phaeton_nz
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Gameplay Thread. Dot in to join.
phaeton_nz
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On the top deck of the Kingfisher, Venture-Captain Muesello wipes the grease off his hands onto a rag. The pockmarked mechanist spent the early morning running a chain through a twelve-foot tall clockwork contraption mounted on the deck. Stuffing the dirty rag into his smock, he turns to address the group.
I’m sure you’ve guessed this isn’t just a fishing trip. I would have filled you in sooner, but I was asked to keep everything confidential until we arrived. An expedition of Pathfinder initiates recently discovered this uncharted island, Burozi. The recruits found some Azlanti ruins, and we have a special assignment for your team.
Muesello turns to the shore just five hundred feet from the moored ship, the peak of the island barely visible against the orange glow of the morning sun behind it. He clicks open an intricate compass, and its needle snaps to the direction of the island.
Open your wayfinder, and you’ll see the same thing. This close to Burozi, all wayfinders point toward the island. As for the one in my hand here, this was found on Burozi—I’ve never seen one quite like it. The expedition team found it near a sealed hatch made out of reinforced skymetal. They couldn’t get in, which might have been for the best. The recruits were inexperienced, and Azlanti devices can be incredibly dangerous! But you’ve got more experience under your belts, so I need you to find a way through that sealed door and investigate whatever is on the other side.
With a reassuring nod, Muesello returns to his work, meticulously checking each bolt as crew members emerge from below and begin preparing a sailboat for passage to the island.
phaeton_nz
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Good point replies the Venture Captain. No, they ... which includes the ship's compass ... are working normally. So it seems to be something that affects Wayfinders specifically.
Franzine Morgenstern
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Yay. Another uncharted island.
She says to herself, rolling her eyes.
If that gods-forsaken island of Bhopan wasn't enough...
Well, at least I did have some fun there with the dancing and all... But, sheesh, what an adventure... And near-death experience.
We did save a lot of people from utter destruction, though.
The flaxen-haired warrior pulls her shiny new wayfinder out from her jacket pocket and flips open the lid. Squinting from the bright sun overhead, she glares at the needle. Sure enough, it points towards the island.
As the ship lurches to one side, she grabs hold of the rail to prevent herself from falling overboard.
She looks up and turns towards Muesello with a puzzled look.
What's "skymetal"? And how big is that island? Do we have a long walk to get to that sealed hatch?
Franzine has a look of dismay when mentioning a long walk through a jungle.
Hamir Crookfeather
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A relatively gaunt halfling sporting an ulster pulls a wayfinder from his pocket for inspection. He points it towards various points in the distance, analyzing the results, until he is satisfied of the veracity of the Venture-Captain's assertions.
"Most interesting." declares Hamir Crookfeather, his voice high-pitched and offsetting. He closes his wayfinder and returns it to his pocket.
"We shall endeavor to complete that which the prior assigned agents were unable." he says to Venture-Captain Muesello, though the tone of his voice sounds more indifferent than assuring.
phaeton_nz
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It's not a very big island and I don't believe it's a long walk. You'll be using that sailboat to get to the island, then just follow this wayfinder. The reports didn’t mention anything dangerous, but you never know.
He indicates the strange wayfinder in his hand. You should take this with you. I have a feeling you might need it
Larrathion
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An uninhabited island? Maybe I can hide out here. Maybe those Pathfinders will finally leave me alone.
"You mentioned Azlanti devices. Is there anything the Azlanti were known for building we need to look out for? Any hacksaw/cheese grater combination contraptions or anything?"
The half-elf who spoke is wearing mostly leather and clearly homespun clothing, all of which is scuffed, patched up, and covered in flecks of mud. He doesn't seem to mind, though. He seems like the outdoorsy type, and doesn't look you in the eyes when he speaks.
Emdi Emmay
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Emdi a wirey human with a perpetual smile on his face. His normal-looking complexion hides his Nidalese features pretty well.
I’m sure you’ve guessed this isn’t just a fishing trip.
Emdi looks a little surprised, and angrily collapses his fishing pole and stows it in his backpack. His hireling fishing buddy shrugs and fishes anyway as Emdi starts unpacking his Society gear.
Emdi gives his buddy a jealous look and sighs.
"Can we fish on the way back, at least? I was hoping the deep sea would afford a nice salmon."
