Durg Jarlsbart
|
Durg sighs heavily as the villagers approach. She rolls her eyes and nods at Drak. "Let's go."
Zabu "Daggertooth" Creed
|
"Yeah, I can tell that they're ignorant of what fear really is. But I'm hear to educate them," Zabu says.
He's the first to head toward the front door and clearly ready to quell the crowd one way or another.
Zhao Fen.
|
"They have a legitimate grievance Zabu, but if we're lucky we can help both groups. We just need them to understand that"
She follows the others as quickly as she can, eager to fend off this disaster
Durg Jarlsbart
|
What, you don't want the barbarian and the wild druid with the tanked charisma trying to "calm" the crowd? I don't understand what your concern is... ;)
GM Tyranius
|
Haha. :)
The Pathfinders head out to meet with the angry mob. Revecka follows them to the entrance of the manor, saying, "I'll be watching at the window. If there's any problems, come back here. I'll be at the door."
As you approach to within speaking distance the man leading the people steps forward. He gestures at the man behind him. "Kistur did say that there might be Pathfinders here, held under the sway of th-"
Static noise presages the appearance of Lumna, and they suddenly appear standing next to Fen. A chorus of gasps and angry mutters follow, though the alien seems ignorant to the demeanor of the mob. "Hello. I am Lumna. It is a-"
"Block your ears!" Kistur shouts as a warning. You see him adjust the grip on his cleaver, then uses it to point at the Pathfinders. "The vile, malevolent, sick and evil being is trying to get in your head! It's already gotten to that lot."
You can tell that, without some intervention, this is going to escalate to violence quickly...
There are different approaches you can take to calm down the fearful mob so that they disperse. Some possible approaches are:
- Religion to draw draw a parallel between Lumna or the Scholars and Desna as travelers (the leader is wearing a necklace with a symbol of Desna)
- Arcana or Occultism to come up with an explanation filled with technical jargon that confuses the mob, making them hesitate
- Intimidation can inform the mob that the manor is filled with dangerous flammable reagents or paint a picture of untold dangers if they storm the manor
- Any other skill as long as it fits the situation
You can each make two checks.
Zhao Fen.
|
"She may be a vile, malevolent being"
Fen speaks loudly, and tries to surprise them with her words to cut through the din.
"But the truth is, we don't know yet. Shouldn't we offer her the benefit of the doubt, the same consideration any of us would want?"
Pausing for effect, she indicates the leaders Desnan symbol.
"She seems strange to us because she is a traveller. She has travelled further than I can imagine, and doesn't Desna teach us that the traveller is blessed? That we should offer them hospitality, and learn from them? We can help her go home, and end all of your troubles."
She makes eye contact with Kistur when she mentions the troubles.
"Just let us do that"
I'm going for a blend of diplomacy and religion
Diplomacy: 1d20 + 21 ⇒ (15) + 21 = 36
Religion: 1d20 + 12 ⇒ (9) + 12 = 21
Drak Cicero
|
Drak will pick up on Zhao Fen's points and work to reinforce them.
Any actions taken out of ignorance, without understanding of what is happening, can be very dangerous. We are in the process of trying to gain that understanding. You are welcome to stay and work with us in reaching that understanding. Once we understand what is going on, that may be the time for torches and pitchforks.
But travelers from faraway places often require understanding and translation. Even words we find familiar may have different meanings when used by a traveler, as they come from different context. Do the people of the Mwangi use words in the same way as the Land of the Linnorm Kings? Yes, there have been problems with dreams, and we are working to resolve them peacefully. Understanding the traveler is the key.
Diplomacy : 1d20 + 16 ⇒ (3) + 16 = 19
Religion : 1d20 + 12 ⇒ (14) + 12 = 26
Since this is to recall knowledge about parallels with Desna, if that doesn't work I'll invoke Kreighton's Cognitive Crossover to reroll using Occultism
Occultism : 1d20 + 12 ⇒ (14) + 12 = 26
I got that Hero Point a bit ago for shutting down the Harpies. This seems like a good time to use it.
Diplomacy reroll: 1d20 + 16 ⇒ (5) + 16 = 21
Zabu "Daggertooth" Creed
|
Zabu slips his mask on before he addresses the crowd. He steps in front of the others and crosses his arms over his chest.
"Listen, we've already fought balls of fire, carnivorous pudding and bird ladies and we haven't even gone down into the basement. You're not ready to go in there," he says.
