Lorelendral Teklet
|
"Sounds good then... let's go." Lore hops down off the throne.
Aelwynd Swiftblade
|
"I'm glad that is settled." Aelwynd says with a firm nod.
As everyone readies to move on from the Throne, Aelwynd swims over to the door he noticed in one of the coral rooms. He looks it over for danger before opening it and moving through. He also listens for sounds on the other side of the door, knowing that sound travels better in water.
perception+heroism: 1d20 + 22 + 2 ⇒ (13) + 22 + 2 = 37 +1 vs traps for a 38
Chaosorbit
|
Other than the movement of water, Aelwynd does detect any other sounds of movement coming from the coral hallway and doesn't detect any traps either.
Again, a coral lined -curved central hallway, contains more corroded bronze doors inside.
Nachts Lemarchand
|
With disconcerting confidence, Nachts advances into the hallway, pausing at the first door.
Perception: 1d20 + 17 ⇒ (9) + 17 = 26
Aelwynd Swiftblade
|
I moved Nachts into the hallway along with myself, but if you don't like your placement, please adjust. :)
Aelwynd smiles at the confident, and slightly off, follower of Zon-Kuthon. They are a strange lot for certain, but I'll be damned if they aren't entertaining.
Not one to be out done, Aelwynd swims forward, kicking through the water and up to the same door as Nachts.
perception: 1d20 + 22 + 2 ⇒ (13) + 22 + 2 = 37 +1 for traps
Motioning for the others to come up if the door and hall is free of danger, he calls to them with a good natured tone and grin, "Come on down. We don't want to leave you behind." Once the others move into the hall he will proceed to open the door to the first room.
Chaosorbit
|
Hearing nothing behind the door Aelwynd opens the door to find, hundreds of skulls adorn the walls of this room, belonging to humans, sahuagin, sharks, whales, and other stranger beasts. Near the back of the room, an eight-foot mound of coral is artfully shaped into the image of four sailfish holding aloft a flat altar. Hack marks and crude scratches mar the once beautiful altar. Four rotting heads, apparently human, rest atop the altar, surrounded by a cloud of nibbling eels.
Aelwynd Swiftblade
|
Aelwynd swims in, looking to see if they can possibly repair the damage to the altar, much like they did in the previous room. "This is a shame. Such a wondrous place, wrecked by the callousness of the Baron. Some people have no respect." he says to no one in particular.
Shaking his head in disgust, he shoos the eels back and removes the rotting heads from their position atop the altar and nods to his team as he swims past, "These were likely from the Baron and his ilk, as I don't see Lysianassa having much use for them. Anyone want to say a few words for them before I let them go to the currents?"
What can we tell from this room, and what checks should we make, if there is anything to discover? Perception, knowledge?
Perception/search the room: 1d20 + 24 ⇒ (16) + 24 = 40
Rowanna Nachtalus
|
Swimming in behind Aelwynd, Rowanna casts Detect Magic on the room, concentrating on each aura if there is time.
Ariana-Fighter
|
Ariana follows just inside the door weapon at the ready just in case. She looks around from her position near the door. "That's a shame. Why desecrate an alter like that?"
Perception: 1d20 + 14 ⇒ (10) + 14 = 24
Nachts Lemarchand
|
Nachts steps on in and replies: "They must... not have liked the... god it depicts. I would... say... it has to do with... the good Lord of Water."
Chaosorbit
|
Nothing magical or particularly noteworthy other than what has already been mentioned. Aelwynd thinks with a little cleaning up and some light repair, the alter could be restored.
Disable Device, Craft, or Make Whole
------
I think it is safe to assume you will move to the next room after finishing up in here?
Next room to the right
Aelwynd takes the proper precautions before entering to find, a layer of coral covers the walls of this room from floor to ceiling. Carved into the coral are twenty square niches filled with dead seaweed, each big enough to fit a sleeping human. Shards of refuse and shattered stone litter the floor.
