GM Tyranius |
Heccan point's his finger near the red lamia. A small beam of red light fires from the tip of his finger, behind the creature. As the beam strikes the floor it erupts into a mighty torrent of flames and choking smoke.
Reflex Red : 1d20 + 9 ⇒ (7) + 9 = 16
Even with all of the images set in place the torrent of flames seem to burn away at the fur and flesh of the true Lamia.
Seeing how well the fireball worked Sabrina follows suit and releases a jet of white hot flames from her fingertips.
Green Reflex: 1d20 + 9 ⇒ (17) + 9 = 26
The large pillar seems to block the majority of the flames, though it still burns the creature.
Herodotus grabs another handful of arrows from his quiver as he and Jory attempt to pop as many of the images as they can.
Herodotus' first two arrows strike.
Real Lamia=1: 1d5 ⇒ 5
Real Lamia=1: 1d4 ⇒ 4
As well as Jory's first two arrows.
Real Lamia=1: 1d3 ⇒ 3
Real Lamia=1: 1d2 ⇒ 2
Quickly all of the red lamia's images vanish in a flash as Jory's final arrow slams into the Lamia's heart, dropping it to the ground.
Active Party Buff reminder
Prayer
Bless
Round 2
Herodotus
Sabrina
Jory
--------------------------------
Lamias (Red- 61; 4 images)(Green-6; 7 Images)
--------------------------------
Round 1
Graz
Heccan
GM Tyranius |
Graz is up. If no post I will GMPC this evening
Graz Razortusk |
Sorry, I was ready at the wrong time, and had a conflict last evening.
Round 1
Graz moves forward swinging his chain with reckless abandon, infuriated by the sight of the dead master. He brings the spiked chain around to deliver a telling blow to the remaining lamia.
Graz chain, PA, vital strike: 1d20 + 12 ⇒ (13) + 12 = 25
Dmg, PA, vital strike: 4d4 + 15 ⇒ (4, 3, 3, 3) + 15 = 28
GM Tyranius |
Hehe it is fine. Just keeping the train moving. We are doing pretty good on time as is :)
Real Lamia=1: 1d8 ⇒ 2
Graz's chain snaps close to the Lamia and destroys one of it's images.
The Lamia steps back a small step and locks eyes with Graz.
What are you doing? You are supposed to protect me!
@Graz- DC 15 Will save or you are under the effects of Charm Monster
Active Party Buff reminder
Prayer
Bless
Round 3
Herodotus
Sabrina
Jory
--------------------------------
Lamias (Green-6; 6 Images)
--------------------------------
Round 2
Graz
Heccan
Herodotus Vanatir Krezla |
"Fight it Graz!" shout Herodotus as he launches arrow after arrow into the remaining beast, destroying images as he does.
Longbow attack #1, Rapid Shot, Deadly Aim, Point-Blank Shot, Buffs: 1d20 + 11 - 2 - 2 + 1 + 3 ⇒ (14) + 11 - 2 - 2 + 1 + 3 = 25
Longbow attack #1 damage: 1d8 + 3 + 4 + 1 ⇒ (3) + 3 + 4 + 1 = 11
Longbow attack #2, Rapid Shot, Deadly Aim, Point-Blank Shot, Buffs: 1d20 + 11 - 2 - 2 + 1 + 3 ⇒ (3) + 11 - 2 - 2 + 1 + 3 = 14
Longbow attack #2 damage: 1d8 + 3 + 4 + 1 ⇒ (4) + 3 + 4 + 1 = 12
Longbow attack #3, Rapid Shot, Deadly Aim, Point-Blank Shot, Buffs: 1d20 + 6 - 2 - 2 + 1 + 3 ⇒ (8) + 6 - 2 - 2 + 1 + 3 = 14
Longbow attack #3 damage: 1d8 + 3 + 4 + 1 ⇒ (2) + 3 + 4 + 1 = 10
Jory Redcap |
Jory fires three arrows at the lamia.
1: 1d20 + 16 ⇒ (4) + 16 = 201d8 + 12 ⇒ (4) + 12 = 16
2: 1d20 + 16 ⇒ (13) + 16 = 291d8 + 12 ⇒ (5) + 12 = 17
3: 1d20 + 13 ⇒ (11) + 13 = 241d8 + 8 ⇒ (6) + 8 = 14
Sabrina X |
Sabrina gives the lamia some bad luck while she tries to inconspicuously slink further away from the half-orc.
