Parmawembë
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Any kind of knowledge check to know anything about this kind of statue or any of the details of the room? Anything interesting about the type of armor the statue is wearing, what era is it from? All my knowledge skills are on my character sheet if you want to roll one for me, plus your rolling way better than me thus far.
I cast detect magic and focus on the statue for a number of rounds.
GM Gustavef
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Everyone's attention is focused on the obvious trap. Spending a few moments Blend is easily able to disable to spinning statute from activating. A quick assessment shows that it would have flailed about and covered the whole room like a set of blender blades.
You safely make your way to the other door.
Room 5
Opening the door, you are assaulted by the sound of howling wind. This chamber is cut in half by a gigantic pit, with only a thin ledge making up the far side. There are two exits from this chamber: one on your side and one on the other. Although you can feel a stiff breeze, the loud sound of rushing air seems to be coming from the gap.
You are all still in the previous room, but the door is open.
Room 5 -- Current Time (0:10)
Group conditions: Heroes Feast - 7 tmp hp, Aid (7) (0:12)Seethar - dmg; 2 thp
Doubtful - dmg; 2 thp ; Mage Armor (1:00); Barkskin (0:30)
Seoni - dmg; 2 thp
Blend - dmg; 5 tmp; Antiplague(1:00), Shield (0:02), Longstrider (1:00), Delay Poison (7:00), FoM (1:10), Barkskin(1:10), Heroism (0:50),,
Parmawembë - dmg; 2 thp
Seethar - dmg; 2 thp
Numuir - dmg; 7 thp
Parmawembë
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I move into the room and use my Remote Viewing ability for a round over the pit to see if I see anything down the pit.
After that I'd do detect magic and see if anything is out of the ordinary. Can I gauge the wind speed in the area?
Doubtful
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Doubtful will wander in after Parmawembë, pondering what horrible trap awaits them in this room.
There are two doors on our side? Unsure what the red oval thing represents.
Of course, the deep pit and the howling wind cause all sorts of doomsday scenarios to play out in his head... though he thankfully keeps them to himself for the moment.
While the elven woman does whatever it is that she is doing, he looks around for whatever is going to befall them next.
Perception: 1d20 + 16 ⇒ (19) + 16 = 35 (+2 with Stonecunning)
GM Gustavef
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The Red Oval was the door you entered from. For the most part I am assuming a few minutes between each "encounter/room" out side of rounds.
Par enters the room and uses her remote viewing ability to look around.
Per, Par: 1d20 + 17 ⇒ (6) + 17 = 23
Per, Doubtful: 1d20 + 16 ⇒ (18) + 16 = 34
Knowledge Arcane: 1d20 + 7 ⇒ (20) + 7 = 27
Random 1 or 2: 1d2 ⇒ 2
Init, Par: 1d20 + 0 ⇒ (12) + 0 = 12
Init, Seethar: 1d20 + 0 ⇒ (15) + 0 = 15
Init, Seoni: 1d20 + 6 ⇒ (10) + 6 = 16
Init, Blend: 1d20 + 6 ⇒ (18) + 6 = 24
Init, Numair: 1d20 + 6 ⇒ (19) + 6 = 25
Init, Doubtful: 1d20 + 5 ⇒ (20) + 5 = 25
Init, Basilisk: 1d20 - 1 ⇒ (4) - 1 = 3
Not seeing anything down the pit you do see some type of reptile one the ledge on the other side. Looking at Par.
Averting Eyes <50 good: 1d100 ⇒ 27
But she is able to react fast enough upon recognizing the Basilisk on the other side gazing at her to avert her eyes
Other than the wind is over the pit, you were not able to get any more details about it.
EVeryone can now act before it goes again.
Room 5 -- Current Time (0:10)
Group conditions: Heroes Feast - 7 tmp hp, Aid (7) (0:12)
Round 1Seethar - dmg; 2 thp
Doubtful - dmg; 2 thp ; Mage Armor (1:00); Barkskin (0:30)
Seoni - dmg; 2 thp
Blend - dmg; 5 tmp; Antiplague(1:00), Shield (0:02), Longstrider (1:00), Delay Poison (7:00), FoM (1:10), Barkskin(1:10), Heroism (0:50),,
Parmawembë - dmg; 2 thp
Seethar - dmg; 2 thp
Numuir - dmg; 7 thp
Doubtful
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Noticing the basalisk across the divide, Doubtful sighs, then leaps the gap, unsure what the strong winds will do, but ready to deal with them to get to the dangerous creature on the far side!
