Fenna Pender |
Fenna doesn't see anything and the phrase 'red vampire mist' doesn't even make sense to her.
"Well, I suppose someone ought to keep an eye out for a red mist please?"
She goes back to her translation.
GM Aldizog |
@Fenna, I would allow a Knowledge (Dungeoneering) check based on the description that Sho gave. Up to you.
Fenna studies the inscriptions a bit longer. Some parts describe magical rituals that, as best as Fenna can tell, would have no actual function whatsoever. Nor is there any clear recounting of the effects of such rituals, merely vague comments about how a given ritual improved the clarity of the priests' visions and brought them closer to the divine.
She finds another inscription etched on the wall, written in code as much else had been, and after some time she manages to decode the cypher.
The Veiled Masters have succeeded. Azlant is no more. The ocean has taken nearly all. Aroden the Swordmaker asked us to seek out new lands with him and his wretched band of survivors. Gadrinarus believes that Aroden is the man seen battling the demon in the Vision of Mistress Illyris and we should follow him, but this is nonsense. His gods, Acavna and Amaznen, have perished and ours yet live. The Star and Spiral shall save us. Mistresses of Mysteries, we pledge ourselves to you.
After a time, you are certain there is no more to be found.
The only way to go is up (the stairs on the west in the grand foyer). Any preparations before you go?
Fenna Pender |
Sure, might as well see what happens...
K Dungeoneering: 1d20 + 4 ⇒ (20) + 4 = 24
Ha! And that's where all my 20's go, on checks like this.
Fenna shares what she's discovered from the translations, wishing there was something more meaty to report. To her though, the firsthand account of Aroden before he was ARODEN, is very exciting. She records it in her journal along with any other scraps that seem like they could be of value.
GM Aldizog |
Vexas Flamespark |
Some parts describe magical rituals that, as best as Fenna can tell, would have no actual function whatsoever. Nor is there any clear recounting of the effects of such rituals, merely vague comments about how a given ritual improved the clarity of the priests' visions and brought them closer to the divine.
Vexas puzzles over this part of the inscriptions.
No effects... but "brought them close to the divine". Then the rituals we're meant to merely exercise their arcane talents, perhaps like one might stretch or go for walks. That is interesting. We do a bit of this early on in magic study to feel those forces, but this sounds like very intense and monastic repetition.
Sosche Pinn |
Sosche is fascinated by the history, and enjoys the discovery for its own sake. This is so cool!
He will put the alchemist’s fire away for now and keep his greatsword handy. But he’s mindful of where the flask of flame is…
When everyone is ready, he’ll take the western stairs.
”Hey Brannart, it occurs to me that I might be able to help you out if you wish it. I can cast Enlarge Person. Not a fan of embiggening myself, but I know some warriors really like it. Anyway, I’m happy to set you up early in a fight if you want.”
Brannart Teskerwill |
"No thank you, Sosche. At least, not in this place with this weapon that I have. The close confines of this tower could make it unusable."
Currently Brannart uses a reach weapon; with Enlarge he could threaten at 15' and 20' but not at 10' or 5'. Might be good in an open area, but could have more downside than upside given the space we are in.
GM Aldizog |
You move up the stairs to the next level.
Two sprawling bas-reliefs decorate the second-floor landing. The interior wall is engraved with depictions of a robed Azlanti man bearing a sword and an unmarked shield, battling a colossal demonic creature in a hellish landscape.
DC 25 Knowledge (Planes) or Knowledge (History) to identify this scene.
The outer wall is likewise carved with a dramatic bas-relief etched with the finest details, in this case illustrating a turbulent ocean. In the image, shattered pieces of land are spiraling down toward the center of a massive whirlpool, each with fragmentary pieces of crumbling cities atop them. A single shaft of light or energy lances up from the middle of the whirlpool to the top of the relief.
No specific check to identify this scene.
A pair of staircases wrapping along the outer walls ascend and descend the tower, while double doors embellished with images of Desna and Pharasma are located in alcoves at the top of each staircase.
Sosche Pinn |
Sosche tries to help others figure it out (if he can aid another).
Knowledge History, aid another: 1d20 + 9 ⇒ (8) + 9 = 17 vs DC 10
"Wasn't there a story about this in Aechop's Fables?"
Vexas Flamespark |
Unfortunately, Vexas is only trained in Arcana and Local.
The halfling frowns and shakes his head.
Maybe this has to do with the legendary starfall? he begins feebly spitballing about possible vague meanings.
Knowledge (history, untrained, aid): 1d20 + 2 ⇒ (6) + 2 = 8
No... too obvious.
GM Aldizog |
Fenna looks at the carvings but is uncertain. Her Lore Master Take 20 would get it, but is limited per day so I won't expend it. She can post retroactively when she can.
Do you check out the doors (western or eastern set?) or do you ascend the stairs on the east side of the room?
