Garrett Goodleaf |
Garrett clears his throat as he addresses the Gatekeeper again. "I fear that my friend here is a little shy..." He gestures to Flyndal. "His name is Flyndal a halfling warrior of astonishing prowess. Do not let his short stature fool you. I have witnessed him cleanly cut a man into two pieces with his weapon! A most loyal companion, if a bit distracted at times..." he glances between Flyn and Narad with a grin.
Dungeon Master S |
You feel a wave of comfort and relaxation from the crystal.
Garrett Goodleaf |
Going to bot Flyn if that's okay...
Flyn gives the group a nod to indicate the crystal's approval. Garrett takes a deep breath and steps up to the door; however, just as he is about to step through the threshold, he stops and looks at the crystal. "Please don't turn me into a crystal?" He nods and then steps through the doorway...
Dungeon Master S |
...and Garrett steps through without the crystal reacting at all!
Dungeon Master S |
The party can now safely pass, though Desh is still looking about for some restorative help. Working your way through the hall you come to another amazing room.
Two curved ramps ascend gently from one end of this semicircular room toward its northwest entrance. More than a dozen statues line the intricately painted walls, and all face toward an immense crystal that projects from the southeast wall. The statues are carved in the Osiran fashion, some bearing the heads of animals, and many holding objects like staves, ankhs, oil lamps, and scepters in their supple marble hands. Four engravings in the likeness of gemstones are set into shallow circular recesses in the floor arrayed before the huge jewel.
One of these figures is Nethys depicted in an archaic style.
The others are Ptah, the ancient Osirian god of architecture and inventions, and Thoth, the god of wisdom and writing.
...One figure that appears in several illustrations looks remarkably
like Amenopheus. He seems not to notice.
Amenopheus looks directly at the door and walks towards with the shard of crystal in hand. He looks back at the party checking to see if they follow or stay back...
Dungeon Master S |
He seems to ignore Kay. He's transfixed in the moment.
Dungeon Master S |
This next section is a little complicated, so I have an idea to make it simpler. EACH character make the following rolls:
Yeah, it's like that. Hopefully everyone can post today. I'll pick it up tomorrow morning. I have my Runelords home game tonight, so I'm unlikely to check in until the morning.
Cëanel Firdhanor |
Appraise: 1d20 + 11 ⇒ (9) + 11 = 20 or + 13
Intelligence: 1d20 + 6 ⇒ (12) + 6 = 18
Kn Arcana: 1d20 + 13 ⇒ (18) + 13 = 31
Kn Nature: 1d20 + 13 ⇒ (5) + 13 = 18
Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Lesser Restoration isn't on a Wizard's spell list...I didn't think I could cast that. Is it on any Arcane list?
Garrett Goodleaf |
Knowledge: Religion: 1d20 + 7 ⇒ (18) + 7 = 25
Perception: 1d20 + 8 ⇒ (17) + 8 = 25
Garrett stoops to examine the illustrations and recognizes the deities. "That looks like an ancient style of depicting Nethys while these here are ancient Osirian gods; Ptah, the ancient Osirian god of architecture and inventions, and Thoth, the god of wisdom and writing." Garrett spots the other figure and looks up on confusion as Kay points it out to Amenopheus. "Umm... Amenopheus? What is...?" He tries to get the Sage's attention.
Appraise: 1d20 + 2 ⇒ (9) + 2 = 11
Intelligence: 1d20 + 2 ⇒ (19) + 2 = 21
Knowledge (Arcana): 1d20 + 7 ⇒ (4) + 7 = 11
Knowledge Engineering: 1d20 + 7 ⇒ (9) + 7 = 16
Knowledge (History): 1d20 + 7 ⇒ (3) + 7 = 10
Knowledge (Nature): 1d20 + 7 ⇒ (1) + 7 = 8
Perception: 1d20 + 8 ⇒ (4) + 8 = 12
Narad, Rogue |
Appraise: 1d20 + 1 ⇒ (5) + 1 = 6
Intelligence: 1d20 + 1 ⇒ (18) + 1 = 19
Knowledge (Arcana): nope
Knowledge Engineering: nope
Knowledge (History): nope
Knowledge (Nature): nope
Perception: 1d20 + 12 ⇒ (17) + 12 = 29
Kohinoor an-Gul |
I'll burn a Mythic Charge to cast Lesser Restoration on Desh. It is on the cleric list. 4/9 remaining.
