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

Game Master Irish202


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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

"That was... different. But thanks."

Are we going to take a rest in order to reset spells now, before we head in to attack Karzoug?


Ezren wrote:
Ezren uses one of his daily abilities of Infernal Transport to dim door. There is the briefest glimpse of Hell as the party flashes to their new location and the slightest smell of brimstone upon arrival.

With Ezren's magic, the group does indeed see a glimpse into the landscape of Hell. Oddly enough they see the familiar face of the grumpy wizard from the Spire, bound to a rocky outcropping while being continuously whipped by several chain devils using their namesake instruments. Watching nearby is a large sized devil with flame-seared wings and smoldering eyes, seated upon a massive throne made up of skulls from countless humanoid creatures. A large sack rests next to its throne, into which it reaches to pull out squirming screaming masses of damned souls that it tosses into its fanged maw to chew on like popcorn. The devil smiles evilly at the group as they begin to vanish back to the Material Plane, the creature turning as it chews on more souls to look into a floating mirror next to it; which seems to reflect an image of the very chamber the Pathfinders are about to arrive in...

Ezren:
Using your ability here is extremely difficult, almost ten-fold more difficult than using a plain dimension door spell in the defensive field of the Spire. Not only does the painful vibration of the sihedron ring you wear remind you of the powerful defenses coating this place, but you feel an almost palpable alien presence weigh heavily upon your psyche as you begin to twist the planar substance around you to teleport. While your allies most certainly have had a small glimpse of Hell, you also saw with your mind's eye a vast barren mountain range overlay the hellish scene; filled with flying tentacled alien creatures, bholes, and an ominous city atop a mountain peak far off in the distance. As you weave the planar energies to guide your allies back to the Material Plane, you know that the Plane of Leng has been drawn dangerously close around Xin-Shalast; the boundaries between Leng and the Material intentionally made paper-thin, allowing its influence to easily bleed over into other Planes. Should the Runelord return, it is likely that he would be able to call an vast number of creatures from Leng to bolster his army without a second thought.

The chamber remains much as the Pathfinders left it, the golden shimmering barrier still covering the only unopened door in the place on the western end of the room. A couple minutes after the majority of the party arrives, Jebediah zooms into the chamber carried by his quick dinosaur legs. Jeb's movement speed reduces travel time for buffs back to only 1 minute, since he is not burdened by slower party members. Will adjust on next buff tracker update.

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

can someone channel before we go in?"


Since the teleport was used, you did not take any damage from the flame strike, Shump. Jeb might appreciate a top-off, however.

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

I'll use a channel to help top off myself and Jeb.

Channel: 11d6 ⇒ (2, 5, 5, 5, 1, 6, 6, 6, 3, 3, 1) = 43

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 his thanks to Griff.

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

Should consider mage's mansion and nap stack soonish? In two hours we can have everything recovered.

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

I have the mansion spell and am ready to give it a try... Does everyone agree? I am not injured but am getting pretty low on spells. It might not work here but if it does not, no harm dune (famous last words...)


As a general reminder, while nap stack does reduce the amount of time needed to rest and prepare spells, it does not allow you to regain spells more than one time per day (See "Recent Casting Limit", reference, reference, rules thread). In terms of in-game time, only close to 1 hour has passed since your arrival in the morning; you would have the rest of the day to go essentially before regaining anything.

Grand Lodge

So that would still but us 6 hours a head of the normal cycle of rest and regaining spells correct. Burn the day (8h for spontaneous caster and wizards "all spells cast within 8 hours count to the daily limit") then rest for 2 hours, follow by spell prep and then proceed. We don't have any clerics so the specific time of day is not an issue. That still puts us 6 hour a head of the standard repreparing of spells.


Correct, that is a better way of describing it :)

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

The spell, since it creates an extra planar space, might not even work here. I have it so could cast it to see if it works. If it does not then we have no choice to make.

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

[ooc] We could likely rest outside if the spell fails.


Will act under the assumption that Ezren attempts the mage's magnificent mansion spell just to see what happens.

