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Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() Francis, as I was putting together my overdue post, I'm realizing that channeling energy only has a 30' range, outward from the cleric. You'll need to step forward about 10' to get close enough to both of them - and make yourself a bit of a target in doing so. Let me know if that changes your action! ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() Francis, Elliander and Nevitash have heard of these creatures - the ubashki, deathless guardians of Osirion's pre-Keleshite emperors for the most part, but also used to protect important sites. Nevitash is well-versed in these undead guardians, knowing that Ubashki were prized for being stealthy, agile, and preternaturally perceptive sentries that made for effective spies and watch guards for the tombs of Osirian god-kings. Emperors often filled their crypts with the bodies of strangled and mutilated cats before they themselves were entombed, believing that a feline’s suffering in life would translate to strength in undeath. Whether or not such theories were true is up for debate in the inquisitor's opinion, but those felid creatures that did rise from death with their masters were indeed beasts to be reckoned with, and a sizeable pack of the mummified things could very well spell the end for would-be tomb raiders. Ranging from tiny housecats to desert-roaming mountain lions, the feline enshrined with a deceased pharaoh varied in type depending on the predilections of its master, but all were known to be significantly more powerful than their living iterations. In any case, Francis is aware that these ubashki, like mummies in general, are particularly vulnerable to fire and possess the usual traits common to all undead. In addition to this, Elliander is aware of the notorious Ubashki rot that they deliver with their bite - a particularly nasty disease that requires strong magic to cure. Nevitash is aware of these facts, and more. The Ubashki rot acts quickly, draining the victim's strength and causing confusion and mental fatigue (STR and WIS damage), a curse and disease both - and each must be treated with magic or the victim will most certainly die horribly. The half-orc also knows that the yowl of these undead cats causes unreasoning fear to steal into the souls of their victims, causing them to run in fear, making them easy prey... ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() Godsday, 18th day of Planting (i.e. April), 597 C.Y.
------------------------------------------------- Sobok disdains the use of fire to weaken the beams, feeling confident in his own strength and the weapon itself. Sure enough, it doesn't take the dragon shaman long to hammer the blade through the thick beams, and in so doing the heavy wood slamming up against the fracture rock walls serves to hasten the inevitable collapse of the entire stairwell. Hundreds, perhaps thousands of tons of rock begin to bounce, slide and then cascade down and down, into the yawning shaft. Plumes of dust rise upward, choking those that stand too close, but the adventurers smile as they hear the heavy rumbling beneath them continue for quite some time - long enough in fact to make them a bit nervous that this entire cavern might drop beneath their feet. In fact, the pool that had filled the west end of the cave is gone within minutes, leaving behind blind fish and other strange crustaceans to wriggle or scamper away into hiding. Apparently a new channel must have opened up, drawing the water away from the pond that had formed since the last cataclysm that caused such devastation to this entire cavern, as well as the ancient temple of Nerull. But after a time, the rumblings fade away entirely and silence reigns once again. The party decides to camp here, for it seems that there are no nearby threats to disturb their rest. At least, they hope that's the case. In addition, there is still the rest of the ruined temple to explore once magic has restored the strength of those that were drained by magical symbol. Using their magic, the potions and scroll are identified, as is the jar with the thick paste. Loot recovered:
Figure you can take a rest undisturbed, but keep in mind Sobok is still afflicted with those two negative levels - in addition to the STR damage that most of you have taken. Go ahead and do your spell selection and make appropriate healing rolls based on that. You can also continue your investigation of the various areas of the ruined temple you haven't yet explored, as detailed in one of my recent, previous posts. I'll presume all buff spells noted in my Adventure Notes spoiler below are gone, unless otherwise specified - with the exception of Gear's Divine Power. ---------------------------------------------- PC Health / Adventure Notes: Morrow 84/84 [8 STR Damage; Darkvision 120' & Blindsight 60' (Norebo's Hand); Keen Edge (Crit range for Norebo's Hand is 17-20) for 100 minutes; Telepathic Bond (telepathy between Reonnyn, Fash and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes] Reonnyn 82/82 [8 STR Damage; DR 2 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation); Seeming (as Disguise Self) for 10 hours; Telepathic Bond (telepathy between Fash, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes] Sobok 132/132 2 Negative Levels (-2 to attack rolls, saves, skill and ability checks as well as effective level for spells/special abilities); Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes] Vegeir 118/119 [8 STR Damage; Divine Power (+18/+13/+8 BAB, +6 STR, +10 THP) for 20 hours; Greater Magic Weapon (extra +1 enhancement bonus to attack/damage to Holy sword) for 7 hours; Magic Vestment (+2 AC) for 7 hours; Telepathic Bond (telepathy between Reonnyn, Morrow and Fash) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Blindsight for 11 minutes; Fly (40' movement, good maneuverability) for 11 minutes] Fash 68/68 [8 STR Damage; Darkvision & Lowlight Vision; Cloak of Shadow (grants 20% miss chance (can Hide as though concealed), only True Seeing or sight in magical darkness can overcome this ability); Telepathic Bond (telepathy between Reonnyn, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Spider Climb [20' speed, cannot run] for 60 minutes; See Invisibility for 60 minutes; Invisible to Darkvision (using magical ring); Expeditious Retreat (base speed increased by 30') for 10 minutes ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() Sobok deems that his glaive would be the perfect weapon to bring down those beams, especially given its magical nature. It would not only allow him to easily reach the beams without exposing himself to the intended consequences of bringing down the rock walls and causing the avalanche that the party hopes will entirely block the shaft, but the weapon will also be protected from damage as it's much more than a mundane glaive. ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() There aren't really any boulders that are round enough to roll down the steps, and carved as they are from the natural rock they tend to be quite irregular in size and shape. The shoring beams run vertically along the core pillar of stone around which the steps rotate on their way down into the depths. There is some distance in the gap, perhaps three feet or so, to accommodate the thick wooden beams that measure some three feet wide and two feet thick. If those beams are indeed providing stability to the fractured rock walls of the stairwell, their destruction near the top could very well cause a chain reaction of sorts that would carry all the way down to the bottom. A catalyst of some kind might be required, but it doesn't seem like it would take much to cause further damage to the rock to get that going, like a landslide starting at the top of a mountain peak. Based on their own map of the outpost they've traveled from, Fash and Reonnyn are fairly certain that the room they've narrowed down is correct. The fact they used it to rest and recuperate is certainly concerning, but after further thought, their safety shouldn't have been too surprising. After all, Vayne is apparently quite paranoid and holed up in these 'Halls of Beckoning', and Shyrath certainly hated him enough that she likely kept contact with her leader to a minimum - especially after being delegated to guarding this place. ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() At Rennoyn's urging, Morrow looks through the journals, finding the pages to be hateful and profanity-laden diatribes about Vayne, the 'unworthy chosen of Iuz', who is apparently the leader of this expedition to prepare the invasion of the city of Greyhawk. She has made extensive notes on Vayne’s activities, with which she hopes to prove his incompetence should the opportunity arise. These records document his slow progress and bungled missions, including several errors that might have been noticed by enemies on the surface. In one underlined note, Shyrath lambasts Vayne for his cowardice in hiding within the Halls of Beckoning and for his paranoia about anyone finding him there. She rages about how they have to come up with new ways to distract Bailak Trostian each time she or General At-Ur needs to get there using the teleporter hidden behind Bailik’s room. The notes suddenly end three weeks ago, at the point when Shyrath was sent here to watch over the Underdark tunnel. All the entries beyond that date consist only of notes on various ways to torture and kill Vayne for inflicting such an indignity upon her. Of particular interest in these last pages though are comments about the instability of the stairwell, which appears to extend for more than a half mile downward to eventually meet up with a large cave in the Underdark. Apparently the summoned demons have been kept busy keeping the stairwell shored up with beams scavenged from the ruins of the city in this cavern, though supplies are beginning to run low for this losing battle, according to her notes. Sobok and Gear both take a hard look at the stairwell in question and find the thick beams running down into the darkness of an enclosed stairwell some 20' in diameter. But the natural stone walls are irregular and fractured badly in many places, just within his line of sight. If this shaft goes down nearly a half mile, and its condition gets no better, or perhaps worsens... Neither is an engineer, but it seems to them both that battering these beams into splinters won't be a problem, and if Shyrath's writings are accurate, this vital connection to the Underdark would be utterly severed, leaving the troops of Iuz stranded down in the Underdark with no other known route to the surface - at least, not this close to the city. ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() Moonday, the 21st day of Desnus, 4714 AR
---------------------------------------------- Again, Francis' magic allows for direct interaction with the trapped ceiling, and after making sure the party is out of the way, the cleric uses the dagger to chip away at the ceiling, and though he finds that it is extremely thick stone, Devin spotting the fracture line makes the job much easier than it otherwise would have been. After several hard strikes, the dagger finds the right angle and the entire ceiling collapses - raining heavy debris into the center of the room while leaving the perimeter fairly untouched so as to protect the contents of the library room. But among the debris are what appear to be a pair of mummified corpses of very large cats - though when they strike the ground they roll onto their legs, snarling and hissing as they spot the party! Fortunately for the adventurers, most of them spot the danger in time to react - though Nevitash has dust in his eyes and is trying to regain his eyesight... Big Mummy Cats' Initiative: 1d20 + 7 ⇒ (5) + 7 = 12
Party is up (except for Nevitash!) As usual, we'll take the bad guys action at the end of the round, so next time all of you can post for the end of Round 1 and most of Round 2. I'll also take Religion checks to see what you might know about these things. So just some background on this, the collapsing ceiling tap had some very confusing and seemingly conflicting descriptions attached to it in the adventure book. Not sure how a party could be expected to perceive the trap from the outside when it takes 180 hp of damage to first break through a foot of stone with 8 hardness? Anyway, I determined that IF the trap were found (which you did with a very nice roll), you spotted the nearly invisible fracture line that not only gave away the trap, but also allowed you to break through the ceiling much more easily (AC 15 to hit the right spot, Hardness 2, HP 18), which you just barely did using the final successful strike of that spiritual weapon! Research Rolls for the Vault of Hidden Wisdom:
Research Rolls for Tomorrow: Francis: 19 (Nobility, includes the +5 for having ranks in the relevant Knowledge type AND +2 from the clockwork servant) Research Rolls for Following Day:
Knowledge Gleaned about the Forgotten Pharaoh:
The funerary mask they recovered in Wati, known only to them as the Mask of the Forgotten Pharaoh actually belonged to Sky Pharaoh Hakotep I, who ruled Osirion during the Second Age over six thousand years ago. References to Hakotep as the Sky Pharaoh recounted his ability to 'ride the stars by night'. Thanks to a few other obscure clues in the library, combined with their knowledge of history and the arcane, the party suspected this might refer to magic once possessed by the Shory, an ancient people said to have created great cities that flew through the skies thousands of years ago. The hidden Spiral Archive library revealed that Hakotep was involved in some ancient war, and he was convinced that an attack was coming from enemies who 'lived in cities in the clouds' - further solidifying the idea of Shory involvement. Apparently the Sky Pharaoh was seeking to find a powerful weapon to defeat his enemy, and there was evidence that he actually found this weapon - but the only details the party found were the remains of papyrus scraps depicting confusing geometrical patterns. A scroll was found describing Hakotep's tomb as 'having wings', part of the confession of a member of a group called the Sacrosanct Order of the Blue Feather, which also claimed that the Sky Pharaoh's heart and funerary mask were stolen from his tomb before it was 'lost to the skies'. This document indicated that these two items possessed pieces of Hakotep's soul, which were separated from his physical body. Hakotep's successor, Pharaoh Djederet II, ordered that members of this order were to be rounded up and questioned - but those scrolls were to be found in yet another secret library known as the Dark Depository. Having now found this second library, the adventurers have yet to find these Scrolls of Inquiry as they were called, but they located the journal of a Priest of Nethys who was either a member of the Sacrosanct Order of the Blue Feather or doing very similar research. The priest's name was Khnenti, and he was apparently obsessed with the mystery of the Sky Pharaoh. Khnenti wrote extensively about the funerary mask of Hakotep I, and that it also contains a portion of the Sky Pharaoh's soul, specifically his ka, which apparently fuels the magical abilities of the mask. It was also noted during their search of the room that all of the sarcophagi in the chamber they're resting in contain the remains of those that were being punished by being embalmed and mummified while still alive for various crimes involving the search for knowledge that had been deemed as protected by order of the pharaoh. And, in fact, the occupant of one of these sarcophagi was none other than Khnenti himself - a contemporary of Pharaoh Djederet II and apparently during the time period when the Scrolls of Inquiry were purportedly written. It is apparent to the party that these scrolls, and perhaps more information, are still to be found somewhere in the Dark Depository - perhaps in one of the other rooms they've yet to explore. As well, they