Locke of Highdelve
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"Well, that wind blew quite a bit of debris into me. My ribs are a bit sore, and there's going to be a goose egg on my forehead any moment, I'm sure," Locke complains.
We all took at least some damage just by virtue of running the course: 1 hp/round
Rhaegal Dragonkin
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Does each check take 1 round, or do we get our normal three actions per round? If each check takes a round, then we all take a minimum of 5 points of damage (which I hadn't factored in for Rhaegal) - two checks needed to pass stage 3. If three actions, then I think the minimum is 2 points of damage.
Hancock the Angry
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Hancock is holding back until Juane goes in case he needs to drag him out. He'd really rather not go through the lighting storm twice. Here is the roll for when he does go through the storm...
reflex: 1d20 + 2 ⇒ (13) + 2 = 15
Mik-mek
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I didn't factor that in either. Then Mik-mek is really hurting. Took me 4 checks plus the lightning strike, so 10 pts of damage. I've already used my healing potion during the ash skeleton fight. Assuming it's 1 check per round.
Jaune Bolten III
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Society: 1d20 + 5 ⇒ (10) + 5 = 15
Society: 1d20 + 5 ⇒ (3) + 5 = 8
Society: 1d20 + 5 ⇒ (20) + 5 = 25
I am going to assume that is one round
Reflex: 1d20 + 5 ⇒ (5) + 5 = 10
Jaune was probably thinking whomever created such a spectacular and idiotic occurrence probably needed to be put on the firing line up against a wall, or at least beaten with a shoehorn, which if he had one he intended to do so.
phaeton_nz
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I assumed that each obstacle was one round but, yes I hadn't thought about the actions. Having thought about it, I agree with Rhaegal = three actions/round. The module isn't clear on this
Hancock saves for half damage. Jaune manages to get through the wind in one round but takes full damage from the lightning. All of you are now safe in the entryway to the Blakros.
When you enter the Blakros Museum, the patrons are nowhere to be found. What is immediately clear to you is that something upstairs is making a racket. The sound is coming from the cyclopean exhibit on the museum’s second floor, accessible by two wide stairwells.
When you ascend the stairs:
Across the exhibit hall is a black stone obelisk. As you watch, it’s pulled from its plinth and clutched in the arms of a robed cyclops with a gleaming red eye. In a pulse of black energy, the merged figure disappears with their prize.
Lightning crashes through the skylight and strikes the floor in the center of the exhibit, leaving a smoldering symbol burnt in the floor and two strange creatures: a gray bear with crackling fur and three tiny, cackling trolls with horns and a lolling, spiked tongue.
Initiatives:
blue: 1d20 + 7 ⇒ (12) + 7 = 19
yellow: 1d20 + 7 ⇒ (4) + 7 = 11
Hancock: 1d20 + 6 ⇒ (6) + 6 = 12
Locke: 1d20 + 7 ⇒ (3) + 7 = 10
Mik-Mek: 1d20 + 6 ⇒ (6) + 6 = 12
Jaune: 1d20 + 6 ⇒ (9) + 6 = 15
Rhaegal: 1d20 + 8 ⇒ (6) + 8 = 14
Ulrich: 1d20 + 6 ⇒ (13) + 6 = 19
Order: Ulrich, Jaune, Locke, Red, Rhaegal, Hancock, Mik-Mek, Blue, Green, Yellow
Ulrich, Jaune, and Locke go first.
Locke of Highdelve
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At -1 from bad scenario design. How do I save to stabalize?
You don't go lower than 0. So you're Dying 1. Rhaegal could either successfully Battle Medicine you or any Healing.
Locke withdraws a minor elixir of life and pours it into the unconscious bard's mouth. "No time for sleeping! Something is amiss upstairs."
Healing: 1d6 ⇒ 3
You would now be 3/16 HP and Wounded 1.
Also, Jaune gains +1 on saves vs. poison and disease for 10 minutes.
phaeton_nz
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Order: Blue, Ulrich, Jaune, Rhaegal, Hancock, Mik-Mek, Yellow, Locke
Blue moves to get into the Pathfinder's faces then let's out a Thunderous Roar. Could everyone within 10ft, make a basic Fort save for sonic: 2d10 ⇒ (5, 2) = 7 recharge: 1d4 ⇒ 2. Critical failures are deafened for rounds: 1d6 ⇒ 2
Everyone except Locke is up
Had set up for 12 Challenge Points, then realised it was 15. So it's two bears and no trolls
Mik-mek
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Mik-mek runs forward and with a flourish, tries to tumble through between the bear's legs...
