
Seren Dypethe |
- Active spells: Mage Armor, Veil
- Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,
Sh Evoc x2, Br Ench, Teleport - Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
- ***HARROW POINTS***: 4

"He is, probably an experiment. Let's hope we find him downstairs .."
.. still alive Seren adds mentally.
"This is a good disguise, I'm going to keep it going down."

Seren Dypethe |
- Active spells: Mage Armor, Veil
- Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,
Sh Evoc x2, Br Ench, Teleport - Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
- ***HARROW POINTS***: 4

I will post spell updates in profile shortly. Will cast mage armor definitely... need to check on other things.
-Posted with Wayfinder

Segang |

Segang has nothing to prep. I was thinking he had a potion of bearskin or something but nope. Have we found anything useful. Who is keeping up with loot?

Absinthe Mooneyes |

I eagerly look forward to having Major Magic and the Bookish Rogue-feat. Until then, no prep needed. ^_^

Seren Dypethe |
- Active spells: Mage Armor, Veil
- Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,
Sh Evoc x2, Br Ench, Teleport - Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
- ***HARROW POINTS***: 4

Just mage armor for me. Profile updated. Taking a lot more offense this time.
-Posted with Wayfinder

Cherias the Kitling |

I thought I posted! I would make sure everyone is at full health before resting, and then establish Lifelinks to everyone in the party before heading down. Then casting Shield Other on Segang.

DM NomadSage |

Light source(s)?
After you finish your preparations, you load up onto the cargo lift and press the inserted, secret button. With rhythmic clanking, the lift platform descends. It continues downward for nearly a minute before stopping with a final 'clunk'. The gate opens into a wide, L-shaped chamber.
Entry Hall (G1)
The scuffed stone walls of this chamber have been plastered over and then decorated with lurid murals of skeletons cavorting among the dead of a Korvosa completely succumbed to Blood Veil. The morbid artwork has been warped by water seepage into patches of grotesque distortion. The damp floor tiles reflect your light with a mirror-like finish.
Simple wooden doors lead to the north and south, each bearing a painting of a scythe-wielding skeleton. A sizable double-door stands on the east wall, appearing in the mural as a massive set of doors leading into the pyramid foundation of Castle Korvosa. Two more scythe-wielding skeletons decorate these larger doors.
New map is loaded in Roll20...

Segang |

Segang's face shows disgust at the artwork on murals. This is a vile and decadent place. We must be prepared for anything. He waits for the doors to be checked.
Check all three doors first? I am feeling like we should go north for some reason.

Absinthe Mooneyes |

"Urgathoa again," Absinthe murmurs as she proceeds to check the doors one by one, looking for traps. "Rather obsessive and overconfident, this décor..."
Moving clockwise. Perception 1d20 + 11 ⇒ (3) + 11 = 14 & 1d20 + 11 ⇒ (14) + 11 = 25 & 1d20 + 11 ⇒ (1) + 11 = 12

Seren Dypethe |
- Active spells: Mage Armor, Veil
- Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,
Sh Evoc x2, Br Ench, Teleport - Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
- ***HARROW POINTS***: 4

Take 20 on the doors. Total: 30.
-Posted with Wayfinder

Seren Dypethe |
- Active spells: Mage Armor, Veil
- Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,
Sh Evoc x2, Br Ench, Teleport - Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
- ***HARROW POINTS***: 4

"Certainly, I could probably use one as well. Anyone else?"
2 charges of cats grace
-Posted with Wayfinder

DM NomadSage |

Absinthe moves towards the north door, intent to find any dangers. The grotesque mural distracts her attention however, and she misses sign of a magic sensor. The scythe-wielding skeleton carved into the frame animates and strikes.
Scythe Trap vs Absinthe: 1d20 + 15 ⇒ (11) + 15 = 26; Damage: 2d4 + 10 ⇒ (3, 2) + 10 = 15
The carvings around the eastern and southern doors simultaneously attack, though no one is within range.
As they attack, the carvings also spew forth poisonous gas, filling the room in seconds.
All: DC 16 Fort save or take 1d3 Wis damage per round for 6 rounds, or until a successful save.
A moment after, the southern door unlatches with a loud thunk and springs open. Four gray-skinned corpses, their skin carved with necromantic runes and eyes glowing with purple-black light, move to attack with uncanny speed.
Cherias: 1d20 + 2 ⇒ (5) + 2 = 7
Melianthe: 1d20 + 7 ⇒ (14) + 7 = 21
Segang: 1d20 + 2 ⇒ (11) + 2 = 13
Seren: 1d20 + 2 ⇒ (16) + 2 = 18
Zombies: 1d20 + 9 ⇒ (13) + 9 = 22
The runed zombies surge forth, closing on Seren and Segang and swinging rock-hard fists.
Zombie 1 vs Seren (flat-footed): 1d20 + 6 ⇒ (13) + 6 = 19; Damage: 1d6 + 7 + 1d6 ⇒ (6) + 7 + (5) = 18
Zombie 2 vs Segang (flat-footed): 1d20 + 6 ⇒ (13) + 6 = 19; Damage: 1d6 + 7 + 1d6 ⇒ (6) + 7 + (1) = 14
The other two move into melee, but cannot yet attack.
***
Initiative Order:
[22] Zombies
[21] Melianthe <<<
[18] Seren
[13] Absinthe
[13] Segang
[07] Cherias
Mel's turn...

