GM Sedoriku |
Gillian would know the door was magically sealed, but all of the seals were to prevent entry from the other side. You could walk through it but unlock it to come back in.
Molly the Lost |
A magically sealed door sounds interesting but I’ll go where the group wants. I’ve had my linnorm fun so I’m happy.
Bubbles attempts to use his tail to wipe Molly’s face but ends up smearing the blood around instead. He floats away and shakes himself off like a dog while Molly walks back from the dragon corpse, dripping uncomfortably with gore.
“Does anyone have a wet-nap. Maybe a tissue? It’s, well it’s everywhere.
Peter Zarr |
Peter starts casting prestidigitation liberally to help.
Molly the Lost |
Molly pulls out a handkerchief to clear her nose of dragon blood but sighs when she sees that it too is soaked. As Peter’s magic cleans her now white handkerchief her eyes light up and she uses it.
“Thank you Peter. I appreciate really appreciate this.”
Sir Hendric the Vigilant |
"Do you have any thoughts on how to best solve this riddle, Molly? I am concerned about the clause that the strongest shall forever more remain. You and I would be likely candidates to fall prey to such an effect."
Molly the Lost |
Molly looks Hendric up and down as she rattles that idea around in her head.
“That would be exhilarating. To be judged the strongest by Baba Gaga’s own magic, that would be like a dream. Maybe we would have to show which of us is to remain, we might even have to fight each other. Then I would have to fight against others.”
Molly gets misty-eyes for a moment but Bubbles’ tail flicks against the wind which pulls on the Kurgessans head to get her attention.
“Oh right, that would probably be bad. Umm, well I don’t really have a thought on the magic behind the riddle. It seems like we have all of the pieces but we lack a instruction manual. Maybe it’s somewhere in this place. I’d rather not have to spend time figuring out what goes where while we are being attacked by statues.”
GM Sedoriku |
Hrmm, I'll give you guys a little push here
Peter and Gillian both feel that the chains and figurines are enough for the ritual. Peter knows there are some rituals that operate fairly similarly and that placement is important. Gillian can tell that there is a very faint magical aura to both that complement and completes the other, but what that is the key for she wouldn't know.
Hendric, Molly and Wynn head down to the room with the negative energy statues, finding that all of the ones that didn't have their cores removed are nearly reformed. It takes a only a little bit to determine that the doors at the end aren't designed to take anything like a chain or a figurine.
Peter heads down to the clock tower, fairly sure the statues wouldn't recognize him through his mind blank and invisibility, and sure enough they don't react to him. He searches the tower, but there's no obvious place to place the chains or figurines built into the tower.
Ideas on how to proceed?
Sir Hendric the Vigilant |
"A stitch in time saves nine - a common enough expression, but also a clue as to where we should place our items.
Near a clock ('time'). And there was a clock on each face of the tower, so which one? I would say the one which had the one wavy hand permanently pointing to where the 'nine' would be.
The clock tower does spit out a seemingly infinite number of hostile statues if we approach it. I suppose we have to just hope this works quickly."
Molly the Lost |
Molly puzzles her puzzler 'til her puzzler is sore.
"Ringed in steel. Bubbles tells me that the chains that we pulled out of that sadness chair have 27 loops. I guess we could put the dolls in the middle of a chain loop. The giant clock had two tracks that also could be loops. Umm, maybe have the chains touch the clock's track thing? Oh! Maybe we also kneel in the chain loops. The solution could be one of these shots in the dark, all of them, or my ideas are just a bunch of fake crazy nonsense."
GM Sedoriku |
Peter is able to stay close to the tower and checks every side as Hendric suggested. The wavy hand seems to be in place on every side, but only the south side is it pointed at the nine, and only that nine is actually the riddle written in cramped script.
Also given how the statues would likely keep coming and coming, you guess the ritual probably doesn't take that much time to complete, espeically given how few components it seems to need.
It's a short post today, there's a ton of snow at the school I'm at today and they need help shoveling.
GM Sedoriku |
Poke poke. You guys want to give this thing a try? Who's going where and doing what?
Sir Hendric the Vigilant |
Sir Hendric will store Sentry in his Hosteling armor, to protect the warhorse from any adverse effects of this ritual.
He will stow his lance in his Scabbard of Many Blades (so he has his shield in one hand, and the porcelain doll in the other).
