DM Bob and Carla - ”Deja vu all over again! ” Wednesday July 17th, 2024 10:03:58 PM Onesimos shares the news that the medallion required to open the final chamber is missing, and in it’s stead a quantity of sand sits at the bottom of his pack! Isaac, Makis, and Snark put their heads together and figure out the mystery. Much to Beatrix’s chagrin it appears the party hasn’t seen the last of the Guardian.
Snark drops a glowing coin down the dark stairwell. Shortly after it lands, Eadric hears something…then deathly quiet.
The light reveals reasonably intact stone steps winding ‘round the walls descending to approximately 60ft. 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.)
The Luck Makers are attentive as they take the steps leading down into the bowels of the catacombs under the haunted Abbey. The illumination about the group from Jasper’s lantern, the coin held by the unseen servant, and the dancing lights creates interesting shadows on the wall. The steps are a little scary for the centaur, however everyone makes it down safely to the bottom, including Urist toting Azodall’s Lantern in it’s crate, and the silent and invisible light bearer trailing in the wizard’s wake.
As Makis’ conjured lights dance ahead of the party, their light becomes so dim as to be nearly extinguished! Those with dark vision can make out their shapes 20ft in front of the party, but with the exception of two large columns directly before the group - the rest of the room is shrouded in supernatural darkness.
(OOC: standard marching order was used for placement on the map - DM Carla)
Timed rounds (6 second combat rounds) going forward
Snark Riverstone (MarkB) AC21 T13 F19, CMD 15, HP 78/78 d20+17=23 ; d20+8=14 ; Wednesday July 17th, 2024 11:57:41 PM Remember - Isaac is enlarged and everyone is affected by a Haste spell!
As Herb steps down, Snark is confronted by the darkness ahead. He can see that our magical lights seem to push it back, but it's still dark where they overlap, so he guesses Deeper Darkness. He clenches his teeth on his pipe. "Well, that's gonna be a problem. Let's see what we can do about that."
The little gnome casts Dispel Magic on what appears to be Deeper Darkness. (He feels like this is kinda important, so he throws a hero point in for +8. The dispel check against the Deeper Darkness is 23, which would dispell whatever is causing that darkness up to Caster Level 12.)
He tells the Unseen Servant to move up a bit.
Then he tells his Plant Companion, "Hey Herb, pick up that coin there that's glowing and throw it into the room." A vine snakes out, wraps around the coin that Snark dropped in here and tosses it as noted on the map. (Assuming this works like hitting a square with a splash weapons, it has to hit AC 5, so 14 should place the coin there. Continual Flame provides normal light out to 20, and dim light out to 40'.)
Finally, he has Herb move 5' to the side.
--------------------------------- Spells/Effects Running: Extended Mage Armor, Shield (9 min), Enlarge Person on Isaac (8 rounds), Haste (17 rounds), Unseen Servant (9 hours)
Enlarge Person - Increases size category to the next larger one. +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed. Equipment is similarly enlarged by the spell. Melee weapons deal more damage. Any enlarged item that leaves an enlarged creature’s possession instantly returns to its normal size.
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.
“Benni” AC 29/17/28 CMD 28. HP 63/ 63 Onesimos (SteveK) Thursday July 18th, 2024 7:33:16 AM
When Snark casts Haste, Onesimos casts his own Longstrider. It won't affect him whild hasted, but it will last longer just in case it is needed...
Onesimos squeezes past Isaac and moves to the right so the Luck Makers aren't one big juicy target. StarKnife and buckler weave in a defensive pattern and he calls out into the darkness. "Iliona!! We were sent on a quest by Abbot Oswin Heribert! We are bringing Azodell's Lantern to him in order to close the Gates once and for all. Please let us past!"
Benni isn't expecting this to work, but he had to try. He conjures his own Light to glow on his buckler shield.
............ Fighting Defensively (+2 AC) and Combat Expertise (+3 AC -3attack): Active Effects: Shield Other 0.2/8hrs (Snark); Ghost Weapon 0.2/8hrs (Eadric); Haste (from Snark) +1AC/Reflex, +30' move; Longstrider; Light
Beatrix and Tinkerbell (Mitch) HP 72/72 AC 18/14/16 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 Thursday July 18th, 2024 7:45:32 AM "If it's magical darkness the lantern will dispel it like anything else. We can use it to light our way." Beatrix suggests. (Updated header AC)
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) d4=1 ; Thursday July 18th, 2024 1:27:08 PM It would also spoil all the magic we have already cast. Makis points out as he casts Spectral Hand in preparation of an encounter.
[ooc] Hand has one hit point and Makis is down 1 hit point.
Jasper (Holly) HP 80/80 AC 26 (with +4 Barkskin) /14/19 CMD 23 | CMB 10 Thursday July 18th, 2024 1:38:11 PM
Jasper casts Guidance on herself and moves a littler deeper into the gloom (Q36).
Eadric Wolfe (Ben V) AC27 T23 FF27 CMD 27 83/83HP Thursday July 18th, 2024 8:31:02 PM
Eadric prepares himself for whatever is in the darkness, drawing his rapier and moving into the room.
Isaac Harker (Justin M) HP 91/91 AC23/ T13 / FF20 d20+12=23 ; Thursday July 18th, 2024 10:13:52 PM
Isaac draws his sword and shield, Walking forward he calls out "Iliona We don't want to fight. We're trying to help you and Abbot Oswin. Let us pass!"
Diplomacy:23
DM Bob and Carla - ”Wretched mischief” RS attack vs Jasper and Snark 2d6(2+6)=8 d4=4 Secret DM roll d3=2 RS vs Benni 2d6(5+2)=7 d4=1 Secret DM roll d3=1 RS vs Isaac 2d6(5+3)=8 d4=3 Secret DM roll d3=1 Thursday July 18th, 2024 11:02:56 PM
Confronted with a wall of nearly impenetrable darkness, Beatrix suggests using their artefact. Makis points out the flaws in the centaur’s thinking! Jasper gives herself a magical boost. Eadric draws his ghost touched rapier. Shifting over to one side, Onesimos calls out to the Guardian, as does Isaac on the off chance she might be amenable to granting the party safe passage through the door to which she is bound. Snark makes an educated guess regarding the nature of the supernatural darkness. The gnome would normally target a spellcaster, creature, or thing with his magic, however he understands one can also use a targeted dispel to specifically end one spell affecting an area. He names the specific spell -deeper darkness - as he casts, and watches as the supernatural black is banished! Perception 15 Highlight to display spoiler: { to notice a human femur on the ground at what would have been the centre of the affect. }
Squinting through the 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 more darkness overhead. To the right and to the left stone walls interrupted by regularly spaced archways. Most appear to have been fitted with doors - although some are broken and hang precariously from their hinges.
The Luck Makers get a response as from the darkness beyond the reach of the party’s lights a voice answers: ”There is no going forward. I am the Guardian! Nothing gets in…and Nothing gets out!”
Before anyone can respond to the warning, there is a scratching, scrabbling sound of hundreds of tiny claws on stone. The lights reveal a squirming, squeaky mass of rats with rotting flesh, torn and matted fur, and reddish eyes pouring down the walls and across the floor at great speed towards the party. Their semi-translucent skin shows discoloured bones and muscle.
One swarm reaches Jasper and Snark - swirling ‘round their feet, biting and climbing up their persons. ( 8 HP plus 4 strength damage each, Fort save DC 15 vs disease )
Another bears down on Benni (7 HP plus 1 strength dmg. Fort save DC 15 vs disease.)
And yet another swarm engulfs Isaac (8 HP plus 3 strength dmg. Fort save DC 15 vs disease - however, I believe the paladin is immune to disease!)
Important note: Jasper, Snark, Isaac and Benni each get an AoO on the swarm that moves into their square
Urist (AC20, HP82of82) (Cayzle) Thursday July 18th, 2024 11:32:25 PM
Earlier: Urist takes out the lantern and aims it at the darkness.
When the fight breaks out, Urist casts Fly and Quickened Shield. She rises up into the air.
(OOC: Cayzle, sending you an e-mail. - DM Carla).
DM Bob and Carla - ”Wretched mischief - Adendum” Friday July 19th, 2024 12:00:53 AM Urist does not have sufficient time to uncrate the lantern and set a source of light at it’s core. It’s highly likely that if she had attempted such a thing, one or the other of her companions would have stopped her, and taken the artefact away from the impulsive dwarf.
With the onset of the swarm attack so close to her Urist takes steps to protect herself.
Urist (AC20, HP82of82) (Cayzle) Friday July 19th, 2024 7:32:15 AM
OOC: Sorry, thought I had two rounds worth of action. I'll stick with the Fly, Quickened Shield, and move up for one round's stuff.
Beatrix and Tinkerbell (Mitch) HP 72/72 AC 18/14/16 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 Friday July 19th, 2024 9:57:36 AM
Deciding the rats are a distraction Beatrix casts light on the tip of her lance and advances.
“Benni” AC 29/17/28 CMD 28. HP 63/ 63 Onesimos (SteveK) d20+8=15 ; d20+5=10 ; d4+3=4 ; Friday July 19th, 2024 10:25:55 AM
Onesimos sees Urist begin to gather the lantern. "URIST!! NO!!! The Lantern will stop ALL magic, including all of our own spells and defenses. Please keep it..."
The cleric has no more time because a tide of undead rats slam into the elf. He takes a swipe, and then is bitten, feeling so many bites weakening, but he doesn't succumb to the disease-filled mouths.
Taking a step back, he sends a Channelling Burst to turn all Undead in a 30' radius!
............ AAO AC 10 Dam 4 Fort Save 15 success! 5 foot step to T,34 Channel Energy: Turn Undead Will DC 16 or flee
Fighting Defensively (+2 AC) and Combat Expertise (+3 AC -3attack): Active Effects: Shield Other 0.2/8hrs (Snark); Ghost Weapon 0.2/8hrs (Eadric); Haste (from Snark) +1AC/Reflex, +30' move; Longstrider; Light
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) Friday July 19th, 2024 1:12:50 PM
Makis considers but for only a moment. He casts Hide from Undead and uses his broom to fly about touching his party members and his Spectral Hand spell if any are too far away to be included.
ooc Casting Time 1 standard action Components V, S, DF Range touch Targets one touched creature/level Duration 10 min./level (D) Saving Throw Will negates (harmless); see text; Spell Resistance yes
Undead cannot see, hear, or smell creatures warded by this spell. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent undead creatures (such as skeletons or zombies) are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can't see any of the warded creatures. If it has reason to believe unseen opponents are present, however, it can attempt to find or strike them. If a warded creature attempts to channel positive energy, turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.
Jasper (Holly) HP 72/80 AC 26 (with +4 Barkskin) /14/19 CMD 23 | CMB 10 d20+10=13 ; d3=2 ; d3=3 ; d20+7=20 ; d8+5=8 ; Friday July 19th, 2024 1:50:37 PM
The rats engulf Jasper, their filthy bites envenerating her. (I forgot to add the Guidance bonus but it wouldn't have mattered!)
She rallies herself and casts Produce Flame, hurling the fire into the mass of rats in 36R-- setting the rats on fire, but not herself or Snark.
(Ranged Touch Attack, modifier dropped to 7 because of the Dex penalty = 20, D8 +5 +caster level up to 5 for 13 pts of damage. I think.).
____ OOC question: Since I failed the Fort save, I rolled for Dex and Con damage too. Please make any necessary corrections.
19 - 4 Strength = 15, modifer drops to +2 16 - 2 Dex = 14, mod drops to +2 14 - 3 Con = 11, mod drops to 0
(No damage to DEX or CON at this time. - DM Carla)
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) Friday July 19th, 2024 3:50:59 PM
ooc:Jasper, if Makis is successful in casting Hide from Undead on you before your attack, that attack will likely end the spell for all of us. Note that these rats should not get a save and will ignore you once the spell takes effect. Unsure of the order of things though. The Hide from Undead spell should last 90 minutes.
Jasper (Holly) HP 72/80 AC 26 (with +4 Barkskin) /14/19 CMD 23 | CMB 10 Friday July 19th, 2024 7:18:46 PM
OOC: Thanks, Makis! I think I took the bite damage during the DM round though.
Also, I think I added Produce flame incorrectly. It should be BAB + the Dex modifier so that's 9 +2, equaling 11, not 20. Sorry for the error.
Eadric Wolfe (Ben V) AC27 T23 FF27 CMD 27 83/83HP d20+18=32 ; d6+8=12 ; Friday July 19th, 2024 8:32:59 PM
Eadric will spring towards the swarm engulfing Benni, taking his Spring Attack, and gaining 20% concealment.
(32 to hit, 15 damage.)
Snark Riverstone (MarkB) AC21 T13 F19, CMD 15, HP 78/78 d20+9=15 ; d10+2=11 ; d20+9=29 ; d20+9=18 ; d20+7=21 ; d20+7=20 ; d10+2=10 ; d6+2=6 ; d6+2=3 ; d10+2=8 ; d20+9=19 ; Saturday July 20th, 2024 5:21:51 PM
(Snark is riding on his plant companion - would the swarm have hit him, his plant companion, or both? Or just leave it the way it is and move on?)
As the swarm moves in, Herb forms a jagged mouth with his vines and bites at them. AOO hits AC 15 for 11 slashing damage (if a hit even matters for a swarm.) Then he backs up 5'.
Herb will then lash out with a bite and two slam attacks. The bite is a crit (confirmed against AC18) for 18 slashing damage. The two slam attacks are 6 and 3 bludgeoning damage.
Snark feels the strength drain out of him - half his strength is gone! Yikes!
He sure hopes these things can't fly. He considers casting Fly on Herb, but he hasn't really tried that yet and this is not the best place to test that.
Instead, the little wizard will cast Levitate on his plant companion and raise him 5' in the air to get them out of range of these ... things! What are they even? (Knowledge Religion 19.) The he fishes into his pocket and brings out a scroll, hoping to restore his strength next round.
Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 78/78 d20+10=22 ; Saturday July 20th, 2024 5:25:38 PM
Oops. Forgot Fort save - 22. Also updated AC.
Isaac Harker (Justin M) HP 84/91 AC23/ T13 / FF20 d20+6=17 ; d20+10=27 ; d8+3=4 ; 2d6+4=12 ; Saturday July 20th, 2024 11:01:17 PM
Isaac swears under his breath " Again!?" He slashes at the swarm with his sword feeling the streangth damage wither and exhaust his muscles. He moves away from the rats and calls upon his guardian spirit sheathing his sword in holy light. Attack:17 Damage: 12 Uses his celestial spirit to make his weapon Holy:It deals an extra 2d6 points of damage against all creatures of evil alignment.
DM Bob and Carla - ”Wretched mischief” S1 will save d20+10=28 S2 will save d20+10=27 S3 will save d20+10=18 S2 vs Benni 2d6(1+4)=5 HP d4=3 STR S1 vs Beatrix 2d6(2+3)=5 HP d4=3 STR Secret DM roll d3=1, 2d6(3+3)=6 HP d4=4 STR ML attack vs Beatrix d20+8=9 (miss) Secret dm roll d4=3 Sunday July 21st, 2024 10:01:52 PM
The issue of using Azodall’s magic lantern is brought up, but quickly vetoed, noting that if lit, it’s 360deg circle of light would negate ALL magicks - including any used by the Luck Makers.