Minimum jump distance for him at the moment is 33 feet, easily enough to get to the far side.
Hrmm.. if it a basalisk, will include the inevitable fort save
Fort: 1d20 + 11 ⇒ (13) + 11 = 24
He comes down feet first, right on the reptilian creature, trying to knock it senseless before it can go on the attack.
Unarmed strike, stunning fist: 1d20 + 12 ⇒ (12) + 12 = 24, for 2d6 + 4 ⇒ (3, 6) + 4 = 13 damage plus stun (DC 18 fort negates)
GM Gustavef
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Leaping across, strong winds push Doubtful back with great force all the way back to the wall
Reflex Save: 1d20 + 11 ⇒ (5) + 11 = 16
Fortunately he does not slam in to the wall and stays on his feet.
Doubtful
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Hmm... ok... that wasn't what I was expecting... =)
Did I not make it through cause I failed a reflex save? Or was that to land on my feet?
As the winds pick him up and toss him back the way he came, the dwarf manages to twist his stout body, and land again near where he started...
a confused, and dour look on his face.
Anyone have a smokestick? If we can't reach the critter, perhaps we can block line of sight?
Of course, now that I think on it, the wind would probably disperse it pretty quickly. Hmm.
GM Gustavef
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The reflex was to land on your feet an not hit the wall at force
Parmawembë
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Is there any wind affecting the 10' on our side before the pit? I want to know if there is at least a moderate wind (11+ mph) on our side or not such that an obscuring mist wont be blown away.
Numair Salmalin
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Sir Archibald thanks Seoni for the haste, then Greater Teleports over to deal with the basilisk.
Archon with immunity to petrification and DR 10/Evil says hi ;-)
Blend
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In the ER please bot me
Blend
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I have added a token for the archon.
Blend closes his eyes given the warnings about the basilisk.
If we think the archon can deal with the beast everyone get back, no need to risk our lives on this
Blend readies to close the door once everyone is out of the room
GM Gustavef
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What type of Archon was summoned?
Numair Salmalin
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Hound Archon - so, DR 10/Evil, and immunity to petrification, amongst other things ;-)
With Haste and Aid, his attack chain would be +11/+11/+6, for 2d6+3 damage, plus a secondary bite at +5, for 1d8+2 damage.
GM Gustavef
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Sounds good
Everyone waits in the statue room while the archon and the basilisk fight it out. After almost a minute, the Hound Archon teleports back in to the room and tells Numair, that the beast has been dispatched. It then promptly returns to its own realm.
A few tests of the wind over the pit. Flying or jumping will not work. Any physical object crossing the pit gets pushed back. You do find out that energy effects (like ray spells) are unimpeded, and you saw that teleportation also could work.
There is the door on the far side and another door on this side of the pit.
Room 5 -- Current Time (0:12)
Group conditions: Heroes Feast - 7 tmp hp,Seethar - dmg; 2 thp
Doubtful - dmg; 2 thp ; Mage Armor (1:00); Barkskin (0:30)
Seoni - dmg; 2 thp
Blend - dmg; 5 tmp; Antiplague(1:00), Shield (0:02), Longstrider (1:00), Delay Poison (7:00), FoM (1:10), Barkskin(1:10), Heroism (0:50),,
Parmawembë - dmg; 2 thp
Seethar - dmg; 2 thp
Numuir - dmg; 7 thp
Blend
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Why does it disappear? It is not a summon but we gained it with a planar ally casting at the start. He has been here all along giving us aid spells
GM Gustavef
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Got it. I was wondering where it came from :) Though I went back and did not see what was the final offer. Was it to just offer the aid spell and stay out of the way (non-hazardous), or aid in combat as well (normal hazard)?
GM Gustavef
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Sounds good. It is still there since it was no overly hazardous for him to solo a Basilisk. I have added him to the card with the 1 hour counter. The room is clear and he can re-up the Aid again
Blend
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OK people, with the basilisk dead lets push on.
Blend reactivates his wands of belnd and shield
UMD, heroism: 1d20 + 12 + 2 ⇒ (11) + 12 + 2 = 25
and heads back into the windy chamber. He skirts the edge of the chasm and examines the door on this side.
