GM PaleDim |
A8 RESTRICTED SECTION
This locked room holds sensitive personnel records. While they probably make for interesting gossip in Pathfinder circles, they certainly don't advance the current phase-shifted situation.
ALSO Thevenin and Ghardak attempted to go to level 2 but were blocked by a Strange Door.
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Now you must decide how you want the students to help you. To gather the Material Failsafe items you've found? To open the door to the second level?
Thevenin Serkat |
"We don't even know where it is, do we?"
I propose we get them to gather the other two items, and move upstairs with us.
GM PaleDim |
You've got it Thevenin. You just need to Communicate from Beyond with the students (which requires a roll) for each thing you want them to do. Anyone in the party can try to help by communicating their own messages.
Ghardak |
Ghardak tries to communicate with the students by moving a chair around.
Ath: 1d20 + 11 ⇒ (8) + 11 = 19
"Help us gather materials" etc etc.
Thevenin Serkat |
Collect the two items:
Communicate from Beyond (Diplomacy): 1d20 + 12 ⇒ (16) + 12 = 28
Communicate from Beyond (Diplomacy): 1d20 + 12 ⇒ (19) + 12 = 31
Open the door to the upstairs:
Communicate from Beyond (Diplomacy): 1d20 + 12 ⇒ (20) + 12 = 32
GM PaleDim |
Ghardak is very articulate with the chair, fully spelling out his vague message.
GM PaleDim |
Thevenin then adds more words. First describing the shield and water. Geltra retrieves a pitcher from the kitchen and fills it up at the fountain. Likewise Tels retrieves one steel shield, and they both arrive back in the main hall with their items. They give each other curious glances that clearly say Now what?
Thevenin's final message instructs the students to head up the stairs, and they open the door to the second level allowing you to pass through.
GM PaleDim |
B. Woodsedge Lodge Upper Floor
Map updated!
Geltra and Tels stand by carrying their two items.
The environment upstairs in the lodge is decidedly more chaotic, with shifting patterns in the carpet that change color; strange smells of the ocean, swamp, and desert wafting through the level; and odd noises of all types ringing through the air. The windows are shuttered. Lanterns with continual flames illuminate the area, as on the lower floor.
What do you do now?
GM PaleDim |
Eltis approaches the door to the first room in the corner that he indicated. The Strange Door seems oddly out-of-phase, he can sense it! Trying to pass through it, he gets a jarring feeling and suddenly...
He appears outside of the door to the room at the opposite (Southeast) corner of the level! Of course the rest of the party notices this but the students or none-the-wiser.
Thevenin Serkat |
"It looks like some kind of prank ... or trap!"
Thevenin will examine the door, see if there's some way to disable it.
Perception +7, Nature/Religion +7
GM PaleDim |
Thevenin and Ghardak cannot directly figure out a way to interact with the door. However, they do recall that they just had the students open up a similar Strange Door to access this level!
I.e., communicate from beyond!
Thevenin Serkat |
"Open na noor!" Thevenin pleads with the children.
Diplomacy: 1d20 + 12 ⇒ (10) + 12 = 22
GM PaleDim |
Thevenin convinces Geltra to open the first bedroom door...
B1–B7 BEDROOMS
This is a simple living quarters for the staff of the lodge, with little unusual about it. Hand-waving the functionally-identical rooms... Thevenin then gets the young kobold to proceed to open the doors to the subsequent six rooms and they are all also staff quarters. The only difference is the last chamber B7, which is set up to house visitors. Its wardrobe, footlocker, and side tables are empty.
Applying Billy's roll to A8...
B8 ARMELINE’S CHAMBER
A large bed covered in fine linens is the centerpiece of this well-furnished room, and a sturdy table surrounded by three chairs sits in its northeast corner. Several eye-catching curios rest on top of the room’s chest of draws, including a mirror with a gilded frame, a mother-of-pearl box holding talcum powder, and a polished lodestone more than a foot in diameter. Two lamps in wall sconces light the room and a thick carpet woven with a wayfinder pattern lays on the floor.
Looking at the room for long is disorienting: Shimmering images of the bed dance across the floor, loose papers float through the air in slow processions, and the walls ripple like a pond’s surface each time someone in the room takes a step. The pile of the carpet grows six inches deep in the course of a second, and then subsides back to normal.
Yuan Wu's Occultism (T): 1d20 + 4 ⇒ (12) + 4 = 16
Ghardak's Occultism (U): 1d20 + 0 ⇒ (6) + 0 = 6
Thevenin Serkat's Occultism (U): 1d20 - 1 ⇒ (20) - 1 = 19
Yuan Wu and Thevenin determine that this room is the center of the chaotic forces that have plagued this field trip. They also realize that they’ll be unable to interact with whatever is inside the room unless they enter the room themselves, due to these powerful reality-warping effects.
Thandmere Krelsun lies on the bed, unconscious. The nearby gasps indicate to you that the students can also see him.
Everyone can also see a ghostly, serpentine creature wrapped tightly around his body. Disturbingly, the creature’s head appears plunged into Krelsun’s temple.
Yuan Wu's Religion (T): 1d20 + 4 ⇒ (2) + 4 = 6
Ghardak's Religion (T): 1d20 + 6 ⇒ (4) + 6 = 10
Thevenin Serkat's Religion (T): 1d20 + 7 ⇒ (2) + 7 = 9
Eltis's Religion (T): 1d20 + 8 ⇒ (11) + 8 = 19
Nobody is immediately sure what it is. Its long tail hangs down over the side of the bed. The end of its tail is entirely on the same phase as you, appearing to emerge from a “ripple” in reality. It sways back and forth in the general direction of your party.
