| Dungeon Master S |
With your combined efforts you manage to find a cache that contains the fallen wizard's notes!
What now Pathfinders?
Angrid Luin
|
I am ready to roll out.
"Let me see those notes. I may be able to at least tell you whether closing the tapestry is within my power or not. If it is, we may want to close it off before more enemies invade our inner walls."
Knowledge (arcana): 10 + 22 = 32
Spellcraft: 10 + 22 = 32
I don't want to risk rolling low so I took 10. Let me know if you want a roll on this instead.
Sorry for not posting toward the end of this one. I am currently at a conference and only have time to post at night (my time).
Zefnir, PbP Ver.
|
Do either of the two of our fallen foes have anything of interest on them? Perhaps enemy plans or codes? ;)
| Dungeon Master S |
No enemy plans or codes, but they do have some gear:
elixir of love (2), scroll of wall of force, masterwork rapier, masterwork shortbow with 20 arrows, cloak of resistance +1, hat of disguise, headband of alluring charisma +2, ring of protection +2, 1,825 gp
elixir of hiding, potion of cure serious wounds, antitoxin, blue whinnis poison (4), +2 studded leather, +1 rapier, masterwork dagger, belt of incredible dexterity +2, cloak of resistance +1, ring of protection +1, masterwork thieves’ tools, sunrods (3), 617 gp
Angrid DOES think he can close the portal! It will take him about 10 minutes, but he can do it with these notes.
Angrid Luin
|
"I let you know if anything more specific then kill everyone that looks suspicious and may interrupt me."
I guess we head back to the tapestry room to see if we can close the rip. Then we can follow that up by checking on the sky key if we have time before the last act.
Zefnir, PbP Ver.
|
No enemy plans or codes, but they do have some gear:
elixir of
love(2), scroll ofwall of force, masterwork rapier, masterwork shortbow with 20 arrows, cloak ofresistance +1, hat ofdisguise, headband ofalluring charisma +2, ring ofprotection +2, 1,825 gpelixir of
hiding, potion ofcure serious wounds, antitoxin, blue whinnis poison (4),+2studded leather,+1rapier, masterwork dagger, belt ofincredible dexterity +2, cloak ofresistance +1, ring ofprotection +1, masterwork thieves’ tools, sunrods (3), 617 gp
Zefnir will use both Detect Magic and Read Magic orisons to determine what sort of magical gear the two enemies had.
spellcraft: 1d20 + 8 ⇒ (4) + 8 = 12. If that will be needed as well.
"The potions, scroll, cloaks, hat, headband, rings, studded leather, one of the rapiers, and belt seems magical. The scroll looks more arcane derived rather than divine. All others seem to be mundane, alchemical, or even well-made...apart from the gold."
Zefnir will hand over the scroll to Angrid.
"I suppose, if nothing else, we can use some of this gear to make Master Zey a bit more... presentably dignified."
The cloaks can be draped over his body, the armor used to cover up the evisceration...
| Dungeon Master S |
Angrid confirms that it should be short work to close the tapestry, and when you return to the room, there's little left to do other than the ritual. By now, the tower is flooded with tapestry denizens...
When the last syllable is spoken, Angrid gives an exhale. The tapestry is sealed, but what long term effects the trauma causes are yet unknown.
That's when you all look at each other and nod.
The Sky Key...
During the mad dash to the key you spy several knots of combat between Pathfinder and tapestry captive. There are also skirmishes throughout the tower of Consortium versus Society. When you arrive at the Sky Key, you realize that you may very well be too late.
This tall library is ringed by a walkway around its perimeter, which provides access to a second level of towering bookshelves. A broad Qadiran rug leads to a short pedestal within a tall glass case that itself sits within an inscribed circle—all cordoned off by a velvet rope suspended by brass poles. Several plush chairs and a few low tables bearing curios line the lower floor, and two decorative suits of armor stand at attention, each with a crossbow resting against its shoulder. Heatless torches blaze with remarkably even light in sconces throughout the room, and a tall pendulum clock against the eastern wall ticks each passing second as its hands move erratically.
