Okay, any other prep to get done before we roll into this thing, you two?
Yep, see loot expenses.
Cool. Tryll.
Minor skill tweaks, but nothing related to combat. Go ahead.
Tell me them for reference.
Everyone gets together, ready to go. "Have any of you been to Dweomerheart before?" Kascha asks, heading to the portal.
Dana shrugs, "It's where a bunch of wizards fuck off after catching three feet of steel through the dick, right?"
Surraruthru snorts. "Well, let's hope that's the case for our enemies and not us. I've never been, either."
It'll be in Nagging.
"Three feet of steel through the..." Calleigh gets a far-away look in her eyes for a moment before coming back, "...that sounds impossible!"
'We have not.' Tryll replies to Kascha helpfully, 'We've never had cause to go.'
"Control yourselves," Hanna says levelly, "Dweomerheart is beautiful and magical. Expect sorcery behind everything and understand that."
"Ohhhh...magic!" Calleigh says appreciatively, "Very fancy!"
"Quite. Magic will likely suffuse everything. I imagine there may be parts of it that are very nearly touched by the weave. This means almost anything is possible to happen. I'm hoping I learn new spells or find inspiration for new spells while there, in addition to finding treasures."
Through the portal.
You swim in magic, travel through reality in an instant.
You stand before a shining, night-time dark city on a plateau, shining with blue and purple lights. Seven stars shine in the sky above, the realm of Dweomerheart ahead.
Surraruthru can feel the magic in the air, thick and intoxicating. It's as if everything is supercharged with magical energy, waiting to be cast through his magic.
Surraruthru inspects the feeling, suspecting there might be a way to use it to empower magic the same way Astral speeds up casting.
K:P check.
> roll 1d20+57+15 K:P/Bibliotheca Arcana
<Serith> Iddy roll for Serith < 82 > [d20=10]
You can feel it and remember your readings. All spells are automatically enlarged, extended and empowered in Dweomerheart. Not quickened, unfortunately.
"Nice place! Very...darkly." Calleigh is trying.
"It gets better once you get within," Hanna says, "Much like magic is far more beautiful once you learn and understand it yourself, or so I'm told."
"It is. It's also much more powerful here. Magic is enlarged, extended, and empowered here. Our magic will be much more potent. Theirs, too. Now let's find this Mage Tepen referred me to."
Cool. Someone make GI and I'll move you along with that. Others are welcome to help by aiding another or other means, if available.
Candy will take 10 for 55 on GI, either as the main person or aiding as appropriate.
Neither Kascha nor Surraruthru have that skill.
Lemme get two people aiding her then.
[blockquote]Rolled 1d20+11 : 14 + 11, total 25[/blockquote]
For Kascha aid, previous was Surraruthru
[blockquote]Rolled 1d20+7 : 4 + 7, total 11[/blockquote]
Halping![blockquote]Rolled 1d20+37 : 15 + 37, total 52[/blockquote]
Total of 59.
Canderella is like a grease spell - she smooths out everything, making even the roughest edges slippery and your task easy. The city itself is cobblestone roads and hanging lamps that shed blue and purple light, casting everything in otherworldly colors. Towers and fine buildings are here, everything well kept and untouched by time's ravages. The city smells of rose hips, bat guano, sand, ozone and other such things that bring to mind spell components to Surraruthru. The stench of mortal cities is nowhere evident.
The residents vary, but from the celestial to the mortal, most wear the robes or light clothes of wizardry. Few wear armor or carry anything heavier than a longsword, while staves and daggers are common. The people go abou - a few walk, many fly, others simply blink from place to place in mere moments. Others yet make single steps that consume entire blocks of distance, as if reality were an artist's clay to stretch and distort.
Lights - will o' the wisps, perhaps? Multicolored globes of light drift in the sky above the city, shedding faint light of every color, consumed by the brighter lights of the lamps. They drift about aimlessly, a great sea of them below the night sky.
In time Canderella comes out of a small tavern. "I know where the salon is," she says, "We're on the wrong side of town, we'll need to teleport over or go to a way station to get there. The distance is close and yet far - half a city over and a world distant, as the mages within say."
"Everyone together. I can teleport us to where we need to go."
Surraruthru waits until everyone is situated to teleport them with his boots.
"Group hug!" Calleigh cries.
As you do, "Aim for Sandaras Avenue," Canderella adds.
In a blink you're there - an avenue much like the others you've seen, nothing immediately standing out. The magic in the air is just as thick and intoxicating as it was before.
"Thank you for guiding us this far Canderella. Your help has been invaluable already. I may be inspired to recruit a Succubus retainer."
"The trick is finding one who won't backstab you," Canderella smiles ever so slightly, "Otherwise, succubi would be even more popular."
"Yeah, but the Abyss-style demony succubusseses are weird. Even for chaos they're weird. And I hang out with slaads!" Calleigh is contributing! While clinging to the side of Surraruthru's neck!
Surraruthru looks mildly annoyed at Calleigh hanging on him.
"I'm no mount, Calleigh. Let us find the Salon."
"But you're pretty and you need hugs!" Calleigh retorts, not budging.
Syrraruthru sighs and mumbles something about slaads and looks around for the Salon.
Calleigh will take that as acceptance and stays put.
Easy enough. It's a building made of solid stone, a single, shimmering portal in place of a door. Looks nice enough from the outside, but unremarkable.
Surraruthru starts to take a step towards it, but then uses his boots to teleport the rest of the way to the door, specifically not taking Calleigh with him, before knocking on it.
As there's a portal in place of the door, knocking on it is ineffective.
As you stand before it, a man's dry voice asks you, "You who seek to enter, tell me what is the birthright of any wizard?"
Is there a knowledge check for this riddle, or is it meant to be something you want me to answer straight up?
Calleigh teleports next to Surraruthru, re-engaging her hug of huggingness. "Is the answer pie?"
No Knowledge check is applicable.
"The willpower and knowledge to bend the powers of the universe to their beck and call."
"Yeah, plus the knowledge they'll get fucked up if they turn into pains in the asses by warriors who don't give a fuck," Dana adds in.
Hanna merely stands back, arms crossed.
Canderella shakes her head, "Yes, exactly what Surraruthru said. The ability to be better than others and dictate reality, rather than suffer reality without resource, as others are doomed to."
Giving Tryll and Calleigh a chance to chime in here.
"Pie whenever you want it! Any kind of pie! Hot or cold! Because magic!"
The portal glows a warm purple and the voice intones, "Enter."
Surraruthru strides in.
You appear in a parlor. Rather elegant and tasteful, decorated in rich woods and stone. Each of you sits in a chair sized for you and eminently comfortable. The same voice speaks, "To earn admittance to the salon, you must prove your group's intellect and debating ability. A series of questions for all of you to debate will be provided momentarily."
"Would I be correct in assuming you are already aware we have a letter of recommendation from Elder Magi Tepen?"
A pause, "I am not," The voice says, "Produce the letter, please."
Surraruthru does so, pulling it out of his haversack, unfolding it and resting it on the arm of the chair.
Calleigh starts looking around while still clinging to the back of Surraruthru's neck. "Where is that voice coming from?"
It seems to be coming from all around you.
The letter lifts up into the air and vanishes. Several long moments later, "Ah, you're here for the testing grounds?"
"Indeed. Bel has walked our prime. We need to improve before we face him. The wealth from it is also something we need."
"I see, I see. Are you ready to begin now?" The voice asks.
"I am. Everyone else?"
Nods all around.
Waiting on Tryll there.
"We're set!" Calleigh nods. "Ready to go!"
The room shifts around you, becoming plain and with a single carved circle inlaid into the floor. "That will teleport you in. Once in, you won't be able to leave except if you find one of these circles."
It's a plain circle made of bright red paint that glows faintly, going from bright red to dull gray and then back again.
Surraruthru takes a moment to study the circle, trying to work out the spell contained within and if he can replicate it...
Spellcrafting.
> roll 1d20+54 Spellcraft
<Serith> Iddy roll for Serith < 57 > [d20=3]
It's a teleport circle keyed into a greater network. Teleport circle is a ninth level spell you can already manage. The network part not so much, it's much bigger and that's about all you can tell about it from here.
Surraruthru steps into the circle.
Time to gear up! Tryll manifests True Seeing on himself and Calleigh as a precaution! That done, the pair enter the circle.
Tryll
HP: 326
AC: 47
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Inertial Armor (CL 31), True Seeing (CL 28), Elemental Body (CL 28), Surraruthru's Stupendous Dragonskin (CL 28), Strength of the Dragon Princess (CL 28), Mind of the Dragon Princess (CL 28), Agility of the Dragon Princess (CL 28), Endurance of the Dragon Princess (CL 28), Beauty of the Dragon Princess (CL 28), Create Magic Tattoo (CL 24), Create Magic Tattoo (CL 24), Energy Immunity (CL 26)
Bonuses: +1 morale attack rolls and will saves, immunity to fear and poison, +19 armor bonus to AC (blocks incorporeal), True Seeing, +4 insight to all stats but Wisdom, +1 luck attack rolls, +2 competence attack rolls
Negative Conditions:
Resources Used: 9 PP
Calleigh
HP: 217
AC: 56
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Inertial Armor (CL 31), True Seeing (CL 28), Elemental Body (CL 28), Surraruthru's Stupendous Dragonskin (CL 28), Strength of the Dragon Princess (CL 28), Mind of the Dragon Princess (CL 28), Agility of the Dragon Princess (CL 28), Endurance of the Dragon Princess (CL 28), Beauty of the Dragon Princess (CL 28), Create Magic Tattoo (CL 24), Create Magic Tattoo (CL 24), Energy Immunity (CL 26)
Bonuses: +1 morale attack rolls and will saves, immunity to fear and poison, +19 armor bonus to AC (blocks incorporeal), True Seeing, +4 insight to all stats but Wisdom, +1 luck attack rolls, +2 competence attack rolls
Negative Conditions:
Resources Used:
Tapestry refresher:Tapestry:
Elemental Body (fire) CL 28, 28 hour durationYou have the benefits of the attune form spell with respect to the appropriate element. If you choose a water body, for example, you can breathe normally on waterdominant planes.
You are immune to poison, sleep, paralysis, and stunning, and are not subject to extra damage from critical hits or flanking. You gain darkvision out to 60 feet.
Your creature type remains unchanged, so you are unaffected by spells that target elementals, but you gain the air, earth, fire, or water subtype depending on the elemental substance you chose.
Fire: Fire immunity, burn (those you hit in melee and those who attack you with natural weapons must make a Reflex save or catch fire, with a save DC equal to that of a fire elemental of the same size).
Surraruthru's Stupendous Dragonskin, CL 28, 28 hour durationGrants you a +10 armor bonus to armor class and damage reduction 10/magic.
Strength of the Dragon Princess, CL 28, 28 hour durationThe target of this spell gains a +4 insight bonus to Strength.
Mind of the Dragon Princess, CL 28, 28 hour durationThe target of this spell gains a +4 insight bonus to Intelligence.
Agility of the Dragon Princess, CL 28, 28 hour durationThe target of this spell gains a +4 insight bonus to Dexterity.
Endurance of the Dragon Princess, CL 28, 28 hour durationThe target of this spell gains a +4 insight bonus to Constitution.
Beauty of the Dragon Princess, CL 28, 28 hour durationThe target of this spell gains a +4 insight bonus to Charisma.
Create Magic Tattoo, CL 24, 24 hour duration+1 luck bonus on attack rolls.
Create Magic Tattoo, CL 24, 24 hour duration+2 competence bonus on attack rolls.
Energy Immunity (x4) CL 26, 24 hour durationGrants complete protection agianst: acid, cold, electricity, sonic
Quiescent Weaving: Haste, Retributive Enervation, Spell Turning, Greater Mirror ImageSelf:
Epic Mage Armor CL 28, 24 hour durationAn invisible but tangible field of force surrounds the subject of epic mage armor, providing a +20 armor bonus to Armor Class. Unlike mundane armor, epic mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Because epic mage armor is made of force, incorporeal creatures can't bypass it the way they do normal armor.
Moment of Prescience CL 28, 28 hour durationThis spell grants you a powerful sixth sense in relation to yourself. Once during the spell's duration, you may choose to use its effect. This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flat-footed). Activating the effect doesn't take an action; you can even activate it on another character's turn if needed. You must choose to use the moment of prescience before you make the roll it is to modify. Once used, the spell ends.
Bibliotheca Arcana, CL 28, 24 hour durationYou gain a +15 insight bonus to all knowledge checks and may make knowledge checks untrained. This knowledge extends to knowledge of your own life. You you have perfect recall of your own memories for the duration of the spell. Effects that change your memories, such as modify memory or mindrape, are suppressed for the duration of the spell. You gain the ability to read and speak all languages during this time, as if affected by a comprehend languages and tongues spell. Finally, you may instantly absorb the information of any written material you touch, as if by a scholar's touch spell. For the duration of the spell, you have perfect recall of the material read in this manner.
The five of you appear in a pitch black room. Cold liquid laps at your legs, freezing you near immediately. Brr!
Note if you have darkvision or can otherwise see in the dark.
[spoiler]
Dana
HP: 392+16/392
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength of the Dragon Princess (CL28), Mind of the Dragon Princess (CL28), Agility of the Dragon Princess (CL28), Endurance of the Dragon Princess (CL28), Beauty of the Dragon Princess (CL28), Bibliotheca Arcana (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunityx4 (CL26)
Bonuses: +1 morale attack rolls and will saves, immunity to fear and poison, immunity to elemental damage, +4 insight to all stats but Wisdom, +1 luck attack rolls, +2 competence attack rolls,
Negative Conditions:
Negative Conditions:
Resources Used:
Hanna
HP: 396+15/396
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength of the Dragon Princess (CL28), Mind of the Dragon Princess (CL28), Agility of the Dragon Princess (CL28), Endurance of the Dragon Princess (CL28), Beauty of the Dragon Princess (CL28), Bibliotheca Arcana (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunityx4 (CL26)
Bonuses: +1 morale attack rolls and will saves, immunity to fear and poison, immunity to elemental damage, +4 insight to all stats but Wisdom, +1 luck attack rolls, +2 competence attack rolls,
Negative Conditions:
Resources Used:
Tryll and Calleigh have True Seeing, which confers darkvision.
Surraruthru has Darkvision to 120 ft as well as Blindsense.
Kascha has Darkvision to 120 ft.Surraruthru
HP: 413/413 (359 base)
AC: 52+4 (Deflection)
Touch AC: 24, Flat Footed: 57, SR: 37, CMB: 33, CMD: 51
Init: +12, Touch Atk: 38
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Bibliotheca Arcana (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL26), Epic Mage Armor (CL28)
Passive: True Seeing, Detect Magic, +15 to knowledge checks
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
Kascha
HP: 359/359 (305 base)
AC: 63
Touch AC: 47, Flat Footed: 57, SR: 38, CMB: 33, CMD: 61
Init: +14, Touch Atk: 31
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL26)
Passive:
The party stands in a 20 by 20ft room filled with icy cold water up to your ankles. There's a closed door to the south and a closed door to the west. The walls are made of solid stone, the doors of good and sturdy wood and the door frames of the same. As you all look around, you see the ceiling is studded with little protruding iron nubs, dozens of them spaced out.
[spoiler]
Dana
HP: 392+16/392
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength of the Dragon Princess (CL28), Mind of the Dragon Princess (CL28), Agility of the Dragon Princess (CL28), Endurance of the Dragon Princess (CL28), Beauty of the Dragon Princess (CL28), Bibliotheca Arcana (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunityx4 (CL26)
Bonuses: +1 morale attack rolls and will saves, immunity to fear and poison, immunity to elemental damage, +4 insight to all stats but Wisdom, +1 luck attack rolls, +2 competence attack rolls,
Negative Conditions:
Negative Conditions:
Resources Used:
Hanna
HP: 396+15/396
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength of the Dragon Princess (CL28), Mind of the Dragon Princess (CL28), Agility of the Dragon Princess (CL28), Endurance of the Dragon Princess (CL28), Beauty of the Dragon Princess (CL28), Bibliotheca Arcana (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunityx4 (CL26)
Bonuses: +1 morale attack rolls and will saves, immunity to fear and poison, immunity to elemental damage, +4 insight to all stats but Wisdom, +1 luck attack rolls, +2 competence attack rolls,
Negative Conditions:
Resources Used:
[/quote]
"Nice place!" Calleigh remarks, very clearly not standing at all, "Very dungeon-chique!"
"Yeah, great place to go send someone to die," Dana drawls, "Hey, fuck that guy, go toss him in here."
Waiting on Iddy spell corrections before sorting this out further.
Note that Surraruthru has Detect Magic going.Surraruthru inspects the iron nubs, trying to discern their purpose.
"Tryll, would you kindly float through the walls and scout those rooms for us?"
Surraruthru
HP: 413/413 (359 base)
AC: 52+4 (Deflection)
Touch AC: 24, Flat Footed: 57, SR: 37, CMB: 33, CMD: 51
Init: +12, Touch Atk: 38
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Bibliotheca Arcana (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL28), Epic Mage Armor (CL28)
Passive: True Seeing, Detect Magic, +15 to knowledge checks
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
Kascha
HP: 359/359 (305 base)
AC: 63
Touch AC: 47, Flat Footed: 57, SR: 38, CMB: 33, CMD: 61
Init: +14, Touch Atk: 31
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL28)
Passive:
"I got it!" Calleigh chirps, lurching forward and vanishing through the wall.
Feel free to declare you're using it, since it does take time to do so.
As the five of you talk, all the nubs above begin to crackle with electricity, the room lit up with bolts of blue-white voltage.
Surraruthru stares at the magic, focusing on his Detect Magic to see what sort of electrical attack this might be building to.
Spellcraft.
Going to react or keep on going, Calleigh?
Hanna looks up and says, entirely calmly, "We are all protected against lightning, correct?"
"Pretty!" Calleigh says as she zips toward the nearest wall.
> roll 1d20+54 Spellcraft
<Serith> Iddy roll for Serith < 55 > [d20=1]"Indeed. Unless it's an augmented type of lightning. Like an admixture. Or something like Simmer's fire and designed to punch through protections."
Surraruthru
HP: 413/413 (359 base)
AC: 52+4 (Deflection)
Touch AC: 24, Flat Footed: 57, SR: 37, CMB: 33, CMD: 51
Init: +12, Touch Atk: 38
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Bibliotheca Arcana (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL28), Epic Mage Armor (CL28)
Passive: True Seeing, Detect Magic, +15 to knowledge checks
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
Kascha
HP: 359/359 (305 base)
AC: 63
Touch AC: 47, Flat Footed: 57, SR: 38, CMB: 33, CMD: 61
Init: +14, Touch Atk: 31
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL28)
Passive:
It's lightning. A hell of a lot of lighting, but just lightning.
Calleigh goes through the wall and...
In which direction, Calleigh?
"I believe it's just lightning. A lot of it, though. Beware your eyes."
Uh, whichever was in front of us, I guess. North?
Lightning rains down, a massive discharge that has no effect on the party at all.
Meanwhile, Calleigh peeks into the next room. It's full of multi-colored mist, shimmering bright. It's essentially a hallway with a slight curve otherwise, with a door leading further north at the far end.
'According to Calleigh, the next room is filled with some sort of colored, prismatic mist. It's a hallway with a slight curve leading further north.' Tryll tells the group.
"Scout the next or deal with prismatic mist?"
Surraruthru lets the group decide. Personally, he has a necklace of adaptation, so he thinks he'll be fine...
Surraruthru
HP: 413/413 (359 base)
AC: 52+4 (Deflection)
Touch AC: 24, Flat Footed: 57, SR: 37, CMB: 33, CMD: 51
Init: +12, Touch Atk: 38
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Bibliotheca Arcana (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL28), Epic Mage Armor (CL28)
Passive: True Seeing, Detect Magic, +15 to knowledge checks
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
Kascha
HP: 359/359 (305 base)
AC: 63
Touch AC: 47, Flat Footed: 57, SR: 38, CMB: 33, CMD: 61
Init: +14, Touch Atk: 31
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL28)
Passive:
"The lightning's fucking harmless so let's go," Dana says, heading north.
Canderella looks up, "Aw. Charming. Aren't you the cutest, little and feeblest lightning spells I've ever seen."
