Henry Flaxseed |
"Another 'I'? Isn't the Ismacco family supposed to have built a fair part of this city?" Henry moves up to the symbol and begins to try everything he can think of: pressing his ear to the stone, pushing on it with his hands, kicking it, pressing his lips to the letter, asking it to open nicely, firmly commanding it to open.
Ceobryrn |
The ranger scratches his head, "Maybe there is an order to these pictures? After all they are suppose to be predictions. Let's go to the hall of wonders to find the information about the crypts and maybe someone there can place the first picture's location for us?"
Henry Flaxseed |
Taking guidance from the painting, Henry takes out his club and starts to bang on the wall.
GM Tektite |
Vennoc Noth |
Let's go to the location of the next painting. If there's a hidden scroll in each place, they may only make sense of we have all of them.
Ceobryrn |
Ceobryrn looks impressed, "Good thinking Henry! If actions and places hold true then maybe presenting a holy symbol at the statue outside the prison? The other location, I don't think we have identified yet. We still need to visit the hall of wonders."
The ranger keeps and eye out as they travel for any place that might match what appears in the unidentified painting.
perception: 1d20 + 7 ⇒ (2) + 7 = 9
Heccan Abraxi |
Heccan studies the parchment produced by Henry's deduction, he is unable to offer anything of use and his frustration shows. Bah! I am no cryptologist! If only there were someone I could speak to resolve all of this. In any event, good work Sir Henry, I hope we have similar success at the grand Hall of Wonders.
Heccan shakes off his bout of frustration and prepares to make the next trip.
GM Tektite |
6d20 ⇒ (5, 19, 14, 8, 1, 10) = 57
With little effort, the party gets directions to the Hall of Wonders, which is in the northeast corner of the city. Marked on Cassomir map
Smoke and steam pour through many openings of this misshapen building. Gears and gizmos can be heard clicking against one another in a rhythmic cadence. A loud “chunkchunk” sounds as several pistons churn up and down, powering some unknown machine. A cacophonous symphony of grinding metal plays on. An enormous sign, nearly the entire width of the building, declares it to be the Hall of Wonders.
Over the noise, Ceobryrn hears the faint sounds of screaming.....
Heccan Abraxi |
Heccan stops in his tracks and quirks a brow at the sound of the screams. He leans over to Ellie. Sigh. Though not my strong suit, I feel we are soon to be riding to a rescue of some sort, best be sure that contraption of yours is ready to explode in due form.
Ag'mira |
Ag'Mira quickly reaches into her spell component pouch for a small piece of leather then casts a spell on herself before following Ceobryrn toward the screams.
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
Focus
A piece of cured leather.
-Posted with Wayfinder
Vennoc Noth |
Vennoc pulls out his sword and jogs toward the screaming.
Let's go save whoever is screaming from whatever they're screaming about. Grateful people are usually willing to provide information relatively easily.
GM Tektite |
Rushing toward the building, the party finds an obscuring mist lingering around the front of the building. Entering and following the screams, the party finds themselves in the building, but still can't see anything through the fog! The screaming and sounds of a beating seem to come from the southeast, while a woman's manical laugh seems to be coming from above.
C: 1d20 + 4 ⇒ (9) + 4 = 13
H: 1d20 ⇒ 9
V: 1d20 + 2 ⇒ (12) + 2 = 14
E: 1d20 + 5 ⇒ (15) + 5 = 20
A: 1d20 + 8 ⇒ (19) + 8 = 27
T: 1d20 ⇒ 4
I: 1d20 ⇒ 11
Initiative:
Ag'mira
Henry
Ellie
Vennoc
Ceobryrn
Woman
Heccan
Thugs
Everyone, but Heccan is up!
The cloud-like illustration on the map is in fact an obscuring mist.
Henry Flaxseed |
Ride: 1d20 + 12 ⇒ (2) + 12 = 14
"I'll get the lass above!" Henry yells. He stumbles out of the saddle a bit but still manages to make it to the ladder and start climbing up.
