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Honestly, I need to end this thread. I have recently started a new job and have been dealing with some health issues as well, and the combination has meant I really haven't had the time or the energy to deal with my PbPs fairly. I need to stop them rather than just letting them draw painfully out. Sorry guys.
Honestly, I'm in basically the same situation as Black Tom. I have recently started a new job and have been dealing with some health issues as well, and the combination has meant I really haven't had the time or the energy to deal with my PbPs fairly. I need to stop them rather than just letting them draw painfully out. Sorry guys.
As Ellena picks up the sword, it suddenly glows with a warn, golden-yellow light. Awareness of the blade seeps into her mind.
Despite its golden color, Radiance is a masterwork cold iron longsword. While in the hands of a paladin, however, it becomes a +1 cold iron weapon whose type is determined by the favored weapon of the paladin's deific patron. (So it remains a longsword for Ellena.) It can also be commanded to begin glowing (providing light as a torch) by giving a command word that Ellena now knows; the same command word ends the illumination if desired. She also has a sense that the weapon has more potential still waiting to be unlocked...
Anevia blinks when she hears the name "Vhane." "What does that bastard have to do with this?" she asks harshly. "Irabeth already exposed him and sent him packing - how'd he get involved here?" She also seems surprised to hear of the safe houses, shaking her head and adding, "As if we needed more reasons to hurry back to the city and get in touch with the authorities..."
Aravashnial is familiar with all three of the locations described as safe houses by the letter, although all he knows of Nyserian Manor is that it is owned by a noble of minor repute called Kandro Nyserian, and Topaz Solutions is simply an alchemist's shop of no real consequence as far as he was aware. "But the Tower of Estrod," he continues with a rapt expression, "I have visited it myself; it is a library and archive theoretically cataloging the history of the crusades. The potential implications are exceedingly unpleasant if the information they have collected has been turned to an Abyssal purpose. We must investigate it!"
Sense Motive, DC 10:
Horgus looks quite surprised at the mention of Kandro Nyserian's name, although he makes a (rather bad) attempt to cover it up.
The wizard's potions are cure light wounds (x2) and shield of faith. Lyddy determines that two of his scrolls are shield and two are comprehend languages, but she can't figure out what the other two are. The quarterstaff is not magical and one of the priestess' potions defies Lyddy's analysis, but the other turns out to be a potion of invisibility, while the wand is a wand of spiritual weapon with eight remaining charges. Rashak, with the aid of his read magic cantrip, has more luck - the two scrolls Lyddy couldn't identify turn out to be endure elements and grease. The wizard's spellbook contains the usual assortment of cantrips, along with burning hands, comprehend languages, endure elements, enlarge person, grease, mage armor, mount, and shield. Determining what the last unknown potion might be will require another Spellcraft roll from Rashak, however.
The room in which the battle occurred is basically just a large dining hall, but the room from which the priestess and wizard emerged looks to be some kind of private quarters. A stone pedestal holds a copper brazier aloft in the center of the room. Against the western wall, an enormous pile of animal furs and thick quilts appears to serve as a bed. Sheathed weapons and stone carvings adorn the walls. The eastern half of the room holds a wooden desk, beneath which stands a long, thin iron lockbox. The weapons on the walls are degraded and useless relics from the First Crusade, but the lockbox opens easily when the key Lyddy found is applied to it. Within are a small leather pouch containing an assortment of semiprecious gemstones (three chips of lapis lazuli, two bloodstones, a citrine, and a white pearl) as well as two more scrolls. The lockbox also contains long, thin darkwood sword case, itself a work of art no doubt worth a coin or two if you can find someone to buy it. What is inside, however, truly takes your breath away for a moment.
Lying on a bed of rich purple velvet is a longsword. It is obviously of exquisite craftsmanship, with a razor-sharp edge, but that is not the most startling part: the blade, hilt and crossguard all appear to be of pure, shining gold. The stories of Yaniel all mention her golden blade Radiance - it is difficult to imagine that this could be anything else.