Appraise: 1d20 ⇒ 13
Int: 1d20 ⇒ 5
Knowledge (arcana untrained): 1d20 ⇒ 2
Knowledge (engineering untrained): 1d20 ⇒ 9
Knowledge (history untrained): 1d20 ⇒ 11
Knowledge (nature untrained): 1d20 ⇒ 6
Perception: 1d20 + 3 ⇒ (16) + 3 = 19
Desh Greyskin |
Thanks a TON, Kohi.
Lesser Restoration: 1d4 ⇒ 3
Appraise: 1d20 - 1 ⇒ (7) - 1 = 6
Intelligence: 1d20 - 1 ⇒ (16) - 1 = 15
Knowledge (Engineering): 1d20 + 3 ⇒ (14) + 3 = 17
Perception: 1d20 + 10 ⇒ (3) + 10 = 13; +2 vs traps
Flyndal Danwrick |
Thanks for the bot. Been busy today.
Appraise: 1d20 - 1 ⇒ (4) - 1 = 3
Intelligence: 1d20 - 1 ⇒ (2) - 1 = 1
All Knowledge skills are untrained:
Knowledge (Arcana): 1d20 - 1 ⇒ (11) - 1 = 10 +2 vs Humans
Knowledge Engineering: 1d20 - 1 ⇒ (19) - 1 = 18 +2 vs Humans
Knowledge (History): 1d20 - 1 ⇒ (7) - 1 = 6 +2 vs Humans
Knowledge (Nature): 1d20 - 1 ⇒ (9) - 1 = 8 +2 vs Humans
Perception: 1d20 + 12 ⇒ (11) + 12 = 23
"Amenopheus...is that you, in those illustrations? There, in the floor." Kay stays back for a moment.
“Yeah, it does! Hey, Ameno – where’s your head at?”
Dungeon Master S |
Amenopheus seems to be totally zoned out unless someone gets in his face. (I've got enough successes to explain the results, but I'll let you guys finish the Amenopheus questions first.)
Dungeon Master S |
I will do my best!
As Amenopheus enters the room and ignores questions sent his way, the party quickly notices many features that stand out, and now that you're becoming experienced Pathfinders, the details are not lost on you.
There are 4 statues holding oil lamps, and the lamps look untouched by time, and the windows in their side show that they are still full of oil. The gems in the door are likely worth a King's Ransom. There is one gem each that matches the four sages; emerald, ruby, sapphire, and topaz. Your characters know that these are green, red, blue, and yellow respectively. Finally you notice that the statue bearing a likeness to Amenopheus has no lamp. One of the other lampless statues bears a likeness to the Ruby sage's spirit. A thought flashes into Garrett's mind. The Amenopheus statue is situated at such an angle that if the lamp were in it's hand, it would scatter light to appear blue upon the door!
Before you can act on these epiphanies, Amenopheus tries to open the door. Without hint or preview, the door flashes with blinding light. When the light fades, Amenopheus is trapped within a crystalline prism like an insect sealed in amber, and the four oil lamps held by the statues have lit with bright white light. At the same time, a spoken message in Ancient Osiriani echoes through the room, "kama yuhadhi alkhafifat , fkdhlk tafeal taqif hukama'
Then two of the statues animate! They move to destroy the intruders!
Baddies: 1d20 + 2 ⇒ (12) + 2 = 14
Desh: 1d20 + 6 ⇒ (12) + 6 = 18
Narad: 1d20 + 10 ⇒ (1) + 10 = 11
Garrett: 1d20 + 5 ⇒ (5) + 5 = 10
Flyndal: 1d20 + 6 ⇒ (12) + 6 = 18
Cëanel: 1d20 + 9 ⇒ (12) + 9 = 21
Kohi: 1d20 + 3 ⇒ (11) + 3 = 14
Dungeon Master S |
Round 1:
Kay: Go
Flyndal: Go
Desh: Go
Kohi: Go
Baddies: TBD
Narad: TBD
Garrett: TBD
Flyndal Danwrick |
Still can’t rage. I hate this place.
