Roakar
|
"Damn...I thought this was...you know...where they inducted people into this stupid school." Roakar shrugs "Well now it matches the top." Roakar replies while rubbing his shaven and tattooed scalp.
"Where too now?"
Once decided, Roakar exits the Hall of Induction holding the key high and pandering to the crowd by flexing as he runs to the next Hall with the party.
| Dungeon Master S |
The crowd cheers ever louder at Roakar's show of prowess. Money begins changing hands...
Roakar
|
As we move through the courtyard Roakar says "Look at all the money passin around. We should have bet on one of use to win and split the pot."
"Is that Knurr stumblin' toward the Hall of Wards with a key? Damn dwarf. We are gonna have to make up some time once we get in."
I am cool with going to any other hall that is left (Seeing, Crafting, Shaping, or Charms). We are going to have to hit all of those....unless one contestant doesn't get a key from their first choice.
Hugo Victor
|
Hugo tries to avoid the blast from the corner of the room.
reflex: 1d20 + 12 ⇒ (4) + 12 = 16
Ouch. That was impressive. If several need healing I can request a full channel from Abadar
channel: 6d6 ⇒ (6, 6, 1, 1, 2, 3) = 19 on party
That helps some. How are the rest of you faring before we continue?
Hugo Victor
|
Let us make way to the next hall then, master Roakar. Take your pick.
Hugo will tap himself a few times with CLW wand while in transit.
clw: 4d8 + 4 ⇒ (1, 3, 5, 6) + 4 = 19
Roakar
|
So to speed things up how about we go (1) Seeing (2) Crafting (3) Shaping (4) Charms. That order is from closest hall to furthest from us now. At the end we will have 5 keys for ourselves. My worry is that we will be way behind everyone else.
| Dungeon Master S |
Dashing into the Hall of Seeing, you find a rather simple looking layout.
The Hall of Seeing’s challenge is located at the central
junction of the building’s two main halls, you practically run into it. Two long hallways meet in a 15-foot-diameter circular room with a domed ceiling above. The walls of this room between the four hallways are decorated with several tall mirrors—the orange key-light appears to float 4 feet off the ground in the center of the room, but only in the reflections in the mirrors, not in the room itself....
Roakar
|
"It's probably not this simple but...someone's gotta try the dumb stuff right."
Roakar then walks into the middle of the room and attempts to grab the non-visible key that is visible in the mirrors.
| Dungeon Master S |
It does indeed work... sort of.
This is going to be a pain on PbP, a cool pain, but a pain nonetheless...
Immediately all of reality vanishes not only for Roakar, but also for everyone else. You feel an awful intellect caress your mind like a cat playing with food. It wants you to ask it a question...
In a spoiler I need each character to write down any in character question they want, about ANYTHING. Include with it a Will save.
This is some strange and unique method of casting Contact Other Plane.
Hugo Victor
|
spellcraft: 1d20 + 5 ⇒ (7) + 5 = 12 doubtful
Hugo watches as the barbarian disappears.
"Wait....oh nevermind.
Hugo ponders the question.
Please provide a detailed list of the optimal sequence of actions needed to successfully collect the keys and complete the challange of the Academy
will: 1d20 + 20 ⇒ (16) + 20 = 36
Ignatious the Seeker of Flame
|
Will Save: 1d20 + 14 ⇒ (8) + 14 = 22 (+2 vs Evil)
His questions seem to be directed inward rather than at anyone in particular.
"Why me. . .?
"Am I on the right path? Learning what is required, doing, feeling what is needed?"
"What happens if I eat this light? This key. What is it really? And this place? What is Just beyond the surface of awareness, what that we do not know?"
Spellcraft: 1d20 + 11 ⇒ (4) + 11 = 15
Roos Randermin
|
WIL: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17
"What is the fastest way to accomplish this arcane challenge before us so that we may celebrate afterwards?"
Chris Marsh
|
AFK most of today, but I'll be putting up a big update tonight.
-Posted with Wayfinder
| Dungeon Master S |
Sorry guys, impromptu day trip with fiancee.
I also messed up. I need an additional check from each of you:
You feel an incredible power enter your mind. It doesn't want to be there, but it is. It tears at your consciousness as you struggle to maintain your sense of self. It's answer is not what you expected.
As is.
Make an INT check DC 10. Failure means your INT and CHA are reduced to 8 for the next two weeks...
You feel an incredible power enter your mind. It doesn't want to be there, but it is. It tears at your consciousness as you struggle to maintain your sense of self. It's answer is not what you expected.
YES.
Make an INT check DC 10. Failure means your INT and CHA are reduced to 8 for the next two weeks...
You feel an incredible power enter your mind. It doesn't want to be there, but it is. It tears at your consciousness as you struggle to maintain your sense of self. It's answer is not what you expected.
GLADLY.
Make an INT check DC 10. Failure means your INT and CHA are reduced to 8 for the next two weeks...
You feel an incredible power enter your mind. It doesn't want to be there, but it is. It tears at your consciousness as you struggle to maintain your sense of self. It's answer is not what you expected.
DYING.