With the supernatural darkness dispelled by Snark the party can see further into the room - however the back of the chamber, and the green door to the room with the portals - remains shrouded in darkness.
The tip of her lance now a bright light, Beatrix moves forward stopping next to the brightly lit coin. Alas the range of both are identical and the back of the chamber is impossible to discern.
Urist takes protective measures that make her a more difficult target.
Isaac slashes at the swarm of rats and is able to knock out a few - but there are so many! He steps back and enables his weapon for more lethal strikes.
Taking to the air on his flying broom Makis attempts to use a spell to hide some of the Luck Makers from any undead in the vicinity. Alas, his companions do not understand how the magic works. As they defend themselves from the swarms of rats, the magic is dispelled.
Jasper recoils as the vermin swarm at her feet and claw up her legs, however she has a good plan. (OOC: Jasper needs to make a Caster level check vs DC21 because she has the distracting influence of the rats all over her. That will put the flame in her hand. Rather than a ranged attack, a melee touch attack will allow her to target the rat swarm (for 1d6+5 dmg) without doing damage to herself or Snark. The flame will remain in Jasper’s hand and she can use it for other attacks (ranged and touch.) The total duration of the spell is 9 minutes minus 1 minute for each time Jasper makes an attack.) Also note, Jasper has no loss of Dex or Con at this time - only HP and STR dmg.
Seeing the squirming rodents swarm Onesimos, Eadric springs into action and manages to skewer some of the vermin with his rapier.
Herb Alpert is ferocious in his defence of his master - slashing and bashing at the rats. Though he hits his targets, they are wily critters. The plant companion steps back and the mage is able to get off his spell successfully. As the duo levitate above the swarm, Snark gets a good look and recognizes the creatures as a swarm of shadow rats - ghastly little undead rodents enshrouded by a veil of black shade and malevolence. They carry disease and sap a persons strength. *As a swarm, they are hard to dispatch with piercing or slashing weapons and are immune to critical hits*) (OOC: Herb takes same dmg as Snark and Jasper).
Onesimos is unable to brush off the rotting creatures - and he feels the additional discomfort of shared injury with his bonded companion! The cleric takes a step back, and channels divine energy in an attempt to fend off the undead creatures. The range of his magic reaches all three swarms! However, bolstered by the unhallowed nature of the haunted Abbey the undead vermin resist the cleric’s attempt to send them fleeing, and driven by their continuing hunger, pursue the adventurers.
S2 presses after Onesimos 5 pts HP dmg, 3 STR dmg (Fort save not required) Onesimos gets an AoO on the swarm S1 goes after Beatrix 5 HP dmg, 3 STR dmg, Fort save vs DC 15 required - Beatrix gets an AofO on the swarm S3 continues to swirl at Jasper’s feet and climb over her bitting the elf 6 HP dmg, 4 STR dmg
From out of the shadows a crackling missile of darkness hurtles towards Beatrix - but flies wide of its intended target. (Hit AC 9, Nat. 1)
Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 74/78 d20+6=17 ; d20+4=17 ; d20+4=16 ; d10=10 ; d6=4 ; d6=4 ; 3d6=9 ; Monday July 22nd, 2024 3:07:21 AM
Snark looks at his friends getting chewed up by these shadow rats.
"These swarms are shadow rats. Most of us know they drain strength. Piercing and slashing weapons are less effective. Spells that target individuals won't work, but area spells are good.
"Spooky, move up with that light. I'll light things up back here. Herb, move over just a bit - I don't want these things climbing up the wall and getting us again."
The Unseen Servant moves up 40' (two move actions.)
Herb will move 5' (his vines have a 5' reach to move with). Then he will attack S3 (5' reach, but I think swarms don't have reach.) Herb hits AC 17 with 10 slashing damage, AC 17 with 4 bludgeoning damage, and AC 16 with 4 bludgeoning damage. His attacks done, Herb remains 5' above the floor.
Then Snark will cast Flaming Sphere in the swarm ("F" on he map.) The sphere burns that swarm for 9 damage and casts light as a torch. Then Snark will pull out a source of Continual Flame that hangs around his neck and is usually tucked beneath his tunic (move action.)
"Remember, we still got that Mummy Lady down at the other end of the room in the darkness. Makis, maybe move your lights down to her."
--------------------------------- Spells/Effects Running: Extended Mage Armor, Shield (9 min), Enlarge Person on Isaac (6 rounds), Haste on everyone (15 rounds), Unseen Servant (9 hours), Flaming Sphere (9 rounds)
Enlarge Person - Increases size category to the next larger one. +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed. Equipment is similarly enlarged by the spell. Melee weapons deal more damage. Any enlarged item that leaves an enlarged creature’s possession instantly returns to its normal size.
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.
Beatrix and Tinkerbell (Mitch) HP 72/72 AC 18/14/16 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 d20+14=27 ; d8=6 ; d8=3 ; Monday July 22nd, 2024 8:14:56 AM
Now that she has light Beatrix rushes into the darkness looking for the enemy (can't charge without a target so double move straight back, diverting if she sees the mummy to attack it. She has enough movement to reach the far back, which I put on the map as Beatrix?)
27 to hit, 17 damage if she finds the enemy
(E-mail sent to you. Note: Beatrix was attacked by S1 - DM Carla)
“Benni” AC 24/12/23 CMD 23. HP 47/ 63 Onesimos (SteveK) d20+8=11 ; d6+2=5 ; 5d6=14 ; Monday July 22nd, 2024 8:19:09 AM
Onesimos feels the hurts, even those from Snark over the Shield Other spell, but he is more worried about the very vitality draining from the limbs of the Luck Makers!
He forgets about fighting defensively, it doesn't matter with swarms! And despite Snark's warning, he doesn't drop his StarKnife; it may be a piercing weapon but it also is a holy symbol of Flower!
Unable to drive the rats away, and weapons being almost useless, Benni turns to expunging the undead's existence. He thanks Flower that Channel Energy is a supernatural effect so he can't be distracted! Another Channel Energy, but this time to hurt undead!
............ ooc: Take 4 dam from Snark last turn (Snark only took 4 damage) -5 Strength (-2 melee att/dam) AAO AC 11 Dam 5 (slashing) 5 foot step to S,34 Channel Energy: all Undead within 30': 14 damage, Will DC 16 for half
Active Effects: Shield Other 0.2/8hrs (Snark); Ghost Weapon 0.2/8hrs (Eadric); Haste (from Snark) +1AC/Reflex, +30' move; Longstrider; Light
Beatrix and Tinkerbell (Mitch) HP 72/72 AC 18/14/16 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 d20+9=20 ; d20=18 ; d8=4 ; Monday July 22nd, 2024 8:41:22 AM
(forgot save & AoO 20 save, 17 to hit, 11 damage)
Jasper (Holly) HP 66/80 AC 26 (with +4 Barkskin) /14/19 CMD 23 | CMB 10 d20+9=16 ; d20+12=30 ; d6+5=7 ; Monday July 22nd, 2024 6:52:25 PM
Jasper fails her check! (17 with Guidance) The rats tear away chunks of flesh, bite by bite.
She tries to attack the rats (d20 + BAB 9 + 1 (diminished strength) + 1 from Haste = 12; Strength down to 11, taking the modifier down to 1, I think).
If she hits, she does 7 points of damage. ___ OOC questions: I have Combat Casting, which gives me +4 to Concentration Checks when on the defensive. Does that help? My attack die is a d8. Should it still be a d6? (I rolled a D6)
(OOC: #1 Caster Level Check and Combat Casting are not the same thing…#2 according to your PC sheet, the quarter staff dmg is a D6. I could not locate any ‘weapon’ that does D8 dmg on your sheet, so assumed you used the quarter staff. It does bludgeoning dmg so it is good against the rats. - DM Carla)
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) d4=3 ; Monday July 22nd, 2024 7:53:56 PM
Makis stays low to the ground, only 10' up. He curses as the party ignores his solution to the rats and calls out So you like to be bit and have diseases and loose strength? But then he casts Lesser restoration and uses his Spectral Hand to touch Jasper, restoring 3 points of strength. He will also send his Dancing Lights out up to 100' away from him, or until he has revealed the mummy, dancing the lights over her head.
[ooc]XXX[/ooc] : I believe if you are only down 1 strength you have no penalty?
Urist (AC24, HP82of82) (Cayzle) d20+9=18 ; 2d8+16=26 ; Monday July 22nd, 2024 10:01:48 PM
Urist casts an enlarge person -- now she has reach. She flies to 27Q, five feet above the swarm (which has no reach, IIRC). She draws her maul as she flies.
If the swarm moves out of her threatened square, Urist takes an AoO ... if that happens, at +1 with haste, she hits AC 18 for 26 bludgeoning damage with a magic weapon.
Eadric Wolfe (Ben V) AC27 T23 FF27 CMD 27 83/83HP d20+18=25 ; d20+13=21 ; d20+18=26 ; d6+11=14 ; d6+11=15 ; d6+11=14 ; Monday July 22nd, 2024 10:25:42 PM
Eadric will 5 foot step closer to Benni, and continue skewering the swarm next to him, taking a full attack action. (25, 21, 26 to hit.)
(Damage: 14, 15, 14 = 43 damage to S2.)
DM Bob and Carla - ”Mummy dearest” S1= d20+10=13 ; S2=d20+10=11 ; Monday July 22nd, 2024 10:54:56 PM
Swarm saves vs Benni’s channeling
13 (fail) 11 (fail)
Isaac Harker (Justin M) HP 84/91 AC23/ T13 / FF20 Monday July 22nd, 2024 11:30:07 PM
Isaac runs trying to get close to the Guardian but only makes it half way, stopping next to Beatrix. He eyes the wraith near the pair, steeling himself to deal with the creature, so the others can take on the guardian without distractions.
Isaac moves 50 feet towards the guardian, stopping next to Beatrix
(OOC: I think you got a peek at the map as we were updating it for tonight’s DM post! - DM Carla)
DM Bob and Carla - ”Mummy dearest” Raw hit vs Beatrix d20=20 d20=1 (crit not confirmed) if dread bolt 5d8(2+2+3+4+2)=13 if slam attack d6+7=13 wraith #1 channel 7d6(2+6+1+4+6+3+5)=27 wraith #2 7d6(3+3+5+5+3+4+5)=28 aura of great despair d4=2 d4=2 Monday July 22nd, 2024 11:45:30 PM
A weakened Jasper manages to defend herself Snark and Herb finish off the shadow rat swarm tormenting the druid. Makis assigns his Spectral Hand the task of delivering aid to Jasper (+3 to STR) while he advances deeper into the chamber - his Dancing Lights before him. Beatrix skewers some rats, before rushing forward - the tip of her lance lighting the way. Eadric dispatches a great quantity of rats, significantly reducing the size of the swarm Benni tries to brush off some rats, but their hunger drives them on. He channels divine energy against the undead creatures, killing the last of the swarm that had been terrorizing him, and reducing the number in the remaining swarm. (OOC: Swarm Will saves - both failed, scroll up for DM rolls) Urist enlarges herself and flys to a spot that puts her within reach of the swarm in the middle of the chamber, ready to smash them with her maul Isaac runs down the chamber after the centaur
Having lost their prey, the remaining rats move to seek new victims, however the troubadour’s maul slams down, squashing the last of them.
The lights of the heroes illuminate the far reaches of the chamber - revealing a tall, desiccated, female humanoid - her limbs wrapped in bandages, wearing flowing but tattered robes. She is stationed a few paces from a circular door under a heavy stone arch. The light reflects off her armour, including a breastplate with a green 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.
Beatrix (and anyone coming within 30 ft of the Guardian/Mummy Lord) must make a Will save vs DC 19 or be paralyzed by fear for 2 rounds and then shaken for 2 more rounds by her aura of great despair.) (OOC: IF, Beatrix makes her save and is able to complete her attack, it goes wide of the Guardian and does no damage.)
”Will you never learn, horse-girl?!” the guardian hisses as she attacks: IF Beatrix is paralyzed (in PQ22/23) - a crackling missile of darkness discharges directly at the centaur. (28 for hit, 13 dmg, Will save vs 17, for half) IF Beatrix is able to complete her attack (PQ16/17) the mummy lord slams her (31 for hit, 13 dmg, Fort DC vs 20 or insidious mummy rot.) (Note: rolled a d20 for nat. 20 on attack, crit not confirmed.)
The light also reveals the presence of two spectral humanoids in the shreds of vestments that trail off into mist as they fly (about 10 ft off the ground) down the chamber. With expressions alternating between sorrow and horror they send waves of negative energy at the heroes within 30 ft proximity. (Urist, Isaac and possibly Beatrix for 27 and 28 dmg Please roll Will save vs DC 18 x 2, one for each attack, for half dmg.
Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 74/78 Tuesday July 23rd, 2024 2:55:21 AM Remember, everyone is affected by a Haste spell!
Snark is sure glad to have those rats gone. Those were bad.
When Makis berates him, he replies, "Don't get your britches in a bunch. It's pretty hard to kill the undead if we can't attack 'em. Looks like we got bigger problems now."
Snark will direct his Unseen Servant to move up, and the Flaming Sphere moves up too (move action for Snark.)
He directs Herb to push off the floor to move up at half speed. This puts him in range of W1, and he will cast Resilient Sphere on the thing. DC 19 Reflex save or it is encased on a sphere of force (no 50% miss chance for incorporeal.)
--------------------------------- Spells/Effects Running: Extended Mage Armor, Shield (9 min), Enlarge Person on Isaac (5 rounds), Haste on everyone (14 rounds), Unseen Servant (9 hours), Flaming Sphere (8 rounds), Resilient Sphere (9 min)
Enlarge Person - Increases size category to the next larger one. +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed. Equipment is similarly enlarged by the spell. Melee weapons deal more damage. Any enlarged item that leaves an enlarged creature’s possession instantly returns to its normal size.
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.
“Benni” AC 24/12/23 CMD 23. HP 47/ 63 Onesimos (SteveK) d20+11=16 ; Friday July 26th, 2024 7:01:52 AM
Onesimos only gives enough pause to take a breath of thanks that the rats are destroyed: they were a deadly threat! And then, the flying, spectral humanoids! He takes a look to identify them (Know Religion: 16), and calls to the newest Luck Maker. "Eadric! Target the incorporeal wraith-things with your ghost touch sword!"
