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Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

It was nicely linear once started so it just flowed from spot to spot, but basically you all wrecked the three combats and negotiated out of two more possible ones.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Whelp, that roll AND roleplay in gameplay will do it, bypassing a nice fight at the end. Sorry to those wishing to beat up a sentient cloud of nanites!

I will get a nice post up in gameplay to start wrapping things up later, when I have time. But for now, start getting those day jobs in and asking/rolling any FJC stuff y’all might have.

I will also have some stuff for Cashel to try to do to get the second DA boon on the chronicle, but that will also be in gameplay.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Apologies for no posts yesterday. It was the day coming off a three day work weekend and I was fried. I'll try to keep up posting daily here on out to finish this scenario up.

Cashel has time while he walks to think about what the creature inhabiting Pendleton might be. From the description given of a 'grey mist' earlier and seeing it occupy a host, he finally puts it together. It is what is called a 'cyberplasm', a Neutral Fine Construct. In addition to the normal construct AND swarm traits, it has two very interesting abilities. The first relates to being able to create the hungry fleshes you all faced downstairs (I won't bore you with those details). The second...

Infest: As a standard action, a cyberplasm can attempt to inhabit a Large or smaller corporeal creature. The cyberplasm must move into the target’s space (dealing swarm damage in the process), and the target must succeed at a DC 15 Fortitude save to avoid being infested.

An infested creature retains its physical ability scores, hit points, special attacks, and natural abilities, while the cyberplasm uses its own mental ability scores, base attack bonus, base save bonuses, alignment, and mental abilities. The host is considered unconscious while infested, and can’t take actions or control any of its own abilities as long as the cyberplasm inhabits it. The infested creature gains 2 slam attacks appropriate for its size if it doesn’t already have slam attacks.

While infesting a host, a cyberplasm can’t access its host’s thoughts, skills, or mental abilities, and it loses its swarm traits (including immunity to weapon damage) and use of its extraordinary abilities. Any damaging attacks or effects affecting the host deals half of the damage to the host and half of the damage to the cyberplasm. Any electricity damage dealt to the host deals full damage to the host and the cyberplasm (and the cyberplasm is still subject to its vulnerability to electricity). A cyberplasm deals 1 point of Constitution damage every hour it is inside a host. If the cyberplasm reduces its host’s Constitution score to 0 in this way, the host’s body dissolves into gray dust and is destroyed (similar to a disintegrate effect).

A cyberplasm can end its infestation as a move action, appearing in any space adjacent to the infested creature. If the host is slain, the cyberplasm is immediately ejected and is dazed for 1 round. A remove disease spell has a 50% chance to force a cyberplasm from a host, but the creature receives a saving throw against this effect. Anytime a creature infested with a cyberplasm is subjected to electricity damage, it can attempt another DC 15 Fortitude save to eject the cyberplasm.

__________________

The cyberplasm responds to Cashel's questions, "Big, metal, flies through space. Maybe it's transponder is broken? Or out of range? Where exactly are we?"

If asking the cyberplasm to do something specific, please use the 'request' part of the diplomacy skill. Remember though, each additional request beyond the first has a stacking +5 penalty. Currently simply asking it to leave Pendleton would qualify as "Give Dangerous Aid", but that modifier could be negotiated down.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

The creature seems intrigued, ”My home is a ship, do you know where it is? I have been trying to call it, but so far no reply.”

It continues, ”I don’t have any plans to leave this body, at least until it expires and I need to find a new one. Hands and solid form are much easier to use to do things with. Are you though… suggesting an alternate host so as to save this one?”

Anyone can roll a trained K: Arcana to learn more about the thing infesting Pendleton.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

The creature’s fear appears to fade as the pathfinders make no threatening actions and Paloma attempts to communicate they are not going to harm them. They wait the two hours until Cashel returns.

Jack certainly doesn’t have any experience with radio waves or transmitters or anything like that, but he does remember going to a university lecture on the topic. He can’t remember why he went to the lecture, maybe it was to impress some lady friend? Either way, that’s what the sparking parts seem to be.

The clothing worn by the creature does match the description given of Pendleton.

Cashel finally speaks words it understands. It cocks it’s head and listens, then responds. It seems… unfriendly now, which is better than hostile at least.

”I am me. I do not know who this person is you wish to rescue, is it maybe this meat husk I inhabit? Perhaps that is the case. What I wish is to go home.”