Surraruthru hops up into a glide to land on Canderella's shoulder.
"With the proper preparation, most magic can be rendered useless. Beware this mist. I imagine it will act much like a poison cloud. Breathe it in and be subject to it. If you can cast a spell to protect yourselves, I suggest you do. I would like to avoid having to expend magic to dispel it. Such spells will most assuredly become more valuable the further in we get."
'It it becomes a bother, I'll get rid of it for you. I understand if you are more...limited.' Tryll replies airily.
Surraruthru chuckles at the ineffectual barb.
"Please feel free to expend your all encompassing power. I simply hope you're not over estimating your endurance. Lasting power is often more impressive."
"Ahem," Hanna says, going to the north door, "Are we going to proceed?" she asks, as the lightning rods above begin to crackle with another round of electricity.
'Lead the way.' Tryll offers kindly.
Was Tryll going to dispel the mist?
He is in the room with you, not with Calleigh. Did you want him to go and leave for him to take care of that?
Well, I mean, it needs to be dispelled before our non-protected people enter. If you wanna do it right as we open the door, that's fine.
Nah, I'll scratch my last line and go take care of it.
Tryll floats over to the wall Calleigh passed through, and edges into the room in order to dispel the fog.
Cool. Make a dispel check and note what power you're using. If it doesn't use a dispel check or the like, say so.
<Serith> Reflecting_Meditant roll for Serith < 42 > [d20=12]
The mist is dispelled, fading away. However, you can note more slowly leaking from under the door ahead, to the north. It's no hurry to refill the room, but it is spreading in.
"Well, I suppose there's nothing left but to find the source and shut it down. Tryll, Calleigh? You're our best bet for scouting."
'We'll take care of it, yes.' Tryll replies as Calleigh heads for that door.
How far are you going through the door?
Just a peek! Scouting, not gallivanting!
The next room ahead is thickly blanketed with the rainbow colored fog, blocking your view of much farther in. But deeper in, you do catch one thing - a glint of light, every few seconds.
True Seeing cannot pierce the fog?
Oh whoops, that would help.
Peering closer, the fog slowly parts for your eyes. It's a jagged, rough room dominated by a large, cracked glass sphere that constantly emits the fog.
'Found the source of the fog. Moment please.' Tryll sends to the group, heading to Calleigh's position.
Tryll's arrival is without incident.
Go ahead.
Tryll takes a moment to analyze the object with Detect Psionics before blasting it!
Tryll
HP: 326
AC: 47
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Inertial Armor (CL 31), True Seeing (CL 28), Elemental Body (CL 28), Surraruthru's Stupendous Dragonskin (CL 28), Strength of the Dragon Princess (CL 28), Mind of the Dragon Princess (CL 28), Agility of the Dragon Princess (CL 28), Endurance of the Dragon Princess (CL 28), Beauty of the Dragon Princess (CL 28), Create Magic Tattoo (CL 24), Create Magic Tattoo (CL 24), Energy Immunity (CL 26)
Bonuses: +1 morale attack rolls and will saves, immunity to fear and poison, +19 armor bonus to AC (blocks incorporeal), True Seeing, +4 insight to all stats but Wisdom, +1 luck attack rolls, +2 competence attack rolls
Negative Conditions:
Resources Used: 14 PP
Calleigh
HP: 217
AC: 56
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Inertial Armor (CL 31), True Seeing (CL 28), Elemental Body (CL 28), Surraruthru's Stupendous Dragonskin (CL 28), Strength of the Dragon Princess (CL 28), Mind of the Dragon Princess (CL 28), Agility of the Dragon Princess (CL 28), Endurance of the Dragon Princess (CL 28), Beauty of the Dragon Princess (CL 28), Create Magic Tattoo (CL 24), Create Magic Tattoo (CL 24), Energy Immunity (CL 26)
Bonuses: +1 morale attack rolls and will saves, immunity to fear and poison, +19 armor bonus to AC (blocks incorporeal), True Seeing, +4 insight to all stats but Wisdom, +1 luck attack rolls, +2 competence attack rolls
Negative Conditions:
Resources Used:
Spellcrafting.
[blockquote]Rolled 1d20+44 : 6 + 44, total 50[/blockquote]
It's emitting constant amounts of prismatic mist. It will affect anyone who comes in contact with the mist with 1 to 3 prismatic effects. It's some sort of broken magical item, looks like, rather than a spell effect.
Go on with your next move.
Manifesting Disintegrate, Twinned & Maximized. Ranged touch![blockquote]Rolled 1d20+28 : 15 + 28, total 43[/blockquote]
Tryll
HP: 326
AC: 47
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Inertial Armor (CL 31), True Seeing (CL 28), Elemental Body (CL 28), Surraruthru's Stupendous Dragonskin (CL 28), Strength of the Dragon Princess (CL 28), Mind of the Dragon Princess (CL 28), Agility of the Dragon Princess (CL 28), Endurance of the Dragon Princess (CL 28), Beauty of the Dragon Princess (CL 28), Create Magic Tattoo (CL 24), Create Magic Tattoo (CL 24), Energy Immunity (CL 26)
Bonuses: +1 morale attack rolls and will saves, immunity to fear and poison, +19 armor bonus to AC (blocks incorporeal), True Seeing, +4 insight to all stats but Wisdom, +1 luck attack rolls, +2 competence attack rolls
Negative Conditions:
Resources Used: 22 PP
Calleigh
HP: 217
AC: 56
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Inertial Armor (CL 31), True Seeing (CL 28), Elemental Body (CL 28), Surraruthru's Stupendous Dragonskin (CL 28), Strength of the Dragon Princess (CL 28), Mind of the Dragon Princess (CL 28), Agility of the Dragon Princess (CL 28), Endurance of the Dragon Princess (CL 28), Beauty of the Dragon Princess (CL 28), Create Magic Tattoo (CL 24), Create Magic Tattoo (CL 24), Energy Immunity (CL 26)
Bonuses: +1 morale attack rolls and will saves, immunity to fear and poison, +19 armor bonus to AC (blocks incorporeal), True Seeing, +4 insight to all stats but Wisdom, +1 luck attack rolls, +2 competence attack rolls
Negative Conditions:
Resources Used:
Do you need a second attack roll with twin power? Make it if so. If not, tell me and I'll make the second save.
> roll 1d20+10
<Rei-chan> Kotono rolled : 1d20+10 --> [ 1d20=17 ]{27}
DC?
Oops! DC 27
[blockquote]Rolled 1d20+28 : 6 + 28, total 34[/blockquote]
> roll 1d20+10
<Rei-chan> Kotono rolled : 1d20+10 --> [ 1d20=20 ]{30}
Brutal luck. Roll both 5d6s.
60 damage
Under your assault, the glass orb cracks and crumbles into dust. Prismatic mist spills out, drenching the room in it, but soon stops.
Dispel check!
[blockquote]Rolled 1d20+30 : 9 + 30, total 39[/blockquote]
The remaining mist vanishes, leaving the room clear. You can now see everything.
There's a slight groove where the sphere sat, taking up much of the room. In the center of it is a hole with a ladder going down. On the far northwestern side of the room is a sealed door, made of what looks to be solid iron. Sitting on the eastern wall is a slender length of wood, held in place by brackets. A staff of some kind, perhaps.
'Safe to proceed.' Tryll sends back to the group.
Who are you sending the message to?
The group.
Dana is first, throwing the door open, "Well, finally got that shit finished," she says, "Nothing to fight yet?"
"Booga booga booga!" Calleigh shouts, coming out of the wall right behind Dana.
Surraruthru inspects the room, taking everything in with Detect Magic.
Spellcraft, Surru.
[blockquote]Rolled 1d20+54 : 11 + 54, total 65[/blockquote]
There's plenty of fading magic from the prismatic mist.
The staff on the wall is was once a staff of prisms, but the magic has faded and it has been expended. A few wisps of power cling to it, perhaps from the mists it was immersed in.
"Nothing worth it here. Forward or down?"
Calleigh is not one to leave loot behind, and stuffs the staff into her improbably-small bag.
"Your call! I'll scout ahead where I need to!"
"Let's check the door."
The door's annoyingly locked. You suppose it had to happen sooner or later.
"I'll get it!" Calleigh zips forward and phases through the door as a tiny ball of light!
> roll 1d6 damage Calleigh
<Rei-chan> Kotono rolled : 1d6 damage Calleigh --> [ 1d6=4 ]{4}
SPLAT! There's something solid to Calleigh even in ethereal form, and she promptly runs right into it, in the middle of the door. OW!
Dana takes one look and cracks her knuckles, "Right, so we're gonna do this the hard way?" she says, "Is it some cocksucking magic or is it something material, since doesn't lead or shit block most detection spells? Shit like that."
Hanna winces, "Are you hurt, Calleigh?"
Calleigh is abruptly Calleigh again. "Wow!" she shakes her head, "I'm okay! That was different! Lemme check the walls!" Calleigh checks the walls for the same property, at a much lower speed.
A poke of the walls around it show nothing stopping you from going through.
"Whee!" And Calleigh vanishes into the walls.
Surraruthru inspects the door, trying to figure out what gave Calleigh such a problem.
Behind the door is a massive drop, a good 40ft down or so onto a hard stone floor. The room itself is only about 10ft long and 5ft wide, no doors on this level going further, but there is a passage at the bottom. Despite being essentially a narrow shaft of a hallway, breezes blow through, the air here fresh and clean.
It's an iron door. Pretty sturdy on a look but no magic that shows anything special, either. Whatever did it is cloaked or not actively magical.
Calleigh explores the drop!
Meanwhile, Tryll says to the group, 'There is a sizable drop past this door. Looks to be about 40 feet, and the room is fairly small. Considering its size, it's possible that opening the door would cause a magical effect to activate, pushing people toward the door and into the drop. Be aware if you open the door.'
"Hardly a problem for us, but good to know," Canderella says. "Shall we break down the door?"
Waiting on Surru there.
"Since you seem to want to, please Dana. Break the door to your hearts content. I can melt the lock with a splash of acid, though."
"Great. Hanna, let me borrow your axe," Dana says.
Hanna smiles slightly and shakes her head, "No, I think I'll take this one for myself," she remarks, stepping forward and swinging with all of her power.
> roll 1d20 1 check Rei
<Rei-chan> Kotono rolled : 1d20 check Rei --> [ 1d20=17 ]{17}
Not going to bother with damage, she can PA it for a ton and the door's hardness/HP isn't that high.
Hanna swings hard, cleaving through the door with a single swing.It falls into two pieces, shattered. The passage ahead is revealed as Dana kneels down, studying the door.
At the bottom Calleigh finds a small alcove, where two torches dot the walls. They're currently not lit.
"I've got torches!" Calleigh yells up the shaft after the clamoring of the door coming down subsides. "Two of 'em, unlit in a little cubby-hole thingy with an arch. Whatever it's called. Torches!"
"I'll check out the torches. It's possible they could trigger something. If not, I'll light them and that will be your signal to come down."
With that, Surraruthru takes a small leap from Canderella's shoulder to glide down to the torches to inspect them with Detect Magic.
The torches are not magical.
Surraruthru uses Prestidigitation to light the torches.
The torches are lit. They burn, providing light and smoke.
That was the signal for everyone else to come down.
Hanna's down first, descending. "Anything?" she asks, staring at the dead end.
Dana meanwhile leaps down, landing softly at the last minute. "Oh hey, that cock blocker of a door had some weird blue metal in the core, a thin plating of it. Don't know what the fuck it was, but it stopped Calleigh's scrawny ass cold."
Canderella comes down slowly, "My my, no traps? Fresh air as well. I wonder what this is about?"
Tryll joins Calleigh and Surru in the shaft. 'This is a nice shaft you have here, Surraruthru.'
"Oh? I don't suppose you picked up a piece for study? And indeed, it's rather inviting and suspicious."
Surraruthru makes a looping pass of the room, inspecting it with Detect Magic for any sign of traps or triggers.
Make a Search check and note if you have trapfinding.
No trapfinding, mainly looking for magical traps and seals and stuffs.
> roll 1d20+39 Search
<Serith> Iddy roll for Serith < 44 > [d20=5]
"Ohhh, weird magicky stuff! My third favorite thing!" Calleigh gushes.
No magic, but you do find that the left side torch has switch that fits into the bottom of the torch, holding it in place.
Meanwhile Dana shakes her head, "Nah, go get it yourself if you want some, didn't fuck with it."
Surraruthru nods to Dana.
"I will. There's a switch under that torch on the left if you want to find out what it does while I get some of the metal in the door."
With that, Surraruthru files up to fit whatever's left of the door into his Portable Hole.
BTW, I'm assuming only one casting of Prestidigitation for lighting the torches? Light one torch then use it to light the other?
That's fine, Iddy.
You fly up to the door, finding it as Dana described.
Go ahead.
Surraruthru places the hole on the floor and shoves the bits of the door into it, using Acid Splash to remove whatever's still attached to the wall from the wall.
The entire door?
As much of it as I can, yeah. I've got the bigger portable hold, so I can't imagine it not fitting.
Okay, how much damage does acid splash do?
1d3. I'm just trying to like burn through the hinges at the wall, or weaken the stone enough to pull the hinges out.
Quick Strength check too.
> roll 1d20+9 Str
<Serith> Iddy roll for Serith < 28 > [d20=19]
Easily enough done. You now have a broken door in your portable hole.
Surraruthru folds up the hole, tucks it away, and flies back to the others.
The others are waiting on you, "So anyway, we ready to hit that switch?" Canderella asks, going to the torch.
"Feel free to, just be prepared for anything."
Surraruthru mentally readies himself.
Calleigh darts forward and slams bodily into the switch!
Calleigh rams into the switch, knocking the torch down with the impact. The wall of the alcove juts back, revealing a passage to the right which quickly hooks forward.
A moment later, the floor fo the room withdraws back with a great whine of moving stone, into a deep abyss. However, as all of you can fly, this is barely a disruption at all.
...until a great suction begins to pull at all of you, from the abyss below. It's pulling on you damned hard!
Calleigh goes incorporeal! Tryll remains a ghost squid.
"Lets get inside the passage, we can block if we need to."
'I was right! I love being right!' Tryll crows.
"Yeah, now!" Dana calls, flying forward.
Everyone that isn't incorporeal needs to make a Strength check.
Remember dragon buff bonuses.
> roll 1d20+9 Str
<Serith> Iddy roll for Serith < 11 > [d20=2]
> roll 1d20+7 Str Kascha
<Serith> Iddy roll for Serith < 26 > [d20=19]
> roll 1d20+6 Str Canderella
<Serith> Iddy roll for Serith < 24 > [d20=18]
> roll 1d20+9 Dana
<Serith> Kotono roll for Serith < 13 > [d20=4]
> roll 1d20+14 Hanna
<Serith> Kotono roll for Serith < 20 > [d20=6]
Kascha's quick, darting into the passage before she can get pulled in. Canderella's right behind her, calling, "Come ON!"
Surraruthru starts to move, but it's too much. He's pulled down, Dana right besides him as she calls, "Aw fuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu-" Into the darkness, as the two of you plunge down fast and faster.
Tryll, you and Calleigh have a chance to act by virtue of being incorporeal. They're getting pulled down damn fast, though.
[spoiler]
Dana
HP: 392+16/392
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength of the Dragon Princess (CL28), Mind of the Dragon Princess (CL28), Agility of the Dragon Princess (CL28), Endurance of the Dragon Princess (CL28), Beauty of the Dragon Princess (CL28), Bibliotheca Arcana (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunityx4 (CL26)
Bonuses: +1 morale attack rolls and will saves, immunity to fear and poison, immunity to elemental damage, +4 insight to all stats but Wisdom, +1 luck attack rolls, +2 competence attack rolls,
Negative Conditions:
Negative Conditions:
Resources Used:
Hanna
HP: 396+15/396
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength of the Dragon Princess (CL28), Mind of the Dragon Princess (CL28), Agility of the Dragon Princess (CL28), Endurance of the Dragon Princess (CL28), Beauty of the Dragon Princess (CL28), Bibliotheca Arcana (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunityx4 (CL26)
Bonuses: +1 morale attack rolls and will saves, immunity to fear and poison, immunity to elemental damage, +4 insight to all stats but Wisdom, +1 luck attack rolls, +2 competence attack rolls,
Negative Conditions:
Resources Used:
[/quote]
Tryll elects to catch the pair with a somewhat squishy wall of ectoplasm!
How thick is it, Tryll? Matters.
7 inches.
The two fall into the sticky, goopy wall.It's enough to stop them, the wall thick and tough enough to block the suction and not immediately collapse.
Act, you two.
Surraruthru crawls his way over to Canderella and uses his boots to teleport them back to the others.
Easy enough. The two of you appear back by the rest, Kascha kneeling down next to you. "Surru, are you alright?" she asks quickly, "Thanks, Tryll!"
Kascha receives three mostly-invisible tentacles-ups.
"I am. The wall gave me enough time to get to Dana. Thank you Tryll. Let's keep going."
"Yeah! Wall of goo for victory!" Calleigh cheers. "Let's move! Where to?"
Surraruthru turns to go further into the passage.
"Anyone want to lead the way?"
"Meeeeeee!" Calleigh cries, zipping ahead while once again a ball of light.
Spot check, Calleigh.
[blockquote]Rolled 1d20+29 : 4 + 29, total 33[/blockquote]
You go down the passage. It goes about 20ft before hooking to the right. You fly on a few hundred feet, the hallway going on and on and on with no variance or change in sight.
"This is boring!" Calleigh announces, looking around.
It's a plain hall - and huh. Turning around, you see that the way back to your companions is right behind you, in spite of you having gone hundreds of feet ahead.
"What!? Lame! It's a..thingy! An endless hallway thingy!" And there goes Tryll, manifesting a shared Detect Psionics with True Seeing active.
"Ugh," Hanna says, "Those are usually short range, looping teleports. They're annoying."
Spellcraft.
[blockquote]Rolled 1d20+46 : 6 + 46, total 52[/blockquote]
It is indeed a looping teleport - the entire stretch is maybe 20ft long and just endlessly teleports you backwards. It's fairly simple in design and execution. A good dispel may well knock it out.
Can I spellcraft the CL of it so I know what level of dispel to use?
Certainly, roll spellcraft. That's an epic usage.
> roll 1d20+54 Spellcraft
<Serith> Iddy roll for Serith < 63 > [d20=9]
It is a 9th level spell with a caster level of 19th.
[blockquote]Rolled 1d20+30 : 3 + 30, total 33[/blockquote]POW DISPEL CHECK BLAMMO BOOM BIFF POW BANG WHAMMO KABLOOIE
The magic collapses under Tryll's power, the teleportation loop shattered like glass.
Calleigh lets out a whoop and heads in to try again!
"Well done."
Surraruthru follows after Calleigh, keeping a watch out with his Detect Magic.
The party follows and...
Spot, Calleigh.
[blockquote]Rolled 1d20+29 : 19 + 29, total 48[/blockquote]
As Calleigh flies ahead in the passage, she notices she flies right over a nearly invisible beam, from one wall to the other at ankle level. It has the slightest blue cast to it.
"Ooooo a TRAP!" CAlleigh says, "Hey guys! I found a thing!"
Kascha's there first, walking carefully, "What sort of trap?" she calls, "Is it one we could accidentally trip?"
Surraruthru approaches cautiously as well, looking for it so he can learn its secrets...
"Yep!" Calleigh points at the faint blue beam.
Surraurthru inspects the trap, trying to figure out the spell and mechanics of with his Detect Magic it while everyone else avoids it. Hopefully.
Spellcraft. Just go ahead and make a check for this automatically next time if you come on something like this.
Rodger rodger.
> roll 1d20+57 Spellcraft
<Serith> Iddy roll for Serith < 72 > [d20=15]
It's a fairly simple beam that will trigger something if something passes through it. You can't tell what else from here, unfortunately. The beam connects to a greater spell, but you can't access it from here.
"Hmm, can't see what it'll trigger, just how. In any case, let's simply avoid it."
Easy enough to do with flight. "Boring," Dana drawls, "Where's some fucked up experiments to fight?
"Hopefully we don't find any, because if they happened, they were given succor and mercy," Kascha says, gently so.
"Indeed, this has been... rather simple so far. It makes me wonder what the difference in the next level will be..."
