[Table Fez] ScorchedOne's Insane 5-6 Run (Inactive)

Game Master Nathan Hartshorn

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Drandle Dreng

Ambrus Valsin


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”Kyra” | Female NG Medium (Keleshite) Human Cleric of Sarenrae 7 | HP 59/59 | AC 19 (currently 20), T 11 (currently 12), FF 19 (currently 20) | CMD 18 (currently 19)| F +7 R +4 W +10 | Init +0 | Perc +4 | Speed 20ft | Channel positive energy 7/7 (DC17), Rebuke death 7/7, Wand 50/50 | Active Conditions: None.

Kyra Fort DC16: 1d20 + 7 ⇒ (14) + 7 = 21

Kyra luckily avoids the spores and continues to attack while the warriors get get themselves together.
+1 scimitar, bless: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12
slashing magic dmg: 1d6 + 3 ⇒ (2) + 3 = 5

Dark Archive

Module - Cradle of Night | Society - Glories of the Past | Campaign - Return of the Runelords

@Kyra, please remember to roll a DC 16 fort as well for the hallucination cloud.

Dark Archive

Male N/N Human Weather Druid/7| HP: 59/59| Init: +2 | AC/FF/T: 20/20/10 20/20/10 | CMD: 14 14 | F:8, R:4, W:14 | Diplo+3, HaAni+7, Heal+10, KnGeo+4, KnNat+10, Perc+16, SMot+7, Surv+18 | Speed 30 ft | Active Conditions: Longstrider (extended), Barkskin (extended)

DC 16 fort save: 1d20 + 8 ⇒ (12) + 8 = 20, +4 if resist nature's lure applies.

Deluge shakes his hand, still expecting the flame to appear. It does not. So, he is down to swinging with a stupid club, so he attacks defensively knowing full well that clubs on wood suck.

to hit, bless, defensive: 1d20 + 4 + 1 - 4 ⇒ (12) + 4 + 1 - 4 = 13
damage: 1d6 ⇒ 1

Indeed it connects, but it rebounds off the hard skin of the creature and sends painful shock waves up his arm.

"Dang it! I need to get a couple of scrolls so I can talk to things like this. Fighting them sucks."

AC temporarily 25.

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

Fort vs DC 16: 1d20 + 7 ⇒ (16) + 7 = 23

Wincing from his injury, Fethril withdraws a wand and fires a bolt of energy at the red-leafed plant.

Wand of MM: 1d4 + 1 ⇒ (3) + 1 = 4
CL Check?: 1d20 + 1 ⇒ (13) + 1 = 14 Not certain if I need it from the chamber I am in.


”Kyra” | Female NG Medium (Keleshite) Human Cleric of Sarenrae 7 | HP 59/59 | AC 19 (currently 20), T 11 (currently 12), FF 19 (currently 20) | CMD 18 (currently 19)| F +7 R +4 W +10 | Init +0 | Perc +4 | Speed 20ft | Channel positive energy 7/7 (DC17), Rebuke death 7/7, Wand 50/50 | Active Conditions: None.
GM Tealk wrote:
@Kyra, please remember to roll a DC 16 fort as well for the hallucination cloud.

I thought I saved successfully the round before?

Second Fort Save vs. Cloud: 1d20 + 7 ⇒ (10) + 7 = 17

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

@GM, can you double-check the effect? I have fought these things before and recall it being very much like Stinking Cloud.
If you fail the save, you are incapacitated for as long as you are in the cloud plus X more rounds.
If you make the save and stay in the cloud, you have to keep making saves.
But if you make the save and leave the cloud (or make the save and it is blown away) then you don't need to make more saves.

Fort Save: 1d20 + 8 ⇒ (2) + 8 = 10
I am definitely using my Folio reroll on that.
Fort Save: 1d20 + 8 ⇒ (9) + 8 = 17

Kavor Doan steps up and attacks the nearest plant.
Attack, PA, Bless: 1d20 + 10 - 2 + 1 ⇒ (13) + 10 - 2 + 1 = 22
Damage: 1d10 + 10 + 6 ⇒ (7) + 10 + 6 = 23


”Kyra” | Female NG Medium (Keleshite) Human Cleric of Sarenrae 7 | HP 59/59 | AC 19 (currently 20), T 11 (currently 12), FF 19 (currently 20) | CMD 18 (currently 19)| F +7 R +4 W +10 | Init +0 | Perc +4 | Speed 20ft | Channel positive energy 7/7 (DC17), Rebuke death 7/7, Wand 50/50 | Active Conditions: None.

