| GM Redelia |
A swarm of very small spiders climbs out of the box!
Kiri: 1d20 + 6 ⇒ (16) + 6 = 22
Egavreis: 1d20 + 10 ⇒ (13) + 10 = 23
Kurik: 1d20 + 0 ⇒ (7) + 0 = 7
Beleg: 1d20 + 7 ⇒ (10) + 7 = 17
Sssala: 1d20 + 6 ⇒ (19) + 6 = 25
Click-Click: 1d20 + 3 ⇒ (4) + 3 = 7
swarm: 1d20 + 3 ⇒ (16) + 3 = 19
Sssala, Kiri, and Egavreis may go before Kiri gets overrun by the spiders!
they are all still in the same space as the box right now. If any of you believe you would have moved before the box was opened, please place yourselves where you would have been, even if it's not your turn.
Kirithiel
|
Kiri blasts the spiders with burning hands.
Burning Hands DC 15 Reflex for half: 3d4 + 3 ⇒ (4, 3, 2) + 3 = 12 * 1.5 = 18
Then she steps aside a bit to make approach easier for anyone else to attack, but doesn't flee the swarm as it's kind of her mess to deal with.
Egavreis
|
Unlikely to be help, Egavreis steps out of the way.
Kurik
|
"That was quite effective, Kiri. I'm impressed."
Kurik nods approvingly. He then moves forward to the other side of the room, Nodachi still drawn.
Ready to move on.
Egavreis
|
Egavreis checks the area up ahead.
Perception: 1d20 + 7 ⇒ (15) + 7 = 22
Kirithiel
|
Kiri nods as she brushes a handful of torched arachnid bits off of herself. "Sometimes destruction is the most important tool for the inquisitive adventurer. And fire is so illuminating."
| GM Redelia |
The walls and ceiling of this chamber bulge outward, continuing the grotesque architectural style of the antechamber, as if you were standing in the leviathan’s stomach. Queer, glowing nodules protrude from the walls at seemingly random intervals, bathing the room in their sickly green glow. A tall, free-standing, almost organic-looking archway carved from a strange, glowing blue-green stone stands atop a low dais in a wide alcove at the far end of the chamber. The center of the arch is empty, revealing the wall behind it, but the space occasionally flickers with curtains of starry darkness, as if somewhere else lies just beyond the portal. A susurrus of ghostly whispers seem to issue from the gate, their language and meaning unclear, but fraught with a sense of wrongness.
A half-Osirian woman stands on the dais, four whispy tendrils connecting her to the gate. A strange cylinder is attached to the gate at the top of its arch.
There is also a zombie in the room.
Kurik
|
Kurik uses detect evil to check if the half-Osirian woman is evil.
Egavreis
|
Egavreis tries to subtly make his way closer to the woman hugging the walls and using the shadows and his fellow Pathinfders for cover.
Stealth: 1d20 + 11 ⇒ (19) + 11 = 30 (+1 if 'sickly green glo' is dim light)
Beleg Strongbow
|
Beleg studies the zombie as a target, moves 5’, and fires at it…
To hit: Base/DEX, MW, PBS, Studied Target
Damage: STR, PBS, Studied Target
MW Composite Longbow: 1d20 + 7 + 1 + 1 + 1 ⇒ (8) + 7 + 1 + 1 + 1 = 18
Cold Iron/Piercing Damage: 1d8 + 2 + 1 + 1 ⇒ (5) + 2 + 1 + 1 = 9
Click-click
|
In a note we found earlier, it says:
The notes detail how a brain canister is the key to opening the portal, how it can be attached to the Gate, and that destroying the cylinder while it is attached to the Gate will demolish the portal as well.
I assume that the cylinder is what we need to destroy.
attack: 1d20 + 4 ⇒ (9) + 4 = 13
damage: 1d6 ⇒ 5
Kirithiel
|
Kiri follows Click-click's lead and fires an acid ray at the cylinder.
Energy Ray (touch): 1d20 + 6 ⇒ (17) + 6 = 23 Acid damage: 2d6 + 3 ⇒ (2, 3) + 3 = 8
| GM Redelia |
Click-click finds that the cylinder is too hard to be harmed in that way.
Sssala destroys one of the tendrils attaching the woman to the gate.
Kiri sends a ray of acid at the cylinder. The metal quickly dissolves the metal, revealing a brain inside, which also quickly dissolves in the acid. vulnerable, so that does enough HP damage to destroy the cylinder
The remaining umbilicals quickly disintegrate, and the woman sags. She blinks, and then looks around confusedly.
The gate begins to shake and then crumbles. The woman seems relieved at its destruction.
She thanks you for freeing her from the control of the evil sorcerer whose brain was in the cylinder.
You have earned the gratitude of Nigel Aldain for freeing the museum of the threat posed by the gate and brain cylinder. You have also earned the thanks of the powerful Blakros family for freeing their daughter from her bondage to the evil brain cylinder.
Imrizade, the young woman you rescued, gifts to the Pathfinder Society the relics (other than the brain cylinder you destroyed) from her most recent Osirian exploration.
=========================== THE END ===========================