hope to find the location of this Vault of Hidden Wisdom, where Khnenti indicated he stored his most precious research on Hakotep, including the Sky Pharaoh's 'darkest secrets'... It takes several hours to go through everything, and truly the adventurers have no clue as to what time it us in the world outside of this ancient library by the time they've gleaned everything available. In fact, they're fairly certain that there isn't any more to learn in this particular place. Their research has finally revealed the Scrolls of Inquiry, found in this very chamber. The scrolls are cumbersome and difficult to read, and most of the confessions recorded upon them are of no use to them. One transcript, however, does contain some useful information (OOC - see Player Handout #2 in the Google Slides below for details). After hearing the others tell of this, Devin realizes he may have heard something about that. The half-orc bard recalls he heard some months earlier. The story went that an important and high-ranking priestess of Nethys was said to have discovered an artifact of some kind beneath Azghaad's Spire in Sothis. Her name, as he recalls, was Serethet - and soon after the discovery that had all the treasure hunters and nobility in the capital city of Osirion buzzing with excitement, the priestess disappeared. There were rumors that she had fled Sothis after being summoned to an audience with the Ruby Prince himself. Besides the grim contents of the scrolls, the party also discovered a collection of architectural plans detailing a series of tomb designs of incredible complexity. Each plan is labeled with a double hieroglyph of an owl inside a house. It didn't take long to cross reference the hieroglyph as the signature of a very famous architect from the First Age of Osirion, a talented man called Chisisek. There is also a note mentioning a meeting between Chisisek and the Sky Pharaoh, but nothing more is found on this topic here. It appears that the interred priest Khnenti possessed further research on Hakotep and the architect both, but these can only be found in the Vault of Hidden Wisdom. The location of the Vault is secret, but there is a notable clue that "worthy scholars can find the entrance by casting their eyes from the summit of the Tower of Ra’s Glory at dawn on midsummer’s day." Of course, it seems likely to Francis that casting Speak with Dead might make their efforts much easier than that... Getting ready for his attempt to communicate with Khenti, Francis firsts casts Comprehend Languages, then casts Speak with Dead. "How would I find the Vault of Hidden Wisdom?" The corpse rises in response to Francis' spellcasting, gazing at the cleric with empty eyes as he asks his question. The voice of the corpse is like the fetid stench released from a deep grave as it responds. "Seek the Vault of Hidden Wisdom where the shadow's tip of the Tower of Ra's Glory touches the land as the sun rises on midsummer's day." He considers the other things that they wanted to know. Maybe.... "Why is the Temple of Nethys hiding information about Hakotep?" Again, the sepulchral voice speaks its answer to Francis' query. "The Sacrosanct Order of the Blue Feather, a sect of the Temple of Nethys, sought to learn the secrets held by Sky Pharaoh Hakotep I, where he lay interred in his tomb. But the knowledge they gleaned was deemed too dangerous by Pharaoh Djederet II and the Order was charged with keeping it secret from all except themselves. For not even the Pharaoh, himself a worshipper of Nethys, would see valuable knowledge destroyed." Francis asks "Where is Chisiek buried?" Again the raspy voice of the long-dead scholar speaks in answer to Francis' question. "Chisiek's tomb lies in the Parched Dunes, north of the source of the Crook River in the foothills of the Barrier Wall within a steep-sided ravine at the western edge of a valley hidden from those that are not seeking it carefully." The cleric is struck by the preciseness of the answer, and is not surprised when the corpse's empty eyes seem to bore into his own as it surprisingly continues to speak briefly, apparently in an addendum to its final answer. "Find the tomb of the architect who built the Sky Pharaoh's sacred pyramid. Finish my work!" And then the corpse seems to groan as it falls back into its crypt.
Player Handout - Mask of the Forgotten Pharaoh Player Handout - Scrolls of Inquiry Excerpt -------------------------------------------- PC Health / Adventure Notes: Amenhep 58/58 [Tears to Wine (+2 to INT & WIS skill checks) for 110 minutes] Devin 59/59 [Tears to Wine (+2 to INT & WIS skill checks) for 110 minutes] Elliander 63/63 [Armor Crystal - DR 1, has absorbed 0 (of 10) damage this day; Tears to Wine (+2 to INT & WIS skill checks) for 110 minutes] Francis 53/53 [Heroism (+2 morale bonuses on most d20 rolls) for 220 minutes; Tears to Wine (+2 to INT & WIS skill checks) for 110 minutes; Heightened Awareness (+2 competence bonus to Perception checks) for 110 minutes] Big Mummy Cats Red (Unwounded); Blue (Unwounded) Nevitash 71/71 [Tears to Wine (+2 to INT & WIS skill checks) for 110 minutes] ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() Just as a quick reminder of your conversation with the soldier... The captured soldier also knows that the ruined Temple of Nerull and its environs suffered heavy damage many years ago when another monstrous force sought to claim the temple from the cultists that called the place home. The red-headed cleric of Iuz named Shyrath (though called many other names) has apparently fallen into Vayne's disfavor, and was given this task of 'guard duty' to make certain that the link to the Underdark remains intact. And though she has made no attempt to hide the fact she despises this duty, nor her intense dislike of the powerful wizard that assigned her this task that is a waste of her talents, the stairwell that leads from the temple to the Underdark is crucial to the army that marches upon Greyhawk. So the army will be coming up through that spiral staircase - the one in the center of the ruined temple that Shyrath was given the task of guarding. You don't know how long you might have before these soldiers start flooding in, and you aren't sure what shape the staircase is in, as nobody has investigated it thus far. ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() STR of 0 indicates the character is 'helpless', not paralyzed or anything. I'd just say that doing anything short of speaking in a whispered, pained voice would be beyond you. Including spellcasting. As Gear mentioned, you do recall that the forward elements of an army marching on Greyhawk have already arrived... ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() @Devin It looks as though the trap is meant for those tampering with the ceiling and nobody has tampered with it yet. If you'd just started swinging a hammer trying to break through, the trap would have gone off. You don't believe the books, scrolls and tomes along the perimeter will be harmed, after all you consider that whoever built this trap was likely hiding something up here and wouldn't have wanted to destroy the library itself. Sure, the anytool will do fine! And yes, add the +2 just as you would for MW Thieves' Tools! ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() Moonday, the 21st day of Desnus, 4714 AR
---------------------------------------------- Francis uses his magic to allow Devin to tread on the air just as though it were solid ground, which is quite a sight to see! Once the half-orc gets up there, he walks around the perimeter of the ceiling, looking at it closely. He finds that it is definitely a false ceiling, and that it is trapped to collapse if broken - probably by dumping something kept at bay above the stone into the chamber below. Perhaps acid? Or heavy rocks and stones? Something else? It's impossible to know for sure, but the bard figures he can bypass the trap if he's careful. He just needs the right tools, something heavy like a crowbar or hammer and piton to break through the stone at just the right angle... Well done on finding that trap, it required a 40 on the Perception check! Disarming it is much easier (I won't tell you the DC, but it's not nearly that high), but delicate tools won't do the trick. And it seems likely the trap will still be sprung, but you'll be trying to do so without getting caught in it. You figure that if everyone else clears the room, they won't be affected once it does go off after you disarm it safely. Research Rolls for the Vault of Hidden Wisdom:
Research Rolls for Tomorrow Francis: 19 (Nobility, includes the +5 for having ranks in the relevant Knowledge type AND +2 from the clockwork servant) Research Rolls for Following Day
Knowledge Gleaned about the Forgotten Pharaoh:
The funerary mask they recovered in Wati, known only to them as the Mask of the Forgotten Pharaoh actually belonged to Sky Pharaoh Hakotep I, who ruled Osirion during the Second Age over six thousand years ago. References to Hakotep as the Sky Pharaoh recounted his ability to 'ride the stars by night'. Thanks to a few other obscure clues in the library, combined with their knowledge of history and the arcane, the party suspected this might refer to magic once possessed by the Shory, an ancient people said to have created great cities that flew through the skies thousands of years ago. The hidden Spiral Archive library revealed that Hakotep was involved in some ancient war, and he was convinced that an attack was coming from enemies who 'lived in cities in the clouds' - further solidifying the idea of Shory involvement. Apparently the Sky Pharaoh was seeking to find a powerful weapon to defeat his enemy, and there was evidence that he actually found this weapon - but the only details the party found were the remains of papyrus scraps depicting confusing geometrical patterns. A scroll was found describing Hakotep's tomb as 'having wings', part of the confession of a member of a group called the Sacrosanct Order of the Blue Feather, which also claimed that the Sky Pharaoh's heart and funerary mask were stolen from his tomb before it was 'lost to the skies'. This document indicated that these two items possessed pieces of Hakotep's soul, which were separated from his physical body. Hakotep's successor, Pharaoh Djederet II, ordered that members of this order were to be rounded up and questioned - but those scrolls were to be found in yet another secret library known as the Dark Depository. Having now found this second library, the adventurers have yet to find these Scrolls of Inquiry as they were called, but they located the journal of a Priest of Nethys who was either a member of the Sacrosanct Order of the Blue Feather or doing very similar research. The priest's name was Khnenti, and he was apparently obsessed with the mystery of the Sky Pharaoh. Khnenti wrote extensively about the funerary mask of Hakotep I, and that it also contains a portion of the Sky Pharaoh's soul, specifically his ka, which apparently fuels the magical abilities of the mask. It was also noted during their search of the room that all of the sarcophagi in the chamber they're resting in contain the remains of those that were being punished by being embalmed and mummified while still alive for various crimes involving the search for knowledge that had been deemed as protected by order of the pharaoh. And, in fact, the occupant of one of these sarcophagi was none other than Khnenti himself - a contemporary of Pharaoh Djederet II and apparently during the time period when the Scrolls of Inquiry were purportedly written. It is apparent to the party that these scrolls, and perhaps more information, are still to be found somewhere in the Dark Depository - perhaps in one of the other rooms they've yet to explore. As well, they hope to find the location of this Vault of Hidden Wisdom, where Khnenti indicated he stored his most precious research on Hakotep, including the Sky Pharaoh's 'darkest secrets'... It takes several hours to go through everything, and truly the adventurers have no clue as to what time it us in the world outside of this ancient library by the time they've gleaned everything available. In fact, they're fairly certain that there isn't any more to learn in this particular place. Their research has finally revealed the Scrolls of Inquiry, found in this very chamber. The scrolls are cumbersome and difficult to read, and most of the confessions recorded upon them are of no use to them. One transcript, however, does contain some useful information (OOC - see Player Handout #2 in the Google Slides below for details). After hearing the others tell of this, Devin realizes he may have heard something about that. The half-orc bard recalls he heard some months earlier. The story went that an important and high-ranking priestess of Nethys was said to have discovered an artifact of some kind beneath Azghaad's Spire in Sothis. Her name, as he recalls, was Serethet - and soon after the discovery that had all the treasure hunters and nobility in the capital city of Osirion buzzing with excitement, the priestess disappeared. There were rumors that she had fled Sothis after being summoned to an audience with the Ruby Prince himself. Besides the grim contents of the scrolls, the party also discovered a collection of architectural plans detailing a series of tomb designs of incredible complexity. Each plan is labeled with a double hieroglyph of an owl inside a house. It didn't take long to cross reference the hieroglyph as the signature of a very famous architect from the First Age of Osirion, a talented man called Chisisek. There is also a note mentioning a meeting between Chisisek and the Sky Pharaoh, but nothing more is found on this topic here. It appears that the interred priest Khnenti possessed further research on Hakotep and the architect both, but these can only be found in the Vault of Hidden Wisdom. The location of the Vault is secret, but there is a notable clue that "worthy scholars can find the entrance by casting their eyes from the summit of the Tower of Ra’s Glory at dawn on midsummer’s day." Of course, it seems likely to Francis that casting Speak with Dead might make their efforts much easier than that... Getting ready for his attempt to communicate with Khenti, Francis firsts casts Comprehend Languages, then casts Speak with Dead. "How would I find the Vault of Hidden Wisdom?" The corpse rises in response to Francis' spellcasting, gazing at the cleric with empty eyes as he asks his question. The voice of the corpse is like the fetid stench released from a deep grave as it responds. "Seek the Vault of Hidden Wisdom where the shadow's tip of the Tower of Ra's Glory touches the land as the sun rises on midsummer's day." He considers the other things that they wanted to know. Maybe.... "Why is the Temple of Nethys hiding information about Hakotep?" Again, the sepulchral voice speaks its answer to Francis' query. "The Sacrosanct Order of the Blue Feather, a sect of the Temple of Nethys, sought to learn the secrets held by Sky Pharaoh Hakotep I, where he lay interred in his tomb. But the knowledge they gleaned was deemed too dangerous by Pharaoh Djederet II and the Order was charged with keeping it secret from all except themselves. For not even the Pharaoh, himself a worshipper of Nethys, would see valuable knowledge destroyed." Francis asks "Where is Chisiek buried?" Again the raspy voice of the long-dead scholar speaks in answer to Francis' question. "Chisiek's tomb lies in the Parched Dunes, north of the source of the Crook River in the foothills of the Barrier Wall within a steep-sided ravine at the western edge of a valley hidden from those that are not seeking it carefully." The cleric is struck by the preciseness of the answer, and is not surprised when the corpse's empty eyes seem to bore into his own as it surprisingly continues to speak briefly, apparently in an addendum to its final answer. "Find the tomb of the architect who built the Sky Pharaoh's sacred pyramid. Finish my work!" And then the corpse seems to groan as it falls back into its crypt.
