| Corkas 'Prism' Warfiz |
Prism gets renewed hope as one of the xulgaths falls. She spins around slashing at the one behind her. "Didn't think I would have to watch my back in here."
+1 Striking Sickle (Gang-up): 1d20 + 19 ⇒ (11) + 19 = 30
Damage: 2d4 + 4 ⇒ (3, 3) + 4 = 10
Sneak Attack Damage: 2d6 ⇒ (5, 2) = 7
◇- Debillitating Strike Enfeebled 1
+1 Striking Sickle (Gang-up): 1d20 + 19 - 4 ⇒ (8) + 19 - 4 = 23
Damage: 2d4 + 4 ⇒ (3, 1) + 4 = 8
Sneak Attack Damage: 2d6 ⇒ (1, 5) = 6
◇- Debillitating Strike Enfeebled 1
+1 Striking Sickle (Gang-up): 1d20 + 19 - 8 ⇒ (18) + 19 - 8 = 29
Damage: 2d4 + 4 ⇒ (2, 4) + 4 = 10
Sneak Attack Damage: 2d6 ⇒ (3, 2) = 5
◇- Debillitating Strike Enfeebled 1
HP 48/151
AC 29 (30 w/ Shield)
Spells: 1st 2/2; 2nd 1/1; 3rd 0/1
Hero Points 1/3
Vibrant Display 1/10 minutes
Reflection of Life 1/Day 0/1
Reflection of Water 1/Day 1/1
| Kennari Gleyminn |
Kennari steps up behind Unset, while muttering an incantation. His hand glows with a healing light, then the light seems to jump across the field to Prism, healing some of her wounds.
◆Stride, ◆Reach Spell, ◆Cast lay on hands on Prism.
Prism healing: 36 = 36
Prism also gets +2 Status to AC for 1 round.
| GM Kate |
Prism hits the remaining xulgath twice! Kennari heals her from afar.
The last xulgath looks at you all with grim resignation as the tides have suddenly turned in your favor.
The xulgath attempts to rend Prism again.
claws: 1d20 + 22 ⇒ (10) + 22 = 32
ouch!: 2d8 + 13 ⇒ (8, 6) + 13 = 27
claws: 1d20 + 22 ⇒ (16) + 22 = 38
ouch!: 2d8 + 13 ⇒ (4, 7) + 13 = 24
Unfortunately, even with Kennari's magical armor, the xulgath tears apart Prism's shoulder.
rend: 2d8 + 13 ⇒ (5, 8) + 13 = 26
Initiative!
Prism, -138 hp
Rova, -58 hp (Thkrull -72 hp)
Unset, -97 hp, 1d10 persistent bleed
Kennari, -25 hp
Red, -101 hp (<50%)
| Kennari Gleyminn |
Kennari presses up against the wall to leave room for Thkrull, then sends another surge of healing energy to the wounded Prism.
◆Step, ◆Reach Spell, ◆Cast lay on hands on Prism.
Prism healing: 36 = 36
Prism +2 status to AC for 1 round.
| Unset |
The fleshforged man is determined to bring down the one that caused Prism such pain.
Melee, striking thundering fist (magical, nonlethal, agile, finesse) v red: 1d20 + 20 ⇒ (20) + 20 = 40
Damage, bludgeoning +So +precision: 2d6 + 6 + 1d6 ⇒ (4, 6) + 6 + (4) = 20
Melee, striking thundering fist (magical, nonlethal, agile, finesse) v red: 1d20 + 20 - 4 ⇒ (17) + 20 - 4 = 33
Damage, bludgeoning +So +precision: 2d6 + 6 + 1d6 ⇒ (5, 3) + 6 + (5) = 19
Melee, striking thundering fist (magical, nonlethal, agile, finesse) v red: 1d20 + 20 - 8 ⇒ (4) + 20 - 8 = 16
Damage, bludgeoning +So +precision: 2d6 + 6 + 1d6 ⇒ (1, 5) + 6 + (5) = 17
| Rova Moonbright |
HP 88/146
AC 27 (28, plus physical resistance 3, when inspired)
Fort +18, Ref +20, Will +16 (+1 to all with inspire defense)
Focus Points: 1/1; Hero points: 2; Halfling Luck [][]
Battle Medicine: Rova [], Thkrull [], Kennari [], Niksi [], Prism [], Unset []; Reflection of Life []; Reflection of Water []
Effects: Hunted prey (red)
"Now this one!" Rova cries, urging Thkrull on as she sizes up the last remaining xulgath. As the elephant gets close, she patches his wounds.
