| GM Mauve |
On the top deck of the Kingfisher, Venture-Captain Musello 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 dirt 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.
Feel free to introduce your character here and ask any questions you may have for Muesello.
Griss Thisslethorn
|
A large Ulfen man in a breastplate nods to the group. He is carrying a few weapons, the most obvious of which is a gigantic two-handed flail. While his appearance and dress are clearly Ulfen, there are more subtle Talden accents about his clothing, including a common kind of Talden keepsake, though of excellent quality.
"Greetings all. My name is Griss, Griss Thisslethorn. I'm really a combat specialist and heavy lifter, so I will leave any of the puzzles to those that are better at it."
Dran'Thul
|
A second dwarf without any armor or weapon except a clan dagger on the belt introduces himself. Hi, my name's Dran'Thul from the Dran'Thor's family and from the Torgin's clan.
He replies to Griss: Well I don't know how are these puzzles but if the Society asked for two dwarven, it should be a difficult mission.
Griss Thisslethorn
|
Griss laughs jovially at Dran'Thul's statement. "Frankly, I always assume it will be a difficult mission. My last job was repairing the Maze, and we ended up fighting these weirdest creatures."
Dran'Thul
|
The dwarf nods slowly: Ah my brother Dran'Thor told me something about the Maze. I hope I can as wise as him one day.
Apollo Fireborn
|
Climbing to the top deck, late to the party, is a halfling with a fire-red beard. His clothing over his chain shirt is a smoldering and he smells of smoke. As he gets near, you can see there are still a few stubborn embers clinging to his beard. He puts on a cheery facade, "Don't worry about me. Had a small problem below deck. But I'm pretty sure it's fixed. I don't think I ruptured anything in the hull. This time." He looks around. "Ah, but where are my manners?" He dusts himself and extends a hand, which is slightly warm to the touch.
The intimidating, still-smoking, possibly unstable, hafling says, "I'm Apollo. Apollo Fireborn. I'm an Oracle who dabbles in flames. To solve any problem, my first thought is with fire. Admittedly, it has a bad habit of occasionally getting out of control." He quickly adds, "But that hasn't been a problem for at least two missions, so you should feel confident." No one should feel confident.
Apollo looks to Dran and Mandower, "A pleasure gentlemen." Gesturing to Griss, he asks, "Who's the walking giant?" He calls up rather loudly, "Very nice to meet you too." As an afterthought, Apollo adds to the group, "Sarenrae grants me limited healing spells, so if anyone gets hurt, as I mentioned before, you should feel very confident." He smiles (which is more frightening than comforting), as the last of his embers finally go out.
After hearing the briefing, Apollo takes out his Wayfinder and is shocked at the odd behavior. "Let's get started." Apollo wonders how the sealed gate will hold up to fire....
He asks Mandower, "So you're dropping us off at the island? May we take that Wayfinder of yours with us for our investigation?" He holds out his hand to take a closer look.
Can we make any Recall Knowledge checks about the Wayfinder or this strange island?
| GM Mauve |
Apollo: 1d20 + 11 ⇒ (1) + 11 = 12
Dran'Thul: 1d20 + 10 ⇒ (5) + 10 = 15
Mandower: 1d20 + 8 ⇒ (9) + 8 = 17
Venture-Captain Muesello hands over the wayfinder to Apollo. "After a week of tinkering with this thing, I still can't get it to do more than this." He speaks the command word and the wayfinder emits a small red light. "Feel free to use it. You might need it.". Beyond the brief explanation from the Venture-Captain, no one seems to know anything about the mysterious wayfinder nor the island.
The Pathfinders make their way to the island via sailboat. 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. A 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. Apollo thinks this is an archaic holy symbol of Sarenrae.
At the center of the eye is a socket that is obviously the same size and shape as the wayfinder you had received from Muesello. As the Pathfinders approach, the wayfinder glows with colorful light.
A woman's voice emits from the direction of the door. No one recognizes what she is speaking. As the woman's voice echoes out, on the door itself, in the form of glowing numbers, the number 30 appears... then 29.... 28...
"Security System malfunction detected. Insert badge and restore actuators to working order to avoid further security protocols."
Apollo Fireborn
|
Apollo, who also can't read Azlanti, shrugs to Mandower. Holding up the strange Wayfinder, he says, "The symbol on the hatch. It's an archaic symbol of the great and wise Sarenrae." As he studies it further, he asks, "Does that socket in the center seem like it's the same size as this Wayfinder?" He looks around, "Anyone wanna try it?" He holds out the Wayfinder for any takers.
