GM Andrew |
Upon opening those doors...
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.
Up in the air, you see this strange rune detach itself from the wall and float silently in midair, glowing with fiery arcane energy.
Monster Knowledge
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Amelie: 1d20 + 6 ⇒ (14) + 6 = 20
Kayde: 1d20 + 2 ⇒ (11) + 2 = 13
Lyteonira: 1d20 + 4 ⇒ (15) + 4 = 19
Malakiah: 1d20 + 8 ⇒ (5) + 8 = 13
Maulaxe: 1d20 + 1 ⇒ (10) + 1 = 11
Thessaly: 1d20 + 2 ⇒ (17) + 2 = 19
Red: 1d20 + 6 ⇒ (20) + 6 = 26
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Red's Turn
The rune flies to just above the entrance of the door and lets loose a fan of flames!
Fire: 3d4 ⇒ (1, 3, 4) = 8
Need a reflex save, DC 12, from Thessaly, Maulaxe, Kayde, and Amelie for half damage!
The Rune is just above the doorway.
I'm just assuming the usual suspects were up close...
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Initiative Order - Bolded Characters May Post Their Turn
Red (-0)
Amelie (-0) - Reflex Save DC 12, 8 on fail, 4 on success.
Lyteonira (-0)
Thessaly (-0) - Reflex Save DC 12, 8 on fail, 4 on success.
Malakiah (-0) - Mage Armor
Kayde (-0) - Reflex Save DC 12, 8 on fail, 4 on success.
Maulaxe (-1) - Reflex Save DC 12, 8 on fail, 4 on success.
Maulaxe, the Just |
reflex: 1d20 + 3 ⇒ (3) + 3 = 6
Maulaxe takes the flames in the face but fearlessly steps forward and unleashes a flurry of blows on the rune.
Flurry 1: 1d20 + 3 ⇒ (20) + 3 = 23
damage: 1d6 + 3 ⇒ (1) + 3 = 4
Crit Confirm: 1d20 + 3 ⇒ (14) + 3 = 17
damage: 1d6 + 3 ⇒ (2) + 3 = 5
Flurry 2: 1d20 + 3 ⇒ (13) + 3 = 16
damage: 1d6 + 3 ⇒ (6) + 3 = 9
GM Andrew |
*Cough*
Just after the party gets engulfed in flames and party members start to see the strange floating rune, Maulaxe steps in and snuffs it out, destroying the rune instantly through his two blows.
Out of Initiative!
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Status Wrap-Up
Amelie (-0) - Reflex Save DC 12, 8 on fail, 4 on success.
Lyteonira (-0)
Thessaly (-0) - Reflex Save DC 12, 8 on fail, 4 on success.
Malakiah (-0) - Mage Armor
Kayde (-0) - Reflex Save DC 12, 8 on fail, 4 on success.
Maulaxe (-9)
Amelie Tucker |
Reflex: 1d20 + 4 ⇒ (17) + 4 = 21
As the door opens and the creature shoots flame at the party, Amelie manages to duck and avoid the brunt of the fire, but ends up singeing her hair. After Maulaxe makes short work of their attacker, she pulls out a wand and the burns heal over.
Wand of CLW: 1d8 + 1 ⇒ (8) + 1 = 9
GM Andrew |
Reiterating the description...
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.
Looking at the runes on the wall...
On the stone tablets around the room...
On detect magic...
Three of these tablets are actually magical scrolls. (Each tablet weighs 5 lbs)
Maulaxe, the Just |
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
More CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW Again...: 1d8 + 1 ⇒ (4) + 1 = 5
Maulaxe gets one of his allies to tap him with his happy stick a few times.
Lyteonira Ceilidh |
" Put those wands away!
Be of Good Cheer!
The Pain will go away!
When you drink Caydens Beer!"
Lyteonira raises her tankard holy symbol as she declares this toast and channel positive energy to heal her fellow pathfinders
Cayden Toast of Healing: 1d6 ⇒ 2
"And One for the road!"
Cayden Toast of Healing: 1d6 ⇒ 2
"Now anyone need this wand?"she adds digging out the wand she used on Thessalay earlier or at least the one I meant to say Thess could use about 30 posts back
Thessaly |
(Sorry!! I must have turned off notifs on this thread accidentally, I was wondering why it had gone quiet...)
