| Huxwren |
Stabilize vs DC 15: 1d20 + 2 ⇒ (17) + 2 = 19
The halfling floats in the water like a child's discarded doll lying amidst the wreckage of a home after a flood.
Grunyak
|
Grunyak will move towards the priestess and channel positive energy to get all of this friends.
channel: 3d6 ⇒ (5, 1, 4) = 10
"Dru, could you give me a hand with the priestess's body? We need the information it will provide."
Taariik’
|
Laughing out loud here. :-D great RP!! Ha ha!!
Grunyak
|
"For crying out loud, what am I speaking Dwarven? Grab the body...all of it and let's go!"
He mumbles something under his breath then continues, "Speaking with dead requires a body you know."
Kind of lost the bubble on whose turn it is. If Grunyak can go, he will help with a side of the body to drag the priestess's remains out.
| GM Pudding |
It's just Dru up currently (there are no enemies buy I'm taking it round by round for the confusion).
Round 6
Active Effects:
Ankle Deep: +5 DC on Acrobatics checks, +2 DC on Stealth checks (small creatures instead take the following penalties: +7 DC on acrobatics checks and +5 DC on Stealth)
Huxwren -40, confused, prone
Taariik -41, confused, babbling
Grunyak -21, Spiritual weapon 5/6
Eldrin confused, babbling
Drusilla -24
Priestess -80
Mog Lathar -88
Drusilla is up!
Drusilla the Spear-Maiden
|
Drusilla takes the priestess body on her shoulders, and Huxwen under her shield arm, then she smiles ready to go
No problem Boss, just coming Boss, stop grumbling, Boss!
Between my Belt of giant strenght (+2) and my muleback cords (+8), I do have STR 26 for carrying capacity: Unencombered until 306 lbs, Medium until 613 lbs, Maximum 920 lbs carried
| GM Pudding |
I've moved Drusilla to Huxwren on the map, that's as much as you can do this turn as it's a move action to pick up the priestess and a move action to get over the Huxwren
Good work on thinking to collect the priestesses body Grunyak!
The water continues to pour into the chamber as it fills up, but it currently remains ankle deep.
Huxwren confusion: 1d100 ⇒ 73
Self-inflicted Damage: 1d8 ⇒ 8
Huxwren stays prone in the rising water and bashes themself brutally in the face, managing the impressive feat of almost killing themself with a punch. Taariik continues to babble, but Eldrin springs into action!
Taariik confusion: 1d100 ⇒ 44
Eldrin confusion: 1d100 ⇒ 21
Round 7
Active Effects:
Ankle Deep: +5 DC on Acrobatics checks, +2 DC on Stealth checks (small creatures instead take the following penalties: +7 DC on acrobatics checks and +5 DC on Stealth)
Huxwren -48, confused, prone, unconscious, dying
Taariik -41, confused, babbling
Grunyak -21
Eldrin confused, may act normally
Drusilla -24
Priestess -80
Mog Lathar -88
Grunyak, Drusilla and Eldrin are up! For the record round 10 will be the last round of confusion
Drusilla the Spear-Maiden
|
Not on my watch, little man..Gruniak, can you make sure Huxwen doesn't die and stay unconcious? I hope this damn spell giving hell to our friends minds will soon fade away
Heal: 1d20 + 1 ⇒ (12) + 1 = 13
Eldrin Inarie
|
Coming back to himself, Eldrin takes in the seen of rapidly rising water and Huxwren nearly braining himself. Remembering his hastily studied spell he launches straight into reciting it.
Dispell Magic: 1d20 + 8 ⇒ (10) + 8 = 18
Using re-roll!
Dispell Magic: 1d20 + 8 ⇒ (11) + 8 = 19
Completing the spell, Eldrin will stat moving toward the tunnel and the way out. "Come on, we need to get out of here."
Casting Dispel Magic on Huxwren to attempt to remove the confusion effect and spending an Arcane Reservoir point to raise the spell level to 8th.
Grunyak
|
"Torag, keep him alive." Cast stabilize on Hux "Well at least he can't hurt himself. Probably better to sleep it off."
To Dru, Grunyak says, "Sorry, I let the crisis go to my head. I did not mean to offend. I will get the next round if we can just get everyone the heck out of here." Seeing she is more than capable of carrying the load, he moves to see about Taariik.
