Pathfinder Adventure Path, Maps Subscriber
Storyteller Shadow wrote:
I meant I could run it if there were players. I don't believe an official conversion exists.
Sick Bay - Round 5 Bless active. +1 to attacks for 7 rounds 32 Collector Robot (27hp dmg)
The Collector Robot has taken some damage. Sparks fly from its core, and holes in its hull are readily apparent. Even so, it continues to fight, swinging its claw at Seoli and then blasting Alpha with its electrical gun. Both score hits but Seoli again just avoids the grabbing claw and is not grappled. Raika moves to flank the medical drone, trying to catch if off-guard. Her attacks with her stabbing kris both miss however. Seoli takes 6hp dmg and is at 14/30. Alpha atakes 11, and is at 15/26. Alpha-47 is up. Collector Claw vs Seoli: 1d20 + 12 ⇒ (14) + 12 = 26
Bottled sunshine and a crowbar later, the group sets out early in the morning head back down the Lost Coast Road -- the same road they traveled a few days ago while seeking out the rogue Varisian band that was accosting travelers looking for the Brown Stone. The day is warm, but windy, which makes travel less comfortable and rather noisy. The group comes across the Desna shrine about mid-day, a statue of the goddess carved from stone watching over a natural spring and small shelter where travelers can rest or spend the night. No one currently occupies the shrine but evidence of other travelers is apparent. Leaving the shrine after a quick repast, the group finds the tree-shaded graveyard off the side of the road. Recalling the tricky spiders that inhabited the space before, they keep a close eye out, but do not see any signs of re-infestation. Under the tree canopy in the overgrown cemetery, it's half dark even mid-afternoon, and it takes a few moments to orient your selves and find the portal built flat into the ground at the rear of the headstones but you eventually find the door and see the rather large lock holding the door fast.
Zuma nods agreement and says, "The ink and the tattoo are part of the ritual. I will be primary caster, but each of you must also play a part. When your tattoo is complete, you may do your best to participate in the ritual. Maybe it will work, maybe it won't be we definitely learn something either way." The half-orc sets to work with needle and ink, scribing the tattoo as best he can on each of the initiates in turn. The Ritual is third level, which means success is DC12. A DC22 is required to add +2 to the primary caster's roll. failure gives a -4. Success has no effect either way. You may make the rolls. Secondary checks must be Arcana or Occultism. Please describe how you supplement the work as best you can.
Sick Bay - Round 4 - concluded Bless active. +1 to attacks for 7 rounds 32 Collector Robot (27hp dmg)
Karina keeps her same attacks that seem to have been working. Her viol has a smashing hit against the medical drone but it leaves just a small dent.
End of Round 4 Medical DC18 Reflex: 1d20 + 5 ⇒ (7) + 5 = 12 fail
The Chief listens, tilting his head from side to side a bit as Quintessa explains the terms. He nods once then says. "Agreed, but..." And then he goes onto explain his rather sibilant way, that many of his tribe seem to have chosen Tartuk, who's power is on the rise over the Chief who seems to be on the decline. "I cannot guarantee the behavior of the entire brood, though I think mos-s-t will come around, es-s-specially if S-s-sharptooth is-s-s revealed." Should you agree to his caveat, he sticks out his black, scaly hand to shake on it.
"Safe?" says Zuma with a hearty laugh. "Since when was science and magic safe? Anything new comes with risk. Why when I was a young student I..." And again he catches himself going off on a tangent. "Why yes, I think it is safe, considering. Either it will work or it won't but I don't anticipate any negative side effects." He looks over Za Minyahil's anatomy with some interest. "I believe the ink will adhere to our "skin" as well, my ghoran friend. And I believe it will transfer to other shapes, but perhaps we will see. In any event the ink should fade in a day or two, not intended to be permanent." He then patiently waits for you to decide on the form you wish to share.