Perception vs DC 15: 1d20 + 10 ⇒ (15) + 10 = 25
"I just got a flesh wound," Thessaly grunts, gazing at the wall. "Your toasting there healed most of it. I got a wand of my own anyhow."
only down -2 right now after the channels, it's good enough for me
"Anyway forget all that. One of these rune thingies looks like it can be tugged out of the wall-- see, right here. Any of you magicky sorts know what all these scribbles and giblets mean?"
Lyteonira Ceilidh |
Lyteonira inspects the three Tablets
spelcraft no 1: 1d20 + 4 ⇒ (15) + 4 = 19
"ermm"
spelcraft no 2: 1d20 + 4 ⇒ (9) + 4 = 13
"HuH"
spelcraft no 3: 1d20 + 4 ⇒ (12) + 4 = 16
"Maybe.. No sorry no idea"
Kayde Morson |
Kayde arrives just in time to receive a blast of fire followed by blasts of healing … leaving him a bit dumbfounded but fine. He shrugs dumbly at both scribbles and giblets alike.
He looks at the supposedly-detachable bit, ”So, do we pull it out or leave it in? I mean … the Society might like to study it either way, right?”
I’m back. Just catching up on all my games. :)
Malakiah Uzamar |
The combat occurred without the Wizard become aware of it, so fast it was.
Impressed by the effectiveness of his teammates, Malakiah tries to help with the tablets and scrolls, it was the least he could do to try to show some utility.
Malakiah speaks Thassilonian.
Spellcraft DC 21: 1d20 + 9 ⇒ (4) + 9 = 13
Spellcraft DC 23: 1d20 + 9 ⇒ (4) + 9 = 13
Spellcraft DC 23: 1d20 + 9 ⇒ (8) + 9 = 17
"Malakiah can you make sense of these tablets?"
"Well, those tablets are magical scrolls, actually", he points to the tablet-magical-scrolls. "For now, I don't know which spells they contain, certainly I could find an answer for this question if I had more time for studying them", Malakiah looked disappointed.
"And the rest seem to be 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. I... I know... I know that if I had more time, I could know more from these runes...", the wizard seemed lost in thought, unable to finish his reasoning.
Thessaly |
"Huh, well... guess we take what we can and the rest you'll have to do from memory," Thessaly offers with a shrug. She puts the key into her pack.
"Way I figure it, anything that's not bolted down, the Society will want a look-see at. Anyway, it's some sorta key I think... and keys open things.
"Okay, this hall shoots off east as well-- let's check doors, open, sweep. Like professionals," she adds with a smirk.
Checking for traps on floor and door alike, Thessaly moves for the first door to the east and gives everyone time to get in position before opening it.
Per for traps: 1d20 + 11 ⇒ (4) + 11 = 15
Kayde Morson |
Kayde drags his burden up, then drops it. He rubs his back for a moment before leveling his spear in a manner to be able to watch the door at Thessa's back ... freeing her to concentrate on the door she's opening.
"Whenever you're ready."
GM Andrew |
No traps. Upon opening the door...
The smooth floor and ceiling of this circular room have been polished to a glossy shine, and the curving walls appear to be made of a faintly silver reflective material as smooth and flawless as glass.
This room is seemly empty apart from that. Let me know what characters are doing.
Malakiah Uzamar |
Malakiah is in the back, probably casting Detect Magic, trying to look for something magical.
Lyteonira Ceilidh |
lyteonira casts her own detect magic
spellcraft/know arcana: 1d20 + 4 ⇒ (19) + 4 = 23
spellcraft/know arcana: 1d20 + 4 ⇒ (7) + 4 = 11
GM Andrew |
For those detecting magic, the whole room glows as magical with two auras...
Amelie walks in the room and starts looking around.
A droning hum in the room starts growing louder and louder when Amelie enters the room, and about 20 seconds later the room's mirrors start distorting and have their images spinning. In a split-second flash of light, Amelie is gone.
The mirror return back to their original calm position and the humming dies down after Amelie disappears.
GM Andrew |
You hear a voice come from the room across the hall, and a door opens, and it's Amelie! The room across the hall looks like a mirror image (pun intended) of the other room.
Amelie, if someone makes their perception check for this post and points out something different about your appearance, you are free to open your perception check spoiler without a check. Otherwise, you can try the perception yourself.