"Who is this place designed for anyhow!?"
"Mages in general, I believe. We've not really run into anything challenging, however."
"Nothing serious - yet," Hanna agrees, "This is just the opening phase."
"Yeah, if the opening phase was blue balls from here to Elysium," Dana grouses, stomping along.
"Please don't fight," Kascha says, "I'm sure something will come up soon."
Ahead the passage ends in a single door that's already ajar. Past it you see it comes to a four way intersection, dimly lit at best and with three paths going off into the darkness.
"Scouting or just pick one?"
> roll 1d20+30
<Serith> Kotono roll for Serith < 43 > [d20=13]
Flatfooted AC, Surru? Note if you have uncanny dodge.
Flat footed AC: 57, no uncanny dodge.Surraruthru
HP: 413/413 (359 base)
AC: 52+4 (Deflection)
Touch AC: 24, Flat Footed: 57, SR: 37, CMB: 33, CMD: 51
Init: +12, Touch Atk: 38
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Bibliotheca Arcana (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL28), Epic Mage Armor (CL28)
Passive: True Seeing, Detect Magic, +15 to knowledge checks
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
Kascha
HP: 359/359 (305 base)
AC: 63
Touch AC: 47, Flat Footed: 57, SR: 38, CMB: 33, CMD: 61
Init: +14, Touch Atk: 31
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL28)
Passive:
I'm sorry, flatfooted TOUCH AC. My fault there, forgot an important part of that.
15 in that case. Does SR apply?Surraruthru
HP: 413/413 (359 base)
AC: 52+4 (Deflection)
Touch AC: 22, Flat Footed: 55, SR: 37, CMB: 33, CMD: 51
Init: +12, Touch Atk: 38
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Bibliotheca Arcana (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL28), Epic Mage Armor (CL28)
Passive: True Seeing, Detect Magic, +15 to knowledge checks
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
Kascha
HP: 359/359 (305 base)
AC: 63
Touch AC: 47, Flat Footed: 57, SR: 38, CMB: 33, CMD: 61
Init: +14, Touch Atk: 31
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL28)
Passive:
> roll 4d8+15
<Serith> Kotono roll for Serith < 31 > [d8=5,6,1,4]
It does not. Do you have DR that applies?
I dunno. You haven't said what it is. This is the DR I have, though:
Damage Reduction 10/Magic, Resistance 10 to Acid/Cold/Electricit, and DR 10/Magic from Dragonskin spell.
Doesn't apply, okay.
As you walk a head, a solid stone arm comes smoothly up from the ground, punching Surraruthru in the leg. It huts considerably, a crack of bone giving way as you see the arm flicker, semi transparent as it sinks back down into the ground.
Act y'all, I'm sure you can come up with ideas to deal with this.
Surraruthru snarls in response and pulls on his draconic power, casting a spell at the floor where it came from.
For posterity:
<Kotono> > roll 4d8+15
<Kotono> <Serith> Kotono roll for Serith < 31 > [d8=5,6,1,4]
Disintegrate, CL 18. Touch attack for creature, otherwise it just destroys 10 cu. ft. chunk.
> roll 1d20+38 Touch Attack
<Serith> Iddy roll for Serith < 55 > [d20=17]
> roll 36d6 Disintegrate
<Serith> Iddy roll for Serith < 99 > [d6=2,3,1,2,6,5,4,3,1,3,2,1,1,3,5,2,1,6,2,1,6,1,2,1,4,5,1,4,4,2,1,1,3,1,3,6]Surraruthru
HP: 382/413 (359 base)
AC: 52+4 (Deflection)
Touch AC: 22, Flat Footed: 55, SR: 37, CMB: 33, CMD: 51
Init: +12, Touch Atk: 38
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Bibliotheca Arcana (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL28), Epic Mage Armor (CL28)
Passive: True Seeing, Detect Magic, +15 to knowledge checks
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
Kascha
HP: 359/359 (305 base)
AC: 63
Touch AC: 47, Flat Footed: 57, SR: 38, CMB: 33, CMD: 61
Init: +14, Touch Atk: 31
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL28)
Passive:
A hunk of the floor disintegrates, revealing the upper body of what looks like a stone statue. Yet it moves smoothly, slowly sinking down deeper into the intact stone as...
Chance for everyone else to act since Surru revealed it.
Knowledge: PSionics, is that a golem?[blockquote]Rolled 1d20+44 : 17 + 44, total 61[/blockquote]
It appears to be a stone construct of some kind. It's too small to be a normal stone golem, and most aren't ethereal like this one appears to be, either.
You'd suspect it's a custom construct rather than a true golem. On the other hand, that means you don't have to worry about a golem's immunity to magic and psionics.
'It does not appear to be a standard golem, so it should not be immune to magic.' Tryll sends to the group.
Doing anything else, Tryll and Calleigh? NPCs will go if not.
Tryll tries something new! A brief moment of concentration and a pair of blazing lines of positive energy briefly link Tryll's ethereal form with that of the pseudo-golem.
Empowered Maximized Twinned Augmented Celestial Conduit
Extra Cost: 2
Reflex 49 halves
SR applies, rolling for applicability.[blockquote]Rolled 1d20+31 : 9 + 31, total 40[/blockquote]
Tryll
HP: 326
AC: 47
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Inertial Armor (CL 31), True Seeing (CL 28), Elemental Body (CL 28), Surraruthru's Stupendous Dragonskin (CL 28), Strength of the Dragon Princess (CL 28), Mind of the Dragon Princess (CL 28), Agility of the Dragon Princess (CL 28), Endurance of the Dragon Princess (CL 28), Beauty of the Dragon Princess (CL 28), Create Magic Tattoo (CL 24), Create Magic Tattoo (CL 24), Energy Immunity (CL 26)
Bonuses: +1 morale attack rolls and will saves, immunity to fear and poison, +19 armor bonus to AC (blocks incorporeal), True Seeing, +4 insight to all stats but Wisdom, +1 luck attack rolls, +2 competence attack rolls
Negative Conditions:
Resources Used: 19 PP
Calleigh
HP: 217
AC: 56
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Inertial Armor (CL 31), True Seeing (CL 28), Elemental Body (CL 28), Surraruthru's Stupendous Dragonskin (CL 28), Strength of the Dragon Princess (CL 28), Mind of the Dragon Princess (CL 28), Agility of the Dragon Princess (CL 28), Endurance of the Dragon Princess (CL 28), Beauty of the Dragon Princess (CL 28), Create Magic Tattoo (CL 24), Create Magic Tattoo (CL 24), Energy Immunity (CL 26)
Bonuses: +1 morale attack rolls and will saves, immunity to fear and poison, +19 armor bonus to AC (blocks incorporeal), True Seeing, +4 insight to all stats but Wisdom, +1 luck attack rolls, +2 competence attack rolls
Negative Conditions:
Resources Used:
> roll 1d20+15 1
> roll 1d20+15 2
<Serith> Kotono roll for Serith < 16 > [d20=1]
<Serith> Kotono roll for Serith < 31 > [d20=16]
Go for it.
840 positive energy damage.
As in healing, doesn't harm non-undead creatures?
As in damage. Negative hit points. I didn't write it, I just cast it.Quote from: Complete PsionicReaching across the planes, you form a momentary link between yourself and the Positive Energy Plane. With the connection made, you instantly guide a massive charge of positive energy from your psyche into the material world, channeling it along a burning ectoplasmic line that extends from your outstretched hands. Anyone caught in the area takes 9d6 points of damage. Undead caught in the area take 2 additional points of damage per die. A construct or inanimate object takes only 5d6 points of damage from this power. This power is a positive energy effect.
Augment
For every additional power point you spend, the power deals an additional 1d6 points of damage (1d6+2 against undead), and the power's save DC increases by 1.
Okay, fair enough.
By the way, I think the DC got errataed, but you'd need to look that up later. I'm not going to worry about it for this casting.
Well, that's one way to solve it. The sheer rush of power explodes the upper part of the construct's body like glass dropped onto the floor, shattering it. Shards rain against all of you, unable to do any real damage thanks to your protections.
"Geez, the fuck did you do to it?" Dana asks, hands on her hips.
Free act.
"Oh wow, that was GREAT!" Calleigh cackles.
'I didn't realize the reaction would be that strong. That was the first time I've used that power. I essentially created a link to the Positive Energy Plane, and...well, it exploded.' Tryll replies.
Tryll
HP: 326
AC: 47
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Inertial Armor (CL 31), True Seeing (CL 28), Elemental Body (CL 28), Surraruthru's Stupendous Dragonskin (CL 28), Strength of the Dragon Princess (CL 28), Mind of the Dragon Princess (CL 28), Agility of the Dragon Princess (CL 28), Endurance of the Dragon Princess (CL 28), Beauty of the Dragon Princess (CL 28), Create Magic Tattoo (CL 24), Create Magic Tattoo (CL 24), Energy Immunity (CL 26)
Bonuses: +1 morale attack rolls and will saves, immunity to fear and poison, +19 armor bonus to AC (blocks incorporeal), True Seeing, +4 insight to all stats but Wisdom, +1 luck attack rolls, +2 competence attack rolls
Negative Conditions:
Resources Used: 48 PP
Calleigh
HP: 217
AC: 56
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Inertial Armor (CL 31), True Seeing (CL 28), Elemental Body (CL 28), Surraruthru's Stupendous Dragonskin (CL 28), Strength of the Dragon Princess (CL 28), Mind of the Dragon Princess (CL 28), Agility of the Dragon Princess (CL 28), Endurance of the Dragon Princess (CL 28), Beauty of the Dragon Princess (CL 28), Create Magic Tattoo (CL 24), Create Magic Tattoo (CL 24), Energy Immunity (CL 26)
Bonuses: +1 morale attack rolls and will saves, immunity to fear and poison, +19 armor bonus to AC (blocks incorporeal), True Seeing, +4 insight to all stats but Wisdom, +1 luck attack rolls, +2 competence attack rolls
Negative Conditions:
Resources Used:
"Hmm.. Effective. I may have to find a way to use magic to simulate that ability... Let's keep moving."
'Good luck to you on that. I've found that while magic is significantly more diverse than psionics are, the powers of the mind are generally more powerful. If you can find a way around that, I congratulate you.' Tryll replies as they move on.
Surraruthru considers Tryll's comment... How to increase the power of the spell? Perhaps with a special focus? Hmm. Tap the weave and try to crystallize it? Possibly a feed back loop? Hmm...
He continues to ponder as they go.
K:A Surru.
> roll 1d20+58 K:A
<Serith> Iddy roll for Serith < 68 > [d20=10]
Generally, metamagic's the best way. Magic lacks the ability of psionics to simply boost with more mental reserves. Magic's much more common and versatile, but psionics of Tryll's level can sometimes do crazy things.
Incidentally, I need to walk through celestial conduit and how you ran it, and also check on that errata. That'll be tomorrow.
Surraruthru mentally logs it for later work and keeps advancing.
The party is now at the four way intersection, free to choose which every way they wish.
"I say we go right. Because it's right."
"Let's," Dana says, "Fuck scouting, let's just GO!" She says, marching right down that way.
"Slow down, you might walk right into a trap!" Kascha calls, stepping forward after her.
Calleigh is faster than Dana, and zips ahead of her to look about!
Ahead lies a larger chamber, an open space. Here old tables full of dusty bottles and books lie about. The floor has odd, mostly fading markings all over it and there's several scales large enough to weigh Hanna on. Bones - far larger than human if of the same basic design - are mounted on the walls, all sorts of bones. There's a door deeper on in the back.
"A lab'ratory!" Calleigh calls back.
Canderella walks in, "Finally, something interesting. I wonder what it was for?"
Kascha follows, "Hmmm, some of the books should tell us," she says, drifting to table with several.
Reminder that True Seeing and Detect Psionics are up.
Calleigh checks that table out before Kascha can!
"Indeed. Check what you can, take everything."
Surraruthru flies around shoving books and whatever loose materials look interesting into his haversack, checking them over for magic with his Detect Magic and True Seeing, before going to the bones on the wall with the intent of pulling them into his portable hole.
I assume both of you are taking the action to scan for magic/psionics.
No magic, though Surraruthru....
K:A check here for what you grab, Surru.
As Surru busies himself with casual looting, you see a magic circle flare to life. It glows a faint purple-red, radiating faint magic. Simple enough to understand for either of you, if you care to spend the time on Spellcraft.
It usually doesn't matter that DM + Spellcraft takes actions, but it might here.
Going to spellcraft it also.
K:A [blockquote]Rolled 1d20+58 : 11 + 58, total 69[/blockquote]
Spellcraft [blockquote]Rolled 1d20+57 : 7 + 57, total 64[/blockquote]
It is a summoning circle, activated by living creatures with magical talent being within the laboratory. Within 3 rounds it is going to summon creatures.
You also grab the best things you can, knowing which is good and which isn't.
Is there a way I can thread my own magic into the circle to take control of it? If not can I spellcraft the CL of it for a dispel?
Possibly with a really high Spellcraft check.
Yes, it's caster level 12th.
Gonna try it.
Spellcrafting
[blockquote]Rolled 1d20+57 : 19 + 57, total 76[/blockquote]
You concentrate and subtly adjust the Weave around it. The magic is not so overwhelming resilient or study and you manage to assert some control. You could turn it off or cause the summon to happen immediately.
If I trigger it, would the creature be under my control?
Italics, not underline. That whoops aside, it would not be.
Surraruthru decides to simply turn it off so they can move on.
The summoning circle goes dark, nothing more from it.
"There, that should do it. We can keep looting and advancing now. I've shut down the summoning circle."
Surraruthru goes back to finish looting before they keep going!
Calleigh has been busily stuffing bottles and bones into her bag this whole time.
"Good work," Hanna says, as Dana bitches. "We don't need to fight things here, and this lab equipment should be worth something."
"Oh yes, a fight avoided is a fight saved," Kascha agrees, "There's little point beating up some poor summoned monster if we don't have to."
"Oh, go fuck both of yourselves with a fucking rusty balor's sword, then go shit out balor babies. Where's the violence? Where's the battle? Where's the bleeding?" Dana's arms are crossed, "I've had more fun seeing Daddy try to keep me on my lessons."
"Well, we're only on the first floor, Dana. We'll get to things that I can't simply cancel out eventually. When we do, it'll be a far better fight than a few summoned lions or some such. Alternately, if you tell me your father's name, I might be able to have him join us with a Calling."
"Next time you can fight the golem!" Calleigh consoles.
Are you all going back to the intersection or to the door on the far side of the lab?
Let's check out that door!
I agree.
As you approach the door, a voice sounds.
"Left behind but not right, looking behind and yet moving ahead. Whatever shall I do?"
The voice is a normal man's, nothing special about it at all.
"If you don't open your door, you might get exploded or disintegrated!" Calleigh warns.
There's no reply to Calleigh's bravado.
Dana sighs, "Oh great, it's a fucking riddle now."
Surraruthru considers. "Stop dwelling on mistakes of the past."
The door opens slightly, popping ajar at Surraruthru's reply.
Surraruthru strides forward pushing the door completely open for the others.
"Good work," Hanna nods to you as she follows along.
"My, this won't be a challenge if Surraruthru keeps solving them right off," Canderella laughs. This room is much smaller - only about 10ft to the far wall and 5ft wide, a glorified little closet room. To the left is a basin of water, still and clear. The far wall has another door, this one of wood.
The same male voice speaks again. "I am neither high nor low, for regrets are beneath me. Who am I?"
"A cloud?"
Who says that, Calleigh or Tryll?
It's regular quotes, so Calleigh. Someone with lips. Tryll is always apostrophes unless specifically stated otherwise, like using Control Sound.
So noted.
The door does not open at Calleigh's words.
"Is it a fishy?"
The door does not open again.
"Hmmm..." Kascha considers, "Neither high nor low. Something in the middle then. Something on the ground, but not below ground?"
"Is it a cow? I've regretted being under a cow before." Calleigh nods.
"The fuck were you doing under a cow?" Dana scoffs, glowering.
"Oh ho, well, milk can be pleasant fresh," Canderella says, rather blandly. "Though I personally prefer cheese if I must."
Meanwhile the door isn't opening.
"Hmmm..." Kascha murmurs, "What's something tied to regrets. Tears?"
"The path forward, perhaps?"
The door clicks ajar and opens.
Surraruthru turns from the now open door to inspect the water with his detect magic.
"Curious and out of place. Perhaps a second riddle?"
The pool radiates faint magic. A message will play if the water is disturbed.
"The water is enchanted. It will show a message if disturbed... I wonder if it's like that spring... What's shown depends on what's put in..."
Surraruthru inspects it closer, trying to figure out the exacts of the magic.
It will just play a simple message, no matter how you disturb it.
"I was trying to get fresh milk but the cow wasn't cooperating, so I was pulling and pulling and pulling and that's when I learned that boy cows and girl cows were not the same." Calleigh says.
That draws several moments of horrified silence. Well, except from Canderella, who just chuckles a bit.
"Ahem," Kascha says delicately, "Why don't you disturb the water, Surru?"
"That's the same face my momma made!" Calleigh nods, pointing at Kascha, "My papa laughed and laughed and laughed until momma started hitting him, though."
Surraruthru perches on the edge of the basin and flicks the water with his tail, watching the magic react.
"Wet and yet dry, floating along. Whatever shall I be?" The same voice asks once the water is disturbed.
"Hmm.. Not sure. Tears?"
"Is THIS one clouds?" Calleigh asks, "I've flown through clouds and sometimes you get wet."
On Calleigh's words, there's a click from behind the party.
Tiny fists thrust into the air in jubilant victory! "I got one!"
"Well done."
Surraruthru turns to see what opened!
I enjoy the irony of you guessing one out of order.
Part of the wall behind you has given way, revealing a cavity with four pendants, each one made of glittering silver and dotted with green gemstones.
"Why would..." Kascha murmurs, studying them closely. "Oh. They protect against poison, how curious. Four of them, there must be a reason. Is something potentially poisonous ahead of us, or behind us? Maybe what would be summoned or an experiment was going on that was poisonous? But why trap them with a riddle, unless the riddle was meant to be a key? But why not use an arcane lock or something stronger?"
Kascha is taking 10.
"Or why they were left," Hanna says, "Forgotten to time? Flawed somehow? Or are they meant to be used again?"
"I think it likely that something is ahead of us and this is a reward for patience and investigation of sorts. Core things of magic. I have a necklace that protects me from poison already so it would be wise for those without such to take one."
Surraruthru says this while inspecting the magic of the necklaces with his detect magic to make sure they aren't somehow cursed, trapped, or flawed.
Spellcraft.
> roll 1d20+57 Spellcraft
<Serith> Iddy roll for Serith < 58 > [d20=1]
They're simply periapts of proof against poison. Nothing fancy, flawed or trapped about them.
"I don't see anything wrong with them. They should be safe for everyone to take."
"Who cares? Loot!"
Surraruthru heads to the next room while the others sort the necklaces out.
I presume they're being taken yes/no?
Into the Bag of Holding, yes. They can be redistributed as needed if needed later.
The next room is large. Here sits a great stone slab, over a dozen feet long and a few feet wide. There's a few empty shelves on the walls, but no immediate sign of a door further in.
Surraruthru inspects the slab.
"An altar?"
Search check.
Kascha comes in as well, "Sacrifices don't really fit, unless they're letting some of Velsharoon's faithful work here," Kascha murmurs. "Unless it's unrelated to the summoning room completely. But that's a bit strange to be an altar, isn't it? There's no chairs so it's probably not a table."
Search:
[blockquote]Rolled 1d20+39 : 15 + 39, total 54[/blockquote]
"Hmm... Maybe a binding anchor? Or an examination table of sorts?"
"It looks like a library." Calleigh remarks.
Surraruthru finds the table has semi-hidden drawers. Within are scalpels, saws, cleavers and other such cutting instruments. One of the drawers has a three-set of scrolls within, tightly bound with string.
Calleigh makes a face, leaning over Surraruthru's shoulder. "Bleah, maybe not."
"An exam and experimentation then."
Surraruthru inspects the scrolls for any traps before taking them.
Search.
Canderella considers, "Hmmm...something large. How interesting."
"Maybe not," Kascha agrees, "Let's finish searching this room and move on, then."
