GM Sedoriku |
That is a crit failure but you do have a hero point you can use.
FieryFran |
ok. I'll hero point that.
Thievery: 1d20 + 7 ⇒ (5) + 7 = 12
Not much better...
GM Sedoriku |
Francine tries to also disable a further pressure trap, but she very nearly looses her balance onto it before catching herself. She doesn't prevent it from triggering but she also doesn't trigger it either.
To speed this up, you can give me a few rolls to try disabling this. You have 1 of 5 successes needed to completely disable it and need either a DC 20 Engineering Lore (or similar, trained) or Thievery (also trained) or A DC 21 Acrobatics or Athletics to work to disabling this. We are really close to the end of this mission and scenario, just one last push and we'll be done!
FieryFran |
Fran tries again.
Thievery: 1d20 + 7 ⇒ (8) + 7 = 15
Thievery: 1d20 + 7 ⇒ (2) + 7 = 9
uh oh. Sorry fellows...
Samna Tranth |
Samna
Thievery: 1d20 + 8 ⇒ (3) + 8 = 11
Thievery: 1d20 + 8 ⇒ (8) + 8 = 16
Thievery: 1d20 + 8 ⇒ (15) + 8 = 23
Thievery: 1d20 + 8 ⇒ (8) + 8 = 16
Thievery: 1d20 + 8 ⇒ (20) + 8 = 28
Thievery: 1d20 + 8 ⇒ (9) + 8 = 17
Thievery: 1d20 + 8 ⇒ (2) + 8 = 10
GM Sedoriku |
Everyone tries to dis able the trap. Kondai takes a stab at getting some of the holes plugged, but fails to get high enough up the wall to actually fill them up. If only he could fly.
Alaric is able to bound up the walls and get a few of the holes filled up.
Francine, Samna and Jaxon all try the pressure plate, but Jaxon accidentally forces the plate to compress. The room suddenly comes alive as chemicals start to spray everywhere, mixing on the ground and splashing the room with acidic liquids.
The acids spray at Jaxon first.
Acid damage: 1d8 + 4 ⇒ (1) + 4 = 5 DC 20 Basic Reflex save, with you dazzled for 1 round on a failure and blinded for 1 round on a crit failure.
The chemicals then start to reach over to where the group and the drainage holes are.
Francine Quickfingers, Avoid Notice: 1d20 + 8 ⇒ (15) + 8 = 23
Samna, Search: 1d20 + 5 ⇒ (6) + 5 = 11
Qigiq White Hawk, Scout: 1d20 + 6 ⇒ (9) + 6 = 15
Jaxon Richter, Search: 1d20 + 6 ⇒ (6) + 6 = 12
Kondai of Numeria, Search: 1d20 + 5 ⇒ (19) + 5 = 24
Cleaning agents: 1d20 + 10 ⇒ (7) + 10 = 17
Both Kondai and Francine are both fast enough on the uptake to get moving before the agents reach them.
++++++++++++++++
Round 1 The clean room is trying to cleanse us?
General Active Conditions: None
Kondai 26/26
Francine 17/19
Cleaning agents 2/5 successes
Qigiq 24/24
Jaxon 25/30 DC 20 Basic Reflex save
Samna 30/30
Alaric 26/26
Bold are up!
++++++++++++++++
DC 20 Engineering Lore (trained) or Thievery (trained) or DC 21 Athletics or Acrobatics to disable, disable takes 2 actions. The effect is also not reaching into the hallway at all.
FieryFran |
Fran tries to disable the spraying chemicals.
Thievery: 1d20 + 7 ⇒ (6) + 7 = 13
Failing, she bails out of the room.
◆◆ Disable
◆ Stride
Qigiq "White Hawk" |
Qigiq hurriedly tries to stop up some of the holes before hustling out of the room and into the side chamber. "Get out of the spray!" he counsels. "It should stop eventually."
◆◆ Disable, ◆ Stride
Athletics (T): 1d20 + 7 ⇒ (10) + 7 = 17
GM Sedoriku |
Jaxon starts to feel the burn of the acid as he fails to dodge the sudden spray well.
Francine tries to disable another pressure plate as the spray continues but fails to act precisely enough with enough speed to actually fix part of the problem before she has to retreat to the safety of the hallway.
Kondai is able to find a way to almost fly up the walls and block off some of the spray. Almost like the shot of adrinaline was what he needed. He too escapes to the hallway. 3/5 successes
The hazardous chemicals, that had been bubbling on the floor and releasing noxious gasses, finally reaches the point where breathing them is actively harmful to the skin, eyes, and mucus membranes .
Caustic Gasses, Acid Damage: 2d6 + 2 ⇒ (1, 1) + 2 = 4 DC 20 basic Fortitude save
After that, Alaric is able to seal the last of the spraying holes letting Samna access the control panel and shut the thing off for good.
Hazard has been disabled, all that’s left is to make sure no one dies from the damage. Though that'll be no one with how low those dice were. What I get for rolling after making the post. I'll get a wrap up post together in jsut a little bit (as I lost the long one I was making here in an edit to the board gremlins.
++++++++++++++++
Settling the tab Damage
Combat Over!
Qigiq 24/24 DC 20 basic Fortitude save
Jaxon 20/30 Dazzled DC 20 Basic Fort Save
Samna 30/30 DC 20 basic Fortitude save
Alaric 26/26 DC 20 basic Fortitude save
++++++++++++++++
GM Sedoriku |
Feel free to make a fort save with your next post, but I’ll move everyone along now.
The final room in the place proves to be mostly empty but there’s another, more detailed set of mostly eroded and rusted controls for the cleaning agents, and the place seems like a safe room or space to view the cleaning process of the room with the dangerous chemicals. There might have been another, safer way into here, but whatever that was it seems to be long gone.
Moving back to the surface, after possibly healing up, the party finds a small placard hanging around the opening with your names and the time and date you headed in just in case you weren’t seen for a few days and a rescue group was needed.
Benarry seems to have moved back to here tent for a small afternoon siesta. Her tent is large enough to have a few barrels of mead and other drinks and a table large enough to fit her and the 4-6 other pathfinders that make up the common group. She is seated at the table with a tankard in hand and perks up as you come in. ”You’re back! And not looking much worse for wear. I take it there wasn’t too much to find down there? Come, have a seat, I’ll get some more tankards and you some drinks and you can tell me all about it!”
She guides you around the table and seems to have a plethora of alcoholic and non-alcoholic drink options. Once everyone is seated, and with a drink if they want one, she plops down with a grin. ”So how was it? What did you find? Anything interesting or compelling?”
Congratulations, that’s the scenario! You finished all of the quests earning you full reputation and treasure bundles. I’ll get rerporting and chronicles together in the next 24ish hours and then we can move onto the next scenario! Sorry this took as long as it did. This is never a fast scenario to begin with but I wasn’t the speediest about updating either.
FieryFran |
This is my level up so give me some time to update
I'm also going to be starting this one in the other RR
Jaxon Richter |
Fort Save: 1d20 + 6 ⇒ (19) + 6 = 25
Jaxon grunts as he continues to wipe at his eyes as they leave. "Ugh, thanks for taking care of that. After it got in my eyes, I was useless."
Jaxon takes a seat and a mug of ale. "Yeah, some sort of weird trap that sprayed shit in my eyes! But mostly it was empty. Not much ill-gotten gains on this one."
Qigiq "White Hawk" |
Fortitude (T): 1d20 + 4 ⇒ (16) + 4 = 20
"Nothing intelligent," Qigiq says. "Simple life forms and a great deal of acid."