Flyn nods to the northern statue, and calls to Desh. “I'll keep this one busy – take care of the other one.” Drawing his shield, Flyn moves to box in the animated figure.
Move/Draw; Total Defense. AC is 25
Dungeon Master S |
Yeah, sorry Flyndal.
Round 1:
Kay: Go
Flyndal: Cover!
Desh: Go
Kohi: Go
Baddies: TBD
Narad: TBD
Garrett: TBD
Desh Greyskin |
Desh nods, ”On it.”
He rushes across the room, drawing Longtooth and hacking at the thing’s legs.
Move and Power Attack. I’m including Sneak Attack in case we beat their initiative.
Longtooth: 1d20 + 11 - 2 ⇒ (10) + 11 - 2 = 19
damage: 2d4 + 10 + 9 + 2d6 ⇒ (4, 3) + 10 + 9 + (2, 6) = 34
Cëanel Firdhanor |
"“As the light aligns, so too do the sages stand.”" We need to restore the blue lamp! Unless this white light is animating these constructs. Osiriani is full of metaphors..."
Kay spends a round summoning an earth elemental.
Dungeon Master S |
Only by virtue of getting the jump on it, does Desh score a hit, and it's a good one. Without something like adamantine though the construct's hide is difficult to pierce. Difficult, but not impossible, as Desh clearly shows. Kay begins calling forth an elemental!
Round 1:
Kay: Summon
Flyndal: Cover!
Desh: Stab!
Kohi: Go
Baddies: TBD
Narad: TBD
Garrett: TBD
Black: 0
White: 29
Kohinoor an-Gul |
Kohi moves forward cautiously, thrusting forward at the last moment to support Desh.
Longspear: 1d20 + 6 - 1 ⇒ (1) + 6 - 1 = 6
Damage?: 1d8 + 4 + 3 ⇒ (4) + 4 + 3 = 11 Power Attack
If Triggered
AoO: 1d20 + 6 - 1 ⇒ (10) + 6 - 1 = 15
Damage?: 1d8 + 4 + 3 ⇒ (5) + 4 + 3 = 12 Power Attack
Dungeon Master S |
Kohi steps forward with a stab, but it misses the guardian.
It ignores Kohi's attack and focuses on Desh with a scimitar made very much of sharpened steel. Atk: 1d20 + 10 ⇒ (11) + 10 = 21 and hits for DMG: 1d6 + 5 ⇒ (6) + 5 = 11 and again! Atk 2: 1d20 + 5 ⇒ (12) + 5 = 17 Miss
The first wound is bleeding profusely. Desh takes 2 bleed damage as well.
The guardian in front of the defensive Flyndal forgoes an attack to unleash a torrent of magic, quickening his moves.
Round 1:
Kay: Summon
Flyndal: Cover!
Desh: Stab!
Kohi: Miss
Baddies: ATK
Narad: Go
Garrett: Go
Black: 0 (Haste)
White: 29
Flyndal Danwrick |
“I’ve got this – help Desh first!”
Dungeon Master S |
Round 1:
Kay: Summon
Flyndal: Cover!
Desh: Stab!
Kohi: Miss
Baddies: ATK
Narad: Readies
Garrett: Go
Black: 0 (Haste)
White: 29
Garrett Goodleaf |
Garrett immediately begins inspiring his allies and boosts their defensive prowess. He then gives Desh a little incentive to attack the statue again!
-1 MP for Inspired Defense. -1 MP to use Decisive Strike on Desh. Everyone now has +1 Attack/Damage and +4 to all Saves. Desh gets an extra attack at his highest bonus with an additional +3 bonus to attack and the attack bypasses all DR!
