DM Carbide |
Sorina Westyr, the Society Master of Spells, addresses the assembly. “Pathfinders—welcome and well timed. Please, make your ways to the designated safe areas quickly and carefully, and please mind the wards. Try to keep the paths clear, as we have some very delicate equipment coming through. I have some amazing discoveries to share in just a few more moments.”
Table GMs, you may begin!
GM Redelia |
Starlight brightens the grassy plain surrounding the immense Spire of Nex. Overhead, a comet lazily streaks across the night sky. Heavily armed patrols guard the perimeter, and the shadow of great wings occasionally blots out the stars. Sharp flashes of amethyst light, quick shouts, and chanting briefly periodically rise above the waiting crowd’s chatter as spellcasters hurriedly construct and maintain crackling wards. These efforts revolve around a thirty-foot-tall upright gleaming metal ring constructed at the Spire’s base.
he following checks are welcome and might be helpful: Diplomacy, Knowledge (Arcana, History, or Geography), and Profession (Astronomer).
Tusk Two-Blade |
Tusk is not impressed. Sorina is not his favorite master, and is usually boring. The only magics he is interested it are those that provide healing, armor, or weapon bonuses, an undeterrable conviction immune to logic. Twirling his double axe, which is rarely resting in it's sheath, Tusk makes his way to a 'safe area'. What a namby pamby name for a place to sit and watch.
One of his quivors has 3 arrows in it labelled in big red letters "FEY BANE". Looking a bit closer one notices that many things are labelled, including the normal arrows, some potions, flasks, and even a gallon of, if the lettering is correct, Applejack.
Jarlaxle Baenre |
A good-looking half-elven man, clad in full plate, and with an ostentatious longsword in a sheathe at his hip, looks over the gate.
Knowledge(Arcana) - Loremaster 'Take 10' = 23.
His rather jock-ish vibe is cooled slightly by the fact that he has a set of pince-nez reading glasses clipped to the end of his nose.
Tri'gar |
I look at Sorina Westyr still struggling to comprehend the recent loss of Aram Zey. While not magically inclined myself, I always took a sadistic joy in watching Aram Zey chastize new recruits and veteran fools of the Society. How could he have met his demise in the Grand Lodge of all places...
Snapping back to the situation at hand...
This appears to be a great display of magic! But why am I here? Where is the threat? Who needs protecting? Clearly, something significant is happening... I need to be alert and ready for a call to arms.
I notice Tusk Two-Blade's gear is covered in labels, and while I think this is very helpful should the sharing of gear be needed in a pinch, I again can't help but imagine what snide comment Aram Zey would have had for this.
Telepathically, I tell Slitherbane to get ready... I am sure he will be needed all too soon...
Daeron Woodblood |
History: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33
Daeron as a member of the Jewel Sage, knows one thing or two about what is going on.
Daeron is a "young" elven man. He wore a perfectly clean outfit made for traveling the hot region of Osirion, a longbow, a longspear and an heavy backpack filled with books, and traveling tools complete his equipment.
Seeing other Pathfinders converging to his position he greets them with a thick Osiriani's accent.
Nice meeting you I'm Daeron Woodblood.
Tusk Two-Blade |
"Call me Tusk. for obvious reasons."
He displays a pair of fangs proudly.
GM Redelia |
The Spire of Nex is a mile-high column of smooth grey stone a few hours north of Absalom. The Archmage Nex constructed the Spire during his unsuccessful siege of Absalom in 166 ar.
The Spire has no obvious entrances on any surface, but is said to have contained Nex’s armies. The building seems to bend both space and magic around itself.
nothing more for arcana or history, but other checks are still available.
Tusk Two-Blade |
Tusk fidgets a bit as he looks at the wizard tower. Spells alone make him slightly uncomfortable, but a massive wizard tower? Ugh!
"Anyone know what this mission is about, other than it has something to do with that ominous tower?"
Tri'gar |
Tri'gar scratches his head... Nope... Nothing in there that can help us out here...
