The guards smiles and says, "Of course not my lady, please enter the city and enjoy the upcoming games."
You pass under the Grand Arch Guardians into the Naos District. The Guardians are one of Magnimar's largest statues, a pair of vast colossi that tower over two hundred feet tall. The statues depict the local twin heroes Cailyn and Romre Vanderale who saved the burgeoning settlement of Magnimar from an attack by strange spidery horror unleashed from the Irespan. The twin statues stand facing each other with their weapons held high forming the gigantic arch for which "Grand Arch" district is named.
The streets are cobbles with well-worn stone and scored by deep wagon ruts. Throngs of people of all races, some bearing exotic raiment, crowd the streets. The creak of wagons and neighing of horses is interrupted by the call of merchants hawking their wares and the shouts of customers haggling over prices. The air hangs heavy with the smell of civilization, the stench of sweat and refuse mixed with the aroma of fresh baked bread and fire roasted meats.
You are in the Naos district. Eligos's address is in the Keystone district given to you by Allustan
The acrobatics DC will be 12, 5' distance x2 for no running start and +2 for being wet
Rowena swims around the corner and sees the invisible stalker hovering in place. (Rowena still has a standard action if she chooses to use it)
Seeing Rowena swim over it chooses to move and attack
Invisible Stalker Slam+Higher Ground: 1d20 + 12 + 1 ⇒ (17) + 12 + 1 = 30
After being split on a course of action you decide to wait in line, which takes nearly 2 hours. As you get near you see that they seem to be checking people items, carts, etc before allowing them in.
Knowledge (local) DC 15:
While Magnimar is open to all and relatively safe, the city militia has stringent laws against contraband. (destructive magic, drugs, and any poisons that cause Con damage). Of course all of those can still be found in the city if you know who and where to ask.
Finally it is your turn to approach the gate. The guards turn their attention to you and say, "Well what do we have here? Fancy Folk coming to spend their coin in Magnimar," the guard calls out from the gate. "Well what is your business here? And be prepared to turn out your pockets."
One of the guards seems ready to record your names while a couple other of the guards indicates to you that they are going to search all of your possessions, every bag, scroll case, and pocket.
Initiative Jokbur Oakenshield 1d20 + 2 ⇒ (3) + 2 = 5
Initiative Quirmydt Dephroug 1d20 + 6 ⇒ (15) + 6 = 21
Initiative Hermann von Rabenstrange 1d20 + 2 ⇒ (10) + 2 = 12
Initiative Ariella Hearth 1d20 + 3 ⇒ (13) + 3 = 16
Initiative Edmund Gwenn 1d20 + 1 ⇒ (20) + 1 = 21
Initiative Jonas Hearth 1d20 + 3 ⇒ (12) + 3 = 15
Initiative Monster 1d20 - 2 ⇒ (13) - 2 = 11
Jokbur approaches the water and as he comes up to the dam, it begins to move. The "dam" appears to be some sort of stone snake.
After the battle you heal up and continue on the way and make Sandpoint by nightfall. You are surprised by how busy the town is. Enjoying a night sleeping indoors and a great meal at the Rusty Dragon, you find out from the owner, Ameiko, that people are starting to make the trip to Magnimar for the upcoming arena games. Then a few weeks after that there will be the Swallowtail festival in Sandpoint.
Knowledge (religion) DC 10:
he Swallowtail Festival is a holy day to the worshippers of Desna, marking the date of the autumnal equinox and the beginning of fall. The traditional celebration includes the release of dozens of swallowtail butterflies, an animal sacred to Desna.
Heading to Magnimar in the morning you travel with many others heading the same way. Finally at mid afternoon you have reached the City of Monuments.
Scores of common folk, along with carts and wagons laden with wares for market, form a long line slowly trudging toward the nearest gate. From the length of the line, it looks like it will take well over an hour, maybe two, to get access into the city.
Changing target for Dryn from #2 to #1
AoO Displacer beast vs Anala: 1d20 + 9 ⇒ (8) + 9 = 17
Anala moves around the Displacer Beast, taking an attack as she approaches, but she manages to dodge the attack and to wound it. Dryn'taka fires her crossbow true at the displacer beast fought by Kilthan and also scores a hit which finally kills it.
The remaining beast sees its pack fallen and flees (Provoking from Anala and Justin/horse.
Combat Over (except for any AoO)
#1 is still blind, shaken, and on fire and visible due to being on fire and glittered. #2 is around the corner and out of sight, but should still be affected by glitterdust and visible.
If Trevor delays until after Rauno he will have enlarge on him. I adjusted him on the map already
DM PC'ing Jirin
Seeing as it is really hard to shoot from the water and hit anything Jirin swims back over to the landing and pulls herself up and get to the wall.
