Professor Baldeck Kaldosian
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Perception: 1d20 + 28 + 1d8 ⇒ (12) + 28 + (8) = 48
Professor is going to see if his eyes are a little keener the professor will point the attacker out if he can and attack if he has the action. (Current move is 70ft 140 if he can charge)
Attack: 1d20 + 34 ⇒ (5) + 34 = 39
Damage: 1d4 + 16 ⇒ (4) + 16 = 20
GM Engleaktig
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MESSING UP THE MONSTERS
Round 4
Action is on Slide 6
Sorted initiative Order (Bold may go):
Fandral: move, move (7 damage)
- Obo:
Professor: move, attack (7 damage)
- Theodric: (57 damage)
Retriever (defeated)
Mutants (defeated)
??? (something unknown): cast spell, move
__________________________________________________
Fandral moves towards the caster, but loses track of her. However, the swashbuckler's proximity causes a quiet gasp from the tiefling that the professor is able to detect. He moves up, and breaks one of the horns off of her head! The tielfing screams with rage and pain--and fear. (Since Fandral only moved, I'm happy to say that he held his action till the enemy was revealed. He can take his standard action to, essentially, double move up to her.)
Obo and Theodric are up!
Theodric de LaMontagne
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Theodric enlarges himself with the power of his cloak and moves towards the newly identified enemy.
60-foot move due to haste
Obo Ibn Jad
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I have acted this round, I cast Haste. Active perceptio checks are normallly a move action.
GM Engleaktig
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MESSING UP THE MONSTERS
Round 4
Action is on Slide 6
Sorted initiative Order (Bold may go):
Fandral: move, move (7 damage)
Obo: haste
Professor: move, attack (7 damage)
Theodric: enlarge, move (57 damage)
Retriever (defeated)
Mutants (defeated)
Tiefling: concentrate, cast spell
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concentration check: 1d20 + 16 ⇒ (10) + 16 = 26
Nearly surrounded by her foes, the tiefling concentrates intensely. She manages to summon a column of divine, fiendish fire--targeting the area including Fandral, Professor, and Theodric.
damage: 11d6 ⇒ (1, 4, 1, 3, 6, 6, 3, 5, 6, 6, 4) = 45 (half divine, half fire damage)
Fandral Reflex: 1d20 + 20 ⇒ (6) + 20 = 26 , success!
Professor Reflex: 1d20 + 23 ⇒ (2) + 23 = 25 , success!
Theodric Reflex: 1d20 + 15 ⇒ (10) + 15 = 25 , success!
Obo Ibn Jad
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Obo flies forward and tries to send pances of searing pain into the tieflings guts.
Kill her quickly friends
Move and use agonising hex, DC25 fortitude save or nauseated with a new save at the end of each round
GM Engleaktig
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MESSING UP THE MONSTERS
Round 5
Action is on Slide 6
The party is up!
__________________________________________________
Obo flies forward and tries to send pances of searing pain into the tieflings guts.
Kill her quickly friends
Move and use agonising hex, DC25 fortitude save or nauseated with a new save at the end of each round
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Fort: 1d20 + 8 ⇒ (18) + 8 = 26
Obo acts quickly once the tiefling has been spotted, and acts tactically. However, accustomed as she is to the agonizing pain that is life in the Mana Wastes, the tiefling shrugs off Obo's hex.
__________________________________________________
I hear that some folks are having problems logging into Paizo's website. No worries; technical / site problems occur from time to time. Hopefully the login issues will be resolved for everyone soon. Here's a thread discussing the outage and some solutions that have worked for users.
Fandral, Professor, and Theodric are up!
Theodric de LaMontagne
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What is the tiefling wearing (items and armor worn) and wielding in its hands?
Professor Baldeck Kaldosian
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"I don't like when people sneak up on me so if you don't mind don't do that anymore."
Attack 1 : 1d20 + 34 ⇒ (19) + 34 = 53 The creature is sickened.