Intimidation: 1d20 + 13 ⇒ (13) + 13 = 26
"But the most dangerous thing around here is standing right in front of you and I'll happily show you why if you don't go somewhere else and mind your business."
Intimidation: 1d20 + 13 ⇒ (14) + 13 = 27
Durg Jarlsbart
|
Durg shrugs her shoulders, cracks her neck, and transforms into a Huge bear. Yes, actual Huge size
"GRAAAAAAGH!"
Any sort of circumstance bonus?
Intimidate: 1d20 + 8 ⇒ (12) + 8 = 20
Intimidate: 1d20 + 8 ⇒ (3) + 8 = 11 HP!
Intimidate: 1d20 + 8 ⇒ (17) + 8 = 25
GM Tyranius
|
Kistur looks at the man leading the group as most of the farmers begin to flee from Zabu and Durg. "Saban, please. Don't listen-"
The man named Saban raises a hand, silencing Kistur. "I will not risk harm to the good people assembled."
With a nod to Drak, Saban turns and leaves. The mob, including Kistur, follow wordlessly behind him as you disperse them with non-violent means.
The Pathfinders return to the manor in time to see Revecka about to head up the stairs. Her voice is weak when she speaks. "I need to get some rest. I'll be upstairs if you have other questions. If you're keen on heading to the lab, it's through the study," Revecka says, pointing at the door to the left.
When one of you gets close, a deadpan voice intones, "The laboratory is in lockdown mode by the authority of Revecka Cioraru. Only authorized personnel with the current password may enter."
You say the word 'Stormheart' the voice continues, saying, "Password accepted." The door unlocks, revealing a small room with stairs leading deep below the manor. As you descend, the air becomes cold and humid and carries an animalistic smell. The sound of water is faintly audible in the distance.
Looping around to where the water flows in. The source of the water is a fountain that, perhaps due to the rerouting of power that's occurred, is now overflowing at a slow trickle.
Heading south from the fountain, you reaches a fork. You see a room filled with spacious pens holding a few different animals. On one side, an albino ball python slithers in a terrarium adorned with Osirion inspired decor while a vampire bat sleeps lazily away from the light. On the opposite end, a large aquarium fitted with a spigot hosts a pair of bizarre fishlike creatures. An attentive and diminutive cu sith sits free in the middle of the room, wearing a polished silver collar with the word "Gleam" on it.
Upon spotting you, the cu sith taps his paw three times on the floor and sits next to what appears to be a chart on the floor.
Drak Cicero
|
Drak will come over and see if he can figure out what the Cu Sith is trying to communicate? Is Occultism applicable here? Or Religion?
Occultism to try and understand the Cu Sith: 1d20 + 12 ⇒ (16) + 12 = 28
Religion to try and understand the Cu Sith: 1d20 + 12 ⇒ (1) + 12 = 13
Since this is to recall knowledge and I am assuming Occultism applies. If it doesn't work I'll invoke Kreighton's Cognitive Crossover to reroll using Religion. The process gets reversed if Relgion is the primary. If the primary should be something else, ignore this.
Durg Jarlsbart
|
Durg shrinks back down to her normal size before heading back inside, a slightly smug smile on her lips.
In the lab, she immediately checks the animals to see if they are being cared for properly.
Nature to ID the fish?: 1d20 + 19 ⇒ (20) + 19 = 39 (-7 to the result if Occultism instead)
Zabu "Daggertooth" Creed
|
"Wusses," Zabu comments disappointedly as the crowd disperses without violence.
"I'm no scientist but a stream of water on the floor in a building full of electricity seems like a bad thing," he says as he sees the leaking fountain.
The animal scent gets him amped up, though but there is only disappointment again as the animal proves peaceful.
While the others do more talking, he taps the glass on the terrarium with one sharp nail.
Zhao Fen.
|
Fen examines the chart, and tries to understand what the Cu Sith is trying to tell her.
Nature?: 1d20 + 1 ⇒ (19) + 1 = 20
GM Tyranius
|
It doesn't really say what exactly the fish are.
Several of you study the chart. It's simple enough, explaining the meaning of the tapping from Gleam, the cu sith, and lists off various planes of existence.
Clearly looking for a reward, Gleam once more taps three times. Consulting the chart reveals that the taps indicate a portal to the Shadow Plane.