"I have total faith in you, Graz, it's just that the torch light is shining in my eyes back there..."
GM Tyranius |
Herodotus fires another volley of arrows, but with Graz and a pillar in his way only 1 is able to come close to the lamia.
real Lamia=1: 1d7 ⇒ 6
Jory follows suit as his first arrow manages to strike an image while his other two fly straight at the Lamia.
real Lamia=1: 1d5 ⇒ 2
real Lamia=1: 1d4 ⇒ 3
Neither Jory nor Herodotus are able to wound the Lamia as their arrows pop the majority of the images into a puff of smoke.
Sabrina continues to vex the monstrous creature.
Will save: 1d20 + 11 ⇒ (3) + 11 = 14
The lamia and all of the images simultaneously shake their heads in confusion as it begins to feel a little clumsy and fuzzy headed.
Active Party Buff reminder
Prayer
Bless
Round 3
Herodotus
Sabrina
Jory
--------------------------------
Lamias (Green-6; 2 Images; Misfortune)
--------------------------------
Round 2
Graz
Heccan
Graz Razortusk |
Graz DC 15 Will: 1d20 + 4 ⇒ (4) + 4 = 8
Despite the urging from the others in the group, the lamia hits Graz in his weak spot, the head. Not trained to resist domination or spell effects like some others, the poor half-orc easily succumbs, his feral eyes glazing over as he falls under the control of the evil lamia.
Even with the RAW +5 bonus for a creature in combat (which I didn't include), I fail. Per the rules, lamia needs to win opposed CHA checks to get me to things I wouldn't normally do. Unfortunately, Graz has a -1 CHA modifier...Will defer to GM T for Graz's round 2 actions.
GM Tyranius |
@Graz-Yes. I just wanted to see if you made the save or not before went further with all of the rolls. Here is the Charisma roll for you to protect her.
Lamia Charisma: 1d20 + 1 ⇒ (9) + 1 = 10
You have a fighting chance :)
Heccan Abraxi |
Heccan's eyes glare at the remaining lamia. His face has takes on a harsher tone than is normal for the affable sorcerer and his lips curl into a wicked smile. The power of the pit coursing though him, Heccan reaches into the bubbling power now easily accessible. He turns a callous eye to Graz, considering him for a moment as the half orc struggles against the lamia's influence. Heccan's gaze suddenly shifts back to the lamia and he points his finger at the creature causing another gout of flame to spring forth from the ground around it's feet.
Heccan will use a standard action to cast fireball at the remaining lamia. I have indicated the radius on the map with a red circle and it should exclude Graz from its area of effect. Save DC is 17 for half damage.
FIREBALL: 6d6 ⇒ (3, 2, 4, 3, 2, 3) = 17
Casting Time 1 standard action
Components V, S, M (a ball of bat guano and sulfur)
Range long (400 ft. + 40 ft./level)
Area 20-ft.-radius spread
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
A fireball spell generates a searing explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.
You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. An early impact results in an early detonation. If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must "hit" the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
IronHelixx |
********************
Overseer Announcement
********************
Table GMs - The Hidden Library [Area E1] and Tapestry Chamber [Area E3] are now CODE GREEN. The Sky Key Chamber [Area E2] is still CODE YELLOW
E2 = Yellow
E3 = Green
ACT III Ends, and ACT IV Begins, Tomorrow at 3 PM EST US [UTC-5]
GM Tyranius |
Another fireball arches in behind the Lamia. The blast once again turns a small portion of the chairs to cinders, causing them to smolder In the room.
Reflex save: 1d20 + 9 ⇒ (18) + 9 = 27
The Lamia quickly ducks down as the initial blast blows right over her head. Damned sorcerer.....
Active Party Buff reminder
Prayer
Bless
Round 3
Herodotus
Sabrina
Jory
--------------------------------
Lamias (Green-14; 2 Images; Misfortune)
--------------------------------
Round 2
Graz
Heccan
GM Tyranius |
Graz Cha: 1d20 - 1 ⇒ (9) - 1 = 8
Graz believes that it is a good idea to protect the lamia. Turning his head he stares menacingly at Jory. Graz takes off at a fast pace at the Monk, his spiked chain unfurling as the half-orc darts straight at Jory
Graz whips the chain at Jory's bow in an attempt to disarm him.
