Sahar Hasna
|
Sahar will take 1 of each of the potions. Tsusoku or I can heal whoever needs wand charges. Strangely enough I don't seem to have a Wand of CLW, but I'm sure the Trade Prince will be happy to give me one for 2 PP. :)
Healing: 3d8 + 3 ⇒ (3, 3, 5) + 3 = 14 Will get me back to 51/51.
"I assume we are free to remove these now..." Sahar removes the peace bonds from her sword and bow. "My lady Ofarah, you honor me with this opportunity. It will not be wasted." Looking at her companions, "I stand ready when you are."
Amiri Aesculus
|
Amiri shakes her head a little after the fight. As she rests while listening to Ofarah, she keeps her hands to her temples as she fights back the inevitable headache that comes with too much wine.
"Well, I'm sure the society will thank you for this orchid-juice, once we get it..." Amiri stands at the gate with the misty potion ready to quaff. She drinks it as soon as the others are ready.
| EndlessForms |
With everyone healed up, the party quaffs their potions, transforming to gaseous forms and making their way through the ring gate presented by Ofarah.
Unless stated otherwise, the walls are hewn stone and the doors are 15-foot-wide iron trapezoids that swing outward. The ceilings stretch to a height of 20 feet.
A fifteen-foot-tall steel orchid blossom fills this round chamber. The orchid’s bladelike petals stretch toward the room’s ceiling and remain closed, each covered in intricate engravings in strange scripts. Four passages exit the chamber, one in each direction. A ring gate, identical to the one you entered in Ofarah’s chamber in Absalom, hangs on the northeastern wall.
Closer inspection of the metal orchid reveals hundreds of gears and hinges connecting the petals and holding them firmly in place, suggesting the flower’s four largest petals could fold down and open.
Tsusoku
|
T10 feels dirty here.
SAN for using Detect Magic 25%: 1d100 ⇒ 34
Perception, Awareness: 1d20 + 2 ⇒ (13) + 2 = 15
Kn (Pl): 1d20 + 12 ⇒ (13) + 12 = 25
Tsusuko looks around for a source of water from which he can put his crab via bucket. Regardless of his search, he gestures to the metal flower. "There's... magic gems... in each... North... Air... West... Water... East... Fire... South... Earth..."
Sahar Hasna
|
As soon as they materialize on the far side, the fox begins running up and down the halls sniffing, investigating each door in turn. Sahar turns her attention to the giant, metal orchid. She casts detect magic and investigates the scripts.
Perception: 1d20 + 9 ⇒ (2) + 9 = 11
Knowledge (Planes): 1d20 + 10 ⇒ (18) + 10 = 28
Sahar then withdraws and reads a scroll of comprehend languages and continues to study the four main petals. Nodding at Tsusoku, "Perhaps we should go east to see if we can find some water for your crab?"
| EndlessForms |
"Perhaps we should go east to see if we can find some water for your crab?"
Aquan is on the west. Did you mean to say west?
Peri Tilki
|
perception detect magic: 1d20 + 1 ⇒ (15) + 1 = 16
linguistics: 1d20 + 3 ⇒ (9) + 3 = 12
clw1: 1d8 + 1 ⇒ (5) + 1 = 6
clw2: 1d8 + 1 ⇒ (2) + 1 = 3
clw3: 1d8 + 1 ⇒ (7) + 1 = 8
As soon as Peri rematerializes she casts a charge of Mage Armor from her wand.
| EndlessForms |
The party moves along to the west in search of water for Tsusoku's crab.
A large fountain with floral motifs dominates this chamber. In the fountain’s center, a playful statue of a lithe woman holds an extended goblet.
At the base of the fountain rest two clay jugs labeled “5 cups” and “3 cups.” Inspection of the statue reveals a phrase written in Common that reads, “Offer the marid exactly 4 cups and you shall receive.”
Just to clarify because it caught us up when I played, all 4 cups have to be put in at once. In other words, you can't pour in two cups and then another two cups or pour in three cups and then one cup; all four cups have to be poured as one.
Tsusoku
|
Tsusuko refills his crab bucket, and wordlessly begins pouring jugs immediately, transferring the water between the two.
Fill 3 cups in small cup
Pour small to big
Fill 3 cups cup
Pour into 5 cups leaving 1 in the 3 cup
Empty 5 cup jug
Pour 1 cup into 5
Fill 3
Pour 3 into 5.
4 cups in big cup!
My mind pretty much runs on Dunkin' (just doughnuts, never coffee) and practical puzzles, though given the 11pm hour about to come around, I should probably get to sleepy time now!