Taking 10 for 33, +1 for traps
If it looks clear and the group is following he goes ahead and opens it.
Numair Salmalin
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@GM: Just to be clear, Sir Archibald is around for 1 hr per level, so that is 7 hrs, not 1 hr.
Numair nods his thanks to the Archon.
"I knew acquiring your services would be useful!"
He then waits to see what Blend discovers.
GM Gustavef
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Thanks for the clarification Updated Sir Archiblad's time
The door on your side is safe from traps and you open to reveal
Room 6
This rectangular chamber is divided up into three smaller cells. The cell containing the entrance and the far cell both hold a short wall of steel bars in the center on the outside. The walls dividing the cells are solid at the center, but are also made of similar steel bars close to the outer walls. An electrical buzzing can be heard coming from the far cell.
In the center of the room you see two walls on pivots Orange Segments. In each of the alcoves Lettered is a lever. A quick assessment shows that pulling the levers will do something with the rotating walls. In the far corner you can make out some dancing motes of electricity blue circle in the far corner.
At this point someone would need in the room to be pull a lever but not everyone currently needs to be in the room. You can currently only access C and F without special means
Parmawembë
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"Let's have a look at this.
I move into F and examine the lever. If any relevant knowledge check (engineering?), please roll.
After that, I cast Detect Magic to see if I can tell anything about the blue motes or the heard electricity.
GM Gustavef
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The motes fill the one 10x10 area and seems to be charged with electricity. Being in that field is probably a bad idea with out some precautions. Both levers that you can see have some mechanism with the rotating walls. However not enough of the mechanism is exposed to see how it will rotate the central walls.
Blend
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As I have run this unless there is a dice roll involved I wont be making any suggestions about how to deal with it
Anyone any idea what to do?
GM Gustavef
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Some one (or more) needs to stand in the room and pull the lever. It requires more force than mage hand
Parmawembë
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"Well why don't we just try the levers and see what they do. Lets get 3 in one side (F) and 3 in the other (C). Then we can pull one lever and see what it does, then pull the other lever and see what it does. If we get access to the next room, we just repeat the process there."
I contemplate casting Resist Energy on myself but hold off for a few seconds to see what happens. I also remember that I have a potion of gaseous form and could just go through the bars, but remember I can't do much in that form.
GM Gustavef
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I will let people place themselves. Then who ever says "I pull the lever" I will then update with what happens
Blend
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Blend will remain outside
Numair Salmalin
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Well, Sir Archibald is also immune to Electricity...
Numair turns to the Sir Archibald.
"If all it does is Electricity damage, you should be fine, correct?"
With a cautious nod, the Hound Archon moves in and pulls the lever.
GM Gustavef
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Pulling the lever, the walls in the center quickly shift. The motes of electricity disappear then reappear in C. However a soft nimbus of light is left in A
Blend
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How? Blend asks gesturing to the wall of wind.
GM Gustavef
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There is enough of a "gap" in the walls to see what is in other other alcoves. But not enough for a normal humanoid to squeeze though. All them have levers. When the lever was pulled, the walls changed orientation, the field of motes vanished, and left behind the soft nimbus of light. The motes then re-appeared in the new area
Parmawembë
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Seeing the death ball of electricity move around, I quickly cast Resist Energy, Electricity (20) [80 minutes] on myself before moving into the next alcove with my hound buddy. Once we're both in E we throw the lever to see what the walls do.
GM Gustavef
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Pulling F
Walls move Horizontal
The Motes move to F
The soft nimbus of light is left in A, C
Two Blades in the Shadows
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Seethar started jotting down which lever got pulled and what happened in the dirt on the ground. "Which one was the first lever that got pulled?" he asked.
Lever A:
Lever B:
Lever C:
Lever D:
Lever E:
Lever F: Walls - Motes F, Light A/C
Parmawembë
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Pulling F
Walls move Horizontal
The Motes move to F
The soft nimbus of light is left in A, C
Just a correction, we just pulled E.
Seeing the ball of death chasing us, albeit slowly, we move over to B and pull that lever.
GM Gustavef
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Yes it was E
Pulling B
Walls : Vertical
Motes : E
Nimbus: A,C,F