| Nevitash |
Nevitash steps back to gain the room to use his spear. He studies the second construct for a brief instant before striking!
5 ft step. Studied Target for one target +3 to hit, +2 damage. Bane Construct again.
Longspear Attack, Bless, ST, Bane, PA: 1d20 + 11 + 1 + 3 + 2 - 2 ⇒ (3) + 11 + 1 + 3 + 2 - 2 = 18
Longspear Damage, Bane, ST, PA: 1d8 + 2d6 + 9 + 2 + 6 ⇒ (4) + (4, 5) + 9 + 2 + 6 = 30
| Devin Horekson |
I think Nev just finished the argument...
Devin's flagging courage is bolstered both by Francis's holy energies and the brutal efficiency of Nevitash beside him. He lunges, trying to plant his longspear in the construct as well...
Free action - maintain inspire courage
standard action - attack with longspear
To Hit: 1d20 + 5 + 2 + 1 + 2 ⇒ (12) + 5 + 2 + 1 + 2 = 22
+5 bab +2 heroism +1 enhancement +2 inspire courage
damage: 1d8 + 2 + 1 + 2 ⇒ (7) + 2 + 1 + 2 = 12
+2 heroism +1 enhancement+2inspire courage
| Nevitash |
I forgot IC again. So add the +3 to hit and damage please.
| GM West |
Sunday, the 20th day of Desnus, 4714 AR
Weather clear and hot and with little to no wind.
One hour before sunset.
----------------------------------------------
Nevitash takes a step back and thrusts again with the longspear, this time driving it deep into the head of the construct (-5 DR = 28 damage)! The clockwork soldier spasms as horrific grinding sounds emanate from its torso, and then it falls backward, smashing to the ground like a felled tree made of metal. All is silent, and the party quickly glances at the smaller construct to see if it's up to anything nefarious, but it's still standing there as if frozen in time. Elliander rises unsteadily to his feet, assisted by Amenhep, and the duskblade groans softly as he tries to staunch the bleeding from some of his wounds that still seep - though at least he's no longer giving up pints like he'd been a few moments earlier.
Though the soldier automatons don't carry anything like loot, their halberds are of very fine quality. In fact, a quick detection for magic proves them to be enchanted (2 Magical Halberds +1)
Was waiting for Amenhep to post, but then realized you had forgotten that +3 Nevitash, which turned that miss into a hit! As I mentioned earlier, you can do some research in this chamber if you'd like to take the time, or you can continue to explore the vault. Just let me know which you decide on, and where you're headed if the latter. Oh, and of course you can take care of any healing you'd like to do! Just let me know the number of charges/spells used and roll the HP dice yourselves.
Player Handout - Mask of the Forgotten Pharaoh
Player Handout - Scrolls of Inquiry Excerpt
--------------------------------------------
Amenhep 16/58 [Tears to Wine (+2 to INT & WIS skill checks) for 70 minutes; Bless (+1 morale bonus to attack rolls/saves vs fear) for 1 minute]
Nevitash 71/71 [Tears to Wine (+2 to INT & WIS skill checks) for 70 minutes; Shield of Faith +2 Deflection bonus to AC) for 7 minutes; Bless (+1 morale bonus to attack rolls/saves vs fear) for 1 minute]
Devin 53/59 [Heroism (+2 morale bonuses on most d20 rolls) for 140 minutes; Tears to Wine (+2 to INT & WIS skill checks) for 70 minutes; Heightened Awareness (+2 competence bonus to Perception checks) for 70 minutes; Bless (+1 morale bonus to attack rolls/saves vs fear) for 1 minute]
Elliander 2/63 [Prone; Armor Crystal - DR 1, has absorbed 4 (of 10) damage this day; Bless (+1 morale bonus to attack rolls/saves vs fear) for 1 minute]
Francis 53/53 [Tears to Wine (+2 to INT & WIS skill checks) for 70 minutes; Bless (+1 morale bonus to attack rolls/saves vs fear) for 1 minute]
| Francis_Thrannel |
Looks like you missed me post at the bottom of the previous page? Channel again: 4d6 ⇒ (2, 5, 4, 4) = 15.
