GM Euan - Rise |
Between searches and magical aids, you find a panel that slides away on the altar to reveal a small chamber within which are a few scrolls. Two of resurrection, one of commune, and a heal.
Izomandakus is certain these chambers were used for sleep last night.
GM Euan - Rise |
The powerful party collects the incredibly powerful scrolls and head down the hall.
You round the corner and face… Karzoug once agin! He stands down a very long hall, smiling at his advantageous position.
- Round 1 -
Valena - 26
Seamus - 23+
Izomandakus - 23-
Karzoug - 17
Kast - 13
Rastaf - 4
Kast: 1d20 + 2 ⇒ (11) + 2 = 13
Rastaf: 1d20 + 3 ⇒ (1) + 3 = 4
Seamus: 1d20 + 12 ⇒ (11) + 12 = 23
Valena: 1d20 + 7 ⇒ (19) + 7 = 26
Karzoug: 1d20 + 4 ⇒ (13) + 4 = 17
• First up - Valena, Seamus, and Izomandakus.
Izomandakus |
"I always though he was bald" Izomandrakus roars flying forward and unleashing his electrical breath over Karzoug.
Electrical damage (Ref DC 25 for half): 12d8 ⇒ (1, 1, 2, 8, 6, 3, 2, 1, 8, 5, 3, 4) = 44
Meanwhile, Pachegoyle equips once more the commanding staff and double moves towards the Runelord of Greed.
Pig - HP 162/162 AC 27 TAC 13 +2 if within circle vs evil
(gargoyle: -1 size, +2 natural)
Boy - HP 162+64/162+64 DR 10/magic AC 42 TAC 18 +0 if within circle vs evil
Bolts: 9
Rod: 0/3
Augment: 8/8 (+4 or +4 nat. AC 8 rounds)
Perfection: 9/16 (+8)
Recall: 3/4 (+2 DC for 1 round)
Effects:
tears to wine (+10) 160 min
greater shapechanger gift (Pachemu: gargoyle) 16 h
mirror image (4) 16 min
shield 16 min
heightened awareness 150 min
barkskin 310 min
see invisibility 310 min
heroism 310 min
mage armor 16 h -10
greater magic weapon (+4) 16 h -10
greater reversion 24 h
form of the dragon 3 (Huge blue dragon) 16 min
- +10 size Str, +8 size Con
- +8 natural armor bonus
- blindsense 60’
- darkvision 120’
- fly 120 feet (poor)
- breath weapon (every 1d4 rounds, 100-foot line of electricity, 12d8)
- DR 10/magic
- frightful presence
- immunity to electricity
- +2 CMB/CMD, -2 hit/AC from Huge size
GM Euan - Rise |
Valena charges forward, as does Seamus. Izomandakus moves up and breathes on Karzoug.
Reflex: 1d20 + 18 - 3 ⇒ (18) + 18 - 3 = 33 vs DC 25 for 22hp electrical
Karzoug considers his options, and casts Cloudkill. DC 28 Fort saves or lose 1d4 con damage for all who pass through or remain in the cloud at any time during their round. So Izomandakus, Seamus, and Valena to start.
- Round 1 -
Kast - 13
Rastaf - 4
- Round 2 -
Valena - 26
Seamus - 23+
Izomandakus - 23-
Karzoug - 17 (-22hp)
• Next up - everyone!
Seamus Passeri |
DC 28 Fort: 1d20 + 17 ⇒ (20) + 17 = 37
Chuckling at Val's and Izomandakus's comments, Seamus realizes a cloud is forming about him. Holding his breath, he continues moving towards Karzoug, swinging wide approaching from the right, he tries to strike him with the ruin-forged rapier.
30 ft move, special attack + 1 keen (ruin forged) Rapier
attack: 1d20 + 20 + 1 ⇒ (12) + 20 + 1 = 33
Valena Dalloway Versade |
Val takes in a deep breath of the passing cloud, coughs because even if she is immune to poison it is still a cloud of smoke, and then finally recovers. She shakes her head at herself.
Immune to poison thanks to her ioun stone
She then dives right in for a plunging stab on the Karzoug image.
Plunge Special Attack: 1d20 + 26 ⇒ (20) + 26 = 46
GM Euan - Rise |
As I don't think Kast or Rastaf can get there this round...
Fort vs Valena: 1d20 + 20 - 3 ⇒ (4) + 20 - 3 = 21 vs DC 28
Valena charges forward and snuffs Karzoug once again! There's another pucker as space warps around Karzoug's expulsion.
