Obo Ibn Jad
|
I dont think we want to fight our way past everything in here, lets see if we can slip past these orcs and find the leader of this place.
Theodric de LaMontagne
|
I dont think we want to fight our way past everything in here, lets see if we can slip past these orcs and find the leader of this place.
Theo has abysmal stealth; unless the factory noise gives us +15 or more to stealth, there's little point for stealth. Invisibility could work though, and Theo has a few potions of those if that's what the group wants to do.
Professor Baldeck Kaldosian
|
"I like that plan. Can anyone cast an invisibility sphere? Or, I can stealth to the leader counting the distance and direction, then come back and someone dim door us there. Or, an even better plan by and even smarter pathfinder."
Theodric de LaMontagne
|
"I like your scout and dim door scenario!"
GM Engleaktig
|
Obo Ibn Jad wrote:I dont think we want to fight our way past everything in here, lets see if we can slip past these orcs and find the leader of this place.Theo has abysmal stealth; unless the factory noise gives us +15 or more to stealth, there's little point for stealth. Invisibility could work though, and Theo has a few potions of those if that's what the group wants to do.
At this part of the factory, you have to shout to be heard. It is very difficult to hear anything more than 20' away. Though, sight is unimpeded.
Obo Ibn Jad
|
If we can see the leader I am happy to teleport us into the midst of them again.
Obo Ibn Jad
|
Peering through the area Obo looks towards the west. It looks like there is a lengthy corridor into the interior over there they say pointing out the area (looks like it is beyond Area D5). I can probably teleport us into that corridor...
GM Engleaktig
|
No need to use the spell slot. You're easily able to take advantage of the cacophony of the mining equipment and conveyor belts here.
You make it to the end of the hallway and sneak a peek through the door.
AREA D10: The walls of this chamber are covered floor to ceiling in transparent tubes of colorful chemicals and liquids, mechanical welding devices, and oversized injection needles. A flat worktable stands the center of the chamber, while a mechanical case with green-liquid-filled canisters also serves as a prominent feature. A door to the east and a hallway to the west exit the area.
There are 2 gnolls and 2 ratfolk in here.
(Hand-wave. Combined, they're a CR 13. If you have any questions for them, please feel free.)
Obo Ibn Jad
|
Obo moves up to examine the liquid in the canisters.
Any knowledge checks on these?
They also cast detect magic and give the area a quick sweep for anything useful.
Perception: 1d20 + 35 ⇒ (16) + 35 = 51
GM Engleaktig
|
This contnues the assembly line you saw in rooms D4 and D5. It looks like parts from the conveyor are brought here. In this room, those parts are infused with eidite and then conveyed elsewhere.
There is a "wall" of machinery blocking your view south.
Towards the west... (Area D11) One conveyor leads into this large, open chamber from the southeast, while another, wider conveyor pours out to the northeast. Various tubes and injectors line the walls and hang from the ceiling, most apparently stemming from a container of red-liquid-filled canisters to the north. Hallways lead out from the area, as do several doors to the west.
There's a human working in here. But, she's facing in such a way that she will see any entry to area D11. You can see that she wears the symbol of Brigh, the goddess of invention.
There are two other creatures nearby, but you can't make out what they are as they're behind some machinery.
The human woman with the symbol of Brigh yells towards D10 (where you are): "Work faster in there! The line is slowing down!"
Professor Baldeck Kaldosian
|
"Do you all just want to continue walking through and see if anyone confronts us?"
If the group is ok with the plan Professor will just lead the group through and talk to anyone that addresses them.
Obo Ibn Jad
|
Obo grins, That sounds like a plan
Theodric de LaMontagne
|
@GM: No. I'll have my fighter use his potion of invisibility before we go ahead and stupidly walk up to some people. I was just waiting to see if the casters had some invisibility and stealth methods. If they don't, Theodric helps the group hide the bodies, then tells the group to stand by while he scouts the base with invisibility.
Obo Ibn Jad
|
My spell list is in my profile. As a witch I do not have access to invisibility.
Theodric de LaMontagne
|
Theodric drinks a potion of invisibility and scouts the base for the next 3 minutes, returning to his colleagues' position.
"I suggest you work on this assembly line while I'm gone... it will reduce the chance that someone will notice we took out these guys."