Reflex Save to put out Fire: 1d20 + 11 - 2 ⇒ (2) + 11 - 2 = 11
RE: 1d20 ⇒ 16
I'll update the map on the second level over the weekend as I have Friday off so I should be able to sneak some time that day between Thanksgiving Dinners on Thursday and Saturday
You head back to the mouth in the morning and back track to the room with the pools in it. Heading down the ladder under the illusionary water you find yourself once again on the second level.
You remember you passed a door before and decide to check that out versus heading north up the hallway with the multiple doors. You head south, turn west, head down the short flight of stairs past the wet landing below then back up a short flight of stairs to continue down the west hallway to the door. Jokbur checks the door and is satisfied it is not trapped. Opening it up reveals a hallway going south that soon turns to the south east then 10' to the east before ending at a door. Jokbur checks out that door revealing no traps. Listening he hears the trickle of water.
Opening the door you see water trickling from a crack in the ceiling in the eastern side of this room, where it gathers behind a thirty-foot long stone dam that is about a foot in height. (The dam is 30' from the door) On the eastern wall, on the far side of the gathered water, there is a black stone in the wall, with a bronze handle set into it. It is ten feet above the surface of the water (the room’s ceiling is fifteen feet high).
Moved Trevor and Kelkzar from the end of round 1 to the top of round 2 to make future rounds go easier.
Trevor has a standard action and Kelkzar needs to confirm or change his last posted action
The one not blinded flies around the corner out of sight. The one blinded tries to shake off the blindness but fails.
1d20 + 4 ⇒ (3) + 4 = 7
Kelkzar, not sure if you want to keep the same action as you posted, let me know but it will only catch this one stalker
Trevor, you posted a detect evil which would have had to be a general detect evil as a standard, but since this one is visible you can do it as a move leaving you a standard, it does not detect as evil
Level 1 You have explored this level Thoroughly. (North leads to the secret door and where the sticky door/room was)
I do not have any maps for this currently. Basically all you have explored so far was the room with the illusion that you foiled by coming up from the third level. You went east down a hallway from there and passed a door, went down a couple steps and then back up a couple steps 10' later. The passageway turned north and you found a ladder leading back up to the first level (One of the pools that had an illusion hiding it)
I have to maps with some room but otherwise has been largely unexplored. I have not included the room you have teleported in because you are not sure where they may be.
Level 3 Part 1 (where you came down the steps then got trapped on the wrong side of the portcullis)
Level 3 Part 2 (This is where you eventually appeared after a few teleportation rooms and took the stairs up to level 2's illusion room)
Rowena takes a hit as she jumps into the water near Jirin, deftly avoiding the weapons underneath.
One AoO against Rowena
AoO Slam: 1d20 + 12 ⇒ (11) + 12 = 23
Then Weapons in water
Number of Weapons: 1d4 ⇒ 2
As soon as she is clear Rauno casts his spell covering the two invisible creatures with glitter. Both of them appear due to the glitter, and one seems affected by the spell and cannot see.
Save vs Blindness #1: 1d20 + 4 ⇒ (10) + 4 = 14 vs DC 18
Sorry it took me so long to update. On call week which got busy and then went to Green Bay and froze watching a tie game
The beasts once again let go of their targets to full on attack, scoring light hits only but re-grabbing both Kilthan and Anala.
Displacer Beast #1 vs Kilthan:
Tentacle #1: 1d20 + 9 - 1 ⇒ (11) + 9 - 1 = 19
Damage: 1d6 + 4 - 1 ⇒ (2) + 4 - 1 = 5
Grab: 1d20 + 15 - 1 ⇒ (11) + 15 - 1 = 25
Tentacle #2: 1d20 + 9 - 1 ⇒ (16) + 9 - 1 = 24 *Hit and Grappled*
Claw #1: 1d20 + 4 - 1 ⇒ (1) + 4 - 1 = 4
Claw #2: 1d20 + 4 - 1 ⇒ (7) + 4 - 1 = 10
Claw #3: 1d20 + 4 - 1 ⇒ (18) + 4 - 1 = 21
Claw #4: 1d20 + 4 - 1 ⇒ (11) + 4 - 1 = 14
Bite: 1d20 + 4 - 1 ⇒ (11) + 4 - 1 = 14
Displacer Beast #3 vs Justin:
Tentacle #1: 1d20 + 9 - 1 ⇒ (1) + 9 - 1 = 9
Damage: 1d6 + 4 - 1 ⇒ (3) + 4 - 1 = 6
Grab: 1d20 + 15 - 1 ⇒ (13) + 15 - 1 = 27
Tentacle #2: 1d20 + 9 - 1 ⇒ (7) + 9 - 1 = 15
Claw #1: 1d20 + 4 - 1 ⇒ (12) + 4 - 1 = 15
Claw #2: 1d20 + 4 - 1 ⇒ (13) + 4 - 1 = 16
Claw #3: 1d20 + 4 - 1 ⇒ (11) + 4 - 1 = 14
Claw #4: 1d20 + 4 - 1 ⇒ (18) + 4 - 1 = 21
Bite: 1d20 + 4 - 1 ⇒ (6) + 4 - 1 = 9
Displacer Beast #4 vs Anala:
Tentacle #1: 1d20 + 9 - 1 ⇒ (10) + 9 - 1 = 18
Tentacle #2: 1d20 + 9 - 1 ⇒ (18) + 9 - 1 = 26 *Hit and Grappled*
Claw #1: 1d20 + 4 - 1 ⇒ (6) + 4 - 1 = 9
Claw #2: 1d20 + 4 - 1 ⇒ (9) + 4 - 1 = 12
Claw #3: 1d20 + 4 - 1 ⇒ (10) + 4 - 1 = 13
Claw #4: 1d20 + 4 - 1 ⇒ (12) + 4 - 1 = 15
Bite: 1d20 + 4 - 1 ⇒ (13) + 4 - 1 = 16
Jirin gets knocked into the water and weapons but luckily falls in between them and is unscathed
Number of Weapons: 1d4 ⇒ 3
Rauno you may try the following knowledge check:
Knowledge (planes) DC 17:
This disturbance of air is actually an invisible stalker. It is an elemental of the air subtype.
