narrator robot |
Tucci: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7
Veronica: 1d20 + 1 + 2 ⇒ (14) + 1 + 2 = 17
Enemy
Blue: 1d20 ⇒ 16
Red: 1d20 ⇒ 17
Tucci: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Eric: 1d20 + 6 + 5 + 2 ⇒ (20) + 6 + 5 + 2 = 33
Mac: 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Tucci: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
Eric: 1d20 + 8 + 5 + 2 ⇒ (20) + 8 + 5 + 2 = 35
Tucci: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9
Eric: 1d20 + 6 + 5 + 2 ⇒ (17) + 6 + 5 + 2 = 30
As the Dome around the oval chamber becomes intangible, the statues that Tucci was concerned about begin to shake. The marble flakes off and two undead cyclops shake themselves loose from the rock. The undead appear to be withered cyclops corpses, with single shrunken, milky eyes, wrapped in strips of linen covered with runes and glyphs scribbled in blood. Eric quickly recognizes the undead as gholdakos.
Round 1
The freed undead waste no time in moving to protect the Stone, breathing on the approaching humans attempting to blind them. Meanwhile a 'pulse' flashes out from the gemstone itself striking Veronica, she instantly feels weaker.
Mac, Tucci, Kasin, Veronica roll two DC 21 Fortitude save or be permanently blinded
When you go up the steps (Or fly) and enter G20's domed area, please roll a DC 19 Will save or be immediately affected by a slow effect.
Round 1 Bold may go.
Mac
Tucci
Kasin
Veronica 7 mirror images - 2 negative level
Eric 3 mirror images
Blue GHOLDAKOS HP 127, AC 25, touch 9, flat-footed 25 Fort +9, Ref +s, Will +10 channel resistance +3; DR5/good; rounds for breath 4
Red GHOLDAKOS HP 127, AC 25, touch 9, flat-footed 25 Fort +9, Ref +s, Will +10 channel resistance +3; DR5/good; Rounds for breath 1
Blue: 1d4 ⇒ 4
Red: 1d4 ⇒ 1
Random: 1=Mac, 2=Tucci, 3=Kasin, 4=Veronica, 5=Eric: 1d5 ⇒ 4
lvl's lost: 1d4 ⇒ 2
Tucci Hedgehopper |
Kasin HP: 52/67 (+18/18) DR 5/evil; AC: 27, tch 17, flat 20 (included: tiger, slowed, not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: Tiger and Bear (sw, +4, 9/10), Bloodhound (day), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Air Walk (full), Reinforce Armament (18 hard, pike, full), Protective Luck (2/2r), blind, slowed
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Greater Magic Fang (+2, day), Fly (full), slowed
Weapon Equipped = Pike (20’)
Boarding Pike: Att: BAB +7/2, Size +1, Str +4, Attu +2 Dam: Str +6, Attu +2 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +6/1, Str +5 Dam: Str +5(+7) Crit: 20/x2 DR: magic
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (8/8, +4 att/skill/ability/save (sacred) 1r)
Holy Lance (1/1, make weapon holy 4r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Featherscale Cloak (1/1 feather fall)
Rod of Extend Lesser (1/3 barkskin, shared training)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 10, Concentration +14, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (2/5): Align Weapon, Aquatic Trail, Barkskin, Bloodhound, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (3/4): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
. . 4th (1/2): Air Walk, Commune with Nature, Summon Nature’s Ally
- - -
Tucci is hammered by the onslaught of spells and powers.
Tucci Fort: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33 (hope) vs DC 21 and not blind.
Tucci Fort: 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20 (hope) vs DC 21 and blind!
Kasin Fort: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23 (hope) vs DC 21 and not blind.
Kasin Fort: 1d20 + 9 + 2 ⇒ (12) + 9 + 2 = 23 (hope) vs DC 21 and not blind.
Kasin moves over to engage the undead cyclops (5’ step), and he smites it! For the first time, he calls on his celestial heritage to try and do more damage to the undead.
However, he may be slowed…
Kasin Will: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14 (hope) vs DC 19 and slowed!
Kasin Bite (magic): 1d20 + 12 + 3 ⇒ (12) + 12 + 3 = 27 (fang, hope, slow)
damage (B/P/S): 1d8 + 7 + 11 ⇒ (4) + 7 + 11 = 22 (fang, hope, smite)
(If that hits, as he's fighting an undead, it's an extra 9hp damage (doubles the smite bonus) on the first hit.)
Tucci swiftly takes on the mien of the tiger and the bear. He then attacks red through the open wall (20’ reach). Neither Veronica nor Kasin provide cover to the trained halfling.
Tucci Will: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14 (hope) vs DC 19 and slowed!
Pike: 1d20 + 14 + 1 ⇒ (10) + 14 + 1 = 25 (hope, slow) Miss: 1d100 ⇒ 65
damage (P): 1d6 + 8 + 2 ⇒ (1) + 8 + 2 = 11 (hope)
Tucci 15’ up, Kasin 0’ up on the platform
Eric Blackblade |
"Hey, I know what those things are! Be careful, those are gholdakos! They're resistant to channeled energy and damage that doesn't com from good aligned weapons!" Eric winces as he sees the things breath on the group. "And that breath can make you blind. And their claws carry disease as well!"
Eric starts his inspiring performance as he tries to move close enough to fire at the gholdakos.
Inspire Courage+3, 18/21
If a 5ft step forward is enough to have line of sight:
Attack: 1d20 + 1 + 6 + 5 + 3 + 2 + 1 - 2 ⇒ (15) + 1 + 6 + 5 + 3 + 2 + 1 - 2 = 31
Damage: 1d6 + 1 + 1 + 3 + 2 + 2 + 4 ⇒ (5) + 1 + 1 + 3 + 2 + 2 + 4 = 18
Seeing the pulse of necromantic energy lash out at his sister, Eric adds what insight he could get.
"I think that gem we're after is going to keep pulsing negative energy at us, weakening whomever it hits! Maybe... Mac, I think you might be able to stop each pulse with your channeled energy."