If he gets no volunteers by the time the counter gets to 10, Apollo will approach the hatch and try fitting the Wayfinder into the socket.
Dran'Thul
|
The dwarf picks the wayfinder and puts it into the hole.
I don't speak azlanti neither. But usually when we have an object which may be located in a hole it's a good plan to place it there.
Griss Thisslethorn
|
Griss takes the wayfinder. "I have no idea what he is saying, but this seems like a 'me' sort of task."
At which point Griss will walk over to the door and put the wayfinder in.
| GM Mauve |
As Apollo inserts the wayfinder into the slot, the colored lights on it activate and spreads down silver circuits 100 feet in each cardinal direction before reaching panels built along the perimeter of the ruined structure. Each one of the panels contains one aeon stone and several electro-thamaturgic fuses. Seems like to open the door, you must activate each of the four actuators.
Each of you can attempt two skill checks before the countdown ends. And each actuator requires 2 successful checks.
North actuator: the magical energy flowing off this actuator is traveling in the wrong direction. An Arcana or Occultism check is needed to reroute the energy.
South actuator: Access to this actuator is blocked. An Acrobatics check to squeeze through narrow gaps in the rubble or an Athletics check to clear it and reach the actuator.
East actuator: A fuse on this actuator is broken. To repair, either a Crafting check, an Azlant Lore, or Engineering Lore check is needed.
West actuator: The fuses on this actuator have become dislodged, and putting them back together is a delicate process. To put the fuses back in the proper place, it will take an Azlant Lore or an Engineering Lore.
Dran'Thul
|
The dwarf is surprised what occurs right after he put the wayfinder int the hole.
He goes to the South Actuator to try to unblock it.
Athletics: 1d20 + 11 ⇒ (17) + 11 = 28
Athletics: 1d20 + 11 ⇒ (8) + 11 = 19
Apollo Fireborn
|
When Apollo sees everyone going to their separate actuators, he offers,"Perhaps I can offer some help wit...?" He frowns, as he realizes he's too late for his dwarven allies. But the halfling oracle looks up to the tall, imposing Griss, "Maybe you, my giant friend, would like some magical guidance?" With Griss' approval, Apollo casts Guidance on the barbarian.
If Griss accepts, he gets a +1 status bonus on a single action.
With his background in fortune-telling, and wearing his Pendant of the Occult, Apollo examines the magical energy of the north actuator. He casts Guidance on himself first.
Occultism + Guidance: 1d20 + 12 + 1 ⇒ (8) + 12 + 1 = 21
Occultism: 1d20 + 12 ⇒ (18) + 12 = 30
Griss Thisslethorn
|
Griss accepts the Guidance
"Can't do anything with the bottom one, but I can do something to the east."
Crafting: 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20
Crafting 2: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6
Griss is using the skills based on Untrained Improvisation, as it looks like the strength gate cleared.
| GM Mauve |
The Pathfinders manage to get some of the actuators to work before the time runs out, but not all of them unfortunately. Despite this, they hear a faint *hiss* emanating from within the workshop, though the door doesn't open. They manage to fiddle around with the actuators and eventually manage to work it open.
With the door now open, they are able to enter! They start by descending a spiral staircase into a sparkling-clean underground workshop. The complex is well-lit by bright recessed lights, but the whole area is covered in a slight fog. The fog itself is not dangerous, but makes it somewhat hard to see.
Everyone gains a -2 penalty on sight-based Perception checks due to the fog.
Dran'Thul
|
For sure. There was also some fog inside the mountain when I was young. But we are not in a hurry it seems. Let's wait to dissipate the fog.
The monk stays quiet in the situation.
Apollo Fireborn
|
Apollo follows the dwarves down the spiral staircase. As someone who spends plenty of time tinkering, the oracle is in awe of the pristine workshop. As the group is trying to peer through the fog, Apollo frowns, "Alas, I have no spells up my sleeve to help disperse this ... annoyance." He shrugs helplessly and looks around.
(Perception +12, +2 for Keen Eyes if appropriate.)
Griss Thisslethorn
|
Griss shrugs. "I'm okay waiting a bit, but if it doesn't dispel shortly we might need to go in regardless. That lock did have a timer on it after all."
| GM Mauve |
As soon as the Pathfinders reach the bottom of the landing, the door to their northeast *pops* open with a hiss.
Through the fog, they see a humanoid creature made entirely of wood and metal slowly pacing the room rambling on to itself in an unknown language. As the door opens, it quickly turns it heads and notices the intruders - you!
But it doesn't attack, instead hissing at you. "You're.... you there. Are you real? Come closer so I can see you." The creature starts to laugh, "Do... do you want to feel the power?"
