Jakoby & Ro
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Jakoby strikes furiously at the claws.
Spiritbreaker Katana (S, deadly d8, vesatile P) w/ Astral (1d6 spirit) vs Claw: 1d20 + 20 ⇒ (20) + 20 = 402d10 + 6 ⇒ (4, 3) + 6 = 131d6 ⇒ 41d8 ⇒ 2
Spiritbreaker Katana (S, deadly d8, vesatile P) w/ Astral (1d6 spirit) w/ MAP (-5) vs Claw: 1d20 + 20 - 5 ⇒ (16) + 20 - 5 = 312d10 + 6 ⇒ (9, 8) + 6 = 231d6 ⇒ 31d8 ⇒ 2
◆◆) Strike x2
◆) Command Ro
Ro & Jakoby
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Ro follows his master's example.
◆◆) Strike x2
Jaw (P, magic) vs Claw: 1d20 + 18 ⇒ (10) + 18 = 282d6 + 6 ⇒ (6, 4) + 6 = 16
Talon (S, agile, magic) w/ MAP (-4) vs Claw: 1d20 + 18 - 4 ⇒ (20) + 18 - 4 = 342d4 + 6 ⇒ (2, 3) + 6 = 11
| GM chadius |
Jakoby slashes the claw as it reaches into her. If only it had a critical weakpoint, but alas. It is extremely resilient to her strikes, but she and Ro are able to leave some scratches. Hardness 12
The claws renew their efforts against Jakoby and BakBat, reaching into their bodies to pull their souls and drag them into the onyx crystalline walls for the rest of time. They take mental damage as the claws wrestle for their essence.
Jakoby: 2d10 + 13 ⇒ (7, 3) + 13 = 23
BakBat: 2d10 + 13 ⇒ (10, 5) + 13 = 28
Itka can hear Lumna's thoughts. "I will help... uh..."
Even is Jakoby: 1d2 ⇒ 2
"Jakoby!" The key hums as Jakoby feels Lumna blunting the claw's impact. 8 Charges remain
Round 2
Trap
- Claw for Jakoby (16 damage)
- Claw for BakBat
Jakoby (Basic Will Save DC 30 for 23 damage, Resist 10, see below)
BakBat (Basic Will Save DC 30 for 28 damage, see below)
Isaku
Doc Bloodshanks (20 damage)
Round 3
Argoni
Itka
The claw grabs onto your soul and holds tight. You can Escape, DC 28 to break free of the grab.
If you were already grabbed and you failed, open the below spoiler.
The claw pulls your soul from the body. You fall unconscious immediately, but your spirit fights on. You can spend 3 actions to make an Intimidation, Occultism, or Survival check to fortify your spirit and try to regain consciousness.
If you're targeting a claw, tell me which one.
Lumna sends a burst of mental energy to remind >you what you can do with the key.<
The trap has one facet for each of you. Disable them all to disable the trap. There are ways to disable each:
- Thievery or Crafting checks (Expert proficiency required) to disable a facet
- Counterspelling with Dispel Magic or a similar spell
- Damage (the facets have Hardness and are immune to precision damage and critical hits)
Doc Bloodshanks
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Doc goes to disable BakBat's claw.
◆◆ Disable Device: Claw for BakBat
Crafting(master): 1d20 + 19 ⇒ (12) + 19 = 31
He then dashes down one of his versatile vials.
◆ Interact: Drink versatile vial
Healing: 2d6 ⇒ (5, 3) = 8 +4 temp HP
Jakoby & Ro
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Will vs 23 mental (DC 30) w/ Resist 10: 1d20 + 19 ⇒ (4) + 19 = 23 @ 13 mental
Steeled with resolve despite difficulty, Jakoby keeps good formed swordplay
Spiritbreaker Katana (S, deadly d8, vesatile P) w/ Astral (1d6 spirit) vs Claw: 1d20 + 20 ⇒ (14) + 20 = 342d10 + 6 ⇒ (4, 7) + 6 = 171d6 ⇒ 41d8 ⇒ 5
Spiritbreaker Katana (S, deadly d8, vesatile P) w/ Astral (1d6 spirit) w/ MAP (-5) vs Claw: 1d20 + 20 - 5 ⇒ (4) + 20 - 5 = 192d10 + 6 ⇒ (5, 6) + 6 = 171d6 ⇒ 51d8 ⇒ 2
◆◆) Strike x2
◆) Command Ro
Ro & Jakoby
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Ro keeps up his end as well, digging now his beak and tearing at what he can find purchase upon.
