Faraz Aram |
Knowledge (arcana): 1d20 + 5 ⇒ (13) + 5 = 18
---
"Save it for the Chronicles, I suppose," Faraz suggests to Cairo.
GM Mars |
Sorry, been dealing with convention stuff.
Anyway, I will point out that the door getting you further into the dungeon is locked. Also the archons told you that the prisms were important, so checking out those might be a thing to do. If you want to check out the prisms, it's a Craft (alchemy), Knowledge (planes or religion) or Spellcraft check.
Oswin Durnhelm |
I'll take a look, but I can't do better than a 27 at anything. Stupidly allocated too many skill points to my day job.
Oswin examines the prisms to see if he can learn anything about them.
Spellcraft: 1d20 + 6 ⇒ (13) + 6 = 19
Knowledge Religion: 1d20 + 7 ⇒ (18) + 7 = 25
Sir Terramor the Blue Knight |
"Let's consider the clues again," says Sir Terramor.
"One: ' A broken sword is reborn in knight-saving blood so that Absalom might withstand evil'. This refers to to the sixth, ninth and seventh Acts. Thus the code is 6-9-7-blank."
"Two: 'Inspired by her courage by fight of the righteous, the Black Prince was judged in the Halls of Aroden'. These seem to be the fourth and eighth Acts. So maybe blank-4-8-blank or 4-8-blank-blank?"
"Third: 'By escaping the wound, her royal servants helped her slay the King of the Barrowood, ascending her to godhood'. I think the first part refers to the wound of Nakorshor’mond. This would mean that the clues refer to the first, third and eleventh Acts, for a code of 1 -3-11."
"Fourth: 'Because of The Battle of Three Sorrows, the cities of Eleder and Kantaria prospered with freedom and wealth'. These refer to the fifth, second and tenth Acts, producing 5-2-10."
"With your permission," says the knight, stepping to the door and entering the codes 6-9-7-blank, 4-8-blank-blank, 1-3-1-1 and 5-2-1-0.
He places his hand on the lever. "I suggest you all back up," he says. When they have done so, he flips the switch.
GM Mars |
Uh, Sir Terramor, wrong door. You guys solved that one already. This one's just a normal stone door.
Both Oswin and Cairo identify the prism on the wall.
Ghalcor’s weapon is powerless without a reliable source of holy energy, so the ingenious cleric designed a rudimentary battery capable of storing the essence of good for later use. A sacred prisms that’s fully charged contains 8 charges, though most contain fewer. A PC can learn the following by examining a sacred prism with a successful DC 20 Craft (alchemy, planes, or religion) or Spellcraft check.
In addition to its use as a battery, a PC can use a sacred prism to augment spells he casts with the good descriptor, expending 2 charges to increase the spell’s caster level by 1, 4 charges to increase the caster level by 2, or 8 charges to increase the caster level by 3. A PC can also throw a prism as a splash weapon that destroys the prism and replicates a holy smite spell (Will DC 16) with a caster level equal to the number of remaining charges.
A PC can recharge a prism in several ways. The prism absorbs spells with the good descriptor cast directly at it, regaining a number of charges equal to the spell’s level. When affected by a channel energy effect augmented by the Alignment Channel feat to harm evil outsiders or heal good outsiders, a prism regains a number of charges equal to the number of dice the PC would roll for the effect. Finally, a good-aligned creature can grasp a prism and concentrate as a full-round action to restore 1d4 charges, though doing so also gives the PC 1 temporary negative level for 24 hours. Prisms cannot hold more than 8 charges.
The prism on the wall currently contains 4 charges, the on in the previous room has 2 charges.
Faraz Aram |
Knowledge (religion): 1d20 + 9 ⇒ (15) + 9 = 24
"Ah, of course!" Faraz says after examining the prisms more closely. "Can anyone here cast particularly good spells? I imagine we will need full batteries to properly and effectively arm the weapon."
While everyone else is working on the prisms, Faraz will try to unlock the next door. T20 for a 28 if I can.
