Jevar Shadowmantle |
Uh oh, little too close.
Jevar limps back around the corner and imbibes his first elixir of life.
◆ Stride
◆ Interact: draw lesser elixir of life
◆ Interact: take lesser elixir of life: 3d6 + 6 ⇒ (2, 2, 3) + 6 = 13
Kolgradd Thunderiron |
Struggling through the intense head-pain, Kolgradd rushes to intercept the remaining brain-beast to prevent to cover Jevar's retreat.
◆ Stride
"Stop that!" He thrusts the point of his longhammer, aimed at the thing's humongous head.
◆ Strike
Long Hammer, anthem: 1d20 + 23 + 1 ⇒ (15) + 23 + 1 = 39
Piercing, anthem: 3d8 + 8 ⇒ (3, 4, 2) + 8 = 17 Cold: 1d6 ⇒ 2 Fire: 1d6 ⇒ 4
[ooc]Unless the piercing happened to be especially effective, he'll switch back to the old reliable bludgeoning
◆ Strike
Long Hammer, anthem, MAP: 1d20 + 23 + 1 - 5 ⇒ (14) + 23 + 1 - 5 = 33
Bludgeoning, anthem: 3d8 + 8 ⇒ (7, 1, 7) + 8 = 23 Cold: 1d6 ⇒ 3 Fire: 1d6 ⇒ 6
Boodiddly |
Boodiddly pretend-winces again, then notices Kolgradd’s extremely-realistic performance of pain. Cautiously he edged closer to the fray, then tries to find his friend in the mist and soothe his headache.
Flat Check vs DC 5: 1d20 ⇒ 9
Soothe (rank 4) to Kolgradd: 4d10 + 4 ⇒ (9, 7, 4, 9) + 4 = 33
Step [A] and cast soothe at rank 4 on Kolgradd [AA]. +2 status vs mental might be pretty useful!
Shohreh Kassar |
As one creature falls, Shohreh redirects her focus to the sole remaining monster, frowning at her starknife as it returns to her grasp, its bladed still unblooded.
Starknife vs Alien: 1d20 + 20 ⇒ (3) + 20 = 23
Flat Check: 1d20 ⇒ 2
Piercing: 2d4 + 1 ⇒ (2, 3) + 1 = 6 plus Void: 1d6 ⇒ 2
Void Warp, DC 31 basic Fort: 7d4 ⇒ (3, 1, 1, 1, 1, 4, 4) = 15
Flat Check: 1d20 ⇒ 7
GM Xavier Kahlvet |
Kolgradd advances and attacks Red. No advantage between using piercing or bludgeoning; both work equally the same.
Shohreh throws her starknife then sends void energy at Red.
Red basic Fort; spell resistance: 1d20 + 18 + 1 ⇒ (12) + 18 + 1 = 31
Boodiddly steps to the south, but as he does so he hears a faint whisper in his mind.
Boodiddly Will; mental static: 1d20 + 21 - 1 ⇒ (2) + 21 - 1 = 22
Yeah…making the executive decision to use a Hero Point on that.
Reroll: 1d20 + 21 - 1 ⇒ (16) + 21 - 1 = 36
Boodiddly shakes off the effect and heals Kolgradd. You forgot about an extra +12 to the healing for that soothe.
Also, yes. There was a suggestion trap in that SINGLE five-foot square on the map that y’all were kinda just dancing around. I THINK that Kolgradd should’ve triggered it near the start of combat, but I a) forgot about it at the time, and b) didn’t get clear confirmation as to whether or not Kolgradd went into THAT specific square, so I just kinda let it slide as a “I guess Kolgradd did a weird bit of movement so I don’t have to retcon back three turns.”
Jevar moves and drinks an elixir.
Red bites at Kolgradd!
◆ Red jaws vs Kolgradd: 1d20 + 21 ⇒ (3) + 21 = 24
Damage: 2d10 + 7 ⇒ (2, 5) + 7 = 14 Mental: 1d10 ⇒ 7
Then ◆◆ unleashes another wave of mental energy!
Boodiddly: 1d20 + 21 - 1 ⇒ (11) + 21 - 1 = 31 Success --> Crit Success (Performer’s Heart)
Kolgradd; soothe: 1d20 + 20 - 1 + 2 ⇒ (9) + 20 - 1 + 2 = 30 Success Thank your bard
Shohreh: 1d20 + 24 - 1 ⇒ (8) + 24 - 1 = 31 Success --> Crit Success (Resolute Faith)
Something in the Mist
Round 7
==============
Kolgradd (-71) {+2 status vs mental}
Shohreh
Boodiddly (-33)
Jevar (-58) {invisible}
Alien <Red> (-132) {Broadcast Stance}
==============
Jevar Shadowmantle |
Hmm, Jevar has a lot of AOE spells prepared but Kolgradd is awfully close.
Jevar has felt so vulnerable this whole encounter that he barely remembers that he's invisible. It seems to not matter.
He imbibes his other healing elixir and cautiously approaches the corner again to get a view of the alien.
◆ Interact: draw lesser elixir of life
◆ Interact: take lesser elixir of life: 3d6 + 6 ⇒ (4, 3, 1) + 6 = 14
◆ Stride
Kolgradd Thunderiron |
Boodiddly soothes some of his pain away, and Kolgradd can't help a deep smile cross his face as the relief washes over him. Despite the pain still being present, it is diminished by comparison.
