Xiao Katsu
|
“I don’t have anything that could possibly charge the prisms to be honest. Maybe Ollysta Zadrian can help!!“ he says and moves to the paladin.
He explains the situation and asks if she is able to charge the prisms.
“What do you think Ollysta?“ he asks.
Marik the Ferret
|
On the way out of the tower Marik asks the archons if they are able to provide any additional information about what the party can expect further into the tower and if they know much about Ghalcor’s work. As they leave, he thanks them for any extra information they were able to provide and then wishes them farewell and safe travels.
On the way back he spots Xiao Junior enquiring about charging the prisms.
”I have a wand of Protection from Evil, do you think that could be used to charge them?”
Xiao Katsu
|
“Yes!! You are awesome Marik!! Chaldira is shining on us! Would you mind charging the prisms?“ he asks and holds the prisms for Marik.
Six charges of the wand should fully charge the prisms.
Marik the Ferret
|
Marik retrieves the wand and uses it to cast Protection from Evil on the prisms, using it enough time to fully charge both of them.
| GM supervillan |
The archons know nothing of the tower's further defences. They tell you that Ghalcor was a devout and holy man, and they agreed to serve him gladly. They knew that the tower held a great weapon against Evil, but they did not know its nature or workings.
Ollysta is busy with her troops - but Marik's wand serves to charge the two prisms that you've found. Each now thrums with divine power.
The door leaving the archons' chamber leads down a short corridor, at the end of which is another door that opens into a workshop of sorts.
Two long countertops and a workbench occupy the workshop. The work surfaces are covered with religious symbols, quills, broken glass, and small metal components as well as with dusty alchemical supplies that have not seen use in years. A niche in the southeast wall holds another gold-capped prism that glows with blue-white light. Doors lead to the north, south, and east.
Xiao Katsu
|
Xiao Junior casts detect magic and looks around in the room!
perception : 1d20 + 9 ⇒ (8) + 9 = 17
| GM supervillan |
Aside from the prism (which is half charged), your divinations reveal a number of magic items:
The following checks all require Detect Magic, except that you can use Perception on potions as normal
Derpi
|
spellcraft: 1d20 + 17 ⇒ (6) + 17 = 23 funnels
spellcraft: 1d20 + 17 ⇒ (3) + 17 = 20 potion
spellcraft: 1d20 + 17 ⇒ (3) + 17 = 20 more potions
spellcraft: 1d20 + 17 ⇒ (5) + 17 = 22 flask
Hybridisation funnels
Cure Moderate Wounds
Resist Fire
Haven't a clue
Mun of Ashava
|
Mun examines the flask that Derpi is having difficulty with.
Spellcraft DC 32, covetous, elven magic: 1d20 + 14 + 4 + 2 ⇒ (7) + 14 + 4 + 2 = 27
Ashwell
|
Ash stayed right where he was, not wanting to set off another trap. He cast detect magic and looked at the flask from afar.
Spell craft 1d20 + 17 ⇒ (19) + 17 = 36
”Ah that’s one of those preserving flasks! There are alchemists that would kill for one of those!”
Marik the Ferret
|
Marik remembers that he should also probably be trying to detect stuff as the party progress, so uses his shining wayfinder to detect for evil before they enter the room. Once happy that there are no obvious threats, he will also search the room, wondering if maybe the owner of the workshop had left any notes which may prove useful in understanding the weapon. He will next check the doors to see if he can hear any noise from behind any of them.
perception + HA: 1d20 + 15 + 2 ⇒ (19) + 15 + 2 = 36 Searching the room
perception + HA: 1d20 + 15 + 2 ⇒ (9) + 15 + 2 = 26 Listening at north door
perception + HA: 1d20 + 15 + 2 ⇒ (20) + 15 + 2 = 37 Listening at south door
perception + HA: 1d20 + 15 + 2 ⇒ (12) + 15 + 2 = 29 Listening at east door
(If it's been more than 10 minutes since we entered the tower Marik will re-apply the heightened awareness)
Lastly, he will remove the prism and recharge it with his wand (I assume 4 charges?).
| GM supervillan |
Unfortunately there are no useful mundane alchemical items in the workshop.
Marik hears nothing at any of the doors. He charges the prism with his wand. 4 charges, yes
Given that you spent some time working out the puzzle and then you escorted the archons out, it's been half an hour since you first entered the tower.
