"Can you please tell us a bit more about this evil one? What was the evil one trying to do that prompted you to rebel? Where is Zhaleh being held?"
"The_One._Is_called_Kelizandri. He_imprisoned_another_great_one,__in_this_rock._Zhaleh_was_to_guard_the_imp risoned._She_disobeyed,_rebelled._We_followed_her."*
Kelizandri is an elemental lord of water, and worshiped in very few parts of the material plane.
To his companions, Tai remarks "I am no freedom fighter, but this Zhaleh may know more about our true objective. Let us help them, and perhaps the favor will be returned."
Guinfa has a scroll of comprehend languajes. But I prefer to reserve it for when we encounter someone who didn't speak common. That creature speak our languaje, not perfectly, but is enough
So you killed your people for not returning to the service of "The Evil One" And now you want us to free your leader? You know when to change your mind.
Ready to go to free Zhaleh
Well it normally doesn't speak common, but the mission says it does to some crude extent.
Earlier travel: 2d10 + 10 ⇒ (8, 5) + 10 = 23
Elapsed time 29 minutes.
Powerful gusts of warm air howl through these twisting tunnels of ice. The passages turn upon themselves and end in sudden precipices. The footing is treacherous, and a step to either side drops into chasms clouded by freezing mist.
Skill checks time.
Someone needs to pass 2 checks, either 2 climb checks or 2 survival checks, at DC 17, to navigate the tunnels.
This place also lacks any natural lighting, so you will have to provide for yourselves.
Tai confidently takes the lead, digging his fingers into ice as he climbs along the tunnels. A glowing ioun stone illuminates his path.
Climb: 1d20 + 2 ⇒ (15) + 2 = 17
Climb: 1d20 + 2 ⇒ (15) + 2 = 17
|Archon the Divine Caller|
Illgo ahead and use a charge of my wand of Comp Languages. Know Religion DC 15: 1d20 + 8 ⇒ (7) + 8 = 15
"One of the Elemental Lords of Water? I had heard that there used to be more than one of each of the base Elements. Interesting."
-Posted with Wayfinder
Quan Tai leads the team successfully the first 5 minutes.
Noticing it by:
Guinfa: 1d20 + 6 ⇒ (19) + 6 = 25
Quan Tai: 1d20 + 5 ⇒ (2) + 5 = 7
Archon: 1d20 + 7 ⇒ (17) + 7 = 24
Velinov: 1d20 + 11 ⇒ (18) + 11 = 29
Xukong: 1d20 + 8 ⇒ (14) + 8 = 22
A huge shadow moves underneath the ice, and Quan Tai is, ironically, the only one not noticing it.
Everyone, a willsave DC 20 please.
If you don't pass it, a reflex save DC 13.
If you fail that, a climb check as well.
If someone passes the willsave, they can roll for DC 17 Kn. Religion, to recognize this as a haunt.
Will: 1d20 + 3 ⇒ (19) + 3 = 22 Heyyy, wasn't expecting that! No Knowledge (Religion), unfortunately.
The cosmos is filled with wonders, horrors, horrific wonders, and wondrous horrors, Xukong doesn't see why this particular one should demand much of its attention.
Will save: 1d20 + 5 + 4 ⇒ (15) + 5 + 4 = 24
Guinfa powerful mind isn't affected by the shadow moving under the ice. Hey did you see that he says to her new elemental friend, What can do that in the ice?
No religion here neither
If someone fails the climb check he will fall? And if yes, much? I can make a someone reroll a d20 once a day, so I'll use it if it's clear someone risk death
Tai boldly continues to lead the party.
Will: 1d20 + 1 + 2 ⇒ (13) + 1 + 2 = 16 fail
Reflex: 1d20 + 5 ⇒ (1) + 5 = 6 ouch
Climb: 1d20 + 2 ⇒ (19) + 2 = 21
Guinfa's Charisma modifier to Will saves is from his towering ego class feature. It is not active when Guinfa is shaken/confused/enraged
|Archon the Divine Caller|Will Save DC 20: 1d20 + 8 ⇒ (3) + 8 = 11
DM Reroll Will DC 20: 1d20 + 12 ⇒ (17) + 12 = 29
Know Religion DC 17: 1d20 + 8 ⇒ (20) + 8 = 28
"An ambient spirit of some sort. Take care."