Hunt Prey, Command an Animal, Doctor's Visitation
Medicine (master, inc. +1 item bonus) vs. DC 20: 1d20 + 20 ⇒ (13) + 20 = 33
4d8 + 10 ⇒ (7, 2, 1, 4) + 10 = 24
| Thkrull |
HP 70/118
AC 27 (28, plus physical resistance, when inspired)
Fort +18, Ref +18, Will +17 (+1 to all when inspired)
Effects: Hunted prey (yellow)
Thkrull charges forward and stomps the stinky thing!
Stride, Strike
Foot: 1d20 + 19 ⇒ (16) + 19 = 35
Hunter's Edge (bludgeoning/precision damage: 2d8 + 4 + 1d8 ⇒ (5, 1) + 4 + (8) = 18
| Corkas 'Prism' Warfiz |
Mukluk's essence is the only thing keeping Prism alive and standing at the moment. He knees buckle slightly but she fights back.
+1 Striking Sickle (Gang-up): 1d20 + 19 ⇒ (16) + 19 = 35
Damage: 2d4 + 4 ⇒ (4, 2) + 4 = 10
Sneak Attack Damage: 2d6 ⇒ (2, 2) = 4
◇- Debillitating Strike Enfeebled 1
+1 Striking Sickle (Gang-up): 1d20 + 19 - 4 ⇒ (17) + 19 - 4 = 32
Damage: 2d4 + 4 ⇒ (4, 3) + 4 = 11
Sneak Attack Damage: 2d6 ⇒ (6, 6) = 12
◇- Debillitating Strike Enfeebled 1
+1 Striking Sickle (Gang-up): 1d20 + 19 - 8 ⇒ (15) + 19 - 8 = 26
Damage: 2d4 + 4 ⇒ (2, 1) + 4 = 7
Sneak Attack Damage: 2d6 ⇒ (1, 2) = 3
◇- Debillitating Strike Enfeebled 1
HP 13/151
AC 29 (30 w/ Shield)
Spells: 1st 2/2; 2nd 1/1; 3rd 0/1
Hero Points 1/3
Vibrant Display 1/10 minutes
Reflection of Life 1/Day 0/1
Reflection of Water 1/Day 1/1
| GM Kate |
Kennari treats Prisms's injuries as Unset pummels the remaining xulgath mightily! Rova works on Thkrull's injuries as Thkrull and Prism take the xulgath down!
Out of combat!
Reminder of the description of the room that you're in:
The shaft widens into a circular chamber 40 feet in diameter with a corbelled ceiling that rises from 10 feet at the edges to 20 feet in the center. The room shows signs of habitation, with the remains of a cooking fire and a scattering of scorched bones, including two reptilian-looking humanoid skeletons that are almost fully intact and propped against the walls. A flat block of stone, like a table or altar, is crusted with blood. Several clay jars of foul-smelling liquid are clustered at the base of the bloody block. The chamber’s only exits are the illuminated shafts leading upward and downward.
Searching the place? Examining anything in particular?
| Rova Moonbright |
Thanks for the reminder!
"Did they kill two of their own?" Rova asks, eying the skeletons, unsure how long they've been there. "Doesn't it seem odd to keep them? If they're old, you wouldn't want to stay here with them, but if they killed them, also wouldn't you not want them here?"
