Flynras Sweetwater |
I don't know about the rest of you, but that other group obviously hasn't made it this far. All of the guardians were still in place.
If they somehow come in behind us, they are going to get trapped by the whispers. I think we can take a break and come back.
My vote is to go raid the jewelry off of Sleeping Beauty and sell it before they try coming in the front door and take it away from us.
Regardless, if you are going into that Summoning Room, shout for me once you know what is in there. Maybe I'll come help.
With that Flynras is going back into the hotel rooms to look for any clothing to replace his current filthy garments.
Naxolel |
Sorry - a bit busy yesterday. Checked email when I got home, but didn't get to the message board before crashing.
*sigh* Flynras, you never know when the maidens could catch up if they haven't already passed us downstairs. But point taken. We definitely need to re equip. I've got a long list now. Hmmm. I wonder if I could possibly prepare some scrolls during our return trip... Sure, let's regroup in Magnimar and come back soonest. We need to remember to take the chest back with us. I wonder if we can trap the portal to the basement before we go, though...
Dravasp "Drav" Jannara |
I wouldn't mind getting some fresh food, and maybe visiting the nice half-orc... I guess you'll need me to carry the chest.
That lady did have some nice jewelry, maybe we can get enough for it to get some stuff, I wonder if my bee hive is complete.
Flyn, I'll be as close as you want me to be, in case something appears that needs some persuasion.
Belle, is your little imp guy gone for good, or do you think he can wait around until we get back.
Flynras Sweetwater |
The nasty thing disappeared back when I tried to go swimming. Probably got naked itself.
Devils are resilient, we'll probably catch up later. If you want to track it down, we'll likely need to use some of that stuff you found in our ears. I'd rather not waste it until we are ready to proceed.
Naxolel, you had mentioned trying to set traps. I'm not one for setting traps, only disarming them. I can try to rearm that pit trap and there still are the caryatid columns to get past.
I'm more worried about actually finding a way out. Did we ever find a way to activate that elevator from down here?
Flynras starts walking back to the flame room.
Wait! Do we even have a way to get back to Sleeping Beauty? Didn't you say the skiffs we took to get here disappeared?
Belle still hasn't posted since returning. I think we should continue treating her as walking luggage until she actually starts taking part in the game again
S.S. G.M. |
Assuming you all slept, you all leveled. Only Drav has updated his "status line" to display level 7. Funnily enough Drav didn't tell me which rage power, skills, or feat he picked up.
At Drav's query Belle sends out an empathic query to Inirissa and gets "bored", "patience", and "fun" in response. She responds with, "Inirissa seems to be safe and oddly, even enjoying herself. I can't tell more than that. I think she will be able to take care of herself until we are able to find a way past the whispers. She's pretty smart, she may even be able to make her way back to us if she feels like it."
Thank you for asking Battle Master-Drav! Where have your glorious horns gone? How do you hide your Infernal heritage? I have returned. This morning I was able to fly through the Whispers without falling prey to the enchantment. I think it was a close thing. Please don't tell the others, I have returned just yet. I like to hear what they say about me behind my back, especially the fat little sneak. I wonder what they say about you? They already treat you like a mule. I'll listen when you are not around and report back to you. Food sounds awesome... especially some bacon! Do you have any bacon?
With that warning, you feel a nine pound weight lightly settle on your shoulder.
I don't remember whether or not you ever figured out how to make the elevator climb, IIRC you didn't want to try because you were intimidated by the prospect of fighting the caryatid columns at the top of the elevator. And yes, someone figured out that the skiffs probably teleported back to the 'starting point' if left unattended for an hour... they have definitely teleported away from the burial beach by now.
done
Flynras Sweetwater |
D'Oh! Never updated my stats here... I'll get to that later
I can probably swim over, if the current isn't too strong. Swimming through the tunnel is also an option. I'm not a bad swimmer...
I'm not sure how well I could pilot a boat back though. I'm sure Drav is a pretty good swimmer as well, if he takes his breastplate off.
What is the propulsion on these skiffs? Sail, paddle, oars? Anything other than oars I ought to be able to handle.
Flynras Sweetwater |
Thanks, Brighten
Water Breathing shouldn't be needed for this, Naxolel. It is just a short swim.
Flynras will head back to the shore past the dhampir room and start swimming back to the dock with the skiffs.
As far as I am aware, there is no game mechanic that would make swimming easier if I removed clothing/weapons/etc first. If there is, I would do so.
If the current is strong (I missed that game), I would instead attempt to open the grate and swim through the tunnel instead.
