Kargstaad

Kragg Stoneheart's page

1,924 posts. Alias of Neltji.


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Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

It is my calling to protect just as a shepherd is called to protect his flock. I can not nor will not leave them until I know of their fate. If you have been able to watch us then you are able to see other areas of the complex. Where are the colonists we seek and the source of their imprisonment?

As he speaks his brow glows with purpose as Abadar’s symbol shines brighter revealing his calling.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg reflexes steps back as the face appears before him on the pin panel. Who are you and what is there to talk about? If you were expecting us, then you should be able to state my name and purpose here.

sense motive 1d20 + 16 ⇒ (13) + 16 = 29

As he is engaged with the pin panel he walks back and forth past the pin panel trying to figure out if he can be seen from the panel or from somewhere else.

Was there any way to get a read on what the composition screen was indicating before it switched over to creepy face?


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg will go investigate the panel since he was able to read the one up above hoping that it is similar enough to understand what is going on.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

sense motive 1d20 + 16 ⇒ (5) + 16 = 21

While it seems that Kragg is able to understand the woman she does not fully comprehend what he is saying back. He tries once more to let her know that he will return after dealing with the big fish and it is safe.

linguistics 1d20 + 4 ⇒ (16) + 4 = 20

After that he moves to Lolito by the door. The big fish could be a shark as well instead of the aboleth. We saw some before up above remember. Before Lolito gives himself a hernia trying to force the door open Kragg removes the piton that Lara used to wedge it closed. That might help a bit.

Looking around he asks, Is everyone ready?


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg will try to communicate with the woman by speaking slowly so they can read each other’s lips. We will once it is safe. Enemies around. Are there more of you?


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

25 needed for Derym 5d8 + 5 ⇒ (1, 3, 7, 6, 8) + 5 = 30 7 charges total

After the healing Kragg walks along the floor following Lolito to the east.

Assuming 7 rounds of healing is enough time for Lara to spike the door so we are all still together and being separated


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg pulls free his wand of healing offering it to the others that may need it to patch up some of the damage they received before heading over to the 2 alcoves. Detecting Magic he stands back observing the area without touching or trying to manipulate it.

Do the humans look familiar as in fellow colonists?

spellcraft w/ guidance 1d20 + 14 ⇒ (12) + 14 = 26

Looks like they are secure and safe from the water for now. Once we are patched up then I say we head east and see where that hallway goes before we open these doors. Lara, you able to keep them from opening behind us and getting trapped between 2 forces?

Let me know how many charges you need used on the wand and I will take them off. Lara Kragg has 4 iron spikes you can use to wedge the doors with a DD check if needed.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Will get a post up tomorrow once I get done with call shift and work. Bad week sorry


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg realizes that his damage is minimal on these creatures so decides to try and influence the fight in other ways. Trusting in Abadar's protection he tries to force black north into a flanking position between Alyn and Lara.

reposition maneuver cmb 1d20 + 13 ⇒ (2) + 13 = 15 vs cmd

The creature was too slippery to get a good maneuver on and likely left Kragg floundering in the water.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg uses the blessings of Abadar to move freely in the water as he steps up to attack black.

full round attack 1d20 + 13 ⇒ (3) + 13 = 16 for 1d6 + 5 ⇒ (6) + 5 = 11
haste 1d20 + 13 ⇒ (9) + 13 = 22 for 1d6 + 5 ⇒ (2) + 5 = 7
iterative 1d20 + 13 - 5 ⇒ (8) + 13 - 5 = 16 for 1d6 + 5 ⇒ (2) + 5 = 7


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

If Lolito takes out yellow then the octopus will focus on grey, if not then octopus will go for the pin.

Yellow maintain?
pin 1d20 + 8 ⇒ (18) + 8 = 26

Attack on grey?

bite 1d20 + 5 ⇒ (16) + 5 = 21 for 1d3 + 1 ⇒ (3) + 1 = 4 plus fort save poison
tentacle 1d20 + 3 ⇒ (7) + 3 = 10 for grapple

Kragg takes the haste effect to gather himself for a full round of attacks against the purple people eater.

