
DoubleGold |
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Alright, I'm going to start round 1 to speed things, up, you can still take your round 0
init Grelthe: 1d20 + 1 ⇒ (14) + 1 = 15
init Jim: 1d20 + 5 ⇒ (14) + 5 = 19
init Rogarch: 1d20 + 13 ⇒ (1) + 13 = 14
init Shamus: 1d20 + 5 ⇒ (14) + 5 = 19
init assassin vine: 1d20 ⇒ 5
edit missed it all in the copy and past, sorry agirran, left you out. agirran init: 1d20 + 2 ⇒ (11) + 2 = 13
You all beat the plants in init, and none of you are stupid enough to get into melee, so all of you can run and shoot, ie move into room 9 or move into the room into room 8. These things have a speed of 5, so you can shoot and move away continuously. These things would have been more of a threat if someone came down the room north, ie surprise attack on one of you and then that person would have been pancaked, or if they would have won init. If you are worried about ammo tracking I estimate 4 rounds worth of mundane arrows/sling bullets, etc.
Combat over, plants are dead
Looks like you can go into room 9, room 5 or room 6.

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Shamus Shandy wrote:"Hey old man, I already had dibs on the useless junk wand if Red here didn't want it."Shamus notices Grelthe eyeing the wand of Vanish.
"Ah! That's a fun little spell."
He remarks.
"Unfortunately, it's not part of my tradition of magic. I might be able to trick the wand into letting me activate it. I'm pretty good with activating items not of my tradition." (UMD). I'll take the wand if nobody else wants it.
I believe Vanish is already on the Wizard list, so you wouldn't need UMD.
When Agirran says ..."if Red here didn't want it." She looks slightly confused for a moment, looking around at her companions to see who is red. Then she realizes he means her hair and smiles slightly sheepishly while handing it over to him.
Well I expected that combat to be a bit more intense so I feel silly wasting a spell :) ah well
Grelthe does feel they should check the remainder of the southern room out (room 6) from this side before continuing further just to make sure nothing comes up from behind.
She is slightly more curious about that weird statue in the northern room (room 9) than what the western plant was guarding (room 5).

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Rogarch attempts to activate her wand again and yet again it works only after the second attempt. She place her wand back in her pocket and then carefully retrieves her chakrams for latter use.
UMD,DC 20,Guidance,Heightened Awareness: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
UMD,DC 20,Guidance,Heightened Awareness: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Both Rogarch and Helping Hand scan room 6 for anything of interest.
Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Helping Hand Perception is 20 on a take 10.

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Jim blows over his gun barrel once the plants have been reduced to shredded coleslaw.
He then carefully room clears 6, as if he was a one person SWAT team. Once he realises he is in 1 again, he double backs to check out 5.
perception: 1d20 + 10 ⇒ (8) + 10 = 18

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oh yeah, I should probably do a few of those myself
perception aid (rm 6): 1d20 + 5 ⇒ (4) + 5 = 9
perception aid (rm 9 or whatever room we agree is next): 1d20 + 5 ⇒ (17) + 5 = 22

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Grelthe, Shamus is a shaman (oracle/witch hybrid from ACG), not a wizard.
Shamus looks over at Jim.
"Looks like we got ourselves a salad shooter."
He says with a chuckle.
"Alright. Let's check out these alcoves in this area, then head to... whichever way you all want to go."
He says, indecisive about which way to go.

DoubleGold |

You guys check room 6 Please physically put your tokens in room 6 or in a position where you can see the rooms, there are different things in each room 6.
Some of you check the statue in room 9 Your token is too far away to tell, but you are close enough in room 9 that you can look around the corner and confirm there are no enemies in room 9, unless they were invisible or literally tiny sized hiding behind or near the statue

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Shamus shuffles along the wall opposite the ten foot alcoves of the hall. He waves a hand, motioning for anyone to come along with him. Shining his wayfinder, he peers into each alcove as he moves past.

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While the others are busy checking the rest of the hall, Agirran keeps watch on the area leading to area 5.
perception: 1d20 ⇒ 5

DoubleGold |

Agirran can see a little bit of room 5, but not the whole room and sees nothing. You can see down the hallway a little the right side of the room, but not the middle or the left of the room.
Jim, you look into the room, you see a loose floor board, you lift it up and find a holy symbols of Shizuru. There is a note here. This will make your fight against the unfettered phantom easier, present this and he might decide not to attack you. No check needed. The character with the highest religion or intimidate should wear this.
Agirran you look into the room, you see a dirty monument to the Yohanatotsus’ ancestors. There is a note on the monument, clean me and the unfettered phantom might decide not to attack you. Careful, I'm fragile. You need a disable device or sleight hand check dc 15 to do so.