The cleric trots up to be further into the room and casts a spell, Prayer, which is able to catch everyone in the room except for Ilyana, the Guardian and (maybe) Beatrix (if she is next to the Mummy Lord)
............ Know Religion: 16 Move to S, 28 Cast Prayer: 1/9rds. 40' burst from S,28. All heroes get +1 on all die rolls, all opponents get -1 (no save)
Active Effects: Shield Other 0.2/8hrs (Snark); Ghost Weapon 0.2/8hrs (Eadric); Haste (from Snark) +1AC/Reflex, +30' move; Longstrider; Light (on buckler); -5 STR damage
Urist (AC24, HP55of82) (Cayzle) d20+8=27 ; d20+8=25 ; d20+10=13 ; d20+10=11 ; Friday July 26th, 2024 7:38:21 AM
Urist smiles as she smashes the rats.
But then these flying creeps blast her! Will saves v DC18 ... 27 and 25 She takes 27 damage! [OOC: Does Urist's +2 dwarf bonus against spells, SLAs, and Poison apply? Oy, with those rolls the question is moot!]
Urist takes a five foot "step" flying forward ... noting that one of the vestmented wraiths (W2) is in reach.
"You know, I don't like to hit clergy, but you're more mist-er than minister, Mister!"
She swings twice, hasted. She's a +10 to hit invisible, so visible that's +8, but +1 Haste and +1 Prayer brings that back up to +10. Urist rolls a 3 and a 1, alas, both misses.
"Brother Benni," she shouts, "The way I'm swinging here, I need MOAR PRAYERS!"
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) d20+15=34 ; Friday July 26th, 2024 5:49:48 PM
Makis assesses the situation and calls out what he knows of the incorporeal undead.
ooc: Knowledge Religion 34
He then uses his Spectral Hand to cast Disrupting Weapon on Isaac's sword, quickly letting the paladin know the spell's power. After he moves back so as to not be close to any negative channeling.
ooc: Disrupting Weapon School transmutation; Level cleric 5 Casting Time 1 standard action Components V, S Range touch but delivered with Spectral Hand Targets one melee weapon Duration 1 round/level or 9 rounds of Makis Saving Throw Will negates (harmless, object); see text; Spell Resistance yes (harmless, object)
This spell makes a melee weapon deadly to undead. Any undead creature with HD equal to or less than your caster level must succeed on a Will save or be destroyed utterly if struck in combat with this weapon. Spell resistance does not apply against the destruction effect.
Isaac Harker (Justin M) HP 84/91 AC23/ T13 / FF20 d20+12=13 ; d20+12=17 ; 4d6=13 ; d20+15=31 ; 2d6+5=11 ; 2d6=5 ; Sunday July 28th, 2024 10:37:06 AM
Isaac is unable to mentally defend himself in time and takes the full brunt of the negative energy(55 damage) Isaac uses a lay on hand to help stabilize himself after all that damage.(13 healing) Isaac shifts over five feet to attack the Wraith and hits it. Attack 31 Damage: weapon (11) Holy attribute (5 damage if evil) Total:16 damage Now has Disruption effect
Current effects: Current attack (15) and Ac(23/13/20) -3 strength from ability damage Enlarge:+2 Str, -2 dex, -1 attack and ac Large Haste +1 attack and Dodge, Ac +30 movement Bless :everyone +1 attack and + 1 save vs fear Divine bond :Holy weapon
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) Sunday July 28th, 2024 1:46:35 PM
ooc: I believe the Will Save DC should be 22 for Disruption. Also Isaac, should you be getting iterate and haste attacks? Swift to lay on hands on yourself and 5' step...
(OOC: will save vs DC 22 is correct! - DM Carla)
Isaac Harker (Justin M) HP 84/91 AC23/ T13 / FF20 Sunday July 28th, 2024 6:57:22 PM
OOC @ Markis the Lucky:The five-foot step eats up my movement action, so I can't use a full round attack action to get the extra haste attack.
Isaac Harker (Justin M) HP 42/91 AC23/ T13 / FF20 Sunday July 28th, 2024 6:58:53 PM
Forgot the Hp in my post Isaac has 42 hp right now.
DM Bob and Carla - ”Mummy dearest” d20+7=18 Sunday July 28th, 2024 7:24:41 PM
W#1 Reflex save vs 19 (d20+7=18-1 Benni’s prayer = 17 (fail)
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) Sunday July 28th, 2024 7:54:41 PM
ooc: Isaac, that is not correct. While you cannot 5' step and then move, you certainly can 5' step and full attack.
Eadric Wolfe (Ben V) AC27 T23 FF27 CMD 27 83/83HP d20+22=34 ; d6+11=13 ; Sunday July 28th, 2024 8:21:24 PM
Listening to Benni's instruction, Eadric charges at the Wraith, his rapier outstretched towards the target (W2). (34 to hit for 13 damage).
(Eadric's AC for the round is 25.)
Beatrix and Tinkerbell (Mitch) HP -1/72 AC 18/14/16 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 d20+16=18 ; d20+7=10 ; d20+7=8 ; d20+7=23 ; Sunday July 28th, 2024 9:41:18 PM
Beatrix is in fact capable of learning and was fully prepared for the fear effect, bracing herself heroically. Sadly it seems her preparations were not enough, as unless I'm missing some other buff to her will save she fails with an 18 and proceeds to go down to the flurry of attacks. If I did somehow forget any bonus then she is fine, having closed with the enemy and being out of range of the AoE and only taking a slam
(OOC: I’m guessing the +16 is 7 will + 8 hero pt +1 bless? paralyzed 2 rounds, shaken 2 rounds. Beatrix CAN make will saves. Takes 13 full + 27 full + 14 part dmg (total 54 dmg) so at 13 HP - NOT -1. - DM Carla)
Urist (AC24, HP55of82) (Cayzle) Sunday July 28th, 2024 9:44:48 PM
"Excellent work, Eadric! Better than me!"
DM Bob and Carla - ”Mummy dearest” W#2 channel negative energy 7d6(1+2+6+5+3+1+6)=24 ML dreadbolt attack vs Isaac d20+8=26 dmg 5d8(5+5+4+3+1)=18 Sunday July 28th, 2024 10:20:06 PM Snark moves himself and his various helpers farther into the chamber - whilst flinging a spell at W#1. The wraith is unable to resist (failed save - see DM post 7:24 pm above) and a globe of shimmering force encloses her, sealing her off from doing harm…or being harmed.
Benni is able to identify the newest opponents as wraiths of some sort - both undead and incorporeal - and alerts Eadric that his ghost touch weapon should work very wellagainst them. The cleric boosts most of the team’s abilities, and handicaps the wraiths with a prayer
Urist manages to stave off half the negative energy coming from the wraiths, but misses her attempts against W#2. (OOC: supernatural ability so +2 for being a dwarf doesn’t apply vs channel negative energy DM Carla)
Makisknows what these flying undead horrors are! They’re Zealot Wraiths! Clerics who died in the throes of doubt or disappointment in their god. Their incorporeal touch is particularly nasty (can drain Charisma). The bloodwich prepares to cast disrupting weapon for his spectral hand to carry, however remembers that the spectral extension is only able to carry low level spells, and though hecan cast disrupting weapon, his spectral hand would be unable to deliver it. (OOC: spectral hand can deliver up to level 4 spells, and disrupting weapon is a level 5 spell. You still have the spell - and can use it next round, but Makis will have to deliver it personally. - DM Carla)
The wraiths deal out a lot of negative damage to the paladin, however the enlarged Isaac doesn’t falter, and pays the wraith (W#2) back.
Eadric charges W#2 rapier outstretched and the wraith shrieks and writhes in pain.
Beatrix meets with disaster, and becomes paralyzed by fear (2 rounds) and shaken (2 rounds) and has a near death experience as first a dread bolt and then waves of negative energy wash over her. ( A paralyzed character cannot move, speak, or take any physical action. She is rooted to the spot, frozen and helpless. She may take purely mental actions. The last roll was a save for half dmg. so Beatrix is at 13 HP…for now. - DM Carla)
Undead actions…
W#2 sends a wave of negative energy at the heroes within 30 ft proximity before flying up a further 5 ft (now 15ft above ground.) (Urist, Isaac, Eadric and Beatrix take 24 dmg. Please roll Will save vs DC 18 for half dmg).
The guardian, eyes burning with unholy light, glares at the paladin ”I remember you!” she hisses as she attacks Isaac with a ranged touch attack. A crackling missile of darkness discharges directly at the enlarged half elf. (Hit touch AC 26 for 18 dmg, Will save vs 17, for half)
Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 74/78 Monday July 29th, 2024 1:57:42 AM
Snark is worried. Those stupid rats really did a number on his team, and it bothers him to see several of the Luck Makers in a weakened state. Still, remedies for that will have to wait.
He looks with some satisfaction to see one wraith encased in a Resilient Sphere.
"We need to take these guys one at at time. I'll see what I can do about that."
Snarks will gesture with his staff, intoning words of power. As he does so the ground around the guardian Mummy shimmers, and a pit opens up beneath her. (Create Pit, Reflex DC 18 or fall 30'.)
"BE CAREFUL! The edges of that pit are sloped. Don't stand there." (Reflex DC 16 around the edges of the pit to avoid falling in.)
He sends his Unseen Servant forward to ensure light, and tells Herb to move up, which the plant companion does by pushing along the floor. He also moves up his Flaming Sphere again (noted in last post, but forgot to show on map.)
Snark keeps a careful eye out for new opponents, and his plant companion has Blindsense and Scent 30'.
--------------------------------- Spells/Effects Running: Extended Mage Armor, Shield (9 min), Enlarge Person on Isaac (4 rounds), Haste on everyone (13 rounds), Unseen Servant (9 hours), Flaming Sphere (7 rounds), Resilient Sphere (9 min), Create Pit (10 rounds)
Enlarge Person - Increases size category to the next larger one. +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed. Equipment is similarly enlarged by the spell. Melee weapons deal more damage. Any enlarged item that leaves an enlarged creature’s possession instantly returns to its normal size.
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 18 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 16 Reflex saving 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 require a Climb DC of 25 each round of climbing (generally at one quarter speed.)
“Benni” AC 24/12/23 CMD 23. HP 47/ 63 Onesimos (SteveK) d20+7=23 ; 9d6=37 ; 9d8=47 ; Monday July 29th, 2024 7:47:18 AM
Onesimos is also worried, but Restoration spells take nearly half a minute to cast, and he doesn't have time in the middle of battle. "Right, one at a time!, he echoes Snark. "Who can get Eadric to fly or jump or get that Zealot Wraith, poor soul!"
Benni chastises himself for not having the spell to counter Beatrix' fear, and only hopes Isaac's presence can help.
The cleric moves to get a better line of sight on the second Zealot Wraith. "Remember hope, my sister, and soon your agony will be at an end." The elf casts a spell: Searing Light! at Wraith #2!
............ Move to N,27 Cast Searing Light: ranged touch, no save; 23 Touch Attack; 9d6 vs undead, 9d8 vs undead vulnerable to bright light. (Rollled both for DM convenience) d6= 37 damage d8= 47 damage
Active Effects: Shield Other 0.2/8hrs (Snark); Ghost Weapon 0.2/8hrs (Eadric); Haste (from Snark) +1AC/Reflex, +30' move; Longstrider; Light (on buckler); -5 STR damage
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) Monday July 29th, 2024 12:50:12 PM
Makis will use his familiar to deliver his Disrupting Weapon spell. If he was able to that as part of last round he targets Isaac. But if the spell is delivered this round he will target Urist because the specter now seems to be out of the paladin's reach.
He then casts Death Ward and uses his spectral hand to deliver it to Isaac.
Beatrix and Tinkerbell (Mitch) HP 13/72 AC 18/14/16 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 Monday July 29th, 2024 2:03:13 PM
Beatrix says many things in her head not fit for posting on this website.
Urist (AC24, HP37of82) (Cayzle) d20+8=10 ; d20+8=13 ; d20+11=29 ; d20+11=16 ; 2d8+16=23 ; Monday July 29th, 2024 5:06:27 PM
Save vs channel energy: 10. Hero points reroll is a 13. Takes the full 18 damage ouch.
Urist rises another five ft and takes two more whacks at W2. Bless, Prayer, Haste = +3, total +11 to hit.
Urist hits ACs 29 and 16, hitting once for 23 with a magical weapon.
Eadric curses himself for not picking up a ranged option as the Wraith flies out of reach. (Would this provoke an Attack of Opportunity? If so, 33 to hit for 13 damage again.)
Eadric will back up ten feet from the wraith, getting a running start on an attempted high jump. (DC 20 to jump 5 feet in the air, a 27 will get him within melee range with the wraith once more.) Midair, he will strike out with his rapier. (21 to hit on a nat 1 for
Eadric Wolfe (Ben V) AC27 T23 FF27 CMD 27 71/83HP d6+11=15 ; Monday July 29th, 2024 5:48:15 PM
(Accidentally posted while trying to roll dice, the damage is 15.)
DM Bob and Carla - ”Mummy dearest” Guardian Ref save vs Snark’s pit d20+7=23 ; Monday July 29th, 2024 11:48:01 PM
With the shadow rats dispatched, and one Zealot Wraith encased in a resilient prison for the time being, the Luck Makers focus on the remaining undead barring them from the door to the portal room.
Gesturing with his staff and intoning words of power, Snark creates a deep pit immediately beneath the Guardian (Reflex save vs 18, 23 save!) Herb, invisible and hovering, gently pushes himself and his rider forward. The plant companion does not sense or scent anything new.
Benni calls out encouragement and instructions to his friends, before focusing divine power like a ray of the sun, and projecting a blast of light onto W#2. The cleric watches as the divine magic strips away fibres of the undead’s essence.
The other Elpis sibling reconstitutes his spell and uses Ellashee to deliver disrupting weapon to a flying Urist . Makis has just made the dwarf maiden’s maul even more lethal for undead!
The ‘bad words’ that Beatrix thinks, would shock her young students - or maybe they wouldn’t?! (OOC: 24 dmg from W#2 channel neg energy. Will save vs DC 18 for half dmg - see July28 DM post - undead attacks.) (1 more round paralyzed, then 2 shaken)
It’s Urist’s turn to take the brunt of the wraith’s attack (OOC: 24 pts dmg.) However, returning tit-for-tat, she finishes the job started by her companions, and utterly destroys the wraith.
Eadric laments his lack of a ranged weapon. Unafraid, he makes a valiant attempt to reach the undead - but he is too late!
Isaac - 24dmg from W#2 attack, Will save vs 18 for half dmg, 18dmg from dread bolt, Will save vs 17 for half dmg see July28 DM post
Undead actions…
The Mummy Lord nimbly jumps to safety, and steps away from the sloping edge of the 30ft deep pit. Searching for the floating gnome at the end of the chamber she shouts: ”I HAVE HEARD ENOUGH FROM YOU!” and with the last word she casts silence on the area where she last saw Snark (Will save 17 to negate.)
Remember: anyone coming within 30 ft of the Guardian/Mummy Lord must make a Will save vs DC 19 or be paralyzed by fear for 2 rounds and then shaken for 2 more rounds by her aura of great despair.
Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 74/78 d20+13=20 ; 9d6=37 ; Tuesday July 30th, 2024 1:11:28 AM
Snark makes his save against the Silence spell. Whew!
He glares at the mummy. "Yer not done hearing from me yet.