+1 short sword attack w/ flank and haste 1d20 + 13 + 2 - 2 ⇒ (20) + 13 + 2 - 2 = 33 for 1d6 + 5 ⇒ (4) + 5 = 9
confirm +1 short sword attack w/ flank and haste 1d20 + 13 + 2 - 2 ⇒ (8) + 13 + 2 - 2 = 21 for 1d6 + 5 ⇒ (2) + 5 = 7
haste 1d20 + 13 + 2 - 2 ⇒ (7) + 13 + 2 - 2 = 20 for 1d6 + 5 ⇒ (6) + 5 = 11
iterative 1d20 + 13 + 2 - 2 - 5 ⇒ (4) + 13 + 2 - 2 - 5 = 12 for 1d6 + 5 ⇒ (4) + 5 = 9

If purple was taken out by Lolito then move to flank against orange and only 1 attack...
+1 short sword attack w/ flank and haste 1d20 + 13 + 2 - 2 ⇒ (8) + 13 + 2 - 2 = 21 for 1d6 + 5 ⇒ (1) + 5 = 6


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

well kragg didn't do much but the octopi look like they have 2 of them grappled


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Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg has just enough time to finish his spell before the fight comes near him. Once his prayer is answered he calls out to the party to try to use less lethal means if possible. These might be the colonists that have been mutated by the Aboleth. I am not sure if we can reverse the process! Don't risk yourselves though by holding back.

summon 1d3 ⇒ 2 celestial octopi!

summoned octopi:

N Small celestial/ fiendish animal ( aquatic )
Init +3; Senses darkvision 60 ft., low-light vision ; Perception + 1
DEFENSE

AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
hp 13 [17] (2d8+4) [2d8+8]
Fort +5 [+7], Ref +6, Will +1
Defensive Abilities ink cloud
SR 6
Celestial – Resist acid, cold, and electricity 5
Fiendish – Resist cold and fire 5
OFFENSE

Speed 20ft., swim 30 ft., jet 200 ft.
Melee bite +5 (1d3+1 [1d3+3] plus poison), tentacles +3 (grab)
Special Attack smite evil/good
STATISTICS

Str 12 [16], Dex 17, Con 14 [18], Int 2, Wis 13, Cha 3
Base Atk +1; CMB +1 [+3] (+5 [+7] grapple); CMD 14 [16] (can’t be tripped)
Feats Multiattack B , Weapon Finesse
Skills Escape Artist +13, Stealth +20, Swim +9 [+11]
SPECIAL ABILITIES

Ink Cloud (Ex)
An octopus can emit a 10-foot-radius sphere of ink once per minute as a free action. The ink provides total concealment in water, and persists for 1 minute.

Jet (Ex)
An octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line while jetting, and does not provoke attacks of opportunity when it does so.

Poison (Ex)
Bite—injury; save Fort DC 13 [15]; frequency 1/round for 6 rounds; effect 1 Str; cure 1 save.

Smite Evil/Good (Ex)
Once per day as a swift action this creature can add their Cha modifier to their attack rolls (+0) and gain a bonus equal to their HD to damage (+2) against evil/good foes. The smite persists until target is dead or the celestial/fiendish creature rests.

One octopus smites yellow and full attack
bite 1d20 + 7 ⇒ (17) + 7 = 24 for 1d3 + 5 ⇒ (3) + 5 = 8 and poison save dc 13
tentacle 1d20 + 5 ⇒ (18) + 5 = 23 for grab 1d20 + 9 ⇒ (16) + 9 = 25

One smites orange and full attacks
bite 1d20 + 5 ⇒ (1) + 5 = 6 for 1d3 + 5 ⇒ (3) + 5 = 8 and poison save dc 13
tentacle 1d20 + 5 ⇒ (18) + 5 = 23 for grab 1d20 + 7 ⇒ (18) + 7 = 25

Kragg then moves forward with haste to strike purple with the flat of his blade.

attack 1d20 + 12 + 2 - 4 ⇒ (3) + 12 + 2 - 4 = 13 for 1d6 + 5 ⇒ (1) + 5 = 6


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

So what is the party's thoughts movign forward on spells that Kragg should have prepared? With this being an island campaign do I just keep a 3rd level slot empty in case we need water breathing? Once we know what we are doing or going then use 15 min to prepare whatever is needed for the day? I already do that with a 2nd and 4th slot.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

[b]Not sure Lolito but maybe...

knowledge gamut as well...
Knowledge (arcana) 1d20 + 8 ⇒ (12) + 8 = 20,
Knowledge (dungeoneering) 1d20 + 4 ⇒ (9) + 4 = 13,
Knowledge (engineering) 1d20 + 4 ⇒ (4) + 4 = 8, +5 more if mechanical
Knowledge (geography) 1d20 + 4 ⇒ (1) + 4 = 5,
Knowledge (history) 1d20 + 8 ⇒ (5) + 8 = 13,
Knowledge (local) 1d20 + 4 ⇒ (6) + 4 = 10,
Knowledge (nature) 1d20 + 4 ⇒ (7) + 4 = 11,
Knowledge (nobility) 1d20 + 8 ⇒ (19) + 8 = 27,
Knowledge (planes) 1d20 + 8 ⇒ (18) + 8 = 26,
Knowledge (religion) 1d20 + 14 ⇒ (2) + 14 = 16

Seeing the host arrayed before them Kragg intones a powerful blessing from Abadar to bring in some allies into the fight.

