Kwiazy |
Kwiazy watches and listens, not quite sure how to deal with the ghosts... this one seemed benign enough, but he wasn't quite sure what it might know that he needed to learn or how to ask it.
Yvra Brunhasson |
Perception: 1d20 + 30 ⇒ (11) + 30 = 41
Look through the rubble for the other half of the broken statue. "Speak true then. Where is the rest of your petrified body?"
Reminder: I have The Scout Talent Heightened Awareness, which says:
When actively searching with the Perception skill (a move action), you may detect the presence of ongoing magical auras, such as those left by spells such as alarm or invisibility. If the target does not normally have a Perception DC, the DC is equal to the original spell DC as determined by the spell’s caster (DC 10 + spell level + caster’s casting ability modifier), or DC 25 if the effect does not originate from a source that would make it possible to determine a spell DC. This does not give you any information about the exact nature of magical effects detected in this manner, you are merely aware that a magical effect is active and the general area it is active in.
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So long as you have martial focus, you may make a Perception check to notice the presence of traps or ongoing magical effects (as described above) whenever you pass within 10 ft. of them, whether or not you are actively looking.
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Last time whatever was going on didn't trigger it...but just in case there's something else at play here...
GM Redelia |
In a muffled voice, the statue, or whatever is speaking through it, insists that he must confess his crimes to the Kragodan leadership, and that you need to bring that leadership.
Putting your heads together, you realize that you actually are talking to a ghost, just not the ghost of the person in the statue. It's the ghost of the medusa who petrified him. This medusa ghost seems strongly linked to the petrified statues, so you're pretty sure you can't permanently deal with the ghost without getting rid of all the statues, either by returning to flesh or destroying.
The rest of the statue is definitely not in this room.
Yvra Brunhasson |
In a whisper, Yvra says, "I suspect this is the ghost of the medusa who petrified these people. Let's see if we can find the legs of this poor soul, so we can restore him...and find the rest of the petrified people too. That might actually deal with the ghost too."
DM, I'm not 100% sure but from the map it looks like we can continue East, yes? what options do we see?
Petrahk Jadetalon |
"Not that I'm an evil overdragon or anything, but if I had an entity that was sustained by keeping statues around, the first thing I'd do is break one of those statues and hide some of the pieces elsewhere to force 'do-gooders' to make the hard moral choice of murder or death. Of course, I'm *not* an evil overdragon. I'm just misunderstood."
Did we see anything vaguely leg-like in any of the other rooms, or alternatively, did the gugs eat the legs pre-petrification?
Petrahk moves up to keep pace with the party, still flying as high as she can manage.
GM Redelia |
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OK, I'm back after a long weekend of feeling really yucky from a covid booster, and ready to get us moving regularly again.
Petrahk, you see no signs of the missing legs; either the gugs ate them or someone moved them.
Kwiazy, Cani, do you want to do anything else before moving on?
Kwiazy |
ready to move on
glad you are feeling better (I get my moderna booster tomorrow, as will my husband - he always reacts badly to them, too.. not looking forward to the weekend)
GM Redelia |
Water streams down in thin curtains along the fungi-covered eastern wall of this cavern, forming a long pool at the base. The cave extends to the north, while a stunted offshoot abruptly ends forty feet to the southeast. Vibrant fungi cover the walls of the side chamber, and crude pigment lines on the floor form a series of concentric, wriggling circles surrounded
by three eyes.
Those with knowledge of the arcane recognize the drawing to be a summoning circle.
A gug, clearly a leader, is in the cavern and turns toward you, snarling.
Please roll initiative, team; now is also the time for any really quick strategy chats.
Yvra Brunhasson |
Initiative: 1d20 + 11 ⇒ (7) + 11 = 18
Spellcraft: 1d20 + 24 ⇒ (14) + 24 = 38
OOC: I can use some of my chymistry to dispel, and can also make a circle of salt that summoned beings can't enter.
Kwiazy |
Kwiazy snarls back at the gug, draws his blade and readies for combat.
init: 1d20 + 14 ⇒ (6) + 14 = 20
Xakroo the Arrow Shooter |
Xakroo readies his arrow, and Zarvak bares her fangs at the gug.
Xakroo initiative: 1d20 + 23 ⇒ (20) + 23 = 43
Zarvak initiative: 1d20 + 14 ⇒ (15) + 14 = 29
Petrahk Jadetalon |
Petrahk Init: 1d20 + 8 ⇒ (1) + 8 = 9
Spellcraft: 1d20 + 19 ⇒ (15) + 19 = 34
K:Arcana: 1d20 + 19 ⇒ (20) + 19 = 39
Diplomacy(If available as option): 1d20 + 17 ⇒ (8) + 17 = 25
Petrahk will at least make an effort to be diplomatic with Snarling Gug.
