Flint Firetoe
|
Flint notes this discrepancy between the number of links on the chains but he is unaware of how it is significant. Flint leads the party North (up) past area 12. He checks the door for traps (Take 10 of 47) and assuming it is unlocked and not trapped he activates his wands of Heightened Awareness and Gravity Bow and then opens the door.
000dafi03
|
A natural fissure has formed in the ice of the waterfall where it meets the stone of the cliff face, climbing to a height of one hundred sixty feet. The rock face itself is broken by a series of shallow, natural terraces covered by only a few feet of ice. The ice is transparent enough to see the blackened corpses of hundreds of human warriors manacled to the cliff face. Many of the manacles hang empty or hold only the dismembered remnants of limbs. In some places, the ice has actually been chipped away to expose the rock wall, and the exposed manacles hang empty—their previous occupants conspicuously absent.
Flint Firetoe
|
Flint examines the bodies looking for items of interest. He magically pats the bodies down with the Sift spell (Perception 42 with no range penalties) through the translucent ice. He tries Detect Magic as well but understands that the ice might block the magic.
He wonders how the people were killed due to their blackened condition (Heal check of 27).
Sift should work as he can see the area. So he should be able to feel and see the area for items of interest. I really love this spell as you can feel what it in people's pockets as long as you can see the area. It also allows for you to quickly examine a large area very quickly. Leave no treasure behind.
Aurelia Crimson
|
Can I take 10 for a 42 on what type of undead someone who froze to death would turn into?
000dafi03
|
Nothing magical other than the ice itself with transmutation as before. No items of interest.
@Aurelia, hoar spirits.
Flint Firetoe
|
Flint leads the party back into the throne room and checks the door to the East for traps (Perception check of 47). Assuming all is clear he activates his wand of Gravity Bow again. Flint sheathes his wand, reclaims his bow in one hand and then opens the door to this chamber.
000dafi03
|
The corridor opens into a wide chamber outfitted as a dining room, with three round, wooden tables, shiny with frost, and several chairs. The walls hold bookcases, and a number of woven carpets—stiff with age and cold—cover the floor. Five doors line the far wall. The five rooms are each simply furnished with a bed, desk, chair, and small personal items but otherwise hold nothing of interest.
Aurelia Crimson
|
A library! Anything worth looking at here?
Casting Detect Magic and taking 10 on Perception for 32 to examine the bookcases for any books still in good shape or potentially magical.
Flint Firetoe
|
Flint helps to speed up the search for any valuables or hidden items by casting Sift and magically examining the book cases one large lot at at a time. He will then focus on examining the rest of the room.
"Let me help Aurelia. I know my way around a library."
Sift will allow for the examination of fine details (sight and touch) within a 10' cube as a standard action. Perception 42 in regards to this spell. This spell seems pointless at first glance but is really useful at finding treasure quickly.
Messa Flutterfoot
|
Messa shows Aurelia a wand of Kreighton's Perusal. If we find anything worth looking at more closely, Master Kreighton Shane developed the handiest spell--it lets you read a book just by touching it.
If there are any interesting books, Messa will pass the wand around to anyone who can use or UMD it.
000dafi03
|
Aurelia Crimson: 1d20 + 15 + 2 ⇒ (18) + 15 + 2 = 35
Flint Firetoe: 1d20 + 28 + 2 ⇒ (18) + 28 + 2 = 48
Gaius Plinius Secundus: 1d20 + 13 + 2 ⇒ (3) + 13 + 2 = 18
The Great Rinaldo: 1d20 + 16 + 2 ⇒ (7) + 16 + 2 = 25
Messa Flutterfoot: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
Tuwo: 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18
ghosts: 5d20 + 65 ⇒ (15, 13, 20, 17, 17) + 65 = 147
something else: 1d20 + 7 ⇒ (10) + 7 = 17
Combat starts, Aurelia and Flint are first, but there is no apparent enemy. Delaying you two until after one of the enemies go since you aren't really aware you're in combat.
A dark shape with burning eyes steps through the wall and attacks Rinaldo.
touch attack: 1d20 + 20 ⇒ (10) + 20 = 30
negative damage: 3d6 ⇒ (2, 2, 1) = 5 +fort save
Wraiths are undead creatures born of evil and darkness. They hate light and living things, as they have lost much of their connection to their former lives. All wraiths are incorporeal.
