[LPF] The Forbidden Isle of Ancient Secrets

Satin Knights

First Post
Using a path that has already been explored to get back to the shale shedding tower, you find no resistance along the way. Unfortunately, all the street lamp globes along this path have all had their occupants freed as as well.

Getting into the tower itself is kind of tricky. Dodging the falling flakes of shale takes more luck than skill. Not only is the old man struck by a couple falling rocks, but the quick and bouncy barbarian gets clipped by the sharp shale that falls.

Once inside, you find a nest of old dried vegetation in one corner, a couple dead skum and the bones of a few others in the other. The mushrooms at the north end of the room see quite well fertilized. Some rocky debris clutters each stairwell, making it difficult, but not impossible to move to the upper levels.

[sblock= Health]56/69 ~ AC 18 ~ Daylily ~
25/27 (before -CON is 40/45) -18 hp due to Con damage ~ AC 14 ~ Relic ~ ended at -5 CON
78/78 ~ AC 21 ~ Aradra ~ Darkvision
72/72 ~ AC 19 ~ Shadow ~ amulet active,
65/79 ~ AC 23 ~ Iosef ~
92
/92 ~ AC 25 ~ Frost ~ 1 grr left[/sblock]
[sblock= map]
tower1.png
[/sblock]
 
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jbear

First Post
[sblock= OOC] Can Relic not Feather Fall the shale falling on Daylily? This was what Relic was thinking of doing the first time we talked about holing up in this building. We also talked about Relic using Levitate and holding a rope for Daylily to reel him in really quickly. He could even lie on his back and Feather Fall any falling shale that was heading towards him. No big deal, but I think Relic would have taken every precaution to try and get inside unharmed given his fragile state of health.

Also, if Relic was at 27/27 HPs and lost 5 from the shale, wouldn't he be at 22/27 HPs?[/sblock]

Once inside Relic takes a good look around he decides the nest of vegetation looks like a comfortable spot to set up for the rest of the afternoon and evening. He plonks himself down and struggles to pull of his pack. He pulls out his spellbook in addition to his scroll case and pen and ink. He quickly becomes lost in a world of study, his mind quickly detaching from the sickly state of his still shuddering body.

[sblock= Study] Relic uses Read Magic to decipher his scrolls: Tiny Hut, Fly, Fireball, Rope Trick, Lightning bolt, Draconic Reservoir, Comprehend Languages, Magic Missile

1st Hour: Study Comprehend Languages (Take 10 = Spellcraft DC 25;success)
2nd Hour: Copy Comprehend Languages into Spellbook: 1pg/ 10gp ink used
3rd Hour: Study Lightning Bolt (Take 10 = Spellcraft DC 25; success)
4-6th Hour: Copy Lightning Bolt into Spellbook: 3pgs/ 90 gp ink used
7th Hour: Study Magic Missile (Take 10 = Spellcraft DC 25; success)
8th Hour: Copy Magic Missile into Spellbook: 1 pg /10 gp ink used
Total: 5 pgs used/ 110 gp ink used

I don't think Relic will be able to study much longer than that. He will need 8 Hours sleep and then prepare his spells for the next day. I am tempted to say that while he is recovering CON he will stay in this building studying his spells, the others can come and get him if they feel they need him.

NB: After reading Draconic Reservoir I am reconsidering what spell to take for his Wind Speciality Spell rather than Protection from Elements (1 of 2 free spells at level up which Relic has not had a chance to learn as he hasn't rested yet). They look like they overlap too much. Thoughts? I think Gaseous Form might be good to have up my sleeve to get past possible physical barriers. [/sblock]

[sblock= Rest] Relic recovers 1 CON point from 8 hours rest and up to 6 HPs. If he lost 5 from the Shale he would be back to full. CON goes from 7 to 8 so modifier is now only -1; Relic gains +6 HPs because of this recovery, right? So 33/33 hps? [/sblock]