Damage: 1d4 + 16 ⇒ (4) + 16 = 20
Attack Haste: 1d20 + 34 ⇒ (12) + 34 = 46
Damage: 1d4 + 16 ⇒ (3) + 16 = 19
Attack 2: 1d20 + 29 ⇒ (2) + 29 = 31
Damage: 1d4 + 16 ⇒ (3) + 16 = 19
(adamantine/furious/keen, rage, furious, heroism, reduce person, mutagen, study, haste)
Attack 1 Confirmation: 1d20 + 34 ⇒ (2) + 34 = 36
Damage: 1d4 + 16 ⇒ (4) + 16 = 20
GM Engleaktig
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"I don't like when people sneak up on me so if you don't mind don't do that anymore."
The Professor successfully strikes the tiefling thrice (and confirms the crit). The tiefling has a ready retort for Prof's quip, but every time she begins to speak, his actions prove to be too erudite. Unfortunately, at the end of the sequence, she remains standing!
Professor Baldeck Kaldosian
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Professor Baldeck Kaldosian wrote:"I don't like when people sneak up on me so if you don't mind don't do that anymore."The Professor successfully strikes the tiefling thrice (and confirms the crit). The tiefling has a ready retort for Prof's quip, but every time she begins to speak, his actions prove to be too erudite. Unfortunately, at the end of the sequence, she remains standing!
I like this one.
Theodric de LaMontagne
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Theodric moves forward and smash through the tiefling's weapon to bury his blade into its chest.
Moves so enemy is within 10-foot reach of Enlarged Theodric + Standard Action for Chopping Blow vs. tiefling and axe musket
Chopping Blow (Ex)
Two-handed, Power Attack, +5 adamantine Impervious Keen Falcata, Enlarge, Power Attack, Heroism: 1d20 + 30 + 2 ⇒ (17) + 30 + 2 = 49
adamantine, silver, cold iron, all alignments, magic, slashing dmg against creature, power attack, enlarge: 2d6 + 38 + 2 ⇒ (1, 2) + 38 + 2 = 43
If applicable, free Action Sunder Attempt leaving weapon with only 1 hit point and the broken condition, Heroism, Enlarge: 1d20 + 36 + 2 + 2 ⇒ (5) + 36 + 2 + 2 = 45 CMD
If Sunder successful, Aadamantine, silver, cold iron, all alignments, magic, slashing dmg to Weapon, ignoring hardness less than 20: 2d6 + 38 + 2 ⇒ (4, 1) + 38 + 2 = 45
=======================
CONFIRM CRIT vs. creature: 1d20 + 30 + 2 ⇒ (18) + 30 + 2 = 50
additional dmg to creature if crit is confirmed: 2d6 + 38 + 2 + 2d6 + 38 + 2 ⇒ (1, 5) + 38 + 2 + (5, 3) + 38 + 2 = 94
Fandral
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If still alive after Thedric, Fandral will attack
Haste
attack #1-precise strike: 1d20 + 22 + 1 ⇒ (13) + 22 + 1 = 36
damage: 1d6 + 10 + 16 ⇒ (5) + 10 + 16 = 31
hasted: 1d20 + 22 + 1 ⇒ (7) + 22 + 1 = 30
damage: 1d6 + 10 + 8 ⇒ (3) + 10 + 8 = 21
attack #2: 1d20 + 17 + 1 ⇒ (20) + 17 + 1 = 38
damage: 1d6 + 10 + 8 ⇒ (3) + 10 + 8 = 21
crit hit: 1d20 + 17 + 1 + 1 ⇒ (3) + 17 + 1 + 1 = 22
extra damage: 1d6 + 10 ⇒ (4) + 10 = 14
attack #3: 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22
damage: 1d6 + 10 + 8 ⇒ (6) + 10 + 8 = 24
GM Engleaktig
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Near-simultaneous attacks from Fandral and Theodric prove too much for the tiefling and the divine caster falls before their onslaught.
As she falls, she opines: "How did you know of my employer's plan to harvest the outlawed eidite from the abandoned mines?" (You don't know about eidite, yet. You haven't studied the ore/mineral that you picked up earlier.) "He was a pale man with a gaze sharp enough to claw your eyes out..." then she breathes her last.
Combat over!