Player Handout - Mask of the Forgotten Pharaoh Player Handout - Scrolls of Inquiry Excerpt -------------------------------------------- PC Health / Adventure Notes: Elliander 63/63 [Armor Crystal - DR 1, has absorbed 0 (of 10) damage this day] Amenhep 58/58 Devin 59/59 Francis 53/53 Nevitash 71/71 ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() Godsday, 18th day of Planting (i.e. April), 597 C.Y.
------------------------------------------------- There is a blinding flash of light, and Fash realizes that it is most certainly a mystic Symbol inscribed to protect against intruders. Though the gnome fears instant death, he realizes a moment later as his body becomes indescribably weak and he drops to the floor - unable to even rise to his feet - that it is clearly meant to incapacitate rather than to kill outright. Reonnyn sees the flash as well and falls to the ground, unable to move his limbs though thankfully he can still feel his extremities. The others feel a large portion of their strength drain away, only Sobok is able to fully resist the magic of the symbol. Symbol of Weakness (STR Damage): 3d6 ⇒ (6, 1, 1) = 8 Those that are able to search the chest find some clothes, as well as clerical vestments, a noble's outfit, a gold necklace that would be quite beautiful, save for the symbol of Iuz set into it (500gp value) and a gold ring with a small ruby setting (200gp value). Two potions, a scroll and a jar filled with some kind of thick paste radiate magical auras and are also found within the chest. Loot recovered:
Various combat gear including a heavy steel shield, a silver holy symbol of Iuz and a pouch containing 84gp, 23sp, 7cp and a couple of iron keys that opened Shyrath's quarters and the trapped chest in her room. Fash, the Search check required was a 32, so you were very close to noticing it! The description states that only a rogue can detect the trap, but I'm pretty sure that beguilers detect traps just as rogues do. Everyone but Sobok has suffered 8 points of STR damage, as only the dragon shaman succeeded (just barely) at the save. Good thing it wasn't a Symbol of Death, right? Fash and Reonnyn, who both dropped to 0 STR, drop helpless to the ground, though you are both still conscious. The rest (other than Sobok) are just feeling really, really weak. Which might have an effect on some of your immediate plans. But let me know what you're all doing! ---------------------------------------------- PC Health / Adventure Notes: Morrow 84/84 [8 STR Damage; Darkvision 120' & Blindsight 60' (Norebo's Hand); Keen Edge (Crit range for Norebo's Hand is 17-20) for 100 minutes; Telepathic Bond (telepathy between Reonnyn, Fash and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes] Reonnyn 82/82 [8 STR Damage; DR 2 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation); Seeming (as Disguise Self) for 10 hours; Telepathic Bond (telepathy between Fash, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes] Sobok 132/132 2 Negative Levels (-2 to attack rolls, saves, skill and ability checks as well as effective level for spells/special abilities); Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes] Vegeir 118/119 [8 STR Damage; Divine Power (+18/+13/+8 BAB, +6 STR, +10 THP) for 20 hours; Greater Magic Weapon (extra +1 enhancement bonus to attack/damage to Holy sword) for 7 hours; Magic Vestment (+2 AC) for 7 hours; Telepathic Bond (telepathy between Reonnyn, Morrow and Fash) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Blindsight for 11 minutes; Fly (40' movement, good maneuverability) for 11 minutes] Fash 68/68 [8 STR Damage; Darkvision & Lowlight Vision; Cloak of Shadow (grants 20% miss chance (can Hide as though concealed), only True Seeing or sight in magical darkness can overcome this ability); Telepathic Bond (telepathy between Reonnyn, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Spider Climb [20' speed, cannot run] for 60 minutes; See Invisibility for 60 minutes; Invisible to Darkvision (using magical ring); Expeditious Retreat (base speed increased by 30') for 10 minutes ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() Godsday, 18th day of Planting (i.e. April), 597 C.Y.
------------------------------------------------- As Fash opens up the chest using Shyrath's key, he notices two things at almost the same moment. First, the inside of the chest is lined with lead, which is one reason that a detect magic spell wouldn't work. The second thing he notes is that, in fact, that shielding DID in fact keep one source of magic hidden. A rune scribed upon the lead that serves as the interior of the lid suddenly flares to life, and the gnome as well as all those standing nearby are washed in a sickly yellow glow! Loot recovered:
Various combat gear including a heavy steel shield, a silver holy symbol of Iuz and a pouch containing 84gp, 23sp, 7cp and a couple of iron keys I need Fort saves from everyone, please! ---------------------------------------------- PC Health / Adventure Notes: Morrow 84/84 [Darkvision 120' & Blindsight 60' (Norebo's Hand); Keen Edge (Crit range for Norebo's Hand is 17-20) for 100 minutes; Telepathic Bond (telepathy between Reonnyn, Fash and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes] Reonnyn 82/82 [DR 2 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation); Seeming (as Disguise Self) for 10 hours; Telepathic Bond (telepathy between Fash, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes] Sobok 132/132 2 Negative Levels (-2 to attack rolls, saves, skill and ability checks as well as effective level for spells/special abilities); Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes] Vegeir 118/119 [Divine Power (+18/+13/+8 BAB, +6 STR, +10 THP) for 20 hours; Greater Magic Weapon (extra +1 enhancement bonus to attack/damage to Holy sword) for 7 hours; Magic Vestment (+2 AC) for 7 hours; Telepathic Bond (telepathy between Reonnyn, Morrow and Fash) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Blindsight for 11 minutes; Fly (40' movement, good maneuverability) for 11 minutes] Fash 68/68 [Darkvision & Lowlight Vision; Cloak of Shadow (grants 20% miss chance (can Hide as though concealed), only True Seeing or sight in magical darkness can overcome this ability); Telepathic Bond (telepathy between Reonnyn, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Spider Climb [20' speed, cannot run] for 60 minutes; See Invisibility for 60 minutes; Invisible to Darkvision (using magical ring); Expeditious Retreat (base speed increased by 30') for 10 minutes ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() The automaton is willing to help any who ask it to, so long as it is given directions (find this book, or locate a book about 'x', etc.) but it offers no other guidance about the library itself nor anything that lies outside of the library. Current Rolls for Today Francis: 19 (Nobility, includes the +5 for having ranks in the relevant Knowledge type AND +2 from the clockwork servant) ------------------------------- Current Rolls for Tomorrow (if needed) Francis: 34 [Possible Crit! Please confirm with another roll!] (Nobility, includes the +5 for having ranks in the relevant Knowledge type AND +2 from the clockwork servant) If you roll a natural 20, it's a potential crit (just like in a combat), so give me a confirmation roll if that happens, please. Francis, that's you! :) ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() Damn Amenhep, I'm sorry to hear about that. Hope you're recovering well, and my condolences on losing your family pet. I know that's rough to go through that from personal experience. Take care of yourself and your family first, we'll be here when you have the time and inclination to post! ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() Devin uses the found key to wind up the clockwork servant, which immediately turns to the half-orc and speaks in a strange metallic tone utterly devoid of emotion. "Greetings, scholar. How may I assist you?" It becomes quickly apparent that the construct doesn't act of its own accord, nor does it offer advice or the like. But it will certainly be of some assistance in retrieving tomes or scrolls referenced, as it seems to know where everything is located by memory. Nice idea, Devin! The clockwork servants grants a +2 to all Research checks. ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() Godsday, 18th day of Planting (i.e. April), 597 C.Y.
