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Tomb of the King


In the Temple (co-DM SteveK) 
Saturday May 30th, 2015 7:14:39 AM

Sesha is surprised at Myrth, but the spirit nods vigorously when the Witch mentions an anti-undead shield in the wall furthest away from the entrance door.

The innovative minds of the Iron Adventurers collectively come up with many ways to figure out how the pieces fit on the pyramid; is it part of the story; have to read Teucri; type of metal; shape of the pieces; or even that the false treasure has a use after all?

It turns out that each piece is slightly different in shape, and using that clue it takes no time at all for the heroes to place the last piece...

With a slight whiff of stale air, the third wall rises into the ceiling and reveals a short passage 10' wide and 20' long. This passage leads to a square room 40'x40' that the darkvision-enhanced heroes can see. From what they can notice, the corridor and room appear empty...

OOC: Great Scene everyone!
Hero point for Garrett being the star killer in the battle!
Hero point for Restlin in rushing away and talking to the ghosts without backup and living to tell the tale!

DM JonT will be taking over on Monday!

Zane (JCC) AC 26, AC 30 with shield spell, CMB 15, CMD 31, HP 124/150, Darkvision, Blindsense, 5 Lightning Resistance Character Sheet 
Saturday May 30th, 2015 11:34:41 AM

Zane watches as the wall reviles the tomb.
"A puzzle is good protection as well as the misdirection, but the ultimate protection would be a killer.
I'm not a trap finder, although I can set off a good amount of traps when called upon.
The last clue I followed up on about my mother was a trap, I'm still here so the trap failed obviously.
Let me know if you want my ability to survive most traps to set off whatever else is protecting this place."


Sesha [AC 29 /18 Touch/25 Flat] | HP 92/88 | CMD 19] 
Saturday May 30th, 2015 1:13:43 PM


Sesha smiles at Myrth and tenderly caresses the small ghostly cleric where her cheek would be.

"Thanks for taking a look around. I'll see you and your sisters again soon."

With a wave she dismisses the Immortal Summons. She wasn't sure if a Ghost felt pain, but she wasn't throwing her into another wall.



Restlin (Carl) -- AC: +12/+9/+10 CMD: 23 HP: 105/96 (Spells) Luck Points: 6/9 
Saturday May 30th, 2015 5:11:20 PM

Restlin ponders a bit before stating, "or, I can summon an earth elemental to lumber through any traps in the way."

He wants to move quickly, because he's Restlin and that's what he always wants to do. However, a thought occurs to him. "Hey, how many people were in the Gaeli party that beat us in here. Are all of them dead and accounted for? I know we didn't get to see them walk in, but we could see their footprints. You tracking folks have any idea?"

RobC - Katinka Hushfoot AC 20/16/15 -- CMD 20 -- HP 102/109 -- Perm Arcane Sight, Darkvision, See Invisibility  d20+27=45 ; d20+37=55 ;
Saturday May 30th, 2015 10:14:12 PM

"Well, the pyramid was in pieces rather than whole. If they'd been this way I'd have expected it to already be in one piece. That, and I can still smell stale air in that passage. Fresh air is already filling it as we speak."

"My trap finding skills haven't been great the past few days, unless you count triggering them. But I'm happy to test them again. Just try and stay close"

Tink renews her invisibility and slowly enters the corridor, with the intent to make it to the room she can already see.

Perception: 45 + Arcane Sight + Dark Vision + See Invisibility + Detect Scrying
Stealth: 55 + 20 Moving Invisible + Hide in Plain sight + Misdirection
Flying 3inches off the ground


Garret Goodbarrel [AC:35/30/29 HP:121/112 Ki:9/13 CMD: 33] 
Monday June 1st, 2015 8:22:23 AM

Garret watches as the hallway appears. As the dust settles, he gestures towards the hallway with a bow towards Tink and says, "After you."

He prepares to bring up the rear once again after everyone else has moved into the hallway.

Restlin (Carl) -- AC: +12/+9/+10 CMD: 23 HP: 105/96 (Spells) Luck Points: 6/9 
Monday June 1st, 2015 9:13:05 AM

Restlin shakes his head. "I'm not worried about them being in there," he motions to the newly opened hallway. "I'm worried about them following us in now that we've opened it. Guess we'll just have to hope that between us and the undead, we're covered."

Restlin will summon an earth elemental if Tink or Zane would rather not put themselves at risk; choice is up to them.

Trellus (AC28/14t/26f, HP 106/128, CMD 22) 
Monday June 1st, 2015 9:54:36 AM

Katinka disappears, and Trellus reminds everyone he can tell pretty much how far she is via his Status spell.

The cleric makes sure his Everburning Torch is still in place on his pack, and then drops into line behind Zane.

Bosk AC: 33/16/29 CMD:28 hp 79 of 103 Spells  d20+19=24 ;
Monday June 1st, 2015 4:30:21 PM

I am not the best at checking for traps, but if you need someone to lead the way in case of ambush or attack, I can do that. However, I think we need a plan. If there is a booby trap we do not want everyone rushing in, but if a battle ensues everyone needs to get out of this tunnel ASAP.

Perception = 24

Beriothian -- AC:23/16/21 HP: 119/130 CMD = 19 
Monday June 1st, 2015 6:01:18 PM

Before we dive in, do we want to cast any protective spells? Anything you want me to transform into beforehand, perhaps a fire elemental to provide a little extra light?

Zane (JCC) AC 26, AC 30 with shield spell, CMB 15, CMD 31, HP 124/150, Darkvision, Blindsense, 5 Lightning Resistance Character Sheet 
Monday June 1st, 2015 8:38:06 PM

(waiting on DM's post )

In the Temple (co-DM JonathanT) 
Monday June 1st, 2015 8:57:36 PM

DM JT OOC: That would be me. Working on it. :)

While you wait, give a round of applause to DM SteveK in his excellent attempt to kill your PCs. :)

In the Temple (co-DM JonathanT) 
Monday June 1st, 2015 9:29:31 PM

DM JT OOC: Answering questions:
Sesha asked - DM Sorry, which wall is the third wall?)

DM JT: the room is a triangle so only three walls. The first one is the one with the door from which you entered. The other two join as the back of the temple. Technically, either of these two walls is 'the third wall' since they are the pyramid walls themselves.

Knowledge Planes DC20: Highlight to display spoiler: { It is clear by now that the pyramid walls and floor are have a powerful magic that prevents incorporeal creatures from passing through them, repulsing them with horrors only the incorporeal creatures can explain. Merely entering the wall works, but trying to pass further than 5' it repulses them. Summoning creatures into the pyramid bypasses this. Good thing the undead can't summon themselves out of there.}

What happens is the right angle edge in the back of the temple opens up revealing the hidden passage when the last mosaic is placed on the min pyramid. The mosaics flash brightly then go out, then the back angle of the temple splits open.


In the Temple (co-DM JonathanT) 
Monday June 1st, 2015 10:18:07 PM

The IA gather in the Temple of Ipictraclt and study the miniature pyramid with the miniature statue of the Gaeli king that had the place built. The obvious thing is that a number of mosaic tiles are missing from the mini pyramid and the three walls are adorned in mosaic tiles that tells of Gaeli victories.

Where to find the tiles, if indeed they want to do that, is a mystery until Beri spots a curious tile on a wall. Upon closer inspection he notices with great surprise that it has a Teucri symbol on it. On a whim he tries to pry it off the wall and it comes of very easily. As if a Teucri symbol was some kind of clue, the rest of the IA search the walls and soon fine as many tiles with Teucri symbols as there are empty spots on the mini pyramid.

Zane takes note, now that all the tiles are spread out on the floor, that the symbols resemble the ones one the scroll they used to get in!

With a bit of experimentation they find where to put the first tile. A few minutes later all the tiles are in place, following the patter in the scroll.

Upon placing the last piece of the puzzle, the Teucri mosaic tiles flash brightly then go out, then the back angle of the temple splits open revealing a short passage 10' wide and 20' long. This passage leads to a square room 40'x40' that the darkvision-enhanced heroes can see. From what they can notice, the corridor and room appear empty.

The IA now huddle to discuss how best to proceed. Surely the place is trapped. Do they send a summoned creature? does one of their own go?

Katinka volunteers, as usual, and becomes invisible. Bosk also contemplates romping down the hallway.

Beri suggests maybe they shoudl cast some protective spells.

The dark ominous corridor beckons the curious, the daredevil, the desperate, the brave....

DM JT OOC: make a plan, cast any protective spells, summon what you will, the room at the end of the corridor awaits. :)


Restlin (Carl) -- AC: +12/+9/+10 CMD: 23 HP: 105/96 (Spells) Luck Points: 6/9 
Tuesday June 2nd, 2015 7:58:19 AM

Seeing Tink's taking the lead, Restlin will refrain from summoning an earth elemental. He'll instead take a moment to cast invisibility on himself. He considers summoning some assistance now in case there's a battle ahead, but decides not too; he's prepared for combat that never came before & wasted many spells in the process.

Restlin urges the group forward unless someone has specific concerns. The magepriest takes rear and will cast wall of force if anything comes from behind (Restlin can easily block off the entire corridor using this spell).

***

Wall of force


Garret Goodbarrel [AC:35/30/29 HP:121/112 Ki:9/13 CMD: 33] 
Tuesday June 2nd, 2015 9:18:18 AM

When Restlin voices his concern about the rear of the group, Garret says, "Not to worry, I can keep an eye back here to ensure nothing sneaks up on us. And if something crazy happens up there at the front, I'm pretty quick at getting up there if the need arises."

Sesha [AC 29 /18 Touch/25 Flat] | HP 92/88 | CMD 19]  d20+6=22 ; d20+24=37 ; d100=45 ;
Tuesday June 2nd, 2015 10:32:33 AM


Sesha considers the fears her summons have of the walls, putting her thoughts heavily into the matter. She (after DM clarification), thinks on her action, and stop before she dismisses Myrth. With a bit of luck, she recalls some old teachings of her coven and decides to experiment, having Myrth test the newly opened passage.

Knowledge Planes: 22

If Myrth is again repulsed, Sesha will dismiss her, with intent to summon again after she crosses the perceived barrier. If not, she will keep the summon handy.

Sesha gathers everyone for a spell, then casts Mass Bears Endurance, breathing heavily afterwards. Her spell power was drying up quickly.

------------------------

Move: Bend Leyline
Standard: Mass Bears Endurance

-----------------------

In Effect:

Barkskin - +5 Armor
Bears Endurance - +4 Con
Heroes Feast -+1 hit, will, and +4 fear
Shield of Faith -+4 Deflection to AC (Pot pot)
Cats Grace - Permanent +4 Dex
Detect Scrying - 24 hours - detects scry sensors.


Trellus (AC28/14t/26f, HP 106/128, CMD 22) 
Tuesday June 2nd, 2015 10:35:34 AM

Trellus falls in behind whichever taur is taking the lead of the main group. He relies on his Status spell to keep an eye on Katinka.

Zane (JCC) AC 26, AC 30 with shield spell, CMB 15, CMD 31, HP (172)124/150, Darkvision, Blindsense, 5 Lightning Resistance Character Sheet 
Tuesday June 2nd, 2015 12:19:11 PM

Zane looks at Bosk, then nods as he takes a position following behind Tink.
As the spell effects him, he smiles....."Thanks, that feels good."
Zane takes his que from Tink and moves up as directed too.

Beriothian -- AC:23/16/21 HP: 119/130 CMD = 19 
Tuesday June 2nd, 2015 5:34:21 PM

Well, if we are going to be in the darkness I'll be a guiding light for my friends.
Beri turns into a large fire elemental and files in behind Bosk.

DM Sanity link

Fire elemental: As elemental body I except that you gain a +4 size bonus to your Dexterity, a +2 size bonus to your Constitution, and a +4 natural armor bonus.You are also immune to bleed damage, critical hits, and sneak attacks while in elemental form.

Bosk AC: 33/16/29 CMD:28 hp 103 of 103 Spells (Large Size, Threatens 10 square around him) 
Tuesday June 2nd, 2015 5:42:35 PM


Bosk takes spot behind Zane as he prepares to enter. He waits for the results of Seshas experiment, but before entering will use his pearl of power to cast Hide From Undead again. He also readies an action to cast Silence on Grendel the second they see him.

Actions
-- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Move Action - Move behind Zane
Cast Hide From Undead using his lvl 1 Pearl of Power
Readied Action - Cast Silence on Grendel

Active Spells and Abillities
-- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Blur - Grants the subject concealment (20% miss chance) (Tink's Garment)
Fly - Fly Speed 40ft (Tink's Garment)
Mass Bears Endurance - [CL12] 12mins - +4 Con (Sesha)
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)

Deathwatch - [CL 1] Permanent - Instantly know whether each creature is dead, fragile, fighting off death, healthy, undead, or neither alive nor dead (such as a construct).
Darkvision - [CL 8] 8hrs - Ability to see 60 feet even in total darkness
Chill Touch - [CL8] (8 charges) - Touch channels 1d6 negative energy plus 1 Str vs. Fort save. Undead = no damage but it must make Will save or flee as if panicked for 1d4 rounds + 1 round per CL.
Hide From Undead - [CL8] 1hr 20min - 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.

Agile Feet - (SU) 5 uses left - Ignore all difficult terrain and no penalties when moving through it.
Channel Energy - (SU) 0 uses left - Channel Energy to cause or heal damage
Dark Walk - (SU) 1 min left -gain concealment, a 20% miss chance, a +2 resistance bonus to saves, and a +8 bonus to Stealth checks
Sense Spirit - (SU) Sense the direction and distance to any disembodied spirit or soul 480 ft., even through material objects.

Blind Fighting - (Feat) - Reroll miss % from concealment. Invisible attackers get no advantage (+2 bouns) in melee for invisibility. No Acrobatics check needed to move at full speed while blind.
Two Weapon Fighting - (Feat) Penalties for fighting with two weapons are reduced
Improved Two Weapon Fighting - (Feat) - Second attack with off hand weapon
Multiattack - (Feat) - Secondary attacks with natural weapons take only a -2 penalty

Sacred Tattoo on Back - Class - Avenger cannot be flanked.
Ghost Touch - (Class) Weapon deals damage normally against incorporeal creatures, armor counts against the attacks of corporeal and incorporeal creatures. This allow sneak attacks on incorporeal.
Immune to Fear - (Class)
Immune to Snake, Spider and Scorpion Poisons - (Class)

Electric Resistance +5 - Steelgrass Armor
Poison appied to two weapons:
BLUE WHINNIS POISON on left horn cap
MEDIUM SPIDER VENOM on flail

Spells Available
Highlight to display spoiler: { Legacy Item: Feather Fall, See Invisibility
Domain: True Strike, Locate object, Divination, Dimension door
Level 0: Detect Victim, Detect Magic, Chill Touch, Detect Poison
Level 1:
Level 2: Silence, Restoration Lesser, Nemesis Insight,
Level 3: Invisibility Purge
Level 4: Summon Monster IV
}

Bosk AC: 33/16/29 CMD:28 hp 103 of 103 Spells  d8=1 ; d8=1 ; d8=1 ; d8=6 ; d8=7 ; d8=4 ; d8=5 ; d8=4 ; d8=2 ; d8=1 ; d8=4 ;
Tuesday June 2nd, 2015 5:48:27 PM

ooc: I forgot that I mentioned earlier that I was using all my fist lvl spells and a second level spell to fully heal the group (and some of you never added the hp from my channel energy uses). Everyone should be at full hp.

RobC - Katinka Hushfoot AC 22*/18*/17* -- CMD 20 -- HP 109/109 -- Perm Arcane Sight, Darkvision, See Invisibilit  d20+27=46 ; d20+37=50 ;
Tuesday June 2nd, 2015 8:53:35 PM

Well if everyone else is preparing for battle, Tink will too. She casts probably the only prep spell she can: Protection from Evil.

She is then ready to lead the party onwards.

Perception: 46 Arcane Sight + DarkVision + See Invisibility + Detect Scrying
Stealth: 50 + 20 Moving Invisible + Hide in Plain Sight + Misdirection + Hide from Undead
Flying 3inches off the ground


------------------
Spells in effect:
Arcane Sight - 120ft range. See magical auras automatically. Permanent.
DarkVision - 60ft range. Permanent.
Detect Scrying - Detect any person/object being scryed upon within 40ft. Dur 24hrs
Freedom of Movement - From Tishes Weave Elements (Water). Dur 5hrs.
Invisibility - From Ring - Dur 1min
Mage Armor - Dur 24hrs (Extended)
Misdirection - Misdirect the information from divination spells that reveal auras on Tink to instead seem like a pebble (Neutral, Not Magic, Not Lying, Not alive, etc) - Dur 24hrs (Extended)
Overland Flight - Fly Speed 40ft - Dur 24hrs (Cast Twice)
Protection from Evil - Dur 12mins
See Invisibility - See Invisible or Etheral objects. Permanent.
Telepathic Bond - Katinka, Shesha, Beriothian, Trellus, and Restlin. Dur 2hrs
Water Breathing - From Tishes Weave Elements (Water). Dur 5hrs.

Heroes Feast - From Sesha - +1 attack, +1 will, +4 vs fear
Hide from Undead - From Bosk
Status - From Trellus

------------------
Spells Available: Highlight to display spoiler: {
0 - Mage Hand, Message, Prestidigitation, Toro's Taur Try
1 - Mage Armor, Feather Fall, Grease, Prot from Evil, Roses Temp, Silent Image, Unseen Servant
2 - Misdirection, Alter Self (x2), Knock, Resist Energy, Resist Energy, Glitterdust
3 - Dispel Magic (x2), Haste, Haste, Prot from Energy, Shrink Item, Stinking Cloud
4 - Detect Scrying, Resilient Sphere, Summon Monster IV, Wall of Fire, Black Tentacles
5 - Overland Flight (x2), Wall of Force, Summon Monster V, Telepathic Bond
6 - Summon Monster VI, Summon Monster VI, Summon Monster VI, Tishe's Weave Elements
}

In the corridor in the Temple (co-DM JonathanT) 
Tuesday June 2nd, 2015 11:43:16 PM

The IA stare down the 10' wide, 20' long corridor and prepare to venture forth.

Now knowing that Myrth can't get past the pyramid walls, Sesha wonders if the ghost can go down the newly discovered corridor and asks Myrth to head down it for a trial run. Myrth looks wearily at the opening but steps through. As the IA watch, the ghost floats down the entire corridor, into the room at the end, then back to report she did not feel the repulsion so the Repulsion must be in the solid walls. The Witch then casts Mass Bear's Endurance.

Restlin prepares himself by going invisible too and having a Wall of Force at the tip of his fingers in case anything not of the IA tries to follow.

Garret assures Restlin he has the rear well in hand, at least his anyway.

Katinka casts Protection from Evil and starts (floating I presume) down the corridor.

Zane follows the invisible halfling, trying not to move too fast and bump into the invisible friend.

Bosk, having healed everyone up, steps in behind Zane.

Beri switches form to that of a large Fire Elemental. He give off plenty of light, but no one dares get too close. As a matter of fact, tongues of flames flick out searching for things to burn. Everyone stays at least 5' from him.

DM JT: a Fire Elemental is pretty much an intelligent, movable bonfire with no specific appendages, and a lot of heat.

Trellus squeezes in behind Zane, sandwiched between the two smelly taurs who crowd the corridor.

The corridor only being 20' long is quickly traversed and the IA now see the square room. It is 40'x40' square and bare. As soon as Garret, the last to enter, is in the room, a huge stone slab drops at the entrance sealing the room!

Will panic ensue? Will the IA keep calm?

In the few seconds it takes for the IA members to realize what happened but before any can blast spells or cry out for mama, they hear the sounds of a large metal chain rattling and then a sudden jolt as the room starts to lift and the entryway begins to disappear as the room rises!

Bosk AC: 33/16/29 CMD:28 hp (127/127 Bear's Endurance) Spells 
Wednesday June 3rd, 2015 12:07:03 AM

Bosk smiles slightly. Does this remind anyone else of the Catacombs beneath Hook City? At least this time Zeoll is not sucking on a corpse thumb he found on the ground.

Restlin (Carl) -- AC: +12/+9/+10 CMD: 23 HP: 129/120 (Bear's endurance) (Spells) Luck Points: 6/9 
Wednesday June 3rd, 2015 8:47:56 AM

Restlin is glad he didn't go ahead & summon anything in preparation for this. He grins at Bosk's comments. "I miss that guy. Never saw him lay a finger on anyone, but I bet none of us would be around today if not for his talents. Of course, we'd also have gotten into fewer fights in the first place if he wasn't always out trying to calm people down.

"Anyway, let's make sure we have eyes on all walls. Who knows what's waiting for us at the top of wherever it is we're going."

The magepriest remains invisible, his presence only known from his voice & the arm that wraps around Sesha's shoulder as they wait.

RobC - Katinka Hushfoot AC 22*/18*/17* -- CMD 20 -- HP 109/109 -- Perm Arcane Sight, Darkvision, See Invisibilit  d20+27=39 ; d20+37=53 ;
Wednesday June 3rd, 2015 9:13:26 AM

"This actually makes sense" Tink says, placing her invisible hands on her invisible hips "The tapestry and the model both showed the king - or monster - at the top of the pyramid. What're the chances that's where we're headed?"

Tink flies to the centre of the group and remains airborne. With nothing else to do for now, she renews her invisibility.

Perception: 39 Arcane Sight + DarkVision + See Invisibility + Detect Scrying
Stealth: 53 + 20 Moving Invisible + Hide in Plain Sight + Misdirection + Hide from Undead
Flying 10ft off the ground


Sesha [AC 29 /18 Touch/25 Flat] | HP 92/88 | CMD 19]  d20+23=38 ; d100=76 ;
Wednesday June 3rd, 2015 10:38:25 AM


With a frown, Sesha takes a deep breath and waits. For some reason, she thinks of Mhalice waiting for them at the end of the ride, blasting them with Acid spells as the doors reopen.

She grumbles a bit.

"I bet Mhalice is behind all of this. I hate her."

Then she grins a wicked grin.

"But I've got my new friends now. Won't THAT be sweet. DISPEL THIS STUPID DROW! Eat Ghosts! Mwa hah ha..tee hee hee!"

Starting with a cackle that devolves into an evil giggle, Sesha realizes that Myrth is staring at her funny. She snaps her jaw shut and pokes Zane.

"Here, take this."

Driven to heights of glory by her strange daydream, Sesha wrangles a ley-line for the spells power, then calms herself down.

Move: Bend Leyline: 38 vs DC 24. +14 to next Ley Check
Standard: Heroism on Zane. ZANE: Please note this will replace, not stack, with your bonuses from Heroes Feast, except the 9 Temp hit points.
Ley Check: 76+14=90. No slot expended.

----------
In Effect:
----------
Barkskin - +5 Armor
Bears Endurance - +4 Con
Heroes Feast -+1 hit, will, and +4 fear
Shield of Faith -+4 Deflection to AC (Pot pot)
Cats Grace - Permanent +4 Dex
Detect Scrying - 24 hours - detects scry sensors.
Goodberry - Everyone has a couple, just in case someone goes down.
Spectral Hand - Ranged touch attacks.

Courtesy Slot Count for DM

1st: 3
2nd: 4
3rd: 4
4th: 1
5th: 0
6th: 1

( OOC: For those who weren't there, Mhalice is a enemy who is also Drow, and basically is the epitome of the evil drow steretype. Sesha, who understands the racial prejudice her race faced because of folks like Mhalice, hates her terribly and was super mad that Mhalice got away. Now she spends a lot of time blaming Mhalice for things.)

Zane (JCC) AC 26, AC 30 with shield spell, CMB 15, CMD 31, HP (172)124/150, Darkvision, Blindsense, 5 Lightning Resistance Character Sheet 
Wednesday June 3rd, 2015 11:29:21 AM

(Zane does not benefit from Heroes Feast, it was from before he joined the party.)
As the Heroism flows through him, "Thank You, this spell always helps. But I think this lift is a bit too small for me to grow so, I'll have to hold off on casting it."
He flexes his knees and stays just slightly crouched, ready to move as needed, alert for serious changes to the immediate area about him. While he waits, he casts See Invisibility on himself.

