Clémence Paix
|
Clémence pulls her Jormurdun-enhanced club from her haversack.
+1 club damage: 1d6 - 1 + 1 ⇒ (3) - 1 + 1 = 3
+1 club damage: 1d6 - 1 + 1 ⇒ (3) - 1 + 1 = 3
+1 club damage: 1d6 - 1 + 1 ⇒ (6) - 1 + 1 = 6
But cannot get past the barrier’s hardness. “Je ne cannot dispel magic nor damage le énergétique shield.”
She sits down on the edge of the raised dais with her back to the Dweller Below and pouts.
Shamus Shandy
|
Shamus casts dispel magic on the wall of force.
CL Check: 1d20 + 6 ⇒ (13) + 6 = 19
| GM Mike...R |
As Shamus casts his spell the magic barrier shimmers and then fades allowing him access to the book. When he tries to grab the tome, however, his hand passes right through it as though it were an illusion.
Further investigation provides an explanation for this turn of events. Dwarven runes carved into the base of the statue speak of the book as an object that "isn't meant to be touched by hands that have seen the sun." implying that the book can't directly be manipulated by living matter and must be interacted with indirectly.
In order to take the book the party need to find a way to lift it into a container without directly interacting with it. Simply wearing gloves or gauntlets does not prevent the effect, however it could be flicked into a bag using a weapon or another tool which might allow indirect interaction with the book. Magic is also an option, however the book weighs 10 pounds, so is too heavy to pick up with mage hand. Flicking the book into a bag will require an appropriate skill check or attack roll (if a weapon is being used). Depending on the tool being used to manipulated the book, appropriate skills could involve Disable Device or Sleight of Hand. A failed skill check may damage the book and Aid Another is an option here.
Shamus Shandy
|
Shamus eyes the book, then the runes, and nods politely.
"Hmm. 'Not touched by hands that have seen the sun'? Then we'll send someone who hasn't."
He murmurs a few soft words, and the dust beside the pedestal stirs in a small, patient swirl.
"A bag, my dear fellow. Gently now."
The mouth of his open pack lifts wide, and the tome rises from its pedestal, drifting toward it, held by nothing at all.
"Oh, that's pretty," the sage admits.
"Shhh. I'm concentrating." Shamus says with a finger at his pursed lips.
Unseen Servant: The invisible force servant lifts the book (10 lbs) into the bag with no living contact. Unseen servant will now last for 6 hours.
| GM Mike...R |
Shamus's unseen assistant secures the book. Examining the tome reveals that it is the same book that the party encountered before entitled It Crawls in Darkness. It is a detailed treatise on the Dweller Below cult. It’s written in Dwarven and even casual perusal makes it clear that the cult didn’t venerate this repugnant thing. Rather, it’s symbolic of the evil things left behind when the dwarves embarked upon their Quest for Sky. The cult seeks to metaphorically appease this entity by performing odd rituals, such as presenting it daily with growing green things of the earth.
That's another exceptional success.
| GM Mike...R |
Leaving the Temple District the party head towards the Armorer's district, the heart of Jormurdun's smithing industries. Entering a promising passageway the pathfinders begin to hear the sounds of metal striking metal, the roar of a forge, and a song sung in a deep baritone that echoes down this rock-strewn tunnel. The heat from one of the fabled forges of Jormurdun is already oppressive even at a distance.
Entering the forge (see map on page 5 of the slides) they see the singer is a male dwarf with his back to the entrance working at a roaring forge. His red hair is cropped short, and despite the heat, he wears plate armour, a soot-stained shirt soaked through with sweat beneath it and rough leather trousers. His song, sung in Dwarven, seems joyful as he hammers a the red-hot metal "By our harmony, hammer, and tong/Clang of metal sings our song/May our union’s life be long.”.
Once the party make their presence known, the dwarf stops his work and gruffly inquires what the party want.
One of the tasks from the Master of Scrolls was to persuade a blacksmith in Jormurdun's fabled forges to share their techniques. But you'll likely need to convince him you are trustworthy before he is likely to do that. This would require either a Diplomacy or metal related Craft check.
Tabar
|
"A fine song and finer craftsmanship, master smith, though I really have to confess that your forge is definitely considerably warmer than any workshop I've visited!"
He offers a friendly bow.
"I'm Tabar, a Pathfinder, and we've traveled a super long way to witness the… ehh … legendary craftsmanship of Jormurdun."
His gaze wanders over the forge before.
"We really just seek not to steal your secrets, but to learn from your mastery and preserve your techniques so that future generations may appreciate the wonders your people have created."
