GM Endless Forms' Shattered Star (Inactive)

Game Master Mike Tuholski

The Dead Heart of Xin (Book 6).

Combat Maps | LOOT!

Varisia | Magnimar | Magnimar after Reforging


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Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

I'm good with resting I think, and then using that frozen delayed blast fireball to empower some of my spells :)


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Sounds good to me.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Oh yeah, lets do that.

Grand Lodge

AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

zzzzzzzzzz


The Flaxseed Pathfinder Lodge

Cool! And by taking 10 on his Spellcraft Brelar can't fail those checks in the fireball room.

You get some needed rest atop the strange tower, and then return to the fireball room to allow Brelar an hour to prepare his spells.

You then head north to a short foyer that leads to a grand set of doors to the west.

Beyond, the ceiling of the vaulted, cathedral-like-chamber rises to a height of sixty feet above. The northeastern corner of the room is somewhat collapsed, but the rest of the chamber seems to be in good condition. Double doors open in the walls to the east and west, while four alcoves to the north and four to the south are occupied by statues of winged women with no faces and silvery swords gripped in their right hands. Four ten-foot-wide, fifteen-foot-tall glass jars capped with huge metal lids are filled with cloudy green liquid and sit in the middle of the room-large shadowy shapes float inside each jar.

Bert also easily spots a magical trap on the far western door which would detonate a loud sonic blast that would likely shatter the jars.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

So what's inside them jars? Anythin' important?


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

"Probably some kind of enemies, based on that trap. We can take a closer look once I get that trap taken care of."


The Flaxseed Pathfinder Lodge

Indeed, for an expert like Bert the trap is simple enough to disable.

Inside the jars seem to be the preserved bodies of several creatures: The first tank contains a small badger-like creature called an aurumvorax. The next one contains the partially dissected (and dead) body of a phase spider. The third tank contains a roper; the fourth has a young silver dragon.


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

Brelar examines the jars more closely with detect magic as well. "A fasinating collection and a very cleaver trap!"

Does the dragon appear to be alive?


The Flaxseed Pathfinder Lodge

The dissected phase spider is clearly dead but the other three are most certainly alive, although if you listen closely and press your ear to the glass, you can hear mad ramblings and bubblings from the preservation jars.


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

"Oooh, better leave them alone. Unless you think you can cure them, Karn?" Bert checks the west door (which AFAICT is the only way to go from here).

Grand Lodge

AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

Karn considers Bert's question. "I'm not sure how to even start to cure them. Hmmm... "

Any Knowledges or other skill checks?


The Flaxseed Pathfinder Lodge

Sorry! Busy couple of days and I didn't have time to get to this one!

Perhaps a true resurrection or reincarnate could bring them back to sanity and full health but they are pretty far gone for anything less than that to have much of an effect on them.

After Bert takes care of the clever sonic trap, the party moves into the next room.

A roar of water echoes from this chamber, and the air is damp with cool mist. A dark pool fills much of the western end of the chamber, while to the south a set of stairs leads up to another room. Tumbling into this pool from a bronze-ringed gap in the ceiling above is a column of frothy water, while a small edge sits just above the water level on the westernmost edge of the pool itself.

As you step into the room, the water falling down into the pool suddenly grows in intensity but simultaneously stops splashing down completely, instead building up on top of itself vertically until column of water has completely taken shape as two humanoid elder water elementals!

gm rolls:

ewe: 1d20 + 6 ⇒ (3) + 6 = 9
Argust: 1d20 + 4 ⇒ (12) + 4 = 16
Bert: 1d20 + 3 ⇒ (18) + 3 = 21 (+2 underground)
Brelar: 1d20 + 5 ⇒ (2) + 5 = 7
Karnhousk: 1d20 + 2 ⇒ (4) + 2 = 6

Initiative:

1. Bert, Argust, and Brelar
2. Elder Water Elementals
3. Karn

Bert, Argust, and Brelar are up!


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Bert quickly casts freedom of movement on Argust, then retreats! Will update map from home later.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Argust takes advantage of the spell and moves to Cleave the enemies!

