
GM Irish202 |
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For the sake of silliness, how much does the tree burn for before the fire is extinguished?
Probably about one round or so, as it would drench itself with reckless abandon in the kobold and dinosaur blood to extinguish the flames. Telekinesis can substitute for a handy juicer in a pinch when needed.

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What???
Tereze tries to sit up and cringes as she feels the pain from where she was hit.
Confusion: 1d100 ⇒ 6
The pain drives the song from her head and allows her to clear her head for a moment.
She calls forth the divine power within her and heals herself.
Cure Serious Wounds: 3d8 + 7 ⇒ (5, 8, 4) + 7 = 24
Cures herself to 12L 14NL
Then she looks around at the chaos all around and drops her life link with the others until she can figure out who is still in their right mind.
Round 4: 1d100 ⇒ 17
Round 5: 1d100 ⇒ 45
Round 6: 1d100 ⇒ 21
Round 7: 1d100 ⇒ 95
Round 8: 1d100 ⇒ 67
Round 9: 1d100 ⇒ 89
Round 10: 1d100 ⇒ 50
Round 4 - Normal
Round 5 - Babble
Round 6 - Normal
Round 7 - Attacks other Spiked Gauntlet: 1d20 + 6 ⇒ (20) + 6 = 26, Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Round 8 - Attack Self damage: 1d8 + 1 ⇒ (8) + 1 = 9
Round 9 - Attacks other Spiked Gauntlet: 1d20 + 6 ⇒ (18) + 6 = 24, Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Round 10 - Babble

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With Melisande invisible, does that make me the target for both Tereze and Roshi? I'll do a recalc if so.
Round 2: Injure self with current held weapon in hand.
33 NL, 3 regular.
Round 3: blabble
Round 4: Act normal.
Round 5: Injure self. 33 NL, 5 regular.
Round 6: Injure self. 33 NL, 11 regular.
Round 7: Blabble. (get attacked by Tereze & Roshi?) 16 dmg. 33 Nl, 27 regular. I drop KO from NL.
Round 8: KO, self heal kicks in. 28 NL, 22 regular. Since he didn't attack KO Kegan, i presume i'll be safe as well.
Round 9: last self heal kicks in, between Tereze and Roshi. 23 nl, 17 regular. Wake up. Blabble.
Round 10: get up and away from Roshi.

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If a character under the influence of a confusion spell is attacked, they automatically attempt to attack their attacker. They no longer roll on the table. I don't know how that changes the outcome here. I've unfortunately not taken any summon monster spells yet, so can't even bring a friend for you to attack...
A confused character who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

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Is there a town nearby with an inn where we can stay? Otherwise, we can camp outside the walls of the monastery.

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When she feels the whispers slip from her mind, Tereze gathers the others around and prays to heal everyone.
Channel Heal: 4d6 ⇒ (5, 4, 6, 2) = 17
That will heal an equal amount of both Lethal and Non-Lethal damage.
Is anyone still out? She asks everyone.

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“Uuuugh...” Kegan wakes up.
Looking around, he asks “What happened?” He stands and checks himself over.

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Locke dusts themselves off.
"Something quite remarkable, actually."
Locke then looks at Tereze, "Nighttail came riding in on the saurus, and whacked Testudo KO in one strike. Roshi got him and Kegan out while they engaged the freakish tree, and i and Melisande pulled you out."
"Regrettably, they are dead now. There were some noises after the door closed."
"If by chance we meet Nighttail's tribe, i would like to pay my respects to the two. They saved us all out of nowhere. It makes me wonder how they knew where to find us. A vision perhaps?"

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“Perhaps we should rest and then come back here with magic to protect us from whatever that creature did.”
“Do we have that sort of magic?”
When it comes to choosing a place to rest, Kegan suggests the hidden room where the group found the mummified monk.