Summon monster 2 but will wait for knowledge checks to determine exactly what appears.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Is everyone healed up? if not use my wand of cure light to top off before we head down


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Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Sorry my post never went through

Witht he passageway open before them and the depths unknown Kragg takes it upon himself with his faith in Abadar to lead the party down. He takes a moment to cast extended bull's strength to bolster himself. He also channels power enhancing the protective elements of it.

Stay close to me if we find the Aboleth. Abadar's protection will keep the aboleth from affecting your thoughts.
 
Shield and +1 shortsword currently equipped

spells active:
water breathing
circle of protection evil
resist energy electricity communal
bull's strength

AC: 27 +2 if evil


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Corection…the party has resist energy electricity not protection from energy.

Kragg also waits to see if Aoinse has any I formation about how to open the path forward if the ioun stone doesn’t work.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

I have been blessed by Abadar with the ability to channel many miracles from him. I can protect us all from electricity damage for a short period of time. I will also create a circle of mental protection around myself that will aid against any spells and abilities from the Aboleth. I would think it safest for you to be in the rear then next to Lara and let the rest of us be in the front when we meet with the enemy.

Kragg uses the pearl of power 3 to get back circle of protection evil.

He then uses the scroll of water breathing when the group is ready to enter the water. Before they arrive at the audience chamber he will cast protection from energy electricity and the circle of protection.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg maintains a solemn pose as the talk of fallen gods is discussed. There is much that we don't know and much has been forgotten and lost during the ages between your time and ours. What happened to the 'lost' gods we may never know. It may be like Lolito suggests and they sacrificed themselves to spare Golarion. It may be that upon Earthfall so many of their followers were killed that not enough were left to worship them and they faded away or left voluntarily. Its possible they were weakened by Earthfall and were destroyed by others gods. The gods themselves my not be lost but knowledge of them is. Unfortunately, we may never know the full truth. Hopefully, though, with your knowledge we can piece together enough that we can understand more.

That is an interesting idea Lolito but one that I would pose to Aoinse. What are your plans once we remove this Aboleth? Would you remain here at this temple or would you like to accompany us to our town and meet with Thame. Thame is one of the most knowledgeable people on Azlanti lore that we met. The 2 of you would have countless hours of conversation I am certain.

More pressing matters lie before though. Aoinse, we are unfamiliar with your creation and your abilities and limitations. Are you able to go into the water safely? Other creations we have met here have attacked us with electricity and fire. Are you able to do the same or protect yourself from such blasts?

Kragg would continue this line of questioning to figure out what Aoinse can do and whether he is a help exploring or a liability that needs to wait till each room is cleared before entering in.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Been dealing with holiday family and weather myself. Hopefully will be able to post on Thursday.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg marveled at the intricacies of the creature in front of him. You are simply amazing. You knew there was a passage of time yet did not know how much had passed while dormant. As for the date it is ___________ filled in by GM. Are you willing to travel with us as we root out this evil Aboleth. That way we have teh opportunity to talk and exchange information while we look for our missing people? In particular I am interested in the room below that has multiple statues in it.I know that they must be the gods of the Azlanti but I can not place whom all of them are. I know of Abadar as he is my god but he rest perhaps you could help with.

At the mention of the ritual room Kragg thinks back to what they explored previously. I believe that you have filled in a gap in our knowledge. We were able to inspect that device earlier and Lara even put a stone in the slot to try and activate it. However, without the power restored nothing happened. I am certain that should we head there now the secret open will be revealed!

Kragg also asks Aoinse about some of the other confounding aspects of the complex. Do you know what the mask is for int eh alcove to the south? Or who has wielding the sword in the room furthest to the south?


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg will translate for the others whom may not understand Azlanti. In return to answers Aoinse, Well met indeed. I am Kragg and we are here looking for both knowledge and wisdom. Tell me please, what is the date today and what is your role here?

Trying to figure out if it up on current events or if it thinks it is still in the past.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg nods the affirmative, Yes, I have one other miracle in scroll form. Should we need it I will gladly cast it but I am hoping that we are able to figure out much here before we need to enter the water again. Depending on how long this takes us we may even need to rest once again and I can pray to Abadar for the blessing directly.

