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"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?

GM Irish202 |

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...
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.

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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

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

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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...)

GM Irish202 |

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.

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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.

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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.

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

GM Irish202 |

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.

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

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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.

GM Irish202 |


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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.

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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.

GM Irish202 |

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.
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.
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.

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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.

GM Irish202 |

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.

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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
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(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.

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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!

GM Irish202 |

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!

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Reflex save: 1d20 + 16 ⇒ (5) + 16 = 21
I'm really starting to hate this place.

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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.

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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?

GM Irish202 |

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.

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

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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.

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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?

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Sharton casts Heroism on Shump.

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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.

GM Irish202 |

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**