Drak Cicero
|
Out of character I do not know how to interpret this information or what we are supposed to do for Gleam? Maybe I am just dense.
GM Tyranius
|
There is little to do with him unless you are able to speak with animals. Otherwise you can continue onwards towards the next room.
Durg Jarlsbart
|
That's fine. Durg's just doing animal things.
Durg attempts to communicate with the Cu Sith in Druidic, though that's unlikely to help.
"Shadow Plane, eh? What a good Cu Sith!"
She digs around in a pouch for a snack and gives the creature a good scritching, before wandering off to the next room.
GM Tyranius
|
The Cu Sith doesn't seem to respond to druidic and eagerly takes the snack, munching on it in large hungry bites.
Meanwhile, you move past the Cu Sith to explore another room. The room is dominated by a complex device fitted with two large coils and dozens of dials located on a raised platform. Its metallic shine has not faded over the years, although some of the engravings next to each panel have been worn out due to long-time use. The machine emits a steady and low hum.
Vilo reappears, and when he speaks it's through the machine. His voice is strangely melodic as he talks, suggesting that there may be a musical quality to the device. "Hello again! Seems you've found the device Silvu created for me. Normally, I could only communicate through this, but the key you carry seems to also be a broadcasting device of sorts."
"I wonder what would happen if the two were interfaced together..."
With a crafting check of course.
Zhao Fen.
|
Fen takes the key box out in preparation, and stares at the machine with awe.
"My this looks complicated..."
I don't think anyone has crafting? Unless anyone has an ability to substitute a skill we might be in trouble. Or if we can try untrained we can have one of our 12 INT brainboxes (Durg and Drak) try? I can offer a +1 with Heroism. If you make the check assume Fen casts that on you
GM Tyranius
|
I would allow a substitution as long as it makes sense.
Drak Cicero
|
Drak has Untrained Improvisation, which Herolab doesn't seem to take into account when producing his Statblock. His Crafting is +9, but if this action requires he be trained in Crafting, that doesn't work.
Here are a couple of off the wall ideas that might help, or not
Performance to Understand the Musical Qualities of the Device, Master: 1d20 + 19 ⇒ (5) + 19 = 24
And I am assuming Occultism applies as the skill to understand this device. If it doesn't work I'll invoke Kreighton's Cognitive Crossover to reroll using Religion.
Occultism to try and understand the Strange Device, with +2 if it involves mental Magic: 1d20 + 12 ⇒ (2) + 12 = 14
Religion to try and understand the Strange Device, with +2 if it involves mental Magic: 1d20 + 12 ⇒ (14) + 12 = 26
Probably no help, and probably no opportunity to try again.
Durg Jarlsbart
|
How about Thievery to fit the pieces back together? Durg is trained.
Overcoming her distaste for the unnatural, Durg looks over the machine in detail. "Maybe here?" She opens the box and attempts to push the key into place.
Thievery: 1d20 + 14 ⇒ (8) + 14 = 22 If that doesn't work, I'll spend a hero point, unless I don't think that will work.
Thievery: 1d20 + 14 ⇒ (13) + 14 = 27
GM Tyranius
|
Not much for crafting Durg takes several minutes to look over the strange device that Drak believes to be some sort of communication vessel.
Durg shifts some plates enough to reveal an opening as he rigs the 'key' in place.
The hum from the device is replaced by a series of different high and low frequency sounds before it creates a connection. A moment passes before the Pathfinders hear a feminine voice filled with trepidation ask, "Revecka? Is that you?"
Zhao Fen.
|
"Oh well done Durg!" Fen is delighted that the crafty druid managed to figure it out, but then is confused by the voice.
"No Revecka is injured, we're her allies. Who are you?"
GM Tyranius
|
"Injured! What happened? Where are you right now? How is it that you reached me?" The voice seems filled with concern.
Drak Cicero
|
Revecka is resting upstairs, and in no immediate danger. I am unclear as to exactly how she got injured, but we are helping her and will do our best to make sure she recovers. We are downstairs in the lab, and it seems when we activated the device that we thought was a vessel for Lumna, we ended up in communication with you. Which brings us to the question of "Who are you?"
Diplomacy to make an impression: 1d20 + 16 ⇒ (13) + 16 = 29
Durg Jarlsbart
|
Durg smiles at Fen then moves out of the way of the talky people. What else is in this room?
