| GM Mervikoth |
touch AC: 1d20 + 4 ⇒ (16) + 4 = 201d6 ⇒ 6
The shadow touches Mud, hoping to kill him and his tiny strength score. Sorry everyone, I got confused as to whose turn it was. Turns out it was mine! Mud has 4 Str now.
Achahut clobbers the shadow into oblivion.
1600 XP
The murals are written in Druidic. Ood can read them, and they detail the history of the Sky Tempest Temple. Exiled from the Sodden Lands to the far north, the Storm Kindlers emigrated to the region and began their first storm callings. Eventually they discovered a ritual before being betrayed by Chitauli and his cult following the elemental lords of Hshursha and Kalizandri.
The stairwell descends below. You hear the rushing sound of water.
| Kargold "Stonewall"Steelpounder |
Stonewall puts his flail back on his belt and gathers his axe. As the others look around, he checks his axe for nicks and dings, but can’t find any. He marvels at the adamantine blade as Ood and Alset scour the frescos for significance. As they finish, he heft’s his shield and says, [/b]”Onward boys!”[/b],takes his place at the head of the group, and leads the way down the stairs toward the roaring water. Stonewall glances toward the new ring on his finger for reassurance.
| GM Mervikoth |
Hot, moist air and the roar of falling water fill this room. The descending stairs end at a twenty foot long hallway, which expands briefly before abruptly opening onto a huge chamber. Torches on the western and eastern walls illuminate the area.
The edge of this corridor falls down twenty feet to a swirling lake that stretches out fifteen feet before coming to a wall of churning storm clouds rising up to the chamber's ceiling. A wedge-shaped plinth (N2) hovers twenty feet above the swirling waters at your feet, supported by some unseen force and lashed to iron rings in the wall with sturdy-but-damp ropes.
Welcome... to the Storm Engine!
Knowledge arcana to know what spells are keeping the plinth afloat, the barrier in the center, the storms, etc.
| Kargold "Stonewall"Steelpounder |
Stonewall wracks his brain trying to think of what spells would be causing all this.
Knowledge Arcana: 1d20 + 4 ⇒ (7) + 4 = 11
Probably nothin’
| GM Mervikoth |
The platform is obviously floating due to a permanent levitate spell effect. There is a sail below the platform that catches the wind that circles the chamber counter-clockwise. You could easily detach the ropes and the plinth would float around the circle above the water, albeit slowly.
The barrier in the center is a wall of force spell, and will deal electricity and cold damage to anyone that touches it.
| Kargold "Stonewall"Steelpounder |
"Don't be touching that barrier in the middle. Looks like some kind of wall of force that hurts you when you touch it. Sounds like something is being protected there in the middle. If we unhook this platform, it should circle around to those other halls. Lets do some more exploring and see if we can figure out whats going on here."
Stonewall moves to unlatch the platform, eyeing the water below with unease.
| GM Mervikoth |
I don't know directions. It moves clockwise, not counter.
The party moves onto the floating plinth, the weight rocking beneath
each step you like a ship at sea. After Stonewall unlatches the ropes, the plinth slowly moves over the waters beneath you toward the east. In what feels like forever (but is less than a minute) the plinth eventually stops before the first opening. It seems the sail beneath is designed to turn when reaching an entrance, and will wait for 2 rounds before continuing on if not latched. There are two hooks to tie the rope to attached to the stone wall.
The churning waters and whirling lightning continue to circle below and beside you. A frigid wind blows through the tunnel you now stand in front of, gusting snow and mist into the central vortex. Thick sheets of frost line the floor and walls of this chamber. On the eastern wall is a statue of a sinewy woman wrapped in flowing shawls, and another of a draconic creature with gills.
| GM Mervikoth |
"Thanks, Alset," Mud says. "I'm so weak already I didn't even notice."
Or the DM forgot he was Str drained...
Restoration: 1d4 ⇒ 4
| Ood Ironforged |
Ood moves deftly trying not to disturb the plinth's balance as he moves acrobatics: 1d20 + 10 ⇒ (7) + 10 = 17 in effort to tie the rope securing the plinth and examines the statues for any historical significance.
kn:history: 1d20 + 8 ⇒ (12) + 8 = 20
Ood shares what knowledge he has.
| Kargold "Stonewall"Steelpounder |
Stonewall shivers at the stiff wind and squints as he looks down the hall that has been brought to view. "Why can't we go somewhere that is nice and temperate? The constant rain, this driving cold, I'm tired of it." He braces his shield in front of him to break the wind and starts down the hallway, clanking with every movement. The chilly conditions pique his interest and he wracks his brain to remember what could be causing this dismal domain.
