Wren the FeatherMage |
Wren continues to dawdle, waiting for the messies to clean up the mess.
"You all are a very weird collection of devotees...to the 'mer-thing'," Wren fluffs a feathered arm at the statue. "We just want to know what you're doing here is all. Seems foolish to die if you're actually proud of what you're doing here. Are you proud of it? Are you sure you don't want to share your divine vision with us?"
GM SpiderBeard |
Wren happily blabs as a magic missile and a big angry dwarf destroy the last cultist, who collapses to the ground.
End of Combat
There's a moment of pregnant silence as you look around the temple. Nothing else has rushed out at you yet. Checking over their bodies you find the following:
- 4 mw chain shirts
- 4 amulet of natural armor +1
- 4 mw sickles
- 4 mw light crossbows
- 40 bolts
- 4 gold holy symbols, showing a strange rune on them
The holy symbols are to the Demon Lord of the Sea, Dagon.
Dagon is an ancient being of the Abyss and manifests as an absolutely enormous demon. He is active on Golarion, with his minions often functioning as high priests for evil aquatic races or Marsh Giants. He has also been known to infiltrate human coastal socities, with strange goals involving the pollution of human bloodlines with ichthyic beings from the depths.
From the centre of the temple you can spot four doors. Two to the north, and two to the south. Of the cultists you have taken down, two may live if healed.
Whiskeyjack Dunaldthal |
k. religion: 1d20 + 13 ⇒ (7) + 13 = 20
"These devices belong t' a bein' known as Dagon, no' Gozreh! I' be no wonder they no be wantin' people pokin' around in their temple. Anyone hwo recognized this would be a might suspicious, an' maybe even angry. I dinnae be knowin' much abou' Dagon, other than he ain't from th' normal pantheon o' Golarion. A demon lord, or outer influence, or sommat like tha'."
"Th' amulets be protective magics, so ye best be grabbin' 'em an' usin' 'em if'n ye ain't already go' some. They be o' value in any right, so we should be takin' 'em wit' us. T' help offset our expenses and pay fer our troubles, righ'?"
Whiskeyjack paused for a moment to heal himself some more, and then moved forward. One of the cultists groaned as Whiskeyjack stepped on him, but the dwarf paid him no mind. Attacking someone who had only asked a question was uncivilized. It wasn't as if they had kicked the door in and threatened to burn the temple to the ground. Although that wasn't completely off the table now...
The dwarf moved tot he southern door in the foyer and said, "Why dinnae we be startin' here?" He waited for the others before trying the door.
Once everyone is ready, Whiskeyjack will open the door. First attempt with his hand, second with his 'dwarven skeleton key'
Wren the FeatherMage |
1d20 + 18 ⇒ (2) + 18 = 20 Know (Religion)
"Dagon, indeed! Oh dearie, these are not happy nice priests, I think not!" Wren chitters in alarm. Wren flits about trying to quickly identify any magic items before making herself ready to move on.
"Now, Mr. Jack, don't you think we should be asking one of these cultists what might be beyond these doors...or how many more priests like themselves might be around?" Wren queries but lack the magic to perform healing like that.
Eventually, she will make ready for the door 'Jack suggests.
Whiskeyjack Dunaldthal |
"Ye be seein' fer yerself how they be frothin' a' th' mouth t' kill us jest fer steppin' in their door. D'ye really be thinkin' zealots like tha' would tell us wha' we want t' be knowin'? An' I ain't too keen on beatin' answers outta folks. Go' enough o' tha' when I were with th' mercs. Ain't godly, i' ain't. Better t' knock an' loudly introduce ourselves than t' pull off toenails and crush teeth. Nasty business tha'."
Kawrock of the Phoenix Clan |
"Perhaps we should report this dire Dagon news to the Mayor before we venture further down. Who ever is behind this may make a move while we are preoccupied and the Mayor could use with some proof to back his claims." Kawrock offers before Whiskey presses forward.
Vladlena |
no, we should press on. The place has been alerted, and we don't want them to prepare nasty surprises for us. We can report later.
Lena looks at the dying cultists
they made their choices. Let pharasma judge them.
GM SpiderBeard |
Whiskeyjack pushes into the southern door, which leads to a small chapel.
This small chapel contains a simple altar of green stone at its
far end. A mosaic on the wall above the altar depicts a creature
that appears to be a mixture of fish, frog, and human. The air is
thick with the smell of rotting fish.
