| Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
Mara gazed at the fluttering pieces of parchment with rapt attention.
| Theophilus Carter |
Theophilus watches as Mara's progress has halted. Absently rubbing his forehead with his only handkerchief, the gentleman suggests,
Perhaps, we drag her back, regroup at the Chapel, and I study the Unseen Servant spell to clear them out?
| Dervak |
"No," growls Dervak, "we cannot waste more time. The madness will only grow. Let us destroy these monstrosities from a safe distance. Javelins, arrows, even rocks."
He sets the longspear aside, reels Mara back in, and tries to wake her.
| Rowan Dorn |
Rowan assists Dervak with the rope.
”I’m growing weary of this place, but we should rest to let our magically inclined regain their strength. That will help us defeat Zandalus once and for all.”
| DM_Delmoth |
Mara is roused from her stupor easily. While she was intently watching the drawings she did notice writing in magical notation on the backside, but it would take considerable time to gather the pages, even if it weren't for the facination effect.
| Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
Mara came out of her stupor as Dervak shook her."Huh? Oh, sorry! There was writing on the back of the floating bits of parchment, but I couldn't seem to make it out.
"We can't lose any more time. The man tied to the table has advanced ghoul fever; tomorrow might be too late!"
She prayed for guidance again and had another try at closing the mouth of one of the oneirogens.
Will, guidance: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
| Theophilus Carter |
Theophilus straightens his hat.
The whole wide world is always in a hurry! It's the younger generation what with their video gaming and texting machines!
The gentleman winks at the camera...
| DM_Delmoth |
Thank goodness for guidance.
Averting her eyes Mara is able to make it into the room and avoid the reach of the fascinating charcoal drawings.
Marked off the area of effect in purple. Now that someone is in the room its a simple matter to get everyone else in even if they fail their save.
The chanting to the west continues unabated. If Mara moves to bind the oneirogens as she did before no enemies stop her.
Sara breaks out of her short tantrum asking, "What's a texting machine?"
| DM_Delmoth |
Mara vs closest oneorogen sleep: 1d20 + 8 ⇒ (7) + 8 = 15
Mara manages to bind one of the oneirogens without difficulty. The room however appears no less full of the citrine fog.
| DM_Delmoth |
Julius vs fascination: 1d20 + 3 ⇒ (16) + 3 = 19
Julius enters the mist laden room avoiding pages and helps Mara bind the oneirogens without fear of falling asleep. All of them are bound such that nothing can escape their respiratory systems, which should kill most creatures. Despite this the room does not clear of the extraplanar atmosphere nor do any of the former humans expire.
| Dervak |
Sara breaks out of her short tantrum asking, "What's a texting machine?"
Dervak is happy to help. "You know, a machine is like a water-wheel or the things that gnomes make. And texts are books. Or scrolls, sometimes. So he means a mill that makes books. Maybe they have them in Alkenstar or someplace like that."
He watches as Mara and Julius work.
"The fog is still here. If the Shred-man is with Zandalus... I don't want to fight him in the fog. I think he can see through it. We need to throw these creatures out into the courtyard, and if that doesn't make the fog go away, we destroy them."
Is there a window or door onto the courtyard from this level? If not, Dervak will suggest just hacking the oneirogens apart where they stand. The risks of carrying them through the cultist camp are too great.
| DM_Delmoth |
There are holes in the west wall you could shove them through. Dervak can't see where they would land but he would guess they would end up in the unexplored courtyard or in the cultist camp itself.
| Dervak |
Dervak goes to shove one out the hole in the west wall.
Save vs Fascinate: 1d20 + 4 ⇒ (10) + 4 = 14
Extra +2 if it counts as an emotion effect.
| DM_Delmoth |
Dervak tosses the body down and there is a soft thud as it lands on the ground below. A voice cuts through the fog, "Aaaah! Willum I could deal with it raining blood before but not men!"
The fog in the area lessens noticeably with the removal of one of the oneirogens but it is still thick here.
Rowan notices that Sara stumbles a little bit and holds her hand to her head like she has a headache.
Theo finds the swirling papers to be absolutely fascinating.
| Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
Mara moved over to Sara and asked, "What's wrong, honey?"
To understand how Sara might be affected:
Heal: 1d20 + 8 ⇒ (2) + 8 = 10
Knowledge Religion: 1d20 + 4 ⇒ (6) + 4 = 10
After talking to Sara, Mara noticed that Theo was mesmerized, so she went over and nudged him.
| Dervak |
"RAAAGH!"
Dervak pitches another creepy fog-monster out the window. He takes no notice of the strange ghost-girl's reaction.
