cmlobue |
For medium creatures, the water will be approximately chest deep. Treat such squares as difficult terrain or Swim through them at your preference.
Small and smaller creatures will need to Swim in any water squares, and will face underwater combat penalties if they make attacks while in them.
All squares in this cavern count as touching water for effects that care about such things.
Ponya |
Adjusted final position for the difficult terrain.
Allanarion |
Allanarion wades across the cold water so that they can get a better look at the approaching creatures, and help shield the other Pathfinders' advance.
Double move, difficult terrain factored in.
Knowledge (arcana/planes/religion?): 1d20 + 8 ⇒ (14) + 8 = 22 on Green
Knowledge (arcana/planes/religion?): 1d20 + 8 ⇒ (3) + 8 = 11 on Red
Thor Steggy |
Thor gallumphs forward until he splashes into the pool. He shrieks and backs up, trying to shake the freezing water off, then waits for Koli, hoping she won't tell him to go forward. Thor will ready to hit something dangerous, but wait for further instructions.
tail slap: 1d20 + 5 ⇒ (13) + 5 = 18 for bludgeoning: 2d6 ⇒ (2, 2) = 4
DM Carbide |
The asteroid groans as if an invisible weight had been lifted from it, leaving the air cleaner and making breathing easier. The reassuring breeze emanating from tunnels suddenly drops in intensity, leaving a feeble stream that whistles weakly as it drifts off into space. A moment later, portals wreathed in tumbling stone open all across the asteroid, and Sorrina Westyr urgently beckons everyone to come through.
“We’ve truly grabbed the scorpion by the tail. Whatever entity was holding us at bay has loosened its grip, but it has redirected its efforts to cutting off the source of air that allows us to survive in this place. The path forward is no longer filled with lethal energy. We have at most…an hour or two before we must return home or face asphyxiation. But if we press forward and find the source of the air, I believe it is tied to whatever captive is imprisoned here. Our portal minders will stand ready in case we need to evacuate quickly.”
She leads the assembled Pathfinders toward the edge of an immense, steeply sloped tunnel that descends into a miles-wide, spherical cavern. A crude stone fortress floats near the cave’s center as if it were a rocky sun, and enormous slabs of earth orbit it like a miniature asteroid belt. These slabs gravitate inward toward the fortress, but periodic blasts of air slow their approach and cast the jagged masses back toward the edge of the cavern. Each gust is slightly weaker than the last.
Robed figures cling to the rocky slabs and chant loudly, as if empowering the stone. Unimpressed, Sorrina Westyr casts a spell at one of the distant cultists and flings him off his crude platform so that he hurtles toward the fortress and collides with its surface with a faint splat. “We must get to that fortress,” she announces before signaling others to lower knotted ropes down to the cavern. “Clear off the opposition, then we’ll make our way inside. I find it reassuring that whatever lies within the fortress has an aura of good, and no doubt seeks our aid.”
cmlobue |
The Pathfinders make quick work of the deep one and small water elemental, with a minimum of time spent in the freezing water.
Society agents lower knotted ropes down the sloping tunnel that drops into the immense spherical cavern where the fortress awaits. The team clambers down the ropes.
A rune-scribed floating island begins drifting beneath the tunnel and brushing against the lowered ropes. “These rocky fragments gravitate toward the fortress,” Sorrina shouts as she hangs from a rope. “If we can cling on before it travels out of reach, it should carry it toward our destination.” The iceberg-sized rock spins slightly, revealing a host of undead cultists that cease their chanting, point toward the Pathfinders, and let loose unholy wails. “Now!” cries the Master of Spells, and agents begin rappelling down to the crude platform.
Two unfriendly-looking creatures approach the Pathfinders as they ready to land.
The characters begin the encounter clinging to knotted ropes (or something similar, as appropriate to their anatomy) 15 feet above the ground. You will need to climb or jump to the ground or fight from the ropes. Climbing requires two hands, though you can fight with one hand while holding the rope with another.
”Koli Initiative”: 1d20 + 6 ⇒ (11) + 6 = 17
”Thor Initiative”: 1d20 + 4 ⇒ (13) + 4 = 17
”Micah Initiative”: 1d20 + 3 ⇒ (3) + 3 = 6
”Moe Initiative”: 1d20 + 3 ⇒ (13) + 3 = 16
”Dora Initiative”: 1d20 + 9 ⇒ (13) + 9 = 22
”Ponya Initiative”: 1d20 + 3 ⇒ (3) + 3 = 6
”Torrin Initiative”: 1d20 + 4 ⇒ (15) + 4 = 19
”Red Initiative”: 1d20 + 6 ⇒ (19) + 6 = 25
”Blue Initiative”: 1d20 ⇒ 7
The reddish creature waits at the bottom of Koli's rope.