Attack 1: 1d20 + 26 ⇒ (2) + 26 = 28 for Damage: 2d6 + 34 + 2d6 ⇒ (5, 6) + 34 + (5, 4) = 54
Cleave 2: 1d20 + 26 ⇒ (18) + 26 = 44 for Damage: 2d6 + 34 + 2d6 ⇒ (1, 4) + 34 + (6, 2) = 47

Cleave Crit?: 1d20 + 26 + 4 ⇒ (9) + 26 + 4 = 39 for Damage: 2d6 + 34 ⇒ (1, 4) + 34 = 39 plus Staggering Crit DC 24 and Bleeding Crit for: 2d6 ⇒ (4, 5) = 9


The Flaxseed Pathfinder Lodge

Fort: 1d20 + 14 ⇒ (7) + 14 = 21

With Bert's help Argust is able to wade towards the creatures without risk of attack. Argust's first hit is impressive but his cleave into the second elemental is even more so. The elemental oozes water from the gash and staggers backward from the blow. Luckily Argust's swings are powerful enough to make the natural damage reduction of the creatures inconsequential. DR/-

fire: 10d6 ⇒ (4, 6, 1, 2, 6, 2, 2, 5, 1, 3) = 32
Ref: 1d20 + 18 ⇒ (1) + 18 = 19
Ref: 1d20 + 18 ⇒ (17) + 18 = 35

Brelar's fireball then sends a bout of steam into the room as parts of the elementals are burned away. The two elementals send water splashing about the room as they swing their giant limbs at Argust!

power attack sunder on Argust's sword: 1d20 + 30 - 4 ⇒ (13) + 30 - 4 = 39
damage: 2d10 + 10 + 8 ⇒ (2, 8) + 10 + 8 = 28

power attack sunder on Argust's sword: 1d20 + 30 - 4 ⇒ (4) + 30 - 4 = 30
damage: 2d10 + 10 + 8 ⇒ (7, 3) + 10 + 8 = 28

power attack sunder on Argust's sword: 1d20 + 30 - 4 ⇒ (4) + 30 - 4 = 30
damage: 2d10 + 10 + 8 ⇒ (5, 6) + 10 + 8 = 29

sword condition:
Looks like one of those beats Argust's CMD for 28 damage to his sword. A two-handed blade has hardness 10 and 10 hit points, but the hardness goes up by 2 for every +1 enhancement and the hit points go up by 10 for each +1 enhancement. A weapon is only broken when it reaches half its HP. So with a +4 on your greatsword I think it will take 10 damage but it has 50 hit points so it does not have the broken condition yet.

Initiative:

1. Bert, Argust, and Brelar
2. Elder Water Elementals
3. Karn

#1: 76 dmg
#2: 101 dmg, bleed 2d6

You guys are up!


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Hate to say this, but elementals aren't subject to crits or bleeding.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

I wasn't sure so I added them anyway.

Argust has a CMD 42 (40 with Cleave) vs Sunder so they all miss!

Argust will full attack the first of his enemies!

Attack: 1d20 + 26 ⇒ (16) + 26 = 42 for Damage: 2d6 + 34 + 2d6 ⇒ (6, 3) + 34 + (2, 5) = 50
Attack: 1d20 + 21 ⇒ (7) + 21 = 28 for Damage: 2d6 + 37 + 2d6 ⇒ (4, 3) + 37 + (4, 5) = 53
Attack: 1d20 + 16 ⇒ (1) + 16 = 17 for Damage: 2d6 + 37 + 2d6 ⇒ (1, 2) + 37 + (2, 1) = 43


The Flaxseed Pathfinder Lodge

Oh right! I knew that but completely forgot about it. Been a while since I've had an elemental fight in my games I guess.

Argust dispatches the first elemental with two heavy swings!

Initiative:

1. Bert, Argust, and Brelar
2. Elder Water Elementals
3. Karn

#2: 53 dmg

Karn, Bert, and Brelar are up!


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

Brelar watches as Argust demolishes the first elemental and shakes his head in amazement.

Brelar unleashes a trio of scorching rays on the elemental!

