motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
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Tristain: 23
Tenebrynn: 22
Albert: 13
Kyffin: 13
Starflit: 13
Hounds: 12
Tristain and Starflit's attacks take down the third hound, which seems to dissolve into nothingness, letting Kyffin and Al charge after the last remaining one. They arrive moments after a blast from Tenebrynn, and with two sweeps of their curved blades, chop the hound into three pieces. Still, you can't help but remember Elder Thyrr's warning that there could be more of such creatures roaming the hall. Her words also provide some comfort in the idea that you could retreat to the spherical chamber in the ceiling of the Mysterium’s first level if you had to.
Electric Blast: 1d20 + 12 ⇒ (16) + 12 = 28
for: 5d6 + 4 ⇒ (3, 4, 5, 5, 5) + 4 = 26
Combat over.
Kyffin Rhees |
Weapon Equipped = Scimitar
Conditions = Magic Vestment (1/11h, +2), Life Bubble (3/120m), Air Walk (3/110m), Bull’s Strength (3/11m)
Scimitar: Attack: BAB +8/3, Str +5, Magic +1, Focus +2, (Power -3) Damage: Str +5, Magic +1, Specialization +2, (Power +6) Crit: 15-20 DR Magic
Longbow: Attack: BAB +8/3, Dex +1, Magic +1 Damage: Str +4 (adaptive), Magic +1
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Blessings (8/8, su) (Holy Strike (std), Battle Companion (full), Fast Healing (std), or Powerful Healer (sw))
Fervor (6/7, su, sw, DC 17, 4d6)
Sacred Weapon (11/11r, su, sw, +2)
Sacred Armor (11/11m, su, sw, +2)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 11, Concentration +13)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command, Compel Hostility,
Second (14):
Third (15): Dispel Magic, Invisibility Purge,
Fourth (16):
"Anyone need a hit off the wand?" Kyffin lines up and helps folks get healed before moving on. "I hope there aren't a lot of them, they really pack a punch don't they?"
Kyffin will line back up at the door they were trying to open before being so rudely interrupted. He chuckles, "We might have to fight the dogs every time we leave a room. I hate the damn things already."
When everyone is ready, he reaches down and opens the door.
He’s 5’ up.
Starflit |
Starflit gives Tristain a worried glance; it's obvious she's still deeply concerned that 'bonking' is less therapeutic and more likely to induce head trauma and brain damage. Still, there's some truth in Tristain's words.
"Hurty eyes indeed...," the inquisitor mutters under her breath as she casts a healing spell on herself to undo some of the damage the strange hounds inflicted upon her.
Starflit cure moderate wounds (on herself): 2d8 + 10 ⇒ (4, 8) + 10 = 22
Albert Hazred |
"Ain't we suppose to do something with the statues?" Al hesitates by the statue he was checking before the hounds appeared. "Like turn their heads or something?"
or do we not want to do that until we've cleared things out?
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Since it doesn't matter here, I'm going to say you turn the head just to keep things moving. This quarter of the Mysterium appears similar to the first, with another large classroom and three study chambers, though it seems to lack the supply closet the first one did.
To the north, the hallway runs east to west. At both ends stand another angel statue. At the midpoint, a five-foot-wide circular valve appears to be made of iron, and depicts four angel faces smiling and looking upward to the ceiling.
Kyffin Rhees |
"The valve is definitely weird. Did they mention a valve? Maybe we should leave it alone. This place is weird, and we've been to some weird places!"
Kyffin will push on to the northeastern most cluster of doors next as he continues to hunt around and get the lay of the land.
Starflit |
Although Starflit's pretty knowledgeable in many fields, engineering's not one of them. She goes along with whatever the others decide in terms of valves and revolving statues.
Albert Hazred |
"I ain't seen anything like that before, sure is a strange thing to have in the floor." Albert inspects the valve and the angelic faces...
Knowledge, Religion: 1d20 + 5 ⇒ (1) + 5 = 6
..."Yep, never seen anything like that before." Perplexed by the valve, Al joins Kyffin at the next set of doors as they continue exploring.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Tristain the Chalker |
"...it's possible this is what opens when you turn all the angel head statues -- two of which stand at each end of this hall," Tristain says after some thought, and after signaling to the angel statues like an airline steward during pre take off instructions.
"So, I think that's right. Let's move on." And when Tristain says 'lets move on', he means that he'll be following behind, and safely in the back.