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Agirran you look into the room, you see a dirty monument to the Yohanatotsus’ ancestors. There is a note on the monument, clean me and the unfettered phantom might decide not to attack you. Careful, I'm fragile. You need a disable device or sleight hand check dc 15 to do so.
Is this room 9? Because you also said earlier that Agirran can't see much in room 5, so I'm confused.
Perception: 1d20 + 5 ⇒ (6) + 5 = 11Grelthe will notice how fragile the statue looks and think "Nope, not me." and leave it for the more dextrous of the group to deal with instead. (No ranks in either *trained only* skill)
Jim, you look into the room, you see a loose floor board, you lift it up and find a holy symbols of Shizuru. There is a note here. This will make your fight against the unfettered phantom easier, present this and he might decide not to attack you. No check needed. The character with the highest religion or intimidate should wear this.
I would like to say that should probably be Grelthe, since she's an honorable Paladin and all, seems like a good fit... but also... Her Intimidate is only +2 (switched out 'Intimidating' racial feat for 'Skilled') and her Kn.Religion is only +3 (her INT is negative)

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Rogarch laughs at the contents of the note.
"We should have brought along a cleaning service with us into this dungeon."
What a perfect time to have Prestidigitation prepared. :)
"So, what is next?"

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Rogarch laughs at the contents of the note.
"We should have brought along a cleaning service with us into this dungeon."
What a perfect time to have Prestidigitation prepared. :)
Or hydraulic torrent. Does anyone have soap? ;)

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Jim does offer the holy symbol to Grelthe first and show her the note
Sooo .. who do you think should wear this when we run into this ... free ranging spirit?
Grelthe takes the holy symbols excitedly "Oooh, the Empress of Heaven! She's *wonderful*!" Her eyes glaze over a bit as she fangirls out for a moment.
Then she looks around at her companions to consider everyone's strengths - Agirran & Jim were BOTH more physically menacing than herself, despite her Orcish heritage. But then again Shamus was much wiser than everyone when it came to religious knowledge.Agirran Intimidate +11, Jim Intimidate +5, Shamus Kn.Religion +6. So literally everyone is better than me at these things, but I'm the only one with both - though I don't think that matters in this case.
Grelthe sighed with disappointment. Though she *wishes* it could be her - that she could be the most worthy person to bear Shizuran's holy symbols - she shamefully admits to herself it is simply not so.
"Truly, any of us could use it. I think Shamus has the most in common with what Shizuran values - you both hold ancestors as very important, for example. However, since it's a..." she checks the note again "...'unfettered phantom'? Perhaps it would be better for Agirran to attempt to discourage the aggression of the spirit through his natural air of menace?" She tilts her head and inspects him more closely, as though looking through to his soul. "Although... the Empress of Heaven also values honor... do you consider yourself to be 'honorable,' Agirran? I know the life of a pirate is generally not... encouraging to that moral value."

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I know it's not me Jim replies. So you lot can sort it out among yourselves. But if we are dealing with an insubstantial undead. I'd better load up with Ghost Touch bullets
He then pauses before continuing.
I wouldn't sell yourself short Grethe. You do seem to be a woman of many talents. You'll have to tell me about this .. Empress of Heaven sometime.

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I don't think anyone has prestidigitation.
"I'm afraid that hydraulic push may cause a bit of damage --or worse-- knock the statue over. May I suggest summoning my unseen ancestral servant to clean the statue? It seems like there have been a couple of instances so far where his skills could have been somewhat useful."
He says with a finger in the air to stress his point.
"All I need to do is tell him to be very careful when cleaning it. He does listen to commands quite well."
He then turns to Grelthe.
"Do not underestimate yourself, young lady."
He says with a squinty smile.
"I may have some commonalities with Shizuru's values, however, I am not connected to the divine powers as much as you may think. No, my lady. My power comes from communing with ancestral spirits and a connection to the energy that flows throughout the stars above in the Great Beyond."
He waves his arm in an arc, upward to the heavens, and places it back at his side.
He shuffles closer to the towering half-orc and stares up into her eyes as he places a sincere hand on her shoulder.
"I have complete faith in you, young lady."
He glances at the holy pendant clutched in her hand then looks back up into her eyes.
"It appears that you have been the one chosen to wear it."
He shuffles back a step and gives a slight, respectful nod with a smile.

DoubleGold |

Unseen servant
Shamus gets an idea, but..
It can’t perform any task that requires a skill check with a DC higher than 10

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Jim steps forward and gives it a go.
It's a dirty job, but someone has to do it.
sleight of hand: 1d20 + 9 ⇒ (11) + 9 = 20
It looks like he has a very gentle touch.
When he is done, it is sparkling clean and smelling of flowers.