Swim: 1d20 + 8 ⇒ (5) + 8 = 13
In case I need multiple checks to make it there:
Swim2: 1d20 + 8 ⇒ (15) + 8 = 23
Swim3: 1d20 + 8 ⇒ (8) + 8 = 16
Swim4: 1d20 + 8 ⇒ (2) + 8 = 10
S.S. G.M. |
Yes, you all know that the current is strong (pulling toward the waterfall). "Sailing" the skiffs to the east was relatively easy. However, you'll also recall that you ended up using water elementals to help propel the skiffs south (away from both the island with the large glass statue, and from the slightly more distant waterfall).
No, there is no swimming penalty for clothing etc as long as you are only lightly encumbered.
The grate requires a 19 or 20 str check from an unraging Drav. And it doesn't look like any of you bothers to carry a crowbar. After a minute or two of effort (possibly requiring the use of some rope) and assistance by Naxolel, Belle, and Flynras, Drav is able to dislodge/open the grate in the pool room.
Flynras, hyperventalates for a few rounds and, after somewhat of a slow start is easily able to swim (alone and unafraid, my favorite) through the submerged tunnel and can easily swim/walk (the water is 3 feet deep so he he has to hop every so often to breath if he tries to walk).
Frankly, there is no real chance of failure if you go through the hassle of going through the tunnel. It would obviously take significantly longer than successfully using the skiffs from the beach... but even a few failures 'sailing' the skiffs against the current in the lake back to the calm 'river' part of the water would cause at a minimum a visit to the island with the large (and scary to some of you) class statue and at worse floating over the waterfall.
Flynras Sweetwater |
Flynras assumes that people are waiting for him to bring back a skiff and thus boards one and pilots is toward the dhampir room, staying as close to the wall with the landings as possible.
This part is going to be a bit trickier, hopefully staying close to the landings will minimize the effect of the current.
Survival 1: 1d20 + 4 ⇒ (20) + 4 = 24
Survival 2: 1d20 + 4 ⇒ (7) + 4 = 11
Survival 3: 1d20 + 4 ⇒ (19) + 4 = 23
Survival 4: 1d20 + 4 ⇒ (4) + 4 = 8
S.S. G.M. |
You easily pole the skiff down the river. However, as you attempt to pole the skiff into the lake, attempting to skirt the western wall (effectively trying to sail south) you very quickly realize you are insufficiently skilled [Profession (Sailor)] to control the skiff as the ground plumets deeper into the lake and the pole no longer reaches the bottom. The skiff is grabbed by the current and dragged 15 feet east.
Beginning of the 2nd round:
After the first round you end up 20 feet east of the west wall, 25 feet west of the 'island' with the glass statue, 25 feet south from the north wall, and 25 north of the beech to your south. You realize that your skiff has been caught and will be dragged 'toward the waterfall' (which will almost certainly take you to the island and then around the island to the waterfall) at the rate of 15 feet each round. You know that you are not going to manage to make the skiff get any closer to the beech than you are now. Weighing your options you do notice that there are ample mooring posts (on on each of the 7 points of the 'island') to which you could, probably very easily, tie off the skiff, preventing it from continuing to be dragged around the island and over the waterfall.
I further assume you are going to look around trying to find any source of inspiration. With your perception you will notice that there are runic inscriptions, you think probably in Thassilonian (it's hard to tell from such a distant/oblique angle) inscribed around the edge of the 'island'. Further, you notice that the glass statue (a 10ft tall exquisitely detailed depiction of the now familiar Sorshen, with stylized blades instead of hands) is chipped and cracked in a few places.
Beginning of 3rd round:
You end the round 5ft away (as in boat, 5ft of water, land) from the island, 35ft directly north of the beach, 35 feet diagonal northeast of the northernmost point of the beach).
Flynras Sweetwater |
Assuming that others are standing on the beach, I will shout out before I dock on the island.
Well, that didn't work out so well. I forgot that the pole wouldn't reach to the bottom once we got this far. Looks like I might have to go over the falls and hope there is deep lake at the bottom.
Good thing the Lacedons are dead already.
There are a bunch of Thassalonian runes on this island. Let me take a quick look before I try to figure out how to get out of this mess.
Nax, I think I'll just break this statue open to see what's inside. Sound good?
S.S. G.M. |
Flynras:
You deftly throws a loop of the boat's mooring rope around the nearest post (technically it requires ranged touch attack to hit an AC of 4 with a -6 penalty so as long as you literally don't roll a 1 you succeed) and pull the skiff snug.