Round 1 - bolded may go.
Red (ready)
Dora (15 ft. up)
Torrin (15 ft. up)
Koli (15 ft. up)
Thor (15 ft. up)
Moe (15 ft. up)
Allanarion (15 ft. up)
Blue
Micah (15 ft. up)
Ponya (15 ft. up)
Religion to identify each.
Allanarion |
Knowledge (religion): 1d20 + 8 ⇒ (17) + 8 = 25 on Red
Knowledge (religion): 1d20 + 8 ⇒ (18) + 8 = 26 on Green
untrained Climb, in armor & pressure suit: 1d20 - 1 ⇒ (10) - 1 = 9
untrained Climb, in armor & pressure suit: 1d20 - 1 ⇒ (16) - 1 = 15
Good enough for knotted rope without a wall (DC 5). 1/4 speed (5 ft) per check, then drop the last 5 ft.
Allanarian's athletic skills are almost entirely limited to fighting, so they repel down the rope carefully, until they are close enough to the surface below to drop safely. Meanwhile, the aphorite attempts to study the approaching hostile creatures.
Moe "The Fighting Caydenite" |
Moe tries to get down the rope quickly.
Climb w/hide armor w/pressure suit: 1d20 + 3 - 3 - 1 ⇒ (17) + 3 - 3 - 1 = 16
Climb w/hide armor w/pressure suit: 1d20 + 3 - 3 - 1 ⇒ (12) + 3 - 3 - 1 = 11
Focusing on the rope, Moe descends ten feet. "I suppose I can jump from here, if I need to." He quips as he eyes the hostile creatures approaching.
Koli and Thor |
Seeing the creature at the bottom, Koli lets go of the rope and drops down onto them, shouting, "Death from above!" as she attempts to skewer it onto her gladius.
move action: Martial Flexibility for Death from Above
gladius: 1d20 + 6 + 5 ⇒ (14) + 6 + 5 = 25 for slashing: 1d10 + 5 ⇒ (6) + 5 = 11
Thor Steggy |
Thor leaps off the rope, trying to help Koli out.
Acrobatics to Jump: 1d20 + 8 ⇒ (11) + 8 = 19
He lands safely next to the monster and swings his tail around to smack it.
tail slap: 1d20 + 5 ⇒ (10) + 5 = 15 for bludgeoning: 2d6 ⇒ (1, 4) = 5
cmlobue |
Torrin, Moe and Allanarion carefully lower themselves to the surface of the asteroid.
Allanarion recognizes the reddish creature as a huecuva and the bluish one as a zombie. Both are undead with no other subtypes. Four questions about each.
As Koli descends, the huecuva slashes at her.
Claw: 1d20 + 4 ⇒ (16) + 4 = 20
Slashing Damage: 1d4 + 1 ⇒ (3) + 1 = 4
The claw rips into Koli, leaving an entryway for a malady.
The pair retaliates, but Thor's tail doesn't seem to do much, and Koli's blade doesn't cut nearly as deep as she expected.
Round 1 - bolded may go.
Red (-6 HP)
Dora (15 ft. up)
Torrin
Koli (-4 HP, Fort save)
Thor
Moe
Allanarion
Blue
Micah (15 ft. up)
Ponya (15 ft. up)
Allanarion |
For both, in order, until I run out of questions: DR; special attacks (until run out); weaknesses; immunities or resistances other than basic undead stuff.
cmlobue |
Not counting traits common to undead:
Huecuva - DR 5/magic or silver, no weakness, no immunity, special attack filth fever (DC 12, onset 1d3 days, 1/day 1d3 Str and Dex damage, cure 2 consecutive saves)
Zombie - DR 5/slashing, no special attacks, no weakness, no immunity
cmlobue |
Dora carefully climbs down.
Climb: 1d20 ⇒ 7
Climb: 1d20 ⇒ 16
She then drops the final 5 feet to the ground.
The zombie slowly moves toward the Pathfinders.
Round 1 - bolded may go.
Red (-6 HP)
Dora
Torrin
Koli (-4 HP, Fort save)
Thor
Moe
Allanarion
Blue
Micah (15 ft. up)
Ponya (15 ft. up)
Micah Elum |
Micah and Ponya looks at each other and give practiced nods. Both release their grip and a single word is said in ignan by the summoner. You presume it is something related to not going splat while falling, as both safely drift to the ground.
