| Galadan Teresthin |
Perception, minimum 13 - autopass. Andrea, the aspergillum also does 1 point holy water damage to undead on a successful hit.
Galadan makes his way over to Aldous and forcefully removes the pipe from him.
Strength or Disarm
1d20 + 2 ⇒ (4) + 2 = 6 +1 for Disarm attempt
Thod
|
All
I will wait for Wrens action and you will have one more round to get the flute away from Aldous / for Kevin to snap out of the paralysis. If you don't manage in that turn I will just apply 1d3 more rounds of playing the flute and Kevin can do a take 20 to snap out.
Poor fighters - enchantments can be sooooo mean.
| Wren the FeatherMage |
"Come now Aldous, put down the flute. Drink this. The little birdie needs his medicine if he's going to fly again!"
Wren will attempt to administer the potion.
1d20 - 1 ⇒ (11) - 1 = 10 CMB vs. CMD
| Wren the FeatherMage |
One more round, eh?
Huffing and puffing, Wren's irritation only increases at Aldous' recalcitrance.
"Aldous Preklikin! You put down that flute right NOW!" Wren shrieks!
Wren will attempt again to administer the potion.
1d20 - 1 ⇒ (10) - 1 = 9 CMB vs. CMD
This old bird is more wiry than he looks!
| Aldous Preklikin |
To be honest, I am not sure that you can administer potions to someone who is still conscious, especially someone who is playing a wind-instrument...
1d20 + 2 ⇒ (10) + 2 = 12... Fail, so 1d4 ⇒ 3 damage.
1d20 + 2 ⇒ (9) + 2 = 11... Fail, so 1d4 ⇒ 4 damage.
1d20 + 2 ⇒ (19) + 2 = 21... Pass, so only 1 damage.
Sadness and fear in his eyes, Aldous continues to play the flute, blood gushing from his eyes, nose, and ears.
When the flute is finally wrestled from him, he is barely able to stand, swaying gently on the spot...
On 0 hp ;-)
| Galadan Teresthin |
Galadan yells at the rattling cages.
"Be still, you cursed creatures! Go to your eternal slumber, and wake no longer here."
If we're through here, I think we deserve a rest, and a level. But we might find some treasure if we look around a bit.
| Wren the FeatherMage |
To be honest, I am not sure that you can administer potions to someone who is still conscious, especially someone who is playing a wind-instrument...
Thod agrees with you, which is why Wren is trying to politely shove it down your throat. Much like a mother bird feeding her young... ;)
| Fraust |
Thod
|
To be honest, I am not sure that you can administer potions to someone who is still conscious, especially someone who is playing a wind-instrument...
I realised that as well when I saw what Wren had planned - so in the spoiler to her I told her to make a Combat Maneuver check. RAW there isn't such a check to force in a drink but it had the same difficulty as taking away the flute (or grappling you) which would have broken the curse.
All
Please decide if you want to head back to Ravengro or finish the level. Remember your current cult status in town - you have a helpful cleric of Pharasma who could give some help.
The fight with the Piper is over. The first of the Five is defeated. Congratulations.
| Aldous Preklikin |
Well, from what I remember reading, the rest of you were told that only one of the five could be 'felt' upstairs, so I am perfectly happy to scout-out the rest of the level before heading back to town...
| Wren the FeatherMage |
Wren thanks Andrea for her help in healing Aldous.
"He's such a stubborn ol' raven, ain't he, Andrea? I was just trying to help him, too. He seemed far too attached to that silly flute anyway. What a turkey."
Wren clutches her spellbook ever closer.
This book has precious magics.
"Maybe after we heal up a bit we could finish exploring this level. Then we could head into town, again?"
1d20 + 3 - 2 ⇒ (8) + 3 - 2 = 9 Will Save to cast Detect Magic
| Andrea Greenholt |
"I hope we dont get attacked again then because I have only my spells to cure you and only two off those."
Andrea drinks down her last potion knowing she will have to find time to brew more soon.
CLW1d8 + 1 ⇒ (4) + 1 = 5
She then pins her outfit together where the claws penetrated.
| Aldous Preklikin |
Well, at the very least, we should take out the skeletons that are still locked in cells; I don't want to leave them animate, if we go back to town, in case someone or something decides to release them...
I think that with all of the Disrupt Undead and Acid Splash spells that we have kicking around, we should be able to take care of them easily enough, and then search the cells...
| Galadan Teresthin |
I also think we should rest, take stock of what we've accomplished, and get back to town for a bit. I've used my judgment for this battle, and while I'm pretty sure I won't need it again... that's usually a good sign to pause until the morning.
| Wren the FeatherMage |
Wren chitters about wanting to search, but also realizes that rest would give her more time with her new spellbook and relents to return to town.
I love my spellbook.
Thod
|
The skeletons in the cell stop moving once the flute stops playing and return into their previous state.
Thoughts that go through your head while deciding what to do next:
You defeated the first of the five - but Vesorianna only has limited powers to keep them at bay. If she fails then all is at vain.
