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Magnus will try cutting open the other spider, hoping perhaps it has an amulet as well. Unfortunately, he neither understands Azlanti (though his sister does), nor has spellcraft.
He will, however, cast a Lesser Restoration on Ezren to repair some of the CON damage.
Lesser Restoration: 1d4 ⇒ 1
of course...SIGH
"Let's try and figure this all out, then perhaps we should find a place to hide out, and rest. I am guessing we are running low on resources?"

Ezren - pregen - Inash |

Ezren hacks a bit before answering. "I've been better, and if... nevermind, I'm much better now. I can handle the arcane calculations, but I can't read azlanti. I could spell out what the inscriptions say if someone wants to translate..."
I think I'm a few fort saves for poison behind now?
missed fort save: 1d20 + 8 ⇒ (13) + 8 = 21
current fort save: 1d20 + 8 ⇒ (12) + 8 = 20
and that'll do.
Ezren has +15 to spellcraft. The amulet would make that +20

DM PeteZero |

Ezren has the highest spellcraft - it will take hours to study it for the first roll....
Spellcraft check
Deciding that it might be best to investigate the rest of the island before solving the puzzle the party moves on. Sorry to do this, but it makes most sense. Your chances of making the DC are currently very slim - and as we have only 4 weeks left...
Just as you arrive, you feel again the magic of the island:
FORT saves:
Flinders 1d20 + 5 ⇒ (12) + 5 = 17
Ezren 1d20 + 8 ⇒ (6) + 8 = 14
Kyra 1d20 + 7 ⇒ (19) + 7 = 26
Magnus 1d20 + 10 ⇒ (6) + 10 = 16
B8 Quicksilver graveyard
A low wall encircles seven radiating pools containing silvery liquid. Thousands of dark motes gently float in each reservoir. Crumbling markers of an etched coppery metal lie half buried among the ruins. The stench of rot spoils the tranquil scene, and gulls pick at a neatly arranged pile of discarded bodies nearby.

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Flinders knows Azlanti, as every archaeologist worth his salt should. And has a Spellcraft of +14 with Good Hope and Luck.
Spellcraft: 1d20 + 14 ⇒ (14) + 14 = 28
Don't think I need Linguistics: 1d20 + 13 ⇒ (11) + 13 = 24

Kyra of the Kyra Order |

Looks like I get to spam create water on someone.....Also let's just explore. With that amulet, Flinders could have made the DC maybe since he also knows Azlanti. Else we get to exploring the rest of the island and hope there is no more spiders.....Please roll your CLW as needed. I have used 2 charges so far.

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Scholarship again. Valeros finds a place to lean and focuses on working through his persistent nausea. He is so very done with this island.

DM PeteZero |

Reading the inscriptions at the graveyard:
The three cleaned inscriptions are:
Aulus, Observant Councilor Most High, his speech on solar calculation, Lesson 3 of 6.
Ossoryol, Master of Lenses & Optics, the Master’s final lecture on celestial alignment, Part the All.
Erinthander, Grand Provost of Spheres & Glyphs, his platform on the implications of solar sigils & wards, Lesson 2 of 3.
A nearby stone-mounted plaque, which has also been cleaned, includes instructions for the summoning ritual. When a living person reaches into the waters with bare flesh and calls forth a specific person by name and title, the pool forms a mercurial likeness of the individual for the length of the requested lecture.
my bad, apologies, missed that Flinders knows Azlanti - yes, he can read the tablet, another +5 to spellcraft checks in regards to the observatory - note to self, be extra vigilant when posting late at night and half asleep

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"D'ya think any of these three coots would know how to fix the observatory? Let's summon that one first." Bart suggests.

Kyra of the Kyra Order |

Flinders roll is 28 without amulet and the +5 bonus. His total would be 38, I guess? Am I right? Is that Good enough to reveal more? I'm honestly paranoid about unleasing more Spiders.

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Either we stay here, and have Flinders and/or Ezren keep at it until we succeed (which could take days), or we just move on. I think that we're getting kind of low on resources, and as this is a module, it is usually expected that we rest up at least once. I would have each of the two with Spellcraft try their hand at it at least twice, giving us 4 chances to roll spectacularly. They can hand off the amulet as needed. However, it seems kind of odd that they give rules for assisting, if we can't physically assist. Can't the person in the Orrery talk theory back and forth with the person not in the place? I would think that'd be enough over a 2-5 hour period to give the +2 assist bonus, IMHO.