Not sure how long everything took for Kragg to reassemble the metal construct or what the current time is in game.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg emailed at the exuberance of Lolito like a young dwarf lad first time picking up a pick axe. Go ahead lad and have at it.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

detect magic and spellcraft on the ioun stone w/ guidance 1d20 + 14 ⇒ (11) + 14 = 25

Hold Lolito, I am not finished yet with this construct. You wind that key it may reanimate and attack us. There is more that we must do besdies just repair the damage to it.

Before Lolito turns any key though he brings the completed construct to the programming room. Hooking it up to one of the alcoves he uses his gloves on the control panel to fully understand how to reprogram the construct to obey orders only from him or the party. Once that is accomplished then he will let Lolito turn the key.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Craft clockwork with guidance 1d20 + 10 ⇒ (9) + 10 = 19

After tinkering for a bit and studying the different pieces available to those that look broken Kragg realizes he doesn’t have a perfect sense of what is going on but does feel that he may yet figure it out at some point. This is the most complex thing I have ever seen. It might take me longer than we have to get a good grasp on the construct. I am pretty certain with the gloves though that I can reprogram it safely.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg feels the thrumming beneath his feet and when he touches the walls. This place is alive almost now. Quite different than when we first arrived. I agree that we need to go back to the other areas and look around. Specifically, we need to go back to that room where the the partial golem was and see if we can't now finish it and bring it to this room. With the power back up and the control panel functioning we can reprogram it to our needs and tell it that we are friends and to only take commands from us. It may know where the colonists are even!

Would suggest C7 first to grab the golem and then bring it to C9 to fix, then back to C10 for reprogramming

While I am working on the golem creature, if the rest of you want to go together to search the complex for anything that may have changed, go ahead. I have been blessed by Abadar with a miracle of transportation if I need to flee quickly.

Dimension door as a cleric!


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg will pull out his wands of cure light wounds to heal the party as he also looks at the display that originally said not power. Hopefully he gets anindicationof what it says now. That is the first of many steps to repair and reprogram any thing that may stillbe functional in the complex.

Please roll for yourselves the healing and I will just deduct the total from my inventory. each are d8+1


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

With spellstrike and spell combat you should be able to full attack gain the +1 attack and still cast a single spell but all attacks are at -2 to hit. Also remember that shocking grasp gives a +3 to hit if they have metal or are composed of metal. and I am providing flank.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Assuming that Alyn and Trick take out green with their frenzy of attacks Kragg moves around the center column around to flank with Derym and Lolito.He draws upon the blessing of Abadar to speed his movement to get into position and still make a single attack.

+1 short sword 1d20 + 13 ⇒ (11) + 13 = 24 for 1d6 + 5 ⇒ (5) + 5 = 10

AC 27


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg uses the power bestowed upon him by Abadar to protect himself as he moves in to support Lolito. As he moves he equips his shield to grant him better protection.

Blessing of Fervor to add +2 to hit, AC and reflex

Once in position he attacks the green golem like construct.

Attack +1 shortsword 1d20 + 13 ⇒ (14) + 13 = 27 for 1d6 + 5 ⇒ (6) + 5 = 11

AC: 29/14/27 +2 if circle of protection applies


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Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

I am here just trying to figure out what is best course of action.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg moves up 30ft just south of the doors as he hears the sounds of fighting break out from the room that was shut down before. Once there he readies until Derym moves up and then casts blessing of fervor upon the party. Almighty Abadar grants us your blessing and fill my friends with your holy power that we may cleanse this place and continue our search for our lost comrades!

blessing of fervor

Kragg will take the +2 to hit, dodge and reflex saves


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Shrunk my token down to medium size and moved just out into the hallway as that seems like the likely destination once Lara flipped the switch.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Indeed Kragg hurries along to see the characters and if the readout that once read no power reads something else.Well done Lara. Let’s see what wonders this place holds if the Aboleth is not here.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

That is true.I guess I was thinking that we all would be in our positions prior to Lara flipping the switch. Then we could see if there were any changes immediately and how those changes were implemented. Maybe we should go in pairs then?


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg hears the conversation and Lara’s valuable insight. I agree that we should try flipping just one of the switches. Since we have cleared the complex of threats and found no Aboleth, we are in no hurry. If you want to flip 1 switch I will check the room just outside this one. Previously it said no power. Let’s see if one switch does the trick. Derym you can check the room where we fought the leader and see if anything happens there. That still leaves the room with the mask and the forge. Alyn and Lolito…any takers?