I also forgot earlier: it doesn't look like we have anyone who can use my wand of mage armor so I will drink a potion of mage armor before we head into the next room.
Also, I'll use my CLW wand on myself:
clw: 1d8 + 1 ⇒ (8) + 1 = 9
Oswin Durnhelm |
"Perhaps we should wait until we find the room with the weapon itself. I will certainly share some of my magic to charge these prisms as well. Still, I haven't prepared many spells today that are specifically good"
Of mine, only Holy Smite has good in the descriptor, but I suspect align weapon does too based on my preparing it as a good spell. So I can refill 6 charges.
Wreck |
Sorry. For some reason I didnt get updates
All this magic being thrown around and talking of good and divine things. Wrecks head began to hurt as he tried to follow the conversation. But to no avail. It was way over complicated for the poor warrior
Faraz Aram |
"Does anyone have any ideas on how to open it? It seems powered by the prisms. Perhaps if we take them out they will stop providing power to the door? We should remove them and take them with us anyways, so we can power the weapon when the time comes."
Oswin Durnhelm |
"That sounds reasonable to me. I'll take this one, and maybe Cairo should take the other, that way we can charge them when necessary."
Oswin reaches out to take the prism with four charges, strapping his shield on his back.
I'm guessing this will require both hands. AC 23 w/o shield.
GM Mars |
Once Cairo and Oswin remove the two prisms from their sockets in the wall, the door in front of Faraz opens. You only need one hand to hold a prism. They are about the size of an iPhone.
Two long countertops and a workbench occupy this workshop. The work surfaces are covered with religious symbols, quills, broken glass, and small metal components as well as with dusty alchemical supplies that have not seen use in years. A niche in the southeast wall holds a gold-capped prism that glows with blue-white light. Doors lead to the north, south, and east, and a heavier iron door stands in the room’s northwest corner.
The prism on the other side of the room looks to have about 4 charges in it.
Faraz Aram |
"Ah, here's another prism for one of you to hold on to. I am afraid of waiting until the last minute to power them, though. What if we need to arm the weapon immediately? If there is an emergency, perhaps? But it is your magic and power, so I leave it up to you."
Faraz will T20 on Perception to look about the room for anything interesting and to check the doors for traps.
Oswin Durnhelm |
"Another fair point, Brother Faraz. We could well find ourselves with only moments to act. I bow to the wisdom of Irori, as would be appropriate."
Oswin concentrates for a moment, holding a prism in one hand and his holy symbol in the other.
"Mighty Iomedae, send they wrath to destroy the wicked and unrepentant!"
Casting Holy Smite (4th level) to refill 4 charges. Does align weapon have the good descriptor if prepared to align to good?
Faraz Aram |
Who wants the third prism?
"I don't see much of interest here. Might I suggest this northern door?" Faraz will lead the way in if everyone agrees.
Oswin Durnhelm |
"Cairo, if you hand me your prism I'll top it off for you. I can take this next one and you can grab any others we find. Hopefully three will be enough. I'd prefer it if one of us kept a hand free for spell casting. As for the northern door, it sounds as good as any other to me."
Assuming Cario agrees, Oswin casts align weapon (2nd level spell) while holding the crystal. He then hands it back to Cairo and follows behind Faraz at a safe distance.
GM Mars |
Five cots line the west wall of this barracks. A dusty table, counters, and a hearth share the east side of the room. The space remains fairly well organized, save for the layer of dust covering everything. Given the solid layer of dust, it doesn't appear as if anyone has been in this room for a while. There certainly isn't anyone in here now.
Faraz Aram |
Once again Faraz scours the room looking for anything of interest. T10 or T20, whatever I have time for.
GM Mars |
Faraz spots a journal hidden between a mattress and the bed frame.
Everything! I’ve tried everything, and still my creation defies me! I would pull all the sacred prisms from their sockets to deactivate the defenses if I could, but even now those same defenses I insisted on creating prevent me from reaching the only things that could allow me to stop the defenses, which would allow me to reach them were it not for the defenses, which keep me from reaching them!