1d20 + 17 ⇒ (13) + 17 = 30

Ezren weaves his spell to fold the planar material around him, causing the air in front of him to warp and weft with his intent. After several moments of intense concentration, a sharp cracking sound heralds the formation of a scintillating disturbance marking the entrance to his magnificent mansion spell.

Almost immediately, a wave from the defensive field covering the Spire washes over the area; causing the planar entrance into Ezren's spell to warp erratically. Seeing the spell begin to buckle under the intense power of the field, the wizard lunges forward to try to stabilize the magic. By chance, Ezren's hand comes in contact with the mansion entrance, resulting in the sihedron ring he is wearing to begin to vibrate strongly. An odd resonance bounces between the ring and the mansion spell, and abruptly the entrance into the mansion becomes stable. Experimenting with this effect for a minute or two reveals to the wizard that the extraplanar space can only manifest if the spellcaster's will is strong enough, and only remains stable as long as there is constant contact or presence of an individual with a sihedron ring in such a space.

Ezren:
Will leave the design of the mansion and its servants up to you, though there are some thematic embellishments that I might add as well. Feel free to describe the mansion layouts and features, I will tack on as appropriate.

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

I'm OK with resting if that's what folks want

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 is fine either way... he still has tons of spells but if the rest of the party needs rest we can.

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 has a decent enough allotment of spells left. It would be nice to be able to reprep a bunch of buffs for the party, but then again we've also been forcing Karzoug to expend spells through his projected images. We don't want him to refresh his daily spells, especially now that he's been able to observe us a few times and could prepare. Unless we can rest and prep our spells before he has the chance to reprep his...

Sharton drinks his second extract of heightened awareness and casts detect magic to fully analyze the field protecting the final doorway.

Knowledge arcana: 1d20 + 24 + 1d6 ⇒ (11) + 24 + (1) = 36

If this is some kind of wall of force effect, how long does he think it will it be down if he hits it with a disintegrate? We have to assume it will reset itself after some period of time.


Knowledge Arcana (Sharton):
You certainly can identify this effect as a permanent wall of force effect, though from your inspection you can also tell there is something about it that is different from the normal spell; something that you are unable to discern from studying the magic on it. You do believe that once the barrier is destroyed, it is unlikely to reform anytime soon or even at all; the amount of magic sustaining it is exceptionally old and would require manipulations most likely lost long ago to the fall of Thassilon.

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

The idea is with nap stack unless he has acleric with him or some divine scrolls to umd he 'should' be bound by the same rules 8 hours from the last casting +8 hours of rest and 1 hour prep. But he could have a ring of sustance which would get all of us prepared at the same time. Grognar is ok for spells.

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

Ezren seems to hold the door of a fine noble club of Chellish. The door is a full 4' wide and 8' high. Please do come in. he offers. I fear I must hold the door until everyone is inside. Once inside you fine yourselves in a magnificent foyer decorated with servile, playful, and obedient devils. There are numerous chambers beyond. The atmosphere is clean, fresh, and warm. The decor is plush like a fancy gambling house and a nine-course banquet is set in an opulent dining room. A small army of near-transparent servants in the red and black livery of Cheliax work to help each guest with any request.


Will advance under assumption group takes rest in the mansion if no objections by Tuesday 1/29 @ 8AM EST.

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

So, ok to reset spells then? Or too early to assume rest was successful?


I was not able to slip my post in this morning, my apologies. For people who wish to do so, please assume that your rest was successful if you want to handle reorganizing your prepped/available spells. Will do an RP update after I get back from work tonight.


Dice Rolling:
11d100 ⇒ (28, 21, 52, 81, 51, 9, 38, 17, 15, 79, 53) = 444
1d20 + 17 ⇒ (1) + 17 = 18

The group settles into the posh Chelaxian comforts provided by Ezren's magnificent mansion spell, claiming various rooms throughout the mansion to unload their belongings.