Veronica
Shared Training (Outflank, Bonded Mind) (all day)
Defending Bone (all day, 50 hp)
Flight Hex (2 encounters)
Shield (1 encounter)
Moment of Greatness (1 encounters)
Enlarge Person (2 encounters)
Mirror Image (2 encounters, 5 images)
Extended Haste (1 encounters)
Blade Tutor's Spirit (2 encounters)
Extended Displacement (2 encounters)
Tears to Wine (full dungeon)
Extended Good Hope(2 encounters)
Tactical Adaptation (blind-fight)(3 encounters)
Eric
Shared Training (Outflank, Bonded Mind) (all day)
Extended Fly (full dungeon)
Moment of Greatness (1 encounters)
Mirror Image (1 encounters, 3 images)
Extended Haste (1 encounters)
Shield (1 encounter)
Tears to Wine (full dungeon)
Extended Good Hope(2 encounters)
Protective Luck
Mac
Shared Training (Outflank, Bonded Mind) (all day)
Extended Fly (full dungeon)
Moment of Greatness (1 encounters)
Extended Displacement (2 encounters)
Extended Bestow Weapon Proficiency (Full dungeon)
Reinforce Armaments (Full Dungeon)
Extended Bull's Strength (full dungeon)
Tears to Wine (full dungeon)
Extended Haste (1 encounters)
Extended Good Hope(2 encounters)
Protective Luck
Tucci
Extended Fly (full dungeon)
Deadeye's Lore (all day) (1)
Extended Barkskin (+4 natural armor, all day)
Bloodhound (all day)
Moment of Greatness (1 encounters)
Air Walk (full dungeon)
Tears to Wine (full dungeon)
Extended Haste (1 encounters)
Extended Good Hope(2 encounters)
Reinforce Armaments (Full Dungeon)
Protective Luck
Kasin
Focus: Tiger & Bear (+4 dex and con) (always)
Greater Magic Fang (all day)
Moment of Greatness (1 encounters)
Extended Haste (1 encounters)
Extended Good Hope(2 encounters)
Extended Fly (full dungeon)
Veronica Blackblade |
Fortitude (Good Hope, Neg Levels): 1d20 + 11 + 2 - 2 ⇒ (1) + 11 + 2 - 2 = 12
Fortitude (Good Hope, Neg Levels): 1d20 + 11 + 2 - 2 ⇒ (17) + 11 + 2 - 2 = 28
Will (Good Hope, Neg Levels, luck, Moment of Greatness): 1d20 + 11 + 4 - 2 + 2 ⇒ (9) + 11 + 4 - 2 + 2 = 24
Blackblade saves vs blindness
Fortitude (Good Hope, Neg Levels): 1d20 + 11 + 2 - 2 ⇒ (3) + 11 + 2 - 2 = 14
Fortitude (Good Hope, Neg Levels): 1d20 + 11 + 2 - 2 ⇒ (9) + 11 + 2 - 2 = 20
Those blasted things managed to blind ME as well! Veronica hears her blade's indignant voice ring out in her mind. I'll tell you where they were, just make sure you bring them down for this!
Nodding mentally at her blade, Veronica follows its instructions and tries to hit their new attackers, hoping her magically enhcanced skills are enough to let her hit them.
Veronica was at the top of the stairs already, I think they're in range? If not, consider just the first attack. Aiming for Red first.
Swift Action for Arcane Pool (+2 and keen), Spell Combat (Frigid Touch)
With Arcane Pool, the Blackblade counts as a +5 weapon, which bypasses alignment based DR
Concentration vs DC 19: 1d20 + 21 - 2 ⇒ (1) + 21 - 2 = 20
Attack (PA, Good Hope, Haste, Enlarged, Spell Combat, Blade Tutor, IC, Neg Levels): 1d20 + 5 + 7 + 7 - 0 + 2 - 1 - 1 + 1 + 3 - 2 ⇒ (3) + 5 + 7 + 7 - 0 + 2 - 1 - 1 + 1 + 3 - 2 = 24
Damage (PA,Good Hope,IC): 1d8 + 5 + 7 + 4 + 2 + 3 ⇒ (8) + 5 + 7 + 4 + 2 + 3 = 29
Miss
Attack (PA, Good Hope, Haste, Enlarged, Spell Combat, Blade Tutor, IC, Neg Levels): 1d20 + 23 - 2 ⇒ (5) + 23 - 2 = 26
Damage (PA,Good Hope,IC): 1d8 + 21 ⇒ (8) + 21 = 29
Frigid Touch: 4d6 ⇒ (5, 2, 3, 1) = 11+Staggered
50% Miss Chance (high hits): 1d100 ⇒ 43
Reroll (high hits): 1d100 ⇒ 70
Hit
Attack (PA, Good Hope, Haste, Enlarged, Spell Combat, Blade Tutor, IC, Neg Levels): 1d20 + 23 - 2 ⇒ (15) + 23 - 2 = 36
Damage (PA,Good Hope,IC): 1d8 + 21 ⇒ (1) + 21 = 22
Confirm (PA, Good Hope, Haste, Enlarged, Spell Combat, Blade Tutor, IC, Neg Levels): 1d20 + 23 - 2 ⇒ (6) + 23 - 2 = 27
Crit Damage (PA,Good Hope,IC): 1d8 + 21 ⇒ (7) + 21 = 28
50% Miss Chance (high hits): 1d100 ⇒ 42
Reroll (high hits): 1d100 ⇒ 51
Crit
Attack (PA, Good Hope, Haste, Enlarged, Spell Combat, Blade Tutor, IC, Neg Levels): 1d20 + 18 - 2 ⇒ (13) + 18 - 2 = 29
Damage (PA,Good Hope,IC): 1d8 + 21 ⇒ (2) + 21 = 23
50% Miss Chance (high hits): 1d100 ⇒ 15
Reroll (high hits): 1d100 ⇒ 100
Hit
Brother MacLaren |
Fort, Good Hope: 1d20 + 12 + 2 ⇒ (20) + 12 + 2 = 34
Fort, Good Hope: 1d20 + 12 + 2 ⇒ (8) + 12 + 2 = 22
Brother MacLaren resists the blindness.
He strikes with his polearm, through Veronica and the doorway.
Attack vs Red, Good Hope +2, IC +3, PA -2, Cover -4: 1d20 + 13 + 2 + 3 - 2 - 4 ⇒ (20) + 13 + 2 + 3 - 2 - 4 = 32
Damage: 3d6 + 9 + 2 + 3 + 6 ⇒ (6, 4, 3) + 9 + 2 + 3 + 6 = 33
Confirm?: 1d20 + 13 + 2 + 3 - 2 - 4 ⇒ (15) + 13 + 2 + 3 - 2 - 4 = 27
Crit Damage: 3d6 + 9 + 2 + 3 + 6 ⇒ (3, 1, 2) + 9 + 2 + 3 + 6 = 26
Then he draws his Potion of Remove Blindness. "I have a potion to restore sight!"