Am I even making sense anymore?
I have resolved to charge the remaining prisms. Perhaps their energy will enable me to override the system. Ideally I could remove the prisms and actually open all of the doors properly.
Faraz Aram |
"The poor man seems to have lost his mind," Faraz laments. "It seems his defenses were his own defeat, what a shame. Let us hope that we can use the weapon with more effectiveness."
Oswin Durnhelm |
"Yes, a great shame indeed. Perhaps the man overcomplicated his design. Hopefully enough remains for us to make use of. I suppose we had better press on, the weapon can't be far away now."
Oswin moves back into the room with the scattered junk.
"Why don't we take a look in that room to the south next?"
I think we searched this room and found nothing, but if not I'll take the time to search it before moving to the southern door.
Sir Terramor the Blue Knight |
"It seems to indicate that having all the prisms charged will somehow achieve his ends," notes the Blue Knight. "It is a shame we do not know what those aims were."
Wreck |
Wreck laughs loudly as the describe and explain notes
Silly mad man built own prison. Wreck laughs. Fight or die. No hiding in one own prison. Wreck think its silly
GM Mars |
The forge seems mostly empty, with scattered ammunition littering the ground. It looks like most of it was taken in haste, leaving some arrows, bolts and bullets scattered along the ground. Grimnir's searching is able to find a bunch of arcane runes etched into the ground. Time has worn them almost completely away, but a close inspection reveals the arcane circle.
Oswin Durnhelm |
Oswin takes his time looking through the scattered debris in the rooms. After finding the journal, he is eager to see if any other hidden clues can be found, but not in so much of a hurry that he can't look thoroughly.
Taking 20 on perception to search, for a 27 (if possible).
If nothing new is found, Oswin will say:
"Well, only one more door left unopened. I'll take the third prism if no one objects. If Faraz will continue to lead the way, we can try to complete Ghalcor's work!"
Faraz Aram |
Faraz uses SDOP (Standard Door Opening Procedure) to check for traps and then leads the party through.
Faraz Aram |
"I can hear speaking. There is someone in there. We won't know if they are hostile or not until we enter. Let's not assume the worst; we may be able to speak to them if they are trapped in here like the others."
GM Mars |
Sorry, I screwed something up on the other table, so I had to spend some time sorting out what was going on over there. Here's your guys' update.
A long coat rack laden with baggy leather suits and a wooden wardrobe comprise the only furnishings in this room. A desiccated body lies slumped against the north wall, cradling a glowing prism in its limp arms. A second prism lies at the body’s side. Both prisms are in square Q22 - I don't want them taking up space on the map in combat. Iron doors lead to the north and west.
Also inside the room, you see an incorporeal creature floating around, talking out loud to itself. You can hear its conversation, but are unable to make sense of it. It seems to notice you and turns to attack, but there is no break in its conversation.
"Obviously to make it work we would need to work with the Faith Arranging Module, otherwise we can't siphon enough power to the Energy Convertor to make it run without over-eviling. But then, if we're going to need to reroute the Energy Convertor to up the alignment of the Random Access Glass, otherwise the Very Fine Doppleganger won't be able to dopplegang properly..."
Initiative
Cairo: 1d20 ⇒ 5
Faraz: 1d20 + 2 ⇒ (2) + 2 = 4
Oswin: 1d20 + 5 ⇒ (16) + 5 = 21
Sir Terramor: 1d20 + 2 ⇒ (7) + 2 = 9
Wreck: 1d20 + 3 ⇒ (3) + 3 = 6
Incorporeal Creature: 1d20 + 7 ⇒ (19) + 7 = 26
Order
Incorporeal Creature
Everyone else
The incorporeal creature takes one look at the party, and then all of the sudden the words he's saying spill out of his mouth and form solid in mid-air as they rush towards your heads, trying to push their way in.