Franzine Morgenstern
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Franzine takes the wayfinder from Muesello and then hands it to Hamir.
You seem to be the investigative type. I believe you will be able to do more with this than I will.
She then politely introduces herself to each of her new companions with a handshake and a slight nod.
It's an honor to join all of you on this excursion. It sure sounds like an exciting mission.
She says cheerfully, her lively manner belying her tough demeanor.
She turns to address the Venture Captain again.
I'm sorry, Mister Muesello, but, you mentioned the door we need to enter is made out of skymetal. What is skymetal?
Franzine watches the small sailboat as it's lowered into the water.
Do any of you know how to pilot that thing?
Hamir Crookfeather
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You seem to be the investigative type. I believe you will be able to do more with this than I will.
"How astute of you." Hamir says dryly in response, placing the strange wayfinder into his other pocket.
Do any of you know how to pilot that thing?
"Possession of knowledge is one thing," Hamir notes. "Possessing the physical capability is another. I assume you are asking whether there is one among us who possesses both."
Hamir scans the assembled agents, speaking his observations aloud. "The dwarf appears to possess both knowledge of natural forces as well as the ability to control them. Such, is likely sufficient to get us safely to the island."
"Likewise, I would conclude that our Nidalese companion has spent enough time aboard waterborne craft to adequately sail one the short distance required."
Marta Sanz
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"Well, I suspect if it doesn't interfere with a normal compass perhaps it is interfering with the wayfinder's magical nature. Well, if that's the case I hope it doesn't interfere with other magic."
Marta notices the others around her are starting to wonder and ask questions.
"Oh, I suppose I should introduce myslf. I'm Marta Sanz. I am a part-time librarian, part-time Pathfinder, full time student."
Barely an adult, this dark-haired Varisian girl is dressed in the garb of an Arcanamirium student.
"Azlanti history isn't my area of expertise. I'm a student of the empire of Thassilon. Have you been to New Thassilon? How amazing it was to experience a place that was frozen in time for millennia. Even though I could only stay in Edasseril for a few days I learned more than I could have dreamed in an entire semester in a classroom. I do hope one day I'll have a chance to go back."
Emdi Emmay
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Emdi has Fishing Lore and should be able to pilot a small rowboat. Don't expect him to navigate a whirlpool or anything, though.
phaeton_nz
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Skymetal? .... well .... it's metal ... that falls from the sky. Reports didn't say what sort of skymetal it was though so, I guess you'll be finding that out for yourself.
And, for sure, there'll be time for fishing on the way back. After all, gotta test this beauty out. He pats the mechanical contraption he was working on.
As for what Azlanti devices you're likely to find ... who knows ... but it must be important as Wayfinders point towards it. Best for you all to go in clean, without any preconceptions of what you might find. But let’s just say the Decemvirate are very interested in this site.
Franzine Morgenstern
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Hmm. Skymetal. Never heard of it. It sounds like it could be similar to adamantine. I suppose bashing open the door won't be possible.
phaeton_nz
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Not usually .... no the Venture Captain replies.
Getting to the island is easy. Finding the spot to where the wayfinders are pointing to is also easy. The excavated ruins of a tower rise from halfway up the island’s sloping peak. All that remains of the tower is a semi-circle of white wall holding back centuries of dirt and debris. The skymetal hatch lies dead center in the tower’s foundation. The 5-foot-wide hatch is decorated in thin silver filigree resembling gears in the shape of an eye.
At the center of the eye is a socket that is obviously the same size and shape as the wayfinder you received from Muesello.
Now you've reached the hard part - getting the door open
Franzine Morgenstern
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Religion: 1d20 + 6 ⇒ (7) + 6 = 13
Franzine studies the intricacies of the skymetal door and the gears in the shape of an eye. She doesn't recognize the symbol.
It does look like this wayfinder is the key to opening this door, however, I am a bit suspicious. I don't think it should be this simple. Do any of you have the skills and tools to check for traps?
Emdi Emmay
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Religion: 1d20 + 5 ⇒ (7) + 5 = 12
"Nah, I'm usually the 'knock politely' type."
Emdi will vote for knocking first if nobody has Thievery.
Larrathion
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Larrathion seems to have a spring in his step now that he's on the island. Seems like he enjoys being away from large crowds.
