The Many-Faced GM |
The cauldron itself radiates a moderate aura of conjuration magic.
The statue radiates a faint aura of illusion magic as well as moderate abjuration and necromancy.
The vault radiates varying degrees of magic from just about every school. There are literally dozens of magical auras coming from the decanters, storage boxes, and crates.
Cauldron of Overwhelming Allies: The artistic scrawls on the dark surface of this small bronze cauldron depict an array of exotic animals, legendary beasts, leering fiends, and hosts of elementals. Once per day, if used as the focus or divine focus for a summon monster or summon nature's ally spell, the cauldron automatically conjures 1d3 additional creatures of the same kind from the next lower list. For example, if a user casts summon monster 3 to summon 1d3 wolves, he could also summon 1d3 additional wolves (or other creatures from the 2nd-level list).
The statue is imbued with the following spells: magic mouth, glyph of warding, bestow curse.
The Many-Faced GM |
The cauldron is of average size. Not too much bigger than an iron pot, the cauldron weighs 5 pounds and holds approximately 1 gallon, enough to fill the bellies of four hungry humans for one meal.
The numerous boxes vary in size from a few inches to several feet.
The Many-Faced GM |
I feel a little bad for the loot tracker, but only a little bit.
Havelock walks by the statue and into the vault. He feels immense despair wash over him before his ego alone pushes back. For just a moment, he feels incredibly weak but his strength of will is able to resist the curse. Within the room are the following:
two scrolls of comprehend languages
two scrolls of cure moderate wounds
one scroll of delay poison
one scroll of dispel magic
one scroll of Irriseni mirror sight (see below)
one scroll of remove disease
two scrolls of remove sickness
one scroll of threefold aspect
one scroll of youthful appear
two potions of cure light wounds
two potions of enlarge person
three oils of mask dweomer
two potions of reduce person
a full alchemist's lab
two flasks of acid
three flasks of alchemist's fire
two pinches of flask powder
three flasks of liquid ice
three smokesticks
one sunrod
two tanglefoot bags
three thunderstones
15 tindertwigs
three applications of cold iron weapon blanch in a silver canister (the canister itself is worth 50 gp)
50 trade bars of pure silver (weighing 10 pounds each and worth 50 gp)
a bag of holding (type II)
1290 gp
2198 sp
2787 cp
a robe of useful items with the following patches:
**bag of 100 gp
**three flasks of alchemist fire
**ladder
**open pit
**potion of cure serious wounds
**rowboat
**pair of war dogs
**window
one bird feather token
one tree feather token
one wand of color spray (23 charges)
ring of white gold set with a large green saphire (ring of regeneration)
The ring of regeneration is really a cursed ring of lifebleed. Each time the wearer is hit with a melee or ranged weapon attack, he takes an additional 1d4 points of damage. This ring cannot be removed until the wearer dies or by way of a remove curse, wish, or miracle spell.
Havelock Will save; DC 17 vs. bestow curse (-6 con): 1d20 + 3 ⇒ (18) + 3 = 21
School: divination (scrying); Level sorcerer/wizard 3, witch 3
Casting Time: 10 minutes
Components: V, S , F (a mirror)
Range: see text
Effect: magical sensor
Duration 1 minute/level
Saving Throw: none ; Spell Resistance no
This spell lets you look into a mirror near you and see an image that is reflected in another specific mirror (chosen by you) or an individual reflected in any other mirror. This works like a scrying spell, except you can only view creatures on the same plane as you. Each time you cast the spell, you can choose to see one of three types of reflections in your mirror.
Known Mirror: The current reflection of a person you know well, assuming that person is near a mirror.
Known Place: The current reflection of a place you know well, assuming the location is being reflected in a mirror. You receive only visual information through this ability. You can choose to transmit information both ways so that a person reflected in the remote mirror can view whatever appears in the mirror you are using. For example Urion Petresky knows that Queen Elvanna keeps a mirror in a hall near her throne room. He can look through his own handheld mirror and see into this hall, even if the queen is not there. Alternatively, he can attempt to find the queen (wherever she is) by looking into his mirror; if, at that moment, the queen is near any mirror at all, he can see her. He may instead cast the spell and try to see into her throne room, hoping that someone has brought a mirror there. If any of these conditions fail, Urion sees nothing but his own reflection. This spell works with intentionally fabricated mirrors only, it is not effective with other reflective surfaces, such as still pools or polished metal shields. Effects that block scrying block this spell.
Havelock Iacton |
Realizing that he had acted quite rashly, Havelock feels a pang of regret born out of his actions and cringes.
However, when he realizes that he was able to fully fight of the attack on his person, he instead feels very smug and gives the statue a two fingered "salute".
