DM Bob and Carla - ”The big reveal!” Monday October 9th, 2023 11:28:07 PM Urist takes a look at what she can see of the structure, finding it disconcerting. She notes the entrance seems far grander than what one would expect for the building she actually sees. The troubadour strums a ditty on her gitar in aid of her new wizard friend.
Snark takes the lead, moving closer to the entrance and has a good hard look at the ornate doors, and the green mechanism that is the lock. Concentrating first on the doors, the blue haired wizard discerns the doors themselves are not magical, however there is a presence of a magical aura about them. In his mind’s eye a glowing sigil sits at the seam where the two doors meet. The sigil gives off an aura of moderate abjuration. Snark is pretty sure it’s a glyph of warding. Shifting his concentration to the lock mechanism, the gnome notes the lock itself detects as magic, the aura transmutation.
Jasper, Benni and Isaac watch intently, providing moral support.
Beatrix runs a quick reconnaissance. The centaur doesn’t see any enemies in the yard, and is not in the right part of the grounds to spot where previous incursions occurred.
The green key is passed to the invisible servant conjured by Snark. It silently approaches the massive doors, moving to the one with the lock mechanism and inserts the stone key, turning it with an audible ‘clunking’ sound as a series of pins are released inside the cylinder. Snark Highlight to display spoiler: { sees the glowing sigil fade, then wink out.} The door opens imperceptibly. The invisible minion does not have sufficient strength to maneuver it fully open.
The party watches from 50 ft. away, as a shimmering starts high overhead - maybe 60ft or more - cascading gently downward to reveal a structure far larger and more magnificent than anything previously visible. The building is massive and ornamented with intricate grotesques carved into stone corbels, keystones, and friezes on the facade. Where once there were empty gaping windows, there is now evidence of stone tracery and remnants of richly coloured glass. Though not completely unharmed by time and the elements, the structure is however, far more imposing than anything the adventurers had anticipated.
Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Tuesday October 10th, 2023 6:18:01 AM
Beatrix is so excited she can't stop herself from dancing from hoof to hoof. Not even Urist's terrible puns can ruin her mood, though the dwarf is starting to be really annoying. Drawing her lance she points it forward and says, "Lets go!" and heads into the place.
“Benni” AC 23/13/22 CMD18. HP 48/ 48 Onesimos (SteveK) d20+7=19 ; Tuesday October 10th, 2023 7:40:56 AM
Onosimos stares wide-eyed at the change that occurs, trying to drink it all in. His mind keeps repeating: the place is different, it is a node of power, it is ancient, it can change...
Shaking himself out of his awe, he calls to Beatrix, 'wait wait, let us be safer together, safer slowly!"
The cleric doesn't run after the centaur, but moves at a more cautious pace. Once at the doors, he looks at his companions, gives a shrug, and grabs an edge to fully open the door.
"Whoever is messing around here must either live here or have another key with another way in."
..........
Perception 19
Benni Spells 0. Detect Magic, Detect Poison, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Magic Weapon. Comprehend Languages. Shield of Faith. 2. Align Weapon. Less Restoration. Delay Poison. Calm Emotions. 3. Prayer. Invisibility Purge. Dispel Magic. Ghost Weapon. 4. Holy Smite. Freedom of Movement.
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 d20+21=24 ; Tuesday October 10th, 2023 1:41:08 PM
Jasper marvels at the revealed structure. She's in the middle of trying to perceive a trap or other hazards (Perception: 24) when Beatrix charges ahead. She inwardly groans.
"We're going to have to have a chat about teamwork and impulse control."
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Wildshape: 2/day; current shape: NA Spells Running:
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 d20+11=28 ; d20+8=9 ; d20+15=22 ; d20=18 ; d20=14 ; d20=16 ; Tuesday October 10th, 2023 2:15:50 PM
(Forgot to roll save for my bat familiar - 28)
Snark sees Beatrix charge forward even as Benni urges caution. "Well, this oughta be interesting."
He calls his Unseen Servant back to him, and pockets the green key now that the door is open.
Benni's words about an inhabitant make him wonder a bit. He looks around the area for tracks other than ours, particularly around the doorway. (Survival 9.) He also just looks around generally for anything out of the ordinary - besides a magically enlarging building. (Perception 22.) Looking at the grotesques carved into the building, do any of them look familiar or like creatures he would recognize? (Unsure what Knowledge skill may apply, but his d20 rolls are 18, 14, and 16, and his Knowledge adds range from +9 to +13.)
A round or two after Beatrix charges in, Snark will follow.
(Not sure on timing here, but the Enlarge Person cast on Isaac was from a wand, so it only lasts one minute.)
Urist (AC19, HP: 61 of 61) (Cayzle) Tuesday October 10th, 2023 8:54:14 PM
Urist follows the party, though she wonders why they are going so fast.
"What did the axe murderer say when he was in a hurry?" she asks.
"Chop chop."
DM Bob and Carla - ”Dust to dust” Tuesday October 10th, 2023 11:25:14 PM Beatrix does a little dance of excitement. Lance at the ready she crosses the distance to the Abbey and disappears through the entrance.
Benni follows more cautiously, but on reaching the doors, gives a big push to open them wide for the folks following behind.
Jasper and Snark give the outside of the building and environs one last look before following the others. There don’t appear to be any hazards other than loose bits of slate that might slip from the roof, nor are there signs of trammelled grass or other indications that someone or something has passed through the entrance or moved about the immediate exterior. As far as the wizard can tell, each grotesque is unique, There are renderings of animals and individuals and creatures drawn from the imaginings of the stone workers. There are even depictions of dragons, shown with their mouths open on a snarl - the comduits for channeling rainwater away from the edifice.
Snark pockets the green key, and enters the Abbey, Urist bringing up the rear.
With the doors thrown wide open, the party, including Isaac (who has resumed his usual size) move through a short vestibule into a vaulted two story chamber. The floor is tile, but it is hard to make out any pattern under the thick layer of dust that covers it. There are long tables flanked by benches placed symmetrically down the length of the chamber. The walls down both sides are lined with shelves containing mouldering books from floor to the height of a man. Tall windows spaced at regular intervals cast dim jewel toned light onto a series of carved busts set upon stone columns in front of the book shelves. The air itself looks coloured due to suspended dust particles. Between the windows, pierced metal lanterns hang, cold and dark. Overhead you see where a portion of the roof has collapsed, revealing clouds skudding across a darkening sky. The slate from the roof lies shattered over a table tipped on its side, benches thrust askew and on the dusty floor. There is a thick layer of dust over everything, and diaphanous wisps of spider web waft in the air.
“Benni” AC 23/13/22 CMD18. HP 48/ 48 Onesimos (SteveK) d20+7=10 ; Wednesday October 11th, 2023 7:58:22 AM
Benni steps in, noting the decay in passing for that is what all works of mortals are destined to be. He is more concerned about Beatrix and Snark, keeping an eye on them who place so much value in books.
"It seems like no one has been in these chambers in a long time. Be careful about tripping and things falling from the ceiling, but I think we should look for other doors that lead to perhaps more recently used places?"
Benni casts Detect Magic, and slowly walks forward to keep his concentration.
............
Detect Magic; 60' cone to detect magic.
Perception 10
Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Wednesday October 11th, 2023 8:01:58 AM
Beatrix restrains her excitement at the advice of the others and slows down for them to catch up and keep eyes open for traps. This is a place they know is full of monsters so caution is advised. Even though she just wants to get to the fight already.
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 d20+21=38 ; d20+21=34 ; Wednesday October 11th, 2023 12:33:40 PM
Jasper cautiously moves into the chamber. She too casts Detect Magic.
She examines the nearest bust and bookshelves, looking for signs of recent activity such as a book that's pulled out from the others or a disturbance in the dust. She also scans the space for doors, alcoves, or other means of egress. Finally, she looks for tracks. (Perception 38)
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Wildshape: 2/day; current shape: NA Spells Running:
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Wednesday October 11th, 2023 12:53:05 PM
The little gnome lights up at the sight of all these books. "Right, look for other doors - good idea. While you're doing that, I'll take a look at what's here. Given the state of these books, any books that are not rotting outta be pretty important. Maybe we'll find one on preventing tidal waves."
"Watch out for that pile of rubble - it's probably full of spiders or something. Although if there are creatures in there, that'd give our homicidal elementary school teacher something to do." He smiles as he glances over at Beatrix.
Snark will use Detect Magic to scan the shelves and the books. His thinking is that any that are NOT moulding are probably preserved by magic. In particular, he's looking for books that might contain spells or relate to the arcane arts.
If he sees any, he will step back and have his Unseen Servant retrieve the book and put it on the table for Snark to inspect. If a book's gonna blow up, he'd rather have the Unseen Servant find that out.
Isaac Harker (Justin M) HP 67/67 AC26/ T13 / FF 22 Wednesday October 11th, 2023 5:06:49 PM
Isaac enters the building and is perplexed at it's purpose "Was this some sort of library or storage? Hiding an entire building is not easy so there must be something here they were protecting."
He goes over to the old shelves and pulls out what looks like a non moldy book to check what it is.
Urist (AC19, HP: 61 of 61) (Cayzle) Wednesday October 11th, 2023 10:47:17 PM
Urist looks at the rubble to determine if it is safe, dwarf-wise.
DM Bob and Carla - ”Ashes to ashes” Thursday October 12th, 2023 12:27:57 AM
In a show of restraint, Beatrix halts and waits for her companions to catch up.
Benni moves forward suggesting his friends take care. He makes his way slowly down the hall looking right and left for magical auras. As he makes a pass over the bookshelves nearest Jasper and Snark he picks up a magical aura - as do the half-elf and the gnome. Snark directs his invisible minion to retrieve the thing - which turns out to be a leather folio.
Jasper moves closer to the bust, noting the benevolent image of a male human with a head shaved except for a ring of short hair sitting like a low crown. Special attention has been paid to the carving of an intricate medallion displayed on the man’s chest. The druid does not find any signs of disturbance or tracks in the thick coating of dust that seems to cover everything. However, Jasper Highlight to display spoiler: { senses movement further down the stacks, and spots a nebulous human-like essence in long translucent robes tied about the waist with a simple rope. Lifelike in all respects except for a certain wispiness, the figure appears to be reading the spines of the books!}
Isaac selects a book at random, judging it fitter than it’s fellows, but the tome crumbles in his hands.
Urist judges the pile of rubble as safe, but wouldn’t want to be standing under the hole in the roof during inclement weather.
The chamber stretches onward at least a further 80 feet with only the faint jewel toned light filtering through the coloured glass windows providing a dim sort of illumination. There is a clear path between the rows of symmetrically placed tables and benches, and plenty of space between the tables and the walls containing the shelves of old books. The far end of the hall is shrouded in shadows. There are the big double doors through which the party entered, but no apparent entrances or exits to the immediate right or left of where the party currently stands.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 d20+12=17 ; d20+12=32 ; d20+12=32 ; d20+19=30 ; d20+19=37 ; d20+19=25 ; Thursday October 12th, 2023 12:41:19 AM
Snark has the Unseen Servant put the leather folio on the table. "Say, maybe this has the info we're looking for. Now, lemme make sure this thing won't end in a meeting for me with Gargul."
He will try to determine the enchantments on the thing, concentrating for a few rounds.
(Knowledge Arcana checks for schools of magic involved: 17, 32, 32 - DC is 15 + spell level or 1/2 caster level for non-spell effect.) (Spellcraft checks to identify: 30, 37, 25 - DC is 15 + item's caster level.)
Assuming he finds nothing that looks like it will blow him to smithereens, the little wizard will open the folio.
“Benni” AC 23/13/22 CMD18. HP 48/ 48 Onesimos (SteveK) d20+7=23 ; d20=14 Thursday October 12th, 2023 7:34:40 AM
Onesimos gives a quick grin to Snark, "that would be too easy, wouldn't it?"
"Good eyes, Jasper! Could we get a drawing or rubbing of that medalion? We may need it later."
"Isaac, I don't think it is only this library that is hidden, but the entire original Abbey, if this even IS the original and not just one-of-many." (Know Planes: 23)
As Urist gives the all-clear for the roof falling (as long as it is not stormy), Benni gives her a 'thumbs-up', and walks towards the back of the library, casting a Light spell on his buckler to see better. He continues to move slowly to retain his Detect Magic spell active. (Perception: 21)
........ Active Spells: Detect Magic, Light
Know Planes: 23 Perception: 21 (14+7)
Benni Spells 0. Detect Magic, Detect Poison, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Magic Weapon. Comprehend Languages. Shield of Faith. 2. Align Weapon. Less Restoration. Delay Poison. Calm Emotions. 3. Prayer. Invisibility Purge. Dispel Magic. Ghost Weapon. 4. Holy Smite. Freedom of Movement.
Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Thursday October 12th, 2023 7:37:55 AM
Beatrix will circle around to also look at the book curiously.
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 Thursday October 12th, 2023 2:12:23 PM
Jasper's eyes widen: She's spotted a specter perusing the stacks!
She pitches her voice just loud enough for the other Luck Makers to hear her. "Everyone! Look! Do you see the transparent man browsing the bookcases at the far end of the chamber?"
It doesn't look like the ghost-- or plane-shifted humanoid-- has noticed the team, so engrossed is he in scanning the spines of the books.
"Should we announce ourselves?"
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Wildshape: 2/day; current shape: NA Spells Running:
Urist (AC19, HP: 61 of 61) (Cayzle) Thursday October 12th, 2023 10:50:16 PM
Urist casts a See Invisibility spell and shudders.
She looks all around.
