Kungrusdak Nosvunkuk |
Either Kung's instinct is tuned enough to flank with Marnir, or Maddie's instruction finds a way to make a connection to the small amount of his brain still left available for processing. Probably the latter.
He finds himself opposite Marnir and tries to take the best advantage of the positioning to strike at the statue.
Move: 35'
Standard: attack
+3 furious greatsword, flanking: 1d20 + 27 + 2 ⇒ (5) + 27 + 2 = 34
Damage, S: 2d6 + 31 ⇒ (5, 6) + 31 = 42
As a reminder, a +3 weapon overcomes both cold iron and silver-based damage reduction.
HP 73+20/110
AC 20 touch 11 flat-footed 16 (+8 armor, +3 dex, +1 natural, +1 deflection/ring, +1 haste, -2 rage, -2 inspired rage)
DR 1/-, 10/adamantine (stoneskin, 40/100 damage reduced)
Speed: 70 ft (+30 enhancement/haste)
Fort: +16 (+2 morale/heroism), Ref: +15 (+2 morale/heroism, +1 dodge/haste), Will: +16 (+2 rage, +3 inspired rage, +5 morale/touch of rage)
Conditions: stoneskin, heroism, grand destiny (0/2 used), haste, rage, inspired rage, touch of rage
Melee (+3 furious greatsword): +27/+19/+24 (+9 BAB, +8 str (inspired rage), +3 enhancement, -0/-3/-3 power attack,
Damage (+3 furious greatsword): 2d6+31 (+12 str (inspired rage), +3 enhancement, +9 power attack, +2 rage, +5 morale/touch of rage)
Ranged (javelin): +19 (+9 BAB, +3 dex,
Damage (javelin): 1d6+15 (+8 str (inspired rage), +2 rage, +5 morale/touch of rage)
14/21 rds Rage remaining
Marnir Saltvig |
Not when Kung and I aren't bothered by their DR and have weapons that are essentially immune to their damaging effect. They're really unpleasant foes at low level though.
With the second statue in chunks on the floor, Marnir has time to catch his breath. "Is everyone OK?" he asks. "Kung, you look like you're leaking a little."
Once everyone is healed and happy.
"Looks like that's the way to head," Marnir says, pointing down the only unblocked tunnel. To G19
HP (94) 74/(113) 93
AC 23, touch 13, flat-footed 23 (+8 armour, +1 deflection, +2 Dex, +1 dodge, +1 natural armour, +1 haste, -1 inspired rage)
Speed: 60ft (+30ft haste)
Fort: +16, Ref: +11, Will: +16 (+4 vs fear) (+2 to all from heroism, +1 Ref haste, +1 Will & +2 Fort inspired rage)
Conditions: heroism, see invisibility, haste, inspired rage, fast healing 4
Melee attack (+1 furious battleaxe): +17/+17/+12 (+7 BAB, +4 Str, +1 enhancement, -2 Power Attack, +2 heroism, +1 haste, +2 inspired rage, +2 furious)
Melee Damage (+1 furious battleaxe): d8+19 (+6 Str, +1 enhancement, +2 Arcane Strike, +6 Power Attack, +2 inspired rage, +2 furious)
19/24 rds raging song remaining
Maddie Heberne |
1 person marked this as a favorite. |
Man, I've played an Orc bloodline sorcerer a few times, but I haven't ever seen Touch of Rage be as useful as it has been. Typically, there's only one melee character in games (often it's me), so having multiple buff targets is nice.
Niobe Aptos |
Niobe exhaust the last of her wand to patch up Kung.
Cure light wounds: 1d8 + 1 ⇒ (3) + 1 = 4
Cure light wounds: 1d8 + 1 ⇒ (3) + 1 = 4
She replaces the stick in her sack and says, "This is used up. We'll need to find a wand-maker next time we go back to port."
"Are you all right, Kung, or do you need a little more patching up?"
Kung's stat bar says 73/110, with +8 from the wand that's 81, you OK going on that or you want a cure moderate as well?
Louisiana Jane |
Jane huffs when she hears Niobe, "Why use wands when I can easily make better potions for cheaper?"
Jane pulls out her flask and hands it to Kong "This is one of the Cure Mods that I can make."
CMW: 2d8 + 8 ⇒ (2, 5) + 8 = 15
GM_DBH |
Oracle's hall.
