
The World's Most Interesting GM |

Grog runs in and grabs Yabbatha.
to get out
So first off, Yabatha falls unconscious last round do to damage (which I didn't notice her hp in her spoiler tag) so he can't really even aid her in attempting to escape, because she is unconscious, so we'll say he notices and uses what was the aid roll to batter aside tentacles and reach her (through 5 feet of difficult terrain). Having reached her side he can pick her up (see manipulate an object in the combat rules) and hoist her above the his head (there's no real indication that the tentacles have reach so we'll just say Yabatha is in the 5' cube of space above the floor). That ends Grog's turn and the black tentacles trigger again.
black tentacles: 1d20 + 7 ⇒ (20) + 7 = 27 damage: 1d6 + 4 ⇒ (6) + 4 = 10
Oh dear... threat.
black tentacles: 1d20 + 7 ⇒ (8) + 7 = 15 damage: 1d6 + 4 ⇒ (1) + 4 = 5
So the tentacles hit and grab Grog (because CMD). He can try to fight his way out, but would need both hands free to do that. If he does (free action) Yabatha almost certainly dies unless someone takes some heroic intervention.

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The map shows Grog on thee edge of the tentacles but not in them. If he were 5' in he could both reach Yabatha and hand her to Stormy who would be just outside the tentacle spell. Would that work?

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The map shows Grog on thee edge of the tentacles but not in them. If he were 5' in he could both reach Yabatha and hand her to Stormy who would be just outside the tentacle spell. Would that work?
yeah :)
can I just tap her with a wand? When I'm in there but she'll probably die afterwards?
in case it's needed
CMB: 1d20 + 12 ⇒ (5) + 12 = 17
*ugh*

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Zora, glad to be finally free, only just notices the predicament her friends are in.
How many rounds have these been going? Is it likely to wear off?
"I don't know how to help? These things seem to ignore damage, and unless we can dispel them, all we cna do is try to pull them out!"

The World's Most Interesting GM |

Zora, glad to be finally free, only just notices the predicament her friends are in.
How many rounds have these been going? Is it likely to wear off?
Black tentacles is a rd/level duration. You are playing in the high tier and this is a boss fight, so....
The map shows Grog on thee edge of the tentacles but not in them. If he were 5' in he could both reach Yabatha and hand her to Stormy who would be just outside the tentacle spell. Would that work?
As mentioned above, I sort have assumed that he would have moved in already as Yabatha was already out last round, I just didn't notice at the time because her hp is in a spoiler, and I haven't had a day off work since the 5th of July (hence my slow response time, sorry). So technically he is already there (I just didn't move him) so and can indeed pass her to someone if he likes. Otherwise, he can fight his way out but in order to make a grapple check you have to have your hands free (at least one of them), which means he is probably dropping her in the tendrils.

The World's Most Interesting GM |

Grog tosses Yabbatha out to Stormy and away from the grasping tendrils of darkness which seize the opportunity to grasp him tighter.
So that should leave us with the following: Yabatha owes me 2 Con checks for the rounds she is being hefted and passed around; and the black tentacles has one more round to wrestle with Grog.
black tentacles: 1d20 + 7 ⇒ (12) + 7 = 19 +5 v Grog because grappling.... damage: 1d6 + 4 ⇒ (5) + 4 = 9
RESULTS!
_________________
__ Radagast -37 hp, -2 Str penalty
__ Grog -19 hp
__ Yabatha -44 hp, -5 penalty to Int, Wis, Cha, dying (pending 2 Con checks)
__ Zora -30 hp
__ Stormy -4 hp, -5 penalty to Int, Wis, Cha
__ Shade -12 hp
__ Imrizade Blakros KO'd

The World's Most Interesting GM |

Now what do you do?