So if this works out the way I hope and pray to Abadar it does…Lara flips the switch giving power to the control room. The forge is heated by electricity allowing us to make some replacement pieces. We use those on the clockwork device and reprogram it from the control room. Then we figure out what it knows and use it to help protect us or lead us to the Aboleth. We still need to figure out what the mask is for and how to get the sword free from the statue along with identifying a host of other magics items.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg will also casts detect magic as normal to scan the area for auras.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

C1. This fountain looks like it was a religious cleansing fountain. Priests who lived in houses within the temple complex must have entered the cathedral through this corridor. Before going to the sacred areas of the temple, the priests likely washed their hands and faces in the fountain. In many religions this kind of ritual of cleanliness and spiritual purity represented leaving behind the secular outside world. Sturdy, ornate columns line this wide corridor, but cracks mar their surface and a few of them have fallen into pieces on the once fine marble floor of the cathedral. At the south end of the corridor, water spurts out of a broken fountain.
C2. Finely crafted but timeworn marble furniture adorns this spacious office. built into the wall is a metal strongbox. it looks like someone or something has tried to pry it open but with no success. Lara has much better luck and the box opens, though it make a rough noise as the slightly damage door slides open on bent hinges
Inside you find only two items. a rod and a pair of silk slippers. Both items are magical.
Kragg doesn't know what the slippers are used for, but the rod is an extend metamagic rod. you notice that the way the coins and other valuables are scattered suggests that whoever looted the place must have grabbed only the most obviously valuable items but was in too much of a hurry to be thorough, leaving a considerable amount of treasure strewn throughout the room.
[need to identify slippers]
C3. Lolito leads the way to the secret room and goes in cautiously. He finds a small isolated room.
This small storage room, crammed full of jars and scientific equipment, smells of salt and slime.
You see what looks to be a fully stocked alchemist’s lab with a variety of prepared alchemical items. Most are easily recognizable by seasoned adventurers:
three vials of antitoxin,
one vial of alchemical glue,
three vials of armor ointment,
5 doses of bloodblock,
and four sunrods.
There are also 15 full jars of some sort of thick translucent mucus. Raiding the alchemical supplies, the group quickly works together to identify the goop. It does indeed seem very similar to the Aboleth slime that coated Eliza when she was discovered. It seems that this stuff is alchemically treated aboleth mucus

C4. To the north is a room that appears to be an ancient vault. Battered steel chests lie scattered across the floor of this vault, their contents strewn throughout the room. The thick stone walls are reinforced with steel bars and look nearly impenetrable, but the door to the vault has been torn off the hinges.
Kragg takes some time to look over the room before they move on. it looks like most of what is in the room is coins of various types, but there is a pair of magical auras coming from a box in the top right corner of the room. it looks like a small pewter jewelry box.
Kragg opens the box, finding two pearls. he identifies one as a level 3 pearl of power, but the other pearl is not clear to him yet.
[Need to identify]
C5. Hallway
C6. Many long bookcases of fine marble stand side by side in this room. Some of the shelves have been smashed to pieces, and countless marble fragments and remains of ancient documents are strewn about the floor. The few surviving books and other documents on the shelves look wrinkled and fragile. The air in this room is stale and reeks of mold.
The group begins looking through the remains of the library carefully. They see that while many of the books have been damaged beyond repair, there are some that are relatively intact. Given time, you might be able to piece together information on various topics that were deemed important at the time that this place was built.
Kragg sees that there are several magical auras spread around the room, coming from various shelves, and one coming from the ground between shelves (marked with an x on the map)
Derym finds that there are symbols on the edges of the bookshelves, possibly giving some hint as to the contents.
The closest to the door has a symbol of two interconnected gears. The next has a symbol of an eye. Next a symbol of balanced scales. The next in line has a symbol of three circles. The final image is a watchtower.
Alyn determines that the symbol with the three circles is likely a section on magic, and how magic interacts with the divine. He also thinks the watchtower symbol might relate to wartime history, but doesn't know enough about the timeframe to guess what wars it might focus on.
Trick spots some danger, realizing that there is something in the spot marked 'x'. it appears to be a magically infused mold! if you keep your distance it shouldn't cause too much trouble.
Lolito and Kragg spend some time collecting items from the room.
insightful scroll case which contains a scroll of resist energy (electricity),
a scroll of water breathing,
a page of spell knowledge containing dispel magic,
a blessed book,
and a scholar's ring.

