Ascaria |
Round: 3, Initiative: 21
Weapon Equipped = sling, cold iron bullet
Cold Iron Bullets (4/10), Silver Bullets (10/10)
Conditions = Blessed (3/30r)
Life Link (3) = None
Channel Energy (6/7) (DC: 15) (2d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Ranged Attack: BAB +2, Dex +1 Damage: +0
Spells (Caster Level 3, Concentration +7)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (14): Create Water, Detect Magic, Light, Spark, Stabilize
First (15): (0/6) Bless, Cure Light Wounds, Diagnose Disease, Liberating Command
"Rae!"
Ascaria watches Rae drop to the fearsome swords. She should’ve come further back. Now we’re in it…
He quickly (well not that quickly) channels energy to heal the party. He’s careful to carve out the two pots.
Channel Energy (healing): 2d6 + 1 ⇒ (2, 5) + 1 = 8
He then loads his sling and steps back a little (5’ step)
Group spells in effect
Bless (+1 attacks, saves vs fear (morale)) (everyone except Sol)
GM Rat Sass |
Raella tries to repay the knight, but finds her wallet empty at the moment. Ascaria launches a sling stone to no effect. Solrisa closes the distance, uncertain if their continued presence is necessary. Tynan tosses a dagger, managing only to lose it to the chasm below. Pillette strikes true, damaging the beautiful ceramic. Mortimer rales against the knights, drawing one of their attention.
Round 3
Raella- 22 (-34hp, unconscious, stabilized)
Ascaria- 21
Solrisa- 18
Tynan- 14
WW- 13 (-6hp)
Pillette- 10+
Mortimer- 10
Raella and Tynan are up, then the killin' kiln kin!
Raella Grim |
Round 3
Rae gurgles, but does not rise.
GM Rat Sass |
The ceramic knights split, one flying towards Mortimer, one flying towards Solrisa.
Longsword v Mortimer: 1d20 + 8 ⇒ (9) + 8 = 17 for 1d8 + 3 ⇒ (7) + 3 = 10 damage
Longsword v Solrisa: 1d20 + 8 ⇒ (6) + 8 = 14 for 1d8 + 3 ⇒ (6) + 3 = 9 damage
Tynan on delay, Pillette and Mortimer are up! The guardian on Mortimer is the one injured by Pillette.
Mortimer Smith |
AC 17, 21 on AoO; 16/26 HP
BAB = +3 (level 3)
ToHit = 1d20+7
RHit = 1d20+7-2
LHit = 1d20+7-2
Fort+4 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+5
Will+2
Initiative+2
CMD = 18, 16 if flat footed
Bless in Effect, +1 toHit and Fear Saves
Init 10-, Round 3
"' that all you got teapot?"
Five foot step. Mort attacks when either Tynan or Sol step up to flank.
RHit: 1d20 + 7 - 2 + 1 + 2 ⇒ (10) + 7 - 2 + 1 + 2 = 18 (Bless + Flank) for Dam: 1d6 + 4 ⇒ (1) + 4 = 5
LHit: 1d20 + 7 - 2 + 1 + 2 ⇒ (10) + 7 - 2 + 1 + 2 = 18 (Bless + Flank) for Dam: 1d6 + 4 ⇒ (3) + 4 = 7
Roast it well with cajun sauce, together, together.
Tynan Swale |
Round 3, Init 10 (Delay)
Seeing Mort shift to the far side of his studied target, Tynan takes a step forward, and strikes out at the back of the ceramic knight.
Short Sword: 1d20 + 7 + 1 + 1 + 2 ⇒ (19) + 7 + 1 + 1 + 2 = 30 (+1 studied, +1 bless, +2 flank)
Sword Damage: 1d6 + 1 + 1 + 1d6 ⇒ (4) + 1 + 1 + (6) = 12 (+1 studied, +1d6 sneak attack)
Crit Confirm: 1d20 + 7 + 1 + 1 + 2 ⇒ (17) + 7 + 1 + 1 + 2 = 28 (+1 studied, +1 bless, +2 flank)
Crit Damage: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4 (+1 studied)
AC:16(F:12, T:14); HP:22/22; Saves:F3,R7,W2
Buffs: Bless
GM Rat Sass |
Raella stabilizes in the crackle of the Ascaria's healing pulse. Solrisa gains the foot of the walkway, brushing aside the knight's attempt to bleed her like her sister.
