Mandower Steel Strong 2
|
Attack a5 three times hit: 1d20 + 15 ⇒ (14) + 15 = 29 dmg: 2d8 + 8 ⇒ (1, 8) + 8 = 17
hit: 1d20 + 10 ⇒ (13) + 10 = 23 dmg: 2d8 + 8 ⇒ (7, 5) + 8 = 20
hit: 1d20 + 5 ⇒ (5) + 5 = 10 dmg: 2d8 + 8 ⇒ (2, 6) + 8 = 16
Judge Ungarz
|
The Judge repeats Electric Arc, targeting A1 & A5. Last action = Shield.
Electric Arc vs A1, A5, Reflex DC=21: 3d4 + 4 ⇒ (1, 4, 1) + 4 = 10
| GM MattMorris |
The Aspis agent in frontof Mandower has but a moment to question his poor choices before he's cut down by the barbarian!
Reflex A1: 1d20 + 12 ⇒ (5) + 12 = 17
Reflex A1: 1d20 + 12 ⇒ (9) + 12 = 21
Reflex A4: 1d20 + 12 ⇒ (2) + 12 = 14
Reflex A4: 1d20 + 12 ⇒ (8) + 12 = 20
Jolts of electricity cut down the remaining agents!
Out of initiative.
With the Aspis Consortium out of the way, for now, you are able to explore the rest of the labyrinth. You eventually find one room where stone shelves built into the walls store books, ledgers, and other documents. A desk with an oil lamp provides space for a solitary researcher to investigate the materials.
With Dwarven speakers among you, you have no trouble finding surviving documents that relate historical details. Several ledgers remain that show bustling trade in both Raseri Kanton and Jernashall prior to 3980 AR. Diaries speak of a well-functioning, thriving society with little mention of unrest until a volcano erupted and forced the inhabitants to flee.
Itka Biklest's Society (T): 1d20 + 11 ⇒ (3) + 11 = 14
Phosporoo's Society (T): 1d20 + 8 ⇒ (19) + 8 = 27
Judge Ungarz's Lore: Dwarven (T): 1d20 + 11 ⇒ (13) + 11 = 24
Mandower Steel Strong 2's Lore: Dwarven (T): 1d20 + 10 ⇒ (20) + 10 = 30 Dwarven Lore
Additionally, you learn that in 3980 AR, the volcano Torag’s Crag erupted in a sudden, cataclysmic event that came to be known as the Rending. The volcano had begun to show signs of impending eruption in the early 3900s, but the dwarven kingdom of Tar Khadurrm around and under the mountain ignored the warning. Tar Khardurrm’s underground capital city Jernashall was overwhelmed by magma flows, and its sister city of Raseri Kanton, on the surface, was destroyed when it fell into the open earth. This led to a great decline for Tar Khadurrm, which descended into bickering and fractured alliances until it finally collapsed almost 500 years later.'
Labyrinth Success!
You return to the base camp to rest and re-supply.
Due to earned house conditions, you can purchase spellcasting services for any common spell in the Pathfinder Core Rulebook of up to their level at a 10% discount for the duration of the adventure. (Best on spells that last at least an hour, since it takes 30 minutes to go to a new location.) In addition, you can purchase any common item of up to their level to which they have access at the base camp (including items that aren’t from the Core Rulebook). In addition, each of you receives a free healing potion or oil of unlife with an item level of up to your level. The potion includes a tag advertising Hands-Off Healing, one of the newest merchants at the base camp with a main location in Absalom.
Where to now? I recommend the Sunken Halls, as the Unsealed Way already has enough successes.
Itka Biklest
|
@GM Numbat: When you say we can "rest and re-supply", does that mean take a full night's rest? I wouldn't think so, but you can't blame me for wishing.
| GM MattMorris |
Yes, it is a full night's rest. Speaking of which, super long day for me. I'll move us along in the morning.
| GM MattMorris |
After a night's rest, you are ready to head out. Hearing that you are heading to the Sunken Halls, the Society provides each of you with a potion of water breathing.
Past Society expeditions have placed a guide rope that leads directly to
the entrance to the mapped chambers, enabling the you to reach this area easily. The cavernous rooms in the area contain water (At depths specified on the map.) Bioluminescent algae flourishes in these areas, shedding dim light.
Faintly glowing algae tints jagged stone walls in a green light. A fine silt that clouds the water with every movement covers the bottoms of the chamber, though it settles seconds later. Clearly manufactured steps start at the base of the floor and sink to deeper waters in the flooded room to the east.