"Nice work everyone getting rid of that wraith. Two down, one to go. But remember, avoid the area around that pit."
Then Snark casts a good old fashioned fireball centered on the mummy. 37 points of fire damage, DC 18 Reflex saves for half.
The little greenmage uses his move action to move up the Flaming Sphere. Herb pushes off the floor to move up some. (Herb is not invisible.) The Unseen Servant moves up too.
--------------------------------- Spells/Effects Running: Extended Mage Armor, Shield (9 min), Enlarge Person on Isaac (3 rounds), Haste on everyone (12 rounds), Unseen Servant (9 hours), Flaming Sphere (6 rounds), Resilient Sphere (9 min), Create Pit (9 rounds)
Enlarge Person - Increases size category to the next larger one. +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed. Equipment is similarly enlarged by the spell. Melee weapons deal more damage. Any enlarged item that leaves an enlarged creature’s possession instantly returns to its normal size.
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 18 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 16 Reflex saving 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 require a Climb DC of 25 each round of climbing (generally at one quarter speed.)
Urist (AC24, HP31of82) (Cayzle) Tuesday July 30th, 2024 2:21:45 AM
Adjusting hp.
Isaac Harker (Justin M) HP44/91 AC23/ T13 / FF20 d20+12=24 ; d20+12=26 ; 4d6=9 ; 4d6=14 ; Tuesday July 30th, 2024 5:48:39 AM
First attack saves:12 damage Second attack saves:9 damage
Isaac takes a beating but is still up. He takes a moment and heal up with a lay on hands for himself twice. Healed:23hp Isaac locks eyes with the Mummy lord and Isaac declares" You will be laid to rest." The mummy lord is now the target of smite evil.
Current effects: Current attack (15) and Ac(23/13/20) -3 strength from ability damage Enlarge:+2 Str, -2 dex, -1 attack and ac Large Haste +1 attack and Dodge, Ac +30 movement Bless :everyone +1 attack and + 1 save vs fear Divine bond :Holy weapon Smite evil: mummy lord
“Benni” AC 24/12/23 CMD 23. HP 47/ 63 Onesimos (SteveK) 5d6=19 ; d20+11=14 ; d20+11=12 ; Tuesday July 30th, 2024 7:18:38 AM
Onesimos sends out a burst of healing energy to his friends, then moves forward to be beside his Centaur friend.
The intent is to brave Ilyana's fear effect and then heroically heal Beatrix more. Yet as it happened in the previous battle, Benni's brave intentions, even heroic as they are, fail in the presence of what the cleric himself might one day become!
............ Channel Energy: all Luck Makers (not Snark or Makis) get 19 healing Move to O,21 Save vs Fear 14 (fail), heroic re-roll 12 (fail!) Benni is paralyzed (2rds) and shaken (2rds)
Active Effects: Shield Other 0.2/8hrs (Snark); Ghost Weapon 0.2/8hrs (Eadric); Haste (from Snark) +1AC/Reflex, +30' move; Longstrider; Light (on buckler); -5 STR damage, Paralyzed (2), Shaken (2)
Beatrix and Tinkerbell (Mitch) HP 1/72 AC 18/14/16 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 d20=17 ; Tuesday July 30th, 2024 7:56:40 AM
Beatrix makes the save and is still stuck (24 will)
Urist (AC24, HP31of82) (Cayzle) d20+17=30 ; d20+11=26 ; 2d8+17=23 ; Tuesday July 30th, 2024 9:28:14 AM
Urist laughs as she disrupts the flying foe. "Are you all wight? No? Good!"
She steels herself to face the prime enemy [hero point spent on a +8 pre-emptively].
Will save vs fear at +17: 30
Urist flies toward the mummy, staying above it and out of its reach, hopefully, and hovering over the pit. Her hasted fly speed should make that easy enough. Maybe she is positioned to flank if anyone comes up opposite?
She whaps it hard, hitting AC26 for 23 damage.
"Since you are a mummy, I figured you would appreciate a good whapping!"
Active Effects: Self: Fly, Shield, Enlarge Person Others: Bless, Prayer, Haste, Disrupting Weapon Hero Points used: 2
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) 5d8+9=32 ; Tuesday July 30th, 2024 5:47:41 PM
As his familiar returns to him Makis flies up and lays a hand on Beatrix. Be healed.
ooc: Uses Bloodwitch power to cast Breath of Life for 32 points of healing.
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) 5d8+9=32 ; Tuesday July 30th, 2024 5:48:50 PM
As his familiar returns to him Makis flies up and lays a hand on Beatrix. Be healed.
ooc: Uses Bloodwitch power to cast Breath of Life for 32 points of healing.
Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 83/83HP d20+7=9 ; d20+7=17 ; Tuesday July 30th, 2024 10:33:54 PM
Eadric charges in, shouting "Thanks for the healing, Benni!" before freezing in fear.
(Will save 17, paralyzed for 2 rounds, then shaken 2 rounds. Spent a hero point to reroll.)
DM Bob and Carla - ”Shaken, not stirred…” ML ref save d20+7=15, fail ML sandstorm wrath 6d8(3+8+8+2+7+7)=35 blinded 2d4(3+3)=6 Tuesday July 30th, 2024 11:05:21 PM Snark informs the Guardian she’s not heard the last of the blue haired greenmage, and blasts the mummy old school. The withered lady takes the full force of the attack.
Isaac takes a licking, but after some spiritual healing fixes his attention on the undead door warden.
Tending to his companions first, Benni heals Beatrix, Urist, Isaac and Eadric, as well as himself - for 19 HP. The cleric moves closer to the wounded centaur, however before he can deliver further aid - he succumbs to the aura of great despair that surrounds Iliona. (Paralyzed for 2 rounds, shaken for 2 rounds.)
A paralyzed Beatrix fends off the worst of the Zealot Wraith’s attack. Her condition improves somewhat, however she remains shaken (-2 penalty on attack rolls, saving throws, skill checks, and ability checks for 2 rounds.)
Urist closes with the Guardian positioning herself strategically over the pit in the floor. Reaching out, the enlarged and flying troubadour swings at her foe. The weapon is terrifyingly lethal thanks to Makis, however the dwarf’s aim is off - and she misses!
Flying up behind Beatrix and well out of range of the mummy’s evil aura, Makis heals the centaur for 32 HP.
A courageous Eadriccharges heroically forward, however, he also succumbs to the aura of great despair!
the Guardian’s actions…
Undaunted, the mummy takes a step back, and turns her gaunt visage up to the flying threat, exhaling a blast of superheated sand in a 40-foot cone in Urist’s direction (35 HP points of fire and slashing damage Relex save vs 19 for half. If save failed, blinded for 6 rounds)
Meanwhile…
A low rumble is felt, rather than heard, and a tremor shakes the ground underfoot. Erie green light pulses briefly through micro-tears in the fabric of the chamber floor. At the back of the crypt a circular hoop 5 feet in circumference materializes in front of Jasper: ”Janesleth, daughter of the Culverwood! You do not belong in this dark place. I, Gryntym Deeproot, claim you for my ward. A weathered old hand reaches through the gate, palm up in the direction of the druid. Jasper looks anxiously at her friends, concern writ large across her features. ”Your friends are not bound for the Shadowlands. Now, come with me! the greenmage reassures the druid. Placing her hand in that of the ancient, the half elf steps through the gate with a brief backwards glance, as the hoop closes.
There is one last tremor as the tears seal. What must the archlich abbot be combatting behind the sealed door?!
(OOC: Holly/Jasper is unable to continue with the game and has gone on walkabout. We wish her well in all her adventures. - DM Carla)
Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 74/78 d20+17=30 ; Wednesday July 31st, 2024 2:35:26 AM
Snark has the Unseen Servant continue toward the back of the room.
He sees the cone of burning sand that catches Urist. Another cone like that could be bad.
Then he sees Benni and Eadric paralyzed with fear. He figures his best bet is to get Isaac in the fight as soon as possible. He will use a move action to levitate Herb back to the ground. Then he has Herb move to Isaac and he casts Dimension Door, placing both Isaac and Snark/Herb closer to the mummy, and hopefully dissuading the mummy from going after his paralyzed friends.
Of course, this means Snark must make a will save against the mummy's fear, but at +4 because Isaac. His will save for this is 30. Whew! Herb does not need to save because he is a plant.
--------------------------------- Spells/Effects Running: Extended Mage Armor, Shield (9 min), Enlarge Person on Isaac (2 rounds), Haste on everyone (11 rounds), Unseen Servant (9 hours), Flaming Sphere (5 rounds), Resilient Sphere (9 min), Create Pit (8 rounds), Prayer from Benni
Enlarge Person - Increases size category to the next larger one. +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed. Equipment is similarly enlarged by the spell. Melee weapons deal more damage. Any enlarged item that leaves an enlarged creature’s possession instantly returns to its normal size.
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 18 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 16 Reflex saving 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 require a Climb DC of 25 each round of climbing (generally at one quarter speed.)
Urist (AC24, HP31of82) (Cayzle) d20+10=30 ; d20+15=21 ; d20+23=34 ; 2d8+10=12 ; Wednesday July 31st, 2024 5:44:32 AM
Reflex save: Urist is usually +8, +1 prayer, +1 haste, maybe +2 vs SLAs/spells?
She rolls a 30 without the +2, nat 20, and takes 19. That plus 19 curing leaves her even on the round!
Urist takes a five ft step toward the Guardian, and is now flanking with Isaac. She ceases her power attack. These two tactical choices give her a net +4 to attack and -6 damage. She swings twice, hasted. Her attack is +5 bab +4 str +2 enhance -1 size +1 haste +1 prayer +1 bless +2 flank = +15 for 2d8+10 (with arcane Strike per usual).
Her first of two swings is a 21, a miss.
Her second of two swings, boosted by a preemptive hero point, so with +23 on the roll, is a 34.
Connecting on the backswing, Urist inflicts 12 damage, plus any disruption bonus. [lol rolled two ones]
Active Effects: Self: Fly, Shield, Enlarge Person Others: Bless, Prayer, Haste, Disrupting Weapon Hero Points used: 3 of 3!
Beatrix and Tinkerbell (Mitch) HP 1/72 AC 18/14/16 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 d20+9=27 ; d8=2 ; d8=2 ; d8=5 ; Wednesday July 31st, 2024 6:10:22 AM
Finally able to act Beatrix completes her charge, Between the lowered strength and the lingering fear her strikes are shaky and less effective but she's going to give it a shot anyway. 27 to hit so no damage.
(00C: don’t forget 19 HP from Benni and 32 HP from Makis!-DM Carla)
“Benni” AC 24/12/23 CMD 23. HP 63/ 63 Onesimos (SteveK) Wednesday July 31st, 2024 7:01:48 AM
Onesimos stands frozen in fear.
oh, no, no, nonononono. it's gonna kill us all and i'll be a mummy just like her, forever separated from Flower and the Lands of Rest!
............ Stand at O,21
Active Effects: Shield Other 0.2/8hrs (Snark); Ghost Weapon 0.2/8hrs (Eadric); Haste (from Snark) +1AC/Reflex, +30' move; Longstrider; Light (on buckler); -5 STR damage, Paralyzed (1), Shaken (2)(-2 on rolls)
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) 4d8+9=35 ; Wednesday July 31st, 2024 1:57:30 PM
Wanting to make sure Urist stays in the fight, Makis uses his last 4th level spell slot to cast Cure Critical Wounds and deliver it with his spectral hand.
ooc: 35 points of healing to Urist. And Beatrix, can you update your hp total in your tag line based on Makis's healing of 32?
Isaac Harker (Justin M) HP63/91 AC23/ T13 / FF20 d20+17=24 ; d20+17=29 ; d20+17=21 ; 2d6+27=36 ; 2d6+18=25 ; 2d6+18=23 ; 2d6=6 ; 2d6=10 ; 2d6=2 ; Wednesday July 31st, 2024 9:04:46 PM
Isaac blinks suddenly, face to face with the guardian. Gripping his sword, He raises it and slashes the guardian with all his might. Using power attack Attack 1:24 damage:36 holy damage:6 Total: 42 Attack 2 :29 damage:25 holy damage:10 Total: 35 Attack 3:21 damage:23 holy damage:2 Total: 25 Current effects: Current attack (15) and Ac(23/13/20) Smite evil: mummy lord (Ac changes 27/17/24, +9 to damage and, +18 on first successful hit) -3 strength from ability damage Enlarge:+2 Str, -2 dex, -1 attack and ac Large Haste +1 attack and Dodge, Ac +30 movement Bless :everyone +1 attack and + 1 save vs fear Divine bond :Holy weapon
DM Bob and Carla - ”Remains of the day…” ML Will Save vs DC 22 rolled secretly - to be revealed on this board within 24 hours Wednesday July 31st, 2024 10:58:00 PM Snark grabs Isaac and uses dimension door to get closer to the mummy. The gnome ensures the super sized paladin is between him and the Guardian!
Urist avoids some of the mummy lord’s abrasive attack. The large sized flying troubadour misses her first swing, but her maul connects with the target on the back swing. Physical damage is relatively minor, however there’s a possibility Makis’ enchantment on the maul may be a game changer!
Beatrix her health significantly restored thanks to her friends charges the mummy. Her aim is true, but weakened and shaken, she is unable to deliver the attack, and misses.
Onesimos has an existential crises as the possibility of what he could become flashes through his panicked mind.
Makis bolsters Urist ensuring the maul wielding dwarf remains in the fight. His spectral hand delivers healing to the troubadour.
Isaac gathers his wits quickly after the surprise of being hauled through a dimension door and makes his attacks. The paladin may not have realized he is not alone in his fight, and that his friend Urist is flying opposite him and flanking their enemy! It’s hard to distinguish in the frenzied melee against the Guardian, but there’s a possibility one of the paladin’s attacks hit his mark!
Affected by the mummy’s evil aura, Eadric remains paralyzed!
Mummy’s turn…
The Guardian’s gaunt face contorts with effort as she attempts to combat the effect of the enchantment cast on the troubadour’s maul. Despite all the physical damage received from the various attacks on her mummified remains, she would have still retained the essence of her undead life, but the disruptive power of the enchanted weapon is beyond her ability to withstand. (Will save vs DC 22, 14, fail).
With a cry of anguish…”I have failed! Iliana is utterly destroyed. Her remains a piled heap on the floor.
A moment goes by as the Luck Makers assess their situation. Onesimos, Eadricand Beatrix manage to shake off any effects of the exposure to the aura of great despair. A single spectral creature floats 15ft above the stone floor, encased in its resilient prison.
(Combat is ended)
Urist (AC24, HP66of82) (Cayzle) Wednesday July 31st, 2024 11:51:01 PM
"Brother Makis, thank you for the healing! Most welcome!"
Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 74/78 d4=4 ; d3=3 ; d20+3=11 ; d20+3=5 ; d20+3=14 ; 5d4+5=17 ; Thursday August 1st, 2024 2:27:36 AM
(I assume the DM's intent is to allow us to resolve things with the remaining wraith without a drawn out combat, so let's come up with a good plan.)