Here's her gear:
potion of cat’s grace
potions of cure serious wounds (2)
scroll of dismissal
wand of stoneskin (8 charges)
+2 mithral chainmail
mwk axe musketUE with 10 paper alchemical cartridges
headband of alluring charisma +2
A bit further on, you discover the tiefling's stuff (Area 18 and Area 19). The collected wealth here is indeed sizable, and the urns full of gems and precious metals are worth a total of 10,000 gp, though no single gem is of a size or price that would allow it to be used as a material component in the casting of spells.
Professor Baldeck Kaldosian
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"We know because we are very smart and handsome. Surprisingly, good combatant for someone who an outpost."
Nobility: 1d20 + 20 + 1d8 ⇒ (12) + 20 + (3) = 35
GM Engleaktig
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To clarify:
- Your mission is to figure out who's messing with the clockwork guardians in Alkenstar and stop them
- Minister Eliza Baratella said that there were clues leading to this mine
- This tiefling (her name is Metruni) seems to be in charge of the mine and responsible for the enslavement of so many mana wastes mutants
- Metruni works for Aredil Sultur, who owns a nearby mill.
- Aredil Sultur has an interest in eidite
- you have some eidite in your possession
__________________________________________________
I'm going to presume that you take the opportunity to study your eidite sample, now. Given your bonuses, you'll succeed and discover:
- Eidite is a rare and unusual mineral that can be found in some parts of the Mana Wastes. It’s known to be poisonous to living creatures, with light-headedness as the initial symptom.
- Scholars speculate that eidite formed deep beneath the soil of the Mana Wastes as a result of the fell magic Nex and Geb used during their devastating wars.
- Eidite is valuable because it can be used to boost the power of clockwork and other mechanical creations, but it was outlawed due to its highly poisonous effects on living creatures.substance’s highly poisonous toxin
- Eidite’s beneficial effects to machinery are temporary—machines injected with eidite or otherwise constructed with the mineral eventually begin to function unpredictably and dangerously.
Professor Baldeck Kaldosian
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| 1 person marked this as a favorite. |
"Alright, so with the academics out of the way we have a couple of options. We can clear out the rest of the caves explore for anything useful to return to the pathfinder society and make sure there are no other slaves or we can use the Eidilte to get an audience with Aredil Sultur kick him in the head and bring him in for being a bag of trash. Are there any strong feelings?"
Theodric de LaMontagne
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| 1 person marked this as a favorite. |
"I could use some practice with my kicks. All that recent sword waiving and all..."
Obo Ibn Jad
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I suspect this set up may stretch further than Sultur, he doesnt sound like he has the resources to create disruption on this scale. However, he is clearly the next link in the chain. We should certainly pursue him at this mill but first I would prefer we clear this place out, if only to free the people here. I am also going to need time to transport the slaves here back to Alkenstar. I suggest we scout out the rest of the mine, remove any further guards and then take a day or two to get the slaves out and safe. After that we can go and explain to Sultur just what sort of mistake he has made...
GM Engleaktig
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The remainder of the combats in this area are less than challenging. Per the previous discussion on this, I'm happy to hand wave them.
You make time to find and free all the slaves. You find several who are being tortured.
__________
Near-ish the northern entrance to the Karggat Mine stands a water-powered mill that formerly served as a makeshift military outpost used by mercenary soldiers to protect the miners from rival mining companies and the natural (and unnatural) threats of the Mana Wastes.
You can approach easily by way of a well-worn road.
When you're most of the way there, strong winds rush through the valley, scattering debris about. Lightning lashes out in all directions. Beneath the storm-rent skies, arid hills give way to a sloping valley with a meandering river running through it. Not fifty feet to the east, three massive lifts deliver ore to equally impressive conveyors, which transfer the material to a nearby water mill several hundred feet away. Farther off, orange and red smog bellows into the sky from the long pillars jutting from a large stone fortification.
__________
At this point, there's supposed to be a Mana Storm along with Primal Magic effects. It's not, technically, part of the sanctioned content.
The ground lurches to life and attacks creatures in the area as though with black tentacles (caster level = CR).
The sound of booming cannons fills the air, and all firearms in a CR × 5-foot-radius spread increase their misfire chance by 1d3 for 1d6 rounds.