If it's a 'leave the cloud to recover or stop making checks' kinda thing, I would like to know as well as this might change our tactics; a cleric in the front line is usually not optimal... just putting Kyra there to allow frontliners to recover but if they can't I'd rather use her to carry people to safety; thx! Edit: btw, anyone made a knowledge nature on these things? (Kyra doesn't have it)

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

The cloud is gone now due to Gust of Wind. So the question is whether those who have made the saves (like Kyra and myself) need to keep making saves for having been previously exposed even though we are no longer within the cloud. (And this impacts me having a reroll or not.)
Or whether the lingering effects are just for those who failed.
Of course I imagine the other plant will also have a spore cloud to use.


”Kyra” | Female NG Medium (Keleshite) Human Cleric of Sarenrae 7 | HP 59/59 | AC 19 (currently 20), T 11 (currently 12), FF 19 (currently 20) | CMD 18 (currently 19)| F +7 R +4 W +10 | Init +0 | Perc +4 | Speed 20ft | Channel positive energy 7/7 (DC17), Rebuke death 7/7, Wand 50/50 | Active Conditions: None.

Gust of Wind has a duration of 1 round, i.e. blows continuously from the time you cast it until your next turn, so I doubt very much there are other clouds remaining

Sovereign Court

* * Pathfinder Core! * * M Halfling 5 Bard
Tag:
NG Halfling S Bard 5 | HP: 38/38 | AC 20; TC 15; FF 16 | CMB +5; CMD 19 | Fort +3; Ref +9; Will +7 | Init +6 |Perc: +10, SM: +10 | Speed 20ft | Performance: 15/15

Hey guys, as per the abilty RAW -- ...all creatures within the area must succeed on a DC 16 Fortitude save or be affected by powerful hallucinations as long as they remain in the cloud plus 1d4 rounds after leaving the area. So please keep making the checks. :).


”Kyra” | Female NG Medium (Keleshite) Human Cleric of Sarenrae 7 | HP 59/59 | AC 19 (currently 20), T 11 (currently 12), FF 19 (currently 20) | CMD 18 (currently 19)| F +7 R +4 W +10 | Init +0 | Perc +4 | Speed 20ft | Channel positive energy 7/7 (DC17), Rebuke death 7/7, Wand 50/50 | Active Conditions: None.

We all have left the area i.e. the area has left us i.e. Gust of Wind.

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

Yeah, I really think that quote explains the duration of the hallucinations for those who failed the save (i.e. the same way Stinking Cloud works). Not that those who succeeded at their first saves need to keep saving once they are no longer in the cloud.

That "as long as they remain in the cloud plus 1d4 rounds after leaving the area" clause modifies "be affected by hallucinations," not "must succeed on save" - at least that is how I read it. But you are the GM and I'll roll with it.

Grand Lodge

Male Human
Raging:
HP 74/89 AC/Touch/Flat 21/11/19| Fort/Ref/Will +5/+5/+8 +2 vs. charm and compulsion
Barbarian 6| AC 23 T 13 FF 21 | HP 62/77 | F +9 R +5 W +6 +2 vs. charm and compulsion| Init +8 | Perc +10

James throws his scythe to the ground "A snake! Why'd it have to be snakes!"

Hallucination: 1d6 ⇒ 3

Dark Archive

Male N/N Human Weather Druid/7| HP: 59/59| Init: +2 | AC/FF/T: 20/20/10 20/20/10 | CMD: 14 14 | F:8, R:4, W:14 | Diplo+3, HaAni+7, Heal+10, KnGeo+4, KnNat+10, Perc+16, SMot+7, Surv+18 | Speed 30 ft | Active Conditions: Longstrider (extended), Barkskin (extended)

What snakes?

kn nature: 1d20 + 8 ⇒ (12) + 8 = 20, looking for weaknesses.

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

Kavor Doan tries to recall if there is any way to counteract the effects of the spores.

Knowledge (Nature): 1d20 + 7 ⇒ (6) + 7 = 13

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

Nature: 1d20 + 8 ⇒ (15) + 8 = 23

Dark Archive

Module - Cradle of Night | Society - Glories of the Past | Campaign - Return of the Runelords
Kavor Doan wrote:

Yeah, I really think that quote explains the duration of the hallucinations for those who failed the save (i.e. the same way Stinking Cloud works). Not that those who succeeded at their first saves need to keep saving once they are no longer in the cloud.