In Undercommon"Hello! Not Food. No Fight! Why here?" Petrahk is guessing at language out of the languages she has which one might be of best use.
GM Redelia |
"Must fight, so you die!"
bad guy init: 1d20 + 3 ⇒ (9) + 3 = 12
The circle is set up to summon something very bad, and could be activated by blood being spilled beyond a trivial amount.
Yvra, Kwiazy, Xakroo, and Velvunk are up. Petrahk, though not up, is able to share conclusions about summoning circle.
Kwiazy |
"Hmm.. probably doesn't matter if it's our blood or gug blood to activate the circle... Hey, magic people... what happens if the circle gets messed up instead of blood on it?"
Xakroo the Arrow Shooter |
Xakroo unleashes arrows towards the gug
Arrow 1 Attack: 1d20 + 23 ⇒ (19) + 23 = 42
Arrow 2 Attack: 1d20 + 23 ⇒ (5) + 23 = 28
Arrow 1 Damage: 1d6 + 3 + 2d6 ⇒ (4) + 3 + (3, 6) = 16
Arrow 2 Damage: 1d6 + 3 + 2d6 ⇒ (5) + 3 + (6, 1) = 15
the 2d6 is due to the arrows having the holy component. if the creature isn't evil ignore the additional damage
Kwiazy |
Kwiazy charges toward the gug as if to attack it, but instead follows Petrahk's directions and uses his blade and/or boots to scrath/rub out the line that will make the circle work.
he's a goblin, and he's not proud... if it requires liquid to make the process of rubbing out work, he'll pee on it, too ...(having to 'draw' his canteen takes more time than just peeing on it)
Yvra Brunhasson |
Yvra's nictitating membrane blinks with surprise as Petrahk calls out how to disrupt the summoning circle even before Yvra can--and then sees Kwiazy act on it not three seconds later.
This is an...unusual group I've stumbled in with. I must be sure not to underestimate them.
Yvra slaps a razorwire trap and a flashbang onto one of his custom crossbow bolts and fires it at the gug.
Knowledge: 1d20 + 31 ⇒ (9) + 31 = 40
Crossbow, scouted: 1d20 + 23 + 4 ⇒ (14) + 23 + 4 = 41
Damage (bolt, razorwire(slashing): 2d8 + 8d6 ⇒ (1, 5) + (5, 4, 3, 5, 1, 4, 3, 1) = 32
DC 25 Reflex or knocked prone.
DC 25 Fort or blinded & deafened for 1d4 + 1 ⇒ (1) + 1 = 2 rounds.
GM Redelia |
reflex roll: 1d20 ⇒ 4
fort roll: 1d20 ⇒ 8
prone, blinded and deafened for two rounds, down 63 HP, and with the summoning stopped, there is absolutely no question you guys won't even take any damage, so I'm calling the fight there.
The gug had the following items:
scroll of giant form I, scroll of greater dispel magic, scroll of mass cure moderate wounds, scrolls of summon monster VII (3),ring of
spell knowledge (currently contains comprehend languages), robe of scintillating colors, ruby-and-gold unholy symbol of Nyarlathotep
GM Redelia |
You move on to the next area.
Jagged, red-inked script covers the walls of this stone mausoleum. A snaking cavern enters through crumbled walls to the south, while a passage leads out to the west. A small, strangely organic-looking pillar stands to the north, supporting a gruesome stack of finely preserved human faces.
please move your map tokens forward, too, team.
Compensates for nothing! |
Oi, Unspellable horror that is super unfriendly to acolythe readers like Cani! In the name of Apsu, prettyness and justice, I maek Smash of you! After performing squat dance of great glorytorious victoritory becuase leage of super friends made great smesh without me doing anything!
Cani engages in a celebratory squat dance around the Gug leader.
perform dance: 1d20 + 4 ⇒ (7) + 4 = 11
Before making an airflip and smashing Nylar-Icantbebotheretowritethat-hoteps unholy symbol with his earth breakers.
God you are not
you ugly sot
Apsu does smash you
smoking good pot
Kwiazy |
"Hey, is this one of the missing legs we're looking for?"
Velvunk |
please move your map tokens forward, too, team.
where should we be on the map?
"Good work Nufriends! Gugs no match for Cani and Nufriends!"
Compensates for nothing! |
Cani not do anything! Other then enthusiastic victory dance because Friendz be stronk, quick and smart-smart!
Maybe we can attach leg back to statue? Also, Cani wonders where human faces be coming from, isnt this dwarf town?
Maybe ask them, so we can make know how they want be buried?
Yvra Brunhasson |
"Indeed that is his leg. Well done. We just need to find one more to revive him. Shall we continue?"
Using his flying apparatus, Yvra glides forward quietly, peeking around the next corner.