"Thank you old friend!"
He sets about knocking the thing out of its weird stance...
◆ Trip
Athletics: 1d20 + 25 ⇒ (17) + 25 = 42
Before pummelling it!
◆ Advantageous Assault
Long Hammer, MAP: 1d20 + 23 - 5 ⇒ (18) + 23 - 5 = 36
Bludgeoning, circumstance: 3d8 + 8 + 5 ⇒ (1, 6, 3) + 8 + 5 = 23 Cold: 1d6 ⇒ 3 Fire: 1d6 ⇒ 5
◆ Advantageous Assault
Long Hammer, MAP: 1d20 + 23 - 10 ⇒ (17) + 23 - 10 = 30
Bludgeoning, circumstance: 3d8 + 8 + 5 ⇒ (4, 3, 5) + 8 + 5 = 25 Cold: 1d6 ⇒ 5 Fire: 1d6 ⇒ 5
Cor that was a good set of d20 rolls
Shohreh Kassar |
That's where all my dice luck's been going!
Shohreh keeps up the pressure with her blades and spells, though she grows visibly frustrated.
Starknife vs Red: 1d20 + 20 ⇒ (9) + 20 = 29
Flat check: 1d20 ⇒ 3
Void Warp, DC 31 basic Fort: 7d4 ⇒ (3, 4, 4, 4, 2, 2, 3) = 22
Flat Check: 1d20 ⇒ 17
GM Xavier Kahlvet |
Kolgradd trips Red and kills it!
Healing: 2d8 + 40 ⇒ (4, 8) + 40 = 52
Shohreh Medicine; DC 30: 1d20 + 24 ⇒ (6) + 24 = 30
Healing: 2d8 + 40 ⇒ (3, 6) + 40 = 49
Now, I’m going to be doing something kinda weird when it comes to y’all exploring this floor (exploring all of the various hallways, etc. first); there is a reason for this, so just bear with me.
To the South OR The middle of the junction
This metal circle in the floor again depicts angels, but there is nothing beatific about these figures. Their eyes are filled with lust, and long snaking tongues reach out, lolling on their cheeks. This is the gate y’all need to come to once the angel statues are correctly oriented
Going around the hallways
The former-amnesiacs slowly make their way through the fog-coated hallway, finding three angel statues whose heads they orient to face the walls so that they may proceed to the next section of the library. The former-amnesiacs eventually make their way down a mini-hallway in the northeastern corner of this floor.
This side room is similar to those in other parts of the Mysterium—clogged with high, sagging shelves brimming with books, relics, and other arcane curiosities. Nearly all of the once-shelved books lie scattered across the floor in a haphazard mess.
Inside the room, however, is a giant robed creature with the body of an elderly woman and the head of a donkey. She stands at the far side of the room seeming to knit something using a pair of knitting needles and yarn that comes from an unseen place from within her cloak. The former-amnesiacs also spy something through the mist in the southeastern corner of the room: a bloody and beaten-up corpse that wears the regalia of a Nethysian priest.
When the former-amnesiacs enter the room, the donkey-headed woman looks up from her knitting then cocks her head. A voice worms its way into the former-amnesiacs’ heads—the soothing voice of a kindly, elderly woman, her “words” as melodious as a lullaby.
”You are unique. I have not seen material like this in…quite some time. Very very curious.”
Because I know the first question will be “what is this thing?”
What do you do?
Jevar Shadowmantle |
Jevar looks to the body in the corner and asks out loud
What happened to them…?
Her tone already makes him anxious and he’s going through his prepared spells in his head already. Still, he tries to start with a friendly demeanor.
Diplomacy (make an impression, probably): 1d20 + 16 ⇒ (19) + 16 = 35
GM Xavier Kahlvet |
"Hmm?"
The creature glances over at the body in the corner of the room, as if only noticing it for the first time.
"Poor soul was fallen when I came here. He was surrounded by the pitiable dreams until they made him sleep too deeply, as he is now."
Jevar Shadowmantle |
He frowns, not entirely believing her at first.
Sense motive (perc+18)
But, for now she lacks hostility so he ventures one more question.
What do you see as unique about us?
Kolgradd Thunderiron |
Kolgradd listens to the conversation respectfully, but when the opportunity presents itself, he cuts to the heart of the issue.
"This isn't your place, how did you get here? Do you know how to get home?"
GM Xavier Kahlvet |
Kolgradd listens to the conversation respectfully, but when the opportunity presents itself, he cuts to the heart of the issue.
"This isn't your place, how did you get here? Do you know how to get home?"
”I’m not entirely sure. Something called me here, like a voice in a dream long forgotten. I normally would be able to return of my own power, but something is preventing me.”
What do you see as unique about us?
”Your minds. It emanates potent yarns of the Dreamlands itself.” She repositions the knitting needles in her hands, holding one needle tightly in each hand. ”Not many mortals have such intense dreams that produces such yarns; it would be quite foolish of me to pass up an opportunity such as this…”
Boodiddly |
"How do you, uh, collect these dreams? Is it like shearing a sheep or like reaping wheat?" Boodiddly’s curiosity gets the better of him even as he tries to put a good face on things.