The stone shards were once jugs that held special salves and unguents used for anointing the dead.
This room was used for embalming the dead.
------
You continue on to the next room; again Aelwynd uses care. You find a glass sphere several feet wide is set into the peak of a large coral mound in this room. Inside the sphere, crimson blood roils and bubbles. Thousands of clear, trembling eggs are stuck to the coral surrounding the glass sphere.
Aelwynd Swiftblade
|
Aelwynd takes the time to clean up and repair the altar. "The oceans have always been good to me and mine, and any good lord of water deserves my respect. Thanks for understanding friends."
disable device/repair altar: 1d20 + 17 ⇒ (18) + 17 = 35
In the room after the altar room...
Know Religion: 1d20 + 9 + 1d6 ⇒ (12) + 9 + (5) = 26
"These stone shards look like they were once jugs. From the residue that clings to them, they appear to have held salves and unguents I have seen that are used for anointing the dead. That leads me to think this room was for embalming."
Chaosorbit
|
As Aelwynd completes his repairs on the alter a feeling of peace washes over the room.
You are currently under the benefits of a Bless spell
Nachts Lemarchand
|
Peering in through the latter door, Nachts wonders out loud: "What are... these... eggs?"
Ariana-Fighter
|
Ariana follows Aelwynd from room to room with her weapon out. She stays near the dooways, and just studies the rooms.
"This is a very interesting place. It's clear that the dead were honored here before things went wrong."
Perception: 1d20 + 14 ⇒ (16) + 14 = 30
Aelwynd Swiftblade
|
You continue on to the next room; again Aelwynd uses care. You find a glass sphere several feet wide is set into the peak of a large coral mound in this room. Inside the sphere, crimson blood roils and bubbles. Thousands of clear, trembling eggs are stuck to the coral surrounding the glass sphere.
Aelwynd swims up to the sphere and inspects it, avoiding touching it or the eggs lest he trigger something unexpectedly. Replying to Nachts' question, "You know Nacht, I don't know what they are. This sphere seems out of place for a good lord of water, so perhaps it's a later addition of the Baron's. Whatever it is, and whatever these eggs have to do with it, sends a shiver down my spine. Anyone have any ideas?"
Perception: 1d20 + 24 ⇒ (4) + 24 = 28 +1 vs traps/I keep forgetting to take 10 on perception checks. From now on, unless you think there is a reason to roll, I'll just take 10 at doors and in rooms I first enter. Any knowledge checks work here?
Lorelendral Teklet
|
Lore looks at the sphere with the eggs, and gets a look on her face like she just drank soured milk. "I have a bad feeling about those... I don't think I want to encounter what might hatch from them... maybe we should break the sphere and destroy the eggs?"
Aelwynd Swiftblade
|
”That’s definitely an idea Lore. Maybe we should destroy it all. The only thing holding me back is that I keep thinking about the altar in the earlier room and how it was marred and made to serve a new purpose for the Baron. Maybe that’s the same sort of thing here. The baron could have corrupted it somehow. I’m just not sure if it’s corruption or something completely new and exactly how it works. You know me, violence as a last resort.”
Chaosorbit
|
@Aelwynd - taking 10 on perception/check for traps is fine. Perception check does not give you any more than you have here.
Nesting in the coral is a brood of sahuagin eggs.
The sphere magically refills every 24 hours and once held holy water, but it has been corrupted by foul magic. A short ritual could cleanse the sphere.
The ritual is a DC 26 Spellcraft check or DC 22 Knowledge (religion) + a bless or consecrate spell
Aelwynd Swiftblade
|
knowledge nature: 1d20 + 9 + 1d6 ⇒ (4) + 9 + (4) = 17
knowledge arcana: 1d20 + 9 + 1d6 ⇒ (18) + 9 + (3) = 30
After swimming around and studying the sphere and the coral for a few minutes, the pirate captain stops, his eyes wide with sudden comprehension.