[OOC to DM: Would a telekinetic fist (transmuter school power) affect an incorporeal creature? Because it could be a force effect?]
She whispers, "I'm not surprised a ghost is interested in boooooks."
DM Bob & Carla ”Ghosts” Thursday October 12th, 2023 11:43:24 PM Snark uses his invisible servant to retrieve the folio from the shelf and examines it further, before actually opening it. The folio emanates auras of abjuration and evocation but the exact number and strength of auras is confusing. Perhaps more will be learned by directly examining the contents. Beatrix watches the process with a keen eye.
Benni suggests Jasper prepare a rubbing of the medallion that is carved into the statue for future investigation and then begins advancing down the great hall towards the far end, his buckler lighting the way. He answers Isaac wondering aloud about the nature of the Abbey newly revealed and whether it is an original or one of many. Reality is in the eye of the beholder. Some 60 feet ahead the cleric sees a deep hole in the floor where it appears to have collapsed leaving a chasm almost 30 feet in diameter. It blocks his way forward. Beyond the chasm he can make out an altar of some kind. There also appears to be a secondary hallway leading to the right, the way barred by the chasm as well.
Jasper gasps at the sight of the ghostly form examining the books further down the great hall and warns the others. A second incorporeal attendant makes its presence felt and appears to rearrange books on a shelf further down.
Urist casts his spell, but the ghosts are visible, each taking the form of what might be an acolyte or monk that goes about fulfilling their monastic duty. (OOC Telekinetic Fist produces bludgeoning damage by moving real world molecules and objects with the mind…explicitly not a force effect hence an incorporeal being would only take half damage)
“Benni” AC 23/13/22 CMD18. HP 48/ 48 Onesimos (SteveK) d20+7=14 ; Friday October 13th, 2023 7:00:04 AM
Onesimos halts, both because of the chasm and the two apparitions working the books. Or boooooks, as Urist said. Benni has to let out a guffaw, before quickly controlling himself. A funny dwarf. Now that is funny!
The elf leans his buckler out over the chasm and uses his low-light vision to see what sort of bottom is there. Maybe they can climb down and back up again? Once he has any more information about the hole, Benni turns his attention to the ghostly monks rearranging books. "Should we talk to them or ignore them?", he asks his friends.
........ Active Spells: Detect Magic, Light Perception: 14
Benni Spells 0. Detect Magic, Detect Poison, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Magic Weapon. Comprehend Languages. Shield of Faith. 2. Align Weapon. Less Restoration. Delay Poison. Calm Emotions. 3. Prayer. Invisibility Purge. Dispel Magic. Ghost Weapon. 4. Holy Smite. Freedom of Movement.
Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 d20=20 ; Friday October 13th, 2023 7:30:08 AM
Beatrix is far to invested in the book to pay attention to the others and the ghosts. She'll urge Snark to open it and use her spell craft knowledge to help him figure out what it is (34 spellcraft, but she doesn't have detect magic so may only be able to aid another to identify the magic item)
Isaac Harker (Justin M) HP 67/67 AC26/ T13 / FF 22 d20+16=21 ; Friday October 13th, 2023 11:49:10 AM
Issac is attention immediately switches from the crumbling books to the ghosts. Ghosts usually fell in two groups freewill specters and apparitions playing out a scene. Isaac tries to figure out which these spirits are and if he could communicate with them. Know religion: 21
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 d20+21=30 ; Friday October 13th, 2023 12:25:59 PM
Jasper pads down the aisle to stand beside Benni so she can get a better look at the chasm... and the ghosts. She lifts her Lantern of Continuous Flame to cast some illumination, looking to see if the walls appear to have been purposefully excavated or if they're standing atop a natural cave and if the floor seems to have fallen in on its own as a result of decay or if some calamity befell it like fire or an old battle. (Perception: 30)
She kicks a loose pebble into the hole to judge how deep it might be, then says "The ghosts seem rather preoccupied. Why don't we ask them about their work? If they don't like it, I guess they'll tell us 'shh'."
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Friday October 13th, 2023 1:09:19 PM
Snark hears the others discussing weather or not they should talk to some ghosts they see. "Oh fer cryin' out loud, if you talking about 'em hasn't set 'em off, asking them questions can't be much worse. Ask them if they know what in the Abbey might have caused that wave. Or maybe just go see what books they're looking at. Maybe that's the clue here."
The little gnome turns his attention back to the folio on the table. He tugs at his blue beard. "Looks like whatever is magic is on the inside."
At Beatrix' urging, Snark will open the folio and use Detect Magic to attempt to identify the enchantments.
(Spellcraft checks to identify: 30, 37, 25 - DC is 15 + item's caster level. Kindly add +2 to these for Beatrix' assistance.)
DM Bob and Carla - ”The ghosts, the folio, and the chasm…” Sunday October 15th, 2023 9:13:31 PM Isaac’s attention is riveted by the appearance of two ghosts in proximity to the book shelves. He racks his brain for what he knows about the incorporeal figures, who seem to be going about their duties as if unaware of their undead state! He knows ghosts exist because some link to their former life or death denies eternal rest. Until this past vexation is resolved their souls cannot claim a place in the shadowlands. The paladin suspects these ghosts are fragments of their former selves and likely have no self awareness.
With bated breath, Beatrix watches over Snark’s small form, as the gnome opens the folio. Together the two wizards study the contents - 5 intact pieces of fine vellum reinforced at the top and bottom with leather strips. The pair are able to identify the documents as spell scrolls containing magicks for:
Protection from Evil Consecrate Remove Curse Obscure Object Dismissal
Benni moves cautiously towards the enormous chasm blocking passage to the back of the chamber. Almost immediately, he detects the presence of a magical aura over the chasm. Jasper joins him (and if her detect magic is still in effect will pick up a magical aura as well.). The elf and half elf peer into the depths of the impenetrable darkness that is the abyss. The cleric’s lit buckler and the Druid’s lantern make no inroads on the darkness where the floor of the chamber has collapsed in a 30 foot circle. Jasper also notices holes in the ceiling above where parts of the roof appear to have been damaged, and scorch marks on the walls as if some great release of explosive energy had blasted the place. While the pair discuss the ghostly librarians, Jasper kicks at a pebble. She can hear it skitter across the floor and spots the small projectile where it stops - on the other side at the very edge of the hole in the ground! Benni and Jasper Will DC vs 15 Highlight to display spoiler: { acknowledge the possibility that what they see could be an illusion.}
“Benni” AC 23/13/22 CMD18. HP 48/ 48 Onesimos (SteveK) d20+9=25 ; d20+9=21 ; Monday October 16th, 2023 6:51:26 AM
Onesimos blinks. The pebble didn't fall! His strong will does the rest. "I think it is an illusion or a phantom like our librarian monks over there." He interacts with what he believes to be an illusion by kneeling and stretching his morningstar out to lightly smack the chasm/floor. That will give him surety one way or the other!
Then, standing, he will approach the ghostly librarians, Snark's assessment, though caustic, is, as usual, correct. "Hello! Greetings from Flower's Seven Loves! Do you have time to speak with us about this marvelous library?"
........ Active Spells: Detect Magic, Light Will 25 Diplomacy 21
Benni Spells 0. Detect Magic, Detect Poison, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Magic Weapon. Comprehend Languages. Shield of Faith. 2. Align Weapon. Less Restoration. Delay Poison. Calm Emotions. 3. Prayer. Invisibility Purge. Dispel Magic. Ghost Weapon. 4. Holy Smite. Freedom of Movement.
Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Monday October 16th, 2023 7:55:48 AM
Beatrix nods as they finish learning what the book contains. "Helpful spells for acolytes to help those in need. We should take it with us, it can't help anyone left here." She'll then go join the rest and hear what they've learned about the hole which she's just now seeing. "I'll use my lance like a 10' pole and go first. If there's actually any holes or dangers covered by this illusion I should hopefully feel it." She'll go ahead and get started if there are no objections or better suggestions.
Isaac Harker (Justin M) HP 67/67 AC26/ T13 / FF 22 d20+4=14 ; Monday October 16th, 2023 7:12:51 PM
"Whoever they were those spirits aren't all there. I think there just phantoms of the past playing out a scene" Isaac tells the others "Hopefully they were witness to something important." He looks over at Bennie and Jasper near the hole " Hey you two be careful we don't know how stable these floors are especially around the hole." Isaac will keep an eye on the ghosts to see what they do or if they say anything important. Perception:14
Urist (AC19, HP: 61 of 61) (Cayzle) d20+21=34 ; d20+8=10 ; Monday October 16th, 2023 7:26:26 PM
With these ghosts, Urists casts Shield in case a melee breaks out!
Hearing Onesimos say that there might be an illusion, she uses her bardic magic to help expose the possible figments and patterns. [Using one round of bardic distraction with a Perform Comedy check 10. Ugh, the attempt is pretty bad: "I met an illusionist once who had the same complexion as me. He was a person of color spray." Her "joke" really falls flat.
=====
Assuming there is no fight or conflict, Urist looks at the tomes. A great lover of books, she searches for anything related to religion, magic, music, or jokes.
She recruits anyone who would like to help. Especially these nice spirits, if they are willing. Diplomacy 34 to ask others for help.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Monday October 16th, 2023 8:49:32 PM
Snark nods to Beatrix and scoops up the folio containing the scrolls, which he then shoves into his extradimensional pocket. (For the DM, are these Arcane or Divine scrolls?)
As the others mention an illusionary hole in the floor, Snark takes out his little bat Luna. "Listen Luna, there's the illusion of a hole in the floor over there. Somebody tried to make it look like there was an explosion. That hole in the roof might be an illusion too. Go check that all out and come back and tell me what's real and what's not." The little bat flits off and uses her Blindsense ability to determine where there are illusions and what they may be covering.
Then the Greenmage trots over to the ghosts that Benni is addressing. He looks to see what kind of books they are preoccupied with. If the one ghost responds to Benni's kind greeting, Snark will add, "We're here cause something or someone from this Abbey is causing a disturbance in the nearby oceans. It's causing an awful mess for the sea folk. You fellas got any idea what could be causing that?"
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Blindsense - Blindsense lets a creature notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Perception checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent that cannot be seen has total concealment (50% miss chance) against a creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.
DM Bob & Carla ”Illusions and delusions” Benni-1, Snark-2, Urist-3, d3=3 ; Deathly Delusion d4=3 ; Corrupting Touch 2d6(3+1)=4 Monday October 16th, 2023 11:36:33 PM Benni’s interest is piqued upon learning that the pebble kicked by Jasper did not fall into the gaping chasm and correctly infers it to be an illusion. He taps it with his weapon to be sure and is able to see through it. He lets the rest of the luck makers know (and they can each make a Will Save vs DC 15 to disbelieve the illusion. ] Snark sends Luna up into the dim light of the vaulted ceiling to investigate the gaping hole above. The bat feels no intrusion of cool night air and her wings brush against a solid surface. Beatrix readies to probe the chasm with her lance. (For those who make the Will save, they will see through the illusion to solid stone floors as in the rest of the great hall, a fully intact ceiling, and unscarred walls. Those who fail will still believe the illusion.) Urist spends time examining the shelves and reading the titles from the spines of the books. Many are botanical treatises on regional flora or books dedicated to specific groupings such as ferns, slime molds, mosses, etc. The books are falling apart, mouldering in decay.
Bennie, Snark and Urist encircle one of the ghosts and begin asking questions and seeking information, but Isaac is correct, they are mere incorporeal shells of their former selves, going about their tasks as automatons might. The ghost ignores the adventurers and turns around in order to return an incorporeal book to a shelf on the far side of the hall. Surrounded by the three Luck Makers, it simply floats directly through Urist on its way to fulfill it’s task. A cold clammy feeling overcomes the dwarf who takes 4 points of supernatural ageing damage (Fort Save vs DC 13 for 1/2). The dwarf’s muscles and joints ache, and small lesions form on her skin. (Urist must also make a Will Save vs DC 13 or fall into a deep and restless sleep for 3 minutes in which she is plagued with nightmares about cataclysmic forces that set creatures and demons from other planes loose upon her and her friends.)
(OOC the scrolls of Protection from Evil and Obscure Object are arcane, the remaining three are divine)
Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 d20+6=25 ; Tuesday October 17th, 2023 6:09:37 AM
Beatrix makes her save (will 25) and so her lance is not needed to probe the floor after all. She'll lead the others across the illusion and look for an exit on the other side.
“Benni” AC 23/13/22 CMD18. HP 48/ 48 Onesimos (SteveK) d20+11=21 ; d20+7=12 ; Tuesday October 17th, 2023 7:17:33 AM
Onesimos is alarmed at Urist getting passed through, but a check about her health determines there is nothing permanently wrong. Still, he thinks it best to leave the apparitions alone, nodding at Isaac providing further insight.
He takes the divine scrolls (Consecrate, Remove Curse, Dismissal) and Snark's information from his pet. "So the ceiling is an illusion too, hmmm. No way of telling if it is also an apparition like the monks or not. But if there are any doors to anywhere else, they are most likely on the other side of it."
With that, Benni walks to the other side of the illusion, and starts looking around with his Light and Detect Magic spells and low-light vision. ........ Active Spells: Detect Magic, Light Heal Check: 21 Perception: 12 (see twice as far as normal in dim light)
Benni Spells 0. Detect Magic, Detect Poison, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Magic Weapon. Comprehend Languages. Shield of Faith. 2. Align Weapon. Less Restoration. Delay Poison. Calm Emotions. 3. Prayer. Invisibility Purge. Dispel Magic. Ghost Weapon. 4. Holy Smite. Freedom of Movement.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 d20+10=29 ; Tuesday October 17th, 2023 1:55:49 PM
(Will Save vs. Illusion 29)
Snark gives the divine scrolls to Benni, noting that Jasper and Isaac may also be able to use them if needed. He reminds his arcane caster friends that he still has the other two scrolls.