The domed ceiling of this chamber rises eighty feet overhead.
In the center of the hall, a thirty-foot-high egg-shaped structure stands on the floor. Stone stairs climb the side of this domed structure, ending before a stone wall chiseled to resemble an immense eye, circled with strange runes glowing with an eldritch light.
The stairs and eye are mirrored on the opposite side of the dome. Tiny stars roil across the top of the structure, their light projecting strange constellations on the ceiling overhead.
Much of the northeast corner of the chamber lies in ruin, collapsed by
obvious cave-ins, but three other exits remain, doors to the east and west, and a corridor leading south east.
New map up top, showing where you are.
What are you doing now?
Marnir Saltvig |
"Something magic, I bet," Marnir muses. "I wonder if this place is where the gem was kept." Keeping his wits about him and his axe in hand, Marnir carefully climbs the stone stairs.
Maddie Heberne |
Maddie will rise up into the air to get a better picture of the dome, before casting detect magic and checking each of the cardinal directions for the presence of magic.
Kungrusdak Nosvunkuk |
Kung should be fine now; 96/110 after Jane's cmw. Remember, he gets a total of +40 temp hp when he's raging and Marnir is inspiring, and he still has 60 hp (10/hit) that stoneskin can absorb. He's in great shape at the moment.
Kung remains on the floor, marveling at the shining stars reflecting off the mirrored surfaces. His eyes light on the different carvings and their runes, but his attention keeps returning to the shiny objects.
GM_DBH |
Marnir You find you are unable to enter the portal to the inner chamber. Some unknown arcane force blocks it from opening for you?
The runes around the eyes on the walls of the vault are in Cyclops and state: "Only by blinding yourself to the world around you can you see the way forward to the Eye of Serenity."
What are you doing now?
Louisiana Jane |
Linguistics: 1d20 + 6 ⇒ (16) + 6 = 22
Jane looks at the old block letters, then frowns. "Guys... These are runes around this eye here. It is saying something weird." Jane moves a little closer to try and read it better. "Only by blinding yourself to the world around you, can you see the way forward to the Eye of Serenity...." pausing for a moment. "Does anyone know what that means?"
Louisiana Jane |
Lau thing, ”That could work.” Jane closes her eyes.
Marnir Saltvig |
"If that doesn't work, looks like it might take real blindness. I'm not sure I'm quite ready for that yet," Marnir says looking somewhat worried. "Let's explore elsewhere and come back, eh?" He heads towards the eastern pair of doors.
G21 please.
GM_DBH |
I've sped things up as there are no encounters in these side rooms.
G21. MEDITATION CHAMBER.
A wall of silent darkness looms past this solid brass door, obscuring and muting anything within.
Permanent deeper darkness and silence effects within.
G22. STOREROOM.
Dozens of crates fill this small storeroom, the air heavy with the smell of incense.
IRTHAVAL INCENSE
Type inhaled; Addiction minor, Fortitude DC18
Price 200 gp
Effects 1 hour; +1d4 alchemical bonus to Wisdom, the user is blinded
Effect after 1 hour; - 2 penalty on Perception and Sense Motive skill checks for 1d2 hours
Damage 1d2 Con and 1d2 Cha damage
G23. HALL OF TRIBUTE
Several urns, chests, and strange relics fill this ancient vault.
They all seem born of a bygone age, ancient artifacts of a distant time.
Loot list:
Pearl of power (3rd level),
Rod of wonder,
Potion of neutralize poison,
Scroll of divination,
Wand of summon monster IV (23 charges remaining),
A gold necklace worth 500 gp,
An expensive vase worth 750 gp,
9 pearls worth 100gp each,
159 pp,
2,786 gp,
427sp,
633cp.
Niobe Aptos |
"Always a little creepy coming into these old, empty places," says Niobe.
"That meditation chamber's spooky. Even with this place emptied out I wouldn't want to spend a lot of time there." The druidess uncomfortably grabs a lock of her hair and squeezes it and worries it in her hand.
Marnir Saltvig |
"It's all a bit too dark and bit a too quiet," Marnir agrees, missing the bustle of a busy deck and the feel of the sun and wind on his face.
"So if we need to be blind to get into there," he says, pointing to the central structure, "has anyone got any way of making us un-blind again?"
Louisiana Jane |
Jane nods ”Yeah, but I don’t know the recipe for it.” thinking for a moment, ”how long would it take to learn it...”