"I don't think I've introduced myself... Tri'gar is the name, brother of Vul'gar, a long-time Pathfinder field aganet... Knowledge isn't my game, they usually just call me and my brother in when there's trouble about to happen. I am sure it is just a matter of time by the looks of what is going on here"
GM Redelia |
geography:
A new comet appeared several months ago. It does not match any known comets, and its trajectory seems highly irregular.
The comet recently traveled past Akiton, and it should travel past Golarion within the next 24 hours. Initial observations showed it was rotating slowly, but it has now stopped spinning altogether.
Diplomacy:
Absalom is all abuzz with numerous and colorful tales about the sudden appearance of a new light in the night sky. Fortunetellers and doomsayers crowd the streets, shouting stories and warnings of what this portends.
Messengers have been arriving in the Grand Lodge from around the Inner Sea with tales of strange gateways appearing around the world. Scholars have attended closed-door meetings with Master of Spells Sorrina Westyr to discuss this phenomenon as well as a sudden upheaval in the Elemental Planes.
Anyone who has not yet tried one of these checks (and is trained, for knowledge) may try, if you want.
A messenger arrives, bringing each of you some supplies.
You each receive two pouches of air crystals, a potion of endure elements, and one snapleaf.
In addition, your group receives a wand of cure moderate wounds (5 charges).
Finally, you each may purchase planetary adaptation (CL 11th) as a spellcasting service for 1 Prestige Point, with its duration
beginning when we move on with the story.
(let me know if you want the spell or not)
Tusk Two-Blade |
Eying the handouts suspiciously he asks what they are. "This a healing potion? And are these crystal thingies and leaf carving magical?"
Tusk will not take the planetary adaptation and has no knowledge skills trained. None. Zilch.
Tri'gar |
Tri'gar thinks and says "I can't use this wand... Can anyone else? Come to think of it, I also have a Wand of Cure Light that is just a stick to me... Can someone who can use it hold on to this for me, and wack me with it when needed?"
As for the Planar Adaptation, like Tusk, he also has ZERO ranks in any knowledges... But that being said, he isn't stupid (INT 13), so if the Society is handing this out, seems like they know something about getting ready for this that I don't... Tri'gar will spend 1 PP for Planar Adaptation... But, if it isn't worth it, he will be looking for the snake oil salesman who sold it to him after this adventure is over.
"I'll buy what you're selling on my good name and reputation with the society. I hope that is payment enough, and I hope it's worth it!" Tri'gar calls out to the spellcaster peddling the Planar Adaptation spells.
Please let me know what energy resistance it offers so I can update my Hero Lab accordingly.
GM Redelia |
It's actually a slightly adapted form of the spell. "For the purpose of this adventure, planetary adaptation grants no energy resistance but does protect the recipient from environmental temperature extremes, the vacuum of space, and damage dealt by radioactivity."
Tusk, are you sure? (yes, I'm asking the question in 'that' tone of voice...)
Tusk Two-Blade |
Tusk does not want to, but he could be convinced. Right now he is being reticent about it, but I (as a player) would sure love for him to take it. At present nobody has explained to him WHY it is needed. Again, as a player, I realize that we are going to be sent to the comet, but Tusk does not know that and that there may be a lack of breathable air. All he knows is that they are standing there oohing and awwwing over a comet, like everyone does. It does not help that he does not know what the items handed out are for or what a Planar Adaptation does (though the name gives him a good idea).
So, in short, in case the post with his question was not obvious enough, a little RP help here would be appreciated.
DM Carbide |
Sorrina Westyr, the Pathfinder Society’s returning Master of Spells, hurriedly concludes conversations before stepping onto the platform in front of a giant metal ring the Society has constructed. The starlight glimmers in her crystalline white hair, though her obsidian oread features are visible only in flashes from the nearby glowing wards.
“I thank you all for traveling here on such short notice, Pathfinders. A unique opportunity has come to us from the stars. The asteroid Aucturn’s Tear quietly travels our solar system once every fifty-six years. For the first time it now flares with brilliance. We have learned this phenomenon is the work of an entity trapped on Aucturn’s Tear and, whatever this being is, it is calling out for help. We do not know its intentions, yet it is in our interest to learn more. If it is benevolent, it may prove a powerful ally and friend to the Society if we can free it. If it is malevolent, then we will do what we can to ensure it stays sealed away where it can do no harm.