Perception: 1d20 + 17 ⇒ (2) + 17 = 19
GM Tyranius
|
At Drak's words there's a deep exhalation. You can tell that this person cares deeply for Revecka.
"Good. Good! Alright then, since you're Pathfinders I feel like you probably deserve answers. It's a tale, so please bear with me."
"My name is Narcela, and my mother is a night hag named Aslynn. She sent me to monitor the Ardis Scholars several months ago. During this time, I got to know them. They're good people, and don't deserve to be pawns in my mother's game. So I started visiting the dreams of one of their researchers, Revecka."
"When I discovering what my mother did in the Tomb Between Worlds, I decided to turn against Aslynn to protect Revecka and the rest of the Ardis Scholars. Before I could do much, Aslynn launched a sudden raid on the laboratory and captured most of the scholars, planning to use their knowledge of rare technology and interplanar travel to further her schemes."
"I am no match for my mother in a direct confrontation, so fled the scene, pocketing a strange crystal key," Narcela pauses, and you can hear the regret in her voice when she continues. "The survivors left behind have been forced to fend for themselves, including an incorporeal being from another world named Lumna, that you mentioned."
"I knew that Lumna would likely evade Aslynn’s raid, but they can't survive on Golarion long-term without specialized care. Lumna’s telepathic communications can traverse great distances using the crystal key as a beacon though, so I snuck the key into the Pathfinder Society’s treasure hoard, hoping Lumna would eventually reach out for aid."
"My plan was for the Pathfinder Society to arrive in time to save Lumna, learn what Aslynn had done to the Ardis Scholars, and rescue whoever had survived Aslynn’s plots. I've been unable to reach Revecka’s dreams since the raid, and was worried she was dead or caught in the grasp of my mother’s power over nightmares. But neither of those things happened, and you're there now. So my plan worked. Thanks you."
Thoughout this whole conversation Durg pokes around, finding nothing of interest.
Drak Cicero
|
One of Aslynn's daughters turning against her screams for a Sense motive check to see whether I believe her.
Perception to Sense Motive: 1d20 + 14 ⇒ (10) + 14 = 24
It sounds like you know quite a bit about the situation here. Can you tell us where the Ardis Scholars are and how we might rescue them? Also, we understood this device to be a vessel for Lumna to use as a safe haven. Where is Lumna now? And this device seems to be sending disturbing dreams to many people, and this is especially a problem for the locals. Can that capability be turned off?
Zabu "Daggertooth" Creed
|
"Yeah...you can see how we might not entirely trust the daughter of a night hag when there are bad dreams involved," Zabu comments.
"Although, I'd trust you a lot more if you can tell us where the Ardis Scholars and Lumna are."
GM Tyranius
|
"I understand you cause for concern. I am not sure where the Scholar's are being kept by my Mother yet but I intend to find out." This is another scenario.
Listening to her Drak feels as if she is being entirely truthful.
"If you can help Lumna, please do. They're an innocent in all of this, and are trapped due to circumstance and bad luck."
Basically Lumna is trapped down here, as you saw in the vision. Lumna is communicating through the key that is now sealed in the box. She was unintentionally injuring people's minds through trying to reach such great distances and unaware of the reprocussions.
Durg Jarlsbart
|
Durg listens, but is very suspicious. Hags don't sound like fun.
Perception/SM: 1d20 + 17 ⇒ (1) + 17 = 18
Zhao Fen.
|
Fen looks concerned at the mention of Aslynn, and her hair and clothes start to sway and shake as if in a sudden stronge breeze.
"Perhaps Lumna's vessel is somewhere else?"
She casts her eyes around for likely candidates.
Perception: 1d20 + 12 ⇒ (12) + 12 = 24
Are there unexplored rooms? We'll check them out if so
Zabu "Daggertooth" Creed
|
Zabu will also begin searching the area, sniffing around, literally.
Perception: 1d20 + 12 ⇒ (5) + 12 = 17
Zabu also has imprecise scent 30 feet and Illusion sense. If he comes within 10' of an illusion, he gets an automatic (secret) Will save with a +1 to disbelieve it. Will is +12.
"There has to be something good down here, right?"
GM Tyranius
|
Narcela breaks off communications then, and silence returns. The Pathfinders resume their exploration, heading further into the Lab. Before long they reach another chamber.