The creatures depicted here are lovingly called Skum. Skum are the most prolific and successful of the countless races created by the aboleths to serve as slaves. At the height of the aboleth empire, skum were legion and their armies waged many wars upon the land, yet now that the aboleths are in decline, skum have been set loose to manage on their own. Today they are a lesser-known species to above-ground humanoids, dwelling deep underground in ruins abandoned by disinterested enemies. They have lost much of their identity, even their name. Skum is a racial epithet created by surface-dwellers.
Arval Beyondane |
Arval nods, seeing nothing of note, and continues on to the next door. He tries the door.
"Is it me or does this place stink like a month old fish?"
Wren the FeatherMage |
1d20 + 17 ⇒ (7) + 17 = 24 Know (Nature)
"Is it me or does this place stink like a month old fish?"
Wren sniffs and makes a face like she agrees with Arval on the disagreeable odor.
"Old fish? No, that's just the underwater version of Tengu...the skum. No, not like human scum, or algae scum, but skum, the perverted remains of the aboleths," Wren explains about the odor and the room.
Wren casts Detect Magic and looks around before being ready to move on.
1d20 + 12 ⇒ (20) + 12 = 32 Perception
Eldon Appleton |
Knowledge (Nature): 1d20 + 6 ⇒ (18) + 6 = 24
"Yes, indeed," Eldon says before scraping his throat and sharing some more trivia about Skum. "The creatures depicted here are lovingly called Skum. Skum are the most prolific and successful of the countless races created by the aboleths to serve as slaves. At the height of the aboleth empire, Skum were legion and their armies waged many wars upon the land, yet now that the aboleths are in decline, Skum have been set loose to manage on their own. Today they are a lesser-known species to above-ground humanoids, dwelling deep underground in ruins abandoned by disinterested enemies. They have lost much of their identity, even their name. Skum is a racial epithet created by surface-dwellers."
I read that somewhere recently.
Kawrock of the Phoenix Clan |
Kawrock eye's Wren for a moment. "Thank you for the clarification Wren. For a moment I thought you were comparing Tengu to actual scum." He says as he makes his way to the next door. "Shall we proceed. Kawrock asks before opening the door.
Wren the FeatherMage |
1 person marked this as a favorite. |
Wren smiles her yellow-toothed smile.
"Of course, I was not comparing the tengu to skum, that wouldn't make any sense at all. For one, the tengu are want-to-be birds, while the skin are want-to-be mermen," Wren says delighted to explain. "I'm just saying that 'normal' races, like the humans and elves, view them both the same." Wren nods, glad to clarify.
Whiskeyjack Dunaldthal |
2 people marked this as a favorite. |
"Mebbe Wren'd like t' be th' one tha' opens the next door?"
"Then maybe we could jest be shovin' her in an' lockin' th' door behind." He murmured to Kawrock.
He made sure Arval was ready, then opened the next door in his typical fashion.
GM SpiderBeard |
Okay, let's hope it stays up! Also, lol.
Wren's very, very careful inspection of the room reveals nothing. However, she is almost certain there's someone waiting for the group on the other side of the door. Warning the group, she pushes on.
Three beds stand along the south wall of this simple chamber, along with two small desks, a chest, table, and bookshelf.
Standing in the room are three more clerics, all of whom are alerted and prepared for you. A man stands behind them who is in much fancier, more ornamental robes. He wields a trident.
"You will die for your transgressions! ATTACK!"
Cultist: 1d20 + 7 ⇒ (3) + 7 = 10
Caleb: 1d20 - 1 ⇒ (10) - 1 = 9
Arval: 1d20 + 4 ⇒ (12) + 4 = 16
Kawrock: 1d20 + 3 ⇒ (10) + 3 = 13
Eldon: 1d20 + 3 ⇒ (3) + 3 = 6
Whiskeyjack: 1d20 ⇒ 18
Lena: 1d20 + 4 ⇒ (3) + 4 = 7
Wren: 1d20 + 8 ⇒ (7) + 8 = 15
Whiskeyjack
Arval
Wren
Kawrock
---
Cultist (white)
Cultist
---
Lena
Eldon
Everyone but Lena and Eldon are up!
Wren the FeatherMage |
Round 1, Init 15
Wren squawks in annoyance as the evil skum-lovers decide to attack them. Acting quickly, she remove an oily-greasy seagull's feather from her armor and tosses it at the feet of the two back jerks. Casting Acid Pit. DC 22 Reflex for the back two, DC20 for the foremost jerk. 4d6 ⇒ (2, 6, 6, 1) = 15 falling damage & 2d6 ⇒ (5, 4) = 9 acid damage.
