| Deranged_Maniac_Beth |
As Mundarion moves into the southwest chamber, the northwest chamber becomes fully visible. It is much like the others--empty except for a few shelves of books and furniture. However, a pair of shimmering, translucent curtains envelope the doorway into it from either the south or east.
The light green lines are the translucent curtains.
Forsooth this pesky kitten hast lived long enough!
The tiefling imitator steps back, and then,
"Thou hast ought to bid farewell to thy senses."
As he steps back, a horrendous, blood-curtailing scream rings through your ears.
Both Mundarion and the panther suffer sonic damage: 2d8 ⇒ (7, 3) = 10 and are dazed for two rounds. A DC 17 fortitude save negates the dazing and halves the damage.
Panther's fortitude save: 1d20 + 5 ⇒ (9) + 5 = 14
Succumbing to its wounds, the final panthers head shrinks, its body collapses in on itself, and finally it dissolves like the others did.
Hozela, still unconscious, struggles against her mortal injuries:
stabilization roll: 1d20 - 3 ⇒ (13) - 3 = 10
Barely, her body is able to stop its condition from worsening.
The map has been updated. Gemheart's turn.
| Deranged_Maniac_Beth |
You're still entangled and engulfed, so you can only move through at a half speed. Or you can attempt to break free with a reflex save (standard action, you can jump out of the water entirely).
Unfortunately for you, those of you engulfed in the whirlpool (Gemheart and Yessai), you're still being barraged by water and taking damage that I forgot to roll a moment ago.
nonlethal damage to Gemheart and Yessai: 2d10 ⇒ (7, 1) = 8
So both Yessai and Gemheart are still concious, but won't be for much longer unless you can get out of the water.
Well, there's gotta be a bright side. At least it's just nonlethal damage....
De'arv'ki Paddfoot
|
De'Arv'Ki moves up to the doorway (J6) and looks down the corridor at the curtains and the orb of water with a look of distaste, before shouting through the doorway, "Mundarion... isss it sssafe... to passss through thessse... curtainsss...?"
So presuming that entering the orb would be bad for my continuing health right? not much else i can do otherwise...
| Deranged_Maniac_Beth |
By orb, do you mean the water orb? Yea, best avoid that...unless you are confident in your reflex saves:)
The statue shifts in place, ready to unleash another psychic blast, but then sputters and stops, as if out of energy.
Oh, fearest thou not, yon statue shan't kill anyone. Boccob doth assure it.
The voice of Karavakos echoes about your minds. Then, the tiefling turns towards Yessai, its eyes gleaming and narrowed.
"Fearest thou not!"
The map has been updated.
Now, it would be Yessai's turn, if she were conscious. It looks like she isn't, but I would like to double-check that Yessai is unconscious before moving past her turn.
| Deranged_Maniac_Beth |
When your nonlethal damage exceeds your current hit points, you fall unconscious. While unconscious, you are helpless.
...
If a creature's nonlethal damage is equal to his total maximum hit points (not his current hit points), all further nonlethal damage is treated as lethal damage. This does not apply to creatures with regeneration. Such creatures simply accrue additional nonlethal damage, increasing the amount of time they remain unconscious.
Yes, you are unconscious, but you are not dying or bleeding.
Mundarion is dying, though, so he needs to roll to stabilize.
| Deranged_Maniac_Beth |
Three unconscious, two left. Forgeborn and kitten, thou shan't escape.
With a flick of the tiefling's wrists, the churning orb of water rolls east, then north over De'arv'ki and into the northeast chamber! Yessai is safely out of the water, but both De'arv'ki and Gemheart are bombarded by the waves.
De'arv'ki and Gemheart take nonlethal damage: 2d10 ⇒ (5, 6) = 11. A DC 17 reflex save negates the damage.
If you failed the save, make another save (DC 17 reflex again) or be engulfed in the whirlpool. If you are engulfed, you are immersed in water (so can't breathe unless you can normally breathe in water) and are Entangled.
With the whirlpool moved, Karavakos' fragment moves northeast, to the west edge of the water's new place, and within sight of Gemheart.
Now it ith thy time to yield thy minds.
The map has been updated. Gemheart's turn.
| Gemheart |
ref: 1d20 + 4 ⇒ (11) + 4 = 15 take dmg
ref: 1d20 + 4 ⇒ (17) + 4 = 21 not engulfed
"I'll rend thy body!"