The door to the room is open...
| Dungeon Master S |
A ghostly image of a Pathfinder appears in the center of the room, where his likeness eerily begins to slide through the display case. His voice echoes as he speaks to an unseen party. “Oh no, they’ve stolen the Sky Key. It also appears they disrupted the auxiliary stabilizer, too.” He pauses before continuing. “Do you feel that? I feel kind of sick all of a sudden. I hope they didn’t try to disassemble it—or worse, bring it too close to the tapestry. Wasn’t that why Zey kept them so far—” The figure’s words go unfinished as he begins to scream and dissolve, fading from view in a matter of seconds. As those figures disappear, a new pair appears. These are no mere visions, but the very real stuff of nightmares!
Angrad: 1d20 + 8 ⇒ (11) + 8 = 19
Val: 1d20 + 2 ⇒ (18) + 2 = 20
Omrax: 1d20 + 3 ⇒ (7) + 3 = 10
Zefnir: 1d20 + 3 ⇒ (20) + 3 = 23
Faeron: 1d20 + 10 ⇒ (4) + 10 = 14
Baddies: 1d20 + 5 ⇒ (15) + 5 = 20
| Dungeon Master S |
Round 1:
Zefnir: Go
Baddies: TBD
Val:TBD
Angrid: TBD
Faeron: TBD
Omrax: TBD
Dorvae! These evil outsiders are beholden to no one but themselves. They're resistant to magic and immune to Mind Affecting spells. They also resist wounds from anything but holy sources. They have some spell casting powers, but their tentacles are poisonous in the extreme.
Dorvae! These evil outsiders are beholden to no one but themselves. They're resistant to magic and immune to Mind Affecting spells. They also resist wounds from anything but holy sources. They have some spell casting powers, but their tentacles are poisonous in the extreme. they can see all, including the invisible. It's body is really a mass of serpents, making it VERY dangerous when it grabs you.
Dorvae! These evil outsiders are beholden to no one but themselves. They're resistant to magic and immune to Mind Affecting spells. They also resist wounds from anything but holy sources. They have some spell casting powers, but their tentacles are poisonous in the extreme. they can see all, including the invisible. It's body is really a mass of serpents, making it VERY dangerous when it grabs you. Once per day it can permanently scramble a mortal mind (Feeblemind) and it's touch can curse.
Zefnir, PbP Ver.
|
Angrid confirms that it should be short work to close the tapestry, and when you return to the room, there's little left to do other than the ritual. By now, the tower is flooded with tapestry denizens...
When the last syllable is spoken, Angrid gives an exhale. The tapestry is sealed, but what long term effects the trauma causes are yet unknown.
While Angrid is busy closing up the tapestry, Zefnir will put the studded leather on Zey's body (if it is still present in the room), covering the corpse in both cloaks of resistance +1, with the hat of disguise placed atop Zey's face. All this is dependent on whether anyone took anything from the previous two foes. At least Master Zey will be a bit more presentable this way....
Zefnir would grab all the potions/elixirs (even if he might not have any idea of what they are), the antitoxin, the 3 sunrods, the masterwork dagger, the masterwork shortbow and 20 arrows, and the ring of protection +2, if they aren't claimed by the others. Of course, if anyone else wishes to use any of these, Zefnir has no problem handing them over to his respective fellow members. Zefnir will also cast Ant Haul, a 1st level spell on himself, at this time. (-1 1st level spell)
Dungeon Master S wrote:During the mad dash to the key you spy several knots of combat between Pathfinder and tapestry captive. There are also skirmishes throughout the tower of Consortium versus Society. When you arrive at the Sky Key, you realize that you may very well be too late.
This tall library is ringed by a walkway around its perimeter, which provides access to a second level of towering bookshelves. A broad Qadiran rug leads to a short pedestal within a tall glass case that itself sits within an inscribed circle—all cordoned off by a velvet rope suspended by brass poles. Several plush chairs and a few low tables bearing curios line the lower floor, and two decorative suits of armor stand at attention, each with a crossbow resting against its shoulder. Heatless torches blaze with remarkably even light in sconces throughout the room, and a tall pendulum clock against the eastern wall ticks each passing second as its hands move erratically.
The door to the room is open...
Dor'heana Carva'hal--Val PFS wrote:Get in there!!!Dungeon Master S wrote:A ghostly image of a Pathfinder appears in the center of the room, where his likeness eerily begins to slide through the display case. His voice echoes as he speaks to an unseen party. “Oh no, they’ve stolen the Sky Key. It also appears they disrupted the auxiliary stabilizer, too.” He pauses before continuing. “Do you feel that? I feel kind of sick all of a sudden. I hope they didn’t try to disassemble it—or worse, bring it too close to the tapestry. Wasn’t that why Zey kept them so far—” The figure’s words go unfinished as he begins to scream and dissolve, fading from view in a matter of seconds. As those figures disappear, a new pair appears. These are no mere visions, but the very real stuff of nightmares!