CMB Improved Disarm vs Jory CMD 28: 1d20 + 13 ⇒ (20) + 13 = 33
The chain wraps around Jory's bow and hurls it to the ground with a clatter. Graz lets loose a bestial scream at the monk mere inches from his face.
Seeing the monk disarmed the Lamia quickly charges in to Herodotus and stabs at him with her dagger.
Dagger vs Herodotus AC 20: 1d20 + 13 ⇒ (10) + 13 = 23
Misfortune Reroll: 1d20 + 13 ⇒ (3) + 13 = 16
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Just as the Lamia's blade is to strike Herodotus her hand shakes and veers in a different direction.
Active Party Buff reminder
Prayer
Bless
Round 3
Herodotus
Sabrina
Jory
--------------------------------
Lamias (Green-14; 2 Images; Misfortune)
--------------------------------
Round 2
Graz
Heccan
IronHelixx |
********************
Overseer Announcement
********************
The Sky Key Chamber [Area E2] is now CODE GREEN – All Three ACT III Areas are now CODE GREEN (WELL DONE!)
IronHelixx |
********************
Overseer Announcement
********************
Overseer Note: ACT IV – The Floating Tower is now open and Code Red. Table GMs Please begin ACT IV. You have until December 20th, 2015 at 3:00 PM EST [UTC-5] to finish this act.
GM Tyranius |
Finish this fight quickly then we can push into Part 4
Real Lamia=1: 1d3 ⇒ 2
Jory's arrow's clashes against the Lamia's magical defenses, bursting another image.
Active Party Buff reminder
Prayer
Bless
Round 3
Herodotus
Sabrina
Jory
--------------------------------
Lamias (Green-14; 1 Images; Misfortune)
--------------------------------
Round 2
Graz
Heccan
Sabrina X |
Sabrina cackles at her predicament.
"I think if I can drop the lamia it may shake Graz out of her thrall. Currently the Ancestors are focusing pure awful luck at it, this is the best chance I have to drop her!"
This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
GM Tyranius |
Will save: 1d20 + 11 ⇒ (13) + 11 = 24
Misfortune reroll: 1d20 + 11 ⇒ (15) + 11 = 26
The Lamia holds strong as her mind fights off sleep. She stares queerly at Sabrina as the witch begins to laugh at her.
You won't be laughing soon enough.
Active Party Buff reminder
Prayer
Bless
Round 3
Herodotus
Sabrina
Jory
--------------------------------
Lamias (Green-14; 1 Images; Misfortune)
--------------------------------
Round 2
Graz
Heccan
Herodotus Vanatir Krezla |
Herodotus moves back five feet and lets loose, bellowing "Laugh at this in the meantime, abomination!"
Longbow attack #1, Rapid Shot, Deadly Aim, Point-Blank Shot, Buffs: 1d20 + 11 - 2 - 2 + 1 + 3 ⇒ (7) + 11 - 2 - 2 + 1 + 3 = 18
Longbow attack #1 damage: 1d8 + 3 + 4 + 1 ⇒ (4) + 3 + 4 + 1 = 12
Longbow attack #2, Rapid Shot, Deadly Aim, Point-Blank Shot, Buffs: 1d20 + 11 - 2 - 2 + 1 + 3 ⇒ (5) + 11 - 2 - 2 + 1 + 3 = 16
Longbow attack #2 damage: 1d8 + 3 + 4 + 1 ⇒ (8) + 3 + 4 + 1 = 16
Longbow attack #3, Rapid Shot, Deadly Aim, Point-Blank Shot, Buffs: 1d20 + 6 - 2 - 2 + 1 + 3 ⇒ (2) + 6 - 2 - 2 + 1 + 3 = 8
Longbow attack #3 damage: 1d8 + 3 + 4 + 1 ⇒ (6) + 3 + 4 + 1 = 14
/Fliptable
Tyranius |
Though Herodotus' arrows all miss the Lamia, it is enough to pop her remaining images.
