Malgrim Gryh wrote: Did Malgrim see any traps on it? If not he will pick it up. No traps. Marcus already picked it up. In order to do spellcraft on it he needs to hold it. Amaimon Emberheart wrote:
The hint is not explained and I have no idea what a cataract is in regard to a fortress. My web search only turns up biological definitions. So no help here!
Marcus can tell that it is some sort of key. He knows that there was a big kerfluffle that caused the curs on this place around something called the impossible Eye, a reputed artifact, but the aura on this orb is not that intense. While he is examining it, the image reappears and hands out another clue. “Seek the Impossible Eye between city and sea, where portals of brass guard respite prized. Look above the gilded cataracts.”
Well, that could have gone better. The wounds are not cooperating. Marcus opens the trap door. When opened, the secret door sinks into the floor, creating a spiral stair that descends 50 feet into a small chamber at the pyramid’s heart. A pedestal here holds a head-sized crystal orb of nearly indestructible glass within which appears to burn a raging inferno. This sphere of fire is slightly warm to the touch and contains a sample of Ymeri’s breath, a valuable relic that has lain here forgotten ever since the efreet of Bayt al-Bazan turned away from the Queen of the Inferno’s service. Looks like important stuff. This is echoed buy the announcement of the guy in the reflection off the orb. "A fiery orb from days of old lies suspended betwixt brass and sky, yet hidden from mortal eye. It is the key to your quest. In ancient adoration did this fiery heart lie, and only by heart’s blood of the true believer can the way be opened."
Where is the lever to switch things up? I'm thinking Illa could flip it after going through, or Mrs. Book can if it is near her. Please mark the lever on the map. Or is it in the red circle and I just forgot? Also, Illadora and Blitz do not seem to have moved. Are they really where they are shown on the map?
So this will be your new status line? Malgrim (-35 HP/103 HP after burn; Curse of the Grave-35; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire) @Marcus
E7. Ymeri’s Pyramid
The inside of the temple is decorated with pictographs and writings in ancient Ignan that relate numerous prayers to Ymeri. DC 25 Perception: There is a large secret door in the floor.
DC 25 knowledge (religion) check if anyone sees the door
Spoiler: It can only be opened with an offering of blood spilled upon its surface (or via magic like knock).
Spazmodeus wrote:
I don't think that should affect your WBL.
Scrolls work like normal. The advantage is that with WBL house rules, you basically get back your expendables. If you take the craft scrolls feat, which a wiz gets by default, it does, indeed, mean you get up to 8200 of scrolls for half cost at 11th level. Basically your pay the craft cost for the items. But you may make a 12th level character, so you have more than that to spend.
wm: 1d10 ⇒ 6 You are undisturbed during your rest period. Marcus you heal a bit more (12 HP due to the rest as you are nearly as cursed as the others. Amaimon (-39/137 HP, 12 NL damage; Note: Curse of the Grave-39)
Great choices. Suggestions: Some of the finale spells are great for when an ally misses a save that are a really bad idea to miss. I would take saving finale instead of grease. I also recommend the spell sonic scream (which is pretty low level) and a metamagic rod of Concussive. The combo is pretty awesome. the damage is pathetic, but the metamagic Consussive feat will kick in all three times the spell is discharged and with no save, giving the targets a —2 penalty on attack rolls, saving throws, skill checks, and ability checks for two rounds. -2 isn't much, but the fact that it is an area affect spell and there is no save on the penalties makes it a great go to when you do not want to waste more valuable resources. Also look into getting a few utilitarian scrolls or potions. You know, the kind that you need once in a blue moon, but when you do you really appreciate it. Like scrolls of restoration, reinvigorating wind, silence, tongues, comprehend languages, etc. Maybe even the greater invisibility or phantom steed spells you had to give up. If there was a spell you really liked, but passed it up because you figured you would almost never use it, get it in a scroll! Since your WBL resets each level, their opportunity cost is vastly reduced. With confusion, the focused or persistent metamagic rod is nice (or any area effect spell that needs a save, frankly). And since you can cast confusion at level 3, you only need to pay for the lesser rod.
@Amaimon
So it is not just a matter of casting a cure spell and beating the resistance. You are going to need one of the removal spells to get rid of the thing! @Marcus
Amaimon (-39/137 HP, 12 NL damage; Note: Curse of the Grave-39)
Remember I am willing to have you make some adjustments to your character so you could take one of those spells if you have not already, or perhaps a scroll since it is on the Paladin spell list even if it is outside your spell range. Depends on what you do, if anything, with your rebuild.
HP: Amaimon (-39/137 HP, 12 NL damage; Note: Curse of the Grave-39)
After experiencing the effect of the Curse of the Grave you may make a DC 22 knowledge religion roll to figure out how to break the curse. But until then, those wounds created by the dangerous dwarfs negative energy touch are just NOT healing no matter how hard you try.
So, how does this work? You build a character but assign chronicles to existing characters in the level range (or lesser level)? I have GMed an AP up to 12th level characters in Legacy of Fire and am comfortable with running that so I am not solidly in your target audience. Then again there is a big difference between GMing a character up to 12th level, and GMing an unknown character at 12rth level. I have GMed one high level stand-alone game, Wardens of Sulfur Gulch, in an on-line con and it was hard. But mostly I have GMed lower level games like The Twisted Circle, Voice in the Void, two of the goblin scenarios in real life, Fangwood Keep, School of Spirits, Solstice Scar D, and The Shattered Shield. All PFS1 games. Not at all comfortable enough to GM PRS2. I am good at committing to completing a game or series of games. In fact, I do not think I have EVER bailed on a game as a player or GM. Well, does it count when you submit a character for a game and realize after the initial narrative that you played that character in it already? That was embarrassing.