Zefnir, upon seeing those winged, hooded, and tentacled monstrosities appear in place of the ghostly figure that was addressing the party, casts Blessing of Fervor (-1 4th level spell) as a premptively preventative measure. Zefnir will also fly up to the walkway that is 10 feet up to his present position, whilst taking the +2 to attack, AC, and Reflex from his Blessing.
Angrid Luin
|
Back from my vow of silence
Knowledge (planes): 1d20 + 15 ⇒ (17) + 15 = 32
If the Dorvae wish to see me they must make a DC 26 caster level check (Nondetection).
| Dungeon Master S |
Zefnir casts a spell to open the fight as the enemy.
The dorvae's snakes writhe as battle is joined. The one to the north dashes towards the wall, ready for a victim. The other's head tilts to the side a bit before looking directly at Angrid. Within a moment it sizes up its foe and casts a spell to permanently scramble the wizard's mind. Will DC 18.
Round 1:
Zefnir: Blessing of Fervor
Baddies: TBD
Val: Go
Angrid: Go
Faeron: Go
Omrax: Go
1d20 + 11 ⇒ (4) + 11 = 15Green:
1d20 + 11 ⇒ (19) + 11 = 30Black:
Omrax the Bold
|
Omrax, seeing the one move to the side of the door, will move to engage.
"By the Inheritor, I smite thee foul ball of serpents!"
assuming evil outsider, taking +2 from blessing AC=34
Omrax +1 EO longsword, smite, 2H: 1d20 + 15 + 5 + 2 + 2 ⇒ (2) + 15 + 5 + 2 + 2 = 26
for smite, 2H, EO bane: 1d8 + 7 + 14 + 14 + 2d6 + 2 ⇒ (4) + 7 + 14 + 14 + (2, 1) + 2 = 44 ignore DR, AC+
bleh...well at least not a '1'
Angrid Luin
|
Will save vs Vegetablization: 1d20 + 11 - 4 ⇒ (10) + 11 - 4 = 17 Blast you -4 for being an arcane caster! Using my reroll with a +1 bonus for my solo star.
Reroll: 1d20 + 11 + 1 - 4 ⇒ (18) + 11 + 1 - 4 = 26
Angrid feels the spell start to take hold, his intelligence being siphoned off, but through pure willpower he is able to shrug it off and continue.
Prescience: 1d20 ⇒ 11
Angrid decides that he can't have that kind of evil just walking around unchecked. He decides to bloat and regain some blood to power a spell.
Bloat: 1d8 ⇒ 5 Bloat: 1d8 ⇒ 4 (fortifying leeches let me roll twice and choose)
Seriously! I needed a six or better.
Angrid mentally growls in frustration as he is unable to generate enough blood at the moment to fuel the spell he wants. So instead he activates his arcane bounded ring to call up a Summon Monster VI spell and casts it as a standard action.
Will save vs Fatigue: 1d20 + 9 ⇒ (11) + 9 = 20
Angrid misses the DC by 1 and is fatigued.
A large celestial Dire Tiger immediately pops into the room letting out a loud "GRRRROWL!" in challenge, and pounces on the nearest Dorvae using it's smite evil (swift action) against the obviously evil outsider.
Claw 1: 1d20 + 22 ⇒ (2) + 22 = 24 DMG: 2d4 + 18 ⇒ (3, 2) + 18 = 23
Claw 2: 1d20 + 22 ⇒ (8) + 22 = 30 DMG: 2d4 + 18 ⇒ (4, 4) + 18 = 26
Bite 1: 1d20 + 22 ⇒ (17) + 22 = 39 DMG: 2d6 + 18 ⇒ (2, 3) + 18 = 23
Rake 1: 1d20 + 22 ⇒ (9) + 22 = 31 DMG: 2d4 + 18 ⇒ (3, 2) + 18 = 23
Rake 2: 1d20 + 22 ⇒ (16) + 22 = 38 DMG: 2d4 + 18 ⇒ (2, 4) + 18 = 24
Grab 1: 1d20 + 25 ⇒ (11) + 25 = 36
Grab 2: 1d20 + 25 ⇒ (18) + 25 = 43
Grab 3: 1d20 + 25 ⇒ (20) + 25 = 45
Not sure if grappling these things is a good idea but the damn tiger doesn't know better
| Dungeon Master S |
It's such a mean spell, but so friggin cool (Val's player just destroyed a hag with it in another game.