The little gnome looks around. He is able to see through the illusion, and communicates this to his friends granting them +4 on their saves. Of course, once Beatrix and Benni walk across the "hole", this proof of the illusion obviates the need for a save.
Snark warily approaches the monks, being ready to move should they try to move through him. He looks at the books they seen to be touching/moving, even if this is only part of the illusion. He will then cast mending on a book that a monk had "touched" and pull it down to see what it was about.
Jasper (MarkB subbing for Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 d20+12=26 ; Tuesday October 17th, 2023 2:02:03 PM
(Will save 26)
Now that Jasper's eyes have been opened to the illusion, she examines the table that was seemingly overturned and buried in roof rubble to see if anything was hidden by this illusion.
If there is nothing additional there, she will proceed with Beatrix and Benni.
Isaac Harker (Justin M) HP 67/67 AC26/ T13 / FF 22 d20+10=13 ; 3d6=10 ; Tuesday October 17th, 2023 8:34:20 PM
Isaac is unlucky and his mind still believes that the hole is still solid. "You sure because that looks like a hole." He does go over to Urist after the ghost floats though them."Hey you ok I never seen that before or at least never heard of ghosts doing that." If he needs it Isaac will use lay on hands to heal him Healing:10 hp Will save 13
Urist (AC19, HP: 57? of 61) (Cayzle) d20+5=12 ; d20+7=8 ; Tuesday October 17th, 2023 10:26:51 PM
Fort Save 12 fails - takes 4 ... hp? Will Save 8 (nat 1) fails
Note that dwarves get a +2 vs spells and SLAs. Troubadours are immune to compulsions.
Urist falls down, snoring.
DM Bob & Carla ”Illusions and delusions” Tuesday October 17th, 2023 10:53:08 PM Snark and Benni divide up the arcane and divine scrolls between them. The gnome then continues to carefully investigate the ghostly monk and the book he has shown interest in. The tome is titled ”Old Wold Lichens” and once subjected to the mending spell can be handled without falling to pieces. Some pages are torn and several drawings have all but disappeared with age, but otherwise it appears to be a comprehensive work on arboreal and terrestrial lichens. The ghost remains oblivious to Snark’s presence and continues down the hall towards a different shelf.
Both Benni and Isaac check on the condition of their newest member. It is not every day you see a ghost pass completely through a well armoured dwarf! Urist slumps to the ground unconscious and cannot be immediately woken by her comrades. After several minutes, and with the ministrations of her new friends she is able to rise. The paladin’s healing touch takes away the soreness and closes the minor lesions that resulted from her interaction with the ghost, but the nightmares she experienced will not be quickly forgotten.
Isaac remains unsure of the veracity of the illusory chasm and does not follow the others across it. At least not yet!
Jasper’s investigation of the overturned table, rubble, and holes in the roof (closer to the entrance) confirms that not all the damage in the great hall is an illusion. There are weaknesses in the structure that have caused holes in the vaulted ceiling and some water damage is evident on the tables and benches below. She then follows Benni and Beatrix across the ‘chasm’ towards the altar at the far end. Tucked away at the far end of the hall, it is a simple affair. A table adorned with a small statue and several unlit candles flanked by two comfortable looking chairs. The base of the statue is adorned with what Benni knows to be the symbol of Kevintar. It is here that the cleric first detects a faint magical aura emanating from the altar. Beatrix observes a hallway leading to the right with a doorway leading away from the great hall on what appears to be the main floor and a narrow stairway leading upwards to what must be a second floor.
“Benni” AC 23/13/22 CMD18. HP 48/ 48 Onesimos (SteveK) d20+7=25 ; Wednesday October 18th, 2023 6:49:12 AM
Onesimos sits with Urist until she is able to rouse, thanking Isaac for his healing touch. After walking the 'chasm', he turns to beckon the paladin. "It is solid, my friend, trust us."
At the altar, Benni nods, remembering the lessons from his time as a student. He announces, then explains. "Kevintaur. I suppose a proper deity for monks, for he is patron of achieving perfection through self-denial. He has also been known to personally mete out justice, especially against greed and sloth. Not 'Good', but not 'Evil', either. Wait, what is this? A faint magical aura..."
Benni studies the altar for a handful of heartbeats, slowly walking around the small table to better learn the strength, location, and nature of the magical touch.
........ Active Spells: Detect Magic, Light Perception: 25 (see twice as far as normal in dim light)
Benni Spells 0. Detect Magic, Detect Poison, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Magic Weapon. Comprehend Languages. Shield of Faith. 2. Align Weapon. Less Restoration. Delay Poison. Calm Emotions. 3. Prayer. Invisibility Purge. Dispel Magic. Ghost Weapon. 4. Holy Smite. Freedom of Movement.
Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Wednesday October 18th, 2023 7:48:44 AM
Beatrix lets the others know she's found the exit. She's concerned at Urist's sleep she'll stand guard over the sleeping dwarf for a good while in case enemies show up. Should it not wear off quickly she'll offer to carry Urist until she wakes.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Wednesday October 18th, 2023 6:08:04 PM
Snark is glad to see Isaac, Benni and Beatrix ministrations to the fallen dwarf. Assuming he's being well taken care of, the gnome will use his mending cantrip to restore some books.
In the three minutes the dwarf is down, he could repair 30 books. Let's say he repairs 20 of them, and picks out two that relate to local plants/herbs. He will keep these two along with the one on lichens.
Once Urist is back up, Snark will follow along with the others.
"Kevintaur. Half Kevin, half something else? That seems oddly specific."
Jasper (MarkB subbing for Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 d20+11=29 ; Wednesday October 18th, 2023 6:10:47 PM
Jasper will check the fallen dwarf. Heal check 29. "I think he's gonna be OK. He just had a bad fright and should wake up in a bit."
Isaac Harker (Justin M) HP 67/67 AC26/ T13 / FF 22 d20+10=21 ; Wednesday October 18th, 2023 9:02:20 PM
Isaac at first is a bit hesitant but finally see's through the illusion thanks to Benni's words. He takes a tentative step on to the hole illusion and feels a bit of vertigo before running over to the other side :I hated that felt like I was going to fall at any second" Isaac does look through the few restored books Snark restores seeing if there is any fiction books about ghosts.
Urist (AC19, HP: 57? of 61) (Cayzle) Wednesday October 18th, 2023 11:05:54 PM
Urist awakens groggily.
"Whoa ... did anybody get the number of that truck?"
Urist shakes herself. She thanks Isaac for the healing. "You can lay your hands on me any time, big boy!"
DM Bob and Carla - ”Illusions and delusions “ Wednesday October 18th, 2023 11:07:30 PM Isaac, Jasper and Beatrix watch over their unconscious comrade until she awakens. Jasper believes all will be well with the dwarf in short order. Snark spends the time mending books and holds on to three of them; the book on lichens, a similar tome on liverworts and a third on the flora of fens and bogs of the Gateway Downs.
Meanwhile, Benni’s attention is focussed on the altar at the far end of the great hall. The cleric is able to pinpoint the location of a faint aura of transmutation emanating from the base of the small statue on the table. The statue stands approximately 18” tall and sits on a 4 inch high oval base made of the same stone. The cleric notes the statue seems to be sitting slightly askew on its base.
Once Urist is mobile, the Luck Makers cross the illusory chasm and watch their cleric conduct his investigation.
Beatrix points out a passageway leading to another part of the Abbey complex.
“Benni” AC 23/13/22 CMD18. HP 48/ 48 Onesimos (SteveK) d20+7=16 ; Thursday October 19th, 2023 6:26:31 AM
Onesimos smiles and responds to Urist, having an urge to play the 'straight man' opposite her jokes. "It wasn't a vegetable garden, it was a ghost."
tells the Luck Makers the details of his discovery, and, with no one having trap-detecting abilities since Khord had to go on his mission, just picks up the statuette to find out if the transmutation magic is actually the base or something beneath.
If something beneath, he takes that, too.
........ Active Spells: Detect Magic, Light Perception: 16 (see twice as far as normal in dim light)
Benni Spells 0. Detect Magic, Detect Poison, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Magic Weapon. Comprehend Languages. Shield of Faith. 2. Align Weapon. Less Restoration. Delay Poison. Calm Emotions. 3. Prayer. Invisibility Purge. Dispel Magic. Ghost Weapon. 4. Holy Smite. Freedom of Movement.
Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Thursday October 19th, 2023 7:28:40 AM
Beatrix grimaces as the dwarf tells yet another bad joke. Gods it's like she's teaching teenagers again. There was always some doofus who though they were funny and could not shut up. This is supposed to be a fun adventure not a reminder of some of the worst students she's ever had. She conspicuously edges away from the dwarf as if distance will help her not have to hear the jokes.
Jasper (MarkB subbing for Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 Thursday October 19th, 2023 12:58:48 PM
Jasper can see her friends are a bit distracted by this magic idol. She'll take the time to use Mending on some of the tomes, looking at thier titles. She'll also cast Guidance on herself and keep that going as it expires after a minute.
"Hey, we should get exploring." Once everyone is ready, she heads out into the passageway.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 d20+19=39 ; d20+19=31 ; Thursday October 19th, 2023 1:09:15 PM
Snark sees Benni examining the small statue of Kevintaur, and will use Detect Magic to help the cleric figure out what this might be - or perhaps on what lies beneath the statue.
Detect Magic to identify the enchantments here. (Spellcraft checks to identify: 39, 31 - DC is 15 + item's caster level.)
Once this is done, he hands it to Benni. He will follow Beatrix and the others down the side passage the centaur noticed.
Isaac Harker (Justin M) HP 67/67 AC26/ T13 / FF 22 Thursday October 19th, 2023 7:44:22 PM
Isaac looks at the small idol "Is this whats causing the quakes iwas expecting something more elaborate " Isaac takes a moment and tries to detect any evil on the idol.
DM Bob & Carla ”Strange Voices” 2d4(2+3)=5 2d4(3+4)=7 2d4(2+1)=3 Fascinate durations for A1, A2 and A3 Thursday October 19th, 2023 10:01:45 PM Benni, Snark and Isaac examine the small statue at the altar. The cleric scrutinizes it in hand and discovers a rectangular recess in the base. A green jade key, similar but not identical to the one already in their possession, is found within. The gnome is able to determine that the magical aura emanating from the key is the same as the aura detected on the other key. Surely there must be another similar lock? The paladin determines that neither the key or the statue are evil.
Beatrix and Jasper remain farther back near the wide corridor leading away from the great hall, anxious to further explore the rest of the abbey.
Urist approaches the alter to determine the nature if the idol. She knows the statue to be that of Kevintar but that is all.
Further discussion about next steps and the nature of the statue is cut short when three swirling clouds of shadow emerge from the surrounding walls and move towards the adventurers. The incorporeal beings take on an ever-changing but vaguely hunched and humanoid shape with glowing eyes, what appear to be long clawed fingers, and tattered robes. They open their emaciated maws and a strange cacophony of nonsense fills the air like 100 whispering voices all speaking different languages at the same time . There is nothing intelligible about the strange babbling but it seems to penetrate your mind as it encroaches upon your consciousness in waves.
Benni, Snark and Isaac must each make 2 Will saves vs DC 15 or be fascinated* A1 and/or A2 for 5 and/or 7 rounds. Beatrix and Jasper must each make 1 save versus DC 15 to avoid the same effect from A3 for 3 rounds. Urist hears the same babbling but is strangely immune to any negative effect from it.
*A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it free of the spell as a standard action.
Urist (AC19, HP: 57? of 61) (Cayzle) d20+8=9 ; Thursday October 19th, 2023 11:04:16 PM
Urist tries to figure out what this statue means.
Knowledge Religion 9
"Well, it is some kind of taur, I guess!"
“Benni” AC 23/13/22 CMD18. HP 48/ 48 Onesimos (SteveK) d20+9=21 ; d20+9=20 ; d20+7=15 ; Friday October 20th, 2023 6:53:11 AM
Onesimos pockets the small Jade Key and then the assault begins! The cacophany of babbling is strangely lulling, but the elf quickly shakes off any effects.
Undead! The cleric takes a quick look to see if he can identify them and any abilities or weaknesses. "They passed through the walls, they must be incorporal! Quick, Isaac, your sword!"
He squeezes past Isaac to move to (AA,13) without getting too close to the apparitions. When the paladin draws his blade, Benni casts Ghost Weapon on the longsword!
.......... Will 21 and 20 (add +2 if an Enchantment) both pass Know Religion: 15 (vs DC 10+CR to identify, something more for every +5 above success)
Active Spells: Light, Ghost Weapon (Wold spell, duration 7 hours, no miss chance because of incorporal)
Benni Spells (** used) 0. Detect Magic, Detect Poison, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Magic Weapon. Comprehend Languages. Shield of Faith. 2. Align Weapon. Less Restoration. Delay Poison. Calm Emotions. 3. Prayer. Invisibility Purge. Dispel Magic. **Ghost Weapon. 4. Holy Smite. Freedom of Movement.
Urist (AC19, HP: 57? of 61) (Cayzle) d20+18=22 ; Friday October 20th, 2023 7:15:43 AM
[OOC: Sorry, my posting is a bit off sync. My post above was yesterday's post. This is today's.]