Kyffin Rhees |
Kyffin suggests waiting before we open the valve, "Let's check the rest of the rooms before we open that valve shall we? I don't know what it's going to do, but it might open up a way down and I don't want to start down until this level is cleared."
He'll head to the northeastern block of doors and start checking them when everyone is ready.
Starflit |
Starflit nods at the wisdom in the words of Kyffin and Tristain. She follows the half-orc, starknife at the ready.
Probably in the second rank, behind Kyffin and Al.
Tenebrynn |
Tenebrynn looks back from her perch atop the other angel statue where she was just beginning to twist the head and frowns. Hopping down to the floor, she hustles over to the group then slinks on ahead at her companions’ urging.
Stealth: 1d20 + 21 ⇒ (11) + 21 = 32
Perception: 1d20 + 11 ⇒ (19) + 11 = 30
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
2 people marked this as a favorite. |
Sorry for my delay, everyone. I know I've really slowed down -- which is brutal, considering my feelings about momentum with regard to PBP. I'm trying to be better and navigate some real-life work schedule changes (I'm starting earlier in the day at my RL job, and that's part of what's slowing me down), along with just everything that's been going on the last month.
Also, I think I was struggling with trying to decide how to handle the hounds. There should be more coming, but ... I don't want to just keep doing the same combat, especially in PBP. So I'm going to skip that -- more may show up at some inconvenient point, but not right now.
Albert: 1d20 + 1 ⇒ (12) + 1 = 13
Kyffin: 1d20 + 8 ⇒ (19) + 8 = 27
Starflit: 1d20 + 16 ⇒ (4) + 16 = 20
Tenebrynn: 1d20 + 11 ⇒ (16) + 11 = 27
Tristain: 1d20 + 7 ⇒ (11) + 7 = 18
Albert: 1d20 + 5 ⇒ (19) + 5 = 24
Kyffin: 1d20 + 1 ⇒ (12) + 1 = 13
Starflit: 1d20 + 7 ⇒ (2) + 7 = 9
Tenebrynn: 1d20 + 3 ⇒ (13) + 3 = 16
Tristain: 1d20 + 4 ⇒ (12) + 4 = 16
Antagonist: 1d20 ⇒ 10
At first when you enter, it looks like it's going to be yet another study room identical to the first two you went in. However, Kyffin, Starflit, Tenebrynn and Tristain suddenly notice the pages on an open tome are starting to flip wildly with no apparent cause, and their minds flash back to the warning of haunts in the library.
Tenebrynn and Tristain are up for a surprise round before the haunt does what it's going to do.
Tenebrynn |
Tenebrynn shouts, ”Haunt!” then shoots a column of wind at the flapping book, hoping that knocking the book from its perch will quiet the haunt before it can manifest.
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
As Tristain flees the room, Tenebrynn blasts the book, which goes flying. Unfortunately, it's just the start and a moment later all the books in this room suddenly flip open and the pages begin furiously turning. As this happens, the letters and words contained in the book leap from the pages and begin swirling in the air like a thick cloud. Everyone but Tristain is bombarded by a glut of complex ideas, tangled formulas, and logical conundrums. 30 hp to all, DC 14 Will save for half
10d8 ⇒ (3, 1, 2, 1, 4, 2, 8, 5, 1, 3) = 30
Starflit |
Starflit growls and looks genuinely angry that her Silence Between is being violated by the barrage of words and thoughts.
Starflit Will Save: 1d20 + 13 ⇒ (19) + 13 = 32
Tenebrynn |
Will Save (DC 14): 1d20 + 7 ⇒ (14) + 7 = 21
HP: 108/142
Nonlethal: 40
AC: 17 (15 T / 12 FF) // 25% miss chance for ranged attacks
Fort: +13 // Ref: +13 // Will: +7 (+2 vs illusion)
Burn Accrued: 4/10
Ki Pool Spent: 1/5
Ongoing Effects:
Warden of Nature: +1 to hit/+2 dodge bonus vs aberrations, oozes, vermin
Foe of the Strange: +1 to saves vs aberrations, -10 to confusion results
Point Blank Shot: +1/+1
Elemental overflow:
+x to hit, +2x damage, and visual effects on person as long as burn is present (x = current burn, max 3)
Ability Score increases (+2): Dex, Con
Albert Hazred |
Albert wades through the complex ideas and conundrums as he applies dirt to the numerous paper cuts and bruises. "I understand you!" he yells to the library and the swirl of thoughts, "All that forced learning of ridiculous garbage in quiet libraries when all you wanted was to be outside, they did that to me too! You don't have to be quiet any more, you can talk to ol' grandpa Al about it. I'm listening, tell me about how you suffered in this library?"
does Al's fear immunity impact how the haunts affect him? and does his fear bonus apply to the party?