That "as long as they remain in the cloud plus 1d4 rounds after leaving the area" clause modifies "be affected by hallucinations," not "must succeed on save" - at least that is how I read it. But you are the GM and I'll roll with it.

@Kavor, this is entirely a fair reading of the ability. There is also a line "...A new save must be made each round a creature remains within the affected area..." and there is no where in the ability that says that if you save, you are immune to the affects of the cloud. However, I live and i learn, and i feel like that is a much more 'fair' reading of the RAW for this ability, which is already pretty powerful. In this case, only @James and @Merisiel have to continue making saves for another (1) round after this.

Deluge and Fethril are able to recall that the strange fungal basidirond is a deadly plant monster that feeds on mineral-rich moisture, be it runoff from cave walls or fresh blood. By ensuring a constant flow of nutritious moisture, canny cave dwellers can use basidironds as guardians for their lairs, although they must take care to avoid the plant’s hunting routes lest they become its latest victims. You think that even though they are immune to cold damage, the cold will slow these creatures down for a few rounds. As for the spores, it is an inhaled toxin, so you might be able to stop them from affecting you immediately if you are cleaver enough. Other than the cloud, nothing else is special about these plants.

Dark Archive

Module - Cradle of Night | Society - Glories of the Past | Campaign - Return of the Runelords

Merisiel and James continue to hallucinate for the round, while Fethril walks out of the room. The elf feels ligher, as he steps outside the zone of magical supression, as he then proceeds to cast a missile at the target. Deluge and Kyra both miss their mark, but create a big enough opening for Kavor to step up and strike one of the plants down with a mighty blow. It falls, bleezing green ooze over the stone floor.

The blue plant continues slamming at the druid, but is also unable to connect.
Slam: 1d20 + 10 ⇒ (10) + 10 = 201d8 + 7 ⇒ (3) + 7 = 10

Combat Tracker! wrote:


Round 5
Active buffs - Bless
Active debuffs - DC 18 Concentration to cast spells!

Kyra -8 lethal (--)
Fethril -10 lethal (--)
James (Enlarged) -Hallucinating (2)
Merisiel (--) -Hallucinating (2)
Deluge (Barkskin)
Kavor (SoF, Barkskin)

! Basidironds (red -66, blue)

Everyone may act!


”Kyra” | Female NG Medium (Keleshite) Human Cleric of Sarenrae 7 | HP 59/59 | AC 19 (currently 20), T 11 (currently 12), FF 19 (currently 20) | CMD 18 (currently 19)| F +7 R +4 W +10 | Init +0 | Perc +4 | Speed 20ft | Channel positive energy 7/7 (DC17), Rebuke death 7/7, Wand 50/50 | Active Conditions: None.

Upon hearing Fethril and Deluge's explanation, Kyra steps next to Deluge and strikes at the plant creature, adding "You hear the sages friends! Hold your breath, everyone!"

Kyra holds her breath and proceeds to swing at the fungal threat!
+1 scimitar, bless: 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
slashing magic dmg: 1d6 + 3 ⇒ (6) + 3 = 9

Dark Archive

Male N/N Human Weather Druid/7| HP: 59/59| Init: +2 | AC/FF/T: 20/20/10 20/20/10 | CMD: 14 14 | F:8, R:4, W:14 | Diplo+3, HaAni+7, Heal+10, KnGeo+4, KnNat+10, Perc+16, SMot+7, Surv+18 | Speed 30 ft | Active Conditions: Longstrider (extended), Barkskin (extended)

Deluge takes a deep breath and holds it, then attacks the fungi and runs (more like waddles) towards their lair, shouting, "Ha! Your children are in danger!"

to hit, bless, defensive: 1d20 + 4 + 1 - 4 ⇒ (13) + 4 + 1 - 4 = 14
damage: 1d6 ⇒ 6

This draws an AoO
AC temporarily 25. More for the next round attack if it only takes a 5' step due to the wall.


female elf rogue 7, HP 56, AC 23, T 17, FF 17(Dex +5, armor +5, +1 deflection +1 dodge, F +5, R +11. W +4, Init +11, Perc. +13(+16 traps)

psychedelic, man: 1d6 ⇒ 1

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

From the safety of the corridor, Fethril fires again.

