DM Bob and Carla - ”What’s this all about?” Wednesday September 27th, 2023 11:19:11 PM
When the WLA administrator leaves, Jasper picks up the pebble left behind and studies it. She doesn’t pick up any magical vibes from the stone with the green swirl, but she does remember a green stone known as jade has some affinity with illusion magics. (Jasper can keep the stone if she wishes.)
Snark retrieves the green key in his possession and looks at it. Whatever the wizard is thinking, he keeps it to himself.
Benni suggests implementing part two of ‘the plan’ and paying a visit to the wizard Olostim who lives in the lighthouse a little under an hour by mount, closer to two on foot. But first, the cleric wants to fetch his travelling kit from Luck Maker’s House.
Urist accepts the hospitality offered by the party and departs in their company.
On exiting the Quendock Mansion, the adventurers spot old Jonsey trundling along pushing a rickety old wheelbarrow. The man’s eyes are bright with excitement, as he waves down the group responsible for saving his hide the day before. ”Lookee what I found down by the breach in the wall! When the water pulled back, it showed debris churned up from the ocean or dislodged from forgotten hidey holes. Stuff was spread across the cobbles. There was some seaweed and some critters skittering about, but nothin’ to stop a fella from finding some loot!” The grizzled tavern regular pats the painted wooden sculpture of a long haired maiden riding a dolphin. It is attached to the remnants of a wooden ships keel. Though the wood of the keel is rotten, the Waverunner Figurehead is in pristine condition. ”Corinn done looked at it in that gifted way o’ hers an’ tells me it’s magicked, an’ I could pro’lly sell her for 5000 GP. Some o’ t’other folks found gems and coin. The old man cackles gleefully and trundles off in the direction of the Blue Cat Tavern
On the way ‘home’ Beatrix is approached twice by local children who offer up books they had previously borrowed, and request new ones. One intrepid youngster asks the centaur if she has a story about ‘magic and fairies!’
Khord swings by the stables and arranges for a mount. He meets up with those of his companions planning to visit Olostim, and they all head out together.
Beatrix elects to spend a little down time doing some crafting, as does Urist after she’s been given a quick tour of the place and an opportunity to choose a bedroom. Luck Makers House
*****
The ride out to the lighthouse is uneventful. Snark does not spot any trouble, and there does not seem to be any damage to the lighthouse or area, though the water is a little higher than usual and choppy. The sky remains overcast, but it does not look like rain is imminent.
Olostim opens the door to the lighthouse, and looks past the gnome at the folks who have accompanied him. Brows raised, he asks: Didn’t I just see you yesterday?” Stepping back, the wizard opens the door and gestures for folks to enter. ”What’s this about?”
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Thursday September 28th, 2023 4:49:33 AM
Snark is glad to see his friend is well, if a little confused.
"It's a relief to see you Olostim. But I didn't see you yesterday. Can you tell me where that is and what we discussed?
"There was quite a problem in Heranmar though. There was a storm blowin in, and then a giant wave smashed into the town, destroying the port gates and wrecking the wall in a couple places. This Oceanid named Nyana rides that wave in, threatening to destroy the down in retribution to us wrecking her undersea home with the wave. Benni here got her all calmed down while the rest of us saved folks from drowning and prepared to put the smack down on ol' Sandy Claws. Anyway, she left in a huff, warning us if we didn't stop what's wrecking her house, she'd wreck the rest of the town.
"The town's cleaning up. We suspect that maybe this whole mess might be caused by something at the Abbey, so we're headed there. But we wanted to stop by and make sure you're OK, and to see if you found out anything about the Abbey that might help us. I still got that key.
"So, why do you think you saw me yesterday but I got no memory of that? Either you had a little time lapse or there's another one of me running around - not sure which is worse.
"Oh, and this here's Urist of the Flaming Hammer. She's new, and she's going with us to check out the Abbey."
“Benni” AC 23/13/22 CMD18. HP 48/ 48 Onesimos (SteveK) Thursday September 28th, 2023 7:43:25 AM
Onosimos is glad Jonsey is happy and the mudlarking is giving the people a boost in morale, but he is worried about the Waverunner figurehead. "Jasper can cast Detect Magic on your find, and give you a better idea of how magical it is, Jonsey", hoping the old man will take up the suggestion.
Benni lets Snark do the talking, he has so much of it stored up! But Olostim's manner makes the elf think back: has it been only a day? Yes, he was at Luck Maker's House when the storm blew up and left the same time Maggie did. Wow! It sure felt longer than that...
Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Thursday September 28th, 2023 7:45:45 AM
Beatrix has not been to the lighthouse nor met Olostim. Since it seems like the whole team is there she'll introduce herself and Tinkerbell politely and try to find a quiet corner to listen while those that know him talk. Tinkerbell has no such inhibitions and immediately starts flying around the place to look at everything.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Thursday September 28th, 2023 8:48:51 AM
Benni reminds Snark that it's only been a day since Olostim was in Heranmar.
"Oh, sorry. I guess we did just see you yesterday. A lot has happened since.
"And where's my manners? This is Jasper - she can turn into stuff. Beatrix here is a flying centaur, so that's pretty great! Did you meet Khord yet?"
Isaac (BobW for Justin) Thursday September 28th, 2023 10:00:51 AM
Isaac joins the group visiting the Wizard, anxious to hear what has been learned.
Khord Briarmark (Bill D) AC 22 T16 FF17, CMD23, HP 54/54; Niko AC19 T13 FF16 CMD21 HP 56/56 d20+8=9 ; Thursday September 28th, 2023 4:11:47 PM
Khord is glad to hear of the townsfolk finding some treasures amongst the wreck of the docks and walls. when Jonesy mentions the Waverunner (Sense Motive = 9) he thinks he sees a spark of awe in the eyes of Benni and wonders if has some connection to Flower, but shakes it off. "That treasure ought to help some of those who lost so much get back on there feet," he says.
-----------------
Khord rides along with the others to the lighthouse, enjoying the crisp coastal air. Niko has to be called back a couple times after he runs off chasing gulls and other critters.
Seeing the lack of damage to the light house, Khord wonders if Olostim even knows what happened back in town, and the wizards confusion seems to confirm that he doesn't.
Urist (AC19, HP: 61 of 61) (Cayzle) d20+22=40 ; Thursday September 28th, 2023 9:23:25 PM
Urist is glad to accompany her new friends. "So ... we're off to see the wizard? I hear he is a whiz of a wiz!"
At the wizard's tower, Urist is happy to accept Olostim's invitation to enter. Taking her gitar out of her Handbag of Holding as she walks in, she starts strumming it softly.
"Master Olostim, I'm Urist, a newcomer to the area, and very glad to make your acquaintance. Your reputation preceeds you, and this meeting makes me feel happy and lucky. Just like the day my grade school teacher asked me to use the word 'isthmus' in a sentence!"
"As a member of the WLA and a bit of a wizard myself, I would love to put myself at your service, and I know my new friends here would never disturb you without good cause." She goes on in this vein, thanking the wizard for his hospitality and magnaninity. She is careful to repeat and agree with what the other, more knowledgeable, people say, as her music very gently reinforces her points.
Urist is here trying to use her troubadour-aided Diplomacy to work on buttering up this fellow and hopefully inclining him more favorably towards us all.
Diplomacy check to shift his attitude ... 40
DM Bob and Carla - ”While my guitar gently weeps…” Thursday September 28th, 2023 10:33:41 PM Benni seems worried about Jonsey’s find, and Khord seems worried that the cleric is worried. They are both glad that some townsfolk have benefitted from the treasure churned up by the storm surge.
If Beatrix chooses to remain at home and craft, she could possibly create a small item in the 5-6 hours before the planned rendezvous-vous at the Blue Cat Tavern! (Using Crafting rules: basic dagger worth 2 GP requires: 7 SP raw materials, Craft check vs DC 20 (+2 for MW tools, -2 if no tools.)
At the lighthouse…
As the Luck Makers are introduced and file in, Olostim greets each individually: ”Yes! Yes, Snark! I know Benni…and Isaac. Nice to meet you Jasper, Khord, Beatrix “ (if she is there). The wizard seems a little startled by Urist’s effusive praise. Olostim is used to being ignored by the townsfolk and dismissed as irrelevant - until they want entertainments and fireworks for their Fey Festival. As he leads his visitors up the winding steps of his lighthouse, he asks the dwarf: ”You’ve heard of me? You’ve studied with the Star Mages in Plateau City?” The room used as a living room is a bit crowded with everyone in attendance, but there’s a motley assortment of seats both cushioned and not.
Snark describes the events of the past 24 hours. ”Oh! yes! Honora was upset about something when I met her on the way to visit you and pick up my friend’s effects. Bade me return home as quickly as possible. Once I got home, I could see the Abbey was all a-glow as it usually is before a storm. Never been able to figure out if it predicts a storm, or causes it. But, I never studied it. Not what I’m interested in, really.”
With Urists’s gentle strumming in the background, the wizard does his best to be helpful to the party. ”You haven’t given me much time to read through the materials my friend left behind. What I can tell you is that Talpa, wizard Tenebris as was, thought the site was established in the distant past - long, long ago - by a sect of the independent god Kevintaur. If so, it’s really quite ancient! Additionally, and I’m still trying to figure this one out, the Abbey ruins that we see today, don’t seem to fit the architecture of what we would expect, and it’s bothering me…”
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 Thursday September 28th, 2023 11:59:00 PM
Jasper rubs her thumb over the little piece of jade in her pocket, thinking.
"Olostim, are you saying that the abbey seems unstuck in time? What is it about its structure that you find strange?"
A moment later, she stifles a belated chuckle. St. Rawberry, meet St. Ructure.
___ OOC: Another wacky day for me. Sorry about the delay.
Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Friday September 29th, 2023 6:46:54 AM
Beatrix listens intently. "Whatever is going on, It probably has something to do with the chaos bell. I've heard all kinds of stories on how it's affected the area."
“Benni” AC 23/13/22 CMD18. HP 48/ 48 Onesimos (SteveK) d20+10=14 ; Friday September 29th, 2023 7:56:51 AM
Onesimos listens and accepts hospitality with ablomb, assisting Urist in her efforts, though he feels it is hardly necessary: Olostim is a long-time friend who the team recently saved from a marauding band of boggles. But manners always have value inherit in themselves.
The elf, however, is only half-listening, wracking his brains about the Waverunner. He is sure he has heard of it, but for the life of him can't remember. Maybe a visit to the Harbormaster and tavern talk at the Blue Cat can fill in the holes...
Aid Another Diplomacy - 14
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 Friday September 29th, 2023 3:41:15 PM
Jasper nudges Beatrix. "You're going to have to tell me about this chaos bell. Sometimes I feel like I forgot to study for a test."
Khord Briarmark (Bill D) AC 22 T16 FF17, CMD23, HP 54/54; Niko AC19 T13 FF16 CMD21 HP 56/56 Friday September 29th, 2023 3:47:28 PM
Khord will tell Niko to wait outside and keep guard on the horses and ponies. He accepts Olostim's hospitality and listens to what he has to say. He is more intrigued by the Abbey than ever, and is fairly bursting to go exploring it. He has always found it hard to be patient when there is adventure on offer, and he has the scars to show it. He will try to calm himself and let the wizards talk this one out.
Urist (AC19, HP: 61 of 61) (Cayzle) d20+8=22 ; d20+8=25 ; d20+12=13 ; Friday September 29th, 2023 10:15:22 PM
"I'm new to this area, but I heard some things. Troubadours wander all over, and they share their stories. Maybe I heard about this WaveRunner, or this Chaos Bell, and so on."
Know History 22 Know Local 25 Know Engineering (for architecture) 13
"Abbey?" says Urist. "More like Abbey-normal!"
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Saturday September 30th, 2023 2:04:45 PM "Thanks loads for what you do know Olostim. Anything we can do for you?
"Seems like we oughta go straight to the Abbey then."
Snark will spend a polite amount of time with Olostim, but he is ready to go to the Abbey.
Isaac (BobW for Justin) Sunday October 1st, 2023 9:36:28 PM ”What exactly do you mean by ‘doesn't fit the architecture? In what way? Isaac queries the Wizard. ” How is it different?.
DM Bob and Carla - ”about the Abbey” Sunday October 1st, 2023 10:07:24 PM Jasper and Isaac encourage Olostim to elaborate on what he thinks of the Abbey structure. Jasper also asks about the Chaos Bell when the topic is raised by Beatrix. Urist tries to recall what she might have read about the bell, or heard about the Wave Runner that has Onesimos wracking his brains. Khord and Snark wait patiently while the old wizard shares information. Everything they learn about the Abbey only whets their appetite.
”What we see of the Abbey today, doesn’t match what we would expect to see. It may be that the Abbey was built upon an older ancient structure. Perhaps the buildings move around, or parts of the Abbey exist in different realms? I might know more once I’ve gone through these.”. Olostim gestures at a chest brimming with academic materials.
Raising his brows at mention of the Chaos Bell, he continues: ”Long ago, an adventuring group came to Heranmar from the Continent of Yrth. They were called the Southern Lights, but later became known as the Children of Chaos. The team found an artifact known as the Chaos Bell, that affected them throughout their adventuring career. Some say they became the embodiment of the instrument, and that no actual artifact exists any longer. But, that was an eternity after the Abbey was built. It was already a ruin when these adventurers came to Heranmar.”
Olostim sigh’s. ”I see that you are impatient. Let me draw you a map, and show you where you might start. My friend believed the key he found is for the main entry to the complex.” On completion, he hands the parchment to Jasper. He then escorts the party back down the stairs of the lighthouse, and wishes them farewell, adding: ”I’ll know more, once I’ve had time to go through Talpa’s documents…”
*****
Back in Heranmar, the party have just enough time to return any mounts hired for the trip to the lighthouse, and get over to the Blue Cat Tavern in the Bottom Feeder Inn. Maethor Mahtor, better know as ‘Miles’ is perched on a stool set against a wall away from the tables and bar strumming on a lute. He acknowledges the party with a nod when they enter, but continues playing while folks place their orders and find a table. Old Jonsey is seen holding court, regaling his table with his story of finding the Wave Runner* down by the breach in the town wall. Unwilling to let the figurehead out of his sight, he has manoeuvred the thing into the tavern, where it has pride of place propped against the wall next to the old codger.
Miles ends his tune, and joins the Luck Makers at their table. ”One of the WLA’s tasks is to gather local knowledge and information. The league deals in fact, not rumours or superstitious nonsense.”. He looks around the room, then at each of the party before continuing:”this is what I know about the ruins. Some of this you may already know. “ The WLA representative goes on to explain in a low voice, about how there is evidence of necromantic magicks that prey on the mind, that the dark sky isn’t natural, that haunts, undead, monstrous rats, bats, and even a cat-like creature with tentacles - have been seen about the grounds. He adds, darkly: “the last known adventuring group to enter the Abbey was comprised of five adventurers hired by the WLA, and only one came out.”
Miles seems unaware that some of the individuals with whom he is speaking have already ventured into buildings on the Abbey land! He asks them to share what they learn from their pending escapade once they return, so he can report in his next dispatches to headquarters.
The party have the night to enjoy themselves, talk over what they’ve learned, and prepare. Tomorrow it’s the Abbey!
*Detect Magic on the Wave Runner Highlight to display spoiler: {it’s a magical artefact} Spelllcraft 13 Highlight to display spoiler: { 2 enchantments } or 18 Highlight to display spoiler: { enchantment and transmutation]} or 23 Highlight to display spoiler: { when affixed to a seaworthy vessel produces an unseen field around the ship providing a 50% increase in speed and maneuverability for 1 hour, once per day. } Appraise 24, or 15 if Spellcraft 23+ Highlight to display spoiler: { Value 5000 GP}
Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Monday October 2nd, 2023 5:28:03 AM
Beatrix is eager to hear more details about the party's previous ventures into the abbey and will buy drinks for those willing to share the story. The more dramatic the better.
“Benni” AC 23/13/22 CMD18. HP 48/ 48 Onesimos (SteveK) d20+11=29 Monday October 2nd, 2023 9:08:36 AM
ooc: apologies for the long post. I researched the Archives for a lot of this...
...........
Onosimos is at first startled that Miles doesn't know... But the Luck Makers also have ventured onto the Abbey grounds... Oh. Akoka. She lost the reports we provided to her, didn't she?" He considers to discuss the events in the Blue Cat or more privately with Miles, and then shrugs. The people of Heranmar may listen more to his message of love if they see them as important. It is silly that mortals often equate power with insight and wisdom, but even Benni often falls into that line of thinking.
So he begins his storytelling. "Miles, the Luck Makers will work to get you a comprehensive report later, but we know a little of the Abbey. Three times has our intrepid group ventured onto Abbey grounds: once to find Waldo, and twice with strange keys we discovered. Benni pulls out the Iron Key and Gold Key from his pouch to display before putting them back safely. He then tells the stories, carrying his oratory not only to Miles, Beatrix, Khord, Jasper, and Urist, but to the listeners in the Blue Cat as well.
The first approach with the feeling of dread in the graveyard that was kept at bay by Flower's Calming Touch while they searched for Waldo and found his camp site on the outer roof of the Abbey, and his body where it had fallen with a broken step. (ooc: DM Post 25 Oct 21).
The second approach where they cleaned out two outbuildings. The first was a privvy (ooc: DM Post 1 Apr 22), where there was a scrambling of claws on stone just as the light washed through the room. What appeared before the heroes was a horde of humanoids seemingly cut off at the waist and dragging itself rapidly across the room with two arms ending in clawed hands. The humanoid itself looked vaguely rat like with a mouth full of nasty pointed teeth and entrails dragging along behind it. The heroes destroyed the abominations as they held the door and didn't allow the creatures to flank the group. The second outbuilding (DM Post 13 Apr 22) looked to be a caretakers house: the Iron Key opened the door to a large common room with a fireplace and three rooms that might function as bedrooms. The place was a mess with moldy furniture and debris scattered about it. It was infested with Dire Rats, and the heroes cleaned that place as well.
And the third approach, where they used the Gold Key to enter the Carriage House (ooc: DM Post 21 July 22). There they fought undead in the carriage house, flying fey in a small courtyard filled with statues, and met a benevolent spirit that maintained a room of lit candles. And killed a Displacer Beast in a fallen corridor (ooc: DM Post 21 Oct 22): their companion Dao even skinned and preserved the hide before travelling to parts unknown. And they found other doors that required more keys so they couldn't get into the Abbey proper.
............
Perform (Oratory/Storytelling): 29
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 d20=2 ; Monday October 2nd, 2023 2:16:57 PM
Jasper tucks the parchment with the map away safely. She listens attentively to tales from the veteran Luck Makers.
Her eyes widen at Benni's story. "You killed... a Displacer Beast?!" She whistles softly.
----
OOC: I'm getting this message when I try to roll:
Roll Dice Error loading XML document (error, undefined,[object XMLHttpRequest])Roll Dice Error loading XML document (error, undefined,[object XMLHttpRequest])Load State Error loading XML document (error, undefined)
I have no Spellcraft bonuses so we'll just assume I failed the check.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Monday October 2nd, 2023 3:30:14 PM
Snark listens to Benni recount the Luck Makers' experiences in the Abbey. “Nice work Benni. I think you remembered more than I woulda. That Displacer Beast was pretty bad. The whole place seems partly stuck in the fey realm. It'd be nice if we could get it unstuck."
The little gnome is intrigued by Jonsey's find. He casts Detect Magic and and walks over to take a look. "That's a mighty fine piece there Jonsey. I'll buy you a beer if you'll let me take a look at it." Snark thoroughly examines it. (Taking 10 on spellcraft for 29, and then taking 10 on appraise gives him 19).)
"Yep, it's magic alright. It preserved and would likely outlast any ship it's on. I bet the harbormaster might pay a pretty penny for that."
Snark will go back and quietly tell his friends the properties and value of the thing. Then he will find his daughter and inform her to make sure her father does not get taken advantage of, and that she might be able to help him with such a sudden windfall.
Khord Briarmark (Bill D) AC 22 T16 FF17, CMD23, HP 54/54; Niko AC19 T13 FF16 CMD21 HP 56/56 Monday October 2nd, 2023 4:19:34 PM
Khord settles in at a table with the other Luck Makers and Niko finds an out of the way corner to lie down and doze.
He is enchanted by the storytelling of Benni, and impressed that his friends were able to handle themselves against such deadly foes. Between Miles and Benni's tales, he is about to explode with anticipation to explore the remainder of the grounds.
"We will make sure to give a full report on our efforts tomorrow to the WLA, no detail will be omitted," he says to the Miles.
Isaac Harker (Justin M) HP 67/67 AC26/ T13 / FF 22 Monday October 2nd, 2023 7:19:59 PM
If Miles has any questions Isaac will confirm the details of Benni's Story. "I was up there and my presence seemed to help the others deal with the strange aura of fear that infests that place. I can confirm many of the creatures he's talking about we fought. Also we ran into some sort of undead that was living in that coach we brought back and sold. He seemed to have a ego but not much power."
Urist (AC19, HP: 61 of 61) (Cayzle) Monday October 2nd, 2023 10:32:15 PM
Urist listens carefully and delightedly to the stories of past adventures.
"First privvy story I've heard that wasn't a stinker!" she says. "But please, no more! I'm wiped!"
DM Bob and Carla - ”Forewarned is forearmed…” Tuesday October 3rd, 2023 12:46:26 AM Beatrix is eager to hear more about the party’s previous ventures into the Abbey, and sponsors a round for the table.
Benni considers for a moment, before deciding to share the story of the incursions the adventuring group made onto the Abbey grounds. The tavern is dead quiet as the elf raises his voice to recount the tale of the foray through the graveyard to the Abbey and the search for Milo, the exploration of some out buildings and the aberrations encountered there, as well as the infiltration of some aspect of the Abbey proper and the discovery of spirits, fey creatures, and predatory beasts!
Isaac corroborates the cleric’s tale. Miles scribbles furiously in his notebook, asks the paladin to confirm a few details, and continues scribbling.
Jasper, Khord and Urist are enthralled by the cleric’s account, and can hardly wait for the next day, and an opportunity to explore the Abbey themselves.
Conversations resume and the volume rises. Folks exclaim over Benni’s performance. There are a few remarks about Waldo’s ghost, and some folks opine the ruins should be left in peace. However, dissenting voices are soon quashed by the general consensus that the ‘Luck Makers’ have done the town more than a few good turns since they arrived in Heranmar.
Intrigued by Jonsey’s find, Jasper and Snark give the figurehead a look over. Snark confirms the wooden maiden has magical properties and once affixed to a ship, would enhance the vessel’s speed and maneuverability. He shares the information with his friends, as well as with Jonsey’s daughter. Tessa nods her head, and thanks the gnome profusely for the information: ”A house in town! An’ pap won’t have to go fishin’ no more!”
Talk in the tavern turns to progress on the repairs to the town wall. There is some lamenting over the loss of several fishing boats and the destruction down by the docks. Of course there is plenty of town gossip, including the discovery of some gems and coins washed up during the storm. Later, there is music and dancing. Ralphus eventually announces last call and folks start to drift off home and to bed - our heroes included.
*****
Early the next morning the opening and closing of the back door of Luck Maker’s House is followed by noises coming from the kitchen - and the good smells of breakfast cooking.
Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Tuesday October 3rd, 2023 3:04:11 AM
Beatrix is thrilled to hear of the adventure and dangerous creatures found in the abbey so far and makes sure to double check all of her gear is ready for a trip there tomorrow.
“Benni” AC 23/13/22 CMD18. HP 48/ 48 Onesimos (SteveK) Tuesday October 3rd, 2023 7:49:11 AM
In the evening at the Blue Cat, Onesimos reinforces several morals of the story with casual-seeming conversations: - that the Abbey is dangerous and the unprepared should stay away from it until cleansed. - that the Luck Makers were only able to do so with careful preparation and depending on each other's capabilities. (reinforcing the love of a common purpose, friendship, and shared goodwill)
Benni has to groan at Urist's quips, but recognizes her playful love, even the flirting with Khord, is also one of the seven loves, and will be much needed when morale is tested in the Abbey.
.................
In the morning, he plans on a fast breakfast, a quick trip to the market for soem mundane adventuring equipment, and will be ready for the Abbey.
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 Tuesday October 3rd, 2023 3:15:34 PM
Jasper is a little nervous, but she thinks she's ready. She hopes Resist Nature's Lure will be of help.
___
Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood.
Khord Briarmark (Bill D) AC 22 T16 FF17, CMD23, HP 54/54; Niko AC19 T13 FF16 CMD21 HP 56/56 Tuesday October 3rd, 2023 3:33:43 PM
Khord wakes early, still a little bleary eyed from a fitful night of sleep. He will head down to breakfast, take care of Niko's needs, and then dress for the delving of the Abbey. He checks and double checks his equipment. He makes sure to stow some of his potions so they are easily accessible, thinking he may need there aid.
He will go into the backyard and go through some of his fighting stances while he waits for the others to get ready.
Isaac Harker (Justin M) HP 67/67 AC26/ T13 / FF 22 Tuesday October 3rd, 2023 9:40:13 PM
Isaac heads for bed after answering Miles's questions and getting dinner. He does understand the mutterings about letting the Abbey rest in peace. However the Abbey itself seems to be the restless beast. Until they could cleanse it that building would know no peace.
In the morning Isaac gets dressed and ready to go to Abbey and enjoys the bacon at breakfast.
Urist (AC19, HP: 61 of 61) (Cayzle) Tuesday October 3rd, 2023 10:01:08 PM
"Do you guys have a lot of adventures on the ocean, seeing as it is just a little ways away?"
"I was on a ship once. But it was totally twitching and convulsing even after it sank."
"It was really a nervous wreck."
"So what exactly is our mission at this abbey? Cleanse it? Of what?"
DM Bob and Carla - ”So what exactly is our mission?” Tuesday October 3rd, 2023 11:05:13 PM
Maggie has cooked up a big breakfast of fried potatoes with onions, a pile of bacon, and eggs for anyone who wants them. There is coffee, of course, and a small jug of reddish liquid that smells strangely of vegetables. Everything is set up on the sideboard for the Luck Makers to help themselves.
Onesimos grabs a quick bite, then heads to the trade house for some last minute supplies. He isn’t the only one hitting up the shops early. With all the repair work going on in the lower part of town, the place is packed with folks purchasing all kinds of odds and ends to replace what was lost, and to rebuild. Eventually Benni finds what he needs, and makes his purchases.
Khord wakes up a little the worse for wear, but a couple of minutes with his head under a pump and the half-orc feels more the thing. He does a few exercises to limber up and then settles in for breakfast. The twilight ranger is soon joined by Isaac who piles his plate high with bacon and tucks in to breakfast. The paladin knows his duty and is determined to fix whatever ails the ruined Abbey.
Maggie looks startled when Urist shows up, but since the rest of the crew seem at ease with the dwarf, the housekeeper doesn’t make a fuss - only shaking her head and chuckling to herself when the troubadour cracks a joke.
Jasper is justifiably nervous, but she is also excited and ready for an adventure.
Beatrix takes inventory of her gear, and makes sure she has packed everything she needs. The rest of the party follow suit. Benni finally arrives, a little breathless.
As the group is heading out the door, Urist asks: ”so what exactly is our mission?”
Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Wednesday October 4th, 2023 12:23:31 AM
Beatrix answers. "Well, something there is causing big disasters somehow and it's got a bunch of monsters in it so I guess the plan is to go there, kill the local monsters, and see if we can find out what the problem is and break/fix it."
“Benni” AC 23/13/22 CMD18. HP 48/ 48 Onesimos (SteveK) Wednesday October 4th, 2023 7:24:11 AM
Onesimos returns to the team with some silk rope in his Bag of Holding, and a steel mirror in his belt pouch, just in time to hear Urist's question.
"I think it is more specific than 'kill everything inside', but Beatrix is right about 'find the problem and fix it'.'
Benni goes into greater detail for Urist who wasn't in town during the wave or Oceanid's visit, but certainly saw the aftermath. "Immediately after the wall breaking, an Oceanid named Nyana arrived and said the wave was only a small ripple compared to what hit her home. That she followed the line of destructive forces to Heranmar and the Abbey. She said someone has meddled with powers and brought about the disturbances. That ancient societies created structures that harnessed 'lines of power', that one of those structures is the Abbey, and something is messing with the lines."
"So I believe we go to the Abbey, search for magical power sources, and find a way to protect them or seal them off so others can't use them to disturb the magical forces. Then we use that Bell on the mantlepiece when on the water to contact Nyana and tell her what we did."
"If we cleanse a little more of the Abbey that's fine, but not the main mission."
The elf looks about to see if he has agreement.
"To that end, I think we need several Detect Magic abilities, and maybe some other detection or location spells to best find whatever it is we are looking for. I'm also wondering if the lights seen from the Abbey just before powerful storms is whoever it is messing with whatever it is: we may have to wait for the lights again and then quickly assault the Abbey. But that will be better done if we know the whatever it is."
.... 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 Wednesday October 4th, 2023 11:32:43 AM
Snark makes sure he has a couple extra pipes and plenty of tobacco. He also checks over his other gear.
In the morning, Snark will introduce Maggie to Urist. "G'mornin' Maggie. Stuff smells great - thanks for taking care of us. There here's Urist, she'll be staying with us for a while. But be careful though - if you laugh at her puns, you're only going to encourage her."
"Urist, we're glad you're here. Please make yourself at home. Maggie's pretty great, and her food is top notch."
The little gnome will go over his spells to make sure everything is in order.
"Benni's pretty much covered why we're headed to the Abbey. That grouchy Oceanid blamed the town for some magical effects that wrecked her home. We figure it's got something to do with that Abbey, so we'll see what we can do. Trouble is, that place is locked down tighter than a frog's arse. You pretty much need a special key to get into anything. We got just got this green key, so we'll see where it goes.
"Sorry Benni, I don't have many divination spells. I'll have to depend on you and Jasper for anything beyond Detect Magic. How 'bout you Urist - you got any divination magics?"
Khord Briarmark (Bill D) AC 22 T16 FF17, CMD23, HP 54/54; Niko AC19 T13 FF16 CMD21 HP 56/56 Wednesday October 4th, 2023 4:37:30 PM
Khord agrees with Benni's assessment of finding and neutralizing the magic causing trouble for the town. But, "I think it is also our duty to eradicate any creatures that could pose a threat to the town as well. We can't allow dangerous fey, undead, or worse to lair so close to our home," He says.
The discussion of what magic is needed goes over his head, but he will take a minute to review with Isaac some of their strategy for taking down creatures of different sizes and of different numbers.
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 Wednesday October 4th, 2023 6:13:46 PM "I have both Detect Magic and Dispel Magic, Benni. Snark, I don't have any divination spells. After a long rest I could prepare Scrying, but I'd have to swap out something else with greater wallop."
Isaac Harker (Justin M) HP 67/67 AC26/ T13 / FF 22 Wednesday October 4th, 2023 7:06:04 PM
Isaac talks with Khord about strategy. "If we're in a corridor and can't get around the enemy you and me should be up front but if I get enlarged I could help you flank an enemy by crouching down and then standing up. That should give you enough height to jump over the enemy and flank them or drop down on them. To be honest it seems we haven't come across much in the Abby we can't handle. But the report mentioned some haunted armor do you think it was undead or some sort of golem?"
Urist (AC19, HP: 61 of 61) (Cayzle) d20+19=24 ; Wednesday October 4th, 2023 10:07:42 PM
Urist bows and compliments Maggie. "You are wonderful, my dear. You know, I have a song I know about a Maggie. Let's see if I can recall it ..."
The troubadour takes out her gitar, strums, and sings: Oh, dirty Maggie Mae they have taken her away And she'll never walk down Lime Street anymore Oh, the judge, he guilty found her For robbin' the homeward bounder That dirty, no good, robbin' Maggie Mae.
Perform 24
"It is nice to meet a clean, no-evil, generous Maggie, I'd say!"
As the party discusses the mission ahead. Urist offers her knowledge of magic and architecture to help figure out the mysteries.
When Isaac mentions haunted armor, Urist exclaims, "Well, if the house is haunted, we can always take refuge in the one safe place. The living room."
DM Bob and Carla - ”Abbey road” Wednesday October 4th, 2023 11:17:51 PM
With the certainty that this is the day they will embark on a quest to infiltrate the Abbey, the party is suddenly reticent.
Snark introduces Urist to the Luck Maker’s housekeeper, and the dwarf uses the opportunity to flex her singing skills. Being of a literal disposition, the housekeeper isn’t too keen on the ditty, and is only slightly mollified by the troubadour’s subsequent blandishments.
Lucky House isn’t far from the East Gate, and the party is soon on their way. As they walk, Beatrix outlines the mission in plain language. Benni elaborates, reiterating the promise he made to the oceanid Nyana to ‘fix’ whatever caused the destruction to her underwater home. Everyone agrees that eradicating anything that could pose a threat to Haranmar and its citizens is a good idea.
Jasper, Snark, Benni and Urist talk magical strategy whilst Khord and Isaac discuss combat tactics.
The party takes the road leading to the ruins, up a hill overlooking pastures and fields, with the tree line of the forest maybe a half mile off, and the Abbey before it. Even at this distance, the structure is ominous - if difficult to make out - shrouded in darkness and mists, as it always seems to be - no matter how beautiful the day everywhere else.
The structure, or what remains of it, appears to have once been a central building of two or possibly three stories of soaring stone, the walls and arches now covered in clinging ivy and about which cluster monastic buildings in various stages of decay. Some distance from the main structures, a low wall, collapsed in spots, marks the boundary that is the dividing line between the known and the unknown.
Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Thursday October 5th, 2023 7:35:08 AM
Beatrix shivers in excitement at seeing the ruins for the first time. She tries to prepare herself mentally for resisting the fear it's going to give off.
“Benni” AC 23/13/22 CMD18. HP 48/ 48 Onesimos (SteveK) d20+7=10 ; Thursday October 5th, 2023 7:51:33 AM
Onesimos sobers as they approach the low wall separating the Abbey from the rest of the Wold. "The last times Snark, Isaac, and I have been here, there was a feeling that could leave one 'shaken'. Steel yourself, my friends, for I have no idea what our previous journeys or the unknown person's manipulation may have done to cause changes."
"I suppose our first step is to find a door that is unlocked or that works with the Jade Key."
He keeps his eyes open, morningstar and buckler ready.
..........
Perception 10
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 Thursday October 5th, 2023 11:26:23 AM
Snark smiles. "That is some dead-pan humor there Urist, you're really killing it."
Later, as the party prepares to cross into the border into the Abbey, Snark will cast Enlarge Person from a wand on Isaac. He says, "Stick close to the Paladin. Like he and Benni said, this place can mess with your head and Isaac's aura can help." Taking his own advice, Snark stays next to the enlarged Paladin. He also casts Mage Armor on himself.
(Enlarge person will at lease increase how many folks can be near the Paladin.)
Jasper (Holly) HP 62/62 AC 23 (temp +2) /13/19 CMD 9 | CMB 7 d20+21=24 ; Thursday October 5th, 2023 12:34:49 PM
Jasper casts Barkskin on herself. She stands with her friends for a moment, taking in the ruins of the Abbey and its localized ecosystem of gloom.
She scans the ruins for a door.
Perception: 24 ____________________________
Wildshape: 2/day; current shape: NA Spells Running:
Isaac Harker (Justin M) HP 67/67 AC26/ T13 / FF 22 Thursday October 5th, 2023 11:09:00 PM
Isaac looks to the new member Urist. "Keep close the aura of this place radiates fear. I have my own aura to help negate that fear." He waits until they are closer to the Abby before asking Khord if he wants a Bull’s Strength spell cast on him.
Urist (AC19, HP: 61 of 61) (Cayzle) d20+12=31 ; d20+12=28 ; d20+8=26 ; Thursday October 5th, 2023 11:26:50 PM
Fascinated by the stonework, Urist is too distracted to crack wise. She studies the structure, walking around it, using her stone sense and knowledge and craft skills. She takes out a hammer and taps here and there, listening.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Urist (AC19, HP: 61 of 61) (Cayzle) d20+2=7 ; Thursday October 5th, 2023 11:28:18 PM
Oh, and untrained Perception at +2 ... 7
DM Bob and Carla - ”Shaken…not stirred!” Friday October 6th, 2023 12:22:05 AM Beatrix shivers in excitement at seeing the ruins for the first time.
Jasper registers the gloom, and casts a protective spell upon herself. She scans the ruins for a door that correlates with the one Olostim marked with an ‘X’ on his crude map. She thinks she sees something, however the druid is too far from the actual building to tell for certain if it’s the door they’re looking for.
Urist investigates the low wall that is the boundary around the ruins. It is overgrown with vegetation in some places and crumbled in other places, so shouldn’t pose an obstacle to the party’s entrance onto the property. She doesn’t learn much from the wall itself, other than it is very, very old.
Benni and Snark warn the newer members to prepare for an assault on their emotions. Isaac suggests everyone keep close in order to benefit from his personal protective aura. Snark makes this a little easier by magically enlarging the paladin to double his height, and half a ton in weight! He takes steps to protect himself as well. Benni keeps watch, but doesn’t detect any imminent threat to the party.
Crossing the boundary wall is like crossing from day into night, except there are no twinkling stars or friendly moon overhead. The sun seems to fade from existence, and the temperature drops. A feeling of unease as if entering a nightmare where terrible things lurk and horrors crawl forth to plague the living threatens to overwhelm all - except Issac who's somehow found within him the ability to resist the feeling.
Everyone except Isaac Will Save DC 15* vs Fear (Save or be Shaken -2 penalty on attack rolls, saving throws, skill checks, and ability checks.)
* If within 10ft of Isaac, add +4
Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 d20+11=18 ; Friday October 6th, 2023 6:08:36 AM
Having been forewarned by the stories the others told of previous trips and that Isaac can help shield her from the effects Beatrix tries to stick close to him as they cross the boundary. It's a good thing to as she suspects she might not have been able to resist without the paladin's aura of courage (18 will). After taking a moment to gather herself and look at the area she'll move ahead so the others can crowd around Isaac for his bonus.
“Benni” AC 23/13/22 CMD18. HP 48/ 48 Onesimos (SteveK) d20+13=24 ; Friday October 6th, 2023 9:32:20 AM
Onesimos stays within 10feet of Isaac, feeling the now-familiar dread wash over him. He looks to his companions, ready to give a Calming Touch to any who are Shaken.
….
Will 24 Calming Touch: d6+1/clc nonlethal heal +remove fatigued, shaken, and sickened conditions.
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+14=33 ; Friday October 6th, 2023 11:36:04 AM
(Will save 33)
Snark stays close to the big paladin. He touches the key in his pocket, ready for what comes next as we head toward the buildings.
Jasper (Holly) HP 62/62 AC 23 (temp +2) /13/19 CMD 9 | CMB 7 d20+12=29 ; Friday October 6th, 2023 6:01:36 PM
Jasper steps into the haven of Isaac's aura. (OOC: I forgot to add the +4; luckily I didn't need it.). She's unsettled, but not so rattled she can't abide it. She places a hand on her scimitar and examines the charcoal sky.
Will = 29
____________________________
Wildshape: 2/day; current shape: NA Spells Running:
Isaac Harker (Justin M) HP 67/67 AC26/ T13 / FF 22 Friday October 6th, 2023 6:06:19 PM
Isaac waits for Benni to help anyone who becomes shaken and using his own lay on hands ability if it's needed.
Urist (AC19, HP: 61 of 61) (Cayzle) d20+7=27 ; Saturday October 7th, 2023 8:38:17 PM
Save vs fear for Urist: nat 20, 27.
"My new friends, be not afraid!"
"This place is not scary at all. The only thing I'm afraid of is sausage."
"I fear the wurst."
Urist is clearly ready to go forward to the abbey proper.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Sunday October 8th, 2023 6:19:14 PM
Snark looks over at the dwarf.
"You may fear sausage Urist, but I find eggs more worrysome. Because your yokes are killing me."
DM Bob and Carla - ”Not scary at all…?” Sunday October 8th, 2023 9:07:50 PM
Some things don’t change, and the onslaught of dread on crossing the boundary wall enclosing the ruins is one of them. Having been forewarned by Benni, Snark and Isaac the newcomers stay within the haven of the enlarged paladin’s aura.
Beatrix is cognizant of the benefits conveyed by proximity to Isaac, and moves ahead to make space so her companions can benefit as well. Jasper is unaffected. A fearless Urist cracks a joke!
Khord/Bill please roll as soon as possible for the half orc and Niko. Will Save DC 15 vs Fear (Save or be Shaken -2 penalty on attack rolls, saving throws, skill checks, and ability checks - however, if within 10ft of Isaac, add +4…and note availability of calming touch per Benni’s post
The party skirt the outbuildings, seeking out the front approach to the largest part of the structure. Tall columns of grey rock shot through with veins of green support a grande archivault over two massive wooden doors ornamented with intricate ironwork . There is a strange lock of solid green stone on one door.
Urist Highlight to display spoiler: { due to Stonecunning feat gets a sense that something is odd about the entire structure.}
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 d20+12=27 ; d20+12=26 ; d20+12=20 ; d20+12=32 ; d20+19=21 ; d20+19=24 ; d20+19=35 ; d20+19=20 ; Monday October 9th, 2023 12:12:32 AM
The little gnome looks at the large Abbey as we approach. Up until now, it's only been an outbuilding and a stable that we've had access to, but as we approach the front of the building it is the strange lock of solid green stone on one door that catches his eye. He pulls out the green key Olostim had found in the spine of a book. It appears to be green like the lock.
"The color of that lock suggests this might be the right place to approach. I'll conjure an Unseen Servant so's we can open the door and hopefully not get blown up. Anybody any good at checking for traps?"
Snark will cast Detect Magic on the door and the lock, trying to see any enchantments and their locations. He concentrates for a few rounds to narrow things down. (Knowledge Arcana checks for schools of magic involved: 27, 26, 20, 32 - DC is 15 + spell level or 1/2 caster level for non-spell effect.)
If there is magic he also attempts to identify it. (Spellcraft checks: 21, 24, 35, 20 - DC is 15 + item's caster level.)
He will wait for others to check the lock as well, and then he will conjure an Unseen Servant and hand it the key, instructing it to unlock and open the door as we all stand 50' away. Snark is careful to make sure the Unseen Servant stays within his 55' range.
Beatrix and Tinkerbell (Mitch) HP 55/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 d20+8=11 ; d20=13 ; Monday October 9th, 2023 6:55:09 AM
Beatrix spends a minute running around all over the place, both to check for enemies outside the place and to see if she can spot where the previous adventures happened (perception 13). Tink failed her save that I just now remembered to roll and she stays in one of Beatrix's satchels shivering. (11 vs fear)
“Benni” AC 23/13/22 CMD18. HP 48/ 48 Onesimos (SteveK) Monday October 9th, 2023 10:37:04 AM
Onesimos keeps with the team as they move about to the front doors, Snark deducing the elf’s own mind.
He looks to Khord, the Twilight Ranger perhaps having some skill with traps.
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 Monday October 9th, 2023 1:27:45 PM
Jasper has no skill with traps. She does have the map, though, should they need it. First, she waits to see what happens with the green key in the green lock.
____________________________
Wildshape: 2/day; current shape: NA Spells Running:
Isaac Harker (Justin M) HP 67/67 AC26/ T13 / FF 22 Monday October 9th, 2023 8:01:22 PM
Isaac chuckles at the joke "That was the Wurst." He smiles glad at the light heartened of Urist
Urist (AC19, HP: 61 of 61) (Cayzle) d20+12=28 ; d20+8=19 ; Monday October 9th, 2023 8:51:40 PM
Urist tells her new pals: "Something is odd about the entire structure." She uses her knowledge of arcana and of engineering to figure it out. Know Engineering: 28 Know Arcana: 19
She sees Snark is trying to figure it out too. "Here, let my music clear your head and help you think better," she says. She takes out her gitar and strums a magic melody. (Inspire Competence for a round to grant a +2 competence bonus to Snark)
Urist also looks for bird poo on the green stone. "I want to know if it's been jay'ed!"
The Abbey Revealed
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."
____________________________
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)
____________________________
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?"
____________________________
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?"
---------------------------------------
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.
____
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.)
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Thursday November 9th, 2023 1:10:37 AM
If I understand correctly, Door #1 leads to a shallow storage area that is not directly connected to the area Door #2 seems to access.
As the little greenmage trots over to his friends at Door #7, he says to Benni, "Hey Benni, that door over there has a green lock. And I know a certain cleric of love that would just love to use his lovly green key on that green lock."
"Wow, what's this mess?"
Peering into the area accessed by Door #7, Snark will send his tarp wielding spirit into this area amoungst the barrels and crates hoping to flush out anything hiding in here. He concentrates with his Detect Magic here.
"Hey, I sent Casper in there, but that don't mean you all can't charge in if you like."
(OOC: You are correct regarding door #1. Just a shallow storage closet built into the thick stone wall. No access into the building.-DM Carla)
“Benni” AC 21/11/20 CMD19. HP 48/ 48 Onesimos (SteveK) Thursday November 9th, 2023 6:55:03 AM
Onesimos thanks Isaac for one of his Laying of Hands and a Channel, and watches the last of his scrapes fade away to long-time scars.
"Ah", says the cleric non-committedly: for an explained joke is often less funny than the moment the light spell is activated.
The closest is a humorous diversion, but the Displacer Beast's den requires further scrutiny if nothing else as to ensure there is nothing under the rags or among the bones. Since Urist seems most interested, Benni lets the dwarf do the digging.
Only after the den is thoroughly inspected, will Benni succumb to Snark's increasingly pointed hints about the green key. When all the LuckMakers are present, the elf pulls the key, places it in the lock, and turns. If nothing untoward happens, he will then try the door to open it and shine his Light Spell inside. ........ Active Spells: Light (1 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 Thursday November 9th, 2023 8:03:34 AM
Beatrix will adjust her position to charge anything that rushes out of the displacer beast's den.
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 Thursday November 9th, 2023 1:30:16 PM
Jasper ensures she's out of Betrix's path and draws her scimitar, readying herself for what lies behind the door with the green lock.
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 Thursday November 9th, 2023 9:17:40 PM
Isaac looks around the squalor trying to block out the smell as best he can. With a hand over his mouth he grunts out the creatures lair my guess. But lets keep our guards up if that was the mother and the one before its offspring there's probably another roaming the grounds." Isaac takes a few more steps inside and prods the pile of rags with his sword.
The Chapter House
DM Bob and Carla - ”Behind the locked door…” Thursday November 9th, 2023 11:46:57 PM
The Luck Makers assemble outside the storeroom (door#7). When Snark’s silent servant elicits no reaction, and the mage’s search for magical auras comes up empty, Isaac overcomes his revulsion, and enters the chamber. With the benefit of Benni’s glowing buckler he pokes around amongst the bones and nest of mouldering rags and finds:
Leather armour (50 GP) Punching dagger (2 GP) Recorder style flute (10 GP) Fancy metal box (5 GP) that slides open to reveal a deck of vellum playing cards (1 GP) Set of 6 6 sided dice (6 SP each for 36 SP total) 2 lb bag of marbles (1 SP) Leather bag containing 50 GP
Whether the displacer beast was the mother or the sister of the creature killed during an earlier foray into the ruins, it appears they were a solitary pair, and neither had kits.
The den inspected, Benni succumbs to Snark’s cajolery, and leads the way to the building with the large double doors centred by a green lock (door #2). Jasper, scimitar in hand, has the cleric’s back! Beatrix is close by, primed for action as well.
Benni pulls the newest key, places it in the lock, and turns. There is some resistance at first, but then the magic engages and the internal tumblers release, rumbling and clicking into place. The elf pushes the door open and uses magical light to illuminate the inside of the chapter house.
The chamber is every bit as grand as the great hall, although on a smaller scale - at least 50 ft across and just as long. Like the great hall, there are stained glass windows and walls lined with bookshelves. The light from Benni’s buckler flashes across a large table and chair, with more chairs - 8(?) set in a curve around a circular motif in the floor. A small chest on one shelf. A few framed pictures on the walls between book stacks. A thick layer of dust coats everything…
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Friday November 10th, 2023 2:02:33 AM
Snark will work with the others to gather up the useful things from the Displacer Beast's nest. He's particularly interested in the bag of marbles and the dice. Before he leaves he will use Arcane Mark to write "SNARK" on the outside wall.
As the group makes their way over to Door #7, Snark goes along taking his Unseen Servant with him. He puts the tarp away.
Once Benni opens the door, Snark will step inside with the others. He will cast Detect Magic, looking over the things in the room.
Beatrix and Tinkerbell (Mitch) HP 52/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 d20=14 ; Friday November 10th, 2023 6:13:04 AM
Beatrix will look over the windows, trying to place the images depicted within them. (Knowledge: History 24)
“Benni” AC 21/11/20 CMD19. HP 48/ 48 Onesimos (SteveK) d20+7=8 ; Friday November 10th, 2023 12:26:52 PM
Onesimos steps into the chapter house, feeling nostalgia for his own time a century ago as a new acolyte in the temples of Flower.
”If there is a disturbance, it certainly hasn’t been here. We will need to find stairs up… or down.”
........ Perception 8
Active Spells: Light (1 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.