Search:
[blockquote]Rolled 1d20+39 : 9 + 39, total 48[/blockquote]
You find that there's a door hidden behind one shelf.
You also notice that the floor of this room is slightly unstable and damaged. Subtle, but it's not in good shape at all.
"The floor is unstable. Does everyone have a way to fly before I take these scrolls? There's a hidden compartment and either could trigger the ground collapsing."
"What? Why?" Kascha says, "Why would you have a trap in your dissection room?" Kascha murmurs, "That makes no sense, Surru!"
Hanna merely lifts up off the ground, Canderella doing the same.
"Many reasons. Perhaps the experimentation needed to be hidden. Or to prevent whatever was being examined from escaping."
Kascha sighs and floats up, while Dana does the same.
Taking the scrolls or doing anything else?
Checking the hidden compartment once everyone's flying.
It's a hidden door - a door made of wood, purely hidden by the bookshelf. Moving the bookshelf isn't terribly hard if you want to do that, too.
"The door is here. Do you want to go through first Dana?"
Listen check.
Listen:
[blockquote]Rolled 1d20+38 : 8 + 38, total 46[/blockquote]
Tryll[blockquote]Rolled 1d20+24 : 10 + 24, total 34[/blockquote]
Calleigh[blockquote]Rolled 1d20+20 : 6 + 20, total 26[/blockquote]
Huh. Surraruthru and Tryll can both hear a rumbling from below.
"There's something under us. Let's get this door open and through it."
Surraruthru leaves this to those with more mass than he.
"Are you fucking kidding? We can go down there and kill whatever it is," Dana says, "Let it come at us!"
Meanwhile Hanna firmly goes to the door and opens it. Locked. She scowls and gives it a quick shoulder check.
> roll 1d20+14
<Serith> Kotono roll for Serith < 20 > [d20=6]
Hanna pops it right open, going on through. "This way, hurry."
"How about we go through the door and see what it is first, Dana? It could be another vacuum instead of something to fight. If it's something to fight, we can decide then."
Surraruthru slips in between Hanna and the door.
The rest of the party follows. "Oh come on, it'll be something like a giant monster, I kill it and it's fucking more entertaining than this." Past the door is a stairway going up, incidentally.
"I'm willing to wait and see."
He then flies up to Hanna's shoulder and speaks quietly to her, "Letting her do this may calm her down a bit for the rest of this."
You have no time for a reply, as suddenly the floor of the previous room shudders, bucking upwards before sagging downwards. A tremendous THUMP sounds as it does.
Surraruthru glides down to the floor, peeking just over the edge to see if anything was there.
The floor is sagging downwards from the blow, beaten but not collapsed yet.
"Well, nothing yet. How determined are you Dana? There's always more rooms ahead that could have fights."
"Maybe it's another golem!" Calleigh says from the air.
"Might be," Hanna says, "Take a peek beneath the floor before we commit to anything?" Hanna suggests.
"Can do!" Calleigh drops like a stone through the floor!
Down Calleigh goes. It's dark here, but nothing darkvision can't fix. 50ft down is a pool of water - it looks like a stream, on second part. A water way of some sort, flowing onwards. From it you see what looks like a green wolf, the size of several Hannas or so. It mostly stays in the water, but is looking up and peering at the roof intently.
'There appears to be an unnecessarily-large wolf down beneath the floor in a pool of water. It's staring at the floor above it. Possibly an aggressor.' Tryll tells the group above.
"Can Calleigh tell anything about its abilities?"
'Large. Green. Wolfy. Possibly adorable. Maybe made of water. Wants to hug. Likely hostile. Loot unlikely. Large. Adorable. Canine. Green? Did I mention green?'
"Hmm... I've been looking for a new minion... A guard for my soon-to-be demi-plane... Depending on its performance, I may desire this creature. Dana? Please knock the fight out of it."
How heavy is the table, and is it bolted to the floor?
The table looks heavy but is not bolted to the floor.
This will work if it's less than 1050 lbs. Otherwise it does basically nothing.
Tryll manifests Telekinetic Force to lift the table!
The table lifts up.
"About cocksucking time," Dana readies her weapon and shield.
Hanna just stays back, at the ready.
Below, Calleigh moves off to the side, hiding partially in a wall.
'Dropping the impromptu battering ram in 3, 2...' Table goes up to the ceiling, then drops to the floor. It abruptly speeds up as Tryll manifests Telekinetic Thrust, smashing it through the stones!
How much juice does that add?
1d6/25lbs of weight
> roll 1d100 some luck here
<Serith> Kotono roll for Serith < 90 > [d100=90]
The floor is hit hard, groans, cracks - but doesn't quite give way. The impact is tremendously loud, enough to rattle the ground like a meteor hitting the land.
'...well that's just rude.'
Surraruthru sits calmly where he is and quietly begins chanting, an orb of pure force gathering before him before it rips through the air to impact at the center of the cracks.
Orb of Force, CL 28
> roll 1d20+38 Ranged Touch
<Serith> Iddy roll for Serith < 40 > [d20=2]
> roll 10d6 Orb of Force
<Serith> Iddy roll for Serith < 28 > [d6=5,4,1,2,6,1,3,1,1,4]Surraruthru
HP: 413/413 (359 base)
AC: 52+4 (Deflection)
Touch AC: 24, Flat Footed: 57, SR: 37, CMB: 33, CMD: 51
Init: +12, Touch Atk: 38
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Bibliotheca Arcana (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL26), Epic Mage Armor (CL28)
Passive: True Seeing, Detect Magic, +15 to knowledge checks
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
Kascha
HP: 359/359 (305 base)
AC: 63
Touch AC: 47, Flat Footed: 57, SR: 38, CMB: 33, CMD: 61
Init: +14, Touch Atk: 31
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL26)
Passive:
With a groan of breaking stone and collapsing rock, the floor gives way and plummets down.
> roll 1d20+20 Ref save
<Serith> Kotono roll for Serith < 32 > [d20=12]
> roll 15d6 ow
<Serith> Kotono roll for Serith < 51 > [d6=2,4,1,5,6,1,2,4,3,1,3,6,4,5,4]
You see the darkness below and hear it - a yelp from under the mess, floor collapsing down below into the waterway. A decidedly canine yelp of pain.
Surraruthru peers over the edge down into the darkness.
There is indeed a giant green wolf down there. It's pinned down by several tons of stone debris.
"Well, I suppose that solves that nicely. Shall we go down and introduce ourselves?"
"Can anyone communicate with it, if you plan to try and talk to it?" Kascha asks."Does it understand spoken words?"
"No idea yet, but I can speak with animals and Tryll is telepathic. I figure that covers most things. For everything else, there's Dana. Her skills can be understood by all."
Tryll attempts to say hello! 'Hello!'
Your reply is more pained yelps.
'We can heal you if you decide to be nice!'
Surraruthru decides to take the chance and fly down to it.
The wolf is pinned down by all the stone rubble, crying in pain and struggling against it. As far as giant green canines go, it doesn't look happy.
Tryll manifests Read Thoughts!
> roll 1d20+24 Will
<Serith> Kotono roll for Serith < 39 > [d20=15]
DC?
Not that.
Surraruthru attempts his speak to animals ability.
"Hello. Can you understand me?"
The wolf manages to look up, and in pained, halting Common, "BACK! BACK OR BITE!"
"Well that makes this a little easier."
Surraruthru calls back to the others, "It speaks common."
Then turns back to the wolf, "We can help you and heal you, but only if you promise not to attack us."
Diplo.
> roll 1d20+39 Diplo
<Serith> Iddy roll for Serith < 42 > [d20=3]
"BACK!" The beast snaps again, "BACK!"
Surraruthru takes a few steps back.
"There, now calm down. We can get you free and out of here."
Hanna shakes her head, "He's in pain. Fix that first," she says, "Tryll, can you live the debris off of him?"
Tryll does so, debris lifting from the wolf's form!
The wolf is freed. It promptly starts to stagger to its feet, dazed and rising slowly.
Calleigh pops out of the wall and flies over to Hanna, "Sorry you got hurt! Let's be friends!"
"Quite. I'd hate to have the effort of freeing you wasted."
> roll 1d20+38 hybrid handle animal/diplo check
<Rei-chan> Kotono rolled : 1d20+38 hybrid handle animal/diplo check --> [ 1d20=12 ]{50}
Hanna approaches as well, voice firm but gentle. "Let me heal you now. I have magic that can fix your injuries." She flies down towards it, her posture strong and her pace steady.
The wolf doesn't move. It looks up, meeting Hanna's gaze as she approaches, something in that making it stop.
Surraruthru waits quietly while Hanna works.
Hanna lands and channels healing into it. Its wounds vanish in golden light, leaving behind an unbroken body.
Heal spell.
"I'm Hanna, that's Surraruthru. Surraruthru wants to help you. Surru, come here and talk to him," Hanna calls, her hand resting on the wolf's side, still.
Surraruthru moves to sit in front of the wolf, calmly and confidently holding its gaze.
"I am Surraruthru. This pit seems like a trap or cage. We can free you from this place, or you can come with us and help us break this place in retaliation for being trapped here."
As he speaks, Surraruthru inspects the wolf with his True Seeing and Detect Magic, trying to figure out what it is.
Neither provide anything new or useful.
Have you made a Knowledge check on the wolf yet?
Nope. That was semi what I was aiming for.
K:A.
K:A
[blockquote]Rolled 1d20+58 : 19 + 58, total 77[/blockquote]
It's nothing standard - some sort of mutant for sure. Altered with magic, infused with it - or perhaps abused by it. That's a fine line, after all. You suspect it's actually an aberration now and has signs of having the spellwarped template.
"Hm. So the room above was an experimentation room. Someone's used magic to change you."
'Different," The wolf growls. "Smarter. Brighter."
"Very much so, it seems. So, what do think about joining us? Do you have any questions or wants?"
"Why would I go with you?" The wolf rears back, creeping backwards from you at that. "Mages hurt. Magic hurts."
"He's got a point, explosions hurt!" Calleigh is helping.
"All the fun magic hurts," Canderella says, "Mmm....memories. Oh yes, you won't believe how much electricity a body can take before giving up."
Kascha pointedly ignores that and slowly flies closer, "It's okay," she coos, "We have magic that doesn't hurt, and more importantly, we want to help you."
"In your experience, I imagine that's true. But what just healed you was magic, too. Magic is jus another tool, depends on who is using it for what. If nothing else, if you come with us, we can find you a plane to call home. Unless you know where your original home is."
Dana grin turns to Canderella, who just gives her a look and shakes her head. Amid Dana's following profanity, Hanna gently murmurs, "Yes. I don't know why you were left down here, but let's fix that. Okay?"
"We can explode the wizards!" Calleigh is still helping.
Diplo check, Surru. No penalty or bonus since things basically balanced out here.
Diplo
[blockquote]Rolled 1d20+39 : 8 + 39, total 47[/blockquote]
Kascha and Hanna will take 10 on aiding you for a total of 51.
It's slow, but the wolf finally says, "Don't like it here. Wet. I want somewhere drier."
"A desert? Well find somewhere when we finish here."
"Dry," The wolf repeats, "Okay."
Surraruthru nods. "Hanna, you're closet in size and... temperament. Would you mind watching over... him?"
"Alright," Hanna says, "Don't get yourselves killed out there."
Calleigh edges over to the wolf. "You wanna ear rub?"
The wolf gives you a long look, the tiny courre getting a Baleruk-esque staredown.
"A most appropriate response. Let us continue on."
Which direction?
"Your loss!" she says, flying upward.
Is there paths down here or just the one up top?
You could follow the waterway in either direction if you wish.
I've been picking up to now. Some one else gets to this time.
Calleigh is clearly not interested in another sewer crawl, heading directly up.
The party returns to the broken room without incident. There's still the door leading further in, as well as going back to the intersection if you choose to.
"Hidden doors are usually hidden for a reason. Lets go that way."
"Yay scouting!" Calleigh scouts the next room!
The party heads on down. You walk further ahead and upstairs, the stairway leading directly into a place that smells of must and rot. Great, towering bookshelves loom over everything, mostly empty save for a few scattered books. It goes on a good ways, bookshelves lining the walls and blocking up most of the middle.
You can't see the back of the room, but you don't see any doors further in. Just old, dusty shelves, books and a few ancient chairs.
"Let's give this place a once over for hidden doors. Take books you find. If nothing turns up, we'll head back to the intersection."
Surraruthru heads to the nearest book and slips it into his haversack.
Make a Search check for that, then. Who all is taking the books?
meee
Just everyone who comes across one.
Search:
[blockquote]Rolled 1d20+39 : 16 + 39, total 55[/blockquote]
Tryll[blockquote]Rolled 1d20+13 : 12 + 13, total 25[/blockquote]
Calleigh[blockquote]Rolled 1d20+5 : 2 + 5, total 7[/blockquote]
> roll 1d6
<Serith> Kotono roll for Serith < 2 > [d6=2]
The books are put away as you search. As you do, Calleigh grabs one and suddenly...
Will save.
Will save! +2 if it's an Evil effect or was cast by an evil creature![blockquote]Rolled 1d20+26 : 3 + 26, total 29[/blockquote]
OW! This particular book burns. You reflexively drop it, coming away with a bit of discomfort and nothing more.
"Burny book!" Calleigh shouts, pointing at the book flopped on the floor.
Canderella comes over and kneels by it, studying it. "Oh, it's cursed. You shook it off, but it looks like someone made the book too fiery. Amateur mistake. It's harmless as long as you don't touch it."
"Ohhh, a curse! They must not want people looking in it! Maybe it's got secret stuff! Or pies! Or secret pies!" Calleigh wonders.
Meanwhile, Tryll takes a closer look at the book's magic.
Psicraft[blockquote]Rolled 1d20+46 : 9 + 46, total 55[/blockquote]
It's a cursed book. Touch it and it burns you a bit. Hold it and it tries to burn you up. Read it and it tries to burn you up.
It's crude more than anything else.
"Well, we can use cloth or some such to move it into one of the bags and deal with the curse back in Aurora."
Calleigh scoops the book up with her bag instead of touching it.
Done. From there you search and find several hidden passages. On the left wall, behind a bookshelf, is a doorway leading deeper in.
Near the corner of the far wall and the left wall is another hidden doorway.
There's a hidden trap door in the floor, between two bookshelves in the middle.
There's another hidden door on the right side, blocked by a bookshelf.
"Though I'm picking randomly, how about the one on the right side, behind the bookshelf? Mind scouting it and seeing what's behind it?"
"Yes, this is handy," Canderella says, "Courre and Tryll are both useful. Less walking blindly into traps or using summoned minions to do it."
"Ohhh, there's a bunch this time! What about the one behind the bookshelf?" Calleigh says.
"Scout that passage, please. And any others you want."
"Whichever, just choose one," Dana says, "I'd still like a fight or two out of this."
'Dana, if we don't encounter anything here, I will personally help you find something worth brutalizing.' Tryll offers as Calleigh vanishes through the wall near the bookshelf.
You fly in - and find solid mass ahead, no sign of a hallway but instead solid material.
'Hm.' Tryll ponders as Calleigh returns to the group.
"That was weird. There's no hallway. Or anything. Just...solid stuff." Calleigh says.
"Hmmm... Possibly a portal activated by opening the door?"
Surraruthru approaches the door, looking for such magic with his Detect Magic and True Seeing.
No magic. The hidden door is not enchanted at all.
"Or," Kascha says, "Maybe these doors are covered because they aren't used anymore?"
"That sounds less exciting." Calleigh points out.
"Well, I can't see any magic... What about the other doors? I can use disintegrate if need be... Though I wonder how far the blockage goes... Or if it's just a distraction."
Tryll elects to just push the shelf over with his mind.
The shelf is duly pushed over. It makes a loud noise as it hits the ground, predictably enough.
And behind the shelf is revealed...?
A wooden door, as expected and found when you first found the hidden passage.
The door is thusly opened from a safe distance!
The way ahead is bricked over, the door opened to reveal bricks and more bricks.
"Hm. So they're all bricked over. Do we want to expend the effort or double back and take another route?"
"That explains that." Calleigh says. "We wanna blast it or pick another door?"
"Check all of 'em real quick," Dana says, "Why not, you're a fucking ghost pixie, go do it."
"That sounded unnecessarily mean." Calleigh says.
"Bitch, if I was being mean, you'd know it," Dana says. "That's just fucking saying."
Calleigh gives Dana the Big Sad Eyes for a full minute.
Dana looks on, then sighs, "Then just fucking go explore, seriously. You'll find something neat behind one of those doors."
Calleigh zips away through the left wall, laughing.
This one is bricked off - for only a single layer. Past is is an older, crumbling hall, the stonework pitted and water-eroded. It's wet over here, decidedly so. Water drips down and trickles from the walls. The hall continues a distance ahead.
You can also spot a glassy, clear ooze blocking the way ahead, difficult to spot, 20ft ahead.
K:D check, you auto made the check to see it with your Spot.
[blockquote]Rolled 1d20+19 : 20 + 19, total 39[/blockquote]
It's a gelatinous cube.
If you need details about it say so, but I assume you're up on them. They are rather iconic.
Calleigh heads back to the group, "There's a slime in there! A jelly-atinous cube!"
"Finally, something," Dana says, striding forward. "No one can bitch about killing one of those cumslurpers, so let's fucking go and get a good fight."
Tryll obligingly disintegrates the wall.
Obligatory natural 1 check.
[blockquote]Rolled 1d20 : 2, total 2[/blockquote]
HA
One less wall and you can see the cube ahead in the revealed hallway. It doesn't move in reaction to any of this.
Calleigh gestures for Dana to proceed.
Dana grins, "Finally," she says, but pauses. "Hey, Surru?"
"Yes Dana?"
"Wanna tag-team a bitch?" Dana grins even more, "Bet we can take it out in one swoop?"
"Certainly. Orb of Force? Would you like to go first or second?"
"Same time," Dana says with a smirk. "On three. One....Two..."
Surraruthru begins chanting, holding the last word until Dana starts her own attack, then launching his spell!
Orb of Force, CL 28, DC 23.
> roll 1d20+38 Ranged Touch
<Serith> Iddy roll for Serith < 49 > [d20=11]
> roll 10d6 Orb of Force
<Serith> Iddy roll for Serith < 45 > [d6=5,6,5,6,1,5,5,4,3,5]
Surraruthru
HP: 413/413 (359 base)
AC: 52+4 (Deflection)
Touch AC: 24, Flat Footed: 57, SR: 37, CMB: 33, CMD: 51
Init: +12, Touch Atk: 38
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Bibliotheca Arcana (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL26), Epic Mage Armor (CL28)
Passive: True Seeing, Detect Magic, +15 to knowledge checks
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
Kascha
HP: 359/359 (305 base)
AC: 63
Touch AC: 47, Flat Footed: 57, SR: 38, CMB: 33, CMD: 61
Init: +14, Touch Atk: 31
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL26)
Passive:
> roll 1d20 Dan -26 PA only has to worry about a 1 here
<Serith> Koaway roll for Serith < 19 > [d20=19]
> roll 1d6+46
<Serith> Koaway roll for Serith < 48 > [d6=2]
Sphere and rapier hit at precisely the same time, the gelatinous cube shuddering all over, then melting down before your eyes. It quickly melts into a puddle of goo, twitching and hissing several times before going still.
Surraruthru flies up to land Dana's shoulder.
"Well done. Perhaps you and I should work out an arrangement. Tell me, have you ever considered employment as a dragon's minion?"
"Forget minions!" Calleigh flits over Dana's other shoulder, "Did it leave behind any goodies?"
Spot, Calleigh.
[blockquote]Rolled 1d20+36 : 14 + 36, total 50[/blockquote]
Nope - but huh. The ooze is still moving. It's starting to move, yep.
"You guys didn't kill it though."
"Eh?" Dana takes a step back, brandishing her shield, "It looks pretty fucking dead to me, dead as your chances of using me as a minion," she shoots a half glare at Surru.
"How long have you been killing slimes? It's still moving!"
"Anyone care to light it on fire?"
"Well, how about-" Canderella says,b efore abruptly slime explodes from it everywhere, a tidal wave of gelatinous ooze erupting out at the three of you.
Ref.