Currently only Cashel can attempt requests (including aids on those requests) via Diplomacy as he is the only one who can communicate with it. It is unfriendly now though, so that’s better than hostile.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Cashel barely recognizes it as some sort of transmitter.

Everyone good with waiting a couple hours for Cashel to run to the lodge and get a scroll?


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

For sure, and it did delay combat. For now.

A good question in discussion reminded me about the sparking device setup deal. Trained Knowledge Engineering to learn more.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

The ‘thing’ repeats its question after the spell is cast.

Cashel hears, ”Who are you and what do you want?”

Now that you know the words, you can tell that the tone is both frightened and hostile.

FYI: You cannot use Diplomacy against a creature that does not understand you. So a simple roll and some hand gestures won’t bypass this encounter. However, the scenario does lay out a path to allow you to avoid combat. But it’s up to you all to figure out how to get there!


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Jack and Sobek lead the way up. They peek into the top room and see a hooded figure working at the north workbench. The group files in and takes tactical positions. A large robotic construct stands in the middle of the room. It is watching the pathfinders, but appears to be waiting for a command.

A mosaic of the night sky and winter constellations covers the domed ceiling of this circular chamber. Rich embellishments fill the walls, and a plush carpet covers the floor. Heavy antique furniture has been overturned or broken, much of it incorporated into a series of sparking devices.

The hooded figure turns and you see his face. It’s… humanoid. Maybe even it used to be human too. But now, trails of glowing… runes? Sigils? Tiny bugs? Trace and retrace their steps upon the person’s flesh. It speaks. An echoing vibrato that reminds one of metal grinding on metal.

”त्वं कोऽसि किं च इच्छसि”


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Cashel tries to use prestidigitation, but it fails to remove the grease (much too high of a spell level ability to be removed by a cantrip).

However, after about a minute’s time, the grease turns into a white powder and crumbles to dust. It seems to no longer be harmful. Prestidigitation now easily sweeps it away.

The group finds two fairly secret rooms. One leads into a supply closet with nothing of interest. The other leads into a hidden freight elevator that goes down to the first floor and basement.

There is nothing else of value found in the room, but a doorway to the east has been smashed open. It leads to a stairway going up.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

I can’t find anything in the rules or forums to indicate that a PC doesn’t know they failed a save. And since you all know these things are disease carrying, using a remove disease wand is a perfectly reasonable reaction. Wands always use their own caster levels, but the wand would actually need a caster level check to activate, which your first roll easily accomplished. Your second roll then easily defeated the Disease.

Paloma takes care of any issues related to these nasty oozes, assuming no one takes a running dive across the diseased greased floor in the next minute?


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Paloma and Jack beat and batter the slime, but it remains a threat until Sobek cleaves right through it, chipping the stone floor below. The blubbery foe collapses with a *goosh*, threat no more.

Combat Over! We have a fort save disease onset roll coming up in less than a minute, any actions prior to that?


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |
Cashel O'Brien wrote:

Cashel attempts to splash acid over the remaining blob.

Acid Splash: 1d20+2, for 1d3 Acid damage.

Which hits! Regen is off this round.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Jack bwongs the ooze after Cashel zaps it with acid.

Paul moves in to help free Cortina, who makes it out of the slime’s grasp before stepping away.

Paloma gets around to where she can help the cleric.

Sobek slashes into the beast successfully.

It schlorps forwards and tendrils slaw towards the dangerous Jack.

Slam v Jack: 1d20 + 5 ⇒ (7) + 5 = 12

The dangerously deft Jack who easily dodges.

Round 6: It's the BLOB!
Buffs: Bless
Cashel
Paul (+5 v disease)
Jack (-3 HP, +5 v disease)
Cortina (-18 HP, Diseased)
Sobek (+5 v poison & disease)
Paloma (+5 v disease) & Cheeper

Green Blob (-26 HP, No regen till Cashel)

Bold are up!


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

That is indeed a failure on the second fort save. Onset time is one minute so we can worry about that roll later. But you did break the grapple! Would you like to roll acrobatics to avoid an AoO or five foot step instead?


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Yup, everywhere they moved over is greased and diseased. This things are gross. It’ll fade soon, but not soon enough to matter.

Cashel lands his acid again, yay! Sizzle sizzle.

Regen disabled for 1 round.

Jack whacks.

*Bwong* goes the slime.