Based on people described the general course of actions for rest above, it looks like about 11 hours will pass; 8 hours to get past the daily limit for spells, 2 hours of rest for nap stack, followed by at most 1 hour for the wizards to prepare spells. Not sure if people would take watches or have any actions beyond resting; but I will spoiler various occurrences that arise during this time below. Hours not mentioned in a spoiler infer that the intervening time is uneventful.

Hour 1 (Awake + DC 20 Sense Motive):
During the first hour in the mansion, you observe very subtle odd behaviors that arise with the unseen servants that fill the building. While they certainly are responsive to the needs of the inhabitants of the mansion, you note that when they are not actively working on a task that all of the servants seem to gravitate towards a blank unadorned wall on the far side of the building. They turn to face the wall, as if staring at something beyond its boundary, until summoned to perform another task. A rank in Spellcraft will be enough for one to assume that this is not normal behavior for servants such as these.

Hour 2 (DC 25 Perception):
During the second hour, nothing exceptionally eventful seems to happen beyond a gentle wooden creaking sound from the walls of the building, most likely from the boards settling. This feels normal...until you realize that the walls are mostly made of extremely solid stone and mortar. Idly searching for the source of the noise is a fruitless distraction, as it seems to move away to other parts of the building when pursued.

Hour 6 (All Party Members):
As a clock somewhere in the building tolls, marking the sixth hour, a massive shuddering crash shakes the entire mansion; causing unsecured furniture, dishware, and other objects to topple over or be flung about with the movement. The shuddering of the building passes in moments, with the items of the mansion slowly returning themselves to their previous positions magically. Searching the building for any damage caused by this crashing reveals little, until arriving at a previously unadorned wall at the back of the mansion. Several long cracks now grace the wall, each of them crawling out from a massive window now set into the middle of its surface. The window itself is concealed by gauzy black and red drapes, the panes revealing nothing beyond except inky darkness. The group also finds all of the unseen servants congregated here, each one staring at the window despite the curtains concealing the sight beyond.

The master of the mansion has no problems reshaping the wall to repair the cracks that have formed there, but the curtained window seems to resist any attempts to reshape or remove it from the area; the window eerily reappearing when one's focus shifts to emerge from a nearby surface.

Hour 8 (Awake + DC 25 Perception):
A profound quiet fills the halls of the mansion, the polished marble floors softly reflecting moonlight to give the building a serene ambiance. This makes all the more stark the abrupt realization that there shouldn't be moonlight here, without a moon to provide such light. A quick search reveals that the accursed window, red and black curtains fluttering softly in an unseen breeze, harboring an alien silvery-white light behind the gauzy drapes; of what could indeed possibly be a moon of some kind off in the distance beyond its panes. If one wishes to look through this window, please indicate so to receive more information.

Hour 9 (Awake/DC 20 Perception or Sleeping/DC 30 Perception:
A soft, lilting melody of a flute dances through the marble hallways of the mansion; the tune seeming to defy the bounds of mortal skill in its alien complexity. Attempting to ferret out the source of this music leads one on a winding chase through the halls of the building, each time ending at a dead end in a bare room that only contains a small table bearing an ebony statuette; a statuette of a sphinx with a smooth, featureless face. The statuette feels oddly cold to the touch, and it slowly disintegrates into a pile of black dust with an otherworldly sigh.

Hour 11 (All Party Members):
The clock tolling the eleventh hour in the mansion brings the group together after rousing from their rest. Calling for the servants for a repast brings an unusual delay for several moments, until it is clear that all of them have seemingly vanished. The master of the mansion is easily able to create another entourage of servants to replace them. Physically searching the building for the previously existing ones reveals nothing but a semi-circle of ebony burial masks on the floor, decorated in an alien perversion of Osiriani style, arranged around the wall that had born the window; a wall that is now completely bare and void of any sign of what had once been there. In unison, the burial masks slowly fade away into black smoke to leave no trace behind on the marble floor.

After their rest in the mansion, when the group is ready to depart they will find the chamber back in the Spire is the way it was left before; the shimmering barrier still glimmering over the massive set of golden doors on the western side of the chamber.