-Posted with Wayfinder
Amiri Aesculus
|
Amiri watches the old man pour water in and out of the two jugs. "Alright, then. That's exactly what I was going to suggest... really."
Peri Tilki
|
After the expenditure of her mage armor blast, Peri looks up to see the little Tien-min witch finishing up with the water.
Well that didn't take him long.
| EndlessForms |
Tsusoku, after getting some water for his crab, hurriedly pours water in and out of the cups and finally pours four cups of water into the marid's goblet. The statue’s mouth slowly opens, revealing an aquamarine gem.
Second, the PCs must empty the 3-cup jug and then pour the remaining 2 cups from the 5 cup jug into the now-empty 3-cup jug. This leaves room for 1 cup in the 3-cup jug.
Finally, the PCs need to refill the 5-cup jug and pour this into the 3-cup jug until the 3-cup jug is full. What remains in the 5-cup jug now equals 4 cups.
Tsusoku
|
If Tsusuko's Detect Magic is still going...
Spellcraft or Kn (A), whichever: 1d20 + 12 ⇒ (14) + 12 = 26
| EndlessForms |
The scenario doesn't actually specify what the spell effect is. It's just magical because it fits into the flower thing.
Tsusoku
|
Tsusuko looks at the gem with his half-blank, half-frightened gaze. After a few moments, he hands it to 1d3 ⇒ 2 Peri. "It fits... in the... flower... thing..."
Peri Tilki
|
Peri takes the gem, and responds attempting not to hurt the old mans feelings.
"Thank you darling. It would have taken me ages to figure that out."
Amiri Aesculus
|
Amiri scratches the top of her head. "This is what passes for Lamasaran security? I've heard of other places that require keys of differing colors that match up with like-colored doors. I believe it is on another planet, but mistakes can spell Doom for those that don't tread carefully..."
| EndlessForms |
The party heads to the northern room, presumably the room of elemental air. They walk through the door to find twelve five-foot-diameter darkwood columns jut up at varying heights from this seemingly floorless room. While random, the columns offer a hazardous path to a raised platform thirty-five feet away. Decorating the far wall, a giant carved face leers across the open chasm, mocking potential trespassers.
| EndlessForms |
I marked the columns on Roll20. In case you can't access it right now, A B C are the closest unless you have other ideas.
Tsusoku
|
"I... used to... run... rice..." Tsusuko states, as if it is somehow helpful. He also look around for any kind of writing or something of the like.
Packing a +13 Acrobatics here already. If this is some kind of "blow you off the poles" siutation, they might call for a CMD (which I have an awesome CMD for a witch.) Just chucking some ideas out there.
Amiri Aesculus
|
The barbarian pipes up, "I know I seen some magic folks fly. Can't say I'm to comfortable jumping 'round columns like this." She takes a nervous peek down.
Tsusoku
|
"I... only had... the one of... those..." the old man states, staring over the pit.
Amiri Aesculus
|
And now I've noticed that Amiri has a potion of fly, but no ranks in the skill. I've never done the flying thing before, I'll need to double-check the rules on it if it's decided that's the way to go.
Sahar Hasna
|
I'm at +10 acrobatics currently, going small only gives me another +1 so...go for it Tsusoku? Alternately at +10 I could send the fox over, but it may not be able to do whatever is required on the platform.
| EndlessForms |
Tsusoku
|
untrained engineering: 1d20 + 4 ⇒ (17) + 4 = 21
-Posted with Wayfinder
Tsusuko will take a few steps back, enough for a running start, and try to jump to C. Acro: 1d20 + 13 ⇒ (13) + 13 = 26
Amiri Aesculus
|
Knowledge (Engin) Untrained: 1d20 ⇒ 4
"Well, those certainly are columns." Amiri looks at the old man, "You look pretty spry for a white (haired witch) guy. Take this potion of fly; it may help."
| EndlessForms |
[b]"You look pretty spry for a white (haired witch) guy.
There were lols.
Tsusoku Eng: 1d20 + 4 ⇒ (14) + 4 = 18
Tsusoku easily jumps onto the first column (C). From there he has a better view of the next few columns and judges one of them (F) more stable than the others.
You can't fail some of these Acro checks, so I'm just moving it along.
Tsu Eng: 1d20 + 4 ⇒ (11) + 4 = 15
Having jumped across two columns, Tsusoku successfully picks out the third, jumping to column E.
Tsu Eng: 1d20 + 4 ⇒ (19) + 4 = 23
Another jump puts Tsusoku on the top of column G.
Tsu Eng: 1d20 + 4 ⇒ (17) + 4 = 21
And then J.