Make an INT check DC 10. Failure means your INT and CHA are reduced to 8 for the next two weeks...
You feel an incredible power enter your mind. It doesn't want to be there, but it is. It tears at your consciousness as you struggle to maintain your sense of self. It's answer is not what you expected.
FINE.
Make an INT check DC 10. Failure means your INT and CHA are reduced to 8 for the next two weeks...
When all is said and done, you look around, and Roakar now holds a real key in his hand. The price to pay, however, was extremely high.
1d100 ⇒ 97
1d100 ⇒ 46
1d100 ⇒ 38
1d100 ⇒ 2
Roakar
|
No problems
Int check: 1d20 + 1 ⇒ (11) + 1 = 12
Roakar touches his head as if he has a headache and the pain seeps away with no lingering effects.
"What...who...the hell was that"
Hugo Victor
|
INT: 1d20 + 1 ⇒ (16) + 1 = 17
Hugo wrestles with the voices in his head and tries to force them out.
"Well that was...unpleasant."
Roos Randermin
|
INT Check: 1d20 + 2 ⇒ (9) + 2 = 11
Roos clutches his head in pain and wipes the sweat from his forehead after dealing with something strange and weird...
"Sorry guys if I stumbled there for a bit, someone or something was in my head and asked me a question and then kinda attacked me... weird huh. I bet that stuff never happens to anyone else. I guess my luck ran out...It is gone though..."
Hugo Victor
|
Hugo looks at the others, ending on Roos.
"You look unwell. Do you require...healing or some other assistance?"
| Dungeon Master S |
Thankfully everyone escapes unscathed.
Make perception checks for the next hall, will update tonight. That's 2 keys acquired.
Hugo Victor
|
Hugo grins at the Ulfen swashbuckler and proceeds with the others to the next hall.
"By Abadar, guide us quickly to the remaining keys.
The priest scans the area, looking for keys, traps or other contestants.
perception: 1d20 + 28 ⇒ (3) + 28 = 31
| Dungeon Master S |
The party checks out the Hall of Crafting, but after a few minutes of searching, Hugo confidently claims there is no key in here. The crowd laughs a bit, but not much.
That's when you see why.
Knurr's body.
The dwarf is dead on the campus grounds. Whatever got to him in th eHall of Lies ultimately took his life.
That's not the worst of it, the other two seem to be in the Hall of Wards already.
Hustling you head to the Hall of Shaping. It doesn't take long before you reach the room with the Key. Unfortunately it's guarded. An abandoned office contains a floating key-light guarded by a trio of gargoyle looking beasts.
A rare creature known as a Garipan. Resistant to most weapons, it's weak versus sonic attacks. Extra questions for every 5 over DC.
For the moment, they seem to be inert...
Hugo Victor
|
Hugo looks on distastefully at the corpse of the dead dwarf.
"I am assuming the Academy has made provisions to properly dispose of the body or notify next of kin."
Kn:planes: 1d20 + 4 ⇒ (12) + 4 = 16
Roos Randermin
|
Roos finds nothing funny with the body out there in the open...
K. Planes: 1d20 + 15 ⇒ (14) + 15 = 29
As the group enters the room and sees the creatures Roos says...
"Those are Garipans. They are very tough vs normal weapons, but weak versus sonic attacks."
Question- special attacks?
Chris Marsh
|
-Posted with Wayfinder
Roos Randermin
|
"And one more thing, they shoot fire from their mouths at a short distance that stings to you... so Roak you go first..."
Roakar
|
"Always me first." Roakar says with a grin. "One of these days Roos it will be you first and I'm gonna pick you up and carry you in like a shield."
That said Roakar charges into melee, drawing his hammer as he moves, and attacks one of the statues attempting to make his point to the others by completely annihilating his target.
Rage, Haste from boots, Reckless abandon, Power attack, Charge, Raging Brutality, and come and get me
Attack 1 - +4 lucerne hammer, R, RA, PA, Ch, H: 1d20 + 29 ⇒ (11) + 29 = 40
Damage 1 - +4 lucerne hammer, R, PA, WH, RB: 1d12 + 41 + 2d6 ⇒ (8) + 41 + (3, 3) = 55
Attack 2 - +4 lucerne hammer, R, RA, PA, Ch, H: 1d20 + 24 ⇒ (13) + 24 = 37
Damage 2 - +4 lucerne hammer, R, PA, WH, RB: 1d12 + 41 + 2d6 ⇒ (5) + 41 + (2, 6) = 54
Attack 3 - +4 lucerne hammer, R, RA, PA, Ch, H: 1d20 + 19 ⇒ (15) + 19 = 34
Damage 3 - +4 lucerne hammer, R, PA, WH, RB: 1d12 + 41 + 2d6 ⇒ (10) + 41 + (3, 4) = 58
Attack H - +4 lucerne hammer, R, RA, PA, Ch, H: 1d20 + 29 ⇒ (3) + 29 = 32
Damage H - +4 lucerne hammer, R, PA, WH, RB: 1d12 + 41 + 2d6 ⇒ (6) + 41 + (2, 5) = 54
| Dungeon Master S |
Stepping into the room immediately activates them:
Roakar: 1d20 + 3 ⇒ (7) + 3 = 10
Roos: 1d20 + 13 ⇒ (12) + 13 = 25
Hugo: 1d20 + 4 ⇒ (20) + 4 = 24
Ignatious: 1d20 + 3 ⇒ (6) + 3 = 9
Shump: 1d20 + 0 ⇒ (10) + 0 = 10
Baddies: 1d20 + 2 ⇒ (8) + 2 = 10
| Dungeon Master S |
Roakar wastes no time and destroys one of the beasts, though it takes him four hits to do it. I know I've asked before, but what is it that allows for the move and full attack? I ask for my own barbarian ;-)
Round 1:
Roos: Go
Hugo: Go
Roakar: KILL
Baddies: TBD
Shump: TBD
Ignatious: TBD
Roos Randermin
|
Roos begins to sing, granting
'Trapped inside a box
Four long years
Hiding from the world
Punished by your peers
Studied teachers words
Staff appointed hearts
Earned a piece of paper
Now go forth and start
Go forth... Be conquered...