Maddie Heberne |
Linguistics: 1d20 + 15 ⇒ (20) + 15 = 35
"I can make people temporarily blind."
Marnir Saltvig |
"When you say temporarily...?" Marnir asks, hoping that Maddie means minutes rather than days.
Maddie Heberne |
"I mean I can summon glitter to blind people, but you would have to not resist my spell. I can get the entire group in one go."
Kungrusdak Nosvunkuk |
"It hard for Kung to not resist spell, but Kung try."
Haha, superstition requires Kung to resist even helpful spells while within a rage (which, it occurs to me, we should have been doing all last combat for the healing....), but as long as he's not raging at the time, he should be able to allow the spell.
Marnir Saltvig |
"And it'll go away on it's own?" Marnir asks, clearly hesitant at the idea of being blinded. "If that's what we've got then it'll do." He climbs the steps again to the rune-carved portal. "Let's get this over with then."
Louisiana Jane |
Jane looks at Maddie, "You're mad... you know that?" she looks around to see what the lighting is like in this room. "What would happen if we put out the lights in this room? I think we should try that, before putting something in our eyes."
GM_DBH |
Only by magically blinding yourselves can you enter the eye!
Blinded to the real world, a character can perceive doorways in the irises of the giant eyes carved on the sides of the central chamber, and pass through them as if they were incorporeal, entering the Eye of Serenity (area G20).
What are you doing now?
Marnir Saltvig |
Blinded by the iridescent sparks of Maddie's spell Marnir is somehow able to see a doorway, glowing faintly before him. Holding his axe in one hand he carefully feels his way forward with the other, stepping through the portal before him. "Is everyone else seeing this?" he says, the pun completely intentional.
Louisiana Jane |
Jane sighs, ”hit me.”
Maddie Heberne |
Maddie will cast another Glitterdust on Jane.
GM_DBH |
Only one Glitterdust needed, as mentioned it's an area effect.
Once Marnir steps through the portal the starry dome of the vault vanishes as the walls become incorporeal for 1 minute, revealing the interior of the Eye and allowing anyone to freely enter or exit for as the long as the walls remain incorporeal.
G20. THE EYE OF SERENITY.
A flare of light sweeps through this oval chamber, blazing from a large, singular crystal resting atop a six-foot-high silver pedestal in the center of a raised dais. Two large statues face the pedestal, holding up large, curved swords that nearly touch the chamber's ceiling.
Attack vs touch: 1d20 + 4 ⇒ (3) + 4 = 7
Will save Marnir: 1d20 + 13 ⇒ (11) + 13 = 24
The crystal flares as the chamber is opened. Immortal dreamstone
Marnir can feel the world going still as he steps into the chamber, steeling his will he shakes off the Slow effect the exists inside it. The crystal responds by firing a crackling black ray at him that just misses.
Enervation
What are you doing now?
Marnir Saltvig |
"It's shooting rays at me!" Marnir shouts, ducking under a beam of black energy that crackles over his head. He reaches up quickly to grab the crystal, trying to get it out of the chamber before anything horrible happens to him.
Louisiana Jane |
spellcraft: 1d20 + 9 ⇒ (13) + 9 = 22
"What did you do to it to make it do that?
GM_DBH |
Nice quick responses.
Much to everyone's surprise when Marnir grabs the crystal from it's pedestal the two statues do not animate and attack him, instead space twists disconcertingly as two, clearly undead Cyclopes emerge from their storage to defend the crystal.
A single milky eye stares from the forehead of this towering giant
wrapped in filthy, rune-covered strips of bloody linen.
Gholdako
NE Large undead (giant)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +19
DEFENSE
AC 25, touch 9, flat-footed 25 (+4 armor, +12 natural, –1 size)
hp 127 (15d8+60)
Fort +9, Ref +5, Will +10
Defensive Abilities channel resistance +3; DR 5/good;
Immune undead traits; Resist cold 10, fire 10
OFFENSE
Speed 30 ft.
Melee bite +17 (1d8+7), 2 claws +18 (2d8+7/19–20 plus disease)
Space 10 ft.; Reach 10 ft.
