Captain Brother Rabbit
|
Fort: 1d20 + 20 ⇒ (18) + 20 = 38
Brother Rabbit looks back. "Should we power through? The door doesn't have any traps that I can see."
| GM PDK |
@Dora: Using an immediate action on your turn is the same as using a swift action and counts as your swift action for that turn. You still have a move and standard action on this turn.
Kel finds that the magic trap is connected to the four mosaics. Disabling any of the four mosaics should disable the whole trap. standard action remains for Kel
Round 3 - bold may go
Flash of magic
Kel - standard action remains [heroism, heightened awareness]
Dora - already used a swift action
Glaube [touch of glory]
Thrag
Brother
Mal
Dora D Asplora
|
” If anyone can disable magical traps, I can inspire. Otherwise we may need to exit via the door. “
She recasts heroism on herself and starts a song of inspiration
not sure if persisting inspire courage (ended song for Kels reroll) and new inspire competence can overlap
Thrag
|
Thrag shrugs and disables the trap the quickest way he knows how, by smashing it to bits. He slams his hammer into the nearest pool repeatedly.
Attack, Sunder, Power Attack, Inspire Courage: 1d20 + 28 + 4 - 4 + 2 ⇒ (9) + 28 + 4 - 4 + 2 = 39
Damage, Adamantine, Power Attack, Inspire Courage, Smashing: 3d6 + 17 + 12 + 2 + 2d6 ⇒ (2, 5, 2) + 17 + 12 + 2 + (4, 6) = 50
Attack, Sunder, Power Attack, Inspire Courage: 1d20 + 23 + 4 - 4 + 2 ⇒ (13) + 23 + 4 - 4 + 2 = 38
Damage, Adamantine, Power Attack, Inspire Courage, Smashing: 3d6 + 17 + 12 + 2 + 2d6 ⇒ (1, 6, 1) + 17 + 12 + 2 + (6, 2) = 47
Attack, Sunder, Power Attack, Inspire Courage: 1d20 + 18 + 4 - 4 + 2 ⇒ (2) + 18 + 4 - 4 + 2 = 22
Damage, Adamantine, Power Attack, Inspire Courage, Smashing: 3d6 + 17 + 12 + 2 + 2d6 ⇒ (1, 5, 6) + 17 + 12 + 2 + (6, 6) = 55
| GM PDK |
This is just ridiculous guys... I'm gonna give this one to Thrag though. LOL
Thrag utterly destroys the foundation at the bottom of the pool. The mosaic is disrupted beyond any possible means of repair. The magic stops flashing.
North and south are fake doors. Continuing east, assuming Mal can auto-succeed Perception DC 35, Mal finds a secret door. Continue Y/N?
Wizard of the Coast
|
"Well that saved me the trouble... well done, Thrag... shall we proceed?
Kel checks the secret door for traps.
perception: 1d20 + 25 + 2 + 1 ⇒ (3) + 25 + 2 + 1 = 31
Dora D Asplora
|
Dora follows along with bow in hand.
Perception, hero : 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18
| GM PDK |
No trap. Question: does Kel have Trapfinding (like the rogue's Trapfinding), and if so from which class? Thanks
Thrag opens the door and a long hallway stretches before you. After two turns to the right, you see a door at the end of the long hallway directly in front of you (west) and another door on your left (south).
South or West? there's no traps.
Wizard of the Coast
|
yes, Kel has trapfinding from investigator class
Wizard of the Coast
|
"Shall we go south first? I'd hate to go all the way west and leave something behind that might come between us and the only exit from this place."
| GM PDK |
This massive domed chamber, peaking at seventy feet above, is
painted with knotted geometric designs in muted reds and golds.
Another Medusa Triumphant statue dominates the alcove at the
room’s western end. An inscription decorates the statue’s base.
The inscription at the statue’s base reads as follows:
“Come out further on our Ledge
Sheathe in me the Family’s Edge
Take the Soot inside my Core
Scatter Ash past Stony Door
Walk into the Scarlet Light
Witness when the Dead had Sight
Two Sad Tales are both revealed
Truth and Fraud, No more concealed
Newfound Wisdom tastes of Bile
And never shall We reconcile”
Further investigation of the iron medusa statue reveals
a narrow slot in its chest—the slot is wide enough to
accept a longsword blade.