Ellie Whitespring |
Ellie dashes through the cloud, searching desperately for the source of the screams. She pokes her head out of the fog to see three thugs crowding around a woman, and, with a scowl and a grit of her teeth, levels her musket at them.
"Let her go or you'll regret it!" she shouts, looking down the scope at them and lining up a shot...
Assuming they don't surrender, Ellie will fire at the bottom-most one.
Musket (RTA, PBS): 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d10 + 1 ⇒ (4) + 1 = 5
Vennoc Noth |
Vennoc will double move around the display room (?) and up to the thugs.
You should really do as the lady says.
Ceobryrn |
Ceobryrn moves straight east and seeing a thug quickly draws and throws a Chakram at him.
Chakram: 1d20 + 5 - 4 ⇒ (2) + 5 - 4 = 3 (add+2 if human, included a -4 for attacking into melee)
damage if hit: 1d8 + 3 ⇒ (2) + 3 = 5 (add +2 if human)
The ranger miss badly.
GM Tektite |
Ag'mira moves into the chamber and readies a hex!
Henry hops off Indiana and begins climbing the ladder to the catwalk.
Ellie fires her musket and clips the shoulder of one ofthe thugs!
Vennoc moves into the room, while Ceobryrn steps in and fires an errant arrow!
Henry sees the woman on the cat walk cast a spell, pointing at Ag'mira and steps backward!
@Ag'mira Will Save DC 14 or blind
Heccan is up!
Ag'mira |
Ag'Mira feels her eyesight begin to blur
Will Save DC 14 or blind: 1d20 + 3 ⇒ (17) + 3 = 20
She shakes off the effect.
"Henry take care of that caster on the catwalk please."
Heccan Abraxi |
Heccan darts into the mist after Ag'mira and takes a position near her but behind some cover of one of the walls. Heccan mutters an incantation when he stops drawing forth a protective magical shield that shimmers into life around the sorcerer. Heccan surveys his position and suddenly stops, as if sensing the magical effect taking shape to assault Ag'mira. He shouts a warning Careful Ag'mira, that hag is trying to blind you!
Heccan takes a move action to move to his position and a standard action to cast shield granting him +4 deflection bonus to AC.
Spellcraft: 1d20 + 8 ⇒ (11) + 8 = 19
GM Tektite |
Heccan moves through the mist and casts a spell on himself!
Attack vs Vennoc: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Attack vs Gnome: 1d2 + 3 ⇒ (1) + 3 = 4
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Attack vs Gnome: 1d2 + 3 ⇒ (2) + 3 = 5
Damage: 1d6 + 2 ⇒ (1) + 2 = 3
One of the thugs directs his attention to Vennoc, while the other two continue to harry the gnome. All three have no luck connecting with their strikes!
Everyone, but Heccan is up!
Henry Flaxseed |
Henry moves along the catwalk, drawing his longsword, and approaches the woman. "Surrender, Miss, and this will go easier for you."
Henry Flaxseed |
Free action: shaking his head in disappointment.
Ceobryrn |
Ceobryrn draws his scimitar as he moves up to attack the far thug.
scimitar 2h w/PA: 1d20 + 7 - 1 ⇒ (15) + 7 - 1 = 21 (add +2 if human)
damage if hit: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8 (add +2 if human)
The ranger figures that should get the thugs' attention.
perception: 1d20 + 7 ⇒ (12) + 7 = 19
Are the thugs human?
Ag'mira |
Ag'mira glares at the woman above.
"Two can play that game my pretty!"
"A place inside my brain,
another kind of pain
You don't know the chances,
Your so blind, blind, blind"
Casting Time 1 standard action
Components V
Range medium (100 ft. + 10 ft./level)
Target one living creature
Duration permanent (D)
Saving Throw Fortitude negates; Spell Resistance yes
You call upon the powers of unlife to render the subject blinded or deafened, as you choose.