C7. The smell of oil and grease fills this room, where armor- plated statue heads, limbs, and torsos as well as gears of all sizes have been placed on stone shelves. A nearly complete body consisting of similar gears and armor plates lies face down on a stone table with a large key embedded in a clockwork mechanism in its back.
The body parts in the room once belonged to clockwork creatures. Beautifully crafted plates of platinum and intricately gilded steel covered their bodies like armor, giving them the appearance of roughly human (albeit emotionless) faces and musculature, but their exposed backs revealed hundreds of fine gears of chrome and steel.
Lara draws a connection between this device and the clockwork spy. However, she quickly realizes that this clockwork is much more complex than the one you previously found. she concludes that turning the key would wind up the machine and allow it to function, but she doesn't immediately find a way to change the thing's programming.
Lolito looks over her shoulder and tries to help, but unfortunately his knowledge of carpentry isn't enough to solve the gaps in Lara's ability to program a very complex watch.
Kragg looks around to see if there is a connection with the forge room, or some power source. He quickly deduces that this room is not meant to power anything, and looks like a storage room where broken pieces of the machines are stored. Likely pieces were held here until they were needed then brought to the forge to be repaired or added to new clockwork machines.
Having examined it, Lara is pretty confident that the construct could be activated by simply winding it. However, for now the group decides it is probably not a good idea to start it up until they have a way to change its programming.
It is mostly intact, but is missing a leg. it may have some difficulty performing whatever its current programming indicates without the leg.

C8. Hall way fight
C9. Gears, hammers, shears, springs, tongs, and plentiful other tools and components lie scattered on shelves and on the floor of this room. The room’s main features are a large hearth with a darkened metal hood and exhaust duct above it, and an anvil placed in front of it. A single steel gear is lying on the anvil, and right next to the anvil is a stack of metal tablets with cogwheel-shaped indentations of different sizes on them. the setup looks like it is designed for repairing and casting replacement parts for clockwork machinery.
The forge looks a bit odd to you. it does not look like it runs on coal, but right now you don't see a way for it to make heat to function.
there are a bunch of metal pieces scattered around the room. gears, springs, pendulums, etc. they may be worth something if you decided to haul them out.
you also spot a traveler's any-tool and a pair of blue gloves on top of the hearth:” Engineer’s workgloves
C10. The walls of this gear-shaped room have seven alcoves, each five feet deep and fitted with a horizontal metal shaft. Each of the hollow, cylindrical shafts has six notches cut around the outer edge. In three of the alcoves stands a trio of intricately sculpted metal statues, one in each alcove. this is an intricate contraption for winding clockwork devices. it would eliminate much of the manual work it would have taken to keep a large number of clockwork devices functional and powered. it looks like the winding station connections could also relay new instructions to a clockwork creature if they were programmed in to the system. There is a control panel on the central pillar. it looks very similar to the one found previously on this island that uses pins as a readout with azlanti characters to relay messages and take commands. No Power
C11. Instead there is a short flight of stairs, then Three fifteen-foot-tall cylinders of polished bronze each stand on a dais in a long, curved room. The bronze shells look sturdy and heavy, and sizzling arcs of lightning can be seen and heard dancing along the surfaces of the containers. Silvery lines set into the floor connect these containers, and tiny embedded crystals pulsate with a dim light every few seconds.
C12. Two stone cabinets stand against the south wall of this chamber. A few ancient robes lie crumpled in the room amid fine, colored dust and other debris.
Another double door stands opposite where you stand.
Kragg thinks these robes look to be used by priests of Amaznen, the primary god of magic in the ancient Azlanti empire.
he identifies three of the robes taking a little time before moving on
mnemonic vestment
a shocking robe
unfettered shirt
The fancier robe with silver trim is not as obvious to Kragg what its function might be

C13. Stone shelves on the walls of this storage room are full of jars and vials of different sizes. A sweet but musty smell hangs heavy in the air. (FAILED PERCEPTION CHECK)
Lolito moves ahead of the group and starts examining the shelves in the room. there is certainly a lot of stuff in here. almost two dozen containers are still intact and have their contents in them. Lolito doesn't know if they are magical or not, but each container has a variety of different oils in them.
the various oils are all radiating magic.
Lolito picks one at random and tries applying a bit to his skin and smelling it. he believes this one is an oil of magic weapon.

C14. Kragg moves into the water, barely keeping his head above the water as he goes down the stairs. the door is completely submerged, and Kragg is able to swing it open. The room beyond is fully submerged, and pitch black. Luckily Lolito's floating stone lights up a small area around him.
A row of caryatid columns divides this long, flooded corridor. The sculpted figures are covered in spiny yellow coral and tentacled pink polyps, partially hiding their facial features and intricately detailed hairstyles, and gives them an eerily inhuman quality.