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 d20+21=35 ; Friday November 10th, 2023 2:16:09 PM
Jasper asks Isaac if she can take a look at the cards. She once knew a woman who practiced divination, and so she's curious if these cards might be put to the same use.
"Do you mind if I keep these? They remind me of someone. Hmm. Whoever was here before us must have enjoyed games."
Box and cards stowed (if no one objects,) she cautiously steps into the decayed grandeur of the room beyond the green lock.
She takes in her surroundings and begins exploring. (Perception 35)
She looks at the scenes depicted in the stained glass and pictures, examines the bookshelves, and pauses at the circular motif on the floor, paying particular attention to stones that might be concealed traps or triggers for doors. Finally, she casts Detect Magic on the chest.
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 Friday November 10th, 2023 10:00:56 PM
Isaac opens his bag and pulls out his bag of holding. "We can probably get some coin for some of this stuff." He places anything left in the bag to take back to town. Inside the chapter house house Isaac looks around and drags a line in the dust "My keen senses tell me we're probably the first to be here in a long time." He moves over to the paintings trying to get a good look at them he asks Snark "Any chance that magic servant can clean all this dust?"
Urist (AC19, HP: 57 of 61) (Cayzle) Saturday November 11th, 2023 10:08:26 PM
Urist asks for the dice. "We can play Labyrinths and Liontaurs with these!"
She follows Benni and Snark, ready for anything.
DM Bob & Carla ”The Chapter House” Sunday November 12th, 2023 10:22:35 PM
Once Benni opens the door with his newest jade key, the rest of the Luck Makers quickly enter. The room is tastefully appointed and appears to be some kind of meeting room. The heavy stone walls are smooth to the touch, and most of the mortar remains intact which speaks to the fine craftsmanship employed by its builders.
Snark detects magic upon entering the room. Apart from the overall magic auras that seem to permeate every part of the Abbey that they have visited, a strong set of auras (abjuration & transmutation) are emitted by a large circular area approximately 20’ in diameter in the middle of the room. A thick layer of dust obscures any details. Nothing else in the room detects as magic, including the small chest on the shelf.
Beatrix and Jasper examine the stained glass windows. The largest of the windows is on the wall directly across from the doorway. It is circular in design and depicts 3 concentric rings surrounding a large central core. Each ring is populated by a series of sigils arranged around its circumference. The central circle shows the symbol for Kevintar. Jasper recognizes that the window is a smaller version of the large window above the altar in the Great Hall. The remaining windows in this chamber are all much smaller and although of various shades do not depict anything in particular.
Jasper then joins Isaac in examining the pictures hanging from the walls. The drawings show various stages of the abbey’s development through time from initial clearing of the land to completed complex. A framed pen and ink drawing of building plans for the completed Abbey hangs in its own frame separate from the other drawings.
Urist, Isaac and Benni assist with investigations and remain alert to any potential dangers.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Monday November 13th, 2023 1:04:21 AM
Snark hands a damp cloth to the Unseen Servant and points at the large circular area whose details are obscured by dust. "Hey Casper - take this damp rag and go clear the dust off of that area there."
Then to moves over to the circle and tries to identify the properties of the thing. (Take 10 on Spellcraft, giving him a 10+19=29 vs. DC 15 + the item's caster level.)
“Benni” AC 21/11/20 CMD19. HP 48/ 48 Onesimos (SteveK) Monday November 13th, 2023 6:39:54 AM
Onesimos is all ready to move on from the room until Snark identifies a circle of magic upon the floor. He is dubious about this being the place that has been creating the magical disturbances because of the layer of dust, but admits to the others that the way to fix something is not always at the same location where it was broken. "A poem can be made better not by changing a problem line, but by the lines around it, or a flower can bloom not by changing the flower, but by the soil."
........ Active Spells: Light (1 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.
Urist (AC19, HP: 57 of 61) (Cayzle) d20+8=11 ; d20+8=20 ; Monday November 13th, 2023 9:31:33 PM
Urist tries to analyze the circle on the floor (especially after the dust is gone) and the circles in the window.
Know Arcana 11 Know Planes 20
"I once used a magic circle to summon a demon boyfriend, but later I dumped him. He was too possessive."
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 Monday November 13th, 2023 11:54:32 PM
Isaac looks at the framed blueprints and pen. "Hey do these plans match up with the grounds we've seen so far?" Isaac ask this question out loud to the rest of the group.
DM Bob & Carla ”The Chapter House” Tuesday November 14th, 2023 12:12:23 AM Isaac looks at the framed drawing that is much more factual than the rough sketch provided by Olostim. He can identify the Great Hall, the courtyard, the storage building that served as a den for the displacer beast, and the building they are currently in (The Chapter House). The drawing shows considerable detail with each building identified.
Snark has his unseen servant wipe away some of the dust on the floor, and everyone can see the striking similarity to the image in the window above. While Benni looks on, the wizard continues his arcane investigations and is able to determine that the strong auras of abjuration and transmutation indicate magics associated with the opening of things locked with complex overlapping spells and the shaping of stones.
With the dust wiped away from the area of interest, Urist and the others can see the large central disc on the floor surrounded by 3 concentric rings. The disc is made of a highly mineralized stone with streaks of jade running throughout and is slightly domed. Each of the three outer rings sport a series of raised sigils around their circumference. Urist recognizes the symbol for Kevintar carved into the stone of the central disc. The dwarf thinks that the outer rings are moveable.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 d20+15=33 ; d20+15=25 ; d20+19=36 ; Tuesday November 14th, 2023 1:13:57 AM
Snark is a little worried about Benni.
"Hey Benni - why would you keep a problem line in a poem, and change the whole rest of the poem? I don't mean no disrespect, but I'm wondering if you elves just get bored after a few hundred years and start rewriting old poems. But you are right that it matters for plants where you plant them."
The little greenmage turns his attention back to the circles on the floor. Assuming Urist shares his discovery of movable rings, Snark will push on them to see which ones move. Then he will look up at the window and say, "Hey, do the rest of you see any differences between the symbols and pictures on that window and the ones on the floor?"
He looks at the two - Perception 33.
He also uses his Linguistics skill to see of there is a message in all this - Linguistics 25.
Does his arcane knowledge yield anything more - Arcana 36.
Do his earlier attempts to Identify the properties of this device tell him how to actually activate this device?
“Benni” AC 21/11/20 CMD19. HP 48/ 48 Onesimos (SteveK) d20+7=23 ; Tuesday November 14th, 2023 6:40:18 AM
Onesimos smiles as the investigations continue. "Perhaps the line isn't the problem, but the stanza around it? Perhaps neither are a problem, but are in the wrong place in the poem? The Wold is rarely as straightforward and certain as most people perceive, for we tend to focus on the shadow on the wall and not what is making the shade." Benni smiles to himself again. Ideas are seeds, they need to be planted and then need time to grow...
Then the cleric frowns. "The story is that Kevintar was imprisoned for a long time, and in his solitude had a change of heart. These are circles with strong abjuration? Maybe we should leave them alone for now: there is no telling what could have been imprisoned here by the priests."
........ Know Religion: 23 Active Spells: Light (1 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 d20=18 ; Tuesday November 14th, 2023 9:19:59 AM "Well we're here to stop whatever is causing disruptions. Something sealed away and the seal weakening might be the cause of it. And if those things can be moved maybe putting them in the right position will do something." Beatrix observes. She'll help Snark with his examination before meddling though (18 to aide another)
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 d20+21=24 ; Tuesday November 14th, 2023 12:33:04 PM
Jasper listens to Snark's explanation, then Benni and Beatrix's musings.
"So Benni, you believe this might be a locked door, and Beatrix, you think the lock might be damaged. By 'do something,' do you mean that moving the rings might flip the lock and open the door?"
She looks at the sigils in the rings, wondering if they exactly mirror the placement of symbols in the window. If they don't, perhaps-- if the team decides it's the right course of action-- they can move the rings to match. She also looks for any sort of pattern or the sigils themselves. Do they repeat? Do the shapes transform? If they represent numbers, do they increase or decrease in any kind of increment? If they represent letters, is there a cipher key somewhere that might allow the team to read them?
(Perception: 24)
___ OOC: Sorry for missing yesterday. 'Twas my birthday!
“Benni” AC 21/11/20 CMD19. HP 48/ 48 Onesimos (SteveK) Tuesday November 14th, 2023 2:33:40 PM
Benni considers what Beatrix says and has to nod to Jasper. "Yes, I think either could be true. But our school marm has a point: if there is already something wrong (and we know that is true), then we have to do something to fix it. Leaving this alone only helps to bring more tidal waves."
Benni will help with aligning stones.
Urist (AC19, HP: 57 of 61) (Cayzle) d20+12=32 ; d20+12=18 ; Tuesday November 14th, 2023 10:34:48 PM
"Moving the rings may be the intended way to customize, lock, or unlock the ring. Not sure that we should tamper with it."
"But if it is broken or damaged or weakened, maybe dwarven eyes can tell."
Know Engineering (with stonecunning) 32!
She takes out a small hammer and taps OUTSIDE the circles, listening for flaws in the stone. Craft Stone (with stonecunning) 18
DM Bob & Carla ”The Chapter House” Tuesday November 14th, 2023 10:49:51 PM Benni voices concern that whatever is sealed below might best be left undisturbed but after some discussion about the wisdom of proceeding a rapid consensus forms that despite the potential danger, they are here to locate what is wrong…and fix it! Snark, Jasper and Beatrix compare the the symbols on the three rings to those depicted in the window. The Druid recognizes some of the sigils as being related to different spheres of knowledge. Others she is unsure of, and others she has never seen before. Whatever they may represent, the Luck Makers determine that they match those in the window but they are not in the same alignment.
Thus begin the attempts to rotate the rings. Urist examines the rings and his tapping reveals no hidden flaws or damage. It’s been many years since the rings have been moved and the first attempts are not met with immediate success, but after some further work in cleaning the grooves the inner most ring can be realigned. Only after the inside ring is in the correct position does the next ring yield to their attempts, and then finally the last ring is realigned to match the window. The Luck Makers stand back to watch the results of their work. At first nothing…and then after a moment, the entire contraption begins to faintly glow with a now familiar greyish-green aura. A sharp ‘crack’ is followed by a puff of dust arising from the central stone. The central slab of stone begins to reshape itself in the middle to reveal an indentation in the shape of an elaborate compass rose.
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 Tuesday November 14th, 2023 10:55:36 PM
Isaac looks at the blueprint intrigued but is hesitant to take it he didn't want to awaken any ghostly cartaker like Snark and those librarian ghosts. He first pulls out a blank paper and tries to copy it best he can . Once done he tries to look at the details of the chapter house and see if the strange stones were planned at the begging of its construction or added later. If he finds anything he tells the others he also helps move stones.
“Benni” AC 21/11/20 CMD19. HP 48/ 48 Onesimos (SteveK) Wednesday November 15th, 2023 6:49:51 AM
Onesimos helps out with the cleaning and moving, and stands back when fully aligned. The greyish-green aura might be familiar, but so is the awe on the cleric's face while witnessing it! He continues to watch and observe.
......... Active Spells: Light (1 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 d20=11 ; Wednesday November 15th, 2023 8:47:28 AM
Beatrix excitedly steps forward to examine compass, attempting to intuit any meaning (just going to go raw INT check - 15)
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Wednesday November 15th, 2023 8:10:13 PM "Hmmm. A missing compass rose. There's one place we haven't checked."
The little gnome trots over to the shelf that holds the small chest. He looks at it and casts Mending on the thing to make sure it doesn't disintegrate when he tries to open it. Or rather, when his Unseen Servant does.
Snark puts the chest on the floor and stands back as he says, "OK Casper, open that box for me." Hopefully the Unseen Servant does not trigger anything.
Assuming it can be opened, the gnome will then go up and look inside. If it happens to contain something that looks like an elaborate compass rose, he cast Mending on that before taking it out and placing it in the middle of the big contraption on the floor. Then he stands back to see what happens next.
If it contains something else, well, I guess he'd probably cast Mending on that and take it out to examine whatever it is.
Urist (AC19, HP: 57 of 61) (Cayzle) Wednesday November 15th, 2023 9:45:04 PM
Urist watches the three rings. "This is a real circus!"
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 d20+21=26 ; Thursday November 16th, 2023 12:44:47 PM
Jasper orients herself so she's facing North, as specified by the compass rose, and glances at the cardinal directions. What are the rays pointing to?
(Perception 26)
DM Bob & Carla ”The Chapter House” Thursday November 16th, 2023 2:33:22 PM Benni and Urist look on as the central stone reforms to reveal the intricate indentation below. The dwarf cannot resist the opportunity to ‘clown’ around. Isaac spends a few minutes copying the framed plan of the Abbey to a separate piece of paper. The magical stones at the centre of the Chapter House floor are not shown on the plan. When the paladin moves in for a closer look he finds that the central stone has reformed back into a solid shape.
Snark opens the small wooden chest on the shelf using his invisible servant. The box is lined in velvet and contains a candle, a seal of office, a small bottle of ink and two quills. None of the contents detect as magic. The mending spell ensures that whatever their age, the items will not be damaged by routine handling. The bottle of dried up ink returns to a liquid form.
Jasper has a good look at the inset shape and sees that while it is indeed shaped like a compass rose, it does not have any directional markers. It does look vaguely familiar to at least some of the Luck Makers (Int Check 15) Highlight to display spoiler: { to recall the medallions carved into each of the busts of former abbots in the Great Hall }. Benni and Jasper receive a +5 circumstance bonus on intelligence check.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Thursday November 16th, 2023 7:13:36 PM
Snark looks at the seal before he pockets the seal, wax, ink and quills from the box.
He can see that Isaac is doing a nice job copying the map. "Smart thinkin' there Isaac." He casts Mending on the original map for good measure.
The gnome pulls out his pipe and stuffs it with some tobacco. Then he lights it with a Tindertwig. He puffs on it for a moment as he thinks.
(Take 10 on the Int Check for 10+5=15)
"Hmm, we got us a puzzle here. Those busts back in the great hall were carved wearing medallions 'bout the shape of that indentation we saw. I think we outghta go back there and see if we can remove one of 'em. Come on Casper - let's go see what we can find."
Unless there are strong feelings about another course of action, Snark will go with the others back to the Great Hall and see if any of those busts are magic, if any of the medallions can be removed, and if any of the busts have something hidden under them. If such a compass rose can be found there, the little gnome will bring it back here, turn the dials back to position again and fit the compass rose into the indentation of possible.
Beatrix and Tinkerbell (Mitch) HP 52/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 d20=9 ; Friday November 17th, 2023 6:34:30 AM
(Hoping I can use the one I rolled last round, else I rolled to low this round)
Beatrix nods along with Snark. "You're right, so perhaps this is in some way related to a past abbot. The statues may give use clues on what to do here." She'll test if there anything that can be moved like with the previous object, as just a big compass seems not worth hiding behind the previous security measure.
“Benni” AC 21/11/20 CMD19. HP 48/ 48 Onesimos (SteveK) d20+6=21 ; Friday November 17th, 2023 7:20:35 AM
Onesimos shakes his head. "I see what you are thinking, but the medallions that Jasper and I saw on the statues were carved as part of the statue, it is unlikely that the key medallion would be there. I would think that it will be wherever the body of the last abbott lays."
"And with Isaac's drawing, we have two best possible places: the Abbott's House if he died and was not buried, or the Crypt if he was."
Despite his words, Benni will follow wherever the group decides.
......... Int Check: 21 Active Spells: Light (5 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.
Urist (AC19, HP: 57 of 61) (Cayzle) d20+14=27 ; Friday November 17th, 2023 11:51:30 AM
"Hey wait! If those amulets are part of the statue, you'll need a stonecarver who can shape stone!"
Urist lends a hand with a State Carving Skill check of 27 and, if necessary, the casting of a stone shape spell.
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 d20+1=11 ; Friday November 17th, 2023 2:55:39 PM
Isaac asks "It looked like a compass rose for a second." He looks at the map and thinks that the stained glass windows may have something to do with it but then hears snark speak up. "The busts?" Isaac is a little dubious of the idea but decides to follow Snark. "So are we looking for a medallion with a specific symbol or shape? we better be careful not to disturb to much I don't want those library ghosts to get on to us again."
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 d20+5=15 ; Friday November 17th, 2023 3:22:53 PM
Jasper chews on her lower lip in thought. "There's obviously a connection. Maybe the compass rose is less functional than it is symbolic. I guess it could be a seal of office?
I believe we already cast Detect Magic in the Great Hall, but maybe not specifically on the busts. Isaac, can I get a look at that map? I just want to recall the layout and where we've already been.
I'd rather try to find a real medallion-- even if it's currently around the throat of a skeleton-- than liberate a carving of one from stone.
But, barring displacer beasts, it can't hurt to go back if that's what you'd all prefer to do."
DM Bob & Carla ”The Chapter House” Friday November 17th, 2023 11:27:01 PM
Having solved the puzzle of the three rings, only to come across yet another puzzle, the Luck Makers recall the medallions carved into the busts in the Great Hall. The discussion that ensues suggests two possible options. Snark and Urist suggest removing one of the carved medallions from a bust to see if it works in the lock. The dwarf volunteers her significant stone working skills and spells to aid in the task.
Benni, Beatrix, Isaac and Jasper suggest that it is unlikely a stone replica will suffice and that the real medallion should be located, probably wherever the last abbot might be found. While a visit to the Great Hall may be warranted to better identify the specifics of what they will be looking for, Isaac reminds everyone of the temperamental ghosts that may take umbrage should they damage any of the busts.
Jasperand Issac review the drawings of the Abbey, noting the location of the Great Hall, the Cloisters/Courtyard where they defeated the displacer beast, the cellars where they found it’s lair, as well as the Abbot’s House should they decide to go there.
A decision needs to be made, double back to the Great Hall or explore somewhere new.
Jerry d100=64 ; Saturday November 18th, 2023 10:59:12 AM
testing...
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 Saturday November 18th, 2023 1:35:48 PM "I vote that we start with the crypt."
“Benni” AC 21/11/20 CMD19. HP 48/ 48 Onesimos (SteveK) Saturday November 18th, 2023 4:42:02 PM
Onosimos, too, thinks the Crypt is the best place. "We go where the majority wants to go", he agrees.
........ Active Spells: Light (6 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.
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 Saturday November 18th, 2023 7:42:36 PM
Isaac speaks up "We should probably visit the Abbot's home first before we start in the crypt. Trying to find a single medallion by just opening the tombs will most likely alert some undead and with how corrupted this place has become we should keep that to a minimum. Besides that does anyone know WHO was the last abbot of this place? What if we get into the crypt and there's ten different abbots buried in it."
Isaac cast his vote for the Abbots home.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 d20+15=22 ; d20+15=16 ; d20+15=18 ; d20+15=17 ; d20+19=36 ; d20+19=31 ; d20+19=36 ; d20+12=21 ; d20+12=13 ; d20+12=27 ; Saturday November 18th, 2023 7:46:28 PM
(If i've learned one thing, it's when the DM reminds the party of something, there may be a reason. The DM reminded us of the medallions on the busts in the Great Hall.)
Snark puffs on his pipe. "We can go with a majority when we gotta choose, but I don't think gotta choose here. Let's do both. Maybe we just need to look at the medallions on the busts to know what were looking for elsewhere, but I agree we shouldn't break them up if we don't have to. So let's go back to the Great Hall to look at those busts and then go down to the Catacombs. With the dead. And probably the undead."
Snark will lead the way back to the Great Hall with his Unseen Servant in tow. We'll look carefully at the medallions on the busts carefully, examining the bust thouroughly and even turning them all over in case there's something hidden beneath that that little statue of Kevintaur. He'll use Detect Magic as we examine the busts in case we missed something the first time through.
Assuming nothing particularly noteworthy happens to keep us in the Great Hall, we will then follow Benni down in to the Catacombs.
Some Perception rolls if needed: 22, 16, 18, 17 Spellcraft: 36, 31, 36 And Knowledge Arcana if applicable: 21, 13, 27
Urist (AC19, HP: 57 of 61) (Cayzle) Sunday November 19th, 2023 9:21:10 AM
"At the least, there will be a good tale or three in it!"
DM Bob & Carla ”The missing piece of the puzzle…?” Sunday November 19th, 2023 11:34:42 PM Snark insists on revisiting the Great Hall in order to further examine the statues and leads the party back. The way is familiar and their path unobstructed. Each of the busts sports an identical carved representation of a medallion. Perhaps a symbol of office worn by the individual in charge of the Abbey? Any attempt to touch the busts draws the attention of the two ghosts working the nearby shelves.
Jasper, Benni and Urist suggest the crypts as the next destination, however close study of Isaac’s copied map (and the map on the wall) only reveal that the catacombs lie below the Chapter House and adjacent Monks Day Room. No doorway or stairs to the area is marked, and no passage is found in the Chapter House proper.
The paladin suggests the party try the Abbot’s house for clues.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Monday November 20th, 2023 1:58:55 AM
Snark looks at the same medallion depicted on each of the busts. Surmising these to be past Abbots, he agrees with Isaac that the Abbot's house might be the best place to go next.
"Isaac's right. We oughta go to the Abbot's house and look for the medallion carved on each of these guys. The real one might be there. And since we don't see no way into that cellar, I bet once we find it and activate that contraption in the Chapter House, that's gonna give us our way into them crypts. Let's go."
Snark will go with the others to the Abbot's House, looking for the medallion. He'll start by scanning the Abbot's House with Detect Magic, both outside and in.
Urist (AC19, HP: 57 of 61) (Cayzle) d20+14=22 ; d20+12=31 ; Monday November 20th, 2023 6:14:28 AM
"If it is only the SHAPE of the amulet that acts as a key, well, I could MAKE one," says Urist. "I could shape stone and then carve it just so to make a perfect replica."
If a few people agree, she will use a stone shape spell and stone carving to make a duplicate amulet.
Craft Statuary 22 Craft Stonemasonry 31
“Benni” AC 21/11/20 CMD19. HP 48/ 48 Onesimos (SteveK) Monday November 20th, 2023 7:48:27 AM
Onesimos sends a little prayer of thanks to Flower for his friends who in their various ways love all life, love each other, and love their common purpose. They are also quite insightful! It is not a burden to go back to the Great Hall and confirm their hunch is that they should look for the Abbot to find the specific amulet and and not that it was hidden among the books and ghosts.
Benni shakes his head at the dwarf. "I would expect it is magical properties of the actual amulet, otherwise it is not as good of a key. But Isaac has a terrific idea! Let's get the clues to which crypt to open: I would prefer as few tales there as possible!"
........ Active Spells: Light (20 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.
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 Monday November 20th, 2023 1:01:41 PM "Abbot's house it is."
Jasper observes Urist at work. "What fine workmanship! A perfect likeness. You're an artist, Urist."
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 Monday November 20th, 2023 10:42:50 PM
Isaac has a sigh of relief. "To be honest going into the crypt worries me. I don't want a repeat of the outhouse." Isaac will open the door to the Abbotts house first incase of any undead or traps.
DM Bob & Carla ”The missing piece of the puzzle…?” Monday November 20th, 2023 11:26:46 PM
While discussions take place Urist searches the area for raw material to shape and settles on some stone rubble that has fallen from the ceiling. After some time she has managed to craft a medallion of the exact outer dimensions as the statues. The points of the compass rose are in the correct orientations and the patterns on the upper surface of the medallion look like an exact replica. The dwarf can only guess at what the bottom side of the medallion looks like, or its thickness. Nonetheless, Jasper commends her on the detail of her work.
Benni agrees that that the Abbot’s house should be the next stop, and the party heads in that direction. (If Urist tries her replica medallion in the Chapter Room she finds it a clumsy fit that will not sit properly in the recessed stone.)
They Luck Makers follow Isaac past the Chapter House and out of the courtyard along a covered pathway between two buildings to find the Abbot’s House. Snark scans the area for magic and unsurprisingly, the magic auras that permeate the Abbey as a whole are also found on the small stone cottage. A single doorway is accompanied by two small windows on either side and a single window on the side of the building. All the windows are too small for even a medium sized creature to gain entry. The heavy wooden door also detects as magic with strong auras of the same kinds of warding that were detected on the Chapter House and the main entrance to the abbey. Snark calls out a warning to Isaac as he reaches for the door.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Tuesday November 21st, 2023 2:44:24 AM "Isaac - look out! There are strong warding magics on the door! Same thing as on the entrance to the Abbey and on the Chapter House door. I'll see if I can figure out what we're dealing with here. We should see if our keys works - here's mine. If that don't work, I think me and Jasper could get in through one of them windows, but I'll need a boost. Anybody tall enough to see in the windows to tell what's inside? Maybe there's a secret door somewhere."
Thinking it would be nice to see what this warding will do before someone blows up, Snark will concentrate with Detect Magic to determine the types of magic involved, and to also identify what the magic does.
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 associate with the door and warding would be 29 vs. DC is 15 + item's caster level.
“Benni” AC 21/11/20 CMD19. HP 48/ 48 Onesimos (SteveK) Tuesday November 21st, 2023 7:05:12 AM
Benni doesn't like the idea of Snark and Jasper climbing through a window by themselves, and hopes one of the four keys they currently have will work on the door. He has a Locate Object scroll, but it doesn't last long and only works on specific objects if they have been seen before: the cleric is dismally certain if he tries, it would only lead to a stone medallion from the Great Hall.
So Benni shines his Light into one of the windows and tries to see inside.
........ Perception:
Active Spells: Light (22 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 Tuesday November 21st, 2023 7:11:13 AM
Beatrix will go look in the windows to see if she can see anything inside.
Urist (AC19, HP: 57 of 61) (Cayzle) d20=17 ; d20+14=26 ; d20=3 ; Tuesday November 21st, 2023 9:33:56 AM
Urist casts an Unseen Servant and has it tap on the cottage walls as she looks for Secret Doors, circling around. Urist takes out a small hammer and taps as well, trying to determine anything she can.
Perception 17 (Unseen Servant's roll of 3 does not Aid Another!) Dwarven Stonecunning Stonemasonry 26
She casts Temperature Control too, mostly because it last a real long time, so why not?
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 d20+21=37 ; Tuesday November 21st, 2023 2:02:06 PM
Jasper peers in the windows but doesn't approach the door until Snark and Urist finish their investigations. She looks for traps or anything that might resemble a keyhole. (Perception 37)
"I can either wildshape or cast Gaseous Form to get in. Oh! Do we spy anything that looks like jade?"
DM Bob & Carla ”The missing piece of the puzzle…?” Wednesday November 22nd, 2023 12:12:16 AM Snark shouts a warning to Isaac before he can attempt to open the cottage’s door. It is a good thing because his detect magic is able to detect a powerful glyph of warding upon the door. Further arcane investigation leads the gnome to believe a high level evocation spell is stored within the glyph. He further believes that opening the door will cause an explosion of sound to ring forth, more powerful than simply an alarm.
Urist and a newly conjured unseen servant begin investigating the walls of the stone cottage, tapping with hammers and listening to the stone to hear what it may tell. They discover no secret doors, nor any traps but the dwarf does get the feeling the stone is no ordinary stone. It has been shaped by magic and is likely immutable unless reshaped by a very powerful mage indeed. Feeling the cold, or maybe it’s just the dull grey skies and overall creepiness of the Abbey, Urist pauses to cast Control Temperature to warm her spirits.
Benni, Jasper and Beatrix peer through the windows to get a look inside. the glass is old, dusty, and has a wavy quality to it that allows only a distorted view of the inside of the cottage. Jasper detects no traps or keyholes through the window. Beatrix and Benni get the impression of an orderly and well-kept place. They can see some tables and chairs, what might be a desk in another room, some cabinets, but closer inspection will be required to see much more.
“Benni” AC 21/11/20 CMD19. HP 48/ 48 Onesimos (SteveK) d20+7=8 ; d20+7=18 Wednesday November 22nd, 2023 6:40:20 AM
Onesimos wonders. "A Glyph of Warding, hrmm... Let's see if we can gain entrance with a Dispel Magic spell!"
The cleric planned the spell to counter a spellcaster in combat, but it should work here, too. (nat 1) Benni feels a great resistance and heroically tries to overcome it (18).
........ Cast Dispel Magic: targeted on the Glyph, nat 1, HERO POINT re-roll: 18 (should beat a 4th level spell or below unless other conditions are in effect.)
Active Spells: Light (22 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 22nd, 2023 8:22:24 AM
Beatrix tries to go over in her head how many key's they've fond and used. Even if they dispel the glyph they might need to go hunting for a key.
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 d20+7=18 ; Wednesday November 22nd, 2023 1:03:16 PM
Jasper decides to give Dispel Magic a go, too, in the even that Benni needs backup. She casts it on the door, and she too ends up with an 18.
She feels the ward's power as a slight pounding behind her eyes.
"Snark, does that ward extend to the windows, too?" She picks up a rock and considers the best place to attempt smashing the glass.
______
Wildshape: 2/day; current shape: NA Spells Running:
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 Wednesday November 22nd, 2023 2:43:47 PM
Isaac whose hand was on the door gingerly takes it off and steps several feet back. "Thanks for the head up Snark" Isaac thinks for a bit and asks "If it's trapped can we open the door outside of the spells range mabe with a string tied to the handle or a spell?"
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 d20+17=25 Wednesday November 22nd, 2023 6:42:09 PM
Snark checks the enchantments after Benni and Jasper try to dispel them. If they're gone, he'll use the keys, and failing that chop down the door.
However, if the dispels are unsuccessful, he says"Good try, but it's still there. So, here's my thought. I'll have Casper here try the keys to see if they work, and if that sets off the trap, well, we'll be far enough away that it won't matter. No offence there Casper." The Unseen Servant is also a mindless and silent servant, so it does not answer.
"Now, if that don't work, I kept a spell slot open today. Gimme 15 minutes and I'll memorize Knock. Then we'll get about a hunnerd feet away and I'll try to open the door that way. And if that don't work, well, let's just bust in a window. It didn't look like the Explosive Runes trap was on them windows."
If the Unseen Servant using the keys doesn't work, Snark will add Knock to his spells for the day, and cast knock from 100' away, and see if that works. Caster Level check for Knock is 25.
Urist (AC19, HP: 57 of 61) (Cayzle) Wednesday November 22nd, 2023 11:06:02 PM
Urist mentally tells her unseen servant to go bump into Snark's unseen servant, over and over.
But when it heads towards the Glyph, she calls it back.
She readies a magic missile on a scroll if an enemy attacks.
DM Bob & Carla ”The missing piece of the puzzle…?” 5d6=13 ; Wednesday November 22nd, 2023 11:50:53 PM Benni and Jasper both attempt to dispel the magic contained within the glyph on the front door to no avail. The ward is resilient in the face of their magics. Isaac backs away from the door and suggests trying to open it from a distance, a suggestion Snark takes to heart. He clears everyone a long way back from the door and sends his unseen servant in with a key to try the lock. The key bounces from side to side as gnome’s servant jockey’s for position with Urist’s invisible helper, but eventually Casper prevails and approaches the door.
Beatrix tries to recall all the keys they have recovered so far and can only hope the unseen servant is trying the right one, otherwise it’s down to breaking a window to get in as the druid suggested.
The invisible helper places the key into the lock. It slides in, but not without effort as ages of dust and rust have accumulated in the key hole. When the key is finally turned a tremendous explosion of sound bursts from the glyph. The word ”FLEE!” Rings out with such power that all within 30 feet of the door would be deafened and take 5d6=13 pts of sonic damage. Luckily, everyone had backed away to a safe distance and suffered no more than some temporary ringing in their ears. The unseen servant however is obliterated by the force of the shout and the key remains in the lock.
The mage is able to deduce that the glyph on the door was a Greater Glyph of Warding that contained within it the spell Shout. Now that it had been discharged, the remainder of the keys could safely be tried at the Luck Makers leisure. None of the keys in their possession will open the lock. With one last trick up his sleeve, Snark spends some time preparing and then casting a Knock spell and the door swings open.
“Benni” AC 21/11/20 CMD19. HP 48/ 48 Onesimos (SteveK) d20+7=19 Thursday November 23rd, 2023 9:33:24 AM
Onesimos isn't overly sad his spell didn't work, nor Jasper's. What matters is with help and ingenuity, the team accomplished a tough task together. "This reminds me about a story where Pragma had to rely on a whole group to do their particular expertise to make a community stronger."
The cleric pushes the Knocked door open and moves inside and to the left, raising his Light spelled buckler to see better and allow others to come in too.
...... Perception: 19 Active Spells: Light (22 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 d20=11 ; Thursday November 23rd, 2023 10:59:12 AM
Beatrix is confused by the ward. Was that some sort of warning there is danger inside? Or just to scare off intruders and warn sentries to come? She'll enter cautiously, eyes out for danger (perception 11)
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 d20+21=28 ; Thursday November 23rd, 2023 1:25:11 PM
Jasper shakes her head like the bear she sometimes is to equalize the pressure in her ears. "Knock is a splendid spell. Thanks, Snark! Sorry about Casper. Although unseen, he? Er, it? was growing on me."
She draws her scimitar and carefully advances into the structure, eyes open for danger. (Perception 28)
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Thursday November 23rd, 2023 6:12:18 PM
Snark recovers the keys. He is puzzled that the Dwarf would intentionally interfere with his attempts to get into the Abbot's house. He looks at the Urist for a moment. "I remember when we first met, you said the dwarves at the quarry sent you here. I'm starting to understand why. I'll try to have a better sense of humor than they did."
He replies to Jasper, "Thanks, but don't worry about Casper. I got more of them, and they don't feel nothin."
Then he turns to the open door. As others enter, he follows Detecting Magic, sweeping the interior as he goes.
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.
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 Thursday November 23rd, 2023 9:00:30 PM
Once the door is open Isaac will make his way inside using his sense to try and locate any evil inside the house. "Why would there be such a strong spell trap here? Especially one with a warning?" Isaac draws his sword praying that the Abbot had not become sort of monster.
Urist (AC19, HP: 57 of 61) (Cayzle) Thursday November 23rd, 2023 11:58:41 PM
Urist blushes at Snark's comment and is too embarrassed to reply. She casts fly and flies thru the doorway with everybody else.
The Abbot’s House
DM Bob and Carla - ”The Abbot’s House” Friday November 24th, 2023 12:15:11 AM Beatrix and Isaac speculate about the purpose of the ward on the door to the stone cottage. Was it some sort of warning for them, or simply an alarm against intruders?
Benni pushes the door open, his brightly lit buckler before him, and steps to the left. Jasper, scimitar in hand, follows, scanning the room carefully. Beatrix enters cautiously. The cleric’s light flashes across a multipurpose room with a sitting area by a fireplace. Against one wall a cupboard with a table and chairs nearby. Against the other wall some shelves and a desk. There is a dark opening to another room near the desk.
As the trio move forward, making room for those who follow, Isaac enters the cottage. The paladin does not sense any evil as he crosses the threshold, with sword in hand, and a prayer for the Abbot in his heart.
Having retrieved the party’s collection of keys, Snark sweeps the interior of the cottage seeking information of a magical nature. The mage picks up the usual from the very stones and mortar of the building, but also something else. Coming from the desk in the study area the familiar auras of abjuration and transmutation akin to knock and stone shape magicks not dissimilar from those picked up from the floor of the chapter house. Drawing close to the open doorway near the desk, the gnome picks up auras of moderate transmutation and faint abjuration coming from the room beyond. It is however, too dark to see into this other room.
Urist takes to the air, and follows the rest, taking care to duck below the stone lintel at the top of the door opening!
Beatrix and Tinkerbell (Mitch) HP 52/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Friday November 24th, 2023 10:37:37 AM "We should check the entire house for any dangers lurking before we start trying to search for clues. We don't want something to get the drop on us while we're distracted searching desks." Beatrix suggests.
“Benni” AC 21/11/20 CMD19. HP 48/ 48 Onesimos (SteveK) d20+7=21 ; Friday November 24th, 2023 11:32:38 AM
Onesimos shakes his head. ”If the object of our quest is only in this room, I do not want to disturb the rest of the house. I and others will keep watch while Snark and Isaac search the desk.”
The cleric gets Morningstar and Buckler ready and provides overwatch.
too.
...... Perception: 21 Active Spells: Light (23 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.
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 d20+21=23 ; Friday November 24th, 2023 4:46:06 PM "If I were a medallion, where would I be?"
Jasper moves closer to the doorway to the other room, placing herself just to one side of the doorway for a bit of cover. She lifts her Lantern of Continual Flame to banish the darkness and peeks inside. (Perception = 23)
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 d4=1 ; d20+4=9 ; Friday November 24th, 2023 11:41:36 PM
Isaac asks "Before we search anything anyone got a light spell?" Isaac we start searching the desk once he has light and looks for anything like paperwork or a journal to help him understand the history of the Abby. He also looks for anything that might be magical.
Perception:9
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Saturday November 25th, 2023 12:53:21 AM
Snark pulls out a human skull with Continual Flame cast on it and sets it on the desk for some light for Isaac while he searches the desk. He smiles at the dramatic effect of the flaming skull. Pointing to where he detected some magic, he tells Isaac, "I detected some magic coming from about there. There's something magic in the other room too - I'll check that out while you're searching the desk."
The little gnome goes up by Jasper and pushes the door all the way open to the other room as he peers inside the now lit room with Detect Magic. He puffs on his pipe as he says, "Now let's see what we got here."
Taking 10 on Perception gives him 25.
Beatrix and Tinkerbell (Mitch) HP 52/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Saturday November 25th, 2023 10:40:27 AM
Beatrix will shrug and move to stand guard as the others search.
DM Bob & Carla ”The missing piece of the puzzle…?” Sunday November 26th, 2023 11:00:34 PM Isaac searches the desk where Snark pointed out a magical aura, however the paladin finds nothing magical. There are blank pieces of paper and a few writing supplies in a small drawer. The desktop is partly covered by what appears to be a draft report on the activities of the abbey and its occupants. The report includes detailed monthly expenses, lists of acolytes, monks, clerics and visiting scholars, disciplinary actions handed down, lists of plants and fungi catalogued and investigated, as well as health reports detailing illness, treatments, recoveries and deaths. The report details the basic functioning of the Abbey for the period of a year.
The gnome diverts his attention to the other room and joins Jasper in her investigation. Snark immediately detects several magical auras in what appears to be a sleeping chamber. A wardrobe sits in one corner, a bed and a small washstand comprise the rest of the furnishings. Three magical auras are partly obscured by the closed doors of the wardrobe. Alarmingly, a fourth aura emanating from a key on a chain bobs towards him out of the shadows some 20’ away. Jasper quickly recognizes a ghost, similar to the ones in the Great Hall.
Benni and Beatrix remain alert to any potential danger as the rest of the team search the cottage
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Monday November 27th, 2023 2:36:51 AM "Ugh, more of these guys. Maybe there's info around here about how these guys can be laid to rest so they don't keep messing us up."
Snark sees the ghost headed his way, and does his best to avoid the thing.
If the ghost passes him by, Snark will pull out another Continual Flame item and go to the wardrobe to investigate what the source of magic is there.
If the ghost stops advancing, Snark will go to the desk to help Isaac locate the sources of magic there.
Beatrix and Tinkerbell (Mitch) HP 52/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Monday November 27th, 2023 8:15:35 AM
The group will probably want the key. Beatrix sees if this ghosts notices the party, or if it ignores them until they do something to draw it's attention like the library ones.
Urist (AC19, HP: 57 of 61) (Cayzle) Monday November 27th, 2023 12:17:25 PM
Urist flies over and checks out the wash stand. Is there water? In a pitcher or some other receptacle? How much?
The dwarf is thinking about using her Temperature Control spell to make slippery ice patches, or to pour water into cracks and freeze it to break things open.
Urist also orders her unseen servant to start cleaning the place.
Jasper (Holly) HP 62/62 AC 21 /13/19 CMD 9 | CMB 7 Monday November 27th, 2023 12:44:06 PM
Jasper takes a good look at the ghost. A key on a chain? Is it a SOLID, material key, or a ghostly one?
She wants to investigate that wardrobe, but she doesn't really want to tangle with the ghost. She casts Guidance on herself and waits to see what it does.
“Benni” AC 21/11/20 CMD19. HP 48/ 48 Onesimos (SteveK) Monday November 27th, 2023 1:36:31 PM
Onesimos keeps watch.
.......... Active Spells: Light (24 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.
DM Bob & Carla ”The missing piece of the puzzle…?” 2d4=5 ; Snark=1 Urist=2 Jasper=3 Beatrix=4 d4=3 ; d20+2=22 ; d20+2=7 ; 2d6+2=10 ; Monday November 27th, 2023 11:54:35 PM
The ghost emerges from the back of the bedroom with what Jasper believes to be a material door key hanging from its neck and floats towards Snark, Urist, Jasper and Beatrix who has moved close to the door for a better look. It lets out a soul piercing groan. The four adventurers must make Will saves vs DC 13 or be panicked for 5 rounds. Benni and Jasper are closer to the desk in the front room and hence are unaffected .
The dwarf does manage to get a quick look at the washstand by the bedroom door before the ghost comes closer to them all. The washstand contains nothing more than dust.
Having made its presence known, the ghost swings an incorporeal arm out at Jasper, clearly upset that the Abbots private rooms have been intruded upon. (Hit AC Touch 22 for 10 pts of damage; Fort Save vs DC13 for 1/2 damage). The druid feels her life force being pulled from her body as the ghosts attack strikes true. The flesh on her face sags, her hands wither and take on a mottled appearance and her joints ache with tiredness as the attack seems to prematurely age her.
Corrupting Touch - All ghosts gain this incorporeal touch attack. By passing part of its incorporeal body through a foe’s body as a standard action, the ghost inflicts a number of d6s equal to its CR in damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save halves the damage inflicted.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 d20+10=30 ; Tuesday November 28th, 2023 1:30:26 AM
(I'm unsure what the layout is here, and if anyone was within 10 of the paladin to benefit from his aura on this save. But this critter might be rough if it's taking two attacks in a round. Or maybe there were two ghosts?)
Snark's will save is 30. "I was really hoping we could avoid re-killing the Abbot here, but it looks like this ghost is gonna attack and I think we're gonna need his key."
Without a map, I'll assume Snark is in a place where he is not easily reached by the ghost - or at least there are other between the little gnome and the ghost. He begins casting a spell (Sum. Monst. IV.)
“Benni” AC 21/11/20 CMD19. HP 48/ 48 Onesimos (SteveK) d20+7=26 ; d100=87 ; d8+2=6 ; Tuesday November 28th, 2023 7:18:35 AM
Onesimos had been lulled by the ghosts in the library, and had not been expecting an attack. Jasper is struck, but Benni notes even though he is quite close to the ghost, the scream doesn't affect him. "The magic aura about the desk must provide some protection!", he exclaims. Which doesn't help physical-to-incorporeal touches evidentially.
Benni isn't good at casting defensively, either, so elects to try to hit the ghost with his morningstar.
.......... Attack: 21, 87% miss chance, 6 damage
Active Spells: Light (24.1 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 d20=11 ; d20=16 ; d6=3 ; d8=6 ; Tuesday November 28th, 2023 8:51:17 AM
Beatrix has already been beguiled by one ghost and isn't going to let this one scare her away (will 17). She'll strike back at it as soon as it turns hostile with her magic weapon (I forget how that works with ghosts, half damage maybe? 28 to hit 12 damage)
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 d20+11=16 ; d8+4=10 ; d20+6=19 ; d20+6=17 ; d20+6=20 ; d8+4=8 ; Tuesday November 28th, 2023 9:43:09 AM
Isaac draws his sword uncomfortable with the idea of laying the abbot to rest through violence but decides to draw it attention from his companions. "Abbot face me. You know not who you strike." Isaac moves up to the ghost and attacks. Attack 1:16 Damage:10 Attack 2:19 Crit threat Crit ? :17 Damage:8 Crit 16
Jasper (Holly) HP 57/62 AC 21 /13/19 CMD 9 | CMB 7 d20+12=24 ; d20+9=27 ; d20+7=10 ; Tuesday November 28th, 2023 1:09:42 PM
Jasper makes her Will save (24), so she doesn't panic-- although a frission of fear skitters up her spine as she feels her vitality sapped. (Fort 27, taking 5 points of damange) Her back hurts.
She tries to slash the ghost with her scimitar but fails.
Urist (AC19, HP: 57 of 61) (Cayzle) d20+7=22 ; d20+6=18 ; d4=4 ; Tuesday November 28th, 2023 9:47:51 PM
Note that if the fear is a compulsion effect, Troubadour Urist is immune. Urist Will Save 22 = unaffected in any event.
Urist backs away from the ghost -- flying at least five ft up (so as not to be surprised if it attacks from below) and about 25 ft away (move action). The dwarf wizard uses the Transmuter School Telekinetic Fist ability, hoping that it counts as a force effect. It hits AC18 for 6 damage.
DM Bob & Carla ”The missing piece of the puzzle…?” Tuesday November 28th, 2023 10:13:42 PM
The baleful moan of the ghost catches the group unawares, however those within 30’ are all able to shake off its effects, and those closer to the desk are simply too far away to be affected. The follow up attack by the ghost manages to inflict some damage to Jasper but she fights some of that away as well. Snark worries that the apparition might be the undead abbot and hastily prepares a summoning spell.
Benni, Beatrix and Isaac rush forward to attack the ghost. Benni strikes true as does Isaac (incorporeal beings take 1/2 damage from material weapons and attacks and also benefit from a 50% miss chance. Isaac’s sword is ghost touched and so does full damage with no miss chance. Beatrix must roll a d100 vs 50 to determine if her lance connects, as must Urist who’s Telekinetic Fist does bludgeoning damage and not force damage). Regardless, the hapless being is completely disrupted by the paladin’s ghost sword and the key that was around its neck falls to the floor. Jasper manages to get a very close look at the ghost before it is destroyed and sees nothing that would suggest it was anything more than an undead acolyte like its brethren in the Great Hall, perhaps a servant to the abbot in life.
With the demise of the ghost, the Luck Makers can explore the wardrobe in the bedroom and the desk in the front room where magical auras were detected previously.
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 d20+16=36 ; d20+4=23 ; Wednesday November 29th, 2023 1:47:35 AM
Isaac says a short prayer for the spirit. But he gets the feeling it will be a temporary solution if they come back. Do ghosts regenerate if destroyed? Know religion: 36 Once done with the prayer he tells the others "I'll check the Wardrobe if that's alright." Perception:23
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 d20+9=26 ; d20+15=28 ; Wednesday November 29th, 2023 2:10:55 AM
Knowledge Religion 26 - what does Snark know about ghosts, particularly if they can be permanently ended through combat?
Snark finishes his summoning spell and calls forth a Hound Archon. He trots over to pick up the key the ghost dropped as he says to the summoned creature, "Greetings. I called you from the Celestial Realms just as our fight with a ghost finished. Please assist us in searching this place. We are looking for any writings that may tell us more about this place, as well as any items that may be of use. In particular we seek a large compass rose, about this big. The gnome gestures to show how big it might be.
He looks at the key for any identifying marks or writing, puffing on his pipe as he does so.
Then he turns his Detect Magic on the desk, seeking to locate the source of magic he noted earlier. He'll carefully search the desk, and if he cannot locate the magic, he'll resort to destroying he desk to find what he seeks. (Perception 28)
Urist (AC19, HP: 57 of 61) (Cayzle) d100=27 ; d20+12=26 ; Wednesday November 29th, 2023 5:54:00 AM
50% roll, low is good: Yes, Urist's fist did help, a little.
Urist tries to assist Snark with her knowledge of secret compartment construction. Know Engineering 26 to aid another.
"Be careful, Snark," says Urist. "He that breaks a thing to find out where it is has left the path of wisdom.”
“Benni” AC 21/11/20 CMD19. HP 48/ 48 Onesimos (SteveK) Wednesday November 29th, 2023 7:34:17 AM
Onesimos breathes hard after the quick battle. He stoops to pick up the key, but Snark already has it. When Jasper mentions the ghost didn't look like any of the abbot statues, the elf nods. "That makes sense; a key and not a medallion about his neck so that he may take care of the house while the Abbot was out. I think the key would have to fit something nearby."
Benni starts looking for a keyhole in desk or chest or wardrobe.
"Urist, I am partially afraid to ask, but was that a riddle or was it a saying?" I'm afraid I'm not catching the reference."
...... Active Spells: Light (25 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 d100=74 ; d100=16 ; Wednesday November 29th, 2023 8:04:02 AM "Oh." Beatrix says as the ghost is quickly dealt with, seeming almost disappointed. She'll start prowling the house to look for any other ghostly dangers (74 so her hit did hit, not that it matters)
Urist (AC19, HP: 57 of 61) (Cayzle) Wednesday November 29th, 2023 10:28:37 AM
Urist chuckles. "Troubadours pick up all kinds of quotes from different stories," she answers Benni. "A wizard said something like that in an old favorite epic of mine. It seemed to fit the situation."
(Well done , Cayzle! - DM Carla)
Jasper (Holly) HP 57/62 AC 21 /13/19 CMD 9 | CMB 7 2d4=2 ; d20+21=23 ; Wednesday November 29th, 2023 1:37:18 PM
Jasper casts Goodberry to restore some of her drained life force. She feels a little better, but her hands still resemble whithered little talons.
