| Krowys |
Would hexes work? I'm casting Greater Aggressive Thundercloud to stay out of danger right now, but for future knowledge would they work while I can't see them? I don't remember if that was a rule or something.
Unable to see anything. Hexes might thus fail, but I know the rough location of the Serpents. Therefore, Greater Aggressive Thundercloud is likely my best bet, due to the continuous damage that has to go through Spell Resistance each time, Krowys thinks to himself.
Krowys, after approximately one second of quick thinking, pulls out a piece of bark of a tree struck by lightning, and casts Greater Aggressive Thundercloud, pointing at a spot where he knew the Serpent was last, and calling down thunder from the sky. The orb is the thundercloud Then, both he and Liber back out of the vision-obscuring area to get their grips. Do we take damage from that?
Overcome SR: 1d20 + 17 ⇒ (13) + 17 = 30
Reflex Save, DC 22: 1d20 + 18 ⇒ (17) + 18 = 35
Electricity Damage: 6d6 ⇒ (6, 3, 3, 5, 4, 1) = 22 Half damagee. It may be pitiful, but it adds either 3d6 or 6d6 every turn assuming I bypass SR (50% chance), and I can seemingly cast other spells with it active. The spell has a Somatic Component, so Krowys's AC is as listed now.
| GMDQ |
Hexes, like spells, I believe depend on its specific description to determine whether you need to touch a target, have line of effect, or line of sight. Anything I think that requires an attack roll or has a singular target probably requires line of sight. Some may have further specifics; Cackle specifies the target needs to hear the witch, but not necessarily has to be able to see them.
No, I don't think you take damage moving through the swarms, they do the damage on their turn, and they don't get AOOs.
Combat Round 2
Mirabelle: hp 172/172| | AC 25/24 (T16 FF19) | CMD 20 | Fort +19 Ref +18 Will +22 (+3 vs mind affecting) | freedom of movement, life bubble, mind blank, heroism, invisible, false life, mage armor | poisoned 5/6 rounds, 1 Dex dam, exhausted
Hollow Serpent 2 | HP 230; DR 10/magic and silver, fast heal 10| AC 31 T19 FF21 | Fort +15 Ref +18 Will +19 Channel Resist +7; SR 27 | Freedom of movement, undead traits | benefiting from desecration
Hollow Serpent 3 | HP 218; DR 10/magic and silver, fast heal 10| AC 31 T19 FF21 | Fort +15 Ref +18 Will +19 Channel Resist +7; SR 27 | Freedom of movement, undead traits | benefiting from desecration
Lazur Anil: hp 156/156 | AC 32/31 (T19 FF27) | CMD 34 | Fort +13 Ref +18 Will +15 (+1 versus enchantments; roll twice vs mind-affecting) | Immunities: Illusions | death ward, displacement, echolocation, freedom of movement, life bubble, overland flight, long arm, shield | poisoned, 6 damage
Ariston: HP 105/105 | AC 34 (T18 FF30) | CMD 27/23 CMB +13 | Fort +15 Ref +15 Will +23 (+2 vs charm/compulsion) | Resist: Acid/Cold/Electricity 5 | ring of force shield, life bubble, shield of faith, true seeing | exhausted, poisoned 5/6 rounds, 1 Dex dam
Giant Immortal Ichor 1 | HP 310; DR 15/-, Reg 10 (good spells, good weapons) | AC 34 T 35 FF 30 | CMB 23 (+25 grapple) CMD 36 (can't be tripped) | Fort +18 Ref +8 Will +11 | amorphous, immune acid, bludgeoning damage, electricity, mind-affecting effects, ooze traits, piercing damage; resist cold 30 | [slow
Creeping doom swarm 1 hp 60/60 | AC 18 T 18 FF 14 | Fort +5 Ref +7 Will +3 | Swarm traits, immune to weapon damage. Distraction concentration DC is 22
Creeping doom swarm 2 hp 60/60 | AC 18 T 18 FF 14 | Fort +5 Ref +7 Will +3 | Swarm traits, immune to weapon damage. Distraction concentration DC is 22
Creeping doom swarm 3 hp 60/60 | AC 18 T 18 FF 14 | Fort +5 Ref +7 Will +3 | Swarm traits, immune to weapon damage. Distraction concentration DC is 22
Creeping doom swarm 4 hp 60/60 | AC 18 T 18 FF 14 | Fort +5 Ref +7 Will +3 | Swarm traits, immune to weapon damage. Distraction concentration DC is 22
Krowys: hp 120/123 | AC 32/31 (T20 FF26) | CMD 27 | Fort +12 Ref +15 Will +15 (+2 v. Poison & Mind-Affecting) | Resist 5 Electricity | resist fire 30, life bubble overland flight | exhausted, poisoned x1, 1 Dex dam
... and Liber: hp 60/60 | AC 20 T15 FF 17 | Fort +12 Ref +15 Will +15 | SR 22 |
Mira is up! Blast the f+~~ out of those things! (Or something...)
| Mirabelle aka Mira the Obscure |
Mira grits her teeth and flies forward, into the teeth of the storm and the hollow serpents auras!
Fortitude: 1d20 + 19 ⇒ (18) + 19 = 37, pass
Fortitude: 1d20 + 19 ⇒ (5) + 19 = 24, fail
Str damage: 1d6 ⇒ 5
She shudders as her limbs begin to wither, adding to the strange palsy affecting her from the poison and the sheer, body wearying, exhaustion.
She incants and electrical energy begins to swell around her before erupting in a coruscating sphere for power!