Grunyak moves to Taariik maybe a little in front of him towards the door, "You alright, big guy? Just follow me. We need to get out of here."
Drusilla the Spear-Maiden
|
Absolutly no offense taken. I'll pay the first round. You know it's my religious duty. Now lets go out of here quickly. I'm quite allergic to water, as you know, and a whole sea falling on my head won't help.
| GM Pudding |
Unfortunately the confusion is CL 9, so DC 20. So close!
For Drusilla and Grunyak I think it works out better if Grunyak stabilizes and then Drusilla grabs Huxwren if that's OK?
Grunyak waves his hand and Huxwren's bleeding stops, allowing Drusilla to put away her weapon and grab them up just in time to prevent the rising water from drowning them.
Eldrin gets himself together to attempt to test his magical power against that of the priestess, unfortunately he falls slightly short and the effect remains. Even more worringly, the water continues to rise in the room, reaching to knee level on Drusilla and Taariik, but no water has yet reached the raised tunnel.
I described it before as steps up from the tunnel into the domed room, but I made a mistake; the tunnel is higher so the steps are down into the room. That's rather important for the flooding mechanics. Apologies! Note that the whole room before you get to the stairs is difficult terrain
Taariik confusion: 1d100 ⇒ 60
Eldrin confusion: 1d100 ⇒ 30
As Grunyak walks past Taariik and tries to guide him he pokes himself with his greatsword, no mean feat for such a large weapon. Meanwhile Eldrin babbles again.
Greatsword: 1d8 + 5 ⇒ (7) + 5 = 12
Round 8
Active Effects:
Knee Deep: Difficult Terrain , +5 DC on Stealth and Acrobatics checks (small creatures instead take the following penalties: 4 squares of movement per square, DC 10 swim checks required, +10 on acrobatics checks, tumble impossible)
Huxwren -48, confused, stable, carried by Drusilla
Taariik -53, confused, injured self
Grunyak -21
Eldrin confused, babbling
Drusilla -24
Grunyak and Drusilla Just two more confused rounds after this
Grunyak
|
Can Grunyak grab the hand or arms or something to lead Taariik or does he have to be grappled and dragged? If Eldrin is babbling can Grunyak move him instead? Looking to lead or carry but not fight with a grapple is that possible?
| GM Pudding |
I don't think you can lead them other than force, which will cause you to get attacked. However I think you're relatively safe as the room isn't going to fill in the two rounds of confusion remaining, so I'll fast-forward you a bit to keep things moving
Grunyak and Drusilla make it to the raised passage, but look back anxiously at Taariik as he rants and cuts himself. The water continues to pour in, remaining mostly knee deep.
Round 9
Taariik Confusion: 1d100 ⇒ 12
Eldrin Confusion: 1d100 ⇒ 33
Taariik gets a moment of lucidity to wade through the fast-filling chamber and makes it to the stairs, water pouring out of his armour as he steps up, while Eldrin continues to babble.
Round 10
Taariik Confusion: 1d100 ⇒ 50
Eldrin Confusion: 1d100 ⇒ 31
The water rises to about 3 feet deep in the room and yet Taariik and Eldrin continue to babble. Huxwren and Drusilla loiter, not sure whether they need to run for the exit to save themselves, or if they need to stay to help if Taariik and Eldrin take to attacking each other or themselves again.
Round 11 - Confusion wears off!
As they are all standing there though, both Eldrin and Taariik return to normal, and you all look at each other for a second. The water starts lapping at the steps and you hear the sound of glass breaking in the domed chamber and the sudden rush of water, the small elevator seeming very far away down a long tunnel. Almost simultaneously you all shout.
"Run!"
Taariik and Grunyak are the slowest I think, the muleback cords allow Drusilla to carry a couple of people without issue. Running in heavy armour is x3 for 60 feet. I'll assume you stay together for my sanity
Round 11
You're running down the tunnel, which didn't seem nearly as long when you arrived. You can see the elevator at the other end, but then the worst happens; a rush of icy water floods past you as the whole tunnel begins to flood!
Round 12, 13
The water is ankle deep, +5 DC on Acrobatics and Stealth checks
You continue splashing through the water. It's filling slower than domed room, but not as slowly as you'd have thought given its size, the sea must be freely pouring through one or more panels now.
