Martin Amblecrown.
|
Martin attempts to retrieve one of the fingers as they try to escape.
Nature: 1d20 + 6 - 2 ⇒ (17) + 6 - 2 = 21
Slipp
|
Slipp, feeling a sudden burst of sorry for the spirit of the forest that has never seen the forest, makes a jump for the gem before trying to flee.
Looking at the roots hanging down, Slipp thinks there has to be a way to avoid them...
nature, (finger penalty for gem?): 1d20 - 2 + 5 ⇒ (8) - 2 + 5 = 11
Zibini, Goblin Psychic
|
"That's exactly the stuff we were asking about!" says Zibini angrily, though he still stays to go for the gem. Seeing Slipp beat him to it, he focuses on evading the roots.
Acrobatics: 1d20 + 7 ⇒ (11) + 7 = 18
Fanzofarmenod
|
"Can't complain about a bit of desecration! Good for the soul!"
As a root bursts out near Fanzofarmenod, he adds, "Although these deities are always just a tad... square, don't you think?"
Nature: 1d20 + 7 ⇒ (3) + 7 = 10
Raj the Unmovable
|
Raj resist his immediate reaction to flee, and grabs one of the fingers before heading outside. On his way out, he tries leaping over the roots and brambles, but with little success.
Acrobatics: 1d20 + 8 - 2 ⇒ (3) + 8 - 2 = 9
Umm, did we have hero points or similar rerolls?
GM Tyranius
|
Impulse-7's Acrobatics (): 1d20 + 3 ⇒ (13) + 3 = 16
Yes, apologies I planned on giving you all a Hero Point starting this bit. You all gain a Hero Point.
Fanzofarmenod and Raj get trapped in the roots Failure/Failure. Slipp and Zibini both defly snatch the gen out of the Troll's head and make a run for the door. Zibini manages to twist and slide through the roots. Success 1 Chase Point Slipp is not quite as lucky. Failure Martin retrieves the stone fingers and quickly ignites a torch waving it at the roots they seem to back away. Success + 1 Chase Point Impulse works with Enforcer-571. As Enforcer begins severing several vines Impulse ruses through the gap. Success
The gem flares back to life surprisingly. "You...you helped me. Thank you. I will do what I can to help get us out of here. Truth be told I absolutely don't want to end up buried in rubble for all eternity."
For retrieving Amkha you may turn a crit fail into a normal failure once per obstacle!
★★★
Antechamber Round 2
Party Conditions: Anteroom Chase Points 3
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Fanzofarmenod (19/19 HP)
➤ Raj (30/30 HP)
⠀⠀➤ Horus (18/18 HP)
➤ Zibini (26/26 HP) │ Mage Armor |
➤ Martin (34/34 HP)
⠀⠀➤ Mavenee (34/34 HP) │ Eidolon |
➤ Impulse-7 (20/20 HP)
⠀⠀➤ Enforcer-571-294 (20/20 HP) │ Eidolon |
➤ Slipp (26/26 HP)
Slipp
|
Assuming still nature/athletics?
Slipp tries to evade the hanging roots that seem to want to entwine in their heair. However rather than being scared, the little gnome seems... excited?
nature: 1d20 + 5 ⇒ (6) + 5 = 11
Zibini, Goblin Psychic
|
Zibini laughs as he darts around the room. This is exciting. He throws some good will towards... oh... Impulse-7 catches his eye!
Guidance for Impulse-7. And Acrobatics: 1d20 + 7 ⇒ (2) + 7 = 9 Hero Point: 1d20 + 7 ⇒ (13) + 7 = 20
Martin Amblecrown.
|
Martin continues to wave the torch at the roots as they escape.
Nature: 1d20 + 6 ⇒ (2) + 6 = 8 Oof. HP to reroll.
Nature: 1d20 + 6 ⇒ (18) + 6 = 24
GM Tyranius
|
Raj anticipates the roots movement and leads the group nearly to the exit of the Antechamber. Crit Success +2 Chase points. Zibini gives Impulse a bit of Guidance as the group finally manages to break free.