HS1 SR, DC27: 1d20 + 22 ⇒ (5) + 22 = 27, pass
HS2 SR, DC27: 1d20 + 22 ⇒ (7) + 22 = 29, pass
DC32 fortitude save
Fort HS1: 1d20 + 15 ⇒ (13) + 15 = 28
Fort HS2: 1d20 + 15 ⇒ (7) + 15 = 22
Fort S1: 1d20 + 5 ⇒ (11) + 5 = 16
Fort S2: 1d20 + 5 ⇒ (7) + 5 = 12
Fort S3: 1d20 + 5 ⇒ (12) + 5 = 17
Fort S4: 1d20 + 5 ⇒ (7) + 5 = 12
Damage, all fail: 18d8 ⇒ (5, 6, 3, 2, 6, 6, 1, 3, 8, 7, 5, 1, 4, 3, 7, 2, 8, 6) = 83
The swarms are swept away and the bones of the Hollow Serpents are rattled.
| GMDQ |
Mira's stormbolts obliterates the swarms nearly as quickly as they come into being, and you can now see your enemies again. Between lifesense and normal senses, unfortunately, the hollow serpents can see or sense all of you. Both of them move five feet toward you and each in a clattering mockery of Draconic, utter the horrid wilting spell.
Horrid Wilting Damage from Serpent 2: 16d6 ⇒ (4, 1, 4, 2, 3, 3, 3, 6, 1, 6, 4, 4, 1, 3, 6, 4) = 55
Ariston DC 24 Fortitude: 1d20 + 15 ⇒ (8) + 15 = 23
Lazur DC 24 Fortitude: 1d20 + 13 ⇒ (10) + 13 = 23
Mirabelle DC 24 Fortitude: 1d20 + 19 ⇒ (4) + 19 = 23
Krowys DC 24 Fortitude: 1d20 + 12 ⇒ (12) + 12 = 24
Krowys takes 27 damage and everyone else takes 55
Horrid Wilting Damage from Serpent 3: 16d6 ⇒ (6, 6, 3, 4, 1, 6, 4, 2, 4, 5, 2, 6, 4, 1, 2, 5) = 61
Ariston DC 24 Fortitude: 1d20 + 15 ⇒ (3) + 15 = 18
Lazur DC 24 Fortitude: 1d20 + 13 ⇒ (4) + 13 = 17
Mirabelle DC 24 Fortitude: 1d20 + 19 ⇒ (11) + 19 = 30
Krowys DC 24 Fortitude: 1d20 + 12 ⇒ (5) + 12 = 17
Mira takes 30 damage and everyone else takes 61
Save is for half damage; SR applies, but I don't see that any of you currently have spell resistance; if you do feel free to roll their check; their CL is 16
| Ariston |
Ariston has his Admiral Akbar moment…
Concentration Check is an auto-fail so I’m not rolling it.
Ariston becomes a withered husk, every ounce of moisture stolen from his body. His corpse begins to topple like a dead tree as his soul leaves his body and ascends to meet Varan….
And then his dessicated hand twitches in a well-practiced, almost instinctual, motion… and the power of Varan pours life back into him. His deflated corpse re-expands with life as his soul is slammed back into its mortal shell. The priest even stops himself from falling with a quick step. The glare he gives the worms is utterly lethal and implacable… but first, his allies need care.
Ariston calls on Varan to bathe them in healing energy and tops it off with a secondary spell of healing.
IMMED: Reactive Healing
MOVE: Quick Channel
STAND: Cast Mass Cure Critical Wounds
TEAM gets 68 HP each
Reactive Healing Self-Only: 9d6 ⇒ (1, 3, 3, 4, 4, 2, 6, 1, 5) = 29
Quick Channel to Heal: 9d6 ⇒ (4, 6, 4, 3, 3, 5, 4, 5, 2) = 36
CCW, Mass (17 ppl): 4d8 + 17 ⇒ (4, 3, 5, 3) + 17 = 32
HP: 86 / 105 | AC:34 / T:18 / FF:30 | CMD:27/23
Channel Energy (11): xxx
Quick Bit of Luck (3):
Bit of Luck (8):
Dimensional Hop (170’): 25’
Daylight (1):
Agile Feet (11):
Good Fortune (2):
Brilliant Spell Prep (1):
Boots of Speed (10):
Pearl of Power 4th (1):
Wand of CLW (50):
9th Spells
> Implosion: x
> Miracle:
8th Spells
> Holy Aura:
> Fire Storm: x
> Moment of Prescience:
> Stormbolts:
7th Spells
> Destruction:
> Holy Word:
> Resurrection:
> Spell Turning:
> <Brilliant Open Slot>:
6th Spells
>Antilife Shell:
> Word of Recall:
> Heal (2):
> Symbol of Persuasion:
> Find the Path
5th Spells
> Breath of Life:
> Commune with Plane:
> Life Bubble:
> Spell Resistance:
> Teleport:
> True Seeing: x
4th Spells
> Control Water:
> Freedom of Movement:
> Holy Smite:
> Neutralize Poison:
> Communal Protection from Energy (1):
> Restoration:
> Sending:
3rd Spells
> Aura Sight:
> Create Food & Water (2):
> Dispel Magic (2):
> Fly:
> Prayer:
2nd Spells
> Blinding Ray (2):
> Calm Emotions:
> Ghostbane Dirge:
> Locate Object:
> Spear of Purity:
> Spiritual Weapon:
1st Spells
> Bless:
> Murderous Command:
> Remove Fear:
> Shield of Faith (3): x
> True Strike:
Effects:
Ring of Force Shield = Indefinite
Shield of Faith
Life Bubble
True Seeing = 17 mins
STR -8
DEX -1
Well played, DQ! You dropped me to -11... killing me by 1 point.
| Lazur Anil |
Lazur inspiration kicks in and he manages to miss some of the first spells effects but bears the full brunt of the second. He then studies his opponent for a quick second takes a step and unleashes a series of attack on the creature managing to hit it twice. 62 points total to 2
Inspiration Save: 2d8 ⇒ (4, 1) = 5
+5 Inspired Mithral Rapier SC PA 1: 1d20 + 21 + 8 - 4 ⇒ (12) + 21 + 8 - 4 = 37 44 Damage: 1d6 + 9 + 8 + 8 ⇒ (1) + 9 + 8 + 8 = 26 Inspiration: 2d8 ⇒ (7, 3) = 10 33
+5 Inspired Mithral Rapier SC PA Haste: 1d20 + 21 + 8 - 4 ⇒ (2) + 21 + 8 - 4 = 27 Damage: 1d6 + 9 + 8 + 8 ⇒ (6) + 9 + 8 + 8 = 31
+5 Inspired Mithral Rapier SC PA 2: 1d20 + 16 + 8 - 4 ⇒ (4) + 16 + 8 - 4 = 24 Damage: 1d6 + 9 + 8 + 8 ⇒ (2) + 9 + 8 + 8 = 27
+5 Inspired Mithral Rapier SC PA 3: 1d20 + 11 + 8 - 4 ⇒ (17) + 11 + 8 - 4 = 32 Damage: 1d6 + 9 + 8 + 8 ⇒ (4) + 9 + 8 + 8 = 29
| GMDQ |
Good thing you had the reactive healing, Ariston. Nice when those things come in handy!