Diplomacy to Impress: 1d20 + 23 ⇒ (20) + 23 = 43
Shohreh Kassar |
Shohreh pays close attention to the creature, looking for any sign of veiled hostility or deception.
Sense Motive, Perc +21
GM Xavier Kahlvet |
"How do you, uh, collect these dreams? Is it like shearing a sheep or like reaping wheat?" Boodiddly’s curiosity gets the better of him even as he tries to put a good face on things.
”I suppose it depends on how cooperative the ‘sheep’ is being. But if you are asking if it is harmless, it will at most make you drowsy until you next rest.”
Jevar Shadowmantle |
Jevar fidgets nervously.
Well, y'know. I think there were some other explorers out in the hallway with way more interesting dreams! I honestly don't know why you'd waste your time with us.
Lie, Deception(T) +16 (secret)
Also, there was this asylum we came from long ago... Has to be loaded with interesting dreams.
GM Xavier Kahlvet |
The donkey-headed creature looks at Jevar. ”Do not waste my time with simple falsehoods.”
So, now’s basically the point where I have to ask what y’all are gonna do. You are actually in a very interesting situation because Boodiddly crit-succeeded on the Make an Impression, so this definitely could end with y’all just saying “no thank you” and leaving (which is only an option because of Boodiddly’s crit success).
Kolgradd Thunderiron |
As if Kolgradd's discomfort at the conversation suddenly boiled over, he finds himself moving toward the corpse.
"Sorry, if you don't mind I need to look at that unfortunate over there"
He proceeds unless he receives an objection to grab hold of the corpse and drag it out of the room, giving a perfunctory "I'll have to, er, think about the dream thing. I'll come back later", giving absolutely no-one the impression that he's going to do any such thing.
Out in the hallway, he inspects the corpse to see if this might be Elder Lythin, whom he has sworn to return, dead or alive.
Jevar Shadowmantle |
Jevar can't fight back and expression of fright as Kolgradd moves further into the room. He'd had just decided it was maybe time to peaceably, but quickly, exit the room.
Well, it seems we've nothing left to do here. We can take our leave, and let you back to your task.
Jevar turns and exits back west, waiting int he hallways for the others and Kolgradd dragging the body.
Boodiddly |
Boodiddly shifts weight awkwardly as Kolgradd and Jevar leave the room with the corpse in tow. "I think they’re correct in that we’re going to need our wits about us to fix whatever’s happening here so folks can leave," he explains to the dramofir. "But when we’re done, I would be happy to both ensure your ability to return home and to let you use some of my dreams for your cloak - provided you let me see how you use them. And, if you would rather that happen sooner rather than later, we’d gladly accept your help in resolving all this." He pauses to give the dream-weaver time to respond and smiles charmingly.
Diplomacy to Request: 1d20 + 23 ⇒ (20) + 23 = 43 (Shameless Request)
Lol, apparently he gets along with this fellow like a house on fire. XD
GM Xavier Kahlvet |
Hero Points reset in a week
Boodiddly shifts weight awkwardly as Kolgradd and Jevar leave the room with the corpse in tow. "I think they’re correct in that we’re going to need our wits about us to fix whatever’s happening here so folks can leave," he explains to the dramofir. "But when we’re done, I would be happy to both ensure your ability to return home and to let you use some of my dreams for your cloak - provided you let me see how you use them. And, if you would rather that happen sooner rather than later, we’d gladly accept your help in resolving all this." He pauses to give the dream-weaver time to respond and smiles charmingly.
”Fair enough.”
With minimal objections from the donkey-headed creature, Kolgradd manages to bring the corpse out of the room with him.
Gonna give Boodiddly a Hero Point for the two nat 20s against the dramofir.
As the former-amnesiacs examine the corpse, they notably find that it is wearing the regalia of a high-ranking member of the church of Nethys. Pulling back the curtain: this is indeed Elder Lythiin. You were tasked with recovering his body, so I’m gonna assume that y’all take this one with you (probably by putting it in a spacious pouch)
I’m NOT gonna put those in the inventory sheet because the entire point of you needing to find Elder Lythiin was to recover his body to raise him from the dead, so you’ll need to return them once out of the Mysterium. That said, for the rest of the dungeon, Shohreh gains a +2 to Religion checks and (maybe) a +1 to her AC. (I say “maybe” because it’s entirely possible that you choose not to wear Lythiin’s greater library robes in favor of your library robes with a breath of life inscribed on them)
However, the former-amnesiacs find themselves in a different predicament: They have thus far found three out of four angel statues, but they have explored the entirety of this floor of the Mysterium.
Northeast: 4d20 ⇒ (8, 8, 15, 15) = 46
Given the time to think, Jevar comes to a conclusion: this entire floor of the Mysterium has likely been affected by a variation of the ward domain ritual, meaning that any doorways that MIGHT exist have been shrouded in illusions and magically locked. Now that y’all know NOT to just ignore the plain-looking walls, I’m gonna do another once-through of the hallways to see if y’all can see through the illusions. And yes, the doors being hidden by illusions (despite still being seen on the map) is the “something kinda weird” that I mentioned before.
Northeasternmost Room
As they go through the floor once more, Kolgradd and Shohreh manage to see through one of the illusions—specifically for a door that just happened to be right near where the dramofir was.