Omrax turns the corner into a readied attack. The dorvae slashes with a claw ATK: 1d20 + 18 ⇒ (11) + 18 = 29, but his holy glory prevents it from making contact. In return he brings his blade down on the creature's shoulder.
Meanwhile Angrid's shock at being targeted rattles him a bit. The spell still brings forth a tiger who mauls the outsider. Nearly all it's attacks hit, but the creature's serpents begin to extend to reverse the grapple.
Round 1:
Zefnir: Blessing of Fervor
Baddies: ATK
Val: Go
Angrid: Go
Faeron: Go
Omrax: Smite!
Green: 44
Black: 95 (Can see Angrid)
Dor'heana Carva'hal--Val PFS
|
Omrax, seeing the one move to the side of the door, will move to engage.
"By the Inheritor, I smite thee foul ball of serpents!"
assuming evil outsider, taking +2 from blessing AC=34
bleh...well at least not a '1'
since Val goes before Ormax...
As the paladin charges, Val touches his shoulder. take Desna's luck warrior!
And roll that d20 again!!
bit of luck refill!: 1d20 + 24 ⇒ (19) + 24 = 43<--HAH!! Bazinga!!
crit confirm 1: 1d20 + 24 ⇒ (12) + 24 = 36
crit confirm 2: 1d20 + 24 ⇒ (10) + 24 = 34
Looks very likely a crit, so...
crit damage: 1d8 + 37 ⇒ (7) + 37 = 44
Angrid Luin
|
Oh. I will cast that spell as a silent spell (BoF) as to not give away my location to the other dorvae. Too bad the tiger doesn't get the bonuses since it wasn't out when the spell was cast.
| Dungeon Master S |
Val's blessing is channeled through Omrax. As dreamer and Inheritor work together, the paladin delivers a massive blow to the enemy!
Angrid, only level 1 and 2 spells can be silenced ;-)
Round 1:
Zefnir: Blessing of Fervor
Baddies: ATK
Val: Bit o'luck
Angrid: silent
Faeron: Go
Omrax: Smite!
Green: 88
Black: 95 (Can see Angrid)
Angrid Luin
|
Bah! I will just take my AC / reflex bump then
Faeron - PFS
|
Faeron steps forward and starts shooting (black first, green if black drops).
Extra attack from BoF
Clustered Shots - Total damage from all attacks before applying DR
Targeting Touch
Rapid Shot, Deadly Aim, Point-Blank Shot: 1d20 + 17 + 1 - 3 - 2 ⇒ (8) + 17 + 1 - 3 - 2 = 21
Damage: 1d8 + 7 + 6 + 1 ⇒ (6) + 7 + 6 + 1 = 20
Rapid Shot, Deadly Aim, Point-Blank Shot: 1d20 + 17 + 1 - 3 - 2 ⇒ (11) + 17 + 1 - 3 - 2 = 24
Damage: 1d8 + 7 + 6 + 1 ⇒ (6) + 7 + 6 + 1 = 20
Rapid Shot, Deadly Aim, Point-Blank Shot: 1d20 + 12 + 1 - 3 - 2 ⇒ (15) + 12 + 1 - 3 - 2 = 23
Damage: 1d8 + 7 + 6 + 1 ⇒ (8) + 7 + 6 + 1 = 22
Rapid Shot, Deadly Aim, Point-Blank Shot, BoF: 1d20 + 17 + 1 - 3 - 2 ⇒ (19) + 17 + 1 - 3 - 2 = 32
Damage: 1d8 + 7 + 6 + 1 ⇒ (8) + 7 + 6 + 1 = 22
Confirm Attack 4: 1d20 + 17 + 1 - 3 - 2 ⇒ (5) + 17 + 1 - 3 - 2 = 18
Extra Crit Damage: 3d8 + 21 + 18 + 3 ⇒ (3, 7, 4) + 21 + 18 + 3 = 56
| Dungeon Master S |
Faeron steps in and shoots the creature out from under the tiger, and then shoots around Omrax to finish off what the smite had started...