Active Party Buff reminder
Prayer
Bless
Round 3
Herodotus
Sabrina
Jory
--------------------------------
Lamias (Green-14; Misfortune)
--------------------------------
Round 2
Graz
Heccan
GM Tyranius |
Keep up the good posts guys. We are in the home stretch. We have until the 20th to finish this final act. :)
Heccan Abraxi |
Heccan once again calls forth dark and sinister poets from below, maintaining the gout of flames springing from the ground around the lamia.
Heccan will take a 5 foot step diagonally back to his left which should put him next to the pillar directly behind him. I am on mobile and cannot move the token. Heccan will once again exclude Graz from blast radius. Reflex save DC 17 for half.
fireball: 6d6 ⇒ (6, 2, 5, 3, 2, 2) = 20
GM Tyranius |
Reflex Save: 1d20 + 9 ⇒ (17) + 9 = 26
Heccan lets loose another fireball In the small chamber. The massive fire once once again sucks all of the air from the area like a vacuum. THe lamia dives to the ground but it is still not enough as it's body succumbs to the flames and smoke.
As the fire clears the group sees that the creatures body is left smoldering on the ground as small wisps of smoke trail off from it's fur.
Go ahead and Roleplay out. I am going to push into Part four
The voice of the Master of Scrolls Kreighton Shaine travels down the halls, carried by a magical breeze. “Pathfinders, we have determined that objectives in Skyreach are now secure and most Aspis Consortium forces within have been neutralized. There have been further developments of which you may or may not already be aware. Aspis agents have made off with the Sky Key and seem to be holding out in the tower floating above our lodge. Our early experiments with teleporting in or flying to it have met with no success, so I am gathering our forces to enter through Arliss Hall, which has a permanent gateway to one of the tower’s rooms.
“The gateway is finicky, though. Our Master of Spells Aram Zey would be better able to explain it than I, but he is currently—” The elf trails off as though searching for the right word before continuing, “—indisposed due to the Consortium’s attack. Finish your business and gather outside Arliss Hall for the final assault. I shall guide you from there.”
Making haste, you rush to Arliss Hall.
Kreighton Shaine finishes giving instructions to one team before sending them into Arliss Hall and turning to greet the new arrivals. “Ah, you received my message?” he asks eagerly while pulling out a small notepad and making a single tally mark.
“Excellent, I was uncertain whether recent events might block communication as well. We have a theory that the northwest tower’s new floating status may be the result of the Sky Key and Hao Jin Tapestry coming too close to one another, much like two extradimensional spaces placed inside one another. Thus far, all of our more conventional attempts to reach the tower have been repelled, and admittedly the whole thing could just rocket into the Irorium any minute.”
He squints to the north adding, “That would be unfortunate, as there’s a rather big match over there today. Best we take control of the tower before it misbehaves further.
“The good news is that we have a permanent portal to that section of the tower. Since the link is between two objects—a pair of full-length mirrors—it should be stable and safe to use. The only catch is that one of the mirrors is inside Arliss Hall. The hall has several extradimensional properties, and with so many visitors, it’s been changing its internal layout constantly. Rather than waste time sending you to figure out a puzzle, I’ll lead you to the portal myself. We venture-captains are fairly used to it.”
You've all heard about Arliss Hall before. Its passageways are known to shift in strange ways, and it often seems larger inside that it should from the outside. The majority of the rooms inside are modest but tasteful apartments that venture-captains (and maybe even the Decemvirate) use as personal apartments.
Kreighton Shaine opens the doors, following you all inside. Unfortunately, when you turn around, the elf is no longer behind you.
“Of all the luck,” the Master of Scrolls voice echoes from thin air. “We must have exceeded some capacity limit for this version of the hall and it moved me over to another… iteration of itself. I’ll try to find my way over to you, but look for the mirror! It is in a private room that is reserved. We call it the Lost Room. The chamber will be hidden in plain sight but there’s always some sort of trick to find it. Hurry and I’ll try to join you soon! One last thing—rarely can anyone find the Lost Room alone, so work together!”
There is a guest registry near the entrance, listing the occupants of each room. At the top of the page, the words "Arliss Hall values your privacy. Simply lock your door and we will see to it that you are not disturbed," is written in red ink, in a delicate hand.