Zane's extra Info:Highlight to display spoiler: {
Spells in Effect:

Mage Armor
Heroism
(Every combat attack is effected by Arcane Strike)
See Invisibility

Other Abilities:
Darkvision
Blindsense
5pt Lightning resistance
Evasion
Deflect Arrows

Spells per Day:
0 level - Unlimited
1st Level - 4/7
2nd Level - 5/6
3rd Level - 3/4
}

Trellus (AC28/14t/26f, HP 152/152, CMD 22) 
Wednesday June 3rd, 2015 2:05:56 PM

Myrth is not the only one staring at Sesha funny. Trellus looks at her a beat or two, and then at the walls of their moving chamber.

"This is different," he remarks, calmly.
It's not real clear whether he's speaking of the witch or the room.

--------------
Spells in effect:
- Magic Vestment (Extended) on shield and armor. Duration 26 hrs, +3 enhancement bonus each
- Endure Elements. Duration 24 hours. No fortitude checks needed for hot environment.
- Status (Extended) on Katinka, Garret, Bosk, and Beriothian. Duration 26 hrs.
- Heroes Feast - The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a

+4 morale bonus on saving throws against poison and fear effects for 12 hours. (24 extended)
- +4 Constitution (Bears Endurance) hp posted

Spell List:
Highlight to display spoiler: {
d - domain spell
^ - recast using pearl of power
* - cast

0 - Create Water(x2), Detect Magic, Light
1st - Comprehend Languages, Detect Evil, Detect Undead, Endure Elements*, Hide from Undead, Shield of Faith, Sanctuary(d)
2nd - Align Weapon, Eagle's Splendor, Lesser Restoration, Status*, Silence, Spiritual Weapon*, Bulls Strength(d)
3rd - Dispel Magic (x2), Invisibility Purge, Protection from Energy, Searing Light(x2)*, Magic Vestment(d)*^
4th - Freedom of Movement, Holy Smite, Restoration(x2)*, Neutralize Poison, Spell Immunity(d)
5th - Disrupting Weapon, Greater Command, Flamestrike(x2)*, Spell Resistance(d)*
6th - Blade Barrier*, Greater Dispel Magic, Heal*, Antimagic field(d)
}

Bosk AC: 33/16/29 CMD:28 hp (127/127 Bear's Endurance) Spells 
Wednesday June 3rd, 2015 4:34:12 PM

Bosk, uncertain what to do continues holding his readied action to cast Silence on Grendel the second they see him.

Actions
-- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Readied Action - Cast Silence on Grendel

Active Spells and Abillities
-- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Blur - Grants the subject concealment (20% miss chance) (Tink's Garment)
Fly - Fly Speed 40ft (Tink's Garment)
Mass Bears Endurance - [CL12] 12mins - +4 Con (Sesha)
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)

Deathwatch - [CL 1] Permanent - Instantly know whether each creature is dead, fragile, fighting off death, healthy, undead, or neither alive nor dead (such as a construct).
Darkvision - [CL 8] 8hrs - Ability to see 60 feet even in total darkness
Chill Touch - [CL8] (8 charges) - Touch channels 1d6 negative energy plus 1 Str vs. Fort save. Undead = no damage but it must make Will save or flee as if panicked for 1d4 rounds + 1 round per CL.
Hide From Undead - [CL8] 1hr 20min - 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.

Agile Feet - (SU) 5 uses left - Ignore all difficult terrain and no penalties when moving through it.
Channel Energy - (SU) 0 uses left - Channel Energy to cause or heal damage
Dark Walk - (SU) 1 min left -gain concealment, a 20% miss chance, a +2 resistance bonus to saves, and a +8 bonus to Stealth checks
Sense Spirit - (SU) Sense the direction and distance to any disembodied spirit or soul 480 ft., even through material objects.

Blind Fighting - (Feat) - Reroll miss % from concealment. Invisible attackers get no advantage (+2 bouns) in melee for invisibility. No Acrobatics check needed to move at full speed while blind.
Two Weapon Fighting - (Feat) Penalties for fighting with two weapons are reduced
Improved Two Weapon Fighting - (Feat) - Second attack with off hand weapon
Multiattack - (Feat) - Secondary attacks with natural weapons take only a -2 penalty

Sacred Tattoo on Back - Class - Avenger cannot be flanked.
Ghost Touch - (Class) Weapon deals damage normally against incorporeal creatures, armor counts against the attacks of corporeal and incorporeal creatures. This allow sneak attacks on incorporeal.
Immune to Fear - (Class)
Immune to Snake, Spider and Scorpion Poisons - (Class)

Electric Resistance +5 - Steelgrass Armor
Poison appied to two weapons:
BLUE WHINNIS POISON on left horn cap
MEDIUM SPIDER VENOM on flail

Spells Available
Highlight to display spoiler: { Legacy Item: Feather Fall, See Invisibility
Domain: True Strike, Locate object, Divination, Dimension door
Level 0: Detect Victim, Detect Magic, Chill Touch, Detect Poison
Level 1:
Level 2: Silence, Restoration Lesser, Nemesis Insight,
Level 3: Invisibility Purge
Level 4: Summon Monster IV
}

Beriothian -- AC:23/16/21 HP: 119/130 CMD = 19 
Wednesday June 3rd, 2015 7:16:29 PM

Beri tries not to move too much, just in case his flames indeed are making some of his friends nervous. Perhaps this particular form is a little more dangerous than he anticipated... still, that could come in handy in the future.

Garret Goodbarrel [AC:35/30/29 HP:121/112 Ki:9/13 CMD: 33]  d20+21=24 ;
Wednesday June 3rd, 2015 7:28:41 PM

Garret starts to move towards Beri to check out the flames, then realizes that they are indeed real. He calls out, "Hey Beri, be careful where you point... yourself there!"

When the door shuts, Garret looks over at Restlin and says, "Hey, I told you I... oh, that wasn't you?"

He steps a little ways away from Sesha when she starts babbling, but then looks around at the walls and area near the previous entrance mumbling to himself, "I wonder if there is a control for this thing..." (Perception: 24).

In the Elevator room (co-DM JonathanT) 
Wednesday June 3rd, 2015 11:39:42 PM

Sesha seems the most concerned about their current circumstance, blaming it all on Mhalice. The others inch away from her and try not to bump into Beri. Garet fudges around the room looking for some control mechanism. He finds none. The rest of the IA keep their guard up.

The room continues a slow movement upwards, then it suddenly changes from upward to sideways movement, then upwards again. It does this several times, keeping the IA on their toes as each time there is a lurch that would land one hard on their kiester if one snoozed.

Finally the room comes to a halt. Where the entryway to the room was is another stone slab which begins to rise once the room comes to a complete halt. The IA watch in suspense as a dark corridor is revealed behind the stone slab.

The IA have many sources of light and some with darkvision. Although none reveal the end of the corridor per se`, enough light makes it down the corridor to reflect back a faint hint of the well known yellow glint of gold somewhere far down there.

RobC - Katinka Hushfoot AC 22*/18*/17* -- CMD 20 -- HP 109/109 -- Perm Arcane Sight, Darkvision, See Invisibilit  d20+27=45 ; d20+37=50 ;
Thursday June 4th, 2015 6:41:03 AM

"I'm on it"

Tink renews her invisibility and begins scouting the path ahead. She can feel her heart beating faster and her hands are just slightly starting to tremble with adrenaline. There's a fight coming...

Perception: 45 Arcane Sight + DarkVision + See Invisibility + Detect Scrying
Stealth: 50 + 20 Moving Invisible + Hide in Plain Sight + Misdirection + Hide from Undead
Flying 10ft off the ground


Restlin (Carl) -- AC: +12/+9/+10 CMD: 23 HP: 129/120 (Bear's endurance) (Spells) Luck Points: 6/9 
Thursday June 4th, 2015 8:22:12 AM

Restlin talks during the entire elevator ride, because that's what he does when he's nervous. "What is it with you and Mhalice anyway? We're really, really far away from where we last saw her and dealing with a whole new situation. I doubt she's anywhere near here. I mean sure she's a bad person who should pay for what she's done, but let's not obsess."

"Weren't there zombies on the elevator with us when we were under Hook City? That was a hoot...OH, remember that statue of the bulette we found that was so well made we all freaked out and prepared for it to attack? I'm surprised Bosk didn't try to break a piece off as a trophy. That was my first adventure with this group and I almost had my face punched off by a zombie. Why did Mr. E make a zombie just to stir a pot anyway? Seems like a waste of a perfectly good zombie, but then again he had plenty of those things. That was before I had this neat robe that always stays clean. I had bits of zombie all over me by the time we were finished. It was not ok.

"Hey, if we're going to the top of this tomb, I bet we'll have an awesome view of the desert. OH, maybe we'll get to fight this Grendel character up on top. Picture it, high above the desert, the Iron Adventurers make a stand against Grendel the Cruel. Strangers from another place, they fight to bring prosperity back to the peoples of this land after centuries of toil under Grendel's curse. I wish Zeoll were here, that guy would have musical accompaniment that would fit perfectly, I bet...AND he'd really do us justice when telling the story after we're victorious."

Finally, the elevator and Restlin's prattling stop. He notes Tink's rush out the door. Was he talking too much? Nah, she's just really good at what she does & is eager to do it. He's confident their rear will NOT be a problem this time, so he sticks to the middle of the marching order, content to let Garret keep the rear.

***

How long was that elevator ride? I don't have invisibility on tap like Tink does.

Garret Goodbarrel [AC:35/30/29 HP:121/112 Ki:9/13 CMD: 33] 
Thursday June 4th, 2015 9:11:58 AM

When the elevator shifts the first time, Garret lands on his rear. He looks around and shrugs. "Hey, I'm comfortable down here!"

As the elevator stops and Tink speaks, Garret looks down the long hallway. He whispers, "Gold? I thought we were looking for remains. Well, I suppose the bad guy could have buried himself with lots of gold..."

He waits for the others to head down the corridor after Tink, keeping a close eye on the elevator and still wondering how it works.

Zane (JCC) AC 26, AC 30 with shield spell, CMB 15, CMD 31, HP (172)124/150, Darkvision, Blindsense, 5 Lightning Resistance Character Sheet 
Thursday June 4th, 2015 9:37:19 AM

"Don't they always think they can take it with them? The only people who ever get to take it with them are Lichs. If that's the case, it could be a very bad thing."

Zane's extra Info:Highlight to display spoiler: {
Spells in Effect:

Mage Armor
Heroism
(Every combat attack is effected by Arcane Strike)
See Invisibility

Other Abilities:
Darkvision
Blindsense
5pt Lightning resistance
Evasion
Deflect Arrows

Spells per Day:
0 level - Unlimited
1st Level - 4/7
2nd Level - 5/6
3rd Level - 3/4
}

Sesha [AC 29 /18 Touch/25 Flat] | HP 92/88 | CMD 19]  d20+23=40 ; d100=3 ;
Thursday June 4th, 2015 10:14:47 AM


Sesha puts her hands on her hips and stares daggers at Restlin.

"You wouldn't understand at all, Mr. Upperclass Educated Rich White Male Wizard, but I'll try to explain. Mhalice is the perfect embodiment of EVERY negative stereotype that haunts my blood-kin. She is evil, dresses like a harlot, wants everything she can take, and doesn't care who gets hurt. The Twilight-Kin in It'lal have had to deal with that image ever since they were blessed with their dark skin and different features"

She huffs, mumbling as she gets ready to leave the elevator.

"..and we got here didn't we?... so could she.."

Sesha's Spectral Hand shoots out to catch Tink, gifting her with a Guidance spell.

Move: Bend Leyline - +17
Standard: Guidance - +1 to something Tink does.
Ley Check: 3+17= 20 vs DC 13



Restlin (Carl) -- AC: +12/+9/+10 CMD: 23 HP: 129/120 (Bear's endurance) (Spells) Luck Points: 6/9 
Thursday June 4th, 2015 11:43:43 AM

Restlin lets out a low whistle as he starts to walk down the corridor. "Mr. Upperclass Educated Rich White Male Wizard. It's a bit long for a nickname, love. Think I'll stick to magepriest if it's all the same. For what it's worth, you're right. Hadn't thought about that angle. If we find her, we'll make sure she pays for what she did."

Trellus (AC28/14t/26f, HP 152/152, CMD 22) 
Thursday June 4th, 2015 2:12:01 PM

Nervous banter among packmates, totally warped dark hallway, figure disappearing ahead to scout....a wave of nostalgia washes over the blond cleric. He fights it down. Time to concentrate on the task at hand.

Monitoring Katinka via his Status spell, Trellus resumes his spot behind Zane.

--------------
Spells in effect:
- Magic Vestment (Extended) on shield and armor. Duration 26 hrs, +3 enhancement bonus each
- Endure Elements. Duration 24 hours. No fortitude checks needed for hot environment.
- Status (Extended) on Katinka, Garret, Bosk, and Beriothian. Duration 26 hrs.
- Heroes Feast - The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours. (24 extended)
- +4 Constitution (Bears Endurance) hp posted

Spell List:
Highlight to display spoiler: {
d - domain spell
^ - recast using pearl of power
* - cast

0 - Create Water(x2), Detect Magic, Light
1st - Comprehend Languages, Detect Evil, Detect Undead, Endure Elements*, Hide from Undead, Shield of Faith, Sanctuary(d)
2nd - Align Weapon, Eagle's Splendor, Lesser Restoration, Status*, Silence, Spiritual Weapon*, Bulls Strength(d)
3rd - Dispel Magic (x2), Invisibility Purge, Protection from Energy, Searing Light(x2)*, Magic Vestment(d)*^
4th - Freedom of Movement, Holy Smite, Restoration(x2)*, Neutralize Poison, Spell Immunity(d)
5th - Disrupting Weapon, Greater Command, Flamestrike(x2)*, Spell Resistance(d)*
6th - Blade Barrier*, Greater Dispel Magic, Heal*, Antimagic field(d)
}

Beriothian -- AC:23/16/21 HP: 119/130 CMD = 19 
Thursday June 4th, 2015 5:14:38 PM

hmm, that's too far for me to see clearly... I wonder how far it is... may need to think over our strategy if it's a long walk down a possibly trapped corridor before we get there.
***

Ref: Trellus (co-DM SteveK) 
Thursday June 4th, 2015 5:17:55 PM

i get that reference!

Bosk AC: 33/16/29 CMD:28 hp (127/127 Bear's Endurance) Spells 
Thursday June 4th, 2015 6:57:53 PM

Should we send some light down ahead of us? I am guessing that after the elevator we have lost any chance of surprise. We may as well see what we are walking into.

In the Elevator room (co-DM JonathanT) 
Friday June 5th, 2015 12:57:19 AM

The elevator trip takes about 5 minutes and Restlin makes good use of the time rattling on about one thing or another and admonishing Sesha, in a friendly way, about her fixation on Mhalice.

The reference of the evil dark elf sorceress as a harlot could have been Sesha's insecurity of her own looks but the dark elf witch puts Restlin in his place on the matter.

Or it could be that Mhalice bested Sesha in a spell duel. Hmm....

In any case, when the elevator finally stops and a stone slab raises revealing a long dark corridor, talk goes back to their task at hand.

The corridor is 10' wide and 10' tall, just enough room for the larger folks. Those with darkvision have no trouble seeing down the corridor's length to the extend of their vision. There are plenty of light sources, from Trellus's Everburning Torch (if DM remembers correctly) to Beriothian-Human-Torch.

The glint of gold and other metals is easily seen once light is shown directly down the corridor and a good guesstimate is that a treasure room lies some 50' down. Those with dark vision seen chests and piles of coins and other typical treasure horde items piled in a room at the end of the 50' long corridor.

Katinka goes Invisible again and starts down, the others fall in line.
Beri-Human-Torch pensively wonders about traps.

Knowledge Local DC15: Highlight to display spoiler: { It is common that in elaborate tombs many chambers house different aspects of the deceased ruler. Chambers for the interred family members, servants, pets, and, of course, treasure. Sometimes the treasure room is first in hopes that the looters will be satisfied with that and leave the rest of the tomb undisturbed.}

The IA cautiously start making their way down the corridor, single file, Katinka in the lead. Not all have entered the corridor when Katinka reaches the end, the treasure room.

Katinka: Highlight to display spoiler: { Upon reaching the treasure room, roll a Will DC17.}

Zane (JCC) AC 26, AC 30 with shield spell, CMB 15, CMD 31, HP (172)124/150, Darkvision, Blindsense, 5 Lightning Resistance Character Sheet 
Friday June 5th, 2015 1:58:59 AM

Zane cautiously follows Katinka down the hallway, giving her time to search out any traps. He also makes sure the others are safely behind him as they progress.

Zane's extra Info:Highlight to display spoiler: {
Spells in Effect:

Mage Armor
Heroism
(Every combat attack is effected by Arcane Strike)
See Invisibility

Other Abilities:
Darkvision
Blindsense
5pt Lightning resistance
Evasion
Deflect Arrows

Spells per Day:
0 level - Unlimited
1st Level - 4/7
2nd Level - 5/6
3rd Level - 3/4
}

Garret Goodbarrel [AC:35/30/29 HP:121/112 Ki:9/13 CMD: 33]  d20+21=26 ;
Friday June 5th, 2015 5:57:15 AM

As Tink reaches the treasure room, Garret leaves the elevator and examines the corridor near the elevator room, still trying to figure out how this thing works and looking for any sort of controls (perception: 26).

Restlin (Carl) -- AC: +12/+9/+10 CMD: 23 HP: 129/120 (Bear's endurance) (Spells) Luck Points: 6/9 
Friday June 5th, 2015 8:10:56 AM

Knowledge, Local: Autopass

"We may be on to something. It's not uncommon for tombs of nobility to put the treasure they tried to take with them before their actual interred bodies to lessen the chance that tomb raiders defile their corpses.

"Or, it could be a giant illusion, or another trap, or a room full of mimics. Either way, we're probably in great peril." He ends this last thought with a stupid grin. He continues down the hallway, wondering what Tink's found up there.

***

Mage armor - long enough
Invisibility - 5 minutes left

Sesha [AC 29 /18 Touch/25 Flat] | HP 92/88 | CMD 19] 
Friday June 5th, 2015 10:19:30 AM


With their destination possibly in sight, Sesha pushes thoughts of HER out of her mind and starts readying for a fight. Most of her spell-power gone is gone other than her lower strength magic, she would need to be crafty.

"Myrth, you probably don't know where she is, but go on ahead to the end of the corridor and be ready to help out Tink."



RobC - Katinka Hushfoot AC 22*/18*/17* -- CMD 20 -- HP 109/109 -- Perm Arcane Sight, Darkvision, See Invisibilit  d20+15=32 ; d20+27=42 ; d20+37=51 ;
Friday June 5th, 2015 10:27:05 AM

Highlight to display spoiler: {Will Save vs DC17: 32=Pass! Is Tink able to make a Knowl or Spellcraft check to determine why she was making the will check?}

Tink carefully makes her way into the "treasure room", and edges around the corner. There is so much treasure! But.. would taking it be considered stealing? Would it be condiered grave robbing? Who is the rightful owner?

"Curse it Katinka, focus! The group are counting on you to escort them safely. Get your head in the game!"

"Ok. Nobody set foot in the treasure room just yet. Stop just before it. I need to check around more thoroughly first" she relays over the telepathic link.

Perception: 42 Arcane Sight + DarkVision + See Invisibility + Detect Scrying
Stealth: 51 + 20 Moving Invisible + Hide in Plain Sight + Misdirection + Hide from Undead
Flying 10ft off the ground


Trellus (AC28/14t/26f, HP 152/152, CMD 22)  d20+14=33 ;
Friday June 5th, 2015 1:55:28 PM

Perception: 33

Trellus paces down the hall behind Zane. He stops at Katinka's command, and waits cautiously.

--------------
Spells in effect:
- Magic Vestment (Extended) on shield and armor. Duration 26 hrs, +3 enhancement bonus each
- Endure Elements. Duration 24 hours. No fortitude checks needed for hot environment.
- Status (Extended) on Katinka, Garret, Bosk, and Beriothian. Duration 26 hrs.
- Heroes Feast - The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours. (24 extended)
- +4 Constitution (Bears Endurance) hp posted

Spell List:
Highlight to display spoiler: {
d - domain spell
^ - recast using pearl of power
* - cast

0 - Create Water(x2), Detect Magic, Light
1st - Comprehend Languages, Detect Evil, Detect Undead, Endure Elements*, Hide from Undead, Shield of Faith, Sanctuary(d)
2nd - Align Weapon, Eagle's Splendor, Lesser Restoration, Status*, Silence, Spiritual Weapon*, Bulls Strength(d)
3rd - Dispel Magic (x2), Invisibility Purge, Protection from Energy, Searing Light(x2)*, Magic Vestment(d)*^
4th - Freedom of Movement, Holy Smite, Restoration(x2)*, Neutralize Poison, Spell Immunity(d)
5th - Disrupting Weapon, Greater Command, Flamestrike(x2)*, Spell Resistance(d)*
6th - Blade Barrier*, Greater Dispel Magic, Heal*, Antimagic field(d)
}

Beriothian -- AC:23/16/21 HP: 119/130 CMD = 19  d20+22=32 ;
Friday June 5th, 2015 5:22:10 PM

I wonder how Restlin knew so much about the inside of tomb. I mean, other than the time we spent in the depths of the catacombs... and the lair of the mind flayer... hmm, maybe I should spend more time studying the afterlife.
Beri follows the others, keeping an eye out for traps as his flames dance lightly, hoping that changes in shadow or glints of light will aid in finding any traps.

perception=32

Zane (JCC) AC 26, AC 30 with shield spell, CMB 15, CMD 31, HP (172)124/150, Darkvision, Blindsense, 5 Lightning Resistance Character Sheet 
Friday June 5th, 2015 8:07:00 PM

Zane stops before entering the room, just as Tink says too....

In the Elevator room (co-DM JonathanT) 
Friday June 5th, 2015 11:43:56 PM

DM JT OOC update: this is what happens when you take a DM vacation, you forget some things.

Update:
For those with Arcane sight, the elevator room radiates magic (for obvious reasons now), and so does the corridor. The elevator magic is quite powerful, but the magic emanations in the corridor are relatively low level. Katinka has enough time to determine that the magic emanating from the corridor is of the illusory type, although so far everything has been pretty solid.

Bosk AC: 33/16/29 CMD:28 hp (127/127 Bear's Endurance) Spells 
Saturday June 6th, 2015 12:18:25 AM

Bosk stays close behind Zane, prepared to do battle.

RobC - Katinka Hushfoot AC 22*/18*/17* -- CMD 20 -- HP 109/109 -- Perm Arcane Sight, Darkvision, See Invisibilit 
Saturday June 6th, 2015 3:20:36 AM

"Something's off. I'm seeing an aura of illusion around here. Just ... be careful" Tink relays over the link. Seeing the aura, she does her best to try and discern real from illusory.

Trellus (AC28/14t/26f, HP 152/152, CMD 22) 
Saturday June 6th, 2015 3:00:55 PM

Trellus looks around at Katinka's pronouncement. Naturally, everything looks solid to him. The cleric pulls out his mace and taps the walls on each side, as well as the ceiling, just to check.