Diplomacy : 1d20 + 14 ⇒ (8) + 14 = 22
Clémence Paix
|
“Master Smith, I come before you as a humble servant of Ptah, the Divine Craftsman, who taught that skill is sacred and that the work of one's hands reflects one's soul.”
She bows before taking off her gloves to show the smith her grime-engrained hands. “Let me prove myself worthy of your teachings, for I seek not to steal your people's craft, but to honor it.”
“And should you doubt my sincerity, put me to work at your anvil! I've been told I'm remarkably stubb… tenacious for a human, so I already possess one quality essential to a Jormurdun smith. Though I confess, I've yet to grow a beard.”
aid diplomacy: 1d20 + 9 ⇒ (3) + 9 = 12
| GM Mike...R |
The dwarf relaxes at Tabar and Clémence's words and holds out a gloved hand. "The names Garuff, or Garuff the Gruff as others call me. I'm a master blacksmith here in Jormurdun, although in my youth I was somewhat of an adventurer."
"Given these dire times perhaps we can do a deal. With the hated duergar looking to claim our halls, I have no intention of meekly abandoning my forge to them, so if they come I intend to stay here and if necessary die defending it. In doing so I will take the secrets of Jormurdun's forges to the grave with me. But before that happens perhaps I could share some of those secrets with you if you can prove yourselves a worthy recipient by making my forge laugh."
When his last statement is met with slightly confused looks, he suggests the party take a closer look and they realise that living inside the forge is a fire elemental.
To amuse the elemental the party can either try a metalwork related Craft check, an Acrobatics check, or a Perform (comedy) check. Aid Another is allowed and the better result the party get the better reward they gain from this encounter.
| DM Carbide |
**OVERSEER ANNOUNCEMENT**
Visible ripples shudder through the sky citadel, and the air seems to bend and warp for a moment as though time and space were fighting themselves. A few seconds later, reality seems to return to normal.
Tabar
|
Tabar is really glad that they were able to convince the dwarf.
“Well, so we’re now trying to entertain?! Let’s try!“
Tabar immediately starts to tumble to amuse the forge.
acrobatics : 1d20 + 14 ⇒ (15) + 14 = 29
| GM Mike...R |
As Tabar performs his acrobatic tricks the forge flares to life and seems to chuckle in amusement. Even the gruff Garuff allows himself a smile.
"My forge and those of many of the other smiths here contain fire elementals." explains the master smith, before providing a few tips for binding them and securing their cooperation as partners rather than as slaves.
The dwarf then takes a pair of tongs and pulls a pulsing red gem from the forge's coals. He banks this in a pot of sand and gives it to Tabar. "As thanks for helping brighten these grim times, please also take this. It is the seed from which one can ignite another elemental-fueled forge."
That a further exceptional success.
| GM Mike...R |
Leaving Garuff to his work the pathfinders next seek out the shrine to Ghrode from which Kreighton Shaine asked them to retrieve one of the last offerings. Once located they enter the chamber (see map on page 5 of the slides)...
The impassive bronze statue of the anthropomorphic pig-bull still stands here, grimly bearing a bowl containing a glowing green statuette. Although a few coins are scattered across the floor, the surface is otherwise clean. Eleven ironbound chests line the north and west walls. Looking around the room it becomes apparent that the green statuette must be the item that the Master of Scrolls wants you to retrieve.
Shamus Shandy
|
Earlier...
Shamus orders the unseen servant to follow him.
Added token for unseen servant to help me remember it's active.
Perception: 1d20 + 14 ⇒ (12) + 14 = 26
Shamus glances about hoping there aren't any hidden creatures.
"I suppose I can send Jeeves," he sweeps an arm toward the unseen servant, "to retrieve the statuette."
Clémence Paix
|
“Ah, I see Jeeves now, Shamus.”
Clémence makes some random hand gestures and pulls a large piece of mica from her spell component pouch, bringing the thin mineral sheet up to her eye to squint through it like it’s a lens.
“He looks like a less handsome version of you!”
👁
“Perhaps this is à warehouse-treasury depôt? Je wonder if le Pig-homme représentes iron ‘pigs’ — ingots that are raw material pour la fabrication d’armes et tools.”
aid perception: 1d20 + 12 ⇒ (11) + 12 = 23
“Mais we can aider la personne qui les sharpest eyes examiner les environs pour danger.”
Knight Thornrose
|
Perception aid: 1d20 + 7 ⇒ (16) + 7 = 23
Thronrose glances warily around expecting something.
| GM Mike...R |
Assuming Clémence and Thornrose were aiding Gamorra, that's enough to open the spoiler.
Searching the room the pathfinders realise that there is a magic trap on the bowl, such that if anyone takes an item from it, there will be a mighty shout, damaging and temporarily deafening anyone within a 30 foot cone of the bowl.