DM PeteZero |

You have to be in the place to assist and study the orrery as well. So no talking back and fourth, but triggering effects round after round.
I am not working with assumptions here - do you want to do your roll and take the 38 checking it out for some hours (with all consequences) or do the graveyard first before attempting the orrery? All in all it is written, that only one can attempt it.
And there is also the spell identify, if you have it.
In the end you cannot avoid that all of you will be transmuted totally, so you can take your rest.

Ezren - pregen - Inash |

lets go ahead and finish the graveyard, it looks like it might be related and give more bonuses on the spellcraft check
Ezren coughs tiredly and answers That sounds like a good idea. Valeros, could you keep an eye on that pile of bodies? Don't want any of them getting up and coming at us without us knowing about it. He moves toward the pool ready to start the summoning unless someone objects.

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fair enough. let's move on. We will need to rest soon, I think.
Magnus waits for Kyra to heal him after that debacle.
Kyra's wand: 1d8 + 1 ⇒ (8) + 1 = 9
Kyra's wand: 1d8 + 1 ⇒ (6) + 1 = 7
at least we got lucky on this one - 2 charges used.
To Ezren, he asks, "Would you like to borrow my wand of shield? Seems like you can use it more than I can... especially if I never remember to use it." if so, I'll keep track of charges.

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"Eh? Oh, yeah. Will do." Valeros replies and he goes to watch over the corpses. Gods, he would kill for a strong drink right about now.

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Magnus, who was deep in thought, which is unusual for him, perks up when he hears "pile of bodies". He will scan the pile using His ability to detect evil at will.

Kyra of the Kyra Order |

Kyra after using her wand on her allies proceeds to keep watch on the bodies as well and cast detect magic to examine them.
She'll also use her scroll of lesser Restoration on Erzen.
Restoration of lost con for Erzen 1d4 ⇒ 4

DM PeteZero |

As Ezren reaches into the waters with bare flesh and calls forth Aulus. At that moment the pool forms a mercurial likeness of it seems Aulus, and he starts to talk through solar calculation lessons 3 and 6. After a while yu realize it gives you insight into the workings of the orrery - Spellcraft +2 for all checks concerning the orrery.
As soon as the lecture ends the mercurial summoned mass slops out of the reservoir and attacks with a foul semblance of life.
Initiatives:
Flinders 1d20 + 3 ⇒ (14) + 3 = 17
Valeros 1d20 + 7 ⇒ (2) + 7 = 9
Ezren 1d20 + 2 ⇒ (17) + 2 = 19
Kyra 1d20 ⇒ 18
Bartholomew 1d20 + 5 ⇒ (12) + 5 = 17
Magnus 1d20 + 1 ⇒ (5) + 1 = 6
Mercurial 1d20 - 5 ⇒ (14) - 5 = 9
Whole group goes first, only Magnus is slow to react.

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"Flinders, Ezren, what is this thing? How do we fight it?"
Sigh... Magnus is slower than an ooze.

Kyra of the Kyra Order |

Kyra casts Fire shield on Magnus.
This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks, depending on if you choose cool or warm flames for your fire shield.
Any creature striking you with its body or a hand-held weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage + 1 point per caster level (maximum +15). This damage is either cold damage (if you choose a chill shield) or fire damage (if you choose a warm shield). If the attacker has spell resistance, it applies to this effect. Creatures wielding melee weapons with reach are not subject to this damage if they attack you.
When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, increasing the light level within 10 feet by one step, up to normal light. The color of the flames is blue or green if the chill shield is cast, violet or red if the warm shield is employed. The special powers of each version are as follows.
Chill Shield: The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful saving throw.
Warm Shield: The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful saving throw.

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Ah... Magnus now just has to throw himself into the thing, and let it burn... hopefully taking damage slower than it does! He's been in this situation before. I can remember a certain swarm he needed to walk into, just so that his party wouldn't be killed by it.
Did Ezren take that wand of shield?

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I know this will end badly, but since no one made their knowledge check. Flinders? You haven't tried.
Magnus will attack the creature.
power attack: 1d20 + 7 ⇒ (5) + 7 = 12
I know what will happen, so am not rolling damage
Magnus, seeing what (will) happen, drops his falchion, and draws a light silvered hammer.