The team looks at the clearing, untrusting. Ari, who has very keen vision supplemented by esoteric knowledge, can spy a depression in the center, and turf replaced over what appears to be a rather large pit camouflaged to appear benign, and perhaps a little welcoming. Then the high chitter of some humanoid creature is audible to a few of the heroes, coming from the far wooded side. The words of the chatter are inaudible at this distance, but the sound, cadence and spirited hushing that follows sounds familiar: goblins! Those are (mostly) some high Perception rolls
Climbing under the small pier, Impasha pokes around in the shadowy light and finds the source of the foul scent. The partially devoured corpse of a man is wedged between the northernmost part of the pier and the lip of the stonework that makes up the rest of the floor. The upper part of the man's body seems to be missing, along with the lower part of one leg. What you can see is clad in leather armor and the one fancy boot that remains is inscribed with the stylized lettering "NC". As Impasha stands half-in and half-out of the water, examining the corpse, she just sees, out of the corner of her eye, the likely source of the body's mutilation, a milky white alligator cruises through the water, surfacing near where the champion stands at the edge of the reservoir. Impasha: Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Quink squints, but nods his head at the leshy's question. "Headmaster Gandethus and I don't always see eye to eye, but I will inquire about the Amber Shard with him, and see if has any inkling someone, likely the Black Fist, is looking for him. And yes, I will continue to look into more lore or the whereabouts of the Amber Shard, or any Shard really, while you are away." It is evening. Anything to prep before you leave for the dwarven vaults, which I assume will be in the morning?
As the orbs of light fill the space, several things become visible. First, at reservoir of water leads out as far as you can see into an underground waterway. You can assume that this passage connects eventually to the subterranean sewers in some fashion, and is used by the Bellflower Network (and apparently others) to smuggle contraband or persons out of the city. About 20' out from the end of the pier, the top half of a statue of a beautiful elven woman stands. Impasha can see this, mostly nude figure, is a representation of the goddess Calistra, the elven deity of revenge and lust. Despite the fact that the smell here is overwhelming, Impasha does not see the source readily visible. As Myron stays back from the unpleasant aroma, and looks into the hole in the wall, he sees that the two passages seem to enter the same rather large room with some floor to ceiling columns holding up the roof. The architecture here seems varied from the coffeehouse basement, and it appears these holes were knocked in the wall of the neighboring establishments basement. It's mostly dark in there, unless someone moves light there specifically. There also some rough-hewn steps leading down at the south end of the long hallway. Secret Checks: Impasha Perception: 1d20 + 4 ⇒ (7) + 4 = 11 Impasha Religion: 1d20 + 4 ⇒ (15) + 4 = 19
Teacher Zuma has one of the few offices in the Elephant Museum because he insists that Jatembe imbued powerful but undetectable defenses into the building named for his greatest chronicler. When you find his office, Zuma calls out: "Ah, are you the new volunteers sent to me?" he gives an eager grin and rubs his hands together. "Volunteerism is a sign of..." The half-orc seems about to launch into a rambling rant, but he shakes his head and returns to the subject at hand. "No need for you to be nervous about this little process, this shouldn't hurt anyone too much. At least not if I carried the five in the formula, ah?" He guffaws as he opens a door from the sprawling mess of his office to an even-more-chaotic laboratory behind it. A bright-green liquid burbles in a flask and travels through a dizzying network of spiraling tubes until it becomes something dark and swirling in a much smaller bottle. Pinned to the wall are several scraps of paper, each bearing a separate piece of an impossibly complex alchemical formula. "Your role here is simple: just sit still and focus while I attempt to prove my theorem that it is possible to entangle and connect magically inclined essences of multiple persons in such a way that they may, in fact, be able to affect each other's dependent natures and cause independent changes on those who are part of the created system of magically inclined individuals. Perfectly logical and natural of course, when you think about it." It seems Zuma has already completed most of his preparations; he has produced a bottle of special tattoo ink. "When applied to the skin, this should permit your inherent magic to talk between you, amplifying individual effects. First you must choose a form of the tattoo. It must be the same for all of you, and it must include a mouth, even a small one. Are you willing to proceed?"