C15. the water is still, though cloudy from the blood. the secret room looks empty. it appears to have been a storage room, but whatever was stored here was clearly not waterproof, and very little of it remains after untold years. it was maybe being used as a guard post for the skum and little else.
C16. This domed chamber has multiple exits and large niches in its northeast and northwest sides. Three openings in the south wall lead to a ruined and submerged courtyard, and a staircase on the north side of the chamber leads down to a larger chamber.
C17. This otherwise round chamber has rectangular alcoves at even intervals, forming a shape reminiscent of a gear. At the center of the chamber stands a grandiose, four-foot high altar shaped like an eye with two cogwheel halves forming the eyelids. Two ten-foot-tall metal rods, each tipped with a silver-hued torus, stand on round platforms on either side of the altar.
the standard skum don't have much of interest on them, just masterwork weapons (underwater crossbows and long spears)
The giant skum has a good handful of magical items on him
4 potions
large-sized repeating crossbow
Amulet
2 rings
(NEED TO IDENTIFY MAGIC ITEMS)
Kragg examines it with an engineer's eye. This altar and the metallic orbs look like they would channel electrical energy between them, causing quite a light show. that combined with his knowledge of religious rites gives him the impression that this altar was used in some sort of religious ceremony where the electricity bouncing between the orbs would be used as some sort of symbol to evoke awe in gathering congregants.
The Ioun stone slot does not seem to control that, but seems to be some kind of a switch. if a stone was put in the slot it would complete a different circuit, moving some of the energy that created the light show into a device that looks like it would transfer that energy to something else. it looks like the line that would transmit that power feeds into the wall to the east.
While the others try to figure out what is going on, Lara decides it should be safe enough to just try it and deal with any consequences after they see how it works.
She places Lolito's stone in the device. it clicks in neatly, and the panel it is placed in rotates like a switch, but nothing seems to happen. So the stone definitely did something but it seems there must be something else needed in order to get the intended effect.

C18. At the far end of the side corridor stands a statue depicting a hooded figure with four arms. Her armor and mask are sculpted to give her the appearance of a woman, but the spaces between the plates of armor reveal that her body consists of clockwork gears. One of her arms is extended, pointing an accusing finger at a statue at the opposite end of the hallway, closest to the door you stand in. The other statue, standing in a semi-circular alcove behind thick steel bars, depicts a stern woman with no mouth.
Lolito cannot get a hand on the mask to fish it out.
Lara finds that the mask is indeed magical, with an aura of moderate transmutation.
She tries to fish it out with Mage Hand, but it does not fit through the bars. seems like you would need to break or bend the bars to get it through.
she instead puts the mask over the face of the statue. nothing seems to happen.
(NEED TO DETECT MAGIC ON MASK)

C19. On a large dais occupying the central position in the room is a statue of a man sitting on a throne and holding a hammer in one hand and a closed book in the other, but the statue’s head is missing. Beside it stands another statue, and four others yet remain standing among the crumbled remains of other statues that litter the floor.
The second statue on the dais depicts a muscular woman wearing a helmet with a Y-shaped opening for the eyes and mouth, wielding a nine-foot-long spear and a large, round shield adorned with a symbol reminiscent of a crescent moon.
The statue standing left of the dais depicts a beautiful Azlanti woman with a look of mourning on her face, carrying a harp and a knife.
The statue in the northeast corner depicts a bearded man in a flowing chiton, wearing a gilded laurel wreath and holding a large key in his hand.
The statue in the southeast corner depicts a distant woman with long, flowing hair and skulls hanging from her toga. Her arms are crossed defiantly across her chest.

The group spends some time studying the statues, unfortunately their historical knowledge of ancient pantheons is not great. Lolito guesses these might be ancient gods, which sounds right to Derym and Kragg but the two struggle to remember the names or domains of these gods and goddesses.
Kragg does of course recognize one of the statues. Even in an older form, the man with the Wreath and key must be Abadar
The ancient Azlanti saw him chiefly as a god of cities and gold, rather than of law—Amaznen held that position in the Azlanti pantheon. According to a legend, Abadar acquired the Law domain from Amaznen after that god died.

C20. A statue of a warrior wrestling with a giant serpent stands on a two-foot-high pedestal in this columned hall. The serpent is coiled around the warrior and has locked its jaws around her upper body. The woman holds her sword high, ready to strike the serpent’s neck again. She has cut nearly all the way through, and only a thin piece of skin keeps the head attached to the long, sinuous body. Magical light radiates from the blade of the sword, illuminating the statue and the chamber. Jagged columns of coral stand among finely carved marble columns. The remains of the south wall lie in broken pieces, allowing full view of the ocean beyond.
Kragg identifies the statue, and finds that the sword she holds is indeed magical. A few moments later he determines that it is a +1 aberration-bane keen longsword, that also sheds light as per the light spell. The sword seems to be held by more than just rust or buildup from the water. you think perhaps if the right person were to pull the sword it would come with a bit more ease.