The immortal ichor, still slowed by Mira's spell, has a very uninteresting turn where it floats upwards, oozing through the openings in the grate until it reforms, hovering over the grate. And that's all it does. Moves 10 feet, hovering 5 feet over the floor
Krowys and Liber up!
| Krowys |
"I have not healed yet while our group has been together, and given the presence of undead that would be harmed from the action, this might be the best course of action," Krowys monotones as he enters near the center of the group to cast Mass Cure Critical Wounds on everything except the Ichor. The thunder still rages on above the serpent's head as it crashes down with a sonorous BANG, with the Serpent seemingly unperturbed by the literal storm above its head.
Krowys Heal: 4d6 + 17 ⇒ (1, 3, 4, 3) + 17 = 28
Ariston Heal: 4d6 + 17 ⇒ (6, 3, 6, 4) + 17 = 36
Lazur Heal: 4d6 + 17 ⇒ (2, 2, 5, 3) + 17 = 29
Mirabelle Heal: 4d6 + 17 ⇒ (2, 1, 1, 3) + 17 = 24
CL v. Hollow Serpent 2 SR: 1d20 + 17 ⇒ (19) + 17 = 36
Hollow Serpent 2 Will Save DC 27: 1d20 + 19 ⇒ (1) + 19 = 20
Positive Energy damage v. Hollow Serpent 2: 4d6 + 17 ⇒ (1, 1, 6, 6) + 17 = 31
31 damage to HS 2
CL v. Hollow Serpent 3 SR: 1d20 + 17 ⇒ (12) + 17 = 29
Hollow Serpent 3 Will Save DC 27: 1d20 + 19 ⇒ (19) + 19 = 38
Damage: 4d6 + 17 ⇒ (1, 1, 2, 3) + 17 = 24
CL v. Hollow Serpent 3 SR: 1d20 + 17 ⇒ (11) + 17 = 28 Ongoing thundercloud.
Ref DC 22: 1d20 + 18 ⇒ (11) + 18 = 29
12 damage to HS 3 from the cure spell, none from the thundercloud.
"The Ichor might pose a problem for us, but we can exhaust our most taxing spell slots in concert with Mira to deal with it relatively quickly," Liber says (with more emotion than her spellcaster) as she hovers about the Aphorite's head.
| Mirabelle aka Mira the Obscure |
Looks like I am back at full HP from all the healing
Thanks all, back to back horrid wiltings is nasty. Now lets finish these things. I can probably deal with the ooze so dont feel you need to out yourselves at risk.
With that she flies upwards a little and breathes out a cone of bone dissolving acid over Lazurs head at the two serpents.
Move to fly up. standard for empowered persistent dragons breath
SR Serpent 1: 1d20 + 26 ⇒ (10) + 26 = 36, pass
SR Serpent 2: 1d20 + 26 ⇒ (3) + 26 = 29, pass
Reflex 1: 2d20 ⇒ (1, 16) = 17, take the lowest +18, fail
Reflex 1: 2d20 ⇒ (8, 19) = 27, take the lowest +18, fail
Damage: 12d6 ⇒ (2, 4, 1, 4, 6, 5, 6, 3, 2, 3, 3, 6) = 45 x1.5 for 67 damage
By my calculations I think that might down 1 but not two so she does it again with a quickened empowered version
SR Serpent 1: 1d20 + 26 ⇒ (19) + 26 = 45, pass
SR Serpent 2: 1d20 + 26 ⇒ (3) + 26 = 29, pass
Reflex 1: 1d20 ⇒ 3, fail
Reflex 1: 1d20 ⇒ 6, fail
Damage: 12d6 ⇒ (4, 3, 1, 4, 3, 3, 6, 1, 3, 3, 1, 2) = 34 x1.5 for 51 damage
| GMDQ |
With an onslaught of spells from the party, plus Lazur's weapon skills, the two serpents crumble back into skeletal dust.
That moves us straight to Ariston and Lazur
| Ariston |
Ariston is running through the offensive spells he might bring to bear on the strange jelly creature… when he hears Lazur’s comment, ”Say what now?” Clearly, something was affecting the Investigator’s mind. ”Sure. I can understand that.”
He immediately casts a powerful spell on all his allies and himself…
STAND: Cast Holy Aura
I’m assuming Lazur can’t resist this spell since we are still allies and I haven’t attacked the Goo.
Holy Aura
COMP: VSF
RANGE: 20’ radius burst (up to 17 targets)
DURATION: 17 rnds
SR: Y/N Beat SR: 1d20 + 17 ⇒ (10) + 17 = 27 if needed
SAVE: Y (Harmless) DC:26
EFFECT:
1. Everybody gets +4 Deflection bonus to AC vs ALL attacks.
2. Everybody gets +4 Resistance bonus on saves.
3. Everybody gets SR25 vs evil spells or spells cast by evil creatures
4. If an evil creature succeeds on a melee attack on one of us, the creature is blinded unless it makes a Fort Save DC26
5. Everybody is protected from possession and mental influence, as protection from evil. Per that spell, Lazur immediately gets another save against whatever spell he is under (with the +4 bonus in #2), If Lazur saves, he is immune to any further attempts for the creature to mentally control him.