Snark's Haste spell is a pretty powerful buff and still has 11 rounds, and he would not normally sit around while that expires.
Snark's plan is for us to use 4 rounds to heal up some. Snark will cast Fly on Eadric, and will cast Enlarge again on Isaac. Then he will drink a Lesser Restoration Herbal to bring his STR from 4 to 8. He can use his move actions to pass out Cure Critical Herbal to anyone that wants one (3d8+5). Finally, he will Summon Monster IV to summon 3 Lantern Archons!
When we're all ready, our fighters can gather around the enclosed wraith with readied actions before the Haste spell expires. Snark will then dismiss the Resilient Sphere. The Lantern Archons fire at the thing, hitting touch AC 11, 5, and 14, which are probably misses.
The following round, Snark will cast Magic Missile at the thing for 17 force damage.
“Benni” AC 24/12/23 CMD 23. HP 63/ 63 Onesimos (SteveK) d4=3 ; d4=4 ; Thursday August 1st, 2024 7:30:34 AM
Onesimos fights off the lingering effects of the magical despair, and moves to the mummy to get the Key. He lets Snark orchestrate the demolition of the Zealot Wraith with Eadric, Urist, Isaac, and Beatrix: the five of them with the advantage of being prepared for when the sphere goes down should be more than enough.
The cleric stands with his brother. "Timely spell, very timely", he says quietly with praise coloring his voice. And he looks back at where Jasper went through the Gate. She was a great companion: insightful, loyal, and determined; and Benni was going to miss her. But, he concedes to himself, if Flower called to him, he would answer as quickly as Jasper did to her summons.
In the preparation time before the Luck Makers open the door, Benni will take the time to cast 2 spells (assuming Makis will cast the same on Beatrix): Lesser Restoration on Isaac, and then Lesser Restoration on himself. He is VERY thankful that no one was touched by Iliona and got the insidious mummy rot!
"After succeeding in getting the Lantern to the Abbot, we should take steps to permanently let Iliona rest." (i.e. Consecration, Hallow, and Dispel Evil)
............ Cast Lesser Restoration on Isaac (+3 STR) Cast Lesser Restoration on Benni (+4 STR)
Active Effects: Shield Other 0.2/8hrs (Snark); Ghost Weapon 0.2/8hrs (Eadric); Longstrider (0/1hr) +10 move; Light 1/9min (on buckler); -1 STR damage
Beatrix and Tinkerbell (Mitch) HP 1/72 AC 18/14/16 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 d8=4 ; d20=19 ; d20=3 ; d8=1 ; Thursday August 1st, 2024 7:59:23 AM
Well that went poorly for her. Beatrix takes a round or two just breath and relax from the tense fight. When the wraith gets released she'll help take it down (Assuming her STR is restored, 34 to hit, 21 damage. If not 32 to hit, 19 damage I think)
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) d4=2 ; Thursday August 1st, 2024 9:59:35 AM
Makis does indeed cast Lesser Restoration on Beatrix, who regains 2 points of strength. But he points out that the Disrupting Weapon spell only lasts a total of 9 rounds and if the party wants to take advantage of it we do not have time to cast two 3-round spells before we release the bubble.
I can also cast 1 Death ward using my last 5th level slot. It will protect from energy drain and negative another fight on the other side of the door. Who gets the spell?
Before the bubble is burst Makis backs well up. If time remains he can cast up to 5 Cure Serious spells on those still wounded.
Isaac Harker (Justin M) HP63/91 AC23/ T13 / FF20 d20+16=26 ; d20+16=17 ; d20+16=29 ; 2d6+7=14 ; 2d6+7=16 ; 2d6=7 ; 2d6=9 ; Thursday August 1st, 2024 8:41:41 PM
Isaac breathes a sigh of relief "That disruption spell really saved our butts" Isaac however doesn't put away the sword " As soon as we can get rid of that other spirit we should make sure she doesn't come back. I don't want to fight her every time we come down here." He moves over to the trapped spirit "Lower it when you're ready, and I'll send them back to the grave."
Isaac readies a full attack on the Specter Attack 1:26 Damage:14 Holy:7 Total: 21 Attack 2: Rolled a 1 miss Attack 3:29 Damage:16 Holy:9 Total:25
Current effects: Current attack (16) and Ac(23/13/20) Enlarge:+2 Str, -2 dex, -1 attack and ac Large Haste +1 attack and Dodge, Ac +30 movement Bless :everyone +1 attack and + 1 save vs fear Divine bond :Holy weapon Spell: disruption
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) Thursday August 1st, 2024 10:11:18 PM Few of my spells do anything at all against undead. I am glad I had that one to offer the group. Makis says, almost apologetically.
Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 83/83HP d20+20=30 ; d20+16=18 ; d20+12=22 ; d6+11=13 ; d6+11=14 ; d6+11=14 ; Thursday August 1st, 2024 11:13:47 PM
Shaking off the fear effect, Eadric lets out a sigh of relief and shakes his head. "That thing is... freaky."
Eadric also helps to kill the wraith if necessary with a full attack action. (30 to hit, 18 to hit, 22 to hit: 41.)
With Snark's buff of Fly, Eadric laughs boisterously. "Woooo! This feels great!
DM Bob & Carla - “Remains of the Day…” Thursday August 1st, 2024 11:34:21 PM
With the Mummy Lord sundered by the disrupting maul, the Luck Makers spend a few moments recovering their abilities and healing themselves. Time remains of the essence for the active spells will soon run their course . (OOC let’s assume only three rounds pass in preparation) Restorations are cast on Isaac, Benni and Beatrix and those most in need receive healing before Snark dismisses the sphere holding the remaining wraith at bay. The creature spins and circles inside the resilient sphere, its hunger still evident in its glowing eyes. As soon as it is freed, the lantern archons act, but to no affect. Beatrix does manage to stab it with her lance but the creature is incorporeal and only takes some of the damage. The gnome’s magic missiles strike true and the wraith shudders under the impact. Only when Isaac and Eadric wade into the fray does the wraith finally succumb to the flurry of blows that rain down upon it.
Meanwhile, Benni is able to remove the ornate medallion from the breast plate worn by Iliona.
“Benni” AC 24/12/23 CMD 23. HP 63/ 63 Onesimos (SteveK) d6=6 ; d6=6 ; d6=6 ; d6=6 ; d6=3 ; Friday August 2nd, 2024 7:23:10 AM
Onesimos gathers the Luck Makers and channels a powerful healing burst that should bring everyone to full hit ponts except Isaac (down only 1!)
ooc: Beatrix has 52 hit points before Benni's Channel Energy (1hp +19 from Benni +32 from Makis = 52 and no damage after that.)
Before turning the key in the Door, Benni reminds everyone what the team saw last time. "A stone bridge crossed a green-glowing abyss to the center of the chamber. There, Oswin Heribert, the Last Abbot, fought his undead, eternal battle against outsiders trying to use six Gates. This Lantern should stop the magics that are fueling the Gates, and so stop the magical disruptions across Gateway Downs and the Plactik Ocean."
We may encounters beings that have escaped before we can get the Lantern to Oswin. So let's buff up!"
............. Channel Energy: 27 hit points! (rolled individually so I could re-roll any 1s for healing)
Active Effects: Shield Other 0.2/8hrs (Snark); Ghost Weapon 0.2/8hrs (Eadric); Longstrider (0/1hr) +10 move; Light 2/9min (on buckler); -1 STR damage
Beatrix and Tinkerbell (Mitch) HP 72/72 AC 18/14/16 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 Friday August 2nd, 2024 8:22:48 AM
Fully healed Beatrix will take the Death Ward since she charges right in. (technically down 1 STR I think)
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) Friday August 2nd, 2024 4:08:13 PM
Makis dutifully casts Death Ward on Beatrix, explaining that the spell will last only 9 minutes. He also casts See invisibility on himself and tells his brother I am ready. I suggest we have the lanturn unboxed and ready to light.
Urist (AC24, HP82of82) (Cayzle) Friday August 2nd, 2024 5:40:21 PM
"Thank you for the healing! Are we sure he will not rise again?"
Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 78/78 Saturday August 3rd, 2024 9:04:40 PM "Will that thing rise again? Good question Urist. I guess it depends on how well Makis thinks his weapon-of-ending-undead spell works. Prolly oughta do an Augury and a Divination to see if that critters coming back. I hope not, 'cause she's pretty annoying.
"Anyway, we oughta get that lantern ready. Let's see if a magic light'll make it work."
Snark will have the Unseen Servant bring over its magic light. He will place a coin with Continual Flame on it into the middle of the lantern. If it does indeed create an anti-magic aura, he will then take it out.
"Let's get that door open. No sense wasting the rest of our Haste or Eadric's ability to fly."
--------------------------------- Spells/Effects Running: Extended Mage Armor, Shield (8 min), Enlarge Person on Isaac (8 rounds), Haste on everyone (4 rounds), Unseen Servant (9 hours), Resilient Sphere (8 min), Create Pit (1 round), Prayer from Benni, Fly on Eadric(8 min)
Urist tries her knowledge of religion to ponder whether the guardian will rise again.
Know Religion 26.
"We don't want to fight him a third time."
DM Bob & Carla - “Remains of the Day…” Sunday August 4th, 2024 11:46:42 PM
The Luck Makers gather near the door to the portal room where Benni channels a healing burst of energy. The Cleric of Flower forwarns the newer members of the group about what lies beyond and places the medallion into the recess within the circular door. The doorframe begins to glow a soft eerie green and the words Knowledge, Discipline and Self-Improvement appear in Runic, High Woldian and Common.
Makis casts Death Ward on Beatrix and See Invisibility on himself in preparation for what may come.
Urist remains concerned that the Mummy Lord may yet rise again, for he knows that even destroyed, her body will begin to rejuvenate in several days unless she is targeted by consecrate, hallow, and then dispel evil, cast in consecutive rounds and in that order. However Snark is hopeful that the abbot will deal with that should he be successful in closing the portals with the lantern, although he does suggest a divination or augury might be warranted.
Just to be sure the lantern will perform as advertised, the gnome uses his mage hand to place a light source into Azodall’s Lantern as a test of its capability. Immediately a strange multicoloured miasma of lights is emitted in all directions, filling the room, far beyond the normal distance such a small source of light would reach. Those flying, invisible, hasted, or enlarged are instantaneously aware that those magics have failed. Indeed all magic items and spells have lost their powers. The mage hand dissipates and the coin with perpetual light falls from within the lantern. The strange light ceases immediately and a moment later all of the formerly active magics are restored as they were. (OOC all spells lose 1 round of duration).
“Benni” AC 24/12/23 CMD 23. HP 63/ 63 Onesimos (SteveK) Monday August 5th, 2024 8:01:34 AM
OOC: I think Makis cast Death Ward on Beatrix. ...............
Onesimos looks cross as he moves to the lantern and pulls out the sometimes glowing pebble. "It works just like it did at Bryson's Rest. And I have no interest in the Lantern fluctuating on-and-off as it is both simultaneously lit and unlit by magical light that the Lantern suppresses when alight but can't suppress unless lit. Besides, the magic key to get through this door wont work if the Lantern is on."
"As for Ilona, the mummy lord, Pharmakis has already told us: it will keep coming back until we Consecrate its remains, Hallow this area, and Dispel Evil or drive away any lingering evil. I can do all three of those spells and the ingredient costs... tomorrow. But until 'lingering evil' is gone, she will keep coming back."
"Which means, lets get through this door."
Benni takes a breath and pause to calm himself. "If there are no more interruptions while we still have our magical defenses?" OK, then." The cleric moves back to the door and continues the ritual to open.
............. Active Effects: Shield Other 0.2/8hrs (Snark); Ghost Weapon 0.2/8hrs (Eadric); Longstrider (0/1hr) +10 move; Light 3/9min (on buckler); -1 STR damage
Beatrix and Tinkerbell (Mitch) HP 72/72 AC 18/14/16 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 Monday August 5th, 2024 8:56:30 AM
Beatrix is ready to finish the job. She waits for the door to be open.
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) Monday August 5th, 2024 9:00:21 AM
Makis takes position near the backwhere he can best support his friends and intones I am ready. He hovers 5' feet from the ground.
Urist (AC24, HP82of82) (Cayzle) Monday August 5th, 2024 8:26:18 PM
Urist is wide eyed at these revelations. "The more you know ..." she mutters.
But she is ready for the door to open.
Isaac Harker (Justin M) HP63/91 AC23/ T13 / FF20 Monday August 5th, 2024 10:09:01 PM
Isaac puts away his sword and shield "If all goes well e should never have to deal with that woman again, and we can check off sanctified the church from our to-do list. Will you do the honors Snark?" He gestures to the door.
Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 78/78 Monday August 5th, 2024 10:36:35 PM
Snark is glad to make sure he can activate the lantern at a moment's notice if things are a mess in the room beyond. He hangs onto his light.
He looks at the cleric. "I'm not really sure what yer sore about, but grumpy is more my thing. It doesn't really suit your usually sunny disposition Benni."
He stands ready once the door opens.
DM Bob & Carla - “A Promise Kept…” Monday August 5th, 2024 11:42:01 PM
The Luck Makers ready themselves to enter the portal chambers while Benni and Snark discuss the utility of testing the lantern and what can and should be done about the mummy lord. It has been a long and circuitous route to get this far, and the proximity to their goal is evident in the tense nature of the conversation.
When all are ready, Onesimos speaks the words above the door; “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 turns 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. To those who have previously met the abbot, he appears to have aged considerably since they last met, if that is even possible. What remains of his flesh is even more tightly drawn over his thin frame, his posture stooped and his movements slower and less fluid.
An incredulous look crosses his face at the sight of those at the entrance to the chamber, ”Who are you? What are you doing here?… Wait…I know you! …Do you have it? Have you found the lantern a you promised? His voice cracks as he speaks, not the strong resonant voice you previously heard.
“Benni” AC 24/12/23 CMD 23. HP 63/ 63 Onesimos (SteveK) Tuesday August 6th, 2024 7:17:41 AM
Onesimos has to nod at Snark's comment, the comparison is apt. And, the elf reminds himself for yet another time, he is supposed to be wise enough to know the best means of transferring an idea, and anytime anyone has been cross with Snark, it immediately puts the gnome's back up. Sigh. He likes his young friend, but it is hard to get him to think a different thought than what is already in that head!
Once open, a well of concern goes out to see Oswin so desiccated. "Yes, good Abbot, we have." The cleric steps back to allow Urist and Snark to deliver Azodell's Lantern.
He turns to the paladin and whispers, "Isaac, just to be sure, can you Detect Evil again on Oswin to make sure he isn't posessed or something?"
Beatrix and Tinkerbell (Mitch) HP 72/72 AC 18/14/16 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 d20=16 ; Tuesday August 6th, 2024 8:52:35 AM
Beatrix is alert and watching for problems as they enter (perception 16). Hopefully they've gotten back in time
Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 78/78 Tuesday August 6th, 2024 1:54:23 PM "Oh, hey Oswin. How's it going?"
