Thistle Voltare |
Thistle collapses as the mummy crumbles before them. This fight was by far the most exhausting, nearly taking his own life.
And taking the life of his barbarian friend.
With moisture rimming his eyes, Thistle moves over to Jelani's body, searching it over for something he could do.
Can raise dead be purchased with PP or Gold in the middle of a scenario/module? Or do we have to wait until we clear this level before we get the big guy back?
If you have a CLW wand, go ahead and roll yourself back up to full. I used a fair amount of my channels and such, so I am going to try to conserve my spells for the rest of the level. Gotta figure something out to combat against the mummy's paralyzing effect.
CLW wand: 1d8 + 1 ⇒ (2) + 1 = 3
CLW wand: 1d8 + 1 ⇒ (8) + 1 = 9
CLW wand: 1d8 + 1 ⇒ (7) + 1 = 8
CLW wand: 1d8 + 1 ⇒ (8) + 1 = 9 Back to full, 4 charges from my wand
Caranthir Silverhand |
Caranthir, not even scratched in the fight, walks slowly over to the motionless form of Jelani.
Not sure what to do, he turns to turns to the others.
"We will not be able to finish without our front-line warrior. We must do all we can to get him back."
I have the same question as Thistle...when can we get him back?
Bruce W. |
Since these are purchased spell castings you would just need to return to town.
Bruce takes a moment to respect Jelani's sacrifice. Then takes a second look at his own wounds.
Know Relelgion: 1d20 + 11 + 2 + 1d8 ⇒ (7) + 11 + 2 + (5) = 25
Should be enough to know about mummy rot.
Bruce drinks one of his extracts.
Remove curse: 1d20 + 9 ⇒ (13) + 9 = 22
Then another before drinking a potion and spitting it back in the bottle.
Remove disease: 1d20 + 9 ⇒ (13) + 9 = 22
He then pulls a third extract and hands it to Thistle. "Drink this, it won't always keep you from getting stuck in place like that, but it'll help." Basically casting heroism on Thistle.
Used extracts, Remove curse, alchemical allocation and heroism. Also used second enchance potion for the day leaving me with 3 more.
DM Kludde |
Yes, you can ourchase Raise dead mid-scenario, as long as you're in a big enough settlement
Bruce manages to cure the terrible rotting disease that lay in stock for him, but Fellgrim's arm looks far worse from being touched by the Mummy.
Damage
Con: 1d6 ⇒ 5
Cha: 1d6 ⇒ 4
Bruce W. |
"Ohh that looks bad, the good news is that it shouldn't advance any more today. You have anything to take care of that?" He askes Fellgrim.
Fellgrim Cogmaester |
"I have a remove disease and lessor restoration ... but I don't have the remove curse. I need to learn it."
Bruce W. |
Bruce hands Fellgrim an extract of alchemical allocation and a potion labeled 'remove curse'. "I think you know what to do with these, and I've enhanced that potion to make it more potent."
Used my last alchemical allocation and another use of enhance potion, making that remove curse a caster level 9.
Fellgrim Cogmaester |
Fellgrim nods his thanks as he accepts the offered potion ... then drinks his alchemical allocation elixir before drinking Bruce's Remove Curse potion ...
Remove Curse: 1d20 + 9 ⇒ (3) + 9 = 12 (which I am guessing is not enough)
... Not feeling any better, Fellgrim tries again (using Bruce's alchemical allocation elixir) ...
Remove Curse: 1d20 + 9 ⇒ (20) + 9 = 29
... Fellgrim then downs the Remove Curse potion ... again ...
Remove Disease: 1d20 + 8 ⇒ (15) + 8 = 23
... with the rot hopefully cured, Fellgrim downs his lesser restoration elixir to restore ...
Restoration, Lesser: 1d4 ⇒ 1 CON
... followed by his lesser restoration potion to restore ...
Restoration, Lesser: 1d4 ⇒ 4 CON
"Well ... this was definitely not my best day."
With a glance toward Jelani ... "We should head back now I think."
Thistle Voltare |
"We need to go back to town now," Caranthir agrees.
Jelani begins decaying in mute agreement.
This is my new favorite set of posts. Evar.
Thistle Voltare |
Thistle gets up slowly, struggling against the grief that seems to hold him back. He looks at the halls and rooms, no doubt filled with more denizens who wish to take his life, and that of his friends.
