Vera Darkone
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Vera stabs at the pinned creature.
Rapier: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d6 - 1 ⇒ (6) - 1 = 5
GM Eddv
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I am willing to call this one, Mak'da just destroyed the one that isnt pinned and the pinned one will very slowly die to T'Kemba
The stony guardians have been smashed to bits by Mak'da's fire and magical wood while Vera and Arisira did everything possible to keep everyone alive.
The room is still an icy prison and Arisira finds herself face to face with what seems to be the source - a white-blue orb of glass set into this cage.
Alternatively, you can deactivate it, but that will require Use Magic Device.
Arisira
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Engrossed by the glowing orb, Arisira stares at it for a brief moment. Her hands instinctually reach up to grab the orb. Just before grabbing the ball she pulls away- her trance snapped for a brief moment.
Spellcraft: 1d20 + 5 ⇒ (12) + 5 = 17
She whispers loudly to those around her. "Anyone know what the heck this thing is?"
Shen Hawaah
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Shen is very eager to investigate the phenomenon!
Spellcraft : 1d20 + 12 ⇒ (10) + 12 = 22
”This is so beautiful! Let me cast detect magic ... I ... I have no idea what this is. Can we take it with us?!“
[Ooc] GM, can we take it with us? “[/B]
Mak'da
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Mak'da examines the Orb as well.
Spellcraft: 1d20 + 5 ⇒ (15) + 5 = 20
I have no idea Shen. It seems to be magically powerful but we have no idea what it does or what the effect of trying to remove it might be. Do you have access to identification magic, maybe that could tell us more although we would need to wait until tomorrow...
Shen Hawaah
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Shen looks a little embarrassed.
"Ehh ... no ... I don't know that spell unfortunately. Bu ... but I will buy a scroll next time I have the opportunity!" she says and her Elven ears are redder than usual.
Arisira
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Her halfling curiosity and impulsiveness getting the better of her Arisira interupts the other party members."Well, if no one knows what it does we will just have to find out..." and Arisira reaches out to grab the orb.
Probably the wrong meta decision- but its what Arisira would do in this situation .
Vera Darkone
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Shera taps herself with guidance, and then studies the orb. I have no idea either. If we can get it out without hurting ourselves, I say we try."
Spellcraft: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
Mak'da
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I think we should but given the amount of cold coming off that thing I think we might be better off waiting for tomorrow. We can come back with some protective magics in place and give it a go rather than risking what might happen if we try and remove it.
I for one would want resist energy up before i even think about touching it
Arisira
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Arisira's hand pauses, just before the object. Her hands drops as Mak'da speaks.
She turns towards the rest of the party. "You are probably right.. But I wan't to touch it!" There is a hesitation in her eyes. "Lets go before my curiosity gets the best of me". With that she heads back out the door and into the much warmer hallway.
GM Eddv
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The party is able to retreat back up to the surface of the templr to rest with no problems.
Mak'da
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As we have rested up Ma'da will change up some of her memorised spells. She will cast Resist Energy (cold) on herself and has endure elements for T'Kemba and one other. I assume she doesnt need endure for the cold with rsist active? Vera, could you prep a couple as well just to give us full coverage? I will Barkskin T'Kemba on the way in. As it is a new day do we get new spellcraft checks on the Orb? If so I will Guidance myself and Shen and then try to aid her
Spellcraft aid, guidance: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
Arisira
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I am quite glad for a rest! Back to full HP AND I have all my performs back as well. Phew! Excellent set of spells/moves Mak'da- Arisira is in full agreement with the plan
Sleep overtakes the halfling much faster than she had anticipated. It isn't every day that you face your own mortality... is all the processing she can get through before being fast asleep in her bunk roll.
The next morning she awakens in far better spirits, though still somewhat stiff. After her morning preparations she is ready to head back into the temple. "Look at that sunrise! What a glorious way to start what is sure to be an important day in the history of Pridon's Hearth!"
Shen Hawaah
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Shen raises an eyebrow.
”Wow, since when are you playing the patriot Arisira?! We are doing this for us! No need to fabricate fictive allegiance to a village of backwoodsmen!“ Shen says with a not so amused look on her face.
Arisira
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She pauses for a second, considering her words and response to Shen.