Izomandakus still owes a roll vs the cloud, but the rest can wait for it to expire before moving on...
You've got two doors in this long bent hall. Do you head through the east door, or the south?
• We are out of initiative.
Kast Phaer |
Kast would prefer to go south door, but looks like we're prepped for east door.
Kast waits for the angry poisonous air to dissipate, and then moves down to support the team at the east door.
Izomandakus |
Fort+HR+poison+dragon form DC 28: 1d20 + 16 + 2 + 2 + 4 ⇒ (16) + 16 + 2 + 2 + 4 = 40
Izomandrakus coughs out the poisonous cloud "Ah! That greedy old fellow was an image once more"
Then points back "There is another door here to the south"
He is happy to take the southern door before moving forward.
Seamus Passeri |
Realizing Val got there before him, Seamus turns and looks at his friend, winking, today she was faster. Hearing Izomandakus's comment about the southern door, Seamus shrugs looking to Val, "Why not."
Heading back the way they came, Seamus takes a quick look at the door before he attempts to open it,
yeah, taking 10(41/48) on perception
GM Euan - Rise |
The party heads south and opens the southern door.
This small room, what was originally a storeroom, has a hole in it to the outside. A rather unusual hole, the more arcane of you can identify it as having been made with disintegration spells. Considering the magical nature of this stone, and its inherent power, it must have taken several castings. But someone got in this way.
Currently however, you see a beautiful angel. Muscular, bald, and tall, this humanoid creature has emerald skin and two pairs of shining, white-feathered wings.
- - -
The creature takes up his greatsword and prepares to do battle!
- Round 1 -
Valena - 26 (7 images)
Seamus - 24+ (2 images)
Izomandakus - 24- (4 images)
Good Folk - 15
Rastaf - 12
Kast - 11
Kast: 1d20 + 2 ⇒ (9) + 2 = 11
Rastaf: 1d20 + 3 ⇒ (9) + 3 = 12
Seamus: 1d20 + 12 ⇒ (12) + 12 = 24
Valena: 1d20 + 7 ⇒ (19) + 7 = 26
Good Folk: 1d20 + 8 ⇒ (7) + 8 = 15
• First up - Valena, Seamus, and Izomandakus - again.
Kast Phaer |
1d20 + 23 + 2 ⇒ (12) + 23 + 2 = 37 Know (Planes) - DRs? Special attacks?
"Hey wait! No! We're not here to fight! We can be cool!" Kast says, offering his boyish, but not very nice, smile.
GM Euan - Rise |
- - -
The creature says nothing, but chokes up his sword, ready to swing. Well, on his initiative...
Izomandakus |
"Are we?..." Izomandrakus takes a closer look at the angelical figure...
K. planes+HR+wine: 1d20 + 19 + 2 + 10 ⇒ (12) + 19 + 2 + 10 = 43 Vulnerabilities, Motivations, Saves
"Why is an angel servant of good, a planetar, doing here?" the dragon observes, while looking at the hole in the wall "And what is she doing in a room that has been holed through with disintegrate magics"
Halted by this knowledge and Kast's words, Izomandakus talks in Celestial instead of unleashing electricity "Ով ես դու? Ինչ ես անում այստեղ"
Diplomacy+HR aid: 1d20 + 1 + 2 ⇒ (5) + 1 + 2 = 8
"Who are you? What are you doing here?"
Seamus Passeri |
Lifting both blades ready to attack the, well, for lack of better words, angelic looking creature, Seamus hears Kast yell 'hey wait' and begins speaking to the creature. Pausing he realizes Izomandakus is speaking to the creature as well. Sheepishly lowering his rapier and long knife, he keeps them poised so if the fellow bum-rushes him, he can respond.
If the fellow attacks, Seamus will 5 ft step and execute the Readied attack: + 1 keen rapier
readied attack: 1d20 + 20 + 1 ⇒ (9) + 20 + 1 = 30 for damage: 1d6 + 1 + 8 ⇒ (3) + 1 + 8 = 12
GM Euan - Rise |
Valena DMPC moves up to the door with a weapon out, but also does not yet attack though she's ready. Seamus’s ready does not happen. Izomandakus tries diplomacy but he doesn’t seem to have an impact.