He will put it into the hand of Tucci or Veronica if needed.
narrator robot |
Surging forwards, Kasin is able to resist the blinding breath but Tucci is not, Though the halfling is able to strike the red undead as his rodent bites it as well. Eric wisely let's his fellow officers know the threat they are facing as he shoots the nearest blue undead. Meanwhile Veronica finds her sword and sorcery prove just as deadly whether she can 'see' the enemy or not, returning the redGholdakos to the grave. Brother MacLaren take the opportunity to badly damage the blue other undead as well.
Round 2
As the stone pulses again, Tucci can feel it effecting him. Meanwhile the remaining blue undead steps between the captain and the pedestal attacking with tooth and claw. The creatures bite takes out a mirror image as does the first claw attack, the second claw attack penetrates the images but the displacement saves the captain.
Round 2 Bold may go.
Mac
Tucci - 3 lvls
Kasin
Veronica 3 mirror images - 2 lvls
Eric 3 mirror images
Blue GHOLDAKOS - 67 HP 127, AC 25, touch 9, flat-footed 25 Fort +9, Ref +s, Will +10 channel resistance +3; DR5/good; ; rounds for breath 3 Disease (Ex) Seaside Rot: Claw-injury; save Fort DC 21; onset 1 minute;frequency 1/day; effect 1d4 Str damage and 1d4 Dex damage; cure 2 consecutive saves.
Random: 1=Mac, 2=Tucci, 3=Kasin, 4=Veronica, 5=Eric:: 1d5 ⇒ 2
lvl's lost: 1d4 ⇒ 3
Blue, bite, veronica: 1d20 + 17 ⇒ (18) + 17 = 35 damage: 1d8 + 7 ⇒ (5) + 7 = 12
mirror image 5, 1 is bad: 1d6 ⇒ 5
Blue, claw, veronica: 1d20 + 18 ⇒ (16) + 18 = 34 damage: 2d8 + 7 ⇒ (1, 5) + 7 = 13 plus disease
mirror image 4, 1 is bad: 1d5 ⇒ 2
Blue, claw, veronica: 1d20 + 18 ⇒ (18) + 18 = 36 damage: 2d8 + 7 ⇒ (4, 6) + 7 = 17 plus disease
mirror image 3, 1 is bad: 1d4 ⇒ 1
displacement high hits: 1d100 ⇒ 42
Tucci Hedgehopper |
Kasin HP: 52/67 (+18/18) DR 5/evil; AC: 27, tch 17, flat 20 (included: tiger, slowed, not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: Tiger and Bear (sw, +4, 9/10), Bloodhound (day), Deadeye Lore (+4 survival, full), Barkskin (+4 AC, full), Shared Training (outflank, bonded mind, full), Air Walk (full), Reinforce Armament (18 hard, pike, full), Protective Luck (2/2r), slowed, 3 negative levels
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Greater Magic Fang (+2, day), Fly (full), slowed
Weapon Equipped = Pike (20’)
Boarding Pike: Att: BAB +7/2, Size +1, Str +4, Attu +2 Dam: Str +6, Attu +2 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +6/1, Str +5 Dam: Str +5(+7) Crit: 20/x2 DR: magic
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (8/8, +4 att/skill/ability/save (sacred) 1r)
Holy Lance (1/1, make weapon holy 4r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Featherscale Cloak (1/1 feather fall)
Rod of Extend Lesser (1/3 barkskin, shared training)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 10, Concentration +14, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (2/5): Align Weapon, Aquatic Trail, Barkskin, Bloodhound, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (3/4): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
. . 4th (1/2): Air Walk, Commune with Nature, Summon Nature’s Ally
- - -
I think Veronica made her blindness save by wisely using moment of greatness. If not, you first Veronica!
Tucci reaches out and quaffs the proffered potion. Ahhhhh.
”Ahhhhh. Much better! Thank you Mac! Happy to buy another to replace it when we get to civilization again.”
damage (P): 1d6 + 8 + 5 ⇒ (2) + 8 + 5 = 15 (hope, inspire)
- - -
Kasin can’t avoid the AoO and close reasonably, so he moves all the way into flank for Veronica (AC 30 against the AoO and remember +4 with the flanking bonus).
Tucci 5’ up over the platform, Kasin 5’ up on the platform
Brother MacLaren |
@Tucci - the Moment of Greatness was for the Will save against Slow. Veronica rolled a nat 1 on the Fort save against blindness, unfortunately.
Brother MacLaren channels the power of Cayden Cailean #1 of 4 to shut down the negative energy pulse.
Can this Channel also be used to heal the living or harm the undead?
Brother MacLaren |
1 person marked this as a favorite. |
Brother MacLaren will damage the undead with his Channel.
Damage: 3d6 ⇒ (2, 4, 6) = 12
Will save DC 14 for half.
Eric Blackblade |
"Hey sis! Eric cries out. "The one you attacked has been destroyed, and the other moved slightly right to stand between you and the Eye, but it's still mostly towards your left side. Hope that helps!"
Eric keeps his inspiring song going as he shoots four arrows towards the undead cyclops.
Attack (IC, Good Hope, Haste, Deadly Aim, Rapid Shot: 1d20 + 1 + 6 + 5 + 3 + 2 + 1 - 2 - 2 ⇒ (10) + 1 + 6 + 5 + 3 + 2 + 1 - 2 - 2 = 24
Damage: 1d6 + 1 + 1 + 3 + 2 + 2 + 4 ⇒ (5) + 1 + 1 + 3 + 2 + 2 + 4 = 18
Attack (IC, Good Hope, Haste, Deadly Aim, Rapid Shot: 1d20 + 14 ⇒ (10) + 14 = 24
Damage: 1d6 + 13 ⇒ (1) + 13 = 14
Attack (IC, Good Hope, Haste, Deadly Aim, Rapid Shot: 1d20 + 14 ⇒ (7) + 14 = 21
Damage: 1d6 + 13 ⇒ (1) + 13 = 14
Attack (IC, Good Hope, Haste, Deadly Aim, Rapid Shot: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d6 + 13 ⇒ (3) + 13 = 16
IC +3, 17/21
Veronica Blackblade |
"Thanks, Eric, let's see if I can hit this one, too. I wouldn't mind the potion later, Mac, but if anyone else got blind, too, probably best if they take it instead. I'm still somewhat able to react to things I can't see, thanks to my magic."
Following Eric's instructions, Veronica tries to aim at the remaining target, and infuses her blade with a lightning spell as she swings wildly where she thinks her enemy is.