Now to deal with the lock. And I don’t know when this happened, but I guess Jevar is a master in Thievery now.
1d20 + 21 ⇒ (2) + 21 = 23
1d20 + 21 ⇒ (15) + 21 = 36
1d20 + 21 ⇒ (6) + 21 = 27
1d20 + 21 ⇒ (7) + 21 = 28
1d20 + 21 ⇒ (16) + 21 = 37
1d20 + 21 ⇒ (17) + 21 = 38
1d20 + 21 ⇒ (3) + 21 = 24
1d20 + 21 ⇒ (18) + 21 = 39
This room is crammed with cases, shelves, and cabinets, alongside a large number of preserved snakeskins and the skull of some sort of large fish.
As they enter this room, the former-amnesiacs notice a pervasive feeling of envy fills the area, and Boodiddly notices a barely-visible specter of a Nethysian mage floating listlessly in the center of the room.
Jevar Arcana: 1d20 + 25 ⇒ (3) + 25 = 28
Jevar Arcana: 1d20 + 25 ⇒ (9) + 25 = 34
Jevar Arcana: 1d20 + 25 ⇒ (14) + 25 = 39
With a few tries, Jevar manages to convince the specter that his magical knowledge is not to be trifled with, which causes the spirit vanish in shame.
There is nothing else of note in this room.
Northwest: 4d20 ⇒ (20, 18, 2, 11) = 51
Southeast: 4d20 ⇒ (17, 10, 8, 10) = 45
Southwest: 4d20 ⇒ (8, 1, 14, 18) = 41
Back to the Angel Gate
As the former-amnesiacs continue to search around, they eventually find that there are four doors right next to the angel gate at the center of the floor, in each of the ordinal directions.
1 NE, 2 SE, 3 SW, 4 NW: 1d4 ⇒ 2
Southeast Room
This room looks no different from how the former-amnesiacs would expect a section of a library to look, with two exceptions: 1) in the southeastern corner of the room is an angel statue, and 2) four mechanical beings with the heads of crystal balls stand in this room. Map Updated
As soon as the former-amnesiacs enter the room, though, the mechanical beings immediately begin to whir and spring to life to attack!
Jevar: 1d20 + 18 ⇒ (17) + 18 = 35
Kolgradd: 1d20 + 21 + 2 ⇒ (19) + 21 + 2 = 42
Shohreh: 1d20 + 21 ⇒ (4) + 21 = 25
Mechanical Beings; Standby: 1d20 + 17 - 2 ⇒ (11) + 17 - 2 = 26
Well-Oiled Machine
Round 1
==============
Kolgradd
Jevar
Mechanics Being <Red>
Mechanics Being <Yellow>
Mechanics Being <Green>
Mechanics Being <Blue>
Shohreh
Boodiddly
==============
Jevar Shadowmantle |
Now to deal with the lock. And I don’t know when this happened, but I guess Jevar is a master in Thievery now.
at about the time he took his second multiclass in Rogue
Jevar Shadowmantle |
Crystal ball heads... the player in me wonders if these are conrasu.
Nothing surprises Jevar at this point. So his mind immediately begins to pour over his knowledge of magical and planar beings to think on what these might be.
◆ Recall knowledge: Arcana(M) +25
After he incants and touch's Kolgradd's shoulder.
◆◆ Cast a spell: Invisibility (Rank 4)
Kolgradd Thunderiron |
Kolgradd nodded in impressed approval at Jevar's deft work of the lock, and then again at the dismissal of the spirit in the room. His memories of Jevar experienced wizard and more recently as blank-slate neophyte overlay each other jarringly.
It's not until the room full of crystal-headed constructs move to attack that he comes back to himself. Bathed in invisibility, he steps into position, swings with a telling blow, and then steps again to confuse them.
◆ Step
◆ Combat Assessment At Green
Long Hammer: 1d20 + 23 ⇒ (3) + 23 = 26
Damn. Well if that misses we're near the end of the month so let's try the hero point!
Long Hammer: 1d20 + 23 ⇒ (13) + 23 = 36
Bludgeoning: 3d8 + 8 ⇒ (3, 3, 5) + 8 = 19 Cold: 1d6 ⇒ 6 Fire: 1d6 ⇒ 4
For the Recall Knowledge he'd be most interested in how best to disable or destroy them, so I suppose Weaknesses or Vulnerabilities
◆ Step
GM Xavier Kahlvet |
Kolgradd Delays until after Jevar.
Jevar thinks for a bit then turns Kolgradd invisible.
DC 5 flat to target Kolgradd: 1d20 ⇒ 11 Because this entire floor is still covered in fog, which I MEANT to re-emphasize last post and forgot.
Kolgradd moves forward and attacks. Kolgradd ignores the flat check from the fog because of Blind-Fight. And the 26 actually hits because of the invisibility from Jevar making Green off-guard. However, it resisted some of the damage.
Red ◆◆ Casts a Spell, which Jevar immediately recognizes as haste. Triggers from Kolgradd
↻ Kolgradd RS vs Red OG: 1d20 + 23 ⇒ (16) + 23 = 39
Damage (doubled from crit): 3d8 + 8 ⇒ (4, 7, 3) + 8 = 22 Cold Damage (doubled from crit): 1d6 ⇒ 4 Fire Damage (doubled from crit): 1d6 ⇒ 4
Not gonna bother rolling the save against frost, since it was made during the creature’s turn.