Attack (ranged touch): 1d20 + 11 ⇒ (18) + 11 = 29
Attack (ranged touch): 1d20 + 11 ⇒ (7) + 11 = 18
Attack (ranged touch): 1d20 + 11 ⇒ (6) + 11 = 17

Damage: 4d6 ⇒ (2, 1, 2, 2) = 7
Damage: 4d6 ⇒ (1, 1, 6, 2) = 10
Damage: 4d6 ⇒ (2, 3, 4, 3) = 12


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Bert calls on his reserves and shoots the remaining elemental!

DA Bullet to elemental: 1d20 + 13 ⇒ (16) + 13 = 29
DA bullet damage, incl. grit: 1d6 + 7 + 5 ⇒ (4) + 7 + 5 = 16


The Flaxseed Pathfinder Lodge

Bert's bullet sends a gout of water from the elemental's side as Brelar's rays produce more steam shooting from the planar monster!

Initiative:

1. Bert, Argust, and Brelar
2. Elder Water Elemental
3. Karn

#2: 88 dmg

Karn is up!

Grand Lodge

AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

Karn moves up to the edge of the pool, screams in rage at the elemental and swings his hammer.

Ragin' Power Attack: 1d20 + 22 - 3 ⇒ (14) + 22 - 3 = 33
Vital Strike: 2d12 + 15 + 12 ⇒ (2, 11) + 15 + 12 = 40


The Flaxseed Pathfinder Lodge

Karn's powerful hit angers the water elemental and it turns its wrath upon the rage prophet!

slam: 1d20 + 24 - 5 ⇒ (13) + 24 - 5 = 32
damage: 2d10 + 10 + 10 ⇒ (3, 4) + 10 + 10 = 27

slam: 1d20 + 24 - 5 ⇒ (10) + 24 - 5 = 29
damage: 2d10 + 10 + 10 ⇒ (4, 9) + 10 + 10 = 33

Already severely injured, the elemental then quickly falls to the onslaught of attacks from the party.

Out of combat!

Further south in this chamber, there are four deep blue pillars supporting the chamber's forty-foot-high ceiling. To the south, a detailed bas-relief depicts a city of graceful towers and pyramids inhabited by humans, but below the city lies a vast underground sea filled with tentacled monsters. Many of their tentacles writhe up through the stone above to manipulate and infest the city. Below the carving are several shelves, most of which are empty save for two-one of these holds a delicate-looking coral helm, and the other holds a strange-looking horn. To either side, a churning fifteen-foot-diameter sphere of water floats in the air, a dark coiling shape writhes within each sphere.

As soon as you approach this end of the chamber, however, you feel a cold, unnerving pressure, as if you were deep underwater.

DC 15 Will save please!

failure:
Your mind is overwhelmed. You are deep underwater before a living aboleth. Your breath is already strained as the monstrous creature begins to probe your mind and reach out to tear your limbs from your body.

When you awake, you collapse to the ground at -1 hit points and take 2d4 ⇒ (1, 1) = 2 points of Charisma damage as your personality is shattered by the nightmare's results.

You do, however, get the chance to examine the coral helm. it is indeed a helm of underwater action. The horn is a finely made masterwork musical instrument carved from a length of ivory.

DC 25 KN (arcana):
It is ivory as a tusk from the walrus head of a strange variant of chimera from the Crown of the World.

The horn is decorated with scrimshaw carvings of coiling tentacles and bulging eyes. While the horn itself is not magical, the largest of the bulging eyes is in fact a pearl of the sirines.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Will: 1d20 + 12 ⇒ (20) + 12 = 32

That's one ugly helmet.

Grand Lodge

AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

As the elemental falls, Karn stands panting for a couple of minutes, then looks up. "Who, besides myself is injured?" He pulls out a wand and begins to use it on himself, then uses another on himself.

CMW: 8d8 + 12 ⇒ (6, 2, 2, 5, 6, 6, 5, 4) + 12 = 48 4 chrgs
CLW: 3d8 + 3 ⇒ (3, 4, 5) + 3 = 15

Will: 1d20 + 11 ⇒ (15) + 11 = 26

Karn begins to feel an overwhelming pressure as he enter the next room, but grits his teeth, fighting off the feeling. He glances at Bert, curious about the helm.


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

Bert is down 42 HP.

Will save: 1d20 + 15 ⇒ (4) + 15 = 19

Bert saunters up to the items, unmoved by the hostile magic after a wary glance around the room. "That's not elephant ivory--looks more like walrus, but big. There are these chimeras that live in the Crown of the World that have big walrus heads. I bet it's from one of those!"