Marik the Ferret
|
"Looks like we've found everything there is to find here, shall we see what's through this door to the north?"
If everyone is happy with the suggestion and ready to move on, Marik will check the door for traps and if it's not trapped or locked will open the door.
perception vs traps + HA: 1d20 + 15 + 1 + 2 ⇒ (8) + 15 + 1 + 2 = 26
If he can't see any obvious threats beyond the door he will check the area with detect evil.
Mun of Ashava
|
"A couple?" Mun asks the halfling, seemingly confused. "I know of one... what do you see?"
Mun has an ioun stone he got from a chronicle sheet that is evil (and has shifted his alignment to CN from CG), but I'm not aware of another, so now I'm very intrigued.
Marik the Ferret
|
Mun of Ashava
|
Mun pulls Marik aside; it looks like he raises his tunic a bit to expose a small bit of his midsection.
"Is this it?" he asks, exposing a dark brand in the shape of a seven-pointed star; the brand writhes under the surface as if a worm or some such traveled within it.
"I was undercover, investigating a Lissalan temple, and accepting this brand helped the mission... it--along with this ioun stone--is what's likely... twisted... my world-view recently, and what drove me to seek just such a mission as this. My soul needs me to do some truly good work for once."
| GM supervillan |
Marik checks the northerly door. It seems safe, and it opens without mishap.
A barrack room is revealed. Five cots line the west wall. A dusty table,
counters, and a hearth share the east side of the room. Aside from the dust the room appears clean and organised.
Neither magic nor evil is detected.
No map, though I'll make one if it proves necessary at any point :)
Marik the Ferret
|
Upon entering the room Marik takes a look around to see if he can find any useful information.
perception (+1 vs traps) + HA: 1d20 + 15 + 2 ⇒ (15) + 15 + 2 = 32
| GM supervillan |
Hidden under one of the cot mattresses, Marik finds a small journal. Skimming it, it looks like the notebook of an alchemist or sage: filled with indecipherable calculations and diagrams. But the last page is written in Common:
Everything! I’ve tried everything, and still my creation defies me! I would pull all the sacred prisms from their sockets to deactivate the defences if I could, but even now those same defences I insisted on creating prevent me from reaching the only things that could allow me to stop the defences, which would allow me to reach them were it not for the defences, which keep me from reaching them!
Am I even making sense anymore?
I have resolved to charge the remaining prisms. Perhaps their energy will enable me to override the system. Ideally I could remove the prisms and actually open all of the doors properly.
Ashwell
|
”Well, it seems the creator of this place certainly lost his mind. We’ve charged all the prisms we’ve encountered and I haven’t noticed anything change so far,” Ash says as he tries to process the journal.
Marik the Ferret
|
"They certainly seems very frustrated." observes Marik.
The halfling turns back to the journal and reads through the text again, this time more slowly, furrowing his brow. "So I think what this individual (Ghalcor maybe?) is saying, is that, removing the prisms deactivates the defenses, which is something they wanted to do, but couldn't because the defenses were preventing them from reaching the prisms which would allow them to do that."
"It does seem like an odd thing to do... Build some defenses and then put the way to deactivate them on the opposite side of the defenses from where you are."
Xiao Katsu
|
“We now have all the prisms and they are fully charged thanks to you Marik!“ the third Halfling says.
“We have to find the mechanism to use them!!“
I am little confused with the map as I don’t know what the overall layout is now given the different slides.
| GM supervillan |
I am little confused with the map as I don’t know what the overall layout is now given the different slides.
You've gone through the door in the centre of the northern wall (Slide 2). I haven't put a map for the barrack room on the slides (forgive my little shortcut). There are further doors in the east and south walls of the workshop. There are no other exits from the barracks.
Marik the Ferret
|
”Shall we try the door to the east next?” suggests Marik.
He will aid Myth with checking the door.
perception vs traps + HA to aid Myth: 1d20 + 15 + 1 + 2 ⇒ (14) + 15 + 1 + 2 = 32 (+4 to Myth’s roll due to Helpful)
| GM supervillan |
Myth and Marik find nothing odd about the eastern door. The southern double-doors have a fine dusting of soot around their edges, but the pathfinders are sure they're not trapped.