Wizard of the Coast
|
"I guess we move on to the next room then... interesting inscription. I hope for our 'employer's' needs it matters not who inserts the sword in the stone."
| GM PDK |
The heroes backtrack to the other room to the west.
This chamber’s twenty-foot-high ceiling is held aloft by pristine
granite pillars. The walls are covered in murals depicting battle
scenes, while a twelve-foot-tall aquarium occupies the west end
of the room, framed in iron and with thick glass. Four elaborate
chairs of carved mahogany sit before this water-filled tank. A great
Qadiran rug of intricate geometric designs covers the floor.
Front and center in the aquarium floats a bloated,
unusually preserved corpse, its arms and legs shackled
with chains attached to floor and ceiling, clad in an
extraordinarily wrought breastplate emblazoned with the
cross-eyed medusa, and bobbing in the green-hued water.
The pommel of a sword protrudes from the body’s belly.
The floating cadaver’s dead eyes are wide open, and its
black hair wafts back and forth, as though cast about by a
gentle breeze.
A bronze plaque, green with age, mounted
on the glass above, reads: “‘Then Let Them Drink’—
Bartolomae Adella, 4496–4542.” A gilded bathtub stands
to the corpse’s left, its legs great lion’s paws. Thick seaweed
grows at the back of the tank, obscuring whatever might lie
at the rear of this grisly aquatic display.
The only ingress into the tank is a 3-foot-diameter iron entry
hatch atop its northeast corner. Turning the locking wheel
to open the hatch, hinged on its west side, requires a DC
18 Strength check.
Thrag
|
Watch my back. I'm going to try and get it open.
Str: 1d20 + 6 ⇒ (16) + 6 = 22
With a mighty wrench Thrag heaves the locking wheel to its unlocked position.
Wizard of the Coast
|
Kel watches with some curiosity and trepidation... "Who's thinking of going in to get the sword? I'd like to cast air bubble on the party before you go in, and heroism on the swimmer."
air bubble on the whole party because, hey, why waste it?, and what if any of us need to go in to rescue him?
Captain Brother Rabbit
|
"I can do it," Brother Rabbit states while stretching. "I'm not the strongest swimmer, but if it turns out to be something dangerous, I should be able to poof out. Should, anyway."
The Captain begins climbing to reach the entry hatch, and checks the water. If it doesn't seem fishy, then he'll dive in.
Perception: 1d20 + 23 ⇒ (8) + 23 = 31
Swim: 1d20 + 8 ⇒ (20) + 8 = 28
Wizard of the Coast
|
that should have been 'I'd like to cast LIFE bubble on the party...'
Wizard of the Coast
|
Just before Brother Rabbit goes to get into the tank, Kel casts Life Bubble on the entire party and then heroism on Brother Rabbit.
Glaube Hoffnung Liebe
|
Dora D Asplora
|
Dora joins in the catchy tune but not an inspiring one
”I saw an aquarium once in Absalom looked just like this but with fish instead of Brothers. “
Captain Brother Rabbit
|
Brother Rabbit would appreciate these jokes if he could hear them. Since he can't, he swims towards the bloated corpse in order to pull the sword out and any other loot he can get his hands on.
Previous swim check was a 28
| GM PDK |
As Captain Brother Rabbit pulls the sword out, one of the room's pillars melt into three rancid-smelling mounds of animated ooze in the hideous shape of half-melted men.
Two head towards the party while one plops down into the aquarium, heading for Captain Brother Rabbit.
Brother Init: 1d20 + 10 ⇒ (4) + 10 = 14
Dora Init: 1d20 + 10 ⇒ (20) + 10 = 30
Mal Init: 1d20 + 13 ⇒ (18) + 13 = 31
Thrag Init: 1d20 + 4 ⇒ (5) + 4 = 9
Glaube Init: 1d20 + 0 ⇒ (15) + 0 = 15
WotC Init: 1d20 + 4 ⇒ (9) + 4 = 13
Half-melted men Init: 1d20 + 11 ⇒ (6) + 11 = 17
Knowledge The Planes as the first roll when your turn is up if you wish to identify
ROUND 1 - Bold may go!