Grand Lodge

AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

Karn moves toward Bert and taps him with the two wands.

CMW: 4d8 + 6 ⇒ (5, 3, 8, 8) + 6 = 30 2 chrgs
CLW: 2d8 + 2 ⇒ (4, 8) + 2 = 14 2 chrgs

"You appears to have some wounds, Bert. Let me patch those up."


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

"Hey, thanks! That's much better."


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

A big walrus? They're all big, ain't they?


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

"Compared to me, yeah! I think even a baby walrus is bigger than I am."

ETA: And a quick visit to the Fount of All Knowledge verifies that--walrus calves weigh at least 100 pounds at birth, and I think halflings run a third of that. The more you know....


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

Will Save: 1d20 + 13 ⇒ (18) + 13 = 31

Brelar spends some time investigating the helm and the horn as well as the bulging eye. "Yes, an interesting adaptation fromt he Crown of the World."

Knowledge (arcana): 1d20 + 29 ⇒ (19) + 29 = 48


The Flaxseed Pathfinder Lodge

To the north are another pair of doors. The large room beyond seems to be some sort of chapel, yet no pews or other concessions toward comfort are apparent. The ceiling is low, just over ten feet in height, giving the place a claustrophobic feeling compared to the high ceilings in nearby chambers. The walls are of polished black stone, while an upraised pulpit to the north supports a pale yellow altar on which two fat candles flicker. A tall column stands to either side of the altar; the length of each column is carved to resemble an emaciated gargoyle-like figure that lacks all facial features on its horned black head.

DC 30 KN (religion):
The temple is dedicated to the awful glory of the Outer Gods and the Great Old Ones, although it doesn't seem to be devoted to any one entity in particular.

As you near the pulpit, you all suddenly feel dizzy. An instant later, the two faceless gargoyles suddenly animate and lurch forward. A low, rumbling chanting in an unknown language fills the room as they move up to snatch you into the air between them. As they do, the room itself crumbles away, revealing that you are held aloft by the two monsters at a height of several miles over a strange frozen mountain plateau below. As they drop you, you snap out of the vision.

DC 17 Will to avoid become afflicted with a random form of madness determined by the GM!


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Brelar! What's goin' on? I don't like this here place very much!

Will: 1d20 + 12 ⇒ (17) + 12 = 29


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

Knowledge (religion): 1d20 + 20 ⇒ (19) + 20 = 39
Will Save: 1d20 + 13 ⇒ (15) + 13 = 28

Brelar shakes off the vision and shouts, "We face horrible minions of elder things from beyond the stars and spaces where rational thoughts dwell!"


The Flaxseed Pathfinder Lodge

The next small room from this chamber is mostly bare except for a human skeleton lying slumped against the northern wall, draped in a fine cloak and clutching a haversack to its chest. It looks familiar and after a few moments you recognize the features and clothing as belonging to the Curator, whom you fought earlier.

The skeleton still wears its cloak of resistance +3 and its headband of mental prowess +2. In addition, his spellbook is found inside the haversack.

spellbook!:

7th
prismatic spray, reverse gravity
6th
chain lightning, disintegrate, flesh to stone
5th
baleful polymorph, hungry pit
4th
black tentacles, ice storm, mnemonic enhancer, shout, wall of fire
3rd
dispel magic, fireball, lightning bolt, pain strike, slow, twilight knife, wind wall, haste
2nd
blindness/deafness, flaming sphere, pyrotechnics, scorching ray, shatter, whispering wind, glitterdust
1st
burning hands, erase, grease, magic missile, ray of enfeeblement, reduce person, shield, mage armor
Cantrips
all

The western wall of the next chamber features a detailed mural of a mansion's facade. The front doors are painted life-sized, but the rest of the mural grows increasingly distorted in size as it nears the edges of the room.

The mural radiates strong conjuration magic and Brelar identifies it as a mage's magnificent mansion spell.

To the south is another chamber with a short, curved flight of stairs leading down to double doors to the south. To the west, what apperas to be a ten-foot-wide open window looks out over an idyllic field of grass with a snow-capped mountain range on the horizon. A cool breeze wafts through the open window.