Dirt On It: 6d6 ⇒ (3, 2, 3, 5, 1, 5) = 19
Diplomacy? at Haunt: 1d20 + 19 ⇒ (10) + 19 = 29
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Albert Hazred |
When no response is provided Al calls out a few more times, then replaces the book knocked by the wind blast. "Well, if you change your mind, maybe you could show us what you want by words in the book?" In the absence of the haunt, Albert starts searching the room.
take 20 for 21 on search
Tristain the Chalker |
Everyone but Tristain is bombarded by a glut of complex ideas, tangled formulas, and logical conundrums.
Jokes on you. Tristain is always bombarded with such. All the dang time.
Tristain remains far away until the effect ends, then creeps forward to see what he can do to help put the haunt to rest...or at least stop it for now.
1d20 + 22 ⇒ (3) + 22 = 25 Know (religion)
Kyffin Rhees |
Weapon Equipped = Scimitar
Conditions = Magic Vestment (1/11h, +2), Life Bubble (6/120m), Air Walk (6/110m), Bull’s Strength (6/11m)
Scimitar: Attack: BAB +8/3, Str +5, Magic +1, Focus +2, (Power -3) Damage: Str +5, Magic +1, Specialization +2, (Power +6) Crit: 15-20 DR Magic
Longbow: Attack: BAB +8/3, Dex +1, Magic +1 Damage: Str +4 (adaptive), Magic +1
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Blessings (7/8, su) (Holy Strike (std), Battle Companion (full), Fast Healing (std), or Powerful Healer (sw))
Fervor (6/7, su, sw, DC 17, 4d6)
Sacred Weapon (11/11r, su, sw, +2)
Sacred Armor (11/11m, su, sw, +2)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 11, Concentration +13)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command,
Second (14):
Third (15): Dispel Magic, Invisibility Purge,
Fourth (16):
Thanks for sharing about the delay. Sorting out a new schedule is tough.
Will: 1d20 + 11 + 4 ⇒ (14) + 11 + 4 = 29 (old man smell) vs DC 14 for 15hp damage from the haunt
Kyffin will brush himself off, shrugging, ”Damn haunts!” He passes around the wand of curing to those who need it, though he’ll cast his own healing on himself, with a blessing for more healing.
Cure Light Wounds: 1d8 + 5 ⇒ (1) + 5 = 6 +50% = 9 (close enough)
When everyone is topped up, he suggests, ”One more section. Shall we?” He’ll then head south to the next unknown door and open it.
He’s 5’ up.
Starflit |
Starflit uses a spell to heal herself. Then she offers to heal Tenebrynn as well. She doesn't know what to make of Tristain not seeming to have been harmed by the crazy haunt attack.
Starflit cure moderate wounds (Starflit): 2d8 + 10 ⇒ (1, 4) + 10 = 15
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Tristain retreated outside the room before it went off.
After healing yourselves, you finish exploring the area here and to the south, finding more study halls and cubicles. Unlike the two western blocs, you notice the two eastern ones also include some sort of infirmary or rest room. Each one of these chambers has a folding cot and a slim wooden case that contains a full healer’s kit, a potion of cure light wounds, and a scroll of lesser restoration.
Albert: 1d20 + 1 ⇒ (15) + 1 = 16
Kyffin: 1d20 + 9 ⇒ (17) + 9 = 26
Starflit: 1d20 + 17 ⇒ (5) + 17 = 22
Tenebrynn: 1d20 + 11 ⇒ (5) + 11 = 16
Tristain: 1d20 + 7 ⇒ (14) + 7 = 21
Realizing the northwest bloc seems to be missing the sort of room the others have, you search around, but if there's a secret door, it's beyond your abilities to spot.
You do however see a large, dark mirror framed with angelic figures frolicking with dogs and other benign animals where the red star is. This may be the mirror Elder Thyrr told you about.
Kyffin Rhees |
"Do we want to align the statues now, then mess with the mirror?" Kyffin suggests, unsure.
If the group agrees, he'll move around and align the statues heads the way they're supposed to. He'll then look around where they've already been to see what, if anything, has changed visibly.
Perception: 1d20 + 9 ⇒ (14) + 9 = 23
Then he'll move to the mirror.
Tristain the Chalker |
Link to mirrors post.