Lyteonira Ceilidh |
perception: 1d20 + 4 ⇒ (16) + 4 = 20
"Are you alright Amelie? You just walked into a room with strong transmutational magic. Here catch this!"
Lyteonira pulls out a non magical stone and lobs it for for Amelie to catch watching for which hand she tries to catch it with
"Wasn't your bow on the other shoulder"
Amelie Tucker |
Perception: 1d20 - 2 ⇒ (16) - 2 = 14
Amelie catches the stone in her left hand, her bow clutched in the right. She looks down at herself confused after Lyteoniras comment. "I always hold my bow in my left and draw with my right. But this feels like its always been this way now. That's really weird. Huh. Maybe I can do it again, it didn't hurt or anything." She walks back into the first room again to see what happens.
Lyteonira Ceilidh |
"Shall we see what lies down there" Lyteonira gestures further down the corridor to th door and turn to the end( right of where we are on the map)
Lyteonira Ceilidh |
"Look Kayde you can carry your friend there in to the room get teleported to to the other room and switch between left and right handed. Leave the room Amelie just left place your friend on the floor and go through to reset your own left right handed ness and probably leave our friend researching the last potion he drank for the next four years to work out how to duplicate the effect. On the other hand..."Lyteonira grimaces at the pun she just made"On the other hand we could finish our exploration of this corridor." and without waiting for further reply she and Maulaxe head off down the corridor
GM Andrew |
Back from Gen Con!
This long chamber is decorated with large carvings of religious ceremonies and priests handing down judgments to the common people. Stone benches are lined up before a podium at the southern end of the room. A single door stands in the northeastern wall.
The benches in this room are difficult terrain.
There a fast-zombie vargouille in here that has extremely low AC and does practically no damage. I'm good skipping it if other are. :p
No loot in here, and there's a door ahead.
Thessaly |
Sorry, busy weekend-then-Monday!
Thessaly is weirded out by the mirror-trickery and stays uncharacteristically silent during. She is glad to get back to straightforward work like helping the others dispatch the next zombie-skull thing they meet, and to leave the room of mirrors behind them.
At the next door, she performs the usual once-over for traps.
Perception for trapsies: 1d20 + 11 ⇒ (14) + 11 = 25
Preemptive Disable Device if needed: 1d20 + 8 ⇒ (10) + 8 = 18
Malakiah Uzamar |
In the previous room...
Knowledge (Arcana) DC 23: 1d20 + 8 ⇒ (11) + 8 = 19
Knowledge (Arcana) DC 24: 1d20 + 8 ⇒ (13) + 8 = 21
Perception DC 15: 1d20 + 3 ⇒ (3) + 3 = 6
In the current room...
Knowledge (Religion) DC 15: 1d20 + 8 ⇒ (7) + 8 = 15
"Hum... The carvings on the walls seems to be Pharasmin in nature, though the priests are shown wearing different vestments and accouterments from those favored today, which is at least 'curious'...", Malakiah looks intrigued.
GM Andrew |
Thessaly detects no traps on the door.
Upon opening the door, Darkness spills out of the room. However, nothing seems to directly attack you out of the darkness.
You hear a high-pitched but ominous voice come from the room. It says a couple sentences in a language none of you understand.
Description of the room
Religious carvings depicting the judgment of souls cover the walls of this room. A stone pedestal with a bowl-shaped depression on top stands in the northwest corner. Wooden cabinets and chests of drawers line the walls.
Don't think either of you have it, but its a Knowledge (Local) to identify it.
Kayde Morson |
Sense Motive: 1d20 + 2 ⇒ (7) + 2 = 9
Kayde levels his spear, "It's a little guy. All wrapped up and holding a dagger, but not approaching. Like he's defending against us. He's also creating the darkness, if that makes any sense."
He looks around the room. "The room's got carvings, a stone pedestal, and some cabinets."
He looks back at the creature, "What you doin' little guy? We don't wanna hurt anyone who's not lookin' to hurt us."
Malakiah Uzamar |
Sense Motive: 1d20 + 1 ⇒ (10) + 1 = 11
Malakiah speaks in Thassilonian: "don't be afraid, we won't hurt you." - then in azlanti and common, if doesn't work.
The wizard directs his dancing lights through the darkness, trying to see the source of this strange voice.
GM Andrew |
The entity speaks back, but again in a language no one understands. It may seem there's a language barrier here.