From your vantage point on the skiff you can see the words (in Thasslonian) ...ply tie up to the | appropriate post and your bo... [ooc]I'm using the hash to show the location of the post amidst the words.[/b]
You can assume that the this is part of a message and possibly instructions inscribed on the 'island'.
Done
Flynras Sweetwater |
Rope: 1d20 ⇒ 16
* Not a 1, *whew*
I hope I tied up to the "appropriate" post
Before leaving the boat, I will inspect the post to see if it has any writing/symbols.
If not, I will attempt to use the pole (pushing off of the post) to see if I can get an angle to read any more of the message on the island.
If I still can't get the full message, I will first check for obvious traps...
Perception (lenses,traps): 1d20 + 14 + 5 + 3 ⇒ (16) + 14 + 5 + 3 = 38
...then move around the island from post to post until I assemble a complete message.
S.S. G.M. |
The full message will require nearly 360 degree circumnavigation of the 7 pointed island. (Lets call it 306 degrees-ish of circumnavigation.)
Pushing off to the limits of your mooring rope in a counter clockwise direction does let you see a bit more. simply tie up to the | swinging back to the limit of your rope in the other direction reveals that it says | appropriate post and your boat
Are you going to attempt to somehow pull your skiff around the island?
The distance between each post is 15 feet.
Done
Flynras Sweetwater |
Shouting back to Naxolel:
There appear to be instructions of some kind written on the island, but I need to get all the way around the island in order to see the message.
Perhaps your Elemental could push the boat around the island?
Or, I suppose I can just get out and walk my way around, but I have a suspicion that there might be some kind of teleportation magic that would send the boat away once I get off.
Flynras Sweetwater |
OK, just give me a minute to figure this island out. I am pretty sure it does something. Possibly something beneficial, if I can read the entire instructions.
I will step out of the boat onto the island and walk around from post to post reading the entire message. I will keep an eye/ear on the statue while doing so.
S.S. G.M. |
Chuckle... I now dub the, Flynras "the Cat" Sweetwater. You're curiosity just triggered initiative. I honestly did not expect you to do this. I'll create a map and mail it... as soon as I get around to it. Suffice it to say that the entire 15ft radius island is inside the threat range of the large statue with 10ft reach.
The second your boot hits the island, the statue's head rotates, looking at you with the blank face only a statue made of glass can muster and attacks.
The statue takes a five foot step toward Flynras (ending up adjacent to him) while slashing one of her blades in a blazingly fast arc right through the air recently vacated by Flynras's body, cleanly severs the mooring rope, and frees the boat to drift away along the current.
Flynras, since you were keeping an eye on the statue you may act in the surprise round after the statue. The boat will move 5 of it's 15 feet before you can react and the other 10 feet afterward. Since Naxolel has posted from the shore I will assume that Belle and Drav are also on the shore. Nax/Belle/Drav, will not be able to act in the first round but may act on their initiative on round 2.
Naxolel |
Freak Out Roll, low is bad: 1d20 ⇒ 2
Naxolel begins shaking violently, pointing at the statue! I freakin told you statues are evil and are out to freakin kill us!
Naxolel won't run, but no way in hell is he ever going to set foot on that island with that statue intact!
Initiative: 1d20 + 2 ⇒ (16) + 2 = 18
Done
Flynras Sweetwater |
One would think that my 38 Perception roll would have noticed that the statue was alive...
Although, I did totally expect the thing to come alive as soon as I stepped on the island.
I'll figure out what to do after I see the map. May be time to simply hope that the pool at the bottom of the waterfall is deep...
S.S. G.M. |
oops. sorry i forgot to post done...
BTW, i did double and triple check. Flynras has no points in Knowledge (Arcana) so ... meh. The statue is not alive. Therefore, while your perception was certainly high enough to have noticed things, what you would have noticed meant nothing to you because you "don't know anything about constructs". It's not like it was breathing, watching you, or doing anything but standing there until you stepped onto the platform.
Nax, and Belle can roll Knowledge (Arcana) checks on the statue.
Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.
A creature that is taking bleed damage takes damage at the beginning of its turn. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage. It also has a Dazzling Brightness effect but as the cavern is not bright light it has no effect for this combat.
As a free action once every few rounds, a glass golem can align its internal structure to enhance its resistance to magic for 1 round. During this time, the golem reflects spells (even spells that function differently against the golem as described in its immune to magic ability) as if under the effect of a spell turning spell.
A glass golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against a glass golem, as noted below.
A shatter spell damages a glass golem as if it were a crystalline creature.
A keen edge spell affects all of a glass golem’s slam attacks as if they were slashing weapons.