She further instructs you that in order to make the Mysterium safe, you must venture to the depths of the building, to the level that contains the Soul -- a chamber at the very core of the library -- to find an angel statue without eyes, and insert your fingers into the eye sockets. A tolling bell will signify the wards have been reset.
"On each level of the Mysterium, you will need to find four different angelic statues with heads that swivel. These heads must be turned to face the walls they stand before, and once they are all properly manipulated, the gateways between the different levels of the library can be opened."
Tristain pauses, considering. And after a pause, agrees, with Tristain.
"Do we smash the mirror or what? How do we fix it? Can we make it it faces the wall?" Tristain asks.
Re-reading the post above, not sure what we are supposed to do. Can Tristain puzzle out a good solution?
1d20 + 22 ⇒ (5) + 22 = 27 Know Arcana (w/detect magic)
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
You can smash the mirror; which is also probably a bit anticlimactic due to the lack of hounds you ended up facing.
With the mirror destroyed, you turn the statue heads, and the mouths of the four angels at the valve in the northern wall open, each revealing a hole a little more than 2 feet deep. In the base of one mouth is a curiously coarse-feeling metal tongue; you decide to try pulling them, and the valve slides to the side, revealing a shaft 70 feet deep. Metal steps then grind out of the stone, spiraling down the shaft, provide an easy descent.
The shaft from above descends to a crossroads of arched corridors. Beyond the doorways, the walls are laden with shelf upon shelf of books, curious objects, and things of an arcane nature. The stone walls of this level are covered in bas-relief carvings depicting thousands of faces in various expressions. They peer from behind bookshelves and seem to watch you. As on the level above, the halls of the Mysterium here are lined with bookshelves and curios, though they’re less cluttered. The air is cooler here and carries the scent of old books mingled with centuries of burned candles. A sooty film coats the stone throughout. Map is expanded, with Kyffin's face showing where you are.
Tristain the Chalker |
Tristain looks around his new surroundings, worried for an attack coming from all directions. He tries come up with a good plan, and fails. And instead offers a bad plan, which he’s good at.
”Let’s go north and work clockwise, because that makes sense. Like that time I started at the starting corner and that’s where things started so we knew what was what and where was where, just not when was when, you know?” Tristain explains very clearly.
Starflit |
Starflit moves warily. Though there's a sense of silence here that should soothe her, all the faces and their watchful eyes make the place anything but serene. She listens to Tristain's plan before turning to the others to see if they have some sort of sane translation of it. Her face shares some of the dread and worry that Tristain's feeling.
The inquisitor gazes around to see if there's anything unusual she missed at first glance.
Starflit Perception Check: 1d20 + 17 ⇒ (9) + 17 = 26
Albert Hazred |
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"What a strange place. Careful what we touch down here, no telling what kind of cursed....TENNY!" Albert shouts as he turns to see Tenny touching everything as items fall into her pockets, seemingly of their own accord. The old man sighs heavily, "Well, at least you found something to quell your curiosity, not your average library is it." Al points to carved face in a frozen bonk against the bookshelf beside it. "Look, it's Tristain's forefather." Chuckling at his own jest, Albert leads the way from the new starting corner as he sniffs for the presence of evil among the musty books.
alternate with detect evil and move, think of original ghostbusters in the library basement
Tenebrynn |
Tenebrynn beams back at Al, ”If the other library that stuffy lady wants to put us in for a week is like this one, then it’d be a much better reward than I thought!”
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
As you head east, the silence imparts a sense of dread in the dark corridors. The smallest sounds echo against the carved sandstone walls, making it difficult to determine the direction of the sounds.
Leading the way, Kyffin suddenly feels pain wrack his body! 7 points of negative damage AND I need a DC 17 Fort save or take 7 Con drain!
2d20 ⇒ (14, 13) = 27
3d6 ⇒ (2, 3, 2) = 7
1d8 ⇒ 7
You spotted a ghostly hand reaching out from the wall to your right!
We'll call that initiative; party is up (though you may not be aware that there's a threat if no one succeeds at that Perception check)!
Starflit |
Starflit actually enjoys the relative silence in the hallways. That's probably why she's blissfully ignorant of the attack on Kyffin.
Starflit Perception Check: 1d20 + 17 ⇒ (7) + 17 = 24
Tristain the Chalker |
Round 1
1d20 + 16 ⇒ (18) + 16 = 34 Perception
”A ghostly hand from the wall! Look out!” Tristain warns, drawing his wand of ghost blasting (aka Magic Missile) and firing a salvo at the hand.