------------------------------------------------- After Sobok's slow healing does what it can for the wounded, Reonnyn invokes the power of the wand several times (15 charges used) to heal everyone to full health (OOC - Well, Gear is down 1 HP, but figured you didn't want to waste a charge for that.) The warlock doesn't detect any magic emanating from the chest, the brazier, nor any of the books. In searching around the ruined temple though, he detects an aura of magic in the collapsed chamber (G11) behind the jammed door. He detects another in the garbage heap (G12), though he can't actually see either one as they both must be buried a bit - the first under some rubble and the latter beneath a solid layer of refuse. After a bit of experimentation, the halfling warlock also finds that his ring works when he gets far enough away from the dead cleric - about 30' or so - and after a few minutes this effect ends. Likely she had cast some sort of invisibility purge upon herself prior to the battle. Fortunately for the whisper gnome, his ability to hide wasn't affected by her spell. Fash looks over the chest and doesn't find any traps, though he finds that Shyrath's second key does indeed fit into the lock. Loot recovered:
Various combat gear including a heavy steel shield, a silver holy symbol of Iuz and a pouch containing 84gp, 23sp, 7cp and a couple of iron keys The books aren't magical, but didn't want to presume you'd look through them unless you let me know.I presumed Reonnyn would use that Detect Magic spell around the entire place, since it's an at-will ability - thus my alert to the auras you found elsewhere. Everyone continue to let me know what you're looking into and what you're doing and I'll try to post pretty quick. ---------------------------------------------- PC Health / Adventure Notes: Morrow 84/84 [Darkvision 120' & Blindsight 60' (Norebo's Hand); Keen Edge (Crit range for Norebo's Hand is 17-20) for 100 minutes; Telepathic Bond (telepathy between Reonnyn, Fash and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes] Reonnyn 82/82 [DR 2 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation); Seeming (as Disguise Self) for 10 hours; Telepathic Bond (telepathy between Fash, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes] Sobok 132/132 2 Negative Levels (-2 to attack rolls, saves, skill and ability checks as well as effective level for spells/special abilities); Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes] Vegeir 118/119 [Divine Power (+18/+13/+8 BAB, +6 STR, +10 THP) for 20 hours; Greater Magic Weapon (extra +1 enhancement bonus to attack/damage to Holy sword) for 7 hours; Magic Vestment (+2 AC) for 7 hours; Telepathic Bond (telepathy between Reonnyn, Morrow and Fash) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Blindsight for 11 minutes; Fly (40' movement, good maneuverability) for 11 minutes] Fash 68/68 [Darkvision & Lowlight Vision; Cloak of Shadow (grants 20% miss chance (can Hide as though concealed), only True Seeing or sight in magical darkness can overcome this ability); Telepathic Bond (telepathy between Reonnyn, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Spider Climb [20' speed, cannot run] for 60 minutes; See Invisibility for 60 minutes; Invisible to Darkvision (using magical ring); Expeditious Retreat (base speed increased by 30') for 10 minutes ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() Moonday, the 21st day of Desnus, 4714 AR
---------------------------------------------- Amenhep's Research (History): 1d20 + 11 + 5 ⇒ (9) + 11 + 5 = 25 Devin's Aid Another: 1d20 + 2 - 2 ⇒ (3) + 2 - 2 = 3 vs DC 10 = Failure! Knowledge Gleaned: 1d8 ⇒ 1 Unfortunately, a long day doesn't result in much information. Perhaps tomorrow will be better? It's difficult to know, but this library is definitely a tough nut to crack and it may take weeks to learn anything of value. Of course, the party knows the general area where Chisiek's tomb is located if they decide to leave this place behind them without any further searching... Your night's rest will be undisturbed. Let me know your plans for tomorrow. You can make more rolls for research, or do something else. Don't forget that you did glean knowledge by interviewing the corpse of Khnenti in the Dark Depository (detailed below) and you've learned enough to continue the adventure, if you wish to do so without learning what secrets this library might hold. That said, we can handle several days worth of researching if you'd like to do so, no need to do one day at a time. Knowledge Gleaned at Dark Depository:
The funerary mask they recovered in Wati, known only to them as the Mask of the Forgotten Pharaoh actually belonged to Sky Pharaoh Hakotep I, who ruled Osirion during the Second Age over six thousand years ago. References to Hakotep as the Sky Pharaoh recounted his ability to 'ride the stars by night'. Thanks to a few other obscure clues in the library, combined with their knowledge of history and the arcane, the party suspected this might refer to magic once possessed by the Shory, an ancient people said to have created great cities that flew through the skies thousands of years ago. The hidden Spiral Archive library revealed that Hakotep was involved in some ancient war, and he was convinced that an attack was coming from enemies who 'lived in cities in the clouds' - further solidifying the idea of Shory involvement. Apparently the Sky Pharaoh was seeking to find a powerful weapon to defeat his enemy, and there was evidence that he actually found this weapon - but the only details the party found were the remains of papyrus scraps depicting confusing geometrical patterns. A scroll was found describing Hakotep's tomb as 'having wings', part of the confession of a member of a group called the Sacrosanct Order of the Blue Feather, which also claimed that the Sky Pharaoh's heart and funerary mask were stolen from his tomb before it was 'lost to the skies'. This document indicated that these two items possessed pieces of Hakotep's soul, which were separated from his physical body. Hakotep's successor, Pharaoh Djederet II, ordered that members of this order were to be rounded up and questioned - but those scrolls were to be found in yet another secret library known as the Dark Depository. Having now found this second library, the adventurers have yet to find these Scrolls of Inquiry as they were called, but they located the journal of a Priest of Nethys who was either a member of the Sacrosanct Order of the Blue Feather or doing very similar research. The priest's name was Khnenti, and he was apparently obsessed with the mystery of the Sky Pharaoh. Khnenti wrote extensively about the funerary mask of Hakotep I, and that it also contains a portion of the Sky Pharaoh's soul, specifically his ka, which apparently fuels the magical abilities of the mask. It was also noted during their search of the room that all of the sarcophagi in the chamber they're resting in contain the remains of those that were being punished by being embalmed and mummified while still alive for various crimes involving the search for knowledge that had been deemed as protected by order of the pharaoh. And, in fact, the occupant of one of these sarcophagi was none other than Khnenti himself - a contemporary of Pharaoh Djederet II and apparently during the time period when the Scrolls of Inquiry were purportedly written. It is apparent to the party that these scrolls, and perhaps more information, are still to be found somewhere in the Dark Depository - perhaps in one of the other rooms they've yet to explore. As well, they hope to find the location of this Vault of Hidden Wisdom, where Khnenti indicated he stored his most precious research on Hakotep, including the Sky Pharaoh's 'darkest secrets'... It takes several hours to go through everything, and truly the adventurers have no clue as to what time it us in the world outside of this ancient library by the time they've gleaned everything available. In fact, they're fairly certain that there isn't any more to learn in this particular place. Their research has finally revealed the Scrolls of Inquiry, found in this very chamber. The scrolls are cumbersome and difficult to read, and most of the confessions recorded upon them are of no use to them. One transcript, however, does contain some useful information (OOC - see Player Handout #2 in the Google Slides below for details). After hearing the others tell of this, Devin realizes he may have heard something about that. The half-orc bard recalls he heard some months earlier. The story went that an important and high-ranking priestess of Nethys was said to have discovered an artifact of some kind beneath Azghaad's Spire in Sothis. Her name, as he recalls, was Serethet - and soon after the discovery that had all the treasure hunters and nobility in the capital city of Osirion buzzing with excitement, the priestess disappeared. There were rumors that she had fled Sothis after being summoned to an audience with the Ruby Prince himself. Besides the grim contents of the scrolls, the party also discovered a collection of architectural plans detailing a series of tomb designs of incredible complexity. Each plan is labeled with a double hieroglyph of an owl inside a house. It didn't take long to cross reference the hieroglyph as the signature of a very famous architect from the First Age of Osirion, a talented man called Chisisek. There is also a note mentioning a meeting between Chisisek and the Sky Pharaoh, but nothing more is found on this topic here. It appears that the interred priest Khnenti possessed further research on Hakotep and the architect both, but these can only be found in the Vault of Hidden Wisdom. The location of the Vault is secret, but there is a notable clue that "worthy scholars can find the entrance by casting their eyes from the summit of the Tower of Ra’s Glory at dawn on midsummer’s day." Of course, it seems likely to Francis that casting Speak with Dead might make their efforts much easier than that... Getting ready for his attempt to communicate with Khenti, Francis firsts casts Comprehend Languages, then casts Speak with Dead. "How would I find the Vault of Hidden Wisdom?" The corpse rises in response to Francis' spellcasting, gazing at the cleric with empty eyes as he asks his question. The voice of the corpse is like the fetid stench released from a deep grave as it responds. "Seek the Vault of Hidden Wisdom where the shadow's tip of the Tower of Ra's Glory touches the land as the sun rises on midsummer's day." He considers the other things that they wanted to know. Maybe.... "Why is the Temple of Nethys hiding information about Hakotep?" Again, the sepulchral voice speaks its answer to Francis' query. "The Sacrosanct Order of the Blue Feather, a sect of the Temple of Nethys, sought to learn the secrets held by Sky Pharaoh Hakotep I, where he lay interred in his tomb. But the knowledge they gleaned was deemed too dangerous by Pharaoh Djederet II and the Order was charged with keeping it secret from all except themselves. For not even the Pharaoh, himself a worshipper of Nethys, would see valuable knowledge destroyed." Francis asks "Where is Chisiek buried?" Again the raspy voice of the long-dead scholar speaks in answer to Francis' question. "Chisiek's tomb lies in the Parched Dunes, north of the source of the Crook River in the foothills of the Barrier Wall within a steep-sided ravine at the western edge of a valley hidden from those that are not seeking it carefully." The cleric is struck by the preciseness of the answer, and is not surprised when the corpse's empty eyes seem to bore into his own as it surprisingly continues to speak briefly, apparently in an addendum to its final answer. "Find the tomb of the architect who built the Sky Pharaoh's sacred pyramid. Finish my work!" And then the corpse seems to groan as it falls back into its crypt.
Player Handout - Mask of the Forgotten Pharaoh Player Handout - Scrolls of Inquiry Excerpt -------------------------------------------- PC Health / Adventure Notes: Elliander 63/63 [Armor Crystal - DR 1, has absorbed 0 (of 10) damage this day] Amenhep 58/58 Devin 59/59 Francis 53/53 Nevitash 71/71 ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() Godsday, 18th day of Planting (i.e. April), 597 C.Y.
