Locus 22
|
I hate swimming. Why do I feel the need to go into the water now? What is going on?" Locus thinks in a panic as she moves inexorably towards the pond.
"No! Begone!" she screams as she blasts the pool with arcane energies and her circuitry tattoos glow.
Counteract with Occultism, Nanite Surge, Stupefied : 1d20 + 13 + 2 - 1 ⇒ (5) + 13 + 2 - 1 = 19
Counteract with Occultism, Nanite Surge, Hero Point, Vestment, Stupefied : 1d20 + 13 + 2 + 1 - 1 ⇒ (8) + 13 + 2 + 1 - 1 = 23
Gah, still probably not enough.
I'd like to use her nanite surge, but I'm not sure if it applies or not. If this counts as a Spell that she is counteracting, her counteract roll would be 2 higher by virtue of being Expert Spellcaster.
| GM Super Zero |
Ra'uf feels a momentary compulsion to reach for the grasping hands--maybe they need someone to pull them out! ...but he fights it off.
Okay, technically there is an effect on a non-critical success, but it has no mechanical effect and I thought specifying that was overly wordy.
The hands under the water seem to hesitate for a moment.
Success.
Locus's spell does not seem to have any effect.
Is that a rank 2 dispel? Failure, and it is not lower rank then your spell so it is not dispelled.
The pond gurgles horribly, as far as Kaitlyn can tell. Everyone closer thinks it's actually a very pleasant, enticing sound...
Celestia Will: 1d20 + 13 - 1 ⇒ (4) + 13 - 1 = 16 Critical failure. Celestia is Controlled and must use all of her actions to move toward, enter, and Swim in the pond.
Locus Will: 1d20 + 14 - 1 ⇒ (12) + 14 - 1 = 25 Failure. Locus is Stupefied 1 and must use her first action to move half her Speed towards the pond.
Hobbs Will: 1d20 + 16 - 1 ⇒ (15) + 16 - 1 = 30 Success. Hobbs feels a compulsion to grab the hands within the pond, but is not forced to do anything.
Ra'uf Will: 1d20 + 13 ⇒ (16) + 13 = 29 Failure. Ra'uf is Stupefied 1 and must use his first action to move half his Speed towards the pond.
Kaitlyn recovers from Stupefied at the end of the hazard's turn, but still must use an action on her turn to approach.
All PCs' turns.
Initiative:
Locus-22 (AC 24, 64/64 HP, Stupefied 1, must use 1st action to move half Speed towards pond)
Hobbs (AC 27/28, 96/96 HP)
Handy Oasis (Disabled 2)
Ra'uf (AC 28, 90/90 HP, Stupefied 1, must use 1st action to move half Speed towards pond)
Kaitlyn (AC 26, 92/92 HP, must spend 1st action approaching Horrible Pond)
Celestia (AC 20, 50/50 HP, Controlled and must spend all actions to move toward, enter, or Swim in the pond)
Locus 22
|
]No no no no... So Away ... We ... Go ...." Locus intones as she summons a massive swirl of wind to carry everyone away from the pond, depositing them 60 feet further from the haunted water. This hopefully gets them either out of the water's area of influence or buys them more time to recover.
| GM Super Zero |
The moment Celestia touches the water... nothing happens. Perhaps it really is harmless?
Do not trust the GM. It is not harmless. It does something else on its turn that only targets characters in the water, so it hasn't come up quite yet.
Locus finds herself wandering closer, but then she lifts Celestia out of the water and pulls her, Hobbs, and herself much farther away.
You can't get everyone with that since some have moved closer, but... I'm going to say that while you're compelled to move at least half your Speed towards it you can move further if you want. That lets you grab Hobbs and Celestia.
Ra'uf, Kaitlyn, and Hobbs's turns.
The Handy Oasis
Initiative:
Locus-22 (AC 24, 64/64 HP, Stupefied 1)
Hobbs (AC 27/28, 96/96 HP)
Handy Oasis (Disabled 2)
Ra'uf (AC 28, 90/90 HP, Stupefied 1, must use 1st action to move half Speed towards pond)
Kaitlyn (AC 26, 92/92 HP, must spend 1st action approaching Horrible Pond)
Celestia (AC 20, 50/50 HP)
Kaitlyn Deathsbane
|
Are the rocks difficult terrain?
"Oh that water looks heavenly to swim in, " Kat murmurs.