GM Irish202 |

When she feels the whispers slip from her mind, Tereze gathers the others around and prays to heal everyone.
Testudo awakens, his eyes still the eerie jet-black color from earlier. He moves to position himself directly in front of the door, turns to face the group, and in a very serious tone says: "MUST DEFEND FRIEND FROM ALL ATTACKS."
On the bright side, the best way to defend an otherworldly alien from all attacks is to guard an incredibly-warded locked door from which it cannot escape. On the flip side, Testudo has to do this barring any interventions for the next 9 hours and 58 minutes; in case this affects any decisions.

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“What makes that creature your friend? Just curious, since it tried to kill me!”

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It tried to kill all of us!

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"Carried away does not equal killing, maiming, or crippling other people! It tried to kill the others, and -YOU- tried killing -ME-!"
"Gods be thanked Roshi was unable to do anything, because if you went full charge, i would be in the boneyard, having a look at what Eryzule had to experience!"
Briefly to the people other than Tereze, "He is a former colleague and friend of Tereze and myself."

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“Back to our other discussion, shall we retreat to the hidden chamber? It does not appear the other residents here are aware of it.”

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It would seem that Testudo wishes to stay here at this door. I don't particularly want to abandon him, as the attempt to kill us was obviously not his fault. So, we can either camp here in the hallway, or back down the hallway in the hidden chamber. Either is fine by me, though I would worry if we are in the hall, we are very easily discovered.

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Looking to Testudo, Kegan asks "Is it true that you don't want to leave here? I would expect it would be safer if we did."
I prefer the hidden chamber, but if Testudo will not leave I guess it is this hidden passage. We know that bad guys are aware of this passage.

GM Irish202 |

Looking to Testudo, Kegan asks "Is it true that you don't want to leave here? I would expect it would be safer if we did."
"MUST DEFEND FRIEND..."
Suggestion can temporarily be subverted with cleverly worded arguments. A Diplomacy or Bluff DC 21 could be used to divert Testudo from the hallway, though the DC will go up by 5 if you leave this floor (e.g. downstairs), potentially by more the farther away from the door you go.

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"The door is locked. We are the only ones with the key. How would anyone else disturb them?"
"Seems to me the best defense is allowing them to stay hidden, which means we should go someplace else. Now I'm a reasonable person, please suggest a better course of action. We need to rest."
Bluff or Diplomacy (same bonus): 1d20 + 8 ⇒ (18) + 8 = 26

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Roshi, you want to sleep someplace zat has more space right?
Testudo, you do not want to Roshi to be undefended do you? After all ze door is locked, so Roshi is in more danger zen your new friend..
Aid Another Diplomacy: 1d20 + 14 ⇒ (5) + 14 = 19

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Testudo, your friend here is totally safe. We will be better able to defend them if you rest somewhere you are also safe. We should move to the hidden room.
Diplomacy: 1d20 + 16 ⇒ (13) + 16 = 29

GM Irish202 |

The turtle knight seems swayed by the group's arguments, and accompanies them downstairs to the concealed chamber that had housed the undead monk previously; their travel through the monastery halls uneventful with them encountering no enemies. Securing the trap door and setting watch, the group rests to recover their energy...
Group can set watches if they wish, but I will say that there are no encounters. The group arrived at the monastery during the day, so an 8 hour rest would put you all waking at night time. Does the group want to wait more until morning or adventure forth during the night? In either situation, what does the group wish to do next?

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Kegan suggests they set watches and each get a full nights sleep, setting off again in the morning.
Which will be longer than the suggestion spell lasts.
In the morning, he asks “So what can be done to protect our minds from outside control?”
He uses his wand again in the morning.
UMD: 1d20 + 14 ⇒ (9) + 14 = 23
Lucky Number: 1d20 ⇒ 17

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I can shield all of us from it's mental control, but it will take a good portion of my power for the day.
I only have Protection from Evil, which should work, but I would need to cast it 6 times so that's all but one of my first level spells for the day. Although I do have one scroll that I could use, so maybe I could save one more scroll.