The air feels stale and cold, as if something were draining this place of warmth. Scraps and spare parts lie scattered across the room, making it difficult to move without hitting a spring, coil or tube. Unfinished, humanlike constructs lean inert against the wall, most missing limbs or critical components. One slender construct, heavily modified by expert hands, is fitted with a large coil leading to a container filled with dark energy.
The construct begins to move, swirling purple energy infusing it to an animate state. At the same time some of the scattered parts begin bouncing about. Each moves with a menacing intent!
Zhao Fen's Initiative: 1d20 + 12 ⇒ (7) + 12 = 19
Durg Jarlsbart's Initiative: 1d20 + 17 ⇒ (16) + 17 = 33
Drak's Initiative Using Performance(Inspire Courage): 1d20 + 19 ⇒ (11) + 19 = 30
Zabu's Initiative: 1d20 + 12 ⇒ (17) + 12 = 29
Clockwork Vessel: 1d20 + 18 ⇒ (19) + 18 = 37
Clockwork Heap: 1d20 + 11 ⇒ (5) + 11 = 16
The clockwork construct slowly grinds it's way out of the room as a several gears moves plates into place to better defend itself while a long halberd strikes at Zabu.
Halberd vs Zabu AC 24: 1d20 + 21 ⇒ (14) + 21 = 35
Damage: 1d10 + 9 ⇒ (4) + 9 = 13
Damage (Negative): 1d6 ⇒ 6 Crit for 38
★★★
Possessed Clockwork! Round 1
──────────
BOLD IS UP!:
──────────
Clockwork Vessel (Red) (-0 HP)
➤ Durg (109/109 HP) │ Resist Acid, Cold, Elec (5) | Fire, Poison (4)
➤ Drak (88/88 HP) │ Resist Elec (10) |
➤ Zabu (86/124 HP) │ Resist Fire (5) | Elec (10) |
➤ Zhao Fen (116/116 HP) │ Resist Fire (5) |
Clockwork Heap (Green) (-0 HP)
Clockwork Heap (Yellow) (-0 HP)
Drak Cicero
|
Drak will endeavor to Inspire his comrades.
◇ Lingering Composition
Performance check for Lingering Performance: 1d20 + 20 ⇒ (5) + 20 = 25
At work so I can't check, but I'll assume that is a failure at this level. Moving on
◆ Cast Inspire Courage
One round of +1 ATK/DMG Saves Versus Fear
◆◆ Try to hit the Clockwork Vessel with another piece of clockwork junk with Inspire Courage
Telekinetic Projectile Attack, looking for something sharp: 1d20 + 16 + 1 ⇒ (14) + 16 + 1 = 31
Piercing damage: 4d6 + 4 + 1 ⇒ (5, 4, 5, 3) + 4 + 1 = 22
Zabu "Daggertooth" Creed
|
"Oh! Coming out hard! Well, I can do hard!" Zabu says as the halberd leaves a long slash across his torso.
He closes the distance to the clockwork STEP, his face and fingers transforming once more RAGE.
Then, he tests his teeth against metal.
Jaws(Raging): 1d20 + 16 ⇒ (1) + 16 = 17
Piercing: 2d12 + 6 + 5 ⇒ (3, 1) + 6 + 5 = 15
Durg Jarlsbart
|
Level 8 DC is 24, so I think you still make it.
"Why do these people insist on building things so small?" the dwarf grumbles as they raise their shield and move closer. Moving to the side, so other folks can get in, they punch the construct once.
+1 Striking Ghost Touch, inspire?: 1d20 + 13 + 1 ⇒ (8) + 13 + 1 = 22 for punch: 2d6 + 3 + 1 ⇒ (5, 3) + 3 + 1 = 12
Zhao Fen.
|
Ancestor: 1d4 ⇒ 2 => Skill Actions
Fen see's the spirit of her mother Zhao Meifeng telling her to be careful and use guile, but she doesn't have time for her at the minute. She moves quickly to the creature attacking Zabu, and over her Mother's shouted protestations that only she can hear, she touches it with her Katana and channels the fury of her ancestors through it.
This only targets "living creatures" and does mental damage so it probably doesn't do anything, but you never know! Regardless, it pushes her curse up to Moderate
◆ Stride
◆ Cast a Spell (somatic) - Ancestral Touch (Cursebound Emotion Enchantment Fear Mental Oracle)
DC 4 Flat: 1d20 ⇒ 18
Damage (Mental): 5d4 ⇒ (1, 3, 3, 1, 4) = 12
DC 27 basic will save, frightened 1 on failure or 2 on a critical failure.