--------------
Spells in effect:
- Magic Vestment (Extended) on shield and armor. Duration 26 hrs, +3 enhancement bonus each
- Endure Elements. Duration 24 hours. No fortitude checks needed for hot environment.
- Status (Extended) on Katinka, Garret, Bosk, and Beriothian. Duration 26 hrs.
- Heroes Feast - The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours. (24 extended)
- +4 Constitution (Bears Endurance) hp posted

Spell List:
Highlight to display spoiler: {
d - domain spell
^ - recast using pearl of power
* - cast

0 - Create Water(x2), Detect Magic, Light
1st - Comprehend Languages, Detect Evil, Detect Undead, Endure Elements*, Hide from Undead, Shield of Faith, Sanctuary(d)
2nd - Align Weapon, Eagle's Splendor, Lesser Restoration, Status*, Silence, Spiritual Weapon*, Bulls Strength(d)
3rd - Dispel Magic (x2)*, Invisibility Purge, Protection from Energy, Searing Light(x2)*, Magic Vestment(d)*^
4th - Freedom of Movement, Holy Smite, Restoration(x2)*, Neutralize Poison, Spell Immunity(d)
5th - Disrupting Weapon, Greater Command, Flamestrike(x2)*, Spell Resistance(d)*
6th - Blade Barrier*, Greater Dispel Magic, Heal*, Antimagic field(d)
}

Garret Goodbarrel [AC:35/30/29 HP:121/112 Ki:9/13 CMD: 33]  d20+18=38 ;
Monday June 8th, 2015 8:01:19 AM

Garret stands at the end of the hallway near the elevator when Tink mentions illusions. He reaches out and touches the wall mumbling, "I hate illusions." (Save to disbelieve? Is it still called that in Pathfinder? 38)

Restlin (Carl) -- AC: +12/+9/+10 CMD: 23 HP: 129/120 (Bear's endurance) (Spells) Luck Points: 6/9 
Monday June 8th, 2015 12:33:21 PM

Restlin shakes his head. "The world would be much less interesting without illusions. Simpler, maybe, but less interesting for sure."

Beriothian -- AC:23/16/21 HP: 119/130 CMD = 19  d20+23=43 ;
Monday June 8th, 2015 2:43:41 PM

Beri hears mention of an aura of illusion and tries as hard as he can to see though whatever may have been conjured to trick their senses. Perhaps it is the adrenaline coursing through his veins, or just a false sense of confidence from the heat his body is radiating, but he feels unusually confident and focused at the moment in his ability to see through the enemies deception.

save against illusion=43 (nat 20)

Bosk AC: 33/16/29 CMD:28 hp (127/127 Bear's Endurance) Spells 
Monday June 8th, 2015 6:39:11 PM

Bosk continues holding his silent spell and waiting for Grendel to show himself.

Zane (JCC) AC 26, AC 30 with shield spell, CMB 15, CMD 31, HP (172)124/150, Darkvision, Blindsense, 5 Lightning Resistance Character Sheet 
Monday June 8th, 2015 8:12:46 PM

"Illusions are just lies given visual form, I'm beginning to get used to them, should have seen the one the guy who wanted to sell me information tried on me....."
Zane stays ready, but still heeds the warning to stay where he is.

Sesha [AC 29 /18 Touch/25 Flat] | HP 92/88 | CMD 19] 
Monday June 8th, 2015 10:37:29 PM


With Myrth near Katinka, Sesha is fairly relaxed. There's a lot of magic that causes illusion, though she knows practically none of it.



In the corridor leaving the Elevator room (co-DM JonathanT) 
Monday June 8th, 2015 11:17:03 PM

DM JT OOC: Post coming....

In the corridor leaving the Elevator room (co-DM JonathanT) 
Monday June 8th, 2015 11:55:16 PM

With great caution the IA start down the mysterious 10 foot wide, 10 foot high, corridor with treasure room at the end but only get 50' down the corridor.

DM JT Notes: I've got katinka (5'), Zane (10'), Trellus (5'), Bosk (10'), Restlin or Sesha (5' ea.), Beri somewhere in there in Fire form (10'), and Garret (5'). Providing that the line is not all bunched up, it would seem only half are in corridor. I'll put a simple map up and you can tell me who is where.

Katinka's Arcane sight can see magical auras all over the place, like she saw down in the city. However, her cautious approach reveals that the magical aura at the end of the corridor is different and less powerful than the one around the walls, floor, ceiling. The aura of Illusion emanates from the treasure room.

She approaches the treasure room with caution and does indeed determine that the 'treasure room' is an illusion, clever from a distance but easily discernable from up close. She warns everyone not to 'pass through'. Looking it over closely she determines that the illusion only covers the corridor, the walls, floor, ceiling are really real. Any thoughts of taking some of this treasure simply vanish with a sigh...

Myrth assures Katinka that the magic emanations on walls, ceiling and floor is the same that keeps incorporeal creatures from passing through but the first 5' or so.

Zane keeps close to Katinka but also checks often on his friends behind him. When Katinka informs them about the illusion, he makes his own quips, 'Illusions are just lies given visual form, I'm beginning to get used to them, should have seen the one the guy who wanted to sell me information tried on me.....'

Garret brings up the rear and is puzzled by the workings of the elevator room. No mechanism to get it to work? He can't wait until he finally gets into the corridor to look for the switches and stuff (perception: 26). A call from up front warning about illusionary treasure puts Garret even more on the defensive, 'I hate illusions." He doesn't have to worry about it though as two taurs and a large Fire Elemental is in the way blocking his view.

Restlin rambles on about tombs and treasure and what manner of tricks, including illusions, are exercised to keep looters away from the interred bodies, while Katinka floats down the corridor.
Her exclamations only make Restlin's stupid grin seem, er, appropriate?

He turns to Garret in response to his comment and replies 'The world would be much less interesting without illusions. Simpler, maybe, but less interesting for sure."

Trellus, following behind Zane, obediently stops at Katinka's warning. Not like he's going to squeeze past the taur anyway. He takes out his mace and taps on the walls around him. All four sides sound pretty solid at his tapping.

Beri-Torch wonders how Restlin knows so much about tombs, it's not like they've seen all that many, is it?

His flickering light throws shadows of minotaurs down the hall.
Beri: Highlight to display spoiler: {Already weary of traps, Beri pays close attention to the walls and notices thin horizontal slits in the walls on both sides but not no the ceiling or floor. The slits are in various heights.}

Beri cannot see the illusion from behind the two taurs.

Bosk tells himself, ready for battle, only an invisible Tink, another taur, and Trellus, stand in his way!
with the illusion discovered, he renews his determination to silence Grendel.

Sesha heeds the warning and sends Myrth up to help Katinka. she doesn't have much left in her spell repertoir so she'll need to be crafty.

Face with an illusion of a treasure room, the IA stop to ponder a moment. What truly lies beyond? Sure, they can see the illusion for what it is, but it still blocks their view of what lies beyond. Is it Grendel?

DM JT OOC: Pick a spot on the map, and remember your size.

Map: Elevator Corridor

Zane (JCC) AC 26, AC 30 with shield spell, CMB 15, CMD 31, HP (172)124/150, Darkvision, Blindsense, 5 Lightning Resistance Character Sheet 
Tuesday June 9th, 2015 12:03:05 AM

Zane is at K,L taking up the entire hallway. Wary, he is ready to move forward or back, as called for, he may be really big, but he is agile....

Zane's extra Info:Highlight to display spoiler: {
Spells in Effect:

Mage Armor
Heroism
(Every combat attack is effected by Arcane Strike)
See Invisibility

Other Abilities:
Darkvision
Blindsense
5pt Lightning resistance
Evasion
Deflect Arrows

Spells per Day:
0 level - Unlimited
1st Level - 4/7
2nd Level - 5/6
3rd Level - 3/4
}

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 109/109 -- Perm Arcane Sight, Darkvision, See Invisibilit  d20+27=28 ; d20+37=46 ;
Tuesday June 9th, 2015 3:34:18 AM

Tink will be starting from H7, and will be flying 5ft off the ground.

"Here goes..." She edges closer, keeping one hand on the wall to her left. Tink will move up to 20ft, keeping her hand on the left most wall. (eg: If G7 opens into a room, she will move south to G8 and continue along the wall)

Move action: Fly up to 20ft (no more, so as to keep using stealth)
Standard action: Ready action to use Total Defense - get additional +4 dodge bonus


Perception: 28 Arcane Sight + DarkVision + See Invisibility + Detect Scrying
Stealth: 46 + 20 Moving Invisible + Hide in Plain Sight + Misdirection + Hide from Undead
Flying 5ft off the ground (Tink has a +25 Fly skill)


------------------
Spells in effect:
Arcane Sight - 120ft range. See magical auras automatically. Permanent.
DarkVision - 60ft range. Permanent.
Detect Scrying - Detect any person/object being scryed upon within 40ft. Dur 24hrs
Freedom of Movement - From Tishes Weave Elements (Water). Dur 5hrs.
Invisibility - From Ring - Dur 1min
Mage Armor - Dur 24hrs (Extended)
Misdirection - Misdirect the information from divination spells that reveal auras on Tink to instead seem like a pebble (Neutral, Not Magic, Not Lying, Not alive, etc) - Dur 24hrs (Extended)
Overland Flight - Fly Speed 40ft - Dur 24hrs (Cast Twice)
Protection from Evil - Dur 12mins
See Invisibility - See Invisible or Etheral objects. Permanent.
Telepathic Bond - Katinka, Shesha, Beriothian, Trellus, and Restlin. Dur 2hrs
Water Breathing - From Tishes Weave Elements (Water). Dur 5hrs.

Heroes Feast - From Sesha - +1 attack, +1 will, +4 vs fear
Hide from Undead - From Bosk
Status - From Trellus

------------------
Spells Available: Highlight to display spoiler: {
0 - Mage Hand, Message, Prestidigitation, Toro's Taur Try
1 - Mage Armor, Feather Fall, Grease, Prot from Evil, Roses Temp, Silent Image, Unseen Servant
2 - Misdirection, Alter Self (x2), Knock, Resist Energy, Resist Energy, Glitterdust
3 - Dispel Magic (x2), Haste, Haste, Prot from Energy, Shrink Item, Stinking Cloud
4 - Detect Scrying, Resilient Sphere, Summon Monster IV, Wall of Fire, Black Tentacles
5 - Overland Flight (x2), Wall of Force, Summon Monster V, Telepathic Bond
6 - Summon Monster VI, Summon Monster VI, Summon Monster VI, Tishe's Weave Elements
}

Restlin (Carl) -- AC: +12/+9/+10 CMD: 23 HP: 129/120 (Bear's endurance) (Spells) Luck Points: 6/9 
Tuesday June 9th, 2015 8:19:22 AM

Restlin saunters up to H7, right where Tink was a moment ago. He takes Shiny out of his scabbard and pokes at the ground for a bit, making sure it's really there.

Garret Goodbarrel [AC:35/30/29 HP:121/112 Ki:9/13 CMD: 33] 
Tuesday June 9th, 2015 9:03:33 AM

Garret stands and peers down the hallway, trying to get a look past the pile of flame. He calls out, "Hey, burny, can you be not so quite... on fire? I can't see a thing."

OOC:
For now, I'll put Garret at R6, since one way or another, he's bringing up the rear.

Bosk AC: 33/16/29 CMD:28 hp (127/127 Bear's Endurance) Spells 
Tuesday June 9th, 2015 10:39:29 AM

Bosk continues walking behind the now enlarged Zane. In order to ensure he can attack around Zane the cleric draws his Steelgrass Guisarm (20ft reach). Quietly, so that only Zane can hear, Bosk whispers, Make sure you keep slightly to one side so that I can attack around you and if Grendel appears duck your head slightly so my silent spell doesn't hit you.

He ten turns towards the group. Does anyone have true seeing prepared or some way to see what lays beyond this illusion?

Actions
-----------------------------------
Position M,N
Weapon held Guisarm (20ft reach)
Held action cast silence on Grendel

Active Spells and Abillities
-- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Blur - Grants the subject concealment (20% miss chance) (Tink's Garment)
Fly - Fly Speed 40ft (Tink's Garment)
Mass Bears Endurance - [CL12] 12mins - +4 Con (Sesha)
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)

Deathwatch - [CL 1] Permanent - Instantly know whether each creature is dead, fragile, fighting off death, healthy, undead, or neither alive nor dead (such as a construct).
Darkvision - [CL 8] 8hrs - Ability to see 60 feet even in total darkness
Chill Touch - [CL8] (8 charges) - Touch channels 1d6 negative energy plus 1 Str vs. Fort save. Undead = no damage but it must make Will save or flee as if panicked for 1d4 rounds + 1 round per CL.
Hide From Undead - [CL8] 1hr 20min - 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.

Agile Feet - (SU) 5 uses left - Ignore all difficult terrain and no penalties when moving through it.
Channel Energy - (SU) 0 uses left - Channel Energy to cause or heal damage
Dark Walk - (SU) 1 min left -gain concealment, a 20% miss chance, a +2 resistance bonus to saves, and a +8 bonus to Stealth checks
Sense Spirit - (SU) Sense the direction and distance to any disembodied spirit or soul 480 ft., even through material objects.

Blind Fighting - (Feat) - Reroll miss % from concealment. Invisible attackers get no advantage (+2 bouns) in melee for invisibility. No Acrobatics check needed to move at full speed while blind.
Two Weapon Fighting - (Feat) Penalties for fighting with two weapons are reduced
Improved Two Weapon Fighting - (Feat) - Second attack with off hand weapon
Multiattack - (Feat) - Secondary attacks with natural weapons take only a -2 penalty

Sacred Tattoo on Back - Class - Avenger cannot be flanked.
Ghost Touch - (Class) Weapon deals damage normally against incorporeal creatures, armor counts against the attacks of corporeal and incorporeal creatures. This allow sneak attacks on incorporeal.
Immune to Fear - (Class)
Immune to Snake, Spider and Scorpion Poisons - (Class)

Electric Resistance +5 - Steelgrass Armor
Poison appied to two weapons:
BLUE WHINNIS POISON on left horn cap
MEDIUM SPIDER VENOM on flail

Spells Available
Highlight to display spoiler: { Legacy Item: Feather Fall, See Invisibility
Domain: True Strike, Locate object, Divination, Dimension door
Level 0: Detect Victim, Detect Magic, Chill Touch, Detect Poison
Level 1:
Level 2: Silence, Restoration Lesser, Nemesis Insight,
Level 3: Invisibility Purge
Level 4: Summon Monster IV
}

Sesha [AC 29 /18 Touch/25 Flat] | HP 92/88 | CMD 19] 
Tuesday June 9th, 2015 11:55:17 AM

Staying in the middle, Sesha doesn't really have much to add.

"The treasure is illusion, is the whole room? This isn't just a big fancy pit trap is it?"

Trellus (AC28/14t/26f, HP 152/152, CMD 22) 
Tuesday June 9th, 2015 3:46:54 PM

OOC - I'm playing on work computer while on vacation, which won't let me see google docs. So, no map for me for the next few days, and I'll wing it.

Bosk obviously plans to close up on Zane whether Trellus is in the way or not, and so the wise young man plasters himself to one wall, lets the taur go by, and then falls in behind both of them.

I can give a Dispel pick a try... he offers telepathically as Katinka moves into the illusion.

Beriothian -- AC:23/16/21 HP: 119/130 CMD = 19 
Tuesday June 9th, 2015 10:12:29 PM

Someone, please translate... these walls are filled with illusion covered slits at various heights... possible arrow openings for booby traps. The floor and ceiling looks safe, at least in regard to slits. I can cast windwall to blow arrows off course if we think it's arrows, but if it's magic not sure there is anything I can do.

Beri will move to M-N if still available (or take next open spot in back of the line), and if his message wasn't interpreted will return to human form to inform his colleagues immediately of his findings.

0 (4)- Detect Magic, Light, Create Water, stabilize
1 (6)- *Elf Vision, Faerie Firex2, Entangle, cure light wounds x3
2 (6)- *Faerie Fire, Fog Cloud, Soften Earth and Stone, Warp Wood, spider climb, Flaming Sphere, restoration lesser
3 (5)- *Glibness, Sleet Storm, quench, Greater Magic Fang, wind wall, stone shape, Cure Moderate Wounds
4 (5)- *Lesser Planar Ally, dispel magic, cure serious sounds, Freedom of Movement, Air Walk x2
5 (3)- *Awaken, Cure Critical Wounds, Baleful Polymorph
6 (2)- *Legend Lore , Antilife Shell, Dispel Magic, Greater
Spells with * are Fey domain spells (and not included in spell counts)

Bosk AC: 33/16/29 CMD:28 hp (127/127 Bear's Endurance) Spells 
Tuesday June 9th, 2015 11:40:47 PM

So sorry. I have been busy and not reading close enough lately. I did not mean to squeeze Trellus out. If you want you can be behind Zane and will stand behind you (Trellus) with my bastard sword. I normally stand second from the front and was just posting that on auto pilot with out making sure someone wasn't already there.

In the trapped corridor leaving the Elevator room (co-DM JonathanT)  d20+20=28 ; d6+4=6 ; d20+20=22 ; d20+20=34 ; d20+20=39 ; d20+20=26 ; d6+4=10 ; d6+4=5 ; d6+4=10 ; d20+20=26 ; d3=3 ; d20+20=34 ; d20+20=36 ; d20+20=24 ; d6+4=9 ; d6+4=8 ; d20+20=29 ; d6+4=6 ; d20+20=24 ; d20+20=27 ; d20+20=35 ; d20+20=28 ; d6+4=10 ; d6+4=6 ; d6+4=5 ; d6+4=7 ;
Wednesday June 10th, 2015 1:33:24 AM

The IA ready themselves for the unknown on the other side of the illusion.

Zane, wary, is ready to move forward or retreat, as called for.

katinka, 5ft off the ground, takes a deep breath, 'Here goes...' and starts forward, hand on the left wall. She inches forward and through the illusion, hand still on the wall.

Katinka:Highlight to display spoiler: {Past the illusion, she sees that the corridor continues at least another 50'. magic emanations on the walls have not changed.}

Bosk gets behind Zane and has his guisarm ready to use as an extra poking device against Grendel. He hates not seeing past the illusion and asks if someone has True Seeing or something the like.

Trellus wisely steps aside and lets Bosk go by. He is now sandwitched between a smelly taur and a hot looking Beri-torch!

DM JT Note: for those without map, the corridor is 50' long from then entrance to the illusion. Zane is at the 35' mark, Bosk at the 25' mark, Trellus at the 15' mark. Beri is at the 10' mark.

Beri alerts his comrades that Fire Elemental language: Highlight to display spoiler: { The walls have horizontal slits at various levels. Could be an arrow trap. I can cast Windwall to blow arrows off course. If it is magic, not sure there is anything I can do.} and hopes someone can translate.

Sesha, Restlin, and Garret find themselves still in the elevator room, the downside of having so many friends of unusual size.

Sesha comments, 'The treasure is illusion, is the whole room? This isn't just a big fancy pit trap is it?'

Restlin wants to forward, hating to be so far in the back but he'd have to squeeze past Beri-Torch, not a cool proposition at the moment.

Garret is content at being in the back, but unhappy he can't see anything. A call to his fiery friend might help, but taurs also block the view.

Beri-torch, prophetically speaking, happens to be correct about the slits in the walls in that they are elements of a trap. The IA find this out immediately when Katinka engages the illusory treasure room. One step past the illusion and with a whooshing sound saw blades strike out, spinning viciously and deadly, at each 5' square on both sides of the corridor.

Blade att Katinka = 28 dmg 6

Blade1 att Zane = 22 (miss - shield spell)
Blade2 att Zane = 34 dmg 10
Blade3 att Zane = 39 dmg 5
Blade4 att Zane = 26 dmg 10

Blade1 att Bosk = 26 miss
Blade2 att Bosk = 34 dmg = 9
Blade3 att Bosk = 36 dmg = 8
Blade4 att Bosk = 24 miss

Blade att Trellus = 29 dmg = 6

Blade1 att Beri = 24 dmg = 10
Blade2 att Beri = 27 dmg = 6
Blade3 att Beri = 35 dmg = 5
Blade4 att Beri = 28 dmg = 7

Blood splatters everywhere as the IA get sliced and diced. Each round the blades strike out!

Map: Elevator Corridor Round 1

DM JT Note: for those without map, the corridor is 50' long from then entrance to the illusion. Zane is at the 35' mark, Bosk at the 25' mark, Trellus at the 15' mark. Beri is at the 10' mark.

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 103/109 -- Perm Arcane Sight, Darkvision, See Invisibility  d20+27=35 ; d20+37=39 ;
Wednesday June 10th, 2015 2:14:16 AM

Tink's right hand immediately goes to the cut on her left arm. For the third time today, she has done a better job of triggering traps than detecting them.

She communicates telepathically with Shesha, Beri, Trellus, and Restlin. Highlight to display spoiler: {"Trapped walls! Past the illusion they go on for another 50ft for a total 100ft of traps. I'm going to teleport down to the end. Do one of you want to call out to the others? I'm trying to stay stealthy here"}

Tink then uses her Dimensional Step ability to teleport herself just past the end of the corridor (She has used 60ft already today. This will be another 50ft out of her daily 240ft allowance)

Standard action: Dimensional Step 50ft forwards

Perception: 35 + Arcane Sight + DarkVision + See Invisibility + Detect Scrying
Stealth: 39 + 20 Moving Invisible + Hide in Plain Sight + Misdirection + Hide from Undead
Flying 5ft off the ground (Tink has a +25 Fly skill)


Zane (JCC) AC 26, AC 30 with shield spell, CMB 15, CMD 31, HP (172)124/150, Darkvision, Blindsense, 5 Lightning Resistance Character Sheet 
Wednesday June 10th, 2015 4:27:54 AM

"It don't react like a trap, there may be someone or something actively attacking us."

(no save DC, not a trap imo)

will post further actions when i actually get up.

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 103/109 -- Perm Arcane Sight, Darkvision, See Invisibility 
Wednesday June 10th, 2015 4:49:43 AM

OOC: A number of traps don't require a save, eg: Wall Scythe Trap. Pit type traps typically allow saves however.

Restlin (Carl) -- AC: +12/+9/+10 CMD: 23 HP: 129/120 (Bear's endurance) (Spells) Luck Points: 6/9 
Wednesday June 10th, 2015 8:24:53 AM

Restlin takes a moment to reflect on how lucky it was for him that Beri decided to block the entire path. Not that he's happy his friends are hurt or anything, he just feels it's important to acknowledge luck as it happens.

That done, he ponders how to address this. He can easily teleport himself and 3 folks across these traps, but that will use up his single teleport spell. That spell could very well mean life and death should this all go belly up. Plus, who's not to say there's more traps over there? He could be teleporting them between two deadly situations with no escape.

No, best to find some way to bypass these blades.

"OK! Step 1, observation." Restlin takes a moment to stare at the blades. Are they coming out of the wall horizontally, or vertically? Is it possible to just crawl under them? Now that Tink has set them off, are they continuing to swoosh around, or are they resetting themselves? Is there some sort of pattern?

He calls upon Wardd to let him detect magic and tries to see if they're physical blades or magical manifestations.

He telepathically asks Tink, "Hey, if you're still alive up there, see if you can figure out what triggered these. I can teleport some of us past them, but that will leave us stuck if we can't figure out a way back."

Garret Goodbarrel [AC:35/30/29 HP:121/112 Ki:9/13 CMD: 33] 
Wednesday June 10th, 2015 9:07:58 AM

Garret steps up to Restlin and points down the hallway, "I observe our friends are being sliced to bits. Does that help?"

Restlin (Carl) -- AC: +12/+9/+10 CMD: 23 HP: 129/120 (Bear's endurance) (Spells) Luck Points: 6/9 
Wednesday June 10th, 2015 10:58:08 AM

"Yes. It does. Perhaps we should step aside in case they want to retreat."

That said, Restlin takes a step to his left so his friends can get through (R8).

Sesha [AC 29 /18 Touch/25 Flat] | HP 92/88 | CMD 19] 
Wednesday June 10th, 2015 12:34:42 PM


Sesha watches with some frustration. Her first instinct is to reach out with her spectral hand and start healing, but they have items for that. Her spells should be saved for an emergency.