HP: 86 / 105 | AC:34 / T:18 / FF:30 | CMD:27/23
Channel Energy (11): xxx
Quick Bit of Luck (3):
Bit of Luck (8):
Dimensional Hop (170’): 25’
Daylight (1):
Agile Feet (11):
Good Fortune (2):
Brilliant Spell Prep (1):
Boots of Speed (10):
Pearl of Power 4th (1):
Wand of CLW (50):
9th Spells
> Implosion: x
> Miracle:
8th Spells
> Holy Aura: x
> Fire Storm: x
> Moment of Prescience:
> Stormbolts:
7th Spells
> Destruction:
> Holy Word:
> Resurrection:
> Spell Turning:
> <Brilliant Open Slot>:
6th Spells
>Antilife Shell:
> Word of Recall:
> Heal (2):
> Symbol of Persuasion:
> Find the Path
5th Spells
> Breath of Life:
> Commune with Plane:
> Life Bubble:
> Spell Resistance:
> Teleport:
> True Seeing: x
4th Spells
> Control Water:
> Freedom of Movement:
> Holy Smite:
> Neutralize Poison:
> Communal Protection from Energy (1):
> Restoration:
> Sending:
3rd Spells
> Aura Sight:
> Create Food & Water (2):
> Dispel Magic (2):
> Fly:
> Prayer:
2nd Spells
> Blinding Ray (2):
> Calm Emotions:
> Ghostbane Dirge:
> Locate Object:
> Spear of Purity:
> Spiritual Weapon:
1st Spells
> Bless:
> Murderous Command:
> Remove Fear:
> Shield of Faith (3): x
> True Strike:
Effects:
Ring of Force Shield = Indefinite
Shield of Faith
Life Bubble
True Seeing = 17 mins
STR -8
DEX -1
| GMDQ |
The Immortal Ichor sees its ally-servitors fall as warding spells are chanted. It attempts to find another way to weaken your defenses, and a swirling purple mist surrounds you as it casts mind fog.
I can't find where I said how high the ceiling of the tunnel is. But I think it was 40 feet. I believe Mira said she was floating 20 feet over the rest of the party. It's going to summon the 20 ft radius sphere of fog centered so the fog at least fully covers the heads of the people standing on the ground (so 5 feet off the ground, and the top of the sphere would then be 25 feet off the ground). I believe that means it would cover her. If you said differently we can retcon.
Spell description explicitly says it does not hamper vision fyi, but those of you with adequate spellcraft would know a wind will move or disperse the fog even though it's a mind-affecting fog.
Caster Level check to beat SR vs Mira DC 25: 1d20 + 17 ⇒ (11) + 17 = 28
Caster Level check to beat SR vs Ariston DC 25: 1d20 + 17 ⇒ (9) + 17 = 26
Caster Level check to beat SR vs Lazur DC 25: 1d20 + 17 ⇒ (12) + 17 = 29
Caster Level check to beat SR vs Krowys DC 25: 1d20 + 17 ⇒ (2) + 17 = 19
Caster Level check to beat SR vs Liber DC 25: 1d20 + 17 ⇒ (17) + 17 = 34 Whoops, Liber should be immune anyway
On your saving throws, I am not adding the bonus Ariston's spell gives you to saving throws because it is a resistance bonus and should not stack with y'all's cloaks of resistance, which looking at your sheet are all +4 or 5. Fortunately regardless two of you would only fail on a saving throw of 1.
Mira Will Save DC 20 Mind Affecting: 1d20 + 20 + 3 ⇒ (4) + 20 + 3 = 27
Ariston Will Save DC 20: 1d20 + 23 ⇒ (8) + 23 = 31
Lazur Anil Will Save DC 15: 1d20 + 15 ⇒ (7) + 15 = 22
Lazur Anil Best of 2 rolls: 1d20 + 15 ⇒ (20) + 15 = 35
And apart from now coloring the air around you an odd shade of purple, the mind fog does absolutely nothing whatsoever to any of you.
| GMDQ |
Krowys and Liber are up! Then back to Mira for top of the next round. Only critter left is Immortal Ichor whose stats have not changed.
| Mirabelle aka Mira the Obscure |
Save your resources Krowys, let me deal with this stupid thing.
She taps her finger against her lip.
With that she casts two spells in quick succession, zips across the room, and pokes the blob in its jelly like substance. It vanishes with a "pop". Well, that's sorted, it can enjoy its existence in the positive material plane for the rest of existence, forever exploding and regenerating. Good thing too, horrible creatures.
Thats a quickened true strike, a plane shift, a move and a free action to deliver the spell.
Melee touch, true strike: 1d20 + 7 + 20 ⇒ (15) + 7 + 20 = 42, hit
Will save: 1d20 + 11 ⇒ (2) + 11 = 13, fail
Bluff, Heroism: 1d20 + 23 + 2 ⇒ (12) + 23 + 2 = 37
That might not be entirely true, has it been sent somewhere else?
| Krowys |
Oops forgot I had a turn. Accepting delaying to see that.
"As long as it wasn't sent to Axis, oh for Axis's sake the paperwork would be a nightmare if they knew we were involved in that!" Liber jokingly frets. "I believe that is that problem dealt with. Most of my spells would have been useless on it, so thank you for allowing me to save my resources," Krowys adds.
| Lazur Anil |
Lazur sighs deeply, "I am glad you took care of that. I had no way of dealing with it. I am going to need to make sure I have bludgeoning and slashing weapons available to use. What else is here?"
| GMDQ |
As Mira approaches the Giant Immortal Ichor, it lunges a pseudopod at her. Attack of Opportunity, which being slowed does not prevent. It has reach because it has the giant template. It can sense you with blindsense.
Attack of Opportunity, Slowed: 1d20 + 21 - 1 ⇒ (4) + 21 - 1 = 24
Miss chance, roll 50 or less hits: 1d100 ⇒ 49
Damage: 6d8 + 9 ⇒ (8, 2, 6, 7, 3, 7) + 9 = 42 plus Wisdom Damage: 1d3 ⇒ 1
The creature's unholy slime slaps the sorceress full in the face, causing her skin to burn and seethe for a moment and rendering her slightly disoriented.