With the battle over Francis breaks out a wand to save his spells and channeling for when it is needed more.
Starting with the CLW wand with 16 charges left. If that is drained he uses the second that currently has 47. Please roll and tell me how many charges are burned.
| Devin Horekson |
"That was ... nasty" comments Devin. He continues "Perhaps we should sweep for more active guardians like these things before we start researching. But let's finish healing up first."
@Party, anybody any good at survival? It might be nice to see if we can figure out if there's regular traffic in this place (ie. if we camp down here, how likely are we to get interrupted by other visitors?).
| Nevitash |
"Clearing the area does seem prudent." Nevitash agrees with a nod as he looks over the constructs.
| Francis_Thrannel |
The wands Francis has are CLW. 1d8+1
CLW Elliander: 1d8 + 1 ⇒ (1) + 1 = 2 4/63
CLW Elliander: 1d8 + 1 ⇒ (3) + 1 = 4 8/63
CLW Elliander: 1d8 + 1 ⇒ (5) + 1 = 6 14/63
CLW Elliander: 1d8 + 1 ⇒ (6) + 1 = 7 21/63
CLW Elliander: 1d8 + 1 ⇒ (6) + 1 = 7 28/63
CLW Elliander: 1d8 + 1 ⇒ (3) + 1 = 4 32/63
CLW Elliander: 1d8 + 1 ⇒ (6) + 1 = 7 39/63
CLW Elliander: 1d8 + 1 ⇒ (6) + 1 = 7 46/63
CLW Elliander: 1d8 + 1 ⇒ (5) + 1 = 6 52/63
CLW Elliander: 1d8 + 1 ⇒ (4) + 1 = 5 57/63
CLW Elliander: 1d8 + 1 ⇒ (7) + 1 = 8 63/63
CLW Amenhep: 1d8 + 1 ⇒ (4) + 1 = 5 21/58
CLW Amenhep: 1d8 + 1 ⇒ (2) + 1 = 3 24/58
CLW Amenhep: 1d8 + 1 ⇒ (5) + 1 = 6 30/58
CLW Amenhep: 1d8 + 1 ⇒ (3) + 1 = 4 34/58
CLW Amenhep: 1d8 + 1 ⇒ (4) + 1 = 5 39/58
CLW Amenhep: 1d8 + 1 ⇒ (2) + 1 = 3 42/58
CLW Amenhep: 1d8 + 1 ⇒ (3) + 1 = 4 46/58
CLW Amenhep: 1d8 + 1 ⇒ (8) + 1 = 9 57/58
CLW Amenhep: 1d8 + 1 ⇒ (7) + 1 = 8 58/58
CLW Devin: 1d8 + 1 ⇒ (8) + 1 = 9 59/59
21 charges used
| Elliander Celandi |
Again leaking blood everywhere, Elliander manages to crawl away and catch a breath once he’s conscious. Luckily, his allies quickly overcome the constructs without him. Then Francis turns to the duskblade whipping out his healing wand. Deciding to save his healing belt for next emergency, Elliander instead gratefully accepts the cleric´s healing and stands up, wiping away some blood. He walks over and picks up his dropped mace, attaching it to the belt.
Seems Elliander was busy getting away and never used his belt. It will likely be useful soon enough.
| Nevitash |
Nevitash motions to Devin and then will follow him.
I aid him in searching. I automatically assist.
| Francis_Thrannel |
GM West. I have the Remote Viewing domain power, plus Deathwatch from the mask. Would that allow me to 'detect' creatures through a door before we open it?
Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
| Devin Horekson |
While Francis is tapping away with his wand, Devin will take advantage of the time to search the room we are in... (including using detect magic)
Perception: 1d20 + 7 + 3 + 5 + 2 ⇒ (6) + 7 + 3 + 5 + 2 = 23
7 ranks+3 trained +5 eyes of the eagle+2 heroism
He will also have a look at the mechanisms of the wound down clockwork servant to see if he thinks he can fake a key to wind it...
