[PbP Gameday VII] GM Irish202 RotRL: Spires of Xin-Shalast (Inactive)

Game Master Irish202


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Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Grasping a rod of Piercing Ezren lets fly with a volley of Magic Missiles, wondering if the creature is protected from such.

SR?: 1d20 + 17 + 6 + 5 ⇒ (3) + 17 + 6 + 5 = 31

Magic Missiles: 5d4 + 5 ⇒ (1, 4, 4, 1, 4) + 5 = 19

Baal flies to Sharton and casts Infernal healing of the Illusionist.

Grand Lodge

Male Half-Elf Druid (Saurian Shaman) 18 (HP 147/147) (AC 38(52)/14(24)/37(49)) (CMD 38) (Fort +19, Ref +13(+19), Will +21) (Init +2) (Perception +36)

Jebediah continues to stay out of the way.

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

Grognar casts true seeing.

Liberty's Edge

Male Human Illusionist/15 Investigator/1 | HP 115/115 | AC 19| T 15 | FF 16 | CMD 21 | F +14 | R +16 | W +19 | Init +7 | Perc +27 (+1 traps) | Sen Mot +11 | Greater Invis 6/15 rds | Inspiration 8/8 | Bonded Item 0/1 | Reroll 0/1 (+5) | Active Spells: Haste, Heightened Awareness, Mind Blank, Heroism, Stoneskin, Life Bubble, Resist Fire/Cold/Electric/Acid/Sonic 30, Mage Armor, Overland Flight, Darkvision, See Invisibility, Endure Elements (ring), True Seeing, Arcane Sight
Grognar the Oracle wrote:
Grognar casts true seeing.

Sharton already cast true seeing on Grognar, unless you waved him off.

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

Sorry missed that because of the page break. Thank you. Will repost a turn.

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

Grognar clicks his boost for haste, swift action to move with supernatural speed.

Attack: 1d20 + 31 ⇒ (12) + 31 = 43 Haste, PA, Heorism, Divine Favor, Rightous Might
Damage: 3d6 + 15 + 12 + 4 + 3 ⇒ (3, 4, 6) + 15 + 12 + 4 + 3 = 47
-------------------------------------------------------------------------
Attack: 1d20 + 31 ⇒ (17) + 31 = 48
Damage: 3d6 + 15 + 12 + 4 + 3 ⇒ (5, 6, 2) + 15 + 12 + 4 + 3 = 47

Confirmation: 1d20 + 31 ⇒ (10) + 31 = 41
Damage: 3d6 + 15 + 12 + 4 + 3 ⇒ (1, 2, 6) + 15 + 12 + 4 + 3 = 43
--------------------------------------------------------------------------
Attack: 1d20 + 26 ⇒ (13) + 26 = 39
Damage: 3d6 + 15 + 12 + 4 + 3 ⇒ (3, 2, 2) + 15 + 12 + 4 + 3 = 41
-------------------------------------------------------------------------
Attack: 1d20 + 21 ⇒ (1) + 21 = 22
Damage: 3d6 + 15 + 12 + 4 + 3 ⇒ (6, 5, 6) + 15 + 12 + 4 + 3 = 51
-------------------------------------------------------------------------


Ezren, your magic missiles seem effective! I missed the righteous might earlier, and have enlarged Grognar's token. Grognar, on the map I would have you back in the room with the fireplace at the moment as of Sharton's disintegrate ray; he was the only one in the hallway. The western map image link shows your last unenlarged position as of that time on Thursday. It would be a move action to get over to the daemon, so at most one attack would be viable unless I happened to miss something.

Initiative Order:

Round 2
Shump
Griff

Round 3

Fish Tentacle Demon (-56)
Sharton (-26)
Ezren
Jeb (7 temp neg levels, temporarily suppressed)
Grognar

Silver Crusade

male Ftr 2/ Cav 6/Pal 8 HP 150 | AC 41/40; Touch 15; FF 39 | F +20; R +9; W +11 | CMB +24; CMD 40 | Speed 20 ft | Init +0 | Perc +1 | Stealth: -6 Cavalier/Ftr/Paladin

Is the Fish Tentacle Demon blocking the door?


