
DM Carbide |

OK.
Asvald tears apart the blinded and unlucky construct, a victory marred only by an inopportune miss with a bite.
More to come soon.

DM Carbide |

The remaining tophet continues to beat on Asvald, again hitting the bear multiple times for 37 HP.
Round 4:
Initiative order
Senja
Torque
Eva
Asvald
Tophets
Everyone can act!
BSS damage: 4d6 + 24 ⇒ (3, 2, 4, 4) + 24 = 37
Tophets: AC 24 T 8 FF 24 HP taken - Red: 33 (unlucky; blinded) Blue: 0

DM Carbide |

Asvald didn't have a blow left after taking down the wounded one.

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Senja flicks a hand to move the ball of lightning onto the last foe, then flies closer to the badly wounded Asvald!
Move action to move aggressive thundercloud onto blue, move action to get closer to Asvald (so I can use Healing hex next round).
Electricity damage, DC 19 Reflex to negate: 3d6 ⇒ (1, 5, 6) = 12

DM Carbide |

Round 4 (ongoing):
Initiative order
Senja-acted
Torque
Eva
Asvald
Tophet
The tophet isn't quick enough to avoid the thundercloud.
Torque, Eva, Asvald to go!
Tophets: AC 24 T 8 FF 24 HP taken - Blue: 12

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Barely kept on his paws by the ferocity of his song, Barsvald tears at the remaining construct.
Claw #1 (bear, raging song, heroism, arcane strike, power attack, favored enemy): 1d20 + 15 + 2 + 2 - 3 + 6 ⇒ (4) + 15 + 2 + 2 - 3 + 6 = 26
Damage: 1d6 + 9 + 2 + 3 + 6 + 6 ⇒ (2) + 9 + 2 + 3 + 6 + 6 = 28
Claw #2: 1d20 + 15 + 2 + 2 - 3 + 6 ⇒ (8) + 15 + 2 + 2 - 3 + 6 = 30
Damage: 1d6 + 9 + 2 + 3 + 6 + 6 ⇒ (3) + 9 + 2 + 3 + 6 + 6 = 29
Bite: 1d20 + 15 + 2 + 2 - 3 + 6 ⇒ (2) + 15 + 2 + 2 - 3 + 6 = 24
Damage: 1d8 + 9 + 2 + 3 + 6 + 6 ⇒ (2) + 9 + 2 + 3 + 6 + 6 = 28
Fervor Bite: 1d20 + 15 + 2 + 2 - 3 + 6 ⇒ (2) + 15 + 2 + 2 - 3 + 6 = 24
Damage: 1d8 + 9 + 2 + 3 + 6 + 6 ⇒ (6) + 9 + 2 + 3 + 6 + 6 = 32

DM Carbide |

The power of Asvald's attacks finishes off the final tophet (barely, as it were).
Out of combat!

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Senja’s crazed laugh fades away as he watches in awe while the man-bear tears apart his massive metal foe. ”Well, let’s get Asvald patched up and see what’s through those doors, shall we?” he suggests.
While Asvald is healed, Senja takes a half-hearted look at the double doors for any unpleasant surprises.
Perception: 1d20 + 21 ⇒ (2) + 21 = 23

DM Carbide |

Senja notices nothing unusual about the doors.

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My item sheet says I have a fresh CLW wand. Here we go!
CLW x18: 18d8 + 18 ⇒ (7, 1, 3, 7, 7, 1, 6, 8, 1, 7, 7, 8, 8, 8, 6, 4, 6, 8) + 18 = 121
32 charges left.