"Could anyone do me a favor and heal me the rest of the way?"
She then goes to the wardrobe. "Now then. What's in here?" (Perception 23)
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Wednesday November 29th, 2023 1:55:06 PM
Snark smiles as he looks at Urist. "Don't just break stuff - says the girl with the the giant flaming hammer.
"Here's another one - you can't make an omlet without breakin' a few eggs. Besides, I left the path of wisdom a long time ago, and it's going great!"
DM Bob and Carla - ”Searching the Abbot’s House…” 2d4(3+2)=5 Wednesday November 29th, 2023 8:30:51 PM
Having dispatched the ghost minding the Abbot’s house, Isaac speculates its disappearance may be temporary. He and Snark discuss what they’ve learned about incorporeal undead spirits, and come to the conclusion that some ghosts are so strongly tied to a place that they would reform a few days after being destroyed. The only way to permanently rid an area of a ghost is by resolving the spirit's unfinished business.
While Beatrix prowls about looking for dangers, Jasper frets about the effects of the ghost’s corrupting touch. However, curiosity compels her to join the paladin and the mage as they search the cupboard in the bedroom. Using light from various magicks, the trio spot the sources of the magical auras:
an intricate gold headband decorated with small blue and purple stones (moderate transmutation) simple looking brown monk’s robes (moderate transmutation) A ring with a shield shaped bezel (faint abjuration)
Further study of the items reveals them to be: Highlight to display spoiler: { a Headband of Vast Intelligence - 4000 GP, a Monk’s Robe - 13,000 GP, and a Ring of Protection +1 - 2000 GP}
Snark retrieves the green key before Benni gets a chance. Gnome and elf recognize it as being similar in size and shape to the key used on the chapter house door, though the teeth are different. Having been in the care of the abbot’s servant, it’s safe to assume the key would work on the door of the abbot’s house!
A small crowd, including the gnome’s recently summoned canine-headed humanoid gather around the work desk. This is where the green mage had previously detected auras of abjuration and transmutation akin to knock and stone shape magicks not dissimilar from those picked up from the floor of the chapter house. Impatiently he threatens to dismantle the furniture when he encounters a locked door. In a moment of rare sense, Urist applies the creative application of scientific principles to the structure and springs the mechanism that held the panel closed - revealing a large jade medallion on a heavy gold chain.
Tasked with searching for writings that would tell the group more about the Abbey, the hound archon points to the papers atop the desk: what appears to be a draft report on the activities of the abbey and its occupants. The report includes detailed monthly expenses, lists of acolytes, monks, clerics and visiting scholars, disciplinary actions handed down, lists of plants and fungi catalogued and investigated, as well as health reports detailing illness, treatments, recoveries and deaths. The report details the basic functioning of the Abbey, and is signed Oswin Heribert, 11th Abbot of the Abby at Heranmar.
“Benni” AC 21/11/20 CMD19. HP 48/ 48 Onesimos (SteveK) Thursday November 30th, 2023 6:30:45 AM
Onesimos, in spite of the haunted surroundings, is able to give a smile and join in the comradery. "Jasper, it may be better to save healing until really needed. I have scrolls and can spontaneously change any spell into a healing spell, but lets see what future obstacles bring."
"Snark, isn't that why you have Isaac, and Jasper, and Urist, and I? To help, each in our own way, to bring just a little forethought into your plans and actions? Yes, I admit that four of us aren't enough, but we will try."
The cleric helps to gather the magical items, and nods at the medallion: Beatrix and Snark were the best to carry it back to the Chapter House. He gives a silent prayer to Flower that the love of common purpose and the hope that their actions will help all good people will enable this medallion in the Chapter House niche will end the threat of uncontrolled magics.
......... Active Spells: Light (25 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 Thursday November 30th, 2023 9:36:51 AM
Beatrix is eager to get back to the other room and see if this medallion will have any effect on the giant compass thing they found.
Jasper (Holly) HP 57/62 AC 21 /13/19 CMD 9 | CMB 7 Thursday November 30th, 2023 12:29:20 PM
Jasper agrees with Beatrix.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Thursday November 30th, 2023 5:12:35 PM
Snark looks up at Jasper and hands her a potion. "Drink this pal. Minor healing, but soon I'm gonna be making a bunch more so I won't need this." (1d8+1 of healing.)
To Benni he says, "We're getting to have a lot of keys for this Abbey. I'll see what I can do to label each one so's we can keep 'em straight. We should probably also keep 'em all together too, and you seem like a good person to carry 'em."
Snark will take the keys and make an Arcane Mark on each one corresponding to which building it opens. Once marked, he'll hand them all to Benni.
He looks at the Abbot's amulet. If it looks like it might fit in that compass rose area of the puzzle in the Chaper House, he says, "Awright, let's go see if this is our key to that puzzle."
With that, he will lead the way back to the Chaper House, activate the rings again, and drop the amulet into the hole shaped for it.
Urist (AC19, HP: 57 of 61) (Cayzle) Thursday November 30th, 2023 11:29:45 PM
Zazu looks at Beatrix and Snark. "You guys have nice headbands, but this one is nicer. One of you can have this new one, and maybe I could get your hand-me-down?"
"I have always depended on the kindness of strangers. And you guys are mighty strange!"
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 Thursday November 30th, 2023 11:55:41 PM
Isaac agrees with snark "We better check if this is the key we need before heading to the crypt."
DM Bob & Carla ”What lies beneath?” Friday December 1st, 2023 12:02:43 AM
After some friendly banter about just how many people are required to guide Snark back to the path of wisdom, Benni collects the magic items. The gnome gathers all the keys they have recovered and marks each one to identify what it opens before handing them back to the cleric.aa He also provides a potion of healing to Jasper to aid in her recovery. Beatrix, Isaac and Jasper are anxious to see if the medallion will indeed fit the receptacle in the floor of the Chapter House. Snark leads the group back to the Chapter House and inserts the medallion into the jade infused stone in the floor while the ever playful Urist provides accompaniment.
The back of the medallion is deeply engraved and when properly oriented, sits perfectly in the depression at the centre of the design on the floor. Once joined, the medallion and the surface of the stone both begin to glow. A glance at the window on the far wall suggests the medallion must be turned to line up its points with key markings on the outer rings. When turned just so, the central plate pops upward ever so slightly and a pulse of stale air is released into the chapter house. Whatever mechanism powers the stone plate has not been activated in a very long time, and it takes a few moments before it swivels to one side, revealing a steeply descending circular stairway leading down into the darkness. There is no sound, no movement, just a foul odour rising from below.
“Benni” AC 21/11/20 CMD19. HP 48/ 48 Onesimos (SteveK) Friday December 1st, 2023 6:56:30 AM
Onesimos accepts the key chain. "Brilliant to mark each Key, Snark!", and watches in fascination at the revealed staircase. Down.
"Ugh! Oh, that is ripe!
"I had been wondering how someone could have caused the very recent disturbance in spite of the many keys and dust over the Abbey, and here we may have our answer. Urist, how easy would it be for someone to mine into the Abbey cellars from below?"
With his boggle morningstar fashioned from driftwood, leather, and sharp rocks, Benni waits for Isaac to take the lead, and then will be right behind the paladin.
......... Active Spells: Light (30 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.
Urist (AC19, HP: 57 of 61) (Cayzle) Friday December 1st, 2023 11:46:47 AM
Urist has a bad thought after smelling the miasma.
She wonders if throwing a tantrum would make her feel better.
"Ugh! Who can I complain to about this?" she asks. "Who is the Expedition Leader, anyway?"
Jasper (Holly) HP 57/62 AC 21 /13/19 CMD 9 | CMB 7 Friday December 1st, 2023 1:08:15 PM
Jasper peers into the darkness. She tries to identify the smell-- Swamp gas? Monsters? The foul scent of decay? She also looks for dust on the steps. Have they been trod upon recently, and by what?
She lifts her Lantern of Continuous Flame with one hand and readjusts her grip on her scimitar with the other. Time to descend.
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 Friday December 1st, 2023 11:50:11 PM
Isaac starts to descrnd but addresses the group " it's going to be a tight fit so be mindful of any spells you use."
Beatrix and Tinkerbell (Mitch) HP 52/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Saturday December 2nd, 2023 12:09:31 AM
Bleh, stairs were always a huge pain. They were so often just not wide enough for her. Still, spirit of adventure and all that. If it was easy it wouldn't be fun. "I'm half expecting a failing ancient seal of some kind myself. Hopefully one we can repair."
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Saturday December 2nd, 2023 2:51:03 AM
Snark winces at the smell. "Whew! Smells worse than a goblin den after a chili cookoff. And trust me, you don't wanna know what they put in their chili to start with." Snark shudders. Then he empties his pipe and puts it away.
"I don't know about the rest of you, but I'm running low on spells. We can go down there, but I'm not gonna be as effective as I have been."
The little gnome will steel himself and casts Expeditious Retreat. He will follow the others down.
DM Bob and Carla - ”Under the Chapter House… Sunday December 3rd, 2023 7:50:06 PM
Unless Beatrix, Jasper or Urist have spent any time exploring underground ossuaries, crypts, or charnal houses - they are unable to identify the foul odour released when the medallion activates the magical portal to whatever lies beneath the Chapter House floor. The light cast by Benni’s magicked buckler and Jasper’s lantern reveals a circular stairway winding downwards. Though it is steep, it is wide enough for the party to descend two abreast, or a centaur (or other ‘monstrous’ creature) to pass singly.
Isaac takes the lead, followed by Benni, then the rest. Snark is game, but warns the group his magicks might be reaching their limits. However, the mage does manage to augment his ability to move quickly, should the need arise.
The stairs wind down some 50ft. before ending on a rough stone floor. The light from buckler (60 ft cone) and lantern (20 ft radius) reveals a corridor at least 20 ft. wide and just as high. Along the walls, shelves packed tightly with skeletal remains - skulls together in one place, long bones in another. Intermittently a decaying wood reliquary, or arched burial vault containing a stone sarcophagus. Some of the sarcophagi show signs of damage. A grey-green mist rises from the floor in some spots - nothing to obscure the view - whilst rats and other small vermin scurry away, avoiding the light.
Just beyond the furthest range of illumination shining down the long hall, two fiery points of light glow in the dark.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 d20+9=13 ; d20+15=31 Monday December 4th, 2023 1:55:18 AM
The little greenmage descends the stairs with the others. He practically has to jump down each step - stupid human sized stairs! He uses his staff to steady himself as he goes.
His amulet with Continual Flame cast hangs from his neck and illuminates his way. As he sees the grey-green mist rising from spots on the floor, Snark tries to determine if the mist might be flammable from it's appearance and smell. (Knowledge Dungeoneering 13)
Then he sees the creepy points of light staring back at him from down in the darkness of the crypt. "WHOA! What in Gargul's name is that? I'll see if I can light it up. Benni - Quick! Tell it about the love of Flower so it's nice to us!" He looks around and listens to make sure nothing is sneaking up on us. (Perception 31)
Snark reaches into his pocket and breaks his Goblin Seal of Faerie Fire. A pale green glow surrounds and outlines the creature, and anything else within it's 5' radius (no save.) The creature sheds light about as bright as a candle, but certainly bright enough to let us see what it is.
----------------------------------------------------------------------------- Spells/Effects Running: Mage Armor, Expeditious Retreat, source of Continual Flame hanging from the gnome's neck.
“Benni” AC 21/11/20 CMD19. HP 48/ 48 Onesimos (SteveK) d20+7=8 ; d20+7=14 ; Monday December 4th, 2023 10:51:11 AM
Onesimos agrees with Snark and casts Bless on the Luck Makers!
He tries to see any clues to see if the points of light is an undead. ……. Cast Bless. +1 attacks and save vs fear. (1 of 70 rounds) Know Religion. 8 Active Spells: Light (45 of 70min), Ghost Weapon on Isaac (2 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.
Jasper (Holly) HP 57/62 AC 21 /13/19 CMD 9 | CMB 7 Monday December 4th, 2023 1:11:08 PM
Jasper wonders if the sarcophagi look like they were distrubed from the inside.
Her musings are interrupted by a much more pressing concern: What are those lights?!
______
Wildshape: 2/day; current shape: NA Spells Running:
Beatrix and Tinkerbell (Mitch) HP 52/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Monday December 4th, 2023 7:05:44 PM
Beatrix will follow the group.
Urist (AC19, HP: 57 of 61) (Cayzle) Monday December 4th, 2023 10:19:40 PM
Seeing those eyes, Urist goes on defense! She casts Shield. After the Faerie Fire is cast, she draws her maul and flies up to 40 ft closer, hoping the light from her "flaming" weapon will illuminate the potential enemy.
DM Sanity Info
Spells Cast 10/12: See Invisible (70 minutes) 10/16: Shield (7 minutes) 10/20 Bardic Music (1 round of 7) 10/23 Bardic Music (2/7), Magic Missile scroll (1/3) 10/24 Bardic Music (3/7), Magic Missile scroll (2/3) 10/24 Magic Missile scroll (3/3) 10/25 Magic Missile from arcane focus (1/1) 11/2 Greater Invis (1/2) 11/11 Puts in a claim for set of six 6-sided dice (6 sp each for 36 sp total) 11/20 Stone Shape to make amulet 11/21 Unseen Servant and Temp Control 11/23 Fly (7 minutes) 11/28 Telek Fist (1/7) 11/30 Puts in a claim for a Headband Hand-Me-Down 12/4 Shield, Bless
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 d20+16=19 ; Monday December 4th, 2023 10:47:08 PM
Isaac draws his sword "What in the Wold are you?" He steps out toward the glowing eyes and tries to identify the ghoulish creature. He also casts Bless Weapon on his sword.
Know religion:19
DM Bob & Carla ”Under the Chapter House…” d4=4 Secret DM roll Monday December 4th, 2023 11:46:07 PM
Snark follows his companions down the stairs with whatever grace he can muster, his continual flame lighting the way. He does not believe the mist rising from the floor is flammable, simply a cold, wet damp rising up. When he sees the glowing points of reddish light in the distance he casts faerie fire down the long corridor and illuminates the shape of a withered humanoid in a dark robe.
Benni casts Bless on his friends and wonders whether the creature is undead or not. Without knowing for sure, he could hardly be blamed for thinking it undead, for what else would be lurking in an underground burial chamber!
Jasper shows concern over the sarcophagi but cannot tell what has caused the disturbance - simply that a number of stone lids have been shifted aside, while others have been shattered by some great force.
Perhaps offence is the best defence? Urist casts shield then draws her maul and advances, 40 ft, while Isaac draws and blesses his sword and tries to identify what the creature is. That it is undead is clear. Not a ghost or spectre though. Something material. Beatrix looks on from the bottom of the stairs.
Disturbed by the spells and advancing threat of the dwarf, the creature reacts. One moment it is 70 feet down a dark corridor, and the next it appears behind Urist and immediately in front of the dwarf’s companions. The travel is instantaneous. ”You do not belong down here! OUT!” it shouts in a thick voice. It raises its arms in a violent thrust. Each of the Luck Makers must make a Will save vs DC 16 or Highlight to display spoiler: { be immediately teleported out of the catacombs and find themselves in a location unknown to them }. Any adventurer, other than Urist, that makes the first save, must make a second Will save vs DC 16 against Fear.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 d20+6=18 ; d20+6=22 ; 4d6=14 ; 4d6=18 ; Tuesday December 5th, 2023 2:33:36 AM
(Not sure what happened, but somehow my die rolls disappeared. They were d20+10=13 ; d20+10=22 ; d20+10=30)
As this creature shouts, Snark can feel dark magic pulling him from this place, but he's not about to leave his friends behind. He resists the effect. (Use hero point to re-roll - original roll was 13, re-roll is 22. Then he finds he doesn't even need the +4 from the Paladin as his second save is a natural 20 for a total of 30).
The little gnome backs up on the steps to get a little elevation and points his staff at the creature. "Now look here tall, dark and creepy. We got no quarrel with you. Something in this Abbey is causing underwater earthquakes or some such. It's wrecking the ocean here and we're just trying to stop them. Our search for a solution has led us here and I got no patience for you holding us up. If you want to help us, then we can solve this and get outta you hair. Otherwise, you best back down if you want to live.
"Or, um, if you want to unlive.
"I mean, keep unliving.
"Oh, nevermind!"
The frustrated gnome casts Scorching Ray at the thing. Two fiery rays shoot out at the thing hitting Touch AC 18 and 22 and inflicting 14 and 18 fire damage.
Urist (AC23, invis, HP: 57 of 61) (Cayzle) d20+7=16 ; Tuesday December 5th, 2023 5:35:24 AM
Urist's will save is a 16 (maybe an 18 if dwarfen +2 applies) -- but that is enough to resist the magic!
She casts her second Greater Invisibility of the day. As always when casting (and as I often fail to mention), she uses her swift action and arcane armor training to avoid the spell fail chance her mithril shirt would otherwise require.
Then she flies 30 feet to F7, flanking the monster with Isaac. She is invisible, but the light from the flames on her maul kind of gives her away! Her words also give away her position: "Come on Ike!" she shouts. "Give it your spike! Swing that pike! Take a strike! Make it take a hike! Follow, subscribe, and like!"
Urist (AC23, invis, HP: 57 of 61) (Cayzle) d20+8=12 ; Tuesday December 5th, 2023 5:40:19 AM
Oh, also, not an action, but here's a knowledge check to ID this creature: Know Religion 12?
“Benni” AC 21/11/20 CMD19. HP 48/ 48 Onesimos (SteveK) d20+9=20 ; d20+10=16 ; d20+7=22 ; 3d8=11 ; Tuesday December 5th, 2023 9:21:16 AM
Onesimos resists the compulsion to teleportation and fear, though thankful that he had just cast the Bless spell! He is about to try and talk, but Snark settles what the team should do by sending in a magical attack. Since he was on the fence about what to do, the cleric isn't disappointed.
"We are here in our need. The town is being destroyed by magical effects coming from the Abbey, and we must put it to an end! If there is any goodness remaining in your unlife, do not hinder us but assist!"
Benni cast Holy Smite!
……. Will saves 20, 16 pass pass Cast Holy Smite: all non-Good creatures take 11 damage, Will DC 17 for half Know Religion. 22 Active Spells: Bless (2 of 70 rds) Light (45 of 70min), Ghost Weapon on Isaac (2 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 d20=5 ; Tuesday December 5th, 2023 10:51:36 AM
Beatrix goes poof (11 will)
Jasper (Holly) HP 57/62 AC 21 /13/19 CMD 9 | CMB 7 d20+12=26 ; d20+12=26 ; Tuesday December 5th, 2023 2:35:15 PM
______
Jasper isn't intimidated by the undead creature. She thinks, Why did it just try to get us to leave instead of immediately attacking? Wait-- where's Beatrix?
She raises her scimitar defensively but doesn't strike yet-- maybe it will respond to Benni and Snark's request for assistance. Not bloody likely, but possible.
Wildshape: 2/day; current shape: NA Spells Running:
DM Bob and Carla - ”A party divided” CT save vs Benni = d20+8=18 d20+10=12 d8+4=6 d20+10=23 d8+4=12 Tuesday December 5th, 2023 11:42:22 PM
Just before it shouts, Urist and Benni get a better look at the creature. The form is unfamiliar to the dwarf, but the cleric thinks it might just be an undead guardian created by a high level spell caster, and sometimes referred to as a crypt thing. The elf recollects they don’t leave their lairs, be it a single room, passage, or grave complex. They initiate combat only if attacked, or if the threshold of the warded area is broached. He’s pretty sure it has some resistance to damage from non magical attacks, but probably takes normal damage from bludgeoning given its skeletal nature.
Urist is unaffected by the shout, as are Benni and Jasper. Beatrix goes poof and is gone!Snark teeters on a knife’s edge as dark magic reaches for him. The small mage and Beatrix see a 40ft x 120ft room shrouded in darkness due to windows encrusted with filth. Desks, chairs, floor candelabra - the wax of many candles melted into grotesque forms hanging from the branches. Pots of paint and ink and writing implements are scattered about. A cold feeling and sense of dread - that to linger is to invite death is shared by both. Snark resists the effect, and finding himself still in the crypt, tries to reason with the creature attacking the party.
Frustrated, the gnome fires on the crypt thing hitting it with one of his shots. Benni follows suit, smiting the creature, however not as severely as he might have wished. Urist positions herself to flank with the paladin, whilst Jasper pauses - surprised by the disappearance of the centaur, and waiting to see if the creature will listen to reason.
The red flames of the creature’s eyes flare as it claws at the Cleric of Flower (hit AC touch 12 and 23 for 6 and 12 dmg), after which it immediately disappears - reappearing 15 ft away.
Beatrix meanwhile, finds herself on solid ground - but not in the crypts under the Chapter House with her friends. The centaur is in the gloomy chamber of her nightmare, with two skeletal corpses tumbled on the floor and a feeling that something that will sap her strength, the essence of her life, infests the shadows.
(Isaac please roll your 2 will saves per previous DM post. If first is failed - find yourself with Beatrix - DM Carla)
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 d20+7=24 ; d6+2=5 ; Wednesday December 6th, 2023 2:24:25 AM
The gnome climbs down the step, muttering grumpily as he goes. ...stupid human size steps no regard for little folks then they leave behind some weird undead guy and now beatrix is off somewhere that guy's always runnin off...
Once he moves up a bit, he conjures a blob of acid and flings it at the robed figure. He hits Touch AC 24 for 5 magical acid damage.
He tells his friends, "Ya know, for a second I was teleported outta here along with Beatrix. He's probably still there. It was a room shrouded in darkness, windows encrusted with filth. Desks, chairs, floor candelabra - the place was a mess. It had a cold feeling and sense of dread and death. And there was dead guys there too, skeletons. Based on that map Isaac found, I think I know where it is. We're gonna need to go find that boy once we deal with this guy."
“Benni” AC 21/11/20 CMD19. HP 30/ 48 Onesimos (SteveK) d20+8=9 ; Wednesday December 6th, 2023 7:02:29 AM
Onesimos grits his teeth as two claws scrape right through his armor! He agrees with Snark, "yes, this Crypt Thing first. If we retreat to help Beatrix now, it will only keep sending us away. We have to deal with this undead, and I think bludgeoning or magical weapons will work best!"
With those words, the cleric rushes forward and swings with his morningstar, Flower's blessing giving extra accuracy. He still misses badly.
.......... Move to G,8 Attack: nat 1 Active Spells: Bless (3 of 70 rds) Light (45 of 70min), Ghost Weapon on Isaac (2 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.
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 d20+10=14 ; d20+10=15 ; Wednesday December 6th, 2023 8:12:08 AM
Isaac is about to say something but pops out of existence following Beatrix and entering the room with a small pop beside her. "Wait.." he looks around the dingy room and sighs. "So the thing is intelligent and a spell caster. GREAT." He eyes the specters and says a prayer "My Patrons if you listening we're gonna need help" Isaac's sword suddenly catches fire and he hears --We Are Here-- in his mind.
Isaac failed both saves but is immune to fear.Beatrix gets a +4 to saves vs fear since I'm with her. Isaac is using his divine bond on his weapon. It is now flaming
Beatrix and Tinkerbell (Mitch) HP 52/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Wednesday December 6th, 2023 9:41:46 AM
Beatrix will cast Light on her lance so that she can see and Tinkerbell will fly out to use her blindsight to try to track the enemy. Her blood is up and she's ready to smash some creepy shadow monsters!
Jasper (Holly) HP 57/62 AC 21 /13/19 CMD 9 | CMB 7 d20+7=23 ; 2d6=10 ; Wednesday December 6th, 2023 12:50:49 PM
Jasper sees the crypt thing attack Benni. Right then-- reasoning is out.
She strides to F8, drawing her quarterstaff and casting Shillelagh as she moves. She thwacks the crypt thing (23) and deals10 points of damage if she hits.
______
Wildshape: 2/day; current shape: NA Spells Running:
Urist (AC23, invis, HP: 57 of 61) (Cayzle) d20+10=14 ; d10+11=20 ; Wednesday December 6th, 2023 1:45:32 PM
Urist magically flies over to F10, activating Arcane Strike as a swift action while doing so. She is confident she will avoid AoOs because you have to see a creature before you can take an AoO.
Then, flanking the Crypt Thing, she wails on it with her two-handed maul. With the bless giving a +1 and flanking for +2 (and invisible for +2, but that's already calculated into her attacks), she hits AC14 for 20 damage. Note: It loses its dex bonus to AC.
She tries to figure out the enemy's armor class, too busy to crack wise!
DM Bob and Carla - ”A party divided” d20+10=26 d8+4=5 d20+10=27 d8+4=10 d20+4=6 d20+6=8 d20+6=21 d6=3 Wednesday December 6th, 2023 8:21:38 PM In the crypts under the Chapter House…
Griping about the lack of accessibility standards in the crypts under the Chapter House, Snark hops down the stairs, advising his companions that he has an idea where they might find Beatrix and Isaac. Sheltered by taller folk, he successfully lobs an acid blob at the skeletal creature in tattered robes.
Benni advises dispatching their current foe, before going in search of the missing centaur and elf. Putting action to words, the cleric moves in on the crypt thing but his swing misses.
Jasper exchanges her scimitar for a quarter staff and casts Shillelagh on her weapon, moving up to stand beside Benni. (OOC: casting a spell is a standard action, so Jasper can cast (standard action), move (move action), but not attack (standard action) in one combat round - however, Shillelagh lasts 1 min per caster level, so will be available for 7 minutes/70 rounds going forward, so count it on future attacks.)
An invisible Urist manoeuvres into a flanking position sandwiching the thing with Jasper. In her enthusiasm, she misses her attack. (Crypt Thing AC 19/touch 13/ff 16)
”Go back!” shouts the creature, but this time it’s voice does not affect those in the crypt. However, its claws do as it rakes first Benni (hit AC 26 for 5 dmg) then Jasper (hit AC 27 for 10 dmg) before disappearing, then instantly reappearing 30ft away!
Beatrix casts Light on her lance, and sends Tinkerbell on reconnaissance. As she readies to smash something, there is a *poof* next to her, and Isaac appears. The paladin hastily bonds with his weapon, and it alights with flames! (OOC: please add spells or other running effects at the bottom of your posts. Note: Bless is still in effect, as is Ghost Weapon on Isaac’s sword!)
The bat spots movement as 3 apparitions fly silently towards Beatrix and Isaac , drawn by hunger to the vitality of the living. The light from lance and sword does nothing to deter their approach, as a chill dread envelops the stranded heroes. Elf and centaur sense that to linger is to invite death.
The Shadows converge on the adventurers with A1 reaching out long incorporeal fingers towards the paladin, however it misjudges (touch attack 6, miss). Silently A2 and A3 flank the centaur. The dark hand of A2 misses (touch attack 8) Beatrix, however A3 strokes her with a caressing touch (touch attack 21, 3 pts strength dmg) that leaves the fighter feeling weakened.
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 d20+11=27 ; d20+6=16 ; d8+4=8 ; d8+4=9 ; d6=6 ; d6=3 ; Thursday December 7th, 2023 12:09:31 AM
Isaac maneuvers around the creature taking a five foot step and giving ms Beatrix a clear shot to the exit. "Lets not stick around here" He attacks the shadow creature. Attack 1:27 Damage:8+6(fire)=14 Attack 2:16 Damage:9+3(fire)=12
Bless weapon:Flaming: 7 minutes Divine bond: 7 min Ghost weapon: ? min
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 d20+7=27 ; d20+7=20 ; 2d6+4=11 ; Thursday December 7th, 2023 2:15:25 AM
Snark is glad for the extra movement Expeditious Retreat gives him. He moves up a ways and lobs another blob of acid. This time, his hit is a crit (confirmed), and he inflicts 11 points of acid damage to the thing.
"Hey ya stupid bag of bones. What kinda crappy guardian are ya anyways, always running away?"
----------------------------------------------------------------------------- Spells/Effects Running: Mage Armor, Expeditious Retreat, source of Continual Flame hanging from the gnome's neck.
Abilities/Items Acid Dart (Sp) 8 - 2 used Gnome (Sp) 1/day - Dancing Lights*, Ghost Sound, Prestidigitation, and Speak with Animals*.
“Benni” AC 23/13/22 CMD21. HP 37/ 48 Onesimos (SteveK) 4d6=12 ; Thursday December 7th, 2023 6:59:33 AM
Onesimos stifles a yelp as he is clawed again. "You were created by evil magics and need to be released. We will not go."
Benni sends a surge of healing to his friends, then defensively moves forward to confront the jumping crypt thing: it has to run out of *poofs* eventually!
.......... Channel Energy: heal 12 hp Jasper, Urist, Snark and Stellaluna, Benni Move to G,12 Fighting Defensively +2 AC Active Spells: Bless (4 of 70 rds) Light (45 of 70min), Ghost Weapon on Isaac (2 of 7hrs)
Benni Spells (** used) a. Calming Touch (1/6), Good Touch (0/6), Channel (6/8) 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.
Urist (AC23, invis, HP: 57 of 61) (Cayzle) d20+10=25 ; d10+11=14 ; Thursday December 7th, 2023 9:21:39 AM
Urist has a clear shot to charge, so she does that (after the swift action for arcane strike). Her AC for this round is 21, not 23, though her 50% miss chance remains. She gains a +1 from the Bless and a +2 charging. Her roll is a 25, and her two-handed hammer hits for 14 damage.
"Looks like you got another think coming from THIS maul rat!" she quips.
Jasper (Holly) HP 57/62 AC 21 /13/19 CMD 9 | CMB 7 d20+7=19 ; 2d6=4 ; Thursday December 7th, 2023 1:08:29 PM
Jasper blinks at the space where the Crypt Thing was. "Oh good. It can teleport."
She hustles to G14 and swings at it again.
Beatrix and Tinkerbell (Mitch) HP 52/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 d20=13 ; d8=4 ; d100=9 ; Thursday December 7th, 2023 8:52:55 PM
Beatrix strikes back with her lance and reflects she should learn a touch spell that doesn't do necrotic damage sometime. 23 to hit, 9 damage (+2 lance, but failed against percentage dice if that's needed for these)
DM Bob and Carla - ”A party divided” d20+6=14 d6=5 d20+6=21 d6=2 Thursday December 7th, 2023 10:01:54 PM In the crypts under the Chapter House…
Benni calls for the group to press forward their attack on the crypt thing and supports them with a burst of healing energy channeled through his woven holy symbol (don’t forget to update header HP by +12 HP!). Snark lobs a big gob of acid, Urist charges up, swinging her two handed hammer, and Jasper follows, bashing deftly with her quarter staff. The combined onslaught is sufficient to crumple the undead hall monitor into a heap from which it will never rise again.
A quick glance about reveals more alcoves filled with bones and sarcophagi lining the walls, and one arched opening with a new set of stairs spiralling downward - but no trace of Isaac or Beatrix.
§§§§§§§§§§§§§
In a dark chamber in the Abbey complex…
Two strikes of Isaac’s magicked longsword are all it takes to send the shadow to oblivion. The paladin clears the way to the exit for Beatrix and suggest they not stick around. The centaur however, has other ideas, and takes a swipe at one of the apparitions with her lance. Unfortunately, she misses the incorporeal spectre.
Hungering still, the shadows continue to flank Beatrix leaning in to reach with their incorporeal claws to pull at her very essence (touch attack 14 and 21) they feed on her strength and vitality (5 and 2 strength damage). Beatrix feels her muscles quiver and shrivel, and where once there was taught skin over muscle, her hide hangs loose.
Knowledge Religion 15 Highlight to display spoiler: { The incorporeal shadow is difficult to fight in combat, and they prove strangely resistant to positive energy. They cannot inflict physical wounds, but their touch drains the strength from their victims and this can prove fatal. Victims killed by a shadow rise very shortly afterwards as new shadows.}
With five rounds left on the greater invisibility. Urist flies fast down the steps, looking for friends and foes.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Friday December 8th, 2023 12:53:24 AM
Snark is surprised to see the dwarf charge down the stairs. Or, at least he sees the flames from his hammer float quickly down the stairs.
"Urist, where're you going? I saw windows encrusted with filth when I was there for a second. I think we gotta go back UP to the Chapter House, and then to them stairs going up outta the Great Hall. C'mon!"
Usually slow, the little greenmage is moving quite fast under the effects of Expeditious Retreat. With a speed of 50' feet per round he leads the others up the stairs to the Chapter House and on to the Great Hall.
But he's still annoyed by stairs that are rather large for his little legs.
“Benni” AC 20/10/19 CMD18. HP 37/ 48 Onesimos (SteveK) Friday December 8th, 2023 6:54:58 AM
Onesimos echoes Snark, "Urist, the crypt thing would send them AWAY from what it was guarding, not further in. Outside, and hurry!"
Benni sprints up the stairs.
.......... Run x4 movement = 80' up the stair and out the Chapter House towards the Great Hall Lose Dex bonus Active Spells: Bless (5 of 70 rds) Light (45 of 70min), Ghost Weapon on Isaac (2 of 7hrs)
Benni Spells (** used) a. Calming Touch (1/6), Good Touch (0/6), Channel (6/8) 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 57/62 AC 21 /13/19 CMD 9 | CMB 7 Friday December 8th, 2023 3:38:02 PM
Jasper watches Urist's maul blaze away down the stairs, into the darkness of the crypt. She's a little confused because that is indeed what the thought the Crypt Thing was protecting: It was trying to keep the Luck Makers from going down, not up and out.
Then again, her intelligence is only 10, so.
It doesn't matter in the end, because the team needs to find Isaac and Beatrix, and Snark thinks he knows where they are.
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 d20+11=30 ; d8+4=10 ; d8+4=11 ; d6=2 ; Friday December 8th, 2023 9:16:40 PM
Isaac calls out to Beatrix "This isn't the time to play hero Bee we gotta go. If those shadows kill you you'll rise as one."
Isaac moves to the shadow closest to him flanking Beatrix and slashes at it. Attack:30 rolled a 19 bless weapon auto confirms crit Damage: 21+2(fire):23
Bless weapon:Flaming: 7 minutes Divine bond: 7 min Ghost weapon: ? min
Beatrix and Tinkerbell (Mitch) HP 52/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Sunday December 10th, 2023 7:50:29 PM
Beatrix is in full agreement. This fight is not going well. Unfortunately they have no idea where they are or if these things will follow. Hopefully they don't run right into another set of enemies or a dead end, but staying isn't an option. She withdraws from the enemy (So she doesn't provoke AoO)
DM Bob and Carla - ”A question of life…and undeath!” d20+4=7 Sunday December 10th, 2023 9:39:12 PM
With the Crypt Thing no longer a threat, Urist flys down the corridor towards the arched opening containing the stairs spiralling downward into the unknown that is further below. In an attempt to redirect the invisible dwarf, Snark, Benni and Jasperall call out when they spot the flaming hammer moving in the opposite direction than the one they plan to take.
Snark reiterates that he had a glimpse of a chamber - possibly the Great Hall - before he was able to pull back from the magic push of the Crypt Thing. He’s pretty sure Isaac and Beatrix are somewhere in the Abbey complex ABOVE, and makes his way UP the stairs into the Chapter House followed by Benni and Jasper. Through some feat of magic, the gnome is able to outpace the long legged elf and half elf, who take the steps two at a time. The trio are, however, slowed down by the curved passage of the circular stairs. (Run (4xbase speed) requires a straight line - so Benni and Jasper can double move. Same for Snark with a bonus due to Expeditious Retreat!)
The gnome makes it to the threshold of the Chapter House ready to turn right towards the Great Hall, but hears a commotion coming from an unexplored building just to the left Highlight to display spoiler: { it’s Isaac’s voice saying “This isn’t the time to play hero, Bea. We gotta go!”}
Benni and Jasper are near the top of the stairs (and could be outside the Chapter House at the end of this next round.)
§§§§§§§§§§§§§
Inside the Monk’s Work Room…
A debilitated Beatrix heeds Isaac’s warning, and manages to evade the Shadows and withdraw. Retreating past the skeletons lying on the floor Highlight to display spoiler: { she notes they have tower shaped WLA badge-pins affixed to the rags that clothe their remains. }
Isaac heroically moves in to attack A3, providing a distraction supporting the centaur’s escape. The blade sends yet another Shadow to oblivion!
Drawn by the glowing vitality of Isaac’s strength and vigour, the hungering evil (A2) moves in and reaches out a long fingered hand to grasp at his life essence….and misses! (Touch AC 7, a miss.)
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Monday December 11th, 2023 1:46:20 AM
Snark hears Isaac's voice and says to his friends, "Benni, Jasper, Urist - I hear Isaac. This way!"
If Isaac is telling Beatrix it's no time to play hero and to flee, well, that's a bad sign. He reaches into his pocket to pull out a scroll as he grips his staff in the other.
The now speedy gnome rushes toward the sound of Isaac's voice. As he approaches the unexplored building to the left, he shouts, "Isaac, Beatrix - we're here!" He continues on at full speed.
Urist (AC23, invis, HP61) (Cayzle) Monday December 11th, 2023 5:18:45 AM
Suddenly realizing that this is the wrong way, Urist does an about-face and flies back UP to rejoin the party.
"We're already split two ways! I'm an experimental gal, but three-ways are one way too much for me!"
“Benni” AC 21/11/20 CMD18. HP 37/ 48 Onesimos (SteveK) Monday December 11th, 2023 6:50:05 AM
Benni continues to hustle. Once again, he is not where he needs to be and must spend all his energy moving, like the confrontation with the Oceaniad. Or the wreckers before that. Or the bandits, or the pirates, or the boggles... Not for the first time, the cleric vows that he will get some form of moving faster about a battlefield the next time he visits the Catacombs!
Yet even with his mind full of self-recrimination, he can follow Snark's directions, and feels his ears burning at Urist's last quip.
.......... Hustle x2 movement = 40' up the stair and out the Chapter House towards the noises Active Spells: Bless (6 of 70 rds) Light (45 of 70min), Ghost Weapon on Isaac (2 of 7hrs)
Benni Spells (** used) a. Calming Touch (1/6), Good Touch (0/6), Channel (6/8) 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 Monday December 11th, 2023 9:06:35 AM
Beatrix realizes that Isaac isn't following and turns, concerned, but he seems to be winning handily so she just finds something to lean on as she breathes heavily. Her many pockets full of random useful tools are feeling far to heavy on her now.
Jasper (Holly) HP 57/62 AC 21 /13/19 CMD 9 | CMB 7 Monday December 11th, 2023 12:08:01 PM
Jasper too moves as fast as she can. Even as she runs, her nose wrinkles at "three way." Ew.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Monday December 11th, 2023 7:34:05 PM
Snark begins to worry about the local dwarven clan that inhabits the quarry.
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 d20+11=31 ; d8+4=7 ; d8+4=10 ; d6=6 ; d20+6=16 ; d8+4=7 ; d6=5 ; Monday December 11th, 2023 10:14:44 PM
Isaac decides to go all out on the shadow, hoping to slay it and make time for Beatrix to get out. Attack 1: 31 (20) crit Damage:23 Attack:16 Damage:12
With the shadow slain, Isaac hurries over to Beatrix and checks on her "Bee you OK? Those shadows really roughed you up. We better find our way back to the others. I'm not great with healing these types of wounds." He hears snarks voice calling out to them, " Looks like we didn't get sent too far away at least."
DM Bob and Carla - ”Lost and Found” Monday December 11th, 2023 11:03:59 PM
Before the Shadow can reach out again, Isaac puts an end to its miserable existence with a mighty swing of his long sword. The paladin moves over to Beatrix concerned for her well-being. The centaur, significantly weakened, droops a little under the weight of her belongings. Isaac is pretty sure he can hear Snark’s voice calling out.
Staff in one hand, scroll in the other Snark turns left and finds himself on the threshold of a closed door. He can hear Isaac’s voice coming from the other side. Huffing and puffing Benni and Jasper pull up behind the mage.
Realizing she is going the wrong way, Urist reverses direction and flies down the corridor and up the stairs towards her companions.
There do not appear to be any magical auras on the door/entrance to the building.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Tuesday December 12th, 2023 12:54:36 AM
Snark wastes no time trying to find he friends. He opens the door in front of him. If the door is locked, he will read the Knock scroll he holds and open the door. Then he steps back 5'.
Unless one of Benni's keys work here.
---------------------------------------------- Spells/Effects Running: Mage Armor, Expeditious Retreat, source of Continual Flame hanging from the gnome's neck.
“Benni” AC 21/11/20 CMD18. HP 37/ 48 Onesimos (SteveK) Tuesday December 12th, 2023 7:02:49 AM
Onesimos delays for Snark to open or Knock spell the door, and rushes in, his Light spell on his shield casting an additional glow. He seeks to guard the side of Isaac or Beatrix, whichever seem to be under attack.
.......... Delay movement until door is open, then Hustle x2 movement = to the nearest LuckMaker that has attackers Active Spells: Bless (7 of 70 rds) Light (45 of 70min), Ghost Weapon on Isaac (2 of 7hrs)
Benni Spells (** used) a. Calming Touch (1/6), Good Touch (0/6), Channel (6/8) 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 Tuesday December 12th, 2023 8:20:41 AM
Presuming that the door opens Beatrix tiredly waves at the group. "Hey."
Jasper (Holly) HP 57/62 AC 21 /13/19 CMD 9 | CMB 7 Tuesday December 12th, 2023 3:47:41 PM
Jasper stands ready to assist in whatever way she's needed.
"You can waste your scroll and Knock, or I can use my maul and KNOCK!"
If allowed, Urist will cast her Enlarge Person spell on herself and bash the door in by doing damage with her maul. 2d8+12 per hit.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Tuesday December 12th, 2023 7:48:09 PM
Snark holds his arms up to stop the dwarf.
"WHOA! Hey! Hold on there my mighty mistress of mayhem! We got plans to turn this place into the first monastery of Flower on the Southern Continent. But if you go smashing the place up, well, that's just gonna make more work for Benni down the road."
"Let's just see if we can get in there without wrecking the place first."
He regards Urist for a moment and says, "I'm gonna start calling you Eve of Destruction."
DM Bob and Carla - ”the Monk’s Work Room” Tuesday December 12th, 2023 10:06:44 PM
(No longer in combat rounds)
Urist wants to bash the door down, however Snark puts a stop to that nonsense! The blue haired gnome is able to turn the knob on the door, though it is a reach for his short arms, and the mechanism is a bit stiff. Nonetheless, the door swings open, and Snark steps back, allowing others to pass over the threshold first. Jasper peers over the gnome’s shoulder and into the chamber, whileBenni, on guard, slips through the opening and shifts right, moving to Beatrix’s side.
A very tired Beatrix greets the appearance of her friends with a feeble wave and a ”Hey”. Nearby the half-elf paladin with a shaggy mop of dirty blonde hair, leans on his long sword while catching his breath.
The chamber looks like a work room used for writing manuscripts and books and illuminating them with hand drawn decoration or illustrations. There are two skeletons, in adventuring gear, lying on the floor. They have tower shaped WLA badge-pins affixed to the rags that clothe their remains.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Wednesday December 13th, 2023 1:17:53 AM
Snark says to Urist, "Don't worry pal - I'm sure we can find something for you go destroy."
Then he looks at Beatrix. "Holy mother of pearl, Bea - you look like crap. What the heck happened?"
After some discussion, he will continue, "Well, I guess we oughta see what's here. But I want to get back down in them catacombs. We gotta find a way to stop the problem in the ocean, or that sea witch is gonna come back and wreck the town again."
Snark will use Detect Magic to look around this building - especially those two dead WLA folks.
Beatrix and Tinkerbell (Mitch) HP 52/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Wednesday December 13th, 2023 6:43:14 AM "More ghosts. Shadows? Monsters of the undead variety." Beatrix answer's Snark's inquiry.
“Benni” AC 21/11/20 CMD18. HP 37/ 48 Onesimos (SteveK) d20+11=24 ; Wednesday December 13th, 2023 6:57:31 AM
Onesimos, once he confirms there are no enemies about, turns to give Beatrix a good physical (Heal 24). "Not a scratch, but much weaker than you should be (-10 Strength). It's a good thing you are so strong in the first place! But I have no Lesser Restoration to heal nor a Bulls Strength to counter for a time. Does anyone else?"
The elf is worried for the centaur: so worried that he feels the team may have to retire to heal instead of continuing on. "Even loaning Bea a Belt of Giant Strength could help."
He waits to see what the others have or can find on the two WLA corpses. "They would have to be two of Akoka's companions. We should take the pins for proof, and plan final rites for the bodies. I believe that Isaac and Beatrix have already laid thier souls to rest."
.......... Heal Check: 24 Active Spells: Bless (8 of 70 rds) Light (45 of 70min), Ghost Weapon on Isaac (2 of 7hrs)
Benni Spells (** used) a. Calming Touch (1/6), Good Touch (0/6), Channel (6/8) 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 December 13th, 2023 10:28:28 AM
Beatrix shakes her head.”Neither of those will help, I’m an expert at enhancement and already improve my strength the same way bulls strength or a belt does”
Urist (AC23, invis, HP61) (Cayzle) Wednesday December 13th, 2023 11:09:00 AM
Urist lowers her maul.
"No? Okay. There will be plenty of things to bash in the future, I predict."
"Speaking of which, have any of you heard about this Yuletide Bash that we've been invited to? That's coming up soon, I think."
The dwarf's ears prick up at the mention of a Strength Belt. "That's what I'm hoping Santy Dwarf brings me for the holiday!"
Jasper (Holly) HP 57/62 AC 21 /13/19 CMD 9 | CMB 7 2d4=7 ; Wednesday December 13th, 2023 1:03:28 PM "I don't know if it will help much, but here."
Jasper draws a few berries from her belt pouch and cups them in her palm. They glow for a moment. As the sparkle fades, she hands them to Bea.
(Goodberry to restore 7 HP)
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 Wednesday December 13th, 2023 5:47:55 PM
Isaac looks up at the others still catching his breath. "Are we sure we want to go fight that undead in this condition. We were running low on spells but now if feels we're at a major disadvantage. I have no more Powers to call upon and if that creature can keep banishing us to different parts of the temple. It might send us to the catacombs. A good fight is one thing but being sent to a ghouls den will not end well for any of us.We might need to retreat and come back tomorrow." Isaac is unaware of what has happened to the crypt thing.
DM Bob and Carla - ”Regrouping ” Wednesday December 13th, 2023 9:41:44 PM Snark asks Beatrix what happened, but doesn’t get much out of the centaur other than: ”More ghosts. Shadows? Monsters, of the undead variety.”. She actually might not really know what she had been dealing with.
Benni has a good idea what ails the centaur, and is pretty sure they need to get her out of the Abbey where she can be cared for properly and regain her strength. He’s knows Highlight to display spoiler: { barring the use of Restoration spells, the return of Beatrix’s strength could take as long as many as 5-10 days. Recovery could be expedited if she is tended closely by a skilled healer, however. }
The cleric wonders if the dead adventurers were part of Akoka’s party and suggests retrieving their pin badges and performing final rites. He watches as Snark focuses on the corpses. The mage and anyone else looking for magic is able to ignore the now familiar auras given off by the Abbey as a whole and focus in on some of the gear on or around the remains.
a rapier leather armour a quarter staff a belt a ring
detect as magic.
Urist can be patient, knowing there will be opportunities for her in the future. She is distracted by thoughts of Yuletide celebrations and what gifts she might receive.
Jasper doesn’t know if her berries will do any good, but figuring they won’t do the centaur any harm, the druid offers Beatrix some nourishment. If the centaur accepts, she may be the only one of the group who doesn’t feel the hunger pangs of having missed two meals! It’s been a long and very eventful day. The party have made significant progress with their exploration of the Abbey. With this knowledge, Isaac’s map, and Benni’s collection of keys, they shouldn’t loose too much time resuming their investigations at a later date.
Isaac summarises what most of the party are feeling. Folks are low on resources, and will soon be fatigued. To overextend themselves would be to court disaster. The paladin doesn’t fancy facing the Crypt Thing again, but then he doesn’t know what happened to his friends after he and Beatrix got teleported away.
Beatrix and Tinkerbell (Mitch) HP 52/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Thursday December 14th, 2023 4:22:14 AM
Beatrix tries the berry as she discusses her weakness with the team. It's quite good, though it doesn't help with the strength problem. "I am weakened, but I am a mage not just someone who stabs things. I can support the team at range until my strength returns. It might be a good idea to rest - it's a big place and if we're low on resources we should pace ourselves."
“Benni” AC 21/11/20 CMD18. HP 37/ 48 Onesimos (SteveK) Thursday December 14th, 2023 6:58:56 AM
Onesimos weighs the team's conditions and the unknown parts of the Abbey in his mind, then nods. " Let's retire and recover in Heranmar. We are tired, hungry, low on spells, and have lost a 1/3 of our front line combat strength with Beatrix sapped by the shadows."
"Before we go, we should hide the stairs in the Chapter House, and we will keep the keys, the medallion, and the magic we have found. I can recover the bodies to bring back to Heranmar as well with my Bag of Holding. A final goodbye may help heal Akoka."
After the magic and WLA pins are recovered, Benni sticks the two corpses into his Bag of Holding.
