Quinn Kouniashi |
That may need to be a purchase for my alchemist... Shame that bonus only applies to half-elves and not full-bloods.
Also, no threats are present, and I would personally rather search the room for any clues as to what lies ahead as opposed to bumbling forward in haste just because we're buffed.
Quinn checks the prism itself. Can it also be removed? Are there slots for other crystals? Do they unite to form the Tri-Force, with which power we may wage war against all chicken-like creatures?
Mr. Madison |
Don't worry about the haste, ill keep those coming before we go room to room.
On the off chance that I can ID something that Hedra can not.
Spellcraft: 1d20 + 5 ⇒ (13) + 5 = 18
Hedra Dreamcaster |
I think we must first search the rooms not closed behind these holy prisms, don't you think ?
after a short silence Hedra added
may be we can begin by the one near Algar ?
Hedra looked at the religious symbol scatered through the room.
Know. Religion: 1d20 + 14 ⇒ (15) + 14 = 29
And she made a short prayer to Aroden to protect her from Evil. corruption resistance against Evil for 7 hours
Grimnir Foehammer |
"I agree.. Let me have a look at these doors.." He cast Detect Magic before looking..
Trap Looking on Doors: 1d20 + 24 ⇒ (15) + 24 = 39
Trap Looking on Doors: 1d20 + 24 ⇒ (7) + 24 = 31
Trap Looking on Doors: 1d20 + 24 ⇒ (12) + 24 = 36
Grimnir Foehammer |
Grimnir opens the doors and strides in, ready for battle..
Perc: 1d20 + 22 ⇒ (6) + 22 = 28
GM Mars |
Quinn: That sacred prism seems to be attached to the wall the same way the others were - in a casing that makes them easy to remove.
Grimnir: There appears to be no magic on any of the doors, nor do they appear to be trapped.
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.
Grimnir, you can use that check as a search check if you like, but it's going to run out the haste. You certainly don't see anyone stealthing around or anything like that...
Hedra Dreamcaster |
I will search the room with Eye, open the double doors.
Said Hedra to his comrade
I will help ! said Gamin
The cleric let Eyes begining searching the room.
Eye. Will. Do. Eye. Is. Searching. Now.
Perception Eye: 1d20 + 10 ⇒ (10) + 10 = 20
Perception Hedra with Gamin Help: 1d20 + 14 + 1 ⇒ (18) + 14 + 1 = 33
Grimnir Foehammer |
Grimnir will search with Hedra.. "Mr. Madison perhaps you should wait till we actually see a threat before using your magics.. I would like to have that haste when we actually have a fight on our hands.."
Mr. Madison |
I cast just before we enter the room for action economy. I would rather burn a few spells unnecessarily than waste time in combat buffing.
For my level 3 spells I have used 3 suggestions and 2 hastes. I have 4 slots left. For my level 4 spells I have used 1 charm monster. I have 5 slots left. If I run out of level 3 slots I can still cast those spells using my level 4 slots. If I start running low I will be more judicious.
Mr. Madison |
Bowing his head slightly to Grimnir
I have enough magics to make sure you are ready before we open doors, I would rather have you completely combat ready from the moment we open the door.
Grimnir Foehammer |
After the searching is does Grimnir will make his way over to Kargoth and ready himself to enter the room.. "After you Kargoth.."
GM Mars |
Eye 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.
The hound will hand his prism to Quinn.
When you guys open the door to the south, you see a large forge flanked by large bellows dominates the east wall, though they and the nearby anvil are caked in soot. Half-full weapon racks hold an assortment of daggers, spears, and swords, and low piles of arrowheads, coal, and metal ingots line the southwest wall.
Mr. Madison |
How heavy are these prisms?
Assuming we don't get jumped by a bad guy.
Grimnir take a look and see if its trapped.
If it is trapped I will use my unseen servant to set it off.
If there are no traps I will look through the room using detect magic.
Spellcraft: 1d20 + 5 ⇒ (20) + 5 = 25
Grimnir Foehammer |
Grimnir will take a gander.. 1d20 + 24 ⇒ (13) + 24 = 37
GM Mars |
The prisms are a pound at most - they're really light.
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.
Hedra Dreamcaster |
After Eye found the notes, Hedra asked it to read to her comrades the notes.
after its lecture Hedra said
The prisms seems to be the key to the structure. But his creator seems to have lost the control of the bastion's defense... I don't know what to think of it but as the prisms are still here I hope demon's don't reach the heart of this sanctuary.
When Grimnir said he found an arcane circle, Hedra moved in the room and try to determine its purpose.
Know. Arcana: 1d20 + 10 + 1 ⇒ (3) + 10 + 1 = 14
Quinn Kouniashi |
Quinn looks over the note as everyone continues searching. "It would seem this bloke was a few strings short of an orchestra. Still, it looks like we're going about it the right way; removing the prisms?" He toys with the three prisms, contemplating their significance in all of this.