> roll 1d20+38+2 Ref
<Serith> Iddy roll for Serith < 53 > [d20=13]Surraruthru
HP: 413/413 (359 base)
AC: 52+4 (Deflection)
Touch AC: 24, Flat Footed: 57, SR: 37, CMB: 33, CMD: 51
Init: +12, Touch Atk: 38
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Bibliotheca Arcana (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL26), Epic Mage Armor (CL28)
Passive: True Seeing, Detect Magic, +15 to knowledge checks
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
Kascha
HP: 359/359 (305 base)
AC: 63
Touch AC: 47, Flat Footed: 57, SR: 38, CMB: 33, CMD: 61
Init: +14, Touch Atk: 31
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL26)
Passive:
> roll 1d20+41 Dana ref
<Serith> Koaway roll for Serith < 57 > [d20=16]
Waiting on Yuth to roll for Calleigh.
[blockquote]Rolled 1d20+27 : 9 + 27, total 36[/blockquote]
> roll 10d6 acid
<Serith> Koaway roll for Serith < 45 > [d6=3,6,5,6,6,5,2,5,2,5]
22 acid damage to the three of you.
The three of you are knocked back by the ooze, which rapidly becomes a tidal wave and pours through into the library, giving you no choice but to retreat.
"Ah hell," Canderella murmurs, "It's a good day for a thunderstorm!"
"Surru, be careful!" Kascha calls.
Init.
> roll 1d20+12
<Serith> Iddy roll for Serith < 28 > [d20=16]Surraruthru
HP: 391/413 (359 base)
AC: 52+4 (Deflection)
Touch AC: 24, Flat Footed: 57, SR: 37, CMB: 33, CMD: 51
Init: +12, Touch Atk: 38
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Bibliotheca Arcana (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL26), Epic Mage Armor (CL28)
Passive: True Seeing, Detect Magic, +15 to knowledge checks
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
Kascha
HP: 359/359 (305 base)
AC: 63
Touch AC: 47, Flat Footed: 57, SR: 38, CMB: 33, CMD: 61
Init: +14, Touch Atk: 31
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL26)
Passive:
Tryll[blockquote]Rolled 1d20+8 : 11 + 8, total 19[/blockquote]
Calleigh[blockquote]Rolled 1d20+15 : 15 + 15, total 30[/blockquote]
> roll 1d20+7 Dana
<Serith> Koaway roll for Serith < 27 > [d20=20]
> roll 1d20+14 Kascha
<Serith> Koaway roll for Serith < 34 > [d20=20]
> roll 1d20+6 Canderella
<Serith> Koaway roll for Serith < 11 > [d20=5]
> roll 1d20-4 ooze
<Serith> Koaway roll for Serith < -1 > [d20=3]
Init is Kascha (34) > Calleigh (30) > Surru (28) > Dana (27) > Tryll (19) > Canderella (11) > Ooze (-1)
Kascha opens.
Kascha points at the left over slime and begins chanting!
Maximized Scorching Ray, CL 29
> roll 1d20+31 Ray 1
> roll 1d20+31 Ray 2
> roll 1d20+31 Ray 3
<Serith> Iddy roll for Serith < 35 > [d20=4]
<Serith> Iddy roll for Serith < 45 > [d20=14]
<Serith> Iddy roll for Serith < 35 > [d20=4]
24 damage each, 72 damage total.Surraruthru
HP: 391/413 (359 base)
AC: 52+4 (Deflection)
Touch AC: 24, Flat Footed: 57, SR: 37, CMB: 33, CMD: 51
Init: +12, Touch Atk: 38
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Bibliotheca Arcana (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL26), Epic Mage Armor (CL28)
Passive: True Seeing, Detect Magic, +15 to knowledge checks
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
Kascha
HP: 359/359 (305 base)
AC: 63
Touch AC: 47, Flat Footed: 57, SR: 38, CMB: 33, CMD: 61
Init: +14, Touch Atk: 31
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL26)
Passive:
Rays fly out from Kascha's finger and strike the ooze thrice, smoke rising from three holes in the tide, but it hardly stops all of it as...
Calleigh.
"Nope! I'm out!" Calleigh turns into a tiny ball of light with an audible pop and flies into the nearest wall.
Calleigh openly flees, escaping the battle by going into the wall.
Surruman, go.
Surraruthru begins chanting and again launches an Orb of Force.
Orb of Force, CL 28
> roll 1d20+38 Touch
<Serith> Iddy roll for Serith < 50 > [d20=12]
> roll 10d6 Orb of Force
<Serith> Iddy roll for Serith < 47 > [d6=6,6,4,3,5,5,4,5,3,6]Surraruthru
HP: 391/413 (359 base)
AC: 52+4 (Deflection)
Touch AC: 24, Flat Footed: 57, SR: 37, CMB: 33, CMD: 51
Init: +12, Touch Atk: 38
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Bibliotheca Arcana (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL26), Epic Mage Armor (CL28)
Passive: True Seeing, Detect Magic, +15 to knowledge checks
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
Kascha
HP: 359/359 (305 base)
AC: 63
Touch AC: 47, Flat Footed: 57, SR: 38, CMB: 33, CMD: 61
Init: +14, Touch Atk: 31
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL26)
Passive:
Your orb hits the slime hard - and it again collapses, oozing out over the floor and going still.
Free act.
Calleigh peeks out of the wall, "Did you figure out how to kill slimes yet?"
"With powerful magic and immense violence."
"Is is really dead this time?" Kascha takes a few steps back carefully, "Or is it just resting again?"
"I don't know. Do you?" Canderella looks at Surraruthru.
"Sound like a solid plan."
Surraruthru inspects the remaining goop, searching his memory for any tid-bit that might let him recognize death in goo.
K:D, Surru.
> roll 1d20+57+15 K:D
<Serith> Iddy roll for Serith < 83 > [d20=11]
Goo and slime becomes inert when it does, slowly losing any acidic properties. It's fairly easy to tell, especially as many types lose coherent and become more liquid than solid.
Oh, and the fact that you just saw the slime twitch and move again. That's a tipoff.
"It's not dead yet. I saw it twitch. When it dies, it should become more liquid than goo. If anyone has any lingering boredom or aggression they'd like to work on, might I suggest some stomping or general weapon based brutality?"
"Burn it all," Dana says, "Can't regenerate if there's nothing but ash left."
Canderella considers, "That is an idea. Any of you got some fire?"
"How much fire? Like a lot of fire?" Calleigh asks.
"How about lots of fire and fast?" Dana says, as the ooze starts to slither and move again.
Anybody within 10 feet of that thing?
Not that close now, no.
Groovy. Energy Barrage. Reflex DC 27 halves, which I'm assuming it'll autofail because it's not entirely mobile.
There is fire. Six compacted soundless explosions of fire.
[blockquote]Rolled 5d6 : 2, 1, 6, 5, 5, total 19[/blockquote][blockquote]Rolled 5d6 : 2, 3, 5, 5, 2, total 17[/blockquote][blockquote]Rolled 5d6 : 3, 4, 2, 4, 1, total 14[/blockquote][blockquote]Rolled 5d6 : 6, 3, 3, 6, 6, total 24[/blockquote][blockquote]Rolled 5d6 : 6, 3, 1, 6, 3, total 19[/blockquote][blockquote]Rolled 5d6 : 2, 3, 3, 2, 5, total 15[/blockquote]
This time the flames burn up the ooze, roasting it away into a grimy, slimy-looking ash. It stops moving...is it finally dead?
Go ahead and act, no init yet or possibly ever for this, now.
Surraruthru inspects the ash, just to make sure, and searches his memory to see if gelatinous cube remains (or ash in this case) is worth anything as spell components.
K:A.
> roll 1d20+58+15 K:A
<Serith> Iddy roll for Serith < 89 > [d20=16]
Ash? Possibly, but it's low value at best. Then again, most slime doesn't regenerate like that, so quite possibly more. A few hundred gold to the right buyer.
Surraruthru takes a moment to scoop up the ash. Perhaps the right research or spell could allow him to duplicate the regeneration effect...
"Let's continue. Calleigh, Tryll first and then Dana as our vanguard, please."
Anything else in this room, or is it a dead-end?
There's the trap door searching found.
Calleigh checks out that trap door!
You open it. It reveals a path going down with an old wooden ladder leading down. Only about 15ft or so, a large recess down here, books stacked up all over.
Calleigh goes down! Incorporeally!
It's a recess full of ancient books, stacked up and dusty. Some are rotted or worse, but you can spot many that look reasonably intact. It's also a mess down here, books over everything.
"Bore mooks down here!"
Kascha comes over to the trap door and calls, "Beg pardon? Did I hear something about boring minions?"
Canderella chuckles, but doesn't comment directly.
"Yeah, it means Calleigh can't speak right, or is bored of being understood." Dana remarks, waiting and half leaning against an ancient old bookshelf.
"...oh! Oh! You mixed up the first letters. Yes, yes. Let me come down and help you with them, Calleight," Kascha says, gently floating down to the bottom with you.
"Books are always worth-while loot."
Surraruthru hops down as well to help.
Cool. Anyone that's looting the books make a Spot check, please.
> roll 1d20+38 Spot
<Serith> Iddy roll for Serith < 53 > [d20=15]
Cool. Could you roll for Tryll and Calleigh real quick, since I'm trying not to stall us here and Yuth isn't here right this sec?
Calleigh didn't have ranks in spot, so Tryll it is. I'll do Kascha too since you had her go down there.
> roll 1d20+36 Spot Tryll
<Serith> Iddy roll for Serith < 44 > [d20=8]
> roll 1d20+39 Spot Kascha
<Serith> Iddy roll for Serith < 58 > [d20=19]
Tryll[blockquote]Rolled 1d20+36 : 16 + 36, total 52[/blockquote]
Calleigh[blockquote]Rolled 1d20+29 : 20 + 29, total 49[/blockquote]
Calleigh uses Tryll's ranks, as she's a familiar. I didn't see that Iddy had rolled for me, though.
As Kascha and Calleigh gather books, they both notice something. Hidden beneath several worthless and rotted books is a small lockbox, an old iron lock on it little more than rust now.
"Box!" Calleigh shouts, tossing books aside.
Surrauthru moves to inspect the box with Detect Magic.
It is indeed a lockbox.
It radiates strong magic. A powerful magical seal is on it so it cannot be opened. Only a sublime lockpicker or powerful magic could open this box.
"Magically sealed. I can break it or we can take it back and try to lock pick it later."
"Hmm...I'm curious," Kascha admits, "Can any of us pick locks at all?"
"Not I."
Surraruthru inspects the magic, trying to determine the spell and its strength.
Quick Spellcraft check.
Spellcraft:
[blockquote]Rolled 1d20+57 : 19 + 57, total 76[/blockquote]
The spell is a custom one - Anarak's Lock. The caster level is 16th.
"I should be able to break it without many problems."
"Well, if you can without it being any great problem," Kascha says, "What in a library is so valuable to lock up like this?"
Surraruthru begins chanting, bringing his magic to bear in the box.
Greater Dispel Magic, CL 28.
[blockquote]Rolled 1d20+20 : 4 + 20, total 24[/blockquote]
Your dispel check should be way higher because of your bonuses, shouldn't it?
Isn't the cap for Greater Dispel +20?
The base cap. Bonuses can exceed that unless the bonus notes it can't go over it or is simply a caster level boost.
Serously? I had no f'n idea that's how it worked. I thought it was just maxing out the bonus. All this damn time. Okay then, it'd be... +2 via Master Specialist and +2 via Elven Spell Lore. Another +1 if the Ioun Stone applies to it.
Total of.. 28/29(Ioun Stone)
Isn't master specialist more than +2? But never mind, because that does it.
Surraruthru dispels the old magic on the box without difficulty.
Surraruthru opens the box, eager to see the prize.
Inside the book is a quill, made of smooth metal dotted with a few tiny runes.
Surraruthru inspects it with his Detect Magic, interested in what the magic on it is.
The quill is the following.
Autobiographical Quill
This quill functions when held by a creature with an Intelligence score of 8 or higher and that can write in at least one language. The creature will desire to write an autobiography of themselves. If they do so, they gain a +15 competence bonus to the Craft (Writing) to do so whenever they use. They will remember events with much greater clarity, get details right and altogether make far fewer mistakes than they would otherwise.
This quill doesn't decrease the time it takes to write.
"Interesting. A quill that makes writing an autobiography easier."
Surraruthru offers it to Kascha to inspect.
Kascha studies it, "Interesting, if egotistical. It's an interesting curio, unless anyone wants to write an autobiography?" Kascha asks.
Dana just snorts rather loudly.
"Lets keep moving. I'm a little thrown off that we've only encountered two creatures so far."
Cool. Which way?
This was the last option in the library, right? We need to head back to the intersection or go down through the well/sewer area where the wolf was, right?
There was the area past the regenerating gelatinous cube as well, which wasn't explored.
I say we head that way, then. Yuth?
Good idea, I'll scout.
Calleigh scouts ahead. The passage winds ahead a bit and then to a thick, sturdy iron door. The iron door shimmers faintly with blue light - the sure sign of some sort of abjuration, you know that much.
Calleigh checks to see if the stone around the door is also abjurated.
It is not, at least not visibly.
Calleigh attempts to go around the door!
You do so. The next room is a short hallway, with another door behind it. This door is of shiny, polished metal. No sign of decay here despite the water. This door glows intensely blue, the stones around it also glowing bright.
Calleigh carefully pokes around, looking for traps and stuff. How much water is there?
Meanwhile, Tryll tells the group, 'Next up is a hallway with a warded door. The walls are not warded, so Calleigh was able to get around them. Past the door is a short hallway with another door, though the room is pristine. The next door and the wall are also warded. Calleigh will need assistance before going further.'
Search, Calleigh.
"Sounds odd, if this is a fuckin' walled off passage," Dana grunts. "Doesn't make sense."
"Unless," Kascha says softly, holding a hand to her chest, "If it's walled off because it's not meant to be disturbed?"
'Possible. Probable, even. It could lead to some ancient terrible monster. Or a control center for the dungeon's magics.' Tryll replies.
"Last thing that was walled off was the wolf. Could be something else needs liberation. If the walls aren't protected, we can use acid to detach the door from the wall, depending on what the magic on the door is."
"Could also be a treasure vault," Canderella says, rather brightly. "That's something well protected."
"Quite. Let's find out."
Surraruthru heads towards the door!
The party reaches the first door without incident, Calleigh ahead and past it. It's exactly like Calleigh saw.
Surraruthru inspects the door, trying to puzzle out the magic with his Detect Magic.
> roll 1d20+57 Spellcraft
<Serith> Iddy roll for Serith < 61 > [d20=4]
It's a powerful warding spell that stops magic detection around the door, makes it almost impossible to force open or lickpick and resists basic spells like knock to open it.
"Magic to resist opening in various ways."
Does it seem reasonable to use Acid Splash to eat away the stone from around the hinges so the door falls? How many uses would it take?
You're pretty sure the protections on it would null your acid damage.
I thought the stone wasn't protected?
Oh sorry, misread. Good catch.
You probably could, you think.
Surraruthru begins calling on his innate dragon magic to use acid to eat away the stone!
I've got 2 castings of Acid Splash via Dragon/Sorc, and 2 more from Wiz. Lemme know how many get used so I can update.
All 4 will do.
With some tactically applied acid, the door hinges give way, the door falling backwards and revealing Calleigh and her door.
Surraruthru approaches the new door, avoiding the water, and begins to study the magic on it.
> roll 1d20+57 Spellcraft
<Serith> Iddy roll for Serith < 59 > [d20=2]
It's the same magic, only wider spread and stronger. All the stone around the door is protected, too.
"Same magic, more powerful. Extends to the stone, so the same trick won't work. We'll have to break the magic."
How's Tryll on PP? You wanna do the dispel or do you want me to?
'Please, allow me.' Tryll replies.
Area Dispel[blockquote]Rolled 1d20+20 : 19 + 20, total 39[/blockquote]
Tryll
HP: 326
AC: 47
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Inertial Armor (CL 31), True Seeing (CL 28), Elemental Body (CL 28), Surraruthru's Stupendous Dragonskin (CL 28), Strength of the Dragon Princess (CL 28), Mind of the Dragon Princess (CL 28), Agility of the Dragon Princess (CL 28), Endurance of the Dragon Princess (CL 28), Beauty of the Dragon Princess (CL 28), Create Magic Tattoo (CL 24), Create Magic Tattoo (CL 24), Energy Immunity (CL 26)
Bonuses: +1 morale attack rolls and will saves, immunity to fear and poison, +19 armor bonus to AC (blocks incorporeal), True Seeing, +4 insight to all stats but Wisdom, +1 luck attack rolls, +2 competence attack rolls
Negative Conditions:
Resources Used: 136 PP
Calleigh
HP: 217
AC: 56
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Inertial Armor (CL 31), True Seeing (CL 28), Elemental Body (CL 28), Surraruthru's Stupendous Dragonskin (CL 28), Strength of the Dragon Princess (CL 28), Mind of the Dragon Princess (CL 28), Agility of the Dragon Princess (CL 28), Endurance of the Dragon Princess (CL 28), Beauty of the Dragon Princess (CL 28), Create Magic Tattoo (CL 24), Create Magic Tattoo (CL 24), Energy Immunity (CL 26)
Bonuses: +1 morale attack rolls and will saves, immunity to fear and poison, +19 armor bonus to AC (blocks incorporeal), True Seeing, +4 insight to all stats but Wisdom, +1 luck attack rolls, +2 competence attack rolls
Negative Conditions:
Resources Used:
The magic on the door shudders thrice before winking out.
"Dana, if you wouldn't mind. Just in case there's some kind abomination, spell-warped, evil bull or something."
"I wouldn't mind what?" Dana asks right back.
"Going first through the door?"
This opens into a rather large chamber. The stone here is pristine and unmarred despite water running down it. The air within is pure and fresh, not a hint of staleness. The room is sloped, a downward hill rather like a funnel. At the bottom, rather than a hole, is a cylinder of glimmering black force, about 20ft wide and reaching from floor to ceiling.
Along one wall is a wooden cabinet, decorated with carvings of dragons and closed firmly shut.
There's no other doors leading in or out of the room.
"Interesting... Kascha, would you mind checking out the cabinet? I'll investigate the cylinder."
Kascha flies over to do just that. Canderella lingers by the door while Dana follows Surraruthru.
"So, any idea?" she asks, as you reach the cylinder.
Surraruthru makes a rumbling considering noise in his throat as he inspects the cylinder with his Detect Magic and True Seeing.
> roll 1d20+57 Spellcraft
<Serith> Iddy roll for Serith < 67 > [d20=10]
Your detect magic spell fails.
Your arcane knowledge is sufficient to tell you that it failed because it's likely warded against divinations. At least weaker ones but possibly more.
"Hmm.. It's warded against divination, I think. Interesting. Kascha, ideas on how to break through divination wards? I'm not sure I want to throw a dispel at yet, without knowing what other magic is on it."
"Cabinet's magic," Kascha announces, "It preserves what's stored in it, nothing too fancy." She pauses looking over at you.
"Well," Kascha says, "Do you have a stronger spell, like analyze dweomer, available?" Kascha turns all the way to you, "That's a good choice and worth trying if you do, since some anti divination wards only work on spells of up to a certain circle, under the same principle as globe of invulnerability. Otherwise there's not a lot I can think of to do."
'I may be able to get around it with an actual Divination.'
"Please do, Tryll. I don't have much divination magic prepared."
Tryll manifests Divination!
seeking knowledge of what's inside first, followed by how to open the cylinder.
You get no answer.
Your arcane knowledge tells you the same thing as Surraruthru - something's blocking your divination about the cylinder and what's inside.
True Seeing can't see inside it?
It cannot, either due to a divination block or whatever it is not being in a category true seeing helps with.
Can we determine ANYTHING about this thing? What it is? What it does? Who made it? Is it a folded space like a bag of holding? Is it a big black dildo? Gimme something.
Have you made a Knowledge check about it yet or any other check?
Tell me what I gotta roll, bro.
I'll roll to assist.
I need to know. I need to know.
Tell me baby girl because I need
to
know.
K:A.