For learning about the Ivory Labyrinth safe houses in Kenabres and recovering Radiance, you each get another 200 XP. Also, are you guys reading the whole letter aloud? So far, only Lyddy appears to know the entirety of its contents.
The tielfing wizard has three potions and six scrolls, plus two smokesticks, his quarterstaff, a vial of antitoxin, his spellbook, and 50 gp.
The Baphomet priestess has two potions, a wand, two flasks of alchemist’s fire, a tanglefoot bag, a chain shirt, her masterwork glaive, another vial of antitoxin, a bejeweled book of prayers devoted to Baphomet (potentially worth something for its jewels, if you could bring yourselves to sell it), a lockbox key, and 32 gp. She is also carrying a letter.
Someone named "S.V." wrote:
Also, with regard to the prisoner dilemma: paladins of Mendev are legally empowered to make battlefield judgments and carry out lethal sentences if they feel that a) taking prisoners risks the safety of their lives, their men or the Crusade as a whole and b) they feel such a sentence is warranted based on available evidence. Iomedae is perfectly happy to pursue redemption, but she is a warrior goddess first and foremost; she has no interest in seeing a mission fail because her paladins are suddenly stuck with someone who managed to make a stabilization check. None of which is to say that you shouldn't try to take them to the mongrels - I actually think that's an awesome idea - but neither Mendevian law nor Ellena's oaths as a paladin explicitly require it.
Eleuterio and Artevious strike down their chosen enemies with ease, although Evril and Chum working together can't manage to eliminate the last of the grindylow guards, which lashes out at the two of them.
Spear at Evril: 1d20 + 2 ⇒ (13) + 2 = 15, damage 1d6 + 1 ⇒ (5) + 1 = 6
You guys again.
There are boxes you could use to climb up.
As soon as Nesipho pokes his head above the door, there is a chorus of bowstrings as arrows flash toward him from what seems like every direction.
Fortunately, you have improved cover, given your positioning, for a total of +8 AC.
Arrow attack #1: 1d20 + 8 ⇒ (11) + 8 = 19, damage 1d6 + 1 ⇒ (2) + 1 = 3 plus 3d6 ⇒ (3, 4, 3) = 10 sneak attack and a DC 14 Fortitude save.
Once the barrage is over, Nesipho can see its source: three humans with shortbows, crouching in the rafters, and a bird-like humanoid with a longbow, flying in the open space between the rafters - the arrow he has nocked sparks with electricity. Nesipho recognizes this individual as the entity that shot at the group yesterday.
Lamsfel feels the same jarring impact as he stabs the creature again. She gives a shriek of pain, but it doesn't seem to slow her down as she whips past him, rushing up to Callomeleth and stabbing him with her tiny sword.
Short sword attack: 1d20 + 10 ⇒ (13) + 10 = 23, damage 1d4 - 1 ⇒ (2) - 1 = 1 plus 1d6 ⇒ 4 sneak attack and a DC 14 Fort save. Failure means you take 1d2 ⇒ 1 Strength damage as well.
As soon as the blade sinks in, the creature blurs back up the corridor, passing Lamsfel on his other side and disappearing into the next room again.
Lamsfel rushes forward, his blade slashing down at the blurry creature.
Miss chance 20%: 1d100 ⇒ 78
The blade makes contact with the creature and it gives a pained cry. The impact jars Lamsfel's arm too, though, feeling as though he were stabbing a rock. The creature appears to have 5 points of DR that Whispering Shrike cannot overcome. Also, FYI, the crit did not confirm.
For a moment, the creature pauses enough for you to get a good look at it - at her, to be more precise. She is a dainty elflike creature with long twitching antennae, wearing a brightly colored dress made from butterfly wings and preserved wildflower petals. A small short sword glitters in one hand. She is quite lovely, at least at first glance, but there is an unmistakable glint of madness in her eyes as she glares up at Lamsfel before shaking her head and zipping around and past him.
The movement provokes, Lamsfel.