Round 14
You arrive, breathing heavily from the exertion. The elevator has been lowered into a recess in the shaft (and so is completely underwater), exposing rungs carved into the stone shaft on every side, a precaution that has allowed the cultists to ascend before you. Looking up the shaft you can just see the last of them exiting 40 feet above you, sounds of panic and evacuation echoing down the shaft.
As you take this in, the water has risen to about 18 inches. At the current rate you probably have about 5 minutes before the whole tunnel is submerged.
How do you want to handle this? Heal Huxwren down here? Climb up the rungs, or try to bring the elevator up and use that?
Grunyak
|
Grunyak channels positive energy once he feels the confusion is gone. "Torag, give us your blessed healing." channel: 3d6 ⇒ (1, 1, 3) = 5
He will channel again atthe start of the climb. "More healing please, mighty one." channel (final I think): 3d6 ⇒ (6, 4, 2) = 12
He then begins to climb the rungs of the shaft. Are there several sets of rungs or do we have to climb the same set? 4 sides and four sets?
| GM Pudding |
There are four sets of rungs. I think you can all make the DC 5 climb check on a take 10, I just wanted to pause and make sure that's what you wanted to do. I think Drusilla's climb DC might be a bit harder carrying a body, but her take 10 is 17, so it should be fine
Grunyak channels the holy energy of Torag at the bottom of this waterlogged shaft, bringing Huxwren round, mercifully free of the confusion spell at last, but drenched in seawater. He then starts climbing the shaft back to the house above. Snatches of conversation echo down.
"They killed Myra! They destroyed our God, we have to leave, regroup!"
Does everyone want to climb up? If you can take 10 and get 10 (or 15 in Drusilla's case) you can climb at half speed instead of quarter speed
Grunyak
|
If Grunyak takes a 10 he gets a 7. Not great, but steady. If the water stars to catch up he will attempt to climb faster if necessary.
"Sounds like we made some people angry." "Perhaps we should reach the top together."
Taariik’
|
Sorry, before leaving Taariik would have cast detect magic to be sure that they are not leaving anything important behind.
Drusilla the Spear-Maiden
|
I can get first if you like. Seeing their priestess dead, resting on my shoulders, might make them scared to fight, and there's been enough blood shed.
Hp back to 51/58 following your channeling
| GM Pudding |
Ok slight retcon, on round 11 Taariik stays behind to cast detect magic. On the first round he learned that there is magic in the domed room. Would he have stayed on round 12 to learn the number and strength of auras? Would the others have stayed with him, or left him behind? Bear in mind that by round 12 the water in the domed room is at a height of 4 feet, which will require swim checks to move through at a rate of 20 feet of movement per square
Taariik’
|
Taariik will use channel the Hierophant and with Divine Surge cast ‘ Recharge Innate Magic’ to regain his spell like ability to then enlarge himself for six minutes.
Spirit dance only 1/4 remaining.
He then will go and find and retrieve the magical item if possible.
| GM Pudding |
Remember that you need 3 rounds to pinpoint the aura on detect magic; if you continue concentrating on round 12 you'll get the number of auras and the strength of the most powerful, then pinpoint them on round 13. Then you could cast recharge on 14 and enlarge on 15, then wade in on 16 (enlarge is a 1 round cast). is that the plan?
I don't think anyone attempted the arcana/religion check once the spider appeared so you could attempt that and it might help inform you
As an artifact it will have an overwhelming magical aura.
Taariik’
|
Yes, Taariik would do that to pinpoint the magical items.
| GM Pudding |
The water poured in as Taariik studied the room, eventually deciding that the only magical aura is that of the huge spider. The aura was a blinding white light that was hard to look at, overwhelming in strength, suggesting the spider is a major artifact and not destroyed, only disabled.
I'm assuming you'd leave at that point? Mog-Lathar is too heavy to move and too large to get through the tunnel in its current form
Taariik’
|
Yes! :-)
| GM Pudding |
Apologies for the little side track, everything proceeds as posted above except you depart a little later and the water level is a little higher when you arrive.
By the time you get to the tunnel you're wading through 2 foot deep water, but no-one is in danger of drowning. You can make your way up the rungs of the shaft while the water level slowly rises below you, and flop out into the gallery where you were recently lowered by a cultist.