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That spell should work to prevent domination I think, as long as the creature is actually evil. It won't prevent the confusion though.
Kn(Planes) to know alignment: 1d20 + 14 ⇒ (6) + 14 = 20
I don't have that spell as one known, but can use the scroll if needed.

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Looking towards Locke, he asks “Do you have anything that might help as well?”
I don’t know if you do. I just know Kegan would check.
“For my part, I think we should try to keep on opposite sides of the creature. That would at least reduce the chances of us hurting each other. I assume that it will come out again when we try to do the ritual with the mirror.”
Looking towards Tereze, he then says “I assume there is no way to prevent it from coming out of the mirror while doing whatever that ritual was.”

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At Kegan's question, Locke shakes their head, but goes through their formulae list.
"Sadly i do not. Circumstantial combat enhancements.
I could summon a swarm of wasps."
"Say, speaking of summoned creatures, could we call upon a small number that could go into the room first, and provoke that mental assault?
The one who summoned them could release them from this plane, if i recall correctly."
........
.........
At the mention of the mirror, Locke slightly shudders.
"Destroy that accursed mirror from a distance, before it can come out."

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“Since the subject of summons came up, could we summon something that wouldn’t be affected by whatever that thing did? I’m not sure what, but thought I should ask.”

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I do not have anything zat I can summon that can not be controlled. A mindless skeleton might withstand zat, but I can not create one of zose.
Plus summoned creatures might block Testudo's charge, and we really need him to charge around ze room.

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"If any would like it, I am willing to offer you a charge off my lucky wand."
Sorry, that is the only thing he has to offer.

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Kegan would certainly be interested in Longarm and Shield. Might be better if someone else does the haste since they would get multiple people at once.

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I can try to protect you all from it's mental attacks.
I will cast protection from Evil on every member of the Party before we go in. Do you also want bless? Those are the main things I think will help here. My other major buff is Resist Energy

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Locke mixed up two specific concoctions for Kegan.
Holding them out to him, "This one provides you with the shield effect, the other will about triple the length of your arms."

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I would take one of those Shield extracts if you have an extra. Melisande will use charges from her Mage Armor and Heightened Awareness wands.
Are we Prot Eviling the turtle too, or just the PCs?

GM Irish202 |

Sorry for delay, busy week.
Perception Kegan: 1d20 + 9 ⇒ (17) + 9 = 26
Perception Locke: 1d20 + 11 ⇒ (4) + 11 = 15
Perception Melisande: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25
Perception Tereze: 1d20 + 0 ⇒ (4) + 0 = 4
Perception: 1d20 + 3 ⇒ (6) + 3 = 9
The group exits the hidden chamber and begins moving southwards towards the door leading to the hallway. As the move nearer to the door Kegan, Melisande, and Locke hear the sounds of conversation on the other side.
"Maybe he is just overreacting? I mean these "intruders" fled like cowards, what chance do they really have of being a threat?" The voice of Azmur floats through the cracks of the door with hints of incredulity.
"Your opinion has no weight here, Azmur," the sarcastic female voice of Pentosh retorts. "Aeteperax received the message from his contact in the Dark Tapestry this morning; the intruders were enough of a threat to breach the Mirror room upstairs. Deal with it." A brief pause follows, accompanied shortly after by Pentosh's almost saccharine sweet comment: "...or don't. And your wife dies. Delightful position to be in, isn't it?" Her hyena-esque laughter fills the hall with Azmur's silence as his only reply.
"Besides, we are only waiting around long enough for him to be sure everything is secure. Then the dragon goes to raze the town to the ground for their insolence, probably this evening. That will be loads of fun, won't it?" she says with glee, eliciting a startled gasp from Azmur.
What does everyone wish to do now?

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Take zem. Tereze whispers.

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Kegan nods his agreement as he attempts to move closer to the voices. I assume she means everyone except Azmur...
Stealth, untrained: 1d20 + 3 ⇒ (8) + 3 = 11
Since I don't know exactly where the voices are coming from, please move my character on the map.