Wand of MM: 1d4 + 1 ⇒ (3) + 1 = 4

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

Kavor Doan takes a deep breath and steps to attack the next one.
Attack, Bless, PA: 1d20 + 10 + 1 - 2 ⇒ (18) + 10 + 1 - 2 = 27
Damage: 1d10 + 10 + 6 ⇒ (3) + 10 + 6 = 19

Dark Archive

Module - Cradle of Night | Society - Glories of the Past | Campaign - Return of the Runelords

Between the group you manage to deal quite a substantial amount of damage to the plant. It retaliates, by slamming at Kyra.
Slam: 1d20 + 10 ⇒ (6) + 10 = 161d8 + 7 ⇒ (2) + 7 = 9

...but once again the attack does not connect. The following few seconds happen quickly, and you immediately drop the creature to join it's counterpart on the floor.

James and Merisel stop hallucinating, only to realise they have missed the fighting.

Damage to characters as per post above, round 5. What would you like to do? Let me know if you explore another room.


female elf rogue 7, HP 56, AC 23, T 17, FF 17(Dex +5, armor +5, +1 deflection +1 dodge, F +5, R +11. W +4, Init +11, Perc. +13(+16 traps)

Meri snaps out of her mental funk and shakes her head to clear it. She retrieves her discarded blade.

Umm..can someone fill me in on what happened? Use small words, please...my head is swimming right now..

Dark Archive

Male N/N Human Weather Druid/7| HP: 59/59| Init: +2 | AC/FF/T: 20/20/10 20/20/10 | CMD: 14 14 | F:8, R:4, W:14 | Diplo+3, HaAni+7, Heal+10, KnGeo+4, KnNat+10, Perc+16, SMot+7, Surv+18 | Speed 30 ft | Active Conditions: Longstrider (extended), Barkskin (extended)

Deluge is already standing at the door to the strange garden and does a detect magic and then a series of detect poisons aimed at the lair to locate areas of interest.

perception: 1d20 + 15 ⇒ (11) + 15 = 26

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

"It is okay, Merisiel. The plants produce spores that can make you see things that aren't there.
You should be fine now. You too, James."

Kavor Doan joins Fethril in the outer room where, free of the magic-impairing effect, he casts Still See Invisibility and Still Shield.

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

Fethril offers to use wands of healing as needed. As we have Krya the Pregen, can we use her wand for all the healing first and save charges off our own? Anyone opposed to that?

CLW vs Fethril: 1d8 + 1 ⇒ (7) + 1 = 8


”Kyra” | Female NG Medium (Keleshite) Human Cleric of Sarenrae 7 | HP 59/59 | AC 19 (currently 20), T 11 (currently 12), FF 19 (currently 20) | CMD 18 (currently 19)| F +7 R +4 W +10 | Init +0 | Perc +4 | Speed 20ft | Channel positive energy 7/7 (DC17), Rebuke death 7/7, Wand 50/50 | Active Conditions: None.

Kyra steps outside of the tower to heal herself then comes back to the heroes a short while later.

Wand CLW: 3d8 + 3 ⇒ (1, 2, 6) + 3 = 12

Grand Lodge

Male Human
Raging:
HP 74/89 AC/Touch/Flat 21/11/19| Fort/Ref/Will +5/+5/+8 +2 vs. charm and compulsion
Barbarian 6| AC 23 T 13 FF 21 | HP 62/77 | F +9 R +5 W +6 +2 vs. charm and compulsion| Init +8 | Perc +10

James shakes his head, "Where'd it go? I wasn't real? James blushes and picks up his scythe and moves to be first into the next room.

Dark Archive

Module - Cradle of Night | Society - Glories of the Past | Campaign - Return of the Runelords

Taking your time in the foyer to heal and restore your conditions, you move back into the Tower, taking time to admired the intricate carvings in the wood-effect walls. Moving into the Tower off to the side of the main hall, from where the plant creatures appeared from you carefully step in.

A riot of colourful fungal blooms striped and spotted in bold red, yellow, blue, and purple cover the uneven floor of this round chamber. Several chunks of dimly glowing orange and purple crystal peek through the carpet of mould and puffballs. The lumpy floor is littered with the remains of several horses and humans, apparently discarded here to feed the fungal growth.

Heal or Perception DC 15:
Upon closer examination, it becomes apparent that the bodies that lie here are all missing their eyes...

Knowledge Nature DC 15:
The Fungi in the room here are clearly poisonous.

Knowledge Nature DC 23 OR Craft Alchemy DC 18 - Only if you make the first knowledge check:
The Fungi here are some of the key ingredients in creating sleeping poison favoured by the Drow...

