GM Computerpro82 |
A5 Reflex Save: 1d20 + 8 ⇒ (2) + 8 = 10
A3 Reflex Save: 1d20 + 8 ⇒ (17) + 8 = 25
Miss Sorbet once again runs up to the enemies and explodes in thier faces. One of the Aspis agent takes the brunt of the blast, while the other catches part of the blast of cold.
Agents 1 and 2 draw daggers and advance toward Miss Sorbet
Agent 1
◆ Draw dagger
◆ Stride toward Miss Sorbet, getting around to flank
◆ Strike versus flat-footed AC
Dagger Melee Attack: 1d20 + 6 ⇒ (20) + 6 = 26
Piercing Damage v Slashing: 1d4 ⇒ 4
Agent 2
◆ Draw dagger
◆ Stride toward Miss Sorbet, getting around to flank
◆ Strike versus flat-footed AC
Dagger Melee Attack: 1d20 + 6 ⇒ (17) + 6 = 23
Piercing Damage v Slashing: 1d4 ⇒ 3
Both of them hitting the poppet, one critically! Miss Sorbet is definitely missing some stuffing after that round.
Round 1
Bold may act
Tandang Boreas
Aspis Agent A3 (-3 HP)
Aspis Agent A5 (-6 HP)
Miss Sorbet (-11 HP)
Lendaru
Aspis Agent A1 (-3 HP)
Aspis Agent A2 (-7 HP)
Elduin Nerifiel
Dalea Obova
Aspis Agent A4
Eltis
GM Computerpro82 |
A2 Fortitude Save: 1d20 + 4 ⇒ (3) + 4 = 7
A3 Fortitude Save: 1d20 + 4 ⇒ (8) + 4 = 12
A5 Fortitude Save: 1d20 + 4 ⇒ (9) + 4 = 13
Agents 2, 3 and 5 were caught completely unaware by Elduin's Telekinetic Rend, and all three drop to the floor, dead.
Initiative
Round 1
Bold may act
Tandang Boreas
Aspis Agent A3 (-3 HP)
Aspis Agent A5 (-6 HP)
Miss Sorbet (-11 HP)
Lendaru
Aspis Agent A1 (-3 HP)
Aspis Agent A2 (-7 HP)
Elduin Nerifiel
Dalea Obova
Aspis Agent A4
Eltis
GM Computerpro82 |
Dalea gets the drop on Agent 1 and her flurry of blows drops them to the ground.
The remaining Agent moves up to strike at Lendaru.
Agent 4
◆ Draw dagger
◆ Stride toward Lendaru
◆ Strike
Dagger Melee Attack: 1d20 + 6 ⇒ (13) + 6 = 19
Piercing Damage v Slashing: 1d4 ⇒ 4
Barely managing to hit him but doing a fair amount of damage when they do.
Initiative
Round 1/2
Bold may act
Tandang Boreas
Aspis Agent A3 (-3 HP)
Aspis Agent A5 (-6 HP)
Miss Sorbet (-11 HP)
Lendaru (-4 HP)
Aspis Agent A1 (-3 HP)
Aspis Agent A2 (-7 HP)
Elduin Nerifiel
Dalea Obova
Aspis Agent A4
Round 1
Eltis
Elduin Nerifiel |
The half elf unleashes his psyche and casts a spell throwing a sharp stone towards the Aspis agent.
Telekinetic projectile: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d6 + 4 + 2 ⇒ (5) + 4 + 2 = 11
Eltis |
Seeing the sheer savagery being unleashed upon the miscreants attacking the group Eltis just shakes his head.
"Oh, pity. I shall pray for your souls."
After the last one falls. He approaches Miss Sorbet.
"Shall we try a little herbal healing again?"
medicine, treat wounds: 1d20 + 7 ⇒ (20) + 7 = 27
healing: 2d8 ⇒ (7, 3) = 10
extra super healing?: 2d8 ⇒ (8, 1) = 9
Lendaru |
The inventor tries overdrive.