Griss: 1d20 + 10 ⇒ (9) + 10 = 19
Apollo: 1d20 + 12 ⇒ (3) + 12 = 15
Dran'Thul: 1d20 + 8 ⇒ (8) + 8 = 16
Mandower: 1d20 + 10 ⇒ (20) + 10 = 30
Mandower is the only one to see something through the fog - a glimmer or something.
Griss Thisslethorn
|
Griss tenses a bit but does not reach for his weapon, yet. He's heard promises of power before, and none of them were fair deals.
Mandower Steel Strong 2
|
Mandower would like to spend his two hero points to redo the two challenges he failed earlier, unless an ally passed one my failures, then only one hero point.
crafting: 1d20 + 9 ⇒ (9) + 9 = 18
crafting: 1d20 + 9 ⇒ (15) + 9 = 24
Apollo Fireborn
|
Apollo would have given Mandower a +1 Status Bonus on that first check. But it would only bring him to a 19.
Unless, a benevolent GM would allow Apollo to point out a couple things regarding the actuator, in the form of Aid.
Aid in Crafting: 1d20 + 14 ⇒ (6) + 14 = 20
Success for a +1 Circumstance Bonus.
Which would get Mandower to a 20 for that first check!
| GM Mauve |
With the help of Apollo, Mandower manages to activate the actuator. But no one touched the west one...
It's all or nothing. The south only has one success and the west has zero successes. I'm reading the GM forum and some GMs are allowing Thievery in addition to the Lore skills for the west one. Let me know if you guys want to do that. Otherwise, we need to move on.
Griss Thisslethorn
|
I think we are going to have to move on. There are only four of us, with two action each, and 8 triggers. That means we all have to be perfect, and we don't have the skill spread to do that.
Apollo Fireborn
|
When the humanoid asks if the group would like to feel the power, the constantly smoldering flames oracle excitedly says, "Absolutely I do!" He continues, "I always answer yes to that question." He steps forward.
When he gets a closer, Apollo asks, "What can you tell us of this place. my powerful friend?" He stops just inside the room to hear what the odd creature has to say.
Diplomacy - Make an Impression: 1d20 + 12 ⇒ (17) + 12 = 29
| GM Mauve |
As Apollo walks in, he suddenly hears the maddening laugh of a creature that's been stuck in here alone for 10,000 years. "Come in! Bwahaha!"
A *jolt* of electricity comes from a floating piles of stones and shards - only Mandower had noticed it - and zaps Apollo.
Only Mandower noticed the trap! Apollo takes 2d8 + 4 ⇒ (1, 7) + 4 = 12 Electricity damage (DC 23 Basic Reflex save).
The wooden metallic humanoid laughs. "Give me your stones! Need to imbue the nexus!". With that, the creature steps forward, eager to extract any 'stones' you may have for his 'nexus'.
Apollo: 1d20 + 12 ⇒ (16) + 12 = 28
Dran'Thul: 1d20 + 8 ⇒ (15) + 8 = 23
Griss: 1d20 + 10 ⇒ (15) + 10 = 25
Mandower: 1d20 + 10 ⇒ (11) + 10 = 21
Prefect: 1d20 + 11 ⇒ (13) + 11 = 24
Nexus: 1d20 + 11 ⇒ (17) + 11 = 28
The 'nexus' is the purple orb on the map. It has four stones floating in the center. You can disable it by removing one of the stones with a Thievery (trained) check. Once all four stones are gone, it will be disabled.
===================
Apollo must make a DC 23 Basic Reflex save or take 12 Electric damage.
===================
[u]Round 1[/u]
Apollo (48/60 hp)
Nexus
Griss (104/104 hp)
Prefect
Dran'Thul (62/62 hp)
Mandower (95/95 hp)
Apollo is up!
Apollo Fireborn
|
Reflex DC 23: 1d20 + 13 ⇒ (14) + 13 = 27
Apollo takes 6 electrical damage.
Apollo ducks as the electricity arcs toward him. Avoiding the worst of it, he looks back at Mandower, "Thanks for the warning my dwarven friend." Apollo turns to focus on the humanoid.
Can he make a Recall Knowledge check with either Occultism +12 or Crafting +14 or Society +11?
After sharing any information with the group, the flames oracle casts a ball of fire at the mad creature.
Fireball: 6d6 ⇒ (3, 5, 5, 5, 2, 2) = 22
20' burst. Basic Reflex DC 22
◆ Recall Knowledge, ◆◆ Fireball
| GM Mauve |
Apollo swiftly dodges out of the way of the electric jolt, but is still singed. In retaliation, the oracle blasts the creature with a ball of fire! This creature is unnaturally nimble and misses the worst of the blast, though is similarly singed by the flames.