Clémence Paix
|
| 1 person marked this as a favorite. |
"I suppose I can send Jeeves to retrieve the statuette."
“Je think that’s une excellente idéa! Juste give us time to remove ourselves from le room, out of range de la trap magique first, Shamus.”
Clémence appears recovered from her snit in the chapel of the Dweller Below.
Shamus Shandy
|
“He looks like a less handsome version of you!”
Shamus squints with a slight grin at Clemence, his blue cheeks brightening from blushing.
"Why, thank you, young lady.""Alright. Everyone move out of the room. But keep those doors open in case something gets summoned by the trap as well. I'll move over here." (Tokens moved.)
Shamus moves towards the corner of the room where he thinks he'll be out of range of the deafening trap.
Once everyone is out of the room and holding their breath in suspense, he sends his unseen servant to retrieve the statuette.
| GM Mike...R |
Shamus's unseen ally crosses the room and the party see the green statuette raise up out of the bowl and then float across the room as the servant brings it back to the shaman.
As the unseen servant is not a creature it does not trigger the trap as magic traps tend to be triggered by alarm spells and those are specifically triggered by the presence of a creature.
That's another exceptional success.
| GM Mike...R |
After investigating the Armorer's District, the pathfinders head to the Miner's District. They first set about looking for the spot where they had been instructed to place the trap to help foil the duergar. Having not been to this district before they are reliant on what other pathfinder groups who have been here before have told them regarding where the duergar will break through (This is one of those encounters where visiting the district previously is an advantage).
I've added a map of the tunnel where you have been told you need to place the trap on page 5 of the slides. To successfully set the trap you need to complete three important steps:
First you will need to recall the exact location where you were told the trap should be placed. This will require a successful Intelligence check.
Secondly you will need to install the trap by sliding it beneath the rails, positioning it carefully and securing it with several bolts. This will require a successful Disable Device, Knowledge (engineering), Sleight of Hand, or relevant Craft check.
Lastly you will need to arm the trap. This will require a successful Disable Device, Knowledge (engineering), Use Magic Device, or relevant Craft check.
As doing badly at the last two steps could involve the trap going off prematurely, it's worth having the party's most skilled members doing this, and Aid Another can be used here. I'm happy for all of the skill checks needed above to be rolled in any order, so you don't need to wait for a success on the first to be able to roll for the second and third ones.
Tabar
|
Aid another intelligence for Gamorra : 1d20 + 5 ⇒ (12) + 5 = 17
Aid another with disable device : 1d20 + 11 ⇒ (6) + 11 = 17
primary roll for arming the trap with use magic device : 1d20 + 18 ⇒ (13) + 18 = 31
Shamus Shandy
|
Place Trap:
Intelligence to Aid: 1d20 + 2 ⇒ (13) + 2 = 15
Install Trap:
Untrained Knowledge (engineering) to Aid: 1d20 + 2 ⇒ (14) + 2 = 16
Arm Trap:
Use Magic Device to Aid: 1d20 + 9 ⇒ (4) + 9 = 13
Clémence Paix
|
Clémence ✨casts guidance on Gamorra for the first two checks and then attempts to assist Tabar in arming the trap.
Arm Trap:
Use Magic Device to Aid: 1d20 + 2 ⇒ (6) + 2 = 8
“OK, OK, Tabar! Je shall take mes blessed petites paws, fold 'em together, et pray somewhere else!”
| GM Mike...R |
The party manage to successfully identify the correct location to place the trap, before setting it up and arming it.
That's another exceptional success. As it looks like things are on track to for the scenario to wrap up a little early, I'll move us on to the Grand Cathedral rather than do the second encounter here to make sure we are safely back at the entrance before the time anomaly collapses.
| GM Mike...R |
Arriving back at the Grand Cathedral (see map on page 5 of the slides) the party find the place teeming with the dwarves of Jormurdun’s past evacuating the citadel at Gutheran’s request. They are ghostly, seeming to flicker in and out of sight, perhaps a sign that part of the cathedral is within the temporal anomaly and the rest of it is without. The dwarves go about their urgent business and seem oblivious to the pathfinders presence.
There are also other creatures in the cathedral... Small groups of confused looking demons... As the party emerge into the main chamber one such group spots them and attacks. One of the demons is a schir similar to the ones they have already faced. The second appears to be a winged woman, shrunk to childlike proportions, and does not look very happy at all (knowledge (planes) to identify this demon).