He waits for Snark to close the Medallion Stairway, and then is ready to leave the Abbey and recover.
............... Active Spells: Bless (18 of 70 rds) Light (46 of 70min), Ghost Weapon on Isaac (2 of 7hrs)
Benni Spells (** used) a. Calming Touch (1/6), Good Touch (0/6), Channel (6/8) 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 57/62 AC 21 /13/19 CMD 9 | CMB 7 Thursday December 14th, 2023 12:23:08 PM
Jasper has no objections to retreating.
"Bea, let me know if you need help walking. I can wildshape into something big enough to help support you."
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 d20+6=10 ; d20+6=12 ; d20+6=21 ; d20+6=14 ; d20+6=9 ; d20+6=23 ; d20+21=37 ; Thursday December 14th, 2023 7:21:34 PM "Hey Bea, sorry about that thing hurting you. We killed the Crypt Thing that teleported you, and sounds like you killed some shadows. Shadows can suck the life outta ya, but I guess you already know that."
"Yeah, I agree we oughta go back to town for a bit. I just hope Cranky Aquagirl don't come back all mad 'cause the ocean problem ain't been fixed yet. Lemme take a look at these items, and then I'll see if we can close up them stairs."
Snarks looks over the magical items more carefully, trying to determine their properties. He gets his bat Luna out to consult with her. (Luna tries to Aid Another - 10, 12, 21, 14, 9 - so last one failed to grant a +2 to Snark's check.)
Snark will apply his knowledge of Spellcraft with Luna's help to identify the 5 items. (Take 10+19+2, so he will identify items with a caster level up to 16 for the first 4 items, and a caster level up to 14 for the ring.)
Once this is done, he'll head back to the Chapter House. He goes down the stairs and checks the Crypt Thing's body and the area we already saw for magic items with Detect Magic. He also looks for any keys on the Crypt Thing and he'll grab the Crypt Thing's skull, and go back upstairs. He sees if he can figure out a way to close the stairs. He again consults Luna before he tries to identify the properties of the magical stairway enough to know how to close it again. (Luna aid anohter 23, Snark Spellcraft 37, so identify up to caster level 21 on operating the magical stairway.)
As we leave the abbey, we make sure we lock up any doors that we have keys for. Did we find a key to the Abbot's House? He grabs the flaming skull he left there and checks for keys.
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 Thursday December 14th, 2023 10:27:26 PM
Isaac grins exhausted but glad the creature was slain. "I'm glad that we don't have to deal with that creature when we come back. Send us all over the Abby would get old fast." Isaac is interested in the creatures skull when they come back down to collect it. "So the flames haven't gone out? That doesn't look good."
DM Bob and Carla - ”Homeward bound ” Friday December 15th, 2023 12:29:50 AM Beatrix believes she can be of use to the team should they continue on, but reluctantly acknowledges it might be better to recover and regroup. The decision is unanimous. The party will lock up the Abbey and return to Heranmar for a bit.
Snark finishes his study of the magical items and discovers:
a +1 rapier 2000 GP a +1 leather shadow armour 5750 GP a +1 quarter staff 2000 GP a belt of giant strength +2 4000 GP and a ring of protection +2 8000 GP
Benni retrieves the WLA pin badges and prepares the corpses for transport, and he and the gnome find:
a set of master work thieves tools 100 GP and two pouches containing a total of 2000 GP
The gnome does a quick reconnaissance of the crypt passage and collects a grisly souvenir. He does not find anything else of value, and returns to the Chapter House where he figures out that removing the disc medallion causes the circular cover to rotate back into place. As soon as it settles, the three outside rings spin in opposite directions to each other, scrambling the sigils along their perimeter.
An inventory of their key collection reveals:
a key acquired from the ghostly attendant in the Abbot’s House - opens the door to that building a key acquired from the base of the statue - opens the Chapter House door a key acquired from Talpa’s journal opens the main door to the Great Hall
As well as miscellaneous keys to other out buildings of the Abbey complex acquired during earlier adventures. There is also the large disc medallion on a gold chain used for the Chapter House portal to the crypts.
The party make their way out of the Abbey, locking up as they go, and conversing in low voices. Benni speculates that destroying the Shadows released the souls of the dead adventurers. Isaac states he is happy to learn he won’t have to face the Crypt Thing again. Jasper volunteers to help Beatrix, perhaps by carrying some of her gear for her whilst in animal form?
A backwards glance at the Abbey after crossing the stone wall that encircles the grounds, reveals it has reverted to the ruinous set of buildings with a very faint green glow with which everyone is familiar. Beyond the enclosure, the air is fresh and cold. Overhead the black velvet sky sparkles with stars. Not too distant, the gates of Heranmar
“Benni” AC 21/11/20 CMD18. HP 37/ 48 Onesimos (SteveK) d20+11=20 ; Friday December 15th, 2023 7:28:02 AM
Onesimos is tired and pleased. "I do not think our Oceanid acquaintance would expect results in a day. We, in fact, have no idea how long she journeyed to get to Heranmar. Because we have had no problems with her and Heranmar's fishermen taking any of her friends, I think it safe to assume she lives further out than a ship can go in half a day at the very least."
"Besides, we prepared and helped about Heranmar for several days before our attempt. Another couple days of rest and preparation for a second venture should be an unremarkable amount of time."
Benni is looking forward to a quick wash, a meal, and then bed. Besides the Keys and Medallion (which he carefully stows himself), he is willing to discuss treasure distribution and healing Beatrix for the morning.
Thinking about Beatrix, he settles her with some healing tea and poultice before he seeks his own bed. .............
Heal: long term care for Beatrix: 20
Beatrix and Tinkerbell (Mitch) HP 52/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Friday December 15th, 2023 8:16:20 AM
Beatrix appreciates the other's offer to help but doesn't take up the offer. "I'm weaker but not that weak. I could probably still carry you all the way back to town" she brags (carrying capacity is now under 76 for light, up to 240 for heavy. Large Quadruped FTW!)
Once back to town she spends the day relaxing and recovering, doing a lot of reading mostly.
Jasper (Holly) HP 57/62 AC 21 /13/19 CMD 9 | CMB 7 d20+11=26 ; Friday December 15th, 2023 4:34:55 PM
Jasper didn't mean to imply that Beatrix was weak-- just temporarily feeling poorly.
Jasper has a some small skill in healing too. She raids the gardens as soon as they get home and makes an herbal tincture to supplement Benni's poultice and tea.
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 Friday December 15th, 2023 10:01:31 PM
Isaac will return with Beatrix to the Luck maker's house, getting a good night's sleep. Isaac is also interested in the treasure distribution. "The belt and ring certainly look useful, but I think I need the money more."
Urist (AC23, invis, HP61) (Cayzle) Saturday December 16th, 2023 9:03:56 AM
If there is anything the troubadour takes seriously, it is her WLA membership. She is sad to see fellow members defeated, but she steps up to help with the remains.
"I would be glad to help take these heroes home, or at least to the local chapterhouse. I would like to check in there anyway and bring my training up to date." She looks around the party to see who else is wearing a WLA badge. "Do we have many members in our group?"
Urist reminds everybody that she is new to the band and still figuring things out. "So, forgive this newbie, but I have the feeling that we have not yet finished our mission, right? What we did was pretty major, but there's still more, I think? We're just taking a chance to step down and heal up?"
"I had used up all my greater invisibilities, so that makes sense, I guess."
She listens, then asks Benni, "Wait, who is the 'Oceanid acquaintance,' and what are we doing for them?"
When it is time to talk about loot, she is very interested in the Strength Belt.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 d4=4 ; Saturday December 16th, 2023 4:14:34 PM
Snark is glad to be out of that place. Back in the real world, under the night sky he takes out his pipe, fills the bowl and lights it. Then he conjures a mount to ease his travel back to Heranmar.
Once there, he will attempt to make a potion of Lesser Restoration for Beatrix. It takes him about four hours, but once it's done he leaves in in a bottle outside the Centaur's door with a note that reads, "Drink Me."
Then he cast Prestidigitation to cleanup the Crypt Thing skull he took and places his new souvenir on a shelf in his room before he climbs into his own gnome sized bed and drifts to sleep.
“Benni” AC 21/11/20 CMD18. HP 37/ 48 Onesimos (SteveK) Sunday December 17th, 2023 10:49:23 AM
Onesimos, his WLA pin prominent on his tunic, will be glad to escort Urist to the WLA booth in the Trade House to introduce her to Miles (and Akoka). He also tries to give the dwarf a quick run-down of the Luck-Makers current mission.
”You recall the storm surge and wave that partially knocked down Heranmar’s wall and flooded the town: the reason we met you. Well, an Oceanid and two escort sharks were hard on the heels, and were mad that the wave also ruined her home and hurt her friends. We calmed the situation down, and learned the Oceanid thinks the source is the Abbey: something is messing with old magic in the Abbey.”
“So, we are at the Abbey to fix the magic problem and to make sure it stays fixed. Then we have a conch shell to blow at the shore to tell the Oceanid the job is done.”
Home for the Solstice!
DM Bob and Carla - ”Home for the solstice holidays? ” Sunday December 17th, 2023 8:38:29 PM
The Luck Makers trudge through the cool night, with only stars and their own conjured illumination to light the way. Snark puffs thoughtfully on his pipe, summoning a small donkey to expedite his travels. Urist finds purpose helping Benni with the remains of the two WLA members, and asks the elf what he means by ‘oceanid acquaintance’? The cleric brings the troubadour up to date recounting how the recent storm surge brought a vengeful visitor to Heranmar, an oceanid who blamed goings on at the Abbey for the apocolyptic destruction of her under water home, and tasked the party with ‘setting things right’.
The gates of Heranmar are open as usual, with a lone guard at the entrance. ”Poking around the Abbey, eh? Didn’t expect to see you back. Carry on! The burly man waves the party through.
The streets are quiet and dark, except for lit candles in at least one window of each house. Knowledge local DC 15 Highlight to display spoiler: { during winter months folks put a single candle in their window to ward against the Snow Witch in hopes that they won’t have too much snow to shovel! }. The windows of Luck Makers House are dark, but as the group approach, the magical lights on each side of the front door light up.
Inside, the house is dark - except for the very faint glowing blue sigils on the ship’s bell on the fireplace mantelpiece. The air smells of cinnamon, ginger and…pine? Activating the magical lights, and moving through the house, you spot fresh greenery tucked around the bell from Nyana, the spyglass salvaged from the wrecker’s cave, and Isaac’s trophy on top of the mantel. The kitchen is stocked, the cookie jar full, but it is very late.
Benni and Jasper offer to help expedite Beatrix’s recovery. The centaur accepts poultices and ointments, however declines the services of her friends, and retires to her room, allowing the cleric and druid time for their own recovery. Most folks do the minimum required to meet their basic needs, and head to bed. Snark stays up a little longer, and leaves a present for Beatrix. Urist doesn’t have trouble falling asleep, but her dreams turn into nightmares - the residual effect of the Great Hall ghosts’s deathly delusion.
***********
The next morning the glorious smells of breakfast waft from the kitchen up to the second floor bedrooms. Maggie has a smorgasbord of good food set up on the sideboard including a casserole of potatoes, onions, ham and cheese, with eggs cooked on top. There is also a braided bread studded with dried fruits and nuts and drizzled with a sugar glaze, and a large pot of porridge, with a towel wrapped around it to keep in the warmth. Maggie greets you from her work space where she is tending the bread ovens. ”I brought mistress Beatrix a tray earlier - more like a wheelbarrow of food it was! - and master Snark’s tonic. When I left her, she was reading a book and resting.”
After a leisurely brunch, folks are feeling pretty good, but not quite up to tackling the haunted Abbey. Further rest and recovery is required by some. There are two bodies to bury. Some loot to inventory. Possibly a visit to the Catacombs?
(OOC: everyone has had a long rest. Beatrix will have recovered 1 pt strength for 8 hour rest, and roll 1d4 additional pts if she accepts and drinks Snark’s elixir of lesser restoration (if I’m understanding the crafting/quaffing correctly). Note: long term care requires 8 hours of continuous care. If Benni or Jasper had spent the night looking after Bea, they would be ‘tired’ due to lack of sleep. Based on my reading of Bea’s post, it looks like she declined. -DM Carla)
The Catacombs is open to the party via the portal in the trade house.
We are in ‘down time’ this week. Post what your character would reasonably do from 12 noon until bedtime.
“Benni” AC 21/11/20 CMD18. HP 44/ 48 Onesimos (SteveK) d3=3 ; d4=3 ; d4=4 ; d4=3 ; Monday December 18th, 2023 7:05:15 AM
Onesimos is relieved Beatrix declined long-term care; he needed the sleep! And waking to Maggie's wonderful cooking was just the thing. A fresh change of clothes, with only his belt pouch and Star Knife, he descends the stair in smiles. "Maggie! You are a treasure!", and the elf tucks in to the food, taking a little from every dish.
His priorities is Beatrix' restoration, the WLA corpses coordinations, treasure distribution, town life activities, and then his own shopping to the Catacombs to get something to make him faster on the battlefield. He considers and assesses all that will take several days!
First things first: his weakened Centaur friend. In his morning meditations, he prepares 4 Lesser Restoration spells, and uses them on Bea one at a time until she is at full vigor! (3, 4, and if needed, 3 = 10 ability damage restored!) That took less than an hour.
The rest of the day starts with the elf going to the WLA booth with Urist and introducing the dwarf to Miles. Benni breaches the subject of the deceased WLAers the LuckMakers found in the Abbey, and tries to identify who they were. They rest of the day is taken by coordinations: with Miles at the WLA, Reshakka at the Sanctuary, and probably several others about town for appropriate last rites and rests for the mortal husks of these brave adventurers.
Beatrix and Tinkerbell (Mitch) HP 52/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 d4=4 ; d20=13 ; Monday December 18th, 2023 8:53:36 AM
Clarification - someone offered to help her walk and that was what Beatrix was turning down, not the offer to healing and treatment.
Beatrix spends the day resting and reading, letting those who know what they're doing assist her in shaking off the curse of the undead. It works pretty well to, she's already halfway to full strength! (rolled a 4 for 5 total, half of the 10 STR she lost)
Jasper (Holly) HP 57/62 AC 21 /13/19 CMD 9 | CMB 7 Monday December 18th, 2023 11:58:36 AM
Jasper eats something, thanks Maggie, and then vistis the garden-- even in the cold months, it will want tending. After that she slips away to the woods to forage and be among the trees.
She thinks about what she could purchase at the Catacombs to be more effective.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Monday December 18th, 2023 8:23:51 PM
Snark wakes to good smells! He comes downstairs, and when he sees what Maggie has laid out for the Luck Makers, he says, "Maggie, you are pretty awesome and you certainly earn your pay. If there's anything you need, you let me know." The little gnome helps himself to some delicious food.
Snark is glad to see Benni has Beatrix' healing well in hand. Later that morning, he turns his attention to the Luck Maker's collected loot.
"We got some stuff here we need to sell. Anyone have a special interest in something, speak up now afore I sell all this. I recall Urist wanted the Belt, and a few folks wanted some other things. I estimate each person is due about 4,000 GP once we sell stuff.
Telescope - 2,000.0 GP Scroll (A) - Protection from Evil - 25.0 GP(Snark) Scroll (D) - Consecrate - 150.0 GP (Benni) Scroll (D) - Remove Curse - 375.0 GP (Benni) Scroll (A) - Obscure Object - 150.0 GP (Snark) Scroll (D) - Dismissal - 700.0 GP (Benni) Leather Armor - 10.0 GP Flute - Recorder - 10.0 GP Deck of velum cards in a fancy box - 5.0 GP (Jasper) 6 Dice - 0.4 GP(Urist) Bag of Marbles - 2 lb - 0.1 GP (Snark) Punching Dagger - 2.0 GP Headband of Vast Intelligence +2 - 4,000.0 GP Monk’s Robe - 13,000.0 GP Ring of Protection +1 - 2,000.0 GP Rapier +1 - 2,320.0 GP Leather Armour +1, Shadow - 4,925.0 GP Quarter Staff +1 - 2,300.0 GP Belt of Giant Strength +2 - 4,000.0 GP(Urist) Ring of Protection +2 - 8,000.0 GP MWK Thieves Tools - 100.0 GP
Urist thanks Benni for all the great info. That night she has a nightmare, which she recounts in the morning, but the experience leaves her quiet and reflective, for a change.
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 d20+6=24 ; Monday December 18th, 2023 10:07:26 PM
Isaac heads over to the Sheriff's office, both to give a report of their progress and to help him out with anything around town.
Helping around town as a guard :24
DM Bob and Carla - ”Home for the solstice holidays? ” Tuesday December 19th, 2023 12:15:46 AM
Clean, fed, and reasonably well rested, the party split up to tend to personal and party business in and around Heranmar.
Jasper is first out the door. She checks on the walled garden behind the Bottom Feeder Inn and Blue Cat Tavern. Despite the bite of cold in the air, the space is still productive. Some plants tolerate cold better than others, and certain vegetables, like carrots, are sweeter after a frost. There are large orange hips on the roses - nutritious and good for jam, and flowers gone to seed provide food for birds. Maybe the druid can divide some of the plants in spring and start a garden at Lucky House? Satisfied that all is as it should be in the garden, the druid leaves the confines of the town, and strikes out for some quiet time in the woods.
Isaac heads for the Sheriff’s office and barracks where he makes a report to a startled Eugene. ”Ward preserve us!” is all the man can say at first, as he reaches unconsciously for his talisman. However, the sheriff pulls himself together when Isaac volunteers his services. ”People in the lower part of town lost pretty much everything except their homes in the storm surge. The good folks of Heranmar have donated what they can and the merchants have added to the lot. It’s all been collected at the Truesdale Brothers warehouse. Guardswoman Wren here is in charge of getting everything distributed before the solstice, and she could use your help! If the paladin is in agreement, he will have a very busy day working to get food, clothes, and household goods distributed to the needy.
Snark does an inventory of the loot accumulated by the party. He sets aside any items in which his companions have shown an interest. The rest he bundles up for transportation to the trade house. Corinn is in her stall, and after a chat with the gnome, and teasing him about last minute shopping for the solstice - she points him to the back and the magical portal entrance to the famous Catacombs shopping emporium.
After tending to Beatrix, Benni leaves the centaur to continue her recovery in her well appointed room, surrounded by her beloved books. He invites Urist to accompany him on his visit to the WLA stall in the trade house, where he introduces the dwarf to Maethor Mahtor, better known as ‘Miles’ the new WLA representative in Heranmar. Miles greets the cleric using his elven name Onesimos. He is alone in the small stall, and informs his visitors Akoka is out ‘helping’ with the distribution of items collected for the victims of the recent disaster. He listens to what Benni has to say about the deceased. It sounds like the rogue Tolen Kranford, and the monk Sister Alvea - who were part of Akoka’s gang. I’ll need to send the WLA badges off to headquarters for verification, but in the interim the bodies can be given a proper burial.”. Miles volunteers to arrange with the Truesdales for coffins, and will send someone ‘round to Luck Makers House to collect the bodies.
The town is bustling with activity. The detritus from the storm surge has been cleaned up, and repairs are underway. Ships won’t be able to dock for a while. They’ll have to anchor in the bay, and use row boats to ferry goods and passengers to shore. Only a little progress has been made on repairing the breach in the town wall. There is only a small crew of townspeople supervised by Frank Cinderman, who is better known for his work on chimneys. Olostim comes into town to help, but once his magick is used up, he retires to his lighthouse (after a stop at the Blue Cat for refreshment!)
The Sanctuary by the Sea is pretty busy. Reshaka and Roland Appleton have their hands full with folks bringing offerings for the gift wall. Some offer thanks to Serenbeth and Ward that they were spared during the disaster, while others ask the powers for luck going into the new year.
(OOC: Post what your character would reasonably do over the course of several days to a week, understanding that the town is recovering from a natural disaster, but still in anticipation of marking the solstice - DM Carla)
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Tuesday December 19th, 2023 2:15:59 AM
Hmmm. Actions over the next week.
Snark waits a bit for response from his friends about items they wish to keep, and he will sell the rest in the Catacombs.
When he sees his old pal Olostim, he asks the wizard if he has any of the following spells that Snark might be able to copy: Greater Invisibility, Wall of Fire, Dimensional Anchor, Illusory Wall, Elemental Body I, Minor Creation, or Scrying. He'll fill Olostim in about what's been found in the Abbey so far.
The little gnome will approach Jasper. "Beggin' your permission Jasper, but may I use some things from yer garden? I'll even add some plants I think might be beneficial if you don't mind? See, I got some skill in herbalism like you do, and I think I can make some things that'll help folks, though they don't last more'n a day." He keeps a sharp eye out for any plants that might be beneficial.
Each morning, Snark will spend 1-4 hours using his Greenmage Herbal Healing skill to craft one infusion that seems most needed - most likely Cure Disease, Lesser Restoration, or Cure Serious Wounds. Then he will use that infusion that day to help where it's needed.
In addition, as he is about town, he will use Mending and Prestidigitation and Unseen Servant to help with the repairs. He creates a Mount for 7 hours to help move heavy things. He will summon a medium Elemental for a short time to lift, tunnel, or move debris as needed. He can cast Knock on a chest where the key was lost in the flood, or maybe levitate something up to help in rebuilding.
Some of his time is also spent writing a scroll here and there, and crafting an item or two.
“Benni” AC 21/11/20 CMD18. HP 44/ 48 Onesimos (SteveK) d20+11=24 ; Tuesday December 19th, 2023 6:59:20 AM
Onesimos nods at Snark's list, he has nothing to add or to change. "I think the Consecrate could be used when next we attend the Abbey, and I have a stop to the Catacombs to help make myself quicker on a battlefield, so the coin will be welcome. If any need me today, I'll leave word at the Sanctuary."
There certainly is enough to do! Benni asks his friends if they can use one of the spare bedrooms for Tolen and Alvea until the coffins arrive. If no, Benni uses his own bedroom; laying out the bodies and casting two spells of Gentle Repose before arranging their non-magical worldly possessions about them. And then he tries two spells of Speak with Dead, one for each. (Will DC 16 if different alignment to answer any question)
1. How did you get into the Abbey? 2. What magical item did you find? 3. What magical area did you find?
Once done, he waits for Snark to return from the Catacombs by helping out at the Sanctuary; providing muscle, casting spells (creating food and drink), and keeping morale up by his many parables of people pulling together for community love. (Perform: Oratory 24)
Beatrix and Tinkerbell (Mitch) HP 52/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 d4=3 ; Tuesday December 19th, 2023 7:39:32 AM
Beatrix eventually gets bored of sitting in her room recovering and starts running her little lirbrary/school for small children the second day. If someone tends to her again she can recover in another 2 days (rolled a 3 on a D4)
(OOC: Benni provided further lesser restoration 18Dec2023, so Bea’s strength is restored to full/normal!-DM Carla)[/i]
Beatrix and Tinkerbell (Mitch) HP 52/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Tuesday December 19th, 2023 7:40:57 AM
The ring of protection +2 is a strait upgrade to Beatrix's current ring of protection +1, which she will give to whomever wants it should she get the stronger ring. If someone without a ring of protection wants the +2 ring she'll let them have it though.
Jasper (Holly) HP 57/62 AC 21 /13/19 CMD 9 | CMB 7 Tuesday December 19th, 2023 4:59:44 PM "Thanks, Snark! I'd like that +1 quarterstaff (assuming it can stack with Shillelagh). And this isn't my garden, per se. I just tend to it. Let me know if there's anything I can help you find, or if there's anything you want to plant. I'd also love to trade knowledge and lore."
During the week, Jasper helps around the town, shifting when necessary-- here an ox, there a raven. She also makes sure mulch is down in the garden and that the root cellar is tidy. She takes apples and root vegetables to those who might want or need them.
She watches curiously when Snark summons the elemental. She capble of taking on the form of smaller elementals, but she's never tried it before. She gives it a whirl. Curious!
Urist is grateful for the introduction to the WLA -- and Miles and Akoka. She trains with the League as her first priority.
Second, she tags along with Benni in the hope she will have the chance to talk about Flower and maybe attend some services. If the local congregation needs a musician, she will volunteer.
Finally, Urist just hangs with her new friends, trying to feel the lay of the land, settle into the group.
DM Bob and Carla - ”Home for the solstice holidays? ” Wednesday December 20th, 2023 12:01:38 AM Benni has no trouble finding a vacant room in which to lay out the remains of the unfortunate adventurers. There are in fact two completely empty chambers on the second floor of Luck Makers House. As he tends to the corpses, he notices there are no obvious wounds on the bodies, but their faces are contorted in a hideous rictus. When the cleric attempts to commune with them - he gets no response! Knowledge Religion DC 10 Highlight to display spoiler: {The spell speak with dead does not affect a corpse that has been turned into an undead creature. Victims killed by a Shadow rise afterwards as new Shadows. }
Urist joins the Cleric of Flower at the Santuary by the Sea where they are put to work by the ancient Reshaka. Brother Roland grins when the two adventurers are directed to hang the garlands of twined yew and holly in one place, only to have the half blind liontaur direct them to take them down and move them to another. For maybe the first time Benni finds the visitors to the temple paying attention to his message of love! Whether it’s the food and drink he provides, Urist’s accompaniment on her gitar, or the elf’s performance - Benni doesn’t know.
Snark has a conversation with Jasper who is more than happy to furnish the greenmage with supplies from the secret garden, and even some wild things - mushrooms, willow and cedar bark, the sap of some trees - that could be foraged from the woods without harming the ecosystem.
Experimenting with the new +1 quarter staffJasper realizes that shillelagh does not stack - however the new weapon would not have to be magicked, so would open up a spell slot. There might be other spells that could be cast upon this new weapon, however. It might be worth talking to her companions about it.
Snark visits the area down by the breach to offer his infusions and volunteer his magical minions. The gnome spots Olostim at work on the wall. The wizard is singularly focused on the breach. Moving his arms forcefully through the air and uttering words - like the sound of rocks grinding against each other. A wall of stone appears, merging into adjoining rock surfaces. More movement. More words. The wall thickens as another layer - and then another - are laid down. After a while, the old wizard drops his hands, rolls his shoulders, and stretches his neck - right, then left. Spotting Snark, he invites the gnome to join him for a drink at the Blue Cat. After learning what transpired at the Abbey, Olostim agrees to let the junior wizard copy from one of his spell books, (DC 19 - 8 hours and 200 GP per spell. Snark can copy one or both Scrying and/or Minor Creation) but he must do so at the lighthouse.
After being cooped up in bed Beatrix is champing at the bit for something to do. It’s too cold to entertain children out of doors for long, but she discovers a day camp has been set up in Quendock Mansion and she is welcomed by the harried counsellors to provide some educational content to the day’s activities.
***********
That evening, when folks are relaxing in the great room of their home and sharing the events of the day, the flames of the fireplace flare up, then part, much as a curtain would, to reveal a scene of merriment and celebration! It looks to be the inside of a restaurant or tavern. All the races of the Wold seem represented. Does a part of you want to go through?
(OOC: Your PCs are free to enter the Giggling Ghost for the Woldian Yule celebration. It’s one of the magical powers of the Giggling Ghost that you can be in 2 places at the same time - 3 if you count the Catacombs. Keep posting your activities in this game to the end of the week, December 23 - DM Carla)
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Wednesday December 20th, 2023 2:14:36 AM
Snark hears Beatrix' interest in the +2 Ring of Protection, and Jasper's interest in the +1 Quarterstaff as part of her share? Does Jasper still want that? It would save her having to cast Shillelagh. Any other interest in those items above?
Snark will be glad to accompany Olostim back to the lighthouse so he can write Scrying and Minor Creation into his spellbook. Of course he will bring along his own spell ink for this. (Snark is +19 to spellcraft to learn these two spells. The cost to write each in 160 GP.) In addition, he is happy to share what spells he has learned, just in case there are some that Olostim might not have.
When this is done, Snark will return to Heranmar and lend a hand by using Minor Creation to make things for those that lost all in the flood. And his other spells too, of course.
“Benni” AC 21/11/20 CMD18. HP 48/ 48 Onesimos (SteveK) Wednesday December 20th, 2023 7:10:52 AM
Onosimos shrugs his shoulders at the Speak with Dead spell not working; he was hoping that because they were not currently undead... Well, it was a long shot anyways!
Benni spends a lot of time, it turns out, with Urist. The pale elf and dark dwarf train with Miles at the WLA booth and salle out behind the Trade House. the cleric and troubadour visit and help out at the Sanctuary by the Sea with almsgiving and teaching. And they discuss Flower and the lack of any following in Heranmar or even known anywhere in the Gateway Downs.
"You see the Sanctuary is a square, open to the sky at the back. While there are 5 alcoves, each dedicated to an Immortal currently in favor, none are specifically for Flower. At the rear of the temple, under the open sky, is the Gift Wall, along with an inscription: 'To the powers of past and future. May they be kind to us.' "
"I have not petitioned the Town Council for a niche, and will not ask until more people are using the Gift Wall for Flower. Instead, my ministry is among the community, helping and sowing seeds of love in stories and action until the people themselves turn to common purposes, familial, universal, and fraternal love instead of superstition as the source of their mutual strength."
"Give us 20 years, maybe 40, for a generation or two to grow up hearing the stories of Philia and Agape', of Storge' and Pragma. Then, we may be rewarded with a dawning understanding. I am, however, willing to keep trying for the rest of my hopefully very long elfin life to enable a single change."
Benni also checks out the fireplace, taking his first walk to the Giggling Ghost...
Beatrix and Tinkerbell (Mitch) HP 52/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Wednesday December 20th, 2023 8:29:46 AM
Beatrix is thrilled to participate and engages the children in some game's she's learned that are both fun and educational.
Jasper (Holly) HP 57/62 AC 21 /13/19 CMD 9 | CMB 7 Wednesday December 20th, 2023 8:18:01 PM
Japser clarifies that yes, she would indeed like the quarterstaff. That extra spell slot will be useful.
As a very shy person, she's not sure about the Giggling Ghost. Still, nothing ventured, nothing gained. She promises herself she'll try.
She continues practicing her shifting, works on her druidic herbalism (with an eye toward taking it on as a proper profession), and talks to the trees. On one ramble, she finds a marten denning in one of the ancients of the wood and strikes up a friendship.
Urist asks Benni to explain this 'niche' and 'Gift Wall' stuff, please.
"Do you think we should do some missionary work, my friend?" she asks him. "Or is it enough to do good works in Flower's name and lead by example?"
The wizard ponders training as a transmuter, and using her new learnings to be quicker in battle.
"I know some people say I'm a gal who goes too fast as it is, but you don't win any prizes being slow."
[OOC: Another level of transmuter wizard at 8th level means a total +2 to dex. Which sounds pretty sweet.]
DM Bob and Carla - ”Home for the solstice holidays? ” Thursday December 21st, 2023 12:41:48 AM
Conversations continue around the disbursement of items acquired during the party’s recent adventures and how treasure might help them attain personal and shared goals. For some it is gear, and for others it is specialized training. Snark works on expanding his repertoire of spells. Urist considers specialized training. Benni is bound and determined to make himself quicker on the battlefield. Jasper practices shape shifting, and works on learning more about the usefulness of herbs with a view to developing an expertise in that area.
Everyone finds a purpose during the short break from exploring then haunted Abbey, and fall into a kind of routine. Beatrix is very popular with the children entrusted to her care, and has no problems winning them over with games that are both educational and fun. By the end of each day, she is tired - but in a good way. Snark spends time in the lower part of town helping those affected by the storm surge. He crosses paths with Isaac who is working with the town guard on a similar mission. Urist and Benni work out in the morning, and volunteer at the Sanctuary by the Sea in the afternoon. Normally very shy, Jasper has no problem making friends during her forest visits!
Towards the end of the week, Frank Cinderman calls at Lucky House with a wagon bearing two simple wooden coffins. He collects the bodies of the deceased WLA adventurers and transports them to the cemetery just beyond the town wall where a simple burial is held. The Luck Maker’s are invited to attend the interment where Roland Appleton says a few words before committing the bodies to the ground. Akoka is in attendance, as is Miles. The wind is bitingly cold and there is the smell of snow in the air. Afterwards, Miles invites those in attendance to the the Blue Cat. He is going to bring his lute and play a little after dinner.
How do you spend your evening?
“Benni” AC 21/11/20 CMD18. HP 48/ 48 Onesimos (SteveK) d20+15=33 ; d20+11=16 ; Thursday December 21st, 2023 6:42:19 AM
Onesimos considers Urist's questions for a time before replying. "By 'niche' I meant one of the 5 alcoves that are dedicated places in the Sanctuary. The Gift Wall is there for anyone to provide any gift to any of the gods or immortals: the Sanctuary uses the gifts provided for appropriate support for people in need."
"Missionary work? The Lands of Rest, no! Love is patient, love is not rude. Flowers holy days are weddings and birthdays, the sacrifices she asks are time spent loving and serving others, gold given in service, and love to those who need it. None of these things needs a space in a temple. They all need to be where there are living people."
"And are there not prizes for the slow, patient path? Maggie puts time in every pie. Frank Cinderman could make a wall fast, but it would look poor and not last. And I am out with the people, helping as an example on what love looks like. The pie I am making first needs seeds planted so wheat and apples may grow." ...............
Benni attends the ceremony, and stands to flank Akoka with Miles. He wonders at Akoka's feelings (Sense Motive: 33), and if appropriate, gives a few words to help her healing (Diplomacy: 16). He also accepts Miles' invitation and is in the Blue Cat that evening, dispensing the love of comrades and friends.
Beatrix and Tinkerbell (Mitch) HP 52/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Thursday December 21st, 2023 7:33:13 AM
Beatrix attends the funeral, looking solemn and a bit awkward. She'll claim the +2 ring and add her old one to the loot.
Jasper (Holly) HP 57/62 AC 21 /13/19 CMD 9 | CMB 7 Thursday December 21st, 2023 1:42:07 PM
Jasper attends the funeral and hopes their souls are now at peace. She's more determined than ever to clear the Abbey of malign forces.
Later at the Blue Cat, she hums softly to herself along with the lute.
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 Thursday December 21st, 2023 2:42:00 PM
Isaac after helping out the sheriff and attending the funeral retires to the Blue Cat to get some food and relax.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Thursday December 21st, 2023 5:59:46 PM
Time Spent:
Snark spends 10 hours at Olostim's copying two spells into his spellbook (cost is 160+160 gp).
He will craft an Ishgaran Belt of +1 CON, and this takes him 2 days to craft (spellcraft DC 13 - auto success, and cost is 1500 gp). He will also craft a 1st level Pearl of Power (spellcraft DC 6 - auto success, and cost is 750 gp).
As he has time here and there he will write 5 scrolls - Mage Armor, Unseen Serv, Exp. Retreat, Knock, and Water Breathing. The first four take him two hours each, but the last takes 8 hours (cost 450 gp in scroll materials.) But he can wait on these scrolls if he needs to.
Snark will attend the funeral and the subsequent dinner.
DM Bob and Carla - ”The longest night” Friday December 22nd, 2023 12:11:31 AM
The party find some unoccupied chairs set up along a community table, where they enjoy a companionable meal with Akoka, Miles, and some of the Blue Cat regulars. When the dishes are cleared, Miles takes out his lute and moves to a tall stool set up near the hearth. After a few moments of fiddling with the instrument and getting it tuned to his satisfactions , he plays a traditional melody and in a pleasant tenor voice sings an old winter solstice blessing:
May you find peace in the Promise of the solstice night, That each day forward is Blessed with more light. That the cycle of nature, Unbroken and true, Brings faith to your soul And well-being to you. Rejoice in the darkness, In the silence find rest, And may the days that follow Be abundantly blessed.
***** *** *
(OOC: Have a peaceful solstice and a joyful holiday season. This is the last ‘official’ DM post of the year, and the start of the Woldian Yuletide Slowdown. You may post role play type activities, or take a vacation from the board, or bring your character to the Giggling Ghost. We will check this board, and post responses as appropriate if you do. Regular play/posting resumes January 8 - DM Bob and Carla)
“Benni” AC 21/11/20 CMD18. HP 48/ 48 Onesimos (SteveK) Friday December 22nd, 2023 7:46:09 AM
Benni enjoys the evening, remembering people past, reveling with those present, and planning future works of love.
(Ooc: I’m taking a break posting other than in Giggling Ghost and will be back when the Wold resumes. May all of you, my friends, have your chosen celebrations bring peace, community, and refreshed promise.)
Jasper (Holly) HP 57/62 AC 21 /13/19 CMD 9 | CMB 7 Friday December 22nd, 2023 5:07:05 PM
Japser soaks in the warm glow of the pub and the company of her friends. She is content.
(OOC: Thank you so much for creating and maintaining this space and for welcoming me here. Yuletide cheer and Flower's love to you all.)
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 Friday December 22nd, 2023 9:11:33 PM
Isaac takes a moment to appreciat the quit and the song of the bards He will need to go back and do some shopping but for now its a good time to rest.
Urist enjoys the feeling of peace and yet has the irresistible urge to, well ...
"Say, What is green, covered in Yuletide lights and ribbons, and goes ribbit?"
"A mistle-toad."
Snark Riverstone (MarkB) AC17 T13 F15, CMD 12, HP 41/41 Tuesday December 26th, 2023 7:04:17 PM
Snark returns from his run to the Catacombs.
"Awright. I got some treasure to disperse. And there were some things each person wanted.
Benni - you got 3761 GP, and you kept three scrolls - Consecrate, Remove Curse, and Dismissal. Isaac - you got 4986 GP. Beatrix - You didn't get any gold cause you got that +2 Ring of Protection. Jasper - you got 2681 GP, and you kept that +1 Quarterstaff and a Deck of Velum playing cards. Urist - you got 986 GP, and you kept them dice and a +2 Belt of Giant Strength. And I (Snark) get 4811 GP, and I kept a bag of marbles and two scrolls - Protection from Evil, and Obscure Object.
So, here you go."
The little gnome will make sure everyone has their stuff.
“Benni” AC 21/11/20 CMD18. HP 48/ 48 Onesimos (SteveK) Thursday December 28th, 2023 2:28:52 PM "Thank you, Snark, that was well done!"
Onesimos is already anticipating showing off the new equipment bought from the Catacombs.
Jasper (Holly) HP 57/62 AC 21 /13/19 CMD 9 | CMB 7 Tuesday January 2nd, 2024 12:54:52 PM
Jasper spins her new quarterstaff experiementally. It has good heft and exquisite balance.
"This frees up the spell slot I had allocated to Shillelagh!"
OOC: Hello eveyrone! Happy 2024!
Urist (AC19, HP72) (Cayzle) Tuesday January 2nd, 2024 5:01:26 PM
Urist privately considers the better answer to Jasper's issues ... of shillelagh, then enlarge person, then greater magic weapon! That's a lot of buffs, but the bennies are sweet.
Out loud, and out of any context other than her interior thoughts, she says, "Benni, you're sweet too, so don't be offended!"
[OOC: HP and sheet updated at the new link above.]
Jasper (Holly) HP 57/62 AC 21 /13/19 CMD 9 | CMB 7 Wednesday January 3rd, 2024 1:52:47 PM
Jasper caches her gold and spends some time preparing her spells. She exchanges Shillelagh for Magic Stone.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 58/58 d4=1 ; d4=3 ; d4=3 ; d4=3 ; d4=3 ; Saturday January 6th, 2024 4:32:04 PM
Snark has a couple of days. He will conjure a pony and take a quick ride out to a copse of trees. There, he will cast Wood Shape to create several flasks from the living wood.
On his return, he will use his greenmage ability to create several healing and restorative concoctions, storing them in these lifewood flasks. (He is careful not to craft for more than 8 hours in a single day.)
In preparation of our return to the Abbey, the gnome will lay in a good supply of tobacco, buy a couple new pipes, and refresh the food he carries.
------------------------ For the DMs, Craft Lifewood allows Greenmages to cast Wood Shape at will, but only on wood taken from a living tree. "Items finely crafted of lifewood are masterwork items. However, if a lifewood item leaves the greenmage's possession for more than an hour per level, it dies."
DM Bob and Carla - ”Visit from the Snow Witch!” Sunday January 7th, 2024 8:05:12 PM Recap…
It’s been a week since their return from the haunted Abbey and the Luck Makers have had time to digest what they’ve learned and speculate about what further mysteries might lurk behind the magical facade of the ruins. The source of the underground disturbance that resulted in cataclysmic damage to the oceanid Nyana’s underwater home, and calamitous storm surge that wreaked havoc on Heranmar has not yet been discovered - nor resolved. However, there have been no warning flares from the dimly glowing ruins.
After a few days of rest and the ministrations of her friends, Beatrix fully recovers her strength. The centaur gets an opportunity to teach at the day camp set up for youngsters in Quendock Mansion, where she is popular with youngsters and staff alike.
Urist is plagued by nightmares at first, but these eventually resolve. She and Onesimos make up a team of sorts - as the elf makes his way around town, he points out landmarks and introduces the dwarf to the citizenry, and when the duo end up at the Sanctuary by the Sea, the troubadour provides music to support the cleric’s stories. Whilst tidying up the ‘gift wall’ Benni notices a few donations have been dedicated to Flower.
After a visit to the Catacombs, Snark sees to the equitable distribution of goods and gold. He and Jasper forage In the late season gardens of town, and the environs of the nearby woods for ingredients to be used in the creation of medicinals. The gnome carves some time from his busy schedule to visit the lighthouse and study with Olostim, whilst the druid spends as much time as possible in the solitude of the great trees of the Druid’s Wood making friends with it’s inhabitants.
Isaac is kept very busy with the town guard as he and guardswoman Wren deliver household goods, clothing, and food baskets to the folks in the lower part of town who lost so much in the storm surge. The paladin does manage to attend the solemn interment ceremony arranged for the WLA adventurers, and joins his friends for a convivial evening at the Blue Cat
The air outside the tavern is nippy - tweaking noses, and pinching cheeks. On the way home, the party pass Looking Glass Pond and see a thin film of ice forming along the edges. There is a glint of gold as the great fish makes a lazy circuit. Could old Gendry Weatherall be right with his prediction of snow?
* *** ***** *** *
”Bang! Bang! Bang!”
The loud sound of someone knocking against a downstairs window, followed by ”Hail! The House!” is enough to wake the household. The windows of the second floor front bedrooms are encrusted with snow and ice and it’s hard to make out who’s below! Benni, Snark, Isaac - who have street facing bedrooms: Perception DC 18 to see through the frosted panes of glass or Strength DC 12 to open the frozen window Highlight to display spoiler: { and see your housekeeper, Maggie, and a dwarf with a cart. They are in the street looking at a great drift of snow blocking the front door!}
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 58/58 d20+16=32 ; d20-1=17 ; Monday January 8th, 2024 1:34:48 AM
Snark is awakened by a loud banging and shouting. He rubs the sleep out of his eyes as he says, "This town and their superstitions. Prolly someone comin' to warn us we didn't put a candle in the window to ward off that stupid Snow Witch. Sheesh - if it's not a Sea Witch around here it's a Snow Witch, an' they can both kiss my little gnomey butt!"
As he crawls out of his warm bed he shrugs on a warm robe and shoes. He grumbles, "Boy, how'd it get so dang cold?"
He rubs at the frosty window to look outside (perception 32.) He sees Maggie with a dwarf and a cart, and he can see they are blocked from getting in the front door by a large drift of snow. He manages to open his window (strength check 17.) He hollers, "Hang on Maggie, we'll be down to clear that snow and get you in." He looks to see if Maggie is using the Continual Flame he gave her to light her way. (Continual Flame cast on a silver ring that hangs on a neck cord.)
As the little greenmage traipses downstairs, he will say to his friends, "Hey, Maggie's stuck outside. There's a big snowdrift at the door and she can't get in!"
Beatrix and Tinkerbell (Mitch) HP 52/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Monday January 8th, 2024 5:28:41 AM
By the end of the week Beatrix is antsy to get back in there. They didn't solve the problem and they don't need another tidal wave attack to happen because they were to slow to do as Nyanna asked.
“Benni” AC 21/11/20 CMD18. HP 55/ 55 Onesimos (SteveK) d20+7=20 ; Monday January 8th, 2024 7:50:18 AM
Benni wakes, refreshed from his dreams of carousing in a strange tavern with many heroes from all over the Wold, along with Urist and Snark. It takes him a moment to realize he is starting to think of himself as Benni, too!
But the noise outside cannot be denied. The cleric slips on a heavy robe and slippers and takes a glance outside the newly frosted windows. Snark's grumbling is all the elf needs to know what is happening. "Yes, yes, be right down! Stuffing his feet into woolen stockings and strong boots, Benni hustles downstairs to grab a couple of pot lids to use as shovels.
And then he gets to work! ............
Perception 20
Jasper (Holly) HP 66/66 AC 21 /13/19 CMD 9 | CMB 7 Monday January 8th, 2024 3:22:14 PM
Jasper blinks blearily at the snow, then wildshapes into a badger-- adept at digging!-- and gets to work burrowing through the snow bank. She makes her way out to Maggie, then sets to work widening the channel to human size.
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 d20+3=23 ; d20+5=6 ; Monday January 8th, 2024 6:19:34 PM
Isaac wakes up surprised that someone was yelling so early in the morning, he gets up and opens the window. Little bits of ice from the frost fall off into the snow below. He sees the snow drift has covered the door and from what he hears from Snark it sounded like they needed to shovel the snow bank that was covering the door. "Morning Maggie we'll be down in a bit to open the door and clear the snow." Isaac walks down and he sees Bennie with some pot lids "Do we not have any shovels in the stable?" Isaac goes out to the stable/Tool shed in the back of the house to look for some shovels. Perception :6
Urist (AC19, HP72) (Cayzle) Monday January 8th, 2024 9:55:37 PM
Urist hears the noises and comes out to see what is going on. "Snow and someone pounding?!" she exclaims. "This makes me hungry for bangers and mash!"
She starts making breakfast for everybody.
DM Bob and Carla - ”…and delivery from the Catacombs!” Monday January 8th, 2024 10:14:59 PM
A dusting of snow coats the streets and roofs of Heranmar but whether due to the open aspect of the street, or the fact of having omitted to light a candle to ward against the Snow Witch’s ire - there is a sizeable drift of the white stuff blocking the front door to Luckmakers House!
Snark is first to answer the summons. He alerts his companions, then let’s Maggie know that help is on the way. Isaac pokes his head outside, and calls down a cheery ”Morning!” to the housekeeper, before following Onesimos downstairs and into the kitchen. On seeing the cleric armed with the pot lids, the paladin decides to check the sheds behind the house. Maybe the service engaged to clean the jakes have left a shovel behind? On opening the back door, Isaac is greeted by a solid wall of white. This explains why the housekeeper is at the front door!
By the time Onesimos opens the front door, Jasper has transformed. A bluish grey badger with silvery white stripes flashes under his arm and burrows into the snow, bursting through to the other side. She chitters at the housekeeper, then returns to the work of widening the channel. Between Badger-Jasper, Onesimos, and the dwarf - equipped with a shovel procured from his cart, a passage is cleared for the housekeeper. The badger, elf, and dwarf make quick work of clearing the steps, and piling the snow on either side. Other than the quantity of snow in front of Luck Maker’s House, there isn’t much to speak of in the street or neighbouring yards.
”Got a delivery from the Catacombs here,” volunteers the dwarf, whilst Badger-Jasper and Onesimos survey their handiwork. ”Parcel #2163 for Omesimos Elpis, #2165 for Master Snark Riverstone, and this one, #2175 for Isaac Harker.” Looking at the pot lids held by the elf, the dwarf adds: ”I can let ya have me shovel for 2 GP, if ya like?”
The house is cold, but it shouldn’t be hard to get fires going in the hearths. (Survival DC 12) while Maggie hangs up her cloak and changes her boots for thick soled woolen slippers. Snark notes that the housekeeper wears the lit ring like a lucky talisman, hanging from a green ribbon ‘round her neck, as well as Onesimos hand woven ‘hair ornament’ perched atop her hair.
Urist shows up anxious to help out by making breakfast. Owing to the late start, the housekeeper, Maggie, is grateful for the assistance. ”There’s no time to peel spuds and such today. It’s pancakes and bacon!” the dwarf is set to work breaking eggs while Maggie starts frying up the bacon.
Oblivious to the chaos beyond her bedroom door, Beatrix is fixated on the haunted Abbey and completing the mission for the oceanid Nyana.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 58/58 d20+8=19 ; Tuesday January 9th, 2024 12:33:16 AM
Snark sees the melting snow tracked in. He will summon an Unseen Servant. "Listen Casper, take this towel and this bucket and get that wet cleaned up so nobody breaks their neck slipping on it. And when you're done with that I'm gonna have you clear a path through the snow at the back door."
Then he will arrange kindling and wood in the fireplace, and pull out a tinder twig to set it ablaze. Soon a warm fire is burning on the hearth, and the little gnome will relax in a nearby chair. (I assume a tinder twig obviates the need for a Survival roll to light the fire, but if not it was a 19.)
"Good work Jasper and Benni getting that snow cleared. And you too Mr. Dwarf. Thanks for bringing all this stuff by."
