Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
"What do we do now?", Mara asked. "Go and rest somewhere?"
She healed Dervak and waited.
Healing Hex (Dervak): 2d8 + 10 ⇒ (1, 2) + 10 = 13
Dervak |
If we stay in rounds, then Dervak would want to cast Resist Energy (Electricity) on himself on his next round (at which point he would have 5 rounds of Rage left for the day), and then have someone else open the door so Mara can Heaven's Leap him into the room to full-attack a caster round after that.
DM_Delmoth |
Sorry got distracted.
You're in rounds until someone opens the door again. Kat you have an action in round 2. Everyone else can start round 3.
Kat Brewer |
Kat agrees with Dervak’s idea and pulls out her extract of resist energy, holding up for a cheers before downing it.
Also picking electricity of course
Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
Mara moved around behind Dervak and healed her friend.
Cure Light Wounds (Dervak): 1d8 + 5 ⇒ (3) + 5 = 8
I'm assuming that this is the round before we open the door again.
DM_Delmoth |
Kat did you want to open the door at the end of round 3 or wait until round 4? Delaying so you can all act in a block?
Kat Brewer |
Delay so we act as a block imo
DM_Delmoth |
Round 4 PCs go.
There is a distinct lack of hostile action from within the room.
Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
Mara waited for the door to open, preparing to create and extra-dimensional pathway into the room.
Not sure if I can ready Heaven's Leap to teleport Dervak within, since I can't see inside the room right now. So probably delaying until someone opens the door.
Dervak |
Dervak also waits.
Delaying until Mara can send me in to eviscerate the casters in back.
So we are acting as a block.
Dervak |
@Theo, that is only a move action - you could also take a standard or move out of the way.
Dervak |
"I'm expecting a blast of spells once the door opens. Mara, use your best judgment as to what to do."
Obviously, if Dervak gets Held by a readied spell, sending him in is not the best option.
DM_Delmoth |
Theo steps up, opens the door, and...
Will vs Hold monster DC 20
Theo: 1d20 + 11 ⇒ (7) + 11 = 18
Reflex vs Lightning bolt DC 18
Dervak: 1d20 + 12 ⇒ (9) + 12 = 21
Theo: 1d20 + 9 - 7 ⇒ (2) + 9 - 7 = 4
Electricity: 9d6 ⇒ (4, 6, 6, 1, 6, 5, 2, 1, 4) = 35 half 17
Will vs Order’s wrath DC 19
Dervak: 1d20 + 15 ⇒ (17) + 15 = 32
Kat: 1d20 + 11 ⇒ (9) + 11 = 20
Mara: 1d20 + 22 ⇒ (13) + 22 = 35
Theo: 1d20 + 11 ⇒ (6) + 11 = 17
Lawful: 5d8 ⇒ (7, 7, 7, 4, 4) = 29 ---> 43, half 21
Will vs Order’s wrath DC 19
Dervak: 1d20 + 15 ⇒ (13) + 15 = 28
Kat: 1d20 + 11 ⇒ (2) + 11 = 13
Mara: 1d20 + 22 ⇒ (17) + 22 = 39
Theo: 1d20 + 11 ⇒ (20) + 11 = 31
Lawful: 5d8 ⇒ (1, 8, 6, 2, 7) = 24 ---> 36, half 18
Chain vs Theo: 1d20 + 17 ⇒ (1) + 17 = 18
Slashing, electricity: 2d6 + 7 + 1d6 ⇒ (6, 2) + 7 + (3) = 18
...waves of orderly magic explode from the room. Theo at the front is held rigidly in place as a bolt of electricity shoots through Theo and Dervak. The same blue grid strips away at your chaotic nature leaving you dizzied and sore.
Dervak made save vs lightning bolt, 2xempowered order's wrath
Theo: failed save vs hold monster, lightning bolt, and one empowered order's wrath, made one save vs empowered order's wrath, is hit by one chain attack. He is paralyzed and dazed.
Kat: made one save and failed one save vs empowered order's wrath. She is dazed.
Mara: made both saves vs empowered order's wrath
Damage
Dervak: 21 and 18 lawful damage
Kat: 21 and 36 lawful damage
Mara: 21 and 18 lawful damage
Theo: 35 electricity, 43 lawful damage, 18 lawful damage, and 15 slashing plus 3 electricity
Why did you let Theo open the door? Cause I'm pretty sure he's dead, Jim.
Dervak and Mara can take their actions. Kat is dazed, Theo is very likely dead, otherwise he’s paralyzed and dazed.
Theophilus Carter |
Theophilus--luckily--had his eyes closed shut tightly during the entire experience.
The White Rabbit--unfortunately and a bit ironic--did not; and he seen the entire thing up until hearing the freaky little girl's voice from Poltergeist begging them both on....
Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
Mara screamed, "Shut the door!" and moved out of the line of fire, healing Theo before he expired.
Healing Hex (Theo): 2d8 + 10 ⇒ (6, 3) + 10 = 19
Dervak |
Dervak pulls Theo out of the line of fire and shuts the door.
Reposition on Theo, shut door, 5' step.
Kat Brewer |
Inspiration on Save: 1d6 ⇒ 3
DM_Delmoth |
Mara and Dervak close the door dragging their dead and bleeding comrades, strangely the outsiders don't follow or even open the door.
I'm assuming you're headed back to where Mun was barricaded.
Dervak |
Yes, sounds good.
Dervak, still Enlarged, can carry Kat and Theophilus with little trouble until Theo is able to walk again.
"I don't know how to protect against magic like that, Mara. The blue lines that killed Kat. Not fire, not electricity... not negative energy..."
Theophilus Carter |
Theophilus seems even further pushed over an edge in which he has already great occasion to jump off of!
I say my dear Dervak; I believe we have crossed over! Oh, how I miss the sweet scent of lavender already! Do you suppose that we might be able to pocket scents before we..oh...you know...cross fully over?
He seems quite in earnest....
Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
Shaken by Kat's death, Mara looked out for danger as she accompanied Dervak back upstairs. She replied to her friend, "My Dreamlands cloak helps against such magic, but that doesn't help us in the waking world. I should have noticed that Kat was so badly hurt after the first wave of spells.
"I'll need to pray tomorrow for the magic to revive her."
She used her rapidly depleting curative wand to restore some of Theo's health.
Wand of CLW (Theo, 10 charges): 10d8 + 10 ⇒ (3, 4, 7, 6, 5, 5, 4, 6, 4, 8) + 10 = 62 17 charges left.
Mara can't add Spell Resistance to her list until next level. Even then, I'm not sure it's worth it — probably more worthwhile to pick up Freedom of Movement.
Theophilus Carter |
Theophilus is seen holding a wand as Mara begins tapping him with hers.
Thank you, my dear. A restful night of planning is in order.
He then taps himself.
wand of cmw: 2d8 + 5 ⇒ (4, 4) + 5 = 13
Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
Is Mara able to give him a bonus with a successful Heal check?
DM_Delmoth |
Is Mara able to give him a bonus with a successful Heal check?
Yes you can. Although in this case it won't matter since Theo rolled a 1. DC is 23 for fort and heal check.
Con drain: 1d4 ⇒ 1 Keep in mind that drain does reduce your con score unlike damage.
Theo's fillings fall out in a bloody mess as he grows new teeth over night.
Dervak |
Dervak stews as Kat remains dead and Theophilus's condition worsens.
Not much good, am I? Don't know nothin' about this stuff... what little magic I have isn't much good.
So if the Remove Disease spell works, it still needs a CL check against that DC? Fortune hex can't be used on CL checks. Do we have any other ways to boost such checks? Otherwise I guess Mara will need to leave some open slots in case she needs to prepare more than one.
Also, the Loot Sheet seems to list 6,000 GP in diamond dust and additionally 1,000 GP in diamonds. So we have more than I thought.
Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
Mara spent a miserable night in the Mysterium, anxious about reviving Kat and how to deal with Theo's affliction. Anticipating some difficulties with Theo's condition, she prayed for just spells to raise Kat, boost her own medical skill, and a spell to remove disease.
Memorizing Heroism, Raise Dead, Restoration, and Removed Disease.
Knowing that she only had enough diamond dust to try the spell on Kat once, she rehearsed the ritual, before performing it in earnest.
Casting Heroism on herself, Raise Dead on Kat, followed by Restoration.
Coming back from the dead is an ordeal. The subject of the spell gains two permanent negative levels when it is raised, just as if it had been hit by an energy-draining creature. If the subject is 1st level, it takes 2 points of Constitution drain instead (if this would reduce its Con to 0 or less, it can't be raised). A character who died with spells prepared has a 50% chance of losing any given spell upon being raised. A spellcasting creature that doesn't prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell.
A raised creature has a number of hit points equal to its current HD. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature's equipment or possessions are affected in any way by this spell.
For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels.
The Restoration spell will remove one negative level, leaving Kat with one remaining negative level which can't be removed for another week. She will be at 10 hp.
Once her friend was alive again, Mara healed her some more.
Healing Hex (Kat): 2d8 + 10 ⇒ (6, 1) + 10 = 17
Wand of CLW (Kat, 7 charges): 7d8 + 7 ⇒ (4, 3, 8, 3, 4, 1, 3) + 7 = 33 10 charges left.
Kat should now be at 60 hp, out of a maximum of 78.