These are dread wraiths. Dread wraiths are wraiths that existed long enough and fed on enough life force to undergo an unholy transformation, increasing in size and strength.
All wraiths are incorporeal.
All wraiths have Sunlight Powerlessness (Ex): If the creature is in sunlight (but not in an area of daylight or similar spells), it cannot attack and is staggered.
Initiative Order, Bold May Go!
Map Slide
Red Ghost
Flint
Aurelia
4 Ghosts
Rinaldo, -5hp +fort save
Tuwo
Gaius
Messa
Something Else
Aurelia Crimson
|
Aurelia has a +32 Kn(Religion), so not going to roll it.
Dread Wraiths - incorporeal undead, sunlight powerlessness, but the Daylight spell doesn't work. They'll be coming through the walls I expect.
Aurelia starts casting Summon Monster 6 for 1d3 + 1 ⇒ (3) + 1 = 4 Bralani Azata.
Daosvaria Crimson
|
Daosvaria reaches into her bandolier for her CL5 Wand of Magic Missile and fires one off at the creature.
Magic Missile: 3d4 + 3 ⇒ (3, 3, 4) + 3 = 13
Flint Firetoe
|
Flint's training in Irori's temple has prepared him to recognize this challenge.
K-Religion,Heroism: 1d20 + 24 + 2 ⇒ (8) + 24 + 2 = 34
Please tell us about their special attacks or anything else that you find interesting.
He clicks his boots for added speed and steps to the center of the party. He calls out the wraith calling for the destruction of all undead creatures. He reaches carefully for his ghost salt arrows and begins firing on this creature being careful to ration his use.
Flint only has 10 ghost salt arrows. So please tell me how many I have to use to kill this creature.
Attack 1,Haste,Good Hope,Bane: 1d20 + 30 ⇒ (15) + 30 = 45
Damage,Full damage vs Incorporeal,Magic,Bane,Good Hope,Gravity Bow: 2d6 + 20 + 2 + 2d6 + 2 ⇒ (6, 6) + 20 + 2 + (5, 6) + 2 = 47
Attack 2,Haste,Good Hope,Bane: 1d20 + 30 ⇒ (12) + 30 = 42
Damage,Full damage vs Incorporeal,Magic,Bane,Good Hope,Gravity Bow: 2d6 + 20 + 2 + 2d6 + 2 ⇒ (2, 1) + 20 + 2 + (2, 5) + 2 = 34
Attack 3,Haste,Good Hope,Bane: 1d20 + 30 ⇒ (20) + 30 = 50
Damage,Full damage vs Incorporeal,Magic,Bane,Good Hope,Gravity Bow: 2d6 + 20 + 2 + 2d6 + 2 ⇒ (6, 5) + 20 + 2 + (4, 6) + 2 = 45
Confirm Crit Attack 3 -
Attack 3,Haste,Good Hope,Bane: 1d20 + 30 ⇒ (15) + 30 = 45
Additional Crit Damage Attack 3 (x2) -
Damage,Full damage vs Incorporeal,Magic,Bane,Good Hope,Gravity Bow: 4d6 + 40 + 4 + 2d6 + 2 ⇒ (5, 5, 3, 4) + 40 + 4 + (4, 5) + 2 = 72
Edit - Proper damage for the addtional critical damage should be 65. Bane dice are not multiplied but enhancement bonus vs undead is.
Attack 4,Haste,Good Hope,Bane: 1d20 + 25 ⇒ (4) + 25 = 29
Damage,Full damage vs Incorporeal,Magic,Bane,Good Hope,Gravity Bow: 2d6 + 20 + 2 + 2d6 + 2 ⇒ (1, 6) + 20 + 2 + (3, 3) + 2 = 37
Attack 5,Haste,Good Hope,Bane: 1d20 + 25 ⇒ (14) + 25 = 39
Damage,Full damage vs Incorporeal,Magic,Bane,Good Hope,Gravity Bow: 2d6 + 20 + 2 + 2d6 + 2 ⇒ (2, 3) + 20 + 2 + (6, 5) + 2 = 40
Attack 6,Haste,Good Hope,Bane: 1d20 + 20 ⇒ (3) + 20 = 23
Damage,Full damage vs Incorporeal,Magic,Bane,Good Hope,Gravity Bow: 2d6 + 20 + 2 + 2d6 + 2 ⇒ (3, 3) + 20 + 2 + (1, 3) + 2 = 34
Flint's touch AC vs Incorporeal Attacks is now 40.