[sblock=Relic after 8 hrs Rest]
Relic Nevyn
[sblock=Image]
180px-Willterrell_oldman.jpg
[/sblock]
(Lvl 6) Human Wizard 5/Oracle 1
HP: ???/45 (33/33?)
AC: 14 Touch 14 FlatFooted 11
Initiative: +4; Temporal Celerity: Rolls initiative twice and can use either result
Status: Con Damage: -4
Fort: +2 (+0)Ref: +3 Will: +7
Wizards Spells: lvl 0: Prestidigitation, Detect Magic, Read Magic, Ghost Sound
Lvl 1: Shocking Grasp; Identify; Comprehend Languages; Magic Missile x2; Silent image
Lvl 2: Summon Monster II, Hideous Laughter, Invisibility; Flaming Sphere; Web
Level 3: Haste x2; Lightning Bolt
Bonded Ring:
Pearl of Power (lvl 1):
Pearl of Power (lvl 2):
Lightning Flash 7/7 uses left today
Oracles Orisons: Detect Poison, Create Water, Guidance, Purify Food and Drink
Oracles Spells: lvl 1: 3/3 uses left today
Wand of Mage Armor: (47/50) charges
Wand of CLW: (50/50) charges
Rod of Lesser Extend: 3/3 uses left today
Quarterstaff of Spellstoring: +3; 1d6+1 dmg Charged: Force Punch (5d4 force, 10ft knock back, DC 16).
Consumables: 4/4 CLW Potions; 8/8 trail rations
Scrolls prepared for Battle: Shield, Ray of Enfeeblement, Hypnotism, Moment of Greatness
Curse: Clouded Vision: Max Vision limit 30'; as Darkvision
[/sblock]
 
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Maidhc O Casain

Na Bith Mo Riocht Tá!
Kalinn makes her way through the falling shale and into the tower, helping the others get through unharmed as she's able. Once inside, she sets to with a will, preparing the inside of the tower for the team's long day and night of rest.

Throughout the day, she feels something . . . some feeling, some thing . . . growing inside her. Her sleep, such as it is, is restless and disturbed by dreams. On awakening, the odd feelings persist. Her thoughts are jumbled, there's too much in her brain. Throughout breakfast, she's distant from the others, working to sort out her thoughts and the new knowledge in her mind.

By the time the group is ready to press on, she's (mostly) got a handle on it, and seems more herself.
_______________
06PostShot.png


[sblock=Mini Stats]
Kalinn Ari

Standard Block
Initiative: +03
AC: 25 (13 Touch, 22 Flat-Footed)
HP: 92/92
CMB: +10 CMD: 23
Fort: +08 Reflex: +06 Will: +06

Rage Block
Initiative: +03
AC: 23 (11 Touch, 20 Flat-Footed)
HP: 119/119
CMB: +12 CMD: 23
Fort: +11 Reflex: +06 Will: +08

Rage Block (Hafísbíta in Hand)
Initiative: +3
AC: 23 (11 Touch, 20 Flat-Footed)
HP: 114/114
CMB: +11 CMD: 22
Fort: +10 Reflex: +05 Will: +07

Fatigue Block
Initiative: +2
AC: 24 (12 Touch, 22 Flat-Footed)
HP: 92/92
CMB: +09 CMD: 21
Fort: +08 Reflex: +05 Will: +06

Senses: DarkVision
Perception: +10, Sense Motive: +0

Special: Rage (Remaining Rounds: 10/10)
Special: Spirit Totem (+8/1d4+2)
Special: Claws (Remaining Rounds: 05/05)
Special: Boon: Shield (Remaining Points: 10/10)
Special: Boon: Healing Surge

Current Weapon in Hand: None

Spells Available (Cantrips: Unlimited, 1st Level: 7/7 per Day, 2nd Level: 4/4 per Day)
Cantrips: Acid Splash, Disrupt Undead, Jolt, Haunted Fey Aspect, Mending, Ray of Frost
1st Level: Ear Piercing Scream, Magic Missile, Protection from Evil, Shield
2nd Level: Frigid Touch, Protection from Evil (Communal)
[/sblock]
 

Systole

First Post
Getting Daylily to stop hunting spiders, and then convincing him not to wreck any machinery, is no easy task. Eventually the barbarian puts his clothes back on and follows the party to the crumbling tower, grumbling all the while. Before heading inside, he gathers another round of lizard steak and shambler salad, and then scrounges for some combustible materials to make a fire with. The chunk of masonry that bounces off his head doesn't seem to bother him in the slightest.