GM Engleaktig
|
unknown: 1d20 ⇒ 8
unknown: 1d20 ⇒ 2
Theodric: 1d20 ⇒ 13
As quickly as he can, Theodric takes advantage of the noise in the factory and his invisibility. There are a couple of close calls, but the duelist manages to escape just barely undetected.
Revealing map.
Theodric was unable to find Aredil Sultur. But, the being in charge of the facility is a mutant hill giant with a cannon for an arm. He went into area D16 whilst Theodric scouted.
Other beings of note are:
- a devil of some kind (D8)
- a dwarf who is constantly aflame (D9)
- the human with the symbol of Brigh (D11)
Theodric de LaMontagne
|
Proposing we take out Human with Symbol of Brigh with nonlethal dmg; i.e. Theo will come out of invisibility by banging him on the helm real hard with the flat of his sword. If some of you guys wish to talk instead, please let me know; Theo will agree and you can assume the following knock out hit against the cleric of Brigh did not happen.
Two-handed, Power Attack, +5 adamantine Impervious Keen Falcata, Power Attack, Heroism, Nonlethal, Invisible: 1d20 + 31 + 2 - 4 + 2 ⇒ (10) + 31 + 2 - 4 + 2 = 41 vs. Flat-footed AC
nonlethal dmg, bypasses all DRs: 1d8 + 38 ⇒ (8) + 38 = 46
Theodric de LaMontagne
|
Yes please!
GM Engleaktig
|
BRINGING DOWN THE BBEG
Round 1
Action is on Slide 7
Obo: 1d20 + 14 ⇒ (18) + 14 = 32
Professor: 1d20 + 10 ⇒ (4) + 10 = 14
Theodric: 1d20 + 3 ⇒ (16) + 3 = 19
Cannon Giant: 1d20 ⇒ 11
The party goes first and has the jump on the cannon guy.
Theodric de LaMontagne
|
Theodric 5-ft. steps then enlarges himself. Power of the Giants: enlarge person (self only) and gain cold resistance 4 and first melee/thrown attack in each round deals an additional 1d6 pts. of cold dmg. (does not stack with a weapon's frost property)
Obo Ibn Jad
|
Identify creature: 2d20 ⇒ (19, 12) = 31
Using investigative mind to roll twice taking the better result. Arcana and planes +32, religion +28, nature +17, local and dungeoneering +14. Interested in resistance and immunities. If it is immune to mind affecting I wont ill omen it.
Obo flies up and forward to get a clear shot at the cannon creature. Casting a spell they weave threads of fate around the creature and then unleash a ravening beam of death at it.
Move, cast quickened ill omen and then disintegrate. It has to make the next three d20 rolls twice, taking the lower roll.
SR for ill omen: 1d20 + 14 ⇒ (13) + 14 = 27
Disintegrate vs flat footed Touch AC: 1d20 + 11 ⇒ (18) + 11 = 29
SR for disintegrate: 1d20 + 14 ⇒ (20) + 14 = 34
Disintegrate damage: 28d6 ⇒ (4, 4, 6, 6, 4, 1, 5, 4, 3, 4, 2, 2, 3, 1, 3, 5, 2, 2, 4, 6, 6, 4, 3, 1, 2, 3, 2, 6) = 98
DC25 fortitude save, rolling twice and taking the lower result
Damage on a save: 5d6 ⇒ (3, 5, 4, 5, 1) = 18
Obo Ibn Jad
|
Do I learn anything about cannon boy?
Professor Baldeck Kaldosian
|
Professor looks at the creature's movement and studies them, he summons his rage then runs up and stabs the creature.
Attack 1 : 1d20 + 35 ⇒ (9) + 35 = 44 Any creature hit is sickened.
Damage: 1d4 + 16 ⇒ (4) + 16 = 20
Reposte : 1d20 + 35 ⇒ (15) + 35 = 50 Any creature hit is sickened.
Damage: 1d4 + 16 ⇒ (3) + 16 = 19
Reposte Confirmation : 1d20 + 35 ⇒ (18) + 35 = 53 Any creature hit is sickened.
Damage: 1d4 + 16 ⇒ (2) + 16 = 18
GM Engleaktig
|
Round 1
The Professor rushes in and follows up on Obo's vicious offense.