He spins to face the group, an urgent question upon his lips, "Does anyone have access to a bless spell"
feel free to look at the spoilers
-Posted with Wayfinder
Thunderhoof
|
Nature: 1d20 + 11 ⇒ (17) + 11 = 28
Arcana: 1d20 + 3 ⇒ (2) + 3 = 5
"Sahuagin eggs", Thunderhoof explains with a nod at the clutch of fishy eggs. "But I don't know anything about the sphere. A bless spell? Do you mean to bless the fishmen's spawn?"
Lorelendral Teklet
|
"Not today, Aelwynd... I could cast bless after my morning prayers tomorrow... sorry."
Aelwynd Swiftblade
|
"Well, not exactly." Aelwynd replies to Thunderhoof with a light shake of his head.
Looking to Lore, he adds, "Actually, either a bless spell or a consecrate spell would work for the ritual I have in mind."
Once again talking to the group, "The spell is just to power the ritual, which should cleanse the sphere, returning it to what it once was. As for the fish eggs... they might not survive."
Then with a mischievous grin he adds, "The knowledge one picks up in brothels, houses of royal families, and far flung pirate havens never ceases to amaze me. This one time, at a camp for royal musicians, I... but that is a story for another time."
Aelwynd then starts preparing, explaining what is needed to be successful, and asking for everyone to participate in the short ritual to cleanse the sphere...
The ritual is a DC 26 Spellcraft check or DC 22 Knowledge (religion) + a bless or consecrate spell. Will assists work? If we don't have the requisite spells available, I suppose we will just move on.
Lorelendral Teklet
|
don't have a consecrate spell either... again could have one tomorrow... we could return here later/tomorrow and do it then?
Ariana-Fighter
|
"I could smash the sphere, but that clearly isn't the best plan." Ariana sighs.
"I came this close" she holds up two fingers about an inch apart. "To walking into the local temple of Erastil and becoming a cleric. Then I would have Bless. I wouldn't be a powerful cleric like Lore."
Rowanna Nachtalus
|
"I'm quite knowledgeable in the arcane arts and spellcraft, I would be happy to take the lead in such a ritual." Rowanna offers with a slight shrug.
Not sure if we have access to a Bless spell, but I'll go ahead and make the Spellcraft check just in case.
Spellcraft: 1d20 + 18 ⇒ (8) + 18 = 26
Aelwynd Swiftblade
|
"Don't worry yourself love." Aelwynd says to Ariana leaning in close. "Erastil will be lucky to have you if you ever decide to take that leap. Might I throw Cayden's name in the hat if your shopping around for a god to dance with. His people really know how to throw a party."
Looking to Rowanna, he offers, "Thank you fair Rowanna! I do so hope it comes to that, as your knowledge is far greater than mine and should lead us to success."
His face taking on a more serious expression, he addresses the rest of the group, "But, since it seems we don't have access to the spells needed, I don't see a way to do the ritual right now. As Lore suggested, we can just come back tomorrow after her morning prayer. That is unless someone has something else to add, like a hidden scroll or something?"
The GM didn't give Know Arcana as an option for the ritual, just Spellcraft and Know Religion, but since her Spellcraft is an 18 also(btw nice job there Rowanna!) that would have been perfect. Let's see if Nachts has something we missed before we move on.
If no one pulls a surprise out of the air, Aelwynd will swim on to the next room with its double doors. Take 10, 34 perception.
The shell's compartments should be getting smaller the further we go. What would require double doors here? Is it for practical or for aesthetic purposes?
Chaosorbit
|
Actually if you take the spellcraft route you don't need a bless, reread it a few times to make sure.
Despite the lack of a bless spell Rowanna skill magical touch, seems to perform the required ritual. As she completes it the blood red begins to slowly transform into clear water, which glows with a soft green light.
Let me know if you are doing anything with the eggs.
----------
Aelwynd examines the next door seeing no traps and hearing nothing inside. Although Lore notices that the two great bronze doors are engraved with warning symbols written in Aquan. Something to the effect of 'Danger'.
