| Endar the Entertainer |
@GM: Just to verify, right now the last thing the creature told me to do was to stand still, correct? It didn't tell me to defend it?
Kinn
|
"Let. Them. Go." Kinn commands. He ascertains for himself that the creature is a servant of evil (move action to Detect Evil), but no matter as the creature has taken ahold of his companions. The words of Sarenrae flow through his mind like a thunder:
I will protect my allies with my life. They are my light and my strength, as I am their light and their strength. We rise together.
Smite Evil as a Swift action. I am assuming yes.
Wyrmsmite flashes in the torch-lit dark.
Smite @ Ooze: 1d20 + 10 + 3 - 2 ⇒ (1) + 10 + 3 - 2 = 12 NOOOOOOOOOOO
Smite Damage: 1d6 + 6 + 6 + 5 ⇒ (4) + 6 + 6 + 5 = 21
| GM thunderspirit |
@GM: Just to verify, right now the last thing the creature told me to do was to stand still, correct? It didn't tell me to defend it?
Correct. It must spend a move action to issue a command.
| GM thunderspirit |
Achemd launches more force bolts while Kinn deduces (correctly) that the brain ooze is evil, but natural Jeffs the attack!
Valgrim!
| GM thunderspirit |
Valgrim!
| GM thunderspirit |
Botting Valgrim
The inquisitor moves in and fires!
CLB+PBS: 1d20 + 8 ⇒ (15) + 8 = 23
DMG: 1d8 + 4 ⇒ (3) + 4 = 7
The eyeless blob stares at Valgrim!!
DC 19 Will save from Valgrim: 1d20 + 8 ⇒ (16) + 8 = 24
Valgrim resists the domination effect!
Round 6
baddies
Achmed
Endar
Valgrim
Mordenaar
Kinn
You guys are up! Endar and Mordenaar are dominated! Someone else can bot Valgrim if needed.
Kinn
|
Kinn recovers his balance and slashes Wyrmsmite deep into the horrid thing.
Smite Blob: 1d20 + 10 + 3 - 2 ⇒ (7) + 10 + 3 - 2 = 18
Damage: 1d6 + 6 + 6 + 5 ⇒ (3) + 6 + 6 + 5 = 20
I reserve the right to use a Swift for Lay on Hands if Mordenaar or Endar attack me.
Mordenaar
|
Mordenaar, stiffly, and unwillingly, moves into position to try and block any attacks coming its way. Aid Another: 1d20 + 11 ⇒ (11) + 11 = 22. The creature now has a +2 AC against any attacks from Kinn.
Kinn
|
Botting Valgrim.
The elf nocks another arrow and lets it fly. The steel point skewers the ooze with a wet splurt.
Shot: 1d20 + 8 ⇒ (20) + 8 = 28 THREAT Confirm: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d8 + 4 ⇒ (6) + 4 = 10 plus Critical: 2d8 + 8 ⇒ (6, 8) + 8 = 22
| Endar the Entertainer |
Endar moves to defend his friend the blob against his allies, with Compy scrabbling at him from his shoulder to try to snap him out of it. As he's about to lash out at Kinn, he seems to hesitate. Will: 1d20 - 1 + 2 ⇒ (20) - 1 + 2 = 21
He breaks himself free of the creature's control! Do I still get my full actions for the round?
| GM thunderspirit |
Kinn moves to attack the floating brain while Mordenaar works to parry the attack and Endar moves to strike the paladin, managing to shake off the domination in the process! Meanwhile, Achmed's force bolts sail into the ooze and Valgrim's non-critical arrow (cos ooze) finishes the job!
Out of combat!
Both Endar and Mordenaar shake their heads, trying to get the memory of the unnatural voice out of their minds!
Kinn
|
"You losing your wits, apparently," Kinn teases. He eyes the third, unshattered globe warily.
Perception: 1d20 + 2 ⇒ (11) + 2 = 13 plus Detect Evil
| Endar the Entertainer |
"That was not fun. Remind me to stay away from oozes in the future." He helps Mordenaar search.
Perception aid: 1d20 + 7 ⇒ (6) + 7 = 13
| GM thunderspirit |
In the eastern cabinet, Mordenaar finds nothing but a few tiny silk cushions. In the western cabinet, a trio of lusterless pearls rest atop another set of cushions.
| GM thunderspirit |
Achmed confirms that they radiate moderate evocation magic...
DC 25 Spellcraft: 1d20 + 8 ⇒ (14) + 8 = 22
...but cannot determine what they do.
| Endar the Entertainer |
"I don't trust magic items if we aren't sure what they do. Put them in a pocket and don't pull them out til we get someone to look at them."
Kinn
|
Nothing from the Detect Evil on the third globe?
Kinn turns his attention to the wooden cabinet, attempting to puzzle out the inscription. Return what is no longer needed here, lest it weigh you down.