The giant roars with surprise and anger. The mutant tries to take out its frustration on prof.
club: 1d20 + 26 ⇒ (18) + 26 = 44, damage: 2d6 + 10 ⇒ (5, 6) + 10 = 21
club: 1d20 + 21 ⇒ (7) + 21 = 28, miss!
club: 1d20 + 16 ⇒ (9) + 16 = 25, miss!
club: 1d20 + 11 ⇒ (11) + 11 = 22, miss!
slam: 1d20 + 20 ⇒ (1) + 20 = 21, miss!
__________________________________________________
Round 2
The party is up.
Obo Ibn Jad
|
Due to ill omen its first two attacks should roll twice and take the lower result. This will expend the effect.
Obo Ibn Jad
|
Obo launches a torrent of acid right into the face of the creature and then promptly casts a second spell, speeding up the party.
Casting dragons breath as a line of acid, DC23 refelex save for half followed by quickened haste.
SR: 1d20 + 14 ⇒ (10) + 14 = 24
Acid damage: 12d6 ⇒ (3, 2, 5, 4, 3, 5, 4, 5, 5, 3, 1, 6) = 46
Professor Baldeck Kaldosian
|
Professor keeps attack.
Attack 1 : 1d20 + 35 ⇒ (19) + 35 = 54 Any creature hit is sickened.
Damage: 1d4 + 16 ⇒ (2) + 16 = 18
Confirmation attack 1 : 1d20 + 35 ⇒ (14) + 35 = 49 Any creature hit is sickened.
Damage: 1d4 + 16 ⇒ (1) + 16 = 17
--------------------------------------------------
Attack Haste: 1d20 + 35 ⇒ (16) + 35 = 51
Damage: 1d4 + 16 ⇒ (2) + 16 = 18
Confirmation Attack Haste: 1d20 + 35 ⇒ (20) + 35 = 55
Damage: 1d4 + 16 ⇒ (3) + 16 = 19
--------------------------------------------------
Attack 2: 1d20 + 30 ⇒ (6) + 30 = 36
Damage: 1d4 + 12 ⇒ (1) + 12 = 13
Parry : 1d20 + 35 ⇒ (1) + 35 = 36
Riposte : 1d20 + 35 ⇒ (20) + 35 = 55
Damage: 1d4 + 16 ⇒ (2) + 16 = 18
Riposte Confirmation : 1d20 + 35 ⇒ (12) + 35 = 47
Damage: 1d4 + 16 ⇒ (4) + 16 = 20
Theodric de LaMontagne
|
Theodric steps forward to engage his foe.
Theodric 5-ft steps and full-attacks
+5 adamantine Impervious Keen Falcata, Power Attack, Heroism, Haste: 1d20 + 31 + 2 + 1 ⇒ (5) + 31 + 2 + 1 = 39
dmg, enlarge: 2d6 + 38 + 2 ⇒ (6, 1) + 38 + 2 = 47
cold dmg: 1d6 ⇒ 3
Haste attack: 1d20 + 31 + 2 + 1 ⇒ (18) + 31 + 2 + 1 = 52
dmg, enlarge: 2d6 + 38 + 2 ⇒ (5, 3) + 38 + 2 = 48
2nd attack: 1d20 + 26 + 2 + 1 ⇒ (18) + 26 + 2 + 1 = 47
dmg, enlarge: 2d6 + 38 + 2 ⇒ (5, 6) + 38 + 2 = 51
3rd attack: 1d20 + 21 + 2 + 1 ⇒ (1) + 21 + 2 + 1 = 25
dmg, enlarge: 2d6 + 38 + 2 ⇒ (5, 1) + 38 + 2 = 46
=======================
CONFIRM CRITICAL THREATS:
confirm haste atk: 1d20 + 31 + 2 + 1 ⇒ (13) + 31 + 2 + 1 = 47
additional dmg: 2d6 + 38 + 2 + 2d6 + 38 + 2 ⇒ (3, 2) + 38 + 2 + (6, 1) + 38 + 2 = 92
confirm 2nd atk: 1d20 + 26 + 2 + 1 ⇒ (6) + 26 + 2 + 1 = 35
additional dmg: 2d6 + 38 + 2 + 2d6 + 38 + 2 ⇒ (4, 2) + 38 + 2 + (4, 6) + 38 + 2 = 96
Oof... 337 dmg if all of this hits...
GM Engleaktig
|
As one, Professsor and Theodric attack. The giant cannot prevail beneath the might of their strikes and crumples to the ground. There's a scream of alarm from one of the nearby walls. But, instead of being followed by a volley of counterattacks, you can see and hear defenders abandoning their posts.