"Be careful of the edge of that pit lest you fall in..." Wren warns.
Create Pit detail for more reference.
Wren flaps out of the crowded room. Move 3 squares left.
HP: 55/55
AC: 17 (3 dex, 4 mage armor)
Arcane Bond: 0/1 used
Open spell slots:
Left Hand: none
Right Hand: wand of magic missile
Sage Advice: (0/9 used).
: Take +4 insight bonus to your attacks, saves, skills, ability checks for 1 round (until Wren's turn again).
Wand of Magic Missile (lvl 7) 15 charges left -4d4 + 4 ⇒ (1, 1, 4, 4) + 4 = 14 force damage.
Arval Beyondane |
Finally! The site is up again!
Arval moves forward and starts hacking away at the one threatening to fall.
Power atk: 1d20 + 15 ⇒ (13) + 15 = 28
Intimidate on hit: 1d20 + 15 ⇒ (13) + 15 = 28
Dmg: 1d10 + 15 ⇒ (3) + 15 = 18
Power atk: 1d20 + 10 ⇒ (3) + 10 = 13
Intimidate on hit: 1d20 + 15 ⇒ (15) + 15 = 30
Dmg: 1d10 + 15 ⇒ (1) + 15 = 16
Whiskeyjack Dunaldthal |
"Wha' trangsgression d' ye be babblin' abou'? We jest stepped in t' cha' a bi' an' yer lackeys attacked. Now, ye best be payin' fer gettin' their brains outta me armor, or i' be yer own hide tha' be in danger!"
Not sure if there is room for Whiskeyjack to enter, but if there is...
Whiskeyjack barreled into the room, using his shield as a battering ram as he pushed past Arval and into the nearest cultist. His shield slammed into the cleric, trying to drive the man clean into Wren's pit.
bull rush: 1d20 + 11 ⇒ (17) + 11 = 28
Cast burst of radiance to catch as many as possible.
Kawrock of the Phoenix Clan |
Kawrock watches as the pit forms beneath the feet of the priests.
"That's rather impressive Wren. Taking advantage of the enemies inability to fly." The Tengu waits to see how effective his ally's spell is before attacking.
Delay for now.
GM SpiderBeard |
Sorry for skipping a day, been nutso.
Random: 1d100 ⇒ 45
Reflex: 1d20 + 7 ⇒ (19) + 7 = 26
Reflex: 1d20 + 7 ⇒ (15) + 7 = 22
Reflex: 1d20 + 4 ⇒ (20) + 4 = 24
Climb: 1d20 + 3 ⇒ (19) + 3 = 22
Arval's Will Save: 1d20 + 6 ⇒ (2) + 6 = 8
dice=Reflex]1d20+7[/dice]
Reflex: 1d20 + 4 ⇒ (2) + 4 = 6
Wren quickly casts a spell, and an extremely unpleasant pit opens up beneath the two cultists in the back! Shockingly, all three of the cultists leap out of the way, just avoiding the sides of the pit. However, with the pit dominating the room they're at a loss for ways to get away from the sloped edges.
Arval steps in, scoring a solid hit which terrifies the cultist. Whiskeyjack then steps in, and sends the front cultist just flying backwards, he soars ten feet back, plummeting into the pit. He desperately tries to scramble out to no avail. Another cultist gets to the opposite side of the pit, calling at Arval.
"APPROACH!"
Arval feels an incredible compulsion come over his body to walk towards the other cultist. The cult leader clings to the wall against the sloped side of the pit, and quickly casts a spell. Freezing, chilling cold fills the area and the group is pelted with ice!
This is all for naught, and the remaining two cultists plummet into the pit.
Whiskeyjack
Arval
Wren
Kawrock
---
Cultist (white) (-24) (in a pit)
Cultist (-42) (in a pit)
Leader (-24) (in a pit)
---
Lena
Eldon
Everyone takes 19 damage and is up! Ice storm spell is on the map. I've adjusted Whiskeyjacks' positioning for optimal bull rush. Wren's pit is on the map too.
Vladlena |
spellcraft: 1d20 + 13 ⇒ (15) + 13 = 28
Oh no. Wren! Dismiss your pit, now! Arval's going to walk into it! He's bespelled!