Angry, but not raging... yet.
| DM_Delmoth |
Mara sees nothing wrong with Sara physically and has no relevant prior knowledge that applies. Sara says, "My head went all floaty." She looks at Rowan, "I dunno."
The second oneirogen falls to its death below with a meaty thud. The mist in the area clears even more, just one more in this area.
Sara grimaces but tries to put on a strong face.
| Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
Mara hugged Sara in anticipation of the disposal of the remaining oneirogen. "You're so brave, Sara!"
| Dervak |
Dervak throws the last oneirogen out the window, happy that he seems to be solving the problem.
| Dervak |
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Dervak shakes his head as reality seems to flicker in and out.
How long have I been standing here? Did I dream that rat-man?
| DM_Delmoth |
Dervak tosses the final oneirogen, which he can now see bursts open like an over ripe squash as it hits the courtyard below. Two ghouls are eating the remains of the prior two while several people wearing bits and scraps of yellow cautiously bring weapons to bear against the undead creatures. At the same time Sara cries out in pain slumping over unconscious, her shadow once moving in impossible directions calms, no longer active. Nothing wrong with physically, as far as anyone can tell.
Mara Planes: 1d20 + 4 ⇒ (3) + 4 = 7
Theo Planes: 1d20 + 8 ⇒ (12) + 8 = 20
Theo, nudged out of fascination by Mara, guesses that Sara is feeding off the extra planar energy, as the portals are destroyed her energy is cut off. With the last of the oneirogens gone the fog in the area clears up greatly but mist still permeates the area. Fog cloud effect is gone.
| Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
"Sara!", Mara cried out. She frantically tried to help the little girl, to no avail. "What have I done? I promised to protect you!", she wailed, and slumped to the floor, and wept.
| Theophilus Carter |
Theo places a comforting hand on the shoulder of Mara. The gentleman holds a a new handkerchief.
We are almost there, my dear. Perhaps, our end goal shall free poor Sara from her torments.
| Dervak |
"Mara," says Dervak quietly, "Theophilus is right. Sara was beyond your power to heal."
Dervak begins collecting the charcoal drawings and stuffing them in the Handy Haversack.
"We can figure out the writing on the back later."
He'll take some time searching the room for anything else of interest.
Perception: 1d20 + 6 ⇒ (2) + 6 = 8
| DM_Delmoth |
The fact that the pages move on their own and the fascination effect persists makes it an incredibly long process to gather them. 1 hour, 10 hours to put in the correct order. That said you'll have time to do so after Zandalus is defeated. It will be a magical book, but Theo cannot makes heads or tails of it yet.
Neither Dervak nor do any other party members find anything else useful in the room.
| Theophilus Carter |
Theo straightens his coat; brushing off imaginary lint and dirt.
Well, we're off to see the Wizard! We should follow the yellow brick road!
Casting Guidance Theo prepares to continue...
| Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
After slinging her greataxe on her back, Mara picked up Sara's limp form and prepared to follow the others.
Mara isn't leaving Sara to be eaten by wandering monsters.
| Dervak |
Dervak takes the longspear in hand and prepares to move on.
Out the northwest corner?
| DM_Delmoth |
The party moves to the mouth of the hallway and sees the room beyond.
Comprising multiple toppled cells, this chamber looks as though it could collapse at any moment. Thousands of parchment scraps cover the walls, as if in a pitiful attempt to plaster the countless cracks. The flickering of dozens of candles illuminates the artwork’s subject matter: innumerable forlorn, surreal landscapes stretching into bleak infinities. The multitude of visions transforms the room into a threshold of nightmares.
Three apostles in orpiment guard the hallway nervously dressed in scraps of yellow clothing and holding improvised weapons. Behind them an elderly woman stares, eyes disturbingly wide. She is dressed in a patients gown and a battered yellow overcoat. The apostles glance back at the woman obviously scared of her.
In the center of the room lies four stained mattresses and numerous pillows, heaped together to form a pallet-throne. Before the throne in a ritual circle sits a man bound at the hands and ankles. His mouth is sewn shut with a leather lace. This is Ellery, please don't kill him.
On the throne chanting is a gaunt man with a ponytail of long and exceptionally straight white hair. He wears multiple patients' gowns that have been shredded and stitched to create a layered robe. His arms and much of his chest are exposed, revealing lines of charcoal and yellow chalk that streak his flesh, the most prominent of which appears to be a yellow flame on his forehead. Mara remembers seeing this man when she was wandering the mist filled dream city.
The ritual reaches its climax as the party enters the hall. A viscous yellow substance mixed with Ellery's blood is forcibly expelled through his mouth and nose.