Disable Device: 1d20 + 7 + 3 + 3 + 1 + 2 + 2 ⇒ (12) + 7 + 3 + 3 + 1 + 2 + 2 = 30
7ranks+3 trained +3 Dex+1 trait+2 MW tools+2 heroism
| Elliander Celandi |
While keeping an eye out for more constructs, Elliander helps Devin in their search. The duskblade uses his Detect Magic ability too and looks around.
Aiding Devin
Perception: 1d20 + 13 ⇒ (9) + 13 = 22 plus whatever bonus Devin supplies.
| GM West |
Sunday, the 20th day of Desnus, 4714 AR
Weather clear and hot and with little to no wind.
One hour before sunset.
----------------------------------------------
After Francis uses up one healing wand and then a few charges from another, the wounds of his companions are healed up entirely. Continuing to search around for valuables or the like, the party comes up with nothing of immediate interest. Devin feels as though the secrets of how to activate this construct is tantalizingly close, if only he could see what this 'key' might look like, and how it works... After a solid five minutes or so, the party decides that there's not much more to be done here, unless they want to take a few hours and pore through the mundane books and texts that line the shelves and niches. Otherwise, they figure it's about time to move on, but in which direction?
You're all healed up! You can take several hours to do some research if you'd like, or continue to explore, just let me know where you're headed if the latter!
Player Handout - Mask of the Forgotten Pharaoh
Player Handout - Scrolls of Inquiry Excerpt
--------------------------------------------
Amenhep 58/58 [Tears to Wine (+2 to INT & WIS skill checks) for 50 minutes]
Nevitash 71/71 [Tears to Wine (+2 to INT & WIS skill checks) for 50 minutes; Shield of Faith +2 Deflection bonus to AC) for 2 minutes]
Devin 59/59 [Heroism (+2 morale bonuses on most d20 rolls) for 120 minutes; Tears to Wine (+2 to INT & WIS skill checks) for 50 minutes; Heightened Awareness (+2 competence bonus to Perception checks) for 50 minutes]
Elliander 63/63 [Armor Crystal - DR 1, has absorbed 4 (of 10) damage this day; Tears to Wine (+2 to INT & WIS skill checks) for 50 minutes]
Francis 53/53 [Tears to Wine (+2 to INT & WIS skill checks) for 50 minutes]
| Devin Horekson |
"Sounds good to me"
Devin slinks off where the constructs came from, with all the stealth he can muster and his eyes peeled for danger...
Stealth: 1d20 + 7 + 3 + 3 + 2 ⇒ (1) + 7 + 3 + 3 + 2 = 16 and a further +2 if dimdweller applies
7 ranks+3 trained +3 Dex+2 heroism
Perception: 1d20 + 7 + 3 + 5 + 2 + 2 + 2 ⇒ (2) + 7 + 3 + 5 + 2 + 2 + 2 = 23 and a further +2 if dimdweller applies
7 ranks+3 trained +5 eyes of the eagle+2 heroism+2 tears to wine +2 heightened awareness
I have put a pink line on slide 4 showing where we are going.
| Nevitash |
Nevitash tries to stealth along with Devin and aids in searching for traps.
Auto assist with finding traps.
Stealth: 1d20 - 1 ⇒ (14) - 1 = 13
| GM West |
Sunday, the 20th day of Desnus, 4714 AR
Weather clear and hot and with little to no wind.
One hour before sunset.
----------------------------------------------
Backtracking in the general direction from which the soldier clockwork constructs had come, or at least so far as the party is able to determine, they find a hallway that extends some seventy feet to the south. About half that distance away is a wide corridor that intersects that one, and beyond it seems to take a natural bend to the east - just as does the hallway they're currently following. After another thirty feet or so, the corridor opens up into a twenty-foot square room absolutely devoid of furnishings. However, hanging from the east wall on a hook is a strange, slim metal object about twelve inches long, with a number of bumps, nubs, spikes and other protuberances. It almost looks like a torture implement of some kind...
