Rhyol The Volcano |
I'm back now, FYI. Sorry for my long absence.
Rhyol allows Ember to tell us all about the crystals, and then scoffs. "Lot of good that does us. Where do we GO, little wyrm?"
Octaris, The Torrent |
Is there a map?
"Five doors, but which to choose first? A great wizard would be able to divine such things. As I am a great wizard, then...ah... I should be able to do so!"
Octaris mumbles some strange syllables, which sounds like nonsense, closes one eye and points to the 3rd door.
"That's the one we want."
Right?
Luke_Parry |
I posted a link to the map on the previous page.
HERE it is again.
Octaris opens the third door...
A large block of black granite hovers in the air, surrounded by floating chairs.
Just above the block of granite floats another one of the ward-crystals.
Tarondor's Ember the Chronicler |
GM - By posting the map link in the Short Description area of the Campaign Info tab, it will appear at the top left of every page of the game. Very useful!
Ember flits to Octaris's side and examines the block of granite. "I wonder what the chairs are for?" He zips inside to take a closer look!
Perception: 1d20 + 10 ⇒ (4) + 10 = 14
Luke_Parry |
Zephyr conducts a thorough search of the room, but does not discover anything useful, although he notes with interest that the chairs appear to be able to 'orbit' the granite block, so that any (or all) of it surfaces can be considered the 'top' of the table, for those seated in the chairs.
Nothing else to find in this room.
Octaris, The Torrent |
Octaris moves counter-clockwise, to check the next room.
I put a link to the map at top of my profile, in case anyone needs easy access to it.
Luke_Parry |
Moving counter-clockwise...
The next room along appears to be some kind of armory, filled with a plethora of mundane (but still quite serviceable) weapons.
Basically, anything you can think of, sized for both small and medium characters.
In addition, a Detect Magic sweep of the room discovers a pair of magical bracers...
...and another warding crystal.
Moving to the next room...
Rows of silver pipes emerge from the ground in this otherwise unadorned room. A few of the pipes are capped with silver lids.
None of them detect as magical.
Similar lids rest on the floor near the open pipes.
Once again, a floating blue warding crystal occupies the center of the chamber.
A strength check could be used to remove some of the lids, if you so wished.
Pausing to allow people to post reactions.
The Storm NN959 |
"Before we remove the caps, let's make sure something isn't going to crawl out."
Survival (take 10)=21, looking for any signs of tracks around the pipes or signs of somethign having been alive in side the open pipes.
Luke_Parry |
Moving things along, since the intention seems to be to open at least one of the pipes...
With a little bit of effort, Rhyol is able to lift the lid from one of the pipes.
As soon as she does so, the smell of an aromatic incense, with distinct woody and fruity notes, suffuses the room.
(Peering down to tube does not reveal anything of interest.)
When the lid is returned to its proper place, the scent gradually abates.
Yes, this is the aromatherapy room ;-)
Let me know if you want to try any of the other tubes, or whether you wish to move on.
Luke_Parry |
Continuing counter-clockwise...
Dragon statuettes made of multicolored crystal hover in this room. Its walls, floors, and ceiling are covered in a hovering layer of small crystal fragments. Once again, another purple crystal floats in the centre of the room.
In the final room...
The shelves of this library hover and hang from the walls at a variety of artistic angles. Surprisingly, despite the unusual orientation of the bookcases, the grimoires and scrolls rest neatly on the shelves.
If you wish to spend time searching this area, feel free to give me Perception and Knowledge(History, Planes, or Religion) checks.
Luke_Parry |
Like all of the other crystals in each of the other rooms, this one cannot be moved.
After several minutes of searching in the library, Octaris finds a ledger that indicates that the library belonged to a djinni named Pahwal ijil Ranginori, who was so devoted a servant and worshipper of a being called Ranginori that he was granted the immense honor of taking Ranginori’s name as a part of his own.
At this juncture, everyone in the party notices that the warding crystal is starting to spark with electricity.
Consequently, it does not take damage from positive energy—instead, it takes damage from spells with the chaotic, earth, evil, fire, lawful, or water descriptors (1d6 points of damage per spell level).
Destroying the warding crystals themselves would also have some effect on the 'haunt', although to a lesser extent.
Zephyr: 1d20 + 3 ⇒ (16) + 3 = 19.
Octaris: 1d20 + 10 ⇒ (11) + 10 = 21.
Ember: 1d20 + 5 ⇒ (17) + 5 = 22.
Rhyol: 1d20 + 2 ⇒ (19) + 2 = 21.
Round 1: Ember(-), Octaris(-), Rhyol(-), Zephyr(-), ??(-)
Party is up!
Octaris, The Torrent |
"Umm, what is going on???"
Octaris blasts the electric crystal with water (hydrokinesis blast).
Attack: 1d20 + 14 ⇒ (15) + 14 = 29
Damage: 3d6 + 8 ⇒ (1, 3, 2) + 8 = 14
Electricity and water mix, right?
Luke_Parry |
The crystal itself seems to be largely unaffected by Octaris' attack, but to his surprise, he notes with interest that immediately following his watery blast, *all* of the electricity arcing from the all of the crystals starts to reduce in intensity, although it does not stop.
Round 1: Ember(-), Octaris(-), Rhyol(-), Zephyr(-), ??(-14)
Rhyol The Volcano |
Kn.planes: 1d20 + 3 ⇒ (5) + 3 = 8 Heh. Was worth a shot.