And then he goes back to piling the silver trade bars up into a pyramid shape, gleefully caressing the surface of the top one.
Krystae Stormcrow |
Holy crap! I'll get right on adding all this to the loot tracker, and then I really feel we need to determine who is getting what so we can each add it to our sheets.
Krystae stares in awe at the strange beauty of the tower now that they've had a moment to actually examine it without fear of being cursed. "This is quite the haul! These items will aide us greatly in this quest."
Havelock Iacton |
Havelock chuckles a little, picks up the top silver bar and weighs it in his hand.
"Aye, this alone could conceivable be used to club enemies to death with.
...
Still, we are not done until we have closed the portal and retrieved the young lady."
Here he pauses and sighs with irritation.
"We promised..."
Elen Emerwen |
None of us can make that spellcraft roll. However, if you'll allow me this:
Intelligence check: 1d20 + 5 ⇒ (17) + 5 = 22
"Hmm. That's weird. Why wouldn't he have been wearing the ring of regeneration?"
The Many-Faced GM |
This teleporter works differently than the others so far. As soon as a person steps foot on it, they are whisked away. No command words are needed.
The ice statue of the dragon, the smashed portcullis, the empty kennels, the body of the dead ice troll; this is the main courtyard. From here, lots of activity can be seen in the next room, the grand entrance hall. Numerous people are rushing about and someone is shouting orders. "Form ranks, you three, over there! You three, down there! The rest of you, over here?" There are also numerous sets of booted footprints on the snow-covered floor.
It appears as though you haven't been spotted yet.
The roll20 map has been updated.
Droviz |
"Time for some bombs and arrows," Droviz whispers while drawing his silver warhammer and shortsword as quietly as he can. "Either that, or I run in and dark 'em up, then light 'em up for archery fire. Thoughts?"
Ragnar Deathspeaker |
Ragnar had been quiet for a while. The banter back and forth between Drovitz and Watcher Havelock had been confusing to him and the explanations of Drovitz's dead companions only served to confuse him further. Constantly listening to two separate conversations at a time was not easy. More than once he had to tune out Damir's well-meaning commentary or the incessant questions of the children.
The various scrolls, wands, cauldrons and other talismans of witchery did not sit well with him. He understood that Keeper Elen was a white witch. He trusted her to be able to cleanse the spirits of these objects. Still, he felt destroying them would be better.
He trudged at the front of the group, next behind Drovitz, scratching at the hollow wound that had been his left eye. When he heard the shouting of the tower's defenders he suddenly felt better. Fighting was so much simpler than trying to navigate the many confusing mysteries he found himself wrapped in.
He pointed to the corridor behind the smashed portcullis. "We hold here. Lure them in where it is narrow. Make their numbers mean nothing."
Krystae Stormcrow |
"I agree with Ragnar. Ragnar and Droviz should hold the line in the hallway, that way only two at a time can come after you. Havelock, Witch, and I can pick away at the stragglers from a distance. This would be the perfect choke-point." She puts her arrow to the string. "Best line up quickly before they make this a moot plan."
Ragnar Deathspeaker |
Ragnar positioned himself on one side of the corridor ready to step in and block the way once the enemy moved in.
Setting vs Charge.
Droviz |
"Need to convince them to charge us for that to work. 's No good if they set up order of battle and shoot us full of crossbow bolts from behind a shield wall."
The Many-Faced GM |
We'll continue with block initiative in order of posting for combat. Since you have the advantage, combat will start after the first offensive action.
Ragnar Deathspeaker |
Ragnar waited until everyone was in position, raised his arm to give the 'ready' signal to the ranged combatants, then lowered it quickly.
Droviz |
Droviz edges forward, shield at the ready in one hand, his chakram in the other, keeping pace with the others. He casts a brief glance at his unusual throwing weapon and heaves a sigh.
"Well, old Betsy," he says. "It'd be a shame to lose you, so I guess we'd better kill them all."
With these moving words spoken - Droviz pulls back his arm, tries to draw a bead on whichever of the troopers looks to be in charge, and makes his throw. The steel disc howls as it cuts the air...
And Droviz raises his shield to provide his allies with cover and pulls his silver hammer from his belt.
Ranged attack: 1d20 + 7 ⇒ (15) + 7 = 22 for 1d8 + 2 ⇒ (6) + 2 = 8 damage.
Krystae Stormcrow |
Krystae moves into position and fires at one of the soldiers at the far end of the courtyard!
Attack: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Sorry, I've been a little off and on busy the past few days. I tried to keep up with all my games, but came up a little short on some!
The Many-Faced GM |
The Captain is busy shouting orders to the guards as Droviz's chakram streaks through the air almost clipping her, but narrowly misses. The guards all turn, almost at once, and two arrows plunge deeply until one of them. He clutches the shafts as he drops to his knees before falling forward, bleeding to death.