But are you strong enough - what have you lost so far that needs rest?
We have here a mixed decision. As far as I'm aware you should have found a healing stick (partially loaded - or do I mix that up with the one on sale at the Church of Pharasma). There should also be some of the potions left I think that you found.
Thod
|
While you are still can't decide what to do next you get a strange vision
You float through the prison. Dangers lurk everywhere - there only seems one save place in the prison - now that the Piper has been destroyed - the upper floor.
Nobody will die here as long as you stay - but somehow you have the odd feeling that the act of leaving carries with it some danger that you just can't grasp.
Confused you look around for guidance from other members of the group.
I guarantee nobody of you dies on this level if you carry on - off course I'm not saying there is nothing to disturb of trigger. Evil GM grin.
| Wren the FeatherMage |
Wren continues to chitter.
"...or we could explore the rest of this level, then rest in chapel. It seemed safe enough there and we were so close to Vesorianna..,"
Wren stoppers back up the potion she was trying to feed to Aldous now that Andrea has healed him.
Wren stops putting it away to ask if anyone else needs it.
"Let us finish this floor, eh? There are no more powerful spirits here or Vesorianna would have mentioned them."
Wren will think about casting detect magic again.
1d20 + 3 - 2 ⇒ (1) + 3 - 2 = 2 Will save
No, no, I must hold onto my magicks, they are too precious.
| Galadan Teresthin |
Galadan casts detect undead and walks around the room, a bit, pausing at the walls to see if he can determine if there is anything beyond which might be of the undead variety. He also searches the cells for anything useful, as he walks.
Perception
1d20 + 12 ⇒ (10) + 12 = 22
He speaks to Aldous as he searches.
"Now that the Piper has been dealt with, I wonder if we can destroy that flute. I don't like the idea of carrying around cursed items any longer than we have to."
Thod
|
All the Undead seem to feel like a bad dream. Lifeless skeletons lie slumped in the cells. Nothing of value can be detected - as you wouldn't expect to leave anything of value with the prisoners.
All in all you notice 18 cells in the West block that all look pretty similar. All of them simple 10by10 feet cells with a wooden bed - often broken as well as a single chair.
In the South - next to the guard post you notice a door that seems of better quality.
Banded iron ensures that the door can't be opened easily. But it seems unlocked as the door is half an inch open and you notice sunlight on the other side of the door.
This is the door leading South directly west of the arc that shields the guards in case of trouble.
No signs of Undead in any of the small cell blocks.
| Wren the FeatherMage |
You are guests of honor at the town hall tomorrow morning. Just in case you have forgotten. I know - that is likely a few hundred posts ago.
Wren (and myself) have most assuredly forgotten. Thanks for the reminder. It seems like it's been months since 'yesterday' and so I'm trying to get re-connected to this game.
Re: the cursed spellbook
I'm having a hard time defining the effects.
It's cursed?
I can't put it down?
I have a -2 on all ability checks?
I can't cast any of my spells unless I save first? (This is one that is the hard one. Wren shouldn't even be here if she doesn't want to cast spells and help the party.)
Am I roleplaying it right? Too much, too little?
Thanks.
So we have a vision that if we leave here bad things will happen, but we are also expected in town?
Just to be clear that we need to make a decision about one or the other.
Wren will try to push open the sunlight door.
Thod
|
As Wren opens the door - can everyone please make a perception roll.
You do very well how you roleplay it. I can check if you can drop the spellbook. And I underestimated how bad the issue is with having to make will saves.
All items have some powerful ways to help defeating the haunts - as you have seen with the flute - but this comes at a prize.
Thod
|
The cell
Although this cell is rather spacious, it contains no concessions to comfort. A skeletal body dressed in the rotting remains of a prisoner's robe lies slumped against the eastern wall, wrapped in numerous chains on which are affixed numerous weights emblazoned with several different holy symbols.
A book lies on a chair next to the dead body.
| Andrea Greenholt |
Perception1d20 + 3 ⇒ (6) + 3 = 9
Andrea looks at the chains .."now why would he have been sealed like this...unless.." she pulls the tangled mass of holy symbols out off her pouch and studies them matching them with the chains.."ahh..could this have been Father Charlatan?"
| Wren the FeatherMage |
"You know I'd feel happier in this place if we had a real priest with us"
Wren looks at Andrea, then at Galadan, then again at Andrea.
She opens her mouth to speak...but then says nothing.
| Galadan Teresthin |
Sorry, Andrea, an Inquisitor will have to do... :) - sorry about delay, tough weekend at work.
Perception
1d20 + 12 ⇒ (11) + 12 = 23
"There is an undead presence here, so be on your guard. Holy water at the ready." Galadan draws out his mace.
| Aldous Preklikin |
Aldous continues to lean patiently against the wall outside the room, the words to another summoning ritual rising unbidden to his lips, as he waits for an enemy to present itself...