Red Fort vs Crit Spec: 1d20 + 17 ⇒ (18) + 17 = 35
It then punches at Kolgradd!
◆ Red vs Kolgradd: 1d20 + 19 ⇒ (13) + 19 = 32
Damage: 2d10 + 6 ⇒ (4, 10) + 6 = 20
DC 11 flat: 1d20 ⇒ 3
Yellow likewise ◆◆ Casts a Spell that Jevar ALSO recognizes immediately as howling blizzard!
Technically Jevar has cone of cold, which is the pre-Remaster version of howling blizzard; I’m just kinda assuming that was something the player missed when we did the remaster stuff.
I’m way too lazy to actually draw out the 60-foot cone, because it’s easily gonna get all y’all. I’m just gonna put down a haphazard yellow-outlined shape to showcase what is difficult terrain until the start of Yellow’s next turn.
Boodiddly: 1d20 + 19 ⇒ (15) + 19 = 34 Success
Jevar: 1d20 + 20 ⇒ (4) + 20 = 24 Failure
Kolgradd: 1d20 + 18 ⇒ (9) + 18 = 27 Failure
Shohreh: 1d20 + 20 ⇒ (3) + 20 = 23 Failure
Yellow then ◆ touches a stone built into its chest, which glows brightly for a moment.
Green ◆◆ Casts a Spell as well, this time it is Boodiddly and Shohreh that immediately recognize it as revealing light! Green radius.
Kolgradd: 1d20 + 18 ⇒ (16) + 18 = 34 Success
Shohreh: 1d20 + 20 ⇒ (11) + 20 = 31 Success
So the dazzled from revealing light does nothing when the entire area was covered in fog anyway (and Kolgradd still has Blind-Fight, so dazzled means literally nothing), so all that spell really did was negate the concealment from the fog against y’all, and reduce the flat check to hit Kolgradd from DC 11 to DC 5.
Green then ◆ casts shield.
Blue ◆◆ Casts a Spell.
Kolgradd Fort: 1d20 + 21 ⇒ (17) + 21 = 38 Critical Success.
Blue then ◆ casts shield.
Fire Damage vs Red: 1d10 ⇒ 1
DC 15 flat: 1d20 ⇒ 17
EDIT: Just remembered that Blue would have needed to make a DC 5 flat check to target Kolgradd; its spell did nothing anyways, so I won't bother retconning it in.
Well-Oiled Machine
Round 1 —> 2
==============
Jevar (-37)
Kolgradd (-37) {invisible: Round 1 of 10; revealed: Round 0 of 2}
Mechanical Being <Red> (-61 from “1” attacks [before resistances])
Mechanical Being <Yellow>
Mechanical Being <Green> (-29 from “1” attacks [before resistances])
Mechanical Being <Blue>
Shohreh (-37) {revealed: Round 0 of 2}
Boodiddly (-18)
==============
Jevar Shadowmantle |
Technically Jevar has cone of cold, which is the pre-Remaster version of howling blizzard; I’m just kinda assuming that was something the player missed when we did the remaster stuff.
Yup, definitely missed that. If allowed, Jevar would counterspell that with his prepared Cone of Cold.
Jevar Shadowmantle |
Jevar's incantation ends in pointing at all four of the construct mages.
◆◆ Cast a spell: Chain Lightning through RED, YELLOW, BLUE, GREEN
Electricity damage, DC31 Basic Reflex: 8d12 ⇒ (10, 10, 1, 2, 6, 3, 7, 6) = 45 Damage to each until one critically saves and breaks the chain
◆ Interact: Draw lesser Elixir of life
Kolgradd Thunderiron |
"They're powered by electricity, use water magic!"
Kolgradd shouts out roughly at the same time as Jevar blasts out the lightning bolts. He knows Jevar can't see him, so he dodges the bolts as best as he's able, and smashes the most injured creature with his hammer looks like Red
◆ Strike
Long Hammer, anthem: 1d20 + 23 ⇒ (19) + 23 = 42
Piercing, anthem: 3d8 + 8 ⇒ (4, 3, 1) + 8 = 16 Cold: 1d6 ⇒ 4 Fire: 1d6 ⇒ 5
◆ Strike
Long Hammer, anthem: 1d20 + 23 - 5 ⇒ (14) + 23 - 5 = 32
Piercing, anthem: 3d8 + 8 ⇒ (7, 3, 2) + 8 = 20 Cold: 1d6 ⇒ 5 Fire: 1d6 ⇒ 3
He then tries to move under the cover of invisibility to avoid subsequent attacks
◆ Sneak
Stealth: 1d20 + 15 ⇒ (5) + 15 = 20
Jevar Shadowmantle |
I saw the weakness but I didn’t note any particular resistance or benefit from electricity, so still hoping for a good multi target hit.
GM Xavier Kahlvet |
Retconning in Jevar's Counterspell.
Counteract: 1d20 + 21 ⇒ (15) + 21 = 36
So the howling blizzard did NOT actually happen.