Based on what you saw of the tower from the outside, the level above you should be the top level of the tower.
Sosche Pinn |
Sosche suggests the western doors first, but the eastern are fine too if someone has a preference. However, he does want to clear the floor before they ascend if possible.
"Everyone ready?"
When folks are in place, he'll look for traps, and then open the doors.
Perception: 1d20 + 8 ⇒ (12) + 8 = 20
Vexas Flamespark |
It's as good a choice as any. Vexas concurs before helping to look over the door.
Perception (locate traps): 1d20 + 13 + 1 ⇒ (8) + 13 + 1 = 22
GM Aldizog |
There are no traps on the doors, nor are they locked.
The western and eastern doors both open onto a curving corridor. The rooms north of the doors are identical: a long-collapsed oaken table is seen in each room, along with the dilapidated and ancient-looking remains of several chairs.
The room in the center north is somewhat different. An enormous marble basin sits on a stone dais flanked by iron braziers. The inside of the basin is caked with dried blood, and dark splotches mar the steps leading up to it. Behind the dais, an etched mural depicts the goddess Pharasma with her head down, cradling the light of a single star between cupped hands. Desna is depicted standing behind her, arms wrapped around Pharasma’s shoulders and butterfly wings outspread behind her. Opposite this dais is a pair of enormous stone doors engraved with arcane writing and geometric shapes.
Fenna: 1d20 + 9 ⇒ (13) + 9 = 22
Sho: 1d20 + 9 ⇒ (10) + 9 = 19
Sosche: 1d20 + 8 ⇒ (5) + 8 = 13
Vexas: 1d20 + 13 ⇒ (8) + 13 = 21
"Did you hear that?" asks Brannart, "Chains rattling on the other side of those stone doors."
Fenna heard it as well, but nobody else made the DC.
Vexas Flamespark |
As always, Vexas keeps his arcane eye open.
Detect magic on the doors.
Fenna Pender |
Fenna can't say much about the murals.
"Honestly, every human male in these just looks like Aroden. So maybe it's Aroden, or maybe all the men looked more or less like Aroden. I'll go out on a limb and guess he's fighting a demon or a devil."
By her tone of voice she's probably being lightly sarcastic.
+++++++++++++++++++++++++++++++++++
Fenna seconds Brannart in a lowered voice.
"Yeah, I heard it too. Chains."
I'm going to bet on Lore Master being more useful elsewhere and save it for the present.
K History: 1d20 + 10 ⇒ (1) + 10 = 11
Vexas Flamespark |
Vexas informs the others. A non trivial divination resides on the door. I do not yet know its exact nature.
Continued detection and spellcraft for more specifics?
GM Aldizog |
Vexas is unable to determine anything more.
Identifying a spell effect in place would be Knowledge (Arcana), already rolled. 15+spell level with Detect Magic gets you the school and strength. 20+spell level would let you identify the specific spell. Retry is generally "no" for Knowledge checks.
As an aside, there are numerous flaws in the module regarding how this particular effect is being used.
Fenna Pender |
Can Fenna take a shot at it?
Fenna, who hadn't really been paying attention to magic since Vexas was covering it, pays attention to 'non-trivial' and goes to to put head to together with him to try figuring it out. She also casts a cantrip to feel out the aura.
Casting Detect Magic.
K Arcana: 1d20 + 9 ⇒ (20) + 9 = 29
Ha! And the knowledge check balance is restored.
Vexas Flamespark |
Makes sense. Thanks for clarification.
GM Aldizog |
Fenna identifies it as a Symbol of Scrying. Opening the door will trigger the Symbol, allowing the caster to view the area (and tell who has opened the doors).
Read Magic would also identify the Symbol with a DC 16 Spellcraft check.
Vexas might be able to disable the symbol without triggering it, though it would be challenging. Alternatively, it could be Dispelled.
So, one error is that the spell description says "Unlike symbol of death, a symbol of scrying is not considered a magical trap," but the AP gives a DC to disable it. I'll say that specific overrides general and this Symbol of Scrying can be Disabled. The other error is that you are (fortunately) not up against a caster with 5th-level spells, so it's unclear where the spell came from in the first place. A purchased scroll, perhaps.
Vexas Flamespark |
Unfortunately he's not high enough level to get dispel just yet
I think I might be able to undo it without revealing ourselves to the caster...
Disable Device: 1d20 + 14 ⇒ (16) + 14 = 30
Fenna Pender |
Fenna offers words of encouragement to Vexas as he works on disabling the glyph.
Starting Inspire Competence to give Vexas a +2 bonus on Disable Device.
Sosche Pinn |
Sosche steps back a bit to give the man room to work - but he stays close in case something goes off, or the door opened, or any other such malady.
He'll cast a light over the workspace to provide the best illumination for the task.