[blockquote]Rolled 1d20+44 : 3 + 44, total 47[/blockquote]
K:A assist
[blockquote]Rolled 1d20+58 : 20 + 58, total 78[/blockquote]
You suspect it's some sort of upgraded wall of force based on the energy patterns, something in it making it visible to the naked eye. Based on the shape, it's most likely holding nothing more than a large sized creature or objects, unless it's an unusually sized creature. It could also theoretically be hiding something dangerous, though a wall of force by itself may not stop some kinds of danger.
You can rule out it being prismatic, at least. Unless there's an illusion you can't detect and true seeing is being blocked, but with no glare from it, it's unlikely.
'So who votes for opening this? If whatever's inside is alive and hostile, it could be a fight.'
"Dana votes yes, I assume. I do too for that matter."
"I'm curious, but it may be best to let it lie," Kascha warns, "It could be something horrible."
"All the more reason to find out," Canderella says, "It could also be something that deserves to be freed or treasure."
"Or we could beat it up! Or it could be the thing that controls this place! Or!" Calleigh waves her arms expansively, "Pies!"
Is there a way to tell the rough CL of the effect? So I know what dispel to use.
Not without that Spellcraft epic usage, and the barrier's blocking DM, so no.
"Pies? The fuck kind of wizard hides pies in there?" Dana growls.
"A hungry and covetous one. I'll use a dispel on it when everyone is ready."
Calleigh has a wand! Watch out! Tryll readies a Disintegrate, just in case.
"Ready," Kascha says, everyone taking position behind you, except for Dana, who positions ahead of all of you.
Surraruthru begins chanting once Dana signals her readiness.
Greater Magic Dispel, CL 31
[blockquote]Rolled 1d20+20 : 13 + 20, total 33[/blockquote]
No good. Whatever it is simply isn't subject to a greater dispel magic - a wall of force wouldn't be, you know.
Not even the illusions and stuff?
If by the ward, yes, it didn't seem to react, either. If there's illusions likewise, though you aren't sure on that count.
'Oh for-' Tryll just pokes the cylinder with the Disintegrate.
Ranged attack roll for a 1 check, first of all.
[blockquote]Rolled 1d20 : 19, total 19[/blockquote]
You fire true and...the beam hits the cylinder. It crumbles away and within...slime. A great mass of pale green slime - no two. Slimes perhaps 10ft tall and a bit more wide, oozing. Foul green and yellow vapors fill the room as the wall goes down, the slimes meanwhile oozing and jiggling, starting to move up the inclines.
Init and Knowledge: Dungeoneering checks as desired, all.
K:D
[blockquote]Rolled 1d20+57 : 19 + 57, total 76[/blockquote]
"Slimes! Gross!" cries Calleigh.
[blockquote]Rolled 1d20+29 : 17 + 29, total 46[/blockquote]
A terrible, ancient story comes to Surraruthru's mind.
These extremely rare oozes never occur naturally. They are the crowning achievement of a branch of sorcery that grapples with the theory of equivalent exchange. It holds that magic is merely borrowing a force from one place and offering up the equivalent force in return. This magic, also known as blood sorcery, uses the life force of the caster. Countless eons ago, the grandmaster of grandmasters created a final theory, one that held that a true equivalent exchange is self sustaining and never ending. With this theory he created the infinity ooze.
Infinity oozes are oozes that can split forever with no loss of vitality, creating perfect clones of themselves. They are surrounded by a toxic, acidic cloud of vapors and are exceedingly difficult to slay. Cut them, slash them, anything and they split, giving you an even bigger problem. If the stories are true, entire kingdoms have been buried under a tidal wave of ooze from these creatures.
"Infinity ooze. It can replicate an infinite number of times with no loss of ability."
I did call for init in case it wasn't clear, y'all.
Init
[blockquote]Rolled 1d20+11 : 13 + 11, total 24[/blockquote]
Tryll[blockquote]Rolled 1d20+9 : 3 + 9, total 12[/blockquote]
Calleigh[blockquote]Rolled 1d20+15 : 3 + 15, total 18[/blockquote]
> roll 1d20+12 Kascha
<Serith> Kotono roll for Serith < 14 > [d20=2]
> roll 1d20+4 Canderella
<Serith> Kotono roll for Serith < 11 > [d20=7]
> roll 1d20+5 Dana
<Serith> Kotono roll for Serith < 15 > [d20=10]
> roll 1d20-5 ooze 1
> roll 1d20-5 ooze 2
<Serith> Kotono roll for Serith < 3 > [d20=8]
<Serith> Kotono roll for Serith < -1 > [d20=4]
Init is Surraruthru (24) > Calleigh (18) > Dana (15) > Kascha (14) > Tryll (12) > Canderella (11) > Infinity Ooze 1 (3) > Infinity Ooze 2 (-1)
Open Surru.
"Dana, same as last time? Work together?"
Holding turn to act in concert with Dana. Planning to Orb of Force it.
Also, almost forgot. Make a Fortitude save, Surru. You don't have to if you have poison or acid immunity.
Everyone has Acid Immunity via Tapestry Spells.Surraruthru
HP: 391/413 (359 base)
AC: 52+4 (Deflection)
Touch AC: 24, Flat Footed: 57, SR: 37, CMB: 33, CMD: 51
Init: +12, Touch Atk: 38
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Bibliotheca Arcana (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL26), Epic Mage Armor (CL28)
Passive: True Seeing, Detect Magic, +15 to knowledge checks
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
Kascha
HP: 359/359 (305 base)
AC: 63
Touch AC: 47, Flat Footed: 57, SR: 38, CMB: 33, CMD: 61
Init: +14, Touch Atk: 31
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL26)
Passive:
Foul, acidic vapors spread about the room from the oozes. It's choking and harsh, but nothing all of you can't handle.
Fantastic. Calleigh's up, go.
"Blam!" Calleigh shouts, and a roiling mass of inky-black grossness issues forth from her wand.
Ranged touch for entanglement! For all the good it might do! Choosing random slime nearest Calleigh.[blockquote]Rolled 1d20+32 : 14 + 32, total 46[/blockquote]
Hit. What ability and what does it do?
http://www.d20srd.org/srd/psionic/powers/entanglingEctoplasm.htm
Goopy ectoplasm hits the first of the two oozes, covering it and slowing it down, as Dana nods, "NOW!"
Dana's up, so go, Surru.
Surraruthru launches an orb of force at the slime!
Orb of Force, CL 28.
> roll 1d20+38 Touch
<Serith> Iddy roll for Serith < 52 > [d20=14]
> roll 10d6
<Serith> Iddy roll for Serith < 43 > [d6=5,6,4,6,3,2,6,4,1,6]Surraruthru
HP: 391/413 (359 base)
AC: 52+4 (Deflection)
Touch AC: 24, Flat Footed: 57, SR: 37, CMB: 33, CMD: 51
Init: +12, Touch Atk: 38
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Bibliotheca Arcana (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL26), Epic Mage Armor (CL28)
Passive: True Seeing, Detect Magic, +15 to knowledge checks
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
Kascha
HP: 359/359 (305 base)
AC: 63
Touch AC: 47, Flat Footed: 57, SR: 38, CMB: 33, CMD: 61
Init: +14, Touch Atk: 31
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL26)
Passive:
> roll 1d20 -26 PA only misses on a 1 so not doing allt he math here
<Serith> Kotono roll for Serith < 4 > [d20=4]
> roll 1d6+51
<Serith> Kotono roll for Serith < 53 > [d6=2]
Your orb hits the ooze dead on, making it jiggle like a tub of jelly. At the same time Dana charges in, stabbing it deep and hard. This penetrates right in, only for a good hunk of it to slide right off and behind the oozes. It grows to full size in a moment, a third infinity ooze now behind the other two, halfway oozing uphill.
> roll 1d20-5
<Serith> Kotono roll for Serith < 8 > [d20=13]
Init is Calleigh (18) > Dana = Surraruthru (15) > Kascha (14) > Tryll (12) > Canderella (11) > Infinity Ooze 3 (8) > Infinity Ooze 1 (3) > Infinity Ooze 2 (-1)
"I don't think that was the right choice, Dana!" Kascha cries, "Surru, do they have any weaknesses?"
'I thought you weren't supposed to cut or stab oozes that split.' Tryll remarks idly.
"I fucking know that now!" Dana shoots back, "Lesson fucking learned!"
'Of course these could be different, in which case all of you meatbags are probably doomed.'
Uh, which Knowledge is it to find out if it has a weakness?
From the Knowledge check you made just before init:
A terrible, ancient story comes to Surraruthru's mind.
These extremely rare oozes never occur naturally. They are the crowning achievement of a branch of sorcery that grapples with the theory of equivalent exchange. It holds that magic is merely borrowing a force from one place and offering up the equivalent force in return. This magic, also known as blood sorcery, uses the life force of the caster. Countless eons ago, the grandmaster of grandmasters created a final theory, one that held that a true equivalent exchange is self sustaining and never ending. With this theory he created the infinity ooze.
Infinity oozes are oozes that can split forever with no loss of vitality, creating perfect clones of themselves. They are surrounded by a toxic, acidic cloud of vapors and are exceedingly difficult to slay. Cut them, slash them, anything and they split, giving you an even bigger problem. If the stories are true, entire kingdoms have been buried under a tidal wave of ooze from these creatures.[/quote]
You recall no weaknesses of the creatures, and from this, you're pretty sure cutting or piercing them is futile.
"No weaknesses and as Tryll said, cutting and slicing is useless."
Okay then. Anyway, Kascha's up, so go.
Kascha casts:
Quickened Empowered Maximized Scorching Ray, CL 29. No Save, SR applies.
> roll 1d20+31 Touch ATK 1
<Serith> Iddy roll for Serith < 46 > [d20=15]
> roll 1d20+31 Touch ATK 2
<Serith> Iddy roll for Serith < 51 > [d20=20]
> roll 1d20+31 Touch ATK 3
<Serith> Iddy roll for Serith < 32 > [d20=1]
36 fire damage to each slime.
Maximized Fireball, CL 29, targeting it so it will hit as many as possible, Ref half, SR applies
60 damage to all.
Surraruthru
HP: 391/413 (359 base)
AC: 52+4 (Deflection)
Touch AC: 24, Flat Footed: 57, SR: 37, CMB: 33, CMD: 51
Init: +12, Touch Atk: 38
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Bibliotheca Arcana (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL26), Epic Mage Armor (CL28)
Passive: True Seeing, Detect Magic, +15 to knowledge checks
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
Kascha
HP: 359/359 (305 base)
AC: 63
Touch AC: 47, Flat Footed: 57, SR: 38, CMB: 33, CMD: 61
Init: +14, Touch Atk: 31
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL26)
Passive:
Which one(s) does Kascha target with her rays?
3 slimes, 3 rays yeah? One to each.
Kascha stands and aims carefully, a trio of rays streaking out. Two of the oozes are pierced by the rays, color turning a bit reddish but nothing else ,a bit of smoke rising from where they were impacted, and then the fireball explodes amid them.
> roll 1d20+4 IO1
> roll 1d20+4 IO2
> roll 1d20+4 IO3
<Serith> Kotono roll for Serith < 8 > [d20=4]
<Serith> Kotono roll for Serith < 7 > [d20=3]
<Serith> Kotono roll for Serith < 19 > [d20=15]
The fireball scorches all of them, tinting them a semi-transparent light red, the oozes wobbling and jiggling.
Tryll, go.
Making assumptions here for the sake of expediency since we're so far behind. Feel free to correct me if I can't.Tryll makes whatever necessary movement adjustments are needed to ensure that the slimes are lined up in roughly a line-ish group and his allies are not in the way before establishing another link to the Positive Energy Plane and letting the gods decide who gets to live today.
Celestial Conduit (Twinned, Maximized, Empowered)
900 positive energy (untyped?) damage to everything in a 120 foot line.
Reflex DC 36 halves.
Rolling SR just in case:[blockquote]Rolled 1d20+31 : 14 + 31, total 45[/blockquote]
Tryll
HP: 326
AC: 47
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Inertial Armor (CL 31), True Seeing (CL 28), Elemental Body (CL 28), Surraruthru's Stupendous Dragonskin (CL 28), Strength of the Dragon Princess (CL 28), Mind of the Dragon Princess (CL 28), Agility of the Dragon Princess (CL 28), Endurance of the Dragon Princess (CL 28), Beauty of the Dragon Princess (CL 28), Create Magic Tattoo (CL 24), Create Magic Tattoo (CL 24), Energy Immunity (CL 26)
Bonuses: +1 morale attack rolls and will saves, immunity to fear and poison, +19 armor bonus to AC (blocks incorporeal), True Seeing, +4 insight to all stats but Wisdom, +1 luck attack rolls, +2 competence attack rolls
Negative Conditions:
Resources Used: 179/749 PP
Calleigh
HP: 217
AC: 56
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Inertial Armor (CL 31), True Seeing (CL 28), Elemental Body (CL 28), Surraruthru's Stupendous Dragonskin (CL 28), Strength of the Dragon Princess (CL 28), Mind of the Dragon Princess (CL 28), Agility of the Dragon Princess (CL 28), Endurance of the Dragon Princess (CL 28), Beauty of the Dragon Princess (CL 28), Create Magic Tattoo (CL 24), Create Magic Tattoo (CL 24), Energy Immunity (CL 26)
Bonuses: +1 morale attack rolls and will saves, immunity to fear and poison, +19 armor bonus to AC (blocks incorporeal), True Seeing, +4 insight to all stats but Wisdom, +1 luck attack rolls, +2 competence attack rolls
Negative Conditions:
Resources Used: 1 Entangling Ectoplasm wand charge.
> roll 1d20+4 they suck at Ref
> roll 1d20+4 they suck at Ref
> roll 1d20+4 they suck at Ref
<Serith> Kotono roll for Serith < 5 > [d20=1]
<Serith> Kotono roll for Serith < 11 > [d20=7]
<Serith> Kotono roll for Serith < 13 > [d20=9]
The blast of celestial power is sharp, overcharged and overwhelming. There's a clap like thunder and a gust of air, and when it clears ,the oozes are little more than slime on the ground. The back wall is cracked deeply, the stones of the floor scorched and fused together where the conduit touched it.
Well, that's one way to end an encounter. Free act.
"Very effective."
Surraruthru looks around the room for anything that he can take as loot...
In the mess of ooze, you can see the very bottom of the room is deeply cracked and crumbling.
There is the cabinet Kascha was investigating.
"The floor is cracking and crumbling. Don't fall. Let's check the cabinet."
Surraruthru flies to the cabinet to do just that!
You open the cabinet. Inside are several vials of green slime in jars of all various shapes and sizes.
Surraruthru inspects them for traps and general arcane identification with Detect Magic.
"Bottled slimes! Neat?" Calleigh hedges, ignoring Surraruthru's attempts at caution and hefting a vial.
Search check and Spellcraft both not needed, DC's trivial for you.
Calleigh hefts a vial. It's heavier than it looks, a slender crystal vial of green slime weighing several pounds.
There's no traps and you can detect a faint but persistent magic from the slime. You're fairly sure the slime in each vial is infinite, self replenishing as it is poured out of the vial.
Fortunately, Calleigh is also stronger than she looks, and hefts the vial easily. After a moment, it is subsequently stuffed into her bag of holding along with the rest of the vials and bottles.
"If we can discern the method by which they replicate, we may be able to mimic it into others. If nothing else, it seems most of the creatures here were experiments. Didn't Afina recently make friends on the ooze plane? We may be able to return them for more good will."
Loot post updated. Additionally there's a nagging post for you, Yuth. Whenever you have time to write it all out is fine, it's not super urgent so you don't need to focus on it instead of posting right now.
"That could be useful," Kascha says, "Infinite anything can be used productively, or well almost anything."
"It'd probably be pretty funny to drop them on devils." Calleigh says, "They'd make really good distractions if nothing else!"
"Oh yes, but we should study it," Kascha agrees, "Imagine if we could do more with it and make more things infinite. An infinite healing potion could be useful."
"We could make that moonfire slime thing roaming around the front hall infinite!"
"That....could be possible," Kascha finally says, "If we could. Hmm...." She turns to the both of you, "Tryll, Surraruthru, what do you think?"
'I need time to research it, and experiment in controlled environments. It's not something I could give a straight answer on now.'
Listen.
[blockquote]Rolled 1d20+24 : 1 + 24, total 25[/blockquote]
That was Tryll's, this is Calleigh's.[blockquote]Rolled 1d20+20 : 20 + 20, total 40[/blockquote]
Tryll made it so we'll roll with that.
Tryll can hear a faint groan from the damaged ground at the bottom of the room, where his celestial conduit devastated things. The groan of stone starting to give way, mostly.
'Floor's caving in.' Tryll calmly informs the group, as though remarking that the grass is growing.
Kascha, Canderella and Dana promptly take to the air.
Surraruthru absently begins to fly as well.
"If we could splice it into the hydras... Their healing combined with infinite replication. That's for later, though. What do you think is in the cavern under this room?"
'Infinite hydras. That sounds...' Tryll ponders.
"HILARIOUS!" Calleigh finishes, "Can you imagine? Cut off a head, grow another hydra! I mean probably bad for adventurers but still really funny."
Is there anything left to loot/search in the room, and are there any exits beyond the one we came through? If not,
let's run a Search.
Though, this does appear to be a secret room not intended to be accessed by anyone ever. Its contents appear to agree with that sentiment. Huh.
I figure the floor is going to lead to another chamber like with the wolf. That's sorta what I was waiting on.
Oh yes, quite right. Good show.
Sure enough, the floor groans and finally collapses, pouring down into a room below. It looks to a room full of stone-lined pools, disrupted and filled by falling rubble. You'd have to go down to see more - that and wait for the dust cloud to clear.
"As I thought. Let's see what's below."
Surraruthru waits for the dust to settle before going down to look around with Detect Magic.
Calleigh and Tryll head down as well!
This room's stone walls are coated completely in thick green moss, a few dozen stone lined pools down here - you think, as much of the room is covered in floor-rubble. There's a door to the east, unblocked, and one to the north, somewhat blocked by fallen rubble.
There is indeed magic around. It's strong divination, Surraruthru can identify these as scrying focuses for druids. They'd make scrying easier and more effective for a druid, other casters don't benefit.
You autopass the Spellcraft and K:A check.
"Druid scrying pools. Hm. This might be a druid's lair, then? Experimentation like what we saw with the wolf doesn't seem to fit a druid... Interesting. Which way do we want to go?"
"I'll check out the uncovered passage!" Calleigh says.
'I'll take the other, to help speed things up.' Tryll chips in.
"It might be unrelated and just on top of this. Oooooh," Kascha murmurs, whipping her book out and starting to write, "The layers alone could be massive, and the archological implications are impressive."
Dana lands with a thump, looking around. "One'll do," Dana grunts, "All of you turn around, I gotta piss."
Kascha sighs at that, wings drooping. "Dana, these are scrying pools, not an outhouse! Don't you dare!"
Meanwhile, Calleigh checks the uncovered passage. It opens up into mossy hallway, stone giving way to wood. It's notably warmer ahead as well as humid. It leads to a T intersection, a peek down shows doors on both side ends of the T.
Tryll finds the covered door opens into a room where grass grows on the stone floor, walls and ceiling. A pool of swirling purple water is here, on which seven motes of silver light dance across its surface.
ID roll on the pool?
Tryll examines his pool as Calleigh proceeds...left!
K:R or a K:L I know you don't have.
[blockquote]Rolled 1d20+30 : 16 + 30, total 46[/blockquote]
The pool reflects one of Mystra's holy symbols - the purple light or fires with seven stars. It's likely consecrated to her in some way.
Tryll checks the area, phasing through floors and walls and objects to see if there's anything else in the room.
Search check, Tryll.
Meanwhile, Calleigh finds this door leads to a huge room, grass growing from the stone floor. Trees rise up, full and broad, in spite of no sunlight. The ceiling wavers strangely, like a heat mirage, barely taller than two Hannas and yet allowing trees to grow much higher.
Int Roll[blockquote]Rolled 1d20+13 : 13 + 13, total 26[/blockquote]
"Neat!" Calleigh says as she heads to check out the other hallway.
As Calleigh approaches that door, she feels an overwhelming sense of dread.
Tryll finds nothing hidden.
Calleigh is flighty, but not stupid! She goes back to the group for backup!
Tryll notes the features of the room and also returns to the group.
Upon returning, 'I found what appears to be a shrine to Mystra containing a reflection pool with one of her symbols. It's likely magical in some way, but there were no other features of the room.'