"And how come the doors to this place got so much piled up snow? If somebody's playing a trick on us, I'm gonna want to have a talk with them."
-------------------------- (IMPORTANT - Heranmar Players - please see my character post on Tuesday December 26th, 2023 7:04:17 PM. It had important information regarding dispensation of magic items and gold.)
Urist (AC19, HP72) (Cayzle) d20=9 ; Tuesday January 9th, 2024 5:23:24 AM
Urist casts her daily Temperature Control spell, both to keep everybody warm and to help with the cooking.
Untrained Profession Cooking: 9
She is careful to dig out the broken shell from the whites and yolks she has inexpertly managed.
"You can't make an omelet without breaking some eggs, amirite?"
“Benni” AC 21/11/20 CMD18. HP 55/ 55 Onesimos (SteveK) Tuesday January 9th, 2024 7:58:05 AM
Benni, damp and sweaty from his exertions, lets everyone precede him inside, even offering the dwarf to join them to break their nightly fast together. He, however, stays out with Snark, looking up and down the road at the drifts only around Luck Makers House. Isaac's report that the back door is similarly blocked is also concerning.
"We know there are many haunts in this area, and fey too, and some of the superstitions of the townsfolk may have reasons behind them (although they no longer know why or what). We also had some funny grins when we were 'gifted' the House. All of which sounds to me as if we have some research to do ... after we finish our work at the Abbey."
"Jasper, could your knowledge of nature or survival tell us if these are natural or man-made?"
The cleric takes time for a clean-up, opening his package, a change into warmer clothes, and a meditation for the day before coming back down stairs for Maggie's delicious pancakes.
Beatrix and Tinkerbell (Mitch) HP 52/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Tuesday January 9th, 2024 9:51:32 AM
Beatrix emerges from her room fully kitted out to go adventuring again. "I think my strength has fully returned. We should get back to the abbey as soon as we can." she says eagerly.
Jasper (Holly) HP 66/66 AC 21 /13/19 CMD 9 | CMB 7 d20+10=19 ; d20+14=22 ; Tuesday January 9th, 2024 2:25:17 PM
The air shimmers as Jasper resumes her own shape. "That was fun. Heh." She shakes snow off her shoulders and stamps her feet, making quite a mess on the threshold. "Oops. Sorry for the extra work, Casper." (Despite Snark's assurances, she can't quite stop herself from antropomorphizing the construct.)
She considers Benni's question. (Know Nature: 19; Survival 22)
"The snowdrifts certainly aren't 'normal.' I was listening to the wind last night, and it didn't sound like it was flowing any differently about our house than any other structure in town. Besides, weather events aren't so... localized as that. Well. Unless you're talking about a tornado. They're tricksy." She realizes she's rambling and blushes.
She casts Detect Magic on the snow.
DM Bob and Carla - ”Which witch is which?” Tuesday January 9th, 2024 9:46:37 PM Snark has no problem getting a fire going in the common room fireplace. The tinder twig does the trick - setting the gnome’s neat pile of logs and kindling alight. Silently the conjured servant tidies up the foyer after the shovelers have entered, then turns to the task of clearing the snow from the back door.
Urist is able to keep the area around the kitchen work table warm, allowing her and the housekeeper the ability to cobble together breakfast in comfort, while the kitchen fires take hold. Maggie encourages the troubadour: ”never mind if the batter is lumpy. Lumpy is good!”
The dwarf from the Catacombs declines Benni’s offer of breakfast, but does accept getting his flask topped up with hot tea laced with honey. ”Must be on me way. Lot’s ‘o deliveries this time ‘o year.”. The cleric of Flower has one last look up and down the street, before retreating inside to discuss the suspicious snow patterns around Luck Makers House with his companions.
Jasper is pretty sure the snow is neither magical or unnatural, but can find no explanation for the pattern of drifting that caused the snow to block both front and back doors. She shares this knowledge with her companions. Snark suspects a prankster, and Benni suggests further investigating the matter after the party has finished their work at the Abbey.
Overhearing the group discuss the phenomena of the snowdrifts, Maggie chuckles. ”Why it’s the Snow Witch passing through Heranmar and tweaking you for not setting out a candle to light her way!” The housekeeper will explain the tradition of leaving a lit candle in one window to ward against the witch, explaining that it’s especially important around the solstice. ”Folks say she comes for a visit with Honora and some of the other witches hereabouts and they hold a celebration at the Standing Stones on the longest night of the year.” Twiddling the ring on the green ribbon about her neck, she adds: ”don’t know for sure. Never saw her myself, nor heard of any who have.” Distracted by the smell of scorched pancake, Maggie rushes back to the kitchen.
Beatrix joins the group, kitted out for adventuring, and volunteers that she is ready to return to the Abbey!
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 Wednesday January 10th, 2024 12:33:43 AM
Isaac takes his parcel that he got from the delivery dwarf and unwrap it revealing his sword that he had sent off. "Looks better than ever." He asks Maggie "How long until the celebration? And do you know any stories about this Whitch? I've tried my hand at learning the stories and rituals of the town but it seems like no matter how much I dig or listen to their's ways more layers. Like a onion."
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 58/58 Wednesday January 10th, 2024 2:28:58 AM
Snark smells good things to eat. It is with some effort that he decides that this Snow Witch will not put him in a bad mood this early in the day.
Beatrix and Tinkerbell (Mitch) HP 52/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Wednesday January 10th, 2024 6:08:51 AM
Beatrix finally gets off her one track mind to ask the others what they are talking about. "It could be possible. It could also just be bad luck. It's not like it was hard to clear either way."
“Benni” AC 21/11/20 CMD18. HP 55/ 55 Onesimos (SteveK) Wednesday January 10th, 2024 7:24:19 AM
Benni, while he has to admit that 'luck' is in the Wold, (he could hardly do otherwise with Wardd being part of the Woldian panthenon!), he is entirely certain that a community of good people working together is stronger still. "As proof that love of a common purpose and the good of all beats out luck, we cleared the snow in time for a quick breakfast!"
Maybe next year, they stay up at night to assess this Snow Witch fable...
Ah, well, other business first! "Eat hearty and lets make our preparations. I would like to be at the Abbey by our luncheon."
Jasper (Holly) HP 66/66 AC 21 /13/19 CMD 9 | CMB 7 Wednesday January 10th, 2024 11:19:34 AM
Jasper munches her pancakes. "Oo, these are tasty. Thank you, Maggie."
She's ready to get back to the Abbey.
DM Bob and Carla - ”Like an onion…” d3=2 Wednesday January 10th, 2024 9:52:12 PM
If Isaac, Benni or any of the other Luck Makers want to dance naked under the Solstice moon with the witches of the Gateway Downs - they’ll have to wait until next year!
”Like an onion”the housekeeper echos the paladin’s words cryptically. ”That’s Heranmar…”.
Beatrix wonders aloud if the abundance of snow on their doorsteps might be attributed to ‘bad luck’ when a rumble overhead, followed by the sound of snow sliding from the roof, interrupts her. All sound from the back yard ceases for a moment…and then a muffled scrape and thump as Snark’s invisible servant resumes bailing snow with the bucket provided to him. (Casper gets dusted in snow, but I believe takes no damage?)
Jasper and Snark tuck into pancakes and bacon, and are soon joined by Benni and the rest of the gang. Who knows when next they will get a hot meal? The cleric voices his desire to be on the road to the Abbey by noon, and there is general agreement.
Since the friends got an early start to their day, there is still time to pack kits, and do a little planning…
Urist (AC19, HP72) (Cayzle) Wednesday January 10th, 2024 10:17:35 PM
Urist is happy to help make (and eat!) breakfast, and after that is eager to get back to the abbey.
"We should get on the abbey road!" she says. "OOH! That gives me an idea!"
She heads to her room and someone else comes out in a short while. The person who emerges is dressed like a schoolboy, with a schoolboy outfit, and Urist's maul looks all silvery.
"Hi everybody!" the young man says, "You all can call me Maxwell! I'm here to school the bad guys!"
"BANG! BANG!"
If you make a perception check, ask the kindly DM for the results.
DMs only please: Highlight to display spoiler: {Urist has a disguise skill mod of +22. The DM rolls the disguise check secretly. Please let the players know if they see through Urist's disguise.}
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 58/58 d20+16=29 ; Thursday January 11th, 2024 1:21:03 AM
Snark's perception roll is 29. But he does not need a perception check to know this is Urist. He looks flatly at the transformed dwarf. "You are not a serious person Urist."
Finishing breakfast, Snark says to Maggie, "Thank you my dear for another wonderful meal."
The little gnome will see to his gear, returning later to the common room with his backpack and staff.
Beatrix and Tinkerbell (Mitch) HP 52/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 d20=16 ; Thursday January 11th, 2024 7:21:53 AM
Beatrix is shocked at this sudden intruder! Who is this interloper that clearly waylaid their ally and replaced them! "Speak, foul intruder, how did you enter this place and what did you do to Urist?!" she proclaims, though tone of voice indicates she isn't entirely serious (percpetion 16)
“Benni” AC 23/11/22 CMD18. HP 55/ 55 Onesimos (SteveK) Thursday January 11th, 2024 7:29:37 AM
Benni thoroughly enjoys breakfast, and makes sure Maggie knows. Then the elf trots up the stair to set his gear. What comes down to the common room is a cleric dressed head-to-toe in full plate mail, including some new Pants O Plenty! "I finally have some magic to increase my speed when I need to as well."
He is completely thunderstruck over Urist's costume, and comments with a chuckle. "Chaos Bells, I think you should get back in black for your dirt cheap deeds."
"I have three Ghost Weapon spells, one each for Isaac, Beatrix, and Urist: our heavy hitters. And have three restoration spells for ability damage, as well as a couple of bless spells and a prayer. I can make a weapon holy and can use the love of community to resist a spell for all of you, but only once."
"I think we should return the same way we came, prep long spells in the Chapter House, and then descend into the crypt. Any other ideas?"
..............
Channel(0/9), Good Touch(0/7), Calming Touch(0/7), Unity(1), Holy Lance(1) 0. Mending, Purify Food/Drink, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Bless. Sanctuary. Shield of Faith. 2. Shield Other. Less Restore. Less Restore. Resist Energy. Silence 3. Prayer. Invisibility Purge. Ghost Weapon. Ghost Weapon. Ghost Weapon. 4. Holy Smite, Freedom of Movement, Restoration, Dimensional Anchor.
Jasper (Holly) HP 66/66 AC 21 /13/19 CMD 9 | CMB 7 Thursday January 11th, 2024 2:00:17 PM
Japser raises an eyebrow at Urist. As a druid she generally likes beetles (and Beatles), but as ever, the troubador's idea of what constitues humor is a mystery. Eh. To each their own.
To Benni, she replies "I have several spells that make for difficult terrain. The only problem is, well, they make for difficult terrain-- for all of us. That only works if our enemies are far away and we decide to pick them off at range. I think I'll try my luck as a bear."
“Benni” AC 23/11/22 CMD18. HP 55/ 55 Onesimos (SteveK) Thursday January 11th, 2024 2:27:15 PM "As a tactic, Jasper, you could Entangle or Black Tentacles an area as I put Freedom of Movement on Beatrix. She could then charge through without a problem!"
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 Thursday January 11th, 2024 4:58:07 PM
Isaac looks over at the new person not sure if Urist had put on a disguise or had legitimately changed places with a new person. "Uhh..Nice to to meet you Maxwell I'm Isaac. We're in the middle of something we're preparing to go into a cursed chapel. Will you be joining us?"
"I don't have alot of options on spells. Other than Bless and spells like Bulls Strength my spells are focused on buffing me." Isaac responds to Benni's question about spells.
Maxwell (AC19, HP72) (Cayzle) Thursday January 11th, 2024 8:15:11 PM
The young boy grins at Snark. "I've known teachers that were serious. And judges. Didn't work out for them like they mighta preferred!"
When Beatrix "seems" to be "alarmed." Maxwell is quick to reassure her. "Don't worry, miss centaur. That Urist is a pal of mine. She'll be back. I think She Went Out Through The Bathroom Window."
"And I like your plans, Mister Benni. And if it's bells you want rung, I got just the thing for that right here!" -- he pats his silvery hammer.
Maxwell nods to Jasper and offers to shake Isaac's hand. "Nice to meet you too!"
DM Bob and Carla - ”Looking through a glass onion” d20=13 ; Thursday January 11th, 2024 10:09:13 PM
Finished with breakfast, folks retire to their rooms in order to change into adventuring gear and collect packs and weapons.
Urist plays the fool again, Snark is annoyed. Wishing to avoid an unpleasant scene when Isaac, Jasper and Beatrix are momentarily startled the gnome busts Urist-Maxwell’s cover. But as the words are leaving his lips, a noise comes from behind. ”Clang! Clang” it’s Benni in his full plate armour coming down the stairs!
As the party congregate in the common room, Urist-Maxwell reassures her companions that she is, indeed, up to the job.
Benni suggests the party return to the Abbey, retrace their steps through to the Chapter House, and bolster themselves prior to descending to the crypt below. Jasper would like to experiment with her bear form, and learns from the cleric they might work together to make terrain difficult for the enemy, whilst not unmanageable by the party. Isaac volunteers that he doesn’t have a lot of magic, but he forgets that his mere presence provides an important boost to his companions’ morale!
Well before noon, the party strike out on the long and winding road to the haunted Abbey.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 58/58 Friday January 12th, 2024 2:34:54 AM
In spite of Urist's antics, Snark is glad to see the party Come Together as they prepare to head down Abbey Road. It must have been Something In The Way She Moves that gave her away - relative to the gnome, She's So Heavy.
Then Benni tromps out in his armor. "Whoa. Boy, You're Gonna Carry That Weight a long time - or at least as far as the Abbey."
"Anyway, as far as spells go, I think I'm good. Black Tentacles is good, but it can be rough in an enclosed space where we can't get around it. But let's see how that goes."
Then he says to the Unseen Servant, "C'mon Casper, we're headed out." (The Unseen Servant will last for 8 hours from when he first created it to help with the snow.)
----------------------------------------------------------------------------- Spells/Effects Running: Unseen Servant, Continual Flame hanging from the gnome's neck.
Abilities/Items Acid Dart (Sp) 8 - 2 used Gnome (Sp) 1/day - Dancing Lights*, Ghost Sound, Prestidigitation, and Speak with Animals*. 2 Pearls of Power - 1st level Staff - 10 charges
Beatrix and Tinkerbell (Mitch) HP 52/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Friday January 12th, 2024 6:57:29 AM
Beatrix again plays outrider, riding out a bit farther from the party to spot any trouble before the group wanders into it. She stays in sight of the party.
“Benni” AC 23/11/22 CMD18. HP 55/ 55 Onesimos (SteveK) Friday January 12th, 2024 9:21:23 AM
Benni smiles, it is good to get some banter going, it helps pull the team together. "Just think of me as a One Dog Knight. Hopefully, we will be the meddling kids to stop the hidden villains from getting away with it."
All ready? Off to the Abbey! ..............
Channel(0/9), Good Touch(0/7), Calming Touch(0/7), Unity(1), Holy Lance(1) 0. Mending, Purify Food/Drink, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Bless. Sanctuary. Shield of Faith. 2. Shield Other. Less Restore. Less Restore. Resist Energy. Silence 3. Prayer. Invisibility Purge. Ghost Weapon. Ghost Weapon. Ghost Weapon. 4. Holy Smite, Freedom of Movement, Restoration, Dimensional Anchor.
ooc1: updated Onesimos PC Sheet based on DM Bob's notes. Thank you!
ooc2: I must have missed Cayzle's schoolboy reference. I thought AC/DC, but some people honed in on Beatles, and some are references that escape me.
ooc3: For the younger crowd, Benni is referencing an original episode of 'Scooby Doo: Where Are You?'.
Jasper (Holly) HP 66/66 AC 21 /13/19 CMD 9 | CMB 7 Friday January 12th, 2024 1:32:38 PM
Jasper likes the idea of working togehter. As they hike, she shares her spell list.
Isaac Harker (Justin M) HP 67/67 AC25/ T13 / FF 22 Friday January 12th, 2024 9:31:12 PM
Isaac gets ready packing up all his items and starts to head to ward the Abby with the others.
Maxwell (AC19, HP72) (Cayzle) Saturday January 13th, 2024 11:10:50 AM
Maxwell laughs as more friends get the joke.
[OOC: The starting reference was the Beatles' Abbey Road album, especially the song "Maxwell's Silver Hammer."]
On the way to the Abby, Maxwell mentally reviews his spells prepped (underlined = cast).
0: Mending, Message, Arcane Mark, Prestidig 1: Feather Fall, Enl Person, Shield, Grease, Uns Serv, Rose Temp Cont. 2: Bull Str, Glitterdust, See Invis, Invis x2. 3: Fly, Shrink Item x2, Stink Cloud, Haste. 4: Stone Shape, G Invis x2, Dimension Door.
Telekinetic Fist (d4+2) used 0 of 7 Bardic Performance used 0 of 7 rounds Scrolls/Potions used: 0
DM Bob and Carla - ”The long and winding road…” Sunday January 14th, 2024 9:38:28 PM Benni announces the group’s departure, and is first out the door. The party recognize the townsfolk going about the activities of daily life. Ilthemar the Minotaur is sweeping a quantity of snow from the steps of his butcher shop. As the party pass by he shrugs his shoulders, a sheepish look on his bovine face. Maybe the Luck Makers weren’t the only ones who forgot to leave a lit candle for the Snow Witch?
The guard at the East Gate acknowledges Isaac by name, and the rest of the party with a nod as they exit onto the road that leads out of town. The magic users prepare mentally for what is to come. Interested in working collaboratively with her friends, Jasper shares her spells. Snark provides some opinions. The gnome’s companion - invisible and silent - stays close to his master’s shoulder. Urist-Maxwell starts off with a laugh, but goes quiet as the group trudges along.
After about half an hour the road forks in two, and the adventurers take the southern road with the Wayfarer Forest on the left. The Abbey is a little farther ahead on the right, but it is hard to see through the mist rising from the ground. Is it a combination of the warmer air temperature and cold snow on the ground…or something more ominous? Beatrix, riding a little ahead and to one side of the group doesn’t spot anything unexpected…as far as she can see, anyway.
Somewhere up ahead is the stone wall that separates the Abbey grounds from the surrounding landscape.
Beatrix and Tinkerbell (Mitch) HP 52/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 Monday January 15th, 2024 9:40:22 AM
Beatrix is eager to go (But IRL I have a cold)
“Benni” AC 23/11/22 CMD18. HP 55/ 55 Onesimos (SteveK) Monday January 15th, 2024 10:14:58 AM
The nearly hour’s walk settles Benni, and he sees his friends sober up (as much as Urist can anyways!) too.
At the low stone barrier, the cleric pauses, steeling himself. ”All right. Prepare yourself for the feelings of dread. And before we go over, Urist, Beatrix, and Isaac, please brings your weapons to me. I’m going to make them able to strike the incorporeal. It will last 8 hours, plenty of time for a day in the Abbey!”
He casts Ghost Weapon three times.
............ Active Spells. Ghost weapon (0 of 8hrs) Isaac’s sword, Urist’s hammer, Beatrix’ lance.
Channel(0/9), Good Touch(0/7), Calming Touch(0/7), Unity(1), Holy Lance(1) 0. Mending, Purify Food/Drink, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Bless. Sanctuary. Shield of Faith. 2. Shield Other. Less Restore. Less Restore. Resist Energy. Silence 3. Prayer. Invisibility Purge. *Ghost Weapon. *Ghost Weapon. *Ghost Weapon. 4. Holy Smite, Freedom of Movement, Restoration, Dimensional Anchor.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 58/58 d20+15=32 Monday January 15th, 2024 1:00:40 PM
Snark troddles along with his friends, his little legs needing to move a bit faster than the others. He tries not to slow them down too much. As we reach the wall that is also the border into this quasi-fey realm of the Abbey, he presses close to Isaac as they go in. (Will save against the usual dread feeling is 32.)
"Ugh, this place. Maybe while we're poking around fer a solution to that Sand Witch's problem, we'll also find something to get ridda' this awful feeling when we enter. Although, come to think of it, that's probably helpful in keeping other folks out."
Once in he pulls out his new metamagic rod and casts and extended Mage Armor on himself. ----------------------------------------------------------------------------- Spells/Effects Running: Extended Mage Armor, Unseen Servant (4/8 hours?), Continual Flame hanging from the gnome's neck.
Abilities/Items Acid Dart (Sp) 8 - 2 used Gnome (Sp) 1/day - Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals. 2 Pearls of Power - 1st level Staff - 10 charges Extend Metamagic Rod - 1/3
Jasper (Holly) HP 66/66 AC 24* /13/19 CMD 9 | CMB 7 d20+13=20 ; Monday January 15th, 2024 1:49:00 PM
The creeping dread induced by the Abbey settles in the pit of Jasper's stomach. She too tries to stay close to Isaac and nods her agreement to Snark.
She takes a deep breath and casts Barkskin on herself, increasing her AC to 24.
Isaac Harker (Justin M) HP 87/87 AC23/ T10 / FF20 Monday January 15th, 2024 9:41:41 PM
Isaac greets the guard by name as well, "Morning, Mr. Elroy, keep warm." As they approach the Abbey he can feel the malaise and evil of this place try to affect him and simply slide off like snow on a warm roof.
Each ally within 10 feet of Isaac gains a +4 morale bonus on saving throws against fear and charm effects.
Maxwell (AC19, HP72) (Cayzle) Monday January 15th, 2024 10:33:05 PM
"Call me Maxwell, please."
"And thank you for enchanting my Silver Hammer!"
DM Bob and Carla - ”With a little help from my friends…” Monday January 15th, 2024 11:24:09 PM
On reaching the stone wall that separates the Abbey grounds from the surrounding landscape, Benni alerts the group to prepare for an assault on their emotions. Before crossing over, the elf casts ghost weapon on Isaac’s sword, Beatrix’s lance, and Urist-Maxwell’s silver hammer.
Isaac reminds everyone to keep close in order to benefit from his personal protective aura.
Snark and Jasper protect themselves with magical armour.
Crossing the boundary wall is like crossing from day into night, except there are no twinkling stars or friendly moon overhead. The sun seems to fade from existence, and the temperature drops. A feeling of unease as if entering a nightmare where terrible things lurk and horrors crawl forth to plague the living threatens to overwhelm all - except Issac who's somehow found within him the ability to resist the feeling, and Snark and Jasper huddled close to the paladin (and already made their rolls.)
Benni, Beatrix and Urist Will Save DC 15* vs Fear (Save or be Shaken -2 penalty on attack rolls, saving throws, skill checks, and ability checks.)
* If within 10ft of Isaac, add +4
*****
Once over the boundary wall, the party skirt the outbuildings, seeking out the front approach to the largest part of the structure. Tall columns of grey rock shot through with veins of green support a grande archivault over two massive wooden doors ornamented with intricate ironwork, and the now familiar lock of solid green stone on one door.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 58/58 Tuesday January 16th, 2024 1:04:59 AM
As we go over the wall, Snark says to Isaac, "Hey Isaac, I'm glad you make the weirdness of this place a little less weird. Want me to enlarge you when we head downstairs?'
At the front door, he will try the lock since he doesn't remember locking it all up when we left.
If it is locked, he turns to Benni and says, "Are you the key master?"
“Benni” AC 23/11/22 CMD18. HP 55/ 55 Onesimos (SteveK) d20+11=23 ; Tuesday January 16th, 2024 9:12:58 AM
Benni withstands the feeling of dread on his own, and prepares to provide a Calming Touch to any who become shaken. As the group approaches the massive doors and green lock, the cleric pulls the appropriate key from his Pants O Plenty. "I suppose I am, Snark, but I do not anticipate Eros will have me seeking a Gate Keeper any time soon."
The brown-haired elf inserts the key, opens the lock, and opens the doors to pass through the Great Hall.
............ Active Spells. Ghost weapon (0 of 8hrs) Isaac’s sword, Urist’s hammer, Beatrix’ lance.
Channel(0/9), Good Touch(0/7), Calming Touch(0/7), Unity(1), Holy Lance(1) 0. Mending, Purify Food/Drink, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Bless. Sanctuary. Shield of Faith. 2. Shield Other. Less Restore. Less Restore. Resist Energy. Silence 3. Prayer. Invisibility Purge. *Ghost Weapon. *Ghost Weapon. *Ghost Weapon. 4. Holy Smite, Freedom of Movement, Restoration, Dimensional Anchor.
Jasper (Holly) HP 66/66 AC 24* /13/19 CMD 9 | CMB 7 d20+21=38 ; Tuesday January 16th, 2024 2:03:54 PM
As they advance into the Great Hall, Jasper sniffs the air for the scent of barbequed dog hair-- or anything else.
Has anything changed since the Luck Makers were last here? (Perception 38)
Beatrix and Tinkerbell (Mitch) HP 52/55 AC 16/13/14 CMD 21 Tinkerbell HP 28/28 AC 23/15/21 d20=5 ; Tuesday January 16th, 2024 2:51:16 PM
Being aware of the aura of the place Beatrix falls back to cross while near Isaac. It's fortunate that she did else the fear might have overwhelmed her (17 with Isaac's bonus and her +7 vs fear)
Isaac Harker (Justin M) HP 87/87 AC23/ T10 / FF20 Tuesday January 16th, 2024 10:07:23 PM
Isaac nods, "As long as I have enough space to swing my sword I should be ok enlarged, just be careful. I don't want to suddenly grow and hit my head on the ceiling."
Isaac draws his sword and shield, ready for a fight.
Standing close to Isaac, Maxwell is not affected by fear (17 or 21 passes either way).
"Thank you, Brother Isaac! I'm not afraid, nooo-oh-oh-uh-oh!"
Maxwell listens to Benni as the clergyman talks about Eros and sends a Calming Touch into his Pants of Plenty and ... is silent ... unless you hear a slight muttered whisper ...
Highlight to display spoiler: {No, don't go there. Even *I* have some standards.}
DM Bob and Carla - ”All together now” Tuesday January 16th, 2024 10:54:03 PM
Everyone makes it safely over the boundary wall. Urist-Maxwell and Benni without trepidation. Beatrix wary of the dark aura tucks in close to the paladin, just to be sure.
Snark asks Benni to do the honours, since the party did indeed lock up on their way out. The cleric inserts the key, and gives it a turn. As before, a shimmering starts high overhead and cascades gently downward to reveal the larger and more magnificent structure hidden behind the illusion of a smaller set of ruins.
On entering the Great Hall, Jasper is pretty sure nothing has passed through the space since the party left the premises a little over a week previous. Two ghosts go about their business amongst the books, and the illusion of a great chasm stretches across the far part of the chamber. There is no challenge there, however, for the adventurers know it for what it is - an illusion.
Snark volunteers to supersize Isaac before they head down into the crypt. The paladin agrees, with the caveat that he needs a deal of space to swing his great sword.
Spreading out into the Great Hall, the Luck Maker’s find their way unimpeded.
“Benni” AC 23/11/22 CMD18. HP 55/ 55 Onesimos (SteveK) Wednesday January 17th, 2024 7:31:08 AM
With Jasper's confirmation, Benni nods, replaces the key in his Pants O Plenty and moves to the doors that will open to the inner courtyard. It's time they made their way to the Chapter House.
He doesn't seem to have a reaction to Urist's mumblings. (ooc: that's me, always inadvertently playing the straight man!)
............ Active Spells. Ghost weapon (0 of 8hrs) Isaac’s sword, Urist’s hammer, Beatrix’ lance.
Channel(0/9), Good Touch(0/7), Calming Touch(0/7), Unity(1), Holy Lance(1) 0. Mending, Purify Food/Drink, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Bless. Sanctuary. Shield of Faith. 2. Shield Other. Less Restore. Less Restore. Resist Energy. Silence 3. Prayer. Invisibility Purge. *Ghost Weapon. *Ghost Weapon. *Ghost Weapon. 4. Holy Smite, Freedom of Movement, Restoration, Dimensional Anchor.
Beatrix and Tinkerbell (Mitch) HP 64/64 AC 16/13/14 CMD 21 Tinkerbell HP 32/32 AC 23/15/21 Wednesday January 17th, 2024 10:26:45 AM
Beatrix is ready to go. By which I mean I have leveled her.
Jasper (Holly) HP 66/66 AC 24* /13/19 CMD 9 | CMB 7 Wednesday January 17th, 2024 1:41:51 PM
Jasper glances at the ghosts as she passes. She hopes they're content, in their own strange way.
"Any ideas about how to fight the entity that was repelling us the last time we attempted the crypt? What was it, anyway?"
Beatrix and Tinkerbell (Mitch) HP 64/64 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 Wednesday January 17th, 2024 5:00:16 PM
Updating header again, forgot CMD increase.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 58/58 Wednesday January 17th, 2024 5:51:33 PM
Snark moves along with the others. In answer to Jasper's question, "Yeah, that was a Crypt Thing, some sorta guardian. I don't think it'll be any more trouble - I got its skull back in my room in Heranmar."
"I think we need to finish checking out that crypt. Boy I sure hope we can find what's causing the ocean problems, 'cause I don't really want to have to deal with Angry Aquawoman again."
The party will move along through the Great Hall, past the illusory hole in the floor, out and over to the Chapter House where the rosette was in the floor. We'll activate the mechanism in the floor again to open the passage into the crypt and move down into the crypt area where we fought that Crypt Keeper.
Well, unless something stops us first.
Maxwell (AC19, HP72) (Cayzle) Wednesday January 17th, 2024 7:53:28 PM
"Oh, is it time for the casting of spells?" asks Maxwell. "I'll go with my fab four!"
He casts Unseen Servant, See Invisibility, Message, and Enlarge Person.
spells prepped (underlined = cast).
0: Mending, Message, Arcane Mark, Prestidig 1: Feather Fall, Enl Person, Shield, Grease, Uns Servant, Rose Temp Cont. 2: Bull Str, Glitterdust, See Invis, Invis x2. 3: Fly, Shrink Item x2, Stink Cloud, Haste. 4: Stone Shape, G Invis x2, Dimension Door.
Telekinetic Fist (d4+2) used 0 of 7 Bardic Performance used 0 of 7 rounds Scrolls/Potions used: 0
Isaac Harker (Justin M) HP 87/87 AC23/ T10 / FF20 Wednesday January 17th, 2024 9:41:28 PM
Isaac ask Snark" Beatrix and I were teleported away, did that Crypt guardian pull any other tricks out after we left? Or explain itself?" Isaac was very curious if the Crypt guardian had the capacity to speak or if it just a mindless if magical undead.
DM Bob and Carla - ”It won’t be long…” Wednesday January 17th, 2024 10:44:54 PM Benni leads the way through the Great Hall. Jasper checks out the ghosts, who take no notice of the adventurers - this time. The druid wonders aloud about the undead resident of the crypts that divided the party. Isaac having only glimpsed the thing before he was transported elsewhere, has some questions as well. Snark identifies it as a Crypt Thing - bound to the chamber and acting as some sort of guardian. He is pretty sure the party won’t have to deal with it this time ‘round.
Beatrix follows her friends - raring to go.
Urist-Maxwell preps her favourite spells. (Please identify how long each spell lasts in your next post.- DM Carla)
The Luck Makers progress down the darkened Great Hall, over the illusiory chasm, and through the unlocked double doors leading out to the open air courtyard beyond. Gravel crunches underfoot as they skirt the space marked ‘Garden/Exercise Yard & Cloisters’ on Isaac’s map before finally arriving in front of the locked double doors of the Chapter House.
(OOC: everyone has submitted updated PC sheets. 4 have been approved. 2 are very close to ready. Thanks, everyone, for working hard to meet the deadline. - DM Carla)
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 58/58 Wednesday January 17th, 2024 11:49:09 PM
Snark will wait until Benni opens the locked door. Then we will activate the puzzle in the floor, and proceed down the stairs into the crypt.
“Benni” AC 23/11/22 CMD18. HP 55/ 55 Onesimos (SteveK) Thursday January 18th, 2024 7:12:40 AM
Benni takes out another key and opens the doors to the Chapter House. He takes comfort in the thought that there wasn't yet another Displacer Beast in the Cloisters. He then provides the amulet to Snark so the gnome can activate the stairway going down.
A final spell, Light is cast on his buckler shield to help spear the darkness, and he is ready to follow the leaders down to the crypts. "Just in case there are more guardians, I will be ready to use my Unity ability to allow everyone to better resist the teleportation effects of a Crypt Thing."
............ Active Spells. Light (on buckler) (0 of 80min) light 20', dim light out to 40' Ghost weapon (0 of 8hrs) Isaac’s sword, Urist’s hammer, Beatrix’ lance.
Channel(0/9), Good Touch(0/7), Calming Touch(0/7), Unity(1), Holy Lance(1) 0. Mending, Purify Food/Drink, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Bless. Sanctuary. Shield of Faith. 2. Shield Other. Less Restore. Less Restore. Resist Energy. Silence 3. Prayer. Invisibility Purge. *Ghost Weapon. *Ghost Weapon. *Ghost Weapon. 4. Holy Smite, Freedom of Movement, Restoration, Dimensional Anchor.
Jasper (Holly) HP 66/66 AC 24* /13/19 CMD 9 | CMB 7 Thursday January 18th, 2024 1:54:28 PM
Jasper draws her quarterstaff so she has it at the ready as they descend.
Beatrix and Tinkerbell (Mitch) HP 64/64 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 Thursday January 18th, 2024 2:53:54 PM "I hope there are more, I want a rematch. This time I'll win." Beatrix says confidently.
Isaac Harker (Justin M) HP 87/87 AC23/ T10 / FF20 Thursday January 18th, 2024 9:19:02 PM
Isaac agrees with Bennie, "Good idea, last thing we want is another teleportation mishap. " Isaac smiles a Beatrix confidence" On that I have little doubt, but hopefully we won't meet anymore."
Maxwell (AC19, HP72) (Cayzle) Thursday January 18th, 2024 10:00:51 PM
Maxwell sees how easily the party advanced over previously-traveled ground, and wishes he had waited and cast his spells here.
He reassures Beatrix that she has what it takes to win. He nudges Isaac, agreeing with him and pointing to the centaur, saying, "She never stops, she's a go-getter."
DM Sanity Info
spells prepped (underlined = cast).
0: Mending, Message, Arcane Mark, Prestidig 1: Feather Fall, Enl Person, Shield, Grease, Uns Servant, Rose Temp Cont. 2: Bull Str, Glitterdust, See Invis, Invis x2. 3: Fly, Shrink Item x2, Stink Cloud, Haste. 4: Stone Shape, G Invis x2, Dimension Door.
Telekinetic Fist (d4+2) used 0 of 7 Bardic Performance used 0 of 7 rounds Scrolls/Potions used: 0
Current Ongoing Effects: Temperature Control: cast at breakfast, lasts 16 hours Unseen Servant: cast in the Great Hall, lasts 8 hours Message: cantrip, renewed at regular intervals. See Invisible: cast in the Great Hall, lasts 80 minutes Enlarge Person: cast in the Great Hall, lasts 8 minutes
DM Bob and Carla - ”Under the Chapter House…” Thursday January 18th, 2024 11:31:08 PM
On crossing the threshold of the Chapter House after the door has been unlocked and opened, the party see the room just as they left it.
Benni hands the medallion to Snark who fits it into the depression at the centre of the design on the floor. Once joined, the medallion and the surface of the stone both begin to glow. Those who remember how the portal work, align the outer rings marked with glyphs with key markings on the medallion. When turned just so, the central plate pops upward ever so slightly and the portal swivels to one side, revealing a steeply descending circular stairway leading down into the darkness.
Jasper grasps her quarter staff tightly, whilst Urist and Isaac tease Beatrix before descending .
The stairs wind down some 50ft. before ending on a rough stone floor. The light from buckler (60 ft cone) and the ring of continual flame (20 ft radius) reveals the long corridor lined with shelves packed tightly with skeletal remains, decaying wood reliquary, arched burial vaults containing stone sarcophagi, etc. A grey-green mist rises from the floor in some spots - nothing to obscure the view - whilst rats and other small vermin scurry away, avoiding the light.
This time, there are no glowing red eyes to greet the adventurers.
“Benni” AC 23/11/22 CMD18. HP 55/ 55 Onesimos (SteveK) d20+8=14 ; d20+7=10 ; Friday January 19th, 2024 7:29:54 AM
Benni is pleased that nothing moved in to the Abbey areas that they had cleared. He points out, "It has been a week since we were here last. It was better to be ready just in case, than to not be ready and be surprised."
Speaking of surprise, the elf looks carefully around, shining his Light spell to the left and right, seeing if he can spot any telltale signs of undead. "The crypt seems like an ossuary, usually used when space is at a premium. And while I would expect a magical disturbance to be hidden as well as that stair in the Chapter House, we still don't know what it is we are looking for..."
He begins to walk down the center of the room.
............ Perception: 14 Know: Religion: 10
Active Spells. Light (on buckler) (0 of 80min) light 20', dim light out to 40' (DM effect is 60' cone) Ghost weapon (0 of 8hrs) Isaac’s sword, Urist’s hammer, Beatrix’ lance.
Channel(0/9), Good Touch(0/7), Calming Touch(0/7), Unity(1), Holy Lance(1) 0. Mending, Purify Food/Drink, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Bless. Sanctuary. Shield of Faith. 2. Shield Other. Less Restore. Less Restore. Resist Energy. Silence 3. Prayer. Invisibility Purge. *Ghost Weapon. *Ghost Weapon. *Ghost Weapon. 4. Holy Smite, Freedom of Movement, Restoration, Dimensional Anchor.
Jasper (Holly) HP 66/66 AC 24* /13/19 CMD 9 | CMB 7 d20+21=38 ; Friday January 19th, 2024 12:37:00 PM
Jasper is on alert. She scans her surroundings for anything of interest, including traps.
Isaac Harker (Justin M) HP 87/87 AC23/ T10 / FF20 d20+5=11 ; Friday January 19th, 2024 11:34:24 PM
Isaac looks around for any stairs or paths down deeper he also tries to detect any concentration of evil that might be in the crypt. Isaac tries to Detect evil. Perception:11
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 58/58 Saturday January 20th, 2024 1:38:41 AM
Snark looks at the ring hanging on a cord around his neck, wondering why Benni's light spells seems so much brighter than his own Continual Flame down here. "Huh. Something might be messing with the magic, or maybe this place just favors divine light. Or maybe it's powered by Benni's love stuff."
As the party descends into the catacombs, he will pull out a wand to cast Enlarge Person on Isaac. "This'll only last about a minute, but I'd rather be ready just in case."
The little gnome walks cautiously as we proceed, staff at the ready.
----------------------------------------------------------------------------- Spells/Effects Running: Extended Mage Armor, Unseen Servant (4/8 hours), Enlarge Person on Isaac (1 minute), Continual Flame hanging from the gnome's neck.
Abilities/Items Acid Dart (Sp) 8 - 0 used Gnome (Sp) 1/day - Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals. 2 Pearls of Power - 1st level Staff - 10 charges Extend Metamagic Rod - 1/3
Maxwell (AC19, HP72) (Cayzle) d20+8=15 ; Saturday January 20th, 2024 7:53:17 AM
Maxwell tries to sense existing magical effects throughout the place ... Know Arcana 15. That's only with what he can see by the light of his magical flaming silver hammer -- just with a few looks around (and no detect magic, a cantrip the wizard has not prepared).
"Let us not delay, friends, seeing as a few of us have buffs that expire soon. Let's get to the Bang-Bang!"
He follows Benni down the passage. "Come!"
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 58/58 Sunday January 21st, 2024 1:25:33 AM
Good point.
Snark will cast Detect Magic to make sure nothing is missed as we go.
DM Bob and Carla - ”Going down?” Sunday January 21st, 2024 10:36:10 PM (OOC: Apologies about the discrepancy describing the light spells. For some reason I had the ‘60ft cone’ of detect magic in my head! All light spells have the same range of 20 ft, with dim light to 40ft - DM Carla)
The party wastes no time and progresses quickly, but carefully, down the long corridor, past the many alcoves filled with the remains of the dead. No dangers now lurk in the arches holding the remains of those who have passed, nor in the hallway, and there are no surprises for Onesimos or Jasper.
Snark picks up the same magical vibes that seem to permeate the very stones of the entire structure - the ones that bind the stones together, the ones that cause fear - but no new magics.
Urist-Maxwell doesn’t pick up any useful information related to the arcane, but she does remember finding an arched passageway leading downward off to one side at the far end of the hall.
A magically enlarged Isaac is able to move with relative ease down the wide and tall corridor. Without focusing on any one thing specifically, he still manages to pick up a very faint trace of some old evil.
At the end of the corridor, through an archway on one side, the party discovers a stairwell - a wide shaft - the stairs spiralling downward around the outer wall, and a dark void at its center.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 58/58 Monday January 22nd, 2024 12:51:37 AM
Snark looks down the stairwell. "Hmm. Dark void. Nothing ominous about that. Not magic though. We prolly oughta go down this thing single file, hugging that outside wall."
He gets out his pipe and tobacco, and lights it. As he puffs on it, he says, "Well, let's see what's waiting for us down there." The little gnome pulls a sunrod out of his pocket, cracks it against the stone floor to set it alight, and tosses it down the dark void.
Assuming nothing unusual is seen, he will proceed down with the others.
"Careful there - don't be stepping on my Unseen Servant."
“Benni” AC 23/11/22 CMD18. HP 55/ 55 Onesimos (SteveK) d20+8=24 ; Monday January 22nd, 2024 7:07:15 AM
Benni was weighing whether it would be better to see all the way down or to avoid rousing whatever was down there when Snark drops the sunrod. The elf shrugs. "Anything down there would hear me a long ways away anyways."
"Urist, take the lead, but be careful. I am worried about loose, crumbling, or trapped stones. Your dwarf senses should be best for that, and we need solid stones for Isaac and Beatrix' larger weights."
The cleric will be third in line, behind Urist and Isaac, watching how far down it is...
............ Perception: 24
Active Spells. Light (on buckler) (0 of 80min) light 20', dim light out to 40' Ghost weapon (0 of 8hrs) Isaac’s sword, Urist’s hammer, Beatrix’ lance.
Channel(0/9), Good Touch(0/7), Calming Touch(0/7), Unity(1), Holy Lance(1) 0. Mending, Purify Food/Drink, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Bless. Sanctuary. Shield of Faith. 2. Shield Other. Less Restore. Less Restore. Resist Energy. Silence 3. Prayer. Invisibility Purge. *Ghost Weapon. *Ghost Weapon. *Ghost Weapon. 4. Holy Smite, Freedom of Movement, Restoration, Dimensional Anchor.
Beatrix and Tinkerbell (Mitch) HP 64/64 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 Monday January 22nd, 2024 9:36:55 AM "Ugh, stairs. Always a pain. I wonder how deep this place goes? We're relatively near the ocean so you'd think they'd run out of space for basements."
Jasper (Holly) HP 66/66 AC 24* /13/19 CMD 9 | CMB 7 d20+21=32 ; Monday January 22nd, 2024 12:07:35 PM
Jasper once again makes a perception check to catch any loose stones, pits, snares, hidden doors, or other hazards. She also tries to sense the presence of any animals who might be talkative or otherwise willing to help, like rats or bats.
She falls in line and starts the descent.
Jasper (Holly) HP 66/66 AC 24* /13/19 CMD 9 | CMB 7 d20+21=38 ; Monday January 22nd, 2024 12:27:39 PM
Jasper is on alert. She scans her surroundings for anything of interest, including traps.
Maxwell (AC19, HP72) (Cayzle) Monday January 22nd, 2024 6:11:06 PM
Maxwell is ready to descend. Just before the first step, he says, "I never tell jokes or use unarmed attacks descending stairs. A nice comic should never punch down."
The Catacombs
DM Bob and Carla - ”Going down?” Monday January 22nd, 2024 10:08:48 PM Snark drops a foot long gold tipped iron rod down the dark stairwell. The bright light reveals reasonably intact stone steps winding ‘round the walls descending to approximately 60ft - which answers Beatrix’s question. The steps are wide and deep enough to support fairly large individuals - if they tread carefully. Smaller folks might find them challenging as well, but navigable. (No DEX checks required-DM Carla)
Benni suggests a marching order - Urist first, followed by Isaac. The elf volunteers to be third in the line-up.
There are no creatures in this dark, smelly place for the druid to commune with, so Jasper keeps an eye open for dangers. Other than the lack of a railing or other barrier on the off side of the stairs, there seem to be no immediate dangers in the stairwell.
Urist-Maxwell, silver hammer glowing bright, leads the descent…
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 58/58 Tuesday January 23rd, 2024 1:57:32 AM
Snark descends the steps with the others.
“Benni” AC 23/11/22 CMD18. HP 55/ 55 Onesimos (SteveK) d20+8=9 ; Tuesday January 23rd, 2024 7:15:31 AM
Benni begins descending the stairs, trusting in Urist and Jasper to keep the group out of trouble.
On impulse, he also looks upwards to see if the ceiling is hiding anything of interest.
............ Perception: 9
Active Spells. Light (on buckler) (3 of 80min) light 20', dim light out to 40' Ghost weapon (0.5 of 8hrs) Isaac’s sword, Urist’s hammer, Beatrix’ lance.
Channel(0/9), Good Touch(0/7), Calming Touch(0/7), Unity(1), Holy Lance(1) 0. Mending, Purify Food/Drink, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Bless. Sanctuary. Shield of Faith. 2. Shield Other. Less Restore. Less Restore. Resist Energy. Silence 3. Prayer. Invisibility Purge. *Ghost Weapon. *Ghost Weapon. *Ghost Weapon. 4. Holy Smite, Freedom of Movement, Restoration, Dimensional Anchor.
Beatrix and Tinkerbell (Mitch) HP 64/64 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 d20=11 ; Tuesday January 23rd, 2024 8:19:02 AM
Beatrix advances carefully - stairs are hard for horses, or horse shaped women. Tinkerbell flits about, using her blindsense to look for hidden things of interest (perception 17)
Maxwell (AC19, HP72) (Cayzle) Tuesday January 23rd, 2024 11:25:42 AM
Maxwell is first down the stairs, happy to take the lead. Is he still enlarged? Has it been 8 minutes since we were in the Great Hall?
Maxwell casts Bull's Strength on himself as he goes forward.
DM Sanity Info
spells prepped (underlined = cast).
0: Mending, Message, Arcane Mark, Prestidig 1: Feather Fall, Enl Person, Shield, Grease, Uns Servant, Rose Temp Cont. 2: Bull Str, Glitterdust, See Invis, Invis x2. 3: Fly, Shrink Item x2, Stink Cloud, Haste. 4: Stone Shape, G Invis x2, Dimension Door.
Telekinetic Fist (d4+2) used 0 of 7 Bardic Performance used 0 of 7 rounds Scrolls/Potions used: 0
Current Ongoing Effects: Temperature Control: cast at breakfast, lasts 16 hours Unseen Servant: cast in the Great Hall, lasts 8 hours Message: cantrip, renewed at regular intervals. See Invisible: cast in the Great Hall, lasts 80 minutes Enlarge Person: cast in the Great Hall, lasts 8 minutes Bull's Str: cast going down stairs from Crypt, 8 minutes
Jasper (Holly) HP 66/66 AC 24* /13/19 CMD 9 | CMB 7 Tuesday January 23rd, 2024 4:12:24 PM
Jasper walks down the steps.
Isaac Harker (Justin M) HP 87/87 AC23/ T10 / FF20 Tuesday January 23rd, 2024 10:15:53 PM
Isaac tries to not hit his head as they continue the down the stairs. "How far down are we? Its quite impressive.."
DM Bob and Carla - ”Get back!” Tuesday January 23rd, 2024 10:58:39 PM
The Luck Makers are attentive as they take the steps leading down into the bowels of the catacombs under the haunted Abbey. The steps are a little scary for the enlarged forms of the dwarf/troubadour and the elf/paladin, as well as the centaur - and a workout for the gnome - however everyone makes it down safely to the bottom, including the silent and invisible two servants trailing in the wake of the adventurers.
Urist-Maxwell (2 minutes remaining to enlarge) casts another buffing spell.
Benni spares a glance upwards, but doesn’t spot anything disconcerting in the darkness.
Beatrix releases Tinkerbell and sends her aloft. (Need a Will save vs DC 15 or be frightened) if the bat makes her save Highlight to display spoiler: { she doesn’t pick up anything within her range for blind sense, or within the light cast by the sun rod.}
The enlarge spell on Isaac wears off and the paladin assumes his regular dimensions.
Jasper (30 minutes remaining for barkskin) treads cautiously behind her companions, as Snark hops down the last steps. The gnome doesn’t pick up any new magical auras within the range of his spell’s ability. (7 minutes remaining for detect magic.)
Peering around through the bright light cast by various magical sources of illumination, and beyond through dim light and into darkness, the party can see large pillars at regular intervals soaring up into the darkness overhead. To the right and to the left smooth stone walls interrupted by regularly spaced archways. Most appear to have been fitted with doors. The floor is smooth stone. The way straight ahead is shrouded in darkness.
From that darkness directly ahead, a voice. A harsh whisper, as if the speaker has not had the occasion to use it’s voice in a very long time - and yet, everyone can hear it. ”I have sensed your interference. You do not belong here. There is no going forward. Return back to where you came from.”