Are Havelock and Ragnar taking any actions before the opposition?
Ragnar Deathspeaker |
Ragnar is behind cover so as not to impede the ranged attacks, and so he isn't a target himself. He is Set vs. Charge. If anyone Charges (triggering his readied action from Setting) he will take a 5' adjust as part of the readied attack. That will block the path of the charge.
So, if they Charge, ragnar should get his Readied attack, his AoO from having a reach weapon, and make himself into a big roadblock.
If they don't charge all he gets is his AoO
The Many-Faced GM |
Two of the guards fire their crossbows along with the two sergeants. After loosing the bolts, they drop their crossbows and begin to fall out, drawing their weapons as they move. The rest of the guards funnel into the hall, long swords and shields at the ready. The first one in is run through by Ragnar's spear and crumples to the ground. Havelock hurls his bomb into the middle of their ranks. The explosion plasters one of the guards into the wall and the rest are splintered with flaming shrapnel. The captain of the guards, still standing in the rear and wielding a greatsword, raises one hand and unleashes a volley of force missiles that slam into Rangar.
Ragnar takes 8 points of magic missile damage.
Round 2. Player's Turn!
Guard #1 crossbow: 1d20 + 2 ⇒ (6) + 2 = 8
Guard #2 crossbow: 1d20 + 2 ⇒ (14) + 2 = 16
Captain #1 crossbow: 1d20 + 6 ⇒ (14) + 6 = 20
Captain #2 crossbow: 1d20 + 6 ⇒ (16) + 6 = 22
Havelock bomb attack: 1d20 + 5 ⇒ (13) + 5 = 18
Bomb damage: 2d6 + 4 ⇒ (6, 6) + 4 = 16
Guard #3 Reflex save: 1d20 + 1 ⇒ (17) + 1 = 18
Guard #4 Reflex save: 1d20 + 1 ⇒ (4) + 1 = 5
Guard #5 Reflex save: 1d20 + 1 ⇒ (10) + 1 = 11
Guard #6 Reflex save: 1d20 + 1 ⇒ (10) + 1 = 11
Guard #7 Reflex save: 1d20 + 1 ⇒ (20) + 1 = 21
Ragnar Spear: 1d20 + 8 ⇒ (18) + 8 = 26
Spear Damage: 1d8 + 7 ⇒ (3) + 7 = 10
Magic Missile: 2d4 + 2 ⇒ (2, 4) + 2 = 8
The roll20 map has been updated.
Elen Emerwen |
Elen targets the nearest guard with a sleep hex. Slumber, DC 17 Will, 3 rounds of sleep.
"Move forward, close on that spellcaster! We need to stop him from casting more spells!"
The Many-Faced GM |
The nearest guard slumps backward into the wall and slides down to the ground asleep.
Guard #7 Will Save vs. DC 17: 1d20 ⇒ 3
@Droviz, what happens when you try to view it?
Captain - Full Health
Sergeant #1 - Full Health
Sergeant #2 - Full Health
Guard #1 - Full Health
Guard #2 - Full Health
Guard #3 - Moderately damaged
Guard #4 - Severly damaged
Guard #5 - Severly damaged
Guard #7 - Moderately damaged, asleep
Havelock Iacton |
Havelock moves up behind Droviz, pulling out his nice long blade as he goes.
As he takes his place, he also pulls out a bomb, just in case he gets a good opening.
Move action to take position and draw bastard sword, second move action to pull out bomb.
Elen Emerwen |
Are you using a mobile device?
-Posted with Wayfinder
Droviz |
Yes. But before now, it also objected to my laptop's browser... :-/ I can try again tomorrow. Sorry to hold up the game.
Droviz simply attacks whichever target is closest and upright.
Hammer attack 1d20 + 5 ⇒ (14) + 5 = 19 for 1d8 + 2 ⇒ (5) + 2 = 7 damage.
Krystae Stormcrow |
Seeing all the foes arrayed against them, Krystae quickly calls upon her knowledge as an inquisitor to cast judgement upon their enemies! She then casts a spell granting her Desna's favor in the coming battle!
Swift Action - Justice Judgement (+1 Sacred bonus to all attacks). Standard Action - Cast Divine Favor.
Judgement of Justice - +1 Sacred bonus to attack.
Ragnar Deathspeaker |
Ragnar called his spirits for aid.
"ги попречат. Отворете нивните чувари за нас."
Casting Bless. Everyone gets +1 to attacks.
The Many-Faced GM |
Elen's hex puts a guard to sleep, who Droviz quickly dispatches before he can regain consciousness. Ragnar's spirits aid everyone in the combat as Krystae spells up and Havelock arms himself for battle.