Chris Marsh |
Everyone but Narad and Garrett, go!
-Posted with Wayfinder
Dungeon Master S |
Garrett begins a truly wondrous bardic performance as the party rushes towards their destiny. Kohi gives everyone a burst of Sarenrae's light!
Round 2:
Kay: Go
Flyndal: Go
Desh: Go
Kohi: Channel
Baddies: TBD
Narad: TBD
Garrett: TBD
Black: 0 (Haste)
White: 29
Desh Greyskin |
Dang. Okay, then. Mucho attacko’s.
Bolstered by Garrett’s support, Desh lays into the statue. Longtooth comes alive in his hands, carving into the strange stone creature with the legendary ferocity.
Attack in this order. Free attack > regular attack > Sudden Strike (-1 MP). If at any point it drops, ignore the remaining attacks and Desh rushes across the room to help Flyn. All attacks include Inspire Courage & Power Attack. First the Decisive Strike (which ignores DR)
Longtooth: 1d20 + 11 + 1 - 2 ⇒ (20) + 11 + 1 - 2 = 30 <— crit?
damage: 2d4 + 10 + 1 + 9 ⇒ (1, 2) + 10 + 1 + 9 = 23
crit confirm: 1d20 + 11 + 1 - 2 ⇒ (20) + 11 + 1 - 2 = 30
damage: 2d4 + 10 + 1 + 9 ⇒ (1, 1) + 10 + 1 + 9 = 22
.
Longtooth: 1d20 + 11 + 1 - 2 ⇒ (16) + 11 + 1 - 2 = 26
damage: 2d4 + 10 + 1 + 9 ⇒ (3, 4) + 10 + 1 + 9 = 27
.
Using 1 of Longtooth’s Legendary Power to improve this crappy roll.
Longtooth, Sudden Strike, Legendary Power: 1d20 + 11 + 1 - 2 + 1d6 ⇒ (6) + 11 + 1 - 2 + (5) = 21
damage: 2d4 + 10 + 1 + 9 + 2d6 ⇒ (2, 3) + 10 + 1 + 9 + (2, 1) = 28
Let me know if Desh drops this thing, and I’ll update Desh’s position for him going to support Flyn.
Dungeon Master S |
Nice rolling! Bolstered by a mythic bard, Desh's first hit goes right through center mass, and the statue shatters into a thousand pieces! He keeps going. Without stopping to admire his handywork, Desh gets to the guardian over Flyndal and gives that one a shot to remember. It was the free hit, so I'm going with move than strike once more at the one by Flyndal. Update on the map.
Round 2:
Kay: Go
Flyndal: Go
Desh: KILL!
Kohi: Channel
Baddies: TBD
Narad: TBD
Garrett: TBD
Black: 27 (Haste)
Dungeon Master S |
My bad. It DID go off. I've corrected the damage appropriately too.
When Desh finishes the guardian is BARELY held together.
Round 2:
Kay: Go
Flyndal: Go
Desh: KILL!
Kohi: Channel
Baddies: TBD
Narad: TBD
Garrett: TBD
Black: 56 (Haste)
Cëanel Firdhanor |
Kay's Mythic Augmented Earth Elemental appears.
It attempts to grapple the southern statue.
Grapple: 1d20 + 6 ⇒ (8) + 6 = 14
Critter has +4 str/con and DR/epic.
Kay pulls out his Scroll of Shatter and directs it at the southern statue as well.
Shatter: 2d6 ⇒ (1, 6) = 7
Dungeon Master S |
Kay's Earth Elemental isn't fast enough to connect with the guardian, but the Shatter spell certainly is. Fort: 1d20 + 2 ⇒ (12) + 2 = 14, but the creature merely cracks in some places.
...but the cracks spread... and spread.
And the graven guardian collapses into a pile of pieces of its own.
Out of combat, though poor Amenopheus is still enclosed.
Flyndal Danwrick |
“Watch the others – they could attack us too.” Flyn moves back to the center of the room, his steps weighed down by the strain of their journey to this place.