Nonetheless as she had been fully healed before she attempted, she is still well enough to use her considerable magics to send the awful creature to another realm. As the creature *poofs* into another dimension, the light in the room disappears and she is left to see via darkvision.
Not really following what the Sense Motive/Bluff is for. Generally we don't use those skills versus fellow PCs and there's no one else here to Bluff. If it's just a matter of wanting to remain mysterious, I think you can leave that to RP between you and your fellow players.
Now that Mira is in the center of the room, she can see the grating has hinges and can open--although there is no discernable handle to pull the grating off. There is some kind of pattern in the floor beneath the grating but it is hard to see what it might be with the colorless view of darkvision and being blocked by the grating--but whatever the pattern is is definitely arcane in nature. Properly analyzing it will require removing the grate (whether that means you figure out how it is supposed to open or find another means of changing or moving it).
The room otherwise contains the remains of other cherufes and a nasty looking statue of a skeletal dragon's head on one end of the room.
| Mirabelle aka Mira the Obscure |
Mira rejoins the group and slump down. That was unpleasant. There's some sort of magical effect under that grate but I cannot really see it without moving the thing which might well set it off, assuming its some sort of trap or symbol. I could disintegrate the grate to get access but before anything I could really do with some healing. That malignant blob hit hard!
| Lazur Anil |
Lazur sighs and says "That encounter was not pleasant. Hopefully we won't run into anything else that can zap us like that." He then pulls out his Ioun Torch and sets it spinning and his detect magic lantern. Heading towards the grate he says "I'll have a look at it and see what I can figure out."
Moving toward the grate he looks for traps and then ways to open the grate.
Perception Traps: 1d20 + 41 ⇒ (12) + 41 = 53 + Inspiration (better of 2d8): 2d8 ⇒ (3, 8) = 11 61
Perception: 1d20 + 33 ⇒ (3) + 33 = 36 + Inspiration (better of 2d8): 2d8 ⇒ (4, 1) = 5 40
| Ariston |
The priest jumps in, "Hold on, hold on! Let's take this a bit slower. I can help. First, who needs healing?"
Let's heal up first. I know there's a fair amount of ability damage going on. I'm down 8 STR and 1 DEX. I have a Restoration (possibly a second one if I want to use my brilliant slot) and 2 Heals. I'd suggest I remove the ability damage from the Lazur and myself at a minimum but I'm open to healing more folks as well. After that, let me give Lazur a 'Bit o' Luck' in case whatever is below that grate has a bunch of nasty effects.
| Krowys |
How much ability damage did we each get again
"I'm with Ariston," the Arbiter resting on Krowys's shoulder says, "healing should probably come first, before you get into any other altercations or magical traps."
| GMDQ |
Ah yes, you are all poisoned. I did not roll your saves for the last round. Go ahead and roll your Fortitude Saves DC 22 or take 1d4 more Dex damage. If you succeed on the saves, your poisoned condition is cured. You have 4 additional rounds of poison otherwise and will either need to make more saving throws, or get healed by Ariston.
I believe the existing tally of damage is all of you have 1 Dex damage from the poison so far--plus whatever happens on the Fort save above--and Lazur has 2 additional Dex damage. Mira also was 1 Wisdom damage. All of you are also Exhausted except for Lazur (which Ariston's magic can also cure).
Go ahead and resolve that and then I'll get to Lazur's investigation of the grate
| Ariston |
Fort Save vs DC22: 1d20 + 15 + 4 ⇒ (1) + 15 + 4 = 20 Holy Aura LOL
Using Good Fortune to take an immediate reroll...
Fort Save vs DC22: 1d20 + 15 + 4 ⇒ (5) + 15 + 4 = 24 Holy Aura - winner!
Ariston weaves a quick succession of spells…
I think Lazur and I are the only ones still suffering physical damage so the Heal goes to them… POOF! HPs are at max, exhaustion is gone, and all stat damage is gone.
Mira and Krowys get Restoration… POOF! Exhaustion is gone, and all stat damage is gone.
If anyone fails their poison save, let me know and I’ll hit you with Neutralize Poison.
HP: 105 / 105 | AC:34 / T:18 / FF:30 | CMD:27/23
Channel Energy (11): xxx
Quick Bit of Luck (3):
Bit of Luck (8):
Dimensional Hop (170’): 25’
Daylight (1):
Agile Feet (11):
Good Fortune (2): x
Brilliant Spell Prep (1): x
Boots of Speed (10):
Pearl of Power 4th (1):
Wand of CLW (50):
9th Spells
> Implosion: x
> Miracle:
8th Spells
> Holy Aura: x
> Fire Storm: x
> Moment of Prescience:
> Stormbolts:
7th Spells
> Destruction:
> Holy Word:
> Resurrection:
> Spell Turning:
> <Brilliant Open Slot>: x
6th Spells
>Antilife Shell:
> Word of Recall:
> Heal (2): xx
> Symbol of Persuasion:
> Find the Path
5th Spells
> Breath of Life:
> Commune with Plane:
> Life Bubble:
> Spell Resistance:
> Teleport:
> True Seeing: x
4th Spells
> Control Water:
> Freedom of Movement:
> Holy Smite:
> Neutralize Poison:
> Communal Protection from Energy (1):
> Restoration: x
> Sending:
3rd Spells
> Aura Sight:
> Create Food & Water (2):
> Dispel Magic (2):
> Fly:
> Prayer:
2nd Spells
> Blinding Ray (2):
> Calm Emotions:
> Ghostbane Dirge:
> Locate Object:
> Spear of Purity:
> Spiritual Weapon:
1st Spells
> Bless:
> Murderous Command:
> Remove Fear:
> Shield of Faith (3): x
> True Strike:
Effects:
Ring of Force Shield = Indefinite
Shield of Faith
Life Bubble
True Seeing = 17 mins
Holy Aura = 17 rnds
| Mirabelle aka Mira the Obscure |
Fortitude: 1d20 + 19 ⇒ (11) + 19 = 30
Mira shakes off the effects of the poison and shivers. Well, that was unpleasant, many thanks Ariston. We dont want to be carrying around lingering injuries down here. Who knows what awful traps and monsters yet remain. With that she takes out a simple cure wand, Ariston, can you do the honours, that blob thing hit me pretty hard when I moved in on it.