Do you enter the room?
Eltis |
Eltis will also enter to get a better look at the creature.
He will try the obvious and try to talk to it.
"Greetings. Do you know what has caused this place to be out of phase?"
Thevenin Serkat |
Thevenin will enter, and announce, "Eww. That's gross."
GM PaleDim |
Did his roll do anything?
Yes!
Applying Billy's roll to A8...
It got a student to open this final door.
GM PaleDim |
Ghardak's Initiative: 1d20 + 6 ⇒ (9) + 6 = 15
William Billy Actium's Initiative: 1d20 + 6 ⇒ (9) + 6 = 15
Thevenin Serkat's Initiative: 1d20 + 7 ⇒ (10) + 7 = 17
Eltis's Initiative: 1d20 + 8 ⇒ (10) + 8 = 18
BLUE Initiative: 1d20 + 10 ⇒ (6) + 10 = 16
vs BLUE: Exploit Vulnerability, esoteric lore: 1d20 + 8 ⇒ (19) + 8 = 27 ⇒ Success
Yuan Wu knows that this is a pelagastr tail. It has weakness to spirit damage. Weaknesses spirit 3 ("lawful" pre-remaster)
The creature pulls off of Thandmere and prepares for the Pathfinders' advance!
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COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Before Your Turn:
After Your Turn:
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The bold may go
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Round 1
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Yuan Wu (2 actions after exploit)
Eltis
Thevenin
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BLUE
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Ghardak
Billy
Yuan Wu, Eltis, and Thevenin are up!
Yuan Wu |
"I don't think it's friendly," Yuan Wu states grimly, glancing at Thandmere.
He shares what he knows of the creature as he rushes in, aligning his weapon with spiritual energy as he does so, and swings it down upon the worm.
vs blue: +1 asp coil: 1d20 + 8 ⇒ (10) + 8 = 18 slashing, implement's empowerment, spirit weakness: 1d6 + 3 + 2 + 3 ⇒ (2) + 3 + 2 + 3 = 10
◆ Exploit Vulnerability
◆ Stride
◆ Strike
Eltis |
Eltis enters the room and sends a lance of lawful, er, I mean Spritual (I REALLY need to update all my characters) towards the nasty looking thing.
Stride.
Cast Divine Lance
divine lance: 1d20 + 7 ⇒ (10) + 7 = 17
lawfully spiritual damage: 2d4 + 3 ⇒ (3, 3) + 3 = 9
GM PaleDim |
Yuan Wu finds the creature quite nimble, its shifting form dances away from his asp coil deftly. He can't tell if it phase shifted and let the coil pass through it or if it's really just that fast.
It has even less trouble with Eltis' divine lance.
Thevenin is still up!
Thevenin Serkat |
My bad! I missed myself on the tracker.
Thevenin skips into the room and casts electric arc.
Electricity: 3d4 ⇒ (3, 2, 4) = 9
DC 19 basic Reflex save
GM PaleDim |
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After the frustration of the creature dancing about and phase shifting in and out to dodge the prior attacks, Thevenin's arc of electricity connects with it, stopping it where it floats mid-air. It then seems to twitch and convulse for several moments in response.
It's tail begins to lose its current shape and shift, fold on itself, and twist. When it stops morphing, the shape of the tail looks like a lightning bolt, vaguely at first and then moreso the more you look at it.
It turns to Yuan Wu, whipping the tail at him...
and grab...
◆ Grapple (DC17 Athletics): 1d20 + 12 ⇒ (3) + 12 = 15
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The tail rocks Yuan Wu's body, strangely he feels it all through and even to his extremities.
Crit! for 16 bludgeoning, 1 spirit damage
He notices just in time that the tail is trying to grapple onto his arm and shakes it off! failed grapple
Its body again begins to vibrate, still focused on Yuan Wu. It seems to be sending out some manner of waves... of phased reality? Of chaos?
effect: 1d8 ⇒ 1 ⇒ Clumsy 2 for 1 round
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DC?? Yuan Wu Fortitude: 1d20 + 7 ⇒ (3) + 7 = 10 crit failure
As if having been racked with pain wasn't enough, he begins to feel loss of balance in his body. If he were to fling his asp coil forward again, would it strike his prey true or would he slash himself or a trusted companion?
Yuan Wu is Clumsy 2 for 1 round!
Your movements become clumsy and inexact. Clumsy always includes a value. You take a status penalty equal to the condition value to Dexterity-based checks and DCs, including AC, Reflex saves, ranged attack rolls, and skill checks using Acrobatics, Stealth, and Thievery.
The introduction seems to indicate that this creature who has brought chaos to the lodge means business.
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COMBAT TRACKER
Round: 1 -> 2
Tactical Map
Active Conditions:
Before Your Turn:
After Your Turn:
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The bold may go
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Round 1
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Ghardak
Billy
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Round 2
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Yuan Wu -17 (Clumsy 2)
Eltis
Thevenin
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BLUE -9 (AC 19+?)
Everyone is up!
Yuan Wu |
Ouch! I'm going to delay a bit to see if anyone comes within flank before posting my actions but can I spend a hero point to reroll the fort save?
hero point reroll: fort DC?: 1d20 + 7 ⇒ (19) + 7 = 26 Yes!