Lena staggers forward a bit, but cant target anyone, and she is beeon pelted by hailstones.. So she throws and alchemist fire into the pit.
alchemist fire: 1d20 + 10 ⇒ (5) + 10 = 15
this is a throw into the pit, so it may hit someone , and splash the rest, or just splash them. Your call. Oh, did we take damage from the ice storm?
Wren the FeatherMage |
2 people marked this as a favorite. |
Round 2, Init 15
I don't have access to map right now, but Wren is 3 squares left. I'll try to correctly reposition when I get to a desktop.
Those in the acidic pic take 2d6 ⇒ (1, 3) = 4 acid damage.
"Oh ho! Wren, smell your armpit, wow! Arval's googling dank prune pits! He's misspelled!"
Wren lifts a feathered arm up to sniff her armpit, as she struggles to make sense of Lena's words over the roaring and pelting rain and hail.
"WHAT!?" Wren squawks and moves out of the ice storm area. The Pit spells are not dismissable.
"LENA!" Wren yells back. "Make sure no one goes into the pit! It'd be bad! Remind Arval NOT to go near it!"
Wren's solutions to helping Arval are minimal and not so good.
Wren readies a Magic Missile at the caster if he tries casting again, intending to disrupt.
5d4 + 5 ⇒ (2, 1, 4, 1, 2) + 5 = 15 force damage
HP: 36/55
AC: 17 (3 dex, 4 mage armor)
Arcane Bond: 0/1 used
Open spell slots:
Left Hand: none
Right Hand: wand of magic missile
Sage Advice: (0/9 used).
: Take +4 insight bonus to your attacks, saves, skills, ability checks for 1 round (until Wren's turn again).
Wand of Magic Missile (lvl 7) 15 charges left -4d4 + 4 ⇒ (3, 4, 2, 2) + 4 = 15 force damage.
Vladlena |
you know, there is a strange fascination with watching a train wreak. Or arval walking into an acid pit. Oh, well, he's tough. Let's try Plan b
whiskyjack, stop arval. He's charmed!
Arval Beyondane |
57/76hp
Arval's takes a step forward.
"Is that you?"
Frost slowly forms on his eyebrows, not bothering to shield his face, as he takes another step forward, recognition on his face.
"It is... WHAAAAAAAAAA~~~!"
He yells as he tumbles down into the acid filled pit.
Wren the FeatherMage |
I don't see why you can't make a save, Arval. He said come to him, not jump in the acid. Do like he did and jump to someplace where you can hold onto things.
Wren squawks and admires watches the slow moving disaster.
Vladlena |
Lena stares at arval and sighs. oh well, I tried.
Arval Beyondane |
Did not consider the reflex save for the pit!
Ref save: 1d20 + 7 ⇒ (14) + 7 = 21
Not sure what save I need and how exactly this works with compulsion, I believe if someone would dare to peek over the side that Arval is clinging on the wall right now?
Wren the FeatherMage |
Shit. I mean, umm...good. I think you made the save as it's a DC20 from the outer edges. You're someplace on the map, and we'll leave it to He of the Coiffed Arachnid Face Growth to decide where you end up.
Wren squawks a warning when Arval jumps to get closer to his foe.
GM SpiderBeard |
Okay, Whiskey ain't posting so I'll resolve order of events.
CMB: 1d20 + 9 ⇒ (7) + 9 = 16
cie Storm: 5d6 ⇒ (6, 6, 2, 5, 6) = 25
CMW: 2d8 + 3 ⇒ (4, 6) + 3 = 13
CMW: 2d8 + 3 ⇒ (6, 5) + 3 = 14
As Arval's eyes glaze over, Whiskeyjack recognizes the command spell and does his best to restrain the warpriest.
However, Arval slips from his grasp and heads to the edge of the pit! Thankfully, as Arval skids at the edge of the pit, he realizes what he's doing and leaps to the side of it, ending up close to the priest, but not in a pit. Lena lobs a flask into the pit.
Kawrock holds his action. Very unhappily in the pit, two of the cultists cast spells to heal themselves, while their leader casts an air walk spell and he starts circling the pit as he rises very slowly out of it. The ice storm spell continues to pummel the group.
Everyone takes 25 damage from the ice storm spell! Everyone is up! (44 dmg total) Hopefully with the whole group posting. Lena, roll your alchemist fire damage.