You continue to run from the collapsing temple, along passageways with the ground shaking and the mortar pouring out from the walls. You reach the corridors past the altar where you encountered the desiccated skeletal hand.
Here it seems the god's wrath has animated the bones from the ossuary. Half-formed skeletons stalk to and from in the corridor, their claws twitching, looking for something to rend.
You have enough Chase Points to enter the next room so Martin and Slipp can keep their Hero Point and reroll using the new skills below.
Round 2 All make a skill check using one of the skills below (untrained is OK as is another skill if you can make it fit the situation)
◆ Deception to create a distraction that draws the skeleton’s attention
◆ Stealth to sneak past
◆ Undead Lore to predict their movement.
★★★
Antechamber Round 2
──────────
BOLD IS UP!:
──────────
➤ Fanzofarmenod (19/19 HP)
Raj (30/30 HP)
⠀⠀Horus (18/18 HP)
Zibini (26/26 HP) │ Mage Armor |
➤ Martin (34/34 HP)
⠀⠀➤ Mavenee (34/34 HP) │ Eidolon |
➤ Impulse-7 (20/20 HP)
⠀⠀➤ Enforcer-571-294 (20/20 HP) │ Eidolon |
➤ Slipp (26/26 HP)
Slipp
|
Slipp tries to get past the undead, hoping their small size will be an advantage here.
stealth: 1d20 + 4 ⇒ (14) + 4 = 18
Zibini, Goblin Psychic
|
"They'll be crushed anyway," says Zibini quietly, "so maybe if I..."
Focusing his insight on himself, he stays flinging rocks one way as the group slips another.
Self-guidance, then Deception: 1d20 + 5 ⇒ (14) + 5 = 19
GM Tyranius
|
@Raj- You won't be up again until the next round but I can save that roll.
Also once this room is completed you guys will have the choice of going through the Laboratory area or the Library. Let's decide early so we can flow right into it.
GM Tyranius
|
Fanz: 1d20 + 2 ⇒ (6) + 2 = 8
Martin: 1d20 + 3 ⇒ (20) + 3 = 23
Impulse and Slipp manage to sneak past, not rousing any of the skeletons so far. 2 Successes for 2 chase points for this room. Fanzofarmenod trips over the crawling hand, which begins to draw their attention Failure but Martin manages to toss a stone in the opposite direction stirring up more causing a decent distraction. Crit Success +2 Chase Points.
The entire structure shakes as the throne room behind you completely collapses, the Antechamber is soon to follow.
Beginning of Round 3 so I will now use Zibini and Raj's rolls above.
Zibini stirrs a final distraction as you are all able to sneak through. 2 more successes which gets you past this room.
Laboratory or Library? First two votes to agree will head that direction.
GM Tyranius
|
Laboratory Route
You follow Zibini through the corridors as he makes his way towards the Laboratory. The tremors have knocked flasks and beakers off their benches. The contents have mixed into a dangerous concoction and filled the room with a caustic mist.
◆ Medicine to treat the exposure
◆ Crafting to neutralize the effects
◆ Any other skill if you can find it apporiate.
★★★
Chase! Round 3
──────────
BOLD IS UP!:
──────────
➤ Fanzofarmenod (19/19 HP)
➤ Raj (30/30 HP)
⠀⠀➤ Horus (18/18 HP)
➤ Zibini (26/26 HP) │ Mage Armor |
➤ Martin (34/34 HP)
⠀⠀➤ Mavenee (34/34 HP) │ Eidolon |
➤ Impulse-7 (20/20 HP)
⠀⠀➤ Enforcer-571-294 (20/20 HP) │ Eidolon |
➤ Slipp (26/26 HP)
Fanzofarmenod
|
Fanzofarmenod sniffs the air. "That smells terrible! I miss the smell of the pine forests... Pine! Of course!"
He grabs at the resin in one of the spent braziers and chews it into taffy. "Here, have a smear! This'll be much better for your health."
I have the healing plaster cantrip and the Natural Medicine feat, so if it's all right with you, I'll replace Medicine with Nature.