I think Mira still has 42 damage from the ooze hit
Once she is restored he says, Lets have a better look around.
With that Mira returns to being invisible and sets to examining the rest of the room to see if there is anything beyond the grate that needs dealing with. She is particularly interested in the statue of the dragons head.
Perception, Heroism: 1d20 + 35 + 2 ⇒ (17) + 35 + 2 = 54
| Ariston |
Doh! Forgot about the goo attack on you. Sorry, Mira!
Seeing that Mira looks a bit worse for wear, the priest restores her with a pair of healing spells.
CSW: 3d8 + 17 ⇒ (2, 7, 5) + 17 = 31
CSW: 3d8 + 17 ⇒ (1, 2, 3) + 17 = 23
You are a'healed!
HP: 105 / 105 | AC:34 / T:18 / FF:30 | CMD:27/23
Channel Energy (11): xxx
Quick Bit of Luck (3):
Bit of Luck (8):
Dimensional Hop (170’): 25’
Daylight (1):
Agile Feet (11):
Good Fortune (2): x
Brilliant Spell Prep (1): x
Boots of Speed (10):
Pearl of Power 4th (1):
Wand of CLW (50):
9th Spells
> Implosion: x
> Miracle:
8th Spells
> Holy Aura: x
> Fire Storm: x
> Moment of Prescience:
> Stormbolts:
7th Spells
> Destruction:
> Holy Word:
> Resurrection:
> Spell Turning:
> <Brilliant Open Slot>: x
6th Spells
>Antilife Shell:
> Word of Recall:
> Heal (2): xx
> Symbol of Persuasion:
> Find the Path
5th Spells
> Breath of Life:
> Commune with Plane:
> Life Bubble:
> Spell Resistance:
> Teleport:
> True Seeing: x
4th Spells
> Control Water:
> Freedom of Movement:
> Holy Smite:
> Neutralize Poison:
> Communal Protection from Energy (1):
> Restoration: x
> Sending:
3rd Spells
> Aura Sight:
> Create Food & Water (2): xx
> Dispel Magic (2):
> Fly:
> Prayer:
2nd Spells
> Blinding Ray (2):
> Calm Emotions:
> Ghostbane Dirge:
> Locate Object:
> Spear of Purity:
> Spiritual Weapon:
1st Spells
> Bless:
> Murderous Command:
> Remove Fear:
> Shield of Faith (3): x
> True Strike:
Effects:
Ring of Force Shield = Indefinite
Shield of Faith
Life Bubble
True Seeing = 17 mins
Holy Aura = 17 rnds
| GMDQ |
Krowys when you return with us don't forget to make your rolls, but I'll move us on
Our heroes getting seriously hurt doesn't happen that often, so they reluctantly but only briefly pause to attend to various otherworldly insect bites and ooze bruises.
They then give the room a good explore, with Lazur looking over the grate and Mira examining the large statue in the room. For Lazur's part, he can see that the grate is made of an unusual steel alloy--which the cherufes would not be capable of making. Either the material comes from before the Cataclysm, or someone very unusual and very capable lives or lived down here at some point--and had some tie to the dragon. Perhaps Hrifgarders, like svirfneblin or duergar?
The grate seems to be designed to open on some kind of complex and half-covered hinge built straight into the floor. It is not trapped, but clearly it functions according to some kind of opening mechanism and any attempt to force it would likely break it.
It is made of, unsurprisingly, volcanic stone, but beautifully and so smoothly carved that it truly looks like some kind of exotic bone. The eyes, which almost appear to glow, are multifaceted, expertly cut rubies--each the size of a halfling's fist and at least worth 2,500 gp. They are merely decorative, and someone with either an appropriate tool or skilled with jewelry, art, masonry, or a similiar skill can likely remove them without issue. It is also possible to remove them without such skill but it may take more time and frustration. (The entire statue could also be lifted off its mount and taken, but it looks like it weighs about 200 lbs.)
Perhaps even more interesting is the black stone mount upon which it sits, about three feet wide and one foot all. Underneath the head, in the middle of the mount, is a third, ruby carved into a simple disc shape. Unlike the other two, it is not decoration, but embedded into the mount--it is a button, and it looks like it can be pressed.
All of you have seen enough dungeons in your life to add two and two and figure that the button likely opens the grate.
Mira also notices other images painted on the round statue mount, though they have no arcane function. One is of a skeletal dragon forcing four small dragons to kneel before it. Another is of hooded figures and lizards holding up a large claw-shaped object before what looks like hole in a wall (or at least some kind of dark blob).
| Krowys |
Fort: 1d20 + 12 ⇒ (7) + 12 = 19
"Perhaps you," Krowys says as he retches, "still have a use of a spell to remove poison?"
NOW
"This is... certainly something," Krowys says as he takes in the sights. Even if he was quite the powerful spellcaster, he didn't exactly live like Mirabelle did.
| Ariston |
"I certainly do." Ariston uses a spell to eliminate the poison from Krowys's system.