It occurs to Amaimon that there is a lot of crap in the storage area, and with a simple DC 5 engineering roll, SOMETHING could be crafted to hook the door. And using a mage hand to guide a fastener would work perfectly. With a simple mage hand tug on the hook with a tug on the cordate, you could even whip the thing out fro the door before it closes. Even if there is no rope or chain, these giants were wearing clothes, and just like the movies, you could fashion makeshift cording from that. And its not like it needs to support your weight! The plan is definitely doable. May I assume you do so?
Amaimon Emberheart wrote: Can mage hand be used to close the doors? Though the doors weigh a lot more than 5 pounds, they are on a hinge and do not have much resistance. Unfortunately they are made of living brass which is magically infused with living souls and count as a magical item. So, no. If you get creative, I think you could come up with a solution. Think of it as a simple engineering/puzzle encounter. And, boy, would it be nice to not have to look at him for a while, huh?
Note: Should you decide to hole up in this room and he sees you do so, you know dang well the loudmouthed dwarf is going to sic every passerby on you that he can. You could try closing the doors, though they open into the waiting dwarf's room, and there is no guarantee they he could not open them again.
As Malgrim finishes checking out the door, finding no traps, everyone notices a cursing dwarf at the doors you just passed through. He seems unable to push through some kind of magical barrier that had absolutely no effect on you. After the string of curses, he officiously calls out, "Come back in here and I will suck every ounce of life from your bodies!" The sets to just standing there and glaring at you. Proceed with opening the door? Or do you, perhaps, want to do combat with the infuriated dwarf again? :) The rooms are ransacked and worthless. Searching them provides nothing but a waste of time.
Marcus Nocturnus wrote: Do I recall correctly that wands function like staffs so they only have 5 charges but can be recharged by casting the same spell on it? Check out 6.3 in the house rules. I actually made it a little easier than staffs as it is school that needs to match up. Malgrim heads north to the nearest door. I assume you all follow him?
Marcus nails his old buddy with a well aimed arrow for 21 damage. ❖❖❖❖❖❖ Combat Card Round 9 ❖❖❖❖❖❖
❖❖❖ Round 10 ❖❖❖ Malgrim (-59 HP/91 HP after burn; Curse of the Grave-35; DR 10/Adamantine; Heat Adaptation: 15[2*current burn] ER Fire; 30 ER fire for 120 minutes)
I assumed Marcus would give the go ahead since his charmed beastie is not playing nice with his friends. And, hey, it is still charmed since Marcus is not doing the beat down. ❖❖❖❖❖❖ Combat Card Round 9 ❖❖❖❖❖❖
❖❖❖ Round 9 ❖❖❖
Amaimon spends his last Abjuration focus point to make dang sure he does not die in an untimely manner, then whoops on the two hapless victims Orange takes 81 damage and Blue takes 40. It's only fair! recharge orange: 1d2 ⇒ 2
Attacks (luckily for you I did not notice they have extra attacks before; who knew a wolf would have a bite/claw/claw combo! Unluckily for you I just saw it...)
to hit bite, flank: 1d20 + 26 + 2 ⇒ (3) + 26 + 2 = 31
And even more luckily, they both do a poor jub of taking advantage of their newfound skills and Amaimon is only rid of 17 of his 20 temp HP!
Amaimon Emberheart wrote: Only 1 abjuration point left, still have 20 temp HP up Could you explain this to me. The hounds did 42 damage and burned through your 20 temp HP. Do they regenerate every round (it does not sound like it from the description) or did you mean you want to reactivate it using a standard action? I do not think you have the abjuration points to do it as a swift action. Or is there some way you can do it as a swift action?
Malgrim gives Amaimon some much needed support and he does look a lot better. ❖❖❖❖❖❖ Combat Card Round 8 ❖❖❖❖❖❖
❖❖❖ Round 9 ❖❖❖ Malgrim (-59 HP/91 HP after burn; Curse of the Grave-35; DR 10/Adamantine; Heat Adaptation: 15[2*current burn] ER Fire; 30 ER fire for 120 minutes)
@Marcus
❖❖❖❖❖❖ Combat Card Round 8 ❖❖❖❖❖❖
❖❖❖ Round 9 ❖❖❖
Marcus Nocturnus wrote: @GM: I have never understood why but glitterdust is a Will save, not a REF save. Probably still not enough to get either of them. Me either. Corrected rolls... fire giant DC 16 reflex save: 1d20 + 11 ⇒ (12) + 6 = 18
As you suspected they made their saves. Malgrim, you downed the giant! w00t! recovery orange: 1d3 ⇒ 3
The blue hound moves to flank Amaimon (drawing an AoO) and they both try to bite him. to hit bite, flank: 1d20 + 24 + 2 ⇒ (15) + 24 + 2 = 41
to hit bite, flank: 1d20 + 24 + 2 ⇒ (17) + 24 + 2 = 43
More pain and agony as all the temp HP and recovered HP are gone!
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