GM Engleaktig |
Hasted Professor studies the creature, runs over, rages and attacks.
[dice=Attack Keen Adamantine Rapier]1d20+33-3
[dice=Damage]1d6+18+6[dice=Attack Confirmation]1d20+33-3
[dice=Damage]1d6+12+6The creature is sickened unless it is immune to the condition
The professor takes an enormous chunk out of the construct, too.
GM Engleaktig |
EXCAVATOR ENCOUNTER
Round 1
Action is on Slide 6
__________________________________________________
Sorted initiative Order (Bold may go):
Obo: casts haste, moves
Professor: moves, attacks
- Fandral: Go!
Theodric: moves, attacks
Red Ogre
Machine
Blue Ogre
__________________________________________________
Fandral is up! Then, the baddies.
GM Engleaktig |
Putting Fandral in delay.
Being mindless, the construct lashes out at the last creature to hit it. Two mechanical armatures rotate forward and surprise the adventurer with their speed, force, and accuracy. At the end of it's attack, it tries to sweep the professor into it's crusher, but he avoids it.
slam vs Prof: 1d20 + 25 ⇒ (17) + 25 = 42, damage: 2d10 + 8 ⇒ (9, 6) + 8 = 23
slam vs Prof: 1d20 + 25 ⇒ (16) + 25 = 41, damage: 2d10 + 8 ⇒ (2, 7) + 8 = 17
grab vs Prof: 1d20 + 29 ⇒ (7) + 29 = 36
The red ogre takes a 5-foot-step and attacks Theodric. But misses in an attempt to stay clear of the construct's attacks.
slam vs Theo: 1d20 + 17 ⇒ (12) + 17 = 29, miss
slam vs Theo: 1d20 + 12 ⇒ (10) + 12 = 22, miss
The blue ogre takes a 5-foot-step and attacks the injured Professor.
slam vs Prof: 1d20 + 17 ⇒ (2) + 17 = 19, miss
slam vs Prof: 1d20 + 12 ⇒ (20) + 12 = 32, confirm?: 1d20 + 12 ⇒ (5) + 12 = 17, damage: 1d6 + 10 ⇒ (4) + 10 = 14
fortitude save: 1d20 + 16 ⇒ (18) + 16 = 34
GM Engleaktig |
EXCAVATOR ENCOUNTER
Round 1
Action is on Slide 6
__________________________________________________
Sorted initiative Order (Bold may go):
Obo: casts haste, moves
Professor: moves, attacks, -54 hp
- Fandral: Go!
Theodric: moves, attacks
Red Ogre: step attack
Machine: slam, slam, grab, -97 hp
Blue Ogre: step attack
__________________________________________________
Fandral is up!
GM Engleaktig |
EXCAVATOR ENCOUNTER
Round 2
Action is on Slide 6
__________________________________________________
Sorted initiative Order (Bold may go):
- Obo: Go!
- Professor: Go!, 54 hp damage
- Fandral: Go!
- Theodric: Go!
Red Ogre:
Machine: 97 hp damage
Blue Ogre:
__________________________________________________
The party is up!
(Fandral can post round 1 and round 2 actions.)
Obo Ibn Jad |
Obo waits to see what carnage the more martially inclined characters manage to inflict.
GM Engleaktig |
EXCAVATOR ENCOUNTER
Round 2
Action is on Slide 6
__________________________________________________
Sorted initiative Order (Bold may go):
- Obo: Delays
- Professor: Go!, 54 hp damage
- Fandral: Go!
- Theodric: Go!
Red Ogre:
Machine: 97 hp damage
Blue Ogre:
__________________________________________________
Professor, Fandral, and Theodric are up!
(Fandral can post round 1 and round 2 actions.)