Snark will hand the light source to Urist. As she delivers the lantern, she's really in the best position to light the thing if the Abbot needs that.
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) Tuesday August 6th, 2024 5:58:51 PM
Makis, a stranger to this place and these circumstances, takes it all in. He picks up on the Abbot's condition and realizes the man must be spending his life essence to keep the gates closed. At the same time he wonders what will become of this creature, so bolstered by magic, when bathed with the unmagic of the lanturn and speaks. It may be that Oswin cannot remain himself in the presence of the power of this lartern. I recommend you speak quickly in case this is a goodby.
Urist (AC24, HP82of82) (Cayzle) Tuesday August 6th, 2024 10:47:59 PM
Urist presents the lantern.
"I hope this will solve all our problems," she says, serious for a change.
Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 83/83HP Tuesday August 6th, 2024 10:49:11 PM
Eadric, like Makis, takes time to absorb the new location and sights. He stays wary of danger, but lets the rest of the party take the lead in talking with the Abbot.
DM Bob & Carla - “A Promise Kept…” Tuesday August 6th, 2024 11:03:39 PM
The abbot reaches out for the lantern, eagerly accepting it and turning it back and forth in his emaciated hands. ”Yes, yes, see these sigils here? These suggest an increased area of effect, and these here, they suggest that the magic will be enhanced in the power of the effect.” The arch lich continues his examination. ”The craftsmanship is exceptional, each of these runes and sigils denotes the embodiment of a metamagic effect. Azodall must have spent considerable time building this device.“
Oswin asks the Luckmakers to hang the lantern from the hook that extends from a metal pole above the doorway. He then explains to the group what his intent is.
”I will draw as much power from the nexus below as I can possibly manage and when I can stand it no more, I will unleash it into the opening at the bottom of the lantern. If my understanding of the lantern is correct, a pulse of anti-magic should envelope this chamber and beyond for as long as I can sustain it. The portals will cease to exist, deprived of their arcane power, the magics that protect the abbey will be extinguished, and with any luck at all, so will all the necromantic spells that have allowed us to guard these gates for these past centuries. Your friend is correct, I will not survive this, and if you remain here, neither will you. I will wait long enough for you to make your way out of the Abbey, tarry not!”
”Do not mourn our passing. We have long desired this. We will have corrected the wrongs of our own thirst for knowledge and self-improvement at the expense of others. Please bring Iliona to me and lock the door behind you when you leave this chamber. We will face our god and the grey-eyed master of the Shadowlands together. Our eternity of penance ends here along with of all those undead we have called to Kevintar’s service. At long last we will rest.”
Beatrix and Tinkerbell (Mitch) HP 72/72 AC 18/14/16 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 Wednesday August 7th, 2024 6:50:50 AM
Beatrix will quickly retrieve the mummy's corpse. "Time to go, lets move."
Urist (AC24, HP82of82) (Cayzle) Wednesday August 7th, 2024 7:04:19 AM
Urist beats feet toot sweet, flying through and up and out at top speed.
"So long and thanks for all the flash!" she calls out over her shoulder, anticipating the result of lighting the lantern in such a way.
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) Wednesday August 7th, 2024 10:04:27 AM
Makis moves with the group, waiting for anyone wishing to say goodby to the abbot and making sure all can keep up. I hope there is no way this can go wrong. he worries out loud.
“Benni” AC 24/12/23 CMD 23. HP 63/ 63 Onesimos (SteveK) Wednesday August 7th, 2024 11:18:26 AM
Onesimos takes assessment of the situation. Beatrix brought in the mummy, and Urist is ready to go. Makis and Snark are both flying and Snark has the Lantern, so it should be easy for one of them to hang the lantern. And that gives enough time for the elf to:
The cleric bows to Oswin. "May the love you feel for others, your community, and your final companions speed your journey to the Lands of Rest. Farewell."
As soon as the Lantern is hung, Benni turns to the Luck Makers. "Flee! And I will shut the gates behind us!" Benni plans to be last, shutting the Catacombs Door, the Conclave's secret door, the Conclave's front door, and the Abbey's front door. Each time, he keeps the Keys. He doesn't plan on stopping until they are past the feeling of horror at the Abbey's border!
Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 78/78 Wednesday August 7th, 2024 7:43:46 PM
While Snark is not flying, he does ride a plant! That should put him up high enough to hang the lantern, and if not, his plant companion has the Lunge feat which increases the reach of his vines to 10'. If for some reason that is still not high enough Snark can levitate Herb up.
"Hey Oswin - Thanks for keeping us safe all this time, even when we didn't know you were here. I wish you well pal."
The little gnome will then tell Herb, "Good job hanging that lantern Herb. Now we gotta get outta here. I know you're pretty fast, but let's go at the other's pace so no one get's left behind." Snark will make sure no one gets left behind, and is ready with some magical remedies if that seems to be the case.
Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 83/83HP Wednesday August 7th, 2024 8:46:27 PM
Eadric makes sure to keep up with the rest of the group, wishing to avoid the certain death that would befall the group if they stayed here.
Isaac Harker (Justin M) HP63/91 AC23/ T13 / FF20 Wednesday August 7th, 2024 10:08:04 PM
Isaac nods Beatrix words "Oswin for what it's worth I hope you and all the spirits that call this place home will finally rest in peace, you deserve it." Isaac will start towards the exit praying that Oswin's understanding of the magic is correct. He looks at Markis as he makes his remark "Don't say that you know the bardic rule: never wonder if something will go wrong, else it will." Isaac will move as fast as he can to the exit.
DM Bob & Carla - “A Promise Kept…” Wednesday August 7th, 2024 10:41:18 PM Beatrix drags Iliona’s body into the chamber and Snark affixes Azodall’s lantern on the rod indicated while the Luck Makers bid hasty farewells to the abbot.
Unwilling to share the archlict’s fate, the Luck Makers make a hasty retreat through the crypts, up the spiral staircase into the Chapter House, across the cloisters to the Great Hall and finally out the main door of the abbey. Benni locks each doorway and pockets the keys along the way while Snark ensures nobody is left behind.
Deep below and unseen by the retreating adventurers, Oswin imagines their path and waits until he is sure that they have vacated the ancient edifice. Only then does the 11th and last Abbot of Heranmar’s Abbey focus his mind downwards into the chasm below and summon the swirling energy of the nexus. It rises and hums around the archlich before passing through his body and into his outstretched and withered arm. Oswin continues drawing power from below. Without release it begins eating away at what remains of his undead flesh…and still he draws more. Skin and flesh begin to flake away from his bony frame until he can take no more. His eyes bulge and glow with energy. ”Now Iliona, now we can rest.” With a final cry of anguish and triumph he releases the pent up power into the magical lantern in one massive torrent. The lantern’s runes and sigils glow and pulse and the energy is transformed into a wave of anti-magic travelling outward through the individual beholder lenses.
In the portal room each of the aberrant gateways collapse inwards and out of existence, the rock fusing together in strange twisted patterns. The wave of energy recoils backwards towards Oswin and what remains of Iliona, turning them instantaneously into dust. The bridge crumbles and collapses, falling into the chasm below. The wall between the portal room and the rest of the abbey is blown apart, leaving only the green jade door, its stone frame bearing the credo of Kevintar as a grim warning.
Elsewhere in the Abbey the wave of antimagic travels soundlessly. In the crypts, mummies long preserved by necromantic magics, collapse into powdered bone and rags. Four diseased zombies in the infirmary collapse into small piles of dust where they stood. Above the Chapter House in the monks cells, shadows and wraiths evaporate into nothingness, as do the numerous ghosts that wander the halls and chambers.
Clambering over the stone wall marking the border of the Abbey grounds, the heros watch as the magic that held together the illusions and caused fear to those who entered the abbey is nullified, leaving the outward appearance of the grand abbey for all to see. Without the magic that had held stone and mortar against the elements, the east range of the abbey containing the Chapter House, monks, quarters, and parts of the Great Hall sags and collapses, burying the crypts below in rubble.
Deep below in a small pocket of open space, the words: Knowledge, Discipline, Self-Improvement glow eerily in High Woldian, Runic, and Common before sputtering into darkness.
Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 78/78 Thursday August 8th, 2024 2:13:57 AM "I'm glad all those souls are now able to move on. There was a lotta folks trapped there for a long time.
Well, let's head back to our place in Heranmar. We oughta call little miss happy and let her know her underwater kingdom should be safe now. But I'd prefer we do that tomorrow. Last time we saw her she was pretty cranky, and I'd rather be rested up before we summon her just in case she's still sore about stuff."
Snark will grab a vine like the reins of a horse and turn Herb toward Heranmar. The mound of vines ambles forward even as it cradles the little mage atop the mound. He hopes Maggie's been able to prepare some snacks or a meal.
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) Thursday August 8th, 2024 3:53:21 AM
Magus considers the collapse and wonders aloud And what of the lantern itself? Was it destroyed, so simply buried? How long until someone or something comes to look for it? But he is just pondering and does not wait for any answer. He too turns towards Heranmar.
“Benni” AC 24/12/23 CMD 23. HP 63/ 63 Onesimos (SteveK) Thursday August 8th, 2024 7:36:20 AM
Onesimos scrambles over the low graveyard wall, and doesn’t stop with his friends until he gets to the nearby road before looking back and witnessing the magical and then physical destruction of the Abbey. He gives a moment of silent contemplation, eyes closed, on the long fate of the monks. ”Agape and Pragma would understand the monks’ unselfish bond in a common purpose, may they find rest.”
“Snark, my friends, not yet. We need to be sure before using the Bell to alert the Oceanid. Can anyone detect magic to see if there is any emanations left? The Abbey collapsing inward is a good sign, but are there any others to show us that no wave of destruction went out?”
Benni himself isn’t good at either of those things, so waits for his friends to find out what they can. After the Luck Makers do so, the team is better armed to walk north towards the distantly seen town and shore.
Beatrix and Tinkerbell (Mitch) HP 72/72 AC 18/14/16 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 Thursday August 8th, 2024 8:39:05 AM
Beatrix watches from a safe distance, honoring the sacrifice of the Abbot by bearing witness. At Makis's question she shakes her head. "It sat forgotten as a normal lantern for years. I don't think anyone knew it existed besides the abbot and us. Even if it somehow wasn't destroyed no one will come looking."
Isaac Harker (Justin M) HP63/91 AC23/ T13 / FF20 Thursday August 8th, 2024 8:38:38 PM
Isaac looks over the now uncursed abbey a feeling of pride and relief that the souls of, so many are now at ease and that his first big goal when he first got here was now finally complete. He says a prayer to help the souls along "Gargul though I Rarely pray to you, I beseech that you look over the souls of the Abby and make sure all reach their intended place of rest and be lenient on Iliona and Oswin they have been through a lot." Done with his prayer he looks over at Beatrix and Makis "If anyone comes looking for it best we can tell them it was destroyed in sealing a great evil away permanently."
Urist (AC24, HP82of82) (Cayzle) Thursday August 8th, 2024 9:15:58 PM
"Well, that's very nice and all, but where's the treasure?"
Urist looks under nearby stones and debris.
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) d20+23=36 ; Thursday August 8th, 2024 10:31:34 PM
Makis will cast Detect Magic and move back towards the abby at least until he would have been in the aura of fear and study the area.
ooc: Spellcraft of 36
DM Bob & Carla - “Clear Skies …” Thursday August 8th, 2024 10:58:49 PM
The Luck Makers scramble over the stone wall that encircled the abbey grounds and look back upon their handiwork. A mix of emotions have time to sink in. All are glad that their task is complete and that the souls of so many have gone to rest. Isaac offers a prayer to Gargul and commends the former abbot and his guardian for their travails while Beatrix and Onesimos stand in silent contemplation, honouring the sacrifice of the departed. The Cleric of Flower asks his companions to detect magic on the abbey and confirm that the lantern has worked before they report to Nyana as Snark has suggested. Makis casts his detect magic spell and wanders back towards the Great Hall, but detects no arcane or divine energies.
And what of the Lantern itself? Was it destroyed or does it lie buried beneath the rubble waiting to be found? Beatrix advises that few knew of its existence to begin with and if it survived no one would be looking for it. The Paladin suggests that they simply tell any who ask that it was destroyed. Makis’ concerns on the matter remain unresolved.
What is clear, is that the skies over the old abbey have cleared and sunshine bathes the undisguised buildings in its warmth for the first time in many years. The aura of fear has gone and the only glow coming from the ruins is from the few remaining leaded windows that reflect the sun’s rays. For all intents and purposes, any secrets or treasures the Abbey might have contained are buried deep beneath the piles of rubble.
The road to Heranmar and the promise of a hot meal and clean linens awaits.
“Benni” AC 24/12/23 CMD 23. HP 63/ 63 Onesimos (SteveK) Friday August 9th, 2024 6:51:53 AM
The changing weather is the best indicator to Benni that the haunt has lifted. He tilts his head back to bathe in the warm sunlight and the accomplishment of the team. "Let's go home."
On the way back to Heranmar and Luck Maker's House, the cleric considers making plans on a common story, but then discards the idea. "We do not know the future nor the fate of the Lantern: buried, destroyed, or cast into a strange Gate. I think we each tell or not tell different stories of what happened, the muddled tales will be an effective defense, but also enough truth in case good heroes need to seek it once more."
"I am more interested in how we should ring the Bell to tell Nyana. Just us, or do we do it in broad daylight with as many of the community watching as possible?" He looks to Urist as the best to determine how to control a spectacle.
Beatrix and Tinkerbell (Mitch) HP 72/72 AC 18/14/16 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 Friday August 9th, 2024 8:32:15 AM "Given how she reacted to things probably best if it's just us. Less chance of someone saying something to set her off." Beatrix suggests.
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) Friday August 9th, 2024 1:07:45 PM Benni, if you still have that last key you will know of the mummy lord is reconstructed as that key will vanish. Makis notes.
AS the group travels back he adds I must go and report to my mistress after a day or two of rest. I know not what she will bid me do next. I am glad I was able to travel with you to see the end of this quest completed and was pleased to lend what help I could. I will go with you to visit this Nyana I think so as to see the story to it's completion.
Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 83/83HP Friday August 9th, 2024 4:19:59 PM
Eadric is happy to return to Heranmar and put the undead-filled abbey behind them. With the emergent weather and high spirits, he takes on a jovial air during the return to Heranmar.
Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 78/78 Saturday August 10th, 2024 2:50:51 AM
Snark considers what Benni's says.
"That's a good question Benni. Beatrix is right that we don't want a bunch of townsfolk there in case things go south in a hurry. Nyanna can be a little touchy. But I think we should have some important people there to witness what happens. Maybe the harbormaster and the sheriff, and maybe a couple others so long as they all stay back and just observe."
Snark is glad to head home. He guides Herb back to their place, having him stay outback where there is water and compost. The gnome looks forward to getting cleaned up and changing into fresh clothes.