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"So, blades just cut the damned thing in half! I am going to try my hammer, but it is a small one, so doesn't do good damage. Anyone got a bigger bludgeoning weapon I can use? Casters, please burn away at the things"

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Valeros had been about to do something very similar, but suddenly thinks better of the idea. Stepping back, he lobs an alchemist's fire at the blob.
ranged touch attack: 1d20 + 10 ⇒ (10) + 10 = 201d6 ⇒ 2

Kyra of the Kyra Order |

Kyra steps back and lets fly with a sling!
Sling 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 131d4 + 2 ⇒ (1) + 2 = 3

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Bart reappears holding a small mace in his hands, swinging at the creature before him!
mwk light mace: 1d20 + 9 ⇒ (15) + 9 = 24
damage: 1d4 ⇒ 4

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"I've never faced such a creature... these things that split in half"
Remember the haste from Flinders

Ezren - pregen - Inash |

Ezren takes a couple of steps so that the creatures are in a line. Coughing slightly as he incants, a cone of fire bursts forth, unfortunately only reaching the first creature.
"Darned youngling spells, no range.
[ooc]casting burning hands ref save for half, DC 17.
damage: 5d4 ⇒ (2, 3, 4, 3, 3) = 15
MAP: http://beta.ditzie.com/28213/5395c43c98ae4

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Magnus is gonna get a little stupid in this fight. My plan is to cast Divine Favor next round, and start attacking two-handed (hammer and gauntlet). Cannot user Power Attack, because the weapons are light, and will be provoking (if only to get more attacks hitting the fire shield). If anyone has a better bludgeoning weapon, even if it is a club or staff, please get it to Magnus! Thanks!

DM PeteZero |

Ezren moves and the black pudding gets an AoO.
Attack: 1d20 + 8 ⇒ (16) + 8 = 24 Damage: 2d6 + 4 + 2d6 ⇒ (2, 1) + 4 + (6, 1) = 14
if hit: DC 21 Reflex save prevents damage to clothing and armor
if hit: Grab: 1d20 + 16 ⇒ (17) + 16 = 33 if grabbed: constrict: 2d6 + 4 + 2d6 ⇒ (4, 2) + 4 + (4, 1) = 15 and DC 25 Reflex save to prevent damage to clothing and armor
Flinders throws an alchemist's fire, and also provokes:
Attack: 1d20 + 8 ⇒ (16) + 8 = 24 Damage: 2d6 + 4 + 2d6 ⇒ (3, 3) + 4 + (1, 3) = 14
if hit: DC 21 Reflex save prevents damage to clothing and armor
if hit: Grab: 1d20 + 16 ⇒ (5) + 16 = 21 if grabbed: constrict: 2d6 + 4 + 2d6 ⇒ (4, 1) + 4 + (2, 2) = 13 and DC 25 Reflex save to prevent damage to clothing and armor
Bart hits. Flinders I guess can still get his alchemist's fire off, Ezren - concentration check
#1: 9
#2: 1 - burning
Magnus, Kyra, Valeros still to go.

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Heh, last time I looked at the map, the second ooze wasn't there. I was thinking they shared the same space.
Cursing his misfortune, Flinders calls on his luck as the creature hits him and grabs him!
REF for damage to C&A: 1d20 + 10 + 2 ⇒ (12) + 10 + 2 = 24
REF for damage to C&A: 1d20 + 10 + 2 ⇒ (7) + 10 + 2 = 19
53 - 27 = 26Current HP
Immediately after being grabbed, Flinders casts a spell. Liberating Command I guess you can cast it on yourself.
Escape Artist: 1d20 + 7 + 14 ⇒ (7) + 7 + 14 = 28
If that works, I'm not sure if it negates the constrict?

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Magnus, thinking about the teachings of Abadar, will pick up his falchion, rather than risking it being destroyed by the pudding. provokes
He will then take as standard action to imbue the hammer with his Divine Bond, which will make it a +1 weapon for 5 minutes. It is a spell-like ability, so will provoke..
Rolling 4X the fire shield damage, in case they hit.
fire shield: 1d6 + 7 ⇒ (5) + 7 = 12
fire shield: 1d6 + 7 ⇒ (6) + 7 = 13
fire shield: 1d6 + 7 ⇒ (4) + 7 = 11
fire shield: 1d6 + 7 ⇒ (4) + 7 = 11
If Magnus is hit more than once, or is under 20hp, he will LOH as a swift action before his turn is up.
LOH: 3d6 ⇒ (4, 6, 5) = 15
If anyone wants to grab his falchion from him, which he is obviously concerned about, it would allow him a full round attack next round.

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Forgot Haste. And the fact that I have Quick Draw.
mwk light mace: 1d20 + 9 ⇒ (20) + 9 = 29
damage: 1d4 ⇒ 2
Confirm:
mwk light mace: 1d20 + 9 ⇒ (10) + 9 = 19
damage: 1d4 ⇒ 3

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Oozes cannot be critted, nor can they be sneak attacked.