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Post by AthasianLaborer on Mar 28, 2024 7:14:52 GMT -12
Initiative: 9 (rolled a 7, -1 for Dex, +3 for Casting Time) Intention: Cast Slow. It will only catch 9 of them. The 9 closest to our door will be the targets. Once 'Muiko has the opportunity to move, he'll withdraw from the doorway and keep the path clear as he can for any advancing combatants.
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Post by Quila Oris (John M.) on Mar 28, 2024 10:12:45 GMT -12
Initiative: 1 (rolled a 1, -2 for Dex, but minimum of 1) Intention: manifest Wrench upon the nearest statue to see whether it's animation would stop, just like the sand golems in the tomb did. (rolled a 5 on 19-20, success. PSP: 131/146.)
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Post by raddu/Thessik on Mar 28, 2024 10:59:15 GMT -12
Initiative: 1 (rolled a 1, -2 for Dex, but minimum of 1) Intention: Backup behind the front line fighters, pull my bow out, move to get a clear shot and shoot one of the sandstone trollocs. [Shortbow Roll: 1!!!!] If friendly fire is an issue I'll pull my short sword and try to maneuver around the statues.
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Post by Niachi on Mar 28, 2024 13:59:09 GMT -12
Modified initiative 8.
Niachi quickly places the Light orb in the corner of the opening to this chamber so at least 7.5 feet in front of the advancing statues has some illumination (not sure about ambient light after the 15 foot radius)
He bars the entrance with his arms to keep others from advancing into the room and yells:
"Gonna blind and obscure them a bit from y'all, BACK AWAY and use ranged! I will see 'em!"
That sharp tang of iron is in everyone's nose. He shoots his hands forward as they spew the coldest, blackest Black into the advancing monsters, enveloping all of them except the very rear one.
for 4 rounds (1d4+1 rounds, rolled 3) the Black obscures them from everyone's view except Niachi who can make out their dim shapes. Those in the cube are chilled -if that matters- with a -2 penalty to their attack rolls within the Black.
CON roll to access his source of power: 6, success vs 16.
Touch the Black: 23 damage (save for half) to all but the last statue.
This spell calls into being a 40-foot cube of inky-black nothingness that chills everything inside it. Those within must make a successful saving throw vs. death magic or take 1d6 points of damage for every level of the caster. Those who are successful take only half damage from the numbing cold. All within the cube are chilled to the bone whether they successfully save or not, and are at a -2 penalty to their attack and damage rolls for the next 1d4+1 rounds. Those within the cube are unable to see through the blackness; the caster is able to make them out as dim shadows within it.
Spells in effect: Cat's Grace Dex 20, duration 7.85 hours: +4 Reactions, +3 missile attack, -4 AC bonus for total AC -1
Enchanted Weapon: +1 2H sword and gouge, duration: 40-20 = 20 rounds.
Prot. From Evil: duration: 16 rounds: Attacks from evil things get -2 to hit, +2 to saves vs. evil attacks, prevents bodily contact from extraplanar/summoned creatures, possession and mental control are blocked.
Spells available: 3/2/3/1
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Post by Skrye [AC3; 48/48HP] on Mar 28, 2024 23:52:47 GMT -12
- Skrye gets a reddish ochre coloured clay tube from her belongings, perhaps four inches in length and a thumb’s breadth in width.
She steps back and starts to play it, in the aim that the statues respond in some way or manner
[OOC: Initiative 4 (7 if unmodified). AC 0 (Barkskin, 10 rnds), 48/48HP; SPELLS 1stLvl(5/5), 2ndLvl(4/5), 3rdLvl(4/4), 4thLvl(3/3)]
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Post by DM Bob on Mar 29, 2024 13:07:53 GMT -12
The wrench causes one of the sandstone constructs to go limp and stop.
Thessik's bowstring snaps, luckily he has another in his belt to restring it once he has the chance.
The tari begins playing the whistle, really after a single toot, all of the stone trolloc guardians stop and face her, as if expecting a command.
Slow does take effect, with glimmering purple-blue motes landing upon those affected.
Touch the Black then renders the room dark - with no clue as to whether or not the cold has damaged Skrye's new friends.
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Post by Skrye [AC3; 48/48HP] on Mar 30, 2024 5:17:46 GMT -12
- Skrye gets near the point where the small secret door is, taking a rock of continual light from her belongings to get some light. She then faces and talks to the constructs - "Crawl through this small door, we are allies of yours" - pointing to the door itself, turning her face to where the party should be
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Post by AthasianLaborer on Mar 30, 2024 5:23:52 GMT -12
Once it becomes apparent that they are listening, 'Muiko will drop the Slow spell.
Not until he's sure they're listening though, so not until the first one passes Skrye without swiping at her.
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Post by DM Bob on Mar 30, 2024 8:56:21 GMT -12
The rest of you need to move over about and around, but eventually the twelve eleven troll guardians exit and stand somewhat awkwardly in the room with the painted battle.
If you have them exit the building proper, Attilius can more easily maneuver into the room ahead of them - assuming you wish to have them as a sort of rear guard.
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Post by Skrye [AC3; 48/48HP] on Mar 30, 2024 9:13:09 GMT -12
- Skrye look at them, perhaps something could be recorded as a story of her travels, then she orders them to leave and protect the back of the party, giving some room to Attilius. Her eyes turn to the paintings once the 12th creature moves to the rear
[OOC: Any roll to gather any history from the paints?]
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Post by Attilius on Mar 30, 2024 9:20:47 GMT -12
With a weary eye at the statues now outside, the Murmillo calls down the hallway "You check those two doors for traps?"
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Post by Quila Oris (John M.) on Mar 30, 2024 10:03:20 GMT -12
Quila would assume she only moves into the room once Niachi signals it's safe to do so. She has seen him cast this particular nasty chilly void of blackness before and got warned to give it a wide berth. Still feeling very cold since she got back from the Eternal Hearth herself, she shudders even thinking of putting her pinkie in the inky blackness that fills the room the statues came marching out of.
If she does get the go signal, she will follow Skrye's queue and search for any historical clues from the paintings in the room. (OOC: Using my Chronicler/Spymaster skills, and the Ancient History NWP)
After that Quila will cast a Find Traps to shore up the skills from Skrye and Thessik somewhat. They seem to be a bit too sure of themselves for Quila's tastes, as evidenced by the statues animating without any warning whatsoever. To Attilius she nods and says, "I have asked assistance in order to find traps. I can help in that department."
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Post by DM Bob on Mar 30, 2024 10:16:49 GMT -12
The historical pictures in the first hallway likely represent the flame cult's eradication of the trolls. Whether this was painted by the victor or as an homage to the dead... well, that is harder to tell.
Both doors appear to be trapped.
A pit is detected before the west door as well.
The whole shuffle about takes four rounds, on top of the casting and observations. For those of you who are keeping track of spell durations.
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Post by Quila Oris (John M.) on Mar 30, 2024 10:32:08 GMT -12
Quila will tell about the traps and the pit. She will then manifest her clairvoyant powers to sense danger and feel the most safe path forward (activating Safe Path, rolled 11 on 19-20, success. PSP: 125/146). She will investigate the doors a bit closer to determine whether the traps are of a mechanical or magical nature. She will avoid the pit area when she does this. She will try and get a sense of what intended actions might trigger the traps.
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Post by Attilius on Mar 30, 2024 10:53:32 GMT -12
While the party investigates the traps, Attilius shimmies down the hallway to enter the statue room. He then readies his shield and gouge
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