A powerful magnetic field opens up in a CR × 5-foot-radius spread; this acts as a trip attempt against any creatures in the area wearing metal armor (CMB = CR + 10). As a standard action, a creature knocked prone by this effect may attempt a Strength check to stand (DC = CR + 5). This effect lasts for 1d6 rounds.
The character that triggered this event glows with fluorescent energy (acid, cold, electricity, or fire; choose randomly), and deals CR × 1d6 points of energy damage to the next creature it touches. This energy dissipates in 3 rounds if not released.
65–77 A high-pitched ringing accompanies the feeling of weightlessness, and any creatures targeted by the effect that triggered this event must succeed at a DC 20 Reflex save or float straight up at a rate of 10 feet per round for 1d6 rounds. Creatures may attempt to grab hold of nearby objects to slow or halt their ascent at the GM’s discretion.
78–90 Icy dread cripples all creatures within a 30-foot- radius spread. Affected creatures must succeed at a DC 20 Will save or be staggered for 1d4 rounds. This is a mind-affecting fear effect.
91–96 An extraplanar rift opens up in a random direction 10 feet from the source of this event; a random elemental (CR = the event’s CR) comes through the rift and attacks the nearest creature for 1 minute before returning to its plane of origin.
97–100 An orb of grease explodes and covers all creatures in a CR × 5-foot-radius burst, increasing affected creatures’ CMD by 10 for 1d4 rounds.
Obo Ibn Jad
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Being several days later I assume we have time to renew spells etc.
Obo Ibn Jad
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Obo will make all of their usual magical preparations, so mage armour, delay poison and life bubble on everyone. Medium duration buffs are active and I will also cast mirror image just before we enter the windmill.
Images: 1d4 + 4 ⇒ (4) + 4 = 8
False Lie: 1d10 + 10 ⇒ (4) + 10 = 14
Well, doesnt this place look inviting.
Can we see how many entrances there are?
GM Engleaktig
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Looks like there's one main gate that leads into a walled compound. (I've added a new map to slide 6.)
A quick, unobtrusive nudge confirms that the doors are barred from the inside.
A perception/engineering check that you cannot fail indicated that there are levers to open the gate somewhere. There are pulleys and gears nearby that could serve no other function. Given the design/layout of the compound, the lever is likely in one of the turrets around the gate (C2a and/or C2b on the map.)
Another perception check indicates that there are guards manning each tower.
There are also sounds of work/labor coming from the bailey (area C3) which is open to the air.
Professor Baldeck Kaldosian
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"I have never met a door I can not open, but I don't love the idea of being shot at while doing it. I can also lie our way in if people prefer. I'm happy to take any other suggestions."
Obo Ibn Jad
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I could just disintegarte the gate... mutters Obo. I sort of like the idea of kicking in the front door after how those mutants were treated in the mine.
Professor Baldeck Kaldosian
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"A flair for the dramatic is always fun. Let's make a big scene! I'm happy to stand in front."
GM Engleaktig
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This bit at the mill is outside of the sanctioned bits, but it is integral to your actual mission. Happy to say that you make the biggest, loudest distraction ever and utterly destroy the main gate. :-)
Guards scream. A klaxon sounds. The mana storm is (technically) still all around.
The hustle and bustle of the fortified bailey is palpable in the midst of the raging storm. A large building to the north appears to be the center of activity, while a smaller, more ramshackle building to the southeast barely remains standing. Gates to the east and west appear to be the only exits, while stairs to the north and south lead up to the fort's curtain wall.
There are 6 ogrekin laborers here and 2 guards. You deal with them easily. (Collectively, they're a CR 9 encounter.)
I've updated your position on the map. Where to from here?
GM Engleaktig
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Hand waving most of this
The party deals with most of the intelligent defenders of the mill with ease. The party then notices an unusual substance that looks like it has been spilled on the ground. You identify it as a gunpowder ooze!
- Because of the volatile nature of its composition, a gunpowder ooze is susceptible to combusting when an ignition source is present. Anytime a gunpowder ooze takes fire damage or damage from a ranged firearm attack, it spontaneously explodes, dealing 10d6 points of fire damage to all creatures and objects in a 30-foot-burst cone toward the damage source. If there is no method of determining the damage source’s direction (such as a burst or spread centered on the ooze), the ooze instead combusts in a 15-foot-radius burst. A successful DC 27 Reflex save halves the damage taken from this attack. A gunpowder ooze that combusts automatically splits.
