Quiella
|
Quiella turns her attention to the shadow demon, slashing at it with her greatsword.
Greatsword, attack, power attack, divine favore: 1d20 + 12 - 2 + 1 ⇒ (10) + 12 - 2 + 1 = 21 for slashing, cold iron, MAGIC: 1d10 + 7 + 6 + 1 ⇒ (7) + 7 + 6 + 1 = 21
Greatsword, attack, power attack, divine favore: 1d20 + 7 - 2 + 1 ⇒ (3) + 7 - 2 + 1 = 9 for slashing, cold iron, MAGIC: 1d10 + 7 + 6 + 1 ⇒ (1) + 7 + 6 + 1 = 15
| GM Harker |
Quiella turns her blade on the shadow demon and strikes it with her first attack, although its incorporeal nature mitigates the damage.
The shadow demon then concentrates its attacks on Quiella, touching her three times with two claws and a bite. It then floats back 5 feet, undeterred by the fungi on the ground. Quiella took 21 damage in total from three attacks (10+3+8), with 7 of that Cold Damage.
Shadow Demon Claw 1: 1d20 + 11 ⇒ (11) + 11 = 22
Shadow Demon Claw 2: 1d20 + 11 ⇒ (17) + 11 = 28
Shadow Demon Bite: 1d20 + 11 ⇒ (15) + 11 = 26
Claw 1 Damage: 1d6 + 1d6 ⇒ (6) + (4) = 10
Claw 2 Damage: 1d6 + 1d6 ⇒ (2) + (1) = 3
Bite Damage: 1d8 + 1d6 ⇒ (6) + (2) = 8
Initiative (Round 5)
Shadow Demon {Orange}
Valik [6 Damage] <= Up
Zephyrus [1 Damage; 1 Con Damage; Life link with Quiella] <= Up
Heccan [1 Damage; Life Link with Quiella] <= Up
Melufiuos [6 Damage; 1 on Quiella's Turn; Life link with Quiella] <= Up
Quiella [31 Damage; 36 Damage on her turn] <= Up
Vailis/Hound Archon [Vailis: Life Link with Quiella; HA: 20 Damage] <= Up
Group Effects
Inspire Courage (Advice): +2 to rolled att/dam, +2 to fear, charm saves
Haste: +1 att, AC, Ref, Double Speed, +1 attack if full-attacking
Everyone is up!
Melufiuos Benidictus
|
Taking heart that most of their foes are down, the magus moves in close to the shadow demon, swinging his cold iron hand axe. Somehow, his hand is steady, even without the aid of the wand in his other hand.
to hit: 1d20 + 8 + 2 + 2 + 2 + 1 ⇒ (15) + 8 + 2 + 2 + 2 + 1 = 30
cold iron: 1d6 + 2 + 2 + 2 ⇒ (5) + 2 + 2 + 2 = 11
Valik Frost
|
Valik moves forward and punches at the shadowy form, all the while dispensing his advice.
ac 34, magic/cold iron/silver: 1d20 + 14 + 1 + 2 ⇒ (12) + 14 + 1 + 2 = 291d10 + 1 + 2 ⇒ (9) + 1 + 2 = 12
Dr. Zephyrus Vitruvian
|
A bit afield of his greatest expertise now, Dr. Vitruvian does his best with his bow against the bodiless being.
Vanth, heroism, sensei, haste, melee penalty vs shadow demon: 1d20 + 12 ⇒ (18) + 12 = 30
cold iron damage, plus acid: 1d8 + 4 + 1d6 ⇒ (5) + 4 + (2) = 11
Vanth, heroism, sensei, haste, melee penalty vs shadow demon: 1d20 + 12 ⇒ (5) + 12 = 17
cold iron damage, plus acid: 1d8 + 4 + 1d6 ⇒ (5) + 4 + (2) = 11
arrow retrieval chance, if necessary; odd is good: 1d100 ⇒ 39
Vanth, heroism, sensei, haste, melee penalty vs shadow demon: 1d20 + 7 ⇒ (2) + 7 = 9
arrow retrieval chance; odd is good: 1d100 ⇒ 28
Melufiuos Benidictus
|
I thought the arcane charge gave it magical qualities? (that is where one of those +2's came from) Sorry, I guess I assumed 'enhancement bonus' meant 'magical' OK, Put me back, I'll post another action later. THANKS!
