Bilos Nizhnyy
|
Bilos moves further away and starts banging on the globe.
Telekinteic Projectile: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
Bludgeoning Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Dran Stoneheart
|
Barely able to hold his sword Dran moves out of the swarm and as close to the goal as he can move.
| GM TOP |
Dran moves away from the swarm, figuring his skills are best used at dealing with the orb controlling everything.
Fort Save vs. Plant Poison please.
Ruya steps out and swings her phantasmal cudgel, but can't hit anything hard enough in the swirling swarm to hurt it (miss).
Grunigon takes aim at the Orb and thunks it solidly with a stone. But, the stone doesn't even chip the hard(ness) surface.
Bilos tries his own luck with the same plan, with very similar results. Except it was all in his head as he is actually writhing in pain from his nausea.
Zarta frowns, but doesn't say anything.
The swarm sees a really nice big target and encompasses the lady dwarf of the group, slamming into her and slicing at her immense muscles.
Bludg: 2d6 ⇒ (5, 5) = 10
Str Damage: 1d2 ⇒ 2
Halali gets one AoO as the swarm moves into her square. Then she needs 2x DC 14 Fort Saves. The first is vs. the Evisceration Ability (fail = 2 str damage). The second is vs. the Distraction Swarm Ability. If you fail the second you are Nauseated for One Round. Please roll your AoO first, then the saves.
Ander realizes he probably shouldn't jump the gun, but his trigger finger is really really itchy to shoot.
Round 5: Poison plants, junk swarms and bears? oh my!
Group Buffs: Bless, Inspire Courage +2
Zarta
Dran (-4 HP, Fort Save vs. Plant Poison)
Ruya (-3 HP, -1 dex)
Grunigon (-8 HP)
Bilos (-4 HP)
Animated Junk Swarm (-45 HP)
Halali (-10 HP, AoO then 2x Fort Saves)
Kaztor
Ander (Attack already Made +14 vs. Touch for 11 Bludgeoning Damage)
Regrowth
Bold May Act. Moving through any plants triggers poison (once per round). The Fungal Columns function as Massive Trees (can’t move through them but could climb them). The vines function as Heavy Undergrowth (4 squares of move for one square) but can be cut. Most of the boxes provide Partial Cover. The middle boxes provide Full Cover.
EVERYONE recognizes what a 'swarm' is. It will take 150% damage from an AoE spell (if not immune…) or splash weapon. This is a 'tiny sized creature' swarm and thus will take full damage from Bludgeoning weapons and half damage from piercing or slashing weapons. This one also has DR 5/Adamantine.
Dran Stoneheart
|
Dran has not crossed any vines. Are poison saves needed to share a hex that a vine is partially in?
| GM TOP |
Sharing a vine square has the same effect as crossing one. That specific square has about 50% vines so it counts as a vine square. Anything around 25% vines or less would probably not count. You are welcome to retcon and move south five feet to a safe square if you wish.
Halali Skyseeker
|
AoO smash!: 1d20 + 6 + 1 + 2 ⇒ (17) + 6 + 1 + 2 = 26bludgeoning: 2d8 + 6 + 2 ⇒ (4, 3) + 6 + 2 = 15
And if that doesn't finish the thing off and prevent getting battered:
Fort vs evisceration: 1d20 + 4 ⇒ (5) + 4 = 9
Fort vs nausea: 1d20 + 4 ⇒ (16) + 4 = 20
I'm assuming Hardy doesn't apply (+2 vs spells, SLAs, poison).
"Gah! Gozreh's salty balls! Who made this? What kind of sick - ah f&%!, just be still!"