Shump, he is in the next square east after the door at C*16 and is not blocking the door per se.

Silver Crusade

male Ftr 2/ Cav 6/Pal 8 HP 150 | AC 41/40; Touch 15; FF 39 | F +20; R +9; W +11 | CMB +24; CMD 40 | Speed 20 ft | Init +0 | Perc +1 | Stealth: -6 Cavalier/Ftr/Paladin

Shump moves next to Grognar and as a swift he challenges the demon.

"Dammed creature"

Grand Lodge

Human Oracle (Life) 18 | HP 174/174 | AC 34*^ | T 16^ | FF 30* | CMD 24^ | F +30# | R +26^# | W +29# | +4 vs. disease/poison and roll twice | Init +0 | Perc -5 | Sense Motive +0 | Channel 12/14 | Combat Healer 4/4 | Mnemonic Vestment 1/1 | Spells: Spells: Level 1: 8/9, Level 2: 8/9, Level 3: 3/9, Level 4: 4/8, Level 5: 7/8, Level 6: 5/8, Level 7: 6/7, Level 8: 3/6, Level 9: 1/4 | Reroll 1/1 | Active Spells: Air Walk, Ant Haul, Bestow Grace(#), Blessing of Fervor, Contingency (Breath of Life), Freedom of Movement, Haste(^), Heroes' Feast, Magic Vestment (x2)*, Invisibility + Mind Blank

(Sharton heals 5 Griff hurts for 5)

Griff double moves up, staying about 15 ft. off the ground.

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

Haste provided the movement speed (free action with boots) and surprising charge let me move as a swift action (last one until a rest).


Again, sorry for the delay. Pharmacy hell.

Grognar wrote:
Grognar clicks his boost for haste, swift action to move with supernatural speed.

My brain removed the comma from the sentence and somehow incorrectly convinced me that the swift was for the boots. Adjusting for the full attack, that would put you at all but the natural 1 hitting the creature for 148 points of damage after DR.

Bite: 1d20 + 23 ⇒ (5) + 23 = 28
Claw: 1d20 + 23 ⇒ (8) + 23 = 31
Claw: 1d20 + 23 ⇒ (13) + 23 = 36
Tail: 1d20 + 18 ⇒ (3) + 18 = 21

The daemon returns the favor to Grognar and also delivers a full attack of its own; with none of its attacks breaching the half-orc's defenses. Grognar notices, especially with the near miss of the creature's second claw attack, that the creature seems to drain away the warmth of life around its body as it attacks; possibly indicating something...draining...might occur with each of its attacks should they hit.

Initiative Order: **Western Map Updated**

Round 3

Sharton (-21)
Ezren
Jeb (7 temp neg levels, temporarily suppressed)
Grognar
Shump
Griff (-5)

Round 4

Fish Tentacle Demon (-167)

Liberty's Edge

Male Human Illusionist/15 Investigator/1 | HP 115/115 | AC 19| T 15 | FF 16 | CMD 21 | F +14 | R +16 | W +19 | Init +7 | Perc +27 (+1 traps) | Sen Mot +11 | Greater Invis 6/15 rds | Inspiration 8/8 | Bonded Item 0/1 | Reroll 0/1 (+5) | Active Spells: Haste, Heightened Awareness, Mind Blank, Heroism, Stoneskin, Life Bubble, Resist Fire/Cold/Electric/Acid/Sonic 30, Mage Armor, Overland Flight, Darkvision, See Invisibility, Endure Elements (ring), True Seeing, Arcane Sight

Sharton flies into the hallway, already feeling better between the infernal healing and life link with Griff. He readies a persistent phantasmal killer in case an enemy comes out of the double doors to the west. Before casting he'll do a knowledge check to make sure it doesn't have true seeing, which would make the spell useless, in which case a force cage would likely be better.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

If its a demon then it can teleport making force cage only useful in that it would likely have to use a standard to get out of it.

