Phoebee
|
She will slash at the downed hell hound, laughing that her spell was so successful this time
1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
1d10 + 2 + 2 ⇒ (9) + 2 + 2 = 13
Phoebee
|
Another great hit!
Glorne
|
The pale, cool mist around Glorne flares up again, and a burst of pure cold erupts from his hand towards the remaining Hell Hound...
Gather Power, Cold Blast. +4H/D for bardic inspiration and warbanner, using point-blank and precise shot feats, -4H from prone
"Sure hope this works..."
ranged Touch attack: 1d20 + 6 + 4 - 4 ⇒ (1) + 6 + 4 - 4 = 7
possible Cold damage: 2d6 + 3 + 4 ⇒ (4, 4) + 3 + 4 = 15
Ack! Guess not
| Brun the Transparent |
Brun strikes again the hound.
first slam: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
damage: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4
second slam: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
damage: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5
GM Gustavef
|
Yes it was top of the round
Phoebee slices at the down hound, and Burn follows up smashing the creature back to the plane it came from.
The way forward is clear.
Glorne
|
Glorne activates his Kinetic Healer ability on himself...
Kinetic Healer: 2d6 + 3 ⇒ (1, 5) + 3 = 9
and again...
Kinetic Healer: 2d6 + 3 ⇒ (6, 3) + 3 = 12
and again...
Kinetic Healer: 2d6 + 3 ⇒ (6, 1) + 3 = 10
NOTE: Glorne now has a total of 5 burn (20 non-lethal), but is healed to full.
Phoebee
|
I hope that after all of that she does have punch and pie
GM Gustavef
|
The tunnels open to a vast chamber of crudely cut stone that extends upward sixty feet to a large, cavernous ceiling littered with moss-covered pipes. Eight tunnels exit the chamber, four on each side of the room. With the exception of the two southernmost exits, slabs of solid granite block the tunnels several feet down the halls. In the center of each of these six granite slabs is a crude, rusted chain extending into a hole. A set of great stairs begins at the halfway point of the room, ascending upward to a sealed metal door. Inexplicably, the stairs begin at a height of thirty feet off the ground, their base made of the cut stone that fills the room.
NOTE: The map is 10’ squares. Please make sure you place yourself in the “corner” of the large square.
Each of the granite doors has markings on it.
Constantin immediately recognizes them as azlanti numbers.
The doors read (from top to bottom)
- 5
- 20
- 12
- 4
- 6
- 3
Glorne
|
Glorne moves to his current position and looks down the other corridor.
[occ]Note: Glorne still has his Ioun Torch floating above his head. I also forgot to mention he picked his morningstar up after he healed himself. If that's ok with the GM, of course.[/ooc]
perception: 1d20 + 8 ⇒ (6) + 8 = 14
GM Gustavef
|
Yes. If there is anything else anyone wanted to do after the last combat, that is fine.
Bartolomey
|
Bartolomey takes out his wand of CLW and cures Brun.
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Phoebee
|
Lingustics 1d20 + 9 ⇒ (12) + 9 = 21 to see if she might figure out the #'s.
Sidney, the Flare
|
Producing a flame in his hand, Sidney helps increase the light in the room while looking about.
"Does anyone know what these numbers mean?"
Constantin the Azlant
|
Constantin is happy to translate the numbers, then eyes the column that leads to the stairs with dismay.
A steep ascent for one as frail as I.
But mountaineers of proven worth might hold
a path for those whose muscles aren't so bold.
For from that height some secrets we may spy.
Anyone got rope and a good climb skill?
Phoebee
|
The bard will cast detect magic
GM Gustavef
|
Phoebee does not detect any significant magical auras in the area. The only thing you can determine about the numbers is that they seem to have been carved after the fact as to make notes about the doors.
GM Gustavef
|
Upon opening the door, the two center door close and the room starts to fill with water. Although you quickly look around it isn't a great flow. After few rounds, the water raises to a depth of 3 feet. The labeled door then rotates shut and locks.
The water is a little cold, but provides no special hazard. It is easy enough to float/tread water should it get deeper.
Constantin the Azlant
|
Three feet...
Constantin does some quick math, then directs his companions to open each of the doors except the one with a 20 written next to it.
Phoebee
|
That was a neat trick. I wonder if each one will fill up with the number of feet of water on the door she asks.
Constantin the Azlant
|
Constantin nods, The doors I've chosen should permit ascent.
Sidney, the Flare
|
Standing next to the assigned door, Sidney looks at the two bards before shrugging. "So, which kind of puzzle is this Constatin?"
Constantin the Azlant
|
If I'm correct, the writings here denote
the height to which each sluice will flood the room
Sidney, the Flare
|
"I see, I see.... So, maybe if we get the water level to the stairs above, we can continue. Good plan, I just dislike being in the water."
Sloshing about, nearly waist deep in the water, Sidney stands by door 12 and waits for the signal to pull.
"Just let me know when to go!"
Phoebee
|
She opens her designated door.
GM Gustavef
|
Opening the doors as suggested the waters rise to 30 feet, level with the bottom of the stairs. As you get up to the platform you can make out the loud song(?) from behind the door. It is some otherworldly noise. Most likely the result of The Celestial Song.
As the water settles, the large door at the top of the stairs opens. The sound is now almost deafening.
Crudely carved stonework expands into a dank circular chamber. Twin torches on both the eastern and western ends of the cavern illuminate a large stone slab that resides in the northern portion of the chamber. Littering the area around the slab are all manner of strange offerings, ranging from chipped skulls, ancient coins, strange pearls, crude tools, and broken pieces of art. Among all the treasures on the makeshift altar, the largest item appears to be an open tome of the most immaculate bone-white shade. From the tome comes an earshattering hymn—a chorus which sings the most beautiful of melodies.