DoubleGold |

Jim walks into room 5 and sees a Shrine to Phrasma
Swirling patterns line the walls of this small shrine. A small placard on the ground reads, “Those who perish fulfill life’s duty.”
The Pharasmins who wrote this grim inscription intended for it to be encouraging, but it does not necessarily serve that function. Those who wish may offer a prayer to Phrasma and be blessed with her wonderfulness, but not with the spell bless, religion dc 15, unless you worship Phrasma then dc 10

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Grelthe blushes a deep and furious green at Jim & Shamus's heartfelt compliments. "Aww... you!.." this is the first time you've seen her too flustered for words, and after much stuttering she finally gets out a simple "...thank you."
Such cute RP! ...though me the player is concerned we'll die with Grelthe wearing it but I always assume the worst so C'EST LA VIE! too cute <3
She will wait for Agirran's response though (just in case) before actually putting the symbols on herself.
Grelthe's ears perk up and her flush fades as she hears there's a shrine to Pharasma. "Ooh, neat! That could definitely be useful, though we haven't run into any undead so far, they are a common nuisance in abandoned areas. I'll check it out in a minute - I want to see what that statue is all about!"
And heads up to the northern room (9) with Jim to inspect the statue in the East.
Perception aid: 1d20 + 5 ⇒ (6) + 5 = 11
Mostly she's trying to identify what it's meant to be a figure of, but also to make sure it isn't trapped before approaching within... say 15 feet.

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Jim, you look into the room, you see a loose floor board, you lift it up and find a holy symbols of Shizuru. There is a note here. This will make your fight against the unfettered phantom easier, present this and he might decide not to attack you. No check needed. The character with the highest religion or intimidate should wear this.
Why exactly do the character's think this? To maybe scare off the 'phantom'. Agirran doesn't object to holding/wearing whatever the holy symbols of Shizuru are. No doubt they are four 150 lb blocks of solid lead chained together over the god's holy straitjacket. ;)

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"I look ridiculous in these things all the bangles, ostrich feathers, and strawberry cheesecake. And the holy underwear is riding up something fierce. It's just too much. And what the heck is this? A unicorn horn? A codpiece? What?"

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Rogarch looks around to the others.
"Perhaps it is time to move on again?"
As she says this she moves forward to examine the stairs leading out of room 9 and peer into room 13 if possible.
Perception: 1d20 + 7 ⇒ (4) + 7 = 11

Helping Hand |

Helping Hand keeps her mistress informed as well. Looking around.
20 on Perception (on a take 10).

DoubleGold |

You'll know when you see the phantom how those items help.
None of you offer a prayer to Phrasma for now.
Some of you go into room 9
A statue of an elven woman with a snake’s body lies crumbled at the east end of this long hallway. Dozens of fist-sized nooks line the walls near the statue. Knowledge planes dc 17 to know more about this statue
You peek into room 13, you don't see anything of interest from what you can see

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"I look ridiculous in these things all the bangles, ostrich feathers, and strawberry cheesecake. And the holy underwear is riding up something fierce. It's just too much. And what the heck is this? A unicorn horn? A codpiece? What?"
Grelthe smirks but represses laughing out loud at Agirran's flippant dismissal of the not-at-all-as-garish-and-ostentatious-as-he-described-it holy symbols, interpreting it as his own way of saying he agrees with Shamus & Jim that she should wear them. (Shizuran's holy symbol is a Katana in front of the sun, lol)
So Grelthe puts the holy symbols of Shizuran on herself instead, and then moves into the northern room alongside Jim. She curiously inspects the ophidian elf statue to the East, but doesn't recognize it as any sort of symbolic religious deity. (Not trained in Kn.Planes) She shrugs and starts to move away from the statue when Jim asks her...
So ... you swim a lot? he casually asks Grethe
She is caught off-guard by the question when it seems such an obvious fact to her. "Uhm, yes? I'd be a pretty poor sailor if I didn't know how to swim." but she appreciates him being friendly so flashes a tusky grin before moving off towards the west side of the room to check the other exit.
As she passes the opening to the previous she calls out "I don't recognize the statue. Maybe someone with different training wants to check it out? Maybe Shamus?"
And peeks down the hall (towards 10) just to make sure nothing is on it's way to ambush them from that direction.
The layout of this dungeon bugs her - it's impossible to prevent yourself from being flanked by unknown assailants.
Once we are done with room 9, Grelthe will want to run into the Pharasman shrine room for a quick prayer before continuing up north into the large room 13. She was just curious about the statue.

DoubleGold |

If your position seems off, go ahead and reposition yourselves, I was resizing the map to make it square so I can draw perfect lines to figure out what you can or can't see because of walls.
Grethle looks into the right room 10, and sees a backpack, and it is just laying there on the floor. It has been added to the map
Jim now sees room 13 properly This vaulted room features a raised dais with a large, gold-flecked stone basin full of a green fluid. Arcane symbols painted on the basin glow amber. Six scorch-marks mar the floor of the chamber, all angled from the dais into the gallery. Hazard The water here is unholy, this will increase negative and necromancy damage while decreasing healing and positive damage. Though there are multiple things you can do about it.