HP: 105 / 105 | AC:34 / T:18 / FF:30 | CMD:27/23
Channel Energy (11): xxx
Quick Bit of Luck (3):
Bit of Luck (8):
Dimensional Hop (170’): 25’
Daylight (1):
Agile Feet (11):
Good Fortune (2): x
Brilliant Spell Prep (1): x
Boots of Speed (10):
Pearl of Power 4th (1):
Wand of CLW (50):
9th Spells
> Implosion: x
> Miracle:
8th Spells
> Holy Aura: x
> Fire Storm: x
> Moment of Prescience:
> Stormbolts:
7th Spells
> Destruction:
> Holy Word:
> Resurrection:
> Spell Turning:
> <Brilliant Open Slot>: x
6th Spells
>Antilife Shell:
> Word of Recall:
> Heal (2): xx
> Symbol of Persuasion:
> Find the Path
5th Spells
> Breath of Life:
> Commune with Plane:
> Life Bubble:
> Spell Resistance:
> Teleport:
> True Seeing: x
4th Spells
> Control Water:
> Freedom of Movement:
> Holy Smite:
> Neutralize Poison: x
> Communal Protection from Energy (1):
> Restoration: x
> Sending:
3rd Spells
> Aura Sight:
> Create Food & Water (2): xx
> Dispel Magic (2):
> Fly:
> Prayer:
2nd Spells
> Blinding Ray (2):
> Calm Emotions:
> Ghostbane Dirge:
> Locate Object:
> Spear of Purity:
> Spiritual Weapon:
1st Spells
> Bless:
> Murderous Command:
> Remove Fear:
> Shield of Faith (3): x
> True Strike:
Effects:
Ring of Force Shield = Indefinite
Shield of Faith
Life Bubble
True Seeing = 17 mins
Holy Aura = 17 rnds
| Mirabelle aka Mira the Obscure |
Mira examines the eyes of the statue and tries to remove them.
Disable device?, Heroism: 1d20 + 28 + 2 ⇒ (19) + 28 + 2 = 49
Assuming she secures them she heads over to the grate, waiting for it to open.
| Krowys |
"Hopefully... pushing an ominous button of the sort does not lead to any dire consequences," Krowys adds in his usual monotone, albeit with an added wince as the button is pressed.
| GMDQ |
Mira pulls out her infiltration tools and manages to extract the eyes from the statue. In the hollow of the skull in the back she sees a glint: something else concealed within the skull. Removing it as well, it is a large metal key that would be plain looking, save that it is so black it seems to absorb the light around it. The top of the ring end of the key is joined by a silvery ball, whose glint is the only reason you spotted it at all. If you look at it with detect magic it radiates blindingly powerful conjuration magic, but you have--in your very experienced years--never seen its like.
Lazur hits the button, and the grate slides into the floor, revealing the subfloor below it, a 10 foot wide circle with a 6 inch drain hole in the middle of the floor, the stains of which suggest copious quantities of blood went down. The circle is inscribed with two different sets of various arcane runes, one set goes all around the edge of the circle, and another carved more roughly into the stone within the inner circle around the whole. The edge of the circle and the center of the circle are separated by a very deep groove.
Lazur, having spent some time as a forger, might be the first to recognize that beyond the two rune sets being clearly different, the set in the middle was clearly inscribed by an entirely different entity than whoever crafted the rune set on the edge of the circle. Between Lazur, Mira, and Krowys, the three of you can tell that the middle inscriptions were made much later than the ones on the edge. Furthermore, those of you with arcane knowledge can tell the middle set of runes involve a necromantic ritual. Fading magical auras lingering on the stone indicate said ritual was completed. One may reasonably speculate they had something to do with the ravener.
The external set of runes is more of an enigma. The runes here none of you have quite seen, and yet there is something annoyingly familiar about them. They are very carefully carved into the stone, with both raised and lowered edges and have different colored pigments poured into them that have somehow stood the test of time.
Krowys, with his particular talents, picks up certain patterns that are similar to Vargilder runes.
Give me a Linguistics check, please (any of you, but I'd suggest aiding Krowys if more than one of you want to roll). You may also make any other relevant knowledge or similar rolls you like, cast spells, or use abilities that you think may be helpful in figuring out the edge runes--if at least, you wish to.
On the battle map, I've made a rough diagram of what the circle looks like. The actual symbols/letters used have no meaning, it is just intended to supplement my description in case it is not clear.
| Krowys |
Linguistics: 1d20 + 36 ⇒ (7) + 36 = 43
Aid Another, Liber: 1d20 + 6 ⇒ (6) + 6 = 12
Krowys and Liber examine the runes as closely as possible exchanging silent stares.
| Ariston |
Ariston shares a Bit o’ Luck with Krowys in his deciphering attempts (Roll again, Krowys, and take the better result) and then adds his meager linguistic skills to the effort.
Linguistics AA: 1d20 + 8 ⇒ (8) + 8 = 16
HP: 105 / 105 | AC:34 / T:18 / FF:30 | CMD:27/23
Channel Energy (11): xxx
Quick Bit of Luck (3):
Bit of Luck (8): x
Dimensional Hop (170’): 25’
Daylight (1):
Agile Feet (11):
Good Fortune (2): x
Brilliant Spell Prep (1): x
Boots of Speed (10):
Pearl of Power 4th (1):
Wand of CLW (50):
9th Spells
> Implosion: x
> Miracle:
8th Spells
> Holy Aura: x
> Fire Storm: x
> Moment of Prescience:
> Stormbolts:
7th Spells
> Destruction:
> Holy Word:
> Resurrection:
> Spell Turning:
> <Brilliant Open Slot>: x
6th Spells
>Antilife Shell:
> Word of Recall:
> Heal (2): xx
> Symbol of Persuasion:
> Find the Path
5th Spells
> Breath of Life:
> Commune with Plane:
> Life Bubble:
> Spell Resistance:
> Teleport:
> True Seeing: x
4th Spells
> Control Water:
> Freedom of Movement:
> Holy Smite:
> Neutralize Poison: x
> Communal Protection from Energy (1):
> Restoration: x
> Sending:
3rd Spells
> Aura Sight:
> Create Food & Water (2): xx
> Dispel Magic (2):
> Fly:
> Prayer:
2nd Spells
> Blinding Ray (2):
> Calm Emotions:
> Ghostbane Dirge:
> Locate Object:
> Spear of Purity:
> Spiritual Weapon:
1st Spells
> Bless:
> Murderous Command:
> Remove Fear:
> Shield of Faith (3): x
> True Strike:
Effects:
Ring of Force Shield = Indefinite
Shield of Faith
Life Bubble
True Seeing = 17 mins
Holy Aura = 17 rnds
| Lazur Anil |
Lazur helps Krowys and points out things he notices. He shines his lantern on them detecting magic and looking for any spell or arcane information about them.