Apollo knows this is a type of wyrwood, magical constructs made of wood, metal, and magic. Like most constructs, this one has typical construct immunities (such as immunity to bleed, death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, and unconscious. He also is resistant to electric attacks. Apollo also sees an unnaturally long whip that crackles with electricity.
The nexus blasts out two bolts of electricity - one at Apollo and one at Griss.
Apollo: 1d8 + 3 ⇒ (4) + 3 = 7
Apollo: 1d8 + 3 ⇒ (2) + 3 = 5
Griss: 1d8 + 3 ⇒ (3) + 3 = 6
Griss: 1d8 + 3 ⇒ (5) + 3 = 8
Apollo takes 7 piercing damage and 5 electricity damage (DC 23 basic Reflex save). Griss takes 6 piercing damage and 8 electricity damage (DC 23 basic Reflex save).
===================
Both Apollo and Griss must make a DC 23 basic Reflex save.
===================
[u]Round 1[/u]
Apollo (40/60 hp)
Nexus
Griss (90/104 hp)
Prefect (-11 hp)
Dran'Thul (62/62 hp)
Mandower (95/95 hp)
Griss is up!
Apollo Fireborn
|
Reflex DC 23: 1d20 + 13 ⇒ (15) + 13 = 28
So he takes 6 instead of 12? Or does the piercing damage happen without an attack roll or chance at a save?
Once again, the nimble halfling dodges the worst of the electricity.
The prefect still took 11 damage from the fireball? I ask cuz it's not on your hp tracker. Also, is the Nexus affected by the fire?
Griss Thisslethorn
|
Reflex Save: 1d20 + 10 ⇒ (8) + 10 = 18
Ouch. HP: 90/104
Rushing forward, Griss draws his weapon and moves towards their foe.
◆Interact, Draw Weapon
◆Stride
"Ancestors strengthen me!" With this shout Griss seems to grow slightly larger, even if his size doesn't change.
◆Rage, Spiritual type -Negative Energy Damage
HP: 90+9/104
I know it is likely to be immune to the negative damage, but I have to chose a type as part of the Rage, I can opt not to use it and get the basic Rage bonus damage instead.
| GM Mauve |
As Griss runs forward, the wyrwood lashes out at the barbarian (AOO w/ 10 ft reach) with his magical, arcane whip. And the whip slashes Griss across the chest! (13 damage!). But that doesn't stop the barbarian from entering a rage. With his ancestors watching over him, Griss feels slightly larger and more confident!
Electrowhip: 1d20 ⇒ 17
damage: 1d10 + 6 ⇒ (7) + 6 = 13
Electrowhip: 1d20 ⇒ 10
damage: 1d10 + 6 ⇒ (4) + 6 = 10
Electrowhip: 1d20 ⇒ 10
damage: 1d10 + 6 ⇒ (1) + 6 = 7
Electrowhip: 1d20 ⇒ 5
damage: 1d10 + 6 ⇒ (4) + 6 = 10
The wyrwood smiles at Griss as it whips at the barbarian again. But frowns as none of the attacks seem to strike true.
===================
[u]Round 1-2[/u]
Apollo (45/60 hp)
Nexus
Griss (77/104 hp) (9 temp hp)
Prefect (-11 hp)
Dran'Thul (62/62 hp)
Mandower (95/95 hp)
Dran'Thul, Mandower, and Apollo are up!
Apollo Fireborn
|
Welcome back, GM Mauve.
Apollo dances around the electricity and calls out to his allies, "Friends, our enemy is a wyrmwood construct. Like many constructs, it's immune to things like poison, bleed, disease, and a bunch of other suff. Also resistant to electricity." He nods to the team and grins. "Fortunately, no such resistance to fire. Let's finish him!" He gathers his focus and casts a Fire Ray at the creature.
Fire Ray (auto-heightened to 3rd): 1d20 + 12 ⇒ (10) + 12 = 22
Fire Damage: 6d6 ⇒ (2, 5, 4, 2, 6, 2) = 21
Cost: 1 Focus Point. Oracular Curse advances to: Minor
Apollo Fireborn
|
In my excitement to post, I forgot to include Apollo's 3rd action..
After casting his Fire Ray, Apollo casts a quick heal spell on himself.
1-action Heal (2nd level): 2d8 ⇒ (3, 8) = 11
◆◆ Fire Ray, ◆ Heal
Dran'Thul
|
The monk enters in Tiger stance, moves forward and casts ki strike to make a flurry of blows.