The dilapidated is eerily empty, but you can hear the sounds of thumping feet and muffled voices from the ceiling, echoing through the sagging floorboards of the old house.
Submarine Presbytery
Final Report
Huxwren -31
Taariik -24
Grunyak -4
Eldrin
Drusilla -7
Do you want to stop here to examine the priestess' items? Head further in, or flee to recover? Something else entirely?
Taariik’
|
”Let us heal first!“ Taariik says.
CLW 5 charges : 5d8 + 5 ⇒ (2, 1, 6, 8, 3) + 5 = 25
Drusilla the Spear-Maiden
|
Dru, being barely wounded, stays vigilant while others heal themselves.
She says with a smirk
Maybe that dead priestess has some information about the cult we could use? Or even better, something decent to drink?
GM Wydroe
|
Grunyak will pull out his wand as Taariik heals and work on Hux.
4 charges off wand of CLW wounds: 4d8 + 4 ⇒ (3, 7, 3, 8) + 4 = 25
"Well take a look at her. We need to use speak with dead, but I don't have it today. Tomorrow or from a scroll are our two options. I would need to purchase the scroll."
"Does she happen to have any money? That might at least offset the cost."
After healing Hux, Grunyak will detect magic on the body and its stuff.
| GM Pudding |
As you pause to heal the sounds from above start to recede and go quiet, leaving you alone with the sound of the slowly filling elevator shaft. As far as you know you are above sea-level here, so it shouldn't get as far as the room.
Looking over the body of the priestess, the first thing you find is a silver and mithral key worn on a chain around her neck. It is large and ornate, very cold to the touch and seems to have a permanent haze of condensation around it. Huxwren and Taariik both immediately recognize it as being tremendously charged with psychic energy.
It's pictured in the slides. It is both magical and would be suitable as the target of object reading
Keeping up the search, Grunyak finds 52 gold pieces, silver dust worth around 25 gold pieces, 2 potions, a masterwork spider-leg sickle, a magical breastplate, a magical cloak, and a magical headband. She also has a jeweled sceptre and holy symbol that look valuable.
Potions:
Breastplate:
Cloak:
Headband:
Valuables:
Alone in the cold room, you can see the archway leading into a stone tiled room, and stairs leading back the way you came.
What do you do?
| Huxwren |
While Eldrin studies the other items, Huxwren quickly wraps their hands around the strange key before anyone else can disrupt the psychic impressions left upon it.
Using Object Reading on the key. This will take 1 minute.
Grunyak
|
Grunyak detects magic and gives the magical stuff his best try to identify.
sc on potions: 1d20 + 4 ⇒ (10) + 4 = 14
sc on breast plate: 1d20 + 4 ⇒ (9) + 4 = 13
sc on cloak: 1d20 + 4 ⇒ (3) + 4 = 7
sc on headband: 1d20 + 4 ⇒ (15) + 4 = 19
Grunyak again is baffled by the magics. "I am not sure what any of this stuff does."
| GM Pudding |
Huxwren takes the key and prepares to begin the process of opening themselves psychically to the subtle emotional imprints left on objects by their users. The instant they begin to open themself, a flood of energy and images fill their mind, extinguishing their physical senses and bathing them in rich imagery.
A flash and suddenly you are in a room of an old house (possibly this one), one that has been mostly destroyed by some calamity. The floor is almost totally collapsed, revealing the room below, and scorch-marks mar the walls. You see a young man creep in, looking nervously around as he skirts the edge of the room in order to pick up a couple of objects wedged into the corner; a book and the key. As soon as he touches the smoking key you know him to be Frell Tann, whose animated corpse you encountered on first entering Korvosa. He picks up the book and the key and scurries away, joining the company of several other black-clad young rogues who look rather like the members of Barvarsi's band you encountered.