Urist recognizes that this is all bad, and whips out her gitar. Her music is lively and (hopefully) ends the effect of the babbling.
Countersong Perform Check (use in place of your saving throw): 22.
Unfortunately, the lyrics are not quite as beautiful. In Urist's untrained croaking, it comes out something like this:
She winks at Onesimos and hopes this is one of his seven types of love!
She'll keep playing only so long as the ghosts keep babbling, or for the next six rounds, or for only one round, if that's all that's needed, whichever leaves her with the most rounds of Bardic perform left on the day!
Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 d20=3 ; Friday October 20th, 2023 7:46:20 AM
Beatrix is fascinated to see a new enemy show up. One she hasn't seen before. She approaches intending to attack it but somehow never gets around to it (my good bonus does not matter on a 3 for a total of 9)
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 d20+1=18 ; Friday October 20th, 2023 5:21:00 PM
____________________________
_________
Jasper hears the horrible, gabbling song (from the Undead, not Urist) but stands firm. She casts Flare on Undead A1, standing in square Y15, in an attempt to dazzle it.
(OOC: Hi! I'm back! Thanks for subbing for me, Mark! Double thanks for casting Guidance earlier.) ____________________________________________________
Wildshape: 2/day; current shape: NA Spells Running:
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 d20+10=23 ; d20+16=23 ; Friday October 20th, 2023 5:43:51 PM
Isaac shakes off the hypnotic babbling coming from the spirits. He draws his sword and tries to identify the monsters. He also focuses on the creature nearest him (A2) and a burning anger at the creature seems to rush through him. He points his sword at the hazy spirit nearest him "You'll be laid to rest soon."
WIll save: 23 Know religion :23
A2 is now the target of smite. Isaac gets a +4 to attacks +7 to damage vs it and if its undead and evil it becomes +14 bonus to damage on the first successful attack. This passes all DR. Isaac gets a +4 deflection bonus to armor AC29/ T17 / FF 26 against A2
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 d20+22=27 ; d20+22=33 ; d20+9=13 ; d20+9=18 ; d20+22=25 ; Friday October 20th, 2023 7:38:46 PM
Snark is startled as these strange creatures emerge from the walls. He tries to figure out what these things are. (Knowledge Planes 13, Knowledge Religion 18.)
At first the babbling of these creatures begins to distract him, but soon Urist's music proves to be stronger and pushes the effect out of his mind (will saves 27, 33.). "That's a pretty weird song there Urist, but it seems to be working. Since these things look like they're incorporeal, maybe I can do something to tie one of them up for a while."
Seeing Isaac focus his attention on A2, the little gnome makes gesture and utters an arcane word, and casts Resilient Sphere on A1. (DC 19 Reflex Save to negate or it encloses subject in a 7' diameter globe of force for 7 minutes.)
Then he notices Beatrix freeze up. "Jasper, see if you can shake Bea out of her stupor. That thing has her bewitched!" Snark moves that direction. ------------------------------ Resilient Sphere - A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell’s duration. The sphere functions as a wall of force, except that it can be negated by dispel magic. A subject inside the sphere can breathe normally. The sphere cannot be physically moved either by people outside it or by the struggles of those within.
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 d20+14=24 ; d20+6=12 ; d8+11=18 ; d8+11=13 ; Sunday October 22nd, 2023 11:19:19 AM
Isaac moves to engage creature near him. He then tears into the spirit. Attack 1:24 Damage 1:18 Attack 2:12 Damage 2:13
If its Evil and undead the damage on the first attack is 25.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 d20+22=38 ; Sunday October 22nd, 2023 2:16:52 PM
As Snark approaches this third apparition, he makes a save against that creature - will save 38.
DM Bob & Carla ”Strange Voices” A1 save vs Resilient Sphere d20+4=8 ; A2 Atk on Isaac d20+4=15 touch ; d4=1 ; A3 Atk on Bea d20+4=7 ; d4=2 ; Sunday October 22nd, 2023 8:55:55 PM Benni scoops up the 2nd jade key and manages to shake off the effects of the insane babbling emanating from the 2 ghostly creatures before him. He knows they are undead but is not familiar with their kind. As he slips by, he casts a spell on the paladin’s sword. Urist pulls out her gitar and begins a fast paced ditty about ghosts, hoping her music will help fight off the effects of the strange ghostly sounds. It clearly has done just so (within 30 ft. of the troubadour.) The creatures keep up with their gibberish just the same.
Beatrix is fascinated by the sounds from A3 and simply stands and stares. Jasper fights off the effects of the babbling and casts flare at A1 but to no obvious effect. (OOC Jasper must move to R-15 to be in range for her spell and hence must make 2 more Will saves vs DC 15 or be fascinated.)
Isaac shuts out the strange sounds trying to penetrate his mind and selects A2 as the focus of his holy anger. As he moves, the cleric anoints his sword with Ghost Touch . The Paladin strikes true and his god’s righteous wrath empowers the blade. The shadowy cloud writhes and shrieks as the ghost blade slices through.
Snark is surprised by the sudden appearance of the ghostly figures. He recognizes them as Allips, and knows that they are incorporeal undead and that their babbling can hypnotize an individual. The wizard understands an Allip’s touch can cause a person to loose willpower, and that this will in turn allow the creature to become more powerful. He casts Resilient Sphere in hopes of entrapping A1 before moving towards A3. He successfully fights off the effects of its babbling (OOC the 22 from Urist’s countersong replaces whatever save you would roll, not the modifier Snark would use.)
A1 is unable to avoid the shimmering sphere and struggles within to escape, muttering incoherently and clawing wildly at its..
A2 lashes back at the paladin in vengeful ire (Hit AC 15 touch for 1pt of wisdom damage (failed)). The strange cloud of shadows keeps up its confusing litany of whispers.
A3 lashes out its shadowy claws at Beatrix (Hit AC 7 touch for 2 pts wisdom damage (failed)). The creature’s eyes glow and it continues to drone on in its strangely discordant muttering. The attack jars the centaur from his trance.
Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 d20=1 ; Monday October 23rd, 2023 1:33:59 AM
Beatrix will recover from the fascination as it attacks and responds in kind. She fails to make any kind of impact with her hasty swing though (nat 1)
“Benni” AC 22/12/21 CMD17. HP 48/ 48 Onesimos (SteveK) d20+9=21 ; Monday October 23rd, 2023 6:59:29 AM
Onesimos doesn't know what they are, but he knows his friends are taking care of the two by the altar so...
Dropping any pretense of defense, Benni runs to get within striking range of Beatrix. "Hold on, Beatrix! Assistance is on the way!" ......
Run x4 (medium armor) Move, no Dex (-1 AC) to L,16 Will Save for A3 = 21
Active Spells: Light, Ghost Weapon (Isaac longsword) 7hrs, no incorporeal miss chance)
Benni Spells (** used) 0. Detect Magic, Detect Poison, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Magic Weapon. Comprehend Languages. Shield of Faith. 2. Align Weapon. Less Restoration. Delay Poison. Calm Emotions. 3. Prayer. Invisibility Purge. Dispel Magic. **Ghost Weapon. 4. Holy Smite. Freedom of Movement.
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 d20+12=28 ; d20+12=19 ; d20+13=15 ; d20+16=34 ; 7d6=25 ; Monday October 23rd, 2023 3:30:37 PM
Jasper concentrates while continuing to fight the effects of the spell. (Will saves 28 and 19)
She moves to R15. With clear line of sight toward Undead A1, she casts Flame Strike where it stands in Y15. A column of divine fire whooshes up, dealing 25 points of damage (7 d6) if the creature fails its Reflex saving throw.
______
OOC: When I first rolled I forgot to factor in the Combat Casting bonus. I'm not sure if this scenario counts as being on the defensive or not. If not, the roll is 15. If so, it's 34.
Wildshape: 2/day; current shape: NA Spells Running:
Urist (AC19, HP: 57 of 61) (Cayzle) d20+8=13 ; 4d4+4=16 ; Monday October 23rd, 2023 8:22:00 PM
Urist continues her countersong as a free action and tries to recall something about these ... Allips.
Know Religion check 13 -- Does she need to continue her countersong?
One thing she knows is that you need force to counter spirits. She activates her arcane armor training as a swift action, takes out a scroll as a move action, and reads a CL7 Magic Missile to strike the one that seems most wounded, or if that's not clear, the one that got flame struck, if it is still around.
Magic Missile Damage (4 missiles) 16 damage.
"Boo-Ya!" she shouts! "Boo to ya!"
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 4d4+4=14 ; Monday October 23rd, 2023 9:08:20 PM
Snark casts Magic Missile at A3. Shimmering green bolts of force shoot from the gnomes fingertips into the apparition for 14 points of damage.
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 d20+14=32 ; d8+11=16 ; d20+6=19 ; d8+11=17 ; Monday October 23rd, 2023 9:35:36 PM
Isaac grips his sword tightly and raises it for another flurry of blows He glances over at the spirit encased in what looks like a orb. Hopefully that hold he thinks. He slashes at the strange ghost trying to drive it back. Attack 1:32 Damage:16 Attack 2 :19 Damage:17
DM Bob & Carla ”Strange Voices” d20+4=7 ; Monday October 23rd, 2023 10:08:42 PM Beatrix, now fully aware of her surroundings swings wildly at the shadowy figure before her (A3) and misses. Benni races over to help his companion, exposing himself to a new source of insane muttering but manages to push it from his mind. Sensing the peril confronting the centaur, Snark casts magic missile and 4 bolts of force energy strike A3 causing the allip to whirl and writhe.
Jasper casts flame strike at A1 but the shimmering ball of energy that surrounds and imprisons the Allip also protects it, and it takes no damage. Seeing this, Urist pulls out a scroll and sends 4 magic missileswhistling towards A2, the allip that is facing the paladin and has already been badly injured. The missiles strike home and the shadowy swirling madness dissipates in a final shriek just as Isaac swings at it once more.
Urist knows that each allip’s muttering is individual and must be mentally countered one by one, however once successfully endured, it can no longer fascinate a person for the next 24 hrs.
A1 continues to struggle against his magic prison, muttering inconsequentially inside the sphere. A2 no longer exists. A3 however continues its babbling and lashes out at Beatrix. A long claw-shaped whisp of smoke narrowly misses the centaur and the allip redoubles its insane chatter. (Hit AC Touch 7 Fail)
“Benni” AC 22/12/21 CMD17. HP 48/ 48 Onesimos (SteveK) 4d6=14 ; Tuesday October 24th, 2023 6:41:34 AM
Onesimos sees Beatrix is moving again, and so moves himself to set up a flanking for the centaur. Already setting up Isaac to battle incorporeal targets, the cleric is less able for a physical weapon. But he has more than a morningstar...
Holding his woven band that is the High Woldian symbol of Flower, Benni channels energy, not to heal wounds this time, but to harm undead!
.......... Move to N,19 flanking with Beatrix Channel Energy 14 damage
Active Spells: Light, Ghost Weapon (Isaac longsword) 7hrs, no incorporeal miss chance)
Benni Spells (** used) a. Calming Touch (1/6), Good Touch (0/6), Channel (1/8) 0. Detect Magic, Detect Poison, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Magic Weapon. Comprehend Languages. Shield of Faith. 2. Align Weapon. Less Restoration. Delay Poison. Calm Emotions. 3. Prayer. Invisibility Purge. Dispel Magic. **Ghost Weapon. 4. Holy Smite. Freedom of Movement.
Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 d20=13 ; d8=3 ; Tuesday October 24th, 2023 8:38:40 AM
Beatrix recovers from the surprise attack fully and strikes the thing squarely with her lance (27 to hit with the flanking bonus, 9 damage)
Urist (AC19, HP: 57 of 61) (Cayzle) 4d20+4=33 ; 4d4+4=11 ; Tuesday October 24th, 2023 2:04:58 PM
If the one outside the forceball is still alive ... well, not "alive," you know what I mean ... then another magic missile read from a scroll inflicts 11 damage. (Sorry, ignore first roll.)
If it is dead, then Urist goes over to collect some ghost dust or ectoplasm or whatever remains, if anything.
"Bustin' makes me feel good!" she sings.
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 d20+7=23 ; d8+5=10 ; Tuesday October 24th, 2023 2:47:41 PM
Jasper moves to M16 to help Benni and Beatrix. She casts Produce Flame and hurls the fire that blooms in her palm at A3, dealing 10 points of damage if she hits.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Tuesday October 24th, 2023 5:24:09 PM
Snark sees Jasper's previous spell burn against the Resiliant Sphere, unable to affect the Allip (A1) inside.
"Ooo, yeah, sorry about that Jasper. I probably shoulda clarified. Nothing's getting in or outta that sphere for the next several minutes. My plan is that once we get rid of these two, we can all get ready to attack this last one before I dismiss the Sphere."
As he sees Jasper hurl flame at A3, he flashes her a thumbs-up. Being just out of range, the gnome moves closer. He also moves up his unseen servant.
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 Tuesday October 24th, 2023 8:18:49 PM
Isaac makes his way over to the group In case he is needed to help take down the third spirit. "Snark how long does that spell last?" Isaac wasn't sure if he needed to take any further action against the trapped ghost.It would be quickly overwhelmed with everyone focusing on it.