------------------------------------------------- Reonnyn uses his magic to teleport away along with the wounded Sobok while Fash uses his own magic to distract Gear if the cleric starts acting aggressively again. Their planning works well, and after a short time, Morrow and Gear both come to their senses without causing undue harm to their allies and the party meets up in the ruined temple once the black tentacles and fog have dissipated. The body of the cleric is searched, and the party finds a number of valuable magic items - though her heavy mace is unholy, inflicting (mercifully) temporary harm on any of good heart that try to wield the weapon. She also possesses a couple of keys, while the demons each carry two enchanted longbows crafted of ironwood that are both ridiculously large and possessing a very heavy tension that makes them very difficult to use, and nothing else of value. The interior of the temple is quite musty and filled with debris where the walls and ceiling have collapsed in places. The staircase located in the interior of the pyramid (G7) spirals downward, well beyond the sight of the party. To the west of the spiral stairwell is a black altar (G8), its edges festooned with skulls and old black wax. A large fissure runs down the center of the altar, continuing through the back wall of the pyramid where the rubble descends into the dark waters of the lake (G6) back there. One of the keys carried by Shyrath opens a door leading into a small room (G9) with an oversized plush divan next to a shelf containing a few leather-bound ledgers. Despite the condition of the rest of the nearly-destroyed temple, this interior room is clean and lit by flickering flames from a gold brazier set in the northeast corner. Besides the thick ledgers, there is also an iron bound chest in the room that likely served as the private room of Shyrath. The doors opposite her room lead into a pair of storage rooms (G10) with a good number of arrows, four sets of artisan tools, a crate filled with torches (fifty or more in all) as well as a healer's kit. There is also a couple months' worth if rations, a couple barrels of water, one of ale (only half full) and a small crate that looks like it once held a dozen bottles of Ilymirth wine from Highfolk - though only four full bottles remain now, the others are discarded to one side of the box. The last intact door to the northwest is solidly stuck in its frame where the wall partially collapsed, buckling the frame badly. The adventurers are able to peer through a crack where the door buckled away from the frame and they can see a small chamber (G11) that has mostly collapsed, though there's a bit of space back there. Opening the door is going to be an issue though, if they want to go through the trouble of getting back there. Though the southwest portion of the temple has nearly all collapsed, the party can glimpse one chamber (G12) through the rubble opposite the intact door - though the stench that emanates from the room gives them pause. It looks as though there are a number of corpses in there, along with all sorts of garbage piled high. It seems that Shyrath and the demons used the room as a midden heap, perhaps after clearing out this temple when they moved in. Those peering in can see the bodies are much larger than man-sized, perhaps ogres or small giants of some kind. But digging through the garbage will require time and a strong stomach. Loot recovered:
Various combat gear including a heavy steel shield, a silver holy symbol of Iuz and a pouch containing 84gp, 23sp, 7cp and a couple of iron keys Well done all, that was a nasty battle! There's plenty to do in this temple, just let me know what you're interesting in exploring and/or investigating. Let me know how you're healing up too! Sobok, I've already healed you up to half your normal HP after you got that boost from Reonnyn to get through the loss of your Rage boosted HP to avoid dropping back to death's door again! Don't forget you also have those negative levels, which should probably be taken care of before 24 hours pass or they might become permanent if you fail those Fort saves at that time. ---------------------------------------------- PC Health / Adventure Notes: Morrow 15/84 [Darkvision 120' & Blindsight 60' (Norebo's Hand); Keen Edge (Crit range for Norebo's Hand is 17-20) for 100 minutes; Telepathic Bond (telepathy between Reonnyn, Fash and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes] Reonnyn 67/82 [DR 2 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation); Seeming (as Disguise Self) for 10 hours; Telepathic Bond (telepathy between Fash, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes] Sobok 66/132 2 Negative Levels (-2 to attack rolls, saves, skill and ability checks as well as effective level for spells/special abilities); Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes] Vegeir 85/119 [Divine Power (+18/+13/+8 BAB, +6 STR, +10 THP) for 20 hours; Greater Magic Weapon (extra +1 enhancement bonus to attack/damage to Holy sword) for 7 hours; Magic Vestment (+2 AC) for 7 hours; Telepathic Bond (telepathy between Reonnyn, Morrow and Fash) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Blindsight for 11 minutes; Fly (40' movement, good maneuverability) for 11 minutes] Fash 68/68 [Darkvision & Lowlight Vision; Cloak of Shadow (grants 20% miss chance (can Hide as though concealed), only True Seeing or sight in magical darkness can overcome this ability); Telepathic Bond (telepathy between Reonnyn, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Spider Climb [20' speed, cannot run] for 60 minutes; See Invisibility for 60 minutes; Invisible to Darkvision (using magical ring); Expeditious Retreat (base speed increased by 30') for 10 minutes ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() Round 14 Actions: Morrow babbles, unable to see anyone nearby to attack Reonnyn activates his ring... but he can still see his own body! Something is wrong... either the magic of the ring isn't working, or there's some nearby magic that is counteracting it somehow. He draws his healing wand and urges Sobok to get moving - away from the unpredictable cleric. Sobok rises unsteadily to his feet, and... (Need a standard action from Sobok for this round!) Gear rushes over to the fallen Shyrath, raising his sword as though to attack her corpse! Fash... (need a full round action from Fash for this round!) I'm starting to confuse myself by rolling those Confusion results early. We'll ease back into the usual round by round to determine those effects, and if they interrupt the actions of those in control of their faculties, I'll pause things. I have Reonnyn's actions for the next few rounds (if things don't go badly for him), if Fash and Sobok will do the same I'll post the next round or three ASAP! ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() Moonday, the 21st day of Desnus, 4714 AR
---------------------------------------------- It's getting late anyway, and the party camps for the night, finding themselves to be quite alone in this hidden library. Still, they post a watch through the night and are undisturbed until the morning. Those who are engaging in research begin to do so, while Devin takes another look at the dome rotunda, trying to determine if anything more can be done there or if he should join the 'bookworms'... Today's Research Results:
Elliander: 24 (History, includes the +5 for having ranks in the relevant Knowledge type) Francis: 14 (Nobility, includes the +5 for having ranks in the relevant Knowledge type) Nevitash: Failed the 'Aid Another' Check No more rolls needed from Elliander and Francis, I've got yours that you already made previously. After I give the results for today's research and if you determine you'll keep on going, you can give me new rolls for tomorrow, after another night's sleep. Devin? Amenhep? Are you joining in the research? I still need your rolls, if so. If not, let me know what, if anything, you're doing today. Remember that if you have ranks in History, Engineering or Nobility, I'd suggest you make a roll rather than 'Aid Another' as you get that +5 bonus. If I don't hear from Amenhep or Devin by Monday night, I'll presume they both join in the studying and roll for them. Player Handout - Mask of the Forgotten Pharaoh Player Handout - Scrolls of Inquiry Excerpt -------------------------------------------- PC Health / Adventure Notes: Elliander 63/63 [Armor Crystal - DR 1, has absorbed 0 (of 10) damage this day] Amenhep 58/58 Devin 59/59 Francis 53/53 Nevitash 71/71 ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() Godsday, 18th day of Planting (i.e. April), 597 C.Y.
------------------------------------------------- Oh!! I totally missed that! But yes, that Wand of Lesser Vigor isn't going to help soon enough. Thanks for pointing it out! And be prepared to mention it again if/when you do it again, because my memory is horrible... Reonnyn uses the wand successfully and then scrabbles in his belt pouch, keeping a watchful eye on Gear as he does so, and tilts the contents down the fallen dragon shaman's throat. Sobok coughs and opens his eyes, but he still looks pale and wan - both from his grievous wounds and the terrible magic inflicted upon him by Shyrath. Both of them turn toward that stricken enemy and watch with fierce glee as she is torn apart by Fash's magic, which looks to them like a bunch of tiny, invisible, ravenous sharks tearing into arms, her face, and beneath her armor. In the next moment, the gnome stands up guardedly and the trio can clearly see that the red-haired cleric is indeed quite dead, her demons as well. The only threat left is the lingering spell cast by the evil cleric - for apparently its effects did not die with her. The still cannot see Morrow and aren't sure where he is, but suddenly Gear looks up quickly, his eyes fixing on the body of Shyrath, and he rushes toward her, raising his sword as if to hack into her body! The maddened cleric seems awfully close for comfort to his allies, given his current mental state... Morrow's Confusion: 1d100 ⇒ 79 Attack nearest creature (not possible, nobody in sight), so Babble incoherently Gear's Confusion: 1d100 ⇒ 1 Attack (or close with) caster This is Round 14, we'll continue this way until the Confusion spell expires. I'd rather do a few rounds at a time if possible, so let me know what precautions you're taking or other actions in regard to those affected. Morrow and Gear, let me know what actions YOU take if you come back to your senses momentarily. Sobok is at 12 HP and currently conscious, but when his Rage runs out in a few rounds, he's going to drop again when he loses 22 HP in an instant. ---------------------------------------------- Round 14 - Initiative Order & HP Tracker / Combat Notes: Morrow 15/84 [Darkvision 120' & Blindsight 60' (Norebo's Hand); Keen Edge (Crit range for Norebo's Hand is 17-20) for 100 minutes; Telepathic Bond (telepathy between Reonnyn, Fash and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes] Reonnyn 67/82 [DR 2 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation); Seeming (as Disguise Self) for 10 hours; Telepathic Bond (telepathy between Fash, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes] Sobok 12/152 Prone; 2 Negative Levels (-2 to attack rolls, saves, skill and ability checks as well as effective level for spells/special abilities); Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Raging (+4 to STR/CON, +2 Will, -2 AC) for 3 rounds] Vegeir 85/119 [Divine Power (+18/+13/+8 BAB, +6 STR, +10 THP) for 20 hours; Greater Magic Weapon (extra +1 enhancement bonus to attack/damage to Holy sword) for 7 hours; Magic Vestment (+2 AC) for 7 hours; Telepathic Bond (telepathy between Reonnyn, Morrow and Fash) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Blindsight for 11 minutes; Fly (40' movement, good maneuverability) for 11 minutes] Fash 68/68 [Darkvision & Lowlight Vision; Cloak of Shadow (grants 20% miss chance (can Hide as though concealed), only True Seeing or sight in magical darkness can overcome this ability); Telepathic Bond (telepathy between Reonnyn, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Spider Climb [20' speed, cannot run] for 60 minutes; See Invisibility for 60 minutes; Invisible to Darkvision (using magical ring); Expeditious Retreat (base speed increased by 30') for 10 minutes ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() Godsday, 18th day of Planting (i.e. April), 597 C.Y.
------------------------------------------------- Morrow comes to a sudden stop at the base of the steps, glances around, and then begins babbling incoherently. Reonnyn deftly spins away from Gear, evading that deadly sword of his, and darts toward Sobok as he draws a wand and taps Sobok with the end of it - but it doesn't seem to work! Sobok lies motionless, and the halfling thinks he's still alive, but can't be certain. He glances nervously toward Gear, but the cleric seems to be staring at the ground, babbling to himself. Fash shakes off the cleric's spell, and she again shrieks in anger, but the gnome ignores her and sends the jaws at her again, and though she is able to send some of them flying with a sweep of her mace, she is still torn up badly by the gnashing teeth (21 damage) and she desperately tries to dispel the magical effect before the disembodied jaws finish the job - but the spell fails and she goes down cursing and shrieking as Fash's spell prepares to tear her into tiny piece (OOC - Next Round, see OOC below!) Still, the danger isn't over yet, as Gear is acting unpredictably, Sobok is bleeding out, and Morrow is nowhere to be seen. Fortunately, Gear doesn't seem to be a threat at the moment... Morrow's Confusion: 1d100 ⇒ 29 Babble incoherently Reonnyn's UMD check: 1d20 + 11 ⇒ (4) + 11 = 15 vs DC 20 = Failure! Sobok's Stabilization: 1d100 ⇒ 88 = Failure! Gear's Confusion: 1d100 ⇒ 50 Babble incoherently Shyrath's Reflex Save: 1d20 + 5 ⇒ (20) + 5 = 25 = Success! Shyrath's 'Targeted' Dispel Magic Check: 1d20 + 10 ⇒ (2) + 10 = 12 vs DC 22 = Failure! Morrow's Confusion: 1d100 ⇒ 87 Attack nearest creature (none within sight) so Babble incoherently Gear's Confusion: 1d100 ⇒ 44 Babble incoherently That was Shyrath's last gasp, as she only had 3 HP left and the spell is guaranteed to kill her next round. Reonnyn, you can only 'Take 10' when you aren't "threatened or distracted", which you most definitely are. Sorry about that! For this next round (13), neither Morrow nor Gear do anything but babble (I rolled in advance) so neither are going to be a factor. Fash is concentrating on the spell that will kill Shyrath in this next round. Reonnyn, if you want to try the wand again you can do so, but you're still distracted, so you'll need to roll. Or you can use a potion or something if you have one. OOCly, the Fast Healing probably won't save Sobok when his HP total drops drastically as his Rage runs out in a few more rounds. Figure that ICly he looks awful and you're not even sure if he's even alive, so you can't be certain if your wand of painfully slow healing (1 hp/round) will be of any help in pulling him from death's door. ---------------------------------------------- Round 13 - Initiative Order & HP Tracker / Combat Notes: Morrow 15/84 [Darkvision 120' & Blindsight 60' (Norebo's Hand); Keen Edge (Crit range for Norebo's Hand is 17-20) for 100 minutes; Telepathic Bond (telepathy between Reonnyn, Fash and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes] Reonnyn 67/82 [DR 2 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation); Seeming (as Disguise Self) for 10 hours; Telepathic Bond (telepathy between Fash, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes] Sobok -14/152 Dying & Prone; 2 Negative Levels (-2 to attack rolls, saves, skill and ability checks as well as effective level for spells/special abilities); Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Raging (+4 to STR/CON, +2 Will, -2 AC) for 4 rounds] Vegeir 85/119 [Divine Power (+18/+13/+8 BAB, +6 STR, +10 THP) for 20 hours; Greater Magic Weapon (extra +1 enhancement bonus to attack/damage to Holy sword) for 7 hours; Magic Vestment (+2 AC) for 7 hours; Telepathic Bond (telepathy between Reonnyn, Morrow and Fash) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Blindsight for 11 minutes; Fly (40' movement, good maneuverability) for 11 minutes] Fash 68/68 [Darkvision & Lowlight Vision; Cloak of Shadow (grants 20% miss chance (can Hide as though concealed), only True Seeing or sight in magical darkness can overcome this ability); Telepathic Bond (telepathy between Reonnyn, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Spider Climb [20' speed, cannot run] for 60 minutes; See Invisibility for 60 minutes; Invisible to Darkvision (using magical ring); Expeditious Retreat (base speed increased by 30') for 10 minutes ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() Devin takes several long moments to inspect the ceiling visually, and concludes that based on the strange configuration of angles, the true ceiling has been sealed over with stone. Perhaps magic was used to do so, it is impossible to be sure after the deed is done, but it doesn't look like an illusion - at least not from the floor. But with the ceiling some 30' above his head, the half-orc must consider how to reach it in order to find a way to get through the false ceiling and reveal the one it seems to be hiding away. The research will take a full 12 hours, so feel free to make your roll now, if you'd like to do so, Devin. I'll give Amenhep time to make his own roll. If you have ranks in History, Engineering or Nobility, I'd suggest you make a roll rather than 'Aid Another' as you get that +5 bonus - so I'll count Francis' roll as a research check. Francis added the +5, but I don't think Elliander did, so thus far I'm seeing the following: Elliander: 24 (History, includes the +5 for having ranks in the relevant Knowledge type) Francis: 14 (Nobility, includes the +5 for having ranks in the relevant Knowledge type) ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() @Fash I started to second guess my ruling whether Manyjaws was continuous damage - which is the only kind of damage that requires a Concentration check. The usual example is Acid Arrow, as the acid continues to eat away at the target over the course of two or more rounds. This is the part of the spell description that makes me think it does NOT fall into this category: "Each round on your action, each pair of jaws automatically hits its target and deals 1d6 points of damage, or half that amount with a successful Reflex save." That indicates to me that the damage is not continuous, but rather happens during your action (so long as you maintain concentration) on each round as repeated damage. It'd be the same as if a target was subject to the damage sustained by a Wall of Fire. Or if an owlbear has got you in a bearhug. In the latter case, spellcasting while grappling would apply, but a second Concentration check for taking damage during the owlbear's turn wouldn't apply. Anyway, besides my own interpretation I found this online post about it as well: Repeated Damage vs Continuous Damage In the current situation, the point is moot as you succeeded on the save! But I do want us to have the same understanding going forward for sure. Also, I'd definitely rule that Feeblemind wouldn't have allowed you to keep concentrating on an active spell, since you wouldn't have any idea of how to cast the spell or sustain it. ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() Godsday, 18th day of Planting (i.e. April), 597 C.Y.