Marik the Ferret
|
If everyone seems happy with his suggestion, once the party are ready to move on Marik will try opening the door to the east. As before, if he can’t see any immediate threat beyond the door he will check the area using detect evil.
| GM supervillan |
Whilst you cannot Ready an action out of combat, you can cast Detect Magic now and maintain concentration on it :)
Marik opens the eastern door. Beyond is another door, which you also open after checking it out.
A long coat rack laden with baggy leather suits and a wooden wardrobe comprise the only furnishings in this room. A desiccated body lies slumped against the north wall, cradling a glowing prism in its limp arms. A second, empty prism lies at the body’s side. An iron door leads to the north.
Derpi detects the magic auras of the prisms. Marik senses a powerful evil...
Ashwell: 1d20 + 2 ⇒ (10) + 2 = 12
Marik: 1d20 + 5 ⇒ (7) + 5 = 12
Pet Selune: 1d20 + 3 ⇒ (12) + 3 = 15
Mun: 1d20 + 7 ⇒ (8) + 7 = 15
Myth: 1d20 + 12 ⇒ (9) + 12 = 21
Xiao: 1d20 + 3 ⇒ (5) + 3 = 8
Pet Khafaash: 1d20 + 1 ⇒ (9) + 1 = 10
Derpi: 1d20 + 2 ⇒ (11) + 2 = 13
Pet Riddywhipple: 1d20 + 3 ⇒ (1) + 3 = 4
GM: 1d20 + 7 ⇒ (1) + 7 = 8
Round 1
Myth
Mun
Selune
Derpi
Marik
Ashwell
Khafaash
???
Xiao
Riddywhipple
The bold may act!
Marik's Detect Evil is enough to alert you and avoid a surprise round. The corpse isn't moving.
Mun of Ashava
|
"Is it the corpse?" Mun asks Marik, slipping into the room cautiously with Selune in tow. He casts a spell that enhances both of the mismatched pair and awaits for either confirmation... or action.
Free: Handle Animal (guard) DC 10, link: 1 + 7 + 4 = 12
Move: 20' drawing longspear
Standard: cast bull's strength on self and Selune with Improved Spell Sharing
| Selûne of Ashava |
Selune dutifully follows Mun into the room, taking up a defensive position mostly aimed at the corpse--the only visible potential threat in the room.
Move: 20'
Standard: readied action to attack any foe that enters (or is revealed in) a threatened square
+1 bite, bull's strength, power attack: 1d20 + 13 + 2 - 2 ⇒ (1) + 13 + 2 - 2 = 14
damage, B/P/S, bull's strength, power attack: 1d6 + 7 + 2 + 4 ⇒ (2) + 7 + 2 + 4 = 15
Xiao Katsu
|
The little flying fox familiar hides in the familiar satchel of Xiao junior.
Marik the Ferret
|
"There is powerful evil in here." announces Marik.
In anticipation of trouble he retrieves a wand and casts shield, he then drops the wand, swiftly applies the haunted mercy to himself (gained via the Cleansing Crusader season 10 Silver Crusade faction reward) and steps into the room, looking to put himself between his allies and the malign presence which he sensed.
"It's hard to tell..." he replies to Mun "...but there's definitely something in here somewhere..." the halfling glances around the room looking for further information.
Marik would have used his heightened awareness when initiative was rolled (although I think from a practical point of view it would not change anything).
Mun of Ashava
|
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Marik would have used his heightened awareness when initiative was rolled (although I think from a practical point of view it would not change anything).
Same for Mun. It was in his header, but that always gets missed, so I just added to the quick-roll spoiler in the slide deck too.
| GM supervillan |
Sorry, I may have missed some Heightened Awarenesses. Please be sure to remind me if you intend to burn the spell for the Initiative bonus. Thanks for adding to the Slide, Mun :)
Myth waits for a shot, whilst Ashwell takes stock. Both Delay
Mun strengthens his ursine companion.
Marik and Derpi Shield themselves.
Little Khafaash crawls into a hiding place.
And then, the threat reveals itself. Bubbling up out of the floor comes a cloud of shadow in the vague form of a man, with a ghostly skull that babbles and cackles madly...
DC26
DC31
The air is filled with the terrible, tortured cries of the shade...
Everyone needs to attempt a DC23 Will save or be Fascinated.
Amidst the maddening cries, a single intelligible word: "Halt!"