She tends to everyone's wounds. I'll look around afterward if others haven't already done it while I'm Treating Wounds.
| GM Kate |
Rova treats everyone's substantial injuries as you look around the room. Among the odds and ends is a small satchel holding 13 pp, 50 gp, 50 sp, 89 cp, and two emeralds cut in spiral patterns worth 250 gp each. Most of the alchemical materials here are valueless, with the exception of a moderate salamander elixir, a greater acid flask, and a greater antidote.
| Kennari Gleyminn |
Kennari sits in quiet contemplation for a time while Rova takes the lead treating everyone's wounds (AKA refocuses). "It does seem strange, unless they were some sort of sacrifice."
| Unset |
Unset looks at the clay jars, "Some form o' alchemy, perhaps?"
He looks at the flat block of stone, noting that it bears similarities to an altar.
Religion +15 to try to ascertain its purpose?
Much of the chamber's contents merely cause the fleshforged man to shrug, their designs beyond his knowledge. Instead, he turns his focus at the shaft heading upwards, knowing he is well suited for its exploration.
"Another gander upwards, then?" He suggests.
| Corkas 'Prism' Warfiz |
"Sure thing Unset. Sure thing." She pats him on the shoulder as she lets the healings reflection do its work. Mentally she thanks her dead friends sacrifice as it has saved her life on more than one occassion now. "I can scout ahead if you want."
| Unset |
With the others in agreement, Unset shimmies up the overhead shaft for a look.
Athletics: 1d20 + 21 ⇒ (10) + 21 = 31
When he presumably reaches the top, he quietly takes a look.
+21 Stealth to peek
+19 Perception (+20 to find a trap)
| GM Kate |
Unset is pretty sure that the flat block was originally an altar to Aroden, but that someone has been using it for a more gruesome purpose recently.
Unset leads the way to the top of the shaft, with Thkrull carrying everyone else behind. As you reach the top, you see the aeon orb! As you get close, you feel it grace you with its reflection!
REFLECTION OF LIGHT RESONANT REFLECTION 10
LIGHT MAGICAL TRANSMUTATION
Your eyes are imbued with an inner light that is not visible externally but that provides you with darkvision and the ability to distinguish color in darkness. You can also focus this inner light to manifest as a brilliant beam of energy from your eyes.
Activate [two-actions] envision; Frequency once per day; Effect You cast searing light as an innate divine spell, heightened
| Unset |
Unset points the orb out to Kennari. "Ye'll be wantin' to check that out, ye will."
He then looks for any other exists to the room.
| Kennari Gleyminn |
"Indeed I will" Kennari says, already moving toward the orb.
| Corkas 'Prism' Warfiz |
Prism doesn't even hesitate seconds as she sends beams from her eyes into the sky above. She quickly shuts them. "It doesn't burn! I like it."
HP 13/151
AC 29 (30 w/ Shield)
Spells: 1st 2/2; 2nd 1/1; 3rd 0/1
Hero Points 1/3
Vibrant Display 1/10 minutes
Reflection of Life 1/Day 0/1 (Fast Healing 6)
Reflection of Water 1/Day 1/1 (Swim speed 10 and breathe underwater and cast control water)
Reflection of Light 1/Day 1/1 (Passive Darkvision and Searing Light Spell lvl half Player lvl)
| GM Kate |
You all feel the warm glow of the blessing from this aeon orb!
The only thing at the top of the shaft is the aeon orb. Going all the way back down the shaft will lead you to the room with all the mirrors. There were two sets of staircases out the back of that room, as well as the regular front entrance to the temple, but you have accomplished what you came here for, so it's up to you if you would like to keep exploring the tower.
| GM Kate |
As you go back down the shaft, you feel...light. You soon realize that you can fly while in the light directly emanating from the orb!