You can move/place your PC and familiars on the map.
Combat/timed rounds going forward.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 58/58 d20+16=18 Wednesday January 24th, 2024 2:42:22 AM
Snark is in a bad mood after having to struggle down the steep stairs. He mutters grumpily as he climbs down, his pipe clenched in his teeth and his words best not heard.
At the bottom, he hears the creepy voice from the dark. He mumbles quietly to himself, probably only audible to his friends nearby, "... sensed your interference ... sensed your interference ... yer about to sense some interference alright ..."
He moves a bit, and uses another charge from his wand of Enlarge Person to make Isaac big again.
"This fella don't sound friendly. I can't see where he is though. I'll see what I can do to light things up next round, unless someone beats me to it."
He tries to use Perception (18) to get an idea of how far into the darkness this voice might be.
----------------------------------------------------------------------------- Spells/Effects Running: Extended Mage Armor, Unseen Servant (4/8 hours), Enlarge on Isaac (10 rounds), Continual Flame hanging from the gnome's neck.
Abilities/Items Acid Dart (Sp) 8 - 0 used Gnome (Sp) 1/day - Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals. 2 Pearls of Power - 1st level Staff - 10 charges Extend Metamagic Rod - 1/3
“Benni” AC 23/11/22 CMD18. HP 55/ 55 Onesimos (SteveK) d20+8=15 ; d20+17=25 Wednesday January 24th, 2024 6:37:01 AM
Onesimos thinks, 'Interference? We haven't done anything yet!' But the unused voice seems to think they have, so either they are doing something right or they don't know enough yet. Both, probably both, he decides. He whispers to the Luck Makers, Ready yourselves, my friends, but don't attack yet. We may be able to know more about our own mission from their own lips."
The elf delays until Isaac moves, and then walks forward and to the right. He pulls his StarKnife, the sacred weapon of Flower, and casts a Light spell onto it, his buckler winking out at the same time. And then he calls out louder. "Interference? For what? We are only here to make the lands of our town more safe. There are dangers leaking out of the Abbey that are causing death and destruction. Once we end that, we can leave you in peace."
............ Delay, then Move to T,34 Cast Light on StarKnife (only one spell active at a time cancels the Light spell on the Buckler) Perception: 15 Sense Motive: 25
Active Spells. Light (on StarKnife) (0 of 80min) light 20', dim light out to 40' Ghost weapon (0.5 of 8hrs) Isaac’s sword, Urist’s hammer, Beatrix’ lance.
Channel(0/9), Good Touch(0/7), Calming Touch(0/7), Unity(1), Holy Lance(1) 0. Mending, Purify Food/Drink, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Bless. Sanctuary. Shield of Faith. 2. Shield Other. Less Restore. Less Restore. Resist Energy. Silence 3. Prayer. Invisibility Purge. *Ghost Weapon. *Ghost Weapon. *Ghost Weapon. 4. Holy Smite, Freedom of Movement, Restoration, Dimensional Anchor.
Beatrix and Tinkerbell (Mitch) HP 64/64 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 d20=5 ; Wednesday January 24th, 2024 8:29:30 AM
(meant to roll that with Beatrix at the entrance but forgot. 14 so would she have been unable to enter today or make another roll later or...?)
Beatrix loves a good fight but they still really don't know what's going on here so she hold back from charging forth. "Something is happening here that is causing natural disasters. Killing people. We just want to stop it."
Jasper (Holly) HP 66/66 AC 24* /13/19 CMD 9 | CMB 7 Wednesday January 24th, 2024 1:26:44 PM
Jasper picks up the sun rod and moves to R37, giving Bea, Isaac, and Urist enough room to maneuver. She then casts Guidance on herself in anticipation of whatever happens next.
Maxwell (AC17, HP72) (Cayzle) Wednesday January 24th, 2024 10:26:37 PM
Maxwell casts Greater Invisibility and walks 30 feet forward.
Note: AC down to 17 enlarged.
Isaac Harker (Justin M) HP 87/87 AC23/ T10 / FF20 Wednesday January 24th, 2024 11:32:49 PM
Isaac reads for a fight a makes his way forward. "If you think so little of us we will prove you wrong. Who are you?" Isaac calls out the challenge ready to fight. Isaac casts bulls streangth on himself. The muscles on his arms ripple with magic.
Current spells Bull's Strength Enlarge Ghost touch.
DM Bob and Carla - ”You shall not pass!” Secret DM rolls d4=1 d4=4 Thursday January 25th, 2024 12:17:13 AM Beatrix collects a frightened Tinkerbell and tucks her into a pouch or pocket where she’ll be safe. The centaur is anxious to be doing something.
Jasper picks the sun-rod up from off the floor, and casts guidance upon herself, preparing for whatever might come next.
The greenmage is in a bad mood, and the taunts from somewhere far back in the deep darkness of the chamber don’t improve his disposition. SnarkenlargesIsaac, who then moves forward shoulder to shoulder with Urist-Maxwell. While the paladin magically augments his strength, the troubadour goes invisible. The dwarf can see farther ahead than any of her companions, however the speaker remains cloaked in darkness. (Map adjusted to reveal what Urist-Maxwell can see.)
Benni sweeps forward and to the right - his buckler goes dark, as his StarKnife lights up.
Party members respond to the voice from the dark. Beatrix and Benni inform the being that they are on a mission to stop the dangers that are leaking from the Abbey and causing death and destruction. Isaac wants to know who they are dealing with, and calls out a challenge.
From the darkness a response: ”Your concerns mean nothing to me! You do not belong here. Go back!” The voice is dry and rusty sounding, but become stronger. ”I am The Guardian and you SHALL NOT PASS!”
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 58/58 d20+13=15 ; d20+9=23 ; d20+10=15 ; d20+10=15 ; Thursday January 25th, 2024 1:28:56 AM
The little gnome trots forward a bit. "Pffft - shall not pass. Where do they get these guys?"
"Listen Gandalf, I'm already in a bad mood - let's not make it worse. And you really need to quit hiding in the dark down there."
Snark will cast Dancing Lights. It has a range of 400'+ and can be moved at a rate of 100' per round once cast. He will use the lights to zoom down and illuminate the end of this chamber. He creates 4 lights that shine with the brightness of a torch (20'+20'), and all 4 must stay within a 10' radius.
If this light shows him anyone down there, he will try to figure out what we're dealing with. Knowledge Arcana 15 Knowledge Religion 23 Knowledge Planes 15 Knowledge Dungeoneering 15
“Benni” AC 23/11/22 CMD18. HP 55/ 55 Onesimos (SteveK) d20+8=27 ; Thursday January 25th, 2024 6:44:23 AM
Onesimos moves up to the line with Isaac and Urist (T,30), and activates his Brahmah's Tattoo of Longstrider. As he passes the first alcove on the right, he looks in to see if there are more clues as to what is this place under the catacombs.
Rusty? Suspicion flares in Benni, and he considers the dangers and solutions of this possibility. "Urist, Isaac, I think no one should move forward from your spot right now. Snark, Beatrix, could the Guardian not be an undead, but a construct? What do we know about constructs? They are pretty literal, aren't they?"
"Guardian, is there a quest for Kevinar or an object to show you that would satisfy you that we do belong here?" The cleric emphasizes 'Kevintar' hoping the Abbey's dedication to that god of enlightenment may sway The Guardian.
............ Move to T,30 Activate Longstrider Tattoo Perception: 27
Active Spells. Light (on StarKnife) (0 of 80min) light 20', dim light out to 40' Longstrider (0 of 1hr) +10 move Ghost weapon (0.5 of 8hrs) Isaac’s sword, Urist’s hammer, Beatrix’ lance.
Channel(0/9), Good Touch(0/7), Calming Touch(0/7), Unity(1), Holy Lance(1) 0. Mending, Purify Food/Drink, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Bless. Sanctuary. Shield of Faith. 2. Shield Other. Less Restore. Less Restore. Resist Energy. Silence 3. Prayer. Invisibility Purge. *Ghost Weapon. *Ghost Weapon. *Ghost Weapon. 4. Holy Smite, Freedom of Movement, Restoration, Dimensional Anchor.
Beatrix and Tinkerbell (Mitch) HP 64/64 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 d20+15=32 ; d8=7 ; d8=5 ; d8=1 ; Thursday January 25th, 2024 8:35:06 AM
Beatrix rolls her eyes and sets her lance, readying a charge action should the enemy be revealed. (32 to hit, 21 damage)
Jasper (Holly) HP 66/66 AC 24* /13/19 CMD 9 | CMB 7 Thursday January 25th, 2024 4:49:00 PM
Jasper strides forward so she's positioned behind Urist and Isaac, again making sure she's not in Bea's way should she want to charge.
Feeling a little foolish, she adds "You call yourself The Guardian. What do you guard?"
She hopes the sunrod penetrates the gloom. She's starting to agree with Bea and Snark: She'd like to be able to see what she's fighting. She wants to get on with it.
In a lower voice, she asks Snark and Bea "We can't see, but the bats can echolocate. Could the get a sense of the size, shape, and location of that thing without getting too close?"
Isaac Harker (Justin M) HP 87/87 AC23/ T10 / FF20 Thursday January 25th, 2024 7:10:23 PM
Isaac tries to sense the creature. He takes a moment to try and detect evil in the crypt. He asks the others, "Anyone got eyes on this guardian?" He swallowed, not sure if what they faced was similar to the guardian from before.
Maxwell (AC17, HP72) (Cayzle) Thursday January 25th, 2024 9:48:10 PM
Maxwell tries to find the speaker using his see invisibility spell. Failing that, he moves toward the place the sound seems to be coming from.
[OOC: please move me on the map in whatever direction that is.]
DM Bob and Carla - ”You shall not pass!” d100=44(ignore this) - but not this! - 5d8(6+1+5+6+8)=26 Thursday January 25th, 2024 11:32:59 PM
The Luck Makers are on edge, and unwilling to advance on what they can not see or sense. Onesimos invokes Kevintar and asks if there is a token that might satisfy the guardian and justify their presence. Jasper wants to know what is being guarded. The druid learns soon enough, when Snark, contemptuous of the sentinel’s warnings sends dancing lights to the far end of the chamber, revealing a tall, desiccated, female humanoid garbed in flowing but tattered robes stationed in front of a large circular door under a heavy stone arch. The light reflects off armour and a chest piece centred by a green medallion. The gnome is not close enough to identify the sigils or markings on the garments or armour, and Isaac is not close enough to determine the alignment of the being.
”Meddle not with what you do not understand, child!” she rasps out in response to the greenmage’s taunts. ”I am the Guardian! Nothing gets in…and nothing gets out!” She adds, shaking her spear at the invaders.
As Onesimos advances, he looks to one side and spots the door to the chamber beyond the alcove is broken and hangs precariously from its hinges. The light from his StarKnife flashes briefly on what appears to be a store room.
Urist-Maxwellmoves forward. She can see the armoured female, and the green door, but does not ‘see’ anything else.
Raring to go, Beatrix charges forward as soon as the guardian is revealed but comes up short. (Charge(double move) = 100ft.) The guardian raises her left hand and the tattooed sigil on her palm glows. A crackling missile of darkness discharges directly at the centaur. (Take 26 pts dmg, Will save vs DC 17 for half dmg.)
Jasper tucks in behind the enlarged paladin, bringing the sunrod with her, while Snark lingers by the stairwell.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 58/58 Friday January 26th, 2024 1:14:09 AM
Snark grips his staff as he rushes forward 20' to get next to Isaac. As he goes, he draws a dagger with Continual Flame cast on it and drops it to keep some light down here. (draw weapon as part of a move action, drop dagger as a free action.)
He reaches over and touches the enlarged paladin. "Grab on to your britches there Isaac, we're taking a quick trip." The little mage intones some arcane words as he casts Dimension Door, and suddenly he and Isaac are at the other end of the room next to this guardian.
Being closer now, can he identify the sigils or markings on the garments or armor? Snark wears a source of Continual Flame hanging from a cord around his neck, though that light may be a bit redundant with the Dancing Lights.
(Unfortunately, this also means his Unseen Servant ceases to exist once Snark goes beyond the 45' range of the spell.) ----------------------------------------------------------------------------- Spells/Effects Running: Extended Mage Armor, Unseen Servant (4/8 hours), Enlarge on Isaac (10 rounds), Continual Flame hanging from the gnome's neck.
Abilities/Items Acid Dart (Sp) 8 - 0 used Gnome (Sp) 1/day - Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals. 2 Pearls of Power - 1st level Staff - 10 charges Extend Metamagic Rod - 1/3
Beatrix and Tinkerbell (Mitch) HP 51/64 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 d20=15 ; d20=12 ; d8=7 ; d8=2 ; d8=5 ; Friday January 26th, 2024 6:18:45 AM
Beatrix grits her teeth and just charges right through the attack to complete her own (will save 21, 27 to hit, 22 damage)
“Benni” AC 22/10/21 CMD17. HP 55/ 55 Onesimos (SteveK) d20+7=19 ; Friday January 26th, 2024 6:56:55 AM "That tears it", Benni growls, but more at the Guardian than his friends. He runs, his Longstrider enabling him to get up into a good position to help the others soon.
"Something is escaping. An aura of fear, green lights, and waves of magic that cause earthquakes and tidal waves. Something very similar to your aura, and your green light!"
............ Move to T,30 (run x3 move @ 30') Lose Dex bonus Know Religion: 17 to determine the type of undead, maybe some weaknesses?
Active Spells. Light (on StarKnife) (0 of 80min) light 20', dim light out to 40' Longstrider (0 of 1hr) +10 move Ghost weapon (0.5 of 8hrs) Isaac’s sword, Urist’s hammer, Beatrix’ lance.
Channel(0/9), Good Touch(0/7), Calming Touch(0/7), Unity(1), Holy Lance(1) 0. Mending, Purify Food/Drink, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Bless. Sanctuary. Shield of Faith. 2. Shield Other. Less Restore. Less Restore. Resist Energy. Silence 3. Prayer. Invisibility Purge. *Ghost Weapon. *Ghost Weapon. *Ghost Weapon. 4. Holy Smite, Freedom of Movement, Restoration, Dimensional Anchor.
Jasper (Holly) HP 66/66 AC 24* /13/19 CMD 9 | CMB 7 Friday January 26th, 2024 1:40:32 PM
Japser runs to Q24.
She wildshapes into a lioness and casts Greater Magic Fang.
Isaac Harker (Justin M) HP 87/87 AC23/ T10 / FF20 Friday January 26th, 2024 9:18:03 PM
Isaac moves as close as he can to the strange guardian. Isaac is not close enough to charge. Moves 40 ft Isaac is a bit taken aback how fast Beatrix moves. He hoped she would be safe against the odd undead. He didn't want a repeat of the shadows.
Maxwell charges 60 ft to 10-11-O-P, which is just enough to attack with his five ft reach. His (invisible) silver hammer swings at +3 (+2 charge, +1 bull str). He hits AC14 and misses with a nat one.
Maxwell has a 50% miss chance and an AC15.
DM Sanity Info
spells prepped (underlined = cast).
0: Mending, Message, Arcane Mark, Prestidig 1: Feather Fall, Enl Person, Shield, Grease, Uns Servant, Rose Temp Cont. 2: Bull Str, Glitterdust, See Invis, Invis x2. 3: Fly, Shrink Item x2, Stink Cloud, Haste. 4: Stone Shape, G Invis, G Invis, Dimension Door.
Telekinetic Fist (d4+2) used 0 of 7 Bardic Performance used 0 of 7 rounds Scrolls/Potions used: 0
Current Ongoing Effects: Temperature Control: cast at breakfast, lasts 16 hours Unseen Servant: cast in the Great Hall, lasts 8 hours Message: cantrip, renewed at regular intervals. See Invisible: cast in the Great Hall, lasts 80 minutes Enlarge Person: cast in the Great Hall, lasts 8 minutes Bull's Str: cast going down stairs from Crypt, 8 minutes Greater Invisibility: 2 rounds of 8 elapsed
Isaac Harker (Justin M) HP 87/87 AC23/ T10 / FF20 d20+14=30 ; d20+8=10 ; 2d6+8=15 ; 2d6+8=15 ; Saturday January 27th, 2024 9:51:04 PM
Ooc: did not realize snark tempered Isaac over to the creature my bad. Isaac a bit disoriented by the sudden teleport quickly co.es to his senses and attacks the guardian. Full attack Attack 1:30 Attack 2:10 Damage 1:15 Damage 2:15
DM Bob & Carla - ”You Shall Not Pass” Rolls for Aura of Great Despair d4=3 rnds paralyzed ; d4=1 rnd shaken; Roll for Channel 5d6=15 ; Sunday January 28th, 2024 7:27:06 PM
With their foe now in sight, the Luck Makers quickly approach the Guardian. Isaac can feel the weight of a powerful evil emanating from the Sentinal at the doorway. A robed female humanoid figure stands before him, its limbs wrapped in bandages. The mummy, for that is clearly what it is, wears a breastplate. Embedded within is a medallion similar to the one used to open the door in the floor of the chapter house. Strange markings and sigils are visible on the armour as well as the bandages.
The paladin’s divine resilience keeps him safe from the mummy’s aura of great despair but the others are not so fortunate. Urist, Beatrix, Snark and Benni must each make a Will save vs DC 19 or be paralyzed by fear for 3 rounds and then shaken for 1 more round. Only Snark benefits from proximity to the paladin when they first encounter the mummy’s fear effect.
If Beatrix saves vs fear she continues her charge but her attempt goes astray and she ends her attack at M/N 9/10 otherwise she skids to a halt at M/N 13/14 where she is paralyzed
If Urist saves vs fear she continues her attack but misses the Guardian and ends her turn at O/P 10/11 otherwise she too comes to a halt at O/P 13/14 unable to move.
Paralyzed or not, Snark recognizes the sigils adorning the mummy as those of Kevintar from a previous age, and Benni recalls that mummies are vulnerable to fire.
Jasper remains too far away from the Guardian and hence does not encounter the aura of great despair emanating from the Mummy. She transforms herself into a lioness (standard action) but must wait until the next round to cast her magic fang (also a standard action).
Isaac swings twice with his sword but connects only with his first swing. He is surprised that his stroke has not caused the amount of damage he is accustomed to delivering.
The mummy thrusts her hand forward and a sigil glows briefly on her palm before a wave of negative energy washes over Isaac, Urist, Snark, Beatrix and Benni. They each take 15 damage (Will save vs 21 for 1/2 damage = 7)
To Jasper’s right, two shadows disengage from the arched doorway and approach her.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 43/58 d4=3 ; d20+15=16 ; d20+15=20 ; d20+11=19 ; Monday January 29th, 2024 2:26:17 AM
Snark feels a wave of fear begin to grip him. He reaches into his heroic reserves, telling himself I must not fear. Fear is the mind-killer. Fear is the little-death that brings total obliteration. I will face my fear. I will permit it to pass over me and through me. (Will save fail. Use hero point to re-roll save, so new Will save is 20.) He takes the full effect of the negative energy though. (Will save 19.)
Snark says, "They say haste makes waste. So let's waste this guardian." The little gnome will cast Haste. This will affect Isaac, Benni, Urist (in either postion) and Snark. It will also affect Beatirx if she makes her save and can move up. (Sorry Jasper - too far away.)
Then he will move back into the corner.
---------------------------- Haste - A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. A hasted creature's movement is increased by 30'. When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon.
--------------------------------- Spells/Effects Running: Extended Mage Armor, Enlarge on Isaac (9 rounds), Continual Flame hanging from the gnome's neck. Haste on Isaac, Benni, Urist, Snark and maybe Beatrix (8 rounds.)
Abilities/Items Acid Dart (Sp) 8 - 0 used Gnome (Sp) 1/day - Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals. 2 Pearls of Power - 1st level Staff - 10 charges Extend Metamagic Rod - 1/3
“Benni” AC 22/10/21 CMD17. HP 40/ 55 Onesimos (SteveK) d20+11=22 ; d20+11=17 Monday January 29th, 2024 7:14:00 AM
Onesimos stumbles a step when the Guardian's great despair washes over him, but his will is strong, and he pushes through. He empowers his friends to be Unified against the despair, too! (ooc: all Luck Makers in 30' (Isaac, Snark, Urist) can use Benni's Will save vs the Great Depair.)
And then he takes the full brunt of the mummy's wash of negative energy.
Benni takes a step closer, and then sends a protective spell to link the gnome wizard with himself. (Shield Other), making the wizard more resilient.
............ Will Save 22 Unity: all allies w/in 30' can use Benni's saving throw Will 17: 15 damage Move to R,11 Cast Shield Other on Snark.
Active Spells. Light (on StarKnife) (0 of 80min) light 20', dim light out to 40' Longstrider (0 of 1hr) +10 move Ghost weapon (0.5 of 8hrs) Isaac’s sword, Urist’s hammer, Beatrix’ lance. Shield Other (0 of 8hrs) Snark gets +1 AC deflection, +1 Saves resistance, and 50% of hit point damage goes to Benni, not Snark.
Channel(0/9), Good Touch(0/7), Calming Touch(0/7), Unity(0), Holy Lance(1) 0. Mending, Purify Food/Drink, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Bless. Sanctuary. Shield of Faith. 2. *Shield Other. Less Restore. Less Restore. Resist Energy. Silence 3. Prayer. Invisibility Purge. *Ghost Weapon. *Ghost Weapon. *Ghost Weapon. 4. Holy Smite, Freedom of Movement, Restoration, Dimensional Anchor.
Beatrix and Tinkerbell (Mitch) HP 51/64 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 d20+7=16 ; d20+15=34 ; d8=3 ; d8=3 ; d8=1 ; Monday January 29th, 2024 7:26:03 AM
Beatrix's charge stalls as she closes in and the fear grips her (16 will) but then Benni's spell lets her rally against the effect and move in. (34 to hit, 15 damage, she has -2 AC this turn)
Jasper (Holly) HP 66/66 AC 24* /13/19 CMD 9 | CMB 7 Monday January 29th, 2024 4:33:34 PM
Jasper realizes that fangs and claws probably aren't that effective against incorporeal beings. She runs to Q20, away from the shadows, and when she gets there, casts Gaseous Form on herself using the Natural Spell feat, which allows druids to cast while wildshaped. __________ OOC: Thanks for the correction re: standard actions.
Isaac Harker (Justin M) HP 80/87 AC22/ T12 / FF20 d20+12=29 ; d20+17=28 ; d20+12=32 ; d20+12=19 ; d20+17=30 ; 2d6+29=33 ; 2d6+13=22 ; 2d6+13=17 ; Monday January 29th, 2024 6:00:50 PM
Isaac's willpower lets him push past the pain of the negative energy. He takes a moment and focuses on the so-called guardian, "The gods speak to me your rest it at hand" He raises his sword and brings it down on the Undead creature with fury.
Smite evil on the Guardian.Swift Action Full Attack: using power attack ATTACK 1:28 Damage1:33
Current effects on Isaac for everyone's sanity Enlarge person Bulls strength Haste Smite evil Current Attack 20/15
Maxwell (AC18, HP57 of 72) (Cayzle) d20+8=19 ; d20+8=19 ; d20+10=15 ; d20+10=27 ; 2d8+17=27 ; 2d8+17=28 ; Monday January 29th, 2024 10:00:11 PM
Will Save DC19: pass Will save DC21: pass if my +2 dwarf vs spells and SLAs applies. But since likely not, Urist tanks the 15 damage.
Maxwell is super happy to be hasted! He makes two attacks against the monster, at +1 hasted. Note that monsters generally lose their dex bonus to AC against invisible enemies. His hammer comes down! BANG! Hits AC15! BANG! Hits AC27! That's damage from a blunt ghost touch weapon of 27 and 28!
DM Bob & Carla - ”You Shall Not Pass” AoO for SH1 d20+4=5 ; Slay the Living d20+11=13 ; 3d6=10 ; 9d6=34 ; Monday January 29th, 2024 10:27:14 PM
The Luck Makers engage the guardian in battle, determined to remove the barrier it represents. With the help of Benni they are each able to fight off the evil that would leave most paralyzed with fear.
Snark casts Haste reaching all but Jasper and wisely retreats out of immediate harms way.
Benni casts Shield Other on the greenmage to further protect the gnome from injury.
Beatrix charges and hits her opponent with her lance. It does not do as much damage as she expected (OOC: Please make Will save vs DC2I from last round vs channel negative energy take 15 damage or 7 damage if save is successful. Also I don’t think Beatrix could charge since the save vs fear was made and her first charge would not have been interrupted as indicated in the last DM post. Will allow it this time for continuity’s sake)
Isaac attacks the mummy with the fury that only a paladin can. His first strike misses but his second and third both hit the target (Critical was not confirmed).
Jasper moves away from the shadows to cast Gaseous Form on herself but not before SH1 takes an attack of opportunity (hit Touch AC 5; Nat 1 Miss)
Urist takes the full effect of the mummy’s channeling of negative energy (15 hp - Not an SLA) and proceeds to attack the guardian, counting on her invisibility to overcome the mummy’s defences. The heavy maul swings down twice, and both times the creature side steps the blow, seemingly able to perceive each of the dwarf’s attacks.
The mummy turns on the enlarged paladin and eerie dark fire flows from her outstretched hand (Hit touch AC 13 for 53 hp, Fort Save DC21 to take only 19 hp). ”Leave now or guard this door with me for eternity!” she hisses at Isaac
Now that their quarry has evaporated, the two shadows turn their attention to the other Luck Makers and move in their direction.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 43/58 4d4+4=18 ; Tuesday January 30th, 2024 12:53:14 AM
Snark is confident that Bea, Urist and Isaac have the mummy well in hand for now.
He is alarmed to see two shadows! He will cast Magic Missile on the nearest one, inflicting 18 points of force damage against the incorporeal thing.
---------------------------- Haste - A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. A hasted creature's movement is increased by 30'. When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon.
--------------------------------- Spells/Effects Running: Extended Mage Armor, Enlarge on Isaac (8 rounds), Continual Flame hanging from the gnome's neck. Haste on Isaac, Benni, Urist, Snark and maybe Beatrix (7 rounds.)
Abilities/Items Acid Dart (Sp) 8 - 0 used Gnome (Sp) 1/day - Dancing Lights*, Ghost Sound, Prestidigitation, and Speak with Animals. 2 Pearls of Power - 1st level Staff - 10 charges Extend Metamagic Rod - 1/3
Beatrix and Tinkerbell (Mitch) HP 44/64 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 d20=16 ; d20=7 ; Tuesday January 30th, 2024 1:53:28 AM
(She failed her save the previous round, so her charge was ended, then Isaac cast his effect to let her use his save instead so I interpreted that as her having to restart her charge. Also I specifically looked at that attack for her name listed and somehow missed it - 22 save 7 damage)
Beatrix presses the attack, possibly moving to do so (I also think I positioned her incorrectly...) but the Mummy's thick hide protects it. (20 to hit)
“Benni” AC 22/10/21 CMD17. HP 40/ 55 Onesimos (SteveK) 5d8=23 ; Tuesday January 30th, 2024 6:49:34 AM
ooc: Benni was more than 30' from Bea: too far away for her to get his Unity effect
................... Onesimos is startled when the shadows detach and move towards him; he didn't realize they were there! The cleric takes a step back and glances at the battle. Good. The mummy is focusing on Isaac, and the paladin is the best person to withstand and recover damage, so Benni is free to concentrate on the Shadows. "Keep on the Guardian my friends! Snark, Jasper, and I will free these two poor souls."
The elf has concentrated most of his efforts in defense, but Shadows will be able to slide past his armor with ease, and all the 'ghost touch' weapons are concentrating on the mummy! But that doesn't mean he is toothless. With a little room, he brings forth a spell to both damage and, hopefully, make it more difficult for the poor souls to suck the strength out of him: Holy Smite! ............ 5-foot Step to Q,12 Cast Holy Smite at Point Q,R/10,11 20' burst should hit all opponents and heroes except Jasper. 23 damage and Blind to all non-Good, 11 to Shadows. Will DC 17 for 1/2 damage and not blinded
Active Spells. Light (on StarKnife) (0 of 80min) light 20', dim light out to 40' Longstrider (0 of 1hr) +10 move Ghost weapon (0.5 of 8hrs) Isaac’s sword, Urist’s hammer, Beatrix’ lance. Shield Other (0 of 8hrs) Snark gets +1 AC deflection, +1 Saves resistance, and 50% of hit point damage goes to Benni, not Snark.
Channel(0/9), Good Touch(0/7), Calming Touch(0/7), Unity(0), Holy Lance(1) 0. Mending, Purify Food/Drink, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Bless. Sanctuary. Shield of Faith. 2. *Shield Other. Less Restore. Less Restore. Resist Energy. Silence 3. Prayer. Invisibility Purge. *Ghost Weapon. *Ghost Weapon. *Ghost Weapon. 4. *Holy Smite, Freedom of Movement, Restoration, Dimensional Anchor.
Isaac Harker (Justin M) HP 80/87 AC26/ T16 / FF24 d20+13=28 ; 4d6=20 ; d20+20=28 ; d20+15=30 ; 2d6+15=27 ; d20+20=32 ; 2d6+15=23 ; Tuesday January 30th, 2024 10:05:16 AM
OoC(Forgot to apply the Deflection bonus from Smite evil, will apply to his Ac after this. Curse you forgotten bonus! )
Isaac's able to withstand the horrid touch of the guardian, but he spits up a bit of blood from the foul magic. He takes a moment to place his hands against the wound on his leg the guardian caused with that attack. The wound closes completely and Isaac smirks, "I'll take my chances" He tosses back. Isaac grips his sword then attacks again with another flurry of blows.
Saved against the spell (19) Lay on hands(20) Swift action Full attack Attack 1:28 miss Attack 2:30 Hit Damage:27 H Attack 3:32 Hit Damage:23
Current effects on Isaac for everyone's sanity Enlarge person Bull's strength(+4 strength=+2 hit and damage) Haste(+1 to hit/+1 reflex/+1 attack on full attack) Smite evil (+4 to hit/+8 to damage/+4 defection Ac bonus) Current Attack 20/15
DM Bob & Carla - Addendum Tuesday January 30th, 2024 10:35:20 AM
Casting the touch attack spell provides attacks of opportunity to Urist, Isaac, and Beatrix vs the mummy
Jasper (Holly) HP 66/66 AC 24* /13/19 CMD 9 | CMB 7 Tuesday January 30th, 2024 3:16:47 PM
Jasper has a few fire-based spells (such as Flame Strike), but if she uses them she'll torch the team. As mist, she flies to Q15 and rematerializes.
Beatrix and Tinkerbell (Mitch) HP 44/64 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 d20=9 ; Tuesday January 30th, 2024 9:40:03 PM
AoO is... 22, not enough!
DM Bob & Carla - More Mummies SH1 save d20+4=7 ; Guardian d20+13=14 ; SH1 Atk d20+4=10 ; SH1 Dmg d6=4 ; Guardian Channel Energy 5d6=20 ; Tuesday January 30th, 2024 11:32:36 PM Snark casts magic missile at SH2. Four bolts of raw energy fly unerringly at the shadow. It remains aloft but looks severely diminished.
Beatrix takes her attack of opportunity when the mummy cast her evil spell on the paladin, but misses. The centaur then repositions and strikes at the mummy once more but the hardened body of the sentinel deflects the blow.
Benni takes notice of the approaching shadows and casts Holy Smite hitting both shadows and the guardian. The already compromised SH2 is dissipates into nothingness. SH1 fails the save but continues to threaten the Luckmakers. The Guardian is struck by the full force of the clerics spell and is blinded.
Isaac takes a brief moment to heal himself from the mummy’s attack and then returns the favour with a flurry of strikes. The first misses, but his undead opponent cannot escape the fury of his next two blows.
Jasper flies closer to the action before returning to solid form, her clever use of the Gaseous Form spell having allowed her to avoid the shadows. The druid, now back in the form of a lioness, considers the utility of her Flame Strike spell and the effect it might have on the guardian.
SH1 having survived the cleric’s Holy Smite attacks Benni with his corrupting touch and hits AC Touch 10. Onesimos feels a cold tearing deep within his core as the shadow feeds on his vitality (4 points of Str damage)
Beset by foes, the Guardian once again expends a burst of negative energy but this time to heal its wounds and those of its undead minions (in this case SH1).
From the back of the enormous cavern, 4 mummies appear a the base of the stairs and begin shambling towards the party. Their relatively slow movement having delayed their response to the Guardian’s dominion over them.
Maxwell (AC18, HP57 of 72) (Cayzle) d20=17 ; d20+8=12 ; 4d4+4=16 ; d20=20 ; 4d4+4=14 ; Wednesday January 31st, 2024 12:25:59 AM
AoO for last round, if the kindly DMs allow: Maxwell takes a swing, needing a nat 19 to hit it -- a 17 is not enough.
Actions for last round: Maxwell steps back 5 ft, takes out a scroll of magic missiles and blasts the big bad. Spell penetration if needed is a 12. If the magic missiles hit, they inflict 16 damage.
Actions for this round: Maxwell does the same. Spell pen 28. Magic Missile damage 14.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 43/58 8d6=17 ; Wednesday January 31st, 2024 1:47:43 AM
Snark looks down the room and can see the new mummies shuffling towards the group.
"That's just swell. First we got the queen mummy, and then she calls the rest of her mummy friends. Lemme see what I can do about these new ones."
Snark points at this new group as he intones a spell. A glowing, pea-sized bead streaks from the gnome's finger and explodes into a fireball in the midst of them (P-Q/30-31) catching all of them. They take 17 points of fire damage (DC 18 Reflex save for half.) If they are vulnerable to fire the damage may be more.
He says to the Druid, "You know Jasper, a well place Flame Strike should catch three of 'em." (Q-R/30-31 should catch 1,3, and 4.)
---------------------------- Haste - A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. A hasted creature's movement is increased by 30'. When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon.
--------------------------------- Spells/Effects Running: Extended Mage Armor, Enlarge on Isaac (7 rounds), Continual Flame hanging from the gnome's neck. Haste on Isaac, Benni, Urist, Snark and Beatrix (6 rounds.)
Abilities/Items Acid Dart (Sp) 8 - 0 used Gnome (Sp) 1/day - Dancing Lights*, Ghost Sound, Prestidigitation, and Speak with Animals. 2 Pearls of Power - 1st level Staff - 10 charges Extend Metamagic Rod - 1/3
“Benni” AC 22/10/21 CMD17. HP 40/ 55 Onesimos (SteveK) Wednesday January 31st, 2024 6:40:38 AM
Onesimos feels his vitality drain quickly as the Shadow's touch passes right through his new armor: that's the danger of this undead, especially for those weaker like Snark. The cleric has to keep the Shadow attacking him, but... "I need help, Urist!"
Another step, and the cleric stands beside his Flower sister, counting on her large state to get an AOO on the Shadow as it approaches. To provide more support as undead reinforcements arrive, he calls out a Prayer to Flower to support their efforts!
............ 5-foot Step to Q,12 Cast Prayer: 40' burst all allies +1 luck bonus attacks, damage, saves, and skills. Guardian and Shadow get -1
Active Conditions. -4 Strength (10/14) Light (on StarKnife) (0 of 80min) light 20', dim light out to 40' Longstrider (0 of 1hr) +10 move Ghost weapon (0.5 of 8hrs) Isaac’s sword, Urist’s hammer, Beatrix’ lance. Shield Other (0 of 8hrs) Snark gets +1 AC deflection, +1 Saves resistance, and 50% of hit point damage goes to Benni, not Snark. Prayer (1 of 8rds) +1 rolls allies, -1 rolls G and S
Channel(0/9), Good Touch(0/7), Calming Touch(0/7), Unity(0), Holy Lance(1) 0. Mending, Purify Food/Drink, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Bless. Sanctuary. Shield of Faith. 2. *Shield Other. Less Restore. Less Restore. Resist Energy. Silence 3. *Prayer. Invisibility Purge. *Ghost Weapon. *Ghost Weapon. *Ghost Weapon. 4. *Holy Smite, Freedom of Movement, Restoration, Dimensional Anchor.
Beatrix and Tinkerbell (Mitch) HP 44/64 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 Wednesday January 31st, 2024 6:54:13 AM
Well this isn't working. Beatrix takes a 5 foot step back to consider other options, then casts Haste. She can only target 5 people so she'll target herself, Onesimos, Urist, Isaac, and Jasper. (move speed up by 30, get an extra attack at full BAB if full attacking, +1 AC and attack)
Jasper (Holly) HP 66/66 AC 24* /13/19 CMD 9 | CMB 7 Wednesday January 31st, 2024 2:51:49 PM
Jasper moves to N12 and drops her wildshape.
Isaac Harker (Justin M) HP 80/87 AC26/ T16 / FF24 d20+20=22 ; d20+15=16 ; d20+20=28 ; Wednesday January 31st, 2024 10:42:03 PM
Isaac continues chopping at the Guardian, very surprised at its durability. "Just. Go. Down." But he only hits air.
Fullattack Attack 1Miss Attack 2 crit miss H Attack 3 miss
Current effects on Isaac for everyone's sanity Enlarge person Bull's strength(+4 strength=+2 hit and damage) Haste(+1 to hit/+1 reflex/+1 attack on full attack) Smite evil (+4 to hit/+8 to damage/+4 defection Ac bonus) Current Attack 20/15
DM Bob & Carla - More Mummies Mummy Saves vs Fireball d20+2=21 d20+2=9 d20+2=9 d20+2=13 Rolls for Great Despair d4=3 d4=3 Shadows Attack d20+3=9 Guardian Attacks d20+11=12 d20+6=8 Wednesday January 31st, 2024 10:49:43 PM Maxwell, having failed his AoO on the Guardian, steps back and casts Magic Missile from a homemade scroll. Four balls of energy race across the small space and pummel the female in tattered robes, bandages, and armour. The dwarf casts a second time from another hand-crafted scroll and blasts the mummy again. (OOC: 2 days posts combined into 1 is noted)
Snark sees the new mummies enter the hall and casts Fireball at all four of them, engulfing them in flames before shouting out to Jasperfor additional support. (M1 saves for 12 dmg, M2,3,4 fail and take 25 dmg)
Stalked by the Shadow, Benni retreats towards Urist looking for protection. The elf prays to Flower (Prayer; +1 on attacks, damage, saves, and skill checks to all allies and -1 to Shadow and Guardian)
Beatrix steps back from the Guardian and casts Haste on herself and four others. Jasper benefits most, since 5 or 6 rounds remain on the same spell cast earlier by Snark on the rest of the party.
Jasper moves closer to the Guardian and encounters the Aura of Great Despair that surrounds it for 30’ in all directions. (Jasper must make a Will Save vs DC 19 or be paralyzed by fear for 1d4=3 rounds and shaken for 1d4=3 rounds)
Isaac continues chopping at the Guardian but fails to connect.
The remaining Shadow, renewed by the Guardian’s earlier channeling , continues it’s pursuit of the cleric and reaches out with a smokey tendril, but fails to hit. Benni remains unscathed, but is it due to Flower’s answer to his prayer, luck, or a little of both?
The four new mummies continue to advance towards the party while their mistress turns her attention on the centaur and strikes out with her spear missing both times.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 43/58 d100=82 ; d20+7=24 ; 4d6=14 ; d20+7=25 ; 4d6=11 ; d100=39 ; Thursday February 1st, 2024 12:32:11 AM
Snark is alarmed to hear Benni call for help. Then he's surprised to see Beatrix cast a spell that's already in effect. "Hey Bea - snap out of it! Yer already under a Haste spell from me!"
The little gnome will cast Scorching Ray. He directs the first ray at the shadow threatening Benni, hitting it for 14 points of fire damage. (50% miss chance - rolled an 82 so above 50%. Hits touch AC 24.) Then he directs the second ray at the shadow, but it misses (50% miss chance - rolled 39.)
"Them mummies are gonna be a problem soon!"
Maxwell (AC18, HP57 of 72) (Cayzle) d20+12=23 ; d20+12=21 ; 2d8+18=28 ; 2d8+18=31 ; Thursday February 1st, 2024 12:49:51 AM
Maxwell, still invisible if that matters, strikes twice at Shadow 1 after activating Arcane Strike with a swift action. The ghost touched +2 maul strikes at +12 -- normally +10, +1 haste +1 prayer. Max hits ACs 23 and 21 for 28 and 31.
[Actually. those attacks hit ACs 24 and 22. Forgot another +1 bull str.]
“Benni” AC 28/16/27 CMD24. HP 40/ 55 Onesimos (SteveK) Thursday February 1st, 2024 6:50:33 AM
Onesimos is confident that between Snark's fire and Urist's, oh, he means Maxwell's Silver (ghost touched) Hammer, the Shadow has been freed. The cleric turns his attention to the approaching mummys. He calls to the LuckMakers. "Keep on the Guardian before it can call still more undead! By Flower's blessing, I will hold them off for as long as I can!"
The cleric turns and approaches the mummies, StarKnife alight in one hand weaving a defensive pattern, his woven holy symbol in the other prominently displayed. "Too long have you spent in the darkness, denied rest in the Lands beyond the Shadowlands. Bide!"
Benni releases a surge of Channelled Energy to try and make the Undead flee!
............ Move to: Q,18 (all 4 mummy's are within 30' Fight Defensively +2 AC - 2 attack/ Combat Expertise +3 AC -3 attack/ no Buckler -1 AC Channel Energy: Turn Undead Will 16 or flee (panicked)
Active Conditions. -4 Strength (10/14) Snark Haste / Beatrix Haste +30', +1 AC, Reflex Light (on StarKnife) (0 of 80min) light 20', dim light out to 40' Longstrider (0 of 1hr) +10 move Ghost weapon (0.5 of 8hrs) Isaac’s sword, Urist’s hammer, Beatrix’ lance. Shield Other (0 of 8hrs) Snark gets +1 AC deflection, +1 Saves resistance, and 50% of hit point damage goes to Benni, not Snark. Prayer (2 of 8rds) +1 rolls allies, -1 rolls G and S
Channel(1/9), Good Touch(0/7), Calming Touch(0/7), Unity(0), Holy Lance(1) 0. Mending, Purify Food/Drink, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Bless. Sanctuary. Shield of Faith. 2. *Shield Other. Less Restore. Less Restore. Resist Energy. Silence 3. *Prayer. Invisibility Purge. *Ghost Weapon. *Ghost Weapon. *Ghost Weapon. 4. *Holy Smite, Freedom of Movement, Restoration, Dimensional Anchor.
Beatrix and Tinkerbell (Mitch) HP 44/64 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 d20=15 ; d20=2 ; d8=2 ; Thursday February 1st, 2024 7:34:57 AM
Beatrix goes back on the attack, hitting AC 30 and 17. If a 30 hits then 10 damage.
Jasper (Holly) HP 66/66 AC 24* /13/19 CMD 9 | CMB 7 d20+13=19 ; d8+1=7 ; Thursday February 1st, 2024 12:43:17 PM
Jasper steels herself. She's not afraid.
Hearing Snark's call, she whips around and casts Spike Stones, centered on Row 21. (one 20-ft. square/level), creating a barrier between the mummies and Luck Makers.
Wicked stalagmites erupt from the ground, dealing 7 points of piercing damage to the mummies within the range of the spell if they can't make their Reflex saving throw against 19.
DM Bob & Carla - More Mummies Mummy saves vs turning d20+12=17 ; d20+12=16 ; d20+12=15 ; Guardian Atk vs Beatrixd20+12=32 ; d20+11=31 ; Guardian dmg 3d8+7=16 ; Atk vs Urist d20+6=21 ; d8+7=10 ; Miss chance rolls vs Urist d100=21 ; d100=91 ; Mummy dmg in Spike stones M2 d8=1 ; d8=8 ; M1d8=7 ; d8=8 ; M3d8=7 ; d8=8 ; d8=3 ; d8=1 ; d8=7 ; Despair effects M1 M3 M4 d4=3 d4=4 d4=1 Thursday February 1st, 2024 11:40:50 PM
The battle in the dimly lit cavern continues as the Luck Makers confront the Guardian blocking their way, and deal with her minions pressing in from behind.
Snark casts Scorching Ray and two beams of fire hurtle towards the shadow pursuing the cleric. Both rays strike and it visibly weakens (OOC: there is no 50% miss chance, but rather only 50 % of the damage counts). The gnome then calls out a warning about the approaching mummies.
Urist backs up the greenmage and turns her ghost touched maul on the injured shadow, obliterating the creature in the process. A silent scream is the last image of the vanquished creature that any see as a few remaining whispy tendrils of shadow dissipate.
Beatrix attacks the Guardian, striking the undead female with her lance, but does not appear to cause any damage. The centaur can only shake her head and hope for better on her next attacks.
Benniadvances towards the mummies that Snark had previously warned about. Before he can channel his divine power to turn them, he is struck by the aura of despair that surrounds them. (Onesimos must make three Will saves versus DC16 (one each for M1, M3 and M4) or be paralyzed by fear for 3,4,1 rounds. If successful he channels as planned. (OOC: rolls made for mummy saves just in case - see above.)
Jasper shakes off the great despair emanating from the Guardian and turns her attention back to the mummies behind her. She calls upon the powers of the natural world and a band of sharp stalagmites spring up from the stone floor between the Luck Makers and the mummies.
The Guardian looks the worse for wear, and calls out for the intruders to turn back. She then strikes at the centaur with her spear. Hitting AC 31/31 confirmed critical for 16 hp. (rolled +12 on first ATK by mistake…forgot about prayer spell. Have adjusted total by -1). With her second strike she lashes out at the dwarf hitting AC21 for 10 hp (OOC: the Guardian has blindsight and can roll miss chance twice)
Those mummies that have not been turned by the cleric continue doggedly towards the group, weaving as best they can through the sharp stone spikes that lay in their path (Moving at 1/2 speed) They each move 10 feet forward taking damage as they proceed.
Isaac Harker (Justin M) HP 80/87 AC26/ T16 / FF24 d20+20=23 ; Friday February 2nd, 2024 4:24:45 AM
Isaac follows after the guardian with a five foot step and slashes at it. But misses the creature.
Current effects on Isaac for everyone's sanity Enlarge person Bull's strength(+4 strength=+2 hit and damage) Haste(+1 to hit/+1 reflex/+1 attack on full attack) Smite evil (+4 to hit/+8 to damage/+4 defection Ac bonus) Current Attack 20/15
“Benni” AC 17/5/17 CMD 14. HP 40/ 55 Onesimos (SteveK) d20+11=12 ; d20+11=23 ; d20+11=18 ; d20+11=12 ; Friday February 2nd, 2024 7:13:08 AM
Onesimos intended to turn the mummies, but even with a heroic effort, he can’t get over the paralyzing fear of Mummy #1. He looks just like Benni and it makes the cleric think he could be trapped away from the Lands of Rest forever!
(He mentally fails Snarks spell)
............ Save 12, 23, 18. Reroll 12! Paralyzed with fear!
Active Conditions. -4 Strength (10/14) Snark Haste / Beatrix Haste +30', +1 AC, Reflex Light (on StarKnife) (0 of 80min) light 20', dim light out to 40' Longstrider (0 of 1hr) +10 move Ghost weapon (0.5 of 8hrs) Isaac’s sword, Urist’s hammer, Beatrix’ lance. Shield Other (0 of 8hrs) Snark gets +1 AC deflection, +1 Saves resistance, and 50% of hit point damage goes to Benni, not Snark. Prayer (3 of 8rds) +1 rolls allies, -1 rolls G and S
Channel(0/9), Good Touch(0/7), Calming Touch(0/7), Unity(0), Holy Lance(1) 0. Mending, Purify Food/Drink, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Bless. Sanctuary. Shield of Faith. 2. *Shield Other. Less Restore. Less Restore. Resist Energy. Silence 3. *Prayer. Invisibility Purge. *Ghost Weapon. *Ghost Weapon. *Ghost Weapon. 4. *Holy Smite, Freedom of Movement, Restoration, Dimensional Anchor.
Paralyzed. frozen in place, unable to move or act, effective Dexterity and Strength scores of 0 and is helpless,
Jasper (Holly) HP 66/66 AC 24* /13/19 CMD 9 | CMB 7 Friday February 2nd, 2024 11:26:38 AM
Jasper turns her attention back to the Guardian.
She draws her sling and loads it, then yells "Urist, can you fall back about ten feet? Make some space around the Guardian!"
Maxwell (AC18, HP57 of 72) (Cayzle) d20+14=27 ; d20+14=20 ; 2d8+12=21 ; Friday February 2nd, 2024 7:10:57 PM
Maxwell takes a five ft step over to give Jasper some room.
Again, he triggers his Arcane Strike with a swift action.
With the prayer and the haste giving a +1 and a +1, and also a +5 str and a +2 enhancement bonus, with BAB +5, and not using his Power Attack feat, Maxwell is at a total +14 to hit, and maybe another +2 bonus for attacking while invisible.
He swings! BANG! And hits AC27! With the use of a hero point for a retroactive +4, he hits!
He swings again! BANG! This one is a clean miss.
Damage is 2d8 +7 str +2 enhancement +2 arcane strike +1 prayer is 2d8+12, or 21 hp damage to the Guardian.