Init(Thornrose): 1d20 + 2 ⇒ (19) + 2 = 21 (+4 in forests)
Init(Sadrib): 1d20 + 1 ⇒ (14) + 1 = 15
Init(Clémence): 1d20 + 5 ⇒ (6) + 5 = 11
Init(Shamus): 1d20 + 7 ⇒ (20) + 7 = 27
Init(Tabar): 1d20 + 5 ⇒ (18) + 5 = 23
Init(Gamorra): 1d20 + 9 ⇒ (18) + 9 = 27
Init(Cyan): 1d20 + 2 ⇒ (13) + 2 = 15
Init(Purple): 1d20 + 3 ⇒ (2) + 3 = 5
-- ROUND 1 --
Gamorra
Shamus
Tabar
Thornrose
Demon (cyan)
Sadrib
Clémence
Demon (purple)
(Bold may act)
Tabar
|
kn planes : 1d20 + 13 ⇒ (5) + 13 = 18
| GM Mike...R |
Tabar recognises the new demon as a succubus, but this one has been shrunk down to childlike proportions, which appears to be what it is so angry about (as such it has the young template). He knows that these demons are resistant to damage which is not cold iron or good aligned, along with acid and cold damage. They are also resistant to spells (DR 10/cold iron or good; Resist acid 10, cold 10; SR 18).
Shamus Shandy
|
Shamus levels his cane at the schir demon and barks out a word of power, old as the stars themselves.
"Take that, demon!"
Motes of silver stardust burst to life around the demon, swirling and glittering like a sudden midnight sky.
"Show-off," the warrior within says, with a grin in her voice.
-2 to attacks and sight-based perception checks for 3 rounds.
Knight Thornrose
|
Thornrose prepares to swing at whichever that comes close enough.
ready attack: 1d20 + 10 ⇒ (16) + 10 = 26
damage: 1d8 + 4 ⇒ (5) + 4 = 9
| GM Mike...R |
As Stardust is a spell like ability it will need to get past the demon's spell resistance...
Shamus caster level vs SR: 1d20 + 6 ⇒ (9) + 6 = 15
...which it does!
While Gamorra enhances the party's speed and Shamus shrouds the schir in stardust, Thornrose gets ready to strike.
-- ROUND 1 --
Gamorra
Shamus
Tabar
Thornrose
Schir (cyan) (stardust 3 rnd)
Sadrib
Clémence
Succubus (purple)
(Bold may act)
| GM Mike...R |
Botting Tabar as its been over 24 hours.
Tabar holds his ground and gets ready to strike the schir if it comes into rang...
Primary, +1 Adamantine Rapier + haste: 1d20 + 13 + 1 ⇒ (11) + 13 + 1 = 25
Damage: 1d4 + 8 ⇒ (4) + 8 = 12
The demon then advances and is hit by both Thornrose and Tabar. It attempts to strike Tabar...
Cyan halberd attack vs Tabar - stardust: 1d20 + 10 - 2 ⇒ (1) + 10 - 2 = 9
...who tries to parry the blow...
Parry, +1 Adamantine Rapier + haste: 1d20 + 13 + 1 ⇒ (6) + 13 + 1 = 20
...succeeding and striking back at the demon...
Riposte, +1 Adamantine Rapier + haste: 1d20 + 13 + 1 ⇒ (8) + 13 + 1 = 22
Damage: 1d4 + 8 ⇒ (4) + 8 = 12
...wounding it further.
Just to note the house are very close to getting the next tier success, but still need a number of successes to get there before the game is scheduled to end on the 1st of November, so its definitely worth trying to keep up the pace here to help make sure we get those successes.
-- ROUND 1 --
Gamorra
Shamus
Tabar
Thornrose
Schir (cyan) -33 (stardust 2 rnd)
Sadrib
Clémence
Succubus (purple)
(Bold may act)
Clémence Paix
|
Round #1: haste (1/6)
Clémence attempts to zap the succubus and anything hidden behind it with a ☀️burst of radiance.
SR succubus + spell pen: 1d20 + 6 + 2 ⇒ (11) + 6 + 2 = 19
untyped damage if the target is evil (no save): 5d4 ⇒ (2, 2, 1, 2, 3) = 10
In addition, DC 18 Reflex or blinded for: 1d4 ⇒ 2 rounds
Even if the save is successful, the target is dazzled for the same number of rounds (basically -1 to attack, GM)
She then moves 20 feet behind the pillar.
| GM Mike...R |
Purple reflex save vs burst of radiance (DC 18): 1d20 + 11 ⇒ (6) + 11 = 17
The shrunken succubus tries to dodge out of the way of Clémence's spell, but is not quite quick enough.
-- ROUND 1 --
Gamorra
Shamus
Tabar
Thornrose
Schir (cyan) -33 (stardust 2 rnd)
Sadrib
Clémence
Succubus (purple) -10 (blind 2 rnd)
(Bold may act)