Crafting DC 16:1d20 + 9 ⇒ (8) + 9 = 17
He strikes the Aspis Agent A4.
Greatpick:1d20 + 8 ⇒ (2) + 8 = 10
Damage bludgeoning, overdrive:1d10 + 3 + 2 ⇒ (8) + 3 + 2 = 13
Then he casts shield.
GM Computerpro82 |
Edluin hits the last Aspis agent with a nearby rock and drops them to the ground.
You are out of combat
This section is over. Moving to a new area mandates an overnight rest back at base camp before your head out again.
Your choices are The Sunken Halls or The Labyrinth
I have seen one vote for The Labyrinth
As an FYI, I have added a slide for the Announced Conditions. Enhanced Spellcasting is in effect.
Eltis |
As the group heads back to camp to heal and rest Eltis will agree to visit the Labyrinth next.
"Seems like most of us want to save the water for last. Maybe some other grouo will clear it out before we get there, eh? What are the odds..."
GM Computerpro82 |
The Labyrinth it is.
If you need to use daily Healing resources before sleeping you should. I suggest making sure everyone is healed before you start out again?
After a full night's rest back at the base camp, you head for the Labyrinth.
If you need to take any actions at the camp, you can post them as you approach the next section.
The Labyrinth
Everburning torches light the area, hanging in iron chandeliers from the ceiling and providing normal light throughout the area.
The ceilings are all 15 feet high.
The walls are made from stone, and doors are reinforced wood
The slab that seals this hallway bears the marking of a gravestone. Three icons are carved into it, as well as an inscription and foot-wide square that glow faintly with magic.
The inscription, written in Dwarven, reads, “It is not how it ends, but how it starts” Lucky you have a dwarf in the party.
The three icons in the illuminated square have been worn down.
You realize that the wear comes from repeatedly being touched.
The first of the three icons portrays a dwarven hammer,
The dwarven hammer is the sacred symbol of the god Torag.
The second icon shows an underground city
You can identify it as the city of Tar Khadurrm
The third icon shows a dwarf cutting off his beard
This is part of traditional mourning ritual called thundran
Tandang Boreas's Perception (T): 1d20 + 9 ⇒ (13) + 9 = 22
Miss Sorbet's Perception (T): 1d20 + 6 ⇒ (15) + 6 = 21
Elduin Nerifiel's Perception (T): 1d20 + 6 ⇒ (10) + 6 = 16
Lendaru's Perception (T): 1d20 + 5 ⇒ (20) + 5 = 25
Dalea Obova's Perception (T): 1d20 + 3 ⇒ (14) + 3 = 17
Eltis's Perception (T): 1d20 + 7 ⇒ (9) + 7 = 16
Most of you realize that a malfunction in the door’s opening mechanism has caused unstable magic to pool within it, making it liable to release the sorrows it has collected from all who have mourned their lost homeland at its threshold.
Disable: DC 17 Religion (trained) or DC 20 Deception to coax the door’s magic into allowing access without setting off the hazard.
Tandang Boreas |
DC 15 Crafting: 1d20 + 1 ⇒ (9) + 1 = 10
“It is not how it ends, but how it starts,” Tandang reads the inscription in Dwarven. "Interesting. I wonder why these three icons look worn down." he muses.
DC 17? Religion: 1d20 + 4 ⇒ (7) + 4 = 11
DC 17 Society: 1d20 + 1 ⇒ (8) + 1 = 9
DC 17 Religion: 1d20 + 4 ⇒ (16) + 4 = 20
"I don't know what the two icons mean, but I heard that a dwarf cutting off his beard is part of a mourning ritual called thundran. Why would the dwarf cut his beard, anyway? What is he mourning for?"
I am untrained in Religion and has Deception -1, hehe.
