
Douglas Muir 406 |
Okay, White Dress #1 is going Total Defense and floating away from Jax up into the ceiling. As she floats away, she begins to wail -- that same horrible keening as her sister's, though in a different key.
Jax, she's leaving your threatened area, so you get a single AoO. However, she has the Mobility feat, so that plus Total Defense means +8 to her AC.

Jax Naismith |

1d20 + 25 ⇒ (20) + 25 = 45 for 1d6 + 15 ⇒ (6) + 15 = 21.
Jax lashes out with his blade. No escaping!
Confirmation!: 1d20 + 25 ⇒ (15) + 25 = 40 for another 1d6 + 15 ⇒ (2) + 15 = 17.

Ulp |

Ulp launches bombs like a madman at the crooning ghost, after using a legendary surge on his armor to remove his sickened condition.
1d20 + 22 + 1 ⇒ (16) + 22 + 1 = 39 for 8d6 + 7 + 1 ⇒ (6, 3, 3, 5, 3, 4, 3, 6) + 7 + 1 = 41 DC 24 for half on splash only. Direct hit Dazzled.
1d20 + 17 + 1 ⇒ (20) + 17 + 1 = 38 for 8d6 + 7 + 1 ⇒ (2, 5, 6, 6, 1, 3, 2, 5) + 7 + 1 = 38 DC 24 for half on splash only. Direct hit Dazzled.
1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15 for 8d6 + 7 + 1 ⇒ (5, 5, 3, 1, 4, 4, 5, 1) + 7 + 1 = 36 DC 24 for half on splash only. Direct hit Dazzled.
Mythic Rapid Shot
1d20 + 22 + 1 ⇒ (18) + 22 + 1 = 41 for 8d6 + 7 + 1 ⇒ (4, 4, 2, 3, 2, 4, 6, 2) + 7 + 1 = 35 DC 24 for half on splash only. Direct hit Dazzled.
to confirm 1d20 + 17 + 1 ⇒ (19) + 17 + 1 = 37 for 1d6 + 7 + 1 ⇒ (1) + 7 + 1 = 9
all vs touch

Ulp |

I can actually have one more with the mythic rapid shot...but I was in a rush so I didn't. I get to select two extra bombs or one extra with no minus

Ulp |

Yea I thought about it, but it is just so cheesy, and I wanted to have the poison ability

Douglas Muir 406 |
Ulp seems to go off like a fireworks display, bombs everywhere, boom boom boom crackle! You can't hit White #1 (she's in the ceiling) and you can't see Blue, so all that destruction goes on White Dress #2. 3 out of 4 bombs hit, half damage for intangible, so #2 takes 41/2 + 38/2 + 35/2 = 56 damage.
Then Edmin.Edmin critted on that charge, doing 43 damage + 75 crit damage. -2 for being sickened and 1/2 for intangible... no, wait, you did the think that makes you hit intangible creatures with full power. So, 114 points of damage there on White Dress #2.
That's enough to destroy her. Her intangible form, already frayed, is simply sliced into pieces by the dark power of the Branderscar axe. Her shriek is quite abruptly cut off, and she dissolves into motes of floating light that one by one wink out.

Douglas Muir 406 |
Woot, finally. Okay, Edmin, mark off the effects of Hero's Feast, AND take 14d6 ⇒ (5, 3, 5, 4, 3, 6, 6, 2, 5, 5, 4, 1, 1, 6) = 56 points of negative energy damage.
At the end of her move, Blue takes a 5' step... straight down; she's now melded with the floor. So both she and her surviving sister are hiding intangibly inside the solid rock wall.

Dren of the Dark Tapestry |

Dren has earthglide going so he could potentially go after them with touch spells in the rock, but they can do the same to him. And then there is the 50% miss chance for not being necessarily able to see through solid rock. And that is if they stay in the same hex as they went into. Better bet is to ready an action to hurt them if we see them.

Judge Tohram Quasangi |

The Judge looks to his companions.
You all might want to disappear for a bit. I think that the ladies are a little annoyed. I will search through the chests and see if there is anything useful. If you stay here, I am sure that they are just going to come back and complain some more, which appears to be quite painful to you all from what I have seen.
The Judge will move to the first chest and begin to inspect chain and bell, and then will move on to the second sarcophagus with the elven curved blade.
Ulp, might as well check the third coffin. Seemed the ladies really got annoyed when you checked it out before.
Spellcraft(chain & bell): 1d20 + 23 ⇒ (6) + 23 = 29
Spellcraft(curved blade): 1d20 + 23 ⇒ (14) + 23 = 37
Spellcraft(anything in third niche): 1d20 + 23 ⇒ (11) + 23 = 34

Ulp |

Ulp will disappear
the coffin is trapped it needs its magic dispelled

Judge Tohram Quasangi |

The Judge nods and then speaks some arcane words in an attempt to dispel the magical trap.
Cast Dispel Magic - CL check: 1d20 + 15 ⇒ (12) + 15 = 27

Ulp |

Ulp opens it
1d20 + 23 ⇒ (11) + 23 = 34

Douglas Muir 406 |
The first coffin (trap already activated, Ulp saved) contained a bell. This was the real prize here: it's Master's Perfect Golden Bell.
The second coffin (Ulp disabled the trap) has a +1 Courageous elven curved blade made of living steel (+1 against fear and +1 to all morale effects; special material, repairs itself).
As to the third, a less kindly DM might note that the Judge's hasty greed came before Ulp's warning... but I'll allow you to dispel the trap. Your check succeeds. Inside the coffin are more elven bones, and a gleaming ring on one finger of the elven skeleton. It is a Scholar's Ring.