Hobbs Picklesmith
|
"So there's really no need for all of this Mr. or Ms. Oasis. It's quite unseemly. Please calm yourself. We mean no harm. Really." Hobbs pulls back from the edge of the water.
diplomacy-disable: 1d20 + 18 ⇒ (2) + 18 = 20
HP reroll
diplomacy-disable: 1d20 + 18 ⇒ (10) + 18 = 28
◆◆ Disable, ◆ stride
| GM Super Zero |
Celestia, you were only controlled for one turn. You don't have to keep that up.
And Kaitlyn, if you're not confident in any of the Disabling skills, there's always Aiding? Or trying something different--it could work!
The bubbling sees to settle at the goblin's soothing words. It's definitely working, and shouldn't take much more now...
A success.
Ra'uf Kaitlyn's turns.
The Handy Oasis
Initiative:
Locus-22 (AC 24, 64/64 HP, Stupefied 1)
Hobbs (AC 27/28, 96/96 HP)
Handy Oasis (Disabled 3; can be Disabled with Deception, Diplomacy, Religion)
Ra'uf (AC 28, 90/90 HP, Stupefied 1, must use 1st action to move half Speed towards pond)
Kaitlyn (AC 26, 92/92 HP, must spend 1st action approaching Horrible Pond)
Celestia (AC 20, 50/50 HP)
Ra'uf Steelwheels, Dog of War
|
No, really, no one needs the scent of wet fur...
◆ Stride
Okay, maybe it wouldn't be too bad...
◆◆ Disable
Diplomacy: 1d20 + 12 ⇒ (9) + 12 = 21
Kaitlyn Deathsbane
|
None of the above skills available.
Kat can attempt to aid with Religion.
Religion, Aid: 1d20 + 3 ⇒ (19) + 3 = 22
| GM Super Zero |
Kat helps Ra'uf, but even between them it doesn't seem to be quite enough this time.
Kat feels a brief compulsion to reach into the water and grab one of the hands, but she fights it off. Ra'uf again finds himself moving inexorably towards the pond. It seems everybody else is far enough away to be safe at the moment.
Kat Will: 1d20 + 14 ⇒ (19) + 14 = 33 Success
Ra'uf Will: 1d20 + 13 ⇒ (7) + 13 = 20 Failure. Stupefied 1, and must spend 1st action moving at least half Speed towards the pond.
All PCs' turns.
The Handy Oasis
Initiative:
Locus-22 (AC 24, 64/64 HP)
Hobbs (AC 27/28, 96/96 HP)
Handy Oasis (Disabled 3; can be Disabled with Deception, Diplomacy, Religion)
Ra'uf (AC 28, 90/90 HP, Stupefied 1, must move half Speed towards pond)
Kaitlyn (AC 26, 92/92 HP)
Celestia (AC 20, 50/50 HP)
Locus 22
|
Locus takes a deep calming breath now that she no longer feels drawn to the water. But she worries that her friends are in danger. "Minzy, please help Ra'uf talk to the spirits," she says even as she casts two quick spells on Celestia and Hobbs.
Hireling Diplomacy to Aid Ra'uf: 1d20 + 11 ⇒ (8) + 11 = 19
Guidance on Celestia. Please don't forget to use it!
Guidance on Hobbs.
Celestia Sol
|
Probably not, but she was grabbed without consent. Besides, it seemed funnier that way.
Once Celestia is put down, she again tries to diplomatize the pool so she can have a swim. It seems she loves swimming, even skinny dipping.
diplomacy: 1d20 + 15 + 1 ⇒ (17) + 15 + 1 = 33 - with guidance.
Kaitlyn Deathsbane
|
Kat again attempts to aid Ra'uf with Religion.
Religion, Aid: 1d20 + 3 ⇒ (3) + 3 = 6
Failing that, she runs up and tries to grab Ra'uf to keep him from going into the pool.
Athletics vs DC 23: 1d20 + 11 ⇒ (13) + 11 = 24
"Ra'uf! STOP! You're under its control! Snap out of it!"
◆ Aid
◆ Stride
◆ Grab Ra'uf
| GM Super Zero |
With Locus's help, Celestia finally calms the restless spirits. The hands within the water stop reaching for the surface... but the rest of the bodies start floating, recent victims of the horrible pond. They could have something interesting.
You can attempt a Survival check.
Celestia also spots a glint of jade buried in the mud. It's a figurine carved in the shape of a bloated humanoid mass of writhing vermin and serpents, all rendered in disgusting detail. The creeping pattern is carved so they seem to move and contort the more one views the figurine.