Spell Combat: Shocking Grasp. I hold the charge if I miss, so it's 5d6 damage on the first hit that actually gets through concealment
Concentration vs DC 17: 1d20 + 21 - 2 ⇒ (12) + 21 - 2 = 31
Attack (PA, Good Hope, Haste, Enlarged, Spell Combat, Blade Tutor, IC, Neg Levels, Outflank): 1d20 + 23 - 2 + 4 ⇒ (19) + 23 - 2 + 4 = 44
Damage (PA,Good Hope,IC): 1d8 + 21 ⇒ (2) + 21 = 23
Shocking Grasp: 5d6 ⇒ (5, 1, 1, 4, 6) = 17
Confirm?: 1d20 + 23 - 2 + 4 ⇒ (14) + 23 - 2 + 4 = 39
Crit Damage (PA,Good Hope,IC): 1d8 + 21 ⇒ (5) + 21 = 26
Crit Shocking Grasp: 5d6 ⇒ (4, 6, 3, 6, 1) = 20
50% Miss Chance (high hits): 1d100 ⇒ 19
Reroll (high hits): 1d100 ⇒ 58
Triggers AoO from Kasin
Attack (PA, Good Hope, Haste, Enlarged, Spell Combat, Blade Tutor, IC, Neg Levels, Outflank): 1d20 + 23 - 2 + 4 ⇒ (3) + 23 - 2 + 4 = 28
Damage (PA,Good Hope,IC): 1d8 + 21 ⇒ (7) + 21 = 28
50% Miss Chance (high hits): 1d100 ⇒ 24
Reroll (high hits): 1d100 ⇒ 82
Attack (PA, Good Hope, Haste, Enlarged, Spell Combat, Blade Tutor, IC, Neg Levels, Outflank): 1d20 + 23 - 2 + 4 ⇒ (12) + 23 - 2 + 4 = 37
Damage (PA,Good Hope,IC): 1d8 + 21 ⇒ (4) + 21 = 25
50% Miss Chance (high hits): 1d100 ⇒ 70
Attack (PA, Good Hope, Haste, Enlarged, Spell Combat, Blade Tutor, IC, Neg Levels, Outflank): 1d20 + 23 - 2 + 4 ⇒ (12) + 23 - 2 + 4 = 37
Damage (PA,Good Hope,IC): 1d8 + 21 ⇒ (7) + 21 = 28
50% Miss Chance (high hits): 1d100 ⇒ 13
Reroll (high hits): 1d100 ⇒ 68
narrator robot |
Combat is over, we remain in rounds due to the dome being incorporeal for 1-minute.
Channeling the power of his God, Mac prevents the stone from pulsing and injures the remaining undead a little, as Eric misses with all of his arrows, Kasin bites the undead just as the captain eviscerates it with her grandmother's sword. The undead fallen, all that remains is the yellow, fist-sized stone sitting atop the six-foot-tall podium.
When you go up the steps (Or fly) and enter G20's domed area, please roll a DC 19 Will save or be immediately affected by a slow effect.
If you attempt to lift the stone roll a DC 22 Will save
Round 3 Bold may go.
Mac
Tucci
Kasin
Veronica 5 mirror images
Eric 3 mirror images
Brother MacLaren |
2 people marked this as a favorite. |
Will saves? Say no more!
Brother MacLaren moves up and grabs the stone from the pedestal.
Will DC 19 vs Slow, Good Hope: 1d20 + 12 + 2 ⇒ (9) + 12 + 2 = 23
Will DC 22 vs ??, Good Hope, Moment of Greatness: 1d20 + 12 + 2 + 2 ⇒ (9) + 12 + 2 + 2 = 25
Tucci Hedgehopper |
"Well done Mac! Let's get out of here before the walls solidify huh?"
Tucci calls for Kasin, and backs away - still blind I think as is Veronica.
"I suggest a rest and recuperation period shall we? MacLaren, can you cast a couple remove blindnesses tomorrow? Save a potion?"
Still, Tucci is willing to proceed if the party wishes. He can ride Kasin and still be somewhat effective. As if to prove it, he climbs on Kasin, and heals him.
CLW: 1d8 + 5 ⇒ (7) + 5 = 12
Veronica Blackblade |
1 person marked this as a favorite. |
"It's done, then? We've got the stone? Nice job, everyone. Let's go back out of the room and decide what we're doing next."
Veronica flies cautiously down the stairs.
"So, Tucci got blinded as well? If we're going straight back to the ship, I'll gladly take that potion, Mac. There's a couple of spells I could scribe into my spellbook as we rest, which would be a bit hard to do while blinded. If you guys would rather explore a bit more, then I think Tucci should take it. My magic will last a bit more, so the potion helps him more than me. Although I think there's not much more for us to search around here. There's the dark, silent room, and that balcony to the southwest and whatever connects it to the big room we fought all those cyclops in."
Veronica ponders a bit. "Since we already took care of all the cyclops around here, I think we can safely go back to the boat and rest without endangering the crew like Bikendi did. We can always come back and see if we missed anything later - possibly with a daylight spell prepared to search that one room. We should explore the rest of the island, anyway, no reason we can't make a quick stop over here again when we do."
narrator robot |
Once Veronica drank the potion, restoring her sight, and Tucci mounts Kasin, the officers of the 'Charm' fly back to the ship. Surprised to see the officers back so soon, Ambrose greets them adding they were just in time for lunch: Clam chowder and hard tack. As they eat lunch he carefully inquires if the fort and possibly the surrounding area is safe, hinting the crew is getting restless being stuck aboard ship this close to land.
Tucci Hedgehopper |
Kasin HP: 67/67 (+18/18) DR 5/evil; AC: 28, tch 18, flat 21 (included: tiger, not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: Tiger and Bear (sw, +4, 10/10)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam)
Weapon Equipped = None
Boarding Pike: Att: BAB +7/2, Size +1, Str +4, Attu +2 Dam: Str +6, Attu +2 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +6/1, Str +5 Dam: Str +5(+7) Crit: 20/x2 DR: magic
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (8/8, +4 att/skill/ability/save (sacred) 1r)
Holy Lance (1/1, make weapon holy 4r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Featherscale Cloak (1/1 feather fall)
Rod of Extend Lesser (3/3)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 10, Concentration +14, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (6/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (5/5): Align Weapon, Aquatic Trail, Barkskin, Bloodhound, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (4/4): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
. . 4th (2/2): Air Walk, Commune with Nature, Summon Nature’s Ally
- - -
Tucci spends the rest of the day investigating the ship! Blinded now, he must rely on his other senses, and Kasin, to get around. He touches, sniffs, and even tastes things a whole new way! He bounces from experience to experience, and even tries a little light sparring with the crew to get a feel for this blind fighting that made his captain so effective.
In the end, he sleeps safe in the knowledge that (hopefully) MacLaren can fix the blindness in the morning.
He rises early, as usual, but takes longer with his usual routine. Still, he manages, and is of course in time for breakfast!