"Well I found a room with trees growing and a big ol' heaty thing! And in the other direction was a really scary door!" Calleigh adds.
Kascha pointedly turns away from Dana, "How nice," she smiles warmly, "Is the pool worth investigating first, you think?"
'If you like. I didn't examine it too thoroughly. I know that there did not appear to be any additional items in the room, or any other exits.'
"Well, I doubt whatever the door is will go anywhere. The trees sound Luke more druid magic, so it seems like the shrine would be the quickest. Unless Dana absolutely has to get into a fight as soon as possible."
The horror of autocorrect.
"What I need is to take a fucking piss," Dana growls, "Go check out your pool while I take care of that."
Canderella sighs, "It's like watching a cute balor trying to threaten demon thralls. It's adorable, isn't it?"
"Daaaaaanaaaaaaa, why do you have to be so meeeeeaaaannnnn?" Calleigh asks.
"Because fuck you, that's why," Dana grunts, giving all of you an exasperated look. "I'm not being mean, I'm offering to take fucking rear guard."
Calleigh shrugs. "I mean if you've gotta go, you've gotta go. I don't have to walk through it. As long as you don't pee in a shrine or something. That seems like the kind of thing that causes smitings."
"How about we get going," Kascha says cheerfully, going to the northern door, "Tryll, can you move the debris, please?"
In response, debris begins lifting itself off to the side.
The way ahead is revealed and the party enters the room with the Mystran pool.
Surraruthru inspects the area, looking it over with his Detect Magic and True Seeing.
Make yer Spellcraftin'.
> roll 1d20+57 Spellcraft
<Serith> Iddy roll for Serith < 64 > [d20=7]
The pool is enchanted. If a druid meditates on it properly, they may gain insights to arcane magic they would otherwise never be able to use.
"More druid magic. Lets them access arcane magic..."
Surraruthru wonders if he could temporarily invert the magic...
K:A.
> roll 1d20+58+15 K:ABibliotheca
<Serith> Iddy roll for Serith < 81 > [d20=8]
Not without a ton of work and Mystra's blessing, as it's consecrated to her.
Surraruthru attempts to memorize how the spell is woven, just in case there's a call for him to try and recreate it later.
"Unless there's something hidden in here or one of you is secretly a druid, there's not much for anyone in here."
'The Aurora has druids. This could be useful for them later.' Tryll offers.
"I couldn't really find any when I needed one earlier. Had to find that Pearwood fellow. Let's move on."
"Which way, then? Calleigh's passage?" Kascha asks after taking a look around the room.
"Sounds fine to me."
The party goes to the T-shaped intersection. To the right is the door that made Calleigh feel dread, to the left is the door that Calleigh saw leads to the artificial forest.
"Scary door on the right! Probly a fight in there."
"Fight first or after?"
Dana turns and promptly marches to the door on the right.
Canderella hums, "It could just be a scare tactic, too."
"I figured as much."
Surraruthru perches on Kascha's shoulder as the group advances.
As the party approaches the door, they indeed all feel a sense of dread, ethereal and potent, but it quickly fades as you approach closer. The door itself is solid wood, old but still in apparently fine condition.
Surrauthru looks for any kind of magic.
"Kick the door in and beat 'em with clubs!" Calleigh cries.
There's faint magic on the door - the dread effect. How it's piercing your mind blank isn't clear.
"The dread is from an enchantment on the door... I'm not sure how it's overcoming the Mindblank..."
Surraruthru looks for additional magic on the door.
You don't see anything else.
"Don't see any other magic. Lets get this going."
The door's firmly locked.
"Want me to break it down?" Dana asks.
"Well, if something dangerous is in earshot, that will tip it off," Kascha frowns, "It's quite noisy."
Surraruthru flues forward, pulling on his draconic magic.
Knock. CL 24
The lock pops right open.
"Proceed.."
"That's not as fun as knocking it down!" Calleigh protests.
In this room is a statue of a man, nude save for a loincloth and with a wooden handled scythe in hand. A necklace of gold with a ruby pendant is worn as well. The statue's figure is thin and bony, unremarkable otherwise. The back of the room has a small chest of drawers as well as a door leading further on.
"Well...that's boring." Calleigh frowns.
"Treasure's never boring," Canderella banters right back, "That pendant looks expensive and it's probably magic, let alone that scythe."
"Possibly," Kascha agrees, "But is it dangerous, that's the question. Let me take a look."
Kascha takes 10 on Spellcraft for a total of 68.
"It's an animated statue," Kascha warns, "I believe it's triggered to attack if either item is taken off of it, unless a certain criteria is met. Hmmm..." Kascha whips out her book and starts writing, "My hypothesis is that it's meant for druids or clerics with a natural bend, which the magic supports. I suspect that if any of us take them, we'd have to fight."
"First druids, now clerics! I thought this was an arcane magic place!"
'Well, it's not moving NOW...' Tryll says, 'Right now, it's just a normal statue. Not moving. Totally stationary. As vulnerable as a statue gets.'
"Welllll, Mystra has plenty of clerics and this is her afterlife," Kascha says, "So you'd see all sorts of magic, and besides, Mystra is the Mother of All Magic. Not just arcane magic or sorcerer magic." She looks up from her book, "Oh, that's good thinking, Tryll. Smash it before it can even mount an attack."
Tryll elects to vaporize the statue's head by reaching out a tentacle and tapping it with a pair of Disintegrates.
Not rolling because it's impossible for me to miss. Fort save is 27 if it gets one.
> roll 1d20+7
> roll 1d20+7
<Serith> Kotono roll for Serith < 8 > [d20=1]
<Serith> Kotono roll for Serith < 12 > [d20=5]
Damages.
198+198=396
Aaaand that's one less statue, the pendant and scythe clattering to the ground.
'Nothing solves problems quite like repeated disintegration.' Tryll says as Calleigh scoops up the amulet.
Loot updated with these.
"How are you on reserves, Tryll?" Kascha asks gently, all while heading towards the chest of drawers.
'I am doing quite well at just under 75%. Please do not worry about me. I'll let you all know if I manage to run low.' Tryll replies confidently as Calleigh stuffs the necklace into her pouch and starts to wrestle the scythe in too.
Tryll
HP: 326
AC: 47
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Inertial Armor (CL 31), True Seeing (CL 28), Elemental Body (CL 28), Surraruthru's Stupendous Dragonskin (CL 28), Strength of the Dragon Princess (CL 28), Mind of the Dragon Princess (CL 28), Agility of the Dragon Princess (CL 28), Endurance of the Dragon Princess (CL 28), Beauty of the Dragon Princess (CL 28), Create Magic Tattoo (CL 24), Create Magic Tattoo (CL 24), Energy Immunity (CL 26)
Bonuses: +1 morale attack rolls and will saves, immunity to fear and poison, +19 armor bonus to AC (blocks incorporeal), True Seeing, +4 insight to all stats but Wisdom, +1 luck attack rolls, +2 competence attack rolls
Negative Conditions:
Resources Used: 189/749 PP
Calleigh
HP: 217
AC: 56
Spells Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Inertial Armor (CL 31), True Seeing (CL 28), Elemental Body (CL 28), Surraruthru's Stupendous Dragonskin (CL 28), Strength of the Dragon Princess (CL 28), Mind of the Dragon Princess (CL 28), Agility of the Dragon Princess (CL 28), Endurance of the Dragon Princess (CL 28), Beauty of the Dragon Princess (CL 28), Create Magic Tattoo (CL 24), Create Magic Tattoo (CL 24), Energy Immunity (CL 26)
Bonuses: +1 morale attack rolls and will saves, immunity to fear and poison, +19 armor bonus to AC (blocks incorporeal), True Seeing, +4 insight to all stats but Wisdom, +1 luck attack rolls, +2 competence attack rolls
Negative Conditions:
Resources Used: 1 Entangling Ectoplasm wand charge.
Kascha checks the chest of drawers. "There's a few silver holy symbols to Mystra, a set of vestments and a book, looks like religious scripture." Closing the drawer with a frown, "Then if this is a religious room, why have a magical defense like that in front of it? It doesn't make sense."
"You're the wizard, tell us," Dana drawls. "Doesn't make much sense to me either, but these assholes seem to have their own ideas."
Surraruthru inspects the room, looking for hidden things.
"It's possible the answer is the amulet and weapon. Depending on what exactly they are, and if they're meant to be used in tandem, they could easily justify the enchantment on the door. However, seeing as both of the most obvious deterrents were easily overcome, it's likely that they were a distraction or something meant to be used in an extremely specific way. The door could easily be a simple enchantment meant to keep curious neophyte acolytes at bay, and if the true treasure is either hidden or must be used in a specific way, then the security measures would likely be enough. Too much draws attention, too little is ineffective."
"The best defense is an overwhelming defense." Calleigh nods, "If you're gonna protect something, walls of iron and force and FIRE are always good. This seems half-hearted. "
"It's also old and forgotten. Lesser spellwork may have faded," Canderella says, "If that's even possible in Dweomerheart."
"It is," Kascha says, "It's a Heaven, not a hospice for spells to go on and on and on." She gives Canderella a long look and a smile at that, "Though that makes me imagine an afterlife for spells and where they go after we cast them."
Search, Surru.
'Magic is very strange.' Tryll comments.
> roll 1d20+39 Search
<Serith> Iddy roll for Serith < 53 > [d20=14]
"While that does have merit, things with magic tend to be a bit more hidden. At least with things concerning Mystra, from my studies. Secrets of the universe and all. There's likely some specific meaning and puzzle to this entire place. Magic and nature, each warping the other and the same side of the coin, springing from the same source and the like. Too much magic and not enough nature, you get an abomination like the wolf. Too much nature and not enough magic, and it needs to be converted like with the shrine... This entire place seems dedicated to the combination and conversion of both. From magic springs life, perhaps? Hmm... But the statue... An avatar of death? Withering? A scythe is a symbolic weapon and I don't believe Mystra favors it specifically... What about the necklace? Calleigh, could I see it again, please?"
Searching around, Surru finds an old gold coin beneath the chest of drawers. The mintage shows Mystra's holy symbol on one side and a bonfire on the the other.
Surraruthru shows the coin to Kascha and the others.
"Bonfire? Hmm... Do you recall anything in Mystra's lore about a bonfire? Perhaps the fire of life? And hidden under the treasure... Hmm..."
Surraruthru racks his brain for anything connecting Mystra to bonfires while checking over the base and floor of where the statue stood.
K:R, all.
> roll 1d20+25 K:R
<Serith> Iddy roll for Serith < 31 > [d20=6]
Kascha takes 10 for 55.
While you draw a blank, Kascha speaks up, "Oh yes, that's used as a symbol of the Weave in some Mystran faiths," she speaks up, "I suspect that coin was minted in Dweomerheart in the past."
"Hmm... I wonder if that's the key, to just access the weave and see all magic..."
Surraruthru thinks on how he can do this... Maybe something along the lines of what he does with his Tapestry...
K:A check, why not?
> roll 1d20+58+15 K:A
<Serith> Iddy roll for Serith < 74 > [d20=1]
Tryll[blockquote]Rolled 1d20+30 : 8 + 30, total 38[/blockquote]
Calleigh[blockquote]Rolled 1d20+21 : 12 + 21, total 33[/blockquote]
Calleigh passes over the amulet!
Doing that is considered impossible, as it is the personal domain of Mystra. You've heard rumors, the barest tales that perhaps Azuth and those who serve Mystra or are in her favor may be allowed to see the entire Weave, but it's otherwise outside of reach.
"It's beyond me, to be honest. It requires Mystra's personal blessing, but since this is a temple for her, it may be designed to make it easier for her follows to see at least portions of the weave. We should keep moving, though. I don't see anything else here."
"To the trees!" Calleigh cheers.
Surraurthu nods and heads off towards the tree door!
"Wait," Kascha says, "What about the door in here?"
Refresher: The back of the room has a small chest of drawers as well as a door leading further on.
"Not to the trees!" Calleigh reverses direction seamlessly. Tryll ruthlessly loots the dresser while Calleigh checks out the door and what's on the other side.
Totally forgot that was there.
"Ah, yes. I got so caught up in trying to figure out the weave I forgot it was there. Kascha's correct, let's finish here first."
Going to take all the religious stuff in there, Tryll?
Calleigh peeks beyond the door. Within was once a closet, several priestly robes and outfits once having hung there. However, the back wall has given way, opening up into the side of a hallway.
I'll just take everything. Easier to sort it out later.
Calleigh pokes back through the door. "Looks like a closet that collapsed into a secret hallway!"
"Secrets are always good. Usually."
Surraruthru heads into the new hallway cautiously.
Listen you two.
> roll 1d20+38 Listen
<Serith> Iddy roll for Serith < 56 > [d20=18]
It's faint, but Surraruthru believes he can hear the crackle of fire.
The hallway goes two directions. To the right it goes about 20ft before hooking into a T intersection, passages going both north and south. The southern passage tilts downward, incidentally.
To the left, the hallway goes to a dead end - a cave in, the roof having fallen in, rock blocking the way further there.
"I think I can hear fire... Calleigh, can you check through the cave-in? We can Disintegrate our way through if we need to."
"Yep!" Calleigh heads out.
Done and done. You fly through some rubble. Past it is a tad more hallway and a door at the end of the hall. The air also smells musty and funny here, actually.
Fortitude save. This is poison so any bonuses or immunities apply.
She's incorporeal. Is it a magical effect or just a room filled with gas?
Magical enough to affect her in her condition, yes.
[blockquote]Rolled 1d20+20 : 7 + 20, total 27[/blockquote]
> roll 1d10 cha damage
<Serith> Kotono roll for Serith < 7 > [d10=7]
Poor Calleigh.
Woah. Whatever is wrong here makes you feel wrong. Loopy. Out of it. You want to giggle but everything seems blurry, hyper real and unreal at once. You see color and taste them at the same time, floating around in nothing and everything. Woaaaaaaaaaaaaaah. Like, woaaaaaaah. Have you ever thought about good and chaos? REALLY thought about them?
'...the room is full of poison gas, and now Calleigh is stoned.' Tryll tells the group flatly as he stuffs things into Surraruthru's portable hole.
"Oh no!" Kascha gasps, "Do you mean she's petrified?"
Dana scowls, "Well hell," she goes and kicks at the rubble, "That's going to be a pain in the ass."
Minor point: Elemental body: You are immune to poison, sleep, paralysis, and stunning, and are not subject to extra damage from critical hits or flanking.
Would that negate it? Because everyone has elemental body.
Yes. Calleigh's off the hook then, so strike those lines about it. Go ahead, Calleigh.
Aw heck I forgot about that, thanks Iddy.
Calleigh ignores the poison and checks out the door!
This room is a magical laboratory - you know the type by now. Dominating the back wall is a vast tub of foul brownish water, from which semi-visible gas rises, quickly ghosting away altogether. It smells utterly terrible in here.
Awesome. Calleigh heads back.
"Well?" Dana asks once Calleigh returns.
"Nope, no well. Just a lab."
Canderella frowns, "Inevitable in this sort of place. Was it worth looting?"
"It's got a big tub with brown stuff in it that appears to be making poison gas. Maybe. Or party gas. Is that a real thing?"
"It must be," Canderella says, blandly. "A wizard made it. Ah, that brings back memories of that glabrezu I knew who specialized in poisonous gases. Oh, that was some good times."
"Really, the fuck was his name?" Dana turns to her, "He still alive?"
"Unfortunately not. He was on the losing end of a paladin's holy avenger, and I doubt he'd approve of you or even myself with the changes I've been through," Canderella says. "So it's thoroughly moot."
"Right. Yeah. What?" Calleigh is very clear.
Tryll wordlessly destroys the rubble with a disintegrating beam.
Musty, foul air trickles in as Tryll removes the rubble - only for more to fall in from above, halfway filling it before stopping. You can just climb over this much, and above looks to be mostly empty space, a cave in rather than a new path revealed.
Surraruthru enters the new area, looking around for anything useful.
Search.
> roll 1d20+39 Search
<Serith> Iddy roll for Serith < 41 > [d20=2]
It's a foul smelling, rubble strewn hallway. At least you verify the door doesn't look trapped.
"Doesn't look to be trapped. Let's go."
Surraruthru flies up to the door to wrestle it open.
The old wood door is decidedly jammed. Magic or strength will be needed.
I mean, my STR is 26 right now...
Surraruthru tries to force the door open!
Strength check.
> roll 1d20+8 STR
<Serith> Iddy roll for Serith < 10 > [d20=2]
No good, it's stuck and not budging from your efforts.
Dana stomps on up and kicks it in dead center mass.
> roll 1d20+9
<Serith> Kotono roll for Serith < 14 > [d20=5]
Which doesn't budge it, either.
Surraruthru resorts to magic, once again.
Knock, CL 24.
The door pops ajar at your magic.
Surraruthru shuffles in.
It's fairly dark in here and smells awful. You resist the urge to gag as you look around - an ancient laboratory, just as Calleigh saw, including the tub of brown water.
My necklace of adaptation doesn't provide me clean, good smelling air?
Surraruthru begins searching around for anything interesting. "Could someone take a sample and then cap that water basin?"
> roll 1d20+39 Search
<Serith> Iddy roll for Serith < 41 > [d20=2]
It would then and spare you the stench, yes.
It's an old laboratory. There's mostly just ancient equipment here, most of it too far gone to use, though you see a few worthwhile pieces.
Oh, and there's a hidden door on the left side wall.
"Hidden door on the left."
Surraruthru points this out to the others as he stuffs the worthwhile pieces into his portable hole.
"Zing!" Calleigh vanishes into the door.
Surraruthru and friends do so as Calleigh goes through the door. Within is an ornate, glowing circle carved into the ground, carved white and red. A cabinet is beyond it on the far wall, but there's no doors leading further from here - it's a dead end.
True Seeing see anything?
You faintly see green wisps coming from the circle, tiny little breezes felt. On further inspection you can smell fresh air.
roll for whatsit?
K:A and K:P. You can roll both.
Psionics[blockquote]Rolled 1d20+35 : 19 + 35, total 54[/blockquote]
Planes[blockquote]Rolled 1d20+27 : 20 + 27, total 47[/blockquote]
It looks like a portal to Air. Additionally, based on the red coloring, it may be aimed at a part of Air warmer than usual.
"Different!" Calleigh heads back.
"Different how?"
"Yes, please elaborate," Kascha smiles, "How is it different?"
"There's Air in there!"
Surraruthru raises an eye-ridge.
"Tryll, care to translate?"
'There's Air in there.' Tryll replies helpfully.
"Why yes, I hope there is," Canderella says, "Otherwise breathing becomes a trick." She smiles ever so slightly at that, a finger to her lips. "Really, it's like there's not a thunderstorm out there."
"I mean a portal to Air!" Calleigh says, "Oh, and also a dresser. And a dead end."
"A portal? Interesting. It's worthing checking out the room and dresser. We'll note the portal in case something happens and we need to get out of here quickly."
Dana marches forward and promptly kicks the door to the portal - which isn't locked and opens with a groan of long-unused hinges.
"Let's get fucking GOING already," she says, "We're somehow missing all the fights, I just know it."
Surraruthru chuckles at her frustration. Ahh, mortals. Then he follows her in to loot the room and inspect the portal with Detect Magic.
With a tipoff and your arcane lore and Spellcraft, you easily discern it is indeed a portal to Air.
Surraruthru ignores the portal, then, and focuses on the dresser and room for loot.
Within the dresser is the following:
Several rotting, crumbling bags full of silver and gold coins.
Silver tokens in the shape of a coin, carved with tiny runes that glow green.
A single gold and diamond ring.
Surraruthru inspects the coins with runes before touching them just to make sure they're not cursed.
> roll 1d20+57+15
<Serith> Iddy roll for Serith < 79 > [d20=7]
What precisely are you rolling here?
To identify the runes and magic they hold.
There are 8 of the following:
Air Tokens: These tokens aid anyone who carries them in understanding how Air works. They instinctively know how to fly in Air, benefit from a +2 competence bonus to Knowledge (Local: Air) checks and gain a +1 bonus to attack rolls while in Air.
"The tokens will help us on the plane of Air. Knowledge and combat skill. Keep them ready in case we have to use the portal to escape. Let's check the other end of the hallway?"
