| Marnir Saltvig |
"Looks like someone really wanted to get in here," Marnir muses, looking over the devastated courtyard. "This place looks like a good place to start," he adds, walking over to a door on his left.
The door to B15 is nearest, so we may as well start there.
| GM_DBH |
B15. Garrison Barracks.
Dozens of broken cots and torn blankets litter this room. The ceiling rises fifteen feet overhead and a set of stairs climbs the eastern wall. Two exits lead north and west.
There is nothing left of any value in this room, nor anything that might give you any information.
There stairs lead up to B24, map has been updated.
Where now?
| Marnir Saltvig |
Marnir looks around the room, which is obviously an old barracks or dormitory. "Wonder what's up there?" he whispers quietly, pointing at the stairs. "Jane - want to check it out?"
| Niobe Aptos |
"Given the giant cyclopean statues, I'm going to guess that those boulders were thrown, not propelled by siege engines," says Niobe.
"With a couple days I can probably repair a lot of this damage. I don't know much about engineering, though. All I can really do is get the stones and wood smoothed out and straight. Functional, but nothing breathtaking."
| Markizio Voralius |
Not feeling too bad after being poisoned thanks guys :), the magus kept his blade out and watched for the return of the phase spider.
He quipped, "After our battle, I guess it's pretty safe to assume that we won't be sneaking up on anyone.."
he asked, "Would it not make sense to announce our presence and see if anyone's home?"
-----------------------
HP 83/85
AC 22, touch 13, flat-footed 20
Conditions: -1 CON
Melee (+1 keen falcata): +10/+5 = +1(magical) +6(base) +3(STR)
Melee Damage (+1 keen falcata): 1d8+4 = +1(weapon) +3 (str), 17-20, x3
+2 dam if arcane strike, -2/+4 if 1H power attack
7/8 arcane pool
Spell used: shocking grasp x2
| Louisiana Jane |
Heal: 1d20 + 1 ⇒ (1) + 1 = 2
Heal: 1d20 + 1 ⇒ (1) + 1 = 2
Heal: 1d20 + 1 ⇒ (17) + 1 = 18
Jane is only able to get a sac out of one of the spires. [b]"Man... that was harder than i though.
| Kungrusdak Nosvunkuk |
"Given the giant cyclopean statues, I'm going to guess that those boulders were thrown, not propelled by siege engines," says Niobe.
"Wait." Kungs head tilts at a half-cocked angle as he processes this. "Kung thought cyclopses all dead. Gone. Niobe think cyclops did this?" Statues. She say statues. "Niobe think statues do this. Okay. Make more sense."
Wait; does it?
| GM_DBH |
B24- Planning Room.
The upper story of the barracks served as a planning area for the leaders of the colony's militia. It also has a commanding view of the inner courtyard (area B1). Stairs to the east lead down to area B15.
B25. Storeroom.
The Chelish garrison stored a variety of goods in this chamber, including a cast-iron washtub used for laundry and bathing.
B26. Armory
A solid iron door blocks the way to this room. It is locked.
What now?
| Kungrusdak Nosvunkuk |
Kung leans up against the iron door upstairs, ear to the metal so that he can hear how it stresses and groans as he shifts his weight in the lean. He's clearly testing it for a powerful thrust with his shoulder, should it need to be knocked down.
There's a definite gleam of eagerness in his eye.
He looks at Jane, though. "You want try first?"
| Marnir Saltvig |
While Kung and Jane debate who's going to get the iron door open, Marnir looks out of the windows overlooking the courtyard, trying to spy any signs of life in the fort.
Perception: 1d20 + 19 ⇒ (18) + 19 = 37
| Louisiana Jane |
Jane looks at the lock. ”That should be easy.”
Disable device: 1d20 + 16 ⇒ (2) + 16 = 18
Having her first pick break in the door, Jane tries one more time.
Take 10.... 26
| GM_DBH |
A solid iron door opens into this dark, windowless storeroom.
Wooden racks line every wall, some still holding several weapons.
Most of the weapons are of normal quality, but the armory also holds the following masterwork weapons:
Light crossbow,
Cutlass,
Rapier,
Short sword,
Trident.
