Kosh Bracken |
Kosh stands up, and glares at their foe.
”Yeah, you betta run, you little maggot, ‘fore I rip out yer heart and shove it down yer throat!”
Stand, Cast daze. 3M damage, Will save DC 16 or Stunned 1
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Jessa rushes in and drives her sword into the last of the duergar raiders, slaying it. That was a crit! Also, sorry, yesterday was a poopshow, so took me a little longer to get that very short update in.
The duergar don't have a key -- why would they ever want to release one of their captives? and definitely not a case of whoever wrote this scenario forgetting to give them one! -- but you're able to break the manacle enough to give you freedom of movement, and can fully remove them later. Each of the three raiders had two sets of poor manacles, as well as two light hammers and a suit of studded leather armor.
You also realize the anvil in the center of the room was an old shrine to Droskar, the dwarven Dark Smith, and the source of the feeling of being watched. It's likely how the duergar knew you were approaching, but you can easily dismantle it.
After you've taken some time to heal up we'll assuming you can get to full, but also want to move us one since we're getting close to the end of the allotted time, you move on, discovering another chamber slightly away from the vast river of magma. A plinth in the center of the room holds sheets of hammered metal etched with writing and illustrations of bridges, though scratches obscure much of the work. Steel sheets covered in Dwarven writing hang on the walls, reinforcing the damaged surfaces.
You can tell the illustrations are plans for building bridges over the lava, including using brown mold to keep workers cool; the scratched-out parts were measures to make the bridges and building process safer.
A note in Dwarven on the metal plates on the central plinth reads, “Rebuild Kazhlik for the good of Tar Khadurrm—King Garbold,” though the final four words are scratched out and replaced with “Droskar.”
“Any Road to Glory” is written large in Dwarven at the top of the four plates on the walls, while smaller letters give a series of a dozen commands, such as “serve” and “toil,” and elaborations in poetic terms.
You recognize "Any Road to Glory" as a common Droskari aphorism and the smaller writing as the Droskari scripture Book of Chains.
Brundar Bloodblade |
After freeing himself, Brundar examines the Steel sheets covered in Dwarven writing hanging on the walls.
Recall Knowledge-Society: 1d20 + 1 ⇒ (4) + 1 = 5
Brundar worships Angradd (Had to look it up on his Roll20 sheet) so he relates, "Any Road ta Glory" tis ah common Droskari aphorism an' uh smaller writin' as uh Droskari scripture from uh Book o' Chains."
Qarawyn |
Not overly fond of this Droskar fellow, if I'm being honest. I mean no offense with that, Brundar.
Society: 1d20 + 5 ⇒ (4) + 5 = 9
Qarawyn moves to the plinth. Ooh! Bridges! he says helpfully.
Hallow Orevine |
Society: 1d20 + 7 ⇒ (9) + 7 = 16 Tragic.
Hallow scans the dwarven writing on the walls, appearing as though the answer is just on the tip of their tongue (assuming, of course, that they have a tongue to begin with).
"The bridges do look interesting. Well-made, too."
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Going to move us along, since we're about at the end of both the scenario and the Gameday.
Moving into the final unexplored area of the ruins, you discover a river of lava glows sullenly as it cuts through this ruined chamber, looking like a portal to the Abyss. The air shimmers above the melted stone as waves of heat pour off it. Crumbling mortar fills gaps and cracks on the broken basalt walls, and a granite bridge connects the shattered eastern and western halves of the room.
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OK, happy holidays everyone. Now that Thanksgiving is over, back to gaming. My schedule looks good through Thursday, then I'll be at PAX for Friday and Saturday, but able to post after that.
As Jessa steps off the bridge, she disturbs a powdery black mold on the floor, kicking it up. She feels a slight chill beneath her feet, and a spatter of lava suddenly lands just below her foot as the river of magma begins to bubble and churn!
1d20 + 9 ⇒ (1) + 9 = 10
Brundar (Perception): 1d20 + 7 ⇒ (20) + 7 = 27
Hallow (Perception): 1d20 + 4 ⇒ (20) + 4 = 24
Jessa (Perception): 1d20 + 6 ⇒ (7) + 6 = 13
Kosh (Perception): 1d20 + 6 ⇒ (15) + 6 = 21
Qarawyn (Perception): 1d20 + 7 ⇒ (5) + 7 = 12
4d20 ⇒ (11, 7, 4, 7) = 29
Brundar, Hallow and Kosh are up! You've wandered into a hazard! The whole area where the blue dot is covered with black mold that now that you've disturbed it appears to be pulling in heat from the lava, causing it to spatter dangerously! You can attempt to Disable the hazard with a (two-action) DC 14 Nature or Survival or DC 17 Thievery check to clear the square you're in and all adjacent squares of the mold, making it safe to stand in them.