Seren Dypethe |
- Active spells: Mage Armor, Veil
- Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,
Sh Evoc x2, Br Ench, Teleport - Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
- ***HARROW POINTS***: 4

Forgot to look at map so if this doesn't work, please let me know. Can check this evening
Seren takes a 5 foot step back and casts create pit (DC16) under the largest group of zombies. (At least 2)
-Posted with Wayfinder

Absinthe Mooneyes |

Fortitude save 1d20 + 5 ⇒ (1) + 5 = 6. BLERGH. =_=. 1d3 ⇒ 1 Wis. damage for Abby. Attack roll: 1d20 + 10 ⇒ (7) + 10 = 17 for 1d6 + 2 ⇒ (2) + 2 = 4 damage. What the bleep, dice roller...
Absinthe gags on the foul gas poisoning her system, but aims a slash at the runic corpse in front of her. "One hates enemy booby-traps!" she shouts.

Seren Dypethe |
- Active spells: Mage Armor, Veil
- Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,
Sh Evoc x2, Br Ench, Teleport - Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
- ***HARROW POINTS***: 4

Fort Save: 1d20 + 1 ⇒ (15) + 1 = 16
-Posted with Wayfinder

Cherias the Kitling |

1d20 + 4 ⇒ (10) + 4 = 14
OK... so if I go into Energy Body state, which gives me the elemental subtype, does the poison disappear since I'm immune to it, or does it just have no effect while I'm in that state? Do I still make Fort saves to clear it?

Melianthe Ssulissien |

Fort: 1d20 + 3 ⇒ (19) + 3 = 22
Melianthe takes out a scroll and touches Seren. "I had one left," she says by way of explanation.
Casting Air Bubble. Will rule of cool allow it to keep out poisonous gases?

DM NomadSage |

@ Melianthe: I suppose, but the gas strikes and then dissipates. You're either already affected or won't be. Do you want to change your action?
@ Cherias: Good question... you're immune to the poison in elemental form, so as long as you stay elemental through the poison's duration (6 rounds), it won't affect you. You will need to roll 1d3 Wis for the initial damage.
@ Seren: I need you to mark where the pit will be, because it has specific effects on the edge squares.

Seren Dypethe |
- Active spells: Mage Armor, Veil
- Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,
Sh Evoc x2, Br Ench, Teleport - Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
- ***HARROW POINTS***: 4

After much consternation, I've marked the pit. Sorry Segang ... I'm going to rely on your superior dice rolling skills to make the 50% cut (you get a +2 bonus!) ... Perhaps a fortune hex on him instead, Mel :)"

Cherias the Kitling |

1d3 ⇒ 1
Whew, no effect unless I take more damage. I guess staying in energy body for the duration isn't too bad an idea. I don't roll any more fortitude saves, then?

Segang |

Back from Gen Con and recovering. Long drive yesterday after running a morning slot of Confirmation for a table of 5 kids. Harder each year to recover... Ran 7 slots. Did not sleep much. I see things have not gone well for us since I left. :) Seren, as I understand it I do not save until I end a turn adjacent to the pit, but note he is not savign well at all and just rolled a 1 on his best save, loosing three points of wisdom. Segang will need to know if those zombies are pitted or not, and where then ended up if not before he takes his turn. Cherias, Segang was hit for 14. If shield other is up you take 7. If life link is also up you take 5 more at the start of your turn.
Fort Save: 1d20 + 7 ⇒ (1) + 7 = 81d3 ⇒ 3
Caught totally unaware Segang breaths in a gulp of the poison and coughs in pain. He then staggers back from the blow from the undead and finally reels when a pit suddenly appears right next to him.

Cherias the Kitling |

GOod point, I missed that. Cherias would also take 5 damage off Seren, for a total of 17. In that case Cherias will use his remaining move action on his turn to heal himself.
1d6 + 6 ⇒ (3) + 6 = 9

Cherias the Kitling |

[ooc]Yes, lifelink is on everyone. Sorry! [ooc]
-Posted with Wayfinder

DM NomadSage |

The poisonous gas quickly loses its potency, but it leaves an acrid stink in the air. Melianthe hexes Absinthe with good fortune and starts to cackle.
Seren steps back from the zombies and conjures open a gaping pit beneath the southern two. Much more nimble than the sluggish-moving zombies you faced at the manor, these two deftly avoid falling in. One hops onto the sloping ledge in beside Seren, while the second moves away from Segang.
Zombie 1 Reflex save: 1d20 + 8 ⇒ (17) + 8 = 25
Zombie 2 Reflex save: 1d20 + 8 ⇒ (15) + 8 = 23
Absinthe slashes the nearest zombie, but without much power and her blade does not make a mark.
***
Initiative Order: (Round One)
[22] Zombies
[21] Melianthe
[18] Seren
[13] Absinthe
[13] Segang <<<
[07] Cherias
Segang's action!