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) d20+23=36 ; Saturday August 10th, 2024 9:40:26 PM
Makis will cast Detect Magic and move back towards the abby at least until he would have been in the aura of fear and study the area.
ooc: Spellcraft of 36
Urist (AC24, HP82of82) (Cayzle) Sunday August 11th, 2024 12:07:53 AM
Urist gapes at Benni! Usually she is more a CAUSE of spectacles than a CONTROLLER!
"Well, I'll give it a go, Brother Benni, as best I can."
She ponders for a moment.
"Best way I know to control spectacles is with an eyeglasses case!"
DM Bob and Carla - ”Home again!” Sunday August 11th, 2024 9:20:34 PM Onesimos turns his face up to feel the sun’s warmth, accepting the clear blue sky as a good omen, before turning his feet towards Heranmar and leading the Luck Maker’s home.
Eadric is in high spirits, as the group return to the town where he plans to make his home for a while.
The Luck Makers discuss what they must do next. Contacting the temperamental oceanid Nyana is ranked high. Knowing they can summon the water fey by ringing a golden bell she provided in the aftermath of the storm that ravaged the town - is one thing. Dealing with the touchy female is another! Do they have the community join them on the beach as suggested by Benni or just their party as advised by Beatrix? Maybe just a few key townsfolk as proposed by Snark? Is Urist up to managing a spectacle?
Not wholly convinced their work at the Abbey is done Makis engages in as thorough an examination as his spells allow. There was never a time the party didn’t encounter the aura of fear on crossing the boundary wall, nor the distinct atmosphere of multiple magicks that seemed to generate from the very bricks and mortar of the place. This time however - there is nothing! No colour, no scent, no change in temperature - nothing! Not even a lingering aura by way of remembrance of what once was.
*******
On passing through the town gate - open as usual, but guarded - the party recognize the female guardswoman by the name of Wren - the one who worked together with Isaac to distribute food and other basic necessities to the folks most affected by the storm surge. She nods as the Luck Makers trail past - and winks cheekily at the paladin.
At Luck Makers House, Maggie is just getting ready to leave for the day, having collected her cloak from the peg by the back door. ”There’s a chicken fricassee keeping warm on the hearth, and apple crumble on the sideboard - as well as all the usual victuals” the housekeeper announces. Per the usual arrangements the larder is well stocked and there’s an option to eat in for folks who wish - or to drop by the Blue Cat for a meal, or a night cap. ”I’ll just collect the kiddos and be on my way.” There’s quite a bit of noise coming from the back yard, and the housekeeper looks apologetic. ”Can’t imagine what the nippers have been up to…my two, and the Bottim triplets -Ginni, Rachy, and Fred. I said I could look after ‘em so their parent’s could attend a meeting at the mansion. Should be done by now. There’s going to be a big party next week. The repairs of the docks are nearly done, and the first ships are expected soon!”
There’s sufficient time for the heroes to stash their kit and clean up before dinner time.
Beatrix and Tinkerbell (Mitch) HP 72/72 AC 18/14/16 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 Monday August 12th, 2024 8:37:34 AM
Beatrix puts away her tools of battle and retrieves her tools of education to fill her many pockets for the morrow. It feels good to be done with adventuring stuff for now. At dinner she comments, "Well the best way to decide if some of the important townsfolk should be there is to ask them. If they want to be there to witness then sure, but if they trust us to deal with things on our own then also great."
“Benni” AC 24/12/23 CMD 23. HP 63/ 63 Onesimos (SteveK) Monday August 12th, 2024 9:57:06 AM
Benni groans, and shakes his head: the elf figures that is what Urist was seeking in response to her wit!
Snark gave a more thoughtful answer which causes the cleric to think harder. "How about at the Lighthouse? Olostim will be our witness and we will have his strong house to guard against any water attacks, unlikely as they are. And if it takes a while for Nyana to show, we have a place to stay a couple of nights."
Benni asks for Snark to make the arrangements with Olostim, and then the Luck Makers, including Makis, can go to the Lighthouse with the Ship's Bell.
In the meantime, there is a bath and chicken fricassee calling him...
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) Monday August 12th, 2024 1:35:52 PM
Makis looks forward to a little down time and keeps things low key. He will also bathe when it's his turn and will take a meal with his brother. At dinner he recommends It would be advisable to have this issue with Nyana concluded before any party celebrating the new docks.
Isaac Harker (Justin M) HP63/91 AC23/ T13 / FF20 Monday August 12th, 2024 6:06:54 PM
Isaac blushes not quite sure how to respond. But does stop and talks to Wren for a moment. "Hey Wren I've not seen you lately but how have you been? I wanted to report that we seemed to have resolved the Huanting of the Abbey we'll officially inform the sheriff and everyone else soon."
At the luckmakers house Isaac takes a deep breath savoring the smell of chicken and apple crumble. He makes a plate and digs into the meal with gusto. After that a bath and nap sounds delightful.
Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 78/78 Monday August 12th, 2024 6:13:02 PM
Snark smiles at Benni's suggestion.
"The lighthouse would be safer in a way, but the Heranmar officials may want to watch what should be a peaceful resolution, since they saw that more violent first visit from Nyana. But I'm good either way, and I guess we can invite those that wanna make the trek to the lighthouse if they want. As for coordinating with Olostim, let's see if he's in town. Otherwise, we gotta make the trek out there and stay the night. And I'm not doing that tonight."
When Maggie mentions the kids, Snark says. "OH NO! HERB!"
Fearing the noise from the kids may mean some problem with the plant companion he sent out back, he runs to the back door, ready to tell Herb to let them go!
-------------------
Later, he will clean up and wander over to the Blue Cat to ask if Olostim happens to be in town. If so, he will ask Olostim about summoning Nyana at the lighthouse or if it would be better to do it at the docks. He'll also ask any town officials if they want to be present when we summon Nyana to tell her that her underwater kingdom should be safe now.
While at the Blue Cat Snark will relate the trip out to the Abbey. Without mention of the lamp, he will tell folks that we fought some guardians there. He will tell them that the old Abbot still inhabited the place and was holding foul forces at bey. The Abbot was able to use some magics we brought back to close portals deep within the Abbey, and that in doing so all the spirits in that place, including the old Abbot, have been released. There is no longer a fey taint to the place, and it now simply seems to be a ruined abbey.
If asked about the magics we brought to the Abbot, Snark will tell them he'd rather not say what they were, but believes they were all destroyed in closing the portals and returning the abbey to it's present state.
Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 83/83HP Monday August 12th, 2024 11:14:01 PM
Eadric is happy to depart from his bloodied armor and bathe finally. He mainly takes this time to rest in the house, enjoying a nice span of time of just sitting down, not expected to do anything.
DM Bob and Carla - ”It’s not over till it’s over…” Monday August 12th, 2024 11:55:53 PM
A gentleman to the core, Isaac, takes a moment to speak with the guardswoman - who’s brows disappear up under her helm when the paladin mentions the party has resolved the haunting of the Abbey! Moments later he is tucking into chicken fricassee and apple crumble and waiting his turn for a bath.
Eadric beats the paladin to the bath. As he soaks his old bones, he seems happy with the opportunity to relax.
Beatrix stores her adventuring kit and sorts through her books and lesson plans, hoping for a change of pace on the morrow.
Hot on Maggie’s heels Snark goes to check on Herb and the children. The plant companion seems to be holding his own in a raucous game of ‘tag’ - snapping a child’s bottom with a flick of vine as quickly as they touch him and call ‘you’re it!’ The children scream and laugh as they run circles around the intelligent plant.
Benni and Makis find seats at the table and when everyone has joined them continue to discuss the best way to set up the rendez-vous with the temperamental oceanid. Benni suggests an alternate locale. Though he’s never been shy calling out the fey’s mercurial moods Snark doesn’t anticipate any trouble in what should be a peaceable resolution. Beatrix is flexible and will go with whatever the group decides. Makis makes an important point - best deal with Nyana prior to the party the town is planning!
*******
Later that evening, Snark and some of the other Luck Makers head over to The Bottim Feeder Inn and Blue Cat Tavern. The place is busier than usual. It could be word has gotten out that the Luck Makers are back after adventuring through the Haunted Abbey, or maybe it’s excitement over the upcoming party!? Ralphus Bottim is behind the bar pulling pints, while his wife Ginifred and a young serving girl are making sure the drinks reach their destinations. A large table is taken up by some of the town guard, including Wren, whilst old Jonesy is holding court in one corner with Gendry and their crew of regulars. Deputy Ned Green is present - occupying a table with Miles, the young (for an elf) WLA representative sent to staff the booth in the Tradehouse, and Olostim.
The Luck Maker’s are encouraged to tell the tale of their further explorations of the Abbey, but wisely keep it to the discovery of enchantments, spirits, and undead and the banishment of evil and the complete resolution of the haunting of the place - without alluding to magical artefacts and such!
There are a few remarks about the Abbey, and some folks - unable or unwilling to grasp the power of just what was hidden beneath the ruins - worry about how they’ll forecast incoming storms in the future. Old Gendry breaks the tension when he volunteers his services are as good as any glowing Abbey and likely more dependable: ”but it’ll cost ya’ a gold piece for the readin’!” This brings a laugh, and conversations return to the excitement of the upcoming party, and local gossip.
Olostim wants to have a look at the bell the oceanid gave the party and understand exactly how the party plans to contact the fey. He suggests calling on the party at Luckmakers House in the early afternoon the next day.
Ralphus announces the last call, and gradually the tavern empties of its patrons as folks head homeward.
Please post activities through to the next day, and if you take part in the meeting when Olostim calls (around 2pm) and what your character might do/discuss.
Urist (AC24, HP82of82) (Cayzle) Tuesday August 13th, 2024 12:20:19 AM
Urist realizes that the stress of the recent problems and adventures has been taking a toll on her. “I’ve paid the toll, so now I can hit the road … for some R&R.”
So she puts on her street entertainer disguise and walks around town, telling jokes, playing music, and making up funny stories about how Flower still cares about you even when you tell her musicians they are better at calling hogs than inspiring love.
But she is back in time for the meeting at 2pm. In fact, she arrives at 1pm, seeing as people have given her the wrong time for gatherings in the past.
“It’s funny,” she thinks, “how you often have to be early to be on time.”
She thinks and plans for the meeting. Since, honestly, she can’t really remember who Olostim even is, or why he is important, she figures she will offer an opening prayer for Flowers love inspiring friendship with the fey … and also during the meet she will repeat everything Benni says, but in different words and some puns.
“Benni” AC 24/12/23 CMD 23. HP 63/ 63 Onesimos (SteveK) Tuesday August 13th, 2024 7:31:37 AM
Benni relaxes at the Blue Cat Tavern in the evening, but makes an early night of it.
In the morning, he focuses on cleaning, repairing, and replacing as needed himself and his equipment while wearing his oldest tunic and breeches. The elf, never a solitary person, lays everything out in the common room in front of the fireplace, and talks to the team, Maggie, or anyone else who stops by Luck Makers House. Once holes are sewn up, armor burnished, and straps fitting correctly; the elf tidies all his stuff back into his room. Soon, his is downstairs again, this time in a tawny knee-length tunic and light khaki drawers, a motif of flowers and leaves about the neck and sleeves.
And so, he is quite presentable when Olostim arrives. At the Wizard's question, Benni gives a little shrug and points at the ship's bell on the mantlepiece. "I was just going to wade into the water and ring the Bell, first above, and then below the water. And then wait. I expect the Oceanid, Nyana, would have set something to listen after she gave it us."
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) d20+11=21 ; Tuesday August 13th, 2024 8:31:58 AM
Still feeling somewhat an outsider in concluding this business with Nyana, Makis offers no strong suggestions and goes with the group's recommendations. He spends the morning doing some quick shopping reprovisioning his adventuring gear and tries to be helpful to anyone in the household. While shopping he keeps his eye out for any unusual alchemical. He has alchemical fires but nothing else and would like alchemical weapons using other elements and maybe some restorative or preventative types.
At some point in the morning he asks Snark What do you know about Oceanid's in general? I have never encountered one and am not sure what to expect.
[ooc]: 21 Knowledge Planes to know about Oceanids. If the skill is not planes please adjust the roll accordingly based on skill. +2 if Nature. +7 if Arcana.
Beatrix and Tinkerbell (Mitch) HP 72/72 AC 18/14/16 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 Tuesday August 13th, 2024 9:29:09 AM
Beatrix does her whole education thing, engaging with the local kids and entertaining them so they don't realize her evil plot to make them learn things (gasp!). She'll skip the meeting, it doesn't need all of them there and she'll just add to the crowd. She is very big.
Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 78/78 Tuesday August 13th, 2024 3:18:16 PM
Snark is rather relieved Olostim is in town.
At Urist puzzled look about Olostim, he says, "Olostim is a wizard that lives a few hours away in an old lighthouse. He looks after Heranmar and has been very helpful to us."
"Makis, what I 'member about Nyana is that she's pretty bent outta shape about disturbances emanating from the old Abbey that were recking her underwater home, so she decided to take it out on the townsfolk in Heranmar. When we told her to knock it off, she threatened that she'd wreck more stuff if we didn't solve her problem. She gave us a bell to summon her once we'd done her bidding. So far, she's been an arrogant jerk more interested in threats and retribution than finding out what was actually going on. She had reason to be upset, but no reason to take it out on the town.
"She seemed to have control over water, summoning a water spout and a wave to wreck stuff. She was working with some sharks."
---------------------------------- In the morning, Snark will rise, memorize spells, and thank Maggie for another wonderful breakfast. Then he will fetch Herb and ride the tangled mass of vines down to the docks. He'll approach whomever is in charge, offering to create a couple Walls of Stone if that would be helpful to either their efforts or the town's defenses.
Later in the meeting with Olostim, he will recount the visit with the Star Mages, the journey to the outpost and the tower, and finding the gem and the lantern. He is very open with Olostim in this meeting about the properties of the lantern, the Abbot and what happened there. He asks the old wizard's opinion about calling Nyana at the town or at the lighthouse, and whom the Luck Makers should invite from the town to witness this event.
Finally, he asks Olistim if he could copy some spells as he's a bit short on cash right now since the powerful magic items they found on their quest are all gone.
Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 83/83HP Tuesday August 13th, 2024 10:11:06 PM
Eadric enjoys his time at the Blue Cat Tavern, turning in later than usual after having his fill of food and ale.
The next day, he rises early and goes shopping, trying to find a simple light crossbow to assist in his ranged combat endeavors.
He attends the meeting, yet doesn't say much as he is not quite familiar with the context surrounding this oceanid.
Urist (AC24, HP82of82) (Cayzle) d20+21=33 ; Tuesday August 13th, 2024 10:32:02 PM
Urist smirks at Snark. “Of course, Mage Olostin. Why would you even think I don’t know him?”
Bluff 33
DM Bob and Carla - ”It’s not over till it’s over…” Tuesday August 13th, 2024 11:08:23 PM
After a substantial breakfast Urist and Beatrix head out together. The centaur checks in early with the school at Quendock Mansion and catches a break when the administrators assign her a class of youngsters in need of basic literacy and math remediation. The troubadour roams around town familiarizing herself with the environs and doing a little busking - alternately amusing and offending the townsfolk with her stories, jokes and songs.