------------------------------------------------- Fash takes a beat, trying to figure out what spell was cast at his friends. At first he believes that it must have been a fear-based magic, for Morrow sprints away with a panicked look on his face - but a few moments later he realizes exactly what the spell was, and it's not good news. Reonnyn finds out too, much to his chagrin, as he darts past the frightened duskblade - who appears to be headed back toward the stairwell leading up - and then the armored cleric, who seems to staring around in befuddlement. Even as Sobok continues to lie motionless, and the halfling is thinking of how to get to him safely - perhaps by turning himself invisible - he feels a tremendous pain in his shoulder (14 damage), and he spins around - thinking that somehow the evil cleric got behind him... But no! It's Gear, his eyes are fixed upon the halfling as though he were his most dire enemy, and damn did that giant blade hurt! Fash makes his move, darting along the wall of the pyramid until he comes out of the fog cloud where he invokes the power of the staff and sends a flurry of gnashing, disemobodied jaws at the red-haired cleric. The sudden appearance of the gnome surprises her, and she tries to twist away but fails as the sharp teeth gnash through the gaps in her armor, across her hands and her face (30 damage.) "You'll pay for that, you f&^k*#@g little runt!" She shrieks and casts another spell, and the gnome realizes with dawning horror that her magic is threatening to erase his very mind! Gear's Attack: 1d20 + 19 ⇒ (16) + 19 = 35 = Hit!
Shyrath's Reflex Save: 1d20 + 5 ⇒ (14) + 5 = 19 = Failure! Party is up! Fash, roll for your life, my friend! It's a Will save, and unfortunately you are at a -4 penalty to the roll. And yes, both Morrow and Gear are affected by the Confusion spell. But go ahead and post what you WANT to do, just in case the random number I roll allows it. You never know... ---------------------------------------------- Round 12 - Initiative Order & HP Tracker / Combat Notes: Shyrath -73 HP Morrow 15/84 [Darkvision 120' & Blindsight 60' (Norebo's Hand); Keen Edge (Crit range for Norebo's Hand is 17-20) for 100 minutes; Telepathic Bond (telepathy between Reonnyn, Fash and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes] Reonnyn 67/82 [DR 2 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation); Seeming (as Disguise Self) for 10 hours; Telepathic Bond (telepathy between Fash, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes] Sobok -13/152 Dying & Prone; 2 Negative Levels (-2 to attack rolls, saves, skill and ability checks as well as effective level for spells/special abilities); Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Raging (+4 to STR/CON, +2 Will, -2 AC) for 5 rounds] Vegeir 85/119 [Divine Power (+18/+13/+8 BAB, +6 STR, +10 THP) for 20 hours; Greater Magic Weapon (extra +1 enhancement bonus to attack/damage to Holy sword) for 7 hours; Magic Vestment (+2 AC) for 7 hours; Telepathic Bond (telepathy between Reonnyn, Morrow and Fash) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Blindsight for 11 minutes; Fly (40' movement, good maneuverability) for 11 minutes; Summoned Spiritual Weapon for 6 rounds] Fash 68/68 [Darkvision & Lowlight Vision; Cloak of Shadow (grants 20% miss chance (can Hide as though concealed), only True Seeing or sight in magical darkness can overcome this ability); Telepathic Bond (telepathy between Reonnyn, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Spider Climb [20' speed, cannot run] for 60 minutes; See Invisibility for 60 minutes; Invisible to Darkvision (using magical ring); Expeditious Retreat (base speed increased by 30') for 10 minutes ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() Sunday, the 20th day of Desnus, 4714 AR
---------------------------------------------- Devin continues to inspire, while trying to distract the thing and protect his half-orc friend (+2 AC for Nevitash this round) while Francis steps a bit away and grabs another wand, using this one to grant a bit of healing to Nevitash. The Inquisitor of Pharasma easily shakes off the troubling images that threaten to overwhelm his mind, and focuses on the battle. Again, his axe bites deeply into the creature's bulbous side (38 damage), but it stays on its feet... err... hands... whatever! Elliander strikes with perfect poise, his blade slashing one dreadful wound, and then another (36 damage), but still the monster does not fall! A moment later, it does, as Amenhep steps forward and drives his spear through its head, killing the strange monster instantly. The short, fierce battle is done and Francis uses another charge of the wand to finish healing Nevitash before the party moves on. The rest of the place seems to be empty, with nothing of note - save for the rotunda with the domed roof that seems a bit off somehow. All that is otherwise left to do is spend time studying and researching the vast collection of tomes, scrolls, books and tablets that fill this hidden library. CLW Wand: 1d8 + 1 ⇒ (6) + 1 = 7 (CLW wand now has -6 charges, on your CS notes) Amenhep's Spear Attack: 1d20 + 12 + 3 ⇒ (13) + 12 + 3 = 28 = Hit!
CLW Wand: 1d8 + 1 ⇒ (6) + 1 = 7 (CLW wand now has -7 charges, on your CS notes) With regard to the rotunda room, let me know specifically what you are doing, given the description I posted earlier - if anything. If you desire to spend time researching, I'll need Knowledge checks either in Engineering, History or Nobility - give yourself a +5 to your roll if you are trained in any of these. You can also make untrained checks, if you wish, or 'aid another' as usual, to grant +2 if you pass a DC 10 untrained roll. Remember that these rolls are basically twelve hours of studying, looking up references, finding hidden knowledge, etc - so the Tears to Wine spell is not going to help with these rolls. Also, you may not find everything there is to know or find in a single day - or you might, depending on how well you all roll. Player Handout - Mask of the Forgotten Pharaoh Player Handout - Scrolls of Inquiry Excerpt -------------------------------------------- PC Health / Adventure Notes: Elliander 63/63 [Tears to Wine (+2 to INT & WIS skill checks) for 30 minutes; Armor Crystal - DR 1, has absorbed 4 (of 10) damage this day] Amenhep 58/58 [Tears to Wine (+2 to INT & WIS skill checks) for 30 minutes] Devin 55/59 [Heroism (+2 morale bonuses on most d20 rolls) for 100 minutes; Tears to Wine (+2 to INT & WIS skill checks) for 30 minutes; Heroism (+2 morale bonus to attack rolls/saves and skill checks) for 30 minutes; Heightened Awareness (+2 competence bonus to Perception checks) for 30 minutes] Francis 53/53 [Tears to Wine (+2 to INT & WIS skill checks) for 30 minutes] Nevitash 70/71 [Will Save vs DC 17 Pending; Tears to Wine (+2 to INT & WIS skill checks) for 30 minutes] ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() As Morrow flees the scene as fast as his legs can carry him, Gear's eyes lock on Reonnyn, who is just moving past him. The cleric charges the halfling and swings his blade! That might be a good indicator of what spell was cast, even if you didn't identify it... Fash, go ahead and post your action, but you're actually at the top of the round, so if you want to delay until after Morrow and Gear act, I can drop you in the initiative order as a 'delay', if you'd like. ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() Godsday, 18th day of Planting (i.e. April), 597 C.Y.
------------------------------------------------- Fash sends a spell at the demon harassing him and the demon utters an angry roar, whipping its head around - blinded by the gnome's magic! Then he is moving, scampering up the side of the pyramid and cloaked in magical shadows. Morrow puts his all into his attacks, scoring solid hits twice (DR 5 = 34 damage and 40 damage for 74 damage total!) and grins as the demon goes down in a bloodied heap! The duskblade feels the satisfaction emanating from his magical sword as well. Reonnyn can't quite see anything on the other side of the sloped temple wall, only Sobok lying on the ground, bleeding out near the strange chain wall summoned by Fash. The halfling jumps from the roof, and though he tumbles with the controlled fall as he hits the ground, still he feels only a tweak in his ankle (1 damage) as he pushes himself up from the ground and moves south along the edge of the fog bank, toward Morrow and Gear. Gear turns and steps up to engage the remaining demon before it can vanish again and chops the four-armed outsider into pieces (69 damage) with the holy blade he wields. Shyrath loses track of Fash, but she is still cursing like a sailor as she turns to Morrow and Gear and casts another spell (Will save from each of you, please!) Then she ducks back into the pyramid afterward. You all hear her voice call out, taunting. "I believe your big friend is still alive! I see him drawing breath still, but not for much longer, I'm afraid!" Yellow Demon's Will Save: 1d20 + 10 ⇒ (1) + 10 = 11 vs DC 19 = Failure! Falling Damage (Reduced): 1d6 ⇒ 1 damage to Reonnyn Gear's Attack: 1d20 + 19 ⇒ (7) + 19 = 26 = Hit!
Gear's Secondary Attack: 1d20 + 14 ⇒ (12) + 14 = 26 = Hit!
Gear's Tertiary Attack: 1d20 + 9 ⇒ (14) + 9 = 23 = Hit!
