Draw from the Deck: You have recovered a psychically charged harrow deck, commonly used for telling fortunes. You can expend its remaining energy to draw a card at random as a standard action, and you gain a +2 enhancement bonus to the ability score that matches the suit of the card drawn until the end of the adventure. If you do not have a harrow deck available, instead roll 1d6 to determine the suit (1 is Strength, 2 is Dexterity, 3 is Constitution, 4 is Intelligence, 5 is Wisdom, and 6 is Charisma). While the actual card you pick has no mechanical effect, you can roll a D9 (with physical dice, you'd roll a D10, rerolling 0) to fully simulate the draw for flavor purposes.
Male Male human air elemental bloodrager 1 hp 13/13 AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex) Fort +4, Ref +1, Will +0 Init +1; Senses Perception +4; Active Conditions: Poisoned (-2 STR dmg, Blessed +1 Attack)
Crowe accepts the rage and uses his earthbreaker to try to break the pallid creature.
Male Male human air elemental bloodrager 1 hp 13/13 AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex) Fort +4, Ref +1, Will +0 Init +1; Senses Perception +4; Active Conditions: Poisoned (-2 STR dmg, Blessed +1 Attack)
Female NG Human Cleric 2 | Init: +7 | Speed 25 fr | HP: 25/30 | AC17, 19 if shield raised | F/R/W: +7/5/10 | Dipl +6, Perc +7, Medicine +8, Nature +4, Religion +8, Surv +8 | Active conditions: none
PJP's Pregen wrote:
I did not! Edited.
Bless does not add to damage, did you add a +1 to your damage? And your active conditions say you are poisoned for -2 strength. Is that still in play? If so I should have memorized a lessor restoration and cured that. Oh well. Hopefully it already went away.
Male Male human air elemental bloodrager 1 hp 13/13 AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex) Fort +4, Ref +1, Will +0 Init +1; Senses Perception +4; Active Conditions: Poisoned (-2 STR dmg, Blessed +1 Attack)
Oops. Only 14 Damage, then. I am not sure about the poison damage, but I assume it is still there unless it wears off quickly. I cleaned up the sheet a little - I was also failing to use Power Attack, but should be...
Male Human Skald 1 | hp 9/11 | AC 15, T 11, FF 13 | Fort +3 (+4 while performing), Ref +2, Will +2 | Init +2, Perception. +3 | Active conditions: +2 Str/Con rage song, +1 Will rage song, -1 AC rage song , +2 STR from harrow, -1 str Poison
Hakon moves up behind Erasmus and attacks the beast with his handaxe, but just hits wall.
attack:1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11 DMG:1d6 + 3 ⇒ (2) + 3 = 5
Male Male human air elemental bloodrager 1 hp 13/13 AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex) Fort +4, Ref +1, Will +0 Init +1; Senses Perception +4; Active Conditions: Poisoned (-2 STR dmg, Blessed +1 Attack)
"If the creature is not dead, we should stabilize it, tie it and gag it. Might need information later."
Crowe helps with those actions, then proceeds to search the room.
Male Human Skald 1 | hp 9/11 | AC 15, T 11, FF 13 | Fort +3 (+4 while performing), Ref +2, Will +2 | Init +2, Perception. +3 | Active conditions: +2 Str/Con rage song, +1 Will rage song, -1 AC rage song , +2 STR from harrow, -1 str Poison
Hakon finds a rock on the ground and cast Light on it.
Male Male human air elemental bloodrager 1 hp 13/13 AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex) Fort +4, Ref +1, Will +0 Init +1; Senses Perception +4; Active Conditions: Poisoned (-2 STR dmg, Blessed +1 Attack)
Crowe follows Revvy's lead, earthbreaker ready to knock whatever comes out of the hole back into it if necessary.
Several creatures like the one you fought are climbing up the sides of the well. Dozens or possibly hundreds more lie sleeping on the floor below, though some begin to rouse.
3 rounds worth of actions before the first one gets to the top
Move action to bring it 5 feet, but it requires a strength check. It's currently on its side so it can be rolled, though you could also lift it at a different DC.
QUONX sp 14/18 hps 20/20 SP 4/4EAC16 ,KAC16 Fort +3, Ref +5, Will +1 Init +2; Perception +6
I'll try a take 10 first for 10+4=14 to roll it then, if that I'll works keep doing that for 3 rounds..if it isn't enough I'll try rolling dice for the next 2 rounds
Male Male human air elemental bloodrager 1 hp 13/13 AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex) Fort +4, Ref +1, Will +0 Init +1; Senses Perception +4; Active Conditions: Poisoned (-2 STR dmg, Blessed +1 Attack)
Male Human Skald 1 | hp 9/11 | AC 15, T 11, FF 13 | Fort +3 (+4 while performing), Ref +2, Will +2 | Init +2, Perception. +3 | Active conditions: +2 Str/Con rage song, +1 Will rage song, -1 AC rage song , +2 STR from harrow, -1 str Poison
With his Inspired Rage still going, Hakon moves over and aids the others.