The Great Rinaldo
|
"Desna weeps! That hurt!"
Fort: 1d20 + 15 ⇒ (1) + 15 = 16
Gah. This feels like a good opportunity for a reroll. 5-Star GM.
Fort: 1d20 + 15 + 5 ⇒ (10) + 15 + 5 = 30
That's better. :-)
If anyone's weapon isn't Ghost Touch and it would help for it to be, I can use my Bladethirst performance to add it (along with other bonuses). Otherwise on my turn I will Inspire Courage. Let me know if someone needs the Ghost Touch. It would affect one melee weapon or 50 pieces of ammunition.
Bladethirst - The targeted weapon (or 50 pieces of ammuniction) gains up to +3 worth of additional enhancement bonus or special abilities from the following list:
Defending (+1) Transfer weapon's enhancement bonus into AC
Distance (+1) Double range increment
Ghost Touch (+1) Affect incorporeal
Keen (+1) Double threat range
Shock (+1) +1d6 electrical damage
Shocking Burst (+2) +1d6 electrical damage, additional +1d10 per on critical (more for larger crit bonus)
Seeking (+1, Ranged only) Ignore miss chances
Speed (+3) Extra attack during full-attack
Wounding (+2, melee only) Each hit deals 1 bleed damage that stacks with itself
000dafi03
|
Combat reflexes and 28 dexterity, but you have point-blank master so none of those AoOs.
Flint destroys the first dread wraith with his first [/b]3[/b] arrows, one of them hitting whatever passes as a vital organ in such a creature.
Flint recalls that dread wraiths have the ability to create spawn when they kill a creature.
Shortly after, two more wraiths enter the room through the walls.
touch, rinaldo: 1d20 + 20 + 2 ⇒ (13) + 20 + 2 = 35
touch rinaldo: 1d20 + 20 + 2 ⇒ (12) + 20 + 2 = 34
damage: 6d6 ⇒ (5, 3, 2, 5, 3, 2) = 20 and two fort saves
Initiative Order, Bold May Go!
Map Slide
Flint
Aurelia
4 Ghosts (grey and blue haven't yet emerged due to lack of space)
Rinaldo, -25hp, two fort saves
Tuwo
Gaius
Messa
Something Else
Tuwo
|
Assuming Rinaldo has done the +3 Inspire option.
Tuwo contemplates buying some boots of speed some day as he shoots the wraiths.
Using cold iron ghost touch arrows.
attack #1 including Inspire and point blank: 1d20 + 32 + 4 ⇒ (18) + 32 + 4 = 54
piercing/magic/cold iron/ghost touch/holy: 1d8 + 21 + 4 ⇒ (2) + 21 + 4 = 27
holy: 2d6 ⇒ (3, 6) = 9
attack #2 including Inspire and point blank: 1d20 + 32 + 4 ⇒ (1) + 32 + 4 = 37
piercing/magic/cold iron/ghost touch/holy: 1d8 + 21 + 4 ⇒ (8) + 21 + 4 = 33
holy: 2d6 ⇒ (6, 3) = 9
attack #3 including Inspire and point blank: 1d20 + 27 + 4 ⇒ (3) + 27 + 4 = 34
piercing/magic/cold iron/ghost touch/holy: 1d8 + 21 + 4 ⇒ (5) + 21 + 4 = 30
holy: 2d6 ⇒ (4, 1) = 5
attack #4 including Inspire and point blank: 1d20 + 27 + 4 ⇒ (7) + 27 + 4 = 38
piercing/magic/cold iron/ghost touch/holy: 1d8 + 21 + 4 ⇒ (1) + 21 + 4 = 26
holy: 2d6 ⇒ (4, 2) = 6
Using Perfect strike for this shot.
attack #5 including Inspire and point blank: 3d20 + 22 + 4 ⇒ (15, 3, 7) + 22 + 4 = 51 37 to hit.
piercing/magic/cold iron/ghost touch/holy: 1d8 + 21 + 4 ⇒ (4) + 21 + 4 = 29
holy: 2d6 ⇒ (4, 5) = 9
ki strike including Inspire and point blank: 1d20 + 32 + 4 ⇒ (11) + 32 + 4 = 47
piercing/magic/cold iron/ghost touch/holy: 1d8 + 21 + 4 ⇒ (8) + 21 + 4 = 33
holy: 2d6 ⇒ (5, 6) = 11
Flint Firetoe
|
@Tuwo - Good Hope is still up. So an additional 10 points of damage from your five attacks that hit. It might make the difference.
