Sabert |
Thanks GM. I hope you feel better soon!!
Sabert looks between the two pieces of scroll he holds and then his companions. "SIX pieces?! This is going to be rougher than I thought. We have two already.. I hope we can find the rest!" he mourns in common before turning back to the big fish. "Is there anything else you can tell us about this "fox"? he asks in sylvan. "Anything at all that can help us capture him? And it would be so much easier to move around here if there were less water.."
Not sure that I have any more ideas other than checking this level for more scraps of the scroll.. anyone else?
Just in case Perception: 1d20 + 6 ⇒ (9) + 6 = 15
GM Fez |
Ms. Koi hums and haws to herself, "I'll stop putting more water in the rooms below, but I can't get rid of it if my charge is still out there. What if you're tricking me like he did?! No, no, I'll remove the water when he's back in my care again. Just take care, that fox was well known as a trickster and riddler before my mistress beat him."
Looking around the mezzanine doesn't have a lot of water in it, but other than Mistress Koi it doesn't have much here either.
Sabert |
Sabert shrugs his shoulders at Kelris. "I hope not, because the two of us would be in the same boat!!" With a chuckle, he leads the way back downstairs and into the water, keeping his eyes and ears open as much as he can. Perception: 1d20 + 6 ⇒ (7) + 6 = 13
GM Fez |
Flooding from the library above has turned this storage chamber into a treacherous bog. Rising above the black lake, the flat tops of many rows of shelves create a makeshift maze of causeways. You descend the spiral staircase and stop before heading into the chest high water. Four narrow corridors channel rivers of seawater off into the darkness.
There are no lights down here, any lanterns scattered about having been extinguished by the water from above. The ceiling rises to 15 feet in the general archives here, and the water level will make movement difficult. Luckily the shelves are broad enough to traverse easily and your group clambers on the shelves from the staircase to avoid the deep water. The water counts as a deep bog. The stacks require no Acrobatics check to move half speed on top of them, and a DC 5 Acrobatics check to move full speed on top of them.
As you're adjusting yourselves on the shelves full of books you hear the faint tinkling of bells coming from the north, and see several small lights glowing in that direction. Map has been updated. Squares that even have a small amount of bookshelf in them count for being on the stacks.
Kelris Bartel |
Kelris pulls out a Sunrod, cracking it to ignite the light spell contained with in.
"SO we are looking for a fox?" Kelris scans the room.
Perception: 1d20 + 2 ⇒ (20) + 2 = 22
James Rob-in-son |
James moves along the top of the bookshelves heading north at his regular movement speed. "I'll take the point as we head north toward those lights."
Acrobatics : 1d20 + 5 ⇒ (1) + 5 = 6
Fethril Support |
Fethril calls upon the most basic of magic. When the spell is done, James' chest piece glows with arcane brightness.
Casting Light, and will keep it going as needed. If James does not want it, I will cast it on something else. Fethril would not ask, but I am. Good clean fun and all.
Sabert |
Sabert shields his eyes as Fethril causes James' breastplate to suddenly glow. Once the spots are no longer dancing through his vision, he hops over to the adjacent row of bookshelves and moves forward crossbow at the ready.
Perception: 1d20 + 6 ⇒ (19) + 6 = 25
Kelris Bartel |
Kelris will trudge forward in the water, using his Halberd to keep things from his foot path.
"SO we are looking for a fox?'Kelris asks again
Fethril Support |
"SO we are looking for a fox?'Kelris asks again.
Know:Arcana, Dungeoneering, Planes, Religion: 1d20 + 8 ⇒ (13) + 8 = 21 Do we have any knowledge of the Kitsune race?
Kelris Bartel |
"I think we need to hurry, those bells just sound off to me, like back at home when some new coup was underway."
Kelris continues to pick up floating scroll cases and put them up high.
GM Fez |
A small creature hiding behind the scroll cases leaps out at Kelris' hand as he pulls another case!
Snap!: 1d20 + 10 ⇒ (3) + 10 = 13
It catches hold of his gauntlet, but does not manage to get to his skin.
Feth: 1d20 + 3 ⇒ (18) + 3 = 21
Aura: 1d20 + 5 ⇒ (5) + 5 = 10
Sabert: 1d20 + 6 ⇒ (17) + 6 = 23
James: 1d20 + 4 ⇒ (17) + 4 = 21
Voidworm: 1d20 + 5 ⇒ (3) + 5 = 8
I've added the voidworm to the map and gave it a red border because it's difficult to see. Explains the +18 stealth roll...
Order 1st Round
Sabert, James, Feth, Kel, Aura
Voidworm
James Rob-in-son |
James moves up and attacks the creature.
