DM Feral |
"Kylou are champions of Hell - as deadly as they are duplicitous."
The inscrutable aeon is familiar with Kylou, known as handmaiden devils to mortals, as direct servants to Hell's female overlords. They are known to hide their fathomless evil beneath illusions of beauty, graciousness, and tradition.
The Ambassador can ask two questions about Kylou.
Uaine Altimari |
Special Attacks and Special Defenses, please.
The Ambassador projects an image of a kylou into the minds of all present, plus several rudimentary pictures describing what it knows.
I think the process of envisaging can be expedited in combat. But when used, it would often take the form of a picture of the creature being attacked with something, accompanied by a check or no sign depending on resistance, immunity, or vulnerability. That or the creature using some sort of attack. If that doesn't work, it can also talk directly to Valrar and he can repeat the information.
Chun Hei |
Chun Hei nods "Shall we head to the well? We do still have the Aspis to contend with eventually."
Lenny "The Toymaker" Bruce |
Lenny will fill in the blanks on the Kylou adding information such as vulnerabilities, senses, and lowest save if possible.
kn planes: 1d20 + 28 ⇒ (16) + 28 = 44
Grota |
"Their blessing we need, so we shall defeat this Kylou. We must hurry."
DM Feral |
In the future, please include an information wishlist with your knowledge rolls.
In addition to being a general melee threat, kylou have grab/swallow whole. They have typical devil resistances (DR/good; Immune fire, poison; acid and cold resistance; moderate SR). They have darkvision and constant true seeing. Base, will is their lowest save.
Are folks ready to jump into the well?
Chun Hei |
Ready to head to the well
Chun Hei |
Assuming it is wide enough to circle down with Air Walk, I'm set at least
Kaz"The Business" |
Kaz and Cookie look down the well. The cavalier takes a potion and Cookie drinks it down. The pair then descend into the well. Potion of Fly used. It lasts for 5 minutes.
Grota |
Grota will use Slow Fall on everyone for a ki point and advice round if it's 70 ft. or less. If it's more, he'll attached a Floating Feather Feather Token to himself and descend down. Will last 1 minute.
Lenny "The Toymaker" Bruce |
If Grota's Slow Fall doesn't look like it will work then Lenny will cast Mass Fly lasting for orange stone: 1d4 - 2 ⇒ (1) - 2 = -1 140 minutes.
Grota |
If Lenny is using Mass Fly, Grota will save his Floating Feather Feather Token. Looks like we would each get about 20 minutes of flying.
Valrar Altimari II |
So, we are doing that? I thought it was just if those who got down first could tell us the well was deeper than 70 feet. Just in case....
DM Feral |
Peering down into the well, it looks deeper than the 60 feet by most darkvision.
Opting for the longer lasting flight spell, the party drifts down into the well to find an impossibly expansive cavern, seemingly larger that the whole of the island up above it. The roar of falling water from streams pouring out of the sides fills this massive cavern, echoing off the stone walls. The water floods the cavern before falling into a second chasm on the north side of the chamber. Several passageways exit the cavern, leading to higher ground.
I'm going to assume everyone uses their flight to avoid dipping in the water. Let me know if you're interested in trying it anyway. You've got several passages going in a bunch of directions or you can go down a level.
Lenny "The Toymaker" Bruce |
Notes on the Mass Fly spell: Speed is 60 or 40 if you are in medium/heavy armor or encumbered. Maneuverability is Good so +4 to Fly. And it was cast at 14th level so another +7 to Fly.
Lenny will hover about 20 feet above the water and cast Detect Magic spending a few rounds checking each direction including down.
Grota |
My bad about Mass Fly's duration.
Grota "seas" no reason to touch the water.
Grota will keep his eyes out in this space for any threats. Will take 10 on perception for 37.
Valrar Altimari II |
Valrar floats about a foot above the water, waiting for others more observant than he to call out a threat so he can cut it down.