"If the heal magic will helps you, Elder, then please to using it."
 

jackslate45

First Post
OOC: if Relic is resting 16 hours total, then Aradra would use the first 8 to rest, and then give relic long term care per the heal skill. That way he gains 2 coj back, and with a little luck from Iosef we might b able to get Relic up to full within 24 hours. also Gaseous form could be useful.
 

rb780nm

First Post
Iosef uses his holy powers to ease his allies wounds, then he spends his time in prayer and meditation.

[sblock]
Channel +ve Energy, heal 4d6 on everyone
While resting, finally get that lvl 2 spell!

Memorize: Lesser Restoration, Bless, Delay Poison

If Relic is still weakened after resting, use lesser restoration to cure 1d4 con damage
 

Satin Knights

First Post
[sblock= falling rock damage]I'll let Relic hit his rocks with feather fall, bringing them down to 1/2 damage for 2. His short sightedness, combined with a short range spell, means he isn't going to get Daylily's rocks, because he would have to be standing in the debris field to 'catch' them risking more to himself, or if tied and floating, gets one set falling, not both, because of only one immediate action per round.[/sblock][sblock= ooc spoilers]Using a space after sblock= before the label will allow the spoiler code to work properly. It is annoying they haven't fixed this yet from the upgrade. That, and the dice display. But the hack on the database is a pain to deal with I am sure.[/sblock]

First Hour: After the party gets into the tower with only a few minor injuries, Relic plops himself down in the nest to rest and study his spells. Understanding the language of this 'foreign' land appears to be his top priority as he studies.[sblock= Relic]The dryness and itchiness of your skin goes away somewhat. You seem to be developing a coating of slimy mucus (+2 on Escape Artist checks and CMD to resist grapples) on your skin. [/sblock]

Iosef picks a quiet section that is not too filthy to kneel and pray. His cough is getting heavier and more congested. Only controlled, slow breathing seems to provide any relief to the pain.[sblock= Iosef] Uncontrollable coughs wrack the body with painful spasms (character can hold his breath for twice as long as normal)
You get the "empty" spell slots from leveling to fill after an hour of prayer. You can put a 1st level spell in a second level slot, so I think you can get one Lesser Restoration spells after one hour of prayer. I had GM'd the your empty first level as a Lesser Restoration earlier so Relic didn't croak.

Issue B: You have an uneasy, distracting feeling. The source of the problem seems to be coming from above.[/sblock]

Shadow whimpers a bit more. Occasionally he limps as he moves around in restless circles, not finding a suitable place to lay down. [sblock= Aradra]Shadow's affliction seems to be continuing. His bones are getting a bit thicker and stronger. (+1 natural armor bonus). You on the other hand, your skin is getting very dry and itchy, thirsting for water. It seems to be the same thing Relic was complaining about a while ago.[/sblock]
Daylily continues to eat like he's got a tape worm. Frost meditates and tries to balance her conflicting ancestral influences.

[sblock= ooc]Nobody is going to explore the upstairs??[/sblock][sblock= Health]67/69 ~ AC 18 ~ Daylily ~
27/27 (before -CON is 45/45) -18 hp due to Con damage ~ AC 14 ~ Relic ~ ended at -5 CON
78/78 ~ AC 21 ~ Aradra ~
72/72 ~ AC 19 ~ Shadow ~ amulet active,
76/79 ~ AC 23 ~ Iosef ~
92
/92 ~ AC 25 ~ Frost ~ 1 grr left[/sblock]
 
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Systole

First Post
OOC: I didn't realize there was upstairs. Daylily will most likely build his fire there unless convinced otherwise. He's spoiling for a fight, especially after the phase spiders ran away like sissies, so arguments that a fire will attract attention are not likely to work.
 

Satin Knights

First Post
While the others are doing their caster things, Daylily wanders upstairs. On the second floor, he finds a long hallway along the eastern wall, connecting the two stairwells. In the center of the hallway is a set of large brass double doors. The doors are locked. From the dust on the floor, nothing more than six inches in height has visited this hallway in a very long time.

[sblock= 2nd floor of probably three]
tower2.png
[/sblock]
 

Systole

First Post
"Oyeh! There is doors up in the here. Didn't you nots looked here, Darkchild? Hmph." He continues upward, looking for a place to make a fire.
 

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