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

Wow. Well done. Quite cool and yet quite creepy. :)

Sense Motive, Hour 1: 1d20 + 27 ⇒ (17) + 27 = 44

Hmm. I fear something is slightly amiss. Ezren muses, but does not seem too worried. The servants seem interested in that blank wall. They should only show interest in their orders. Interesting. We are close that the plane of Ling here. I wonder...

Perception, Hour 2: 1d20 + 26 ⇒ (14) + 26 = 40

Ezren's sleep is slightly disturbed and he ponders the new mansion noises but manages to rest.

Hour 6

Well, something needs to be done now I suppose. Ezren goes to reset things that he can and stares at some time at the window. I never much cared for Ling or its denizens. he comments and continues to ponder.

Perception, Hour 8: 1d20 + 26 ⇒ (4) + 26 = 30

Ezren is still in the window room when the moonlight begins. Just which moon is that I wonder? He cannot resist the temptation to look out the window.

Perception, Hour 9: 1d20 + 26 ⇒ (4) + 26 = 30

And now music? This is too much. I begin to wish the spell had simply failed. It is almost as if something contests my control of this small demi-scape. He concentrates to exert his will on the place.

Hour 11

And now my servants have simply left? Most annoying. he notes as he summons more. I believe it is time to leave anyway, yes? As Ezren holds the door for his fellows to depart he offers I expect you will remember your stay with me here.


Hour 8 (Looking through the Glass, Ezren):
Looking through the window, the moon shining off beyond the panes is incredibly large...and close. Its silvery-white light pierces through roiling black clouds that seem to fill the field of view, providing occasional glimpses of an alien landscape that unfolds beyond. A peaked mountain range, stretch far off in either direction, curves to create a bleak plateaued valley. Another passing glimpse reveals a flock of black faceless winged humanoids clutching wriggling shapes as they wing through the sky, bearing them towards the sinister moon above. A final clearing in the darkness shows a massive citadel, perched atop the mountains and looming like a capstone to the valley. Peering at it, the citadel seems to contain countless buildings with impossibly alien architecture that defies logic; the mind-bending complexity of it curiously inviting further in-depth glances as slowly sinuous tentacled beings begin to come into view as you see-

Imp hands. Wrinkled, booger-stained imp hands.

"Master, forgive me," your familiar says as it firmly keeps its clawed hands over your eyes. "That is a bad place. Do not look at it, it can reach you from here." The devil does not remove itself from your face until you look away (or threaten violence, whichever comes first). Regardless, when your vision is imp-free again, the black cloud cover now blankets the field of view out the window once again; only occasionally pierced by the alien silvery-white moon.

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

Sense Motive : 1d20 + 17 ⇒ (10) + 17 = 27

Hour 1

I have been in these mansions before, this seems different.

Hour 2

Grognar hears the creak, knows it is not right but tries to allow it to pass through his mind.

Hour 6

"We are being attacked. Weapons and ready yourselves."

Hour 8

Caution is the better part of valor. Ignore the moonlight but be ready.

Hour 9

Perception : 1d20 + 27 ⇒ (12) + 27 = 39

More weirdness I can't jump at everything try to keep sleeping and ask about it in the morning.

[ooc]Really great post GM![/b[

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

At the 6th hour Shump wakes up and hurts to Grognar. "Hunh...What is it?!? The Wizard?!"


Did the group have a consensus on how you all were planning on addressing that barrier on the door in the chamber?

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

Multiple Dispels? Dim Door past it?

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

(Will update soon, but doing the same buffs as before. Link here)

(Griff would have been asleep for most of it)

Griff, once awake again, goes invisible. (Using another scroll of mind blank) He is fine with whatever the party decides, volunteering to help dispel if that's what the party decides to do.

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 juggled a few of my spells around so I have two disintegrates, I can use one to see if the wall drops. Also, seeing that mind blank is much more useful than I would have guessed, I will also cast it as part of my buffs, that way my greater invisibility will be useful again, since every opponent seems to have see invis or true seeing!