The Great Rinaldo
|
Yikes! I feel a little put upon here!
Fort #1: 1d20 + 15 ⇒ (20) + 15 = 35
Fort #2: 1d20 + 15 ⇒ (6) + 15 = 21
Let me know what happens, if anything, before I decide my action.
Messa Flutterfoot
|
Well, cousin, you always did like to be the center of attention...
Dodging the spirits, Messa chants a quick spell to bolster Rinaldo.
Casting defensively (+28 vs. DC 23), Messa casts Death Ward on Rinaldo, then draws her wand of Sanctify Corpse, just in case.
000dafi03
|
They really are only attacking you just because of how the tokens ended up. They can flank you and fit into the room next to you. They are smart enough to flank, and possibly even focus fire to create spawn and didn't have any reason to attack anyone else yet.
Rinaldo takes con DRAIN: 1d8 ⇒ 2
Need Rinaldo's turn as it affects Tuwo's turn. I'll try and get another post in after that happens.
The Great Rinaldo
|
Rinaldo feels a bit of his energy sapped away, then smiles as Messa's magic takes hold.
"Come on ghosties, is that all you've got? I eat scarier things than you for breakfast with the younglings!"
He drops his lance to the ground and draws the holy longsword he borrowed from the fallen soldier outside.
Swift action to Inspire Courage, Free Action to drop the lance, Move action to draw the sword, and standard to attack orange. Colwyn attacks Yellow to Aid Another to Rinaldo's AC.
Good Hope, Inspire Courage, Holy weapon
Rinaldo Attack: 1d20 + 27 ⇒ (8) + 27 = 35 damage: 1d6 + 9 ⇒ (1) + 9 = 10 Holy: 2d6 ⇒ (2, 2) = 4 Sonic: 1d6 ⇒ 1
Good Hope, Inspire Courage
Colwyn Aid Another: 1d20 + 18 ⇒ (17) + 18 = 35 +2 to Rinaldo's AC
The Great Rinaldo
|
Forgot to add --
After the CON drain, Rinaldo's stats are currently (including other buffs):
Max HP: 113 (no hp damage currently)
Fort Save: +14
Combat effects active
Inspire Courage - All allies who perceive my performance gain +3 morale bonus on saving throws against charm and fear effects and a +3 competence bonus on attack and weapon damage rolls.
Discordant Voice - If you are within 30' of me and affected by my current performance, do an additional 1d6 sonic damage on each attack. If using a ranged attack, the target must also be within 30' of me.
Rinaldo:
>> Heroism [260 minutes from teleport] +2 morale bonus on attack rolls, saves, and skill checks {Rinaldo}
>> Freedom of Movement [260 minutes from teleport] {Rinaldo}
>> See Invisibility [260 minutes from teleport] {Rinaldo}
Colwyn:
>> Freedom of Movement [260 minutes from teleport]{Rinaldo}
Tuwo:
>> Heroism [260 minutes from teleport] +2 morale bonus on attack rolls, saves, and skill checks {Rinaldo}
Gaius:
>> Heroism [260 minutes from talking to giants] +2 morale bonus on attack rolls, saves, and skill checks {Rinaldo}
Everyone:
>> Mass Fly [160 minutes from teleport] {Aurelia}
>> Feather Step, Mass [260 minutes from teleport] ignore the adverse movement effects of difficult terrain, and can take 5-foot steps in difficult terrain {Rinaldo}
>> Good Hope [13 minutes from Linnorm] +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls (supercedes Heroism, does not stack) {Rinaldo}
000dafi03
|
Rinaldo inspires his party to greater action as he becomes drained.
It takes all of Tuwo's attacks, but he destroys another one of the Dread Wraiths!
Gaius' cat can't fit into the room, but Gaius casts Death Ward on himself for now.