Seeing that his missiles worked last round Ezrel switches metamagic rods and tries a more powerful version of the spell.

Maximized Magic Missiles: 25 = 25

Spell Penetration: 1d20 + 17 + 6 ⇒ (5) + 17 + 6 = 28

Silver Crusade

male Ftr 2/ Cav 6/Pal 8 HP 150 | AC 41/40; Touch 15; FF 39 | F +20; R +9; W +11 | CMB +24; CMD 40 | Speed 20 ft | Init +0 | Perc +1 | Stealth: -6 Cavalier/Ftr/Paladin

you said it wasn't blocking the door so I'll move past it and take the Ao0

Shump moves past the fish creature and spits at the ground at its feet.

"Ok fish guy..take THIS! Go back to the Abyss while you're at it"

attack +2 holy bane (evil outsiders) silvered bastard sword weapon of awe order of shield ability power attack: 1d20 + 28 ⇒ (3) + 28 = 31

damage: 1d10 + 26 + 2d6 + 2d6 ⇒ (3) + 26 + (1, 4) + (4, 2) = 40

miss chance high good: 1d100 ⇒ 24

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

I can keep attacking or dimensional anchor.

Liberty's Edge

Male Human Illusionist/15 Investigator/1 | HP 115/115 | AC 19| T 15 | FF 16 | CMD 21 | F +14 | R +16 | W +19 | Init +7 | Perc +27 (+1 traps) | Sen Mot +11 | Greater Invis 6/15 rds | Inspiration 8/8 | Bonded Item 0/1 | Reroll 0/1 (+5) | Active Spells: Haste, Heightened Awareness, Mind Blank, Heroism, Stoneskin, Life Bubble, Resist Fire/Cold/Electric/Acid/Sonic 30, Mage Armor, Overland Flight, Darkvision, See Invisibility, Endure Elements (ring), True Seeing, Arcane Sight

I think you should take him down.

Grand Lodge

Human Oracle (Life) 18 | HP 174/174 | AC 34*^ | T 16^ | FF 30* | CMD 24^ | F +30# | R +26^# | W +29# | +4 vs. disease/poison and roll twice | Init +0 | Perc -5 | Sense Motive +0 | Channel 12/14 | Combat Healer 4/4 | Mnemonic Vestment 1/1 | Spells: Spells: Level 1: 8/9, Level 2: 8/9, Level 3: 3/9, Level 4: 4/8, Level 5: 7/8, Level 6: 5/8, Level 7: 6/7, Level 8: 3/6, Level 9: 1/4 | Reroll 1/1 | Active Spells: Air Walk, Ant Haul, Bestow Grace(#), Blessing of Fervor, Contingency (Breath of Life), Freedom of Movement, Haste(^), Heroes' Feast, Magic Vestment (x2)*, Invisibility + Mind Blank

Griff takes 5 damage and Sharton heals 5.

Griff moves some more, but not doing much yet. He reactivates his Ring of Invisibility just in case. (Think you guys got this... if not I'm here to help)


Sharton wrote:
Before casting he'll do a knowledge check to make sure it doesn't have true seeing, which would make the spell useless, in which case a force cage would likely be better.

Sharton, the results of your knowledge check was listed in a spoiler on the previous page earlier in the combat. Let me know if you would like to change your readied spell.

Ezren wrote:
Seeing that his missiles worked last round Ezrel switches metamagic rods and tries a more powerful version of the spell.

Ezren's missiles strike the creature true, though they only seem barely able to penetrate through an almost imperceptible protection surrounding the daemon.

Shump wrote:
You said it wasn't blocking the door so I'll move past it and take the Ao0

Correct! It will take the AoO with a bite attack as you leave LL-D*16. It appears your attack afterwards misses due to your displacement roll.