Planetars are the generals of celestial armies. A typical planetar stands 9 feet tall and weighs 500 pounds. They focus on combat and the destruction of evil; though they understand diplomacy, a planetar would rather lead the charge against an army of fiends than negotiate peace.
- - -
The planetar raises his hand and summons fire, casting Fire Storm upon the party. The hall fills with flame. Everyone may make a Reflex DC 25 for half (or less) of Fire: 18d6 ⇒ (3, 3, 1, 4, 6, 3, 4, 2, 2, 3, 2, 2, 5, 5, 1, 4, 4, 5) = 59.
If you fail your save, you’re also burning, and will take 4d6 at the end of every turn you’re still ablaze. Extinguishing is a full round action and a Reflex DC 20 save.
He re-grips his sword and waits.
- Round 1 -
Rastaf - 12
Kast - 11
- Round 2 -
Valena - 26 (7 images)
Seamus - 24+ (2 images)
Izomandakus - 24- (4 images)
Good Folk - 15
• Next up - everyone!
Kast Phaer |
Was hoping that Rastaf was going to do a real post, but apparently I’m better off just ignoring.
Round 1
Map is again not working, but if no one is in the room… Kast will move up and shut the door.
”Not sure I want to fight that. We shouldn’t be fighting that…right?”
Seamus Passeri |
Reflex DC 25: 1d20 + 25 ⇒ (4) + 25 = 29
Throwing his arm up across his face, Seamus feels the heat singe his eyebrows slightly. Glaring at the 'angelic creature' Seamus turns and looks up at Kast as his friends shut the door. "How should I know? But do you think we should jam the door shut?" As he talks he sheaths his weapons, and reaches back into his magic pack, thinking he can brace the door with a tent stake.
I think this is two moves, he'd sheath the weapons instead of dropping them, then he would get something out of his pack to jam it. Do you want a disable device roll this round or the next?
GM Euan - Rise |
The party closes the door and jams it shut. During the process of ensuring it won't open quickly, there's never so much as a 'peep' out of the angel. Nor is the door shifted - and remember how easy they are to open.
It's very strange.
• We are out of initiative.
Kast Phaer |
Kast holds a total defense for a few rounds, waiting for a popping planetar pointedly preparing to pounce.
If nothing happens, he will wait for others to heal up and then move to the east door.
”That was weird, very weird. I hope we don’t have to come back and go through that. I really don’t want to. But also, if the creature is bound here, when we might need to free it…that’s the only explanation that makes sense.”
GM Euan - Rise |
You head east, into the next chamber, after the usual precautions.
Two vast double doors, each ten feet in width, stand in the southern wall of this otherwise barren chamber. The face of each black stone door is covered with tens of thousands of tiny runes carved in an eerie, spidery script. The runes seem to writhe and slither about when not under direct observation.
Seamus’s nose twitches, and he smells a trap on the doors. A magical trap - he’s sure of it!
The doors are written in Aklo…
You may make a further Knowledge Planes or Linguistics check, your choice.
- - -
Izomandakus |
Izomandakus: Ref+HR DC 25: 1d20 + 13 + 2 ⇒ (17) + 13 + 2 = 32
Pachemu: Ref DC 25: 1d20 + 5 ⇒ (3) + 5 = 8
Catch fire damage: 4d6 ⇒ (5, 2, 2, 4) = 13
Izomandakus scales keep the flames away in the most part, but Pachemu's skin is put into fire.
"Creeters!" the boy quickly reacts casting resist energy on the goyle to keep her safe from further fire damage while the flames extinguish.
"What is a planetar doing there? We might be able to dismiss her as they are extraplanar creatures and it does not seem to have been summoned" the dragon proposes.
The goyle rolls over the floor until she finally manages to put off the flames.
