GMDQ's Forces of Nature (Inactive)

Game Master DeathQuaker

Can the world's most powerful heroes save the Free Coast from catastrophe?
Game References
Battle Map


Plot Summary:

A team of powerful, wordly travelers comes together first at the bidding of a dragon who dabbles in politics to fix a legendary planar portal. That all went fine. But then, one of the dragon's other guests, Mara Twitchfiddle of Ramsmouth begs them to come--urgently--before multiple natural disasters destroy her home.

They learn that 150 years ago, a wizard named Khyber Mercane the Worldseeker formed a contract with Axis to build and maintain a machine that prevented natural disasters from affecting the island of Tegany. But due to an unfortunate pact of secrecy between Mercane--who has disappeared--and the prior Exarch in charge of the sanctum that kept the machine safe, its inevitable Custodians have all disappeared and the machine has now run out of fuel. The heroes have only a few hours at most to travel through four portals to the elemental planes, find wellsprings where they can fill the fuel spheres, and repower the machine--or else the island will be destroyed and residual damage will reach all of the Free Coast.

The heroes have succeeded in fixing the Machine. In the process they have:
- Chased off an enraged protean priest devoted to destroying the Wellsprings
- Befriended a guardian scylla bound to protecting a series of portals in the Water plane
- Irritated the Vault-Keepers, who have threatened to build their next colony on Scrithengard
- Rescued some oread miners from the Vault-Keepers
- Rescued the lone Custodian of the Machine, who has gone a bit loopy.

No rest for the wicked, the party then fought off a ravener chasing a stampede of giants down the mountains, helped with the disaster recovery, and have been rewarded land at the Ram's Tears to build their own base of operations.

Useful References:

Setting Player's Guide

All Downtime rules are here: https://legacy.aonprd.com/ultimateCampaign/downtime.html

Rooms and Teams: https://legacy.aonprd.com/ultimateCampaign/downtime/roomsAndTeams.html

Buildings and Organizations: https://legacy.aonprd.com/ultimateCampaign/downtime/buildingsAndOrganizatio ns.html

Conversion rates for Goods/Labor/Etc to GP (but the calculation is already provided in the entries on the previously listed pages): https://legacy.aonprd.com/ultimateCampaign/downtime.html#table-capital-valu es

GM Pastes:

[dice=Ariston Initiative]1d20+4[/dice]
[dice=Krowys Initiative]1d20+7[/dice]
[dice=Lazur Anil Initiative]1d20+4[/dice]
[dice=Mirabelle Initiative]1d20+9[/dice]
[dice=The Mighty Trer]1d20+4[/dice]

[dice=Ariston Initiative]1d20+4[/dice]
[dice=Krowys Initiative]1d20+7[/dice]
[dice=Lazur Anil Initiative]1d20+4[/dice]
[dice=Mirabelle Initiative]1d20+9[/dice]
[dice=The Mighty Trer]1d20+4[/dice]

Ariston: HP 105/105 | AC 28 (T14 FF24) | CMD 27/23 | Fort +15 Ref +15 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5
Krowys: hp 121/121 | AC 31 (T20 FF26) | CMD 27 | Fort +12 Ref +15 Will +15 (+2 v. Poison & Mind-Affecting) | Resist 5 Electricity
Lazur Anil: hp 156/156 | AC 31 (T19 FF27) | CMD 34 | Fort +13 Ref +18 Will +15 (+1 versus enchantments; roll twice vs mind-affecting) | Immunities: Illusions that allow a save
Mirabelle: hp 155/155| AC 18 (T14 FF14) | CMD 20 | Fort +16 Ref +15 Will +20 (+3 vs mind affecting) | Immunities Mind Blank, Freedom of Movement
The Mighty Trer: HP:195/195 |AC:35 T:19 FF:26 (+1 if opp is bigger)|CMD:45 CMB:26|Fort:21 Ref:14 Will:11 (+3 will when rg, +2 vs enchantment)