Bite Attack AoO vs. Shump: 1d20 + 23 ⇒ (12) + 23 = 35 *Miss*

Grognar wrote:
I can keep attacking or dimensional anchor.

I recommend banishing the daemon. With your sword. Violently, perhaps?

Initiative Order: **Western Map Updated**

Round 3

Sharton (-15, Readied spell if daemon exits room)
Jeb (7 temp neg levels, temporarily suppressed)
Grognar

Round 4

Fish Tentacle Demon (-192)
Ezren
Shump
Griff (-10)

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

Grognar clicks his boots and smiles before swinging.

Attack: 1d20 + 31 ⇒ (6) + 31 = 37 Haste, PA, Heorism, Divine Favor, Rightous Might
Damage: 3d6 + 15 + 12 + 4 + 3 ⇒ (1, 5, 2) + 15 + 12 + 4 + 3 = 42
-------------------------------------------------------------------------
Attack: 1d20 + 31 ⇒ (19) + 31 = 50
Damage: 3d6 + 15 + 12 + 4 + 3 ⇒ (6, 4, 1) + 15 + 12 + 4 + 3 = 45

Confirm: 1d20 + 31 ⇒ (12) + 31 = 43
Damage: 3d6 + 15 + 12 + 4 + 3 ⇒ (6, 2, 5) + 15 + 12 + 4 + 3 = 47
--------------------------------------------------------------------------
Attack: 1d20 + 26 ⇒ (2) + 26 = 28
Damage: 3d6 + 15 + 12 + 4 + 3 ⇒ (2, 1, 4) + 15 + 12 + 4 + 3 = 41
-------------------------------------------------------------------------
Attack: 1d20 + 21 ⇒ (8) + 21 = 29
Damage: 3d6 + 15 + 12 + 4 + 3 ⇒ (1, 6, 3) + 15 + 12 + 4 + 3 = 44


Grognar's assault fells the daemon, which crumples to the ground in a meaty tentacled mess. The creature's very nature quickly sucks away at what little life energy was left in its body, and it shrivels into a desiccated husk in mere seconds.

Out of Initiative! The creature drops nothing particularly interesting. In terms of nearby points of interest are the two steel doors on the far side of the room, as well as the doors back in the hallway.

Grand Lodge

Male Half-Elf Druid (Saurian Shaman) 18 (HP 147/147) (AC 38(52)/14(24)/37(49)) (CMD 38) (Fort +19, Ref +13(+19), Will +21) (Init +2) (Perception +36)

Jebediah waits patiently for the rest of the party to explore the narrow corridors.

Liberty's Edge

Male Human Illusionist/15 Investigator/1 | HP 115/115 | AC 19| T 15 | FF 16 | CMD 21 | F +14 | R +16 | W +19 | Init +7 | Perc +27 (+1 traps) | Sen Mot +11 | Greater Invis 6/15 rds | Inspiration 8/8 | Bonded Item 0/1 | Reroll 0/1 (+5) | Active Spells: Haste, Heightened Awareness, Mind Blank, Heroism, Stoneskin, Life Bubble, Resist Fire/Cold/Electric/Acid/Sonic 30, Mage Armor, Overland Flight, Darkvision, See Invisibility, Endure Elements (ring), True Seeing, Arcane Sight
GM Irish202 wrote:
Sharton wrote:
Before casting he'll do a knowledge check to make sure it doesn't have true seeing, which would make the spell useless, in which case a force cage would likely be better.
Sharton, the results of your knowledge check was listed in a spoiler on the previous page earlier in the combat. Let me know if you would like to change your readied spell.

My readied action was focused in the OTHER direction, the double doors to the west, just in case a new opponent emerged behind us.

Sharton will move to the double doors in the hallway and check them for traps, as well as listen for movement behind the doors. Assuming there is time, he'll also cast detect magic to look for auras beyond the normal abjuration aura permeating the entire tower.

