Yvell Endymion |
" The last time we dealt with such a creature it was an unfortunate individual. A paladin in grief, who wished to gain forgiveness for his love from Sarenrae. I did not strike him. Another was a wraith-like being, wandering a wreck of these.. 'ships' from far beyond. It tried to steal my essence. Yes, Furkas is indeed odd but that might be due to him being a powerful wizard and purposely experimenting. "
GM Demonmoose |
Assuming you enter the closest door. Yvell doesn't see anything traps on the door.
This simple kitchen shows signs of long neglect. A pair of stoves stand cold on the north side of the room between tall shelves stacked with jars and dishes. Along the west wall, a wide sink brims with pale mold. The center of the room contains a butcher's table, above which hangs an assortment of knives, cleavers, and pans. An odd-shaped tub protrudes from the southwestern corner of the room.
Yvell Endymion |
Yvell shakes his head, " We did not slay him.. it was more like he retreated. Remember we are still in his realm. He owned this tower. "
Moving forward he inspects the room for anything of use or particular ability. If there deemed nothing useful, he would go to the room behind him and do the same in that one. He uses Detect magic when needed.
Perception-Current Room: 1d20 + 14 ⇒ (16) + 14 = 30
Perception-Next Door: 1d20 + 14 ⇒ (18) + 14 = 32
Perception-Next Room: 1d20 + 14 ⇒ (8) + 14 = 22
GM Demonmoose |
Yvell finds mold in the sink, but it is harmless. He also notices that the stove is trapped, and meant to send out a gout of flame should more of the kitchen area be tampered with. Finding nothing of value in the room, he turns and goes to the other nearby door.
Dust-covered shelves crammed with all manner of books and scrolls line the walls of this enormous curving library. A large desk, its top cluttered with scrolls and papers, sits at the western end of the room. A metal door leads to the south, while north of it a second door stands slightly ajar, revealing what appears to be a reading nook.
The back of this cozy room contains a low bookshelf with a few papers on it and an overstuffed leather chair. The room is coated with a thin layer of dust and has a slightly sweet smell.
see invisibility, web, identify, mage armor, magic missile, shield, technomancy. You can't see anything through the ajar door.
Yvell Endymion |
Yvell's eyes peer around corners and regular-seeming objects, being careful due to the traps he has seen thus far. They all happen to be things any person would simply grab. The use of Detect magic at least finding the mundane from the magical.
He picks up a book and motions to Perdix, " It seems to be a spellbook, a small one as it does not hold many powerful magicks, but it does hold one you might find useful. Likely one of Furkas' throwaways. "
Read the spoiler above
After that was handled Yvell reorganizes the group and decides it time they climb the steps to the next floor.. carefully.
Perception: 1d20 + 14 ⇒ (14) + 14 = 28
GM Demonmoose |
Looking at the map again, it looks like there are a pair of stairways, one at F3 and one at F4. I'll keep you heading up F4, but from now on realize there are usually two stairways going up.
Climbing up the stairs you reach the second floor landing. There is a door to the east leading to another small room, a pair of stairs heading further up, and two separate doors that lead into the center of the tower.
Yvell Endymion |
" It doesnt seem like there are any in the immediate area, time to open some doors. Just be wary of the contents that may be inside said rooms. There are quite a few doors this time be careful. "
Yvell opens the one to his north and inspects it
Perception: 1d20 + 14 ⇒ (4) + 14 = 18
Yvell Endymion |
Yvell chuckles, " We saw a similar place that had small bowls that produced cold fresh water. This one has the capability to be hot as well, quite useful for self-bathing or cooking. "
The blade idles a bit as he takes this into consideration before turning around and moving towards the next doors. " On to the next then? "
Yvell opens the door to the west and peers in, inspecting it.
Perception: 1d20 + 14 ⇒ (14) + 14 = 28
Yvell Endymion |
" I actually am not assuming no one is alive. You assume greatly. You do remember Shahasho? He was very much alive. Along with him there are these metal constructs and the undead that is Furkas. I cannot see any LIVING creature inside this structure that was not owned by the crazed wizard or is a long lived servant. "
GM Demonmoose |
As soon as Yvell touches the door, he notices that it is slightly ajar, as is the door beside it. There is a strange mechanism located barely out a few, and he is able to see tiny connectors that link it with something out of view, though likely the central pillar of the tower. He can see a similar connector at the other door.
Yvell is unable to discern what the connectors are linked to from this side of the doors.
Do you still open the door?
Yvell Endymion |
Yvell pauses right before he opens the door and narrows his eyes. " This place... is more trap ladden than I thought. This might become a habit. Grammanar.. do you know how to disable this? " Yvell points out the connections.
Yvell Endymion |
" Most apt use of skills Gram, now lets see whats behind door number 5. "
Yvell opens up the door to his left.
Checking as he did before if nothing happens he does so for every door past that.