Combat over!
At this point, you can take your leisure to find evidence against the Alkenstar noble who is behind the sabotage of the golems in the city. Do you wish to confront the noble yourself? Or do you wish to turn over the evidence to the authorities?
Obo Ibn Jad
|
Lets put an end to this once and for all
I am all for confronting him ourselves although we should probably notify our employer on the way
GM Engleaktig
|
The minister lives in a penthouse suite in one of the skyscrapers that make up Graeson’s Fingers. The sky-tower in which Aredil Sultur resides is notoriously difficult to infiltrate, as it’s guarded by gun-wielding mercenaries who care only about the coin Alkenstar’s elite pay them to keep uninvited guests out. A pair of such mercenaries guards the building’s front doors.
There's no map offered for this.
Obo Ibn Jad
|
| 1 person marked this as a favorite. |
Do we know if the building is warded against teleportation? If not I will teleport us into an upstairs chamber I can see after a little bit of flying scouting. I will purchase a scroll of invisibility and UMD it for the scouting. I cannot fail the UMD check with heroism active.
Wait here friends while I check out the upper level and find a place to teleport us in to.
GM Engleaktig
|
Ha! Nice! :)
With a little bit of forethought and planning, you bypass a good chunk of Sultur's defenses! You appear in his penthouse. He's there along with 6 guards armed with muskets.
The guards level their muskets at the party, whilst a surprised Sultur fumbles in his pockets for his firearm.
"Wh-who-who are you? What are you doing here? These are PRIVATE residences! Guards! Guards! There are intruders!"
The guards spare a brief moment to glance at Sultur with looks that seem to suggest: "Yeah, we see the intruders. We're pointing our muskets at them."
In a staccato voice that sounds like it comes straight from a 1940's newsreel, one of the guards demands, "Surrender! We've got you surrounded."
Since Obo teleported, the remainder of the party can take an action. Depending on how you wish to deal with the guards (some of them are clearly non-political), we may roll initiative, or not.
____________
Because you mentioned notifying your employer, Minister Baratella, you hear agitated voices downstairs. Among several heated exchanges, you heard the words: "We have a warrant!" Followed by: "We have strict orders not to let anyone upstairs!"
GM Engleaktig
|
OK. I guess we're finished with this adventure. You're characters are now legal for other games. I'll get your chronicles done in a few days.
If of interest:
With Aredil Sultur’s involvement in the reanimation of Megator Facient for his own foul machinations revealed to all, the City of Smog’s leaders are astonished to learn of the traitor in their midst and shower the PCs with lavish rewards for their heroic exploits. Eliza Baratella is particularly pleased with the results, since the PCs’ success means the arrest of Sultur and Eliza’s absorption of his wealth and power on the High Parliament. She uses her reinforced political position to elevate the PCs to members of Alkenstar’s elite, earning them a fully furnished living complex in one of the coveted towers that make up Graeson’s Fingers, as well as her eternal friendship. Using her influence in the city to its fullest, Eliza throws open the doors to the Guild of Brass’s coveted vaults of inventions and allows PCs to take from them whatever they desire, including clockwork servants and miraculous devices to aid everyday living.
As for the rest of the Clockwork Metropolis, the citizens of Alkenstar are only too happy to have the dilemma with the Brass Guardians resolved. Once word of the PCs’ efforts and successes reaches the general public (via both one of Alkenstar’s printing presses and through word of mouth), their efforts earn them a modest level of fame among all Alkenstarians.
Theodric de LaMontagne
|
| 1 person marked this as a favorite. |
Thank you very much for running this. Sorry for my lack of posting at the end as I was running a bit out of steam.
Long-story short: Theodric would have disarmed the guards and the accused with minimum bloodshed, and held them at swordpoint until the authorities arrived.
Theodric is also VERY appreciative of the fully furnished living complex in one of Graeson's Fingers towers (I hope this is on the chronicle; if not, could you please put a note to this effect?) Theodric will use the new compound as the Alkenstar office for his mercantile and caravan operations, and leave a seneschal in charge to represent his interests.
Theodric de LaMontagne
|
Thank you for bearing with us and moving the action forward when things got a little too quiet! :)
Professor Baldeck Kaldosian
|
Thanks for running! This is a cool one. If I get back to doing PFS I will have to run it.