Perception: 1d20 + 27 + 1 ⇒ (16) + 27 + 1 = 44

Silver Crusade

male Ftr 2/ Cav 6/Pal 8 HP 150 | AC 41/40; Touch 15; FF 39 | F +20; R +9; W +11 | CMB +24; CMD 40 | Speed 20 ft | Init +0 | Perc +1 | Stealth: -6 Cavalier/Ftr/Paladin

"Grognar nice hit. It seems fish demon wasn't so tough. I wonder what else that foul wizard has in store for us"

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

"Thank you. It would have been much harder had I not had true seeing."


Sharton's investigation of the door does not reveal any traps or unusual magical auras.

To nudge things along, as well as the general lack of imminent danger, will make the assumption that the rooms beyond the double doors is explored.

Opening the double doors at the end of the hallway reveals a grand chamber, the thickly carpeted floor of which is further strewn with expensive looking throw-rugs and exotic furs. A nest of these rugs and furs lies in the center of the room, under a rotunda-like construction atop which a canopy of silks and gauzy veils adds to the chamber's mystique. Two other doors exit the room, one to the Northeast and one to the Southeast.

The Southeastern rooms reveal little beyond what appear to be smaller living quarters, bare of any furnishings and do not look like they have been used for some time. The Northeastern room, however, seems to hold a shrine of some kind; containing an altar adorned with accouterments representing excessive wealth and greed. A massive golden Sihedron decorates the northern wall beyond the shrine, reflecting glittering light back upon any light sources brought into the room.

Perception DC 30:
You notice a hidden panel in the altar; the compartment containing four scrolls bound with a light golden chain, as well as an enormous platinum key.

**Western Chambers Map Updated**

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Perception: 1d20 + 26 ⇒ (2) + 26 = 28 lol

Liberty's Edge

Male Human Illusionist/15 Investigator/1 | HP 115/115 | AC 19| T 15 | FF 16 | CMD 21 | F +14 | R +16 | W +19 | Init +7 | Perc +27 (+1 traps) | Sen Mot +11 | Greater Invis 6/15 rds | Inspiration 8/8 | Bonded Item 0/1 | Reroll 0/1 (+5) | Active Spells: Haste, Heightened Awareness, Mind Blank, Heroism, Stoneskin, Life Bubble, Resist Fire/Cold/Electric/Acid/Sonic 30, Mage Armor, Overland Flight, Darkvision, See Invisibility, Endure Elements (ring), True Seeing, Arcane Sight

Perception: 1d20 + 27 ⇒ (9) + 27 = 36

Spellcraft: 1d20 + 26 + 1d6 ⇒ (14) + 26 + (6) = 46

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

"Does it seem to be a protective ward? If not what is it's purpose?"

Liberty's Edge

Male Human Illusionist/15 Investigator/1 | HP 115/115 | AC 19| T 15 | FF 16 | CMD 21 | F +14 | R +16 | W +19 | Init +7 | Perc +27 (+1 traps) | Sen Mot +11 | Greater Invis 6/15 rds | Inspiration 8/8 | Bonded Item 0/1 | Reroll 0/1 (+5) | Active Spells: Haste, Heightened Awareness, Mind Blank, Heroism, Stoneskin, Life Bubble, Resist Fire/Cold/Electric/Acid/Sonic 30, Mage Armor, Overland Flight, Darkvision, See Invisibility, Endure Elements (ring), True Seeing, Arcane Sight

Between life link and infernal healing, Sharton should be back to full health in a few rounds.

The Spellcraft check was for the scrolls, but using detect magic is the platinum key magical as well? If so, Sharton will analyze that, too, or pass it along to Ezren. He'll also put on the hairpin of proof against poison, unless someone else more melee-focused wants to wear it.

Spellcraft: 1d20 + 26 + 1d6 ⇒ (16) + 26 + (6) = 48


Detect Magic/Spellcraft (Sharton):
While the scrolls do appear magical, the key (while valuable looking, to the tune of 2,500 GP) does not ping as magic. Investigation of the scrolls reveal them to be three scrolls of resurrection and one scroll of commune. Neither the altar or the Sihedron symbol appear magical.