Scythe: 1d20 + 6 ⇒ (7) + 6 = 13 Damage: 2d4 + 6 ⇒ (3, 3) + 6 = 12
Fethril Support |
"Be careful! It's..."
Know, Planes: 1d20 + 8 ⇒ (3) + 8 = 11
"...dangerous."
Fethril takes casual aim with his wand and discharges a fraction of the stored energy.
Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2
Kelris Bartel |
Kelris backs up as the creature jumps on his gauntlet, "What is it?" Kelris brings his weapon to bear, dropping it in downward chop on the beast.
Chop: 1d20 + 6 ⇒ (14) + 6 = 201d10 + 4 ⇒ (4) + 4 = 8
Sabert |
K. Local: 1d20 + 7 ⇒ (11) + 7 = 18
K. Planes: 1d20 + 2 ⇒ (18) + 2 = 20
With ease, and not a little alarm, Sabert recognizes the creature and begins weaving a song about a wizards errant familiar that sows confusion with stings from his tail. He moves closer to the battle, using the words of his song to call to his friends to back away!
Standard to sing and a move action.
Tried coming up with a poem/song/rhyme, but its 2 in the am right now, and I have been awake since 6 am yesterday.. Not gonna happen.
GM Fez |
The voidworm doesn't seem satisfied, having not yet tasted Kelris' flesh and proceeds to do so.
Crunch!: 1d20 + 10 ⇒ (3) + 10 = 13
It manages to snatch the same piece of gauntlet that it caught before and decides to move on to taste another target, flying over to James, some of its wounds closing along the way. And provoking AoOs from Kel and James.
Order 2nd Round
(AoO Kel, James)
Sabert, James, Feth, Kel, Aura
Voidworm -10
James Rob-in-son |
As the voidworm flys toward him, James takes a swing at it with his scythe and hits it.
Scythe AoO: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27 Damage: 2d4 + 6 + 1 ⇒ (2, 2) + 6 + 1 = 11
Scythe AoO Confirm: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22 Damage: 6d4 + 18 + 3 ⇒ (1, 3, 1, 4, 3, 2) + 18 + 3 = 35
He then takes another swing at it trying to end its life.
Scythe: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15 Damage: 2d4 + 6 + 1 ⇒ (4, 2) + 6 + 1 = 13
Kelris Bartel |
AoO: 1d20 + 6 ⇒ (16) + 6 = 221d10 + 4 ⇒ (1) + 4 = 5
Kelris swings at the worm as it tries to move towards someone.
"The teeth are sharp and it dented my mail but it just doesn't have enough bite to it." Kelris remarks
if anything is left alive I will be surprised.
Sabert |
Sabert lowers his crossbow, thankful he didn't have to try that kind of shot. When kelris suggests left, he shrugs. "Might as well. As long as we move in an orderly search, it doesn't much matter, does it?" he peers ahead, allowing one of the others to step forward and lead here.
Perception: 1d20 + 6 ⇒ (12) + 6 = 18
GM Fez |
You head left and approach a way leading to two doors, both closed. The one on the right has a scrap of parchment stuck to it with a dagger. The other is just closed. Trying the first the door is stuck, probably from the water pressure. The second is locked.
In sylvan the parchment reads:
Gormandelle, the lady gorger
Dined on beans and bones and ordure,
Lost her teeth so took her daughters’,
Then went wading to make water.
When Sir Crocodile attacked,
Used his teeth to bite him back.
Sabert |
Sabert takes hold of the paper and reads it once to himself, and again aloud to the group. "Well.. so far these scraps have been pretty prophetic. Are we sure we want to open this thing up? Maybe we should save it for last.." Sabert says, rubbing the scar on his leg. Plaintively, he adds "I don't exactly have such a great record against beasties so far.."
Fethril Support |
If I notice Aura going for the door, I would have cast Guidance on her before she started.
-Posted with Wayfinder
GM Fez |
Aura feels some divine inspiration as some thought convinces her to move her pick back by a half a millimeter and click goes the lock. The door is easy enough to open here, too easy in fact, as the door is practically ripped from your hands. A torrent of water rushes into the room, dry until this point, preparing to ruin the books, language primers, and dictionaries inside.
Kelris Bartel |
Kelris stands guard over Aura as she opens the door, allowing her to move back Kelris Takes point and opens the door.
Perception: 1d20 + 2 ⇒ (3) + 2 = 5
GM Fez |
Fair enough.
The group continues to slog through the water, now at chest height for many. On the other side of the archives both doors are open, the water continuing to be a problem over here. On the way you notice more water splashing down from the spiral staircase, filling the understacks very slowly.
Passing a sign that reads Cartographium you enter a room where the water’s surface is carpeted with maps made of silk, vellum, birch bark, and sundry other materials.