[LPF] Kostry Kopec

sunshadow21

Explorer
The weasel finally seems to have finished whatever it had to say, and with a final roll of his eyes, Ausk comes over to watch the game of tic-tac-toe.
 

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jackslate45

First Post
Gragnor continues to confound and beat Kalgor or leave the game of tic-tac-toe in at least a tie.
[sblock=Suggestion]We might want to simply have the eye go right-hand rule or left-hand rule and quicken the pace a bit. Otherwise it might be Valentine's day before we get through all the intermediate steps of mapping.[/sblock]

[sblock=Agreed]
I wanted to speed this along anyway. [MENTION=2710]jkason[/MENTION], ignore any cells for now and keep going. If he finds any open doors, have Anaerion peer into them to get an idea, but do not go through the doors for now. Like SK said, get an idea as to where all the doors are on the basement. Crove is leading us down here from what I can tell. Wide open doors are way too suspicous when the other two where still locked behind doors.
[/sblock]
 

jkason

First Post
[sblock=ooc]I'm fine with auto-piloting however much you want me to. I just don't want anyone to feel I'm taking over, or intentionally making anti-party choices or what have you. If you want a generic order of exploration, I'll be happy to do that for you. As I said, it doesn't appear the eye can harm or be harmed, so at worst I'm sending it into areas where one or more creatures are able to see it. If you're okay with that, I'll be happy to burn through in whatever direction you like. For now, though, the closest hallways.[/sblock]

The cell block is generally unremarkable as Anaerion's eye sweeps south. Most of the cells are empty, their straw mats abandoned -- probably this is where those souls chained up elsewhere normally reside. In the southern section, Anaerion notes only one other inmate, all the way in the south of the block. As he rounds back toward the main hall, the wizard decides to take a chance, forcing the eye quickly ahead. A glance reveals that, indeed, as soon as he moves through the area, the inmates notice him again and react with violent intent, but once he's in the northern hall of cells, none of the smattering of lunatics he sees react to his presence.(four here: two in the east hall, one on the north, and a fourth in the west)

In fact, when the eye returns to its position on the western edge of the main lower hall, none of the bound lunatics react. The quartet at the far end continue their scuffling as if it doesn't exist.

[sblock=map]
Asylum2-2_zps19910412.jpg
[/sblock]

GM: 255/700 feet remaining (3 diagonals). I'm pausing here since that burned a fair bit of distance, and I want to make sure you still want to venture into the section where the eye seems to be visible before I push on.
 

Satin Knights

First Post
[sblock=ooc]Yeah, looks like JS is overwhelmed with work or holidays at the moment. Just push on and map it out for us. Loonies have a hard time convincing someone in charge they have seen something anyways. :lol:[/sblock]
 

jkason

First Post
[sblock=ooc]Alrighty, then, here we go[/sblock]

The eye ventures forward, and unsurprisingly, the chained inmates swing and clamor to attack it. Anaerion ignores the ineffective blows and moves through the open door to the south. He passes another inmate in the first room (D27), a bulky man with a still-sewn surgical cut across his forehead. The man's eyes widen as the floating eye passes. The man starts to rush the door, but Anaerion's seen this enough before that he moves on.

The next three rooms are empty, though one is disturbingly bloodstained in several places.

At the end of the hallway is a door with a single, barred window and a stout oak timber holding it closed from the east side (D31). The eye notes a hallway on the other side, and Anaerion slips through the bars to continue.

The door at the end of this shorter hallway has been ripped off its hinges, and so presents no bar to the eye's progress, either. There are no light sources within this room, but the elf's natural low light senses seem adequate to view his surroundings using the cast-off from the hall behind.

What he finds is a large basement which has all but been consumed by a large, water-filled sinkhole, while stone pillars support the dripping, fungus-caked ceiling above. A steeply sloped rubble floor mostly surrounds a dark lake. At the eastern end of the chamber, a single, worked-stone room remains, although its floor and walls are already beginning to crumble away into the sinkhole. (D32)

The sinkhole looks to be about 30 feet deep from Anaerion's magical vantage point at the entry to the room. About a third of it is filled with brackish water. The pit seems to be a waste dump, if the various waste and rotting food castoffs are any indication.

Seeing no other egress, Anaerion is about to back the eye from the room when a bit of movement catches his attention. He realizes that what he first mistook for the glisten of wet garbage is in fact a great, lidless eye. The creature doesn't appear to react to Anaerion's spell, so he believes his invisibility has returned. Indeed, given how it almost blended into the background from its passive stillness, the elven wizard is certain he'd have missed it had the creature been actively attempting to hide itself from him.