Paul, Cortina, Sobek, Paloma & Cheeper are up!


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

The slime ooze tumor monster seems to care not for your plans, simply attacking the easiest target it can.

Green v Cortina: 1d20 + 5 ⇒ (18) + 5 = 23 for Bludg: 1d6 + 4 ⇒ (4) + 4 = 8 and Grab: 1d20 + 11 ⇒ (13) + 11 = 24 for Constrict: 1d6 + 4 ⇒ (6) + 4 = 10

And the Dwarf cleric is smacked while being wrapped up tight, the tendrils squeezing hard. She can also feel her immune system kicking into high gear.

Cortina, Roll Fort v Disease twice (one for hit and one for constrict) failure won’t prevent you from taking your turn normally.

Round 5: It's the BLOB!
Buffs: NA
Paul (+5 v disease)
Jack (-3 HP, +5 v disease)
Cortina (-18 HP, grappled, 2x Fort Saves)
Cashel
Sobek (+5 v poison & disease)
Paloma (+5 v disease) & Cheeper

Green Blob (grappled)

Bold are up!

I’m leaving the blue ooze up as those squares are currently acting as diseased grease. Move through it at you own peril.

Grappled:
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level, see Concentration), or lose the spell. Grappled creatures cannot make attacks of opportunity.

A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Sobek is up!


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Paul, Jack and Cortina stab, smack and splat the ooze back into a puddle of diseased goo.

Cashel redirects to the other ooze, but misses this time.

Round 4: It's the BLOB!
Buffs: NA
Paul (+5 v disease)
Jack (-3 HP, +5 v disease)
Cortina
Cashel
Sobek (+5 v poison & disease)
Paloma (+5 v disease) & Cheeper

Green Blob

Bold are up!

I’m leaving the blue ooze up as those squares are currently acting as diseased grease. Move through it at you own peril.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Red explodes in a spray of goo and ichor, though fortunately none of it gets in anyones mouth.

Blue and green move up to keep attacking tasty foods.

Blue v Sobek: 1d20 + 5 ⇒ (2) + 5 = 7
Green v Cortina - Corner: 1d20 + 5 - 4 ⇒ (4) + 5 - 4 = 5

But the pathfinders’ tactics are sound… or lucky.

Round 4: It's the BLOB(s)!
Buffs: NA
Paul (+5 v disease)
Jack (-3 HP, +5 v disease)
Sobek (+5 v poison & disease)
Cashel
Paloma (+5 v disease) & Cheeper
Cortina

Blue Blob (-22 HP, regen off till Cashel rd 4)
Green Blob

Bold are up!


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Paul sinks another arrow into the blood-red blob. It doesn't regenerate, which would probably annoy it if it were sentient enough to be able to be annoyed.

Jack smacks it, making it wibble wobble again.

Sobek smacks his target, then steps back to wisely let it eat Paloma.

Cashel zaps it again with acid.

The pathfinders are whittling these gross things down! But more importantly, aren't letting them heal.

Round 3: It's the BLOB(s)!
Buffs: NA
Paul (+5 v disease)
Jack (-3 HP, +5 v disease)
Sobek (+5 v poison & disease)
Cashel
Paloma (held antiplague) & Cheeper
Cortina

Red Blob (-40 HP, regen off till Paloma rd 3)
Blue Blob (-22 HP, regen off till Cashel rd 4)
Green Blob

Bold are up!


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Cortina whacks the compressed blob in front of her, it wobbles like a big bowl of jelly and then tendrils slam out towards her!

Red v Paloma: 1d20 + 5 ⇒ (6) + 5 = 11

But misses. The other blob schlorps forwards, chasing its prey Sobek and seeking tasty flesh.

Blue v Sobek: 1d20 + 5 ⇒ (12) + 5 = 17

And also fails to hit. The one in the back shifts forward but doesn’t try to push past.

Round 3: It's the BLOB(s)!
Buffs: NA
Paul (+5 v disease)
Cashel
Jack (-3 HP, +5 v disease)
Sobek (+5 v poison & disease)
Paloma (held antiplague) & Cheeper
Cortina

Red Blob (-26 HP, regen off till Paloma rd 3)
Blue Blob (-3 HP, regen off till Cashel rd 3)
Green Blob

Bold are up!


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Paul shoots an arrow into the difficult gap between allies and foes, calculating poorly.