"Important days are important days, Shen- it doesn't much matter WHO it is important for. While this adventure is exciting, and suspenseful, and dangerous... when we leave here the story will live on with those who call this place home. Short of an untimely death, the task before us will have far more effect on them than on us."
"The important stories live on with the people who choose to remember. Those in Pridon's Hearth will choose to remember!"
GM Eddv
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I forgot the only colonist of the group still with us is Vera. Kinda depersonalizes the objectives but at least provides a decent jumping off point for Antal
All of these brushes with mortality have taken their toll on Antal - he offers to stay with your supplies and his mule in case the lizardfolk villagers come back.
Yeah the Entire Elements will be redundant to the resist cold in this case
Shen Hawaah
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Shen does not seem convinced.
”I don’t even care if our stories are remembered. I care about the here and now. I care about you all! If these townsfolk remember or care about our actions is ... irrelevant to me. I want to learn and experience the world. Although we have had too many dangerous confrontations for my taste ... “ she says and thinks of the almost lethal battle yesterday.
Mak'da
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Can w make new spellcraft checks on the orb given it is a new day? If so I suggest the rest of you also assist Shen.
Shen Hawaah
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If that works then Shen tries to analysts the orb again:
Spellcraft : 1d20 + 12 ⇒ (17) + 12 = 29
Arisira
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"And adventures we will have, I promise you- You, me, Mak'da... and Vera should she choose to join us! The world is a small place, and our adventures will benefit many other. That they are recorded, remembered, and retold.. that is why I left Qadira. It is why I find myself in the jungle here. It is why I joined the pathfinders at all."
Vera Darkone
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Vera is happy to rest. She has one channel left, and uses it to help people heal before sleeping.
She wakes up the next morning. "Mak'da I can pray for Endure Elements today. I'll pray for two uses of the spell. I think that should cover everyone yes?"
"What do you mean important to you? It's important for the whole town." Vera looks at Shen with confusion. "We're all colonists and in this together."
Shen Hawaah
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After hearing Arisira explanation Shen starts thinking... and when Vera calls them all colonists she has a blank stare.
”Ehh ... yes! We are in this together... we can agree on that!“ she says and starts smiling.
GM Eddv
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Yes shen can re attempt the spellcraft since she was able to sleep on it
Shen Hawaah
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Shen looks at the magical phenomenon intently.
"This appears to be the source of some of the elemental disturbances on this floor. Destroying it is going to sever the connection but will release a blast of cold energy. Alternatively, you can deactivate it, but that will require someone that can attune himself to magic items and use such magic devices with great skill. What should we do?" Shen asks.
Mak'da
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Well, I have some protection from the elements currently, we are probably better off breaking the thing while the rest of you back off. Better that than Arisira trying to deactivate it and having something go wrong?
If there is no dissent Mak'da waits for the group to get out of the blast area, directing T'Kemba to follow them, and then swings at the thing with her scimitar.
Vera Darkone
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"Can anyone attune themselves to the element? I cannot. I suggest we try to deactivate it first if possible, then destroy of necessary."
Vera moves back and waits for Arisira to chime in.
Arisira
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"I am not that confident about my ability to disable it. I keep meaning to practice that sorta stuff but just can't get around to it here in the jungle. However, I do have a way of influencing magical items to do what I want..."
She pauses for a second, clearly uncomfortable making a decision for the group.
"If you want to bust the thing, you wont get any resistance from me... no matter how pretty the thing is!"
My UMD is pretty high at +9, but the argument to have cold resistance/immunity is very strong
Mak'da
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Mak'da nods. OK everyone, back out and I will take a swing at this thing and see if we cant get rid of it.
GM Eddv
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It is a simple matter for Mak'da to shatter the orb given her determination to see it destroyed, but the thing backbites badly unleashing a torrent of destructive cold.
Cold Damage: 5d6 ⇒ (6, 1, 1, 2, 1) = 11
Almost instantaneously much of the icy area from here to the whirling electricity and wind and water melts and turns to a watery slush which now coats the path.
Mak'da
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Mak'da shivers in the cold. Well, that could have been much worse she says as she pokes through the slush to see if anything has been left behind.
She also breaks out her wand and taps herself, feeling the healing warmth restore her chilled bones.
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
GM Eddv
|
Mak'da pokes around the slush in the main chamber but doesn't find anything in particular. Departing back to the main chamber she sees that the frozen over door is now accessible....and that a large block of slush in the main chamber is actually a living cube!