Tsu Eng: 1d20 + 4 ⇒ (3) + 4 = 7
Ten feet from the edge, though, Tsusoku is unsure if the next column is safe or not.
You can't fail the Acro check to jump to column L but you don't know if it's safe. You can try to jump directly onto the final platform but it is ten feet away and 7 feet higher so the Acro DC is 17.
| EndlessForms |
Once Tsusoku makes it across to the platform:
The giant carved face holds another of the mechanical orchid’s gears. In the statue’s mouth, held between its teeth, rests a clear diamond.
Tsusoku
|
Tsusuko will try the unsure pillar, not trusting the difficult jump that almost a 3/4th chance of failing without a running start, during which he contemplates why he didn't go back to get the crab to get a second opinion.
| EndlessForms |
Tsusoku tests his luck and the pillar holds. He is then able to make a fairly easy leap across to the platform.
What are you doing once you're over there?
Tsusoku
|
Being wary of how simple this task was (and how this place was supposed to be guarded or at least trapped or something dangerous), Tsusuko thinks about how to remove this gem while looking over the surrounding area of this mouth. percep: 1d20 ⇒ 3
The previous gem was actual gem quality, right? Like, 1d4+4 hair damage isn't going to hurt it? If so, he'll try to bring the gem out via Hair 10 feet away. While it isn't as finely manipulated as a hand, it can still pull and grapple and stuff. If that's not an option, he'll just go all out Barbarian Trapfinder and snatch the gem manually.
-Posted with Wayfinder
| EndlessForms |
It is an actual gem-and a magical gem at that!
Tsusoku does not notice any traps. However, he also rolled a 3 on Perception.
Tsusoku's hair moves out and pulls the gem from the mask. Suddenly a gust of air hits his face!
Greater Dispel Magic check (area dispel): 1d20 + 11 ⇒ (10) + 11 = 21
You choose to use greater dispel magic in one of three ways: a targeted dispel, area dispel, or a counterspell:
Targeted Dispel: This functions as a targeted dispel magic, but it can dispel one spell for every four caster levels you possess, starting with the highest level spells and proceeding to lower level spells.
Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can't dispel that effect. The DC of this check is equal to the curse's DC.
Area Dispel: When greater dispel magic is used in this way, the spell affects everything within a 20-foot-radius burst. Roll one dispel check and apply that check to each creature in the area, as if targeted by dispel magic. For each object within the area that is the target of one or more spells, apply the dispel check as with creatures. Magic items are not affected by an area dispel.
For each ongoing area or effect spell whose point of origin is within the area of the greater dispel magic spell, apply the dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the greater dispel magic spell, apply the dispel check to end the effect, but only within the overlapping area.
If an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster) is in the area, apply the dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel one spell targeting the creature or object.
You may choose to automatically succeed on dispel checks against any spell that you have cast.
Counterspell: This functions as dispel magic, but you receive a +4 bonus on your dispel check to counter the other spellcaster's spell.
Centered just on Tsusoku. I don't think it will actually do much unless you had some long buffs on (mage armor?). It's mostly meant to prevent people flying or spider-climbing back and forth.
Tsusoku can then make his back across the pillars to the rest of the party, gem in hand.
Tsusoku
|
All I really lose is my Temp Health from my Vampiric Touch earlier. I haven't used my Mage Armor wand, even though I got it, like, at level 2, do ho ho.
Tsusuko returns with gem in hand. "I... got the... gem..." He then hands it off to 1d3 ⇒ 1 Amiri. "This... ate magic..."
Tsusoku
|
Clockwise was the decision, so east.
| EndlessForms |
The party moves along to the next room. Bright crimson, scarlet, and vermilion tiles cover the walls, floors, and ceiling of this otherwise barren room. The tiles differ in shape, size, and texture, creating a giant mosaic depicting a red-skinned, horned man and a woman wreathed in flames leading armies of beasts of fire and golden-haired celestials against one another in an epic struggle. Strange runes ring the room’s circumference.
Tsusoku
|
Percep w/ awareness now, Kn(P): 1d20 + 2 ⇒ (14) + 2 = 161d20 + 12 ⇒ (20) + 12 = 32 Ha, Tsusuko was made during a period where I learned there were Regional languages, so that's all he has. Hilariously enough, they've been useless this entire scenario, do ho ho.
"The... fire men... are... efreets... The dogs... are... archons... and..." he points to a unique-colored gem. "... that's... out-of... place."
Amiri Aesculus
|
Perception: 1d20 + 11 ⇒ (14) + 11 = 25
Amiri nods her head at Tsusoku's observation. "The old man's right. That garnet there seems to be unique."
She stares at the garnet in the ceiling. "So...any thoughts on how to get it down?"