Theodric de LaMontagne |
Theodric continues fighting the clockwork guardian. full attack on construct, switching to red ogre if construct goes down (if that's the case subtract the 2d6+2 from bane weapon dmg)
1ST ATK, +5 adamantine Impervious Keen Falcata, Heroism, Bane, Haste: 1d20 + 30 + 2 + 2 + 1 ⇒ (20) + 30 + 2 + 2 + 1 = 55
adamantine, silver, cold iron, magic dmg, bane: 1d8 + 38 + 2 + 2d6 ⇒ (7) + 38 + 2 + (4, 5) = 56
HASTE ATK: 1d20 + 30 + 2 + 2 + 1 ⇒ (11) + 30 + 2 + 2 + 1 = 46
adamantine, silver, cold iron, magic dmg, bane: 1d8 + 38 + 2 + 2d6 ⇒ (2) + 38 + 2 + (2, 5) = 49
2ND ATK: 1d20 + 25 + 2 + 2 + 1 ⇒ (11) + 25 + 2 + 2 + 1 = 41
adamantine, silver, cold iron, magic dmg, bane: 1d8 + 38 + 2 + 2d6 ⇒ (4) + 38 + 2 + (1, 2) = 47
3RD ATK: 1d20 + 20 + 2 + 2 + 1 ⇒ (3) + 20 + 2 + 2 + 1 = 28
adamantine, silver, cold iron, magic dmg, bane: 1d8 + 38 + 2 + 2d6 ⇒ (3) + 38 + 2 + (2, 5) = 50
AC 37; All-Around Vision (Ex) cannot be flanked (Arachnid Goggles)
=======================
1ST ATK CONFIRM CRIT: 1d20 + 30 + 2 + 2 + 1 ⇒ (6) + 30 + 2 + 2 + 1 = 41
additional dmg if crit is confirmed: 1d8 + 38 + 2 + 1d8 + 38 + 2 ⇒ (8) + 38 + 2 + (4) + 38 + 2 = 92
GM Engleaktig |
Theodric continues fighting the clockwork guardian. full attack on construct, switching to red ogre if construct goes down (if that's the case subtract the 2d6+2 from bane weapon dmg)
[dice=1ST ATK, +5 adamantine Impervious Keen Falcata, Heroism, Bane, Haste]1d20+30+2+2+1
[dice=adamantine, silver, cold iron, magic dmg, bane]1d8+38+2+2d6[dice=HASTE ATK]1d20+30+2+2+1
[dice=adamantine, silver, cold iron, magic dmg, bane]1d8+38+2+2d6[dice=2ND ATK]1d20+25+2+2+1
[dice=adamantine, silver, cold iron, magic dmg, bane]1d8+38+2+2d6[dice=3RD ATK]1d20+20+2+2+1
[dice=adamantine, silver, cold iron, magic dmg, bane]1d8+38+2+2d6AC 37; All-Around Vision (Ex) cannot be flanked (Arachnid Goggles)
=======================
[dice=1ST ATK CONFIRM CRIT]1d20+30+2+2+1
[dice=additional dmg if crit is confirmed]1d8+38+2+1d8+38+2
Whoa! Nice job!
A subtle halo surrounds Theodric as he becomes like unto an angel of destruction. He easily finishes off the excavator and redirects attacks towards the ogres, finishing off the fight.
Combat over!
The ogres have mwk clubs, mwk scale mail, amulets of bullet protection, and 300 GP in coins and gems each.
GM Engleaktig |
Area B6
The weathered iron door to this room is much sturdier than the rickety wooden doors elsewhere in the mines. Thick sheets of scrap metal form a crude frame around it, and the door is currently unlocked.
A thick vein of viscous magma originates from a narrow chimney in the ceiling to the west and flows down a wall of speckled green mineral stones before seeping through an equally narrow crag in the floor.
There are 4 oozes in this room that react to your entry.
Hand-waving combat; they're CR 8.
Once you have a moment to ponder your encounter, you realize that the oozes were mutated and had become "carriers" of some kind of disease.
There's no treasure to speak of in here. However, there are flecks of that mineral you've set aside to study later.
Obo Ibn Jad |
Obo examines the oozes and tries to identify what sort of disease they are infected with.
Heal, heroism: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32
GM Engleaktig |
AREA B7
You make your way to the slave quarters. Sleeping rolls, ragged tents, and scattered tools cover the floor space of this earthen chamber. Carved stairs exit upward to the south and downward to the north.
Fifteen Mana Wastes mutant slaves are here. They pay no attention to you—they've been conditioned that it's best to just keep their head down if their masters or others they don’t recognize come into their living area. (If approached, the slaves weep for forgiveness. Most slaves have either gone temporarily mad from the torment endured in the mines, or they had little to say to begin with.)