"Okay, let's do it. Put the dolls in the middle of a chain loop that touches the tracks on the south side. If that doesn't work, then we also kneel in the chain loops.
Everybody ready?"
Peter Zarr |
Sorry, work has been crazy lately, and it doesn't look to get any better soon
Peter ponders all he has divined here and confirms, As ready as we'll be.
Sir Hendric the Vigilant |
"Pete, since the statues didn't activate in response to you, would you be willing to go set up the chain loop? And then we can dash in and place the porcelain dolls."
Not meaning to make this take any longer than it needs to.
Peter Zarr |
Happily!
Pete does so.
GM Sedoriku |
Gods sorry it's been a busy few days at work and getting sat down and posted here has taken some time, especially as I want to give you guys a proper visualization of what is happening.
Peter walks up to the base of the tower, chain in hand. He moves to set down the chain, but it slips from his grasp and settles onto the ground in three loops of nine, only wide enough for a number of figurines to be set into it and definitely too small for maybe all but Purs to have kneeled in it. The theurge gives a signal to everyone else outside the range of the statues that the chain has been set.
The party moves in, and the golems starts to activate, but before they can take more than a few lurching steps, everyone has set a figurine into the ring of the chains.
Each porcelain figurine gives a small clacking sound as they touch the ice of the floor. Everyone immediately notices the heretofore unmoving hand of the clock tower starts to spin, and gathers speed, picking up each other hand as it moves. The face starts to glow bright with the friction of the moving hands as they become too fast to track. 6 seconds after the first doll is placed the clock face suddenly seems to bend inwards, the light blinding, but somehow entrancing, drawing and pulling you inwards.
After a moment the statue golems stop moving, the village square and space around the tower empty, links and figurines gone, as well as the party.
You completed the ritual successfully! The next bit throws you into immediate combat and I'm going to need a bit to prepare. I'll get a post together within 24 hours. Again I'm sorry this has taken so long.
GM Sedoriku |
Alright, the maps with the scenario didn't cover this room so I found one that works. Hendric you mentioned that Sentry got put into your armor (holstering is a weird ability when you put it into words...) so I left him off the map.
The lights blind everyone for a second, dazzling vision and senses. There's a lurch and sudden stopping without the sensation of ever moving. The air is definitely different, for one the freezing chill that stalked the edges of one's senses even through magical protections, is gone, retreated for now. Additionally it's still, stuffy, unmoving and stiflingly silent.
After a moment the lights clear and you sights return. This new chamber bears white lightly ornamented walls and flooring formed from ice beneath a matching forty-foot-high ceiling. A dark smudge of ash—humanoid in shape—mars one wall. Directly ahead is a throne of the same white stone, an inscription across its base. A life-size figure of a beautiful woman carved from the same white ice as the room sits upon the throne, with a twisted, rune-scribed golden collar around her neck. Before her, a crystalline sphere stands on a white stone pedestal.
The figure eternally stares out at the space behind the group, which proves to be a wide circle on the wall, displaying a blurry image of the cliff outside the Witch Clock. The remains of the chain and figurines used in the ritual blowing away in the wind. A few air currents from the turning to look at the circle cause the surface to ripple like a pond.
A sound echoes around the chamber as what sounds like the braying of a giant ram echoes out. Turning back everyone is faced with the head of a spectral ram charging at Hendric. It slams into him and deals Bludgeoning: 3d6 ⇒ (4, 3, 3) = 10 damage and tries to bull rush the cavalier. CMB: 1d20 + 19 ⇒ (6) + 19 = 25 It fails to budge Hendric and his heavy armor, but it immediately makes everyone aware they are standing in a puddle of grease. DC 17 reflex save from everyone or fall prone.
In the middle of the room a woman covered in ice and in a form fitting outfit floats down from the ceiling, hovering 30 feet over the center of the room. A ring on her finger fizzles with the same light that made up the spectral ram from earlier. She then starts to prepare another spell. Seems the party has finally caught up to the woman who'd been going through here before them.
