| Vesta Shadowbane |
In the interest of anti-stagnation and getting you up against more fleshy opponents, which I think will be more fun for all concerned...
Vesta reaches out with her mind tearing at the dangling orb. It comes free with an almighty crack and falls to the floor below. At the same time the remainder of the crossbows also fall inert to the ground.
** spoiler omitted **
** spoiler omitted **
with that vesta floats back to the ground.
| Vesta Shadowbane |
"Well that was easy enough, seeing how I don't have need to fear crossbow bolts or electricity it wouldn't have affected me much but I would have hated to have wasted my fly spell just to go bash it apart. Thank you Vesta"
"Happy to be of assistance.Were only this entire place that easy to tear apart. Lets find a way out of this room, shall we?"
| Vesta Shadowbane |
The source of the sound is soon self-evident as a section of the ceiling parts and lowers down to provide a set of stairs to the next level within the tower. You cannot see much from where you stand, as the stairs face the wall of the tower - but the area seems well lit.
Vesta will cautiously move up the stairs stealth fully (trying to turn invisible when possible)
stealth 1d20 + 23 ⇒ (7) + 23 = 30 (add 20 more if/when she can turn invisible)
perception1d20 + 10 ⇒ (11) + 10 = 21
| DM - Voice of the Voiceless |
You spot a gnome dressed in a simple brown robe at the opposite end of the room. He appears to be waiting and ready for visitors. You don't believe that he has seen you yet, but you have not extended yourself more than a sliver into his vision.
| Vesta Shadowbane |
Vesta floats down the stairs and motions for everyone to wait a moment. She then glides over to gabriel. She wispers something to him,
"There is a gnome waiting to ambush visitors on the upper level. Tell the others telepathically so we can get the drop on him."
| Vesta Shadowbane |
Murmur moves to Vesta and speaks quietly, a child's hushed voice. "The same with whom we just spoke? Describe the room."
In hushed tones
"On the next level i saw what appeared to be another workshop of sorts strewn with clockwork part and shelves upon shelves full of knick knacks and such. I spotted the same gnome from the ghostly apparition earlier at the opposite end of the room."| Gathroc The Betrayer |
Gathroc considers this intel and says quietly enough that only his allies can hear him "I am thinking we need to attack, but not in the way expcted. As Vesta is a ghost most forms of attack will not affect her. Why don't you float through the floor and unleash a strong magical attack. Then right when you do I can charge this gnome, but I'll carry Gabriel on my shoulder, who can then leap into the fray. If the little pest still lives the rest of you can move in and help finish it off"
Since we're basically a commando unit, we need to invest in Telepathic Bond asap.
| Vesta Shadowbane |
Gathroc considers this intel and says quietly enough that only his allies can hear him "I am thinking we need to attack, but not in the way expcted. As Vesta is a ghost most forms of attack will not affect her. Why don't you float through the floor and unleash a strong magical attack. Then right when you do I can charge this gnome, but I'll carry Gabriel on my shoulder, who can then leap into the fray. If the little pest still lives the rest of you can move in and help finish it off"
Since we're basically a commando unit, we need to invest in Telepathic Bond asap.
"Very well" Vesta says then turns and floats toward the stairs. She assumes everyone will get in position.
Once Vesta is near the top of the stairs she will turn to see if everyone is ready.
Gabrial communicates Telepathically. He could act as a "switchboard" relaying messages. In actuality that would probably get tedious for Gabe, but it's cheaper than Telepathic bond. Alternately I have the cantrip Message. There is debate on exactly how this works, but for the sake of simplicity the general consensus is that it works like walkie talkies as long as everyone is within range. It's not quite telepathic bond, but it's a cheaper alternative. Unless otherwise noted Vesta will have have Message up and running at all times. Basically if everyone is within 1000 feet than they can wisper and not be overheard unless someone is nearby and succeeds on a dc 25 perception check.
School transmutation [language-dependent]; Level bard 0, sorcerer/wizard 0
Casting Time 1 standard action
Components V, S, F (a piece of copper wire)
Range medium (100 ft. + 10 ft./level)
Targets one creature/level
Duration 10 min./level
Saving Throw none; Spell Resistance no
You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence , 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.
| Daemon Son-of-none |
I have message as a cantrip as well, so we could even have 2 "channels" going if necessary
"Would it not be wise to keep the little gnome alive and question him as to the location of the tome? I have the ability to paralyze with but a touch. Or you could just tackle the little fool? I hear it is hard to cast spells while wrestling though I have never tried it myself."