This room is 20 feet tall, but all but a sliver of air near its ceiling is filled with still water (DC 10 Athletics to swim). The rough stone wall provides natural handholds that PCs can use, so long as they are careful not to grab onto anything sharp. While adjacent to the walls, the PCs can use the handholds to Climb instead of Swimming (the DC of the Athletics check to Climb along these handholds is 10). Well-crafted but oversized steps lead down from this area to another cavern to the east. Each step goes down by 5 feet. The jagged walls have been sharpened to an edge from the teeth of the creatures that live here. Any creature or object Pushed into the walls takes 2d6 piercing damage (3d6 for levels 5–6).
Itka Biklest's Initiative Using Detect Magic: 1d20 + 11 ⇒ (7) + 11 = 18
Judge Ungarz's Initiative: 1d20 + 10 ⇒ (9) + 10 = 19
Mandower Steel Strong 2's Initiative Using Search: 1d20 + 11 ⇒ (4) + 11 = 15
Phosporoo's Initiative Using Detect Magic: 1d20 + 8 ⇒ (7) + 8 = 15
Ortus's Initiative Using Search: 1d20 + 9 ⇒ (7) + 9 = 16
Drogo's Initiative Using Searching: 1d20 + 12 ⇒ (17) + 12 = 29
Eel 1: 1d20 + 11 ⇒ (1) + 11 = 12
Eel 2: 1d20 + 11 ⇒ (3) + 11 = 14
Eel 3: 1d20 + 11 ⇒ (15) + 11 = 26
Bunyip: 1d20 + 10 ⇒ (6) + 10 = 16
~+~Combat Round 1~+~
Drogo
Eel 3
Judge Ungarz
Itka
Ortus
Bunyip
Mandower
Phosporoo
Eel 2
Eel 1
I know this is a crowded space, but remember that it a 3D space
Drogo and Daphnaie
|
Enjoying a dip in the crisp water, Daphnaie’s focus continues to drift towards the different sources bioluminescence. Until the eels appear that is.
Drogo, definitely not a fan of this area, would much prefer his feet on dry ground. The sooner we get this over, the sooner that can happen. Remembering the time she played mermaid for a day, he casts an incantation that causes Daphnaie’s neck to grow gills and her legs to morph into a fish tail.
Using her new 25’ swim speed, she positions herself 10’ above Mandowar to blunt an overhead attack. Once positioned, Drogo increases her defenses.
Not sure how I should represent her positioning on the map, any suggestions?
◆ ◆ Evolution Surge - Your eidolon can breathe underwater and gains a swim Speed equal to its land Speed or 30 feet, whichever is less. Alternatively, if your eidolon is normally aquatic, it can breathe air and gains a land Speed equal to its swim Speed or 30 feet, whichever is less. Either way, it gains the amphibious trait.
◆ Act Together
- Daphnaie swims
- Drogo casts Protect Companion
Itka Biklest
|
Earlier:
Just before entering the ruins, Itka casts Mage Armor on herself.
Judge Ungarz
|
The Judge also tweaks his spells a bit after he wakes.
He joins Iyka in casting Mage Armor on himself as well.
Ortus Thrask
|
So to confirm: we are currently trudging along the floor underwater (and thus presumably drank the water breathing potions prior to the creatures moving towards us)?
| GM MattMorris |
Yes, though I suppose you could be swimming if you would rather.Oh, I meant to mention: Underwater Combat rules are on the map slide.
You can note your height in the water either in your post or on the slide, or both. Up to you.
One of the eels slithers up to attack Mandower. (He's with you at ground level.)
jaws: 1d20 + 15 ⇒ (10) + 15 = 25 for piercing: 2d6 + 8 ⇒ (2, 3) + 8 = 13
The eel grabs the potential snack in it's needle-filled jaws.
~+~Combat Round 1~+~
Drogo
--Daphnaie (+10 ft.)
Eel 3
Judge Ungarz
Itka
Ortus
Bunyip
Mandower (-13, grabbed)
Phosporoo
Eel 2
Eel 1
Judge Ungarz
|
The Judge tries swimming up a bit from the bottom, hoping to get a better view of what's happening deeper in the next room. (If his Athletic check succeeds, he'll be at -15ft, hovering above Phosporoo).
Swimming via Athletics: 1d20 + 0 ⇒ (12) + 0 = 12
Judge Ungarz
|
Having managed to get to the spot with the better view, Mr. Ungarz sees a room chock full of slithery badness, along with something odd lurking in the back.