That's everything in this building, where to now?
| Marnir Saltvig |
"Well that was dull," says Marnir as the group moves back outside. "Let's hope there's something more interesting in here," he hopes, moving towards the next building.
Going into B13 via the door opposite the door to B15.
| Marnir Saltvig |
"Which is nice," Marnir agrees, "though it's sad that that's a positive thing for our explorations so far."
| Kungrusdak Nosvunkuk |
"This be new home. We need find way to make good enough for big dinner. Jane, after we make it safe, can you lead Drake crew in ren... renno... renovolo... fixing it up?"
He laughs as he concluded. "Kung help with heavy lifting!"
| Louisiana Jane |
Jane will be following. Loaded crossbow ready to shoot.
| GM_DBH |
B13. Garrison.
Doors lead from this room in four directions. The ceilings rafters rise fifteen feet overhead and a narrow set of stairs by the north wall leads underground.
Stealth: 1d20 + 19 ⇒ (15) + 19 = 34
Perception Jane: 1d20 + 10 ⇒ (15) + 10 = 25
Perception Niobe: 1d20 + 18 ⇒ (2) + 18 = 20
Perception Kung: 1d20 + 12 ⇒ (13) + 12 = 25
Perception Markizio: 1d20 + 10 ⇒ (17) + 10 = 27
Perception Marnir: 1d20 + 17 ⇒ (5) + 17 = 22
The room is quiet as you enter, looking around you see nothing of worth. As you look around though something bizarre drifts through a wall and attacks you!
Will save Jane: 1d20 + 8 ⇒ (5) + 8 = 13
Will save Niobe: 1d20 + 12 ⇒ (16) + 12 = 28
Will save Kung: 1d20 + 6 ⇒ (6) + 6 = 12
Will save Markizio: 1d20 + 9 ⇒ (6) + 9 = 15
Will save Marnir + 4: 1d20 + 11 + 4 ⇒ (16) + 11 + 4 = 31
A wave of fear washes over the party. Marnir & Niobe ignore the spell. Kung, Jane & Markizio all fail and become Panicked. Dropping what they hold and fleeing.
Animate Dream.
NE Medium outsider (extraplanar, incorporeal)
Init +4; Senses darkvision 60 ft.; Perception +17
Defense AC 20, touch 20, flat-footed 15 (+5 deflection, +4 Dex, +1 dodge)
hp 90 (12d10+24)
Fort +10, Ref +8, Will +12
Defensive Abilities incorporeal; SR 19
Offense
Speed fly 40 ft. (perfect)
Melee incorporeal touch +16 (6d8 negative energy plus nightmare curse)
Spell-Like Abilities (CL 12th; concentration +17)
3/day—deep slumber (DC 18), dimension door, nightmare (DC 20)
1/day—confusion (DC 19), fear (DC 19), phantasmal killer (DC 19)
Statistics
Str —, Dex 18, Con 15, Int 10, Wis 15, Cha 21
Base Atk +12; CMB +16; CMD 32
Feats Blind-Fight, Combat Casting, Dodge, Flyby Attack, Iron
Will, Mobility
Skills Bluff +20, Fly +12, Intimidate +20, Knowledge (planes) +15,
Perception +17, Sense Motive +17, Stealth +19
Languages telepathy 100 ft.
Ecology
Environment any (Ethereal Plane)
Organization solitary
Treasure none
Special Abilities
Nightmare Curse (Ex) An animate dream’s touch puts
horrifying visions in the target’s mind. Curse—
incorporeal touch; save Fortitude DC 21; frequency 1/day;
effect 1d4 Wisdom drain and target is fatigued; cure 3
consecutive saves or dispel evil, dream, or remove curse.
The Party may now act. :)
| Marnir Saltvig |
The room seems as empty and dull as the last few when a strange floating thing appears through the wall. Marnir feels a shiver as a spell washes harmlessly over him but then is startled by the clang of swords hitting the floor. "Well, s&$~," he mutters, hefting his axe and stepping towards the bizarre creature, his Ulfen warchant echoing through the room.