A magical attack that deals cold damage slows a glass golem (as the slow spell) for 3 rounds (no saving throw).
A magical attack that deals fire damage ends any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A glass golem gets no saving throw against fire effects.
Done
Flynras Sweetwater |
Curiosity is the hallmark of someone working in the information acquisition line of business.
I am almost tempted to stay just to try to figure out what the rest of the message says.
But..... NO.
Jump into the boat and move as far away as possible.
If Acrobatics will allow me to both jump into the boat AND twist away, great. However, if the thing gets an AOO, my AC is 24 with Mobility.
Acrobatics: 1d20 + 18 ⇒ (1) + 18 = 19
AHHHHH!!! I haven't used my boot reroll since resting, but I think it's been less than 24 hours...
Just in case "once a day" can be stretched...
Acrobatics: 1d20 + 18 ⇒ (10) + 18 = 28
Worst that happens is I end up in the lake AND getting attacked.
DONE
S.S. G.M. |
Luckily a roll of a 1 on a skill check is not an automatic failure. Acrobatics checks can do both things. However, not with 1 on the die. You are able to leap into the boat but not avoid the AoO.
The Golem reacts with lightning speed and manages to slice you with the entire length of her blade/arm (a confirmed critical) for 24 points of slashing damage that must have severed a major artery because the wound immediately starts to gush blood (if nothing prevents it you will take an additional 7 points of bleed damage at the beginning of your turn.)
Because I'm "Benevolent" (I am, I swear!) I'll give you slightly more of the message before you turned tail and ran. Then after you leap into the boat and move as far away as possible you'll see more.
| lady Sorshen's largess, simply tie up to the |
appropriate post and your boat, and all cargo |
and passengers, will be teleported to the destination |
I made a new map.
Everyone please roll initiative.
Done
Naxolel |
Arcana Check: 1d20 + 8 ⇒ (13) + 8 = 21
Balls! It's a glass golem! It's immune to most everything! That includes death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, and stun. Don't bother with nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Now we know what killed those two grey maidens!
If you can't make it to the beach, try to get it to follow you over the falls. If it follows, it should get trapped down there.
If the golem moves off the island, especially if it moves toward the beach, Naxolel will double move back through the door. If it doesn't he'll cast bless.
does Naxolel know how deep the water is?
Done
S.S. G.M. |
Um, by my recollection 'everyone' should know that the water around the island is deeper than 15 feet.
Assuming that you may have been asking about the depth of the water at the base of the waterfall, 'everyone' knows only that the water was deeper than 10 feet (lacedon with arms outstretched).
Done
Flynras Sweetwater |
I had assumed that was what the message was going to say, but there was no indication of which post led where... That was what I was trying to figure out. Well, looks like I am going down with the ship.
I'll be unconscious at the beginning of my next turn and thus drown...
As I should still have an action but no healing potion, all I can do is Hail Mary with an untrained Heal check.
Heal: 1d20 + 2 ⇒ (6) + 2 = 8
Well, that's it folks. Curiosity killed the Flynras.
Naxolel |
Oh, what's the worst that can happen? Oh, all right. If the statue doesn't approach the beach, He will begin to cast Summon Monster 3 to summon a later archon. If I have enough time, it should (hopefully) be able to fly to you and pick you up before you go over...
Flynras Sweetwater |
Nax, no offense, but if this thing doesn't go back to rest with me out of the picture, RUN! You will need an army of Lantern Archons to take it down.
I will reiterate that on my turn with some spoken directions that might be helpful (I haven't had a chance to tell you what I learned in the tunnel yet).
Fortunately, I act before you :)
S.S. G.M. |
Waiting for Drav and Belle... current initiative order.
Lantern Archons are basically small Celestial willow wisps - they can't pick up or carry anything.
Flynras (H14): 14/38hp | 7 bleed next round | Init: 18+
Naxolel (J3): 34/34hp | Init: 18-
Golem (E9/F10): -20hp (from Maidens) | not telling yet
Drav (K4): ...
Belle (K3): ...
Done for now.
Edit: FYI: the bleed is not a static 7, but is a 1d8 of bleed. I have to roll each round.
S.S. G.M. |
Without handle animal you'll be challenged to communicate your desires (other than attack!) with an animal. If you summon a Celestial Dire Bat i'll allow you to roll a diplomacy check in lieu of handle animal because you speak Celestial.
Elementals always speak their language so if you knew auran you could direct an air elemental... but Nax, the small air elemental won't be particularly useful. I was talking about Belle's (potential) access to a medium air elemental. 1d3 water elementals might be able to cooperate to drag the boat, if you speak Aquan.
done for now