000dafi03
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Ok, regnum fires his (expensive) bullets into the swarm. It takes about 3 shots to kill the entire swarm. In the pit you find jeweled masks worth about 2000g.
Regnum Blastface
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[ooc]Thats why I have a few thousand coins in the bank...[/b]
Digging through the corpses, Regnum comes up with a blood smeared masks. "Hey, guys, look what I found. They magical?"
Saint Gudule
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I don't think it's magical but...
"Let me check..." says the ganzi, taking an old man face with a long white beard.
Saint Gudule fixes his gaze on the mask, trying to discern magical auras.
Spellcraft: 1d20 + 11 ⇒ (19) + 11 = 30
000dafi03
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Nothing detects as magic. You move on to the final door and open it.
Four stone pillars support the lofty ceiling of this chamber, each patterned like writhing serpents. Between two of the pillars is a large hammock. The room was once beautiful, but is befouled with piles of garbage, bones, and excrement in every corner. Stairs descend from this room before curving around in circles for about 40ft down.
Floor 7 Completed!
000dafi03
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You make your way down a spiraling stone staircase and look around this new room.
Floor 8, The Circle of Vissk-Thar
Across this small chamber from the ascending staircase (floor 7), another staircase winds down into darkness (floor 9). Off to one side is a calm pool of murky water with a pedestal in its center. Atop the pedestal, a golden serpent idol grasps an emerald in its fangs.
You realize that the serpent idol is trapped!
Everyone needs a DC 19 will save!
You really, really think its a good idea to go touch the serpent statue.
Regnum Blastface
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PER: 1d20 + 15 ⇒ (18) + 15 = 33
Will dc 19: 1d20 + 7 ⇒ (8) + 7 = 15
Regnum heads over to touch the statue, disabling it as he goes.
Disable: 1d20 + 19 ⇒ (14) + 19 = 33
Regnum, even knowing that the statue is trapped, heads over to touch it!
000dafi03
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rounds to disarm the trap: 2d4 ⇒ (2, 3) = 5
Since its a suggestion effect, Regnum would definitely disarm the trap before touching the statue. However, disarming a trap takes 2d4 rounds, so that may not help other party members who might want to touch it regardless of the trap. In fact, since you know its trapped, I'd say the spell ends immediately on you since "Asking the creature to do some obviously harmful act automatically negates the effect of the spell", and touching a trap sounds obviously harmful to me.
Saint Gudule
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Oh well, we never know. On a 29 on the dice, I succeed the perception check ^^
Will save DC 19: 1d20 + 10 ⇒ (19) + 10 = 29
Seeing Regnum go towards the statue, Saint Gudule scratches his head, shrugs and looks at the room, trying to discern magical auras.
Detect magic
000dafi03
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I just remembered that Regnum cant disarm magical traps. Anyone have dispel magic? Good thing the only one that failed the will save so far is also the one that knows it's a trap.
Saint Gudule definitely detects magic of the enchantment and conjuration (teleportation) schools. On mobile, but will make a spellcraft spoiler when I get home.
000dafi03
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This statue is enchanted with a mass suggestion spell. Touching the statue causes you to experience a teleport spell, though you can't be sure where it will take you.
Regnum Blastface
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Snapping out of the urge to touch the statue, Regnum stays alert to stop anyone else from the same urge to do the same.
000dafi03
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Barm doesn't see anything of interest other than the statue, the pool of murkey water, and Regnum staring intensely at the statue.
Saint Gudule
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Saint Gudule focuses his gaze on the statue and tries to understand what magic lies in it.
Spellcraft DC 24: 1d20 + 11 ⇒ (7) + 11 = 18
At first, he doesn't understand buuuuut...
Spellcraft DC 24, quibble: 1d20 + 11 ⇒ (6) + 11 = 17
Even with a push of fate, he doesn't manage to understand.
"This magic is too powerful for me to identify it. Baied, could you try it?" he says, reluctantly letting the spotlight to Baied.
Baied Eldourha
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I could try. But even with all my powers, I'm more a merchant than anything, and I Don't have your wealth of knowledge, Saint Gudule.
Spellcraft: 1d20 + 7 ⇒ (2) + 7 = 9
Lacking any results, Baied calls on her draconic heritage and cast a spell to ascertain the magical properties of the item
21+ hits (Arcane spell in armor): 1d100 ⇒ 87
Spellcraft with Identify: 1d20 + 7 + 10 ⇒ (14) + 7 + 10 = 31
Barm
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"People, can you check if in this room is a secret door or passage. I tried but did not find anything. You are more perceptive than I am."
000dafi03
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Baied doesn't see anything, but she shares the magical information she learned. This statue is enchanted with a mass suggestion spell. Touching the statue causes you to experience a teleport spell, though you can't be sure where it will take you. Also, the murky water looks surprisingly deep, but you can't really tell how deep it truly is without going in with some light.
Barm
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"And you Ragnum, can you check the room before we touch the statue."
If the Ragnum does not wanna check the room Barm will touch the statue.
000dafi03
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Still nothing else of interest other than the statue and the murky water.
000dafi03
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Unless you want to make a will save to resist the teleport, you vanish in a flash of light and reappear somewhere else. The narrow corridor ahead has a strange serpentine pattern of green glass embedded in the floor. The pattern runs to the end of the corridor before turning east to head out of sight.