Wait, now I'm really confused. The spell Magic Weapon gives a +1 enhancement bonus. So is that the same as magical or not? Sorry for being so dense.
Besides... I have no clue where my rapier is right now, LOL!
Quiella
|
how does Quiella's magic greatsword not do damage? Is this some kind of ultra incorporeal creature? Also, I forgot to factor in haste and inspiration. Do you mind doing that, including rolling an extra attack if applicable, GM?
Quiella
|
Valik, you took Quiella's full attack opening...
Quiella looks down at her sword quizzically for a moment. She blinks and shakes her head, then heals herself before moving around her companion to slash at the shadow demon with her blade once more.
lay on hands, greater Mercy, favored class, fey foundling: 2d6 + 2 + 1d6 + 6 ⇒ (6, 5) + 2 + (2) + 6 = 21
greatsword, attack, power attack, inspired, Divine favor, haste: 1d20 + 12 - 2 + 2 + 1 + 1 ⇒ (1) + 12 - 2 + 2 + 1 + 1 = 15 for cold iron, slashing, MAGIC: 1d10 + 7 + 6 + 2 + 1 ⇒ (10) + 7 + 6 + 2 + 1 = 26
Quiella
|
above post is assuming that you overlooked that Quiella's sword is magic. If it's really is ineffectual then I will post something else, I think. Maybe channel positive energy, though since this thing is a demon and not undead I don't know what that would do.
Melufiuos Benidictus
|
I'm assuming that when he said 'mitigated' he meant the damage was halved. I just looked it up... mitigated means make less severe, serious, or painful, so that fits. I'm guessing we are just doing half damage. But then again, I was only a 1e rules-laywer. I'm totally out of my element with Pathfinder :)
| GM Harker |
Quiella, you did half damage with your attack. Melufiuos has the right of it. My apologies if my terminology was confusing, just trying to mix it up to avoid being repetitive.
I have a lot of balls to juggle, so I'd prefer not to make extra attacks for you if you forget them. Although I'm fine with you adding them retroactively if I haven't moved to next initiative block yet.
Vailis
|
Unable to access the combat the archon reaches Quiella and touches her with an aid spell.
Quiella's extra temporary hp: 1d8 + 6 ⇒ (5) + 6 = 11
Quiella gets +1 morale bonus on attack rolls and saves against fear effects (6 min), which I think stacks with Valik's inspiration as those are competence bonuses
Vailis double moves into the next room and attends the prisoner "Are you ok? Whom are you? What are all those demons doing here?"
| GM Harker |
Melufiuos uses his ability to move easily through some difficult terrain to move up to the shadow demon and slice it with his empowered handaxe.
Valik moves up to the demon as well and punches it with his fist.
Zephyrus hits with his first arrow, but the second and third miss.
Quiella heals herself, then moves into the fungi to place herself in position to attack the shadow demon. Her greatsword misses the enemy this time.
The archon casts a spell on Quiella to Aid her in combat, while Vailis begins to go into the room with the chained elf, but stops when he notices the lingering fumes of a plague bomb.
I'm going to assume Vailis doesn't want to make a Fort save vs. Blinding Sickness, so I stopped him at the doorway.
Everyone that hit the shadow demon above did half damage, except Zephyrus' acid which did no damage.
Heccan is up.
Heccan Abraxi
|
Heccan watches with admiration as his party assaults the remaining foe. Gritting his teeth, his near constant flow of arcane energy clearly having a toll on the sorcerer, he again summons his power. Hands outstretched, he lets loose a volley of magical projectiles.
Heccan casts magic missile at the shadow demon.