Messa then gives Rinaldo Death Ward to further protect him from draining.
Just for a moment, you see a strange face poking through the ceiling
Suddenly, everything in the room becomes dead silent. The smart ones in the room (most of you) realize that this is magical silence, similar to a silence spell.
BE SILENT!
Initiative Order, Bold May Go!
Map Slide
Flint
Aurelia
3 Ghosts (grey and blue haven't yet emerged due to lack of space)
Rinaldo, -2 CON
Tuwo
Gaius
Messa
Something Else
Tuwo
|
Tuwo circles his own face then points to the ceiling.
Aurelia Crimson
|
Aurelia is obviously cursing a blue streak as her spell fizzles with the silence. She uses her Shift ability to move herself and Daosvaria into the adjacent room, her move to shift further out if necessary to be out of the range of the silence, then spends her standard to cast Haste, targeting the party other than herself and Daosvaria. Assuming the silence doesn't extend through the entire next room. Her shift will put her 40' over, her close range for Haste is 65ft. She will stay as close as she can without being inside the silence and will also be floating just above the floor so she can see through the doorway.
Daosvaria Crimson
|
Once Aurelia moves them to the next room, Daosvaria fires off her wand of Magic Missile at the orange wraith the only one she can see currently for Magic Missile: 3d4 + 3 ⇒ (4, 1, 2) + 3 = 10 points of damage.
Flint Firetoe
|
Flint has See Invisibility active as do several other characters in case it might become relevant.
He appreciates the effects of Aurelia's spell and nods in her direction (in case the Haste spell cannot be cast or fizzles he will continue to use his Boots of Speed). He takes aim at the wraith (orange) in the room the bane effect on his bow still active. He again pulls from his limited supply of Ghost Salt coated arrows. He then steps (5' Step) to be dramatically back to back with Tuwo.
Attack 1, Haste,Good Hope,Bane: 1d20 + 30 ⇒ (14) + 30 = 44
Damage, Full damage vs Incorporeal,Magic,Bane,Good Hope, Gravity Bow: 2d6 + 20 + 2 + 2d6 + 2 ⇒ (5, 2) + 20 + 2 + (3, 4) + 2 = 38
Attack 2, Haste,Good Hope,Bane: 1d20 + 30 ⇒ (10) + 30 = 40
Damage, Full damage vs Incorporeal,Magic,Bane,Good Hope, Gravity Bow: 2d6 + 20 + 2 + 2d6 + 2 ⇒ (4, 3) + 20 + 2 + (6, 1) + 2 = 38
Attack 3, Haste,Good Hope,Bane: 1d20 + 30 ⇒ (5) + 30 = 35
Damage, Full damage vs Incorporeal,Magic,Bane,Good Hope, Gravity Bow: 2d6 + 20 + 2 + 2d6 + 2 ⇒ (1, 5) + 20 + 2 + (1, 6) + 2 = 37
Use of Perfect Strike - Not a Critical To Hit 39
Attack 4, Haste,Good Hope,Bane,Perfect Strike: 2d20 + 25 ⇒ (14, 3) + 25 = 42
Damage, Full damage vs Incorporeal,Magic,Bane,Good Hope, Gravity Bow: 2d6 + 20 + 2 + 2d6 + 2 ⇒ (3, 1) + 20 + 2 + (6, 5) + 2 = 39
This should be Attack 5 not 4 but the roll is still good.
Attack 4, Haste,Good Hope,Bane: 1d20 + 25 ⇒ (16) + 25 = 41
Damage, Full damage vs Incorporeal,Magic,Bane,Good Hope, Gravity Bow: 2d6 + 20 + 2 + 2d6 + 2 ⇒ (4, 6) + 20 + 2 + (3, 6) + 2 = 43
Attack 6, Haste,Good Hope,Bane: 1d20 + 20 ⇒ (12) + 20 = 32
Damage, Full damage vs Incorporeal,Magic,Bane,Good Hope, Gravity Bow: 2d6 + 20 + 2 + 2d6 + 2 ⇒ (1, 6) + 20 + 2 + (5, 2) + 2 = 38
000dafi03
|
Tuwo circles his own face then points to the ceiling.
That is going to take a move action on your turn to "make" the perception check.
See invis isn't currently revealing anything, but I'll keep it in mind.