Kaitlyn Deathsbane
|
Nature: 1d20 + 12 ⇒ (5) + 12 = 17
Kat shudders as the bodies rise from the pond. "And I wanted to swim in that?!" she exclaims. She carefully examines the bodies with a medic's eye. She shares what she sees (Go ahead and open the first spoiler)
Survival: 1d20 + 12 ⇒ (19) + 12 = 31
Kat carefully retrieves the map from the body and compares it to Khione's map.
| GM Super Zero |
It's hard to tell what, but it seems there's something of interest due south. Or, at least, this person thought there was something to the south that was of interest to them.
Hobbs Picklesmith
|
arcana: 1d20 + 22 ⇒ (5) + 22 = 27
Hobbs examines the horrible statuette. "Ugh! It's a disgusting horrid figurine. I love it!"
Kaitlyn Deathsbane
|
Kat shudders at the sight of the object...
Locus 22
|
Locus peers at the horrid figurine and finds it fascinating. After discussing its properties with Hobbs, she wonders how truly useful it would be.
All creatures within 20 feet are Sickened or Frightened, including allies. Great for the bad guys, not so much for the heroes.
"I suppose we should head south," she opines when Kat shares her insight. "After Celestia gets dressed, of course."
As mentioned in Discussion, I'll be swapping out prepared spells before reaching the next Hex. I'll update her profile page later today.
| GM Super Zero |
After another day of traveling and searching, the party doesn't find anything. They may still need to gather more clues.
I've added arrows to the map to keep track of the clues you've had so far.
Locus 22
|
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In the morning, Locus and Toop have a chat about what spells would be more useful. They decide to empower their ability to dispel magic, and replace a few other spells that might prove more interesting.
"Maybe just a bit further south, but then head up towards the lake," Locus offers as she peers over Kat's shoulder at the map.
Swap dispel magic into Rank 4 to replace airlift. Swap out Rank 2 dispel for loose time's arrow and enlarge for feral shades.
| GM Super Zero |
The party searches further south before veering towards the west. Eventually, while searching the area, they come across an unusual creature.
A coppery serpent suns itself on a nearby rock. Sensing new visitors, it coils and raises its head to its full height, bells jingling from its chin. “Ssssuch ssssadnesssss in these landssssss,” it says by way of greeting. “Great sssssorrrowsss there were here. Battle, and blood, and hardssssship. I could sssssenssse it from sssssso far away. Give me your grief, travelers, and I shall be sssssated.”
Which might sound awful, but they're generally benevolent creatures and other denizens of the plane of metal consider them good omens despite the association with death and despair. They actually consume the sadness, meaning people who share their sorrows with the asps then have less of it, and they feel better for a while.
Anyone who wants to tell a story can attempt a Diplomacy, Pathfinder Lore, Sarkorian Lore, Society, or other relevant Lore check to tell a tale of something tragic.
Hobbs Picklesmith
|
arcana DC27: 1d20 + 22 ⇒ (12) + 22 = 34
"Oh my goodness. It's an asp of grief." Feel free to check the spoiler.
Hobbs Picklesmith
|
diplomacy: 1d20 + 18 ⇒ (6) + 18 = 24
HP reroll if necessary.
diplomacy: 1d20 + 18 ⇒ (12) + 18 = 30
Hobbs tells a story about his friend Milo and his family curse.
Ra'uf Steelwheels, Dog of War
|
Ra'uf has a tale about why he is a Pathfinder and not a sailor.
Sailing Lore: 1d20 + 9 ⇒ (20) + 9 = 29
And he's spent enough time at the docks (and the occasional dockside tavern) to embellish it just the right amount.
Locus 22
|
"A story of sorrow and tragedy? I've been most fortunate in my very short 3 years of life not to have suffered much of that. But I do know a story. Would you like to hear it in its original Minkain or translated to Taldane? Or some other language, perhaps?"
Regardless of which language the asp requests, Locus recites The Saga of the Fallen Sword, an epic tragedy from Minkai.
Society (M) : 1d20 + 17 ⇒ (18) + 17 = 35
Referenced in Lost Omens Tian Xia World Guide, page 103.
Celestia Sol
|
arcana: 1d20 + 12 ⇒ (1) + 12 = 13
She had no idea what it was - until Hobbs pointed it out. She then puts on a 'Duh!' expression.
Celestia tells the tale of being denied a refreshing swim by some sort of haunt recently. Yes, she thinks that qualifies. Of course she embellishes it a bit, including interpretive dance.
performance: 1d20 + 14 ⇒ (6) + 14 = 20
Kaitlyn Deathsbane
|
Nature: 1d20 + 12 ⇒ (8) + 12 = 20
PFS Lore: 1d20 + 11 ⇒ (1) + 11 = 12
Kat tries to tell a sad story but can't quite remember how it goes...
| GM Super Zero |
"Oh yes, exquisssite!" says the elemental, reveling in the misery of the stories he hears. Which might be a little creepy, but it makes everyone feel a little better.