◆◆) Strike x2
Jaw (P, magic) vs Claw: 1d20 + 18 ⇒ (3) + 18 = 212d6 + 6 ⇒ (1, 6) + 6 = 13
Jaw (P, magic) w/ MAP (-5) vs Claw: 1d20 + 18 - 5 ⇒ (4) + 18 - 5 = 172d6 + 6 ⇒ (2, 5) + 6 = 13
Itka Biklest
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"Hmp. Lumna, quit draining the key. I know you want to help, but we're just getting started, and we're well equipped to handle it." Itka lectures, trying again to work her dagger and sling bullet into the crystalline structure.
Crafting: 1d20 + 15 ⇒ (8) + 15 = 23
"Hmmmp!" She growls, then casts Guidance on BakBat to help him break free.
◆◆ Fail to disable trap, ◆ Cast a spell
Isaku Beru
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Isaku heads over to help Bakbat break free of the claw holding him.
Crafting(M): 1d20 + 20 ⇒ (16) + 20 = 36
| GM chadius |
With a few quick slices, Jakoby bisects the claw harassing her. A crystal panel shatters in response.
BakBat's Will DC 30: 1d20 + 14 ⇒ (14) + 14 = 28
As BakBat struggles with the keeps the claw held down, his companions are able to quickly dismantle it.
"Sorry, I don't want to see you hurt..." Lumna's thoughts trail through Itka's mind.
Combat Over
Jakoby (3 damage)
BakBat (28 damage)
Doc Bloodshanks (16 damage)
A minute after the chaos dies down, a door opens in one of the walls, revealing
>Narcela.< She's out of breath after racing to find everyone."Come on, I'll get you to a safer location. This room will restore the facets within minutes."
Already you can see the crystal shards returning to the wall, forging together and claw-shaped crystals growing from them.
Argoni Slate
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Argoni nods and rushes through the door, saying to Narcela, "Nice to finally meet you. I'm Argoni. What happened? Does this mean your mother knows we're here?"
Itka Biklest
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"Sorry, I don't want to see you hurt..." Lumna's thoughts trail through Itka's mind.
"Hmp," Itka replies to Lumna. "We don't want to see you get hurt, either," she adds gruffly.
Argoni nods and rushes through the door, saying to Narcela, "Nice to finally meet you. I'm Argoni. What happened? Does this mean your mother knows we're here?"
"Hmp. It's a good bet." Itka grumbles. "Hmp. Healing will have to wait, folks. Time to move!" And with that, she starts limping after Narcela.
| GM chadius |
A stone spiral staircase leads down to the floor of this spacious chamber. The multicolored glow of arcane runes fills the area, creating an eerie kaleidoscope of reds, purples, and greens.
Narcela leads you to a room deep under the castle that she prepared with arcane protections against Aslynn's magic. "As long as Aslynn remains outside the castle, she won't be able to find this area. If you rescue anyone you can keep them here while you continue searching."
"Aslynn must have somehow knew you were coming... dammit." Narcela huffs. "If she knows you were coming, then she knows I'm helping you. No wonder she wouldn't let me get close to the jail cells." She paces a bit. "Aslynn's expedition took her far enough it would take her 4 hours to return here. That's the good news. The bad news is that if you're still here when she returns, she can directly activate the castles defenses. It would overwhelm all of you immediately. You need to leave before the 4 hours are up."
The key shines and Lumna's thoughts projects into your minds. "Something interfered with my ability to transport. I cannot bring you home unless you remove the interferenece. I am sorry. Oh! I do have good news. I sensed a power source of some kind that I can consume to recharge my abilities."