Brother MacLaren |
"I think before we should rest we should discuss our next steps.
We need to bring the stone to Bikendi.
But doing so may provoke the hags into attacking us. In our dreams, from what Bikendi said? They invade dreams?
So if we return the stone now and face the hags tonight, we should be in the clear by tomorrow. The problem is that Tucci would be blind for this day. Though possibly awake in his dreams. I don't know what a dream-fight with a night hag would be like.
If we wait until tomorrow, I could give Tucci his sight back, but then we do not face the hags until that night, and are not in the clear until the following day.
I know our crew is restless and wants to go ashore. I worry that the hags might make a move whether or not we visit with Bikendi again."
Happy to either option. Just laying things out here before we commit to resting and I prep new spells.
Tucci Hedgehopper |
"I'd rather wait, so I have my sight - in case the hags attack us on the way to Bikendi, or while we're there. But I can see both sides, so am totally flexible if we want to unload this hot potato early."
"I don't look forward to a dream fight!" he adds after thinking a moment.
Yeah, also happy with either option. Up to you Cap!
Veronica Blackblade |
"They're valid concerns, Mac. But the hag didn't task us with just recovering the dream stone, she wanted Bikendi gone as well. If she came for us now, we wouldn't be able to do that part as well, right? I definitely agree she and her coven will come for us after we help Bikendi and his ritual, I just don't see what they have to gain by attacking us earlier. And if we know we're likely getting into a fight when we return the dream stone to Bikendi, I'd prefer Tucci to have his sight back."
Veronica looks to the dream stone for a moment, pondering they're options.
"I can study this thing, maybe see if I can't use it's powers to ward our dreams. But I know very little about dream magic to even know if that's a viable option. What we can do, though... Is have you take it and teleport somewhere else, and come back in the morning. We know they want the stone. If they try anything during the night, we tell them to back off, or they'll never see it again."
"I'll talk to the crew, too. Let them know what we've been doing, and that we plan to make the fort safe tomorrow, so if all goes well, they just need to wait another day."
Assuming we do rest before heading out, I'll be using some of my time during the night to scribe Shocking Grasp, Enlarge Person and Displacement into my spellbook - I can use the pearls of power (including the 3rd level one we found) to get them back, which should let me scribe them.
Brother MacLaren |
"Ah, I, uh... I didn't prepare Teleport today. Went with Righteous Might instead.
Good thinking, though.
Let's just hope they don't trouble us in our sleep."
Brother MacLaren will re-attune to his rapier in the morning, and prepare the following spells:
0: Purify Food and Drink, Guidance, Create Water*, Light
1: Divine Favor (2), Protection from Evil (2), Liberating Command, Enlarge Person (D)
2: CMW, Instant Weapon, Align Weapon, Resist Energy, Suppress Charms and Compulsions, Bull's Strength (D)
3: Invisibility Purge, Remove Blindness/Deafness, Dispel Magic, Communal Resist Energy, Fly (D)
4: Death Ward, Freedom of Movement, Dimensional Anchor, Dimension Door (D)
5: Summon Monster V, Dispel Evil, Teleport (D)
He casts Remove Blindness/Deafness on Tucci, pours CMW into the Sipping Jacket, and stores Enlarge Person, Bull's Strength, Fly, Death Ward, and Freedom of Movement in the tankard.
Tucci Hedgehopper |
Kasin HP: 67/67 (+18/18) DR 5/evil; AC: 28, tch 18, flat 21 (included: tiger, not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: Tiger and Bear (sw, +4, 10/10), Deadeye's Lore (day), Barkskin (+4, day), Bloodhound (day), Shared Training (outflank, bonded mind, day)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Magic Fang (+2, day)
Weapon Equipped = None
Boarding Pike: Att: BAB +7/2, Size +1, Str +4, Attu +2 Dam: Str +6, Attu +2 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +6/1, Str +5 Dam: Str +5(+7) Crit: 20/x2 DR: magic
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (8/8, +4 att/skill/ability/save (sacred) 1r)
Holy Lance (1/1, make weapon holy 4r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Featherscale Cloak (1/1 feather fall)
Rod of Extend Lesser (0/3, Barkskin x2, Shared Training)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 10, Concentration +14, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (1/5): Align Weapon, Aquatic Trail, Barkskin, Bloodhound, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (3/4): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
. . 4th (2/2): Air Walk, Commune with Nature, Summon Nature’s Ally
- - -
”I can see!” Tucci cries out when his vision is restored.
”It was interesting being blind for a day, but I don’t recommend it. Hell, I wouldn’t even want just one eye for that matter…” He thinks on their opponents.
Tucci then prepares for the day by casting the following:
- Deadeye's Lore (all day) (1)
- Barkskin (+4 natural armor, all day) (2 - rod)
- Today he’ll also provide a Barkskin (+4 natural armor, all day) for Kasin too! (2 - rod)
- Bloodhound (scent, +8 perception (smell), +4 survival (scent), all day) (2)
- Shared Training [ooc](MacLaren, Veronica, & Eric; all day; Outflank & Bonded Mind) (2 - rod)
- Magic Fang Greater (+2 Kasin’s bite, all day) (3)
With that, he’s ready to confront their foe. ”So to be clear, ‘cause I do get confused sometimes, we’re going to go and confront Bikendi - and take ‘em out. Right? So when we get close, we’ll buff up and head in ready to kick some ass!” He gets a little carried away in his excitement, and then pauses.
”Er, right?”
narrator robot |
The evening goes quietly and the officers of the 'Charm' are able to accomplish the plans they made. After a pleasant breakfast in the officers mess the Captain explains to the crew what's going on. The crew seems to understand and are willing to waiting to visit the island.
Where too and how? Are you taking a ships boat or flying?
Brother MacLaren |
With that, he’s ready to confront their foe. "So to be clear, ‘cause I do get confused sometimes, we’re going to go and confront Bikendi - and take ‘em out. Right? So when we get close, we’ll buff up and head in ready to kick some ass!" He gets a little carried away in his excitement, and then pauses.
"Er, right?
"Uh... no."
Where did he get that idea?"We give him the stone, get the directions to his second treasure stash, and prepare to fight his night hag enemies.
I hope he doesn't want a fight. I only prepared one or two spells really useful for fighting ghosts."
Tucci Hedgehopper |
"They're valid concerns, Mac. But the hag didn't task us with just recovering the dream stone, she wanted Bikendi gone as well. If she came for us now, we wouldn't be able to do that part as well, right? I definitely agree she and her coven will come for us after we help Bikendi and his ritual, I just don't see what they have to gain by attacking us earlier. And if we know we're likely getting into a fight when we return the dream stone to Bikendi, I'd prefer Tucci to have his sight back."
lol! This paragraph confused me, sorry - though I like the scene.