Mal
Dora
Half-melted men [blue, green, red]
Glaube
Brother
Kel
Thrag
Dora D Asplora
|
Dora immediately casts haste then starts her song of inspiration
” ♪♫♪♫ Right is might, so fight, fight fight!!! ♪♫ " (inspired +2 atk/+2 dmg) “
Mal 001
|
Mal asks Torag to steel his fists and moves up and strikes the nearest one once.
swift: fervor cast divine favor, move: fly towards it on my carpet, standard single attack
attack (crit 19-20),divine favor, haste,IC: 1d20 + 23 + 3 + 1 + 1 ⇒ (11) + 23 + 3 + 1 + 1 = 39 Damage, precision,IC,divine favor,IC: 1d8 + 12 + 5 + 3 + 2 ⇒ (2) + 12 + 5 + 3 + 2 = 24
Mal Fought defensively this turn, so his AC vs. melee attacks is 4 higher due to crane wing, unless an attack is within 4 of the improved AC. If this is the case, per Crane Riposte, this provokes an attack of opportunity, and his AC is no longer improved against melee attacks. Furthermore, if an attack is attempted against him and it misses, it provokes an attack of opportunity per Snake Fang. If this attack hits, Mal can attempt an additional unarmed strike as an immediate action. Mal commonly, but not always, takes this immediate action attack. Usually the reason he wouldn't take the immediate action is that he intends to use his swift next round to either fervor cast a spell, activate bane, or extend his reach. Any relevant AoO's are rolled below.
AoO (crit 19-20),divine favor, haste,IC: 1d20 + 23 + 3 + 1 + 1 ⇒ (10) + 23 + 3 + 1 + 1 = 38 Damage, precision,IC,divine favor,IC: 1d8 + 12 + 5 + 3 + 2 ⇒ (8) + 12 + 5 + 3 + 2 = 30
AoO (crit 19-20),divine favor, haste,IC: 1d20 + 23 + 3 + 1 + 1 ⇒ (20) + 23 + 3 + 1 + 1 = 48 Damage, precision,IC,divine favor,IC: 1d8 + 12 + 5 + 3 + 2 ⇒ (1) + 12 + 5 + 3 + 2 = 23
AoO (crit 19-20),divine favor, haste,IC: 1d20 + 23 + 3 + 1 + 1 ⇒ (17) + 23 + 3 + 1 + 1 = 45 Damage, precision,IC,divine favor,IC: 1d8 + 12 + 5 + 3 + 2 ⇒ (8) + 12 + 5 + 3 + 2 = 30
AoO (crit 19-20),divine favor, haste,IC: 1d20 + 23 + 3 + 1 + 1 ⇒ (8) + 23 + 3 + 1 + 1 = 36 Damage, precision,IC,divine favor,IC: 1d8 + 12 + 5 + 3 + 2 ⇒ (5) + 12 + 5 + 3 + 2 = 27
AoO (crit 19-20),divine favor, haste,IC: 1d20 + 23 + 3 + 1 + 1 ⇒ (7) + 23 + 3 + 1 + 1 = 35 Damage, precision,IC,divine favor,IC: 1d8 + 12 + 5 + 3 + 2 ⇒ (1) + 12 + 5 + 3 + 2 = 23
AoO (crit 19-20),divine favor, haste,IC: 1d20 + 23 + 3 + 1 + 1 ⇒ (10) + 23 + 3 + 1 + 1 = 38 Damage, precision,IC,divine favor,IC: 1d8 + 12 + 5 + 3 + 2 ⇒ (3) + 12 + 5 + 3 + 2 = 25
| GM PDK |
Mal when you roll damage, it would help a lot if you would just list the entire litany of what types of damage your fist counts as. Thanks. This is probably the last fight, and I'm NOT opening your alias to go on a deep dive again. I value my sanity, or what's left of it, too much at this time... :) oh, and I'm no longer opening that spoiler of yours, it hurts my head. If it isn't happening on your turn, it's 'dead, Jim!' :)
| GM PDK |
A film of slimy water and weak acid spreads out over the floor of the entire room as the three pillars collapse. The slimy creatures surround Mal and attack. One of them appears to melt into the one inch-thick water on the floor just to pop right back out next to Mal!