Special Attacks blinding breath
STATISTICS
Str 25, Dex 10, Con —, Int 10, Wis 13, Cha 19
Base Atk +11; CMB +19; CMD 29
Feats Awesome Blow, Cleave, Critical Focus, Great Cleave,
Improved Bull Rush, Improved Critical (claws), Power
Attack, Weapon Focus (claws)
Skills Intimidate +22, Knowledge (history) +8, Perception +19,
Sense Motive +11, Stealth +11
Languages Ghol-Gan
Environment warm coasts
Organization solitary or guard (2–4)
Treasure standard (hide armor, other treasure)
SPECIAL ABILITIES
Blinding Breath (Su) Once every 1d4 rounds, a gholdako
can exhale its noxious breath in a 20-foot cone,
permanently blinding any creatures in the affected
area unless they succeed at a DC 22 Fortitude save. The
save DC is Charisma-based.
Disease (Ex) Seaside rot—claw; save Fort DC 22; onset 1
minute; frequency 1/day; effect 1d4 Str and 1d4 Dex; cure 2
consecutive saves. The save DC is Charisma-based.
What are you doing now? You have a round of action as they appear.
Marnir Saltvig |
"S&~!! I thought that was too easy!" Marnir curses as two undead-looking cyclopses appear with a nauseating sense of disorientation. "I've got the crystal, let's leg it!" he shouts. He runs out through the shimmering walls, slowing down slightly as his vision disappears again. He trusts his senses to guide him but he slams into a large creature. "Sorry Kung," he mutters as he fumbles past the big half-orc before finding the wall and following it with his hand. He launches into a rowdy song about a group of ne'er-do-wells fleeing from a tavern that they've smashed up during a brawl.
Inspired rage starts automatically, two Move Actions to double move, as I can't fail the DC 10 Acrobatics check to move at greater than half speed while blinded.
I'll try to save against Maddie's glitterdust at the end of my turn.
Will save vs glitterdust: 1d20 + 16 ⇒ (9) + 16 = 25
HP (92) 72/(113) 93
AC 22, touch 13, flat-footed 22 (+8 armour, +1 deflection, +2 Dex, +1 dodge, +1 natural armour, -1 inspired rage)
Speed: 30ft
Fort: +16, Ref: +10, Will: +16 (+4 vs fear) (+2 to all from heroism, +1 Will & +2 Fort inspired rage)
Conditions: heroism, see invisibility, inspired rage
Melee attack (+1 furious battleaxe): +16/+11 (+7 BAB, +4 Str, +1 enhancement, -2 Power Attack, +2 heroism, +2 inspired rage, +2 furious)
Melee Damage (+1 furious battleaxe): d8+19 (+6 Str, +1 enhancement, +2 Arcane Strike, +6 Power Attack, +2 inspired rage, +2 furious)
19/24 rds raging song remaining
Maddie Heberne |
Spellcraft: 1d20 + 13 ⇒ (19) + 13 = 32
Maddie will fire off a Disrupt Undead at one of the Cyclopses then retreat as well.
Ranged Touch: 1d20 + 10 ⇒ (20) + 10 = 30
Damage Roll: 1d6 + 1 ⇒ (3) + 1 = 4
Ranged Touch Confirmation Roll: 1d20 + 10 ⇒ (16) + 10 = 26
Damage Roll: 1d6 + 1 ⇒ (3) + 1 = 4
Louisiana Jane |
So, can we see in this area or are we completely blinded?
Kungrusdak Nosvunkuk |
Kung pushes off the blindness, still marveling at the strange sights he saw inside the chamber. How see when blind, but not see when see? This magic too much for Kung!
When his vision returns, of course his first instinct is to fight these new foes. Gory, decrepit versions of the cyclopses they'd been fighting all day. Even as his pegleg begins to tap sharply on the stone floor, and his personal will succumbs to that of his blood, a small part of him begins to laugh inside at the sight of the glittery dust that still shimmers over all of his companions.
I'm assuming that, since we're not blind anymore, we have to wait for them to leave the chamber before we can attack them? If so, Kung has nothing else he can do during this round. If not, I'll post an action for Kung.