Caster Check + Spell Penetration v. SR: 1d20 + 10 ⇒ (18) + 10 = 28
MM damage: 4d4 + 4 ⇒ (1, 4, 2, 4) + 4 = 15
Quiella
|
RETROACTIVE, greatsword, attack, haste, power attack, inspired, Divine favor: 1d20 + 12 + 1 - 2 + 2 + 1 ⇒ (16) + 12 + 1 - 2 + 2 + 1 = 30 for cold iron, slashing, magic: 1d10 + 7 + 6 + 2 + 1 ⇒ (6) + 7 + 6 + 2 + 1 = 22
sorry for misunderstanding; and I didn't want to roll like you weren't going to allow me to keep it, but I forgot how much you are keeping track of. Being a GM is a lot of work.
| GM Harker |
I'll allow Quiella's retroactive attack this time, but in the future you'll need to make an forgotten attack before I've moved to the next initiative block (i.e., I took another turn for the enemy). Otherwise, we could be dealing with a lot of unnecessary retcons. I mentioned this earlier, but I think I was a bit unclear.
Quiella's haste attack from earlier hit the shadow demon.
Heccan casts more Magic Missiles and the force projectiles do full damage to the incorporeal creature.
The shadow demon continues to attack Quiella, but this time only its bite is able to the touch the magically protected gnome. Quiella takes 6 damage from the bite attack, which takes away from her Temp HP.
Shadow Demon Claw 1: 1d20 + 11 ⇒ (4) + 11 = 15
Shadow Demon Claw 2: 1d20 + 11 ⇒ (5) + 11 = 16
Shadow Demon Bite: 1d20 + 11 ⇒ (18) + 11 = 29
Bite Damage: 1d8 + 1d6 ⇒ (1) + (5) = 6
Initiative (Round 6)
Shadow Demon {Orange}
Valik [6 Damage] <= Up
Zephyrus [1 Damage; 1 Con Damage; Life link with Quiella] <= Up
Heccan [1 Damage; Life Link with Quiella] <= Up
Melufiuos [1 Damage; Life link with Quiella] <= Up
Quiella [15 Damage; 5 TEMP HP] <= Up
Vailis/Hound Archon [Vailis: Life Link with Quiella; HA: 20 Damage] <= Up
Group Effects
Inspire Courage (Advice): +2 to rolled att/dam, +2 to fear, charm saves
Haste: +1 att, AC, Ref, Double Speed, +1 attack if full-attacking
Everyone is up!
Vailis
|
The archon touches Melufiuos with another aid spell.
Mel's extra temporary hp: 1d8 + 6 ⇒ (3) + 6 = 9
Mel gets +1 morale bonus on attack rolls and saves against fear effects (6 min), which stacks with Valik's inspiration (competence vs morale)
Vailis stops at the noxious gases that cover the room "This place is filled with gas, does anyone know how to wind this up? I believe there was someone there!"
Melufiuos Benidictus
|
| 1 person marked this as a favorite. |
"Sorry, I only had one scroll," shouts the magus over his shoulder as he swings his magically charged, cold iron hand axe at the shadow demon again (this time, with the aid if his true strike wand).
to hit: 1d20 + 8 + 2 + 2 + 2 + 1 + 1 - 2 + 20 ⇒ (1) + 8 + 2 + 2 + 2 + 1 + 1 - 2 + 20 = 35
magic&cold iron: 1d6 + 2 + 2 + 2 ⇒ (2) + 2 + 2 + 2 = 8
to hit: 1d20 + 8 + 2 + 2 + 2 + 1 + 1 - 2 ⇒ (5) + 8 + 2 + 2 + 2 + 1 + 1 - 2 = 19
magic&cold iron: 1d6 + 2 + 2 + 2 ⇒ (3) + 2 + 2 + 2 = 9
With yet another miss with his magically enhanced strike, the young elf curses and violently tosses the wand on the floor!
Valik Frost
|
Valik lets out a flurry of punches and kicks at the shadowy enemy that is ripping Quiella to bits.
1d20 + 14 + 1 + 2 ⇒ (11) + 14 + 1 + 2 = 281d10 + 3 ⇒ (1) + 3 = 4
1d20 + 9 + 1 + 2 ⇒ (17) + 9 + 1 + 2 = 291d10 + 3 ⇒ (2) + 3 = 5
haste: 1d20 + 14 + 2 + 1 ⇒ (1) + 14 + 2 + 1 = 181d10 + 3 ⇒ (1) + 3 = 4
Dr. Zephyrus Vitruvian
|
"Give it a bit of time, it will subside and denature", replies Dr. Vitruvian in his typical flat affect as he picks his way through the crowded floor and takes a single shot against the occluded demon.