Tucci looks, a little, crestfallen. "Oh, OK. So we help Bikendi, and take out the hags then. Right?"
Veronica Blackblade |
Prepared Spells (CL 10; (5/6/5/4/2/0/0), concentration +19(+21 to cast defensively))
4th (2/day)- Channel Vigor, Dimension Door
3rd (4/day)- Displacement, Tactical Adaptation, Fly, Dispel Evil
2nd (5/day)- Mirror Image, Defending Bone, Bladed Dash, Glitterdust, Frigid Touch
1st (6/day)- Rime Frostbite x2, Enlarge Person, Deivon's Parry, Blade Tutor Spirit
0th (at will)- Brand; Detect Magic; Ghost Sound; Light; open
After scribing the spells into her spellbook, Veronica spends the remaining hour afforded by her ring to study the dreamstone as best as she can, for curiosity's sake, before they have to hand it over
---
"Yeah, Mac's right, I didn't change my mind after we talked with Bikendi - we give him the stone and let him finish his ritual, which should finally put his crew to rest as well. I'd rather help him than the hag, and it nets us more treasure, too. Then I'm thinking of going with Mac's suggestion and take the powerless stone and Bikendi's body back to the hag - I don't think she'll buy it for more than a brief moment, but a brief moment is enough for us to get the upper hand in a fight."
"And don't forget Eric's hunch about the spider woman, too. If she doesn't see eye to eye with her mistress, we might get her to help, or at least step aside, when we confront them."
As they prepare to head out, Veronica focuses on her usual long lasting magics:
Spell preparations on the ship:
- Defending Bone
- Protective Luck on everyone besides Veronica
- Tears to Wine on whomever is interested (CL 10, so +5 bonus and last whole dungeon)
- False Life from the figure head
- Extended Fly on Eric and Kasin? (Rods at 4/6) (Uses 3rd level pearl of power)
False Life: 1d10 + 6 ⇒ (2) + 6 = 8
When they get to the fort, Veronica and Eric cast their shorter term magics on the group as well.
Veronica:
Shield from wand (2 encounters)
Blade Tutor spirit (3 encounters)
Mirror Image (3 encounters)
Extended Displacement (3 encounters).
Extended Channel Vigor (3 encounters)
Eric:
Extended Haste (2 encounters)
Extended Good Hope (3 encounters) (rods at 0/6)
Mirror Image (2 encounters)
Shield from wand (2 encounters)
Moment of Greatness from wand (2 encounters)
Protection from Evil on himself and Veronica from wand (2 encounters) (anyone else is welcome to use the wand as well)
Images Veronica: 1d4 + 3 ⇒ (4) + 3 = 7
Images Eric: 1d4 + 2 ⇒ (1) + 2 = 3
UMD Eric for Shield: 1d20 + 14 + 2 ⇒ (7) + 14 + 2 = 23
UMD Eric for Protection from Evil: 1d20 + 14 + 2 ⇒ (19) + 14 + 2 = 35
UMD Eric for Protection from Evil: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27
narrator robot |
Earlier
After studying the stone for several minutes all Veronica is able to discern is that the cyclops originally used the stone for divination. Now, altered by the hag and Bikendi, it appears to be a dream stone.
Now
Having entered the fort and avoided Paeta by going through the 'prison entrance' B28 the officers of the charm enter the low-ceilinged room where they first found Bikendi's ghost. B31
Upon their arrival the ghost raises through the floor, a smile on its scared face, "Ahhhh I sense you have found the stone. Now to finish the Ritual. Which of you will allow me to possess your body momentarily to complete the ritual?"
Veronica Blackblade |
"I don't recall you mentioning anything about needing to possess one of us to complete this ritual of yours. Can't you just guide us through it instead? I'm pretty confident in my spellcasting knowledge, I'm sure I could do it."
Veronica looks to the others and shrugs, nodding back to the ghost. "If there's no other way, than I'll volunteer. I'm not going to order my officers to do something like this. But lets not forget your part of the deal, too. If this works and you move on to the Dreamlands, how are you going to tell us about that second stash of yours?"
narrator robot |
Slowly shaking his head, "Sadly, only I have the knowledge to finish my transition. If you permit me to enter your body to complete my task I will tell you the location of my 'buried treasure'." He looks at the other officers, then back. "I desire to pass into the dream world. I've no wish to remain a ghost forever." Looking back at the captain he extends his hand, "Do we have an accord?"
Tucci Hedgehopper |
Tucci looks uncomfortable, "You sure captain? I could do it too. I'm sure it's easy!" he grins.
But he doesn't push it either, and watches the transformation carefully. He's not too worried about the ghost, he gets a pretty good vibe from him, but the hags might be watching, and might make their move!
Sense Motive: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21 (good hope)
Perception: 1d20 + 25 + 2 ⇒ (18) + 25 + 2 = 45 (good hope)
narrator robot |
Bikendi smiles as Veronica agrees and enters her body. He begins to move casting his spell in ancient Ghol-Gan tongue, Soon the Dream stone cracks, a wave of energy rippling from it and the shard loses it's glow. As Bikendi is able to complete the ritual, and his spirit passes on into the Dimension of Dreams. he whispers the hoard's location to the captain. It lies in a sunken, air-filled temple just a few miles away, to the south east.area Q on the island map
Epilogue
As the officers of the 'Charm' cautiously move through the fort, they find the insane human, the one Bikendi identified as Ederleigh, dead, succumb to the 'dream attacks' but no sign of the Hag or her pet phase spider Paeta. It appears that having felt the destruction of the stones magical abilities the Hag abandoned her bluff and returned to her own dimension.
Having removed the threat of cyclops invasion, the ghost sorcerer Bikendi, the nightmare ghosts his condition caused and the dimensional creatures hunting him, the officers of the 'Charm' realize the fort is now safe for occupation. But is the island?
Brother MacLaren |
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Brother MacLaren does his best to purify the fort.
This mostly involves walking the grounds, raising a toast to the fallen, and pouring out a little ale for them.
And he will give Ederleigh a respectful burial.
He's not casting Consecrate or Hallow or anything. Just RP.
He also listens closely to Veronica in conversation afterwards, to make sure there is no trace of Bikendi left. "A bold decision, Captain."
Veronica Blackblade |
"I know, but I didn't feel like there were any other decent options available. Between the magical protections I put up in case we had to fight the hag, and my knowledge of spellcasting, I figured I'd probably be in the best position to notice if he tried anything weird and resist it. But everything seems to have turned up fine."