He tries testing the water with a favorite combat spell - Electric Arc - targeting Eel 3 & the beast in the back.
Electric Arc, Reflex DC21: 3d4 + 4 ⇒ (1, 4, 1) + 4 = 10
Ortus Thrask
|
Ortis snarls at the sea snake manhandling Mandower. He readies his javelin as he sizes up the creature.
◆ Exploit Vulnerability Esoteric Lore: 1d20 + 14 ⇒ (7) + 14 = 21
Drop Him he growls and snarls, then looses his weapon.
◆ Demoralize (via Intimidating Glare) Intimidation: 1d20 + 13 ⇒ (5) + 13 = 18
◆ Strike: 1d20 + 14 ⇒ (14) + 14 = 28 for Piercing: 2d6 + 6 ⇒ (3, 3) + 6 = 12 Pre-weakness if that Exploit check succeeded
Itka Biklest
|
At first, Itka almost enjoys the watery exploration, as it relieves pressure on her bad hips. Once the eels show themselves, though, she's less excited. And of course, most of her spells are tailored to other threats. Again. "Hmp!"
Mentally grumbling, she tries to swim up above Ortus so she can aim a spell past him.
Athletics DC 10: 1d20 ⇒ 15
Hmp. That was easier than walking. She muses as she contorts her face and spews writhing worms, centipedes, cockroaches, and wasps that writhe and attack the eels before drowning and dissipating.
Vomit Swarm (P): 2d8 ⇒ (3, 6) = 9
30 ft cone should get E3 and a bit of E1
Dc 21 basic reflex save or sickened 1
◆ Swim, ◆◆ Cast a Spell
| GM MattMorris |
Reflex E3: 1d20 + 13 ⇒ (18) + 13 = 31
Reflex B: 1d20 + 12 ⇒ (4) + 12 = 16
Reflex E3: 1d20 + 13 ⇒ (16) + 13 = 29
Reflex E1: 1d20 + 13 ⇒ (11) + 13 = 24
Spells fly through the watery battleground. While Ortus is not able to Intimidate the creature, he recognizes it as a giant moray eel. While the creature doesn't have any special weaknesses, he remembers reading in his Tome that its slippery body resists bludgeoning and piercing damage.
Still, his javelin hits the mark, trigging the personal antithesis.
The bunip rushes to the front of the room, swimming above the massive eel. It takes a chomp at Itka, who sprayed all those nasty bugs on it.
jaws: 1d20 + 11 ⇒ (13) + 11 = 24 for piercing: 1d10 + 4 ⇒ (3) + 4 = 7
The teeth rip into Itka, tearing her flesh. (1d6 bleed)
The blood in the water seems to drive the creature into a frenzy. It attacks again, with reckless abandon!
jaws: 1d20 + 11 - 5 ⇒ (16) + 11 - 5 = 22 for piercing: 1d10 + 4 + 4 ⇒ (3) + 4 + 4 = 11
~+~Combat Round 1~+~
Drogo
--Daphnaie (+10 ft.)
Eel 3 (-15)
Judge Ungarz (+10 ft.)
Itka (-18, 1d6 bleed, +10 ft.)
Ortus
Bunyip (-10, frenzy, +10 ft.)
Mandower (-13, grabbed)
Phosporoo
Eel 2
Eel 1 (-4)
The entrance to the lower cave is now stuffed full of creature.
Mandower Steel Strong 2
|
Mandower rages and attacks the creature grabbing him twice with his glaive hit: 1d20 + 15 ⇒ (11) + 15 = 26 dmg: 2d8 + 8 ⇒ (5, 7) + 8 = 20 last 4 is poison
hit: 1d20 + 15 - 5 ⇒ (10) + 15 - 5 = 20 dmg: 2d8 + 8 ⇒ (8, 2) + 8 = 18
| GM MattMorris |
Reflex E3: 1d20 + 13 ⇒ (5) + 13 = 18
Bunyip: 1d20 + 12 ⇒ (1) + 12 = 13
Mandower hits the eel grabbing him once, and the enemies attempt, unsuccessfully, to resist Phosporooo's magic.
The remaining eels hiss in frustration at their inability to reach the tasty adventurers!
~+~Combat Round 2~+~
Drogo
--Daphnaie (+10 ft.)
Eel 3 (-45)
Judge Ungarz (+10 ft.)
Itka (-18, 1d6 bleed, +10 ft.)