Saint Gudule
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Saint Gudule follows, touching the statue as well.
Regnum Blastface
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Regnum screams out "We are all safe, come on thru." He hopes, in this place, that the others may, possibly, hear him.
000dafi03
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Barm finds that the door is locked, by lets Regnum through to unlock it. A pool runs down the middle of this narrow chamber. Two emerald bridges cross the pool. Guarding the other side of the bridges are two serpent creatures.
To keep things moving, I'm assuming Saint Gudule follows suit and everyone keeps moving together. Let me know if this isn't the case for whatever reason.
Saint Gudule: 1d20 + 1 ⇒ (3) + 1 = 4
Barm: 1d20 + 6 ⇒ (13) + 6 = 19
Trutzburg: 1d20 + 2 ⇒ (3) + 2 = 5
Baied: 1d20 + 1 ⇒ (9) + 1 = 10
Regnum: 1d20 + 11 ⇒ (10) + 11 = 21
enemies: 2d20 + 9 ⇒ (12, 18) + 9 = 39
Seeing the door open, they both cast spells that make their appearances especially blurry. Both casting blur.
Initiative Order, Bold May Go!
Map Slide
Enemies
Regnum
Barm
Baied
Trutzburg
Saint Gudule
Barm
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When Barm sees that enemy cast something he rushes to attack.
"Attack!!!"
Vital strike - Furious Focus (power attack) +2 adamantine Greatsword: 1d20 + 17 ⇒ (2) + 17 = 19
damage: 4d6 + 15 + 9 ⇒ (6, 2, 1, 2) + 15 + 9 = 35
Regnum Blastface
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Musket, Target=RED: 1d20 + 15 + 1 ⇒ (8) + 15 + 1 = 24
Damage: 1d12 + 7 + 1 ⇒ (7) + 7 + 1 = 15
Following Barm (and his command), Regnum rushes forward and attacks.
Saint Gudule
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Saint Gudule comes into the next chamber, humming a song.
"Looooove is a burning thing... And it makes a fiery WALL. Bounnnd by wild desire... YOU fell into a WALL of fiiiiire!"
Casting Wall of Fire on these impudents. Each take 2d6 + 8 ⇒ (4, 4) + 8 = 16 fire damage.
SR?: 1d20 + 10 ⇒ (10) + 10 = 20
Baied Eldourha
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Baied waits to see how the battle turns, thinking.
Who knows, maybe someday there will be someone in this Spire who is willing to talk before we kill him?
delays
000dafi03
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Baied waits to see how the battle turns, thinking.
Who knows, maybe someday there will be someone in this Spire who is willing to talk before we kill him?
delays
There's been a couple and there will probably be a couple more, but Emerald Spire is marketed as a big ol' dungeon run.
blur, regnum, 21+: 1d100 ⇒ 88
blur, barm, 21+: 1d100 ⇒ 78
blur, talondreal, 21+: 1d100 ⇒ 57
Regnum's bullet finds its mark and so does Barm's sword.
Talondreal moves into a place behind barm and swings past him at the serpentfolk, easily cutting him down with a perfectly placed blow.
@Saint Gudule, can you add the save DC to your posts for spells etc? Thanks! Also, with only one enemy remaining, not sure if you still want to cast a wall of fire on them so I'm going to hold off on that action for now.
@Trutzburg, can you check the map on your turn? Sometimes your actions and map placement don't really align very well. I moved your for this current turn's actions, but since Barm is in the way and its around a corner you can't "charge" and the enemy has cover from your reach weapon.
Initiative Order, Bold May Go!
Map Slide
Enemies, red -15
Regnum
Barm
Baied, delayed action
Trutzburg
Saint Gudule
000dafi03
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Ok, that's fine Trutzburg. I didn't realize there was an access issue and not a lazy player :P
Saint Gudule
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Haha Talondreal isn't playing anymore GM ;) Also, there's no save for Wall of fire. But you're right, with only one enemy left, I'll do something else, thanks!
Gudule, humming his song, sings a command to the remaining toon.
"Drop!" he shouts.
Casting Command to drop prone. Will save DC 17.
Barm
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Barm approaches the enemy and strikes.
Vital strike - Furious Focus (power attack) +2 adamantine Greatsword: 1d20 + 17 ⇒ (5) + 17 = 22
damage: 4d6 + 15 + 9 ⇒ (5, 2, 2, 6) + 15 + 9 = 39
000dafi03
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Frantically checks wall of fire, huh, no save ever even if you drop it on people. I figured putting it on top of someone would give them a save to avoid it like the pit spells.
The serpent creature completely ignores Saint Gudules command without even flinching while swinging its dagger and fangs at Trutzburg.
dagger: 1d20 + 11 ⇒ (10) + 11 = 21
bite: 1d20 + 5 ⇒ (3) + 5 = 8
But both attacks bounce off of Trutzburg's shield.
Barm moves up and cuts down the creature while it is distracted by Trutzburg.
These are serpentfolk. Serpentfolk are immune to mind affecting effects as well as paralysis and poison.
Combat Over!
The only gear on these creatures are masterwork daggers (1 each for 2 total).
Barm
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"That was easy! "says Barm.
"Regnum when you are ready can you check that door!" he points to the door on the north.