Knowledge (planes) DC 22:
Invisible stalkers are so named because they have natural invisibility, remaining so even when they attack. Their attack is a powerful buffet of wind. See invisibility reveals a dim outline while true seeing shows a roiling cloud of vapor.
Knowledge (planes) DC 27:
Invisible stalkers are consummate trackers and can spot even the tiniest of tracks. They can follow complex orders, but resent lengthy missions or complex tasks, which they try to distort as much as they can.
Knowledge (planes) DC 32:
Invisibility purge has no effect on invisible stalkers.
For Rauno only:
There are 2 of them
Initiative Rowena Lordail 1d20 + 4 ⇒ (14) + 4 = 18
Initiative Trevor the Yellow 1d20 + 4 ⇒ (1) + 4 = 5
Initiative Rauno Redpath 1d20 + 9 ⇒ (19) + 9 = 28
Initiative Jirin Tupel 1d20 + 3 ⇒ (19) + 3 = 22
Initiative Kelkzar Redjaw 1d20 + 3 ⇒ (2) + 3 = 5
Initiative Quintus 1d20 + 2 ⇒ (18) + 2 = 20
Initiative Monster 1d20 + 8 ⇒ (4) + 8 = 12
Perception Rowena Lordail 1d20 + 17 ⇒ (5) + 17 = 22
According to acrobatics you need to make a check every round to move at half speed. So a double move a round would be your speed
Just to make it clear Rowena, having a rope will not prevent you from hitting the water a few feet down, but it would help others trying to cross.
Rowena thinks she can traverse the planks with ease and begins to edge out onto the planks. The planks are slick but she seems to have no trouble at all with them. Suddenly she is hit by something. She manages to keep her balance with ease, but now has a bruise from the hit. Auto make balance
Attack: 1d20 + 12 ⇒ (12) + 12 = 24
Jirin crawls out right before this. After her tease to Trevor she too is hit. You were taking 10 during your crawl, please make a DC 12 Acrobatics check to avoid falling in
Attack: 1d20 + 12 ⇒ (16) + 12 = 28
With feather fall or not, you do not think falling and hitting the water would do any damage, just falling on the weapons. The fly spell would for sure be expired by now.
Rowena looks into the water and sees a couple dead bodies in the water where the weapons are. They have appeared to have lost their balance and fallen on them.
Let me know if Rowena or anyone else will do anything before you head out too far on the beams
Ilya leaves for the Crooked House content to stay there for a night before returning home, but makes no promises in case you do not return.
Leaving Gattel in his cage secure and unable to hurt himself, you decide to check out the door to the north. Much of the floor of this ruined chamber has given way, revealing a large stagnant pool of water below. Rusted spears and broken swords break the surface of this pool throughout the room. A framework of soggy timbers that might have once supported the floor stillstands, stretching out across the void.
The planks look slippery from mildew Acrobatics DC 12 at half speed
Map link above once again updated to give you an idea of what it looks like
Quintus Heal Check: 1d20 + 17 ⇒ (18) + 17 = 35
Quintus examines him and physically he seems ok. He manages to get him awake and it is readily apparent that his mind is shattered. He goes between bouts of weeping, childish laughter, and haughty talk as if he were of noble birth. There is one moment where he does seem lucid and he identifies himself as Gattel Wattam, a local tax collector, and seems quite confused at what is going on. His confusion gets worse quickly and then he attempts to kill himself but Quintus is easily able to stop the attempt. Soon enough Gattel falls unconscious again.
Jirin had retrieved the bag from the chest and hands it over for Rauno to check. It is a bag of holding (Type 1) As for Ilya you could tell her to go to the inn where you are staying with a note to the innkeeper. Otherwise she could go to Eligos as well, though he is a busy man and could maybe not be home