Ortus
Bunyip (-30, frenzy, +10 ft.)
Mandower (-13, grabbed)
Phosporoo
Eel 2
Eel 1 (-4)
Drogo and Daphnaie
|
Drogo concentrates and sends a mental command at Eel number 3, instructing it that "This Dwarf is poisonous, you must flee before you perish".
Seeing the eels frustration at her positioning, Daphnaie sticks out her tongue to taunt them. Noticing that her acid is diffusing into the water, she turns her attention to a pissed off Bunyip and lashes out with vine strikes.
Slashing Vine 1: 1d20 + 15 - 2 ⇒ (3) + 15 - 2 = 16
Slashing Damage: 2d6 + 3 ⇒ (2, 3) + 3 = 8
Slashing Vine 2: 1d20 + 15 - 4 - 2 ⇒ (9) + 15 - 4 - 2 = 18
Slashing Damage: 2d6 + 3 ⇒ (3, 6) + 3 = 12
◆◆ Act Together
- Drogo casts Command from his staff, issuing the flee order at eel A3. DC22 will save.
- Daphnaie strikes the Bunyip
◆ Daphnaie strikes the Bunyip again
Drogo and Daphnaie
|
Now realizing his mistake, Drogo meant to cast electric arc on the eel and bunyip.
Electric Arc (DC22): 3d4 + 4 ⇒ (4, 4, 3) + 4 = 15
| GM MattMorris |
Reflex E3: 1d20 + 13 ⇒ (3) + 13 = 16
Reflex B: 1d20 + 13 ⇒ (4) + 13 = 17
Both creatures feel their bodies jolted by currents of electricity. The electricity is too much for the bunyip, which falls unconscious. Daphnaie's slashing vines miss the creature!
The badly-wounded eel uses its second set of jaws to pull Mandower into its grasp.
piercing: 1d6 + 4 ⇒ (1) + 4 = 5 [ooc]And +2 on Swallow Whole.
Then it attempts to hold on to the dwarf!
Athletics: 1d20 + 13 ⇒ (14) + 13 = 27
~+~Combat Round 2~+~
Drogo
--Daphnaie (+10 ft.)
Eel 3 (-60)
Judge Ungarz (+10 ft.)
Itka (-18, 1d6 bleed, +10 ft.)
Ortus
Bunyip
Mandower (-18, grabbed)
Phosporoo
Eel 2
Eel 1 (-4)
Ortus Thrask
|
Hold fast Ortus bulbs to Mandower at he throws his javelin at the grasping eel.
Strike vs Eel 3: 1d20 + 14 ⇒ (20) + 14 = 34 for Piericng: 2d6 + 6 ⇒ (6, 3) + 6 = 15 pre-Weakness
If Eel 3 still up, he’ll continue attacking it until it isn’t. If that killed it, he’ll try to Exploit Vulnerbaility on Eel 1 and then throw at it (in which case ignore that attack #3)
Strike vs Eel : 1d20 + 9 ⇒ (11) + 9 = 20 For Piercing: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Strike vs Eel: 1d20 + 4 ⇒ (4) + 4 = 8 For Piercing: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Esocteric Lore (if eel 3 dropped): 1d20 + 13 ⇒ (3) + 13 = 16
Judge Ungarz
|
The Judge takes a moment to try to recollect about the beast in the back (aka the Bunyip)
RK on the Beast, so probably Nature: 1d20 + 10 ⇒ (11) + 10 = 21
In the meantime, his casting choice is another Electric Arc, against A3 & A1
Electric Arc vs A1 & A3, DC21 Reflex: 3d4 + 4 ⇒ (1, 2, 3) + 4 = 10
Itka Biklest
|
"Hmp." Bleeding heavily, Itka flails her arms and legs to swim backward away from the bunyip, then casts Guidance on Mandower and Danphnaie.
Mandower and Daphnaie get a +1 status bonus to one attack roll, Perception check, saving throw, or skill check until Itka's next turn.
Athletics DC 10 to swim: 1d20 ⇒ 15
Persistent Bleed: 1d6 ⇒ 4
Remove Persistent Bleed? DC 15: 1d20 ⇒ 19
◆ Swim, ◆ Cast a spell, ◆ Cast a spell
| GM MattMorris |
Ortus spears one of the eels, applies his personal antithesis to another, and makes a throw at it, which barely misses.
The bunyip is down, see post above. You know that the eels can swallow Small creatures whole.