In the interest in keeping things moving, I will go forward with Sharton's plan first...

The wizard unleashes a green ray of energy at the shimmering wall of energy that protects the doors. With a sharp shattering sound, the wall of energy begins to break apart into fading shards of magic...but not before a rebounding arc of golden energy from the wall jolts back at Sharton!

Retributive Jolt (Force damage): 10d6 ⇒ (2, 1, 5, 6, 2, 2, 3, 2, 3, 1) = 27 DC 20 Reflex for 1/2 damage

...because while painful, it is the easiest/correct way to quickly bypass the ward.

The enormous set of golden double doors now stand unguarded, waiting for some intrepid adventurer to bravely open them and reveal the secrets that lay beyond!

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

Reflex save: 1d20 + 16 ⇒ (5) + 16 = 21

I'm really starting to hate this place.

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 dips his head in agreement with Sharton.

"Creepy and vindictive, are both terms that I feel would be appropriate... I will be glad when we have finished with it."

He then winces.

"Could I trouble someone for a Restoration? That spell has really knocked the wind out of me..."

...and frankly, I'd rather not risk needing to have to pay for 7 full Restorations after 24 hours, rather than a single one, now.

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 would if I could.

What group buffs are we putting up before opening the door? My personal buffs are mind blank, heightened awareness, darkvision, see invisibility, heroism, overland flight, and mage armor. I have a second heroism prepared, who can best benefit from it?


Griff way back when wrote:
Griff heads over to Jebidiah and casts Miracle to mimic Death Ward, Making him immune for now and planning to actually remove the levels later.

Jeb, Griff had stated earlier that he had intended to remove them later. It was my assumption he would have done so during the stay in the mansion; Griff, feel free to correct me if your plans are otherwise.

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)

I just felt I should check - I didn't want you to remind us just as combat started that they *hadn't* been dealt with ;-)

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

Got In late I will put buff up tomorrow with some of the group ones I can cover.

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

Oh yes, definitely. I just forgot. I would have removed them right after that battle just slipped my mind. Let me know if you need my diamond dust or not.

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

"Sharton you OK?"

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

Personal eaglesoul, heroism, stone skin, air walk.

Group: hunter blessing humanoid human, and monstrous humanoid, urban and under ground.

Do we want resist energy? Life bubble?

Shrump look through my spells and tell me what you want. Cana wizard give Shrump heroism?

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

resist energy fire? Did you have another air walk?

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

I'll handle Resist Energies for fire, cold and electricity. Someone else want to do acid?

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 casts Heroism on Shump.

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

"Thanks Sharton. Let's hope the wizard doesn't play anymore tricks and faces us in a fair fight"


Will advance to next room tomorrow morning to give time for any final buffing that might be needed.

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

[ooc]Traveling home tomorrow. I might need another day to be completely ready.[/ooc[

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

Ezren casts the following spells on himself and the group.

Self:
Mage Armor
Extended Heroism
Overland Flight
Extended Mirror Image: 1d4 + 4 ⇒ (4) + 4 = 8

Group:
Extended Communal Resist Energy Fire, Cold and Electricty
Communal Stone Skin

He offers to cast Enlarge Person on anyone who might want it.

He readies to cast Greater Angelic Aspect after the doors are opened If there is a threat immediately obvious to him on the other side.


The group opens the golden doors to reveal a chamber with arched ceilings, supported by pillars of gold. The northern wall bears a particularly detailed mural that shows Xin-Shalast at its height, with the face atop Mhar Massif appearing to address its citizens as magical runes and spirals of energy emerge from its open mouth. Yet even this impressive work of art is overwhelmed by what towers in the center of the room; an immense, slowly rotating, thirty-foot diameter sphere of gold, its surface shimmering with strangely sluggish flames. A stone walkway with a set of stairs leads up to the side of the sphere, where a five-foot wide ramp leads up to a ten-foot wide platform balanced precariously atop of the globe, from which a shimmering pillar of golden light shines up to the ceiling above.

**Western Chamber Map Updated**

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