Chun Hei |
Chun Hei nods as she walks on air to the north.
Grota |
Does Lenny detect that it is the water itself or something in the water?
Grota will cast Detect Conjuration from his Runeward Tatto of Conjuration to see for himself. (Work like detect magic but only for that school. Grota has one for all 8 schools!)
Valrar Altimari II |
"North it is, I suppose, though we'd do well to figure this out first. And by we, I mean one of us who can do it, so not me."
DM Feral |
Lenny definitely gets the impression that the
magicwater is enchanted, not something beneath the water.Bigger post to come as soon as I get home.
That's what happens when I try to post before leaving work.
Flying north the party gets out from over the water an enters a series of narrow tunnels. Finding nothing of interest, the party circles around until the tunnel open into a sunken cavern where a cloying mist seeps from the moist rocky walls, hiding most of the chamber floor. Fifty feet overhead, giant stalactites hang from the ceiling, resembling enormous teeth stretching within ten feet of the ground. Some of their ends have broken off, and now lie scattered amid the rubble at the edges of the mist.
The map has been updated. You can return to the main chamber or continue exploring south from here.
Lenny "The Toymaker" Bruce |
"Probably time for some buffing."
On himself.
orange stone: 1d4 - 2 ⇒ (2) - 2 = 0
false life greater: 2d10 + 15 ⇒ (4, 2) + 15 = 21
See Invisibility
Darkvision
And orange stone: 1d4 - 2 ⇒ (1) - 2 = -1
Via an extend rod charge 28 hours of +3 greater magic weapon for whomever wants it.
Also a charge of Heightened Awareness that will be discharged if it comes up.
DM Feral |
Hold the phone!
The moment Lenny starts to work his magic a dark word of power erupts from the mist overhead followed by blasts of inky miasma.
Cookie, Valrar, and anyone else with 13 HD needs to make a DC 21 will save or be dazed for a round. This is an evil sonic effect.
Damage vs Non Chaotic People: 6d8 ⇒ (4, 8, 3, 4, 4, 1) = 24
Will 18 for half. If you're neutral on the law/chaos axis, take half automatically and save for quarter.
Damage vs Non Evil People: 6d8 ⇒ (7, 8, 3, 6, 4, 1) = 29
Will 18 for half. If you're neutral on the good/evil axis, take half automatically and save for quarter.
Chun: 1d20 + 8 ⇒ (19) + 8 = 27
Grota: 1d20 + 5 ⇒ (20) + 5 = 25
Kaz: 1d20 + 2 ⇒ (20) + 2 = 22
Lenny: 1d20 + 15 ⇒ (15) + 15 = 30
Valrar: 1d20 + 12 ⇒ (4) + 12 = 16
Viscount Abel: 1d20 + 12 ⇒ (20) + 12 = 32
???: 1d20 + 4 ⇒ (11) + 4 = 15
If anyone has something that lets them always act in the surprise round you can take a standard or move. Otherwise we're moving on to Round 1. The party is up.
Lenny "The Toymaker" Bruce |
Lenny is Chaotic Good so how much is he taking? Since Greater False Life was the first spell mentioned I'll roll for keeping it.
Will Save DC 21? inc +4 vs spell/spell-like: 1d20 + 19 + 4 ⇒ (9) + 19 + 4 = 32
Concentration DC 10 + 4 + dmg taken: 1d20 + 15 + 9 + 2 ⇒ (6) + 15 + 9 + 2 = 32
Lenny "The Toymaker" Bruce |
I rolled a save. So he takes 15 dmg, DC 29 Concentration check which he makes. So he is down 15 but has 21 thp.
spellcraft: 1d20 + 28 ⇒ (10) + 28 = 38
Viscount Abel Mercer |
Mercer is N
Will : 1d20 + 15 ⇒ (14) + 15 = 29
Will : 1d20 + 15 ⇒ (3) + 15 = 18
Taking a small chunk of damage from unholy words and seeing no obvious foes the sorceror readies a dispel magic to potentially counter any further casting.