Shyrath's Spot Check: 1d20 + 9 ⇒ (9) + 9 = 18 = Failure! Party is up! Morrow and Gear, I need a Will save from each of you, please. Fash, you can give me a Spellcraft check, if you'd like to do so? Reonnyn, the difficult terrain where the boulders are slowed your movement, which is probably a good thing for you anyway, as you were outside of the spell effect centered on Morrow. ---------------------------------------------- Round 11 - Initiative Order & HP Tracker / Combat Notes: Shyrath -43 HP Fash 68/68 [Darkvision & Lowlight Vision; Cloak of Shadow (grants 20% miss chance (can Hide as though concealed), only True Seeing or sight in magical darkness can overcome this ability); Telepathic Bond (telepathy between Reonnyn, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Spider Climb [20' speed, cannot run] for 60 minutes; See Invisibility for 60 minutes; Invisible to Darkvision (using magical ring); Expeditious Retreat (base speed increased by 30') for 10 minutes Morrow 15/84 [Darkvision 120' & Blindsight 60' (Norebo's Hand); Keen Edge (Crit range for Norebo's Hand is 17-20) for 100 minutes; Telepathic Bond (telepathy between Reonnyn, Fash and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes] Reonnyn 81/82 [DR 2 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation); Seeming (as Disguise Self) for 10 hours; Telepathic Bond (telepathy between Fash, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes] Sobok -12/152 Dying & Prone; 2 Negative Levels (-2 to attack rolls, saves, skill and ability checks as well as effective level for spells/special abilities); Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Raging (+4 to STR/CON, +2 Will, -2 AC) for 6 rounds] Vegeir 85/119 [Divine Power (+18/+13/+8 BAB, +6 STR, +10 THP) for 20 hours; Greater Magic Weapon (extra +1 enhancement bonus to attack/damage to Holy sword) for 7 hours; Magic Vestment (+2 AC) for 7 hours; Telepathic Bond (telepathy between Reonnyn, Morrow and Fash) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Blindsight for 11 minutes; Fly (40' movement, good maneuverability) for 11 minutes; Summoned Spiritual Weapon for 7 rounds] ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() Sunday, the 20th day of Desnus, 4714 AR
---------------------------------------------- Devin fights back against the overwhelming emotions and centers himself before taunting the creatres - not quite sure if they can even understand him, but rallying his allies in any case. He stabs with the spear, but it dodges the blow easily. Francis casts a spell to bless the party, and the mask he wears does tell him these creatures are alive in every sense of the term, however alien they might look in their appearance. Nevitash studies the Aeon as he calls on Pharasma to imbue his greataxe to cause great harm to these aeon outsiders, then steps up and swings his weapon in a powerful arc, the heavy blade smashing into the creature's body (35 damage) with tremendous force! Elliander is also able to resist the terrible magical effect that the strange creatures wield, and though Biter finds the mark each time he strikes (27 damage), the Shocking Grasp spell fizzles harmlessly, shed by the outsider's magical resistance. Still, the creature has been badly wounded when Amenhep moves next to Elliander, wielding his magical spear - and though the paladin finds it a bit difficult to thrust the weapon past the corner of the wall, he finds the mark with his first jab (16 damage), the spear tip penetrating through its glowing body and out the back! The jointed arms spasm, and it falls to the ground unmoving. The other fights on, focusing on Nevitash, its fists battering and tentacles flailing (15 damage, roll Will save vs DC 17) to take down the half-orc. Amenhep's Spear Attack: 1d20 + 12 + 3 ⇒ (14) + 12 + 3 = 29 = Hit!
Amenhep's Spear Attack: 1d20 + 7 + 3 ⇒ (5) + 7 + 3 = 15 = Miss! Red Theletos Slam Attack: 1d20 + 13 ⇒ (4) + 13 = 17 vs Nevitash's AC = Miss! Red Theletos Slam Attack: 1d20 + 13 ⇒ (7) + 13 = 20 vs Nevitash's AC = Hit!
Red Theletos Tentacle Attack: 1d20 + 8 ⇒ (14) + 8 = 22 vs Nevitash's AC = Hit!
Red Theletos Tentacle Attack: 1d20 + 8 ⇒ (3) + 8 = 11 vs Nevitash's AC = Miss! Party is up! You can all post for the remainder of Round 2 and the start of Round 3. Nevitash, I didn't realize a subtype was needed for the Outsider Bane, and it's pretty darn specific! Fortunately, you nailed that Knowledge roll, so you know it's the Aeon subtype. Player Handout - Mask of the Forgotten Pharaoh Player Handout - Scrolls of Inquiry Excerpt -------------------------------------------- Round 2 & 3 - Initiative Order / HP Tracker / Combat Notes: Elliander 63/63 [Armor Crystal - DR 1, has absorbed 4 (of 10) damage this day; Inspire Courage/Flagbearer/Bless (+3 attack/damage rolls, +2 charm/fear saves) during current combat] Amenhep 58/58 [Tears to Wine (+2 to INT & WIS skill checks) for 40 minutes; Inspire Courage/Flagbearer/Bless (+3 attack/damage rolls, +2 charm/fear saves) during current combat] Theletos Aeons Red (Unwounded) Devin 55/59 [Heroism (+2 morale bonuses on most d20 rolls) for 110 minutes; Tears to Wine (+2 to INT & WIS skill checks) for 40 minutes; Heroism (+2 morale bonus to attack rolls/saves and skill checks) for 40 minutes; Heightened Awareness (+2 competence bonus to Perception checks) for 40 minutes; Inspire Courage/Flagbearer/Bless (+2 attack/damage rolls) during current combat] Francis 53/53 [Tears to Wine (+2 to INT & WIS skill checks) for 40 minutes; Inspire Courage/Flagbearer/Bless (+3 attack/damage rolls, +2 charm/fear saves) during current combat] Nevitash 56/71 [Will Save vs DC 17 Pending; Tears to Wine (+2 to INT & WIS skill checks) for 40 minutes; Inspire Courage/Flagbearer/Bless (+3 attack/damage rolls, +2 charm/fear saves) during current combat] ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() Devin, I'm updating the Combat Notes so I can track everyone's bonuses better and I just wanted to point something out for everyone to keep in mind. But let me know if I'm mistaken on anything, it's starting to get confusing keeping track of what stacks and what doesn't... Inspire Courage (+2 competence bonus to attack/damage rolls and +2 morale bonus to charm/fear saves) Flagbearer (+1 morale bonus to attack/damage rolls and saves vs fear/charm) So while these 'stack' to +3/+3 for you and your allies, it won't stack with Bless, nor will it stack with your own Heroism - which is in itself a +2 Morale bonus to attack rolls/damage rolls and all saves. I think, between the Bless spell, Inspire Courage, Flagbearer and Heroism (only for you on that last one), the breakdown is as follows: Party:
Devin:
Does that sound correct? ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() Godsday, 18th day of Planting (i.e. April), 597 C.Y.
------------------------------------------------- Shyrath's Concentration Check (Last Round): 1d20 + 18 ⇒ (13) + 18 = 31 = Success! Fash continues with his efforts to burn up the arrows of the demons, and manages to succeed with one of them (Red), and then he darts into the mushrooms, hoping to lose them there. Morrow closes in on the nearest and though he doesn't connect, he grabs its immediate attention. Reonnyn taunts the cleric and sends another eldritch blast at her, connecting yet again (13 damage). Sobok survives the spell, but just barely, and with what might be his last breath he tries to strike his foe down - but neither blow is enough to penetrate her heavy armor and whatever magical protection she must have going on! Gear launches himself from the roof of the pyramid and flies down to land next to the demon beside Morrow - the remains of its quiver spilling burned arrows to the ground. Shyrath shrieks like banshee as she realizes that the battle is beginning to turn against them. "Must I do EVERYTHING myself!? Then she casts another spell and reaches out to touch Sobok once again with a hand that blazes with dark energy! The blow connects (21 damage), and Sobok's world goes dark... and though death draws near, it has not yet claimed the dragon shaman entirely... The cleric turns, eyeing the battlefield and snarls at the halfling then disappears from his line of sight as she moves along the side of the ruined temple toward the melee raging there. The demon pinned between Gear and Morrow loses sight of the whisper gnome and its arrows are tumbling out of its quiver at an alarming rate. The creature uses the last few it can grab to send a barrage of arrows into the duskblade, then discards the bow, preparing to fight with its claws as it shifts to get out of its flanked position. The second demon manages to keep an eye on Fash and sends a flurry of arrows at the gnome, who immediately responds with a spell meant to confound the deadly archer, and he hopes his cloak protects him as well. Morrow counts his blessings when most of the arrows either miss or are deflected by his armor, but two find the mark (22 damage) - one in his right bicep and another in his right side - and he is starting to get a bit woozy as blood leaks steadily from his wounds. Fash is even luckier, as most arrows that find the mark do so against his illusory images - though unfortunately they are all destroyed and the last arrow hits him (13 damage) in the left forearm! Worse for the gnome, when he cast his defensive spell he gave up his hiding place and a cruel smile etches the face of the cleric as her eyes fix on Fash. "There you are, you little runt!" She howls! Red Demon's Spot Check: 1d20 + 16 - 5 ⇒ (1) + 16 - 5 = 12 = Failure!
Inflict Serious Wounds 'Touch' Attack: 1d20 + 14 ⇒ (2) + 14 = 16 = vs Sobok's Touch AC = Hit! (Automatic Success on Concentration Check)
Demon Attacks:
Red Demon's Longbow Attack: 1d20 + 13 ⇒ (7) + 13 = 20 vs Morrow's AC = Miss! Red Demon's Longbow Attack: 1d20 + 13 ⇒ (1) + 13 = 14 vs Morrow's AC = Miss! Red Demon's Longbow Attack: 1d20 + 13 ⇒ (18) + 13 = 31 vs Morrow's AC = Hit!
Red Demon's Longbow Attack: 1d20 + 13 ⇒ (7) + 13 = 20 vs Morrow's AC = Miss! Red Demon's Longbow Attack: 1d20 + 8 ⇒ (15) + 8 = 23 vs Morrow's AC = Hit!
Red Demon's Longbow Attack: 1d20 + 8 ⇒ (9) + 8 = 17 vs Morrow's AC = Miss! Yellow Demon's Longbow Attack: 1d20 + 13 ⇒ (1) + 13 = 14 vs Fash's AC = Missed! Mirror Image Hit? (1-4): 1d5 ⇒ 2 = Yes!
Mirror Image Hit? (1-3): 1d4 ⇒ 1 = Yes!
Mirror Image Hit? (1-2): 1d3 ⇒ 2 = Yes!
Mirror Image Hit? (1): 1d2 ⇒ 1 = Yes!
Yellow Demon's Longbow Attack: 1d20 + 8 ⇒ (16) + 8 = 24 vs Fash's AC = Possible Hit!
Party is up! Sobok, I completely forgot that roll, thanks for the reminder! Not quite auto-success for her high level spells, but pretty close with that modifier. Still, bad rolls happen! You're down and dying, but I'm used to Pathfinder rules for death and so your current CON score is the threshold for death instead of the arbitrary -10. That said, your Rage is on a timer, so your HP total is gonna drop fast in about 5 rounds and you'll be dead before you can blink, regardless of your CON score. Fash, you did very good damage against the quiver, but it wasn't a crit like the last time. I allowed the demon one more full round attack with what's left of his ammunition before it's all gone, so as of next round he's without the use of his deadly bows. His rolls sucked anyway, both of their rolls did... Though your Greater Mirror Image spell probably saved your bacon! Gear, I think you've got a spiritual weapon floating around somewhere? ---------------------------------------------- Round 10 - Initiative Order & HP Tracker / Combat Notes: 3 Demons Red (-65 HP; no more arrows!); Yellow (-107 HP) Shyrath -43 HP Fash 55/68 [Darkvision & Lowlight Vision; Cloak of Shadow (grants 20% miss chance (can Hide as though concealed), only True Seeing or sight in magical darkness can overcome this ability); Telepathic Bond (telepathy between Reonnyn, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Spider Climb [20' speed, cannot run] for 60 minutes; See Invisibility for 60 minutes; Invisible to Darkvision (using magical ring); Expeditious Retreat (base speed increased by 30') for 10 minutes Morrow 28/84 [Darkvision 120' & Blindsight 60' (Norebo's Hand); Keen Edge (Crit range for Norebo's Hand is 17-20) for 100 minutes; Telepathic Bond (telepathy between Reonnyn, Fash and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes] Reonnyn 82/82 [DR 2 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation); Seeming (as Disguise Self) for 10 hours; Telepathic Bond (telepathy between Fash, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes] Sobok -11/152 Dying & Prone; 2 Negative Levels (-2 to attack rolls, saves, skill and ability checks as well as effective level for spells/special abilities); Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Raging (+4 to STR/CON, +2 Will, -2 AC) for 5 rounds] Vegeir 85/119 [Divine Power (+11/+6/+1 BAB, +6 STR, +10 THP) for 20 hours; Greater Magic Weapon (extra +1 enhancement bonus to attack/damage to Holy sword) for 7 hours; Magic Vestment (+2 AC) for 7 hours; Telepathic Bond (telepathy between Reonnyn, Morrow and Fash) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Blindsight for 11 minutes; Fly (40' movement, good maneuverability) for 11 minutes; Summoned Spiritual Weapon for 8 rounds] ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() Sunday, the 20th day of Desnus, 4714 AR
---------------------------------------------- Elliander casts a spell that coats the corridor with grease, then backs away. One of the creatures slips in the grease momentarily, but then both of them rise up into the air, their movement ungainly and inelegant, but enough to avoid the patch of grease on the floor. They land on their splayed feet (hands) and immediately Elliander is assaulted by a vision that shows him running away from this building (Elliander, roll a Will save vs DC 15!) while the other lashes at Devin with its crystalline tentacles, catching the bard across his leg, and though the pain is minor, his mind is assaulted with terrible visions of his fate. (Devin, roll a Will save vs DC 17!) Red Theletos Aeon Reflex Save: 1d20 + 5 ⇒ (19) + 5 = 24 vs DC 14 = Success!