I whisper this while everyone is still together.
| Vesta Shadowbane |
When everyone is in position here is what Vesta will do.
Cast major image of a few of her more imposing looking companions near the top of the stairs, but out of sight from the gnomes perspective.
Then turn invisible via the ring (maintaining the illusion by concentrating)
She will then run into the room and dodge off to the side. (concentration no longer necessary and the illusion will wink out in three rounds)
When the illusions run in she will have a readied action to follow moments after she hears whatever spell the gnome is about to cast.
She will rush the gnome (still stealthed if he's within 30 feet, but just invisible otherwise if she has to double move)
She is trying to touch him to activate her Malovence power to try and possess him
Touch attack 1d20 + 6 ⇒ (5) + 6 = 11
WIll save to resist Malovence is 25
School: illusion (figment)
Level: bard 3, sorcerer/wizard 3, magus 3
Casting Time: V, S, F (a bit of fleece)
Components: 0
Area or Target: visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S); or Concentration + 3 rounds
Duration: 0
Saving Throw: no
Spell Resistance: This spell functions like silent image, except that sound, smell, and thermal illusions are included in the spell effect. While concentrating, you can move the image within the range. The image disappears when struck by an opponent unless you cause the illusion to react appropriately.
| Gathroc The Betrayer |
Gathroc will stealthily climb the stairs, trying hard not to make much noise and attempt to remain out of sight of the gnome while still being able to see it. If possible, he will wait until Ignác moves into the room. Assuming Gabriel agrees with the plan, the knight will let him sit on his shoulder, as they both wait for an opportune moment to strike.
1d20 + 14 ⇒ (3) + 14 = 17 Stealth check
| DM - Voice of the Voiceless |
Vesta moves into the room and the gnome does not react to her invisible passage. The remainder of the group moves to the stairwell and prepares for a stealthy ascension. As Vesta'a illusions rise above the floor and move forward, the gnome reacts to them and barks an instruction in gnomish
You notice that the shelves, which are covered with clockwork parts and miniatures start to rattle.
Slight pause to allow for a reaction to events, if anyone wants to change tact...
| Vesta Shadowbane |
The pause is actually just before you tried that tactic, so the 'touch' attack is yet to play out...
OK. the perception dc is auto fail for me, so I wont know he's non-living until I touch him or something else that would give it away happens.
| DM - Voice of the Voiceless |
Vesta and Murmur both sneak forward to deliver their attacks. Vesta barely misses, whereas Murmur balks at the last moment - sensing something wrong... this gnome can speak, but it lacks breath and has no voice of it's own!
The shelves come alive with activity as swarms of clockwork and alchemically driven figures propel themselves towards the illusions with a clattering and hissing sound.
The miniatures are moving towards the illusions and the gnome has not reacted to Vesta or Murmur yet, so you can take a full round of actions unopposed before we goto init
| Gathroc The Betrayer |
Gathroc whispers to Gabriel "Shall we?? Seems Vesta will get that things attention, good chance to waylay it."
Btw, Gathroc does not know the gnome is anything but a gnome, he's saying "it" and "thing" because that's how he views gnomes and most living things...but mostly gnomes, lol
| DM - Voice of the Voiceless |
The other objects appear to be a diverse mixture of metal, wood, cloth and other knick-knacks. So far they appear to just be animated objects without any special or specific abilities. Though some of the alchemical figures seem hollow and liquid filled.
| Gathroc The Betrayer |
Gathroc rushes into the room, wielding his sword in both hands, ready to strike down the gnome.
1d20 + 26 ⇒ (10) + 26 = 36 Charge Attack 1d10 + 14 + 1d6 + 2d6 ⇒ (10) + 14 + (4) + (4, 2) = 34 damage
1d6 ⇒ 1 viciousness damage to Gathroc
Before this attack, am I fully healed?
| DM - Voice of the Voiceless |
Gathroc - assume you have no damage on you prior to this action.
Round 1:
Vesta's ghostly hand passes into the chest of the gnomish figure, but finds no lifespark to invade.
Murmur's bowshot strikes one of the animated figures and ruptures it's body. As it sits motionless, a fluid flows from the arrow-hole and forms a small pool of hissing and foaming liquid.
Gathroc charges forward and his blade punctures the gnomish figure's body - though no blood flows from the wound.
