GM Crash |
The double doors open onto a long, oval-shaped room. Floating balls of fire illuminate walls covered with a bewildering array of runes, sigils, and glyphs. Beneath these carvings, stacks of engraved stone tablets rest in recessed niches in the walls.
Most of the writings deal with the mundane details of daily life, but there are also plenty of historical texts, religious treatises, and arcane grimoires that can shed light on the history and magic of ancient Thassilon. You may use the archives to help answer questions you may have about the ossuary or its makers. Researching a specific question takes 1d6 hours and provides a +5 circumstance bonus on Knowledge (arcana) or Knowledge (history) checks made about ancient Thassilon, the ossuary, or its inhabitants.
Jean-Pierre de Suis |
"Now we are getting somewhere."
Jean-Pierre quickly glances through the tablets, gaining an overview of the room.
"Most of the writings deal with the mundane details of daily life, but there are also plenty of historical texts, religious treatises, and arcane grimoires that can shed light on the history and magic of ancient Thassilon. We could probably use the archives to help answer questions about the ossuary or its makers."
Perception: 1d20 + 9 ⇒ (14) + 9 = 23.
Suddenly, his attention is caught by something over on one of the walls.
"Isn't that curious..."
Jean-Pierre moves over to the wall, and detaches a strangely-shaped rune from the wall.
"I wonder what this could be used for...?"
@GM Crash: Despite what the spoiler says, we haven't been to 'Area 3' yet, so we don't know about the "door" there ;-)
Pontia Imperea |
Perception: 1d20 + 1 ⇒ (7) + 1 = 8
Linguistics: 1d20 + 9 ⇒ (14) + 9 = 23
Pontia still seems a little bit "off" by what just happened to them, and has remind silent since the events in the "changing rooms". Once JP reads the writings in the wall, she seems to snap out of it and comes closer to them.
Interesting, what language is this?
Jean-Pierre de Suis |
"Thassilonian. Largely a dead language now, of course, but some of the classics of early economic theory were written in it, so I studied it when I was in training... It is surprising just how relevant the analytical techniques used back then are to modern times; the goods have changed, of course, but the mechanisms by which the money flows remain the same..."
GM Crash |
Map updated. Room 3 was where you discovered the feather token.
The entire room lights up for Jean-Pierre. He figures out that all the magic is is just the ossuary's preservative magics. But a greater concentration of the shine was coming from the stone tablets. There are three of them that seem to hold spells, one of the tablets actually has two spells written on them. Each tablet weighs 5 lbs but acts as a scroll.
Dexter Gladstone |
Perception: 1d20 + 4 ⇒ (1) + 4 = 5
Dexter looks at the rune JP removed...
Could that be the key to room we saw earlier? Even if it could be, we don't have enough charges on our chime to get back in there, I'm afraid. That said, I bet it's worth a little bit to those Pharasman priests...certainly, those tablets will be.
Jean-Pierre de Suis |
Jean-Pierre hangs onto the Remove Disease, but hands the others to Pontia (since they are arcane spells).
"Right then. Shall we move on? Which way would people like to go next?
North or South?
GM Crash |
Before anyone can decide what to do next, a rune detaches itself from the wall.
Grimor: 1d20 ⇒ 5
Burick: 1d20 + 2 ⇒ (5) + 2 = 7
Dexter: 1d20 + 6 ⇒ (6) + 6 = 12
Jean-Pierre: 1d20 + 1 ⇒ (17) + 1 = 18
Pontia: 1d20 + 2 ⇒ (19) + 2 = 21
Marsk: 1d20 + 2 ⇒ (2) + 2 = 4
Rune: 1d20 + 6 ⇒ (20) + 6 = 26
Round 1 (partial)
The rune sends off a cone of searing flame at Jean-Pierre and Grimor.
Burning Hands: 3d4 ⇒ (4, 1, 1) = 6 Reflex save please, DC 12 for half damage.
Rune, Pontia, Jean-Pierre, Dexter, Burick, Grimor, Marsk
DC 20 Knowledge(arcana) to identify the rune.
Pontia Imperea |
Dexter, the door remains open, I managed to lea...
Pontia interrupts her dialogue and her eyes open wide when she sees the rune moving from the wall.
Knowledge Arcana: 1d20 + 7 ⇒ (11) + 7 = 18
Not knowing what they are fighting this time, she grabs one acid flask and concentrates to cast Acid Splash
Range Touch Attack (Acid Slash): 1d20 + 2 ⇒ (4) + 2 = 61d3 + 1 ⇒ (2) + 1 = 3
Jean-Pierre de Suis |
Reflex: 1d20 + 2 ⇒ (12) + 2 = 14.
Jean-Pierre dodges the worst of the flames, and appears to be completely unaffected by the tongues of fire which claw across his thick hide.
He then takes a swing at the floating rune...
Earthbreaker: 1d20 + 4 ⇒ (5) + 4 = 9, for 2d6 + 6 ⇒ (4, 3) + 6 = 13 damage.
...but it easily dodges out of the way.