With her ancestors more visible to her than ever, she tries to continue ignoring her mother and strike down at the construct.
◆ Strike +1 Striking Ghost-Touch Katana (Deadly d8, Two-Hand d10, Uncommon, Versatile P)
DC 6 Flat: 1d20 ⇒ 6
Strike, inspire vs. FF?: 1d20 + 16 + 1 ⇒ (13) + 16 + 1 = 30
Damage (Magical slashing), inspire: 2d10 + 4 + 1 ⇒ (3, 5) + 4 + 1 = 13
Deadly?: 1d8 ⇒ 3
Ancestor: 1d4 ⇒ 3 => Spells
Meifeng is finally replaced by her wizardly ancestor Zhao Shuo who crosses his arms and shakes his head at her swinging her sword around. To everyone else, Fen appears as distracted as always, if not more!
Resistance to all 11 on the triggering damage
◆ Strike +1 Striking Ghost-Touch Katana (Deadly d8, Two-Hand d10, Uncommon, Versatile P)
DC 6 Flat: 1d20 ⇒ 12
Strike: 1d20 + 16 ⇒ (15) + 16 = 31
Damage (Magical slashing): 2d10 + 4 ⇒ (10, 3) + 4 = 17
Deadly?: 1d8 ⇒ 2
GM Tyranius
|
Durg's fist bounces off of the hard metallic plating, though as Durg moves in she is met by the constructs halberd as it moves rather quickly.
AoO Halberd vs Durg AC 27: 1d20 + 21 ⇒ (5) + 21 = 26
Durg ducks out of its path as Drak begins to inspire the group, sending a loose stone intp the creature, denting in its side. Resistance 5.
Zabu enrages but his teeth aren't near sharp enough to puncture inot the metal. Zhao Fen reaches out to try and tap into the constructs mind and draws a blank. Constructs are neither living nor undead. That and this creature is mindless.
Fen's katana slices a thin opening in the plating. Resistance 5
The two smaller piles of scrap begin to stir dust, debris as it swirls out across the floor 30' out damaging everything in its path.
Green Bludgeoning Damage (Everyone except Drak: 2d10 ⇒ (2, 3) = 5 DC 22 Basic Fort Save
Yellow Bludgeoning Damage (Everyone except Drak: 2d10 ⇒ (1, 1) = 2 DC 22 Basic Fort Save
Clockwork Vessel Reflex Save 1: 1d20 + 16 ⇒ (4) + 16 = 20 No Damage.
Clockwork Vessel Reflex Save 2: 1d20 + 16 ⇒ (14) + 16 = 30 No Damage
The plates on the back of the clockwork vessel begin to slide and chatter as they shift from defensive to offensive and back to defensive. As the plates shift they release tendrils of negative energy.
Etheric Discharge Negative Damage (Durg, Fen, and Zabu): 9d6 ⇒ (3, 4, 2, 3, 3, 4, 6, 1, 5) = 31 DC 23 Fort Save
★★★
Possessed Clockwork! Round 2
──────────
BEFORE YOUR TURN:
──────────
Durg: DC 22 Fort x2 vs Bludgeoning | DC 23 Fort vs Etheric Discharge
Zabu: DC 22 Fort x2 vs Bludgeoning | DC 23 Fort vs Etheric Discharge
Zhao Fen: DC 22 Fort x2 vs Bludgeoning | DC 23 Fort vs Etheric Discharge
──────────
BOLD IS UP!:
──────────
Clockwork Vessel (Red) (-25 HP)
➤ Durg (109/109 HP) │ Resist Acid, Cold, Elec (5) | Fire, Poison (4)
➤ Drak (88/88 HP) │ Resist Elec (10) |
➤ Zabu (86/124 HP) │ Resist Fire (5) | Elec (10) | Temp HP 11
➤ Zhao Fen (116/116 HP) │ Resist Fire (5) |
Clockwork Heap (Green) (-0 HP)
Clockwork Heap (Yellow) (-0 HP)
Zhao Fen.
|
Fen would like to use her Retributive Strike on red if Zabu takes any damage from that negative energy, or Durg if not. Her attack roll is on her last post. She's also going to move so it might make sense for Zabu and Durg to delay after her so they can both get flanking
DC 22 Fort: 1d20 + 17 ⇒ (13) + 17 = 30
DC 22 Fort: 1d20 + 17 ⇒ (11) + 17 = 28
DC 23 Fort: 1d20 + 17 ⇒ (11) + 17 = 28
The portly spirit of Fen's magical ancestor points to the cluster of enemies and starts to intone the magical words for a flame strike spell. Fen nods and rushes back, copying his words and motions.