Elduin Nerifiel |
Crafting:1d20 + 7 ⇒ (1) + 7 = 8
Religion:1d20 + 3 ⇒ (3) + 3 = 6
Society:1d20 + 7 ⇒ (7) + 7 = 14
Religion:1d20 + 3 ⇒ (10) + 3 = 13
The half elf looks around of the room to see if he can understand something. But it seems he's still not very awake for now.
GM Computerpro82 |
Apologies to Tadang for leaving out the DC of the first Religion check. The DC is actually only 10, so he does succeed.
GM Computerpro82 |
To enter the path, the dwarves touched the illuminated square and contemplated Tar Khadurrm, and the door opened for them. While it was originally designed to open after a dwarf spoke the kingdom’s name, the magic has deteriorated.After the Eltis dispersed the pooled magical energy, the door swings open.
Inscriptions decorate the walls with scattered images, Dwarven script, and other symbols. The images and runes depict relics of dwarven life in centuries past.
Tandang Boreas's Perception (T): 1d20 + 9 ⇒ (4) + 9 = 13
Miss Sorbet's Perception (T): 1d20 + 6 ⇒ (9) + 6 = 15
Elduin Nerifiel's Perception (T): 1d20 + 6 ⇒ (4) + 6 = 10
Lendaru's Perception (T): 1d20 + 5 ⇒ (6) + 5 = 11
Dalea Obova's Perception (T): 1d20 + 3 ⇒ (4) + 3 = 7
Eltis's Perception (T): 1d20 + 7 ⇒ (17) + 7 = 24
Eltis manages to spot a hazard ahead as the door slides open. It appears the carving in the hallway will fill the area with mist and cause negative energy damage to all living things in the area. It seems it will be triggered if you look at it. Can you accomplish of of the disable actions without looking at the carving?
Disable DC 15 Religion (trained) to recite prayers for the dead, or DC 12 Dwarven Lore to speak the history of Raseri Kanton, or DC 18 Thievery to plug the holes in the carving
GM Computerpro82 |
Testing, just because I haven't seen any posts in over 12 hours.
There is a second hazard to deal with in the corridor in front of you.
Miss Sorbet, Chain of Aster |
Crafting: 1d20 + 7 ⇒ (8) + 7 = 15
Miss Sorbet, still upset about the possibility of going into water again, spends too long looking at the carvings. By the time she says, "Looks like these are worn out because people keep touching them," everyone has moved on. She hustles to be with them.
GM Computerpro82 |
Trip wire
Tandang Boreas's Perception (T): 1d20 + 9 ⇒ (14) + 9 = 23
Miss Sorbet's Perception (T): 1d20 + 6 ⇒ (11) + 6 = 17
Elduin Nerifiel's Perception (T): 1d20 + 6 ⇒ (12) + 6 = 18
Lendaru's Perception (T): 1d20 + 5 ⇒ (1) + 5 = 6
Dalea Obova's Perception (T): 1d20 + 3 ⇒ (19) + 3 = 22
Eltis's Perception (T): 1d20 + 7 ⇒ (11) + 7 = 18
Carved Mourner
Tandang Boreas's Perception (T): 1d20 + 9 ⇒ (6) + 9 = 15
Miss Sorbet's Perception (T): 1d20 + 6 ⇒ (4) + 6 = 10
Elduin Nerifiel's Perception (T): 1d20 + 6 ⇒ (4) + 6 = 10
Lendaru's Perception (T): 1d20 + 5 ⇒ (12) + 5 = 17
Dalea Obova's Perception (T): 1d20 + 3 ⇒ (3) + 3 = 6
Eltis's Perception (T): 1d20 + 7 ⇒ (8) + 7 = 15
You easily manage to disable the Carved Mourner, but as you start to move further South, Tandang Boreas and Dalea Obova notice some barbed wire strung across the hallway (Red line on map.)