+1 striking Tiger claw, ki strike: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28
Damage: 2d8 + 3 + 1d6 ⇒ (8, 5) + 3 + (5) = 21
+1 striking Tiger claw: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26
Damage: 2d8 + 3 + 1d6 ⇒ (3, 3) + 3 + (2) = 11
Mandower Steel Strong 2
|
Rage, one action
Sudden charge 2 actions, stride twice and strike once with glaivehit: 1d20 + 14 ⇒ (19) + 14 = 33 dmg: 2d8 + 8 ⇒ (1, 2) + 8 = 11 last 4 is poison
if that is a crit, here is a deadly d8 dmg: 1d8 ⇒ 3
| GM Mauve |
It's also possible to destroy the 'nexus' by damaging it, just to be clear.
Dran'Thul charges up to the wyrwood and pummels him wth a flurry of blows! Two successful strikes nearly knocks the wyrowood out, but it still stands!
Mandower follows suit, charging up and strikes the wyrwood with his glaive. Another very nice hit, but the poison does not seem to go through, but seems to be very deadly (immune to poison, but not to deadly).
Apollo channels his oracular powers, blasting the wyrwood with some fire. Though nimble, the creature nearly dodges out of the way of the attack.
The nexus seems to whir as it blasts each of the four Pathfinders.
Apollo - piercing damage: 1d8 + 3 ⇒ (7) + 3 = 10
Apollo - electricity damage: 1d8 + 3 ⇒ (6) + 3 = 9
Dran'Thul - piercing damage: 1d8 + 3 ⇒ (1) + 3 = 4
Dran'Thul - electricity damage: 1d8 + 3 ⇒ (6) + 3 = 9
Griss - piercing damage: 1d8 + 3 ⇒ (7) + 3 = 10
Griss - electricity damage: 1d8 + 3 ⇒ (7) + 3 = 10
Mandower - piercing damage: 1d8 + 3 ⇒ (8) + 3 = 11
Mandower - electricity damage: 1d8 + 3 ⇒ (7) + 3 = 10
===================
Everyone suffers some damage (noted above). You can attempt a DC 23 Basic Reflex save versus the electricity damage.
===================
[u]Round 2[/u]
Apollo (37/60 hp) (or 42/60 hp on a Successful Reflex save)
Nexus
Griss (66/104 hp) (0 temp hp) (or 71/104 hp on a Successful Reflex save)
Prefect (-73 hp)
Dran'Thul (49/62 hp) (or 54/62 hp on a Successful Reflex save)
Mandower (74/95 hp) (or 79/95 hp on a Successful Reflex save)
Griss is up!
Griss Thisslethorn
|
Reflex Save: 1d20 + 10 ⇒ (10) + 10 = 20
Griss glares down the creature before strike at it twice quickly.
◆Intimidate: Demoralize: 1d20 + 15 ⇒ (4) + 15 = 19
◆War Flail: 1d20 + 15 ⇒ (9) + 15 = 24Damage: Bludgeoning+Negative: 2d10 + 4 + 3 ⇒ (3, 6) + 4 + 3 = 16
◆War Flail: 1d20 + 15 - 5 ⇒ (5) + 15 - 5 = 15Damage: Bludgeoning+Negative: 2d10 + 4 + 3 ⇒ (4, 10) + 4 + 3 = 21
Mandower Steel Strong 2
|
reflex: 1d20 + 9 ⇒ (6) + 9 = 15
and he will attack it hit: 1d20 + 14 ⇒ (18) + 14 = 32 dmg: 2d8 + 6 ⇒ (6, 2) + 6 = 14 he turns off the poison to make it all slashing
hit: 1d20 + 14 - 5 ⇒ (16) + 14 - 5 = 25 dmg: 2d8 + 6 ⇒ (4, 3) + 6 = 13
hit: 1d20 + 14 - 10 ⇒ (16) + 14 - 10 = 20 dmg: 2d8 + 6 ⇒ (8, 7) + 6 = 21
| GM Mauve |
The wyrwood dies to Griss's blow! As it crumples to the ground, the nexus does not seem to notice!
Mandower was not up yet. To push things along, I'll assume he'll stride and attack the nexus twice. If that is not okay, please let me know.
Mandower decides to strike out at the nexus, striding up, and attacking it with all his might!
===================
Still waiting on Reflex save from Apollo.
===================
[u]Round 2[/u]
Apollo (37/60 hp) (or 42/60 hp on a Successful Reflex save)
Nexus (-7 hp)
Griss (66/104 hp)
Prefect
Dran'Thul (62/62 hp)
Mandower (74/95 hp)
Dran'Thul and Apollo are up.