DM Bob & Carla ”Strange Voices” Save vs Channeling d20+4=17 ; Touch Atk d20+4=15 ; rolled in error d4+4=6 ; Wis dmg d4=3 ; Tuesday October 24th, 2023 11:04:35 PM
With one allip destroyed and a second allip confined within a resilient sphere, the focus shifts to the third allip currently harassing Beatrix. Jasper and Benni move into position in support of the centaur. Urist sends a magic missile spell hurtling towards A3 which strikes it squarely. The cleric channels energy through his holy symbol hitting the muttering cloud of shadows, whilst the druid throws a blossom of flame at it. Beatrix tries to impale it on her lance. Both the lance and the fire strike, causing the creature to curl and writhe as if in agony. Benni’s holy transference of energy also strikes home and the result is immediate. The allip shrieks in response. Despite the onslaught, the allip still survives (takes 1/2 damage from the lance and the flame and saves for 1/2 damage from the channeling …it also has channeling resistance)
Snark stops to explain the sphere to Jasper and his plan to keep it’s captive contained until the other allip has succumbed. Isaac pauses to consider the plan.
A3 whirls and roils, it’s smokey form darkening as it strikes out once again, this time at the cleric that had caused it so much pain. (Hit Touch AC 15 for 3 pts wisdom dmg). Benni feels a searing icy-cold ache as the allip pulls at his mind.
Urist (AC19, HP: 57 of 61) (Cayzle) 4d4+4=14 ; Tuesday October 24th, 2023 11:46:15 PM
Urist exclaims, "This one just won't give up the ghost!"
A final magic missile from that scroll inflicts 14 damage.
Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 d20=4 ; d8=2 ; Wednesday October 25th, 2023 7:22:06 AM
Beatrix will stab at the thing again trying to finish the job (18 to hit with flanking bonus, 8 damage)
“Benni” AC 22/12/21 CMD17. HP 48/ 48 Onesimos (SteveK) 4d6=12 ; Wednesday October 25th, 2023 7:25:05 AM
Onesimos feels the cold touch and a blurring of his mind. Spells he thought he had slip away... Oh!
"No, sad one, you are trapped between life and the Lands of Rest, unable to experience either one. You may not understand, but I am here to help you to rest until your traumas have slipped away."
Strongly presenting his symbol of Flower, he channels again. "In Love, I bid thee, find thy rest!" ........... Wis Dam 3 (14) Channel Energy 12 damage (Will DC 15 for half)
Active Spells: Light, Ghost Weapon (Isaac longsword) 7hrs, no incorporeal miss chance)
Benni Spells (** used) a. Calming Touch (1/6), Good Touch (0/6), Channel (2/8) 0. Detect Magic, Detect Poison, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Magic Weapon. Comprehend Languages. Shield of Faith. 2. Align Weapon. Less Restoration. Delay Poison. Calm Emotions. 3. Prayer. Invisibility Purge. Dispel Magic. **Ghost Weapon. 4. Holy Smite. Freedom of Movement.
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 d20+12=31 ; d8+5=6 ; Wednesday October 25th, 2023 1:30:05 PM
Jasper rushes to Benni's side (N18) and casts Cure Light Wounds. A soft, glowing green light that smells of pine needles restores 6 points of damage.
Wildshape: 2/day; current shape: NA Spells Running:
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 d20+6=8 ; d6+2=3 ; Wednesday October 25th, 2023 7:55:27 PM
...smells of pine needles. "Nice one Jasper - healing AND a room freshener."
Feeling a bit left out, Snark moves up and throws a blob of acid at the roiling embodiment of spite and malice. (The Acid Dart would hit Touch AC 8. If that hits, it will deal 3 points of damage.)
Snark smiles at Benni's comment. "Good one Benni - in love, I blast thee to smithereens."
Once this Allip is dead, Snark will say, "Awright. Let's us gather around that last one and ready actions to hit it with all we got once I release it. Hopefully, we can love it to death too."
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 d20+11=26 ; d8+4=11 ; Wednesday October 25th, 2023 10:58:13 PM
Isaac takes note of leaving the trapped undead for later and decides to charge the last spirit still free. Charging he moves next to Jasper and takes a swing at the Allip. Attack :26 damage:11 (If this not possible he moves as close to the monster as possible to attack next turn.)
DM Bob & Carla ”Strange Voices” Wednesday October 25th, 2023 11:41:37 PM
Following A3’s attack on the cleric, Urist, Beatrix, and Benni retaliate. Simultaneously, 4 magic missiles and a lance slam into the creature along with a wave of holy energy. Benni waxes poetically about love, the allip’s unrelenting eternity of madness, and his role in providing a release from torment. The swirling cloud of shadows betrays no comprehension as the fire in its eyes fades in a final roiling billow of hatred.
Jasper rushes over to to the cleric and casts a healing spell upon him, but to no effect, for the cleric has suffered no physical damage (OOC cure spells do not repair ability damage). Isaac joins the group surrounding A3 but arrives just in time to see it destroyed. Snark also considered joining the action with an acid dart but it’s obvious destruction makes that moot, and so he turns his attention to planning the demise of the last remaining creature.
A1 remains trapped in the resilient sphere, the shadowy cloud constantly changes shapes and degrees of darkness as it struggles to free itself. It continues its strange and hypnotic muttering throughout its imprisonment.
“Benni” AC 22/12/21 CMD17. HP 48/ 48 Onesimos (SteveK) 4d6=19 ; Thursday October 26th, 2023 6:44:17 AM
Onesimos knew the undead wouldn't understand, and probably not most of his friends, but Flower and Gargul would. "Not to smithereens, but to the Lands of Rest, where we will all eventually go. We only freed them from a terrible necromantic prison."
"But quick, to your Sphere. Let us all gather and READY attacks so Snark can dismiss it and we can send the last to a long overdue rest."
Benni puts feet to his words and rushes back over to the resilient sphere. ..............
Wis Dam 3 (14) This Round. Run x4 to Z,13 Next Round. READY when Sphere goes down: Channel Energy 19 damage (Will DC 15 for half)
Active Spells: Light, Ghost Weapon (Isaac longsword) 7hrs, no incorporeal miss chance)
Benni Spells (** used) a. Calming Touch (1/6), Good Touch (0/6), Channel (3/8) 0. Detect Magic, Detect Poison, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Magic Weapon. Comprehend Languages. Shield of Faith. 2. Align Weapon. Less Restoration. Delay Poison. Calm Emotions. 3. Prayer. Invisibility Purge. Dispel Magic. **Ghost Weapon. 4. Holy Smite. Freedom of Movement.
Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 d20+14=34 ; d20+14=34 ; d8=7 ; d8=4 ; d8=7 ; d8=6 ; d8=8 ; d8=8 ; Thursday October 26th, 2023 7:27:08 AM
Beatrix will position herself just far enough away to get a good charge at the thing as soon as the sphere goes down. She'll advise people to stay out of the way of said charge. (2 natural twenties but I suspect these guys are immune to crits. 24 damage or 44 on the crit.)
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Thursday October 26th, 2023 1:31:41 PM
Snark responds to Benni, "Yeah, I know, I know. Tortured soul and all that. This may have been a prison of their own making, but I'm not so sure these fellas are goin' to a better place - just a more appropriate place. I actually do appreciate knowing why you do what you do there Benni. I just like giving you a hard time pal."
Snark walks over as Benni reiterates his the wizard's previous instruction. As he goes, he fishes his wand of Cure Moderate Wounds out of his pocket. "If any of you healers want to use this wand to damage it, feel free." (With a touch attack it will deal 2d8+3 damage, Will DC 14.)
Once his friends are in place to attack, Snark will dismiss the sphere.
Urist (AC19, HP: 57 of 61) (Cayzle) 4d4+4=16 ; Thursday October 26th, 2023 3:55:10 PM
Urist rubs her arcane focus, a protection ring that also grants her the ability to cast one spell from her book per day. Magic Missile is the best she has against this kind of foe.
As soon as the sphere goes down, the four magic missiles fly out!
"With this ring, I thee DEAD!" she shouts.
16 force damage to the foul spirit thing.
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 Thursday October 26th, 2023 5:18:16 PM
Jasper snorts as she jogs to U15. "Well, it didn't help Benni, but I guess it smelled good. If this adventuring thing doesn't work out, I suppose I could get work as a walking incense stick."
She readies Flame Strike again.
Wildshape: 2/day; current shape: NA Spells Running:
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 d20+9=18 ; d20+3=16 ; d8+6=14 ; d8+6=12 ; d20+16=23 ; Thursday October 26th, 2023 10:37:45 PM
Isaac makes his way over to the orb and readies a strike for when the orbs magic finally gives out. While he waits he tries to figure out what the creature is and how these sprits are created or corrupted. Ready action: power attack on the corrupted spirit. Attack1:18 Damage:14 Attack 2:16 Damage2:12 Know religion:23
DM Bob & Carla ”Strange Voices” Will Save d20+4=21 ; Thursday October 26th, 2023 11:14:21 PM
The Luck Makers position themselves for a concerted attack on the last remaining allip. When Snark dismisses the resilient sphere Benni, Isaac, Urist, Beatrix and Jasper take action. The cleric once again channels holy energy (A1 saves for 1/2 damage), the paladin swings twice with his sword, each strike causing the creature to recoil, the dwarf sends magic missiles into the very midst of the seething cloud of shadows, and if that were not sufficient, the centaur charges forth and impales whatever was left of the doomed creature. Nothing remains for the druid to cast a spell upon. The only sound to be heard is the shuffling of their own feet against the stone floors and the sounds of their own breathing.
The paladin takes a moment to ponder what these creatures are and how they might arise. Isaac recalls that allips are undead and incorporeal remains of someone driven to suicide by madness. They are forever denied the eternal rest of an afterlife and take out their terror, confusion, and rage upon the living. Though they can cause no physical harm, an allip’s touch can drain away a victim’s willpower. Also, an allip babbles incoherently to itself, and those who hear this babble can become hypnotized. Allips cannot, however, speak intelligibly. It is dangerous to try to connect mentally with an allip, be that through thought detection, mind control or telepathy as an allip’s mind is so tortured as to damage any other mind that touches it
Back by the bookshelves, the two ghostly spirits continue the task of organizing spectral tomes upon the shelves.
“Benni” AC 22/12/21 CMD17. HP 48/ 48 Onesimos (SteveK) d4=3 ; d20+7=12 ; Friday October 27th, 2023 6:48:58 AM
Onesimos smiles, if his friends are making quips, people are feeling pretty good about this tough battle. "Snark, the day you don't give me a hard time is when I suspect you being under a compulsion!"
"Not to worry, Jasper, I have a spell to counter ability damage. And while my spells are mostly defense and buff, I do have some healing scrolls. I am happy that everyone has their own emergency means. After all, I'm a Cleric, not a Healer."
Benni casts Lesser Restoration on himself, removing all of the damage the Allip caused, and once again getting access to his highest spells. "Is everyone ready? Beatrix, which way should we go?" ..........
Active Spells: Light (70min), Ghost Weapon on Isaac (7hrs) Cast Lesser Restoration; +3 Wis heal to Benni Perception: 12
Benni Spells (** used) a. Calming Touch (1/6), Good Touch (0/6), Channel (3/8) 0. Detect Magic, Detect Poison, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Magic Weapon. Comprehend Languages. Shield of Faith. 2. Align Weapon. **Less Restoration. Delay Poison. Calm Emotions. 3. Prayer. Invisibility Purge. Dispel Magic. **Ghost Weapon. 4. Holy Smite. Freedom of Movement.
Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 d20=17 ; d20=7 ; Friday October 27th, 2023 8:40:11 AM
Beatrix will show the others the door she found past the illusion.
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 Friday October 27th, 2023 3:56:16 PM
Jasper feels a twinge of sympathy for the allips. Poor things.
"I wonder what drove them mad. I wonder if it lurks within these walls."
Urist (AC19, HP: 57 of 61) (Cayzle) Friday October 27th, 2023 11:39:19 PM
"Huh," says Urist.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Saturday October 28th, 2023 2:56:40 AM
Snark has already been able to see the illusions here for what they really are. He keeps his unseen servant nearby. He looks at the door, using Detect Magic to see any enchantments that may be on it.
Taking 10 on his Knowledge Arcana for the schools of magic involved would be 22 vs. DC is 15 + spell level or 1/2 caster level for non-spell effect. Taking 10 on Spellcraft check to identify any magical properties would be 29 vs. DC is 15 + item's caster level.
If he does not detect anything that might go boom, he will proceed.
Is there a keyhole on this door? If so, he will stand back as he gives his key to the Unseen Servant to use, and if that does not work he will have the Unseen Servant try the green key that Benni has.
DM Bob & Carla ”Strange Voices” Sunday October 29th, 2023 10:59:39 PM Benni casts lesser restoration on himself and can feel his cognitive skills begin to return. He joins in the post victory banter with the rest of the luck makers. Jasper can only wonder what must have befallen the allips in life to have driven them to the insanity they displayed in death. Perhaps their investigations of the abbey will reveal the answer as they continue.
Beatrix points out the doorway to her companions. It is a large arched double door made of wood and braced with iron bands. There is no obvious lock, but it is closed.
Snark moves a few feet down the recess and examines the door from a distance. He detects no magic on it. Ever cautious, he sends his unseen servant in for closer inspection. Unlocked, the invisible servant is able to open the door a crack, but cannot push it further due to its weight and accumulated rust on its hinges. Urist and Isaac watch on with interest.
As the gnome commands his servant, one of the two ghosts that have been busily organizing books and shelves interposes itself between the doorway and Snark. It holds out empty incorporeal hands, palms up, and looks straight at the greenmage. The second ghost approaches the gnome from the rear and tries to pull at his pack. Neither ghost makes contact with him.
“Benni” AC 22/12/21 CMD17. HP 48/ 48 Onesimos (SteveK) d20+15=27 ; Monday October 30th, 2023 7:10:09 AM
Onesimos sadly considers Jasper's thoughts. "We may never know. Those, what were they, Isaac? Allips? Those Allips may have been Akoka's companions that didn't make it out."