That's enough successes for a benefit, though it does take your Hero Point Hobbs.
"I apologize, I don't believe I gave you my name. I am Anssssimony. You sssay you are Pathfinderssss? Well... there issss a sssstory I have heard that I believe will be of interessst to you.
"Long ago, there was a sssad child in these lands. Ssshe belonged to clan of Sssarkorians, disssplaced by tragedy, wandering the wassstelands. They sssought sssuccor with another clan, but sssoon found they had fallen into the nest of locusts itssself. The Ssscreaming Grubsss, they sssssslaughtered the clan and dousssed the Embersss! All but the youngessst... her sssadness still burnsss in her chest. It hasss turned her foul and rancid, ready to ssstrike. You’ll find her to the northeast. Be wary, Pathfindersss...”
Locus 22
|
"What's wrong with a 'nest of locusts'?" Locus-22 and her attendant locust familiar ask the serpent cheekily. "The Screaming Grubs, though, is that the name of the rival clan, or a bandit group, or a cult, or something else?"
She pauses at Celestia's question. "And we are talking about Hesla Embersplitter, I presume, based on the name?" she asks the asp.
"Though I wonder why she appended '-splitter' to her name? Is that a common appellation here, or a signaling of some sort?" she muses.
| GM Super Zero |
The snake shakes his head. "I only know what I wassss told. But we can tell if the sssadnesss behind a ssstory iss falssse. It may be embellished, but issss not a fabrication. You can be ssssure of that much."
Hobbs Picklesmith
|
"What's wrong with a 'nest of locusts'?" Locus-22 and her attendant locust familiar ask the serpent cheekily. "The Screaming Grubs, though, is that the name of the rival clan, or a bandit group, or a cult, or something else?"
She pauses at Celestia's question. "And we are talking about Hesla Embersplitter, I presume, based on the name?" she asks the asp.
"Though I wonder why she appended '-splitter' to her name? Is that a common appellation here, or a signaling of some sort?" she muses.
"I think it might mean that Hesla originates from the Ember clan and she split from them only to return with these 'Screaming Grubs' to exact some twisted revenge on her former people."
Ra'uf Steelwheels, Dog of War
|
"Or perhaps she was spared from the massacre somehow and bears the guilt of the survivor."
Locus 22
|
Locus-22 nods in agreement at all the possible plots and motivations, though she can't begin to fathom the feelings given her particular heritage. She's just not programmed to understand certain things about being human, in spite of being in a humanoid frame.
In the end, she thanks for asp for its story of sorrow and suggests that the team continue towards the lake.
| GM Super Zero |
The asp waves farewell with his tail, and departs for his nest nearby as the Pathfinders make camp. As they get ready to move on the next day, Locus-22 notices, inexplicably, a patch of ice behind her tent. There is no cause that she is able to discern, and it melts normally (and quickly) in the desert sun.
After a few more days of travel, the party locates the area marked with water on the map. While this area is much larger then the pond they've already found, large enough to be drawn on the map... well, this location wasn't labeled "oasis." Groundwater has suffused the area and turned it into a foul-smelling swamp.
They do spot some structures that will provide some shelter (and stable ground), though they're clearly long abandoned. The low moans of a dying creature carry across the fetid bog. A hulking shape lies half-submerged in the water ahead, just beyond the broken gates of the crumbling ruin.
This krooth appears to be male, and while the males are highly territorial, they are also solitary and this one appears to be too injured too attack.
Unfortunately, the injuries looks to be inflicted by other krooths, likely a female or pack of females hunting it to mate (krooth mating is an unusually violent affair). They're probably coming!
The party gains a +1 circumstance bonus to Initiative.
Celestia Sol
|
Celestia is annoyed.
Awwww ... come on ... another fetid bog? Not funny Desna.
nature: 1d20 + 11 ⇒ (20) + 11 = 31
Oh look. A Krooth. Male I think, and I'm getting the feeling there are more about
| GM Super Zero |
That was quick. Let's go then!
Holdfast (Stealth): 1d20 + 12 ⇒ (4) + 12 = 16
Cave Bear: 1d20 + 13 ⇒ (4) + 13 = 17
Ra'uf: 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 29
Locus-22: 1d20 + 15 ⇒ (20) + 15 = 35
Celestia: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17
Hobbs (Stealth): 1d20 + 18 + 1 ⇒ (16) + 18 + 1 = 35
Kaitlyn: 1d20 + 14 + 1 ⇒ (7) + 14 + 1 = 22
Thanks to Celestia's warning, the party is on alert and therefore prepared for... a cave bear to force its way in through the broken wall behind them! And the smaller animal with a sleek body and large talons that's trying to sneak up on them is entirely unsuccessful.