Lorelendral Teklet
|
"we should deal with those eggs... can't let them hatch into evil things. And the doors are marked with 'danger' signs in Aquan... might want to be careful if you're gonna open them."
Nachts Lemarchand
|
Nachts follows the back and forth on how to re-consecrate the sphere in it's coral reef, letting the other pathfinder agents perform their deeds. His focus is upon the eggs. Sahuagin eggs according to his more knowledgeable companions. He slowly turns his head away from them, to check back with his companions. "Heh. Hehehe... Tell me Dawnflower's child. How do you feel... about the slaughter of the innocent? Do you... believe that redemption... exists? I ask... because my conscience is clear."
*Abject begging upon the snow.*
"There is no redemption. No... "becoming a better person".
*She looks at him, her tears mirroring his own.*
"There is only... descent. I can avoid... you... losing more of your humanity, if... you truly believe there is no... hope... for these things. But you must be able to... live down their slaughter."
*"For crimes against the Revolution and the People, your sentences are death..." states the Gray Gardener*
"So tell me. Lorelendral. Is your anguish... Palatable" asks the Warpriest, the omnipresent demented grin having died down to a simple smile, belying the very serious question the half-breed asks.
Lorelendral Teklet
|
"The race is evil... however if they could be raised to be good, nurture might overcome nature I suppose... but if they just hatch and swim free, I have little hope for their redemption... If someone with time and desire to claim them for good would undertake their care, then I have no qualms about them growing and hatching. But who would undertake this?"
Rowanna Nachtalus
|
"If your heart is set upon destroying those eggs, perhaps we should wait until later. They may be bait for some kind of trap." Rowanna suggests nonchalantly.
Ariana-Fighter
|
"Let's leave them for now, and let our allies decide. They live here, and we do not. Who knows as Lore said they might be redeemable." Ariana shrugs unconcerned either way.
Can I put the eggs in a bag or something, and drag them along with us? I don't have a sense of how many and how big the eggs are.
Nachts Lemarchand
|
"Your will. My hands. I offer only... what others dream of: a second chance" offers Nachts sweetly, his grin returning in full force.
Chaosorbit
|
@Ariana - There are too many eggs to remove in a bag, there are a good number dozens and they are fairly large.
Aelwynd Swiftblade
|
"Sahuagin..." Aelwynd starts with a thoughtful expression on his face.
"Just let the eggs be for now. Once they hatch they will have to fight each other for food, and more than half will be that food for the others. I won't claim to know whether they are redeemable, but I can honestly say I have never met a Sahuagin that wasn't blood thirsty." he offers to the group, his eyes drifting downward toward the end.
When he looks back up, his stare is cold. "Just remember, sharks don't crave blood because it's how they're raised... It's just in their nature." And with that he swims on to the next room, leaving the eggs behind... for now.
As Lore explains the warning written on the doors, Aelwynd grins, "Danger you say? That sounds like an invite to me if ever there was one!"
He checks to see if they are locked, and if not, he quickly thinks to activate touch of the sea from one wand and then divine favor from another before throwing open the doors and moving in, blade drawn. "Well?! Show me this danger you so kindly warned us about!" he says as he moves into the room, looking around for anything that stands out as dangerous.
UMD auto success for wands with heroism, take 10 on perception for 34(35 vs traps)
Chaosorbit
|
Initiative
Aelwynd: 1d20 + 12 ⇒ (18) + 12 = 30
Ariana: 1d20 + 2 ⇒ (13) + 2 = 15
Lore: 1d20 + 3 ⇒ (16) + 3 = 19
Nachts: 1d20 + 4 ⇒ (13) + 4 = 17
Rowanna: 1d20 + 9 ⇒ (14) + 9 = 23
Thunderhoof: 1d20 + 2 ⇒ (12) + 2 = 14
Coral Guardians: 1d20 + 2 ⇒ (19) + 2 = 21
Leaving the eggs be for now, Aelwynd enters the double doors peering around he sees twinkling blue gems, like azure stars in a purple sky, stud the coral gardens throughout the chamber. Something is curled atop the reefs near the roof of the shell, it slow begins to move as if being awaken from an ancient slumber, and then a second moves further into the room.