Grand Lodge

Human Oracle (Life) 18 | HP 174/174 | AC 34*^ | T 16^ | FF 30* | CMD 24^ | F +30# | R +26^# | W +29# | +4 vs. disease/poison and roll twice | Init +0 | Perc -5 | Sense Motive +0 | Channel 12/14 | Combat Healer 4/4 | Mnemonic Vestment 1/1 | Spells: Spells: Level 1: 8/9, Level 2: 8/9, Level 3: 3/9, Level 4: 4/8, Level 5: 7/8, Level 6: 5/8, Level 7: 6/7, Level 8: 3/6, Level 9: 1/4 | Reroll 1/1 | Active Spells: Air Walk, Ant Haul, Bestow Grace(#), Blessing of Fervor, Contingency (Breath of Life), Freedom of Movement, Haste(^), Heroes' Feast, Magic Vestment (x2)*, Invisibility + Mind Blank

Griff plays with his ring as the others analyze, muttering to himself some poetry while the others do the important work.

Liberty's Edge

Male Human Illusionist/15 Investigator/1 | HP 115/115 | AC 19| T 15 | FF 16 | CMD 21 | F +14 | R +16 | W +19 | Init +7 | Perc +27 (+1 traps) | Sen Mot +11 | Greater Invis 6/15 rds | Inspiration 8/8 | Bonded Item 0/1 | Reroll 0/1 (+5) | Active Spells: Haste, Heightened Awareness, Mind Blank, Heroism, Stoneskin, Life Bubble, Resist Fire/Cold/Electric/Acid/Sonic 30, Mage Armor, Overland Flight, Darkvision, See Invisibility, Endure Elements (ring), True Seeing, Arcane Sight

In the interest of keeping things moving, I'll assume we'll loot the rugs, furs, and valuables in the shrine after we take care of Karzoug. I'll check the two doors in the daemon's room for traps. I'm going to be cautious because these are iron doors, which if I remember correctly makes them quite different than all the stone doors we've encountered before now. I'll also ask Grognar to take a look, while true seeing is still active.

Perception for northern door: 1d20 + 27 + 1 ⇒ (11) + 27 + 1 = 39

Perception for southern door: 1d20 + 27 + 1 ⇒ (16) + 27 + 1 = 44

Out of curiosity, since it's hard to track time out of combat, what are you showing for active buffs right now?

Silver Crusade

male Ftr 2/ Cav 6/Pal 8 HP 150 | AC 41/40; Touch 15; FF 39 | F +20; R +9; W +11 | CMB +24; CMD 40 | Speed 20 ft | Init +0 | Perc +1 | Stealth: -6 Cavalier/Ftr/Paladin

"Anyone see any signs of the wizard"


Based on my estimation, approximately 1 minute and 30 seconds have passed if the group was pushing through each of the rooms/doing quick searches. The only buff currently threatening to expire is the communal electricity resistance and communal stoneskin.

The doors do not appear to be trapped nor can anything odd be noticed on the other side, though both appear to be locked and have a keyhole about the same size as the key located in the shrine room. True Seeing does not reveal any particular discrepancies about the doors compared to normal vision.

Making an assumption that someone opens one of the doors since it appears safe.

Using the platinum key unlocks the iron door, which actually is the first door in this place that does not open at the lightest touch. Some muscle is needed to open it, the door making grating noises as it reveals a small cell of some kind beyond. The cell appears to be empty at the moment, unless further investigation is desired. Unlocking the other door reveals a similar cell, except much larger in size; as if designed for more...massive...prisoners.