Halali Smash!: 1d20 + 6 - 1 + 1 + 2 ⇒ (12) + 6 - 1 + 1 + 2 = 20bludgeoning: 2d8 + 4 + 2 ⇒ (4, 2) + 4 + 2 = 12
Halali Smash!: 1d20 + 6 - 1 + 1 + 2 ⇒ (5) + 6 - 1 + 1 + 2 = 13bludgeoning: 2d8 + 4 + 2 ⇒ (8, 4) + 4 + 2 = 18
Halai holds her ground, flailing about with her three-section-staff despite her injuries.
| GM TOP |
Halali, definitely the MVP of this fight (so far), smashes!
The very large dwarf obliterates the swarm as it moves to beat upon her, negating any damage or penalties taken.
The AoO killed it. This gives Ander and Halali their full actions to use (with their rolls as above if they make attacks on anything). We still have an object and poison slowing vines to deal with though, so I will keep us in initiative unless there is a set plan created that will bump us out of it.
Round 5: Poison plants, junk swarms and bears? oh my
Group Buffs: Bless, Inspire Courage +2
Zarta
Dran (-4 HP, Fort Save vs. Plant Poison)
Ruya (-3 HP, -1 dex)
Grunigon (-8 HP)
Bilos (-4 HP)
Halali (No Saves Necessary, 2x attacks already rolled if anything is attacked)
Kaztor
Ander (Attack already Made +14 hit for 11 Bludgeoning Damage)
Regrowth
Bold May Act. Moving through any plants triggers poison (once per round). The Fungal Columns function as Massive Trees (can’t move through them but could climb them). The vines function as Heavy Undergrowth (4 squares of move for one square) but can be cut. Most of the boxes provide Partial Cover. The middle boxes provide Full Cover.
Kaztor Firebeard
|
”Anyone have any idea how to deal with that freaking orb? Looks like beating it to death might not be the best way!”
Dran Stoneheart
|
Sharing a vine square has the same effect as crossing one. That specific square has about 50% vines so it counts as a vine square. Anything around 25% vines or less would probably not count. You are welcome to retcon and move south five feet to a safe square if you wish.
I moved back 5'. Thanks. Thinking I'll have to make a save next turn though.
Grunigon Durinslag
|
"What does anyone know about it? Is it evil? Does it need light? Does any sort of magic work against it? Acid or alchemist's fire?"
| GM TOP |
Zarta speaks up, ”Generally, those who are skilled at disabling magical traps and hazards would have the best chance at figuring this thing out. If I can get to the damn thing, I am happy to provide my expertise… if you know what you are talking about.”
She shrugs, ”Beyond that, the fallback is breaking things. I am hoping you all aren’t completely devoid of skills though. Wait, did you say your group’s name was ‘the brute squad’?”
Convincing Zarta you merit her assistance requires a Diplomacy, Knowledge (arcana), or Spellcraft success.
Kaztor Firebeard
|
Diplomacy 1d20 + 6 ⇒ (12) + 6 = 18
”If you follow me, I’ll do my best to cut through the rest of the vines and get any of you as close as possible to the blasted device.”
Kaz stows his hammer and pulls his battle axe. When the others were ready, he moved forward and started slicing. He swings at the vine in front of him.
Attack with bless and IC 1d20 + 3 + 5 ⇒ (7) + 3 + 5 = 15
Damage 1d8 + 1 + 2 ⇒ (2) + 1 + 2 = 5
| GM TOP |
The vines try to resist the onslaught of bludgeoning damage, but get turned to smashed paste regardless. Like a ripe watermelon under a hammer.
Kaztor is a bit more precise with his slash, chopping his section in two.
Part of the vines regrow near Bilos (and just barely behind him), almost splitting the group up. Zarta points the way through and heads forward, ”I will take out that big tree thing, give us a way forward. Once I get to the thing, I will help.”
Everyone can Act (one turn at a time though, the vines will regrow and Zarta will zap each round).
G2 is safe. The squares north and southwest of G2 are also safe from vines.
________________
With Zarta’s assistance gained, a person with the trapfinding class feature gains a +6 to their disable device check to disable the beacon. In addition, anyone who does not have the trapfinding class feature would instead get a +4 to their disable device check and be able to attempt the check untrained, including using it to roll an Aid Another check. Or you all could just try to beat it to death.