- Whenever a gunpowder ooze successfully strikes a creature with its blast or slam attack, the target must succeed at a DC 27 Reflex save to avoid being coated in sticky gunpowder residue. Though the residue is not harmful in itself, if a creature covered in the residue uses a firearm, wields any weapon capable of dealing fire damage, takes fire damage from any source, or is exposed to a suitable spark, the residue immediately ignites and explodes, dealing 5d6 points of fire damage to the creature. Creatures adjacent to the exploding creature take half damage (Reflex DC 27 half). Gunpowder residue remains flammable for 24 hours, until it is ignited, or until it is scrubbed away (which requires soap, water, and at least 1 hour of bathing and washing).
ooze init: 1d20 + 0 ⇒ (5) + 0 = 5
Given that I don't think any of you could lose to an initiative of 5, please feel free to detail how you destroy this ooze before it can act. :D
Obo Ibn Jad
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Obo sits back and allows the more martially inclined characters to dispatch the ooze swiftly. The remains do provide an interesting diversion as they examine the remains and determine the strange explosive properties.
My, my, these could be weaponised really very effectively, if you could control where they went at least. Curious, I wonder why they are here, did they arise spontaneously or has some insane alchemist started experimenting with this gunpowder and ooze combination. If they have we should probably put a stop to that.
Looking aroun Obo says, I suggest we head into the main building there
Looking at the map I am a little confused as to which bit we are heading into and which area is handwaved?
Professor Baldeck Kaldosian
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Professor clicke his boots and starts punching the ooze with the hand guard of his rapier (Weapon Versatility).
Attack 1 : 1d20 + 34 ⇒ (18) + 34 = 52 The creature is sickened.
Damage: 1d4 + 12 ⇒ (3) + 12 = 15
Attack Haste: 1d20 + 34 ⇒ (5) + 34 = 39
Damage: 1d4 + 12 ⇒ (1) + 12 = 13
Attack 2: 1d20 + 29 ⇒ (4) + 29 = 33
Damage: 1d4 + 12 ⇒ (1) + 12 = 13
Theodric de LaMontagne
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Outpost signup is now opened. @GM: are we near completion for this module i.e. would it be premature to sign up for games with our characters here? thanks!
GM Engleaktig
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Outpost signup is now opened. @GM: are we near completion for this module i.e. would it be premature to sign up for games with our characters here? thanks!
If we skip this part and stick to just the sanctioned stuff, we could speed through. What day does outpost start?
Before you begin the next part, you all should level up.
Theodric de LaMontagne
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Outpost signups were just this last Friday and ongoing. The games will start within a week's time I think. I think we could reasonably use our characters here in Outpost if say, you think we'd be done in the next 5 or 6 days or so... otherwise the prudent course of action would not be to use these characters here in any Outpost games.
EDIT: actually we have until Feb 16th to finish this game if we want to use our PCs during Outpost! feasible yes?
Theodric de LaMontagne
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Important Dates
GM signup/game submissions: January 11-25, 2021
GM early player access:January 26-28, 2021
Player Sign-up: January 29-February 15, 2021
Start of Outpost III: February 16, 2021
End of Outpost III: April 27, 2021
★ ---- ★ ---- ★ ---- ★
GM Engleaktig
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EDIT: actually we have until Feb 16th to finish this game if we want to use our PCs during Outpost! feasible yes?
Yes, from my point of view. If we stick to the bare minimum, it's possible. But, I think everyone would need to agree.
The first order of business is that you've completed part 2 (of 3) of Wardens. Please level up.
Theodric de LaMontagne
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Ok I will level to 15. Do you mind providing the Chronicle? leveling without the Chronicle leads to confusion leads to hate leads to suffering! ;)
PS: right now it looks like I have received and printed Warden chronicle sheet number 1, which took me up to level 14. Please confirm Warden sheet number 2 is the next one we'll receive, taking Theodric up to level 15. Thanks! (oh, and please also let us know how much gold we get on Sheet number 2... I might upgrade some of Theo's gear...)