Red
slam: 1d20 + 21 ⇒ (6) + 21 = 27
bludgeoning dmg: 1d6 + 8 ⇒ (5) + 8 = 13
acid dmg: 3d6 ⇒ (5, 1, 4) = 10
slam: 1d20 + 21 ⇒ (1) + 21 = 22
bludgeoning dmg: 1d6 + 8 ⇒ (6) + 8 = 14
acid dmg: 3d6 ⇒ (1, 4, 1) = 6
grab: 1d20 + 21 ⇒ (14) + 21 = 35 vs. CMD
Green
slam, flank: 1d20 + 21 + 2 ⇒ (2) + 21 + 2 = 25
bludgeoning dmg: 1d6 + 8 ⇒ (5) + 8 = 13
acid dmg: 3d6 ⇒ (5, 3, 4) = 12
slam, flank: 1d20 + 21 + 2 ⇒ (11) + 21 + 2 = 34
bludgeoning dmg: 1d6 + 8 ⇒ (6) + 8 = 14
acid dmg: 3d6 ⇒ (2, 4, 5) = 11
grab, flank: 1d20 + 21 ⇒ (19) + 21 = 40 vs. CMD
Similarly, the one entering the aquarium seemingly disappears only to appear directly in Captain Brother's face!
Blue
slam: 1d20 + 21 ⇒ (5) + 21 = 26
bludgeoning dmg: 1d6 + 8 ⇒ (5) + 8 = 13
acid dmg: 3d6 ⇒ (6, 2, 4) = 12
slam: 1d20 + 21 ⇒ (19) + 21 = 40
bludgeoning dmg: 1d6 + 8 ⇒ (5) + 8 = 13
acid dmg: 3d6 ⇒ (2, 5, 3) = 10
grab: 1d20 + 21 ⇒ (3) + 21 = 24 vs. CMD
All of them miss; I'm going to call this combat as there is no point with Mal's AC of 40 and Brother's AC of 44
The heroes swiftly defeat the two creatures.
Treasure: A sealed, water-tight chest of iron sits at the
back of the aquarium, hidden by seaweed. The chest is
locked (hardness 10, hp 25, Break DC 23, Disable Device
DC 28) and contains the following: eight pieces of jewelry
(6,500 gp each); a small locked jewelry box (hardness 5, hp
20, Break DC 18, Disable Device DC 22) containing two
dozen black pearls (500 gp each) and a 4th-level pearl of
power, indistinguishable from the others until detect magic
is employed; a staff of souls*; four candles of invocation (LN); a
manual of gainful exercise +3 and six other tomes on Taldan
history worth 400 gp apiece; and a lord’s banner (terror)*
bearing the cross-eyed medusa. Items marked with an
asterisk (*) are from the Advanced Player’s Guide.
The sword in Bartolomae’s corpse is Infensus Mucro, the
ancestral blade the PCs have been tasked with retrieving.
The sword is currently dormant. The pommel of the blade
bears its name, and the blade itself is engraved along its
length with a phrase in Azlanti: “This Is Our Answer.” The
armor on Bartolomae’s corpse functions as a +1 breastplate,
but otherwise acts as armor of rage.
| GM PDK |
Thrag inserts Infensus Mucro into the statue’s
chest. It slides in easily, a sharp click reverberating about
the chamber as it locks in place. At this time, the stone
block at the chamber’s eastern end descends to reveal an
alcove wherein stands a second medusa statue. An instant
later, the first medusa statue animates and attacks.
Brother Init: 1d20 + 10 ⇒ (4) + 10 = 14
Dora Init: 1d20 + 10 ⇒ (16) + 10 = 26
Mal Init: 1d20 + 13 ⇒ (3) + 13 = 16
Thrag Init: 1d20 + 4 ⇒ (19) + 4 = 23
Glaube Init: 1d20 + 0 ⇒ (20) + 0 = 20
WotC Init: 1d20 + 4 ⇒ (15) + 4 = 19
Medusa Triumphant: 1d20 - 2 ⇒ (5) - 2 = 3
ROUND 1 - Party may go!
Dora
Mal
Glaube
Brother
Kel
Thrag
Medusa Triumphant
Dora D Asplora
|
Assuming more than 10 rounds passed...
Dora once again hastes the party and sings her inspiration
”This could be it! Fall in every one! Flank and conquer! “
Wizard of the Coast
|
Since Thrag has the sword, if he's within reach, Kel casts displacement on him (defensively) and then backs away from the fight about 30'.
defensive cast concentration DC 21: 1d20 + 21 ⇒ (9) + 21 = 30
acro to avoid aoo while moving away: 1d20 + 6 ⇒ (5) + 6 = 11 - ouch, well this is gonna hurt
Mal 001
|
Mal goes all out against the adjacent statue.