Telekinetic Fist (d4+2) used 0 of 7 Bardic Performance used 0 of 7 rounds Scrolls/Potions used: 2 MM Hero Points used: 1
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 43/58 Friday February 2nd, 2024 7:36:32 PM
As Benni goes stiff, Snark can see that he's gonna be in big trouble. Snark moves up a bit to be in range of Benni.
"Not sure if you can hear me Benni, but you're gonna have to trust me. Just let this spell I'm gonna cast affect you and don't freak out when it does. I'll let you out once you can move again." (Benni can choose to fail his save and let the spell affect him.)
Snark will cast Resiliant Sphere on Benni, encasing him in a protective sphere of force. He hopes this might distract the mummies for a bit while they claw at the sphere, though that's gonna be a little creepy for the paralyzed cleric.
---------------------- Resiliant Sphere - An 8' diameter globe of shimmering force encloses a creature. 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.
Haste - A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. A hasted creature's movement is increased by 30'. When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon.
--------------------------------- Spells/Effects Running: Extended Mage Armor, Enlarge on Isaac (5 rounds), Continual Flame hanging from the gnome's neck. Haste on Isaac, Benni, Urist, Snark and Beatrix (4 rounds.) Resiliant Sphere on Benni (8 rounds.)
Abilities/Items Acid Dart (Sp) 8 - 0 used Gnome (Sp) 1/day - Dancing Lights*, Ghost Sound, Prestidigitation, and Speak with Animals. 2 Pearls of Power - 1st level Staff - 10 charges Extend Metamagic Rod - 1/3
Beatrix and Tinkerbell (Mitch) HP 28/64 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 d20+14=33 ; d20+14=24 ; d8=1 ; Saturday February 3rd, 2024 2:47:58 AM
Beatrix finally lands a hit for 9 damage! Woo!
DM Bob & Carla - Mummy Dearest M1dmg d8=7 ; M2 dmg 2d8=9 ; M3 dmg 2d8=11 ; M4 dmg d8=7 ; M1 Aura d4=4 ; M2 Aura d4=2 ; M4 Aura d4=4 ; 5d6=14 ; Sunday February 4th, 2024 8:14:05 PM
Perhaps buoyed by the appearance of her minions, the Guardian still stands albeit her robes and bandages are now in tatters. Isaac, Beatrix and Urist attack her in an attempt to end the battle. The paladin misses with his attack, but the dwarf and the centaur both hit their foe. The tough dry-cured body of the mummy seems to absorb some of the damage and the Guardian remains upright.
Jasper announces her intent to enter the fray and moves forward, readying her sling as she advances.
Benni falters as the aura of despair from one of the newly arrived mummies overcomes him. Paralyzed by fear he can only wonder about his future as a fellow undead here in the catacombs…that is until Snark comes to his assistance and envelops him in an impenetrable sphere of energy.
The mummy minions continue to advance out of the barrier of stone spikes and towards their mistress. Their initial movements are slowed by the difficult terrain and damage taken from the Druid’s spell, but once they emerge from the affected area they continue undeterred. M3 reaches Benni and attacks the cleric, but can only swipe clumsily across the surface of Snark’s defensive bubble. The remaining mummies continue their advance towards the Guardian and her immediate foes.
Snark and Urist must make 2 Will saves each vs the Aura of Despair emanating from M1 and M4 (Save DC=16) or be paralyzed by fear for 4 and 4 rounds respectively. Beatrix must make one Will save vs DC 16 from the same Aura coming from M2 or be paralyzed for 2 rounds.
The Guardian once again holds out her arm and the sigils on her palm glow as a pulse of negative energy bursts forth for 30 feet. All of the Luck Makers with the exception of Benni take 14damage (Will Save vs DC 21 for 7 hp)
Will saves at +1 prayer (first 2 vs fear): 15, 10, 21
I think I get a +4 vs fear next to Isaac? That makes the fear saves into 19 and 14. Maxwell uses a retroactive hero point to make the 14 into an 18. That way he makes all saves and takes only 7 damage (noted above)
Maxwell takes a five foot step, keeping the Guardian still within his reach.
He calls to BEATRIX to take a step forward (to the north) so that they are flanking.
Whether she does or not, Maxwell swings, hopefully with a flanking bonus +2.
Maxwell has +14 to hit (ignoring the invisibility, not including flank) inflicts 2d8+12 if successful.
He swings twice: AC33 or 35 if flanking and 32 or 34 flanking!!
Damage for two hits is 23 and 19.
=====
If a mummy approaches, it may well move through a threatened area as it moves, seeing as Maxwell has a 10 ft reach. If an AoO presents itself, Maxwell hits AC20, or 22 if flanking, and please note that if the target cannot see through Maxwell's invisibility, Maxwell gains another +2 to hit and the target loses its dex bonus to AC.
AoO damage is 19.
And if attacked, an invisible target has a 50% miss chance.
=====
DM SANITY INFO (underlined = cast).
0: Mending, Message, Arcane Mark, Prestidig 1: Feather Fall, Enl Person, Shield, Grease, Uns Serv, Rose Temp Cont. 2: Bull Str, Glitterdust, See Invis[u], Invis x2. 3: Fly, Shrink Item x2, Stink Cloud, Haste. 4: Stone Shape, [u]G Invis, G Invis, Dimension Door.
Telekinetic Fist (d4+2) used 0 of 7 Bardic Performance used 0 of 7 rounds Scrolls/Potions used: 2 MM Hero Points used: 2
“Benni” AC 17/5/17 CMD 14. HP 40/ 55 Onesimos (SteveK) Monday February 5th, 2024 5:22:48 AM
Benni’s mind gibbers. Get ahold of yourself, man! ….. Paralyzed with fear! (2 of 3 rounds)
Active Conditions. -4 Strength (10/14) Snark Haste / Beatrix Haste +30', +1 AC, Reflex Light (on StarKnife) (0 of 80min) light 20', dim light out to 40' Longstrider (0 of 1hr) +10 move Ghost weapon (0.5 of 8hrs) Isaac’s sword, Urist’s hammer, Beatrix’ lance. Shield Other (0 of 8hrs) Snark gets +1 AC deflection, +1 Saves resistance, and 50% of hit point damage goes to Benni, not Snark. Prayer (4 of 8rds) +1 rolls allies, -1 rolls G and S
Channel(0/9), Good Touch(0/7), Calming Touch(0/7), Unity(0), Holy Lance(1) 0. Mending, Purify Food/Drink, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Bless. Sanctuary. Shield of Faith. 2. *Shield Other. Less Restore. Less Restore. Resist Energy. Silence 3. *Prayer. Invisibility Purge. *Ghost Weapon. *Ghost Weapon. *Ghost Weapon. 4. *Holy Smite, Freedom of Movement, Restoration, Dimensional Anchor.
Paralyzed. frozen in place, unable to move or act, effective Dexterity and Strength scores of 0 and is helpless,
Beatrix and Tinkerbell (Mitch) HP 14/64 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 d20=12 ; d20+17=37 ; d20+17=26 ; d20+17=24 ; d20=18 ; d6=2 ; d8=7 ; Monday February 5th, 2024 7:57:45 AM
Beatrix moves as requested and lands another hit for 15 damage, running her lands strait through the thing's head (I think that kills at least)
Jasper (Holly) HP 59/66 AC 24* /13/19 CMD 9 | CMB 7 d20+13=28 ; 8d6=33 ; Monday February 5th, 2024 1:48:32 PM
Jasper makes her Will save and takes half damage.
She assesses where the rest of the team is and prays she doesn't screw up and accidentally hurt anyone before casting Flame Strike on the Guardian.
If she hits, she'll deal 33 points of damage. (DC 20, including the +1 from Benni's Prayer)
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 43/58 d20+12=21 ; d20+12=32 ; d20+12=19 ; Monday February 5th, 2024 2:15:41 PM
(Woo hoo! Thanks for the Hero Point!)
Snark sees the creepy mummies advance. He resists their fear aura (21, 32, 19).
"When you folks are done playing with the Priscilla, Queen of the Desert there, her friends are here and I don't think it's a social call."
Snark will pull a spell from his staff, and with a gesture a 30' deep pit opens up beneath M1. DC 19 Reflex save to avoid falling in. Anyone around the edge who ends their movement around the edge must also save or fall in.
Then he backs the heck up!
---------------------- Resiliant Sphere - An 8' diameter globe of shimmering force encloses a creature. 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.
Haste - A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. A hasted creature's movement is increased by 30'. When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon.
Create Pit - Creates a a 10-by-10-foot extra-dimensional hole with a depth of 30 feet. Does not displace the original underlying material. Any creature standing in the area where you first conjured the pit must make a DC 19 Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a DC 19 Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect. The pit’s coarse stone walls have a Climb DC of 25.
--------------------------------- Spells/Effects Running: Extended Mage Armor, Enlarge on Isaac (4 rounds), Continual Flame hanging from the gnome's neck, Pit (9 rounds). Haste on Isaac, Benni, Urist, Snark and Beatrix (3 rounds.) Resiliant Sphere on Benni (7 rounds.)
Abilities/Items Acid Dart (Sp) 8 - 0 used Gnome (Sp) 1/day - Dancing Lights*, Ghost Sound, Prestidigitation, and Speak with Animals. 2 Pearls of Power - 1st level Staff - 8/10 charges Extend Metamagic Rod - 1/3
Isaac Harker (Justin M) HP 80/87 AC26/ T16 / FF24 d20+12=30 ; d20+20=21 ; d20+20=27 ; d20+15=30 ; 2d6+15=22 ; d20+20=22 ; Monday February 5th, 2024 5:54:18 PM
Isaac bears down on the Guardian mummy and tries to end it easily resisting the wave of negative energy. He attacks with a flurry of blows. He only hits the creature once however dealing good blow. Attack 1:nat 1 miss Burning a hero point. Reroll:27 miss Attack 2:30 hit Damage 22 H Attack:22 miss
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 28/58 d20+12=19 ; Monday February 5th, 2024 6:38:37 PM
Oops. Forgot to also save against the negative energy. 19 is a fail - 15 damage.
DM Bob & Carla - Mummy Dearest M1 save d20+2=17 ; M4 save d20+2=21 ; M2 Atk d20+14=26 ; M2 dmg d8+10=12 ; Monday February 5th, 2024 9:31:11 PM
The battle beneath the catacombs rages on as the heroes desperately try to regain control of the situation. Many have been injured by the Guardian’s blast of dark energy. More mummies encroach upon them from behind, and the air is heavy with despair that has overcome at least one.
Urist calls upon Beatrix to flank the Guardian and between them they finally destroy it. It’s dying words of anguish ”Oswin! I have failed you. I am sorry.” reverberate in their ears. (OOC: Beatrix, I do not understand what your rolls are, did you make the two saves? Why are there three attacks? Why a D6 and a d8? Please describe this in your post.)
Jasper manages to shake off some of the Guardian’s negative energy and assesses the chaotic situation in order not to hurt any of her companions with her intended attack. The mummy is clearly destroyed, and her Flame Strike spell is not required. (OOC: the spell has a radius of 10 feet and if it had been cast as described it would have hit the Guardian, Urist, Beatrix and Isaac. Beatrix would either be dead or at least-2 if she had saved.)
Isaac adds insult to injury and slashes at what is left of the Guardian, making doubly sure the undead is - dead?
Snark turns his attention to the mummies approaching from behind, and using his staff opens a pit beneath M1. The creature drops to the bottom, but M4 manages to avoid falling in and continues it’s relentless advance. Urist strikes out at M4 and connects with his maul.
M2 continues its advance and lashes out at Jasper whose attention had been focused on the Guardian and the Luck Makers next to it. (Hit AC 26 for 12 dmg) (OOC: please confirm it mummy hits. I note * next to your AC. Did you include bonuses from buffing spells provided by others?)
M3 continues to harass the cleric imprisoned in the sphere.
Maxwell (AC18, HP50 of 72) (Cayzle) d20+11=12 ; d20+11=30 ; 2d8+18=27 ; Monday February 5th, 2024 10:17:03 PM
Maxwell takes a five ft step back and mauls Mummy M4. He swings his silver hammer twice, now using his power attack ... +5BAB +5str -1 size +2 enhance +1 prayer +1 haste -2 power att and hits AC12 (nat 1 a miss) and 30.
Maul damage is 2d8 +2 arcane strike +2 enhance +7 str +1 prayer +6 power att = 27 damage to M4.
BANG!
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 28/58 Tuesday February 6th, 2024 2:39:36 AM
Snark watches the dying mummy queen with some satisfaction. He says, "Wait. Oswin? Who the heck is Oswin?"
He will begin casting a Summon Hit Point Sponge spell, er, I mean Summon Monster spell (full round action.)
(Also, when M1 fell in the 30' deep pit, it took 3d6 damage from the fall.)
---------------------- Resilient Sphere - An 8' diameter globe of shimmering force encloses a creature. 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.
Haste - A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. A hasted creature's movement is increased by 30'. When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon.
Create Pit - Creates a a 10-by-10-foot extra-dimensional hole with a depth of 30 feet. Does not displace the original underlying material. Any creature standing in the area where you first conjured the pit must make a DC 19 Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a DC 19 Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect. The pit’s coarse stone walls have a Climb DC of 25.
--------------------------------- Spells/Effects Running: Extended Mage Armor, Enlarge on Isaac (3 rounds), Continual Flame hanging from the gnome's neck, Pit (8 rounds). Haste on Isaac, Benni, Urist, Snark and Beatrix (2 rounds.) Resilient Sphere on Benni (6 rounds.)
Abilities/Items Acid Dart (Sp) 8 - 0 used Gnome (Sp) 1/day - Dancing Lights*, Ghost Sound, Prestidigitation, and Speak with Animals. 2 Pearls of Power - 1st level Staff - 8/10 charges Extend Metamagic Rod - 1/3
“Benni” AC 17/5/17 CMD 14. HP 40/ 55 Onesimos (SteveK) Tuesday February 6th, 2024 8:12:57 AM
Benni’s mind gibbers. Oswin? Who’s Oswin? There was one guy named Oswin but he was a total geek, always had food in his braces! But we’ll never know who Oswin is, because, like, she’s dead! ….. Paralyzed with fear! (3 of 3 rounds)
Active Conditions. -4 Strength (10/14) Snark Haste / Beatrix Haste +30', +1 AC, Reflex Light (on StarKnife) (0 of 80min) light 20', dim light out to 40' Longstrider (0 of 1hr) +10 move Ghost weapon (0.5 of 8hrs) Isaac’s sword, Urist’s hammer, Beatrix’ lance. Shield Other (0 of 8hrs) Snark gets +1 AC deflection, +1 Saves resistance, and 50% of hit point damage goes to Benni, not Snark. Prayer (4 of 8rds) +1 rolls allies, -1 rolls G and S
Channel(0/9), Good Touch(0/7), Calming Touch(0/7), Unity(0), Holy Lance(1) 0. Mending, Purify Food/Drink, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Bless. Sanctuary. Shield of Faith. 2. *Shield Other. Less Restore. Less Restore. Resist Energy. Silence 3. *Prayer. Invisibility Purge. *Ghost Weapon. *Ghost Weapon. *Ghost Weapon. 4. *Holy Smite, Freedom of Movement, Restoration, Dimensional Anchor.
Paralyzed. frozen in place, unable to move or act, effective Dexterity and Strength scores of 0 and is helpless
Beatrix and Tinkerbell (Mitch) HP 14/64 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 d20=7 ; d8=3 ; Tuesday February 6th, 2024 8:48:08 AM
(I rolled my save, rolled attack, got nat 20 so rolled for crit, then rolled an extra attack for haste. I then developed fat fingers and managed to roll several dice other then the D8 I was trying to roll for damage on my attack XD)
Beatrix would love to charge the mummies but they're to close for her to get enough speed. She'll put herself between 2 and 4 and try to help out Jasper. 24 to hit, 11 damage.
Jasper (Holly) HP 47/66 AC 24* /13/19 CMD 9 | CMB 7 Tuesday February 6th, 2024 3:56:21 PM
Wincing from the hit, Jasper backs up to M10 and casts Magic Stone.
----
OOC: Yep, mummy hit; temporary AC with Barkskin is less than 26. I updated HP in the header to 47.
Isaac Harker (Justin M) HP 73/87 AC22/ T12 / FF20 d20+16=20 ; 2d6+6=13 ; Tuesday February 6th, 2024 6:11:56 PM
Isaac breathes a sigh of relief that the guardian is vanquished and moves toward the one of the mummies that are Attacking Beatrix (Isaac should be At P,9) and slashes at the undead. "All we have to do is clean up these guys and should be good."
Attack:20 hit Damage:13
Current effects on Isaac for everyone's sanity Enlarge person Bull's strength(+4 strength=+2 hit and damage) Haste(+1 to hit/+1 reflex/+1 attack on full attack) Current Attack 16/11
DM Bob & Carla - Wrapping Up Fall dmg M1 3d6=7 ; M1 Climb d20+7=21 ; M2 AoO vs Jasper d20+14=20 ; M2 Atk vs Beatrix d20+14=25 ; d8+10=14 ; Tuesday February 6th, 2024 10:21:00 PM
With the Guardian destroyed, the Luck Makers focus their efforts on the remaining mummies. Urist swings her enlarged maul at M4 who is unaware of the dwarfs whereabouts and succumbs to what is the final blow. Isaac advances towards M4 only to watch it crumple at his feet. Beatrix stabs her lance at M2 striking the mummy, however it remains standing. Like all mummies, the process of mummification dries out their bodies, hardening bones and remaining flesh into a resilient corpse. Jasper winces in pain at the mummies slam attack before moving away and casting Magic Stone. M2 gets an attack of opportunity as she moves away (Hit AC 20) but misses.
Benni remains in the sphere that protects him. His mind rattled by the experience tries without success to focus on the name Oswin. Snark’s attention is also piqued by the Guardians final words, but more important tasks are at hand and he begins casting a summoning spell.
M1 rights itself at the bottom of the wizards magic pit and begins trying to climb out. Whether it is the injuries it received from the fall or the innate inability of mummies to climb (21) it is unsuccessful.
M3 continues to paw at the sphere containing the cleric, again to no avail. M2 however lashes out at the centaur hitting AC 25 for 14damage to Beatrix.
Maxwell (AC18, HP50 of 72) (Cayzle) d20+15=20 ; 2d8+18=24 ; Tuesday February 6th, 2024 11:14:41 PM
Urist takes a hasted move to circle around and flank Mummy M2. With a mighty swing (at +5BAB +5str -1 size +2 enhance +1 prayer +1 haste -2 power att +2 flank +2 invisible against the mummy's AC without dex bonus), he hits AC20 for 24 damage.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 28/58 d8+3=8 ; d8=6 ; d8=1 ; d8=3 ; d8=7 ; d8=6 ; Wednesday February 7th, 2024 12:52:53 AM
Snark finishes his summoning spell and a Lantern Archon pops into existence. "Hey Sparkie - go hit that centaur there with Aid. She's hurtin' fer certain." The Lantern Archon zips over to Beatrix, hitting her with Aid. (Aid grants the Beatrix a +1 morale bonus on attack rolls and saves against fear effects, plus 8 temporary hit points.)
Then Snark moves over to Bea, drawing a potion out of his pocket and hands it to her. "Here, drink this Bea - it'll make you feel better." (Cure Serious Wounds potion, heals 3d8+3=19 points of damage.)
--------------------------------- Spells/Effects Running: Extended Mage Armor, Enlarge on Isaac (2 rounds), Continual Flame hanging from the gnome's neck, Pit (7 rounds). Haste on Isaac, Benni, Urist, Snark and Beatrix (1 round.) Resilient Sphere on Benni (5 rounds.)
Beatrix and Tinkerbell (Mitch) HP 19/64+8 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 Wednesday February 7th, 2024 8:41:58 AM
Beatrix surprisingly doesn't go down, but at 0 HP she is staggered and gets only one action, which would be drinking the potion and being less almost dead.
“Benni” AC 29/17/28 CMD 26. HP 40/ 55 Onesimos (SteveK) d20+5=20 ; d20-1=18 ; Wednesday February 7th, 2024 2:25:42 PM
Onesimos takes a breath and centers himself. Hasn't he just been saying to the others that they are freeing the undead, that that condition is only temporary. He takes another breath, drawing strength from his connection with Flower, and is ready for battle!
Or is he? He's still trapped in a sphere of force! "Any time you are ready, Snark, if you would dismiss this spell?" He begins his defensive movement, waiting for the moment the Sphere goes down to strike the mummy! (Full Attack AC 20, AC 18) ............ Active Conditions. Defense Expertise, Fight Defensively (-5 attack, +5 AC) -4 Strength (10/14) Snark Haste / Beatrix Haste +30', +1 AC, Reflex Light (on StarKnife) (0 of 80min) light 20', dim light out to 40' Longstrider (0 of 1hr) +10 move Ghost weapon (0.5 of 8hrs) Isaac’s sword, Urist’s hammer, Beatrix’ lance. Shield Other (0 of 8hrs) Snark gets +1 AC deflection, +1 Saves resistance, and 50% of hit point damage goes to Benni, not Snark. Prayer (5 of 8rds) +1 rolls allies, -1 rolls G and S
Channel(0/9), Good Touch(0/7), Calming Touch(0/7), Unity(0), Holy Lance(1) 0. Mending, Purify Food/Drink, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Bless. Sanctuary. Shield of Faith. 2. *Shield Other. Less Restore. Less Restore. Resist Energy. Silence 3. *Prayer. Invisibility Purge. *Ghost Weapon. *Ghost Weapon. *Ghost Weapon. 4. *Holy Smite, Freedom of Movement, Restoration, Dimensional Anchor.
Isaac Harker (Justin M) HP 73/87 AC22/ T12 / FF20 d20+14=34 ; 4d6=17 ; Wednesday February 7th, 2024 4:31:44 PM
Isaac moves around Jasper, Snark and Beatrix (scuse me, pardon me) to face off against the only Mummy attacking Beatrix. He tries a bit of an unconventional attack and attempts to touch the mummy with his Lay on Hands ability.
Touch attack: 34 Ctit Touching Damage:17
Current effects on Isaac for everyone's sanity Enlarge person Bull's strength(+4 strength=+2 hit and damage) Haste(+1 to hit/+1 reflex/+1 attack on full attack) Current Attack 16/11
Jasper (Holly) HP 47/66 AC 24* /13/19 CMD 9 | CMB 7 d20+7=10 ; Wednesday February 7th, 2024 7:42:01 PM
Jasper tries and fails to hit the mummy in N13 with a Magic Stone enhanced sling attack.
DM Bob & Carla - Wrapping Up Climb Check M1 d20+7=22 ; Wednesday February 7th, 2024 8:26:44 PM
The Luck Makers concentrate their attacks on the few remaining mummies. An invisible Urist strikes at M2 with his maul, while Isaac reaches around his companions and channels a blast of energy through the creature. Jasper hurls a magic stone at the unfortunate being as it crumples into a pile of disorganized rags and hardened scraps of flesh. No longer threatened by M2, Beatrix quaffs a potion and accepts aid from Snark’s archon. The centaur feels a surge of magical healing race through her limbs and core.
Some distance away, Benni regains his wits and readies himself to face M3, however he remains trapped inside his temporary prison while M3 circles and paws at the sphere of force that keeps them separated.
M1 tries once again to climb up out of the pit but cannot escape.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 28/58 d20+3=5 d20+3=9 Thursday February 8th, 2024 1:59:11 AM
Snark tells the Lantern Archon, "Sparkie - go start zapping that thing in the pit."
The Lantern Archon moves over the pit and fires. Pew, pew! Two beams of light try to zap the mummy in the pit, but they both miss (AC 5 and 9.)
Then Snark sees Benni silently gesturing within his force bubble.
"Oh Jeeze! I almost forgot about Benni! This is like that time I had a hamster - nobody want's to see that happen again."
He releases the Resilient Sphere. He also takes out another healing potion from his pocket.
The Haste spell has ended.
--------------------------------- Spells/Effects Running: Extended Mage Armor, Enlarge on Isaac (2 rounds), Continual Flame hanging from the gnome's neck, Pit (6 rounds).
Beatrix and Tinkerbell (Mitch) HP 19/64+8 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 d20+19=23 ; d8=6 ; d8=5 ; d8=4 ; Thursday February 8th, 2024 7:13:00 AM
Ha ha! enough space to charge! With an eager shout Beatrix runs down the next mummy! 23 to hit and 23 damage!
“Benni” AC 29/17/28 CMD 26. HP 40/ 55 Onesimos (SteveK) 4d8+8=30 ; Thursday February 8th, 2024 9:06:31 AM
Benni is free! And Beatrix comes barreling into the fight, looking worse for wear. "Glad you could make it, Bea! Let me ensure only the poor souls of the undead go to the Lands of Rest this day!"
The cleric steps back and touches the Centaur with a spontaneously cast Cure Critical Wounds (30 hit points to Beatrix)
............ 5 foot step back cast Cure Critical Wounds over Dimensional Anchor
Active Conditions. Defense Expertise, Fight Defensively (-5 attack, +5 AC) -4 Strength (10/14) Snark Haste / Beatrix Haste +30', +1 AC, Reflex Light (on StarKnife) (0 of 80min) light 20', dim light out to 40' Longstrider (0 of 1hr) +10 move Ghost weapon (0.5 of 8hrs) Isaac’s sword, Urist’s hammer, Beatrix’ lance. Shield Other (0 of 8hrs) Snark gets +1 AC deflection, +1 Saves resistance, and 50% of hit point damage goes to Benni, not Snark. Prayer (6 of 8rds) +1 rolls allies, -1 rolls G and S
Channel(0/9), Good Touch(0/7), Calming Touch(0/7), Unity(0), Holy Lance(1) 0. Mending, Purify Food/Drink, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Bless. Sanctuary. Shield of Faith. 2. *Shield Other. Less Restore. Less Restore. Resist Energy. Silence 3. *Prayer. Invisibility Purge. *Ghost Weapon. *Ghost Weapon. *Ghost Weapon. 4. *Holy Smite, Freedom of Movement, Restoration, *Dimensional Anchor.
Isaac Harker (Justin M) HP 73/87 AC22/ T12 / FF20 3d6=6 ; Thursday February 8th, 2024 5:26:04 PM
With the mummies all occupied either in battle or trying to crawl out of the pit, Isaac moves near the center of the room(O,12). He then unleashes a wave of positive energy to damage the undead.
Channel energy Will save Dc16 for half Damage 6 (3 if they succeed a will save)
Jasper (Holly) HP 47/66 AC 24* /13/19 CMD 9 | CMB 7 d20+8=24 ; 2d6+2=7 ; Thursday February 8th, 2024 8:21:33 PM
Jasper moves to M14 and fires a Magic Stone enhanced missle at the mummy in T14 for 7 points of damage if it connects.
Maxwell (AC18, HP50 of 72) (Cayzle) d20+10=19 ; 2d8+18=22 ; d20=17 ; Thursday February 8th, 2024 8:34:23 PM
Has it been 8 rounds of greater invis? Probably! Maxwell's spell wears off. Say.
If M3 is still up, the giant young man in the schoolboy uniform maneuvers around to 21-22-O-P and flanks it with Bea. He swings and hits AC19 -- oh wait! 21 flanking -- for 22 damage.
If M3 is down, Max wanders over to the pit, but not to the danger zone. He takes a shrunken lit 4x4 campfire from his pack, holds it out (with reach) over the mummy in the pit, unshrinks it, and lets go. If an attack roll is called for, he gets a raw 17, +5BAB, +2 dex, -1 large, + prayer, etc.
DM Bob & Carla - Wrapping Up M1 vs Channel d20+8=11 ; M3 vs Channel d20+8=14 ; M1 Climb d20+7=19 ; Thursday February 8th, 2024 9:15:11 PM
It takes the combined efforts of Beatrix, Isaac and Urist to finally defeat the mummy that had been harassing the cleric in his sphere. The final blow landed by the invisible dwarf left no doubt as to the outcome. The pulverized body of M3 crumples to the floor. Snark releases Benni from the resilient sphere and the cleric provides healing to the wounded centaur. The one remaining mummy trapped in the pit is pestered by the archon but also takes damage from Isaac’s burst of damaging energy and the impact of Jasper’sMagic Stone.
Wounded, M1 continues its efforts to gain its freedom from the Gnome’s spell but cannot climb out.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 28/58 d20+3=23 ; d20+3=17 ; d6=1 ; d6=6 ; d20+9=13 ; Friday February 9th, 2024 2:59:11 AM
The Lantern Archon continues its assault on the mummy in the pit. Pew-pew! It fires two rays at the thing, and they hit touch AC 23 and 17, inflicting 1 and 6 damage from the two attacks.
Snark says to his friends, "Whew - good work eliminating those things. Seems like the head mummy was a lot worse. Anybody know much about mummies?
"Oh, and be careful around the edge of that pit so's you don't fall in. I can't dismiss the pit, so we'll just have to wait until the spell ends in a bit." (The 5' border around the 10'x10' pit is sloped and will force a DC 19 Dex save to anyone ending their move in that area to avoid falling into the pit.)
Snark will think about what he knows about these mummies. (Knowledge Religion 13)
Then he will cast Detect Magic to see if any of these fallen mummies have any magic items on them, including the mummy queen. That will occupy Snark for at least 3 rounds.
--------------------------------- Spells/Effects Running: Extended Mage Armor, Enlarge on Isaac (1 rounds), Continual Flame hanging from the gnome's neck, Pit (5 rounds), Summon Monster - Lantern Archon (7 rounds.)
Beatrix and Tinkerbell (Mitch) HP 49/64+8 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 Friday February 9th, 2024 7:36:49 AM
That was thrilling! She got close to going down that time! With no good ranged option Beatrix will just walk about a bit to burn off the adrenalin rush
“Benni” AC 29/17/28 CMD 26. HP 40/ 55 Onesimos (SteveK) 4d6=15 ; d20+7=11 ; Friday February 9th, 2024 7:42:04 AM
As everyone gathers close, Benni channels energy to heal his friends. (15 hp)
He tries to add to Snarks knowledge on mummies.
Beatrix)
............ Channel Energy 15 Know religion. 11
Active Conditions. -4 Strength (10/14) Snark Haste / Beatrix Haste +30', +1 AC, Reflex Light (on StarKnife) (0 of 80min) light 20', dim light out to 40' Longstrider (0 of 1hr) +10 move Ghost weapon (0.5 of 8hrs) Isaac’s sword, Urist’s hammer, Beatrix’ lance. Shield Other (0 of 8hrs) Snark gets +1 AC deflection, +1 Saves resistance, and 50% of hit point damage goes to Benni, not Snark. Prayer (7 of 8rds) +1 rolls allies, -1 rolls G and S
Channel(1/9), Good Touch(0/7), Calming Touch(0/7), Unity(0), Holy Lance(1) 0. Mending, Purify Food/Drink, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Bless. Sanctuary. Shield of Faith. 2. *Shield Other. Less Restore. Less Restore. Resist Energy. Silence 3. *Prayer. Invisibility Purge. *Ghost Weapon. *Ghost Weapon. *Ghost Weapon. 4. *Holy Smite, Freedom of Movement, Restoration, *Dimensional Anchor.
Jasper (Holly) HP 47/66 AC 24* /13/19 CMD 9 | CMB 7 d20+8=11 ; Friday February 9th, 2024 2:24:23 PM
Jasper walks to the edge of the pit and fires another Magic Stone.
She misses. She decides to just rest. She sits down and rests her head on her knees.
Isaac Harker (Justin M) HP 73/87 AC22/ T12 / FF20 d20+17=28 ; Friday February 9th, 2024 7:43:56 PM
Isaac takes a second to think on the nature of these mummies now that the immediate threats are dealt with. Know religion:28
He also asks Snark "You created that pit right? Can you dispel it to bring the mummy up? or should we just have Beatrix jump down on it?"
DM Bob & Carla - Wrapping Up M1 climb check d20+7=11 ; Sunday February 11th, 2024 11:01:05 PM
With the remaining mummy trapped in Snark’s pit and seemingly unable to clamber out, some of the party take a moment to regain their composure, heal others, and ponder the nature of the undead they have faced.
Snark wanders over to the Guardian and confirms that it is indeed a mummy of sorts. His knowledge of these creatures is minimal, and this one is clearly special. The gnome detects several magical auras coming from the mummy; the armour, a headband and the spear she was carrying are magical, as well as the jade medallion that is embedded in the chest of the armour. Benni gathers the party and channels healing energy into whoever needs it.
Jasper follows up the Archons attack on the last mummy with a magic stone of her own, but misses.
Isaac suggests removing the pit so that the mummy might be finished off more quickly. The paladin is quite knowledgeable about undead and mummies and is quite sure the guardian is a ‘mummy lord’ capable of summoning and controlling other undead as well as casting powerful spells. It must have been created by a powerful necromancer. Perhaps most importantly, like all mummies, she carries and can transmit disease to those she attacks.
M1 continues its futile efforts to escape the pit.
“Benni” AC 23/11/22 CMD 19. HP 55/ 55 Onesimos (SteveK) 4d6=13 ; d10=1 ; 4d6=17 ; 4d6=14 ; 4d6=11 ; 4d6=17 ; d4=1 ; d20+14=25 Monday February 12th, 2024 6:49:31 AM "Before deciding on things, let's provide the mummy in the pit a more permanent rest."
With the mummy unable to get out and Snark unable to dismiss the extra-dimensional pit before duration expires, the elf feels this is the perfect opportunity to free the poor soul trapped in a state of undead. Benni will Channel Energy to damage the mummy. And again. And again. Until the mummy is not moving.
(ooc: multiple round post, hoping to not get stuck here at the end of combat)
Once the mummy is down, he will take his time checking everyone for diseases from the mummys, then cast Lesser Restoration on himself.
............ Channel Energy 13, 17, 14, 11, 17 to damage mummy. Will DC 16 for half damage Heal: check for disease 25 (take 10 = 24) Less Restore: +12 str to Benni
Active Conditions. -3 Strength (11/14) Light (StarKnife) (1/ 80m) ; Longstrider (0/ 1hr); Ghost Wpn (0.5/ 8hrs) (Isaac, Urist, Beatrix) Shield Other (0 of 8hrs) (Snark +1 AC deflect, save resist, and share hit point dam w Benni)
Channel(*****1/9), Good Touch(0/7), Calming Touch(0/7), Unity(0), Holy Lance(1) 0. Mending, Purify Food/Drink, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Bless. Sanctuary. Shield of Faith. 2. *Shield Other. *Less Restore. Less Restore. Resist Energy. Silence 3. *Prayer. Invisibility Purge. *Ghost Weapon. *Ghost Weapon. *Ghost Weapon. 4. *Holy Smite, Freedom of Movement, Restoration, *Dimensional Anchor.
Beatrix and Tinkerbell (Mitch) HP 64/64+8 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 Monday February 12th, 2024 10:01:31 AM
Beatrix is slightly miffed. "Wait, do none of use have a bow or sling or something? It seems a shame to waste spell slots on it, or risk melee combat with it. I'll have to buy some for next time..."
Jasper (Holly) HP 52/66 AC 24* /13/19 CMD 9 | CMB 7 2d4=5 ; Monday February 12th, 2024 3:24:43 PM
Jasper nods at Beatrix. "Yeah, I do, but it looks like Benni's got it."
She stows her sling, then casts Goodberry to heal a little bit of the damage she took in the fight. ___________________
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 28/58 d20+3=17 ; d20+3=21 ; d20+3=19 ; d20+3=6 ; d20+3=8 ; d20+3=4 ; d20+3=16 ; d20+3=4 ; d6=1 ; d6=2 ; d6=2 ; d20=8 ; d6=1 ; d6=1 ; d6=2 ; d6=2 ; d6=2 ; d6=3 ; d20+20=40 ; d20+20=25 ; d20+20=23 ; d20+20=37 ; Monday February 12th, 2024 5:04:05 PM
Snark says to his friends, "That pit's there 'til it runs out. Careful though - if you stand on the edge you risk fallin' in. I'll see about the mummy queen's remains."
He encourages the summoned archon, "Keep it up there Sparkie - you're doing fine." Pew, pew, pew - the Lantern Archon keeps firing. Since there are no other threats and the pit lasts 4 more rounds, here are the 8 attacks from the Lantern Archon over that time:
Touch AC - Damage 17 - 1 dam 21 - 2dam 19 - 1 dam 6 - 1 dam 8 - 1 dam 4 - 2 dam 16 - 2 dam 4 - 2 dam
Snark will collect the armor, the headband and the spear as well as the medallion embedded in the armor. He takes a look at the medallion to see if it can be easily separated from the armor without damaging either or destroying their magic. He uses Detect Magic to see what's what.
Item - Spellcraft to Identify Leather Armor - ID Caster Level 25 Headband - ID Caster Level 10 Spear - ID Caster Level 8 Medallion - ID Caster Level 22
(I know this would take some time, but I figure the mummy will be dead soon. It might be hard to target in a 30' deep pit when you can't stand within 5' of the edge without risking falling in, but once the pit rises in 4 rounds I'm sure our fighters will make mincemeat out of what's left.)
Enlarge on Isaac has ended. --------------------------------- Spells/Effects Running: Extended Mage Armor, Continual Flame hanging from the gnome's neck, Pit (4 rounds), Summon Monster - Lantern Archon (6 rounds.)
Create Pit - Creates a a 10-by-10-foot extra-dimensional hole with a depth of 30 feet. Does not displace the original underlying material. Any creature standing in the area where you first conjured the pit must make a DC 19 Reflex saving throw to jump to safety in the nearest open space. In addition, the edges of the pit are sloped, and any creature ending its turn on a square adjacent to the pit must make a DC 19 Reflex saving throw with a +2 bonus to avoid falling into it. Creatures subjected to an effect intended to push them into the pit (such as bull rush) do not get a saving throw to avoid falling in if they are affected by the pushing effect. The pit’s coarse stone walls have a Climb DC of 25.
Isaac Harker (Justin M) HP 73/87 AC22/ T12 / FF20 d20+16=34 ; 2d6+6=18 ; Monday February 12th, 2024 9:23:35 PM
Isaac sighs, "So it will be a bit. Got it." He readies his sword and shield, ready to take out the mummy once it comes up. Attack1:34 Damage;18
After the mummy dies he goes over to look at the Mummy Lord "Who were you?" he wonders aloud, looking at the mummy and the door "and what were you guarding?" He walks over to the Jade door, trying to get a better look at the door the Mummy lord was guarding.
Current effects on Isaac for everyone's sanity Enlarge person Bull's strength(+4 strength=+2 hit and damage) Haste(+1 to hit/+1 reflex/+1 attack on full attack) Current Attack 16/11
DM Bob & Carla - Wrapping Up M1 Will Saves d20+8=18 ; d20+8=28 ; d20+8=11 ; Monday February 12th, 2024 11:37:35 PM
The last mummy in the pit finally succumbs to Benni’s divine blasts of energy and crumples into a pile of rags and leathery tissue (OOC only 3 rounds of channeling were required). The cleric then casts Lesser Restoration on himself and recovers some of his own lost strength.
Beatrix and Jasper discuss the merits of using precious magic to finish off the last undead, but neither has a better alternative at the moment. The druid casts Goodberry and consumes the healthy snack.
Meanwhile Snark encourages the archon to assist in the dispatch of the mummy while he tries to identify the magic items on the mummy lord. He is able to identify a +1 Spear, a +2 Headband of Wisdom, and a +1 Mithril Breastplate. He gently pries the jade medallion from the breastplate and observes how very similar it is to the medallion that was used to open the doorway in the floor of the chapter house. This one, however has an additional strong aura of enchantment that the gnome recognizes as a form of the Binding spell.
Isaac accompanies the gnome over to the mummy lord and ponders her origins and what she guards. He inspects the large jade door. It is similar to the jade door on the floor of the chapter house, but sits upright against a heavy immutable stone wall. At the centre lies a receptacle shaped somewhat like that used to open the door in the chapter house.
A number of the party begin to feel physically ill. Beatrixand Urist-Maxwell must each make a will save versus DC21. Jasper must make a will save versus DC 16.
(OOC I am holding Benni’s heal check until after the result of the saves.)
"Thank you for the healing, Brother Benni," says Maxwell. "I'm starting to have doubts about all those things my friend Urist says about you!"
Maxwell thinks about tying a rope to his silver hammer and throwing it repeatedly at the last mummy, then pulling it back up after each throw. But then decides not to, because it would be stupid. Instead, he watches Benni's efforts. If they do not suffice, he unleashes a few telekinetic fists (wizard school power).
Attacks touch ACs 23, 10, and 17 for 3, 5, and 4 damage, +2 if my arcane strike applies to the magical fist attacks.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 56/58 d8=1 ; d8=5 ; Tuesday February 13th, 2024 1:42:25 AM
(Cayzle - Thanks for the reminder that Benni healed folks in his Friday post.)
Though Benni's ministrations are helpful, the Gnome is still injured. He takes a potion (CLW) out of his pocket and uses it to heal himself for 6 points. He turns to Benni. "Hey Benni, would you mind channeling some healing for us again? I got a Lesser Restoration potion of you need it. Anybody else get affected by that thing?"
He shares what he learned about the magic items the mummy had. "Looks like this medallion I pried out of her armor might open that jade door there."
--------------------------------- Spells/Effects Running: Extended Mage Armor, Continual Flame hanging from the gnome's neck
Abilities/Items Acid Dart (Sp) 8 - 0 used Gnome (Sp) 1/day - Dancing Lights*, Ghost Sound, Prestidigitation, and Speak with Animals. 2 Pearls of Power - 1st level Staff - 8/10 charges Extend Metamagic Rod - 1/3
“Benni” AC 23/11/22 CMD 19. HP 55/ 55 Onesimos (SteveK) Tuesday February 13th, 2024 6:59:58 AM
Onesimos considers Beatrix' comment. "I do have a bow, but it is unmagical, and would have made little impact on the mummy. But not having much ranged attacks can be a severe disadvantage to the LuckMakers..."
Benni shakes an admonishing finger at Urist/Maxwell. "I don't have that title and I'm not anyone's 'brother'. Well, I take that back. I do have siblings, but they would be back in New Elenna and half a Wold away. Besides...", the cleric trails off, clearly not wanting to speak ill of a family member.
Instead, he focuses on gathering treasure and asking Snark, Beatrix, and Jasper to detect any magic or traps on the portal the mummy king was guarding. "This Oswin might be a necromancer that has penetrated the Abbey and is playing with the forces here. We need to continue and stop the warping."
As soon as a friend gives the all-clear, Benni will pass the pillars and see what his Light spell shows.
.... Active Conditions. -3 Strength (11/14) Light (StarKnife) (2/ 80m) ; Longstrider (0/ 1hr); Ghost Wpn (0.5/ 8hrs) (Isaac, Urist, Beatrix) Shield Other (0 of 8hrs) (Snark +1 AC deflect, save resist, and share hit point dam w Benni)
Channel(4/9), Good Touch(0/7), Calming Touch(0/7), Unity(0), Holy Lance(1) 0. Mending, Purify Food/Drink, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Bless. Sanctuary. Shield of Faith. 2. *Shield Other. *Less Restore. Less Restore. Resist Energy. Silence 3. *Prayer. Invisibility Purge. *Ghost Weapon. *Ghost Weapon. *Ghost Weapon. 4. *Holy Smite, Freedom of Movement, Restoration, *Dimensional Anchor.
Beatrix and Tinkerbell (Mitch) HP 64/64+8 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 d20=14 ; Tuesday February 13th, 2024 8:08:18 AM
Beatrix feels a little off and finds a nice pillar to lean against (will save 20, so unless it's a fear effect fail)
Jasper (Holly) HP 52/66 AC 24* /13/19 CMD 9 | CMB 7 d20+13=20 ; d20+21=31 ; Tuesday February 13th, 2024 1:33:23 PM
Jasper shakes off the slightly sick feeling (Will save 20).
She casts Detect Magic and hauls herself to her feet to look for traps (Perception 31).
Maxwell (AC18, HP65 of 72) (Cayzle) d20+8=25 ; d20+8=20 ; d20+10=13 ; Tuesday February 13th, 2024 8:39:16 PM
OOC: Is that Prayer still in effect?
Even without it, Maxwell is super lucky and avoids whatever that ill effect is!
Will Save 25!
Maxwell feels some mental issue wash over him that he resists without harm. He tells everybody about it and tries to analyze what it was.
Knowledge Arcana 20, Knowledge Religion 13.
Isaac Harker (Justin M) HP 73/87 AC22/ T12 / FF20 d20+17=21 ; d20+12=27 ; Tuesday February 13th, 2024 9:15:28 PM
Isaac looks over at Beatrix "Are you ok?" He tries to remember if Mummies carry any diseases as he walks over to her. Know religion:21 "Can I take a look at you? You got into a pretty tight spot during the fight, and I just want to make sure you're alright. " Is Beatrix agrees, he assesses her health. Heal check:27
DM Bob & Carla - Remains of the day Con dmg to Beatrix 2d4=4 ; Cha dmg to Beatrix 2d4=5 ; Tuesday February 13th, 2024 10:57:46 PM
A few minutes go by as the Luck Makers assess their situation. Short term spells with durations in minutes come to an end. Jasper and Maxwell manage to shake off any effects of the exposure to the contagion carried by the mummy and mummy lord respectively. The centaur is not so lucky, what started out as a headache and some nausea now accelerates. Beatrix begins to feel weak, and her skin begins to harden and slightly contort her features. (Beatrix takes 4 CON damage and 5 CHA damage).
Both Benni and Isaac have heard and read about the multitude of diseases that can be transmitted by mummies. Based on their hasty examination of Beatrix they believe she must have contracted some form of Mummy Rot and it seems quite virulent.
Jasper and Snark focus their attention on the items found on the Guardian and the large jade door she appeared to be guarding. The druid detects magic on the spear, armor, and headband as did the gnome. The door itself also emanates a strong aura similar to the door in the chapter house, as well as an aura of enchantment, similar to the medallion recovered from the mummy lord. This is all in addition to the pervasive magic of the abbey itself. She does not detect any traps lying in their path.
Snark speculates that the medallion may open the jade door. Benni suspects that ‘Oswin’ might be a powerful necromancer and must be dealt with before they can consider their mission complete.
(OOC you are now out of combat rounds…for the moment…)
Jasper (Holly) HP 52/66 AC 24* /13/19 CMD 9 | CMB 7 Tuesday February 13th, 2024 11:48:14 PM
OOO to the team: I'll be in California on Friday, at Disneyland. It would be great if someone could run Jasper that day for me. Thanks! (I'll send an email to the group with this request as well.)
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 56/58 d20+6=21 ; d20+9=11 ; d20+10=22 ; Wednesday February 14th, 2024 1:36:52 AM "Mummy disease, eh Beatrix? That's tough. But I got a potion of Remove Disease. Think that'll help?" Snark will hand Beatrix a herbal elixir of Remove Disease. He will also offer her a herbal elixir of Lesser Restoration to help with the ability damage.
Does his think this is the right course of action for Mummy Rot? Heal 21, Knowledge Religion 11, Profession Herbalist 22. He doesn't want to waste these resources if they will not be effective.
“Benni” AC 23/11/22 CMD 19. HP 55/ 55 Onesimos (SteveK) d20+5=17 ; Wednesday February 14th, 2024 7:06:27 AM
Benni (from his previous inspection) nods for Snark's Elixir of Remove Disease but waves away the Lesser Restoration. "Lesser Restoration only helps in one ability area: Beatrix is going to need my full Restoration spell. And Mummy Rot is difficult to cure; our good centaur will need both a Remove Disease AND a Remove Curse. Thank Wardd, we have both available!"
"Both magical effects are not guaranteed, however. The mummy rot will fight to stay within Beatrix. Because the elixir is Snark's and I bought the scroll, the elixir will be more powerful, and we should try the scroll first to ensure it works before trying the elixir."
Benni will get his scroll of Remove Disease from his Pants O Plenty, and cast it on Beatrix. The cleric then follows up with a Restoration spell.
.... Scroll of Remove Curse: 17 vs Mummy Rot DC 16 (success!) Restoration spell: Restoration cures all temporary ability damage, fatigue, and exhaustion
Active Conditions. -3 Strength (11/14) Light (StarKnife) (3/ 80m) ; Longstrider (0/ 1hr); Ghost Wpn (0.5/ 8hrs) (Isaac, Urist, Beatrix) Shield Other (0 of 8hrs) (Snark +1 AC deflect, save resist, and share hit point dam w Benni)
Channel(4/9), Good Touch(0/7), Calming Touch(0/7), Unity(0), Holy Lance(1) 0. Mending, Purify Food/Drink, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Bless. Sanctuary. Shield of Faith. 2. *Shield Other. *Less Restore. Less Restore. Resist Energy. Silence 3. *Prayer. Invisibility Purge. *Ghost Weapon. *Ghost Weapon. *Ghost Weapon. 4. *Holy Smite, Freedom of Movement, *Restoration, *Dimensional Anchor.
Beatrix and Tinkerbell (Mitch) HP 64/64+8 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 Wednesday February 14th, 2024 7:40:00 AM
Beatrix will accept the casting and wait to see if she gets better. If not she'll drink the potion.