The guards move up to engage. Ragnar impales one with his spear, but another guard takes advantage of the opening and viciously slices into Ragnar's arm. Ragnar barely keeps his grip on the spear. The two sergeants move up following their soldiers. The captain slowly moves about in the rear before sending another volley of force missiles slamming into Ragnar.
Ragnar takes 11 points of slashing damage from a critical hit, and 4 more points of damage from magic missiles.
Round 3. Player's Turn!
Captain - Full Health
Sergeant #1 - Full Health
Sergeant #2 - Full Health
Guard #1 - Full Health
Guard #2 - Full Health
Guard #3 - Dead
Guard #4 - Severly damaged
Guard #5 - Severly damaged
Guard #7 - Dead
Guard #1 vs. Droviz: 1d20 + 3 ⇒ (18) + 3 = 21
Guard #5 vs. Ragnar: 1d20 + 3 ⇒ (19) + 3 = 22
Guard #5 vs. Ragnar, confirm: 1d20 + 3 ⇒ (18) + 3 = 21
Guard #1 damage vs. Droviz: 1d8 + 1 ⇒ (1) + 1 = 2
Guard #5 critical damage vs. Ragnar: 2d8 + 2 ⇒ (1, 8) + 2 = 11
Ragnar AoO, bless: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
Ragnar damage: 1d8 + 7 ⇒ (3) + 7 = 10
Magic Missile vs. Ragnar: 2d4 + 2 ⇒ (1, 1) + 2 = 4
The roll20 map has been updated.
Ragnar Deathspeaker |
Ragnar fell back under the assault. His arm was gashed to the bone, but only for a moment. He clenched his fist and the blood stopped flowing.
Cure Light Wounds: 1d8 + 3 ⇒ (2) + 3 = 5
Then he snarled, looking up with fury in his eyes.
Rage
6 Temp HP
Havelock Iacton |
Havelock gently tosses the clay phial up and down for a few moments, gaining a better feel for the weight, then he lobs it forward, aiming for the large cluster of guards.
Bomb Vs Guard#4: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 2d6 ⇒ (4, 2) = 6
Move action to retrieve a third bomb.
Droviz |
I can see the map now! :D
"Doing alright there, big guy?" Droviz shouts to Ragnar while he swings his hammer at the next available target. "Hey doc, how about you join me at the front?"
Hammer attack 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9 for 1d8 + 2 ⇒ (3) + 2 = 5 damage.
The Many-Faced GM |
Droviz's hammer swings wide of the mark, but Havelock's bomb strikes a guard right in the chest as Ragnar's spirits work to stitch his wound close. The bomb explodes in a fiery blast singeing everyone around him.
Captain - Full Health
Sergeant #1 - Full Health
Sergeant #2 - Full Health
Guard #1 - Full Health
Guard #2 - Full Health
Guard #3 - Dead
Guard #4 - Dead
Guard #5 - Near Death
Guard #7 - Dead
Guard #1 Reflex save vs. DC 15: 1d20 + 1 ⇒ (7) + 1 = 8
Guard #2 Reflex save vs. DC 15: 1d20 + 1 ⇒ (6) + 1 = 7
Guard #5 Reflex save vs. DC 15: 1d20 + 1 ⇒ (18) + 1 = 19
Sergeant #1 Reflex save vs. DC 15: 1d20 + 4 ⇒ (4) + 4 = 8
Sergeant #2 Reflex save vs. DC 15: 1d20 + 4 ⇒ (19) + 4 = 23
Krystae Stormcrow |
Krystae takes aim at the guard who appears barely on his feet, but the explosions and noise throw her aim off a bit! Not sure if that's a hit or not...
Attack: 1d20 + 6 + 1 + 1 + 2 ⇒ (4) + 6 + 1 + 1 + 2 = 14
Damage: 1d8 + 1 + 1 + 2 ⇒ (5) + 1 + 1 + 2 = 9
Standard Action - Attack #5 and he does not gain Soft Cover from any of my allies.
Judgement of Justice - +1 Sacred bonus to attack.
Droviz |
"This is the stuff!" Droviz says, laughing. "Keep the bombs flying, doc!"
Again, the silver hammer flashes as the dark Elf lashes out.
Hammer attack at nearest standing target 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8 for 1d8 + 2 ⇒ (1) + 2 = 3 silver damage.
The Many-Faced GM |
The guard raises his shield at the last second and Krystae's arrow glances off of it.
Captain - Full Health
Sergeant #1 - Full Health
Sergeant #2 - Full Health
Guard #1 - Full Health
Guard #2 - Full Health
Guard #3 - Dead
Guard #4 - Dead
Guard #5 - Near Death
Guard #7 - Dead
Waiting on Elen's round 3 action.