Grunigon Durinslag
|
Grunigon does not have trapfinding. Traded out for the archetype and haven't added the skill back yet.... His disable device skill is +8
disable device?: 1d20 + 8 + 4 ⇒ (10) + 8 + 4 = 22
Dran Stoneheart
|
Dran advances and attacks the vines to his NW coming from the artifact.
MW Greatsword: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 292d6 + 4 + 2 ⇒ (2, 6) + 4 + 2 = 14
Doubt the vines can be critted...
Kaztor Firebeard
|
Kaz double moves just to the southwest of Zarta, ready to start chopping as the group moves forward.
Could someone move me, please? Thanks!
Ruya Lucasdottir
|
Ruya moves into position to beat up some more vines.
Bilos Nizhnyy
|
Bilos is interested in trying to disable a device, but until the way is clear, he contents himself with throwing things.
Telekinteic Projectile: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
Bludgeoning Damage: 1d6 + 2 ⇒ (1) + 2 = 3
| GM TOP |
Disable Time: 2d4 ⇒ (2, 4) = 6
Grunigon begins working on the device and the rest start clearing a way.
Since it will take a few rounds for this disable attempt, anyone in the group is welcome to choose if they wish to aid him. If you aren’t trained in disable device, just roll your dex mod, +4 from Zarta and subtract any armor class penalties.
The group finds incredibly quickly (if not already) that slashing weapons cut through the vines easily and everything else has issues.
No need for more attack or damage rolls, there are enough of you to keep up with the regeneration (plus Zarta’s wand). I really just needed to know who was doing what for a while.
Kaztor Firebeard
|
Kaz will try to assist disarming the cube. ”Look at the gawhatzit. Maybe cross it over with the whawoosie over there!”
Aid another disable 1d20 ⇒ 10
Halali Skyseeker
|
Halali lets the rest clear the foliage before striding towards the beacon.
"I think you missed a bit."
"No, on the top."
disable device aid another, untrained, zarta: 1d20 + 2 + 4 ⇒ (14) + 2 + 4 = 20
Should only take her 2 rounds to get there through a clear path, so still in time to help.
Grunigon Durinslag
|
Grunigon continues working with the device....
Disable Device: 1d20 + 8 + 4 + 2 ⇒ (8) + 8 + 4 + 2 = 22
| GM TOP |
No need to roll each round Grunigon. I only need one roll per check, it just takes a lot of rounds to do complicated disable device things. Anyone else gonna try to aid?
Bilos Nizhnyy
|
Bilos will try to aid in turning that thing off.
Disable Device: 1d20 + 3 + 4 ⇒ (20) + 3 + 4 = 27
And discovers that he may have a second career as a thief.
If it is allowed, he will hand his axe to Ruya to keep the vines at bay. I don't think phantoms are proficient with manufactured weapons, but they should be able to use them, right?
Dran Stoneheart
|
Standing near the artifact Dran tries to help disable it.
Aid: 1d20 + 1 + 4 ⇒ (13) + 1 + 4 = 18
Ya might need a bigger hammer. he offers.
| GM TOP |
Grunigon works diligently on the magical artifact that seems to be causing issues. It takes him a bit of time to figure out exactly what is happening though.
While he does, various dwarves look over his shoulder and offer suggestions. Surprisingly helpful suggestions actually.
Kaztor doesn't know the names, but simply pointing out the two parts that need crossed over is good enough.
Halali points out that there is a pretty obvious trigger to a trap on the top. Things get a bit more hectic after that.
As the trap begins ticking down, Bilos simply steps in and unplugs it. The most simple solution. It deactivates, but the artifact still hums.
Ander suggests that Grunigon 'gots this' and somehow, it comforts him.
Lastly, Dran suggests and provides a bigger hammer. This proves to be valuable as Grunigon applies said hammer to the exact spot needed, severing the connection between the artifact and whatever it was drawing power from.