DM Carbide |

With Asvald back up to snuff(le), the intrepid quartet opens the double doors, revealing an amazing sight: a ledge overlooks a huge and strikingly beautiful natural cavern. Steep steps descend from the ledge to the cavern floor. Covering the floor is a sprawling garden of weird blossoms, towering fungi, and alien-looking plants whose bulbs and pods sway in the still air.
A short distance away, the Emerald Spire pierces the center of the cavern. Paths lead east and west from the foot of the stairs through the foliage. The whole cavern is illuminated by the Spire, and by a mysterious radiance that shines from the crystals embedded in the ceiling extremely high above. In the wall at the east end of the ledge stands a set of stone double doors decorated with reliefs of serene faces.

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"I don't like the look of this place", Asvald comments as he leads the way forward. "Any of it look dangerous?" he asks the party of the alien flora.
Assuming the party doesn't find anything suspect among the fungus, Asvald will lead the party to check out the double doors.

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"What's not to like?" Senja asks with a touch of snark. "Just a bunch of alien bulbs and pods. Nothing to worry about." Before he steps into the room, he scans the area for magic to discern the auras present, and rummages through his memory to see if he can figure out what these things might be.
Detect magic for 3 rounds to get types of magic, and make any appropriate Knowledge checks. I'll throw down a generic knowledge roll here, bonus ranges from +11 to +15.
Knowledge: 1d20 ⇒ 10

DM Carbide |

Senja detects a magical aura somewhere in the undergrowth; it seems to be from an item of enhanced armor. The witch also notes what looks like a more robust specimen of yellow musk creeper than the typical example.

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Eva glances around as well, steering clear of anything potentially harmful that Senja spots as she pokes around the room.
Perception: 1d20 + 17 ⇒ (15) + 17 = 32
Knowledge (Nature): 1d20 + 2 + 2 ⇒ (8) + 2 + 2 = 12

DM Carbide |

Are you going down into the garden?

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Back from my travels, jumping back in!
Senja lifts off the ground and flies beside the party as they descend the stairs into the garden. He makes sure to let his friends know where the special armor he's noticed is, as well as where they'll find the extra-robust yellow musk creeper.
DM - can you put the creeper and armor on the map? And did my Knowledge check on the creeper tell me anything useful? The result on Knowledge (nature) would be a 24.
I moved us on the map a little, just to get us into a bit of an order, but didn't move too far since I didn't know where other things on the map were.

DM Carbide |

The stairs descend to an area around the Emerald Spire itself, which dances with light. A basin carved from stone surrounds it, and green-hued water sprays from several fissures in its surface, collecting in a pool within the basin. A stream flows westward out of the pool, and a small building of yellow marble stands on its banks. To the southwest, another cave mouth opens in the south wall. The yellow musk creeper is in the growth to the east.

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Asvald takes a moment to take in the scene.
"Let's check out that pool. The color of the water is unusual."

DM Carbide |

The color of the water seems largely to be from the Spire-light, but there is a slight glow to it. Senja detects magic on it and anyone with the spell can roll a Spellcraft check to analyze it further.

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No spellcrafts here. =(
Wary of the water, Barsvald hugs the wall and makes his way west.

DM Carbide |

Ah, well. Senja or Torque, then.

DM Carbide |

Since it's not useful to the party at the moment, I won't wait on identification of the water.
Asvald sees that the path branches to the south, opening into a side cavern that's much less overgrown than the main grotto. From his position he can't see the furthest reaches of the side cavern. The ceiling of the side cavern is concealed by an apparent illusion of a starry night sky.

DM Carbide |

The cavern widens out to the west past a pillar where a stalactite and stalagmite joined long ago. Barsvald notices that there's much less vegetation in this part of the complex, but there are several stone statues of various creatures scattered about the area. Past the pillar, he sees a strange enclosure made from transparent crystal. It seems to be a pen or terrarium, with carefully arranged flora inside. Several more stone statues nearby seem to be adventurers or explorers, sculpted with looks of surprise or horror on their faces. Inside the enclosure, a reptilian creature glares at the skald with terrible yellow eyes.
Give me a DC 15 Fort save, Asvald.