GM Aldizog |
Vexas thinks he has disabled the Symbol.
Fenna: 1d20 + 9 ⇒ (9) + 9 = 18
Sho: 1d20 + 9 ⇒ (3) + 9 = 12
Sosche: 1d20 + 8 ⇒ (6) + 8 = 14
Vexas: 1d20 + 13 ⇒ (11) + 13 = 24
As he turns around to announce this to his companions, he notices the Vampiric Mist that Sho had described, slinking away on the east side of the tower!
Fenna: 1d20 + 6 ⇒ (17) + 6 = 23
Sho: 1d20 + 3 ⇒ (7) + 3 = 10
Sosche: 1d20 + 1 ⇒ (2) + 1 = 3
Vexas: 1d20 + 8 ⇒ (3) + 8 = 11
Mist: 1d20 + 8 ⇒ (8) + 8 = 16
It moves out of sight before he can react... but he knows where he saw it. Icon on the map shows where it was, and the rough direction that it went, but Vexas cannot tell how far it went.
Surprise Round
Mist
Vexas
Round 1 (if you wish to pursue it)
Fenna
Mist
Brannart
Vexas
Sho
Sosche
Vexas Flamespark |
Vexas' expression lights up and he points behind Sho.
You were right! There it goes!
He rushes past her to keep an eye on it as it escapes to the next room.
[move] 15ft
GM Aldizog |
As Vexas runs to follow the Vampiric Mist, he sees it seep under the doors in the next room.
The doors fly open.
"Hello, dearie. Such a tiny snack for my friends, aren't you?"
Standing in front of Vexas is a monstrous figure. Hair like rotting seaweed drapes this ancient witch. Loose, algae-colored skin sags off her bony frame.
Vexas recognizes this as a sea hag - he has likely found Helekhterie!
Two Vampiric Mists float near her, ready to feast on halfling.
Round 1
Fenna
Mist
Brannart
Helekhterie
Vexas
Sho
Sosche
Fenna Pender |
Fenna, who didn't see what Vexas saw and doesn't connect what he's doing or saying to anything that comes to mind for her, follows the halfling. She does it out of curiosity and puzzlement. After all they have just succeeded at disabling the glyph. She was expecting they would try the door rather than running off elsewhere.
As she comes up behind Vexas, she sees the pickle he's landed in. She stops and drops into a battle-ready stance, spear leveled at the hag.
"Step back Vexas. Get behind me."
Fenna starts singing an old children's song about a hag in a neighborhood house that should always be avoided, figuring she'll get her point across to everyone else well enough.
Move, don't remember exactly, it was about 15 or 20. Standard, start Inspire Courage, and count on AoO's if approached.
GM Aldizog |
The vampiric mists see Fenna standing ready to strike, but also see much easier prey within reach.
One strikes at Vexas with wispy tendrils that seep into his pores and draw forth his blood.
Touch Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Con Damage: 1d3 ⇒ 1
Temp HP to Mist: 1d8 ⇒ 7
It starts moving much more quickly and vigorously, flying backwards.
The second one flies up, also attacks Vexas, feeds on his blood, and floats backwards.
Touch Attack: 1d20 + 7 ⇒ (18) + 7 = 25
Con Damage: 1d3 ⇒ 1
Temp HP to Mist: 1d8 ⇒ 8
It gains an extra move action when it is over its max HP.
Vexas will take 1d6 ⇒ 3 bleed damage on his turn.
Vexas Flamespark |
The halfling did not expect to find the hag so suddenly... or rather to be found by her. He got the sudden dreadful sense that perhaps she's long known of their movements throughout the tower.
Complying with Fenna, he backs aware behind her.
[move] 15ft
He looks down at his own blood, but isn't immediately sure what to do about it, instead drawing his rapier.
[move] draw weapon
Vexas Flamespark |
Yeah actually, thank you. I always forget withdraw exists. That means he wouldn’t draw a weapon.
Sosche Pinn |
Weapon Equipped =Greatsword
Conditions = Inspired (+2)
Greatsword: Attack: BAB 3 Str +3 Focus +1 Magic +1 (PA -1) Damage: Str +4 Magic +1 (PA +3) Crit: 19-20
Heavy Pick: Attack: BAB 3 Str +3 (PA -1) Damage: Str +3 (PA +2) Crit: x4
Javelin: Attack: BAB 3 Dex +1 Damage: Str +3 Range: 30’
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 5, Concentration +9, DC 12+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic
. . 1st (5/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (5/5): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud
Sosche, slow as ever, moves up a bit in anticipation of making the front line. He already has his weapon out. Though he’s not terribly wounded, he is bleeding, so Sosche heals Vexas a bit to stop the bleeding and top him up.
CLW: 1d8 + 5 ⇒ (2) + 5 = 7
"There. That should stop the bleeding!" he exclaims cheerfully.