Disable: DC 17 Thievery (trained) to detach the wire
GM Computerpro82 |
As Elduin disables the barbed wire hazard, Lendaru spots another Carved Mourner further down the hallway.
Another carving in the hallway will fill the area with mist and cause negative energy damage to all living things in the area. It seems it will be triggered if you look at it. Can you accomplish any of the disable actions without looking at the carving?
Disable DC 15 Religion (trained) to recite prayers for the dead, or DC 12 Dwarven Lore to speak the history of Raseri Kanton, or DC 18 Thievery to plug the holes in the carving
Tandang Boreas |
Tandang is not useful at this moment of disabling hazards. He thus offers himself as a lookout in case they are ambushed again or something. "You all can do that, I will keep my eyes out for everyone." he says and readies his shield and weapon.
Miss Sorbet, Chain of Aster |
Miss Sorbet isn't usually the praying type, but tries to say a word for the deceased.
Religion: 1d20 + 3 ⇒ (14) + 3 = 17
GM Computerpro82 |
The sight of the Poppet reciting prayers for the Dead is a little unusual, but it seems to do the trick.
Most of the rooms in this area are empty, but there is something going on in the room immediately to your East.
GM Computerpro82 |
Moving the group East into the room.
A bas relief of a great city split in two adorns the walls of this chamber. Every inch bears a fine detail, from pairs of guards that watch over the doorway to a forge hammering away at a clan dagger. Dwarven calligraphy covers the stone tiles that make up the floor.
This room near the center of the Labyrinth memorializes the other lost city of Jernashall on the northern wall, and Raseri Kanton on the southern. The floor’s message is a prayer to the Dwarven pantheon, calling on all the deities to help those fleeing to remember the traditions they bring with them.
As you move into the room, a restless spirit rises to greet you, along with a couple of brooms that were extras in The Sorcerers' Apprentice.
Tandang Boreas, Defend: 1d20 + 9 ⇒ (18) + 9 = 27
Miss Sorbet, Scout: 1d20 + 6 ⇒ (6) + 6 = 12
Elduin Nerifiel, Avoid Notice: 1d20 + 6 ⇒ (17) + 6 = 23
Lendaru, Avoid Notice: 1d20 + 5 ⇒ (11) + 5 = 16
Dalea Obova, Defend: 1d20 + 3 ⇒ (1) + 3 = 4
Eltis, Avoid Notice: 1d20 + 7 ⇒ (10) + 7 = 17
Weird, Translucent creature Initiative: 1d20 + 8 ⇒ (18) + 8 = 26
Animated Broom 1 Initiative: 1d20 + 8 ⇒ (17) + 8 = 25
Animated Broom 2 Initiative: 1d20 + 8 ⇒ (2) + 8 = 10
Initiative Round 1
Bold may act
Tandang Boreas
Weird, Translucent creature
Animated Broom 1
Elduin Nerifiel
Lendaru
Eltis
Miss Sorbet
Animated Broom 2
Dalea Obova
Tandang Boreas |
Tandang moves forward and raises his shield. He gives a closer look at the weird translucent creature if he is familiar with it.
◆ Stride
◆ Raise a Shield
◆ Recall Knowledge about the weird translucent creature
GM Computerpro82 |
Tandang Boreas's Religion (U): 1d20 + 4 ⇒ (6) + 4 = 10
Target Selection, 1=Miss Sorbet; 2=Tandang Boreas;3=Lendaru: 1d3 ⇒ 1
You know nothing about this creature?
The translucent creature moves forward. As it does, you can see it float through the air as the below the waist fades into nothingness instead of the feet you would have expected.
Then it emits a horrifyingly sad sound before striking at Miss Sorbet
◆ Stride
◆ Weeping Moan [one-action] (auditory, divine, emotion, enchantment, fear, mental) The translucent creature shakes with a terrible sob, forcing each living creature within 15 feet to attempt a DC 18 Will save. On a failure, a creature becomes frightened 1 (or frightened 2 on a critical failure). On a success, a creature is temporarily immune to this Weeping Moan for 1 minute.