Boodiddly |
Boodiddly blinks as the blizzard disappears as quickly as it had appeared. But then he hears Kolgradd shouting from somewhere that the constructs dislike water and, well, the closest thing he has is a sea shanty about a mermaid, a kraken, and a particularly clever sailor with naught to his name but a cherry cupcake.
Performance vs DC 28 to Linger: 1d20 + 24 ⇒ (4) + 24 = 28
Noticing sparks dancing around Jevar’s hands, Boodiddly decided to wait for a moment to see the fireworks before whistling a tune to wrap up the southern statue in a protective - if rather unyielding - embrace.
Delaying until after Jevar, then using Lingering Composition [F] and casting rallying anthem [A] and resilient sphere on Green (Reflex DC 31).
GM Xavier Kahlvet |
Since Boodiddly is Delaying until after Jevar, I’m just gonna put Shohreh at the top of the round so it’s easier for me (and because it changes basically nothing).
Botting Shohreh: Shohreh casts spiritual armament Technically it says “spiritual weapon,” but I’m gonna assume that that was just forgetting to use the remastered version of the spell.
Shohreh vs Red: 1d20 + 21 ⇒ (6) + 21 = 27
Damage: 3d8 ⇒ (1, 7, 2) = 10
It has no spirit, so it does slashing damage, which gets resisted.
Then Sustains to attack again.
Shohreh vs Red; 2nd: 1d20 + 21 - 5 ⇒ (3) + 21 - 5 = 19
Damage: 3d8 ⇒ (6, 6, 1) = 13
Jevar sends a bolt of lightning at the constructs!
Yellow: 1d20 + 19 ⇒ (8) + 19 = 27
Blue: 1d20 + 19 ⇒ (12) + 19 = 31
Green: 1d20 + 19 ⇒ (4) + 19 = 23
Red completely short-circuits and explodes, while the others do not take kindly to the electricity. They are all weak to electricity.
Boodiddly sings then tries to trap Green in a bubble.
Green Reflex: 1d20 + 19 ⇒ (13) + 19 = 32 So it’s trapped, but the sphere’s HP is 10.
Kolgradd attacks Green Yellow. Green’s in the sphere, so you wouldn’t target him, and I just chose Yellow because it’s closest. Crit then hit.
Yellow Fort vs Frost | DC 24: 1d20 + 17 ⇒ (9) + 17 = 26
Yellow Fort vs Crit Spec | DC 30: 1d20 + 17 ⇒ (15) + 17 = 32
Dunno why I rolled those, because Yellow’s definitely gone now.
Blue ◆◆◆ Casts a Spell!
↻ Kolgradd RS vs Blue: 1d20 + 23 ⇒ (6) + 23 = 29
Damage: 3d8 + 8 ⇒ (4, 8, 1) + 8 = 21 Cold Damage: 1d6 ⇒ 4 Fire Damage: 1d6 ⇒ 2
And some of the fog in the area becomes a sickly yellow!
Green pauses for a moment before attempting to punch the force sphere.
◆ Green vs sphere: 1d20 + 19 ⇒ (19) + 19 = 38
Damage: 2d10 + 6 ⇒ (3, 1) + 6 = 10
DC 5 flat: 1d20 ⇒ 20
Doesn’t get over Hardness.
◆ Green vs sphere; 2nd, agile: 1d20 + 19 - 4 ⇒ (6) + 19 - 4 = 21
Damage: 2d10 + 6 ⇒ (3, 5) + 6 = 14
DC 5 flat: 1d20 ⇒ 17
◆ Green vs sphere; 3rd, agile: 1d20 + 19 - 8 ⇒ (10) + 19 - 8 = 21
Damage: 2d10 + 6 ⇒ (1, 1) + 6 = 8
DC 5 flat: 1d20 ⇒ 8
Doesn’t get over Hardness.
Well-Oiled Machine
Round 3
==============
Shohreh {revealed: Round 1 of 2}
Jevar
Boodiddly {Lingering Rally: Round 1 of 3}
Kolgradd {invisible: Round 2 of 10; revealed: Round 1 of 2}
Mechanical Being <Green> (-61 from “1” attacks [before resistances]) {Trapped in sphere (-4)}
Mechanical Being <Blue> (-82 from “1” attacks [before resistances])
==============
Jevar Shadowmantle |
◆ Interact: consume lesser elixir of life: 3d6 + 6 ⇒ (2, 1, 1) + 6 = 10
and gains a +1 item bonus save against diseases and poisons for 10 minutes.
Jevar groans out loud while imbibing his healing elixir.
A stinking cloud! Get out of it as fast as you can!
He spots a "clean" spot across the room and makes for it.
◆ Stride
◆ Stride
I think the spot I found on the map is safe from it. Also, the last battle status no longer shows our damage, but I'm pretty sure that didn't magically go away :)
Kolgradd Thunderiron |
Kolgradd looks surprised when the electricity is so effective, and hammers on the robot that created the cloud before rushing out of it.