GM Aldizog |
Edit: I think Sho forgot to add +2 Inspire Courage, so her arrow hits. This is a tough foe, but even so it struck me as odd that a pure martial would miss on a 16.
Sho's arrow sinks into the hag's flesh, and she hisses.
12 damage with Inspire Courage.
As Sosche begins to cast his spell, he is suddenly assaulted by a sensation of utter darkness and cold!
Cold Damage: 5d6 ⇒ (5, 2, 5, 3, 6) = 21
Fort save DC 17 for half. Sosche, make a Concentration check equal to 10+the spell level of what you were casting (1 for CLW)+the damage dealt, or lose your spell with no effect. So that is a 21 (10+1+10) if you make the Fort save, or a 32 (10+1+21) if you fail the Fort save.
Round 2 - Active Effects: Inspire Courage +2
Fenna
Mists (clear +7 HP, shaded +8 HP)
Brannart
Vexas -2 Con, -3 HP, Bleed (pending Sosche's spell)
Sho
Helekhterie -12
Sosche -10 or -21, Fort save and Concentration check needed
Sosche Pinn |
Weapon Equipped =Greatsword
Conditions = Inspired (+2)
Greatsword: Attack: BAB 3 Str +3 Focus +1 Magic +1 (PA -1) Damage: Str +4 Magic +1 (PA +3) Crit: 19-20
Heavy Pick: Attack: BAB 3 Str +3 (PA -1) Damage: Str +3 (PA +2) Crit: x4
Javelin: Attack: BAB 3 Dex +1 Damage: Str +3 Range: 30’
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 5, Concentration +9, DC 12+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic
. . 1st (5/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (5/5): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud
Sosche Fort: 1d20 + 4 ⇒ (13) + 4 = 17 vs DC 17
Sosche shivers with the cold! He tries to maintain the spell!
Sosche Concentration: 1d20 + 9 ⇒ (12) + 9 = 21 vs DC 21
"Oh yeah! I knew that mental practice would come in handy!" he shouts elated.
Vexas Flamespark |
Despite the lingering fatigue -2 CON, Vexas feels relieved over the bleeding being stopped. He looks to Sosche, a little ashamed.
Thank you...
Sosche Pinn |
"Oh, It's my pleasure Vexas! We'll have that fatigue licked in a jiffy too. Well, not a jiffy exactly. Damn thing takes forever to cast." he grins as he keeps moving up the line.
Fenna Pender |
Fenna doesn't want to get in Brannart's way, so she stays put and casts a spell, touching Brannart as the final action. She then tries to figure out if the hag has any weak points they can exploit.
Casting Heroism on Brannart for standard action. Using Lore Master to take 20 on the Hag check. Is that a K Local check? If so then the result is 29.
GM Aldizog |
The Vampiric Mists swoop in to attack Brannart!
Brannart AOO #1, Heroism +2, IC +2: 1d20 + 11 + 2 + 2 ⇒ (7) + 11 + 2 + 2 = 22
Damage: 2d4 + 8 + 2 ⇒ (4, 1) + 8 + 2 = 15
Touch Attack: 1d20 + 7 ⇒ (14) + 7 = 21
Con Damage: 1d3 ⇒ 3
Temp HP to Mist: 1d8 ⇒ 8
Brannart AOO #2, Heroism +2, IC +2: 1d20 + 11 + 2 + 2 ⇒ (16) + 11 + 2 + 2 = 31
Damage: 2d4 + 8 + 2 ⇒ (4, 1) + 8 + 2 = 15
Touch Attack: 1d20 + 7 ⇒ (19) + 7 = 26
Con Damage: 1d3 ⇒ 2
Temp HP to Mist: 1d8 ⇒ 2
Although he hits both of them with his polearm, he does not injure them enough to finish them, and they both leech blood from his veins.
Round 2 - Active Effects: Inspire Courage +2
Fenna
Mists (clear +0 HP, shaded -5 HP)
Brannart -5 Con, Bleed
Vexas -2 Con
Sho
Helekhterie -12
Sosche -10
Brannart Teskerwill |
Bleed: 1d6 ⇒ 3
Brannart is unable to step back, so he drops his polearm, draws his sword, and strikes.
Attack, PA -2, Heroism +2, IC +2: 1d20 + 10 - 2 + 2 + 2 ⇒ (11) + 10 - 2 + 2 + 2 = 23
Damage: 1d8 + 6 + 6 + 2 ⇒ (1) + 6 + 6 + 2 = 15
The Vampiric Mist seems injured, moving more slowly, but it is not destroyed.
Round 2 - Active Effects: Inspire Courage +2
Fenna
Mists (clear +0 HP, shaded -20 HP)
Brannart -5 Con, -3 HP, Bleed
Vexas -2 Con
Sho
Helekhterie -12
Sosche -10