Fail and you're confused as per the spell confusion, except if you get the babble incoherently result, your babbling is technobabble. (No mechanical difference)
Cairo Knowledge (religion): 1d20 + 8 ⇒ (18) + 8 = 26
Faraz Knowledge (religion): 1d20 + 9 ⇒ (5) + 9 = 14
Oswin Knowledge (religion): 1d20 + 7 ⇒ (15) + 7 = 22
You also theorize that this allip probably used to be some sort of divine caster, but his divine connection has been tampered with somehow and been redirected. Given the tampering, it seems more likely that he's an oracle than a cleric. You may ask one question about his oracleness or really anything else about him.
The incorporeal creature's technobabble actually hurts the mind. I'm going to need a pair of will saves from everyone. Make your saves, including any rerolls, then look under the spoiler to see what happens.
Fail both saves and you are fascinated by it for 2d4 rounds.
(The reason for the both is that he immediately attempts to fascinate thanks to the babbling, then he breaks the fascinate by attacking, but if you didn't make your save the first time then you need to save again since you're not immune to his babbling.
*phew* I think I got everything! It's your guys' turn, so have at him! (Assuming you make your requisite saves first!)
Wreck |
WS: 1d20 + 9 ⇒ (10) + 9 = 19
WS: 1d20 + 9 ⇒ (13) + 9 = 22
Confusion: 1d100 ⇒ 95
Uhg. Sorry to who ever is closest... GM up to you
His eyes cloud over. Suddenly he roars and swings his axe at the closest creature
Wreck will make you splinters!!!
Cairo. |
Will: 1d20 + 11 ⇒ (20) + 11 = 31
Spellcraft: 1d20 + 6 ⇒ (8) + 6 = 14
Well there's all 4 of us next to you.
"Hey, what are you doing Mr. Wreck!? That's not nice." Cairo will step northwest and cast a spell, conjuring a scimitar of force.
Spiritual Weapon: 1d20 + 6 + 3 ⇒ (7) + 6 + 3 = 16
1d8 + 2 ⇒ (3) + 2 = 5
Wreck |
Who is closest on my turn. Here goes... full attack. Sad day.
Attack 1: 1d20 + 16 ⇒ (13) + 16 = 29
Attack 2: 1d20 + 11 ⇒ (8) + 11 = 19
Damage 1: 2d12 + 23 ⇒ (2, 11) + 23 = 36
Damage 2: 1d12 + 23 ⇒ (11) + 23 = 34
Cleave Attack 1: 1d20 + 16 ⇒ (12) + 16 = 28 Ignore dex bonus on armor
Cleave Damage 1: 1d12 + 23 ⇒ (7) + 23 = 30
Faraz Aram |
Will: 1d20 + 16 ⇒ (16) + 16 = 32
Will: 1d20 + 16 ⇒ (2) + 16 = 18
"Wreck! What is wrong with you?"
Others are probably better at fighting this thing than me. I'll focus on controlling Wreck for the moment. Unfortunately his attacks technically go off before I act.
standard action:
grapple attempt: 1d20 + 18 ⇒ (6) + 18 = 24
Boo. I really think we need to get him under control. I'm going to use my reroll:
grapple attempt: 1d20 + 18 + 4 ⇒ (14) + 18 + 4 = 36
Faraz grabs ahold of Wreck!
move action to maintain (greater grapple):
grapple attempt: 1d20 + 18 + 5 ⇒ (14) + 18 + 5 = 37 and pin him while I'm at it
Faraz pins Wreck to the ground, preventing him from moving. "Just calm down, buddy! Everything will be ok!"
To everyone else, Faraz shouts, "Take thing out quick, ok!"