Gemheart, unencumbered by the sloshing of the cold water, rushes at Karavakos, stopping just shy of the green curtains (H3) to deliver an attack with his long-hafted hammer.
atk: 1d20 + 10 ⇒ (10) + 10 = 20
dmg: 1d12 + 6 + 3 + 6 ⇒ (8) + 6 + 3 + 6 = 23
De'arv'ki Paddfoot
|
Reflex save: 1d20 + 8 ⇒ (6) + 8 = 14
Reflex save: 1d20 + 8 ⇒ (4) + 8 = 12
De'Arv'Ki yowls as the watery orb envelops her, before cutting off as the water covers her head. My rolls are just so terrible at the minute...
NL Dmg counter:11
| Deranged_Maniac_Beth |
Thy endurance is not unlimited. Drained am I, but thee shall tire before me.
The sage librarian steps back, and aims a crossbow at Gemheart.
1d20 + 2 ⇒ (9) + 2 = 11
Apparently, he was not constructed for martial combat.
Nevertheless, the whirling water continues to batter both Gemheart and De'arv'ki:
nonlethal damage: 2d10 ⇒ (3, 1) = 4
DC 17 reflex save negates.
Mundarion must make another stabilization roll, then it is Gemheart's turn again.
| Vassekh-Arokh Yessai |
"blib...doolp....oolp.....blib....doool...pooolp"
Now free of the water, but still unconscious, Yessai breathes water out of her lungs languidly.
| Gemheart |
ref: 1d20 + 4 ⇒ (2) + 4 = 6
Gemheart follows his back-stepping enemy, and attacks.
moving to F3, drawing my falchion as i move, dropping lucerne Hammer in F3 as a free action, and attacking as a standard.
atk: 1d20 + 10 ⇒ (15) + 10 = 25
dmg: 2d4 + 6 + 3 + 6 ⇒ (2, 4) + 6 + 3 + 6 = 21
De'arv'ki Paddfoot
|
Reflex to avoid damage: 1d20 + 8 ⇒ (16) + 8 = 24
Reflex to escape: 1d20 + 8 ⇒ (18) + 8 = 26
Jumps out of the orb with a gurgling yowl, jumping back out of the orb (I7), moving towards mundarion to get a shot at Karavakos (D6).
| Deranged_Maniac_Beth |
As De'arv'ki escapes, Karavakos hisses
Thou shan't attack what thou canst see.
He steps back, then incants and vanishes from sight.
No sight, no sound. There is no escape for you.
He is now invisible....though he only took a step back before vanishing.
He five-foot stepped to D2 before casting.
However, the water creeps forwards, through the curtain and into the corridor, just far enough to splash against Gemheart.
Once again, Gemheart takes 2d10 ⇒ (8, 7) = 15 nonlethal damage, DC 17 reflex negates. If you fail, make another reflex save to avoid being entangled.
Gemheart's turn.
The map has been updated.
| Gemheart |
ref: 1d20 + 4 ⇒ (4) + 4 = 8 take dmg -DR, does this damage have the cold descriptor? i'd like to be able to use my cold resist versus this
ref: 1d20 + 4 ⇒ (11) + 4 = 15 entangled, though i can still move half speed
On the cusp of consciousness, Gemheart staggers sideways and attempts to attack.
MOVE: to E2 at half speed.
STANDARD: Attack into D2, the last place i saw him.
atk: 1d20 + 10 ⇒ (9) + 10 = 19
dmg: 2d4 + 6 + 3 + 6 ⇒ (2, 4) + 6 + 3 + 6 = 21
not sure how you want to do 50% miss chance, so i guess i'll see how you roll it
| Deranged_Maniac_Beth |
None of the damage was cold damage--it was bludgeoning. I will tell you if you take elemental damage.
Sure enough, as Gemheart swings, he feels his weapon hit a solid body. Unfortunately, it merely bounces off without causing harm.
I'll roll the miss chance when it's needed, which it wasn't this time.
The map has been updated. De'arv'ki's turn.
De'arv'ki Paddfoot
|
Sorry, had a Resume and job application to write up and didn't have time to post... i'll do it now
De'arv'ki's ears, swivel about as she searches for the wayward Karavakos.
Perception: 1d20 + 9 ⇒ (6) + 9 = 15
Somehow i don't think thats finding him for me to shoot at...
| Deranged_Maniac_Beth |
The splinter of Karavakos cackles
"Ha! Thy end is nigh!"
stealth: 1d20 + 4 + 20 ⇒ (18) + 4 + 20 = 42 Uh oh
The whirling water rolls forwards yet again, this time its center stops just to the east of Gemheart, battering over the forgeborn but leaving De'arv'ki dry.
nonlethal damage: 2d10 ⇒ (10, 7) = 17
You know the drill: DC 17 reflex negates the damage. If you fail, make another DC 17 reflex save or be entangled. Although, the entanglement probably won't matter this time, since failing the first save would knock Gemheart unconscious.
| Deranged_Maniac_Beth |
The splinter of Karavakos cackles as Gemheart faints.