As Buttercup moves light forward, the areas in front of IMpasha are slowly revealed. On the west wall, another hole in the bricks shows nothing but darkness behind from here. To the east, the wooden structure is revealed to be a pier of some kind, extending out 15' or so into an a reservoir of calm dark water. The foul smell seems to be coming from the direction of the water, as far as Impasha can tell. The long hallway continues past the distance the lantern illuminates.
The next morning, you set out to leave Sandpoint, the walk down the Lost Coast Road is uneventful. A wagon or two laden with produce and crops from the farmland outside, a merchant wagon clanking with wares, a colorful and noisy Varisian troupe traveling the freedom of the road all pass in the two hours it takes to get to the Nettlewood. Here along the road, the woods look fairly benign, but you know that Thistletop is at the far north end, along the seacoast. Heading into the woods, the mid morning sun is quickly blotted out by the overgrowth, and a gloomy dim light fills the spaces around you. Not long after entering the forest, large brambles and copses of nettles that give the area its name, become apparent. It's hard to make much forward progress as every few feet, a sharp, stinging plant blocks the way. You can make slow, painful crab-walk progress generally bearing northward for the better part of an hour, though you feel like you haven't gotten very far from the roadway. Here, in front of you is the first real clearing you've seen. A space maybe 30-40' across where the sun beats down free and easy, and there are no trees, let alone brambles or nettles, to push you aside. It might be a good spot to take a break, get your bearings or otherwise enjoy the sunshine.
Celas knows that you are too far from the river for this to be directly connected, but underground aquifers do exist, and sometimes those who dig foundations run into collected ponds of water buried underground. He suspects it is fresh water, and given the lapping sounds, not flowing at high speeds. Since the lantern stays at the back of the hall, Impasha moves up to the edge of her vision, but can't make out more. The scent of decay is definitely stronger as she advances to the south, and the cool tang of freshwater is on the air. Secret Checks: Celas Kintargo: 1d20 + 5 ⇒ (14) + 5 = 19
Sick Bay - Round 4 - continued Bless active. +1 to attacks for 7 rounds 32 Collector Robot (15hp dmg)
Seoli shifts into her fox form, a glowing blue mist surrounding her. She emits more blue energy at the medical drone, which seems to freeze and weaken the metallic surfaces. The first strike does more damage than she expects, and the second one hits, but the last one is a miss. Bahir sparks transcendence gaining a small modicum of healing. He then re-energizes his Noble Branch and attacks with his spear, damaging the drone this time, though the metal hide prevents all the damage from harming it. The drone is not resistant to cold it seems. Karina is still up to end the round.
The old chief's eyes narrow as he quickly contemplates the new players on the stage, and what the return of Old Sharptooth might mean. You can seem visibly stand taller, shoulders back and his bearing become more regal -- not the defeated and hunched shell that originally came out of the cavern. "I will parley with you," he says rather imperiously. "For the return of our mos-s-st powerful relic, and for the good of all the S-s-soots-s-scales-s-s. You s-s-say you will return our revered idol for a ring that Tartuk holds-s-s? I as-s-sent!" You can see the chief was probably once a force in the camp, and the wind is filling his sails once again. "No one s-s-speaks-s-s for Chief but Chief! Tartuk is-s-s us-s-surper and ups-s-start. You kill him dead and Chief will trade ring. I have s-s-spoken!" Meepo and the sentry look on with a obvious sense of wonder about the turn of events with their former leader.