Another flash and you find yourself in the same room, but apparently before its destruction. Its decor does suggest that it could be in this house, and a number of cultists are performing a ritual around a floating black stone the size of a pumpkin that appears to be on fire. They form a circle around it holding hands, save for the leader who is a stocky middle-aged bald man holding a book and the key, and whose name you know to be Nahum Caligaro. The stone draws your eye, and somehow you know it holds immense power. The vision is silent, but you can feel the rhythmic power of their chanting as if it were rippling though time. You see Myra enter suddenly, shouting words you can't hear, though as the vision plays out in slow motion her lips clearly mouth "Mog-Lathar commands you-". Nahum spares her a glance, but focussed on the ritual as he is he can't prevent her from scratching out a glowing sigil with her spider-leg sickle. As she retreats out of the room the cultists struggle to maintain the dangerous energies of the ritual that bubble and spiral out of control. Even in slow motion the explosion is near-instantaneous, spreading black and purple energy throughout the room, collapsing the floor and creating a rip in space near the stone. The stone is sucked through at once along with the cultists, and though Nahum drops the book and the key to grab onto a torn floorboard as his feet dangle horizontally toward the tear, he too eventually loses his grip and is sucked through, mouthing a silent "MYRA!". The book and key come to rest at the edge of the now empty room where you saw them picked up.
Flash again and you see yourself in an old temple, a beautifully aged glass mosaic of a butterfly spreads its wings between weather-beaten marble columns adorned with an astrological motif. An archway leads into a wooden room, and you can't shake the feeling that if you went through it you'd see yourself holding the key, surrounded by your friends, frozen in time. At the northern end of the temple is an altar, again surrounded by cultists holding hands and chanting as the black stone rises from a recently unearthed shaft dug into the ground. Both Nahum and Myra are among them. Pictured here
Flash, Nahum is studying in a dusty library. He is poring over the pages of the same book you saw him with in his fateful ritual. Suddenly he gasps, and starts to laugh with excited glee. He looks around for someone to celebrate with, but is alone. Over his shoulder before the vision has time to fade, you can just read the text "resting place of the Dreamstone"
You awake from your vision knowing that the key is called the Clavis Somnus, and knowing its magical properties.
It grants a wielder a +4 untyped bonus on saving throws to resist illusion effects, as well as on charisma checks made in the dimension of dreams. It also imposes a -2 penalty on saves against sleep effects, and the wielder is considered to have 2 fewer HD for determining the effects of sleep effects and the number of creatures affected. The key's holder is also always considered first when determining which creatures are affected. Finally, it grants a +5 competence bonus on skill checks for performing rituals for which it can satisfy a focus component
After a minute frozen holding the key, not even seeming to breathe, and looking especially doll-like, Huxwren sucks in a breath.
What do you do?
Grunyak
|
Hux? You all right?
Grunyak does a quick scan of the halfling. heal check: 1d20 + 11 ⇒ (4) + 11 = 15
"Is the bloody key cursed or something? You scared us something fierce when you just ... stopped."
Eldrin Inarie
|
| 1 person marked this as a favorite. |
Finding a clear space on the floor away from the opening into the lift shaft, Eldrin settles down cross legged with the items retrieved from the priestess arrayed before him.
Picking up the potions, he holds them up before him and softly speaks the words of a minor divination spell.
Spellcraft (DC: 20): 1d20 + 15 ⇒ (15) + 15 = 30
"These are healing potions, quite potent ones". He sets the vials aside and hauls the breastplate closer; struggling slightly to lift it.
Spellcraft (DC: 18): 1d20 + 15 ⇒ (12) + 15 = 27
After a few moments and another incantation he says "This has a lesser magical enhancement, similar to that of the armour some of you are already wearing". He slides the breastplate away and pulls the cloak into his lap.
Spellcraft (DC: 20): 1d20 + 15 ⇒ (10) + 15 = 25
"Ah, this cloak carries the same enchantment as my own. It will protect the wearer from various forms of danger". He folds the cloak neatly and sets it atop the breastplate. Finally picking up the headband, Eldrin carries out his normal examination.
Spellcraft (DC: 23): 1d20 + 15 ⇒ (15) + 15 = 30
Looking over at Grunyak he says "Hmm, this might be of use to you my friend, this headband will enhance your mind and give your prayers a bit extra potency". He lays it on the pile of items and reaches to his belt drawing a wand.
He places it on the ground in front of him, closes his eyes and reaches out his left hand to hover over the wand. He stays like that for some time. After a minute or two the wand begins to glow with a soft white light which steadily grows in brightness over the course of the next ten minutes. Small wisps of radiant white smoke seep from the wand and curl up to Eldrin's out stretched hand.
Once the wand returns to its usual quiescent state, he tucks it back into his belt and stands ready to proceed.
