| Brother Grergof Varsk |
Grergof continues to smash at the mass of garbage holding the Archanist.
Hold on, maybe we can make it drop you!
Heavy Flail - Power Attack + Furious Focus: 1d20 + 14 - 3 + 3 ⇒ (13) + 14 - 3 + 3 = 27
Damage + Power Attack: 1d10 + 7 + 9 ⇒ (3) + 7 + 9 = 19
Heavy Flail - Power Attack: 1d20 + 9 - 3 ⇒ (7) + 9 - 3 = 13
Damage + Power Attack: 1d10 + 7 + 9 ⇒ (9) + 7 + 9 = 25
| Foxy Quickpaw |
Stam escapes from the plants grasp and withdraws. Spugnoir with his bombs and Grergof with his flail, end the plant. But on that last hit, a cloud of yellow mold spores is released into the air.
Grergof: Yellow mold spores: inhaled; save Fort DC 17; frequency 1/round for 5 rounds; effect 1d3 Con damage; cure 1 save.
| Stam Truthfinder |
HP 10/58
Reservoir Points 11/12
Arcanist Spells Prepared (CL 9th; concentration +14)
4th (3/4)— acid pit APG (DC 19), ice storm
3rd (5/5)— displacement, lightning bolt (DC 18), slow (DC 18)
2nd (5/5)— glitterdust (DC 17), hideous laughter (DC 17), summon monster II , web (DC 17)
1st (3/6)— detect charm , mage armor , magic missile , protection from evil , shield
0 (at will)— acid splash , arcane mark , detect magic , disrupt undead , light, mage hand , prestidigitation,read magic
"Gah, I will never take the lead again." Stam sees the yellow spores, stepping back a bit "Get out of there Grergof" Stam shouts.
how much is left ot explore here?
| Foxy Quickpaw |
Shiny: Once the spores have settled the shiny object that spiked the dangerous curiosity comes into view and mind again. Pulling it out of the garbage reveals it is a helmet. And hanging on a lether cord, entagled in the helm is a familiar amulet bearing the image of a gagged skull.
Helm of underwater action. DC20 spellcraft roll
| Brother Grergof Varsk |
Fort: 1d20 + 12 ⇒ (3) + 12 = 15
Con: 1d3 ⇒ 2
Fort: 1d20 + 11 ⇒ (1) + 11 = 12
Con: 1d3 ⇒ 3
Fort: 1d20 + 9 ⇒ (18) + 9 = 27
Grergof starts choking in the spores and stumbles around in them for a few moments before he is able to get himself free.
He finally stops coughing and stands there panting for breath.
| Darius Redgrave |
Alas if only I had diamond dust. But if 1000gp's would work then...
Darius walks over to Grergof. "How are you feeling now my friend?"
Casts Restoration
School conjuration (healing); Level alchemist 4, cleric/oracle 4, inquisitor 4, paladin 4, shaman 4
CASTING
Casting Time 3 rounds
Components V, S, M (diamond dust worth 100 gp or 1,000 gp, see text)
EFFECT
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION
This spell functions like lesser restoration, except that it also dispels temporary negative levels or one permanent negative level. If this spell is used to dispel a permanent negative level, it has a material component of diamond dust worth 1,000 gp. This spell cannot be used to dispel more than one permanent negative level possessed by a target in a 1-week period.
Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.
| Foxy Quickpaw |
LR: 2d4 ⇒ (3, 4) = 7
It's only damage. Strike it off you Lesser Restoration wand
Once Grergof is patched up again, the group moves on to the other cave, that was visible from both, this position and the one with the giant skum. This large, high-ceilinged cavern is mostly dry, faintly illuminated by patches of violet fungi growing on the walls and ceiling. A wide pool of clear water stands just inside the entrance. A pair of ledges run along the chamber’s north and south walls, accessed by wooden ladders. At the far end of the chamber, the floor drops into a pit, the top of a ladder just visible at its edge. Scattered across the floor of the room are a number of bedrolls and assorted personal possessions, including, strangely, a number of dressmaker’s dummies, some of them child-sized. The low, haunting melody of a woman singing carries through the chamber.
You notice a faint glow, that is not from the funghi.
The ledges to the north and south are 8 feet off the ground. A row of wooden cradles, all currently empty, sit silently on the southern ledge. The northern ledge holds a cauldron hanging from a metal tripod above a sunken cooking pit and a table containing other food preparation utensils. The pit at the western end of the room is 10 feet deep and used for storage of grains and foodstuffs. The pool of water is full of brackish (though drinkable) water.
Crouched in the bottom of the pit is a young human woman, cradling one of the desiccated infants in her arms. Her age is difficult to tell because her skin is completely bleached because of no exposure to the sun. Her hair and eyes are dull and colorless, but her entire body glows with an eerie, unnameable radiance.