You make it down to the ground and exit back through the secret entrance. A xulgath standing on a platform high above you starts shouting and starts tossing bombs down, but the distance makes it easy for you to dodge.
I don't think she can stop you from leaving, so if you are all done here, you can rejoin your circus!
| GM Kate |
As an angry xulgath shakes her fist, you head back to town and prepare for your next circus performance!
| GM Kate |
You return to Turpin Rowe and perform your circus to a week of full houses. The Stump Festival complements your schedule nicely, and many of the visitors for the lumberjack games eagerly come see your shows in the evening.
On your last scheduled day in Turpin Rowe, you receive a letter from Opper Vandy.
"My dear friends,
I did everything you said to do. I donated all the money, but the dreams and the deaths keep happening. Please, if you come back to Kerrick you must help me. I am still haunted!
Yours,
Opper Vandy"
| GM Kate |
You have been to all the aeon towers in the Swardlands, so your next stop will be Willowside. Willowside is most easily reached by ship, so you will pass through Kerrick, the port city, to go to your next destination anyway.
| Kennari Gleyminn |
"I guess we'd better stop in on our way back to the port."
| GM Kate |
You head back to Kerrick and make good time, only being on the road for a few days. Your newest members of the circus are fitting in nicely.
Opper Vandy invites you over for another fancy dinner, but he barely touches his food, instead refilling his glass of wine.
"I just don't know what else to do. You searched the whole house before. You don't think there could be anything in the embalming lab, do you?"
| Unset |
"Have ye searched this lab yeself?" Unset inquires, finishing the content of his plate and eying that left on the plate of Opper Vandy.
| GM Kate |
"I'm in there frequently, performing embalmings, but I don't really know what to look for as a cause of haunting."
| Rova Moonbright |
I'm sure," Rova says, certain that Vandy is lying through his teeth once again. Sure in coincidental how he's being haunted no matter what they do, and now he's trying to send them into an embalming lab! Nothing good is going to happen there.
But Rova still hasn't managed to persuade her companions yet that Vandy is a dire doppelganger ... maybe something in there will be enough?
"Let's go check it out," she says, voice grim.
| GM Kate |
You head out back to the embalming lab.
This chamber has a strong odor of chemicals and decay. A long, brass table stands by the south wall, and at the foot of it, a stained iron grate is fixed in the floor near a pair of barrels and a bucket. The north wall holds a work table with a variety of unusual implements, including a large syringe with tubing attached to a glass tank filled with a cloudy fluid, and a large number of surgical instruments, some still showing bloodstains. The back wall of the chamber is covered in shelving that holds hundreds of urns of clay, stone, and metal as well blank nameplates in brass, and even a few gravestones that have yet to be inscribed with names of the deceased.
What do you do?
| Rova Moonbright |
Rova starts looking for proof of Vandy's doppelganger-iness, peeking in the urns, since that's always a good place to hide things, thanks to the Pharasmins and their superstitions they're always trying to force on the populace.
| GM Kate |
Rova checks the urns, finding most of them empty, except for one containing ashes where she also catches a glimpse of something shiny.
| Unset |
Noticing that the chamber is fairly small, Unset slides over toward the grating in the floor, wondering if something could be hiding down within it.
Perception +19 to Seek (+20 for traps)
| GM Kate |
Unset checks the grating, finding nothing unusual, as Rova pulls a glittering gemstone on a chain out of the urn.
Moments later, you hear frantic trumpeting from Thkrull as heavy hoofbeats suddenly sound outside. There is a terrifying-looking woman with blue skin here to see you.
"Well, well, you've found my heartstone fair and square. I would trade you the mortician's soul to get it back; I've had enough fun playing with it."
She is not immediately attacking, so you can position yourselves on the map.
| Kennari Gleyminn |
Kennari wracks his brain about the woman with the blue skin and heartstones, hoping for some insight before responding.
1d20 ⇒ 1
Not sure what's appropriate here: Occultism +18, Society +18, Arcana +24