Narcela thinks. "Do you mean the lighting tower? I can lead you there. I can also lead you to the Ardis Scholars who are imprisoned. Aslynn's seneschal is here, they may have notes about intercepting your trip."
Time starts counting now. The Pathfinders have 4 hours before Aslynn returns!
Each location in the castle takes about 20 minutes to reach.
- Safe Space (You are here)
- Lightning Tower (To recharge Lumna)
- Prison Cells (To free the Ardis Scholars)
- Seneschal's Study (To shut down the interplanar interference)
Each location takes an average of 20 minutes to reach and explore. When 2 of you agree on a location, the team will travel there. At least 1 of you must use the Explore the Electric Castle exploration activity. The rest of you can use this activity or Follow the Expert. Your results will adjust how long it takes to complete the location, somewhere between 15 minutes and 1 hour.
Doc Bloodshanks
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Doc hands BakBat a versatile vial. "Here, drink this quickly ... I'll heal you more when we get a chance to rest."
BakBat healing: 2d6 ⇒ (2, 2) = 4
He frowns and mumbles, "Lackluster results. That divine healing must be interfering with the restorative properties ..."
He listens to Narcela's explanation and nods. "My instinct is to remove the interference first, but if we do that now there's a chance it could get back up ... so I'd say it's wiser to get the prisoners free first."
Assuming it took at least 10 minutes to get here, he drinks another versatile vial and gives another one to BakBat.
Doc's healing: 2d6 ⇒ (6, 2) = 8
BakBat's healing: 2d6 ⇒ (1, 6) = 7
BakBat
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BakBat drinks the healing elixirs greedily. "Thanks. Yes, let's get the prisoners free first."
Jakoby & Ro
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”More bodies, more help” Jakoby agrees. She searches for tracks that would lead to the Prison Cell area.
◆) Hunt Prey
Isaku Beru
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Isaku pulls a baton out of his pouch and activates it. He then proceeds to patch BakBat up.
Battle Medicine DC 30: 1d20 + 19 ⇒ (11) + 19 = 30
Healing, DC 30: 2d8 + 30 ⇒ (2, 3) + 30 = 35
Bakbat is immune to Isaku's Battle Med for 1 hour instead of 1 day (Battle Medic's Baton)
If there's time, Isaku will do a treat wounds on Doc.
Battle Medicine, DC 20, Assurance: 2d8 + 10 ⇒ (5, 3) + 10 = 18
Agreed. Let's get the prisoners
| GM chadius |
The team quickly heals and makes their way to the prison cells.
Jakoby (3 damage)
BakBat (10 min coagulant, 60 min Battle Medicine)
Doc Bloodshanks (60 min Battle Medicine)
There will be more time to heal after you enter the cells, I'll keep the rolls and assume you try to heal Jakoby.
Narcela leads the way to the prison cells, and halts when she sees some guards outside the entrance. "Aslynn said I'm not allowed in, and they'll ask questions about you." Narcela looks. "Maybe you could sneak in, I know a few side paths. Or just... lie to the guards, say you're cleaning the cells. Once you're in I'll make sure the guards don't bother you on the way out."
Explore the Electric Castle: The team must choose one of two approaches: through sealed areas of the castle (using Athletics or Thievery) or bluffing and sneaking past guards (using Deception or Stealth).
BakBat
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"BakBat suggests finding alternative paths. BakBat can lie, but not so effectively."
Itka Biklest
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"Hmp. Time is not on our side, and there may be unexpected complications on the other routes. Let's take the shortest path here." Itka's also concerned that her bad hip might hold up the group if extra traversing is involved, but she doesn't mention that. No use grousing when nothing can be done.
Itka has Athletics +0 & Thievery +3 for the sealed areas of the castle vs. Deception +11 & Stealth +15 for getting past the guards.
Argoni Slate
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Argoni shrugs. "I can do either, but if you want to slip past them, you can follow me."
Argoni can go both routes, but he does have Quiet Allies if that applies to others performing Follow the Expert.