"I can check for traps, but I'm not trained in disabling them, I'm afraid. And yeah, like Emdi says, maybe knocking first is a good idea. Shows good intentions if this thing turns out to be inhabited."
Religion: 1d20 + 7 ⇒ (2) + 7 = 9
Perception: 1d20 + 9 ⇒ (1) + 9 = 10
"Seems to be safe, people. No worries about being blown up by a door, somehow."
Hamir Crookfeather
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Religion: 1d20 + 8 ⇒ (9) + 8 = 17
Hamir surveys the door, draws forth the strange wayfinder from his pocket, and approaches the skymetal portal.
Perception: 1d20 + 8 ⇒ (16) + 8 = 24
Assuming, he spots no traps or hazards...
"Based upon my observations, the door does not bear any obvious traps." declares the halfling. "Although, I have acquired some skill in dealing with such over the course of my career."
Reaching upwards, he starts to place the strange wayfinder within the socket of the door, then pauses.
Still on his tiptoes, he turns his head to the others and suggests calmly, "Still, you may all wish to take a few steps away from the door...as a precautionary measure."
With the warning given, he finishes the work of slotting the device into the skymetal door.
Franzine Morgenstern
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Careful now, Hamir.
Franzine says worriedly as she takes several steps back.
She draws her sword and shield in case of any creatures beyond the door.
Emdi Emmay
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Emdi stays within 10' of the front with his boww out.
Marta Sanz
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Marta looked at the strange symbols on the door not sure what to make of them.
Religion: 1d20 + 1 ⇒ (4) + 1 = 5
"Honestly reminds me of some old Jistkan craftwork."
Perception: 1d20 + 8 ⇒ (7) + 8 = 15
"Can't say I see much else with the door either."
"But if you do spot something that needs to be disarmed..."
Marta pulls out a key topped with a grinning skull from a pouch.
"I have just the tool for the job."
Franzine Morgenstern
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Franzine waits patiently while she wonders what's taking so long for the special wayfinder to click into position.
Is Hamir nervous about placing the wayfinder into the slot and he's just taking his time?
Is there a slow effect active in the area?
She glances around at her companions to see if they're moving in slow motion or if anything is out of the ordinary. She only sees expressions of anticipation on their faces.
She decides to break the silence.
I don't know about you guys, but the suspense is killing me.
phaeton_nz
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(See slide 2)
As Hamir approaches the central slot with the wayfinder, the wayfinder starts glowing a reddish colour. At the same time a woman's voice speaks in an unknown language - unless someone understands Azlanti
restore actuators to working order to avoid further security protocols.
Glowing numbers indicate a thirty second countdown has started.
When the wayfinder is slotted into the hatch, the wayfinder stops glowing. The red light in the wayfinder activates and spreads down silver circuits 100 feet in each cardinal direction before reaching panels built along the perimeter of the ruined structure. The hatch lock is controlled by four actuators built into the tower’s foundation. Each contains one aeon stone and several electro-thaumaturgic fuses. To open the door, you must activate each of the four actuators, each of which requires a different skill check to access or repair. You each have time to attempt two skill checks before the countdown ends. Each actuator requires 2 successful checks, a critical success counts as two and a critical failure wipes a previous success.
Hamir Crookfeather
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"How unfortunate." concludes Hamir as he notes the countdown beginning. The halfling takes a few steps towards one of the actuators and attempts to somehow disable them.
Arcana: 1d20 + 8 ⇒ (7) + 8 = 15
Occultism: 1d20 + 8 ⇒ (17) + 8 = 25
Larrathion
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Larrathion lets out a curse and runs to the south and uses brute force to re-align the actuators.
Athletics: 1d20 + 9 ⇒ (4) + 9 = 13
Athletics: 1d20 + 9 ⇒ (17) + 9 = 26
It's a bit iffy how we immediately know what the necessary skills are, but I assume they're immediately apparent?
Also, not trained in any of the other skills, I'm afraid.
phaeton_nz
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One success on North and South - don't forget your Hero Points. Everyone has one.
Agreed - I can only conclude there are subtle clues related to each skill
Franzine Morgenstern
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Franzine runs after Larrathion to the southern actuator. Watching his actions, she, too, quickly tries to use her muscle to twist a bent part of the device back into shape.