She grinds her jaw, but knows her Taurs and Men up front are strong enough to take a bit more of the trap they have found.

Myrth, following Seshas instruction to stay with Katinka, floats forward up the halls. She has to spend her entire effort moving, even though she can fly, it's only at a speed of 30ft.

Trellus (AC28/14t/26f, HP 146/152, CMD 22) 
Wednesday June 10th, 2015 2:41:24 PM


Trapped between the fire elemental and the two taurs, Trellus has got nowhere to go.

"Katinka says there is another 50' of trapped corridor beyond the illusion," he calls out. "She is teleporting ahead."
The blond man turns to Beriothian.
"Dude, turn around and get out of this corridor, for Domi's sake."

Ready Action - If Beri moves back, Trellus will run back into the triangle room, and to one side so that the path is clear for Zane and Bosk to do the same.

--------------
Spells in effect:
- Magic Vestment (Extended) on shield and armor. Duration 26 hrs, +3 enhancement bonus each
- Endure Elements. Duration 24 hours. No fortitude checks needed for hot environment.
- Status (Extended) on Katinka, Garret, Bosk, and Beriothian. Duration 26 hrs.
- Heroes Feast - The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours. (24 extended)
- +4 Constitution (Bears Endurance) hp posted

Spell List:
Highlight to display spoiler: {
d - domain spell
^ - recast using pearl of power
* - cast

0 - Create Water(x2), Detect Magic, Light
1st - Comprehend Languages, Detect Evil, Detect Undead, Endure Elements*, Hide from Undead, Shield of Faith, Sanctuary(d)
2nd - Align Weapon, Eagle's Splendor, Lesser Restoration, Status*, Silence, Spiritual Weapon*, Bulls Strength(d)
3rd - Dispel Magic (x2)*, Invisibility Purge, Protection from Energy, Searing Light(x2)*, Magic Vestment(d)*^
4th - Freedom of Movement, Holy Smite, Restoration(x2)*, Neutralize Poison, Spell Immunity(d)
5th - Disrupting Weapon, Greater Command, Flamestrike(x2)*, Spell Resistance(d)*
6th - Blade Barrier*, Greater Dispel Magic, Heal*, Antimagic field(d)
}

Beriothian -- AC:23/16/21 HP: 91/130 CMD = 19 
Wednesday June 10th, 2015 5:21:20 PM

The bloodied Beri immediately moves out of the trap to allow his friends to also retreat to saftey.
Hmm, I can probably change to something tiny and slip past this particular trap, but I'll let us regroup so we can find a way to get us all through safe.
Beri moves to the back of the elevator to allow his friends easy access through... he assumes the way is cleared for him and he doesn't have to push through his friends :)
(xy if possible)

Zane (JCC) AC 26, AC 30 with shield spell, CMB 15, CMD 31, HP (147)124/150, Darkvision, Blindsense, 5 Lightning Resistance Character Sheet 
Wednesday June 10th, 2015 6:06:00 PM

To quote a infamous song....."Always moving forward because I can not find reverse"

Zane moves forward in a double move making it out of the hallway.... into what.... well.....

Bosk AC: 33/16/29 CMD:28 hp (119/127 Bear's Endurance) Spells  d100=5 ; d100=55 ;
Wednesday June 10th, 2015 6:54:13 PM

ooc: What is at the end of the hall? Bosk should be able to see that far. I want to Dim Door everyone out of the halllway, but I want to make sure it is not into a wall.

Bosk feels the wind of the blades all around him and flinches as one just misses thanks to Tink's blurring garment. Then he feels the last blade slice through his armor. We need to go through, gather round me!. he then reaches his long arms out to touch everyone.

Actions
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Roll for concealment 5 and 55 one attacks misses.

Grab everyone.
Dim Door (standard action) everyone to the end of the hall if it is open.
You instantly transfer yourself from your current location to any other spot within range.
*note that Bosk can bring objects with him as long as id does not exceed his maxium weight load and 2 medium or 1 large character. If Bosk brings Zane as his large character then everyone else fits Bosk's max carry weight (using an elemental weight for Beri).

If not possible, double move following behind Zane.

Active Spells and Abillities
-- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Blur - Grants the subject concealment (20% miss chance) (Tink's Garment)
Fly - Fly Speed 40ft (Tink's Garment)
Mass Bears Endurance - [CL12] 12mins - +4 Con (Sesha)
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)

Deathwatch - [CL 1] Permanent - Instantly know whether each creature is dead, fragile, fighting off death, healthy, undead, or neither alive nor dead (such as a construct).
Darkvision - [CL 8] 8hrs - Ability to see 60 feet even in total darkness
Chill Touch - [CL8] (8 charges) - Touch channels 1d6 negative energy plus 1 Str vs. Fort save. Undead = no damage but it must make Will save or flee as if panicked for 1d4 rounds + 1 round per CL.
Hide From Undead - [CL8] 1hr 20min - 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.

Agile Feet - (SU) 5 uses left - Ignore all difficult terrain and no penalties when moving through it.
Channel Energy - (SU) 0 uses left - Channel Energy to cause or heal damage
Dark Walk - (SU) 1 min left -gain concealment, a 20% miss chance, a +2 resistance bonus to saves, and a +8 bonus to Stealth checks
Sense Spirit - (SU) Sense the direction and distance to any disembodied spirit or soul 480 ft., even through material objects.

Blind Fighting - (Feat) - Reroll miss % from concealment. Invisible attackers get no advantage (+2 bouns) in melee for invisibility. No Acrobatics check needed to move at full speed while blind.
Two Weapon Fighting - (Feat) Penalties for fighting with two weapons are reduced
Improved Two Weapon Fighting - (Feat) - Second attack with off hand weapon
Multiattack - (Feat) - Secondary attacks with natural weapons take only a -2 penalty

Sacred Tattoo on Back - Class - Avenger cannot be flanked.
Ghost Touch - (Class) Weapon deals damage normally against incorporeal creatures, armor counts against the attacks of corporeal and incorporeal creatures. This allow sneak attacks on incorporeal.
Immune to Fear - (Class)
Immune to Snake, Spider and Scorpion Poisons - (Class)

Electric Resistance +5 - Steelgrass Armor
Poison appied to two weapons:
BLUE WHINNIS POISON on left horn cap
MEDIUM SPIDER VENOM on flail

Spells Available
Highlight to display spoiler: { Legacy Item: Feather Fall, See Invisibility
Domain: True Strike, Locate object, Divination, Dimension door
Level 0: Detect Victim, Detect Magic, Chill Touch, Detect Poison
Level 1:
Level 2: Silence, Restoration Lesser, Nemesis Insight,
Level 3: Invisibility Purge
Level 4: Summon Monster IV
}

In the trapped corridor leaving the Elevator room (co-DM JonathanT)  d20+20=32 ; d20+20=30 ; d20+20=40 ; d20+20=21 ; d20+20=24 ; d6+4=8 ; d6+4=9 ; 2d6+8=15 ; d20+20=27 ; d20+20=28 ; d20+20=27 ; d20+20=31 ; d6+4=5 ; d6+4=9 ; d6+4=10 ;
Thursday June 11th, 2015 1:14:02 AM

Blades galore spring forth from the slits in the walls, triggered when Katinka passes through the illusory treasure room. They quickly swivel in and out, slicing and dicing whatever gets in their way. They retreat into the wall and spring forth again each round. A 100' trip down the corridor looks like a painful nightmare to travers. Unless...

DM JT: not all traps have 'Saves'. Traps that 'attack' use an attack modifier and either hit for the specified damage or miss for no damage.

Katinka informs those in the link of the true dimensions of the corridor and what she plans to do.

Katinka: Highlight to display spoiler: {Katinka teleports forward and into another room, although it's dimensions are not clear. It is at least 50' wide but pillars occupy the corners of each 10' square so as to block her view of the room.}

Zane hates traps and decides to dash forward, braving all the blades as any good taur would do.
He sees them go back into the walls and makes a break for whatever is on the other side or that darn illusion.

The blades do not make it easy and his size is a nice big target. He passes through the illusion and sees another 50' to go. Continuing to run, he sees a room up ahead and Katinka standing at the entrance. Just as he gets to the end the blades spring outward again!

Blade1 att Zane = 32 dmg = 8
Blade2 att Zane = 30 dmg = 9
Blade3 att Zane = 40, possible crit, crit roll = 24 confirm dmg = 15
Blade4 att Zane = 21 N1 miss

He then bursts into a real room this time.

Restlin sees Luck for what it is, even while feeling bad for his friends getting hurt. Since he's not going to dash through the corridor as Zane, he takes a moment to observe the blades. He could use teleport but rather wait on that option.

Restlin: Highlight to display spoiler: {He does notice a pattern. First, the blades continue to spring outward and then retreating. Although blades target high and low, he sees that if one were to be careful, and Lucky, one could navigate the corridor dodging the blades: Move at half speed Ref DC20 avoids the blades. Move at normal speed Ref DC25 avoids them.}

Garret helps Restlin observe the room pointing out the bits of flesh splattering the walls.

Sesha fights back her instinct to heal her friends. Fortunately for Myrth, the blades swish right through her without even a tickle. Myrth follows Katinka but gets sideswiped by a bloody Zane before she slips into the room ahead.

Trellus implores Beri-torch to turn around and head back. The Torch easily steps back into the elevator room and Trellus follows just in time before the blades attack again!

Beri-torch heeds Trellus' plea and waves Sesha and Restlin out of the way to let him get back into the elevator room far enough for the others to follow. On the plus side, as a Flaming Torch, he could stop their bleeding by cauterizing their wounds, free of charge.

Bosk wishes to Dimension Door everyone to the other side, but his Darkvision does not see past the illusion. Unfortunately he's not in Katinka's message spell either.

DM JT Note: see spell description - Opponents that cannot see the subject ignore the spell's effects. Your Blur does no good here. Please take the damage as given. Sorry. :}

Bosk's good intentions are foiled when Zane dashes forward and Trellus and Beri-Torch retreat back into the elevator room. Not to be left alone, he decides to follow Zane. Unfortunately the blades spring out again hitting the large taur hard. Hard enough to stop the brute's dash forward.

DM JT Note: need some help here. Bosk's speed is 40', 30' in med armor, wearing glassteel plate... so which is it, 30 or 40'? If 40' he ends up at the last 10' of the corridor, but if he gets hit on the way there by two or more blades, all Move stops.

Blade1 att Bosk = 27 miss
Blade2 att Bosk = 28 dmg = 5
Blade3 att Bosk = 27 dmg = 9
Blade4 att Bosk = 31 dmg =10

Bosk's forward movement doesn't quite go as planned. Hit from three sides, he only manages halfway there.

In mere seconds a quiet corridor with enticing treasure at the end turns into a bloody mess of taur fur.
The IA find themselves spit again with Bosk still in the trap. The IA are resourceful though and are bound to find a way through.

Map: Elevator Map 2

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 103/109 -- Perm Arcane Sight, Darkvision, See Invisibility  d20+27=30 ; d20+37=51 ;
Thursday June 11th, 2015 6:03:37 AM

"There's another room up here" Tink relays over the link "No signs of trouble just yet"

Tink renews her invisibility and stands clear of the doorway, waiting for the cavalry to come charging through.

Perception: 30 + Arcane Sight + DarkVision + See Invisibility + Detect Scrying
Stealth: 51 + 40 Moving Invisible + Hide in Plain Sight + Misdirection + Hide from Undead
Flying 5ft off the ground (Tink has a +25 Fly skill)


Garret Goodbarrel [AC:35/30/29 HP:121/112 Ki:9/13 CMD: 33]  d20+23=38 ;
Thursday June 11th, 2015 7:52:45 AM

Garret quickly steps to the side as the large pile of flame crashes back into the elevator. He walks right up to the edge of the hallway and to where the first blade slashes out of the wall. He looks carefully and watches as the blade slides out, trying to see if there is any way to stop the blade, break it off, jam it, or just a nice handy switch to turn them off (perception: 38).

Restlin (Carl) -- AC: +12/+9/+10 CMD: 23 HP: 129/120 (Bear's endurance) (Spells) Luck Points: 10/10  d20+16=22 ; d20=5 ; d20+16=24 d20+16=25 d20+16=25 d20+16=35 d20+16=33 d20+16=17
Thursday June 11th, 2015 10:26:16 AM

"Hmm..." Restlin thinks to himself. "Pay attention, you folks." The wizard casts prestidigitation, then runs into the hallway. "The trick is to time it properly," he shouts as he comes to a halt 15' away and ducks, barely avoiding a blade slicing the air above his head (reflex 22). As he ducks, he prestidigitizes a small red square on the ground as a guide for the others who aren't quite so lucky as he is.

Restlin continues on 15' at a time, each time marking where it's safe to duck. "Gotta make sure to duck on these squares! Don't just stand!" He hopes the taurs up front are getting out of his way.

Bit by bit, Restlin makes his way down the corridor. He spends the first 60' barely making it to safety in time before he really gets the hang of things.

He tries to show off by cartwheeling out of the corridor, only to watch his hands slip out from under him, causing poor Restlin to belly flop onto the stone (acrobatics: 17 - nat 1). He raises a single fist into the air, face still planted in rock and exclaims, "Nailed it!"
***

15' - 22
30' - 24
45' - 25 (If I weren't a mendicant w/ luck points, I'd be hurting pretty bad by now)
60' - 25
75' - 35
90' - 33
Home free!

AC is 17/14/15

Zane (JCC) AC 26, AC 30 with shield spell, CMB 15, CMD 31, HP (115)124/150, Darkvision, Blindsense, 5 Lightning Resistance Character Sheet 
Thursday June 11th, 2015 12:00:13 PM

Bleeding from various cuts, Zane arrives in the far room, seeing that Bosk is still in the hallway, he reaches back grabbing him and pulls rolling as well to drag him out of the hallway.....

(str 20)

Zane's extra Info:Highlight to display spoiler: {
Spells in Effect:

Mage Armor
Heroism
(Every combat attack is effected by Arcane Strike)
See Invisibility

Other Abilities:
Darkvision
Blindsense
5pt Lightning resistance
Evasion
Deflect Arrows

Spells per Day:
0 level - Unlimited
1st Level - 4/7
2nd Level - 5/6
3rd Level - 3/4
}

Sesha [AC 29 /18 Touch/25 Flat] | HP 92/88 | CMD 19]  2d6=4 ; d20+12=16 d20+12=32
Thursday June 11th, 2015 1:25:12 PM


Myrth, not quite sure how she was pushed out of the way, looks at Zane with a curious expression. She finishes her flight to Katinka, then channels energy to Katinka, Zane, and Bosk (If pulled forwards.) The healing magic is barely a trickle, and Myrth smiles apologetically.

"I was much better at that when I was alive, I swear!"

Channel for 4 points.

Sesha waits patiently, watching Restlins agility with a small measure of pride. Then the realization sets in that he is going to be clear across a hall of blade from her. She points accusingly at her Magepriest.

"Stop showing off! No more going without me, remember! I'll show you the agility of the elves, human!"

ooc: Not quite sure how it works? I am double moving at half speed, for 30 ft total, unless I have a movement buff somewhere I forgot.

First save: 16 vs DC 20, fail.
Second save: 32 vs DC 20, pass.


Trellus (AC28/14t/26f, HP 146/152, CMD 22) 
Thursday June 11th, 2015 2:22:23 PM

Trellus relays Katinka's message.
"Katinka says there is a regular room 50' beyond the illusion of the treasure room. Which means we're looking at 100' corridor of these blades."

Restlin tries the walk and duck approach.

While Trellus waits to see how that will work out, he activates a tattoo on his arm.

Bramah Tattoo - Longstrider, +10' to base, giving Trellus a 40' base move.

--------------
Spells in effect:
- Magic Vestment (Extended) on shield and armor. Duration 26 hrs, +3 enhancement bonus each
- Endure Elements. Duration 24 hours. No fortitude checks needed for hot environment.
- Status (Extended) on Katinka, Garret, Bosk, and Beriothian. Duration 26 hrs.
- Heroes Feast - The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours. (24 extended)
- +4 Constitution (Bears Endurance) hp posted
- Longstrider: 40' base move for 1 hour

Spell List:
Highlight to display spoiler: {
d - domain spell
^ - recast using pearl of power
* - cast

0 - Create Water(x2), Detect Magic, Light
1st - Comprehend Languages, Detect Evil, Detect Undead, Endure Elements*, Hide from Undead, Shield of Faith, Sanctuary(d)
2nd - Align Weapon, Eagle's Splendor, Lesser Restoration, Status*, Silence, Spiritual Weapon*, Bulls Strength(d)
3rd - Dispel Magic (x2)*, Invisibility Purge, Protection from Energy, Searing Light(x2)*, Magic Vestment(d)*^
4th - Freedom of Movement, Holy Smite, Restoration(x2)*, Neutralize Poison, Spell Immunity(d)
5th - Disrupting Weapon, Greater Command, Flamestrike(x2)*, Spell Resistance(d)*
6th - Blade Barrier*, Greater Dispel Magic, Heal*, Antimagic field(d)
}

Bosk AC: 33/16/29 CMD:28 hp (86/127 Bear's Endurance) Spells 
Thursday June 11th, 2015 4:50:16 PM

ooc: I am not sure why I stopped mid run? Can I use my agile feet free action to keep going? You ignore all difficult terrain and do not take any penalties when moving through it. Difficult terrain includes "obstacles".

It looks like every time one of us passes a certain point the trap is triggered. Perhaps we should run across the hallway one at a time.

Seeing Restlin coming Bosk moves forward as well, but he keeps close to the mage and tries to move with him, so that they pass the trigger point about the same time.

Beriothian -- AC:23/16/21 HP: 91/130 CMD = 19 
Thursday June 11th, 2015 5:09:05 PM

The flames dance over Beri's body, cauterizing any woulds left on his charred skin.
Well, does anyone have a better idea than just running the gauntlet?

ooc: as a tiny, flying creature would I be able to fly above above/under the blade slits and avoid them? from the previous description it sounds like I would be, but we didn't have dimensions.

In the trapped corridor leaving the Elevator room (co-DM JonathanT) 
Thursday June 11th, 2015 10:54:00 PM

DM JT OOC: if it helps any, start with picturing the scythe blade trap corridor from 'The Last Crusade'.
Then picture multiple slits of varying heights in each wall. The blades slice in and out in random order. I suppose it would be possible for a rat to scurry safely through, or a bird no larger than a raven fly hugging the ceiling. It is, for all practicable purposes, a very long shredder.


Bosk AC: 33/16/29 CMD:28 hp (86/127 Bear's Endurance) Spells  d20+12=31 ; d10=4 ; d3=3 ; d20+12=30 ; d20+12=13 ; d20+12=28 ;
Thursday June 11th, 2015 11:00:27 PM

ooc: So did I take damage for all three blades or no damage as the did not beat my AC? Also, can I try dodging the blades since I know they are coming?

Reflex checks 31, 30, 13, 28

DM JT: Yes, damage from all three. The AC calculation is different counted the shield for the first attack but not the others. May not sound right but the shield can be in only one place at at time. The Double Move does not allow enough time to dodge the blades. See Restlin's solution.

In the trapped corridor leaving the Elevator room (co-DM JonathanT)  d6+4=7 ; d6+4=5 ;
Friday June 12th, 2015 1:15:10 AM

The scything blades seem to pose a dilemma for some more than others. Bosk seems to be the unlucky one to be stuck still in there. Dashing through, it was impossible to account for all the blades and their impact brought him to a stop. He does not have far to go so good chance one more lunge and he's through. Restlin has figured out a way through but a risky one. It is obvious no one alive was meant to make it through in one piece, but...

Katinka announces the presence of another room. She goes invisible again. So far, no Grendel.

Zane wants desperately to reach back into the corridor and pull Bosk out, his minotaur friend is 40' away and many blades in the way just dying to slice a finger off, or arm, or leg, or head.

Garret nimble sidesteps the Burning-Man and steps back to the entrance to the shredder. He looks carefully a the workings of the blades as they spring outwards then back into the walls. The best solution
would be to find an off switch but they've been in the elevator room long enough to have spotted something of the sort, even if hidden. If he could jam or break a blade he might eventually work his way down the 100' but Restlin shows him a more flamboyant way of getting through. Jamming or breaking enough blades to open a space, although possible as it may be, would take a long, long, time.

Restlin has studied the workings and on a hunch, and trusting in Luck, takes the plunge down the corridor. He goes slow, all his senses attuned to the minutest hiss of air or vibration and his whole body is one tensed up spring ready to dodge. He twists, he turns, he ducks, he hops, he does the Charleston and the Fox Trot.

DM JT: he takes a total of 4 rounds moving at Half Speed to completely clear the corridor. I'll move your
icon but the rolls are already made.


The nimble mage leaves marks here and there, a color for Duck, another for Hop, etc.

His triumphant landing is one for the books as the best Woldian Funniest Videos ever.

Sesha can barely contain herself. She's left at the beginning yelling her frustrations at the showoff boyfriend. However, after Restlin reaches the second half of the corridor, she thinks she has it figured out. She knows to go slow and tries to use Restlin's marks, but 15' in she misjudges a blade and is hit by it. Her next 15' go better.

Damage = 7

Trellus reports Katinka's message about the other room and watches Restlin, studying the moves and paying attention to the markings left behind. Seeing Sesha having trouble, he knows that the 100' could be like a death by a thousand paper cuts.

He activates his Longstrider tatoo giving himself a little more speed. The less time in there, the better.

Bosk is frustrated that his supernatural abilities has not helped him much to defeat the trapped corridor. He deduces that there is a trigger spot somewhere but where? He notices Restlin start down the corridor using a much more sophisticated method that his. Obviously charging headlong can get him there but at a cost. Can he also dodge the blades as Restlin is?

He notices that Restlin is moving at half speed and paying a lot attention to the walls. If the minotaur can do the same, he'll get out with just a shave and a haircut.

DM JT: Move at Half Speed, REF DC20 to avoid the blades, Move at Reg speed REF DC25. Why Bosk didn't get REF saves before was because he was just trying to dash to the other side.

Bosk's theory that the blades spring forth due to crossing some trigger point proves wrong as he waits for Restlin to catch up with his position. It appears the mechanism is a continuous one once the trap is set off.
He is attacked by four more blades as he waits for Restlin.

He tries to dodge them: Reflex checks 31, 30, 13, 28

DM JT: this time, since he is actually more attentive to the blades, a Ref DC20 x4 keeps him from getting hit.

Now that Bosk knows a little more about the workings, he manages to dodge all but one pesky blade that nicks his thigh when all his weight is on that leg.

REF 13 fail, dmg = 5

Beri-Torch self cauterizes himself. In Elemental he asks, Well, does anyone have a better idea than just running the gauntlet? while Restlin does a jig through the shredder, he ponders if a small animal could get by unscathed.

DM JT: a Tiny animal can succeed, either along the floor or crawling along the ceiling.

Some of the IA are starting to figure out how to get through the shredder. Teleport, turn into a rat or lizard, or trust in Luck and tumbling skills. But can it be disabled or must they all do it the hard way?

If there is a switch, it certainly isn't in the elevator room. Garret check for that and found nothing.

Map: Elevator Corridor Map 3

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 103/109 -- Perm Arcane Sight, Darkvision, See Invisibility 
Friday June 12th, 2015 6:44:24 AM

Tink waits silently for the others to arrive. From her position she can hear the blades at work, and knows the others are in some pain.

Garret Goodbarrel [AC:35/30/29 HP:121/112 Ki:9/13 CMD: 33] 
Friday June 12th, 2015 8:10:49 AM

Garret watches the others move into the hallway and again stands right next to the first slashing blade. As it whirrs out, he reaches a hand out close to the blade, enough to feel the air blowing from the spinning blade. He ducks down and watches it again retract in the wall. He says, "Pretty neat trap, isn't it? It sure looks mechanical, but I'm guessing its got to be powered by magic in some ways."