Vera Darkone
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"That went better than expected. Look we can open that door now." Vera points to the formally iced over door.
Not sure if I see the cube or just Mak'da.
Mak'da
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Woah, wait, that looks like a creature, back off a bit people!
Arisira
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Glad for the sudden abatement of the cold, Arisira quickly moves towards the now unfrozen door. As she closes, she hears Mak'da call out and stops in her tracks.
Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Her hand instinctively reaches for her bow.
"What is it? What so you see?!"
GM Eddv
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Arisira, with Makdas help is just BARELY able to make out the transparent cube before them.
Vera: 1d20 + 3 ⇒ (12) + 3 = 15
Vera does as well.
It appears to be completely motionless...
Mak'da
|
Are we able to identify it? If so which skill?
Shen Hawaah
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kn all : 1d20 + 8 ⇒ (2) + 8 = 10
”What is this?!“ Shen thinks and will tell what she knows to the team.
Arisira
|
Knowledge: 1d20 ⇒ 18 Know (Dun) +2, Know (Arcana, Planes, Nature) +6
Standing still, Arisira peers at the motionless thing blocking their path. What ARE you?
GM Eddv
|
Dungeoneering, which I believe only Shen had
Shen believes it is some sort of creepy monster. A class Dungeon Denizen. A Gelatinous Cube! Which she doesnt know anything about...
GM Eddv
|
Arisira however sees the truth!
It's a SLUSHY version of a Gelatinous cube!
It deals cold damage instead of acid and can engulf you.... But it probably won't do anything if you dont provoke it.
Arisira
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"Its a gelatinous cube, and a cool one at that. I bet we can slip through this door and not have to deal with it"
Arisira then carefully moves towards the secret door, encouraging the others to do the same.
Vera Darkone
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"All right staying far away from it." Vera moves carefully as to no provoke the creature.
GM Eddv
|
The door leads to a narrow passageway that empties out into a chamber that is crammed full of books and smells of the tinny scent of ozone and of mildew.
A trio of people dressed in traditional Mwangi dress adorned with lightning bolt motifs stand bent over Daruthek...? Hace you returned with food? they comment meekly.
Arisira
|
Stealth: 1d20 + 11 ⇒ (15) + 11 = 26
Coming to a stop, Arisira holds out her hand to the group to halt. Instinctively, Arisira's hands move in a well practiced routine, pulling a small bit of fleece from the belt on her waist. She whispers ever so silently to herself before a gentle rustle appears in the air before her.
Trying to quietly cast Silent Image on the entrance way of the room- to make it look like we are not there. DC 14 to disbelieve, if interacted with
She moves to the edge of the shimmering illusion, and tries to listen in on the conversation in the room.
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Vera Darkone
|
Vera comes to a halt and waits to see what happens.
Have I heard the name Daruthek before? she wonders silently as she stands still.
Mak'da
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Mak'da hangs back watching Arisira work and keeping an eye on the weird cube monster.
GM Eddv
|
Arisira is able to quickly throw up an image - the people look a little emaciated and at closer glance...not even human. Some sort of undead.
As for Daruthek, Vera racks her memory....
Arisira
|
Know Religion: 1d20 + 6 ⇒ (3) + 6 = 9
Int: 1d20 + 1 ⇒ (7) + 1 = 8
While Arisira is able to listen, the creatures in front of her remain a mystery. She stands quietly, waiting for the others to weigh in on their options.
At least we still have surprise on our side...
Vera Darkone
|
Know Religion: 1d20 + 6 ⇒ (8) + 6 = 14
Int: 1d20 + 11 ⇒ (1) + 11 = 12
Vera glares at the creatures and moves forward carefully within 30 feet of them. She holds up her weapon so the others can see it and mimics swinging it to indicate they should attack. Then she channels energy to harm unedad.
Channe: 2d6 ⇒ (1, 4) = 5
Arisira
|
Following Vera's lead- Arisira puts an arrow through the illusion and into the closest of the creatures.
If I am allowed to act, of course
Mst Shortbow, PBS, Precise: 1d20 + 6 + 1 + 1 ⇒ (19) + 6 + 1 + 1 = 27
Damage, MC +1, PBS: 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5