PS2: is there a part 3 that will take Theo up to level 16?!?
GM Engleaktig
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Ok I will level to 15. Do you mind providing the Chronicle? leveling without the Chronicle leads to confusion leads to hate leads to suffering! ;)
PS: right now it looks like I have received and printed Warden chronicle sheet number 1, which took me up to level 14. Please confirm Warden sheet number 2 is the next one we'll receive, taking Theodric up to level 15. Thanks! (oh, and please also let us know how much gold we get on Sheet number 2... I might upgrade some of Theo's gear...)
PS2: is there a part 3 that will take Theo up to level 16?!?
Yes, there's a chronicle for part 2 that brings you to 15 and a chronicle for part 3 that brings you to 16 and a bonus chronicle! :)
Chronicle 2 gives you 45,000 GP (22,5000 slow track).
I'll have the finished chronicle in a day or two.
Theodric de LaMontagne
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Cool mighty thanks! I will update Theo tonight!
Professor Baldeck Kaldosian
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I'm ok with whatever works for the good. And ok with heading in as per Obo's suggestion if that's still in the cards.
Theodric de LaMontagne
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Bought: ring of evasion + upgrade amulet nat armor +2 to +3 (25k + 10K)
Feat: Pin Down
Obo Ibn Jad
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Obo has been updated.
Theodric de LaMontagne
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Bought: ring of evasion + upgrade amulet nat armor +2 to +3 (25k + 10K)
Slight revision to account for gear bought at beginning of adventure:
Purchases in this scenario, i.e. Warden Chronicle Sheet Number 2:Ring of Evasion (25,000gp), Upgrade Amulet Nat Armor +2 to +3 (10,000gp), lesser extend metamagic rod (3,000gp); potions: fly x2 (1,500gp), touch of the sea CL3 x2 (300gp), air bubble CL3 x2 (300gp)
Also: character is now updated to level 15 and ready to roll!
GM Engleaktig
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Wrap up of the mill. (This is the unsanctioned part between chronicles 2 and 3.)
You kick keister and take names all over the mill. You discover that the person in charge is a bat-like sabosan druid named Syckar. He is the driving force behind the ogres. You deal with him and fine a note:
Syckar,
I have been most pleased with your progress thus far in reconstructing the Sultur Mill Outpost. The ore you’ve processed this last week alone has been enough to complete the construction of the colossal Endermere, which now watches over the main gates of Megator Facient alongside Gurstweld and his minions. Perhaps you will see it one day, but for now, I need you to remain at the outpost and keep things there in order.
Feel free to do whatever you wish with Krauss. She has served her purpose, both in the reprogramming of the Brass Guardians and luring them here with the dwarven artifact, and I no longer have any need for that skittish hermit.
As a reward for your service, I have sent along with this missive a gift—a small token of my appreciation for your continued efforts. Use it wisely.
--Your employer
You discover a strange device--a dwarven artifact called a quake cannon. A deadly device powered by eidite--the mineral in the mines.
You discover Krauss' ghost. She was forced to design and build a more dangerous version of the brass guardians.
You also encounter a "supercharged" brass guardian which was out of control. Unfortunately, you had to destroy it.
You discovered enough clues from the outpost and know that the true culprit lies east in Megator Facient. Your next step is to investigate the formerly abandoned factory...
Since you'd travel from the mill to the factory, you can rest/heal and be at full resources for the start of part 3.
GM Engleaktig
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As you travel toward Megator Facient, the mana storm afflicting the region gradually lets up, giving way to the green-blue skies more typical of the Mana Wastes. By the time the party reaches the factory, the storm has died completely.
Along the way, you encounter 3 rift drakes and 3 mutant gnolls; but, you easily deal with them. (It's a CR 11 encounter; any one of you can handle them solo.)
Much of the factory is in an obvious state of dire disrepair. Debris lines the walls and grime cakes the floors everywhere.
Ceilings reach heights of 50 feet, and rooms are lit either by windows or vents built into the building’s roof.
The noise of the factory is such that even characters within 20 feet of each other must practically shout to be heard.
New map coming soon to the shared document.