowing glyph rises to meet
the beam, pulses briefly, then descends slowly to rest, now dark.
That will also defeat the DC40 Spellcraft from earlier.
As you all are leaving the observatory, the wisps make another return. This ain't in the game but rather a plot speed boost.
"Most impressive. You managed to break the control."
"Though the humans on this island are not safe."
"The deal with the devil awaits them in the excavation."
"Expect bloodshed."
They move swiftly to the east, where the Excavation Site is.
*************************************************************
The Excavation Site
An entire section of the island has plunged to sea level here, forming a sunken cove far below the streets of the city above.
Among the toppled towers punctuating this beach, a rough canal cuts from the shore deep into the interior of the island, disappearing into a dark cave mouth in the cliff wall. Seawater in the trench rises and falls with the tide. Dozens of exhausted villagers excavate the canal with crude shovels and large clamshells scavenged from the nearby beach.
The cliffs drop 180 feet to the beach below.
A steep, roughly carved staircase descending to the shore along the southern cliff.
Las Lajas
|
Las looks for a way down the cliff face. Perception (T10)=20
"Ah, found the stairs. Hmmm...'the 'deal with the devil' sounds ominous. I suspect that we should prepare ourselves for combat. Do we have a light source?"
Probably going to prepare Monkey Fish and Darkvision extracts if the cave looks dark and deep.
When the part reaches the beach, Las will talk with the villagers to understand what they are doing and what the know about the cave and its inhabitants.
GM Worg
|
Las would love to talk to the villagers, but as he and the other Pathfinders are arriving on the scene...
A group of skum guards are speaking to all the villagers. skum croak appeals to them, “Kindred, free the Master and you can return to peaceful lives!” and “Now is the time to repay the sea’s debts!”
If you approach peacefully, the skum do not draw their weapons, but instead they croak "Outsiders have no place here! You owe the sea nothing, and the master below even less."
The villagers are no longer charmed, but they are scared and confused—and seem to be considering the skum’s offer.
The skum guards seem sincere and disturbingly kind in their requests.
Las Lajas
|
Las eyes the inhabitants warily.
Sense Motive (T10) = 20
Las turns to his group, "I am not so sure the skum are in a position to speak for the 'masters's. Worse, do sit by and watch the skum release more evil upon the world?"
Las seems uncertain as to what to do, but he makes sure to put the the rest of the party between himself and the skum.
GM Worg
|
Sounds like we will proceed with the peaceful route, excellent.
The villagers approach closer, and you get a good look at them. Many appear to be gillmen, but they seem to be going under stronger effects than Darrioos from mutation of the island's power.
"... Grandpa?" One of them calls out to the skum.
The skum then croaks out. "Return to your work, and pay the sea's debts! Refuse, and the catches will never come."
Skum Intimidate Villagers: 1d20 + 8 ⇒ (11) + 8 = 19
If you wish to oppose the Skum and their abuse of the villagers, you will need to make a Diplomacy or Intimidate check at a -5 penalty and beat their check they just made.
Las Lajas
|
In an effort to speed up the game....
Las invokes his wayfinder, turns to the skum, and speaks. [b]"Is there some other way to pay the sea debt? Who are teh 'masters' and do you have to release them? We'd like to helps free the villagers and learn more about the wonders you have on the island."
DIplomacy with Guidance + Inspiration : 1d20 + 10 + 1d6 ⇒ (11) + 10 + (4) = 25
Invite others to Aid another. if necessary
GM Worg
|
No need.
The villagers seem to listen to Las, as they begin to shy away from the offer of the skum. The skum seem to devolve back into their aggressive and evil nature, and draw their blades on the Pathfinders!
Initiative Darrioos: 1d20 + 4 ⇒ (19) + 4 = 23
Initiative Dolph, Son of a Shepherd: 1d20 + 1 ⇒ (15) + 1 = 16
Initiative Victor: 1d20 + 3 ⇒ (4) + 3 = 7
Initiative Tesson: 1d20 + 1 ⇒ (7) + 1 = 8
Initiative Volsung Dreamborn: 1d20 + 11 ⇒ (8) + 11 = 19
Initiative Edwin Towerfall: 1d20 + 1 ⇒ (8) + 1 = 9
Initiative Las Lejas: 1d20 + 1 ⇒ (2) + 1 = 3
Initiative Blue Skum: 1d20 + 1 ⇒ (15) + 1 = 16
Initiative Red Skum: 1d20 + 1 ⇒ (10) + 1 = 11
Initiative Green Skum: 1d20 + 1 ⇒ (5) + 1 = 6
Initiative Orange Skum: 1d20 + 1 ⇒ (13) + 1 = 14
Round 1: FIGHT!