These are Coral Guardians - Advanced coral golem constructs.
May ask one question + 1 for every 5 over 22.
Round 1
Map
Aelwynd
Rowanna
Coral Guardians
Lore
Nachts
Ariana
Thunderhoof
Aelwynd and Rowanna are up
Aelwynd Swiftblade
|
Know Arcana: 1d20 + 9 + 1d6 ⇒ (18) + 9 + (3) = 30 DR and special abilities please.
As the constructs begin to animate, Aelwynd glances back to his friends and quickly shares what little he suspects about them before he dances forward to engage one.
”They’re some kind of golem made from coral! Intriguing! It’s a shame, but I think we’ll need to dismantle them before we can go further.” and with that he makes two swift thrusts toward the nearest golem.
+1 answering adamantine rapier+heroism+divine favor: 1d20 + 22 ⇒ (13) + 22 = 35
magic,adamantine,piercing damage+precision: 1d6 + 13 + 9 ⇒ (4) + 13 + 9 = 26
+1 answering adamantine rapier+heroism+divine favor: 1d20 + 17 ⇒ (8) + 17 = 25
magic,adamantine,piercing damage+precision: 1d6 + 13 + 9 ⇒ (1) + 13 + 9 = 23
Answering Riposte: 1d20 + 26 ⇒ (19) + 26 = 45 Immediate action
Magic Adamantine Piercing Damage+precision: 1d6 + 17 + 9 ⇒ (4) + 17 + 9 = 30
Confirm?: 1d20 + 26 ⇒ (18) + 26 = 44
Critical damage: 1d6 + 17 + 9 ⇒ (2) + 17 + 9 = 28
swift action to increase his reach for 1 minute(1 panache), 5 ft step, full attack
Chaosorbit
|
DR 10/adamantine; Immune construct traits, magic
Aquatic Reconstruction (Ex) Whenever a coral golem is touching a body of saltwater of a size equal to or greater than its own size, it gains fast healing 5.
Coralgrown (Ex) The coral golem can move at full speed underwater as long as it remains in contact with coral.
Immunity to Magic (Ex) A coral golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
Any spell with the water descriptor heals a coral golem for 1d6
points of damage per level of the caster (maximum 10d6).
• Transmute rock to mud slows a coral golem (as the slow spell)
for 1d6 rounds (no save).
• Transmute mud to rock increases the golem’s bleed damage
to 2d6 for 3 rounds.
• Soften earth and stone causes a coral golem to lose its
damage reduction for 3 rounds.
Aelwynd reacts to the golems movement with two quick jabs, putting big wholes into the golem.
Rowanna is up.
Rowanna Nachtalus
|
Rowanna uses her other Potion sponge of Slipstream.
Rowanna swims closer to the open door and attempts to place a Misfortune Hex on pinkish enemy.
DC 21 Will save or it rolls twice on all d20 rolls, takes the worst result for 2 rounds.
I moved Rowanna's pog to correspond with this case.
Chaosorbit
|
Has been less than 30, 20 minutes spend researching and less than 10 in the other rooms.
Pink Guardian v DC21 Will: 1d20 + 6 ⇒ (12) + 6 = 18
Pink Attack v. Aelwynd: 1d20 + 20 ⇒ (10) + 20 = 30
Misfortune: 1d20 + 20 ⇒ (1) + 20 = 21
damage: 1d6 + 13 ⇒ (2) + 13 = 15
Rowanna gives the golem misfortune. The golems seem to move slowly, the bluish-hued golem creeps up on Aelwynd, while the pinkish one attempts to rip him with its massive claw, but the ever quick Aelwynd parries the attack and delivers a riposte that hits the golem vital parts, it breaks apart.
