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FYI @Everyone. The lizard charged forth but did the GM update it on the map? Remember, you might take damage within 60 of the tower, so we should let it come to us?

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Yes, was walking my dog when I posted and forgot to move it. Apologies.
Edwin and Rolph, feel free to retake those turns.

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Volsung has Combat Reflexes, so he can also try to Parry the lizard's attack.
[dice=Parry attempt with penalty for large attacker]1d20+10-2
[dice=Will save]1d20+10
Parry fails so Volsung takes 14 damage and still has 2 images up, correct?
Correct.
@Volsung since it all hit, roll a DC14 Fort save also please.
********************************************
Uh...I'll say no, since this is probably my last use of HA for Today.
[Dice=Knowledge Lizard (nature) with HA and Insp]1d20+11 + 1d6
Want to know special attacks and special defenses...throw in mating habits and favorite foods if you have any extras.
Little is special about these creatures aside from their hiss being very intimidating, thus they can be intimidating when they charge. They like to have mass bundles of frill lizards get together perform many acts of mating, and have a fondness for humanoids.
Their attacks also have a chance to grab and poison, but the lizard didn't do the grab this time it seems.

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Not exactly sure what squares the creature occupies, but if the others are standing next to it, then I have straight line to get within 15' for a charge.
Las rushes forward, whip in hand. Swiftly studying his target, he lashes out when he is in range.
Studied Combat wCharge: 1d20 + 6 + 2 + 2 ⇒ (18) + 6 + 2 + 2 = 28 Damage: 1d3 + 3 ⇒ (2) + 3 = 5
Lizard is prevented from making AoAs for 1 round.
If I can't charge the creature, Las just double moves
"This cannot be it."

Victor, Goat of a Shepherd |

If it is there, then Victor would have gotten an attack
Gore Attack (power attack): 1d20 + 9 - 2 ⇒ (19) + 9 - 2 = 26
Damage (power attack): 1d4 + 6 + 6 ⇒ (1) + 6 + 6 = 13

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@GM - if the creature has 10' reach and it hit Volsung, then I think Las would be able to hit it. I'll move it to 10' from Volsung.

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Edwin attacks.
+2 scimitar Power attack-Furious Focus: 1d20 + 12 ⇒ (7) + 12 = 19
damage: 1d6 + 6 + 4 ⇒ (3) + 6 + 4 = 13

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Tesson moves and casts a spell, his tankard beginning to crackle with lightning.
Shocking grasp, holding the charge.

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Volsung casts burst of adrenaline as an immediate action to get +4 on his Fort save. He will be fatigued for one round and will not be able to take a swift action during his upcoming turn.
Fort save: 1d20 + 8 ⇒ (12) + 8 = 20

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Round 1: FIGHT!
Light Condition: Normal
Active Buffs: None
Active Penalties: Reflex Save DC12 or suffer 2d4 damage
Giant Frilled Lizard(-31,Fine)
Darrioos(-0,Flanker Mesmerist Trick)
Edwin Towerfall(-0,Fine)
Dolph, Son of a Shepherd(-0,Fine)
Las Lejas(-0,Fine)
Volsung Dreamborn(-14,Fine)
Victor(-0,Fine)
Tesson(-0,Fine)
Not exactly sure what squares the creature occupies, but if the others are standing next to it, then I have straight line to get within 15' for a charge.
That is google slides being uncooperative with sizing and positioning. Rest assured, at the end of its charge everyone was within a reasonable distance of it.
It has reach, but I kept Victor and Edwin up next to it since they most likely wanted to attack it.
@Volsung Will you do anything with your standard turn?

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Feeling a bit winded, Volsung steps back and concentrates on defending himself.
5-foot step followed by total defense, after +4 bonus for that and -1 to AC for fatigue, his AC is 24.