Nature: 1d20 + 7 ⇒ (9) + 7 = 16
GM Tyranius
|
Sounds good to me. The 16 is a fail though (Just barely) if you wished to use a Hero Point.
Slipp
|
Given their tough nature, not to mentional their connection to the life giving magic of the First World, Slipp tries to just pass through the room holding their breath to avoid the worst of the effects.
Can I do a fort save in lieu of a skill check?
fort: 1d20 + 7 ⇒ (12) + 7 = 19
Martin Amblecrown.
|
Martin takes a sniff of the lab and immediately recognizes the danger they are in. He attempts to treat the concoction for the safety of everyone.
Medicine: 1d20 + 6 ⇒ (11) + 6 = 17 Spending the HP for this roll.
Medicine: 1d20 + 6 ⇒ (14) + 6 = 20
Zibini, Goblin Psychic
|
Zibini starts tossing a few things together, hoping to neutralize the vapor. He has heard of alchemy before, after all, so surely he can make things better... at least, he's unlikely to make noticeably worse when it's already this bad.
Crafting: 1d20 + 4 ⇒ (5) + 4 = 9
GM Tyranius
|
Fanzofarmenod quickly begins to grind some smelling salts and leaves to make it a little easier to breathe. Raj gives a hand quickly grabbing more supplies to cover down on the entire group. Success / Success
Zibini is no where near successful when it comes to neutralizing the vapors and only manages to add to them as he spills another shelf. Failure.
Martin begins to guide those safely through the mist as Impulses contraption falls apart. Success / Failure Slipp completely holds his breath, grabbing ahold of Martin's arm as they slowly walk through, Success
Meanwhile the Antechamber you were just in collapses behind you as it is getting closer and closer to burying you below ground.
★★★
Chase! Round 4
Party Conditions: Successes 4
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Fanzofarmenod (19/19 HP)
➤ Raj (30/30 HP)
⠀⠀➤ Horus (18/18 HP)
➤ Zibini (26/26 HP) │ Mage Armor |
➤ Martin (34/34 HP)
⠀⠀➤ Mavenee (34/34 HP) │ Eidolon |
➤ Impulse-7 (20/20 HP)
⠀⠀➤ Enforcer-571-294 (20/20 HP) │ Eidolon |
➤ Slipp (26/26 HP)
Fanzofarmenod
|
"Remind me to start traveling with a fishbowl," Fanzofarmenod exclaims. "Makes for an excellent makeshift helmet."
Nature: 1d20 + 7 ⇒ (13) + 7 = 20
He scours more resin from whatever surface he can, frets that it's not quite enough, and looks on as a root emerges from the collapsing chamber behind him. "Aha! Perfect, thank you, crushing doom!"
He slices off the tip of a root with his starknife and mashes it in his hands as he joins the group.
Zibini, Goblin Psychic
|
Perhaps the spilled shelf will provide the necessary materials? Zibini is sure they were around here somewhere.
Crafting: 1d20 + 4 ⇒ (11) + 4 = 15
GM Tyranius
|
Fanzofarmenod makes a decent helment as the group manages to make it safely through the laboratory.
Statue Corridor
As the party draw their breath, they continue their escape only to find the corridor, where they passed the statue full of thick black smoke and flying sparks.
The bowls the statues hold have erupted in dark flame. Sparks and smoke fill the corridor from the carvings that are part statue and part relief, as if the statues are escaping from the wall. The life-size depiction of the cyclopes, dressed in robes with fire motifs with each holding a bowl in their raised hands. Flames and sparks in the bowls casting billows of smoke into the corridor.
Thievery to swat sparks aside
Survival to protect oneself from the sparks and smoke
★★★
Chase! Round 4
Party Conditions: Successes 4
Battlemap
──────────
BOLD IS UP!:
──────────
Fanzofarmenod (19/19 HP)
➤ Raj (30/30 HP)
⠀⠀➤ Horus (18/18 HP)
➤ Zibini (26/26 HP) │ Mage Armor |
➤ Martin (34/34 HP)
⠀⠀➤ Mavenee (34/34 HP) │ Eidolon |
➤ Impulse-7 (20/20 HP)
⠀⠀➤ Enforcer-571-294 (20/20 HP) │ Eidolon |
➤ Slipp (26/26 HP)
Fanzofarmenod
|
"Yes, the shattered retort should continue to serve well here!"