Begin Combat
Peter: 1d20 + 13 ⇒ (7) + 13 = 20
Hendric: 1d20 + 3 ⇒ (13) + 3 = 16
Wynn: 1d20 + 10 ⇒ (19) + 10 = 29
Molly: 1d20 + 5 ⇒ (4) + 5 = 9
Gillian: 1d20 + 12 ⇒ (4) + 12 = 16
Dear the Aether Elemental: 1d20 + 13 ⇒ (2) + 13 = 15
Illovar: 1d20 + 9 ⇒ (10) + 9 = 19
++++++++++++++++
Round 1
General Active Conditions: None
Wynn: DC 17 Reflex save or fall prone
Peter: DC 17 Reflex save or fall prone
The woman: 30' in the air
Gillian: DC 17 Reflex save or fall prone
Dear
Sir Hendric: -10 DC 17 Reflex save or fall prone
Molly: DC 17 Reflex save or fall prone
Bold are up!
++++++++++++++++
Current map
GM Sedoriku |
Nope, a readied action for as soon as people appear. She could see you were coming. Also nice job on identifying the item!
Peter Zarr |
reflex: 1d20 + 16 ⇒ (1) + 16 = 17 Peter falls prone, but flying so maybe that's not the end of the world
Any knowledge check? If it is a woman than a trivial local, but flying is not something women usually do.
Knowledge (History, Engineering, Geography, Nobility): 1d20 + 23 ⇒ (6) + 23 = 29 Knowledge (Arcana, Dungoneering, Local, Nature Religion, Planes) have +11 more
Molly the Lost |
“Well that’s rude.”
Reflex Save: 1d20 + 15 ⇒ (11) + 15 = 26
Molly moves towards the enemy mage and readies to fire an arrow when she casts a spell, being careful so not to slip on the grease ice.
Readied attack: 1d20 + 24 ⇒ (13) + 24 = 37
Damage: 2d6 + 12 ⇒ (6, 6) + 12 = 24
Wynnreyell Moonsilver |
reflex: 1d20 + 20 ⇒ (13) + 20 = 33
Mirroring Molly, Wynn takes the opposite corner and readies a bow shot of his own. "We will keep her occupied while you get in close."
Readied shot
Deadly aim
arrow: 1d20 + 25 - 4 ⇒ (13) + 25 - 4 = 34
damage: 1d8 + 8 + 8 ⇒ (3) + 8 + 8 = 19
electricity damage: 1d6 ⇒ 2
if evil: 2d6 ⇒ (1, 3) = 4 additional
GM Sedoriku |
Oops, yeah, flying people don't need to worry about the grease, sorry there Peter, Gillian
Peter quickly recognizes that this woman is an Irriseni Ice Witch, one of likely great power. You'd defeinitely be able to recall three things about her abilities and strengths with that roll. He also recognizes her as Ilivorr Karanasi, granddaughter of the previous queen of Irrisen, Queen Elvanna, declared missing and dead for over a decade now. There were rumors she was the head of the expedition that Queen Elvanna sent here, but any way of confirming that would have disappeared with Elvanna. Queen Anastasia, the current queen, would probably love to hear this.
I'm going to move ahead with her turn but you can still take your turn before she would act.
Everyone stays on their feet (or flying in the air) as the woman starts to gather power around herself, Wynn moves to one corner, spotting how Molly will be moving in just a moment. Arrow prepped he waits for her to start casting a spell. Assuming that was the conditional you set for the readied action.
As soon as he recognizes that she's starting to cast a spell, he fires an arrow that just barely slides pasts all her defenses and slams into her side. The arrow doesn't dig as deep as it should, slowed rapidly by the layers of ice all along her body. DR of some sort However, she does pause in her casting, stumbling some, and tries to regain the composure she needs to use the arcane powers. Sadly, the arrow proves a minor thorn in her side and she quickly grasps the thaumaturgical threads.
Ilivorr gives a sweep of her hands and a visible wall of sound flings itself straight at the bunched group of pathfinders in the room. The sound hits and barrels past everyone, sounding not unlike a screaming wail of a banshee, enough to shatter psyches and destroy ear drums. DC 25 Fort save from everyone, (Dear, if he counts as living, included) or take 200 damage. Spell resistance applies.
She then stays hovering 30' above the ground, ensuring she stays out of melee reach.
Molly moves to the opposite edge from Wynn and takes aim at the woman, readying to handle any further spells she might cast.