Vanth, heroism, sensei, haste, melee penalty, cover vs shadow demon: 1d20 + 10 ⇒ (16) + 10 = 26
cold iron damage: 1d8 + 4 ⇒ (4) + 4 = 8
Not a strong shot, to be sure, but a good one. The doctor has not thought about his old archery tutors in many years; they would approve.
Quiella
|
Yes, sorry GM. I misread your post.
A triumphant grin begins to spread across Quiella's face as she becomes increasingly confident that the shadow is almost defeated.
greatsword, attack, power attack, inspired, Divine favor, haste: 1d20 + 12 - 2 + 2 + 1 + 1 ⇒ (11) + 12 - 2 + 2 + 1 + 1 = 25 for cold iron, slashing, MAGIC: 1d10 + 7 + 6 + 2 + 1 ⇒ (1) + 7 + 6 + 2 + 1 = 17
greatsword, attack, power attack, inspired, Divine favor, haste: 1d20 + 12 - 2 + 2 + 1 + 1 ⇒ (2) + 12 - 2 + 2 + 1 + 1 = 16 for cold iron, slashing, MAGIC: 1d10 + 7 + 6 + 2 + 1 ⇒ (6) + 7 + 6 + 2 + 1 = 22
greatsword, attack, power attack, inspired, Divine favor, haste: 1d20 + 7 - 2 + 2 + 1 + 1 ⇒ (11) + 7 - 2 + 2 + 1 + 1 = 20 for cold iron, slashing, MAGIC: 1d10 + 7 + 6 + 2 + 1 ⇒ (3) + 7 + 6 + 2 + 1 = 19
Heccan Abraxi
|
Heccan, seeing his spell strike home, unleashes another volley at the creature.
Heccan casts magic missile at the shadow demon.
Caster Check + Spell Penetration v SR: 1d20 + 10 ⇒ (17) + 10 = 27
MM damage: 4d4 + 4 ⇒ (3, 4, 1, 3) + 4 = 15
| GM Harker |
Zephyrus can keep his arrow, while Heccan can keep his spell slot.
Melufiuos finishes off the Shadow Demon with his two strikes. The fiend makes a distinct popping noise as it returns to the Abyss.
Combat Over
Injury Report: Valik 6 Damage, Zephyrus 1 Damage, Heccan 1 Damage, Mel 1 Damage, Quiella 15 Damage + 5 Temp HP, Archon: 20 Damage
Nothing of significance or value is found on the mandragora.
As the combat finishes up, the drow captive begins to awaken due to his healing.
For those taking a moment to look into the other room as the fumes subside, you see yellow puffball fungi nearly a foot in diameter and chunks of orange and purple crystal glow faintly in the gloom of this round chamber. Strange plaster frescoes depicting acts of violence cover the walls, and in the center of the floor stands an altar made of petrified wood that supports a collection of decaying eyeballs laid in an offering bowl like a demented still-life.
Looking at the bowl of eyeballs in more details reveals that most appear to be animal in origin, although a few are probably humanoid.
A thorough examination of the altar reveals a pouch hidden inside one of its recesses. The sack contains ten Druman trade bars, 12 turquoise gems, and several thousand silver coins.
This room is a shrine to Shax, also known as The Blood Marquis, the demon lord of envy, lies, and murder. Typically depicted as having the head of a dove and bird-like legs, Shax is known to eat the eyes of victims. His unholy symbol is a silver feather on a pool of blood.
Read the following spoiler if you got DC 25 or higher on this check.
Shax’s realm, a vast mansion called Charnelhome, sits perched on an abyssal cliff, flanked by a thicket of blood-drinking plants. Shax is considered the progenitor of the cunning and murderous Babau demons, but also commands the loyalty of many shadow demons due to their envious nature.
"Oh thank the gods, my time tortured by fiends is finally at an end!" The non-drow chained to the wall in the other room cries out as the combat comes to an end. "If you are goodhearted, please release me from these bonds!
Melufiuos Benidictus
|
If the drow is not already tied up, do it now.