It shrieks at De'arv'ki
Now, catfolk, De'arv'ki of the Plain of Dust. I hath seen all thy secrets. Drop thy weapons and surrender now, and thy friends' lives shalt spared.
Unfortunately its shriek is mental, and so it does not reveal its location.
De'arv'ki's turn.
De'arv'ki Paddfoot
|
De'arv'ki glances about at her fallen companions, her chest heaving quickly in and out, her eyes darting about wildly. Quivering, she calls out in a quavering voice, "W-what assssurance do i... do i have of t-that...?"
| Deranged_Maniac_Beth |
[i]Thou hast naught for assurance of their survival. However, if thou art determined to continue fighting, thy friends will certainly be slain or at least held captive. That outcome can be assured to thee. Yet if thou dost lay down thy weapons and surrender thyself, surely thy friends could not arrive at a worse fate then if thou resists? Excepting that thou believes thyself able to destroy me before thy companions expire, there ith nothing for thee to lose by acquiescing peacefully."
De'arv'ki Paddfoot
|
De'arv'ki flicks her tail and ears, snarling softly as she considers all her options, before sighing and slumping, lowing her crossbow to the ground carefully by its strap. "Very well... I... I sssub... I sssubmit..."
| Deranged_Maniac_Beth |
As De'arv'ki lowers herself to the ground, ropes spring up around her body and fasten themselves. Subsequently, ropes spring up around the rest of the group.
Splish, Splish, splish.
The rolling water, as it crashes through the northwest chamber, abruptly stops and evaporates, leaving everything in the room soggy.
With an echo-ing sigh, an invisible hand pulls De'arv'ki's crossbow out of her strap.
I shall keep this thing.
The mentally projected voice of Karavakos' splinter hisses. De'arv'ki might or might not try to hold on.
Git thee thy rest, for thou all hath difficult days tomorrow.
The hard, soggy floor of the library is not a comfortable place to sleep especially when bound and gagged. During the night (or what could pass for a night, as there is no night or day in the Pyramid), a familiar figure visits your dreams.
"Beware, and heed not anything it says!"
This dream projection of Karavakos appears closer to how he looked when he entrapped you in the Pyramid; taller, thinner, and darker than the splinter you just fought.
"The monstrosity masquerading as I is no such thing. It is not even alive, but a automaton constructed by devils. Anything it doth say to you is a lie, a scam, a swindle, scheme! Part of the wicked plans its false mind has cooked."
You all gain the benefits of a full night's rest, including being healed of nonlethal damage.
| Deranged_Maniac_Beth |
When you awaken, you are in a small, tight room somewhere. You are still bound, though your gags have been removed, along with your equipment.
De'arv'ki Paddfoot
|
De'arv'ki glaces about for her crossbow when she wakes, and grows highly deject upon not finding it, lowering her head with a quiet whine, slowly trying to pull her wrists out of her bindings.
Escape artist: 1d20 + 11 ⇒ (6) + 11 = 17
De'arv'ki Paddfoot
|
De'arv'ki rubs at her wrists, and glances about the room, before swiftly moving about to untie the others, and slumping in a corner and numbly checking for any of her hidden gear.
| Deranged_Maniac_Beth |
Wait, why are people suddenly stating actions and rolling on the discussion thread? I'll count those rolls, but I'm moving my responses here where they belong. Also, if I am reading back over this scene in a year or two to make sure that I don't contradict myself in campaign details, it will be easier if everything is on this thread.
So to recap from the discussion thread, Karavakos' splinter removed all your gear except basic clothing. Since you were fighting him and then knocked unconcious, you wouldn't have had time to hide any of your items in pockets. The exceptions are Mundarion, who had 'always' been hiding a wand of magic missile and a pearl of power, and De'arv'ki, who was not actually knocked out.
Is Hozelea with us?
Yes.
Unfortunately, the Splinter is thorough in its search taking 20, noticing the magic auras on Mundarion with its magical detection. It finds the items in De'arv'ki's wrist sheaves and removes them while the catfolk sleeps. However, De'arv'ki's belt pouch escapes its notice.