◆ Strike at Miss Sorbet
Strike with a translucent claw at Miss Sorbet: 1d20 + 10 ⇒ (9) + 10 = 19
Negative Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Hitting Miss Sorbet
One of the brooms moves up to strike at Lendaru
◆ Stride
◆ Broom strike
bristles +6 (agile, finesse, magical): 1d20 + 6 ⇒ (12) + 6 = 18
bludgeoning damage plus dust: 1d4 ⇒ 3
◆ Second Strike at Lendaru
bristles +6 (agile, finesse, magical): 1d20 + 6 - 4 ⇒ (12) + 6 - 4 = 14
bludgeoning damage plus dust: 1d4 ⇒ 2
Dust A creature hit by an animated broom’s bristles must succeed at a DC 15 Fortitude save or spend its next action coughing. Even if hit by multiple dust attacks, the creature has to spend only 1 action coughing to clear the dust out. A creature that doesn’t breathe is immune to this effect.
The broom misses Lendaru with both swings.
Initiative Round 1
Bold may act
Tandang Boreas (DC 18 Will save or frightened 1)
Weird, Translucent creature
Animated Broom 1
Elduin Nerifiel (DC 18 Will save or frightened 1)
Lendaru (DC 18 Will save or frightened 1)
Eltis (DC 18 Will save or frightened 1)
Miss Sorbet (DC 18 Will save or frightened 1, -9 HP)
Animated Broom 2
Dalea Obova (DC 18 Will save or frightened 1)
Lendaru |
Will:1d20 + 6 ⇒ (14) + 6 = 20
The inventor tries overdrive.
Crafting DC 16:1d20 + 9 ⇒ (2) + 9 = 11
Then he strikes tiwce the Animated Broom 1.
Greatpick:1d20 + 8 ⇒ (16) + 8 = 24
Damage:1d10 + 3 ⇒ (4) + 3 = 7
Greatpick:1d20 + 8 - 5 ⇒ (20) + 8 - 5 = 23
Damage crit:3d12 + 6 ⇒ (2, 7, 7) + 6 = 22
Eltis |
will: 1d20 + 9 ⇒ (17) + 9 = 26
Eltis shakes off the magical effect, steps close to the rest of the group and casts a spell.
Bless, 5' radius currently, +1 to attack rolls and damage to all in the radius
GM Computerpro82 |
Lendaru's attacks make quick work of one of the animated brooms, reducing it to splinters in spite of its damage reduction.
Eltis steps up and casts a spell to try and help the party deal with the enemies.
Minor correction. I believe Bless is only +1 to attack, not damage
Initiative Round 1
Bold may act
Bless is up in a 5 foot radius around Eltis
Tandang Boreas (DC 18 Will save or frightened 1)
Weird, Translucent creature
Animated Broom 1
Elduin Nerifiel (DC 18 Will save or frightened 1)
Lendaru
Eltis
Miss Sorbet (DC 18 Will save or frightened 1, -9 HP)
Animated Broom 2
Dalea Obova (DC 18 Will save or frightened 1)
Elduin Nerifiel |
Will: 1d20 + 5 ⇒ (1) + 5 = 6
The half elf creates a violent axis of motion the spaces of the translucent creature as well as around the animated broom 2.
Damage, bludgeoning: 1d6 ⇒ 3
Fort DC 15 for this round because frightened 2. A creature that critically fails its save is also stunned 1.
Then he moves inside the room.
GM Computerpro82 |
Broom fort save, DC 15: 1d20 + 3 ⇒ (4) + 3 = 7
Creature Fort Save, DC 15: 1d20 + 6 ⇒ (4) + 6 = 10
Elduin's spell damages both enemies, although not as much as he would have expected.