Mel retrieves his wands and such (even the true strike which failed him TWICE IN A ROW!). He glowers at it before stuffing it back in place.
Know planes: 1d20 + 7 + 2 ⇒ (14) + 7 + 2 = 23
Mel reveals what he knows about the artwork and offering bowl and hopes that someone else knows a little bit more.
Detect magic in the room and on the guy on the wall. (someone please check him for evil and use SM). I don't trust these dang drow.
Vailis
|
K. planes DC 20: 1d20 + 5 ⇒ (19) + 5 = 24
"A shrine to Shax... The Blood Marquis, the demon lord of envy, lies, and murder." Vailis explains as he checks the room "Typically depicted as having the head of a dove and bird-like legs, Shax is known to eat the eyes of victims. His unholy symbol is a silver feather on a pool of blood. We better are careful with the inhabitants of this ruins"
The Summoner reassures Melufiuos "Be calm Mel, this was a prisoner of the drows, he sure, is an enemy to them and willing to help us" he turns to the prisoner "Aren't you? Why did the drows imprison you? What are they doing in this tower?"
Sense Motives: 1d20 - 1 ⇒ (19) - 1 = 18
Diplomacy: 1d20 + 7 ⇒ (14) + 7 = 21
Dr. Zephyrus Vitruvian
|
Auto-aid Vailis's Knowledge (Planes).
Dr. Vitruvian describes what he's heard of Shax's realm Charnelhome, and his favored minions (go ahead and read the spoiler).
Heccan Abraxi
|
Heccan wills his spell to end, allowing the sorcerer to materialize. His breath is heavy, so much combat activity draining the more scholarly fellow. Regaining his composure, he listens itently to Mel, Dr. Z and Vailis discuss the art and bowl. Heccan nods solemnly and walks over to the others as they question the captive. Initially he says nothing, trying to gauge the truth of the man's words.
Sense Motive: 1d20 + 12 ⇒ (8) + 12 = 20
Before asking the captive a question, he re-engages the captured drwo, now secured by Mel's handiwork. He smiles at the dusky elf. "Now then, where were we?" Ah yes..." Heccan once again attempts to inquire of the prisoner.
Heccan will attempt same interrogation techniques he sought to engage before the attack, reprinted below for a refresher.
Once secured, Heccan will start by touching the prisoner on the head using his corrupting touch class feature which will give the prisoner the shaken (–2 penalty on attack rolls, saving throws, skill checks, and ability checks) condition for 8 rounds, then will cast Charm Person (WILL, DC 20) until the magic takes (up to three tries) before questioning the drow captive. Heccan will also share all information on successful ID checks with party.
Caster Check + Spell Penetration v Spell Resistance: 1d20 + 10 ⇒ (16) + 10 = 26
Caster Check + Spell Penetration v Spell Resistance: 1d20 + 10 ⇒ (12) + 10 = 22
Caster Check + Spell Penetration v Spell Resistance: 1d20 + 10 ⇒ (15) + 10 = 25
Note, based on description of Corrupting Touch, I do not believe it is subject to SR.
Corrupting Touch (Sp): At 1st level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
| GM Harker |
As the elven prisoner to the drow begins to speak, he appears truthful in his words to Vailis, "I am Caldion, and I am an outrider for
the Shin’Rakorath. These creatures managed to take me by surprise while I was on patrol. I would call on my comrades to end this infestation, but I suspect they would not arrive soon enough to eradicate the creatures as they slither back into the darkness below."
"I will be happy to tell you whatever could be helpful to you, but could you please free me now?"
| GM Harker |
Heccan, Corrupting Touch is a Spell-like effect, so I believe it is subject to Spell Resistance.
Heccan's Penetration vs SR with Corrupting Touch: 1d20 + 10 ⇒ (17) + 10 = 27
As the drow prisoner attempts to escape his bonds, Heccan touches him and the dark elf appears somewhat shaken by the man's presence. Heccan then attempts to charm the drow three times, but the elf resists every attempt with a litany of curses in Elven about the sorcerer's family lineage and personal interests.