Most are visiting Venture-Captains, though room 8 is occupied by Osprey. 8A is marked "Reserved-Do not use.
New Map at the Top
Herodotus
Sabrina
Jory
Graz
Heccan
Graz Razortusk |
Graz is still shaking off the effects of control by the evil lamia when the group whisks off to see the Master of Scrolls. Barely comprehending what the elven master says, Graz simply follows along with the group, content that he will find some Aspis agent to bash at the end of the line.
Momentarily confused when Shaine disappears behind the group, Graz quickly looks around the foyer for any threats but sees no obvious ones at present. That settled, he silently waits for the brain-power of the group to work out what needs to be done next.
Herodotus Vanatir Krezla |
Arrow recovery time (Over 50%=Recovered!): 1d100 ⇒ 21d100 ⇒ 621d100 ⇒ 711d100 ⇒ 331d100 ⇒ 351d100 ⇒ 301d100 ⇒ 4
Herodotus approaches the door to Osprey's room frowning. "I have heard of the one they call Osprey. I am not sure he is a Venture Captain, and it is the only thing amiss in this room. Shall we try to open the door to his quarters?" he asks, moving purposefully towards the aforementioned room as Gamin comments "The only thing amiss ... apart from being an extradimentional space with an occupying capacity slightly under that of a small ceremonial Tian tea hut. Yeah, totally with you on that Herod."
Jory Redcap |
Jory berates Graz:
"You idiot, you knocked my master bow out of my hands. You could have broken it!! Now what do you have to say for yourself??"
Jory picks up his bow and shakes his head.
"You were that lamias b*&^. Now attack the bad guys, and stop touching my bow!!"
As they move into the multidimensional area. "Just stop jawjacking and let me do my job. Stay back while is try to look around and don't make so much noise!!"
Jory sneaks up to the door, and looks for a way into the Osprey room.
stealth-3x perception: 1d20 + 17 ⇒ (2) + 17 = 191d20 + 17 ⇒ (10) + 17 = 271d20 + 17 ⇒ (3) + 17 = 201d20 + 17 ⇒ (11) + 17 = 28
Sabrina X |
Sabrina casts Message and whispers to the party.
"Maybe we should all grab onto a rope so none of us disappear like the Master of Scrolls? I've got some in my bag."
Range medium (100 ft. + 10 ft./level)
Targets one creature/level
Duration 10 min./level
Saving Throw none; Spell Resistance no
You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.
Graz Razortusk |
After the berating from Jory, Graz turns beet-red but holds back any response He just nods and grunts, the embarrassment of giving up his willpower quite clear in his face.
"Next time, I will crush it." he says softly, not really clear if he's talking about Jory's bow or the lamia enemy.
He stands back and watches the angry dwarf scurry around silently wishing he were quick and nimble instead of large and beefy.
GM Tyranius |
Sneaking up to the door Jory does not notice any traps and sees that the door is unlocked. Looking at the room numbers above the doors Jory sees that there is a room 8 and a room 7 but no room 8A.
Opening the door to room 8 reveals a relatively simple room with a large mirror hanging on the wall beside the nightstand. Turning around Jory notices that the inside lock already has a key inserted in it.
Heccan Abraxi |
Heccan watches the lamia burn with smug satisfaction. He wears a disturbingly wicked smile and stares into the flames as they consume the creature. Cooly, he turns to regard the rest of the party. His eyes dart from member to member before he stares off into the room once again. Slowly, Heccan closes his eyes and just breathes for a moment. When he hears Master Shaine's voice, the sorcerer's eyes snap open and he attempts to focus. Looking a bit disorientated, he follows the party as they make for the tower.
As he walks, he observes Jory chastise Graz and the half-orc's measured but angry response. Heccan steps behind the two pathfinders and speaks "Let us focus on our true foes, the Aspis. Take it from me Master Redcap, the arcane forces arrayed against us are powerful indeed. Tis not small feat that our comrade fought the influence of the wicked siren as much as he did. Should Graz have unleashed his full furor upon us, I am certain we would all be much the worse for it." Heccan nods once to Graz and continues on.
When the party gets to the tower, he draws upon his power to detect magical auras and keeps a sharp eye for anything that might be a magical threat. He nods to Jory. "I agree, Master Redcap. We should be cautious here. I cannot summon, regrettably, but I still may render one invisible if desired."