"zee-NOO!”
Wand of Magic Missile (lvl9): 46/50 left
5d4 + 4 ⇒ (4, 3, 2, 3, 4) + 4 = 20 force damage.
HP: 65/65 +16 temp hp
AC: 13
Points: 7/7 left
Spells: Lvl 1: 7/8 left (Bless*1,MM*0,IllOm*0,MurdCom*0,Vanish*0) dc 20
Spells: Lvl 2: 6/8 left (ReEn*0,FlsLife*1,SpirW*0,Sugg*0,SeeInvis*1,Invis*0) dc 22
Spells: Lvl 3: 6/8 left (Fly*0,ForPun*0,MagVest*0,DazeMM,Haste*0,Hero*1) dc 23
Spells: Lvl 4 8/8 left (BlakTent*0,Guard*0,MindThrust*0,DimDoor*0,FoM*0) dc 24
Spells: Lvl 5 4/5 left (Commune*0,Serenity*0,LifeBub*1) dc 25
Cure Used: 0/4 used
Rod of Reach: 0/3 used
"zee-NOO!”
Wand of Magic Missile (lvl9): 46/50 left
5d4 + 4 ⇒ (4, 4, 1, 4, 3) + 4 = 20 force damage.
[ dice]1d6+1[/dice] force damage
[ dice]1d20+15[/dice] CMB to trip vs. CMD
[ dice]1d20+2-4[/dice] to hit; ()
[ dice]1d8-1[/dice] piercing damage
[ dice]1d6+5[/dice] force damage
[ dice]1d20+16[/dice] CMB to trip vs. CMD
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
[ dice]1d6+5[/dice] force damage
I'm sure this is a very reasonable suggestion. (DC 22 will)
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
Kyffin Rhees |
Round 1
Weapon Equipped = Scimitar
Conditions = Magic Vestment (1/11h, +2), Life Bubble (6/120m), Air Walk (6/110m), Bull’s Strength (6/11m)
Scimitar: Attack: BAB +8/3, Str +5, Magic +1, Focus +2, (Power -3) Damage: Str +5, Magic +1, Specialization +2, (Power +6) Crit: 15-20 DR Magic
Longbow: Attack: BAB +8/3, Dex +1, Magic +1 Damage: Str +4 (adaptive), Magic +1
Cold Iron/Silver Blanch Arrows = 10/10
Cold Iron/Ghost Salt Arrows = 10/10
Blessings (7/8, su) (Holy Strike (std), Battle Companion (full), Fast Healing (std), or Powerful Healer (sw))
Fervor (6/7, su, sw, DC 17, 4d6)
Sacred Weapon (11/11r, su, sw, +2)
Sacred Armor (11/11m, su, sw, +2)
Boots of Speed = 10/10 (+1 attack, +1 on attack rolls, +1 dodge to AC & Reflex, +30’ move)
Pearl of Power (1/1, first)(1/1, second)
Spells (Caster Level 11, Concentration +13)
Zero (12): Create Water, Detect Magic, Light, Mending, Stabilize
First (13): Command,
Second (14):
Third (15): Dispel Magic, Invisibility Purge,
Fourth (16):
Fort: 1d20 + 11 ⇒ (16) + 11 = 27 vs DC 17
”Hey, you can’t do that!” Kyffin cries as he’s touched by … something.
He readies an attack if anything reaches out that he can swing on.
Scimitar: 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31 (bull) damage: 1d10 + 14 + 2 ⇒ (3) + 14 + 2 = 19 (bull)
He’s 5’ up.
Albert Hazred |
Albert spins around looking for the ghostly hand. "Where? I don't see it!"
ready action to slash the ghost hand
ready attack, +1 elven curve blade: 1d20 + 17 + 2 ⇒ (9) + 17 + 2 = 28
Damage: 1d10 + 4 + 9 ⇒ (4) + 4 + 9 = 17
motteditor RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16 |
1d3 ⇒ 1
As several of you prepare for the threat, the hand emerges again from the wall, this time reaching for Starflit, but just missing the oblivious inquisitor. As it does, Al and Tristain are able to attack it, though it's too far away for Kyffin.
It pulls back into the wall quickly after the magic missiles hit it, leaving you seemingly alone in the hallway for now.
1d20 + 13 ⇒ (4) + 13 = 17
1d100 ⇒ 49
Hand: 28
Let me know what you want to do. Assuming you ready attacks, three rounds pass without the hand emerging again. (You can continue to do that if you want, but not sure how long you want to sit and wait.)