Their spirits shattered, most of the slaves have consigned themselves to their fates, and just want to be left alone.
There seems to be one exception, however. A middle-aged Mana Wastes mutant halfling keeps a wary eye on you.
(Given your bonuses, you easily determine his motives.) He doesn't look at you in a mean, hateful, or aggressive way... he's looking out for the others. He's trying to decide if you're a threat to his people.
GM Engleaktig |
AREA B8
This open area is where the slave miners hold small gatherings or cook their meager food. A trap door is discreetly tucked away behind some rocks in the ceiling. This secret trap door leads to one of the punishment chambers above (area B10a), and the trapped slaves use it to escape to the rest area for a reprieve from the deprivation and misery inflicted upon them.
AREA B9
This area serves as a makeshift larder for the enslaved mutants dwelling in these caves. Their meals—if one can even call them that—are poor excuses for nutrition, consisting mostly of fungus and dried rodent meat.
Additionally, this supply room serves as a staging area for small spare parts for the mine’s conveyors, mine carts, and ore crusher. Only simple parts are kept here, as the ogres don’t trust the slaves not to sabotage more vital components
Professor Baldeck Kaldosian |
"I should start to bring food on these missions, but that would mean less alcohol. Whiskey would be a bad choice for the slaves."
Professor will slip rations to whomever he can when the opportunity arries.
GM Engleaktig |
"I should start to bring food on these missions, but that would mean less alcohol. Whiskey would be a bad choice for the slaves."
Professor will slip rations to whomever he can when the opportunity arries.
The halfling who has been watching the party approaches Prof. "That's very kind of you." He hooks a thumb towards himself, "Names Shyar. Shyar Burkin.". He gestures to a fire pit and offers, "Tea?"
Obo Ibn Jad |
Obo looks aound the area with a growing sense of horror. We need to do something to help these people. I can teleport them out but it will take time.
As Shyar approaches they smile at the halfling, Yes, that would be very kind of you. Tell me, where would you go if we were able to get you out of here?
GM Engleaktig |
Making friends with the mutant slaves
Shyar offers you a purple-colored beverage made from mushrooms. Surprised by your generous offer, the mutant tries to gather his words, "I... We... I... don't know. It's been such a long time since I was anywhere. What's the latest news from Alkenstar?"
Assuming you give him the general news that any resident of that city would know.
"That is awful! If the guardians are going haywire, why are you here? Do you think it has something to do with the mines?"
__________________________________________________
Freeing the slaves
Upon hearing Obo's teleport idea, the halfling becomes hopeful.
"That sounds amazing. But, I fear the repercussions for those who remain once Murg-Nurk Headsplitter and his ogre cronies notice that some of us are missing."
It's clear that Shyar willingly goes with any plan the party comes up with. They fear Murg-Nurk who is near the center of the mines.
__________________________________________________
Loot!
The mutants have also stolen a few items which they offer to the party: six potions of cure serious wounds, two scrolls of dispel chaos, and a rust-colored bag of tricks.
__________________________________________________
Additional dangers
Lastly, they warn you of "Metruni"--a cruel tielfling with great powers who is often near area B19. She follows a demon lord named Haagenti who has lent her one of his "servants" named "Orixium." "It is rumored that When Metruni and Orixium crossed paths with a man named Parliamentary Minister Aredil Sultur and his elite guard, the resulting fierce battle led to the death of the minister's entire platoon!"
Obo Ibn Jad |
Obo listens attentively to the halfling. Getting you all out of here will take time. However, if we can get rid of these two powers, Metruni and Murg-Nurk then that should give us the time to get you all out. I can only take a few at a time and there is some risk of going off target. How many of you are there?
Obo Ibn Jad |
OK, with 13 level 5 and 6 spell slots taking 4 per trip I can evacuate about 24 of them per day, assuming no mishaps. This probably wants to wait until we have cleared the level as it will leave me tapped out on my most powerful spells. Which of the two "bosses" do we want to confront first?
Obo places on hand on Shayars shoulder. I give you my word that once we have dealt with those who have imprisoned you here I will take your people to Alkenstar. Will you be safe there? I do not know how the locals look on those who have been affected by the Mana Wastes?