Brundar Bloodblade |
"P'haps we sh'ud jus' go back ta way we came. No?"
Brundar would move up to the next spot, trying to clear the mold away for the next person to safely walk.
Survival (T): 1d20 + 5 ⇒ (18) + 5 = 23
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motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Hallow Orevine |
Hallow moves in and crouches down, cocking their head a bit. "This should not be too difficult, especially now that part of the area is clear. Perhaps a bit tedious." They start trying to clear away the mold.
Survival: 1d20 + 4 ⇒ (12) + 4 = 16
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Brundar: 27
Hallow: 24
Kosh: 21
Hazard and critters: 18
Jessa: 13
Qarawyn: 12
As the group moves forward, clearing mold, the magma suddenly bubbles again. It seems for a moment it's going to spit, but instead three small winged figures rise up from the liquid earth on wings seemingly made of fire!
One of them flies forward up above the walkway, almost taunting you to come forward, while two hover above the deadly magma, all three breathing out cones of fiery earth! 5 hp to Hallow, 3 to Brundar and Jess, 5 to Kosh; DC 17 basic Reflex; on a failure, you also take 1d4 persistent fire
2d4 ⇒ (1, 4) = 5
2d4 ⇒ (1, 2) = 3
2d4 ⇒ (4, 1) = 5
Party is up, remember everywhere except those red squares is in the hazard, so if you're there when its turn comes up, you could be affected.
Also, I think I'm done with my craziness now, so should be able to post in good order through the finish. I expect that should be a week or so at most!
Kosh Bracken |
Ref save: 1d20 + 4 ⇒ (7) + 4 = 11
”Snuff those little bastards out!”, shouts Kosh. He fires his crossbow at one of them, then moves to the cleared area.
Cast inspire courage, lingering composition, Strike Blue, Stride
Performance: 1d20 + 6 ⇒ (3) + 6 = 9
Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d8 + 1 ⇒ (1) + 1 = 2
Brundar Bloodblade |
With his fire resistance, Brundar takes 1 less damage and dodges the blast.
Ref Save: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Brundar steps close to yellow ◆ and swings with a powerful strike ◆◆ with his Greataxe.
Power Attack Strike#1 with Inspire Courage: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24
S Dmg with Inspire Courage: 2d12 + 4 + 1 ⇒ (12, 10) + 4 + 1 = 27
Jessa Stanton |
Jessa moves up to one of the attacking creatures to return the favor, before stepping back out of the way.
* Stride
* Strike Green longsword (ic): 1d20 + 10 ⇒ (6) + 10 = 16 for slashing damage (ic): 1d8 + 5 ⇒ (7) + 5 = 12
* Step
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Qarawyn |
Whoops, sorry, lost track of this one. My bad.
That's enough out of you!
Qarawyn steps out and sends a line of acid, catching Red and Yellow.
Kobold Breath ◈◈ (acid): 1d4 ⇒ 4 DC 18 basic Refl
reset: 1d4 ⇒ 3
Stride, Kobold Breath ◈◈ (use again on Round 4).
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Going to bot Hallow
Brundar: 27
Hallow: 24
Kosh: 21
Hazard and critters: 18
Jessa: 13
Qarawyn: 12
Jessa steps forward and nearly beheads the nearest creature before Qarawyn kills it with a line of dragon's breath. He catches a second one, shocking it just enough for Brundar to close on it -- moving perilously close to the edge of the magma -- and just splatter it across the cave.
Hallow clears away a little moss, giving you a little more room to operate as the final creature -- seeming to heal almost immediately from the small wound Kosh dealt -- lunges toward Brundar, clawing at him before retreating back again. 5 hp to Brundar, but it will trigger a reactive strike
Green Reflex: 1d20 + 4 ⇒ (4) + 4 = 8
Hallow Survival: 1d20 + 4 ⇒ (14) + 4 = 18
Fist: 1d20 + 8 ⇒ (16) + 8 = 24
1d6 + 3 ⇒ (2) + 3 = 5
1d4 ⇒ 1
Blue:
Party is up again!
Kosh Bracken |
”Roight! ‘At’s how we do it!”, Kosh shouts. ”Give ‘em s’more!”
He reloads his crossbow, and fires again.
Cast inspire courage, lingering composition, Reload, Strike
Attack: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d8 + 1 ⇒ (5) + 1 = 6
Jessa Stanton |
"Hmm," says Jessa.