Now that he's looking, he recognizes barbs where he thought there had just been more broken bits of wood and bone, tentacles he's mistaken for mere ripples in the mud. He recognizes this creature: a Chaos Beast, which is rumored to have the ability to turn anyone it touches into another of its kind.

The eye shrinks away from the discovery, as Anaerion can't help but feel unsettled being so close to it, even if he knows logically there is no immediate danger. His vision jets back up the hallway where he'd come, where the inmate he'd passed appears to be waving through the bars. Anaerion turns the vision a moment, vaguely curious as the waving appears to be non-aggressive. The man starts, then quickly holds up his tattered sheet, on which he's written (with what, Anaerion's far past guessing in this asylum):

Help! Not insane! Prisoner!

The man appears to be trying to say something, as well, but without an auditory component to the spell, Anaerion can't say what it is. He does recognize the panic in his eyes a moment later, the head-shaking plea and reach toward the eye. It's then that Anaerion realizes it's becoming harder to see the man, and a moment later, the elven wizard sees only the alley where he and the others huddled during his scouting.

[sblock=ooc]Okay, by my calculation, Anaerion had just enough distance/time left to get to the end and back before the spell ended, so that seemed like a good act out on that one. Map in next block[/sblock]
[sblock=map]
Asylum2-2_zpsd34ea3e2.jpg
[/sblock]
 

Satin Knights

First Post
"Well, it looks like we have to rescue someone on top of saving the city." (Kn Planes=24) "I think that chaos beast is kind of dangerous. If we don't have to fight it, it probably is best. So, you didn't see the guy running the place? Or the big creature we are hunting? Oh well."

"So is it time to walk in the door like we are on official business?"

[sblock=mini-stats]Kalgor AC 17 HP 63/63, Init +2, Perception +11/+13 vs human, Darkvision, Move 20' STR 18 Dex 14
+1 Greatsword +9, 2d6+7+1 dirty fighting trait when flanking, or
Power Attack +1 Greatsword, +7, 2d6+13 + ...
Handbo +8, d6+4
Comp Longbow, +7, d8+4..... Arrows 7 Normal, 5 CI, 3 Blunt, 2 Smoking
Sling +6, d4+4........ Sling bullets 15
Fort: +5, Reflex +5, Will +6, CMB +8, CMD 21
...Summoner Cantrips: Detect Magic, Acid Splash, Arcane Mark, Mage Hand, Jolt, Read Magic
...... . . Mage Cantrips: Dancing Lights, Prestidigitation, Umbrella
.,....Summoner 1st Lvl: 4/5 remaining; Lesser Rejuvenate Eidolon, Shield, Magic Fang, Expeditious Retreat
.,....Summoner 2nd Lvl: 2/2 remaining; Haste, Lesser Evolution Surge, Summon Eidolon
..,,,Mage 1st Lvl Spells: 3; Mage Armor(3hr), Vanish(3r), Enlarge Person*(T), Bonded Amulet
...,,......,..Racial Spells: 1/day, not used; Daylight (70 minutes)
,.Summoner Monster III:
4/4 remaining; std action SLA summon, (5 min), Lantern Archon, Celestial Ape, d4+1 Celestial dogs, d4+1 celestial eagles
.,,.........Battle Shaper: 4/4 remaining; swift action to grow a claw, bite or gore attack

...,,.......Combat Feats: Precise Strike, Power Attack
.............Consumables: 2 Alchemist's Fires, 1 Cure Light Wounds potion
Party Supplies: Wearing the Ring +1 Protection
...........Party Supplies:
1 of 2 scrolls of Umbrella (1 successfully used), 2 scrolls of Create Treasure Map, Scroll of Devolution, Scroll of Unfetter, 3 scrolls of See Invisibility(2 K, 1A), Scroll of Comprehend Languages, 1 potion of lesser restoration (1 also carried by Tyrien), 2 scrolls of remove curse, 1 scroll of invisibility purge(Ausk), 4 Cure Light Wounds potions (each carrying one)

Effects: In hand = +1 greatsword, Umbrella (.9 hours)