Aurelia shifts out of the silence and hastes the party while her little dragon fires missiles at a ghost.
Flint fires 6 arrows at the orange wraith to destroy it! (it takes all six, these things have a ton of HP)
Grey and blue emerge from the walls. Grey attacks Rinaldo touch: 1d20 + 20 ⇒ (13) + 20 = 33 but doesn't cause any harm. Blue notices the protection and tries to attack Messa instead.
touch messa: 1d20 + 20 ⇒ (17) + 20 = 37
damage: 3d6 ⇒ (3, 4, 1) = 8 plus a fort save
BE SILENT! BE HASTED!
Initiative Order, Bold May Go!
Map Slide
Flint
Aurelia
2 Ghosts (grey and blue haven't yet emerged due to lack of space)
Rinaldo, -2 CON
Tuwo
Gaius
Messa, -8hp
Something Else
The Great Rinaldo
|
GM, I was looking up something else, and realized that before this adventure, I bought Rinaldo's armor the Ghost Touch enhancement. His AC vs these guys should be 30 (everything except his shield counts). They still hit, but I wanted to point that out for future reference.
-------------------------
As the room suddenly becomes silent, Rinaldo rises in the saddle and begins a pantomime. He points at Flint, then mimes firing an arrow, then mimes the arrow exploding.
Swift action to begin Bladethirst as a visual performance, applying Ghost Touch and Shocking Burst to Flint's quiver of arrows.
He then turns to assist his cousin. Standard action to Aid Another, Colwyn does the same.
Rinaldo: 1d20 + 21 ⇒ (11) + 21 = 32
Colwyn: 1d20 + 15 ⇒ (16) + 15 = 31
Messa gets +16 AC:
* Base +3 instead of +2 for Cavalier order
* +4 from Benevolent Armor
* +3 from Gloves of Arcane Striking
* +4 from Guarding Buckler
* +2 from Colwyn
Combat effects active
Bladethirst (Ghost Touch, Shocking Burst) on Flint's arrows
Rinaldo:
>> Heroism [260 minutes from teleport] +2 morale bonus on attack rolls, saves, and skill checks {Rinaldo}
>> Freedom of Movement [260 minutes from teleport] {Rinaldo}
>> See Invisibility [260 minutes from teleport] {Rinaldo}
Colwyn:
>> Freedom of Movement [260 minutes from teleport]{Rinaldo}
Tuwo:
>> Heroism [260 minutes from teleport] +2 morale bonus on attack rolls, saves, and skill checks {Rinaldo}
Gaius:
>> Heroism [260 minutes from talking to giants] +2 morale bonus on attack rolls, saves, and skill checks {Rinaldo}
Everyone:
>> Mass Fly [160 minutes from teleport] {Aurelia}
>> Feather Step, Mass [260 minutes from teleport] ignore the adverse movement effects of difficult terrain, and can take 5-foot steps in difficult terrain {Rinaldo}
>> Good Hope [13 minutes from Linnorm] +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls (supercedes Heroism, does not stack) {Rinaldo}
Tuwo
|
Not sure how Tuwo spending a move action to search the room spots a thing that happened quickly but in these circumstances he would not stop to actively search so ignore the face thing.
First attack will be a Perfect Strike.