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We can't have that now. I'm with you Tereze.

GM Irish202 |

Perception Azmur: 1d20 + 14 ⇒ (8) + 14 = 22
Perception Pentosh: 1d20 + 11 ⇒ (20) + 11 = 31
Initiative Kegan: 1d20 + 5 ⇒ (14) + 5 = 19
Initiative Locke: 1d20 + 3 ⇒ (2) + 3 = 5
Initiative Melisande: 1d20 + 14 ⇒ (12) + 14 = 26
Initiative Tereze: 1d20 + 1 ⇒ (9) + 1 = 10
Initiative Testudo: 1d20 + 0 ⇒ (6) + 0 = 6
Initiative Azmur: 1d20 + 2 ⇒ (16) + 2 = 18
Initiative Pentosh: 1d20 + 2 ⇒ (6) + 2 = 8
Kegan nods his agreement as he attempts to move closer to the voices.
As Kegan slowly opens the door that leads into the hallway, the hinges on the door creak slightly; the sound echoing off the stone walls of the monastery around it. Kegan is able to see beyond, seeing Azmur and a woman with tanned skin looking back alertly in his direction. The man's mouth drops in an odd mix of surprising and horror, while the woman's visage twists into one of sinister glee. They both tense and prepare themselves!
Battlemap Updated
Intiative:
Round 1
Melisande
Kegan
Azmur
Tereze
Pentosh
Testudo
Locke

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Well, that didn't work so well...
Having been spotted, Kegan quickly draws his rapier and charges down the hallway, attempting to strike at the woman. "Pardon me, I believe you were looking for me?"
+1 adamantine rapier, charge: 1d20 + 11 + 2 ⇒ (13) + 11 + 2 = 26 Crit 15-20
adamantine piercing damage: 1d6 + 3 + 6 ⇒ (6) + 3 + 6 = 15 6 is precision damage
I will not Riposte if it is Azmur attacking me
Parry +1 adamantine rapier: 1d20 + 11 ⇒ (13) + 11 = 24
Riposte +1 adamantine rapier: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23 Crit 15-20
adamantine piercing damage: 1d6 + 3 + 6 ⇒ (1) + 3 + 6 = 10 6 is precision damage

GM Irish202 |

Having been spotted, Kegan quickly draws his rapier and charges down the hallway, attempting to strike at the woman. "Pardon me, I believe you were looking for me?"
Kegan's strike lands true on Pentosh, his blade slipping through her chain shirt easily. She grunts in pain, though seems to have a lot of fight still left in her.
Bluff Azmur: 1d20 + 12 ⇒ (2) + 12 = 14
Sense Motive Pentosh: 1d20 + 1 ⇒ (5) + 1 = 6
Azmur takes a step back from Kegan, though suspiciously remaining adjacent to Pentosh, pulling what looks like a gnarled stick from his pocket. "...What is this? The intruders?" the man feigns innocently as he brandishes the wand to cause a blade-shaped burst of flame to spring into life in his other hand. The woman next to him seems completely oblivious of his bluff, as she still seems to be gathering her wits after the attack.
Intiative:
Round 1
Melisande
Kegan
Azmur
Tereze
Pentosh (-15)
Testudo
Locke

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"Ignore the minion with the flames. This woman was the one giving orders, she is the obvious leader!"
Here is hoping that Pentosh doesn't have knowledge planes!

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Here. Let me see if I can ease this along.
Melisande casts Grease in the green square.
DC 18 Reflex save from both enemies or fall prone.

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Tereze looks into the room and says softly.
We do not have time for zis!
Lady of Graves, who live far beyond.
We offer up one for you to bond.
Hold her tight in your embrace,
So she may soon see your face.
With that she points at Pentosh and releases the power she has insider her.
The skeletal creature that haunts Tereze appears suddenly behind Pentosh and grabs hold of her trying to hold her in place.
Cast Hold Person Will DC 16 to resist