Ellery takes damage: 2d10 ⇒ (7, 8) = 15
Upon spotting the party, the white haired man's eyes go wide and his mouth falls open. A voice like a tempest wind hissing over broken glass sheers from his split motionless lips, "You're supposed to be dead. I already killed you. Why aren't you dead?!"
Initiative
Dervak: 1d20 + 1 ⇒ (3) + 1 = 4
Ellery: 1d20 + 6 ⇒ (19) + 6 = 25
Julius: 1d20 + 3 ⇒ (19) + 3 = 22
Mara: 1d20 + 2 ⇒ (1) + 2 = 3
Rowan: 1d20 + 4 ⇒ (4) + 4 = 8
Theo: 1d20 + 12 ⇒ (1) + 12 = 13
Aggra: 1d20 + 4 ⇒ (9) + 4 = 13
Cultists: 1d20 + 3 ⇒ (3) + 3 = 6
Shuck: 1d20 + 7 ⇒ (8) + 7 = 15
Zandalus: 1d20 + 5 ⇒ (10) + 5 = 15
Order
Ellery
Julius
Zandalus
Shuck
Theo
Aggra “Bag Lady”
Rowan
Cultists
Dervak
Mara
Ellery you are prone and tied up, effectively pinned until you make either a DC 28 escape artist check or DC 23 strength check. And it's your turn.
| DM_Delmoth |
The southern squares in the hallway are difficult terrain, but the northern squares are not.
| DM_Delmoth |
Botting Ellery per player's request.
Escape artist: 1d20 + 10 ⇒ (18) + 10 = 28
The ropes loosen and Ellery gets on his feet.
| DM_Delmoth |
Julius draws his rapier and advances as far as the cluttered hallway allows ready to attack any opponent that comes near.
Julius attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d6 + 3 ⇒ (1) + 3 = 4
Zandalus concentrates intently on Julius, and says “You’ll just have to die in this world then!”
Julius Will DC 16 half: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 3d6 ⇒ (3, 6, 3) = 12
Julius’ starts to bleed through his nose and ears profusely. 1 bleed
Behind Mara a sickening slurping sound can be heard. Anyone who peers behind them sees Shuck has been transformed, the upper torso of the dog remains but its hindquarter has been replaced with something that looks like a large veiny earthworm. Looking at the creature fills you with dread. Gaze attack, Will DC 14, within 30ft of the it, failure means you are shaken for 1 rd. You can assume you were averting your eyes on your first round since he wasn’t a threat until just now (50% chance to not be affected by gaze).
Theo up
| DM_Delmoth |
No worries! I’m going to roll the gaze effects for your character though since that happens at the beginning of your turn and then I’m taking is as a readied action to misfortune once something is threatening or is being threatened by Dervak.
Averting Eyes, high is good: 1d100 ⇒ 91
Will vs Look of Fear, DC 14: 1d20 + 3 ⇒ (3) + 3 = 6
Theo does not see the monster that has been traveling with them enough to be afraid of it yet.
Readied attack confirm crit: 1d20 + 5 ⇒ (7) + 5 = 12
Crit damage: 1d6 + 3 ⇒ (1) + 3 = 4
The old lady advances on Julius but he was ready for her, and stabs her in the shoulder. No confirm on crit. The old lady barely notices and yells, “Keep it down!”
Aggra Grapple: 1d20 + 8 ⇒ (3) + 8 = 11
She moves to wrap her hands around Julius’ throat but he’s far too quick for the old woman.
Rowan up
| DM_Delmoth |
Apparently Rowan’s having trouble with the site still so he asked me to bot him.
Averting Eyes, high is good: 1d100 ⇒ 30
Will vs Look of Fear, DC 14: 1d20 + 6 ⇒ (19) + 6 = 25
Stunning fist: 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d6 + 1 ⇒ (3) + 1 = 4
Aggra save vs Stunning Fist, DC 14?: 1d20 + 5 ⇒ (10) + 5 = 15
Rowan tries to punch an old lady but chokes at the last minute.
| DM_Delmoth |
One of the cultist moves up to face Rowan while the other two pick up rocks off the ground.
