DoubleGold |
a +1 vicious bastard sword
+1 mithral short sword Wasn't sure, thought it would be easy enough to identify Mithral or even Adamantine in Pathfinder. If you play Runescape, minerals are color coded. Blue=Mithral, Green=Adamantine.
If you want to go into room 3 I need a disable device check as the doors are locked, otherwise pick another room for now if you wish.
Also
Mission Notes: Taldor faction PCs should be interested in the rose window. Unfortunately, the shattered window must be reconstructed to copy the code, which requires a DC 20 Perception check or a DC 15 Knowledge (history or religion) check. The message is written on the stainedglassimage of the Starstone. PCs can copy the script (or the entire window) to complete their mission, earning Taldor faction PCs 1 Prestige Award
Igor Ivantoe |
@DoubleGold - My character can easily (automatically) make either of those checks but faction missions are no longer used in PFS.
"Well, can anyone deal with the lock to this room?"
Marcus Garrolus & Bork |
Hmm, one second, there seems to be something hidden in this window, let's see if I can figure this out...
Marcus Takes 10 for 20 on Perception
Even if there is no mechanical effect to the faction mission, this son of Taldor appreciates the flavour!
Eh, a door you say? Kicking it in or going through a window are all I've got.
Marcus Garrolus & Bork |
Question about the map. It says "balcony level". Is the party clustered around door, or are these windows or something else?
And can we see from the 'walkways' on either side down into area 3? Or are there walls?
DoubleGold |
You cannot see area 3. It is walled off. I really had to look at the scenario again and again, the scenario can't/won't make sense if area 5 wasn't walled off from area 3. It requires reading the whole scenario and reading in between the lines, but you can only get to area three from the front door of area 5.
Marcus Garrolus & Bork |
Roger, thanks! Just wanted to check, as I was thinking of trying to swashbuckler my way down on a rope if that was possible. :)
Marcus Garrolus & Bork |
My preference would be Area 3, but looks like we have no disable device or Knock, so...
Well, best not dilly dally, since they know we're here! To area 7 I go...
Jilla |
"I used to have pet hamsters named Dilly and Dally!" says Jilla as she follows Marcus.
Igor Ivantoe |
Igor nods moving with the others towards area 7.
@DoubleGold - Are any of the doors, walls or floor made completely of stone? I am just wondering if my Earth Elemental can try to glide in and open the door to area 3.
DoubleGold |
Yeah, the Earth elemental can open the door from the other side, but one room at a time is probably best.
Room 7
At the center of this twenty-foot-square room stand eight stout glass receptacles filled with fluids ranging from clear liquid to green jelly. Warty, fleshy blobs, resembling tiny humanoids, float inside each one. In one tube, a large black eye blinks up and down repeatedly, while in others a creature’s arms wave frantically and a strangely pretty doll-faced creature floats calmly.Heavy wooden benches ring the room, overflowing with alembics, beakers, ovens, tubes, and alchemical equipment of all sorts. Stout doors stand along the room’s western and northern walls, and a narrow staircase leads upward along the north wall.
A homunculus approaches you and tries to communicate with you, but can't speak. Linguistics or sense motive dc 20. And a dc 20 diplomacy check as well to accurately communicate with them.
Igor Ivantoe |
Igor is able to translate the gestures of the homunculus for the rest of the party.
20 on a take 10 for Linguistics.
@Marcus - Your character should be able to automatically succeed on a Diplomacy check with a take 10.
@Garsita - Your help is appreciated but not needed for these rolls. :)
DoubleGold |
They tell you about an attack, the homunculi tell the you all of the
air elemental, though they do not know where it is now. They also know that a humanoid with a wicked spiked chain led the attack. Most importantly, they report that their master has remained unconscious since the attack and was taken through the north door.
When you ask about contacting Telfyr telepathically learn that his unconsciousness has so far prevented any communication.
Under no circumstances will the homunculi accompany you all elsewhere in the cathedral.
7B contains valuable tomes
7C is Telfyr’s home including both his office (a small marble table and a
bookcase filled with tomes detailing the creation of homunculi and other constructs) and, hidden behind several tapestries depicting Aroden and Iomedae, his richly appointed bedchamber. The neatly made bed lies beside a nightstand stacked with several well-thumbed volumes of the Pathfinder Chronicles, with bookmarks flagging some of the more titillating passages.
Willard Ravenhair |
Willard flips through the Pathfinder Chronicles noting what seemed interesting to Telfyr, Huh, this is certainly something... he says, putting the book down.