Light Condition: Normal
Active Buffs: None
Active Penalties: None
Darrioos(-0,Flanker Mesmerist Trick, Fine)
Volsung Dreamborn(-0,Fine)
Dolph, Son of a Shepherd(-0,Fine)
Blue Skum(-0,Fine)
Orange Skum(-0,Fine)
Red Skum(-0,Fine)
Edwin Towerfall(-0,Fine)
Tesson(-0,Fine)
Victor(-0,Fine)
Green Skum(-0,Fine)
Las Lejas(-0,Fine)
Each color has a circle and a square version.
Slide 5.
Skum (Ulat-Kini)
LE Medium Monstrous Humanoid (Aquatic)
This hunchbacked, green-skinned humanoid has a wide, frog-like head but a mouth more akin to that of a toothy fish.
1 Question @17, 2 Questions @22
Las Lajas
|
OOPS! I misread what you meant by "oppose" the skum with Diplomacy. I thought you meant we could sway the skum, not the villagers. Las is not trying to instigate a fight. As you can see his questions were directed at the skum. Apologies and would ask for a retcon on that and direct the attempt at getting on the good side of the skum.
Volsung Dreamborn
|
Volsung smiles grimly.
"A fight to liberate these people? Sounds good to me."
He moves up, drawing his rapier as he does, and focuses his Hypnotic Stare on the blue square. Move and Swift Action
That's the one to the west of Volsung. I'm a little color blind so I want to be clear about which one I'm targeting.
He then casts color spray on square blue and square red.
Color spray is DC 16, and blue square has a -2 on his save due to hypnotic stare.
Volsung Dreamborn
|
Darrioos will wait to flank with Edwin.
delay
You should still have the false flanker trick which I can trigger at any time.
Las Lajas
|
So much for the retcon...lol. My party is a bunch of murderhobos :)
GM Worg
|
The good news is your diplomacy did matter; you didn't have the villagers turn against you as well. :)
Dolph, Son of a Shepherd
|
Dolph steps forward, twirling his dwarven wrecking ball. ”You are not good neighbors! VICTOR, WE HAVE POACHERS.”
He readies for Victor to run around into a flank for him before attacking.
Attack with +1 Adamantine Dorn Dergar (outflank): 1d20 + 10 + 4 ⇒ (6) + 10 + 4 = 20
Damage: 1d10 + 7 ⇒ (1) + 7 = 8
GM Worg
|
Round 1: FIGHT!
Light Condition: Normal
Active Buffs: None
Active Penalties: None
Darrioos(-0,Flanker Mesmerist Trick, Fine, Delay)
Volsung Dreamborn(-0,Fine)
Dolph, Son of a Shepherd(-0,Fine)
Blue Skum(-0,Fine)
Orange Skum(-0,Fine)
Red Skum(-0,Fine)
Edwin Towerfall(-0,Fine)
Tesson(-0,Fine)
Victor(-0,Fine)
Green Skum(-0,Fine)
Las Lejas(-0,Fine)
Purple Will Save: 1d20 - 2 ⇒ (19) - 2 = 17 Success.
Red Will Save: 1d20 ⇒ 5 Fail hard.
Messed up colors and slide.
The red square shield skum finds itself mesmerized by the magic of Volsung. The orange square shield skum finds itself resisting the magic.
The skum move up to their offensive, and the red circle shield skum finds its head smacked by Dolph!
Square
Attack Roll Blue Skum Trident Attack VS Volsung: 1d20 + 4 ⇒ (10) + 4 = 14
Attack Roll Orange Skum Trident Attack VS Volsung: 1d20 + 4 ⇒ (8) + 4 = 12
Circle
Attack Roll Red Skum Trident Attack VS Dolph: 1d20 + 4 ⇒ (12) + 4 = 16
Attack Roll Orange Skum Trident Attack VS Edwin: 1d20 + 4 ⇒ (14) + 4 = 18
Attack Roll Blue Skum Trident Attack VS Viktor: 1d20 + 4 ⇒ (15) + 4 = 19
The skum, like a bunch of losers, swing and miss all their targets.
GM Worg
|
Round 1: FIGHT!
Light Condition: Normal
Active Buffs: None
Active Penalties: None
Darrioos(-0,Flanker Mesmerist Trick, Delay)
Volsung Dreamborn(-0,Fine)
Dolph, Son of a Shepherd(-0,Fine)
Blue Skum(-0,Fine)
Orange Skum(-0,Fine)
Red Skum(-0/10,Fine)
Edwin Towerfall(-0,Fine)
Tesson(-0,Fine)
Victor(-0,Fine)
Green Skum(-0,Fine)
Las Lejas(-0,Fine)
Edwin Towerfall
|
Edwins tries to hit the Orange as hard as he can.