Stealth: 1d20 + 31 ⇒ (20) + 31 = 51
Perception: 1d20 + 30 ⇒ (7) + 30 = 37
Kwiazy |
Kwiazy follows the flyers stealthily, or as much stealthy as he can... weapon out and ready, just in case.
Compensates for nothing! |
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Cani puts a hand before his eyes.
Hehe, If Cani not see Evil-beingz, Evil-Beingz not see him! Is effective because Evil-Beingz otherwise definitly see Cani, on account of Cani shouting "Die evil beingz!"
stealth: 1d20 + 9 ⇒ (5) + 9 = 14
He follows about 30 feet behind the lead scout.
Kwiazy |
LMFAO, Cani. Good one!
GM Redelia |
The leg is indeed part of what is missing from the statue. You are able to fit it back into place, but still need at least one more piece.
Nothing sees you, when you get as far as the map shows you to be. I've drawn a box around the room where you are now, where you found a leg. You need to move your tokens there, and then we can talk about what you see through the door out of the room.
Kwiazy |
I moved myself into the room on the map, but not where I want to actually be IN the room - I can't select my token anymore because when I try, it just selects the box around the room, so hopefully we will have a chance to sort ourselves out in the room after everyone is there and the box can be removed, thx
Yvra Brunhasson |
Kwiazy, when that happens it's because the Google Presentation (that we're using for maps) sees the square as "on top of" your piece. I left the orange square just where it was, visually, but used the Arrange option to move it "backward" on the pile of overlapping images. (I also put a screenshot of how to do so on the third page of GM Red's map presentation.) You should be able to move yourself again.
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GM Redelia: Yvra's in the right spot now. My intent was to glide forward into the room (assuming my Per roll didn't detect anything) and then to stay close to the Southern wall, while pivoting to look North.
Kwiazy |
thanks, Red
Kwiazy moves to the diagonal north wall and peers around to looks up the hallway for any threats...
Compensates for nothing! |
Inner Trialouge, nothing of this is said out loud.
Dear Cani, perhaps we find out of being perpetually stoned because of holy Apsu weed protects you against being stoned from other sources? The melodic voice speaks in his head.
Huh? Clearly, Apsu-weed be bestest way of getting stoned! Cani answers
I kind of agree The voice confirms
TO BE HONEST, LADY IN SHADOWS, THE FORT SAVES OF MY FAVORITE KOBOLD THAT DUAL WIELDS EARTHBREAKERS ARE PRETTY DAMN HIGH, MYTHIC WEED OR NOT Cani hears the voice of Apsu!
Cani be Apsus most favorite Kobold? Cani Asks enthusiastically
Dear Cani, how many other Kobolds you know dual wield earthbreakers? The melodic voice interjects
Well, if Multiverse be infinite, therefor number of worlds are infinite, therefor number of Kobolds are infinite, therfore number of Kobolds who dual wield earthbreakers are also infinite, because part of infinity be infinity still? Can derives a matheamtical theorem.
Apsu, did you teach him higher order mathematics while he was stoned? The melodic voice asks
HE WAS STONED? YOU MEAN WE WERE STONED! Apsu makes a statement.
Kwiazy |
Okay, that was hilarious!
GM Redelia |
The room contains very little of interest other than the petrified leg. Scribbled on the wall are notes about a summoning ritual, and also notes that appear to be aids to translate between dwarven and undercommon.
Moving forward, you find yourselves in a hallway.
Cani: 1d20 + 1 ⇒ (11) + 1 = 12
Velvunk: 1d20 + 12 ⇒ (14) + 12 = 26
perc Kwiazy: 1d20 + 18 ⇒ (17) + 18 = 35
Xakroo: 1d20 + 17 ⇒ (7) + 17 = 24
Zarvak: 1d20 + 8 ⇒ (7) + 8 = 15
Yvra: 1d20 + 24 ⇒ (9) + 24 = 33
Petrak: 1d20 + 15 ⇒ (14) + 15 = 29
Kwiazy and Yvra notice a trap! If you walk into the trapped area, you will be attacked by blades.
Yvra Brunhasson |
Yvra holds up a finger to warn the team, and then lands next to the edge of the mechanism, looking for a way to safely disable it...perhaps even taking control of it's trigger mechanism.
Disable device: 1d20 + 28 ⇒ (6) + 28 = 34
As he does, he wonders to himself if this trap was set by dwarven trapmasters, or someone else.
K. Engineering: 1d20 + 25 ⇒ (1) + 25 = 26+5 to understand or repair mechanical devices; OR if more fitting, use +32 from Craft(traps)
GM Redelia |
Yvra disables the trap, and your team is able to safely explore the hallway. You find it blocked with rubble on both ends. In between, you find a closed door and another chamber. Which would you like to explore first?
The trap appears to be one made by dwarves centuries ago, Yvra. It was probably one of the original defenses of this vault.