-Posted with Wayfinder
|Archon the Divine Caller|
If its ok, I'd like to substitute a Cure Spell for the Channel Energy. I wasn't sure if I was "up" or I would have just rolled it.
Stepping forward as he calls on some of the divinity locked within him, Archon begins to radiate a soft, gentle, green glow as spiritual power manifests physically, seeping from his eyes, but condensing in his open hand as he places it out before him.
As the Haunt grows nearer, he also steps out, offering himself as an ideal target, just as the healing power is released.
Defending Bone -> Cure Moderate Wounds: 2d8 + 4 ⇒ (5, 1) + 4 = 10
-Posted with Wayfinder
The haunt is repelled by Archon's spell, and the team can go ahead.
You'll love what comes next.
Guinfa: 1d20 + 6 ⇒ (14) + 6 = 20
Quan Tai: 1d20 + 5 ⇒ (10) + 5 = 15
Archon: 1d20 + 7 ⇒ (5) + 7 = 12
Velinov: 1d20 + 11 ⇒ (13) + 11 = 24
Xukong: 1d20 + 8 ⇒ (9) + 8 = 17
5 minutes afterwards......
Guinfa and Velinov notice the leviathan coming back again, eager for more adventurers to devour.
Archon, Quan Tai and Xukong can roll for saves again.
Will: 1d20 + 3 ⇒ (5) + 3 = 8
Reflex save: 1d20 ⇒ 4
Climb: 1d20 + 8 ⇒ (16) + 8 = 24
Xukong is caught very much off-guard by the thing's return, and nearly falls to who-knows-what grim fate, but (presumably) manages to cling to the icy surface with unnatural might, claw-like fingers digging into the ice.
Will: 1d20 + 1 + 2 ⇒ (12) + 1 + 2 = 15
Reflex: 1d20 + 5 ⇒ (15) + 5 = 20 success!
Tai remains focused on guiding the party forward through the icy tunnels and doesn't notice the effect reoccurring.
All haunts (link) are mind-affecting fear effects. If I get a chance to act, immunity to fear makes me immune to the haunt.
All haunts (link) are mind-effecting fear effects. If I get a chance to act, immunity to fear makes me immune to the haunt.
Good, so that actually makes my Will save bonus +5 in case it happens again (clearly made no difference last two times).
Just for clarity, does the Leviathan appear to be the haunt, or is it something else? Are we moving forward or are we expected to try to respond to the Leviathan moving around? Is it right under neath us? Circling around within a round or two?
Well two of them get to try and dispel it before any bad stuff would happen.
Dispel as in the 3rd level spell? Velinov is only 3rd level :(
"Whatever that thing is, it's huge and circling back this way. I recommend moving out of reach as quickly as possible. Archon, you may need to do that again to keep it at bay until we can clear the area."
I'm not sure how much further we have to go to get out of reach? Any ideas what it might want to actually solve the haunt?
It came back after five minutes of moving through the ice caves, so it is probably active throughout the area. We don't have any clues about destroying it, so our best bet is to keep moving and try to get out of the area. Unfortunately, Archon can't act this round. It's okay to fail a save or two, we can heal up.
"What sort of thing is it?"
Is there anything we can learn about the reason for the haunt, or does it need to manifest first?
@ Quan Tai: There is no way to learn about its cause, except that it is a haunt, and haunts are hurt by positive energy.
@ Xukong, as climbing is done at 1/4 speed, unless you take -5 penalty for moving 1/2 speed (which you passed this time to advance 15 feet just now), you will have to make extra climb checks.
Height to the path is 35 feet, and you move at 7 feet per check.
Will: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17
Reflex: 1d20 + 5 ⇒ (2) + 5 = 7
Archon, not having noticed the haunt coming back, is unable to act.
Guinfa takes a vial of holy water, and pours it onto the icy floor.
Positive energy: 2d4 ⇒ (4, 2) = 6
Which is not enough.
Velinov, do you have anything you can do?
Unless a potion of CLW or alchemist fire can damage it, no. I would try an illusion to hide the party but I don't believe that will work vs. a haunt.