Gabriel - with an acrobatics check you should be able to leap from Gathroc's shoulder and take an action this round too.
Ignac / Euridicea - are you still here?
If you are and are still interested in this game, please post an action.
If you are and are no longer interested, please tell me so that I can move forward for the remainder of the group.
If you are no longer here, then in 24 hours I'll assume that you aren't coming back.
| Vesta Shadowbane |
With her and clothing suddenly lashing wildly on invisible winds her face face forms an inhuman visage of rage and Vesta screams "Damn Golems!"
With that she floats back slightly (Five foot step to get out of melee range) and says something arcane while throwing a hand toward the creature. Two bolts of white fire with black centers fly at the Golem.
Touch attack 11d20 + 6 ⇒ (4) + 6 = 104d6 ⇒ (5, 3, 6, 5) = 19
Touch attack 21d20 + 6 ⇒ (1) + 6 = 74d6 ⇒ (6, 2, 2, 2) = 12
If needed;
SPell resistance Ray 1 1d20 + 13 ⇒ (3) + 13 = 16
Spell resistance Ray 2 1d20 + 13 ⇒ (20) + 13 = 33
School evocation [fire]; Level sorcerer/wizard 2
casting Time 1 standard action
components V, S
range close (25 ft. + 5 ft./2 levels)
Effect one or more rays
duration instantaneous
Saving Throw none; Spell resistance yes
You blast your enemies with a searing beam of fire. You may
fire one ray, plus one additional ray for every four levels
beyond 3rd (to a maximum of three rays at 11th level). Each
ray requires a ranged touch attack to hit and deals 4d6 points
of fire damage. The rays may be fired at the same or different
targets, but all rays must be aimed at targets within 30 feet of
each other and fired simultaneously.
| Gabriel Helminth |
Round 1:
Acrobatics: 1d20 + 22 ⇒ (5) + 22 = 27.
Gabriel acrobatically leaps off Gathroc, and adopts a flanking position on the Gnome!
+1 Adamantine Brass Knuckles: 1d20 + 23 + 2 ⇒ (20) + 23 + 2 = 45... threat
Crit Confirmation: 1d20 + 23 + 2 ⇒ (9) + 23 + 2 = 34, for 2d3 + 20 + 5d6 ⇒ (3, 1) + 20 + (2, 1, 6, 5, 2) = 40 Magical Adamantine Bludgeoning damage.
Round 2:
Gabriel continues to pummel the Gnome relentlessly...
+1 Adamantine Brass Knuckles: 1d20 + 23 + 2 ⇒ (20) + 23 + 2 = 45... threat
Crit Confirmation: 1d20 + 23 + 2 ⇒ (10) + 23 + 2 = 35, for 2d3 + 20 + 5d6 ⇒ (1, 3) + 20 + (1, 3, 3, 3, 5) = 39 Magical Adamantine Bludgeoning damage.
+1 Adamantine Brass Knuckles: 1d20 + 18 + 2 ⇒ (4) + 18 + 2 = 24, for 1d3 + 10 + 5d6 ⇒ (3) + 10 + (1, 2, 4, 5, 5) = 30 Magical Adamantine Bludgeoning damage.
| DM - Voice of the Voiceless |
Gabriel's fist pounds into the gnome crushing the side of the figure. There is no blood to be seen and the strikes have definately deformed the figure that lies beneath the robes and clothing.
Vesta's rays of fire pass close by the gnome's head, and though not touching do give off enough heat for the left side of its face to melt slightly. Then Gabriel's follow up strikes send it motionless to the floor.
Ignac releases a wave of energy towards the army of miniatures off to one side and the crackling electricity wreaks havoc. A large number of them fall to the ground motionless, and some more literally explode with the discharge spraying their liquid contents in an arc. Anything struck by the liquids starts to hiss and sputter and pitting holes can be seen.
The rest of the miniatures ineffectually attack the illusions, though they are now reacting to the presence of un-live prey...
Round 2 - Vesta and Gabriel have taken actions. Gnome is down and not moving
| _Murmur |
Murmur continues to shoot at the animated figures, taking careful aim and releasing two arrows.
Both attacks will be against any of the seemingly hollow figures that are left.
Attack roll: 1d20 + 17 ⇒ (3) + 17 = 20 for 1d4 + 1 ⇒ (4) + 1 = 5 damage.
Attack roll: 1d20 + 12 ⇒ (6) + 12 = 18 for 1d4 + 1 ⇒ (2) + 1 = 3 damage.