++++++++++++++++
Round 1/2
General Active Conditions: None
Peter: Round 1 actions
Ilivorr Cast a spell
Gillian: DC 25 Fort save or take 200 damage
Dear: DC 25 Fort save or take 200 damage?
Sir Hendric: -10 DC 25 Fort save or take 200 damage
Molly: Moved, readied a shot DC 25 Fort save or take 200 damage
~~~~~~~~~~
Wynn: DC 25 Fort save or take 200 damage
Peter: DC 25 Fort save or take 200 damage
Ilivorr -15
Bold are up!
++++++++++++++++
Current map
Sir Hendric the Vigilant |
Fort: 1d20 + 22 ⇒ (14) + 22 = 36
Sir Hendric will summon his horse from his armor (standard), mount up (free, auto-succeed), and draw his lance (move), and Challenge (swift).
Sentry will Air Walk 15' east and 15' up, then 10' west and 10' up - zig-zag to get 25' up.
Peter Zarr |
fort: 1d20 + 21 ⇒ (3) + 21 = 24
fort: 1d20 + 21 + 4 ⇒ (6) + 21 + 4 = 31 Folio Reroll
Round 1 Peter: If she is a spellcaster, Peter would have readied a counterspell. With his knowledge, Peter would prefer to know powerful spells she is famous for casting, any special attacks/defenses.
Peter readies to counter her spell, should it come down against them.
greater dispel magic, dispel check: 1d20 + 15 + 4 ⇒ (18) + 15 + 4 = 37 Hopefully that prevents some pathfinder deaths
Round 2 Peter
Well, if we're opening with a showstopper, I'll make this for my entry
Peter begins to chant and gesture, as a string of light forms in his hands, he stretches it out into a web and then directs it throws it directly at Ilivorr, where it wraps around her body as it coalesces into solid glowing golden chain of light. DC 31 reflex or paralyzed. He also quickly casts haste on his allies.
Wynnreyell Moonsilver |
fort save: 1d20 + 17 ⇒ (7) + 17 = 24 +1 vs acid, cold and fire attacks, +2 vs charm, complusion, death, electricity and poison, +2 vs. enchantments, +4 and one size larger to resist effects of wind. If any of these apply
Will wait to see if any of my bonuses work out in my favor
Molly the Lost |
Well thats bad.
Fort Save: 1d20 + 17 ⇒ (3) + 17 = 20
GM Sedoriku |
Welp, Peter certainly prevented some pathfinder deaths there.
You have heard Ilivorr was famous for using spells that affect wide swaths of people, such as the Wail of the Banshee she just cast, or a Cone of Cold. She also is prepped to handle other spell casters given that the witches of Irrisen are known to fight each other every now and then.
She has a large selection of hexes at her disposal, sepcifically the agony, blight, evil eye, death curse, flight, forced reincarnation, healing, major healing, misfortune, retribution, slumber hexes if you knew your history at all. Finally she's not got any truly special defenses, but does have a small amount of Spell Resistance. 18 SR
RETCON!
Peter throws a wave of power back at the witch's wave of sound before it hits the party and disrupts the spell, preventing it from going off. Ilivorr's pupiless eyes and mask of anger seems to take on a look of surprise at her spell seemingly getting countered from thin air. Peter is still invisible and Mind Blank counters See Invisibility, right?
She then starts to key into there being another person in the room when Peter says his one-liner and starts a chant. However she isn't able to zero in on where the caster is before she gets wrapped in a web of golden chains, binding her body and keeping her from moving. Ouch Nat 1 for the reflex save
Reflex: 1d20 + 20 ⇒ (1) + 20 = 21
Hendric starts to climb into the air along Sentry's back, prepping for a good charge.
++++++++++++++++
Round 1/2
General Active Conditions: Haste
Gillian:
Dear:
Sir Hendric: -10, Summoned, mounted, drew weapon, challenged
Sentry: Moved
Molly: Moved, readied a shot
~~~~~~~~~~
Wynn
Peter
Ilivorr -15
Bold are up!
++++++++++++++++
Current map
~ Gillian ~ |
I can see a lot of magical auras on it, right? I can't identify the spells themselves, but she's probably like a Christmas tree for arcane sight, right?
- Nice try. Thank you, Peter! Now... see the real power, witch! I'm canceling your magic! АБРАКАДАБРА!
Gillian creates a bright purple whip in her hand and flicks it at her opponent.