Sick Bay - Round 4 - continued Bless active. +1 to attacks for 7 rounds 32 Collector Robot (15hp dmg)
Alpha steps forward and conjures a bevy of metal needles that fly at the medical drone. Most clink off its metal hide, but there is a small amount of damage done. The medical drone is constantly repairing its own minor damage and this continues. Then it swings a hand-like appendage at Seoli as it advances to be adjacent to the bigger robot. The attack misses this time, a hypodermic-like finger squirting a bluish fluid onto the floor instead of into the monk. Karina, Bahir, and Seoli are up now. Medical Drone Claw vs Seoli: 1d20 + 9 ⇒ (5) + 9 = 14
Farther along during the term, M'Baba is approached by one of the Emerald Bough faculty, Teacher Zuma, a male half-orc who is best described as eccentric (and at this school that is saying something). Zuma is a master of defensive magic, and a can be captivating to hear when his lectures are on point, but often his classes are a rambling maze of utterly nonsensical ramblings that seem to have no point or no end. Tzeniwe, who is kind to most everyone, has little patience for Zuma saying he is "a web of thoughts poorly shaped from insufficient foundations." At any rate, the absent-minded professor approaches M'Baba saying, "I am looking for a group of volunteers, initiates would be best, to test a process to share magical abilities. I need those who are not fully developed in their magical abilities. Maybe you and your friends would like to help me out? Drop in my office when it's convenient and we can discuss more." Zuma is odd, but he is a colorful and respected member of Emerald Boughs, so M'baba feels some obligation to comply.
The secret door is opened, and Impasha with shield fastened, steps into the darkness. Buttercup holds the hooded lantern right behind her. Bright light allows visibility for about 30' and then the light is dimmer and hard to make out clearly for another 30' or so. Just outside the dry cellar, the room is a long fairly narrow hallway. The sounds of water lapping is audible and the smell of spoiled meat is stronger here. To the west, it appears a hole has been knocked in the wall just at the edge of your vision. On other side, what appears to be a wooden structure of some kind is barely seen. Map at the top margin is updated. Thanks for being patient.
The White Stag, another inn near the north side of Sandpoint, is probably closer than all the way back at the Rusty Dragon. Known for its seasoned peppercorn venison, the Stag is run by the brother of Sheriff Hemlock, a Shoanti man named Garridan Viskalai. The place is much cleaner and spacious than Ameiko's place, and caters to a more upscale clientele, rather than the workingmen and crass adventurers you'll find at the Dragon. Quite embarrassed by the spectacle, Quink takes the new pages and nods his head. "This is the same script and code as the other. I've spent a bit of time, maybe too much, working on deciphering this, and can read it quite easily now. It appears to be from the same author as what you took from the hobgoblins, though these pages are rather badly burned and ink smeared as if with water..." Quink motions for you to sit at his table where there are only 4 chairs, then he starts in with a practiced oratory style, given to professional lectures. "It seems someone, the person who wrote both these missives, has agents to do their bidding. They are looking for something they call the Amber Shard. They seemed to think Professor Gandethus has it in his possession but not sure. I did some research on this Amber Shard as well." The sage goes on to describe that the Amber Shard is one of seven shards that are the pieces of a relic - The Sihedron Crystal - that was created and used in the time of ancient Thassilon. The Crystal was used by the rulers of Thassilon to harness magical power and that each of the Shards is reputed to give access to or control a school of magic. "The latest information available to me says the Shards were created when the Sihedron Crystal was shattered at the time of Earthfall thousands of years ago. The whereabouts of any of the Shards are not known, so why someone would suppose old Ilsoari has one in his basement is somewhat beyond my ken." "Just who is behind this search and why, is not really clear from these notes. It sounds like your acolyte was more of an agent planted in Sandpoint, and disappeared before the hobgoblin-led attack after failing to find the Amber Shard on his own." "It seems like you have stumbled on quite an adventure here, my friends."