Damage is magic and piercing
FoB1 (crit 19-20),haste,IC: 1d20 + 21 + 1 + 1 ⇒ (20) + 21 + 1 + 1 = 43 Damage, precision,IC: 1d8 + 12 + 5 + 2 ⇒ (6) + 12 + 5 + 2 = 25
FoB2 (crit 19-20),haste,IC: 1d20 + 21 + 1 + 1 ⇒ (2) + 21 + 1 + 1 = 25 Damage, precision,IC: 1d8 + 12 + 5 + 2 ⇒ (5) + 12 + 5 + 2 = 24
FoB3 (crit 19-20),haste,IC: 1d20 + 21 - 5 + 1 + 1 ⇒ (1) + 21 - 5 + 1 + 1 = 19 Damage, precision,IC: 1d8 + 12 + 5 + 2 ⇒ (5) + 12 + 5 + 2 = 24
FoB4 (crit 19-20),haste,IC: 1d20 + 21 - 10 + 1 + 1 ⇒ (12) + 21 - 10 + 1 + 1 = 25 Damage, precision,IC: 1d8 + 12 + 5 + 2 ⇒ (1) + 12 + 5 + 2 = 20
Haste (crit 19-20),haste,IC: 1d20 + 21 + 1 + 1 ⇒ (8) + 21 + 1 + 1 = 31 Damage, precision,IC: 1d8 + 12 + 5 + 2 ⇒ (5) + 12 + 5 + 2 = 24
confirm FoB1 (crit 19-20),haste,IC: 1d20 + 21 + 1 + 1 ⇒ (17) + 21 + 1 + 1 = 40 Damage,IC: 1d8 + 12 + 2 ⇒ (5) + 12 + 2 = 19
| GM PDK |
Mal utterly destroys the animated medusa. It explodes in a rain of adamantine shrapnel!
adamantine slashing dmg vs. everyone, Ref DC 13 for half: 4d8 ⇒ (4, 2, 8, 2) = 16
Dora D Asplora
|
reflex,haste: 1d20 + 16 + 1 ⇒ (20) + 16 + 1 = 37 as Dora tries to dodge the shards.
| GM PDK |
Throughout the wreckage, the heroes find the now-awakened sword, along with a fair amount of soot and ash that radiates transmutation magic...
Wizard of the Coast
|
Kel casts detect magic on the sword to make sure it didn't suffer from any damage... seems surprised that the soot and ash detect as magic as well. Well, this is odd... the ash detects as magic... "
He will try to spellcraft it to determine what its properties might be.
spellcraft: 1d20 + 36 + 1d6 ⇒ (19) + 36 + (5) = 60
| GM PDK |
This massive domed chamber, peaking at seventy feet above, is
painted with knotted geometric designs in muted reds and golds.
Another Medusa Triumphant statue dominates the alcove at the
room’s western end. An inscription decorates the statue’s base.
The inscription at the statue’s base reads as follows:“Come out further on our Ledge
Sheathe in me the Family’s Edge
Take the Soot inside my Core
Scatter Ash past Stony Door
Walk into the Scarlet Light
Witness when the Dead had Sight
Two Sad Tales are both revealed
Truth and Fraud, No more concealed
Newfound Wisdom tastes of Bile
And never shall We reconcile”Further investigation of the iron medusa statue reveals
a narrow slot in its chest—the slot is wide enough to
accept a longsword blade.
Thrag
|
Ref: 1d20 + 13 ⇒ (20) + 13 = 33
Thrag scoops up the sword and slides it into his sheath. After pausing for a moment the sword and hammer swap places. Grabbing a handful of the magical ash he moves to the newly revealed statue and tosses the ash at it.
It's just a scratch, let's keep going.
| GM PDK |
As soon as Thrag grabs the sword, a heavy fatigue settles over him...
Thrag: Take 3 negative levels
When Thrag throws ash near the new statue, the air in that area shimmers and glows with a crimson radiance. A heartbeat later, blasts of light radiate outward, striking all present...
...Braziers light a general’s command tent. The general himself—a towering man with handsome features, clad in elaborate breastplate armor—stands on the edge of an elegant Qadiran rug. A gaggle of junior officers, priests, and aristocrats stand before the tent flap and an armor mannequin...