(Spell Scourge W38 with Piercing metamagic, +38 vs her SR, full-round action)
Wynnreyell Moonsilver |
Crap...checked the message and forgot to post
Seeing as a single arrow barely phased her, Wynn decides to unload, clustering his shot in rapid succession.
rapid shot & clustered shot=all damage added together before reducing.
arrow #1: 1d20 + 23 ⇒ (13) + 23 = 36
physical damage: 1d8 + 8 ⇒ (5) + 8 = 13
electricity damage: 1d6 ⇒ 4
if evil: 2d6 ⇒ (4, 1) = 5 additional.
arrow #2: 1d20 + 23 ⇒ (10) + 23 = 33
physical damage: 1d8 + 8 ⇒ (1) + 8 = 9
electricity damage: 1d6 ⇒ 6
if evil: 2d6 ⇒ (6, 6) = 12 additional.
arrow #3: 1d20 + 18 ⇒ (18) + 18 = 36
physical damage: 1d8 + 8 ⇒ (7) + 8 = 15
electricity damage: 1d6 ⇒ 5
if evil: 2d6 ⇒ (1, 2) = 3 additional.
arrow #4: 1d20 + 23 ⇒ (10) + 23 = 33
physical damage: 1d8 + 8 ⇒ (1) + 8 = 9
electricity damage: 1d6 ⇒ 1
if evil: 2d6 ⇒ (1, 4) = 5 additional.
GM Sedoriku |
Gillian lashes the retrained woman with a whip of energy, nearly stripping the spells off the other caster, but the witch just barely holds onto all of her spells and defenses, keeping them intact. However, she then gets wrapped up in the threads of Aether that Dear also created, binding her ever further.
Wynn fires a salvo of arrows at the paralyzed woman. Unable to even so much as twitch, she can't help but be peppered by the arrows as they thud into her. She seems to resist the first arrow for the most part, but the further arrows give her quite a beating.
Reflex save DC 31: 1d20 + 20 ⇒ (16) + 20 = 36
Telekinetic maneuver SR: 1d20 + 16 ⇒ (11) + 16 = 27
Ilovarr struggles in the chains, before shifting slightly and the hcains of light fall off of her. However, Dear's strands of force keep her locked in place, and she just glares at the party, not trying to cast a spell. She seems to wait on the party to make their next move.
++++++++++++++++
Round 2/3
General Active Conditions: Haste
Gillian: Hasted
Dear: Hasted
Sir Hendric: -10, hasted
Sentry: Hasted
Molly: Hasted
~~~~~~~~~~
Wynn: Hasted
Peter: Hasted
Ilivorr -92 grappled,
Bold are up!
++++++++++++++++
Current map
Molly the Lost |
I’ll ready another shot.
Readied: 1d20 + 24 ⇒ (9) + 24 = 33
Damage: 2d6 + 12 ⇒ (1, 5) + 12 = 18
Sir Hendric the Vigilant |
Sir Hendric will charge, and skewer the witch through the thigh.
That is, he is doing non-lethal damage, by striking in a less lethal location.
Figuring that the Queen might want to deal with her predecessor.
That should be possible; if it isn't, he can attack with Improved Unarmed Strike on a charge (for less damage).
Attack/PA/Charge/Challenge, Haste, NL: 1d20 + 33 + 1 - 4 ⇒ (9) + 33 + 1 - 4 = 39
Damage: 3d8 + 162 ⇒ (1, 2, 2) + 162 = 167
Peter Zarr |
I'm here, glad website woes are gone
Peter sees that she is bound by Dear and waits to see what actions she can take, now that she is no longer paralyzed, and merely grappled. He becomes invisible again and shifts 5' for good measure.
Grappled is typically pretty debihilating for a caster, but she could still use a death curse or forced reincarnation hex. I don't have any good counters remaining, so hopefully whoever has to save makes it.
GM Sedoriku |
You got it right there Peter. She prepared a hex for when ever someone got close enough.
The Witch glares at Sir Hendric and Sentry as they start to charge in. Hendric feels nothing but Sentry gives a small jerk under the knight as he is struck by a hex. The horse feels his soul being pulled forcibly pulled from it's form.
Sentry has been target by Forced Reincarnation and needs to make a DC 26 Will Save or being killed and immediately reincarnated into a different form. I have a table to roll on if need be.