Dexter Gladstone |
Eyes widening at the fan of flames, Dexter takes a 5-foot step toward the door and fires his crossbow at the mysterious rune.
Xbow: 1d20 + 4 ⇒ (8) + 4 = 121d8 ⇒ 5
He then drops his crossbow and draws his rapier.
Grimor Hazd |
Now what... floating & casting runes???! argh, flames!
Reflex Save: 1d20 + 4 ⇒ (4) + 4 = 8
"That will not stop us..."
Grimor takes the brunt of the wave of fire as he steps up (just north of the rune) and attempts to slam his fist into the rune, dragon style.
Unarmed Attk: 1d20 + 4 ⇒ (2) + 4 = 6
Unarmed Dmg: 1d6 + 4 ⇒ (1) + 4 = 5
GM Crash |
Round 1 (complete)
The rune sends off a cone of searing flame at Jean-Pierre and Grimor, Jean-Pierre dodges and Grimor cannot react in time.
Pontia sends off an errant orb of acid.
Jean-Pierre swings at the rune, but the tiny thing floats out of the way.
Dexter shoots the wall behind the rune, then drops his crossbow in favor of his rapier.
Seeing that the area around the rune is crowded, Burick waits.
Hurting from the fire, Grimor is unable to connect with his fist.
Marsk throws a fist at the rune, but it dodges at the last second.
Round 2 (partial)
The rune floats backwards a few feet and begins to send off another cone of fire, aiming at Jean-Pierre, Marsk, and Grimor. Aoo from Grimor. If the attack lands Concentration: 1d20 + 4 ⇒ (20) + 4 = 24, if not Burning Hands: 3d4 ⇒ (1, 2, 2) = 5.
Rune, Pontia, Jean-Pierre, Dexter, Burick, Grimor, Marsk
Roll reflex saves since that concentration roll will succeed if Grimor's hit lands or not. Party up. :)
Dexter Gladstone |
Dexter moves into a flanking position (if possible, and avoiding grouping as a secondary priority) and tries to stab (?) the rune...
Perception: 1d20 + 2 ⇒ (5) + 2 = 71d6 + 1 ⇒ (2) + 1 = 3
Sneak attack damage if applicable:
sneak attack damage: 1d6 ⇒ 5
Burick |
Sorry, I've been out of touch the past few days. Getting ready for my job and all that.
Burick, though a little freaked out by the sudden mirroring of his body, chose to remain quiet. Everyone else had been making a fuss about it, so there was no reason to add to it.
With everyone crowding the ruin as already, he chose to remain behind, only now moving forward to a spot between Pontia and the others engaged with the rune. (South-east Square next to Pontia)
He readies himself incase a new enemy appears or the others need help.
Reflex: 1d20 + 2 ⇒ (10) + 2 = 12
Jean-Pierre de Suis |
Jean-Pierre completely ignores the flames washing over him (Thank-you, racial resistance!), instead focusing on a powerful swing...
Earthbreaker: 1d20 + 4 ⇒ (15) + 4 = 19, for 2d6 + 6 ⇒ (4, 3) + 6 = 13 damage.
GM Crash |
Can you see the map Dexter? To get into a flanking position, you can pick a spot north or south of the rune, taking an aoo from the rune or tumbling, and hoping that Jean-Pierre can do the same thing. Unless you want to pick a spot north or south of Grimor, then 5 ft step into the flanking position.
You are safe from the blast, Burick. The cone area is only 15 ft so the fire stops just short of you, but I will keep that roll for when you do get into the zone.
Marsk |
Reflex save: 1d20 + 5 ⇒ (3) + 5 = 8
Marsk steps forward and punches at the rune again.
attack roll: 1d20 + 3 ⇒ (10) + 3 = 13 damage: 1d3 + 3 ⇒ (3) + 3 = 6
Grimor Hazd |
"On no you don't!" growls Grimor as the rune attempts to cast a spell. He dashes forward as quickly as possible as he pulls back his right hand.
AoO Fist Attk: 1d20 + 4 ⇒ (17) + 4 = 21
AoO Fist Dmg: 1d6 + 4 ⇒ (1) + 4 = 5
His fist slams into the rune, but the position causes his form to slack thus weakening the effectiveness of his attack. It was not enough to stop the creature from casting its spell, and so another wave of fire erupts from it.
Reflex Save: 1d20 + 4 ⇒ (18) + 4 = 22
This time Grimor was able to jump away in time, but still the fire burns away at his side. Now mad with fury, Grimor steps aside (1sq north) to avoid clumping together with the others and jump-kicks at the rune creature.
Kick Attk: 1d20 + 4 ⇒ (3) + 4 = 7
Kick Dmg: 1d6 + 4 ⇒ (2) + 4 = 6
Pontia Imperea |
Pontia tries to aim the rune-creature and takes a 5-feet step forward to be able to see her enemy better. Carefully trying not to hit one of her fellow adventurers she let one more Acid Splash go.