She quickly stows her sword and pulls out a javelin, which she immediately throws at the attacking creature. She keeps her shield up.
* Swap sword for javelin
* Strike Javelin: 1d20 + 6 ⇒ (4) + 6 = 10 for piercing damage: 1d6 + 4 ⇒ (4) + 4 = 8
* Raise Shield
Qarawyn |
Qarawyn sends a trio of force missiles at the remaining mephit scamp. Cast magic missile force barrage ◈◈◈.
force: 3d4 + 3 ⇒ (2, 3, 1) + 3 = 9
Cast a Spell ◈◈◈.
Hallow Orevine |
Hallow keeps trying to clear away some of the moss, before fiddling with their armor to activate the mechanisms.
◆◆ Survival: 1d20 + 4 ⇒ (3) + 4 = 7
◆ Crafting, DC 15: 1d20 + 7 ⇒ (8) + 7 = 15
Brundar Bloodblade |
Brundar swings at the retreating creature.
Greataxe Strike AoO with IC: 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14
S Dmg with IC: 1d12 + 4 + 1 ⇒ (10) + 4 + 1 = 15
Then trys to glare menacingly at it to Demoralize it & get it to return to attack him.
Intimidating Glare-Demoralize vs Will DC: 1d20 + 3 ⇒ (13) + 3 = 16
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Thanks to Kosh's exhortations, Jessa's javelin and Qarawyn's magic are just enough to take down the remaining creature, leaving you alone with the bubbling magma. With no further distraction, you're able to clear out the rest of the hazard, leaving you with just the locked chest -- and perhaps the ifrits -- let to deal with before you can return to Olfden to report on your findings.
Combat over! There's no further combat in the scenario, so we can just handwave any healing you might want to do. If you want to continue to try to open the chest, you can, plus talk to the ifrits.
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Jessa Stanton |
"We've narrowed it down pretty well," says Jessa, "and there doesn't seem to be a booby trap for failing. So we've basically got it down, then."
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It takes you a little time, but you're finally able to figure out the final lock's combination -- the hammer and lizard to represent Kols, the
Oath‑Keeper, the dwarven god of duty, honor, and promises.
With that done, you're about ready to make your way back to town. The ifrits gather in the hallway as you prepare to leave. "You survived!" Rowsh exclaims.
Yandrada smiles. "Did you find anything else of interest in the ruins? Any other areas we should avoid?"
We're basically done, other than some role-playing. I'm going to start getting Chronicle sheets ready. Kosh, it doesn't look like you ever signed up, so if you could do that, please: Here's the link.
Kosh Bracken |
We're basically done, other than some role-playing. I'm going to start getting Chronicle sheets ready. Kosh, it doesn't look like you ever signed up, so if you could do that, please: Here's the link.
Done. Thank you!
Qarawyn |
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With that done, you're about ready to make your way back to town. The ifrits gather in the hallway as you prepare to leave. "You survived!" Rowsh exclaims.
Was there any doubt? Qarawyn says with a grin. Of course, of course. None the worse for wear at all!
Yandrada smiles. "Did you find anything else of interest in the ruins? Any other areas we should avoid?"
I'd avoid the lava if I were you. Mighty unhealthy.
We saw artifacts, and murals, and an ancient lockbox. You can read all about it in the next edition of the Pathfinder Chronicles, which we'll be only too happy to autograph for you!
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Whoops, forgot the box contents! Duh, and sorry!
The chest contained several items abandoned when Droskar’s Crag exploded. Though the heat ruined their contents, several bottles of Chelaxian wine remain valuable for their historic significance, with the date 3979 visible on the labels. They’re worth 2 gp! In addition, the chest holds a +1 clan dagger; one side of the blade bears an etching of a dwarven city with a magmafall safely running through it—it clearly originated in Jernashall, Tar Khadurrm’s famed center of trade.
--
Bidding farewell to the ifrits, you descend, and again get a good meal at the Golden Falls Inn. You then return to Olfden without any further troubles/ Venture-Captain Luna Aldred receives your report and thanks your for your service. She promises to call on you again if she plans any further expeditions in search of Tar Khadurrm history.
You return the prospectors’ bodies, and Elsitt heaves a sob before gratefully giving you the promised reward: two-thirds of his payment from Luna. This reward amounts to 5 gp. He immediately begins preparations to hold a funeral, which he invites you to attend.
And with that, we've now concluded PFS 2-19 Enter the Pallid Peak. Thanks so much for playing. I'll leave the game thread up until Monday for any final posts.