They needed Jelani.
Thistle nods in somber agreement, reaching down to help hoist the man that he couldn't keep alive.
Twice now, I have been immobilized while my friends suffer. This time, it cost him his life. Why do the gods curse me so?
Not sure what the reprucussions are for going back to bring Jelani back now, but I am all for it.
Jelani - I think a raise dead is just over 5k gold. Or 16PP. If you have the gold for the restoration spell (1000 per spell I believe) I can cast that for you so you don't have to pay the full spellcasting service. Just double check the prices and see what works best for you.
DM Kludde |
The group returns to the entrance of the tomb, where the strange ward that sealed the pathfinder in has been put to rest along with Yarrix. The way to the top is free, and Fort Inevitable is the closest settlement to offer spellcasting services...
You are free to come back and explore the rest of the tomb later, though you did get most of it cleared
Jelani |
I have 31 PP laying around, so I'll use 16 of those for the raise dead. Then I also have 1000 GP for the restoration as well, I'll mark them both off. I have approximate 13k gold left. What items do you guys think I should buy to keep this from happening again? I guess I can upgrade my str belt to a str/con belt. And also an amulet of recovery or whatever it's called, where it heals you if you go down. Is there any way to get immunity to paralyzation, or fear affects?
Bruce W. |
I only know ways of buffing your saves, but there might be some limited protection. Also you can use PP to get the levels back if you wish to hang on to the 2k gold.
Caranthir Silverhand |
I think you really need to raise the Con. I'm a fan of some min-maxing...I don't think I ever have Con under 14 unless I'm an elf or a caster, and sometimes I'll settle for 12. I think your strength is already fantastic. You do tremendous damage when you are full attacking...we just need to keep you in the fight. Personally, I would consider going for a +4 Con item, then boosting your Con with your next ability score increase. That would put you at 16 Con, which would be solid, and also increase your HP by 30 for when we are at level 10. Oh, your Fort save would also increase by +3, which means succumbing to paralysis less!
Caranthir Silverhand |
Well, it's up to you, but more HP and better fort saves are the best way to survive that situation, I think. I'm ready to keep going once we get the res done.
Jelani |
After Jelani is revived from the dead at the local temple he profusely thanks his friends. "Sorry to let you guys down, I just couldn't control myself down there. Anyway, thanks for bringing me back, there's still a lot more I want to do down here."
He then goes shopping to see if he can't prevent another round in Pharasma's realm.
Upgrading belt of strength to a belt of physical might. Spending the gold for the restorations. Also buying an Aegis of Recovery.
DM Kludde |
Good, everybody ready? If you want to go back to the tomb of Yarrix, let me know to what area...
Thistle Voltare |
Thistle puts his scaly hand on the big man's shoulder when he is back from, well, wherever the gods take you.
"I failed to keep you alive. I won't fail again."
As they walk back to the spire, he mentions off hand, "We should sweep the areas we already went through, to re-clear them. Then I would like to see what is through that door the mummy and devils were guarding."
-Posted with Wayfinder
Caranthir Silverhand |
"I concur," Caranthir says to Thislte. "Let us go back to the same room. Jelani, do try not to die this time," the elf adds, the corner of his mouth raising slightly.
DM Kludde |
1 person marked this as a favorite. |
The pathfinders spend a restless night at fort inevitable while the local clergy works on the resurrection of Jelani. The first thing Jelani hears when he returns from the other side is two clerics discussing raise dead spells: ...now had it been twenty years ago, this man would have suffered permanent health issues, but the gods have become more lenient since then.Nowadays, you'll still feel weak, but there is always magic to heal that....
Back down in the dungeon, little has changed in two days. There's a battered journal in the room, that contain a page with what looks like another rune that identifies a level, which a text in both Aklo and Azlanti next to it
“Thirteen, the Gardens of Delight”
Bruce W. |
"Garden of delights? Hardly the words I'd use to describe this place." Bruce says as he moves on to inspect the way forward.
Perception: 1d20 + 14 + 2 + 2 + 1d8 ⇒ (15) + 14 + 2 + 2 + (5) = 38
He then offers his extra extract of heroism to Thistle.
Heightened senses +2 to knowledge and perception, Darkvision, Investigative mind (double roll on Appraise, Knowledge, Linguistics or Spellcraft), Heroism +2 on attack rolls, saves and skills. Barkskin +3 Natural Armor.