Cherias the Kitling |

I have Neutralize poison as a 3rd level spell, but I only get four of those per day. Would Cherias have noticed that Segang succumbed to the poison?

Segang |

Still caughing Segang's position looks bad He either has to take multiple attacks of opportunity or risk falling into the pit.
Fort Save: 1d20 + 7 ⇒ (1) + 7 = 81d3 ⇒ 1
He decides to stand his ground, rages to increase his strength, and full attacks the enemy adjacent to both him and Seren with Power Attack. If the enemy should fall after the first attack the second attack would go on an other enemy. It it falls at all he will 5' step to where it was. And if he cannot step into that space he falls into the pit. Seren, I am not sure what makes you think Segang has ever had superior dice rolls with saving throws. His last 3 were 1, 1, and 4.
Adamantine Earth Breaker: 1d20 + 13 ⇒ (13) + 13 = 262d6 + 6 + 6 ⇒ (5, 2) + 6 + 6 = 19
Adamantine Earth Breaker: 1d20 + 8 ⇒ (10) + 8 = 182d6 + 6 + 6 ⇒ (5, 2) + 6 + 6 = 19
Reflex Save: 1d20 + 4 ⇒ (4) + 4 = 8

Seren Dypethe |
- Active spells: Mage Armor, Veil
- Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,
Sh Evoc x2, Br Ench, Teleport - Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
- ***HARROW POINTS***: 4

Seeing Segang falling in (Really wish we'd fortuned hexed him instead), Seren pulls out some rope and sends it over the edge, hoping to get Segang out before the zombies that fall in (I'm foreshadowing here) don't get a shot at him.

DM NomadSage |

Segang lays in a crushing hit on the zombie in front of him, a blow that would have dropped a normal, living man, but the undead's resilient skin absorbs a good part of the impact. Even so, the hit leaves behind a crater in the zombie's chest.
As Segang lines up his follow-through, his footing at the pit's edge begins to slip. The attack goes wide and he stumbles fully into the pit.
Falling Damage: 2d6 ⇒ (1, 4) = 5 and prone.
Cherias moves back and heals himself.
The zombies attack, swinging fists at Seren, Absinthe and Melianthe.
Zombie 1 vs Seren: 1d20 + 6 ⇒ (3) + 6 = 9; Damage: 1d6 + 7 ⇒ (3) + 7 = 10
Zombie 3 vs Melianthe: 1d20 + 6 ⇒ (9) + 6 = 15; Damage: 1d6 + 7 ⇒ (1) + 7 = 8
Zombie 4 vs Absinthe: 1d20 + 6 ⇒ (11) + 6 = 17; Damage: 1d6 + 7 ⇒ (2) + 7 = 9
The zombies on the pit's edge struggle against the slope... one slips in, landing beside Segang.
Zombie 1 Reflex save: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11; Falling Damage: 2d6 ⇒ (2, 1) = 3
Zombie 2 Reflex save: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
Zombie 3 Reflex save: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
***
Initiative Order: (Round Two)
[22] Zombies
[21] Melianthe <<<
[18] Seren
[13] Absinthe
[13] Segang]
[07] Cherias
Inputs for round 2?

Segang |

I am not sure if Segang gets his DR against falling damage. I think he does. Thoughts? I guess if does, so does the undead...
Still raging and having an enemy in the pit with him Segang attacks twice from Prone.
Adamantine Earth Breaker: 1d20 + 13 - 4 + 4 ⇒ (7) + 13 - 4 + 4 = 202d6 + 6 + 6 ⇒ (6, 6) + 6 + 6 = 24
Adamantine Earth Breaker: 1d20 + 8 - 4 + 4 ⇒ (3) + 8 - 4 + 4 = 112d6 + 6 + 6 ⇒ (2, 3) + 6 + 6 = 17

Seren Dypethe |
- Active spells: Mage Armor, Veil
- Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,
Sh Evoc x2, Br Ench, Teleport - Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
- ***HARROW POINTS***: 4

Note, no AoOs now if you grab the rope and climb. Will get them as soon as it stands, fwiw.
-Posted with Wayfinder

Absinthe Mooneyes |

"You seemed more impressive on first appearance," Absinthe says, coolly, as she dodges the zombie's swing. Her rapier comes up and flickers across between her and the undead, seeking flesh to carve. "If you have the brains to do so, maybe you should rethink this thing."
Magic rapier attack: 1d20 + 9 ⇒ (12) + 9 = 21 for 1d6 + 2 ⇒ (4) + 2 = 6 damage.

Segang |

Note, no AoOs now if you grab the rope and climb. Will get them as soon as it stands, fwiw.
-Posted with Wayfinder
Segang is a raging barbarian with an enemy in front of him. He will try to kill it and then consider climbing. Are you sure that you can not take AOOs if you are prone though? I would think you can.