Trevor the Yellow |
"Azata..?" Trevor plays the new word on his lips, wondering whether they'll really save the day.
GM Blood |
You decide to check out the remaining room and open the door after checking it out.
This room has a low ceiling, about eight feet high, and is caked with ice. The air is very cold. Where the floor should be is nothing more than a slowly churning pool of liquid snow and slush. It looks to be about ten feet deep. This is definitely the source of the cold in this area.
Quintus of Taldor |
The Taldan puts a hand to his forehead. "This may be about the stupidest thing I've done this month." He casts a spell on himself (bull's strength). "Pull me out if I go down, all right?" Then he drops his shield and jumps into the pool.
Swim check, incl. ACP: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21
GM Blood |
With that roll it looks like it was meant to be!
The water is freezing cold. Quintus takes Cold Damage: 1d6 ⇒ 4 from the cold water. However the ice also purifies his mind and gives him focus.
"One of the greatest resources utilized by the Wind Dukes were elemental weirds - strange beings of elemental energy that have potent gifts of prophecy and prescience. The weirds did not dispense their prophecies for free, and the Wind Dukes often had to bring mighty gifts and offerings to them when they fought the forces of Chaos."
"Icosiol formed a closed bond with one such oracle, a snow weird named Sionsiar. It was in large part due to her predictions and advice that Icosiol's exploits during the War of Chaos were so successful. Alas, the snow weird perished on one of the final battles, when desperate forces of Chaos launched an offensive against the weirds in attempt to cut the Wind Dukes off from their potent advice. Distraught by Sionsiar's death, Icosiol made arrangements to have her interred in his tomb in the chamber."
"Sionsiar's spirit will aid any agent of law who swims in her waters."
Quintus, you have a +4 to charisma for the next 24 hours. (same effects as Eagle's splendor spell and wouldn't stack.)
Trevor the Yellow |
"But... But! What is he doing?" asks Trevor to Rauno, pointing his finger at Quintus as he bathes in the cold water. "It's freezing!?"
He turns to Quintus, walks on the water thanks to the powerful spell he's received earlier, and asks the priest, while standing above him: "You're all right?"
Quintus of Taldor |
Quintus swims to the side of the pool and pulls himself out, shivering violently. Even in this bedraggled state, there is something about him that wasn't there before--he stands a little straighter. "Y-y-yes. The Circlet--" He taps the headgear taken from the Wind Duke's tomb. "--Zosi-e-el told me to d-do that. That pool is another t-tomb, of a snow weird. Sionsiar was her name. She was a p-prophetess and close friend to Icosiol. When the powers of Chaos killed her for it, Icosiol had her interred in his tomb. Her spirit is still here, at least in part, and she's granted me a gift. It's like an eagle's splendor spell, but I sense it'll last a full day." He rubs his hands together to warm them. "R-Rauno, can you do something to dry me off?"
Trevor the Yellow |
"The circlet told you that..?" asks Trevor, wondering if his friend has lost his mind or been replaced again by a shapeshifter.
"You think would happen to me if I take a dip?" I guess I'd just catch a nasty cold...
Rauno Redpath |
For a moment, Rauno is stunned at Quintus's impulsive action. "Well, I didn't see that coming." When he emerges, Rauno will use his minor magics to dry and warm Quintus presdigitation. Then he'll cast detect magic on the water. Does he think that effect will duplicate for anyone else, or is it likely tied to the circlet?
If needed, spellcraft 1d20 + 21 ⇒ (11) + 21 = 32
Quintus of Taldor |
Quintus nods at Trevor's first question. "It's more that I have a sense of Zosiel's presence when there's something I should do, or I've done something right. When I was in the water, though, I heard him speak clearly--I think it's something about this place. Thanks, Rauno. That helps."
Trevor the Yellow |
"Didn't we find the tomb of the Wind Duke? What do you mean 'you heard him'?!?" presses Trevor, now frowning gravely.
Quintus of Taldor |
Quintus will share what he was told.
-Posted with Wayfinder
Rowena Lordail |
Rowena comes up out of the water with a certain radiant glow. Her typical light clothing, being soaked through, clings to her wiry musculature and other curves, as she playfully flips her close-cropped hair. She slowly walks over to Trevor, with every step highlighting her graceful physique, which, for the moment, he doesn't even have to use his imagination to visualize.
As Rauno's spell begins to draw the water from her hair and clothes, she stops in front of the paladin, and gazing up into his eyes, asks, "Trevor, my hands are so cold. Would you untie the rope for me? Just put your hands there." Rowena takes Trevor's hands in her own, which feel like fire as her pulse races. Time seems to fade away for the young man...