Thistle Voltare |
Thistle nods his thanks to Bruce.
If that functions like the spell, and according to your stat block, that is at caster level 9, so that should last 90 minutes right?
Assuming that is true... Thistle tips the potion back and feels the rush through his veins. Before he forgets as they get ready to move forward, he re-connects his life links to his companions, determined not to have to break them again.
Sweet! Thanks!
Thistle Voltare |
Thistle holds his arm out in front of Bruce to stop him from going through the next door. Then he waves his arms and fingers in familiar patterns, casting several protective and beneficial spells.
- Bless(everyone - 9 minutes)
- Communal Resist Energy Fire(everyone - 20 minutes)
- Shield of Faith(Thistle, Bruce, Jelani - 9 minutes)
- Align Weapon good(Jelani, Bruce, Caranthir - 9 minutes)
- Freedom of Movement(Thistle, Bruce, Jelani - 90 minutes)
- Archon's Aura(Thistle Only - 9 minutes)
Notes:
- Shield of faith is a +3 deflection bonus, does not stack with a ring of protection - ie the three of us only get a net +2 increase to AC.
- Resist Energy is specifically Resist Fire 20
- I only have 90 minutes to split between 5 people on the resist energy, and had to kinda guess at the energy, but with the presence of devils I figured fire was safe. Thistle will actually only have 10 minutes of fire resist 20, while everyone else has 20 minutes.
- For the align weapon, Caranthir gets 50 projectiles. You can choose which ones the spell is cast on.
For your ease of reference, if you go to my profile, all of those spells have links to the PRD entry. If you have any questions please just let me know. There is a lot of buffs, so I want to try to make it as easy as possible. These high levels can get complicated.
DM Kludde |
The next room is an irregular hexagonal chamber, which has a sloping floor that rises from its lower northern entrance to its higher southern landing. The floor is carved with a pattern of shallow grooves that fan out to snake across the sloping portion of the floor. Two pillars stand about 20 feet from the northern door.
At the top of the sloping chamber, just past the two pillars, is a small landing. In the western wall of this landing stands a bronze door inscribed with runes of warding and protection. Lead and wax seals lie broken on the oor before the door.
P: 1d20 + 15 ⇒ (16) + 15 = 31
Bruce notices that the door on the far side is trapped: a magical ward protects it.
Bruce W. |
"Everyone stay back here. I'll see what I can do with the trap on that door." Bruce moves over to the door and gets to work with his tools.
Disable: 1d20 + 25 + 2 + 1d8 ⇒ (7) + 25 + 2 + (7) = 41
DM Kludde |
Bruce disable the trap with ease. The door opens up into the other of the room with the pit.
Bruce W. |
"Well we know where that goes." Bruce says as he heads back toward the statue room. "Lets see where these other doors go." He says as he heads over to inspect the western door in the statue room.
Perception: 1d20 + 13 + 2 + 1d8 ⇒ (15) + 13 + 2 + (1) = 31
DM Kludde |
The last chamber, on the west side, is small and quite cold.
Within are five corroded metal bunk beds covered with a layer of frost. On the bunks lie the frozen corpses of humans in robes of red and white, clutching necklaces or holy symbols in their hands.
The corpses do not move, while the cold shows no sign of dissipating.
That was the last, somewhat anticlimactic, room on this level. I'll start preparing chronicles
Thistle Voltare |
At least we were prepared! :)
-Posted with Wayfinder
Thistle Voltare |
Thistle looks at his array of protective spells on his friends and himself. Then he looks to the mundane room with dead things that will stay dead.
"Guess I was a little late on these, eh?" he chuckles nervously.
Well at least I came up with a good spread. I'll plan on using some extend rods and going through that cycle again, this time before we get into life and death fights. :)
Caranthir Silverhand |
I like the plan, Thistle. I don't have as many buffs, but I should probably cast some before we go into rooms, too. This is definitely ramping up... Also, I'm ready to roll whenever everyone else is.
Thistle Voltare |
Thistle holds his arm out in front of Jelani to stop him from going through the first door of the next level of the spire. Then he waves his arms and fingers in familiar patterns, casting several protective and beneficial spells. The deja-vu of it all is lost on the focused Nagaji Oracle.