Knowledge Arcana: 1d20 + 4 ⇒ (6) + 4 = 10
| GM Mervikoth |
Tying the ropes is no issue for Ood. He even walks across the ice path with composed balance. As the others walk across the icy floor, your feet slip and you have to walk slowly to keep your balance. Acrobatics DC 15 to move more than half your speed. You're not in combat right now so there's no check required.
The statues, Alset determines, are of Hshursha and Kalizandri, the two elemental lords of air and water.
Nothing is magical about the room. The hallway continues in its frozen slickness to the east.
"Do we smash these statues, Al?" Achahut asks. "If not let's march on ahead."
| GM Mervikoth |
No evil is in this room.
In N4, thick sheets of ice cover the walls and floor here, formed by the bone-chilling cold that suffuses the room. Two wooden benches stand opposite each other here. Bas-reliefs carved into the ice layer depict a myriad of humans worshiping a vast dragonlike creature while others show devotees venerating a raging cyclone. These two are obviously the same gods carved into the statues in the previous room.
The cold is biting, cutting through your thin layers of jungle-ready clothes. Fort save DC 15+1 per 10 minutes, checks every 10 minutes. It's probably 4:00 in the afternoon, I haven't checked the time in a while though.
Achahut: 1d20 + 8 ⇒ (17) + 8 = 25
Alset: 1d20 + 8 ⇒ (2) + 8 = 10
Ood: 1d20 + 7 ⇒ (10) + 7 = 17
Stonewall: 1d20 + 8 ⇒ (6) + 8 = 14
Mud: 1d20 + 4 ⇒ (1) + 4 = 5
Alset feels the chill, numbing cold in his toes, and Stonewall and Mud are in too much cold-infused metal to avoid the worst of it.
Nonlethal Alset: 1d6 ⇒ 3
Nonlethal Stonewall: 1d6 ⇒ 5
Nonlethal Mud: 1d6 ⇒ 4
This damage is nonlethal. The check will occur again in 10 minutes.
Mud's teeth chattering, wrapping a blanket around him, he says, "I-I-I-I-I'm s-s-s-s-s-so c-c-c-c-c-c-c-cold."
He reaches out a hand and casts endure elements on himself. He looks around, warm and happy, and says, "I forgot I can cast spells now! Oh, wait, did one of you want that? I... can only cast it once per day..."
| Alset Kirk |
Alset gets a +4 bonus to saving throws against cold from the Endurance feat. Still not enough to help this round, but the next! We'll see.
"Why don't we smash and burn this place? I've got some Alchemical fire to help light those benches."
Alset tosses a flask of alchemist's fire at the benches.
| Ood Ironforged |
Ood note's the cold with interest, but calms his breathing and does not seem effected for the time being.
"Maybe we should look down that hall to the north before we set this room alight."
| GM Mervikoth |
Alchemist's Fire: 1d20 + 8 ⇒ (2) + 8 = 101d6 ⇒ 2
Alset lobs the bomb at the bench, burning a few slats on the seat clean through.
| Kargold "Stonewall"Steelpounder |
Stonewall's shivers escalate but he looks askance at Alset when he throws the Alchemist's Fire. "Letssss justtt get this ovvvver with and get sommmmewhere warm."
| GM Mervikoth |
The hall expands into a larger chamber, curving out until it's thirty feet long and thirty feet wide. A cage of icy shafts encloses a floating, crystalline orb three feet above the stone floor. Two rime-coated statues flank the hallway leading north.
The icy chill of the room is emanating from the orb, which also gives off strong conjuration aura.
| Kargold "Stonewall"Steelpounder |
Thanks for the arcane sight info!
Knowledge Arcana: 1d20 + 4 ⇒ (12) + 4 = 16
"Looks like that might be powering the storms! Does anyone here good with using magical items (Use Magic Device trained, I don't think anyone is)? If not, we may just have to try smashing it."