Current Party Buffs:

Time Elapsed since arrival: 53 minutes + 1 rounds
Jebediah: Barkskin (129 min), Miracled Death Ward (17 minutes), Delay Poison (18 hr), Electricity Resist 30 (1 min), Endure Elements, Extended Greater Longstrider (36 hr), Extended Ward of the Seasons x 2 (36 hr), Greater Magic Fang x 5 (36 hr), Hunter's Blessing (16 Hr), Life Link, Magic Vestment (22 hr), Status (18 Hr), Wild Shaped

Ezren: Contingency (Improved Invisibility, 17 days), Electricty Resist 30 (1 min), Heroes Feast (12 hr), Hunter's Blessing (16 Hr), Life Link, Life Bubble (5 hr) Mage Armor (34 hr), Mind Blank (24 hr), Overland Flight (17 hr), Protection from Fire (60 pt, 23 min), See Invisibility (143 min), Status (18 Hr), Stone Skin (1 min, 150 pt)
-Baal: Cold Resist 30 (20 min), Deathwatch (112 min), Heroes Feast (12 hr), Hunter's Blessing (16 hr), Life Link, Status (18 hr), Stone Skin (1 min, 150 pt)

Grognar: Electricity Resist 30 (1 min), GMW (16 hr), Heightened Awareness (107 min), Heroes Feast (12 hr), Hunter's blessing (16 hr), Life Link, Life Bubble (6 hr), Magic Vestment (22 hr), Status (18 hr), Stone Skin (1 min, 150 pt)

Sharton: Darkvision (16 hr), Electricity Resist 30 (1 min), Greater Invisibility (7 rounds used), Heroes Feast (12 hr), Heroism (136 min), Hunter's Blessing (16 hr), Life Link, Life Bubble (5 hr), Mage Armor (16 hr), Overland Flight (16 hr), Status (18 Hr), Stone Skin (1 min, 150 pt)

Shump: Electricity Resist 30 (1 min), GMW (22 Hr), Heroes Feast (12 Hr), Hunter's Blessing (16 Hr), Life Bubble (6 hr), Magic Vestment (22 Hr)

Griff: Ant Haul (23 hours), Air Walk (7 hours), Cold Resist 30 (20 minutes), Contingency (Breath of Life, 18 days), Freedom of Movement (7 hours), Heroes Feast (12 hr), Hunter's Blessing (16 Hr), Invisible, Life Bubble (5 hr), Magic Vestment (22 hours), Mind Blank (24 hours)

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

[u]I would hypothesize that there are teleport traps that could send one of us into a cell here. I wonder...[/b] Ezren detects magic in and around the cells, wondering if magic works inside or if the cells might be dimensionally locked.


Detect Magic/Arcana (Ezren):
The interior of the cell radiates an abjuration aura of magic only, which is perhaps the only area of the Spire you have noticed that does not have the underlying transmutation aura that pervades the structure. There are no visible manifestations or effects immediately present to aid you in identifying the magic effect, so further experimentation might provide further information.

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

"Seems like a good guess."

Grognar will stand beside whoever is opening a new door to protect them.


Will nudge things along a bit, since this remaining room does not have anything particularly interesting in it.

After regrouping in the room with the fireplace, the group opens the remaining door to the southeast after making sure it is not trapped (magically or otherwise). They find another living quarters; a room illuminated by delicate chandeliers, floor thick with carpeting, and piles of furs and cushions strewn about the area. Searching this room, magically or otherwise, does not reveal anything worthwhile or of interest.

Remaining points of interest in this wing include a door on the right side about 100 more feet east down the hallway, and a door all the way at the end of the hallway about 200 feet away.

Grand Lodge

Male Half-Elf Druid (Saurian Shaman) 18 (HP 147/147) (AC 38(52)/14(24)/37(49)) (CMD 38) (Fort +19, Ref +13(+19), Will +21) (Init +2) (Perception +36)

Jebediah heads down the corridor to the east, poking the closest door, expectantly.


Jebediah boops the door open, revealing what appears to have once been a storeroom of some kind. There is a hole carved into the far wall of the room, too perfectly cut in shape to be naturally cut, that opens out into the raging blizzard that ravages the landscape beyond the Spire.