Mr. Madison |
Mr. Madison will have his unseen servant drag a corpse over the arcane circle. As long as it does not go off he will try detect magic on it.
Knowledge Arcana: 1d20 + 5 ⇒ (16) + 5 = 21
I finally beat Hedra in a knowledge check ;)
Grimnir Foehammer |
"Indeed.. Lets move on.." Grimnir will move to the other set of doors and take a listen..
Perc: 1d20 + 22 ⇒ (7) + 22 = 29
GM Mars |
Mr. Madison is able to id the pauldrons as Pauldrons of the Bull. The ammunition seems above his capabilities to identify.
Grimnir hears talking on the other side of the door. The voice seems to be trying to speak very fast.
Grimnir Foehammer |
Grimnir opens the door and rushes in, ready for a fight..
Quinn Kouniashi |
Quinn follows, hand on the hilt of his scimitar if anyone mentions the voice behind the door. He nods his readiness for the door to be opened and is rather intrigued on what may be beyond the portal.
GM Mars |
Assume that the friendly hound archon also gave everyone an aid before you go through, so go ahead and roll your temp hit points. Hedra - given that info, you can take back your wand of bless if you like.
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 two incorporeal creatures floating around, talking to each other. You can hear their conversation, but are unable to make sense of it. They seem to notice you and turn to attack, but there is no break in their 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
Algar: 1d20 + 1 ⇒ (18) + 1 = 19
Grimnir: 1d20 + 6 ⇒ (3) + 6 = 9
Hedra: 1d20 + 1 ⇒ (6) + 1 = 7
Kargoth: 1d20 + 2 ⇒ (13) + 2 = 15
Mr. Madison: 1d20 + 17 ⇒ (12) + 17 = 29
Quinn: 1d20 + 7 ⇒ (14) + 7 = 21
Square Incorporeal: 1d20 + 7 ⇒ (13) + 7 = 20
Circle Incorporeal: 1d20 + 7 ⇒ (1) + 7 = 8
Knowledge Checks
Algar Knowledge(religion): 1d20 + 13 ⇒ (2) + 13 = 15
Grimnir Knowledge(religion): 1d20 + 8 ⇒ (1) + 8 = 9
Hedra Knowledge(religion): 1d20 + 14 ⇒ (4) + 14 = 18
Quinn Knowledge(religion): 1d20 + 4 ⇒ (14) + 4 = 18
Order
Mr. Madison
Quinn
Square Incorporeal
Algar
Kargoth
Grimnir
Circle Incorporeal
Hedra
The two incorporeal creatures' technobabble actually hurts the mind. I'm going to need a pair of will saves from everyone when you start your turn. Make your saves, including any rerolls, then look under the spoiler to see what happens. Make sure to keep track of which creature you're rolling against.
Circle Creature = DC 19
Fail a save and you are fascinated by that creature for 2d4 rounds.
Current Effects
Aid on the party - 59 rounds remaining
Babbling - everyone needs to save
Divine Favor on Algar - 9 rounds remaining
Haste on the party - 8 rounds remaining
Mr. Madison and Quinn are up!
Quinn Kouniashi |
Aid: 1d8 ⇒ 1 plus archon caster level
Will vs north: 1d20 + 8 ⇒ (9) + 8 = 17 2d4 ⇒ (4, 3) = 7 rounds
Will vs south: 1d20 + 8 ⇒ (10) + 8 = 18 2d4 ⇒ (3, 4) = 7 rounds
Really? Really?!
Special attacks?
Quinn starts to ponder on these things, but the voices worm their way into his head. He stands there fighting off their maddening babble.
GM Mars |
Ah right - forgot the CL. The archons are CL 6
Also, forgot that the babbling counts as a sonic, mind-affecting affect. Once you make the save you don't have to make it again for 24 hours. When you add your well-versed bonus in Quinn, you should make both of those saves.
Also Mr. Madison, I need to know which one you failed against.
Grimnir Foehammer |
Does it count as a Spell or SLA?
As a immediate action im activating my Judgement via Instant Judgement feat.. Selecting Purity and Justice..
Aid: 1d8 + 6 ⇒ (8) + 6 = 14
Will Square: 1d20 + 17 ⇒ (2) + 17 = 19 +5 if spell/sla
Will Circle: 1d20 + 17 ⇒ (2) + 17 = 19 +5 if spell/sla
Lol good thing for Instant Judgement and Shake it Off..
I dont think its my turn yest so..
Mr. Madison |
Figured as such but thought it was worth it to ask.
Mr. Madison stops what he is doing and pays rapt attention to the two arguing fellows. Trying to fallow along with what they are saying.