Everyone a will save please.
| Brother Grergof Varsk |
Will: 1d20 + 10 ⇒ (15) + 10 = 25
What in Sarenrae's name? What is this place!
| Brother Grergof Varsk |
Grergof starts detecting evil to see if there are any enemies around.
If there are not any evil auras, he slowly walks forward and hails the girl:
Hello Miss. Can you understand me?
| Brother Grergof Varsk |
Oh is that your child or did you adopt it?
As he talks Grergof is looking all around trying hard to see if he can see anything more.
Perception and detect evil: 1d20 + 9 ⇒ (12) + 9 = 21
| Darius Redgrave |
Darius has his sword at the ready and places a Shield of his faith around himself for protection. The familiar glow of a fading shimmering shield before him.
Grergof be careful."
| Brother Grergof Varsk |
Sense Motive: 1d20 + 6 ⇒ (16) + 6 = 22
Tell me more about the light. What's in there? Has it always been there?
| Brother Grergof Varsk |
Grergof turns to the others.
Do we go see the light, or try to help her first?
| Brother Grergof Varsk |
This has to be where the baby was being taken... I wonder if this girl is the one who takes care of them. Heck I wonder if both of them are babies that came here years ago.
Strange I don't detect any shadow of evil in the area.
| Brother Grergof Varsk |
Grergof shakes his head sadly.
You are probably right. We can help her on the way out.
| Foxy Quickpaw |
The tunnel leading away from the woman winds for 250 feet before ending at a cavern. Once occupied by the skum, those skum are all now desiccated corpses littering the floor of this chamber, victims of its current inhabitant.
Amidst the chamber is a huge incorporeal glow that moves in direction of the group as soon as you enter the chamber.
Init Grergof: 1d20 + 3 ⇒ (20) + 3 = 23
Init Darius: 1d20 + 4 ⇒ (9) + 4 = 13
Init Stam: 1d20 + 6 ⇒ (15) + 6 = 21
Init Grergof: 1d20 + 12 ⇒ (11) + 12 = 23
1d4 ⇒ 4
Stam fells how this glow tries to suck his life force out of him.
Con, Cha: 1d4 ⇒ 31d4 ⇒ 3
DC22 Will save or take 3 Con and 3 Cha damage
Stam, Spugnoir, Grergof, Darius <--
Color out of Space
| Brother Grergof Varsk |
How far away is this? Can I detect Evil on the thing?
Sarenrae Preserve! What is that? I suggest we retreat to plan!
Grergof is unsure what to do against a floating transparent color blob that sucks out life force so he grabs Stam and tries to drag him around the corner and away from this thing, hoping that breaking line of sight will stop the life drain.
| Stam Truthfinder |
"It is susceptible to force and regular magical weapons like any other incorporeal being. It is almost immune to magic so I am going to have a tough time here." Stam shouts
HP 10/58
Reservoir Points 11/12
Arcanist Spells Prepared (CL 9th; concentration +14)
4th (3/4)— acid pit APG (DC 19), ice storm
3rd (5/5)— displacement, lightning bolt (DC 18), slow (DC 18)
2nd (5/5)— glitterdust (DC 17), hideous laughter (DC 17), summon monster II , web (DC 17)
1st (3/6)— detect charm , mage armor , magic missile , protection from evil , shield
0 (at will)— acid splash , arcane mark , detect magic , disrupt undead , light, mage hand , prestidigitation,read magic
Stam touches Grergof's shoulder, speaking words of power as the final syllable is voiced power courses in to Grergof slightly displacing his form.
Displacement 50% miss chance that last for 9 rounds
| Spugnoir2 |
If we are going to fight this, we really need to prepare, this is what I have available for infusions for people to take
1.Shield,CLW,Shield,Targeted Bomb,True Strike,Enlarge Person,Empty
2.Invisibility,Cure Moderate Wounds,Lesser Restore,Barkskin,Ironskin
3.Displacement(used),Heroism(used),Cure Serious Wounds(used),Haste
| Brother Grergof Varsk |
Immune to magic. So you are saying that ghost song that Father Redgrave use against the spirit in the Harrowstone probably won't work.
Is there any blessing anyone knows that will make a weapon hit a non-solid creature better?
| Brother Grergof Varsk |
So it drains life at a distance, is highly resistant to magic and physical weapons. Can we do something to enhance our selves, to avoid this resistance?
Maybe we can make ourselves more resistant to the life drain, or faster and stronger? Maybe even make weapons hit with force effects? If we enhance ourselves maybe we can get around this magic resistance.
I know a little bit of magic, maybe I can pray to see if Sarenrae has anything that will help. After all this thing is clearly what was affecting the girl.