"Um, Snark? I think you found a way for the ghosts to respond. Maybe we should go up instead? The Allips came through the walls from this direction, so we may be getting a warning."
Benni tries to get a hunch at what the ghost-monks want... besides 'don't go there'...
.................. Active Spells: Light (70min), Ghost Weapon on Isaac (7hrs) Sense Motive: 27
Benni Spells (** used) a. Calming Touch (1/6), Good Touch (0/6), Channel (3/8) 0. Detect Magic, Detect Poison, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Magic Weapon. Comprehend Languages. Shield of Faith. 2. Align Weapon. **Less Restoration. Delay Poison. Calm Emotions. 3. Prayer. Invisibility Purge. Dispel Magic. **Ghost Weapon. 4. Holy Smite. Freedom of Movement.
Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Monday October 30th, 2023 7:27:02 AM Perhaps they want payment, or some sort of indication of permission?" Beatrix speculates. She'll get out some money and offer it.
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 Monday October 30th, 2023 3:12:00 PM "They don't seem to want us messing with that door. That must be where they keep the interesting books.
I bet they wouldn't notice a moth or a mouse, though. Want me to wildshape and scout?"
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 d20+15=16 ; d20+9=17 ; d20+12=13 ; Monday October 30th, 2023 8:16:32 PM
Snark is a little puzzled by the ghosts' behavior. He scratches his head. "Well these fellas certainly don't want us going in this door, and I saw what happened last time they moved through someone, So I'd rather avoid walkin' through 'em if we can."
He turns to the ghost ahead of him. "Listen Casper - can I call you Casper? I'm not sure what you're trying to keep from happening here, but it's clear you don't want us going in there. Can you tell me what's wrong? Unless maybe you need something first?"
Snark looks to see what happened with Beatrix' offer of coins. He will also try placing the following things in the ghost's hands:
- The green key he carries - The green key Benni has (with Benni's permission) - A coin with Continual Flame cast on it (magic)
Assuming these fall to the ground, he collects and returns them and says, "Benni had a good idea. Let's try that staircase and go up. Maybe we'll find a way down into that room."
Snark will lead the others to the narrow stairway leading upwards to what must be a second floor.
He also looks around to see if there is anything he missed.
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 Monday October 30th, 2023 8:39:56 PM
Isaac tells the others what he remembers "Those spirits Allips are created when someone loses their minds in the throes of death how they died I can't say but they seek to take their madness confusion and pain out on the living by draining their vitality. They are forever denied the eternal rest of an afterlife so oblivion was the best we could offer." He looks over at snark trying to Have a conversation with the ghosts " That won't work Snark their like actors in a play doing the same script over and over. We can't really interact with them their just memories imprinted on to the building." But Isaac stops as he watches the ghost mover over to the green mage "well I guess they have more autonomy than I gave them credit for. They may be trying to warn us away from whatever killed and created those Allips."
DM Bob & Carla ”Even stranger voices” Monday October 30th, 2023 11:11:54 PM
As the Luck Makers prepare to depart the great hall, they are accosted by the two ghosts who were previously tending to the books ranged in the shelves along the walls. Isaac shares what he knows of allips and of ghosts. Beatrix wonders if they require payment, but his offer of coins is ignored. Benni suggests the ghosts might be warning them about venturing through the door, but perceives their interest seems to be focused solely on the gnome. Jasper offers to wildshape into a small creature in order to squeeze through the opening created by the unseen servant, and scout out what is on the other side of the door.
Snark knows a ghost is the spirit of a mortal creature whose soul cannot, or will not, leave a specific location in the Material Plane and travel on to the afterlife. He tries to converse with the apparition in front of him and offers it each of the jade keys in the party’s possession and a flaming coin, all of which fall to the floor. The wizard picks up the fallen items and tries to move toward the stairs.
The ghost of what must have once been an acolyte or lower level monk immediately shifts to once again bar Snark’s way out of the great hall. The ghost raises one arm and points towards a set of bookshelves where the greenmage had previously been repairing books. The ghost attempts to speak, but all that emerges is a low, baleful and frightening moan. All members of the party must make a Will save vs DC 13 or be panicked for 2d4 rounds. (Note: the frightful groan is a sonic mind-affecting fear effect)
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions.
Urist (AC19, HP: 57 of 61) (Cayzle) d20+18=31 ; d20+21=38 ; Monday October 30th, 2023 11:49:08 PM
Urist thinks maybe she could distract the ghosts. Maybe. Worth a try, anyway.
This is not a performance. just music. Perform 31
And maybe Diplomacy to make them friendly? Diplomacy 38
The troubadour is serious and wants to distract the ghosts from noticing a mouse. So she is, for a change, serious.
Urist (AC19, HP: 57 of 61) (Cayzle) d20+7=23 ; Monday October 30th, 2023 11:51:00 PM
Ugh, posted before I saw the DM post.
Well, save vs fear is a 23. Not afraid.
After that she tries to distract the ghosts, as posted above.
Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 d20=13 ; Tuesday October 31st, 2023 7:25:46 AM
Beatrix shakes off the effect and guesses what's going on. "You have one of their books don't you? Put it back. They don't want you stealing it." (19 will)
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 d20+10=16 ; Tuesday October 31st, 2023 2:58:40 PM
The little greenmage is a little startled by the ghost's baleful moan.
"Good point Bea! I hadn't thought of that. Seems like they're programmed to receive. I guess you can check out any time you want, but you can never leave. I'd have been a prisoner here of my own device."
He glances up at the ceiling for a moment.
"Maybe that's what's got these ghosts trapped here - somebody checked out a book and never brought it back.
"Hey Urist - this place would probably make a good song."
Snark will return the three books he "borrowed." Then he will see if the ghosts still block him from leaving. If not, he'll proceed through the door.
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 d20+12=21 ; Tuesday October 31st, 2023 5:06:38 PM
Jasper claps her hands over her ears to drown out the moaning. She's not afraid -- it's just loud. (Will 21)
"They're really fixated on those books! Trust a teacher to recognize the importance of library science."
She waits to see what happens when Snark returns the books.
“Benni” AC 22/12/21 CMD17. HP 48/ 48 Onesimos (SteveK) d20+9=26 ; Tuesday October 31st, 2023 7:53:34 PM
Benni saves from panicking, and agrees with the others. Snark has to put the book back.
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 Tuesday October 31st, 2023 10:10:50 PM
Isaac shakes off the supernatural fear that comes from the ghost. "Well that was unpleasant." He looks over at the shelf of books while he had looked through the books he had not found any that caught his interest. "Let's put the books back. I would rather not try and fight them right now. We might be able to cleanse this place later and lay them to rest."
DM Bob & Carla ”An old courtyard…” Tuesday October 31st, 2023 11:04:41 PM
Although startled by the moaning of the ghost, the Luck Makers shake off any ill effects and encourage Snark to return the books from where he found them. The gnome, trailed by the two ghosts, crosses the hall and replaces the books. Once the books have been returned, the two spirits pay no further attention to any of the adventurers and once again seem completely occupied with their regular duties.
Snark returns to the large double doors and leads his companions out of the great hall.
Once through the door, a 10’ wide passageway leads 30’ to the right before opening up on a large open-air courtyard - not unlike the one indicated on the roughly drawn map provided to the party by Olostim. Tall grasses and thorny bushes occupy what was once a lawn or garden area. It is surrounded on all sides by a low overhanging roof approximately 10’ deep. A gravel pathway skirts the courtyard beneath the overhang. A couple of benches can be seen along the wall to the right.
Urist (AC19, HP: 57 of 61) (Cayzle) Tuesday October 31st, 2023 11:28:56 PM
"Wait, there may be something to do with these benches. Maybe they make you stronger."
Urist puts a shoulder to one and pushes hard.
"It's working! I feel stronger! Everybody in the party should join me and do some bench presses!"
“Benni” AC 22/12/21 CMD17. HP 48/ 48 Onesimos (SteveK) d20+7=20 ; Wednesday November 1st, 2023 7:26:07 AM
Onesimos is pleased the return of the book allowed the team to continue on. The short passage to the courtyard makes the elf look over at Jasper. The druid kept Olostim's map, and should be able to verify the veracity.
Benni looks about, not really expecting to see much in such a plain place, and begins to walk the path to see where it leads when Urist observes something special. "Really? It's making you stronger, that's... wait..." Benni groans, but is a little worried at the same time. What if everyone stops listening to the dwarf and then she sees something dangerous? The LuckMakers could end up the way Akoka's team did...
.................. Active Spells: Light (70min), Ghost Weapon on Isaac (7hrs) Perception: 20
Benni Spells (** used) a. Calming Touch (1/6), Good Touch (0/6), Channel (3/8) 0. Detect Magic, Detect Poison, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Magic Weapon. Comprehend Languages. Shield of Faith. 2. Align Weapon. **Less Restoration. Delay Poison. Calm Emotions. 3. Prayer. Invisibility Purge. Dispel Magic. **Ghost Weapon. 4. Holy Smite. Freedom of Movement.
Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 d20=7 ; Wednesday November 1st, 2023 7:47:01 AM
Beatrix ignores the stupid pun to look about for hidden danger, wary for another ghostly ambush (7 perception)
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 d20+21=28 ; Wednesday November 1st, 2023 2:12:20 PM
Jasper raises an eyebrow at Urist and then produces the map. "Let's get our bearings."
She crouches so Snark can see, too.
"Well, the map looks more or less accurate to me. It's not very detailed, though. I'm going to explore."
She tucks the map away and begins a systematic sweep of the courtyard. In addition to extending her senses through a Perception check (28), she also casts Detect Magic.
She starts with the grassy area, moves out to the path, and then looks at each bench. Are all the rocks in the path of roughly the same shape, size, and color? Are they disturbed by tracks of any kind? Are there any carvings on the benches? Do there appear to be any hidden doors or traps? Is there anything concealed in the tall grass?
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Wednesday November 1st, 2023 8:25:54 PM
The little gnome smiles when Jasper holds the map low so he can see too. "Thanks pal. Yer on my good list." The look he shoots the dwarf at her ham-fisted pun suggests he may have another list.
In the courtyard he can see a tangle of vegetation blocking the central part. He will also use Detect Magic to scan the area. Then he uses Speak With Plants to address the brambles in the middle. "Oh great thorny one, what do you conceal beneath your splendid brambles?"
Urist (AC19, HP: 57 of 61) (Cayzle) Wednesday November 1st, 2023 10:24:03 PM
Urist blushes and mutters under her breath in dwarf: Highlight to display spoiler: {"Ok, I gotta up my game."}
DM Bob & Carla ”An old courtyard…” Stealth Roll d20+12=20 ; d20+9=24 ; d20+9=14 ; d6+4=9 ; d6+4=5 ; Wednesday November 1st, 2023 10:38:22 PM
Standing at the edge of the courtyard, the Luck Makers have a chance to scan their surroundings. Dark, cloudy skies sweep across the opening above, casting only dim light into the courtyard. Urist tries lightening the mood with some humour, but his companions will have none of it. Benni recalls the sketch map provided by Olostim and vaguely recalls a courtyard. Jasper pulls out that very map and holds it out so that her fellow adventurers can orient themselves. She then carefully scans the extent of the courtyard looking for anything out of place. The gravel path has not seen any use in a very long time and nothing about it seems extraordinary. There are a number of doors leading into different buildings that surround the courtyard as well as a set of stairs that seem to lead upwards to a second story. She detects no secret doors or hidden traps and likewise detects nothing magical above and beyond the constant aura of magic that exudes from every pore of the abbey itself.
Snark also scans for magic and then casts a spell that allows him to communicate with the plants in the courtyard. Hundreds of tufts of grass respond in near synchrony “Too little sun! Always in shadows! Worms!” The thorny bushes that have sprung up over time have more to say. Their gnarled dark branches spread across the courtyard seeking sun, finding little. “Even the rabbits are gone, just the hunter visits…a stranger here”
As they consider their surroundings, Jasper spots an unusual movement in the tall grass some 40’ away that seems to be creeping towards the centaur. She shouts out a warning just as a large black six-legged feline creature springs out towards Beatrix, two long tentacles extend from its gaunt shoulders. The cat lashes out twice with its tentacles (Hit AC 24 and 14 for 9 and 5hp damage) .
Benni, Snark and Isaac recognize the creature, having encountered one once before! Highlight to display spoiler: { It’s a displacer beast! Only, this one might be larger than the one they fought previously! }. The creature let’s out a guttural yowl as it eyes what looks like the biggest potential meal!
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Thursday November 2nd, 2023 1:15:53 AM
Snark says, "Ugh, these things. I remember the one we fought here before. These things are strong and fast, and those tentacles can hit pretty far away. But the worst part is they're awful hard to hit since they kinda bend the light so you're not sure exactly where they are really."
Snark will move back 5' and cast Haste, which should affect everyone except for Urist. How'd she get all the way over there?
“Benni” AC 23/13/22 CMD19. HP 48/ 48 Onesimos (SteveK) d20+5=23 ; d100=16 ; d8+2=9 ; Thursday November 2nd, 2023 6:55:41 AM
Onesimos' head alerts as the displacer beast attacks. "Too close! Cast defensively if you can: those tentacles have a long reach!"
Benni feels he is too close to cast a spell, so pulls his morningstar and rushes in to draw its opportunistic attacks on himself.