Perception: 1d20 + 3 ⇒ (13) + 3 = 16
Oh, hey this pamphlet, Book of the Dreaming Devils, is in the tower archives. Very interesting! he tucks the pamphlet into his satchel for later.
Marcus Garrolus & Bork |
I say! Good names, but shame they aren't here now, so they could squeeze under the door and let us in. Or is that mice... Marcus responds to Jilla, as they head to area 7.
Oh! Good show, Igor, glad you have figured out what they are saying. Now, what is the charade for "is there a secret entry way to the big room"? As requested, I will take 10 on Diplo
Righty then. Onwards? My first thought is for the Earth Elemental unlocking Area 3 for us, but I'll happily follow if anyone else wants to head somewhere else.
Igor Ivantoe |
Igor plays the alchemy mini-game safely extracting some fluid and a strange looking blob.
21 Craft-Alchemy on a take 10 for both checks.
"Alright. It is time to go to the locked room. Tiny Pebble can open it from the inside."
DoubleGold |
The Cathedral of Aroden’s former congregation hall fills an enormous, high-ceilinged open space, with the rectangular nave opening into a large circular chamber beneath the building’s grand dome.
Along the dome’s ceiling, a fresco depicts Aroden’s apotheosis
and his famed battle with the wizard-king Tar Baphon on the Isle of Terror. Although intricate, the fresco’s crumbling perimeter and fading colors betray the lack of recent maintenance. A narrow wooden balcony, lined by a finely carved balustrade, encircles the dome’s base and the cathedral’s nave. The balusters depict men following several different professions, while fine calligraphy graces the top railing.Forty feet below, an enormous altar—itself the size of a small building—stands stoutly below the dome’s apex. The cathedral’s nave stretches out to the south. Soft blue light streams into the enormous space through dozens of meticulously decorated stained-glass windows lining the nave. They illuminate trophies of all sorts—from weapons to wands—hung from the hall’s many columns.
Signs of last night’s gala and the massacre that interrupted it are obvious: freshly painted sunburst decorations, tables swathed in fine cloth covered with spoiled food, a portable stage standing empty but bloodstained, and corpses littering the floor below.
init: 1d20 + 13 ⇒ (9) + 13 = 22 air elemental
Roll init. And Perception
Marcus Garrolus & Bork |
Initiative: 1d20 + 7 ⇒ (5) + 7 = 12
Perception + Inspired 1d20 + 8 ⇒ (19) + 8 = 27 or 1d20 + 8 ⇒ (17) + 8 = 25 27 it is
Igor Ivantoe |
Initiative: 1d20 + 10 ⇒ (15) + 10 = 25
Perception: 1d20 + 22 ⇒ (6) + 22 = 28
Tiny Pebble |
(Tiny Pebble acts on his master's initiative as he is a familiar)
Perception: 1d20 + 9 ⇒ (17) + 9 = 26
Jilla |
Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Perception: 1d20 + 8 ⇒ (7) + 8 = 15 Extra +2 to listen-based Perception.
Igor Ivantoe |
Igor speaks Auran so he can try to communicate with them. Can this be tried here perhaps with a readied action in case they decide to pounce?
DoubleGold |
Yes, Igor, but they are hostile, keep in mind the dc is 25+cha modifier. For them to let you explore the room, you have to get them to indifferent so another dc of 20+cha to go from unfriendly indifferent.. Unfriendly, they won't attack you, but if you try to explore they will go back to hostile. They are neutral aligned, so yes. Someone else can roll diplomacy if they have it high enough and you be their translator as I see you don't have diplomacy. Marcus has a +12..
Marcus Garrolus & Bork |
If Igor indicates an opening to parlay with something, Marcus will carefully lowers his musket, and gesture for the rest of the party to adopt a non-threatening posture hopefully aiding his diplomacy.
Marcus will summon up his most impressive mustache twirl activate timelost chronicler boon for a +1 morale, straighten his broach faction pin for a flat +1 and hopefully get an encouraging pat on the back bit of luck from Garista.
Igor, perhaps you could let them know that we have no interest in their activities, be they on behalf of Hshurha or otherwise. We are concerned with politics on this plane, and are pleased to let them be if they will let us be.
Diplomacy 1d20 + 12 + 1 + 1 ⇒ (2) + 12 + 1 + 1 = 16 Plus aids, if applicable if I have a bit of luck 1d20 + 12 + 1 + 1 ⇒ (8) + 12 + 1 + 1 = 22 plus aids, if applicable
Jilla |
Jilla stands on her tippy toes and looks around before whispering to Marcus. "Um, who are you talking to?"