attack #1 including good hope, haste, and point blank: 3d20 + 34 ⇒ (18, 18, 10) + 34 = 80
magic/piercing/cold iron/ghost touch/holy: 1d8 + 24 ⇒ (7) + 24 = 31
holy: 2d6 ⇒ (5, 6) = 11
attack #2 including good hope, haste and point blank: 1d20 + 34 ⇒ (12) + 34 = 46
magic/piercing/cold iron/ghost touch/holy: 1d8 + 24 ⇒ (8) + 24 = 32
holy: 2d6 ⇒ (2, 6) = 8
attack #3 including good hope, haste and point blank: 1d20 + 29 ⇒ (2) + 29 = 31
magic/piercing/cold iron/ghost touch/holy: 1d8 + 24 ⇒ (8) + 24 = 32
holy: 2d6 ⇒ (4, 5) = 9
attack #4 including good hope, haste and point blank: 1d20 + 29 ⇒ (3) + 29 = 32
magic/piercing/cold iron/ghost touch/holy: 1d8 + 24 ⇒ (1) + 24 = 25
holy: 2d6 ⇒ (2, 6) = 8
attack #5 including good hope, haste and point blank: 1d20 + 24 ⇒ (4) + 24 = 28
magic/piercing/cold iron/ghost touch/holy: 1d8 + 24 ⇒ (2) + 24 = 26
holy: 2d6 ⇒ (2, 5) = 7
Haste attack including good hope, haste and point blank: 1d20 + 34 ⇒ (17) + 34 = 51
magic/piercing/cold iron/ghost touch/holy: 1d8 + 24 ⇒ (2) + 24 = 26
holy: 2d6 ⇒ (3, 6) = 9
Ki strike including good hope, haste and point blank: 1d20 + 34 ⇒ (9) + 34 = 43
magic/piercing/cold iron/ghost touch/holy: 1d8 + 24 ⇒ (6) + 24 = 30
holy: 2d6 ⇒ (3, 3) = 6
Messa Flutterfoot
|
fort save: 1d20 + 21 ⇒ (14) + 21 = 35
Oof! See, Rinaldo, Desna teaches me what happens when I try to help you. Messa winks at her cousin. Let's see if we can teach these wraiths what happens when they mess with the Flutterfoot clan...and our very capable friends.
channel to harm, DC 23 will save: 8d6 ⇒ (3, 1, 4, 6, 4, 4, 2, 5) = 29
Messa excludes everyone in the party but herself, Colwyn, and RInaldo, just in case. (She knows the three of them will be OK.)
She smiles at the archers. Maybe that will help soften them up for you.
000dafi03
|
@Tuwo, based on how perception works in combat and what the module says, you have to spend a move action to actively look for it, similar to looking for an invisible creature.
Sidenote: If anyone has true seeing up, which I don't believe was a buff used since its not long term, they automatically make that perception check.
Flint Firetoe
|
@GM Zer0darkfire - I think that you are up again. Tuwo hid his full round of attacks again in a spoiler button. It is easy to miss. :)
000dafi03
|
Thanks, I just didn't have enough time earlier to finish a full post.
will save: 1d20 + 15 + 4 ⇒ (17) + 15 + 4 = 36
will save: 1d20 + 15 + 4 ⇒ (5) + 15 + 4 = 24
Both wraiths shake off the positive energy, but can't shake off the hail of arrows. One of them is destroyed and the other is made short work of the next round.
Combat Over!
Tuwo informs you he saw a face poking out of the ceiling at one point during the fight. When you look up at the ceiling, there isn't a face there currently.
Flint Firetoe
|
Flint gives everyone the thumbs up for a job well done. He then examines the room magically for treasure with both Sift(Perception 42 with the spell) and Detect Magic.
He turns to Tuwo.
"Perhaps I might borrow some of your Ghost Salt arrows? I will replace any that I might use during the adventure."
If you could spare 10 arrows that would be great or even 5 for 1 round of firing.
Tuwo
|
To be clear Tuwo didn't actively search during combat, He full attacked instead. He would look if no more spirits were there and possibly spotted the face then.
"Of course." Tuwo hands Flint 10 of his 26 remaining Ghost Salt arrows then begins to search the room.
The Great Rinaldo
|
Has the silence expired, or do we have to move into a different room to talk?
000dafi03
|
The silence is still technically active.
I know Tuwo didn't search, but you can take 1 on the check and notice something odd about the ceiling.
Flint Firetoe
|
@GM Zer0darkfire - Can we make a Knowledge check to determine what is odd? My character also has Prof-Engineering if that might be relevant.
000dafi03
|
Yeah, sure, you can tell that the ceiling is positioned in an unusual way. Aurelia also detects illusion magic from the ceiling and can identify the source as an illusory wall spell.
Flint Firetoe
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@GM Zer0darkfire - As the party now knows that the wall is an illusion should it not be translucent? Technically we can spend a move action and make a Will save at +4?
Flint steps outside the room briefly before renewing his Heightened Awareness and the Gravity Bow spells from his wands. He then examines the room trying to uncover the illusion.
Will save,Heroism,+2 bonus from spells/SLA not included in roll,+4 bonus from known illusion not included in roll: 1d20 + 29 + 2 ⇒ (14) + 29 + 2 = 45
000dafi03
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Illusory Wall is an odd type of illusion spell that doesn't become translucent after you realize its not real. Believing in this wall or not doesn't change anything, so feel free to enter the ceiling area.