Velinov digs out a vial of viscous apple red liquid and tosses it in the general area of the ominous figure.
ranged touch: 1d20 + 1 ⇒ (9) + 1 = 10
The ground is covered in holy water and a potion's content.
As the haunt quickly approaches, it disappears as quickly as it hits the blessed spot.
And so with nobody falling prey to the haunt, the team is about to head off. Except.....something amazing happens...
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A strange portal opens, and a big blue female hand comes through.
A glimpse of her face is seen.
In a gentle yet firm voice from beyond.
"By selfless request of one of your own, your comrade shall rejoin the world of the living once again."
Her finger touches Shiba's chest, which lights up.
Shiba opens her eyes in an instant, inhaling quickly, before realizing what is going on.
The portal closes, leaving everyone baffled.
Shiba! You're with us! exclaims Guinfa with joice. How far did you travel to the other side? What did you see? he continues too surprised to even think if his questions matter now or not.
Does that come with a voice like Robin Williams?
More like Barbara Eden, from the looks of it.
And onwards to the next scene.
Shiba can post her boneyard experience as she comes.
The frozen tunnels level off, causing the melting water to accumulate in bone-chilling pools. Droplets run down the thawing walls with supernatural purpose, whittling away relief carvings of an enormous dragon devouring entire cities.
1d20 + 12 ⇒ (9) + 12 = 21
1d20 + 11 ⇒ (14) + 11 = 25
Guinfa: 1d20 + 6 ⇒ (10) + 6 = 16
Quan Tai: 1d20 + 5 ⇒ (15) + 5 = 20
Shiba: 1d20 + 3 ⇒ (2) + 3 = 5
Velinov: 1d20 + 3 ⇒ (10) + 3 = 13
Xukong: 1d20 + 2 ⇒ (4) + 2 = 6
As the group walks past the carvings, the next part is partially flooded. Bodies of icy tranquil water cover parts of the tunnel.
Marked on the map. It is about 4 feet high. Wading through is a DC 10 swim check.
Everyone but Guinfa and Velinov can take 10 and will auto pass the checks.
As the 4 muscular of you wade through the water, the stalking residents make their move, having been hiding nearby.
The hovering shape of a skeleton, encircled by red fumes, makes a touch attack against Archon from above him.
Touch, high ground: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22, Bleed on Archon's turn: 1d6 ⇒ 3
Con dmg: 1d3 ⇒ 2, Feasting: 1d8 ⇒ 1
An unnatural ache is in his chest, as his health is partially taken from him.
Nearby, a creature similar to the earth mephit appears, and spews a cloud of ice at the martials.
Cold: 1d8 ⇒ 6
Ref Archon: 1d20 + 5 ⇒ (13) + 5 = 18
Ref Quan Tai: 1d20 + 5 ⇒ (9) + 5 = 14
Ref Shiba: 1d20 + 4 ⇒ (11) + 4 = 15
Ref Xukong: 1d20 ⇒ 16
Despite the water, everyone passes the save, and cover themselves enough to take only partial harm from it. Archon and Quan Tai are in fact not hurt at all.
Archon: 27/27 [31/31] (2 con dmg, bleeds 1d6)
Quan Tai: Full
Shiba: 15/18 [23/23] (1 negative lvl)
Archon: 1d20 + 3 ⇒ (13) + 3 = 16
Guinfa: 1d20 + 4 ⇒ (1) + 4 = 5
Quan Tai: 1d20 + 1 ⇒ (12) + 1 = 13
Shiba: 1d20 + 3 ⇒ (11) + 3 = 14
Velinov: 1d20 + 6 ⇒ (13) + 6 = 19
Xukong: 1d20 - 1 ⇒ (19) - 1 = 18
???: 1d20 + 8 ⇒ (5) + 8 = 13
Mephit: 1d20 + 6 ⇒ (7) + 6 = 13
The mysterious skeletal looking figure is 10 feet high, the mephit is flying at ground lvl altitude.
Prison guards, round 1
Velinov & Xukong
Archon & Shiba
Skeletal thing (1)
Quan Tai & Guinfa
Before I act, please clarify: Does '10 feet high' mean scary-skeleton-thing is within my melee reach, or just beyond it? Given that it appears to be medium-sized, the fact that it just touched Archon suggests we should be able to touch it.