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Aw ... just curious Jim replies I swim a bit myself. Good overall exercise .... and who knows, could meet a lovely undine or mer-lady to talk to
No. I don;t recognise the snake lady either
Upon checking over Room 13. It's clear of creatures, but there's this basin of rather nasty looking water ringed by symbols you magic types might wanna look at
He then notices Rogarth has moved up next to him. What about you. You swim much?
He waits for her reply before moving back to 10 to make sure Grethe is okay - not been caught by a mimic or anything. As far as he is concerned, splitting the party is not a good idea. Hopefully Rogarth follows.

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Oh, Grelthe is definitely staying within eyesight of at least 1 if not 2 other members of the party at all times, just to ensure everyone is safe even if spread out. She assumes the others are doing the same. But she could be wrong, she can't see all of them right now. and we didn't make plans :)
Once she realizes he is asking as a fellow interest athlete she will happily chat away about the impressive athletic benefits of swimming and tell him stories about the sirens and mer-creatures she'd run into during her time on the sea. But still like, kinda quiet - don't want to alert the whole "dungeon." When she gets too excited though, her volume does tend to creep up a bit.
If Jim starts to move past Grelthe she will attempt to block his way ] with a stout arm across the hall (but not actually stop him if he continues to "push" past). "Might be a trap. Best reconvene with the others to choose where to move to. Wouldn't want to start another fight with an invisible thing with use all so spread out. Besides, I want to see what the others scouted."

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Jim is interested in Grelthe's stories .... and adds a few of his own. In fact he's warming up to her. If she does block his way, he'll pause.
True .... we should stay together ... in pairs at least .... it's always the loners that get picked off first.
Didn't realise your map token was different than your chat token until I zoomed in

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Rogarch doubles back to be with Jim and Greithe. She moves slightly ahead of Jim.
"Swim, no. Bathe, yes."
"Although there is no good reason not to learn how."
She scoffs at Jim's comments about being picked off.
"A true warrior can stand on her own. Although staying together is a prudent idea as not everyone here is a warrior."
Rogarch pulls out her pole-arm and has it at the ready in case the backpack is not a backpack. She scans the area for anything interesting.
Perception: 1d20 + 7 ⇒ (18) + 7 = 25
I almost lost a character to a Mimic and I was being careful too but sometimes a backpack is just a backpack. :)

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Agirran takes the "low road" toward 10 as well.
None of you offer a prayer to Phrasma for now.
"Well snuff me now." mutters Agirran in his now, not-so funny get-up*, passing the Gray Lady's shrine.
* So I am guessing it is just 'a' holy symbol of a god (Shizuru). Sorry, it sounded like its own thing before.

DoubleGold |

Rogarch does not see the backpack move or notice anything odd about it. By the way, only a knowledge dungeoneering would be a guaranteed way to know if this is a mimic or any kind of shapechanger. You could do perception, the DC would be much much higher by a minimum of 10 points. Even then you might get a it's odd a best in some cases..
The water is only 10 gallons of water, so, maybe just enough for a small bath.

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Although not connected to any deity in the spiritual sense, Shamus offers a small blessing to Pharasma. If his soul does go to Pharasma's realm after he passes, he hopes for a safe journey and being welcomed to her realm.
-------------------------
Shamus will stay near the 2 closest persons.
"Hey, look. Someone dropped their backpack."
He walks over to it and gives it a couple taps with his foot to make sure there's nothing alive in it.
"I once sat on our party wizard's backpack to take a rest by the campfire, not realizing his cat familiar was inside. It scared the heavens out of me too! Shoulda heard the squeal of that poor cat."

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Rogarch thinks for a moment and ushers everyone back out of the room.
"No Jim. There is no need to shoot the backpack at least not yet."
"Hey Shamus how about putting your ghost (Unseen Servant) to work."
"Can you have him drag the backpack and look through its content?"

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Rogarch puts her weapon away and moves to back up Jim.
"Right and sometimes a mimic is not disguised as treasure either. My Mentor was jumped by one disguised as a door if you can believe it."

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"That was typographical demon. Anyhow since I'm the party coat hanger" Agirran strips off his own belt and boots and tries on the new couture as one does in a ancient tomb haunted by actual monsters. "Wow! They fit like magic.
"Someone I guess really wanted to get around something." he says working working the stiffness out of the boots, which don't match the color of the belt and clash horribly with the silver and gold sunburst sword jewelry. "I feel as though I have been enveloped by a mimic disguised as thrift store"
If anyone else wants either of them, or the two potions go ahead.

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Rogarch snickers at yet another wardrobe change.
"I had no idea that so many people would be undressing in this dungeon. I feel like I am in a temple of Calistria and not on an adventure."