Sap vs Rowan: 1d20 + 4 ⇒ (10) + 4 = 14
Nonlethal Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Imp Thrown Weapon, Into Melee, 1 Range Increment vs Rowan: 1d20 + 4 - 4 - 4 - 2 ⇒ (16) + 4 - 4 - 4 - 2 = 10
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Imp Thrown Weapon, Into Melee vs Julius: 1d20 + 4 - 4 - 4 ⇒ (14) + 4 - 4 - 4 = 10
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
The cultists' attack just cannot beat the dexterous duo.
| Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
Averting eyes, high is good: 1d100 ⇒ 28
Will: 1d20 + 8 ⇒ (19) + 8 = 27 +1 vs abberations
Mara turned to see Shuck transform into a bizarre monster. "The dog is not a dog!", she cried in horror, stepping back and placing Sara on the ground behind her. "Daddy, guide Dervak!", she implored, casting a spell on the half-orc.
5 ft step, Move Action: Put Sara down, Standard Action: Cast Guidance on Dervak; Dervak gets a +1 competence bonus on a single attack roll, saving throw, or skill check within 1 minute).
Monster Knowledge (Shuck): 1d20 + 1 ⇒ (20) + 1 = 21 K. Dungeoneering.
| DM_Delmoth |
Mara knows that it is an esipil sahkil an outsider that would normally be found in the ethereal plane. They are psychopomps that have rebelled against their duties of ferrying souls to their final judgement. This particular creature usually disguises itself as a loyal pet only to strike their master when they don't expect it. They are vulnerable to good aligned weapons. Beats DR of 5
| Dervak |
Dervak glances back at the thing.
01-50 meet gaze: 1d100 ⇒ 78
Well that's strange. Why did we let it follow us?
He can't get to it at the moment, so goes after the crazy old lady, stabbing the longspear over Julius's shoulder.
Attack, Guidance, Soft Cover, PA: 1d20 + 7 + 1 - 4 - 1 ⇒ (18) + 7 + 1 - 4 - 1 = 21
Damage: 1d8 + 9 ⇒ (1) + 9 = 10
| Ellery Turner |
Ellery finally on his feet surveys the situation wondering how things have gone this far...
Averting eyes, high is good:: 1d1 ⇒ 1
Will: 1d20 + 6 ⇒ (15) + 6 = 21
...also looking for a weapon to defend himself.
| DM_Delmoth |
Retcon because it would make sense for Ellery to do this.
Ellery sleight of hand, circumstance: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
Aggra perception, circumstance: 1d20 + 8 + 4 ⇒ (1) + 8 + 4 = 13
Ellery sees that Zandalus is carrying a light mace, each of the cultists have saps, and Aggra has any weapons Ellery formerly had stowed. Around the room are bits of wall and ceiling that could be used as improvised weapons. He then remembers the holdout dagger he hid on himself days ago, that Aggra did not discover. Feel free to draw your weapon (standard action) and move. If you do draw your weapon Zandalus will 5ft away from you.
Aggra vs Misfortune: 1d20 + 5 ⇒ (20) + 5 = 25
The steel haired psychopath is unaffected by the mad hatter's curse.
Zandalus begins concentrating on Dervak and says in the same hissing voice, "Two minds in one body? How novel." Two magic missiles fly from his fingertips one into Rowan, the other Dervak.
Rowan’s magic missile: 1d4 + 1 ⇒ (1) + 1 = 2
Dervak’s magic missile: 1d4 + 1 ⇒ (4) + 1 = 5
Each of the missiles leaves a wound that bleeds profusely, 1 bleed, take 1 bleed damage at the beginning of each of your turns, can be stopped with a DC 15 heal check or any effect that heals HP.
Shuck moves into Mara's square menacing her, he's tiny but scary.
Shuck Bite: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d4 - 1 ⇒ (3) - 1 = 2
Julius continues to bleed from his nose and ears, 1 more bleed
Julius, averting eyes, high is good: 1d100 ⇒ 96
Julius Will, DC 14, vs fear: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23
Rapier vs Aggra: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Julius sees an opening in Aggra's defenses but stumbles on a piece of wall nearly dropping his weapon.
Aggra adopts a defensive stance.
Aggra face rake vs Julius, combat expertise: 1d20 + 6 ⇒ (1) + 6 = 7
She also trips on a piece of plaster foiling her attack.
Julius parry: 1d20 + 5 ⇒ (18) + 5 = 23
Julius riposte: 1d20 + 5 ⇒ (11) + 5 = 16
damage: 1d6 + 3 ⇒ (6) + 3 = 9
Julius tries to strike at her arms through the opening, but the attack is diverted by some magical force shielding the woman.
| Mara bint al-Katheeri |
- Fortune:
- Healing:
- Heaven's Leap: Dervak
- Time Flicker:
- Speed or Slow Time: 0/2
Mara cried, "Dervak, I need some help over here with this psycho puppy! I'm going to have trouble damaging it!"
| Dervak |
Does Mara get an AOO on Shuck if it is Tiny?