Derpi, Riddywhipple, Myth, Marik and Mun attempt a DC21 Will save or stand in place, unable to act.
If you have to attempt both saves and fail them both, the Fascinate effect will take precedence.
Round 1 / 2
Mun
Selune
Derpi
Marik
Babbling Shade
Xiao
Riddywhipple
Myth
Ashwell
The bold may act!
I will implement all Round 1 actions before any from Round 2, unless you explicitly Delay till Round 2.
Mun and Xiao, I owe you both PM's that will be with you imminently.
Derpi
|
k religion: 1d20 + 10 ⇒ (9) + 10 = 19 Nope - no idea
derpi will: 1d20 + 8 ⇒ (6) + 8 = 14 And yes she's fascinated
spellcraft: 1d20 + 17 ⇒ (9) + 17 = 26 Greater Command
derpi will v command: 1d20 + 8 ⇒ (16) + 8 = 24
riddlywhipple will: 1d20 + 8 ⇒ (5) + 8 = 13
Would you like a muffin Mister Spectre sir?
Xiao Katsu
|
| 1 person marked this as a favorite. |
will : 1d20 ⇒ 3
will, using reroll : 1d20 + 4 + 11 ⇒ (12) + 4 + 11 = 27
Xiao Junior can get a grip on himself immediately starts to sing a song of courage and willpower to release his companions from this terror!!
Sing : 1d20 + 15 ⇒ (9) + 15 = 24
Marik the Ferret
|
knowledge (religion): 1d20 + 4 ⇒ (10) + 4 = 14
Marik has no idea what the creature is, other than suspecting it could well be the source of the evil he detected.
Would I be correct in thinking that Xiao's countersong would counter the fascinating effect? If so then, I believe, between that and the haunted mercy which he applied to himself last round, he manages to avoid both that and the greater command (the haunted mercy applies the second effect from protection from evil to Marik, i.e. immunity to new attempts to attempts to possess or exercise mental control over Marik including enchantment [charm] and [compulsion] and a second save vs existing effects of that type).
The halfling smiles at the new arrival "Well you're certainly a talkative one!"
He assumes a defensive stance and moves toward the creature. "We all know you can talk, but the question everyone wants to know is are you any good at catching ferrets? So here's your big chance, can you catch me or not!?" He flashes the spirit a wink and then, by way of extra encouragement, nips at the ghostly creature with his kukri...
Marik drops in to crane style and moves towards the creature. Fighting defensively he will attack it using his kukri with piranha strike.
+1 keen kukri + fighting defensive + piranha strike: 1d20 + 14 - 2 - 2 ⇒ (15) + 14 - 2 - 2 = 25 (15-20 crit range)
piercing/slashing damage + piranha strike: 1d3 + 9 ⇒ (1) + 9 = 10
If it is not immune to crits:
crit confirmation: 1d20 + 14 - 2 - 2 ⇒ (19) + 14 - 2 - 2 = 29
extra crit damage: 1d3 + 9 ⇒ (1) + 9 = 10
Mythryndyr
|
Will Save: 1d20 + 5 + 5 ⇒ (4) + 5 + 5 = 14
Will Save: 1d20 + 5 + 5 ⇒ (5) + 5 + 5 = 15
If Xiao’s countersong alleviates one effect I’ll use my folio reroll on the other save…
Will Save (folio reroll): 1d20 + 5 + 5 + 1 ⇒ (20) + 5 + 5 + 1 = 31
I’ll await to see if I’m free to act before posting…
Mun of Ashava
|
Knowledge (religion) DC 21: 1d20 + 14 ⇒ (7) + 14 = 21
[b]"An Allip; the remains of an unfortunate soul who fell to madness and despair, yet could not let go of his life's work! But this is no ordinary allip; it's much more powerful!" Mun blurts this instinctively, as soon as he recognizes the creature.
Will DC 23 (fascinate), celestial obedience, irrepressible: 1d20 + 6 + 4 + 4 ⇒ (11) + 6 + 4 + 4 = 25
Spellcraft DC 20: 1d20 + 14 ⇒ (19) + 14 = 33
Will DC 21 (greater command), celestial obedience, irrepressible: 1d20 + 6 + 4 + 4 ⇒ (17) + 6 + 4 + 4 = 31
Let me see how Selune fares vs the fascinate effect before proceeding....