As you look upon the window, the scene depicted suddenly shifts from an idyllic noon-time hillside to a nightmare vista of a frozen landscape aglos under the gibbous light of a bloated moon. The place appears cracked and desolate, and in the medium distance a troop of pallid froglike monsters leads a line of chained denizens. A jagged mountain range cuts the horizon, while beyond this range the head of an immense jackal-like leviathan slowly turns, as if to peer back through the window.

DC 17 Will save or be affected by feeblemind!

Grand Lodge

AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

First Will: 1d20 + 11 ⇒ (1) + 11 = 12 Blech

Second Will, if applicable: 1d20 + 11 ⇒ (19) + 11 = 30


HP 107*/107* | AC 32| T 16| FF 28| CMD 14| Fort +14*| Ref +22| Will +15 (+2 vs. fear, neg energy effects)| Init +4 (+2 underground)| Perc +29/+34 w/lens (+2 underground)| Sense Motive +20 Male Halfling Archaeologist Bard15/Mysterious Stranger Gunslinger1/Inspired Blade Swashbuckler1

DC 17 Will save vs. madness: 1d20 + 15 ⇒ (17) + 15 = 32

DC 17 Will save vs. feeblemind: 1d20 + 15 ⇒ (17) + 15 = 32

"Oh, yeah--them." Bert grins at the wizard's dramatic statement and follows, still shielded by his invincible ebullience. "So I bet we'll have to enter that mansion, just to be thorough. Or maybe we could dispel it--I'm not sure, but if it's like a rope trick anything inside will be forced out."


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Which stats are on the headband? If everyone else passes on it, Argust will wear it!

Will: 1d20 + 12 ⇒ (17) + 12 = 29


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

Will Save: 1d20 + 13 ⇒ (20) + 13 = 33

"Shall we try to enter? I am not certain we have been invited into this demi-plane, so perhaps we wait until the owner comes outs?" Belar pauses then points to the skeleton, "Unless, perhaps, it was his doing...though I am getting the feeling that lingering in this area may prove detrimental to our sanity."


The Flaxseed Pathfinder Lodge

No skills listed so I say choose what you want when you put it on! I also allow reallocating skill ranks if you choose a skill you already had ranks in.

Oo! Karn gets to go mad!
1d100 ⇒ 43
Karn is now afflicted with a mania focused on the strange faceless gargoyles seen in the vision.

In the next room a short flight of curving steps leads down to a staggering sight-a twenty-five-foot-wide hallway that slopes downward to the south as far as the eye can see. The hall is supported by hundreds of stone columns spaced every five feet that rise up to the curving ceiling forty feet above. The lower six feet of each column has been cared to resemble the same faceless winged angelic woman carrying a longsword that you saw earlier.

gm rolls:

Argust: 1d20 + 6 ⇒ (17) + 6 = 23 (+2 stoneworking)
Bert: 1d20 + 25 ⇒ (17) + 25 = 42 (+3 traps, +2 underground)
Brelar: 1d20 + 2 ⇒ (10) + 2 = 12
Karnhousk: 1d20 + 15 ⇒ (4) + 15 = 19

fa: 1d20 + 13 ⇒ (5) + 13 = 18
Argust: 1d20 + 4 ⇒ (1) + 4 = 5
Bert: 1d20 + 3 ⇒ (7) + 3 = 10 (+2 underground)
Brelar: 1d20 + 5 ⇒ (19) + 5 = 24
Karnhousk: 1d20 + 2 ⇒ (4) + 2 = 6

Bert and Argust note that, unlike the other columns in the hall, two of them seem to be armed with real swords rather than carved stone swords. Unfortunately, neither of them react quickly enough as the faceless angels animate and move towards you to stop your entrance into the hall.

Surprise:
Argust, Bert

Initiative:

1. Brelar
2. Faceless Angels
3. Bert, Karn, and Argust

Argust and Bert have surprise round actions and Brelar can take a regular action!