Veronica looks approvingly as Mac sets out to purify the fort and put Ederleigh to rest. She glances around from time to time, half expecting to see the hag or her pet spider show up for revenge.
After everything is done, she nods to the group. "I guess that's the fort taken care of. I'll be honest, I was expecting us to have to deal with a furious hag after we helped Bikendi out, but seems like she figured it would be safer for her to flee rather than face us. I think it's time we let the crew land and come here, while we go get Bikendi's treasure and explore whatever's left of our island. And we better start thinking about what we want to do with it. I've got some ideas, but I'd like to hear yours, too."
Eric Blackblade |
2 people marked this as a favorite. |
While Mac sets out to purify the fort, Eric uses his magic to make sure all the magic traps they'd left armed the last time they were here.
I think there were quite a few traps in the room where Ederleigh was hiding that we didn't take care of. Just wanted to make sure they were disabled before we brought the crew in.
Tucci Hedgehopper |
Tucci will follow the good Brother around, and help him in any way he can.
When they're done, he'll summon five or six (as needed) earth elementals. For each one he summons, he'll speak to them in Terran. He instructs them to poke around some of the foundations and areas where there might be secret caches or tunnels or the like.
They can move through the earth and stone, to see if there are any cavities and report back. This uses most of his spells for the day, but he's curious...
When the Captain talks of the future, Tucci's eyes grow wide! "Oh, once we've tamed this place, had the party, and interested a few settlers, I'd love to administer it! In my retirement of course... I could be the governor!"
Tucci Hedgehopper |
"If we want to try and keep the dinosaurs, we should at least corral them so they're not wandering loose. Not sure what we'd use 'em for though - maybe they're best put down."
"Then let's check the treasure!" Tucci cries excitedly.
narrator robot |
2 people marked this as a favorite. |
He instructs them to poke around some of the foundations and areas where there might be secret caches or tunnels or the like.
I will resist the urge to RP this communication with creatures of an intelligence of 4.
After much talking, pantomiming and charades with the instinctive and impulsive earth elementals, Tucci is able to explain that he's not enquiring about the 'open air above the ground' or the 'water near the ground' or the 'basements of the buildings above the ground' and learns that there might be open pockets of not rock or dirt or waster east of the 'great tower' under the walls.
Meanwhile, Mac finishes 'blessing' the fort for his deity and Eric makes sure the fort is safe for officers and crew alike. As the 'Afternoon watch' passes and evening begins to approach, Tucci recommends they may consider doing something with the dinosaurs.
Tucci Hedgehopper |
Tucci does his best with the earth elementals. Though they share a common language, they're harder to deal with then expected. Slow. Dim witted. Better suited for combat. Point - attack - repeat. Still, they helped a bit in the end.
"While we're here, is there some way for us to investigate the chamber below? If not, we can always come back. Might be more treasure!" Tucci suggests.
Brother MacLaren |
"As to the dinosaurs, I suppose we can leave them be for now. Perhaps some collector would pay for them. Or maybe as Veronica's skill at magic improves she can turn them into sheep or goats or something."
"I could try teleporting us to this chamber below, but lacking good directions there is the risk of appearing in a solid space. That's painful. Digging would take time, and the magic for that is of the arcane sort. So I think our best bet would be to find tunnels leading to those chambers."
Veronica Blackblade |
"Yeah, as long as the crew doesn't venture out from the fort, I don't think we need to pay the dinosaurs much mind. Heh, if they don't bother us too much, might even be worth it to let them be until the feast - I'm guessing dinosaur meat is not something the Pirate Lords eat very often. Might be a good idea to talk to Kroop about that, see what he thinks."
"As to these 'chambers' the elementals found, I'll have a look at them tomorrow - while I haven't leaned much towards polymorph magic until now, I think I understand it well enough that I can turn into an elemental myself. I can look for these chambers and see if they hold anything of interest, and if they're close enough to the surface, I should be able to teleport us in afterwards."
"That will have to wait for tomorrow, as I'd need to prepare the right spells. We still have quite a bit of magic to spare for today, though, seeing as how we ended up not having to fight the hag and her pet spider. Want to go and look for Bikendi's stash before the day ends? It can wait for tomorrow or later, mind, it's not like we're pressed for time right now."
Tucci Hedgehopper |
"Yeah, let's go for the stash! Dinosaur meat? I hadn't even thought of that! Awesome." Tucci approves, and readies the spells they'll need to go underwater. Or rather has them ready...
narrator robot |
As the word came down to the sub-officers that the crew could land and begin work on the fort, frantic activities began. Amborse, Jack and Owlbear quickly made themselves at home in the kitchen of the rundown mess hall's kitchen. Conchobar had crew cleaning up the garrison barracks. Samms had crew filling in the pit in the middle, so as no one would fall and hurt themselves. Ratasberg and crew began to clear out the entryway, looking at what was needed to repair the gate. Giffer took some crew to the basement to determine what it would take to clear out the rocks and possibly open the potetial tunnel and Maheen set up a rotation of crew to stay on watch aboard the ship. Buy the end of the evening, Amborse had a clam chowder ready to serve to the worn out crew in the 'new mess' and by the end of the evening, some of the crew returned to the ship to sleep and others slept quietly under the stars in the fort,
The next morning, after everyone grabed a bite to eat, work details were set up and the officers were ready to go. Tilly and crew had a skiff waiting to sail the officers to the reported location of treasure.
Q. SUNKEN SHRINE
In the thousands of years following the fall of Ghol-Gan, more than one ancient ruin has been swallowed by the sea, whether because of Earthfall, earthquakes, or just the ravages of time. One such location now lies just below the water's surface a few miles southwest of the Isle of Empty Eyes, a holy shrine dedicated to the cyclops incarnation of Sivanah, the patron goddess of illusions and mysteries. Bikendi Otongu originally came to this site while researching the magic practiced by the great cyclopes of old. After discovering the powerful illusions and abjurations of Sivanah's temple, he decided to use it as a perfect hiding place for his gang's most valuable treasures.
Following Bikendi's directions, the officers of the 'Charm' sail to the ocean over the temple, but getting to the secret cache actually requires a prolonged diving expedition. a successful DC 25 Perception check to find the shrine in the dim light of the ocean floor 100 feet down. Swimmers must succeed at DC 15 Fortitude saves every minute or take 1d6 points of damage from the water pressure at that depth.
SHIPWRECK AND CORAL MAZE
The remains of a sai ling ship sit among the rocks on the ocean floor. Beyond it, an immense, cavelike maze of overlapping coral grows across an ancient, gia nt-sized ruin.
Brother MacLaren |
Brother MacLaren prepares the following spells.