Acrobatics: 1d20 + 7 ⇒ (17) + 7 = 24
he then raises his buckler and prays the bear doesn't decide to eat him.
◆Stride
◆Tumble Through
◆Raise Buckler
"Rhaegal, a little help here..."
Rhaegal Dragonkin
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A little retcon...
When the whole group finally makes it to the doorway, Rhaegal casts a healing spell on them all as Locke feeds a healing potion to Jaune.
Healing: 1d8 ⇒ 7
Whoo! Everybody gain back 7 points of healing. Unfortunately, I don't have any other healing. *Note to self: Buy some scrolls of Heal.
Mik-mek
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A bit of retcon as well
Mik-Mek sighs with relief as the pain of the lightning strike eases. The burns on his scales tingle slightly as they disappear.
"Thank you Rhaegal!"
and now back to our regularly scheduled program. Mik-Mek has just tumbled through the bear's legs
Ulrich Makaisson
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strategem@Blue: 1d20 ⇒ 15That gives me free recall knowledge check to recognize the bears Occultism/Arcana +7, Religion +4
Ulrich moves forwards with his kukri drawn
"Move a bit back my tall song singer" throws as he walks past Jaune
He looks at the bear's movement and attacks with his kukri
Attack using strategem@blue: 15 + 7 = 22 If hit, Lockes next attack@blue is vs flat-footed.
Damage, slashing, strategic strike: 1d6 + 1 + 1d6 ⇒ (2) + 1 + (4) = 7
Two quick slashes with kukri and the blood find its target I hope for a hit ;)
Strategem, move and attack
Rhaegal Dragonkin
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GM, can you clarify the map? Is that central area surrounded by a wall (i.e. no line of effect/can't see in unless you go through a doorway)? I would assume it was a wall, but I'm not sure how the other bear got to its current position then.
phaeton_nz
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I presumed it was just a raised display area
Mik-mek
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Mik-Mek calls to Hancock, "Let's put this furball between us to make it easier to take him down!"
i.e. move into a flank... :)
Hancock the Angry
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And that is exactly what Hancock does. He steps into a flank and swings wildly at blue and then more carefully, once again coming out of his usual slouch.
step,attack,attack
Rhaegal Dragonkin
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Rhaegal tries to understand what they're fighting. "Lightning bears? Some sort of elemental?" He roars at it as it attacks them though, then turns to the central one to spit fire at it.
Produce Flame: 1d20 + 8 ⇒ (9) + 8 = 17
Fire Damage: 1d4 + 4 ⇒ (4) + 4 = 8
◆ Recall Knowledge (Nature +8)
◆◆ Produce Flame
Jaune Bolten III
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Soothe: 1d10 + 4 ⇒ (10) + 4 = 14
"Why did you wake me up, I was having having a rather pleasant dream I WAS NOT HERE!" Jaune barks unhappy that he had been woken up and in some pain at that. He quickly put out a small kick of flame that was singing his pants leg before healing himself some more.
Fort: 1d20 + 3 ⇒ (16) + 3 = 19
Jaune covers his ears and cries out, "Shut up! before casting a spell.
First action he takes a 5 foot step back. 2nd and 3rd he casts BANE
Rhaegal Dragonkin
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Forgot the Fort Save
Fort Save: 1d20 + 5 ⇒ (12) + 5 = 17
Mik-mek
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Mik-Mek didn't bother with the fort save since he was out of range before moving
Hancock the Angry
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Right, the fort save:
fort: 1d20 + 4 ⇒ (3) + 4 = 7
So he is deafened. Since he was not raging yet he took the whole 7 points but now has 3 temp HP.
phaeton_nz
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You're right - they are walls - too late to retcon though.