◆ Stride
◆◆ Cast a Spell (verbal, somatic) - Flame Strike (Evocation Fire)
Fire/Divine, curse: 8d6 + 5 ⇒ (4, 5, 2, 5, 3, 3, 5, 2) + 5 = 34
DC 27 basic reflex. Half usual fire resistance, immunity => save one better
I'm on my phone so I haven't been able to put a template on, but I think if she targets the bottom right intersection of the square 3 directly to the right of her position she'd hit all the enemies and none of her allies with a 10' burst
Ancestor: 1d4 ⇒ 4
Drak Cicero
|
I am still assuming the Lingering Performance Failed
◇ Lingering Composition
Performance check for Lingering Performance: 1d20 + 20 ⇒ (12) + 20 = 32
That should be enough for it to linger for 3 rounds
◆ Cast Inspire Courage
Three rounds of +1 status bonus to ATK/DMG Saves Versus Fear
Looks like this worked the first time, so I'll keep it going
◆◆ Try to hit the Clockwork Vessel with another piece of clockwork junk with Inspire Courage
Telekinetic Projectile Attack, looking for something sharp: 1d20 + 16 + 1 ⇒ (17) + 16 + 1 = 34
Piercing damage: 4d6 + 4 + 1 ⇒ (1, 4, 6, 2) + 4 + 1 = 18
Durg Jarlsbart
|
Durg grunts as dirt comes flying out of the room at everyone.
Fort vs. 22: 1d20 + 17 ⇒ (1) + 17 = 18 Ugh
Fort vs. 22: 1d20 + 17 ⇒ (18) + 17 = 35
She dodges in exactly the wrong way and gets clonked upside the head. -10 HP Moving a step back (provoking), she casts a Lightning Bolt down the hallway at all three creatures.
electricity, basic Reflex DC 27: 4d12 ⇒ (12, 5, 3, 1) = 21
◆ Stride
◆◆ Cast
Zabu "Daggertooth" Creed
|
Fortitude: 1d20 + 17 ⇒ (18) + 17 = 35
Fortitude: 1d20 + 17 ⇒ (13) + 17 = 30
Fortitude: 1d20 + 17 ⇒ (18) + 17 = 35
Zabu has Juggernaut so the one of those that wasn't actually a crit is treated as a crit.
Seeing all the attacks bounce off the thing's metal plates, Zabu sticks with his most damaging attack.
Jaws(Raging): 1d20 + 16 ⇒ (12) + 16 = 28
Piercing: 2d12 + 6 + 5 ⇒ (10, 1) + 6 + 5 = 22
Jaws(Raging, MAP): 1d20 + 16 - 5 ⇒ (14) + 16 - 5 = 25
Piercing: 2d12 + 6 + 5 ⇒ (5, 9) + 6 + 5 = 25
Jaws(Raging, MAP): 1d20 + 16 - 10 ⇒ (20) + 16 - 10 = 26
Piercing: 2d12 + 6 + 5 ⇒ (1, 3) + 6 + 5 = 15
GM Tyranius
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Durg Fort DC 23 vs Etheric Discharge: 1d20 + 17 ⇒ (2) + 17 = 19
Most of you take a few scraps and some small burns from the negative energy but, Fen strikes back protecting Durg as much as she can, her katana slices another hole across the metal, causing some of the gears to cease moving.
Durg sends a lightning bolt down the hallway, striking all three of the clockwork constructs.
Red Reflex DC 27: 1d20 + 16 ⇒ (4) + 16 = 20 Weakness 5 Electricity
Green Reflex DC 27: 1d20 + 11 ⇒ (9) + 11 = 20 Weakness 5 Electricity
Yellow Reflex DC 27: 1d20 + 11 ⇒ (16) + 11 = 27 Weakness 5 Electricity
The electricity courses through their frames having a serious effect on the constructs.
Drak manages to get his inspiration to linger a little longer this time around. Success. As his small stone whips back around and dents in the clockwork's head piece.
Zabu continues to rage, though it doesn't seem to help his concentration as each of his attacks seems to just slide right off the metal with little more than small scratches. All misses.