It deactivates. The fungal columns begin to collapse and the vines wither. Zarta gives a half smile, "Hmm, competency. Good. Not completely on your own with me here, but good enough. There are probably a few odds and ends in here you all can keep as a reward if you want. I'll be right back." She steps out of the room for a moment.
Items that can be looted: a masterwork buckler, a masterwork starknife, a masterwork throwing axe, and specific tools that function as an adamantine flail. In addition you could collect the shards of that golem to function as three bags of a special magical caltrop (details given later). Lastly, if someone wishes to collect a bit of the poison from the vines, they can make a Craft: Alchemy, Knowledge: Nature OR Profession: Herbalist check. Failure will expose you to a dose of the poison though, so take that risk at your own discretion. Anyone with the poison use skill can automatically harvest some, though I don't think anyone has that.
Kaztor Firebeard
|
Kaz picks up one of the tools that seems to be adamantine made, figuring he might need that as the group proceeds further along the mission.
Ander Therinor
|
See? You had this.. Ander says as he uncrosses his fingers behind his back.
Anyone mind if I grab that shield thingy? It's a bit better than mine..lighter too... he says as he grabs the buckler and one of the flails.
Might be able to make something nasty with that plant gunk...but I'm not positive...risky...
| GM TOP |
There is only one adamantine flail.
Dran Stoneheart
|
Jus gather up the shiny bits and we can sell um later. Dran stammers as he sees nothing of interest to himself.
Halali Skyseeker
|
Sometimes collecting stuff is tied to a secondary success condition, so I will use one of Halali's "Explore, Report, Cooperate" boons to ask the GM whether it makes any difference to secondary success here if we collect the poison sample.
Halali stoops low to pick up the shards of the defeated swarm-golem. "This sodding thing needs investigating" she grumbles, before pondering the plant life.
Halali has a reasonable modifier for Knowledge (nature) but wouldn't attempt to use the poison in combat.
Grunigon Durinslag
|
Grunigon agrees with Dran and just gathers up pieces that can maybe be sold for some coin. Will avoid the poisonous plant though.
| GM TOP |
A very wise use of that boon Halali. The poison collection is not connected to the secondary success condition, you can leave it here just fine.
Zarta returns and lithely slips the wand back into the folds of her dress, her eyes darting around the blasted vault. “Nicely done. I’ll go to Ambrus and lift the lockdown. That being said, you still have work to do.”
Her gaze falls upon the dormant glass sphere, its fluid contents now black and flecked with pinpricks of light. “I don’t know what caused this to happen, but I do recognize that item. The Society purchased it from the Arcanamirium a few weeks ago for further study when they told us they suspected its magic was somehow linked to the Dark Tapestry. It’s one of a set of three, and if this one malfunctioned, I anticipate the others won’t be far behind.”
Zarta digs through one of the wrecked crates and emerges with three small lead boxes etched with sigils. She places the sphere into one of the boxes and fastens it shut. “At this point, our responsibility is to contain these devices before they cause any lasting damage. Get whatever supplies you need first. Once you are ready, head to the Arcanamirium, find the other two items, and place them inside these warding containers. Their magic is keyed to each other, so you shouldn’t need to disarm the other devices; just scoop them into the boxes and lock the lids. Once we have all three, we can figure out where to go from there. Do not delay, but tread carefully. The Society knows precious little about the forces of the Dark Tapestry, other than that those who deal with them haphazardly often find their sanity compromised.”
________________________
The three 'bags of shards' are... This bag contains 56 assorted pieces of debris connected to the distant planet Aucturn. Dumping the bag fills a 10-foot square area with shards, which function as magic caltrops with a +1 bonus on their attack roll. If a creature steps on a shard, it suffers the usual effects of a caltrop injury, and the shards animate into a swarm (rolling their own initiative). The activated shards function as a spider swarm without poison. A creature that takes damage from the swarm must succeed at a DC 11 Fortitude save or take 1d2 points of precision damage from invasive lacerations to whichever ability score is currently the highest. Once activated, the shards attack their target and any other nearby creatures. After 5 rounds, the shards disintegrate.