Raegal realises these creatures are immune to electricity. Jaune and Rhaegal manage to save. Hancock doesn't quite critical fail,
will save: 1d20 + 5 ⇒ (1) + 5 = 6
Hancock hits with the second strike, so does Ulrich (Blue: -15). Rhaegal's flame just misses ((unless flank counts))
The other one comes out, gets in Locke's face and roars. Only Locke and Raegal are affected. DC 17 basic fort for sonic: 2d6 ⇒ (3, 1) = 4 recharge: 1d4 ⇒ 1 rounds.
Locke is up.
And I goofed again - the last one should have been sonic: 2d6 ⇒ (6, 1) = 7 - my most sincere apologies
Locke of Highdelve
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Fortitude: 1d20 + 6 ⇒ (5) + 6 = 11
Locke cringes as the storm bear thunders in his face. "Fine! I'll get out of your way!" he says as he dashes away to box in the other bear. He takes advantage of the distraction that Ulrich provides and tries to run the (blue) wounded bear through with his dueling blade. He draws the blade back and chops downward.
+1 Aldori dueling sword: 1d20 + 9 ⇒ (20) + 9 = 29
Piercing, thief: 1d8 + 4 ⇒ (6) + 4 = 10
+ Precision: 1d6 ⇒ 6
+1 Aldori dueling sword: 1d20 + 9 - 5 ⇒ (16) + 9 - 5 = 20
Slashing, thief: 1d8 + 4 ⇒ (6) + 4 = 10
+ Precision: 1d6 ⇒ 2
◆ Stride
◆ Strike
◆ Strike
Woot! Natural 20!
Hoping that a maximum damage critical takes the bear out or at least the follow up damage:
Demoralize (Intimidation, Intimidating Glare: 1d20 + 6 ⇒ (17) + 6 = 23
phaeton_nz
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That bear is indeed taken out and the corpse hacked to pieces. This means that everyone else is up before Yellow.
Mik-mek
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Mik-mek runs towards the remaining bear, draws his shortsword and ...
Shortsword attack: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Precision: 2d6 ⇒ (3, 2) = 5
... with a flair, stabs the bear in the meaty part of its leg.
◆ Stride
◆ Interact (draw shortsword)
◆ Stab (w/panache using Confident Finisher)
phaeton_nz
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Yellow: -9 & Frightened 1
Rhaegal Dragonkin
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Rhaegal steps out to get a clear shot at the electric bear. He roars and spits more fire at it.
Produce Flame: 1d20 + 8 ⇒ (10) + 8 = 18
Fire Damage: 1d4 + 4 ⇒ (2) + 4 = 6
◆ Step
◆◆ Produce Flame
Ulrich Makaisson
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Devise a strategem@yellow: 1d20 ⇒ 8
Ulrich sees no opening for his attack. The creature seems to be fighting in a different manner than the previous one. Knowing that he can't do much, he positions to benefit the others.
He takes few swings but more to distract the bear than to hurt it.
Devise a strategem, double move to get into flanking position(since the attack roll was low :|)
Hancock the Angry
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Hancock obliges Ulrich by moving into a flank with him and taking a couple of swipes at it.
to hit Maul: 1d20 + 6 ⇒ (6) + 6 = 12, -2 to AC due to flank
damage Maul: 1d12 + 4 ⇒ (9) + 4 = 13 bludgeoning damage, +4 additional damage with electrical, arcane, and evocation traits
to hit Maul, iterative: 1d20 + 6 - 5 ⇒ (10) + 6 - 5 = 11, -2 to AC due to flank
damage Maul: 1d12 + 4 ⇒ (6) + 4 = 10 bludgeoning damage, +4 additional damage with electrical, arcane, and evocation traits
He roars back at the thing but ends up being quite ineffective.
Jaune Bolten III
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Keeping occult like powers that he had casted, Jaune moves closer tohis compatriots, touching the shoulder of Locke and empowering him with magic.
First action is to move up. Second is to continue Bane. Last to Cast Guidance.
phaeton_nz
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The flame just hits the bear, everything else misses ((Yellow: -15))
The bear has three targets next to it, so it strikes out in this order: Hancock, Mik-Mek, and Ulrich.
claw: 1d20 + 11 - 0 - 1 ⇒ (14) + 11 - 0 - 1 = 24 slashing: 1d6 + 3 ⇒ (6) + 3 = 9 + knockdown
claw: 1d20 + 11 - 4 - 1 ⇒ (9) + 11 - 4 - 1 = 15 slashing: 1d6 + 3 ⇒ (1) + 3 = 4 + knockdown
claw: 1d20 + 11 - 8 - 1 ⇒ (12) + 11 - 8 - 1 = 14 slashing: 1d6 + 3 ⇒ (1) + 3 = 4 + knockdown
Everyone is up.