Then a snapping sound by his ear starts him back to reality. Rowena, having finally gotten his attention, stops snapping her fingers, lowers her arm, and repeats, "I said, do you want to use the rope so you don't drown in there? What are you staring at anyway?"
Trevor the Yellow |
"I need a cold bath... A cold bath! Yes, this is what I need!" mumbles Trevor, in shock, as he tries not to watch at Rowena's radiance, but fails miserably.
As he plunges in the water, some steam hisses up: "AAAARGH!!! You said it was cold! It's FREEEEEZING! Let me out! Let me out!" and Trevor rushes out of the water and runs to Rauno for drying.
So +2 for me, as I already have a headband +2, right?
GM Blood |
Cold Damage Rowena: 1d6 ⇒ 2
Cold Damage Kelkzar: 1d6 ⇒ 2
Cold Damage Trevor: 1d6 ⇒ 6
All three gain +4 to charisma for 24 hours for being champions of law. This is a temporary bonus. Trevor, yes you gain +2 temp bonus over your +2 from your headband.
Rauno smartly abstains. Note this is not a 1 time use so feel free to come back if you are able to down the road
GM Blood |
Ok so with air walk you can walk up or down at a 45 degree angle. Doing some geography that means with a double move you can go 28.3 feet down per round. However you are going down a hole of limited size and will have to go "back and forth" or in a square along the outside once you reach the walls of the drop. So I decided that you can cover 25' per round down losing 3.3 feet per round as you have to make the adjustment. Plus that is the square size on the map! ;)
After you gather yourselves, you head out the south exit from this building where the river falls into the depths below.
The red river plummets over the edge here, cascading down a thirty-foot-diameter pit with a roar. There’s some room to maneuver around and climb the walls on the far side of the waterfall, where many narrow ledges beckon, but the stone is all very slick. The spray and mist make it impossible to tell how long the waterfall descends into the darkness below. Above, the vast cavern arches upward into darkness.
You begin your descent back and forth as the spell only allows you to move this way. About 60 feet down from where you started the cavern narrows to only twenty feet across. It slows you down some, but you are grateful to have the spell and not have to climb down while getting sprayed with water.
As you travel down almost another 80 feet the river falls and pools into a small lake. The lake seems to spill over the side about 100' to the west where it continues to plummet into the depths.
Before you can react however.....
More to come but I need to travel home. There is a hint on the map of what is to come. Hope to finish by an hour or two
GM Blood |
Stealth: 1d20 + 23 ⇒ (10) + 23 = 33
Perception Rowena Lordail: 1d20 + 23 ⇒ (5) + 23 = 28
Perception Trevor the Yellow: 1d20 + 11 ⇒ (13) + 11 = 24
Perception Rauno Redpath: 1d20 + 10 ⇒ (12) + 10 = 22
Perception Kelkzar Redjaw: 1d20 + 21 ⇒ (7) + 21 = 28
Perception Quintus: 1d20 + 3 ⇒ (16) + 3 = 19
Initiative Rowena Lordail: 1d20 + 6 ⇒ (15) + 6 = 21
Initiative Trevor the Yellow: 1d20 + 4 ⇒ (6) + 4 = 10
Initiative Rauno Redpath: 1d20 + 13 ⇒ (15) + 13 = 28
Initiative Kelkzar Redjaw: 1d20 + 3 ⇒ (15) + 3 = 18
Initiative Quintus: 1d20 + 2 ⇒ (5) + 2 = 7
Initiative Monster: 1d20 + 6 ⇒ (10) + 6 = 16
As you pass through the falling river Rauno gets that feeling in the back of his head that something is about to go down. Rauno you do not see anything threatening you, but get to act first in surprise round
GM Blood |
Rauno's supernatural senses cause him to tense up and he readies a spell for incoming danger.
Sure enough six creatures that were hiding appear in mid air and fire crossbow bolts at you. But first Rauno's spell goes off.