Eldrin is going to drain five charges from his Wand of Magic Missile to regain an Arcane Reservoir point.
| Huxwren |
Huxwren blinks once, twice. "Why wouldn't I be fine after being squashed by a giant fossilized statue and chopped in half?" they answer slowly.
Hoo boy, this is gonna be fun to explain without telling the truth. XD
"But imagine, if you will, an old guy named Nahum doing some research in some old library. Crazy, I know, but stay with me. Now imagine he finds the location of some rock called a 'dreamstone' and gets really excited. Imagine he finds some friends to help him dig it up - and imagine if they dug it up right over there." They point at the doorway behind them before continuing.
"Anyway, imagine if our dead friend Myra was with this old guy Nahum when he dug up the stone with a bunch of friends. And then imagine if later Nahum and those friends were doing some ritual with the stone, but then Myra stormed in yelling about Mog-Lathar and drew some strange sigil and ruined the ritual before fleeing and Nahum and all his friends and the 'dreamstone' got pulled into somewhere. That would be weird, right?"
"But then imagine that this Nahum left some stuff behind when he got sucked into the void - a book and a key like this one." The halfling twirls the tool in question around their fingers absent-mindedly. "And what if our young friend Frell found them and gave them to our other friend Greeley, who then gave the key back to Myra? Wouldn't that be some sort of crazy coincidence?"
Standing, they dust themselves off and tuck the key into their pocket. "Anyway, who wants to see what's in that room now that the stuffy chanting people are gone?"
Grunyak
|
"The coins here will cover about a fourth of the cost of the scroll. Probably better i just commune with the mighty creator tomorrow to have that divine power. He will answer. Plus that will give us time to think about the questions. The dead can sometimes be evasive with there answers."
Grunyak has a similar headband, but he could use the cloak. THe armor is not of use either. Hux or Dru should take the potion.
appraise: 1d20 + 1 ⇒ (7) + 1 = 8 "Never had an eye of values. This sceptre and the holy symbol could be priceless or worthless. I can't tell."
Grunyak looks confused as Hux explains about his key inspired vision. "Yes, imagine indeed..."
"Let me put on this cloak (if no one else objects), and I'll be ready to help in the next room." He looks around to see if anyone else cares for the cloak.
Taariik’
|
Taariik looks at Hux with a confused look on his face.
“Ehh Hux ... I have no idea what you are talking about! I mean, I can open the door if that is what you wanted? But if this has anything to do with the key you just touched or some book or with these people that were trying to hurt us then I did not follow at all! So is this woman doing these bad things to the city or not? And did we do the right thing to attack all these poor people or not?“ he asks with some hope and guilt in his voice.
| GM Pudding |
Well explained Huxwren! Remember though that Frell didn't give the book to Greeley, as you know he was planning to shop it around after Madame Carrington refused his price
Following Huxwren's lead, you pass through the archway and find an old temple. Stone tiles tile the floor, and butterflys are worked in, particularly striking in a beautifully aged glass mosaic on the floor between marble columns, as well as stained glass to the west behind a wooden stage with an altar. Just behind the altar the boards of the stage seem to have been torn up. To the south, an archway opens to a room covered in a thick webbing, and to the east is a large set of double doors.
A reminder, north is to the right on our map, so west is up and south to the left
As you move to investigate, you all notice a strange breath of wind, as if someone had moved past you, but see no-one around. A fraction of a second later Grunyak notices something rather more concrete, the feel of getting hit in the face with something blunt!
Attack vs. FF: 1d20 + 12 ⇒ (13) + 12 = 25
Bludgeoning: 2d6 + 4 ⇒ (3, 2) + 4 = 9
9 damage to Grunyak
Though nothing is visible, Grunyak can tell that something attacked from the west i.e one square up from Grunyak on the map
Huxwren: 1d20 + 9 ⇒ (7) + 9 = 16
Eldrin: 1d20 + 3 ⇒ (8) + 3 = 11
Drusilla: 1d20 + 2 ⇒ (18) + 2 = 20
Grunyak: 1d20 + 1 ⇒ (12) + 1 = 13 -9
Taariik: 1d20 + 12 ⇒ (18) + 12 = 30
Thing: 1d20 + 8 ⇒ (20) + 8 = 28
The Old Temple
Round 1
Taariik
?