Benni, Eadric, Makis and Snark inventory their adventuring gear and supplies and find them wanting. Cleansing the Abbey may have made the Luck Makers rich in experience, but did nothing to fill the exchecker! Eadric goes in search of a simple light crossbow, and is provided with the name and direction of Truesdale Bro’s Carpentry.
The wizard Olostim arrives as the cleric, greenmage, and bloodwich discuss what they know of Nyana specifically, and oceanids in general. Snark is vociferous in his poor opinion of the temperamental fey, coloured perhaps by his earlier unsatisfactory encounter with the creature. When prompted by Makis, who’s learned a little about the aquatic beings, the blue haired gnome is able to elaborate on some specifics (per Knowledge Nature roll 32 back in Sept’23!)
Olostim confirms: ”Aquatic kin of nymphs and dryads, oceanids are fey bound to the sea. When in the water, the lower half of their body transforms into a pillar of water, allowing them to swim at incredible speed. The mood of an oceanid can change with little warning —they are quick to love and even quicker to anger. They can be quite helpful toward mortals, though silver-tongued people skilled at flattery might earn her help, they might also be lured away to join the oceanid under the sea.”
The wizard listens to Benni’s plan, and pulls at his lower lip as he examines the heavy ship’s bell. ”This Nyana sounds chaotic - but not evil. I believe it would be less provoking to meet her on the beach where she first appeared during the storm surge. You can invite Gwenlian, the Harbourmaster, the Sheriff, and the Mayor to represent the town. I’ll see if Honora is available, and we can be back-up if there’s a problem - though I don’t expect there should be one.”
”By the way, he adds, ”I believe this is a Ship’s Bell of Protection - and it has a Sending spell on it. It will fetch your oceanid when rung at sea, but it also creates a Circle of Protection from Evil 10ft in all directions with a duration of one hour. Valuable too!*”
Before departing, the busy wizard will confirm if the party want’s his involvement (and where to meet at what time) or if they want to handle things on their own. He is pleased with the detailed information Snark shares with him regarding Azodall’s Lantern and their quest, and suggests the party take the WLA representative into their confidence also. ”Share the details with those few you most trust, but it’s best not to give this superstitious lot something to fret about.” He will also agree to meet with the gnome regarding the sharing of spells - AFTER their business with Nyana is wrapped up!
* 6000 GP value
“Benni” AC 24/12/23 CMD 23. HP 63/ 63 Onesimos (SteveK) Wednesday August 14th, 2024 7:51:36 AM
Benni is pleased by Olostim's suggestions as well as warnings, and the cleric suggests a few of his own.
"Snark, remember, Nyana arrived after the storm surge knocked down the wall, she didn't cause it."
"And Urist, none of your honey tongued quips with the Oceanid, or you may not be free to get back to Bryson's Rest for your 2 years of service!"
The elf fully intended to tell the WLA the whole story, and does so when he next visits Miles. He agrees to the Beach to ring the Bell, and asks several friends to make the arrangements: Makis with Honora, Snark with Olostim, Isaac with the Sheriff, and Beatrix with the Harbormaster. Benni takes Eadric and Urist along to see Miles and then coordinate with the Mayor.
He wants to get the meeting with Nyana done before the dock is complete and the party done!
Beatrix and Tinkerbell (Mitch) HP 72/72 AC 18/14/16 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 Wednesday August 14th, 2024 8:34:26 AM
Beatrix will do as requested and approach the harbormaster, explaining the situation and plan. "I don't anticipate any problems, but we'll be prepared just in case."
Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 78/78 Wednesday August 14th, 2024 1:37:40 PM
Snark looks forward to having this Nyana business behind us.
"Olostim's plan is good, and I'm glad he and Honora will be there for back up.
"When you talk to the Mayor and the Sheriff, be sure to clarify that we do not want the townsfolk there when Nyana shows up. We don't want them in harm's way, but maybe even more important, we don't need someone spouting off at her because they think she wrecked their house. I'm gonna have to watch my tongue in this, and that's not easy.
"Our interactions so far show she's pretty touchy, and the last thing we need is someone provoking her."
Snark is satisfied that Olostim will be there and that he plans to make sure Honora is there as well.
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) Wednesday August 14th, 2024 3:39:00 PM It would save me a trip to report if Honora could be present. Makis notes, but has little else to add. He stands read to assist in any way he can.
Urist (AC24, HP82of82) (Cayzle) Wednesday August 14th, 2024 10:01:26 PM
Urist makes a “zipping my lips” sign and readies herself for the encounter.
Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 83/83HP Wednesday August 14th, 2024 10:43:57 PM
Eadric acquires the light crossbow and prepares for the meeting with Nyana.
(OOC: Do I just mark the typical value of a light crossbow from the book?)
(OOC: make a note to yourself for now. There will be an opportunity for sorting things out shortly! - DM Carla)
DM Bob and Carla - ”It’s not over till it’s over…” Wednesday August 14th, 2024 11:42:33 PM
The Luck Makers settle on a plan and arrangements are made. Gwenlian, the Harbourmaster, suggests the summoning occur in the early evening, by which time the fisher folk will have brought in their catches, and most townsfolk will be at their dinner table and more interested in what’s on their plates, than what’s happening outside the walls of the town! This has the added benefit of accommodating the centaur’s schedule - since the meeting will be outside of school hours. No matter the time agreed upon, the summoning is confirmed for the next day.
*******
At the appointed time Olostim and Honora meet up with the party at Lucky House and fall in with the heroes as they make their way to the Port Gate where they meet the Harbourmaster, the Sheriff, and the Mayor, Fileal - an elderly fisherman who runs a tackle shop and is also the town’s mayor. All three are instinctively fiddling with their lucky charms -Gwenlian with a playing card (the Joker) on a green ribbon, Eugene Bates with a small ruby on a gold chain, and Fileal with a green streaked grey pebble. These three remain up by the Sea Gate as the rest make their way down to the beach. A glance upwards reveals half a dozen guards spread out high above on the now repaired town wall. Olostim and Honora take up positions high on the beach, in the spot where the rogue wave breached the stone barrier - leaving the heroes to get on with their business.
Snark Riverstone (MarkB) AC23 T14 F20, CMD 15, HP 78/78 d4=1 ; d4=4 ; d4=1 ; Thursday August 15th, 2024 1:55:58 AM
As the meeting concludes, Snark says, "Like my ma always said, Hope for the best but plan for the worst. Benni, I suggest Water Walk and Water Breathing might be helpful.
"I got some preparations to make."
Snark visits a shop that sells shells and such. He tries to find a particularly nice ocean-polished agate and has it attached to a silver chain. He casts Continual Flame on the agate. That evening and the next day, the greenmage spends some time in the herb garden with Herb preparing some Herbal Healing. Spending 6 hours, he has three Lesser Restoration infusions and puts them in lifewood flasks.
Snark also asks Maggie to kindly bake a particularly nice treat to offer a guest, which he wraps up. He'll buy a couple nice bottles of wine and put a bunch of cups into his extra dimensional pockets.
As the appointed hour arrives for summoning, he rides Herb as he accompanies his friends to the beach. Snark says to his friends, "Let's hope we catch Nyana in a good mood and we can have a nice little chat with her." He casts Mage Armor on himself and Makis, and he casts Message on his friends, which he will renew as he waits.
The little gnome lights his pipe, puffing patiently as he waits for Nyana to answer whomever is ringing the bell. Which is no small feat, as he's really not a very patient person. At the first stirring of the water heralding her arrival, Snark will cast an extended Fly on himself.
Spells, * = cast/used: 0 (DC15): Message, Detect Magic, Mending, Prestidigitation 1 (DC16): Grease (C), Expeditious Retreat, Mage Armor*, Magic Missile, Protection from Evil, Shield, Unseen Servant* 2 (DC17): Glitterdust (C), Minor Image, Alter Self, Levitate, Scorching Ray, Scorching Ray 3 (DC18): Summon Monster III (C), Haste, Fly*, Fly, Fireball 4 (DC19): Summon Monster IV (C), Dimension Door, Wall of Ice, Resilient Sphere 5 (DC20): Dimension Door (C), Wall of Stone, Wall of Stone
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 - 10/10 charges Extend Metamagic Rod - 2 used
Isaac Harker (Justin M) HP63/91 AC23/ T13 / FF20 Thursday August 15th, 2024 4:35:46 AM
Isaac looks out to the sea a feeling of hopfulness that that Nyana will accept their explanation. He responds to Snarks words " We can only hope she believes us. I have little doubt she will be ecstatic to learn that no more quakes will be happening."
Urist (AC24, HP82of82) (Cayzle) Thursday August 15th, 2024 5:39:39 AM
Just before the bell rings, Urist casts Fly.
Beatrix and Tinkerbell (Mitch) HP 72/72 AC 18/14/16 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 Thursday August 15th, 2024 8:14:36 AM
Beatrix will ring the bell unless someone else claims the job. After doing so she stands tense and waiting, trying to be both wary and not look threatening at the same time.
“Benni” AC 24/12/23 CMD 23. HP 63/ 63 Onesimos (SteveK) Thursday August 15th, 2024 8:49:06 AM
Benni nods, "Your mother is a wise woman, Snark. Let it be as she says." The morning of the evening of, the cleric sets a different list of meditated spells.
In the evening, as most of Heranmar is sitting to their evening meal, Benni takes the Ships Bell and goes to the beach north of the town, and waits until everyone is in position. "Olostim told us this is a Sending spell, and there is no telling how far away Nyana the Oceanid is, so this may take a while. I suggest to not cast any short duration spells." He glances at Urist, but doesn't stop anyone. After all, he could be wrong! (ooc: He casts Shield Other on Snark)
Holding the Bell in his left hand, the cleric takes his StarKnife in his right to strike the side, and speaks aloud. "To Nyana from the Luck Makers of Heranmar: the danger to the Ley Lines is ended. We are at the Heranmar Shore to discuss specifics."
And, putting away his weapon and lowering the Bell, he waits.
Active Effects: Shield Other 0.2/8hrs (Snark)
Abilities: Channel 7/7, Good Touch 7/7, Calm Touch 7/7, Unity 1/1, Holy Lance 1/1 0: Mending, Purify Food/Drink, Light, Stabilize. 1: Prot v Evil, Prot v Chaos, Bless, Bless, Sanctuary, Shield of Faith. 2: **Shield Other, Consecrate, Delay Poison, Resist Energy. Silence, Open Slot. 3: Prayer, Invisibility Purge, Water Walking, Water Breathing. 4: Holy Smite, Air Walk, Freedom of Movement, Control Water. 5: Dispel Evil, Break Enchantment
Eadric Wolfe (Ben V) AC27 T19 FF27 CMD 27 83/83HP Thursday August 15th, 2024 7:00:30 PM
Eadric stands with the group, hands on his hips and looking towards the ocean. He's never met Nyana nor any Oceanid in general, so a nervous energy surrounds him as he waits.
DM Bob and Carla - ”Ring my bell!” Thursday August 15th, 2024 11:21:41 PM
The Luck Makers make wise use of the time leading up to their meeting with Nyana.
Snark is particularly industrious - crafting a pendant necklace, brewing infusions, and assembling what looks like a romantic picnic! The frugal gnome remembers the party still has 11 bottles of wine from Sleepy Vines Vineyards after escorting Thom Bramblefoot and his caravan to Humbles Ford, but then maybe the wee wizard doesn’t want to share the good stuff? Maggie’s contribution is a dense fudgey chocolate confection - cut into little squares - and wrapped in a red and white checkered cloth set in a shallow market basket.
Benni prepares his spells with particular care, and when the time is right collects the bell with the sigils from off the mantel over the great room hearth.
Confident in that way unique to paladins, Isaac voices his optimism. After all, the party have achieved what they set out to do! Having provided the archlich abbot with what was necessary to seal the aberrant portals (and set the Abbey and it’s inhabitants to rest) there’s no longer anything or anyone to tamper with the nexus of Ley lines running under the ruins!
Beatrix volunteers to ring the bell, but settles for escorting her friend as the party makes their way through town, through the Sea Gate where the city officials nervously fiddle with their charms, then down onto the beach.
Urist plans to cast fly on herself when the time is right.
Hands on hips, Eadric stares out across the Plactik Ocean as Benni stands at the edge of the swash zone and strikes the bell with his starknife.
Almost immediately there is a change in the atmosphere. The wind picks up slightly, moving the fluffy white clouds with greater speed across the blue sky above. Offshore the troughs deepen and the crests become higher. Pushed by the wind, the waves run further up the beach face and folks have to move back or accept the fact that their feet will get wet!
After what seems like a very long time (but is probably only half an hour) the wind goes flat on shore, the sea is glassy like mercury and there is a clear pocket of energy between the white wash and the green face - and inside the curl - a womanly figure covered in foam and seaweed, her face and bare arms white as pearls, her long pale hair streaming out behind her. As the wave breaks, she seems to glide across the surface of the water, coming to a stop just after the breaker zone. Two shark fins circle in the water in front of her
Holding an intricately carved trident in one hand, the oceanid reaches out the other, palm up. There is a hopeful look in her face. A shrill sound pierces the air and the first words are unintelligible shrieks and clicks heard by all. Those who understand Aquan: Highlight to display spoiler: {[/]”You have sent for me. Have you succeeded with your quest?”[/b] }. The woman appears to struggle to modulate her voice and speak in another language as she continues in Common: ”Ooooh-Neeese-eeee-moooose” large turquoise eyes fix on the elven cleric, ”Friend of Flower. Promise Maker. You have made things right!?” There is a look of some amazement, and a little awe, as she continues. ”I sense the paths of energy that run through your home and mine…are no longer being twisted!”.
Makis the Lucky (AC 13/13/10, CMD 16. HP 78/78) (Harry) Friday August 16th, 2024 1:41:38 AM
ooc: Earlier Makis smiles and greets Honora warmly but also with respect when she appears and walks with her to the beach talking quietly and filing her in on any details of the lat few days that she does not already know. This include positive comments in general about all the Luck Makers and his pleasure of being able to travel with is brother.
ooc: Just prior to the summoning.
Makis prepares by casting Flying Broom and Barkskin. Almost as an afterthought he also casts Protection from Energy - cold on himself. He marvels at the appearance of the oceanid but cannot understand her words. Through the message spell he signs in relieve and notes She seems calm.
Beatrix and Tinkerbell (Mitch) HP 72/72 AC 18/14/16 CMD 22 Tinkerbell HP 32/32 AC 23/15/21 Friday August 16th, 2024 8:23:34 AM
Beatrix nervously waits, letting someone else do the talking.
Isaac Harker (Justin M) HP63/91 AC23/ T13 / FF20 Friday August 16th, 2024 8:41:36 PM
Isaac looks over at Bennie he was the only one he could think of that was "friend of flower" then he remembered that Bennie wasn't his real name "She's talking to Ben." He mumbles to the others. He let's Bennie have the stage for this talk.