Knowledge Dungeoneering DC 20:
The crystal here is a radioactive formation that is known as Caphorite. Caphorite is notorious for absorbing magical light around it and is sometimes referred to as 'Drowstone'.

Perception DC 15:
In one of the boots left here by an unfortunate victim, you find a Pouch of Chelaxian Platinum

Grand Lodge

Male Human
Raging:
HP 74/89 AC/Touch/Flat 21/11/19| Fort/Ref/Will +5/+5/+8 +2 vs. charm and compulsion
Barbarian 6| AC 23 T 13 FF 21 | HP 62/77 | F +9 R +5 W +6 +2 vs. charm and compulsion| Init +8 | Perc +10

James studies the room and holds up a hand. He says "The fungi in this room are poisonous. Be careful. We might want to back out and burn it if we can. Also all the corpses in here are missing their eyes. Something is going on here." He then stops and picks up a pouch out of a boot. "Platinum" he says.

Perception: 1d20 + 14 ⇒ (18) + 14 = 32
Kn: Nature: 1d20 + 8 ⇒ (14) + 8 = 22
Kn: Nature: 1d20 + 8 ⇒ (6) + 8 = 14
Perception: 1d20 + 14 ⇒ (6) + 14 = 20


female elf rogue 7, HP 56, AC 23, T 17, FF 17(Dex +5, armor +5, +1 deflection +1 dodge, F +5, R +11. W +4, Init +11, Perc. +13(+16 traps)

perception: 1d20 + 13 ⇒ (4) + 13 = 17
perception2: 1d20 + 13 ⇒ (17) + 13 = 30

Well, that's just disgusting. There are better ways to deal with bodies. I mean, proper burials...not what you think I mean. But I do know a buy who does that. The eyes are missing...might that mean something? She holds up a pouch that jingles as she moves it.

Sounds valuable... She opens up to reveal the contents.

edit...ninja'd...by a barbarian no less!

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

Perception: 1d20 + 9 ⇒ (8) + 9 = 17
Knowledge (Nature): 1d20 + 7 ⇒ (13) + 7 = 20
Knowledge (Nature): 1d20 + 7 ⇒ (6) + 7 = 13
Knowledge (Dungeoneering): 1d20 + 7 ⇒ (4) + 7 = 11
Perception: 1d20 + 9 ⇒ (6) + 9 = 15

Kavor Doan also notices the missing eyes... "Some foul ritual at work, perhaps?"

And the poisonous fungus. "Sadly, I did not prepare Fireball today, as I would be going armored for this mission. Deluge, would you have the means to burn out the fungus?"

He does not know any more than his companions do.

Dark Archive

Male N/N Human Weather Druid/7| HP: 59/59| Init: +2 | AC/FF/T: 20/20/10 20/20/10 | CMD: 14 14 | F:8, R:4, W:14 | Diplo+3, HaAni+7, Heal+10, KnGeo+4, KnNat+10, Perc+16, SMot+7, Surv+18 | Speed 30 ft | Active Conditions: Longstrider (extended), Barkskin (extended)

knowledge nature: 1d20 + 8 ⇒ (15) + 8 = 23

"Oh dear. It just occurred to me that Drow cultivate that very same fungus to make some of their nasty poisons. This being an abandoned elf place, it would not surprise me if Drow took up residence. In any case, if you have something to defend against poisoning I highly recommend using it, even if it is a tad bit expensive."

Indeed, Deluge rummages around for his chocolate flavored antitoxin and eats it, only making a slight face.

"Man, I thought this would taste better."

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

Perception: 16 = 16 (Cannot fail the check)
Nature: 1d20 + 8 ⇒ (14) + 8 = 22
Nature: 1d20 + 8 ⇒ (2) + 8 = 10
Dungeon: 1d20 + 9 ⇒ (14) + 9 = 23
Perception: 16 = 16 (Cannot fail the check)

Surveying the area, "Have care! Those crystals are dangerous when interacting with some schools of arcane or divine spellcasting. They are called Caphorite, and it is notorious for absorbing magical light around it. Based on this property, some have given it a specific monicker as it is sometimes referred to as 'Drowstone'."