Initiative Round 1
Bold may act
Bless is up in a 5 foot radius around Eltis
Tandang Boreas (DC 18 Will save or frightened 1)
Weird, Translucent creature (-1 HP)
Animated Broom 1
Elduin Nerifiel (frightened 1)
Lendaru
Eltis
Miss Sorbet (DC 18 Will save or frightened 1, -9 HP)
Animated Broom 2 (-1 HP)
Dalea Obova (DC 18 Will save or frightened 1)
Miss Sorbet, Chain of Aster |
Will Save: 1d20 + 5 ⇒ (17) + 5 = 22
Miss Sorbet takes a swing at the translucent creature, then takes a step forward and {attacks again if it's still up or moves toward the broom}.
Halberd: 1d20 + 5 ⇒ (18) + 5 = 23
Piercing Damage: 1d10 + 2 ⇒ (3) + 2 = 5
Halberd: 1d20 + 5 - 5 ⇒ (13) + 5 - 5 = 13 if needed
Piercing Damage: 1d10 + 2 ⇒ (6) + 2 = 8
GM Computerpro82 |
The translucent creature doesn't seem to take nearly as much damage from Miss Sorbet's strike as she would have expected, and is very much still in the fight.
The remaining broom moves up to strike at Lendaru, then at Tandang
◆ Stride
◆ Broom strike at Lendaru
bristles +6 (agile, finesse, magical): 1d20 + 6 ⇒ (3) + 6 = 9
bludgeoning damage plus dust: 1d4 ⇒ 3
◆ Second Strike at Tandang
bristles +6 (agile, finesse, magical): 1d20 + 6 - 4 ⇒ (19) + 6 - 4 = 21
bludgeoning damage plus dust: 1d4 ⇒ 2
Dust A creature hit by an animated broom’s bristles must succeed at a DC 15 Fortitude save or spend its next action coughing. Even if hit by multiple dust attacks, the creature has to spend only 1 action coughing to clear the dust out. A creature that doesn’t breathe is immune to this effect.
Once again, Lendaru avoids the broom attack, but the broom backswing hits Tandang
Initiative Round 1/2
Bold may act
Bless is up in a 5 foot radius around Eltis
Tandang Boreas (DC 18 Will save or frightened 1, DC 15 Fortitude save or spend its next action coughing. -2 HP)
Weird, Translucent creature (-2 HP)
Animated Broom 1
Elduin Nerifiel (frightened 1)
Lendaru
Eltis
Miss Sorbet ( -9 HP)
Animated Broom 2 (-1 HP)
Dalea Obova (DC 18 Will save or frightened 1)
Tandang Boreas |
DC 18 Will save: 1d20 + 10 ⇒ (19) + 10 = 29
DC 15 Fortitude save: 1d20 + 5 ⇒ (13) + 5 = 18
Tandang is not much affected by the sob. Same with the dust from the animated broom that attacked him. Maybe the dust is not enough to make him cough or be affected at all. Not knowing what the weird translucent creature is, he just evokes a jumble of rocks from the ceiling hitting the hostile creatures to bludgeon them with 1d4 + 4 ⇒ (4) + 4 = 8 bludgeoning damage (vs DC 18 basic Reflex save). He then raises his shield.
◆◆ Cast a Spell, Scatter Scree
◆ Raise a Shield
GM Computerpro82 |
Broom Reflex save: 1d20 + 6 ⇒ (11) + 6 = 17
Translucent creature Reflex Save: 1d20 + 8 ⇒ (9) + 8 = 17
Tandang's Spell takes the Broom and the Translucent creature off guard, destroying the Broom.
Dalea, in the interest of time, I'm going to move you into flank with the Translucent creature and apply your attacks. If you want a different Retcon, please let me know and we will work it out. Based on the result, I doubt you will want to change.
Dalea to flank the translucent creature. Her first blow strikes true due to the distraction of Miss Sorbet. Delea's blow disperses the Translucent creature and ends the battle.
You are out of combat.