Is there any way in which the mutations can be cured? Would a heal spell work? I cannot cast it until next level in any event
Heal to understand mutations, heroism: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29
Professor Baldeck Kaldosian |
"What can you tell us about Metruni and Murg-Nurk? How do they fight? What kind of magic do they use?"
GM Engleaktig |
"What can you tell us about Metruni and Murg-Nurk? How do they fight? What kind of magic do they use?"
"Murk-nurk hits hard and even his breath can cause disease. He is often accompanied by other ogres and twisted creatures that look like amalgamations of human and goat."
"Metruni is attended at all times by her consorts--fierce warriors all! She is also affected by the mana wastes differently than most. Her monstrous ally is a spider the size of a bull elephant. You can see the eldritch energies crackle in its eyes." The elderly halfling shudders at the thought.
Obo Ibn Jad |
Obo scans the map. It looks like we have to pass the area controlled by Metruni to reach Murg-Nurk so I suggest we start there.
With the mention of plague breath Obo will also take an antiplague. Life Bubble might protect them but it isnt worth taking the risk!
Theodric de LaMontagne |
Theo will bag a few potions of cure serious, seeing that's the only consumable magic item a fighter can activate! :P As for the plan, looks like we have to deal with B11's Murg-Nurk first. I think it would be unwise to box ourselves back in B18-19 without dealing with B11 first... Unless I don't understand the map correctly, B11 comes before B18 yes? I'm worried about the Metruni based on what the halfling said. Whatever she is, she controls a giant spider: do we have a way to handle vermin? mind-affecting does nothing on these, but they're usually pretty dumb i.e. illusions can negate their actions.
Obo Ibn Jad |
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Oops, I got them the wrong way around. Yes, B11 then B17-19. We dont need to worry about the poison, all of us have delay poison on.
GM Engleaktig |
Approaching Area B11
This area is dominated by a massive rock crusher. This thirty-foot-wide steel drum is five feet tall. A churning mill inside crushes ore into smaller and smaller pieces, which are then deposited onto a conveyor that runs eastward. Steel grating runs around the perimeter of the crusher, revealing a hollowed-out chamber beneath the mill. A conveyor to the north feeds the crusher, and on the west side of the drum, machinery has been designed to lift and tilt mine carts of ore into the crusher.
There's a shaft beneath the crusher (area B12 just revealed on the map). It's impossible to see in B12 without being (practically) on top of it.
There's an ettin and some ogres here. There are also some slaves hauling ore in mining carts.
The giants are all covered with pustules.
Theodric de LaMontagne |
Due to some real-world knowledge of rock crushers, I know that they are some of the loudest pieces of machinery in existence. How is this powered? If the thing is operating now, this should probably give us a surprise round on them yes?
GM Engleaktig |
It's very loud, yes. :)
Don't know about the surprise round. How are you approaching? Some of these slaves have been on shift for a while and might react to you; they weren't in the slave quarters when you met the halfling.
You can perceive 7 giant-sized creatures who are in charge, but there are likely others around that you cannot see, at the moment. An engineering check suggests that there may be powerful creatures below the crusher that are turning the shaft to make it crush.
Theodric de LaMontagne |
Theodric surveys the operations surrounding the workers and machinery...
Knowledge Engineering, Heroism: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25
GM Engleaktig |
The slaves are pushing carts to the crusher. The "lesser" ogres empty the carts into the crusher. The unknown creatures below the crusher turn the shaft to grind the rocks. The slaves haul the carts away to begin the cycle anew.
You suspect that it would take 4-to-8 ogre-sized creatures to turn the crusher's gears via the mechanism. There would likely also be a "supervisor" for those creatures.
The crusher separates more of that strange mineral that you've been meaning to study.
Theodric de LaMontagne |
"If one of you can make us all invisible or dimension door us down at the bottom of the crusher, the idiots on top would probably be none the wiser for a while. I suspect that we'll find a supervisor at the bottom, with about eight ogres, but with the crusher noise from above us, we should be able to take 'em out while the ones on top don't know."
Either that, or we the 'Red 1' stairs that seem to go under the crusher to B12; I'm guessing the refined ore is in B12 while the crushed rocks head back out via the eastward number 10 conveyor yes?
Theodric de LaMontagne |
Sweet. Are the stairs to B12 guarded? do we need stealth to get down there?