__________________________
When ready, you all can head to the Arcanaririum. Please make any purchases now that you have a feel for what you are needing to do on this mission.
Halali Skyseeker
|
"So, Madam Zarta" Halali coughs. "Will the Arcanamirium just let us swoop in and take these things? Are they expecting us? Did we already negotiate access? If the sold us a dud, I'd say it's very much their responsibility not ours.
I mean, this isn't some kind of heist is it?"
Lacking funds for Adamantine, Halali will purchase 2 scrolls of Enlarge Person and 2 spring loaded wrist sheaths. Total 60gp.
Grunigon Durinslag
|
Grunigon waits for an answer to Halali's question. Do they have rights to complete this mission?
Bilos Nizhnyy
|
Bilos doesn't really use much gear and Ruya can't, so he keeps his coin for the time being.
| GM TOP |
Zarta replies calmly, ”I doubt very much they are expecting you, considering they shouldn’t know of any dangers from these items. It is your task to track down where the items may be at the moment. Remember that the Arcanamirium is a very large campus, so the items could be anywhere. There should be good records, but you will probably have to deal with underpaid staff and… bureaucracy. Once you find the current location of the orbs, there could be additional issues of course. I’d advise not starting with blatant theft, but do what works. If you think this isn’t our problem, then I can find another team.”
Kaztor Firebeard
|
Kaz nods, ready to go. He might get to smite an evil mage at a places called the Arcanamirium, for all he knew!
Dran Stoneheart
|
Kaz, should you carry that Adamantine flail, or shall I? Dran asks. It be sounding like we need to ask nice to even get into this Arcanamirium place. I hate asking nice.
Halali Skyseeker
|
Halali shrugs. "I hope they're not already overgrown with weird plant-life and swarming with shard golems. I suppose they'll let us in quick enough if they want that dealing with."
Grunigon Durinslag
|
"You know.... The other orbs probably have some other power, not just creating poisonous plants. Might summon creatures, or zombies, or whatever. Might shoot or radiate energy? Won't know 'til we get there though."
| GM TOP |
The Arcanamirium is the oldest and largest magical college in Absalom, as well as perhaps the most prestigious academy of arcane arts in the entire Inner Sea region. The campus is dotted with gothic-style stone structures and imposing marble towers, with apprentice wizards hurrying between buildings on their way to classes.
The pathfinders find themselves starting at the Arcanamirium’s reception desk. A bright cheery faced young (probably, it’s hard to tell with them sometimes) human greets you, ”Welcome to the Arcanamirium. My name is Karen, how can I direct you today!”
The goal here, if you choose to accept it, is that you must learn the proper names of the orbs you seek and where they are presently stored without getting bogged down in the reception’s bureaucracy or the staff’s inexperience. Accomplishing this task efficiently requires you to succeed at a Bluff, Diplomacy, Knowledge (local), or relevant Profession check; followed by a Diplomacy, Intimidate, Knowledge (arcana), or Sense Motive check. Aids are fine, but only apply to the same skill used in the primary. All can attempt their own check or aid someone in the group on either check.”
While here, you are also welcome to research the Dark Tapestry. This will be a trained Knowledge Arcana or History check. You gain a +2 to this check due to the available library.
Kaztor Firebeard
|
Diplomacy 1d20 + 6 ⇒ (6) + 6 = 12
Sense motive 1d20 + 7 ⇒ (18) + 7 = 25
Kaz watches the reactions closely of the staff as he announces his goal. ”Im looking for more information about these orbs. And I’ve been told they are located here.”
Bilos Nizhnyy
|
Is Scribe a relevant profession?
| GM TOP |
Is Scribe a relevant profession?
Yup!