Stonewall readies his axe and prepares to take a swing at the orb.
| Kargold "Stonewall"Steelpounder |
”Ah, good idea, I’ll just clear away some of this ice so we have a good shot at it.”. Instead of attacking the orb directly, Stonewall clears away the icy cage around it.
| GM Mervikoth |
Stonewall puts his hands on the cage, the cold bars feeling solid, and he cannot break them by hand. As his mighty arms are unable to pull the bars apart, he tries smashing it with his flail.
Flail: 2d6 + 5 ⇒ (2, 6) + 5 = 13
The ice shatters, and the storm seed is now free and floating.
As Stonewall said, it's a Use Magic Device DC 20 to deactivate. Or, you could smash it.
Mud, fanning himself and holding a lemonade, says, "I cannot diffuse any kind of magical device. Can you hand me some of that ice?" He rattles his glass.
| Alset Kirk |
"Looks like that might be powering the storms! Does anyone here good with using magical items (Use Magic Device trained, I don't think anyone is)? If not, we may just have to try smashing it."Stonewall readies his axe and prepares to take a swing at the orb.
"I have some skill with magic devices."
Alset has +4 Use Magic Device.
"Here goes." Alset studies the device and attempts to deactivate it.
UMD: 1d20 + 4 ⇒ (11) + 4 = 15
Alset pulls out his masterwork adamantine morningstar and goes to work.
Attack | Morningstar: 1d20 + 9 ⇒ (8) + 9 = 17
| GM Mervikoth |
Alset's first attempt fails. But with a holy whack, the storm seed bursts, releasing a gush of elemental energy.
Electric: 5d6 ⇒ (1, 6, 1, 6, 2) = 16
Alset, Stonewall, and Mud were all within 10' of the storm seed when it exploded, and they each take 16 electric damage (no save). Mud has 7 HP w/ 4 nonlethal (so 3, basically) remaining.
After the seed explodes, you feel the cold energy suffusing the room dissipate. The biting cold still lingers, but the howling wind has died down. Down the hall behind you, however, the vortex still swirls in the center of the Storm Engine.
Crick. Crack. Snap.
The two statue that had been silent and still before break their joints free of the rime, stretching their jaws, wings, and finned claws.
Achahut: 1d20 + 5 ⇒ (2) + 5 = 7
Alset: 1d20 + 4 ⇒ (8) + 4 = 12
Ood: 1d20 + 1 ⇒ (12) + 1 = 13
Stonewall: 1d20 + 1 ⇒ (7) + 1 = 8
Mud: 1d20 + 6 ⇒ (2) + 6 = 8
Kapoacinth: 1d20 + 4 ⇒ (6) + 4 = 10
Round 1; AC 16, HP 42/42
Icy surfaces: Acrobatics DC 15 to move more than 1/2 your speed. If fail, fall prone.
Ood and Alset are up. Don't forget about your nonlethal damage from the cold earlier.
| Alset Kirk |
Round 1 | HP 27/43 | Arrows 17/40 | Lay on Hands 3/5
As Alset releases an arrow at the closest gargoyle when it comes into view, he checks his knowledge base for info on the rather icy creatures.
Attack | Bow: 1d20 + 12 ⇒ (4) + 12 = 16
Knowledge | Nature: 1d20 + 2 ⇒ (1) + 2 = 3
Alset knows nothing.
| GM Mervikoth |
Ties go to the party, Alset. 16 hits.
| Kargold "Stonewall"Steelpounder |
I confess to doing some extra curricular reading on Kapoacinths and i realized they are monstrous humanoid. Would that be common knowledge? Because Alset has monstrous humanoid bane arrows.
| Ood Ironforged |
Ood moves toward the nearest statue and punches mightily.
punch: 1d20 + 11 ⇒ (10) + 11 = 211d10 + 5 ⇒ (10) + 5 = 15
The blow seems to land with a solid thunk.
| GM Mervikoth |
It's unclear in the rules if your character would know what knowledge check to "think" about. So I would say you would know what kind of monster it is, unless it is specifically trying to hide that information.
Assuming Alset nocks a Monstrous Humanoid Bane arrow, he does his roll of 9, +2 from the arrow and ...
Bane bonus: 2d6 ⇒ (3, 3) = 6
for a total of 17 damage to the kapoacinth.
Alset's magic bow and arrows pierce through the icy stoneflesh of the aquatic gargoyle. Ood shifts and deals a solid blow as well, his ki-powered fists hitting with full force.