Stoneskin, heroism, and grand destiny all have long durations (10 min/level) so I'm assuming they're all still active; please let me know if they've expired and I'll adjust stats spoiler below accordingly
HP 20+96+20/110
AC 19 touch 10 flat-footed 16 (+8 armor, +3 dex, +1 natural, +1 deflection/ring, -2 rage, -2 inspired rage)
DR 1/-, 10/adamantine (stoneskin, 40/100 damage reduced)
Speed: 40 ft
Fort: +16 (+2 morale/heroism), Ref: +14 (+2 morale/heroism), Will: +11 (+2 rage, +3 inspired rage)
Conditions: stoneskin, heroism, grand destiny (0/2 used), rage, inspired rage
Melee (+3 furious greatsword): +24/+16/+21 (+9 BAB, +8 str (inspired rage), +3 enhancement, -0/-3/-3 power attack, +2 morale/heroism, +2 rage)
Damage (+3 furious greatsword): 2d6+26 (+12 str (inspired rage), +3 enhancement, +9 power attack, +2 rage)
Ranged (javelin): +16 (+9 BAB, +3 dex, +2 morale/heroism, +2 rage)
Damage (javelin): 1d6+10 (+8 str (inspired rage), +2 rage)
13/21 rds Rage remaining
Kungrusdak Nosvunkuk |
Kung rushes right back up into the strange chamber, his aim intent upon one of the zombie giants. He draws back his greatsword and slashes it hard.
Move: 30'
Standard: attack red
+3 furious greatsword: 1d20 + 24 ⇒ (12) + 24 = 36
Damage, S: 2d6 + 26 ⇒ (4, 2) + 26 = 32
HP 20+96+20/110
AC 19 touch 10 flat-footed 16 (+8 armor, +3 dex, +1 natural, +1 deflection/ring, -2 rage, -2 inspired rage)
DR 1/-, 10/adamantine (stoneskin, 40/100 damage reduced)
Speed: 40 ft
Fort: +16 (+2 morale/heroism), Ref: +14 (+2 morale/heroism), Will: +11 (+2 rage, +3 inspired rage)
Conditions: stoneskin, heroism, grand destiny (0/2 used), rage, inspired rage
Melee (+3 furious greatsword): +24/+16/+21 (+9 BAB, +8 str (inspired rage), +3 enhancement, -0/-3/-3 power attack, +2 morale/heroism, +2 rage)
Damage (+3 furious greatsword): 2d6+26 (+12 str (inspired rage), +3 enhancement, +9 power attack, +2 rage)
Ranged (javelin): +16 (+9 BAB, +3 dex, +2 morale/heroism, +2 rage)
Damage (javelin): 1d6+10 (+8 str (inspired rage), +2 rage)
13/21 rds Rage remaining
Niobe Aptos |
Niobe blinks her eyes several times, then upon the realization of the dangerous attackers, she incants a spell - those paying attention recognize that it seems similar to the produce fire spell that she cast before, but the incantation is longer and more complicated.
Suddenly a tremendous flame flickers into existence at her feet. It spreads in a roaring line to the south, engulfing the giant there, before doubling back, nearly missing Kung, and scorching the other giant!
Casting fire snake, sending the fire south and then doubling back north so that it hits both enemies. Since I can specify the path there is no risk of hitting party members.
Fire snake damage: 10d6 ⇒ (3, 3, 6, 1, 3, 6, 2, 1, 4, 1) = 30 (DC 20 Ref save for half)
Louisiana Jane |
Seeing the foe, Jane pulls out a potion of Fey Form and adds some stuff into it before drinking it. Changing into a Cold Rider
GM_DBH |
Will Kung: 1d20 + 11 ⇒ (2) + 11 = 13
Will Niobe: 1d20 + 13 ⇒ (20) + 13 = 33
Ref Red: 1d20 + 5 ⇒ (16) + 5 = 21
Ref Yellow: 1d20 + 5 ⇒ (2) + 5 = 7
As Kung step into the chamber his steps slow as the binding magic of the place afflicts him.
So no attack from Kung as your action was to close.
Niobe shakes off the binding magic and blasts both the undead with a coiling serpent of flame.
Red manages to slip away from the fire, while Yellow takes it head on. Both seem to take less damage from the flames than they should have?
Maddie snaps a ray of magic at one of the undead, blasting it nicely as she retreats.
Marnir leads the way away.
The Undead's jaws gap open and they both breath a noxious cloud on Niobe & Kung.
Fort Kung: 1d20 + 16 ⇒ (6) + 16 = 22
Fort Niobe: 1d20 + 11 ⇒ (14) + 11 = 25
Neither of the pair are blinded this round.
what are you doing now?
Sorry for the slowness, been busy as hell. Plus I lost my internet for 12 hours due to tech problems.