Pachemu: Ref DC 20: 1d20 + 5 ⇒ (4) + 5 = 9
Pachemu: Ref DC 20: 1d20 + 5 ⇒ (2) + 5 = 7
Pachemu: Ref DC 20: 1d20 + 5 ⇒ (5) + 5 = 10
Pachemu: Ref DC 20: 1d20 + 5 ⇒ (6) + 5 = 11
Pachemu: Ref DC 20: 1d20 + 5 ⇒ (3) + 5 = 8
Pachemu: Ref DC 20: 1d20 + 5 ⇒ (11) + 5 = 16
Pachemu: Ref DC 20: 1d20 + 5 ⇒ (5) + 5 = 10
Pachemu: Ref DC 20: 1d20 + 5 ⇒ (11) + 5 = 16
Pachemu: Ref DC 20: 1d20 + 5 ⇒ (14) + 5 = 19
Pachemu: Ref DC 20: 1d20 + 5 ⇒ (13) + 5 = 18
Pachemu: Ref DC 20: 1d20 + 5 ⇒ (15) + 5 = 20
When exposed to the next set of double doors, Izomandakus places a claw over the sign, slowly taking his time to decipher them "This is written in the language of the darkness. It warns against trespassing on the land of Leng... Maybe this is not the path we want to take"
K. planes+HR+HA+wine: 1d20 + 19 + 2 + 2 + 10 ⇒ (14) + 19 + 2 + 2 + 10 = 47
Linguistics+HR+wine: 1d20 + 14 + 2 + 10 ⇒ (18) + 14 + 2 + 10 = 44
Pig - HP 90/162 AC 27 TAC 13 +2 if within circle vs evil
(gargoyle: -1 size, +2 natural)
resist energy (fire 30) 160 min
Boy - HP 133+64/162+64 DR 10/magic AC 42 TAC 18 +0 if within circle vs evil
Bolts: 9
Rod: 0/3
Augment: 8/8 (+4 or +4 nat. AC 8 rounds)
Perfection: 9/16 (+8)
Recall: 3/4 (+2 DC for 1 round)
Effects:
tears to wine (+10) 160 min
greater shapechanger gift (Pachemu: gargoyle) 16 h
mirror image (4) 16 min
shield 16 min
heightened awareness 150 min
barkskin 310 min
see invisibility 310 min
heroism 310 min
mage armor 16 h -10
greater magic weapon (+4) 16 h -10
greater reversion 24 h
form of the dragon 3 (Huge blue dragon) 16 min
- +10 size Str, +8 size Con
- +8 natural armor bonus
- blindsense 60’
- darkvision 120’
- fly 120 feet (poor)
- breath weapon (every 1d4 rounds, 100-foot line of electricity, 12d8)
- DR 10/magic
- frightful presence
- immunity to electricity
- +2 CMB/CMD, -2 hit/AC from Huge size
Seamus Passeri |
Hoping the celestial creature was as pure and good as Kast wanted it to be, Seamus believed that Val was right, all they needed to do was kill Karzie. Heading east Seamus pauses at the writhing, slithering black stone door.
Looking up at Izomandakus as his friend describes what the odd writing says, he pauses. If Izomandakus, the most entrepreneurial member of the party, doesn't think opening the doors is a profitable excursion, maybe they shouldn't open the doors. Looking back at the others, "If were taking a vote, I'm good with not going to..." he turns and looks at Izomandakus, "What did you say the place was? Leng?"
His eyes widen, as he asks, "Unless that's where you think Karzie is?"
Kast Phaer |
If Izo will translate, Kast will help with any arcanery that might be of use, taking his time to really understand what is going on.
1d20 + 23 + 20 ⇒ (14) + 23 + 20 = 57 Know (Arcana)
”Hold on, just give me a second here. Still not recovered from that planetar wanting to attack us. That was not what I was expecting.”
Izomandakus |
"Ufff... thanks Rastaf" Izomandakus closes his eyes in relieve as most of his and the Pachemu goyle wounds disappear.
The dragon negates with his head "No, I don't think Karzoug is there hidden. But this link to Leng is worrisome"
Izomandakus then remembers the group about the Plane of Leng "Leng is a plane of nightmare difficult to glimpse from Golarion. Some claim it is a surviving piece of a dead plane from before the current multiverse. Yet others believe that Leng is the nightmares of mortal dreamers shaped into a physical place." he gives another look at the door and the runes "Whatever it is, it is poorly understood and dangerous. If Karzoug has been toying with that, we might be faced with something more dangerous than a rising Runelord..."