+2 scimitar Power attack-Furious Focus: 1d20 + 12 ⇒ (18) + 12 = 30
damage: 1d6 + 6 + 4 ⇒ (3) + 6 + 4 = 13
crit confirm: 1d20 + 12 ⇒ (7) + 12 = 19
damage: 1d6 + 6 + 4 ⇒ (2) + 6 + 4 = 12
Darrioos
|
Darrioos tries to find a flank from edwin or volsung, if orange drops
He tries to dodge the skum.
acrobatics: 1d20 + 12 ⇒ (14) + 12 = 26
attack with flank: 1d20 + 8 ⇒ (12) + 8 = 20
damage: 1d6 + 2 + 3d6 ⇒ (4) + 2 + (3, 4, 3) = 16
GM Worg
|
Round 1: FIGHT!
Light Condition: Normal
Active Buffs: None
Active Penalties: None
Darrioos(-0,Flanker Mesmerist Trick, Fine)
Volsung Dreamborn(-0,Fine)
Blue Skum(-0/16,Fine)
Orange Skum(-0/25,Fine)
Red Skum(-0/8,Fine)
Dolph, Son of a Shepherd(-0,Fine)
Edwin Towerfall(-0,Fine)
Tesson(-0,Fine)
Victor(-0,Fine)
Green Skum(-0,Fine)
Las Lejas(-0,Fine)
Rotated Dolph and Victor into the same initiative.
| Victor, Goat of a Shepherd |
Victor follows his master’s command and circles around the closest foe. He will provoke
This triggers Dolph’s spoilered readied attack on blue
Gore vs Blue (outflank, power attack): 1d20 + 9 + 4 - 2 ⇒ (6) + 9 + 4 - 2 = 17
Damage (power attack): 1d4 + 6 + 6 ⇒ (3) + 6 + 6 = 15
GM Worg
|
Round 1: FIGHT!
Light Condition: Normal
Active Buffs: None
Active Penalties: None
Darrioos(-0,Flanker Mesmerist Trick, Fine)
Volsung Dreamborn(-0,Fine)
Blue Skum(-23/16,Fine)
Orange Skum(-0/25,Fine)
Red Skum(-0/0,Fine)
Dolph, Son of a Shepherd(-0,Fine)
Edwin Towerfall(-0,Fine)
Tesson(-0,Fine)
Victor(-0,Fine)
Green Skum(-0,Fine)
Las Lejas(-0,Fine)
My bad.
Vicotr and Dolph double team the skum, and easily dispatch it!
The green skum move into action, square flanking against Volsung and circle going against the goat.
Attack Roll Green Skum Trident Attack VS Volsung: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10
Attack Roll Green Skum Trident Attack VS Victor: 1d20 + 4 ⇒ (6) + 4 = 10
But their attacks are ineffective at hitting any intended targets!
GM Worg
|
Round 1 & 2: FIGHT!
Light Condition: Normal
Active Buffs: None
Active Penalties: None
Darrioos(-0,Flanker Mesmerist Trick, Fine)
Volsung Dreamborn(-0,Fine)
Blue Skum(-23/16,Fine)
Orange Skum(-0/25,Fine)
Red Skum(-0/0,Fine)
Dolph, Son of a Shepherd(-0,Fine)
Edwin Towerfall(-0,Fine)
Tesson(-0,Fine)
Victor(-0,Fine)
Green Skum(-0,Fine)
Las Lejas(-0,Fine)
Las Lajas
|
Las takes a step to the side, pulls out his whip, quickly studies the (green square) skum and attempts to whip him.
Trip: 1d20 + 8 ⇒ (15) + 8 = 23 There might be a flanking bonus because I can attack through the back square. If I have to step NE diagonal to get it, then I'll do that
Tesson
|
I couldn't post yesterday but I'd be happy to have my action...
Tesson stumbles towards the nearest skum green. He tries to cast a spell to mark it with a brand new tankard.
Concentration, DC 15: 1d20 + 11 ⇒ (19) + 11 = 30
Mighty Magical Tankard: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
for Bludgeoning: 1d3 + 4 + 2 + 1 ⇒ (3) + 4 + 2 + 1 = 10
Move to move, swift to enhance my tankard, standard to attack with a spell through my tankard.
Volsung Dreamborn
|
Volsung turns to face the blue skum and hits it with hypnotic/painful stare.
He stabs toward it, wreathed in bubbles.
to hit with flanking: 1d20 + 12 ⇒ (20) + 12 = 32
damage including painful stare: 1d6 + 5 + 1d6 + 2 ⇒ (2) + 5 + (1) + 2 = 10
crit confirmation: 1d20 + 12 ⇒ (19) + 12 = 31
crit damage: 1d6 + 5 ⇒ (5) + 5 = 10