Actions?
Player Handout - Mask of the Forgotten Pharaoh
Player Handout - Scrolls of Inquiry Excerpt
--------------------------------------------
Amenhep 58/58 [Tears to Wine (+2 to INT & WIS skill checks) for 50 minutes]
Nevitash 71/71 [Tears to Wine (+2 to INT & WIS skill checks) for 50 minutes; Shield of Faith +2 Deflection bonus to AC) for 2 minutes]
Devin 59/59 [Heroism (+2 morale bonuses on most d20 rolls) for 120 minutes; Tears to Wine (+2 to INT & WIS skill checks) for 50 minutes; Heightened Awareness (+2 competence bonus to Perception checks) for 50 minutes]
Elliander 63/63 [Armor Crystal - DR 1, has absorbed 4 (of 10) damage this day; Tears to Wine (+2 to INT & WIS skill checks) for 50 minutes]
Francis 53/53 [Tears to Wine (+2 to INT & WIS skill checks) for 50 minutes]
| Devin Horekson |
Devin hold up a hand to bring the party to a halt and uses his Sift cantrip repeatedly, sweeping the room...
Perception: 1d20 + 7 + 3 + 5 + 2 + 2 + 2 + 2 - 5 ⇒ (6) + 7 + 3 + 5 + 2 + 2 + 2 + 2 - 5 = 24
7 ranks+3 trained +5 eyes of the eagle+2 dimdweller +2 tears to wine +2 heroism +2 Heightened Awareness -5 sift
With Sift being a 1 round action, this will take 4 or so rounds...
The he follows up with Detect Magic.
| Elliander Celandi |
Elliander points at the strange metal object on the wall. ”Could that be the key we’re looking for or is it too big?”
Knowledge(Engineering): 1d20 + 5 ⇒ (10) + 5 = 15
Did we get an estimate (e.g., by looking at a keyhole) of how big the key for the clockwork servant might be?
| GM West |
No magic is detected, nor does Devin find anything interesting, like a secret door or a hidden compartment. Elliander judges the object might very well fit in the groove they'd seen in the inert construct they'd seen in the library.
| Devin Horekson |
Sorry guys, I have some sort of flu, and it's just killing my energy levels. Posting will be sparse until I recover.
Devin begins to cautiously approach strange object (checking for traps as he does),
Perception: 1d20 + 7 + 3 + 5 + 2 + 2 + 2 + 2 ⇒ (12) + 7 + 3 + 5 + 2 + 2 + 2 + 2 = 35
7 ranks+3 trained +5 eyes of the eagle+2 dimdweller +2 tears to wine +2 heroism +2 Heightened Awareness
| Devin Horekson |
After grabbing the object, Devin passes it to Francis to carry, commenting "Well, it's about the right size to fit in the construct thing we found... But let's keep on with our sweep"
Devin leads off again, stealthy and wary...
Stealth: 1d20 + 7 + 3 + 3 + 2 ⇒ (11) + 7 + 3 + 3 + 2 = 26 and a further +2 if dimdweller applies
7 ranks+3 trained +3 Dex+2 heroism
Perception: 1d20 + 7 + 3 + 5 + 2 + 2 + 2 ⇒ (5) + 7 + 3 + 5 + 2 + 2 + 2 = 26 and a further +2 if dimdweller applies
7 ranks+3 trained +5 eyes of the eagle+2 heroism+2 tears to wine +2 heightened awareness
Again, I have put a pink dashed line on slide 4 showing where Devin is going.
| Elliander Celandi |
Elliander continues to trail after and help Devin. He uses his Detect Magic ability.
| Nevitash |
Nevitash nods and continues to aid in searching for traps as they go.
| GM West |
Sunday, the 20th day of Desnus, 4714 AR
Weather clear and hot and with little to no wind.
One hour before sunset.