Savage Intuition allows me to start inspired rage without an action, Swift Action to use Arcane Strike, Move Action to move 10ft, Standard Action to attack the weird thing.
Axe attack: 1d20 + 15 ⇒ (2) + 15 = 17
Damage: 1d8 + 20 ⇒ (1) + 20 = 21
HP 93/(93)75
AC 22, touch 13, flat-footed 22 (+8 armour, +1 deflection, +2 Dex, +1 dodge, +1 natural armour, -1 inspired rage)
Speed: 30 ft
Fort: +15, Ref: +9, Will: +14 (+4 vs fear) (+2 heroism, +2 Fort & +3 Will inspired rage)
Conditions: heroism, see invisibility, inspired rage, fast healing 4
Melee attack (+1 furious battleaxe): +15/+10 (+6 BAB, +4 Str, +1 nhancement, +2 heroism, -2 Power Attack, +2 inspired rage, +2 furious)
Melee Damage (+1 furious battleaxe): d8+20 (+6 Str, +1 enhancement, +2 Arcane Strike, +6 Power Attack, +3 inspired rage, +2 furious)
17/22 rds raging song remaining
| Niobe Aptos |
"Not good! What, what? Guys, where are you going?" says Niobe, craning her neck around to watch as her shipmates flee in terror.
"Cap'n, we should retreat, meet up with our team, not risk this by ourselves!" she suggests.
DM, you said it "drifts through a wall," does this appear incorporeal?
| Kungrusdak Nosvunkuk |
"Gyaaaaaaaaaaa!" Kung flees.
| Markizio Voralius |
Seeing Kung run was not an every day sight. In fact, Markizio didn't think the big man capable of running.
But then something settled in his own heart and he knew that he needed to follow Kung.
The magus dropped his falcata and sped after his companion, "Wait for me..."
| Louisiana Jane |
Jane runs away, data is holding on tight.
knowledge Planes: 1d20 + 8 ⇒ (20) + 8 = 28
Jane will log this information and relay it when she’s not scared.
| GM_DBH |
Marnir's strike misses the indistinct creature, it drifts backwards and casts another spell at him.
Will save Marnir + 4: 1d20 + 11 + 4 ⇒ (2) + 11 + 4 = 17
Fortitude save Marnir: 1d20 + 11 ⇒ (19) + 11 = 30
Damage: 3d6 ⇒ (1, 5, 2) = 8
Having seen this before Marnir shrugs off the attack of the Phantasmal killer.
Son of a b*%&~! That's the 2nd time you've done this.
What are you doing now?
| Marnir Saltvig |
The not-unfamiliar sensation of an otherworldly presence in Marnir's mind is unpleasant, but less so than the images it conjures - the deaths of his friends, the loss of his crew, and the destruction of the Drake. He knows these thoughts aren't his, knows they're an attack, and fights them off with all his strength.
"Gaargh! he shouts, pushing out the alien presence with all his might. He barely hears Niobe's suggestion but something registers in his mind - it's only the two of them left. Marnir steps backwards cautiously before speeding away from the floating creature, hoping Niobe will follow her own recommendation.
I'll stop inspired rage. Move Action to move 30ft away through the door, Standard Action to ready to hit that thing should it reappear.
HP 68/75
AC 23, touch 14, flat-footed 23 (+8 armour, +1 deflection, +2 Dex, +1 dodge, +1 natural armour)
Speed: 30 ft
Fort: +13, Ref: +9, Will: +13 (+4 vs fear) (+2 heroism)
Conditions: heroism, see invisibility
Melee attack (+1 furious battleaxe): +11/+6 (+6 BAB, +4 Str, +1 nhancement, +2 heroism, -2 Power Attack)
Melee Damage (+1 furious battleaxe): d8+15 (+6 Str, +1 enhancement, +2 Arcane Strike, +6 Power Attack)
17/22 rds raging song remaining
| Louisiana Jane |
How long will the panic last?
Jane moves into a new room and tries to find a place to hide.
perception: 1d20 + 10 ⇒ (12) + 10 = 22
| GM_DBH |
The Dream drifts to one side of the room and casts another spell.