Immediate Action cast featherfall on Micah and Ponya.
The Ifrit pulls a wand and taps Ponya.
Prot Evil.
Ponya |
Ponya tromps up and reaches past the animal companion, trying to chomp the fiery red zombie.
Bite: 1d20 + 4 ⇒ (2) + 4 = 6 for Magic/BPS: 1d6 + 2 ⇒ (3) + 2 = 5
cmlobue |
Summoner and Eidolon both descend, and Ponya gets in a more effective bite.
Not that it matters this time, but remember that Ponya can only use bludgeoning damage if it wants to avoid breaking its suit.
The huecuva wants revenge, but must get through the dinosaur first.
Claw: 1d20 + 4 ⇒ (2) + 4 = 6
Slashing Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Claw: 1d20 + 4 ⇒ (4) + 4 = 8
Slashing Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Which it is nowhere close to accomplishing.
Round 2 - bolded may go.
Red (-11 HP)
Dora
Torrin
Koli (-4 HP, Fort save)
Thor
Moe
Allanarion
Blue
Micah (15 ft. up)
Ponya (15 ft. up)
Allanarion |
Allanarion moves up, drawing their sword. They stop just behind Koli, and reach forward with their free hand to touch the hilt of her gladius. "Here, this will make sure they feel your full strength."
Spend 1 mental focus to use legacy weapon on Koli's weapon. It gains a +1 enhancement for 1 minute. (I realize that we'll have to bot her for a couple days, but she appears to be the heaviest hitter of the party.)
cmlobue |
Torrin tries to knock down the zombie, but can't find a good angle for the maneuver.
Allanarion enhances Koli's weapon/
Round 2 - bolded may go.
Red (-11 HP)
Dora
Torrin
Koli (-4 HP, +1 weapon, Fort save)
Thor
Moe
Allanarion
Blue
Micah (15 ft. up)
Ponya (15 ft. up)
cmlobue |
Dora tosses a bomb, and flames wash over the enemies.
Koli, Fort Save: 1d20 + 4 ⇒ (10) + 4 = 14
Koli shakes off the huecuva's disease. She follows it up with a stab.
gladius: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27 for slashing: 1d10 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Round 2 - bolded may go.
The creature falls to the ground.
Thor tries to bonk the zombie.
tail slap: 1d20 + 5 ⇒ (11) + 5 = 16 for bludgeoning: 2d6 ⇒ (6, 3) = 9
The zombie is suitably bonked.
Moe steps in and punches the zombie.
unarmed strike: 1d20 + 4 ⇒ (11) + 4 = 15
bludgeoning: 1d6 + 3 ⇒ (5) + 3 = 8
It also collapses, ending the threat.
Koli (-4 HP)
You and several dozen other Pathfinders are able to cling to the rock as gravity pulls it back toward the fortress.
All buffs shorter than 10 minutes/level expire.
The floating Vault is nearly a half-mile wide with defenses established in every direction. An adamantine shell encloses the structure; however this has been ruptured, and strands of the sky metal practically bleed from the holes in a vain attempt to repair the damage and reseal the area completely. The ground bulges all about, and chunks of earth and metal explode periodically as blasts of air billow out from within, driven by an unseen force.
You must first find a way inside. The Pathfinders can Knowledge (engineering), Perception, or Survival to attempt this. You only need one success, and each character can make only one check, in case this affects your primary vs. aid decision.
Allanarion |
Knowledge (engineering): 1d20 + 8 ⇒ (20) + 8 = 28
Well, that should move things along!
Allanarion studies the structure, mentally comparing it to examples of both worldly and otherworldly architecture they are familiar with. After a long moment, they point and say confidently, "That way. Follow me."
Moe "The Fighting Caydenite" |
Moe aims to help other survive.
Survival to Aid Another: 1d20 + 1 ⇒ (20) + 1 = 21
(second sigh)
Ponya |
Survival Aid: 1d20 + 4 ⇒ (10) + 4 = 14
I really wanted to see if we can 'waste' another nat 20!
cmlobue |
Koli, Survival: 1d20 + 4 ⇒ (4) + 4 = 8
Thor, Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Well, they added up to 20!
Moe, Arod and Allanarion all point to a prospective breach near their 'landing spot' and yell, "There!"
As their miniature mountain crashes into the side of the fortress, the Pathfinders have only a brief window in which to clamber off, make their way toward an entrance, and slip inside.
Each character needs to make an Acrobatics or Climb check or Reflex save (same DC) or take 1d6 ⇒ 2 damage. If you can fly, you automatically succeed at this check.
