Isme |
Isme tilts her head at Spectrum. She thinks about offering to take care of it but assumes that would be another moral quandary in itself. Maybe later.
Spectrum |
Spectrum checks over his gear and runs a mental inventory of the spells he'd prepared that morning.
"This is where the goblin's monster should be. Prepare yourselves."
Spectrum spent a few moments with his wand and charged the two dragons and himself with electricity. They crackled.
Three charges off the wand of Shocking Grasp. Share spells to transfer the first two to the dragons. We are all Holding The Charge.
Isme |
Isme casts spells on herself, first forming an invisible barrier around her then trilling a song to split into three identical images.
Mirror Image: 1d4 + 1 ⇒ (1) + 1 = 2
Casting Mage Armor and Mirror Image.
"Ready. I'll start us off," Isme says and flies ahead to the north, making sure Spectrum follows close.
GM Arkwright |
The floor of this cavern seems strangely polished and smooth. To the east, a thick curtain of vines and nettles hangs down over a wide opening overlooking the Varisian Gulf. A leathery, eyeless squid with a squat body the size of a rain barrel splitting into a tangle of tentacles sits against the wall next to its twin; spotting intruders, they let out sibilant hisses and move to attack.
Init
Enemy 1d20 + 5 ⇒ (11) + 5 = 16
Spectrum 1d20 + 4 ⇒ (9) + 4 = 13
Isme 1d20 + 5 ⇒ (13) + 5 = 18
Noro 1d20 + 2 ⇒ (12) + 2 = 14
Order
Isme
Enemy
Spectrum, Noro
Isme |
Isme stares unimpressed at one of the squids and then tries to see if they react to her magic.
Evil Eye (Will DC 17, -2 to saving throws) on one of them for 8 rounds. Successful save means duration is reduced to 1 round.
GM Arkwright |
Will 1d20 + 7 ⇒ (9) + 7 = 16
The creature shivers slightly, struck by Isme's curse.
As one, they lash out with their grasping tentacles.
Attacks against Noro
1d20 + 2 ⇒ (17) + 2 = 19 1d6 + 1 ⇒ (5) + 1 = 6
1d20 + 6 ⇒ (8) + 6 = 14 1d6 + 2 ⇒ (5) + 2 = 7
1d20 + 2 ⇒ (11) + 2 = 13 1d6 + 1 ⇒ (4) + 1 = 5
1d20 + 6 ⇒ (2) + 6 = 8 1d6 + 2 ⇒ (1) + 2 = 3
She grins and bats away their feeble strikes bar one, stepping up and lashing out herself.
1d20 + 10 ⇒ (13) + 10 = 23 1d6 + 8 + 1d4 ⇒ (5) + 8 + (2) = 15
1d20 + 10 ⇒ (20) + 10 = 30 1d6 + 4 ⇒ (3) + 4 = 7
Confirm 1d20 + 10 ⇒ (3) + 10 = 13 1d6 + 4 ⇒ (5) + 4 = 9
She lands two dreadful blows with her fists.
Go Spectrum
Spectrum |
Spectrum moves in and attacks with his lightning charged blade.
Spellstrike: 1d20 + 4 ⇒ (9) + 4 = 13
Damage, Shocking Grasp: 1d8 + 1d8 + 3 ⇒ (3) + (2) + 3 = 8
If I miss I continue to hold the charge.
Glimmer |
Glimmer swoops in and tries to lash her tail out to discharge the energy of the spell.
Touch Attack: 1d20 + 9 ⇒ (2) + 9 = 11
Shocking Grasp: 1d8 + 3 ⇒ (5) + 3 = 8
Guess she's still holding the charge as well.
GM Arkwright |
Will 1d20 + 5 ⇒ (19) + 5 = 24
Ignoring Isme's sleep-inducing stare, it lashes out at Spectrum.
Attack 1d20 + 6 ⇒ (14) + 6 = 20 1d6 + 2 ⇒ (4) + 2 = 6
1d20 + 2 ⇒ (19) + 2 = 21 1d6 + 1 ⇒ (1) + 1 = 2
Grapple 1d20 + 10 ⇒ (17) + 10 = 27 1d6 + 1 ⇒ (3) + 1 = 4
Landing two hits, it spurts poison deep into his bloodstream and traps him in its writhing, trapping tentacles.
Spectrum is now Grappled and takes 12 damage; Fort save please
Isme |
I don't really have any attack options.
Isme caws ominously at the creature before cackling madly.