But while they spotted her unusual packmates, the krooth herself catches them by surprise!
Appearing suddenly from behind a wall, she charges across the courtyard of the ruin and attempts to bite Ra'uf. Attempts, unsuccessfully.
◆ Stride
◆ Stride
◆ Strike Jaws: 1d20 + 20 ⇒ (4) + 20 = 24 Miss
Locus-22, Hobbs, Ra'uf, and Kaitlyn's turns.
Initiative:
Krooth
Locus-22 (AC 24, 64/64 HP)
Hobbs (AC 27/28, 96/96 HP, Hidden)
Ra'uf (AC 28, 90/90 HP)
Kaitlyn (AC 26, 92/92 HP)
Cave Bear
Celestia (AC 20, 50/50 HP)
Holdfast
Hobbs Picklesmith
|
"I've found that many of life's problems can be solved by the strategic application of fire." Hobbs quickly draws a bomb and tosses it at the krooth, following up with a fireball that catches two enemies.
quick bomber-moderate alchemist's fire vs green: 1d20 + 17 ⇒ (4) + 17 = 21
damage, Fire: 2d6 + 1 ⇒ (4, 1) + 1 = 6 +2 splash and 3 persistent fire
fireball 4 reflex save DC29 vs green and red: 8d6 + 2 ⇒ (1, 2, 5, 5, 6, 3, 6, 4) + 2 = 34
◆ quick bomber-alchemist fire, ◆◆ cast fireball 4
| GM Super Zero |
Not in this case, anyway. While the firebomb doesn't make direct contact with the krooth, the smaller creature falls after fire explodes around it. The bear also looks hurt.
Miss, so it only takes splash damage.
Bear Reflex: 1d20 + 11 ⇒ (10) + 11 = 21 Failure
Holdfast Reflex: 1d20 + 12 ⇒ (7) + 12 = 19 Critical failure. That kills it.
Locus-22, Ra'uf, and Kaitlyn's turns.
Initiative:
Krooth (AC 23-32, -2 HP)
Locus-22 (AC 24, 64/64 HP)
Hobbs (AC 27/28, 96/96 HP)
Ra'uf (AC 28, 90/90 HP)
Kaitlyn (AC 26, 92/92 HP)
Cave Bear (-34 HP)
Celestia (AC 20, 50/50 HP)
Kaitlyn Deathsbane
|
Kat pulls the bow off her back and shoots twice.
+1 Striking Composite Longbow; 100' range, Volley 30': 1d20 + 16 - 2 ⇒ (8) + 16 - 2 = 22 for Piercing Damage: 2d8 + 3 ⇒ (2, 8) + 3 = 13 Critical Hit: Double Damage, Deadly d8, Bow Specialization Effect
+1 Striking Composite Longbow; 100' range, Volley 30', MAP: 1d20 + 11 - 2 ⇒ (14) + 11 - 2 = 23 for Piercing Damage: 2d8 + 3 ⇒ (7, 5) + 3 = 15 Critical Hit: Double Damage, Deadly d8, Bow Specialization Effect
◆ Interact to Draw
◆◆ Strike x2 (-2 volley applied as the bear is 25' away)
Ra'uf Steelwheels, Dog of War
|
Ra'uf has a bite of his own. Figuratively, that is.
◆ Step
◆ Strike
+1 Striking Greataxe: 1d20 + 16 ⇒ (1) + 16 = 17
Slashing Damage: 2d12 + 6 ⇒ (1, 6) + 6 = 13
◆ Strike
+1 Striking Greataxe: 1d20 + 16 - 5 ⇒ (5) + 16 - 5 = 16
Slashing Damage: 2d12 + 6 ⇒ (8, 1) + 6 = 15
Maybe not even figuratively. He prepares to defend his allies.
You free an ally from restraint. If the trigger was an ally taking damage, the ally gains resistance to all damage against the triggering damage equal to 2 + your level. The ally can attempt to break free of effects grabbing, restraining, immobilizing, or paralyzing them. They either attempt a new save against one such effect that allows a save, or attempt to Escape from one effect as a free action. Whether or not it needed to escape, the ally can then Step as a free action if it’s able to move.
Kaitlyn Deathsbane
|
Kat's shooting at the Krooth. I thought it was the bear until I looked at the map again.