Sir Hendric the Vigilant |
Indomitable Mount Ride Check, Heroism: 1d20 + 28 + 2 ⇒ (6) + 28 + 2 = 36
I love that feat. Can't really see how to play a mounted character without it. And didn't use any other swift in my turn so I have it available.
GM Sedoriku |
Whelp, there goes down the biggest and scariest creature in the module.
Sentry, with some expert guidance from Hendric, is able to overcome the force pulling on his soul and keeps thundering ahead. Ilivorr, restrained by Dear, is completely unable to resist nor dodge the knight's spear as it pierces her thigh. She gives an incomprehensible snarl at the knight before blood loss causes her to faint.
Nothing seems to shift or change in the room. Now that the near search light level of magical spells on Ilivorr have dimmed, Gillian can finally see that there's a heavy enchantment and conjuration aura to the room, as well as two other specific auras. The torc on the neck of the statue at the back of the room gives off a powerful aura of it's own, and then an orb on a pedestal near the throne also has a strong divination aura to it.
Just as Ilivorr falls unconscious Peter feels something try and pierce his mind. DC 30 will save please.
~ Gillian ~ |
- Thank you, Dear! You've been very helpful!
The blonde nods to the cavalier, then turns her gaze to the surrounding environment. Gillian casts Detect Magic and tries to understand more precisely what these effects and spells are.
GM Sedoriku |
Dear gives a small rumble of appreciation at Gillian's praise.
With a further spell, Gillian is able to pick up further details of the enviroment. She can tell the conjuration effect must be involved in creating the small pocket dimension they are in. The enchantment aura is also well beyond the grasp of set spells and likely some powerful creation of Baba Yaga herself. Under those two overwhelming layers, Gillian picks up the hints of a strong abjuration spell. (I forgot a spell effect on the whole room when I was typing my last post, oops) A few seconds later and she realizes it is a Dimensional Lock spell, meaning the 'clock face' is likely the only way in or out of here.
Turning to the two other magical items not on the witch, Gillian recognizes that the torc is a near overwhelming aura of conjuration, and certainly not something she'd recognize off hand. The orb, however, clearly has a permanent See Invisibility spell on it.
Molly the Lost |
“Is, is that it? This is what we are looking for? It’s in a spot where something important would go.
Peter Zarr |
will: 1d20 + 24 ⇒ (2) + 24 = 26
I think my earlier counterspell means I didn't use my reroll on fort save? If so, definitely using it here
will: 1d20 + 24 + 4 ⇒ (13) + 24 + 4 = 41
GM Sedoriku |
Yup, it does.
Peter feels some almost incidious tendrils of some magic start to thread into his head a few seconds after Ilivorr is knocked unconscious. They play on his fears, his worries, whispering that he should protect this place, that anyone in here but himself is an enemy and must be destroyed. It takes him a few seconds, but he does overthrow the enchantment in the end.
The spell seems to then turn and target the next person to add their statue to the ring, Molly.
DC 30 Will save, Molly. Also Peter is aware this is likely to start targeting people in order, thus some way to boost people's will saves would help.
Gillian spellcraft botted: 1d20 + 28 ⇒ (14) + 28 = 42
Gillian finds that the torc is the Torc of Kostchtchie Ilivorr was sent here for, and that Queen Anastasia has promised to let the Society examine. She lets everyone know this.
Molly the Lost |
Will Save: 1d20 + 15 ⇒ (17) + 15 = 32
Not today Baba Yaga!
GM Sedoriku |
Whoots, nice save Molly!
Molly feels the whispering call of some enchantment-esque effect in the room, but quickly steels her mind to the call and brushes it off with nary a thought.
The room targets the next person, Wynn suddenly hearing a faint whispering that calls to him, cajoling him into giving up control, into relaxing.
DC 30 Will save from Wynn now.
Who next? 1 hendric, 2 Wynn, 3 Gillian, 4 Dear: 1d4 ⇒ 2
GM Sedoriku |
You guys are really close to the end of this module. I'll bot Wynn's save in 18 hours or so, but I can't make decisions on what to do with the items or Ilivorr.
The Torc that two queens of Irrisen have lost family over glints softly in the light of the room, the orb next to it also shimmering slightly.