A large humanoid creature stands in front of the hole in the wall, its back facing towards Jebediah, while a large-sized golden greatsword leans against the wall next to it. The creature's skin appears to be green-colored, and it bears two sets of wings that sprout from its back. Its face is in its hands and its shoulders tremble slightly, as if the creature is crying softly; it does not appear to notice the dinosaur's opening of the door and does not react to Jebediah's presence immediately.

Winged Humanoid Picture

Knowledge Planes DC 26:
This creature is a planetar, a type of angel that normally hails from the plane of Nirvana. Normally generals of the celestial armies, they possess an array of spell-like abilities in addition to the ability to prepare and cast cleric spells, so as to more readily destroy sources of evil. May ask one additional question for every 5 above the DC.

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

"Team Wizard you may want to see this."

Grognar looks on with awe.

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

Knowledge Planes: 1d20 + 30 ⇒ (11) + 30 = 41

Once Ezren sees the creature he recognizes it and wonders if is somehow compelled to fight them.

Three questions: Lets go with SR, DR, and Spell-like abilities


Knowledge Planes (Ezren):
Planetars have a high degree of spell resistance (but still realistic at your level) and have defenses best pierced by evil-aligned weapons. Their spell-like abilities are quite numerous; ranging from healing utility (remove disease, poison, etc), offense (high level divine spells like flame strike), and debilitating effects (fatigue inducing spells).

Silver Crusade

male Ftr 2/ Cav 6/Pal 8 HP 150 | AC 41/40; Touch 15; FF 39 | F +20; R +9; W +11 | CMB +24; CMD 40 | Speed 20 ft | Init +0 | Perc +1 | Stealth: -6 Cavalier/Ftr/Paladin

"What do you guys see?"

Dark Archive

HP 112/108 | AC 22 | T 16 | FF 18 | CMD 23 | F +17 | R +18 | W +19 | +5 vs. enchantments, +2 from demons | Init +12 | Perc +26 Male Elf diabolist 6/conjurer (teleportation) 10

A crying angel. That is seldom good. A Planetar to be specific. the wizard shares.

Liberty's Edge

Male Human Illusionist/15 Investigator/1 | HP 115/115 | AC 19| T 15 | FF 16 | CMD 21 | F +14 | R +16 | W +19 | Init +7 | Perc +27 (+1 traps) | Sen Mot +11 | Greater Invis 6/15 rds | Inspiration 8/8 | Bonded Item 0/1 | Reroll 0/1 (+5) | Active Spells: Haste, Heightened Awareness, Mind Blank, Heroism, Stoneskin, Life Bubble, Resist Fire/Cold/Electric/Acid/Sonic 30, Mage Armor, Overland Flight, Darkvision, See Invisibility, Endure Elements (ring), True Seeing, Arcane Sight

Should we shut the door and let it be, then come back later? If it's compelled to fight us I don't really want to participate in that if I can help it. Or maybe it can provide information to us? I'm having a hard time thinking of a scenario in which it would be in this place if it wasn't compelled to.

Grand Lodge

Session Resources:
Eaglesoul, GM weapon, Enco Un Zeal, DivineP Hero, Hunt bless x3 , Shield of F, deathward, StoneS, H feast, Life Bu,
| AC40 T16 F34 |HP 276/276|276/276|CMD:48| F:+32 R:+22 W:+30| Init:+10 (ROLL3x) | Perception: +37 | Session info

"I would like to come back and free it if we survive long enough to do so. I could try to send it back to its plane."

Grand Lodge

Male Half-Elf Druid (Saurian Shaman) 18 (HP 147/147) (AC 38(52)/14(24)/37(49)) (CMD 38) (Fort +19, Ref +13(+19), Will +21) (Init +2) (Perception +36)

Jebediah nods to Sharton, and continues on down the corridor to the next area, not wanting to potentially be forced to murder an Angel...

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