----------------------------------------------
Devin takes the metallic object, figuring it to be the key, and the party departs the otherwise empty room. Continuing along the broad hallway running east, a corridor branches north and the adventurers investigate. Just beyond a small foyer lies a circular chamber ringed with stone pillars and sporting a white domed ceiling. Along the perimeter of the rotunda, shelves crammed with crumbling papyrus scrolls and clay tablets. Otherwise, the large rotunda appears to be empty.
Actions?
Player Handout - Mask of the Forgotten Pharaoh
Player Handout - Scrolls of Inquiry Excerpt
--------------------------------------------
Amenhep 58/58 [Tears to Wine (+2 to INT & WIS skill checks) for 45 minutes]
Nevitash 71/71 [Tears to Wine (+2 to INT & WIS skill checks) for 45 minutes]
Devin 59/59 [Heroism (+2 morale bonuses on most d20 rolls) for 115 minutes; Tears to Wine (+2 to INT & WIS skill checks) for 45 minutes; Heightened Awareness (+2 competence bonus to Perception checks) for 45 minutes]
Elliander 63/63 [Armor Crystal - DR 1, has absorbed 4 (of 10) damage this day]
Francis 53/53 [Tears to Wine (+2 to INT & WIS skill checks) for 45 minutes]
| Nevitash |
"We should just check for any dangers in here and then continue on." Nevitash says as he continues to move along with Devin and search for traps or other dangers.
| Devin Horekson |
"Agreed" replies Devin. He sweeps the room, using his Sift cantrip repeatedly...
Perception: 1d20 + 7 + 3 + 5 + 2 + 2 + 2 + 2 - 5 ⇒ (13) + 7 + 3 + 5 + 2 + 2 + 2 + 2 - 5 = 31
7 ranks+3 trained +5 eyes of the eagle+2 dimdweller +2 tears to wine +2 heroism +2 Heightened Awareness -5 sift
Then he follows up with Detect Magic
@GM, what is the black mark on the map, that I have put a dashed pink box around?
| GM West |
Devin's magical search reveals no traps in this large chamber, but the half-orc takes note of the ceiling - something seems... off. After a moment's study, he realizes that the angle of the slope where the dome meets the walls seems to sharply lessen after five or six feet. Almost as though there is a 'cap' of sorts that conceals the true ceiling. A hidden space, perhaps? But if so, how to access it? He sees no hidden door or the like in the ceiling, and it is about thirty feet up at its highest point.
I must have accidentally made that squiggle when I was messing around re-sizing the map.
| Devin Horekson |
"I see neither traps nor enemies here, although there may be a hidden compartment where the dome of the ceiling meets the wall... Shall we continue with our sweep?"
If no one objects, Devin leads off again, .
Stealth: 1d20 + 7 + 3 + 3 + 2 ⇒ (10) + 7 + 3 + 3 + 2 = 25 and a further +2 if dimdweller applies
7 ranks+3 trained +3 Dex+2 heroism
Perception: 1d20 + 7 + 3 + 5 + 2 + 2 + 2 ⇒ (1) + 7 + 3 + 5 + 2 + 2 + 2 = 22 and a further +2 if dimdweller applies
7 ranks+3 trained +5 eyes of the eagle+2 heroism+2 tears to wine +2 heightened awareness
head off following the dashed pink line (again, if no one objects).
| Nevitash |
"We should finish the sweep, and then return to see what is in the dome. But ensuring that we are not attacked unaware again would be good." Nevitash says.
| GM West |
Sunday, the 20th day of Desnus, 4714 AR
Weather clear and hot and with little to no wind.
One hour before sunset.
----------------------------------------------
Moving onwards, the party finds a small chamber - twin to the other on the far side of the rotunda - unadorned save for a key like the other one they found. Heading west, the corridor continues forward to where a bend would seem to lead them back to the entrance, and a shorter passage leads to the south, into a large, triangular room. Long racks of dusty papyrus scrolls line the walls, and in the center of the chamber stand a pair of creatures unlike anything the adventurers have seen. They appear crystalline and spherical, with four bandy limbs that each split at the elbow into three-fingered appendages. Two crystalline tentacles erupt from their bodies, slithering through the air like snakes as you all receive mental flashes of burning books and scrolls assailing your minds as they rush forward to attack! Elliander is the first to react to the danger...