Drusilla -7
Huxwren -6
Grunyak
Eldrin
I put a circle on the map where you know the creature was when it hit Grunyak (during a surprise round when no-one could have passed the perception check to see it). If you were to attempt to strike it, please roll a 50% miss chance as well (1-50 is a miss)
Taariik is up!
Taariik’
|
Taariik is clearly confused. He activates his shadow images to increase his protection and moves forward.
Standard action: Shadow Clone (Su): The ninja can create 1d4 shadowy duplicates of herself that conceal her true location. This ability functions as mirror image, using the ninja’s level as her caster level. Using this ability is a standard action that uses up 1 ki point.
Mirror images : 1d4 ⇒ 4
| GM Pudding |
Taariik conjures some shadowy copies, and Grunyak feels another pair of invisible slams.
Attack vs. FF: 1d20 + 12 ⇒ (1) + 12 = 13
Bludgeoning: 2d6 + 4 ⇒ (3, 1) + 4 = 8
Attack vs. FF: 1d20 + 12 ⇒ (7) + 12 = 19
Bludgeoning: 2d6 + 4 ⇒ (2, 4) + 4 = 10
These just slam into his plate though, making him ring like a struck bell.
The Old Temple
Round 1
Taariik 4 images
?
Drusilla -7
Huxwren -6
Grunyak -9
Eldrin
Round 2
Taariik 4 images
I put a circle on the map where you know the creature was when it hit Grunyak. If you were to attempt to strike it, please roll a 50% miss chance as well (1-50 is a miss)
Everyone is up!
Taariik’
|
Taariik is trying to attack the area that he believes the invisible attacker is in!
"I will destroy you invisible thing!" he shouts.
Adamantine +1 Greatsword +10, pa -2: 1d20 + 10 - 2 ⇒ (13) + 10 - 2 = 21
Damage Str +5, 2H Half Str +2, pa +6, Enhancement +1: 2d6 + 14 ⇒ (3, 5) + 14 = 22
<50% miss: 1d100 ⇒ 94
Eldrin Inarie
|
As soon as it becomes obvious that Grunyak is under attack, Eldrin launches straight into the incantation for a spell.
Will Save (DC: 17)
Casting Glitterdust, centred on the intersection two squares west( (up) from Eldrin's square and one square south (left) of the wall to Eldrin's north (right). I hope that makes sense.
| GM Pudding |
I'll resolve Eldrin's turn first since it will help you Taariik
Eldrin conjures another burst of glitter that explodes over the corner of the stage, and after it has dissipated you can see the outline of a strange flowing form, like a humanoid creature made of air currents.
More info for each 5 over the DC
Will: 1d20 + 4 ⇒ (18) + 4 = 22
It screeches in rage, but doesn't seem to blinded as Greeley was. Taariik then steps up to it and slams his sword into it. Despite apparently being made of air, the sword seems effective. It cuts off an arm which diffuses into nothingness, and though the creature almost instantly reforms another, it seems smaller than before.
The Old Temple
Round 2
Eldrin
Drusilla -7
Huxwren -6
Grunyak
Taariik 4 images
Invisible air-creature -22
The creature is now visible
Drusilla, Huxwren and Grunyak are up!
Drusilla the Spear-Maiden
|
Dru moves and strikes, bashing the now visible creature with her morningstar
Power attack: 1d20 + 13 - 2 ⇒ (12) + 13 - 2 = 23
PA dmg: 1d8 + 6 + 4 ⇒ (7) + 6 + 4 = 17
Sorry Grunyak, I'll take care of that!
Grunyak
|
Grunyak swings at the now glittery air thing.
pwr atk two handed with axe: 1d20 + 5 ⇒ (1) + 5 = 6
slashing damage: 1d8 + 6 + 3 ⇒ (2) + 6 + 3 = 11
"That hurt you glittery glob. I think you need manners in how to host visitors."
power issues here. Will post when possible.
| Huxwren |
Knowledge (planes) vs DC 17: 1d20 + 6 ⇒ (16) + 6 = 22
Huxwren ducks behind Drusilla to approach the now-visible stalker from the other side. Dagger in hand, they too attempt to cut away part of the elemental.
Dagger vs FF AC: 1d20 + 12 ⇒ (15) + 12 = 27
Slashing damage: 1d3 + 1 ⇒ (2) + 1 = 3