As Mortimer draws in the lone knight, Tynan and Mortimer begin their own coordination. Tynan sidles up to the ceramic clad entity, then stays his blade just long enough for Mortimer to reposition. Their blows are almost synchronized, and each lands to deadly effect.
Knight falls. Both its weapons and its armor dissolves away into so much dust, leaving only a soft pile of sand.
Tynan delays in the round, then 5' steps to ready a strike (quite nice one, by the by), which fires off after Mortimer moves into flank. Mortimer moves into flank with Tynan threatening on the other side with his short sword. Mortimer slams the knight with both blows and the much needed flanking bonus, and Tynan slays it outright with his critical blow.
Round 4
Round 3
Raella- 22 (-34hp, unconscious, stabilized)
Ascaria- 21
Solrisa- 18
WW- 13 (1 remaining)
Pillette- 10+
Mortimer- 10
Tynan- 9
Pillette to finish Round 3, then Raella, Ascaria, Solrisa are up!
Pillette |
Round 3, Init 10+
AC: 16 (T: 14 FF: 12)
HP: 21/21
F3/R6/W0
Melee - +3 / Ranged - +6 (+7 Point Blank)
Condition: Rope tied to waist
Equipped: Crossbow
Perception +5/ Know (Local) +7 / Know (Nobles) +3 / Sense Motive +4
Seeing one knight dusted, the halfling peers out at the fallen warrior, hoping that Ascaria's healing energy might save her, so a flying leap across the gap is not yet required. Turning her attention back to the fight, she steps back and snappily loads another sturdy quarrel into her heavy bow and fires at the remaining foe.
5' step back
Crossbow: 1d20 + 6 + 1 + 1 ⇒ (16) + 6 + 1 + 1 = 241d8 + 1 ⇒ (2) + 1 = 3
Ascaria |
Round: 4, Initiative: 21
Weapon Equipped = dagger
Cold Iron Bullets (5/10), Silver Bullets (10/10)
Conditions = Blessed (4/30r)
Life Link (3) = None
Channel Energy (4/7) (DC: 15) (2d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Ranged Attack: BAB +2, Dex +1 Damage: +0
Spells (Caster Level 3, Concentration +7)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (14): Create Water, Detect Magic, Light, Spark, Stabilize
First (15): (0/6) Bless, Cure Light Wounds, Diagnose Disease, Liberating Command
Ascaria watches the halfling step, but not away and he shakes his head. He takes a deep breath, drops his sling, draws his dagger and steps between the crazed Pillette and the whirling blades. Has everyone gone crazy?
"Backup Pillette!"
He then channels energy to heal Mort, Rae, and anyone else who may be injured.
Channel Energy (healing): 2d6 + 1 ⇒ (2, 4) + 1 = 7
Group spells in effect
Bless (+1 attacks, saves vs fear (morale)) (everyone except Sol)
Solrisa Iome Arabasti |
Round 4, Init 18
"Rae, we're coming!" Sol says, slicing at the porcelain chump in front of her.
1d20 + 7 ⇒ (12) + 7 = 19 to hit; (bless)
1d10 + 3 ⇒ (7) + 3 = 10 damage.
AC=20
HP=28/28
Right hand = long sword
Left hand = hvy shield
Raella Grim |
Round 4, Init 21-
Rae shakes her head groggily, the finds her weapon and scrambles to her feet, looking for the creature that just hit here.
"Don't worry, Sol. I'm coming!"
move to grab weapon, move to stand.
GM Rat Sass |
The knight turns to observe his fallen comrade, and the perpetrators standing over the pile of sand. It flies away from Solrisa's damaging blade incurring AoO to line up with Tynan and Mortimer across the way.
The ceramic knight raises its twin blades, then brings them down to clash against each other. A sound, greater than what would be expected by normal swords clashing, ripples across both Mortimer and Tynan.
Sonic Blast: 2d6 ⇒ (4, 5) = 9 Reflex Save DC 15 for half damage
Pillette, Mortimer, and Tynan are up! Then Round 5...