Jasper (Holly) HP 52/66 AC 24* /13/19 CMD 9 | CMB 7 Wednesday February 14th, 2024 1:35:05 PM
Jasper is worried for Bea, but she can't offer anything materially useful. She decides to try being supportive in another way.
"Beatrix, I've never asked you before: What's your favorite book? You'll have to tell me about it when we get back to town."
Isaac Harker (Justin M) HP 73/87 AC22/ T12 / FF20 Wednesday February 14th, 2024 9:58:35 PM
Isaac speaks up "I could use my healing in place of the potion if it doesn't work. My lay on hands power can cure disease now." If Beatrix isn't cured of the scroll, Isaac will try his lay on hands to cure the disease portion of the Mummy rot.
DM Bob & Carla - Remains of the day Wednesday February 14th, 2024 11:26:34 PM
The party’s attention is focussed on the centaur and the disease she has been afflicted with. Snark provides Beatrix with a potion of Remove Disease and offers one of his herbal elixers of Lesser Restoration. Benni waves away the herbal elixer in favour of his own Restoration spell that will address more of the damage. The cleric first casts Remove Curse from a scroll and then his restoration spell. Beatrix feels no better or worse following Benni’s intervention. She quaffs the potion of remove disease from the gnome, and still feels no improvement. Even a lay on hands from Isaac fails to relieve her symptoms. Jasper can only try to distract the centaur from her discomfort.
Benni can only assume that some part of the procedure has failed. He knows that the curse must be removed before the disease can be removed and only then can restoration begin. (OOC the DC for the Remove Curse is 20, hence the scroll failed)
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 56/58 Thursday February 15th, 2024 2:09:21 AM
(Benni shared that removing the mummy rot will require both a successful remove curse and remove disease. Since Beatrix is still affected, we would conclude that the remove curse failed, so Isaac would probably hold off trying a second remove disease. I believe the Restoration spell would cure all Beatrix's ability damage, even if the mummy rot is not yet cured. So she would suffer that damage again each day until the disease is removed.)
Snark will use his Detect Magic to try to determine the magic properties of the jade door, both to make sure he understands its function and to see if there are any nasty surprises/enchantments on the door. Taking 10 on his Spellcraft check would give him 30, identifying a magic item (door) up to caster level 15.
Snark is glad to see Bea seems better for now. "We may need to try them spells again tomorrow to make sure Bea stays better. But let's press on for now."
Assuming he does not identify anything dangerous about this door, he will press the mummy medallion into the spot on the door, hoping that will open it. Of course, if he determines the door is dangerous or if any of his friends stop him, Snark will wait.
Maxwell (AC18, HP65 of 72) (Cayzle) d20+10=15 ; Thursday February 15th, 2024 6:17:53 AM
OOC: Can somebody use a hero point to boost that scroll roll to remove curse? +4 retroactive or a reroll?
Maxwell asks how serious this affliction is ... "Should we turn back now and seek a cure asap? How fast does this curse/disease progress? Will Bea turn into a mummy?" He asks his friends as well as consulting his own lore.
Knowledge Religion 15
DM SANITY INFO (underlined = cast).
0: Mending, Message, Arcane Mark, Prestidig 1: Feather Fall, Enl Person, Shield, Grease, Uns Serv, Rose Temp Cont. 2: Bull Str, Glitterdust, See Invis[u], Invis x2. 3: Fly, Shrink Item x2, Stink Cloud, Haste. 4: Stone Shape, [u]G Invis, G Invis, Dimension Door.
Telekinetic Fist (d4+2) used 0 of 7 Bardic Performance used 0 of 7 rounds Scrolls/Potions used: 2 MM Hero Points used: 2
“Benni” AC 23/11/22 CMD 19. HP 55/ 55 Onesimos (SteveK) d20+7=9 ; d20+5=21 ; Thursday February 15th, 2024 6:51:42 AM
Onesimos frowns. He has nothing he can do to help right now, and is worried that they will have to retreat yet again if no one else can remove the curse of mummy rot. He looks around to see if others can do anything or if there may just happen to be another scroll of remove curse among the mummy wrappings...
Oh, wait! I have another scroll!" Benni takes out his second (and last scroll) and attempts the spell again.
"Quick now, the Remove Disease!"
................ Perception 9 Scroll of Remove Curse: 21
Active Conditions. -3 Strength (11/14) Light (StarKnife) (4/ 80m) ; Longstrider (0/ 1hr); Ghost Wpn (0.5/ 8hrs) (Isaac, Urist, Beatrix) Shield Other (0 of 8hrs) (Snark +1 AC deflect, save resist, and share hit point dam w Benni)
Channel(4/9), Good Touch(0/7), Calming Touch(0/7), Unity(0), Holy Lance(1) 0. Mending, Purify Food/Drink, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Bless. Sanctuary. Shield of Faith. 2. *Shield Other. *Less Restore. Less Restore. Resist Energy. Silence 3. *Prayer. Invisibility Purge. *Ghost Weapon. *Ghost Weapon. *Ghost Weapon. 4. *Holy Smite, Freedom of Movement, *Restoration, *Dimensional Anchor.
Beatrix and Tinkerbell (Mitch) HP 64/64+8 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 d20=7 ; d20=2 ; d20=11 ; d20=17 ; Thursday February 15th, 2024 7:23:05 AM
Beatrix will review what she can remember about mummies and their disease. Does she need to worry about getting worse through the day? Can her strength be restored at least until they finish down here? It's a bit fuzzy which check she should roll so she thinks about her historical (17), religion (11), and natural knowledge (21, pick whichever is most suited I guess).
Jasper (Holly) HP 52/66 AC 24* /13/19 CMD 9 | CMB 7 Thursday February 15th, 2024 2:40:41 PM
Jasper casts Guidance on Benni to add +1 to his endeavors.
Maxwell (AC18, HP65 of 72) (Cayzle) Thursday February 15th, 2024 7:29:25 PM
Maxwell hums a tune to Inspire Competence, if that will help, for a +2.
Kevintar’s Gift
DM Bob & Carla - Remains of the day Thursday February 15th, 2024 11:34:19 PM Snark ponders why their treatment of Beatrix has not had the desired affect despite two attempts at remove disease. (OOC Isaac was clear in his post that he would use his lay on hands/mercy despite the previous failure…no backsies!).
Although Beatrix has learned much about undead in recent days, this affliction is unknown to her and she only knows what Benni has been able to tell her while seeing to her needs.
Despite the centaur’s issues, the wizard presses on and examines the magical nature of the door. It seems very similar to the door in the floor of the chapter house and he finds nothing deadly in his examination. As soon as he inserts the medallion into the recess on the door both the medallion and the door begin to glow an eerie green. Text surrounding the circumference of the door also begins to glow. The text appears in three forms, High Woldian, Runic, and Common. It reads ”Knowledge Discipline Self-Improvement” in all three forms.
Benni rummages through his gear and finds a second scroll of Remove Curse and casts it. Now if someone can cast Remove Disease the centaur might yet recover. If Benni succeeds in a caster level check vs DC 20 his previous Restoration spell will be successful (Oops! Rectifying DM error from previous post ). Jasper and Maxwell provide assistance to the cleric by way of Guidance and Inspire Competence.
Beatrix and Tinkerbell (Mitch) HP 64/64+8 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 Friday February 16th, 2024 6:31:08 AM
Beatrix continues to trust her comrades to save her from mummy disease, obeying any instructions and allowing any poking and prodding required.
“Benni” AC 23/11/22 CMD 19. HP 55/ 55 Onesimos (SteveK) d20+8=19 ; Friday February 16th, 2024 6:53:21 AM
Benni feels resistance to his Restoration spell, and since it was cast before the guidance and inspriation, he is unable to overcome the tenacious results of the disease.
Still, the curse is temporarily removed, and the cleric hopes the paladin or elixir can remove the disease of mummy rot on Beatrix. "Try again!", he urges.
................ (retroactive Restoration: 19 so close, but no cigar)
Active Conditions. -3 Strength (11/14) Light (StarKnife) (5/ 80m) ; Longstrider (0/ 1hr); Ghost Wpn (0.5/ 8hrs) (Isaac, Urist, Beatrix) Shield Other (0 of 8hrs) (Snark +1 AC deflect, save resist, and share hit point dam w Benni)
Channel(4/9), Good Touch(0/7), Calming Touch(0/7), Unity(0), Holy Lance(1) 0. Mending, Purify Food/Drink, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Bless. Sanctuary. Shield of Faith. 2. *Shield Other. *Less Restore. Less Restore. Resist Energy. Silence 3. *Prayer. Invisibility Purge. *Ghost Weapon. *Ghost Weapon. *Ghost Weapon. 4. *Holy Smite, Freedom of Movement, *Restoration, *Dimensional Anchor.
Maxwell (AC18, HP65 of 72) (Cayzle) Friday February 16th, 2024 9:42:34 PM
"Remove Curse is a spell that wizards know," says Maxwell. "If it is an arcane scroll, I can read it."
Isaac Harker (Justin M) HP 73/87 AC22/ T12 / FF20 d20+8=16 ; Friday February 16th, 2024 11:25:36 PM
Isaac tries once more to banish the disease from Beatrix. Cure disease roll:16 "I think for now we'll just have to deal with this cursed disease. Once we're back in town, maybe Reshakka can help you?" Isaac looks over at the door and the floating text, "maybe we need to demonstrate those virtues? Or could they be clues to where to go next?" Isaac tries to consult the map he made to see if there are barracks or a training ground of some kind.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 56/58 d20+8=18 ; d4=2 ; d4=2 ; d20+13=14 ; d20+10=17 ; d20+9=23 ; d20+16=29 ; Sunday February 18th, 2024 4:27:41 PM
Snark is not pleased that our attempts to cure Beatrix are not working. But that just goes on a long list of things the gnome is not pleased about.
"Sorry Bea - yer kinda hosed for now. Here's an Lesser Restoration elixer, maybe it'll help a bit."
Snark hands the centaur a vial. Caster Level Check 18, would restore 2 points of STR if it works.
Snark turns his attention to the glowing green door. He's disappointed his attempts to identify the magical function of the door haven't told him how the door functions since it's still closed. He ponders the words around the door and scratches his head. "Knowledge. Discipline. Self-Improvement. Hmmm. We got folks knowledgeable folks in a lot of things, but those last two are gonna be a problem for this group."
He even tries Linguistics (29) to puzzle out if there is something about how these words appear in other languages that might provide a clue.
He'll share anything that comes to mind with his friends.
Finally, he will reach out an touch the glowing green door, hoping maybe his hand passes through the thing. If so, he will tie a rope to himself and give the other end to his friends and walk through. If this works, he'll report back what he sees.
Jasper (MarkB subbing for Holly) d20+21=27 Sunday February 18th, 2024 4:33:37 PM
The druid watches the gnome's experimentation.
She tentatively touches the door. She runs her hand along these words written around the thing. If these yield nothing, she will try listening at the glowing door (Perception 27). Finally, she'll push on the door and also attempt to pull it open.
DM Bob and Carla - ”Who are you?!” Sunday February 18th, 2024 8:12:57 PM Beatrix remains surprisingly calm, trusting her friends to save her from the insidious mummy rot that courses through her body - the result of a successful spear thrust by the now defeated mummy lord.
Onesimos and Isaac work furiously, plundering their resources in order to treat the centaur. Snark offers potions, whilst Jasper provides guidance. Maxwell inspires all with competence. After his second attempt, the cleric is reasonably confident that the curse inflicted on Beatrix has been expunged, however the disease has not. (OOC: the language for insidious mummy rot does have a sequence or order, for the magiks, but does not have a time frame. Consider the curse removed. Caster level DC vs 20 is required for remove disease, restoration, healing.)
A frustrated Snark studies the medallion set into the door, the door, and the script around the door. His mind reaches at slips of religious knowledge pertaining to the god Kevintar buried deep in his memory. He remembers the god counted as many wizards as monks among his faithful…that runes were important to him as were law and knowledge…that a prayer whispered before beginning a task was sufficient to sate the god of self mastery…. As the blue haired gnome muses, speaking the words aloud so his friends can know his thoughts, the script above the door alights! ”Knowledge” - the word glows green and the medallion sinks slightly into the recess into which it was placed! ”Discipline” - the word glows and the medallion sinks further. ”Self Improvement” - all the sigils about the door glow, and with an audible ‘thunk’, the medallion sinks until it is flush with the surface of the door and the door slides to the right leaving the chamber beyond revealed.
A narrow bridge of stone projects from the open door to the center of the chamber. Below, an abyss partially obscured by grey green mist. Around the perimeter of the room six shimmering portals. In the middle of the chamber, his back to the party, is a thin robed figure with a bald head. He seems fixated on the portal in front of him. Grey-green energy flows up from the abyss below - through the figure, and into the portal. The gateway flickers wildly, as if something trying to get through is repelled, and then returns to a dull shimmering.
The figure spins around to reveal an emaciated man with a skeletal appearance and blank eye sockets containing only points of light. There is a medallion hanging from a gold chain around his neck. Though showing no signs of ‘life’ his body is not significantly deteriorated.
An incredulous look crosses his face at the sight of those at the entrance to the chamber, and in a surprisingly strong voice he asks: ”Who are you? And, what are you doing here?”
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 56/58 d20+13=30 ; d20+10=12 ; d20+9=24 ; Monday February 19th, 2024 1:30:52 AM
Skeletal figure. Points of light instead of eyes. Green energy.
There's nothing good about this. Nothing.
Taking all this in, Snark tries to figure out what's going on and exactly what this creature is. Knowledge Arcana 30 Knowledge Religion 12 Knowledge Planes 24
Snark thinks for a moment before speaking. Which is no small feat for the little gnome. His knees feel a little weak all of a sudden, and he grips his staff to steady himself.
With some effort, he smiles broadly as he says, "Oswin - you are looking good! I see you're still putting the win in Oswin! We were sent to find you. Could you come out here for a moment? We need to talk to you about something. Something important. That we want to discuss. Out here."
Then he'll step back and cast Fly on himself.
--------------------------------- Spells/Effects Running: Extended Mage Armor, Continual Flame hanging from the gnome's neck, Fly.
Abilities/Items Acid Dart (Sp) 8 - 0 used Gnome (Sp) 1/day - Dancing Lights, Ghost Sound, Prestidigitation, and Speak with Animals. 2 Pearls of Power - 1st level Staff - 8/10 charges Extend Metamagic Rod - 1/3
Beatrix and Tinkerbell (Mitch) HP 64/64+8 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 Monday February 19th, 2024 6:30:02 AM
Beatrix has no idea if she's cured or not but the door is open and someone's there so it's time to prepare for combat. She starts to reach for her lance, but Snark's words make her stop herself and smile pleasantly at the presumed mastermind.
Jasper (Holly) HP 52/66 AC 24* /13/19 CMD 9 | CMB 7 Monday February 19th, 2024 12:03:55 PM
Jasper notices that the emaciated man who Snark called "Oswin" looks like he's fighting to keep something on the other side of the portal. Maybe he needs help closing it.
She readies her sling.
“Benni” AC 23/11/22 CMD 19. HP 55/ 55 Onesimos (SteveK) Monday February 19th, 2024 5:02:38 PM
Onesimos is unable to cure Beatrix, and tells her so. They will be able to do a better job of it once they find out what is going on… and Snark opens the door.
Oh… my… The elf delays to act, waiting to see if Snark’s gambit can get a positive reaction. If not, he tries his own. ”Energy forces from this Abbey are causing destruction in Heranmar and among the surrounding living peoples. We are ‘doing here’ to stop it. You need to stop it!”
Isaac Harker (Justin M) HP 73/87 AC22/ T12 / FF20 d20+17=26 ; Monday February 19th, 2024 8:50:38 PM
Isaac looks at the strange man with growing dread. Was this man a Lich? "Who are you? And what are you trying to accomplish?" Isaac calls out the question and tries to wrack his brain for what this person has now become. Know religion:26
DM Bob and Carla - ”Kevintar’s Gift” Monday February 19th, 2024 10:35:46 PM
Clustered at the threshold of the large chamber, the Luck Maker’s take in the scene with a sense of dread. Beatrix and Jasper reach for weapons. The centaur hesitates and attempts a smile that stiffens into a rictus, due to the disease affecting her. The druid wonders if the lone individual might need help?
Snark and Onesimos make diplomatic overtures, whilst Isaac asks questions.
Isaac and Snark feel a prickle of memory, and remember briefly scanning some documents on the desk in the Abbot’s house and remembering they were signed…
The paladin knows the ‘creature’ is undead - and a lich - but, also more. Both he and the greenmage believe the being before them is known as an archlich - a type of lich that is…good? Possibly once a wizard or cleric, who has devoted it’s existence to whatever purpose motivated it’s transformation into lichdom. So rarely encountered, some sages disbelieve they exist!
”My name is Oswin Heribert, 11th Abbot of the Abbey at Heranmar and here at the time of the Cataclysm. This is Kevintar’s Gift!” Points of pale blue light sweep across the party, fixing momentarily on the speakers. His visage takes on a pained expression when Benni mentions destruction in Herenmar and environs. ”Kevintar’s Gift! This place where a nexus of Ley Lines and Wold’s Blood provides such energy and where the boundary between planes is thin. A place we could use to travel to gain knowledge…and bring it back to make life better for all. The Cataclysm changed that. We could no longer control the portals. Some connected to different realms and planes, others came under control of entities from the other side.” The archlich looks away from the party and scans the portals, quiet at the moment behind shimmering veils of magic. ”My penance…my purpose these many years is to guard the portals and block whatever attempts to come through!”
A great distance down, green mists billow and roil hiding the tributaries of energy and magic that swirl and race along their courses, cross, and then flow on.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 56/58 Tuesday February 20th, 2024 1:22:25 AM
Snark thinks. He says to his friends, "This fella's a lich alright, but I think he's a good lich. Being an abbot and all, he's prolly a high level cleric."
Then he turns to Oswin. "Sorry to hear Kevintar left you holding the bag, but good to know you're guarding stuff. Like Benni said, some green energy from this abbey is causing destruction in the sea near Heranmar. It made an awful wave come in and wreck stuff in the town. What's more, some underwater witch says it's wrecking her world. Now she's got her panties in a bunch and she's blaming the town. Any chance you can ... do whatever you're doing there in a way that don't stir up the sea? Anything we can do to help?"
Urist (MarkB subbing for Cayzle) Tuesday February 20th, 2024 1:33:58 AM
Urist isn't so sure. She uses her Hat of Disguise to transform herself.
She appears as a beautiful woman with red hair, pale skin, and ruby red lips. She is clad in a sparkly pink ball gown and wearing a pink crown. Her flaming hammer looks like a long wand topped with a star, though it's a flaming star due to the Continual Flame cast on her hammer.
She strolls forward, her wand held in front of her. She smiles at Oswin, and in a saccharine voice she says, "Are you a good lich or a bad lich?"
“Benni” AC 23/11/22 CMD 19. HP 55/ 55 Onesimos (SteveK) d20=17 ; d20+17=22 ; Tuesday February 20th, 2024 7:00:21 AM
Benni is wise enough to listen to Isaac and Snark, and then piece together everything they have found so far in the Haunted Abbey: displaced in time, apparitions and ghosts and undead guardians where there were once monks of Kevintar, and a powerful nexus of conflicting magics. He tries to assess the veracity of the archlich's motive, but is inclined to believe.
"Oswin, I am Onesimos Elpis, devoted of Flower, who has been the goddess of love for the last 150 years and lived through the Cataclysm that ushered in the fifth age. We are the champions of the town of Heranmar, a mere mile from the ruins of this Abbey."
"There has been a Cataclysm at the end of every age. No matter which one you describe, you have been here for thousands of years. And in those years, something has changed this nexus. Ley line energy has escaped, according to our ocean informant, and is causing wrack and ruin. We are here to help."
"Do you know of a way for us to help stabilize this nexus? Or even just the ley lines?"
............. Know History DC 10: 17 Sense Motive: 22
Active Conditions. -3 Strength (11/14) Light (StarKnife) (5/ 80m) ; Longstrider (0/ 1hr); Ghost Wpn (0.5/ 8hrs) (Isaac, Urist, Beatrix) Shield Other (0 of 8hrs) (Snark +1 AC deflect, save resist, and share hit point dam w Benni)
Channel(4/9), Good Touch(0/7), Calming Touch(0/7), Unity(0), Holy Lance(1) 0. Mending, Purify Food/Drink, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Bless. Sanctuary. Shield of Faith. 2. *Shield Other. *Less Restore. Less Restore. Resist Energy. Silence 3. *Prayer. Invisibility Purge. *Ghost Weapon. *Ghost Weapon. *Ghost Weapon. 4. *Holy Smite, Freedom of Movement, *Restoration, *Dimensional Anchor.
Beatrix and Tinkerbell (Mitch) HP 64/64+8 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 Tuesday February 20th, 2024 9:13:32 AM
Beatrix reflects that could also refer to when the choas bell was rung but she's not going to get into semantics for now. "Well from what you say and what we were told about it sounds like the rift is becoming more unstable and leaking energies into the area, causing problems. You obviously can't leave here with your job, so is there anything we can gather or do to help stabilize or close the rifts?"
Jasper (Holly) HP 52/66 AC 24* /13/19 CMD 9 | CMB 7 Tuesday February 20th, 2024 2:28:42 PM
Jasper nods. "Tell us how we can help."
Isaac Harker (Justin M) HP 73/87 AC22/ T12 / FF20 Tuesday February 20th, 2024 11:38:55 PM
Isaac looks at Urist wondering what they are doing, "For now I think we can stow our weapons, But I've only heard stories about Arch-lichs." He walks closer to the Arch lich sheathing his sword, "A very angry merperson came up to the town of Heranmar a while ago and said a strange flux of magic from a ley-line destroyed a large portion of their home. We came to investigate that since they said it came from here and your Guardian didn't exactly make it easy for us to talk to you."
DM Bob and Carla - ”We’re not in Kansas” Tuesday February 20th, 2024 11:51:21 PM Snark vouches for Oswin and explains the party’s mission in plain speech. Benni catches on to what’s happening and speculates with a fair degree of accuracy on what’s been going on in and around the Abbey. He senses the archlich is genuine, and also…tired? Beatrix hits on the idea that there’s a rift or instability in the energies that’s causing the problems outside the Abbey. The elf and the gnome ask the archlich if he is able to control the disturbances…as Jasper adds her voice to those who offer assistance.
Urist-Glinda sashay’s forward a few steps along the narrow bridge, followed by Isaac, however the undead abbot holds out a skeletal hand in a stopping gesture. Advance no further, unless you wish to join me for the rest of your life and unto undeath!” There is a pause as he fixes the troubadour, and the paladin just behind her, with his glowing stare before answering the questions put to him.
”We tried to seal the breaches permanently, but failed at each attempt. My brothers and sisters and I came upon the solution of hiding the Abbey from outsiders as the only way to right the wrongs we caused with our arrogance and hubris. We consigned ourselves to the task in life and in undeath, bonding to the Abbey in order to protect the Wold and redeem ourselves. During all this time I have communed with my god, seeking guidance, and find him changed from an enforcer of Gargul and a god of testing to a god of serenity and discipline. He has bade me continue my vigil unto eternity.”
As he speaks the portal behind him bulges and thins. A large bony head with long fangs and spiral horns presses against the magical membrane, its large dark eyes taking in all who occupy the chamber and even those standing at the entrance to it. Oswin reaches down towards the abyss of swirling energy and using his body as a conduit channels a surge of energy towards at the portal, until the creature disappears and the veil assumes a benign appearance.
”This demon is most persistent. He nearly broke through a time ago, and I was compelled to draw heavily from the nexus to repel him. As I did so, I sensed a disturbance along the ley lines. You may lay the destruction of this ‘sea world’ at my feet.. His shoulders hunch momentarily, but then he straightens, bringing a boney finger up against his mouth. Thin lips pull back to show even, but darkened teeth in a horrible grin.
”There might just be a way…to seal the gateways…permanently!”
Urist-Glinda (MarkB subbing for Cayzle) Wednesday February 21st, 2024 12:24:36 AM
Urist smiles as she speaks, her moves graceful and measured so as not to step on her ball gown or muss her hair. "Oh dear Oswin, maybe we can be of some assistance. Perhaps you had the power to close these portals all along. Just click your heels together, three..."
He's interrupted by the grumpy little gnome.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 56/58 Wednesday February 21st, 2024 12:52:02 AM
Snark is becoming worried about a couple of his companions, one in particular. Though he will admit Urist has nice taste in clothes, he interrupts, waving her off from whatever she was suggesting this beleaguered lich do with his clicky little skeleton feet.
But even more concerning is Isaac's mention of the dead mummy woman. Afterall, maybe she was his undead girlfriend or something. In a hushed tone he speaks to Isaac in a secret code language, "Ix-nay on the uardian-gay. He might not ow-knay she's ead-day."
Anxious to avoid divert the conversation from the guardian that's now just a pile of bandages, he says, "Sooo, Oswin. Eternity, huh? Sucks to be you pal. You mentioned closing the portals. That seems pretty great. That'd leave eternity to, oh, I dunno, maybe pursue your hobbies? Do liches like gardening? Gardening's a nice hobby, and Jasper's got a nice one going back in Heranmar. How about healing people? Beatrix here's got both a curse and a disease. Any chance a powerful abbot-lich like yourself could heal my pal Bea?"
“Benni” AC 23/11/22 CMD 19. HP 55/ 55 Onesimos (SteveK) d20+9=17 ; Wednesday February 21st, 2024 7:41:37 AM
Onesimos waves aside Snark requesting a boon for Beatrix and follow-up the LuckMakers' general offer with more substance at the same time. "Our eyes tell us Abbot Oswin is fully engaged and it would be unwise to divert his attention to Beatrix. The insidious mummy rot will take days to consume her and we can remove the curse and disease ourselves tomorrow morning."
"Yet my friends have hit upon a solution, Your Right Reverend. As you and all your monks are confined to this Abbey, we, the living LuckMakers may move beyond the grounds to gather what you need. Tell us the way you have identified, and we can take upon that quest."
Better at understanding others than persuading them, Benni tries his best.
................. Diplomacy: 17
Active Conditions. -3 Strength (11/14) Light (StarKnife) (7/ 80m) ; Longstrider (0/ 1hr); Ghost Wpn (0.5/ 8hrs) (Isaac, Urist, Beatrix) Shield Other (0 of 8hrs) (Snark +1 AC deflect, save resist, and share hit point dam w Benni)
Channel(4/9), Good Touch(0/7), Calming Touch(0/7), Unity(0), Holy Lance(1) 0. Mending, Purify Food/Drink, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Bless. Sanctuary. Shield of Faith. 2. *Shield Other. *Less Restore. Less Restore. Resist Energy. Silence 3. *Prayer. Invisibility Purge. *Ghost Weapon. *Ghost Weapon. *Ghost Weapon. 4. *Holy Smite, Freedom of Movement, *Restoration, *Dimensional Anchor.
Beatrix and Tinkerbell (Mitch) HP 64/64+8 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 d20=19 ; d20=2 ; d20=19 ; d20=4 ; d20=9 ; d20=9 ; Wednesday February 21st, 2024 8:45:45 AM
Beatrix starts a muttered conversation with her familiar pulling on all of their wide knowledge base to better understand the history being told to them, the nature of the rifts, and what they can do to help (I just rolled for every one I have, don't have to respond to any not relevant. 29 engineering, 12 geography, 29 history, 14 nature, 17 planes, and 19 religion)
Jasper (Holly) HP 52/66 AC 24* /13/19 CMD 9 | CMB 7 d20=14 ; d20=6 ; Wednesday February 21st, 2024 3:08:14 PM
Jasper's eyes widen at the sight of the demon.
She wracks her brain as she tries to recognize it (14 religion, untrained). Whatever it is, it's an ugly bugger.
She waits to hear more of Oswin's tale-- what did those old priests do, anyway?-- and what he suggests they might do to seal the portal.
Isaac Harker (Justin M) HP 73/87 AC22/ T12 / FF20 Wednesday February 21st, 2024 10:05:35 PM
Isaac asks "So there might be away to seal the portals? Anything to stop rampaging demons and rampaging merfolk out of our hair we'll try within reason. But what will happen to you once that is done?" Isaac looks at Snark and looks over at the dead Guardian "Well are you going to cover it up" he whispers to the gnome.
DM Bob and Carla - ”Let sleeping ley lines lie” Thursday February 22nd, 2024 1:11:00 AM Snark asks for a boon on behalf of Beatrix, however Onesimos more accurately understands the archlich’s dilemma, as well as the fact that the centaur’s demise is not imminent, and that a quest might be in the offing. Glinda-Urist volunteers. Isaac asks for details.
Jasper doesn’t know much about the kind of demon she saw other than that it was big…and scary. She does get the impression that when the creature fixed its gaze on the party, it committed each and every one of the heros to memory.
Beatrix puts various snippets of information gathered from her readings together. She understands ley lines to be conduits of magical energy that traverse all known corners of creation, serving the same function as veins and arteries of living creatures. She’s read that some casters can draw from ley lines to empower their magic. She does not know what would be involved in drawing power from a nexus of ley lines and Wold’s Blood, nor what risk is involved, and can only wonder at the skill level required to do so.
The undead Abbot is momentarily distracted by mention of the Gurdian. ”I know you have defeated those who have consigned themselves to keeping The Gift hidden, else you would not be here. Iliona, my partner in life, whom I raised after her death and bonded in undeath for eternity to the door, would have been the last to fall.”
Oswin continues: ”there are centuries of learning documented in our libraries. After the cataclysm, when the portals were corrupted, the most relevant documents were brought to the Chapter House as we searched for a solution. However, the danger escalated, and the sealing of the Abbey took precedence as it seemed the only way.”.
Oswin pauses, scanning the portals before continuing: ”There was a passage in a journal about an artefact - a lantern that emits powerful anti-magic. If you could find this lantern and bring it back to the Abbey, I could channel the energy of the nexus through it. That might permanently seal these gateways, and finally release all who protect the Gift to eternal rest! Look in the Chapter House for the journal of Brother Corbin. Everything we know about this artefact and its whereabouts is in this journal!”
Beatrix and Tinkerbell (Mitch) HP 64/64+8 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 Thursday February 22nd, 2024 8:12:59 AM
An epic hunt for an ancient artifact to seal away portals of doom? This sounds thrilling! And also time consuming. Dang it she has a job to do, and she doesn't want kids parent's freaking out over the teacher running off on dangerous adventures. Or worse kids trying to emulate her and run off on dangerous adventures. She'll have to find some kind of excuse if she's going to help with this. Hrm.
“Benni” AC 23/11/22 CMD 19. HP 55/ 55 Onesimos (SteveK) Thursday February 22nd, 2024 9:37:54 AM "Right", states Onesimos, that's all he needs to recommend to the LuckMakers to make their way back out (shutting the doors and keeping the keys as they go) until they are back in the Great Library.
Here, he pauses, looking to Jasper to use her knowledge of nature to gauge how much time has passed, and how much time they have to search for the Journal of Brother Corbin before having to rest for the night. That rest is very important for Benni, because that is the key to gaining the spells needed to free Beatrix from the insidious mummy rot!
................. Active Conditions. -3 Strength (11/14) Light (StarKnife) (7/ 80m) ; Longstrider (0/ 1hr); Ghost Wpn (0.5/ 8hrs) (Isaac, Urist, Beatrix) Shield Other (0 of 8hrs) (Snark +1 AC deflect, save resist, and share hit point dam w Benni)
Channel(4/9), Good Touch(0/7), Calming Touch(0/7), Unity(0), Holy Lance(1) 0. Mending, Purify Food/Drink, Light, Stabilize 1. Prot v Evil. Prot v Chaos. Bless. Bless. Sanctuary. Shield of Faith. 2. *Shield Other. *Less Restore. Less Restore. Resist Energy. Silence 3. *Prayer. Invisibility Purge. *Ghost Weapon. *Ghost Weapon. *Ghost Weapon. 4. *Holy Smite, Freedom of Movement, *Restoration, *Dimensional Anchor.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 56/58 Thursday February 22nd, 2024 1:24:29 PM
Snark is glad that's out now! He glances down at the pile of bandages as he replies to Oswin. "Yeah, sorry about Iliona. We didn't know she was anyone's girlfriend. The rest of her little Mummy group might be gone to, now that we're talking about it."
"So, we got a lamp to find. To the Chapter House!"
Snark is still flying, so those stupid human-sized stairs will be a little easier for him to ascend. He goes up with his friends.
Once back in the Chapter House, Snark will pull his little bat Luna out of his pocket. "Luna, we're looking for a book. It's a journal written by some guy named Corbin. Be an extra set of eye's for us as we look around, OK?"
Snark provides light as we carefully search the Chapter House.
We don't seem to be time limited, so he will take 20 as we all search, resulting in a Perception check of 20+16=36.
Urist-Glinda (MarkB subbing for Cayzle) Thursday February 22nd, 2024 1:29:38 PM
Urist turns to go, the hoops on her large pink ball gown swishing as she goes.
Back up to the Chapter House. She hums to herself, recalling an old song as she has to find a passage back to the place she was before.
Jasper (Holly) HP 52/66 AC 24* /13/19 CMD 9 | CMB 7 d20+10=29 ; d20+21=29 ; Thursday February 22nd, 2024 2:09:34 PM
Rest is essential. Jasper has few spells left.
With one last worried glance at Oswin and the all-too-watchful demon, she follows her friends up and out of the crypt.
When the Luck Makers arrive at the Chapter House, she glances out the windows to gauge the position of the sun (or the moon, as the case may be) to gauge the time. (Nature 29)
Then, she starts searching for the journal. (Perception 29)
Isaac Harker (Justin M) HP 73/87 AC22/ T12 / FF20 d20+5=18 ; Thursday February 22nd, 2024 11:46:44 PM
"Thank you for helping us we'll return hopefully with the book." Isaac follows the others to the Chapter house. He starts looking around for the journal the abbot mentioned he looks around for any sort of sorting reference that could help them. Perception 15 Ooc:would they have a Dewey decimal system?
DM Bob and Carla - ”Let sleeping ley lines lie” Friday February 23rd, 2024 1:08:43 AM
Having learned of a way to possibly resolve several problems at once, the party agrees to take on the quest proposed by the archlich. Oswin seems reinvigorated by the prospect that his indenture may come to an end. ”My vigil continues, but you give me hope that one day my penance will be ended and I can rest.”
The party depart the chamber once known by the Abbey community as Kevintar’s Gift, but now containing the corrupted portals, and reposition the door across the opening. They make their way down the hallway past the tattered remains of the Guardian and her minions, then up the stairwell to the catacombs where some of the party fought the Crypt Thing. At the end of the corridor is another stairwell leading up through the floor of the Chapter House. Once everyone is through, the mechanism to close the opening is tripped.
As the Luck Makers fan out through the room looking for the journal described by the Abbot, Onesimos frets about how much time has passed since the party entered the Abbey. Time seems to work strangely in this place, and Jasper finds it hard to gauge what she sees overhead. However, it’s not full dark. Her best guess is that they’re missing supper.
Snark sends Luna aloft to act as lookout while he searches the shelves under the large stained glass window at one end of the Chapter house. Urist-Glinda holds her wand aloft, the star at it’s end glowing brightly as she hums a tune. Isaac hopes there is some sort of order to the books ranged along the walls. Beatrix wonders how she’s going to reconcile the life of an adventurer with that of a school teacher.
A thorough search of the Chapter House results in the party locating a leather bound journal compiled by one Brother Corbin Parff, as well as 4 scrolls* and a locked chest.
*Restoration (800 GP), Speak with Dead (375 GP), Locate Object (375 GP), Hallow (1125 GP)
“Benni” AC 23/11/22 CMD 19. HP 55/ 55 Onesimos (SteveK) d6=1 ; d6=3 ; d6=4 ; d6=1 ; d4=3 ; Friday February 23rd, 2024 7:08:25 AM
Onesimos listens to Jasper as they find what they can find in the Chapter House. "I propose we camp here for the night. Eat, rest, and take care of Beatrix in the morning, before the insidious mummy rot has 24 hours to set in. Between, guidance, prayer, and inspired courage, I think multiple chances of my spells to remove curse and then Isaac's ability to remove disease, we can save our dear aggressive librarian." (the last said with a fondness for the centaur).
The cleric would like to hold onto the four scrolls, if no one objects, at least until they have finished their quest. The journal, he leaves to those better suited to knowledge, linguistics, and paper-puzzles.
After dinner but before resting, Benni spends more energy that will be renewed tomorrow anyways. - Channel Energy (9 healing to all LuckMakers) - Lesser Restoration (Benni gets 3 strength back)
................. Active Conditions.
Morning New Spell List Channel(0/9), Good Touch(0/7), Calming Touch(0/7), Unity(1), Holy Lance(1) 0: Mending, Purify Food/Drink, Light, Stabilize 1: Prot v Evil, Prot v Chaos, Bless, Bless, Sanctuary, Shield of Faith 2: Shield Other, Less Restore, Less Restore, Resist Energy, Silence 3: Prayer, Ghost Weapon, Remove Cursex3 4: Holy Smite, Open Slotx3 (pending if they are able to get the rot removed on the first go-around
Beatrix and Tinkerbell (Mitch) HP 64/64+8 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 Friday February 23rd, 2024 7:30:33 AM
Now that they're back outside and she's realized how late it is Beatrix is suddenly exhausted. She helps the others grab what they're taking home with them and is ready to hurry home.
Jasper (Holly) HP 66/66 AC 21 /13/19 CMD 9 | CMB 7 Friday February 23rd, 2024 1:39:18 PM
Jasper shares what provisions she has with her and makes a little nest to sleep.
Urist-Glinda (MarkB subbing for Cayzle) Friday February 23rd, 2024 6:36:11 PM
Urist-Glinda looks serenely at her companions. She smiles as she says in a lilting voice, "This seems a nice place to rest. And any good witch with a dwarven heart knows a rest goes better with ale."
She pulls out a keg of ale, offering to share it with her friends. She also pulls out some trail rations, offering some to any that didn't think to bring food.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 56/58 Friday February 23rd, 2024 6:49:47 PM
Snark is pleased with Benni's suggestion that the party rest here. He will cast Unseen Servant, extending the duration with a rod (16 hours). He'll set the Unseen Servant to cleaning up the place while we rest.
He pulls out his own trail rations to eat
"I can share these too, but they're kinda small and might not be a good meal for you bigguns."
"Oh wait! I got something to share! It'll go well with Urist's beer."
With that he pulls out a couple of pounds of cheese, cured sausage, nuts, and dried fruit. And a gnome sized tankard for some of the ale.
After a meal, the little gnome will examine the small chest at the other end of the Chapter House if something blows up.
He examines the chest carefully, trying to see if it has any traps or mechanisms that may be problematic (take 10 for Perception 26.)
Then he Detects Magic on it, and if the chest itself is enchanted, he tries to identify the magic (take 10 for Spellcraft 30.)
Assuming he does not find anything in his examinations that seems dangerous, he will try to open it. If it's locked, he'll search around for a key. If there is no key and it still locked, he'll work with his friends to force/pry the lock open. And if there any contents of the chest, his work with Detect Magic will again result in Spellcraft 30 to identify any magic items.
DM Bob and Carla - ”There’s no place like home…” Secret DM roll d10=9 Sunday February 25th, 2024 10:17:11 PM
The distance between the Abbey and the gates of Heranmar can be covered in 1-1 1/2 hours, and the Luck Makers are no strangers to the route, having even navigated it at night, however, weary from their travails in the crypts under the Haunted Abbey they decide to pause for a while.
It just so happens that the Chapter House, the chosen locale for their impromptu picnic is one of the few ‘safe’ buildings within the compound. No undead spirits will disturb their repose in this building.
Onesimos puts in a request for the recently discovered scrolls, and does what he can to heal the hurts of those who have been injured, as well as looking after himself. He reassures Beatrix that her recovery is a priority he and the paladin will tend to on the morrow. As the adrenaline coursing through her system recedes, the centaur gets a better idea of the toll the insidious mummy rot has taken on her system.
Jasper, Snark and Urist-Glinda dig around in packs and magical compartments and are able to supplement standard trail rations with ale, cheese, sausage, and a mix of nuts and fruits - providing a substantial pic-nic for themselves and their friends. The mage’s invisible minion silently sets to cleaning the place, his position identifiable by the cloud of dust it raises.
After the meal, the gnome works over the locked chest. There’s nothing magical about it, but it is bound by a stout lock for which he is unable to source a key. A knock spell, or a few good bashes with a heavy weapon should bust it open and spill the contents - nothing ‘magical’ per se - but a small fortune in gold and gems (value 20,000 GP.)
Meanwhile Brother Corbin’s journal sits where the finders left it.
Beatrix and Tinkerbell (Mitch) HP 64/64+8 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 Monday February 26th, 2024 7:08:07 AM
Beatrix has no interest in the loot. She eats something leaning against a wall and soon dozes off.
“Benni” AC 23/11/22 CMD 19. HP 55/ 55 Onesimos (SteveK) d20+17=23 ; d20+8=21 ; Monday February 26th, 2024 9:33:14 AM
Onesimos is willing to share what he has, but it is limited to preserved rations that can fuel a body but not the tongue. He ensures the watch is set, and sleeps well.
In the morning, he breaks his fast, conducts his morning ablutions and meditations (ooc: adjusted spell list), and is ready to heal Beatrix. With the curse portion already lifted (ooc: DM Post Feb 18), Benni prapares. "Urist, will you inpire us with song?" As soon as the troubador begins, Benni provides his own Touch of Goodness on himself, and then casts Remove Disease on Beatrix.
Once the disease is lifted, it is a simple matter to cast Restoration to fully restore the noble Centaur.
The elf then gets Brother Corbin's Journal and begins reading aloud so Snark, Beatrix, Jasper, Isaac, and Urist can all hear when they find anything useful about "lantern", or "artifact", or "anti-magic"
And (per DM hint in email), he is ready to have a long study of it once back at Heranmar.
................. Active Conditions. Inspire Competence (Urist) +2 competence bonus Touch of Good (Benni) +7 sacred bonus Remove Disease (d20+8lvl+2comp+7sacred) vs DC 20 = 23 success (barely) (ooc: second roll at +8 is if competence and sacred bonuses don't apply and Benni has to cast again)
Morning New Spell List Channel(0/9), Good Touch(1/7), Calming Touch(0/7), Unity(1), Holy Lance(1) 0: Mending, Purify Food/Drink, Light, Stabilize 1: Prot v Evil, Prot v Chaos, Bless, Bless, Sanctuary, Shield of Faith 2: Shield Other, Less Restore, Less Restore, Resist Energy, Silence 3: Prayer, Ghost Weapon, *Remove Disease(2), Open Slot(1) 4: Holy Smite, *Restoration, Open Slot(2)
Jasper (Holly) HP 66/66 AC 21 /13/19 CMD 9 | CMB 7 Monday February 26th, 2024 4:46:48 PM
Jasper breaks camp and prepares for the walk back to town. As she putters, her thoughts drift to the the souls bound to the Abbey. She hopes she can help ease their burden.
She mulls over what she might craft and purchase.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 56/58 Monday February 26th, 2024 9:07:04 PM
Snark is glad to have an uneventful night. In the morning, he will listen to Benni reading from the journal for a bit, but is anxious to get back to town. And good food and a bed. He figures we can sort out the journal is more comfort, and the gnome is all about comfort.
As such, he conjures a mount for the short journey home. His little legs have a hard time keeping up.
Glinda (AC18, HP65? of 72) (Cayzle) d20+20=38 ; d20+1=16 ; Monday February 26th, 2024 9:46:25 PM
Glinda daintily nibbles at the picnic and gazes at the treasures wisely.
"Of course, it is not the gold that you put in your pocket that matters, but the friends you make along the way."
She bows in answer to the request for a song. "Reverend Benni, I would be pleased."
She takes out her mandolin and plays a lovely melody. Perform Strings 38
Then she adds lyrics to the tune:
You're out of the woods, You're out of the dark, You're out of the night. Step into the sun, Step into the light. Keep straight ahead for the most glorious place On the Face of the Earth or the Sky.
But her voice is, alas, less lovely. Perform Song 16
DM Bob and Carla - ”There’s no place like home…” Tuesday February 27th, 2024 12:15:00 AM
Bellies full, and curiosity regarding the contents of the chest satisfied, folks bed down for the night on the cold stone floor of the Abbey Chapter House. Night passes uneventfully for the watches.
In the morning, Onesimos makes it his priority to do everything possible to heal Beatrix before the insidious mummy rot has an opportunity to progress further. He asks the troubadour for a song and Urist-Glinda complies, strumming expertly on her mandolin and singing a song to support the cleric and the ailing centaur. The disease is a challenge for the cleric, however, by the grace of Flower, the disease is removed and Beatrix’s health restored.
Jasper packs up, sparing a thought for the unfortunate souls bound to the Abbey. She and Snark listen as Onesimos reads a few passages aloud from Brother Corbin’s journal. It sounds like the brother was making frequent trips through one of the portals, his destination the Shadowlands, where the living could yet mix with the dead as those waiting to be taken to the afterlife, or possibly trying to avoid crossing over, wandered the shores of the River of Souls. The entries seem to be histories or life stories as told by those he encountered. The group rightly surmise it will take some time to work through the journal in order to find the information they seek.
Gear packed, the party make their way through the rest of the Abbey, locking up as they go. Once over the boundary wall, they are greeted by early mornings’s rosy light. The passage home is straightforward, though the melting snow makes the road muddy. Snark meanwhile is high and dry atop his conjured mount.
Snark Riverstone (MarkB) AC17 T13 F15, CMD 14, HP 56/58 Tuesday February 27th, 2024 1:50:41 AM
Snark trots along on his conjured pony. As he goes, he's really looking forward to being back in his room and sleeping in his bed. A real bed.
He'd like to get the treasure we found passed out, and he has a few things to attend to in order to be ready for finding this magic lamp.
"Hey Benni - did you get to the part in that journal about the magic lamp yet? Do you think there'll be a genie in it? I'd like to meet a genie. Maybe we'll get some wishes. I think I'd wish to know what happened to my dad. Did you guys know he was a member of the WLA?"
Beatrix and Tinkerbell (Mitch) HP 64/64+8 AC 16/13/14 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 Tuesday February 27th, 2024 5:07:48 AM
Beatrix had expected the party to return to town and sleep in actual beds and not intended to doze off while they took a short food break. So she is surprised and a bit cranky when she wakes up 8 hours later to find that no one woke her up from her incredibly uncomfortable sleeping position. Still she's over it by the time they get back to town and thanks the pair who heal her graciously.
“Benni” AC 23/11/22 CMD 19. HP 55/ 55 Onesimos (SteveK) Tuesday February 27th, 2024 7:21:59 AM
Onesimos chides Beatrix good-naturedly as they walk back through the slush of the morning. "Well, we couldn't have you turning into a pile of sand, now, could we? Although I suppose we could have made a nice box for your children to play in. We could have called it Beatrix' Beach." For the centaur being grumpy, the elf shrugs it off: she must have been very tired when the LuckMakers decided that last night before they all went to sleep...
The cleric hands to Snark the Hallow and Locate Object scrolls for taking to the Catacombs, but wants to keep the Speak with Dead and Restoration scrolls for future possibilities. "I think one step at a time, Snark. This Brother Corbin travelled the Shadowlands, and I am concerned finding this lantern is not going to be the work of a day, or even months. I wonder if we shouldn't tell Nyana, the Oceanid of our progress: would it mollify her or only make her more angry?" Benni thinks, once home and warmed, he may cast a Divination to see if there is an inspiration one way or another.
............ Plan: Get back to LuckMakers House. Get cleaned, warmed, fed. Meditate for an open slot to be a Divination spell. Use the conch to cast Divination.
"Will it benefit Heranmar if I summon Nyana and tell her of our progress to fix the ley lines?" Highlight to display spoiler: { a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within 1 week. The advice granted by the spell can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn't act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%. If the die roll fails, you know the spell failed, unless specific magic yielding false information is at work.}
Jasper (Holly) HP 66/66 AC 21 /13/19 CMD 9 | CMB 7 Tuesday February 27th, 2024 3:35:26 PM
Jasper is very curious about the results of the Divination spell. Nyana is... unpredictable.
Glinda (AC18, HP65? of 72) (Cayzle) d20+20=31 ; d20+26=44 ; Tuesday February 27th, 2024 9:36:30 PM
Glinda says her farewells. "It is time for me to return to my castle in that merry old land. It has been a lovely time! I shall restore my friend Urist to you as well."
Glinda waves her wand and gestures to the side. Highlight to display spoiler: {Creating a Distraction using Bluff, rolled a 31}
While folks are (hopefully) distracted, she disappears in a puff of smoke! Highlight to display spoiler: {Draws and drops a smoke stick, casts invisibility before the smoke dissipates}
Then Urist steps out from behind some tree trunk or rock or bush. Highlight to display spoiler: {Drops disguise, moves, drops invis, reveals self. Stealth 44}
"Hi everybody!" says Urist. "You all miss me? I know you missed all my jokes -- the ones that brought down the house, right? I tried those back in Glinda's home, but nobody much appreciated them!"