Linguistics Aid: 1d20 + 33 ⇒ (6) + 33 = 39 + Inspiration (better of 2d8): 2d8 ⇒ (3, 5) = 8 44
Spellcraft: 1d20 + 27 ⇒ (2) + 27 = 29 + Inspiration (better of 2d8): 2d8 ⇒ (1, 3) = 4 32
Kn: Arcana: 1d20 + 17 ⇒ (4) + 17 = 21 + Inspiration (better of 2d8): 2d8 ⇒ (1, 6) = 7 27
| Krowys |
K (Arcana): 1d20 + 29 ⇒ (1) + 29 = 30
Spellcraft: 1d20 + 29 ⇒ (7) + 29 = 36
Linguistics (again): 1d20 + 36 ⇒ (8) + 36 = 44 Wow.
Liber looks at Krowys and just sighs, or whatever the equivalent for an Arbiter is. "Krowys, you look exhausted. I can tell this isn't your best work. When we finish this exploration, get some sleep, please."
| Mirabelle aka Mira the Obscure |
While the group examines the runes Mira delicately extracts the key from its hiding place. Well, well, well, arent you a fascinating little bit of magic.
She pulls out a wand and activates it before casting another spell as she examines it.
Identify and Investigative Mind
Spellcraft, Heroism, Identify: 2d20 ⇒ (7, 15) = 22 keep highest +38+2+10 for 65
She turns to the group, Looks at this, it is extremely powerful, I wonder just what it is a key for? Do we know if Raveners have a phylactery like Liche's? Maybe it unlocks the doors to the monsters treasure vault. Thats probably down that horrible dark hole isnt it. She gives a little sigh. Anything about the runes there?
She glances back at the statue and the grate. These both look like they might be valuable. Remind me to polymorph them into a more moveable shape when we leave. Building a castle and domain is expensive.
| GMDQ |
Krowys puzzles over the runes, with Lazur providing insights on origin and Ariston on possible ritual purpose or use of similar colors and shapes in prayer. Liber frets over her master, perhaps understandably, but working together you are able to determine that it is both language and code. The runes must be, partially, based on Svirgol, the language of the Svirfneblin and the most common language spoken in the Hrifgard. But the colors and shapes also themselves form an additional mathematical pattern--the color for example is the color of the elements, and it takes awhile but you realize each has a value, such as air=1, water=2, etc.. The values of each color, shape, and rune in turn add together to create a final "value" of the rune.
The result is almost so simple it's ridiculous--once you figure out what each piece, shape, and embossment of the rune means, they add up to consecutive numbers: 1, 2, 3--though they are not in any particular order.
The magic you can detect associated with the runes suggests if you activate the runes (by touching them perhaps? Saying the number aloud in the correct language?) in order, this will in turn cause the stone disc to move in some way. Liber wonders aloud if her Truespeech might be adequate to speak the numbers with effect.
Meanwhile Mira analyzes the key. Given the overwhelming school it is associated with is conjuration, it is definitely not a phylactery. More likely, it has to do with portals or planar travel. Occam's razor suggests it is indeed what it looks like: a key, but to a door to somewhere Beyond. Knowing more certain what it does would either require a more powerful spell like legend lore or finding the "door" or object it is meant to open.
| Mirabelle aka Mira the Obscure |
Mira comes over and has a look at the runes.So, they make the disc move in some way, is that what we think? Might it give us access to some alternate area? Any idea if trying to go down this opening will set off some sort of trap?
I am a little confused about the reference to moving a stone disc. I though the runes were around the lip of the hole going down to a chamber below?
| Krowys |
"Here is to hoping your idea works, Lazur," Krowys says. After a few seconds of deliberation, Liber nods and, on making sure they time it right, says "One, Two, Three" in her Truespeech granted by her transformation into an Arbiter.
Yeah I'm confused about the stone disks too.
| GMDQ |
Mira comes over and has a look at the runes.So, they make the disc move in some way, is that what we think? Might it give us access to some alternate area? Any idea if trying to go down this opening will set off some sort of trap?
I am a little confused about the reference to moving a stone disc. I though the runes were around the lip of the hole going down to a chamber below?
There is a drawing of the stone circle on the battle map page. The area beneath the grate is a recessed stone disc, with a groove separating an outer ring from an inner one. In the center is a hole, but it was only about six inches wide. Until...
Lazur touches the runes in sequential order as Liber counts down.
At the last one touched, the room vibrates as stone and metal unseen grind together. The outer ring of the circle indeed begins to turn, causing the inner part of the circle being to part along barely perceptible cracks in the stone, some of which push downward. What looked like a simple drain hole for the grating gets pulled wider, stone lowers, and...
You are now looking at a circular stairway leading down... so far down, you cannot see where it leads.
It occurs to you that as you are already under the mountain, if you go much deeper, you may end up in the underdark realm known as Hrifgard. All things are unpredictable in the Hrifgard, including, sometimes, magic.
| Ariston |
"Well, this just got more interesting." The cleric looks down the stairs, "Shall we?"
| Krowys |
"To Hrifgard it is, given we are already under a mountain!" Liber adds with some modicum of emotion present in her voice, followed by what can only be described as an imitation of a sound a fox would make.
"Here is to hoping its famed unpredictability," Krowys adds, "does not affect magic to aversely."
Ooh, mechanical screwing-with-magic?
| Mirabelle aka Mira the Obscure |
Mira peers down the hole and then around the room. This seems like our only way forward if we wish to progress.
Before they head down she resumes being invisible and activates her wand of heightened awareness.
Hrifgard, unpredictable magic. Not a fan. I've always avoided the place but looks like there's no choice now. I miss Trer, three powerful spellcasters in a realm where magic isn't reliable. Lazur, I fear a lot of this might fall on your shoulders.
| Lazur Anil |
Lazur nods and leads the way down being mindful for traps or hazards. He looks back at the others and says "Here goes nothing."
Perception: 1d20 + 33 ⇒ (16) + 33 = 49 + Inspiration (better of 2d8): 2d8 ⇒ (2, 3) = 5 52