- Bless(everyone - 9 minutes)
- Shield of Faith(Thistle, Bruce, Jelani - 9 minutes)
- Align Weapon good(Jelani, Bruce, Caranthir - 9 minutes)
- Freedom of Movement(Thistle, Bruce, Jelani - 90 minutes)
- Archon's Aura(Thistle Only - 9 minutes)
- Re-link everyone with life link
Notes:
- Shield of faith is a +3 deflection bonus, does not stack with a ring of protection - ie the three of us only get a net +2 increase to AC.
- For the align weapon, Caranthir gets 50 projectiles. You can choose which ones the spell is cast on.
For your ease of reference, if you go to my profile, all of those spells have links to the PRD entry. If you have any questions please just let me know. There is a lot of buffs, so I want to try to make it as easy as possible. These high levels can get complicated.
The only difference from here and above is the resist fire. I'll wait and see if we can get an idea of what we might be up against before I cast that one. Shout out any suggestions if you want!
Fellgrim Cogmaester |
Fellgrim's Buffs:
- Bless from Thistle (9 mins)
- Heightened Awareness elixir (90 mins) dismiss for +4 init first encounter
- Ablative Barrier elixir (9 hours) ... +2 AC; first 5 damage is Non-Lethal
Bruce W. |
Bruce prepares and drinks his normal complement of extracts and potions. Handing his extra heroism over to Thistle.
Heightened senses +2 to knowledge and perception, Darkvision, Investigative mind (double roll on Appraise, Knowledge, Linguistics or Spellcraft), Heroism +2 on attack rolls, saves and skills. Barkskin +3 Natural Armor.
DM Kludde |
The stairs down become ever steeper, until it is nothing more than a vertical descent by ladder. Deeper and deeper the ladder goes, and the rungs slowly start to become sticky, then covered in slime. At some point, the rungs have rusted completely, creating a gap for the adventurers to cross.
DC 25 Acrobatics or climb, or otherwise some good plan, to cross successfully
Caranthir Silverhand |
Caranthir casts the same spells he had previously cast for the day: mage armor, false life, and unseen servant. He gives the servant the same instructions he had before, which had likely saved Thistle's life. He hands the servant a new potion he has purchased, with the same instructions.
"I suggest we use a rope, rather than risking a fall," the elf says.
He takes a rope from his pack and lowers it down.
Bruce W. |
"I'll go down and secure it." Bruce says before letting go and catching the next rung on the other side of the gap.
Take 10: 10 + 14 + 2 = 26
Once down there he secures the rope to make it easier for the others.
Heightened senses +2 to knowledge and perception, Darkvision, Investigative mind (double roll on Appraise, Knowledge, Linguistics or Spellcraft), Heroism +2 on attack rolls, saves and skills. Barkskin +3 Natural Armor.
Thistle Voltare |
Thistle raises the potion of heroism to Bruce like a toast before tipping it back.
Thanks!
Emboldened, he shimmies down the rope to safely cross the gap that he would have otherwise struggled mightily with.
Forgot to update my profile. Not doing well on the update front! I'll get it corrected ASAP. Mostly just jacked my saves way up because of the beefy cloak of resistance +4 (from +1). Then just need to make sure my tagline is correct based on the buff spells I cast.
Edit: Aaaaand done.
DM Kludde |
Bruce is the first to climb down. At the bottom of the shaft lies a chamber with walls formed from opaque green glass. Doors exit the chamber to the south and west.
Perc: 1d20 + 15 ⇒ (5) + 15 = 20
He also notices a green shimmer in the room, barely visible over the reflective walls.
Assuming he hasn't descended into the room yet. Everyone else is higher than Bruce.
Fellgrim Cogmaester |
Using the rope, Fellgrim follows the party down into the room below ... eventually :-)
Caranthir Silverhand |
Green Jello?
Caranthir shimmies down the rope and joins Bruce below.
"What do you make of that?"
knowledge arcana: 1d20 + 10 ⇒ (7) + 10 = 17 Looking for 1) vulnerabilities 2) immunities 3) special abilities
knowledge religion/dungeoneering/local/planes: 1d20 + 9 ⇒ (13) + 9 = 22
Bruce W. |
Know dungeoneering: 1d20 + 12 + 2 + 1d8 ⇒ (13) + 12 + 2 + (5) = 32
Ditto
Bruce instinctively draws an alkali flask from his bandolier.
Hey Thistle remember that story about the life oracle and the gelatinous cube?