Know Religion: 1d20 + 4 ⇒ (12) + 4 = 16
Mordenaar
|
"Indeed. Now, let's clean these wounds up before we go on."
Once ready, the slayer listens at the door to the east Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Mordenaar is good to go.
| GM thunderspirit |
Nothing from the Detect Evil on the third globe?
Sorry, had missed that.
Kinn detects no evil from the rest of the room. Reflecting on his knowledge of Irori, he surmises that the first message indicates a way out of the trial, although it costs the aspirants failure if that way out is used. The second message would indicate that the way out presented is a portable one.
Beyond the door to the west, Mordenaar finds nothing but a rotting stool in the corner. Taking 20, the party finds a secret door in the far wall.
| GM thunderspirit |
Mordenaar hears nothing beyond, and after Endar assures him there are no traps, he opens it. Beyond is a damp chamber — the sound of dripping water can be heard in the distance, though none is ready visible — with stalagmites which have been meticulously tiled around dotting the floor.
| Endar the Entertainer |
"This doesn't seem foreboding at all..." Endar says, gripping his pike as he enters the room.
Perception: 1d20 + 7 ⇒ (19) + 7 = 26
| GM thunderspirit |
Kinn finds the orderliness of the tiling to be especially soothing to his lawful sensibilities.
| GM thunderspirit |
As Mordenaar moves south, he finds another chamber similar to the one he just left, and the sound of dripping water gets noticeably louder.
Map updated.
| Endar the Entertainer |
Endar follows along, fully expecting something horrible to jump out at them once again.
Mordenaar
|
Before advancing, is everyone healed up? It's been a while, are limited resources in a good spot? I'll simply Take 10 (22 and 19 respectively) to check the room with the water. Barring anything interesting, I'll send Mordenaar back to the double doors.
| GM thunderspirit |
I'm fine with healing up, if needed.
Mordenaar moves toward the sound of dripping water, finding a long chamber taken up by a large, deep pool of calm water. From the far wall, a steady drip can be viewed landing on an irregularly shaped ledge and trickling down into the smooth-surfaced pool below. In addition to other ledges about the chamber, an artificial island of stone rise from the waters.
Rising from the water's surface, the surface still and calm about them, are a trio of water elementals. They do not react to your presence in the chamber.
Mordenaar
|
Mordenaar knows nothing of such trials, but has been injured enough in this place to not want to disturb creatures that aren't attacking him.
He returns to the party and reports.
Kinn
|
Know Religion: 1d20 + 4 ⇒ (5) + 4 = 9
Kinn is uncertain of the purpose of this chamber. "Perhaps the elementals can provide guidance. Creatures of the Water Plane! Is this the way to a dragon's lair?" he calls. He also eyes the golden orbs curiously.
What's with the golden orbs on the map?
| Valgrim |
Religion: 1d1 + 6 ⇒ (1) + 6 = 7
"I dont know what it is either. Nor do I speak the water tongue. They have not reacted to us so maybe they do not find us threatening or perhaps they are not hostile."
| GM thunderspirit |
The elementals do not respond to Kinn's inquiry.
What's with the golden orbs on the map?
The module doesn't say, LOL. So we'll suppose they're once-polished, now tarnished globes that the aspirants were supposed to touch in order to pass the test.
| GM thunderspirit |
Well, it's a single door, but still.
A tiled pool dominates this chamber, which has a fifteen-foot high, barrel-vault ceiling. The waters are clear and three feet deep. Three marble platforms featuring the same mosaic design found in the monastery above rise along the pool's center, protruding six inches above the water’s surface. Four octagonal, domed alcoves in the corners each hold a marble pillar. Near the southeast alcove, a large hole has been dug in the wall.
You encounter a pair of grioths here, which you have no trouble dispatching. (Not even a speed bump encounter, honestly.)
There is a strange serenity in this room, and the sound of the pool's water gently lapping against stone echoes rhythmically. Tiles of blue and gold on the north wall form the message: In the Midst of Chaos, a Disciplined Mind Imposes Order.
| Endar the Entertainer |
After skewering the grioths, Endar looks around and admires the room. "Beautiful. What do you think, Compy?"
Kinn
|
"An Iroran adage, no doubt," Kinn muses. He waves Wyrmsmite at the hacked hallway. "Looks like we found our route to the dragon's lair."
He moves over to it to inspect the passageway, in particular to ensure that it can accommodate someone of his height.
| Endar the Entertainer |
"Boy, I do wish Compy was back at full strength before we take on a damned dragon. Oh well..." Endar is ready to move forward to fight a dragon.
| GM thunderspirit |
Okay, so the remaining tasks are closing the Dark Window and slaying the dragon. What's the plan, heroes of Belhaim?
Kinn
|
Kinn suggests regrouping with the druid and resting before taking on the window in the morning. To that end, he throws dead leaves in the well and gets about honing his sword.