It doesn't matter, he hits anyway! The ooze doesn't seem to care.

Cashel splashes the other front facing ooze with acid, it sizzles and shudders.

Jack steps back and drinks the nasty banana flavored broad spectrum antibiotic.

Sobek steps back and swaps out weapons.

Paloma *kerzaps* her ooze again! She should switch to this weapon as her primary option, it's amazing.

Round 2: It's the BLOB(s)!
Buffs: NA
Paul (+5 v disease)
Cashel
Jack (-3 HP, +5 v disease)
Sobek (+5 v poison & disease)
Paloma (held antiplague) & Cheeper
Cortina
Red Blob (-14 HP, regen off till Paloma rd 3)
Blue Blob (-3 HP, regen off till Cashel rd 3)
Green Blob

Cortina is up. I am busy this weekend, but if you get up a post I will try hard to move us along.

There are only four total antiplagues. As of my tracking, three have been drunk. Currently Paloma is indicating she has one out. It is the last one.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Jack, do you want to provoke two attacks to take an antiplague this round? Or step back to do it? Or did you want to have taken it last round? I can adjust if you get back to me quickly enough, but it would mean you would still have your greatsword out instead of the quarter staff.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

I’ll assume if you don’t act, that you drew and drank and antiplague or started the process of doing so if you didn’t have those actions instead of delaying.

Cortina draws a wand and blesses the group!

Paloma draws a laser pistol and easily blasts the red ooze. It’s almost like she knows what she is doing with such an obscure weapon.

No crits on these enemies.

Cashel tosses his quarter staff to Jack (move action), who catches it and puts his sword away (two move actions). Cashel draws an antiplague (2nd move).

Paul and Sobek draw and drink antiplagues.

The blobs slime their way forward towards food (double moves).

Round 2: It's the BLOB(s)!
Buffs: NA
Jack (-3 HP)
Paul (+5 v disease)
Sobek (+5 v poison & disease)
Cashel (held antiplague)
Cortina
Paloma & Cheeper

Red Blob (-4 HP)
Blue Blob
Green Blob

Bold are up!

Red is compressed to 1/4 its size with no penalties because… blobs are jerks and can do that. However, they ain’t hard to hit anyway. Don’t forget that almost all of the room behind them is currently slimed, though I doubt anyone was heading that way anyway due to no flanking bonuses.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Sobek and Cashel quickly identify these as Hungry Fleshes, Neutral Large Oozes. Both recognize that all oozes are mindless and immune to flanking, sneak attack and crits.

Sobek recalls no weaknesses, but they do have a slam attack that can Grab and eventually Constrict in addition to all their attacks having a Disease component. The Disease is a one minute onset, once daily Cha/Con damage, 2 Cure tumor flavored ability.

Cashel recalls they have a slime trail that acts as a grease spell and also is infested with their disease (triggered if touched with bare flesh). He also recognizes they have a unique regeneration ability that heals the ooze for five HP every time it takes slashing or piercing damage, but can be stopped for a round with fire or acid damage.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

The group gathers up everything and heads towards the next spot to investigate.

B19 Description

A gigantic reptilian beast is on display in the center of this expansive gallery, ferociously leering over the collection of taxidermied animals and monsters. Many exhibits have been smashed or torn apart, scattering limbs and sawdust across the basalt floor.

A small door at the eastern end of the room is labeled “Private Events Only."

But more important than that...

Three quivering piles of tumorous flesh emerge from behind the exhibits, leaving trails of slime as they hungrily search for sustenance!

Initiative
Jack: 1d20 + 4 ⇒ (20) + 4 = 24
Paloma: 1d20 + 2 ⇒ (8) + 2 = 10
Paul: 1d20 + 3 ⇒ (19) + 3 = 22
Cashel: 1d20 + 2 ⇒ (15) + 2 = 17
Cortina: 1d20 + 4 ⇒ (9) + 4 = 13
Sobek: 1d20 + 4 ⇒ (14) + 4 = 18

Red Blob: 1d20 - 3 ⇒ (9) - 3 = 6
Blue Blob: 1d20 - 3 ⇒ (8) - 3 = 5
Green Blob: 1d20 - 3 ⇒ (9) - 3 = 6

Round 1: It's the BLOB(s)!
Buffs: NA
Jack (-3 HP)
Paul
Sobek (+5 v Poisons)
Cashel
Cortina
Paloma & Cheeper

Red Blob
Blue Blob
Green Blob

Bold are up!