GM Tyranius |
As Heccan detects Magical aura's slowly from room to room he realizes that the entire Arliss Hall radiates moderate magical aura's, though curiously the room that Jory just opened pulses with a strong conjuration magic.
GM Tyranius |
Opening the door to room 8 reveals a relatively simple room with a large mirror hanging on the wall beside the nightstand. Turning around Jory notices that the inside lock already has a key inserted in it.
Herodotus Vanatir Krezla |
"Danger from beyond our world? Please, elaborate good Heccan." asks Herodotus wearily, his mind still mulling over the events that just occurred.
Heccan Abraxi |
Heccan shakes his head, showing a bit of his own weariness. "I..I am sorry Herodotus, but I cannot. All I can say is that the aura. what my darkness allows me to see beyond the mortal realm, tells me that something has been brought forth from another place, another plane perhaps. A conjuration is at work, though I cannot say what manner."
Heccan maintains his detection spell, paying close attention to the aura he sees from the room.
GM Tyranius |
Not going to enter initiative. This is a puzzle that needs to be solved.
Jory Redcap |
"But we already knew that from the briefing we got earlier. This is the mirror and it moves people to other places. I fail to see anything new here except a warning to be cautious where we know people have already been whisked off to other dimensions. So this room 8a must be on the other side of this room 8, probably through the mirror. Now Graz can come in with me, it the least you can do after attacking me."
Jory adds: "Don't smash the mirror until I tell you."
Jory prepares to enter with Graz simultaneously.
Heccan Abraxi |
Heccan quirks a brow and inclines his head toward Jory. "Of course, Jory. You seem to have the right of it. By all means, after you." Heccan smiles and extends his right hand toward the mirror.
Graz Razortusk |
Graz hesitates a moment, unsure if this is the right thing, but remembering his attack on Jory a few moments before, he finally shrugs and readies to move forward with the dwarf.
"Just say the word, boss. I'll smash it." he says with a bit more emphasis than he feels about the idea.
Sabrina X |
"I don't think smashing the mirror is a good idea yet, I don't want to be trapped in whatever place that mirror leads to, whether it's another plane or a floating tower that's about to smash itself to the ground! Plus it's seven years bad luck!!!! That's a powerful curse to overcome!"
Maybe we all need to go into the room and then lock the door behind us? And where is Osprey, I thought he was supposed to be here, maybe he's already found the passage and is already there waiting for us?"
Sabrina also casts Detect Magic, as she is confused by Heccan's analysis.
"Between our sorcerer's mysterious darkness and the power of the Ancestors maybe we can figure this out."
GM Tyranius |
Sabrina also detects a very strong conjuration magic about the entire room. Before Graz is able to destroy the mirror Sabrina shuts and locks the door from the inside.
The group turns around to look at her in slight confusion as she shrugs her shoulders.
Graz: 1d20 + 0 ⇒ (8) + 0 = 8
Heccan: 1d20 + 1 ⇒ (18) + 1 = 19
Herodotus: 1d20 + 9 ⇒ (7) + 9 = 16
Jory: 1d20 + 17 ⇒ (17) + 17 = 34
Sabrina: 1d20 + 11 ⇒ (20) + 11 = 31
Looking all about the group does not notice any significant change. After a moment Jory and Sabrina both find a small crack in the wallpaper. Tearing down a small strip it seems that there is a secret door now combining room 7 with room 8 that wasn't there before.
Herodotus Vanatir Krezla |
"Guys? I'm hearing a lot of talk of destroying magical things. Uhm, not to be that sword but when that happens Bad Things tend to happen. So I've heard. I'll shut up now."
Herodotus looks down at his sheathed weapon and sighs. "Ahem. In the meantime brethren, is there anything you could share about this door?"
Sabrina X |
"Better safe then sorry! May the Ancestors help guide you. It is not much but I am running out of magical power that was granted to me this morning. Hopefully we can get to the bottom of this mad scheme soon!"
Sabrina touches everyone as she has time before we go through the secret door.
Casting Time 1 standard action
Components V, S
Range touch
Target creature touched
Duration 1 minute or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes
This spell imbues the subject with a touch of divine guidance.
The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.