Fen drops down a pillar of fire right on top of the trio.
Red Reflex DC 27: 1d20 + 16 ⇒ (4) + 16 = 20
Green Reflex DC 27: 1d20 + 11 ⇒ (8) + 11 = 19
Yellow Reflex DC 27: 1d20 + 11 ⇒ (8) + 11 = 19
The flames are so strong that they begin to melt the internal components of the constructs. All three collapse to the floor as blackened metal turns red-hot in some areas released steam.
Among the many scattered parts, you find a damaged galvasphere. While the galvasphere has no inherent power, you are fairly certain it can still be of use. Alas, there is nothing else of worth, so you continue your explorations.
Moving to where the water trickled in you see that the worked stone gives away to a more rugged and natural cavern overflowing with water from an underground stream. A fine metal mesh containing a slowly dissipating energy orb about 5 feet across is suspended in the center of the enclosure.
Inside the mesh is a glowing orb, one that you realize must be Lumna.
The electrified mesh serves two purposes: it protects the anyone from the alien’s otherwise overwhelming telepathy, and it keeps Lumna’s essence somewhat stable.
"You have found me. This is good news. I have been curious about this place, your world. But would rather have arrived in gentler circumstances," the glowing orb dims slighty, then continues. "The unpredictable nature of my planar jump wounded me, but the kindness from Doctor Treju was unexpected. I wish I had not hurt them, and promise to you that it was not on purpose. It seems that my natural form is not compatible with your minds, and so I find myself within this enclosure."
You realize that the essense gatherer you just retrieved could be used to extract Lumna from their cage and allow them to leave the manor.
Freeing Lumna is a delicate process that is risky for the person doing the task. Thankfully, you have everything you need. Whoever does the work should give me a Reflex save.
Drak Cicero
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I'll give it a go. Maybe that Electricity resistance will finally come in handy, and it makes sense as an Occultism task
Reflex save: 1d20 + 16 ⇒ (13) + 16 = 29
If we connect this wire here, and the power source here. . .
GM Tyranius
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Electricity Damage: 4d12 ⇒ (5, 2, 3, 12) = 22 1 Electricity damage after resistances.
Taking the essense gatherer, Drak moves towards Lumna to collect their energy-based body within. The bard has no difficulty avoiding the electrical energy that bound the alien as he only takes a small shock and moments later steps away from the danger.
"It is done. Thank you. I will be forever in your debt," Lumna says, their voice filling the air around the essense gatherer. "I would like to travel with you, at least for a time. If you'll allow it?"
With Lumna saved and the mystery behind the crystal key solved, you make ready for your return to the Lodestar Inn, but not before Revecka makes a 'call' to Narcela through the device in the basement to let Narcela know she is alright and what transpired.
Once more seated at a table with Evni Zongnoss, the group recounts all that they learned. Kamenya is pleased that Revecka came back with you all, expressing their thanks for helping the Ardis scholar. Ziri listens to all that you learned, but does not seem overly impressed by your findings. That said, the half-orc does bring you all a round of drinks and raises a glass to commend them on their work.
When the last of you finishes your report, Lumna speaks up. It's like a dam that has finally broken, as the alien barrages Evni, Ziri, and Kamenya with questions. "What is a Pathfinder? How many people are you? Is everyone helpful like these Pathfinders? What planets have you traveled to? Where..."
After the questions abate, which takes a while, Evni speaks with Revecka. "The Pathfinder Society will provide the alchemical reagents needed to keep your heart beating, and the Society has numerous researchers who
would be interested in collaborating with you. You have my word: we will help."
"Thank you," Revecka says. "I'll take what help I can get. Hopefully I can get in contact again with Narcela too. I understand that Aslynn is a concern for you. She's a concern for Narcela and I now as well."
This is the end of the scenario. Please feel free to continue roleplaying as much as you wish. I should have chronicles and reporting completed by tomorrow.
Zabu "Daggertooth" Creed
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After the others have electrocuted and melted the machines into oblivion, Zabu vents his anger at having been completely ineffective on the remains by kicking them, a lot.
He continues to sulk as Lumna is saved and the return trip and the reporting. He only perks up as booze is forthcoming.
"Hey...exploring and fighting are what I do second best," Zabu says to Ziri, toasting her and giving her a broad wink.
Durg Jarlsbart
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"Good to adventure with you all. Maybe the next one will have more space."