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Round 2: FIGHT!
Light Condition: Normal
Active Buffs: None
Active Penalties: Reflex Save DC12 or suffer 2d4 damage
Giant Frilled Lizard(-31,Fine)
Darrioos(-0,Flanker Mesmerist Trick)
Edwin Towerfall(-0,Fine)
Dolph, Son of a Shepherd(-0,Fine)
Las Lejas(-0,Fine)
Volsung Dreamborn(-14,Fine)
Victor(-0,Fine)
Tesson(-0,Fine)
Target vs Damage Dealers Ordered by Initiative: 1d3 ⇒ 1
The paladin has provoked his last lizard! Or so the lizard would hope, because Edwin is well armored, and the lizard can't aim.
Attack Roll Giant Frilled Lizard Bite VS Edwin Towerfall: 1d20 + 9 ⇒ (1) + 9 = 10
Attack Roll Giant Frilled Lizard Tail VS Edwin Towerfall: 1d20 + 4 ⇒ (4) + 4 = 8
Damage Roll Giant Frilled Lizard Bite VS Edwin Towerfall: 2d6 + 5 ⇒ (2, 6) + 5 = 13
Damage Roll Giant Frilled Lizard Tail VS Edwin Towerfall: 1d8 + 2 ⇒ (1) + 2 = 3
Errata @ Volsung No fort save needed. The big ones don't have venom and my eyes looked at the wrong side of the page. Keep your spell. If that changes your action last turn, go ahead and errata. Gotta stop posting when I am walking the pup.
Edwin and Victor are within range of the tower ruins. A shard of the debris flies into Victor and cuts the goat!
Reflex Save Edwin Towerfall: 1d20 + 5 ⇒ (8) + 5 = 13
Reflex Save Victor: 1d20 + 8 ⇒ (1) + 8 = 9
Reflex Save Lizard: 1d20 + 8 ⇒ (10) + 8 = 18
Tower Debris Damage: 2d4 ⇒ (1, 2) = 3

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Round 2: FIGHT!
Light Condition: Normal
Active Buffs: None
Active Penalties: Reflex Save DC12 or suffer 2d4 damage
Giant Frilled Lizard(-31,Fine)
Darrioos(-0,Flanker Mesmerist Trick)
Edwin Towerfall(-0,Fine)
Dolph, Son of a Shepherd(-0,Fine)
Las Lejas(-0,Fine)
Volsung Dreamborn(-14,Fine)
Victor(-3,Fine)
Tesson(-0,Fine)

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Volsung is fine where he is. I'll let the Heavy Brigade unload on this innocent, non-toxic giant lizard. The only changes are I'm keeping the spell, and I'll used my swift action to put Hypnotic Stare on the lizard.

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Edwin attacks again.
+2 scimitar Power attack-Furious Focus: 1d20 + 12 ⇒ (20) + 12 = 32
damage: 1d6 + 6 + 4 ⇒ (4) + 6 + 4 = 14
confirm crit: 1d20 + 12 ⇒ (6) + 12 = 18
damage: 1d6 + 6 + 4 ⇒ (1) + 6 + 4 = 11

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"Dolph, can you have the goat move to the side?"
Delay to see if Victor can step 5' to the right
Whip wStudied Combat: 1d20 + 8 ⇒ (12) + 8 = 20 Damage: 1d3 + 3 ⇒ (3) + 3 = 6
If that hits...add Studied Strike and no AoO for the creature Studied Strike: 1d6 ⇒ 3

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Las and Edwin combine their attacks, and it manages to vanquish the giant lizard!
With the lizard now gone, the tower's falling debris is the only threat with the tower. Going inside will expose you to the tower's debris for 1d10 ⇒ 4 rounds.
Sure enough, some valuable treasures are in here. Firstly is a magical horn of some kind Spellcraft DC18.
Your magic detection finds something of interest within the belly of the beast. Carving it open, you may be able to find something of value. Survival DC10, or attack it a bunch of times.

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Perception: 1d20 + 12 ⇒ (18) + 12 = 30
Spellcraft (guidance): 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Survival: 1d20 + 12 ⇒ (15) + 12 = 27
Dolph pets Victor and then heads to search. He quickly finds a magical horn of some kind and identifies it. He also deftly carves open the dead beast’s stomach to retrieve the magical object inside, all of his years of hunter training making the task all-too-simple.

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Tesson arrives at the feet of the lizard to acknowledges the time and cause of death. He looks at his sparkling tankard and shrugs.
Since I can hold the charge, Tesson will have a sparkling tankard until his next strike. ^^
He then looks with astonishment Dolph carving open the beast.
I thought he was a farmer. Looks more like a trapper.