He calls down the hallway, "Keep going, you're almost there. Watch out for that one behind you!"

Then he looks over at Trellus and Beri, "Are you two going down there? Once we're sure you're all safe, I'll just join everyone at the other end. I can just sort of step through the blades when we're ready."

OOC:
Garret will remain the rear guard until everyone is safe, then he's planning on an Abundant Step to the other end.

Restlin (Carl) -- AC: +12/+9/+10 CMD: 23 HP: 129/120 (Bear's endurance) (Spells) Luck Points: 10/10 
Friday June 12th, 2015 8:48:07 AM

Restlin watches as Sesha catches up. "You can start showing me that elven dexterity any time now, love," he quips as he moves on ahead. "Looks for my marks, move slow, try not to die." The magepriest continues on, leaving marks to help show others how to proceed safely.

Sesha [AC 29 /18 Touch/25 Flat] | HP 88/85 | CMD 19][Cat's Grace, H...  d20+12=21 ; d20+12=23 ;
Friday June 12th, 2015 12:18:21 PM

Growling, Sesha continues forward. At this point, she's thought of at least four different spells she could have used had she used her head, but she was never good at thinking things all the way through.

Reflex 21 and 23.

Bosk AC: 33/16/29 CMD:28 hp (86/127 Bear's Endurance) Spells  d20+12=15 ; d20+12=25 ; d20+12=20 ; d20+12=18 ;
Friday June 12th, 2015 6:06:12 PM

Bosk continues moving forward at 1/2 speed hoping to regain his dexterity and hold his own against the trap.

ooc: Can I heal myself as well, or can I only take 1/2 move if I wish to maintain my AC?

Trellus (AC28/14t/26f, HP 146/152, CMD 22) 
Friday June 12th, 2015 6:37:55 PM

"Hold that thread," Trellus responds slowly.

The cleric yells down the corridor.
"I don't suppose there is an off switch at that end?"

Beriothian -- AC:23/16/21 HP: 91/130 CMD = 19 
Friday June 12th, 2015 6:59:27 PM

Beri's bright flames slowly start to dim, and the passive fireball appears to collapse in on itself. Lower and lower the flames sink until a thin line of embers remain on the floor and slowly go out. Then, after a quick spasm the transformation is complete and Beri slithers across the floor in his new form, a tiny viper. He makes his way carefully down the hall, being carefully to follow the path of the others and avoid the blades (and not get stepped on).

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 103/109 -- Perm Arcane Sight, Darkvision, See Invisibility  d20+27=47 ;
Saturday June 13th, 2015 9:10:35 AM

With nothing else to do, Tink inspects the walls in the other room. Perhaps there is some sort of switch or mechanism to disable the trap. Of course, it could just as likely cause the passage to collapse, but one drama at a time

Perception: 47

Zane (JCC) AC 26, AC 30 with shield spell, CMB 15, CMD 31, HP 119/150, Darkvision, Blindsense, 5 Lightning Resistance Character Sheet 
Sunday June 14th, 2015 2:46:25 PM

Looking at the hallway, "Guess I could have done that better, never said I was that smart, just smart enough to not repeat my mistakes, I hope."

Garret Goodbarrel [AC:35/30/29 HP:121/112 Ki:9/13 CMD: 33] 
Monday June 15th, 2015 7:42:01 AM

Garret yells down the hallway, "Hey, keep it moving there, would ya?"

Beriothian -- AC:23/16/21 HP: 91/130 CMD = 19 
Monday June 15th, 2015 5:11:20 PM

That wasssss a little too closssssse for comfort.

Restlin (Carl) -- AC: +12/+9/+10 CMD: 23 HP: 129/120 (Bear's endurance) (Spells) Luck Points: 10/10 
Monday June 15th, 2015 8:19:29 PM

Restlin takes a moment to grip his holy symbol and thank Wardd for helping him through these blades. He knows when he gets lucky...

In the trapped corridor leaving the Elevator room (co-DM JonathanT)  2d6+8=15 ;
Tuesday June 16th, 2015 12:21:32 AM

The blades continue their almost silent deadly spinning, in and out of the walls. Half the IA on one side of the trap, the other half still trying to get through.

Katinka awaits helpless, seeing her friends bleed from cuts. She can bear it no longer and starts looking for some sort of switch or mechanism to disable the trap from her end.

The room is at least 50' wide but packed with pillars. Pillars are set in the room alternating so that there is no open corridor to see the true dimensions of the room. The walls are completely adorned in artwork. The pillars look like they have bands of gold around them, low, mid height, and high. The room is 15' high.

She looks left then right and by luck she spies something that looks like what she is looking for at Z2.

Garret watches the trap workings and tries to guess how they are powered. There's not much for him to do until all others get past the corridor, relating his plans to Beri and Trellus.

Restlin watches Sesha and makes his nimble move on ahead, quipping 'You can start showing me that elven dexterity any time now, love.'

Sesha growls. She manages to safely catch up with Restlin.

Bosk sees that moving slowly enough to see/feel the blades coming is better than barging on down and cautiously moves forward 15'. Despite his caution he's not quite as good as Restlin or Sesha, but he is much more bulkier and as more blade-surface to look out for. Two blades nick him but he keeps on ticking.

Saves DC15 and DC18 fail, dmg = 15

DM JT - To Heal: Stop, cast defensively to retain your Dex bonus, then make your 4 Ref saves.

Trellus yells down the corridor 'I don't suppose there is an off switch at that end? Which puts Tink into Search for the Turn Off Trap switch.

Beri surprises everyone by going from a giant flaming torch to a tiny put venemous slithering viper.
He starts down the hall.

Zane puts the leason of patience over haste into his memoirs.

And the blades continue their blading, but the IA seem to be finding a work-around.

Map: Elevator Corridor Map 4

Sesha [AC 29 /18 Touch/25 Flat] | HP 88/85 | CMD 19][Cat's Grace, H...  d20+23=35 ; d100=58 ;
Tuesday June 16th, 2015 12:41:13 AM

(Unable to load map. I assume we are in a lull or a safe zone, at Sesha and Restlins location?)

After a quick arm punch, Sesha waits for Bosk.

"Free shinks. Anyone want free shrinks?"

She starts with Bosk when he arrives, casting a Reduce Person, if he accepts it, hopefully allowing him to fit there with Restlin and herself.

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 103/109 -- Perm Arcane Sight, Darkvision, See Invisibility 
Tuesday June 16th, 2015 7:07:05 AM

Tink flies over to look at the mechanism at Z2. If it is easily manipulated - such as a switch or lever - she will give it a try.

"Here goes nothing. If this kills Bosk, he's gonna haunt me for sure"

Restlin (Carl) -- AC: +12/+9/+10 CMD: 23 HP: 129/120 (Bear's endurance) (Spells) Luck Points: 10/10 
Tuesday June 16th, 2015 8:10:32 AM

Restlin rubs his arm where Sesha punched him with a mock "why me?" look on his face. He declines the reduce person spell, figuring Wardd's got him this far. "I'll keep pushing my luck at regular size, love."

With that, he nimbly continues down the corridor.

Garret Goodbarrel [AC:35/30/29 HP:121/112 Ki:9/13 CMD: 33] 
Tuesday June 16th, 2015 8:49:26 AM

Garret looks down at his wrist impatiently, He whistles a tune.

Bosk AC: 33/16/29 CMD:28 hp (86/127 Bear's Endurance) Spells  d20+12=24 ; d20+12=24 ; d20+12=18 ; d20+12=27 ;
Tuesday June 16th, 2015 11:13:26 AM

Seeing Tink rush towards the levers Bosk makes a dash to get out of the hall way.

Reflex Saves 24,24,18,27

Zane (JCC) AC 26, AC 30 with shield spell, CMB 15, CMD 31, HP 119/150, Darkvision, Blindsense, 5 Lightning Resistance Character Sheet 
Tuesday June 16th, 2015 12:56:35 PM

Zane steps out of the way, but maintains a spot where he can see down the hallway, in case he needs to go back in for some reason.....

Beriothian -- AC:23/16/21 HP: 91/130 CMD = 19 
Tuesday June 16th, 2015 5:23:43 PM

Beri slithers as fast as he can to the other end of the hall, not wanting to split up the party, and will stop inside the next room, (z5).
ooc: sorry, I intended to be at the end of the hall, not stay in the room... you had done several move rounds in a row before so I assumed that was okay.

Trellus (AC28/14t/26f, HP 146/152, CMD 22)  d20+9=14 ; d3=1 ; d20+9=25 ; d20+9=27 ; d20+9=26 ;
Tuesday June 16th, 2015 6:46:39 PM

Trellus glances over at Garret with a tolerating grin.

"If she can't disarm it in the next few moments, I'll give the duck and cover pick a try. But, I want to give, 'hey dude, turn this off" thread a go first.'"

If Katinka is successful in disarming the trap, Trellus gives Garret a nod, and takes an exaggerated stroll down the corridor, whilst whistling a happy tune.

If not, he shrugs and does it the hard way, taking a half move (20') and trying to work through the blades.
Reflex saves - 14, 25, 27, 26

In the trapped corridor leaving the Elevator room (co-DM JonathanT) 
Wednesday June 17th, 2015 12:51:01 AM

Beri-snake scoots along the floor of the trapped corridor with slithering speed, the blades harmlessly well above him. Restlin seems to think it is more of a game while Sesha takes it more seriously. Bosk believes that the status quo is better than what might happen if levers are pulled. Trellus has an unshaken faith that there's got to be an Off switch somewhere and Zane feels he's blocking the exit, which he really is.

Katinka reaches the corner of the new room where she spotted a lever sticking out of the wall. There is no plaque with the inscription Off Switch but if there was would anyone blindly believe it?

Katinka, however, feels that it is worth a try. Could it get any worse?

She pulls the lever down and as suddenly as they appeared the scything blades retreat back into the walls. A heartbeat later and all seems quiet.

Map: Elevator corridor Map 5

Sesha [AC 29 /18 Touch/25 Flat] | HP 88/85 | CMD 19][Cat's Grace, H...  d6=1 ; d6=6 ; d6=1 ; d6=6 ;
Wednesday June 17th, 2015 1:29:34 AM


"Whew"

Sesha exhales, obviously relieved, and heads down the hallway to meet up with the others. She arches an eyebrow at Restlin and gives Myrth a forwards high-backwards low high-five with her spectral hand.

"Great job!"

For her part, Myrth waits for everyone to gather together, and channels healing again.

Sesha -
Move: Walk
Move: Awesome ghostly High Five.

Myrth:

Move: Highicus Fivicus
Standard: Channel for 12 to everyone in range. Will delay for anyone interested.

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 109/109 -- Perm Arcane Sight, Darkvision, See Invisibility  d20+27=47 ; d20+37=53 ;
Wednesday June 17th, 2015 4:30:02 AM

Tink waits for the group to gather before setting off on her scouting. "Perhaps I should invest in a Brahmah Tattoo of Find Traps?"

She renews her invisibility and proceeds 20ft along the northmost wall...

Perception: 47 + Arcane Sight + DarkVision + See Invisibility + Detect Scrying
Stealth: 53 + 20 Moving Invisible + Hide in Plain Sight + Misdirection + Hide from Undead
Flying 5ft off the ground (Tink has a +25 Fly skill)


Restlin (Carl) -- AC: +12/+9/+10 CMD: 23 HP: 129/120 (Bear's endurance) (Spells) Luck Points: 10/10  d20+24=36 ;
Wednesday June 17th, 2015 8:20:38 AM

Restlin walks Sesha walk by while shaking his head. "Yea, way to go, Myrth! Great job getting through all those blades!"

He exits the formally sharp tunnel with a whistle. "OK! What's next?" The magepriest takes a moment to stop and get a good look at his surroundings.

Perception: 36

Garret Goodbarrel [AC:35/30/29 HP:121/112 Ki:9/13 CMD: 33] 
Wednesday June 17th, 2015 8:45:54 AM

Garret nods to Trellus and bows, saying, "After you, good sir!" He then follows down the hallway.

Zane (JCC) AC 26, AC 30 with shield spell, CMB 15, CMD 31, HP 131/150, Darkvision, Blindsense, 5 Lightning Resistance Character Sheet  d20+19=23 ; d20+4=13 ;
Wednesday June 17th, 2015 12:29:47 PM

"Thanks" Zane says and then he carefully moves in among the pillars along the south wall. His hooves refuse to be quiet though on the stone floor. But he searches as he goes....

Perception 23
stealth 13

Trellus (AC28/14t/26f, HP 146/152, CMD 22) 
Wednesday June 17th, 2015 7:25:21 PM

With a grin and a nod, Trellus takes an exaggerated stroll down the corridor, whilst whistling a happy tune.

Reaching the next room (Z6) the priest awaits the next development.

Bosk AC: 33/16/29 CMD:28 hp (71/127 Bear's Endurance) Spells 
Wednesday June 17th, 2015 8:59:45 PM

Did Bosk not move last round?

Bosk AC: 33/16/29 CMD:28 hp (71/127 Bear's Endurance) Spells 
Wednesday June 17th, 2015 9:00:58 PM

Posting for WIliam:

Seeing the blades stopped, Beri slithers as fast as he can to the other end of the hall, not wanting to split up the party, and will stop inside the next room, (z5).

Bosk AC: 33/16/29 CMD:28 hp (71/127 Bear's Endurance) Spells 
Wednesday June 17th, 2015 9:01:44 PM

Seeing the blades stopped, Bosk will also continue into the next room.

Sesha [AC 29 /18 Touch/25 Flat] | HP 88/85 | CMD 19][Cat's Grace, H... 
Wednesday June 17th, 2015 11:40:03 PM

(Everyone please remember that Myrth channeled for 12 Hp. I see a lot of unchanged headers.)

Room of Pillars (co-DM JonathanT) 
Thursday June 18th, 2015 12:34:29 AM

DM OOC: Bosk moved I just forgot to move his piece, but I also used the DM card and had Katinka turn off the trap first before anyone else moved.

Also note that 'Z' is no longer 'Z' on the new map.
Also, I left Bosk still inside the corridor because I don't know where to put him (not his fault). When you post your actions, don't forget to state your co-ordinates.

DM IC:

The scything blade trap now disabled, the rest of the IA scurry, or slither, on down to the end and give sights of relieve or high-fives.

The new room in front of them is 50' wide. From Katinka's and Zane's view, it looks like it is also 50' long. It is hard to tell for sure as pillars block your view of the room.

The walls of the room are covered in painted figures of Gaeli heroes of the past. Each pillar is decorated with bands of gold around them and there are decorative plaques of gold all over the walls.

Zane notices that the eyes of these painted figures are actually small real gemstones. The plaques name the hero it is next to.

Map: Pillar Room Map 1

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 109/109 -- Perm Arcane Sight, Darkvision, See Invisibility  d20+27=31 ; d20+37=46 ;
Thursday June 18th, 2015 2:56:11 AM

Tink flies along the northern wall, wary of more traps

Fly to L2

Perception: 31 + Arcane Sight + DarkVision + See Invisibility + Detect Scrying
Stealth: 46 + 20 Moving Invisible + Hide in Plain Sight + Misdirection + Hide from Undead
Flying 5ft off the ground (Tink has a +25 Fly skill)


Garret Goodbarrel [AC:35/30/29 HP:121/112 Ki:9/13 CMD: 33]  d20+21=32 ;
Thursday June 18th, 2015 7:47:29 AM

Garret looks around at the walls in wonder. He spots the gems and says, "Oh, very nice." He walks forward to the first pillar and walks around it, checking out the pillar (perception: 32).

OOC:
Move to R7 while checking out the pillar.

Restlin (Carl) -- AC: +12/+9/+10 CMD: 23 HP: 129/120 (Bear's endurance) (Spells) Luck Points: 10/10  d20+24=28 ;
Thursday June 18th, 2015 8:25:37 AM

Restlin walks slowly towards the eastern wall, casting a critical eye over each pillar he passes. He keeps quiet, instead looking for anything that stands out or is out of the ordinary.

Perception: 28

Zane (JCC) AC 26, AC 30 with shield spell, CMB 15, CMD 31, HP 131/150, Darkvision, Blindsense, 5 Lightning Resistance Character Sheet  d20+19=29 ;
Thursday June 18th, 2015 2:48:13 PM

Zane, taking his time will work forward along the wall about 30' (less than a full move) and continue his searching as he does so.....

Perception 29

Sesha [AC 29 /18 Touch/25 Flat] | HP 88/85 | CMD 19][Cat's Grace, H...  d20+9=10 ; d20+18=27 ;
Thursday June 18th, 2015 3:20:26 PM


"See anything Myrth?"

Sesha walks with her summons, checking out the far wall.

Sesha: Perception 10
Myrth: Perception 27

Trellus (AC28/14t/26f, HP 146/152, CMD 22)  d20+14=18 ; d20+4=16 ;
Thursday June 18th, 2015 6:32:12 PM

Trellus walks in step with Garret, letting a pillar pass between them.

The cleric looks about curiously.

[Move to R8. Perception 18. Knowledge Local 16]

Beriothian -- AC:23/16/21 HP: 91/130 CMD = 19 
Thursday June 18th, 2015 7:13:57 PM

Sssssigh, If thessssse thingsssss come to life and attack I'm going to be cut in half. Guesssse I'll end thissss transsssformation early.

slender protrusions sprout from the the long body, and the snake start's it's transformation back into human Form.

Bosk AC: 33/16/29 CMD:28 hp (127/127 Bear's Endurance) Spells  d20=19 ; d20+3=17 ; d20+19=29 ; 2d8+8=10 ; d8=1 ; d8=5 ; d8=3 ; d8=5 ; d8=5 ; d8=8 ; d8=6 ; d8=3 ; d8=8 ; d8=4 ; d8=2 ;
Thursday June 18th, 2015 10:59:38 PM

ooc: Please make sure your HPs are accurate. I believe only Bosk, Zane, Tink and Beri have dmg not already cured by Bosk.

Bosk eyes the gems and gold. Am I the only one thinking this treasure is begging to be stolen, and that doing so will awaken a bunch of golems or something? Before we touch anything let make sure everyone is healed up.

The blond taur takes a moment to heal the group, but stops at Zane. I hate to say this guys, but I am running out of spells here. All I have left is invisibillity purge, and if no one else has it prepared I would like to keep that in case Grendel is invisible like that Irfit was. Does anyone else have that spell, or some cure potions or spells prepared? I want everyone as close to perfect as possible when we face him.

Actions
-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Cure Bosk and Beri to full health
Perception = 29 to look for traps
Appraise check = 19
Use Magic Device to determine if these are magical traps of some sort = 17

Convert Silence, Restoration Lesser, Nemesis Insight, Summon Monster IV into cure spells. Heal Bosk Beri to full health.

Active Spells and Abillities
-- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Blur - Grants the subject concealment (20% miss chance) (Tink's Garment)
Fly - Fly Speed 40ft (Tink's Garment)
Mass Bears Endurance - [CL12] 12mins - +4 Con (Sesha)
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)

Deathwatch - [CL 1] Permanent - Instantly know whether each creature is dead, fragile, fighting off death, healthy, undead, or neither alive nor dead (such as a construct).
Darkvision - [CL 8] 8hrs - Ability to see 60 feet even in total darkness
Chill Touch - [CL8] (8 charges) - Touch channels 1d6 negative energy plus 1 Str vs. Fort save. Undead = no damage but it must make Will save or flee as if panicked for 1d4 rounds + 1 round per CL.
Hide From Undead - [CL8] 1hr 20min - 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.

Agile Feet - (SU) 5 uses left - Ignore all difficult terrain and no penalties when moving through it.
Channel Energy - (SU) 0 uses left - Channel Energy to cause or heal damage
Dark Walk - (SU) 1 min left -gain concealment, a 20% miss chance, a +2 resistance bonus to saves, and a +8 bonus to Stealth checks
Sense Spirit - (SU) Sense the direction and distance to any disembodied spirit or soul 480 ft., even through material objects.

Blind Fighting - (Feat) - Reroll miss % from concealment. Invisible attackers get no advantage (+2 bouns) in melee for invisibility. No Acrobatics check needed to move at full speed while blind.
Two Weapon Fighting - (Feat) Penalties for fighting with two weapons are reduced
Improved Two Weapon Fighting - (Feat) - Second attack with off hand weapon
Multiattack - (Feat) - Secondary attacks with natural weapons take only a -2 penalty

Sacred Tattoo on Back - Class - Avenger cannot be flanked.
Ghost Touch - (Class) Weapon deals damage normally against incorporeal creatures, armor counts against the attacks of corporeal and incorporeal creatures. This allow sneak attacks on incorporeal.
Immune to Fear - (Class)
Immune to Snake, Spider and Scorpion Poisons - (Class)

Electric Resistance +5 - Steelgrass Armor
Poison appied to two weapons:
BLUE WHINNIS POISON on left horn cap
MEDIUM SPIDER VENOM on flail

Spells Available
Highlight to display spoiler: { Legacy Item: Feather Fall, See Invisibility
Domain: True Strike, Locate object, Divination, Dimension door
Level 0: Detect Victim, Detect Magic, Chill Touch, Detect Poison
Level 1:
Level 2:
Level 3: Invisibility Purge
Level 4:
}

Room of Pillars (co-DM JonathanT)  2d8=12 ; 2d8=14 ; 2d8=7 ; 2d8=14 ; 2d8=7 ; 2d8=8 ; 2d8=5 ; 2d8=8 ; 2d8=14 ; 2d8=3 ; 2d8=4 ; 2d8=4 ; 2d8=13 ; d3=3 ; 2d8=13 ; 2d8=4 ;
Friday June 19th, 2015 1:28:20 AM

The IA manage to get past the deadly scythe trap and now are weary of other traps. A room full of pillars confronts them.

Katinka takes to following the northern wall. She sees that the whole room radiates magic.
The pillars, the gold bands, the plaques, the walls, floor, ceiling, and so forth.

Garret notices the gems for eyes and goes over to a pillar to study it.

The pillars are solid and made of stone. Gold bands ring each pillar at three heights, low, medium, and high. The room is 10' high. There no pictures on the pillars, just on the walls.

Restlin, as quiet as a mouse, walks slowly towards the eastern wall, casting a critical eye over each pillar he passes.

The pillars are solid and made of stone. Gold bands ring each pillar at three heights, low, medium, and high. The room is 10' high. There no pictures on the pillars, just on the walls.

Zane also moves carefully. He follows the southern wall and notices the realistic looking painting with gems as eyes.

Sesha follows in between Restlin and Katinka towards the far wall. Myrth only shrugs.'The pillars are real,' she comments as she passes through one.

Trellus stays with Garret and his pillar. Nothing he can bring to mind helps other than the more obvious fact that the paintings are a celebration of Gaeli nobles who held the Yngvardians as slaves
for so long.

Beri-viper slithers on into the room and dedices his viperic form would not be very useful if the pillars decided to attack. He quickly pops back into human form.

Bosk steps out of the scythe corridor and into the pillar room and before the group splits up he heals those wounded. He asks if anyone else has Invisibility Purge and if not, he keeps it in reserve.
He warns the IA to be weary of such a treasure room, as it surely holds golems or something that will be triggered when anyone tries to pilfer anything.

Then the group splits up and Bosk takes a good look at the pillar in front of him.

DM JT Note to Bosk: in some cases, Use Magical Device is pretty obvious. But here it makes no sense. Use what? Use it How? If you have something specific in mind, be specific. I have no idea what you intended to try to do and I'll just have to wing it.

Bosk pays closer scrutiny to the pillar, presuming it may be part of some magical trap.
Bosk: Highlight to display spoiler: { In doing so, he puts a scratch on the gold band at mid level and notices that a little bit of gold scraped off showing another color beneath the surface.}

Unfortunately, before Bosk can reveal what he's found, the whole room lights up in an electrical storm!

Jolts of electricity spark and dance between the pillars and the walls. The bands of electricity weave and arc randomly in each 5' square.