Meepo looks at Teela quizzically and only shrugs not understanding. When Velas makes a request, Meepo nods enthusiastically. "Meepo will try. Chief may not come, but Meepo will try!" He turns and heads back to the cavern opening. After several minutes, Meepo bounds out of the cave mouth excitedly. "Chief coming! Chief coming!" he shouts. And sure enough, following behind, dragging a staff and look quite downtrodden and dejected is a larger black-scaled kobold wearing a fancy headdress that looks like it has seen better days. You assume this is Chief Sootscale himself. He speaks Common speech, though heavily accented with long drawn out S sounds. "What do you want with me? Haven't I been through enough already?" the chief says wearily. Secret Checks: Velas Make a Request: 1d20 ⇒ 19
Soon all the Silver Ravens are in the cellar, and Laria closes the hatch and locks it. (That last part is a bit distressing...). With the lantern lit, the search is on for the triggering wall sconce. Soon enough, you find it, the mechanism clearly hidden inside the torch bracket, it would've been very hard to see, if weren't told where to look. Pushing the internal button unlatches a heretofore unseen secret door that opens into darkness. A dank smell comes from the opening, and then, fainter, a more ripe smell, like something rotten just at the edge of your senses. React how you wish. I will get a map up at the top margin tomorrow so you can crawl the dungeon at your leisure.
Unfortunately the coursework proves challenging to Za Minyahil and they struggle to make much headway in the work needed, despite having Esi as a debate partner. She just nods knowingly when they say how hard it is. "Not every flower is meant to bloom" is all she says. Za Minyahil is unsure what that even means, but it sounds rather patronizing. No advance on either branch, but not a critical failure either (just barely). You can try again at the next Study opportunity. If you want to Cram at the next opportunity, you can try to gain two levels, but the risk and penalty for failure is higher.
Tot completes her purchases without issue.
The potion offered by Voon is indeed magical. And any sense of the magic shop proprietor's motive indicates he is being forthright and sincere. And the price for a low-level potion seems right, especially with the discount. "No, man. Test it all you want. She's the real thing. I'll always deal you straight, man. Lying is just bad energy. No one needs that downer trip." When asked about the duration, Voon shrugs and says, "This here will reduce a single person to half size for about a minute, man. But time is a construct you dig, we are all insignificant in the universe's eyes. And that's for eternity...or longer. Far out, man!"
Sick Bay - Round 4 Bless active. +1 to attacks for 8 rounds 32 Collector Robot (15hp dmg)
The Collector Robot fires its stun cannon at Raika but the blast just misses, hitting the floor at her feet instead. Then it swipes a claw attack at Seoli who is adjacent, raking her hard across the shoulder. It then moves away from Bahir, and closer to where Karina keeps casting those electrical spells from. Raika hears the call to attack the medical drone first, she shoulder her bow which seems to be rather useless against these metal foes, and draws out her knife, climbing over hospital-style beds to be adjacent to the drone. Seoli takes 10hp dmg but avoids the grapple. Alpha is up now. Collector stun vs Raika: 1d20 + 12 ⇒ (5) + 12 = 17
Sick Bay - Round 3 - concluded Bless active. +1 to attacks for 8 rounds 32 Collector Robot (15hp dmg)
Seoli continues her flurry of attacks against the collector robot but he is unable to do much against the metal hide of the creature, successful scoring one hit that actually causes slight damage. Karina continues to use her electrical arc spell which does seem to do more damage than usual to the Collector Robot at least, even though they seem to avoid most of the spell effect. Bahir stands up from prone, adds some physiciality with his Scar, and moves adjacent to the robots once again. End of Round 3 Bahir has to move for his last action but the effect is the same. LMK if you want to stay put instead. Medical drone DC16 Reflex: 1d20 + 5 ⇒ (12) + 5 = 17 save
There are levels to your branches. Making a successful Study check allows you to progress levels. If you fail the check, you can Cram, and try to make it up but penalties for failing that Cram check also. When you level up your branches, you get specified skills/feats/abilities, so moving to Level 1, you get an associated Additional Lore. At level 2, there is something else etc. You can move your Secondary branch the same way, but it can never exceed your primary branch in level, nor can either of them ever exceed your class level. Hope that's clear and while it should be a settlement Lore for your branch, I will allow Fey this time. I am calling it First World Lorew, which will sort of satisfy the "place" requirement.