Gragnor HP: 38/38, AC 25 ..... Move: Walk 40', Fly 40' Perfect
Bite +9, d4+1; Claw +9, d3+1; Claw +9, d3+1 +1d6 Shock +1d6 Cold damage each
Fort +5, Reflex +8, Will +1, CMB +3, CMD 17, Evasion
Perception +7, Stealth +14, Fly +19, Darkvision
Acrobatics +19, Init +4, Precise Strike, Pounce
Effects:
Mage Armor 2.9 hours, Umbrella (.9 hours)

Rylidak Kel
Initiative:
+1
Speed 20/30 (Heavy armor)
AC: 20 (Touch 11, Flat 19)
HP: 65 Current: 62
CMB: +10 CMD: 21 Fort: +8 Reflex: +5 Will: +6
Special: Immune fear, disease


Conditions:

In Hand: +1 aberration bane longsword

Consumables
Arrows: 20/20
CLW Wand charges: 50/50
Acid: 1/1
Alch Fire: 2/2
Liquid Ice: 1/2, 1 used
Antitoxin: 2/2
Holy Water: 3/3
Tanglefoot bag: 1/1
Universal Solvent: 1/1
Scroll Bull's Str: 1/1

Melee: +1 Longword +12/+7 (1d8+5/19-20) (+2 dmg two-handed)
Melee: +1 Aberration bane Longword +12/+7 (1d8+5/19-20)(+2 dmg two-handed, +2 hit and +2d6 damage vs. aberrations)
Ranged: MW Composite Longbow +4 STR +8/+3 (1d8+4/x3)

Divine Weapon +1
Smite Evil: +2 to hit, +6 dmg, +2 deflection AC
Combat Feats: Power Attack (-2/+4), Furious Focus (ignore attack penalty 1st power attack ea round w/ two hands), Lunge (+5' reach melee / -2 AC)

Lay on Hands: 6/7 (3d6; Mercies: Sickened, Staggered)
Smite Evil: 3/3 (Special: 2 LoH for extra Smite - Oath of Vengeance)
Divine Weapon: 7 minutes
Orc Ferocity: 1/1
Spells:1st (DC 15): Lesser Restoration, Bless
2nd (DC 16): Weapon of Awe
Effects: None[/sblock]
 

jackslate45

First Post
"Looks like it. Ready when you guys are"

[sblock=Stats]
Initiative: +9 Perception: +2 (low-light vision)
AC: 17 (10 flat-footed, 13 Touch )
HP: 51 Current: 51
CMB: +1 CMD:14(10ff) Fort: +4 Reflex: +5 Will: +5
+2 Will vs. Enchantments
Special: Immune to Magical Sleep
Current Conditions in Effect: Mage Armor
Current Weapon in Hand:

School Focus:
Shift: 15' Teleport as Dim Door. Does not Provoke AoO (7/8 remaining)
Summoner's Charm: Summoning Spells Last a total of 10 Rounds

Malkovian: Happy Again!
Timely Inspiration: 3/3 Immediate Action, +2 Bonus, Range 60', Immediate action
Mage Hand: At will. Controllable by Malkovian
Bonus Power: Anaerion does not know this power.
Bonus Boon: Anaerion does not know this power.


Spells Prepared:
Level 0: Detect Magic, Read Magic, Acid Splash, Mending
Level 1: Mage Armor, Greasex2, Protection From Evil, Magic Missile, Silent Image, Enlarge Person
Level 2: Glittedustx2, Invisibility, Web, Create Pit
Level 3: Haste,SM3x1, Fly, Summon monster 3: Leaoprd
Level 4: Dimenstion Door, Arcane Eye, Dispel Magic (Prepared as level 4)
Arcane Bond: Available
[/sblock]
 


sunshadow21

Explorer
Ausk shoulders his weapon once more as action seems imminent finally.

[sblock=ooc]As long as Ausk isn't expected to stealth, I'm good with whatever approach is used.[/sblock]
 

Satin Knights

First Post
"Just a sec..." Kalgor pulls out some papers from his backpack and hands them to Rylidak. "Props are always good. Release papers for a prisoner. That is enough of a bluff to get past the first few."

"Well, it is better than swinging a sword at everyone. That will have to do."
Rylidak takes the papers in hand, rolls them a bit, and marches in like she is on a mission for the crows.

