| GM Pablo |
Sekkimm is able to remove the Telepathic Bond. The Charm Person remains.
Digoney exclaims "What happened to my friends voice in my head?. He told me that you are not to be trusted. What did you do?"
Marquis Haywood continues to pick bits of dried mud off his fine clothes. Frustrated he says "This won't do at all. Will you chaps be able to get us safely to Kaer Maga. I am in desperate need of a hot bath and some clean clothes."
Wattlee, the dwarven woman, sits back down as if she is reserved she is't leaving anytime soon and continues to nervously play with the gold bands in her hair.
Buchart
|
Do you know you just aided one of the most evil people currently in Varisia? He was recognized in Kaer Maga by one of his old classmates. His name is Naroth Balam and he means to return the Runelord Krune to power! Kyra, somebody, please explain this to them! I think they need to be persuaded to wait in the next chamber with Rogziel for their own safety.
Stetrix
|
Success!
"As my friend stated you were diverted from your intended course by a powerful evil wizard whom has charmed you with his magic. He used you to excavate this tunnel . Why else would you follow this fellow into dangerous giant infested mountains and work for no promise of any reward. We have dispelled his charms, but you remain in a precarious situation.
The evil wizard intends to resurrect an ancient evil. I am certain he is done with you now and your lives are in peril. By saerenre We will guide you safely back to Kaer Maga after we have delt with this wizard. Now tell us everything about him and his other companions"
-Posted with Wayfinder
| GM Pablo |
Kyra opens her pack and provides some food, water, soap and a washcloth to the three dirty people. They take the food and water gladly. Marquis Haywood with the nice clothes takes the wash cloth and tries to clean the mud off himself as best he can, ignoring the food and water for now.
"Now tell us what transpired here, where they went and anything you can about the group that brought you here."
Collectively after 5 minutes you piece together the following: They tell you that Naroth (who is very fat) caries a quarterstaff and has a stone that spins around his head. He and his 6 companions met them on the road and convinced them to travel with them.
His six companions are not human, they are not sure what race they are, but they are armed with longspears, wear chainmail and have a very large oversized mouth with nasty teeth. They are hairless humanoids who lurch on back-bent, dog-like legs. They have tiny arms with three-fingered hands. They have no doubt they are quite dangerous and protect Naroth fearlessly.
Once they arrived in the area Naroth cast several spells and led them near here, summoned some tools to dig in the location outside. While Norath rested they dug and uncovered worked stone. Norath then cast a spell which opened the big hole in the wall. Once inside, he instructed them to stay in this room. The group first went into the room without doors (South). They subsequently emerged from the northern doors after the sounds of a minor scuffle. They next entered the Western doors and spoke a strange language with a creepy-sounding woman. Naroth told them to stay here before the door swung closed. They are unaware of the angel guardian outside. That was about 1.5 hours ago they have been waiting here since.
That is all the information you receive.
Actions?
GMPablo
|
Peering into the open chamber to the South.
Near the north wall of this chamber stands a statue of a halfsnake, half-human creature covered in Thassilonian runes. The folded arms of the female creature's torso hold a quill and a whip. Six wings grace her back, and her lower body is a coiled serpent. In place of her head, a disk with a sevenpointed star, each point with a different rune, completes
the amalgamation. The statue faces a huge circular door embossed with the same seven-pointed rune.
Still two other rooms with closed doors from your entry chamber.
-Posted with Wayfinder
Stetrix
|
The room is plenty large /tall for enlarged people . This was built by giants.
Any other buffs or actions or who opens the door?
Ababa activates her tattoo if you are going in through the door with the creepy voice and the conjurer 20 temp hitpoints.
-Posted with Wayfinder
Buchart
|
Anaba has enlarged, lead blade and tattoo done.
Lyra holds spells for now. Her buffs are short term-Posted with Wayfinder
Anaba also has bull's strength from wand. Did Anaba consent to my using her wand of lead blades? It's the first UMD roll I've had success with to far! Whoever opens the door uses a move action and opens the first round of action!
GMPablo
|
Anaba pushes the doors open.
The rotted pews, the collapsed pulpit, and the giant Sihedron mosaic on the floor indicate that this room once housed Lissalan worshipers. A circular door set in the northern end of the eastern wall has no apparent handles or hinges, though an obviously magical key hole lies in the center of the door. Stone double doors also rest in the eastern wall, farther south.
-Posted with Wayfinder
Buchart
|
We need to place ourselves. Turn to the three innocents and indicate either the hole in the wall or the room with the statue.
I think you three should wait in the other room.
I took the liberty of moving the three innocents. I wish this post had an instant update/refresh! Also, since I don't see anything, but know that someone is in here I drink my potion of mage armor and prepare to cast a spell. Swift action, spend two points from arcane pool to enhance my weapon another +2 and keen it.
Buchart
|
No problem to move the people.
Buchart prepares spells and potion. You are still in the doorway, and don't see anyone in the room.-Posted with Wayfinder
Buchart has second thoughts and hands Anaba the potion.
Here you might need this Anaba.
He then uses the wand of mage armor on himself since he no longer has to make a check for that one (on bloodrager spell list).
| GM Pablo |
Speaking Thassilonian, a woman calls out in a hollow voice, " Opponents of the faith are not permitted within this sacred site," then charges.
A mounted knight on a ghostly horse in heavy armor charges Anaba (Readied Action)
Mounted Ghostly Knight - Spirited Charge: 1d20 + 23 ⇒ (6) + 23 = 293d8 + 39 + 1d6 ⇒ (7, 4, 3) + 39 + (4) = 57 Hits !
Ride by attack - Ride check to make the turn: 1d20 + 22 ⇒ (16) + 22 = 38 OK!
Anaba Initiative: 1d20 + 5 ⇒ (16) + 5 = 21
Buchart Initiative: 1d20 + 6 ⇒ (8) + 6 = 14
Rolande Initiative: 1d20 + 9 ⇒ (16) + 9 = 25
Sekkimm & Cetonius Initiative: 1d20 + 9 ⇒ (10) + 9 = 19
Kyra Initiative: 1d20 - 1 ⇒ (3) - 1 = 2
Ghost Knight Initiative: 1d20 + 5 ⇒ (9) + 5 = 14
Ghost Knight Initiative: 1d20 + 5 ⇒ (8) + 5 = 13
Rolande is up!
Anaba -57
Sekkimm & Cetonius
Buchart
Ghost Knight
Kyra
KN Religion on your initiative to identify the Knight
| Rolande Deerborne |
Free-action click heels of Boots of Speed for Haste. Using cold-iron slugs.
Pepperbox two-handed w/grit: 1d20 + 16 ⇒ (9) + 16 = 251d8 + 9 + 2d6 + 2 + 1d6 ⇒ (1) + 9 + (3, 1) + 2 + (5) = 21
Pepperbox two-handed w/grit: 1d20 + 16 ⇒ (3) + 16 = 191d8 + 9 + 2d6 + 2 + 1d6 ⇒ (5) + 9 + (6, 1) + 2 + (1) = 24
Pepperbox two-handed w/grit(rapidshot): 1d20 + 11 ⇒ (11) + 11 = 221d8 + 9 + 2d6 + 2 + 1d6 ⇒ (2) + 9 + (5, 3) + 2 + (1) = 22
Pepperbox two-handed w/grit: 1d20 + 16 ⇒ (12) + 16 = 281d8 + 9 + 2d6 + 2 + 1d6 ⇒ (8) + 9 + (2, 5) + 2 + (5) = 31