The chant of the Celestial Song is near-deafening within the chamber. PCs must make a DC 15 Perception check to understand what others are saying (including other Players), and spellcasters casting spells with verbal components have a 10% spell failure chance. These penalties apply to all those within the room for as long as the Celestial Song remains open.
You see a creature with a humanoid torso and the lower half of an octopus. Reading from the tome. They seem to be working on completing the ritual. They have not taken any notice of you yet.
Phoebee
|
Does she understand what the song is singing?
Glorne
|
Glorne yells (in common) "Stop what you are doing and surrender the book!"
Glorne then holds out both hands, the pale cool mist around him flares up, and activates(casts?) his Slick ability.
Slick
Element(s) water; Type utility (Sp); Level 1; Burn 0
Saving Throw Reflex negates; Spell Resistance no
As a standard action, you call forth slippery water or ice, creating any of the effects of the grease spell for 1 round. You can accept 1 point of burn at the start of your next turn to extend the duration to 1 minute per kineticist level you possess.
Effect is an ice slick on the floor covering his square. DC=15(Reflex)
GM Gustavef
|
This will get the creature's attention
relex SV: 1d20 + 9 ⇒ (12) + 9 = 21
Perception: 1d20 + 1 ⇒ (18) + 1 = 19
The creature maintains its stance and turns around to face you. "Leave now, or be consumed"
Init, Sidney: 1d20 + 7 ⇒ (11) + 7 = 18
Init, Constantin: 1d20 + 9 ⇒ (5) + 9 = 14
Init, Barolomey: 1d20 - 1 ⇒ (17) - 1 = 16
Init, Phoebee: 1d20 + 3 ⇒ (14) + 3 = 17
Init, Glorne: 1d20 + 2 ⇒ (17) + 2 = 19
Init Na-Kraka: 1d20 + 4 ⇒ (8) + 4 = 12
Everyone can now act in response.
Phoebee
|
Seeing the half lady half squid thing playing with the book she begins to strum a little tune and in it she begins to weave magic within it
Parading books are parading
parading down the street
parading books are parading
leaving little treats.
I suggest that you bring
the parading book up here
bring it here right now
so I can have a little treat
As she casts SUGGESTION dc 16 WILL save
The suggestion is the last part of her song :)
Phoebee
|
Hopefully that will work
GM Gustavef
|
Will Save: 1d20 + 6 ⇒ (15) + 6 = 21
The Witch grows more angry at the attempted magical compulsion.
Phoebee
|
:(
Constantin the Azlant
|
Constantin strides forward declaiming his challenge to the creature, This evil that you've wrought must now be ceased!
Spell Failure?: 1d100 ⇒ 14
With an imperious gesture he calls forth a blinding shimmering cloud around the witch. Glitterdust DC 16
Phoebee
|
She will make that face when the witch fights the compulsion, lol
GM Gustavef
|
Will Save Gillterdust: 1d20 + 6 ⇒ (15) + 6 = 21
The Witch is now glittery but not otherwise hampered by the spell.
Phoebee
|
Uggh she says in frustration Why don't you just either not see or give us the book
Sidney, the Flare
|
Moving into the room and pulling out his dagger, the priest of Sarenrae produces a ball of flame then hurls it at the creature.
Extended Range Flame Blast : Touch: 1d20 + 7 ⇒ (5) + 7 = 12
Fire Damage: 3d6 + 5 ⇒ (3, 2, 1) + 5 = 11
Phoebee
|
What kind of knowledge check would I need to know what this creature is?
Glorne
|
Glorne moves forward 30', and raises his right hand. The pale, cool mist around him flares up and a ray of pure cold flashes towards the creature..
using point-blank and precise shots, applying +2H and +2D from Elemental Overflow
ranged Touch attack(considered Magical; subject to SR: 1d20 + 8 ⇒ (8) + 8 = 16
possible COLD damage: 2d6 + 5 ⇒ (6, 6) + 5 = 17
Caster Level check if needed: 1d20 + 4 ⇒ (5) + 4 = 9
knowledge(nature): 1d20 + 8 ⇒ (18) + 8 = 26
Bartolomey
|
Bartolomey order to Brun to attack and then cast spiritual weapon.
to hit: 1d20 + 7 ⇒ (8) + 7 = 15
damage - force: 1d8 + 1 ⇒ (2) + 1 = 3
| Brun the Transparent |
Brun moves to the creature. (double move)
Constantin the Azlant
|
Constantin's also curious about what manner of creature Ursula is (I have other knowledges, but here are the typical 6 Monster IDs
Knowledge (Arcana, Dungeoneering, Local, Nature, Planes, or Religion (In Absalom): 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20
GM Gustavef
|
The creature is a Cecalla. Monstrous Humanoid (nature) not necessarily evil or good in general. No specific resistances or vulnerabilities. As a race they can be any class. Though this one does not seem to have any innate spell casting abilities. The only other thing of note is that it has reach with its tentacles.
Sindey's blast narrowly misses, but Glorne is able to adjust and strikes the target. Bartolomey's spiritual weapon does not seem to penetrate the natural armor of the witch.
The cecalla moves to the side and swings it tentacle at Glrone
Atk Tentacle: 1d20 + 5 ⇒ (15) + 5 = 20
Damage Tentacle: 1d4 + 1 ⇒ (2) + 1 = 3
Grab: 1d20 + 13 ⇒ (2) + 13 = 15
He lightly hits Glorne and is unable to grab hold with his tentacle
Na-Kraka -- damage 17
Back around to the top
Phoebee
|
The bard enters the room and begins a song of inspiration:
Oh the cow in the meadow goes "moo"
Oh the cow in the meadow goes "moo"
Then the farmer hits him on the head and grinds him up
And that's how we get hamburgers.