The Feathered Serpent is near the southeast corner of Sandpoint near the docks and the Turandurok River. Entering the place is filled with an ethereal music and a thick scent of sandalwood incense. The windows are strangely tinted, and cause myriad motes of multicolored light to dance and sparkle throughout the story. Please read Vishali Voon's voice in the Jeff Bridges "The Dude" style if you please. A sleepy-eyed man with shoulder-length straight hair, balding at the front, steps out from behind a beaded curtain when you enter. "A reducing potion? Far out!" he asks when Garen queries. "For the Heroes of Sandpoint, I think I can come up with something, man." He rummages around in the back of the shop, with more than one crashing sounds of glass-breaking and a muttered curse or two. Then he reappears, a tiny crystal vial in one hand. "Eureka, man! Found it right where I left it." The crystal is multi-faceted and nearly opaque, but you can see a small amount of light purple liquid inside. "Doesn't take much to get the job done, man." says Voon, when you appraise the small amount. "Sure to shrink you down to half-size. Any more, and you might get sub-atomic. And while that's a trip and all, probably not your goal. Only got the one. Can make more but it'll take some time, man. You got time?" "Discount?" he says when the question of price arises. "Yeah, man. A Hero discount is groovy! Let's say 40 gold crowns, instead of the usual 50, what do you say, man?"
"Chief Sootscale may not come out, but Meepo can try. He very sad, and stays in bed most times. Meepo think his days are numbered. Chief think so too Meepo sees." Meepo then gives you space to hold private council, taking steps back towards the caverns. He appears quite anxious himself, looking over his shoulder towards the cavern entrance, his forked tongue flick in and out while you conversate together in private. Will give you a chance to settle your plans. LMK when you are ready to explain to Meepo what you wish him to do.
Savah has a machete, a thin-bladed knife meant for cutting through vegetation for 10gp. In fact, there are two of them, if you are interested. It can also be used as a weapon, should the need arise. LMK if you head to the Feathered Serpent, or forego the magic shop for now.
Once morning victuals are eaten, and everyone is readied, Laria leads you back down to the Common Room of the Coffee House. She has been late in opening this morning, and the room is blessedly empty at present, but you can see there are impatient patrons waiting outside the front entrance, though blinds obscure them from direct visual (and you from them). The halfling leads you into the kitchen area, and directly to a pantry which is filled with baking and cooking ingredients. A handle in the floor shows the presence of a hatch to go down into the dry basement. She hands you lit lantern, if you wish and opens the hatch. It is very dark below, but you can see a sturdy wooden staircase descending. "I have to open the shop, it's been too long already. The cellar has a wall sconce that triggers the secret door to the tunnels beyond. You should be able to find it easy enough. Good luck! Oh, and if you need to come back up, knock three times on the hatch here, and I will unlock it for you. Try not to make a ruckus, the area below is mostly soundproof. Mostly. Now off with you, and bring Nan back safe and sound! He still owes me payment..." And with that you are free to go down into the dry cellar. The space is bigger than you expected, perhaps 30x40 and filled with flour sacks, coffee beans and other dry ingredients needed for the thriving business above. Once you are all below, there are no visible signs of egress or ingress save the hatch above.
Neppka is slowed by the choking smoke pouring from the kitchen, his eyes watering heavily. He has to stop and get some clear air before diving back in. Printhello is able to avoid most of the smoke caused by his watery spell hitting the flames. After dousing the fire one more time, the gnome seems to think the danger is past. Heavy smoke still fills the kitchen, but the fire appears to be out. Brodert Quink looks hapless. "I started dinner on the oven, but then got immersed in my work, and forgot all about it. I am afraid its is quite ruined...Sorry for the trouble."
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