Ducking under the makeshift helmet from the alchemy lab, Fanzofarmenod wastes no time crossing the room.
Survival: 1d20 + 7 ⇒ (11) + 7 = 18
Slipp
|
Slipp ducks and dives around the room, trying to stay clear of the sparks.
thievery: 1d20 + 2 ⇒ (3) + 2 = 5
hero reroll: 1d20 + 2 ⇒ (15) + 2 = 17
GM Tyranius
|
Need more successes. Zibini, Martin, and Impulse are all up. We might make it and free you up for Outpost here if we can get a few more successes in.
Zibini, Goblin Psychic
|
Zibini giggles a little less as he desperately tries to swat sparks aside.
He's quick, but not especially prepare for this.
Thievery: 1d20 + 3 ⇒ (3) + 3 = 6
Martin Amblecrown.
|
Martin feels relieved that they were able to exit the lab, but the feeling was immediately washed away as he sees the sparks and smokes.
Survival: 1d20 + 6 ⇒ (6) + 6 = 12
GM Tyranius
|
Raj pulls his cloak in tighter and tighter to help against the smoke filling the corridor. Success Zibini wasn't prepared for this and seems to be chasing the sparks. Failure. Initially relieved, Martin begins to get light headed from the ash of he Burvosi pine. Failure. Fanzofarmenod's helm seems to still e functioning, though he doeow for how long. Success Slipp ducks and dives, avoiding the sparks entirely. Success.
★★★
Chase! Round 4
Party Conditions: Successes 3
Battlemap
──────────
BOLD IS UP!:
──────────
Fanzofarmenod (19/19 HP)
Raj (30/30 HP)
⠀⠀Horus (18/18 HP)
Zibini (26/26 HP) │ Mage Armor |
Martin (34/34 HP)
⠀⠀Mavenee (34/34 HP) │ Eidolon |
➤ Impulse-7 (20/20 HP)
⠀⠀➤ Enforcer-571-294 (20/20 HP) │ Eidolon |
Slipp (26/26 HP)
Impulse-7
|
I apologize for the absence on the weekend. I planned posts for Sunday, but I didn't feel well.
Having no real survival skill in the wild, Impulse-7 still knows how to do it theoretically. He is logically looking for a way to lay the right route in such a situation without suffocating from the smoke, and even prompts the others.
Scouting Lore: 1d20 + 5 ⇒ (13) + 5 = 18
GM Tyranius
|
Impulse continues to lead the path through the smoke as he catches signs of the tunnels ahead as the Cyclopean Facility crushes the undead horde behind you. Success
Thievery to swat sparks aside
Survival to protect oneself from the sparks and smoke
★★★
Chase! Round 5
Party Conditions: Successes 4
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Fanzofarmenod (19/19 HP)
➤ Raj (30/30 HP)
⠀⠀➤ Horus (18/18 HP)
➤ Zibini (26/26 HP) │ Mage Armor |
➤ Martin (34/34 HP)
⠀⠀➤ Mavenee (34/34 HP) │ Eidolon |
➤ Impulse-7 (20/20 HP)
⠀⠀➤ Enforcer-571-294 (20/20 HP) │ Eidolon |
➤ Slipp (26/26 HP)
Martin Amblecrown.
|
Martin tries to recover from the effects of the sparks and smokes.
Survival: 1d20 + 6 ⇒ (19) + 6 = 25
GM Tyranius
|
Martin and Fanzofarmenod traverse the smoke-filled hallway as you find the Wine Cellar once again.
You are left with just one last push to the exit. Phantasmal flames, thunderclouds, and other disasters roil in the darkness as the malevolent will of Urxehl bears down on the collapsing tunnel. Dust and flames intermingle, looking back, a dreadful storm approaches as the tunnel collapses.