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While Dolph is slicing open the lizard, Volsung reimplants Mesmeric Mirror in himself, and he'll then use his wand of cure light wounds. to heal up.
Wand CLW: 1d8 + 1 ⇒ (3) + 1 = 4
Wand CLW: 1d8 + 1 ⇒ (6) + 1 = 7
Wand CLW: 1d8 + 1 ⇒ (7) + 1 = 8
He also remains fascinated by all of the floating, flying, and falling objects as they seem very dreamlike to him.
"I would like to learn more before we brave the rain of debris."
He then casts detect magic and concentrates upon that portion of the tower and falling debris which is within 60 ft. of him.
Knowledge (arcana) with heightened awareness: 1d20 + 8 ⇒ (8) + 8 = 16
And just in case they might be useful.
Spellcraft: 1d20 + 5 ⇒ (5) + 5 = 10
Perception: 1d20 + 8 ⇒ (17) + 8 = 25

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Rolph finds it to be a Horn of Fog. Inside the beast he finds an amulet. This thin chain of silvery-gray metal holds a series of interlocking rings that slowly turn within themselves in an accurate replication of the celestial sphere.
Armillary Amulet
The amulet grants its wearer a +5 competence bonus on Spellcraft checks.
"You feed us well."
"Another secret! Another secret!"
"Yes, yes. We will share as you now share the kill."
"The amulet. It can protect you."
"The observatory. Its dangers can be resisted with the amulet."
"Use with wisdom but without fear."
"Tell us where next."
The wisps return, excited by the death of the lizard. They are ready to tell and take you somewhere else. Observatory or Quicksilver Graveyard.
Also, 4 Rounds of Reflex saves for everyone doing the perception check.
Reflex Save Dolph, Son of a Shepherd: 1d20 + 9 ⇒ (9) + 9 = 18
Reflex Save Volsung Dreamborn: 1d20 + 11 ⇒ (16) + 11 = 27
Reflex Save Edwin Towerfall: 1d20 + 5 ⇒ (18) + 5 = 23
Damage for Failing DC12: 2d4 ⇒ (4, 4) = 8
Reflex Save Dolph, Son of a Shepherd: 1d20 + 9 ⇒ (4) + 9 = 13
Reflex Save Volsung Dreamborn: 1d20 + 11 ⇒ (14) + 11 = 25
Reflex Save Edwin Towerfall: 1d20 + 5 ⇒ (2) + 5 = 7
Damage for Failing DC12: 2d4 ⇒ (1, 1) = 2
Reflex Save Dolph, Son of a Shepherd: 1d20 + 9 ⇒ (2) + 9 = 11
Reflex Save Volsung Dreamborn: 1d20 + 11 ⇒ (7) + 11 = 18
Reflex Save Edwin Towerfall: 1d20 + 5 ⇒ (10) + 5 = 15
Damage for Failing DC12: 2d4 ⇒ (2, 1) = 3
Reflex Save Dolph, Son of a Shepherd: 1d20 + 9 ⇒ (9) + 9 = 18
Reflex Save Volsung Dreamborn: 1d20 + 11 ⇒ (17) + 11 = 28
Reflex Save Edwin Towerfall: 1d20 + 5 ⇒ (18) + 5 = 23
Damage for Failing DC12: 2d4 ⇒ (3, 1) = 4
Edwin takes 2 damage, and Rolph takes 3 damage.

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Volsung quickly realizes that there is a nightmarish rocks falling on his head element to what had seemed like a dream and dances out of the way.
"Friend Dolph, Carver of Lizards, may I examine that amulet you found inside the beast?"
Spellcraft: 1d20 + 5 ⇒ (17) + 5 = 22

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@Volsung The amulet does appear to resonate an aura of magical energy that reflects the island's own nature. Perhaps there is merit to the word of the wisps.

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Las offers his wand of infernal healing to those who need healing Of 10 hit points or more.
Las waits until the items are brough out of the debris field before examining them. Take 10 hits them all I think
"That wand would be useful to me for identifying spells directed at us..."

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Volsung passes the amulet to Las.
"Here you go, and I propose we now go to this observatory where I suspect you will have need of this trinket."
"I, for one, look forward to an opportunity to look deep into the sky where both horrific evil and great good can be found."

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Tesson raises his tankard as Volsung proposes to move.
"To the observatory, then!"
And he leads the way towards the place.