Green Theletos Tentacle Attack: 1d20 + 8 ⇒ (17) + 8 = 25 vs Devin's AC = Hit!
Party is up! You can all post for the remainder of Round 1 and the start of Round 2. I need Will saves from Elliander and Devin, please. Elliander, if you fail you are compelled to immediately run from this building until you are outside and to not return. Player Handout - Mask of the Forgotten Pharaoh Player Handout - Scrolls of Inquiry Excerpt -------------------------------------------- Round 1 & 2 - Initiative Order / HP Tracker / Combat Notes: Elliander 63/63 [Will Save vs DC 15 Pending; Armor Crystal - DR 1, has absorbed 4 (of 10) damage this day] Creatures Red (Unwounded); Green (Unwounded) Devin 55/59 [Will Save vs DC 17 Pending; Heroism (+2 morale bonuses on most d20 rolls) for 110 minutes; Tears to Wine (+2 to INT & WIS skill checks) for 40 minutes; Heightened Awareness (+2 competence bonus to Perception checks) for 40 minutes] Amenhep 58/58 [Tears to Wine (+2 to INT & WIS skill checks) for 40 minutes] Francis 53/53 [Tears to Wine (+2 to INT & WIS skill checks) for 40 minutes] Nevitash 71/71 [Tears to Wine (+2 to INT & WIS skill checks) for 40 minutes] ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() "At the beginning of a combat in which you would normally be able to act in a surprise round, after initiative is rolled but before the surprise round begins, you can attempt a Bluff check as a free action. The DC of this Bluff check is equal to 15 + the CR of the encounter. If you succeed at this Bluff check, you may treat the result of your Bluff check as your initiative result for the surprise round. If your Bluff check fails, you cannot act during the surprise round. Regardless, you use your normal initiative result to determine initiative for the remainder of the encounter." I'm actually not certain this feat applies here. Seems to me that it can only be used in a combat where you could act in a surprise round (i.e. when the enemy is unaware of you, but you're aware of them) and in this instance, both sides became aware of each other at the same time when you made yourselves known to them by moving across the passage. In addition, the way it's written about making a Bluff check roll is to make the other side 'think' that you're unaware of them or something, thus getting the chance to act first in the surprise round with a high Bluff roll, and 'losing' the chance to act if you fail the Bluff check because you tried to play it cool for a moment too long. That's my interpretation anyway, and I have no problem if you want to select another feat. It's cool if you want to keep it for those times when your party DOES get the drop on the bad guys, but I don't see it applying in this circumstance. ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() Nevitash knows that these are known as Aeons, specifically as Theletos Aeons. The half-orc inquisitor recalls from his studies that Aeons are beyond passion, beyond mercy, beyond reason, the faceless caretakers of reality toil without end, silently struggling to preserve the tenuous balance upon which all existence depends. These voiceless forces are the aeons, inscrutable shapers and eliminators of the multiverse. They exist beyond the understanding of most mortals, endlessly striving toward goals unfathomable even to many of the planes' eldest inhabitants. Aeons build order from the chaos of the Maelstrom, seed new life upon barren worlds, and halt the rampages of forces grown overbold. They rend nations to vapor, dismantle planets into cosmic dust, and pave the way for calamities. Their ways are at one moment beneficent and in the next utterly devastating, but always without ardor, compassion, or malice. Every aeon dispassionately but determinedly strives toward the same objective—an ever changing, amending, and readjusting pursuit of multiplanar equilibrium. United in this eternal and perhaps impossible pursuit, aeons embody the planes-spanning hand of a metaphorical omnipotent clockmaker, endlessly tuning and adjusting the myriad gears of reality in pursuit of ultimate perfection. Beyond that, he knows that they are immune to cold and poison, resistant to electricity and fire (10 each) and that the images he saw were the Aeons' perception of future events that they seek to thwart. He also knows they are spellcasters, most often magic that affects the mind. The tentacles can cause those they touch to lose their resolve and spirit (i.e. CHA drain that causes penalty to all saves) and they are able to 'breathe' a blast of energy from its body (i.e. cone) that causes those affected to become overwhelmed by the knowledge of the myriad of fates that destiny has in store for them, for good or ill (i.e. most d20 rolls are made twice, taking the worst) until the curse is broken by magic. ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() Sunday, the 20th day of Desnus, 4714 AR
---------------------------------------------- Moving onwards, the party finds a small chamber - twin to the other on the far side of the rotunda - unadorned save for a key like the other one they found. Heading west, the corridor continues forward to where a bend would seem to lead them back to the entrance, and a shorter passage leads to the south, into a large, triangular room. Long racks of dusty papyrus scrolls line the walls, and in the center of the chamber stand a pair of creatures unlike anything the adventurers have seen. They appear crystalline and spherical, with four bandy limbs that each split at the elbow into three-fingered appendages. Two crystalline tentacles erupt from their bodies, slithering through the air like snakes as you all receive mental flashes of burning books and scrolls assailing your minds as they rush forward to attack! Elliander is the first to react to the danger... Elliander’s Initiative: 1d20 + 8 ⇒ (20) + 8 = 28
Elliander, please post your actions for Round 1! Then the creatures will attack and everyone can post for Round 2. Anyone can give me a Knowledge [Planes] roll to try to identify these things. Give me some idea of what you want to know if you roll well (defenses, magical abilities, etc) or I'll just pick and choose what seems likely if you have a good success. By the way, the pic I found of the creature made me think of a certain song's lyrics "throw your hands in the air and wave 'em like you just don't care" dating waaaay back from my teen years. I think this is the one, after a brief internet search... Enjoy! Player Handout - Mask of the Forgotten Pharaoh Player Handout - Scrolls of Inquiry Excerpt -------------------------------------------- Initiative Order / HP Tracker / Combat Notes: Elliander 63/63 [Armor Crystal - DR 1, has absorbed 4 (of 10) damage this day] Creatures Red (Unwounded); Green (Unwounded) Devin 59/59 [Heroism (+2 morale bonuses on most d20 rolls) for 110 minutes; Tears to Wine (+2 to INT & WIS skill checks) for 40 minutes; Heightened Awareness (+2 competence bonus to Perception checks) for 40 minutes] Amenhep 58/58 [Tears to Wine (+2 to INT & WIS skill checks) for 40 minutes] Francis 53/53 [Tears to Wine (+2 to INT & WIS skill checks) for 40 minutes] Nevitash 71/71 [Tears to Wine (+2 to INT & WIS skill checks) for 40 minutes] ![]()
Male Human (Aren't we all? Folks need to remember that!) Epic Level GM (35+ years!)
![]() Godsday, 18th day of Planting (i.e. April), 597 C.Y.
------------------------------------------------- Fash casts a spell that he hopes will cause great discord among his foes, but they throw off the effects of the mind-altering magic and stay focused on their true enemy as the exposed gnome darts behind the mushroom to hide. Morrow chugs another potion (18 HP healed), then answers the call for assistance and starts moving around the side of the ruined temple, in the direction of the battle on the other end. Reonnyn sends a blast of eldritch energy into the cleric (10 HP damage), wounding her slightly. Sobok steps around the cleric, eager to bring the elusive spellcaster down if he can do so, and lands a solid blow (21 damage), though the second glances off her armor. Gear heals himself (39 HP healed) as Shyrath shrieks. "Leave this one to me! Kill that damned gnome wizard!" Then she maneuvers around the dragon shaman and reaches out one hand to touch him, and Sobok feels dark magic flow into his body, sapping him of life (WILL SAVE NEEDED!) and leaving him barely standing. The demons teleport to where they'd last seen the gnome cast his spell, their eyes searching the area, dimly lit by the glow of the evil cleric's Light spell, bows at the ready. They do see Morrow, moving along the side of the pyramid, but they don't seem to see the gnome, though they're practically standing right beside him... Yellow Demon's Will Save: 1d20 + 10 ⇒ (15) + 10 = 25 vs DC 23 = Success!
Shyrath's 'Harm' Spell: 1d20 + 11 ⇒ (19) + 11 = 30 vs Sobok's Touch AC = Hit! Damage = 110 (to 1 HP), Will save halves the damage Fash's Stealth Check: 1d20 + 9 + 2 + 4 + 4 + 5 ⇒ (8) + 9 + 2 + 4 + 4 + 5 = 32
Red Demon's Spot Check: 1d20 + 16 ⇒ (8) + 16 = 24 = Failure!
Party is up! Fash, after casting that spell and exposing your position, I didn't see a new Stealth roll, so I made one for you. Note that the Boots and Cloak aren't cumulative, but they DO provide the same +5 vs Listen and Spot - so they are versatile in that respect. Sobok, I went ahead and kept your original post as I saw the demons DO get AoOs, and I didn't want to get you killed by pointing out the badly wounded demon after your posted action. As it turns out, they were given a new target besides yourself anyway and that single blow you landed wouldn't have killed it. Give me a Will save please, success means you are at 7 HP, failure means you're at 1 HP - either way you're still standing next round! ---------------------------------------------- Round 9 - Initiative Order & HP Tracker / Combat Notes: 3 Demons Red (-65 HP); Yellow (-107 HP) Shyrath -31 HP Fash 68/68 [Darkvision & Lowlight Vision; Cloak of Shadow (grants 20% miss chance (can Hide as though concealed), only True Seeing or sight in magical darkness can overcome this ability); Telepathic Bond (telepathy between Reonnyn, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Spider Climb [20' speed, cannot run] for 60 minutes; See Invisibility for 60 minutes; Invisible to Darkvision (using magical ring); Expeditious Retreat (base speed increased by 30') for 10 minutes] Morrow 50/84 [Darkvision 120' & Blindsight 60' (Norebo's Hand); Keen Edge (Crit range for Norebo's Hand is 17-20) for 100 minutes; Telepathic Bond (telepathy between Reonnyn, Fash and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes] Reonnyn 82/82 [DR 2 / Cold Iron; +1 luck bonus to all saving throws, ability checks and skill checks (Luck Stone); Darkvision (Invocation); +2 to Fort Saves (Invocation); +6 to Bluff, Diplomacy & Intimidate checks (Invocation); Seeming (as Disguise Self) for 10 hours; Telepathic Bond (telepathy between Fash, Morrow and Gear) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes] Sobok 7 (or 1)/152 [Draconic Aura (WILL SAVE PENDING! Vigor: gain +3 Fast Healing if under half hit points to self and all allies within 30'); 2 Negative Levels (-2 to attack rolls, saves, skill and ability checks as well as effective level for spells/special abilities); Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Raging (+4 to STR/CON, +2 Will, -2 AC) for 6 rounds] Vegeir 85/119 [Divine Power (+11/+6/+1 BAB, +6 STR, +10 THP) for 20 hours; Greater Magic Weapon (extra +1 enhancement bonus to attack/damage to Holy sword) for 7 hours; Magic Vestment (+2 AC) for 7 hours; Telepathic Bond (telepathy between Reonnyn, Morrow and Fash) for 100 minutes; Message (allows whispered communication up to 400' distance with line of sight) for 60 minutes; Blindsight for 11 minutes; Fly (40' movement, good maneuverability) for 11 minutes; Summoned Spiritual Weapon for 9 rounds]
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