Reflex Save: 1d20 + 17 ⇒ (6) + 17 = 23
Who: 1d5 ⇒ 2 Trevor
Crossbow #1: 1d20 + 17 ⇒ (1) + 17 = 18 FF AC 21 *MISS*
Damage: 1d8 ⇒ 5
Who: 1d5 ⇒ 5 Rowena
Crossbow #2: 1d20 + 17 ⇒ (13) + 17 = 30 FF AC 18 *Hit*
Damage: 1d8 ⇒ 8
Who: 1d5 ⇒ 2 Trevor
Crossbow #3: 1d20 + 17 ⇒ (2) + 17 = 19 FF AC 21 *MISS*
Damage: 1d8 ⇒ 8
Who: 1d5 ⇒ 2 Trevor
Crossbow #4: 1d20 + 17 ⇒ (3) + 17 = 20 FF AC 21 *MISS*
Damage: 1d8 ⇒ 6
Who: 1d5 ⇒ 2 Trevor
Crossbow #5: 1d20 + 17 ⇒ (20) + 17 = 37 FF AC 21 *Hit and Confirm*
Confirm Crossbow #5: 1d20 + 17 ⇒ (17) + 17 = 34
Damage: 2d8 ⇒ (4, 4) = 8
Who: 1d5 ⇒ 4 Quintus
Crossbow #2: 1d20 + 17 ⇒ (11) + 17 = 28 FF AC 20 *Hit*
Damage: 1d8 ⇒ 2
GM Blood |
They are about 80 feet from you currently. Here is a picture
Round 1
Initiative Order - Rauno, Rowena, Kelkzar, Unknown, Trevor Quintus
Unknown AC 20 T 16 FF 14 CMD 33
GM Blood |
Quintus yes you did. They are Wind Warriors however these look like they are elite ones.
These are Wind Warriors, shock troops for the Wind Dukes in the war of Chaos. The remaining Wind Warriors now serve as guardians to the tombs of fallen Wind Dukes. They are made of air and have all elemental traits:
Immunity to bleed, paralysis, poison, sleep effects, and stunning.
Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
Elementals do not breathe, eat, or sleep.
Wind Warriors can clang their swords together to produce a sonic blast.
A Wind Warrior's spirit holds its body together. If disarmed the wind warrior's sword crumbles to dust, though it can generate a new one if it desires.
Kelkzar Redjaw |
With the added boost of speed provided by Rauno Kelkzar charges the first one he can reach with the longspear.
Swift action to activate bane against elementals. Free action to rage.
Charge: 1d20 + 17 + 2 + 2 ⇒ (18) + 17 + 2 + 2 = 39
Damage: 1d8 + 24 + 2 + 2d6 ⇒ (6) + 24 + 2 + (4, 3) = 39
Rowena Lordail |
Rowena takes a 5-foot step to D3 and begins throbbing the creature in D2.
Attack: 1d20 + 17 + 1 - 2 ⇒ (20) + 17 + 1 - 2 = 36
Attack: 1d20 + 17 + 1 - 2 ⇒ (1) + 17 + 1 - 2 = 17
Damage: 1d8 + 6 ⇒ (5) + 6 = 11
Attack: 1d20 + 17 + 1 - 2 ⇒ (13) + 17 + 1 - 2 = 29
Damage: 1d8 + 6 ⇒ (2) + 6 = 8
Attack: 1d20 + 12 + 1 - 2 ⇒ (3) + 12 + 1 - 2 = 14
Attack: 1d20 + 17 + 1 - 2 ⇒ (7) + 17 + 1 - 2 = 23
Damage: 1d8 + 6 ⇒ (3) + 6 = 9
Trevor the Yellow |
Feeling the familiar rush of celerity, Trevor rushes forth to meet the wind warriors, healing his wounds in stride.
Double move to C-5.
LoH: 5d8 ⇒ (1, 1, 5, 2, 4) = 13
Rauno Redpath |
Suddenly alone at one end of the chamber, Rauno advances behind his friends. At first, his hand goes for his dagger, only to recall that it was gifted to the xorn previously. Instead, he draws his familiar wand again, preparing to make Trevor's strikes even more powerful.
Double move, ready wand of enlarge person. He still has his rod in the other hand.
Kelkzar Redjaw |
Sorry Trevor, I want to get over by Rowena in case she starts triggering AoOs. I'm going to mess up your charge lane.
Kelkzar shifts toward Rowena and back toward Trevor. He continues attacking the same one as Rowena, hoping to bring one down, but switches to the one in B2 if he brings the first one down.
Continue bane. Activate judgements. Let's start with sacred destruction and sacred justice.
Attack: 1d20 + 20 + 2 ⇒ (16) + 20 + 2 = 38
Damage: 1d8 + 28 + 2 + 2d6 ⇒ (2) + 28 + 2 + (5, 2) = 39
Attack: 1d20 + 20 + 2 ⇒ (7) + 20 + 2 = 29
Damage: 1d8 + 28 + 2 + 2d6 ⇒ (5) + 28 + 2 + (6, 1) = 42
Attack: 1d20 + 15 + 2 ⇒ (20) + 15 + 2 = 37
Damage: 1d8 + 28 + 2 + 2d6 ⇒ (7) + 28 + 2 + (5, 4) = 46
GM Blood |
Rauno with haste on you can move 60' and begin casting enlarge person if desired.