Will Save 1: 1d20 + 12 ⇒ (14) + 12 = 26
Will Save 2: 1d20 + 12 ⇒ (13) + 12 = 25
Will Save 3: 1d20 + 12 ⇒ (19) + 12 = 31
Vailis
|
"The Shin’Rakorath? What is that?" Vailis chucks as Caldion talks about the infestation "How many more are them? Did you hear anything about their plans? What are they doing here?"
The half-elf believes Caldion and offers him some water and food after the group unbinds him.
| GM Harker |
If you want to free Caldion, I'll need either a Disable Device, weapon attacks on the chains, or a Strength check. Conversely, you can also aid him in an Escape Artist check.
As it appears that the group is about to free him, Caldion answers Vailis' questions, "Shin’Rakorath means ‘Lantern Bearer’ in the tongue of my people. We make it our mission to keep the night safe from things like these creatures."
"These creatures are foul—worse than the demons that they worship. Their leader has stolen important documents from this ruin. No matter your own motives—I will not assume that you are the sort to return the texts to Kyonin— anything is better than allowing those creatures to keep the documents."
"Their female leader is making her way to the Darklands now, I beg to stop her from giving our cultural heritage to her foul brethren."
Melufiuos Benidictus
|
Seeing that the party has warmed up to the prisoner, Mel is happy to try his hand on the locks. He kindly asks Quiella for guidance of she has it memed.
disable: 1d20 + 15 + 2 ⇒ (2) + 15 + 2 = 19 +1 more if guidance
Quiella
|
Quiella purses her lips and gives Mel an icy stare, but she offers him guidance all the same.
"How do we catch their leader? It does not seem that her compatriot is interested in helping us find her."
Heccan Abraxi
|
Heccan shakes his head and curses the drow in Infernal. He runs a hand through his dark wavy hair and walks away, visibly frustrated. "Resilient ones these drow. This one will be of no use to us. Sounds as though we should make haste to find this queen before she is able to abscond with these interesting sounding texts."
Melufiuos Benidictus
|
The young elf visibly wilts below the Paladin's icy stare, but a glimmer of hope enters his eye when he feels the guidance settle on him like a familiar mantle.
If Mel is unable to open the lock, he can try to assist with escape artist. escape artist: 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26. If that does not work either, then will a scroll of Knock do the trick? caster level check: 1d20 + 6 + 2 + 10 ⇒ (14) + 6 + 2 + 10 = 32
| GM Harker |
| 1 person marked this as a favorite. |
Since Mel can disable the bonds if he takes 10, we'll just assume he frees Caldion eventually.
The captive elf rubs his sore wrists after being released, and you can clearly see now that he is missing some fingers, "Thank you. There is a passage that leads down further in the tower, you can follow their foul leader down that way."
Caldion then perks up at Heccan's words, "There is still one of those monsters alive? If you don't plan on killing it immediately, I have some justice I would like to inflict."
Are you all waiting an hour for Zeph's zombos before moving forward?
Dr. Zephyrus Vitruvian
|
Oh, you mean the one I gave you? 80 minutes.
Speaking of which, DM, you still need to verify two more things:
They will each have 9 HD (Which would mean how many hit points? Does 57 - 8 + 5X8 + 9 - sound right?)....The one other question you'll need to answer is, will they still have their armor proficiencies (the zombie rules are unclear to me on this on their own), and if not, is the armor they wear such that it would even matter?
Melufiuos Benidictus
|
Yes, the potion you gave Mel. I've enjoyed the constant +2 to everything!
I'd love to wait. I'd love to wait 8 hours. But right now, Mel is a wounded puppy and wants nothing more than to get back in Quiella's good graces. He is going to go along with whatever she wants. Have you figured out how to keep her from destroying them as soon as she sees them?
Quiella
|
Quiella gives the elf a cold stare. "There has been enough justice inflicted on the captives already. You need do nothing further. If you disagree, then I am sure Mel here would be happy to tie you back up until we can return."
She turns to the others. "Let's not waste another moment. We will have to move quickly to catch up to this leader."
Melufiuos Benidictus
|
Mel looks up with a wicked grin when Quiella talks about tying the guy up again, followed by a wink. But when she gets to not waste another moment, his gut sinks. Regardless, he is quick to back her up, "You heard her, people. Let's get moving!" (what a suck-up! :) )
Are we taking the prisoner? If we think we'll catch up to the leader within 2 hours, then we can stick him on a Floating Disk and drag him behind us?