Round 1: IA are caught flatfooted. Each take electrical damage (minus any resistances).

After the first initial shock, each IA member that makes a Ref DC16 per square occupied saves for
half (or none with appropriate Feat).

Katinka: dmg = 12
Sesha: dmg = 14
Restlin: dmg = 7
Beri: dmg = 14
Garret: dmg = 7
Trellus: dmg = 8
Bosk: dmg = 5, 8, 14, 3
Zane: dmg = 4, 4, 13, 13
Myrth: 4 (if applicable)

DM JT: ignore the D3 rolls. :}

Map: Pillar Room Map 2

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 97/109 -- Perm Arcane Sight, Darkvision, See Invisibility 
Friday June 19th, 2015 2:49:23 AM

The electricity stings quite a lot! "What kind of madman created this place!?!"

"What's the plan here, people?" Tink calls, breaking her silence "I don't see any doors"

Garret Goodbarrel [AC:35/30/29 HP:114/112 Ki:9/13 CMD: 33]  d20+15=26 ;
Friday June 19th, 2015 7:26:48 AM

Garret looks at the pillar and reaches out to touch the gold band at the lowest height. As he touches it, the lighting starts blasting all around the room. "Ouch!"

Moving quickly, he jumps headfirst and dives past Bosk and back into the hallway. He jumps to his feet and makes himself small along the wall, keeping a close eye out for the whirring blades, making room for the others to join him.

OOC:
Do I need to make more saves to move out of the room? Here's one: 26
An acrobatics check to move past Bosk to hallway?

Garret Goodbarrel [AC:35/30/29 HP:114/112 Ki:9/13 CMD: 33]  d20+34=54 ;
Friday June 19th, 2015 7:27:26 AM

OOC:
Whoops. I thought I pressed "roll," but I guess I missed. The Acrobatics check is 54.

Restlin (Carl) -- AC: +12/+9/+10 CMD: 23 HP: 122/120 (Bear's endurance) (Spells) Luck Points: 10/10 
Friday June 19th, 2015 9:38:57 AM

"We'll be indoors the entire time, why bother memorizing flying spells? Brilliant, Restlin!" The annoyed magepriest clicks his boots together & levitates 1' off the electrified floor. He knows Tink and Sesha will be able to fly around in here. Hopefully they can figure how to turn this off.

Bosk AC: 33/16/29 CMD:28 hp (125/127 Bear's Endurance) Spells  d20+12=28 ; d20+12=26 ; d20+12=27 ; d20+12=24 ; d20+19=35 ;
Friday June 19th, 2015 11:04:37 AM

ooc: I was hoping a UMD check would reveal if it was a magical device. Can you clarify if Bosk set off the trap or if there was something else that was the likely trigger? Also, what is the arrow in the corner of the room?

Sorry guys. The cleric calls out. Not sure if I triggered it, but I did not mean to touch anything. These stupid pillars are too close together. I must have bumped one with my sword by accident. The scratch it made on the gold band at mid level of the pillar scraped off a little bit of gold, showing another color beneath the surface. Think a mending cantrip will deactivate it? The cleric then curses the trap and wonders if it was triggered by looking for traps as he successfully dodges the attacks to reduce the damage. Slowly his armor begins to grow warm as it absorbs much of the remainder of the attacks against him.

Glancing about him for clues as to the trigger and how to disarm the trap and escape the room he calls out Can Myrth spot any illusionary walls or secret doors in here?

As the others flee Bosk will move so that they can get into the hallway first and will follow behind them (assuming the trap was not retriggered), figuring he can absorb the damage the easiest thanks to his electrical resistant armor. (Unless he find a way to possibly disarm the trap)

Action
-- -- -- -- -- -- -- -- --
Reflex saves 28, 26, 27, 25. With electrical resistance Bosk takes 2dmg
Perception to locate anything out of the ordinary, possible off switch, trigger for the lightning, patter of the lightning, areas were lightning does not strike possibly pointing to an off switch, etc. = 35
Bosk will let friends pass through his square (you can pass through occupied friendly squares without penalty).
Bosk will check out anything of note if relevant, if not he will also head to the tunnel taking the position closest the room (figuring he can absorb electrical attacks the best).

Active Spells and Abillities
-- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Blur - Grants the subject concealment (20% miss chance) (Tink's Garment)
Fly - Fly Speed 40ft (Tink's Garment)
Mass Bears Endurance - [CL12] 12mins - +4 Con (Sesha)
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)

Deathwatch - [CL 1] Permanent - Instantly know whether each creature is dead, fragile, fighting off death, healthy, undead, or neither alive nor dead (such as a construct).
Darkvision - [CL 8] 8hrs - Ability to see 60 feet even in total darkness
Chill Touch - [CL8] (8 charges) - Touch channels 1d6 negative energy plus 1 Str vs. Fort save. Undead = no damage but it must make Will save or flee as if panicked for 1d4 rounds + 1 round per CL.
Hide From Undead - [CL8] 1hr 20min - 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.

Agile Feet - (SU) 5 uses left - Ignore all difficult terrain and no penalties when moving through it.
Channel Energy - (SU) 0 uses left - Channel Energy to cause or heal damage
Dark Walk - (SU) 1 min left -gain concealment, a 20% miss chance, a +2 resistance bonus to saves, and a +8 bonus to Stealth checks
Sense Spirit - (SU) Sense the direction and distance to any disembodied spirit or soul 480 ft., even through material objects.

Blind Fighting - (Feat) - Reroll miss % from concealment. Invisible attackers get no advantage (+2 bouns) in melee for invisibility. No Acrobatics check needed to move at full speed while blind.
Two Weapon Fighting - (Feat) Penalties for fighting with two weapons are reduced
Improved Two Weapon Fighting - (Feat) - Second attack with off hand weapon
Multiattack - (Feat) - Secondary attacks with natural weapons take only a -2 penalty

Sacred Tattoo on Back - Class - Avenger cannot be flanked.
Ghost Touch - (Class) Weapon deals damage normally against incorporeal creatures, armor counts against the attacks of corporeal and incorporeal creatures. This allow sneak attacks on incorporeal.
Immune to Fear - (Class)
Immune to Snake, Spider and Scorpion Poisons - (Class)

Electric Resistance +5 - Steelgrass Armor
Poison appied to two weapons:
BLUE WHINNIS POISON on left horn cap
MEDIUM SPIDER VENOM on flail

Spells Available
Highlight to display spoiler: { Legacy Item: Feather Fall, See Invisibility
Domain: True Strike, Locate object, Divination, Dimension door
Level 0: Detect Victim, Detect Magic, Chill Touch, Detect Poison
Level 1:
Level 2:
Level 3: Invisibility Purge
Level 4:
}

Zane (JCC) AC 26, AC 30 with shield spell, CMB 15, CMD 31, HP 127/150, Darkvision, Blindsense, 5 Lightning Resistance Character Sheet  d20+12=31 ; d20+12=23 ; d20+19=33 ;
Friday June 19th, 2015 12:31:37 PM

Zane is a bit surprised as the lightning starts coalescing across his skin, (after saves and Resistance) he takes a small bit of damage. (4 points)
"I'll keep looking since I can ignore most of it, but I'm gonna bring this up at our next meeting though, because when it's fire or acid, someone else can volunteer."
He keeps searching and moves as he does, checking the corner then the west wall. He will work up the west wall until he meets Tinka or he moves his 40'.

(only made 2 saves because the two 4 point damage amounts did 0 damage after LR)
Perception 33



Restlin (Carl) -- AC: +12/+9/+10 CMD: 23 HP: 122/120 (Bear's endurance) (Spells) Luck Points: 10/10 
Friday June 19th, 2015 3:19:39 PM

OOC: I'm pretty sure we were caught flat-footed and don't get a save for that initial damage.

Beriothian -- AC:23/16/21 HP: 91/130 CMD = 19 
Friday June 19th, 2015 5:09:22 PM

That's better, I was getting annoyed talking with that lisp. I can't tell you how much better this izzZZzzZZzzZZ... *sigh*

The druid suddenly begins to shrink before everyone's eyes. His skin darkens and takes on a mossy green hue and his hair becomes mossy dreadlocks. Within moments his transformation is complete and a Vegepygmy stands among the party.

***
Relevant abilities in this form
Dark Vision
low light vision
energy resistance 20 (creature has immunity to electricity, but plant shape II only gives resistance)



Beriothian -- AC:23/16/21 HP: 116/130 CMD = 19 
Friday June 19th, 2015 5:13:54 PM

***forgot to update health***
Beri would be more upset about his sudden jolt had the taur not just expended the energy to heal him. He nods towards the the horned cleric to let him know there are know hard feelings.

Sesha [AC 29 /18 Touch/25 Flat] | HP 74/85 | CMD 19][Cat's Grace, H...  d20+12=22 ; d20+23=28 ; d100=20 ;
Friday June 19th, 2015 5:30:01 PM


Reflex 22: If applicable.

Sesha grits her teeth and bears with the electricity for now. It's uncomfortable, but not unbearable. She casts Resist Electricity, then starts helping look for a way to solve this. Specifically, she will try to find some relevance between the gold bands, the pillars, and the plaques on the wall.

Myrth cringes a little, then hovers up further off the ground.

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 97/109 -- Perm Arcane Sight, Darkvision, See Invisibility  d20+27=29 ;
Friday June 19th, 2015 10:09:49 PM

"Hmmm..." Tink takes the crowbar from her pack and tries to wedge it between the gold on the pillar at L/M and the gold on the wall. She'll then remain flying at M2.

Perception: 29 - Where is the electricity coming from?

Move action: Retrieve crowbar from pack
5ft step to M2
Move action: Try and wedge crowbar between wall and pillar


-----------------------------
OOC: Tink's thinking:
Electricity will seek the path of least resistance.
If the electricity is being generated from the walls, rather than arc through the air it will go through the crowbar into the pillar
If the electricity is being generated from the pillars, rather than arc through the air it will go through the crowbar to the wall. For this pillar anyway.


Trellus (AC28/14t/26f, HP 138/152, CMD 22) 
Saturday June 20th, 2015 10:07:27 AM

Trellus shakes his head ruefully as Bosk launches into yet another healing spree without asking, and then announces he's out of spells.

"I've got spells," the full-fledged cleric replies. "I've got Invisibility Purge, I've got Hide from Undead, I've got healing. LIght, I even got a healing wand. So, if you'd warp down a bit, I'm at the loom."

It's about this point that the room explodes in a lightning storm and the blond human quickly realizes he doesn't have that covered at all.
Ow

Trellus follows Garret past Bosk and into the hallway. He comes to halt beside Garret, and also presses up against the wall.

Eyes scrunched tightly, he tries to think things through.
"Could be a secret door in there," he notes. "Could also be one in this hallway."

"I can suppress all magic around me for two hours. Anyone think they could find a secret door in that time with none of your magic working?"

--------------
Spells in effect:
- Magic Vestment (Extended) on shield and armor. Duration 26 hrs, +3 enhancement bonus each
- Endure Elements. Duration 24 hours. No fortitude checks needed for hot environment.
- Status (Extended) on Katinka, Garret, Bosk, and Beriothian. Duration 26 hrs.
- Heroes Feast - The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours. (24 extended)

Spell List:
Highlight to display spoiler: {
d - domain spell
^ - recast using pearl of power
* - cast

0 - Create Water(x2), Detect Magic, Light
1st - Comprehend Languages, Detect Evil, Detect Undead, Endure Elements*, Hide from Undead, Shield of Faith, Sanctuary(d)
2nd - Align Weapon, Eagle's Splendor, Lesser Restoration, Status*, Silence, Spiritual Weapon*, Bulls Strength(d)
3rd - Dispel Magic (x2)*, Invisibility Purge, Protection from Energy, Searing Light(x2)*, Magic Vestment(d)*^
4th - Freedom of Movement, Holy Smite, Restoration(x2)*, Neutralize Poison, Spell Immunity(d)
5th - Disrupting Weapon, Greater Command, Flamestrike(x2)*, Spell Resistance(d)*
6th - Blade Barrier*, Greater Dispel Magic, Heal*, Antimagic field(d)
}


Bosk AC: 33/16/29 CMD:28 hp (125/127 Bear's Endurance) Spells 
Saturday June 20th, 2015 12:59:49 PM

ooc: Sorry. Due to the nature of play by post it can take 24 hours to get a response when asking about healing and then takes another 24 hours to heal players. With people already marching into the next room I was worried about another trap / battle occurring before everyone got healed. If it would help I can make my healing post if/then statements dependent on if someone else offers to other members.

Room of Pillars (co-DM JonathanT) 
Monday June 22nd, 2015 12:47:02 AM

OOC: a quick note_ had someone discovered some particulars of the trap before it went off, you would not have been flatfooted. As is, all are flatfooted, although some Feats may negate Flatfootedness.

It may be time to mention something about the Generic Perception and Generic Look for Traps roll.

The days of simple traps are probably gone. Although trip-wire traps, depression traps, arcane symbol traps, and such would fall into the generic Look for Traps statement, some won't and need some specific statements. This isn't to trip (pun intended) you up. It is simply the nature of higher level, more complicated traps. What's the point of a trap that is easy to find?

Same goes with the Generic Perception rolls. At your level, just about any roll will get you a pretty high Perception score. It's a tricky thing for the DM. My suggestion is that if you are looking for something specific, state it. Some things will always fall into the generic perception check (ambush, tracks, etc.) but others may not.

Just giving you guys advance notice. At your level, the game play moves up a notch or two and DMs expect more from the PCs than just a catch-all generic roll.

That said, Bosk nearly had the trick down to figure out the trap, just a little late, by a taur's hair.

The Saves:
No saves on this initial 'surprise' round.
As the 'shock' attack is the action in this surprise round, we go to Round 1.

Round 1: make your move. Ref checks apply for half damage. The electrical arcs hit each 5' square, so for each 5' square you move, a separate save is required.

DM Hint: just like the corridor, if you take your time (half move), your DC is lower than if you move a normal speed, and if you run, the DC is even higher. Simply said, if you take your time to time your move right, your Save DC is 16 and goes up from there.

UMD: per the description of the skill, you have to manipulate the item in question in some manner: 'use Magic Device lets you use a magic item as if you had the spell ability or class features of another class, as if you were of a different race, or as if you were of a different alignment.'
Ex: Read a scroll, activate a wand, play a tune on a magical musical instrument, test out a pair of boots, etc.

As such, a magical trap can't be detected by using this skill. You could, say, attempt to read a magical rune as if you had Read Magic if you thought it was the activation keyword on a stick with a fake magical aura, but if you did succeed in getting it right and it was a trap, then you just set it off.

Beriothian -- AC:23/16/21 HP: 116/130 CMD = 19 
Monday June 22nd, 2015 5:14:19 PM

These traps are getting more and more complex. I think we will need to actually start planning before taking action when we explore new areas. That, or start being more liberal about blowing stuff up the moment we enter... if we are going to set off traps anyway, may as well do it in style.

Sesha [AC 29 /18 Touch/25 Flat] | HP 74/85 | CMD 19][Cat's Grace, H... 
Monday June 22nd, 2015 8:28:52 PM


No longer worried about the electricity, Sesha continues poking around the pillars, looking back and forth between them and the walls. She checks the gold bands, touching feeling licking etc, then checks the plaques on the wall, doing all manner of verbs upon them.

Zane (JCC) AC 26, AC 30 with shield spell, CMB 15, CMD 31, HP 115/150, Darkvision, Blindsense, 5 Lightning Resistance Character Sheet 
Monday June 22nd, 2015 9:32:52 PM

OOC: Updating Zane's HP, it was unclear that no save was granted the first round.

IC:
"I guess we are using the Half-Orc method of trap finding today, it's not going so well. While I don't mind a little electricity, this is getting to be ridiculous, and since I'm not skilled in finding traps, I guess I'll make my way back to the hallway."
Zane moves 20' back towards the hallway. (half move)



Room of Pillars (co-DM JonathanT) 
Monday June 22nd, 2015 10:19:03 PM

DM JT OOC:
Round 1: IA are caught flatfooted. Each take electrical damage (minus any resistances).

Seemed pretty clear all too the damage, no save. Don't know if I can be any clearer than that. :}

If you stay put, you only need to make one Ref roll. If you move, you make a roll for each 5' square you move.

Zane moved 20', that's 4 Ref saves at the low value of DC16.

These electrical bolts are continuous, dodging one in the square you stand does not negate any bolts still active in your adjacent squares. Moving to one means you gotta dodge the bolts in that one too. And so forth.

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 97/109 -- Perm Arcane Sight, Darkvision, See Invisibility 
Monday June 22nd, 2015 10:28:02 PM

(OOC: In regards to Perception, Tink has spent 12 skill ranks, 1 feat, 1 x 4th level spell slot, and 20,000gp to get her Perception to where it is. Given the Perception skill states that "Most Perception checks are reactive, made in response to observable stimulus" I'd hope a roll of 47 would reveal something! Some people are good at scouting, some at fighting)

DM JT: frustration understood. Magical traps aside, you are darn right that her skill at noticing things 'unusual' are pretty good. I described the room. You went in 'looking'. What were you expecting to see? Your vision saw magic everywhere but there's no 'trap aura'. You saw no runes, no trip mechanism, etc. Just a room with painted figures with gems for eyes and gold bands around pillars. What would you say a Perception of 47 would reveal?

The bands and plaques were inert until set off.

I looked real hard at each PC's actions and the only ones that came close where Zane, Garret, Trellus, and Bosk who actually tried to Use Magical Device to see what would happen.

Now, I'm not saying their actions set it off, I'm just saying they were the only ones on the right track to discover the nature of the trap. Not necessarily how not to set it off, but that indeed there was one and maybe what it would be like.


Room of Pillars (co-DM JonathanT)  2d8=7 ; 2d8=6 ; 2d8=9 ; 2d8=2 ; 2d8=9 ; 2d8=9 ; 2d8=9 ; 2d8=15 ; 2d8=13 ; 2d8=9 ; 2d8=12 ; 2d8=9 ; 2d8=12 ; 2d8=8 ; 2d8=11 ; 2d8=9 ; 2d8=4 ; 2d8=10 ; 2d8=11 ; 2d8=11 ; 2d8=8 ; 2d8=14 ; 2d8=5 ; 2d8=10 ; 2d8=2 ; 2d8=11 ; 2d8=12 ; 2d8=10 ; 2d8=12 ; 2d8=15 ; 2d8=8 ; 2d8=8 ;
Tuesday June 23rd, 2015 1:17:02 AM

The IA inadvertently set off a trap in the room. Looks like the pillars are situated in such a manner as to leave no square untouched by electrical jolts. Moving can be painful, but staying put can be too!

What set the trap off? or who? More importantly, how to get out of it or turn it off. So the search begins.

DM JT: Just a heads up, if you don't roll your saves, I will, but I should not have to. I thought it was clear that for each 5' square occupied you needed a save. EX; Large taking a 5' step = 4 saves. Large moving 10' = 4 saves the first 5' and 4 saves the second 5' (8 saves) as each time he moves he occupies 4 squares. I know, a little confusing, but being large sometimes has its downside.

Katinka feels the sting of the electrical bolt. 'What kind of madman created this place!?'
she wonders. Then she calls out to her friends, 'hat's the plan here, people? I don't see any doors!"

She pulls out a crowbar from her backpack and thinks she might try shorting out at least some of the electrical arcs.

The pillar is 5' from the wall and 10' or more feet from the other pillars adjacent to it. Is her crowbar 5' long?

Ref DC16 , dmg = 7

Garret's instincts kick in and he jumps the 15 feet back into the scythe corridor.

DM JT: passage past Bosk is free. Two squares moved = two Save rolls. One is 26.

Ref DC16, DMG = 6 and 9

Restlin wonders why he memorized flying spells in an indoor environment. Annoyed, he clicks his boots together and levitates 1' off the floor. But it is not the floor that is electified. It is the entire space between the pillars.

Ref DC16, dmg = 2 :P

DM JT:
Unfortunately, before Bosk can reveal what he's found, the whole room lights up in an electrical storm!

Jolts of electricity spark and dance between the pillars and the walls. The bands of electricity weave and arc randomly in each 5' square.


Can't be any more clearer than that. Staying put = 1 Ref save.


Bosk believes it was his large bulk in the confined space that caused the trap to be strung. Could be. Maybe not. But he does notice that the gold is only a covering for a metal underneath. He wonders if a mending spell might stop the electrical storm. As his armor warms, he asks if Myrth can spot illusory walls or secret doors.
As he moves out of the room and back into the scythe corridor, he looks for a possible off switch.

He can see little of the room due to the pillars. The only switch visible is the one that turned off the scythe trap. The lightning arcs appear to be entirely random, going from lower pillar level to mid or higher level, or mid to mid level, etc., including the walls where the plaques are. Each round they are different. There appears to be no area untouched from his viewing point.

Reflex saves 28, 26, 27, 25. With electrical resistance Bosk takes 2dmg.

Bosk needs four more save rolls to cover the 2nd 5' square he moved.

Ref DC16, dmg 1st 5' = 9,9,9,15 2nd 5' = 13, 9,12,9

[b]Zane's
innate abilities protect him from much of the electrical charges and decides to weather the storm and keep looking for a way out.

DM JT: No Saves on your First four jolts, only DR, so adjust your HPs accordingly. Moving 20' (half speed) requires 4 saves for each 5' moved due to size, or 4x4= 16 save rolls.

Zane heads back to the entrance, carefully, to maximize his chances to dodge the electrical bolts.

Ref DC16
dmg 1st 5' move = 12,8,11,9
dmg 2nd 5' move = 4,10,11,11
dmg 3rd 5' move = 8,14,5,10
dmg 4th 5' move = 2,11,12,10

Beri just makes it to normal human size when he gets hit by electrical bolts and decides to shrink again. This time he mutates into a Vegepygmy, the only thing he could think of in such a spur of the moment that has some electrical resistances.

DM Note: in this form you cannot speak, right?
With Resistance of 20 and Max dmg of 16, no point in rolling saves, just waltz through as you wish. Stick your tongue out at the others if you like.


Sesha grits her teeth and casts Resist Electricity upon herself, then starts looking for a way to solve this puzzle.

DM JT: casting a spell while being 'attacked' requires a Concentration Check, in this case, Casting on the Defensive for DC15+levelx2 or casting normally for DC10+damage+level). Choose one, Ref 22 saves for half for purposes of your Concentration check.

dmg = 12

She notices that the gold bands and the plaques serve as conduits for the electrical bolts but in not predictable sequence, firing from wall to pillar or pillar to wall, from random bands to random plaques in such a manner to criss-cross each 5' square at each firing. However enough warning can be sensed, if one takes the time, to give one a good chance to dodge most of the electrical charge.

Myrth hovers higher off the ground but that does not escape the electrical bolts.

Ref DC16, dmg = 15

Trellus shakes his head at Bosk's overzealous healing spree and informs him to lighten up and reserve some spells as he has plenty of healing, considering the wand and all. Then he Owches as he gets hit by the electrical bolts. He jumps back into the corridor following Garret. Posing that there could be a secret door in the pillar room, he also considers the possibility of a secret door in the scythe corridor. He then offers a solution of sorts that would last for 2 hours and maybe give them time to find their way through the trap.

DM JT: Trellus move 2 squares, that's two rolls DC16.

dmg = 8 and 8

The IA seem to try to gather themselves in one form (literally in one case) or another. The electrical storm is daunting even if it just stings sometimes. The bright light flashes don't help either. At least it isn't raining, at least not literally.

The IA are split up again, some in the room, some in the corridor. Looking for a way to disarm the trap, if such things does exist, is going to be painful, but the Storyteller is sure they aren't going to give up.