◆ Strike
Long Hammer: 1d20 + 23 ⇒ (4) + 23 = 27
Bludgeoning: 3d8 + 8 ⇒ (7, 8, 7) + 8 = 30 Cold: 1d6 ⇒ 6 Fire: 1d6 ⇒ 4
◆ Strike
Long Hammer: 1d20 + 23 - 5 ⇒ (10) + 23 - 5 = 28
Bludgeoning: 3d8 + 8 ⇒ (8, 8, 5) + 8 = 29 Cold: 1d6 ⇒ 2 Fire: 1d6 ⇒ 1
◆ Stride
If that space is too squeezed with the bookcases, he can rush out the door past Boodiddly instead
GM Xavier Kahlvet |
Kolgradd’s turn alone is enough to destroy Blue, and with Green being trapped in a bubble I’m just gonna handwave it (especially since I don’t really feel like botting two PCs today).
3d3 ⇒ (1, 1, 2) = 4
Jevar vs bracelet: 1d20 + 25 ⇒ (8) + 25 = 33
Jevar vs boots: 1d20 + 25 ⇒ (5) + 25 = 30
Jevar vs scroll: 1d20 + 25 ⇒ (17) + 25 = 42
In addition, the former-amnesiacs find a series of strange oddities in this room, some of which are valuable.
In a leather satchel is a desiccated hand wearing a greater armory bracelet that also has a firearm charm.
A small serpentine statue of a six-headed medusa eating mouthfuls of crystal rats (worth 300 gp).
A stuffed dodo wearing a pair of propulsive boots
A withered bridal bouquet with a small black emerald on a long hatpin engraved with the words “Forever H. K.” worth 225 gp
A [i]scroll of 6th-rank paralyze folded up in the shell of a dead tortoise at the back of a cupboard.
Inventory Updated
And it is at this point that I will ask this: y’all have gotten all four of the angel statues that you need, meaning you can proceed to the next floor of the Mysterium if you so wish. Do y’all want to? Or do you want to continue exploring this section of the Mysterium?
Jevar Shadowmantle |
Jevar looks around at their surrounds.
How safe is it to rest here before we move on?
translation: the spells are heavily depleted
Kolgradd Thunderiron |
Kolgradd's eyes go wide at the armory bracelet.
"It would be wise to gather our strength, the things going haywire down here have been most potent. Perhaps we could fortify this room ..."
He assesses the room for defensibility, checks to see if the bookcases can form a barricade and so on.
GM Xavier Kahlvet |
I will also reiterate that, due to weird circumstances, y'all are currently stuck on this particular floor (and cannot backtrack to a previous floor to rest). But you can easily barricade this room to have a decent place to rest.
Jevar Shadowmantle |
Barricade, Crafting (M)?: 1d20 + 23 ⇒ (5) + 23 = 28
GM Xavier Kahlvet |
Sorry, I was more waiting because I didn't get an answer about if y'all want to continue exploring this floor of the Mysterium or not.
Jevar Shadowmantle |
The dungeon crawler in Jevar thinks its worth looking behind the three doors that remain from the center of the floor.
Others? Objections? I'm flexible.
Shohreh Kassar |
"Pushing on when we are low on energy and magic would be ill-advised," Shohreh agrees.
Kolgradd Thunderiron |
"You're right Shohreh. We've used a lot of energy today. I'll take the first watch"
Kolgradd helps Jevar with the barricades, then settles in to watch and then rest for the night.
Crafting, moving bookscases: 1d20 + 17 ⇒ (17) + 17 = 34
After the rest he'd definitely advocate for clearing this floor before moving on
GM Xavier Kahlvet |
Alright, since the only answer I received to my question was to keep exploring this level, I guess that’s what y’all will do after y’all rest up. I’m just gonna arbitrarily choose to do the rooms in clockwise order.
*
Sunday 16 Abadius, 4717
*
Southwest Room
This room, just like the others, appears to be a simple repository of books. Map Updated
Jevar: 1d20 + 18 ⇒ (12) + 18 = 30
Kolgradd: 1d20 + 21 + 2 ⇒ (13) + 21 + 2 = 36
Shohreh: 1d20 + 21 ⇒ (3) + 21 = 24
??? Stealth: 1d20 + 20 ⇒ (10) + 20 = 30
As the former-amnesiacs enter the room though, all of them (save Jevar) get the disturbing feeling that they are being watched, and their instincts tell that that there are invisible creatures in this room. The spaces these creatures are in are known to everyone except Jevar, since the creatures didn’t roll high enough on their Stealth initiative.
Unseen
Round 1
==============
Kolgradd
Boodiddly
Invisible Creature <Red>
Invisible Creature <Orange>
Invisible Creature <Yellow>
Invisible Creature <Green>
Jevar
Shohreh
==============
Jevar Shadowmantle |
Jevar thinks its worth looking behind the three doors that remain from the center of the floor.
After the rest he'd definitely advocate for clearing this floor before moving on
2 votes to finish this floor seems reasonable to proceed.
Kolgradd Thunderiron |
Although Blind-Fight has been very useful, Kolgradd will change his practice routine during his preparations and instead take Intimidating Strike today. To fill in the gap of possible invisible things, he'll swap Mirror Image for See the Unseen.
Having now read the post, I promise I wrote the above first!
Kolgradd tightens his grip on his hammer as he speaks the words to enhance his vision
◆◆ Cast See the Unseen
His last action will depend a little on what he sees. Certainly he'll share a brief description with the others, and probably enter Disruptive Stance, but conceivably if he recognises something he's seen before he might attack or shield or even flee
GM Xavier Kahlvet |
Kolgradd grants himself the ability to see the unseen, and what he sees in the room are a number of beings of pure air that are only moderately distinguishable from the surrounding fog. Having never seen these kinds of creatures before, he enters his Disruptive Stance.
