Storm Dragon |
Jones opens the container.
Jones Will: 1d20 + 14 ⇒ (1) + 14 = 15
Inside are five vials, each labeled "Youth Tonic".
A little voice in Jones' head says "Well, that sounds completely innocuous and 100% legit, and furthermore something I really need to drink RIGHT NOW", so he rips the cork off one and chugs it down.
Immediately afterward, another voice says "OH GOD THAT'S NOT YOUTH ELIXIR IT'S POISON".
Jones Fort: 1d20 + 10 ⇒ (20) + 10 = 30
Jones fights off the initial effects of what he now knows to be Lich Dust poison, but is aware this poison is especially virulent, though takes a long time to take effect.
The onset isn't for 10 minutes, so that's when that 20 comes into play. One minute after that you make a new save. If that also passes, you're good. If not, it's bad.
Jones Shei'lac |
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"Hm, unfortunate. One moment."
Jones prepares and chugs a Delay Poison extract.
"A problem for later."
Samuel Sledge |
"Magic?"
Zone |
"Typical witches."
Osric the Shining |
"Search the box for a false bottom? That poison could have been a trap protecting something else."
Meanwhile, you all got 24 points of healing from Osric's channel, so is everyone at full?
Jones Shei'lac |
No need to burn a Heal on this. I have one 2nd-level slot open, so I can just do another Delay Poison when the first one wears off. Then you can prepare Neutralize Poison tomorrow morning.
"First, let me be sure that won't happen again."
Jones smashes the remaining poison vials on the ground. Then he searches for a false bottom.
Perception (T10): 49 + 1d6 ⇒ 49 + (3) = 52
Samuel Sledge |
We continue searching the premises.
Zone |
Zone will do that with his touchsight, opening all the blockage if there are any that prevents his power from working.
Storm Dragon |
There's a bunch of rooms on the second floor here, but only one of any real note. There's a few outbuildings on the grounds as well.
You search the rooms oe by on, revealing a barracks, guest rooms, and a much nicer bedroom with two very comfortable looking beds. One of the doors opens onto a terrace, with soil spread around and shrubbery growing in it. A spider swarm scuttles away from here as well.
The last room is a bit more interesting. Four invisible creatures hang around the ceiling of this room, but currently make no move to attack. THe rest of the room is dedicted to an altar with a headless skeleton n it; Jones can recognize it as the skeleton of an Annis hag, and likely deduce it was the leader of the Dublesse sisters' coven once upon a time.
Zone |
Are we in the last room or outside?
Jones Shei'lac |
Does my Echolocation let me identify the creatures?
Storm Dragon |
Hm, slight retcon here, I got two rooms mixed up a bit.
This room is a library and the skeleton is lashed to a pole and strung together with wires
The altar is in a nearby corner of the room, and appears to be used primarily as a workdesk, with papers and books scattered about. One of the books does detect as magical.
Zone |
Zone acts like a sentinel, having his blade out. If the stalkers (which touchsight detect) or any threat attacks them whether out of the dark, he will move and flings his blade (Fury of a single blade; 2x damage for two successful hit & x5 damage for three) at one of them.
Attack 1: 1d20 + 22 ⇒ (18) + 22 = 40
Attack 2: 1d20 + 22 ⇒ (13) + 22 = 35
Attack 3: 1d20 + 17 ⇒ (5) + 17 = 22
Attack 4: 1d20 + 12 ⇒ (8) + 12 = 20
Damage: 1d6 + 14 ⇒ (6) + 14 = 20
Extra Damage: 5d6 ⇒ (4, 2, 1, 6, 6) = 19
Crit confirm if not stalkers: 1d20 + 25 ⇒ (12) + 25 = 37
Extra Damage: 1d6 + 17 ⇒ (2) + 17 = 19
(AC: 30; +3 from dodge bonus)
Forgot about good hope. It will add +3 to his attack & damage then. This action will not change unless an event cause him to break from it.
Storm Dragon |
The stalkers shift as you move forward, ready to pounce...but relax once it's clear you aren't going toward the skeleton.
The table contains an assortment of papers, most related to necromancy and immortality. One book in particular is a libram on blood magic, specifically magic that allows you to transform yourself in various ways using the blood of certain creatures(it used to belong to a bloatmage going by the descriptions of ones the previous owner had used on themselves). It also doubles as a spellbook, containing several useful spells (Clone, Horrid Wilting, Insanity, Transformation, Iron Body, and Vision).
Jones Shei'lac |
Jones pockets the book.
"I see no need for us to approach that skeleton at the moment."
Samuel Sledge |
The skeleton didn't detect as magic at all?
Sledge agrees with Jones.
Jones Shei'lac |
To the catacombs, then?
Zone |
Do we obliterate the stalkers first?