Whiskeyjack
Arval
Wren
Kawrock
---
Cultist (white) (-1) (in a pit)
Cultist (-28) (in a pit)
Leader (-24) (in a pit) (air walking, 15')
---
Lena
Eldon
Wren the FeatherMage |
Wren was readying to disrupt that spell, I believe. Need a 29 concentration check to avoid losing spell...10+15 damage+ lvl 4.
Wren squawks again, wondering why no one is understanding her non-human communication.
Vladlena |
alchemist fire damage: 1d6 ⇒ 4
Whiskeyjack Dunaldthal |
"I cannae be healin' ever'one while we be standin' in this hailstorm."
Whiskeyjack recalled the spell he had memorized that morning, specifically to deal with ongoing spell effect. Concentrating, he cast.
dispel ice storm: 1d20 + 9 ⇒ (13) + 9 = 22
GM SpiderBeard |
Concentration: 1d20 + 12 ⇒ (15) + 12 = 27
Wren's expertly-timed magic missile slams into the lead cultist, disrupting his air walk spell. He actually wails in despair. Whiskeyjack then calls upon the power of his, much neater God, and the ice storm spell ends before it pelts the group any more.
Whiskeyjack
Arval
Wren
Kawrock
---
Cultist (white) (-1) (in a pit)
Cultist (-29) (in a pit)
Leader (-28) (in a pit) (air walking, 15')
---
Lena
Eldon
ICe storm and the air walk are cancelled! You still have actions.
Arval Beyondane |
32/76hp
Arval looks around confused and decides it's best to just hammer the closest enemy.
"Wha...? What just happened?! It was you!"
As he speaks he brings down his sword.
Power atk: 1d20 + 15 ⇒ (3) + 15 = 18
Intimidate on hit: 1d20 + 15 ⇒ (14) + 15 = 29
Dmg: 1d10 + 15 ⇒ (5) + 15 = 20
Power atk: 1d20 + 10 ⇒ (19) + 10 = 29
Intimidate on hit: 1d20 + 15 ⇒ (19) + 15 = 34
Dmg: 1d10 + 15 ⇒ (4) + 15 = 19
Crit confirm: 1d20 + 10 ⇒ (10) + 10 = 20
Dmg: 1d10 + 15 ⇒ (2) + 15 = 17
GM SpiderBeard |
@Arval - you never fell in the pit. You wound up just on the edge. But will need to make continuous reflex saves every round you're at the edge. Lena, Arval, Kawrock, and Eldon have actions!
Eldon Appleton |
Eldon rushes over to Arval with the intention of pulling the mighty warrior away from the edge of the pit, but realizes (though he's not willing to admit it) he's never going to be able to drag the heavy human to safety. Instead of relying on his (lack of) strength, Eldon decides the showy approach is the better anyway.
"Arval, I have come to save you with my great and powerful magic!"
Placing a single hand on Arval's leg, Eldon casts jester's jaunt to teleport Arval to the sturdy floor 5 feet west of his previous position.
Moved Arval along with myself!
Arval Beyondane |
We took ice storm damage twice right? And I'm a little confused as to what I need to do right now. I've taken a full round action but I still have actions left?
Ref save before Eldon saves Arval, roll from before the full attack posted above: 1d20 + 7 ⇒ (19) + 7 = 26
Vladlena |
Lena drinks a healing potion
cure moderate wounds: 2d8 + 3 ⇒ (2, 7) + 3 = 12
GM SpiderBeard |
You took ice storm damage twice. You then walked towards the pit and then did not fall in. Eldon has now whisked you to safety.
Eldon teleports Arval to safety while Lena drinks a potion.
More actions, c'mon people. I'll bot tomorrow if needed.
Vladlena |
potion drinking here. Did we get hit by two ice storms? Damage only tags for one round
GM SpiderBeard |
Reflex Svaes: 1d20 + 4 ⇒ (16) + 4 = 20
Acid: 2d6 ⇒ (3, 4) = 7
Climb: 1d20 + 1 ⇒ (15) + 1 = 161d20 + 1 ⇒ (10) + 1 = 111d20 + 3 ⇒ (18) + 3 = 21
Kawrock rushes into the room while Whiskeyjack just avoids falling into the pit. With his spell ruined, the cult leader shouts loudly from the pit in misery. The cultists try to climb out but to no avail.
Whiskeyjack (-44)
Arval (-44)
Wren (-44)
Kawrock (-44)
---
Cultist (white) (-8) (in a pit)
Cultist (-37) (in a pit)
Leader (-35) (in a pit)
---
Lena (-32)
Eldon (-44)
Everyone is up.