Round 1
Map
Aelwynd
Rowanna
Coral Guardian, Pink 107 dmg - dead
Coral Guardian, Blue
Lore
Nachts
Ariana
Thunderhoof
Round 2
Aelwynd
Rowanna
Everyone is up
Rowanna Nachtalus
|
Confident in her success with the first golem, Rowanna places a Misfortune Hex on the bluish construct.
DC 21 Will save or it rolls twice on all d20 rolls, takes the worst result for 2 rounds.
Ariana-Fighter
|
Ariana swims into the room. She moves between Aelwynd and the remaining Coral Guardian. She swings her silver bastard sword with all her power. "Adamatine sword right. That's the next purchase."
+1 Silver Bastard Sword, Power Attack, Hero's Feast: 1d20 + 17 ⇒ (15) + 17 = 32
Damage: 1d10 + 18 ⇒ (10) + 18 = 28
Aelwynd Swiftblade
|
On round 2
"Well done ladies! Now let's see how this one feels about being flanked!" he says aloud with obvious joy.
As he slices through the water and twists around the large coral creation,he presents an open invitation to be attacked. "Oh no! what a terrible miscalculation on my part! Whatever shall I do?!" he says in mock fear.
+1 answering adamantine rapier+heroism+divine favor+flank: 1d20 + 22 + 2 ⇒ (10) + 22 + 2 = 34
magic,adamantine,piercing damage+precision: 1d6 + 13 + 9 ⇒ (4) + 13 + 9 = 26
Answering Riposte: 1d20 + 26 ⇒ (14) + 26 = 40 Immediate action
Magic Adamantine Piercing Damage+precision: 1d6 + 17 + 9 ⇒ (4) + 17 + 9 = 30
Lorelendral Teklet
|
don't forget the heroes feast bonuses too...
Lore stands back and lets Aelwynd do his stuff. "Wow, he's fast and so skilled... " While she doesn't quite swoon like a fangirl, she is appreciative of his abilites. In case something horrible happens, and Aelwynd hasn't killed it by then, she draws her scimitar and moves close to Ariana to assist her next attack.
Nachts Lemarchand
|
And as one Pathfinder swoons, another... Well...
"AAAAAAAAAAAAAAAAAAAAAHHHHHAHAHAHAHA!!!!" roars the warpriest with delight!
Spending a point of fervor for Divine Favor.
Glaive vs Bluey, DF, PA - Adamantine: 1d20 + 15 + 4 + 2 ⇒ (15) + 15 + 4 + 2 = 36
Damage: 1d10 + 11 + 4 + 6 ⇒ (8) + 11 + 4 + 6 = 29
Thunderhoof
|
Thunderhoof begins his thundering chant and changes his stance to assault the remaining construct.
Use martial flexibility. Begin inspire rage. If you accept the Raging Song you get:
+4 morale bonus to strength
+4 enchantment bonus to strength
+4 morale bonus to constitution
+2 morale bonus to will saves
The ability to perform a savage dirty trick 1/round (more on that below).
No spellcasting
-1 penalty to AC
Blinded -> Staggered
Dazzled -> Dazed
Deafened -> Staggered
Entangled -> Anchored in place and unable to move from that square
Sickened -> Nauseated
On a failed Fortitude save, the opponent takes this additional penalty on top of the dirty trick’s original effect. The additional penalty lasts for 1 round (though the initial penalty lasts as long as normal), and can be removed with a move action. The initial effect cannot be removed via mundane means until the additional penalty is removed (though magical effects like remove blindness/ deafness work). Removing the initial effect also removes the additional penalty. If the target is immune to the initial penalty, then it is unaffected by the additional penalty.
Regardless of whether he had succeeded at his saving throw, the opponent still takes the 10 damage (unless he has damage reduction or would otherwise be able to prevent this damage).