Perception: 1d20 + 14 ⇒ (4) + 14 = 18
Perception: 1d20 + 14 ⇒ (15) + 14 = 29
Perception: 1d20 + 14 ⇒ (15) + 14 = 29
GM Demonmoose |
Valtyra turns one of the knobs and hot water pours out of the faucet into the bathtub. It creates steam and is a relatively comfortable temperature.
Yvell opens the doors and finds a hall with several rooms, doors slightly ajar. Opening the nearest one, he sees a bedroom. The bedroom consists of a narrow bed stripped of bedding, a dresser and an empty clothes rack. It seems to be empty except for those items.
Yvell Endymion |
Warm water for relaxation later.
" Perhaps this was the servants quarters? Maybe the rooms of other such persons. The trap however, makes me think otherwise. "
Yvell, noting that there was nothing of interest, goes about this for the next few rooms in a counter-clockwise motion.
Perception: 1d20 + 14 ⇒ (18) + 14 = 32
Perception: 1d20 + 14 ⇒ (18) + 14 = 32
Perception: 1d20 + 14 ⇒ (5) + 14 = 19
Perception: 1d20 + 14 ⇒ (20) + 14 = 34
" Keep somewhat a step behind me or open some doors yourself Muga, if you would like. But expect more traps or constructs. "
Yvell Endymion |
" Your utmost confidence in my skills fills me with joy Muga, I just wanted to make sure you were not.. bored to say the least. We both know you are not the most... cooperative at times. " Yvell speaks sidelong while being aware.
Valtyra Brightsong |
Val smiles wide, "Once we secure this place we have to stay the night! This is just perfect. A hot bath! That's just what I need!" She exclaims then follows the group with a backwards glance.
Yvell Endymion |
Yvell inspects himself, he was never on for creature-comforts due to his upbringing and as such didnt understand the sudden need for it. The fact Prestidigitation rid the most negative of bathing did not help his condition. The thought of Valtyra bathing DID enter his mind for but a second, which caused a small coughing spasm to the normally stern-faced man. " *cough* I suppose if its *cough* settled afterward. "
GM Demonmoose |
Yvell opens the next few doors seeing more similar bedrooms, bereft of bedding and empty of adornments. Suddenly, metal debris starts to move on the floor and tiny ghost-like figures emerge from the mechanical parts.
Juxt’s Initiative: 1d20 + 9 ⇒ (4) + 9 = 13
Perdix’s Initiative: 1d20 + 15 ⇒ (8) + 15 = 23
Grammanar’s Initiative: 1d20 + 5 ⇒ (4) + 5 = 9
Phylla’s Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Muga’s Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Valtyra's Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
Yvell's Initiative: 1d20 + 0 ⇒ (18) + 0 = 18
Enemy Initiative: 1d20 + 7 ⇒ (8) + 7 = 15
1. Perdix, Valtyra, Yvell
2. Tiny Ghosts
3. Phylla, Juxt, Muga, Grammanar
Perdix, Valtyra and Yvell's turn.
Valtyra Brightsong |
Know Religion: 1d20 + 8 ⇒ (15) + 8 = 23
Assuming I know they are ghosts.
Val calls forth the light of heaven and hits the creatures with it. "Why are there so many ghosts here?" Val musses aloud.
Channel to harm: 7d6 ⇒ (5, 3, 2, 4, 1, 3, 5) = 23 DC 21 for half
Yvell Endymion |
Know Religion: 1d20 + 8 ⇒ (12) + 8 = 20
Being emboldened by Perdix, Yvell steps forward and slashes at the ghostlike creature.
" I am not sure but perhaps similar creations like Furkas? "
Fortune Powerful Chainsaw Rend: 1d20 + 12 ⇒ (13) + 12 = 252d8 + 10 ⇒ (7, 4) + 10 = 21
Secondary Fortune Powerful Chainsaw Rend: 1d20 + 7 ⇒ (19) + 7 = 262d8 + 10 ⇒ (6, 7) + 10 = 23
Sad that would be a possible crit but ghost-like tends to be ghosts. 5ft and full attack.
GM Demonmoose |
The creatures are ghosts. They are connected to debris and traps. Like other ghosts, you believe they will revive after some time unless certain measures are taken.
Perdix knows that they were once thieves that succumbed to traps. In order to lay them to rest, you must pour holy water over their corpses while in a hallowed field, with all traps within 100 feet disabled or destroyed. Good luck with that. Perdix may also ask one question about the ghosts.
Will Save, DC 21: 1d20 + 7 + 4 ⇒ (6) + 7 + 4 = 17
Will Save, DC 21: 1d20 + 7 + 4 ⇒ (20) + 7 + 4 = 31
Will Save, DC 21: 1d20 + 7 + 4 ⇒ (18) + 7 + 4 = 29
Yvell slices the tiny creature with the elven chainblade. His weapon shreds the debris and cuts through its ethereal form.
23 Blue, 11 Red, 28 Yellow
Enemy turn.