I won’t be of much use while fatigued. Adjust accordingly.
Dungeon Master S |
(As a reminder, the party pieced together clues as to what to do now... Even a fatigued Flyndal can help there.)
Narad, Rogue |
Looking towards the more knowledgeable members of the party, Narad asks: "How should we position the pieces you noticed before? Should Desh and I do it while the rest of you back off? In case there's another trap?"
Dungeon Master S |
I am happy to do this as meticulously or as hand-waved as the players desire. Post however you'd like. :-)
Flyndal Danwrick |
“Anybody see a lamp?”
If we can’t find one, Flyn will use his everburning torch as a substitute in the hand of the sapphire statue.
Dungeon Master S |
To rehash, there are 4 lamps, they just aren't in the right hands.
Garrett Goodleaf |
Garrett will go to see if the lamps are removable, or if they are part of the statues. "Let's light these lamps and see what happens."
Dungeon Master S |
They are removable. Garrett furthermore discovers that the statues change angles just enough to change the color of the light as he moves with a lantern from one to another.
Flyndal Danwrick |
Oh, I see now.
“Hmmm. A lamp for each sage? You get Ameno’s statue; I’ll take care of Ruby, here.”
Move a lamp into each Sage’s hand, keeping an eye on the crystal
Dungeon Master S |
Flyndal's plan works well. As he moves about the room, the light changes colors. As he arrives at the statue that looks like the Ruby Sage, it turns a perfect red. Then to the statue of Amenopheus, a perfect blue hue.
In time, all four lanterns are placed in their respective statues. The amber holding your erstwhile guide vanishes!
Frazzled by his recent imprisonment, Amenopheus strikes an apologetic tone, "I am sorry for not fully understanding what just happened happened and why, but I recommend we continue on before more of the sanctum’s guardians decide to attack us!."
You push open the doors with ease, As you do so, the statues animate for a moment to pass the lamps back to their starting positions, resetting the puzzle for the next visitor.
Beyond, a broad, simple, flat-topped column of sandstone rises from a deep pit in this circular, domed chamber with a white tiled floor. Though no wind can be felt, particles of sand slowly blow around the pit as if circulated by a lazy breeze, their movement creating a soft, rasping susurrus.
Dungeon Master S |
The only occupant of this room is a Garundi woman bedecked in the style of an Osirian noblewoman.
"I am pleasantly surprised that you greet me and not that other pair." She speaks with gentle confidence. She turns to Amenopheus, “Welcome home,” she adds with a warm smile.
"I am the Diamond Sage, Tahonikepsu, and I have seen all that you have done to be here now, all of your accomplishments and travails. I also admit that I have been following the endeavors of Amenopheus over the past decade, and only recently choosing to emerge from obscurity to contact him."
The two sages begin to converse, nearly forgetting that you're in the room at all... Amenopheus is cordial but cautious as he questions the Diamond Sage’s decision to remain hidden for so long, and he speculates how much more they might have accomplished in recent years had they met sooner. He voices his desire to rebuild the Jeweled Sages—a goal that he and Tahonikepsu seem to share; however, despite this common ground, the two disagree on many nuances.
In summary, Amenopheus wishes to recreate the Jeweled Sages as they were in ages past, whereas Tahonikepsu seeks innovation. Seeing that they have reached an impasse, the Diamond Sage steps back. She besgins to transform! She turns into a dragon! “I present my credentials,” she retorts. “Now we are strangers no more, for I am a Time Dragon. My kind is dedicated to guarding history and time itself. By combining my longevity, cunning, and patience with the ambitions of a millennia old society of sages, the Jeweled Sages are certain to thrive. I invoke a Convocation of Sages, an old tradition of the sages to decide the organization’s future with a vote".
She lets all of it sink in a bit before continuing, "Each Jeweled Sage receives one vote, EACH of you represents the Ruby Sage, though the Ruby sage gets only one vote. The majority within your party will decide how the Ruby Sage votes."
Understandably, Amenopheus and Tahonikepsu cast their votes in favor of their own policies.
How do each of you vote Pathfinders?