Will save to repel the will of Urxehl
Athletics to keep running
Intimidation to push back the hate with a primal scream
★★★
Chase! Round 5
──────────
BOLD IS UP!:
──────────
Fanzofarmenod (19/19 HP)
➤ Raj (30/30 HP)
⠀⠀➤ Horus (18/18 HP)
➤ Zibini (26/26 HP) │ Mage Armor |
Martin (34/34 HP)
⠀⠀Mavenee (34/34 HP) │ Eidolon |
➤ Impulse-7 (20/20 HP)
⠀⠀➤ Enforcer-571-294 (20/20 HP) │ Eidolon |
➤ Slipp (26/26 HP)
Slipp
|
"Now, that really won't do." tut-tuts the altogther more-animated-than-normal Slipp. "No... no it really won't"
The small gnome stops, turns on the pursing storm and screams. "If you keep on like that, I'll show you a REAL STORM."
"AAAAAAAAAAAAARRRRRRRRRRRRRRRRRRRRRRRRGGGGGGGGGGGGGGGGGGHHHHHHHHHHHHHHHHHHH HHH"
How precisely such a small body holds such a big voice is quite the mystery.
intimidate: 1d20 + 8 ⇒ (13) + 8 = 21
Raj the Unmovable
|
Athletics: 1d20 + 6 ⇒ (4) + 6 = 10
Athletics, HP reroll: 1d20 + 6 ⇒ (19) + 6 = 25
The exit in sight, Raj wanted just to run out. But feats of the day so far had taken their toll, and his legs felt really heavy. Raj had to remind himself that he was just no mere man - he was a Pathfinder, and he still had a job to do. So with sheer will, he forces his legs to move and sprints towards the exit.
Zibini, Goblin Psychic
|
"Pfft. Just a lot of light and noise. I can do that, too! I'm magic!" He's so proud to say it. "You're not scary, I AM!"
And Zibini laughs mockingly in the face of danger.
Intimidation: 1d20 + 8 ⇒ (16) + 8 = 24
GM Tyranius
|
Sorry folks I went down there for a couple of rough days with Covid. I'm back now.
Raj sprints for the exit, using every last bit of adrenaline he has. Crit Success +2. Zibini, laughs mocking the malevolence of Urxehl with his success. Crit Success +2. The smoke disorients Impule's systems as he begins to slow and seems a bit disoriented. Crit Fail -1. Slip screams into the void as the group sees light at the end of the tunnel. Success +1 Nearly there as the Library and Laboratory both collapse in on each other.
★★★
Chase! Round 6
Party Conditions: Chase Success +4
Battlemap
──────────
BOLD IS UP!:
──────────
➤ Fanzofarmenod (19/19 HP)
➤ Raj (30/30 HP)
⠀⠀➤ Horus (18/18 HP)
➤ Zibini (26/26 HP) │ Mage Armor |
➤ Martin (34/34 HP)
⠀⠀➤ Mavenee (34/34 HP) │ Eidolon |
➤ Impulse-7 (20/20 HP)
⠀⠀➤ Enforcer-571-294 (20/20 HP) │ Eidolon |
➤ Slipp (26/26 HP)
Fanzofarmenod
|
Fanzofarmenod laughs as demonic forces infiltrate his brain. "That tickles! Did you think Desna would let you find purchase here?"
Will save: 1d20 + 9 ⇒ (13) + 9 = 22
Slipp
|
Slipp pauses to offer another taste of a First World Scream at the cloud of hate in hot pursuit of the team. "Go back to your own home. ARRRRRRRGGGGGGGGGGGGGHHHHHHHHHHHHHHHHH"
intimidate: 1d20 + 8 ⇒ (8) + 8 = 16
Zibini, Goblin Psychic
|
"You can't beat us, you know. We told you to BACK OFF!"
Well, it was working. So just keep it up!
Intimidation: 1d20 + 8 ⇒ (16) + 8 = 24