Once she had revived Kat, she turned her attention to the stricken hatter. She did her best to treat his condition without magic, then tried a magical cure.
Heal (treat disease), heroism: 1d20 + 20 + 3 ⇒ (11) + 20 + 3 = 34 Should give Theo +4 on subsequent saves.
Caster level check (Remove Disease): 1d20 + 10 ⇒ (17) + 10 = 27
I'm not aware of anything that helps with caster level checks.
DM_Delmoth |
Mara does a thorough examination of Theo and determines that the strange fibers growing inside of him remain but are not spreading further. The affliction is halted but not cured.
This means that Theo still remains sickened and won't be able to cure the con drain but he won't have to make saves every day.
Theophilus Carter |
Theophilus smiles sickly at Mara.
You, my dear, are an angel sent to us from Heaven. Your medical expertise; your mastery of Conjuration School magic is a beautiful boon to us poor stricken (insane) Hatters!
The White Rabbit is seen practicing cutting off heads off of carrots with a dagger. After a few practice beheadings, the White Rabbit gives Dervak a thumbs up!
Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
Mara explained to Theophilus, "That should stop the progression of the infestation. Curing it completely would require further treatment, which is someone harrowing. We could leave it till later, or I could administer it now.
"The procedure would involve draining some of you blood, bringing you down to the edge of consciousness. Then I would apply a dose of negative energy, causing you to black out, and hopefully kill the infestation. Then I would heal you as normal.
"It your choice when you want me to perform the operation. There's no harm in delaying things."
Mechanically, Mara would cause a bleeding wound, letting Theo bleed down to 2 hp, and then stop the bleed (with her Phylactery of the Sheppard, she should be able to be exact). Then she would cast Inflict Light Wounds for 1d8+5 negative energy damage. She give Theo the Fortune hex ahead of time, and chant to maintain it, so Theo would roll his Fortitude save twice and take the best result. With heroism (aided by the metamagic rod) and treat disease, he would get +7 on his save.
Theophilus Carter |
The White Rabbit looks disappointedly at his sharpened dagger.
I will be grateful if you--not him--operates. He has a strange, eager way about him.
Are we on a huge time crunch? This would be 2 days for all this? If we want to be fresh i mean. Theo does still have 1 use of the Clover still i believe.
DM_Delmoth |
The only timer the party knows of is racing Lowls to Neruzavin but you don't have his time table so you don't know how close you are. You did teleport to Katheer when he took a boat if that informes you a little bit. Elder Thyrr did not say that the reset of the Mysterium's wards needed to happen within a certain time frame. But they will assume you're dead at a certain point. What that means you don't know.
Dervak |
Theo does still have 1 use of the Clover still i believe.
We are on to a new day so it is back to 3 uses.
Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
1st lvl (6): Ant Haul, Cure Light Wounds, Inflict Light Wounds, Liberating Command, Unbreakable Heart, open slot, Color Spray (spirit)
2nd lvl (6): Barkskin x2, Cure Moderate Wounds x2, Delay Poison, open slot, hypnotic pattern (spirit)
3rd lvl (4): Heroism x3, Remove Disease, Daylight (spirit)
4th lvl (4): Blessing of Fervor, Restoration x2, Threefold Aspect, Rainbow Pattern (spirit)
5th lvl (3): Breath of Life x2, Raise Dead, Overland Flight (spirit)
Mara prayed again for spells, preparing for her second try at treating Theo. She didn't remember saying anything about alcohol, but the hatter appeared to feel that necessary.
Once her patient was ready, she said a prayer over him. She made a small incision in his vein and placed a container under his arm to catch the blood. She blessed him with good fortune and started to chant, carefully monitoring his health. At the crucial moment, while he was still conscious, she stopped the bleed and called upon the dark energies needed to banish the infestation.
I'm taking the liberty of assuming that someone has a container she can use to catch the blood.
Casting Heroism on Theo, using the metamagic rod. Causing a bleeding wound (1 hp per round). Using the Fortune Hex on him, and maintaining it by chanting. When he reaches 2 hp, stoping the bleed with first aid, and Casting Inflict Light Wounds (DC 19).
Inflict Light Wounds (Theo): 1d8 + 5 ⇒ (1) + 5 = 6 should bring him below 0 whether he saves or not.
Theo will get two rolls on the DC 23 fort save, with a total of +7 on the save.
Continuing her chant, she examined the hatter to determine if the infestation had been removed or not.
Heal, bless: 1d20 + 20 + 3 ⇒ (7) + 20 + 3 = 30
If it doesn't work the first time, she'll recall the inflict light wounds spell with her pearl of power, heal him with her wand, and try again.
The spells memorized assumes that we can pulverize the 1000 gp diamond for more diamond dust. We need 5000 for Raise Dead, 1000 to remove one of Kat's negative levels, and 100 to remove Theo's con drain.