Igor Ivantoe |
Igor decides that swaying the air elementals will be far too difficult. He casts Haste on the party and retreats to a position of safety.
Haste is up on the party
Tiny Pebble |
Tiny Pebble is always up for a rumble but knows that he is ineffectual against flying opponents. He moves back with his master.
(Double Move)
Igor Ivantoe |
@DoubleGold - Everyone now has +1 on their reflex saves due to Haste. In regards to the whirlwind ability the characters should make two reflex saves. The first save is to avoid taking damage (as per a slam attack). The second save is to avoid being caught up in the whirlwind itself. This is a powerful ability that I have used (and abused) with my Druid characters. :)
Jilla |
Jilla manages to whirl away just in time to avoid the whirlwind. "Okay you big meanies! People say you can't punch air, but watch this!"
Doing a flurry of blows vs the elemental to the right side of the screen.
Jilla Reflex (w/ haste): 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28
Attack # 1: 1d20 + 5 ⇒ (3) + 5 = 8
damage: 1d4 + 1 ⇒ (3) + 1 = 4
Attack # 2: 1d20 + 5 ⇒ (16) + 5 = 21
damage: 1d4 + 1 ⇒ (3) + 1 = 4
Igor Ivantoe |
Haste is up so everyone should get an extra attack (even on a flurry of blows) and get +1 on their attack rolls. :)
Marcus Garrolus & Bork |
I say, suddenly a bit blustery in here, wot?
Reflex No. 1 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 15
Reflex No. 2 1d20 + 10 + 1 ⇒ (11) + 10 + 1 = 22
Let's see, just a little to the right...
5' step so I can target a square of the top air elemental without cover or melee
Righty-o, three rounds rapid
1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20 vs touch AC
BOOM!
1d12 + 5 ⇒ (9) + 5 = 14 (if it hits)
clink
Musketmaster + Rapid Reload + Alchemical Cartridge
1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 15 vs touch AC
BOOM!
1d12 + 5 ⇒ (3) + 5 = 8 (if it hits)
clink
Musketmaster + Rapid Reload + Alchemical Cartridge
1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13 vs touch AC
BOOM!
1d12 + 5 ⇒ (9) + 5 = 14 (if it hits)
clink
BALLY EXPENSIVE THIS ADVENTURING, INNIT?
Igor Ivantoe |
Igor moves just outside the doorway (of 7a). He catches a glimpse of the elemental adjacent to Marcus. He completes a simple incantation and three missiles fly directly at it.
Magic Missile, Intense Spell: 3d4 + 3 + 3 ⇒ (1, 2, 4) + 3 + 3 = 13
Haste is still in effect.
Tiny Pebble |
Tiny Pebble retreats further into the room knowing that he will be of no help in this combat.
Jilla |
Jilla dodges the creature's whirlwind attack and gives it a kick for good measure. She then moves closer to Garsita to help the half-orc finish off the other one.
Made both Reflex saves, AoO below.
For my turn, I'll do a 5' step and try Aid Another to improve Garsita's AC by 2 vs the whirlwind's next attack.
Reflex Save # 1 (w haste): 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23
Reflex Save # 2 (w haste): 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27
Attack of opportunity (w haste): 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
damage: 1d4 + 1 ⇒ (4) + 1 = 5
Aid Another (Garsita's AC) (w haste): 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29
Igor Ivantoe |
Igor sends a force missile at the retreating air elemental (closer to Marcus) before darting into the adjoining room.
Force Missile, Intense Spell: 1d4 + 3 ⇒ (1) + 3 = 4
I prefer wizards but being able to spam certain spells like Magic Missile is really great. :)
Tiny Pebble |
Tiny Pebble stays put.
Marcus Garrolus & Bork |
Reflex save no. 1 1d20 + 10 + 1 ⇒ (20) + 10 + 1 = 31
Reflex save no. 2 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28
Hmm, it will take more than this to knock me down.
Marcus Garrolus & Bork |
I say, can anyone tell me what it might be weak against?
Marcus fires off another volley at the top elemental
Attack no. 1 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19 vs touch
BOOM!
damage = 1d12 + 5 ⇒ (3) + 5 = 8 (if it hits)
*clink*
Haste 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17 vs touch
BOOM!
damage = 1d12 + 5 ⇒ (7) + 5 = 12 (if it hits)
*clink*
Attack no. 2 1d20 + 8 + 1 - 5 ⇒ (18) + 8 + 1 - 5 = 22 vs touch
BOOM!
damage = 1d12 + 5 ⇒ (5) + 5 = 10 (if it hits)
*clink*