Ascaria |
Round: 4, Initiative: AoO
Weapon Equipped = dagger
Cold Iron Bullets (5/10), Silver Bullets (10/10)
Conditions = Blessed (4/30r)
Life Link (3) = None
Channel Energy (4/7) (DC: 15) (2d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Ranged Attack: BAB +2, Dex +1 Damage: +0
Spells (Caster Level 3, Concentration +7)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (14): Create Water, Detect Magic, Light, Spark, Stabilize
First (15): (0/6) Bless, Cure Light Wounds, Diagnose Disease, Liberating Command
Ascaria almost stumbles as he uses his dagger in anger for the first time. It’s fleeing - yay!
Dagger: 1d20 + 2 ⇒ (17) + 2 = 19 damage: 1d3 ⇒ 3
He laughs as his little dagger finds purchase in the creatures ceramic skin. Then he frowns as the creature clangs...
Group spells in effect
Bless (+1 attacks, saves vs fear (morale)) (everyone except Sol)
Mortimer Smith |
AC 17, 21 on AoO; 14/26 HP
BAB = +3 (level 3)
ToHit = 1d20+7
RHit = 1d20+7-2
LHit = 1d20+7-2
Fort+4 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+5
Will+2
Initiative+2
CMD = 18, 16 if flat footed
Bless in Effect, +1 toHit and Fear Saves
Init 10-, Round 4
Reflex15: 1d20 + 5 ⇒ (9) + 5 = 14
Head ringing, Mortimer takes a five foot step to engage the marred Wedgewood.
"No one will cry when you are dust."
RHit: 1d20 + 7 - 2 + 1 - 1 ⇒ (16) + 7 - 2 + 1 - 1 = 21(Bless + Power Attack) for Dam: 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7
LHit: 1d20 + 7 - 2 + 1 - 1 ⇒ (14) + 7 - 2 + 1 - 1 = 19 (Bless + Power Attack) for Dam: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8
Bake it with Asian sauce, together, together. It is good for your healthy life.
Pillette |
Pillette Post
Round 4, Init 10+
AC: 16 (T: 14 FF: 12)
HP: 21/21
F3/R6/W0
Melee - +3 / Ranged - +6 (+7 Point Blank)
Condition: Rope tied to waist, Blessed
Equipped: Crossbow
Perception +5/ Know (Local) +7 / Know (Nobles) +3 / Sense Motive +4
Pillette will take a step back, deftly slide a heavy quarrel into her bow, and fire at the remaining foe.
Crossbow: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 131d8 ⇒ 5 Bless, Precise Shot
Tynan Swale |
Round 4, Init 9
Reflex Save: 1d20 + 7 ⇒ (13) + 7 = 20
With most of the concussive force of the ringing swords absorbed by the mighty Mort, Tynan escapes relatively unscathed by the blast.
Seeing a straight shot at the creature, Tynan charges. The proximity to the edge of the abyss proves to be too distracting though, and the thrust falls short.
Short Sword: 1d20 + 7 + 1 + 2 ⇒ (3) + 7 + 1 + 2 = 13 (+1 bless, +2 charge)
AC:16(F:12, T:14); HP:18/22; Saves:F3,R7,W2
Buffs: Bless
GM Rat Sass |
Ascaria regains the rager, and rages a little himself. Raella awakens, reclaiming her sword and regaining her feet. Solrisa soundly cracks the ceramic knight. Pillette attempts to thrum a knight thrice, but misses. Mortimer works the hardened clay, kneading no help to hit. Tynan pulls up short with sword, facing down the very injured guardian.
Round 5
Ascaria- 21
Raella- 20 (-27hp)
Solrisa- 18
WW- 13 (-31hp)
Pillette- 10+
Mortimer- 10 (-9hp)
Tynan- 9 (-4hp)
Ascaria, Raella, and Solrisa are up!
Ascaria |
Round: 5, Initiative: 21
Weapon Equipped = dagger
Cold Iron Bullets (5/10), Silver Bullets (10/10)
Conditions = Blessed (5/30r)
Life Link (3) = None
Channel Energy (3/7) (DC: 15) (2d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Ranged Attack: BAB +2, Dex +1 Damage: +0
Spells (Caster Level 3, Concentration +7)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (14): Create Water, Detect Magic, Light, Spark, Stabilize
First (15): (0/6) Bless, Cure Light Wounds, Diagnose Disease, Liberating Command
Ascaria moves up a bit and onto the ledge so he can reach Mort with his healing. He holds his dagger close, glad the creature has moved off.