Also, did someone heal Koli?
Allanarion |
Re: Koli: I don't think so, but I'm willing to say someone used a charge from the party's free wand, which brings it to 7 charges left.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Reflex: 1d20 + 2 ⇒ (8) + 2 = 10
Allanarion jumps off the monolith as it crashes, but lands poorly.
Moe "The Fighting Caydenite" |
Moe moves!
Reflex: 1d20 + 3 ⇒ (10) + 3 = 13
Micah Elum |
Reflex: 1d20 + 3 ⇒ (4) + 3 = 7
The ifrit twists his ankle.
Ponya Climb: 1d20 + 6 ⇒ (12) + 6 = 18
And his fire horse easily clambers across the rocks.
cmlobue |
Koli, Reflex Save: 1d20 + 4 ⇒ (17) + 4 = 21
Thor, Acrobatics: 1d20 + 8 ⇒ (1) + 8 = 9
The dinosaur is not nearly as acrobatic as it thinks it is. Allanarion, Moe, Dora and Micah also land badly. Ponya, Torrin and Koli reach the ground safely, and Arod hovers above it all.
The Pathfinders must then navigate the twisting passages found within the fortress itself, requiring the team to succeed at three Knowledge (dungeoneering) or Survival checks. Due to the claustrophobic nature of the tunnels, only three creatures can contribute to these checks. Each attempt takes 5 minutes of work.
cmlobue |
Yes, Arod can be an additional helper, since he fits into an already occupied square.
Micah Elum |
Ponya has +4 survival, so will attempt to aid. Nevermind, I recounted and we already have three people doing survival. Good luck!
Micah grumbles and pulls a wand out, ”Never saw that rock I tripped over. Curse this evil darkness.”
He refreshes the light upon his armor and waves his wand wildly.
UMD: 1d20 + 9 ⇒ (20) + 9 = 29 for CLW: 1d8 + 1 ⇒ (3) + 1 = 4
cmlobue |
Koli, Survival, Aid: 1d20 + 5 ⇒ (4) + 5 = 9
Dora, Survival, Aid: 1d20 + 5 ⇒ (14) + 5 = 19
Arod, Survival, Aid: 1d20 + 5 ⇒ (12) + 5 = 17
The Pathfinders don't make any progress, but they are safe for the moment.
Ponya |
Ponya mutters at Micah, ”This is like that time you tried to go to the bathroom in that crowded restaurant.”
Gotta get three successes, crank out some rolls please. I’ll bot Dora and Arod as requested for a few efforts.
Dora, Survival, Aid Attempt 2: 1d20 + 5 ⇒ (12) + 5 = 17
Arod, Survival, Aid Attempt 2: 1d20 + 5 ⇒ (18) + 5 = 23
Two aids Attempt 2
Dora, Survival, Aid Attempt 3: 1d20 + 5 ⇒ (19) + 5 = 24
Arod, Survival, Aid Attempt 3: 1d20 + 5 ⇒ (13) + 5 = 18
Two aids Attempt 3
Dora, Survival, Aid Attempt 4: 1d20 + 5 ⇒ (14) + 5 = 19
Arod, Survival, Aid Attempt 4: 1d20 + 5 ⇒ (19) + 5 = 24
Two aids Attempt 4
Dora, Survival, Aid Attempt 5: 1d20 + 5 ⇒ (4) + 5 = 9
Arod, Survival, Aid Attempt 5: 1d20 + 5 ⇒ (17) + 5 = 22
One aid Attempt 5
Moe "The Fighting Caydenite" |
Moe tries to help.
If he is able to.
Aid Attempt 1
Moe, Survival, Aid Attempt 1: 1d20 + 1 ⇒ (2) + 1 = 3
Aid Attempt 2
Moe, Survival, Aid Attempt 2: 1d20 + 1 ⇒ (17) + 1 = 18
Aid Attempt 3
Moe, Survival, Aid Attempt 3: 1d20 + 1 ⇒ (1) + 1 = 2
Aid Attempt 4
Moe, Survival, Aid Attempt 4: 1d20 + 1 ⇒ (19) + 1 = 20
Aid Attempt 5
Moe, Survival, Aid Attempt 5: 1d20 + 1 ⇒ (14) + 1 = 15
cmlobue |
Arod's Survival is only +1, though it doesn't matter with those rolls. Whoever makes the primary checks gets +4 to the first and third checks and +6 to the second, fourth and fifth. Assuming you get that far... mwahaha. Ahem.