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Zora helps pull Yabatha farther from the tentacles. "Get out of there, Grog!"
Once a safe distance away, Zora tries her CLW wand on Yabatha to start the healing process.
UMD: 1d20 + 7 ⇒ (10) + 7 = 17
UMD: 1d20 + 7 ⇒ (10) + 7 = 17
UMD: 1d20 + 7 ⇒ (13) + 7 = 20 CLW: 1d8 + 1 ⇒ (8) + 1 = 9
UMD: 1d20 + 7 ⇒ (13) + 7 = 20 CLW: 1d8 + 1 ⇒ (5) + 1 = 6
UMD: 1d20 + 7 ⇒ (4) + 7 = 11

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CON: 1d20 + 1 ⇒ (16) + 1 = 171d20 + 1 ⇒ (18) + 1 = 19
Yabatha barely wakes up from Zoras healing, not because the magic was innefective, rather due to the face that she is so unused to being so completely defeated by one spell in battle."Huh, what .... what happened?" She sees the wounds on Grog, and laughs, "Oh no, Grog are you okay? I can't beleive we all managed to survive that. Thank you everyone for your help!"
She looks around, "Is the portal still active? Can we shut it down somehow and call it a a day?"

The World's Most Interesting GM |

With a chirp, Radagast moves over, and experimentally pokes the *frame* of the portal with a claw, to see if he can scratch it...
No more than he could solid stone. That and if the boundary of the portal is the only thing containing the "doorway" to the dark alien vistas beyond it might not be a good thing to break it.
Int checks please.

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Aside: Well, stone is hardness 8, and I have a fixed damage bonus of +10, so I should be able to scratch that ;-) That said...
Int: 1d20 ⇒ 8.
Radagast chirps again, this time disconsolately, and turns to look questioningly at the others...

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"Thank you Stormy. Perhaps if we all have a really good think about the problem, a solution will present itself! Grog, tried smacking it?"
Intelligence, check: 1d20 + 5 ⇒ (15) + 5 = 20

The World's Most Interesting GM |

"Thank you Stormy. Perhaps if we all have a really good think about the problem, a solution will present itself! Grog, tried smacking it?"
[dice=Intelligence, check]1d20+5
- 5 = 15
There was something that Vie said earlier that keeps coming back to Yabatha if only her head weren't so muddled.

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"Errrr, bibbly bubbly bob. Eeerrrr, i mean, I think we are looking for a round large circle filled with arcane symbols." She pauses to let it all sink in, "I dont think our adventure is over yet, team. Remember the note we found earlier, i think we need to inside the portal to close it from that end."

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Int: 1d20 + 1 ⇒ (9) + 1 = 10
"If we are in the portal when it closes, how do we get back? I suppose there could be another way..."

The World's Most Interesting GM |

Well, after reviewing the map again...
Radagast Air Walks up, and tries to remove the 'suspicious cylinder' from atop the arch.
The cylinder is about the size of a watermelon. Strange ruins mark its surface. Radagast figures that if it were solid silver it weigh a lot more than it seems to. He brings it down (I assume).
Grog looks around for the circle or anything weird.
Aside from a flying non-winged dinosaur, the silver cylinder, the horrible remains of the plant zombies and alien foliage, the strange cavern itself, and the flashing portal to another world, there's nothing strange here. There is the trapped iron box in the antechamber as well.

The World's Most Interesting GM |

Anyone else got anything they want to do? Otherwise, I will roll to wrap tomorrow.

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"OK, let's see what is in this chest."
Zora takes a look at the trapped lockbox and tries to disable the trap.
Disable Device, disable trap: 1d20 + 15 ⇒ (19) + 15 = 34
Disable Device, open lock: 1d20 + 15 ⇒ (16) + 15 = 31

The World's Most Interesting GM |

With the arcane electrical trap dispensed with Zora opens the box and out pour a huge swarm of foot-long alien centipedes. Hundreds of them crawl out and up her arms over her face, and shoulders biting and stinging her. The sound of their segmented carapaces rasping over one another sends shivers up everyone's spine.
There's probably damage, and a chance for poison and nausea, but, at this point, I'm not going to worry about it. Assuming the party has some sort of anti-swarm tech they can defeat it pretty quickly. Otherwise the swarm dissipates with the individual bugs wandering off.
Inside the box the party finds small stone cube with more of the indecipherable hieroglyphs etched into its sides and top.