Aid: Str check:1d20 + 3 ⇒ (8) + 3 = 11 Str check:1d20 + 3 ⇒ (8) + 3 = 11 Str check:1d20 + 3 ⇒ (12) + 3 = 15
Together, you're all able to drag the lid over and place it over the hole. Seconds later, fists start pounding on the heavy stone. You're pretty sure it'll hold them off for a good long while, but maybe not forever...
Male Human Skald 1 | hp 9/11 | AC 15, T 11, FF 13 | Fort +3 (+4 while performing), Ref +2, Will +2 | Init +2, Perception. +3 | Active conditions: +2 Str/Con rage song, +1 Will rage song, -1 AC rage song , +2 STR from harrow, -1 str Poison
Hakon stops his song.
"The doctors letter said that there may be glyphs used to stop these things. If we can't find anything, maybe we can collapse the place on top of the beasts'" Hakon says while looking around.
Hakon looks around the room for more of the glyphs or places where they would go.
Perception:1d20 + 3 ⇒ (2) + 3 = 5
If unable to find anything he looks for any weakness in the room to collapse it.
K Engineering:1d20 + 2 ⇒ (8) + 2 = 10
Male Human Skald 1 | hp 9/11 | AC 15, T 11, FF 13 | Fort +3 (+4 while performing), Ref +2, Will +2 | Init +2, Perception. +3 | Active conditions: +2 Str/Con rage song, +1 Will rage song, -1 AC rage song , +2 STR from harrow, -1 str Poison
Then Hakon will take 20 on the Perception check. (23)
Amidst a pile of bones, you're able to uncover a battered bag. Inside is a tin of alchemical cement, and a gilded breastplate with a canine heraldic symbol.
With the well secured with cement, at least for the foreseeable future, you're able to head off to the Sincomakti School of Sciences, to pay Dr. Quolorum's office a visit.
Knowledge Local, Arcana, or History may reveal some background on this place, as could gathering information via diplomacy.
Rising and falling upon steep sea cliffs, Rozenport’s archaic architecture possesses an almost organic pattern, with sharp steeples, flat-roofed manors, and a bubble-domed town hall. The campus of the Sincomakti School of Sciences is hidden amid the town’s labyrinthine avenues. Once there, finding Doctor Quolorum's office is no trouble.
Dr. Quolorum’s office is a single-story, 20-by-20-foot square building made of fitted limestone and covered in ivy vines. Though Doctor Quolorum's letter included a key, the door is partially open.
Peering inside, you see that the contents of the room float aimlessly about as if loosed from the bounds of gravity. A large oak desk spins slowly in the center, and a matching carved oak chair floats near the ceiling. The walls are lined with low bookshelves, but the books and countless other items that once rested there drift gently in midair. Ivy-covered windows to the west and east provide only dim light.
Male Human Skald 1 | hp 9/11 | AC 15, T 11, FF 13 | Fort +3 (+4 while performing), Ref +2, Will +2 | Init +2, Perception. +3 | Active conditions: +2 Str/Con rage song, +1 Will rage song, -1 AC rage song , +2 STR from harrow, -1 str Poison
Male Male human air elemental bloodrager 1 hp 13/13 AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex) Fort +4, Ref +1, Will +0 Init +1; Senses Perception +4; Active Conditions: Poisoned (-2 STR dmg, Blessed +1 Attack)
"What's this now?"
Crowe peers in, looking for clues as to what is going on.
Male Human Skald 1 | hp 9/11 | AC 15, T 11, FF 13 | Fort +3 (+4 while performing), Ref +2, Will +2 | Init +2, Perception. +3 | Active conditions: +2 Str/Con rage song, +1 Will rage song, -1 AC rage song , +2 STR from harrow, -1 str Poison
Hakon looks to his handaxes after oloch's comment. "I think I can hit any of the floating stuff from here.
Male Human Skald 1 | hp 9/11 | AC 15, T 11, FF 13 | Fort +3 (+4 while performing), Ref +2, Will +2 | Init +2, Perception. +3 | Active conditions: +2 Str/Con rage song, +1 Will rage song, -1 AC rage song , +2 STR from harrow, -1 str Poison
Hankon follows Kyra into the "air sea"; swimming.
Did he get anything from the k checks?
Not much. Rozenport is built on steep sea cliffs, Rozenport’s archaic architecture possesses an almost organic pattern, with sharp steeples, flat-roofed manors, and a bubble-domed town hall. Think Boston on a cliffside.
Female NG Human Cleric 2 | Init: +7 | Speed 25 fr | HP: 25/30 | AC17, 19 if shield raised | F/R/W: +7/5/10 | Dipl +6, Perc +7, Medicine +8, Nature +4, Religion +8, Surv +8 | Active conditions: none
Kyra starts swimming, finding out what happens when she pushes off stuff. Eventually, of course, she will make her way to the one stable fixture in the room.