Kelkzar moves back and combines for three hits on the one Rowena just hit and manage to make it dissapate into harmless air, the swords whisping away as well.
The wind warriors move into attack however, fighting together as a well oiled machine. They attack gracefully with both swords like they are part of their arms.
Attack E3 Long Sword #1 (Main) Attack #1 vs Rowena with Flank: 1d20 + 19 + 2 + 4 ⇒ (19) + 19 + 2 + 4 = 44 *Hit and Confirm*
Confirm Attack E3 Long Sword #1 Attack #1 vs Rowena with Flank: 1d20 + 19 + 2 ⇒ (9) + 19 + 2 = 30
Damage: 2d8 + 6 ⇒ (8, 5) + 6 = 19
Attack E3 Long Sword #1 (Main) Attack #2 vs Rowena with Flank: 1d20 + 19 + 2 - 5 ⇒ (3) + 19 + 2 - 5 = 19
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Attack E3 Long Sword (Main) #1 Attack #3 vs Rowena with Flank: 1d20 + 19 + 2 - 10 ⇒ (14) + 19 + 2 - 10 = 25 *Hit*
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Attack E3 Long Sword #2 (Offhand) Attack #1 vs Rowena with Flank: 1d20 + 19 + 2 ⇒ (10) + 19 + 2 = 31 *Hit*
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Attack E3 Long Sword #2 (Offhand) Attack #2 vs Rowena with Flank: 1d20 + 19 + 2 - 5 ⇒ (8) + 19 + 2 - 5 = 24 *Miss due to Haste*
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Attack E3 Long Sword #2 (Offhand) Attack #3 vs Rowena with Flank: 1d20 + 19 + 2 - 10 ⇒ (9) + 19 + 2 - 10 = 20
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Attack D2 Long Sword #1 (Main) Attack #1 vs Rowena: 1d20 + 19 ⇒ (4) + 19 = 23
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Attack D2 Long Sword #1 (Main) Attack #2 vs Rowena: 1d20 + 19 - 5 ⇒ (17) + 19 - 5 = 31 *Hit Only*
Confirm Attack D2 Long Sword #1 Attack #2 vs Rowena: 1d20 + 19 + 4 - 5 ⇒ (2) + 19 + 4 - 5 = 20
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Attack D2 Long Sword (Main) #1 Attack #3 vs Rowena: 1d20 + 19 - 10 ⇒ (3) + 19 - 10 = 12
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Attack D2 Long Sword #2 (Offhand) Attack #1 vs Rowena: 1d20 + 19 ⇒ (7) + 19 = 26 *Hit*
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Attack D2 Long Sword #2 (Offhand) Attack #2 vs Rowena: 1d20 + 19 - 5 ⇒ (17) + 19 - 5 = 31 *Hit and Confirm*
Confirm Attack D2 Long Sword #2 Attack #2 vs Rowena: 1d20 + 19 + 4 - 5 ⇒ (8) + 19 + 4 - 5 = 26
Damage: 2d8 + 6 ⇒ (1, 1) + 6 = 8
Attack D2 Long Sword #2 (Offhand) Attack #3 vs Rowena: 1d20 + 19 - 10 ⇒ (12) + 19 - 10 = 21
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Two Wind Warriors go after Kelkzar
Attack C3 Long Sword #1 (Main) Attack #1 vs Kelkzar: 1d20 + 19 ⇒ (8) + 19 = 27 *Hit*
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Attack C3 Long Sword #1 (Main) Attack #2 vs Kelkzar: 1d20 + 19 - 5 ⇒ (7) + 19 - 5 = 21 *Hit*
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Attack C3 Long Sword (Main) #1 Attack #3 vs Kelkzar: 1d20 + 19 - 10 ⇒ (2) + 19 - 10 = 11
Damage: 1d8 + 3 ⇒ (1) + 3 = 4
Attack C3 Long Sword #2 (Offhand) Attack #1 vs Kelkzar : 1d20 + 19 ⇒ (6) + 19 = 25 *Hit*
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
Attack C3 Long Sword #2 (Offhand) Attack #2 vs Kelkzar: 1d20 + 19 - 5 ⇒ (17) + 19 - 5 = 31 *Hit and Confirm*
Confirm Attack C3 Long Sword #1 Attack #2 vs Kelkzar: 1d20 + 19 + 4 - 5 ⇒ (9) + 19 + 4 - 5 = 27
Damage: 2d8 + 6 ⇒ (6, 6) + 6 = 18