Active Spells: Light (70min), Ghost Weapon on Isaac (7hrs)
Benni Spells (** used) a. Calming Touch (1/6), Good Touch (0/6), Channel (3/8) 0. Detect Magic, Detect Poison, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Magic Weapon. Comprehend Languages. Shield of Faith. 2. Align Weapon. **Less Restoration. Delay Poison. Calm Emotions. 3. Prayer. Invisibility Purge. Dispel Magic. **Ghost Weapon. 4. Holy Smite. Freedom of Movement.
Beatrix and Tinkerbell (Mitch) HP 46/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Thursday November 2nd, 2023 7:52:58 AM
Beatrix will use the withdraw action to fall back into the previous room so she'll have space to charge. She'll warn the others, "Clear the way so I can charge it!" If it stays to focused on her this might have the bonus of drawing it farther in to the rest of the party to be surrounded and pummeled.
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 Thursday November 2nd, 2023 12:59:56 PM
Isaac Takes a moment and focuses on the beast trying to detect any evil in it. He then moves over to the creature ready to fight. Move:detect evil Standard:move over to the beast.
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 d20+12=29 ; 7d6=35 ; Thursday November 2nd, 2023 2:42:39 PM
Jasper moves to AB10 to ensure she has line of sight and casts Flame Strike. (29)
If the column of divine fire hits, it will deal 35 points of damage. ------
Wildshape: 2/day; current shape: NA Spells Running:
Urist (AC19, HP: 57 of 61) (Cayzle) d20+31=46 ; d20+7=24 ; d10+11=13 ; Thursday November 2nd, 2023 10:15:27 PM
Urist casts Greater invisibility and walks stealthily to Y6.
[OOC: Should we move on the map, or let the DMs move us?]
Stealth 46
If the enemy moves and provokes an AoO, Urist will swing her maul to hit AC24 for 13 damage.
DM Bob and Carla - ”Vengeance! “ Vs Beatrix d20+9=25 d6+4=9 DB save vs Jasper’s spell d20+9=26 DB perception vs Urist d20+6=25 vs Benni d20+9=14 d20+9=12 d20+4=6 Thursday November 2nd, 2023 10:53:48 PM Snark remembers what he learned from the last time he encountered a displacer beast and how difficult it was to hit in combat (AC17, 50% mischance - roll a d100, 1-50=fail, 51-100=hit). He shares this information with his companions. The wizard casts Haste on his friends, but the magic does not reach as far as Urist, who had gone off to investigate one of the benches gracing the walk.
Benni decides offence is the best defence, and closes in on the large cat-like creature. Despite the light from his buckler, he is tricked by the magical shadows that shroud the beast and his swing misses.
Beatrix pulls back towards the great-hall doorway, provoking an attack from the thing. (Hit AC 25, for 9 pts dmg). The centaur warns her companions to clear the way for her attack. (OOC: the map is interactive, however Beatrix was not repositioned, nor were co-ordinates mentioned in the post. We have placed her where she might reasonably be, based on the description provided, from AB/AC 5/6 to AF/AG 8/9. The move to that new position required going through more than 1 threatened square, hence the AoO)
Like the creature he fought in an earlier encounter, Isaac recognizes the taint of evil on this one too! He moves in ready to strike!
Jasper moves to a position just barely out of range of the beast’s extended tentacle reach whilst providing Beatrix room to manoeuvre. The druid brings down a 40 ft high cylinder of divine fire directly onto the displacer beast. (Reflex save vs 19, rolled 26 for half dmg of 17 pts) Alas, Benni and Isaac are within the 10 ft radius of the spell centered on the creature. (Please roll a reflex save vs 19 to take half damage.) (OOC: area spells, eg. flame strike, do not require an attack roll, but they do provide a save (ie in this case vs 19) You must be specific where you center the spell. In this case we centered it on the beast, which appeared most logical. However, its radius does extend to include Isaac and Benni.)
Urist goes invisible and sneaks up behind the creature. (Displacer beast perception = 25, fail) (OOC: players should move their characters on the map, but describe the actions in their post - just as you did. )
Pausing but a moment, the ebony cat-thing sniffs the air and it’s eyes flare brighter. Snark, Benni and Isaac Highlight to display spoiler: { Displacer beasts are fiercely loyal to packmates and will go to the ends of the earth to avenge the slaughter of their young! They will hunt down and brutally maul any creature that harms their kin.}
Urist, Jasper and Beatrix Knowledge Nature vs 15, and you can reveal the spoiler!
Distracted by both pain and the light of the divine flames, the large cat thing misses all of it’s attacks (14, 12, and 6) but glares at the cleric and growls: ”Murderers!
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Friday November 3rd, 2023 1:36:11 AM "Whoa. These things can talk? I know they can hold a grudge and are fiercely loyal to their packmates, but I didn't know they could talk. Thanks for letting us know this thing is evil, Isaac."
"Lemme see if I can turn this into a party."
The little gnome will take a 5' step back. He waves his staff as he begins casting a spell from the staff (Mad Monkeys.)
“Benni” AC 21/11/20 CMD19. HP 27/ 48 Onesimos (SteveK) d20+4=15 ; 4d6=14 ; Friday November 3rd, 2023 7:01:20 AM
Onesimos is brutalized by the Flame Strike spell, but more amazed by being recognized and speaking! "That's right, Teddy and Snark told us of your kind's hatred and malicious ways. I think our wizard should conjure a pack of Blink Dogs to keep you company. May you atone for the evil you have caused."
Keeping up his defensive fighting, Benni ignores his buckler and grabs his holy symbol; channeling a burst of positive energy to Selectively heal all the Luck Makers! .................. Reflex Save 15 fail (26 damage) Fight Defensively +2AC, -2 attack No Shield (buckler) -2 AC Step to AA,7 (to give Beatrix a clear charge) Channel Energy (Selective)(Supernatural = no AOO) 14 healing all LuckMakers within 30'
Active Spells: Light (70min), Ghost Weapon on Isaac (7hrs)
Benni Spells (** used) a. Calming Touch (1/6), Good Touch (0/6), Channel (4/8) 0. Detect Magic, Detect Poison, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Magic Weapon. Comprehend Languages. Shield of Faith. 2. Align Weapon. **Less Restoration. Delay Poison. Calm Emotions. 3. Prayer. Invisibility Purge. Dispel Magic. **Ghost Weapon. 4. Holy Smite. Freedom of Movement.
Beatrix and Tinkerbell (Mitch) HP 38/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 d20=8 ; d20=2 ; d100=85 ; d8=8 ; d8=6 ; d8=5 ; Friday November 3rd, 2023 8:23:23 AM
( I didn't state where I wanted to go because I misread the map - thought she was in the door and was going to retreat to the previous room that wasn't on the map)
Beatrix guesses at what's going on (knowledge nature 18). The party had mentioned fighting one of these before. She has no qualms about moral high ground, the party had a right to defend themselves from something trying to kill them. She sets her lands and charges the thing but it's a slightly awkard angle and her allies are around it so she may not hit (success vs miss chance, 16 to hit though. 25 damage)
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 d20=19 ; d20+7=13 ; Friday November 3rd, 2023 2:22:44 PM
Jasper is horrified by her miscalculation.
When the displacer beast calls Benni a murderer, understanding dawns: It wants revenge.
She tries but fails to cast Produce Flame.
____
OOC: Oh no! I thought each square was 10 feet, and so it would only hit the displacer beast! I'm so sorry. I suck.
Isaac Harker (Justin M) HP 37/67 AC25/ T13 / FF 22 d20+9=12 ; 3d6=5 ; d20+11=16 ; Friday November 3rd, 2023 5:30:46 PM
Isaac takes a full blast from the spell. "AAAGH!" Isaac was not fireproof. (35 damage) He quickly pats out the flames and calls out to Benni "You trying to cook it or us?!" Isaac uses his lay on hands to stem some of the blood and keep himself up. ( Swift Healed for 5) Isaac takes a five foot step towards the creature and attacks but barely misses.
Flanking, Urist attacks invisibly, hitting AC20 for 17 damage. And remains invisible.
DM Bob and Carla - ”Vengeance?” DB attacks trash talking cleric d20+9=17 d20+9=12 d20+4=21 d8+2=8 Sunday November 5th, 2023 8:41:58 PM Snark is surprised when the creature addresses the party, but then he recognizes the carnivore possesses a dim sentience, so the ability to snarl a few words in common shouldn’t be wholly unexpected. The wizard channels magicks through his wand and summons a swarm of simians!
Benni isn’t quick enough, and gets toasted by the flame strike. This doesn’t stop him from taunting the big cat and keeping it’s attention focussed on himself. He blasts healing energy through the simple woven symbol worn about his neck providing succour to his wounded friends. (Isaac and Urist don’t forget to add +14 to your HP total!)
Beatrix charges the blue-black cat and comes oh-so-close to doing some serious damage to the thing. (16 is a miss, but it doesn’t look like you added the +1 for the Haste spell provided by Snark - which would be a hit. Am I right? If so, I will add dmg to Displacer Beast HP)
The paladin gets burnt pretty badly, but after a quick burst of self-healing, Isaac moves in for the attack. (16 is a miss, but it doesn’t look like you added the +1 for the Haste spell provided by Snark - which would = 17, nor flanking from Urist +2 = 19. If that is the case, please roll d100 1-50=fail, 51-100=hit, and roll dmg if successful)
Jasper feels bad about roasting her friends, but so far is the only Luck Maker who clearly hit the beast! Unfortunately the druid isn’t as successful with her second attack, but the flame remains burning in her palm, available for additional attacks.
Sneaking up on the large tentacled creature, Urist swings her maul, appears, then disappears! But did her strike hit true? (Please roll d100 for mischance. 1-50=fail, 51-100=hit. If I missed something on Urist’s PC sheet that negates the mischance roll, I’ll correct the Displacer Beasts HP, but 17 dmg would not kill it!)
Glowing green eyes narrow and the displacer beast focuses all of its festering hatred on the elven cleric. At close quarters, the long tentacles fail to connect (hit 17 and 12) but razor sharp teeth find purchase! (Hit AC 21 for 8 pts dmg to Benni)
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 2d6=6 ; Monday November 6th, 2023 1:59:07 AM
At the beginning of the gnome's turn, he finishes casting Mad Monkeys. A Monkey Swarm appears in the Displacer Beast's square, enhanced by Augment Summoning. These screeching, mischevious monkeys make quite a racket pull on the beasts tail, fur and tentacles. What's more, they fling their feces at the Beast. Yech.
"Hey monkeys - take care of that stupid cat."
The Displacer Beast takes 6+2=8 damage from this swarm (no attack roll needed so there is no miss chance due to displacement.) Additionally the Beast must make a DC 18 Fort save or be nauseated for one round and deafened for 1 minute.
"See - you add a bunch of monkeys and it's a party!"
Snark can see that the Beast seems to be focused on Benni. He yells, "Hey you stupid mangey cat - you're fighting the wrong people. I'm the one that killed the other one like you. I made it into a rug, and that rug really pulls the room together! Once you're dead, I'll skin you too so you can be by your friend forever." Then, because Snark is not completely stupid he will cast Fly on himself and move a bit farther away, still on the ground but under the open sky.
Urist (AC19, HP: 57 of 61) (Cayzle) d100=40 ; d20+9=10 ; Monday November 6th, 2023 5:58:20 AM
"Friends, friends," calls out the invisible Urist, "Let's not be hasty! No wait! Do let's be hasty, I mean!"
[OOC: Urist was not in the area of the original Haste, alas.]
Last round miss chance vs the 'Beast: 40 is a MISS!
Second Round, Same As The First ... Urist takes another swipe at the creature. With Greater Invis, she remains invisible and herself has a 50% miss chance against attacks directed against her. But she gets a +2 to hit and the 'Beast loses its dex bonus to AC, seeing as true invisibility is sweeter and tastier than just displacement. Plus Urist takes a five ft step to ensure she is still flanking with Isaac.
She swings her maul ... hitting AC 10, nat 1, a miss!
Beatrix and Tinkerbell (Mitch) HP 38/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 d20=6 ; d8=5 ; d8=4 ; d8=6 ; Monday November 6th, 2023 6:39:05 AM
(Yes I did forget to add a +1 from haste, which means that I cannot miss the beast except on a 1 - I didn't expect my 2 to hit)
Beatrix repeats her charge the other way, 21 damage (Since she can't use mounted feats to avoid AoO with ride skill she does take AoOs on charge I believe)
“Benni” AC 21/11/20 CMD19. HP 33/ 48 Onesimos (SteveK) 4d6=14 ; Monday November 6th, 2023 6:56:54 AM
Onesimos grits his own teeth as the Displacer Beast bites him, but he feels the tide is turning from the ambush. Jasper is flaming, Isaac and Urist are flanking to make it easier to strike, and Beatrix' charges are devastating as long as she can avoid moving through the swarming monkeys herself!
That makes it the cleric's job to stay on his feet and keep the monster's attention. He sends another wave of healing to all LuckMakers within 30', and confronts the beast. "You can't get the gnome without getting struck by all of us. Looks like I must be the one where you will fail your revenge."
.................. Bite= 8 damage Fight Defensively +2AC, -2 attack No Shield (buckler) -2 AC Stay at AA,07 Channel Energy (Selective)(Supernatural = no AOO) 14 healing all LuckMakers within 30'
Active Spells: Light (70min), Ghost Weapon on Isaac (7hrs)
Benni Spells (** used) a. Calming Touch (1/6), Good Touch (0/6), Channel (5/8) 0. Detect Magic, Detect Poison, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Magic Weapon. Comprehend Languages. Shield of Faith. 2. Align Weapon. **Less Restoration. Delay Poison. Calm Emotions. 3. Prayer. Invisibility Purge. Dispel Magic. **Ghost Weapon. 4. Holy Smite. Freedom of Movement.