Pig - HP 115/162 AC 27 TAC 13 +2 if within circle vs evil
(gargoyle: -1 size, +2 natural)
resist energy (fire 30) 160 min
Boy - HP 158+64/162+64 DR 10/magic AC 42 TAC 18 +0 if within circle vs evil
Bolts: 9
Rod: 0/3
Augment: 8/8 (+4 or +4 nat. AC 8 rounds)
Perfection: 9/16 (+8)
Recall: 3/4 (+2 DC for 1 round)
Effects:
tears to wine (+10) 160 min
greater shapechanger gift (Pachemu: gargoyle) 16 h
mirror image (4) 16 min
shield 16 min
heightened awareness 150 min
barkskin 310 min
see invisibility 310 min
heroism 310 min
mage armor 16 h -10
greater magic weapon (+4) 16 h -10
greater reversion 24 h
form of the dragon 3 (Huge blue dragon) 16 min
- +10 size Str, +8 size Con
- +8 natural armor bonus
- blindsense 60’
- darkvision 120’
- fly 120 feet (poor)
- breath weapon (every 1d4 rounds, 100-foot line of electricity, 12d8)
- DR 10/magic
- frightful presence
- immunity to electricity
- +2 CMB/CMD, -2 hit/AC from Huge size
GM Euan - Rise |
The runes seem to dance before Kast’s eyes before they start to swirl before his face. They leap off the door, pursuing the party where they stand! Everyone disappears from the chamber and hall. You find yourself in a truly twisted maze - trapped within your own heads as you try and imagine a way out.
Suddenly, a creature - horror imagined - your greatest fear, appears within the maze and begins to hunt you down!
Will DC 20 (illusion) or the creature reaches out and touches you! If you fail the will, please make a Fort DC 20 (fear) - or die. Succeed and take 3d6 damage as it rakes you. True seeing does not allow you to avoid this nameless fear.
Once you have overcome the horrors of Leng, you may make a DC 20 intelligence check each round as a full round action to get free. As the party is not in combat (with the exception of those who failed their will save) go ahead and roll until you're free to see how long it takes...
Fail, and you face fresh horrors within the maze… (Well, if you make the Will DC 20 once, you’re safe.)
When everyone is free of the maze, Seamus senses the trap resetting. Anyone else try and read the runes?
Kast Phaer |
1d20 + 13 + 8 ⇒ (8) + 13 + 8 = 29 Will save
Kast shakes his head, dismissing the very confusing illusions from his mind.
1d20 + 1 ⇒ (17) + 1 = 18 Intelligence check
Kast wonders around, as if trying to discover his own feelings for Marigold Pottersmoot, never able to find them or the courage to speak to her.
1d20 + 1 ⇒ (1) + 1 = 2 Intelligence check
1d20 + 1 ⇒ (19) + 1 = 20 Intelligence check
Seamus Passeri |
will 20: 1d20 + 16 ⇒ (13) + 16 = 29
Int: 1d20 ⇒ 4
Int: 1d20 ⇒ 18
Int: 1d20 ⇒ 20
Realizing something is happening, Seamus starts to look around for who triggered the trap. Feeling the door seemingly come to life, Seamus closing his eyes, willed himself to ignore the results of the sprung trap.
Returning to his sense, Seamus realized the trap is resetting. Voicing his concern, "Crap the trap is resetting, do we know why it went off?"
GM Euan - Rise |
Seamus does not know why it went off, but it was while Kast was studying it.
Seamus is out on round three. We'll see if it's reset yet, but you can go ahead and try to disarm if you wish. Might be a live trap you're disarming, so there's a risk for failure (namely sending everyone back in who's out by round four).
Izomandakus |
Izomandakus: Will+HR DC 20: 1d20 + 17 + 2 ⇒ (2) + 17 + 2 = 21
Pachemu: Will DC 20: 1d20 + 11 ⇒ (5) + 11 = 16
Pachemu: Fort DC 20: 1d20 + 8 ⇒ (16) + 8 = 24
Fear damage: 3d6 ⇒ (6, 5, 2) = 13
Izomandakus negates with the head not trusting on the tax collector that suddenly appeared in front of his eyes, but Pachemu is shocked by the tentacled horrors of Leng.
Izomandakus: Int DC 20: 1d20 + 5 ⇒ (10) + 5 = 15
Izomandakus: Int DC 20: 1d20 + 5 ⇒ (17) + 5 = 22
Pachemu: Int DC 20: 1d20 + 1 ⇒ (15) + 1 = 16
Pachemu: Int DC 20: 1d20 + 1 ⇒ (17) + 1 = 18
Pachemu: Int DC 20: 1d20 + 1 ⇒ (8) + 1 = 9
Pachemu: Int DC 20: 1d20 + 1 ⇒ (18) + 1 = 19
Pachemu: Int DC 20: 1d20 + 1 ⇒ (19) + 1 = 20
Izomandakus appears out of the maze soon enough, while Pachemu takes a bit more to figure out a escape. But escape she does.