Half of this chamber is an opening looking down into the room below. Upon the wide ledge that runs along the opening is an assorted collection of humanoid bones—gnawed clean, split open, and emptied of marrow.
Treasure: deposited beneath one of the bone piles (found with a DC 28 Perception check). They consist of drums of panic, a necklace of hollow gold beads worth 2,000 gp, a decanter and six goblets carved from rose quartz (5,500 gp for the set), a chalcedony seal depicting a pair of antlers over crossed arrows worth 1,165 gp, three fire opals worth 1,000 gp each, and a number of pieces of finely crafted, antique Irrisen pottery worth a total of 4,500 gp.
You can detect a lingering aura of conjuration magic, identified as a greater teleportation spell.
Flint Firetoe
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Flint will carefully load up the portable hole with the mundane goodies. He presents the Drums of Panic to Rinaldo to keep.
After which he will give a quick look over of the book shelves and the five attached small rooms. With the assumption that they find nothing of interest he will lead the party back up the stairs and out of this level towards area 10.
Clearly someone got away. The plot thickens. :-)
000dafi03
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An eerie sight greets the eye as this large chamber is entered: row upon row of identical, life-size ice sculptures depicting a bent-backed old crone with a skull-like face standing in perfect ranks. A sense of woe seems to radiate from each statue, and dark arcs of power crackle across their surfaces and leap from sculpture to sculpture.
The entire chamber is under the effects of a permanent dimensional lock
(cannot be dispelled). The statues all depict Baba Yaga wearing a death mask and they always face anyone in the room. One of the statues (the second from the end in the northwestern corner of the last row) has been shattered, and shards of ice litter the floor around its base.
Each east-west row of statues has a field of arcing negative energy that lances back and forth between the statues from floor to ceiling and wall to wall. The field cannot be dispelled, though an antimagic field can nullify the field within its area of effect, and mage’s disjunction will deactivate any row of statues that it touches. Each statue has 60 hit points, but can only be damaged by positive energy, such as that channeled by a cleric or from spells and effects that deal holy damage (treat the statues as evil outsiders for spells such as holy smite). The statues receive no saving throws. If three adjacent statues are destroyed in a row, that row’s negative energy field fails, allowing safe passage past it. Once all seven rows have been nullified, the room can be safely traversed. Regardless of whether rows are active or not, if a single statue remains intact, a wave of negative energy is released in the room every round. Statues that are destroyed magically reform 10 minutes later.
Aurelia Crimson
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+32 to Kn(Arcana), so not bothering to roll
Lots of negative energy in this room, arcing between all these statues. Won't hurt me, or anyone with Death Ward up, but I'm guessing the rest of you won't feel the same about it.
Aurelia studies the statues for a moment more.
We could only disable the trap by destroying all 35 of them. Unfortunately, it would take a large amount of positive energy to damage them. Mundane means will not suffice.
She continues examining into the statues to confirm her conclusions, then turns back to the group.
So, shall we have those of us who can't be harmed by negative energy walk through and open the door so the others can use dimensional magic to get there without popping into the unknown? Or does someone have a large quantity of positive energy or a portal to the positive energy plane available?
Flint Firetoe
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Flint looks around the room trying to access the situation himself.
However he is not able to add anything significant to the conversation in terms of analysis.
Arcana,Heroism,Heightened Awareness: 1d20 + 11 + 2 + 2 ⇒ (12) + 11 + 2 + 2 = 27
The statues are not monsters unfortunately. So no Monster Lore. :(
"Aurelia I think we are better off dealing with the statues directly. It is up to Messa but she can generate significant positive energy and she is warded by Death Ward as well."
"It might take a considerable amount of magic to move this crew back and forth past the statues."
My character does not know how many hit points of positive energy is required so it seems like a sensible suggestion.
The Great Rinaldo
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Is there a way Messa and Aurelia might be able to estimate how MUCH positive energy would be needed and whether it is in the realm of what Messa can create?
Failing that, I could DimDoor us in a couple of goes, not counting the cat. Would you be willing to let me cast Carry Companion on him? I keep several scrolls on hand for exactly this sort of situation.