“As it approaches planets, the entity has opened gateways in magic-dense regions, as if calling out to powerful champions that might come to its aid. Based on our calculations, the first of these gateways on Golarion should appear in a matter of minutes, and we have gathered in this magically infused site to draw the portal here and stabilize it, allowing us to travel to the asteroid ourselves. Our observations show billowing clouds pouring out from three locations on Aucturn’s Tear. These both create a livable environment we can navigate as well as provide three entrances to the asteroid’s interior so that we can find the source of these events. The first entrance is at the base of an enormous crater, where there are monumental fortifications—likely making that the most difficult approach. The second plume is coming from the remnants of a frozen fortress, which could contain incredible secrets in its own right. The third plume is coming from the sunward side of the comet and is issuing from a number of lava tubes. Our observers also spotted the wreck of a metal craft near there.
“This will be an unusual environment, so prepare for unusual conditions: extreme temperatures, low-gravity, and airless pockets are likely. Everyone should have received a package of supplies to assist in managing these hazards. While the gateway should remain stable, a contingent of conjurers is staying here to monitor it, and additional teams are on standby to provide escape routes to extradimensional shelters in case of complications. Perhaps most importantly, we’ve ringed this area with defenses to prevent any outside interference with this expedition, and the bronze dragon Ahelvetinn has agreed to keep watch in case any evil attempts to escape through the gateway into Golarion.”
The Spire of Nex begins to hum, the vibrations creating a stomach-churning resonance as a pinpoint of light appears in the center of the portal ring and begins to grow. Sorrina Westyr shouts to be heard over the deafening noise, “It’s beginning! Be ready to move through and split into teams to investigate each of the three possible approaches. Once we’re inside we can regroup and compare notes.”
The metal of the portal ring incandesces, and a blast of freezing air pours out as the gateway opens. The place beyond is a field of jagged grey stone, and once several dozen Pathfinders step through, the earth itself springs to life in the form of countless elemental creatures that swarm toward the gate. From further in, a terrible draconic roar accompanies the appearance of a flight of crystalline dragons sweeping out from the lip of a crater.
“Secure the gate! Do not let any of them through!” Westyr shouts as she sends a lance of swirling black and white energy into one of the wyrms, sending it careening end over end as the forces meet.
Table GMs, begin Part 2!
Tusk Two-Blade |
Tusk picks up on the 'being able to breathe' comment and will accept the spell.
Taking position beside Tri'gar, he get's ready for the swarm of assailants when the gate is opened.
GM Redelia |
As you pass through the ring, you find yourself on a ridge not far from a giant impact crater. The temperature is comfortable and the lighting normal. A pair of creatures who seem to be made of the same substance as the surface arise and move toward you in a hostile manner.
Please place yourselves in the yellow box on the map. I have indicated with a big pacman the general area from which you see movement that might be enemies.
GM Redelia |
Jarlaxle: 1d20 + 3 ⇒ (11) + 3 = 14
Tusk: 1d20 + 4 ⇒ (14) + 4 = 18
Tri’gar: 1d20 + 3 ⇒ (12) + 3 = 15
Daeron: 1d20 + 4 ⇒ (15) + 4 = 19
enemy: 1d20 + 6 ⇒ (14) + 6 = 20
Knowledge(planes) to identify the little creature that is attacking you. It is a small humanoid with leathery wings small horns, and a mischievous smile.
I tries to do something magic.
percent success, high succeeds: 1d100 ⇒ 39
Nothing happens; you're pretty sure the magic fizzled.
The party is up.
Tusk Two-Blade |
Tusk is quick to follow and also takes a swing.
To hit Orc double axe: 1d20 + 7 ⇒ (6) + 7 = 13
Damage, cold iron, whetstone: 1d8 + 11 + 1 ⇒ (8) + 11 + 1 = 20
Tri'gar |
Tri'gar charges up 25', and with a mighty swing of Slitherbane, he attempts to put an end to this troublesome creature.