Confusion
will save Marnir: 1d20 + 11 ⇒ (11) + 11 = 22
will save Niobe: 1d20 + 12 ⇒ (15) + 12 = 27 Ah poot!
Both Marnir & Nioble brush the attempted spell aside easily.
Those effected by Fear are fleeing for another 11 rounds. What are you doing now?
| Marnir Saltvig |
Yet again Marnir feels an assault on his mind, and yet again he brushes it off by force of will. "Let's get out of here," he calls to Niobe, moving out of the floaty creature's line of sight.
Move Action to move 30ft away, Standard Action to ready to hit that thing should it chase me.
| Marnir Saltvig |
"Agreed!" calls Marnir, ducking around the floaty-magic thing and following his crewmates out of the fort.
I'll withdraw as a Full Round Action following the path described by the arrow, which lets me avoid AoOs completely.
| Marnir Saltvig |
"What was that?" Marnir asks, his breath coming in deep gasps from the speedy retreat from the courtyard. "We need to be better prepared if we're going back in there."
| Markizio Voralius |
"My sword! Did I drop my sword?"
He shook his head, "We have to go back. That blade is priceless."
He added, "Once we know what that was, I can better prepare spells to counteract it."
He looked about, "We're not giving up, are we?"
| Kungrusdak Nosvunkuk |
"Kung no give up!" Kung exlaims to Markizio at the same time that he's accepting his sword back from Niobe. "Even if that most scary thing Kung ever see. Kung be stronger next time, won't be scared again."
| Louisiana Jane |
Jane climbs out of her hiding space. ”Is it gone?”
| Markizio Voralius |
Markizio was still pissed off about his blade, "Alright, that... thing no only has my blade but also is inhabiting our fort. So what do we know about it so we can get it out of here."
He quickly added, "Without my blade."
--------------
waiting on info...
| Kungrusdak Nosvunkuk |
Jane made the required Knowledge Planes roll, so you have that information to work with.
That must be this post
| GM_DBH |
That is correct. It's an Animate dream.
NE Medium outsider (extraplanar, incorporeal)
Init +4; Senses darkvision 60 ft.; Perception +17
Defense AC 20, touch 20, flat-footed 15 (+5 deflection, +4 Dex, +1 dodge)
hp 90 (12d10+24) Fort +10, Ref +8, Will +12
Defensive Abilities incorporeal; SR 19
Speed fly 40 ft. (perfect)
Melee incorporeal touch +16 (6d8 negative energy plus nightmare curse)
Spell-Like Abilities (CL 12th; concentration +17)
3/day—deep slumber (DC 18), dimension door, nightmare (DC 20)
1/day—confusion (DC 19), fear (DC 19), phantasmal killer (DC 19)
Statistics: Str —, Dex 18, Con 15, Int 10, Wis 15, Cha 21
Base Atk +12; CMB +16; CMD 32
Feats Blind-Fight, Combat Casting, Dodge, Flyby Attack, Iron
Will, Mobility
Skills Bluff +20, Fly +12, Intimidate +20, Knowledge (planes) +15,
Perception +17, Sense Motive +17, Stealth +19
Languages telepathy 100 ft.
Ecology
Environment any (Ethereal Plane)
Special Abilities
Nightmare Curse (Ex) An animate dream’s touch puts
horrifying visions in the target’s mind. Curse—
incorporeal touch; save Fortitude DC 21; frequency 1/day;
effect 1d4 Wisdom drain and target is fatigued; cure 3
consecutive saves or dispel evil, dream, or remove curse.
You are back together again, you can prepare to attack the creature before closing on it.
What are you doing now?
| Marnir Saltvig |
"I once saw one of the elders of my people perform a ritual that protected him and his jarl from evil spirits. It warded their minds against invasion and shielded their bodies against the spirits' blows. I can probably recall it if you give me a minute or so," Marnir states.
I can cast magic circle against evil using spell kenning, which will give us protection from mental control and possibly prevent the animate dream from getting within 10ft of whoever I cast it on. We'd all have to stick together though in the same 10ft radius area.