Channel Energy (healing): 2d6 + 1 ⇒ (3, 1) + 1 = 5 (Healing reaches everyone, excludes the two ceramic knights.)
Group spells in effect
Bless (+1 attacks, saves vs fear (morale)) (everyone except Sol)
Raella Grim |
Round 5
Rae gives a wide berth to the remaining knight's swords until she can block his path on the far side of Mort.
Unfortunately, that's a double move. :(
Solrisa Iome Arabasti |
Round 5, Init 18
Solrisa takes off and puts away her shield, 5' stepping away from the edge.
Seeing her sister up and angry takes some of the edge off her furrowed brow and a light smile appears on her face.
"Rae! Smash!"
GM Rat Sass |
1-M 2-R 3-T
1d3 ⇒ 1
1d3 ⇒ 1
The knight strikes down with both of its swords, targetting Mortimer with its deadly work. It then tries to distance itself from the gaggle of interlopers, drifting over the chasm. At present, there is no place on the stone walkway to engage with the guardian in melee unless you have reach.
Longsword: 1d20 + 8 ⇒ (9) + 8 = 17 for 1d8 + 3 ⇒ (8) + 3 = 11 damage
Longsword: 1d20 + 8 ⇒ (7) + 8 = 15 for 1d8 + 3 ⇒ (2) + 3 = 5 damage
Pillette, Mortimer, and Tynan to finish out Round 5!
Tynan Swale |
Round 5, Init 9
Tynan eyes the ceramic knight, looking for any crack in its glossy armor, then swiftly draws a throwing dagger and hurls it at the creature. (move action to study target, swift action to draw dagger, standard to throw)
Throw Dagger: 1d20 + 7 + 1 + 1 ⇒ (2) + 7 + 1 + 1 = 11 (+1 studied, +1 bless)
Dagger Damage: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4
The dagger bounces harmlessly off of the armor, and drops into the chasm.
Dammit...
AC:16(F:12, T:14); HP:22/22; Saves:F3,R7,W2
Buffs: Bless
Mortimer Smith |
AC 17, 21 on AoO; 8/26 HP
BAB = +3 (level 3)
ToHit = 1d20+7
RHit = 1d20+7-2 (-1 to hit, +2 dam on Power Attack)
LHit = 1d20+7-2 (-1 to hit, +2 dam on Power Attack)
Fort+4 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+5
Will+2
Initiative+2
CMD = 18, 16 if flat footed
Bless in Effect, +1 toHit and Fear Saves
Init 10-, Round 5
"HEY! Get back here! I've known dishes with more backbone!", Mort chokes.
He pulls out a brush and flings it at the Ceramic.
IronBrush: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16 Bless for Dam: 1d3 + 4 ⇒ (2) + 4 = 6
Plink! Plink! Plink!
Pillette |
Round 5, Init 10+
AC: 16 (T: 14 FF: 12)
HP: 21/21
F3/R6/W0
Melee - +3 / Ranged - +6 (+7 Point Blank)
Condition: Rope tied to waist
Equipped: Crossbow
Perception +5/ Know (Local) +7 / Know (Nobles) +3 / Sense Motive +4
Seeing the play-doh knight float away from her companions' reach, the halfling reloads her trusty bow and attempts to strike it again with her heavy quarrel.
Assuming the walkway does not block her shot...
Crossbow: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 191d8 ⇒ 2 Bless
GM Rat Sass |
The sound of a crossbow's heavy thrum, and the knight shatters, its newly forming dust falling into the chasm below. Some of its dust is swept up into the central air column. Aside from the wind whipping 'round, there is no further sound in the chamber, other than the breathy wind of those present.
We are out of combat.
Ascaria |
Weapon Equipped = dagger
Cold Iron Bullets (5/10), Silver Bullets (10/10)
Conditions = None
Life Link (3) = Mort, Rae, Tynan
Channel Energy (2/7) (DC: 15) (2d6+1)
Amiable Blunder (1/1) (if Diplomacy failed by >5, reroll to avoid worsening attitude)
Ranged Attack: BAB +2, Dex +1 Damage: +0
Spells (Caster Level 3, Concentration +7)
Once per Day: Arcane Mark, Comprehend Languages, Message, Read Magic
Zero (14): Create Water, Detect Magic, Light, Spark, Stabilize
First (15): (0/6) Bless, Cure Light Wounds, Diagnose Disease, Liberating Command
Ascaria shouts, ”Hold a moment!”