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Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

So I am going to have to review all of the rooms up to this point and try and figure what needs to be done. I know we had multiple areas that we were missing information on as some rooms werent powered up, others missing technologies, others missing pieces, etc.

That is a great question Alyn. The room north of us was originally needing power in order to program the mechanical creatures there. This may be the power we need but I don't know how to control it yet. Unfortunately I was not focusing on the mechanics of this place as I was worried more about the Aboleth that seems to either have escaped us or was never here int he first place.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg still detects magic in this room as well and once discovered what Magic’s there are and seeing no exit he moves on to another area looking for the elusive Aboleth.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Go ahead with the last robe Alyn. I already have a quick runner’s shirt that I am currently blessed by Abadar to be wearing.

When the door is opened revealing the store room Kragg performs his obligatory scan with detect magic.

Cant make perception check


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg oohs and aahs as he determines the magical qualities of 3 of the robes. Lara, this blue silk robe with the silver eye is a mnemonic vestment and would be most useful by you I think. It would expand your spellcasting abilities as long as you have a scroll handy. Derym, the shocking robe might best for you as it would a hands any electrical spells you cast while wearing it. It also grants you some electricity protection. It is the wool robe. Lolito and and Alyn, I am not sure which one is best suited to the white shirt with silver eye. It alllows the wearer to once a day be free of any hindering effects upon your movement. The 4th robe I am not sure what it does so it may something suitable to one of you or be generically helpful.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg will try and identify the cloaks magical properties and also see if he can recall if the garmets would match any Azlanti god’s motif.

Spellcraft checks
1d20 + 13 ⇒ (9) + 13 = 22
1d20 + 13 ⇒ (12) + 13 = 25
1d20 + 13 ⇒ (3) + 13 = 16
1d20 + 13 ⇒ (17) + 13 = 30

4 of these cloaks are magical but I don’t know yet what properties they may have or if they are associated with any Azlanti deities or notable historical figures.

Know host 1d20 + 8 ⇒ (15) + 8 = 23


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Str 1d20 + 5 + 4 + 1 ⇒ (7) + 5 + 4 + 1 = 17
Know religion 1d20 + 13 ⇒ (16) + 13 = 29

After giving the sword a solid yank Kragg agrees with Lara. You are right that the right person may have to be the one to retrieve the sword. Whom that may be though I do t know yet. It would have to be someone with the same ideals as Savith. Given enough time I may be able to work it free but again that will have to wait till we have time

In the new room Kragg sweeps it with detect magic before moving to the far set of double doors. He lets Lara check it for traps before opening it in hopes of finally finding the Aboleth.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg frees the sword from the statue before retreating with the others. There is no sense right now in picking a fight with sharks when we still have an Aboleth to deal with. Is there anyway to lock this door though to keep someone or something from coming in behind us?

Know nature 1d20 + 10 ⇒ (3) + 10 = 13


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Spellcraft ring 1d20 + 13 ⇒ (7) + 13 = 20
Know history 1d20 + 8 ⇒ (4) + 8 = 12
Know religion 1d20 + 14 ⇒ (11) + 14 = 25

Detect magic and spellcraft on glowing sword 1d20 + 13 ⇒ (15) + 13 = 28

Amazing. This statue is none other than Savith, heroine of Azlant during the serpent wars. This statue commemorates her last act of beheading the serpent god. However it was a fatal final blow as the fangs pierced her skin poisoning her and leading to her death. I am not sure if therebb be is a greater archeological find than this here. Scholars all over the world love the chance to see this statue in person not to mention all the others in the room north of us. If only we could reinforce the wall to keep the sharks at bay.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

I do not have any means of tracking or locating anyone in the water. However I do know that it is impossible to be invisible while in the water as the water is still displaced and you would then see an empty bubble of space moving past you.

Any results from the detect magic?

Getting up from his kneeling position Kragg will follow Lolito south to the next room.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Kragg smiles in joy at the depiction of his god. This is great sign. Abadar is present in this place. Moving over to the statue Kragg kneels before it saying a prayer. After a minute he gets back up turning to face the party. I am not sure about the rest of the statues but tradition holds that Abadar claimed the domain of law once Amaznen died. It is possible that the statue missing its head could be Amaznen and its missing head is representative of its death. Beyond that I am sorry but I have no other information for you.

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