Theophilus Carter |
Theophilus (slurred and red-eyed) watches the procedure. The White Rabbit still ready with his sharpened dagger....
Fort: 1d20 + 9 + 7 ⇒ (3) + 9 + 7 = 19
Four-leaf clover if needed +2
Guidance?
Fort: 1d20 + 9 + 7 ⇒ (15) + 9 + 7 = 31
The White Rabbit hops up and down with anticipation....
Fortune Fort: 1d20 + 9 + 7 ⇒ (16) + 9 + 7 = 32
Status on Theo only 1 Con drain? After surgery?
DM_Delmoth |
Theo feels 100% better after Mara tends to him and he relaxes a bit in the skin alchemist's home away from home. Theo is completely cured, please make sure to mark off the diamond dust for Theo's restoration if you have not already.
Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
Once Mara was sure that Theo was cured, she healed him up. consciousness.
Healing Hex (Theo): 2d8 + 10 ⇒ (6, 6) + 10 = 22
Then she she restored his constitution to normal, and restored his health some more.
Casting Restoration to remove Theo's con drain.
Cure Moderate Wounds (Theo): 2d8 + 10 ⇒ (4, 4) + 10 = 18
Cure Moderate Wounds (Theo): 2d9 + 10 ⇒ (1, 5) + 10 = 16
Cure Light Wounds (Theo): 1d8 + 5 ⇒ (3) + 5 = 8
Assuming that Theo failed the save against the Inflict Light Wounds, he's now at 61 hp.
Mara's CLW wand only has 10 charges left, so perhaps Theo and Kat could cure themselves back up to full hp?
Theophilus Carter |
Theophilus wakes up refreshed. The gentleman even looks for a phone to call down for room service.
He takes out his wand of cure moderate wounds.
cmw: 2d8 + 5 ⇒ (7, 4) + 5 = 16
DM_Delmoth |
Mara tugs on the thin stands that link Kat's dead body to her soul and they simply break. Something is preventing Mara from resorting Kat to life, either her soul is unwilling to return to the nightmare that is life or by Pharasma's decree she her soul is beyond you.
DM_Delmoth |
Allegra, Ci Ci, and Pocky
Royal Accuser Allegra Gavrospex has a job to do, bring the errant Count Haserton Lowls IV back to Ustalav to face justice, failing that she has a mandate to execute the count for his negligence to his duties to the crown. To help bring him in she’s been authorized to hire mercenaries. Lowls was last known to be traveling to the Mysterium in Katheer thanks to a tip from the Sleepless Detective Agency’s own Cesadia Wrentz. Allegra’s group thought they had the count cornered, they had just entered the Mysterium and he was in its deepest part, the Soul. But shortly after they entered the front door things turned deadly.
From the corners of the Mysterium strange smoke erupted, and what followed was indescribable. Creatures who’s mere sight ripped a person apart. Allegra and her band made a fighting retreat and managed to scramble up a ladder and through a concealed trap door in the ceiling; a perfectly circular meditation chamber. They could hear the screams of the priests and scholars dying below but the trio didn’t throw away their lives.
Any time they tried to leave the cruel guardians appeared right before them and drove them back to the meditation chamber. It's been almost a week and as you dare to venture outside the things have not reappeared. All that’s left to do is to venture deeper into the Mysterium to learn of Lowls’ fate. After turning around the heads of four angelic statues a gate opened leading below.
The shaft from above descends to a crossroads of arched corridors. Beyond the doorways, the walls are laden with shelf upon shelf of books, curious objects, and things of an arcane nature. The stone walls are covered in bas-relief carvings depicting thousands of faces in various expressions. They peer from behind bookshelves and seem to watch you as you move. As with the level above you the halls are line with books and curios but they’re less cluttered. The air is cooler and carries the scent of old books and centuries of burned candles mingled with the wretched stench of death and decay. A sooty film coats the stone throughout. Littering the hallway are a number of corpses, twisted into unnatural shapes and burned with acid or fire.
As you begin to explore this level you find that you’re not alone. Another group, two humans and a half-ork meet you in the hallways. Allegra recognizes two of them by reputation, Mara bint al-Katheeri and Theophilus Carter. They are or reportedly were Lowls former fixers, Cesadia’s report indicated that they were no longer and were pursuing Lowls in hopes of stopping whatever he was scheming. The third member of the group is familiar but Allegra can’t place exactly why.
Please everyone describe yourselves. I’ll get the loot sheet shorted in a little but but Allegra et al found a scroll of raise dead and two scrolls of restoration in the meditation chamber. We're on slide 2 of the map but it has been cleared out already, once introductions are done let me know when you head to level 3 (slide 1).