Map: Pillar Room Map 3

Sesha [AC 29 /18 To/25 Fl] | HP 74/85 | CMD 19][Cat's Grace, LR 30]  d20+6=23 ; d20+6=11 ; d20+6=13 ; d20+6=19 ; d20+23=29 ; d100=57 ; d20+23=37 ;
Tuesday June 23rd, 2015 2:15:41 AM


Sesha is annoyed by the electricity, but witches specialize in concentration. The Woldsblood demands it. This is trivial. She considers her friends. If it wasn't for Bosks snazzy armor, he would be a healing sponge right now. Myrth dodges most of this blast, but is looking a little scorched.

Sesha watches her spirit friend, concerned for a moment.

"Myrth. I know your dead. I know you'll just get whisked back to wherever Serenbeth keeps you, but you suffered enough for our lady. I won't have you feel pain, even a little, for me if not necessary."

She winks and blows a kiss at her summon, then uses her spectral hand to cast another Resist Energy.

"Now be a doll and try to rip one of those conduits out of the wall. Everything is arcing and sparking in a nonsense fashion, but I think it's all connected."

She hollers at Bosk and Zane.

"Tear it down fellas! We can mend it if this doesn't work or it somehow gets worse! Rip out those pretty ruby eyes and tear off those metal bands!"

Myrth will use telekinesis to try and rip off one of the bands. She can exert 300 lbs of force with the spell.

DM Requests: Sesha cannot fail the Concentration check, as she has a bonus of +23. The majority of her wealth is tied up in that particular sort of thing.

Sesha Move: Bend Leyline
Sesha Standard: Resist Electricity (30) on Myrth
Ley Check: 66, pass

Reflex for Myrth: 23, before Resistance. Takes 7 damage. (21/32 hp)
(Wold lagged, and I WAY over-rolled. Ignore the 3 other d20+6)



RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 94/109 -- Perm Arcane Sight, Darkvision, See Invisibility  d20+14=22 ;
Tuesday June 23rd, 2015 5:58:02 AM

(OOC: Reflex save vs DC16: 22=Pass! Half damage=3pts)

"Tear it down?" Not exactly a task that Tink is suited to. After taking another jolt of electricity (and realising things might take a while to solve) she casts "Resist Energy" (Cast Defensively = Auto pass for 2nd level spell (1d20+19))

Now feeling a bit free-er to act, she tucks her far-too-short crowbar back in her pack and awaits the damage about to be done...

Standard action: Cast Resist Energy defensively
Move Action: Put crowbar away
Free action: Try and read some nearby plaques

------------------
Spells in effect:
Arcane Sight - 120ft range. See magical auras automatically. Permanent.
DarkVision - 60ft range. Permanent.
Detect Scrying - Detect any person/object being scryed upon within 40ft. Dur 24hrs
Freedom of Movement - From Tishes Weave Elements (Water). Dur 5hrs.
Invisibility - From Ring - Dur 1min
Mage Armor - Dur 24hrs (Extended)
Misdirection - Misdirect the information from divination spells that reveal auras on Tink to instead seem like a pebble (Neutral, Not Magic, Not Lying, Not alive, etc) - Dur 24hrs (Extended)
Overland Flight - Fly Speed 40ft - Dur 24hrs (Cast Twice)
Protection from Evil - Dur 12mins
Resist Energy - Resist 30pts electricity damage from each attack. Dur 2hrs.
See Invisibility - See Invisible or Etheral objects. Permanent.
Telepathic Bond - Katinka, Shesha, Beriothian, Trellus, and Restlin. Dur 2hrs
Water Breathing - From Tishes Weave Elements (Water). Dur 5hrs.

Heroes Feast - From Sesha - +1 attack, +1 will, +4 vs fear
Hide from Undead - From Bosk
Status - From Trellus

------------------
Spells Available: Highlight to display spoiler: {
0 - Mage Hand, Message, Prestidigitation, Toro's Taur Try
1 - Mage Armor, Feather Fall, Grease, Prot from Evil, Roses Temp, Silent Image, Unseen Servant
2 - Misdirection, Alter Self (x2), Knock, Resist Energy, Resist Energy, Glitterdust
3 - Dispel Magic (x2), Haste, Haste, Prot from Energy, Shrink Item, Stinking Cloud
4 - Detect Scrying, Resilient Sphere, Summon Monster IV, Wall of Fire, Black Tentacles
5 - Overland Flight (x2), Wall of Force, Summon Monster V, Telepathic Bond
6 - Summon Monster VI, Summon Monster VI, Summon Monster VI, Tishe's Weave Elements
}

Restlin (Carl) -- AC: +12/+9/+10 CMD: 23 HP: 121/120 (Bear's endurance) (Spells) Luck Points: 10/10  d20+15=24 ; d20+15=35 ;
Tuesday June 23rd, 2015 8:04:41 AM

Reflex: 24

Restlin curses as an arc of electricity catches his pinky. He shakes his hand, trying to get feeling back into it, as he lowers himself to the ground.

He ponders casting resist electricity on himself, but figures if Zane and Bosk are being called on to go pummel these pillars, they'll need it more. Since Bosk has his fancy armor, that leaves Zane...but he ain't walking over there.

'Hold on a second, Zane!" he shouts before summoning himself to Q9 (dimensional steps).

Reflex save: 35

Reaching out, Restlin casts resist energy on Zane.

Zane: 100 minutes - 20 damage off each electricity attack.

Bosk AC: 33/16/29 CMD:28 hp (125/127 Bear's Endurance) Spells 
Tuesday June 23rd, 2015 12:36:34 PM

ooc: Did you ever answer my question on what the arrow in the corner of the map represents?

Zane (JCC) AC 26, AC 30 with shield spell, CMB 15, CMD 31, HP 106/150, Darkvision, Blindsense, 5 Lightning Resistance Character Sheet  d20+12=28 ; d10=3 ; d20+12=17 ; d20+12=23 ; d20+12=31 ; d20+12=13 ; d20+12=19 ; d20+12=18 ; d20+12=28 ; d20+12=25 ; d20+12=16 ; d20+12=16 ; d20+12=25 ; d20+12=22 ;
Tuesday June 23rd, 2015 1:05:05 PM

Zane moves and gets a whole lot of lightning hitting him, seeing what is happening he has an idea after he gets hurt. (failed 1 save and ignore the d10)

Question, the lower right corner of Zane's standing plot, is not in a square adjacent to a pillar, was that "square" hit as well or was it not hit?

rest of post to come after answer, if no reply, Zane remains standing still.



Beriothian -- AC:23/16/21 HP: 116/130 CMD = 19  d20+8=14 ; d20+8=20 ; d20+8=14 ; d20+8=15 ;
Tuesday June 23rd, 2015 6:03:20 PM

Beri sees Zane and Bosk taking lots of bolts due to their size. Restlin appears to be taking care of Zane, so Beri does his best to follow Bosk around and will try to throw himself in front of any lightning attacks he senses about to go off in order to help his friend out.

reflex saves:
d20+8=14 ;
d20+8=20 ;
d20+8=14 ;
d20+8=15 ;

Trellus (AC28/14t/26f, HP 122/152, CMD 22) 
Tuesday June 23rd, 2015 7:27:59 PM

Trellus remains in the corridor watching the others to see if anything they're trying seems to be working, cause frankly, he's out of ideas.

Zane (JCC) AC 26, AC 30 with shield spell, CMB 15, CMD 31, HP 106/150, Darkvision, Blindsense, 5 Lightning Resistance Character Sheet  d20+8=26 ; d20+8=20 ; d20+3=10 ; 2d8+13=25 ; 2d8+13=22 ; 2d8+13=27 ;
Tuesday June 23rd, 2015 7:41:07 PM

OOC: guess my page refused to update earlier....

Zane feels the spell take effect on him, and then hears also having heard the suggestion to destroy the gems and metal parts on the pillars....

Zane unleashes destruction on the pillar/pillars closest to him. His best combo for this is probably just doing a flurry, he will charge up his strikes though with Arcane energy before he starts on the destruction. He decides to put his back into it as well. (power attack)

attack 26, damage 25
Attack 20, damage 22
attack 10, damage 27

(can I just state that for every attack Zane activates Arcane Strike? Rather than posting every single time?)

DM JT: Doesn't look like you have a limit on how many times you can use it so I guess no need. Is there a limit on how many times it can be used? As long as you have arcane energy? if you cast all your known spells then I guess Arcane Strike won't work, right?

Sesha [AC 29 /18 To/25 Fl] | HP 74/85 | CMD 19][Cat's Grace, LR 30] 
Tuesday June 23rd, 2015 8:49:21 PM

(ooc: I've done something similar with Sesha. It's just stated that her swift actions is always used for arcane armor training, unless she takes a different action with her post.)

Room of Pillars (co-DM JonathanT) 
Tuesday June 23rd, 2015 10:11:04 PM

DM JT OOC: the arrow in the top right corner is the lever Tink pulled that stopped the chop-chop.

Beriothian -- AC:23/16/21 HP: 116/130 CMD = 19  d20+19=24 ;
Tuesday June 23rd, 2015 10:14:28 PM

***posting for Bosk, he said he will roll for damage tomorrow***
Based on where the first trap was disabled Bosk assumes that this isn't designed to be disabled by those trying to enter. With Beri drawing a little of the electricity, Bosk takes a quick note regarding how the last trap was disabled and looks for other possible switches to disable the current trap.

perception = 24

Room of Pillars (co-DM JonathanT) 
Tuesday June 23rd, 2015 11:43:48 PM

DM JT to answer Zane:

The electricity arcs not just from pillar to pillar, but from pillar to wall as well. The bands around the pillars and the plaques on the walls seem to be the arcing points.

Room of Pillars (co-DM JonathanT)  2d8=4 ; 2d8=4 ; 2d8=12 ; 2d8=9 ; 2d8=9 ;
Wednesday June 24th, 2015 1:00:12 AM

The IA were initially confounded by the electrical charges flying around everywhere but now seem to start to gather themselves and put a plan together.

Sesha is an expert at casting spells whilst in the middle of combat and manages to complete here
Electrical Resistance spell.

DM JT: For future reference, Concentration Check is not a skill. A roll of 1 is still an automatic Fail, so a +23 is good, but only on a roll of 2 or better.

She worries about her friends now, and Myrth. She casts the same electrical resistance on her summoned
ghostly ally.

That done, and the spell practically making her immune to the electricity, her idea of disarming the trap is to tear it apart.

Myrth looks at Sesha and explains, "Telekinesis does not work that way. I can hurl an object or creature within range of my spell toward something. I can hurl a painting that hangs on a wall but these bands are solidly fixed. Now if you wish I hurl Bosk at a pillar to see if he can break one with his head, I can do that," she smiles wickedly.

DM JT: It's there in plain English. The Violent Thrust use of Telekinesis uses an object or creature as a missile weapon targeting something else. Granted that lightly fixed things that come loose easily may work (ex; rip pages from a book and toss them around as a distraction), but anything nailed down, or metal bands melded around a pillar is beyond the spell's capabilities.

Katinka mirrors Sesha's idea of protection and casts Resist Electricity on herself as well.
Free for the moment of the stinging jolts of electricity, she puts away her small crowbar. That idea going down the way of the Arrows of Cure Light Wounds, she ponders Sesha's approach. Looking at the plaques on the wall she sees that the gold has melted off a bit from the heat of the electricity and a copper metal shows underneath. She can still see easily enough the names of famous (or infamous) Gaeli leaders (who else would be represented in here?), probably from the time of the Gaeli oppression over the Yngvaridans.

The plaques are bolted to the wall.

Restlin curses the arcing electricity when his pinkie goes numb. Heeding Sesha's call to 'bring the pillars down', he deduces that either Bosk or Zane, the strongest, need his Resist Energy spell more than he. He ain't walking clear across the room to Zane though. Spotting Zane through the haze of electricy and pillars he hollers 'Hold on a second, Zane!' before summoning himself next to him.

DM JT: Dimmension Step is a Standard Action. Copied directly from your PC sheet:
'Dimensional Steps: At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action.'
You can cast your spell next round. And, don't forget your Concentration check!


Zane hears Restin's call and the mendicant soon appears next to him. It's too late for the promised relieve from the electricity, but Zane nonetheless starts whacking at the pillar next to him. He pummels it pretty hard and leaves a scratch.

DM JT: You don't need to roll to hit a stationary pillar, just damage. Although a roll of 1 would be a miss, I think we can safely assume none of your weapons are cursed and you should be able to hit a wall you stand next to. As far as Arcane Strike, see my note in your post.

Bosk has only seen a small part of the room and in that small part he has noticed nothing that may turn the trap off. Considering that turning the scythe trap off didn't automatically start the electrical trap, that switch is probably unrelated. But then again, it could have been a delayed trap. And then again, pulling the switch back up in hopes it turns the electrical trap off, it might turn on the scythe trap. You never know until you try.

Or he could go looking elsewhere. If indeed his theory that the trap was not desigened to be disabled from the entry point, but like the scyth trap at the exit point, he's on the wrong side of the room to be looking.

Trellus remains in the scythe corridor watching the others to see if something works. He's out of ideas. On the other hand, if he wanted to change his hairdo to something more 'progressive', or 'Einsteinish', he knows what to do, and it's free.

Beri weathers the electrical storm around him like fish weather a rain storm. He waits to see how he can help.

DM JT: i don't remember all who's in the link. If Beri and Bosk are, they can communicate that way. Otherwise it needs to be in Undercommon, and Bosk doesn't know it, just Common, minotaur, and tauric. If indeed they can communicate, then the two can coordinate their actions, but an Intelligence Roll DC 1 will indicate that since Bosk covers 4 squares and little vegepygmy barely one, that plan of using Beri to block a bolt is as good as Katinka's plan to short out the conduits with a crowbar 1/5 the size necessary.

Garret also remains put, waiting to see what the big guys are going to do so he can know how to lend a hand.

Thus the IA try to formulate a few plans to deactivate the electricatl trap. Zane manages to put a chip in an otherwise perfectly carved stone pillar. Many years into the future, if any archaeologists ever make it to the room again, they'll say 'Looks like Napoleon was here too!'

And the Electricity keeps on zapping all the bugs and taurs in the room.

Not relevant due to spells or immunities: Sesha, Myrth, Katinka, Beri.
Outside the room: Bosk, Trellus, Garret.

Happyily taking it in the shorts:
Restlin and Zane

Restlin: zapping dmg = 4 Ref DC16
Zane: 4, 12,9, 9 Ref DC16

DM JT: presumably Restlin will cast the resistance spell first thing next round so this damage is for the round he attacked the pillar.

Hopefully Restlin won't spoil his spell next round and Zane can quit flinching.

Map: Pillar Room Map 4

Sesha [AC 29 /18 To/25 Fl] | HP 74/85 | CMD 19][Cat's Grace, LR 30] 
Wednesday June 24th, 2015 2:46:49 AM


Sesha scowls.

"The bands! Pull off the bands! It might disrupt the flow."

Figuring that's settled, she uses a dagger to try and pry out one of the eye gems.

(If no ones ideas pans out, Sesha will spend her last hero point for "DM Inspiration", to hopefully get past these trap rooms. Regarding telekinesis, if you can lift and drag, I assumed you could push and pull. Seems visceral enough.)



RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 94/109 -- Perm Arcane Sight, Darkvision, See Invisibility  d6+4=9 ;
Wednesday June 24th, 2015 4:57:36 AM

"Ok, if the plan is to destroy the gold or copper" Tink sends an acid dart at the nearby column (9pts acid damage)

"What do you think? Focus on the columns first?"

She smiles on hearing Myrth's explanation on telekinesis. "Here, fling this around and try and damage something. Every bit helps" Tink takes the cold-iron dagger from her kit and drops it to the ground, ready for Myrth to throw about the place.

Standard action: Cast Acid Dart at nearby column for 9ts damage
Move action: Retrieve cold iron dagger
Free action: Drop dagger for Myrth


-----------
Acid Darts uses: 7/10

Restlin (Carl) -- AC: +12/+9/+10 CMD: 23 HP: 119/120 (Bear's endurance) (Spells) Luck Points: 10/10  d20+16=20 ; d20+23=40 ;
Wednesday June 24th, 2015 8:04:29 AM

The stinging from the electricity makes it hard for Restlin to concentrate, but he manages (concentration: 20). He lands the resist energy spell on Zane, then tries to get a feel for any pattern in this trap in an attempt to avoid any more shocks (perception: 40).

Garret - Carl subbing for our firewalled companion 
Wednesday June 24th, 2015 9:04:34 AM

Garret sees lots of flashing coming from the next room. He also sees a lot of Bosk's rear-end and not a lot of way around it.

"Hey, aren't you supposed to be smashing things in there?" he asks the taur.

Zane (JCC) AC 26, AC 30 with shield spell, CMB 15, CMD 31, HP 101/150, Darkvision, Blindsense, 5 Lightning Resistance Character Sheet  d20+12=18 ; d20+12=16 ; d20+12=13 ; 2d8+13=22 ; 2d8+13=19 ; 2d8+13=22 ;
Wednesday June 24th, 2015 1:08:39 PM

Still just pummeling the metal parts and the gems Zane takes minor damage from the lightning spraying about the room. (failed last save and took 1/2 damage on one, result 5 damage)
"Someone remind me next time we get to Hook City, to buy a Kama and pick up a couple daggers, Having a sharp edge does come in handy once in a while. Unless you have a dagger I can borrow Bosk? if so, just throw it towards me."
If Bosk does throw a dagger at him, he'll use the Deflect Arrows Feat to prevent damage and then retrieve it, using the edge to pry / cut the metal and pull out the gems.
"Katinka, can you check the far west wall for hidden panels or stuff? It's outside the effective area of the lightning cloud, you should be safe enough being smaller than I am. I'll move back to the south corner and begin searching there in a moment."


Damage to pillar, 22,19,22

Bosk AC: 33/16/29 CMD:28 hp (115/127 Bear's Endurance) Spells  d20+12=20 ; d20+12=14 ; d20+12=32 ; d20+12=20 ; d20+12=30 ; d20+12=23 ; d20+12=16 ; d20+12=24 ; d20+13=16 ; 2d8+5=9 ;
Wednesday June 24th, 2015 4:48:03 PM

Bosk shakes his head. No daggers, but I have a Steelgrass Guirsame and a flail if either of those will work. The Guirsame is two handed, but the flail has been coated in poison. It is your choice. The cleric then attacks the pillar in front of him, his massive blade doing less damage than expected, before handing Zane the weapon of his choice.

Actions
---------------------
Reflex saves from yesterday. Missed #2, the other seven were made.

Standard Action - Attack pillar with steelgrass bastard sword ht AC 16 for 9 dmg

Move Action - step 5ft forward
Free Action - draw weapon and give to Zane (We are 10ft apart and both have a 10ft reach, I am not sure what type of action handing a weapon is, but dropping it next to him is a free action)

Active Spells and Abillities
-- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Blur - Grants the subject concealment (20% miss chance) (Tink's Garment)
Fly - Fly Speed 40ft (Tink's Garment)
Mass Bears Endurance - [CL12] 12mins - +4 Con (Sesha)
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)

Deathwatch - [CL 1] Permanent - Instantly know whether each creature is dead, fragile, fighting off death, healthy, undead, or neither alive nor dead (such as a construct).
Darkvision - [CL 8] 8hrs - Ability to see 60 feet even in total darkness
Chill Touch - [CL8] (8 charges) - Touch channels 1d6 negative energy plus 1 Str vs. Fort save. Undead = no damage but it must make Will save or flee as if panicked for 1d4 rounds + 1 round per CL.
Hide From Undead - [CL8] 1hr 20min - 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.

Agile Feet - (SU) 5 uses left - Ignore all difficult terrain and no penalties when moving through it.
Channel Energy - (SU) 0 uses left - Channel Energy to cause or heal damage
Dark Walk - (SU) 1 min left -gain concealment, a 20% miss chance, a +2 resistance bonus to saves, and a +8 bonus to Stealth checks
Sense Spirit - (SU) Sense the direction and distance to any disembodied spirit or soul 480 ft., even through material objects.

Blind Fighting - (Feat) - Reroll miss % from concealment. Invisible attackers get no advantage (+2 bouns) in melee for invisibility. No Acrobatics check needed to move at full speed while blind.
Two Weapon Fighting - (Feat) Penalties for fighting with two weapons are reduced
Improved Two Weapon Fighting - (Feat) - Second attack with off hand weapon
Multiattack - (Feat) - Secondary attacks with natural weapons take only a -2 penalty

Sacred Tattoo on Back - Class - Avenger cannot be flanked.
Ghost Touch - (Class) Weapon deals damage normally against incorporeal creatures, armor counts against the attacks of corporeal and incorporeal creatures. This allow sneak attacks on incorporeal.
Immune to Fear - (Class)
Immune to Snake, Spider and Scorpion Poisons - (Class)

Electric Resistance +5 - Steelgrass Armor
Poison appied to two weapons:
BLUE WHINNIS POISON on left horn cap
MEDIUM SPIDER VENOM on flail

Spells Available
Highlight to display spoiler: { Legacy Item: Feather Fall, See Invisibility
Domain: True Strike, Locate object, Divination, Dimension door
Level 0: Detect Victim, Detect Magic, Chill Touch, Detect Poison
Level 1:
Level 2:
Level 3: Invisibility Purge
Level 4:
}

Beriothian -- AC:23/16/21 HP: 116/130 CMD = 19  d20+22=40 ;
Wednesday June 24th, 2015 6:03:01 PM

Beri realizes he is barely helping Bosk and decides to try another approach. He scans allong the walls looking for either a plaque of a hero who's name he recognizes, or a set of gemstone eyes that stand out from the rest. He will press the gemstone eyes of either the hero who's plaque he recognizes, or the first gemstone eye that stands out from the rest.

preception = 40

Zane (JCC) AC 26, AC 30 with shield spell, CMB 15, CMD 31, HP 101/150, Darkvision, Blindsense, 5 Lightning Resistance Character Sheet 
Wednesday June 24th, 2015 7:38:26 PM

"Neither, I'd probably lose a finger or break some bones with either one. These ham hock sized fists are not much use in this cutting and prying, and I'm not even going to try shoving one of my horns into this stuff and try prying. I'm going to go back to searching for a panel or switch in a moment so, keep your weapons, just make sure I buy something when we get out of here."

Trellus (AC28/14t/26f, HP 122/152, CMD 22)  d20+9=28 ; d3=2 ; d20+9=11 ; d20+9=25 ; d20+9=14 ;
Wednesday June 24th, 2015 9:24:32 PM

Trellus rubs the back of his head as he concentrates on the problem at hand.
"There's gotta be a way to turn it off," he mutters.

The blond man turns to Garret.
"I'm gonna try pulling the lever that turned off the blades. It might be some kind of double switch. I'll give you a yell when I'm about to try the pick."

Turning back to the entryway, he pauses, and casts a spell. Then, he slips past Bosk and attempts to pick his way under and around lightning strikes toward the lever.

Cast Protection from Energy (electricity) - immunity vs up to 120 hp for 130 minutes.
Squeeze past Bosk, and take half move (20') to T3.
Four reflex saves vs DC16 - 28, 11, 25, 14


--------------
Spells in effect:
- Magic Vestment (Extended) on shield and armor. Duration 26 hrs, +3 enhancement bonus each
- Endure Elements. Duration 24 hours. No fortitude checks needed for hot environment.
- Status (Extended) on Katinka, Garret, Bosk, and Beriothian. Duration 26 hrs.
- Heroes Feast - The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours. (24 extended)

Spell List:
Highlight to display spoiler: {
d - domain spell
^ - recast using pearl of power
* - cast

0 - Create Water(x2), Detect Magic, Light
1st - Comprehend Languages, Detect Evil, Detect Undead, Endure Elements*, Hide from Undead, Shield of Faith, Sanctuary(d)
2nd - Align Weapon, Eagle's Splendor, Lesser Restoration, Status*, Silence, Spiritual Weapon*, Bulls Strength(d)
3rd - Dispel Magic (x2)*, Invisibility Purge, Protection from Energy* Searing Light(x2)*, Magic Vestment(d)*^
4th - Freedom of Movement, Holy Smite, Restoration(x2)*, Neutralize Poison, Spell Immunity(d)
5th - Disrupting Weapon, Greater Command, Flamestrike(x2)*, Spell Resistance(d)*
6th - Blade Barrier*, Greater Dispel Magic, Heal*, Antimagic field(d)
}

Room of Pillars (co-DM JonathanT) 
Thursday June 25th, 2015 12:53:07 AM

The electricity continues it's havoc but several of he IA have gotten around that little problem.