Athletics: 1d20 + 9 ⇒ (12) + 9 = 21
Going to wait until I find out if that's a success or not before trying again or running to try another actuator.
phaeton_nz
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The southern actuator is fixed.
Emdi Emmay
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Emdi goes for the northern actuator.
Occultism: 1d20 + 5 ⇒ (11) + 5 = 16
Occultism: 1d20 + 5 ⇒ (7) + 5 = 12
Occultism, Reroll: 1d20 + 5 ⇒ (7) + 5 = 12
facepalm
phaeton_nz
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Fortunately it's not .... but not a success either.
Hamir Crookfeather
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Arcana w/ Hero Point: 1d20 + 8 ⇒ (20) + 8 = 28
Hamir bites his lower lip, summoning some force within himself, and goes to work on the actuator.
Marta Sanz
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Marta started to work on the Western actuator.
Engineering Lore: 1d20 + 6 ⇒ (1) + 6 = 7
Spending a hero point since I can't rely on crit success on the second roll.
Engineering Lore: 1d20 + 6 ⇒ (20) + 6 = 26 Well then...
Marta almost makes a disastrous mistake, but a spark of ingenuity causes her to reverse course and her job is complete. She rushes toward the eastern actuator to help out.
Engineering Lore: 1d20 + 6 ⇒ (17) + 6 = 23
Johnny Sniper 2
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Sorry missed the slide note Johnny Goes east. Dwarven crafting, here we go crafting: 1d20 + 7 ⇒ (6) + 7 = 13
If that is a failure or crit failure, here is a hero point crafting: 1d20 + 7 ⇒ (11) + 7 = 18
Edit: I have to make two checks? crafting: 1d20 + 7 ⇒ (3) + 7 = 10 second check.
phaeton_nz
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Northern Actuator fixed, Eastern Actuator fixed, One success on the Western one.
Emdi Emmay
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I thought that Franzine finished the Southern one as well.
phaeton_nz
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Oh you did too ....
All actuators are fixed, just before the count hits zero. The door opens. You descend a spiral staircase into a sparkling clean underground workshop. The complex is well-lit by bright recessed lights. Three doors lead off, marked with red, green and blue sigils - one colour per door, and as soon as you reach the bottom of the stairs, the door with the red sigils slides open.
Two wooden humanoids turn to look at you.
(Red) I am Prefect
(Green) I an Preserver
(Both in unison) You are intruders - Prepare to be Exterminated
Initiatives:
Prefect: 1d20 + 8 ⇒ (18) + 8 = 26
Preserver: 1d20 + 8 ⇒ (12) + 8 = 20
Aeon Nexus: 1d20 + 8 ⇒ (8) + 8 = 16
Franzine: 1d20 + 6 ⇒ (3) + 6 = 9
Emdi: 1d20 + 5 ⇒ (19) + 5 = 24
Marta: 1d20 + 8 ⇒ (8) + 8 = 16
Johnny: 1d20 + 9 ⇒ (12) + 9 = 21
Hamir: 1d20 + 8 ⇒ (5) + 8 = 13
Larrathion: 1d20 + 9 ⇒ (11) + 9 = 20
Before you can react, Prefect moves to the red doorway and attempts to electrowhip the nearest PC (10ft reach) twice. (Johnny Sniper 2?)
whip: 1d20 + 12 - 0 ⇒ (7) + 12 - 0 = 19 electricity: 1d10 + 6 ⇒ (8) + 6 = 14
whip: 1d20 + 12 - 4 ⇒ (2) + 12 - 4 = 10 electricity: 1d10 + 6 ⇒ (8) + 6 = 14
Whip also does Knockdown if the target is wearing metal armour.
Emdi and Johnny Sniper 2 are up
((Please place your tokens))
Larrathion
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((Please place your tokens))
We never agreed on a marching order. I'm a melee person. Don't think I have the highest AC of the group, so I wouldn't necessarily be at the very front, but I'd like to be near the front, at least.
Also, I assume we're all on the stairs?
Franzine Morgenstern
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Which square is red creature actually in? It's currently on the intersection of 4 squares.
Emdi Emmay
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Emdi will be near the front so he can use his champion's reaction. He prefers to be 5' or 10' behind the front line so he's within 15' of the enemy.
phaeton_nz
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Positioning fixed.