Misfortune (DC 17 Will negates) + Cackle
Isme |
Isme continues to sling omens at the creature.
Evil Eye (DC 17 Will), -2 to AC for 8 rounds or 1 round if succeed on save, then Cackle to extend by a round.
Spectrum |
Spectrum continues his momentum to the other side of Noro and comes back in swinging and electrically charged blade.
Spellstrike, shocking grasp: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d8 + 1 + 1d8 + 4 ⇒ (3) + 1 + (4) + 4 = 12
Crit Confirm: 1d20 + 4 ⇒ (8) + 4 = 12
Critical Damage: 1d8 + 1 + 1d8 + 4 ⇒ (3) + 1 + (5) + 4 = 13
GM Arkwright |
Spectrum lands a deadly and sparking blow, burning the creature to spasming cinders.
After recovering, you push past into the next part of these creatures' lair. Dozens of strange dead bodies lie scattered about this room. Most are of sea birds and ospreys, but there are six dead goblins here as well. Each body is literally skin and bones, as if all of the interior organs and muscles have somehow been drained away, leaving behind skeletons draped with leathery, slowly rotting skin.
GM Arkwright |
My bad, got east confused with west.
The group move through the underground corridors, a warren of ancient stone and modern wood and carpet, to and past another door and into a prison.
The southern wall of this room is a bank of cells with iron doors, six in all. The rest of the room is obviously a torture chamber; a rack sits against the far wall, an iron maiden stands to the north, and a fire pit smolders below a spiky cage dangling from a chain in the ceiling to the east.
No magic
Pushing through a northern door, you find A dusty nest of rags, dog hides, and straw sits in the northeast corner of this room. To the south, a long workbench cluttered with pliers, hooks, tongs, saws, and knives runs along the wall.
No magic
Spectrum |
Sorry, busy week.
Spectrum drinks a potion wincing at the foul taste, then magically cleaned the blood away from his white clothing.
Potion of Infernal Healing.
Then as his wounds knit themselves together he went on, repeating the process of having the dragons scout ahead and listen at doors before moving forward and opening them.
He wrinkles his nose in disgust at the torture chamber but says nothing.
Moving on to the door to d12
GM Arkwright |
The twin dragons hear nothing beyond the door; one by one, everyone steps inside the chamber.
Stone fonts containing frothy dark water sit to the north and south of the eastern entrance to the room, and twin banks of stone pillars run the length of the long chamber. At the western end, shallow stairs rise to a platform about two feet off the ground. The walls surrounding this platform are lit by hanging braziers that emit glowing red smoke, giving the place an unnerving crimson lighting that throws the bas-relief carvings of countless monsters feasting on fleeing humans into lurid display.
A black marble altar stone, its surface heaped with ashes and bone fragments, squats before a ten-foot-tall statue. The sculpture depicts a very pregnant but otherwise shapely naked woman who wields a kukri in each taloned hand and has a long reptilian tail, bird-like taloned feet, and the snarling head of a three-eyed jackal with a forked tongue. Its left kukri flickers with fiery orange light while the right one glows with a cold blue radiance.
Isme |
Isme looks around the chamber, perhaps wary of any monsters that might worship at this altar.
Perception: 1d20 + 12 ⇒ (9) + 12 = 21
She also twitters another song to see the magic in the place.
Detect Magic too, just to be sure!
GM Arkwright |
Isme detects the presence of magic; before she can narrow it down further, she manages to spot a sinister presence hiding in the rafters- an emaciated dog, flying, staring down at the group. As she spots it, it attacks, as does its twin in the other corner.
Init
Isme 1d20 + 5 ⇒ (2) + 5 = 7
Noro 1d20 + 2 ⇒ (10) + 2 = 12
Spectrum 1d20 + 4 ⇒ (3) + 4 = 7
Enemy 1d20 + 6 ⇒ (7) + 6 = 13
As one, the hounds raise their jaws and let out terrifying howls promising death and torturous pain.
Make two DC 12 Will Saves or be panicked for 2d4 ⇒ (2, 2) = 4 rounds.
Noro 1d20 + 6 ⇒ (15) + 6 = 21 1d20 + 6 ⇒ (10) + 6 = 16
Isme |
Will: 1d20 + 4 ⇒ (14) + 4 = 18
Will: 1d20 + 4 ⇒ (20) + 4 = 24
Isme shakes off the howls and sends a supernatural command at one of them.
I'll try for a Slumber (DC 17 Will negates)on the one that isn't punched.