Trained Knowledge Dungeoneering to ID


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

B13 Description

This is a long, narrow presentation space for visiting academics, adventurers, and pathfinders to share their knowledge. The stage at the north end is raised 2 feet higher than the seating area, but is otherwise unremarkable.

Nothing here yar!

__________________________

B14 Description

A collection of staff offices greet the group. While Paloma meditates and regrets the loss of innocent plant life just doing what it's supposed to do, the rest of the group searches the offices. They find a bunch of normal paperwork.

There is a faction thing related to Nigel here, but Cashel already completed it earlier. There is also a hidden doorway in the hallway that would have been the end result of the alternative stairs from the first floor.

__________________________

Paloma sees faint drag marks heading east towards the Hall of Legendary Beasts (B19).

15 minutes has passed and Paloma has her spellslot now filled. Any actions before we move to B19?


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Sobek moved into the range of the stench before drinking the antitoxin, so it was not taken into account. He will have +5 v Poison for the next hour though, so that's nice. Paul does not need additional saves.

The wily rogue slips into a flanking position, allowing Jack to step up and strike at the distracted foe. His blade barely hits, but cleaves deep into the flesh of the bulb. Paloma's fireblast ignites the tips of the plant's tendrils and they burn down like a fuse, incinerating the last enemy.

All is quiet in the museum!

Combat is over, these enemies were quite weak imo.

___________________________

Cashel can't fail this Perception check so...

The group finds that one of the display stands in this area contains a secret cache! Inside is a pearl of power (2nd lvl spell) and a whip feather token.

___________________________

B11 Room Description

This room, titled the 'hall of incantations' displays magical objects of historical significance. Spellbook pages depicting nearly two-dozen cantrips have been carefully framed and hung around the room's perimeter. Most of the items on display here though are merely non-magical replicas of magical items.

___________________________

B10 Room Description

This gallery is a collection of unexplained or bizarre curios, more akin to a carnival sideshow. Exhibits include a colorful folded manual from Arcadia, a pickled gnoll fetus, twelve carved crystal brains and a clockwork device with no apparent useful function.

There is an optional encounter here including a trap, but I see no reason to complete it. No treasure or rewards will be missed.

___________________________

Now we need a decision as to where you all go next, first two votes somewhere gets to decide! Cheeper has completely lost the trail due to the stench. Also, divvy up the loots and maybe heal Jack, or forever hold thy peace.


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Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Stench Sobek Fort DC 12 v Red: 1d20 + 6 ⇒ (9) + 6 = 15
Stench Sobek Fort DC 12 v Blue: 1d20 + 6 ⇒ (5) + 6 = 11

Stench Cashel Fort DC 12 v Red: 1d20 + 3 ⇒ (11) + 3 = 14
Stench Cashel Fort DC 12 v Blue: 1d20 + 3 ⇒ (8) + 3 = 11

Stench Cortina Fort DC 12 v Red: 1d20 + 6 ⇒ (6) + 6 = 12
Stench Cortina Fort DC 12 v Blue: 1d20 + 6 ⇒ (3) + 6 = 9

The three pathfinders find the stench a bit stronger than they suspected, but still mange some success. Sobek moves in and then drinks an antitoxin. Cashel drills the foe with magic and then Cortina screams ‘LEROY JENKINS’ as she charges in wildly to spear the bulb of the plant cleanly. It’s tendrils droop and stop wiggling.

It did not take an AoO because it can’t take AoO’s with the tendrils, weird.

The other one steps back into max range and slaps at Jack, then Cortina, then decides based on success who gets a third swing.

Blue v Jack: 1d20 + 5 ⇒ (14) + 5 = 19 for Bludg: 1d4 ⇒ 3
Blue v Cortina: 1d20 + 5 ⇒ (6) + 5 = 11
Blue v Cortina: 1d20 + 5 ⇒ (2) + 5 = 7

Jack takes a tendril across his pretty face, leaving a large welt that begins dripping puss into his mouth.

Jack, roll a DC 12 Fort v Poison. If you fail you are Nauseous this round. Don’t forget the sickened penalty on your roll.

Round 2: Get out the Weed-Whacker!
Buffs: NA
Paloma/Cheeper
Jack (-3 HP, poison save due, sickened 9 rds)
Paul
Cortina (sickened 9 rds)
Sobek (Antitoxin, sickened 9 rds)
Cashel (sickened 9 rds)

Blue Plant

Bold are up!

Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Paul fort dc 12 v Red: 1d20 + 4 ⇒ (12) + 4 = 16
Paul fort dc 12 v Blue: 1d20 + 4 ⇒ (17) + 4 = 21

The rogue moves defensively and also guards his nose against the stench.

The closer plant steps back and flails at Jack!

Tendril 1: 1d20 + 5 ⇒ (3) + 5 = 8
Tendril 2: 1d20 + 5 ⇒ (11) + 5 = 16
Tendril 3: 1d20 + 5 ⇒ (12) + 5 = 17

Missing everything.

Round 1: Get out the Weed-Whacker!
Buffs: NA
Paloma/Cheeper
Jack (sickened 9 rds)
Paul
Red Plant (-8 HP)
Cortina
Sobek
Cashel

Blue Plant

Bold are up!

Trained Knowledge: Nature to ID


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |
Sobek Al Saleef wrote:
@GM: Do the plants' tendrils have 10' reach?

The tendrils appear to have a 15 ft reach, but another successful knowledge check may provide more info. I’ll bot Paul in a few hours if he doesn’t post.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Paloma easily recognizes these as ‘Weedwhips’, N Medium Plants with multiple tendril attacks. They have both a stench and poison abilities, with the poison being applied on hits with the tendrils OR any creature using a natural attack that pierces or slashes. The Druid is wise to hold back on Cheeper. The poison Nauseates, fyi.

She blasts the front plant with fire, always a good choice!

Jack gets a good whiff of the plants as he rushes forward.

Fort DC 12 v Red: 1d20 + 7 ⇒ (12) + 7 = 19
Fort DC 12 v Blue: 1d20 + 7 ⇒ (4) + 7 = 11

His stomach feels a bit off (Jack is sickened for 1 minute), just barely distracting him enough to miss.

Paul is up!


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

The pathfinders, frozen in indecision, have the choice taken from their grubby little hands as...

B12 Room Description

Warm colors and skillful paintings of scenes and landscapes lend an inviting charm to this salon. A few small tables and chairs have been up-ended and scattered around the floor. Double-doors to the north are labeled “Hall of Incantation,” while open passageways lead east and west.

But MORE importantly

...two strange, vibrant plants emerge from a side room and slowly but dangerously whip about their trio of tendrils. These creatures have spiked heads and look to be ready to attack!

Initiative
Jack: 1d20 + 4 ⇒ (16) + 4 = 20
Paloma: 1d20 + 2 ⇒ (20) + 2 = 22
Paul: 1d20 + 3 ⇒ (17) + 3 = 20
Cashel: 1d20 + 2 ⇒ (11) + 2 = 13
Cortina: 1d20 + 4 ⇒ (15) + 4 = 19
Sobek: 1d20 + 4 ⇒ (13) + 4 = 17

Enemy Red: 1d20 + 7 ⇒ (12) + 7 = 19
Enemy Blue: 1d20 + 7 ⇒ (3) + 7 = 10

Round 1: Get out the Weed-Whacker!
Buffs: NA
Paloma/Cheeper
Jack
Paul

Red Plant
Cortina
Sobek
Cashel
Blue Plant

Bold are up!

Trained Knowledge: Nature to ID


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

The pathfinders follow the trail up the stairs and onto the second floor. They quickly determine where the bathrooms (B15) are. After relieving themselves, they have a decision to make. Up the hallway Sobek is guarding or out into the main area (B12).

Cheeper is overwhelmed with the scent at first, but eventually points that the strongest scent (most recent) is towards the open area (B12).


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Plenty of votes to head upstairs next, but which stairs? Paloma says B2, Cashel says B5. Anyone else?


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Jack almost cleaves a small cellar spider in half when it startles him, but otherwise nothing else jumps out at him.

The group finds a set of stairs heading down into the basement, there is no evidence of any recent activity heading down though.

They also find another cache of emergency supplies, identical to the one found in the Aroden statue in the entry room.

Inside the unlocked box is a collection of magical and mundane items that are easily identified. A healer’s kit, three doses of bloodblock, two doses of antitoxin, two doses of antiplague, a potion of cure moderate wounds, and a wand of remove disease (14 charges).

Where next?