Elliander’s Initiative: 1d20 + 8 ⇒ (20) + 8 = 28
Nevitash's Initiative: 1d20 + 5 ⇒ (6) + 5 = 11
Devin's Initiative: 1d20 + 7 ⇒ (14) + 7 = 21
Amenhep's Initiative: 1d20 + 2 ⇒ (17) + 2 = 19
Francis' Initiative: 1d20 + 1 ⇒ (17) + 1 = 18
Creature Initiative: 1d20 + 6 ⇒ (19) + 6 = 25
Elliander, please post your actions for Round 1! Then the creatures will attack and everyone can post for Round 2. Anyone can give me a Knowledge [Planes] roll to try to identify these things. Give me some idea of what you want to know if you roll well (defenses, magical abilities, etc) or I'll just pick and choose what seems likely if you have a good success.
By the way, the pic I found of the creature made me think of a certain song's lyrics "throw your hands in the air and wave 'em like you just don't care" dating waaaay back from my teen years. I think this is the one, after a brief internet search... Enjoy!
Player Handout - Mask of the Forgotten Pharaoh
Player Handout - Scrolls of Inquiry Excerpt
--------------------------------------------
Elliander 63/63 [Armor Crystal - DR 1, has absorbed 4 (of 10) damage this day]
Creatures Red (Unwounded); Green (Unwounded)
Devin 59/59 [Heroism (+2 morale bonuses on most d20 rolls) for 110 minutes; Tears to Wine (+2 to INT & WIS skill checks) for 40 minutes; Heightened Awareness (+2 competence bonus to Perception checks) for 40 minutes]
Amenhep 58/58 [Tears to Wine (+2 to INT & WIS skill checks) for 40 minutes]
Francis 53/53 [Tears to Wine (+2 to INT & WIS skill checks) for 40 minutes]
Nevitash 71/71 [Tears to Wine (+2 to INT & WIS skill checks) for 40 minutes]
| Nevitash |
Planes+Monster Lore: 1d20 + 9 + 3 ⇒ (17) + 9 + 3 = 29
| GM West |
Nevitash knows that these are known as Aeons, specifically as Theletos Aeons. The half-orc inquisitor recalls from his studies that Aeons are beyond passion, beyond mercy, beyond reason, the faceless caretakers of reality toil without end, silently struggling to preserve the tenuous balance upon which all existence depends. These voiceless forces are the aeons, inscrutable shapers and eliminators of the multiverse. They exist beyond the understanding of most mortals, endlessly striving toward goals unfathomable even to many of the planes' eldest inhabitants. Aeons build order from the chaos of the Maelstrom, seed new life upon barren worlds, and halt the rampages of forces grown overbold. They rend nations to vapor, dismantle planets into cosmic dust, and pave the way for calamities. Their ways are at one moment beneficent and in the next utterly devastating, but always without ardor, compassion, or malice. Every aeon dispassionately but determinedly strives toward the same objective—an ever changing, amending, and readjusting pursuit of multiplanar equilibrium. United in this eternal and perhaps impossible pursuit, aeons embody the planes-spanning hand of a metaphorical omnipotent clockmaker, endlessly tuning and adjusting the myriad gears of reality in pursuit of ultimate perfection.
Beyond that, he knows that they are immune to cold and poison, resistant to electricity and fire (10 each) and that the images he saw were the Aeons' perception of future events that they seek to thwart. He also knows they are spellcasters, most often magic that affects the mind. The tentacles can cause those they touch to lose their resolve and spirit (i.e. CHA drain that causes penalty to all saves) and they are able to 'breathe' a blast of energy from its body (i.e. cone) that causes those affected to become overwhelmed by the knowledge of the myriad of fates that destiny has in store for them, for good or ill (i.e. most d20 rolls are made twice, taking the worst) until the curse is broken by magic.
| Devin Horekson |
A bluff check for Surprising Combatant.