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Consider the trinket community property. If anyone wants it for a Spellcraft check, Las gives it up freely.

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Apologies for lack of posting yesterday. Slipped my mind among a lot of things.
Some few hundred feet along the way to the observatory, you come across what you would believe to be some sort of gigantic aquarium. A sheet of muddy water flowing up from the floor forms the door to this domed, shell-like structure. The liquid moves in a continuous loop, flowing from a large central pool across the floor and up the walls in a thin sheet, then falling from the domed crystal ceiling in a cylinder of water. A large bubble of murky water floats in the air above the pool. Detailed mosaics of fantastic sea creatures and undersea motifs adorn the coral-colored walls.
The wisps appear to stay clear of it, as calling out for them gives no answer.
Do you wish to check it out, or continue on?

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Do the aquarium and observatory have location numbers on map on slide 4?

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"The amulet can protect us?"
Las attempts to use his knowledge of Spellcraft in unraveling the secret of the observatory.
Spellcraft (Take 10 wGuidance and inspiration): 1d6 + 25 ⇒ (3) + 25 = 28
If Las understands nothing new...
"Perhaps our Darrioos wishes to wear the amulet before entering the water?"

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"We can return to this. Let's continue to the observatory."

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Alright, no other opinions so continuing to the Observatory.
Can't really do the scouting with Darrioos option unless someone wants to take control of him, as he will be away for an undisclosed amount of time.
After another several minutes of travel, the party arrives to the observatory...
A cracked crystalline dome surrounded by overgrown, walled courtyards rests here in ruined splendor, precariously supported by intricately curved columns. Smashed doors of coral open into the pervasive gloom within.
Inside, the crystal dome reveals a remarkably clear night sky. Dozens of glowing metallic globes, spheres, glyphs, and crystal lenses circle in swirling orbits around the room, some held together in corroded metal mounts. Periodically, a lens pauses, briefly concentrating the light of some distant star upon one of the glowing glyphs circling the perimeter of the massive orrery.
The observatory is 200 feet in diameter, and the dome is 60 feet high in the center. You will notice there is no 'grid' on this map. During encounters that require it, we will be utilizing slide 4.

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So, it's really more like a planetarium? Its a projection of the night sky?
Volsung looks eagerly toward the portion of the sky where the Stair of Stars is located, the home of the Black Butterfly.

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Relevant knowledge for that, Volsung.
To be honest? Nothing really. I don't have knowledge (religion) or anything that might help with stars, astronomy, etc. My only knowledges are Planes +1 and Arcana +4. Volsung's faith is based more on enthusiasm than any actual theological understanding or study. Would an untrained Knowledge (religion) with a charge from his wand of burst of insight have a chance to get anything?
Volsung goes in alongside Edwin.
Perception: 1d20 + 8 ⇒ (13) + 8 = 21

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Tesson follows the men, looking around for any danger.
Perception: 1d20 + 10 ⇒ (3) + 10 = 13

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Intrigued Las takes a look.
Take 10 (with Guidance) on whatever Knowledge skill checks apply. I'll add Free Inspiration ..roll more if you need to.
Free Inspiration - Just use each individual d6 as necessary: 4d6 ⇒ (6, 5, 3, 6) = 20

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Willing to take a perception.
Apparently I missed this part.
The wisps float around you all once again.
"The observatory is the key."
"It will dominate all the villagers who still remain on the island."
"The Ulat-kini astrologers repaired the observatory."
"The repairs makes the villagers docile."
"The repairs raises the waves against Blackcove."
"To end their plans, end the controls and shut it down."
With your perceptions, it appears that the observatory's crystal dome magically filters the light of day from the interior of the structure, revealing the stars normally concealed by the sun’s light.
The metal spheres and crystal orbs of this orrery orbit freely through the air, some serving as intricate mounts for lenses that focus concentrated starlight on a series of perimeter-orbiting glyphs.

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Perception wGuidance: 1d20 + 11 ⇒ (1) + 11 = 12
Perception wGuidance: 1d20 + 11 ⇒ (13) + 11 = 24

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Linguistics or a Knowledge to understand the glyphs?