GM Demonmoose |
The tiny ghosts move by Grammanar, Yvell and Valtyra's feet, then strike with tiny metal fists.
Yvell and Valtyra may make opportunity attacks.
Slam Attack v Yvell: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d4 - 2 ⇒ (3) - 2 = 1
Slam Attack v Grammanar: 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d4 - 2 ⇒ (4) - 2 = 2
Slam Attack v Valtyra: 1d20 + 5 ⇒ (7) + 5 = 12
Damage: 1d4 - 2 ⇒ (2) - 2 = 0
Critical Confirm v Yvell: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d4 - 2 ⇒ (2) - 2 = 0
Everyone's turn.
Muga |
Um... Considering these guys deal 1d4-2 damage... why are we even rolling this combat?
Slashy Slashy: 1d20 + 15 ⇒ (14) + 15 = 29
1d10 + 1d6 + 17 ⇒ (9) + (1) + 17 = 27
Yvell Endymion |
Considering it doesnt matter what resources we waste? The faster the better. Likely they either have some special ability or.. maybe the GM forgot something as my attacks hardly did anything to one and they often dont have str, so the damage they did was kinda confusing (Tend to be something like a corrupting touch or something drain). Considering how they died, it might be due to the fact we took apart that trap whatever it was. Val's good against them though. Also is Perdix moving around because we are nowhere near each other?
Yvell Slashes down as the amass of gears and spirit comes from him, a surprisingly small shard cutting along his face but doing little more than that. He finds the teeth of his blade having trouble piercing through. the paladin releases a flurry of retributive strikes against it.
Fortune Powerful Chainsaw Rend Aoo: 1d20 + 12 ⇒ (14) + 12 = 262d8 + 10 ⇒ (2, 7) + 10 = 19
Powerful Chainsaw Rend Aoo: 1d20 + 10 ⇒ (12) + 10 = 222d8 + 10 ⇒ (3, 2) + 10 = 15
Secondary Powerful Chainsaw Rend Aoo: 1d20 + 5 ⇒ (1) + 5 = 62d8 + 10 ⇒ (1, 2) + 10 = 13
Chop Chop
Grammanar Gun-Runner |
And Grammanar... shoots some guns. Drawing an off-hand dagger to block attacks of opportunity, firing two shots with his magic pistol, then dropping the dagger and 5' stepping backwards to reload.
Pistol 1, raging, deadly aim vs touch: 1d20 + 13 + 2 - 2 ⇒ (8) + 13 + 2 - 2 = 21
Damage (magic): 1d8 + 8 + 4 ⇒ (7) + 8 + 4 = 19
Pistol 2, raging, deadly aim vs touch: 1d20 + 8 + 2 - 2 ⇒ (5) + 8 + 2 - 2 = 13
Damage (magic): 1d8 + 8 + 4 ⇒ (4) + 8 + 4 = 16
GM Demonmoose |
Phylla hides behind Juxt and Perdix, not wanting to deal with creatures made of metal, or creatures that she can't read the minds of.
Muga cleaves through broken debris and ghostly essence, wounding the creature and causing it to moan in a shrill voice. Yvell's slash knocks the creature to the ground wordlessly, its essence diminishing and fading completely. One of Grammanar's shots strikes the ghost in the metal forming its arm, knocking it the spirit.
47 Blue, 25 Red,
Valtyra and Juxt's turn.
Someone may make Valtyra and Juxt's moves.
GM Demonmoose |
Will Save, DC 21: 1d20 + 7 + 4 ⇒ (17) + 7 + 4 = 28
Will Save, DC 21: 1d20 + 7 + 4 ⇒ (1) + 7 + 4 = 12
Light floods from Valtyra into the rooms, engulfing the gearghosts in brilliant warmth. As they scream with their tiny, shrill voices, they become charred dust, leaving behind debris.
Battle is over.
Yvell Endymion |
Yvell pools his blade back feeling the radiance of Valtyra shred the unholy ghosts that plagued this area. He grips it lightly as he examines the small wounds he had that everyone else seemed to not have. He nods at Muga directing the group to its next destination. " It is always a good thing to rid places of undead. You have shown great divine power Valtyra. I do agree, if anything their presence does not bode well and makes me want to clear this tower more. Let's move on. "
Yvell checks the door to the North as always and then opens it, examining the area. The fight kept his senses sharp but focused. Afterward once exploring he takes the group up to the next floor.
Perception Door: 1d20 + 14 ⇒ (20) + 14 = 34
Perception Room: 1d20 + 14 ⇒ (2) + 14 = 16
Perception Upstairs: 1d20 + 14 ⇒ (10) + 14 = 24
On the road aggaaaiin
GM Demonmoose |
This room is filled with crates and boxes, the walls covered with shelving holding linens, cleaning supplies, and other mundane tools. A strange cocoon-like object made of tightly wound strips of wire and metal ribbons is affixed to the highest shelf on the curving northern wall.
Inside the room you can see what looks to me a cocoon made of metal, woven with strips of glaucite.