Bluff: 1d20 + 7 + 3 + 3 + 3 + 2 ⇒ (4) + 7 + 3 + 3 + 3 + 2 = 22
7 ranks +3 Trained +3 Cha+3 Buffoonery +2 heroism
| GM West |
"At the beginning of a combat in which you would normally be able to act in a surprise round, after initiative is rolled but before the surprise round begins, you can attempt a Bluff check as a free action. The DC of this Bluff check is equal to 15 + the CR of the encounter. If you succeed at this Bluff check, you may treat the result of your Bluff check as your initiative result for the surprise round. If your Bluff check fails, you cannot act during the surprise round. Regardless, you use your normal initiative result to determine initiative for the remainder of the encounter."
I'm actually not certain this feat applies here. Seems to me that it can only be used in a combat where you could act in a surprise round (i.e. when the enemy is unaware of you, but you're aware of them) and in this instance, both sides became aware of each other at the same time when you made yourselves known to them by moving across the passage. In addition, the way it's written about making a Bluff check roll is to make the other side 'think' that you're unaware of them or something, thus getting the chance to act first in the surprise round with a high Bluff roll, and 'losing' the chance to act if you fail the Bluff check because you tried to play it cool for a moment too long. That's my interpretation anyway, and I have no problem if you want to select another feat. It's cool if you want to keep it for those times when your party DOES get the drop on the bad guys, but I don't see it applying in this circumstance.
| Elliander Celandi |
Elliander cast Grease down the corridor, not knowing really what type of creatures these are. He then backs away some to be out of the way from his allies.
| GM West |
Sunday, the 20th day of Desnus, 4714 AR
Weather clear and hot and with little to no wind.
One hour before sunset.
----------------------------------------------
Elliander casts a spell that coats the corridor with grease, then backs away. One of the creatures slips in the grease momentarily, but then both of them rise up into the air, their movement ungainly and inelegant, but enough to avoid the patch of grease on the floor. They land on their splayed feet (hands) and immediately Elliander is assaulted by a vision that shows him running away from this building (Elliander, roll a Will save vs DC 15!) while the other lashes at Devin with its crystalline tentacles, catching the bard across his leg, and though the pain is minor, his mind is assaulted with terrible visions of his fate. (Devin, roll a Will save vs DC 17!)
Red Theletos Aeon Reflex Save: 1d20 + 5 ⇒ (19) + 5 = 24 vs DC 14 = Success!
Green Theletos Aeon Reflex Save: 1d20 + 5 ⇒ (7) + 5 = 12 vs DC 14 = Failure!
Green Theletos Tentacle Attack: 1d20 + 8 ⇒ (17) + 8 = 25 vs Devin's AC = Hit!
Tentacle Damage: 1d4 + 2 ⇒ (2) + 2 = 4 damage + Will Save (DC 17) or takeCHA Drain: 1d4 ⇒ 3 CHA damage
Party is up! You can all post for the remainder of Round 1 and the start of Round 2. I need Will saves from Elliander and Devin, please. Elliander, if you fail you are compelled to immediately run from this building until you are outside and to not return.
Player Handout - Mask of the Forgotten Pharaoh
Player Handout - Scrolls of Inquiry Excerpt
--------------------------------------------
Elliander 63/63 [Will Save vs DC 15 Pending; Armor Crystal - DR 1, has absorbed 4 (of 10) damage this day]
Creatures Red (Unwounded); Green (Unwounded)
Devin 55/59 [Will Save vs DC 17 Pending; Heroism (+2 morale bonuses on most d20 rolls) for 110 minutes; Tears to Wine (+2 to INT & WIS skill checks) for 40 minutes; Heightened Awareness (+2 competence bonus to Perception checks) for 40 minutes]
Amenhep 58/58 [Tears to Wine (+2 to INT & WIS skill checks) for 40 minutes]
Francis 53/53 [Tears to Wine (+2 to INT & WIS skill checks) for 40 minutes]
Nevitash 71/71 [Tears to Wine (+2 to INT & WIS skill checks) for 40 minutes]