Six grindylows leap - there is a bolt of lightning - five grindylows leap from - Artevious' rapier flashes - four grindylows leap from the water, rushing forward to you, spears at the ready. One stabs at Artevious, who has moved up to attack, while the other three circle around him to attack Eleuterio, Evril and Owlbear.
Spear attack on Artevious: 1d20 + 2 ⇒ (5) + 2 = 7, damage 1d6 + 1 ⇒ (1) + 1 = 2
Leu and Evril feel the bite of the spears, while the other two manage to avoid their attackers. Owlbear howls his fury and strikes back with his makeshift club. Club attack on the grindylow: 1d20 + 6 ⇒ (17) + 6 = 23, damage 1d6 + 5 ⇒ (2) + 5 = 7 There is a sickening crunch, and now there are only three foes squaring off against you.
You guys can all go now.
Ellena's massive greatsword slashes into the priestess, undaunted by the unholy energy coursing through her. The woman staggers, holding her feet with sheer will only - and then Belgood's rapier runs her through from behind. She gives a little gasp, then collapses.
That was just your AoOs - you all have regular actions now. (Weep for the wizard.) Incidentally, Lyddy, align weapon doesn't actually give your weapon the holy property, it just allows it to overcome DR/good when required.
Bes and Q'urtaz easily recognize the room as an embalming chamber. As Slurk begins to poke around the room, though, two large spider-like creatures, each as large as Slurk himself, come skittering around the edges of the altar, their large chelicerae twitching voraciously.
Knowledge (nature), DC 11:
These are giant solifuges, a non-poisonous but still quite dangerous cousin of the more usual giant spiders.
Distracted as she is by taking advantage of the opening in Lyddy's defenses, the glaive-wielder can't manage to get her weapon back into position in time to cut at Belgood as well. Once he reaches the flank spot, though, the tiefling still finds her defenses impenetrable.
The wizard hurls his staff again, this time at the badly-bleeding Lyddy. Ranged staff attack, into melee: 1d20 - 1 ⇒ (6) - 1 = 5, damage 1d6 ⇒ 2. Meanwhile, the priestess, flanked and too close to her enemies to use her glaive effectively, reaches out to try to lay her hand on Ellena, the glove pulsing with a vile, bruise-black aura. Touch attack: 1d20 + 3 ⇒ (14) + 3 = 17 Ellena cannot back away in time, and the aura seems to seep through her armor and into her very soul. Ellena, you are sickened for 1 round. Seeing no other choice, the priestess then moves away from the wall, but her speed makes her drop her guard.
AoOs from Ellena (remember the sickened penalty), Lyddy and Belgood. Then you guys can go.
The acrobat was the uninjured wererat, Ellantera.
It takes a second swing from Oscar, but he puts the last Girl in the room down. Erwin manages to crush one of the two rats, while Uraisa notices one of the unconscious Girls is starting to stir as Kassandra's hex begins to wear off and blasts her back into passivity. Shiv's bolt catches the wounded wererat in her back, but the mundane steel doesn't seem to hurt her. Kassandra spots an opening and fires off another hex, hoping to turn the tables on the flanking wererats. Will save: 1d20 + 3 ⇒ (17) + 3 = 20 Unfortunately, the wererat resists the magic, leaving Ellantera still caught between them.
Miet, that's possible, but you're probably going to want to make a casting defensively roll - because Erwin and Ellantera are right in front of you and there's a wall right next you opposite the wererat, the only 5 foot steps you can take are still within the rat's threatened area.
There is a grim, almost fatalistic determination, in the eyes of Oscar's foe now as she finds herself without allies in the large sleeping chamber. She takes another stab at the fighter before attempting to slip past him to join her were-sisters in the hallway.
Short sword attack on Oscar: 1d20 + 1 ⇒ (14) + 1 = 15, damage 1d6 + 1 ⇒ (6) + 1 = 7; then Acrobatics to tumble past him 1d20 + 7 ⇒ (3) + 7 = 10. Ouch. That's gonna provoke, Oscar.