The kapoacinth on the right attacks Ood, while the left one shifts to Achahut and attacks with full force.
2 claws, bite, gore: 1d20 + 7 ⇒ (16) + 7 = 231d20 + 7 ⇒ (5) + 7 = 121d20 + 7 ⇒ (6) + 7 = 131d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d6 + 2 ⇒ (3) + 2 = 51d4 + 2 ⇒ (2) + 2 = 4
2 claws, bite, gore: 1d20 + 7 ⇒ (13) + 7 = 201d20 + 7 ⇒ (1) + 7 = 81d20 + 7 ⇒ (15) + 7 = 221d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d6 + 2 ⇒ (5) + 2 = 71d4 + 2 ⇒ (3) + 2 = 5
Ood takes 9 damage, Achahut takes 12.
Round 2, HP 10/42 (Right), 42/42 (left), AC 16
Mud does his thing.
Party is up.
| Alset Kirk |
Round 2 | HP 27/43 | Arrows 17/40 | Mon. Bane Arrows 10/10 | Lay on Hands 3/5
Alset sensing the end of the right-most gargoyle let's fly another of his Monstrous Bane arrows.
Attack | Bow: 1d10 + 12 + 2 + 1 + 1 ⇒ (3) + 12 + 2 + 1 + 1 = 19
Damage | MB Arrow: 1d8 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Bane Bonus: 2d6 ⇒ (5, 1) = 6
The right gargoyle is finished as the arrow splits his skull in two.
Thanks Mr. Stony
| Kargold "Stonewall"Steelpounder |
No problem Alset! Got to use those specialty magic items when you can! Also did mud target one of them with his additional +1?
Round 2 | HP 27/43 (5 non lethal) | +1 CMD | +2 Attack/AC on AoOs
Stonewall recoils from the explosion of electrical energy emanating from the broken shards of the storm sees. The attack by the ice encrusted gargoyles comes as a complete shock but he whirls on them and closes on the remaining creature to make himself as big a target as possible. He swings his giant axe (non magic) in an overhead chop at the gargoyle.
Attack (Dwarven Waraxe): 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
Damage: 2d8 + 4 + 1 ⇒ (5, 2) + 4 + 1 = 12
Ready for a vicious head wound, Stonewall feels an unexpected resistance from the skin of the Kapoacinth and the resultant injury is only a small scratch.
| Ood Ironforged |
round 2
HP 33/42
Ood closes with the remaining gargoyle and lets loose a kick
kick: 1d20 + 11 + 1 ⇒ (17) + 11 + 1 = 291d10 + 5 + 1 ⇒ (2) + 5 + 1 = 8
| Achahut the Reborn |
Round 2
HP: 58/58
Status: -2 St
Achahut takes a 5-foot step towards the monster to get into range and swings her greatsword.
+1 Adamantine Greatsword Attack: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 2d6 + 15 ⇒ (5, 3) + 15 = 23
Then she screams in its face, hoping to intimidate it.
Immediate Action Intimidate: 1d20 + 15 ⇒ (6) + 15 = 21
| GM Mervikoth |
Yes, so his attack hits.
The kapoacinth is frightened by Achahut's scream. -2 to attack, saving throws. He claws at this new and horrifying enemy.
2 claws, bite, gore: 1d20 + 7 - 2 ⇒ (2) + 7 - 2 = 71d20 + 7 - 2 ⇒ (1) + 7 - 2 = 61d20 + 7 - 2 ⇒ (2) + 7 - 2 = 71d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16
"What a scaredy cat," Mud says.
Round 3, HP 8/42, AC 16, DR 10/magic
Everyone is up.
| Alset Kirk |
Round 3 | HP 27/43 | Arrows 17/40 | Mon. Bane Arrows 9/10 | Lay on Hands 3/5
Alset senses the demise of the gargoyle and continues with another normal arrow at the remaining kapoacinth.
Attack | Bow: 1d20 + 12 + 1 + 1 ⇒ (12) + 12 + 1 + 1 = 26
Damage | Arrow: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8
| Achahut the Reborn |
Round 3
HP: 58/58
Status: Str -2
After the creature's attack does nothing, Achahut displays her teeth to the rock creature in a grin.
+1 Adamantine Greatsword Attack: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28
Damage: 2d6 + 15 ⇒ (5, 2) + 15 = 22
With a shout, she stabs as though trying to use her sword to pin it to the wall.