Aubrey the Demented/Malformed |
OK, what do you want to do now? Just as a metagame hint, I'm not assuming you can do this dungeon in one go. I don't knw the extent to which you are played out or have been conserving your resources, but I just thought it considerate to mention it. Also, Janosz is suffering from a long term effect (110 minutes) unless someone dispels it.
Gil |
Since I wasted so much time chasing the fleeing puckwudgie, my resources are in good shape. Regarding Janosz, does it require a check for Gil to realize his situation? She has Dispel Magic available if she realizes it would be helpful.
Janosz Frogshanks |
I'm at -2 for the next two hours. Gelb missed the save against the Symbol of pain, so he's at -4 for the next hour.
"I think he put a hex on me", Janosz mutters to Rodergo. "He looked me in the eye, and whomp, I feel like refried s%~!." He gives the lecturer's carcass a vicious kick.
"If this is it, I'll be OK - I go through worse every Saturday morning. I'll let you know if it gets worse."
Gil |
Gil will cast (or refresh) her detect magic and study the Shadow Marcher to see if she can see an ongoing spell effect on him. "Tell me what he did when he cast the spell."
Since he's sickened, I'm not sure there's a lingering aura or not, but just in case...
Spellcraft: 1d20 + 20 ⇒ (12) + 20 = 32
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Spellcraft DC 21 to identify a spell being cast: 1d20 + 21 ⇒ (4) + 21 = 25
The Kaarnathi wizard interrupts. "Forget it, Gil. Unless you can remove curses now, there's nothing you can do. The eyebite will have to be allowed to wear off. Gelb's affliction will likewise have to run its course. Effective choice of spells to soften up an advancing enemy."
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I see no way to shorten the effect of the symbol of pain. Remove curse will remove the eyebite effects, but Gil doesn't have that spell known. If the effect can be removed with dispel magic, Gil can use break enchantment to try to end it.
Nevharath |
Nevharath is prepared to continue, but at the next time we get ab hour or so, he will analyze that book to gain insights on the puckwudgie. That said, i dont expect that to be a solid lead to anything so i don't want that to be on the front burner unless everyone is resting anyway.
Gil |
"I've heard of this one. It's unpleasant, but it should wear off in an hour or two, depending on the old boy's magical skills. Though, if he could cast this one, he had to be fairly talented. Probably at least two hours, now that I think about it. No permanent effects."
If we are going to look for somewhere to rest, I suggest it not be here. I vote we follow Janosz' lead.
Aubrey the Demented/Malformed |
Oh yes, missed that from a few days ago.
The small doorway opens into what appears to be a store cupboard. In it are a series of jars with faded labels. Most appear to be spell components of various kinds.
If you want a spell component that otherwise costs money, it is here, but only for spells you can personally cast (i.e. you can't load up on every spell component in the book and becoming millionaires by entering the spell component business once you get out). Each component has 1d3 doses.
Aubrey the Demented/Malformed |
The adventurers head back to the room where they defeated the skeleton guards, and face the door the pukwudgie passed through to escape deeper into the temple. One of the double doors is now open, and peering down it reveals a corridor lit by widely spaced everburning torches, much like others in the complex. At the end is another set of doors, again left ajar by the pukwudgie's flight, but it is too shadowy to see what lies beyond.
Aubrey the Demented/Malformed |
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Gelb doesn't notice any traps either. I assume you proceed.
The group moves up the corridor cautiously to the next doorway. Peering in, they see a chamber of a similar size to the one holding the font, although without the niches and the skeletons standing guard. To left and right are two open passageways, the openings roughly hewn and not covered with finished stone unlike the rest of the complex so far.
The floor of the chamber has a large mosaic of exquisite workmanship at its centre. It depicts a desert, dunes humped up and coloured orange and black amid the shadows cast by the setting sun. The only man-made feature is the head of a statue, a stone crown upon its head, half-buried on its side and gazing sightlessly into nothing. A legend around the edge of the picture reads, "Gaze upon his works, ye mighty, and despair."
Knowledge (Religion), DC 20:
Apologies to Percy Shelley.
Rodergo Xativa |
"I did a senior paper on this.....how funny. There was this ancient king, named Ozzyozbourmandias; well,......."
damn I crack myself up
"anyway, the gist of it is, this king, so mighty, so great, 50 foot statues,.......massive empire,.....none of it matters; his kingdom is a desert and nobody remembers him except poncy Karrnathian poets. In essense, it's all bullox.
It led to a couple really bleak teenage years for me personally. Nothing seemed to matter when it's all ultimately marching toward an inevitable entropy.
But, see.....here's the crux of why nihilism is indeed bullox. Ozymandias, while he was actually alive, had 100 wives and 1000 children.
He's the most oversexed man that ever was. Here's a typical day!!! Wake up. Take a squat on the pot. Tidy up a bit. Immediately bang wife 25. Eat breakfast. Bang wife.....79 AND the servant girl. Take a midmorning nap,......it's sublime.
The poet was a git!!!"
And yet again, Aubrey is amazed at how well read his bizarre gaming cohort is
Janosz Frogshanks |
"There's gotta be a trap here somewhere, like when the skeletons animated in the previous room. What's the theme here, Rod? That all must, eventually fail? How would that serve as a trap?"
"Gil, Gelb... Let's check out the room before anyone else enters. Is the damned head movable, maybe?"
I have excellent Perception, but not the trapfinding ability, so I'll just help out here. Perception 9+23=32; that's a successful Aid Another...
Aubrey the Demented/Malformed |
Trapfinding - i.e. finding traps - is no longer the exclusive preserve of rogues in PF like it was in 3e. So anyone getting a good enough Perception check can see a trap.
The mosaic look innocuous enough, if slightly gloomy in subject. Then a chill breeze flows through the room.
This is a spoiler for everyone, but it sort of works better this way:
Make a Will save, DC 15. If you fail, you have an untyped -2 penalty to attack rolls, saving thrown, ability checks, skill checks and weapon damage rolls (very much like the Crushing Despair spell). This is both a necromantic and enchantment effect. Rod gets +5 to this save, and everyone else +2, given his monologue on Ozzy the Sex Machine, which rather takes the pathos out of the moment.
Also try a DC 14 Knowledge (Arcana) or Knowledge (Religion) check. If you succeed:
Suddenly, you are back in the room, looking at the mosaic.