Taking them, then?
Calleigh checks behind the walls of this room on a whim.
Sure.
How far are you going, Calleigh?
Up to 3 feet. 3 feet of stone is a lot. If I can't find anything 3 feet beyond any wall, it's probably not there.
In the upper-right corner you got across something - the very start of a room, barely noticed. You'd have to go back and further in that direction to explore it.
Calleigh does so!
Woah.
WOAH.
TREASURE!
You see a large room filled with treasure - gold coins and bars, rich tapestries untouched by time, heaps of silverware and silver plates, boxes of jewelry, gemstones, rich furs, heavy bags full of who knows what riches and more. It's all neatly stacked and organized, no door in or out of here. However, standing in the center of the room is a stone pillar. It has dozens of carved gemstone eyes on it, constantly sweeping the room.
After a second, they all whirl on Calleigh, moving about to focus on her.
It is not a slicer, not a dicer, not a chopper in a hopper! What in the hell can it possibly be?
K:A.
[blockquote]Rolled 1d20+35 : 17 + 35, total 52[/blockquote]
You have no idea what it is beyond a construct. Your best guess is that it's something dreadfully obscure or unique. At least you know it is a construct and all the basic traits of the construct type.
'Calleigh's found a treasure room!' Tryll tells the group as Calleigh sinks back into the wall and instead tracks into the ceiling above the construct.
"What? Where? We need a path into it."
"Great," Dana says, "So how the fuck do the rest of us get there, more magic disintegration shit?"
Meanwhile Calleigh stays in the stone and moves to where she wishes, still inside the stone.
'Yes. And!' Tryll says, preparing another disintegration beam, 'There's a construct in there. If it's hostile, let's let Dana take it, mm?'
"Certainly. But not solo. We'll help when she needs it."
"Then let's do this shit before it finds a way to pussy out and just give us the fucking treasure," Dana growls.
Tryll removes the wall, careful to not also disintegrate treasure.
A hunk of wall gives way, revealing the room - and the pillar, with eyes that are mostly on the party dead on, but a few are the top of it, staring up at the ceiling.
Right where Calleigh is, Tryll's dead sure.
Calleigh poked her head out of the ceiling, "Hello! Are you angry hostile?"
Surraruthru uses his Detect Magic and True Seeing to try and identify the magic fueling the construct and if there are any weaknesses.
The eyes on top of the pillar watch Calleigh silently but there is no other reply.
Caster level on both of those, Surru.
True Seeing is via Hathren Mask so I'm guessing it's lowest CL, which is 12.
Detect Magic is SLA, so it'd be CL 27.
Caster level CHECK. Typo there, meant to prompt you. My bad. Make CL checks on both of those.
> roll 1d20+12 CL: True Seeing
<Serith> Iddy roll for Serith < 15 > [d20=3]
> roll 1d20+27 CL: Detect Magic
<Serith> Iddy roll for Serith < 41 > [d20=14]
The pillar radiates no magic at all and you see nothing unusual with true sight. The entire room seems distinctly non magical.
"I don't see any magic at all... Something strange is going on. Kascha, ideas?"
'Undetectable auras?'
Kascha carefully steps back. "Whatever this is, it's capable. My instincts tell me to be careful," she admits, "No doors or ways in or out besides magic. Whomever made this likely has the means here to protect this."
"I can drop a dispel in there and see what happens."
"Hmmm, that depends on what this is. It could be a honeypot," Canderella says, "But that doesn't make sense with it being that hidden, unless we chanced on it in an unintended way."
Calleigh takes shelter in stone.
"Dana, I'll cast a dispel in there. Be ready to take advantage of whatever happens."
Surraruthru begins casting!
Dispel Magic, Greater.
> roll 1d20+30+9 Dispel
<Serith> Iddy roll for Serith < 58 > [d20=19]Surraruthru
HP: 391/413 (359 base)
AC: 52+4 (Deflection)
Touch AC: 24, Flat Footed: 57, SR: 37, CMB: 33, CMD: 51
Init: +12, Touch Atk: 38
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Bibliotheca Arcana (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL26), Epic Mage Armor (CL28)
Passive: True Seeing, Detect Magic, +15 to knowledge checks
Moderate School Esoterica: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
Kascha
HP: 359/359 (305 base)
AC: 63
Touch AC: 47, Flat Footed: 57, SR: 38, CMB: 33, CMD: 61
Init: +14, Touch Atk: 31
Active: Mind Blank (CL15), Fortunate Fate (CL13), Planar Tolerance (CL7), Greater Mage Armor (CL5), Heroes Feast (CL20), Elemental Body: Fire (CL28), Surraruthru's Stupendous Dragonskin (CL28), Strength/Mind/Agility/Endurance/Beauty of the Dragon Princess (CL28), Create Magic Tattoo (CL24), Create Magic Tattoo (CL24), Energy Immunity: Acid/Cold/Electricity/Sonic (CL26)
Passive:
What are you aiming the dispel at? Area dispel or targeted dispel?
Area. Since I can't exactly see anything magical, I'm throwing a net out and seeing what happens.
The air in the room shimmers and the sound of a bell echos throughout, crystal clear and beautiful.
The voice that sounds afterwards is dry, disinterested and clinical. "Sharpen your minds for this coming test, for failure will cost you dearly. Always provide what is shown and given to you."
"The hell did we stumble on?" Dana growls low in her throat, as the pillar flashes green, all of the eyes focusing on Canderella.
"A trap and a test. It's going to target Canderella. Provide what is shown... Wealth and treasure?"
"I don't have the slightest," Kascha admits, "Do you?"
A tiny hand appears above Canderella and coins begin to fall from the ceiling. "Catch!"
"Maybe it's something for each person and Canderella is first up? What is shown... A room full of treasure... Anything you can think of as treasure, Canderella? Unless someone has a better idea?"
Canderella catches them and throws them at the status. The coins clatter and do nothing - before a flash of green light and suddenly...
> roll 1d20 1 check
<Serith> Kotono roll for Serith < 2 > [d20=2]
> roll 10d6
<Serith> Kotono roll for Serith < 34 > [d6=6,1,1,3,1,6,4,6,1,5]
Acid sizzles on Canderella's arm - to no effect thanks to Surraruthru's magic.
A moment later, the pillar's eyes whirl to Surraruthru and flash red.
"Well, I tried!"
Surraruthru begins casting, thinking he's figured out the trick.
Delayed Blast Fireball, CL 24, but limiting to lowest power. No delay on detonation, targeting the face/eyes/pillars.
> roll 1d6 Fireball
<Serith> Iddy roll for Serith < 5 > [d6=5]
Nothing happens. No beam, the eyes instead starting to look all over as they flash green, red and then yellow.
"I think I figured it out. Eye color indicates energy type. But I have no idea why it's going crazy."
'Seems simple enough.'
'I don't know," Kascha agrees, "Green, red, yellow. Acid, fire and lightning?" Kascha asks.
"Seems likely!" Calleigh chirps.
"Then fuckin' do it!" Dana calls.
If that's what you all want to do, who is doing what here
I can do all of the energy. Pick one that the other's can't do or do often.
Unless I can pull off all three at once? Does it only allow for damage done in a single round?
I can do Fireball and Acid Rain. They're both pretty high level for this. I also have Acid Splash, but I think that's touch range.
You aren't sure, but Canderella didn't have a ton of time until getting rayed - about a round's worth.
What's Kascha got?
Almost all of her spells are fire.
Alright, the only one I CAN'T do is acid, so you're on Acid Duty. Candy's on Electricity, Kascha for Fire, and I'll take Cold.
Okay, then let me know who is casting what andw e'll start sorting this out.
Kascha with a low level fire, Candy with a low level Electro, and Surru with his lowest acid spell.
I forgot I also have a rod of energy substitution, so I'll just use that on an orb of force.
Kascha has Scorching ray. I'm at work still, so if someone wants to do the casting for those, I'd appreciate it as it would speed things along.
You can't use energy substitution on force, it isn't one of the five energy types.
So Kascha casts scorching ray, Canderalla some measure of lightning and Surrur throws some acid out? Waiting on particulars.
Iddy can use Acid Splash because it's cheap
Jawesome. Finally, what do you all want Canderella to cast, so we can get this moving?
Lesser obr from elecrton
Lesser Orb of Electricity oh my god
Wow. Next post incoming, but wow.
The three elements fly and hit the pillar, one after another. The pillar's eyes shut as the same voice speaks again. "Please kindly wait here before touching anything in the room. Someone will be with you shortly."
"Uhhhh, okay." Calleigh muses, peering about.
"Likely a custodian who will review our performance and allow us to take a certain amount based on it. I think."
"But why?" Dana growls, "Why put this in some...oh this makes no fucking sense!"
Canderella chuckles at this, a rich and throaty sound. "Who said wizards need to make sense?"
"It's a test, isn't it? Tests have grades."
"I hope we get a D. For disintegrate!" Calleigh is contributing.
"Not the D I'm looking for," Dana grumbles quietly, as the air in front of you ripples. Before you is an old man in rich blue and white robes, well kept and clean. He has a long, bushy white beard and a wizard's hat atop his his head. His ears are hidden by poofy white hair, but his features are more or less human. He chuckles, clapping slowly as he stands there.
"Should we disintegrate him?" Calleigh asks.
Surraruthru raises an eyebrow and chuckles at Dana. "I'm sure we can find a solution for that somewhere."
Surraruthru then turns to Calleigh.
"I think not. He's likely going to be protected by this place. Though if we get shorted on treasure, I might try and break all the magic of this place."
The man laughs, "You're a few thousand years too young for that," he says, "I do enjoy a good debate, so tell me why you deserve this treasure here."
"Oh, I don't know. I've been known to punch above my weight class, so to speak. As for the treasure.. Well, mainly because if you don't, you'll have to deal with Dana going ballistic. As much as she might not be able to kill you, I imagine you won't look forward to the screaming. Other than that, we dealt with wolf in a kind and amicable way, trading its safety for our group's diminished power. We were able to control the oozes in short order, and we figured out the construct's trick quickly. We've worked efficiently and effectively, with minimal expenditure of power, using the right tools for the right job at the right time. All very important traits for a group and a mage."
"Also we wanna use it to make the Nine Hells unhappy!"
Make a Diplo check, Surru. Calleigh aids.
Diplo:
[blockquote]Rolled 1d20+39 : 18 + 39, total 57[/blockquote]
[blockquote]Rolled 1d20+36 : 7 + 36, total 43[/blockquote]
"So what you're saying is that through might of arms, intellect and magic, this treasure is yours? That might makes right?" The old man asks, stroking his bearded chin.
"Is...isn't that how treasure hunting works?"
"Is it, little courre? Tell me! Convince me!" The old man laughs, "Mighty warriors such as yourselves should have no difficulty answering such simple questions."
Surrauthru chuckles.
"If you wish to get into the philosophical arguments of force, we can. I have a number of points to make on it, but for the sake of everyone else's ears and time let me point two things out: first, in most realms of existence might does make right. The strong eat the weak, and many other idioms. Second, in this specific case we entered this dungeon with the expectation and understanding that rewards and treasure were ours upon success, as stated in the lore. While you might not have explicitly agreed to that, neither did you contradict it while having full knowledge of the lore that would lead us, and many others, here."
"Uh, yeah! What the dragon said! And stuff! Also it's for a good cause!"
"Interesting! It gives this old man something to think about," The old man says, "Take as much as you want, but not more than you need. Choose wisely."
Surraruthru looks around at what is there.
What are we looking at here exactly?
"Uh, we kind of need a real real real lot."
You see a large room filled with treasure - gold coins and bars, rich tapestries untouched by time, heaps of silverware and silver plates, boxes of jewelry, gemstones, rich furs, heavy bags full of who knows what riches and more. It's all neatly stacked and organized, no door in or out of here. However, standing in the center of the room is a stone pillar. It has dozens of carved gemstone eyes on it, constantly sweeping the room.
For Iddy.
"That's right," Kascha says, "We're with Aurora, if you've heard of us? Additionally, Seira and Alicia, allies of Dweomerheart, both support Aurora's mission. Please sir, if this can be spared, give us as much as can be spared."
Canderella snickers a bit at that, "They're right, you know," she says in her beautiful voice, "But I'd wager a 100 gold coins that you knew that the moment you saw us. So what are you, a proxy? Perhaps Azuth or Savras in avatar form or shape changed? Or merely an ancient wizard with nothing better to do but test heroes who somehow find this...but I doubt that. It's too meaningless. So come on," Canderella waltzes on over to the old wizard, all smiles as she rests a hand on his cheek, "Tell me. Don't worry, I'm good at keeping secrets." She smiles sweetly, meeting his eyes. "Tell us what the meaning of this is and why you're doing it."
I meant more what the restrictions here are, and if there are magic items, ect
You'd have to take some time looking for magic items, which you simply don't have right now.
What do you mean by restrictions?
Calleigh looks around the room. "I don't think this is enough gold, Surru."
"Hey mister!" Calleigh points at the old man, "We need about half a billion gold's worth of stuff! Can you cover it?"
Waiting on Iddy here since his reply matters.
I think we talked about this last night. I believe he's concerned about the statement "Take as much as you want, but not more than you need. Choose wisely."
Mostly because we need all of it. And probably more. A lot more.
Right. That's called a test of wisdom, bravado and luck. It's not something you can really quantify on your end of it, so I'm leaving it to Iddy to clarify his intent and proceed as he will.
Or maybe it's just a nutty old mage who doesn't care what answer you give him. One way to find out.
Yeah, Yuth was right. I thought it would be like pick 5 things, choose wisely.
"Indeed, we need a lot. We're gearing up to fight for a world where Bel has made a personal appearance. As much as I personally would like to take everything and add it to my hoard, it'll all be going towards equipping us for the fight. We likely need everything."
The old mage chuckles as all of you talk and Canderella caresses his cheek. "Ah, many arguments about need and one succubus bringing the debate down with her sexuality." The old man reaches up and flicks Canderella's forehead, sending her flying into the wall like she was hit by a giant's club. "Kindly do not touch me."
I know Iddy's made several custom spells. Have you made any custom powers, Tryll?
Just Ataxia.
"Candy!" Calleigh frantically flies, following Canderella's flung form.
Canderella lies in a heap, dazed and groaning. "Did....did you see that goristro that hit me?" Her voice is rather out of it, faraway and loopy.
"I think I can agree to your demands, you've given to the Weave," The old man says.
"Don't have much love for succubi, then? But thank you, I suppose."
Surraruthru takes out his portable hole for things to be shovelled into it.
"A lesson to her. She can tell you about it later," The old man chuckles warmly, "Good hunting." He's then gone, the pillar of eyes staying still.
"Well then. Let's clear this place out and get back to Aurora. There's work to be done, and I think Canderella would prefer having her nap in a bed."
"Calleigh," Canderella slurs her words long, "How comes you're so blue?"
Surraruthru considers Canderella's words... A succubus/slaad hybrid trying to communicate...
Calleigh attempts to help Canderella back to her feet. "I'm only a bit blue!"
Tryll silently begins lifting and dumping small treasures on Surraruthru's head until he decides to open his portable hole.
Going to loot and go then?
Unless Yuth wants to continue exploring.
This does feel like the end, yes. Also we're taking the pillar. Fuck that guy.
How are you going to try and take it?
Use acid above and below it then tip it over and into the portable hole?
If it's immobile, we could always just remove its anchor points via disintegrate. By we I mean I, and by remove I mean disintegrate, and by don't let it fall I mean I'll hold it in place with my brain until we can roger it into the hole.
Works for me.
You disintegrate the anchor points around the pillar. It floats there, unmoving and yet not falling, as your mental power simply slides off the pillar altogether. It's slippery to your mind, for lack of a better word.
Calleigh stares at the pillar, willing it to move.
"Try the bag of holding?"
The pillar does not move.
"It'll probably resist everything."
"Bleh!" Calleigh makes faces at the pillar, "I don't want it anyway."
Returning now, y'all, or do you have another idea to try on the pillar?
Not I.
Tryll attempts to communicate with the pillar! 'Would you like to come with us?'
There is no reply from the pillar.
Well, I'm done.
Okay, I'd like to start catching up things, so barring loot a sec, do you two have anything urgent to do with the next day or so IC?
Nope. I've got a couple things but not urgent.
Things we need to do:
Talk to Lathander
Get pure water from somewhere we're not going to fuck up everything
Count de Monet
One sec here, waiting to catch J*A up so we can all be on the same day and get things moving.
theyre already a day ahead of us! Don't steal our days!
Serious talk, do you need that day for something in particular? I'm just trying to reduce headache on my end.
Well, nothing really on my end. My list consists of making more money so I can get those two items I want, checking into Pyrohydras, that epic weaving skill stuff, and the demi-plane stuff. The Selune thing is still pending, and depending on if I can score enough money, maybe some basic gear for the Hydras for the upcoming battle. Beyond that, I have nothing specific in mind,
Right. I assume the day will be in things that don't need to be shown IC, as well as sorting your loot, of which you have heaps.
That's fine, I suppose.
Tryll & Calleigh will spend the day attempting to research or find a source of pure water that doesn't require going through the Padisha and getting us turned into fish for a thousand years
Okay, could you paste the research you did last time? I think it mentioned a few different sources and possibilities.
oh jesus you'll have to give me a bit to find it
That's fine, I have work soon anyway so it's more setting up for tonight.
Or maybe tomorrow, I'm pretty wiped since it's been a tough week at work, we'll see how coherent I am tonight.
Okay, so Paragon stuff.
Ritual:
- The ritual is complex. It will require a great deal of work to set up. It requires the following: 50,000 gold in reagents, a bit of blood from the creature (or similar bodily fluid if the creature does not have blood) and one week of preparations and purifications.
- The ritual itself will require several K:A, K:P and Spellcraft checks. Failure results in the ritual failing and the reagents being wasted. The person conducting the ritual does not need to be the person seeking to become a paragon.
- The goal of the ritual is to define yourself as a paragon. As such, you must have what you represent as a paragon prepared and distilled to its utmost.
- The ritual is not guaranteed to work. Even if you succeed on everything, the question may not be sufficiently meaningful to your race. Alternately, there may be another paragon who already covers this. If so, you will learn the name of the paragon and the plane he is on. Finally, sometimes the ritual simply fails for reasons the author isn't certain of. It's hard to tell if a proposed question was not meaningful enough or if an unseen factor did it, after all.
- If they are available, taking levels in a racial paragon class (such as human paragon) helps somewhat, but it doe snot guarantee success.
My idea was to augment the ritual along the lines of its name: What defines us? When you break down Tryll or Calleigh, what are they at their base parts?
This led me to the following very basic list:
1 part bottled pure water
2 parts bottled raw chaos
2 parts bottled good stuff from Arborea
1 parts bottled squid
1 parts bottled book of jokes
Purest water from Water
Chaos from Limbo
Maybe a few leaves or heartwood pieces from an old tree in Arborea
Find and slay some sort of Kraken in Balmuria
Contract our book finder to find a quality joke book
Your suggestion: The Maharaja's Spring. Despite the name it's a fountain within the palace of the Padisha of the Marid. The water there is exceedingly pure and charged with the magic that comes from the Coral Throne. The Padisha is generally willing to barter for it or trade favors, or redeem a favor for it. It's high quality for all sorts of magical uses and valued for making powerful magical items.
Okay, make an K:P check.
Aurora bonus?
If you mean the library bonus, yes.
[blockquote]Rolled 1d20+49 : 11 + 49, total 60[/blockquote]
It takes some digging, but if nothing else, there's other sources of pure water.
The best lead in your opinion is the Cleansed River. It is a current of pure water that winds through parts of Water. The trick is finding it, as it moves locations. It usually takes dumb luck or being a powerful seer to track it down. You happen to have more than one on hand. Do watch out, servants of Ben-Hadar are said to watch it and take a dim view of the unworthy helping themselves or getting up to trouble.
Waiting on a reply here.
Was waiting on a reply in Nagging from last night. Afina's out, but Moore is in! Let's try to convince the Padisha! Maybe Calleigh will be able to keep it together. Invite Prince Westwind as well? Do Water and Air get along?
It's not Fire so yes, somewhat. For example, look at the para elemental plane where the two meet.
Okay, lemme finish up Moore's current scene and I'll move both of you along then.
WHEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
Locking.