He quickly channels energy while everyone is still in range.
Channel Energy (healing): 2d6 + 1 ⇒ (5, 3) + 1 = 9 (Healing reaches everyone, excludes the two ceramic knights just in case.)
Satisfied, he sheathes his dagger, gathers up his sling and shot, and doffs his hat to wipe his brow.
"Those guys were tough! Do you think there will be more of them?" As he talks, he walks over to Rae, concentrates a moment, and touches her lightly on the shoulder. He then moves to Tynan and does the same. Then Mort.
"I have forged a link between us that will help me heal your injuries. Sorry I didn't do it sooner, but, well, it's a new thing I've been sort of wondering about trying and I haven't, well, tried it yet."
He turns to Pillette and Sol, "You're next, but I can only keep track of so many at once for now. And you two do a pretty good job of staying out of danger."
As per normal, if you're still injured, please roll your own healing (1d8+1 per casting) and I'll track the wand charges.
Mortimer Smith |
AC 17, 21 on AoO; 26/26 HP
BAB = +3 (level 3)
ToHit = 1d20+7
RHit = 1d20+7-2 (-1 to hit, +2 dam on Power Attack)
LHit = 1d20+7-2 (-1 to hit, +2 dam on Power Attack)
Throw = 1d20 + BAB + Dex
Fort+4 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+5
Will+2
Initiative+2
CMD = 18, 16 if flat footed
Bless in Effect, +1 toHit and Fear Saves
Init, Round
Mortimer stops holding the gash on his forehead closed as Ascaria heals him.
"Thanks, Canary."
He takes the wand:
wand: 1d8 + 1 ⇒ (4) + 1 = 5
wand: 1d8 + 1 ⇒ (6) + 1 = 7
"Those guys were tough! Do you think there will be more of them?"
How many could it take? After what we went through to even get this far...
"We could try and see. If everyone goes by the entrance in case there is a need for a hasty retreat, I could try to walk across the bridge again."
He lines up in front of the bridge and waits for everyone's suggestions or retreat.
When/If they retreat, he attempts the bridge again, but will pause for the others to join him at the wind column if nothing happens.
Solrisa Iome Arabasti |
Solrisa sheathes her sword as she moves over to check on her sister.
"Rae! Are you okay? I haven't seen you fall that hard since you thought you could make money logging trees!" Sol asks with genuine concern for her sister.
"It was amazing how angry you could get at trees!" Sol coos, remembering. "They seemed so big and tough until you cut them down!" Sol smiles cheerily at her standing, alive sister.
"Did you need more healing? I can get the wand?" she confirms, wanting her sister to be completely whole.
When her sister is healthy, she joins Ascaria at the door way out, certain that the party's work is done here and ready to return to town without the need to needlessly disturb anything else.
"Oh Ascaria, thank you for taking care of my sister," Sol smiles down upon the gnome. "I wonder if all gnomes are as wonderful as you."
GM Rat Sass |
As Mortimer crosses the walkway, the sound of the air column grows louder in proximity. Arriving at the circular platform in the center of the chamber, no new knights arise to confront the giant.
Ascaria |
"Oh Ascaria, thank you for taking care of my sister," Sol smiles down upon the gnome. "I wonder if all gnomes are as wonderful as you."
"Why thank you Sol. No, I don't think the others are as wonderful as me." Ascaria giggles.
"So what do you see? Is Mort flying yet? I hope it works, I really wanna fly."
Mortimer Smith |
AC 17, 21 on AoO; 26/26 HP
BAB = +3 (level 3)
ToHit = 1d20+6
RHit = 1d20+6-2
LHit = 1d20+6-2
Fort+4 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+5
Will+2
Initiative+2
CMD = 18, 16 if flat footed
Mortimer looks at the others across the chasm.
I guess no one but me... What am I doing? Why am I doing this?
He goes back to Pillette's still anchored piton and attaches himself to it via a rope, then returns to the column of air.
He sticks his head into the column and gazes up and down to see if he can see anything.
He shrugs and turns to the others. "Let's see what this does, then."
He steps into the column of air, eyes wide open.
He tries to describe anything he might see.