Botting Boodiddly: Boodiddly harmonizes.
Orange attacks Jevar!
◆ Orange vs Jevar OG w/rallying anthem: 1d20 + 20 ⇒ (19) + 20 = 39
Damage (doubled from crit); Sneak Attack: 1d10 + 7 + 2d6 ⇒ (5) + 7 + (5, 2) = 19
DC 5 flat: 1d20 ⇒ 17
◆ Orange vs Jevar OG w/rallying anthem; 2nd, agile: 1d20 + 20 - 4 ⇒ (14) + 20 - 4 = 30
Damage; Sneak Attack: 1d10 + 7 + 2d6 ⇒ (5) + 7 + (3, 2) = 17
DC 5 flat: 1d20 ⇒ 18
◆ Orange vs Jevar OG w/rallying anthem; 3rd, agile: 1d20 + 20 - 8 ⇒ (20) + 20 - 8 = 32
Damage; Sneak Attack: 1d10 + 7 + 2d6 ⇒ (10) + 7 + (5, 2) = 24
DC 5 flat: 1d20 ⇒ 2
And as Jevar is attacked by an unseen force, the other invisible creatures all ◆ move in to continue their assault! Yellow triggers from Kolgradd.
↻ Kolgradd RS vs Yellow; courageous anthem: 1d20 + 23 + 1 ⇒ (14) + 23 + 1 = 38
Damage; courageous anthem: 3d8 + 8 + 1 ⇒ (2, 4, 8) + 8 + 1 = 23 Cold Damage: 1d6 ⇒ 1 Fire Damage: 1d6 ⇒ 3
DC 5 flat: 1d20 ⇒ 13
◆ Red vs Shohreh OG w/rallying anthem: 1d20 + 20 ⇒ (5) + 20 = 25
Damage; Sneak Attack: 1d10 + 7 + 2d6 ⇒ (5) + 7 + (2, 5) = 19
DC 5 flat: 1d20 ⇒ 12
◆ Red vs Shohreh OG w/rallying anthem; 2nd, agile: 1d20 + 20 - 4 ⇒ (7) + 20 - 4 = 23
Damage; Sneak Attack: 1d10 + 7 + 2d6 ⇒ (1) + 7 + (6, 4) = 18
DC 5 flat: 1d20 ⇒ 11
*
◆ Green vs Kolgradd w/rallying anthem: 1d20 + 20 ⇒ (1) + 20 = 21
Damage: 1d10 + 7 ⇒ (9) + 7 = 16
DC 5 flat: 1d20 ⇒ 14
◆ Green vs Kolgradd w/rallying anthem; 2nd, agile: 1d20 + 20 - 4 ⇒ (19) + 20 - 4 = 35
Damage: 1d10 + 7 ⇒ (1) + 7 = 8
DC 5 flat: 1d20 ⇒ 14
*
◆ Yellow vs Kolgradd OG w/rallying anthem: 1d20 + 20 ⇒ (12) + 20 = 32
Damage; Sneak Attack: 1d10 + 7 + 2d6 ⇒ (4) + 7 + (3, 1) = 15
DC 5 flat: 1d20 ⇒ 5
◆ Yellow vs Kolgradd OG w/rallying anthem; 2nd, agile: 1d20 + 20 - 4 ⇒ (11) + 20 - 4 = 27
Damage; Sneak Attack: 1d10 + 7 + 2d6 ⇒ (2) + 7 + (6, 4) = 19
DC 5 flat: 1d20 ⇒ 7
Just gonna let y’all know that, while they are still invisible, y’all do know what spaces they’re in.
Unseen
Round 1 —> 2
==============
Kolgradd (-17) {see the unseen}
Boodiddly
Invisible Creature <Red>
Invisible Creature <Orange>
Invisible Creature <Yellow> (-27)
Invisible Creature <Green>
Jevar (-49)
Shohreh
==============
Kolgradd Thunderiron |
"They're some sort of air creatures!"
Even as he's describing them, Kolgradd is trying to figure out how they work.
◆ Combat Assessment vs. Yellow
Long Hammer, anthem: 1d20 + 23 + 1 ⇒ (11) + 23 + 1 = 35
Piercing, anthem: 3d8 + 8 + 1 ⇒ (8, 2, 4) + 8 + 1 = 23 Cold: 1d6 ⇒ 3 Fire: 1d6 ⇒ 4
DC 5 Flat: 1d20 ⇒ 11
For the recall knowledge, he'd want to know how to help Boodiddly and Shohreh choose their spells, so any Weaknesses or Resistances?
Then after studying one of the air creatures, he screams in a most terrifying manner as he attacks again!
◆◆ Intimidating Strike vs. Yellow
Long Hammer, anthem, MAP: 1d20 + 23 + 1 - 5 ⇒ (6) + 23 + 1 - 5 = 25
Piercing, anthem: 3d8 + 8 + 1 ⇒ (6, 4, 2) + 8 + 1 = 21 Cold: 1d6 ⇒ 4 Fire: 1d6 ⇒ 2
DC 5 Flat: 1d20 ⇒ 20