Judge Tohram Quasangi |

The Judge looks to the others.
The necklace is what is referred to as a Master's Perfect Golden Bell. Seems to make getting through creatures from other planes defenses easier. Probably something for Dren to hold onto unless someone else wants it. If rung, it works anywhere from a few seconds to a minute or so.
The ring is a Scholar's Ring. Allows the wearer to read any text and once a week to gain magical insight into something. Seems useful.
The sword is one of those annoying elvish blades. It is magical and protects against fear effects. Might as well sell it as I doubt anyone here will want to use such a foolish elvish trinket.
With that he takes the equipment and begins to head out of the chamber. Before he does, however, he once more checks each sarcophagus for anything else that might be hidden therein.
Perception(necklace sarcophagus): 1d20 + 31 ⇒ (7) + 31 = 38
Perception(sword sarcophagus): 1d20 + 31 ⇒ (8) + 31 = 39
Perception(ring sarcophagus): 1d20 + 31 ⇒ (10) + 31 = 41
If he does not find anything, he calls to the ladies hiding in the floor.
Nice meeting you all. As I told you before, please let me know if there is anything I can do to help free you from the eternal punishment you are facing in this frozen cave.
Then he casually walks from the room, although he waits for his companions to leave first so that the ladies do not attack any followers.

Ulp |

Ulp will lead the way as before.

Jax Naismith |

Jax grins at the loot. "See, totally worth a few scratches!" He glances at the floor, keeping his sword out. "I hope you ladies don't hold grudges."
If you give the bell to Zoren, he can use it since he's a supporting character. Jax would love that ring since he's a linguistic maniac.

Ragnar the Hound |
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Ragnar sniffs the ground where the elf women disappeared and raises his leg. A stream of sulphrr smelling urin splashes on the cave floor and the hound growls before returning to his masters side.

Douglas Muir 406 |
Shrieks of rage come from within the rock. However, for the moment, the two surviving ladies do not seem inclined to emerge and challenge you further.
There doesn't seem to be anything further of obvious value here. (The odd wooden structure in the center is the rotting remains of a huge gilded harp.) Hang around for ten minutes or so to carry out a thorough search, or move on?

Ulp |

Adding Curve Blade to loot, Jax is taking the ring and Zoren is taking the bell
I vote move on, we can come back and throughly search this later.
Up leads the way, invisible and undetectable, note he also has scent atm

Judge Tohram Quasangi |

The Judge shrugs:
I can wait all day, or all year for that matter. But, I suppose they can wait just as long and we should move on to find the phylactery and linnorm.

Douglas Muir 406 |
As you move to depart, the (very muffled) shrieks of rage continue; clearly the sisters are not going to forgive and forget.
As noted (way back when), you now have two other options. You entered this circular structure at noon, due north, and have since been proceeding counterclockwise down a passage going around the circle. The ladies' room was around 5:30. You can continue forward; from here it looks like there's another side chamber up there, around 4:00 or so. Or, to the north, an opening leads into another passage, which heads inwards towards the center of the structure.

Ulp |

Ulp nods invisibly, then he realizes
yes

Ulp |

1d20 + 28 + 20 ⇒ (18) + 28 + 20 = 66 stealth, mythical undetectable
1d20 + 18 ⇒ (3) + 18 = 21 percep +scent

Judge Tohram Quasangi |

The Judge waits outside of the room expecting to hear the world's smartest kobold run into some type of problem before too long.
Perception: 1d20 + 31 ⇒ (20) + 31 = 51 <-- listening for anything non-kobold sounding
--> it is like the Judge's ears are actually in the room

Ulp |

its like you can almost hear Ulp there

Douglas Muir 406 |
This room is some sort of tomb, but different from the last. It's full of the dead. There are great slate slabs everywhere, and niches have been carved into the walls. Almost all of them are occupied. At least a hundred ice elf bodies are in here. The bodies seem to have been treated with some form of preservative or magic; though very withered, they have not rotted away.
Otherwise, to a casual glance, this room seems dark and silent.

Ulp |

Ulp reports back that nothing seems to be active in the room, but it is certainly full of the dead.
Using telepathy he says to judge All these dead might get up and attack, but you should come in now.
Ulp flies up to the ceiling.

Judge Tohram Quasangi |

Hearing Ulp's comments, the Judge causally walks into the room, casting Detect Magic as he does, and begins to investigate to see whether anything of value has been left in this crypt.
Perception: 1d20 + 31 ⇒ (13) + 31 = 44

Douglas Muir 406 |
Hearing Ulp's comments, the Judge causally walks into the room, casting Detect Magic as he does, and begins to investigate to see whether anything of value has been left in this crypt.
It's invisi-Ulp and the Judge, then. Okay. Judge, you're just starting to toss the first corpse (it looks like they used some sort of treated wrappings to preserve the flesh) when a ghostly figure rises up out of the floor.
Normal eyes would see only a tall (over 8'), vaguely humanoid shadow with two faint gleams of pale light where the eyes would be. The Judge's undead vision sees something else: an ancient elven warrior, pale as death, clad in rotting robes.
It hisses an imprecation in the elvish tongue and reaches out for the Judge. 1d20 ⇒ 4 That's an incorporeal touch attack, so it passes right through the Judge's armor and hits home.