Dark Archive

Male N/N Human Weather Druid/7| HP: 59/59| Init: +2 | AC/FF/T: 20/20/10 20/20/10 | CMD: 14 14 | F:8, R:4, W:14 | Diplo+3, HaAni+7, Heal+10, KnGeo+4, KnNat+10, Perc+16, SMot+7, Surv+18 | Speed 30 ft | Active Conditions: Longstrider (extended), Barkskin (extended)

"Not a friendly place. - poisonous and anti-magic. I think we should move on and leave it alone. Unless one of you would prefer to risk your life rummaging around in there?"

Dark Archive

Module - Cradle of Night | Society - Glories of the Past | Campaign - Return of the Runelords

Having learned what you can from the strange Fungus farm, you step away from the stomach churning scene and press on to the Towers only other chamber. You find the door oddly sturdy after all this years which is strange as the other inside door had rotted away. Pushing it open, it hardly creaks as it swings on hinges to reveal the inner furnishings.

This wide circular room is relatively clean and clear of debris. Faintly glowing runes embossed into a crescent-shaped pedestal near the center of the room cast wild shadows against the walls. A heap of dirt and rubble along the west wall covers what were once stairs leading up, while to the north, a wide staircase descends into darkness. A stylized map woven of metallic fabric hangs on the east wall.

Looking closer at the Map hanging from the wall, you can study it for a moment, for the thread still seems fairly well preserved.

Knowledge Geography DC 15 OR History DC 20:
This map was not created recently; in fact, it shows the land as it appeared during the height of the Thassilonian empire over l0.000 years ago.

(separate) DC 25 Knowledge (history) or DC 20 Knowledge (geography):
The map now bears modern settlements marked with charcoal, their names abbreviated in an odd language.

Taking a closer look at the control panel reveals The pedestal is 4 feet high with its top surface sloping down toward the center of the room. Six large runes on raised buttons form a hexagon, with many smaller symbols woven around them. There is no discernable writing upon it, but the symbols do look Arcane in nature. You can study the pedestal to find out more about its workings. You can of course, also try to mess with the panel to decipher its inner workings.

In addition to the control panel, a nearly imperceptible, 10-foot diameter teleportation circle is inlaid in the floor in the center of this room in front of the pedestal.

Knowledge Arana DC 26:
The Panel has several functions, but only three still seem to be working:
- Suppress or activate an effect that evokes normal light throughout the tower.
- Suppress or reset the elven guardian statues.
- Suppress or activate the teleportation circle.

The Exchange

M Dwarf CORE Ftr1/Wiz5/EK4 | AC21 T11 FF20 | HP 89/89 | F+10 R +6 W +8 (all +2 vs spells, SLA, poison) | Init +6 | Perc +9 | CMD 23 (27 vs bull rush, trip) | Reroll 1/1 | Bonded Spell 1/1 | Active: None | Armor: On

The dwarven war-wizard does his best to figure out what is going on here. He was never all that much for studying compared to other wizards - preferring to go out drinking or get in a good brawl - but he has learned a few things in his years.
Knowledge (History): 1d20 + 7 ⇒ (13) + 7 = 20
"This is an old map. From before Earthfall. This is the land as it appeared during the height of the Thassilonian empire over l0.000 years ago."

Knowledge (History): 1d20 + 7 ⇒ (8) + 7 = 15

He casts Read Magic to examine the arcane symbols around the pedestal.
ASF 01-35: 1d100 ⇒ 74
Once again, he successfully manages the somatic components even in full plate armor. Still, should probably invest in mithral armor one of these days.

Not sure if Read Magic will do anything, but worth a shot.

Knowledge (Arcana): 1d20 + 7 ⇒ (4) + 7 = 11
Perhaps if he had been a more studious wizard he might have more of a clue...

Dark Archive

Male N/N Human Weather Druid/7| HP: 59/59| Init: +2 | AC/FF/T: 20/20/10 20/20/10 | CMD: 14 14 | F:8, R:4, W:14 | Diplo+3, HaAni+7, Heal+10, KnGeo+4, KnNat+10, Perc+16, SMot+7, Surv+18 | Speed 30 ft | Active Conditions: Longstrider (extended), Barkskin (extended)

Kn Geography, DC 15: 1d20 + 4 ⇒ (3) + 4 = 7
Kn Geography, DC 20: 1d20 + 4 ⇒ (5) + 4 = 9

[b]"Interesting. I know a little bit about geography but I must admit that map had me perplexed."[/n]

Deluge heads over the stairs, taking care to avoid the arcane circle, and peers down curiously into the darkness below.

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

A bit busy. Will get a post up later today.