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Everyone failed the Perception DC in B7 to know about that one and the one by the stairs in B2 has a locked door.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

The two employees accept Jack’s generous offer and leave the museum.

They don’t have anything else to add to the scenario. Where next?


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Both of them shriek when the weapon is leveled at them, ”Oh god, don’t kill us! We just want to leave. Please, let us go. Take whatever you want, we just work here!”

GM Screen:
No bluffs here, shame on you for looking behind the screen! :P

They SEEEEM to be telling the truth, but you never know!

The other one adds, ”We were working in here and then heard shouting, a bunch of electrical explosions, then more screaming then… silence. We dove inside here and have been hiding since.”


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Cashel whips the door open and sees two huddled humans snap around to look at him with fear in their eyes. They throw their hands in the air and shout, ”Don’t shoot, we surrender!”

They appear to be dressed in museum employee garb. I suspect dopplegangers though. And the wall is probably a mimic.

This secret hallway allows discreet access to the restoration room and main gallery. Stairs to the north lead up.


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Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

The group cautiously moves into the room. When nothing jumps out at them as expected, they spread out and look things over.

Cashel and Paul quickly notice a hidden door on the east wall, it doesn’t appear to be locked or trapped.

Cortina and Sobek are adamant that there is more to be found, following Cashel around like lost puppies and pointing at everything, ”Have you checked there yet? How bout there? Over there? Behind that? Under that?”

Cashel is about to tell them to shut up when he notices a very well hidden door on the north wall. It doesn’t appear to be trapped but is locked.

Nothing else of interest found other than the two hidden doors. What next?


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

The group decides that Paul and Cashel are on the right track and head over to join them.

The room opens up into a large area, but nothing attacks, yet!

It appears to be a dedicated workspace to repair and restore age worn wonders. Exhibits, from paintings to skeletons to taxidermy monsters, sit around, waiting to be cleaned, examined or reassembled.

Perception Checks may be beneficial here, if players want to come inside and search the room.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Paul unlocks the door!

This secret storage room (B8) is always locked (Disable Device DC 20) and requires a DC 15 Perception check to spot behind a colorful but otherwise mundane Taldan tapestry. The museum staff uses it to store cleaning supplies and tools used to mend and maintain the historical gallery’s exhibits, as well as replacement plumes for military helms, which go missing with distressing regularity.

There is nothing else in the storage room.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

The double doors seem fine.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Sobek finds an empty sarcophagus when he looks. This would normally be a major concern, but the sign on the display indicates the body is back safe, properly interred, in Osirion.

Cashel very quietly hopes that the group will search the whole first floor first before going upstairs. Several locked doors, an unlocked set of double doors and a stairway upstairs wait patiently for action.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Paul and Cashel notice a hidden door behind a tapestry in the exhibit hall (B7, surrounded by a red square now). It is locked.

The group does not notice anything else odd in B7 or B6, aka the perception checks failed. Missing this will not affect prestige or loot outcomes.

There are also double doors behind the bathrooms that are not locked and do not appear to be trapped.

What doors next? If they need unlocked, roll for them please. Or head upstairs where Cheeper is trying to drag Paloma? FYI, there isn't really a wrong answer here so don't stress too much.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Cheeper has no issues picking up the trail when directed to it, she points up the stairs.

The three pathfinders find the exhibit hall (B6) is dedicated to historical curiosities, with the western half currently dedicated to Taldan military history and the eastern half displaying Osirian mummies and grave goods. The drag marks begin in the eastern gallery, where the gold-plated lid of a small sarcophagus has been taken.

Any other perception checks in B6?

——————

The closest analog I can come up with for the adamantine amulets would be an improvised shuriken, so -4 to hit, d2+str damage, range 10ft. But they would at least bypass any hardness less than 20.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

Cortina absorbs some of the weight from all the remaining loot, leaving the wizard to take the remainder. He looks pretty strong though.

Cashel discovers that the two side by side doors in the hallway lead into restrooms. There is nothing of note except a lot of air fresheners. The door at the end of the hall is made of very thick wood and is secured with a very sturdy lock.


Spell Templates by GM Tiger | Placeholder | Core The Silvermount Collection |

The pathfinders grab two swords and a few arrows, but leave the rest behind. They can always grab it all on the way out.

Gerva looks confused, ”I already gave my name and told you I was unconscious, so I don’t know where you should go. Hopefully whatever it is didn’t leave.”

So… where too next?

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