Range Touch Attack (Acid Splash): 1d20 + 2 - 4 ⇒ (4) + 2 - 4 = 21d3 + 1 ⇒ (2) + 1 = 3
I don't think I'm very good at this, lol
GM Crash |
Life crazy right now. Here we go, I overlooked an attack.
The rune floats backwards a few feet and begins to send off another cone of fire, aiming at Jean-Pierre, Marsk, and Grimor, being distracted enough to get hit by Grimor which causes a crack in the middle of it. Marsk took the full damage, Grimor dodged the majority of the flames, and Jean-Pierre took it full on but shrugged it off.
Pontia vainly sends off another orb of acid.
Jean-Pierre struck with his earthbreaker and bashed the rune to bits.
Combat over.:) You found everything in the room that can be found before the rune attacked so you can go back to the intersection and follow the directions or not.
Grimor Hazd |
1 - North, 2 - South: 1d2 ⇒ 2
Still slightly dizzy from the spinning room from earlier and after being burned multiple times, Grimor feels more disoriented now and drunkenly says "South!!!".
GM Crash |
A suit of elaborate lacquered armor stands sentinel against the far eastern wall of this octagonal chamber. Silver chains attached to the armor’s neck and chest run across the floor of the room, their ends clutched in the bony hand of a skeleton sprawled on the floor ten feet away. As soon as Jean-Pierre, Grimor and Marsk walk into the room, a swarm of cockroaches start to boil forth from the neck, wrists, and
ankles of the armor.
Grimor: 1d20 ⇒ 19
Burick: 1d20 + 2 ⇒ (8) + 2 = 10
Dexter: 1d20 + 6 ⇒ (20) + 6 = 26
Jean-Pierre: 1d20 + 1 ⇒ (6) + 1 = 7
Pontia: 1d20 + 2 ⇒ (10) + 2 = 12
Marsk: 1d20 + 2 ⇒ (6) + 2 = 8
Swarm: 1d20 + 2 ⇒ (5) + 2 = 7
Round 1 (fight!)
Dexter, Grimor, Pontia, Burick, Marsk, Swarm, Jean-Pierre
Party minus JP is up!
Jean-Pierre de Suis |
Jean-Pierre eyes the oncoming plethora of vermin with an arched eyebrow, before commenting:
"Like a well-managed hedge fund, I am prepared for this eventuality. I will draw the attention of the swarm; everyone else, back off, and if you have acid flasks / alchemist's fire, feel free to use them..."
The Swarm Suit gives me DR 5/- versus swarms of diminutive vermin. For preference, use Alchemist's Fire, as I am resistant to fire damage ;-)
Grimor Hazd |
Grimor backs away as far as he can manage while unhooking the torch from his backpack that was poking out just behind him.
"Great... more crawlers..."
Pontia Imperea |
Pontia quickly grabs the Alchemist Fire flask from her bandolier and aims, trying to hit the swarm with it.
Ranged Touch Attack (Alchemist Fire): 1d20 + 2 ⇒ (18) + 2 = 201d6 ⇒ 4
Jean-Pierre de Suis |
@Pontia (and everyone else): Don't forget that swarms take x1.5 damage from area-of-effect spells and effects (which includes splash weapons, like Alchemist's Fire) :-)
Dexter Gladstone |
Dexter also pulls and alchemists fire from his pack and lobs it at the cochroaches!
ranged touch: 1d20 + 4 ⇒ (15) + 4 = 191d6 ⇒ 2
So 3 dmg...
GM Crash |
Round 1 (partial)
Dexter throws his vial of alchemist's fire into the swarm.
Grimor backs away and draws a torch.
Pontia throws her vial of alchemist's fire into the swarm.
Burick delays.
Marsk throws his vial of alchemist's fire at the wall behind the swarm. Which square?: 1d12 ⇒ 7
The multitude of cockroaches descends upon Jean-Pierre and surrounds him but they can't seem to get a good footing on his swarmsuit.
Swarm Jean-Pierre: 1d20 ⇒ 21d6 ⇒ 2 Fort save please. DC 14 or be distracted.
Dexter, Grimor, Pontia, Burick, Marsk, Swarm(10 damage), Jean-Pierre
Party up! :)
Jean-Pierre de Suis |
Fort: 1d20 + 4 ⇒ (18) + 4 = 22.
Jean-Pierre stands firm, completely unperturbed by the swarm.
He then steps *out* of the swarm, to provide his allies with unobstructed shots at it, with a readied action to step back into the swarm (if it is still there) once his allies have acted.
Grimor Hazd |
Grimor moves further back a bit out of reach of the swarm of roaches and takes out his flint & steel. He'll light up the torch as soon as he can.
move - step back and pull out flint & steel.
Nxt turn: full round action to light up torch.
-Posted with Wayfinder
Pontia Imperea |
Pontia tries to hide her disgust towards the cockroaches, grabs her last Alchemist Fire vial and throws it against the swarm - the one 2 squares under me, to the right of Jean Pierre.
Ranged Touch Attack (Alchemist Fire): 1d20 + 2 ⇒ (1) + 2 = 31d615 ⇒ 480