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

Brelar drops them in a hungry pit! [ooc]Unless they can really fly. My Kn (arcana) might tell me that?[/oc]

DC 23 Ref or take: Falling: 10d6 ⇒ (3, 2, 6, 4, 4, 2, 6, 2, 6, 1) = 36 and Chomping: 4d6 ⇒ (3, 6, 5, 1) = 15 any players make DC 21 Ref if they end their turn adjacent to the pit.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Argust tries to strike both of the statue-enemies that tried to surprise him!

Attack: 1d20 + 26 ⇒ (7) + 26 = 33 for Damage: 2d6 + 34 + 2d6 ⇒ (5, 3) + 34 + (4, 4) = 50
Cleave: 1d20 + 26 ⇒ (4) + 26 = 30 for Damage: 2d6 + 34 + 2d6 ⇒ (6, 5) + 34 + (3, 4) = 52

The extra 2d6 is if they are evil.

If I get the headband I'll make it Intel/Wisdom I guess.


The Flaxseed Pathfinder Lodge

@Brelar: Nope, can't fly. But they do have 80' movement! Wow!

Ref: 1d20 + 11 ⇒ (6) + 11 = 17
Ref: 1d20 + 11 ⇒ (2) + 11 = 13

Ha! I don't know why I expected it to go any differently...

Argust deals a devastating blow to each of the statues and Brelar then captures both of them in a pit which slowly munches away at them while you watch safely from above. No way they can really climb out and they're already at half HP after Argust and the pit.

The vast hallway before you seems to go on forever, sloping steadily and then more steeply downwards. Eventually, after about half a mile, the vast hallway comes to a sudden end, looking out over an underground lake. The dark waters ripple thirty feet below the jagged edge of the hall's end. A series of intermittently-spaced stone pilings extends south, indicating that at one point the hall transformed into a bridge that extended south over the lake, but the bridge itself must have collapsed long ago.

I will get a new map up in the next day or so.

Grand Lodge

AC28/T17/F26/CMD35||HP134[134]|F:+13|R:+9|W:+12|Percept.+20|SenMot.+15|Init.+2| Human (Kellid) Life Oracle 6 / Barbarian 2 / Rage Prophet 8

Does Karn's madness has any penalties? You know, besides being crazy?


Male Kellid Fire Elementalist 16 HP: 114/114 | AC 22| T 13| FF 19| CMD 21| Fort +11| Ref +12| Will +14| Init +5 | SR: 18

"Any thoughts on getting across? Or shall I just dimension door us?"


The Flaxseed Pathfinder Lodge
Karnhousk Jarlson wrote:
Does Karn's madness has any penalties? You know, besides being crazy?

If you ever happen to come into contact with those thing. But what are the odds of that? ;)

Also: new map! But holy crap is it obnoxious. 1 square = 25 feet. I did my best but it's already huge at only a little over 20 feet for 1 square and then I gave up resizing it.

As you look out over the lake, 1d4 ⇒ 4 Bert thinks he hears something strange.

Bert:
In your mind, you hear a voice: I am Ognathooga, Mother of Oblivion. Worship me. DC 20 Will save or dominated for 15 days and commanded to do nothing but worship.

A gargantuan serpent-like creature then raises its ugly black head above the water....

gm rolls:

og: 1d20 + 4 ⇒ (6) + 4 = 10
Argust: 1d20 + 4 ⇒ (19) + 4 = 23
Bert: 1d20 + 3 ⇒ (13) + 3 = 16 (+2 underground)
Brelar: 1d20 + 5 ⇒ (4) + 5 = 9
Karnhousk: 1d20 + 2 ⇒ (9) + 2 = 11

Initiative:

1. Argust, Bert, and Karn
2. Ognathooga
3. Brelar

Argust, Bert, and Karn are up!


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

I don't see the critter on the map.


The Flaxseed Pathfinder Lodge

Sorry, forgot to switch player view to the new map. Should be fixed now. Giant snake in the water.


Male Dwarf Fighter (Two-Handed) [17] : HP:189/189 | AC 41 T 22 FF 37 | CMB +30 (+34 sunder) CMD 47 (51 vs trip/disarm, 55 vs sunder) | F +22 (+24 vs poison) R +19 W +16; all +4 vs spell/SLA/effect to lose weapon | Init +6 | Perc +13 | EA +18 | Climb/Swim +11

Argust will stand fast, protecting his friends from any assault!

Total Defense

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