Sesha she calls for a change of tactics. Pry the gold plated metal bands off the pillars.
For her part, she takes a dagger and tries to pry out one of the eye gems. A little elbow grease and she has an eyeball, er, gem in her hand.

Katinka immediately takes to the new tactics and sends an acid dart at one of the gold plated bands, she sees the acid scar the band. This could work for a couple of bands and give a little room free from the electricity.

Restlin manages to keep his concentration and casts Restist Energy on Zane, then studies the electrical charges trying to find a pattern.

The electricity arc from pillar to pillar and from pillar to wall. The bands around the pillars and the plaques on the walls seem to be the arcing points. There does not seem to be a pattern as some times an arc hits the same place it hit the moment before. He does notice he can get a hint of which band or plaque is going to fire by listening to a faint hum just before the arcing. Using this method, he manages to stay put and dodge the bolt completely. To move, though, he has to guess what bands are going to fire. (Thus the DC15). At least he knows how to stay put and keep from getting hit.

Garret encourages Bosk to get out and start bashing pillars.

Zane winces as pounding rock and metal doesn't get him far. Having sharp tools comes to mind for his next demolition job. He asks Bosk if he has a dagger or other pointy object. His minotaur bro doesn't so Zane figures it best to start looking at the walls for some panel or other switch. He calls out to Tink to start looking on her wall and he'll start looking on his wall.

Bosk answers Zane that he doesn't have what his bro minotaur asks for but has a guisarme and a flail. Zane rejects them, so Bosk takes a wack at a pillar with his steelgrass b-sword. It does chip some flakes of stone off the pillar.

Beri realizes he's just standing idle and watching his friends get zapped. He's been listening, though, and starts scanning the plaques and the gems for a recognizable name or unusual gems as eyes. He moves freely along the wall, unhindered, and covers the entire north wall and rounds the north west corner. What's that over there in the middle of the west wall?

Beri: Highlight to display spoiler: {In the center of the western wall you notice that the painting there is slightly reaised from the wall surface.}

Trellus rubs the back of his head as he concentrates on the problem. He knows there's got to be a way to disarm it. Maybe the trick has been in front of their noses all the time. Maybe by pulling on the lever that stopped the blades will also stop the electrical storm. He tells Garret he'll shout out a warning just before he pulls the lever.

Casting Resist Energy so he can move about freely for a while, he goes to the lever in the north east corner.

Finally the IA are pulling their resources together and working on a solution, or several possible solutions.

Map: Pillar Room Map 5

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 94/109 -- Perm Arcane Sight, Darkvision, See Invisibility 
Thursday June 25th, 2015 2:39:34 AM

"Might as well disable all the columns in this room before proceeding. It might be a good place to fall back to, or, if need be, sleep in" Tinks suggests "Plus those gems look interesting"


Restlin (Carl) -- AC: +12/+9/+10 CMD: 23 HP: 119/120 (Bear's endurance) (Spells) Luck Points: 10/10 
Thursday June 25th, 2015 8:32:40 AM

Restlin decides to stay put and not get shocked. His companions seem to have a grip on the situation.

Garret - Carl subbing for Jeff 
Thursday June 25th, 2015 10:12:50 AM

Garret takes a step to the east, still wondering how he's going to get past this minotaur...

Beriothian -- AC:23/16/21 HP: 116/130 CMD = 19  d20+22=26 ;
Thursday June 25th, 2015 6:20:08 PM

As Beri examines the far wall he notices one of the paintings is slightly raised, almost embossed looking. He goes closer and closely examines it for clues, starting with the jeweled eyes and the plaque below it, and the outer edge of the image to see if it attached, hinged, or anything else he may find.

perception=26

Trellus (AC28/14t/26f, HP 122/152, CMD 22) Prot vs Electricty 120/120  d20=12 ;
Thursday June 25th, 2015 6:36:44 PM

Standing at the lever, Trellus yells out "Garret! Tell me to stop if you can't get past Bosk! I'm throwing the switch that will probably turn those blades back on in 5, 4, 3"

Ref roll 21 to avoid lightning.

no action yet. Countdown will continue into next round to allow Garret time to react.

--------------
Spells in effect:
- Protection from Energy (electricity) - immunity 120/120 hp for 130 minutes.
- Magic Vestment (Extended) on shield and armor. Duration 26 hrs, +3 enhancement bonus each
- Endure Elements. Duration 24 hours. No fortitude checks needed for hot environment.
- Status (Extended) on Katinka, Garret, Bosk, and Beriothian. Duration 26 hrs.
- Heroes Feast - The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours. (24 extended)

Spell List:
Highlight to display spoiler: {
d - domain spell
^ - recast using pearl of power
* - cast

0 - Create Water(x2), Detect Magic, Light
1st - Comprehend Languages, Detect Evil, Detect Undead, Endure Elements*, Hide from Undead, Shield of Faith, Sanctuary(d)
2nd - Align Weapon, Eagle's Splendor, Lesser Restoration, Status*, Silence, Spiritual Weapon*, Bulls Strength(d)
3rd - Dispel Magic (x2)*, Invisibility Purge, Protection from Energy* Searing Light(x2)*, Magic Vestment(d)*^
4th - Freedom of Movement, Holy Smite, Restoration(x2)*, Neutralize Poison, Spell Immunity(d)
5th - Disrupting Weapon, Greater Command, Flamestrike(x2)*, Spell Resistance(d)*
6th - Blade Barrier*, Greater Dispel Magic, Heal*, Antimagic field(d)
}


Zane (JCC) AC 26, AC 30 with shield spell, CMB 15, CMD 31, HP 101/150, Darkvision, Blindsense, 5 Lightning Resistance Character Sheet  d20+19=26 ;
Thursday June 25th, 2015 6:48:34 PM

Zane goes to the corner of the far wall, and searches for anything that seems out of place.

Perc 26

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 94/109 -- Perm Arcane Sight, Darkvision, See Invisibility 
Thursday June 25th, 2015 9:14:54 PM

"Bosk, think you can destroy those pillars and remove all the gems?"

Sesha [AC 29 /18 To/25 Fl] | HP 74/85 | CMD 19][Cat's Grace, LR 30]  d8=3 ;
Thursday June 25th, 2015 10:44:25 PM

Noting that Zane is a little banged up, Sesha uses some of her healing magic on him. Her Spectral Hand pokes him in the ribs, and delivers a little love.

"If you aren't doing anything, stay active and on top of our support magic. We don't know if finding the way out of this room means a trap-chute delivery to the guys we are looking for."

Domain Spell: No ley check.

Heals Zane for 8 x 1.5 = 12 Hp.


Bosk AC: 33/16/29 CMD:28 hp (115/127 Bear's Endurance) Spells  d20+11=21 ; d20+11=30 ; d20+9=18 ; d20+4=5 ; d20+4=7 ; 2d8+5=14 ; d8+5=7 ; d8+5=13 ; 2d8+5=12 ;
Thursday June 25th, 2015 11:52:18 PM

Bosk moves forward as far as he needs to in order to make sure others can get out of the hall. (My understanding is that since you can move through friendly squares that garret can already get through, but if I need to I will move West).

The cleric then continues attacking the pillars in front of him for all he is worth as he calls out. I have some resistance, but the strange nature of this trap means that my walking 30 feet means I get struck 124 times, so I am not moving any farther than I have to.

Attack pillar, hit AC 21 for 14
Ac 30 for 7
AC 18 for 13
AC 5 for 13
AC 7 for 12


RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 94/109 -- Perm Arcane Sight, Darkvision, See Invisibility 
Friday June 26th, 2015 12:21:33 AM

Tink will use her regular dagger to scrape a line in the gold panel on the columns, followed by prying the gems out.

Room of Pillars (co-DM JonathanT) 
Friday June 26th, 2015 1:22:57 AM

Progress is being made. Several stone chips lie on the ground, a sign that the pillars are solid but breakable. Sesha holds an small gem from one of the eye sockets. Trellus is poised to pull the lever up.
Beri moved along the north wall pressing on all of the eye-gems as none seem to stand out any more than another and no names on the plaques ring a bell.

But the electricity continues, baffling the IA.

Katinka suggests disabling all the columns when they get a chance, in case they need a space to recuperate. She calls out to her big friend 'Bosk, think you can destroy those pillars and remove all the gems?'
To follow up on this, she takes a dagger and cuts a line through the gold plating of one of the plaques revealing the true copper metal underneath then follows Sesha's cue and pries out the eye-gems of that said painting.

Restlin uses his agility and keen hearing to maintain his spot and keep dodging the bolts.

Garret looks on anxiously, wondering how to get past Bosk if the scythe corridor becomes active
again.

Vegy-Beri notices, from his acute angle along the wall, that there is a painting slightly raised from the surface just a few feet away. An embossed painting is a first and he goes over to it to investigate. It is slightly larger than the others and they eye-gems are larger as well. There is no plaque here, but he looks
like he could be Grendel himself! Maybe because of the gem studded painted crown? Or the painted royal robes? The painted scepter he holds? Or the sneering facial expression as if the painting is truly enjoying the scene?

Trellus stands at the lever and yells out to Garret, 'Garret! Tell me to stop if you can't get past Bosk! I'm throwing the switch that will probably turn those blades back on in 5, 4, 3'

Sesha helps Zane out by sending her Spectral Hand over to heal him some. She contemplates calling directly upon her deity but holds of for now. Things aren't quite that desperate yet.

Zane feels better, the healing and that the electricity does not bother him any more. He starts inspecting the corner of the far wall for anything out of place. He sees nothing unusual about that section.

Bosk stands in the only spot of the room not being hit by electricity due to the corridor opening. His long reach allows him to hit at a pillar from there. Although the big frame of the minotaur seems to block the way for Garret, all the little guy needs to do is announce he is passing through and Bosk will adjust his footing to let him pass.
He takes several more hits at the column and some more stone chips fly. It does occur to him that this can't be good for the blade and if he were to continue this to knock down ALL the pillars, there's a good chance his blade will suffer. He recalls when Anrete tried to cut his foot loose from the stone and how certain weapons just can't effectively deal damage to certain objects. More precisely, most melee weapons have little effect on stone walls or doors.

Meanwhile, the ozone smell in the room starts burning the noses and Bosk's and Zane's fur stand straight out as if they were Porcu-were-pines. Not to mention that Katinka and Sesha are going to have some very bad hair days ahead.

DM JT: brings back memories of a Mr. Bean episode. LOL

Map: Pillar Room Map 6

Garret - Carl subbing for Jeff  d20+15=26 ;
Friday June 26th, 2015 8:13:48 AM

Garret hears Trellus yelling that the blades are about to start going again, so the little guy pushes his way through Bosk and turns the corner (T5).

Reflex: 26

Restlin (Carl) -- AC: +12/+9/+10 CMD: 23 HP: 119/120 (Bear's endurance) (Spells) Luck Points: 10/10  d20+16=22 ; d20+24=30 ;
Friday June 26th, 2015 8:18:21 AM

Restlin feels comfortable that he can sit here and dodge these bolts all day, but he'd rather not. He notices Beri's found something interesting, so he dimensionally steps over to K7.

Reflex save for moving: 22

"Hey buddy, looks like you found something." Restlin gives it a good once over, especially seeing if anything can be seen behind it. (Perception 30)

Sesha [AC 29 /18 To/25 Fl] | HP 74/85 | CMD 19][Cat's Grace, LR 30]  d8=7 ; d8=4 ;
Friday June 26th, 2015 1:28:37 PM


"Hmm."

She gives it another go, this time upping the power. "That should do it. ", she remarks.

Sesha walks to Restlin and bumps him. "What did our salad find?" She turns and gives Beri a playful wink.

Somewhere in the background, Myrth is kneeling on the floor, playing telekinetic puppets with broken bits of pillar and the dagger she was loaned, humming an old hymn to Serenbeth.

Standard: Cure Moderate Wounds on Zane for 22 x 1.5 = 33 Hp.
Move: Walk to Restlin

Trellus (AC28/14t/26f, HP 122/152, CMD 22) Prot vs Electricty 120/120 
Friday June 26th, 2015 5:17:21 PM

A voice in Trellus' head screams "Pull the lever, Gronk!"

The cleric pulls the lever.

Beriothian -- AC:23/16/21 HP: 116/130 CMD = 19  d20+22=36 ;
Friday June 26th, 2015 5:26:15 PM

The slightly flustered plant person grumbles back in undercommon (and via thought)
It seems each step closer we get reveals three more steps to overcome... this painting here appears to be the late.. current... corporeally fluctuating Grendel.
Beri gives his large gem eyes another solid poke, tried twisting them, and checks if they can be removed before examing the rest of his sneering face.
But since I've already examined the eyes I suppose his accoutrements may hold the key
Beri continues his examination of the gem covered crown (especially focusing the gems), the fine robes, the scepter. He tried peeling off the image, reaching through a possible illusion, and for good measure gives the image a swift kick between the legs (not hard enough to injure his foot of course).

perception = 36


Bosk AC: 33/16/29 CMD:28 hp (115/127 Bear's Endurance) Spells 
Friday June 26th, 2015 7:15:42 PM

Bosk looks at the pillars, wondering if the groups attacks have had any effect.
(Since it sounds like we are sacrificing our weapons, can I get an update on this before posting?)

Zane (JCC) AC 26, AC 30 with shield spell, CMB 15, CMD 31, HP 101/150, Darkvision, Blindsense, 5 Lightning Resistance Character Sheet  d20+19=32 ;
Friday June 26th, 2015 7:57:48 PM

"If the regular sized people stand along the edge, I bet they don't get hit, Katinka didn't when she moved into the room to deactivate the hallway.
Zane continues to search for doors or panels on the west wall.

Perception 32

RobC - Katinka Hushfoot AC 24/16/19 -- CMD 20 -- HP 94/109 -- Perm Arcane Sight, Darkvision, See Invisibility 
Saturday June 27th, 2015 2:57:34 AM

Tink keeps up her activities of cutting at gold bands and taking gems. It might stop the lightning, it might not. But at least the gems should cover a few medical costs...

A way out of the Room of Pillars (co-DM JonathanT) 
Sunday June 28th, 2015 11:49:07 PM

Garret hears Trellus give the warning that he is about to pull the lever that turned the scything blades off and prepare to bolt but when Trellus pulls the lever up to its original position, nothing happens. No blades
come out of the corridor walls. More to it, it does not stop the electrical storm either. But is was worth a try.

Restlin Dimension Door's over to where he hears Vegy-Beri say he found something interesting that looks
different that the rest of the room.

Sesha sends some more healing into Zane then joins Restin to see what Vegy-Beri has discovered.

Bosk studies his handywork vs the pillars to assess his effects on it and deduces, even to the untrained architectural eye that a pick or hammer would be far more effective and to continue using his precious glassteel sword would be a waste of time and endanger his best melee weapon.

Bosk:Highlight to display spoiler: {Taking a step back to assess his work, Bosk becomes keenly aware that the pillars, although a focus for the electrical storm, is defacto holding up tons of stone. If one or two are removed it would be disastrous.}

Zane receives the healing from Sesha and continues to search for anything out of the ordinary along the walls. Reaching where three other IA members are congregated, he can also see that this one is different. The eye-gems are larger, the figure wears a gem studded crown, and it wears other royal acoutriments, like holding a rod in his left hand and wicket looking sword in his right hand.

Katinka removes a few more eye-gems. The copper bands are something different though. A dagger is not sufficient to cut through the metal band. A pick would work. intense heat would weaken or melt the metal so the crowbar could get it off.

Vegy-Beri has gone over the embossed painting of what could only be Grendel. He notices that the eye-gems are larger and fiddles with them. When he does that it is evident that they can come out like the others and pops one out, then the other.

Immediately upon the removal of the second Grendel eye-gem the electrical storm ceases just as suddenly as it started.

When he inspects the gems on the crown, he realizes that they are not gems but painted stones, and the center one can be pushed in. When he does that the 5' section of wall slowly starts to open revealing a corridor behind it.
When the secret door finishes opening all the way, a 10' high, 10' wide corridor goes back 30'. At the end of this 30' are stone stairs going up.

Map: Pillar Room Map 7

Restlin (Carl) -- AC: +12/+9/+10 CMD: 23 HP: 119/120 (Bear's endurance) (Spells) Luck Points: 10/10 
Monday June 29th, 2015 7:54:54 AM

Restlin slaps Beri on the back. "Check out the big brain on Beri! Come on everyone! Let's go stumble into the next trap."

With that, Restlin hooks arms with Sesha and starts down the hallway. He walks slowly enough to allow everyone to catch up.

Garret Goodbarrel [AC:35/30/29 HP:114/112 Ki:9/13 CMD: 33] 
Monday June 29th, 2015 8:42:27 AM

Garret sticks his fingers in his ears, draws them out, and looks at them. He says, "Wow, that was just too loud, wasn't it?" He glances down the new hallway and continues, "Anyone want to bet if those stairs are real? Or exploding? I don't like this place very much." He walks with the others towards the stairs, once again keeping eye at the rear of the group, watching to ensure they are not followed.

Bosk AC: 33/16/29 CMD:28 hp (115/127 Bear's Endurance) Spells  d20+19=38 ; d20+19=26 ;
Monday June 29th, 2015 2:50:35 PM

Bosk pushes hair down flat, glad that the Steelgrass armor prevents his from turning into a giant fuzz ball like happened during the electrical storm in the Sargrass. Great job Beri! The Horned Cleric says as he looks towards the stairs and inspects them for traps. I have no doubt that Garret is right about traps lying ahead.

These traps are wearisome, but we must be strong and show ourselves courageous for the sake of Yngvaridan people and rid this place of the evil spirits that inhabit it to bring honor to Gargul and peace to this region; and may the Lord of Life and Death do what is goo din his sight. Let us move bravely onward to remove this smited land of its curse and lay Grendel to to rest once and for all.


Actions
-----------
Perception check for traps = 38
Perception check for anything out of the ordinary (raised flooring, protruding wall, lack of grout between stones indicating a pressure plate and pit traps, etc) = 26
Bosk also makes sure to scan the ceiling.

Active Spells and Abillities
-- -- -- -- -- -- -- -- -- -- -- -- -- -- --
Highlight to display spoiler: {Blur - Grants the subject concealment (20% miss chance) (Tink's Garment)
Fly - Fly Speed 40ft (Tink's Garment)
Mass Bears Endurance - [CL12] 12mins - +4 Con (Sesha)
Heroes Feast: - [CL12] 12hrs +1 attack, +1 will, +4 vs fear (Sesha)

Deathwatch - [CL 1] Permanent - Instantly know whether each creature is dead, fragile, fighting off death, healthy, undead, or neither alive nor dead (such as a construct).
Darkvision - [CL 8] 8hrs - Ability to see 60 feet even in total darkness
Chill Touch - [CL8] (8 charges) - Touch channels 1d6 negative energy plus 1 Str vs. Fort save. Undead = no damage but it must make Will save or flee as if panicked for 1d4 rounds + 1 round per CL.
Hide From Undead - [CL8] 1hr 20min - 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.

Agile Feet - (SU) 5 uses left - Ignore all difficult terrain and no penalties when moving through it.
Channel Energy - (SU) 0 uses left - Channel Energy to cause or heal damage
Dark Walk - (SU) 1 min left -gain concealment, a 20% miss chance, a +2 resistance bonus to saves, and a +8 bonus to Stealth checks
Sense Spirit - (SU) Sense the direction and distance to any disembodied spirit or soul 480 ft., even through material objects.

Blind Fighting - (Feat) - Reroll miss % from concealment. Invisible attackers get no advantage (+2 bouns) in melee for invisibility. No Acrobatics check needed to move at full speed while blind.
Two Weapon Fighting - (Feat) Penalties for fighting with two weapons are reduced
Improved Two Weapon Fighting - (Feat) - Second attack with off hand weapon
Multiattack - (Feat) - Secondary attacks with natural weapons take only a -2 penalty

Sacred Tattoo on Back - Class - Avenger cannot be flanked.
Ghost Touch - (Class) Weapon deals damage normally against incorporeal creatures, armor counts against the attacks of corporeal and incorporeal creatures. This allow sneak attacks on incorporeal.
Immune to Fear - (Class)
Immune to Snake, Spider and Scorpion Poisons - (Class)

Electric Resistance +5 - Steelgrass Armor
Poison appied to two weapons:
BLUE WHINNIS POISON on left horn cap
MEDIUM SPIDER VENOM on flail

Spells Available
Legacy Item: Feather Fall, See Invisibility
Domain: True Strike, Locate object, Divination, Dimension door
Level 0: Detect Victim, Detect Magic, Chill Touch, Detect Poison
Level 1:
Level 2:
Level 3: Invisibility Purge
Level 4:
}

Zane (JCC) AC 26, AC 30 with shield spell, CMB 15, CMD 31, HP 134/150, Darkvision, Blindsense, 5 Lightning Resistance Character Sheet  d20+19=39 ;
Monday June 29th, 2015 4:08:07 PM

"Well, we have someone who flys and searches, shall I move easily into the hallway and try the stairs by hoof steps?"
Zane offers, figuring he has as good a chance at surviving most things if they go wrong.....

If it's agreed upon, Zane will carefully head down the hall and search at half-speed. (20')

(perception check 39 (Nat 20))

Beriothian -- AC:23/16/21 HP: 116/130 CMD = 19  d20+22=25 ; d20+19=36 ; d20+22=29 ; d20+19=37 ;
Monday June 29th, 2015 5:14:48 PM

Beri hands the gems he just removed and gives them to Bosk, seeing as the Beri currently has no pockets to hold onto them.
Before we move on we should look down the hall and at least try to make sure there are no signs of traps or illusions. No holes for spikes to come up from the floor and impale us, no scrapes on the wall indicating giant boulders may come rolling down, or that the stairs will turn into some sort of dangerous fun house slide.

After focusing as hard as he can in an attempt to see through any illusions, Beri examines the tiles on the floor, any decorations at all on the walls, the walls themselves, the ceilings, and the stairs.

(Please confirm what Beri does... it was unclear before whether Beri didn't successfully check the gem stone eyes the two previous attempts for some reason (low perceptions scores, not enough time...), or if nothing happened because he "pressed" them instead of removing them).

perception (hall)= 25
save against illusion (hall)= 36

perception (stairs)= 29
save against illusion (stairs)= 37

Trellus (AC28/14t/26f, HP 122/152, CMD 22) Prot vs Electricty 120/120 
Monday June 29th, 2015 6:17:03 PM

Trellus considers the lever, and pushes it back into the 'off' position. The last thing they need is to set the blades off again on the way back.

The cleric slides into line, this time behind Beriothian, and moves forward slowly as they work their way down the hall.

DMs JonT and SteveK 
Monday June 29th, 2015 7:23:20 PM

OOC: JonT and SteveK appreciate the recent emails reminding us the Iron Adventurers haven't leveled in nearly a year. Certainly not our intent! Therefore, we are doing a DM XP adjustment and make the following announcements:

All Heroes are now minimum XP neede for level 13! (315,000xp total) Players may adjust their PCs immediately.

For all the good roleplaying this module, each Hero also gets 1 Hero Point.

Additional Hero Point for Sesha for her amazing roleplaying with possessing an undead.

Additional Hero Point for Trellus for his quick-thinking attempt with deliberately turning on the scythes.

Additional Hero Point for Beriothian for plucking the gems from the Statue of the King!

SteveK is up next in the DM Chair!


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