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The glyph appears to be magic amplification glyphs, but only one of them appears to be functional. Trying to deactivate it would be a very hard task DC40 Spellcraft, and you need at least 4 ranks in Spellcraft to aid for this particular challenge, and due to the distracting nature of the observatory, take 10 or take 20 isn't an option :(, but perhaps there are some things here that can help you out..
Dolph sure enough notices something of interest. Steles full of written word of some kind hover in stationary positions. Dolph notices that one of them has seen recent use.
Interestingly, these are instructions on how to operate the lens-manipulation, providing a +5 bonus on the Spellcraft check.
If you decide to take the time, it will take a one minute with an identify spell to increase it to +10.
The stele also provides information that is a warning. You should wear the armillary amulet while attempting to adjust or manipulate the glyphs for your protection.
If you feel that you are not fully prepared to attempt the DC40 spellcraft, you could explore other areas of the island as well. Maybe more benefits or answers can come up.

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Activating his jade wayfinder, Las attempts to decipher the language.
Linguistics wInsp + Guidance: 1d20 + 10 + 1d6 ⇒ (20) + 10 + (1) = 31
Darn....should have tried the glyph!
"Ah, this looks like Ancient Azlanti...which I haven't really studied, but there are some instructions here that will help us manipulate the observatory. Does anyone know identify I believe there is more knowledge to be gained."
Las' Spellcraft is +10 with guidance. This + necklace gives us another +10. Las also gets Inpiration, so that's a minimum of +21. He'd still need a 19 to succeed.

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Tesson looks at the inscriptions and quickly shrugs.
"I'm too sober for this. I can assist you on magic, however. Caydelan Cadular gives me magic might."
Tesson is actually quite the scholar. He has 6 ranks and a +14 in spellcraft. If he uses the necklace, that's +25 with guidance.

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The investigation in the observatory so far has been about 10 minutes...
???: 1d100 ⇒ 81
Arcane energy sparks haphazardly, but no immediate danger comes from the wild flux of energy. Instead, it appears to have awoken a different threat.
Initiative Darrioos: 1d20 + 4 ⇒ (15) + 4 = 19
Initiative Dolph, Son of a Shepherd: 1d20 + 1 ⇒ (6) + 1 = 7
Initiative Victor: 1d20 + 3 ⇒ (18) + 3 = 21
Initiative Tesson: 1d20 + 1 ⇒ (15) + 1 = 16
Initiative Volsung Dreamborn: 1d20 + 11 ⇒ (5) + 11 = 16
Initiative Edwin Towerfall: 1d20 + 1 ⇒ (16) + 1 = 17
Initiative Las Lejas: 1d20 + 1 ⇒ (6) + 1 = 7
Initiative Blue Spider: 1d20 + 7 ⇒ (7) + 7 = 14
Initiative Red Spider: 1d20 + 7 ⇒ (19) + 7 = 26

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Round 1: FIGHT!
Light Condition: Normal
Active Buffs: None
Active Penalties: None
Red Spider(-0,Fine)
Victor(-0,Fine)
Darrioos(-0,Flanker Mesmerist Trick)
Edwin Towerfall(-0,Fine)
Volsung Dreamborn(-0,Fine)
Tesson(-0,Fine)
Blue Spider(-0,Fine)
Dolph, Son of a Shepherd(-0,Fine)
Las Lejas(-0,Fine)
Phase Sider
N Large Magical Beast
This large spider-like monster has an eerie, humanoid face surrounded by a shaggy mane of fur.
1 Question @20, 2 Questions @25
Slide 4
As Las is detecting magic to determine information, suddenly he feels a large presence of magical energy flux by the party! A spider with a human face appears and attacks Edwin!
Attack Roll Phase Spider Bite VS Edwin Towerfall: 1d20 + 10 ⇒ (20) + 10 = 30
Damage Roll Phase Spider Bite VS Edwin Towerfall: 2d6 + 7 ⇒ (1, 4) + 7 = 12
Phase Spider Grab: 1d20 + 16 ⇒ (13) + 16 = 29
Crit
Attack Roll Phase Spider Bite VS Edwin Towerfall: 1d20 + 10 ⇒ (8) + 10 = 18
Damage Roll Phase Spider Bite VS Edwin Towerfall: 2d6 + 7 ⇒ (5, 2) + 7 = 14
The spider manages to bite Edwin, but he manages to handle his own and prevent the bite from reaching a vital jugular vein.
Edwin will need to make a fort save vs poison.