Hancock the Angry
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Is the knockdown automatic? Hancock takes 6 of those 9 points of damage due to temp HP.
Locke of Highdelve
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Locke dashes around the bear to strike across from Mik-Mek. "Where did these bears come from?
Stride, Strike, Strike
+1 Aldori dueling sword: 1d20 + 9 ⇒ (13) + 9 = 22 vs. flanked opponent
Slashing, thief: 1d8 + 4 ⇒ (5) + 4 = 9
+ Precision: 1d6 ⇒ 5
+1 Aldori dueling sword: 1d20 + 9 - 5 ⇒ (18) + 9 - 5 = 22 vs. flanked opponent
Slashing, thief: 1d8 + 4 ⇒ (3) + 4 = 7
+ Precision: 1d6 ⇒ 2
Hancock the Angry
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From the ground, Hancock still manages a lethal set of swings (I hope - note prone penalties offset by flanking bonuses) ...
to hit Maul: 1d20 + 6 ⇒ (17) + 6 = 23
damage Maul: 1d12 + 6 ⇒ (12) + 6 = 18 bludgeoning damage
to hit Maul, iterative: 1d20 + 6 - 5 ⇒ (6) + 6 - 5 = 7
damage Maul: 1d12 + 6 ⇒ (6) + 6 = 12 bludgeoning damage
to hit Maul, iterative: 1d20 + 6 - 10 ⇒ (18) + 6 - 10 = 14
damage Maul: 1d12 + 6 ⇒ (3) + 6 = 9 bludgeoning damage
phaeton_nz
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((Knockdown is not automatic))
And that bear is also annihilated. You can now pick yourselves up and dust yourselves down. Everything has gone quiet outside.
Do you wish to examine the exhibit - which is undamaged. Doing so will take ten minutes, no rolls required.
Hancock the Angry
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Hancock slowly rises from the floor and wipes his bloody maul off on the bear.
"Tuf, sonabch."
Again, Hancock looks a bit beat up, but he's used to it.
phaeton_nz
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Locke, and any others that look, learn the artifacts in this exhibit are from Old Koloran, a cyclopean empire that once occupied a vast territory centered on modern-day Iobaria. Old Koloran is famous for widespread worship of fiends and other horrors.
Rhaegal Dragonkin
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Medicine: Hancock: 1d20 + 8 ⇒ (11) + 8 = 19 Healing: 2d8 ⇒ (4, 1) = 5
Medicine: Locke: 1d20 + 8 ⇒ (6) + 8 = 14
Medicine: Ulrich: 1d20 + 8 ⇒ (4) + 8 = 12
Medicine: Jaune: 1d20 + 8 ⇒ (16) + 8 = 24 Healing: 2d8 ⇒ (8, 3) = 11
Rhaegal tries to heal the group again with his kit. He shakes a bottle and mumbles something about nearly being out of goblin spit.
Mik-mek
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Mik-Mek looks around at the mess, but is thankful that the exhibit isn't harmed. Turning to the others, he asks "Now what? How do we track the glowing cyclops that ran in here as the attendant said?"
phaeton_nz
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Unfortunately there is no way to do that so, the only option you have is to report back to Ambrus Valsin.
After you do, he remarks, You faced more opposition than I expected, but you handled yourselves well. I’m impressed.
Ambrus thanks you for your efforts and lets you know that he’ll likely have another assignment for you very soon. He grumbles a bit that the Pathfinder Society has once again had to send agents to clean up a mess at the Blakros Museum and wonders aloud where the museum’s curator, Nigel Aldain, was during all this mess.
For a reward he gives you a pair of barkskin potions.
Over the coming days, rumour of the your exploits against demon cultists swirl around the Grand Lodge, each more outlandish than the last. Of Drandle Dreng, there is no sign.
Congratulations, you have reached the end of the scenario. Could I have your downtime rolls please.