Go Forth and die'
and he draws his rapier to close with the enemy and jumps on one of the benches to his front cause why not Acrobatics: 1d20 + 18 ⇒ (1) + 18 = 19 providing an avenue for the more martial characters to deal their death...
Hugo Victor
|
Hugo opens his mouth as if about to say wait...
But as the barbarian dashed off, he casts
"They spit fire you say? Looks more like blood or ichor ."
Casting extended resist fire communal on the four of us not raging. Three if Iggy declines.
Roakar
|
I know I've asked before, but what is it that allows for the move and full attack? I ask for my own barbarian ;-)
The full Beast Totem (BT) Rage Power chain (Lesser BT, BT, and Greater BT). Lesser beast Totem gives you claw attacks, Beast Totem @ lvl 6 gives you a natural armor bonus, and Greater Beast Totem @ lvl 10 gives you Pounce.
I am also contemplating adding the elemental blood powers chain (electric). The last one in the chain gives you flight while raging. However, this late in the game it is a heavy investment.
| Dungeon Master S |
Gotcha! I think it was Season 2 last time I actually played my barbarian. With a couple characters approaching retirement it might be his turn.
Roos's words begin to boil the blood of his comrades, and Hugo's magic protects them from the impending breath. With the bard and Barbarian deeper into the room the two creatures release their breath weapons!
Red versus Roakar: Fire: 8d6 ⇒ (5, 5, 3, 2, 4, 5, 1, 2) = 27 REF DC 21 for half
Black versus everyone but Roos: : Fire: 8d6 ⇒ (3, 1, 4, 4, 1, 6, 3, 5) = 27 REF DC 21 for half
Round 1:
Roos: Go
Hugo: Go
Roakar: KILL
Baddies: Fire
Shump: Go
Ignatious:
Roakar
|
Reflex Red: 1d20 + 18 ⇒ (4) + 18 = 22
Reflex Black: 1d20 + 18 ⇒ (18) + 18 = 36
Nice. This ring of evasion was worth every penny.
Hugo Victor
|
The rest of us have resist fire 30 for 60 or 80 minutes depending on Iggy .
Reflex : 1d20 + 12 ⇒ (7) + 12 = 19 no damage this time unless some of it is non-fire like flame strike .
"Master Roos, you were absolutely correct in your assessment ."
| Dungeon Master S |
The quickly placed abjuration protects the party from the flames, and the creatures no it. They bare claws and teeth, looking to try another approach.
Round 1:
Roos: Go
Hugo: Go
Roakar: KILL
Baddies: Fire
Shump: Go
Ignatious: Go
| Dungeon Master S |
I know Ignatious has a lot going on, not sure about Shump. I'll defer to the players on whether or not we bot them for Round 1.
Hugo Victor
|
Shump said he was on a cruise, so botting for him is probably ok.
| Dungeon Master S |
Oh yeah, my bad I forgot about that. Thank you for the reminder. I leave that to you guys to execute.
Hugo Victor
|
Not seeing a post, I was going to suggest Shump move to the western creature and vital strike it. I do not know what the plans are for Iggy. Roos or Roakar probably have a better idea.
Shump +2 holy EO Bane bastard sword, vital strike: 1d20 + 23 + 2 - 3 ⇒ (8) + 23 + 2 - 3 = 30 for dmg, pa, bane, holy: 2d10 + 9 + 6 + 4d6 + 2 ⇒ (5, 8) + 9 + 6 + (5, 6, 2, 5) + 2 = 48
| Dungeon Master S |
Shump opts for a quick opening gambit, striking the beast HARD. It snarls in anger, showing no pain, but the smoking blood drips like magma.
Round 1:
Roos: Bard stuff
Hugo: Fire protection
Roakar: KILL
Baddies: Fire
Shump: Hit
Ignatious: Go
Black: 45
Green: 0
Hugo Victor
|
Oh and add +2/+2 for bard inspire. Sorry about that. Although after the next pounce by Roakar...it may be moot. :P