Kalgor and the cat follow like dutiful soldiers.
[sblock=intentions]Head straight for D27. Bluff "official business and keep walking" for as far as we can get.[/sblock][sblock=mini-stats]Kalgor AC 17 HP 63/63, Init +2, Perception +11/+13 vs human, Darkvision, Move 20' STR 18 Dex 14
+1 Greatsword +9, 2d6+7+1 dirty fighting trait when flanking, or
Power Attack +1 Greatsword, +7, 2d6+13 + ...
Handbo +8, d6+4
Comp Longbow, +7, d8+4..... Arrows 7 Normal, 5 CI, 3 Blunt, 2 Smoking
Sling +6, d4+4........ Sling bullets 15
Fort: +5, Reflex +5, Will +6, CMB +8, CMD 21
...Summoner Cantrips: Detect Magic, Acid Splash, Arcane Mark, Mage Hand, Jolt, Read Magic
...... . . Mage Cantrips: Dancing Lights, Prestidigitation, Umbrella
.,....Summoner 1st Lvl: 4/5 remaining; Lesser Rejuvenate Eidolon, Shield, Magic Fang, Expeditious Retreat
.,....Summoner 2nd Lvl: 2/2 remaining; Haste, Lesser Evolution Surge, Summon Eidolon
..,,,Mage 1st Lvl Spells: 3; Mage Armor(3hr), Vanish(3r), Enlarge Person*(T), Bonded Amulet
...,,......,..Racial Spells: 1/day, not used; Daylight (70 minutes)
,.Summoner Monster III:
4/4 remaining; std action SLA summon, (5 min), Lantern Archon, Celestial Ape, d4+1 Celestial dogs, d4+1 celestial eagles
.,,.........Battle Shaper: 4/4 remaining; swift action to grow a claw, bite or gore attack

...,,.......Combat Feats: Precise Strike, Power Attack
.............Consumables: 2 Alchemist's Fires, 1 Cure Light Wounds potion
Party Supplies: Wearing the Ring +1 Protection
...........Party Supplies:
1 of 2 scrolls of Umbrella (1 successfully used), 2 scrolls of Create Treasure Map, Scroll of Devolution, Scroll of Unfetter, 3 scrolls of See Invisibility(2 K, 1A), Scroll of Comprehend Languages, 1 potion of lesser restoration (1 also carried by Tyrien), 2 scrolls of remove curse, 1 scroll of invisibility purge(Ausk), 4 Cure Light Wounds potions (each carrying one)

Effects: In hand = weapon sheathed, Umbrella (.7 hours)

Gragnor HP: 38/38, AC 25 ..... Move: Walk 40', Fly 40' Perfect
Bite +9, d4+1; Claw +9, d3+1; Claw +9, d3+1 +1d6 Shock +1d6 Cold damage each
Fort +5, Reflex +8, Will +1, CMB +3, CMD 17, Evasion
Perception +7, Stealth +14, Fly +19, Darkvision
Acrobatics +19, Init +4, Precise Strike, Pounce
Effects:
Mage Armor 2.7 hours, Umbrella (.7 hours)

Rylidak Kel
Initiative:
+1
Speed 20/30 (Heavy armor)
AC: 20 (Touch 11, Flat 19)
HP: 65 Current: 62
CMB: +10 CMD: 21 Fort: +8 Reflex: +5 Will: +6
Special: Immune fear, disease


Conditions:

In Hand: +1 aberration bane longsword

Consumables
Arrows: 20/20
CLW Wand charges: 50/50
Acid: 1/1
Alch Fire: 2/2
Liquid Ice: 1/2, 1 used
Antitoxin: 2/2
Holy Water: 3/3
Tanglefoot bag: 1/1
Universal Solvent: 1/1
Scroll Bull's Str: 1/1

Melee: +1 Longword +12/+7 (1d8+5/19-20) (+2 dmg two-handed)
Melee: +1 Aberration bane Longword +12/+7 (1d8+5/19-20)(+2 dmg two-handed, +2 hit and +2d6 damage vs. aberrations)
Ranged: MW Composite Longbow +4 STR +8/+3 (1d8+4/x3)

Divine Weapon +1
Smite Evil: +2 to hit, +6 dmg, +2 deflection AC
Combat Feats: Power Attack (-2/+4), Furious Focus (ignore attack penalty 1st power attack ea round w/ two hands), Lunge (+5' reach melee / -2 AC)

Lay on Hands: 6/7 (3d6; Mercies: Sickened, Staggered)
Smite Evil: 3/3 (Special: 2 LoH for extra Smite - Oath of Vengeance)
Divine Weapon: 7 minutes
Orc Ferocity: 1/1
Spells:1st (DC 15): Lesser Restoration, Bless
2nd (DC 16): Weapon of Awe
Effects: None
In hand: rolled papers
[/sblock]
 

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