I assume this guy is not coming with us. Too weak from the torture/captivity?
As he prepares to go, he gets a sense of worry from Lady Beltona. I guess there's no reason to keep watching the teleporter, he thinks, so he summons her to him.
Vailis
|
"Ok Caldion, thanks for it. I think you can take the prisoner with you, that will be of much help to us" Vailis looks at the others for approval I do not want to tell Caldion he is weak to come with us, and that might come to a solution for the drow.
Once the group is ready to continue, Vailis command the Hound Archon to cast aid for everyone in the party, including the archon itself.
Aid Melufious: 1d8 + 6 ⇒ (8) + 6 = 14
Aid Quiella: 1d8 + 6 ⇒ (5) + 6 = 11
Aid Heccan: 1d8 + 6 ⇒ (8) + 6 = 14
Aid Dr. Zeph: 1d8 + 6 ⇒ (2) + 6 = 8
Aid Vailis: 1d8 + 6 ⇒ (7) + 6 = 13
Aid Archon: 1d8 + 6 ⇒ (1) + 6 = 7
Aid Valik: 1d8 + 6 ⇒ (4) + 6 = 10
Lasts for 6 min
The archon keeps the aid up while Vailis joins the group heading south behind the escaped drow.
Vailis: 72/59 hp
Archon: 38/51 hp
Heccan Abraxi
|
Heccan listens with relative indifference as the party discusses the fate of the captive drow. He quirks a brow and tries to hide a smirk as he hears Quiella get in a veiled chastisement of Mel before prompting everyone to get moving. Heccan tilts his head toward Vailis as he makes his suggestion.
"Yes Caldion. We leave the drow in your hands. I might remind you that I know this one has information your people would want to know. If you shepherd him for us, I will gladly aid in the interrogation." He looks over to the drow with a confident smile. "All I need is a little more time."
Heccan pats Vailis on the shoulder. "Shall we go try to get ourselves killed one more time?"
| GM Harker |
I'll give Zephyrus an opportunity to delay the group if he wants, but entering the next room doesn't immediately set off an encounter, so I'll describe it.
Being too weak to accompany you, Caldion does agree to take the monstrous fiend into custody without enacting any vengeance, but he does prominently display his missing fingers in silent protest.
Looking into the southern room, you see wooden bookshelves line nearly every inch of the walls in this circular space, creating an octagonal library stocked with bound volumes of all sizes. Despite the slightly damp conditions elsewhere in the basement, the air in this room is dry, and the shelves and books are all in unbelievably good condition. A small passage in the north end of the room opens into a larger room beyond, and an excavated tunnel descends sharply to the south.
Melufiuos Benidictus
|
As they are about to part ways, a thought occurs to Mel. "Oh! Can you guess if the leader will be alone? We were ambushed by three drow on the way in. Do you remember how many there were? Also, is the leader a caster?"
Going into the next room, Mel detects magic and then checks for traps, Lady Beltona perched upon the top of his head again, flapping her wings to keep her balance every time he bends to look at something.
find traps: 1d20 + 12 + 2 + 2 ⇒ (16) + 12 + 2 + 2 = 32
Also, if he does not detect any kind of preservative magic in the room on on the bookcases, he'll attempt to disbelieve the bookcases.
disbelieve: 1d20 ⇒ 16 Not sure what kind of roll that is, so I do not know what bonuses to apply
Vailis
|
"Impressive" describes Vailis as he contemplates the library.
Once Melufiuos tells the group about the safety of the library, he starts checking some of the books. In particular the half-elf looks for maps of the tower underground or hints of what the drows might had been reading of the library.
Vailis secures any named book of value to the Dark Archive, or any book describing the story of the ruins that might help documenting the Society report at the end of the mission.
[dice=K. geography/history/nobility (untrained knowledge skills can be used in libraries)]1d20+1[/dice]
Perception: 1d20 + 0 ⇒ (1) + 0 = 1
But apparently, Vailis is too excited by following the drow to be able to manage reading the cover of any book.