Reflex E1: 1d20 + 13 ⇒ (15) + 13 = 28
Reflex E2: 1d20 + 13 ⇒ (18) + 13 = 31
The eels are slippery enough to avoid much of the damage from Judge Ungarz's spell.
~+~Combat Round 2~+~
Drogo
--Daphnaie (+10 ft.)
Eel 3
Judge Ungarz (+10 ft.)
Itka (-18, 1d6 bleed, +10 ft.)
Ortus
Mandower (-18, grabbed)
Phosporoo
Eel 2
Eel 1 (-9)
Mandower Steel Strong 2
|
swing 3 times at the one grabbing me hit: 1d20 + 15 ⇒ (14) + 15 = 29 dmg: 2d8 + 8 ⇒ (8, 1) + 8 = 17 hit: 1d20 + 10 ⇒ (20) + 10 = 30 dmg: 2d8 + 8 ⇒ (4, 1) + 8 = 13 hit: 1d20 + 5 ⇒ (19) + 5 = 24 dmg: 2d8 + 8 ⇒ (3, 2) + 8 = 13
deadly d8: 1d8 ⇒ 7
| GM MattMorris |
My bad for not updating the map last time. You all put out enough combat power to kill the remaining eels.
Mandower makes the waters a deadly place, slicing and dicing the eels. Phosporooo finishes the last creature of with a potent sizzle.
Combat Success. Itka, your bleeding will stop. (Just for the ease of out-of-combat.)
Beyond the chamber with the eels, you reach a large chamber of still water. (The water in this room is 30 feet deep in most places, with a further 20 feet of air above the water’s surface.) Water lapping on stone is the loudest sound at the surface of the water in this chamber, marking its isolation from the rest of the Pallid Peak. The stone in the room’s center has broken away, and the water continues down into darkness. To the north, a wide hallway rises above the water’s edge. To the east, barricades of bone and rocks block two entrances to another chamber beyond.
The dark hole in the floor (marked by the darker spaces on the map) is a naturally occurring shaft where the water’s depth increases; the algae doesn’t grow far enough down to illuminate the bottom.
Judge Ungarz
|
Of the various features in the room, the bone barricade to the east catches the Judge's attention. As he moves toward it, he skirts along the northern edge of the hole in the floor, peering into the depths as he moves past.
Drogo and Daphnaie
|
If we’re allowed one round of actions after battle I can top off Mandower and Itka, if not please ignore.
Daphnaie hands the recent potion of healing to Mandower, while miming an ale chug. Drogo lays his hands on Ikta’s shoulder, healing her for 18hp. He then seems to freeze for two actions, as he pulls from his familiar and heritage to quickly recharge his focus points.
entering the new room….
Drogo activates his wayfinder to shed light around himself, then on a whim casts light on a nearby stone and tosses it down the hole.
Judge Ungarz
|
(A minor retcon)
Before pushing on into the next room, The Judge gathers his healing tools & tries patching Mandower's wounds.
Healing Mandower: 1d20 + 10 ⇒ (19) + 10 = 292d8 ⇒ (7, 3) = 10
In case of a crit...
Healing Crit: 2d8 ⇒ (2, 6) = 8
| GM MattMorris |
The glowing stone sinks to the bottom of the deep well, 100 feet below. You see it illuminate runes carved on the floor, which glimmer slightly in the pebble's light.
Judge Ungarz
|
Judge Ungars' gaze follows the stone as it settles onto the rune-carved floor.
He looks back at Drogo & says "Now I really want to swim down there to see what those runes say."
Itka Biklest
|
"Hmp. A trap, most likely." Itka hangs back a ways, not wanting to be caught in an underwater emanation of destruction.
Judge Ungarz
|
"Before we head down there - let's get some of your wounds mended, Itka."
healing Itka: 1d20 + 10 ⇒ (1) + 10 = 112d8 ⇒ (6, 1) = 7
crit healing: 2d8 ⇒ (8, 3) = 11
Judge Ungarz
|
hero point healing: 1d20 + 10 ⇒ (3) + 10 = 132d8 ⇒ (8, 4) = 12
if crit healing: 2d8 ⇒ (8, 3) = 11
| GM MattMorris |
You can easily swim down to examine the runes.
Judge Ungarz
|
Judge Ungarz swims down (hopefully with some company)
Nature: 1d20 + 10 ⇒ (18) + 10 = 28
Nature to deactivate runes: 1d20 + 10 ⇒ (3) + 10 = 13
["Someone else should attempt to deactivate these tide-controlling runes."[/b]