"Anyone know what that thing is doing? Should I hit it? I'd like to hit it."
The Storm NN959 |
K. Planes: 1d20 + 1 ⇒ (4) + 1 = 5
Not sure why the crystal is reacting, but suspecting Octaris knows something Zephyr does not, Zephyr casts Resist Energy electric on himself.
Tarondor's Ember the Chronicler |
Knowledge (planes): 1d20 + 11 ⇒ (17) + 11 = 28
"Ooh! Ooh! I heard about this! It's an old echo of elemental power! Certain spells will erode its power! Umm... Let's see. The power of Chaos, Law, Earth or Fire will harm it. Hmmm... Evil, too, but that's yucky."
"I'm afraid I won't be much help here."
So saying, he breathes fire on it.
Ember's Mighty Fire Breath!: 1d4 ⇒ 3
Luke_Parry |
You say that, and yet...
With the judicious application by Ember of fire to the crystal, the tower's defenses once again go dormant.
As they do so, the semi-crystalised tornado at the centre of the main room disappears, revealing a palpitating 10-foot-diameter ring of hundreds
of colors near where the tower’s roof once existed.
What now?
The Storm NN959 |
Knowledge Planes: 1d20 + 1 ⇒ (9) + 1 = 10
"Is that where we need to go? If so, should we look around a bit more for anything else that might be useful?"
Octaris, The Torrent |
"Of course, it is a portal. I was just.. um... testing you to see who might know such things. Surely, we should enter and find the cause of these disturbances."
Looking to the others, he waits a beat or two, and then says, "Right?"
Luke_Parry |
Stepping through the gate, there is a blinding flash of white light, and then you find yourselves... elsewhere.
The color-streaked blackness expands to fill the entire sky.
Above, a ring of electricity hovers in midair. Brightly colored formations shaped like cracks running through stone pepper the sky around it. Below, a forty-foot-wide stone platform bears a runic circle. Smaller pieces of stone are connected to this platform with sturdy iron chains.
The DC resist Evocation spells and effects is 2 higher than normal.
Over on the other side of the central 'island' floats a strange beast: Tentacles tipped with snapping jaws emerge from this serpentine creature’s back, complementing the vicious maw in its reptilian face. Its flesh roils and twists constantly, never quite remaining the same, but nevertheless retaining the creature's overall form.
(The above is tiered information for a single Knowledge(Planes) check.)
Four elemental whysps float chaotically about the demiplane, but there is something... wrong with each of them.
Basically, for each Whysp, a Bluff, Diplomacy, Knowledge (planes), Intimidate, or Use Magic Device check, made as a standard action.
The party's sudden arrival surprises the beast, and two of the Whysps shake off their confusion.
Specifically, Water and Fire. If you have the same subtype, and are within 30', you gain the following benefit:
Resonance (Ex) A wysp’s natural resonance strengthens the power of its element. The wysp grants a +2 competence bonus on attack rolls and damage rolls to all creatures within 30 feet with an elemental subtype that matches the wysp’s, and to the DCs of all racial spell-like, supernatural, and extraordinary abilities of such creatures (as usual, this does not include creatures assuming an elemental form). Kineticists within 30 feet who share the wysp’s element gain a +1 competence bonus on attack rolls and damage rolls. The wysp’s statistics already include these bonuses.
The large beast roars.
"Сущности заказа! Вы осквернить мой прекрасный хаос! Приготовься умереть!"
It then moves to attack.
Zephyr: 1d20 + 3 ⇒ (12) + 3 = 15.
Octaris: 1d20 + 10 ⇒ (19) + 10 = 29.
Ember: 1d20 + 5 ⇒ (3) + 5 = 8.
Rhyol: 1d20 + 2 ⇒ (9) + 2 = 11.
?: 1d20 + 7 ⇒ (2) + 7 = 9.
Whysps: 1d20 + 3 ⇒ (19) + 3 = 22.
Round 1: Octaris(-), Whysps(A -, E -, F -, W-), Zephyr(-), Rhyol(-), ?(-), Ember
Everyone except Ember may now act!
The Storm NN959 |
Having at least identified the creature by name and type, Zephyr shares the basic info, "This creature is a chaotic outsider, shapechanger, and protean, be warned."
"Ember, those wisps are not in the right frame of mind. Perhaps someone can reason with them..."
Protean Subtype: Proteans are serpentine outsiders of pure chaos. They have the following traits.
Blindsense (distance varies by protean type).
Immunity to acid.
Resistance to electricity 10 and sonic 10.
Constrict and grab as special attacks.
Supernatural flight.
Freedom of Movement (Su) A protean has continuous freedom of movement, as per the spell.
Amorphous Anatomy (Ex) A protean's vital organs shift and change shape and position constantly. This grants it a 50% chance to ignore additional damage caused by critical hits and sneak attacks, and grants it immunity to polymorph effects (unless the protean is a willing target). A protean automatically recovers from physical blindness or deafness after 1 round by growing new sensory organs to replace those that were compromised.
Change Shape (Su) A protean's form is not fixed. Once per day as a standard action, a protean may change shape into any Small, Medium, or Large animal, elemental, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. A protean can resume its true form as a free action, and when it does so, it gains the effects of a heal spell (CL equal to the protean's HD).
Zephyr cast's Bull's Strength on Rhyol. +4 to STR for 6 minute duration