Obo Ibn Jad |
Obo takes a look around, I cannot dimension door us all, its a wand and only has a few charges and I have no invisibility. I can teleport us down there and there should not be too much chance of any sort of mishap...
My stealth is terrible, I recommend we take the teleport option
Professor Baldeck Kaldosian |
"I can go invisible and get down there myself. If you can take the others Obo."
If the group agrees Professor will reduce person and go invisible and stealth.
Stealth if needed: 10 + 10 + 2 + 2 + 1 + 4 + 20 = 49
Obo Ibn Jad |
My various bufs are up and i am ready to go. I can teleport everyone if need be, at CL13 I get myself and up to 4 others
Theodric de LaMontagne |
Theo activates his protection against evil and his magical cloak as well. Ready to go.
GM Engleaktig |
The group awaits the Professor, who cannot arrive instantaneously. Prof espies four massive creatures turning the crusher. These twisted amalgamations of human and goat are covered in matted fur. Their teeth are sharp and eyes eerily blank. The wide-eyed beasts are muzzled with specially designed masks. They're overseen by an ogre mutant.
Above, Murg-Nurk is accompanied by 6 more ogre mutants.
At any time, at least one of the mutants above the crusher is loading it with ore. It would notice a halt in the crusher immediately.
It is possible to get from above the crusher to below the crusher--especially if the device isn't running. In the worst case, there could be 7 ogre mutants, 4 goat creatures, and Murg-Nurk to deal with at once.
It all depends on how efficiently you deal with each group.
GM Engleaktig |
CONFRONTATION AT THE CRUSHER
Round 1
Combat map is on slide 6
Obo: 1d20 + 14 ⇒ (6) + 14 = 20
Professor: 1d20 + 10 ⇒ (5) + 10 = 15
Theodric: 1d20 + 3 ⇒ (16) + 3 = 19
Above crusher creatures: 1d20 ⇒ 8
Under crusher creatures: 1d20 ⇒ 3
The party is up first.
Obo Ibn Jad |
Obo weaves haste around the entire group before rtreating upwards, out of reach of the enemies if at all possible.
GM Engleaktig |
CONFRONTATION AT THE CRUSHER
Round 1
Combat map is on slide 6
__________________________________________________
Initiative Order
=> Fandral: Go!
Obo: cast haste, move up out of reach
=> Professor: Go!
=> Theodric: Go!
Above crusher creatures:
Under crusher creatures:
__________________________________________________
The creatures here are caught by surprise as the group appears (except Professor, who is invisible).
Obo acts tactically by hasting everyone and moving out of the way--all the better to wield magic.
Fandral, Professor, and Theodric are up!
GM Engleaktig |
Botting Fandral. Will bot others later (as needed) to nudge things along.
The gunslinger/swashbucker confidently moves forward to disable one of the man-goat-things. Fandral's blade strikes true and there's a gush of thick fluid that begins to coat the underside of the crusher--though the man-goat-thing is still alive.
Cutlass vs flat-footed AC: 1d20 + 22 ⇒ (4) + 22 = 26, Damage: 1d6 + 18 ⇒ (5) + 18 = 23
GM Engleaktig |
CONFRONTATION AT THE CRUSHER
Round 1
Combat map is on slide 6
__________________________________________________
Initiative Order
Fandral: move, attack
Obo: cast haste, move up out of reach
=> Professor: Go!
=> Theodric: Go!
Above crusher creatures:
Under crusher creatures: yellow has 23 HP damage
__________________________________________________
Professor, and Theodric are up!
Theodric de LaMontagne |
@GM: do we want man-goat-things dead? if they stop working it will draw attention no?
Theodric moves to the slave-master to the north and strikes.
+5 adamantine Impervious Keen Falcata, Heroism, Bane, Haste: 1d20 + 30 + 2 + 2 + 1 ⇒ (4) + 30 + 2 + 2 + 1 = 39
adamantine, silver, cold iron, magic dmg, bane: 1d8 + 38 + 2 + 2d6 ⇒ (4) + 38 + 2 + (3, 4) = 51
GM Engleaktig |
@GM: do we want man-goat-things dead? if they stop working it will draw attention no?
It's up to the party. Looking at knowledge bonuses, I'll give this to you:
The goat creatures are capramaces.
They have an ability called "Rage Call" that can be heard despite the noisy crusher.