To Hit Slitherbane with Charge & Power Attack: 1d20 + 13 + 2 - 2 ⇒ (3) + 13 + 2 - 2 = 16
Damage Slitherbane with Power Attack: 1d10 + 15 ⇒ (3) + 15 = 18 Magic and Bludgeoning
GM Redelia |
You now have a choice which way to go. You can head for the crater, but this area appears swarming with enemies, and is likely to be more difficult (combat focused). You could choose to go to the Frozen City on the asteroid's dark side (some combat, but mostly diplomacy and exploration). Or you could go to the Sea of Light (balance of exploration and combat, with environmental hazards).
Tusk Two-Blade |
"What do you all say about heading where the action is," Tusk asks, pointing at the crater. In his head he mentally notches one kill for Tri'gar and he anxiously hopes to even the score soon.
Tri'gar |
Tri'gar nods to Tusk and says "Looks like the crater is exactly why they called me up for this mission. I'm with Tusk, that looks like fun!"
Looking out into the black sky of space is a little nauseating for Tri'gar... Especially when he catches a glimpse of what he thinks could/should be Golarion far far "below", based on the fact they could see the comet from Golarions surface... He thinks to himself "I definitely don't get paid enough for this."
Tusk Two-Blade |
"Besides, it might not be dark there. I mean, we can see the enemy from here, right?" He asks this like he is asking 'Did I miss something?'.
Tusk Two-Blade |
"Oh. You mean you cannot see that the crater is swarming with creatures? I hadn't realized."
GM Redelia |
From the edge, the crater’s bottom is a distant sight, and the vastness of stars and void looms overhead. Some incredible force tore open the ground here, leaving the stone shattered and sharp. The rocks are unusually warm to the touch and willfully twist and cut when grasped. In contrast, the gentle breeze pouring up from below is pleasant and hale.
It will take three successful climb checks for each character to move down. The final one will be harder than the first. Each round, a character can choose to make their climb a little more difficult in order to assist an ally.
You may each roll all three of your checks. If you are trying to aid someone, let me know. It is possible to use magic to bypass some or all of the checks.
Tusk Two-Blade |
"I have some tools that should help."
Tusk shows the others his climber's kit and will try to aid whoever is the most 'challenged'.
@GM Redilia
Will that give everyone a +2 bonus or just one person? I will wait to roll until I know the answer to this since he may give the bonus to someone else if not.
Jarlaxle Baenre |
Our climb modifiers are +0, +1, +5, and +7...
With a fatalistic shrug, Jarlaxle attempts to climb...
Climb: 1d20 + 0 ⇒ (10) + 0 = 10.
Climb: 1d20 + 0 ⇒ (17) + 0 = 17.
Climb: 1d20 + 0 ⇒ (18) + 0 = 18.
When he inevitably loses his footing, he shouts out a quick spell...
Spell Failure (High = success): 1d100 ⇒ 96.
....and starts Feather Fall down, much to his own relief.
GM Redelia |
Jarlaxle, save your spell. Although the first climb attempt fails, it barely fails, so you just don't make progress, not fall. The second and third rolls move you down the first two stages. Please roll one more attempt for the third stage, or you can wait to see if someone helps you, since you know it it more difficult. If you end up needing to roll, you can keep the roll you made for spell failure.
Tusk Two-Blade |
Tusk will aid the one most struggling and lend him or her his climbers kit.
In case there are 'no progress' results, I'll roll a larger batch and you can ignore the extras
climb: 1d20 + 5 ⇒ (6) + 5 = 11
climb: 1d20 + 5 ⇒ (11) + 5 = 16
climb: 1d20 + 5 ⇒ (12) + 5 = 17
climb: 1d20 + 5 ⇒ (6) + 5 = 11
climb: 1d20 + 5 ⇒ (17) + 5 = 22
climb: 1d20 + 5 ⇒ (3) + 5 = 8
climb: 1d20 + 5 ⇒ (2) + 5 = 7
climb: 1d20 + 5 ⇒ (5) + 5 = 10