Dark Archive

Module - Cradle of Night | Society - Glories of the Past | Campaign - Return of the Runelords

Deluge peers down the stairs, and as far as he can tell, they descend onto a lower floor of the tower.

Scarab Sages

Male Elf Cleric 3 / Transmuter 3 | AC: 13 (17 w/ Mage Armor) | HP: 42/42 | Fort:+8 | Ref:+7 | Will:+12 | Perception: +16 | Init: +7 | Sense Motive: +13

History vs DC 20: 1d20 + 8 ⇒ (20) + 8 = 28
History vs DC 25: 1d20 + 8 ⇒ (17) + 8 = 25
Arcana vs DC 26: 1d20 + 10 ⇒ (18) + 10 = 28

Fethri nods his head at Kavor's supposition before adding "There seems to be more recent markings though. I believe these are settlements, but I do not recognize the language. If need be, I have magics that may remedy that if we have need of it later."

He then moves over to study the pedestal "I think I can make out the marking here though."

If Fethril can, he will turn on the lights and turn off the guardian statues.

Dark Archive

Module - Cradle of Night | Society - Glories of the Past | Campaign - Return of the Runelords

You examine the staircase and find no obvious traps or other machinations to cause you distress, delay or injury. Deluge gives it a good long study and finds the staircase sturdy, made from the same wood-effect stone as the rest of the tower. The rooms below are as gloomy as the rest of the tower, making it hard to make out details in the nooks and crannies of the place.

As the group look around and study the map, Kavor takes some time to scan over the room whilst Fethril inspects the pedestal closely. You uncover nothing out of the ordinary, well as much as can be called ordinary for a strange millennia old pedestal in an abandoned tower.

Fethril is able to quickly determine how to properly use the device, and quickly consults the party on what he should do with the on/off buttons.

@Everyone, please discuss what you would like to turn on and off. Happy for Fethril to take the initiative and do it himself, but this is something you might want to talk about as a group. Please note, i will be unable to make an update post for at least 18 hours or so, going away on a little day trip tomorrow. But will post as soon as i can.

Dark Archive

Male N/N Human Weather Druid/7| HP: 59/59| Init: +2 | AC/FF/T: 20/20/10 20/20/10 | CMD: 14 14 | F:8, R:4, W:14 | Diplo+3, HaAni+7, Heal+10, KnGeo+4, KnNat+10, Perc+16, SMot+7, Surv+18 | Speed 30 ft | Active Conditions: Longstrider (extended), Barkskin (extended)

Both actions sound acceptable to me.


female elf rogue 7, HP 56, AC 23, T 17, FF 17(Dex +5, armor +5, +1 deflection +1 dodge, F +5, R +11. W +4, Init +11, Perc. +13(+16 traps)

[ooc]sounds cool to me too[/ooc0


female elf rogue 7, HP 56, AC 23, T 17, FF 17(Dex +5, armor +5, +1 deflection +1 dodge, F +5, R +11. W +4, Init +11, Perc. +13(+16 traps)

sounds cool to me too

Dark Archive

Module - Cradle of Night | Society - Glories of the Past | Campaign - Return of the Runelords

The structure echoes with energy, as it comes to life when Fethril manages the contraption to activate the lighting. A strange sensation, washes over the group, as if the entire building just made a sigh of relief, having been in a slumber for a very long time.

Moving down the winding stairs it comes into a subterranean basement, again carved by the strange magic of the long lost Elven Geomancers, much of the furniture here must have rotted away and weapons that may once have been stored her have been reduced to rust. The air here is cooler than the upper floor, and the room is relatively clean and clear of debris. The walls, though made of stone, bear the carved likeness of fresh soil riddled with tree roots. A staircase along the northern wall winds upward to the floor above, and an open doorway leads to the south.

This room turns out to be blessedly empty and you move through it quickly towards the open doorway across the chamber. Beyond a few pieces of furniture made of petrified wood and a stack of sleeping pallets, this rounded triangular room is devoid of furnishings and gives the appearance of having been ransacked, with tables turned upon their sides. A wealth of mushrooms and fungi grow to a height of three feet around the periphery of the room. Open doorways allow passage to the north and south, and a closed door made of petrified wood stands in the middle of the curved eastern wall.