Attack C3 Long Sword #2 (Offhand) Attack #3 vs Kelkzar with Flank: 1d20 + 19 - 10 ⇒ (2) + 19 - 10 = 11
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Attack B2 Long Sword #1 (Main) Attack #1 vs Kelkzar: 1d20 + 19 ⇒ (16) + 19 = 35 *Hit*
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Attack B3 Long Sword #1 (Main) Attack #2 vs Kelkzar: 1d20 + 19 - 5 ⇒ (12) + 19 - 5 = 26 *Hit*
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Attack B3 Long Sword (Main) #1 Attack #3 vs Kelkzar: 1d20 + 19 - 10 ⇒ (10) + 19 - 10 = 19 *Miss due to haste*
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Attack B3 Long Sword #2 (Offhand) Attack #1 vs Kelkzar : 1d20 + 19 ⇒ (7) + 19 = 26 *Hit*
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Attack B3 Long Sword #2 (Offhand) Attack #2 vs Kelkzar: 1d20 + 19 - 5 ⇒ (3) + 19 - 5 = 17
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Attack B3 Long Sword #2 (Offhand) Attack #3 vs Kelkzar: 1d20 + 19 - 10 ⇒ (19) + 19 - 10 = 28 *Hit and Confirm*
Confirm Attack B3 Long Sword #1 Attack #2 vs Kelkzar: 1d20 + 19 + 4 - 10 ⇒ (7) + 19 + 4 - 10 = 20
Damage: 2d8 + 6 ⇒ (7, 5) + 6 = 18
Last one attacks Quintus and hits 4 times, three being deadly accurate.
Attack A3 Long Sword #1 (Main) Attack #1 vs Quintus: 1d20 + 19 ⇒ (20) + 19 = 39 *Hit and Confirm*
Confirm Attack A3 Long Sword #1 Attack #2 vs Quintus: 1d20 + 19 + 4 - 10 ⇒ (18) + 19 + 4 - 10 = 31
Damage: 2d8 + 6 ⇒ (1, 2) + 6 = 9
Attack A3 Long Sword #1 (Main) Attack #2 vs Quintus: 1d20 + 19 + 2 - 5 ⇒ (8) + 19 + 2 - 5 = 24 *Hit*
Damage: 1d8 + 3 ⇒ (7) + 3 = 10
Attack A3 Long Sword (Main) #1 Attack #3 vs Quintus: 1d20 + 19 - 10 ⇒ (20) + 19 - 10 = 29 *Hit and Confirm*
Confirm Attack A3 Long Sword #1 Attack #2 vs Quintus: 1d20 + 19 + 4 - 10 ⇒ (19) + 19 + 4 - 10 = 32
Damage: 2d8 + 6 ⇒ (7, 3) + 6 = 16
Attack A3 Long Sword #2 (Offhand) Attack #1 vs Quintus: 1d20 + 19 ⇒ (4) + 19 = 23
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Attack A3 Long Sword #2 (Offhand) Attack #2 vs Quintus: 1d20 + 19 - 5 ⇒ (3) + 19 - 5 = 17
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Attack A3 Long Sword #2 (Offhand) Attack #3 vs Quintus: 1d20 + 19 - 10 ⇒ (17) + 19 - 10 = 26 *Hit and Confirm*
Confirm Attack A3 Long Sword #1 Attack #2 vs Quintus: 1d20 + 19 + 4 - 10 ⇒ (15) + 19 + 4 - 10 = 28
Damage: 2d8 + 6 ⇒ (4, 2) + 6 = 12
Trevor the Yellow |
About the movement, then could I have made part of the distance and use a standard to imbue my fauchard with Defending and Flame Burst?
Seeing his line of attack cut by a growing Kelkzar, Trevor switches to his left to support Rowena, shouting as his friends get cut down: "They are too accurate! We need to keep them from attacking us with ease. Ro! Send them on their back, the others, keep them on the move!"
Move to E5
Fauchard PA, FF, Haste, VS: 1d20 + 20 + 1 ⇒ (14) + 20 + 1 = 353d10 + 21 ⇒ (10, 2, 6) + 21 = 39
Flaming damage if Ok: 1d6 ⇒ 3
Trevor the Yellow |
Great, so I use my Divine Bond then. Flying's no good for tripping...
Rauno Redpath |
After completing the Enlarge Person spell, Rauno looks inward for a moment before uttering "Doom shadows over these hostile winds!"
Activating Foretell to give all foes within 30' of a -2 luck penalty on ability checks, attack rolls, caster level checks, saving throws and skill checks while it is in effect.