"Well, that is the kind of stuff to expect from Leng" Izomandakus proclaims, much more sure now to leave this ugly place be.
Pig - HP 102/162 AC 27 TAC 13 +2 if within circle vs evil
(gargoyle: -1 size, +2 natural)
resist energy (fire 30) 160 min
Boy - HP 158+64/162+64 DR 10/magic AC 42 TAC 18 +0 if within circle vs evil
Bolts: 9
Rod: 0/3
Augment: 8/8 (+4 or +4 nat. AC 8 rounds)
Perfection: 9/16 (+8)
Recall: 3/4 (+2 DC for 1 round)
Effects:
tears to wine (+10) 160 min
greater shapechanger gift (Pachemu: gargoyle) 16 h
mirror image (4) 16 min
shield 16 min
heightened awareness 150 min
barkskin 310 min
see invisibility 310 min
heroism 310 min
mage armor 16 h -10
greater magic weapon (+4) 16 h -10
greater reversion 24 h
form of the dragon 3 (Huge blue dragon) 16 min
- +10 size Str, +8 size Con
- +8 natural armor bonus
- blindsense 60’
- darkvision 120’
- fly 120 feet (poor)
- breath weapon (every 1d4 rounds, 100-foot line of electricity, 12d8)
- DR 10/magic
- frightful presence
- immunity to electricity
- +2 CMB/CMD, -2 hit/AC from Huge size
Valena Dalloway Versade |
Will Save: 1d20 + 20 ⇒ (12) + 20 = 32
Val’s usual strong will remains unbested. As for the maze to navigate….
Int Check: 1d20 ⇒ 12
Int Check: 1d20 ⇒ 9
Int Check: 1d20 ⇒ 12
Int Check: 1d20 ⇒ 12
Int Check: 1d20 ⇒ 5
Int Check: 1d20 ⇒ 9
Int Check: 1d20 ⇒ 17
Int Check: 1d20 ⇒ 6
Int Check: 1d20 ⇒ 2
Int Check: 1d20 ⇒ 13
Int Check: 1d20 ⇒ 8
Int Check: 1d20 ⇒ 17
Int Check: 1d20 ⇒ 1
Int Check: 1d20 ⇒ 14
Int Check: 1d20 ⇒ 13
Int Check: 1d20 ⇒ 18
Int Check: 1d20 ⇒ 7
Int Check: 1d20 ⇒ 18
Int Check: 1d20 ⇒ 18
Int Check: 1d20 ⇒ 18
Int Check: 1d20 ⇒ 13
Int Check: 1d20 ⇒ 1
Int Check: 1d20 ⇒ 14
Int Check: 1d20 ⇒ 16
Int Check: 1d20 ⇒ 3
Int Check: 1d20 ⇒ 10
Int Check: 1d20 ⇒ 2
Int Check: 1d20 ⇒ 17
Int Check: 1d20 ⇒ 3
Int Check: 1d20 ⇒ 6
Int Check: 1d20 ⇒ 8
Int Check: 1d20 ⇒ 17
Int Check: 1d20 ⇒ 1
Int Check: 1d20 ⇒ 17
Int Check: 1d20 ⇒ 20
Looks like…3.5 minutes
Seamus Passeri |
1 person marked this as a favorite. |
Popping out of the nightmare, Seamus realizes Izomandakus was already waiting and it appeared Kast left the bad dream the same time he did. Realizing Val, Pachemu and Rastaf wasn't out yet, Seamus started to nervously fidget. Not wanting to seem scared, he sat down against the wall. Wanting something to do with his hands he pulled out his lute, and began to play.
GM Euan - Rise |
So where do you go from here?
Into the plane of Leng (if the door is to be believed)?
Do you finish off the planatar?
Head back around the other arm of this circular edifice?
Something else?
Izomandakus |
"It seems these runes have caused this glimpse into Leng. We would not be able to go safely without removing the runes first" the dragon points to Seamus while they wait for the others to be free.
"I would like to free the planetar of whatever madness has befalen her." Izomandakus picks a small polished mirror from the pouch hanging from his dragon neck "It is little likely, but why not to try out?"
That said, he will follow the party wherever it is decided to go next.
Kast Phaer |
Oh! There is another set of doors...as GM Evilan said. Let's try those? Both Leng and the Planetar seem really unappealing and maybe door #3 has the bunnies and chocolate fountains.
Kast ponders the Leng dilemma and shakes his head, seeing no good answers.