Intending to rely on Tucci's Life Bubble spell because of the pressure effects, but preparing Water Breathing as a backup and Ride the Waves for the Swim speed.
0: Purify Food and Drink, Guidance, Create Water*, Light
1: Divine Favor (2), Protection from Evil (2), Liberating Command, Enlarge Person (D)
2: CMW, Instant Weapon, Align Weapon, Resist Energy, Suppress Charms and Compulsions, Bull's Strength (D)
3: Invisibility Purge, Water Breathing, Dispel Magic, Communal Resist Energy, Fly (D)
4: Divine Power, Freedom of Movement, Ride the Waves, Dimension Door (D)
5: Open Slot, Righteous Might, Teleport (D)
As usual, CMW goes in the Sipping Jacket, but nothing in the tankard for now.
"At some point, I plan to Teleport to a city - maybe Port Peril - to pick up some supplies. I can bring three others along, but I can only cast the spell once per day, so it's a two-day journey. I'd also like to make a visit back to Tidewater Rock fairly soon."
Range on Teleport is 1,000 miles. Main things I need in a city are material components for True Seeing and the focus for Plane Shift.
Tucci Hedgehopper |
Kasin HP: 67/67 (+18/18) DR 5/evil; AC: 32, tch 18, flat 25 (included: +2 tiger, +4 barkskin; not included: +3 dodge when moving); SR: 14
Tucci Conditions = Focus: Tiger and Bear (sw, +4, 10/10), Deadeye's Lore (day), Barkskin (+4, day), Bloodhound (day), Shared Training (outflank, bonded mind, day), Aquatic Trail (day), Life Bubble (full), Resist energy communal (20 cold, 3 encounters)
Kasin Conditions = Focus: Tiger (+4dex) & Bear (+4con), Smite (sw, 1/1d, +9dam), Barkskin (+4, day), Magic Fang (+2, day), Life Bubble (full), Resist energy communal (20 cold, 3 encounters)
Weapon Equipped = None
Boarding Pike: Att: BAB +7/2, Size +1, Str +4, Attu +2 Dam: Str +6, Attu +2 Crit: 20/x3 DR: magic
Kasin’s Bite: Att: BAB +6/1, Str +5 Dam: Str +5(+7) Crit: 20/x2 DR: magic
Svingli’s Eye (1/1, mv, Perception DC20 for true seeing 1r)
Re-roll profession sailor (1/1w, recharging days: 7/7)
Touch of Good (8/8, +4 att/skill/ability/save (sacred) 1r)
Holy Lance (1/1, make weapon holy 4r)
Lucky Halfling (1/1, w/in 30’ I roll a save)
Mnemonic Vestment (1/1, cast from scroll list)
Featherscale Cloak (1/1 feather fall)
Rod of Extend Lesser (0/3, Barkskin x2, Shared Training)
Spell Storing Armor (vampiric touch)
Spells Known (Caster Level 10, Concentration +14, DC 14+lvl)
. . 0: Create Water, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (5/6): Cure Light Wounds, Deadeye’s Lore, Faerie Fire, Goodberry, Protection from Evil, Summon Nature’s Ally, Touch of the Sea
. . 2nd (0/5): Align Weapon, Aquatic Trail, Barkskin, Bloodhound, Shared Training, Summon Nature’s Ally, Wind Wall
. . 3rd (1/4): Life Bubble, Magic Fang Greater, Resist Energy Communal, Summon Nature’s Ally
. . 4th (2/2): Air Walk, Commune with Nature, Summon Nature’s Ally
- - -
I keep forgetting you can teleport! We have treasure to sell as well. Tucci is happy to come with and help carry said treasure. He also has a handy haversack for extra room.
”Teleportation! Cool! I wanna come! Can I come? Please?!” Tucci goes on excitedly. He’d love to get into town and sell some of their goods, and resupply. ”Plus, we need party favors, and other delectables for the event. Not food this early of course, but other things could be acquired so the crew can work on pavilions and the like as they fix up the fort. I figure we’ll have the party there yeah?”
Tucci then prepares for the day by casting the following:
- Deadeye's Lore (all day) (1)
- Barkskin (+4 natural armor, all day) (2 - rod)
- Today he’ll also provide a Barkskin (+4 natural armor, all day) for Kasin too! (2 - rod)
- Bloodhound (scent, +8 perception (smell), +4 survival (scent), all day) (2)
- Shared Training (MacLaren, Veronica, & Eric; all day; Outflank & Bonded Mind) (2 - rod)
- Magic Fang Greater (+2 Kasin’s bite, all day) (3)
Then, when they find the spot and are preparing to descend, he’ll cast
- Aquatic Trail (all day) (2)
- Life Bubble (full dungeon on everyone) (3)
- Resist Energy Communal (20 cold, 3 encounters) (3)
Then he’ll cast, from a wand, Touch of the Sea (1 encounter) on himself.
”Anyone want in on this?” he asks before diving in!
Veronica Blackblade |
4th (2/day)- Elemental Body I, Dimension Door
3rd (4/day)- Displacement, Tactical Adaptation, Haste x2
2nd (5/day)- Mirror Image, Defending Bone, Bladed Dash, Glitterdust, Frigid Touch
1st (6/day)- Rime Frostbite x2, Enlarge Person, Deivon's Parry, Blade Tutor Spirit
0th (at will)- Brand; Detect Magic; Ghost Sound; Dancing Lights; Mage Hand
Spell preparations on the ship:
- Defending Bone
- Protective Luck on everyone besides Veronica
- Tears to Wine on whomever is interested (CL 10, so +5 bonus and last whole dungeon)
- False Life from the figure head
False Life: 1d10 + 6 ⇒ (6) + 6 = 12
"Yeah, I figured the fort would be the best place for the party, assuming we can get it fixed up in time. The teleport idea is an excellent one as well, Mac. We're going to need supplies, and it cuts down on the sailing time. And we're going to be coming up today with extra loot to sell, assuming Bikendi wasn't lying about the stash."
----
As the skiff nears the location shared by Bikendi, Veronica casts some more of her magic.
"Yeah, I'll need a casting from the wand as well, Tucci. Good news, though - I'll finally be putting the Blackblade to use on our trips underwater!"
Additional castings before diving in:
Shield from wand (2 encounters)
Blade Tutor spirit (3 encounters)
Mirror Image (3 encounters)
Extended Displacement (3 encounters) (rods 5/6)
Extended Tactical Adaptation (Aquatic Combatant)(1 full dungeon) (rods 4/6)
Extended Haste (3 encounter) (rods 3/6)
Images: 1d4 + 3 ⇒ (2) + 3 = 5