GM Rat Sass |
Mortimer steps into the vortex. It takes him a moment, then he begins to ascend, almost as soon as he looks upward, as if willing himself to rise. It takes very little time, and Mortimer disappears through the hole in the ceiling, 40' above. The rope prevents the full ascent, so Mortimer untethers himself to make it all the way up.
The whooshing pillar of air dominates the northeast half of this rectangular room. Opposite the pillar and up a set of three short stairs rests a white marble sarcophagus. It's identical to the one in the room with the colored lanterns far below, complete with a sculpted humanoid figure carved into the top surface. It appears to be a seamless piece of marble.
A beautifully carved bas-relief on the wall near the sarcophagus depicts the same figure as a bald, androgynous warrior wearing a simple ancient garment and wielding a mighty longsword.
To the warrior’s left stands a cloaked demoniac figure with two long curved horns tipped in darkest red. The horned figure holds a device composed of a handle and small loop, seemingly using it to control a globe of absolute blackness about two feet in diameter. This globe touches the bald warrior, who raises his arms in surprise. The warrior is depicted as if fading from sight. A slim diadem upon his brow bears an elaborate ovular glyph identical to one carved upon an amulet worn by the figure on the sarcophagus lid.
Mortimer Smith |
AC 17, 21 on AoO; 26/26 HP
BAB = +3 (level 3)
ToHit = 1d20+6
RHit = 1d20+6-2
LHit = 1d20+6-2
Fort+4 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+5
Will+2
Initiative+2
CMD = 18, 16 if flat footed
Mortimer stares at the base relief and sarcophagus for a long time.
Ascaria just did some kind of linky thing between myself, Tynan and Rae. I bet this sarcophagus is linked somehow to the sarcophagus in the Lantern Room.
He reminisces visually about the Lantern Room for a brief moment.
... No, no. I definitely liked it better when it was just green. Friendly color, green. Full of life.
He turns his attention back to the animation on bas relief.
Looks to me like this guy put too much trust in the wrong ... entity.
Pause.
And the steam... air, water... Somewhere there must be fire around here.
A visual of Aesur's forge and it's Hellfire heat flashes through Mort's head.
...
I'm guessing it would be a bad idea to break open these sarcophagus(es-y-eye) for some rod pieces. It's got to be some kind of protective barrier.
...
Right?
Ummm, I wonder if I can get down, and stop back at the bridge. I should go tell the others what's here.
He steps back into the vortex and looks down with the desire to return to the bridge where the party awaits.
GM Rat Sass |
After a long moment, Mortimer descends through the air column, arriving safely on the circular platform below.
Mortimer Smith |
AC 17, 21 on AoO; 26/26 HP
BAB = +3 (level 3)
ToHit = 1d20+6
RHit = 1d20+6-2
LHit = 1d20+6-2
Fort+4 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+5
Will+2
Initiative+2
CMD = 18, 16 if flat footed
Mortimer steps out of the air vortex and walks past Ascaria on the far side of bridge.
He casually leans against the chamber wall.
"It's relatively safe up there," he says, pointing to the hole in the ceiling "-- as long as nothing is touched. There is another sarcophagus up there -- identical to the one in the Lantern Chamber. The Being depicted on it up there has a headband decoration with the same symbol as the amulet on the Being on the sarcophagus below. The bas-relief speaks of some kind of demonic betrayal -- as if Headband Guy didn't quite get what he bargained for. There's also this strange black sphere that makes him fade --"
For several moments, Mortimer appears to be caught up in some kind of daydream.
He shakes his head as if to clear it.
"I think the sarcophagi are linked somehow. I think they're protecting this place maybe, and that it might be a really bad idea to open the sarcophagi," he continues, looking down the air column toward the bottom of the chasm," -- or think about decending the air column."
He nods, as if convincing himself. "Yes -- it would be bad to go down the air column."
Pillette |
Pillette frowns when Mort unties himself, and absolutely scowls when he disappears into the air, and finally lets out a breath when the big man descends.
"Opening a sarcophagus isn't high on my list of things to do. I'm all for avoiding it, if possible." At least while consequences are so unknown.
"A strange black sphere doesn't sound much better. But the real question might be how and why is Filge tied up with any of this?" Not that I have any answers.