Beatrix and Tinkerbell (Mitch) HP 38/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 d100=87 ; Monday November 6th, 2023 9:17:16 AM
Forgot roll vs concealment, 87 so pass.
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 d20+8=23 ; d8+5=6 ; Monday November 6th, 2023 12:31:05 PM
Jasper rolls her shoulders and shakes herself. "Let's try this again."
She flings the fireball. If the spell connects with the displacer beast (in square Z7), it will be lightly singed -- Not enough to truly hurt it, but every little bit helps.
Isaac Harker (Justin M) HP 51/67 AC25/ T13 / FF 22 d100=12 ; d20+12=29 ; d100=87 ; d8+15=23 ; d20+9=10 ; d20+15=20 ; d100=91 ; d8+15=22 ; Monday November 6th, 2023 5:18:16 PM
Isaac curses under his breath this was going to be a much tougher fight than the last one. Isaac focuses on the creature marking in his mind for divine wrath. He then lays into the creature with all his might.
Hit hits with the first strike, but misses the second,the third attack hits cutting deep into the beast.
Isaac power attacks the creature and smites it. (Power attack:-2 to attack +4 to damage) (Smite :+3 To attack +7 to damage)
Attack 1 to hit:29-hit miss chance:87 Damage:23
Attack2 Attack 10-miss
attack 3 To hit 20 Miss chance:91 damage: 22
DM Bob and Carla - ”Hey! Hey! We’re the monkeys!” d20=12 Monday November 6th, 2023 8:19:29 PM
Working in concert, the heroes eventually gain the upper hand. Snark summons a swarm of monkeys to harass the displacer beast (Fort 12+8=20 vs 18, save made)and keeping his distance, prepares for flight. Urist and Isac, working as a team, swing maul and wield sword. The dwarf is confused by the shadows that shroud the dark creature, however the paladin is able to get through to cause some serious damage with two of his attacks. Jasper lobs a ball of flame and Beatrix charges the cat, sinking her lance deep in it’s vitals. Benni, confident his friends know their duty, explodes with a wave of optimism and healing energy, which he shares with his companions (pretty much everyone is within his 30 ft. radius, so 14 pts to HP. Please update your header!)
The place goes quiet, with the exception of the noisy monkeys exploring the carcass of the deceased beast. They pull at it’s tail, and tentacles, stick fingers in nostrils, and look into ear cavities. At the eerie green glow of the creature’s eyes, the monkeys skitter away. However, curiousity wins, and they soon return to their exploration of the dead beast.
Clouds scud across the charcoal grey sky, but only a whisper of wind blows through the cloisters. The yard is bordered by buildings on all sides, with the looming structure containing the great hall ranged on one side, and smaller one and two story buildings ringed all around. There are doors and windows, passageways between some buildings, and outside stairs leading to second floors.
Beatrix did not find the terrain of the inner yard challenging, but the burdocks have used the fur of her flanks, and the long bleached blonde hair of her beautiful tail as transport for their seeds. Her once glorious tail is an impossibly tangled mass of hair and burrs.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 d20+8=19 ; Tuesday November 7th, 2023 1:17:43 AM "That's the end of that. I wonder how many more of this thing's family we're gonna have to fight."
"Anybody good at skinning this beast? I don't really want to make a rug, but this beast's hide has some magical properties and has some value."
Not really sure what skill is used to remove and prepare the skin of this thing. Craft Leather? Survival? Snark has some skills in Survival - rolled a 19!
He will take a moment to dismiss the Mad Monkeys he had summoned.
As he begins skinning the thing, he will send his Unseen Servant to open the nearest door, being careful not to send it beyond the range of the spell.
Beatrix and Tinkerbell (Mitch) HP 52/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Tuesday November 7th, 2023 6:17:42 AM
You forgot to mention the dust coating her clothing from the library, the displace beast blood splattered across her tunic, and the various scratch's she's picked up that bled on her before they got healed. If her students or the townsfolk could see her she'd be horrified, but she's in full adrenaline junkie mode and won't notice or care until it's time to leave, at which point she'll freak out and try to sneak back into town to clean up.
For now she'll do a quick circuit of the room to check for any more danger and ask her allies if everyone is ok.
“Benni” AC 21/11/20 CMD19. HP 33/ 48 Onesimos (SteveK) Tuesday November 7th, 2023 7:03:11 AM
Onesimos sighs as the Displacer Beast dies, and partly agrees with Snark. "This fight is over, but we should see if we can find a nest to ensure they do not breed, both in numbers and resentment. But I have no skill nor inclination to flay the thing."
"On the good side, it is unlikely that there are other dangers with that hunter here. Lets search the brambles for valuables or a den, and then go back to the second floor of the Great Hall. It is most likely the cause of the magical disruptions are in the highest room of the tallest tower."
Benni takes some time to search the cloisters. ......... Perception: Take 20? = 27 Take 10 = 17
Active Spells: Light (70min), Ghost Weapon on Isaac (7hrs)
Benni Spells (** used) a. Calming Touch (1/6), Good Touch (0/6), Channel (5/8) 0. Detect Magic, Detect Poison, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Magic Weapon. Comprehend Languages. Shield of Faith. 2. Align Weapon. **Less Restoration. Delay Poison. Calm Emotions. 3. Prayer. Invisibility Purge. Dispel Magic. **Ghost Weapon. 4. Holy Smite. Freedom of Movement.
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 d20+14=19 ; Tuesday November 7th, 2023 4:37:48 PM
Jasper approaches her friends. "I'm so very sorry for barbequing you."
She knows how to field dress animals (Survival 19), and is willing to do the dirty work of skinning the displacer beast-- however, she wonders if doing so will take time they don't have.
"I know their pelts are valuable, but it will take a while. Our time might be better spent gathering ourselves and then pressing on."
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Tuesday November 7th, 2023 5:59:27 PM "You got a good point there Jasper."
Snark will leave skinning the cat for later. He will go to the door the unseen servant is trying to open and help.
“Benni” AC 21/11/20 CMD19. HP 33/ 48 Onesimos (SteveK) Tuesday November 7th, 2023 8:41:33 PM
Benni puts his hand on Jasper’s shoulder. ”It worked out, and you will have better aim next time because of the experience.”. The elf hopes his unspoken message also gets through to the others… the Druid already knows his mistake so there is no need to reprimand.
Urist (AC19, HP: 57 of 61) (Cayzle) d20=20 ; Tuesday November 7th, 2023 9:07:23 PM
Urist's spell still has a few rounds on it, so she runs around hoping to discover if any other enemies are nearby.
Perception 20! Nat 20!
"Heck, sometimes even the dullest eye gets a glimpse of the infinite," she says. "Speaking of which, does anyone know the difference between a telescope and Cassandra all the way over in Troy?"
"Oh, never mind."
DM Bob and Carla - ”Quiet time…” Tuesday November 7th, 2023 10:34:29 PM Snark is aware that a displeacer beast skin could net 500 to 1500 GP, depending on the quality of the pelt. Cat skin is fragile however, and it will take about 30 minutes. He has to work around some nicks, cuts, and singed bits, as well as clean off some monkey poo, but with Jasper working beside him, they accomplish the task with a surprising amount of competence.
Though Jasper is concerned about the press of time, the party have actually made good progress through the Abbey ruins, and based on a rough reckoning (and some stomach rumbling) it’s been about 3 or 4 hours since breakfast, so mid-day.
While the green mage and the druid dress (or undress!?) the dead beast, Beatrix does a tour ‘round the cloisters looking for dangers and checking in with her companions. Benni decides to cross the scrubby area that was once lawn or garden, but gets nought but a tangle of burrs along the edge of his cloak, before joining the centaur on her reconnaissance. An excited Urist, enjoying the cloak of her invisibility spell, races around the perimeter of the enclosure.
The unseen servant is able to manoeuvre a nearby door ever so slightly ajar, but does not have the strength to push it fully open, so what is behind it remains a mystery.
30 minutes gives the party ample time to reconnaissance without being out of sight or range of each other. No danger is encountered. There are at least half a dozen doors to try, but Benni and Urist locate two more interesting than the rest. A door leading into a hut next to what might be a kitchen, is partly open, and Urist sees unmistakable evidence of paw tracks too and from the hut. The other interesting door, in what is the largest building - other than the great hall - has a green lock!
(OOC - we are out of combat, and any spells, etc, with durations shorter than 30 min. are ended. Please adjust accordingly.)
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 3d6=8 ; 3d6=10 ; 2d6=5 ; Tuesday November 7th, 2023 11:02:22 PM
Isaac gives a sigh of relief that the creature is gone he gets to healing himself and the others He uses two of his lay on hands for the most injured and if anyelse needs healing he uses a channel energy. Healing Lay on hands 1:8 Lay on hands 2:10 Channel energy:5
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Wednesday November 8th, 2023 3:18:16 AM
Snark gathers up the pelt and uses several castings of Prestidigitation to clean it, himself and his pal Jasper up.
Then he trots over to where Urist and the Unseen Servant are. He can see it's a kitchen area and looks at the tracks Urist has found. "Hmm. Could be trouble." He gets out a tarp he carries for sleeping on and drapes it over the Unseen Servant. "Awright Casper, you carry this tarp in like it's moving and see what attacks it. We'll follow to scope things out."
If there is no reaction from critters in there to the floating tarp, Snark will go in to look around with his light and cast Detect Magic to see if anything shows up in here.
"Say Urist, who's this Casandra. I take it from your riddle that she's a looker?"
“Benni” AC 21/11/20 CMD19. HP 33/ 48 Onesimos (SteveK) Wednesday November 8th, 2023 7:02:39 AM
Onesimos tries hard, but doesn't get Urist's joke. He's not sure what putting something out of one's mind has to do with a telescope, but the cleric leaves it alone.
He is very interested in the two doors; mentioning the door with a green lock as he moves to the partly open door with the others. He renews his Light orison, and is ready for combat.
........ Active Spells: Light (0 of 70min), Ghost Weapon on Isaac (1 of 7hrs)
Benni Spells (** used) a. Calming Touch (1/6), Good Touch (0/6), Channel (5/8) 0. Detect Magic, Detect Poison, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Magic Weapon. Comprehend Languages. Shield of Faith. 2. Align Weapon. **Less Restoration. Delay Poison. Calm Emotions. 3. Prayer. Invisibility Purge. Dispel Magic. **Ghost Weapon. 4. Holy Smite. Freedom of Movement.
Beatrix and Tinkerbell (Mitch) HP 52/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Wednesday November 8th, 2023 7:36:44 AM
Beatrix sees the green door and then Snark looking at the kitchen area. "We came here for a purpose and whatever is causing the problem probably isn't in the kitchen. We should go the other way and try not to be distracted." Despite her words she half hopes some ferocious monster jumps out to attack the unseen servent they can fight. The displacer beast was great but she's still raring to go. She'll position so she can charge anything that jumps out from the kitchen.
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 Wednesday November 8th, 2023 10:23:45 AM
Isaac speaks up in response to Beatrix insistence to hurry "I understand the feeling to rush but we should make sure it's clear now instead of later when we're all busted up.Or worst when we are actively fighting" Isaac goes over near the kitchen to intercept any thing that comes out.
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 Wednesday November 8th, 2023 3:46:48 PM
Jasper smiles at Snark as the displacer beast goo is magically whisked away. Ahh, much better. (Being dirty is fine; monster effluvia is something else again.)
She gnaws on her lower lip as she contemplates Urist's riddle. "I'm afraid I don't have the foresight to figure that one out. Hmm. Does this Cassandra character know anything about ravens and writing desks?"
Then, the tarp-bedecked Unseen Servant floats by. Jasper quickly casts Guidance on herself in preparation for whatever's going to come boiling out of the kitchen door.
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Wildshape: 2/day; current shape: NA Spells Running:
The unseen servant hovers at the door (#1) nearest to where Snark and Jasper were about their business with the displacer beast pelt. It manoeuvred the door partially open, according to the mage’s request.
Once the skin has been bundled away, the mage tosses a cloth over the servant and sends it through the narrow door opening. Snark and Jasper hear a rustle of metal and wood clanking together, and then a crash! The door is thrust wide open by the weight of shovels, rakes, picks, and other garden equipment tumbling against it, to reveal a tarp floating in a shallow storage closet. There are no hidden dangers here, nor any treasure to recover.
Door #2…
Staying on the gravel path under the overhang, the druid and the green mage make their way past a large building with an imposing door. (#2) The green lock on the door is easy to spot, and the gnome recognizes the unmistakable aura of transmutation with which he is fast becoming familiar. The pair continue to where the path turns, and hustle past several closed doors to join their companions grouped near…
Door #7…
On the arrival of the two survivalists, Benni confirms the door with the green lock (#2) has been noted by all, however the partially opened door (#7) is suspicious and warrants investigation. Urist had previously identified tracks leading to and from the room, and just about everyone suspects it’s the lair of the creature that attacked them. Beatrix and Urist stand by hoping for a fight. Jasper prepares for the worst. Benni sheds some light on the matter, and Isaac takes a peek inside.
The paladin, and the cleric peering over his shoulder spot barrels and crates - black with age, and covered with dust - as well as some scattered bones of unknown origin, and a heap of dirty rags in a far corner. There is a rank, but familiar scent. Otherwise, the room appears empty.
(OOC: after the last bout of healing provided by Isaac everyone should be at full/max HP going forward.)