Out in the hallway, the presence of silver seems to change the wererats' attitudes. The two rat-faced women exchange looks, then one makes a sudden move toward Ellantera, hoping to distract her, while the other leaps upward, somersaulting forward in an attempt to get behind the ranger.
Aid Another from the first wererat: 1d20 + 8 ⇒ (2) + 8 = 10. Good enough. Full defense from the second wererat, then Acrobatics to try to tumble through Ellantera's square: 1d20 + 10 ⇒ (17) + 10 = 27
The wererat lands easily behind Ellantera, grinning nastily as she prepares to take advantage of the flank. FYI, Miet, the wererat is standing right next to you as well.
Although so far they have not proven to be a threat, the donkey rats continue their frenzied assault on Erwin. Bite attack #1: 1d20 + 1 ⇒ (1) + 1 = 2, damage 1d4 ⇒ 3; bite attack #2: 1d20 + 1 ⇒ (11) + 1 = 12, damage 1d4 ⇒ 2.
You guys are up. Oscar, don't forget your AoO before your actual action.
Ah, nuts. Was reading the compass rose wrong. "North" in the above references should actually say "east."
Pillars line the walls of the eastern room, a rectangular chamber with stone jackal heads extending from the walls between the pillars. A stone altar, covered in a layer of dust, sits at the eastern end of the room.
Chum does find several of the hooked cords in amongst the seaweed - at low tide, they are more like caltrops than anything else. It seems the grindylows haven't been able to replace the ones you cut yesterday, as the path you opened along the cave wall is still present.
Grindylow Stealth checks: 1d20 + 14 ⇒ (13) + 14 = 27
Perception checks, please
Galyna can't finish off her target, but Shiv has no such difficulty, easily dispatching the woman and leaving Galyna unthreatened at last. Oscar and Kassandra find their attempts to strike less effective, but Uraisa finally finishes off the rats that have bedeviled Oscar and Shiv and Ellantera uses her knife to great effectiveness, slipping the blade beneath the ribs of her wererat attacker and causing her to cry out.
Erwin still to go; also, Miet, the same narrowness of the hallway that keeps the Tower Girls from being able to stab you past Erwin and Ellantera keeps you from being able to cast color spray without catching El and Erwin in the blast.
The waters now are several feet lower than they were before, meaning you spend much of the time slipping and sliding over slick seaweed plastered to the cave floor rather than swimming. Very shortly you find yourselves back where you were yesterday, facing the choice of whether to take the right or left fork deeper into the cave. Yesterday you went left...
Will save: 1d20 + 1 ⇒ (10) + 1 = 11
The Tower Girl finally crumples, even if not as thoroughly as Uraisa would have liked; Kassandra has at least given the wizard a short respite.
The Tower Girls seem less confident now that their numbers are starting to dwindle. One stabs at Galyna (first stepping out of the flank), while another runs up behind Oscar to stab at him as well.
Short sword attack on Galyna: 1d20 + 1 ⇒ (2) + 1 = 3, damage 1d6 + 1 ⇒ (3) + 1 = 4
The last rat in the Girls' sleeping area also maintains its furious intent on drawing Oscar's blood.
Bite attack on Oscar: 1d20 + 1 ⇒ (15) + 1 = 16, damage 1d4 ⇒ 1
At the other end of the hall, the wererats and the donkey rats both find their access to Miet blocked by Erwin and Ellantera, and so turn their weapons on them.
Attack on Ellantera #1: short sword 1d20 + 4 ⇒ (11) + 4 = 15, damage 1d6 + 2 ⇒ (2) + 2 = 4; bite 1d20 - 1 ⇒ (18) - 1 = 17, damage 1d4 + 1 ⇒ (2) + 1 = 3
Donkey rat attack on Erwin #1: 1d20 + 1 ⇒ (17) + 1 = 18, damage 1d4 ⇒ 1
You guys. El, this the turn that Inspiring Command is in effect on you.