"Why don't we try those other double doors? That might be less awful. This place is weird...a holy fight on one side, and a dip into the darkest madness on the other."
If others follow, Kast will go to the third, probably perfectly normal, set of doors.
Seamus Passeri |
Sitting and playing his lute, Seamus listens to his two smart friends discuss their options. looking from Kast to the door, hoping Everyone is ok, he pauses his song. "I like the idea of backtracking best. Maybe we'll find some clues as to what to do." He nods to the doors, but let's wait until everyone is out.
Once everyone is out Seamus puts up his lute and begins to head that way, planning on giving the other set of doors his usually cautious approach.
Izomandakus |
"Maybe the Leng plane has gone into the Planetars' plane and that is the reason that one is mad to hurt us. Or perhaps the planetars have gone into the Leng plane to break it but they got mad. Or maybe..." Izomandrakus conjectures while flying after Kast and Seamus.
Before doors are open, the dragon will renew his shield spell if it ran out of succor.
GM Euan - Rise |
Rastaf GMPC
Will: 1d20 + 21 ⇒ (3) + 21 = 24 vs DC 20
Int: 25d20 ⇒ (11, 12, 13, 18, 15, 2, 2, 1, 8, 19, 12, 9, 19, 1, 8, 11, 15, 1, 1, 14, 11, 16, 11, 8, 20) = 258
GM Euan - Rise |
The party opens the door to the so-called chocolate fountain room.
What they find though is a number of large halls within which contain many empty chambers each faintly glowing with magic. But more on that, as you also find a handful of the wardens of wind - advanced cloud giants, and a warden of runes - a rune giant. They all sport sihedron tattoos. They also draw their weapons, and attack!
- Round 1 -
Izomandakus - 24 (4 images)
Seamus - 22 (2 images)
Valena - 21 (7 images)
Rastaf - 11
Good Folk - 9
Kast - 4
Kast: 1d20 + 2 ⇒ (2) + 2 = 4
Rastaf: 1d20 + 3 ⇒ (8) + 3 = 11
Seamus: 1d20 + 12 ⇒ (10) + 12 = 22
Valena: 1d20 + 7 ⇒ (14) + 7 = 21
Good Folk: 1d20 + 3 ⇒ (6) + 3 = 9
• First up - everyone but Kast. Sorry Kast!
Izomandakus |
"Ugh, more of those giants that live in the clouds" Izomandakus balances to the side and points his right claw towards the first giant in line.
Three jets of flames fly over to strike on the giant.
Ray+HR (touch, flatfooted): 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24
Fire damage : 4d6 ⇒ (1, 1, 5, 2) = 9
Ray+HR (touch, flatfooted): 1d20 + 11 + 2 ⇒ (11) + 11 + 2 = 24
Fire damage : 4d6 ⇒ (2, 2, 3, 5) = 12
Ray+HR (touch, flatfooted): 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31
Fire damage : 4d6 ⇒ (6, 1, 2, 5) = 14
Pachemu swings the wand for the same effect.
Use Magic Device DC 20: 1d20 + 8 ⇒ (3) + 8 = 11
But nothing happens.
Pig - HP 102/162 AC 27 TAC 13 +2 if within circle vs evil
(gargoyle: -1 size, +2 natural)
resist energy (fire 30) 160 min
Boy - HP 158+64/162+64 DR 10/magic AC 42 TAC 18 +0 if within circle vs evil
Bolts: 9
Rod: 0/3
Augment: 8/8 (+4 or +4 nat. AC 8 rounds)
Perfection: 9/16 (+8)
Recall: 3/4 (+2 DC for 1 round)
Effects:
tears to wine (+10) 150 min
greater shapechanger gift (Pachemu: gargoyle) 16 h
mirror image (4) 6 min
shield 6 min
heightened awareness 140 min
barkskin 300 min
see invisibility 300 min
heroism 300 min
mage armor 16 h -10
greater magic weapon (+4) 16 h -10
greater reversion 24 h
form of the dragon 3 (Huge blue dragon) 6 min
- +10 size Str, +8 size Con
- +8 natural armor bonus
- blindsense 60’
- darkvision 120’
- fly 120 feet (poor)
- breath weapon (every 1d4 rounds, 100-foot line of electricity, 12d8)
- DR 10/magic
- frightful presence
- immunity to electricity
- +2 CMB/CMD, -2 hit/AC from Huge size