Perception:

Fethril: 1d20 + 16 ⇒ (17) + 16 = 33
James: 1d20 + 9 ⇒ (5) + 9 = 14
Merisiel: 1d20 + 13 ⇒ (18) + 13 = 31
Deluge: 1d20 + 15 ⇒ (14) + 15 = 29
Kyra: 1d20 + 4 ⇒ (16) + 4 = 20
Kavor: 1d20 + 9 ⇒ (20) + 9 = 29

Initiative:

Fethril: 1d20 + 7 ⇒ (4) + 7 = 11
James: 1d20 + 8 ⇒ (16) + 8 = 24
Merisiel: 1d20 + 11 ⇒ (15) + 11 = 26
Deluge: 1d20 + 2 ⇒ (4) + 2 = 6
Kyra: 1d20 + 0 ⇒ (17) + 0 = 17
Kavor: 1d20 + 5 ⇒ (12) + 5 = 17
Zolvato: 1d20 + 5 ⇒ (19) + 5 = 24
Raiders: 1d20 + 4 ⇒ (17) + 4 = 21

Ok, A bit of a headache now ^^. The entire room is covered in fungi and debris, meaning it takes 4 squares of movement to go 5' as it is both difficult terrain and full of obstacles.

Peering through the next door, you see very little of consequence before stepping in. Merisiel's sharp ears however pick up the faint sound of breathing and realises they are not alone. The rogue spies dark clothed figures hiding behind the tables turned over in the room!

Combat Tracker! wrote:


Round 1
Active buffs - --
Active debuffs - Difficult terrain, and obstacles in room!

James (--)
Merisiel (--)

! Zolvato (red)
! Solvox, Upland Raider (blue)
! Firanil, Upland Raider (green)

Kyra[/b] (--)
Fethril[/b] (--)
Deluge[/b] (Barkskin)
Kavor[/b] (SoF, Barkskin)

Merisiel and James may act!


female elf rogue 7, HP 56, AC 23, T 17, FF 17(Dex +5, armor +5, +1 deflection +1 dodge, F +5, R +11. W +4, Init +11, Perc. +13(+16 traps)

ok...i moved Meri...used all 30ft movement...10 for regular terrain and the last 20 for the hard stuff...3 squares total..

Merisiel picks her way through the debris and casually flicks a dagger at the bandit with the green cloak.

dagger: 1d20 + 10 ⇒ (5) + 10 = 151d4 + 2 ⇒ (1) + 2 = 34d6 ⇒ (2, 4, 1, 6) = 13

Dark Archive

Module - Cradle of Night | Society - Glories of the Past | Campaign - Return of the Runelords

Assuming James has moved his token, 20ft into the room which will take all of his double movement squares as well.

Merieil moves forward, throwing her dagger at one of the bandits, but the drow is too agile and slips the attack. James moves forward menacingly, but the captain only smiles. "And where do you think you're going?"

One of the captains, casts darkness onto his rapier, while the other shoots at Merisiel with his crossbow, but misses even in the darkness.
Crossbow: 1d20 + 8 ⇒ (3) + 8 = 111d4 + 3d6 + 1d6 ⇒ (4) + (2, 6, 4) + (2) = 18

"Death. To elves." says the captain, chosing to completely ignore James, and focus his attention on Merisiel. The bow hits hard, but the last arrow misses this mark.
Sorry, you're an elf..: 1d20 + 11 + 4 + 2 - 2 ⇒ (19) + 11 + 4 + 2 - 2 = 342d6 + 1 + 4 + 2d6 + 2 ⇒ (3, 6) + 1 + 4 + (6, 2) + 2 = 24
Sorry, you're an elf..: 1d20 + 11 + 4 + 2 - 2 ⇒ (14) + 11 + 4 + 2 - 2 = 292d6 + 1 + 4 + 2d6 + 2 ⇒ (3, 3) + 1 + 4 + (6, 6) + 2 = 25
Sorry, you're an elf..: 1d20 + 11 + 4 + 2 - 5 - 2 ⇒ (1) + 11 + 4 + 2 - 5 - 2 = 112d6 + 1 + 4 + 2d6 + 2 ⇒ (6, 1) + 1 + 4 + (3, 1) + 2 = 18

Combat Tracker! wrote:


Round 2
Active buffs - --
Active debuffs - Difficult terrain, and obstacles in room! Darkness

Kyra (--)
Fethril (--)
Deluge (Barkskin)
Kavor (SoF, Barkskin)
James (--)
Merisiel -49 lethal (--)

! Zolvato (red)
! Solvox, Upland Raider (blue)
! Firanil, Upland Raider (green)

Everyone may act!

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