Storm Dragon |
As the guard assuredly told you, the secret entrance to the basement lies in the Winery, an adjacent building to the Abbey. You begin heading down the stairs again. However, once you're all descending, you hear a cracking, like a tree branch snapping, and then a loud *GOOONNNNNGGG*....just before the great abbey bell falls down on top of your heads.
Make a Reflex save, DC 25. If you pass that, make another one at DC 30. This is basically two interwoven "traps" (more hazards) you avoided the first time in, but have been purposefully triggered by a certain enemy you let run off before you went into the lab.
Samuel Sledge |
1d20 + 16 ⇒ (14) + 16 = 30
1d20 + 16 ⇒ (15) + 16 = 31
Sledge opens his third eye and casually dodges everything.
Jones Shei'lac |
Holy crap, I finally get to use my trap sense ability!
1d20 + 26 ⇒ (9) + 26 = 35
1d20 + 26 ⇒ (11) + 26 = 37
Jones nonchalantly steps back from the falling bell.
Zone |
Ref Save: 1d20 + 20 ⇒ (17) + 20 = 37
Ref Save: 1d20 + 20 ⇒ (18) + 20 = 38
Zone flips away from the area with ease as the bell's fall kicks up dust.
"Your jinx gone yet, Sledge?"
The xeph tone is teasing.
Storm Dragon |
The first one is pretty much the more important one, so that's good.
The great bell slams into the floor, sending shards of wood and chunks of stone flyig in every direction, pelting all of you. Your ninja-like reflexes allow you to avoid the worst (and being smashed by the bell itself in the first place), and most of you manage to grab onto the edge of the floor and haul yourselves back up. Osric, however, is unlucky. He was stuck with a loose board, and the weight of his armor pulls it out, sending him plummeting to the ground floor below, heavy stones falling around him but not managing to strike his unprotected head.
Falling Bell: 10d6 ⇒ (3, 6, 5, 1, 4, 5, 1, 2, 4, 5) = 36
Fall damage: 4d6 ⇒ (2, 1, 3, 5) = 11
Attack (Falling rocks): 1d20 + 20 ⇒ (11) + 20 = 31 Which I think misses, unless your AC is the base 28. Though I'm unclear where the extra 6 AC comes from? If Ironskin, you're good (though your minute/level buffs are about 30 seconds off from ending at this point).
Everyone but Osric takes 18 damage, Osric himself takes 29 and is at the bottom of a pit, lightly buried in rubble.
You are safe for now, though note that getting down is somewhat inconvenient now that the stairs are gone.
Osric the Shining |
The extra 6 was Ironskin, as you surmised. Thanks for the note on durations. Osric will still have a +2 Heroism when the +3 Good Hope runs out.
Osric can fly with his wings; any chance to reduce or avoid the falling damage?
I have limited access until the 16th so feel free to make any checks on my behalf.
Storm Dragon |
Hm, yeah. Apparently it's a way easier check than I thought too. It's a DC 10 (though I'm giving you -2 Circumstance due to the falling debris making it more difficult).
I THINK that means you autopass, unless that "+11 (with -5 ACP)" means the ACP ISN'T already included. It's irrelevant enough that I'll just say you pass.
Osric the Shining |
12 ranks, +1 Dex, and +3 class skill is +16, -5 ACP is +11. So ACP is included. Think I get Fly as a class skill by virtue of gaining a permanent Fly speed, but if not,
Good Hope for +3.
Samuel Sledge |
We continue searching the building.
Jones Shei'lac |
Jones activates his celestial armor's flight.
"Perhaps we should check the bell tower? I get the feeling that the bell didn't fall on its own."
Jones Shei'lac |
"Actually, it was definitely the spiders. Which I have no intention of dealing with again."
Jones flies down toward Osric.
Osric the Shining |
Osric flies up, his angel wings spread.
"Onward."
Holy power flows from him, healing the party's wounds.
Channel: 6d6 ⇒ (1, 2, 1, 2, 3, 3) = 12
Well that's a bad roll.
Samuel Sledge |
We continue eye, keeping a sharper eye out for traps. And by we, I mean Jones.
Zone |
Zone will continue for the lookout for enemies. If he sees the spider swarm or enemies, he will attack them. (See rolls from above post).
Storm Dragon |
You continue downward and see no more traps. Going onto the grounds and into the winery, you begin searching for the trap door to the basement.
As you pass one of the large casks, you hear a voice.
"You...you are not the usual victims or thralls that enter this place. Who are you?' it half-whispers.
Jones Shei'lac |
"I could ask the same of you." Jones replies. He can't help but be reminded of a certain, rather unpleasant brain-in-a-jar incident.
Osric the Shining |
"I am Osric, last survivor of the Shining Crusade. I am a foe of all who follow the Whispering Way."
Osric figures the time for the subtle approach has passed. He tries to identify the source of the voice. Is it a person in the cask, or behind it, or a talking cask (i.e. a mimic)?
Perception: 1d20 + 28 ⇒ (19) + 28 = 47