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"Maybe." Zora turns it over in her hands, trying to make something out of it.
Linguistics: 1d20 + 5 ⇒ (8) + 5 = 13

The World's Most Interesting GM |

Well, she could....
Touching the small cube sets off a loud piercing whistle (like holding an active tornado siren). The keening wail goes on for a little while and almost makes the party long for the shrieking mushrooms upstairs.
[ooc]The hieroglyphs are arcane in nature, and Osirion in origin.
Anyone else got anything they want to do? Feel free to discuss here in character or in discussion. Going once...

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Grog looks at the dinosaur pushing the cylinder and shrugs.
"Don't look at me beast?"
He turns towards Stormy and holds out his axe. "Nope just cold iron.

The World's Most Interesting GM |

So the plan for the silver cylinder is....
The party sets to work smashing the arcane cylinder. This takes bit longer than they expect (Hardness 15), but finally it is smashed flat.
I'm assuming the shillelagh is used.
Panting, Stormy looks around the room. Nothing seems to have changed.
Now what? What have other people been doing?

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Maybe toss this thing back through the gate? Still not at full mental capacity, stormy checks with her companions.
"Well, if that doesnt work, we will have to go through the portal and find the damn thing. Alright, here goes nothing." She takes the arcane cylinder, and tosses it through the portal.
If that does nothing...
"Shall we go through?"

The World's Most Interesting GM |

The portal winks out a moment later taking it with it the strange unintelligible mutterings, and the gate arch itself, leaving the room dark, and smelling of burnt plastic.

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Yabatha claps her hands, "Well that's suprising. I was sure there was going to be more to this than just throwing the key away. Shall we call it a day, team?" She looks at her friends, who are all battered and bruised both physically and mentally from this journey. "I think it's safe to say that Nigel owes all of us a few drinks. What do you say we go and cash those out?"
She goes to high-five Stormy on her way out.

Nigel Aldain, the Curator |
The party makes its way back up to the main floor where they find Vie and Nigel debating the nuances of how to properly enunciate "tomato". They almost look annoyed when the rest of the party arrives with the battered, unconscious Imrizade her boneless tentacle fingers dragging on the floor behind her.
"Is she dead?" asks Nigel adjusting his spectacles. This is quickly followed by "Did you break anything? Vie here says you were just moving things out of the way for safety sake, but you can't be too careful with priceless antiquities."

The World's Most Interesting GM |

Once Imrizade is roused from unconsciousness, she at first seems confused as to her whereabouts and how she had arrived. Her last best memories being of a tomb months and miles away in distant Osirion. She explains that she had just discovered a priceless, mithril silver canopic container housing what she imagined was the brain of an early dynasty ruler.
The experience seems to have shaken the girl, not that the party hangs around too long to find out how. She pops up afterward to each member of the group explaining how she can still do magic something she had never been able to do before, and make her hands into what look like six-foot-long cephalopods. She says she has dreams too.
This all seems rather desperate to Pathfinders who just want to get something for their headaches and carouse (ironically, leading to more headaches). She shows up occasionally over the next few weeks at inopportune times to pester the group with her backstory. She even tries telling her tale to the dinosaur.
Nigel too is shaken by the experience--not really by the changes wrought upon the daughter of family he works for, nor the deaths of a half-dozen of the museum's senior guardsmen. No, Nigel faints upon first walking in to the statue storage room and seeing all the damage. Being a former Pathfinder himself he should have known better.
Best not hang around long enough for him to wake up, and see what happened in the taxidermy room....
Still, the Blakros family sends the group their thanks by way of messenger and promises to look kindly upon them and the Society in any future dealings.
Their captain, Adril Hestram meets them at the tavern to take their report and any items they may have secured from museum for "safety sake" and then buys them a couple of rounds.
THE END
(I should have the final chronicles ready in a day or two.)