---
Edit: @Wreck: Also, I think you can either full attack or use Cleave, not both (unless you have some ability I am not aware of). So I don't think we need to worry about your cleave attack. Also you seem to be using Vital Strike on a full-attack but you can only use Vital Strike when you make a single attack. I'll take the hits though; the second one misses me. I will swift action lay-on-hands to take care of some of it.
loh: 1d6 ⇒ 1
Wreck |
vital strike I can use on my first attack each round. So only my first attack is a 2d12. And thanks for save. Would hate to slaughter party. Since im actually well geared to take out ghosties
Oswin Durnhelm |
Will: 1d20 + 10 ⇒ (19) + 10 = 29
Will: 1d20 + 10 ⇒ (8) + 10 = 18
So I pass on confusion and technobabble? I got the top init, so I'll assume whatever i do goes off before Wreck goes nuts. My AC is currently sitting at 23. If Wreck attacks me either his first strike or the cleave would hit. But I'd still be standing for now...
"It's an allip! Born from the soul of a mad person..."
Oswin grips his holy symbol and calls upon the favor of Iomedade:
"Holy Lomedae, grant me an ally in the fight to save the tower!"
Casting spiritual ally.
Spiritual Ally
School evocation [force]; Level cleric 4
Casting Time 1 standard action
Components V, S, DF
Range medium (100 ft. + 10 ft./level)
Effect spiritual ally of force
Duration 1 round/level (D)
Saving Throw none; Spell Resistance yes
An ally made of pure force appears in a single 5-foot square within range. The ally takes the form of a servant of your god. The spiritual ally occupies its space, though you and your allies can move through it, since it is your ally. The spiritual ally carries a single weapon, one favored by your deity (as for spiritual weapon), which has the same threat range and critical modifiers as a real weapon of its form. Each round on your turn, starting with the turn that you cast this spell, your spiritual ally can make an attack against a foe within its reach that you designate. The spiritual ally threatens adjacent squares and can flank and make attacks of opportunity as if it were a normal creature. The spiritual ally uses your base attack bonus (gaining extra attacks if your base attack bonus is high enough) plus your Wisdom bonus when it makes a melee attack. When the spiritual ally hits, it deals 1d10 points of force damage + 1 point of damage per 3 caster levels (maximum +5 at 15th level). It strikes as a spell, not a weapon, so it bypasses DR and can affect incorporeal creatures.
Each round after the first, you can move the spiritual ally as a swift action. It has a speed of 30 feet, and a fly speed of 30 feet (perfect maneuverability). Being a construct of force, the spiritual ally cannot be harmed by any physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual ally's AC against touch attacks is 10.
If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual ally strikes it. If the ally is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.
Oswin takes a 5' step back and a being of shimmering blue force appears directly behind the enemy.
The spiritual creature swings its sword at the allip!
Attack: 1d20 + 5 + 3 ⇒ (13) + 5 + 3 = 21
Force Damage: 1d10 + 2 ⇒ (3) + 2 = 5
GM Mars |
So, I was not as clear in my previous post as I could have been - a side effect of copy/pasting from the other game and not adjusting things to be as clear about our current situation.
There's 2 effects happening right now for a total of 3 saves. Here's what happened:
Door opens - allip's babble aura causes a Will DC18 save or fascinate
Allip wins init, breaks all the fascinates with a Will DC20 confusion.
Fascination is broken, but you are still in the fascinate aura, so anyone who failed their save versus the fascinate the first time gets another save to make it again.
That being said, using the die rolls that have happened so far, everything still makes sense, so we don't have to retcon anything, except that Cairo has only rolled one Will save, so he's only saved against the fascinate - he still needs to save versus the confusion.
If Wreck has multiple targets, he needs to choose randomly - so let's see who he gets.
1 = Cairo
2 = Faraz
3 = Oswin
4 = Sir Terramore
Random Target: 1d4 ⇒ 2
So, you know, what you guys already said was going to happen.
Hopefully this eliminates any confusion about the confusion.
*underlines "be careful about copy/paste" on his list of tips for running pbp in the future*
Cairo will miss (assuming that he gets to act in the first place) and Oswin will hit - I'll have the flavor up when I post the next rounds worth of actions. I'll give Sir Terramore today and then move combat forward.