After Casting she moves near Ellie using a wall as cover from the woman on the catwalk. If the wall will provide cover?
Vennoc Noth |
I've been holding off my action to make sure Ellie gets a clear shot at her target, and to see if she manages to take him out.
Vennoc Noth |
Thanks Tektite.
Vennoc shrugs slightly before bringing his sword down at the thug.
sword, PA: 1d20 + 5 - 1 ⇒ (14) + 5 - 1 = 18
slashing, PA: 1d8 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Afterward, Vennoc 5' steps into position to threaten the bullet-riddled thug.
GM Tektite |
Vennoc slashes into the southern thug and takes him down!
The woman, now blinded, steps back and channels unholy energy!
Channel: 2d6 ⇒ (2, 4) = 6 DC 13 Will for half.
Looks like that will catch Henry, Vennoc, Heccan, Ceobryrn, and the gnome.
1d20 ⇒ 12
The gnome grimaces in pain, but stays conscious!
Initiative:
Ag'mira
Henry
Ellie
Vennoc
Ceobryrn
Woman
Heccan
Thugs
Heccan is up!
Heccan Abraxi |
Heccan recoils in pain as the negative energy washes over him. He quickly retreats to Ceobryn's position and removes a wand from his robes. With a hard flick of his wrist, Heccan jabs himself in leg, releasing the wand's magic. Heccan shudders as the powerful arcane energy draws forth his dark nature to the surface.
Will save: 1d20 + 4 ⇒ (3) + 4 = 7
Heccan takes a move action to move to Ceobryn's position, a free action to draw his wand of infernal healing and a standard action to activate the wand, casting IH on himself granted Heccan Fast Healing 1 for 1 minute. Note casting IH is a full round action, so the spell will go off next round.
CASTING
Casting Time 1 round
Components V, S, M (1 drop of devil blood or 1 dose of unholy water)
EFFECT
Range touch
Target creature touched
Duration 1 minute
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION
You anoint a wounded creature with devil’s blood or unholy water, giving it fast healing 1. This ability cannot repair damage caused by silver weapons, good-aligned weapons, or spells or effects with the good descriptor. The target detects as an evil creature for the duration of the spell and can sense the evil of the magic, though this has no long-term effect on the target’s alignment.
Henry Flaxseed |
Henry continues to swing at the woman, hoping to knock her out.
Mwk Longsword power attack: 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22
nonlethal damage: 1d6 + 3 + 4 + 2 ⇒ (3) + 3 + 4 + 2 = 12
Vennoc Noth |
Well, you had your chance to surrender.
Vennoc continues trying to split the foolish thug in half.
sword, PA: 1d20 + 5 - 1 ⇒ (5) + 5 - 1 = 9
slashing, PA: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16
Ceobryrn |
Ceobryrn moves up and attacks the remaining thug.
(includes +2 vs human)
scimitar w/PA & 2H: 1d20 + 7 - 1 + 2 ⇒ (3) + 7 - 1 + 2 = 11
damage if hit: 1d6 + 4 + 2 ⇒ (2) + 4 + 2 = 8
unfortunately the ranger aims poorly.
Ellie Whitespring |
RTA, PBS: 1d20 + 8 - 4 ⇒ (3) + 8 - 4 = 7 No Precise Shot
Ellie fumbles around with her black powder for a moment and then aims a shot at the thug... alas, Vennoc shifts slightly just as she pulls the trigger and she is forced to abruptly angle the shot to ricochet off the strange crab-like contraption's claw rather than shoot him in the back. "Aw, nuts..."
Ceobryrn |
will save vs DC13: 1d20 + 2 ⇒ (5) + 2 = 7
hp 25-8=17
Ceobryrn feels the full force of the unholy energy. Swinging once again at the Thug with his scimitar
scimitar w/PA 2H: 1d20 + 7 - 1 + 2 ⇒ (4) + 7 - 1 + 2 = 12
damage if hit: 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7
The blow is poorly aimed.