DM Carbide |

Asvald feels a malign force trying to transform his body, but he easily resists it. He recognizes the creature as a fiendish basilisk.
There appears to be nothing else of interest in the side chamber.
Asvald, if you want to retreat you can do so.

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Spellcraft: 1d20 + 13 ⇒ (15) + 13 = 28
As Asvald explores the nearby cavern, Senja focuses his attention on the glowing pool. His eyes widen as he realizes just what it is, though he frowns a little in disappointment as he realizes the limitations of the magic. ”This is powerful stuff,” he calls out to his friends, ”this water acts as a potion of both heal and greater restoration, but only when fresh and only once per person per day. I hope we don’t have occasion to use the stuff!”
He then asks Asvald, ”Should we come that way? See anything interesting?”
Carbide – can Asvald see if the little passage heading northwest from the basilisk’s cage goes anywhere? Just wondering if there’s any reason for us to go that way. Even if it does, it looks like we could probably get at it from the north and not look at the basilisk, right?

DM Carbide |

From that angle, it's impossible to tell where the passage goes. It does look like the passage should be accessible from further north, though.

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Barsvald backs away from the lizard.
"Don't go that way. There's a mean lizard that gave me the chills when it met my gaze", he growls in explanation to the party.
Hearing Senja's description of the water, Barsvald nods. "Good to know we have something like that ready in case of emergency."
"Let's see what's in this little building up north. We can double back and deal with the lizard later."

DM Carbide |

The building is constructed of marble, polished to a high gloss. There is no apparent movement inside of it.
1d2 ⇒ 1
SSB: 3d20 ⇒ (10, 19, 12) = 41
Asvald Perception: 1d20 + 6 ⇒ (18) + 6 = 24
Eva Perception: 1d20 + 15 ⇒ (6) + 15 = 21
Senja Perception: 1d20 + 12 ⇒ (13) + 12 = 25
Torque Perception: 1d20 + 20 ⇒ (3) + 20 = 23

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Barsvald takes a step forward but stops when he realizes he'd have a hard time fitting through the doorway.
"Eva, care to give it a shot?"

DM Carbide |

The door opens easily. Carved scenes of cavorting nymphs adorn the walls, and three luxurious porcelain basins are embedded in the floor. The basins are enameled with golden patterns of flowering vines. One tub is dry and empty, another filled with black sludge, and the last is filled with gently steaming water.
In alcoves along the east and west walls, two-foot-tall stalagmites pierce the floor and radiate a pleasant heat. There's a door in the north wall. In addition, there are two scantily clad human women in the apparent bathhouse. They look up as the door opens, and both raise empty hands in a gesture of surrender. "We mean you no harm."

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"Well, that's nice to hear for once," replies Eva, even if it turns out to not be true... "So, how is it that you're... here? It's my understanding that this entire structure has been abandoned for a very long time."
Sense Motive: 1d20 + 16 ⇒ (11) + 16 = 27

DM Carbide |

Eva detects no duplicity from the pair. "Master Nhur Athemon returned here not long ago and imprisoned us here. We don't dare leave for fear of the monsters outside in the garden, and if he returned and found us gone his wrath would be most terrible."

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"Ah. Nhur. Right." replies Eva, nodding as if she certainly knows what they're talking about. "I don't suppose he er... is friendly toward visitors?"
Let's keep going!

DM Carbide |

"Oh, you could wait here. We don't know where he goes...I think he said he usually stayed somewhere below."

DM Carbide |

"You could take some time to relax. Don't use those tubs--the magic on them doesn't work any more." She indicates the empty tub and the one filled with sludge.

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Not at all put off by the bathhouse attendants, the huge Barsvald squeezes into the relatively tiny space to look around.
I think he can fit inside if the one on the left steps over.

DM Carbide |

She steps aside to allow the bear into the small room.
Asvald, when you're being a bear do you have scent?

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Barsvald looks around curiously. His eyes linger on the attendents.
Yup. I have scent.