Ascaria |
Ascaria thinks about what Mort and Sol said. ”I don’t know that I agree with you Sol - we might be done for the day, but not completely done. I’m not sure this place is truly ‘broken’ the way we want it. After all, we still don’t really know what was summoning the kids here do we? I mean, sure, there was a ghost here, but he was a kid summoned just like all the others, so I don’t think he was the instigator.”
He shakes his head, ”No, I think we need to investigate further, but maybe not today - I’m awfully thin on resources. Before we go though, I do want to check out the chamber Mort found… and fly a bit. Anyone want to join me?” he grins and adjusts his hat, placing it a bit more firmly on his head so it doesn’t blow off.
If not stopped, he walks down the path to the center and, gripping his hat to his head, ascends into the upper chamber. He enjoys the flight and the rush of wind, reveling in the lightness of being.
Once there, he casts Detect Magic to take a closer look at the things Mort described.
Solrisa Iome Arabasti |
”Anyone want to join me?”
Sol smiles and is happy.
"Oh! I will, Ascaria! I've never walked on air before!" Sol ascends with Ascaria and looks through her dragon's eyes when she gets up.
"Oh, Ascaria, look!!" Sol points to the murals in case the gnome misses them.
Mortimer Smith |
AC 17, 21 on AoO; 26/26 HP
BAB = +3 (level 3)
ToHit = 1d20+6
RHit = 1d20+6-2
LHit = 1d20+6-2
Fort+4 (+4 vs inhaled and contact poisons, +2 vs. disease)
Reflex+5
Will+2
Initiative+2
CMD = 18, 16 if flat footed
"A strange black sphere doesn't sound much better. But the real question might be how and why is Filge tied up with any of this?"
That worm. In that unbreakable jar. At this thought, Mort shudders less imperceptibly than he would have liked.
"Not to pile on or anything, but what is with that worm in the unbreakable jar?"
"Well, that was neat. Are we done here?"
What's that? That's not like her. Is she shaken up by Rae's fall still?
"I mean, sure, there was a ghost here, but he was a kid summoned just like all the others, so I don't think he was the instigator."
"Good point Ascaria. I think we should all take a look up there."
He turns to Sol.
"Let's all go," he says, cheerily. "I know I said it was safe, but gnomes as wonderful as Ascaria are hard to come by -- we should keep an eye on him. Besides, your eyes might be able to pick up on things that mine can not."
Raella Grim |
"well, if more than one or two are going, perhaps we all should be going?" harrumph! if Mort can it do it, can't be *that* bad. Can it? Against her better judgment, Rae will join the fliers.
GM Rat Sass |
The whooshing pillar of air dominates the northeast half of this rectangular room. Opposite the pillar and up a set of three short stairs rests a white marble sarcophagus. It's identical to the one in the room with the colored lanterns far below, complete with a sculpted humanoid figure carved into the top surface. It appears to be a seamless piece of marble.
A beautifully carved bas-relief on the wall near the sarcophagus depicts the same figure as a bald, androgynous warrior wearing a simple ancient garment and wielding a mighty longsword.
To the warrior’s left stands a cloaked demoniac figure with two long curved horns tipped in darkest red. The horned figure holds a device composed of a handle and small loop, seemingly using it to control a globe of absolute blackness about two feet in diameter. This globe touches the bald warrior, who raises his arms in surprise. The warrior is depicted as if fading from sight. A slim diadem upon his brow bears an elaborate ovular glyph identical to one carved upon an amulet worn by the figure on the sarcophagus lid.
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GM Rat Sass |
The marble is wonderfully crafted, so much so that your eyes fail to see a seam that differentiates the base from the lid. With further observation, your eye tells true. It appears that the entire sarcophagus is one piece of marble, sculpted only on the top surface to represent the tall humanoid.
As you sweep the room, acknowledging the air column for its familiar transportative magics, your eyes turn towards the opposite end of the room, where sits the sarcophagus, and the bas-relief above it.
The bas-relief holds a light aura of magic, its animations surely the source of such detection.
As you approach the sarcophagus, your eyes slip from the exterior of the top surface of the marble, into the interior, where your detections secure a source of magic within.
After a moment, you can tell that there are two distinct auras, one of them quite strong, located just below the heart of the tall humanoid on the surface. The other is located below the head.
A moment longer, and you can sense that both auras are both quite strong.