Auto success on the spellcraft,
CL check: 1d20 + 16 ⇒ (8) + 16 = 24
Kaz"The Business" |
Cookie Will vs Daze: 1d20 + 6 ⇒ (18) + 6 = 24
Kaz Will: 1d20 + 13 ⇒ (9) + 13 = 22
Cookie Will: 1d20 + 6 ⇒ (15) + 6 = 21
Cookie Will: 1d20 + 6 ⇒ (12) + 6 = 18
Kaz take 7, Cookie takes 13
"What was that bros?" Do we see anything that did that?
Valrar Altimari II |
Will vs. Daze: 1d20 + 11 ⇒ (5) + 11 = 16
Will vs. Evil Damage: 1d20 + 11 ⇒ (14) + 11 = 25
Valrar shudders as the energy washes over him, a bit hurt but his mind left reeling.
Can't act in the surprise round, can take AoOs, but not this time due to daze.
Uaine Altimari |
Will vs. Daze: 1d20 + 7 ⇒ (16) + 7 = 23
Will vs. Chaotic: 1d20 + 7 ⇒ (19) + 7 = 26
Will vs. Evil: 1d20 + 7 ⇒ (4) + 7 = 11
The Ambassador fares better than its companion, but still looks rather damaged due to its physical fragility. It seeks to investigate the source of the phenomenon, if possible.
Appropriate Knowledge Check, +20/24 depending: 1d20 ⇒ 13
Chun Hei |
Chun Hei has 14 HD, is lawful and can always act in surprise rounds. She also rolls initiative 3x and takes the best (although not an issue with the roll this time
will vs chaos: 1d20 + 12 ⇒ (15) + 12 = 27
will vs evil: 1d20 + 12 ⇒ (11) + 12 = 23
half an quarter so 19 damage to Chun Hei
Chun Hei reacts quickly, casting Righteous Might on herself during the surprise round bumping the Viscount into the back wall.
Chun Hei then provides a Blessing of Fervor to the group before air-walking up into the mist.
Kaz"The Business" |
Perception: 1d20 + 4 ⇒ (20) + 4 = 24
"Uh, there are three giant bros in here." Kaz then focuses his resolve as shows off his abs in an attempt to demoralize the hulking shapes. "Why are you hiding? Is it because you're all uggos?"
Intimidate vs Bigger Dudes: 1d20 + 29 - 4 ⇒ (4) + 29 - 4 = 29
Grota |
Taking the +2 to Reflex Saves and AC from Blessing of Fervor (Included in stat block)
Will Save: 1d20 + 27 ⇒ (16) + 27 = 43 - Lawful, So 12 damage
Will Save: 1d20 + 27 ⇒ (15) + 27 = 42 - Neutral, so 7 damage
Move Action
Grota flies into the mist.
Can't fail the Perception check.
Knowledge (Monster): 1d20 + 7 ⇒ (5) + 7 = 12 - Would like to know defenses like DR but I probably know nothing.
Swift Action
"We should either draw them out of the mist or our front line should advance into it."
Grota starts giving Advice to the party. Like Inspire Courage +3.
Standard Action
Wondering if he can even damage or stun these things, Grota attacks one of them with a Stunning Fist.
Stunning Fist Attack (Advice): 1d20 + 20 + 3 ⇒ (13) + 20 + 3 = 36
Stunning Fist Damage (Advice): 2d6 + 3 ⇒ (3, 3) + 3 = 9 - Counts as Cold Iron, Lawful, Magic, and Silver
If it takes any damage at all from that, DC 27 Fort save vs. stun.
Grota |
Current Party Buffs: (Only listing the ones the whole party has)
- Advice +3 (like Inspire Courage)
- Barkskin +5
- Blessing of Fervor
- Mass Fly