Out of combat.
| Dungeon Master S |
Thanks for the check, you're right it doesn't confirm. The outsider in front of Omrax is still alive, but barely!
Round 2:
Zefnir: Go
Baddies: TBD
Val: TBD
Angrid: TBD
Faeron: TBD
Omrax: TBD
Green: 110
Zefnir, PbP Ver.
|
Zefnir will fly over to his present position, then he will launch a Spear of Purity (-1 2nd level spell) at the green one in a diagonal direction. Will take the +2 to attacks, AC, and Reflex from his Blessing.
If resistant to magic equals spell resistance: 1d20 + 10 ⇒ (12) + 10 = 22. If that is enough, then:
Ranged touch attack: 1d20 + 11 ⇒ (10) + 11 = 21. If that is enough, then:
Damage to an Evil creature: 5d8 ⇒ (8, 8, 4, 8, 1) = 29. DC 16 Will save to get half damage.
***or***
Damage to an Evil Outsider: 10d6 ⇒ (2, 5, 6, 4, 6, 4, 3, 1, 5, 6) = 42 plus 1 round of blindness. DC 16 Will save to get half damage and avoid the blindness.
| Dungeon Master S |
Zefnir just BARELY pushes his spell through the planar spell resistance. The spear impales the creature and in an explosion of light, it's torn to shreds, banished from this plane.
NOW we are out of combat
Even if I had made my save, it wouldn't have been enough.
Angrid Luin
|
Angrid floats over to the cat and gives it some petting to draw out a purr. He then grabs a few bloody snakes from the carpet and tosses them off to the side for the cat to play with until it evaporates.
"Yes...where is it?
Angrid then begins casting a spell that takes a minute (Prying Eyes). When he is done, Eyes: 1d4 + 11 ⇒ (1) + 11 = 12 semi-tangible, visible magical orbs appear. Angrid then describes the mission at hand. Find the sky key and return to me with it's location.
Zefnir, PbP Ver.
|
With the battle now over, Zefnir waits to see if that ghostly figure makes another appearance. "Perhaps our spectral pathfinder friend will return, now that those interlopers are gone?"
In the meantime, Zefnir will busy himself in seeing to discovering what the three elixirs and one potion contains. If he allowed to Take 20 on spellcrafting them for a total of 28, Zefnir will do so and identify them all. If he is only allowed to Take 10 for a total of 18, Zefnir will only determine what the potion is. Either way, he will inform his fellow party members of what they or one of them are/is.
If needed, Zefnir may also try to "track" the Sky-Key via Survival.
Survival, aid or primary?: 1d20 + 8 ⇒ (10) + 8 = 18. Probably will work as an aid attempt.
Angrid Luin
|
Still fatigued
| Dungeon Master S |
All PCs who search the room need to make a DC 16 Fort save or be sickened by the temporal flux of the Sky Key's presence. Then I'll give you your results. :-)
Angrid Luin
|
Fort save: 1d20 + 9 ⇒ (7) + 9 = 16
That will do.
Zefnir, PbP Ver.
|
Fort save: 1d20 + 7 ⇒ (15) + 7 = 22.
Perception, Aid: 1d20 + 9 ⇒ (13) + 9 = 22.
"The potion that the man was carrying is one that cures serious wounds, if anyone is in need of one. He also had this Elixir of Hiding as well. The woman was carrying these two Elixirs of Love."
Chris Marsh
|
No one has any luck with finding the Sky Key in this room, and no leads...
-Posted with Wayfinder
Angrid Luin
|
Angrid decides that something is fishy with this room. What the heck was that pathfinder who disappeared? And how did those Dorvae just appear right after?
Knowledge (Arcana) T10: 10 + 22 = 32
Knowledge (Planes) T10: 10 + 17 = 27
Spellcraft T10: 10 + 22 = 32
Chris Marsh
|
You're reasonably sure that you're seeing some kind of timey wimey wibbly wobbly effects...
-Posted with Wayfinder
Angrid Luin
|
I get the feeling that finding the key and trying to recover it is Act4. However, If I can I will be finding that sucker NOW!
"Aha! I knew I had this in here somewhere." Angrid pulls out a scroll of locate object and begins reading it. At the end of the spell, Angrid says "Come. I have 3 minutes on this spell. If the sky key is still in SkyReach, we can find it in time." he then pauses, gets quiet, and begins turning in place as if attempting to locate something.
If the sky key is within 520ft of me, I know where it is.